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
19 #include "player-status.h"
20 #include "spells-status.h"
21 #include "realm-hex.h"
22 #include "object-hook.h"
24 #include "spells-floor.h"
25 #include "player-move.h"
28 * @brief プレイヤーの継続行動を設定する。
29 * @param typ 継続行動のID\n
30 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
33 void set_action(ACTION_IDX typ)
35 int prev_typ = p_ptr->action;
47 msg_print(_("探索をやめた。", "You no longer walk carefully."));
48 p_ptr->redraw |= (PR_SPEED);
58 msg_print(_("学習をやめた。", "You stop learning."));
64 msg_print(_("構えをといた。", "You stop assuming the special stance."));
65 p_ptr->special_defense &= ~(KAMAE_MASK);
70 msg_print(_("型を崩した。", "You stop assuming the special stance."));
71 p_ptr->special_defense &= ~(KATA_MASK);
72 p_ptr->update |= (PU_MONSTERS);
73 p_ptr->redraw |= (PR_STATUS);
78 msg_print(_("歌うのをやめた。", "You stop singing."));
83 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
84 take_turn(p_ptr, 100);
89 msg_print(_("呪文の詠唱を中断した。", "You stopped casting."));
97 /* If we are requested other action, stop singing */
98 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
99 if (prev_typ == ACTION_SPELL) stop_hex_spell();
101 switch (p_ptr->action)
105 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
106 p_ptr->redraw |= (PR_SPEED);
111 msg_print(_("学習を始めた。", "You begin learning"));
116 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
119 case ACTION_HAYAGAKE:
121 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
129 p_ptr->update |= (PU_BONUS);
130 p_ptr->redraw |= (PR_STATE);
134 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
137 void reset_tim_flags(void)
139 p_ptr->fast = 0; /* Timed -- Fast */
140 p_ptr->lightspeed = 0;
141 p_ptr->slow = 0; /* Timed -- Slow */
142 p_ptr->blind = 0; /* Timed -- Blindness */
143 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
144 p_ptr->confused = 0; /* Timed -- Confusion */
145 p_ptr->afraid = 0; /* Timed -- Fear */
146 p_ptr->image = 0; /* Timed -- Hallucination */
147 p_ptr->poisoned = 0; /* Timed -- Poisoned */
148 p_ptr->cut = 0; /* Timed -- Cut */
149 p_ptr->stun = 0; /* Timed -- Stun */
151 p_ptr->protevil = 0; /* Timed -- Protection */
152 p_ptr->invuln = 0; /* Timed -- Invulnerable */
154 p_ptr->hero = 0; /* Timed -- Heroism */
155 p_ptr->shero = 0; /* Timed -- Super Heroism */
156 p_ptr->shield = 0; /* Timed -- Shield Spell */
157 p_ptr->blessed = 0; /* Timed -- Blessed */
158 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
159 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
160 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
161 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
163 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
164 p_ptr->tim_levitation = 0;
165 p_ptr->tim_sh_touki = 0;
166 p_ptr->tim_sh_fire = 0;
167 p_ptr->tim_sh_holy = 0;
168 p_ptr->tim_eyeeye = 0;
170 p_ptr->resist_magic = 0;
173 p_ptr->tim_res_nether = 0;
174 p_ptr->tim_res_time = 0;
175 p_ptr->tim_mimic = 0;
176 p_ptr->mimic_form = 0;
177 p_ptr->tim_reflect = 0;
178 p_ptr->multishadow = 0;
180 p_ptr->action = ACTION_NONE;
182 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
183 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
184 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
185 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
186 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
188 p_ptr->word_recall = 0;
189 p_ptr->alter_reality = 0;
190 p_ptr->sutemi = FALSE;
191 p_ptr->counter = FALSE;
192 p_ptr->ele_attack = 0;
193 p_ptr->ele_immune = 0;
194 p_ptr->special_attack = 0L;
195 p_ptr->special_defense = 0L;
197 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
198 p_ptr->timewalk = FALSE;
200 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
201 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
202 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
206 (void)set_monster_fast(p_ptr->riding, 0);
207 (void)set_monster_slow(p_ptr->riding, 0);
208 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
211 if (p_ptr->pclass == CLASS_BARD)
213 SINGING_SONG_EFFECT(p_ptr) = 0;
214 SINGING_SONG_ID(p_ptr) = 0;
219 * @brief プレイヤーに魔力消去効果を与える。
222 void dispel_player(void)
224 (void)set_fast(0, TRUE);
225 (void)set_lightspeed(0, TRUE);
226 (void)set_slow(0, TRUE);
227 (void)set_shield(0, TRUE);
228 (void)set_blessed(0, TRUE);
229 (void)set_tsuyoshi(0, TRUE);
230 (void)set_hero(0, TRUE);
231 (void)set_shero(0, TRUE);
232 (void)set_protevil(0, TRUE);
233 (void)set_invuln(0, TRUE);
234 (void)set_wraith_form(0, TRUE);
235 (void)set_kabenuke(0, TRUE);
236 (void)set_tim_res_nether(0, TRUE);
237 (void)set_tim_res_time(0, TRUE);
239 (void)set_tim_reflect(0,TRUE);
240 (void)set_multishadow(0,TRUE);
241 (void)set_dustrobe(0,TRUE);
243 (void)set_tim_invis(0, TRUE);
244 (void)set_tim_infra(0, TRUE);
245 (void)set_tim_esp(0, TRUE);
246 (void)set_tim_regen(0, TRUE);
247 (void)set_tim_stealth(0, TRUE);
248 (void)set_tim_levitation(0, TRUE);
249 (void)set_tim_sh_touki(0, TRUE);
250 (void)set_tim_sh_fire(0, TRUE);
251 (void)set_tim_sh_holy(0, TRUE);
252 (void)set_tim_eyeeye(0, TRUE);
253 (void)set_magicdef(0, TRUE);
254 (void)set_resist_magic(0, TRUE);
255 (void)set_oppose_acid(0, TRUE);
256 (void)set_oppose_elec(0, TRUE);
257 (void)set_oppose_fire(0, TRUE);
258 (void)set_oppose_cold(0, TRUE);
259 (void)set_oppose_pois(0, TRUE);
260 (void)set_ultimate_res(0, TRUE);
261 (void)set_mimic(0, 0, TRUE);
262 (void)set_ele_attack(0, 0);
263 (void)set_ele_immune(0, 0);
265 /* Cancel glowing hands */
266 if (p_ptr->special_attack & ATTACK_CONFUSE)
268 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
269 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
272 if (music_singing_any() || hex_spelling_any())
274 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "casting");
275 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
276 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
277 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
279 p_ptr->action = ACTION_NONE;
280 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
281 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
282 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
283 p_ptr->energy_need += ENERGY_NEED();
289 * @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
292 * @param do_dec 現在の継続時間より長い値のみ上書きする
293 * @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。
295 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
298 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
300 if (p_ptr->is_dead) return FALSE;
305 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
307 if (p_ptr->tim_mimic > v) return FALSE;
309 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
311 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
312 p_ptr->mimic_form = p;
320 if (p_ptr->tim_mimic)
322 msg_print(_("変身が解けた。", "You are no longer transformed."));
323 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
331 p_ptr->tim_mimic = v;
333 /* Nothing to notice */
334 if (!notice) return (FALSE);
336 if (disturb_state) disturb(FALSE, TRUE);
338 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
339 p_ptr->update |= (PU_BONUS | PU_HP);
346 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
348 * @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。
350 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
351 * memorize any terrain features which suddenly become "visible".\n
352 * Note that blindness is currently the only thing which can affect\n
353 * "player_can_see_bold()".\n
355 bool set_blind(TIME_EFFECT v)
358 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
360 if (p_ptr->is_dead) return FALSE;
367 if (p_ptr->prace == RACE_ANDROID)
369 msg_print(_("センサーをやられた!", "You are blind!"));
373 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
377 chg_virtue(V_ENLIGHTEN, -1);
386 if (p_ptr->prace == RACE_ANDROID)
388 msg_print(_("センサーが復旧した。", "You can see again."));
392 msg_print(_("やっと目が見えるようになった。", "You can see again."));
401 p_ptr->redraw |= (PR_STATUS);
403 /* Nothing to notice */
404 if (!notice) return (FALSE);
405 if (disturb_state) disturb(FALSE, FALSE);
407 /* Fully update the visuals */
408 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
409 p_ptr->redraw |= (PR_MAP);
410 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
417 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
419 * @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。
421 bool set_confused(TIME_EFFECT v)
424 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
426 if (p_ptr->is_dead) return FALSE;
431 if (!p_ptr->confused)
433 msg_print(_("あなたは混乱した!", "You are confused!"));
435 if (p_ptr->action == ACTION_LEARN)
437 msg_print(_("学習が続けられない!", "You cannot continue learning!"));
440 p_ptr->redraw |= (PR_STATE);
441 p_ptr->action = ACTION_NONE;
443 if (p_ptr->action == ACTION_KAMAE)
445 msg_print(_("構えがとけた。", "You lose your stance."));
446 p_ptr->special_defense &= ~(KAMAE_MASK);
447 p_ptr->update |= (PU_BONUS);
448 p_ptr->redraw |= (PR_STATE);
449 p_ptr->action = ACTION_NONE;
451 else if (p_ptr->action == ACTION_KATA)
453 msg_print(_("型が崩れた。", "You lose your stance."));
454 p_ptr->special_defense &= ~(KATA_MASK);
455 p_ptr->update |= (PU_BONUS);
456 p_ptr->update |= (PU_MONSTERS);
457 p_ptr->redraw |= (PR_STATE);
458 p_ptr->redraw |= (PR_STATUS);
459 p_ptr->action = ACTION_NONE;
463 if (p_ptr->concent) reset_concentration(TRUE);
466 if (hex_spelling_any()) stop_hex_spell_all();
469 p_ptr->counter = FALSE;
