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)
294 /* Hack -- Force good values */
295 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
297 if (p_ptr->is_dead) return FALSE;
302 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
304 if (p_ptr->tim_mimic > v) return FALSE;
306 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
308 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
309 p_ptr->mimic_form = p;
317 if (p_ptr->tim_mimic)
319 msg_print(_("変身が解けた。", "You are no longer transformed."));
320 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
328 p_ptr->tim_mimic = v;
330 /* Nothing to notice */
334 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)
358 /* Hack -- Force good values */
359 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
361 if (p_ptr->is_dead) return FALSE;
368 if (p_ptr->prace == RACE_ANDROID)
370 msg_print(_("センサーをやられた!", "You are blind!"));
374 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
378 chg_virtue(V_ENLIGHTEN, -1);
387 if (p_ptr->prace == RACE_ANDROID)
389 msg_print(_("センサーが復旧した。", "You can see again."));
393 msg_print(_("やっと目が見えるようになった。", "You can see again."));
403 /* Redraw status bar */
404 p_ptr->redraw |= (PR_STATUS);
406 /* Nothing to notice */
407 if (!notice) return (FALSE);
409 if (disturb_state) disturb(FALSE, FALSE);
411 /* Fully update the visuals */
412 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
414 p_ptr->redraw |= (PR_MAP);
416 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
423 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
425 * @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。
427 bool set_confused(TIME_EFFECT v)
431 /* Hack -- Force good values */
432 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
434 if (p_ptr->is_dead) return FALSE;
439 if (!p_ptr->confused)
441 msg_print(_("あなたは混乱した!", "You are confused!"));
443 if (p_ptr->action == ACTION_LEARN)
445 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
448 p_ptr->redraw |= (PR_STATE);
449 p_ptr->action = ACTION_NONE;
451 if (p_ptr->action == ACTION_KAMAE)
453 msg_print(_("構えがとけた。", "Your posture gets loose."));
454 p_ptr->special_defense &= ~(KAMAE_MASK);
455 p_ptr->update |= (PU_BONUS);
456 p_ptr->redraw |= (PR_STATE);
457 p_ptr->action = ACTION_NONE;
459 else if (p_ptr->action == ACTION_KATA)
461 msg_print(_("型が崩れた。", "Your posture gets loose."));
462 p_ptr->special_defense &= ~(KATA_MASK);
463 p_ptr->update |= (PU_BONUS);
464 p_ptr->update |= (PU_MONSTERS);
465 p_ptr->redraw |= (PR_STATE);
466 p_ptr->redraw |= (PR_STATUS);
467 p_ptr->action = ACTION_NONE;
471 if (p_ptr->concent) reset_concentration(TRUE);
474 if (hex_spelling_any()) stop_hex_spell_all();
477 p_ptr->counter = FALSE;
478 chg_virtue(V_HARMONY, -1);
487 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
488 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
496 /* Redraw status bar */
497 p_ptr->redraw |= (PR_STATUS);
499 /* Nothing to notice */
500 if (!notice) return (FALSE);
502 if (disturb_state) disturb(FALSE, FALSE);
509 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
511 * @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。
513 bool set_poisoned(TIME_EFFECT v)
517 /* Hack -- Force good values */
518 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
520 if (p_ptr->is_dead) return FALSE;
525 if (!p_ptr->poisoned)
527 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
537 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
545 /* Redraw status bar */
546 p_ptr->redraw |= (PR_STATUS);
548 /* Nothing to notice */
549 if (!notice) return (FALSE);
551 if (disturb_state) disturb(FALSE, FALSE);
558 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
560 * @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。
562 bool set_afraid(TIME_EFFECT v)
566 /* Hack -- Force good values */
567 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
569 if (p_ptr->is_dead) return FALSE;
576 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
578 if (p_ptr->special_defense & KATA_MASK)
580 msg_print(_("型が崩れた。", "Your posture gets loose."));
581 p_ptr->special_defense &= ~(KATA_MASK);
582 p_ptr->update |= (PU_BONUS);
583 p_ptr->update |= (PU_MONSTERS);
584 p_ptr->redraw |= (PR_STATE);
585 p_ptr->redraw |= (PR_STATUS);
586 p_ptr->action = ACTION_NONE;
590 p_ptr->counter = FALSE;
591 chg_virtue(V_VALOUR, -1);
600 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
608 /* Redraw status bar */
609 p_ptr->redraw |= (PR_STATUS);
611 /* Nothing to notice */
612 if (!notice) return (FALSE);
614 if (disturb_state) disturb(FALSE, FALSE);
620 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
622 * @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。
624 bool set_paralyzed(TIME_EFFECT v)
628 /* Hack -- Force good values */
629 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
631 if (p_ptr->is_dead) return FALSE;
636 if (!p_ptr->paralyzed)
638 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
640 if (p_ptr->concent) reset_concentration(TRUE);
643 if (hex_spelling_any()) stop_hex_spell_all();
645 p_ptr->counter = FALSE;
653 if (p_ptr->paralyzed)
655 msg_print(_("やっと動けるようになった。", "You can move again."));
661 p_ptr->paralyzed = v;
663 /* Redraw status bar */
664 p_ptr->redraw |= (PR_STATUS);
666 /* Nothing to notice */
667 if (!notice) return (FALSE);
669 if (disturb_state) disturb(FALSE, FALSE);
670 p_ptr->redraw |= (PR_STATE);
676 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
678 * @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。
679 * @details Note that we must redraw the map when hallucination changes.
681 bool set_image(TIME_EFFECT v)
685 /* Hack -- Force good values */
686 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
688 if (p_ptr->is_dead) return FALSE;
689 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
695 set_tsuyoshi(0, TRUE);
698 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
701 if (p_ptr->concent) reset_concentration(TRUE);
703 p_ptr->counter = FALSE;
713 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."));
721 /* Redraw status bar */
722 p_ptr->redraw |= (PR_STATUS);
724 /* Nothing to notice */
725 if (!notice) return (FALSE);
727 if (disturb_state) disturb(FALSE, TRUE);
729 p_ptr->redraw |= (PR_MAP);
731 /* Update the health bar */
732 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
733 p_ptr->update |= (PU_MONSTERS);
735 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
741 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
743 * @param do_dec 現在の継続時間より長い値のみ上書きする
744 * @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。
746 bool set_fast(TIME_EFFECT v, bool do_dec)
750 /* Hack -- Force good values */
751 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
753 if (p_ptr->is_dead) return FALSE;
758 if (p_ptr->fast && !do_dec)
760 if (p_ptr->fast > v) return FALSE;
762 else if (!IS_FAST() && !p_ptr->lightspeed)
764 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
766 chg_virtue(V_PATIENCE, -1);
767 chg_virtue(V_DILIGENCE, 1);
774 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
776 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
784 /* Nothing to notice */
785 if (!notice) return (FALSE);
787 if (disturb_state) disturb(FALSE, FALSE);
788 p_ptr->update |= (PU_BONUS);
794 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
796 * @param do_dec 現在の継続時間より長い値のみ上書きする
797 * @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。
799 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
803 /* Hack -- Force good values */
804 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
806 if (p_ptr->is_dead) return FALSE;
808 if (p_ptr->wild_mode) v = 0;
813 if (p_ptr->lightspeed && !do_dec)
815 if (p_ptr->lightspeed > v) return FALSE;
817 else if (!p_ptr->lightspeed)
819 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
821 chg_virtue(V_PATIENCE, -1);
822 chg_virtue(V_DILIGENCE, 1);
829 if (p_ptr->lightspeed)
831 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
837 p_ptr->lightspeed = v;
839 /* Nothing to notice */
840 if (!notice) return (FALSE);
842 if (disturb_state) disturb(FALSE, FALSE);
843 p_ptr->update |= (PU_BONUS);
849 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
851 * @param do_dec 現在の継続時間より長い値のみ上書きする
852 * @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。
854 bool set_slow(TIME_EFFECT v, bool do_dec)
858 /* Hack -- Force good values */
859 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
861 if (p_ptr->is_dead) return FALSE;
866 if (p_ptr->slow && !do_dec)
868 if (p_ptr->slow > v) return FALSE;
870 else if (!p_ptr->slow)
872 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
882 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
