3 * @brief プレイヤーのステータス管理 / effects of various "objects"
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2013 Deskull rearranged comment for Doxygen.\n
19 #include "player-status.h"
20 #include "spells-status.h"
21 #include "realm-hex.h"
22 #include "object-hook.h"
26 * @brief プレイヤーの継続行動を設定する。
27 * @param typ 継続行動のID\n
28 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
31 void set_action(ACTION_IDX typ)
33 int prev_typ = p_ptr->action;
45 msg_print(_("探索をやめた。", "You no longer walk carefully."));
46 p_ptr->redraw |= (PR_SPEED);
56 msg_print(_("学習をやめた。", "You stop Learning"));
62 msg_print(_("構えをといた。", "You stop assuming the posture."));
63 p_ptr->special_defense &= ~(KAMAE_MASK);
68 msg_print(_("型を崩した。", "You stop assuming the posture."));
69 p_ptr->special_defense &= ~(KATA_MASK);
70 p_ptr->update |= (PU_MONSTERS);
71 p_ptr->redraw |= (PR_STATUS);
76 msg_print(_("歌うのをやめた。", "You stop singing."));
81 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
82 take_turn(p_ptr, 100);;
87 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
95 /* If we are requested other action, stop singing */
96 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
97 if (prev_typ == ACTION_SPELL) stop_hex_spell();
99 switch (p_ptr->action)
103 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
104 p_ptr->redraw |= (PR_SPEED);
109 msg_print(_("学習を始めた。", "You begin Learning"));
114 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
117 case ACTION_HAYAGAKE:
119 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
127 p_ptr->update |= (PU_BONUS);
128 p_ptr->redraw |= (PR_STATE);
132 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
135 void reset_tim_flags(void)
137 p_ptr->fast = 0; /* Timed -- Fast */
138 p_ptr->lightspeed = 0;
139 p_ptr->slow = 0; /* Timed -- Slow */
140 p_ptr->blind = 0; /* Timed -- Blindness */
141 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
142 p_ptr->confused = 0; /* Timed -- Confusion */
143 p_ptr->afraid = 0; /* Timed -- Fear */
144 p_ptr->image = 0; /* Timed -- Hallucination */
145 p_ptr->poisoned = 0; /* Timed -- Poisoned */
146 p_ptr->cut = 0; /* Timed -- Cut */
147 p_ptr->stun = 0; /* Timed -- Stun */
149 p_ptr->protevil = 0; /* Timed -- Protection */
150 p_ptr->invuln = 0; /* Timed -- Invulnerable */
152 p_ptr->hero = 0; /* Timed -- Heroism */
153 p_ptr->shero = 0; /* Timed -- Super Heroism */
154 p_ptr->shield = 0; /* Timed -- Shield Spell */
155 p_ptr->blessed = 0; /* Timed -- Blessed */
156 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
157 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
158 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
159 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
161 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
162 p_ptr->tim_levitation = 0;
163 p_ptr->tim_sh_touki = 0;
164 p_ptr->tim_sh_fire = 0;
165 p_ptr->tim_sh_holy = 0;
166 p_ptr->tim_eyeeye = 0;
168 p_ptr->resist_magic = 0;
171 p_ptr->tim_res_nether = 0;
172 p_ptr->tim_res_time = 0;
173 p_ptr->tim_mimic = 0;
174 p_ptr->mimic_form = 0;
175 p_ptr->tim_reflect = 0;
176 p_ptr->multishadow = 0;
178 p_ptr->action = ACTION_NONE;
180 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
181 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
182 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
183 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
184 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
186 p_ptr->word_recall = 0;
187 p_ptr->alter_reality = 0;
188 p_ptr->sutemi = FALSE;
189 p_ptr->counter = FALSE;
190 p_ptr->ele_attack = 0;
191 p_ptr->ele_immune = 0;
192 p_ptr->special_attack = 0L;
193 p_ptr->special_defense = 0L;
195 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
196 p_ptr->timewalk = FALSE;
198 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
199 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
200 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
204 (void)set_monster_fast(p_ptr->riding, 0);
205 (void)set_monster_slow(p_ptr->riding, 0);
206 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
209 if (p_ptr->pclass == CLASS_BARD)
211 SINGING_SONG_EFFECT(p_ptr) = 0;
212 SINGING_SONG_ID(p_ptr) = 0;
217 * @brief プレイヤーに魔力消去効果を与える。
220 void dispel_player(void)
222 (void)set_fast(0, TRUE);
223 (void)set_lightspeed(0, TRUE);
224 (void)set_slow(0, TRUE);
225 (void)set_shield(0, TRUE);
226 (void)set_blessed(0, TRUE);
227 (void)set_tsuyoshi(0, TRUE);
228 (void)set_hero(0, TRUE);
229 (void)set_shero(0, TRUE);
230 (void)set_protevil(0, TRUE);
231 (void)set_invuln(0, TRUE);
232 (void)set_wraith_form(0, TRUE);
233 (void)set_kabenuke(0, TRUE);
234 (void)set_tim_res_nether(0, TRUE);
235 (void)set_tim_res_time(0, TRUE);
237 (void)set_tim_reflect(0,TRUE);
238 (void)set_multishadow(0,TRUE);
239 (void)set_dustrobe(0,TRUE);
241 (void)set_tim_invis(0, TRUE);
242 (void)set_tim_infra(0, TRUE);
243 (void)set_tim_esp(0, TRUE);
244 (void)set_tim_regen(0, TRUE);
245 (void)set_tim_stealth(0, TRUE);
246 (void)set_tim_levitation(0, TRUE);
247 (void)set_tim_sh_touki(0, TRUE);
248 (void)set_tim_sh_fire(0, TRUE);
249 (void)set_tim_sh_holy(0, TRUE);
250 (void)set_tim_eyeeye(0, TRUE);
251 (void)set_magicdef(0, TRUE);
252 (void)set_resist_magic(0, TRUE);
253 (void)set_oppose_acid(0, TRUE);
254 (void)set_oppose_elec(0, TRUE);
255 (void)set_oppose_fire(0, TRUE);
256 (void)set_oppose_cold(0, TRUE);
257 (void)set_oppose_pois(0, TRUE);
258 (void)set_ultimate_res(0, TRUE);
259 (void)set_mimic(0, 0, TRUE);
260 (void)set_ele_attack(0, 0);
261 (void)set_ele_immune(0, 0);
263 /* Cancel glowing hands */
264 if (p_ptr->special_attack & ATTACK_CONFUSE)
266 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
267 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
270 if (music_singing_any() || hex_spelling_any())
272 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
273 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
274 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
275 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
277 p_ptr->action = ACTION_NONE;
278 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
279 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
280 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
281 p_ptr->energy_need += ENERGY_NEED();
287 * @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
290 * @param do_dec 現在の継続時間より長い値のみ上書きする
291 * @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。
293 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
296 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
298 if (p_ptr->is_dead) return FALSE;
303 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
305 if (p_ptr->tim_mimic > v) return FALSE;
307 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
309 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
310 p_ptr->mimic_form = p;
318 if (p_ptr->tim_mimic)
320 msg_print(_("変身が解けた。", "You are no longer transformed."));
321 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
329 p_ptr->tim_mimic = v;
331 /* Nothing to notice */
332 if (!notice) return (FALSE);
334 if (disturb_state) disturb(FALSE, TRUE);
336 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
337 p_ptr->update |= (PU_BONUS | PU_HP);
344 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
346 * @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。
348 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
349 * memorize any terrain features which suddenly become "visible".\n
350 * Note that blindness is currently the only thing which can affect\n
351 * "player_can_see_bold()".\n
353 bool set_blind(TIME_EFFECT v)
356 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
358 if (p_ptr->is_dead) return FALSE;
365 if (p_ptr->prace == RACE_ANDROID)
367 msg_print(_("センサーをやられた!", "You are blind!"));
371 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
375 chg_virtue(V_ENLIGHTEN, -1);
384 if (p_ptr->prace == RACE_ANDROID)
386 msg_print(_("センサーが復旧した。", "You can see again."));
390 msg_print(_("やっと目が見えるようになった。", "You can see again."));
399 p_ptr->redraw |= (PR_STATUS);
401 /* Nothing to notice */
402 if (!notice) return (FALSE);
403 if (disturb_state) disturb(FALSE, FALSE);
405 /* Fully update the visuals */
406 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
407 p_ptr->redraw |= (PR_MAP);
408 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
415 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
417 * @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。
419 bool set_confused(TIME_EFFECT v)
422 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
424 if (p_ptr->is_dead) return FALSE;
429 if (!p_ptr->confused)
431 msg_print(_("あなたは混乱した!", "You are confused!"));
433 if (p_ptr->action == ACTION_LEARN)
435 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
438 p_ptr->redraw |= (PR_STATE);
439 p_ptr->action = ACTION_NONE;
441 if (p_ptr->action == ACTION_KAMAE)
443 msg_print(_("構えがとけた。", "Your posture gets loose."));
444 p_ptr->special_defense &= ~(KAMAE_MASK);
445 p_ptr->update |= (PU_BONUS);
446 p_ptr->redraw |= (PR_STATE);
447 p_ptr->action = ACTION_NONE;
449 else if (p_ptr->action == ACTION_KATA)
451 msg_print(_("型が崩れた。", "Your posture gets loose."));
452 p_ptr->special_defense &= ~(KATA_MASK);
453 p_ptr->update |= (PU_BONUS);
454 p_ptr->update |= (PU_MONSTERS);
455 p_ptr->redraw |= (PR_STATE);
456 p_ptr->redraw |= (PR_STATUS);
457 p_ptr->action = ACTION_NONE;
461 if (p_ptr->concent) reset_concentration(TRUE);
464 if (hex_spelling_any()) stop_hex_spell_all();
