3 * @brief プレイヤーの飲むコマンド実装
11 #include "main/sound-definitions-table.h"
15 #include "object-hook.h"
19 #include "spells-status.h"
20 #include "player-effects.h"
21 #include "player-status.h"
22 #include "player-damage.h"
23 #include "player/mimic-info-table.h"
24 #include "player-inventory.h"
25 #include "realm-hex.h"
26 #include "spells-floor.h"
27 #include "object-broken.h"
28 #include "cmd-basic.h"
30 #include "object/object-kind.h"
31 #include "view/display-main-window.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 creature_ptr プレーヤーへの参照ポインタ
38 * @param item 飲む薬オブジェクトの所持品ID
41 void exe_quaff_potion(player_type *creature_ptr, INVENTORY_IDX item)
49 take_turn(creature_ptr, 100);
51 if (creature_ptr->timewalk)
53 if (flush_failure) flush();
54 msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from the bottle."));
60 if (music_singing_any(creature_ptr)) stop_singing(creature_ptr);
61 if (hex_spelling_any(creature_ptr))
63 if (!hex_spelling(creature_ptr, HEX_INHAIL)) stop_hex_spell_all(creature_ptr);
66 o_ptr = REF_ITEM(creature_ptr, creature_ptr->current_floor_ptr, item);
68 object_copy(q_ptr, o_ptr);
73 vary_item(creature_ptr, item, -1);
77 /* Not identified yet */
81 lev = k_info[q_ptr->k_idx].level;
83 /* Analyze the potion */
84 if (q_ptr->tval == TV_POTION)
88 /* 飲みごたえをオリジナルより細かく表現 */
90 msg_print(_("口の中がさっぱりした。", ""));
91 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
95 case SV_POTION_APPLE_JUICE:
96 msg_print(_("甘くてサッパリとしていて、とてもおいしい。", ""));
97 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
101 case SV_POTION_SLIME_MOLD:
102 msg_print(_("なんとも不気味な味だ。", ""));
103 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
107 case SV_POTION_SLOWNESS:
108 if (set_slow(creature_ptr, randint1(25) + 15, FALSE)) ident = TRUE;
111 case SV_POTION_SALT_WATER:
112 msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));
114 if (!(PRACE_IS_(creature_ptr, RACE_GOLEM) ||
115 PRACE_IS_(creature_ptr, RACE_ZOMBIE) ||
116 PRACE_IS_(creature_ptr, RACE_DEMON) ||
117 PRACE_IS_(creature_ptr, RACE_ANDROID) ||
118 PRACE_IS_(creature_ptr, RACE_SPECTRE) ||
119 (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))
121 /* Only living creatures get thirsty */
122 (void)set_food(creature_ptr, PY_FOOD_STARVE - 1);
125 (void)set_poisoned(creature_ptr, 0);
126 (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed + 4);
130 case SV_POTION_POISON:
131 if (!(creature_ptr->resist_pois || is_oppose_pois(creature_ptr)))
133 if (set_poisoned(creature_ptr, creature_ptr->poisoned + randint0(15) + 10))
140 case SV_POTION_BLINDNESS:
141 if (!creature_ptr->resist_blind)
143 if (set_blind(creature_ptr, creature_ptr->blind + randint0(100) + 100))
150 case SV_POTION_BOOZE:
151 ident = booze(creature_ptr);
154 case SV_POTION_SLEEP:
155 if (!creature_ptr->free_act)
157 msg_print(_("あなたは眠ってしまった。", "You fall asleep."));
159 if (ironman_nightmare)
161 msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
163 /* Have some nightmares */
164 sanity_blast(creature_ptr, NULL, FALSE);
166 if (set_paralyzed(creature_ptr, creature_ptr->paralyzed + randint0(4) + 4))
173 case SV_POTION_LOSE_MEMORIES:
174 if (!creature_ptr->hold_exp && (creature_ptr->exp > 0))
176 msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));
177 chg_virtue(creature_ptr, V_KNOWLEDGE, -5);
