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"
27 * @brief プレイヤーの継続行動を設定する。
28 * @param typ 継続行動のID\n
29 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
32 void set_action(ACTION_IDX typ)
34 int prev_typ = p_ptr->action;
46 msg_print(_("探索をやめた。", "You no longer walk carefully."));
47 p_ptr->redraw |= (PR_SPEED);
57 msg_print(_("学習をやめた。", "You stop Learning"));
63 msg_print(_("構えをといた。", "You stop assuming the posture."));
64 p_ptr->special_defense &= ~(KAMAE_MASK);
69 msg_print(_("型を崩した。", "You stop assuming the posture."));
70 p_ptr->special_defense &= ~(KATA_MASK);
71 p_ptr->update |= (PU_MONSTERS);
72 p_ptr->redraw |= (PR_STATUS);
77 msg_print(_("歌うのをやめた。", "You stop singing."));
82 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
83 take_turn(p_ptr, 100);
88 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
96 /* If we are requested other action, stop singing */
97 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
98 if (prev_typ == ACTION_SPELL) stop_hex_spell();
100 switch (p_ptr->action)
104 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
105 p_ptr->redraw |= (PR_SPEED);
110 msg_print(_("学習を始めた。", "You begin Learning"));
115 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
118 case ACTION_HAYAGAKE:
120 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
128 p_ptr->update |= (PU_BONUS);
129 p_ptr->redraw |= (PR_STATE);
133 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
136 void reset_tim_flags(void)
138 p_ptr->fast = 0; /* Timed -- Fast */
139 p_ptr->lightspeed = 0;
140 p_ptr->slow = 0; /* Timed -- Slow */
141 p_ptr->blind = 0; /* Timed -- Blindness */
142 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
143 p_ptr->confused = 0; /* Timed -- Confusion */
144 p_ptr->afraid = 0; /* Timed -- Fear */
145 p_ptr->image = 0; /* Timed -- Hallucination */
146 p_ptr->poisoned = 0; /* Timed -- Poisoned */
147 p_ptr->cut = 0; /* Timed -- Cut */
148 p_ptr->stun = 0; /* Timed -- Stun */
150 p_ptr->protevil = 0; /* Timed -- Protection */
151 p_ptr->invuln = 0; /* Timed -- Invulnerable */
153 p_ptr->hero = 0; /* Timed -- Heroism */
154 p_ptr->shero = 0; /* Timed -- Super Heroism */
155 p_ptr->shield = 0; /* Timed -- Shield Spell */
156 p_ptr->blessed = 0; /* Timed -- Blessed */
157 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
158 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
159 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
160 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
162 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
163 p_ptr->tim_levitation = 0;
164 p_ptr->tim_sh_touki = 0;
165 p_ptr->tim_sh_fire = 0;
166 p_ptr->tim_sh_holy = 0;
167 p_ptr->tim_eyeeye = 0;
169 p_ptr->resist_magic = 0;
172 p_ptr->tim_res_nether = 0;
173 p_ptr->tim_res_time = 0;
174 p_ptr->tim_mimic = 0;
175 p_ptr->mimic_form = 0;
176 p_ptr->tim_reflect = 0;
177 p_ptr->multishadow = 0;
179 p_ptr->action = ACTION_NONE;
181 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
182 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
183 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
184 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
185 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
187 p_ptr->word_recall = 0;
188 p_ptr->alter_reality = 0;
189 p_ptr->sutemi = FALSE;
190 p_ptr->counter = FALSE;
191 p_ptr->ele_attack = 0;
192 p_ptr->ele_immune = 0;
193 p_ptr->special_attack = 0L;
194 p_ptr->special_defense = 0L;
196 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
197 p_ptr->timewalk = FALSE;
199 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
200 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
201 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
205 (void)set_monster_fast(p_ptr->riding, 0);
206 (void)set_monster_slow(p_ptr->riding, 0);
207 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
210 if (p_ptr->pclass == CLASS_BARD)
212 SINGING_SONG_EFFECT(p_ptr) = 0;
213 SINGING_SONG_ID(p_ptr) = 0;
218 * @brief プレイヤーに魔力消去効果を与える。
221 void dispel_player(void)
223 (void)set_fast(0, TRUE);
224 (void)set_lightspeed(0, TRUE);
225 (void)set_slow(0, TRUE);
226 (void)set_shield(0, TRUE);
227 (void)set_blessed(0, TRUE);
228 (void)set_tsuyoshi(0, TRUE);
229 (void)set_hero(0, TRUE);
230 (void)set_shero(0, TRUE);
231 (void)set_protevil(0, TRUE);
232 (void)set_invuln(0, TRUE);
233 (void)set_wraith_form(0, TRUE);
234 (void)set_kabenuke(0, TRUE);
235 (void)set_tim_res_nether(0, TRUE);
236 (void)set_tim_res_time(0, TRUE);
238 (void)set_tim_reflect(0,TRUE);
239 (void)set_multishadow(0,TRUE);
240 (void)set_dustrobe(0,TRUE);
242 (void)set_tim_invis(0, TRUE);
243 (void)set_tim_infra(0, TRUE);
244 (void)set_tim_esp(0, TRUE);
245 (void)set_tim_regen(0, TRUE);
246 (void)set_tim_stealth(0, TRUE);
247 (void)set_tim_levitation(0, TRUE);
248 (void)set_tim_sh_touki(0, TRUE);
249 (void)set_tim_sh_fire(0, TRUE);
250 (void)set_tim_sh_holy(0, TRUE);
251 (void)set_tim_eyeeye(0, TRUE);
252 (void)set_magicdef(0, TRUE);
253 (void)set_resist_magic(0, TRUE);
254 (void)set_oppose_acid(0, TRUE);
255 (void)set_oppose_elec(0, TRUE);
256 (void)set_oppose_fire(0, TRUE);
257 (void)set_oppose_cold(0, TRUE);
258 (void)set_oppose_pois(0, TRUE);
259 (void)set_ultimate_res(0, TRUE);
260 (void)set_mimic(0, 0, TRUE);
261 (void)set_ele_attack(0, 0);
262 (void)set_ele_immune(0, 0);
264 /* Cancel glowing hands */
265 if (p_ptr->special_attack & ATTACK_CONFUSE)
267 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
268 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
271 if (music_singing_any() || hex_spelling_any())
273 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
274 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
275 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
276 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
278 p_ptr->action = ACTION_NONE;
279 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
280 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
281 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
282 p_ptr->energy_need += ENERGY_NEED();
288 * @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
291 * @param do_dec 現在の継続時間より長い値のみ上書きする
292 * @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。
294 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
297 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
299 if (p_ptr->is_dead) return FALSE;
304 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
306 if (p_ptr->tim_mimic > v) return FALSE;
308 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
310 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
311 p_ptr->mimic_form = p;
319 if (p_ptr->tim_mimic)
321 msg_print(_("変身が解けた。", "You are no longer transformed."));
322 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
330 p_ptr->tim_mimic = v;
332 /* Nothing to notice */
333 if (!notice) return (FALSE);
335 if (disturb_state) disturb(FALSE, TRUE);
337 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
338 p_ptr->update |= (PU_BONUS | PU_HP);
345 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
347 * @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。
349 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
350 * memorize any terrain features which suddenly become "visible".\n
351 * Note that blindness is currently the only thing which can affect\n
352 * "player_can_see_bold()".\n
354 bool set_blind(TIME_EFFECT v)
357 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
359 if (p_ptr->is_dead) return FALSE;
366 if (p_ptr->prace == RACE_ANDROID)
368 msg_print(_("センサーをやられた!", "You are blind!"));
372 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
376 chg_virtue(V_ENLIGHTEN, -1);
385 if (p_ptr->prace == RACE_ANDROID)
387 msg_print(_("センサーが復旧した。", "You can see again."));
391 msg_print(_("やっと目が見えるようになった。", "You can see again."));
400 p_ptr->redraw |= (PR_STATUS);
402 /* Nothing to notice */
403 if (!notice) return (FALSE);
404 if (disturb_state) disturb(FALSE, FALSE);
406 /* Fully update the visuals */
407 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
408 p_ptr->redraw |= (PR_MAP);
409 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
416 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
418 * @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。
420 bool set_confused(TIME_EFFECT v)
423 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
425 if (p_ptr->is_dead) return FALSE;
430 if (!p_ptr->confused)
432 msg_print(_("あなたは混乱した!", "You are confused!"));
434 if (p_ptr->action == ACTION_LEARN)
436 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
439 p_ptr->redraw |= (PR_STATE);
440 p_ptr->action = ACTION_NONE;
442 if (p_ptr->action == ACTION_KAMAE)
444 msg_print(_("構えがとけた。", "Your posture gets loose."));
445 p_ptr->special_defense &= ~(KAMAE_MASK);
446 p_ptr->update |= (PU_BONUS);
447 p_ptr->redraw |= (PR_STATE);
448 p_ptr->action = ACTION_NONE;
450 else if (p_ptr->action == ACTION_KATA)
452 msg_print(_("型が崩れた。", "Your posture gets loose."));
453 p_ptr->special_defense &= ~(KATA_MASK);
454 p_ptr->update |= (PU_BONUS);
455 p_ptr->update |= (PU_MONSTERS);
456 p_ptr->redraw |= (PR_STATE);
457 p_ptr->redraw |= (PR_STATUS);
458 p_ptr->action = ACTION_NONE;
462 if (p_ptr->concent) reset_concentration(TRUE);
465 if (hex_spelling_any()) stop_hex_spell_all();
468 p_ptr->counter = FALSE;
469 chg_virtue(V_HARMONY, -1);
478 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
479 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
486 p_ptr->redraw |= (PR_STATUS);
