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"
23 * @brief プレイヤーの継続行動を設定する。
24 * @param typ 継続行動のID\n
25 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
28 void set_action(ACTION_IDX typ)
30 int prev_typ = p_ptr->action;
42 msg_print(_("探索をやめた。", "You no longer walk carefully."));
43 p_ptr->redraw |= (PR_SPEED);
53 msg_print(_("学習をやめた。", "You stop Learning"));
59 msg_print(_("構えをといた。", "You stop assuming the posture."));
60 p_ptr->special_defense &= ~(KAMAE_MASK);
65 msg_print(_("型を崩した。", "You stop assuming the posture."));
66 p_ptr->special_defense &= ~(KATA_MASK);
67 p_ptr->update |= (PU_MONSTERS);
68 p_ptr->redraw |= (PR_STATUS);
73 msg_print(_("歌うのをやめた。", "You stop singing."));
78 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
79 p_ptr->energy_use = 100;
84 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
92 /* If we are requested other action, stop singing */
93 if (prev_typ == ACTION_SING) stop_singing();
94 if (prev_typ == ACTION_SPELL) stop_hex_spell();
96 switch (p_ptr->action)
100 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
101 p_ptr->redraw |= (PR_SPEED);
106 msg_print(_("学習を始めた。", "You begin Learning"));
111 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
114 case ACTION_HAYAGAKE:
116 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
124 p_ptr->update |= (PU_BONUS);
125 p_ptr->redraw |= (PR_STATE);
129 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
132 void reset_tim_flags(void)
134 p_ptr->fast = 0; /* Timed -- Fast */
135 p_ptr->lightspeed = 0;
136 p_ptr->slow = 0; /* Timed -- Slow */
137 p_ptr->blind = 0; /* Timed -- Blindness */
138 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
139 p_ptr->confused = 0; /* Timed -- Confusion */
140 p_ptr->afraid = 0; /* Timed -- Fear */
141 p_ptr->image = 0; /* Timed -- Hallucination */
142 p_ptr->poisoned = 0; /* Timed -- Poisoned */
143 p_ptr->cut = 0; /* Timed -- Cut */
144 p_ptr->stun = 0; /* Timed -- Stun */
146 p_ptr->protevil = 0; /* Timed -- Protection */
147 p_ptr->invuln = 0; /* Timed -- Invulnerable */
149 p_ptr->hero = 0; /* Timed -- Heroism */
150 p_ptr->shero = 0; /* Timed -- Super Heroism */
151 p_ptr->shield = 0; /* Timed -- Shield Spell */
152 p_ptr->blessed = 0; /* Timed -- Blessed */
153 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
154 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
155 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
156 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
158 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
159 p_ptr->tim_levitation = 0;
160 p_ptr->tim_sh_touki = 0;
161 p_ptr->tim_sh_fire = 0;
162 p_ptr->tim_sh_holy = 0;
163 p_ptr->tim_eyeeye = 0;
165 p_ptr->resist_magic = 0;
168 p_ptr->tim_res_nether = 0;
169 p_ptr->tim_res_time = 0;
170 p_ptr->tim_mimic = 0;
171 p_ptr->mimic_form = 0;
172 p_ptr->tim_reflect = 0;
173 p_ptr->multishadow = 0;
175 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 concptr 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);
274 p_ptr->action = ACTION_NONE;
275 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
276 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
277 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
278 p_ptr->energy_need += ENERGY_NEED();
284 * @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
287 * @param do_dec 現在の継続時間より長い値のみ上書きする
288 * @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。
290 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
293 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
295 if (p_ptr->is_dead) return FALSE;
300 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
302 if (p_ptr->tim_mimic > v) return FALSE;
304 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
306 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
307 p_ptr->mimic_form = p;
315 if (p_ptr->tim_mimic)
317 msg_print(_("変身が解けた。", "You are no longer transformed."));
318 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
326 p_ptr->tim_mimic = v;
328 /* Nothing to notice */
329 if (!notice) return (FALSE);
331 if (disturb_state) disturb(FALSE, TRUE);
333 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
334 p_ptr->update |= (PU_BONUS | PU_HP);
341 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
343 * @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。
345 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
346 * memorize any terrain features which suddenly become "visible".\n
347 * Note that blindness is currently the only thing which can affect\n
348 * "player_can_see_bold()".\n
350 bool set_blind(TIME_EFFECT v)
353 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
355 if (p_ptr->is_dead) return FALSE;
362 if (p_ptr->prace == RACE_ANDROID)
364 msg_print(_("センサーをやられた!", "You are blind!"));
368 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
372 chg_virtue(V_ENLIGHTEN, -1);
381 if (p_ptr->prace == RACE_ANDROID)
383 msg_print(_("センサーが復旧した。", "You can see again."));
387 msg_print(_("やっと目が見えるようになった。", "You can see again."));
396 p_ptr->redraw |= (PR_STATUS);
398 /* Nothing to notice */
399 if (!notice) return (FALSE);
400 if (disturb_state) disturb(FALSE, FALSE);
402 /* Fully update the visuals */
403 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
404 p_ptr->redraw |= (PR_MAP);
405 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
412 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
414 * @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。
416 bool set_confused(TIME_EFFECT v)
419 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
421 if (p_ptr->is_dead) return FALSE;
426 if (!p_ptr->confused)
428 msg_print(_("あなたは混乱した!", "You are confused!"));
430 if (p_ptr->action == ACTION_LEARN)
432 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
435 p_ptr->redraw |= (PR_STATE);
436 p_ptr->action = ACTION_NONE;
438 if (p_ptr->action == ACTION_KAMAE)
440 msg_print(_("構えがとけた。", "Your posture gets loose."));
441 p_ptr->special_defense &= ~(KAMAE_MASK);
442 p_ptr->update |= (PU_BONUS);
443 p_ptr->redraw |= (PR_STATE);
444 p_ptr->action = ACTION_NONE;
446 else if (p_ptr->action == ACTION_KATA)
448 msg_print(_("型が崩れた。", "Your posture gets loose."));
449 p_ptr->special_defense &= ~(KATA_MASK);
450 p_ptr->update |= (PU_BONUS);
451 p_ptr->update |= (PU_MONSTERS);
452 p_ptr->redraw |= (PR_STATE);
453 p_ptr->redraw |= (PR_STATUS);
454 p_ptr->action = ACTION_NONE;
458 if (p_ptr->concent) reset_concentration(TRUE);
461 if (hex_spelling_any()) stop_hex_spell_all();
464 p_ptr->counter = FALSE;
465 chg_virtue(V_HARMONY, -1);
474 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
475 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
482 p_ptr->redraw |= (PR_STATUS);
484 /* Nothing to notice */
485 if (!notice) return (FALSE);
487 if (disturb_state) disturb(FALSE, FALSE);
494 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
496 * @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。
498 bool set_poisoned(TIME_EFFECT v)
501 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
503 if (p_ptr->is_dead) return FALSE;
508 if (!p_ptr->poisoned)
510 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
520 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
527 p_ptr->redraw |= (PR_STATUS);
529 /* Nothing to notice */
530 if (!notice) return (FALSE);
532 if (disturb_state) disturb(FALSE, FALSE);
539 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
541 * @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。
543 bool set_afraid(TIME_EFFECT v)
546 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
548 if (p_ptr->is_dead) return FALSE;
555 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
557 if (p_ptr->special_defense & KATA_MASK)
559 msg_print(_("型が崩れた。", "Your posture gets loose."));
560 p_ptr->special_defense &= ~(KATA_MASK);
561 p_ptr->update |= (PU_BONUS);
562 p_ptr->update |= (PU_MONSTERS);
563 p_ptr->redraw |= (PR_STATE);
564 p_ptr->redraw |= (PR_STATUS);
565 p_ptr->action = ACTION_NONE;
569 p_ptr->counter = FALSE;
570 chg_virtue(V_VALOUR, -1);
579 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
586 p_ptr->redraw |= (PR_STATUS);
588 /* Nothing to notice */
589 if (!notice) return (FALSE);
591 if (disturb_state) disturb(FALSE, FALSE);
597 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
599 * @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。
601 bool set_paralyzed(TIME_EFFECT v)
604 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
606 if (p_ptr->is_dead) return FALSE;
611 if (!p_ptr->paralyzed)
613 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
615 if (p_ptr->concent) reset_concentration(TRUE);
618 if (hex_spelling_any()) stop_hex_spell_all();
620 p_ptr->counter = FALSE;
628 if (p_ptr->paralyzed)
630 msg_print(_("やっと動けるようになった。", "You can move again."));
636 p_ptr->paralyzed = v;
637 p_ptr->redraw |= (PR_STATUS);
639 /* Nothing to notice */
640 if (!notice) return (FALSE);
642 if (disturb_state) disturb(FALSE, FALSE);
643 p_ptr->redraw |= (PR_STATE);
649 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
651 * @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。
652 * @details Note that we must redraw the map when hallucination changes.
