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
31 #include "spells-status.h"
32 #include "realm-song.h"
33 #include "realm-hex.h"
34 #include "object-ego.h"
35 #include "object-hook.h"
37 #include "spells-floor.h"
38 #include "player-status.h"
39 #include "player-class.h"
40 #include "player-move.h"
41 #include "player-effects.h"
42 #include "player-race.h"
43 #include "player-class.h"
44 #include "player-personality.h"
45 #include "player-sex.h"
46 #include "player-damage.h"
47 #include "monster-status.h"
50 #include "monster-spell.h"
52 #include "objectkind.h"
57 #include "view-mainwindow.h"
62 const kamae kamae_shurui[MAX_KAMAE] =
70 {"Genbu", 25, "(Black Tortoise) "},
71 {"Byakko", 30, "(White Tiger) "},
72 {"Seiryuu", 35, "(Blue Dragon) "},
73 {"Suzaku", 40, "(Red Phoenix) "},
80 const kamae kata_shurui[MAX_KATA] =
97 * @brief プレイヤーの継続行動を設定する。
98 * @param typ 継続行動のID\n
99 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
102 void set_action(player_type *creature_ptr, ACTION_IDX typ)
104 int prev_typ = creature_ptr->action;
116 msg_print(_("探索をやめた。", "You no longer walk carefully."));
117 creature_ptr->redraw |= (PR_SPEED);
122 creature_ptr->resting = 0;
127 msg_print(_("学習をやめた。", "You stop Learning"));
128 creature_ptr->new_mane = FALSE;
133 msg_print(_("構えをといた。", "You stop assuming the posture."));
134 creature_ptr->special_defense &= ~(KAMAE_MASK);
139 msg_print(_("型を崩した。", "You stop assuming the posture."));
140 creature_ptr->special_defense &= ~(KATA_MASK);
141 creature_ptr->update |= (PU_MONSTERS);
142 creature_ptr->redraw |= (PR_STATUS);
147 msg_print(_("歌うのをやめた。", "You stop singing."));
150 case ACTION_HAYAGAKE:
152 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
153 take_turn(creature_ptr, 100);
158 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
164 creature_ptr->action = typ;
166 /* If we are requested other action, stop singing */
167 if (prev_typ == ACTION_SING) stop_singing(creature_ptr);
168 if (prev_typ == ACTION_SPELL) stop_hex_spell(creature_ptr);
170 switch (creature_ptr->action)
174 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
175 creature_ptr->redraw |= (PR_SPEED);
180 msg_print(_("学習を始めた。", "You begin Learning"));
185 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
188 case ACTION_HAYAGAKE:
190 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
198 creature_ptr->update |= (PU_BONUS);
199 creature_ptr->redraw |= (PR_STATE);
203 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
206 void reset_tim_flags(player_type *creature_ptr)
208 creature_ptr->fast = 0; /* Timed -- Fast */
209 creature_ptr->lightspeed = 0;
210 creature_ptr->slow = 0; /* Timed -- Slow */
211 creature_ptr->blind = 0; /* Timed -- Blindness */
212 creature_ptr->paralyzed = 0; /* Timed -- Paralysis */
213 creature_ptr->confused = 0; /* Timed -- Confusion */
214 creature_ptr->afraid = 0; /* Timed -- Fear */
215 creature_ptr->image = 0; /* Timed -- Hallucination */
216 creature_ptr->poisoned = 0; /* Timed -- Poisoned */
217 creature_ptr->cut = 0; /* Timed -- Cut */
218 creature_ptr->stun = 0; /* Timed -- Stun */
220 creature_ptr->protevil = 0; /* Timed -- Protection */
221 creature_ptr->invuln = 0; /* Timed -- Invulnerable */
222 creature_ptr->ult_res = 0;
223 creature_ptr->hero = 0; /* Timed -- Heroism */
224 creature_ptr->shero = 0; /* Timed -- Super Heroism */
225 creature_ptr->shield = 0; /* Timed -- Shield Spell */
226 creature_ptr->blessed = 0; /* Timed -- Blessed */
227 creature_ptr->tim_invis = 0; /* Timed -- Invisibility */
228 creature_ptr->tim_infra = 0; /* Timed -- Infra Vision */
229 creature_ptr->tim_regen = 0; /* Timed -- Regeneration */
230 creature_ptr->tim_stealth = 0; /* Timed -- Stealth */
231 creature_ptr->tim_esp = 0;
232 creature_ptr->wraith_form = 0; /* Timed -- Wraith Form */
233 creature_ptr->tim_levitation = 0;
234 creature_ptr->tim_sh_touki = 0;
235 creature_ptr->tim_sh_fire = 0;
236 creature_ptr->tim_sh_holy = 0;
237 creature_ptr->tim_eyeeye = 0;
238 creature_ptr->magicdef = 0;
239 creature_ptr->resist_magic = 0;
240 creature_ptr->tsuyoshi = 0;
241 creature_ptr->kabenuke = 0;
242 creature_ptr->tim_res_nether = 0;
243 creature_ptr->tim_res_time = 0;
244 creature_ptr->tim_mimic = 0;
245 creature_ptr->mimic_form = 0;
246 creature_ptr->tim_reflect = 0;
247 creature_ptr->multishadow = 0;
248 creature_ptr->dustrobe = 0;
249 creature_ptr->action = ACTION_NONE;
251 creature_ptr->oppose_acid = 0; /* Timed -- oppose acid */
252 creature_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
253 creature_ptr->oppose_fire = 0; /* Timed -- oppose heat */
254 creature_ptr->oppose_cold = 0; /* Timed -- oppose cold */
255 creature_ptr->oppose_pois = 0; /* Timed -- oppose poison */
257 creature_ptr->word_recall = 0;
258 creature_ptr->alter_reality = 0;
259 creature_ptr->sutemi = FALSE;
260 creature_ptr->counter = FALSE;
261 creature_ptr->ele_attack = 0;
262 creature_ptr->ele_immune = 0;
263 creature_ptr->special_attack = 0L;
264 creature_ptr->special_defense = 0L;
266 while(creature_ptr->energy_need < 0) creature_ptr->energy_need += ENERGY_NEED();
267 creature_ptr->timewalk = FALSE;
269 if (PRACE_IS_(creature_ptr, RACE_DEMON) && (creature_ptr->lev > 44)) creature_ptr->oppose_fire = 1;
270 if ((creature_ptr->pclass == CLASS_NINJA) && (creature_ptr->lev > 44)) creature_ptr->oppose_pois = 1;
271 if (creature_ptr->pclass == CLASS_BERSERKER) creature_ptr->shero = 1;
273 if (creature_ptr->riding)
275 (void)set_monster_fast(creature_ptr->riding, 0);
276 (void)set_monster_slow(creature_ptr->riding, 0);
277 (void)set_monster_invulner(creature_ptr->riding, 0, FALSE);
280 if (creature_ptr->pclass == CLASS_BARD)
282 SINGING_SONG_EFFECT(creature_ptr) = 0;
283 SINGING_SONG_ID(creature_ptr) = 0;
288 * @brief プレイヤーに魔力消去効果を与える。
291 void dispel_player(player_type *creature_ptr)
293 (void)set_fast(creature_ptr, 0, TRUE);
294 (void)set_lightspeed(creature_ptr, 0, TRUE);
295 (void)set_slow(creature_ptr, 0, TRUE);
296 (void)set_shield(creature_ptr, 0, TRUE);
297 (void)set_blessed(creature_ptr, 0, TRUE);
298 (void)set_tsuyoshi(creature_ptr, 0, TRUE);
299 (void)set_hero(creature_ptr, 0, TRUE);
300 (void)set_shero(creature_ptr, 0, TRUE);
301 (void)set_protevil(creature_ptr, 0, TRUE);
302 (void)set_invuln(creature_ptr, 0, TRUE);
303 (void)set_wraith_form(creature_ptr, 0, TRUE);
304 (void)set_kabenuke(creature_ptr, 0, TRUE);
305 (void)set_tim_res_nether(creature_ptr, 0, TRUE);
306 (void)set_tim_res_time(creature_ptr, 0, TRUE);
308 (void)set_tim_reflect(creature_ptr, 0,TRUE);
309 (void)set_multishadow(creature_ptr, 0,TRUE);
310 (void)set_dustrobe(creature_ptr, 0,TRUE);
312 (void)set_tim_invis(creature_ptr, 0, TRUE);
313 (void)set_tim_infra(creature_ptr, 0, TRUE);
314 (void)set_tim_esp(creature_ptr, 0, TRUE);
315 (void)set_tim_regen(creature_ptr, 0, TRUE);
316 (void)set_tim_stealth(creature_ptr, 0, TRUE);
317 (void)set_tim_levitation(creature_ptr, 0, TRUE);
318 (void)set_tim_sh_touki(creature_ptr, 0, TRUE);
319 (void)set_tim_sh_fire(creature_ptr, 0, TRUE);
320 (void)set_tim_sh_holy(creature_ptr, 0, TRUE);
321 (void)set_tim_eyeeye(creature_ptr, 0, TRUE);
322 (void)set_magicdef(creature_ptr, 0, TRUE);
323 (void)set_resist_magic(creature_ptr, 0, TRUE);
324 (void)set_oppose_acid(creature_ptr, 0, TRUE);
325 (void)set_oppose_elec(creature_ptr, 0, TRUE);
326 (void)set_oppose_fire(creature_ptr, 0, TRUE);
327 (void)set_oppose_cold(creature_ptr, 0, TRUE);
328 (void)set_oppose_pois(creature_ptr, 0, TRUE);
329 (void)set_ultimate_res(creature_ptr, 0, TRUE);
330 (void)set_mimic(creature_ptr, 0, 0, TRUE);
331 (void)set_ele_attack(creature_ptr, 0, 0);
332 (void)set_ele_immune(creature_ptr, 0, 0);
334 /* Cancel glowing hands */
335 if (creature_ptr->special_attack & ATTACK_CONFUSE)
337 creature_ptr->special_attack &= ~(ATTACK_CONFUSE);
338 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
341 if (music_singing_any(creature_ptr) || hex_spelling_any(creature_ptr))