467 p_ptr->counter = FALSE;
468 chg_virtue(V_HARMONY, -1);
477 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
478 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
485 p_ptr->redraw |= (PR_STATUS);
487 /* Nothing to notice */
488 if (!notice) return (FALSE);
490 if (disturb_state) disturb(FALSE, FALSE);
497 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
499 * @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。
501 bool set_poisoned(TIME_EFFECT v)
504 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
506 if (p_ptr->is_dead) return FALSE;
511 if (!p_ptr->poisoned)
513 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
523 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
530 p_ptr->redraw |= (PR_STATUS);
532 /* Nothing to notice */
533 if (!notice) return (FALSE);
535 if (disturb_state) disturb(FALSE, FALSE);
542 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
544 * @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。
546 bool set_afraid(TIME_EFFECT v)
549 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
551 if (p_ptr->is_dead) return FALSE;
558 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
560 if (p_ptr->special_defense & KATA_MASK)
562 msg_print(_("型が崩れた。", "Your posture gets loose."));
563 p_ptr->special_defense &= ~(KATA_MASK);
564 p_ptr->update |= (PU_BONUS);
565 p_ptr->update |= (PU_MONSTERS);
566 p_ptr->redraw |= (PR_STATE);
567 p_ptr->redraw |= (PR_STATUS);
568 p_ptr->action = ACTION_NONE;
572 p_ptr->counter = FALSE;
573 chg_virtue(V_VALOUR, -1);
582 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
589 p_ptr->redraw |= (PR_STATUS);
591 /* Nothing to notice */
592 if (!notice) return (FALSE);
594 if (disturb_state) disturb(FALSE, FALSE);
600 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
602 * @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。
604 bool set_paralyzed(TIME_EFFECT v)
607 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
609 if (p_ptr->is_dead) return FALSE;
614 if (!p_ptr->paralyzed)
616 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
618 if (p_ptr->concent) reset_concentration(TRUE);
621 if (hex_spelling_any()) stop_hex_spell_all();
623 p_ptr->counter = FALSE;
631 if (p_ptr->paralyzed)
633 msg_print(_("やっと動けるようになった。", "You can move again."));
639 p_ptr->paralyzed = v;
640 p_ptr->redraw |= (PR_STATUS);
642 /* Nothing to notice */
643 if (!notice) return (FALSE);
645 if (disturb_state) disturb(FALSE, FALSE);
646 p_ptr->redraw |= (PR_STATE);
652 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
654 * @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。
655 * @details Note that we must redraw the map when hallucination changes.
657 bool set_image(TIME_EFFECT v)
660 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
662 if (p_ptr->is_dead) return FALSE;
663 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
669 set_tsuyoshi(0, TRUE);
672 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
675 if (p_ptr->concent) reset_concentration(TRUE);
677 p_ptr->counter = FALSE;
687 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."));
694 p_ptr->redraw |= (PR_STATUS);
696 /* Nothing to notice */
697 if (!notice) return (FALSE);
699 if (disturb_state) disturb(FALSE, TRUE);
701 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
702 p_ptr->update |= (PU_MONSTERS);
703 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
709 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
711 * @param do_dec 現在の継続時間より長い値のみ上書きする
712 * @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。
714 bool set_fast(TIME_EFFECT v, bool do_dec)
717 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
719 if (p_ptr->is_dead) return FALSE;
724 if (p_ptr->fast && !do_dec)
726 if (p_ptr->fast > v) return FALSE;
728 else if (!IS_FAST() && !p_ptr->lightspeed)
730 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
732 chg_virtue(V_PATIENCE, -1);
733 chg_virtue(V_DILIGENCE, 1);
740 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
742 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
750 /* Nothing to notice */
751 if (!notice) return (FALSE);
753 if (disturb_state) disturb(FALSE, FALSE);
754 p_ptr->update |= (PU_BONUS);
760 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
762 * @param do_dec 現在の継続時間より長い値のみ上書きする
763 * @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。
765 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
768 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
770 if (p_ptr->is_dead) return FALSE;
772 if (p_ptr->wild_mode) v = 0;
777 if (p_ptr->lightspeed && !do_dec)
779 if (p_ptr->lightspeed > v) return FALSE;
781 else if (!p_ptr->lightspeed)
783 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
785 chg_virtue(V_PATIENCE, -1);
786 chg_virtue(V_DILIGENCE, 1);
793 if (p_ptr->lightspeed)
795 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
801 p_ptr->lightspeed = v;
803 /* Nothing to notice */
804 if (!notice) return (FALSE);
806 if (disturb_state) disturb(FALSE, FALSE);
807 p_ptr->update |= (PU_BONUS);
813 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
815 * @param do_dec 現在の継続時間より長い値のみ上書きする
816 * @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。
818 bool set_slow(TIME_EFFECT v, bool do_dec)
821 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
823 if (p_ptr->is_dead) return FALSE;
828 if (p_ptr->slow && !do_dec)
830 if (p_ptr->slow > v) return FALSE;
832 else if (!p_ptr->slow)
834 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
844 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
852 /* Nothing to notice */
853 if (!notice) return (FALSE);
855 if (disturb_state) disturb(FALSE, FALSE);
856 p_ptr->update |= (PU_BONUS);
863 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
865 * @param do_dec 現在の継続時間より長い値のみ上書きする
866 * @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。
868 bool set_shield(TIME_EFFECT v, bool do_dec)
871 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
873 if (p_ptr->is_dead) return FALSE;
878 if (p_ptr->shield && !do_dec)
880 if (p_ptr->shield > v) return FALSE;
882 else if (!p_ptr->shield)
884 msg_print(_("肌が石になった。", "Your skin turns to stone."));
894 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
901 p_ptr->redraw |= (PR_STATUS);
903 /* Nothing to notice */
904 if (!notice) return (FALSE);
906 if (disturb_state) disturb(FALSE, FALSE);
907 p_ptr->update |= (PU_BONUS);
914 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
916 * @param do_dec 現在の継続時間より長い値のみ上書きする
917 * @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。
919 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
922 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
924 if (p_ptr->is_dead) return FALSE;
929 if (p_ptr->tsubureru && !do_dec)
931 if (p_ptr->tsubureru > v) return FALSE;
933 else if (!p_ptr->tsubureru)
935 msg_print(_("横に伸びた。", "Your body expands horizontally."));
943 if (p_ptr->tsubureru)
945 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
951 p_ptr->tsubureru = v;
952 p_ptr->redraw |= (PR_STATUS);
954 /* Nothing to notice */
955 if (!notice) return (FALSE);
957 if (disturb_state) disturb(FALSE, FALSE);
958 p_ptr->update |= (PU_BONUS);
965 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
967 * @param do_dec 現在の継続時間より長い値のみ上書きする
968 * @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。
970 bool set_magicdef(TIME_EFFECT v, bool do_dec)
973 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
975 if (p_ptr->is_dead) return FALSE;
980 if (p_ptr->magicdef && !do_dec)
982 if (p_ptr->magicdef > v) return FALSE;
984 else if (!p_ptr->magicdef)
986 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."));
996 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1002 p_ptr->magicdef = v;
1003 p_ptr->redraw |= (PR_STATUS);
1005 /* Nothing to notice */
1006 if (!notice) return (FALSE);
1008 if (disturb_state) disturb(FALSE, FALSE);
1009 p_ptr->update |= (PU_BONUS);
1015 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1017 * @param do_dec 現在の継続時間より長い値のみ上書きする
1018 * @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。
1020 bool set_blessed(TIME_EFFECT v, bool do_dec)
1022 bool notice = FALSE;
1023 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1025 if (p_ptr->is_dead) return FALSE;
1030 if (p_ptr->blessed && !do_dec)
1032 if (p_ptr->blessed > v) return FALSE;
1034 else if (!IS_BLESSED())
1036 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1044 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1046 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
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);
1066 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1068 * @param do_dec 現在の継続時間より長い値のみ上書きする
1069 * @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。
1071 bool set_hero(TIME_EFFECT v, bool do_dec)
1073 bool notice = FALSE;
1074 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1076 if (p_ptr->is_dead) return FALSE;
1081 if (p_ptr->hero && !do_dec)
1083 if (p_ptr->hero > v) return FALSE;
1085 else if (!IS_HERO())
1087 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1095 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1097 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1104 p_ptr->redraw |= (PR_STATUS);
1106 /* Nothing to notice */
1107 if (!notice) return (FALSE);
1109 if (disturb_state) disturb(FALSE, FALSE);
1110 p_ptr->update |= (PU_BONUS);
1112 /* Recalculate hitpoints */
1113 p_ptr->update |= (PU_HP);
1119 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1120 * @param v 継続時間/ 0ならば無条件にリセット