470 chg_virtue(V_HARMONY, -1);
479 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
480 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
487 p_ptr->redraw |= (PR_STATUS);
489 /* Nothing to notice */
490 if (!notice) return (FALSE);
492 if (disturb_state) disturb(FALSE, FALSE);
499 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
501 * @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。
503 bool set_poisoned(TIME_EFFECT v)
506 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
508 if (p_ptr->is_dead) return FALSE;
513 if (!p_ptr->poisoned)
515 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
525 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
532 p_ptr->redraw |= (PR_STATUS);
534 /* Nothing to notice */
535 if (!notice) return (FALSE);
537 if (disturb_state) disturb(FALSE, FALSE);
544 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
546 * @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。
548 bool set_afraid(TIME_EFFECT v)
551 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
553 if (p_ptr->is_dead) return FALSE;
560 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
562 if (p_ptr->special_defense & KATA_MASK)
564 msg_print(_("型が崩れた。", "You lose your stance."));
565 p_ptr->special_defense &= ~(KATA_MASK);
566 p_ptr->update |= (PU_BONUS);
567 p_ptr->update |= (PU_MONSTERS);
568 p_ptr->redraw |= (PR_STATE);
569 p_ptr->redraw |= (PR_STATUS);
570 p_ptr->action = ACTION_NONE;
574 p_ptr->counter = FALSE;
575 chg_virtue(V_VALOUR, -1);
584 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
591 p_ptr->redraw |= (PR_STATUS);
593 /* Nothing to notice */
594 if (!notice) return (FALSE);
596 if (disturb_state) disturb(FALSE, FALSE);
602 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
604 * @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。
606 bool set_paralyzed(TIME_EFFECT v)
609 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
611 if (p_ptr->is_dead) return FALSE;
616 if (!p_ptr->paralyzed)
618 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
620 if (p_ptr->concent) reset_concentration(TRUE);
623 if (hex_spelling_any()) stop_hex_spell_all();
625 p_ptr->counter = FALSE;
633 if (p_ptr->paralyzed)
635 msg_print(_("やっと動けるようになった。", "You can move again."));
641 p_ptr->paralyzed = v;
642 p_ptr->redraw |= (PR_STATUS);
644 /* Nothing to notice */
645 if (!notice) return (FALSE);
647 if (disturb_state) disturb(FALSE, FALSE);
648 p_ptr->redraw |= (PR_STATE);
654 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
656 * @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。
657 * @details Note that we must redraw the map when hallucination changes.
659 bool set_image(TIME_EFFECT v)
662 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
664 if (p_ptr->is_dead) return FALSE;
665 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
671 set_tsuyoshi(0, TRUE);
674 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
677 if (p_ptr->concent) reset_concentration(TRUE);
679 p_ptr->counter = FALSE;
689 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."));
696 p_ptr->redraw |= (PR_STATUS);
698 /* Nothing to notice */
699 if (!notice) return (FALSE);
701 if (disturb_state) disturb(FALSE, TRUE);
703 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
704 p_ptr->update |= (PU_MONSTERS);
705 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
711 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
713 * @param do_dec 現在の継続時間より長い値のみ上書きする
714 * @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。
716 bool set_fast(TIME_EFFECT v, bool do_dec)
719 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
721 if (p_ptr->is_dead) return FALSE;
726 if (p_ptr->fast && !do_dec)
728 if (p_ptr->fast > v) return FALSE;
730 else if (!IS_FAST() && !p_ptr->lightspeed)
732 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
734 chg_virtue(V_PATIENCE, -1);
735 chg_virtue(V_DILIGENCE, 1);
742 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
744 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
752 /* Nothing to notice */
753 if (!notice) return (FALSE);
755 if (disturb_state) disturb(FALSE, FALSE);
756 p_ptr->update |= (PU_BONUS);
762 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
764 * @param do_dec 現在の継続時間より長い値のみ上書きする
765 * @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。
767 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
770 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
772 if (p_ptr->is_dead) return FALSE;
774 if (p_ptr->wild_mode) v = 0;
779 if (p_ptr->lightspeed && !do_dec)
781 if (p_ptr->lightspeed > v) return FALSE;
783 else if (!p_ptr->lightspeed)
785 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely fast!"));
787 chg_virtue(V_PATIENCE, -1);
788 chg_virtue(V_DILIGENCE, 1);
795 if (p_ptr->lightspeed)
797 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
803 p_ptr->lightspeed = v;
805 /* Nothing to notice */
806 if (!notice) return (FALSE);
808 if (disturb_state) disturb(FALSE, FALSE);
809 p_ptr->update |= (PU_BONUS);
815 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
817 * @param do_dec 現在の継続時間より長い値のみ上書きする
818 * @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。
820 bool set_slow(TIME_EFFECT v, bool do_dec)
823 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
825 if (p_ptr->is_dead) return FALSE;
830 if (p_ptr->slow && !do_dec)
832 if (p_ptr->slow > v) return FALSE;
834 else if (!p_ptr->slow)
836 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
846 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
854 /* Nothing to notice */
855 if (!notice) return (FALSE);
857 if (disturb_state) disturb(FALSE, FALSE);
858 p_ptr->update |= (PU_BONUS);
865 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
867 * @param do_dec 現在の継続時間より長い値のみ上書きする
868 * @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。
870 bool set_shield(TIME_EFFECT v, bool do_dec)
873 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
875 if (p_ptr->is_dead) return FALSE;
880 if (p_ptr->shield && !do_dec)
882 if (p_ptr->shield > v) return FALSE;
884 else if (!p_ptr->shield)
886 msg_print(_("肌が石になった。", "Your skin turns to stone."));
896 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
903 p_ptr->redraw |= (PR_STATUS);
905 /* Nothing to notice */
906 if (!notice) return (FALSE);
908 if (disturb_state) disturb(FALSE, FALSE);
909 p_ptr->update |= (PU_BONUS);
916 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
918 * @param do_dec 現在の継続時間より長い値のみ上書きする
919 * @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。
921 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
924 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
926 if (p_ptr->is_dead) return FALSE;
931 if (p_ptr->tsubureru && !do_dec)
933 if (p_ptr->tsubureru > v) return FALSE;
935 else if (!p_ptr->tsubureru)
937 msg_print(_("横に伸びた。", "Your body expands horizontally."));
945 if (p_ptr->tsubureru)
947 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
953 p_ptr->tsubureru = v;
954 p_ptr->redraw |= (PR_STATUS);
956 /* Nothing to notice */
957 if (!notice) return (FALSE);
959 if (disturb_state) disturb(FALSE, FALSE);
960 p_ptr->update |= (PU_BONUS);
967 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
969 * @param do_dec 現在の継続時間より長い値のみ上書きする
970 * @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。
972 bool set_magicdef(TIME_EFFECT v, bool do_dec)
975 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
977 if (p_ptr->is_dead) return FALSE;
982 if (p_ptr->magicdef && !do_dec)
984 if (p_ptr->magicdef > v) return FALSE;
986 else if (!p_ptr->magicdef)
988 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."));
998 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1004 p_ptr->magicdef = v;
1005 p_ptr->redraw |= (PR_STATUS);
1007 /* Nothing to notice */
1008 if (!notice) return (FALSE);
1010 if (disturb_state) disturb(FALSE, FALSE);
1011 p_ptr->update |= (PU_BONUS);
1017 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1019 * @param do_dec 現在の継続時間より長い値のみ上書きする
1020 * @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。
1022 bool set_blessed(TIME_EFFECT v, bool do_dec)
1024 bool notice = FALSE;
1025 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1027 if (p_ptr->is_dead) return FALSE;
1032 if (p_ptr->blessed && !do_dec)
1034 if (p_ptr->blessed > v) return FALSE;
1036 else if (!IS_BLESSED())
1038 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1046 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1048 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1055 p_ptr->redraw |= (PR_STATUS);
1057 /* Nothing to notice */
1058 if (!notice) return (FALSE);
1060 if (disturb_state) disturb(FALSE, FALSE);
1061 p_ptr->update |= (PU_BONUS);
1068 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1070 * @param do_dec 現在の継続時間より長い値のみ上書きする
1071 * @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。
1073 bool set_hero(TIME_EFFECT v, bool do_dec)
1075 bool notice = FALSE;
1076 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1078 if (p_ptr->is_dead) return FALSE;
1083 if (p_ptr->hero && !do_dec)
1085 if (p_ptr->hero > v) return FALSE;
1087 else if (!IS_HERO())
1089 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1097 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1099 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1106 p_ptr->redraw |= (PR_STATUS);
1108 /* Nothing to notice */
1109 if (!notice) return (FALSE);
1111 if (disturb_state) disturb(FALSE, FALSE);
1112 p_ptr->update |= (PU_BONUS);
1114 /* Recalculate hitpoints */
1115 p_ptr->update |= (PU_HP);