343 concptr str = (music_singing_any(creature_ptr)) ? _("歌", "singing") : _("呪文", "spelling");
344 INTERUPTING_SONG_EFFECT(creature_ptr) = SINGING_SONG_EFFECT(creature_ptr);
345 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
346 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
348 creature_ptr->action = ACTION_NONE;
349 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
350 creature_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
351 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
352 creature_ptr->energy_need += ENERGY_NEED();
358 * @brief 変身効果の継続時間と変身先をセットする / Set "tim_mimic", and "mimic_form", notice observable changes
361 * @param do_dec 現在の継続時間より長い値のみ上書きする
362 * @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。
364 bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, MIMIC_RACE_IDX p, bool do_dec)
367 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
369 if (creature_ptr->is_dead) return FALSE;
373 if (creature_ptr->tim_mimic && (creature_ptr->mimic_form == p) && !do_dec)
375 if (creature_ptr->tim_mimic > v) return FALSE;
377 else if ((!creature_ptr->tim_mimic) || (creature_ptr->mimic_form != p))
379 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
380 creature_ptr->mimic_form = p;
387 if (creature_ptr->tim_mimic)
389 msg_print(_("変身が解けた。", "You are no longer transformed."));
390 if (creature_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(creature_ptr, 0, TRUE);
391 creature_ptr->mimic_form=0;
398 creature_ptr->tim_mimic = v;
400 /* Nothing to notice */
401 if (!notice) return FALSE;
403 if (disturb_state) disturb(creature_ptr, FALSE, TRUE);
405 creature_ptr->redraw |= (PR_BASIC | PR_STATUS);
406 creature_ptr->update |= (PU_BONUS | PU_HP);
408 handle_stuff(creature_ptr);
413 * @brief 盲目の継続時間をセットする / Set "blind", notice observable changes
415 * @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。
417 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
418 * memorize any terrain features which suddenly become "visible".\n
419 * Note that blindness is currently the only thing which can affect\n
420 * "player_can_see_bold()".\n
422 bool set_blind(player_type *creature_ptr, TIME_EFFECT v)
425 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
427 if (creature_ptr->is_dead) return FALSE;
431 if (!creature_ptr->blind)
433 if (creature_ptr->prace == RACE_ANDROID)
435 msg_print(_("センサーをやられた!", "You are blind!"));
439 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
443 chg_virtue(creature_ptr, V_ENLIGHTEN, -1);
449 if (creature_ptr->blind)
451 if (creature_ptr->prace == RACE_ANDROID)
453 msg_print(_("センサーが復旧した。", "You can see again."));
457 msg_print(_("やっと目が見えるようになった。", "You can see again."));
465 creature_ptr->blind = v;
466 creature_ptr->redraw |= (PR_STATUS);
468 /* Nothing to notice */
469 if (!notice) return FALSE;
470 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
472 /* Fully update the visuals */
473 creature_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
474 creature_ptr->redraw |= (PR_MAP);
475 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
476 handle_stuff(creature_ptr);
482 * @brief 混乱の継続時間をセットする / Set "confused", notice observable changes
484 * @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。
486 bool set_confused(player_type *creature_ptr, TIME_EFFECT v)
489 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
491 if (creature_ptr->is_dead) return FALSE;
495 if (!creature_ptr->confused)
497 msg_print(_("あなたは混乱した!", "You are confused!"));
499 if (creature_ptr->action == ACTION_LEARN)
501 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
502 creature_ptr->new_mane = FALSE;
504 creature_ptr->redraw |= (PR_STATE);
505 creature_ptr->action = ACTION_NONE;
507 if (creature_ptr->action == ACTION_KAMAE)
509 msg_print(_("構えがとけた。", "Your posture gets loose."));
510 creature_ptr->special_defense &= ~(KAMAE_MASK);
511 creature_ptr->update |= (PU_BONUS);
512 creature_ptr->redraw |= (PR_STATE);
513 creature_ptr->action = ACTION_NONE;
515 else if (creature_ptr->action == ACTION_KATA)
517 msg_print(_("型が崩れた。", "Your posture gets loose."));
518 creature_ptr->special_defense &= ~(KATA_MASK);
519 creature_ptr->update |= (PU_BONUS);
520 creature_ptr->update |= (PU_MONSTERS);
521 creature_ptr->redraw |= (PR_STATE);
522 creature_ptr->redraw |= (PR_STATUS);
523 creature_ptr->action = ACTION_NONE;
527 if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
529 if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
532 creature_ptr->counter = FALSE;
533 chg_virtue(creature_ptr, V_HARMONY, -1);
539 if (creature_ptr->confused)
541 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
542 creature_ptr->special_attack &= ~(ATTACK_SUIKEN);
548 creature_ptr->confused = v;
549 creature_ptr->redraw |= (PR_STATUS);
551 /* Nothing to notice */
552 if (!notice) return FALSE;
554 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
555 handle_stuff(creature_ptr);
561 * @brief 毒の継続時間をセットする / Set "poisoned", notice observable changes
563 * @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。
565 bool set_poisoned(player_type *creature_ptr, TIME_EFFECT v)
568 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
570 if (creature_ptr->is_dead) return FALSE;
574 if (!creature_ptr->poisoned)
576 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
583 if (creature_ptr->poisoned)
585 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
591 creature_ptr->poisoned = v;
592 creature_ptr->redraw |= (PR_STATUS);
594 /* Nothing to notice */
595 if (!notice) return FALSE;
597 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
598 handle_stuff(creature_ptr);
604 * @brief 恐怖の継続時間をセットする / Set "afraid", notice observable changes
606 * @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。
608 bool set_afraid(player_type *creature_ptr, TIME_EFFECT v)
611 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
613 if (creature_ptr->is_dead) return FALSE;
617 if (!creature_ptr->afraid)
619 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
621 if (creature_ptr->special_defense & KATA_MASK)
623 msg_print(_("型が崩れた。", "Your posture gets loose."));
624 creature_ptr->special_defense &= ~(KATA_MASK);
625 creature_ptr->update |= (PU_BONUS);
626 creature_ptr->update |= (PU_MONSTERS);
627 creature_ptr->redraw |= (PR_STATE);
628 creature_ptr->redraw |= (PR_STATUS);
629 creature_ptr->action = ACTION_NONE;
633 creature_ptr->counter = FALSE;
634 chg_virtue(creature_ptr, V_VALOUR, -1);
640 if (creature_ptr->afraid)
642 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
648 creature_ptr->afraid = v;
649 creature_ptr->redraw |= (PR_STATUS);
651 /* Nothing to notice */
652 if (!notice) return FALSE;
654 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
655 handle_stuff(creature_ptr);
660 * @brief 麻痺の継続時間をセットする / Set "paralyzed", notice observable changes
662 * @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。
664 bool set_paralyzed(player_type *creature_ptr, TIME_EFFECT v)
667 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
669 if (creature_ptr->is_dead) return FALSE;
673 if (!creature_ptr->paralyzed)
675 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
676 if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
677 if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
679 creature_ptr->counter = FALSE;
686 if (creature_ptr->paralyzed)
688 msg_print(_("やっと動けるようになった。", "You can move again."));
694 creature_ptr->paralyzed = v;
695 creature_ptr->redraw |= (PR_STATUS);
697 /* Nothing to notice */
698 if (!notice) return FALSE;
700 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
701 creature_ptr->redraw |= (PR_STATE);
702 handle_stuff(creature_ptr);
707 * @brief 幻覚の継続時間をセットする / Set "image", notice observable changes
709 * @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。
710 * @details Note that we must redraw the map when hallucination changes.
