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."));
402 p_ptr->redraw |= (PR_STATUS);
404 /* Nothing to notice */
405 if (!notice) return (FALSE);
407 if (disturb_state) disturb(FALSE, FALSE);
409 /* Fully update the visuals */
410 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
412 p_ptr->redraw |= (PR_MAP);
414 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
421 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
423 * @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。
425 bool set_confused(TIME_EFFECT v)
429 /* Hack -- Force good values */
430 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
432 if (p_ptr->is_dead) return FALSE;
437 if (!p_ptr->confused)
439 msg_print(_("あなたは混乱した!", "You are confused!"));
441 if (p_ptr->action == ACTION_LEARN)
443 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
446 p_ptr->redraw |= (PR_STATE);
447 p_ptr->action = ACTION_NONE;
449 if (p_ptr->action == ACTION_KAMAE)
451 msg_print(_("構えがとけた。", "Your posture gets loose."));
452 p_ptr->special_defense &= ~(KAMAE_MASK);
453 p_ptr->update |= (PU_BONUS);
454 p_ptr->redraw |= (PR_STATE);
455 p_ptr->action = ACTION_NONE;
457 else if (p_ptr->action == ACTION_KATA)
459 msg_print(_("型が崩れた。", "Your posture gets loose."));
460 p_ptr->special_defense &= ~(KATA_MASK);
461 p_ptr->update |= (PU_BONUS);
462 p_ptr->update |= (PU_MONSTERS);
463 p_ptr->redraw |= (PR_STATE);
464 p_ptr->redraw |= (PR_STATUS);
465 p_ptr->action = ACTION_NONE;
469 if (p_ptr->concent) reset_concentration(TRUE);
472 if (hex_spelling_any()) stop_hex_spell_all();
475 p_ptr->counter = FALSE;
476 chg_virtue(V_HARMONY, -1);
485 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
486 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
493 p_ptr->redraw |= (PR_STATUS);
495 /* Nothing to notice */
496 if (!notice) return (FALSE);
498 if (disturb_state) disturb(FALSE, FALSE);
505 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
507 * @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。
509 bool set_poisoned(TIME_EFFECT v)
513 /* Hack -- Force good values */
514 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
516 if (p_ptr->is_dead) return FALSE;
521 if (!p_ptr->poisoned)
523 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
533 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
540 p_ptr->redraw |= (PR_STATUS);
542 /* Nothing to notice */
543 if (!notice) return (FALSE);
545 if (disturb_state) disturb(FALSE, FALSE);
552 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
554 * @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。
556 bool set_afraid(TIME_EFFECT v)
560 /* Hack -- Force good values */
561 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
563 if (p_ptr->is_dead) return FALSE;
570 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
572 if (p_ptr->special_defense & KATA_MASK)
574 msg_print(_("型が崩れた。", "Your posture gets loose."));
575 p_ptr->special_defense &= ~(KATA_MASK);
576 p_ptr->update |= (PU_BONUS);
577 p_ptr->update |= (PU_MONSTERS);
578 p_ptr->redraw |= (PR_STATE);
579 p_ptr->redraw |= (PR_STATUS);
580 p_ptr->action = ACTION_NONE;
584 p_ptr->counter = FALSE;
585 chg_virtue(V_VALOUR, -1);
594 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
601 p_ptr->redraw |= (PR_STATUS);
603 /* Nothing to notice */
604 if (!notice) return (FALSE);
606 if (disturb_state) disturb(FALSE, FALSE);
612 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
614 * @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。
616 bool set_paralyzed(TIME_EFFECT v)
620 /* Hack -- Force good values */
621 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
623 if (p_ptr->is_dead) return FALSE;
628 if (!p_ptr->paralyzed)
630 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
632 if (p_ptr->concent) reset_concentration(TRUE);
635 if (hex_spelling_any()) stop_hex_spell_all();
637 p_ptr->counter = FALSE;
645 if (p_ptr->paralyzed)
647 msg_print(_("やっと動けるようになった。", "You can move again."));
653 p_ptr->paralyzed = v;
654 p_ptr->redraw |= (PR_STATUS);
656 /* Nothing to notice */
657 if (!notice) return (FALSE);
659 if (disturb_state) disturb(FALSE, FALSE);
660 p_ptr->redraw |= (PR_STATE);
666 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
668 * @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。
669 * @details Note that we must redraw the map when hallucination changes.
671 bool set_image(TIME_EFFECT v)
675 /* Hack -- Force good values */
676 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
678 if (p_ptr->is_dead) return FALSE;
679 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
685 set_tsuyoshi(0, TRUE);
688 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
691 if (p_ptr->concent) reset_concentration(TRUE);
693 p_ptr->counter = FALSE;
703 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."));
710 p_ptr->redraw |= (PR_STATUS);
712 /* Nothing to notice */
713 if (!notice) return (FALSE);
715 if (disturb_state) disturb(FALSE, TRUE);
717 p_ptr->redraw |= (PR_MAP);
719 /* Update the health bar */
720 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
721 p_ptr->update |= (PU_MONSTERS);
723 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
729 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
731 * @param do_dec 現在の継続時間より長い値のみ上書きする
732 * @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。
734 bool set_fast(TIME_EFFECT v, bool do_dec)
738 /* Hack -- Force good values */
739 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
741 if (p_ptr->is_dead) return FALSE;
746 if (p_ptr->fast && !do_dec)
748 if (p_ptr->fast > v) return FALSE;
750 else if (!IS_FAST() && !p_ptr->lightspeed)
752 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
754 chg_virtue(V_PATIENCE, -1);
755 chg_virtue(V_DILIGENCE, 1);
762 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
764 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
772 /* Nothing to notice */
773 if (!notice) return (FALSE);
775 if (disturb_state) disturb(FALSE, FALSE);
776 p_ptr->update |= (PU_BONUS);
782 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
784 * @param do_dec 現在の継続時間より長い値のみ上書きする
785 * @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。
787 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
791 /* Hack -- Force good values */
792 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
794 if (p_ptr->is_dead) return FALSE;
796 if (p_ptr->wild_mode) v = 0;
801 if (p_ptr->lightspeed && !do_dec)
803 if (p_ptr->lightspeed > v) return FALSE;
805 else if (!p_ptr->lightspeed)
807 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
809 chg_virtue(V_PATIENCE, -1);
810 chg_virtue(V_DILIGENCE, 1);
817 if (p_ptr->lightspeed)
819 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
825 p_ptr->lightspeed = v;
827 /* Nothing to notice */
828 if (!notice) return (FALSE);
830 if (disturb_state) disturb(FALSE, FALSE);
831 p_ptr->update |= (PU_BONUS);
837 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
839 * @param do_dec 現在の継続時間より長い値のみ上書きする
840 * @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。
842 bool set_slow(TIME_EFFECT v, bool do_dec)
846 /* Hack -- Force good values */
847 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
849 if (p_ptr->is_dead) return FALSE;
854 if (p_ptr->slow && !do_dec)
856 if (p_ptr->slow > v) return FALSE;
858 else if (!p_ptr->slow)
860 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
870 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
878 /* Nothing to notice */
879 if (!notice) return (FALSE);
881 if (disturb_state) disturb(FALSE, FALSE);
882 p_ptr->update |= (PU_BONUS);
889 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
891 * @param do_dec 現在の継続時間より長い値のみ上書きする
892 * @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。
894 bool set_shield(TIME_EFFECT v, bool do_dec)
898 /* Hack -- Force good values */
899 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
901 if (p_ptr->is_dead) return FALSE;
906 if (p_ptr->shield && !do_dec)
908 if (p_ptr->shield > v) return FALSE;
910 else if (!p_ptr->shield)
912 msg_print(_("肌が石になった。", "Your skin turns to stone."));
922 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
929 p_ptr->redraw |= (PR_STATUS);
931 /* Nothing to notice */
932 if (!notice) return (FALSE);
934 if (disturb_state) disturb(FALSE, FALSE);
935 p_ptr->update |= (PU_BONUS);
942 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
944 * @param do_dec 現在の継続時間より長い値のみ上書きする
945 * @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。
947 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
951 /* Hack -- Force good values */
952 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
954 if (p_ptr->is_dead) return FALSE;
959 if (p_ptr->tsubureru && !do_dec)
961 if (p_ptr->tsubureru > v) return FALSE;
963 else if (!p_ptr->tsubureru)
965 msg_print(_("横に伸びた。", "Your body expands horizontally."));
973 if (p_ptr->tsubureru)
975 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
981 p_ptr->tsubureru = v;
982 p_ptr->redraw |= (PR_STATUS);
984 /* Nothing to notice */
985 if (!notice) return (FALSE);
987 if (disturb_state) disturb(FALSE, FALSE);
988 p_ptr->update |= (PU_BONUS);
995 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
997 * @param do_dec 現在の継続時間より長い値のみ上書きする
998 * @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。
1000 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1002 bool notice = FALSE;
1004 /* Hack -- Force good values */
