3 * @brief プレイヤーのステータス管理 / effects of various "objects"
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2013 Deskull rearranged comment for Doxygen.\n
18 * @brief プレイヤーの継続行動を設定する。
19 * @param typ 継続行動のID\n
20 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
23 void set_action(ACTION_IDX typ)
25 int prev_typ = p_ptr->action;
37 msg_print(_("探索をやめた。", "You no longer walk carefully."));
38 p_ptr->redraw |= (PR_SPEED);
48 msg_print(_("学習をやめた。", "You stop Learning"));
54 msg_print(_("構えをといた。", "You stop assuming the posture."));
55 p_ptr->special_defense &= ~(KAMAE_MASK);
60 msg_print(_("型を崩した。", "You stop assuming the posture."));
61 p_ptr->special_defense &= ~(KATA_MASK);
62 p_ptr->update |= (PU_MONSTERS);
63 p_ptr->redraw |= (PR_STATUS);
68 msg_print(_("歌うのをやめた。", "You stop singing."));
73 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
74 p_ptr->energy_use = 100;
79 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
87 /* If we are requested other action, stop singing */
88 if (prev_typ == ACTION_SING) stop_singing();
89 if (prev_typ == ACTION_SPELL) stop_hex_spell();
91 switch (p_ptr->action)
95 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
96 p_ptr->redraw |= (PR_SPEED);
101 msg_print(_("学習を始めた。", "You begin Learning"));
106 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
109 case ACTION_HAYAGAKE:
111 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
120 /* Recalculate bonuses */
121 p_ptr->update |= (PU_BONUS);
123 /* Redraw the state */
124 p_ptr->redraw |= (PR_STATE);
128 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
131 void reset_tim_flags(void)
133 p_ptr->fast = 0; /* Timed -- Fast */
134 p_ptr->lightspeed = 0;
135 p_ptr->slow = 0; /* Timed -- Slow */
136 p_ptr->blind = 0; /* Timed -- Blindness */
137 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
138 p_ptr->confused = 0; /* Timed -- Confusion */
139 p_ptr->afraid = 0; /* Timed -- Fear */
140 p_ptr->image = 0; /* Timed -- Hallucination */
141 p_ptr->poisoned = 0; /* Timed -- Poisoned */
142 p_ptr->cut = 0; /* Timed -- Cut */
143 p_ptr->stun = 0; /* Timed -- Stun */
145 p_ptr->protevil = 0; /* Timed -- Protection */
146 p_ptr->invuln = 0; /* Timed -- Invulnerable */
148 p_ptr->hero = 0; /* Timed -- Heroism */
149 p_ptr->shero = 0; /* Timed -- Super Heroism */
150 p_ptr->shield = 0; /* Timed -- Shield Spell */
151 p_ptr->blessed = 0; /* Timed -- Blessed */
152 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
153 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
154 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
155 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
157 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
158 p_ptr->tim_levitation = 0;
159 p_ptr->tim_sh_touki = 0;
160 p_ptr->tim_sh_fire = 0;
161 p_ptr->tim_sh_holy = 0;
162 p_ptr->tim_eyeeye = 0;
164 p_ptr->resist_magic = 0;
167 p_ptr->tim_res_nether = 0;
168 p_ptr->tim_res_time = 0;
169 p_ptr->tim_mimic = 0;
170 p_ptr->mimic_form = 0;
171 p_ptr->tim_reflect = 0;
172 p_ptr->multishadow = 0;
174 p_ptr->action = ACTION_NONE;
177 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
178 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
179 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
180 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
181 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
183 p_ptr->word_recall = 0;
184 p_ptr->alter_reality = 0;
185 p_ptr->sutemi = FALSE;
186 p_ptr->counter = FALSE;
187 p_ptr->ele_attack = 0;
188 p_ptr->ele_immune = 0;
189 p_ptr->special_attack = 0L;
190 p_ptr->special_defense = 0L;
192 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
193 world_player = FALSE;
195 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
196 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
197 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
201 (void)set_monster_fast(p_ptr->riding, 0);
202 (void)set_monster_slow(p_ptr->riding, 0);
203 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
206 if (p_ptr->pclass == CLASS_BARD)
208 SINGING_SONG_EFFECT(p_ptr) = 0;
209 SINGING_SONG_ID(p_ptr) = 0;
214 * @brief プレイヤーに魔力消去効果を与える。
217 void dispel_player(void)
219 (void)set_fast(0, TRUE);
220 (void)set_lightspeed(0, TRUE);
221 (void)set_slow(0, TRUE);
222 (void)set_shield(0, TRUE);
223 (void)set_blessed(0, TRUE);
224 (void)set_tsuyoshi(0, TRUE);
225 (void)set_hero(0, TRUE);
226 (void)set_shero(0, TRUE);
227 (void)set_protevil(0, TRUE);
228 (void)set_invuln(0, TRUE);
229 (void)set_wraith_form(0, TRUE);
230 (void)set_kabenuke(0, TRUE);
231 (void)set_tim_res_nether(0, TRUE);
232 (void)set_tim_res_time(0, TRUE);
234 (void)set_tim_reflect(0,TRUE);
235 (void)set_multishadow(0,TRUE);
236 (void)set_dustrobe(0,TRUE);
238 (void)set_tim_invis(0, TRUE);
239 (void)set_tim_infra(0, TRUE);
240 (void)set_tim_esp(0, TRUE);
241 (void)set_tim_regen(0, TRUE);
242 (void)set_tim_stealth(0, TRUE);
243 (void)set_tim_levitation(0, TRUE);
244 (void)set_tim_sh_touki(0, TRUE);
245 (void)set_tim_sh_fire(0, TRUE);
246 (void)set_tim_sh_holy(0, TRUE);
247 (void)set_tim_eyeeye(0, TRUE);
248 (void)set_magicdef(0, TRUE);
249 (void)set_resist_magic(0, TRUE);
250 (void)set_oppose_acid(0, TRUE);
251 (void)set_oppose_elec(0, TRUE);
252 (void)set_oppose_fire(0, TRUE);
253 (void)set_oppose_cold(0, TRUE);
254 (void)set_oppose_pois(0, TRUE);
255 (void)set_ultimate_res(0, TRUE);
256 (void)set_mimic(0, 0, TRUE);
257 (void)set_ele_attack(0, 0);
258 (void)set_ele_immune(0, 0);
260 /* Cancel glowing hands */
261 if (p_ptr->special_attack & ATTACK_CONFUSE)
263 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
264 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
267 if (music_singing_any() || hex_spelling_any())
269 cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
270 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
271 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
272 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
273 p_ptr->action = ACTION_NONE;
275 /* Recalculate bonuses */
276 p_ptr->update |= (PU_BONUS | PU_HP);
279 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
281 /* Update monsters */
282 p_ptr->update |= (PU_MONSTERS);
285 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
287 p_ptr->energy_need += ENERGY_NEED();
293 * @brief 変身効果の継続時間と変身先をセットする / Set "p_ptr->tim_mimic", and "p_ptr->mimic_form", notice observable changes
296 * @param do_dec 現在の継続時間より長い値のみ上書きする
297 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
299 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
303 /* Hack -- Force good values */
304 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
306 if (p_ptr->is_dead) return FALSE;
311 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
313 if (p_ptr->tim_mimic > v) return FALSE;
315 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
317 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
318 p_ptr->mimic_form = p;
326 if (p_ptr->tim_mimic)
328 msg_print(_("変身が解けた。", "You are no longer transformed."));
329 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
337 p_ptr->tim_mimic = v;
339 /* Nothing to notice */
344 if (disturb_state) disturb(0, 1);
347 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
349 /* Recalculate bonuses */
350 p_ptr->update |= (PU_BONUS | PU_HP);
359 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
361 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
363 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
364 * memorize any terrain features which suddenly become "visible".\n
365 * Note that blindness is currently the only thing which can affect\n
366 * "player_can_see_bold()".\n
368 bool set_blind(TIME_EFFECT v)
372 /* Hack -- Force good values */
373 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
375 if (p_ptr->is_dead) return FALSE;
382 if (p_ptr->prace == RACE_ANDROID)
384 msg_print(_("センサーをやられた!", "You are blind!"));
388 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
392 chg_virtue(V_ENLIGHTEN, -1);
401 if (p_ptr->prace == RACE_ANDROID)
403 msg_print(_("センサーが復旧した。", "You can see again."));
407 msg_print(_("やっと目が見えるようになった。", "You can see again."));
417 /* Redraw status bar */
418 p_ptr->redraw |= (PR_STATUS);
420 /* Nothing to notice */
421 if (!notice) return (FALSE);
424 if (disturb_state) disturb(0, 0);
426 /* Fully update the visuals */
427 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
430 p_ptr->redraw |= (PR_MAP);
433 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
444 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
446 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
448 bool set_confused(TIME_EFFECT v)
452 /* Hack -- Force good values */
453 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
455 if (p_ptr->is_dead) return FALSE;
460 if (!p_ptr->confused)
462 msg_print(_("あなたは混乱した!", "You are confused!"));
464 if (p_ptr->action == ACTION_LEARN)
466 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
469 p_ptr->redraw |= (PR_STATE);
470 p_ptr->action = ACTION_NONE;
472 if (p_ptr->action == ACTION_KAMAE)
474 msg_print(_("構えがとけた。", "Your posture gets loose."));
475 p_ptr->special_defense &= ~(KAMAE_MASK);
476 p_ptr->update |= (PU_BONUS);
477 p_ptr->redraw |= (PR_STATE);
478 p_ptr->action = ACTION_NONE;
480 else if (p_ptr->action == ACTION_KATA)
482 msg_print(_("型が崩れた。", "Your posture gets loose."));
483 p_ptr->special_defense &= ~(KATA_MASK);
484 p_ptr->update |= (PU_BONUS);
485 p_ptr->update |= (PU_MONSTERS);
486 p_ptr->redraw |= (PR_STATE);
487 p_ptr->redraw |= (PR_STATUS);
488 p_ptr->action = ACTION_NONE;
492 if (p_ptr->concent) reset_concentration(TRUE);
495 if (hex_spelling_any()) stop_hex_spell_all();
498 p_ptr->counter = FALSE;
499 chg_virtue(V_HARMONY, -1);
508 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
509 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
517 /* Redraw status bar */
518 p_ptr->redraw |= (PR_STATUS);
520 /* Nothing to notice */
521 if (!notice) return (FALSE);
524 if (disturb_state) disturb(0, 0);
535 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
537 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
539 bool set_poisoned(TIME_EFFECT v)
543 /* Hack -- Force good values */
544 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
546 if (p_ptr->is_dead) return FALSE;
551 if (!p_ptr->poisoned)
553 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
563 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
571 /* Redraw status bar */
572 p_ptr->redraw |= (PR_STATUS);
574 /* Nothing to notice */
575 if (!notice) return (FALSE);
578 if (disturb_state) disturb(0, 0);
589 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
591 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
593 bool set_afraid(TIME_EFFECT v)
597 /* Hack -- Force good values */
598 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
600 if (p_ptr->is_dead) return FALSE;
607 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
609 if (p_ptr->special_defense & KATA_MASK)
611 msg_print(_("型が崩れた。", "Your posture gets loose."));
612 p_ptr->special_defense &= ~(KATA_MASK);
613 p_ptr->update |= (PU_BONUS);
614 p_ptr->update |= (PU_MONSTERS);
615 p_ptr->redraw |= (PR_STATE);
616 p_ptr->redraw |= (PR_STATUS);
617 p_ptr->action = ACTION_NONE;
621 p_ptr->counter = FALSE;
622 chg_virtue(V_VALOUR, -1);
631 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
639 /* Redraw status bar */
640 p_ptr->redraw |= (PR_STATUS);
642 /* Nothing to notice */
643 if (!notice) return (FALSE);
646 if (disturb_state) disturb(0, 0);
656 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
658 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
660 bool set_paralyzed(TIME_EFFECT v)
664 /* Hack -- Force good values */
665 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
667 if (p_ptr->is_dead) return FALSE;
672 if (!p_ptr->paralyzed)
674 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
676 if (p_ptr->concent) reset_concentration(TRUE);
679 if (hex_spelling_any()) stop_hex_spell_all();
681 p_ptr->counter = FALSE;
689 if (p_ptr->paralyzed)
691 msg_print(_("やっと動けるようになった。", "You can move again."));
697 p_ptr->paralyzed = v;
699 /* Redraw status bar */
700 p_ptr->redraw |= (PR_STATUS);
702 /* Nothing to notice */
703 if (!notice) return (FALSE);
706 if (disturb_state) disturb(0, 0);
708 /* Redraw the state */
709 p_ptr->redraw |= (PR_STATE);
719 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
721 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
722 * @details Note that we must redraw the map when hallucination changes.