654 bool set_image(TIME_EFFECT v)
657 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
659 if (p_ptr->is_dead) return FALSE;
660 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
666 set_tsuyoshi(0, TRUE);
669 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
672 if (p_ptr->concent) reset_concentration(TRUE);
674 p_ptr->counter = FALSE;
684 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."));
691 p_ptr->redraw |= (PR_STATUS);
693 /* Nothing to notice */
694 if (!notice) return (FALSE);
696 if (disturb_state) disturb(FALSE, TRUE);
698 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
699 p_ptr->update |= (PU_MONSTERS);
700 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
706 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
708 * @param do_dec 現在の継続時間より長い値のみ上書きする
709 * @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。
711 bool set_fast(TIME_EFFECT v, bool do_dec)
714 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
716 if (p_ptr->is_dead) return FALSE;
721 if (p_ptr->fast && !do_dec)
723 if (p_ptr->fast > v) return FALSE;
725 else if (!IS_FAST() && !p_ptr->lightspeed)
727 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
729 chg_virtue(V_PATIENCE, -1);
730 chg_virtue(V_DILIGENCE, 1);
737 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
739 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
747 /* Nothing to notice */
748 if (!notice) return (FALSE);
750 if (disturb_state) disturb(FALSE, FALSE);
751 p_ptr->update |= (PU_BONUS);
757 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
759 * @param do_dec 現在の継続時間より長い値のみ上書きする
760 * @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。
762 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
765 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
767 if (p_ptr->is_dead) return FALSE;
769 if (p_ptr->wild_mode) v = 0;
774 if (p_ptr->lightspeed && !do_dec)
776 if (p_ptr->lightspeed > v) return FALSE;
778 else if (!p_ptr->lightspeed)
780 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
782 chg_virtue(V_PATIENCE, -1);
783 chg_virtue(V_DILIGENCE, 1);
790 if (p_ptr->lightspeed)
792 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
798 p_ptr->lightspeed = v;
800 /* Nothing to notice */
801 if (!notice) return (FALSE);
803 if (disturb_state) disturb(FALSE, FALSE);
804 p_ptr->update |= (PU_BONUS);
810 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
812 * @param do_dec 現在の継続時間より長い値のみ上書きする
813 * @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。
815 bool set_slow(TIME_EFFECT v, bool do_dec)
818 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
820 if (p_ptr->is_dead) return FALSE;
825 if (p_ptr->slow && !do_dec)
827 if (p_ptr->slow > v) return FALSE;
829 else if (!p_ptr->slow)
831 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
841 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
849 /* Nothing to notice */
850 if (!notice) return (FALSE);
852 if (disturb_state) disturb(FALSE, FALSE);
853 p_ptr->update |= (PU_BONUS);
860 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
862 * @param do_dec 現在の継続時間より長い値のみ上書きする
863 * @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。
865 bool set_shield(TIME_EFFECT v, bool do_dec)
868 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
870 if (p_ptr->is_dead) return FALSE;
875 if (p_ptr->shield && !do_dec)
877 if (p_ptr->shield > v) return FALSE;
879 else if (!p_ptr->shield)
881 msg_print(_("肌が石になった。", "Your skin turns to stone."));
891 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
898 p_ptr->redraw |= (PR_STATUS);
900 /* Nothing to notice */
901 if (!notice) return (FALSE);
903 if (disturb_state) disturb(FALSE, FALSE);
904 p_ptr->update |= (PU_BONUS);
911 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
913 * @param do_dec 現在の継続時間より長い値のみ上書きする
914 * @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。
916 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
919 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
921 if (p_ptr->is_dead) return FALSE;
926 if (p_ptr->tsubureru && !do_dec)
928 if (p_ptr->tsubureru > v) return FALSE;
930 else if (!p_ptr->tsubureru)
932 msg_print(_("横に伸びた。", "Your body expands horizontally."));
940 if (p_ptr->tsubureru)
942 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
948 p_ptr->tsubureru = v;
949 p_ptr->redraw |= (PR_STATUS);
951 /* Nothing to notice */
952 if (!notice) return (FALSE);
954 if (disturb_state) disturb(FALSE, FALSE);
955 p_ptr->update |= (PU_BONUS);
962 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
964 * @param do_dec 現在の継続時間より長い値のみ上書きする
965 * @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。
967 bool set_magicdef(TIME_EFFECT v, bool do_dec)
970 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
972 if (p_ptr->is_dead) return FALSE;
977 if (p_ptr->magicdef && !do_dec)
979 if (p_ptr->magicdef > v) return FALSE;
981 else if (!p_ptr->magicdef)
983 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."));
993 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1000 p_ptr->redraw |= (PR_STATUS);
1002 /* Nothing to notice */
1003 if (!notice) return (FALSE);
1005 if (disturb_state) disturb(FALSE, FALSE);
1006 p_ptr->update |= (PU_BONUS);
1012 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1014 * @param do_dec 現在の継続時間より長い値のみ上書きする
1015 * @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。
1017 bool set_blessed(TIME_EFFECT v, bool do_dec)
1019 bool notice = FALSE;
1020 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1022 if (p_ptr->is_dead) return FALSE;
1027 if (p_ptr->blessed && !do_dec)
1029 if (p_ptr->blessed > v) return FALSE;
1031 else if (!IS_BLESSED())
1033 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1041 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1043 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1050 p_ptr->redraw |= (PR_STATUS);
1052 /* Nothing to notice */
1053 if (!notice) return (FALSE);
1055 if (disturb_state) disturb(FALSE, FALSE);
1056 p_ptr->update |= (PU_BONUS);
1063 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1065 * @param do_dec 現在の継続時間より長い値のみ上書きする
1066 * @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。
1068 bool set_hero(TIME_EFFECT v, bool do_dec)
1070 bool notice = FALSE;
1071 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1073 if (p_ptr->is_dead) return FALSE;
1078 if (p_ptr->hero && !do_dec)
1080 if (p_ptr->hero > v) return FALSE;
1082 else if (!IS_HERO())
1084 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1092 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1094 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1101 p_ptr->redraw |= (PR_STATUS);
1103 /* Nothing to notice */
1104 if (!notice) return (FALSE);
1106 if (disturb_state) disturb(FALSE, FALSE);
1107 p_ptr->update |= (PU_BONUS);
1109 /* Recalculate hitpoints */
1110 p_ptr->update |= (PU_HP);
1116 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1117 * @param v 継続時間/ 0ならば無条件にリセット
1118 * @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
1119 * @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。
1121 bool set_shero(TIME_EFFECT v, bool do_dec)
1123 bool notice = FALSE;
1124 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1126 if (p_ptr->is_dead) return FALSE;
1128 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1132 if (p_ptr->shero && !do_dec)
1134 if (p_ptr->shero > v) return FALSE;
1136 else if (!p_ptr->shero)
1138 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1148 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1155 p_ptr->redraw |= (PR_STATUS);
1157 /* Nothing to notice */
1158 if (!notice) return (FALSE);
1160 if (disturb_state) disturb(FALSE, FALSE);
1161 p_ptr->update |= (PU_BONUS);
1163 /* Recalculate hitpoints */
1164 p_ptr->update |= (PU_HP);
1170 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1172 * @param do_dec 現在の継続時間より長い値のみ上書きする
1173 * @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。
1175 bool set_protevil(TIME_EFFECT v, bool do_dec)
1177 bool notice = FALSE;
1178 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1180 if (p_ptr->is_dead) return FALSE;
1185 if (p_ptr->protevil && !do_dec)
1187 if (p_ptr->protevil > v) return FALSE;
1189 else if (!p_ptr->protevil)
1191 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!"));
1199 if (p_ptr->protevil)
1201 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."));
1207 p_ptr->protevil = v;
1208 p_ptr->redraw |= (PR_STATUS);
1210 /* Nothing to notice */
1211 if (!notice) return (FALSE);
1213 if (disturb_state) disturb(FALSE, FALSE);
1219 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1221 * @param do_dec 現在の継続時間より長い値のみ上書きする
1222 * @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。
1224 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1226 bool notice = FALSE;
1227 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1229 if (p_ptr->is_dead) return FALSE;
