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[hengband/hengband.git] / src / cmd-quaff.c
1 /*!\r
2  * @file cmd-quaff.c\r
3  * @brief プレイヤーの飲むコマンド実装\r
4  * @date 2018/09/07\r
5  * @details\r
6  * cmd6.cより分離。\r
7  */\r
8 \r
9 #include "angband.h"\r
10 #include "selfinfo.h"\r
11 #include "object-hook.h"\r
12 \r
13 /*!\r
14  * @brief 薬を飲むコマンドのサブルーチン /\r
15  * Quaff a potion (from the pack or the floor)\r
16  * @param item 飲む薬オブジェクトの所持品ID\r
17  * @return なし\r
18  */\r
19 void do_cmd_quaff_potion_aux(int item)\r
20 {\r
21         int         ident, lev;\r
22         object_type *o_ptr;\r
23         object_type forge;\r
24         object_type *q_ptr;\r
25 \r
26 \r
27         /* Take a turn */\r
28         p_ptr->energy_use = 100;\r
29 \r
30         if (world_player)\r
31         {\r
32                 if (flush_failure) flush();\r
33                 msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle."));\r
34 \r
35                 sound(SOUND_FAIL);\r
36                 return;\r
37         }\r
38 \r
39         if (music_singing_any()) stop_singing();\r
40         if (hex_spelling_any())\r
41         {\r
42                 if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();\r
43         }\r
44 \r
45         /* Get the item (in the pack) */\r
46         if (item >= 0)\r
47         {\r
48                 o_ptr = &inventory[item];\r
49         }\r
50 \r
51         /* Get the item (on the floor) */\r
52         else\r
53         {\r
54                 o_ptr = &o_list[0 - item];\r
55         }\r
56 \r
57         /* Get local object */\r
58         q_ptr = &forge;\r
59 \r
60         /* Obtain a local object */\r
61         object_copy(q_ptr, o_ptr);\r
62 \r
63         /* Single object */\r
64         q_ptr->number = 1;\r
65 \r
66         /* Reduce and describe inventory */\r
67         if (item >= 0)\r
68         {\r
69                 inven_item_increase(item, -1);\r
70                 inven_item_describe(item);\r
71                 inven_item_optimize(item);\r
72         }\r
73 \r
74         /* Reduce and describe floor item */\r
75         else\r
76         {\r
77                 floor_item_increase(0 - item, -1);\r
78                 floor_item_describe(0 - item);\r
79                 floor_item_optimize(0 - item);\r
80         }\r
81 \r
82         /* Sound */\r
83         sound(SOUND_QUAFF);\r
84 \r
85 \r
86         /* Not identified yet */\r
87         ident = FALSE;\r
88 \r
89         /* Object level */\r
90         lev = k_info[q_ptr->k_idx].level;\r
91 \r
92         /* Analyze the potion */\r
93         if (q_ptr->tval == TV_POTION)\r
94         {\r
95                 switch (q_ptr->sval)\r
96                 {\r
97                         /* 飲みごたえをオリジナルより細かく表現 */\r
98                 case SV_POTION_WATER:\r
99                         msg_print(_("口の中がさっぱりした。", ""));\r
100                         msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));\r
101                         ident = TRUE;\r
102                         break;\r
103 \r
104                 case SV_POTION_APPLE_JUICE:\r
105                         msg_print(_("甘くてサッパリとしていて、とてもおいしい。", ""));\r
106                         msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));\r
107                         ident = TRUE;\r
108                         break;\r
109 \r
110                 case SV_POTION_SLIME_MOLD:\r
111                         msg_print(_("なんとも不気味な味だ。", ""));\r
112                         msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));\r
113                         ident = TRUE;\r
114                         break;\r
115 \r
116                 case SV_POTION_SLOWNESS:\r
117                         if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;\r
118                         break;\r
119 \r
120                 case SV_POTION_SALT_WATER:\r
121                         msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));\r
122 \r
123                         if (!(prace_is_(RACE_GOLEM) ||\r
124                               prace_is_(RACE_ZOMBIE) ||\r
125                               prace_is_(RACE_DEMON) ||\r
126                               prace_is_(RACE_ANDROID) ||\r
127                               prace_is_(RACE_SPECTRE) ||\r
128                               (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))\r
129                         {\r
130                                 /* Only living creatures get thirsty */\r
131                                 (void)set_food(PY_FOOD_STARVE - 1);\r
132                         }\r
133 \r
134                         (void)set_poisoned(0);\r