488 /* Nothing to notice */
489 if (!notice) return (FALSE);
491 if (disturb_state) disturb(FALSE, FALSE);
498 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
500 * @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。
502 bool set_poisoned(TIME_EFFECT v)
505 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
507 if (p_ptr->is_dead) return FALSE;
512 if (!p_ptr->poisoned)
514 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
524 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
531 p_ptr->redraw |= (PR_STATUS);
533 /* Nothing to notice */
534 if (!notice) return (FALSE);
536 if (disturb_state) disturb(FALSE, FALSE);
543 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
545 * @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。
547 bool set_afraid(TIME_EFFECT v)
550 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
552 if (p_ptr->is_dead) return FALSE;
559 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
561 if (p_ptr->special_defense & KATA_MASK)
563 msg_print(_("型が崩れた。", "Your posture gets loose."));
564 p_ptr->special_defense &= ~(KATA_MASK);
565 p_ptr->update |= (PU_BONUS);
566 p_ptr->update |= (PU_MONSTERS);
567 p_ptr->redraw |= (PR_STATE);
568 p_ptr->redraw |= (PR_STATUS);
569 p_ptr->action = ACTION_NONE;
573 p_ptr->counter = FALSE;
574 chg_virtue(V_VALOUR, -1);
583 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
590 p_ptr->redraw |= (PR_STATUS);
592 /* Nothing to notice */
593 if (!notice) return (FALSE);
595 if (disturb_state) disturb(FALSE, FALSE);
601 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
603 * @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。
605 bool set_paralyzed(TIME_EFFECT v)
608 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
610 if (p_ptr->is_dead) return FALSE;
615 if (!p_ptr->paralyzed)
617 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
619 if (p_ptr->concent) reset_concentration(TRUE);
622 if (hex_spelling_any()) stop_hex_spell_all();
624 p_ptr->counter = FALSE;
632 if (p_ptr->paralyzed)
634 msg_print(_("やっと動けるようになった。", "You can move again."));
640 p_ptr->paralyzed = v;
641 p_ptr->redraw |= (PR_STATUS);
643 /* Nothing to notice */
644 if (!notice) return (FALSE);
646 if (disturb_state) disturb(FALSE, FALSE);
647 p_ptr->redraw |= (PR_STATE);
653 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
655 * @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。
656 * @details Note that we must redraw the map when hallucination changes.
658 bool set_image(TIME_EFFECT v)
661 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
663 if (p_ptr->is_dead) return FALSE;
664 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
670 set_tsuyoshi(0, TRUE);
673 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
676 if (p_ptr->concent) reset_concentration(TRUE);
678 p_ptr->counter = FALSE;
688 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."));
695 p_ptr->redraw |= (PR_STATUS);
697 /* Nothing to notice */
698 if (!notice) return (FALSE);
700 if (disturb_state) disturb(FALSE, TRUE);
702 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
703 p_ptr->update |= (PU_MONSTERS);
704 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
710 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
712 * @param do_dec 現在の継続時間より長い値のみ上書きする
713 * @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。
715 bool set_fast(TIME_EFFECT v, bool do_dec)
718 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
720 if (p_ptr->is_dead) return FALSE;
725 if (p_ptr->fast && !do_dec)
727 if (p_ptr->fast > v) return FALSE;
729 else if (!IS_FAST() && !p_ptr->lightspeed)
731 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
733 chg_virtue(V_PATIENCE, -1);
734 chg_virtue(V_DILIGENCE, 1);
741 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
743 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
751 /* Nothing to notice */
752 if (!notice) return (FALSE);
754 if (disturb_state) disturb(FALSE, FALSE);
755 p_ptr->update |= (PU_BONUS);
761 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
763 * @param do_dec 現在の継続時間より長い値のみ上書きする
764 * @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。
766 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
769 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
771 if (p_ptr->is_dead) return FALSE;
773 if (p_ptr->wild_mode) v = 0;
778 if (p_ptr->lightspeed && !do_dec)
780 if (p_ptr->lightspeed > v) return FALSE;
782 else if (!p_ptr->lightspeed)
784 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
786 chg_virtue(V_PATIENCE, -1);
787 chg_virtue(V_DILIGENCE, 1);
794 if (p_ptr->lightspeed)
796 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
802 p_ptr->lightspeed = v;
804 /* Nothing to notice */
805 if (!notice) return (FALSE);
807 if (disturb_state) disturb(FALSE, FALSE);
808 p_ptr->update |= (PU_BONUS);
814 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
816 * @param do_dec 現在の継続時間より長い値のみ上書きする
817 * @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。
819 bool set_slow(TIME_EFFECT v, bool do_dec)
822 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
824 if (p_ptr->is_dead) return FALSE;
829 if (p_ptr->slow && !do_dec)
831 if (p_ptr->slow > v) return FALSE;
833 else if (!p_ptr->slow)
835 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
845 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
853 /* Nothing to notice */
854 if (!notice) return (FALSE);
856 if (disturb_state) disturb(FALSE, FALSE);
857 p_ptr->update |= (PU_BONUS);
864 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
866 * @param do_dec 現在の継続時間より長い値のみ上書きする
867 * @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。
869 bool set_shield(TIME_EFFECT v, bool do_dec)
872 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
874 if (p_ptr->is_dead) return FALSE;
879 if (p_ptr->shield && !do_dec)
881 if (p_ptr->shield > v) return FALSE;
883 else if (!p_ptr->shield)
885 msg_print(_("肌が石になった。", "Your skin turns to stone."));
895 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
902 p_ptr->redraw |= (PR_STATUS);
904 /* Nothing to notice */
905 if (!notice) return (FALSE);
907 if (disturb_state) disturb(FALSE, FALSE);
908 p_ptr->update |= (PU_BONUS);
915 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
917 * @param do_dec 現在の継続時間より長い値のみ上書きする
918 * @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。
920 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
923 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
925 if (p_ptr->is_dead) return FALSE;
930 if (p_ptr->tsubureru && !do_dec)
932 if (p_ptr->tsubureru > v) return FALSE;
934 else if (!p_ptr->tsubureru)
936 msg_print(_("横に伸びた。", "Your body expands horizontally."));
944 if (p_ptr->tsubureru)
946 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
952 p_ptr->tsubureru = v;
953 p_ptr->redraw |= (PR_STATUS);
955 /* Nothing to notice */
956 if (!notice) return (FALSE);
958 if (disturb_state) disturb(FALSE, FALSE);
959 p_ptr->update |= (PU_BONUS);
966 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
968 * @param do_dec 現在の継続時間より長い値のみ上書きする
969 * @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。
971 bool set_magicdef(TIME_EFFECT v, bool do_dec)
974 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
976 if (p_ptr->is_dead) return FALSE;
981 if (p_ptr->magicdef && !do_dec)
983 if (p_ptr->magicdef > v) return FALSE;
985 else if (!p_ptr->magicdef)
987 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."));
997 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1003 p_ptr->magicdef = v;
1004 p_ptr->redraw |= (PR_STATUS);
1006 /* Nothing to notice */
1007 if (!notice) return (FALSE);
1009 if (disturb_state) disturb(FALSE, FALSE);
1010 p_ptr->update |= (PU_BONUS);
1016 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1018 * @param do_dec 現在の継続時間より長い値のみ上書きする
1019 * @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。
1021 bool set_blessed(TIME_EFFECT v, bool do_dec)
1023 bool notice = FALSE;
1024 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1026 if (p_ptr->is_dead) return FALSE;
1031 if (p_ptr->blessed && !do_dec)
1033 if (p_ptr->blessed > v) return FALSE;
1035 else if (!IS_BLESSED())
1037 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1045 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1047 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1054 p_ptr->redraw |= (PR_STATUS);
1056 /* Nothing to notice */
1057 if (!notice) return (FALSE);
1059 if (disturb_state) disturb(FALSE, FALSE);
1060 p_ptr->update |= (PU_BONUS);
1067 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1069 * @param do_dec 現在の継続時間より長い値のみ上書きする
1070 * @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。
1072 bool set_hero(TIME_EFFECT v, bool do_dec)
1074 bool notice = FALSE;
1075 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1077 if (p_ptr->is_dead) return FALSE;
1082 if (p_ptr->hero && !do_dec)
1084 if (p_ptr->hero > v) return FALSE;
1086 else if (!IS_HERO())
1088 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1096 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1098 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1105 p_ptr->redraw |= (PR_STATUS);
1107 /* Nothing to notice */
1108 if (!notice) return (FALSE);
1110 if (disturb_state) disturb(FALSE, FALSE);
1111 p_ptr->update |= (PU_BONUS);
1113 /* Recalculate hitpoints */
1114 p_ptr->update |= (PU_HP);
1120 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1121 * @param v 継続時間/ 0ならば無条件にリセット
1122 * @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
