3 * @brief プレイヤーの飲むコマンド実装
14 #include "object-hook.h"
18 #include "spells-status.h"
19 #include "player-effects.h"
20 #include "player-status.h"
21 #include "player-damage.h"
22 #include "player-race.h"
23 #include "player-inventory.h"
24 #include "realm-hex.h"
25 #include "realm-song.h"
26 #include "spells-floor.h"
27 #include "object-broken.h"
28 #include "cmd-basic.h"
30 #include "objectkind.h"
31 #include "view-mainwindow.h"
32 #include "player-class.h"
35 * @brief 薬を飲むコマンドのサブルーチン /
36 * Quaff a potion (from the pack or the floor)
37 * @param item 飲む薬オブジェクトの所持品ID
40 void exe_quaff_potion(player_type *creature_ptr, INVENTORY_IDX item)
48 take_turn(creature_ptr, 100);
50 if (creature_ptr->timewalk)
52 if (flush_failure) flush();
53 msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle."));
59 if (music_singing_any(creature_ptr)) stop_singing(creature_ptr);
60 if (hex_spelling_any(creature_ptr))
62 if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();
65 o_ptr = REF_ITEM(creature_ptr, current_floor_ptr, item);
67 object_copy(q_ptr, o_ptr);
72 /* Reduce and describe creature_ptr->inventory_list */
75 inven_item_increase(item, -1);
76 inven_item_describe(item);
77 inven_item_optimize(item);
80 /* Reduce and describe floor item */
83 floor_item_increase(0 - item, -1);
84 floor_item_describe(0 - item);
85 floor_item_optimize(0 - item);
91 /* Not identified yet */
95 lev = k_info[q_ptr->k_idx].level;
97 /* Analyze the potion */
98 if (q_ptr->tval == TV_POTION)
102 /* 飲みごたえをオリジナルより細かく表現 */
103 case SV_POTION_WATER:
104 msg_print(_("口の中がさっぱりした。", ""));
105 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
109 case SV_POTION_APPLE_JUICE:
110 msg_print(_("甘くてサッパリとしていて、とてもおいしい。", ""));
111 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
115 case SV_POTION_SLIME_MOLD:
116 msg_print(_("なんとも不気味な味だ。", ""));
117 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
121 case SV_POTION_SLOWNESS:
122 if (set_slow(creature_ptr, randint1(25) + 15, FALSE)) ident = TRUE;
125 case SV_POTION_SALT_WATER:
126 msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));
128 if (!(PRACE_IS_(creature_ptr, RACE_GOLEM) ||
129 PRACE_IS_(creature_ptr, RACE_ZOMBIE) ||
130 PRACE_IS_(creature_ptr, RACE_DEMON) ||
131 PRACE_IS_(creature_ptr, RACE_ANDROID) ||
132 PRACE_IS_(creature_ptr, RACE_SPECTRE) ||
133 (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))
135 /* Only living creatures get thirsty */
136 (void)set_food(creature_ptr, PY_FOOD_STARVE - 1);
139 (void)set_poisoned(creature_ptr, 0);
140 (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed + 4);
144 case SV_POTION_POISON:
145 if (!(creature_ptr->resist_pois || IS_OPPOSE_POIS()))
147 if (set_poisoned(creature_ptr, creature_ptr->poisoned + randint0(15) + 10))
154 case SV_POTION_BLINDNESS:
155 if (!creature_ptr->resist_blind)
157 if (set_blind(creature_ptr, creature_ptr->blind + randint0(100) + 100))
164 case SV_POTION_BOOZE:
165 ident = booze(creature_ptr);
168 case SV_POTION_SLEEP:
169 if (!creature_ptr->free_act)
171 msg_print(_("あなたは眠ってしまった。", "You fall asleep."));
173 if (ironman_nightmare)
175 msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
177 /* Have some nightmares */
178 sanity_blast(creature_ptr, NULL, FALSE);
180 if (set_paralyzed(creature_ptr, creature_ptr->paralyzed + randint0(4) + 4))