1121 * @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
1122 * @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。
1124 bool set_shero(TIME_EFFECT v, bool do_dec)
1126 bool notice = FALSE;
1127 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1129 if (p_ptr->is_dead) return FALSE;
1131 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1135 if (p_ptr->shero && !do_dec)
1137 if (p_ptr->shero > v) return FALSE;
1139 else if (!p_ptr->shero)
1141 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1151 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1158 p_ptr->redraw |= (PR_STATUS);
1160 /* Nothing to notice */
1161 if (!notice) return (FALSE);
1163 if (disturb_state) disturb(FALSE, FALSE);
1164 p_ptr->update |= (PU_BONUS);
1166 /* Recalculate hitpoints */
1167 p_ptr->update |= (PU_HP);
1173 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1175 * @param do_dec 現在の継続時間より長い値のみ上書きする
1176 * @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。
1178 bool set_protevil(TIME_EFFECT v, bool do_dec)
1180 bool notice = FALSE;
1181 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1183 if (p_ptr->is_dead) return FALSE;
1188 if (p_ptr->protevil && !do_dec)
1190 if (p_ptr->protevil > v) return FALSE;
1192 else if (!p_ptr->protevil)
1194 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!"));
1202 if (p_ptr->protevil)
1204 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."));
1210 p_ptr->protevil = v;
1211 p_ptr->redraw |= (PR_STATUS);
1213 /* Nothing to notice */
1214 if (!notice) return (FALSE);
1216 if (disturb_state) disturb(FALSE, FALSE);
1222 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1224 * @param do_dec 現在の継続時間より長い値のみ上書きする
1225 * @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。
1227 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1229 bool notice = FALSE;
1230 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1232 if (p_ptr->is_dead) return FALSE;
1237 if (p_ptr->wraith_form && !do_dec)
1239 if (p_ptr->wraith_form > v) return FALSE;
1241 else if (!p_ptr->wraith_form)
1243 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!"));
1245 chg_virtue(V_UNLIFE, 3);
1246 chg_virtue(V_HONOUR, -2);
1247 chg_virtue(V_SACRIFICE, -2);
1248 chg_virtue(V_VALOUR, -5);
1250 p_ptr->redraw |= (PR_MAP);
1251 p_ptr->update |= (PU_MONSTERS);
1253 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1260 if (p_ptr->wraith_form)
1262 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1265 p_ptr->redraw |= (PR_MAP);
1266 p_ptr->update |= (PU_MONSTERS);
1268 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1273 p_ptr->wraith_form = v;
1274 p_ptr->redraw |= (PR_STATUS);
1276 /* Nothing to notice */
1277 if (!notice) return (FALSE);
1279 if (disturb_state) disturb(FALSE, FALSE);
1280 p_ptr->update |= (PU_BONUS);
1287 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1289 * @param do_dec 現在の継続時間より長い値のみ上書きする
1290 * @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。
1292 bool set_invuln(TIME_EFFECT v, bool do_dec)
1294 bool notice = FALSE;
1295 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1297 if (p_ptr->is_dead) return FALSE;
1302 if (p_ptr->invuln && !do_dec)
1304 if (p_ptr->invuln > v) return FALSE;
1306 else if (!IS_INVULN())
1308 msg_print(_("無敵だ!", "Invulnerability!"));
1311 chg_virtue(V_UNLIFE, -2);
1312 chg_virtue(V_HONOUR, -2);
1313 chg_virtue(V_SACRIFICE, -3);
1314 chg_virtue(V_VALOUR, -5);
1316 p_ptr->redraw |= (PR_MAP);
1317 p_ptr->update |= (PU_MONSTERS);
1319 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1326 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1328 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1331 p_ptr->redraw |= (PR_MAP);
1332 p_ptr->update |= (PU_MONSTERS);
1334 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1336 p_ptr->energy_need += ENERGY_NEED();
1342 p_ptr->redraw |= (PR_STATUS);
1344 /* Nothing to notice */
1345 if (!notice) return (FALSE);
1347 if (disturb_state) disturb(FALSE, FALSE);
1348 p_ptr->update |= (PU_BONUS);
1354 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1356 * @param do_dec 現在の継続時間より長い値のみ上書きする
1357 * @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。
1359 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1361 bool notice = FALSE;
1362 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1364 if (p_ptr->is_dead) return FALSE;
1369 if (p_ptr->tim_esp && !do_dec)
1371 if (p_ptr->tim_esp > v) return FALSE;
1373 else if (!IS_TIM_ESP())
1375 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1383 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1385 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1392 p_ptr->redraw |= (PR_STATUS);
1394 /* Nothing to notice */
1395 if (!notice) return (FALSE);
1397 if (disturb_state) disturb(FALSE, FALSE);
1398 p_ptr->update |= (PU_BONUS);
1399 p_ptr->update |= (PU_MONSTERS);
1405 * @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
1407 * @param do_dec 現在の継続時間より長い値のみ上書きする
1408 * @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。
1410 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1412 bool notice = FALSE;
1413 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1415 if (p_ptr->is_dead) return FALSE;
1420 if (p_ptr->tim_invis && !do_dec)
1422 if (p_ptr->tim_invis > v) return FALSE;
1424 else if (!p_ptr->tim_invis)
1426 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1434 if (p_ptr->tim_invis)
1436 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1442 p_ptr->tim_invis = v;
1443 p_ptr->redraw |= (PR_STATUS);
1445 /* Nothing to notice */
1446 if (!notice) return (FALSE);
1448 if (disturb_state) disturb(FALSE, FALSE);
1449 p_ptr->update |= (PU_BONUS);
1451 /* Update the monsters */
1452 p_ptr->update |= (PU_MONSTERS);
1458 * @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
1460 * @param do_dec 現在の継続時間より長い値のみ上書きする
1461 * @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。
1463 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1465 bool notice = FALSE;
1466 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1468 if (p_ptr->is_dead) return FALSE;
1473 if (p_ptr->tim_infra && !do_dec)
1475 if (p_ptr->tim_infra > v) return FALSE;
1477 else if (!p_ptr->tim_infra)
1479 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1487 if (p_ptr->tim_infra)
1489 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1495 p_ptr->tim_infra = v;
1496 p_ptr->redraw |= (PR_STATUS);
1498 /* Nothing to notice */
1499 if (!notice) return (FALSE);
1501 if (disturb_state) disturb(FALSE, FALSE);
1502 p_ptr->update |= (PU_BONUS);
1504 /* Update the monsters */
1505 p_ptr->update |= (PU_MONSTERS);
1511 * @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
1513 * @param do_dec 現在の継続時間より長い値のみ上書きする
1514 * @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。
1516 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1518 bool notice = FALSE;
1519 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1521 if (p_ptr->is_dead) return FALSE;
1526 if (p_ptr->tim_regen && !do_dec)
1528 if (p_ptr->tim_regen > v) return FALSE;
1530 else if (!p_ptr->tim_regen)
1532 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1540 if (p_ptr->tim_regen)
1542 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1548 p_ptr->tim_regen = v;
1549 p_ptr->redraw |= (PR_STATUS);
1551 /* Nothing to notice */
1552 if (!notice) return (FALSE);
1554 if (disturb_state) disturb(FALSE, FALSE);
1555 p_ptr->update |= (PU_BONUS);
1561 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", 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_stealth(TIME_EFFECT v, bool do_dec)
1568 bool notice = FALSE;
1569 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1571 if (p_ptr->is_dead) return FALSE;
1576 if (p_ptr->tim_stealth && !do_dec)
1578 if (p_ptr->tim_stealth > v) return FALSE;
1580 else if (!IS_TIM_STEALTH())
1582 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1590 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1592 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1598 p_ptr->tim_stealth = v;
1599 p_ptr->redraw |= (PR_STATUS);
1601 /* Nothing to notice */
1602 if (!notice) return (FALSE);
1604 if (disturb_state) disturb(FALSE, FALSE);
1605 p_ptr->update |= (PU_BONUS);
1611 * @brief 超隠密状態をセットする
1612 * @param set TRUEならば超隠密状態になる。
1613 * @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。
1615 bool set_superstealth(bool set)
1617 bool notice = FALSE;
1619 if (p_ptr->is_dead) return FALSE;
1624 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1626 if (grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1628 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."));
1629 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1633 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!"));
1634 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1640 p_ptr->special_defense |= NINJA_S_STEALTH;
1647 if (p_ptr->special_defense & NINJA_S_STEALTH)
1649 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."));
1653 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1657 /* Nothing to notice */
1658 if (!notice) return (FALSE);
1659 p_ptr->redraw |= (PR_STATUS);
1661 if (disturb_state) disturb(FALSE, FALSE);
1666 * @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
1668 * @param do_dec 現在の継続時間より長い値のみ上書きする
1669 * @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。
1671 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1673 bool notice = FALSE;