135                         (void)set_paralyzed(p_ptr->paralyzed + 4);\r
136                         ident = TRUE;\r
137                         break;\r
138 \r
139                 case SV_POTION_POISON:\r
140                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))\r
141                         {\r
142                                 if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))\r
143                                 {\r
144                                         ident = TRUE;\r
145                                 }\r
146                         }\r
147                         break;\r
148 \r
149                 case SV_POTION_BLINDNESS:\r
150                         if (!p_ptr->resist_blind)\r
151                         {\r
152                                 if (set_blind(p_ptr->blind + randint0(100) + 100))\r
153                                 {\r
154                                         ident = TRUE;\r
155                                 }\r
156                         }\r
157                         break;\r
158 \r
159                 case SV_POTION_CONFUSION: /* Booze */\r
160                         if (p_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);\r
161                         else if (!p_ptr->resist_conf) p_ptr->special_attack |= ATTACK_SUIKEN;\r
162                         if (!p_ptr->resist_conf)\r
163                         {\r
164                                 if (set_confused(randint0(20) + 15))\r
165                                 {\r
166                                         ident = TRUE;\r
167                                 }\r
168                         }\r
169 \r
170                         if (!p_ptr->resist_chaos)\r
171                         {\r
172                                 if (one_in_(2))\r
173                                 {\r
174                                         if (set_image(p_ptr->image + randint0(150) + 150))\r
175                                         {\r
176                                                 ident = TRUE;\r
177                                         }\r
178                                 }\r
179                                 if (one_in_(13) && (p_ptr->pclass != CLASS_MONK))\r
180                                 {\r
181                                         ident = TRUE;\r
182                                         if (one_in_(3)) lose_all_info();\r
183                                         else wiz_dark();\r
184                                         (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);\r
185                                         wiz_dark();\r
186                                         msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));\r
187                                         msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!"));\r
188                                 }\r
189                         }\r
190                         break;\r
191 \r
192                 case SV_POTION_SLEEP:\r
193                         if (!p_ptr->free_act)\r
194                         {\r
195                                 msg_print(_("あなたは眠ってしまった。", "You fall asleep."));\r
196 \r
197                                 if (ironman_nightmare)\r
198                                 {\r
199                                         msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));\r
200 \r
201                                         /* Have some nightmares */\r
202                                         sanity_blast(NULL, FALSE);\r
203                                 }\r
204                                 if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))\r
205                                 {\r
206                                         ident = TRUE;\r
207                                 }\r
208                         }\r
209                         break;\r
210 \r
211                 case SV_POTION_LOSE_MEMORIES:\r
212                         if (!p_ptr->hold_exp && (p_ptr->exp > 0))\r
213                         {\r
214                                 msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));\r
215                                 chg_virtue(V_KNOWLEDGE, -5);\r
216 \r
217                                 lose_exp(p_ptr->exp / 4);\r
218                                 ident = TRUE;\r
219                         }\r
220                         break;\r
221 \r
222                 case SV_POTION_RUINATION:\r
223                         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!"));\r
224                         take_hit(DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);\r