890 /* Nothing to notice */
891 if (!notice) return (FALSE);
893 if (disturb_state) disturb(FALSE, FALSE);
894 p_ptr->update |= (PU_BONUS);
901 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
903 * @param do_dec 現在の継続時間より長い値のみ上書きする
904 * @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。
906 bool set_shield(TIME_EFFECT v, bool do_dec)
910 /* Hack -- Force good values */
911 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
913 if (p_ptr->is_dead) return FALSE;
918 if (p_ptr->shield && !do_dec)
920 if (p_ptr->shield > v) return FALSE;
922 else if (!p_ptr->shield)
924 msg_print(_("肌が石になった。", "Your skin turns to stone."));
934 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
942 /* Redraw status bar */
943 p_ptr->redraw |= (PR_STATUS);
945 /* Nothing to notice */
946 if (!notice) return (FALSE);
948 if (disturb_state) disturb(FALSE, FALSE);
949 p_ptr->update |= (PU_BONUS);
956 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
958 * @param do_dec 現在の継続時間より長い値のみ上書きする
959 * @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。
961 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
965 /* Hack -- Force good values */
966 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
968 if (p_ptr->is_dead) return FALSE;
973 if (p_ptr->tsubureru && !do_dec)
975 if (p_ptr->tsubureru > v) return FALSE;
977 else if (!p_ptr->tsubureru)
979 msg_print(_("横に伸びた。", "Your body expands horizontally."));
987 if (p_ptr->tsubureru)
989 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
995 p_ptr->tsubureru = v;
997 /* Redraw status bar */
998 p_ptr->redraw |= (PR_STATUS);
1000 /* Nothing to notice */
1001 if (!notice) return (FALSE);
1003 if (disturb_state) disturb(FALSE, FALSE);
1004 p_ptr->update |= (PU_BONUS);
1011 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1013 * @param do_dec 現在の継続時間より長い値のみ上書きする
1014 * @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。
1016 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1018 bool notice = FALSE;
1020 /* Hack -- Force good values */
1021 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1023 if (p_ptr->is_dead) return FALSE;
1028 if (p_ptr->magicdef && !do_dec)
1030 if (p_ptr->magicdef > v) return FALSE;
1032 else if (!p_ptr->magicdef)
1034 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."));
1042 if (p_ptr->magicdef)
1044 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1050 p_ptr->magicdef = v;
1052 /* Redraw status bar */
1053 p_ptr->redraw |= (PR_STATUS);
1055 /* Nothing to notice */
1056 if (!notice) return (FALSE);
1058 if (disturb_state) disturb(FALSE, FALSE);
1059 p_ptr->update |= (PU_BONUS);
1065 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1067 * @param do_dec 現在の継続時間より長い値のみ上書きする
1068 * @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。
1070 bool set_blessed(TIME_EFFECT v, bool do_dec)
1072 bool notice = FALSE;
1074 /* Hack -- Force good values */
1075 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1077 if (p_ptr->is_dead) return FALSE;
1082 if (p_ptr->blessed && !do_dec)
1084 if (p_ptr->blessed > v) return FALSE;
1086 else if (!IS_BLESSED())
1088 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1096 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1098 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1106 /* Redraw status bar */
1107 p_ptr->redraw |= (PR_STATUS);
1109 /* Nothing to notice */
1110 if (!notice) return (FALSE);
1112 if (disturb_state) disturb(FALSE, FALSE);
1113 p_ptr->update |= (PU_BONUS);
1120 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1122 * @param do_dec 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_hero(TIME_EFFECT v, bool do_dec)
1127 bool notice = FALSE;
1129 /* Hack -- Force good values */
1130 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1132 if (p_ptr->is_dead) return FALSE;
1137 if (p_ptr->hero && !do_dec)
1139 if (p_ptr->hero > v) return FALSE;
1141 else if (!IS_HERO())
1143 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1151 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1153 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1161 /* Redraw status bar */
1162 p_ptr->redraw |= (PR_STATUS);
1164 /* Nothing to notice */
1165 if (!notice) return (FALSE);
1167 if (disturb_state) disturb(FALSE, FALSE);
1168 p_ptr->update |= (PU_BONUS);
1170 /* Recalculate hitpoints */
1171 p_ptr->update |= (PU_HP);
1177 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1178 * @param v 継続時間/ 0ならば無条件にリセット
1179 * @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
1180 * @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。
1182 bool set_shero(TIME_EFFECT v, bool do_dec)
1184 bool notice = FALSE;
1186 /* Hack -- Force good values */
1187 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1189 if (p_ptr->is_dead) return FALSE;
1191 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1195 if (p_ptr->shero && !do_dec)
1197 if (p_ptr->shero > v) return FALSE;
1199 else if (!p_ptr->shero)
1201 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1211 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1219 /* Redraw status bar */
1220 p_ptr->redraw |= (PR_STATUS);
1222 /* Nothing to notice */
1223 if (!notice) return (FALSE);
1225 if (disturb_state) disturb(FALSE, FALSE);
1226 p_ptr->update |= (PU_BONUS);
1228 /* Recalculate hitpoints */
1229 p_ptr->update |= (PU_HP);
1235 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1237 * @param do_dec 現在の継続時間より長い値のみ上書きする
1238 * @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。
1240 bool set_protevil(TIME_EFFECT v, bool do_dec)
1242 bool notice = FALSE;
1244 /* Hack -- Force good values */
1245 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1247 if (p_ptr->is_dead) return FALSE;
1252 if (p_ptr->protevil && !do_dec)
1254 if (p_ptr->protevil > v) return FALSE;
1256 else if (!p_ptr->protevil)
1258 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!"));
1266 if (p_ptr->protevil)
1268 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."));
1274 p_ptr->protevil = v;
1276 /* Redraw status bar */
1277 p_ptr->redraw |= (PR_STATUS);
1279 /* Nothing to notice */
1280 if (!notice) return (FALSE);
1282 if (disturb_state) disturb(FALSE, FALSE);
1288 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", 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_wraith_form(TIME_EFFECT v, bool do_dec)
1295 bool notice = FALSE;
1297 /* Hack -- Force good values */
1298 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1300 if (p_ptr->is_dead) return FALSE;
1305 if (p_ptr->wraith_form && !do_dec)
1307 if (p_ptr->wraith_form > v) return FALSE;
1309 else if (!p_ptr->wraith_form)
1311 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!"));
1313 chg_virtue(V_UNLIFE, 3);
1314 chg_virtue(V_HONOUR, -2);
1315 chg_virtue(V_SACRIFICE, -2);
1316 chg_virtue(V_VALOUR, -5);
1318 p_ptr->redraw |= (PR_MAP);
1319 p_ptr->update |= (PU_MONSTERS);
1321 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1328 if (p_ptr->wraith_form)
1330 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1333 p_ptr->redraw |= (PR_MAP);
1334 p_ptr->update |= (PU_MONSTERS);
1336 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1341 p_ptr->wraith_form = v;
1343 /* Redraw status bar */
1344 p_ptr->redraw |= (PR_STATUS);
1346 /* Nothing to notice */
1347 if (!notice) return (FALSE);
1349 if (disturb_state) disturb(FALSE, FALSE);
1350 p_ptr->update |= (PU_BONUS);
1357 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1359 * @param do_dec 現在の継続時間より長い値のみ上書きする
1360 * @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。
1362 bool set_invuln(TIME_EFFECT v, bool do_dec)
1364 bool notice = FALSE;
1366 /* Hack -- Force good values */
1367 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1369 if (p_ptr->is_dead) return FALSE;
1374 if (p_ptr->invuln && !do_dec)
1376 if (p_ptr->invuln > v) return FALSE;
1378 else if (!IS_INVULN())
1380 msg_print(_("無敵だ!", "Invulnerability!"));
1383 chg_virtue(V_UNLIFE, -2);
1384 chg_virtue(V_HONOUR, -2);
1385 chg_virtue(V_SACRIFICE, -3);
1386 chg_virtue(V_VALOUR, -5);
1388 p_ptr->redraw |= (PR_MAP);
1389 p_ptr->update |= (PU_MONSTERS);
1391 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1398 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1400 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1403 p_ptr->redraw |= (PR_MAP);
1404 p_ptr->update |= (PU_MONSTERS);
1406 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1408 p_ptr->energy_need += ENERGY_NEED();
1415 /* Redraw status bar */
1416 p_ptr->redraw |= (PR_STATUS);
1418 /* Nothing to notice */
1419 if (!notice) return (FALSE);
1421 if (disturb_state) disturb(FALSE, FALSE);
1422 p_ptr->update |= (PU_BONUS);