1121 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1122 * @param v 継続時間/ 0ならば無条件にリセット
1123 * @param do_dec FALSEの場合現在の継続時間より長い値のみ上書きする
1124 * @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。
1126 bool set_shero(TIME_EFFECT v, bool do_dec)
1128 bool notice = FALSE;
1129 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1131 if (p_ptr->is_dead) return FALSE;
1133 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1137 if (p_ptr->shero && !do_dec)
1139 if (p_ptr->shero > v) return FALSE;
1141 else if (!p_ptr->shero)
1143 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1153 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less berserk."));
1160 p_ptr->redraw |= (PR_STATUS);
1162 /* Nothing to notice */
1163 if (!notice) return (FALSE);
1165 if (disturb_state) disturb(FALSE, FALSE);
1166 p_ptr->update |= (PU_BONUS);
1168 /* Recalculate hitpoints */
1169 p_ptr->update |= (PU_HP);
1175 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1177 * @param do_dec 現在の継続時間より長い値のみ上書きする
1178 * @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。
1180 bool set_protevil(TIME_EFFECT v, bool do_dec)
1182 bool notice = FALSE;
1183 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1185 if (p_ptr->is_dead) return FALSE;
1190 if (p_ptr->protevil && !do_dec)
1192 if (p_ptr->protevil > v) return FALSE;
1194 else if (!p_ptr->protevil)
1196 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!"));
1204 if (p_ptr->protevil)
1206 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."));
1212 p_ptr->protevil = v;
1213 p_ptr->redraw |= (PR_STATUS);
1215 /* Nothing to notice */
1216 if (!notice) return (FALSE);
1218 if (disturb_state) disturb(FALSE, FALSE);
1224 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1226 * @param do_dec 現在の継続時間より長い値のみ上書きする
1227 * @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。
1229 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1231 bool notice = FALSE;
1232 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1234 if (p_ptr->is_dead) return FALSE;
1239 if (p_ptr->wraith_form && !do_dec)
1241 if (p_ptr->wraith_form > v) return FALSE;
1243 else if (!p_ptr->wraith_form)
1245 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!"));
1247 chg_virtue(V_UNLIFE, 3);
1248 chg_virtue(V_HONOUR, -2);
1249 chg_virtue(V_SACRIFICE, -2);
1250 chg_virtue(V_VALOUR, -5);
1252 p_ptr->redraw |= (PR_MAP);
1253 p_ptr->update |= (PU_MONSTERS);
1255 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1262 if (p_ptr->wraith_form)
1264 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1267 p_ptr->redraw |= (PR_MAP);
1268 p_ptr->update |= (PU_MONSTERS);
1270 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1275 p_ptr->wraith_form = v;
1276 p_ptr->redraw |= (PR_STATUS);
1278 /* Nothing to notice */
1279 if (!notice) return (FALSE);
1281 if (disturb_state) disturb(FALSE, FALSE);
1282 p_ptr->update |= (PU_BONUS);
1289 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1291 * @param do_dec 現在の継続時間より長い値のみ上書きする
1292 * @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。
1294 bool set_invuln(TIME_EFFECT v, bool do_dec)
1296 bool notice = FALSE;
1297 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1299 if (p_ptr->is_dead) return FALSE;
1304 if (p_ptr->invuln && !do_dec)
1306 if (p_ptr->invuln > v) return FALSE;
1308 else if (!IS_INVULN())
1310 msg_print(_("無敵だ!", "Invulnerability!"));
1313 chg_virtue(V_UNLIFE, -2);
1314 chg_virtue(V_HONOUR, -2);
1315 chg_virtue(V_SACRIFICE, -3);
1316 chg_virtue(V_VALOUR, -5);
1318 p_ptr->redraw |= (PR_MAP);
1319 p_ptr->update |= (PU_MONSTERS);
1321 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1328 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1330 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1333 p_ptr->redraw |= (PR_MAP);
1334 p_ptr->update |= (PU_MONSTERS);
1336 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1338 p_ptr->energy_need += ENERGY_NEED();
1344 p_ptr->redraw |= (PR_STATUS);
1346 /* Nothing to notice */
1347 if (!notice) return (FALSE);
1349 if (disturb_state) disturb(FALSE, FALSE);
1350 p_ptr->update |= (PU_BONUS);
1356 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1358 * @param do_dec 現在の継続時間より長い値のみ上書きする
1359 * @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。
1361 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1363 bool notice = FALSE;
1364 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1366 if (p_ptr->is_dead) return FALSE;
1371 if (p_ptr->tim_esp && !do_dec)
1373 if (p_ptr->tim_esp > v) return FALSE;
1375 else if (!IS_TIM_ESP())
1377 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1385 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1387 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1394 p_ptr->redraw |= (PR_STATUS);
1396 /* Nothing to notice */
1397 if (!notice) return (FALSE);
1399 if (disturb_state) disturb(FALSE, FALSE);
1400 p_ptr->update |= (PU_BONUS);
1401 p_ptr->update |= (PU_MONSTERS);
1407 * @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
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_tim_invis(TIME_EFFECT v, bool do_dec)
1414 bool notice = FALSE;
1415 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1417 if (p_ptr->is_dead) return FALSE;
1422 if (p_ptr->tim_invis && !do_dec)
1424 if (p_ptr->tim_invis > v) return FALSE;
1426 else if (!p_ptr->tim_invis)
1428 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1436 if (p_ptr->tim_invis)
1438 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1444 p_ptr->tim_invis = v;
1445 p_ptr->redraw |= (PR_STATUS);
1447 /* Nothing to notice */
1448 if (!notice) return (FALSE);
1450 if (disturb_state) disturb(FALSE, FALSE);
1451 p_ptr->update |= (PU_BONUS);
1453 /* Update the monsters */
1454 p_ptr->update |= (PU_MONSTERS);
1460 * @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
1462 * @param do_dec 現在の継続時間より長い値のみ上書きする
1463 * @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。
1465 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1467 bool notice = FALSE;
1468 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1470 if (p_ptr->is_dead) return FALSE;
1475 if (p_ptr->tim_infra && !do_dec)
1477 if (p_ptr->tim_infra > v) return FALSE;
1479 else if (!p_ptr->tim_infra)
1481 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1489 if (p_ptr->tim_infra)
1491 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1497 p_ptr->tim_infra = v;
1498 p_ptr->redraw |= (PR_STATUS);
1500 /* Nothing to notice */
1501 if (!notice) return (FALSE);
1503 if (disturb_state) disturb(FALSE, FALSE);
1504 p_ptr->update |= (PU_BONUS);
1506 /* Update the monsters */
1507 p_ptr->update |= (PU_MONSTERS);
1513 * @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
1515 * @param do_dec 現在の継続時間より長い値のみ上書きする
1516 * @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。
1518 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1520 bool notice = FALSE;
1521 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1523 if (p_ptr->is_dead) return FALSE;
1528 if (p_ptr->tim_regen && !do_dec)
1530 if (p_ptr->tim_regen > v) return FALSE;
1532 else if (!p_ptr->tim_regen)
1534 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1542 if (p_ptr->tim_regen)
1544 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1550 p_ptr->tim_regen = v;
1551 p_ptr->redraw |= (PR_STATUS);
1553 /* Nothing to notice */
1554 if (!notice) return (FALSE);
1556 if (disturb_state) disturb(FALSE, FALSE);
1557 p_ptr->update |= (PU_BONUS);
1563 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1565 * @param do_dec 現在の継続時間より長い値のみ上書きする
1566 * @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。
1568 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1570 bool notice = FALSE;
1571 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1573 if (p_ptr->is_dead) return FALSE;
1578 if (p_ptr->tim_stealth && !do_dec)
1580 if (p_ptr->tim_stealth > v) return FALSE;
1582 else if (!IS_TIM_STEALTH())
1584 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1592 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1594 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1600 p_ptr->tim_stealth = v;
1601 p_ptr->redraw |= (PR_STATUS);
1603 /* Nothing to notice */
1604 if (!notice) return (FALSE);
1606 if (disturb_state) disturb(FALSE, FALSE);
1607 p_ptr->update |= (PU_BONUS);
1613 * @brief 超隠密状態をセットする
1614 * @param set TRUEならば超隠密状態になる。
1615 * @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。
1617 bool set_superstealth(bool set)
1619 bool notice = FALSE;
1621 if (p_ptr->is_dead) return FALSE;
1626 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1628 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1630 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."));
1631 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1635 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!"));
1636 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1642 p_ptr->special_defense |= NINJA_S_STEALTH;
1649 if (p_ptr->special_defense & NINJA_S_STEALTH)
1651 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."));
1655 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1659 /* Nothing to notice */
1660 if (!notice) return (FALSE);
1661 p_ptr->redraw |= (PR_STATUS);
1663 if (disturb_state) disturb(FALSE, FALSE);
1668 * @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
1670 * @param do_dec 現在の継続時間より長い値のみ上書きする
1671 * @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。
1673 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1675 bool notice = FALSE;