1123 * @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。
1125 bool set_shero(TIME_EFFECT v, bool do_dec)
1127 bool notice = FALSE;
1128 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1130 if (p_ptr->is_dead) return FALSE;
1132 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1136 if (p_ptr->shero && !do_dec)
1138 if (p_ptr->shero > v) return FALSE;
1140 else if (!p_ptr->shero)
1142 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1152 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1159 p_ptr->redraw |= (PR_STATUS);
1161 /* Nothing to notice */
1162 if (!notice) return (FALSE);
1164 if (disturb_state) disturb(FALSE, FALSE);
1165 p_ptr->update |= (PU_BONUS);
1167 /* Recalculate hitpoints */
1168 p_ptr->update |= (PU_HP);
1174 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1176 * @param do_dec 現在の継続時間より長い値のみ上書きする
1177 * @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。
1179 bool set_protevil(TIME_EFFECT v, bool do_dec)
1181 bool notice = FALSE;
1182 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1184 if (p_ptr->is_dead) return FALSE;
1189 if (p_ptr->protevil && !do_dec)
1191 if (p_ptr->protevil > v) return FALSE;
1193 else if (!p_ptr->protevil)
1195 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!"));
1203 if (p_ptr->protevil)
1205 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."));
1211 p_ptr->protevil = v;
1212 p_ptr->redraw |= (PR_STATUS);
1214 /* Nothing to notice */
1215 if (!notice) return (FALSE);
1217 if (disturb_state) disturb(FALSE, FALSE);
1223 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1225 * @param do_dec 現在の継続時間より長い値のみ上書きする
1226 * @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。
1228 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1230 bool notice = FALSE;
1231 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1233 if (p_ptr->is_dead) return FALSE;
1238 if (p_ptr->wraith_form && !do_dec)
1240 if (p_ptr->wraith_form > v) return FALSE;
1242 else if (!p_ptr->wraith_form)
1244 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!"));
1246 chg_virtue(V_UNLIFE, 3);
1247 chg_virtue(V_HONOUR, -2);
1248 chg_virtue(V_SACRIFICE, -2);
1249 chg_virtue(V_VALOUR, -5);
1251 p_ptr->redraw |= (PR_MAP);
1252 p_ptr->update |= (PU_MONSTERS);
1254 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1261 if (p_ptr->wraith_form)
1263 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1266 p_ptr->redraw |= (PR_MAP);
1267 p_ptr->update |= (PU_MONSTERS);
1269 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1274 p_ptr->wraith_form = v;
1275 p_ptr->redraw |= (PR_STATUS);
1277 /* Nothing to notice */
1278 if (!notice) return (FALSE);
1280 if (disturb_state) disturb(FALSE, FALSE);
1281 p_ptr->update |= (PU_BONUS);
1288 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1290 * @param do_dec 現在の継続時間より長い値のみ上書きする
1291 * @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。
1293 bool set_invuln(TIME_EFFECT v, bool do_dec)
1295 bool notice = FALSE;
1296 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1298 if (p_ptr->is_dead) return FALSE;
1303 if (p_ptr->invuln && !do_dec)
1305 if (p_ptr->invuln > v) return FALSE;
1307 else if (!IS_INVULN())
1309 msg_print(_("無敵だ!", "Invulnerability!"));
1312 chg_virtue(V_UNLIFE, -2);
1313 chg_virtue(V_HONOUR, -2);
1314 chg_virtue(V_SACRIFICE, -3);
1315 chg_virtue(V_VALOUR, -5);
1317 p_ptr->redraw |= (PR_MAP);
1318 p_ptr->update |= (PU_MONSTERS);
1320 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1327 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1329 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1332 p_ptr->redraw |= (PR_MAP);
1333 p_ptr->update |= (PU_MONSTERS);
1335 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1337 p_ptr->energy_need += ENERGY_NEED();
1343 p_ptr->redraw |= (PR_STATUS);
1345 /* Nothing to notice */
1346 if (!notice) return (FALSE);
1348 if (disturb_state) disturb(FALSE, FALSE);
1349 p_ptr->update |= (PU_BONUS);
1355 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1357 * @param do_dec 現在の継続時間より長い値のみ上書きする
1358 * @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。
1360 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1362 bool notice = FALSE;
1363 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1365 if (p_ptr->is_dead) return FALSE;
1370 if (p_ptr->tim_esp && !do_dec)
1372 if (p_ptr->tim_esp > v) return FALSE;
1374 else if (!IS_TIM_ESP())
1376 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1384 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1386 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1393 p_ptr->redraw |= (PR_STATUS);
1395 /* Nothing to notice */
1396 if (!notice) return (FALSE);
1398 if (disturb_state) disturb(FALSE, FALSE);
1399 p_ptr->update |= (PU_BONUS);
1400 p_ptr->update |= (PU_MONSTERS);
1406 * @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
1408 * @param do_dec 現在の継続時間より長い値のみ上書きする
1409 * @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。
1411 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1413 bool notice = FALSE;
1414 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1416 if (p_ptr->is_dead) return FALSE;
1421 if (p_ptr->tim_invis && !do_dec)
1423 if (p_ptr->tim_invis > v) return FALSE;
1425 else if (!p_ptr->tim_invis)
1427 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1435 if (p_ptr->tim_invis)
1437 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1443 p_ptr->tim_invis = v;
1444 p_ptr->redraw |= (PR_STATUS);
1446 /* Nothing to notice */
1447 if (!notice) return (FALSE);
1449 if (disturb_state) disturb(FALSE, FALSE);
1450 p_ptr->update |= (PU_BONUS);
1452 /* Update the monsters */
1453 p_ptr->update |= (PU_MONSTERS);
1459 * @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
1461 * @param do_dec 現在の継続時間より長い値のみ上書きする
1462 * @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。
1464 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1466 bool notice = FALSE;
1467 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1469 if (p_ptr->is_dead) return FALSE;
1474 if (p_ptr->tim_infra && !do_dec)
1476 if (p_ptr->tim_infra > v) return FALSE;
1478 else if (!p_ptr->tim_infra)
1480 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1488 if (p_ptr->tim_infra)
1490 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1496 p_ptr->tim_infra = v;
1497 p_ptr->redraw |= (PR_STATUS);
1499 /* Nothing to notice */
1500 if (!notice) return (FALSE);
1502 if (disturb_state) disturb(FALSE, FALSE);
1503 p_ptr->update |= (PU_BONUS);
1505 /* Update the monsters */
1506 p_ptr->update |= (PU_MONSTERS);
1512 * @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
1514 * @param do_dec 現在の継続時間より長い値のみ上書きする
1515 * @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。
1517 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1519 bool notice = FALSE;
1520 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1522 if (p_ptr->is_dead) return FALSE;
1527 if (p_ptr->tim_regen && !do_dec)
1529 if (p_ptr->tim_regen > v) return FALSE;
1531 else if (!p_ptr->tim_regen)
1533 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1541 if (p_ptr->tim_regen)
1543 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1549 p_ptr->tim_regen = v;
1550 p_ptr->redraw |= (PR_STATUS);
1552 /* Nothing to notice */
1553 if (!notice) return (FALSE);
1555 if (disturb_state) disturb(FALSE, FALSE);
1556 p_ptr->update |= (PU_BONUS);
1562 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1564 * @param do_dec 現在の継続時間より長い値のみ上書きする
1565 * @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。
1567 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1569 bool notice = FALSE;
1570 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1572 if (p_ptr->is_dead) return FALSE;
1577 if (p_ptr->tim_stealth && !do_dec)
1579 if (p_ptr->tim_stealth > v) return FALSE;
1581 else if (!IS_TIM_STEALTH())
1583 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1591 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1593 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1599 p_ptr->tim_stealth = v;
1600 p_ptr->redraw |= (PR_STATUS);
1602 /* Nothing to notice */
1603 if (!notice) return (FALSE);
1605 if (disturb_state) disturb(FALSE, FALSE);
1606 p_ptr->update |= (PU_BONUS);
1612 * @brief 超隠密状態をセットする
1613 * @param set TRUEならば超隠密状態になる。
1614 * @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。
1616 bool set_superstealth(bool set)
1618 bool notice = FALSE;
1620 if (p_ptr->is_dead) return FALSE;
1625 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1627 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1629 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."));
1630 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1634 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!"));
1635 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1641 p_ptr->special_defense |= NINJA_S_STEALTH;
1648 if (p_ptr->special_defense & NINJA_S_STEALTH)
1650 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."));
1654 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1658 /* Nothing to notice */
1659 if (!notice) return (FALSE);
1660 p_ptr->redraw |= (PR_STATUS);
1662 if (disturb_state) disturb(FALSE, FALSE);
1667 * @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
1669 * @param do_dec 現在の継続時間より長い値のみ上書きする
1670 * @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。
1672 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1674 bool notice = FALSE;
1675 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1677 if (p_ptr->is_dead) return FALSE;