1005 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1007 if (p_ptr->is_dead) return FALSE;
1012 if (p_ptr->magicdef && !do_dec)
1014 if (p_ptr->magicdef > v) return FALSE;
1016 else if (!p_ptr->magicdef)
1018 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."));
1026 if (p_ptr->magicdef)
1028 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1034 p_ptr->magicdef = v;
1035 p_ptr->redraw |= (PR_STATUS);
1037 /* Nothing to notice */
1038 if (!notice) return (FALSE);
1040 if (disturb_state) disturb(FALSE, FALSE);
1041 p_ptr->update |= (PU_BONUS);
1047 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1049 * @param do_dec 現在の継続時間より長い値のみ上書きする
1050 * @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。
1052 bool set_blessed(TIME_EFFECT v, bool do_dec)
1054 bool notice = FALSE;
1056 /* Hack -- Force good values */
1057 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1059 if (p_ptr->is_dead) return FALSE;
1064 if (p_ptr->blessed && !do_dec)
1066 if (p_ptr->blessed > v) return FALSE;
1068 else if (!IS_BLESSED())
1070 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1078 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1080 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1087 p_ptr->redraw |= (PR_STATUS);
1089 /* Nothing to notice */
1090 if (!notice) return (FALSE);
1092 if (disturb_state) disturb(FALSE, FALSE);
1093 p_ptr->update |= (PU_BONUS);
1100 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1102 * @param do_dec 現在の継続時間より長い値のみ上書きする
1103 * @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。
1105 bool set_hero(TIME_EFFECT v, bool do_dec)
1107 bool notice = FALSE;
1109 /* Hack -- Force good values */
1110 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1112 if (p_ptr->is_dead) return FALSE;
1117 if (p_ptr->hero && !do_dec)
1119 if (p_ptr->hero > v) return FALSE;
1121 else if (!IS_HERO())
1123 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1131 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1133 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1140 p_ptr->redraw |= (PR_STATUS);
1142 /* Nothing to notice */
1143 if (!notice) return (FALSE);
1145 if (disturb_state) disturb(FALSE, FALSE);
1146 p_ptr->update |= (PU_BONUS);
1148 /* Recalculate hitpoints */
1149 p_ptr->update |= (PU_HP);
1155 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1156 * @param v 継続時間/ 0ならば無条件にリセット
1157 * @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
1158 * @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。
1160 bool set_shero(TIME_EFFECT v, bool do_dec)
1162 bool notice = FALSE;
1164 /* Hack -- Force good values */
1165 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1167 if (p_ptr->is_dead) return FALSE;
1169 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1173 if (p_ptr->shero && !do_dec)
1175 if (p_ptr->shero > v) return FALSE;
1177 else if (!p_ptr->shero)
1179 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1189 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1196 p_ptr->redraw |= (PR_STATUS);
1198 /* Nothing to notice */
1199 if (!notice) return (FALSE);
1201 if (disturb_state) disturb(FALSE, FALSE);
1202 p_ptr->update |= (PU_BONUS);
1204 /* Recalculate hitpoints */
1205 p_ptr->update |= (PU_HP);
1211 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1213 * @param do_dec 現在の継続時間より長い値のみ上書きする
1214 * @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。
1216 bool set_protevil(TIME_EFFECT v, bool do_dec)
1218 bool notice = FALSE;
1220 /* Hack -- Force good values */
1221 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1223 if (p_ptr->is_dead) return FALSE;
1228 if (p_ptr->protevil && !do_dec)
1230 if (p_ptr->protevil > v) return FALSE;
1232 else if (!p_ptr->protevil)
1234 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!"));
1242 if (p_ptr->protevil)
1244 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."));
1250 p_ptr->protevil = v;
1251 p_ptr->redraw |= (PR_STATUS);
1253 /* Nothing to notice */
1254 if (!notice) return (FALSE);
1256 if (disturb_state) disturb(FALSE, FALSE);
1262 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1264 * @param do_dec 現在の継続時間より長い値のみ上書きする
1265 * @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。
1267 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1269 bool notice = FALSE;
1271 /* Hack -- Force good values */
1272 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1274 if (p_ptr->is_dead) return FALSE;
1279 if (p_ptr->wraith_form && !do_dec)
1281 if (p_ptr->wraith_form > v) return FALSE;
1283 else if (!p_ptr->wraith_form)
1285 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!"));
1287 chg_virtue(V_UNLIFE, 3);
1288 chg_virtue(V_HONOUR, -2);
1289 chg_virtue(V_SACRIFICE, -2);
1290 chg_virtue(V_VALOUR, -5);
1292 p_ptr->redraw |= (PR_MAP);
1293 p_ptr->update |= (PU_MONSTERS);
1295 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1302 if (p_ptr->wraith_form)
1304 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1307 p_ptr->redraw |= (PR_MAP);
1308 p_ptr->update |= (PU_MONSTERS);
1310 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1315 p_ptr->wraith_form = v;
1316 p_ptr->redraw |= (PR_STATUS);
1318 /* Nothing to notice */
1319 if (!notice) return (FALSE);
1321 if (disturb_state) disturb(FALSE, FALSE);
1322 p_ptr->update |= (PU_BONUS);
1329 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1331 * @param do_dec 現在の継続時間より長い値のみ上書きする
1332 * @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。
1334 bool set_invuln(TIME_EFFECT v, bool do_dec)
1336 bool notice = FALSE;
1338 /* Hack -- Force good values */
1339 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1341 if (p_ptr->is_dead) return FALSE;
1346 if (p_ptr->invuln && !do_dec)
1348 if (p_ptr->invuln > v) return FALSE;
1350 else if (!IS_INVULN())
1352 msg_print(_("無敵だ!", "Invulnerability!"));
1355 chg_virtue(V_UNLIFE, -2);
1356 chg_virtue(V_HONOUR, -2);
1357 chg_virtue(V_SACRIFICE, -3);
1358 chg_virtue(V_VALOUR, -5);
1360 p_ptr->redraw |= (PR_MAP);
1361 p_ptr->update |= (PU_MONSTERS);
1363 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1370 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1372 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1375 p_ptr->redraw |= (PR_MAP);
1376 p_ptr->update |= (PU_MONSTERS);
1378 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1380 p_ptr->energy_need += ENERGY_NEED();
1386 p_ptr->redraw |= (PR_STATUS);
1388 /* Nothing to notice */
1389 if (!notice) return (FALSE);
1391 if (disturb_state) disturb(FALSE, FALSE);
1392 p_ptr->update |= (PU_BONUS);
1398 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1400 * @param do_dec 現在の継続時間より長い値のみ上書きする
1401 * @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。
1403 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1405 bool notice = FALSE;
1407 /* Hack -- Force good values */
1408 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1410 if (p_ptr->is_dead) return FALSE;
1415 if (p_ptr->tim_esp && !do_dec)
1417 if (p_ptr->tim_esp > v) return FALSE;
1419 else if (!IS_TIM_ESP())
1421 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1429 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1431 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1438 p_ptr->redraw |= (PR_STATUS);
1440 /* Nothing to notice */
1441 if (!notice) return (FALSE);
1443 if (disturb_state) disturb(FALSE, FALSE);
1444 p_ptr->update |= (PU_BONUS);
1445 p_ptr->update |= (PU_MONSTERS);
1451 * @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
1453 * @param do_dec 現在の継続時間より長い値のみ上書きする
1454 * @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。
1456 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1458 bool notice = FALSE;
1460 /* Hack -- Force good values */
1461 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1463 if (p_ptr->is_dead) return FALSE;
1468 if (p_ptr->tim_invis && !do_dec)
1470 if (p_ptr->tim_invis > v) return FALSE;
1472 else if (!p_ptr->tim_invis)
1474 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1482 if (p_ptr->tim_invis)
1484 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1490 p_ptr->tim_invis = v;
1491 p_ptr->redraw |= (PR_STATUS);
1493 /* Nothing to notice */
1494 if (!notice) return (FALSE);
1496 if (disturb_state) disturb(FALSE, FALSE);
1497 p_ptr->update |= (PU_BONUS);
1499 /* Update the monsters */
1500 p_ptr->update |= (PU_MONSTERS);
1506 * @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
1508 * @param do_dec 現在の継続時間より長い値のみ上書きする
1509 * @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。
1511 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1513 bool notice = FALSE;
1515 /* Hack -- Force good values */
1516 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1518 if (p_ptr->is_dead) return FALSE;
1523 if (p_ptr->tim_infra && !do_dec)
1525 if (p_ptr->tim_infra > v) return FALSE;
1527 else if (!p_ptr->tim_infra)
1529 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1537 if (p_ptr->tim_infra)
1539 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1545 p_ptr->tim_infra = v;
1546 p_ptr->redraw |= (PR_STATUS);
1548 /* Nothing to notice */
1549 if (!notice) return (FALSE);
1551 if (disturb_state) disturb(FALSE, FALSE);
1552 p_ptr->update |= (PU_BONUS);
1554 /* Update the monsters */
1555 p_ptr->update |= (PU_MONSTERS);
1561 * @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
1563 * @param do_dec 現在の継続時間より長い値のみ上書きする