712 bool set_image(player_type *creature_ptr, TIME_EFFECT v)
715 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
717 if (creature_ptr->is_dead) return FALSE;
718 if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
722 set_tsuyoshi(creature_ptr, 0, TRUE);
723 if (!creature_ptr->image)
725 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
728 if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
730 creature_ptr->counter = FALSE;
737 if (creature_ptr->image)
739 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."));
745 creature_ptr->image = v;
746 creature_ptr->redraw |= (PR_STATUS);
748 /* Nothing to notice */
749 if (!notice) return FALSE;
751 if (disturb_state) disturb(creature_ptr, FALSE, TRUE);
753 creature_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
754 creature_ptr->update |= (PU_MONSTERS);
755 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
756 handle_stuff(creature_ptr);
761 * @brief 加速の継続時間をセットする / Set "fast", notice observable changes
763 * @param do_dec 現在の継続時間より長い値のみ上書きする
764 * @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。
766 bool set_fast(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
769 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
771 if (creature_ptr->is_dead) return FALSE;
775 if (creature_ptr->fast && !do_dec)
777 if (creature_ptr->fast > v) return FALSE;
779 else if (!IS_FAST(creature_ptr) && !creature_ptr->lightspeed)
781 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
783 chg_virtue(creature_ptr, V_PATIENCE, -1);
784 chg_virtue(creature_ptr, V_DILIGENCE, 1);
790 if (creature_ptr->fast && !creature_ptr->lightspeed && !music_singing(creature_ptr, MUSIC_SPEED) && !music_singing(creature_ptr, MUSIC_SHERO))
792 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
798 creature_ptr->fast = v;
800 /* Nothing to notice */
801 if (!notice) return FALSE;
803 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
804 creature_ptr->update |= (PU_BONUS);
805 handle_stuff(creature_ptr);
810 * @brief 光速移動の継続時間をセットする / Set "lightspeed", notice observable changes
812 * @param do_dec 現在の継続時間より長い値のみ上書きする
813 * @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。
815 bool set_lightspeed(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
818 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
820 if (creature_ptr->is_dead) return FALSE;
822 if (creature_ptr->wild_mode) v = 0;
826 if (creature_ptr->lightspeed && !do_dec)
828 if (creature_ptr->lightspeed > v) return FALSE;
830 else if (!creature_ptr->lightspeed)
832 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
834 chg_virtue(creature_ptr, V_PATIENCE, -1);
835 chg_virtue(creature_ptr, V_DILIGENCE, 1);
841 if (creature_ptr->lightspeed)
843 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
849 creature_ptr->lightspeed = v;
851 /* Nothing to notice */
852 if (!notice) return FALSE;
854 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
855 creature_ptr->update |= (PU_BONUS);
856 handle_stuff(creature_ptr);
861 * @brief 減速の継続時間をセットする / Set "slow", notice observable changes
863 * @param do_dec 現在の継続時間より長い値のみ上書きする
864 * @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。
866 bool set_slow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
869 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
871 if (creature_ptr->is_dead) return FALSE;
875 if (creature_ptr->slow && !do_dec)
877 if (creature_ptr->slow > v) return FALSE;
879 else if (!creature_ptr->slow)
881 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
888 if (creature_ptr->slow)
890 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
896 creature_ptr->slow = v;
898 /* Nothing to notice */
899 if (!notice) return FALSE;
901 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
902 creature_ptr->update |= (PU_BONUS);
903 handle_stuff(creature_ptr);
909 * @brief 肌石化の継続時間をセットする / Set "shield", notice observable changes
911 * @param do_dec 現在の継続時間より長い値のみ上書きする
912 * @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。
914 bool set_shield(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
917 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
919 if (creature_ptr->is_dead) return FALSE;
923 if (creature_ptr->shield && !do_dec)
925 if (creature_ptr->shield > v) return FALSE;
927 else if (!creature_ptr->shield)
929 msg_print(_("肌が石になった。", "Your skin turns to stone."));
936 if (creature_ptr->shield)
938 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
944 creature_ptr->shield = v;
945 creature_ptr->redraw |= (PR_STATUS);
947 /* Nothing to notice */
948 if (!notice) return FALSE;
950 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
951 creature_ptr->update |= (PU_BONUS);
952 handle_stuff(creature_ptr);
958 * @brief つぶれるの継続時間をセットする / Set "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(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
966 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
968 if (creature_ptr->is_dead) return FALSE;
972 if (creature_ptr->tsubureru && !do_dec)
974 if (creature_ptr->tsubureru > v) return FALSE;
976 else if (!creature_ptr->tsubureru)
978 msg_print(_("横に伸びた。", "Your body expands horizontally."));
985 if (creature_ptr->tsubureru)
987 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
993 creature_ptr->tsubureru = v;
994 creature_ptr->redraw |= (PR_STATUS);
996 /* Nothing to notice */
997 if (!notice) return FALSE;
999 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1000 creature_ptr->update |= (PU_BONUS);
1001 handle_stuff(creature_ptr);
1007 * @brief 魔法の鎧の継続時間をセットする / Set "magicdef", notice observable changes
1009 * @param do_dec 現在の継続時間より長い値のみ上書きする
1010 * @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。
1012 bool set_magicdef(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1014 bool notice = FALSE;
1015 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1017 if (creature_ptr->is_dead) return FALSE;
1021 if (creature_ptr->magicdef && !do_dec)
1023 if (creature_ptr->magicdef > v) return FALSE;
1025 else if (!creature_ptr->magicdef)
1027 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."));
1034 if (creature_ptr->magicdef)
1036 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1042 creature_ptr->magicdef = v;
1043 creature_ptr->redraw |= (PR_STATUS);
1045 /* Nothing to notice */
1046 if (!notice) return FALSE;
1048 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1049 creature_ptr->update |= (PU_BONUS);
1050 handle_stuff(creature_ptr);
1055 * @brief 祝福の継続時間をセットする / Set "blessed", notice observable changes
1057 * @param do_dec 現在の継続時間より長い値のみ上書きする
1058 * @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。
1060 bool set_blessed(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1062 bool notice = FALSE;
1063 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1065 if (creature_ptr->is_dead) return FALSE;
1069 if (creature_ptr->blessed && !do_dec)
1071 if (creature_ptr->blessed > v) return FALSE;
1073 else if (!is_blessed(creature_ptr))
1075 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1081 if (creature_ptr->blessed && !music_singing(creature_ptr, MUSIC_BLESS))
1083 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1089 creature_ptr->blessed = v;
1090 creature_ptr->redraw |= (PR_STATUS);
1092 /* Nothing to notice */
1093 if (!notice) return FALSE;
1095 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1096 creature_ptr->update |= (PU_BONUS);
1097 handle_stuff(creature_ptr);
1103 * @brief 士気高揚の継続時間をセットする / Set "hero", notice observable changes
1105 * @param do_dec 現在の継続時間より長い値のみ上書きする
1106 * @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。
1108 bool set_hero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1110 bool notice = FALSE;
1111 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1113 if (creature_ptr->is_dead) return FALSE;
1117 if (creature_ptr->hero && !do_dec)
1119 if (creature_ptr->hero > v) return FALSE;
1121 else if (!IS_HERO(creature_ptr))