1234 if (p_ptr->wraith_form && !do_dec)
1236 if (p_ptr->wraith_form > v) return FALSE;
1238 else if (!p_ptr->wraith_form)
1240 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!"));
1242 chg_virtue(V_UNLIFE, 3);
1243 chg_virtue(V_HONOUR, -2);
1244 chg_virtue(V_SACRIFICE, -2);
1245 chg_virtue(V_VALOUR, -5);
1247 p_ptr->redraw |= (PR_MAP);
1248 p_ptr->update |= (PU_MONSTERS);
1250 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1257 if (p_ptr->wraith_form)
1259 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1262 p_ptr->redraw |= (PR_MAP);
1263 p_ptr->update |= (PU_MONSTERS);
1265 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1270 p_ptr->wraith_form = v;
1271 p_ptr->redraw |= (PR_STATUS);
1273 /* Nothing to notice */
1274 if (!notice) return (FALSE);
1276 if (disturb_state) disturb(FALSE, FALSE);
1277 p_ptr->update |= (PU_BONUS);
1284 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", 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_invuln(TIME_EFFECT v, bool do_dec)
1291 bool notice = FALSE;
1292 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1294 if (p_ptr->is_dead) return FALSE;
1299 if (p_ptr->invuln && !do_dec)
1301 if (p_ptr->invuln > v) return FALSE;
1303 else if (!IS_INVULN())
1305 msg_print(_("無敵だ!", "Invulnerability!"));
1308 chg_virtue(V_UNLIFE, -2);
1309 chg_virtue(V_HONOUR, -2);
1310 chg_virtue(V_SACRIFICE, -3);
1311 chg_virtue(V_VALOUR, -5);
1313 p_ptr->redraw |= (PR_MAP);
1314 p_ptr->update |= (PU_MONSTERS);
1316 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1323 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1325 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1328 p_ptr->redraw |= (PR_MAP);
1329 p_ptr->update |= (PU_MONSTERS);
1331 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1333 p_ptr->energy_need += ENERGY_NEED();
1339 p_ptr->redraw |= (PR_STATUS);
1341 /* Nothing to notice */
1342 if (!notice) return (FALSE);
1344 if (disturb_state) disturb(FALSE, FALSE);
1345 p_ptr->update |= (PU_BONUS);
1351 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1353 * @param do_dec 現在の継続時間より長い値のみ上書きする
1354 * @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。
1356 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1358 bool notice = FALSE;
1359 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1361 if (p_ptr->is_dead) return FALSE;
1366 if (p_ptr->tim_esp && !do_dec)
1368 if (p_ptr->tim_esp > v) return FALSE;
1370 else if (!IS_TIM_ESP())
1372 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1380 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1382 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1389 p_ptr->redraw |= (PR_STATUS);
1391 /* Nothing to notice */
1392 if (!notice) return (FALSE);
1394 if (disturb_state) disturb(FALSE, FALSE);
1395 p_ptr->update |= (PU_BONUS);
1396 p_ptr->update |= (PU_MONSTERS);
1402 * @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
1404 * @param do_dec 現在の継続時間より長い値のみ上書きする
1405 * @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。
1407 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1409 bool notice = FALSE;
1410 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1412 if (p_ptr->is_dead) return FALSE;
1417 if (p_ptr->tim_invis && !do_dec)
1419 if (p_ptr->tim_invis > v) return FALSE;
1421 else if (!p_ptr->tim_invis)
1423 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1431 if (p_ptr->tim_invis)
1433 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1439 p_ptr->tim_invis = v;
1440 p_ptr->redraw |= (PR_STATUS);
1442 /* Nothing to notice */
1443 if (!notice) return (FALSE);
1445 if (disturb_state) disturb(FALSE, FALSE);
1446 p_ptr->update |= (PU_BONUS);
1448 /* Update the monsters */
1449 p_ptr->update |= (PU_MONSTERS);
1455 * @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
1457 * @param do_dec 現在の継続時間より長い値のみ上書きする
1458 * @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。
1460 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1462 bool notice = FALSE;
1463 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1465 if (p_ptr->is_dead) return FALSE;
1470 if (p_ptr->tim_infra && !do_dec)
1472 if (p_ptr->tim_infra > v) return FALSE;
1474 else if (!p_ptr->tim_infra)
1476 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1484 if (p_ptr->tim_infra)
1486 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1492 p_ptr->tim_infra = v;
1493 p_ptr->redraw |= (PR_STATUS);
1495 /* Nothing to notice */
1496 if (!notice) return (FALSE);
1498 if (disturb_state) disturb(FALSE, FALSE);
1499 p_ptr->update |= (PU_BONUS);
1501 /* Update the monsters */
1502 p_ptr->update |= (PU_MONSTERS);
1508 * @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
1510 * @param do_dec 現在の継続時間より長い値のみ上書きする
1511 * @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。
1513 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1515 bool notice = FALSE;
1516 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1518 if (p_ptr->is_dead) return FALSE;
1523 if (p_ptr->tim_regen && !do_dec)
1525 if (p_ptr->tim_regen > v) return FALSE;
1527 else if (!p_ptr->tim_regen)
1529 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1537 if (p_ptr->tim_regen)
1539 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1545 p_ptr->tim_regen = v;
1546 p_ptr->redraw |= (PR_STATUS);
1548 /* Nothing to notice */
1549 if (!notice) return (FALSE);
1551 if (disturb_state) disturb(FALSE, FALSE);
1552 p_ptr->update |= (PU_BONUS);
1558 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1560 * @param do_dec 現在の継続時間より長い値のみ上書きする
1561 * @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。
1563 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1565 bool notice = FALSE;
1566 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1568 if (p_ptr->is_dead) return FALSE;
1573 if (p_ptr->tim_stealth && !do_dec)
1575 if (p_ptr->tim_stealth > v) return FALSE;
1577 else if (!IS_TIM_STEALTH())
1579 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1587 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1589 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1595 p_ptr->tim_stealth = v;
1596 p_ptr->redraw |= (PR_STATUS);
1598 /* Nothing to notice */
1599 if (!notice) return (FALSE);
1601 if (disturb_state) disturb(FALSE, FALSE);
1602 p_ptr->update |= (PU_BONUS);
1608 * @brief 超隠密状態をセットする
1609 * @param set TRUEならば超隠密状態になる。
1610 * @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。
1612 bool set_superstealth(bool set)
1614 bool notice = FALSE;
1616 if (p_ptr->is_dead) return FALSE;
1621 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1623 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1625 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."));
1626 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1630 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!"));
1631 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1637 p_ptr->special_defense |= NINJA_S_STEALTH;
1644 if (p_ptr->special_defense & NINJA_S_STEALTH)
1646 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."));
1650 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1654 /* Nothing to notice */
1655 if (!notice) return (FALSE);
1656 p_ptr->redraw |= (PR_STATUS);
1658 if (disturb_state) disturb(FALSE, FALSE);
1663 * @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
1665 * @param do_dec 現在の継続時間より長い値のみ上書きする
1666 * @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。
1668 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1670 bool notice = FALSE;
1671 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1673 if (p_ptr->is_dead) return FALSE;
1678 if (p_ptr->tim_levitation && !do_dec)
1680 if (p_ptr->tim_levitation > v) return FALSE;
1682 else if (!p_ptr->tim_levitation)
1684 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1692 if (p_ptr->tim_levitation)
1694 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1700 p_ptr->tim_levitation = v;
1701 p_ptr->redraw |= (PR_STATUS);
1703 /* Nothing to notice */
1704 if (!notice) return (FALSE);
1706 if (disturb_state) disturb(FALSE, FALSE);
1707 p_ptr->update |= (PU_BONUS);
1713 * @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
1715 * @param do_dec 現在の継続時間より長い値のみ上書きする
1716 * @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。
1718 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1720 bool notice = FALSE;
1721 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1723 if (p_ptr->is_dead) return FALSE;
1728 if (p_ptr->tim_sh_touki && !do_dec)
1730 if (p_ptr->tim_sh_touki > v) return FALSE;
1732 else if (!p_ptr->tim_sh_touki)
1734 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1742 if (p_ptr->tim_sh_touki)
1744 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1750 p_ptr->tim_sh_touki = v;
1751 p_ptr->redraw |= (PR_STATUS);
1753 /* Nothing to notice */
1754 if (!notice) return (FALSE);