724 bool set_image(TIME_EFFECT v)
728 /* Hack -- Force good values */
729 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
731 if (p_ptr->is_dead) return FALSE;
737 set_tsuyoshi(0, TRUE);
740 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
743 if (p_ptr->concent) reset_concentration(TRUE);
745 p_ptr->counter = FALSE;
755 msg_print(_("やっとはっきりと物が見えるようになった。", "You can see clearly again."));
763 /* Redraw status bar */
764 p_ptr->redraw |= (PR_STATUS);
766 /* Nothing to notice */
767 if (!notice) return (FALSE);
770 if (disturb_state) disturb(0, 1);
773 p_ptr->redraw |= (PR_MAP);
775 /* Update the health bar */
776 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
778 /* Update monsters */
779 p_ptr->update |= (PU_MONSTERS);
782 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
792 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
794 * @param do_dec 現在の継続時間より長い値のみ上書きする
795 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
797 bool set_fast(TIME_EFFECT v, bool do_dec)
801 /* Hack -- Force good values */
802 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
804 if (p_ptr->is_dead) return FALSE;
809 if (p_ptr->fast && !do_dec)
811 if (p_ptr->fast > v) return FALSE;
813 else if (!IS_FAST() && !p_ptr->lightspeed)
815 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
817 chg_virtue(V_PATIENCE, -1);
818 chg_virtue(V_DILIGENCE, 1);
825 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
827 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
835 /* Nothing to notice */
836 if (!notice) return (FALSE);
839 if (disturb_state) disturb(0, 0);
841 /* Recalculate bonuses */
842 p_ptr->update |= (PU_BONUS);
852 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
854 * @param do_dec 現在の継続時間より長い値のみ上書きする
855 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
857 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
861 /* Hack -- Force good values */
862 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
864 if (p_ptr->is_dead) return FALSE;
866 if (p_ptr->wild_mode) v = 0;
871 if (p_ptr->lightspeed && !do_dec)
873 if (p_ptr->lightspeed > v) return FALSE;
875 else if (!p_ptr->lightspeed)
877 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
879 chg_virtue(V_PATIENCE, -1);
880 chg_virtue(V_DILIGENCE, 1);
887 if (p_ptr->lightspeed)
889 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
895 p_ptr->lightspeed = v;
897 /* Nothing to notice */
898 if (!notice) return (FALSE);
901 if (disturb_state) disturb(0, 0);
903 /* Recalculate bonuses */
904 p_ptr->update |= (PU_BONUS);
914 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
916 * @param do_dec 現在の継続時間より長い値のみ上書きする
917 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
919 bool set_slow(TIME_EFFECT v, bool do_dec)
923 /* Hack -- Force good values */
924 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
926 if (p_ptr->is_dead) return FALSE;
931 if (p_ptr->slow && !do_dec)
933 if (p_ptr->slow > v) return FALSE;
935 else if (!p_ptr->slow)
937 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
947 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
955 /* Nothing to notice */
956 if (!notice) return (FALSE);
959 if (disturb_state) disturb(0, 0);
961 /* Recalculate bonuses */
962 p_ptr->update |= (PU_BONUS);
973 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
975 * @param do_dec 現在の継続時間より長い値のみ上書きする
976 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
978 bool set_shield(TIME_EFFECT v, bool do_dec)
982 /* Hack -- Force good values */
983 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
985 if (p_ptr->is_dead) return FALSE;
990 if (p_ptr->shield && !do_dec)
992 if (p_ptr->shield > v) return FALSE;
994 else if (!p_ptr->shield)
996 msg_print(_("肌が石になった。", "Your skin turns to stone."));
1006 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
1014 /* Redraw status bar */
1015 p_ptr->redraw |= (PR_STATUS);
1017 /* Nothing to notice */
1018 if (!notice) return (FALSE);
1021 if (disturb_state) disturb(0, 0);
1023 /* Recalculate bonuses */
1024 p_ptr->update |= (PU_BONUS);
1035 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
1037 * @param do_dec 現在の継続時間より長い値のみ上書きする
1038 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1040 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
1042 bool notice = FALSE;
1044 /* Hack -- Force good values */
1045 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1047 if (p_ptr->is_dead) return FALSE;
1052 if (p_ptr->tsubureru && !do_dec)
1054 if (p_ptr->tsubureru > v) return FALSE;
1056 else if (!p_ptr->tsubureru)
1058 msg_print(_("横に伸びた。", "Your body expands horizontally."));
1066 if (p_ptr->tsubureru)
1068 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
1074 p_ptr->tsubureru = v;
1076 /* Redraw status bar */
1077 p_ptr->redraw |= (PR_STATUS);
1079 /* Nothing to notice */
1080 if (!notice) return (FALSE);
1083 if (disturb_state) disturb(0, 0);
1085 /* Recalculate bonuses */
1086 p_ptr->update |= (PU_BONUS);
1097 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1099 * @param do_dec 現在の継続時間より長い値のみ上書きする
1100 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1102 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1104 bool notice = FALSE;
1106 /* Hack -- Force good values */
1107 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1109 if (p_ptr->is_dead) return FALSE;
1114 if (p_ptr->magicdef && !do_dec)
1116 if (p_ptr->magicdef > v) return FALSE;
1118 else if (!p_ptr->magicdef)
1120 msg_print(_("魔法の防御力が増したような気がする。", "You feel more resistant to magic."));
1128 if (p_ptr->magicdef)
1130 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1136 p_ptr->magicdef = v;
1138 /* Redraw status bar */
1139 p_ptr->redraw |= (PR_STATUS);
1141 /* Nothing to notice */
1142 if (!notice) return (FALSE);
1145 if (disturb_state) disturb(0, 0);
1147 /* Recalculate bonuses */
1148 p_ptr->update |= (PU_BONUS);
1158 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1160 * @param do_dec 現在の継続時間より長い値のみ上書きする
1161 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1163 bool set_blessed(TIME_EFFECT v, bool do_dec)
1165 bool notice = FALSE;
1167 /* Hack -- Force good values */
1168 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1170 if (p_ptr->is_dead) return FALSE;
1175 if (p_ptr->blessed && !do_dec)
1177 if (p_ptr->blessed > v) return FALSE;
1179 else if (!IS_BLESSED())
1181 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1189 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1191 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1199 /* Redraw status bar */
1200 p_ptr->redraw |= (PR_STATUS);
1202 /* Nothing to notice */
1203 if (!notice) return (FALSE);
1206 if (disturb_state) disturb(0, 0);
1208 /* Recalculate bonuses */
1209 p_ptr->update |= (PU_BONUS);
1220 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1222 * @param do_dec 現在の継続時間より長い値のみ上書きする
1223 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1225 bool set_hero(TIME_EFFECT v, bool do_dec)
1227 bool notice = FALSE;
1229 /* Hack -- Force good values */
1230 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1232 if (p_ptr->is_dead) return FALSE;
1237 if (p_ptr->hero && !do_dec)
1239 if (p_ptr->hero > v) return FALSE;
1241 else if (!IS_HERO())
1243 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1251 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1253 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1261 /* Redraw status bar */
1262 p_ptr->redraw |= (PR_STATUS);
1264 /* Nothing to notice */
1265 if (!notice) return (FALSE);
1268 if (disturb_state) disturb(0, 0);
1270 /* Recalculate bonuses */
1271 p_ptr->update |= (PU_BONUS);
1273 /* Recalculate hitpoints */
1274 p_ptr->update |= (PU_HP);
1284 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1286 * @param do_dec 現在の継続時間より長い値のみ上書きする
1287 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1289 bool set_shero(TIME_EFFECT v, bool do_dec)
1291 bool notice = FALSE;
1293 /* Hack -- Force good values */
1294 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1296 if (p_ptr->is_dead) return FALSE;
1298 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1302 if (p_ptr->shero && !do_dec)
1304 if (p_ptr->shero > v) return FALSE;
1306 else if (!p_ptr->shero)
1308 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1318 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1326 /* Redraw status bar */
1327 p_ptr->redraw |= (PR_STATUS);
1329 /* Nothing to notice */
1330 if (!notice) return (FALSE);
1333 if (disturb_state) disturb(0, 0);
1335 /* Recalculate bonuses */
1336 p_ptr->update |= (PU_BONUS);
1338 /* Recalculate hitpoints */
1339 p_ptr->update |= (PU_HP);
1349 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1351 * @param do_dec 現在の継続時間より長い値のみ上書きする
1352 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1354 bool set_protevil(TIME_EFFECT v, bool do_dec)
1356 bool notice = FALSE;
1358 /* Hack -- Force good values */
1359 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1361 if (p_ptr->is_dead) return FALSE;
1366 if (p_ptr->protevil && !do_dec)
1368 if (p_ptr->protevil > v) return FALSE;
1370 else if (!p_ptr->protevil)
1372 msg_print(_("邪悪なる存在から守られているような感じがする!", "You feel safe from evil!"));
1380 if (p_ptr->protevil)
1382 msg_print(_("邪悪なる存在から守られている感じがなくなった。", "You no longer feel safe from evil."));
1388 p_ptr->protevil = v;
1390 /* Redraw status bar */
1391 p_ptr->redraw |= (PR_STATUS);
1393 /* Nothing to notice */
1394 if (!notice) return (FALSE);
1397 if (disturb_state) disturb(0, 0);
1407 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1409 * @param do_dec 現在の継続時間より長い値のみ上書きする
1410 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1412 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1414 bool notice = FALSE;
1416 /* Hack -- Force good values */
1417 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1419 if (p_ptr->is_dead) return FALSE;
1424 if (p_ptr->wraith_form && !do_dec)