1123 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1130 if (creature_ptr->hero && !music_singing(creature_ptr, MUSIC_HERO) && !music_singing(creature_ptr, MUSIC_SHERO))
1132 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1138 creature_ptr->hero = v;
1139 creature_ptr->redraw |= (PR_STATUS);
1141 /* Nothing to notice */
1142 if (!notice) return FALSE;
1144 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1145 creature_ptr->update |= (PU_BONUS);
1147 /* Recalculate hitpoints */
1148 creature_ptr->update |= (PU_HP);
1149 handle_stuff(creature_ptr);
1154 * @brief 狂戦士化の継続時間をセットする / Set "shero", notice observable changes
1155 * @param v 継続時間/ 0ならば無条件にリセット
1156 * @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
1157 * @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。
1159 bool set_shero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1161 bool notice = FALSE;
1162 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1164 if (creature_ptr->is_dead) return FALSE;
1166 if (creature_ptr->pclass == CLASS_BERSERKER) v = 1;
1169 if (creature_ptr->shero && !do_dec)
1171 if (creature_ptr->shero > v) return FALSE;
1173 else if (!creature_ptr->shero)
1175 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1182 if (creature_ptr->shero)
1184 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1190 creature_ptr->shero = v;
1191 creature_ptr->redraw |= (PR_STATUS);
1193 /* Nothing to notice */
1194 if (!notice) return FALSE;
1196 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1197 creature_ptr->update |= (PU_BONUS);
1199 /* Recalculate hitpoints */
1200 creature_ptr->update |= (PU_HP);
1201 handle_stuff(creature_ptr);
1206 * @brief 対邪悪結界の継続時間をセットする / Set "protevil", notice observable changes
1208 * @param do_dec 現在の継続時間より長い値のみ上書きする
1209 * @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。
1211 bool set_protevil(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1213 bool notice = FALSE;
1214 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1216 if (creature_ptr->is_dead) return FALSE;
1220 if (creature_ptr->protevil && !do_dec)
1222 if (creature_ptr->protevil > v) return FALSE;
1224 else if (!creature_ptr->protevil)
1226 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!"));
1233 if (creature_ptr->protevil)
1235 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."));
1241 creature_ptr->protevil = v;
1242 creature_ptr->redraw |= (PR_STATUS);
1244 /* Nothing to notice */
1245 if (!notice) return FALSE;
1247 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1248 handle_stuff(creature_ptr);
1253 * @brief 幽体化の継続時間をセットする / Set "wraith_form", notice observable changes
1255 * @param do_dec 現在の継続時間より長い値のみ上書きする
1256 * @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。
1258 bool set_wraith_form(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1260 bool notice = FALSE;
1261 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1263 if (creature_ptr->is_dead) return FALSE;
1267 if (creature_ptr->wraith_form && !do_dec)
1269 if (creature_ptr->wraith_form > v) return FALSE;
1271 else if (!creature_ptr->wraith_form)
1273 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 current_world_ptr->game_turn into a wraith-being!"));
1275 chg_virtue(creature_ptr, V_UNLIFE, 3);
1276 chg_virtue(creature_ptr, V_HONOUR, -2);
1277 chg_virtue(creature_ptr, V_SACRIFICE, -2);
1278 chg_virtue(creature_ptr, V_VALOUR, -5);
1280 creature_ptr->redraw |= (PR_MAP);
1281 creature_ptr->update |= (PU_MONSTERS);
1283 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1289 if (creature_ptr->wraith_form)
1291 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1294 creature_ptr->redraw |= (PR_MAP);
1295 creature_ptr->update |= (PU_MONSTERS);
1297 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1302 creature_ptr->wraith_form = v;
1303 creature_ptr->redraw |= (PR_STATUS);
1305 /* Nothing to notice */
1306 if (!notice) return FALSE;
1308 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1309 creature_ptr->update |= (PU_BONUS);
1310 handle_stuff(creature_ptr);
1316 * @brief 無傷球の継続時間をセットする / Set "invuln", notice observable changes
1318 * @param do_dec 現在の継続時間より長い値のみ上書きする
1319 * @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。
1321 bool set_invuln(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1323 bool notice = FALSE;
1324 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1326 if (creature_ptr->is_dead) return FALSE;
1330 if (creature_ptr->invuln && !do_dec)
1332 if (creature_ptr->invuln > v) return FALSE;
1334 else if (!IS_INVULN(creature_ptr))
1336 msg_print(_("無敵だ!", "Invulnerability!"));
1339 chg_virtue(creature_ptr, V_UNLIFE, -2);
1340 chg_virtue(creature_ptr, V_HONOUR, -2);
1341 chg_virtue(creature_ptr, V_SACRIFICE, -3);
1342 chg_virtue(creature_ptr, V_VALOUR, -5);
1344 creature_ptr->redraw |= (PR_MAP);
1345 creature_ptr->update |= (PU_MONSTERS);
1347 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1353 if (creature_ptr->invuln && !music_singing(creature_ptr, MUSIC_INVULN))
1355 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1358 creature_ptr->redraw |= (PR_MAP);
1359 creature_ptr->update |= (PU_MONSTERS);
1361 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1363 creature_ptr->energy_need += ENERGY_NEED();
1368 creature_ptr->invuln = v;
1369 creature_ptr->redraw |= (PR_STATUS);
1371 /* Nothing to notice */
1372 if (!notice) return FALSE;
1374 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1375 creature_ptr->update |= (PU_BONUS);
1376 handle_stuff(creature_ptr);
1381 * @brief 時限ESPの継続時間をセットする / Set "tim_esp", notice observable changes
1383 * @param do_dec 現在の継続時間より長い値のみ上書きする
1384 * @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。
1386 bool set_tim_esp(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1388 bool notice = FALSE;
1389 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1391 if (creature_ptr->is_dead) return FALSE;
1395 if (creature_ptr->tim_esp && !do_dec)
1397 if (creature_ptr->tim_esp > v) return FALSE;
1399 else if (!IS_TIM_ESP())
1401 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1408 if (creature_ptr->tim_esp && !music_singing(creature_ptr, MUSIC_MIND))
1410 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1416 creature_ptr->tim_esp = v;
1417 creature_ptr->redraw |= (PR_STATUS);
1419 /* Nothing to notice */
1420 if (!notice) return FALSE;
1422 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1423 creature_ptr->update |= (PU_BONUS);
1424 creature_ptr->update |= (PU_MONSTERS);
1425 handle_stuff(creature_ptr);
1430 * @brief 時限透明視の継続時間をセットする / Set "tim_invis", 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_invis(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1437 bool notice = FALSE;
1438 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1440 if (creature_ptr->is_dead) return FALSE;
1444 if (creature_ptr->tim_invis && !do_dec)
1446 if (creature_ptr->tim_invis > v) return FALSE;
1448 else if (!creature_ptr->tim_invis)
1450 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1457 if (creature_ptr->tim_invis)
1459 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1465 creature_ptr->tim_invis = v;
1466 creature_ptr->redraw |= (PR_STATUS);
1468 /* Nothing to notice */
1469 if (!notice) return FALSE;
1471 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1472 creature_ptr->update |= (PU_BONUS);
1474 /* Update the monsters */
1475 creature_ptr->update |= (PU_MONSTERS);
1476 handle_stuff(creature_ptr);
1481 * @brief 時限赤外線視力の継続時間をセットする / Set "tim_infra", notice observable changes
1483 * @param do_dec 現在の継続時間より長い値のみ上書きする
1484 * @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。
1486 bool set_tim_infra(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1488 bool notice = FALSE;
1489 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1491 if (creature_ptr->is_dead) return FALSE;
1495 if (creature_ptr->tim_infra && !do_dec)