1428 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1430 * @param do_dec 現在の継続時間より長い値のみ上書きする
1431 * @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。
1433 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1435 bool notice = FALSE;
1437 /* Hack -- Force good values */
1438 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1440 if (p_ptr->is_dead) return FALSE;
1445 if (p_ptr->tim_esp && !do_dec)
1447 if (p_ptr->tim_esp > v) return FALSE;
1449 else if (!IS_TIM_ESP())
1451 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1459 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1461 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1469 /* Redraw status bar */
1470 p_ptr->redraw |= (PR_STATUS);
1472 /* Nothing to notice */
1473 if (!notice) return (FALSE);
1475 if (disturb_state) disturb(FALSE, FALSE);
1476 p_ptr->update |= (PU_BONUS);
1477 p_ptr->update |= (PU_MONSTERS);
1483 * @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
1485 * @param do_dec 現在の継続時間より長い値のみ上書きする
1486 * @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。
1488 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1490 bool notice = FALSE;
1492 /* Hack -- Force good values */
1493 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1495 if (p_ptr->is_dead) return FALSE;
1500 if (p_ptr->tim_invis && !do_dec)
1502 if (p_ptr->tim_invis > v) return FALSE;
1504 else if (!p_ptr->tim_invis)
1506 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1514 if (p_ptr->tim_invis)
1516 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1522 p_ptr->tim_invis = v;
1524 /* Redraw status bar */
1525 p_ptr->redraw |= (PR_STATUS);
1527 /* Nothing to notice */
1528 if (!notice) return (FALSE);
1530 if (disturb_state) disturb(FALSE, FALSE);
1531 p_ptr->update |= (PU_BONUS);
1533 /* Update the monsters */
1534 p_ptr->update |= (PU_MONSTERS);
1540 * @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
1542 * @param do_dec 現在の継続時間より長い値のみ上書きする
1543 * @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。
1545 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1547 bool notice = FALSE;
1549 /* Hack -- Force good values */
1550 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1552 if (p_ptr->is_dead) return FALSE;
1557 if (p_ptr->tim_infra && !do_dec)
1559 if (p_ptr->tim_infra > v) return FALSE;
1561 else if (!p_ptr->tim_infra)
1563 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1571 if (p_ptr->tim_infra)
1573 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1579 p_ptr->tim_infra = v;
1581 /* Redraw status bar */
1582 p_ptr->redraw |= (PR_STATUS);
1584 /* Nothing to notice */
1585 if (!notice) return (FALSE);
1587 if (disturb_state) disturb(FALSE, FALSE);
1588 p_ptr->update |= (PU_BONUS);
1590 /* Update the monsters */
1591 p_ptr->update |= (PU_MONSTERS);
1597 * @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
1599 * @param do_dec 現在の継続時間より長い値のみ上書きする
1600 * @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。
1602 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1604 bool notice = FALSE;
1606 /* Hack -- Force good values */
1607 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1609 if (p_ptr->is_dead) return FALSE;
1614 if (p_ptr->tim_regen && !do_dec)
1616 if (p_ptr->tim_regen > v) return FALSE;
1618 else if (!p_ptr->tim_regen)
1620 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1628 if (p_ptr->tim_regen)
1630 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1636 p_ptr->tim_regen = v;
1638 /* Redraw status bar */
1639 p_ptr->redraw |= (PR_STATUS);
1641 /* Nothing to notice */
1642 if (!notice) return (FALSE);
1644 if (disturb_state) disturb(FALSE, FALSE);
1645 p_ptr->update |= (PU_BONUS);
1651 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1653 * @param do_dec 現在の継続時間より長い値のみ上書きする
1654 * @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。
1656 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1658 bool notice = FALSE;
1660 /* Hack -- Force good values */
1661 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1663 if (p_ptr->is_dead) return FALSE;
1668 if (p_ptr->tim_stealth && !do_dec)
1670 if (p_ptr->tim_stealth > v) return FALSE;
1672 else if (!IS_TIM_STEALTH())
1674 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1682 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1684 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1690 p_ptr->tim_stealth = v;
1692 /* Redraw status bar */
1693 p_ptr->redraw |= (PR_STATUS);
1695 /* Nothing to notice */
1696 if (!notice) return (FALSE);
1698 if (disturb_state) disturb(FALSE, FALSE);
1699 p_ptr->update |= (PU_BONUS);
1705 * @brief 超隠密状態をセットする
1706 * @param set TRUEならば超隠密状態になる。
1707 * @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。
1709 bool set_superstealth(bool set)
1711 bool notice = FALSE;
1713 if (p_ptr->is_dead) return FALSE;
1718 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1720 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1722 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."));
1723 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1727 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!"));
1728 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1734 p_ptr->special_defense |= NINJA_S_STEALTH;
1741 if (p_ptr->special_defense & NINJA_S_STEALTH)
1743 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."));
1747 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1751 /* Nothing to notice */
1752 if (!notice) return (FALSE);
1754 /* Redraw status bar */
1755 p_ptr->redraw |= (PR_STATUS);
1757 if (disturb_state) disturb(FALSE, FALSE);
1762 * @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
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_levitation(TIME_EFFECT v, bool do_dec)
1769 bool notice = FALSE;
1771 /* Hack -- Force good values */
1772 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1774 if (p_ptr->is_dead) return FALSE;
1779 if (p_ptr->tim_levitation && !do_dec)
1781 if (p_ptr->tim_levitation > v) return FALSE;
1783 else if (!p_ptr->tim_levitation)
1785 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1793 if (p_ptr->tim_levitation)
1795 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1801 p_ptr->tim_levitation = v;
1803 /* Redraw status bar */
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
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_touki(TIME_EFFECT v, bool do_dec)
1823 bool notice = FALSE;
1825 /* Hack -- Force good values */
1826 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1828 if (p_ptr->is_dead) return FALSE;
1833 if (p_ptr->tim_sh_touki && !do_dec)
1835 if (p_ptr->tim_sh_touki > v) return FALSE;
1837 else if (!p_ptr->tim_sh_touki)
1839 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1847 if (p_ptr->tim_sh_touki)
1849 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1855 p_ptr->tim_sh_touki = v;
1857 /* Redraw status bar */
1858 p_ptr->redraw |= (PR_STATUS);
1860 /* Nothing to notice */
1861 if (!notice) return (FALSE);
1863 if (disturb_state) disturb(FALSE, FALSE);
1869 * @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
1871 * @param do_dec 現在の継続時間より長い値のみ上書きする
1872 * @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。
1874 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1876 bool notice = FALSE;
1878 /* Hack -- Force good values */
1879 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1881 if (p_ptr->is_dead) return FALSE;
1886 if (p_ptr->tim_sh_fire && !do_dec)
1888 if (p_ptr->tim_sh_fire > v) return FALSE;
1890 else if (!p_ptr->tim_sh_fire)
1892 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1900 if (p_ptr->tim_sh_fire)
1902 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1908 p_ptr->tim_sh_fire = v;
1910 /* Redraw status bar */
1911 p_ptr->redraw |= (PR_STATUS);
1913 /* Nothing to notice */
1914 if (!notice) return (FALSE);
1916 if (disturb_state) disturb(FALSE, FALSE);
1917 p_ptr->update |= (PU_BONUS);
1923 * @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
1925 * @param do_dec 現在の継続時間より長い値のみ上書きする
1926 * @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。
1928 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1930 bool notice = FALSE;
1932 /* Hack -- Force good values */
1933 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1935 if (p_ptr->is_dead) return FALSE;
1940 if (p_ptr->tim_sh_holy && !do_dec)
1942 if (p_ptr->tim_sh_holy > v) return FALSE;
1944 else if (!p_ptr->tim_sh_holy)
1946 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1954 if (p_ptr->tim_sh_holy)
1956 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1962 p_ptr->tim_sh_holy = v;
1964 /* Redraw status bar */
1965 p_ptr->redraw |= (PR_STATUS);