1674 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1676 if (p_ptr->is_dead) return FALSE;
1681 if (p_ptr->tim_levitation && !do_dec)
1683 if (p_ptr->tim_levitation > v) return FALSE;
1685 else if (!p_ptr->tim_levitation)
1687 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1695 if (p_ptr->tim_levitation)
1697 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1703 p_ptr->tim_levitation = v;
1704 p_ptr->redraw |= (PR_STATUS);
1706 /* Nothing to notice */
1707 if (!notice) return (FALSE);
1709 if (disturb_state) disturb(FALSE, FALSE);
1710 p_ptr->update |= (PU_BONUS);
1716 * @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
1718 * @param do_dec 現在の継続時間より長い値のみ上書きする
1719 * @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。
1721 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1723 bool notice = FALSE;
1724 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1726 if (p_ptr->is_dead) return FALSE;
1731 if (p_ptr->tim_sh_touki && !do_dec)
1733 if (p_ptr->tim_sh_touki > v) return FALSE;
1735 else if (!p_ptr->tim_sh_touki)
1737 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1745 if (p_ptr->tim_sh_touki)
1747 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1753 p_ptr->tim_sh_touki = v;
1754 p_ptr->redraw |= (PR_STATUS);
1756 /* Nothing to notice */
1757 if (!notice) return (FALSE);
1759 if (disturb_state) disturb(FALSE, FALSE);
1765 * @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
1767 * @param do_dec 現在の継続時間より長い値のみ上書きする
1768 * @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。
1770 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1772 bool notice = FALSE;
1773 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1775 if (p_ptr->is_dead) return FALSE;
1780 if (p_ptr->tim_sh_fire && !do_dec)
1782 if (p_ptr->tim_sh_fire > v) return FALSE;
1784 else if (!p_ptr->tim_sh_fire)
1786 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1794 if (p_ptr->tim_sh_fire)
1796 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1802 p_ptr->tim_sh_fire = v;
1803 p_ptr->redraw |= (PR_STATUS);
1805 /* Nothing to notice */
1806 if (!notice) return (FALSE);
1808 if (disturb_state) disturb(FALSE, FALSE);
1809 p_ptr->update |= (PU_BONUS);
1815 * @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
1817 * @param do_dec 現在の継続時間より長い値のみ上書きする
1818 * @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。
1820 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1822 bool notice = FALSE;
1823 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1825 if (p_ptr->is_dead) return FALSE;
1830 if (p_ptr->tim_sh_holy && !do_dec)
1832 if (p_ptr->tim_sh_holy > v) return FALSE;
1834 else if (!p_ptr->tim_sh_holy)
1836 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1844 if (p_ptr->tim_sh_holy)
1846 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1852 p_ptr->tim_sh_holy = v;
1853 p_ptr->redraw |= (PR_STATUS);
1855 /* Nothing to notice */
1856 if (!notice) return (FALSE);
1858 if (disturb_state) disturb(FALSE, FALSE);
1859 p_ptr->update |= (PU_BONUS);
1865 * @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
1867 * @param do_dec 現在の継続時間より長い値のみ上書きする
1868 * @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。
1870 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1872 bool notice = FALSE;
1873 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1875 if (p_ptr->is_dead) return FALSE;
1880 if (p_ptr->tim_eyeeye && !do_dec)
1882 if (p_ptr->tim_eyeeye > v) return FALSE;
1884 else if (!p_ptr->tim_eyeeye)
1886 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1894 if (p_ptr->tim_eyeeye)
1896 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."));
1902 p_ptr->tim_eyeeye = v;
1903 p_ptr->redraw |= (PR_STATUS);
1905 /* Nothing to notice */
1906 if (!notice) return (FALSE);
1908 if (disturb_state) disturb(FALSE, FALSE);
1909 p_ptr->update |= (PU_BONUS);
1916 * @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
1918 * @param do_dec 現在の継続時間より長い値のみ上書きする
1919 * @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。
1921 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1923 bool notice = FALSE;
1924 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1926 if (p_ptr->is_dead) return FALSE;
1931 if (p_ptr->resist_magic && !do_dec)
1933 if (p_ptr->resist_magic > v) return FALSE;
1935 else if (!p_ptr->resist_magic)
1937 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1945 if (p_ptr->resist_magic)
1947 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1953 p_ptr->resist_magic = v;
1954 p_ptr->redraw |= (PR_STATUS);
1956 /* Nothing to notice */
1957 if (!notice) return (FALSE);
1959 if (disturb_state) disturb(FALSE, FALSE);
1960 p_ptr->update |= (PU_BONUS);
1966 * @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
1968 * @param do_dec 現在の継続時間より長い値のみ上書きする
1969 * @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。
1971 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1973 bool notice = FALSE;
1974 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1976 if (p_ptr->is_dead) return FALSE;
1981 if (p_ptr->tim_reflect && !do_dec)
1983 if (p_ptr->tim_reflect > v) return FALSE;
1985 else if (!p_ptr->tim_reflect)
1987 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
1995 if (p_ptr->tim_reflect)
1997 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2003 p_ptr->tim_reflect = v;
2004 p_ptr->redraw |= (PR_STATUS);
2006 /* Nothing to notice */
2007 if (!notice) return (FALSE);
2009 if (disturb_state) disturb(FALSE, FALSE);
2010 p_ptr->update |= (PU_BONUS);
2017 * Set "p_ptr->multishadow", notice observable changes
2019 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2021 bool notice = FALSE;
2022 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2024 if (p_ptr->is_dead) return FALSE;
2029 if (p_ptr->multishadow && !do_dec)
2031 if (p_ptr->multishadow > v) return FALSE;
2033 else if (!p_ptr->multishadow)
2035 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2043 if (p_ptr->multishadow)
2045 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2051 p_ptr->multishadow = v;
2052 p_ptr->redraw |= (PR_STATUS);
2054 /* Nothing to notice */
2055 if (!notice) return (FALSE);
2057 if (disturb_state) disturb(FALSE, FALSE);
2058 p_ptr->update |= (PU_BONUS);
2064 * @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
2066 * @param do_dec 現在の継続時間より長い値のみ上書きする
2067 * @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。
2069 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2071 bool notice = FALSE;
2072 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2074 if (p_ptr->is_dead) return FALSE;
2079 if (p_ptr->dustrobe && !do_dec)
2081 if (p_ptr->dustrobe > v) return FALSE;
2083 else if (!p_ptr->dustrobe)
2085 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2093 if (p_ptr->dustrobe)
2095 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2101 p_ptr->dustrobe = v;
2102 p_ptr->redraw |= (PR_STATUS);
2104 /* Nothing to notice */
2105 if (!notice) return (FALSE);
2107 if (disturb_state) disturb(FALSE, FALSE);
2108 p_ptr->update |= (PU_BONUS);
2114 * @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
2116 * @param do_dec 現在の継続時間より長い値のみ上書きする
2117 * @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。
2119 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2121 bool notice = FALSE;
2122 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2124 if (p_ptr->is_dead) return FALSE;
2129 if (p_ptr->kabenuke && !do_dec)
2131 if (p_ptr->kabenuke > v) return FALSE;
2133 else if (!p_ptr->kabenuke)
2135 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2143 if (p_ptr->kabenuke)
2145 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2151 p_ptr->kabenuke = v;
2152 p_ptr->redraw |= (PR_STATUS);
2154 /* Nothing to notice */
2155 if (!notice) return (FALSE);
2157 if (disturb_state) disturb(FALSE, FALSE);
2158 p_ptr->update |= (PU_BONUS);
2164 * @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
2166 * @param do_dec 現在の継続時間より長い値のみ上書きする
2167 * @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。
2169 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2171 bool notice = FALSE;
2172 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2174 if (p_ptr->is_dead) return FALSE;
2179 if (p_ptr->tsuyoshi && !do_dec)
2181 if (p_ptr->tsuyoshi > v) return FALSE;
2183 else if (!p_ptr->tsuyoshi)
2185 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2187 chg_virtue(V_VITALITY, 2);
2194 if (p_ptr->tsuyoshi)
2196 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2198 (void)dec_stat(A_CON, 20, TRUE);
2199 (void)dec_stat(A_STR, 20, TRUE);
2202 chg_virtue(V_VITALITY, -3);
2207 p_ptr->tsuyoshi = v;
2208 p_ptr->redraw |= (PR_STATUS);
2210 /* Nothing to notice */
2211 if (!notice) return (FALSE);
2213 if (disturb_state) disturb(FALSE, FALSE);
2214 p_ptr->update |= (PU_BONUS);
2216 /* Recalculate hitpoints */
2217 p_ptr->update |= (PU_HP);
2223 * @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-
2224 * @param attack_type スレイのタイプID
2226 * @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。
2228 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2230 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2232 /* Clear all elemental attacks (only one is allowed at a time). */
2233 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2235 p_ptr->special_attack &= ~(ATTACK_ACID);
2236 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2238 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2240 p_ptr->special_attack &= ~(ATTACK_ELEC);