1682 if (p_ptr->tim_levitation && !do_dec)
1684 if (p_ptr->tim_levitation > v) return FALSE;
1686 else if (!p_ptr->tim_levitation)
1688 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1696 if (p_ptr->tim_levitation)
1698 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1704 p_ptr->tim_levitation = v;
1705 p_ptr->redraw |= (PR_STATUS);
1707 /* Nothing to notice */
1708 if (!notice) return (FALSE);
1710 if (disturb_state) disturb(FALSE, FALSE);
1711 p_ptr->update |= (PU_BONUS);
1717 * @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
1719 * @param do_dec 現在の継続時間より長い値のみ上書きする
1720 * @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。
1722 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1724 bool notice = FALSE;
1725 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1727 if (p_ptr->is_dead) return FALSE;
1732 if (p_ptr->tim_sh_touki && !do_dec)
1734 if (p_ptr->tim_sh_touki > v) return FALSE;
1736 else if (!p_ptr->tim_sh_touki)
1738 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1746 if (p_ptr->tim_sh_touki)
1748 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1754 p_ptr->tim_sh_touki = v;
1755 p_ptr->redraw |= (PR_STATUS);
1757 /* Nothing to notice */
1758 if (!notice) return (FALSE);
1760 if (disturb_state) disturb(FALSE, FALSE);
1766 * @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
1768 * @param do_dec 現在の継続時間より長い値のみ上書きする
1769 * @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。
1771 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1773 bool notice = FALSE;
1774 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1776 if (p_ptr->is_dead) return FALSE;
1781 if (p_ptr->tim_sh_fire && !do_dec)
1783 if (p_ptr->tim_sh_fire > v) return FALSE;
1785 else if (!p_ptr->tim_sh_fire)
1787 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1795 if (p_ptr->tim_sh_fire)
1797 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1803 p_ptr->tim_sh_fire = v;
1804 p_ptr->redraw |= (PR_STATUS);
1806 /* Nothing to notice */
1807 if (!notice) return (FALSE);
1809 if (disturb_state) disturb(FALSE, FALSE);
1810 p_ptr->update |= (PU_BONUS);
1816 * @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
1818 * @param do_dec 現在の継続時間より長い値のみ上書きする
1819 * @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。
1821 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1823 bool notice = FALSE;
1824 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1826 if (p_ptr->is_dead) return FALSE;
1831 if (p_ptr->tim_sh_holy && !do_dec)
1833 if (p_ptr->tim_sh_holy > v) return FALSE;
1835 else if (!p_ptr->tim_sh_holy)
1837 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1845 if (p_ptr->tim_sh_holy)
1847 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1853 p_ptr->tim_sh_holy = v;
1854 p_ptr->redraw |= (PR_STATUS);
1856 /* Nothing to notice */
1857 if (!notice) return (FALSE);
1859 if (disturb_state) disturb(FALSE, FALSE);
1860 p_ptr->update |= (PU_BONUS);
1866 * @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
1868 * @param do_dec 現在の継続時間より長い値のみ上書きする
1869 * @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。
1871 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1873 bool notice = FALSE;
1874 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1876 if (p_ptr->is_dead) return FALSE;
1881 if (p_ptr->tim_eyeeye && !do_dec)
1883 if (p_ptr->tim_eyeeye > v) return FALSE;
1885 else if (!p_ptr->tim_eyeeye)
1887 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1895 if (p_ptr->tim_eyeeye)
1897 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."));
1903 p_ptr->tim_eyeeye = v;
1904 p_ptr->redraw |= (PR_STATUS);
1906 /* Nothing to notice */
1907 if (!notice) return (FALSE);
1909 if (disturb_state) disturb(FALSE, FALSE);
1910 p_ptr->update |= (PU_BONUS);
1917 * @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
1919 * @param do_dec 現在の継続時間より長い値のみ上書きする
1920 * @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。
1922 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1924 bool notice = FALSE;
1925 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1927 if (p_ptr->is_dead) return FALSE;
1932 if (p_ptr->resist_magic && !do_dec)
1934 if (p_ptr->resist_magic > v) return FALSE;
1936 else if (!p_ptr->resist_magic)
1938 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1946 if (p_ptr->resist_magic)
1948 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1954 p_ptr->resist_magic = v;
1955 p_ptr->redraw |= (PR_STATUS);
1957 /* Nothing to notice */
1958 if (!notice) return (FALSE);
1960 if (disturb_state) disturb(FALSE, FALSE);
1961 p_ptr->update |= (PU_BONUS);
1967 * @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
1969 * @param do_dec 現在の継続時間より長い値のみ上書きする
1970 * @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。
1972 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1974 bool notice = FALSE;
1975 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1977 if (p_ptr->is_dead) return FALSE;
1982 if (p_ptr->tim_reflect && !do_dec)
1984 if (p_ptr->tim_reflect > v) return FALSE;
1986 else if (!p_ptr->tim_reflect)
1988 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
1996 if (p_ptr->tim_reflect)
1998 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2004 p_ptr->tim_reflect = v;
2005 p_ptr->redraw |= (PR_STATUS);
2007 /* Nothing to notice */
2008 if (!notice) return (FALSE);
2010 if (disturb_state) disturb(FALSE, FALSE);
2011 p_ptr->update |= (PU_BONUS);
2018 * Set "p_ptr->multishadow", notice observable changes
2020 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2022 bool notice = FALSE;
2023 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2025 if (p_ptr->is_dead) return FALSE;
2030 if (p_ptr->multishadow && !do_dec)
2032 if (p_ptr->multishadow > v) return FALSE;
2034 else if (!p_ptr->multishadow)
2036 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2044 if (p_ptr->multishadow)
2046 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2052 p_ptr->multishadow = v;
2053 p_ptr->redraw |= (PR_STATUS);
2055 /* Nothing to notice */
2056 if (!notice) return (FALSE);
2058 if (disturb_state) disturb(FALSE, FALSE);
2059 p_ptr->update |= (PU_BONUS);
2065 * @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
2067 * @param do_dec 現在の継続時間より長い値のみ上書きする
2068 * @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。
2070 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2072 bool notice = FALSE;
2073 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2075 if (p_ptr->is_dead) return FALSE;
2080 if (p_ptr->dustrobe && !do_dec)
2082 if (p_ptr->dustrobe > v) return FALSE;
2084 else if (!p_ptr->dustrobe)
2086 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2094 if (p_ptr->dustrobe)
2096 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2102 p_ptr->dustrobe = v;
2103 p_ptr->redraw |= (PR_STATUS);
2105 /* Nothing to notice */
2106 if (!notice) return (FALSE);
2108 if (disturb_state) disturb(FALSE, FALSE);
2109 p_ptr->update |= (PU_BONUS);
2115 * @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
2117 * @param do_dec 現在の継続時間より長い値のみ上書きする
2118 * @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。
2120 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2122 bool notice = FALSE;
2123 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2125 if (p_ptr->is_dead) return FALSE;
2130 if (p_ptr->kabenuke && !do_dec)
2132 if (p_ptr->kabenuke > v) return FALSE;
2134 else if (!p_ptr->kabenuke)
2136 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2144 if (p_ptr->kabenuke)
2146 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2152 p_ptr->kabenuke = v;
2153 p_ptr->redraw |= (PR_STATUS);
2155 /* Nothing to notice */
2156 if (!notice) return (FALSE);
2158 if (disturb_state) disturb(FALSE, FALSE);
2159 p_ptr->update |= (PU_BONUS);
2165 * @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
2167 * @param do_dec 現在の継続時間より長い値のみ上書きする
2168 * @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。
2170 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2172 bool notice = FALSE;
2173 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2175 if (p_ptr->is_dead) return FALSE;
2180 if (p_ptr->tsuyoshi && !do_dec)
2182 if (p_ptr->tsuyoshi > v) return FALSE;
2184 else if (!p_ptr->tsuyoshi)
2186 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2188 chg_virtue(V_VITALITY, 2);
2195 if (p_ptr->tsuyoshi)
2197 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2199 (void)dec_stat(A_CON, 20, TRUE);
2200 (void)dec_stat(A_STR, 20, TRUE);
2203 chg_virtue(V_VITALITY, -3);
2208 p_ptr->tsuyoshi = v;
2209 p_ptr->redraw |= (PR_STATUS);
2211 /* Nothing to notice */
2212 if (!notice) return (FALSE);
2214 if (disturb_state) disturb(FALSE, FALSE);
2215 p_ptr->update |= (PU_BONUS);
2217 /* Recalculate hitpoints */
2218 p_ptr->update |= (PU_HP);
2224 * @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-
2225 * @param attack_type スレイのタイプID
2227 * @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。
2229 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2231 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2233 /* Clear all elemental attacks (only one is allowed at a time). */
2234 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2236 p_ptr->special_attack &= ~(ATTACK_ACID);
2237 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2239 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2241 p_ptr->special_attack &= ~(ATTACK_ELEC);