1426 if (p_ptr->wraith_form > v) return FALSE;
1428 else if (!p_ptr->wraith_form)
1430 msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and turn into a wraith-being!"));
1432 chg_virtue(V_UNLIFE, 3);
1433 chg_virtue(V_HONOUR, -2);
1434 chg_virtue(V_SACRIFICE, -2);
1435 chg_virtue(V_VALOUR, -5);
1438 p_ptr->redraw |= (PR_MAP);
1440 /* Update monsters */
1441 p_ptr->update |= (PU_MONSTERS);
1444 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1451 if (p_ptr->wraith_form)
1453 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1457 p_ptr->redraw |= (PR_MAP);
1459 /* Update monsters */
1460 p_ptr->update |= (PU_MONSTERS);
1463 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1468 p_ptr->wraith_form = v;
1470 /* Redraw status bar */
1471 p_ptr->redraw |= (PR_STATUS);
1473 /* Nothing to notice */
1474 if (!notice) return (FALSE);
1477 if (disturb_state) disturb(0, 0);
1479 /* Recalculate bonuses */
1480 p_ptr->update |= (PU_BONUS);
1491 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1493 * @param do_dec 現在の継続時間より長い値のみ上書きする
1494 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1496 bool set_invuln(TIME_EFFECT v, bool do_dec)
1498 bool notice = FALSE;
1500 /* Hack -- Force good values */
1501 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1503 if (p_ptr->is_dead) return FALSE;
1508 if (p_ptr->invuln && !do_dec)
1510 if (p_ptr->invuln > v) return FALSE;
1512 else if (!IS_INVULN())
1514 msg_print(_("無敵だ!", "Invulnerability!"));
1517 chg_virtue(V_UNLIFE, -2);
1518 chg_virtue(V_HONOUR, -2);
1519 chg_virtue(V_SACRIFICE, -3);
1520 chg_virtue(V_VALOUR, -5);
1523 p_ptr->redraw |= (PR_MAP);
1525 /* Update monsters */
1526 p_ptr->update |= (PU_MONSTERS);
1529 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1536 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1538 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1542 p_ptr->redraw |= (PR_MAP);
1544 /* Update monsters */
1545 p_ptr->update |= (PU_MONSTERS);
1548 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1550 p_ptr->energy_need += ENERGY_NEED();
1557 /* Redraw status bar */
1558 p_ptr->redraw |= (PR_STATUS);
1560 /* Nothing to notice */
1561 if (!notice) return (FALSE);
1564 if (disturb_state) disturb(0, 0);
1566 /* Recalculate bonuses */
1567 p_ptr->update |= (PU_BONUS);
1577 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1579 * @param do_dec 現在の継続時間より長い値のみ上書きする
1580 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1582 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1584 bool notice = FALSE;
1586 /* Hack -- Force good values */
1587 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1589 if (p_ptr->is_dead) return FALSE;
1594 if (p_ptr->tim_esp && !do_dec)
1596 if (p_ptr->tim_esp > v) return FALSE;
1598 else if (!IS_TIM_ESP())
1600 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1608 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1610 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1618 /* Redraw status bar */
1619 p_ptr->redraw |= (PR_STATUS);
1621 /* Nothing to notice */
1622 if (!notice) return (FALSE);
1625 if (disturb_state) disturb(0, 0);
1627 /* Recalculate bonuses */
1628 p_ptr->update |= (PU_BONUS);
1630 /* Update the monsters */
1631 p_ptr->update |= (PU_MONSTERS);
1641 * @brief 時限透明視の継続時間をセットする / Set "p_ptr->tim_invis", notice observable changes
1643 * @param do_dec 現在の継続時間より長い値のみ上書きする
1644 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1646 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1648 bool notice = FALSE;
1650 /* Hack -- Force good values */
1651 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1653 if (p_ptr->is_dead) return FALSE;
1658 if (p_ptr->tim_invis && !do_dec)
1660 if (p_ptr->tim_invis > v) return FALSE;
1662 else if (!p_ptr->tim_invis)
1664 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1672 if (p_ptr->tim_invis)
1674 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1680 p_ptr->tim_invis = v;
1682 /* Redraw status bar */
1683 p_ptr->redraw |= (PR_STATUS);
1685 /* Nothing to notice */
1686 if (!notice) return (FALSE);
1689 if (disturb_state) disturb(0, 0);
1691 /* Recalculate bonuses */
1692 p_ptr->update |= (PU_BONUS);
1694 /* Update the monsters */
1695 p_ptr->update |= (PU_MONSTERS);
1705 * @brief 時限赤外線視力の継続時間をセットする / Set "p_ptr->tim_infra", notice observable changes
1707 * @param do_dec 現在の継続時間より長い値のみ上書きする
1708 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1710 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1712 bool notice = FALSE;
1714 /* Hack -- Force good values */
1715 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1717 if (p_ptr->is_dead) return FALSE;
1722 if (p_ptr->tim_infra && !do_dec)
1724 if (p_ptr->tim_infra > v) return FALSE;
1726 else if (!p_ptr->tim_infra)
1728 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1736 if (p_ptr->tim_infra)
1738 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1744 p_ptr->tim_infra = v;
1746 /* Redraw status bar */
1747 p_ptr->redraw |= (PR_STATUS);
1749 /* Nothing to notice */
1750 if (!notice) return (FALSE);
1753 if (disturb_state) disturb(0, 0);
1755 /* Recalculate bonuses */
1756 p_ptr->update |= (PU_BONUS);
1758 /* Update the monsters */
1759 p_ptr->update |= (PU_MONSTERS);
1769 * @brief 時限急回復の継続時間をセットする / Set "p_ptr->tim_regen", notice observable changes
1771 * @param do_dec 現在の継続時間より長い値のみ上書きする
1772 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1774 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1776 bool notice = FALSE;
1778 /* Hack -- Force good values */
1779 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1781 if (p_ptr->is_dead) return FALSE;
1786 if (p_ptr->tim_regen && !do_dec)
1788 if (p_ptr->tim_regen > v) return FALSE;
1790 else if (!p_ptr->tim_regen)
1792 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1800 if (p_ptr->tim_regen)
1802 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1808 p_ptr->tim_regen = v;
1810 /* Redraw status bar */
1811 p_ptr->redraw |= (PR_STATUS);
1813 /* Nothing to notice */
1814 if (!notice) return (FALSE);
1817 if (disturb_state) disturb(0, 0);
1819 /* Recalculate bonuses */
1820 p_ptr->update |= (PU_BONUS);
1830 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1832 * @param do_dec 現在の継続時間より長い値のみ上書きする
1833 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1835 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1837 bool notice = FALSE;
1839 /* Hack -- Force good values */
1840 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1842 if (p_ptr->is_dead) return FALSE;
1847 if (p_ptr->tim_stealth && !do_dec)
1849 if (p_ptr->tim_stealth > v) return FALSE;
1851 else if (!IS_TIM_STEALTH())
1853 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1861 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1863 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1869 p_ptr->tim_stealth = v;
1871 /* Redraw status bar */
1872 p_ptr->redraw |= (PR_STATUS);
1874 /* Nothing to notice */
1875 if (!notice) return (FALSE);
1878 if (disturb_state) disturb(0, 0);
1880 /* Recalculate bonuses */
1881 p_ptr->update |= (PU_BONUS);
1891 * @brief 超隠密状態をセットする
1892 * @param set TRUEならば超隠密状態になる。
1893 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1895 bool set_superstealth(bool set)
1897 bool notice = FALSE;
1899 if (p_ptr->is_dead) return FALSE;
1904 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1906 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1908 msg_print(_("敵の目から薄い影の中に覆い隠された。", "You are mantled in weak shadow from ordinary eyes."));
1909 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1913 msg_print(_("敵の目から影の中に覆い隠された!", "You are mantled in shadow from ordinary eyes!"));
1914 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1920 p_ptr->special_defense |= NINJA_S_STEALTH;
1927 if (p_ptr->special_defense & NINJA_S_STEALTH)
1929 msg_print(_("再び敵の目にさらされるようになった。", "You are exposed to common sight once more."));
1933 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1937 /* Nothing to notice */
1938 if (!notice) return (FALSE);
1940 /* Redraw status bar */
1941 p_ptr->redraw |= (PR_STATUS);
1944 if (disturb_state) disturb(0, 0);
1951 * @brief 一時的浮遊の継続時間をセットする / Set "p_ptr->tim_levitation", notice observable changes
1953 * @param do_dec 現在の継続時間より長い値のみ上書きする
1954 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1956 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1958 bool notice = FALSE;
1960 /* Hack -- Force good values */
1961 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1963 if (p_ptr->is_dead) return FALSE;
1968 if (p_ptr->tim_levitation && !do_dec)
1970 if (p_ptr->tim_levitation > v) return FALSE;
1972 else if (!p_ptr->tim_levitation)
1974 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1982 if (p_ptr->tim_levitation)
1984 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1990 p_ptr->tim_levitation = v;
1992 /* Redraw status bar */
1993 p_ptr->redraw |= (PR_STATUS);
1995 /* Nothing to notice */
1996 if (!notice) return (FALSE);
1999 if (disturb_state) disturb(0, 0);
2001 /* Recalculate bonuses */
2002 p_ptr->update |= (PU_BONUS);
2012 * @brief 一時的闘気のオーラの継続時間をセットする / Set "p_ptr->tim_sh_touki", notice observable changes
2014 * @param do_dec 現在の継続時間より長い値のみ上書きする
2015 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2017 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
2019 bool notice = FALSE;
2021 /* Hack -- Force good values */
2022 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2024 if (p_ptr->is_dead) return FALSE;
2029 if (p_ptr->tim_sh_touki && !do_dec)
2031 if (p_ptr->tim_sh_touki > v) return FALSE;
2033 else if (!p_ptr->tim_sh_touki)
2035 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
2043 if (p_ptr->tim_sh_touki)
2045 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
2051 p_ptr->tim_sh_touki = v;
2053 /* Redraw status bar */
2054 p_ptr->redraw |= (PR_STATUS);