2241 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2243 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2245 p_ptr->special_attack &= ~(ATTACK_FIRE);
2246 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2248 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2250 p_ptr->special_attack &= ~(ATTACK_COLD);
2251 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2253 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2255 p_ptr->special_attack &= ~(ATTACK_POIS);
2256 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2259 if ((v) && (attack_type))
2261 /* Set attack type. */
2262 p_ptr->special_attack |= (attack_type);
2265 p_ptr->ele_attack = v;
2268 msg_format("%sで攻撃できるようになった!",
2269 ((attack_type == ATTACK_ACID) ? "酸" :
2270 ((attack_type == ATTACK_ELEC) ? "電撃" :
2271 ((attack_type == ATTACK_FIRE) ? "火炎" :
2272 ((attack_type == ATTACK_COLD) ? "冷気" :
2273 ((attack_type == ATTACK_POIS) ? "毒" :
2276 msg_format("For a while, the blows you deal will %s",
2277 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2278 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2279 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2280 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2281 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2282 "do nothing special."))))));
2286 if (disturb_state) disturb(FALSE, FALSE);
2287 p_ptr->redraw |= (PR_STATUS);
2289 p_ptr->update |= (PU_BONUS);
2296 * @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-
2297 * @param immune_type 免疫のタイプID
2299 * @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。
2301 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2303 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2305 /* Clear all elemental attacks (only one is allowed at a time). */
2306 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2308 p_ptr->special_defense &= ~(DEFENSE_ACID);
2309 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."));
2311 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2313 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2314 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."));
2316 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2318 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2319 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."));
2321 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2323 p_ptr->special_defense &= ~(DEFENSE_COLD);
2324 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."));
2326 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2328 p_ptr->special_defense &= ~(DEFENSE_POIS);
2329 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."));
2332 if ((v) && (immune_type))
2334 /* Set attack type. */
2335 p_ptr->special_defense |= (immune_type);
2338 p_ptr->ele_immune = v;
2340 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2341 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2342 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2343 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2344 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2345 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2346 _("(なし)", "do nothing special.")))))));
2349 if (disturb_state) disturb(FALSE, FALSE);
2350 p_ptr->redraw |= (PR_STATUS);
2351 p_ptr->update |= (PU_BONUS);
2358 * @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
2360 * @param do_dec 現在の継続時間より長い値のみ上書きする
2361 * @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。
2363 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2365 bool notice = FALSE;
2366 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2368 if (p_ptr->is_dead) return FALSE;
2373 if (p_ptr->oppose_acid && !do_dec)
2375 if (p_ptr->oppose_acid > v) return FALSE;
2377 else if (!IS_OPPOSE_ACID())
2379 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2387 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2389 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2395 p_ptr->oppose_acid = v;
2397 /* Nothing to notice */
2398 if (!notice) return (FALSE);
2399 p_ptr->redraw |= (PR_STATUS);
2401 if (disturb_state) disturb(FALSE, FALSE);
2407 * @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
2409 * @param do_dec 現在の継続時間より長い値のみ上書きする
2410 * @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。
2412 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2414 bool notice = FALSE;
2415 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2417 if (p_ptr->is_dead) return FALSE;
2422 if (p_ptr->oppose_elec && !do_dec)
2424 if (p_ptr->oppose_elec > v) return FALSE;
2426 else if (!IS_OPPOSE_ELEC())
2428 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2436 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2438 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2444 p_ptr->oppose_elec = v;
2446 /* Nothing to notice */
2447 if (!notice) return (FALSE);
2448 p_ptr->redraw |= (PR_STATUS);
2450 if (disturb_state) disturb(FALSE, FALSE);
2456 * @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
2458 * @param do_dec 現在の継続時間より長い値のみ上書きする
2459 * @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。
2461 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2463 bool notice = FALSE;
2464 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2466 if (p_ptr->is_dead) return FALSE;
2468 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2472 if (p_ptr->oppose_fire && !do_dec)
2474 if (p_ptr->oppose_fire > v) return FALSE;
2476 else if (!IS_OPPOSE_FIRE())
2478 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2486 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2488 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2494 p_ptr->oppose_fire = v;
2496 /* Nothing to notice */
2497 if (!notice) return (FALSE);
2498 p_ptr->redraw |= (PR_STATUS);
2500 if (disturb_state) disturb(FALSE, FALSE);
2506 * @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
2508 * @param do_dec 現在の継続時間より長い値のみ上書きする
2509 * @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。
2511 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2513 bool notice = FALSE;
2514 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2516 if (p_ptr->is_dead) return FALSE;
2521 if (p_ptr->oppose_cold && !do_dec)
2523 if (p_ptr->oppose_cold > v) return FALSE;
2525 else if (!IS_OPPOSE_COLD())
2527 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2535 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2537 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2543 p_ptr->oppose_cold = v;
2545 /* Nothing to notice */
2546 if (!notice) return (FALSE);
2547 p_ptr->redraw |= (PR_STATUS);
2549 if (disturb_state) disturb(FALSE, FALSE);
2555 * @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
2557 * @param do_dec 現在の継続時間より長い値のみ上書きする
2558 * @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。
2560 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2562 bool notice = FALSE;
2563 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2565 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2566 if (p_ptr->is_dead) return FALSE;
2571 if (p_ptr->oppose_pois && !do_dec)
2573 if (p_ptr->oppose_pois > v) return FALSE;
2575 else if (!IS_OPPOSE_POIS())
2577 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2585 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2587 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2593 p_ptr->oppose_pois = v;
2595 /* Nothing to notice */
2596 if (!notice) return (FALSE);
2597 p_ptr->redraw |= (PR_STATUS);
2599 if (disturb_state) disturb(FALSE, FALSE);
2605 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2607 * @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。
2609 * Note the special code to only notice "range" changes.
2611 bool set_stun(TIME_EFFECT v)
2613 int old_aux, new_aux;
2614 bool notice = FALSE;
2615 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2617 if (p_ptr->is_dead) return FALSE;
2618 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2621 if (p_ptr->stun > 100)
2627 else if (p_ptr->stun > 50)
2633 else if (p_ptr->stun > 0)
2669 if (new_aux > old_aux)
2671 /* Describe the state */
2675 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2678 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;
2681 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;
2684 if (randint1(1000) < v || one_in_(16))
2686 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2690 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2691 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2693 else if (one_in_(2))
2695 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2699 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2702 if (p_ptr->special_defense & KATA_MASK)
2704 msg_print(_("型が崩れた。", "Your posture gets loose."));
2705 p_ptr->special_defense &= ~(KATA_MASK);
2706 p_ptr->update |= (PU_BONUS);
2707 p_ptr->update |= (PU_MONSTERS);
2708 p_ptr->redraw |= (PR_STATE);
2709 p_ptr->redraw |= (PR_STATUS);
2710 p_ptr->action = ACTION_NONE;
2714 if (p_ptr->concent) reset_concentration(TRUE);
2717 if (hex_spelling_any()) stop_hex_spell_all();
2723 else if (new_aux < old_aux)
2725 /* Describe the state */
2730 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2732 if (disturb_state) disturb(FALSE, FALSE);
2743 if (!notice) return (FALSE);
2745 if (disturb_state) disturb(FALSE, FALSE);
2746 p_ptr->update |= (PU_BONUS);
2748 /* Redraw the "stun" */
2749 p_ptr->redraw |= (PR_STUN);
2756 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2758 * @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。
2760 * Note the special code to only notice "range" changes.