1564 * @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。
1566 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1568 bool notice = FALSE;
1570 /* Hack -- Force good values */
1571 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1573 if (p_ptr->is_dead) return FALSE;
1578 if (p_ptr->tim_regen && !do_dec)
1580 if (p_ptr->tim_regen > v) return FALSE;
1582 else if (!p_ptr->tim_regen)
1584 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1592 if (p_ptr->tim_regen)
1594 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1600 p_ptr->tim_regen = v;
1601 p_ptr->redraw |= (PR_STATUS);
1603 /* Nothing to notice */
1604 if (!notice) return (FALSE);
1606 if (disturb_state) disturb(FALSE, FALSE);
1607 p_ptr->update |= (PU_BONUS);
1613 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1615 * @param do_dec 現在の継続時間より長い値のみ上書きする
1616 * @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。
1618 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1620 bool notice = FALSE;
1622 /* Hack -- Force good values */
1623 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1625 if (p_ptr->is_dead) return FALSE;
1630 if (p_ptr->tim_stealth && !do_dec)
1632 if (p_ptr->tim_stealth > v) return FALSE;
1634 else if (!IS_TIM_STEALTH())
1636 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1644 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1646 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1652 p_ptr->tim_stealth = v;
1653 p_ptr->redraw |= (PR_STATUS);
1655 /* Nothing to notice */
1656 if (!notice) return (FALSE);
1658 if (disturb_state) disturb(FALSE, FALSE);
1659 p_ptr->update |= (PU_BONUS);
1665 * @brief 超隠密状態をセットする
1666 * @param set TRUEならば超隠密状態になる。
1667 * @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。
1669 bool set_superstealth(bool set)
1671 bool notice = FALSE;
1673 if (p_ptr->is_dead) return FALSE;
1678 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1680 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1682 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."));
1683 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1687 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!"));
1688 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1694 p_ptr->special_defense |= NINJA_S_STEALTH;
1701 if (p_ptr->special_defense & NINJA_S_STEALTH)
1703 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."));
1707 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1711 /* Nothing to notice */
1712 if (!notice) return (FALSE);
1713 p_ptr->redraw |= (PR_STATUS);
1715 if (disturb_state) disturb(FALSE, FALSE);
1720 * @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
1722 * @param do_dec 現在の継続時間より長い値のみ上書きする
1723 * @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。
1725 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1727 bool notice = FALSE;
1729 /* Hack -- Force good values */
1730 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1732 if (p_ptr->is_dead) return FALSE;
1737 if (p_ptr->tim_levitation && !do_dec)
1739 if (p_ptr->tim_levitation > v) return FALSE;
1741 else if (!p_ptr->tim_levitation)
1743 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1751 if (p_ptr->tim_levitation)
1753 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1759 p_ptr->tim_levitation = v;
1760 p_ptr->redraw |= (PR_STATUS);
1762 /* Nothing to notice */
1763 if (!notice) return (FALSE);
1765 if (disturb_state) disturb(FALSE, FALSE);
1766 p_ptr->update |= (PU_BONUS);
1772 * @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
1774 * @param do_dec 現在の継続時間より長い値のみ上書きする
1775 * @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。
1777 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1779 bool notice = FALSE;
1781 /* Hack -- Force good values */
1782 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1784 if (p_ptr->is_dead) return FALSE;
1789 if (p_ptr->tim_sh_touki && !do_dec)
1791 if (p_ptr->tim_sh_touki > v) return FALSE;
1793 else if (!p_ptr->tim_sh_touki)
1795 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1803 if (p_ptr->tim_sh_touki)
1805 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1811 p_ptr->tim_sh_touki = v;
1812 p_ptr->redraw |= (PR_STATUS);
1814 /* Nothing to notice */
1815 if (!notice) return (FALSE);
1817 if (disturb_state) disturb(FALSE, FALSE);
1823 * @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
1825 * @param do_dec 現在の継続時間より長い値のみ上書きする
1826 * @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。
1828 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1830 bool notice = FALSE;
1832 /* Hack -- Force good values */
1833 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1835 if (p_ptr->is_dead) return FALSE;
1840 if (p_ptr->tim_sh_fire && !do_dec)
1842 if (p_ptr->tim_sh_fire > v) return FALSE;
1844 else if (!p_ptr->tim_sh_fire)
1846 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1854 if (p_ptr->tim_sh_fire)
1856 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1862 p_ptr->tim_sh_fire = v;
1863 p_ptr->redraw |= (PR_STATUS);
1865 /* Nothing to notice */
1866 if (!notice) return (FALSE);
1868 if (disturb_state) disturb(FALSE, FALSE);
1869 p_ptr->update |= (PU_BONUS);
1875 * @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
1877 * @param do_dec 現在の継続時間より長い値のみ上書きする
1878 * @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。
1880 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1882 bool notice = FALSE;
1884 /* Hack -- Force good values */
1885 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1887 if (p_ptr->is_dead) return FALSE;
1892 if (p_ptr->tim_sh_holy && !do_dec)
1894 if (p_ptr->tim_sh_holy > v) return FALSE;
1896 else if (!p_ptr->tim_sh_holy)
1898 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1906 if (p_ptr->tim_sh_holy)
1908 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1914 p_ptr->tim_sh_holy = v;
1915 p_ptr->redraw |= (PR_STATUS);
1917 /* Nothing to notice */
1918 if (!notice) return (FALSE);
1920 if (disturb_state) disturb(FALSE, FALSE);
1921 p_ptr->update |= (PU_BONUS);
1927 * @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
1929 * @param do_dec 現在の継続時間より長い値のみ上書きする
1930 * @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。
1932 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1934 bool notice = FALSE;
1936 /* Hack -- Force good values */
1937 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1939 if (p_ptr->is_dead) return FALSE;
1944 if (p_ptr->tim_eyeeye && !do_dec)
1946 if (p_ptr->tim_eyeeye > v) return FALSE;
1948 else if (!p_ptr->tim_eyeeye)
1950 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1958 if (p_ptr->tim_eyeeye)
1960 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."));
1966 p_ptr->tim_eyeeye = v;
1967 p_ptr->redraw |= (PR_STATUS);
1969 /* Nothing to notice */
1970 if (!notice) return (FALSE);
1972 if (disturb_state) disturb(FALSE, FALSE);
1973 p_ptr->update |= (PU_BONUS);
1980 * @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
1982 * @param do_dec 現在の継続時間より長い値のみ上書きする
1983 * @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。
1985 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1987 bool notice = FALSE;
1989 /* Hack -- Force good values */
1990 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1992 if (p_ptr->is_dead) return FALSE;
1997 if (p_ptr->resist_magic && !do_dec)
1999 if (p_ptr->resist_magic > v) return FALSE;
2001 else if (!p_ptr->resist_magic)
2003 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2011 if (p_ptr->resist_magic)
2013 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2019 p_ptr->resist_magic = v;
2020 p_ptr->redraw |= (PR_STATUS);
2022 /* Nothing to notice */
2023 if (!notice) return (FALSE);
2025 if (disturb_state) disturb(FALSE, FALSE);
2026 p_ptr->update |= (PU_BONUS);
2032 * @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
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_tim_reflect(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->tim_reflect && !do_dec)
2051 if (p_ptr->tim_reflect > v) return FALSE;
2053 else if (!p_ptr->tim_reflect)
2055 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2063 if (p_ptr->tim_reflect)
2065 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2071 p_ptr->tim_reflect = v;
2072 p_ptr->redraw |= (PR_STATUS);
2074 /* Nothing to notice */
2075 if (!notice) return (FALSE);
2077 if (disturb_state) disturb(FALSE, FALSE);
2078 p_ptr->update |= (PU_BONUS);
2085 * Set "p_ptr->multishadow", notice observable changes
2087 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2089 bool notice = FALSE;
2091 /* Hack -- Force good values */
2092 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2094 if (p_ptr->is_dead) return FALSE;
2099 if (p_ptr->multishadow && !do_dec)
2101 if (p_ptr->multishadow > v) return FALSE;
2103 else if (!p_ptr->multishadow)
2105 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2113 if (p_ptr->multishadow)
2115 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2121 p_ptr->multishadow = v;
2122 p_ptr->redraw |= (PR_STATUS);
2124 /* Nothing to notice */
2125 if (!notice) return (FALSE);
2127 if (disturb_state) disturb(FALSE, FALSE);
2128 p_ptr->update |= (PU_BONUS);
2134 * @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
2136 * @param do_dec 現在の継続時間より長い値のみ上書きする
2137 * @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。
2139 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2141 bool notice = FALSE;
2143 /* Hack -- Force good values */