1967 /* Nothing to notice */
1968 if (!notice) return (FALSE);
1970 if (disturb_state) disturb(FALSE, FALSE);
1971 p_ptr->update |= (PU_BONUS);
1977 * @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
1979 * @param do_dec 現在の継続時間より長い値のみ上書きする
1980 * @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。
1982 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1984 bool notice = FALSE;
1986 /* Hack -- Force good values */
1987 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1989 if (p_ptr->is_dead) return FALSE;
1994 if (p_ptr->tim_eyeeye && !do_dec)
1996 if (p_ptr->tim_eyeeye > v) return FALSE;
1998 else if (!p_ptr->tim_eyeeye)
2000 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2008 if (p_ptr->tim_eyeeye)
2010 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."));
2016 p_ptr->tim_eyeeye = v;
2018 /* Redraw status bar */
2019 p_ptr->redraw |= (PR_STATUS);
2021 /* Nothing to notice */
2022 if (!notice) return (FALSE);
2024 if (disturb_state) disturb(FALSE, FALSE);
2025 p_ptr->update |= (PU_BONUS);
2032 * @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
2034 * @param do_dec 現在の継続時間より長い値のみ上書きする
2035 * @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。
2037 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2039 bool notice = FALSE;
2041 /* Hack -- Force good values */
2042 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2044 if (p_ptr->is_dead) return FALSE;
2049 if (p_ptr->resist_magic && !do_dec)
2051 if (p_ptr->resist_magic > v) return FALSE;
2053 else if (!p_ptr->resist_magic)
2055 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2063 if (p_ptr->resist_magic)
2065 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2071 p_ptr->resist_magic = v;
2073 /* Redraw status bar */
2074 p_ptr->redraw |= (PR_STATUS);
2076 /* Nothing to notice */
2077 if (!notice) return (FALSE);
2079 if (disturb_state) disturb(FALSE, FALSE);
2080 p_ptr->update |= (PU_BONUS);
2086 * @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
2088 * @param do_dec 現在の継続時間より長い値のみ上書きする
2089 * @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。
2091 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2093 bool notice = FALSE;
2095 /* Hack -- Force good values */
2096 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2098 if (p_ptr->is_dead) return FALSE;
2103 if (p_ptr->tim_reflect && !do_dec)
2105 if (p_ptr->tim_reflect > v) return FALSE;
2107 else if (!p_ptr->tim_reflect)
2109 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2117 if (p_ptr->tim_reflect)
2119 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2125 p_ptr->tim_reflect = v;
2127 /* Redraw status bar */
2128 p_ptr->redraw |= (PR_STATUS);
2130 /* Nothing to notice */
2131 if (!notice) return (FALSE);
2133 if (disturb_state) disturb(FALSE, FALSE);
2134 p_ptr->update |= (PU_BONUS);
2141 * Set "p_ptr->multishadow", notice observable changes
2143 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2145 bool notice = FALSE;
2147 /* Hack -- Force good values */
2148 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2150 if (p_ptr->is_dead) return FALSE;
2155 if (p_ptr->multishadow && !do_dec)
2157 if (p_ptr->multishadow > v) return FALSE;
2159 else if (!p_ptr->multishadow)
2161 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2169 if (p_ptr->multishadow)
2171 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2177 p_ptr->multishadow = v;
2179 /* Redraw status bar */
2180 p_ptr->redraw |= (PR_STATUS);
2182 /* Nothing to notice */
2183 if (!notice) return (FALSE);
2185 if (disturb_state) disturb(FALSE, FALSE);
2186 p_ptr->update |= (PU_BONUS);
2192 * @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
2194 * @param do_dec 現在の継続時間より長い値のみ上書きする
2195 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2197 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2199 bool notice = FALSE;
2201 /* Hack -- Force good values */
2202 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2204 if (p_ptr->is_dead) return FALSE;
2209 if (p_ptr->dustrobe && !do_dec)
2211 if (p_ptr->dustrobe > v) return FALSE;
2213 else if (!p_ptr->dustrobe)
2215 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2223 if (p_ptr->dustrobe)
2225 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2231 p_ptr->dustrobe = v;
2233 /* Redraw status bar */
2234 p_ptr->redraw |= (PR_STATUS);
2236 /* Nothing to notice */
2237 if (!notice) return (FALSE);
2239 if (disturb_state) disturb(FALSE, FALSE);
2240 p_ptr->update |= (PU_BONUS);
2246 * @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
2248 * @param do_dec 現在の継続時間より長い値のみ上書きする
2249 * @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。
2251 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2253 bool notice = FALSE;
2255 /* Hack -- Force good values */
2256 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2258 if (p_ptr->is_dead) return FALSE;
2263 if (p_ptr->kabenuke && !do_dec)
2265 if (p_ptr->kabenuke > v) return FALSE;
2267 else if (!p_ptr->kabenuke)
2269 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2277 if (p_ptr->kabenuke)
2279 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2285 p_ptr->kabenuke = v;
2287 /* Redraw status bar */
2288 p_ptr->redraw |= (PR_STATUS);
2290 /* Nothing to notice */
2291 if (!notice) return (FALSE);
2293 if (disturb_state) disturb(FALSE, FALSE);
2294 p_ptr->update |= (PU_BONUS);
2300 * @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
2302 * @param do_dec 現在の継続時間より長い値のみ上書きする
2303 * @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。
2305 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2307 bool notice = FALSE;
2309 /* Hack -- Force good values */
2310 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2312 if (p_ptr->is_dead) return FALSE;
2317 if (p_ptr->tsuyoshi && !do_dec)
2319 if (p_ptr->tsuyoshi > v) return FALSE;
2321 else if (!p_ptr->tsuyoshi)
2323 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2325 chg_virtue(V_VITALITY, 2);
2332 if (p_ptr->tsuyoshi)
2334 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2336 (void)dec_stat(A_CON, 20, TRUE);
2337 (void)dec_stat(A_STR, 20, TRUE);
2340 chg_virtue(V_VITALITY, -3);
2345 p_ptr->tsuyoshi = v;
2347 /* Redraw status bar */
2348 p_ptr->redraw |= (PR_STATUS);
2350 /* Nothing to notice */
2351 if (!notice) return (FALSE);
2353 if (disturb_state) disturb(FALSE, FALSE);
2354 p_ptr->update |= (PU_BONUS);
2356 /* Recalculate hitpoints */
2357 p_ptr->update |= (PU_HP);
2363 * @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-
2364 * @param attack_type スレイのタイプID
2366 * @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。
2368 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2370 /* Hack -- Force good values */
2371 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2373 /* Clear all elemental attacks (only one is allowed at a time). */
2374 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2376 p_ptr->special_attack &= ~(ATTACK_ACID);
2377 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2379 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2381 p_ptr->special_attack &= ~(ATTACK_ELEC);
2382 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2384 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2386 p_ptr->special_attack &= ~(ATTACK_FIRE);
2387 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2389 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2391 p_ptr->special_attack &= ~(ATTACK_COLD);
2392 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2394 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2396 p_ptr->special_attack &= ~(ATTACK_POIS);
2397 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2400 if ((v) && (attack_type))
2402 /* Set attack type. */
2403 p_ptr->special_attack |= (attack_type);
2406 p_ptr->ele_attack = v;
2410 msg_format("%sで攻撃できるようになった!",
2411 ((attack_type == ATTACK_ACID) ? "酸" :
2412 ((attack_type == ATTACK_ELEC) ? "電撃" :
2413 ((attack_type == ATTACK_FIRE) ? "火炎" :
2414 ((attack_type == ATTACK_COLD) ? "冷気" :
2415 ((attack_type == ATTACK_POIS) ? "毒" :
2418 msg_format("For a while, the blows you deal will %s",
2419 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2420 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2421 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2422 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2423 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2424 "do nothing special."))))));
2428 if (disturb_state) disturb(FALSE, FALSE);
2430 /* Redraw status bar */
2431 p_ptr->redraw |= (PR_STATUS);
2433 p_ptr->update |= (PU_BONUS);
2440 * @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-
2441 * @param immune_type 免疫のタイプID
2443 * @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。