1756 if (disturb_state) disturb(FALSE, FALSE);
1762 * @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
1764 * @param do_dec 現在の継続時間より長い値のみ上書きする
1765 * @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。
1767 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1769 bool notice = FALSE;
1770 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1772 if (p_ptr->is_dead) return FALSE;
1777 if (p_ptr->tim_sh_fire && !do_dec)
1779 if (p_ptr->tim_sh_fire > v) return FALSE;
1781 else if (!p_ptr->tim_sh_fire)
1783 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1791 if (p_ptr->tim_sh_fire)
1793 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1799 p_ptr->tim_sh_fire = v;
1800 p_ptr->redraw |= (PR_STATUS);
1802 /* Nothing to notice */
1803 if (!notice) return (FALSE);
1805 if (disturb_state) disturb(FALSE, FALSE);
1806 p_ptr->update |= (PU_BONUS);
1812 * @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
1814 * @param do_dec 現在の継続時間より長い値のみ上書きする
1815 * @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。
1817 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1819 bool notice = FALSE;
1820 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1822 if (p_ptr->is_dead) return FALSE;
1827 if (p_ptr->tim_sh_holy && !do_dec)
1829 if (p_ptr->tim_sh_holy > v) return FALSE;
1831 else if (!p_ptr->tim_sh_holy)
1833 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1841 if (p_ptr->tim_sh_holy)
1843 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1849 p_ptr->tim_sh_holy = v;
1850 p_ptr->redraw |= (PR_STATUS);
1852 /* Nothing to notice */
1853 if (!notice) return (FALSE);
1855 if (disturb_state) disturb(FALSE, FALSE);
1856 p_ptr->update |= (PU_BONUS);
1862 * @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
1864 * @param do_dec 現在の継続時間より長い値のみ上書きする
1865 * @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。
1867 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1869 bool notice = FALSE;
1870 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1872 if (p_ptr->is_dead) return FALSE;
1877 if (p_ptr->tim_eyeeye && !do_dec)
1879 if (p_ptr->tim_eyeeye > v) return FALSE;
1881 else if (!p_ptr->tim_eyeeye)
1883 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1891 if (p_ptr->tim_eyeeye)
1893 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."));
1899 p_ptr->tim_eyeeye = v;
1900 p_ptr->redraw |= (PR_STATUS);
1902 /* Nothing to notice */
1903 if (!notice) return (FALSE);
1905 if (disturb_state) disturb(FALSE, FALSE);
1906 p_ptr->update |= (PU_BONUS);
1913 * @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
1915 * @param do_dec 現在の継続時間より長い値のみ上書きする
1916 * @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。
1918 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1920 bool notice = FALSE;
1921 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1923 if (p_ptr->is_dead) return FALSE;
1928 if (p_ptr->resist_magic && !do_dec)
1930 if (p_ptr->resist_magic > v) return FALSE;
1932 else if (!p_ptr->resist_magic)
1934 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1942 if (p_ptr->resist_magic)
1944 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1950 p_ptr->resist_magic = v;
1951 p_ptr->redraw |= (PR_STATUS);
1953 /* Nothing to notice */
1954 if (!notice) return (FALSE);
1956 if (disturb_state) disturb(FALSE, FALSE);
1957 p_ptr->update |= (PU_BONUS);
1963 * @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
1965 * @param do_dec 現在の継続時間より長い値のみ上書きする
1966 * @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。
1968 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1970 bool notice = FALSE;
1971 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1973 if (p_ptr->is_dead) return FALSE;
1978 if (p_ptr->tim_reflect && !do_dec)
1980 if (p_ptr->tim_reflect > v) return FALSE;
1982 else if (!p_ptr->tim_reflect)
1984 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
1992 if (p_ptr->tim_reflect)
1994 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2000 p_ptr->tim_reflect = v;
2001 p_ptr->redraw |= (PR_STATUS);
2003 /* Nothing to notice */
2004 if (!notice) return (FALSE);
2006 if (disturb_state) disturb(FALSE, FALSE);
2007 p_ptr->update |= (PU_BONUS);
2014 * Set "p_ptr->multishadow", notice observable changes
2016 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2018 bool notice = FALSE;
2019 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2021 if (p_ptr->is_dead) return FALSE;
2026 if (p_ptr->multishadow && !do_dec)
2028 if (p_ptr->multishadow > v) return FALSE;
2030 else if (!p_ptr->multishadow)
2032 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2040 if (p_ptr->multishadow)
2042 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2048 p_ptr->multishadow = v;
2049 p_ptr->redraw |= (PR_STATUS);
2051 /* Nothing to notice */
2052 if (!notice) return (FALSE);
2054 if (disturb_state) disturb(FALSE, FALSE);
2055 p_ptr->update |= (PU_BONUS);
2061 * @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
2063 * @param do_dec 現在の継続時間より長い値のみ上書きする
2064 * @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。
2066 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2068 bool notice = FALSE;
2069 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2071 if (p_ptr->is_dead) return FALSE;
2076 if (p_ptr->dustrobe && !do_dec)
2078 if (p_ptr->dustrobe > v) return FALSE;
2080 else if (!p_ptr->dustrobe)
2082 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2090 if (p_ptr->dustrobe)
2092 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2098 p_ptr->dustrobe = v;
2099 p_ptr->redraw |= (PR_STATUS);
2101 /* Nothing to notice */
2102 if (!notice) return (FALSE);
2104 if (disturb_state) disturb(FALSE, FALSE);
2105 p_ptr->update |= (PU_BONUS);
2111 * @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
2113 * @param do_dec 現在の継続時間より長い値のみ上書きする
2114 * @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。
2116 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2118 bool notice = FALSE;
2119 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2121 if (p_ptr->is_dead) return FALSE;
2126 if (p_ptr->kabenuke && !do_dec)
2128 if (p_ptr->kabenuke > v) return FALSE;
2130 else if (!p_ptr->kabenuke)
2132 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2140 if (p_ptr->kabenuke)
2142 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2148 p_ptr->kabenuke = v;
2149 p_ptr->redraw |= (PR_STATUS);
2151 /* Nothing to notice */
2152 if (!notice) return (FALSE);
2154 if (disturb_state) disturb(FALSE, FALSE);
2155 p_ptr->update |= (PU_BONUS);
2161 * @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
2163 * @param do_dec 現在の継続時間より長い値のみ上書きする
2164 * @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。
2166 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2168 bool notice = FALSE;
2169 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2171 if (p_ptr->is_dead) return FALSE;
2176 if (p_ptr->tsuyoshi && !do_dec)
2178 if (p_ptr->tsuyoshi > v) return FALSE;
2180 else if (!p_ptr->tsuyoshi)
2182 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2184 chg_virtue(V_VITALITY, 2);
2191 if (p_ptr->tsuyoshi)
2193 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2195 (void)dec_stat(A_CON, 20, TRUE);
2196 (void)dec_stat(A_STR, 20, TRUE);
2199 chg_virtue(V_VITALITY, -3);
2204 p_ptr->tsuyoshi = v;
2205 p_ptr->redraw |= (PR_STATUS);
2207 /* Nothing to notice */
2208 if (!notice) return (FALSE);
2210 if (disturb_state) disturb(FALSE, FALSE);
2211 p_ptr->update |= (PU_BONUS);
2213 /* Recalculate hitpoints */
2214 p_ptr->update |= (PU_HP);
2220 * @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-
2221 * @param attack_type スレイのタイプID
2223 * @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。
2225 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2227 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2229 /* Clear all elemental attacks (only one is allowed at a time). */
2230 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2232 p_ptr->special_attack &= ~(ATTACK_ACID);
2233 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2235 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2237 p_ptr->special_attack &= ~(ATTACK_ELEC);
2238 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2240 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2242 p_ptr->special_attack &= ~(ATTACK_FIRE);
2243 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2245 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2247 p_ptr->special_attack &= ~(ATTACK_COLD);
2248 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2250 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2252 p_ptr->special_attack &= ~(ATTACK_POIS);
2253 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2256 if ((v) && (attack_type))
2258 /* Set attack type. */
2259 p_ptr->special_attack |= (attack_type);
2262 p_ptr->ele_attack = v;
2265 msg_format("%sで攻撃できるようになった!",
