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
20 * @brief プレイヤーの継続行動を設定する。
21 * @param typ 継続行動のID\n
22 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
25 void set_action(ACTION_IDX typ)
27 int prev_typ = p_ptr->action;
39 msg_print(_("探索をやめた。", "You no longer walk carefully."));
40 p_ptr->redraw |= (PR_SPEED);
50 msg_print(_("学習をやめた。", "You stop Learning"));
56 msg_print(_("構えをといた。", "You stop assuming the posture."));
57 p_ptr->special_defense &= ~(KAMAE_MASK);
62 msg_print(_("型を崩した。", "You stop assuming the posture."));
63 p_ptr->special_defense &= ~(KATA_MASK);
64 p_ptr->update |= (PU_MONSTERS);
65 p_ptr->redraw |= (PR_STATUS);
70 msg_print(_("歌うのをやめた。", "You stop singing."));
75 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
76 p_ptr->energy_use = 100;
81 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
89 /* If we are requested other action, stop singing */
90 if (prev_typ == ACTION_SING) stop_singing();
91 if (prev_typ == ACTION_SPELL) stop_hex_spell();
93 switch (p_ptr->action)
97 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
98 p_ptr->redraw |= (PR_SPEED);
103 msg_print(_("学習を始めた。", "You begin Learning"));
108 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
111 case ACTION_HAYAGAKE:
113 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
121 p_ptr->update |= (PU_BONUS);
122 p_ptr->redraw |= (PR_STATE);
126 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
129 void reset_tim_flags(void)
131 p_ptr->fast = 0; /* Timed -- Fast */
132 p_ptr->lightspeed = 0;
133 p_ptr->slow = 0; /* Timed -- Slow */
134 p_ptr->blind = 0; /* Timed -- Blindness */
135 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
136 p_ptr->confused = 0; /* Timed -- Confusion */
137 p_ptr->afraid = 0; /* Timed -- Fear */
138 p_ptr->image = 0; /* Timed -- Hallucination */
139 p_ptr->poisoned = 0; /* Timed -- Poisoned */
140 p_ptr->cut = 0; /* Timed -- Cut */
141 p_ptr->stun = 0; /* Timed -- Stun */
143 p_ptr->protevil = 0; /* Timed -- Protection */
144 p_ptr->invuln = 0; /* Timed -- Invulnerable */
146 p_ptr->hero = 0; /* Timed -- Heroism */
147 p_ptr->shero = 0; /* Timed -- Super Heroism */
148 p_ptr->shield = 0; /* Timed -- Shield Spell */
149 p_ptr->blessed = 0; /* Timed -- Blessed */
150 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
151 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
152 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
153 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
155 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
156 p_ptr->tim_levitation = 0;
157 p_ptr->tim_sh_touki = 0;
158 p_ptr->tim_sh_fire = 0;
159 p_ptr->tim_sh_holy = 0;
160 p_ptr->tim_eyeeye = 0;
162 p_ptr->resist_magic = 0;
165 p_ptr->tim_res_nether = 0;
166 p_ptr->tim_res_time = 0;
167 p_ptr->tim_mimic = 0;
168 p_ptr->mimic_form = 0;
169 p_ptr->tim_reflect = 0;
170 p_ptr->multishadow = 0;
172 p_ptr->action = ACTION_NONE;
174 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
175 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
176 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
177 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
178 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
180 p_ptr->word_recall = 0;
181 p_ptr->alter_reality = 0;
182 p_ptr->sutemi = FALSE;
183 p_ptr->counter = FALSE;
184 p_ptr->ele_attack = 0;
185 p_ptr->ele_immune = 0;
186 p_ptr->special_attack = 0L;
187 p_ptr->special_defense = 0L;
189 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
190 world_player = FALSE;
192 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
193 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
194 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
198 (void)set_monster_fast(p_ptr->riding, 0);
199 (void)set_monster_slow(p_ptr->riding, 0);
200 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
203 if (p_ptr->pclass == CLASS_BARD)
205 SINGING_SONG_EFFECT(p_ptr) = 0;
206 SINGING_SONG_ID(p_ptr) = 0;
211 * @brief プレイヤーに魔力消去効果を与える。
214 void dispel_player(void)
216 (void)set_fast(0, TRUE);
217 (void)set_lightspeed(0, TRUE);
218 (void)set_slow(0, TRUE);
219 (void)set_shield(0, TRUE);
220 (void)set_blessed(0, TRUE);
221 (void)set_tsuyoshi(0, TRUE);
222 (void)set_hero(0, TRUE);
223 (void)set_shero(0, TRUE);
224 (void)set_protevil(0, TRUE);
225 (void)set_invuln(0, TRUE);
226 (void)set_wraith_form(0, TRUE);
227 (void)set_kabenuke(0, TRUE);
228 (void)set_tim_res_nether(0, TRUE);
229 (void)set_tim_res_time(0, TRUE);
231 (void)set_tim_reflect(0,TRUE);
232 (void)set_multishadow(0,TRUE);
233 (void)set_dustrobe(0,TRUE);
235 (void)set_tim_invis(0, TRUE);
236 (void)set_tim_infra(0, TRUE);
237 (void)set_tim_esp(0, TRUE);
238 (void)set_tim_regen(0, TRUE);
239 (void)set_tim_stealth(0, TRUE);
240 (void)set_tim_levitation(0, TRUE);
241 (void)set_tim_sh_touki(0, TRUE);
242 (void)set_tim_sh_fire(0, TRUE);
243 (void)set_tim_sh_holy(0, TRUE);
244 (void)set_tim_eyeeye(0, TRUE);
245 (void)set_magicdef(0, TRUE);
246 (void)set_resist_magic(0, TRUE);
247 (void)set_oppose_acid(0, TRUE);
248 (void)set_oppose_elec(0, TRUE);
249 (void)set_oppose_fire(0, TRUE);
250 (void)set_oppose_cold(0, TRUE);
251 (void)set_oppose_pois(0, TRUE);
252 (void)set_ultimate_res(0, TRUE);
253 (void)set_mimic(0, 0, TRUE);
254 (void)set_ele_attack(0, 0);
255 (void)set_ele_immune(0, 0);
257 /* Cancel glowing hands */
258 if (p_ptr->special_attack & ATTACK_CONFUSE)
260 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
261 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
264 if (music_singing_any() || hex_spelling_any())
266 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
267 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
268 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
269 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
271 p_ptr->action = ACTION_NONE;
272 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
273 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
274 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
275 p_ptr->energy_need += ENERGY_NEED();
281 * @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
284 * @param do_dec 現在の継続時間より長い値のみ上書きする
285 * @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。
287 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
291 /* Hack -- Force good values */
292 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
294 if (p_ptr->is_dead) return FALSE;
299 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
301 if (p_ptr->tim_mimic > v) return FALSE;
303 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
305 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
306 p_ptr->mimic_form = p;
314 if (p_ptr->tim_mimic)
316 msg_print(_("変身が解けた。", "You are no longer transformed."));
317 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
325 p_ptr->tim_mimic = v;
327 /* Nothing to notice */
331 if (disturb_state) disturb(FALSE, TRUE);
334 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
335 p_ptr->update |= (PU_BONUS | PU_HP);
342 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
344 * @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。
346 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
347 * memorize any terrain features which suddenly become "visible".\n
348 * Note that blindness is currently the only thing which can affect\n
349 * "player_can_see_bold()".\n
351 bool set_blind(TIME_EFFECT v)
355 /* Hack -- Force good values */
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."));
400 /* Redraw status bar */
401 p_ptr->redraw |= (PR_STATUS);
403 /* Nothing to notice */
404 if (!notice) return (FALSE);
406 if (disturb_state) disturb(FALSE, FALSE);
408 /* Fully update the visuals */
409 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
411 p_ptr->redraw |= (PR_MAP);
413 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
420 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
422 * @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。
424 bool set_confused(TIME_EFFECT v)
428 /* Hack -- Force good values */
429 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
431 if (p_ptr->is_dead) return FALSE;
436 if (!p_ptr->confused)
438 msg_print(_("あなたは混乱した!", "You are confused!"));
440 if (p_ptr->action == ACTION_LEARN)
442 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
445 p_ptr->redraw |= (PR_STATE);
446 p_ptr->action = ACTION_NONE;
448 if (p_ptr->action == ACTION_KAMAE)
450 msg_print(_("構えがとけた。", "Your posture gets loose."));
451 p_ptr->special_defense &= ~(KAMAE_MASK);
452 p_ptr->update |= (PU_BONUS);
453 p_ptr->redraw |= (PR_STATE);
454 p_ptr->action = ACTION_NONE;
456 else if (p_ptr->action == ACTION_KATA)
458 msg_print(_("型が崩れた。", "Your posture gets loose."));
459 p_ptr->special_defense &= ~(KATA_MASK);
460 p_ptr->update |= (PU_BONUS);
461 p_ptr->update |= (PU_MONSTERS);
462 p_ptr->redraw |= (PR_STATE);
463 p_ptr->redraw |= (PR_STATUS);
464 p_ptr->action = ACTION_NONE;
468 if (p_ptr->concent) reset_concentration(TRUE);
471 if (hex_spelling_any()) stop_hex_spell_all();
474 p_ptr->counter = FALSE;
475 chg_virtue(V_HARMONY, -1);
484 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
485 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
493 /* Redraw status bar */
494 p_ptr->redraw |= (PR_STATUS);
496 /* Nothing to notice */
497 if (!notice) return (FALSE);
499 if (disturb_state) disturb(FALSE, FALSE);
506 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
508 * @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。
510 bool set_poisoned(TIME_EFFECT v)
514 /* Hack -- Force good values */
515 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
517 if (p_ptr->is_dead) return FALSE;
522 if (!p_ptr->poisoned)
524 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
534 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
542 /* Redraw status bar */
543 p_ptr->redraw |= (PR_STATUS);
545 /* Nothing to notice */
546 if (!notice) return (FALSE);
548 if (disturb_state) disturb(FALSE, FALSE);
555 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
557 * @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。
559 bool set_afraid(TIME_EFFECT v)
563 /* Hack -- Force good values */
564 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
566 if (p_ptr->is_dead) return FALSE;
573 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
575 if (p_ptr->special_defense & KATA_MASK)
577 msg_print(_("型が崩れた。", "Your posture gets loose."));
578 p_ptr->special_defense &= ~(KATA_MASK);
579 p_ptr->update |= (PU_BONUS);
580 p_ptr->update |= (PU_MONSTERS);
581 p_ptr->redraw |= (PR_STATE);
582 p_ptr->redraw |= (PR_STATUS);
583 p_ptr->action = ACTION_NONE;
587 p_ptr->counter = FALSE;
588 chg_virtue(V_VALOUR, -1);
597 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
605 /* Redraw status bar */
606 p_ptr->redraw |= (PR_STATUS);
608 /* Nothing to notice */
609 if (!notice) return (FALSE);
611 if (disturb_state) disturb(FALSE, FALSE);
617 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
619 * @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。
621 bool set_paralyzed(TIME_EFFECT v)
625 /* Hack -- Force good values */
626 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
628 if (p_ptr->is_dead) return FALSE;
633 if (!p_ptr->paralyzed)
635 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
637 if (p_ptr->concent) reset_concentration(TRUE);
640 if (hex_spelling_any()) stop_hex_spell_all();
642 p_ptr->counter = FALSE;
650 if (p_ptr->paralyzed)
652 msg_print(_("やっと動けるようになった。", "You can move again."));
658 p_ptr->paralyzed = v;
660 /* Redraw status bar */
661 p_ptr->redraw |= (PR_STATUS);
663 /* Nothing to notice */
664 if (!notice) return (FALSE);
666 if (disturb_state) disturb(FALSE, FALSE);
667 p_ptr->redraw |= (PR_STATE);
673 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
675 * @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。
676 * @details Note that we must redraw the map when hallucination changes.