2445 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2447 /* Hack -- Force good values */
2448 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2450 /* Clear all elemental attacks (only one is allowed at a time). */
2451 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2453 p_ptr->special_defense &= ~(DEFENSE_ACID);
2454 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."));
2456 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2458 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2459 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."));
2461 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2463 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2464 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."));
2466 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2468 p_ptr->special_defense &= ~(DEFENSE_COLD);
2469 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."));
2471 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2473 p_ptr->special_defense &= ~(DEFENSE_POIS);
2474 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."));
2477 if ((v) && (immune_type))
2479 /* Set attack type. */
2480 p_ptr->special_defense |= (immune_type);
2483 p_ptr->ele_immune = v;
2487 msg_format("%sの攻撃を受けつけなくなった!",
2488 ((immune_type == DEFENSE_ACID) ? "酸" :
2489 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2490 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2491 ((immune_type == DEFENSE_COLD) ? "冷気" :
2492 ((immune_type == DEFENSE_POIS) ? "毒" :
2495 msg_format("For a while, You are immune to %s",
2496 ((immune_type == DEFENSE_ACID) ? "acid!" :
2497 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2498 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2499 ((immune_type == DEFENSE_COLD) ? "cold!" :
2500 ((immune_type == DEFENSE_POIS) ? "poison!" :
2501 "do nothing special."))))));
2505 if (disturb_state) disturb(FALSE, FALSE);
2507 /* Redraw status bar */
2508 p_ptr->redraw |= (PR_STATUS);
2510 p_ptr->update |= (PU_BONUS);
2517 * @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
2519 * @param do_dec 現在の継続時間より長い値のみ上書きする
2520 * @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。
2522 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2524 bool notice = FALSE;
2526 /* Hack -- Force good values */
2527 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2529 if (p_ptr->is_dead) return FALSE;
2534 if (p_ptr->oppose_acid && !do_dec)
2536 if (p_ptr->oppose_acid > v) return FALSE;
2538 else if (!IS_OPPOSE_ACID())
2540 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2548 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2550 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2556 p_ptr->oppose_acid = v;
2558 /* Nothing to notice */
2559 if (!notice) return (FALSE);
2561 /* Redraw status bar */
2562 p_ptr->redraw |= (PR_STATUS);
2564 if (disturb_state) disturb(FALSE, FALSE);
2570 * @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
2572 * @param do_dec 現在の継続時間より長い値のみ上書きする
2573 * @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。
2575 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2577 bool notice = FALSE;
2579 /* Hack -- Force good values */
2580 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2582 if (p_ptr->is_dead) return FALSE;
2587 if (p_ptr->oppose_elec && !do_dec)
2589 if (p_ptr->oppose_elec > v) return FALSE;
2591 else if (!IS_OPPOSE_ELEC())
2593 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2601 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2603 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2609 p_ptr->oppose_elec = v;
2611 /* Nothing to notice */
2612 if (!notice) return (FALSE);
2614 /* Redraw status bar */
2615 p_ptr->redraw |= (PR_STATUS);
2617 if (disturb_state) disturb(FALSE, FALSE);
2623 * @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
2625 * @param do_dec 現在の継続時間より長い値のみ上書きする
2626 * @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。
2628 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2630 bool notice = FALSE;
2632 /* Hack -- Force good values */
2633 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2635 if (p_ptr->is_dead) return FALSE;
2637 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2641 if (p_ptr->oppose_fire && !do_dec)
2643 if (p_ptr->oppose_fire > v) return FALSE;
2645 else if (!IS_OPPOSE_FIRE())
2647 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2655 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2657 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2663 p_ptr->oppose_fire = v;
2665 /* Nothing to notice */
2666 if (!notice) return (FALSE);
2668 /* Redraw status bar */
2669 p_ptr->redraw |= (PR_STATUS);
2671 if (disturb_state) disturb(FALSE, FALSE);
2677 * @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
2679 * @param do_dec 現在の継続時間より長い値のみ上書きする
2680 * @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。
2682 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2684 bool notice = FALSE;
2686 /* Hack -- Force good values */
2687 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2689 if (p_ptr->is_dead) return FALSE;
2694 if (p_ptr->oppose_cold && !do_dec)
2696 if (p_ptr->oppose_cold > v) return FALSE;
2698 else if (!IS_OPPOSE_COLD())
2700 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2708 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2710 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2716 p_ptr->oppose_cold = v;
2718 /* Nothing to notice */
2719 if (!notice) return (FALSE);
2721 /* Redraw status bar */
2722 p_ptr->redraw |= (PR_STATUS);
2724 if (disturb_state) disturb(FALSE, FALSE);
2730 * @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
2732 * @param do_dec 現在の継続時間より長い値のみ上書きする
2733 * @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。
2735 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2737 bool notice = FALSE;
2739 /* Hack -- Force good values */
2740 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2742 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2743 if (p_ptr->is_dead) return FALSE;
2748 if (p_ptr->oppose_pois && !do_dec)
2750 if (p_ptr->oppose_pois > v) return FALSE;
2752 else if (!IS_OPPOSE_POIS())
2754 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2762 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2764 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2770 p_ptr->oppose_pois = v;
2772 /* Nothing to notice */
2773 if (!notice) return (FALSE);
2775 /* Redraw status bar */
2776 p_ptr->redraw |= (PR_STATUS);
2778 if (disturb_state) disturb(FALSE, FALSE);
2784 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2786 * @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。
2788 * Note the special code to only notice "range" changes.
2790 bool set_stun(TIME_EFFECT v)
2792 int old_aux, new_aux;
2793 bool notice = FALSE;
2796 /* Hack -- Force good values */
2797 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2799 if (p_ptr->is_dead) return FALSE;
2801 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2804 if (p_ptr->stun > 100)
2810 else if (p_ptr->stun > 50)
2816 else if (p_ptr->stun > 0)
2852 if (new_aux > old_aux)
2854 /* Describe the state */
2858 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2861 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;
2864 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;
2867 if (randint1(1000) < v || one_in_(16))
2869 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2873 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2874 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2876 else if (one_in_(2))
2878 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2882 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2885 if (p_ptr->special_defense & KATA_MASK)
2887 msg_print(_("型が崩れた。", "Your posture gets loose."));
2888 p_ptr->special_defense &= ~(KATA_MASK);
2889 p_ptr->update |= (PU_BONUS);
2890 p_ptr->update |= (PU_MONSTERS);
2891 p_ptr->redraw |= (PR_STATE);
2892 p_ptr->redraw |= (PR_STATUS);
2893 p_ptr->action = ACTION_NONE;
2897 if (p_ptr->concent) reset_concentration(TRUE);
2900 if (hex_spelling_any()) stop_hex_spell_all();
2906 else if (new_aux < old_aux)
2908 /* Describe the state */
2913 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2915 if (disturb_state) disturb(FALSE, FALSE);
2926 if (!notice) return (FALSE);
2928 if (disturb_state) disturb(FALSE, FALSE);
2929 p_ptr->update |= (PU_BONUS);
2931 /* Redraw the "stun" */
2932 p_ptr->redraw |= (PR_STUN);
2939 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2941 * @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。
2943 * Note the special code to only notice "range" changes.