2266 ((attack_type == ATTACK_ACID) ? "酸" :
2267 ((attack_type == ATTACK_ELEC) ? "電撃" :
2268 ((attack_type == ATTACK_FIRE) ? "火炎" :
2269 ((attack_type == ATTACK_COLD) ? "冷気" :
2270 ((attack_type == ATTACK_POIS) ? "毒" :
2273 msg_format("For a while, the blows you deal will %s",
2274 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2275 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2276 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2277 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2278 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2279 "do nothing special."))))));
2283 if (disturb_state) disturb(FALSE, FALSE);
2284 p_ptr->redraw |= (PR_STATUS);
2286 p_ptr->update |= (PU_BONUS);
2293 * @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-
2294 * @param immune_type 免疫のタイプID
2296 * @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。
2298 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2300 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2302 /* Clear all elemental attacks (only one is allowed at a time). */
2303 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2305 p_ptr->special_defense &= ~(DEFENSE_ACID);
2306 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."));
2308 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2310 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2311 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."));
2313 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2315 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2316 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."));
2318 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2320 p_ptr->special_defense &= ~(DEFENSE_COLD);
2321 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."));
2323 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2325 p_ptr->special_defense &= ~(DEFENSE_POIS);
2326 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."));
2329 if ((v) && (immune_type))
2331 /* Set attack type. */
2332 p_ptr->special_defense |= (immune_type);
2335 p_ptr->ele_immune = v;
2337 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2338 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2339 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2340 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2341 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2342 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2343 _("(なし)", "do nothing special.")))))));
2346 if (disturb_state) disturb(FALSE, FALSE);
2347 p_ptr->redraw |= (PR_STATUS);
2348 p_ptr->update |= (PU_BONUS);
2355 * @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
2357 * @param do_dec 現在の継続時間より長い値のみ上書きする
2358 * @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。
2360 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2362 bool notice = FALSE;
2363 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2365 if (p_ptr->is_dead) return FALSE;
2370 if (p_ptr->oppose_acid && !do_dec)
2372 if (p_ptr->oppose_acid > v) return FALSE;
2374 else if (!IS_OPPOSE_ACID())
2376 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2384 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2386 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2392 p_ptr->oppose_acid = v;
2394 /* Nothing to notice */
2395 if (!notice) return (FALSE);
2396 p_ptr->redraw |= (PR_STATUS);
2398 if (disturb_state) disturb(FALSE, FALSE);
2404 * @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
2406 * @param do_dec 現在の継続時間より長い値のみ上書きする
2407 * @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。
2409 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2411 bool notice = FALSE;
2412 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2414 if (p_ptr->is_dead) return FALSE;
2419 if (p_ptr->oppose_elec && !do_dec)
2421 if (p_ptr->oppose_elec > v) return FALSE;
2423 else if (!IS_OPPOSE_ELEC())
2425 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2433 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2435 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2441 p_ptr->oppose_elec = v;
2443 /* Nothing to notice */
2444 if (!notice) return (FALSE);
2445 p_ptr->redraw |= (PR_STATUS);
2447 if (disturb_state) disturb(FALSE, FALSE);
2453 * @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
2455 * @param do_dec 現在の継続時間より長い値のみ上書きする
2456 * @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。
2458 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2460 bool notice = FALSE;
2461 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2463 if (p_ptr->is_dead) return FALSE;
2465 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2469 if (p_ptr->oppose_fire && !do_dec)
2471 if (p_ptr->oppose_fire > v) return FALSE;
2473 else if (!IS_OPPOSE_FIRE())
2475 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2483 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2485 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2491 p_ptr->oppose_fire = v;
2493 /* Nothing to notice */
2494 if (!notice) return (FALSE);
2495 p_ptr->redraw |= (PR_STATUS);
2497 if (disturb_state) disturb(FALSE, FALSE);
2503 * @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
2505 * @param do_dec 現在の継続時間より長い値のみ上書きする
2506 * @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。
2508 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2510 bool notice = FALSE;
2511 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2513 if (p_ptr->is_dead) return FALSE;
2518 if (p_ptr->oppose_cold && !do_dec)
2520 if (p_ptr->oppose_cold > v) return FALSE;
2522 else if (!IS_OPPOSE_COLD())
2524 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2532 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2534 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2540 p_ptr->oppose_cold = v;
2542 /* Nothing to notice */
2543 if (!notice) return (FALSE);
2544 p_ptr->redraw |= (PR_STATUS);
2546 if (disturb_state) disturb(FALSE, FALSE);
2552 * @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
2554 * @param do_dec 現在の継続時間より長い値のみ上書きする
2555 * @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。
2557 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2559 bool notice = FALSE;
2560 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2562 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2563 if (p_ptr->is_dead) return FALSE;
2568 if (p_ptr->oppose_pois && !do_dec)
2570 if (p_ptr->oppose_pois > v) return FALSE;
2572 else if (!IS_OPPOSE_POIS())
2574 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2582 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2584 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2590 p_ptr->oppose_pois = v;
2592 /* Nothing to notice */
2593 if (!notice) return (FALSE);
2594 p_ptr->redraw |= (PR_STATUS);
2596 if (disturb_state) disturb(FALSE, FALSE);
2602 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2604 * @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。
2606 * Note the special code to only notice "range" changes.
2608 bool set_stun(TIME_EFFECT v)
2610 int old_aux, new_aux;
2611 bool notice = FALSE;
2612 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2614 if (p_ptr->is_dead) return FALSE;
2615 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2618 if (p_ptr->stun > 100)
2624 else if (p_ptr->stun > 50)
2630 else if (p_ptr->stun > 0)
2666 if (new_aux > old_aux)
2668 /* Describe the state */
2672 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2675 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;
2678 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;
2681 if (randint1(1000) < v || one_in_(16))
2683 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2687 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2688 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2690 else if (one_in_(2))
2692 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2696 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2699 if (p_ptr->special_defense & KATA_MASK)
2701 msg_print(_("型が崩れた。", "Your posture gets loose."));
2702 p_ptr->special_defense &= ~(KATA_MASK);
2703 p_ptr->update |= (PU_BONUS);
2704 p_ptr->update |= (PU_MONSTERS);
2705 p_ptr->redraw |= (PR_STATE);
2706 p_ptr->redraw |= (PR_STATUS);
2707 p_ptr->action = ACTION_NONE;
2711 if (p_ptr->concent) reset_concentration(TRUE);
2714 if (hex_spelling_any()) stop_hex_spell_all();
2720 else if (new_aux < old_aux)
2722 /* Describe the state */
2727 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2729 if (disturb_state) disturb(FALSE, FALSE);
2740 if (!notice) return (FALSE);
2742 if (disturb_state) disturb(FALSE, FALSE);
2743 p_ptr->update |= (PU_BONUS);
2745 /* Redraw the "stun" */
2746 p_ptr->redraw |= (PR_STUN);
2753 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2755 * @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。
2757 * Note the special code to only notice "range" changes.
