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];
77 /* Obtain a local object */
78 object_copy(q_ptr, o_ptr);
83 /* Reduce and describe p_ptr->inventory_list */
86 inven_item_increase(item, -1);
87 inven_item_describe(item);
88 inven_item_optimize(item);
91 /* Reduce and describe floor item */
94 floor_item_increase(0 - item, -1);
95 floor_item_describe(0 - item);
96 floor_item_optimize(0 - item);
102 /* Not identified yet */
106 lev = k_info[q_ptr->k_idx].level;
108 /* Analyze the potion */
109 if (q_ptr->tval == TV_POTION)
113 /* 飲みごたえをオリジナルより細かく表現 */
114 case SV_POTION_WATER:
115 msg_print(_("口の中がさっぱりした。", ""));
116 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
120 case SV_POTION_APPLE_JUICE:
121 msg_print(_("甘くてサッパリとしていて、とてもおいしい。", ""));
122 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
126 case SV_POTION_SLIME_MOLD:
127 msg_print(_("なんとも不気味な味だ。", ""));
128 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
132 case SV_POTION_SLOWNESS:
133 if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;
136 case SV_POTION_SALT_WATER:
137 msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));
139 if (!(PRACE_IS_(RACE_GOLEM) ||
140 PRACE_IS_(RACE_ZOMBIE) ||
141 PRACE_IS_(RACE_DEMON) ||
142 PRACE_IS_(RACE_ANDROID) ||
143 PRACE_IS_(RACE_SPECTRE) ||
144 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))
146 /* Only living creatures get thirsty */
147 (void)set_food(PY_FOOD_STARVE - 1);
150 (void)set_poisoned(0);
151 (void)set_paralyzed(p_ptr->paralyzed + 4);
155 case SV_POTION_POISON:
156 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
158 if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))
165 case SV_POTION_BLINDNESS:
166 if (!p_ptr->resist_blind)
168 if (set_blind(p_ptr->blind + randint0(100) + 100))
175 case SV_POTION_BOOZE:
176 ident = booze(p_ptr);
179 case SV_POTION_SLEEP:
180 if (!p_ptr->free_act)
182 msg_print(_("あなたは眠ってしまった。", "You fall asleep."));
184 if (ironman_nightmare)
186 msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
188 /* Have some nightmares */
189 sanity_blast(NULL, FALSE);
191 if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))
198 case SV_POTION_LOSE_MEMORIES:
199 if (!p_ptr->hold_exp && (p_ptr->exp > 0))
201 msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));
202 chg_virtue(V_KNOWLEDGE, -5);
204 lose_exp(p_ptr->exp / 4);
209 case SV_POTION_RUINATION:
210 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!"));
211 take_hit(DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);
213 (void)dec_stat(A_DEX, 25, TRUE);
214 (void)dec_stat(A_WIS, 25, TRUE);
215 (void)dec_stat(A_CON, 25, TRUE);
216 (void)dec_stat(A_STR, 25, TRUE);
217 (void)dec_stat(A_CHR, 25, TRUE);
218 (void)dec_stat(A_INT, 25, TRUE);
222 case SV_POTION_DEC_STR:
223 if (do_dec_stat(A_STR)) ident = TRUE;
226 case SV_POTION_DEC_INT:
227 if (do_dec_stat(A_INT)) ident = TRUE;
230 case SV_POTION_DEC_WIS:
231 if (do_dec_stat(A_WIS)) ident = TRUE;
234 case SV_POTION_DEC_DEX:
235 if (do_dec_stat(A_DEX)) ident = TRUE;
238 case SV_POTION_DEC_CON:
239 if (do_dec_stat(A_CON)) ident = TRUE;
242 case SV_POTION_DEC_CHR:
243 if (do_dec_stat(A_CHR)) ident = TRUE;
246 case SV_POTION_DETONATIONS:
247 ident = detonation(p_ptr);
250 case SV_POTION_DEATH:
251 chg_virtue(V_VITALITY, -1);
252 chg_virtue(V_UNLIFE, 5);
253 msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));