1497 if (creature_ptr->tim_infra > v) return FALSE;
1499 else if (!creature_ptr->tim_infra)
1501 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1508 if (creature_ptr->tim_infra)
1510 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1516 creature_ptr->tim_infra = v;
1517 creature_ptr->redraw |= (PR_STATUS);
1519 /* Nothing to notice */
1520 if (!notice) return FALSE;
1522 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1523 creature_ptr->update |= (PU_BONUS);
1525 /* Update the monsters */
1526 creature_ptr->update |= (PU_MONSTERS);
1527 handle_stuff(creature_ptr);
1532 * @brief 時限急回復の継続時間をセットする / Set "tim_regen", notice observable changes
1534 * @param do_dec 現在の継続時間より長い値のみ上書きする
1535 * @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。
1537 bool set_tim_regen(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1539 bool notice = FALSE;
1540 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1542 if (creature_ptr->is_dead) return FALSE;
1546 if (creature_ptr->tim_regen && !do_dec)
1548 if (creature_ptr->tim_regen > v) return FALSE;
1550 else if (!creature_ptr->tim_regen)
1552 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1559 if (creature_ptr->tim_regen)
1561 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1567 creature_ptr->tim_regen = v;
1568 creature_ptr->redraw |= (PR_STATUS);
1570 /* Nothing to notice */
1571 if (!notice) return FALSE;
1573 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1574 creature_ptr->update |= (PU_BONUS);
1575 handle_stuff(creature_ptr);
1580 * @brief 隠密の歌の継続時間をセットする / Set "tim_stealth", notice observable changes
1582 * @param do_dec 現在の継続時間より長い値のみ上書きする
1583 * @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。
1585 bool set_tim_stealth(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1587 bool notice = FALSE;
1588 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1590 if (creature_ptr->is_dead) return FALSE;
1594 if (creature_ptr->tim_stealth && !do_dec)
1596 if (creature_ptr->tim_stealth > v) return FALSE;
1598 else if (!IS_TIM_STEALTH())
1600 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1607 if (creature_ptr->tim_stealth && !music_singing(creature_ptr, MUSIC_STEALTH))
1609 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1615 creature_ptr->tim_stealth = v;
1616 creature_ptr->redraw |= (PR_STATUS);
1618 /* Nothing to notice */
1619 if (!notice) return FALSE;
1621 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1622 creature_ptr->update |= (PU_BONUS);
1623 handle_stuff(creature_ptr);
1628 * @brief 超隠密状態をセットする
1629 * @param set TRUEならば超隠密状態になる。
1630 * @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。
1632 bool set_superstealth(player_type *creature_ptr, bool set)
1634 bool notice = FALSE;
1636 if (creature_ptr->is_dead) return FALSE;
1640 if (!(creature_ptr->special_defense & NINJA_S_STEALTH))
1642 if (creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_MNLT)
1644 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."));
1645 creature_ptr->monlite = creature_ptr->old_monlite = TRUE;
1649 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!"));
1650 creature_ptr->monlite = creature_ptr->old_monlite = FALSE;
1656 creature_ptr->special_defense |= NINJA_S_STEALTH;
1662 if (creature_ptr->special_defense & NINJA_S_STEALTH)
1664 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."));
1668 creature_ptr->special_defense &= ~(NINJA_S_STEALTH);
1672 /* Nothing to notice */
1673 if (!notice) return FALSE;
1674 creature_ptr->redraw |= (PR_STATUS);
1676 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1681 * @brief 一時的浮遊の継続時間をセットする / Set "tim_levitation", notice observable changes
1683 * @param do_dec 現在の継続時間より長い値のみ上書きする
1684 * @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。
1686 bool set_tim_levitation(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1688 bool notice = FALSE;
1689 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1691 if (creature_ptr->is_dead) return FALSE;
1695 if (creature_ptr->tim_levitation && !do_dec)
1697 if (creature_ptr->tim_levitation > v) return FALSE;
1699 else if (!creature_ptr->tim_levitation)
1701 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1708 if (creature_ptr->tim_levitation)
1710 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1716 creature_ptr->tim_levitation = v;
1717 creature_ptr->redraw |= (PR_STATUS);
1719 /* Nothing to notice */
1720 if (!notice) return FALSE;
1722 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1723 creature_ptr->update |= (PU_BONUS);
1724 handle_stuff(creature_ptr);
1729 * @brief 一時的闘気のオーラの継続時間をセットする / Set "tim_sh_touki", notice observable changes
1731 * @param do_dec 現在の継続時間より長い値のみ上書きする
1732 * @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。
1734 bool set_tim_sh_touki(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1736 bool notice = FALSE;
1737 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1739 if (creature_ptr->is_dead) return FALSE;
1743 if (creature_ptr->tim_sh_touki && !do_dec)
1745 if (creature_ptr->tim_sh_touki > v) return FALSE;
1747 else if (!creature_ptr->tim_sh_touki)
1749 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1756 if (creature_ptr->tim_sh_touki)
1758 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1764 creature_ptr->tim_sh_touki = v;
1765 creature_ptr->redraw |= (PR_STATUS);
1767 /* Nothing to notice */
1768 if (!notice) return FALSE;
1770 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1771 handle_stuff(creature_ptr);
1776 * @brief 一時的火炎のオーラの継続時間をセットする / Set "tim_sh_fire", notice observable changes
1778 * @param do_dec 現在の継続時間より長い値のみ上書きする
1779 * @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。
1781 bool set_tim_sh_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1783 bool notice = FALSE;
1784 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1786 if (creature_ptr->is_dead) return FALSE;
1790 if (creature_ptr->tim_sh_fire && !do_dec)
1792 if (creature_ptr->tim_sh_fire > v) return FALSE;
1794 else if (!creature_ptr->tim_sh_fire)
1796 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1803 if (creature_ptr->tim_sh_fire)
1805 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1811 creature_ptr->tim_sh_fire = v;
1812 creature_ptr->redraw |= (PR_STATUS);
1814 /* Nothing to notice */
1815 if (!notice) return FALSE;
1817 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1818 creature_ptr->update |= (PU_BONUS);
1819 handle_stuff(creature_ptr);
1824 * @brief 一時的聖なるのオーラの継続時間をセットする / Set "tim_sh_holy", notice observable changes
1826 * @param do_dec 現在の継続時間より長い値のみ上書きする
1827 * @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。
1829 bool set_tim_sh_holy(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1831 bool notice = FALSE;
1832 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1834 if (creature_ptr->is_dead) return FALSE;
1838 if (creature_ptr->tim_sh_holy && !do_dec)
1840 if (creature_ptr->tim_sh_holy > v) return FALSE;
1842 else if (!creature_ptr->tim_sh_holy)
1844 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1851 if (creature_ptr->tim_sh_holy)
1853 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1859 creature_ptr->tim_sh_holy = v;
1860 creature_ptr->redraw |= (PR_STATUS);
1862 /* Nothing to notice */
1863 if (!notice) return FALSE;
1865 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1866 creature_ptr->update |= (PU_BONUS);
1867 handle_stuff(creature_ptr);
1872 * @brief 目には目をの残り時間をセットする / Set "tim_eyeeye", notice observable changes
1874 * @param do_dec 現在の継続時間より長い値のみ上書きする
1875 * @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。
1877 bool set_tim_eyeeye(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1879 bool notice = FALSE;
1880 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1882 if (creature_ptr->is_dead) return FALSE;
1886 if (creature_ptr->tim_eyeeye && !do_dec)
1888 if (creature_ptr->tim_eyeeye > v) return FALSE;
1890 else if (!creature_ptr->tim_eyeeye)