2759 bool set_cut(TIME_EFFECT v)
2761 int old_aux, new_aux;
2762 bool notice = FALSE;
2763 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2765 if (p_ptr->is_dead) return FALSE;
2767 if ((p_ptr->prace == RACE_GOLEM ||
2768 p_ptr->prace == RACE_SKELETON ||
2769 p_ptr->prace == RACE_SPECTRE ||
2770 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2775 if (p_ptr->cut > 1000)
2781 else if (p_ptr->cut > 200)
2787 else if (p_ptr->cut > 100)
2793 else if (p_ptr->cut > 50)
2799 else if (p_ptr->cut > 25)
2805 else if (p_ptr->cut > 10)
2811 else if (p_ptr->cut > 0)
2871 if (new_aux > old_aux)
2873 /* Describe the state */
2877 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2880 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2883 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2886 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2889 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2892 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;
2895 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;
2900 if (randint1(1000) < v || one_in_(16))
2902 if (!p_ptr->sustain_chr)
2904 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2911 else if (new_aux < old_aux)
2913 /* Describe the state */
2918 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");
2920 if (disturb_state) disturb(FALSE, FALSE);
2931 if (!notice) return (FALSE);
2933 if (disturb_state) disturb(FALSE, FALSE);
2934 p_ptr->update |= (PU_BONUS);
2936 /* Redraw the "cut" */
2937 p_ptr->redraw |= (PR_CUT);
2943 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2945 * @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。
2947 * Set "", notice observable changes\n
2949 * The "p_ptr->food" variable can get as large as 20000, allowing the
2950 * addition of the most "filling" item, Elvish Waybread, which adds
2951 * 7500 food units, without overflowing the 32767 maximum limit.\n
2953 * Perhaps we should disturb the player with various messages,
2954 * especially messages about hunger status changes. \n
2956 * Digestion of food is handled in "dungeon.c", in which, normally,
2957 * the player digests about 20 food units per 100 game turns, more
2958 * when "fast", more when "regenerating", less with "slow digestion",
2959 * but when the player is "gorged", he digests 100 food units per 10
2960 * game turns, or a full 1000 food units per 100 game turns.\n
2962 * Note that the player's speed is reduced by 10 units while gorged,
2963 * so if the player eats a single food ration (5000 food units) when
2964 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2965 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2966 * affecting the player speed).\n
2968 bool set_food(TIME_EFFECT v)
2970 int old_aux, new_aux;
2972 bool notice = FALSE;
2973 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2975 /* Fainting / Starving */
2976 if (p_ptr->food < PY_FOOD_FAINT)
2982 else if (p_ptr->food < PY_FOOD_WEAK)
2988 else if (p_ptr->food < PY_FOOD_ALERT)
2994 else if (p_ptr->food < PY_FOOD_FULL)
3000 else if (p_ptr->food < PY_FOOD_MAX)
3011 /* Fainting / Starving */
3012 if (v < PY_FOOD_FAINT)
3018 else if (v < PY_FOOD_WEAK)
3024 else if (v < PY_FOOD_ALERT)
3030 else if (v < PY_FOOD_FULL)
3036 else if (v < PY_FOOD_MAX)
3047 if (old_aux < 1 && new_aux > 0)
3048 chg_virtue(V_PATIENCE, 2);
3049 else if (old_aux < 3 && (old_aux != new_aux))
3050 chg_virtue(V_PATIENCE, 1);
3052 chg_virtue(V_TEMPERANCE, 1);
3054 chg_virtue(V_TEMPERANCE, -1);
3057 if (new_aux > old_aux)
3059 /* Describe the state */
3063 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3066 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3069 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3072 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3076 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3077 chg_virtue(V_HARMONY, -1);
3078 chg_virtue(V_PATIENCE, -1);
3079 chg_virtue(V_TEMPERANCE, -2);
3089 else if (new_aux < old_aux)
3091 /* Describe the state */
3094 /* Fainting / Starving */
3095 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;
3098 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3101 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3104 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3107 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3110 if (p_ptr->wild_mode && (new_aux < 2))
3122 /* Nothing to notice */
3123 if (!notice) return (FALSE);
3125 if (disturb_state) disturb(FALSE, FALSE);
3126 p_ptr->update |= (PU_BONUS);
3129 p_ptr->redraw |= (PR_HUNGER);
3135 * @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-
3136 * @param stat 上昇させるステータスID
3137 * @return 実際に上昇した場合TRUEを返す。
3139 * Note that this function (used by stat potions) now restores\n
3140 * the stat BEFORE increasing it.\n
3142 bool inc_stat(int stat)
3144 BASE_STATUS value, gain;
3146 /* Then augment the current/max stat */
3147 value = p_ptr->stat_cur[stat];
3149 /* Cannot go above 18/100 */
3150 if (value < p_ptr->stat_max_max[stat])
3152 /* Gain one (sometimes two) points */
3155 gain = ((randint0(100) < 75) ? 1 : 2);
3159 /* Gain 1/6 to 1/3 of distance to 18/100 */
3160 else if (value < (p_ptr->stat_max_max[stat]-2))
3162 /* Approximate gain value */
3163 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3166 if (gain < 1) gain = 1;
3168 /* Apply the bonus */
3169 value += randint1(gain) + gain / 2;
3172 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3175 /* Gain one point at a time */
3181 /* Save the new value */
3182 p_ptr->stat_cur[stat] = value;
3184 /* Bring up the maximum too */
3185 if (value > p_ptr->stat_max[stat])
3187 p_ptr->stat_max[stat] = value;
3189 p_ptr->update |= (PU_BONUS);
3195 /* Nothing to gain */
3200 * @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.
3201 * @param stat 減少させるステータスID
3202 * @param amount 減少させる基本量
3203 * @param permanent TRUEならば現在の最大値を減少させる
3204 * @return 実際に減少した場合TRUEを返す。
3207 * Amount could be a little higher in extreme cases to mangle very high\n
3208 * stats from massive assaults. -CWS\n
3210 * Note that "permanent" means that the *given* amount is permanent,\n
3211 * not that the new value becomes permanent. This may not work exactly\n
3212 * as expected, due to "weirdness" in the algorithm, but in general,\n
3213 * if your stat is already drained, the "max" value will not drop all\n
3214 * the way down to the "cur" value.\n
3216 bool dec_stat(int stat, int amount, int permanent)
3218 BASE_STATUS cur, max;
3223 /* Acquire current value */
3224 cur = p_ptr->stat_cur[stat];
3225 max = p_ptr->stat_max[stat];
3227 /* Note when the values are identical */
3228 same = (cur == max);
3230 /* Damage "current" value */
3233 /* Handle "low" values */
3236 if (amount > 90) cur--;
3237 if (amount > 50) cur--;
3238 if (amount > 20) cur--;
3242 /* Handle "high" values */
3245 /* Hack -- Decrement by a random amount between one-quarter */
3246 /* and one-half of the stat bonus times the percentage, with a */
3247 /* minimum damage of half the percentage. -CWS */
3248 loss = (((cur-18) / 2 + 1) / 2 + 1);
3251 if (loss < 1) loss = 1;
3253 /* Randomize the loss */
3254 loss = ((randint1(loss) + loss) * amount) / 100;
3257 if (loss < amount/2) loss = amount/2;
3259 /* Lose some points */
3262 /* Hack -- Only reduce stat to 17 sometimes */
3263 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3266 /* Prevent illegal values */
3267 if (cur < 3) cur = 3;
3269 /* Something happened */
3270 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3273 /* Damage "max" value */
3274 if (permanent && (max > 3))
3276 chg_virtue(V_SACRIFICE, 1);
3277 if (stat == A_WIS || stat == A_INT)
3278 chg_virtue(V_ENLIGHTEN, -2);
3280 /* Handle "low" values */
3283 if (amount > 90) max--;
3284 if (amount > 50) max--;
3285 if (amount > 20) max--;
3289 /* Handle "high" values */
3292 /* Hack -- Decrement by a random amount between one-quarter */
3293 /* and one-half of the stat bonus times the percentage, with a */
3294 /* minimum damage of half the percentage. -CWS */
3295 loss = (((max-18) / 2 + 1) / 2 + 1);
3296 loss = ((randint1(loss) + loss) * amount) / 100;
3297 if (loss < amount/2) loss = amount/2;
3299 /* Lose some points */
3302 /* Hack -- Only reduce stat to 17 sometimes */
3303 if (max < 18) max = (amount <= 20) ? 18 : 17;
3306 /* Hack -- keep it clean */
3307 if (same || (max < cur)) max = cur;
3309 /* Something happened */
3310 if (max != p_ptr->stat_max[stat]) res = TRUE;
3316 /* Actually set the stat to its new value. */
3317 p_ptr->stat_cur[stat] = cur;
3318 p_ptr->stat_max[stat] = max;
3320 p_ptr->redraw |= (PR_STATS);
3321 p_ptr->update |= (PU_BONUS);
3329 * @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.