254 take_hit(DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);
258 case SV_POTION_INFRAVISION:
259 if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))
265 case SV_POTION_DETECT_INVIS:
266 if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))
272 case SV_POTION_SLOW_POISON:
273 if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;
276 case SV_POTION_CURE_POISON:
277 if (set_poisoned(0)) ident = TRUE;
280 case SV_POTION_BOLDNESS:
281 if (set_afraid(0)) ident = TRUE;
284 case SV_POTION_SPEED:
287 if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;
291 (void)set_fast(p_ptr->fast + 5, FALSE);
295 case SV_POTION_RESIST_HEAT:
296 if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))
302 case SV_POTION_RESIST_COLD:
303 if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))
309 case SV_POTION_HEROISM:
313 case SV_POTION_BESERK_STRENGTH:
314 ident = berserk(randint1(25) + 25);
317 case SV_POTION_CURE_LIGHT:
318 ident = cure_light_wounds(2, 8);
321 case SV_POTION_CURE_SERIOUS:
322 ident = cure_serious_wounds(4, 8);
325 case SV_POTION_CURE_CRITICAL:
326 ident = cure_critical_wounds(damroll(6, 8));
329 case SV_POTION_HEALING:
330 ident = cure_critical_wounds(300);
333 case SV_POTION_STAR_HEALING:
334 ident = cure_critical_wounds(1200);
338 ident = life_stream(TRUE, TRUE);
341 case SV_POTION_RESTORE_MANA:
342 ident = restore_mana(TRUE);
345 case SV_POTION_RESTORE_EXP:
346 if (restore_level()) ident = TRUE;
349 case SV_POTION_RES_STR:
350 if (do_res_stat(A_STR)) ident = TRUE;
353 case SV_POTION_RES_INT:
354 if (do_res_stat(A_INT)) ident = TRUE;
357 case SV_POTION_RES_WIS:
358 if (do_res_stat(A_WIS)) ident = TRUE;
361 case SV_POTION_RES_DEX:
362 if (do_res_stat(A_DEX)) ident = TRUE;
365 case SV_POTION_RES_CON:
366 if (do_res_stat(A_CON)) ident = TRUE;
369 case SV_POTION_RES_CHR:
370 if (do_res_stat(A_CHR)) ident = TRUE;
373 case SV_POTION_INC_STR:
374 if (do_inc_stat(A_STR)) ident = TRUE;
377 case SV_POTION_INC_INT:
378 if (do_inc_stat(A_INT)) ident = TRUE;
381 case SV_POTION_INC_WIS:
382 if (do_inc_stat(A_WIS)) ident = TRUE;
385 case SV_POTION_INC_DEX:
386 if (do_inc_stat(A_DEX)) ident = TRUE;
389 case SV_POTION_INC_CON:
390 if (do_inc_stat(A_CON)) ident = TRUE;
393 case SV_POTION_INC_CHR:
394 if (do_inc_stat(A_CHR)) ident = TRUE;
397 case SV_POTION_AUGMENTATION:
398 if (do_inc_stat(A_STR)) ident = TRUE;
399 if (do_inc_stat(A_INT)) ident = TRUE;
400 if (do_inc_stat(A_WIS)) ident = TRUE;
401 if (do_inc_stat(A_DEX)) ident = TRUE;
402 if (do_inc_stat(A_CON)) ident = TRUE;
403 if (do_inc_stat(A_CHR)) ident = TRUE;
406 case SV_POTION_ENLIGHTENMENT:
407 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..."));
408 chg_virtue(V_KNOWLEDGE, 1);
409 chg_virtue(V_ENLIGHTEN, 1);
414 case SV_POTION_STAR_ENLIGHTENMENT:
415 msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));
416 chg_virtue(V_KNOWLEDGE, 1);
417 chg_virtue(V_ENLIGHTEN, 2);
420 (void)do_inc_stat(A_INT);
421 (void)do_inc_stat(A_WIS);
422 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
423 (void)detect_doors(DETECT_RAD_DEFAULT);
424 (void)detect_stairs(DETECT_RAD_DEFAULT);
425 (void)detect_treasure(DETECT_RAD_DEFAULT);
426 (void)detect_objects_gold(DETECT_RAD_DEFAULT);
427 (void)detect_objects_normal(DETECT_RAD_DEFAULT);
433 case SV_POTION_SELF_KNOWLEDGE:
434 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..."));
440 case SV_POTION_EXPERIENCE:
441 if (p_ptr->prace == RACE_ANDROID) break;
442 chg_virtue(V_ENLIGHTEN, 1);
443 if (p_ptr->exp < PY_MAX_EXP)
445 EXP ee = (p_ptr->exp / 2) + 10;
446 if (ee > 100000L) ee = 100000L;
447 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
453 case SV_POTION_RESISTANCE:
454 (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);
455 (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);
456 (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);
457 (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);
458 (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);
462 case SV_POTION_CURING:
463 if (true_healing(50)) ident = TRUE;
466 case SV_POTION_INVULNERABILITY:
467 (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);
471 case SV_POTION_NEW_LIFE:
472 roll_hitdice(p_ptr, 0L);
474 p_ptr->update |= PU_BONUS;
475 lose_all_mutations();
479 case SV_POTION_NEO_TSUYOSHI:
481 (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);
485 case SV_POTION_TSUYOSHI:
486 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
489 (void)set_tsuyoshi(0, TRUE);
490 if (!p_ptr->resist_chaos)
492 (void)set_image(50 + randint1(50));
497 case SV_POTION_POLYMORPH:
498 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
500 lose_all_mutations();
508 if(gain_mutation(p_ptr, 0)) ident = TRUE;
510 else if (lose_mutation(0)) ident = TRUE;
511 } while(!ident || one_in_(2));
517 if (PRACE_IS_(RACE_SKELETON))
519 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!"));
520 (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, q_ptr->k_idx);
522 p_ptr->update |= (PU_COMBINE | PU_REORDER);
524 if (!(object_is_aware(q_ptr)))
526 chg_virtue(V_PATIENCE, -1);
527 chg_virtue(V_CHANCE, 1);
528 chg_virtue(V_KNOWLEDGE, -1);
531 /* The item has been tried */
534 /* An identification was made */
535 if (ident && !object_is_aware(q_ptr))
538 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
541 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
543 /* Potions can feed the player */
544 switch (p_ptr->mimic_form)
547 switch (p_ptr->prace)
550 (void)set_food(p_ptr->food + (q_ptr->pval / 10));
559 set_food(p_ptr->food + ((q_ptr->pval) / 20));
562 if (q_ptr->tval == TV_FLASK)
564 msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));
565 set_food(p_ptr->food + 5000);
569 set_food(p_ptr->food + ((q_ptr->pval) / 20));
573 msg_print(_("水分を取り込んだ。", "You are moistened."));
574 set_food(MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
577 (void)set_food(p_ptr->food + q_ptr->pval);
582 case MIMIC_DEMON_LORD:
583 set_food(p_ptr->food + ((q_ptr->pval) / 20));
586 (void)set_food(p_ptr->food + (q_ptr->pval / 10));
589 (void)set_food(p_ptr->food + q_ptr->pval);
597 * @brief 薬を飲むコマンドのメインルーチン /
598 * Quaff some potion (from the pack or floor)
601 void do_cmd_quaff_potion(void)
606 if (p_ptr->wild_mode)
611 if (cmd_limit_arena(p_ptr)) return;
613 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
615 set_action(ACTION_NONE);
618 /* Restrict choices to potions */
619 item_tester_hook = item_tester_hook_quaff;
621 q = _("どの薬を飲みますか? ", "Quaff which potion? ");
622 s = _("飲める薬がない。", "You have no potions to quaff.");
624 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
626 /* Quaff the potion */
627 do_cmd_quaff_potion_aux(item);