2056 /* Nothing to notice */
2057 if (!notice) return (FALSE);
2060 if (disturb_state) disturb(0, 0);
2070 * @brief 一時的火炎のオーラの継続時間をセットする / Set "p_ptr->tim_sh_fire", notice observable changes
2072 * @param do_dec 現在の継続時間より長い値のみ上書きする
2073 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2075 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
2077 bool notice = FALSE;
2079 /* Hack -- Force good values */
2080 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2082 if (p_ptr->is_dead) return FALSE;
2087 if (p_ptr->tim_sh_fire && !do_dec)
2089 if (p_ptr->tim_sh_fire > v) return FALSE;
2091 else if (!p_ptr->tim_sh_fire)
2093 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
2101 if (p_ptr->tim_sh_fire)
2103 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
2109 p_ptr->tim_sh_fire = v;
2111 /* Redraw status bar */
2112 p_ptr->redraw |= (PR_STATUS);
2114 /* Nothing to notice */
2115 if (!notice) return (FALSE);
2118 if (disturb_state) disturb(0, 0);
2120 /* Recalculate bonuses */
2121 p_ptr->update |= (PU_BONUS);
2131 * @brief 一時的聖なるのオーラの継続時間をセットする / Set "p_ptr->tim_sh_holy", notice observable changes
2133 * @param do_dec 現在の継続時間より長い値のみ上書きする
2134 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2136 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
2138 bool notice = FALSE;
2140 /* Hack -- Force good values */
2141 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2143 if (p_ptr->is_dead) return FALSE;
2148 if (p_ptr->tim_sh_holy && !do_dec)
2150 if (p_ptr->tim_sh_holy > v) return FALSE;
2152 else if (!p_ptr->tim_sh_holy)
2154 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
2162 if (p_ptr->tim_sh_holy)
2164 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
2170 p_ptr->tim_sh_holy = v;
2172 /* Redraw status bar */
2173 p_ptr->redraw |= (PR_STATUS);
2175 /* Nothing to notice */
2176 if (!notice) return (FALSE);
2179 if (disturb_state) disturb(0, 0);
2181 /* Recalculate bonuses */
2182 p_ptr->update |= (PU_BONUS);
2192 * @brief 目には目をの残り時間をセットする / Set "p_ptr->tim_eyeeye", notice observable changes
2194 * @param do_dec 現在の継続時間より長い値のみ上書きする
2195 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2197 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
2199 bool notice = FALSE;
2201 /* Hack -- Force good values */
2202 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2204 if (p_ptr->is_dead) return FALSE;
2209 if (p_ptr->tim_eyeeye && !do_dec)
2211 if (p_ptr->tim_eyeeye > v) return FALSE;
2213 else if (!p_ptr->tim_eyeeye)
2215 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2223 if (p_ptr->tim_eyeeye)
2225 msg_print(_("懲罰を執行することができなくなった。", "You no longer feel like a keeper."));
2231 p_ptr->tim_eyeeye = v;
2233 /* Redraw status bar */
2234 p_ptr->redraw |= (PR_STATUS);
2236 /* Nothing to notice */
2237 if (!notice) return (FALSE);
2240 if (disturb_state) disturb(0, 0);
2242 /* Recalculate bonuses */
2243 p_ptr->update |= (PU_BONUS);
2254 * @brief 一時的魔法防御の継続時間をセットする / Set "p_ptr->resist_magic", notice observable changes
2256 * @param do_dec 現在の継続時間より長い値のみ上書きする
2257 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2259 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2261 bool notice = FALSE;
2263 /* Hack -- Force good values */
2264 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2266 if (p_ptr->is_dead) return FALSE;
2271 if (p_ptr->resist_magic && !do_dec)
2273 if (p_ptr->resist_magic > v) return FALSE;
2275 else if (!p_ptr->resist_magic)
2277 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2285 if (p_ptr->resist_magic)
2287 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2293 p_ptr->resist_magic = v;
2295 /* Redraw status bar */
2296 p_ptr->redraw |= (PR_STATUS);
2298 /* Nothing to notice */
2299 if (!notice) return (FALSE);
2302 if (disturb_state) disturb(0, 0);
2304 /* Recalculate bonuses */
2305 p_ptr->update |= (PU_BONUS);
2315 * @brief 一時的反射の継続時間をセットする / Set "p_ptr->tim_reflect", notice observable changes
2317 * @param do_dec 現在の継続時間より長い値のみ上書きする
2318 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2320 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2322 bool notice = FALSE;
2324 /* Hack -- Force good values */
2325 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2327 if (p_ptr->is_dead) return FALSE;
2332 if (p_ptr->tim_reflect && !do_dec)
2334 if (p_ptr->tim_reflect > v) return FALSE;
2336 else if (!p_ptr->tim_reflect)
2338 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2346 if (p_ptr->tim_reflect)
2348 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2354 p_ptr->tim_reflect = v;
2356 /* Redraw status bar */
2357 p_ptr->redraw |= (PR_STATUS);
2359 /* Nothing to notice */
2360 if (!notice) return (FALSE);
2363 if (disturb_state) disturb(0, 0);
2365 /* Recalculate bonuses */
2366 p_ptr->update |= (PU_BONUS);
2377 * Set "p_ptr->multishadow", notice observable changes
2379 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2381 bool notice = FALSE;
2383 /* Hack -- Force good values */
2384 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2386 if (p_ptr->is_dead) return FALSE;
2391 if (p_ptr->multishadow && !do_dec)
2393 if (p_ptr->multishadow > v) return FALSE;
2395 else if (!p_ptr->multishadow)
2397 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2405 if (p_ptr->multishadow)
2407 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2413 p_ptr->multishadow = v;
2415 /* Redraw status bar */
2416 p_ptr->redraw |= (PR_STATUS);
2418 /* Nothing to notice */
2419 if (!notice) return (FALSE);
2422 if (disturb_state) disturb(0, 0);
2424 /* Recalculate bonuses */
2425 p_ptr->update |= (PU_BONUS);
2435 * @brief 一時的破片のオーラの継続時間をセットする / Set "p_ptr->dustrobe", notice observable changes
2437 * @param do_dec 現在の継続時間より長い値のみ上書きする
2438 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2440 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2442 bool notice = FALSE;
2444 /* Hack -- Force good values */
2445 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2447 if (p_ptr->is_dead) return FALSE;
2452 if (p_ptr->dustrobe && !do_dec)
2454 if (p_ptr->dustrobe > v) return FALSE;
2456 else if (!p_ptr->dustrobe)
2458 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2466 if (p_ptr->dustrobe)
2468 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2474 p_ptr->dustrobe = v;
2476 /* Redraw status bar */
2477 p_ptr->redraw |= (PR_STATUS);
2479 /* Nothing to notice */
2480 if (!notice) return (FALSE);
2483 if (disturb_state) disturb(0, 0);
2485 /* Recalculate bonuses */
2486 p_ptr->update |= (PU_BONUS);
2496 * @brief 一時的壁抜けの継続時間をセットする / Set "p_ptr->kabenuke", notice observable changes
2498 * @param do_dec 現在の継続時間より長い値のみ上書きする
2499 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2501 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2503 bool notice = FALSE;
2505 /* Hack -- Force good values */
2506 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2508 if (p_ptr->is_dead) return FALSE;
2513 if (p_ptr->kabenuke && !do_dec)
2515 if (p_ptr->kabenuke > v) return FALSE;
2517 else if (!p_ptr->kabenuke)
2519 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2527 if (p_ptr->kabenuke)
2529 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2535 p_ptr->kabenuke = v;
2537 /* Redraw status bar */
2538 p_ptr->redraw |= (PR_STATUS);
2540 /* Nothing to notice */
2541 if (!notice) return (FALSE);
2544 if (disturb_state) disturb(0, 0);
2546 /* Recalculate bonuses */
2547 p_ptr->update |= (PU_BONUS);
2557 * @brief オクレ兄さんの継続時間をセットする / Set "p_ptr->tsuyoshi", notice observable changes
2559 * @param do_dec 現在の継続時間より長い値のみ上書きする
2560 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2562 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2564 bool notice = FALSE;
2566 /* Hack -- Force good values */
2567 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2569 if (p_ptr->is_dead) return FALSE;
2574 if (p_ptr->tsuyoshi && !do_dec)
2576 if (p_ptr->tsuyoshi > v) return FALSE;
2578 else if (!p_ptr->tsuyoshi)
2580 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2582 chg_virtue(V_VITALITY, 2);
2589 if (p_ptr->tsuyoshi)
2591 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2593 (void)dec_stat(A_CON, 20, TRUE);
2594 (void)dec_stat(A_STR, 20, TRUE);
2597 chg_virtue(V_VITALITY, -3);
2602 p_ptr->tsuyoshi = v;
2604 /* Redraw status bar */
2605 p_ptr->redraw |= (PR_STATUS);
2607 /* Nothing to notice */
2608 if (!notice) return (FALSE);
2611 if (disturb_state) disturb(0, 0);
2613 /* Recalculate bonuses */
2614 p_ptr->update |= (PU_BONUS);
2616 /* Recalculate hitpoints */
2617 p_ptr->update |= (PU_HP);
2627 * @brief 一時的元素スレイの継続時間をセットする / Set a temporary elemental brand. Clear all other brands. Print status messages. -LM-
2628 * @param attack_type スレイのタイプID
2630 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2632 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2634 /* Hack -- Force good values */
2635 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2637 /* Clear all elemental attacks (only one is allowed at a time). */
2638 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2640 p_ptr->special_attack &= ~(ATTACK_ACID);
2641 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2643 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2645 p_ptr->special_attack &= ~(ATTACK_ELEC);
2646 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2648 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2650 p_ptr->special_attack &= ~(ATTACK_FIRE);
2651 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2653 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2655 p_ptr->special_attack &= ~(ATTACK_COLD);
2656 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2658 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2660 p_ptr->special_attack &= ~(ATTACK_POIS);
2661 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2664 if ((v) && (attack_type))
2666 /* Set attack type. */
2667 p_ptr->special_attack |= (attack_type);