2242 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2244 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2246 p_ptr->special_attack &= ~(ATTACK_FIRE);
2247 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2249 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2251 p_ptr->special_attack &= ~(ATTACK_COLD);
2252 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2254 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2256 p_ptr->special_attack &= ~(ATTACK_POIS);
2257 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2260 if ((v) && (attack_type))
2262 /* Set attack type. */
2263 p_ptr->special_attack |= (attack_type);
2266 p_ptr->ele_attack = v;
2269 msg_format("%sで攻撃できるようになった!",
2270 ((attack_type == ATTACK_ACID) ? "酸" :
2271 ((attack_type == ATTACK_ELEC) ? "電撃" :
2272 ((attack_type == ATTACK_FIRE) ? "火炎" :
2273 ((attack_type == ATTACK_COLD) ? "冷気" :
2274 ((attack_type == ATTACK_POIS) ? "毒" :
2277 msg_format("For a while, the blows you deal will %s",
2278 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2279 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2280 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2281 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2282 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2283 "do nothing special."))))));
2287 if (disturb_state) disturb(FALSE, FALSE);
2288 p_ptr->redraw |= (PR_STATUS);
2290 p_ptr->update |= (PU_BONUS);
2297 * @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-
2298 * @param immune_type 免疫のタイプID
2300 * @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。
2302 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2304 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2306 /* Clear all elemental attacks (only one is allowed at a time). */
2307 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2309 p_ptr->special_defense &= ~(DEFENSE_ACID);
2310 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."));
2312 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2314 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2315 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."));
2317 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2319 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2320 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."));
2322 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2324 p_ptr->special_defense &= ~(DEFENSE_COLD);
2325 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."));
2327 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2329 p_ptr->special_defense &= ~(DEFENSE_POIS);
2330 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."));
2333 if ((v) && (immune_type))
2335 /* Set attack type. */
2336 p_ptr->special_defense |= (immune_type);
2339 p_ptr->ele_immune = v;
2341 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2342 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2343 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2344 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2345 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2346 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2347 _("(なし)", "do nothing special.")))))));
2350 if (disturb_state) disturb(FALSE, FALSE);
2351 p_ptr->redraw |= (PR_STATUS);
2352 p_ptr->update |= (PU_BONUS);
2359 * @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
2361 * @param do_dec 現在の継続時間より長い値のみ上書きする
2362 * @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。
2364 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2366 bool notice = FALSE;
2367 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2369 if (p_ptr->is_dead) return FALSE;
2374 if (p_ptr->oppose_acid && !do_dec)
2376 if (p_ptr->oppose_acid > v) return FALSE;
2378 else if (!IS_OPPOSE_ACID())
2380 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2388 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2390 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2396 p_ptr->oppose_acid = v;
2398 /* Nothing to notice */
2399 if (!notice) return (FALSE);
2400 p_ptr->redraw |= (PR_STATUS);
2402 if (disturb_state) disturb(FALSE, FALSE);
2408 * @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
2410 * @param do_dec 現在の継続時間より長い値のみ上書きする
2411 * @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。
2413 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2415 bool notice = FALSE;
2416 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2418 if (p_ptr->is_dead) return FALSE;
2423 if (p_ptr->oppose_elec && !do_dec)
2425 if (p_ptr->oppose_elec > v) return FALSE;
2427 else if (!IS_OPPOSE_ELEC())
2429 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2437 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2439 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2445 p_ptr->oppose_elec = v;
2447 /* Nothing to notice */
2448 if (!notice) return (FALSE);
2449 p_ptr->redraw |= (PR_STATUS);
2451 if (disturb_state) disturb(FALSE, FALSE);
2457 * @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
2459 * @param do_dec 現在の継続時間より長い値のみ上書きする
2460 * @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。
2462 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2464 bool notice = FALSE;
2465 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2467 if (p_ptr->is_dead) return FALSE;
2469 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2473 if (p_ptr->oppose_fire && !do_dec)
2475 if (p_ptr->oppose_fire > v) return FALSE;
2477 else if (!IS_OPPOSE_FIRE())
2479 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2487 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2489 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2495 p_ptr->oppose_fire = v;
2497 /* Nothing to notice */
2498 if (!notice) return (FALSE);
2499 p_ptr->redraw |= (PR_STATUS);
2501 if (disturb_state) disturb(FALSE, FALSE);
2507 * @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
2509 * @param do_dec 現在の継続時間より長い値のみ上書きする
2510 * @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。
2512 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2514 bool notice = FALSE;
2515 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2517 if (p_ptr->is_dead) return FALSE;
2522 if (p_ptr->oppose_cold && !do_dec)
2524 if (p_ptr->oppose_cold > v) return FALSE;
2526 else if (!IS_OPPOSE_COLD())
2528 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2536 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2538 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2544 p_ptr->oppose_cold = v;
2546 /* Nothing to notice */
2547 if (!notice) return (FALSE);
2548 p_ptr->redraw |= (PR_STATUS);
2550 if (disturb_state) disturb(FALSE, FALSE);
2556 * @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
2558 * @param do_dec 現在の継続時間より長い値のみ上書きする
2559 * @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。
2561 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2563 bool notice = FALSE;
2564 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2566 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2567 if (p_ptr->is_dead) return FALSE;
2572 if (p_ptr->oppose_pois && !do_dec)
2574 if (p_ptr->oppose_pois > v) return FALSE;
2576 else if (!IS_OPPOSE_POIS())
2578 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2586 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2588 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2594 p_ptr->oppose_pois = v;
2596 /* Nothing to notice */
2597 if (!notice) return (FALSE);
2598 p_ptr->redraw |= (PR_STATUS);
2600 if (disturb_state) disturb(FALSE, FALSE);
2606 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2608 * @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。
2610 * Note the special code to only notice "range" changes.
2612 bool set_stun(TIME_EFFECT v)
2614 int old_aux, new_aux;
2615 bool notice = FALSE;
2616 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2618 if (p_ptr->is_dead) return FALSE;
2619 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2622 if (p_ptr->stun > 100)
2628 else if (p_ptr->stun > 50)
2634 else if (p_ptr->stun > 0)
2670 if (new_aux > old_aux)
2672 /* Describe the state */
2676 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2679 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;
2682 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;
2685 if (randint1(1000) < v || one_in_(16))
2687 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2691 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2692 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2694 else if (one_in_(2))
2696 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2700 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2703 if (p_ptr->special_defense & KATA_MASK)
2705 msg_print(_("型が崩れた。", "Your posture gets loose."));
2706 p_ptr->special_defense &= ~(KATA_MASK);
2707 p_ptr->update |= (PU_BONUS);
2708 p_ptr->update |= (PU_MONSTERS);
2709 p_ptr->redraw |= (PR_STATE);
2710 p_ptr->redraw |= (PR_STATUS);
2711 p_ptr->action = ACTION_NONE;
2715 if (p_ptr->concent) reset_concentration(TRUE);
2718 if (hex_spelling_any()) stop_hex_spell_all();
2724 else if (new_aux < old_aux)
2726 /* Describe the state */
2731 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2733 if (disturb_state) disturb(FALSE, FALSE);
2744 if (!notice) return (FALSE);
2746 if (disturb_state) disturb(FALSE, FALSE);
2747 p_ptr->update |= (PU_BONUS);
2749 /* Redraw the "stun" */
2750 p_ptr->redraw |= (PR_STUN);
2757 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2759 * @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。
2761 * Note the special code to only notice "range" changes.