2144 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2146 if (p_ptr->is_dead) return FALSE;
2151 if (p_ptr->dustrobe && !do_dec)
2153 if (p_ptr->dustrobe > v) return FALSE;
2155 else if (!p_ptr->dustrobe)
2157 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2165 if (p_ptr->dustrobe)
2167 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2173 p_ptr->dustrobe = v;
2174 p_ptr->redraw |= (PR_STATUS);
2176 /* Nothing to notice */
2177 if (!notice) return (FALSE);
2179 if (disturb_state) disturb(FALSE, FALSE);
2180 p_ptr->update |= (PU_BONUS);
2186 * @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
2188 * @param do_dec 現在の継続時間より長い値のみ上書きする
2189 * @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。
2191 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2193 bool notice = FALSE;
2195 /* Hack -- Force good values */
2196 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2198 if (p_ptr->is_dead) return FALSE;
2203 if (p_ptr->kabenuke && !do_dec)
2205 if (p_ptr->kabenuke > v) return FALSE;
2207 else if (!p_ptr->kabenuke)
2209 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2217 if (p_ptr->kabenuke)
2219 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2225 p_ptr->kabenuke = v;
2226 p_ptr->redraw |= (PR_STATUS);
2228 /* Nothing to notice */
2229 if (!notice) return (FALSE);
2231 if (disturb_state) disturb(FALSE, FALSE);
2232 p_ptr->update |= (PU_BONUS);
2238 * @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
2240 * @param do_dec 現在の継続時間より長い値のみ上書きする
2241 * @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。
2243 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2245 bool notice = FALSE;
2247 /* Hack -- Force good values */
2248 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2250 if (p_ptr->is_dead) return FALSE;
2255 if (p_ptr->tsuyoshi && !do_dec)
2257 if (p_ptr->tsuyoshi > v) return FALSE;
2259 else if (!p_ptr->tsuyoshi)
2261 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2263 chg_virtue(V_VITALITY, 2);
2270 if (p_ptr->tsuyoshi)
2272 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2274 (void)dec_stat(A_CON, 20, TRUE);
2275 (void)dec_stat(A_STR, 20, TRUE);
2278 chg_virtue(V_VITALITY, -3);
2283 p_ptr->tsuyoshi = v;
2284 p_ptr->redraw |= (PR_STATUS);
2286 /* Nothing to notice */
2287 if (!notice) return (FALSE);
2289 if (disturb_state) disturb(FALSE, FALSE);
2290 p_ptr->update |= (PU_BONUS);
2292 /* Recalculate hitpoints */
2293 p_ptr->update |= (PU_HP);
2299 * @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-
2300 * @param attack_type スレイのタイプID
2302 * @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。
2304 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2306 /* Hack -- Force good values */
2307 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2309 /* Clear all elemental attacks (only one is allowed at a time). */
2310 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2312 p_ptr->special_attack &= ~(ATTACK_ACID);
2313 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2315 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2317 p_ptr->special_attack &= ~(ATTACK_ELEC);
2318 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2320 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2322 p_ptr->special_attack &= ~(ATTACK_FIRE);
2323 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2325 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2327 p_ptr->special_attack &= ~(ATTACK_COLD);
2328 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2330 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2332 p_ptr->special_attack &= ~(ATTACK_POIS);
2333 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2336 if ((v) && (attack_type))
2338 /* Set attack type. */
2339 p_ptr->special_attack |= (attack_type);
2342 p_ptr->ele_attack = v;
2346 msg_format("%sで攻撃できるようになった!",
2347 ((attack_type == ATTACK_ACID) ? "酸" :
2348 ((attack_type == ATTACK_ELEC) ? "電撃" :
2349 ((attack_type == ATTACK_FIRE) ? "火炎" :
2350 ((attack_type == ATTACK_COLD) ? "冷気" :
2351 ((attack_type == ATTACK_POIS) ? "毒" :
2354 msg_format("For a while, the blows you deal will %s",
2355 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2356 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2357 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2358 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2359 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2360 "do nothing special."))))));
2364 if (disturb_state) disturb(FALSE, FALSE);
2365 p_ptr->redraw |= (PR_STATUS);
2367 p_ptr->update |= (PU_BONUS);
2374 * @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-
2375 * @param immune_type 免疫のタイプID
2377 * @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。
2379 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2381 /* Hack -- Force good values */
2382 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2384 /* Clear all elemental attacks (only one is allowed at a time). */
2385 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2387 p_ptr->special_defense &= ~(DEFENSE_ACID);
2388 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."));
2390 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2392 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2393 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."));
2395 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2397 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2398 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."));
2400 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2402 p_ptr->special_defense &= ~(DEFENSE_COLD);
2403 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."));
2405 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2407 p_ptr->special_defense &= ~(DEFENSE_POIS);
2408 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."));
2411 if ((v) && (immune_type))
2413 /* Set attack type. */
2414 p_ptr->special_defense |= (immune_type);
2417 p_ptr->ele_immune = v;
2420 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2421 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2422 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2423 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2424 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2425 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2426 _("(なし)", "do nothing special.")))))));
2429 if (disturb_state) disturb(FALSE, FALSE);
2430 p_ptr->redraw |= (PR_STATUS);
2431 p_ptr->update |= (PU_BONUS);
2438 * @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
2440 * @param do_dec 現在の継続時間より長い値のみ上書きする
2441 * @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。
2443 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2445 bool notice = FALSE;
2447 /* Hack -- Force good values */
2448 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2450 if (p_ptr->is_dead) return FALSE;
2455 if (p_ptr->oppose_acid && !do_dec)
2457 if (p_ptr->oppose_acid > v) return FALSE;
2459 else if (!IS_OPPOSE_ACID())
2461 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2469 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2471 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2477 p_ptr->oppose_acid = v;
2479 /* Nothing to notice */
2480 if (!notice) return (FALSE);
2481 p_ptr->redraw |= (PR_STATUS);
2483 if (disturb_state) disturb(FALSE, FALSE);
2489 * @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
2491 * @param do_dec 現在の継続時間より長い値のみ上書きする
2492 * @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。
2494 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2496 bool notice = FALSE;
2498 /* Hack -- Force good values */
2499 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2501 if (p_ptr->is_dead) return FALSE;
2506 if (p_ptr->oppose_elec && !do_dec)
2508 if (p_ptr->oppose_elec > v) return FALSE;
2510 else if (!IS_OPPOSE_ELEC())
2512 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2520 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2522 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2528 p_ptr->oppose_elec = v;
2530 /* Nothing to notice */
2531 if (!notice) return (FALSE);
2532 p_ptr->redraw |= (PR_STATUS);
2534 if (disturb_state) disturb(FALSE, FALSE);
2540 * @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
2542 * @param do_dec 現在の継続時間より長い値のみ上書きする
2543 * @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。
2545 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2547 bool notice = FALSE;
2549 /* Hack -- Force good values */
2550 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2552 if (p_ptr->is_dead) return FALSE;
2554 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2558 if (p_ptr->oppose_fire && !do_dec)
2560 if (p_ptr->oppose_fire > v) return FALSE;
2562 else if (!IS_OPPOSE_FIRE())
2564 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2572 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2574 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2580 p_ptr->oppose_fire = v;
2582 /* Nothing to notice */
2583 if (!notice) return (FALSE);
2584 p_ptr->redraw |= (PR_STATUS);
2586 if (disturb_state) disturb(FALSE, FALSE);
2592 * @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
2594 * @param do_dec 現在の継続時間より長い値のみ上書きする
2595 * @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。
2597 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2599 bool notice = FALSE;
2601 /* Hack -- Force good values */