2670 p_ptr->ele_attack = v;
2674 msg_format("%sで攻撃できるようになった!",
2675 ((attack_type == ATTACK_ACID) ? "酸" :
2676 ((attack_type == ATTACK_ELEC) ? "電撃" :
2677 ((attack_type == ATTACK_FIRE) ? "火炎" :
2678 ((attack_type == ATTACK_COLD) ? "冷気" :
2679 ((attack_type == ATTACK_POIS) ? "毒" :
2682 msg_format("For a while, the blows you deal will %s",
2683 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2684 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2685 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2686 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2687 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2688 "do nothing special."))))));
2693 if (disturb_state) disturb(0, 0);
2695 /* Redraw status bar */
2696 p_ptr->redraw |= (PR_STATUS);
2698 p_ptr->update |= (PU_BONUS);
2707 * @brief 一時的元素免疫の継続時間をセットする / Set a temporary elemental brand. Clear all other brands. Print status messages. -LM-
2708 * @param immune_type 免疫のタイプID
2710 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2712 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2714 /* Hack -- Force good values */
2715 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2717 /* Clear all elemental attacks (only one is allowed at a time). */
2718 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2720 p_ptr->special_defense &= ~(DEFENSE_ACID);
2721 msg_print(_("酸の攻撃で傷つけられるようになった。。", "You are no longer immune to acid."));
2723 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2725 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2726 msg_print(_("電撃の攻撃で傷つけられるようになった。。", "You are no longer immune to electricity."));
2728 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2730 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2731 msg_print(_("火炎の攻撃で傷つけられるようになった。。", "You are no longer immune to fire."));
2733 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2735 p_ptr->special_defense &= ~(DEFENSE_COLD);
2736 msg_print(_("冷気の攻撃で傷つけられるようになった。。", "You are no longer immune to cold."));
2738 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2740 p_ptr->special_defense &= ~(DEFENSE_POIS);
2741 msg_print(_("毒の攻撃で傷つけられるようになった。。", "You are no longer immune to poison."));
2744 if ((v) && (immune_type))
2746 /* Set attack type. */
2747 p_ptr->special_defense |= (immune_type);
2750 p_ptr->ele_immune = v;
2754 msg_format("%sの攻撃を受けつけなくなった!",
2755 ((immune_type == DEFENSE_ACID) ? "酸" :
2756 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2757 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2758 ((immune_type == DEFENSE_COLD) ? "冷気" :
2759 ((immune_type == DEFENSE_POIS) ? "毒" :
2762 msg_format("For a while, You are immune to %s",
2763 ((immune_type == DEFENSE_ACID) ? "acid!" :
2764 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2765 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2766 ((immune_type == DEFENSE_COLD) ? "cold!" :
2767 ((immune_type == DEFENSE_POIS) ? "poison!" :
2768 "do nothing special."))))));
2773 if (disturb_state) disturb(0, 0);
2775 /* Redraw status bar */
2776 p_ptr->redraw |= (PR_STATUS);
2778 p_ptr->update |= (PU_BONUS);
2787 * @brief 一時的酸耐性の継続時間をセットする / Set "p_ptr->oppose_acid", notice observable changes
2789 * @param do_dec 現在の継続時間より長い値のみ上書きする
2790 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2792 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2794 bool notice = FALSE;
2796 /* Hack -- Force good values */
2797 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2799 if (p_ptr->is_dead) return FALSE;
2804 if (p_ptr->oppose_acid && !do_dec)
2806 if (p_ptr->oppose_acid > v) return FALSE;
2808 else if (!IS_OPPOSE_ACID())
2810 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2818 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2820 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2826 p_ptr->oppose_acid = v;
2828 /* Nothing to notice */
2829 if (!notice) return (FALSE);
2831 /* Redraw status bar */
2832 p_ptr->redraw |= (PR_STATUS);
2835 if (disturb_state) disturb(0, 0);
2845 * @brief 一時的電撃耐性の継続時間をセットする / Set "p_ptr->oppose_elec", notice observable changes
2847 * @param do_dec 現在の継続時間より長い値のみ上書きする
2848 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2850 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2852 bool notice = FALSE;
2854 /* Hack -- Force good values */
2855 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2857 if (p_ptr->is_dead) return FALSE;
2862 if (p_ptr->oppose_elec && !do_dec)
2864 if (p_ptr->oppose_elec > v) return FALSE;
2866 else if (!IS_OPPOSE_ELEC())
2868 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2876 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2878 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2884 p_ptr->oppose_elec = v;
2886 /* Nothing to notice */
2887 if (!notice) return (FALSE);
2889 /* Redraw status bar */
2890 p_ptr->redraw |= (PR_STATUS);
2893 if (disturb_state) disturb(0, 0);
2903 * @brief 一時的火炎耐性の継続時間をセットする / Set "p_ptr->oppose_fire", notice observable changes
2905 * @param do_dec 現在の継続時間より長い値のみ上書きする
2906 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2908 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2910 bool notice = FALSE;
2912 /* Hack -- Force good values */
2913 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2915 if (p_ptr->is_dead) return FALSE;
2917 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2921 if (p_ptr->oppose_fire && !do_dec)
2923 if (p_ptr->oppose_fire > v) return FALSE;
2925 else if (!IS_OPPOSE_FIRE())
2927 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2935 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2937 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2943 p_ptr->oppose_fire = v;
2945 /* Nothing to notice */
2946 if (!notice) return (FALSE);
2948 /* Redraw status bar */
2949 p_ptr->redraw |= (PR_STATUS);
2952 if (disturb_state) disturb(0, 0);
2962 * @brief 一時的冷気耐性の継続時間をセットする / Set "p_ptr->oppose_cold", notice observable changes
2964 * @param do_dec 現在の継続時間より長い値のみ上書きする
2965 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2967 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2969 bool notice = FALSE;
2971 /* Hack -- Force good values */
2972 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2974 if (p_ptr->is_dead) return FALSE;
2979 if (p_ptr->oppose_cold && !do_dec)
2981 if (p_ptr->oppose_cold > v) return FALSE;
2983 else if (!IS_OPPOSE_COLD())
2985 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2993 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2995 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
3001 p_ptr->oppose_cold = v;
3003 /* Nothing to notice */
3004 if (!notice) return (FALSE);
3006 /* Redraw status bar */
3007 p_ptr->redraw |= (PR_STATUS);
3010 if (disturb_state) disturb(0, 0);
3020 * @brief 一時的毒耐性の継続時間をセットする / Set "p_ptr->oppose_pois", notice observable changes
3022 * @param do_dec 現在の継続時間より長い値のみ上書きする
3023 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
3025 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
3027 bool notice = FALSE;
3029 /* Hack -- Force good values */
3030 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3032 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
3033 if (p_ptr->is_dead) return FALSE;
3038 if (p_ptr->oppose_pois && !do_dec)
3040 if (p_ptr->oppose_pois > v) return FALSE;
3042 else if (!IS_OPPOSE_POIS())
3044 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
3052 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
3054 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
3060 p_ptr->oppose_pois = v;
3062 /* Nothing to notice */
3063 if (!notice) return (FALSE);
3065 /* Redraw status bar */
3066 p_ptr->redraw |= (PR_STATUS);
3069 if (disturb_state) disturb(0, 0);
3079 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
3081 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
3083 * Note the special code to only notice "range" changes.
3085 bool set_stun(TIME_EFFECT v)
3087 int old_aux, new_aux;
3088 bool notice = FALSE;
3091 /* Hack -- Force good values */
3092 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3094 if (p_ptr->is_dead) return FALSE;
3096 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
3099 if (p_ptr->stun > 100)
3105 else if (p_ptr->stun > 50)
3111 else if (p_ptr->stun > 0)
3147 if (new_aux > old_aux)
3149 /* Describe the state */
3153 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
3156 case 2: msg_print(_("意識がひどくもうろうとしてきた。", "You have been heavily stunned.")); break;
3159 case 3: msg_print(_("頭がクラクラして意識が遠のいてきた。", "You have been knocked out.")); break;
3162 if (randint1(1000) < v || one_in_(16))
3164 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
3168 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
3169 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
3171 else if (one_in_(2))
3173 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
3177 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
3180 if (p_ptr->special_defense & KATA_MASK)
3182 msg_print(_("型が崩れた。", "Your posture gets loose."));
3183 p_ptr->special_defense &= ~(KATA_MASK);
3184 p_ptr->update |= (PU_BONUS);
3185 p_ptr->update |= (PU_MONSTERS);
3186 p_ptr->redraw |= (PR_STATE);
3187 p_ptr->redraw |= (PR_STATUS);
3188 p_ptr->action = ACTION_NONE;
3192 if (p_ptr->concent) reset_concentration(TRUE);
3195 if (hex_spelling_any()) stop_hex_spell_all();
3202 else if (new_aux < old_aux)
3204 /* Describe the state */
3209 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
3211 if (disturb_state) disturb(0, 0);
3223 if (!notice) return (FALSE);
3226 if (disturb_state) disturb(0, 0);
3228 /* Recalculate bonuses */
3229 p_ptr->update |= (PU_BONUS);
3231 /* Redraw the "stun" */
3232 p_ptr->redraw |= (PR_STUN);
3243 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
3245 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
3247 * Note the special code to only notice "range" changes.