678 bool set_image(TIME_EFFECT v)
682 /* Hack -- Force good values */
683 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
685 if (p_ptr->is_dead) return FALSE;
686 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
692 set_tsuyoshi(0, TRUE);
695 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
698 if (p_ptr->concent) reset_concentration(TRUE);
700 p_ptr->counter = FALSE;
710 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."));
718 /* Redraw status bar */
719 p_ptr->redraw |= (PR_STATUS);
721 /* Nothing to notice */
722 if (!notice) return (FALSE);
724 if (disturb_state) disturb(FALSE, TRUE);
726 p_ptr->redraw |= (PR_MAP);
728 /* Update the health bar */
729 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
730 p_ptr->update |= (PU_MONSTERS);
732 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
738 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
740 * @param do_dec 現在の継続時間より長い値のみ上書きする
741 * @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。
743 bool set_fast(TIME_EFFECT v, bool do_dec)
747 /* Hack -- Force good values */
748 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
750 if (p_ptr->is_dead) return FALSE;
755 if (p_ptr->fast && !do_dec)
757 if (p_ptr->fast > v) return FALSE;
759 else if (!IS_FAST() && !p_ptr->lightspeed)
761 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
763 chg_virtue(V_PATIENCE, -1);
764 chg_virtue(V_DILIGENCE, 1);
771 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
773 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
781 /* Nothing to notice */
782 if (!notice) return (FALSE);
784 if (disturb_state) disturb(FALSE, FALSE);
785 p_ptr->update |= (PU_BONUS);
791 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
793 * @param do_dec 現在の継続時間より長い値のみ上書きする
794 * @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。
796 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
800 /* Hack -- Force good values */
801 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
803 if (p_ptr->is_dead) return FALSE;
805 if (p_ptr->wild_mode) v = 0;
810 if (p_ptr->lightspeed && !do_dec)
812 if (p_ptr->lightspeed > v) return FALSE;
814 else if (!p_ptr->lightspeed)
816 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
818 chg_virtue(V_PATIENCE, -1);
819 chg_virtue(V_DILIGENCE, 1);
826 if (p_ptr->lightspeed)
828 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
834 p_ptr->lightspeed = v;
836 /* Nothing to notice */
837 if (!notice) return (FALSE);
839 if (disturb_state) disturb(FALSE, FALSE);
840 p_ptr->update |= (PU_BONUS);
846 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
848 * @param do_dec 現在の継続時間より長い値のみ上書きする
849 * @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。
851 bool set_slow(TIME_EFFECT v, bool do_dec)
855 /* Hack -- Force good values */
856 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
858 if (p_ptr->is_dead) return FALSE;
863 if (p_ptr->slow && !do_dec)
865 if (p_ptr->slow > v) return FALSE;
867 else if (!p_ptr->slow)
869 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
879 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
887 /* Nothing to notice */
888 if (!notice) return (FALSE);
890 if (disturb_state) disturb(FALSE, FALSE);
891 p_ptr->update |= (PU_BONUS);
898 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
900 * @param do_dec 現在の継続時間より長い値のみ上書きする
901 * @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。
903 bool set_shield(TIME_EFFECT v, bool do_dec)
907 /* Hack -- Force good values */
908 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
910 if (p_ptr->is_dead) return FALSE;
915 if (p_ptr->shield && !do_dec)
917 if (p_ptr->shield > v) return FALSE;
919 else if (!p_ptr->shield)
921 msg_print(_("肌が石になった。", "Your skin turns to stone."));
931 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
939 /* Redraw status bar */
940 p_ptr->redraw |= (PR_STATUS);
942 /* Nothing to notice */
943 if (!notice) return (FALSE);
945 if (disturb_state) disturb(FALSE, FALSE);
946 p_ptr->update |= (PU_BONUS);
953 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
955 * @param do_dec 現在の継続時間より長い値のみ上書きする
956 * @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。
958 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
962 /* Hack -- Force good values */
963 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
965 if (p_ptr->is_dead) return FALSE;
970 if (p_ptr->tsubureru && !do_dec)
972 if (p_ptr->tsubureru > v) return FALSE;
974 else if (!p_ptr->tsubureru)
976 msg_print(_("横に伸びた。", "Your body expands horizontally."));
984 if (p_ptr->tsubureru)
986 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
992 p_ptr->tsubureru = v;
994 /* Redraw status bar */
995 p_ptr->redraw |= (PR_STATUS);
997 /* Nothing to notice */
998 if (!notice) return (FALSE);
1000 if (disturb_state) disturb(FALSE, FALSE);
1001 p_ptr->update |= (PU_BONUS);
1008 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1010 * @param do_dec 現在の継続時間より長い値のみ上書きする
1011 * @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。
1013 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1015 bool notice = FALSE;
1017 /* Hack -- Force good values */
1018 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1020 if (p_ptr->is_dead) return FALSE;
1025 if (p_ptr->magicdef && !do_dec)
1027 if (p_ptr->magicdef > v) return FALSE;
1029 else if (!p_ptr->magicdef)
1031 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."));
1039 if (p_ptr->magicdef)
1041 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1047 p_ptr->magicdef = v;
1049 /* Redraw status bar */
1050 p_ptr->redraw |= (PR_STATUS);
1052 /* Nothing to notice */
1053 if (!notice) return (FALSE);
1055 if (disturb_state) disturb(FALSE, FALSE);
1056 p_ptr->update |= (PU_BONUS);
1062 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1064 * @param do_dec 現在の継続時間より長い値のみ上書きする
1065 * @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。
1067 bool set_blessed(TIME_EFFECT v, bool do_dec)
1069 bool notice = FALSE;
1071 /* Hack -- Force good values */
1072 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1074 if (p_ptr->is_dead) return FALSE;
1079 if (p_ptr->blessed && !do_dec)
1081 if (p_ptr->blessed > v) return FALSE;
1083 else if (!IS_BLESSED())
1085 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1093 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1095 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1103 /* Redraw status bar */
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);
1117 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1119 * @param do_dec 現在の継続時間より長い値のみ上書きする
1120 * @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。
1122 bool set_hero(TIME_EFFECT v, bool do_dec)
1124 bool notice = FALSE;
1126 /* Hack -- Force good values */
1127 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1129 if (p_ptr->is_dead) return FALSE;
1134 if (p_ptr->hero && !do_dec)
1136 if (p_ptr->hero > v) return FALSE;
1138 else if (!IS_HERO())
1140 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1148 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1150 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1158 /* Redraw status bar */
1159 p_ptr->redraw |= (PR_STATUS);
1161 /* Nothing to notice */
1162 if (!notice) return (FALSE);
1164 if (disturb_state) disturb(FALSE, FALSE);
1165 p_ptr->update |= (PU_BONUS);
1167 /* Recalculate hitpoints */
1168 p_ptr->update |= (PU_HP);
1174 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1175 * @param v 継続時間/ 0ならば無条件にリセット
1176 * @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
1177 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1179 bool set_shero(TIME_EFFECT v, bool do_dec)
1181 bool notice = FALSE;
1183 /* Hack -- Force good values */
1184 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1186 if (p_ptr->is_dead) return FALSE;
1188 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1192 if (p_ptr->shero && !do_dec)
1194 if (p_ptr->shero > v) return FALSE;
1196 else if (!p_ptr->shero)
1198 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1208 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1216 /* Redraw status bar */
1217 p_ptr->redraw |= (PR_STATUS);
1219 /* Nothing to notice */
1220 if (!notice) return (FALSE);
1222 if (disturb_state) disturb(FALSE, FALSE);
1223 p_ptr->update |= (PU_BONUS);
1225 /* Recalculate hitpoints */
1226 p_ptr->update |= (PU_HP);
1232 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1234 * @param do_dec 現在の継続時間より長い値のみ上書きする
1235 * @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。
1237 bool set_protevil(TIME_EFFECT v, bool do_dec)
1239 bool notice = FALSE;
1241 /* Hack -- Force good values */
1242 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1244 if (p_ptr->is_dead) return FALSE;
1249 if (p_ptr->protevil && !do_dec)
1251 if (p_ptr->protevil > v) return FALSE;
1253 else if (!p_ptr->protevil)
1255 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!"));
1263 if (p_ptr->protevil)
1265 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."));
1271 p_ptr->protevil = v;
1273 /* Redraw status bar */
1274 p_ptr->redraw |= (PR_STATUS);
1276 /* Nothing to notice */
1277 if (!notice) return (FALSE);
1279 if (disturb_state) disturb(FALSE, FALSE);
1285 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1287 * @param do_dec 現在の継続時間より長い値のみ上書きする
1288 * @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。
1290 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1292 bool notice = FALSE;
1294 /* Hack -- Force good values */
