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
18 * @brief プレイヤーの継続行動を設定する。
19 * @param typ 継続行動のID\n
20 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
23 void set_action(ACTION_IDX typ)
25 int prev_typ = p_ptr->action;
37 msg_print(_("探索をやめた。", "You no longer walk carefully."));
38 p_ptr->redraw |= (PR_SPEED);
48 msg_print(_("学習をやめた。", "You stop Learning"));
54 msg_print(_("構えをといた。", "You stop assuming the posture."));
55 p_ptr->special_defense &= ~(KAMAE_MASK);
60 msg_print(_("型を崩した。", "You stop assuming the posture."));
61 p_ptr->special_defense &= ~(KATA_MASK);
62 p_ptr->update |= (PU_MONSTERS);
63 p_ptr->redraw |= (PR_STATUS);
68 msg_print(_("歌うのをやめた。", "You stop singing."));
73 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
74 p_ptr->energy_use = 100;
79 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
87 /* If we are requested other action, stop singing */
88 if (prev_typ == ACTION_SING) stop_singing();
89 if (prev_typ == ACTION_SPELL) stop_hex_spell();
91 switch (p_ptr->action)
95 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
96 p_ptr->redraw |= (PR_SPEED);
101 msg_print(_("学習を始めた。", "You begin Learning"));
106 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
109 case ACTION_HAYAGAKE:
111 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
119 p_ptr->update |= (PU_BONUS);
121 /* Redraw the state */
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;
175 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
176 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
177 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
178 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
179 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
181 p_ptr->word_recall = 0;
182 p_ptr->alter_reality = 0;
183 p_ptr->sutemi = FALSE;
184 p_ptr->counter = FALSE;
185 p_ptr->ele_attack = 0;
186 p_ptr->ele_immune = 0;
187 p_ptr->special_attack = 0L;
188 p_ptr->special_defense = 0L;
190 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
191 world_player = FALSE;
193 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
194 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
195 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
199 (void)set_monster_fast(p_ptr->riding, 0);
200 (void)set_monster_slow(p_ptr->riding, 0);
201 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
204 if (p_ptr->pclass == CLASS_BARD)
206 SINGING_SONG_EFFECT(p_ptr) = 0;
207 SINGING_SONG_ID(p_ptr) = 0;
212 * @brief プレイヤーに魔力消去効果を与える。
215 void dispel_player(void)
217 (void)set_fast(0, TRUE);
218 (void)set_lightspeed(0, TRUE);
219 (void)set_slow(0, TRUE);
220 (void)set_shield(0, TRUE);
221 (void)set_blessed(0, TRUE);
222 (void)set_tsuyoshi(0, TRUE);
223 (void)set_hero(0, TRUE);
224 (void)set_shero(0, TRUE);
225 (void)set_protevil(0, TRUE);
226 (void)set_invuln(0, TRUE);
227 (void)set_wraith_form(0, TRUE);
228 (void)set_kabenuke(0, TRUE);
229 (void)set_tim_res_nether(0, TRUE);
230 (void)set_tim_res_time(0, TRUE);
232 (void)set_tim_reflect(0,TRUE);
233 (void)set_multishadow(0,TRUE);
234 (void)set_dustrobe(0,TRUE);
236 (void)set_tim_invis(0, TRUE);
237 (void)set_tim_infra(0, TRUE);
238 (void)set_tim_esp(0, TRUE);
239 (void)set_tim_regen(0, TRUE);
240 (void)set_tim_stealth(0, TRUE);
241 (void)set_tim_levitation(0, TRUE);
242 (void)set_tim_sh_touki(0, TRUE);
243 (void)set_tim_sh_fire(0, TRUE);
244 (void)set_tim_sh_holy(0, TRUE);
245 (void)set_tim_eyeeye(0, TRUE);
246 (void)set_magicdef(0, TRUE);
247 (void)set_resist_magic(0, TRUE);
248 (void)set_oppose_acid(0, TRUE);
249 (void)set_oppose_elec(0, TRUE);
250 (void)set_oppose_fire(0, TRUE);
251 (void)set_oppose_cold(0, TRUE);
252 (void)set_oppose_pois(0, TRUE);
253 (void)set_ultimate_res(0, TRUE);
254 (void)set_mimic(0, 0, TRUE);
255 (void)set_ele_attack(0, 0);
256 (void)set_ele_immune(0, 0);
258 /* Cancel glowing hands */
259 if (p_ptr->special_attack & ATTACK_CONFUSE)
261 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
262 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
265 if (music_singing_any() || hex_spelling_any())
267 cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
268 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
269 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
270 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);
274 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
275 p_ptr->update |= (PU_MONSTERS);
277 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
279 p_ptr->energy_need += ENERGY_NEED();
285 * @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
288 * @param do_dec 現在の継続時間より長い値のみ上書きする
289 * @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。
291 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
295 /* Hack -- Force good values */
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 */
335 if (disturb_state) disturb(FALSE, TRUE);
338 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
339 p_ptr->update |= (PU_BONUS | PU_HP);
346 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
348 * @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。
350 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
351 * memorize any terrain features which suddenly become "visible".\n
352 * Note that blindness is currently the only thing which can affect\n
353 * "player_can_see_bold()".\n
355 bool set_blind(TIME_EFFECT v)
359 /* Hack -- Force good values */
360 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
362 if (p_ptr->is_dead) return FALSE;
369 if (p_ptr->prace == RACE_ANDROID)
371 msg_print(_("センサーをやられた!", "You are blind!"));
375 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
379 chg_virtue(V_ENLIGHTEN, -1);
388 if (p_ptr->prace == RACE_ANDROID)
390 msg_print(_("センサーが復旧した。", "You can see again."));
394 msg_print(_("やっと目が見えるようになった。", "You can see again."));
404 /* Redraw status bar */
405 p_ptr->redraw |= (PR_STATUS);
407 /* Nothing to notice */
408 if (!notice) return (FALSE);
410 if (disturb_state) disturb(FALSE, FALSE);
412 /* Fully update the visuals */
413 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
415 p_ptr->redraw |= (PR_MAP);
417 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
424 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
426 * @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。
428 bool set_confused(TIME_EFFECT v)
432 /* Hack -- Force good values */
433 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
435 if (p_ptr->is_dead) return FALSE;
440 if (!p_ptr->confused)
442 msg_print(_("あなたは混乱した!", "You are confused!"));
444 if (p_ptr->action == ACTION_LEARN)
446 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
449 p_ptr->redraw |= (PR_STATE);
450 p_ptr->action = ACTION_NONE;
452 if (p_ptr->action == ACTION_KAMAE)
454 msg_print(_("構えがとけた。", "Your posture gets loose."));
455 p_ptr->special_defense &= ~(KAMAE_MASK);
456 p_ptr->update |= (PU_BONUS);
457 p_ptr->redraw |= (PR_STATE);
458 p_ptr->action = ACTION_NONE;
460 else if (p_ptr->action == ACTION_KATA)
462 msg_print(_("型が崩れた。", "Your posture gets loose."));
463 p_ptr->special_defense &= ~(KATA_MASK);
464 p_ptr->update |= (PU_BONUS);
465 p_ptr->update |= (PU_MONSTERS);
466 p_ptr->redraw |= (PR_STATE);
467 p_ptr->redraw |= (PR_STATUS);
468 p_ptr->action = ACTION_NONE;
472 if (p_ptr->concent) reset_concentration(TRUE);
475 if (hex_spelling_any()) stop_hex_spell_all();
478 p_ptr->counter = FALSE;
479 chg_virtue(V_HARMONY, -1);
488 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
489 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
497 /* Redraw status bar */
498 p_ptr->redraw |= (PR_STATUS);
500 /* Nothing to notice */
501 if (!notice) return (FALSE);
503 if (disturb_state) disturb(FALSE, FALSE);
510 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
512 * @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。
514 bool set_poisoned(TIME_EFFECT v)
518 /* Hack -- Force good values */
519 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
521 if (p_ptr->is_dead) return FALSE;
526 if (!p_ptr->poisoned)
528 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
538 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
546 /* Redraw status bar */
547 p_ptr->redraw |= (PR_STATUS);
549 /* Nothing to notice */
550 if (!notice) return (FALSE);
552 if (disturb_state) disturb(FALSE, FALSE);
559 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
561 * @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。
563 bool set_afraid(TIME_EFFECT v)
567 /* Hack -- Force good values */
568 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
570 if (p_ptr->is_dead) return FALSE;
577 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
579 if (p_ptr->special_defense & KATA_MASK)
581 msg_print(_("型が崩れた。", "Your posture gets loose."));
582 p_ptr->special_defense &= ~(KATA_MASK);
583 p_ptr->update |= (PU_BONUS);
584 p_ptr->update |= (PU_MONSTERS);
585 p_ptr->redraw |= (PR_STATE);
586 p_ptr->redraw |= (PR_STATUS);
587 p_ptr->action = ACTION_NONE;
591 p_ptr->counter = FALSE;
592 chg_virtue(V_VALOUR, -1);
601 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
609 /* Redraw status bar */
610 p_ptr->redraw |= (PR_STATUS);
612 /* Nothing to notice */
613 if (!notice) return (FALSE);
615 if (disturb_state) disturb(FALSE, FALSE);
621 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
623 * @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。
625 bool set_paralyzed(TIME_EFFECT v)
629 /* Hack -- Force good values */
630 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
632 if (p_ptr->is_dead) return FALSE;
637 if (!p_ptr->paralyzed)
639 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
641 if (p_ptr->concent) reset_concentration(TRUE);
644 if (hex_spelling_any()) stop_hex_spell_all();
646 p_ptr->counter = FALSE;
654 if (p_ptr->paralyzed)
656 msg_print(_("やっと動けるようになった。", "You can move again."));
662 p_ptr->paralyzed = v;
664 /* Redraw status bar */
665 p_ptr->redraw |= (PR_STATUS);
667 /* Nothing to notice */
668 if (!notice) return (FALSE);
670 if (disturb_state) disturb(FALSE, FALSE);
672 /* Redraw the state */
673 p_ptr->redraw |= (PR_STATE);
679 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
681 * @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。
682 * @details Note that we must redraw the map when hallucination changes.