2945 bool set_cut(TIME_EFFECT v)
2947 int old_aux, new_aux;
2948 bool notice = FALSE;
2950 /* Hack -- Force good values */
2951 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2953 if (p_ptr->is_dead) return FALSE;
2955 if ((p_ptr->prace == RACE_GOLEM ||
2956 p_ptr->prace == RACE_SKELETON ||
2957 p_ptr->prace == RACE_SPECTRE ||
2958 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2963 if (p_ptr->cut > 1000)
2969 else if (p_ptr->cut > 200)
2975 else if (p_ptr->cut > 100)
2981 else if (p_ptr->cut > 50)
2987 else if (p_ptr->cut > 25)
2993 else if (p_ptr->cut > 10)
2999 else if (p_ptr->cut > 0)
3059 if (new_aux > old_aux)
3061 /* Describe the state */
3065 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3068 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3071 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3074 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3077 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3080 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;
3083 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;
3088 if (randint1(1000) < v || one_in_(16))
3090 if (!p_ptr->sustain_chr)
3092 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3099 else if (new_aux < old_aux)
3101 /* Describe the state */
3106 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");
3108 if (disturb_state) disturb(FALSE, FALSE);
3119 if (!notice) return (FALSE);
3121 if (disturb_state) disturb(FALSE, FALSE);
3122 p_ptr->update |= (PU_BONUS);
3124 /* Redraw the "cut" */
3125 p_ptr->redraw |= (PR_CUT);
3131 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3133 * @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。
3135 * Set "", notice observable changes\n
3137 * The "p_ptr->food" variable can get as large as 20000, allowing the
3138 * addition of the most "filling" item, Elvish Waybread, which adds
3139 * 7500 food units, without overflowing the 32767 maximum limit.\n
3141 * Perhaps we should disturb the player with various messages,
3142 * especially messages about hunger status changes. \n
3144 * Digestion of food is handled in "dungeon.c", in which, normally,
3145 * the player digests about 20 food units per 100 game turns, more
3146 * when "fast", more when "regenerating", less with "slow digestion",
3147 * but when the player is "gorged", he digests 100 food units per 10
3148 * game turns, or a full 1000 food units per 100 game turns.\n
3150 * Note that the player's speed is reduced by 10 units while gorged,
3151 * so if the player eats a single food ration (5000 food units) when
3152 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3153 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3154 * affecting the player speed).\n
3156 bool set_food(TIME_EFFECT v)
3158 int old_aux, new_aux;
3160 bool notice = FALSE;
3162 /* Hack -- Force good values */
3163 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3165 /* Fainting / Starving */
3166 if (p_ptr->food < PY_FOOD_FAINT)
3172 else if (p_ptr->food < PY_FOOD_WEAK)
3178 else if (p_ptr->food < PY_FOOD_ALERT)
3184 else if (p_ptr->food < PY_FOOD_FULL)
3190 else if (p_ptr->food < PY_FOOD_MAX)
3201 /* Fainting / Starving */
3202 if (v < PY_FOOD_FAINT)
3208 else if (v < PY_FOOD_WEAK)
3214 else if (v < PY_FOOD_ALERT)
3220 else if (v < PY_FOOD_FULL)
3226 else if (v < PY_FOOD_MAX)
3237 if (old_aux < 1 && new_aux > 0)
3238 chg_virtue(V_PATIENCE, 2);
3239 else if (old_aux < 3 && (old_aux != new_aux))
3240 chg_virtue(V_PATIENCE, 1);
3242 chg_virtue(V_TEMPERANCE, 1);
3244 chg_virtue(V_TEMPERANCE, -1);
3247 if (new_aux > old_aux)
3249 /* Describe the state */
3253 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3256 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3259 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3262 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3266 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3267 chg_virtue(V_HARMONY, -1);
3268 chg_virtue(V_PATIENCE, -1);
3269 chg_virtue(V_TEMPERANCE, -2);
3279 else if (new_aux < old_aux)
3281 /* Describe the state */
3284 /* Fainting / Starving */
3285 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;
3288 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3291 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3294 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3297 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3300 if (p_ptr->wild_mode && (new_aux < 2))
3312 /* Nothing to notice */
3313 if (!notice) return (FALSE);
3315 if (disturb_state) disturb(FALSE, FALSE);
3316 p_ptr->update |= (PU_BONUS);
3319 p_ptr->redraw |= (PR_HUNGER);
3325 * @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-
3326 * @param stat 上昇させるステータスID
3327 * @return 実際に上昇した場合TRUEを返す。
3329 * Note that this function (used by stat potions) now restores\n
3330 * the stat BEFORE increasing it.\n
3332 bool inc_stat(int stat)
3334 BASE_STATUS value, gain;
3336 /* Then augment the current/max stat */
3337 value = p_ptr->stat_cur[stat];
3339 /* Cannot go above 18/100 */
3340 if (value < p_ptr->stat_max_max[stat])
3342 /* Gain one (sometimes two) points */
3345 gain = ((randint0(100) < 75) ? 1 : 2);
3349 /* Gain 1/6 to 1/3 of distance to 18/100 */
3350 else if (value < (p_ptr->stat_max_max[stat]-2))
3352 /* Approximate gain value */
3353 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3356 if (gain < 1) gain = 1;
3358 /* Apply the bonus */
3359 value += randint1(gain) + gain / 2;
3362 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3365 /* Gain one point at a time */
3371 /* Save the new value */
3372 p_ptr->stat_cur[stat] = value;
3374 /* Bring up the maximum too */
3375 if (value > p_ptr->stat_max[stat])
3377 p_ptr->stat_max[stat] = value;
3379 p_ptr->update |= (PU_BONUS);
3385 /* Nothing to gain */
3390 * @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.
3391 * @param stat 減少させるステータスID
3392 * @param amount 減少させる基本量
3393 * @param permanent TRUEならば現在の最大値を減少させる
3394 * @return 実際に減少した場合TRUEを返す。
3397 * Amount could be a little higher in extreme cases to mangle very high\n
3398 * stats from massive assaults. -CWS\n
3400 * Note that "permanent" means that the *given* amount is permanent,\n
3401 * not that the new value becomes permanent. This may not work exactly\n
3402 * as expected, due to "weirdness" in the algorithm, but in general,\n
3403 * if your stat is already drained, the "max" value will not drop all\n
3404 * the way down to the "cur" value.\n
3406 bool dec_stat(int stat, int amount, int permanent)
3408 BASE_STATUS cur, max;
3413 /* Acquire current value */
3414 cur = p_ptr->stat_cur[stat];
3415 max = p_ptr->stat_max[stat];
3417 /* Note when the values are identical */
3418 same = (cur == max);
3420 /* Damage "current" value */
3423 /* Handle "low" values */
3426 if (amount > 90) cur--;
3427 if (amount > 50) cur--;
3428 if (amount > 20) cur--;
3432 /* Handle "high" values */
3435 /* Hack -- Decrement by a random amount between one-quarter */
3436 /* and one-half of the stat bonus times the percentage, with a */
3437 /* minimum damage of half the percentage. -CWS */
3438 loss = (((cur-18) / 2 + 1) / 2 + 1);
3441 if (loss < 1) loss = 1;
3443 /* Randomize the loss */
3444 loss = ((randint1(loss) + loss) * amount) / 100;
3447 if (loss < amount/2) loss = amount/2;
3449 /* Lose some points */
3452 /* Hack -- Only reduce stat to 17 sometimes */
3453 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3456 /* Prevent illegal values */
3457 if (cur < 3) cur = 3;
3459 /* Something happened */
3460 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3463 /* Damage "max" value */
3464 if (permanent && (max > 3))
3466 chg_virtue(V_SACRIFICE, 1);
3467 if (stat == A_WIS || stat == A_INT)
3468 chg_virtue(V_ENLIGHTEN, -2);
3470 /* Handle "low" values */
3473 if (amount > 90) max--;
3474 if (amount > 50) max--;
3475 if (amount > 20) max--;
3479 /* Handle "high" values */
3482 /* Hack -- Decrement by a random amount between one-quarter */
3483 /* and one-half of the stat bonus times the percentage, with a */
3484 /* minimum damage of half the percentage. -CWS */
3485 loss = (((max-18) / 2 + 1) / 2 + 1);
3486 loss = ((randint1(loss) + loss) * amount) / 100;
3487 if (loss < amount/2) loss = amount/2;
3489 /* Lose some points */
3492 /* Hack -- Only reduce stat to 17 sometimes */
3493 if (max < 18) max = (amount <= 20) ? 18 : 17;
3496 /* Hack -- keep it clean */
3497 if (same || (max < cur)) max = cur;
3499 /* Something happened */
3500 if (max != p_ptr->stat_max[stat]) res = TRUE;
3506 /* Actually set the stat to its new value. */
3507 p_ptr->stat_cur[stat] = cur;
3508 p_ptr->stat_max[stat] = max;
3510 p_ptr->redraw |= (PR_STATS);
3511 p_ptr->update |= (PU_BONUS);
3519 * @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.