3249 bool set_cut(TIME_EFFECT v)
3251 int old_aux, new_aux;
3252 bool notice = FALSE;
3254 /* Hack -- Force good values */
3255 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3257 if (p_ptr->is_dead) return FALSE;
3259 if ((p_ptr->prace == RACE_GOLEM ||
3260 p_ptr->prace == RACE_SKELETON ||
3261 p_ptr->prace == RACE_SPECTRE ||
3262 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
3267 if (p_ptr->cut > 1000)
3273 else if (p_ptr->cut > 200)
3279 else if (p_ptr->cut > 100)
3285 else if (p_ptr->cut > 50)
3291 else if (p_ptr->cut > 25)
3297 else if (p_ptr->cut > 10)
3303 else if (p_ptr->cut > 0)
3363 if (new_aux > old_aux)
3365 /* Describe the state */
3369 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3372 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3375 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3378 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3381 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3384 case 6: msg_print(_("ひどい深手を負ってしまった。", "You have been given a deep gash.")); break;
3387 case 7: msg_print(_("致命的な傷を負ってしまった。", "You have been given a mortal wound.")); break;
3393 if (randint1(1000) < v || one_in_(16))
3395 if (!p_ptr->sustain_chr)
3397 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3404 else if (new_aux < old_aux)
3406 /* Describe the state */
3411 msg_format(_("やっと%s。", "You are no longer bleeding."), p_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった");
3413 if (disturb_state) disturb(0, 0);
3425 if (!notice) return (FALSE);
3428 if (disturb_state) disturb(0, 0);
3430 /* Recalculate bonuses */
3431 p_ptr->update |= (PU_BONUS);
3433 /* Redraw the "cut" */
3434 p_ptr->redraw |= (PR_CUT);
3444 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3446 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
3448 * Set "", notice observable changes\n
3450 * The "p_ptr->food" variable can get as large as 20000, allowing the
3451 * addition of the most "filling" item, Elvish Waybread, which adds
3452 * 7500 food units, without overflowing the 32767 maximum limit.\n
3454 * Perhaps we should disturb the player with various messages,
3455 * especially messages about hunger status changes. XXX XXX XXX\n
3457 * Digestion of food is handled in "dungeon.c", in which, normally,
3458 * the player digests about 20 food units per 100 game turns, more
3459 * when "fast", more when "regenerating", less with "slow digestion",
3460 * but when the player is "gorged", he digests 100 food units per 10
3461 * game turns, or a full 1000 food units per 100 game turns.\n
3463 * Note that the player's speed is reduced by 10 units while gorged,
3464 * so if the player eats a single food ration (5000 food units) when
3465 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3466 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3467 * affecting the player speed).\n
3469 bool set_food(TIME_EFFECT v)
3471 int old_aux, new_aux;
3473 bool notice = FALSE;
3475 /* Hack -- Force good values */
3476 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3478 /* Fainting / Starving */
3479 if (p_ptr->food < PY_FOOD_FAINT)
3485 else if (p_ptr->food < PY_FOOD_WEAK)
3491 else if (p_ptr->food < PY_FOOD_ALERT)
3497 else if (p_ptr->food < PY_FOOD_FULL)
3503 else if (p_ptr->food < PY_FOOD_MAX)
3514 /* Fainting / Starving */
3515 if (v < PY_FOOD_FAINT)
3521 else if (v < PY_FOOD_WEAK)
3527 else if (v < PY_FOOD_ALERT)
3533 else if (v < PY_FOOD_FULL)
3539 else if (v < PY_FOOD_MAX)
3550 if (old_aux < 1 && new_aux > 0)
3551 chg_virtue(V_PATIENCE, 2);
3552 else if (old_aux < 3 && (old_aux != new_aux))
3553 chg_virtue(V_PATIENCE, 1);
3555 chg_virtue(V_TEMPERANCE, 1);
3557 chg_virtue(V_TEMPERANCE, -1);
3560 if (new_aux > old_aux)
3562 /* Describe the state */
3566 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3569 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3572 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3575 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3579 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3580 chg_virtue(V_HARMONY, -1);
3581 chg_virtue(V_PATIENCE, -1);
3582 chg_virtue(V_TEMPERANCE, -2);
3592 else if (new_aux < old_aux)
3594 /* Describe the state */
3597 /* Fainting / Starving */
3598 case 0: msg_print(_("あまりにも空腹で気を失ってしまった!", "You are getting faint from hunger!")); break;
3601 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3604 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3607 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3610 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3613 if (p_ptr->wild_mode && (new_aux < 2))
3625 /* Nothing to notice */
3626 if (!notice) return (FALSE);
3629 if (disturb_state) disturb(0, 0);
3631 /* Recalculate bonuses */
3632 p_ptr->update |= (PU_BONUS);
3635 p_ptr->redraw |= (PR_HUNGER);
3645 * @brief プレイヤーの基本能力値を増加させる / Increases a stat by one randomized level -RAK-
3646 * @param stat 上昇させるステータスID
3647 * @return 実際に上昇した場合TRUEを返す。
3649 * Note that this function (used by stat potions) now restores\n
3650 * the stat BEFORE increasing it.\n
3652 bool inc_stat(int stat)
3654 BASE_STATUS value, gain;
3656 /* Then augment the current/max stat */
3657 value = p_ptr->stat_cur[stat];
3659 /* Cannot go above 18/100 */
3660 if (value < p_ptr->stat_max_max[stat])
3662 /* Gain one (sometimes two) points */
3665 gain = ((randint0(100) < 75) ? 1 : 2);
3669 /* Gain 1/6 to 1/3 of distance to 18/100 */
3670 else if (value < (p_ptr->stat_max_max[stat]-2))
3672 /* Approximate gain value */
3673 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3676 if (gain < 1) gain = 1;
3678 /* Apply the bonus */
3679 value += randint1(gain) + gain / 2;
3682 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3685 /* Gain one point at a time */
3691 /* Save the new value */
3692 p_ptr->stat_cur[stat] = value;
3694 /* Bring up the maximum too */
3695 if (value > p_ptr->stat_max[stat])
3697 p_ptr->stat_max[stat] = value;
3700 /* Recalculate bonuses */
3701 p_ptr->update |= (PU_BONUS);
3707 /* Nothing to gain */
3712 * @brief プレイヤーの基本能力値を減少させる / Decreases a stat by an amount indended to vary from 0 to 100 percent.
3713 * @param stat 減少させるステータスID
3714 * @param amount 減少させる基本量
3715 * @param permanent TRUEならば現在の最大値を減少させる
3716 * @return 実際に減少した場合TRUEを返す。
3719 * Amount could be a little higher in extreme cases to mangle very high\n
3720 * stats from massive assaults. -CWS\n
3722 * Note that "permanent" means that the *given* amount is permanent,\n
3723 * not that the new value becomes permanent. This may not work exactly\n
3724 * as expected, due to "weirdness" in the algorithm, but in general,\n
3725 * if your stat is already drained, the "max" value will not drop all\n
3726 * the way down to the "cur" value.\n
3728 bool dec_stat(int stat, int amount, int permanent)
3730 BASE_STATUS cur, max;
3735 /* Acquire current value */
3736 cur = p_ptr->stat_cur[stat];
3737 max = p_ptr->stat_max[stat];
3739 /* Note when the values are identical */
3740 same = (cur == max);
3742 /* Damage "current" value */
3745 /* Handle "low" values */
3748 if (amount > 90) cur--;
3749 if (amount > 50) cur--;
3750 if (amount > 20) cur--;
3754 /* Handle "high" values */
3757 /* Hack -- Decrement by a random amount between one-quarter */
3758 /* and one-half of the stat bonus times the percentage, with a */
3759 /* minimum damage of half the percentage. -CWS */
3760 loss = (((cur-18) / 2 + 1) / 2 + 1);
3763 if (loss < 1) loss = 1;
3765 /* Randomize the loss */
3766 loss = ((randint1(loss) + loss) * amount) / 100;
3769 if (loss < amount/2) loss = amount/2;
3771 /* Lose some points */
3774 /* Hack -- Only reduce stat to 17 sometimes */
3775 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3778 /* Prevent illegal values */
3779 if (cur < 3) cur = 3;
3781 /* Something happened */
3782 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3785 /* Damage "max" value */
3786 if (permanent && (max > 3))
3788 chg_virtue(V_SACRIFICE, 1);
3789 if (stat == A_WIS || stat == A_INT)
3790 chg_virtue(V_ENLIGHTEN, -2);
3792 /* Handle "low" values */
3795 if (amount > 90) max--;
3796 if (amount > 50) max--;
3797 if (amount > 20) max--;
3801 /* Handle "high" values */
3804 /* Hack -- Decrement by a random amount between one-quarter */
3805 /* and one-half of the stat bonus times the percentage, with a */
3806 /* minimum damage of half the percentage. -CWS */
3807 loss = (((max-18) / 2 + 1) / 2 + 1);
3808 loss = ((randint1(loss) + loss) * amount) / 100;
3809 if (loss < amount/2) loss = amount/2;
3811 /* Lose some points */
3814 /* Hack -- Only reduce stat to 17 sometimes */
3815 if (max < 18) max = (amount <= 20) ? 18 : 17;
3818 /* Hack -- keep it clean */
3819 if (same || (max < cur)) max = cur;
3821 /* Something happened */
3822 if (max != p_ptr->stat_max[stat]) res = TRUE;
3828 /* Actually set the stat to its new value. */
3829 p_ptr->stat_cur[stat] = cur;
3830 p_ptr->stat_max[stat] = max;
3832 /* Redisplay the stats later */
3833 p_ptr->redraw |= (PR_STATS);
3835 /* Recalculate bonuses */
3836 p_ptr->update |= (PU_BONUS);
3845 * @brief プレイヤーの基本能力値を回復させる / Restore a stat. Return TRUE only if this actually makes a difference.