2602 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2604 if (p_ptr->is_dead) return FALSE;
2609 if (p_ptr->oppose_cold && !do_dec)
2611 if (p_ptr->oppose_cold > v) return FALSE;
2613 else if (!IS_OPPOSE_COLD())
2615 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2623 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2625 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2631 p_ptr->oppose_cold = v;
2633 /* Nothing to notice */
2634 if (!notice) return (FALSE);
2635 p_ptr->redraw |= (PR_STATUS);
2637 if (disturb_state) disturb(FALSE, FALSE);
2643 * @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
2645 * @param do_dec 現在の継続時間より長い値のみ上書きする
2646 * @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。
2648 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2650 bool notice = FALSE;
2652 /* Hack -- Force good values */
2653 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2655 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2656 if (p_ptr->is_dead) return FALSE;
2661 if (p_ptr->oppose_pois && !do_dec)
2663 if (p_ptr->oppose_pois > v) return FALSE;
2665 else if (!IS_OPPOSE_POIS())
2667 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2675 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2677 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2683 p_ptr->oppose_pois = v;
2685 /* Nothing to notice */
2686 if (!notice) return (FALSE);
2687 p_ptr->redraw |= (PR_STATUS);
2689 if (disturb_state) disturb(FALSE, FALSE);
2695 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2697 * @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。
2699 * Note the special code to only notice "range" changes.
2701 bool set_stun(TIME_EFFECT v)
2703 int old_aux, new_aux;
2704 bool notice = FALSE;
2706 /* Hack -- Force good values */
2707 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2709 if (p_ptr->is_dead) return FALSE;
2710 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2713 if (p_ptr->stun > 100)
2719 else if (p_ptr->stun > 50)
2725 else if (p_ptr->stun > 0)
2761 if (new_aux > old_aux)
2763 /* Describe the state */
2767 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2770 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;
2773 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;
2776 if (randint1(1000) < v || one_in_(16))
2778 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2782 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2783 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2785 else if (one_in_(2))
2787 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2791 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2794 if (p_ptr->special_defense & KATA_MASK)
2796 msg_print(_("型が崩れた。", "Your posture gets loose."));
2797 p_ptr->special_defense &= ~(KATA_MASK);
2798 p_ptr->update |= (PU_BONUS);
2799 p_ptr->update |= (PU_MONSTERS);
2800 p_ptr->redraw |= (PR_STATE);
2801 p_ptr->redraw |= (PR_STATUS);
2802 p_ptr->action = ACTION_NONE;
2806 if (p_ptr->concent) reset_concentration(TRUE);
2809 if (hex_spelling_any()) stop_hex_spell_all();
2815 else if (new_aux < old_aux)
2817 /* Describe the state */
2822 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2824 if (disturb_state) disturb(FALSE, FALSE);
2835 if (!notice) return (FALSE);
2837 if (disturb_state) disturb(FALSE, FALSE);
2838 p_ptr->update |= (PU_BONUS);
2840 /* Redraw the "stun" */
2841 p_ptr->redraw |= (PR_STUN);
2848 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2850 * @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。
2852 * Note the special code to only notice "range" changes.
2854 bool set_cut(TIME_EFFECT v)
2856 int old_aux, new_aux;
2857 bool notice = FALSE;
2859 /* Hack -- Force good values */
2860 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2862 if (p_ptr->is_dead) return FALSE;
2864 if ((p_ptr->prace == RACE_GOLEM ||
2865 p_ptr->prace == RACE_SKELETON ||
2866 p_ptr->prace == RACE_SPECTRE ||
2867 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2872 if (p_ptr->cut > 1000)
2878 else if (p_ptr->cut > 200)
2884 else if (p_ptr->cut > 100)
2890 else if (p_ptr->cut > 50)
2896 else if (p_ptr->cut > 25)
2902 else if (p_ptr->cut > 10)
2908 else if (p_ptr->cut > 0)
2968 if (new_aux > old_aux)
2970 /* Describe the state */
2974 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2977 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2980 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2983 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2986 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2989 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;
2992 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;
2997 if (randint1(1000) < v || one_in_(16))
2999 if (!p_ptr->sustain_chr)
3001 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3008 else if (new_aux < old_aux)
3010 /* Describe the state */
3015 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");
3017 if (disturb_state) disturb(FALSE, FALSE);
3028 if (!notice) return (FALSE);
3030 if (disturb_state) disturb(FALSE, FALSE);
3031 p_ptr->update |= (PU_BONUS);
3033 /* Redraw the "cut" */
3034 p_ptr->redraw |= (PR_CUT);
3040 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3042 * @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。
3044 * Set "", notice observable changes\n
3046 * The "p_ptr->food" variable can get as large as 20000, allowing the
3047 * addition of the most "filling" item, Elvish Waybread, which adds
3048 * 7500 food units, without overflowing the 32767 maximum limit.\n
3050 * Perhaps we should disturb the player with various messages,
3051 * especially messages about hunger status changes. \n
3053 * Digestion of food is handled in "dungeon.c", in which, normally,
3054 * the player digests about 20 food units per 100 game turns, more
3055 * when "fast", more when "regenerating", less with "slow digestion",
3056 * but when the player is "gorged", he digests 100 food units per 10
3057 * game turns, or a full 1000 food units per 100 game turns.\n
3059 * Note that the player's speed is reduced by 10 units while gorged,
3060 * so if the player eats a single food ration (5000 food units) when
3061 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3062 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3063 * affecting the player speed).\n
3065 bool set_food(TIME_EFFECT v)
3067 int old_aux, new_aux;
3069 bool notice = FALSE;
3071 /* Hack -- Force good values */
3072 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3074 /* Fainting / Starving */
3075 if (p_ptr->food < PY_FOOD_FAINT)
3081 else if (p_ptr->food < PY_FOOD_WEAK)
3087 else if (p_ptr->food < PY_FOOD_ALERT)
3093 else if (p_ptr->food < PY_FOOD_FULL)
3099 else if (p_ptr->food < PY_FOOD_MAX)
3110 /* Fainting / Starving */
3111 if (v < PY_FOOD_FAINT)
3117 else if (v < PY_FOOD_WEAK)
3123 else if (v < PY_FOOD_ALERT)
3129 else if (v < PY_FOOD_FULL)
3135 else if (v < PY_FOOD_MAX)
3146 if (old_aux < 1 && new_aux > 0)
3147 chg_virtue(V_PATIENCE, 2);
3148 else if (old_aux < 3 && (old_aux != new_aux))
3149 chg_virtue(V_PATIENCE, 1);
3151 chg_virtue(V_TEMPERANCE, 1);
3153 chg_virtue(V_TEMPERANCE, -1);
3156 if (new_aux > old_aux)
3158 /* Describe the state */
3162 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3165 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3168 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3171 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3175 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3176 chg_virtue(V_HARMONY, -1);
3177 chg_virtue(V_PATIENCE, -1);
3178 chg_virtue(V_TEMPERANCE, -2);
3188 else if (new_aux < old_aux)
3190 /* Describe the state */
3193 /* Fainting / Starving */
3194 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;
3197 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3200 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3203 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3206 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3209 if (p_ptr->wild_mode && (new_aux < 2))
3221 /* Nothing to notice */
3222 if (!notice) return (FALSE);
3224 if (disturb_state) disturb(FALSE, FALSE);
3225 p_ptr->update |= (PU_BONUS);
3228 p_ptr->redraw |= (PR_HUNGER);
3234 * @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-
3235 * @param stat 上昇させるステータスID
3236 * @return 実際に上昇した場合TRUEを返す。
3238 * Note that this function (used by stat potions) now restores\n
3239 * the stat BEFORE increasing it.\n
3241 bool inc_stat(int stat)
3243 BASE_STATUS value, gain;
3245 /* Then augment the current/max stat */
3246 value = p_ptr->stat_cur[stat];
3248 /* Cannot go above 18/100 */
3249 if (value < p_ptr->stat_max_max[stat])
3251 /* Gain one (sometimes two) points */
3254 gain = ((randint0(100) < 75) ? 1 : 2);
3258 /* Gain 1/6 to 1/3 of distance to 18/100 */
3259 else if (value < (p_ptr->stat_max_max[stat]-2))
3261 /* Approximate gain value */
3262 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3265 if (gain < 1) gain = 1;
3267 /* Apply the bonus */
3268 value += randint1(gain) + gain / 2;
3271 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3274 /* Gain one point at a time */
3280 /* Save the new value */
3281 p_ptr->stat_cur[stat] = value;
3283 /* Bring up the maximum too */
3284 if (value > p_ptr->stat_max[stat])
3286 p_ptr->stat_max[stat] = value;
3288 p_ptr->update |= (PU_BONUS);
3294 /* Nothing to gain */
3299 * @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.