1892 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1899 if (creature_ptr->tim_eyeeye)
1901 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."));
1907 creature_ptr->tim_eyeeye = v;
1908 creature_ptr->redraw |= (PR_STATUS);
1910 /* Nothing to notice */
1911 if (!notice) return FALSE;
1913 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1914 creature_ptr->update |= (PU_BONUS);
1915 handle_stuff(creature_ptr);
1921 * @brief 一時的魔法防御の継続時間をセットする / Set "resist_magic", notice observable changes
1923 * @param do_dec 現在の継続時間より長い値のみ上書きする
1924 * @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。
1926 bool set_resist_magic(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1928 bool notice = FALSE;
1929 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1931 if (creature_ptr->is_dead) return FALSE;
1935 if (creature_ptr->resist_magic && !do_dec)
1937 if (creature_ptr->resist_magic > v) return FALSE;
1939 else if (!creature_ptr->resist_magic)
1941 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1948 if (creature_ptr->resist_magic)
1950 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1956 creature_ptr->resist_magic = v;
1957 creature_ptr->redraw |= (PR_STATUS);
1959 /* Nothing to notice */
1960 if (!notice) return FALSE;
1962 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1963 creature_ptr->update |= (PU_BONUS);
1964 handle_stuff(creature_ptr);
1969 * @brief 一時的反射の継続時間をセットする / Set "tim_reflect", notice observable changes
1971 * @param do_dec 現在の継続時間より長い値のみ上書きする
1972 * @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。
1974 bool set_tim_reflect(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1976 bool notice = FALSE;
1977 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1979 if (creature_ptr->is_dead) return FALSE;
1983 if (creature_ptr->tim_reflect && !do_dec)
1985 if (creature_ptr->tim_reflect > v) return FALSE;
1987 else if (!creature_ptr->tim_reflect)
1989 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
1996 if (creature_ptr->tim_reflect)
1998 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2004 creature_ptr->tim_reflect = v;
2005 creature_ptr->redraw |= (PR_STATUS);
2007 /* Nothing to notice */
2008 if (!notice) return FALSE;
2010 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2011 creature_ptr->update |= (PU_BONUS);
2012 handle_stuff(creature_ptr);
2018 * Set "multishadow", notice observable changes
2020 bool set_multishadow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2022 bool notice = FALSE;
2023 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2025 if (creature_ptr->is_dead) return FALSE;
2029 if (creature_ptr->multishadow && !do_dec)
2031 if (creature_ptr->multishadow > v) return FALSE;
2033 else if (!creature_ptr->multishadow)
2035 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2042 if (creature_ptr->multishadow)
2044 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2050 creature_ptr->multishadow = v;
2051 creature_ptr->redraw |= (PR_STATUS);
2053 /* Nothing to notice */
2054 if (!notice) return FALSE;
2056 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2057 creature_ptr->update |= (PU_BONUS);
2058 handle_stuff(creature_ptr);
2063 * @brief 一時的破片のオーラの継続時間をセットする / Set "dustrobe", notice observable changes
2065 * @param do_dec 現在の継続時間より長い値のみ上書きする
2066 * @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。
2068 bool set_dustrobe(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2070 bool notice = FALSE;
2071 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2073 if (creature_ptr->is_dead) return FALSE;
2077 if (creature_ptr->dustrobe && !do_dec)
2079 if (creature_ptr->dustrobe > v) return FALSE;
2081 else if (!creature_ptr->dustrobe)
2083 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2090 if (creature_ptr->dustrobe)
2092 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2098 creature_ptr->dustrobe = v;
2099 creature_ptr->redraw |= (PR_STATUS);
2101 /* Nothing to notice */
2102 if (!notice) return FALSE;
2104 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2105 creature_ptr->update |= (PU_BONUS);
2106 handle_stuff(creature_ptr);
2111 * @brief 一時的壁抜けの継続時間をセットする / Set "kabenuke", notice observable changes
2113 * @param do_dec 現在の継続時間より長い値のみ上書きする
2114 * @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。
2116 bool set_kabenuke(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2118 bool notice = FALSE;
2119 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2121 if (creature_ptr->is_dead) return FALSE;
2125 if (creature_ptr->kabenuke && !do_dec)
2127 if (creature_ptr->kabenuke > v) return FALSE;
2129 else if (!creature_ptr->kabenuke)
2131 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2138 if (creature_ptr->kabenuke)
2140 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2146 creature_ptr->kabenuke = v;
2147 creature_ptr->redraw |= (PR_STATUS);
2149 /* Nothing to notice */
2150 if (!notice) return FALSE;
2152 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2153 creature_ptr->update |= (PU_BONUS);
2154 handle_stuff(creature_ptr);
2159 * @brief オクレ兄さんの継続時間をセットする / Set "tsuyoshi", notice observable changes
2161 * @param do_dec 現在の継続時間より長い値のみ上書きする
2162 * @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。
2164 bool set_tsuyoshi(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2166 bool notice = FALSE;
2167 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2169 if (creature_ptr->is_dead) return FALSE;
2173 if (creature_ptr->tsuyoshi && !do_dec)
2175 if (creature_ptr->tsuyoshi > v) return FALSE;
2177 else if (!creature_ptr->tsuyoshi)
2179 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2181 chg_virtue(creature_ptr, V_VITALITY, 2);
2187 if (creature_ptr->tsuyoshi)
2189 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2191 (void)dec_stat(creature_ptr, A_CON, 20, TRUE);
2192 (void)dec_stat(creature_ptr, A_STR, 20, TRUE);
2195 chg_virtue(creature_ptr, V_VITALITY, -3);
2200 creature_ptr->tsuyoshi = v;
2201 creature_ptr->redraw |= (PR_STATUS);
2203 /* Nothing to notice */
2204 if (!notice) return FALSE;
2206 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2207 creature_ptr->update |= (PU_BONUS);
2209 /* Recalculate hitpoints */
2210 creature_ptr->update |= (PU_HP);
2211 handle_stuff(creature_ptr);
2216 * @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-
2217 * @param attack_type スレイのタイプID
2219 * @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。
2221 bool set_ele_attack(player_type *creature_ptr, u32b attack_type, TIME_EFFECT v)
2223 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2225 /* Clear all elemental attacks (only one is allowed at a time). */
2226 if ((creature_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2228 creature_ptr->special_attack &= ~(ATTACK_ACID);
2229 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2231 if ((creature_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2233 creature_ptr->special_attack &= ~(ATTACK_ELEC);
2234 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2236 if ((creature_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2238 creature_ptr->special_attack &= ~(ATTACK_FIRE);
2239 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2241 if ((creature_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2243 creature_ptr->special_attack &= ~(ATTACK_COLD);
2244 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2246 if ((creature_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2248 creature_ptr->special_attack &= ~(ATTACK_POIS);
2249 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2252 if ((v) && (attack_type))
2254 /* Set attack type. */
2255 creature_ptr->special_attack |= (attack_type);
2258 creature_ptr->ele_attack = v;
2261 msg_format("%sで攻撃できるようになった!",
2262 ((attack_type == ATTACK_ACID) ? "酸" :
2263 ((attack_type == ATTACK_ELEC) ? "電撃" :
2264 ((attack_type == ATTACK_FIRE) ? "火炎" :