179 lose_exp(creature_ptr, creature_ptr->exp / 4);
184 case SV_POTION_RUINATION:
185 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!"));
186 take_hit(creature_ptr, DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);
188 (void)dec_stat(creature_ptr, A_DEX, 25, TRUE);
189 (void)dec_stat(creature_ptr, A_WIS, 25, TRUE);
190 (void)dec_stat(creature_ptr, A_CON, 25, TRUE);
191 (void)dec_stat(creature_ptr, A_STR, 25, TRUE);
192 (void)dec_stat(creature_ptr, A_CHR, 25, TRUE);
193 (void)dec_stat(creature_ptr, A_INT, 25, TRUE);
197 case SV_POTION_DEC_STR:
198 if (do_dec_stat(creature_ptr, A_STR)) ident = TRUE;
201 case SV_POTION_DEC_INT:
202 if (do_dec_stat(creature_ptr, A_INT)) ident = TRUE;
205 case SV_POTION_DEC_WIS:
206 if (do_dec_stat(creature_ptr, A_WIS)) ident = TRUE;
209 case SV_POTION_DEC_DEX:
210 if (do_dec_stat(creature_ptr, A_DEX)) ident = TRUE;
213 case SV_POTION_DEC_CON:
214 if (do_dec_stat(creature_ptr, A_CON)) ident = TRUE;
217 case SV_POTION_DEC_CHR:
218 if (do_dec_stat(creature_ptr, A_CHR)) ident = TRUE;
221 case SV_POTION_DETONATIONS:
222 ident = detonation(creature_ptr);
225 case SV_POTION_DEATH:
226 chg_virtue(creature_ptr, V_VITALITY, -1);
227 chg_virtue(creature_ptr, V_UNLIFE, 5);
228 msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));
229 take_hit(creature_ptr, DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);
233 case SV_POTION_INFRAVISION:
234 if (set_tim_infra(creature_ptr, creature_ptr->tim_infra + 100 + randint1(100), FALSE))
240 case SV_POTION_DETECT_INVIS:
241 if (set_tim_invis(creature_ptr, creature_ptr->tim_invis + 12 + randint1(12), FALSE))
247 case SV_POTION_SLOW_POISON:
248 if (set_poisoned(creature_ptr, creature_ptr->poisoned / 2)) ident = TRUE;
251 case SV_POTION_CURE_POISON:
252 if (set_poisoned(creature_ptr, 0)) ident = TRUE;
255 case SV_POTION_BOLDNESS:
256 if (set_afraid(creature_ptr, 0)) ident = TRUE;
259 case SV_POTION_SPEED:
260 if (!creature_ptr->fast)
262 if (set_fast(creature_ptr, randint1(25) + 15, FALSE)) ident = TRUE;
266 (void)set_fast(creature_ptr, creature_ptr->fast + 5, FALSE);
270 case SV_POTION_RESIST_HEAT:
271 if (set_oppose_fire(creature_ptr, creature_ptr->oppose_fire + randint1(10) + 10, FALSE))
277 case SV_POTION_RESIST_COLD:
278 if (set_oppose_cold(creature_ptr, creature_ptr->oppose_cold + randint1(10) + 10, FALSE))
284 case SV_POTION_HEROISM:
285 ident = heroism(creature_ptr, 25);
288 case SV_POTION_BESERK_STRENGTH:
289 ident = berserk(creature_ptr, randint1(25) + 25);
292 case SV_POTION_CURE_LIGHT:
293 ident = cure_light_wounds(creature_ptr, 2, 8);
296 case SV_POTION_CURE_SERIOUS:
297 ident = cure_serious_wounds(creature_ptr, 4, 8);
300 case SV_POTION_CURE_CRITICAL:
301 ident = cure_critical_wounds(creature_ptr, damroll(6, 8));
304 case SV_POTION_HEALING:
305 ident = cure_critical_wounds(creature_ptr, 300);
308 case SV_POTION_STAR_HEALING:
309 ident = cure_critical_wounds(creature_ptr, 1200);
313 ident = life_stream(creature_ptr, TRUE, TRUE);
316 case SV_POTION_RESTORE_MANA:
317 ident = restore_mana(creature_ptr, TRUE);
320 case SV_POTION_RESTORE_EXP:
321 if (restore_level(creature_ptr)) ident = TRUE;
324 case SV_POTION_RES_STR:
325 if (do_res_stat(creature_ptr, A_STR)) ident = TRUE;
328 case SV_POTION_RES_INT:
329 if (do_res_stat(creature_ptr, A_INT)) ident = TRUE;