3300 * @param stat 減少させるステータスID
3301 * @param amount 減少させる基本量
3302 * @param permanent TRUEならば現在の最大値を減少させる
3303 * @return 実際に減少した場合TRUEを返す。
3306 * Amount could be a little higher in extreme cases to mangle very high\n
3307 * stats from massive assaults. -CWS\n
3309 * Note that "permanent" means that the *given* amount is permanent,\n
3310 * not that the new value becomes permanent. This may not work exactly\n
3311 * as expected, due to "weirdness" in the algorithm, but in general,\n
3312 * if your stat is already drained, the "max" value will not drop all\n
3313 * the way down to the "cur" value.\n
3315 bool dec_stat(int stat, int amount, int permanent)
3317 BASE_STATUS cur, max;
3322 /* Acquire current value */
3323 cur = p_ptr->stat_cur[stat];
3324 max = p_ptr->stat_max[stat];
3326 /* Note when the values are identical */
3327 same = (cur == max);
3329 /* Damage "current" value */
3332 /* Handle "low" values */
3335 if (amount > 90) cur--;
3336 if (amount > 50) cur--;
3337 if (amount > 20) cur--;
3341 /* Handle "high" values */
3344 /* Hack -- Decrement by a random amount between one-quarter */
3345 /* and one-half of the stat bonus times the percentage, with a */
3346 /* minimum damage of half the percentage. -CWS */
3347 loss = (((cur-18) / 2 + 1) / 2 + 1);
3350 if (loss < 1) loss = 1;
3352 /* Randomize the loss */
3353 loss = ((randint1(loss) + loss) * amount) / 100;
3356 if (loss < amount/2) loss = amount/2;
3358 /* Lose some points */
3361 /* Hack -- Only reduce stat to 17 sometimes */
3362 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3365 /* Prevent illegal values */
3366 if (cur < 3) cur = 3;
3368 /* Something happened */
3369 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3372 /* Damage "max" value */
3373 if (permanent && (max > 3))
3375 chg_virtue(V_SACRIFICE, 1);
3376 if (stat == A_WIS || stat == A_INT)
3377 chg_virtue(V_ENLIGHTEN, -2);
3379 /* Handle "low" values */
3382 if (amount > 90) max--;
3383 if (amount > 50) max--;
3384 if (amount > 20) max--;
3388 /* Handle "high" values */
3391 /* Hack -- Decrement by a random amount between one-quarter */
3392 /* and one-half of the stat bonus times the percentage, with a */
3393 /* minimum damage of half the percentage. -CWS */
3394 loss = (((max-18) / 2 + 1) / 2 + 1);
3395 loss = ((randint1(loss) + loss) * amount) / 100;
3396 if (loss < amount/2) loss = amount/2;
3398 /* Lose some points */
3401 /* Hack -- Only reduce stat to 17 sometimes */
3402 if (max < 18) max = (amount <= 20) ? 18 : 17;
3405 /* Hack -- keep it clean */
3406 if (same || (max < cur)) max = cur;
3408 /* Something happened */
3409 if (max != p_ptr->stat_max[stat]) res = TRUE;
3415 /* Actually set the stat to its new value. */
3416 p_ptr->stat_cur[stat] = cur;
3417 p_ptr->stat_max[stat] = max;
3419 p_ptr->redraw |= (PR_STATS);
3420 p_ptr->update |= (PU_BONUS);
3428 * @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.