3846 * @param stat 回復ステータスID
3847 * @return 実際に回復した場合TRUEを返す。
3849 bool res_stat(int stat)
3851 /* Restore if needed */
3852 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3855 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3857 /* Recalculate bonuses */
3858 p_ptr->update |= (PU_BONUS);
3860 /* Redisplay the stats later */
3861 p_ptr->redraw |= (PR_STATS);
3867 /* Nothing to restore */
3873 * Increase players hit points, notice effects
3875 bool hp_player(int num)
3878 vir = virtue_number(V_VITALITY);
3881 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3883 /* Healing needed */
3884 if (p_ptr->chp < p_ptr->mhp)
3886 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3887 chg_virtue(V_TEMPERANCE, 1);
3888 /* Gain hitpoints */
3891 /* Enforce maximum */
3892 if (p_ptr->chp >= p_ptr->mhp)
3894 p_ptr->chp = p_ptr->mhp;
3895 p_ptr->chp_frac = 0;
3899 p_ptr->redraw |= (PR_HP);
3902 p_ptr->window |= (PW_PLAYER);
3907 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3913 msg_print(_("気分が良くなった。", "You feel better."));
3919 msg_print(_("とても気分が良くなった。", "You feel much better."));
3925 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3938 * Array of stat "descriptions"
3940 static cptr desc_stat_pos[] =
3945 _("器用に", "dextrous"),
3946 _("健康に", "healthy"),
3952 * Array of stat "descriptions"
3954 static cptr desc_stat_neg[] =
3978 bool do_dec_stat(int stat)
3982 /* Access the "sustain" */
3985 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3986 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3987 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3988 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3989 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3990 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3994 if (sust && (!ironman_nightmare || randint0(13)))
3997 msg_format(_("%sなった気がしたが、すぐに元に戻った。", "You feel %s for a moment, but the feeling passes."),
3998 desc_stat_neg[stat]);
4004 /* Attempt to reduce the stat */
4005 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
4008 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
4014 /* Nothing obvious */
4020 * Restore lost "points" in a stat
4022 bool do_res_stat(int stat)
4024 /* Attempt to increase */
4028 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
4034 /* Nothing obvious */
4040 * Gain a "point" in a stat
4042 bool do_inc_stat(int stat)
4046 /* Restore strength */
4047 res = res_stat(stat);
4049 /* Attempt to increase */
4054 chg_virtue(V_ENLIGHTEN, 1);
4055 chg_virtue(V_FAITH, 1);
4057 else if (stat == A_INT)
4059 chg_virtue(V_KNOWLEDGE, 1);
4060 chg_virtue(V_ENLIGHTEN, 1);
4062 else if (stat == A_CON)
4063 chg_virtue(V_VITALITY, 1);
4066 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
4072 /* Restoration worked */
4076 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
4082 /* Nothing obvious */
4088 * Restores any drained experience
4090 bool restore_level(void)
4092 /* Restore experience */
4093 if (p_ptr->exp < p_ptr->max_exp)
4096 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
4098 /* Restore the experience */
4099 p_ptr->exp = p_ptr->max_exp;
4101 /* Check the experience */
4116 bool lose_all_info(void)
4120 chg_virtue(V_KNOWLEDGE, -5);
4121 chg_virtue(V_ENLIGHTEN, -5);
4123 /* Forget info about objects */
4124 for (i = 0; i < INVEN_TOTAL; i++)
4126 object_type *o_ptr = &inventory[i];
4128 /* Skip non-objects */
4129 if (!o_ptr->k_idx) continue;
4131 /* Allow "protection" by the MENTAL flag */
4132 if (o_ptr->ident & (IDENT_MENTAL)) continue;
4134 /* Remove "default inscriptions" */
4135 o_ptr->feeling = FEEL_NONE;
4137 /* Hack -- Clear the "empty" flag */
4138 o_ptr->ident &= ~(IDENT_EMPTY);
4140 /* Hack -- Clear the "known" flag */
4141 o_ptr->ident &= ~(IDENT_KNOWN);
4143 /* Hack -- Clear the "felt" flag */
4144 o_ptr->ident &= ~(IDENT_SENSE);
4147 /* Recalculate bonuses */
4148 p_ptr->update |= (PU_BONUS);
4150 /* Combine / Reorder the pack (later) */
4151 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4154 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4156 /* Mega-Hack -- Forget the map */
4164 void do_poly_wounds(void)
4166 /* Changed to always provide at least _some_ healing */
4167 s16b wounds = p_ptr->cut;
4168 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
4169 s16b change = damroll(p_ptr->lev, 5);
4170 bool Nasty_effect = one_in_(5);
4172 if (!(wounds || hit_p || Nasty_effect)) return;
4174 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
4178 msg_print(_("新たな傷ができた!", "A new wound was created!"));
4179 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
4184 set_cut(p_ptr->cut - (change / 2));
4190 * Change player race
4192 void change_race(CHARACTER_IDX new_race, cptr effect_msg)
4194 cptr title = race_info[new_race].title;
4195 int old_race = p_ptr->prace;
4198 msg_format("あなたは%s%sに変化した!", effect_msg, title);
4200 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
4203 chg_virtue(V_CHANCE, 2);
4205 if (p_ptr->prace < 32)
4207 p_ptr->old_race1 |= 1L << p_ptr->prace;
4211 p_ptr->old_race2 |= 1L << (p_ptr->prace-32);
4213 p_ptr->prace = new_race;
4214 rp_ptr = &race_info[p_ptr->prace];
4216 /* Experience factor */
4217 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
4220 * The speed bonus of Klackons and Sprites are disabled
4221 * and the experience penalty is decreased.
4223 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && ((p_ptr->prace == RACE_KLACKON) || (p_ptr->prace == RACE_SPRITE)))
4224 p_ptr->expfact -= 15;
4226 /* Get character's height and weight */
4227 get_height_weight();
4230 if (p_ptr->pclass == CLASS_SORCERER)
4231 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
4233 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
4235 do_cmd_rerate(FALSE);
4237 /* The experience level may be modified */
4240 p_ptr->redraw |= (PR_BASIC);
4242 p_ptr->update |= (PU_BONUS);
4246 /* Load an autopick preference file */
4247 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
4249 /* Player's graphic tile may change */
4250 lite_spot(p_ptr->y, p_ptr->x);
4254 void do_poly_self(void)
4256 int power = p_ptr->lev;
4258 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
4259 chg_virtue(V_CHANCE, 1);
4261 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
4263 char effect_msg[80] = "";
4264 CHARACTER_IDX new_race;
4266 /* Some form of racial polymorph... */
4269 if ((power > randint0(5)) && one_in_(4))
4274 if (p_ptr->psex == SEX_MALE)
4276 p_ptr->psex = SEX_FEMALE;
4277 sp_ptr = &sex_info[p_ptr->psex];
4278 sprintf(effect_msg, _("女性の", "female "));
4282 p_ptr->psex = SEX_MALE;
4283 sp_ptr = &sex_info[p_ptr->psex];
4284 sprintf(effect_msg, _("男性の", "male "));
4288 if ((power > randint0(30)) && one_in_(5))
4292 /* Harmful deformity */
4299 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4305 /* Deformities are discriminated against! */
4306 (void)dec_stat(A_CHR, randint1(6), TRUE);
4311 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
4312 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
4316 sprintf(effect_msg,_("奇形の", "deformed "));
4320 while ((power > randint0(20)) && one_in_(10))
4322 /* Polymorph into a less mutated form */
4325 if (!lose_mutation(0))
4326 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
4331 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
4333 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
4335 change_race(new_race, effect_msg);
4338 if ((power > randint0(30)) && one_in_(6))
4344 msg_format(_("%sの構成が変化した!", "Your internal organs are rearranged!"), p_ptr->prace == RACE_ANDROID ? "機械" : "内臓");
4348 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4353 msg_print(_("現在の姿で生きていくのは困難なようだ!", "You find living difficult in your present form!"));
4354 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4360 if ((power > randint0(20)) && one_in_(4))
4365 do_cmd_rerate(FALSE);
4368 while ((power > randint0(15)) && one_in_(3))
4371 (void)gain_random_mutation(0);
4374 if (power > randint0(5))
4380 /* Note: earlier deductions may have left power < 0 already. */
4390 * Decreases players hit points and sets death flag if necessary
4392 * XXX XXX XXX Invulnerability needs to be changed into a "shield"
4394 * XXX XXX XXX Hack -- this function allows the user to save (or quit)
4395 * the game when he dies, since the "You die." message is shown before
4396 * setting the player to "dead".