1676 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1678 if (p_ptr->is_dead) return FALSE;
1683 if (p_ptr->tim_levitation && !do_dec)
1685 if (p_ptr->tim_levitation > v) return FALSE;
1687 else if (!p_ptr->tim_levitation)
1689 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1697 if (p_ptr->tim_levitation)
1699 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1705 p_ptr->tim_levitation = v;
1706 p_ptr->redraw |= (PR_STATUS);
1708 /* Nothing to notice */
1709 if (!notice) return (FALSE);
1711 if (disturb_state) disturb(FALSE, FALSE);
1712 p_ptr->update |= (PU_BONUS);
1718 * @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
1720 * @param do_dec 現在の継続時間より長い値のみ上書きする
1721 * @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。
1723 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1725 bool notice = FALSE;
1726 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1728 if (p_ptr->is_dead) return FALSE;
1733 if (p_ptr->tim_sh_touki && !do_dec)
1735 if (p_ptr->tim_sh_touki > v) return FALSE;
1737 else if (!p_ptr->tim_sh_touki)
1739 msg_print(_("体が闘気のオーラで覆われた。", "You are enveloped by an aura of the Force!"));
1747 if (p_ptr->tim_sh_touki)
1749 msg_print(_("闘気が消えた。", "The aura of the Force disappeared."));
1755 p_ptr->tim_sh_touki = v;
1756 p_ptr->redraw |= (PR_STATUS);
1758 /* Nothing to notice */
1759 if (!notice) return (FALSE);
1761 if (disturb_state) disturb(FALSE, FALSE);
1767 * @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
1769 * @param do_dec 現在の継続時間より長い値のみ上書きする
1770 * @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。
1772 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1774 bool notice = FALSE;
1775 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1777 if (p_ptr->is_dead) return FALSE;
1782 if (p_ptr->tim_sh_fire && !do_dec)
1784 if (p_ptr->tim_sh_fire > v) return FALSE;
1786 else if (!p_ptr->tim_sh_fire)
1788 msg_print(_("体が炎のオーラで覆われた。", "You are enveloped by a fiery aura!"));
1796 if (p_ptr->tim_sh_fire)
1798 msg_print(_("炎のオーラが消えた。", "The fiery aura disappeared."));
1804 p_ptr->tim_sh_fire = v;
1805 p_ptr->redraw |= (PR_STATUS);
1807 /* Nothing to notice */
1808 if (!notice) return (FALSE);
1810 if (disturb_state) disturb(FALSE, FALSE);
1811 p_ptr->update |= (PU_BONUS);
1817 * @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
1819 * @param do_dec 現在の継続時間より長い値のみ上書きする
1820 * @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。
1822 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1824 bool notice = FALSE;
1825 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1827 if (p_ptr->is_dead) return FALSE;
1832 if (p_ptr->tim_sh_holy && !do_dec)
1834 if (p_ptr->tim_sh_holy > v) return FALSE;
1836 else if (!p_ptr->tim_sh_holy)
1838 msg_print(_("体が聖なるオーラで覆われた。", "You are enveloped by a holy aura!"));
1846 if (p_ptr->tim_sh_holy)
1848 msg_print(_("聖なるオーラが消えた。", "The holy aura disappeared."));
1854 p_ptr->tim_sh_holy = v;
1855 p_ptr->redraw |= (PR_STATUS);
1857 /* Nothing to notice */
1858 if (!notice) return (FALSE);
1860 if (disturb_state) disturb(FALSE, FALSE);
1861 p_ptr->update |= (PU_BONUS);
1867 * @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
1869 * @param do_dec 現在の継続時間より長い値のみ上書きする
1870 * @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。
1872 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1874 bool notice = FALSE;
1875 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1877 if (p_ptr->is_dead) return FALSE;
1882 if (p_ptr->tim_eyeeye && !do_dec)
1884 if (p_ptr->tim_eyeeye > v) return FALSE;
1886 else if (!p_ptr->tim_eyeeye)
1888 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1896 if (p_ptr->tim_eyeeye)
1898 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."));
1904 p_ptr->tim_eyeeye = v;
1905 p_ptr->redraw |= (PR_STATUS);
1907 /* Nothing to notice */
1908 if (!notice) return (FALSE);
1910 if (disturb_state) disturb(FALSE, FALSE);
1911 p_ptr->update |= (PU_BONUS);
1918 * @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
1920 * @param do_dec 現在の継続時間より長い値のみ上書きする
1921 * @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。
1923 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1925 bool notice = FALSE;
1926 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1928 if (p_ptr->is_dead) return FALSE;
1933 if (p_ptr->resist_magic && !do_dec)
1935 if (p_ptr->resist_magic > v) return FALSE;
1937 else if (!p_ptr->resist_magic)
1939 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1947 if (p_ptr->resist_magic)
1949 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1955 p_ptr->resist_magic = v;
1956 p_ptr->redraw |= (PR_STATUS);
1958 /* Nothing to notice */
1959 if (!notice) return (FALSE);
1961 if (disturb_state) disturb(FALSE, FALSE);
1962 p_ptr->update |= (PU_BONUS);
1968 * @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
1970 * @param do_dec 現在の継続時間より長い値のみ上書きする
1971 * @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。
1973 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1975 bool notice = FALSE;
1976 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1978 if (p_ptr->is_dead) return FALSE;
1983 if (p_ptr->tim_reflect && !do_dec)
1985 if (p_ptr->tim_reflect > v) return FALSE;
1987 else if (!p_ptr->tim_reflect)
1989 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
1997 if (p_ptr->tim_reflect)
1999 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2005 p_ptr->tim_reflect = v;
2006 p_ptr->redraw |= (PR_STATUS);
2008 /* Nothing to notice */
2009 if (!notice) return (FALSE);
2011 if (disturb_state) disturb(FALSE, FALSE);
2012 p_ptr->update |= (PU_BONUS);
2019 * Set "p_ptr->multishadow", notice observable changes
2021 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2023 bool notice = FALSE;
2024 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2026 if (p_ptr->is_dead) return FALSE;
2031 if (p_ptr->multishadow && !do_dec)
2033 if (p_ptr->multishadow > v) return FALSE;
2035 else if (!p_ptr->multishadow)
2037 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2045 if (p_ptr->multishadow)
2047 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2053 p_ptr->multishadow = v;
2054 p_ptr->redraw |= (PR_STATUS);
2056 /* Nothing to notice */
2057 if (!notice) return (FALSE);
2059 if (disturb_state) disturb(FALSE, FALSE);
2060 p_ptr->update |= (PU_BONUS);
2066 * @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
2068 * @param do_dec 現在の継続時間より長い値のみ上書きする
2069 * @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。
2071 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2073 bool notice = FALSE;
2074 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2076 if (p_ptr->is_dead) return FALSE;
2081 if (p_ptr->dustrobe && !do_dec)
2083 if (p_ptr->dustrobe > v) return FALSE;
2085 else if (!p_ptr->dustrobe)
2087 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2095 if (p_ptr->dustrobe)
2097 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2103 p_ptr->dustrobe = v;
2104 p_ptr->redraw |= (PR_STATUS);
2106 /* Nothing to notice */
2107 if (!notice) return (FALSE);
2109 if (disturb_state) disturb(FALSE, FALSE);
2110 p_ptr->update |= (PU_BONUS);
2116 * @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
2118 * @param do_dec 現在の継続時間より長い値のみ上書きする
2119 * @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。
2121 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2123 bool notice = FALSE;
2124 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2126 if (p_ptr->is_dead) return FALSE;
2131 if (p_ptr->kabenuke && !do_dec)
2133 if (p_ptr->kabenuke > v) return FALSE;
2135 else if (!p_ptr->kabenuke)
2137 msg_print(_("体が半物質の状態になった。", "You became ethereal."));
2145 if (p_ptr->kabenuke)
2147 msg_print(_("体が物質化した。", "You are no longer ethereal."));
2153 p_ptr->kabenuke = v;
2154 p_ptr->redraw |= (PR_STATUS);
2156 /* Nothing to notice */
2157 if (!notice) return (FALSE);
2159 if (disturb_state) disturb(FALSE, FALSE);
2160 p_ptr->update |= (PU_BONUS);
2166 * @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
2168 * @param do_dec 現在の継続時間より長い値のみ上書きする
2169 * @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。
2171 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2173 bool notice = FALSE;
2174 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2176 if (p_ptr->is_dead) return FALSE;
2181 if (p_ptr->tsuyoshi && !do_dec)
2183 if (p_ptr->tsuyoshi > v) return FALSE;
2185 else if (!p_ptr->tsuyoshi)
2187 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2189 chg_virtue(V_VITALITY, 2);
2196 if (p_ptr->tsuyoshi)
2198 msg_print(_("肉体が急速にしぼんでいった。", "Your body has quickly shriveled."));
2200 (void)dec_stat(A_CON, 20, TRUE);
2201 (void)dec_stat(A_STR, 20, TRUE);
2204 chg_virtue(V_VITALITY, -3);
2209 p_ptr->tsuyoshi = v;
2210 p_ptr->redraw |= (PR_STATUS);
2212 /* Nothing to notice */
2213 if (!notice) return (FALSE);
2215 if (disturb_state) disturb(FALSE, FALSE);
2216 p_ptr->update |= (PU_BONUS);
2218 /* Recalculate hitpoints */
2219 p_ptr->update |= (PU_HP);
2225 * @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-
2226 * @param attack_type スレイのタイプID
2228 * @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。
2230 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2232 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2234 /* Clear all elemental attacks (only one is allowed at a time). */
2235 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2237 p_ptr->special_attack &= ~(ATTACK_ACID);
2238 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2240 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2242 p_ptr->special_attack &= ~(ATTACK_ELEC);