684 bool set_image(TIME_EFFECT v)
688 /* Hack -- Force good values */
689 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
691 if (p_ptr->is_dead) return FALSE;
697 set_tsuyoshi(0, TRUE);
700 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
703 if (p_ptr->concent) reset_concentration(TRUE);
705 p_ptr->counter = FALSE;
715 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."));
723 /* Redraw status bar */
724 p_ptr->redraw |= (PR_STATUS);
726 /* Nothing to notice */
727 if (!notice) return (FALSE);
729 if (disturb_state) disturb(FALSE, TRUE);
731 p_ptr->redraw |= (PR_MAP);
733 /* Update the health bar */
734 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
735 p_ptr->update |= (PU_MONSTERS);
737 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
743 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
745 * @param do_dec 現在の継続時間より長い値のみ上書きする
746 * @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。
748 bool set_fast(TIME_EFFECT v, bool do_dec)
752 /* Hack -- Force good values */
753 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
755 if (p_ptr->is_dead) return FALSE;
760 if (p_ptr->fast && !do_dec)
762 if (p_ptr->fast > v) return FALSE;
764 else if (!IS_FAST() && !p_ptr->lightspeed)
766 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
768 chg_virtue(V_PATIENCE, -1);
769 chg_virtue(V_DILIGENCE, 1);
776 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
778 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
786 /* Nothing to notice */
787 if (!notice) return (FALSE);
789 if (disturb_state) disturb(FALSE, FALSE);
790 p_ptr->update |= (PU_BONUS);
796 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
798 * @param do_dec 現在の継続時間より長い値のみ上書きする
799 * @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。
801 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
805 /* Hack -- Force good values */
806 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
808 if (p_ptr->is_dead) return FALSE;
810 if (p_ptr->wild_mode) v = 0;
815 if (p_ptr->lightspeed && !do_dec)
817 if (p_ptr->lightspeed > v) return FALSE;
819 else if (!p_ptr->lightspeed)
821 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
823 chg_virtue(V_PATIENCE, -1);
824 chg_virtue(V_DILIGENCE, 1);
831 if (p_ptr->lightspeed)
833 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
839 p_ptr->lightspeed = v;
841 /* Nothing to notice */
842 if (!notice) return (FALSE);
844 if (disturb_state) disturb(FALSE, FALSE);
845 p_ptr->update |= (PU_BONUS);
851 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
853 * @param do_dec 現在の継続時間より長い値のみ上書きする
854 * @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。
856 bool set_slow(TIME_EFFECT v, bool do_dec)
860 /* Hack -- Force good values */
861 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
863 if (p_ptr->is_dead) return FALSE;
868 if (p_ptr->slow && !do_dec)
870 if (p_ptr->slow > v) return FALSE;
872 else if (!p_ptr->slow)
874 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
884 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
892 /* Nothing to notice */
893 if (!notice) return (FALSE);
895 if (disturb_state) disturb(FALSE, FALSE);
896 p_ptr->update |= (PU_BONUS);
903 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
905 * @param do_dec 現在の継続時間より長い値のみ上書きする
906 * @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。
908 bool set_shield(TIME_EFFECT v, bool do_dec)
912 /* Hack -- Force good values */
913 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
915 if (p_ptr->is_dead) return FALSE;
920 if (p_ptr->shield && !do_dec)
922 if (p_ptr->shield > v) return FALSE;
924 else if (!p_ptr->shield)
926 msg_print(_("肌が石になった。", "Your skin turns to stone."));
936 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
944 /* Redraw status bar */
945 p_ptr->redraw |= (PR_STATUS);
947 /* Nothing to notice */
948 if (!notice) return (FALSE);
950 if (disturb_state) disturb(FALSE, FALSE);
951 p_ptr->update |= (PU_BONUS);
958 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
960 * @param do_dec 現在の継続時間より長い値のみ上書きする
961 * @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。
963 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
967 /* Hack -- Force good values */
968 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
970 if (p_ptr->is_dead) return FALSE;
975 if (p_ptr->tsubureru && !do_dec)
977 if (p_ptr->tsubureru > v) return FALSE;
979 else if (!p_ptr->tsubureru)
981 msg_print(_("横に伸びた。", "Your body expands horizontally."));
989 if (p_ptr->tsubureru)
991 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
997 p_ptr->tsubureru = v;
999 /* Redraw status bar */
1000 p_ptr->redraw |= (PR_STATUS);
1002 /* Nothing to notice */
1003 if (!notice) return (FALSE);
1005 if (disturb_state) disturb(FALSE, FALSE);
1006 p_ptr->update |= (PU_BONUS);
1013 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1015 * @param do_dec 現在の継続時間より長い値のみ上書きする
1016 * @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。
1018 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1020 bool notice = FALSE;
1022 /* Hack -- Force good values */
1023 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1025 if (p_ptr->is_dead) return FALSE;
1030 if (p_ptr->magicdef && !do_dec)
1032 if (p_ptr->magicdef > v) return FALSE;
1034 else if (!p_ptr->magicdef)
1036 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."));
1044 if (p_ptr->magicdef)
1046 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1052 p_ptr->magicdef = v;
1054 /* Redraw status bar */
1055 p_ptr->redraw |= (PR_STATUS);
1057 /* Nothing to notice */
1058 if (!notice) return (FALSE);
1060 if (disturb_state) disturb(FALSE, FALSE);
1061 p_ptr->update |= (PU_BONUS);
1067 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1069 * @param do_dec 現在の継続時間より長い値のみ上書きする
1070 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1072 bool set_blessed(TIME_EFFECT v, bool do_dec)
1074 bool notice = FALSE;
1076 /* Hack -- Force good values */
1077 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1079 if (p_ptr->is_dead) return FALSE;
1084 if (p_ptr->blessed && !do_dec)
1086 if (p_ptr->blessed > v) return FALSE;
1088 else if (!IS_BLESSED())
1090 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1098 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1100 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1108 /* Redraw status bar */
1109 p_ptr->redraw |= (PR_STATUS);
1111 /* Nothing to notice */
1112 if (!notice) return (FALSE);
1114 if (disturb_state) disturb(FALSE, FALSE);
1115 p_ptr->update |= (PU_BONUS);
1122 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1124 * @param do_dec 現在の継続時間より長い値のみ上書きする
1125 * @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。
1127 bool set_hero(TIME_EFFECT v, bool do_dec)
1129 bool notice = FALSE;
1131 /* Hack -- Force good values */
1132 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1134 if (p_ptr->is_dead) return FALSE;
1139 if (p_ptr->hero && !do_dec)
1141 if (p_ptr->hero > v) return FALSE;
1143 else if (!IS_HERO())
1145 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1153 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1155 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1163 /* Redraw status bar */
1164 p_ptr->redraw |= (PR_STATUS);
1166 /* Nothing to notice */
1167 if (!notice) return (FALSE);
1169 if (disturb_state) disturb(FALSE, FALSE);
1170 p_ptr->update |= (PU_BONUS);
1172 /* Recalculate hitpoints */
1173 p_ptr->update |= (PU_HP);
1179 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1180 * @param v 継続時間/ 0ならば無条件にリセット
1181 * @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
1182 * @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。
1184 bool set_shero(TIME_EFFECT v, bool do_dec)
1186 bool notice = FALSE;
1188 /* Hack -- Force good values */
1189 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1191 if (p_ptr->is_dead) return FALSE;
1193 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1197 if (p_ptr->shero && !do_dec)
1199 if (p_ptr->shero > v) return FALSE;
1201 else if (!p_ptr->shero)
1203 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1213 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1221 /* Redraw status bar */
1222 p_ptr->redraw |= (PR_STATUS);
1224 /* Nothing to notice */
1225 if (!notice) return (FALSE);
1227 if (disturb_state) disturb(FALSE, FALSE);
1228 p_ptr->update |= (PU_BONUS);
1230 /* Recalculate hitpoints */
1231 p_ptr->update |= (PU_HP);
1237 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1239 * @param do_dec 現在の継続時間より長い値のみ上書きする
1240 * @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。
1242 bool set_protevil(TIME_EFFECT v, bool do_dec)
1244 bool notice = FALSE;
1246 /* Hack -- Force good values */
1247 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1249 if (p_ptr->is_dead) return FALSE;
1254 if (p_ptr->protevil && !do_dec)
1256 if (p_ptr->protevil > v) return FALSE;
1258 else if (!p_ptr->protevil)
1260 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!"));
1268 if (p_ptr->protevil)
1270 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."));
1276 p_ptr->protevil = v;
1278 /* Redraw status bar */
1279 p_ptr->redraw |= (PR_STATUS);
1281 /* Nothing to notice */
1282 if (!notice) return (FALSE);
1284 if (disturb_state) disturb(FALSE, FALSE);
1290 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1292 * @param do_dec 現在の継続時間より長い値のみ上書きする
1293 * @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。
1295 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1297 bool notice = FALSE;
1299 /* Hack -- Force good values */