332 case SV_POTION_RES_WIS:
333 if (do_res_stat(creature_ptr, A_WIS)) ident = TRUE;
336 case SV_POTION_RES_DEX:
337 if (do_res_stat(creature_ptr, A_DEX)) ident = TRUE;
340 case SV_POTION_RES_CON:
341 if (do_res_stat(creature_ptr, A_CON)) ident = TRUE;
344 case SV_POTION_RES_CHR:
345 if (do_res_stat(creature_ptr, A_CHR)) ident = TRUE;
348 case SV_POTION_INC_STR:
349 if (do_inc_stat(creature_ptr, A_STR)) ident = TRUE;
352 case SV_POTION_INC_INT:
353 if (do_inc_stat(creature_ptr, A_INT)) ident = TRUE;
356 case SV_POTION_INC_WIS:
357 if (do_inc_stat(creature_ptr, A_WIS)) ident = TRUE;
360 case SV_POTION_INC_DEX:
361 if (do_inc_stat(creature_ptr, A_DEX)) ident = TRUE;
364 case SV_POTION_INC_CON:
365 if (do_inc_stat(creature_ptr, A_CON)) ident = TRUE;
368 case SV_POTION_INC_CHR:
369 if (do_inc_stat(creature_ptr, A_CHR)) ident = TRUE;
372 case SV_POTION_AUGMENTATION:
373 if (do_inc_stat(creature_ptr, A_STR)) ident = TRUE;
374 if (do_inc_stat(creature_ptr, A_INT)) ident = TRUE;
375 if (do_inc_stat(creature_ptr, A_WIS)) ident = TRUE;
376 if (do_inc_stat(creature_ptr, A_DEX)) ident = TRUE;
377 if (do_inc_stat(creature_ptr, A_CON)) ident = TRUE;
378 if (do_inc_stat(creature_ptr, A_CHR)) ident = TRUE;
381 case SV_POTION_ENLIGHTENMENT:
382 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..."));
383 chg_virtue(creature_ptr, V_KNOWLEDGE, 1);
384 chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
385 wiz_lite(creature_ptr, FALSE);
389 case SV_POTION_STAR_ENLIGHTENMENT:
390 msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));
391 chg_virtue(creature_ptr, V_KNOWLEDGE, 1);
392 chg_virtue(creature_ptr, V_ENLIGHTEN, 2);
394 wiz_lite(creature_ptr, FALSE);
395 (void)do_inc_stat(creature_ptr, A_INT);
396 (void)do_inc_stat(creature_ptr, A_WIS);
397 (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
398 (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
399 (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
400 (void)detect_treasure(creature_ptr, DETECT_RAD_DEFAULT);
401 (void)detect_objects_gold(creature_ptr, DETECT_RAD_DEFAULT);
402 (void)detect_objects_normal(creature_ptr, DETECT_RAD_DEFAULT);
403 identify_pack(creature_ptr);
404 self_knowledge(creature_ptr);
408 case SV_POTION_SELF_KNOWLEDGE:
409 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..."));
411 self_knowledge(creature_ptr);
415 case SV_POTION_EXPERIENCE:
416 if (creature_ptr->prace == RACE_ANDROID) break;
417 chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
418 if (creature_ptr->exp < PY_MAX_EXP)
420 EXP ee = (creature_ptr->exp / 2) + 10;
421 if (ee > 100000L) ee = 100000L;
422 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
423 gain_exp(creature_ptr, ee);
428 case SV_POTION_RESISTANCE:
429 (void)set_oppose_acid(creature_ptr, creature_ptr->oppose_acid + randint1(20) + 20, FALSE);
430 (void)set_oppose_elec(creature_ptr, creature_ptr->oppose_elec + randint1(20) + 20, FALSE);
431 (void)set_oppose_fire(creature_ptr, creature_ptr->oppose_fire + randint1(20) + 20, FALSE);
432 (void)set_oppose_cold(creature_ptr, creature_ptr->oppose_cold + randint1(20) + 20, FALSE);
433 (void)set_oppose_pois(creature_ptr, creature_ptr->oppose_pois + randint1(20) + 20, FALSE);
437 case SV_POTION_CURING:
438 if (true_healing(creature_ptr, 50)) ident = TRUE;