1295 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1297 if (p_ptr->is_dead) return FALSE;
1302 if (p_ptr->wraith_form && !do_dec)
1304 if (p_ptr->wraith_form > v) return FALSE;
1306 else if (!p_ptr->wraith_form)
1308 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!"));
1310 chg_virtue(V_UNLIFE, 3);
1311 chg_virtue(V_HONOUR, -2);
1312 chg_virtue(V_SACRIFICE, -2);
1313 chg_virtue(V_VALOUR, -5);
1315 p_ptr->redraw |= (PR_MAP);
1316 p_ptr->update |= (PU_MONSTERS);
1318 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1325 if (p_ptr->wraith_form)
1327 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1330 p_ptr->redraw |= (PR_MAP);
1331 p_ptr->update |= (PU_MONSTERS);
1333 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1338 p_ptr->wraith_form = v;
1340 /* Redraw status bar */
1341 p_ptr->redraw |= (PR_STATUS);
1343 /* Nothing to notice */
1344 if (!notice) return (FALSE);
1346 if (disturb_state) disturb(FALSE, FALSE);
1347 p_ptr->update |= (PU_BONUS);
1354 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", 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_invuln(TIME_EFFECT v, bool do_dec)
1361 bool notice = FALSE;
1363 /* Hack -- Force good values */
1364 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1366 if (p_ptr->is_dead) return FALSE;
1371 if (p_ptr->invuln && !do_dec)
1373 if (p_ptr->invuln > v) return FALSE;
1375 else if (!IS_INVULN())
1377 msg_print(_("無敵だ!", "Invulnerability!"));
1380 chg_virtue(V_UNLIFE, -2);
1381 chg_virtue(V_HONOUR, -2);
1382 chg_virtue(V_SACRIFICE, -3);
1383 chg_virtue(V_VALOUR, -5);
1385 p_ptr->redraw |= (PR_MAP);
1386 p_ptr->update |= (PU_MONSTERS);
1388 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1395 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1397 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1400 p_ptr->redraw |= (PR_MAP);
1401 p_ptr->update |= (PU_MONSTERS);
1403 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1405 p_ptr->energy_need += ENERGY_NEED();
1412 /* Redraw status bar */
1413 p_ptr->redraw |= (PR_STATUS);
1415 /* Nothing to notice */
1416 if (!notice) return (FALSE);
1418 if (disturb_state) disturb(FALSE, FALSE);
1419 p_ptr->update |= (PU_BONUS);
1425 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1427 * @param do_dec 現在の継続時間より長い値のみ上書きする
1428 * @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。
1430 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1432 bool notice = FALSE;
1434 /* Hack -- Force good values */
1435 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1437 if (p_ptr->is_dead) return FALSE;
1442 if (p_ptr->tim_esp && !do_dec)
1444 if (p_ptr->tim_esp > v) return FALSE;
1446 else if (!IS_TIM_ESP())
1448 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1456 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1458 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1466 /* Redraw status bar */
1467 p_ptr->redraw |= (PR_STATUS);
1469 /* Nothing to notice */
1470 if (!notice) return (FALSE);
1472 if (disturb_state) disturb(FALSE, FALSE);
1473 p_ptr->update |= (PU_BONUS);
1474 p_ptr->update |= (PU_MONSTERS);
1480 * @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
1482 * @param do_dec 現在の継続時間より長い値のみ上書きする
1483 * @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。
1485 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1487 bool notice = FALSE;
1489 /* Hack -- Force good values */
1490 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1492 if (p_ptr->is_dead) return FALSE;
1497 if (p_ptr->tim_invis && !do_dec)
1499 if (p_ptr->tim_invis > v) return FALSE;
1501 else if (!p_ptr->tim_invis)
1503 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1511 if (p_ptr->tim_invis)
1513 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1519 p_ptr->tim_invis = v;
1521 /* Redraw status bar */
1522 p_ptr->redraw |= (PR_STATUS);
1524 /* Nothing to notice */
1525 if (!notice) return (FALSE);
1527 if (disturb_state) disturb(FALSE, FALSE);
1528 p_ptr->update |= (PU_BONUS);
1530 /* Update the monsters */
1531 p_ptr->update |= (PU_MONSTERS);
1537 * @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
1539 * @param do_dec 現在の継続時間より長い値のみ上書きする
1540 * @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。
1542 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1544 bool notice = FALSE;
1546 /* Hack -- Force good values */
1547 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1549 if (p_ptr->is_dead) return FALSE;
1554 if (p_ptr->tim_infra && !do_dec)
1556 if (p_ptr->tim_infra > v) return FALSE;
1558 else if (!p_ptr->tim_infra)
1560 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1568 if (p_ptr->tim_infra)
1570 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1576 p_ptr->tim_infra = v;
1578 /* Redraw status bar */
1579 p_ptr->redraw |= (PR_STATUS);
1581 /* Nothing to notice */
1582 if (!notice) return (FALSE);
1584 if (disturb_state) disturb(FALSE, FALSE);
1585 p_ptr->update |= (PU_BONUS);
1587 /* Update the monsters */
1588 p_ptr->update |= (PU_MONSTERS);
1594 * @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
1596 * @param do_dec 現在の継続時間より長い値のみ上書きする
1597 * @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。
1599 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1601 bool notice = FALSE;
1603 /* Hack -- Force good values */
1604 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1606 if (p_ptr->is_dead) return FALSE;
1611 if (p_ptr->tim_regen && !do_dec)
1613 if (p_ptr->tim_regen > v) return FALSE;
1615 else if (!p_ptr->tim_regen)
1617 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1625 if (p_ptr->tim_regen)
1627 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1633 p_ptr->tim_regen = v;
1635 /* Redraw status bar */
1636 p_ptr->redraw |= (PR_STATUS);
1638 /* Nothing to notice */
1639 if (!notice) return (FALSE);
1641 if (disturb_state) disturb(FALSE, FALSE);
1642 p_ptr->update |= (PU_BONUS);
1648 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1650 * @param do_dec 現在の継続時間より長い値のみ上書きする
1651 * @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。
1653 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1655 bool notice = FALSE;
1657 /* Hack -- Force good values */
1658 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1660 if (p_ptr->is_dead) return FALSE;
1665 if (p_ptr->tim_stealth && !do_dec)
1667 if (p_ptr->tim_stealth > v) return FALSE;
1669 else if (!IS_TIM_STEALTH())
1671 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1679 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1681 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1687 p_ptr->tim_stealth = v;
1689 /* Redraw status bar */
1690 p_ptr->redraw |= (PR_STATUS);
1692 /* Nothing to notice */
1693 if (!notice) return (FALSE);
1695 if (disturb_state) disturb(FALSE, FALSE);
1696 p_ptr->update |= (PU_BONUS);
1702 * @brief 超隠密状態をセットする
1703 * @param set TRUEならば超隠密状態になる。
1704 * @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。
1706 bool set_superstealth(bool set)
1708 bool notice = FALSE;
1710 if (p_ptr->is_dead) return FALSE;
1715 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1717 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1719 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."));
1720 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1724 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!"));
1725 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1731 p_ptr->special_defense |= NINJA_S_STEALTH;
1738 if (p_ptr->special_defense & NINJA_S_STEALTH)
1740 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."));
1744 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1748 /* Nothing to notice */
1749 if (!notice) return (FALSE);
1751 /* Redraw status bar */
1752 p_ptr->redraw |= (PR_STATUS);
1754 if (disturb_state) disturb(FALSE, FALSE);
1759 * @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
1761 * @param do_dec 現在の継続時間より長い値のみ上書きする
1762 * @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。
1764 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1766 bool notice = FALSE;
1768 /* Hack -- Force good values */
1769 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1771 if (p_ptr->is_dead) return FALSE;
1776 if (p_ptr->tim_levitation && !do_dec)
1778 if (p_ptr->tim_levitation > v) return FALSE;
1780 else if (!p_ptr->tim_levitation)
1782 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1790 if (p_ptr->tim_levitation)
1792 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1798 p_ptr->tim_levitation = v;
1800 /* Redraw status bar */
1801 p_ptr->redraw |= (PR_STATUS);
1803 /* Nothing to notice */
1804 if (!notice) return (FALSE);
1806 if (disturb_state) disturb(FALSE, FALSE);
1807 p_ptr->update |= (PU_BONUS);
1813 * @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
1815 * @param do_dec 現在の継続時間より長い値のみ上書きする
1816 * @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。
1818 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1820 bool notice = FALSE;
1822 /* Hack -- Force good values */
1823 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1825 if (p_ptr->is_dead) return FALSE;
1830 if (p_ptr->tim_sh_touki && !do_dec)
1832 if (p_ptr->tim_sh_touki > v) return FALSE;
1834 else if (!p_ptr->tim_sh_touki)
1836 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1844 if (p_ptr->tim_sh_touki)
1846 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1852 p_ptr->tim_sh_touki = v;
1854 /* Redraw status bar */
1855 p_ptr->redraw |= (PR_STATUS);
1857 /* Nothing to notice */
1858 if (!notice) return (FALSE);
1860 if (disturb_state) disturb(FALSE, FALSE);