2243 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2245 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2247 p_ptr->special_attack &= ~(ATTACK_FIRE);
2248 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2250 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2252 p_ptr->special_attack &= ~(ATTACK_COLD);
2253 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2255 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2257 p_ptr->special_attack &= ~(ATTACK_POIS);
2258 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2261 if ((v) && (attack_type))
2263 /* Set attack type. */
2264 p_ptr->special_attack |= (attack_type);
2267 p_ptr->ele_attack = v;
2270 msg_format("%sで攻撃できるようになった!",
2271 ((attack_type == ATTACK_ACID) ? "酸" :
2272 ((attack_type == ATTACK_ELEC) ? "電撃" :
2273 ((attack_type == ATTACK_FIRE) ? "火炎" :
2274 ((attack_type == ATTACK_COLD) ? "冷気" :
2275 ((attack_type == ATTACK_POIS) ? "毒" :
2278 msg_format("For a while, the blows you deal will %s",
2279 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2280 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2281 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2282 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2283 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2284 "do nothing special."))))));
2288 if (disturb_state) disturb(FALSE, FALSE);
2289 p_ptr->redraw |= (PR_STATUS);
2291 p_ptr->update |= (PU_BONUS);
2298 * @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-
2299 * @param immune_type 免疫のタイプID
2301 * @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。
2303 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2305 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2307 /* Clear all elemental attacks (only one is allowed at a time). */
2308 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2310 p_ptr->special_defense &= ~(DEFENSE_ACID);
2311 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."));
2313 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2315 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2316 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."));
2318 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2320 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2321 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."));
2323 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2325 p_ptr->special_defense &= ~(DEFENSE_COLD);
2326 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."));
2328 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2330 p_ptr->special_defense &= ~(DEFENSE_POIS);
2331 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."));
2334 if ((v) && (immune_type))
2336 /* Set attack type. */
2337 p_ptr->special_defense |= (immune_type);
2340 p_ptr->ele_immune = v;
2342 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2343 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2344 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2345 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2346 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2347 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2348 _("(なし)", "do nothing special.")))))));
2351 if (disturb_state) disturb(FALSE, FALSE);
2352 p_ptr->redraw |= (PR_STATUS);
2353 p_ptr->update |= (PU_BONUS);
2360 * @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
2362 * @param do_dec 現在の継続時間より長い値のみ上書きする
2363 * @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。
2365 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2367 bool notice = FALSE;
2368 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2370 if (p_ptr->is_dead) return FALSE;
2375 if (p_ptr->oppose_acid && !do_dec)
2377 if (p_ptr->oppose_acid > v) return FALSE;
2379 else if (!IS_OPPOSE_ACID())
2381 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2389 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2391 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2397 p_ptr->oppose_acid = v;
2399 /* Nothing to notice */
2400 if (!notice) return (FALSE);
2401 p_ptr->redraw |= (PR_STATUS);
2403 if (disturb_state) disturb(FALSE, FALSE);
2409 * @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
2411 * @param do_dec 現在の継続時間より長い値のみ上書きする
2412 * @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。
2414 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2416 bool notice = FALSE;
2417 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2419 if (p_ptr->is_dead) return FALSE;
2424 if (p_ptr->oppose_elec && !do_dec)
2426 if (p_ptr->oppose_elec > v) return FALSE;
2428 else if (!IS_OPPOSE_ELEC())
2430 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2438 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2440 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2446 p_ptr->oppose_elec = v;
2448 /* Nothing to notice */
2449 if (!notice) return (FALSE);
2450 p_ptr->redraw |= (PR_STATUS);
2452 if (disturb_state) disturb(FALSE, FALSE);
2458 * @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
2460 * @param do_dec 現在の継続時間より長い値のみ上書きする
2461 * @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。
2463 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2465 bool notice = FALSE;
2466 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2468 if (p_ptr->is_dead) return FALSE;
2470 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2474 if (p_ptr->oppose_fire && !do_dec)
2476 if (p_ptr->oppose_fire > v) return FALSE;
2478 else if (!IS_OPPOSE_FIRE())
2480 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2488 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2490 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2496 p_ptr->oppose_fire = v;
2498 /* Nothing to notice */
2499 if (!notice) return (FALSE);
2500 p_ptr->redraw |= (PR_STATUS);
2502 if (disturb_state) disturb(FALSE, FALSE);
2508 * @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
2510 * @param do_dec 現在の継続時間より長い値のみ上書きする
2511 * @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。
2513 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2515 bool notice = FALSE;
2516 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2518 if (p_ptr->is_dead) return FALSE;
2523 if (p_ptr->oppose_cold && !do_dec)
2525 if (p_ptr->oppose_cold > v) return FALSE;
2527 else if (!IS_OPPOSE_COLD())
2529 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2537 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2539 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2545 p_ptr->oppose_cold = v;
2547 /* Nothing to notice */
2548 if (!notice) return (FALSE);
2549 p_ptr->redraw |= (PR_STATUS);
2551 if (disturb_state) disturb(FALSE, FALSE);
2557 * @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
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_oppose_pois(TIME_EFFECT v, bool do_dec)
2564 bool notice = FALSE;
2565 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2567 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2568 if (p_ptr->is_dead) return FALSE;
2573 if (p_ptr->oppose_pois && !do_dec)
2575 if (p_ptr->oppose_pois > v) return FALSE;
2577 else if (!IS_OPPOSE_POIS())
2579 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2587 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2589 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2595 p_ptr->oppose_pois = v;
2597 /* Nothing to notice */
2598 if (!notice) return (FALSE);
2599 p_ptr->redraw |= (PR_STATUS);
2601 if (disturb_state) disturb(FALSE, FALSE);
2607 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2609 * @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。
2611 * Note the special code to only notice "range" changes.
2613 bool set_stun(TIME_EFFECT v)
2615 int old_aux, new_aux;
2616 bool notice = FALSE;
2617 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2619 if (p_ptr->is_dead) return FALSE;
2620 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2623 if (p_ptr->stun > 100)
2629 else if (p_ptr->stun > 50)
2635 else if (p_ptr->stun > 0)
2671 if (new_aux > old_aux)
2673 /* Describe the state */
2677 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2680 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;
2683 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;
2686 if (randint1(1000) < v || one_in_(16))
2688 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2692 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2693 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2695 else if (one_in_(2))
2697 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2701 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2704 if (p_ptr->special_defense & KATA_MASK)
2706 msg_print(_("型が崩れた。", "You lose your stance."));
2707 p_ptr->special_defense &= ~(KATA_MASK);
2708 p_ptr->update |= (PU_BONUS);
2709 p_ptr->update |= (PU_MONSTERS);
2710 p_ptr->redraw |= (PR_STATE);
2711 p_ptr->redraw |= (PR_STATUS);
2712 p_ptr->action = ACTION_NONE;
2716 if (p_ptr->concent) reset_concentration(TRUE);
2719 if (hex_spelling_any()) stop_hex_spell_all();
2725 else if (new_aux < old_aux)
2727 /* Describe the state */
2732 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2734 if (disturb_state) disturb(FALSE, FALSE);
2745 if (!notice) return (FALSE);
2747 if (disturb_state) disturb(FALSE, FALSE);
2748 p_ptr->update |= (PU_BONUS);
2750 /* Redraw the "stun" */
2751 p_ptr->redraw |= (PR_STUN);
2758 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2760 * @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。
2762 * Note the special code to only notice "range" changes.