2762 bool set_cut(TIME_EFFECT v)
2764 int old_aux, new_aux;
2765 bool notice = FALSE;
2766 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2768 if (p_ptr->is_dead) return FALSE;
2770 if ((p_ptr->prace == RACE_GOLEM ||
2771 p_ptr->prace == RACE_SKELETON ||
2772 p_ptr->prace == RACE_SPECTRE ||
2773 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2778 if (p_ptr->cut > 1000)
2784 else if (p_ptr->cut > 200)
2790 else if (p_ptr->cut > 100)
2796 else if (p_ptr->cut > 50)
2802 else if (p_ptr->cut > 25)
2808 else if (p_ptr->cut > 10)
2814 else if (p_ptr->cut > 0)
2874 if (new_aux > old_aux)
2876 /* Describe the state */
2880 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2883 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2886 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2889 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2892 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2895 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;
2898 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;
2903 if (randint1(1000) < v || one_in_(16))
2905 if (!p_ptr->sustain_chr)
2907 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2914 else if (new_aux < old_aux)
2916 /* Describe the state */
2921 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");
2923 if (disturb_state) disturb(FALSE, FALSE);
2934 if (!notice) return (FALSE);
2936 if (disturb_state) disturb(FALSE, FALSE);
2937 p_ptr->update |= (PU_BONUS);
2939 /* Redraw the "cut" */
2940 p_ptr->redraw |= (PR_CUT);
2946 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2948 * @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。
2950 * Set "", notice observable changes\n
2952 * The "p_ptr->food" variable can get as large as 20000, allowing the
2953 * addition of the most "filling" item, Elvish Waybread, which adds
2954 * 7500 food units, without overflowing the 32767 maximum limit.\n
2956 * Perhaps we should disturb the player with various messages,
2957 * especially messages about hunger status changes. \n
2959 * Digestion of food is handled in "dungeon.c", in which, normally,
2960 * the player digests about 20 food units per 100 game turns, more
2961 * when "fast", more when "regenerating", less with "slow digestion",
2962 * but when the player is "gorged", he digests 100 food units per 10
2963 * game turns, or a full 1000 food units per 100 game turns.\n
2965 * Note that the player's speed is reduced by 10 units while gorged,
2966 * so if the player eats a single food ration (5000 food units) when
2967 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2968 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2969 * affecting the player speed).\n
2971 bool set_food(TIME_EFFECT v)
2973 int old_aux, new_aux;
2975 bool notice = FALSE;
2976 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2978 /* Fainting / Starving */
2979 if (p_ptr->food < PY_FOOD_FAINT)
2985 else if (p_ptr->food < PY_FOOD_WEAK)
2991 else if (p_ptr->food < PY_FOOD_ALERT)
2997 else if (p_ptr->food < PY_FOOD_FULL)
3003 else if (p_ptr->food < PY_FOOD_MAX)
3014 /* Fainting / Starving */
3015 if (v < PY_FOOD_FAINT)
3021 else if (v < PY_FOOD_WEAK)
3027 else if (v < PY_FOOD_ALERT)
3033 else if (v < PY_FOOD_FULL)
3039 else if (v < PY_FOOD_MAX)
3050 if (old_aux < 1 && new_aux > 0)
3051 chg_virtue(V_PATIENCE, 2);
3052 else if (old_aux < 3 && (old_aux != new_aux))
3053 chg_virtue(V_PATIENCE, 1);
3055 chg_virtue(V_TEMPERANCE, 1);
3057 chg_virtue(V_TEMPERANCE, -1);
3060 if (new_aux > old_aux)
3062 /* Describe the state */
3066 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3069 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3072 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3075 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3079 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3080 chg_virtue(V_HARMONY, -1);
3081 chg_virtue(V_PATIENCE, -1);
3082 chg_virtue(V_TEMPERANCE, -2);
3092 else if (new_aux < old_aux)
3094 /* Describe the state */
3097 /* Fainting / Starving */
3098 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;
3101 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3104 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3107 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3110 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3113 if (p_ptr->wild_mode && (new_aux < 2))
3125 /* Nothing to notice */
3126 if (!notice) return (FALSE);
3128 if (disturb_state) disturb(FALSE, FALSE);
3129 p_ptr->update |= (PU_BONUS);
3132 p_ptr->redraw |= (PR_HUNGER);
3138 * @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-
3139 * @param stat 上昇させるステータスID
3140 * @return 実際に上昇した場合TRUEを返す。
3142 * Note that this function (used by stat potions) now restores\n
3143 * the stat BEFORE increasing it.\n
3145 bool inc_stat(int stat)
3147 BASE_STATUS value, gain;
3149 /* Then augment the current/max stat */
3150 value = p_ptr->stat_cur[stat];
3152 /* Cannot go above 18/100 */
3153 if (value < p_ptr->stat_max_max[stat])
3155 /* Gain one (sometimes two) points */
3158 gain = ((randint0(100) < 75) ? 1 : 2);
3162 /* Gain 1/6 to 1/3 of distance to 18/100 */
3163 else if (value < (p_ptr->stat_max_max[stat]-2))
3165 /* Approximate gain value */
3166 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3169 if (gain < 1) gain = 1;
3171 /* Apply the bonus */
3172 value += randint1(gain) + gain / 2;
3175 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3178 /* Gain one point at a time */
3184 /* Save the new value */
3185 p_ptr->stat_cur[stat] = value;
3187 /* Bring up the maximum too */
3188 if (value > p_ptr->stat_max[stat])
3190 p_ptr->stat_max[stat] = value;
3192 p_ptr->update |= (PU_BONUS);
3198 /* Nothing to gain */
3203 * @brief プレイヤーの基本能力値を減少させる / Decreases a stat by an amount indended to vary from 0 to 100 percent.
3204 * @param stat 減少させるステータスID
3205 * @param amount 減少させる基本量
3206 * @param permanent TRUEならば現在の最大値を減少させる
3207 * @return 実際に減少した場合TRUEを返す。
3210 * Amount could be a little higher in extreme cases to mangle very high\n
3211 * stats from massive assaults. -CWS\n
3213 * Note that "permanent" means that the *given* amount is permanent,\n
3214 * not that the new value becomes permanent. This may not work exactly\n
3215 * as expected, due to "weirdness" in the algorithm, but in general,\n
3216 * if your stat is already drained, the "max" value will not drop all\n
3217 * the way down to the "cur" value.\n
3219 bool dec_stat(int stat, int amount, int permanent)
3221 BASE_STATUS cur, max;
3226 /* Acquire current value */
3227 cur = p_ptr->stat_cur[stat];
3228 max = p_ptr->stat_max[stat];
3230 /* Note when the values are identical */
3231 same = (cur == max);
3233 /* Damage "current" value */
3236 /* Handle "low" values */
3239 if (amount > 90) cur--;
3240 if (amount > 50) cur--;
3241 if (amount > 20) cur--;
3245 /* Handle "high" values */
3248 /* Hack -- Decrement by a random amount between one-quarter */
3249 /* and one-half of the stat bonus times the percentage, with a */
3250 /* minimum damage of half the percentage. -CWS */
3251 loss = (((cur-18) / 2 + 1) / 2 + 1);
3254 if (loss < 1) loss = 1;
3256 /* Randomize the loss */
3257 loss = ((randint1(loss) + loss) * amount) / 100;
3260 if (loss < amount/2) loss = amount/2;
3262 /* Lose some points */
3265 /* Hack -- Only reduce stat to 17 sometimes */
3266 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3269 /* Prevent illegal values */
3270 if (cur < 3) cur = 3;
3272 /* Something happened */
3273 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3276 /* Damage "max" value */
3277 if (permanent && (max > 3))
3279 chg_virtue(V_SACRIFICE, 1);
3280 if (stat == A_WIS || stat == A_INT)
3281 chg_virtue(V_ENLIGHTEN, -2);
3283 /* Handle "low" values */
3286 if (amount > 90) max--;
3287 if (amount > 50) max--;
3288 if (amount > 20) max--;
3292 /* Handle "high" values */
3295 /* Hack -- Decrement by a random amount between one-quarter */
3296 /* and one-half of the stat bonus times the percentage, with a */
3297 /* minimum damage of half the percentage. -CWS */
3298 loss = (((max-18) / 2 + 1) / 2 + 1);
3299 loss = ((randint1(loss) + loss) * amount) / 100;
3300 if (loss < amount/2) loss = amount/2;
3302 /* Lose some points */
3305 /* Hack -- Only reduce stat to 17 sometimes */
3306 if (max < 18) max = (amount <= 20) ? 18 : 17;
3309 /* Hack -- keep it clean */
3310 if (same || (max < cur)) max = cur;
3312 /* Something happened */
3313 if (max != p_ptr->stat_max[stat]) res = TRUE;
3319 /* Actually set the stat to its new value. */
3320 p_ptr->stat_cur[stat] = cur;
3321 p_ptr->stat_max[stat] = max;
3323 p_ptr->redraw |= (PR_STATS);
3324 p_ptr->update |= (PU_BONUS);
3332 * @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.