1866 * @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
1868 * @param do_dec 現在の継続時間より長い値のみ上書きする
1869 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1871 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1873 bool notice = FALSE;
1875 /* Hack -- Force good values */
1876 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1878 if (p_ptr->is_dead) return FALSE;
1883 if (p_ptr->tim_sh_fire && !do_dec)
1885 if (p_ptr->tim_sh_fire > v) return FALSE;
1887 else if (!p_ptr->tim_sh_fire)
1889 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1897 if (p_ptr->tim_sh_fire)
1899 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1905 p_ptr->tim_sh_fire = v;
1907 /* Redraw status bar */
1908 p_ptr->redraw |= (PR_STATUS);
1910 /* Nothing to notice */
1911 if (!notice) return (FALSE);
1913 if (disturb_state) disturb(FALSE, FALSE);
1914 p_ptr->update |= (PU_BONUS);
1920 * @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
1922 * @param do_dec 現在の継続時間より長い値のみ上書きする
1923 * @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。
1925 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1927 bool notice = FALSE;
1929 /* Hack -- Force good values */
1930 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1932 if (p_ptr->is_dead) return FALSE;
1937 if (p_ptr->tim_sh_holy && !do_dec)
1939 if (p_ptr->tim_sh_holy > v) return FALSE;
1941 else if (!p_ptr->tim_sh_holy)
1943 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1951 if (p_ptr->tim_sh_holy)
1953 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1959 p_ptr->tim_sh_holy = v;
1961 /* Redraw status bar */
1962 p_ptr->redraw |= (PR_STATUS);
1964 /* Nothing to notice */
1965 if (!notice) return (FALSE);
1967 if (disturb_state) disturb(FALSE, FALSE);
1968 p_ptr->update |= (PU_BONUS);
1974 * @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
1976 * @param do_dec 現在の継続時間より長い値のみ上書きする
1977 * @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。
1979 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1981 bool notice = FALSE;
1983 /* Hack -- Force good values */
1984 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1986 if (p_ptr->is_dead) return FALSE;
1991 if (p_ptr->tim_eyeeye && !do_dec)
1993 if (p_ptr->tim_eyeeye > v) return FALSE;
1995 else if (!p_ptr->tim_eyeeye)
1997 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2005 if (p_ptr->tim_eyeeye)
2007 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."));
2013 p_ptr->tim_eyeeye = v;
2015 /* Redraw status bar */
2016 p_ptr->redraw |= (PR_STATUS);
2018 /* Nothing to notice */
2019 if (!notice) return (FALSE);
2021 if (disturb_state) disturb(FALSE, FALSE);
2022 p_ptr->update |= (PU_BONUS);
2029 * @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
2031 * @param do_dec 現在の継続時間より長い値のみ上書きする
2032 * @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。
2034 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2036 bool notice = FALSE;
2038 /* Hack -- Force good values */
2039 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2041 if (p_ptr->is_dead) return FALSE;
2046 if (p_ptr->resist_magic && !do_dec)
2048 if (p_ptr->resist_magic > v) return FALSE;
2050 else if (!p_ptr->resist_magic)
2052 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2060 if (p_ptr->resist_magic)
2062 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2068 p_ptr->resist_magic = v;
2070 /* Redraw status bar */
2071 p_ptr->redraw |= (PR_STATUS);
2073 /* Nothing to notice */
2074 if (!notice) return (FALSE);
2076 if (disturb_state) disturb(FALSE, FALSE);
2077 p_ptr->update |= (PU_BONUS);
2083 * @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
2085 * @param do_dec 現在の継続時間より長い値のみ上書きする
2086 * @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。
2088 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2090 bool notice = FALSE;
2092 /* Hack -- Force good values */
2093 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2095 if (p_ptr->is_dead) return FALSE;
2100 if (p_ptr->tim_reflect && !do_dec)
2102 if (p_ptr->tim_reflect > v) return FALSE;
2104 else if (!p_ptr->tim_reflect)
2106 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2114 if (p_ptr->tim_reflect)
2116 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2122 p_ptr->tim_reflect = v;
2124 /* Redraw status bar */
2125 p_ptr->redraw |= (PR_STATUS);
2127 /* Nothing to notice */
2128 if (!notice) return (FALSE);
2130 if (disturb_state) disturb(FALSE, FALSE);
2131 p_ptr->update |= (PU_BONUS);
2138 * Set "p_ptr->multishadow", notice observable changes
2140 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2142 bool notice = FALSE;
2144 /* Hack -- Force good values */
2145 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2147 if (p_ptr->is_dead) return FALSE;
2152 if (p_ptr->multishadow && !do_dec)
2154 if (p_ptr->multishadow > v) return FALSE;
2156 else if (!p_ptr->multishadow)
2158 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2166 if (p_ptr->multishadow)
2168 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2174 p_ptr->multishadow = v;
2176 /* Redraw status bar */
2177 p_ptr->redraw |= (PR_STATUS);
2179 /* Nothing to notice */
2180 if (!notice) return (FALSE);
2182 if (disturb_state) disturb(FALSE, FALSE);
2183 p_ptr->update |= (PU_BONUS);
2189 * @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
2191 * @param do_dec 現在の継続時間より長い値のみ上書きする
2192 * @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。
2194 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2196 bool notice = FALSE;
2198 /* Hack -- Force good values */
2199 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2201 if (p_ptr->is_dead) return FALSE;
2206 if (p_ptr->dustrobe && !do_dec)
2208 if (p_ptr->dustrobe > v) return FALSE;
2210 else if (!p_ptr->dustrobe)
2212 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2220 if (p_ptr->dustrobe)
2222 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2228 p_ptr->dustrobe = v;
2230 /* Redraw status bar */
2231 p_ptr->redraw |= (PR_STATUS);
2233 /* Nothing to notice */
2234 if (!notice) return (FALSE);
2236 if (disturb_state) disturb(FALSE, FALSE);
2237 p_ptr->update |= (PU_BONUS);
2243 * @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
2245 * @param do_dec 現在の継続時間より長い値のみ上書きする
2246 * @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。
2248 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2250 bool notice = FALSE;
2252 /* Hack -- Force good values */
2253 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2255 if (p_ptr->is_dead) return FALSE;
2260 if (p_ptr->kabenuke && !do_dec)
2262 if (p_ptr->kabenuke > v) return FALSE;
2264 else if (!p_ptr->kabenuke)
2266 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2274 if (p_ptr->kabenuke)
2276 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2282 p_ptr->kabenuke = v;
2284 /* Redraw status bar */
2285 p_ptr->redraw |= (PR_STATUS);
2287 /* Nothing to notice */
2288 if (!notice) return (FALSE);
2290 if (disturb_state) disturb(FALSE, FALSE);
2291 p_ptr->update |= (PU_BONUS);
2297 * @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
2299 * @param do_dec 現在の継続時間より長い値のみ上書きする
2300 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2302 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2304 bool notice = FALSE;
2306 /* Hack -- Force good values */
2307 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2309 if (p_ptr->is_dead) return FALSE;
2314 if (p_ptr->tsuyoshi && !do_dec)
2316 if (p_ptr->tsuyoshi > v) return FALSE;
2318 else if (!p_ptr->tsuyoshi)
2320 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2322 chg_virtue(V_VITALITY, 2);
2329 if (p_ptr->tsuyoshi)
2331 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2333 (void)dec_stat(A_CON, 20, TRUE);
2334 (void)dec_stat(A_STR, 20, TRUE);
2337 chg_virtue(V_VITALITY, -3);
2342 p_ptr->tsuyoshi = v;
2344 /* Redraw status bar */
2345 p_ptr->redraw |= (PR_STATUS);
2347 /* Nothing to notice */
2348 if (!notice) return (FALSE);
2350 if (disturb_state) disturb(FALSE, FALSE);
2351 p_ptr->update |= (PU_BONUS);
2353 /* Recalculate hitpoints */
2354 p_ptr->update |= (PU_HP);
2360 * @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-
2361 * @param attack_type スレイのタイプID
2363 * @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。
2365 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2367 /* Hack -- Force good values */
2368 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2370 /* Clear all elemental attacks (only one is allowed at a time). */
2371 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2373 p_ptr->special_attack &= ~(ATTACK_ACID);
2374 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2376 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2378 p_ptr->special_attack &= ~(ATTACK_ELEC);
2379 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2381 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2383 p_ptr->special_attack &= ~(ATTACK_FIRE);
2384 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2386 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2388 p_ptr->special_attack &= ~(ATTACK_COLD);
2389 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2391 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2393 p_ptr->special_attack &= ~(ATTACK_POIS);
2394 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2397 if ((v) && (attack_type))
2399 /* Set attack type. */
2400 p_ptr->special_attack |= (attack_type);
2403 p_ptr->ele_attack = v;
2407 msg_format("%sで攻撃できるようになった!",
2408 ((attack_type == ATTACK_ACID) ? "酸" :