3429 * @param stat 回復ステータスID
3430 * @return 実際に回復した場合TRUEを返す。
3432 bool res_stat(int stat)
3434 /* Restore if needed */
3435 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3437 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3438 p_ptr->update |= (PU_BONUS);
3439 p_ptr->redraw |= (PR_STATS);
3445 /* Nothing to restore */
3451 * Increase players hit points, notice effects
3453 bool hp_player(int num)
3456 vir = virtue_number(V_VITALITY);
3458 if(num <= 0) return (FALSE);
3462 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3464 /* Healing needed */
3465 if (p_ptr->chp < p_ptr->mhp)
3467 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3468 chg_virtue(V_TEMPERANCE, 1);
3469 /* Gain hitpoints */
3472 /* Enforce maximum */
3473 if (p_ptr->chp >= p_ptr->mhp)
3475 p_ptr->chp = p_ptr->mhp;
3476 p_ptr->chp_frac = 0;
3479 p_ptr->redraw |= (PR_HP);
3481 p_ptr->window |= (PW_PLAYER);
3486 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3492 msg_print(_("気分が良くなった。", "You feel better."));
3498 msg_print(_("とても気分が良くなった。", "You feel much better."));
3504 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3516 * Array of stat "descriptions"
3518 static concptr desc_stat_pos[] =
3523 _("器用に", "dextrous"),
3524 _("健康に", "healthy"),
3530 * Array of stat "descriptions"
3532 static concptr desc_stat_neg[] =
3537 _("不器用に", "clumsy"),
3538 _("不健康に", "sickly"),
3546 bool do_dec_stat(int stat)
3550 /* Access the "sustain" */
3553 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3554 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3555 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3556 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3557 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3558 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3562 if (sust && (!ironman_nightmare || randint0(13)))
3564 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."),
3565 desc_stat_neg[stat]);
3571 /* Attempt to reduce the stat */
3572 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3574 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3580 /* Nothing obvious */
3586 * Restore lost "points" in a stat
3588 bool do_res_stat(int stat)
3590 /* Attempt to increase */
3593 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3598 /* Nothing obvious */
3604 * Gain a "point" in a stat
3606 bool do_inc_stat(int stat)
3610 /* Restore strength */
3611 res = res_stat(stat);
3613 /* Attempt to increase */
3618 chg_virtue(V_ENLIGHTEN, 1);
3619 chg_virtue(V_FAITH, 1);
3621 else if (stat == A_INT)
3623 chg_virtue(V_KNOWLEDGE, 1);
3624 chg_virtue(V_ENLIGHTEN, 1);
3626 else if (stat == A_CON)
3627 chg_virtue(V_VITALITY, 1);
3629 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3634 /* Restoration worked */
3637 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3642 /* Nothing obvious */
3648 * Restores any drained experience
3650 bool restore_level(void)
3652 /* Restore experience */
3653 if (p_ptr->exp < p_ptr->max_exp)
3655 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3657 /* Restore the experience */
3658 p_ptr->exp = p_ptr->max_exp;
3660 /* Check the experience */
3674 bool lose_all_info(void)
3678 chg_virtue(V_KNOWLEDGE, -5);
3679 chg_virtue(V_ENLIGHTEN, -5);
3681 /* Forget info about objects */
3682 for (i = 0; i < INVEN_TOTAL; i++)
3684 object_type *o_ptr = &inventory[i];
3686 /* Skip non-objects */
3687 if (!o_ptr->k_idx) continue;
3689 /* Allow "protection" by the MENTAL flag */
3690 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3692 /* Remove "default inscriptions" */
3693 o_ptr->feeling = FEEL_NONE;
3695 /* Hack -- Clear the "empty" flag */
3696 o_ptr->ident &= ~(IDENT_EMPTY);
3698 /* Hack -- Clear the "known" flag */
3699 o_ptr->ident &= ~(IDENT_KNOWN);
3701 /* Hack -- Clear the "felt" flag */
3702 o_ptr->ident &= ~(IDENT_SENSE);
3704 p_ptr->update |= (PU_BONUS);
3705 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3707 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3709 /* Mega-Hack -- Forget the map */
3717 void do_poly_wounds(void)
3719 /* Changed to always provide at least _some_ healing */
3720 s16b wounds = p_ptr->cut;
3721 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3722 s16b change = damroll(p_ptr->lev, 5);
3723 bool Nasty_effect = one_in_(5);
3725 if (!(wounds || hit_p || Nasty_effect)) return;
3727 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3731 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3732 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3737 set_cut(p_ptr->cut - (change / 2));
3743 * Change player race
3745 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3747 concptr title = race_info[new_race].title;
3748 int old_race = p_ptr->prace;
3751 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3753 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3756 chg_virtue(V_CHANCE, 2);
3758 if (p_ptr->prace < 32)
3760 p_ptr->old_race1 |= 1L << p_ptr->prace;
3764 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3766 p_ptr->prace = new_race;
3767 rp_ptr = &race_info[p_ptr->prace];
3769 /* Experience factor */
3770 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3773 * The speed bonus of Klackons and Sprites are disabled
3774 * and the experience penalty is decreased.
3776 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)))
3777 p_ptr->expfact -= 15;
3779 /* Get character's height and weight */
3780 get_height_weight();
3783 if (p_ptr->pclass == CLASS_SORCERER)
3784 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3786 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3788 do_cmd_rerate(FALSE);
3790 /* The experience level may be modified */
3793 p_ptr->redraw |= (PR_BASIC);
3795 p_ptr->update |= (PU_BONUS);
3799 /* Load an autopick preference file */
3800 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3802 /* Player's graphic tile may change */
3803 lite_spot(p_ptr->y, p_ptr->x);
3807 void do_poly_self(void)
3809 int power = p_ptr->lev;
3811 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3812 chg_virtue(V_CHANCE, 1);
3814 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3816 char effect_msg[80] = "";
3817 CHARACTER_IDX new_race;
3819 /* Some form of racial polymorph... */
3822 if ((power > randint0(5)) && one_in_(4))
3827 if (p_ptr->psex == SEX_MALE)
3829 p_ptr->psex = SEX_FEMALE;
3830 sp_ptr = &sex_info[p_ptr->psex];
3831 sprintf(effect_msg, _("女性の", "female "));
3835 p_ptr->psex = SEX_MALE;
3836 sp_ptr = &sex_info[p_ptr->psex];
3837 sprintf(effect_msg, _("男性の", "male "));
3841 if ((power > randint0(30)) && one_in_(5))
3845 /* Harmful deformity */
3852 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3858 /* Deformities are discriminated against! */
3859 (void)dec_stat(A_CHR, randint1(6), TRUE);
3864 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3865 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3869 sprintf(effect_msg,_("奇形の", "deformed "));
3873 while ((power > randint0(20)) && one_in_(10))
3875 /* Polymorph into a less mutated form */
3878 if (!lose_mutation(0))
3879 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3884 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3886 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3888 change_race(new_race, effect_msg);
3891 if ((power > randint0(30)) && one_in_(6))
3897 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");
3901 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3906 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!"));
3907 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3913 if ((power > randint0(20)) && one_in_(4))
3918 do_cmd_rerate(FALSE);
3921 while ((power > randint0(15)) && one_in_(3))
3924 (void)gain_random_mutation(0);
3927 if (power > randint0(5))
3933 /* Note: earlier deductions may have left power < 0 already. */
3943 * Decreases players hit points and sets death flag if necessary
3945 * Invulnerability needs to be changed into a "shield"
3947 * Hack -- this function allows the user to save (or quit)
3948 * the game when he dies, since the "You die." message is shown before
3949 * setting the player to "dead".
3952 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3954 int old_chp = p_ptr->chp;
3956 char death_message[1024];
3959 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3962 if (p_ptr->is_dead) return 0;
3964 if (p_ptr->sutemi) damage *= 2;
3965 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3967 if (easy_band) damage = (damage+1)/2;
3969 if (damage_type != DAMAGE_USELIFE)
3971 disturb(TRUE, TRUE);
3978 if (monspell >= 0) learn_spell(monspell);
3980 /* Mega-Hack -- Apply "invulnerability" */
3981 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3983 if (IS_INVULN() && (damage < 9000))
3985 if (damage_type == DAMAGE_FORCE)
3987 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3989 else if (one_in_(PENETRATE_INVULNERABILITY))
3991 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3999 if (CHECK_MULTISHADOW())
4001 if (damage_type == DAMAGE_FORCE)
4003 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4005 else if (damage_type == DAMAGE_ATTACK)
4007 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!"));
4012 if (p_ptr->wraith_form)
4014 if (damage_type == DAMAGE_FORCE)
4016 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4021 if ((damage == 0) && one_in_(2)) damage = 1;
4025 if (p_ptr->special_defense & KATA_MUSOU)
4028 if ((damage == 0) && one_in_(2)) damage = 1;
4030 } /* not if LOSELIFE USELIFE */
4032 /* Hurt the player */
4033 p_ptr->chp -= damage;
4034 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4036 damage += p_ptr->chp;
4040 /* Display the hitpoints */
4041 p_ptr->redraw |= (PR_HP);
4043 p_ptr->window |= (PW_PLAYER);
4045 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4047 chg_virtue(V_SACRIFICE, 1);
4048 chg_virtue(V_CHANCE, 2);
4054 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4056 #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 */
4058 if(!save_player()) msg_print("セーブ失敗!");
4063 chg_virtue(V_SACRIFICE, 10);
4068 p_ptr->leaving = TRUE;
4071 p_ptr->is_dead = TRUE;
4073 if (p_ptr->inside_arena)
4075 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4076 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4078 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4082 QUEST_IDX q_idx = quest_number(dun_level);
4083 bool seppuku = streq(hit_from, "Seppuku");
4084 bool winning_seppuku = p_ptr->total_winner && seppuku;
4086 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4089 /* Make screen dump */
4090 screen_dump = make_screen_dump();
4093 /* Note cause of death */
4096 strcpy(p_ptr->died_from, hit_from);
4098 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4105 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);
