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 "realm-hex.h"
24 #include "realm-song.h"
25 #include "spells-floor.h"
26 #include "object-broken.h"
27 #include "cmd-basic.h"
29 #include "objectkind.h"
30 #include "view-mainwindow.h"
31 #include "player-class.h"
34 * @brief 薬を飲むコマンドのサブルーチン /
35 * Quaff a potion (from the pack or the floor)
36 * @param item 飲む薬オブジェクトの所持品ID
39 void do_cmd_quaff_potion_aux(INVENTORY_IDX item)
47 take_turn(p_ptr, 100);
51 if (flush_failure) flush();
52 msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle."));
58 if (music_singing_any()) stop_singing(p_ptr);
59 if (hex_spelling_any())
61 if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();
64 /* Get the item (in the pack) */
67 o_ptr = &p_ptr->inventory_list[item];
70 /* Get the item (on the floor) */
73 o_ptr = ¤t_floor_ptr->o_list[0 - item];
76 object_copy(q_ptr, o_ptr);
81 /* Reduce and describe p_ptr->inventory_list */
84 inven_item_increase(item, -1);
85 inven_item_describe(item);
86 inven_item_optimize(item);
89 /* Reduce and describe floor item */
92 floor_item_increase(0 - item, -1);
93 floor_item_describe(0 - item);
94 floor_item_optimize(0 - item);
100 /* Not identified yet */
104 lev = k_info[q_ptr->k_idx].level;
106 /* Analyze the potion */
107 if (q_ptr->tval == TV_POTION)
111 /* 飲みごたえをオリジナルより細かく表現 */
112 case SV_POTION_WATER:
113 msg_print(_("口の中がさっぱりした。", ""));
114 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
118 case SV_POTION_APPLE_JUICE:
119 msg_print(_("甘くてサッパリとしていて、とてもおいしい。", ""));
120 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
124 case SV_POTION_SLIME_MOLD:
125 msg_print(_("なんとも不気味な味だ。", ""));
126 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
130 case SV_POTION_SLOWNESS:
131 if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;
134 case SV_POTION_SALT_WATER:
135 msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));
137 if (!(PRACE_IS_(p_ptr, RACE_GOLEM) ||
138 PRACE_IS_(p_ptr, RACE_ZOMBIE) ||
139 PRACE_IS_(p_ptr, RACE_DEMON) ||
140 PRACE_IS_(p_ptr, RACE_ANDROID) ||
141 PRACE_IS_(p_ptr, RACE_SPECTRE) ||
142 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))
144 /* Only living creatures get thirsty */
145 (void)set_food(PY_FOOD_STARVE - 1);
148 (void)set_poisoned(0);
149 (void)set_paralyzed(p_ptr->paralyzed + 4);
153 case SV_POTION_POISON:
154 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
156 if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))
163 case SV_POTION_BLINDNESS:
164 if (!p_ptr->resist_blind)
166 if (set_blind(p_ptr->blind + randint0(100) + 100))
173 case SV_POTION_BOOZE:
174 ident = booze(p_ptr);
177 case SV_POTION_SLEEP:
178 if (!p_ptr->free_act)
180 msg_print(_("あなたは眠ってしまった。", "You fall asleep."));
182 if (ironman_nightmare)
184 msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
186 /* Have some nightmares */
187 sanity_blast(NULL, FALSE);
189 if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))
196 case SV_POTION_LOSE_MEMORIES:
197 if (!p_ptr->hold_exp && (p_ptr->exp > 0))
199 msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));
200 chg_virtue(V_KNOWLEDGE, -5);
202 lose_exp(p_ptr->exp / 4);
207 case SV_POTION_RUINATION:
208 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!"));
209 take_hit(DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);
211 (void)dec_stat(A_DEX, 25, TRUE);
212 (void)dec_stat(A_WIS, 25, TRUE);
213 (void)dec_stat(A_CON, 25, TRUE);
214 (void)dec_stat(A_STR, 25, TRUE);
215 (void)dec_stat(A_CHR, 25, TRUE);
216 (void)dec_stat(A_INT, 25, TRUE);
220 case SV_POTION_DEC_STR:
221 if (do_dec_stat(A_STR)) ident = TRUE;