225 \r
226                         (void)dec_stat(A_DEX, 25, TRUE);\r
227                         (void)dec_stat(A_WIS, 25, TRUE);\r
228                         (void)dec_stat(A_CON, 25, TRUE);\r
229                         (void)dec_stat(A_STR, 25, TRUE);\r
230                         (void)dec_stat(A_CHR, 25, TRUE);\r
231                         (void)dec_stat(A_INT, 25, TRUE);\r
232                         ident = TRUE;\r
233                         break;\r
234 \r
235                 case SV_POTION_DEC_STR:\r
236                         if (do_dec_stat(A_STR)) ident = TRUE;\r
237                         break;\r
238 \r
239                 case SV_POTION_DEC_INT:\r
240                         if (do_dec_stat(A_INT)) ident = TRUE;\r
241                         break;\r
242 \r
243                 case SV_POTION_DEC_WIS:\r
244                         if (do_dec_stat(A_WIS)) ident = TRUE;\r
245                         break;\r
246 \r
247                 case SV_POTION_DEC_DEX:\r
248                         if (do_dec_stat(A_DEX)) ident = TRUE;\r
249                         break;\r
250 \r
251                 case SV_POTION_DEC_CON:\r
252                         if (do_dec_stat(A_CON)) ident = TRUE;\r
253                         break;\r
254 \r
255                 case SV_POTION_DEC_CHR:\r
256                         if (do_dec_stat(A_CHR)) ident = TRUE;\r
257                         break;\r
258 \r
259                 case SV_POTION_DETONATIONS:\r
260                         msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));\r
261                         take_hit(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);\r
262 \r
263                         (void)set_stun(p_ptr->stun + 75);\r
264                         (void)set_cut(p_ptr->cut + 5000);\r
265                         ident = TRUE;\r
266                         break;\r
267 \r
268                 case SV_POTION_DEATH:\r
269                         chg_virtue(V_VITALITY, -1);\r
270                         chg_virtue(V_UNLIFE, 5);\r
271                         msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));\r
272                         take_hit(DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);\r
273                         ident = TRUE;\r
274                         break;\r
275 \r
276                 case SV_POTION_INFRAVISION:\r
277                         if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))\r
278                         {\r
279                                 ident = TRUE;\r
280                         }\r
281                         break;\r
282 \r
283                 case SV_POTION_DETECT_INVIS:\r
284                         if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))\r
285                         {\r
286                                 ident = TRUE;\r
287                         }\r
288                         break;\r
289 \r
290                 case SV_POTION_SLOW_POISON:\r
291                         if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;\r
292                         break;\r
293 \r
294                 case SV_POTION_CURE_POISON:\r
295                         if (set_poisoned(0)) ident = TRUE;\r
296                         break;\r
297 \r
298                 case SV_POTION_BOLDNESS:\r
299                         if (set_afraid(0)) ident = TRUE;\r
300                         break;\r
301 \r
302                 case SV_POTION_SPEED:\r
303                         if (!p_ptr->fast)\r
304                         {\r
305                                 if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;\r
306                         }\r
307                         else\r
308                         {\r
309                                 (void)set_fast(p_ptr->fast + 5, FALSE);\r
310                         }\r
311                         break;\r
312 \r
313                 case SV_POTION_RESIST_HEAT:\r
314                         if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))\r
315                         {\r
316                                 ident = TRUE;\r
317                         }\r
318                         break;\r
319 \r
320                 case SV_POTION_RESIST_COLD:\r
321                         if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))\r
322                         {\r
323                                 ident = TRUE;\r
324                         }\r
325                         break;\r
326 \r
327                 case SV_POTION_HEROISM:\r
328                         ident = heroism(25);\r