441 case SV_POTION_INVULNERABILITY:
442 (void)set_invuln(creature_ptr, creature_ptr->invuln + randint1(4) + 4, FALSE);
446 case SV_POTION_NEW_LIFE:
447 roll_hitdice(creature_ptr, 0L);
448 get_max_stats(creature_ptr);
449 creature_ptr->update |= PU_BONUS;
450 lose_all_mutations(creature_ptr);
454 case SV_POTION_NEO_TSUYOSHI:
455 (void)set_image(creature_ptr, 0);
456 (void)set_tsuyoshi(creature_ptr, creature_ptr->tsuyoshi + randint1(100) + 100, FALSE);
460 case SV_POTION_TSUYOSHI:
461 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
463 creature_ptr->tsuyoshi = 1;
464 (void)set_tsuyoshi(creature_ptr, 0, TRUE);
465 if (!creature_ptr->resist_chaos)
467 (void)set_image(creature_ptr, 50 + randint1(50));
472 case SV_POTION_POLYMORPH:
473 if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && one_in_(23))
475 lose_all_mutations(creature_ptr);
483 if(gain_mutation(creature_ptr, 0)) ident = TRUE;
485 else if (lose_mutation(creature_ptr, 0)) ident = TRUE;
486 } while(!ident || one_in_(2));
492 if (PRACE_IS_(creature_ptr, RACE_SKELETON))
494 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!"));
495 (void)potion_smash_effect(creature_ptr, 0, creature_ptr->y, creature_ptr->x, q_ptr->k_idx);
497 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
499 if (!(object_is_aware(q_ptr)))
501 chg_virtue(creature_ptr, V_PATIENCE, -1);
502 chg_virtue(creature_ptr, V_CHANCE, 1);
503 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
506 /* The item has been tried */
509 /* An identification was made */
510 if (ident && !object_is_aware(q_ptr))
512 object_aware(creature_ptr, q_ptr);
513 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
516 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
518 /* Potions can feed the player */
519 switch (creature_ptr->mimic_form)
522 switch (creature_ptr->prace)
525 (void)set_food(creature_ptr, creature_ptr->food + (q_ptr->pval / 10));
534 set_food(creature_ptr, creature_ptr->food + ((q_ptr->pval) / 20));
537 if (q_ptr->tval == TV_FLASK)
539 msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));
540 set_food(creature_ptr, creature_ptr->food + 5000);
544 set_food(creature_ptr, creature_ptr->food + ((q_ptr->pval) / 20));
548 msg_print(_("水分を取り込んだ。", "You are moistened."));
549 set_food(creature_ptr, MIN(creature_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
552 (void)set_food(creature_ptr, creature_ptr->food + q_ptr->pval);
557 case MIMIC_DEMON_LORD:
558 set_food(creature_ptr, creature_ptr->food + ((q_ptr->pval) / 20));
561 (void)set_food(creature_ptr, creature_ptr->food + (q_ptr->pval / 10));
564 (void)set_food(creature_ptr, creature_ptr->food + q_ptr->pval);
572 * @brief 薬を飲むコマンドのメインルーチン /
573 * Quaff some potion (from the pack or floor)
576 void do_cmd_quaff_potion(player_type *creature_ptr)
581 if (creature_ptr->wild_mode)
586 if (cmd_limit_arena(creature_ptr)) return;
588 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
590 set_action(creature_ptr, ACTION_NONE);
593 /* Restrict choices to potions */
594 item_tester_hook = item_tester_hook_quaff;
596 q = _("どの薬を飲みますか? ", "Quaff which potion? ");
597 s = _("飲める薬がない。", "You have no potions to quaff.");
599 if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0)) return;
601 /* Quaff the potion */
602 exe_quaff_potion(creature_ptr, item);