2763 bool set_cut(TIME_EFFECT v)
2765 int old_aux, new_aux;
2766 bool notice = FALSE;
2767 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2769 if (p_ptr->is_dead) return FALSE;
2771 if ((p_ptr->prace == RACE_GOLEM ||
2772 p_ptr->prace == RACE_SKELETON ||
2773 p_ptr->prace == RACE_SPECTRE ||
2774 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2779 if (p_ptr->cut > 1000)
2785 else if (p_ptr->cut > 200)
2791 else if (p_ptr->cut > 100)
2797 else if (p_ptr->cut > 50)
2803 else if (p_ptr->cut > 25)
2809 else if (p_ptr->cut > 10)
2815 else if (p_ptr->cut > 0)
2875 if (new_aux > old_aux)
2877 /* Describe the state */
2881 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2884 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2887 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2890 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2893 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2896 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;
2899 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;
2904 if (randint1(1000) < v || one_in_(16))
2906 if (!p_ptr->sustain_chr)
2908 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2915 else if (new_aux < old_aux)
2917 /* Describe the state */
2922 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");
2924 if (disturb_state) disturb(FALSE, FALSE);
2935 if (!notice) return (FALSE);
2937 if (disturb_state) disturb(FALSE, FALSE);
2938 p_ptr->update |= (PU_BONUS);
2940 /* Redraw the "cut" */
2941 p_ptr->redraw |= (PR_CUT);
2947 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2949 * @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。
2951 * Set "", notice observable changes\n
2953 * The "p_ptr->food" variable can get as large as 20000, allowing the
2954 * addition of the most "filling" item, Elvish Waybread, which adds
2955 * 7500 food units, without overflowing the 32767 maximum limit.\n
2957 * Perhaps we should disturb the player with various messages,
2958 * especially messages about hunger status changes. \n
2960 * Digestion of food is handled in "dungeon.c", in which, normally,
2961 * the player digests about 20 food units per 100 game turns, more
2962 * when "fast", more when "regenerating", less with "slow digestion",
2963 * but when the player is "gorged", he digests 100 food units per 10
2964 * game turns, or a full 1000 food units per 100 game turns.\n
2966 * Note that the player's speed is reduced by 10 units while gorged,
2967 * so if the player eats a single food ration (5000 food units) when
2968 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2969 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2970 * affecting the player speed).\n
2972 bool set_food(TIME_EFFECT v)
2974 int old_aux, new_aux;
2976 bool notice = FALSE;
2977 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2979 /* Fainting / Starving */
2980 if (p_ptr->food < PY_FOOD_FAINT)
2986 else if (p_ptr->food < PY_FOOD_WEAK)
2992 else if (p_ptr->food < PY_FOOD_ALERT)
2998 else if (p_ptr->food < PY_FOOD_FULL)
3004 else if (p_ptr->food < PY_FOOD_MAX)
3015 /* Fainting / Starving */
3016 if (v < PY_FOOD_FAINT)
3022 else if (v < PY_FOOD_WEAK)
3028 else if (v < PY_FOOD_ALERT)
3034 else if (v < PY_FOOD_FULL)
3040 else if (v < PY_FOOD_MAX)
3051 if (old_aux < 1 && new_aux > 0)
3052 chg_virtue(V_PATIENCE, 2);
3053 else if (old_aux < 3 && (old_aux != new_aux))
3054 chg_virtue(V_PATIENCE, 1);
3056 chg_virtue(V_TEMPERANCE, 1);
3058 chg_virtue(V_TEMPERANCE, -1);
3061 if (new_aux > old_aux)
3063 /* Describe the state */
3067 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3070 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3073 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3076 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3080 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3081 chg_virtue(V_HARMONY, -1);
3082 chg_virtue(V_PATIENCE, -1);
3083 chg_virtue(V_TEMPERANCE, -2);
3093 else if (new_aux < old_aux)
3095 /* Describe the state */
3098 /* Fainting / Starving */
3099 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;
3102 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3105 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3108 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3111 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3114 if (p_ptr->wild_mode && (new_aux < 2))
3126 /* Nothing to notice */
3127 if (!notice) return (FALSE);
3129 if (disturb_state) disturb(FALSE, FALSE);
3130 p_ptr->update |= (PU_BONUS);
3133 p_ptr->redraw |= (PR_HUNGER);
3139 * @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-
3140 * @param stat 上昇させるステータスID
3141 * @return 実際に上昇した場合TRUEを返す。
3143 * Note that this function (used by stat potions) now restores\n
3144 * the stat BEFORE increasing it.\n
3146 bool inc_stat(int stat)
3148 BASE_STATUS value, gain;
3150 /* Then augment the current/max stat */
3151 value = p_ptr->stat_cur[stat];
3153 /* Cannot go above 18/100 */
3154 if (value < p_ptr->stat_max_max[stat])
3156 /* Gain one (sometimes two) points */
3159 gain = ((randint0(100) < 75) ? 1 : 2);
3163 /* Gain 1/6 to 1/3 of distance to 18/100 */
3164 else if (value < (p_ptr->stat_max_max[stat]-2))
3166 /* Approximate gain value */
3167 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3170 if (gain < 1) gain = 1;
3172 /* Apply the bonus */
3173 value += randint1(gain) + gain / 2;
3176 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3179 /* Gain one point at a time */
3185 /* Save the new value */
3186 p_ptr->stat_cur[stat] = value;
3188 /* Bring up the maximum too */
3189 if (value > p_ptr->stat_max[stat])
3191 p_ptr->stat_max[stat] = value;
3193 p_ptr->update |= (PU_BONUS);
3199 /* Nothing to gain */
3204 * @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.
3205 * @param stat 減少させるステータスID
3206 * @param amount 減少させる基本量
3207 * @param permanent TRUEならば現在の最大値を減少させる
3208 * @return 実際に減少した場合TRUEを返す。
3211 * Amount could be a little higher in extreme cases to mangle very high\n
3212 * stats from massive assaults. -CWS\n
3214 * Note that "permanent" means that the *given* amount is permanent,\n
3215 * not that the new value becomes permanent. This may not work exactly\n
3216 * as expected, due to "weirdness" in the algorithm, but in general,\n
3217 * if your stat is already drained, the "max" value will not drop all\n
3218 * the way down to the "cur" value.\n
3220 bool dec_stat(int stat, int amount, int permanent)
3222 BASE_STATUS cur, max;
3227 /* Acquire current value */
3228 cur = p_ptr->stat_cur[stat];
3229 max = p_ptr->stat_max[stat];
3231 /* Note when the values are identical */
3232 same = (cur == max);
3234 /* Damage "current" value */
3237 /* Handle "low" values */
3240 if (amount > 90) cur--;
3241 if (amount > 50) cur--;
3242 if (amount > 20) cur--;
3246 /* Handle "high" values */
3249 /* Hack -- Decrement by a random amount between one-quarter */
3250 /* and one-half of the stat bonus times the percentage, with a */
3251 /* minimum damage of half the percentage. -CWS */
3252 loss = (((cur-18) / 2 + 1) / 2 + 1);
3255 if (loss < 1) loss = 1;
3257 /* Randomize the loss */
3258 loss = ((randint1(loss) + loss) * amount) / 100;
3261 if (loss < amount/2) loss = amount/2;
3263 /* Lose some points */
3266 /* Hack -- Only reduce stat to 17 sometimes */
3267 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3270 /* Prevent illegal values */
3271 if (cur < 3) cur = 3;
3273 /* Something happened */
3274 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3277 /* Damage "max" value */
3278 if (permanent && (max > 3))
3280 chg_virtue(V_SACRIFICE, 1);
3281 if (stat == A_WIS || stat == A_INT)
3282 chg_virtue(V_ENLIGHTEN, -2);
3284 /* Handle "low" values */
3287 if (amount > 90) max--;
3288 if (amount > 50) max--;
3289 if (amount > 20) max--;
3293 /* Handle "high" values */
3296 /* Hack -- Decrement by a random amount between one-quarter */
3297 /* and one-half of the stat bonus times the percentage, with a */
3298 /* minimum damage of half the percentage. -CWS */
3299 loss = (((max-18) / 2 + 1) / 2 + 1);
3300 loss = ((randint1(loss) + loss) * amount) / 100;
3301 if (loss < amount/2) loss = amount/2;
3303 /* Lose some points */
3306 /* Hack -- Only reduce stat to 17 sometimes */
3307 if (max < 18) max = (amount <= 20) ? 18 : 17;
3310 /* Hack -- keep it clean */
3311 if (same || (max < cur)) max = cur;
3313 /* Something happened */
3314 if (max != p_ptr->stat_max[stat]) res = TRUE;
3320 /* Actually set the stat to its new value. */
3321 p_ptr->stat_cur[stat] = cur;
3322 p_ptr->stat_max[stat] = max;
3324 p_ptr->redraw |= (PR_STATS);
3325 p_ptr->update |= (PU_BONUS);
3333 * @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.