329                         break;\r
330 \r
331                 case SV_POTION_BESERK_STRENGTH:\r
332                         ident = berserk(randint1(25) + 25);\r
333                         break;\r
334 \r
335                 case SV_POTION_CURE_LIGHT:\r
336                         ident = cure_light_wounds(2, 8);\r
337                         break;\r
338 \r
339                 case SV_POTION_CURE_SERIOUS:\r
340                         ident = cure_serious_wounds(4, 8);\r
341                         break;\r
342 \r
343                 case SV_POTION_CURE_CRITICAL:\r
344                         ident = cure_critical_wounds(damroll(6, 8));\r
345                         break;\r
346 \r
347                 case SV_POTION_HEALING:\r
348                         ident = cure_critical_wounds(300);\r
349                         break;\r
350 \r
351                 case SV_POTION_STAR_HEALING:\r
352                         ident = cure_critical_wounds(1200);\r
353                         break;\r
354 \r
355                 case SV_POTION_LIFE:\r
356                         ident = life_stream(TRUE, TRUE);\r
357                         break;\r
358 \r
359                 case SV_POTION_RESTORE_MANA:\r
360                         ident = restore_mana(TRUE);\r
361                         break;\r
362 \r
363                 case SV_POTION_RESTORE_EXP:\r
364                         if (restore_level()) ident = TRUE;\r
365                         break;\r
366 \r
367                 case SV_POTION_RES_STR:\r
368                         if (do_res_stat(A_STR)) ident = TRUE;\r
369                         break;\r
370 \r
371                 case SV_POTION_RES_INT:\r
372                         if (do_res_stat(A_INT)) ident = TRUE;\r
373                         break;\r
374 \r
375                 case SV_POTION_RES_WIS:\r
376                         if (do_res_stat(A_WIS)) ident = TRUE;\r
377                         break;\r
378 \r
379                 case SV_POTION_RES_DEX:\r
380                         if (do_res_stat(A_DEX)) ident = TRUE;\r
381                         break;\r
382 \r
383                 case SV_POTION_RES_CON:\r
384                         if (do_res_stat(A_CON)) ident = TRUE;\r
385                         break;\r
386 \r
387                 case SV_POTION_RES_CHR:\r
388                         if (do_res_stat(A_CHR)) ident = TRUE;\r
389                         break;\r
390 \r
391                 case SV_POTION_INC_STR:\r
392                         if (do_inc_stat(A_STR)) ident = TRUE;\r
393                         break;\r
394 \r
395                 case SV_POTION_INC_INT:\r
396                         if (do_inc_stat(A_INT)) ident = TRUE;\r
397                         break;\r
398 \r
399                 case SV_POTION_INC_WIS:\r
400                         if (do_inc_stat(A_WIS)) ident = TRUE;\r
401                         break;\r
402 \r
403                 case SV_POTION_INC_DEX:\r
404                         if (do_inc_stat(A_DEX)) ident = TRUE;\r
405                         break;\r
406 \r
407                 case SV_POTION_INC_CON:\r
408                         if (do_inc_stat(A_CON)) ident = TRUE;\r
409                         break;\r
410 \r
411                 case SV_POTION_INC_CHR:\r
412                         if (do_inc_stat(A_CHR)) ident = TRUE;\r
413                         break;\r
414 \r
415                 case SV_POTION_AUGMENTATION:\r
416                         if (do_inc_stat(A_STR)) ident = TRUE;\r
417                         if (do_inc_stat(A_INT)) ident = TRUE;\r
418                         if (do_inc_stat(A_WIS)) ident = TRUE;\r
419                         if (do_inc_stat(A_DEX)) ident = TRUE;\r
420                         if (do_inc_stat(A_CON)) ident = TRUE;\r
421                         if (do_inc_stat(A_CHR)) ident = TRUE;\r
422                         break;\r
423 \r
424                 case SV_POTION_ENLIGHTENMENT:\r
425                         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..."));\r
426                         chg_virtue(V_KNOWLEDGE, 1);\r
427                         chg_virtue(V_ENLIGHTEN, 1);\r
428                         wiz_lite(FALSE);\r
429                         ident = TRUE;\r
430                         break;\r
431 \r
432                 case SV_POTION_STAR_ENLIGHTENMENT:\r
433                         msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));\r
434                         chg_virtue(V_KNOWLEDGE, 1);\r
435                         chg_virtue(V_ENLIGHTEN, 2);\r
436                         msg_print(NULL);\r
437                         wiz_lite(FALSE);\r