2409 ((attack_type == ATTACK_ELEC) ? "電撃" :
2410 ((attack_type == ATTACK_FIRE) ? "火炎" :
2411 ((attack_type == ATTACK_COLD) ? "冷気" :
2412 ((attack_type == ATTACK_POIS) ? "毒" :
2415 msg_format("For a while, the blows you deal will %s",
2416 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2417 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2418 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2419 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2420 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2421 "do nothing special."))))));
2425 if (disturb_state) disturb(FALSE, FALSE);
2427 /* Redraw status bar */
2428 p_ptr->redraw |= (PR_STATUS);
2430 p_ptr->update |= (PU_BONUS);
2437 * @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-
2438 * @param immune_type 免疫のタイプID
2440 * @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。
2442 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2444 /* Hack -- Force good values */
2445 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2447 /* Clear all elemental attacks (only one is allowed at a time). */
2448 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2450 p_ptr->special_defense &= ~(DEFENSE_ACID);
2451 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."));
2453 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2455 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2456 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."));
2458 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2460 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2461 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."));
2463 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2465 p_ptr->special_defense &= ~(DEFENSE_COLD);
2466 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."));
2468 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2470 p_ptr->special_defense &= ~(DEFENSE_POIS);
2471 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."));
2474 if ((v) && (immune_type))
2476 /* Set attack type. */
2477 p_ptr->special_defense |= (immune_type);
2480 p_ptr->ele_immune = v;
2484 msg_format("%sの攻撃を受けつけなくなった!",
2485 ((immune_type == DEFENSE_ACID) ? "酸" :
2486 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2487 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2488 ((immune_type == DEFENSE_COLD) ? "冷気" :
2489 ((immune_type == DEFENSE_POIS) ? "毒" :
2492 msg_format("For a while, You are immune to %s",
2493 ((immune_type == DEFENSE_ACID) ? "acid!" :
2494 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2495 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2496 ((immune_type == DEFENSE_COLD) ? "cold!" :
2497 ((immune_type == DEFENSE_POIS) ? "poison!" :
2498 "do nothing special."))))));
2502 if (disturb_state) disturb(FALSE, FALSE);
2504 /* Redraw status bar */
2505 p_ptr->redraw |= (PR_STATUS);
2507 p_ptr->update |= (PU_BONUS);
2514 * @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
2516 * @param do_dec 現在の継続時間より長い値のみ上書きする
2517 * @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。
2519 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2521 bool notice = FALSE;
2523 /* Hack -- Force good values */
2524 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2526 if (p_ptr->is_dead) return FALSE;
2531 if (p_ptr->oppose_acid && !do_dec)
2533 if (p_ptr->oppose_acid > v) return FALSE;
2535 else if (!IS_OPPOSE_ACID())
2537 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2545 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2547 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2553 p_ptr->oppose_acid = v;
2555 /* Nothing to notice */
2556 if (!notice) return (FALSE);
2558 /* Redraw status bar */
2559 p_ptr->redraw |= (PR_STATUS);
2561 if (disturb_state) disturb(FALSE, FALSE);
2567 * @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
2569 * @param do_dec 現在の継続時間より長い値のみ上書きする
2570 * @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。
2572 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2574 bool notice = FALSE;
2576 /* Hack -- Force good values */
2577 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2579 if (p_ptr->is_dead) return FALSE;
2584 if (p_ptr->oppose_elec && !do_dec)
2586 if (p_ptr->oppose_elec > v) return FALSE;
2588 else if (!IS_OPPOSE_ELEC())
2590 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2598 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2600 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2606 p_ptr->oppose_elec = v;
2608 /* Nothing to notice */
2609 if (!notice) return (FALSE);
2611 /* Redraw status bar */
2612 p_ptr->redraw |= (PR_STATUS);
2614 if (disturb_state) disturb(FALSE, FALSE);
2620 * @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
2622 * @param do_dec 現在の継続時間より長い値のみ上書きする
2623 * @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。
2625 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2627 bool notice = FALSE;
2629 /* Hack -- Force good values */
2630 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2632 if (p_ptr->is_dead) return FALSE;
2634 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2638 if (p_ptr->oppose_fire && !do_dec)
2640 if (p_ptr->oppose_fire > v) return FALSE;
2642 else if (!IS_OPPOSE_FIRE())
2644 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2652 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2654 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2660 p_ptr->oppose_fire = v;
2662 /* Nothing to notice */
2663 if (!notice) return (FALSE);
2665 /* Redraw status bar */
2666 p_ptr->redraw |= (PR_STATUS);
2668 if (disturb_state) disturb(FALSE, FALSE);
2674 * @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
2676 * @param do_dec 現在の継続時間より長い値のみ上書きする
2677 * @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。
2679 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2681 bool notice = FALSE;
2683 /* Hack -- Force good values */
2684 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2686 if (p_ptr->is_dead) return FALSE;
2691 if (p_ptr->oppose_cold && !do_dec)
2693 if (p_ptr->oppose_cold > v) return FALSE;
2695 else if (!IS_OPPOSE_COLD())
2697 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2705 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2707 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2713 p_ptr->oppose_cold = v;
2715 /* Nothing to notice */
2716 if (!notice) return (FALSE);
2718 /* Redraw status bar */
2719 p_ptr->redraw |= (PR_STATUS);
2721 if (disturb_state) disturb(FALSE, FALSE);
2727 * @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
2729 * @param do_dec 現在の継続時間より長い値のみ上書きする
2730 * @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。
2732 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2734 bool notice = FALSE;
2736 /* Hack -- Force good values */
2737 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2739 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2740 if (p_ptr->is_dead) return FALSE;
2745 if (p_ptr->oppose_pois && !do_dec)
2747 if (p_ptr->oppose_pois > v) return FALSE;
2749 else if (!IS_OPPOSE_POIS())
2751 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2759 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2761 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2767 p_ptr->oppose_pois = v;
2769 /* Nothing to notice */
2770 if (!notice) return (FALSE);
2772 /* Redraw status bar */
2773 p_ptr->redraw |= (PR_STATUS);
2775 if (disturb_state) disturb(FALSE, FALSE);
2781 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2783 * @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。
2785 * Note the special code to only notice "range" changes.
2787 bool set_stun(TIME_EFFECT v)
2789 int old_aux, new_aux;
2790 bool notice = FALSE;
2793 /* Hack -- Force good values */
2794 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2796 if (p_ptr->is_dead) return FALSE;
2798 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2801 if (p_ptr->stun > 100)
2807 else if (p_ptr->stun > 50)
2813 else if (p_ptr->stun > 0)
2849 if (new_aux > old_aux)
2851 /* Describe the state */
2855 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2858 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;
2861 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;
2864 if (randint1(1000) < v || one_in_(16))
2866 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2870 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2871 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2873 else if (one_in_(2))
2875 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2879 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2882 if (p_ptr->special_defense & KATA_MASK)
2884 msg_print(_("型が崩れた。", "Your posture gets loose."));
2885 p_ptr->special_defense &= ~(KATA_MASK);
2886 p_ptr->update |= (PU_BONUS);
2887 p_ptr->update |= (PU_MONSTERS);
2888 p_ptr->redraw |= (PR_STATE);
2889 p_ptr->redraw |= (PR_STATUS);
2890 p_ptr->action = ACTION_NONE;
2894 if (p_ptr->concent) reset_concentration(TRUE);
2897 if (hex_spelling_any()) stop_hex_spell_all();
2903 else if (new_aux < old_aux)
2905 /* Describe the state */
2910 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2912 if (disturb_state) disturb(FALSE, FALSE);
2923 if (!notice) return (FALSE);
2925 if (disturb_state) disturb(FALSE, FALSE);
2926 p_ptr->update |= (PU_BONUS);
2928 /* Redraw the "stun" */
2929 p_ptr->redraw |= (PR_STUN);
2936 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2938 * @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。
2940 * Note the special code to only notice "range" changes.