224 case SV_POTION_DEC_INT:
225 if (do_dec_stat(A_INT)) ident = TRUE;
228 case SV_POTION_DEC_WIS:
229 if (do_dec_stat(A_WIS)) ident = TRUE;
232 case SV_POTION_DEC_DEX:
233 if (do_dec_stat(A_DEX)) ident = TRUE;
236 case SV_POTION_DEC_CON:
237 if (do_dec_stat(A_CON)) ident = TRUE;
240 case SV_POTION_DEC_CHR:
241 if (do_dec_stat(A_CHR)) ident = TRUE;
244 case SV_POTION_DETONATIONS:
245 ident = detonation(p_ptr);
248 case SV_POTION_DEATH:
249 chg_virtue(V_VITALITY, -1);
250 chg_virtue(V_UNLIFE, 5);
251 msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));
252 take_hit(DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);
256 case SV_POTION_INFRAVISION:
257 if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))
263 case SV_POTION_DETECT_INVIS:
264 if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))
270 case SV_POTION_SLOW_POISON:
271 if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;
274 case SV_POTION_CURE_POISON:
275 if (set_poisoned(0)) ident = TRUE;
278 case SV_POTION_BOLDNESS:
279 if (set_afraid(0)) ident = TRUE;
282 case SV_POTION_SPEED:
285 if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;
289 (void)set_fast(p_ptr->fast + 5, FALSE);
293 case SV_POTION_RESIST_HEAT:
294 if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))
300 case SV_POTION_RESIST_COLD:
301 if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))
307 case SV_POTION_HEROISM:
311 case SV_POTION_BESERK_STRENGTH:
312 ident = berserk(randint1(25) + 25);
315 case SV_POTION_CURE_LIGHT:
316 ident = cure_light_wounds(2, 8);
319 case SV_POTION_CURE_SERIOUS:
320 ident = cure_serious_wounds(4, 8);
323 case SV_POTION_CURE_CRITICAL:
324 ident = cure_critical_wounds(damroll(6, 8));
327 case SV_POTION_HEALING:
328 ident = cure_critical_wounds(300);
331 case SV_POTION_STAR_HEALING:
332 ident = cure_critical_wounds(1200);
336 ident = life_stream(TRUE, TRUE);
339 case SV_POTION_RESTORE_MANA:
340 ident = restore_mana(TRUE);
343 case SV_POTION_RESTORE_EXP:
344 if (restore_level()) ident = TRUE;
347 case SV_POTION_RES_STR:
348 if (do_res_stat(A_STR)) ident = TRUE;
351 case SV_POTION_RES_INT:
352 if (do_res_stat(A_INT)) ident = TRUE;
355 case SV_POTION_RES_WIS:
356 if (do_res_stat(A_WIS)) ident = TRUE;
359 case SV_POTION_RES_DEX:
360 if (do_res_stat(A_DEX)) ident = TRUE;
363 case SV_POTION_RES_CON:
364 if (do_res_stat(A_CON)) ident = TRUE;
367 case SV_POTION_RES_CHR:
368 if (do_res_stat(A_CHR)) ident = TRUE;
371 case SV_POTION_INC_STR:
372 if (do_inc_stat(A_STR)) ident = TRUE;
375 case SV_POTION_INC_INT:
376 if (do_inc_stat(A_INT)) ident = TRUE;
379 case SV_POTION_INC_WIS:
380 if (do_inc_stat(A_WIS)) ident = TRUE;
383 case SV_POTION_INC_DEX:
384 if (do_inc_stat(A_DEX)) ident = TRUE;
387 case SV_POTION_INC_CON:
388 if (do_inc_stat(A_CON)) ident = TRUE;
391 case SV_POTION_INC_CHR:
392 if (do_inc_stat(A_CHR)) ident = TRUE;
395 case SV_POTION_AUGMENTATION:
396 if (do_inc_stat(A_STR)) ident = TRUE;
397 if (do_inc_stat(A_INT)) ident = TRUE;
398 if (do_inc_stat(A_WIS)) ident = TRUE;
399 if (do_inc_stat(A_DEX)) ident = TRUE;
400 if (do_inc_stat(A_CON)) ident = TRUE;
401 if (do_inc_stat(A_CHR)) ident = TRUE;
404 case SV_POTION_ENLIGHTENMENT:
405 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..."));
406 chg_virtue(V_KNOWLEDGE, 1);
407 chg_virtue(V_ENLIGHTEN, 1);
412 case SV_POTION_STAR_ENLIGHTENMENT:
413 msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));
414 chg_virtue(V_KNOWLEDGE, 1);
415 chg_virtue(V_ENLIGHTEN, 2);
418 (void)do_inc_stat(A_INT);
419 (void)do_inc_stat(A_WIS);
420 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
421 (void)detect_doors(DETECT_RAD_DEFAULT);