3520 * @param stat 回復ステータスID
3521 * @return 実際に回復した場合TRUEを返す。
3523 bool res_stat(int stat)
3525 /* Restore if needed */
3526 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3528 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3529 p_ptr->update |= (PU_BONUS);
3530 p_ptr->redraw |= (PR_STATS);
3536 /* Nothing to restore */
3542 * Increase players hit points, notice effects
3544 bool hp_player(int num)
3547 vir = virtue_number(V_VITALITY);
3549 if(num <= 0) return (FALSE);
3553 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3555 /* Healing needed */
3556 if (p_ptr->chp < p_ptr->mhp)
3558 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3559 chg_virtue(V_TEMPERANCE, 1);
3560 /* Gain hitpoints */
3563 /* Enforce maximum */
3564 if (p_ptr->chp >= p_ptr->mhp)
3566 p_ptr->chp = p_ptr->mhp;
3567 p_ptr->chp_frac = 0;
3570 p_ptr->redraw |= (PR_HP);
3572 p_ptr->window |= (PW_PLAYER);
3577 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3583 msg_print(_("気分が良くなった。", "You feel better."));
3589 msg_print(_("とても気分が良くなった。", "You feel much better."));
3595 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3607 * Array of stat "descriptions"
3609 static concptr desc_stat_pos[] =
3614 _("器用に", "dextrous"),
3615 _("健康に", "healthy"),
3621 * Array of stat "descriptions"
3623 static concptr desc_stat_neg[] =
3628 _("不器用に", "clumsy"),
3629 _("不健康に", "sickly"),
3637 bool do_dec_stat(int stat)
3641 /* Access the "sustain" */
3644 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3645 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3646 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3647 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3648 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3649 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3653 if (sust && (!ironman_nightmare || randint0(13)))
3655 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."),
3656 desc_stat_neg[stat]);
3662 /* Attempt to reduce the stat */
3663 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3665 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3671 /* Nothing obvious */
3677 * Restore lost "points" in a stat
3679 bool do_res_stat(int stat)
3681 /* Attempt to increase */
3684 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3689 /* Nothing obvious */
3695 * Gain a "point" in a stat
3697 bool do_inc_stat(int stat)
3701 /* Restore strength */
3702 res = res_stat(stat);
3704 /* Attempt to increase */
3709 chg_virtue(V_ENLIGHTEN, 1);
3710 chg_virtue(V_FAITH, 1);
3712 else if (stat == A_INT)
3714 chg_virtue(V_KNOWLEDGE, 1);
3715 chg_virtue(V_ENLIGHTEN, 1);
3717 else if (stat == A_CON)
3718 chg_virtue(V_VITALITY, 1);
3720 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3725 /* Restoration worked */
3728 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3733 /* Nothing obvious */
3739 * Restores any drained experience
3741 bool restore_level(void)
3743 /* Restore experience */
3744 if (p_ptr->exp < p_ptr->max_exp)
3746 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3748 /* Restore the experience */
3749 p_ptr->exp = p_ptr->max_exp;
3751 /* Check the experience */
3765 bool lose_all_info(void)
3769 chg_virtue(V_KNOWLEDGE, -5);
3770 chg_virtue(V_ENLIGHTEN, -5);
3772 /* Forget info about objects */
3773 for (i = 0; i < INVEN_TOTAL; i++)
3775 object_type *o_ptr = &inventory[i];
3777 /* Skip non-objects */
3778 if (!o_ptr->k_idx) continue;
3780 /* Allow "protection" by the MENTAL flag */
3781 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3783 /* Remove "default inscriptions" */
3784 o_ptr->feeling = FEEL_NONE;
3786 /* Hack -- Clear the "empty" flag */
3787 o_ptr->ident &= ~(IDENT_EMPTY);
3789 /* Hack -- Clear the "known" flag */
3790 o_ptr->ident &= ~(IDENT_KNOWN);
3792 /* Hack -- Clear the "felt" flag */
3793 o_ptr->ident &= ~(IDENT_SENSE);
3795 p_ptr->update |= (PU_BONUS);
3796 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3798 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3800 /* Mega-Hack -- Forget the map */
3808 void do_poly_wounds(void)
3810 /* Changed to always provide at least _some_ healing */
3811 s16b wounds = p_ptr->cut;
3812 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3813 s16b change = damroll(p_ptr->lev, 5);
3814 bool Nasty_effect = one_in_(5);
3816 if (!(wounds || hit_p || Nasty_effect)) return;
3818 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3822 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3823 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3828 set_cut(p_ptr->cut - (change / 2));
3834 * Change player race
3836 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3838 concptr title = race_info[new_race].title;
3839 int old_race = p_ptr->prace;
3842 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3844 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3847 chg_virtue(V_CHANCE, 2);
3849 if (p_ptr->prace < 32)
3851 p_ptr->old_race1 |= 1L << p_ptr->prace;
3855 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3857 p_ptr->prace = new_race;
3858 rp_ptr = &race_info[p_ptr->prace];
3860 /* Experience factor */
3861 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3864 * The speed bonus of Klackons and Sprites are disabled
3865 * and the experience penalty is decreased.
3867 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)))
3868 p_ptr->expfact -= 15;
3870 /* Get character's height and weight */
3871 get_height_weight();
3874 if (p_ptr->pclass == CLASS_SORCERER)
3875 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3877 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3879 do_cmd_rerate(FALSE);
3881 /* The experience level may be modified */
3884 p_ptr->redraw |= (PR_BASIC);
3886 p_ptr->update |= (PU_BONUS);
3890 /* Load an autopick preference file */
3891 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3893 /* Player's graphic tile may change */
3894 lite_spot(p_ptr->y, p_ptr->x);
3898 void do_poly_self(void)
3900 int power = p_ptr->lev;
3902 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3903 chg_virtue(V_CHANCE, 1);
3905 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3907 char effect_msg[80] = "";
3908 CHARACTER_IDX new_race;
3910 /* Some form of racial polymorph... */
3913 if ((power > randint0(5)) && one_in_(4))
3918 if (p_ptr->psex == SEX_MALE)
3920 p_ptr->psex = SEX_FEMALE;
3921 sp_ptr = &sex_info[p_ptr->psex];
3922 sprintf(effect_msg, _("女性の", "female "));
3926 p_ptr->psex = SEX_MALE;
3927 sp_ptr = &sex_info[p_ptr->psex];
3928 sprintf(effect_msg, _("男性の", "male "));
3932 if ((power > randint0(30)) && one_in_(5))
3936 /* Harmful deformity */
3943 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3949 /* Deformities are discriminated against! */
3950 (void)dec_stat(A_CHR, randint1(6), TRUE);
3955 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3956 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3960 sprintf(effect_msg,_("奇形の", "deformed "));
3964 while ((power > randint0(20)) && one_in_(10))
3966 /* Polymorph into a less mutated form */
3969 if (!lose_mutation(0))
3970 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3975 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3977 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3979 change_race(new_race, effect_msg);
3982 if ((power > randint0(30)) && one_in_(6))
3988 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");
3992 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3997 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!"));
3998 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4004 if ((power > randint0(20)) && one_in_(4))
4009 do_cmd_rerate(FALSE);
4012 while ((power > randint0(15)) && one_in_(3))
4015 (void)gain_random_mutation(0);
4018 if (power > randint0(5))
4024 /* Note: earlier deductions may have left power < 0 already. */
4034 * Decreases players hit points and sets death flag if necessary
4036 * Invulnerability needs to be changed into a "shield"
4038 * Hack -- this function allows the user to save (or quit)
4039 * the game when he dies, since the "You die." message is shown before
4040 * setting the player to "dead".
4043 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
4045 int old_chp = p_ptr->chp;
4047 char death_message[1024];
4050 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4053 if (p_ptr->is_dead) return 0;
4055 if (p_ptr->sutemi) damage *= 2;
4056 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4058 if (easy_band) damage = (damage+1)/2;
4060 if (damage_type != DAMAGE_USELIFE)
4062 disturb(TRUE, TRUE);
4069 if (monspell >= 0) learn_spell(monspell);
4071 /* Mega-Hack -- Apply "invulnerability" */
4072 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4074 if (IS_INVULN() && (damage < 9000))
4076 if (damage_type == DAMAGE_FORCE)
4078 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4080 else if (one_in_(PENETRATE_INVULNERABILITY))
4082 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4090 if (CHECK_MULTISHADOW())
4092 if (damage_type == DAMAGE_FORCE)
4094 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4096 else if (damage_type == DAMAGE_ATTACK)
4098 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!"));
4103 if (p_ptr->wraith_form)
4105 if (damage_type == DAMAGE_FORCE)
4107 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4112 if ((damage == 0) && one_in_(2)) damage = 1;
4116 if (p_ptr->special_defense & KATA_MUSOU)
4119 if ((damage == 0) && one_in_(2)) damage = 1;
4121 } /* not if LOSELIFE USELIFE */
4123 /* Hurt the player */
4124 p_ptr->chp -= damage;
4125 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4127 damage += p_ptr->chp;
4131 /* Display the hitpoints */
4132 p_ptr->redraw |= (PR_HP);
4134 p_ptr->window |= (PW_PLAYER);
4136 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4138 chg_virtue(V_SACRIFICE, 1);
4139 chg_virtue(V_CHANCE, 2);
4145 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4147 #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 */
4149 if(!save_player()) msg_print("セーブ失敗!");
4154 chg_virtue(V_SACRIFICE, 10);
4159 p_ptr->leaving = TRUE;
4162 p_ptr->is_dead = TRUE;
4164 if (p_ptr->inside_arena)
4166 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4167 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4169 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4173 QUEST_IDX q_idx = quest_number(dun_level);
4174 bool seppuku = streq(hit_from, "Seppuku");
4175 bool winning_seppuku = p_ptr->total_winner && seppuku;
4177 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4180 /* Make screen dump */
4181 screen_dump = make_screen_dump();
4184 /* Note cause of death */
4187 strcpy(p_ptr->died_from, hit_from);
4189 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4196 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);
4198 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4200 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4203 /* No longer a winner */