2942 bool set_cut(TIME_EFFECT v)
2944 int old_aux, new_aux;
2945 bool notice = FALSE;
2947 /* Hack -- Force good values */
2948 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2950 if (p_ptr->is_dead) return FALSE;
2952 if ((p_ptr->prace == RACE_GOLEM ||
2953 p_ptr->prace == RACE_SKELETON ||
2954 p_ptr->prace == RACE_SPECTRE ||
2955 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2960 if (p_ptr->cut > 1000)
2966 else if (p_ptr->cut > 200)
2972 else if (p_ptr->cut > 100)
2978 else if (p_ptr->cut > 50)
2984 else if (p_ptr->cut > 25)
2990 else if (p_ptr->cut > 10)
2996 else if (p_ptr->cut > 0)
3056 if (new_aux > old_aux)
3058 /* Describe the state */
3062 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3065 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3068 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3071 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3074 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3077 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;
3080 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;
3085 if (randint1(1000) < v || one_in_(16))
3087 if (!p_ptr->sustain_chr)
3089 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3096 else if (new_aux < old_aux)
3098 /* Describe the state */
3103 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");
3105 if (disturb_state) disturb(FALSE, FALSE);
3116 if (!notice) return (FALSE);
3118 if (disturb_state) disturb(FALSE, FALSE);
3119 p_ptr->update |= (PU_BONUS);
3121 /* Redraw the "cut" */
3122 p_ptr->redraw |= (PR_CUT);
3128 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3130 * @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。
3132 * Set "", notice observable changes\n
3134 * The "p_ptr->food" variable can get as large as 20000, allowing the
3135 * addition of the most "filling" item, Elvish Waybread, which adds
3136 * 7500 food units, without overflowing the 32767 maximum limit.\n
3138 * Perhaps we should disturb the player with various messages,
3139 * especially messages about hunger status changes. \n
3141 * Digestion of food is handled in "dungeon.c", in which, normally,
3142 * the player digests about 20 food units per 100 game turns, more
3143 * when "fast", more when "regenerating", less with "slow digestion",
3144 * but when the player is "gorged", he digests 100 food units per 10
3145 * game turns, or a full 1000 food units per 100 game turns.\n
3147 * Note that the player's speed is reduced by 10 units while gorged,
3148 * so if the player eats a single food ration (5000 food units) when
3149 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3150 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3151 * affecting the player speed).\n
3153 bool set_food(TIME_EFFECT v)
3155 int old_aux, new_aux;
3157 bool notice = FALSE;
3159 /* Hack -- Force good values */
3160 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3162 /* Fainting / Starving */
3163 if (p_ptr->food < PY_FOOD_FAINT)
3169 else if (p_ptr->food < PY_FOOD_WEAK)
3175 else if (p_ptr->food < PY_FOOD_ALERT)
3181 else if (p_ptr->food < PY_FOOD_FULL)
3187 else if (p_ptr->food < PY_FOOD_MAX)
3198 /* Fainting / Starving */
3199 if (v < PY_FOOD_FAINT)
3205 else if (v < PY_FOOD_WEAK)
3211 else if (v < PY_FOOD_ALERT)
3217 else if (v < PY_FOOD_FULL)
3223 else if (v < PY_FOOD_MAX)
3234 if (old_aux < 1 && new_aux > 0)
3235 chg_virtue(V_PATIENCE, 2);
3236 else if (old_aux < 3 && (old_aux != new_aux))
3237 chg_virtue(V_PATIENCE, 1);
3239 chg_virtue(V_TEMPERANCE, 1);
3241 chg_virtue(V_TEMPERANCE, -1);
3244 if (new_aux > old_aux)
3246 /* Describe the state */
3250 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3253 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3256 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3259 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3263 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3264 chg_virtue(V_HARMONY, -1);
3265 chg_virtue(V_PATIENCE, -1);
3266 chg_virtue(V_TEMPERANCE, -2);
3276 else if (new_aux < old_aux)
3278 /* Describe the state */
3281 /* Fainting / Starving */
3282 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;
3285 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3288 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3291 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3294 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3297 if (p_ptr->wild_mode && (new_aux < 2))
3309 /* Nothing to notice */
3310 if (!notice) return (FALSE);
3312 if (disturb_state) disturb(FALSE, FALSE);
3313 p_ptr->update |= (PU_BONUS);
3316 p_ptr->redraw |= (PR_HUNGER);
3322 * @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-
3323 * @param stat 上昇させるステータスID
3324 * @return 実際に上昇した場合TRUEを返す。
3326 * Note that this function (used by stat potions) now restores\n
3327 * the stat BEFORE increasing it.\n
3329 bool inc_stat(int stat)
3331 BASE_STATUS value, gain;
3333 /* Then augment the current/max stat */
3334 value = p_ptr->stat_cur[stat];
3336 /* Cannot go above 18/100 */
3337 if (value < p_ptr->stat_max_max[stat])
3339 /* Gain one (sometimes two) points */
3342 gain = ((randint0(100) < 75) ? 1 : 2);
3346 /* Gain 1/6 to 1/3 of distance to 18/100 */
3347 else if (value < (p_ptr->stat_max_max[stat]-2))
3349 /* Approximate gain value */
3350 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3353 if (gain < 1) gain = 1;
3355 /* Apply the bonus */
3356 value += randint1(gain) + gain / 2;
3359 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3362 /* Gain one point at a time */
3368 /* Save the new value */
3369 p_ptr->stat_cur[stat] = value;
3371 /* Bring up the maximum too */
3372 if (value > p_ptr->stat_max[stat])
3374 p_ptr->stat_max[stat] = value;
3376 p_ptr->update |= (PU_BONUS);
3382 /* Nothing to gain */
3387 * @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.
3388 * @param stat 減少させるステータスID
3389 * @param amount 減少させる基本量
3390 * @param permanent TRUEならば現在の最大値を減少させる
3391 * @return 実際に減少した場合TRUEを返す。
3394 * Amount could be a little higher in extreme cases to mangle very high\n
3395 * stats from massive assaults. -CWS\n
3397 * Note that "permanent" means that the *given* amount is permanent,\n
3398 * not that the new value becomes permanent. This may not work exactly\n
3399 * as expected, due to "weirdness" in the algorithm, but in general,\n
3400 * if your stat is already drained, the "max" value will not drop all\n
3401 * the way down to the "cur" value.\n
3403 bool dec_stat(int stat, int amount, int permanent)
3405 BASE_STATUS cur, max;
3410 /* Acquire current value */
3411 cur = p_ptr->stat_cur[stat];
3412 max = p_ptr->stat_max[stat];
3414 /* Note when the values are identical */
3415 same = (cur == max);
3417 /* Damage "current" value */
3420 /* Handle "low" values */
3423 if (amount > 90) cur--;
3424 if (amount > 50) cur--;
3425 if (amount > 20) cur--;
3429 /* Handle "high" values */
3432 /* Hack -- Decrement by a random amount between one-quarter */
3433 /* and one-half of the stat bonus times the percentage, with a */
3434 /* minimum damage of half the percentage. -CWS */
3435 loss = (((cur-18) / 2 + 1) / 2 + 1);
3438 if (loss < 1) loss = 1;
3440 /* Randomize the loss */
3441 loss = ((randint1(loss) + loss) * amount) / 100;
3444 if (loss < amount/2) loss = amount/2;
3446 /* Lose some points */
3449 /* Hack -- Only reduce stat to 17 sometimes */
3450 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3453 /* Prevent illegal values */
3454 if (cur < 3) cur = 3;
3456 /* Something happened */
3457 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3460 /* Damage "max" value */
3461 if (permanent && (max > 3))
3463 chg_virtue(V_SACRIFICE, 1);
3464 if (stat == A_WIS || stat == A_INT)
3465 chg_virtue(V_ENLIGHTEN, -2);
3467 /* Handle "low" values */
3470 if (amount > 90) max--;
3471 if (amount > 50) max--;
3472 if (amount > 20) max--;
3476 /* Handle "high" values */
3479 /* Hack -- Decrement by a random amount between one-quarter */
3480 /* and one-half of the stat bonus times the percentage, with a */
3481 /* minimum damage of half the percentage. -CWS */
3482 loss = (((max-18) / 2 + 1) / 2 + 1);
3483 loss = ((randint1(loss) + loss) * amount) / 100;
3484 if (loss < amount/2) loss = amount/2;
3486 /* Lose some points */
3489 /* Hack -- Only reduce stat to 17 sometimes */
3490 if (max < 18) max = (amount <= 20) ? 18 : 17;
3493 /* Hack -- keep it clean */
3494 if (same || (max < cur)) max = cur;
3496 /* Something happened */
3497 if (max != p_ptr->stat_max[stat]) res = TRUE;
3503 /* Actually set the stat to its new value. */
3504 p_ptr->stat_cur[stat] = cur;
3505 p_ptr->stat_max[stat] = max;
3507 /* Redisplay the stats later */
3508 p_ptr->redraw |= (PR_STATS);
3509 p_ptr->update |= (PU_BONUS);
3517 * @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.