2764 bool set_cut(TIME_EFFECT v)
2766 int old_aux, new_aux;
2767 bool notice = FALSE;
2768 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2770 if (p_ptr->is_dead) return FALSE;
2772 if ((p_ptr->prace == RACE_GOLEM ||
2773 p_ptr->prace == RACE_SKELETON ||
2774 p_ptr->prace == RACE_SPECTRE ||
2775 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2780 if (p_ptr->cut > 1000)
2786 else if (p_ptr->cut > 200)
2792 else if (p_ptr->cut > 100)
2798 else if (p_ptr->cut > 50)
2804 else if (p_ptr->cut > 25)
2810 else if (p_ptr->cut > 10)
2816 else if (p_ptr->cut > 0)
2876 if (new_aux > old_aux)
2878 /* Describe the state */
2882 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2885 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2888 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2891 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2894 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2897 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;
2900 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;
2905 if (randint1(1000) < v || one_in_(16))
2907 if (!p_ptr->sustain_chr)
2909 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2916 else if (new_aux < old_aux)
2918 /* Describe the state */
2923 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");
2925 if (disturb_state) disturb(FALSE, FALSE);
2936 if (!notice) return (FALSE);
2938 if (disturb_state) disturb(FALSE, FALSE);
2939 p_ptr->update |= (PU_BONUS);
2941 /* Redraw the "cut" */
2942 p_ptr->redraw |= (PR_CUT);
2948 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2950 * @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。
2952 * Set "", notice observable changes\n
2954 * The "p_ptr->food" variable can get as large as 20000, allowing the
2955 * addition of the most "filling" item, Elvish Waybread, which adds
2956 * 7500 food units, without overflowing the 32767 maximum limit.\n
2958 * Perhaps we should disturb the player with various messages,
2959 * especially messages about hunger status changes. \n
2961 * Digestion of food is handled in "dungeon.c", in which, normally,
2962 * the player digests about 20 food units per 100 game turns, more
2963 * when "fast", more when "regenerating", less with "slow digestion",
2964 * but when the player is "gorged", he digests 100 food units per 10
2965 * game turns, or a full 1000 food units per 100 game turns.\n
2967 * Note that the player's speed is reduced by 10 units while gorged,
2968 * so if the player eats a single food ration (5000 food units) when
2969 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2970 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2971 * affecting the player speed).\n
2973 bool set_food(TIME_EFFECT v)
2975 int old_aux, new_aux;
2977 bool notice = FALSE;
2978 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2980 /* Fainting / Starving */
2981 if (p_ptr->food < PY_FOOD_FAINT)
2987 else if (p_ptr->food < PY_FOOD_WEAK)
2993 else if (p_ptr->food < PY_FOOD_ALERT)
2999 else if (p_ptr->food < PY_FOOD_FULL)
3005 else if (p_ptr->food < PY_FOOD_MAX)
3016 /* Fainting / Starving */
3017 if (v < PY_FOOD_FAINT)
3023 else if (v < PY_FOOD_WEAK)
3029 else if (v < PY_FOOD_ALERT)
3035 else if (v < PY_FOOD_FULL)
3041 else if (v < PY_FOOD_MAX)
3052 if (old_aux < 1 && new_aux > 0)
3053 chg_virtue(V_PATIENCE, 2);
3054 else if (old_aux < 3 && (old_aux != new_aux))
3055 chg_virtue(V_PATIENCE, 1);
3057 chg_virtue(V_TEMPERANCE, 1);
3059 chg_virtue(V_TEMPERANCE, -1);
3062 if (new_aux > old_aux)
3064 /* Describe the state */
3068 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3071 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3074 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3077 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3081 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3082 chg_virtue(V_HARMONY, -1);
3083 chg_virtue(V_PATIENCE, -1);
3084 chg_virtue(V_TEMPERANCE, -2);
3094 else if (new_aux < old_aux)
3096 /* Describe the state */
3099 /* Fainting / Starving */
3100 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;
3103 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3106 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3109 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3112 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3115 if (p_ptr->wild_mode && (new_aux < 2))
3127 /* Nothing to notice */
3128 if (!notice) return (FALSE);
3130 if (disturb_state) disturb(FALSE, FALSE);
3131 p_ptr->update |= (PU_BONUS);
3134 p_ptr->redraw |= (PR_HUNGER);
3140 * @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-
3141 * @param stat 上昇させるステータスID
3142 * @return 実際に上昇した場合TRUEを返す。
3144 * Note that this function (used by stat potions) now restores\n
3145 * the stat BEFORE increasing it.\n
3147 bool inc_stat(int stat)
3149 BASE_STATUS value, gain;
3151 /* Then augment the current/max stat */
3152 value = p_ptr->stat_cur[stat];
3154 /* Cannot go above 18/100 */
3155 if (value < p_ptr->stat_max_max[stat])
3157 /* Gain one (sometimes two) points */
3160 gain = ((randint0(100) < 75) ? 1 : 2);
3164 /* Gain 1/6 to 1/3 of distance to 18/100 */
3165 else if (value < (p_ptr->stat_max_max[stat]-2))
3167 /* Approximate gain value */
3168 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3169 if (gain < 1) gain = 1;
3171 /* Apply the bonus */
3172 value += randint1(gain) + gain / 2;
3175 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3178 /* Gain one point at a time */
3184 /* Save the new value */
3185 p_ptr->stat_cur[stat] = value;
3187 /* Bring up the maximum too */
3188 if (value > p_ptr->stat_max[stat])
3190 p_ptr->stat_max[stat] = value;
3192 p_ptr->update |= (PU_BONUS);
3198 /* Nothing to gain */
3203 * @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.
3204 * @param stat 減少させるステータスID
3205 * @param amount 減少させる基本量
3206 * @param permanent TRUEならば現在の最大値を減少させる
3207 * @return 実際に減少した場合TRUEを返す。
3210 * Amount could be a little higher in extreme cases to mangle very high\n
3211 * stats from massive assaults. -CWS\n
3213 * Note that "permanent" means that the *given* amount is permanent,\n
3214 * not that the new value becomes permanent. This may not work exactly\n
3215 * as expected, due to "weirdness" in the algorithm, but in general,\n
3216 * if your stat is already drained, the "max" value will not drop all\n
3217 * the way down to the "cur" value.\n
3219 bool dec_stat(int stat, int amount, int permanent)
3221 BASE_STATUS cur, max;
3226 /* Acquire current value */
3227 cur = p_ptr->stat_cur[stat];
3228 max = p_ptr->stat_max[stat];
3230 /* Note when the values are identical */
3231 same = (cur == max);
3233 /* Damage "current" value */
3236 /* Handle "low" values */
3239 if (amount > 90) cur--;
3240 if (amount > 50) cur--;
3241 if (amount > 20) cur--;
3245 /* Handle "high" values */
3248 /* Hack -- Decrement by a random amount between one-quarter */
3249 /* and one-half of the stat bonus times the percentage, with a */
3250 /* minimum damage of half the percentage. -CWS */
3251 loss = (((cur-18) / 2 + 1) / 2 + 1);
3252 if (loss < 1) loss = 1;
3254 /* Randomize the loss */
3255 loss = ((randint1(loss) + loss) * amount) / 100;
3258 if (loss < amount/2) loss = amount/2;
3260 /* Lose some points */
3263 /* Hack -- Only reduce stat to 17 sometimes */
3264 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3267 /* Prevent illegal values */
3268 if (cur < 3) cur = 3;
3270 /* Something happened */
3271 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3274 /* Damage "max" value */
3275 if (permanent && (max > 3))
3277 chg_virtue(V_SACRIFICE, 1);
3278 if (stat == A_WIS || stat == A_INT)
3279 chg_virtue(V_ENLIGHTEN, -2);
3281 /* Handle "low" values */
3284 if (amount > 90) max--;
3285 if (amount > 50) max--;
3286 if (amount > 20) max--;
3290 /* Handle "high" values */
3293 /* Hack -- Decrement by a random amount between one-quarter */
3294 /* and one-half of the stat bonus times the percentage, with a */
3295 /* minimum damage of half the percentage. -CWS */
3296 loss = (((max-18) / 2 + 1) / 2 + 1);
3297 loss = ((randint1(loss) + loss) * amount) / 100;
3298 if (loss < amount/2) loss = amount/2;
3300 /* Lose some points */
3303 /* Hack -- Only reduce stat to 17 sometimes */
3304 if (max < 18) max = (amount <= 20) ? 18 : 17;
3307 /* Hack -- keep it clean */
3308 if (same || (max < cur)) max = cur;
3310 /* Something happened */
3311 if (max != p_ptr->stat_max[stat]) res = TRUE;
3317 /* Actually set the stat to its new value. */
3318 p_ptr->stat_cur[stat] = cur;
3319 p_ptr->stat_max[stat] = max;
3321 p_ptr->redraw |= (PR_STATS);
3322 p_ptr->update |= (PU_BONUS);
3330 * @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.