3334 * @param stat 回復ステータスID
3335 * @return 実際に回復した場合TRUEを返す。
3337 bool res_stat(int stat)
3339 /* Restore if needed */
3340 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3342 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3343 p_ptr->update |= (PU_BONUS);
3344 p_ptr->redraw |= (PR_STATS);
3350 /* Nothing to restore */
3356 * Increase players hit points, notice effects
3358 bool hp_player(int num)
3361 vir = virtue_number(V_VITALITY);
3363 if(num <= 0) return (FALSE);
3367 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3369 /* Healing needed */
3370 if (p_ptr->chp < p_ptr->mhp)
3372 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3373 chg_virtue(V_TEMPERANCE, 1);
3374 /* Gain hitpoints */
3377 /* Enforce maximum */
3378 if (p_ptr->chp >= p_ptr->mhp)
3380 p_ptr->chp = p_ptr->mhp;
3381 p_ptr->chp_frac = 0;
3384 p_ptr->redraw |= (PR_HP);
3386 p_ptr->window |= (PW_PLAYER);
3391 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3397 msg_print(_("気分が良くなった。", "You feel better."));
3403 msg_print(_("とても気分が良くなった。", "You feel much better."));
3409 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3421 * Array of stat "descriptions"
3423 static concptr desc_stat_pos[] =
3428 _("器用に", "dextrous"),
3429 _("健康に", "healthy"),
3435 * Array of stat "descriptions"
3437 static concptr desc_stat_neg[] =
3442 _("不器用に", "clumsy"),
3443 _("不健康に", "sickly"),
3451 bool do_dec_stat(int stat)
3455 /* Access the "sustain" */
3458 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3459 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3460 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3461 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3462 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3463 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3467 if (sust && (!ironman_nightmare || randint0(13)))
3469 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."),
3470 desc_stat_neg[stat]);
3476 /* Attempt to reduce the stat */
3477 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3479 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3485 /* Nothing obvious */
3491 * Restore lost "points" in a stat
3493 bool do_res_stat(int stat)
3495 /* Attempt to increase */
3498 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3503 /* Nothing obvious */
3509 * Gain a "point" in a stat
3511 bool do_inc_stat(int stat)
3515 /* Restore strength */
3516 res = res_stat(stat);
3518 /* Attempt to increase */
3523 chg_virtue(V_ENLIGHTEN, 1);
3524 chg_virtue(V_FAITH, 1);
3526 else if (stat == A_INT)
3528 chg_virtue(V_KNOWLEDGE, 1);
3529 chg_virtue(V_ENLIGHTEN, 1);
3531 else if (stat == A_CON)
3532 chg_virtue(V_VITALITY, 1);
3534 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3539 /* Restoration worked */
3542 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3547 /* Nothing obvious */
3553 * Restores any drained experience
3555 bool restore_level(void)
3557 /* Restore experience */
3558 if (p_ptr->exp < p_ptr->max_exp)
3560 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3562 /* Restore the experience */
3563 p_ptr->exp = p_ptr->max_exp;
3565 /* Check the experience */
3579 bool lose_all_info(void)
3583 chg_virtue(V_KNOWLEDGE, -5);
3584 chg_virtue(V_ENLIGHTEN, -5);
3586 /* Forget info about objects */
3587 for (i = 0; i < INVEN_TOTAL; i++)
3589 object_type *o_ptr = &inventory[i];
3591 /* Skip non-objects */
3592 if (!o_ptr->k_idx) continue;
3594 /* Allow "protection" by the MENTAL flag */
3595 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3597 /* Remove "default inscriptions" */
3598 o_ptr->feeling = FEEL_NONE;
3600 /* Hack -- Clear the "empty" flag */
3601 o_ptr->ident &= ~(IDENT_EMPTY);
3603 /* Hack -- Clear the "known" flag */
3604 o_ptr->ident &= ~(IDENT_KNOWN);
3606 /* Hack -- Clear the "felt" flag */
3607 o_ptr->ident &= ~(IDENT_SENSE);
3609 p_ptr->update |= (PU_BONUS);
3610 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3612 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3614 /* Mega-Hack -- Forget the map */
3622 void do_poly_wounds(void)
3624 /* Changed to always provide at least _some_ healing */
3625 s16b wounds = p_ptr->cut;
3626 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3627 s16b change = damroll(p_ptr->lev, 5);
3628 bool Nasty_effect = one_in_(5);
3630 if (!(wounds || hit_p || Nasty_effect)) return;
3632 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3636 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3637 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3642 set_cut(p_ptr->cut - (change / 2));
3648 * Change player race
3650 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3652 concptr title = race_info[new_race].title;
3653 int old_race = p_ptr->prace;
3656 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3658 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3661 chg_virtue(V_CHANCE, 2);
3663 if (p_ptr->prace < 32)
3665 p_ptr->old_race1 |= 1L << p_ptr->prace;
3669 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3671 p_ptr->prace = new_race;
3672 rp_ptr = &race_info[p_ptr->prace];
3674 /* Experience factor */
3675 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3678 * The speed bonus of Klackons and Sprites are disabled
3679 * and the experience penalty is decreased.
3681 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)))
3682 p_ptr->expfact -= 15;
3684 /* Get character's height and weight */
3685 get_height_weight();
3688 if (p_ptr->pclass == CLASS_SORCERER)
3689 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3691 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3693 roll_hitdice(p_ptr, 0L);
3695 /* The experience level may be modified */
3698 p_ptr->redraw |= (PR_BASIC);
3700 p_ptr->update |= (PU_BONUS);
3704 /* Load an autopick preference file */
3705 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3707 /* Player's graphic tile may change */
3708 lite_spot(p_ptr->y, p_ptr->x);
3712 void do_poly_self(void)
3714 int power = p_ptr->lev;
3716 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3717 chg_virtue(V_CHANCE, 1);
3719 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3721 char effect_msg[80] = "";
3722 CHARACTER_IDX new_race;
3724 /* Some form of racial polymorph... */
3727 if ((power > randint0(5)) && one_in_(4))
3732 if (p_ptr->psex == SEX_MALE)
3734 p_ptr->psex = SEX_FEMALE;
3735 sp_ptr = &sex_info[p_ptr->psex];
3736 sprintf(effect_msg, _("女性の", "female "));
3740 p_ptr->psex = SEX_MALE;
3741 sp_ptr = &sex_info[p_ptr->psex];
3742 sprintf(effect_msg, _("男性の", "male "));
3746 if ((power > randint0(30)) && one_in_(5))
3750 /* Harmful deformity */
3757 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3763 /* Deformities are discriminated against! */
3764 (void)dec_stat(A_CHR, randint1(6), TRUE);
3769 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3770 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3774 sprintf(effect_msg,_("奇形の", "deformed "));
3778 while ((power > randint0(20)) && one_in_(10))
3780 /* Polymorph into a less mutated form */
3783 if (!lose_mutation(0))
3784 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3789 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3791 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3793 change_race(new_race, effect_msg);
3796 if ((power > randint0(30)) && one_in_(6))
3802 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");
3806 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3811 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!"));
3812 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3818 if ((power > randint0(20)) && one_in_(4))
3823 roll_hitdice(p_ptr, 0L);
3826 while ((power > randint0(15)) && one_in_(3))
3829 (void)gain_random_mutation(0);
3832 if (power > randint0(5))
3838 /* Note: earlier deductions may have left power < 0 already. */
3848 * Decreases players hit points and sets death flag if necessary
3850 * Invulnerability needs to be changed into a "shield"
3852 * Hack -- this function allows the user to save (or quit)
3853 * the game when he dies, since the "You die." message is shown before
3854 * setting the player to "dead".