3333 * @param stat 回復ステータスID
3334 * @return 実際に回復した場合TRUEを返す。
3336 bool res_stat(int stat)
3338 /* Restore if needed */
3339 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3341 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3342 p_ptr->update |= (PU_BONUS);
3343 p_ptr->redraw |= (PR_STATS);
3349 /* Nothing to restore */
3355 * Increase players hit points, notice effects
3357 bool hp_player(int num)
3360 vir = virtue_number(V_VITALITY);
3362 if(num <= 0) return (FALSE);
3366 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3368 /* Healing needed */
3369 if (p_ptr->chp < p_ptr->mhp)
3371 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3372 chg_virtue(V_TEMPERANCE, 1);
3373 /* Gain hitpoints */
3376 /* Enforce maximum */
3377 if (p_ptr->chp >= p_ptr->mhp)
3379 p_ptr->chp = p_ptr->mhp;
3380 p_ptr->chp_frac = 0;
3383 p_ptr->redraw |= (PR_HP);
3385 p_ptr->window |= (PW_PLAYER);
3390 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3396 msg_print(_("気分が良くなった。", "You feel better."));
3402 msg_print(_("とても気分が良くなった。", "You feel much better."));
3408 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3420 * Array of stat "descriptions"
3422 static concptr desc_stat_pos[] =
3427 _("器用に", "dextrous"),
3428 _("健康に", "healthy"),
3434 * Array of stat "descriptions"
3436 static concptr desc_stat_neg[] =
3441 _("不器用に", "clumsy"),
3442 _("不健康に", "sickly"),
3450 bool do_dec_stat(int stat)
3454 /* Access the "sustain" */
3457 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3458 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3459 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3460 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3461 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3462 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3466 if (sust && (!ironman_nightmare || randint0(13)))
3468 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."),
3469 desc_stat_neg[stat]);
3475 /* Attempt to reduce the stat */
3476 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3478 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3484 /* Nothing obvious */
3490 * Restore lost "points" in a stat
3492 bool do_res_stat(int stat)
3494 /* Attempt to increase */
3497 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3502 /* Nothing obvious */
3508 * Gain a "point" in a stat
3510 bool do_inc_stat(int stat)
3514 /* Restore strength */
3515 res = res_stat(stat);
3517 /* Attempt to increase */
3522 chg_virtue(V_ENLIGHTEN, 1);
3523 chg_virtue(V_FAITH, 1);
3525 else if (stat == A_INT)
3527 chg_virtue(V_KNOWLEDGE, 1);
3528 chg_virtue(V_ENLIGHTEN, 1);
3530 else if (stat == A_CON)
3531 chg_virtue(V_VITALITY, 1);
3533 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3538 /* Restoration worked */
3541 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3546 /* Nothing obvious */
3552 * Restores any drained experience
3554 bool restore_level(void)
3556 /* Restore experience */
3557 if (p_ptr->exp < p_ptr->max_exp)
3559 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3561 /* Restore the experience */
3562 p_ptr->exp = p_ptr->max_exp;
3564 /* Check the experience */
3578 bool lose_all_info(void)
3582 chg_virtue(V_KNOWLEDGE, -5);
3583 chg_virtue(V_ENLIGHTEN, -5);
3585 /* Forget info about objects */
3586 for (i = 0; i < INVEN_TOTAL; i++)
3588 object_type *o_ptr = &inventory[i];
3590 /* Skip non-objects */
3591 if (!o_ptr->k_idx) continue;
3593 /* Allow "protection" by the MENTAL flag */
3594 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3596 /* Remove "default inscriptions" */
3597 o_ptr->feeling = FEEL_NONE;
3599 /* Hack -- Clear the "empty" flag */
3600 o_ptr->ident &= ~(IDENT_EMPTY);
3602 /* Hack -- Clear the "known" flag */
3603 o_ptr->ident &= ~(IDENT_KNOWN);
3605 /* Hack -- Clear the "felt" flag */
3606 o_ptr->ident &= ~(IDENT_SENSE);
3608 p_ptr->update |= (PU_BONUS);
3609 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3611 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3613 /* Mega-Hack -- Forget the map */
3621 void do_poly_wounds(void)
3623 /* Changed to always provide at least _some_ healing */
3624 s16b wounds = p_ptr->cut;
3625 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3626 s16b change = damroll(p_ptr->lev, 5);
3627 bool Nasty_effect = one_in_(5);
3629 if (!(wounds || hit_p || Nasty_effect)) return;
3631 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3635 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3636 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3641 set_cut(p_ptr->cut - (change / 2));
3647 * Change player race
3649 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3651 concptr title = race_info[new_race].title;
3652 int old_race = p_ptr->prace;
3655 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3657 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3660 chg_virtue(V_CHANCE, 2);
3662 if (p_ptr->prace < 32)
3664 p_ptr->old_race1 |= 1L << p_ptr->prace;
3668 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3670 p_ptr->prace = new_race;
3671 rp_ptr = &race_info[p_ptr->prace];
3673 /* Experience factor */
3674 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3677 * The speed bonus of Klackons and Sprites are disabled
3678 * and the experience penalty is decreased.
3680 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)))
3681 p_ptr->expfact -= 15;
3683 /* Get character's height and weight */
3684 get_height_weight();
3687 if (p_ptr->pclass == CLASS_SORCERER)
3688 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3690 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3692 roll_hitdice(p_ptr, 0L);
3694 /* The experience level may be modified */
3697 p_ptr->redraw |= (PR_BASIC);
3699 p_ptr->update |= (PU_BONUS);
3703 /* Load an autopick preference file */
3704 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3706 /* Player's graphic tile may change */
3707 lite_spot(p_ptr->y, p_ptr->x);
3711 void do_poly_self(void)
3713 int power = p_ptr->lev;
3715 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3716 chg_virtue(V_CHANCE, 1);
3718 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3720 char effect_msg[80] = "";
3721 CHARACTER_IDX new_race;
3723 /* Some form of racial polymorph... */
3726 if ((power > randint0(5)) && one_in_(4))
3731 if (p_ptr->psex == SEX_MALE)
3733 p_ptr->psex = SEX_FEMALE;
3734 sp_ptr = &sex_info[p_ptr->psex];
3735 sprintf(effect_msg, _("女性の", "female "));
3739 p_ptr->psex = SEX_MALE;
3740 sp_ptr = &sex_info[p_ptr->psex];
3741 sprintf(effect_msg, _("男性の", "male "));
3745 if ((power > randint0(30)) && one_in_(5))
3749 /* Harmful deformity */
3756 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3762 /* Deformities are discriminated against! */
3763 (void)dec_stat(A_CHR, randint1(6), TRUE);
3768 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3769 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3773 sprintf(effect_msg,_("奇形の", "deformed "));
3777 while ((power > randint0(20)) && one_in_(10))
3779 /* Polymorph into a less mutated form */
3782 if (!lose_mutation(0))
3783 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3788 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3790 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3792 change_race(new_race, effect_msg);
3795 if ((power > randint0(30)) && one_in_(6))
3801 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");
3805 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3810 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!"));
3811 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3817 if ((power > randint0(20)) && one_in_(4))
3822 roll_hitdice(p_ptr, 0L);
3825 while ((power > randint0(15)) && one_in_(3))
3828 (void)gain_random_mutation(0);
3831 if (power > randint0(5))
3837 /* Note: earlier deductions may have left power < 0 already. */
3847 * Decreases players hit points and sets death flag if necessary
3849 * Invulnerability needs to be changed into a "shield"
3851 * Hack -- this function allows the user to save (or quit)
3852 * the game when he dies, since the "You die." message is shown before
3853 * setting the player to "dead".