3331 * @param stat 回復ステータスID
3332 * @return 実際に回復した場合TRUEを返す。
3334 bool res_stat(int stat)
3336 /* Restore if needed */
3337 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3339 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3340 p_ptr->update |= (PU_BONUS);
3341 p_ptr->redraw |= (PR_STATS);
3347 /* Nothing to restore */
3353 * Increase players hit points, notice effects
3355 bool hp_player(int num)
3358 vir = virtue_number(V_VITALITY);
3360 if(num <= 0) return (FALSE);
3364 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3366 /* Healing needed */
3367 if (p_ptr->chp < p_ptr->mhp)
3369 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3370 chg_virtue(V_TEMPERANCE, 1);
3371 /* Gain hitpoints */
3374 /* Enforce maximum */
3375 if (p_ptr->chp >= p_ptr->mhp)
3377 p_ptr->chp = p_ptr->mhp;
3378 p_ptr->chp_frac = 0;
3381 p_ptr->redraw |= (PR_HP);
3383 p_ptr->window |= (PW_PLAYER);
3388 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3394 msg_print(_("気分が良くなった。", "You feel better."));
3400 msg_print(_("とても気分が良くなった。", "You feel much better."));
3406 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3418 * Array of stat "descriptions"
3420 static concptr desc_stat_pos[] =
3422 _("強く", "stronger"),
3423 _("知的に", "smarter"),
3425 _("器用に", "more dextrous"),
3426 _("健康に", "healthier"),
3432 * Array of stat "descriptions"
3434 static concptr desc_stat_neg[] =
3437 _("無知に", "stupider"),
3438 _("愚かに", "more naive"),
3439 _("不器用に", "clumsier"),
3440 _("不健康に", "more sickly"),
3448 bool do_dec_stat(int stat)
3452 /* Access the "sustain" */
3455 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3456 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3457 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3458 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3459 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3460 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3464 if (sust && (!ironman_nightmare || randint0(13)))
3466 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."),
3467 desc_stat_neg[stat]);
3473 /* Attempt to reduce the stat */
3474 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3476 msg_format(_("ひどく%sなった気がする。", "You feel %s."), desc_stat_neg[stat]);
3482 /* Nothing obvious */
3488 * Restore lost "points" in a stat
3490 bool do_res_stat(int stat)
3492 /* Attempt to increase */
3495 msg_format(_("元通りに%sなった気がする。", "You feel %s."), desc_stat_pos[stat]);
3500 /* Nothing obvious */
3506 * Gain a "point" in a stat
3508 bool do_inc_stat(int stat)
3512 /* Restore strength */
3513 res = res_stat(stat);
3515 /* Attempt to increase */
3520 chg_virtue(V_ENLIGHTEN, 1);
3521 chg_virtue(V_FAITH, 1);
3523 else if (stat == A_INT)
3525 chg_virtue(V_KNOWLEDGE, 1);
3526 chg_virtue(V_ENLIGHTEN, 1);
3528 else if (stat == A_CON)
3529 chg_virtue(V_VITALITY, 1);
3531 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel %s!"), desc_stat_pos[stat]);
3536 /* Restoration worked */
3539 msg_format(_("元通りに%sなった気がする。", "You feel %s."), desc_stat_pos[stat]);
3544 /* Nothing obvious */
3550 * Restores any drained experience
3552 bool restore_level(void)
3554 /* Restore experience */
3555 if (p_ptr->exp < p_ptr->max_exp)
3557 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3559 /* Restore the experience */
3560 p_ptr->exp = p_ptr->max_exp;
3562 /* Check the experience */
3576 bool lose_all_info(void)
3580 chg_virtue(V_KNOWLEDGE, -5);
3581 chg_virtue(V_ENLIGHTEN, -5);
3583 /* Forget info about objects */
3584 for (i = 0; i < INVEN_TOTAL; i++)
3586 object_type *o_ptr = &inventory[i];
3588 /* Skip non-objects */
3589 if (!o_ptr->k_idx) continue;
3591 /* Allow "protection" by the MENTAL flag */
3592 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3594 /* Remove "default inscriptions" */
3595 o_ptr->feeling = FEEL_NONE;
3597 /* Hack -- Clear the "empty" flag */
3598 o_ptr->ident &= ~(IDENT_EMPTY);
3600 /* Hack -- Clear the "known" flag */
3601 o_ptr->ident &= ~(IDENT_KNOWN);
3603 /* Hack -- Clear the "felt" flag */
3604 o_ptr->ident &= ~(IDENT_SENSE);
3606 p_ptr->update |= (PU_BONUS);
3607 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3609 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3611 /* Mega-Hack -- Forget the map */
3619 void do_poly_wounds(void)
3621 /* Changed to always provide at least _some_ healing */
3622 s16b wounds = p_ptr->cut;
3623 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3624 s16b change = damroll(p_ptr->lev, 5);
3625 bool Nasty_effect = one_in_(5);
3627 if (!(wounds || hit_p || Nasty_effect)) return;
3629 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3633 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3634 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3639 set_cut(p_ptr->cut - (change / 2));
3645 * Change player race
3647 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3649 concptr title = race_info[new_race].title;
3650 int old_race = p_ptr->prace;
3653 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3655 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3658 chg_virtue(V_CHANCE, 2);
3660 if (p_ptr->prace < 32)
3662 p_ptr->old_race1 |= 1L << p_ptr->prace;
3666 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3668 p_ptr->prace = new_race;
3669 rp_ptr = &race_info[p_ptr->prace];
3671 /* Experience factor */
3672 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3675 * The speed bonus of Klackons and Sprites are disabled
3676 * and the experience penalty is decreased.
3678 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)))
3679 p_ptr->expfact -= 15;
3681 /* Get character's height and weight */
3682 get_height_weight();
3685 if (p_ptr->pclass == CLASS_SORCERER)
3686 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3688 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3690 roll_hitdice(p_ptr, 0L);
3692 /* The experience level may be modified */
3695 p_ptr->redraw |= (PR_BASIC);
3697 p_ptr->update |= (PU_BONUS);
3701 /* Load an autopick preference file */
3702 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3704 /* Player's graphic tile may change */
3705 lite_spot(p_ptr->y, p_ptr->x);
3709 void do_poly_self(void)
3711 int power = p_ptr->lev;
3713 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3714 chg_virtue(V_CHANCE, 1);
3716 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3718 char effect_msg[80] = "";
3719 CHARACTER_IDX new_race;
3721 /* Some form of racial polymorph... */
3724 if ((power > randint0(5)) && one_in_(4))
3729 if (p_ptr->psex == SEX_MALE)
3731 p_ptr->psex = SEX_FEMALE;
3732 sp_ptr = &sex_info[p_ptr->psex];
3733 sprintf(effect_msg, _("女性の", "female "));
3737 p_ptr->psex = SEX_MALE;
3738 sp_ptr = &sex_info[p_ptr->psex];
3739 sprintf(effect_msg, _("男性の", "male "));
3743 if ((power > randint0(30)) && one_in_(5))
3747 /* Harmful deformity */
3754 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3760 /* Deformities are discriminated against! */
3761 (void)dec_stat(A_CHR, randint1(6), TRUE);
3766 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3767 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3771 sprintf(effect_msg,_("奇形の", "deformed "));
3775 while ((power > randint0(20)) && one_in_(10))
3777 /* Polymorph into a less mutated form */
3780 if (!lose_mutation(0))
3781 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3786 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3788 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3790 change_race(new_race, effect_msg);
3793 if ((power > randint0(30)) && one_in_(6))
3799 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");
3803 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3808 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!"));
3809 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3815 if ((power > randint0(20)) && one_in_(4))
3820 roll_hitdice(p_ptr, 0L);
3823 while ((power > randint0(15)) && one_in_(3))
3826 (void)gain_mutation(p_ptr, 0);
3829 if (power > randint0(5))
3835 /* Note: earlier deductions may have left power < 0 already. */
3845 * Decreases players hit points and sets death flag if necessary
3847 * Invulnerability needs to be changed into a "shield"
3849 * Hack -- this function allows the user to save (or quit)
3850 * the game when he dies, since the "You die." message is shown before
3851 * setting the player to "dead".