3518 * @param stat 回復ステータスID
3519 * @return 実際に回復した場合TRUEを返す。
3521 bool res_stat(int stat)
3523 /* Restore if needed */
3524 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3527 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3528 p_ptr->update |= (PU_BONUS);
3530 /* Redisplay the stats later */
3531 p_ptr->redraw |= (PR_STATS);
3537 /* Nothing to restore */
3543 * Increase players hit points, notice effects
3545 bool hp_player(int num)
3548 vir = virtue_number(V_VITALITY);
3550 if(num <= 0) return (FALSE);
3554 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3556 /* Healing needed */
3557 if (p_ptr->chp < p_ptr->mhp)
3559 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3560 chg_virtue(V_TEMPERANCE, 1);
3561 /* Gain hitpoints */
3564 /* Enforce maximum */
3565 if (p_ptr->chp >= p_ptr->mhp)
3567 p_ptr->chp = p_ptr->mhp;
3568 p_ptr->chp_frac = 0;
3571 p_ptr->redraw |= (PR_HP);
3573 p_ptr->window |= (PW_PLAYER);
3578 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3584 msg_print(_("気分が良くなった。", "You feel better."));
3590 msg_print(_("とても気分が良くなった。", "You feel much better."));
3596 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3608 * Array of stat "descriptions"
3610 static concptr desc_stat_pos[] =
3615 _("器用に", "dextrous"),
3616 _("健康に", "healthy"),
3622 * Array of stat "descriptions"
3624 static concptr desc_stat_neg[] =
3629 _("不器用に", "clumsy"),
3630 _("不健康に", "sickly"),
3638 bool do_dec_stat(int stat)
3642 /* Access the "sustain" */
3645 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3646 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3647 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3648 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3649 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3650 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3654 if (sust && (!ironman_nightmare || randint0(13)))
3656 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."),
3657 desc_stat_neg[stat]);
3663 /* Attempt to reduce the stat */
3664 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3666 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3672 /* Nothing obvious */
3678 * Restore lost "points" in a stat
3680 bool do_res_stat(int stat)
3682 /* Attempt to increase */
3685 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3690 /* Nothing obvious */
3696 * Gain a "point" in a stat
3698 bool do_inc_stat(int stat)
3702 /* Restore strength */
3703 res = res_stat(stat);
3705 /* Attempt to increase */
3710 chg_virtue(V_ENLIGHTEN, 1);
3711 chg_virtue(V_FAITH, 1);
3713 else if (stat == A_INT)
3715 chg_virtue(V_KNOWLEDGE, 1);
3716 chg_virtue(V_ENLIGHTEN, 1);
3718 else if (stat == A_CON)
3719 chg_virtue(V_VITALITY, 1);
3721 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3726 /* Restoration worked */
3729 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3734 /* Nothing obvious */
3740 * Restores any drained experience
3742 bool restore_level(void)
3744 /* Restore experience */
3745 if (p_ptr->exp < p_ptr->max_exp)
3747 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3749 /* Restore the experience */
3750 p_ptr->exp = p_ptr->max_exp;
3752 /* Check the experience */
3766 bool lose_all_info(void)
3770 chg_virtue(V_KNOWLEDGE, -5);
3771 chg_virtue(V_ENLIGHTEN, -5);
3773 /* Forget info about objects */
3774 for (i = 0; i < INVEN_TOTAL; i++)
3776 object_type *o_ptr = &inventory[i];
3778 /* Skip non-objects */
3779 if (!o_ptr->k_idx) continue;
3781 /* Allow "protection" by the MENTAL flag */
3782 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3784 /* Remove "default inscriptions" */
3785 o_ptr->feeling = FEEL_NONE;
3787 /* Hack -- Clear the "empty" flag */
3788 o_ptr->ident &= ~(IDENT_EMPTY);
3790 /* Hack -- Clear the "known" flag */
3791 o_ptr->ident &= ~(IDENT_KNOWN);
3793 /* Hack -- Clear the "felt" flag */
3794 o_ptr->ident &= ~(IDENT_SENSE);
3796 p_ptr->update |= (PU_BONUS);
3798 /* Combine / Reorder the pack (later) */
3799 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3801 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3803 /* Mega-Hack -- Forget the map */
3811 void do_poly_wounds(void)
3813 /* Changed to always provide at least _some_ healing */
3814 s16b wounds = p_ptr->cut;
3815 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3816 s16b change = damroll(p_ptr->lev, 5);
3817 bool Nasty_effect = one_in_(5);
3819 if (!(wounds || hit_p || Nasty_effect)) return;
3821 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3825 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3826 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3831 set_cut(p_ptr->cut - (change / 2));
3837 * Change player race
3839 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3841 concptr title = race_info[new_race].title;
3842 int old_race = p_ptr->prace;
3845 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3847 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3850 chg_virtue(V_CHANCE, 2);
3852 if (p_ptr->prace < 32)
3854 p_ptr->old_race1 |= 1L << p_ptr->prace;
3858 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3860 p_ptr->prace = new_race;
3861 rp_ptr = &race_info[p_ptr->prace];
3863 /* Experience factor */
3864 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3867 * The speed bonus of Klackons and Sprites are disabled
3868 * and the experience penalty is decreased.
3870 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)))
3871 p_ptr->expfact -= 15;
3873 /* Get character's height and weight */
3874 get_height_weight();
3877 if (p_ptr->pclass == CLASS_SORCERER)
3878 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3880 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3882 do_cmd_rerate(FALSE);
3884 /* The experience level may be modified */
3887 p_ptr->redraw |= (PR_BASIC);
3889 p_ptr->update |= (PU_BONUS);
3893 /* Load an autopick preference file */
3894 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3896 /* Player's graphic tile may change */
3897 lite_spot(p_ptr->y, p_ptr->x);
3901 void do_poly_self(void)
3903 int power = p_ptr->lev;
3905 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3906 chg_virtue(V_CHANCE, 1);
3908 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3910 char effect_msg[80] = "";
3911 CHARACTER_IDX new_race;
3913 /* Some form of racial polymorph... */
3916 if ((power > randint0(5)) && one_in_(4))
3921 if (p_ptr->psex == SEX_MALE)
3923 p_ptr->psex = SEX_FEMALE;
3924 sp_ptr = &sex_info[p_ptr->psex];
3925 sprintf(effect_msg, _("女性の", "female "));
3929 p_ptr->psex = SEX_MALE;
3930 sp_ptr = &sex_info[p_ptr->psex];
3931 sprintf(effect_msg, _("男性の", "male "));
3935 if ((power > randint0(30)) && one_in_(5))
3939 /* Harmful deformity */
3946 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3952 /* Deformities are discriminated against! */
3953 (void)dec_stat(A_CHR, randint1(6), TRUE);
3958 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3959 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3963 sprintf(effect_msg,_("奇形の", "deformed "));
3967 while ((power > randint0(20)) && one_in_(10))
3969 /* Polymorph into a less mutated form */
3972 if (!lose_mutation(0))
3973 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3978 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3980 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3982 change_race(new_race, effect_msg);
3985 if ((power > randint0(30)) && one_in_(6))
3991 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");
3995 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4000 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!"));
4001 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4007 if ((power > randint0(20)) && one_in_(4))
4012 do_cmd_rerate(FALSE);
4015 while ((power > randint0(15)) && one_in_(3))
4018 (void)gain_random_mutation(0);
4021 if (power > randint0(5))
4027 /* Note: earlier deductions may have left power < 0 already. */
4037 * Decreases players hit points and sets death flag if necessary
4039 * Invulnerability needs to be changed into a "shield"
4041 * Hack -- this function allows the user to save (or quit)
4042 * the game when he dies, since the "You die." message is shown before
4043 * setting the player to "dead".