3857 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3859 int old_chp = p_ptr->chp;
3861 char death_message[1024];
3864 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3867 if (p_ptr->is_dead) return 0;
3869 if (p_ptr->sutemi) damage *= 2;
3870 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3872 if (easy_band) damage = (damage+1)/2;
3874 if (damage_type != DAMAGE_USELIFE)
3876 disturb(TRUE, TRUE);
3883 if (monspell >= 0) learn_spell(monspell);
3885 /* Mega-Hack -- Apply "invulnerability" */
3886 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3888 if (IS_INVULN() && (damage < 9000))
3890 if (damage_type == DAMAGE_FORCE)
3892 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3894 else if (one_in_(PENETRATE_INVULNERABILITY))
3896 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3904 if (CHECK_MULTISHADOW())
3906 if (damage_type == DAMAGE_FORCE)
3908 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3910 else if (damage_type == DAMAGE_ATTACK)
3912 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!"));
3917 if (p_ptr->wraith_form)
3919 if (damage_type == DAMAGE_FORCE)
3921 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3926 if ((damage == 0) && one_in_(2)) damage = 1;
3930 if (p_ptr->special_defense & KATA_MUSOU)
3933 if ((damage == 0) && one_in_(2)) damage = 1;
3935 } /* not if LOSELIFE USELIFE */
3937 /* Hurt the player */
3938 p_ptr->chp -= damage;
3939 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3941 damage += p_ptr->chp;
3945 /* Display the hitpoints */
3946 p_ptr->redraw |= (PR_HP);
3948 p_ptr->window |= (PW_PLAYER);
3950 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3952 chg_virtue(V_SACRIFICE, 1);
3953 chg_virtue(V_CHANCE, 2);
3959 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3961 #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 */
3963 if(!save_player()) msg_print("セーブ失敗!");
3968 chg_virtue(V_SACRIFICE, 10);
3973 p_ptr->leaving = TRUE;
3976 p_ptr->is_dead = TRUE;
3978 if (p_ptr->inside_arena)
3980 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3981 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3983 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3987 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
3988 bool seppuku = streq(hit_from, "Seppuku");
3989 bool winning_seppuku = p_ptr->total_winner && seppuku;
3991 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3994 /* Make screen dump */
3995 screen_dump = make_screen_dump();
3998 /* Note cause of death */
4001 strcpy(p_ptr->died_from, hit_from);
4003 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4010 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);
4012 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4014 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4017 /* No longer a winner */
4018 p_ptr->total_winner = FALSE;
4020 if (winning_seppuku)
4022 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4028 if (p_ptr->inside_arena)
4029 strcpy(buf,_("アリーナ", "in the Arena"));
4030 else if (!current_floor_ptr->dun_level)
4031 strcpy(buf,_("地上", "on the surface"));
4032 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4033 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4034 strcpy(buf,_("クエスト", "in a quest"));
4036 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4038 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4039 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4042 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4043 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4047 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4049 do_cmd_save_screen();
4054 /* Initialize "last message" buffer */
4055 if (p_ptr->last_message) string_free(p_ptr->last_message);
4056 p_ptr->last_message = NULL;
4058 /* Hack -- Note death */
4062 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4064 msg_print(android ? "You are broken." : "You die.");
4071 if (winning_seppuku)
4073 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4077 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4083 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4085 while (!get_string("Last word: ", death_message, 1024)) ;
4088 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4090 if (death_message[0] == '\0')
4093 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4095 strcpy(death_message, android ? "You are broken." : "You die.");
4098 else p_ptr->last_message = string_make(death_message);
4101 if (winning_seppuku)
4106 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4107 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4114 for (i = 0; i < 40; i++)
4115 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4117 str = death_message;
4118 if (strncmp(str, "「", 2) == 0) str += 2;
4120 str2 = my_strstr(str, "」");
4121 if (str2 != NULL) *str2 = '\0';
4126 str2 = my_strstr(str, " ");
4127 if (str2 == NULL) len = strlen(str);
4128 else len = str2 - str;
4132 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4134 if (str2 == NULL) break;
4138 if (*str == 0) break;
4142 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4146 /* Make screen dump */
4147 screen_dump = make_screen_dump();
4150 /* Wait a key press */
4155 msg_print(death_message);
4165 /* Hitpoint warning */
4166 if (p_ptr->chp < warning)
4168 /* Hack -- bell on first notice */
4169 if (old_chp > warning) bell();
4173 if (record_danger && (old_chp > warning))
4175 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4176 hit_from = _("何か", "something");
4178 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4179 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4184 /* stop auto_more even if DAMAGE_USELIFE */
4188 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4192 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4203 void gain_exp_64(s32b amount, u32b amount_frac)
4205 if (p_ptr->is_dead) return;
4207 if (p_ptr->prace == RACE_ANDROID) return;
4209 /* Gain some experience */
4210 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4212 /* Slowly recover from experience drainage */
4213 if (p_ptr->exp < p_ptr->max_exp)
4215 /* Gain max experience (20%) (was 10%) */
4216 p_ptr->max_exp += amount / 5;
4219 /* Check Experience */
4227 void gain_exp(s32b amount)
4229 gain_exp_64(amount, 0L);
4233 void calc_android_exp(void)
4237 if (p_ptr->is_dead) return;
4239 if (p_ptr->prace != RACE_ANDROID) return;
4241 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4243 object_type *o_ptr = &inventory[i];
4245 object_type *q_ptr = &forge;
4247 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4249 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4250 if (!o_ptr->k_idx) continue;
4253 object_copy(q_ptr, o_ptr);
4254 q_ptr->discount = 0;
4255 q_ptr->curse_flags = 0L;
4257 if (object_is_fixed_artifact(o_ptr))
4259 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4260 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4262 else if (object_is_ego(o_ptr))
4264 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4266 else if (o_ptr->art_name)
4268 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4271 if (!object_is_weapon_ammo(o_ptr))
4274 if (total_flags < 15000) fake_level = 10;
4275 else if (total_flags < 35000) fake_level = 25;
4276 else fake_level = 40;
4281 if (total_flags < 20000) fake_level = 10;
4282 else if (total_flags < 45000) fake_level = 25;
4283 else fake_level = 40;
4286 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4289 value = object_value_real(q_ptr);
4291 if (value <= 0) continue;
4292 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4293 if (value > 5000000L) value = 5000000L;
4294 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4296 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4297 (o_ptr->tval == TV_DRAG_ARMOR) ||
4298 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4299 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4300 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4301 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4302 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4304 if (level > 65) level = 35 + (level - 65) / 5;
4305 else if (level > 35) level = 25 + (level - 35) / 3;
4306 else if (level > 15) level = 15 + (level - 15) / 2;
4307 exp = MIN(100000L, value) / 2 * level * level;
4308 if (value > 100000L)
4309 exp += (value - 100000L) / 8 * level * level;
4313 exp = MIN(100000L, value) * level;
4314 if (value > 100000L)
4315 exp += (value - 100000L) / 4 * level;
4317 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4318 else total_exp += exp / 16;
4319 if (i == INVEN_BODY) total_exp += exp / 32;
4321 p_ptr->exp = p_ptr->max_exp = total_exp;
4323 /* Check Experience */
4331 void lose_exp(s32b amount)
4333 if (p_ptr->prace == RACE_ANDROID) return;
4335 /* Never drop below zero experience */
4336 if (amount > p_ptr->exp) amount = p_ptr->exp;
4338 /* Lose some experience */
4339 p_ptr->exp -= amount;
4341 /* Check Experience */
4348 * If resisted to draining, return FALSE
4350 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4352 /* Androids and their mimics are never drained */
4353 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4355 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4357 /* Hold experience */
4358 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4362 /* Hold experience failed */
4363 if (p_ptr->hold_exp)
4365 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4370 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!"));
4378 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4380 bool notice = FALSE;
4381 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4383 if (p_ptr->is_dead) return FALSE;
4388 if (p_ptr->ult_res && !do_dec)
4390 if (p_ptr->ult_res > v) return FALSE;
4392 else if (!p_ptr->ult_res)
4394 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!"));
4404 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"));
4411 p_ptr->redraw |= (PR_STATUS);
4413 /* Nothing to notice */
4414 if (!notice) return (FALSE);
4416 if (disturb_state) disturb(FALSE, FALSE);
4417 p_ptr->update |= (PU_BONUS);
4422 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4424 bool notice = FALSE;
4425 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4427 if (p_ptr->is_dead) return FALSE;
4432 if (p_ptr->tim_res_nether && !do_dec)
4434 if (p_ptr->tim_res_nether > v) return FALSE;
4436 else if (!p_ptr->tim_res_nether)
4438 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4446 if (p_ptr->tim_res_nether)
4448 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"));
4454 p_ptr->tim_res_nether = v;
4455 p_ptr->redraw |= (PR_STATUS);
4457 /* Nothing to notice */
4458 if (!notice) return (FALSE);
4460 if (disturb_state) disturb(FALSE, FALSE);
4461 p_ptr->update |= (PU_BONUS);
4466 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4468 bool notice = FALSE;
4469 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4471 if (p_ptr->is_dead) return FALSE;
4476 if (p_ptr->tim_res_time && !do_dec)
4478 if (p_ptr->tim_res_time > v) return FALSE;
4480 else if (!p_ptr->tim_res_time)
4482 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!"));
4490 if (p_ptr->tim_res_time)
4492 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"));
4498 p_ptr->tim_res_time = v;
4499 p_ptr->redraw |= (PR_STATUS);
4501 /* Nothing to notice */
4502 if (!notice) return (FALSE);
4504 if (disturb_state) disturb(FALSE, FALSE);
4505 p_ptr->update |= (PU_BONUS);
4512 * Choose a warrior-mage elemental attack. -LM-
4514 bool choose_ele_attack(void)
4520 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4522 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."));
4527 num = (p_ptr->lev - 20) / 5;
4528 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4531 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4536 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4541 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4546 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4555 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4559 if ((choice == 'a') || (choice == 'A'))
4560 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4561 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4562 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4563 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4564 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4565 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4566 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4567 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4568 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4571 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4581 * Choose a elemental immune. -LM-
4583 bool choose_ele_immune(TIME_EFFECT immune_turn)
4588 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4589 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4590 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4591 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4599 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4603 if ((choice == 'a') || (choice == 'A'))
4604 set_ele_immune(DEFENSE_FIRE, immune_turn);
4605 else if ((choice == 'b') || (choice == 'B'))
4606 set_ele_immune(DEFENSE_COLD, immune_turn);
4607 else if ((choice == 'c') || (choice == 'C'))
4608 set_ele_immune(DEFENSE_ACID, immune_turn);
4609 else if ((choice == 'd') || (choice == 'D'))
4610 set_ele_immune(DEFENSE_ELEC, immune_turn);
4613 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));