3854 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3856 int old_chp = p_ptr->chp;
3858 char death_message[1024];
3861 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3862 if (p_ptr->is_dead) return 0;
3864 if (p_ptr->sutemi) damage *= 2;
3865 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3867 if (easy_band) damage = (damage+1)/2;
3869 if (damage_type != DAMAGE_USELIFE)
3871 disturb(TRUE, TRUE);
3874 p_ptr->now_damaged = TRUE;
3878 if (monspell >= 0) learn_spell(monspell);
3880 /* Mega-Hack -- Apply "invulnerability" */
3881 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3883 if (IS_INVULN() && (damage < 9000))
3885 if (damage_type == DAMAGE_FORCE)
3887 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3889 else if (one_in_(PENETRATE_INVULNERABILITY))
3891 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3899 if (CHECK_MULTISHADOW())
3901 if (damage_type == DAMAGE_FORCE)
3903 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3905 else if (damage_type == DAMAGE_ATTACK)
3907 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, but you are unharmed!"));
3912 if (p_ptr->wraith_form)
3914 if (damage_type == DAMAGE_FORCE)
3916 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3921 if ((damage == 0) && one_in_(2)) damage = 1;
3925 if (p_ptr->special_defense & KATA_MUSOU)
3928 if ((damage == 0) && one_in_(2)) damage = 1;
3930 } /* not if LOSELIFE USELIFE */
3932 /* Hurt the player */
3933 p_ptr->chp -= damage;
3934 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3936 damage += p_ptr->chp;
3940 /* Display the hitpoints */
3941 p_ptr->redraw |= (PR_HP);
3943 p_ptr->window |= (PW_PLAYER);
3945 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3947 chg_virtue(V_SACRIFICE, 1);
3948 chg_virtue(V_CHANCE, 2);
3954 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3956 #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 */
3958 if(!save_player()) msg_print("セーブ失敗!");
3963 chg_virtue(V_SACRIFICE, 10);
3966 p_ptr->leaving = TRUE;
3969 p_ptr->is_dead = TRUE;
3971 if (p_ptr->inside_arena)
3973 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3974 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3976 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3980 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
3981 bool seppuku = streq(hit_from, "Seppuku");
3982 bool winning_seppuku = p_ptr->total_winner && seppuku;
3984 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3987 /* Make screen dump */
3988 screen_dump = make_screen_dump();
3991 /* Note cause of death */
3994 strcpy(p_ptr->died_from, hit_from);
3996 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4003 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);
4005 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4007 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4010 /* No longer a winner */
4011 p_ptr->total_winner = FALSE;
4013 if (winning_seppuku)
4015 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4021 if (p_ptr->inside_arena)
4022 strcpy(buf,_("アリーナ", "in the Arena"));
4023 else if (!current_floor_ptr->dun_level)
4024 strcpy(buf,_("地上", "on the surface"));
4025 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4026 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4027 strcpy(buf,_("クエスト", "in a quest"));
4029 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4031 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4032 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4035 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4036 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4040 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4042 do_cmd_save_screen();
4047 /* Initialize "last message" buffer */
4048 if (p_ptr->last_message) string_free(p_ptr->last_message);
4049 p_ptr->last_message = NULL;
4051 /* Hack -- Note death */
4055 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4057 msg_print(android ? "You are broken." : "You die.");
4064 if (winning_seppuku)
4066 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4070 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4076 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4078 while (!get_string("Last word: ", death_message, 1024)) ;
4081 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4083 if (death_message[0] == '\0')
4086 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4088 strcpy(death_message, android ? "You are broken." : "You die.");
4091 else p_ptr->last_message = string_make(death_message);
4094 if (winning_seppuku)
4099 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4100 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4107 for (i = 0; i < 40; i++)
4108 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4110 str = death_message;
4111 if (strncmp(str, "「", 2) == 0) str += 2;
4113 str2 = my_strstr(str, "」");
4114 if (str2 != NULL) *str2 = '\0';
4119 str2 = my_strstr(str, " ");
4120 if (str2 == NULL) len = strlen(str);
4121 else len = str2 - str;
4125 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4127 if (str2 == NULL) break;
4131 if (*str == 0) break;
4135 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4139 /* Make screen dump */
4140 screen_dump = make_screen_dump();
4143 /* Wait a key press */
4148 msg_print(death_message);
4158 /* Hitpoint warning */
4159 if (p_ptr->chp < warning)
4161 /* Hack -- bell on first notice */
4162 if (old_chp > warning) bell();
4166 if (record_danger && (old_chp > warning))
4168 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4169 hit_from = _("何か", "something");
4171 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4172 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4177 /* stop auto_more even if DAMAGE_USELIFE */
4178 p_ptr->now_damaged = TRUE;
4181 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4185 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4196 void gain_exp_64(s32b amount, u32b amount_frac)
4198 if (p_ptr->is_dead) return;
4200 if (p_ptr->prace == RACE_ANDROID) return;
4202 /* Gain some experience */
4203 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4205 /* Slowly recover from experience drainage */
4206 if (p_ptr->exp < p_ptr->max_exp)
4208 /* Gain max experience (20%) (was 10%) */
4209 p_ptr->max_exp += amount / 5;
4212 /* Check Experience */
4220 void gain_exp(s32b amount)
4222 gain_exp_64(amount, 0L);
4226 void calc_android_exp(void)
4230 if (p_ptr->is_dead) return;
4232 if (p_ptr->prace != RACE_ANDROID) return;
4234 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4236 object_type *o_ptr = &inventory[i];
4238 object_type *q_ptr = &forge;
4240 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4242 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4243 if (!o_ptr->k_idx) continue;
4246 object_copy(q_ptr, o_ptr);
4247 q_ptr->discount = 0;
4248 q_ptr->curse_flags = 0L;
4250 if (object_is_fixed_artifact(o_ptr))
4252 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4253 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4255 else if (object_is_ego(o_ptr))
4257 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4259 else if (o_ptr->art_name)
4261 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4264 if (!object_is_weapon_ammo(o_ptr))
4267 if (total_flags < 15000) fake_level = 10;
4268 else if (total_flags < 35000) fake_level = 25;
4269 else fake_level = 40;
4274 if (total_flags < 20000) fake_level = 10;
4275 else if (total_flags < 45000) fake_level = 25;
4276 else fake_level = 40;
4279 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4282 value = object_value_real(q_ptr);
4284 if (value <= 0) continue;
4285 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4286 if (value > 5000000L) value = 5000000L;
4287 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4289 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4290 (o_ptr->tval == TV_DRAG_ARMOR) ||
4291 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4292 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4293 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4294 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4295 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4297 if (level > 65) level = 35 + (level - 65) / 5;
4298 else if (level > 35) level = 25 + (level - 35) / 3;
4299 else if (level > 15) level = 15 + (level - 15) / 2;
4300 exp = MIN(100000L, value) / 2 * level * level;
4301 if (value > 100000L)
4302 exp += (value - 100000L) / 8 * level * level;
4306 exp = MIN(100000L, value) * level;
4307 if (value > 100000L)
4308 exp += (value - 100000L) / 4 * level;
4310 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4311 else total_exp += exp / 16;
4312 if (i == INVEN_BODY) total_exp += exp / 32;
4314 p_ptr->exp = p_ptr->max_exp = total_exp;
4316 /* Check Experience */
4324 void lose_exp(s32b amount)
4326 if (p_ptr->prace == RACE_ANDROID) return;
4328 /* Never drop below zero experience */
4329 if (amount > p_ptr->exp) amount = p_ptr->exp;
4331 /* Lose some experience */
4332 p_ptr->exp -= amount;
4334 /* Check Experience */
4341 * If resisted to draining, return FALSE
4343 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4345 /* Androids and their mimics are never drained */
4346 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4348 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4350 /* Hold experience */
4351 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4355 /* Hold experience failed */
4356 if (p_ptr->hold_exp)
4358 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4363 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!"));
4371 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4373 bool notice = FALSE;
4374 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4376 if (p_ptr->is_dead) return FALSE;
4381 if (p_ptr->ult_res && !do_dec)
4383 if (p_ptr->ult_res > v) return FALSE;
4385 else if (!p_ptr->ult_res)
4387 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!"));
4397 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"));
4404 p_ptr->redraw |= (PR_STATUS);
4406 /* Nothing to notice */
4407 if (!notice) return (FALSE);
4409 if (disturb_state) disturb(FALSE, FALSE);
4410 p_ptr->update |= (PU_BONUS);
4415 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4417 bool notice = FALSE;
4418 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4420 if (p_ptr->is_dead) return FALSE;
4425 if (p_ptr->tim_res_nether && !do_dec)
4427 if (p_ptr->tim_res_nether > v) return FALSE;
4429 else if (!p_ptr->tim_res_nether)
4431 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4439 if (p_ptr->tim_res_nether)
4441 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"));
4447 p_ptr->tim_res_nether = v;
4448 p_ptr->redraw |= (PR_STATUS);
4450 /* Nothing to notice */
4451 if (!notice) return (FALSE);
4453 if (disturb_state) disturb(FALSE, FALSE);
4454 p_ptr->update |= (PU_BONUS);
4459 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4461 bool notice = FALSE;
4462 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4464 if (p_ptr->is_dead) return FALSE;
4469 if (p_ptr->tim_res_time && !do_dec)
4471 if (p_ptr->tim_res_time > v) return FALSE;
4473 else if (!p_ptr->tim_res_time)
4475 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!"));
4483 if (p_ptr->tim_res_time)
4485 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"));
4491 p_ptr->tim_res_time = v;
4492 p_ptr->redraw |= (PR_STATUS);
4494 /* Nothing to notice */
4495 if (!notice) return (FALSE);
4497 if (disturb_state) disturb(FALSE, FALSE);
4498 p_ptr->update |= (PU_BONUS);
4505 * Choose a warrior-mage elemental attack. -LM-
4507 bool choose_ele_attack(void)
4513 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4515 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."));
4520 num = (p_ptr->lev - 20) / 5;
4521 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4524 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4529 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4534 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4539 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4548 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4552 if ((choice == 'a') || (choice == 'A'))
4553 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4554 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4555 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4556 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4557 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4558 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4559 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4560 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4561 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4564 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4574 * Choose a elemental immune. -LM-
4576 bool choose_ele_immune(TIME_EFFECT immune_turn)
4581 c_prt(TERM_RED, _(" a) 火炎", " a) Immunity to fire"), 2, 14);
4582 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immunity to cold"), 3, 14);
4583 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immunity to acid"), 4, 14);
4584 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immunity to elec"), 5, 14);
4592 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immunity "), 1, 14);
4596 if ((choice == 'a') || (choice == 'A'))
4597 set_ele_immune(DEFENSE_FIRE, immune_turn);
4598 else if ((choice == 'b') || (choice == 'B'))
4599 set_ele_immune(DEFENSE_COLD, immune_turn);
4600 else if ((choice == 'c') || (choice == 'C'))
4601 set_ele_immune(DEFENSE_ACID, immune_turn);
4602 else if ((choice == 'd') || (choice == 'D'))
4603 set_ele_immune(DEFENSE_ELEC, immune_turn);
4606 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immunity."));