4046 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
4048 int old_chp = p_ptr->chp;
4050 char death_message[1024];
4053 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4056 if (p_ptr->is_dead) return 0;
4058 if (p_ptr->sutemi) damage *= 2;
4059 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4061 if (easy_band) damage = (damage+1)/2;
4063 if (damage_type != DAMAGE_USELIFE)
4065 disturb(TRUE, TRUE);
4072 if (monspell >= 0) learn_spell(monspell);
4074 /* Mega-Hack -- Apply "invulnerability" */
4075 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4077 if (IS_INVULN() && (damage < 9000))
4079 if (damage_type == DAMAGE_FORCE)
4081 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4083 else if (one_in_(PENETRATE_INVULNERABILITY))
4085 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4093 if (CHECK_MULTISHADOW())
4095 if (damage_type == DAMAGE_FORCE)
4097 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4099 else if (damage_type == DAMAGE_ATTACK)
4101 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!"));
4106 if (p_ptr->wraith_form)
4108 if (damage_type == DAMAGE_FORCE)
4110 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4115 if ((damage == 0) && one_in_(2)) damage = 1;
4119 if (p_ptr->special_defense & KATA_MUSOU)
4122 if ((damage == 0) && one_in_(2)) damage = 1;
4124 } /* not if LOSELIFE USELIFE */
4126 /* Hurt the player */
4127 p_ptr->chp -= damage;
4128 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4130 damage += p_ptr->chp;
4134 /* Display the hitpoints */
4135 p_ptr->redraw |= (PR_HP);
4137 p_ptr->window |= (PW_PLAYER);
4139 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4141 chg_virtue(V_SACRIFICE, 1);
4142 chg_virtue(V_CHANCE, 2);
4148 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4150 #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 */
4152 if(!save_player()) msg_print("セーブ失敗!");
4157 chg_virtue(V_SACRIFICE, 10);
4162 p_ptr->leaving = TRUE;
4165 p_ptr->is_dead = TRUE;
4167 if (p_ptr->inside_arena)
4169 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4170 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4172 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4176 QUEST_IDX q_idx = quest_number(dun_level);
4177 bool seppuku = streq(hit_from, "Seppuku");
4178 bool winning_seppuku = p_ptr->total_winner && seppuku;
4180 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4183 /* Make screen dump */
4184 screen_dump = make_screen_dump();
4187 /* Note cause of death */
4190 strcpy(p_ptr->died_from, hit_from);
4192 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4199 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);
4201 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4203 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4206 /* No longer a winner */
4207 p_ptr->total_winner = FALSE;
4209 if (winning_seppuku)
4211 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4217 if (p_ptr->inside_arena)
4218 strcpy(buf,_("アリーナ", "in the Arena"));
4219 else if (!dun_level)
4220 strcpy(buf,_("地上", "on the surface"));
4221 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4222 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4223 strcpy(buf,_("クエスト", "in a quest"));
4225 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4227 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4228 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4231 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4232 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4236 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4238 do_cmd_save_screen();
4243 /* Initialize "last message" buffer */
4244 if (p_ptr->last_message) string_free(p_ptr->last_message);
4245 p_ptr->last_message = NULL;
4247 /* Hack -- Note death */
4251 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4253 msg_print(android ? "You are broken." : "You die.");
4260 if (winning_seppuku)
4262 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4266 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4272 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4274 while (!get_string("Last word: ", death_message, 1024)) ;
4277 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4279 if (death_message[0] == '\0')
4282 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4284 strcpy(death_message, android ? "You are broken." : "You die.");
4287 else p_ptr->last_message = string_make(death_message);
4290 if (winning_seppuku)
4295 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4296 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4303 for (i = 0; i < 40; i++)
4304 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4306 str = death_message;
4307 if (strncmp(str, "「", 2) == 0) str += 2;
4309 str2 = my_strstr(str, "」");
4310 if (str2 != NULL) *str2 = '\0';
4315 str2 = my_strstr(str, " ");
4316 if (str2 == NULL) len = strlen(str);
4317 else len = str2 - str;
4321 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4323 if (str2 == NULL) break;
4327 if (*str == 0) break;
4331 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4335 /* Make screen dump */
4336 screen_dump = make_screen_dump();
4339 /* Wait a key press */
4344 msg_print(death_message);
4354 /* Hitpoint warning */
4355 if (p_ptr->chp < warning)
4357 /* Hack -- bell on first notice */
4358 if (old_chp > warning) bell();
4362 if (record_danger && (old_chp > warning))
4364 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4365 hit_from = _("何か", "something");
4367 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4368 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4373 /* stop auto_more even if DAMAGE_USELIFE */
4377 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4381 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4392 void gain_exp_64(s32b amount, u32b amount_frac)
4394 if (p_ptr->is_dead) return;
4396 if (p_ptr->prace == RACE_ANDROID) return;
4398 /* Gain some experience */
4399 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4401 /* Slowly recover from experience drainage */
4402 if (p_ptr->exp < p_ptr->max_exp)
4404 /* Gain max experience (20%) (was 10%) */
4405 p_ptr->max_exp += amount / 5;
4408 /* Check Experience */
4416 void gain_exp(s32b amount)
4418 gain_exp_64(amount, 0L);
4422 void calc_android_exp(void)
4426 if (p_ptr->is_dead) return;
4428 if (p_ptr->prace != RACE_ANDROID) return;
4430 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4432 object_type *o_ptr = &inventory[i];
4434 object_type *q_ptr = &forge;
4436 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4438 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4439 if (!o_ptr->k_idx) continue;
4442 object_copy(q_ptr, o_ptr);
4443 q_ptr->discount = 0;
4444 q_ptr->curse_flags = 0L;
4446 if (object_is_fixed_artifact(o_ptr))
4448 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4449 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4451 else if (object_is_ego(o_ptr))
4453 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4455 else if (o_ptr->art_name)
4457 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4460 if (!object_is_weapon_ammo(o_ptr))
4463 if (total_flags < 15000) fake_level = 10;
4464 else if (total_flags < 35000) fake_level = 25;
4465 else fake_level = 40;
4470 if (total_flags < 20000) fake_level = 10;
4471 else if (total_flags < 45000) fake_level = 25;
4472 else fake_level = 40;
4475 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4478 value = object_value_real(q_ptr);
4480 if (value <= 0) continue;
4481 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4482 if (value > 5000000L) value = 5000000L;
4483 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4485 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4486 (o_ptr->tval == TV_DRAG_ARMOR) ||
4487 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4488 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4489 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4490 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4491 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4493 if (level > 65) level = 35 + (level - 65) / 5;
4494 else if (level > 35) level = 25 + (level - 35) / 3;
4495 else if (level > 15) level = 15 + (level - 15) / 2;
4496 exp = MIN(100000L, value) / 2 * level * level;
4497 if (value > 100000L)
4498 exp += (value - 100000L) / 8 * level * level;
4502 exp = MIN(100000L, value) * level;
4503 if (value > 100000L)
4504 exp += (value - 100000L) / 4 * level;
4506 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4507 else total_exp += exp / 16;
4508 if (i == INVEN_BODY) total_exp += exp / 32;
4510 p_ptr->exp = p_ptr->max_exp = total_exp;
4512 /* Check Experience */
4520 void lose_exp(s32b amount)
4522 if (p_ptr->prace == RACE_ANDROID) return;
4524 /* Never drop below zero experience */
4525 if (amount > p_ptr->exp) amount = p_ptr->exp;
4527 /* Lose some experience */
4528 p_ptr->exp -= amount;
4530 /* Check Experience */
4537 * If resisted to draining, return FALSE
4539 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4541 /* Androids and their mimics are never drained */
4542 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4544 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4546 /* Hold experience */
4547 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4551 /* Hold experience failed */
4552 if (p_ptr->hold_exp)
4554 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4559 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!"));
4567 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4569 bool notice = FALSE;
4571 /* Hack -- Force good values */
4572 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4574 if (p_ptr->is_dead) return FALSE;
4579 if (p_ptr->ult_res && !do_dec)
4581 if (p_ptr->ult_res > v) return FALSE;
4583 else if (!p_ptr->ult_res)
4585 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!"));
4595 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"));
4603 /* Redraw status bar */
4604 p_ptr->redraw |= (PR_STATUS);
4606 /* Nothing to notice */
4607 if (!notice) return (FALSE);
4609 if (disturb_state) disturb(FALSE, FALSE);
4610 p_ptr->update |= (PU_BONUS);
4615 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4617 bool notice = FALSE;
4619 /* Hack -- Force good values */
4620 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4622 if (p_ptr->is_dead) return FALSE;
4627 if (p_ptr->tim_res_nether && !do_dec)
4629 if (p_ptr->tim_res_nether > v) return FALSE;
4631 else if (!p_ptr->tim_res_nether)
4633 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4641 if (p_ptr->tim_res_nether)
4643 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"));
4649 p_ptr->tim_res_nether = v;
4651 /* Redraw status bar */
4652 p_ptr->redraw |= (PR_STATUS);
4654 /* Nothing to notice */
4655 if (!notice) return (FALSE);
4657 if (disturb_state) disturb(FALSE, FALSE);
4658 p_ptr->update |= (PU_BONUS);
4663 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4665 bool notice = FALSE;
4667 /* Hack -- Force good values */
4668 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4670 if (p_ptr->is_dead) return FALSE;
4675 if (p_ptr->tim_res_time && !do_dec)
4677 if (p_ptr->tim_res_time > v) return FALSE;
4679 else if (!p_ptr->tim_res_time)
4681 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!"));
4689 if (p_ptr->tim_res_time)
4691 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"));
4697 p_ptr->tim_res_time = v;
4699 /* Redraw status bar */
4700 p_ptr->redraw |= (PR_STATUS);
4702 /* Nothing to notice */
4703 if (!notice) return (FALSE);
4705 if (disturb_state) disturb(FALSE, FALSE);
4706 p_ptr->update |= (PU_BONUS);
4713 * Choose a warrior-mage elemental attack. -LM-
4715 bool choose_ele_attack(void)
4721 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4723 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."));
4728 num = (p_ptr->lev - 20) / 5;
4729 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4732 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4737 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4742 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4747 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4756 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4760 if ((choice == 'a') || (choice == 'A'))
4761 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4762 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4763 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4764 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4765 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4766 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4767 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4768 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4769 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4772 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4782 * Choose a elemental immune. -LM-
4784 bool choose_ele_immune(TIME_EFFECT immune_turn)
4789 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4790 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4791 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4792 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4800 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4804 if ((choice == 'a') || (choice == 'A'))
4805 set_ele_immune(DEFENSE_FIRE, immune_turn);
4806 else if ((choice == 'b') || (choice == 'B'))
4807 set_ele_immune(DEFENSE_COLD, immune_turn);
4808 else if ((choice == 'c') || (choice == 'C'))
4809 set_ele_immune(DEFENSE_ACID, immune_turn);
4810 else if ((choice == 'd') || (choice == 'D'))
4811 set_ele_immune(DEFENSE_ELEC, immune_turn);
4814 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));