187 case SV_POTION_LOSE_MEMORIES:
188 if (!creature_ptr->hold_exp && (creature_ptr->exp > 0))
190 msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));
191 chg_virtue(creature_ptr, V_KNOWLEDGE, -5);
193 lose_exp(creature_ptr, creature_ptr->exp / 4);
198 case SV_POTION_RUINATION:
199 msg_print(_("身も心も弱ってきて、精気が抜けていくようだ。", "Your nerves and muscles feel weak and lifeless!"));
200 take_hit(creature_ptr, DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);
202 (void)dec_stat(creature_ptr, A_DEX, 25, TRUE);
203 (void)dec_stat(creature_ptr, A_WIS, 25, TRUE);
204 (void)dec_stat(creature_ptr, A_CON, 25, TRUE);
205 (void)dec_stat(creature_ptr, A_STR, 25, TRUE);
206 (void)dec_stat(creature_ptr, A_CHR, 25, TRUE);
207 (void)dec_stat(creature_ptr, A_INT, 25, TRUE);
211 case SV_POTION_DEC_STR:
212 if (do_dec_stat(creature_ptr, A_STR)) ident = TRUE;
215 case SV_POTION_DEC_INT:
216 if (do_dec_stat(creature_ptr, A_INT)) ident = TRUE;
219 case SV_POTION_DEC_WIS:
220 if (do_dec_stat(creature_ptr, A_WIS)) ident = TRUE;
223 case SV_POTION_DEC_DEX:
224 if (do_dec_stat(creature_ptr, A_DEX)) ident = TRUE;
227 case SV_POTION_DEC_CON:
228 if (do_dec_stat(creature_ptr, A_CON)) ident = TRUE;
231 case SV_POTION_DEC_CHR:
232 if (do_dec_stat(creature_ptr, A_CHR)) ident = TRUE;
235 case SV_POTION_DETONATIONS:
236 ident = detonation(creature_ptr);
239 case SV_POTION_DEATH:
240 chg_virtue(creature_ptr, V_VITALITY, -1);
241 chg_virtue(creature_ptr, V_UNLIFE, 5);
242 msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));
243 take_hit(creature_ptr, DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);
247 case SV_POTION_INFRAVISION:
248 if (set_tim_infra(creature_ptr, creature_ptr->tim_infra + 100 + randint1(100), FALSE))
254 case SV_POTION_DETECT_INVIS:
255 if (set_tim_invis(creature_ptr, creature_ptr->tim_invis + 12 + randint1(12), FALSE))
261 case SV_POTION_SLOW_POISON:
262 if (set_poisoned(creature_ptr, creature_ptr->poisoned / 2)) ident = TRUE;
265 case SV_POTION_CURE_POISON:
266 if (set_poisoned(creature_ptr, 0)) ident = TRUE;
269 case SV_POTION_BOLDNESS:
270 if (set_afraid(creature_ptr, 0)) ident = TRUE;
273 case SV_POTION_SPEED:
274 if (!creature_ptr->fast)
276 if (set_fast(creature_ptr, randint1(25) + 15, FALSE)) ident = TRUE;
280 (void)set_fast(creature_ptr, creature_ptr->fast + 5, FALSE);
284 case SV_POTION_RESIST_HEAT:
285 if (set_oppose_fire(creature_ptr, creature_ptr->oppose_fire + randint1(10) + 10, FALSE))
291 case SV_POTION_RESIST_COLD:
292 if (set_oppose_cold(creature_ptr, creature_ptr->oppose_cold + randint1(10) + 10, FALSE))
298 case SV_POTION_HEROISM:
299 ident = heroism(p_ptr, 25);
302 case SV_POTION_BESERK_STRENGTH:
303 ident = berserk(randint1(25) + 25);
306 case SV_POTION_CURE_LIGHT:
307 ident = cure_light_wounds(2, 8);
310 case SV_POTION_CURE_SERIOUS:
311 ident = cure_serious_wounds(4, 8);
314 case SV_POTION_CURE_CRITICAL:
315 ident = cure_critical_wounds(damroll(6, 8));
318 case SV_POTION_HEALING:
319 ident = cure_critical_wounds(300);
322 case SV_POTION_STAR_HEALING:
323 ident = cure_critical_wounds(1200);
327 ident = life_stream(creature_ptr, TRUE, TRUE);
330 case SV_POTION_RESTORE_MANA:
331 ident = restore_mana(creature_ptr, TRUE);
334 case SV_POTION_RESTORE_EXP:
335 if (restore_level(creature_ptr)) ident = TRUE;
338 case SV_POTION_RES_STR:
339 if (do_res_stat(creature_ptr, A_STR)) ident = TRUE;
342 case SV_POTION_RES_INT:
343 if (do_res_stat(creature_ptr, A_INT)) ident = TRUE;
346 case SV_POTION_RES_WIS:
347 if (do_res_stat(creature_ptr, A_WIS)) ident = TRUE;
350 case SV_POTION_RES_DEX:
351 if (do_res_stat(creature_ptr, A_DEX)) ident = TRUE;
354 case SV_POTION_RES_CON:
355 if (do_res_stat(creature_ptr, A_CON)) ident = TRUE;
358 case SV_POTION_RES_CHR:
359 if (do_res_stat(creature_ptr, A_CHR)) ident = TRUE;
362 case SV_POTION_INC_STR:
363 if (do_inc_stat(creature_ptr, A_STR)) ident = TRUE;
366 case SV_POTION_INC_INT:
367 if (do_inc_stat(creature_ptr, A_INT)) ident = TRUE;
370 case SV_POTION_INC_WIS:
371 if (do_inc_stat(creature_ptr, A_WIS)) ident = TRUE;
374 case SV_POTION_INC_DEX:
375 if (do_inc_stat(creature_ptr, A_DEX)) ident = TRUE;
378 case SV_POTION_INC_CON:
379 if (do_inc_stat(creature_ptr, A_CON)) ident = TRUE;
382 case SV_POTION_INC_CHR:
383 if (do_inc_stat(creature_ptr, A_CHR)) ident = TRUE;
386 case SV_POTION_AUGMENTATION:
387 if (do_inc_stat(creature_ptr, A_STR)) ident = TRUE;
388 if (do_inc_stat(creature_ptr, A_INT)) ident = TRUE;
389 if (do_inc_stat(creature_ptr, A_WIS)) ident = TRUE;
390 if (do_inc_stat(creature_ptr, A_DEX)) ident = TRUE;
391 if (do_inc_stat(creature_ptr, A_CON)) ident = TRUE;
392 if (do_inc_stat(creature_ptr, A_CHR)) ident = TRUE;
395 case SV_POTION_ENLIGHTENMENT:
396 msg_print(_("自分の置かれている状況が脳裏に浮かんできた...", "An image of your surroundings forms in your mind..."));
397 chg_virtue(creature_ptr, V_KNOWLEDGE, 1);
398 chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
399 wiz_lite(creature_ptr, FALSE);
403 case SV_POTION_STAR_ENLIGHTENMENT:
404 msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));
405 chg_virtue(creature_ptr, V_KNOWLEDGE, 1);
406 chg_virtue(creature_ptr, V_ENLIGHTEN, 2);
408 wiz_lite(creature_ptr, FALSE);
409 (void)do_inc_stat(creature_ptr, A_INT);
410 (void)do_inc_stat(creature_ptr, A_WIS);
411 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
412 (void)detect_doors(DETECT_RAD_DEFAULT);
413 (void)detect_stairs(DETECT_RAD_DEFAULT);
414 (void)detect_treasure(DETECT_RAD_DEFAULT);
415 (void)detect_objects_gold(DETECT_RAD_DEFAULT);
416 (void)detect_objects_normal(DETECT_RAD_DEFAULT);
418 self_knowledge(creature_ptr);
422 case SV_POTION_SELF_KNOWLEDGE:
423 msg_print(_("自分自身のことが少しは分かった気がする...", "You begin to know yourself a little better..."));
425 self_knowledge(creature_ptr);
429 case SV_POTION_EXPERIENCE:
430 if (creature_ptr->prace == RACE_ANDROID) break;
431 chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
432 if (creature_ptr->exp < PY_MAX_EXP)
434 EXP ee = (creature_ptr->exp / 2) + 10;
435 if (ee > 100000L) ee = 100000L;
436 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
437 gain_exp(creature_ptr, ee);
442 case SV_POTION_RESISTANCE:
443 (void)set_oppose_acid(creature_ptr, creature_ptr->oppose_acid + randint1(20) + 20, FALSE);
444 (void)set_oppose_elec(creature_ptr, creature_ptr->oppose_elec + randint1(20) + 20, FALSE);
445 (void)set_oppose_fire(creature_ptr, creature_ptr->oppose_fire + randint1(20) + 20, FALSE);
446 (void)set_oppose_cold(creature_ptr, creature_ptr->oppose_cold + randint1(20) + 20, FALSE);
447 (void)set_oppose_pois(creature_ptr, creature_ptr->oppose_pois + randint1(20) + 20, FALSE);
451 case SV_POTION_CURING:
452 if (true_healing(creature_ptr, 50)) ident = TRUE;
455 case SV_POTION_INVULNERABILITY:
456 (void)set_invuln(creature_ptr, creature_ptr->invuln + randint1(4) + 4, FALSE);
460 case SV_POTION_NEW_LIFE:
461 roll_hitdice(creature_ptr, 0L);
462 get_max_stats(creature_ptr);
463 creature_ptr->update |= PU_BONUS;
464 lose_all_mutations(creature_ptr);
468 case SV_POTION_NEO_TSUYOSHI:
469 (void)set_image(creature_ptr, 0);
470 (void)set_tsuyoshi(creature_ptr, creature_ptr->tsuyoshi + randint1(100) + 100, FALSE);
474 case SV_POTION_TSUYOSHI:
475 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
477 creature_ptr->tsuyoshi = 1;
478 (void)set_tsuyoshi(creature_ptr, 0, TRUE);
479 if (!creature_ptr->resist_chaos)
481 (void)set_image(creature_ptr, 50 + randint1(50));
486 case SV_POTION_POLYMORPH:
487 if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && one_in_(23))
489 lose_all_mutations(creature_ptr);
497 if(gain_mutation(creature_ptr, 0)) ident = TRUE;
499 else if (lose_mutation(creature_ptr, 0)) ident = TRUE;
500 } while(!ident || one_in_(2));
506 if (PRACE_IS_(creature_ptr, RACE_SKELETON))
508 msg_print(_("液体の一部はあなたのアゴを素通りして落ちた!", "Some of the fluid falls through your jaws!"));
509 (void)potion_smash_effect(0, creature_ptr->y, creature_ptr->x, q_ptr->k_idx);
511 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
513 if (!(object_is_aware(q_ptr)))
515 chg_virtue(creature_ptr, V_PATIENCE, -1);
516 chg_virtue(creature_ptr, V_CHANCE, 1);
517 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
520 /* The item has been tried */
523 /* An identification was made */
524 if (ident && !object_is_aware(q_ptr))
527 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
530 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
532 /* Potions can feed the player */
533 switch (creature_ptr->mimic_form)
536 switch (creature_ptr->prace)
539 (void)set_food(creature_ptr, creature_ptr->food + (q_ptr->pval / 10));
548 set_food(creature_ptr, creature_ptr->food + ((q_ptr->pval) / 20));
551 if (q_ptr->tval == TV_FLASK)
553 msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));
554 set_food(creature_ptr, creature_ptr->food + 5000);
558 set_food(creature_ptr, creature_ptr->food + ((q_ptr->pval) / 20));
562 msg_print(_("水分を取り込んだ。", "You are moistened."));
563 set_food(creature_ptr, MIN(creature_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
566 (void)set_food(creature_ptr, creature_ptr->food + q_ptr->pval);
571 case MIMIC_DEMON_LORD:
572 set_food(creature_ptr, creature_ptr->food + ((q_ptr->pval) / 20));
575 (void)set_food(creature_ptr, creature_ptr->food + (q_ptr->pval / 10));
578 (void)set_food(creature_ptr, creature_ptr->food + q_ptr->pval);
586 * @brief 薬を飲むコマンドのメインルーチン /
587 * Quaff some potion (from the pack or floor)
590 void do_cmd_quaff_potion(player_type *creature_ptr)
595 if (creature_ptr->wild_mode)
600 if (cmd_limit_arena(creature_ptr)) return;
602 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
604 set_action(creature_ptr, ACTION_NONE);
607 /* Restrict choices to potions */
608 item_tester_hook = item_tester_hook_quaff;
610 q = _("どの薬を飲みますか? ", "Quaff which potion? ");
611 s = _("飲める薬がない。", "You have no potions to quaff.");
613 if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0)) return;
615 /* Quaff the potion */
616 exe_quaff_potion(creature_ptr, item);