1300 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1302 if (p_ptr->is_dead) return FALSE;
1307 if (p_ptr->wraith_form && !do_dec)
1309 if (p_ptr->wraith_form > v) return FALSE;
1311 else if (!p_ptr->wraith_form)
1313 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!"));
1315 chg_virtue(V_UNLIFE, 3);
1316 chg_virtue(V_HONOUR, -2);
1317 chg_virtue(V_SACRIFICE, -2);
1318 chg_virtue(V_VALOUR, -5);
1320 p_ptr->redraw |= (PR_MAP);
1321 p_ptr->update |= (PU_MONSTERS);
1323 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1330 if (p_ptr->wraith_form)
1332 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1335 p_ptr->redraw |= (PR_MAP);
1336 p_ptr->update |= (PU_MONSTERS);
1338 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1343 p_ptr->wraith_form = v;
1345 /* Redraw status bar */
1346 p_ptr->redraw |= (PR_STATUS);
1348 /* Nothing to notice */
1349 if (!notice) return (FALSE);
1351 if (disturb_state) disturb(FALSE, FALSE);
1352 p_ptr->update |= (PU_BONUS);
1359 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1361 * @param do_dec 現在の継続時間より長い値のみ上書きする
1362 * @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。
1364 bool set_invuln(TIME_EFFECT v, bool do_dec)
1366 bool notice = FALSE;
1368 /* Hack -- Force good values */
1369 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1371 if (p_ptr->is_dead) return FALSE;
1376 if (p_ptr->invuln && !do_dec)
1378 if (p_ptr->invuln > v) return FALSE;
1380 else if (!IS_INVULN())
1382 msg_print(_("無敵だ!", "Invulnerability!"));
1385 chg_virtue(V_UNLIFE, -2);
1386 chg_virtue(V_HONOUR, -2);
1387 chg_virtue(V_SACRIFICE, -3);
1388 chg_virtue(V_VALOUR, -5);
1390 p_ptr->redraw |= (PR_MAP);
1391 p_ptr->update |= (PU_MONSTERS);
1393 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1400 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1402 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1405 p_ptr->redraw |= (PR_MAP);
1406 p_ptr->update |= (PU_MONSTERS);
1408 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1410 p_ptr->energy_need += ENERGY_NEED();
1417 /* Redraw status bar */
1418 p_ptr->redraw |= (PR_STATUS);
1420 /* Nothing to notice */
1421 if (!notice) return (FALSE);
1423 if (disturb_state) disturb(FALSE, FALSE);
1424 p_ptr->update |= (PU_BONUS);
1430 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1432 * @param do_dec 現在の継続時間より長い値のみ上書きする
1433 * @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。
1435 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1437 bool notice = FALSE;
1439 /* Hack -- Force good values */
1440 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1442 if (p_ptr->is_dead) return FALSE;
1447 if (p_ptr->tim_esp && !do_dec)
1449 if (p_ptr->tim_esp > v) return FALSE;
1451 else if (!IS_TIM_ESP())
1453 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1461 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1463 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1471 /* Redraw status bar */
1472 p_ptr->redraw |= (PR_STATUS);
1474 /* Nothing to notice */
1475 if (!notice) return (FALSE);
1477 if (disturb_state) disturb(FALSE, FALSE);
1478 p_ptr->update |= (PU_BONUS);
1479 p_ptr->update |= (PU_MONSTERS);
1485 * @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
1487 * @param do_dec 現在の継続時間より長い値のみ上書きする
1488 * @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。
1490 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1492 bool notice = FALSE;
1494 /* Hack -- Force good values */
1495 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1497 if (p_ptr->is_dead) return FALSE;
1502 if (p_ptr->tim_invis && !do_dec)
1504 if (p_ptr->tim_invis > v) return FALSE;
1506 else if (!p_ptr->tim_invis)
1508 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1516 if (p_ptr->tim_invis)
1518 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1524 p_ptr->tim_invis = v;
1526 /* Redraw status bar */
1527 p_ptr->redraw |= (PR_STATUS);
1529 /* Nothing to notice */
1530 if (!notice) return (FALSE);
1532 if (disturb_state) disturb(FALSE, FALSE);
1533 p_ptr->update |= (PU_BONUS);
1535 /* Update the monsters */
1536 p_ptr->update |= (PU_MONSTERS);
1542 * @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
1544 * @param do_dec 現在の継続時間より長い値のみ上書きする
1545 * @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。
1547 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1549 bool notice = FALSE;
1551 /* Hack -- Force good values */
1552 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1554 if (p_ptr->is_dead) return FALSE;
1559 if (p_ptr->tim_infra && !do_dec)
1561 if (p_ptr->tim_infra > v) return FALSE;
1563 else if (!p_ptr->tim_infra)
1565 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1573 if (p_ptr->tim_infra)
1575 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1581 p_ptr->tim_infra = v;
1583 /* Redraw status bar */
1584 p_ptr->redraw |= (PR_STATUS);
1586 /* Nothing to notice */
1587 if (!notice) return (FALSE);
1589 if (disturb_state) disturb(FALSE, FALSE);
1590 p_ptr->update |= (PU_BONUS);
1592 /* Update the monsters */
1593 p_ptr->update |= (PU_MONSTERS);
1599 * @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
1601 * @param do_dec 現在の継続時間より長い値のみ上書きする
1602 * @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。
1604 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1606 bool notice = FALSE;
1608 /* Hack -- Force good values */
1609 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1611 if (p_ptr->is_dead) return FALSE;
1616 if (p_ptr->tim_regen && !do_dec)
1618 if (p_ptr->tim_regen > v) return FALSE;
1620 else if (!p_ptr->tim_regen)
1622 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1630 if (p_ptr->tim_regen)
1632 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1638 p_ptr->tim_regen = v;
1640 /* Redraw status bar */
1641 p_ptr->redraw |= (PR_STATUS);
1643 /* Nothing to notice */
1644 if (!notice) return (FALSE);
1646 if (disturb_state) disturb(FALSE, FALSE);
1647 p_ptr->update |= (PU_BONUS);
1653 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1655 * @param do_dec 現在の継続時間より長い値のみ上書きする
1656 * @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。
1658 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1660 bool notice = FALSE;
1662 /* Hack -- Force good values */
1663 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1665 if (p_ptr->is_dead) return FALSE;
1670 if (p_ptr->tim_stealth && !do_dec)
1672 if (p_ptr->tim_stealth > v) return FALSE;
1674 else if (!IS_TIM_STEALTH())
1676 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1684 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1686 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1692 p_ptr->tim_stealth = v;
1694 /* Redraw status bar */
1695 p_ptr->redraw |= (PR_STATUS);
1697 /* Nothing to notice */
1698 if (!notice) return (FALSE);
1700 if (disturb_state) disturb(FALSE, FALSE);
1701 p_ptr->update |= (PU_BONUS);
1707 * @brief 超隠密状態をセットする
1708 * @param set TRUEならば超隠密状態になる。
1709 * @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。
1711 bool set_superstealth(bool set)
1713 bool notice = FALSE;
1715 if (p_ptr->is_dead) return FALSE;
1720 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1722 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1724 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."));
1725 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1729 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!"));
1730 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1736 p_ptr->special_defense |= NINJA_S_STEALTH;
1743 if (p_ptr->special_defense & NINJA_S_STEALTH)
1745 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."));
1749 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1753 /* Nothing to notice */
1754 if (!notice) return (FALSE);
1756 /* Redraw status bar */
1757 p_ptr->redraw |= (PR_STATUS);
1759 if (disturb_state) disturb(FALSE, FALSE);
1764 * @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
1766 * @param do_dec 現在の継続時間より長い値のみ上書きする
1767 * @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。
1769 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1771 bool notice = FALSE;
1773 /* Hack -- Force good values */
1774 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1776 if (p_ptr->is_dead) return FALSE;
1781 if (p_ptr->tim_levitation && !do_dec)
1783 if (p_ptr->tim_levitation > v) return FALSE;
1785 else if (!p_ptr->tim_levitation)
1787 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1795 if (p_ptr->tim_levitation)
1797 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1803 p_ptr->tim_levitation = v;
1805 /* Redraw status bar */
1806 p_ptr->redraw |= (PR_STATUS);
1808 /* Nothing to notice */
1809 if (!notice) return (FALSE);
1811 if (disturb_state) disturb(FALSE, FALSE);
1812 p_ptr->update |= (PU_BONUS);
1818 * @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
1820 * @param do_dec 現在の継続時間より長い値のみ上書きする
1821 * @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。
1823 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1825 bool notice = FALSE;
1827 /* Hack -- Force good values */
1828 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1830 if (p_ptr->is_dead) return FALSE;
1835 if (p_ptr->tim_sh_touki && !do_dec)
1837 if (p_ptr->tim_sh_touki > v) return FALSE;
1839 else if (!p_ptr->tim_sh_touki)
1841 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1849 if (p_ptr->tim_sh_touki)
1851 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1857 p_ptr->tim_sh_touki = v;
1859 /* Redraw status bar */
1860 p_ptr->redraw |= (PR_STATUS);
1862 /* Nothing to notice */