4399 int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell)
4401 int old_chp = p_ptr->chp;
4403 char death_message[1024];
4406 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4409 if (p_ptr->is_dead) return 0;
4411 if (p_ptr->sutemi) damage *= 2;
4412 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4414 if (easy_band) damage = (damage+1)/2;
4416 if (damage_type != DAMAGE_USELIFE)
4426 if (monspell >= 0) learn_spell(monspell);
4428 /* Mega-Hack -- Apply "invulnerability" */
4429 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4431 if (IS_INVULN() && (damage < 9000))
4433 if (damage_type == DAMAGE_FORCE)
4435 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4437 else if (one_in_(PENETRATE_INVULNERABILITY))
4439 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4447 if (CHECK_MULTISHADOW())
4449 if (damage_type == DAMAGE_FORCE)
4451 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4453 else if (damage_type == DAMAGE_ATTACK)
4455 msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
4460 if (p_ptr->wraith_form)
4462 if (damage_type == DAMAGE_FORCE)
4464 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4469 if ((damage == 0) && one_in_(2)) damage = 1;
4473 if (p_ptr->special_defense & KATA_MUSOU)
4476 if ((damage == 0) && one_in_(2)) damage = 1;
4478 } /* not if LOSELIFE USELIFE */
4480 /* Hurt the player */
4481 p_ptr->chp -= damage;
4482 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4484 damage += p_ptr->chp;
4488 /* Display the hitpoints */
4489 p_ptr->redraw |= (PR_HP);
4492 p_ptr->window |= (PW_PLAYER);
4494 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4496 chg_virtue(V_SACRIFICE, 1);
4497 chg_virtue(V_CHANCE, 2);
4503 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4505 #ifdef JP /* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
4507 if(!save_player()) msg_print("セーブ失敗!");
4513 chg_virtue(V_SACRIFICE, 10);
4518 p_ptr->leaving = TRUE;
4521 p_ptr->is_dead = TRUE;
4523 if (p_ptr->inside_arena)
4525 cptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4526 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4528 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4532 int q_idx = quest_number(dun_level);
4533 bool seppuku = streq(hit_from, "Seppuku");
4534 bool winning_seppuku = p_ptr->total_winner && seppuku;
4536 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4539 /* Make screen dump */
4540 screen_dump = make_screen_dump();
4543 /* Note cause of death */
4546 strcpy(p_ptr->died_from, hit_from);
4548 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4555 sprintf(dummy, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "彫像状態で" : "麻痺状態で", p_ptr->image ? "幻覚に歪んだ" : "", hit_from);
4557 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4559 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4562 /* No longer a winner */
4563 p_ptr->total_winner = FALSE;
4565 if (winning_seppuku)
4567 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4573 if (p_ptr->inside_arena)
4574 strcpy(buf,_("アリーナ", "in the Arena"));
4575 else if (!dun_level)
4576 strcpy(buf,_("地上", "on the surface"));
4577 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4578 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4579 strcpy(buf,_("クエスト", "in a quest"));
4581 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4583 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4584 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4587 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4588 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4592 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4594 do_cmd_save_screen();
4599 /* Initialize "last message" buffer */
4600 if (p_ptr->last_message) string_free(p_ptr->last_message);
4601 p_ptr->last_message = NULL;
4603 /* Hack -- Note death */
4607 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4609 msg_print(android ? "You are broken." : "You die.");
4616 if (winning_seppuku)
4618 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4622 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4628 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4630 while (!get_string("Last word: ", death_message, 1024)) ;
4633 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4635 if (death_message[0] == '\0')
4638 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4640 strcpy(death_message, android ? "You are broken." : "You die.");
4643 else p_ptr->last_message = string_make(death_message);
4646 if (winning_seppuku)
4651 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4652 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4659 for (i = 0; i < 40; i++)
4660 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4662 str = death_message;
4663 if (strncmp(str, "「", 2) == 0) str += 2;
4665 str2 = my_strstr(str, "」");
4666 if (str2 != NULL) *str2 = '\0';
4671 str2 = my_strstr(str, " ");
4672 if (str2 == NULL) len = strlen(str);
4673 else len = str2 - str;
4677 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4679 if (str2 == NULL) break;
4683 if (*str == 0) break;
4687 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4691 /* Make screen dump */
4692 screen_dump = make_screen_dump();
4695 /* Wait a key press */
4700 msg_print(death_message);
4710 /* Hitpoint warning */
4711 if (p_ptr->chp < warning)
4713 /* Hack -- bell on first notice */
4714 if (old_chp > warning) bell();
4718 if (record_danger && (old_chp > warning))
4720 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4721 hit_from = _("何か", "something");
4723 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4724 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4729 /* stop auto_more even if DAMAGE_USELIFE */
4734 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4738 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4749 void gain_exp_64(s32b amount, u32b amount_frac)
4751 if (p_ptr->is_dead) return;
4753 if (p_ptr->prace == RACE_ANDROID) return;
4755 /* Gain some experience */
4756 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4758 /* Slowly recover from experience drainage */
4759 if (p_ptr->exp < p_ptr->max_exp)
4761 /* Gain max experience (20%) (was 10%) */
4762 p_ptr->max_exp += amount / 5;
4765 /* Check Experience */
4773 void gain_exp(s32b amount)
4775 gain_exp_64(amount, 0L);
4779 void calc_android_exp(void)
4783 if (p_ptr->is_dead) return;
4785 if (p_ptr->prace != RACE_ANDROID) return;
4787 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4789 object_type *o_ptr = &inventory[i];
4791 object_type *q_ptr = &forge;
4793 int level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4795 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4796 if (!o_ptr->k_idx) continue;
4798 /* Wipe the object */
4801 object_copy(q_ptr, o_ptr);
4802 q_ptr->discount = 0;
4803 q_ptr->curse_flags = 0L;
4805 if (object_is_fixed_artifact(o_ptr))
4807 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4808 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4810 else if (object_is_ego(o_ptr))
4812 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4814 else if (o_ptr->art_name)
4816 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4819 if (!object_is_weapon_ammo(o_ptr))
4822 if (total_flags < 15000) fake_level = 10;
4823 else if (total_flags < 35000) fake_level = 25;
4824 else fake_level = 40;
4829 if (total_flags < 20000) fake_level = 10;
4830 else if (total_flags < 45000) fake_level = 25;
4831 else fake_level = 40;
4834 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4837 value = object_value_real(q_ptr);
4839 if (value <= 0) continue;
4840 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4841 if (value > 5000000L) value = 5000000L;
4842 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4844 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4845 (o_ptr->tval == TV_DRAG_ARMOR) ||
4846 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4847 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4848 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4849 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4850 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4852 if (level > 65) level = 35 + (level - 65) / 5;
4853 else if (level > 35) level = 25 + (level - 35) / 3;
4854 else if (level > 15) level = 15 + (level - 15) / 2;
4855 exp = MIN(100000L, value) / 2 * level * level;
4856 if (value > 100000L)
4857 exp += (value - 100000L) / 8 * level * level;
4861 exp = MIN(100000L, value) * level;
4862 if (value > 100000L)
4863 exp += (value - 100000L) / 4 * level;
4865 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4866 else total_exp += exp / 16;
4867 if (i == INVEN_BODY) total_exp += exp / 32;
4869 p_ptr->exp = p_ptr->max_exp = total_exp;
4871 /* Check Experience */
4879 void lose_exp(s32b amount)
4881 if (p_ptr->prace == RACE_ANDROID) return;
4883 /* Never drop below zero experience */
4884 if (amount > p_ptr->exp) amount = p_ptr->exp;
4886 /* Lose some experience */
4887 p_ptr->exp -= amount;
4889 /* Check Experience */
4896 * If resisted to draining, return FALSE
4898 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4900 /* Androids and their mimics are never drained */
4901 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4903 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4905 /* Hold experience */
4906 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4910 /* Hold experience failed */
4911 if (p_ptr->hold_exp)
4913 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4918 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away!"));
4926 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4928 bool notice = FALSE;
4930 /* Hack -- Force good values */
4931 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4933 if (p_ptr->is_dead) return FALSE;
4938 if (p_ptr->ult_res && !do_dec)
4940 if (p_ptr->ult_res > v) return FALSE;
4942 else if (!p_ptr->ult_res)
4944 msg_print(_("あらゆることに対して耐性がついた気がする!", "You feel resistant!"));
4954 msg_print(_("あらゆることに対する耐性が薄れた気がする。", "You feel less resistant"));
4962 /* Redraw status bar */
4963 p_ptr->redraw |= (PR_STATUS);
4965 /* Nothing to notice */
4966 if (!notice) return (FALSE);
4969 if (disturb_state) disturb(0, 0);
4971 /* Recalculate bonuses */
4972 p_ptr->update |= (PU_BONUS);
4981 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4983 bool notice = FALSE;
4985 /* Hack -- Force good values */
4986 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4988 if (p_ptr->is_dead) return FALSE;
4993 if (p_ptr->tim_res_nether && !do_dec)
4995 if (p_ptr->tim_res_nether > v) return FALSE;
4997 else if (!p_ptr->tim_res_nether)
4999 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
5007 if (p_ptr->tim_res_nether)
5009 msg_print(_("地獄の力に対する耐性が薄れた気がする。", "You feel less nether resistant"));
5015 p_ptr->tim_res_nether = v;
5017 /* Redraw status bar */
5018 p_ptr->redraw |= (PR_STATUS);
5020 /* Nothing to notice */
5021 if (!notice) return (FALSE);
5024 if (disturb_state) disturb(0, 0);
5026 /* Recalculate bonuses */
5027 p_ptr->update |= (PU_BONUS);
5036 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
5038 bool notice = FALSE;
5040 /* Hack -- Force good values */
5041 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
5043 if (p_ptr->is_dead) return FALSE;
5048 if (p_ptr->tim_res_time && !do_dec)
5050 if (p_ptr->tim_res_time > v) return FALSE;
5052 else if (!p_ptr->tim_res_time)
5054 msg_print(_("時間逆転の力に対して耐性がついた気がする!", "You feel time resistant!"));
5062 if (p_ptr->tim_res_time)
5064 msg_print(_("時間逆転の力に対する耐性が薄れた気がする。", "You feel less time resistant"));
5070 p_ptr->tim_res_time = v;
5072 /* Redraw status bar */
5073 p_ptr->redraw |= (PR_STATUS);
5075 /* Nothing to notice */
5076 if (!notice) return (FALSE);
5079 if (disturb_state) disturb(0, 0);
5081 /* Recalculate bonuses */
5082 p_ptr->update |= (PU_BONUS);
5093 * Choose a warrior-mage elemental attack. -LM-
5095 bool choose_ele_attack(void)
5101 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5103 msg_format(_("武器を持たないと魔法剣は使えない。", "You cannot use temporary branding with no weapon."));
5110 num = (p_ptr->lev - 20) / 5;
5111 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
5114 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
5119 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
5124 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
5129 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
5138 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
5142 if ((choice == 'a') || (choice == 'A'))
5143 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
5144 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
5145 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
5146 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
5147 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
5148 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
5149 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
5150 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
5151 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
5154 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
5165 * Choose a elemental immune. -LM-
5167 bool choose_ele_immune(TIME_EFFECT immune_turn)
5174 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
5175 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
5176 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
5177 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
5185 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
5189 if ((choice == 'a') || (choice == 'A'))
5190 set_ele_immune(DEFENSE_FIRE, immune_turn);
5191 else if ((choice == 'b') || (choice == 'B'))
5192 set_ele_immune(DEFENSE_COLD, immune_turn);
5193 else if ((choice == 'c') || (choice == 'C'))
5194 set_ele_immune(DEFENSE_ACID, immune_turn);
5195 else if ((choice == 'd') || (choice == 'D'))
5196 set_ele_immune(DEFENSE_ELEC, immune_turn);
5199 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));