4107 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4109 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4112 /* No longer a winner */
4113 p_ptr->total_winner = FALSE;
4115 if (winning_seppuku)
4117 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4123 if (p_ptr->inside_arena)
4124 strcpy(buf,_("アリーナ", "in the Arena"));
4125 else if (!dun_level)
4126 strcpy(buf,_("地上", "on the surface"));
4127 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4128 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4129 strcpy(buf,_("クエスト", "in a quest"));
4131 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4133 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4134 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4137 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4138 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4142 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4144 do_cmd_save_screen();
4149 /* Initialize "last message" buffer */
4150 if (p_ptr->last_message) string_free(p_ptr->last_message);
4151 p_ptr->last_message = NULL;
4153 /* Hack -- Note death */
4157 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4159 msg_print(android ? "You are broken." : "You die.");
4166 if (winning_seppuku)
4168 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4172 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4178 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4180 while (!get_string("Last word: ", death_message, 1024)) ;
4183 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4185 if (death_message[0] == '\0')
4188 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4190 strcpy(death_message, android ? "You are broken." : "You die.");
4193 else p_ptr->last_message = string_make(death_message);
4196 if (winning_seppuku)
4201 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4202 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4209 for (i = 0; i < 40; i++)
4210 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4212 str = death_message;
4213 if (strncmp(str, "「", 2) == 0) str += 2;
4215 str2 = my_strstr(str, "」");
4216 if (str2 != NULL) *str2 = '\0';
4221 str2 = my_strstr(str, " ");
4222 if (str2 == NULL) len = strlen(str);
4223 else len = str2 - str;
4227 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4229 if (str2 == NULL) break;
4233 if (*str == 0) break;
4237 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4241 /* Make screen dump */
4242 screen_dump = make_screen_dump();
4245 /* Wait a key press */
4250 msg_print(death_message);
4260 /* Hitpoint warning */
4261 if (p_ptr->chp < warning)
4263 /* Hack -- bell on first notice */
4264 if (old_chp > warning) bell();
4268 if (record_danger && (old_chp > warning))
4270 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4271 hit_from = _("何か", "something");
4273 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4274 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4279 /* stop auto_more even if DAMAGE_USELIFE */
4283 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4287 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4298 void gain_exp_64(s32b amount, u32b amount_frac)
4300 if (p_ptr->is_dead) return;
4302 if (p_ptr->prace == RACE_ANDROID) return;
4304 /* Gain some experience */
4305 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4307 /* Slowly recover from experience drainage */
4308 if (p_ptr->exp < p_ptr->max_exp)
4310 /* Gain max experience (20%) (was 10%) */
4311 p_ptr->max_exp += amount / 5;
4314 /* Check Experience */
4322 void gain_exp(s32b amount)
4324 gain_exp_64(amount, 0L);
4328 void calc_android_exp(void)
4332 if (p_ptr->is_dead) return;
4334 if (p_ptr->prace != RACE_ANDROID) return;
4336 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4338 object_type *o_ptr = &inventory[i];
4340 object_type *q_ptr = &forge;
4342 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4344 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4345 if (!o_ptr->k_idx) continue;
4348 object_copy(q_ptr, o_ptr);
4349 q_ptr->discount = 0;
4350 q_ptr->curse_flags = 0L;
4352 if (object_is_fixed_artifact(o_ptr))
4354 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4355 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4357 else if (object_is_ego(o_ptr))
4359 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4361 else if (o_ptr->art_name)
4363 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4366 if (!object_is_weapon_ammo(o_ptr))
4369 if (total_flags < 15000) fake_level = 10;
4370 else if (total_flags < 35000) fake_level = 25;
4371 else fake_level = 40;
4376 if (total_flags < 20000) fake_level = 10;
4377 else if (total_flags < 45000) fake_level = 25;
4378 else fake_level = 40;
4381 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4384 value = object_value_real(q_ptr);
4386 if (value <= 0) continue;
4387 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4388 if (value > 5000000L) value = 5000000L;
4389 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4391 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4392 (o_ptr->tval == TV_DRAG_ARMOR) ||
4393 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4394 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4395 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4396 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4397 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4399 if (level > 65) level = 35 + (level - 65) / 5;
4400 else if (level > 35) level = 25 + (level - 35) / 3;
4401 else if (level > 15) level = 15 + (level - 15) / 2;
4402 exp = MIN(100000L, value) / 2 * level * level;
4403 if (value > 100000L)
4404 exp += (value - 100000L) / 8 * level * level;
4408 exp = MIN(100000L, value) * level;
4409 if (value > 100000L)
4410 exp += (value - 100000L) / 4 * level;
4412 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4413 else total_exp += exp / 16;
4414 if (i == INVEN_BODY) total_exp += exp / 32;
4416 p_ptr->exp = p_ptr->max_exp = total_exp;
4418 /* Check Experience */
4426 void lose_exp(s32b amount)
4428 if (p_ptr->prace == RACE_ANDROID) return;
4430 /* Never drop below zero experience */
4431 if (amount > p_ptr->exp) amount = p_ptr->exp;
4433 /* Lose some experience */
4434 p_ptr->exp -= amount;
4436 /* Check Experience */
4443 * If resisted to draining, return FALSE
4445 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4447 /* Androids and their mimics are never drained */
4448 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4450 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4452 /* Hold experience */
4453 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4457 /* Hold experience failed */
4458 if (p_ptr->hold_exp)
4460 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4465 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!"));
4473 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4475 bool notice = FALSE;
4477 /* Hack -- Force good values */
4478 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4480 if (p_ptr->is_dead) return FALSE;
4485 if (p_ptr->ult_res && !do_dec)
4487 if (p_ptr->ult_res > v) return FALSE;
4489 else if (!p_ptr->ult_res)
4491 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!"));
4501 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"));
4508 p_ptr->redraw |= (PR_STATUS);
4510 /* Nothing to notice */
4511 if (!notice) return (FALSE);
4513 if (disturb_state) disturb(FALSE, FALSE);
4514 p_ptr->update |= (PU_BONUS);
4519 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4521 bool notice = FALSE;
4523 /* Hack -- Force good values */
4524 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4526 if (p_ptr->is_dead) return FALSE;
4531 if (p_ptr->tim_res_nether && !do_dec)
4533 if (p_ptr->tim_res_nether > v) return FALSE;
4535 else if (!p_ptr->tim_res_nether)
4537 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4545 if (p_ptr->tim_res_nether)
4547 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"));
4553 p_ptr->tim_res_nether = v;
4554 p_ptr->redraw |= (PR_STATUS);
4556 /* Nothing to notice */
4557 if (!notice) return (FALSE);
4559 if (disturb_state) disturb(FALSE, FALSE);
4560 p_ptr->update |= (PU_BONUS);
4565 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4567 bool notice = FALSE;
4569 /* Hack -- Force good values */
4570 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4572 if (p_ptr->is_dead) return FALSE;
4577 if (p_ptr->tim_res_time && !do_dec)
4579 if (p_ptr->tim_res_time > v) return FALSE;
4581 else if (!p_ptr->tim_res_time)
4583 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!"));
4591 if (p_ptr->tim_res_time)
4593 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"));
4599 p_ptr->tim_res_time = v;
4600 p_ptr->redraw |= (PR_STATUS);
4602 /* Nothing to notice */
4603 if (!notice) return (FALSE);
4605 if (disturb_state) disturb(FALSE, FALSE);
4606 p_ptr->update |= (PU_BONUS);
4613 * Choose a warrior-mage elemental attack. -LM-
4615 bool choose_ele_attack(void)
4621 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4623 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."));
4628 num = (p_ptr->lev - 20) / 5;
4629 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4632 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4637 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4642 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4647 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4656 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4660 if ((choice == 'a') || (choice == 'A'))
4661 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4662 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4663 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4664 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4665 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4666 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4667 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4668 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4669 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4672 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4682 * Choose a elemental immune. -LM-
4684 bool choose_ele_immune(TIME_EFFECT immune_turn)
4689 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4690 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4691 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4692 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4700 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4704 if ((choice == 'a') || (choice == 'A'))
4705 set_ele_immune(DEFENSE_FIRE, immune_turn);
4706 else if ((choice == 'b') || (choice == 'B'))
4707 set_ele_immune(DEFENSE_COLD, immune_turn);
4708 else if ((choice == 'c') || (choice == 'C'))
4709 set_ele_immune(DEFENSE_ACID, immune_turn);
4710 else if ((choice == 'd') || (choice == 'D'))
4711 set_ele_immune(DEFENSE_ELEC, immune_turn);
4714 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));