1863 if (!notice) return (FALSE);
1865 if (disturb_state) disturb(FALSE, FALSE);
1871 * @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
1873 * @param do_dec 現在の継続時間より長い値のみ上書きする
1874 * @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。
1876 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1878 bool notice = FALSE;
1880 /* Hack -- Force good values */
1881 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1883 if (p_ptr->is_dead) return FALSE;
1888 if (p_ptr->tim_sh_fire && !do_dec)
1890 if (p_ptr->tim_sh_fire > v) return FALSE;
1892 else if (!p_ptr->tim_sh_fire)
1894 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1902 if (p_ptr->tim_sh_fire)
1904 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1910 p_ptr->tim_sh_fire = v;
1912 /* Redraw status bar */
1913 p_ptr->redraw |= (PR_STATUS);
1915 /* Nothing to notice */
1916 if (!notice) return (FALSE);
1918 if (disturb_state) disturb(FALSE, FALSE);
1919 p_ptr->update |= (PU_BONUS);
1925 * @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
1927 * @param do_dec 現在の継続時間より長い値のみ上書きする
1928 * @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。
1930 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1932 bool notice = FALSE;
1934 /* Hack -- Force good values */
1935 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1937 if (p_ptr->is_dead) return FALSE;
1942 if (p_ptr->tim_sh_holy && !do_dec)
1944 if (p_ptr->tim_sh_holy > v) return FALSE;
1946 else if (!p_ptr->tim_sh_holy)
1948 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1956 if (p_ptr->tim_sh_holy)
1958 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1964 p_ptr->tim_sh_holy = v;
1966 /* Redraw status bar */
1967 p_ptr->redraw |= (PR_STATUS);
1969 /* Nothing to notice */
1970 if (!notice) return (FALSE);
1972 if (disturb_state) disturb(FALSE, FALSE);
1973 p_ptr->update |= (PU_BONUS);
1979 * @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
1981 * @param do_dec 現在の継続時間より長い値のみ上書きする
1982 * @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。
1984 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1986 bool notice = FALSE;
1988 /* Hack -- Force good values */
1989 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1991 if (p_ptr->is_dead) return FALSE;
1996 if (p_ptr->tim_eyeeye && !do_dec)
1998 if (p_ptr->tim_eyeeye > v) return FALSE;
2000 else if (!p_ptr->tim_eyeeye)
2002 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2010 if (p_ptr->tim_eyeeye)
2012 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."));
2018 p_ptr->tim_eyeeye = v;
2020 /* Redraw status bar */
2021 p_ptr->redraw |= (PR_STATUS);
2023 /* Nothing to notice */
2024 if (!notice) return (FALSE);
2026 if (disturb_state) disturb(FALSE, FALSE);
2027 p_ptr->update |= (PU_BONUS);
2034 * @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
2036 * @param do_dec 現在の継続時間より長い値のみ上書きする
2037 * @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。
2039 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2041 bool notice = FALSE;
2043 /* Hack -- Force good values */
2044 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2046 if (p_ptr->is_dead) return FALSE;
2051 if (p_ptr->resist_magic && !do_dec)
2053 if (p_ptr->resist_magic > v) return FALSE;
2055 else if (!p_ptr->resist_magic)
2057 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2065 if (p_ptr->resist_magic)
2067 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2073 p_ptr->resist_magic = v;
2075 /* Redraw status bar */
2076 p_ptr->redraw |= (PR_STATUS);
2078 /* Nothing to notice */
2079 if (!notice) return (FALSE);
2081 if (disturb_state) disturb(FALSE, FALSE);
2082 p_ptr->update |= (PU_BONUS);
2088 * @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
2090 * @param do_dec 現在の継続時間より長い値のみ上書きする
2091 * @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。
2093 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2095 bool notice = FALSE;
2097 /* Hack -- Force good values */
2098 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2100 if (p_ptr->is_dead) return FALSE;
2105 if (p_ptr->tim_reflect && !do_dec)
2107 if (p_ptr->tim_reflect > v) return FALSE;
2109 else if (!p_ptr->tim_reflect)
2111 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2119 if (p_ptr->tim_reflect)
2121 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2127 p_ptr->tim_reflect = v;
2129 /* Redraw status bar */
2130 p_ptr->redraw |= (PR_STATUS);
2132 /* Nothing to notice */
2133 if (!notice) return (FALSE);
2135 if (disturb_state) disturb(FALSE, FALSE);
2136 p_ptr->update |= (PU_BONUS);
2143 * Set "p_ptr->multishadow", notice observable changes
2145 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2147 bool notice = FALSE;
2149 /* Hack -- Force good values */
2150 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2152 if (p_ptr->is_dead) return FALSE;
2157 if (p_ptr->multishadow && !do_dec)
2159 if (p_ptr->multishadow > v) return FALSE;
2161 else if (!p_ptr->multishadow)
2163 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2171 if (p_ptr->multishadow)
2173 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2179 p_ptr->multishadow = v;
2181 /* Redraw status bar */
2182 p_ptr->redraw |= (PR_STATUS);
2184 /* Nothing to notice */
2185 if (!notice) return (FALSE);
2187 if (disturb_state) disturb(FALSE, FALSE);
2188 p_ptr->update |= (PU_BONUS);
2194 * @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
2196 * @param do_dec 現在の継続時間より長い値のみ上書きする
2197 * @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。
2199 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2201 bool notice = FALSE;
2203 /* Hack -- Force good values */
2204 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2206 if (p_ptr->is_dead) return FALSE;
2211 if (p_ptr->dustrobe && !do_dec)
2213 if (p_ptr->dustrobe > v) return FALSE;
2215 else if (!p_ptr->dustrobe)
2217 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2225 if (p_ptr->dustrobe)
2227 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2233 p_ptr->dustrobe = v;
2235 /* Redraw status bar */
2236 p_ptr->redraw |= (PR_STATUS);
2238 /* Nothing to notice */
2239 if (!notice) return (FALSE);
2241 if (disturb_state) disturb(FALSE, FALSE);
2242 p_ptr->update |= (PU_BONUS);
2248 * @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
2250 * @param do_dec 現在の継続時間より長い値のみ上書きする
2251 * @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。
2253 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2255 bool notice = FALSE;
2257 /* Hack -- Force good values */
2258 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2260 if (p_ptr->is_dead) return FALSE;
2265 if (p_ptr->kabenuke && !do_dec)
2267 if (p_ptr->kabenuke > v) return FALSE;
2269 else if (!p_ptr->kabenuke)
2271 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2279 if (p_ptr->kabenuke)
2281 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2287 p_ptr->kabenuke = v;
2289 /* Redraw status bar */
2290 p_ptr->redraw |= (PR_STATUS);
2292 /* Nothing to notice */
2293 if (!notice) return (FALSE);
2295 if (disturb_state) disturb(FALSE, FALSE);
2296 p_ptr->update |= (PU_BONUS);
2302 * @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
2304 * @param do_dec 現在の継続時間より長い値のみ上書きする
2305 * @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。
2307 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2309 bool notice = FALSE;
2311 /* Hack -- Force good values */
2312 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2314 if (p_ptr->is_dead) return FALSE;
2319 if (p_ptr->tsuyoshi && !do_dec)
2321 if (p_ptr->tsuyoshi > v) return FALSE;
2323 else if (!p_ptr->tsuyoshi)
2325 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2327 chg_virtue(V_VITALITY, 2);
2334 if (p_ptr->tsuyoshi)
2336 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2338 (void)dec_stat(A_CON, 20, TRUE);
2339 (void)dec_stat(A_STR, 20, TRUE);
2342 chg_virtue(V_VITALITY, -3);
2347 p_ptr->tsuyoshi = v;
2349 /* Redraw status bar */
2350 p_ptr->redraw |= (PR_STATUS);
2352 /* Nothing to notice */
2353 if (!notice) return (FALSE);
2355 if (disturb_state) disturb(FALSE, FALSE);
2356 p_ptr->update |= (PU_BONUS);
2358 /* Recalculate hitpoints */
2359 p_ptr->update |= (PU_HP);
2365 * @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-
2366 * @param attack_type スレイのタイプID
2368 * @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。
2370 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2372 /* Hack -- Force good values */
2373 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2375 /* Clear all elemental attacks (only one is allowed at a time). */
2376 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2378 p_ptr->special_attack &= ~(ATTACK_ACID);
2379 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2381 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2383 p_ptr->special_attack &= ~(ATTACK_ELEC);
2384 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2386 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2388 p_ptr->special_attack &= ~(ATTACK_FIRE);
2389 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2391 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2393 p_ptr->special_attack &= ~(ATTACK_COLD);
2394 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2396 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2398 p_ptr->special_attack &= ~(ATTACK_POIS);
2399 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2402 if ((v) && (attack_type))
2404 /* Set attack type. */
2405 p_ptr->special_attack |= (attack_type);
2408 p_ptr->ele_attack = v;
2412 msg_format("%sで攻撃できるようになった!",