3330 * @param stat 回復ステータスID
3331 * @return 実際に回復した場合TRUEを返す。
3333 bool res_stat(int stat)
3335 /* Restore if needed */
3336 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3338 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3339 p_ptr->update |= (PU_BONUS);
3340 p_ptr->redraw |= (PR_STATS);
3346 /* Nothing to restore */
3352 * Increase players hit points, notice effects
3354 bool hp_player(int num)
3357 vir = virtue_number(V_VITALITY);
3359 if(num <= 0) return (FALSE);
3363 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3365 /* Healing needed */
3366 if (p_ptr->chp < p_ptr->mhp)
3368 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3369 chg_virtue(V_TEMPERANCE, 1);
3370 /* Gain hitpoints */
3373 /* Enforce maximum */
3374 if (p_ptr->chp >= p_ptr->mhp)
3376 p_ptr->chp = p_ptr->mhp;
3377 p_ptr->chp_frac = 0;
3380 p_ptr->redraw |= (PR_HP);
3382 p_ptr->window |= (PW_PLAYER);
3387 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3393 msg_print(_("気分が良くなった。", "You feel better."));
3399 msg_print(_("とても気分が良くなった。", "You feel much better."));
3405 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3417 * Array of stat "descriptions"
3419 static concptr desc_stat_pos[] =
3424 _("器用に", "dextrous"),
3425 _("健康に", "healthy"),
3431 * Array of stat "descriptions"
3433 static concptr desc_stat_neg[] =
3438 _("不器用に", "clumsy"),
3439 _("不健康に", "sickly"),
3447 bool do_dec_stat(int stat)
3451 /* Access the "sustain" */
3454 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3455 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3456 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3457 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3458 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3459 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3463 if (sust && (!ironman_nightmare || randint0(13)))
3465 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."),
3466 desc_stat_neg[stat]);
3472 /* Attempt to reduce the stat */
3473 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3475 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3481 /* Nothing obvious */
3487 * Restore lost "points" in a stat
3489 bool do_res_stat(int stat)
3491 /* Attempt to increase */
3494 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3499 /* Nothing obvious */
3505 * Gain a "point" in a stat
3507 bool do_inc_stat(int stat)
3511 /* Restore strength */
3512 res = res_stat(stat);
3514 /* Attempt to increase */
3519 chg_virtue(V_ENLIGHTEN, 1);
3520 chg_virtue(V_FAITH, 1);
3522 else if (stat == A_INT)
3524 chg_virtue(V_KNOWLEDGE, 1);
3525 chg_virtue(V_ENLIGHTEN, 1);
3527 else if (stat == A_CON)
3528 chg_virtue(V_VITALITY, 1);
3530 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3535 /* Restoration worked */
3538 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3543 /* Nothing obvious */
3549 * Restores any drained experience
3551 bool restore_level(void)
3553 /* Restore experience */
3554 if (p_ptr->exp < p_ptr->max_exp)
3556 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3558 /* Restore the experience */
3559 p_ptr->exp = p_ptr->max_exp;
3561 /* Check the experience */
3575 bool lose_all_info(void)
3579 chg_virtue(V_KNOWLEDGE, -5);
3580 chg_virtue(V_ENLIGHTEN, -5);
3582 /* Forget info about objects */
3583 for (i = 0; i < INVEN_TOTAL; i++)
3585 object_type *o_ptr = &inventory[i];
3587 /* Skip non-objects */
3588 if (!o_ptr->k_idx) continue;
3590 /* Allow "protection" by the MENTAL flag */
3591 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3593 /* Remove "default inscriptions" */
3594 o_ptr->feeling = FEEL_NONE;
3596 /* Hack -- Clear the "empty" flag */
3597 o_ptr->ident &= ~(IDENT_EMPTY);
3599 /* Hack -- Clear the "known" flag */
3600 o_ptr->ident &= ~(IDENT_KNOWN);
3602 /* Hack -- Clear the "felt" flag */
3603 o_ptr->ident &= ~(IDENT_SENSE);
3605 p_ptr->update |= (PU_BONUS);
3606 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3608 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3610 /* Mega-Hack -- Forget the map */
3618 void do_poly_wounds(void)
3620 /* Changed to always provide at least _some_ healing */
3621 s16b wounds = p_ptr->cut;
3622 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3623 s16b change = damroll(p_ptr->lev, 5);
3624 bool Nasty_effect = one_in_(5);
3626 if (!(wounds || hit_p || Nasty_effect)) return;
3628 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3632 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3633 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3638 set_cut(p_ptr->cut - (change / 2));
3644 * Change player race
3646 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3648 concptr title = race_info[new_race].title;
3649 int old_race = p_ptr->prace;
3652 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3654 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3657 chg_virtue(V_CHANCE, 2);
3659 if (p_ptr->prace < 32)
3661 p_ptr->old_race1 |= 1L << p_ptr->prace;
3665 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3667 p_ptr->prace = new_race;
3668 rp_ptr = &race_info[p_ptr->prace];
3670 /* Experience factor */
3671 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3674 * The speed bonus of Klackons and Sprites are disabled
3675 * and the experience penalty is decreased.
3677 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)))
3678 p_ptr->expfact -= 15;
3680 /* Get character's height and weight */
3681 get_height_weight();
3684 if (p_ptr->pclass == CLASS_SORCERER)
3685 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3687 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3689 do_cmd_rerate(FALSE);
3691 /* The experience level may be modified */
3694 p_ptr->redraw |= (PR_BASIC);
3696 p_ptr->update |= (PU_BONUS);
3700 /* Load an autopick preference file */
3701 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3703 /* Player's graphic tile may change */
3704 lite_spot(p_ptr->y, p_ptr->x);
3708 void do_poly_self(void)
3710 int power = p_ptr->lev;
3712 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3713 chg_virtue(V_CHANCE, 1);
3715 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3717 char effect_msg[80] = "";
3718 CHARACTER_IDX new_race;
3720 /* Some form of racial polymorph... */
3723 if ((power > randint0(5)) && one_in_(4))
3728 if (p_ptr->psex == SEX_MALE)
3730 p_ptr->psex = SEX_FEMALE;
3731 sp_ptr = &sex_info[p_ptr->psex];
3732 sprintf(effect_msg, _("女性の", "female "));
3736 p_ptr->psex = SEX_MALE;
3737 sp_ptr = &sex_info[p_ptr->psex];
3738 sprintf(effect_msg, _("男性の", "male "));
3742 if ((power > randint0(30)) && one_in_(5))
3746 /* Harmful deformity */
3753 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3759 /* Deformities are discriminated against! */
3760 (void)dec_stat(A_CHR, randint1(6), TRUE);
3765 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3766 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3770 sprintf(effect_msg,_("奇形の", "deformed "));
3774 while ((power > randint0(20)) && one_in_(10))
3776 /* Polymorph into a less mutated form */
3779 if (!lose_mutation(0))
3780 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3785 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3787 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3789 change_race(new_race, effect_msg);
3792 if ((power > randint0(30)) && one_in_(6))
3798 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");
3802 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3807 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!"));
3808 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3814 if ((power > randint0(20)) && one_in_(4))
3819 do_cmd_rerate(FALSE);
3822 while ((power > randint0(15)) && one_in_(3))
3825 (void)gain_random_mutation(0);
3828 if (power > randint0(5))
3834 /* Note: earlier deductions may have left power < 0 already. */
3844 * Decreases players hit points and sets death flag if necessary
3846 * Invulnerability needs to be changed into a "shield"
3848 * Hack -- this function allows the user to save (or quit)
3849 * the game when he dies, since the "You die." message is shown before
3850 * setting the player to "dead".