422 (void)detect_stairs(DETECT_RAD_DEFAULT);
423 (void)detect_treasure(DETECT_RAD_DEFAULT);
424 (void)detect_objects_gold(DETECT_RAD_DEFAULT);
425 (void)detect_objects_normal(DETECT_RAD_DEFAULT);
431 case SV_POTION_SELF_KNOWLEDGE:
432 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..."));
438 case SV_POTION_EXPERIENCE:
439 if (p_ptr->prace == RACE_ANDROID) break;
440 chg_virtue(V_ENLIGHTEN, 1);
441 if (p_ptr->exp < PY_MAX_EXP)
443 EXP ee = (p_ptr->exp / 2) + 10;
444 if (ee > 100000L) ee = 100000L;
445 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
451 case SV_POTION_RESISTANCE:
452 (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);
453 (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);
454 (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);
455 (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);
456 (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);
460 case SV_POTION_CURING:
461 if (true_healing(50)) ident = TRUE;
464 case SV_POTION_INVULNERABILITY:
465 (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);
469 case SV_POTION_NEW_LIFE:
470 roll_hitdice(p_ptr, 0L);
472 p_ptr->update |= PU_BONUS;
473 lose_all_mutations();
477 case SV_POTION_NEO_TSUYOSHI:
479 (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);
483 case SV_POTION_TSUYOSHI:
484 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
487 (void)set_tsuyoshi(0, TRUE);
488 if (!p_ptr->resist_chaos)
490 (void)set_image(50 + randint1(50));
495 case SV_POTION_POLYMORPH:
496 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
498 lose_all_mutations();
506 if(gain_mutation(p_ptr, 0)) ident = TRUE;
508 else if (lose_mutation(0)) ident = TRUE;
509 } while(!ident || one_in_(2));
515 if (PRACE_IS_(p_ptr, RACE_SKELETON))
517 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!"));
518 (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, q_ptr->k_idx);
520 p_ptr->update |= (PU_COMBINE | PU_REORDER);
522 if (!(object_is_aware(q_ptr)))
524 chg_virtue(V_PATIENCE, -1);
525 chg_virtue(V_CHANCE, 1);
526 chg_virtue(V_KNOWLEDGE, -1);
529 /* The item has been tried */
532 /* An identification was made */
533 if (ident && !object_is_aware(q_ptr))
536 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
539 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
541 /* Potions can feed the player */
542 switch (p_ptr->mimic_form)
545 switch (p_ptr->prace)
548 (void)set_food(p_ptr->food + (q_ptr->pval / 10));
557 set_food(p_ptr->food + ((q_ptr->pval) / 20));
560 if (q_ptr->tval == TV_FLASK)
562 msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));
563 set_food(p_ptr->food + 5000);
567 set_food(p_ptr->food + ((q_ptr->pval) / 20));
571 msg_print(_("水分を取り込んだ。", "You are moistened."));
572 set_food(MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
575 (void)set_food(p_ptr->food + q_ptr->pval);
580 case MIMIC_DEMON_LORD:
581 set_food(p_ptr->food + ((q_ptr->pval) / 20));
584 (void)set_food(p_ptr->food + (q_ptr->pval / 10));
587 (void)set_food(p_ptr->food + q_ptr->pval);
595 * @brief 薬を飲むコマンドのメインルーチン /
596 * Quaff some potion (from the pack or floor)
599 void do_cmd_quaff_potion(void)
604 if (p_ptr->wild_mode)
609 if (cmd_limit_arena(p_ptr)) return;
611 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
613 set_action(ACTION_NONE);
616 /* Restrict choices to potions */
617 item_tester_hook = item_tester_hook_quaff;
619 q = _("どの薬を飲みますか? ", "Quaff which potion? ");
620 s = _("飲める薬がない。", "You have no potions to quaff.");
622 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0)) return;
624 /* Quaff the potion */
625 do_cmd_quaff_potion_aux(item);