2413 ((attack_type == ATTACK_ACID) ? "酸" :
2414 ((attack_type == ATTACK_ELEC) ? "電撃" :
2415 ((attack_type == ATTACK_FIRE) ? "火炎" :
2416 ((attack_type == ATTACK_COLD) ? "冷気" :
2417 ((attack_type == ATTACK_POIS) ? "毒" :
2420 msg_format("For a while, the blows you deal will %s",
2421 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2422 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2423 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2424 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2425 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2426 "do nothing special."))))));
2430 if (disturb_state) disturb(FALSE, FALSE);
2432 /* Redraw status bar */
2433 p_ptr->redraw |= (PR_STATUS);
2435 p_ptr->update |= (PU_BONUS);
2442 * @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-
2443 * @param immune_type 免疫のタイプID
2445 * @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。
2447 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2449 /* Hack -- Force good values */
2450 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2452 /* Clear all elemental attacks (only one is allowed at a time). */
2453 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2455 p_ptr->special_defense &= ~(DEFENSE_ACID);
2456 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."));
2458 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2460 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2461 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."));
2463 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2465 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2466 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."));
2468 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2470 p_ptr->special_defense &= ~(DEFENSE_COLD);
2471 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."));
2473 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2475 p_ptr->special_defense &= ~(DEFENSE_POIS);
2476 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."));
2479 if ((v) && (immune_type))
2481 /* Set attack type. */
2482 p_ptr->special_defense |= (immune_type);
2485 p_ptr->ele_immune = v;
2489 msg_format("%sの攻撃を受けつけなくなった!",
2490 ((immune_type == DEFENSE_ACID) ? "酸" :
2491 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2492 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2493 ((immune_type == DEFENSE_COLD) ? "冷気" :
2494 ((immune_type == DEFENSE_POIS) ? "毒" :
2497 msg_format("For a while, You are immune to %s",
2498 ((immune_type == DEFENSE_ACID) ? "acid!" :
2499 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2500 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2501 ((immune_type == DEFENSE_COLD) ? "cold!" :
2502 ((immune_type == DEFENSE_POIS) ? "poison!" :
2503 "do nothing special."))))));
2507 if (disturb_state) disturb(FALSE, FALSE);
2509 /* Redraw status bar */
2510 p_ptr->redraw |= (PR_STATUS);
2512 p_ptr->update |= (PU_BONUS);
2519 * @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
2521 * @param do_dec 現在の継続時間より長い値のみ上書きする
2522 * @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。
2524 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2526 bool notice = FALSE;
2528 /* Hack -- Force good values */
2529 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2531 if (p_ptr->is_dead) return FALSE;
2536 if (p_ptr->oppose_acid && !do_dec)
2538 if (p_ptr->oppose_acid > v) return FALSE;
2540 else if (!IS_OPPOSE_ACID())
2542 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2550 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2552 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2558 p_ptr->oppose_acid = v;
2560 /* Nothing to notice */
2561 if (!notice) return (FALSE);
2563 /* Redraw status bar */
2564 p_ptr->redraw |= (PR_STATUS);
2566 if (disturb_state) disturb(FALSE, FALSE);
2572 * @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
2574 * @param do_dec 現在の継続時間より長い値のみ上書きする
2575 * @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。
2577 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2579 bool notice = FALSE;
2581 /* Hack -- Force good values */
2582 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2584 if (p_ptr->is_dead) return FALSE;
2589 if (p_ptr->oppose_elec && !do_dec)
2591 if (p_ptr->oppose_elec > v) return FALSE;
2593 else if (!IS_OPPOSE_ELEC())
2595 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2603 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2605 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2611 p_ptr->oppose_elec = v;
2613 /* Nothing to notice */
2614 if (!notice) return (FALSE);
2616 /* Redraw status bar */
2617 p_ptr->redraw |= (PR_STATUS);
2619 if (disturb_state) disturb(FALSE, FALSE);
2625 * @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
2627 * @param do_dec 現在の継続時間より長い値のみ上書きする
2628 * @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。
2630 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2632 bool notice = FALSE;
2634 /* Hack -- Force good values */
2635 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2637 if (p_ptr->is_dead) return FALSE;
2639 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2643 if (p_ptr->oppose_fire && !do_dec)
2645 if (p_ptr->oppose_fire > v) return FALSE;
2647 else if (!IS_OPPOSE_FIRE())
2649 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2657 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2659 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2665 p_ptr->oppose_fire = v;
2667 /* Nothing to notice */
2668 if (!notice) return (FALSE);
2670 /* Redraw status bar */
2671 p_ptr->redraw |= (PR_STATUS);
2673 if (disturb_state) disturb(FALSE, FALSE);
2679 * @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
2681 * @param do_dec 現在の継続時間より長い値のみ上書きする
2682 * @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。
2684 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2686 bool notice = FALSE;
2688 /* Hack -- Force good values */
2689 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2691 if (p_ptr->is_dead) return FALSE;
2696 if (p_ptr->oppose_cold && !do_dec)
2698 if (p_ptr->oppose_cold > v) return FALSE;
2700 else if (!IS_OPPOSE_COLD())
2702 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2710 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2712 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2718 p_ptr->oppose_cold = v;
2720 /* Nothing to notice */
2721 if (!notice) return (FALSE);
2723 /* Redraw status bar */
2724 p_ptr->redraw |= (PR_STATUS);
2726 if (disturb_state) disturb(FALSE, FALSE);
2732 * @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
2734 * @param do_dec 現在の継続時間より長い値のみ上書きする
2735 * @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。
2737 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2739 bool notice = FALSE;
2741 /* Hack -- Force good values */
2742 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2744 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2745 if (p_ptr->is_dead) return FALSE;
2750 if (p_ptr->oppose_pois && !do_dec)
2752 if (p_ptr->oppose_pois > v) return FALSE;
2754 else if (!IS_OPPOSE_POIS())
2756 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2764 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2766 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2772 p_ptr->oppose_pois = v;
2774 /* Nothing to notice */
2775 if (!notice) return (FALSE);
2777 /* Redraw status bar */
2778 p_ptr->redraw |= (PR_STATUS);
2780 if (disturb_state) disturb(FALSE, FALSE);
2786 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2788 * @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。
2790 * Note the special code to only notice "range" changes.
2792 bool set_stun(TIME_EFFECT v)
2794 int old_aux, new_aux;
2795 bool notice = FALSE;
2798 /* Hack -- Force good values */
2799 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2801 if (p_ptr->is_dead) return FALSE;
2803 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2806 if (p_ptr->stun > 100)
2812 else if (p_ptr->stun > 50)
2818 else if (p_ptr->stun > 0)
2854 if (new_aux > old_aux)
2856 /* Describe the state */
2860 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2863 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;
2866 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;
2869 if (randint1(1000) < v || one_in_(16))
2871 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2875 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2876 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2878 else if (one_in_(2))
2880 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2884 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2887 if (p_ptr->special_defense & KATA_MASK)
2889 msg_print(_("型が崩れた。", "Your posture gets loose."));
2890 p_ptr->special_defense &= ~(KATA_MASK);
2891 p_ptr->update |= (PU_BONUS);
2892 p_ptr->update |= (PU_MONSTERS);
2893 p_ptr->redraw |= (PR_STATE);
2894 p_ptr->redraw |= (PR_STATUS);
2895 p_ptr->action = ACTION_NONE;
2899 if (p_ptr->concent) reset_concentration(TRUE);
2902 if (hex_spelling_any()) stop_hex_spell_all();
2908 else if (new_aux < old_aux)
2910 /* Describe the state */
2915 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2917 if (disturb_state) disturb(FALSE, FALSE);
2928 if (!notice) return (FALSE);
2930 if (disturb_state) disturb(FALSE, FALSE);
2931 p_ptr->update |= (PU_BONUS);
2933 /* Redraw the "stun" */
2934 p_ptr->redraw |= (PR_STUN);
2941 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2943 * @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。
2945 * Note the special code to only notice "range" changes.