3853 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3855 int old_chp = p_ptr->chp;
3857 char death_message[1024];
3860 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3863 if (p_ptr->is_dead) return 0;
3865 if (p_ptr->sutemi) damage *= 2;
3866 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3868 if (easy_band) damage = (damage+1)/2;
3870 if (damage_type != DAMAGE_USELIFE)
3872 disturb(TRUE, TRUE);
3879 if (monspell >= 0) learn_spell(monspell);
3881 /* Mega-Hack -- Apply "invulnerability" */
3882 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3884 if (IS_INVULN() && (damage < 9000))
3886 if (damage_type == DAMAGE_FORCE)
3888 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3890 else if (one_in_(PENETRATE_INVULNERABILITY))
3892 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3900 if (CHECK_MULTISHADOW())
3902 if (damage_type == DAMAGE_FORCE)
3904 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3906 else if (damage_type == DAMAGE_ATTACK)
3908 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!"));
3913 if (p_ptr->wraith_form)
3915 if (damage_type == DAMAGE_FORCE)
3917 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3922 if ((damage == 0) && one_in_(2)) damage = 1;
3926 if (p_ptr->special_defense & KATA_MUSOU)
3929 if ((damage == 0) && one_in_(2)) damage = 1;
3931 } /* not if LOSELIFE USELIFE */
3933 /* Hurt the player */
3934 p_ptr->chp -= damage;
3935 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3937 damage += p_ptr->chp;
3941 /* Display the hitpoints */
3942 p_ptr->redraw |= (PR_HP);
3944 p_ptr->window |= (PW_PLAYER);
3946 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3948 chg_virtue(V_SACRIFICE, 1);
3949 chg_virtue(V_CHANCE, 2);
3955 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3957 #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 */
3959 if(!save_player()) msg_print("セーブ失敗!");
3964 chg_virtue(V_SACRIFICE, 10);
3969 p_ptr->leaving = TRUE;
3972 p_ptr->is_dead = TRUE;
3974 if (p_ptr->inside_arena)
3976 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3977 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3979 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3983 QUEST_IDX q_idx = quest_number(dun_level);
3984 bool seppuku = streq(hit_from, "Seppuku");
3985 bool winning_seppuku = p_ptr->total_winner && seppuku;
3987 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3990 /* Make screen dump */
3991 screen_dump = make_screen_dump();
3994 /* Note cause of death */
3997 strcpy(p_ptr->died_from, hit_from);
3999 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4006 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);
4008 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4010 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4013 /* No longer a winner */
4014 p_ptr->total_winner = FALSE;
4016 if (winning_seppuku)
4018 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4024 if (p_ptr->inside_arena)
4025 strcpy(buf,_("アリーナ", "in the Arena"));
4026 else if (!dun_level)
4027 strcpy(buf,_("地上", "on the surface"));
4028 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4029 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4030 strcpy(buf,_("クエスト", "in a quest"));
4032 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4034 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4035 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4038 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4039 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4043 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4045 do_cmd_save_screen();
4050 /* Initialize "last message" buffer */
4051 if (p_ptr->last_message) string_free(p_ptr->last_message);
4052 p_ptr->last_message = NULL;
4054 /* Hack -- Note death */
4058 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4060 msg_print(android ? "You are broken." : "You die.");
4067 if (winning_seppuku)
4069 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4073 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4079 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4081 while (!get_string("Last word: ", death_message, 1024)) ;
4084 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4086 if (death_message[0] == '\0')
4089 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4091 strcpy(death_message, android ? "You are broken." : "You die.");
4094 else p_ptr->last_message = string_make(death_message);
4097 if (winning_seppuku)
4102 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4103 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4110 for (i = 0; i < 40; i++)
4111 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4113 str = death_message;
4114 if (strncmp(str, "「", 2) == 0) str += 2;
4116 str2 = my_strstr(str, "」");
4117 if (str2 != NULL) *str2 = '\0';
4122 str2 = my_strstr(str, " ");
4123 if (str2 == NULL) len = strlen(str);
4124 else len = str2 - str;
4128 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4130 if (str2 == NULL) break;
4134 if (*str == 0) break;
4138 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4142 /* Make screen dump */
4143 screen_dump = make_screen_dump();
4146 /* Wait a key press */
4151 msg_print(death_message);
4161 /* Hitpoint warning */
4162 if (p_ptr->chp < warning)
4164 /* Hack -- bell on first notice */
4165 if (old_chp > warning) bell();
4169 if (record_danger && (old_chp > warning))
4171 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4172 hit_from = _("何か", "something");
4174 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4175 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4180 /* stop auto_more even if DAMAGE_USELIFE */
4184 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4188 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4199 void gain_exp_64(s32b amount, u32b amount_frac)
4201 if (p_ptr->is_dead) return;
4203 if (p_ptr->prace == RACE_ANDROID) return;
4205 /* Gain some experience */
4206 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4208 /* Slowly recover from experience drainage */
4209 if (p_ptr->exp < p_ptr->max_exp)
4211 /* Gain max experience (20%) (was 10%) */
4212 p_ptr->max_exp += amount / 5;
4215 /* Check Experience */
4223 void gain_exp(s32b amount)
4225 gain_exp_64(amount, 0L);
4229 void calc_android_exp(void)
4233 if (p_ptr->is_dead) return;
4235 if (p_ptr->prace != RACE_ANDROID) return;
4237 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4239 object_type *o_ptr = &inventory[i];
4241 object_type *q_ptr = &forge;
4243 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4245 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4246 if (!o_ptr->k_idx) continue;
4249 object_copy(q_ptr, o_ptr);
4250 q_ptr->discount = 0;
4251 q_ptr->curse_flags = 0L;
4253 if (object_is_fixed_artifact(o_ptr))
4255 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4256 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4258 else if (object_is_ego(o_ptr))
4260 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4262 else if (o_ptr->art_name)
4264 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4267 if (!object_is_weapon_ammo(o_ptr))
4270 if (total_flags < 15000) fake_level = 10;
4271 else if (total_flags < 35000) fake_level = 25;
4272 else fake_level = 40;
4277 if (total_flags < 20000) fake_level = 10;
4278 else if (total_flags < 45000) fake_level = 25;
4279 else fake_level = 40;
4282 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4285 value = object_value_real(q_ptr);
4287 if (value <= 0) continue;
4288 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4289 if (value > 5000000L) value = 5000000L;
4290 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4292 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4293 (o_ptr->tval == TV_DRAG_ARMOR) ||
4294 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4295 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4296 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4297 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4298 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4300 if (level > 65) level = 35 + (level - 65) / 5;
4301 else if (level > 35) level = 25 + (level - 35) / 3;
4302 else if (level > 15) level = 15 + (level - 15) / 2;
4303 exp = MIN(100000L, value) / 2 * level * level;
4304 if (value > 100000L)
4305 exp += (value - 100000L) / 8 * level * level;
4309 exp = MIN(100000L, value) * level;
4310 if (value > 100000L)
4311 exp += (value - 100000L) / 4 * level;
4313 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4314 else total_exp += exp / 16;
4315 if (i == INVEN_BODY) total_exp += exp / 32;
4317 p_ptr->exp = p_ptr->max_exp = total_exp;
4319 /* Check Experience */
4327 void lose_exp(s32b amount)
4329 if (p_ptr->prace == RACE_ANDROID) return;
4331 /* Never drop below zero experience */
4332 if (amount > p_ptr->exp) amount = p_ptr->exp;
4334 /* Lose some experience */
4335 p_ptr->exp -= amount;
4337 /* Check Experience */
4344 * If resisted to draining, return FALSE
4346 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4348 /* Androids and their mimics are never drained */
4349 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4351 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4353 /* Hold experience */
4354 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4358 /* Hold experience failed */
4359 if (p_ptr->hold_exp)
4361 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4366 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!"));
4374 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4376 bool notice = FALSE;
4377 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4379 if (p_ptr->is_dead) return FALSE;
4384 if (p_ptr->ult_res && !do_dec)
4386 if (p_ptr->ult_res > v) return FALSE;
4388 else if (!p_ptr->ult_res)
4390 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!"));
4400 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"));
4407 p_ptr->redraw |= (PR_STATUS);
4409 /* Nothing to notice */
4410 if (!notice) return (FALSE);
4412 if (disturb_state) disturb(FALSE, FALSE);
4413 p_ptr->update |= (PU_BONUS);
4418 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4420 bool notice = FALSE;
4421 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4423 if (p_ptr->is_dead) return FALSE;
4428 if (p_ptr->tim_res_nether && !do_dec)
4430 if (p_ptr->tim_res_nether > v) return FALSE;
4432 else if (!p_ptr->tim_res_nether)
4434 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4442 if (p_ptr->tim_res_nether)
4444 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"));
4450 p_ptr->tim_res_nether = v;
4451 p_ptr->redraw |= (PR_STATUS);
4453 /* Nothing to notice */
4454 if (!notice) return (FALSE);
4456 if (disturb_state) disturb(FALSE, FALSE);
4457 p_ptr->update |= (PU_BONUS);
4462 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4464 bool notice = FALSE;
4465 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4467 if (p_ptr->is_dead) return FALSE;
4472 if (p_ptr->tim_res_time && !do_dec)
4474 if (p_ptr->tim_res_time > v) return FALSE;
4476 else if (!p_ptr->tim_res_time)
4478 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!"));
4486 if (p_ptr->tim_res_time)
4488 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"));
4494 p_ptr->tim_res_time = v;
4495 p_ptr->redraw |= (PR_STATUS);
4497 /* Nothing to notice */
4498 if (!notice) return (FALSE);
4500 if (disturb_state) disturb(FALSE, FALSE);
4501 p_ptr->update |= (PU_BONUS);
4508 * Choose a warrior-mage elemental attack. -LM-
4510 bool choose_ele_attack(void)
4516 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4518 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."));
4523 num = (p_ptr->lev - 20) / 5;
4524 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4527 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4532 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4537 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4542 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4551 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4555 if ((choice == 'a') || (choice == 'A'))
4556 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4557 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4558 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4559 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4560 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4561 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4562 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4563 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4564 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4567 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4577 * Choose a elemental immune. -LM-
4579 bool choose_ele_immune(TIME_EFFECT immune_turn)
4584 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4585 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4586 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4587 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4595 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4599 if ((choice == 'a') || (choice == 'A'))
4600 set_ele_immune(DEFENSE_FIRE, immune_turn);
4601 else if ((choice == 'b') || (choice == 'B'))
4602 set_ele_immune(DEFENSE_COLD, immune_turn);
4603 else if ((choice == 'c') || (choice == 'C'))
4604 set_ele_immune(DEFENSE_ACID, immune_turn);
4605 else if ((choice == 'd') || (choice == 'D'))
4606 set_ele_immune(DEFENSE_ELEC, immune_turn);
4609 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));