2265 ((attack_type == ATTACK_COLD) ? "冷気" :
2266 ((attack_type == ATTACK_POIS) ? "毒" :
2269 msg_format("For a while, the blows you deal will %s",
2270 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2271 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2272 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2273 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2274 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2275 "do nothing special."))))));
2279 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2280 creature_ptr->redraw |= (PR_STATUS);
2282 creature_ptr->update |= (PU_BONUS);
2283 handle_stuff(creature_ptr);
2289 * @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-
2290 * @param immune_type 免疫のタイプID
2292 * @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。
2294 bool set_ele_immune(player_type *creature_ptr, u32b immune_type, TIME_EFFECT v)
2296 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2298 /* Clear all elemental attacks (only one is allowed at a time). */
2299 if ((creature_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2301 creature_ptr->special_defense &= ~(DEFENSE_ACID);
2302 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."));
2304 if ((creature_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2306 creature_ptr->special_defense &= ~(DEFENSE_ELEC);
2307 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."));
2309 if ((creature_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2311 creature_ptr->special_defense &= ~(DEFENSE_FIRE);
2312 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."));
2314 if ((creature_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2316 creature_ptr->special_defense &= ~(DEFENSE_COLD);
2317 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."));
2319 if ((creature_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2321 creature_ptr->special_defense &= ~(DEFENSE_POIS);
2322 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."));
2325 if ((v) && (immune_type))
2327 /* Set attack type. */
2328 creature_ptr->special_defense |= (immune_type);
2331 creature_ptr->ele_immune = v;
2333 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2334 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2335 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2336 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2337 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2338 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2339 _("(なし)", "do nothing special.")))))));
2342 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2343 creature_ptr->redraw |= (PR_STATUS);
2344 creature_ptr->update |= (PU_BONUS);
2345 handle_stuff(creature_ptr);
2351 * @brief 一時的酸耐性の継続時間をセットする / Set "oppose_acid", notice observable changes
2353 * @param do_dec 現在の継続時間より長い値のみ上書きする
2354 * @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。
2356 bool set_oppose_acid(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2358 bool notice = FALSE;
2359 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2361 if (creature_ptr->is_dead) return FALSE;
2365 if (creature_ptr->oppose_acid && !do_dec)
2367 if (creature_ptr->oppose_acid > v) return FALSE;
2369 else if (!IS_OPPOSE_ACID())
2371 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2378 if (creature_ptr->oppose_acid && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
2380 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2386 creature_ptr->oppose_acid = v;
2388 /* Nothing to notice */
2389 if (!notice) return FALSE;
2390 creature_ptr->redraw |= (PR_STATUS);
2392 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2393 handle_stuff(creature_ptr);
2398 * @brief 一時的電撃耐性の継続時間をセットする / Set "oppose_elec", notice observable changes
2400 * @param do_dec 現在の継続時間より長い値のみ上書きする
2401 * @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。
2403 bool set_oppose_elec(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2405 bool notice = FALSE;
2406 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2408 if (creature_ptr->is_dead) return FALSE;
2412 if (creature_ptr->oppose_elec && !do_dec)
2414 if (creature_ptr->oppose_elec > v) return FALSE;
2416 else if (!IS_OPPOSE_ELEC())
2418 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2425 if (creature_ptr->oppose_elec && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
2427 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2433 creature_ptr->oppose_elec = v;
2435 /* Nothing to notice */
2436 if (!notice) return FALSE;
2437 creature_ptr->redraw |= (PR_STATUS);
2439 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2440 handle_stuff(creature_ptr);
2445 * @brief 一時的火炎耐性の継続時間をセットする / Set "oppose_fire", notice observable changes
2447 * @param do_dec 現在の継続時間より長い値のみ上書きする
2448 * @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。
2450 bool set_oppose_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2452 bool notice = FALSE;
2453 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2455 if (creature_ptr->is_dead) return FALSE;
2457 if ((PRACE_IS_(creature_ptr, RACE_DEMON) && (creature_ptr->lev > 44)) || (creature_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2460 if (creature_ptr->oppose_fire && !do_dec)
2462 if (creature_ptr->oppose_fire > v) return FALSE;
2464 else if (!IS_OPPOSE_FIRE())
2466 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2473 if (creature_ptr->oppose_fire && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
2475 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2481 creature_ptr->oppose_fire = v;
2483 /* Nothing to notice */
2484 if (!notice) return FALSE;
2485 creature_ptr->redraw |= (PR_STATUS);
2487 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2488 handle_stuff(creature_ptr);
2493 * @brief 一時的冷気耐性の継続時間をセットする / Set "oppose_cold", notice observable changes
2495 * @param do_dec 現在の継続時間より長い値のみ上書きする
2496 * @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。
2498 bool set_oppose_cold(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2500 bool notice = FALSE;
2501 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2503 if (creature_ptr->is_dead) return FALSE;
2507 if (creature_ptr->oppose_cold && !do_dec)
2509 if (creature_ptr->oppose_cold > v) return FALSE;
2511 else if (!IS_OPPOSE_COLD())
2513 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2520 if (creature_ptr->oppose_cold && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
2522 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2528 creature_ptr->oppose_cold = v;
2530 /* Nothing to notice */
2531 if (!notice) return FALSE;
2532 creature_ptr->redraw |= (PR_STATUS);
2534 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2535 handle_stuff(creature_ptr);
2540 * @brief 一時的毒耐性の継続時間をセットする / Set "oppose_pois", notice observable changes
2542 * @param do_dec 現在の継続時間より長い値のみ上書きする
2543 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2545 bool set_oppose_pois(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2547 bool notice = FALSE;
2548 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2550 if ((creature_ptr->pclass == CLASS_NINJA) && (creature_ptr->lev > 44)) v = 1;
2551 if (creature_ptr->is_dead) return FALSE;
2555 if (creature_ptr->oppose_pois && !do_dec)
2557 if (creature_ptr->oppose_pois > v) return FALSE;
2559 else if (!IS_OPPOSE_POIS())
2561 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2568 if (creature_ptr->oppose_pois && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
2570 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2576 creature_ptr->oppose_pois = v;
2578 /* Nothing to notice */
2579 if (!notice) return FALSE;
2580 creature_ptr->redraw |= (PR_STATUS);
2582 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2583 handle_stuff(creature_ptr);
2588 * @brief 朦朧の継続時間をセットする / Set "stun", notice observable changes
2590 * @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。
2592 * Note the special code to only notice "range" changes.