438                         (void)do_inc_stat(A_INT);\r
439                         (void)do_inc_stat(A_WIS);\r
440                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);\r
441                         (void)detect_doors(DETECT_RAD_DEFAULT);\r
442                         (void)detect_stairs(DETECT_RAD_DEFAULT);\r
443                         (void)detect_treasure(DETECT_RAD_DEFAULT);\r
444                         (void)detect_objects_gold(DETECT_RAD_DEFAULT);\r
445                         (void)detect_objects_normal(DETECT_RAD_DEFAULT);\r
446                         identify_pack();\r
447                         self_knowledge();\r
448                         ident = TRUE;\r
449                         break;\r
450 \r
451                 case SV_POTION_SELF_KNOWLEDGE:\r
452                         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..."));\r
453                         msg_print(NULL);\r
454                         self_knowledge();\r
455                         ident = TRUE;\r
456                         break;\r
457 \r
458                 case SV_POTION_EXPERIENCE:\r
459                         if (p_ptr->prace == RACE_ANDROID) break;\r
460                         chg_virtue(V_ENLIGHTEN, 1);\r
461                         if (p_ptr->exp < PY_MAX_EXP)\r
462                         {\r
463                                 s32b ee = (p_ptr->exp / 2) + 10;\r
464                                 if (ee > 100000L) ee = 100000L;\r
465                                 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));\r
466                                 gain_exp(ee);\r
467                                 ident = TRUE;\r
468                         }\r
469                         break;\r
470 \r
471                 case SV_POTION_RESISTANCE:\r
472                         (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);\r
473                         (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);\r
474                         (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);\r
475                         (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);\r
476                         (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);\r
477                         ident = TRUE;\r
478                         break;\r
479 \r
480                 case SV_POTION_CURING:\r
481                         if (true_healing(50)) ident = TRUE;\r
482                         break;\r
483 \r
484                 case SV_POTION_INVULNERABILITY:\r
485                         (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);\r
486                         ident = TRUE;\r
487                         break;\r
488 \r
489                 case SV_POTION_NEW_LIFE:\r
490                         do_cmd_rerate(FALSE);\r
491                         get_max_stats();\r
492                         p_ptr->update |= PU_BONUS;\r
493                         lose_all_mutations();\r
494                         ident = TRUE;\r
495                         break;\r
496 \r
497                 case SV_POTION_NEO_TSUYOSHI:\r
498                         (void)set_image(0);\r
499                         (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);\r
500                         ident = TRUE;\r
501                         break;\r
502 \r
503                 case SV_POTION_TSUYOSHI:\r
504                         msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));\r
505                         msg_print(NULL);\r
506                         p_ptr->tsuyoshi = 1;\r
507                         (void)set_tsuyoshi(0, TRUE);\r
508                         if (!p_ptr->resist_chaos)\r
509                         {\r
510                                 (void)set_image(50 + randint1(50));\r
511                         }\r
512                         ident = TRUE;\r
513                         break;\r
514                 \r
515                 case SV_POTION_POLYMORPH:\r
516                         if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))\r
517                         {\r
518                                 lose_all_mutations();\r
519                         }\r
520                         else\r
521                         {\r
522                                 do\r
523                                 {\r
524                                         if (one_in_(2))\r
525                                         {\r
526                                                 if(gain_random_mutation(0)) ident = TRUE;\r
527                                         }\r