2947 bool set_cut(TIME_EFFECT v)
2949 int old_aux, new_aux;
2950 bool notice = FALSE;
2952 /* Hack -- Force good values */
2953 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2955 if (p_ptr->is_dead) return FALSE;
2957 if ((p_ptr->prace == RACE_GOLEM ||
2958 p_ptr->prace == RACE_SKELETON ||
2959 p_ptr->prace == RACE_SPECTRE ||
2960 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2965 if (p_ptr->cut > 1000)
2971 else if (p_ptr->cut > 200)
2977 else if (p_ptr->cut > 100)
2983 else if (p_ptr->cut > 50)
2989 else if (p_ptr->cut > 25)
2995 else if (p_ptr->cut > 10)
3001 else if (p_ptr->cut > 0)
3061 if (new_aux > old_aux)
3063 /* Describe the state */
3067 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3070 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3073 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3076 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3079 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3082 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;
3085 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;
3090 if (randint1(1000) < v || one_in_(16))
3092 if (!p_ptr->sustain_chr)
3094 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3101 else if (new_aux < old_aux)
3103 /* Describe the state */
3108 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");
3110 if (disturb_state) disturb(FALSE, FALSE);
3121 if (!notice) return (FALSE);
3123 if (disturb_state) disturb(FALSE, FALSE);
3124 p_ptr->update |= (PU_BONUS);
3126 /* Redraw the "cut" */
3127 p_ptr->redraw |= (PR_CUT);
3133 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3135 * @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。
3137 * Set "", notice observable changes\n
3139 * The "p_ptr->food" variable can get as large as 20000, allowing the
3140 * addition of the most "filling" item, Elvish Waybread, which adds
3141 * 7500 food units, without overflowing the 32767 maximum limit.\n
3143 * Perhaps we should disturb the player with various messages,
3144 * especially messages about hunger status changes. \n
3146 * Digestion of food is handled in "dungeon.c", in which, normally,
3147 * the player digests about 20 food units per 100 game turns, more
3148 * when "fast", more when "regenerating", less with "slow digestion",
3149 * but when the player is "gorged", he digests 100 food units per 10
3150 * game turns, or a full 1000 food units per 100 game turns.\n
3152 * Note that the player's speed is reduced by 10 units while gorged,
3153 * so if the player eats a single food ration (5000 food units) when
3154 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3155 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3156 * affecting the player speed).\n
3158 bool set_food(TIME_EFFECT v)
3160 int old_aux, new_aux;
3162 bool notice = FALSE;
3164 /* Hack -- Force good values */
3165 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3167 /* Fainting / Starving */
3168 if (p_ptr->food < PY_FOOD_FAINT)
3174 else if (p_ptr->food < PY_FOOD_WEAK)
3180 else if (p_ptr->food < PY_FOOD_ALERT)
3186 else if (p_ptr->food < PY_FOOD_FULL)
3192 else if (p_ptr->food < PY_FOOD_MAX)
3203 /* Fainting / Starving */
3204 if (v < PY_FOOD_FAINT)
3210 else if (v < PY_FOOD_WEAK)
3216 else if (v < PY_FOOD_ALERT)
3222 else if (v < PY_FOOD_FULL)
3228 else if (v < PY_FOOD_MAX)
3239 if (old_aux < 1 && new_aux > 0)
3240 chg_virtue(V_PATIENCE, 2);
3241 else if (old_aux < 3 && (old_aux != new_aux))
3242 chg_virtue(V_PATIENCE, 1);
3244 chg_virtue(V_TEMPERANCE, 1);
3246 chg_virtue(V_TEMPERANCE, -1);
3249 if (new_aux > old_aux)
3251 /* Describe the state */
3255 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3258 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3261 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3264 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3268 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3269 chg_virtue(V_HARMONY, -1);
3270 chg_virtue(V_PATIENCE, -1);
3271 chg_virtue(V_TEMPERANCE, -2);
3281 else if (new_aux < old_aux)
3283 /* Describe the state */
3286 /* Fainting / Starving */
3287 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;
3290 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3293 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3296 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3299 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3302 if (p_ptr->wild_mode && (new_aux < 2))
3314 /* Nothing to notice */
3315 if (!notice) return (FALSE);
3317 if (disturb_state) disturb(FALSE, FALSE);
3318 p_ptr->update |= (PU_BONUS);
3321 p_ptr->redraw |= (PR_HUNGER);
3327 * @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-
3328 * @param stat 上昇させるステータスID
3329 * @return 実際に上昇した場合TRUEを返す。
3331 * Note that this function (used by stat potions) now restores\n
3332 * the stat BEFORE increasing it.\n
3334 bool inc_stat(int stat)
3336 BASE_STATUS value, gain;
3338 /* Then augment the current/max stat */
3339 value = p_ptr->stat_cur[stat];
3341 /* Cannot go above 18/100 */
3342 if (value < p_ptr->stat_max_max[stat])
3344 /* Gain one (sometimes two) points */
3347 gain = ((randint0(100) < 75) ? 1 : 2);
3351 /* Gain 1/6 to 1/3 of distance to 18/100 */
3352 else if (value < (p_ptr->stat_max_max[stat]-2))
3354 /* Approximate gain value */
3355 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3358 if (gain < 1) gain = 1;
3360 /* Apply the bonus */
3361 value += randint1(gain) + gain / 2;
3364 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3367 /* Gain one point at a time */
3373 /* Save the new value */
3374 p_ptr->stat_cur[stat] = value;
3376 /* Bring up the maximum too */
3377 if (value > p_ptr->stat_max[stat])
3379 p_ptr->stat_max[stat] = value;
3381 p_ptr->update |= (PU_BONUS);
3387 /* Nothing to gain */
3392 * @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.
3393 * @param stat 減少させるステータスID
3394 * @param amount 減少させる基本量
3395 * @param permanent TRUEならば現在の最大値を減少させる
3396 * @return 実際に減少した場合TRUEを返す。
3399 * Amount could be a little higher in extreme cases to mangle very high\n
3400 * stats from massive assaults. -CWS\n
3402 * Note that "permanent" means that the *given* amount is permanent,\n
3403 * not that the new value becomes permanent. This may not work exactly\n
3404 * as expected, due to "weirdness" in the algorithm, but in general,\n
3405 * if your stat is already drained, the "max" value will not drop all\n
3406 * the way down to the "cur" value.\n
3408 bool dec_stat(int stat, int amount, int permanent)
3410 BASE_STATUS cur, max;
3415 /* Acquire current value */
3416 cur = p_ptr->stat_cur[stat];
3417 max = p_ptr->stat_max[stat];
3419 /* Note when the values are identical */
3420 same = (cur == max);
3422 /* Damage "current" value */
3425 /* Handle "low" values */
3428 if (amount > 90) cur--;
3429 if (amount > 50) cur--;
3430 if (amount > 20) cur--;
3434 /* Handle "high" values */
3437 /* Hack -- Decrement by a random amount between one-quarter */
3438 /* and one-half of the stat bonus times the percentage, with a */
3439 /* minimum damage of half the percentage. -CWS */
3440 loss = (((cur-18) / 2 + 1) / 2 + 1);
3443 if (loss < 1) loss = 1;
3445 /* Randomize the loss */
3446 loss = ((randint1(loss) + loss) * amount) / 100;
3449 if (loss < amount/2) loss = amount/2;
3451 /* Lose some points */
3454 /* Hack -- Only reduce stat to 17 sometimes */
3455 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3458 /* Prevent illegal values */
3459 if (cur < 3) cur = 3;
3461 /* Something happened */
3462 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3465 /* Damage "max" value */
3466 if (permanent && (max > 3))
3468 chg_virtue(V_SACRIFICE, 1);
3469 if (stat == A_WIS || stat == A_INT)
3470 chg_virtue(V_ENLIGHTEN, -2);
3472 /* Handle "low" values */
3475 if (amount > 90) max--;
3476 if (amount > 50) max--;
3477 if (amount > 20) max--;
3481 /* Handle "high" values */
3484 /* Hack -- Decrement by a random amount between one-quarter */
3485 /* and one-half of the stat bonus times the percentage, with a */
3486 /* minimum damage of half the percentage. -CWS */
3487 loss = (((max-18) / 2 + 1) / 2 + 1);
3488 loss = ((randint1(loss) + loss) * amount) / 100;
3489 if (loss < amount/2) loss = amount/2;
3491 /* Lose some points */
3494 /* Hack -- Only reduce stat to 17 sometimes */
3495 if (max < 18) max = (amount <= 20) ? 18 : 17;
3498 /* Hack -- keep it clean */
3499 if (same || (max < cur)) max = cur;
3501 /* Something happened */
3502 if (max != p_ptr->stat_max[stat]) res = TRUE;
3508 /* Actually set the stat to its new value. */
3509 p_ptr->stat_cur[stat] = cur;
3510 p_ptr->stat_max[stat] = max;
3512 /* Redisplay the stats later */
3513 p_ptr->redraw |= (PR_STATS);
3514 p_ptr->update |= (PU_BONUS);
3522 * @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.