3856 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3858 int old_chp = p_ptr->chp;
3860 char death_message[1024];
3863 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3866 if (p_ptr->is_dead) return 0;
3868 if (p_ptr->sutemi) damage *= 2;
3869 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3871 if (easy_band) damage = (damage+1)/2;
3873 if (damage_type != DAMAGE_USELIFE)
3875 disturb(TRUE, TRUE);
3882 if (monspell >= 0) learn_spell(monspell);
3884 /* Mega-Hack -- Apply "invulnerability" */
3885 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3887 if (IS_INVULN() && (damage < 9000))
3889 if (damage_type == DAMAGE_FORCE)
3891 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3893 else if (one_in_(PENETRATE_INVULNERABILITY))
3895 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3903 if (CHECK_MULTISHADOW())
3905 if (damage_type == DAMAGE_FORCE)
3907 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3909 else if (damage_type == DAMAGE_ATTACK)
3911 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!"));
3916 if (p_ptr->wraith_form)
3918 if (damage_type == DAMAGE_FORCE)
3920 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3925 if ((damage == 0) && one_in_(2)) damage = 1;
3929 if (p_ptr->special_defense & KATA_MUSOU)
3932 if ((damage == 0) && one_in_(2)) damage = 1;
3934 } /* not if LOSELIFE USELIFE */
3936 /* Hurt the player */
3937 p_ptr->chp -= damage;
3938 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3940 damage += p_ptr->chp;
3944 /* Display the hitpoints */
3945 p_ptr->redraw |= (PR_HP);
3947 p_ptr->window |= (PW_PLAYER);
3949 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3951 chg_virtue(V_SACRIFICE, 1);
3952 chg_virtue(V_CHANCE, 2);
3958 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3960 #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 */
3962 if(!save_player()) msg_print("セーブ失敗!");
3967 chg_virtue(V_SACRIFICE, 10);
3972 p_ptr->leaving = TRUE;
3975 p_ptr->is_dead = TRUE;
3977 if (p_ptr->inside_arena)
3979 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3980 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3982 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3986 QUEST_IDX q_idx = quest_number(dun_level);
3987 bool seppuku = streq(hit_from, "Seppuku");
3988 bool winning_seppuku = p_ptr->total_winner && seppuku;
3990 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3993 /* Make screen dump */
3994 screen_dump = make_screen_dump();
3997 /* Note cause of death */
4000 strcpy(p_ptr->died_from, hit_from);
4002 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4009 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);
4011 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4013 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4016 /* No longer a winner */
4017 p_ptr->total_winner = FALSE;
4019 if (winning_seppuku)
4021 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4027 if (p_ptr->inside_arena)
4028 strcpy(buf,_("アリーナ", "in the Arena"));
4029 else if (!dun_level)
4030 strcpy(buf,_("地上", "on the surface"));
4031 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4032 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4033 strcpy(buf,_("クエスト", "in a quest"));
4035 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4037 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4038 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4041 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4042 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4046 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4048 do_cmd_save_screen();
4053 /* Initialize "last message" buffer */
4054 if (p_ptr->last_message) string_free(p_ptr->last_message);
4055 p_ptr->last_message = NULL;
4057 /* Hack -- Note death */
4061 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4063 msg_print(android ? "You are broken." : "You die.");
4070 if (winning_seppuku)
4072 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4076 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4082 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4084 while (!get_string("Last word: ", death_message, 1024)) ;
4087 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4089 if (death_message[0] == '\0')
4092 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4094 strcpy(death_message, android ? "You are broken." : "You die.");
4097 else p_ptr->last_message = string_make(death_message);
4100 if (winning_seppuku)
4105 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4106 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4113 for (i = 0; i < 40; i++)
4114 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4116 str = death_message;
4117 if (strncmp(str, "「", 2) == 0) str += 2;
4119 str2 = my_strstr(str, "」");
4120 if (str2 != NULL) *str2 = '\0';
4125 str2 = my_strstr(str, " ");
4126 if (str2 == NULL) len = strlen(str);
4127 else len = str2 - str;
4131 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4133 if (str2 == NULL) break;
4137 if (*str == 0) break;
4141 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4145 /* Make screen dump */
4146 screen_dump = make_screen_dump();
4149 /* Wait a key press */
4154 msg_print(death_message);
4164 /* Hitpoint warning */
4165 if (p_ptr->chp < warning)
4167 /* Hack -- bell on first notice */
4168 if (old_chp > warning) bell();
4172 if (record_danger && (old_chp > warning))
4174 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4175 hit_from = _("何か", "something");
4177 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4178 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4183 /* stop auto_more even if DAMAGE_USELIFE */
4187 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4191 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4202 void gain_exp_64(s32b amount, u32b amount_frac)
4204 if (p_ptr->is_dead) return;
4206 if (p_ptr->prace == RACE_ANDROID) return;
4208 /* Gain some experience */
4209 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4211 /* Slowly recover from experience drainage */
4212 if (p_ptr->exp < p_ptr->max_exp)
4214 /* Gain max experience (20%) (was 10%) */
4215 p_ptr->max_exp += amount / 5;
4218 /* Check Experience */
4226 void gain_exp(s32b amount)
4228 gain_exp_64(amount, 0L);
4232 void calc_android_exp(void)
4236 if (p_ptr->is_dead) return;
4238 if (p_ptr->prace != RACE_ANDROID) return;
4240 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4242 object_type *o_ptr = &inventory[i];
4244 object_type *q_ptr = &forge;
4246 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4248 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4249 if (!o_ptr->k_idx) continue;
4252 object_copy(q_ptr, o_ptr);
4253 q_ptr->discount = 0;
4254 q_ptr->curse_flags = 0L;
4256 if (object_is_fixed_artifact(o_ptr))
4258 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4259 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4261 else if (object_is_ego(o_ptr))
4263 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4265 else if (o_ptr->art_name)
4267 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4270 if (!object_is_weapon_ammo(o_ptr))
4273 if (total_flags < 15000) fake_level = 10;
4274 else if (total_flags < 35000) fake_level = 25;
4275 else fake_level = 40;
4280 if (total_flags < 20000) fake_level = 10;
4281 else if (total_flags < 45000) fake_level = 25;
4282 else fake_level = 40;
4285 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4288 value = object_value_real(q_ptr);
4290 if (value <= 0) continue;
4291 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4292 if (value > 5000000L) value = 5000000L;
4293 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4295 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4296 (o_ptr->tval == TV_DRAG_ARMOR) ||
4297 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4298 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4299 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4300 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4301 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4303 if (level > 65) level = 35 + (level - 65) / 5;
4304 else if (level > 35) level = 25 + (level - 35) / 3;
4305 else if (level > 15) level = 15 + (level - 15) / 2;
4306 exp = MIN(100000L, value) / 2 * level * level;
4307 if (value > 100000L)
4308 exp += (value - 100000L) / 8 * level * level;
4312 exp = MIN(100000L, value) * level;
4313 if (value > 100000L)
4314 exp += (value - 100000L) / 4 * level;
4316 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4317 else total_exp += exp / 16;
4318 if (i == INVEN_BODY) total_exp += exp / 32;
4320 p_ptr->exp = p_ptr->max_exp = total_exp;
4322 /* Check Experience */
4330 void lose_exp(s32b amount)
4332 if (p_ptr->prace == RACE_ANDROID) return;
4334 /* Never drop below zero experience */
4335 if (amount > p_ptr->exp) amount = p_ptr->exp;
4337 /* Lose some experience */
4338 p_ptr->exp -= amount;
4340 /* Check Experience */
4347 * If resisted to draining, return FALSE
4349 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4351 /* Androids and their mimics are never drained */
4352 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4354 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4356 /* Hold experience */
4357 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4361 /* Hold experience failed */
4362 if (p_ptr->hold_exp)
4364 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4369 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!"));
4377 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4379 bool notice = FALSE;
4380 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4382 if (p_ptr->is_dead) return FALSE;
4387 if (p_ptr->ult_res && !do_dec)
4389 if (p_ptr->ult_res > v) return FALSE;
4391 else if (!p_ptr->ult_res)
4393 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!"));
4403 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"));
4410 p_ptr->redraw |= (PR_STATUS);
4412 /* Nothing to notice */
4413 if (!notice) return (FALSE);
4415 if (disturb_state) disturb(FALSE, FALSE);
4416 p_ptr->update |= (PU_BONUS);
4421 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4423 bool notice = FALSE;
4424 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4426 if (p_ptr->is_dead) return FALSE;
4431 if (p_ptr->tim_res_nether && !do_dec)
4433 if (p_ptr->tim_res_nether > v) return FALSE;
4435 else if (!p_ptr->tim_res_nether)
4437 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4445 if (p_ptr->tim_res_nether)
4447 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"));
4453 p_ptr->tim_res_nether = v;
4454 p_ptr->redraw |= (PR_STATUS);
4456 /* Nothing to notice */
4457 if (!notice) return (FALSE);
4459 if (disturb_state) disturb(FALSE, FALSE);
4460 p_ptr->update |= (PU_BONUS);
4465 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4467 bool notice = FALSE;
4468 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4470 if (p_ptr->is_dead) return FALSE;
4475 if (p_ptr->tim_res_time && !do_dec)
4477 if (p_ptr->tim_res_time > v) return FALSE;
4479 else if (!p_ptr->tim_res_time)
4481 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!"));
4489 if (p_ptr->tim_res_time)
4491 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"));
4497 p_ptr->tim_res_time = v;
4498 p_ptr->redraw |= (PR_STATUS);
4500 /* Nothing to notice */
4501 if (!notice) return (FALSE);
4503 if (disturb_state) disturb(FALSE, FALSE);
4504 p_ptr->update |= (PU_BONUS);
4511 * Choose a warrior-mage elemental attack. -LM-
4513 bool choose_ele_attack(void)
4519 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4521 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."));
4526 num = (p_ptr->lev - 20) / 5;
4527 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4530 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4535 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4540 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4545 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4554 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4558 if ((choice == 'a') || (choice == 'A'))
4559 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4560 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4561 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4562 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4563 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4564 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4565 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4566 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4567 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4570 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4580 * Choose a elemental immune. -LM-
4582 bool choose_ele_immune(TIME_EFFECT immune_turn)
4587 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4588 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4589 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4590 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4598 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4602 if ((choice == 'a') || (choice == 'A'))
4603 set_ele_immune(DEFENSE_FIRE, immune_turn);
4604 else if ((choice == 'b') || (choice == 'B'))
4605 set_ele_immune(DEFENSE_COLD, immune_turn);
4606 else if ((choice == 'c') || (choice == 'C'))
4607 set_ele_immune(DEFENSE_ACID, immune_turn);
4608 else if ((choice == 'd') || (choice == 'D'))
4609 set_ele_immune(DEFENSE_ELEC, immune_turn);
4612 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));