528                                         else if (lose_mutation(0)) ident = TRUE;\r
529                                 } while(!ident || one_in_(2));\r
530                         }\r
531                         break;\r
532                 }\r
533         }\r
534 \r
535         if (prace_is_(RACE_SKELETON))\r
536         {\r
537                 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!"));\r
538                 (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, q_ptr->k_idx);\r
539         }\r
540 \r
541         /* Combine / Reorder the pack (later) */\r
542         p_ptr->notice |= (PN_COMBINE | PN_REORDER);\r
543 \r
544         if (!(object_is_aware(q_ptr)))\r
545         {\r
546                 chg_virtue(V_PATIENCE, -1);\r
547                 chg_virtue(V_CHANCE, 1);\r
548                 chg_virtue(V_KNOWLEDGE, -1);\r
549         }\r
550 \r
551         /* The item has been tried */\r
552         object_tried(q_ptr);\r
553 \r
554         /* An identification was made */\r
555         if (ident && !object_is_aware(q_ptr))\r
556         {\r
557                 object_aware(q_ptr);\r
558                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);\r
559         }\r
560 \r
561         /* Window stuff */\r
562         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);\r
563 \r
564         /* Potions can feed the player */\r
565         switch (p_ptr->mimic_form)\r
566         {\r
567         case MIMIC_NONE:\r
568                 switch (p_ptr->prace)\r
569                 {\r
570                         case RACE_VAMPIRE:\r
571                                 (void)set_food(p_ptr->food + (q_ptr->pval / 10));\r
572                                 break;\r
573                         case RACE_SKELETON:\r
574                                 /* Do nothing */\r
575                                 break;\r
576                         case RACE_GOLEM:\r
577                         case RACE_ZOMBIE:\r
578                         case RACE_DEMON:\r
579                         case RACE_SPECTRE:\r
580                                 set_food(p_ptr->food + ((q_ptr->pval) / 20));\r
581                                 break;\r
582                         case RACE_ANDROID:\r
583                                 if (q_ptr->tval == TV_FLASK)\r
584                                 {\r
585                                         msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));\r
586                                         set_food(p_ptr->food + 5000);\r
587                                 }\r
588                                 else\r
589                                 {\r
590                                         set_food(p_ptr->food + ((q_ptr->pval) / 20));\r
591                                 }\r
592                                 break;\r
593                         case RACE_ENT:\r
594                                 msg_print(_("水分を取り込んだ。", "You are moistened."));\r
595                                 set_food(MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));\r
596                                 break;\r
597                         default:\r
598                                 (void)set_food(p_ptr->food + q_ptr->pval);\r
599                                 break;\r
600                 }\r
601                 break;\r
602         case MIMIC_DEMON:\r
603         case MIMIC_DEMON_LORD:\r
604                 set_food(p_ptr->food + ((q_ptr->pval) / 20));\r
605                 break;\r
606         case MIMIC_VAMPIRE:\r
607                 (void)set_food(p_ptr->food + (q_ptr->pval / 10));\r
608                 break;\r
609         default:\r
610                 (void)set_food(p_ptr->food + q_ptr->pval);\r
611                 break;\r
612         }\r
613 }\r
614 \r
615 \r
616 \r
617 /*!\r
618  * @brief 薬を飲むコマンドのメインルーチン /\r
619  * Quaff some potion (from the pack or floor)\r
620  * @return なし\r
621  */\r
622 void do_cmd_quaff_potion(void)\r
623 {\r
624         OBJECT_IDX item;\r
625         cptr q, s;\r
626 \r
627         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
628         {\r
629                 set_action(ACTION_NONE);\r
630         }\r
631 \r
632         /* Restrict choices to potions */\r
633         item_tester_hook = item_tester_hook_quaff;\r
634 \r
635         /* Get an item */\r
636         q = _("どの薬を飲みますか? ", "Quaff which potion? ");\r
637         s = _("飲める薬がない。", "You have no potions to quaff.");\r
638 \r
639         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;\r
640 \r
641         /* Quaff the potion */\r
642         do_cmd_quaff_potion_aux(item);\r
643 }\r