3523 * @param stat 回復ステータスID
3524 * @return 実際に回復した場合TRUEを返す。
3526 bool res_stat(int stat)
3528 /* Restore if needed */
3529 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3532 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3533 p_ptr->update |= (PU_BONUS);
3535 /* Redisplay the stats later */
3536 p_ptr->redraw |= (PR_STATS);
3542 /* Nothing to restore */
3548 * Increase players hit points, notice effects
3550 bool hp_player(int num)
3553 vir = virtue_number(V_VITALITY);
3555 if(num <= 0) return (FALSE);
3559 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3561 /* Healing needed */
3562 if (p_ptr->chp < p_ptr->mhp)
3564 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3565 chg_virtue(V_TEMPERANCE, 1);
3566 /* Gain hitpoints */
3569 /* Enforce maximum */
3570 if (p_ptr->chp >= p_ptr->mhp)
3572 p_ptr->chp = p_ptr->mhp;
3573 p_ptr->chp_frac = 0;
3576 p_ptr->redraw |= (PR_HP);
3578 p_ptr->window |= (PW_PLAYER);
3583 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3589 msg_print(_("気分が良くなった。", "You feel better."));
3595 msg_print(_("とても気分が良くなった。", "You feel much better."));
3601 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3613 * Array of stat "descriptions"
3615 static cptr desc_stat_pos[] =
3620 _("器用に", "dextrous"),
3621 _("健康に", "healthy"),
3627 * Array of stat "descriptions"
3629 static cptr desc_stat_neg[] =
3634 _("不器用に", "clumsy"),
3635 _("不健康に", "sickly"),
3643 bool do_dec_stat(int stat)
3647 /* Access the "sustain" */
3650 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3651 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3652 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3653 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3654 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3655 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3659 if (sust && (!ironman_nightmare || randint0(13)))
3661 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."),
3662 desc_stat_neg[stat]);
3668 /* Attempt to reduce the stat */
3669 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3671 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3677 /* Nothing obvious */
3683 * Restore lost "points" in a stat
3685 bool do_res_stat(int stat)
3687 /* Attempt to increase */
3690 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3695 /* Nothing obvious */
3701 * Gain a "point" in a stat
3703 bool do_inc_stat(int stat)
3707 /* Restore strength */
3708 res = res_stat(stat);
3710 /* Attempt to increase */
3715 chg_virtue(V_ENLIGHTEN, 1);
3716 chg_virtue(V_FAITH, 1);
3718 else if (stat == A_INT)
3720 chg_virtue(V_KNOWLEDGE, 1);
3721 chg_virtue(V_ENLIGHTEN, 1);
3723 else if (stat == A_CON)
3724 chg_virtue(V_VITALITY, 1);
3726 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3731 /* Restoration worked */
3734 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3739 /* Nothing obvious */
3745 * Restores any drained experience
3747 bool restore_level(void)
3749 /* Restore experience */
3750 if (p_ptr->exp < p_ptr->max_exp)
3752 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3754 /* Restore the experience */
3755 p_ptr->exp = p_ptr->max_exp;
3757 /* Check the experience */
3771 bool lose_all_info(void)
3775 chg_virtue(V_KNOWLEDGE, -5);
3776 chg_virtue(V_ENLIGHTEN, -5);
3778 /* Forget info about objects */
3779 for (i = 0; i < INVEN_TOTAL; i++)
3781 object_type *o_ptr = &inventory[i];
3783 /* Skip non-objects */
3784 if (!o_ptr->k_idx) continue;
3786 /* Allow "protection" by the MENTAL flag */
3787 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3789 /* Remove "default inscriptions" */
3790 o_ptr->feeling = FEEL_NONE;
3792 /* Hack -- Clear the "empty" flag */
3793 o_ptr->ident &= ~(IDENT_EMPTY);
3795 /* Hack -- Clear the "known" flag */
3796 o_ptr->ident &= ~(IDENT_KNOWN);
3798 /* Hack -- Clear the "felt" flag */
3799 o_ptr->ident &= ~(IDENT_SENSE);
3801 p_ptr->update |= (PU_BONUS);
3803 /* Combine / Reorder the pack (later) */
3804 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3806 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3808 /* Mega-Hack -- Forget the map */
3816 void do_poly_wounds(void)
3818 /* Changed to always provide at least _some_ healing */
3819 s16b wounds = p_ptr->cut;
3820 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3821 s16b change = damroll(p_ptr->lev, 5);
3822 bool Nasty_effect = one_in_(5);
3824 if (!(wounds || hit_p || Nasty_effect)) return;
3826 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3830 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3831 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3836 set_cut(p_ptr->cut - (change / 2));
3842 * Change player race
3844 void change_race(CHARACTER_IDX new_race, cptr effect_msg)
3846 cptr title = race_info[new_race].title;
3847 int old_race = p_ptr->prace;
3850 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3852 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3855 chg_virtue(V_CHANCE, 2);
3857 if (p_ptr->prace < 32)
3859 p_ptr->old_race1 |= 1L << p_ptr->prace;
3863 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3865 p_ptr->prace = new_race;
3866 rp_ptr = &race_info[p_ptr->prace];
3868 /* Experience factor */
3869 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3872 * The speed bonus of Klackons and Sprites are disabled
3873 * and the experience penalty is decreased.
3875 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)))
3876 p_ptr->expfact -= 15;
3878 /* Get character's height and weight */
3879 get_height_weight();
3882 if (p_ptr->pclass == CLASS_SORCERER)
3883 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3885 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3887 do_cmd_rerate(FALSE);
3889 /* The experience level may be modified */
3892 p_ptr->redraw |= (PR_BASIC);
3894 p_ptr->update |= (PU_BONUS);
3898 /* Load an autopick preference file */
3899 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3901 /* Player's graphic tile may change */
3902 lite_spot(p_ptr->y, p_ptr->x);
3906 void do_poly_self(void)
3908 int power = p_ptr->lev;
3910 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3911 chg_virtue(V_CHANCE, 1);
3913 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3915 char effect_msg[80] = "";
3916 CHARACTER_IDX new_race;
3918 /* Some form of racial polymorph... */
3921 if ((power > randint0(5)) && one_in_(4))
3926 if (p_ptr->psex == SEX_MALE)
3928 p_ptr->psex = SEX_FEMALE;
3929 sp_ptr = &sex_info[p_ptr->psex];
3930 sprintf(effect_msg, _("女性の", "female "));
3934 p_ptr->psex = SEX_MALE;
3935 sp_ptr = &sex_info[p_ptr->psex];
3936 sprintf(effect_msg, _("男性の", "male "));
3940 if ((power > randint0(30)) && one_in_(5))
3944 /* Harmful deformity */
3951 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3957 /* Deformities are discriminated against! */
3958 (void)dec_stat(A_CHR, randint1(6), TRUE);
3963 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3964 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3968 sprintf(effect_msg,_("奇形の", "deformed "));
3972 while ((power > randint0(20)) && one_in_(10))
3974 /* Polymorph into a less mutated form */
3977 if (!lose_mutation(0))
3978 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3983 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3985 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3987 change_race(new_race, effect_msg);
3990 if ((power > randint0(30)) && one_in_(6))
3996 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");
4000 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4005 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!"));
4006 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4012 if ((power > randint0(20)) && one_in_(4))
4017 do_cmd_rerate(FALSE);
4020 while ((power > randint0(15)) && one_in_(3))
4023 (void)gain_random_mutation(0);
4026 if (power > randint0(5))
4032 /* Note: earlier deductions may have left power < 0 already. */
4042 * Decreases players hit points and sets death flag if necessary
4044 * Invulnerability needs to be changed into a "shield"
4046 * Hack -- this function allows the user to save (or quit)
4047 * the game when he dies, since the "You die." message is shown before
4048 * setting the player to "dead".