4204 p_ptr->total_winner = FALSE;
4206 if (winning_seppuku)
4208 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4214 if (p_ptr->inside_arena)
4215 strcpy(buf,_("アリーナ", "in the Arena"));
4216 else if (!dun_level)
4217 strcpy(buf,_("地上", "on the surface"));
4218 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4219 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4220 strcpy(buf,_("クエスト", "in a quest"));
4222 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4224 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4225 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4228 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4229 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4233 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4235 do_cmd_save_screen();
4240 /* Initialize "last message" buffer */
4241 if (p_ptr->last_message) string_free(p_ptr->last_message);
4242 p_ptr->last_message = NULL;
4244 /* Hack -- Note death */
4248 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4250 msg_print(android ? "You are broken." : "You die.");
4257 if (winning_seppuku)
4259 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4263 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4269 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4271 while (!get_string("Last word: ", death_message, 1024)) ;
4274 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4276 if (death_message[0] == '\0')
4279 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4281 strcpy(death_message, android ? "You are broken." : "You die.");
4284 else p_ptr->last_message = string_make(death_message);
4287 if (winning_seppuku)
4292 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4293 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4300 for (i = 0; i < 40; i++)
4301 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4303 str = death_message;
4304 if (strncmp(str, "「", 2) == 0) str += 2;
4306 str2 = my_strstr(str, "」");
4307 if (str2 != NULL) *str2 = '\0';
4312 str2 = my_strstr(str, " ");
4313 if (str2 == NULL) len = strlen(str);
4314 else len = str2 - str;
4318 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4320 if (str2 == NULL) break;
4324 if (*str == 0) break;
4328 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4332 /* Make screen dump */
4333 screen_dump = make_screen_dump();
4336 /* Wait a key press */
4341 msg_print(death_message);
4351 /* Hitpoint warning */
4352 if (p_ptr->chp < warning)
4354 /* Hack -- bell on first notice */
4355 if (old_chp > warning) bell();
4359 if (record_danger && (old_chp > warning))
4361 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4362 hit_from = _("何か", "something");
4364 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4365 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4370 /* stop auto_more even if DAMAGE_USELIFE */
4374 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4378 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4389 void gain_exp_64(s32b amount, u32b amount_frac)
4391 if (p_ptr->is_dead) return;
4393 if (p_ptr->prace == RACE_ANDROID) return;
4395 /* Gain some experience */
4396 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4398 /* Slowly recover from experience drainage */
4399 if (p_ptr->exp < p_ptr->max_exp)
4401 /* Gain max experience (20%) (was 10%) */
4402 p_ptr->max_exp += amount / 5;
4405 /* Check Experience */
4413 void gain_exp(s32b amount)
4415 gain_exp_64(amount, 0L);
4419 void calc_android_exp(void)
4423 if (p_ptr->is_dead) return;
4425 if (p_ptr->prace != RACE_ANDROID) return;
4427 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4429 object_type *o_ptr = &inventory[i];
4431 object_type *q_ptr = &forge;
4433 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4435 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4436 if (!o_ptr->k_idx) continue;
4439 object_copy(q_ptr, o_ptr);
4440 q_ptr->discount = 0;
4441 q_ptr->curse_flags = 0L;
4443 if (object_is_fixed_artifact(o_ptr))
4445 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4446 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4448 else if (object_is_ego(o_ptr))
4450 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4452 else if (o_ptr->art_name)
4454 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4457 if (!object_is_weapon_ammo(o_ptr))
4460 if (total_flags < 15000) fake_level = 10;
4461 else if (total_flags < 35000) fake_level = 25;
4462 else fake_level = 40;
4467 if (total_flags < 20000) fake_level = 10;
4468 else if (total_flags < 45000) fake_level = 25;
4469 else fake_level = 40;
4472 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4475 value = object_value_real(q_ptr);
4477 if (value <= 0) continue;
4478 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4479 if (value > 5000000L) value = 5000000L;
4480 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4482 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4483 (o_ptr->tval == TV_DRAG_ARMOR) ||
4484 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4485 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4486 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4487 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4488 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4490 if (level > 65) level = 35 + (level - 65) / 5;
4491 else if (level > 35) level = 25 + (level - 35) / 3;
4492 else if (level > 15) level = 15 + (level - 15) / 2;
4493 exp = MIN(100000L, value) / 2 * level * level;
4494 if (value > 100000L)
4495 exp += (value - 100000L) / 8 * level * level;
4499 exp = MIN(100000L, value) * level;
4500 if (value > 100000L)
4501 exp += (value - 100000L) / 4 * level;
4503 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4504 else total_exp += exp / 16;
4505 if (i == INVEN_BODY) total_exp += exp / 32;
4507 p_ptr->exp = p_ptr->max_exp = total_exp;
4509 /* Check Experience */
4517 void lose_exp(s32b amount)
4519 if (p_ptr->prace == RACE_ANDROID) return;
4521 /* Never drop below zero experience */
4522 if (amount > p_ptr->exp) amount = p_ptr->exp;
4524 /* Lose some experience */
4525 p_ptr->exp -= amount;
4527 /* Check Experience */
4534 * If resisted to draining, return FALSE
4536 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4538 /* Androids and their mimics are never drained */
4539 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4541 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4543 /* Hold experience */
4544 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4548 /* Hold experience failed */
4549 if (p_ptr->hold_exp)
4551 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4556 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!"));
4564 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4566 bool notice = FALSE;
4568 /* Hack -- Force good values */
4569 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4571 if (p_ptr->is_dead) return FALSE;
4576 if (p_ptr->ult_res && !do_dec)
4578 if (p_ptr->ult_res > v) return FALSE;
4580 else if (!p_ptr->ult_res)
4582 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!"));
4592 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"));
4600 /* Redraw status bar */
4601 p_ptr->redraw |= (PR_STATUS);
4603 /* Nothing to notice */
4604 if (!notice) return (FALSE);
4606 if (disturb_state) disturb(FALSE, FALSE);
4607 p_ptr->update |= (PU_BONUS);
4612 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4614 bool notice = FALSE;
4616 /* Hack -- Force good values */
4617 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4619 if (p_ptr->is_dead) return FALSE;
4624 if (p_ptr->tim_res_nether && !do_dec)
4626 if (p_ptr->tim_res_nether > v) return FALSE;
4628 else if (!p_ptr->tim_res_nether)
4630 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4638 if (p_ptr->tim_res_nether)
4640 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"));
4646 p_ptr->tim_res_nether = v;
4648 /* Redraw status bar */
4649 p_ptr->redraw |= (PR_STATUS);
4651 /* Nothing to notice */
4652 if (!notice) return (FALSE);
4654 if (disturb_state) disturb(FALSE, FALSE);
4655 p_ptr->update |= (PU_BONUS);
4660 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4662 bool notice = FALSE;
4664 /* Hack -- Force good values */
4665 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4667 if (p_ptr->is_dead) return FALSE;
4672 if (p_ptr->tim_res_time && !do_dec)
4674 if (p_ptr->tim_res_time > v) return FALSE;
4676 else if (!p_ptr->tim_res_time)
4678 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!"));
4686 if (p_ptr->tim_res_time)
4688 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"));
4694 p_ptr->tim_res_time = v;
4696 /* Redraw status bar */
4697 p_ptr->redraw |= (PR_STATUS);
4699 /* Nothing to notice */
4700 if (!notice) return (FALSE);
4702 if (disturb_state) disturb(FALSE, FALSE);
4703 p_ptr->update |= (PU_BONUS);
4710 * Choose a warrior-mage elemental attack. -LM-
4712 bool choose_ele_attack(void)
4718 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4720 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."));
4725 num = (p_ptr->lev - 20) / 5;
4726 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4729 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4734 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4739 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4744 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4753 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4757 if ((choice == 'a') || (choice == 'A'))
4758 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4759 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4760 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4761 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4762 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4763 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4764 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4765 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4766 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4769 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4779 * Choose a elemental immune. -LM-
4781 bool choose_ele_immune(TIME_EFFECT immune_turn)
4786 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4787 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4788 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4789 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4797 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4801 if ((choice == 'a') || (choice == 'A'))
4802 set_ele_immune(DEFENSE_FIRE, immune_turn);
4803 else if ((choice == 'b') || (choice == 'B'))
4804 set_ele_immune(DEFENSE_COLD, immune_turn);
4805 else if ((choice == 'c') || (choice == 'C'))
4806 set_ele_immune(DEFENSE_ACID, immune_turn);
4807 else if ((choice == 'd') || (choice == 'D'))
4808 set_ele_immune(DEFENSE_ELEC, immune_turn);
4811 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));