4051 int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell)
4053 int old_chp = p_ptr->chp;
4055 char death_message[1024];
4058 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4061 if (p_ptr->is_dead) return 0;
4063 if (p_ptr->sutemi) damage *= 2;
4064 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4066 if (easy_band) damage = (damage+1)/2;
4068 if (damage_type != DAMAGE_USELIFE)
4070 disturb(TRUE, TRUE);
4077 if (monspell >= 0) learn_spell(monspell);
4079 /* Mega-Hack -- Apply "invulnerability" */
4080 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4082 if (IS_INVULN() && (damage < 9000))
4084 if (damage_type == DAMAGE_FORCE)
4086 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4088 else if (one_in_(PENETRATE_INVULNERABILITY))
4090 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4098 if (CHECK_MULTISHADOW())
4100 if (damage_type == DAMAGE_FORCE)
4102 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4104 else if (damage_type == DAMAGE_ATTACK)
4106 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!"));
4111 if (p_ptr->wraith_form)
4113 if (damage_type == DAMAGE_FORCE)
4115 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4120 if ((damage == 0) && one_in_(2)) damage = 1;
4124 if (p_ptr->special_defense & KATA_MUSOU)
4127 if ((damage == 0) && one_in_(2)) damage = 1;
4129 } /* not if LOSELIFE USELIFE */
4131 /* Hurt the player */
4132 p_ptr->chp -= damage;
4133 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4135 damage += p_ptr->chp;
4139 /* Display the hitpoints */
4140 p_ptr->redraw |= (PR_HP);
4142 p_ptr->window |= (PW_PLAYER);
4144 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4146 chg_virtue(V_SACRIFICE, 1);
4147 chg_virtue(V_CHANCE, 2);
4153 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4155 #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 */
4157 if(!save_player()) msg_print("セーブ失敗!");
4162 chg_virtue(V_SACRIFICE, 10);
4167 p_ptr->leaving = TRUE;
4170 p_ptr->is_dead = TRUE;
4172 if (p_ptr->inside_arena)
4174 cptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4175 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4177 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4181 QUEST_IDX q_idx = quest_number(dun_level);
4182 bool seppuku = streq(hit_from, "Seppuku");
4183 bool winning_seppuku = p_ptr->total_winner && seppuku;
4185 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4188 /* Make screen dump */
4189 screen_dump = make_screen_dump();
4192 /* Note cause of death */
4195 strcpy(p_ptr->died_from, hit_from);
4197 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4204 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);
4206 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4208 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4211 /* No longer a winner */
4212 p_ptr->total_winner = FALSE;
4214 if (winning_seppuku)
4216 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4222 if (p_ptr->inside_arena)
4223 strcpy(buf,_("アリーナ", "in the Arena"));
4224 else if (!dun_level)
4225 strcpy(buf,_("地上", "on the surface"));
4226 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4227 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4228 strcpy(buf,_("クエスト", "in a quest"));
4230 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4232 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4233 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4236 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4237 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4241 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4243 do_cmd_save_screen();
4248 /* Initialize "last message" buffer */
4249 if (p_ptr->last_message) string_free(p_ptr->last_message);
4250 p_ptr->last_message = NULL;
4252 /* Hack -- Note death */
4256 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4258 msg_print(android ? "You are broken." : "You die.");
4265 if (winning_seppuku)
4267 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4271 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4277 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4279 while (!get_string("Last word: ", death_message, 1024)) ;
4282 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4284 if (death_message[0] == '\0')
4287 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4289 strcpy(death_message, android ? "You are broken." : "You die.");
4292 else p_ptr->last_message = string_make(death_message);
4295 if (winning_seppuku)
4300 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4301 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4308 for (i = 0; i < 40; i++)
4309 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4311 str = death_message;
4312 if (strncmp(str, "「", 2) == 0) str += 2;
4314 str2 = my_strstr(str, "」");
4315 if (str2 != NULL) *str2 = '\0';
4320 str2 = my_strstr(str, " ");
4321 if (str2 == NULL) len = strlen(str);
4322 else len = str2 - str;
4326 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4328 if (str2 == NULL) break;
4332 if (*str == 0) break;
4336 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4340 /* Make screen dump */
4341 screen_dump = make_screen_dump();
4344 /* Wait a key press */
4349 msg_print(death_message);
4359 /* Hitpoint warning */
4360 if (p_ptr->chp < warning)
4362 /* Hack -- bell on first notice */
4363 if (old_chp > warning) bell();
4367 if (record_danger && (old_chp > warning))
4369 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4370 hit_from = _("何か", "something");
4372 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4373 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4378 /* stop auto_more even if DAMAGE_USELIFE */
4382 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4386 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4397 void gain_exp_64(s32b amount, u32b amount_frac)
4399 if (p_ptr->is_dead) return;
4401 if (p_ptr->prace == RACE_ANDROID) return;
4403 /* Gain some experience */
4404 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4406 /* Slowly recover from experience drainage */
4407 if (p_ptr->exp < p_ptr->max_exp)
4409 /* Gain max experience (20%) (was 10%) */
4410 p_ptr->max_exp += amount / 5;
4413 /* Check Experience */
4421 void gain_exp(s32b amount)
4423 gain_exp_64(amount, 0L);
4427 void calc_android_exp(void)
4431 if (p_ptr->is_dead) return;
4433 if (p_ptr->prace != RACE_ANDROID) return;
4435 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4437 object_type *o_ptr = &inventory[i];
4439 object_type *q_ptr = &forge;
4441 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4443 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4444 if (!o_ptr->k_idx) continue;
4447 object_copy(q_ptr, o_ptr);
4448 q_ptr->discount = 0;
4449 q_ptr->curse_flags = 0L;
4451 if (object_is_fixed_artifact(o_ptr))
4453 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4454 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4456 else if (object_is_ego(o_ptr))
4458 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4460 else if (o_ptr->art_name)
4462 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4465 if (!object_is_weapon_ammo(o_ptr))
4468 if (total_flags < 15000) fake_level = 10;
4469 else if (total_flags < 35000) fake_level = 25;
4470 else fake_level = 40;
4475 if (total_flags < 20000) fake_level = 10;
4476 else if (total_flags < 45000) fake_level = 25;
4477 else fake_level = 40;
4480 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4483 value = object_value_real(q_ptr);
4485 if (value <= 0) continue;
4486 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4487 if (value > 5000000L) value = 5000000L;
4488 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4490 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4491 (o_ptr->tval == TV_DRAG_ARMOR) ||
4492 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4493 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4494 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4495 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4496 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4498 if (level > 65) level = 35 + (level - 65) / 5;
4499 else if (level > 35) level = 25 + (level - 35) / 3;
4500 else if (level > 15) level = 15 + (level - 15) / 2;
4501 exp = MIN(100000L, value) / 2 * level * level;
4502 if (value > 100000L)
4503 exp += (value - 100000L) / 8 * level * level;
4507 exp = MIN(100000L, value) * level;
4508 if (value > 100000L)
4509 exp += (value - 100000L) / 4 * level;
4511 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4512 else total_exp += exp / 16;
4513 if (i == INVEN_BODY) total_exp += exp / 32;
4515 p_ptr->exp = p_ptr->max_exp = total_exp;
4517 /* Check Experience */
4525 void lose_exp(s32b amount)
4527 if (p_ptr->prace == RACE_ANDROID) return;
4529 /* Never drop below zero experience */
4530 if (amount > p_ptr->exp) amount = p_ptr->exp;
4532 /* Lose some experience */
4533 p_ptr->exp -= amount;
4535 /* Check Experience */
4542 * If resisted to draining, return FALSE
4544 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4546 /* Androids and their mimics are never drained */
4547 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4549 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4551 /* Hold experience */
4552 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4556 /* Hold experience failed */
4557 if (p_ptr->hold_exp)
4559 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4564 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!"));
4572 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4574 bool notice = FALSE;
4576 /* Hack -- Force good values */
4577 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4579 if (p_ptr->is_dead) return FALSE;
4584 if (p_ptr->ult_res && !do_dec)
4586 if (p_ptr->ult_res > v) return FALSE;
4588 else if (!p_ptr->ult_res)
4590 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!"));
4600 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"));
4608 /* Redraw status bar */
4609 p_ptr->redraw |= (PR_STATUS);
4611 /* Nothing to notice */
4612 if (!notice) return (FALSE);
4614 if (disturb_state) disturb(FALSE, FALSE);
4615 p_ptr->update |= (PU_BONUS);
4620 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4622 bool notice = FALSE;
4624 /* Hack -- Force good values */
4625 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4627 if (p_ptr->is_dead) return FALSE;
4632 if (p_ptr->tim_res_nether && !do_dec)
4634 if (p_ptr->tim_res_nether > v) return FALSE;
4636 else if (!p_ptr->tim_res_nether)
4638 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4646 if (p_ptr->tim_res_nether)
4648 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"));
4654 p_ptr->tim_res_nether = v;
4656 /* Redraw status bar */
4657 p_ptr->redraw |= (PR_STATUS);
4659 /* Nothing to notice */
4660 if (!notice) return (FALSE);
4662 if (disturb_state) disturb(FALSE, FALSE);
4663 p_ptr->update |= (PU_BONUS);
4668 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4670 bool notice = FALSE;
4672 /* Hack -- Force good values */
4673 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4675 if (p_ptr->is_dead) return FALSE;
4680 if (p_ptr->tim_res_time && !do_dec)
4682 if (p_ptr->tim_res_time > v) return FALSE;
4684 else if (!p_ptr->tim_res_time)
4686 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!"));
4694 if (p_ptr->tim_res_time)
4696 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"));
4702 p_ptr->tim_res_time = v;
4704 /* Redraw status bar */
4705 p_ptr->redraw |= (PR_STATUS);
4707 /* Nothing to notice */
4708 if (!notice) return (FALSE);
4710 if (disturb_state) disturb(FALSE, FALSE);
4711 p_ptr->update |= (PU_BONUS);
4718 * Choose a warrior-mage elemental attack. -LM-
4720 bool choose_ele_attack(void)
4726 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4728 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."));
4733 num = (p_ptr->lev - 20) / 5;
4734 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4737 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4742 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4747 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4752 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4761 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4765 if ((choice == 'a') || (choice == 'A'))
4766 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4767 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4768 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4769 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4770 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4771 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4772 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4773 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4774 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4777 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4787 * Choose a elemental immune. -LM-
4789 bool choose_ele_immune(TIME_EFFECT immune_turn)
4794 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4795 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4796 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4797 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4805 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4809 if ((choice == 'a') || (choice == 'A'))
4810 set_ele_immune(DEFENSE_FIRE, immune_turn);
4811 else if ((choice == 'b') || (choice == 'B'))
4812 set_ele_immune(DEFENSE_COLD, immune_turn);
4813 else if ((choice == 'c') || (choice == 'C'))
4814 set_ele_immune(DEFENSE_ACID, immune_turn);
4815 else if ((choice == 'd') || (choice == 'D'))
4816 set_ele_immune(DEFENSE_ELEC, immune_turn);
4819 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));