2594 bool set_stun(player_type *creature_ptr, TIME_EFFECT v)
2596 int old_aux, new_aux;
2597 bool notice = FALSE;
2598 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2600 if (creature_ptr->is_dead) return FALSE;
2601 if (PRACE_IS_(creature_ptr, RACE_GOLEM) || ((creature_ptr->pclass == CLASS_BERSERKER) && (creature_ptr->lev > 34))) v = 0;
2604 if (creature_ptr->stun > 100)
2610 else if (creature_ptr->stun > 50)
2616 else if (creature_ptr->stun > 0)
2652 if (new_aux > old_aux)
2654 /* Describe the state */
2658 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2661 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;
2664 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;
2667 if (randint1(1000) < v || one_in_(16))
2669 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2673 if (!creature_ptr->sustain_int) (void)do_dec_stat(creature_ptr, A_INT);
2674 if (!creature_ptr->sustain_wis) (void)do_dec_stat(creature_ptr, A_WIS);
2676 else if (one_in_(2))
2678 if (!creature_ptr->sustain_int) (void)do_dec_stat(creature_ptr, A_INT);
2682 if (!creature_ptr->sustain_wis) (void)do_dec_stat(creature_ptr, A_WIS);
2685 if (creature_ptr->special_defense & KATA_MASK)
2687 msg_print(_("型が崩れた。", "Your posture gets loose."));
2688 creature_ptr->special_defense &= ~(KATA_MASK);
2689 creature_ptr->update |= (PU_BONUS);
2690 creature_ptr->update |= (PU_MONSTERS);
2691 creature_ptr->redraw |= (PR_STATE);
2692 creature_ptr->redraw |= (PR_STATUS);
2693 creature_ptr->action = ACTION_NONE;
2697 if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
2698 if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
2704 else if (new_aux < old_aux)
2706 /* Describe the state */
2711 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2713 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2721 creature_ptr->stun = v;
2724 if (!notice) return FALSE;
2726 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2727 creature_ptr->update |= (PU_BONUS);
2729 /* Redraw the "stun" */
2730 creature_ptr->redraw |= (PR_STUN);
2731 handle_stuff(creature_ptr);
2737 * @brief 出血の継続時間をセットする / Set "cut", notice observable changes
2739 * @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。
2741 * Note the special code to only notice "range" changes.
2743 bool set_cut(player_type *creature_ptr, TIME_EFFECT v)
2745 int old_aux, new_aux;
2746 bool notice = FALSE;
2747 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2749 if (creature_ptr->is_dead) return FALSE;
2751 if ((creature_ptr->prace == RACE_GOLEM ||
2752 creature_ptr->prace == RACE_SKELETON ||
2753 creature_ptr->prace == RACE_SPECTRE ||
2754 (creature_ptr->prace == RACE_ZOMBIE && creature_ptr->lev > 11)) &&
2755 !creature_ptr->mimic_form)
2759 if (creature_ptr->cut > 1000)
2765 else if (creature_ptr->cut > 200)
2771 else if (creature_ptr->cut > 100)
2777 else if (creature_ptr->cut > 50)
2783 else if (creature_ptr->cut > 25)
2789 else if (creature_ptr->cut > 10)
2795 else if (creature_ptr->cut > 0)
2855 if (new_aux > old_aux)
2857 /* Describe the state */
2861 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2864 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2867 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2870 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2873 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2876 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;
2879 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;
2884 if (randint1(1000) < v || one_in_(16))
2886 if (!creature_ptr->sustain_chr)
2888 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2889 do_dec_stat(creature_ptr, A_CHR);
2895 else if (new_aux < old_aux)
2897 /* Describe the state */
2902 msg_format(_("やっと%s。", "You are no longer bleeding."), creature_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった");
2904 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2912 creature_ptr->cut = v;
2915 if (!notice) return FALSE;
2917 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2918 creature_ptr->update |= (PU_BONUS);
2920 /* Redraw the "cut" */
2921 creature_ptr->redraw |= (PR_CUT);
2922 handle_stuff(creature_ptr);
2927 * @brief 空腹状態をセットする / Set "food", notice observable changes
2929 * @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。
2931 * Set "", notice observable changes\n
2933 * The "food" variable can get as large as 20000, allowing the
2934 * addition of the most "filling" item, Elvish Waybread, which adds
2935 * 7500 food units, without overflowing the 32767 maximum limit.\n
2937 * Perhaps we should disturb the player with various messages,
2938 * especially messages about hunger status changes. \n
2940 * Digestion of food is handled in "dungeon.c", in which, normally,
2941 * the player digests about 20 food units per 100 game turns, more
2942 * when "fast", more when "regenerating", less with "slow digestion",
2943 * but when the player is "gorged", he digests 100 food units per 10
2944 * game turns, or a full 1000 food units per 100 game turns.\n
2946 * Note that the player's speed is reduced by 10 units while gorged,
2947 * so if the player eats a single food ration (5000 food units) when
2948 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2949 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2950 * affecting the player speed).\n
2952 bool set_food(player_type *creature_ptr, TIME_EFFECT v)
2954 int old_aux, new_aux;
2956 bool notice = FALSE;
2957 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2959 /* Fainting / Starving */
2960 if (creature_ptr->food < PY_FOOD_FAINT)
2966 else if (creature_ptr->food < PY_FOOD_WEAK)
2972 else if (creature_ptr->food < PY_FOOD_ALERT)
2978 else if (creature_ptr->food < PY_FOOD_FULL)
2984 else if (creature_ptr->food < PY_FOOD_MAX)
2995 /* Fainting / Starving */
2996 if (v < PY_FOOD_FAINT)
3002 else if (v < PY_FOOD_WEAK)
3008 else if (v < PY_FOOD_ALERT)
3014 else if (v < PY_FOOD_FULL)
3020 else if (v < PY_FOOD_MAX)
3031 if (old_aux < 1 && new_aux > 0)
3032 chg_virtue(creature_ptr, V_PATIENCE, 2);
3033 else if (old_aux < 3 && (old_aux != new_aux))
3034 chg_virtue(creature_ptr, V_PATIENCE, 1);
3036 chg_virtue(creature_ptr, V_TEMPERANCE, 1);
3038 chg_virtue(creature_ptr, V_TEMPERANCE, -1);
3041 if (new_aux > old_aux)
3043 /* Describe the state */
3047 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3050 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3053 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3056 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3060 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3061 chg_virtue(creature_ptr, V_HARMONY, -1);
3062 chg_virtue(creature_ptr, V_PATIENCE, -1);
3063 chg_virtue(creature_ptr, V_TEMPERANCE, -2);
3073 else if (new_aux < old_aux)
3075 /* Describe the state */
3078 /* Fainting / Starving */
3079 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;
3082 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3085 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3088 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3091 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3094 if (creature_ptr->wild_mode && (new_aux < 2))
3096 change_wild_mode(creature_ptr, FALSE);
3104 creature_ptr->food = v;
3106 /* Nothing to notice */
3107 if (!notice) return FALSE;
3109 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
3110 creature_ptr->update |= (PU_BONUS);
3113 creature_ptr->redraw |= (PR_HUNGER);
3114 handle_stuff(creature_ptr);
3119 * @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-
3120 * @param stat 上昇させるステータスID
3121 * @return 実際に上昇した場合TRUEを返す。
3123 * Note that this function (used by stat potions) now restores\n
3124 * the stat BEFORE increasing it.\n
3126 bool inc_stat(player_type *creature_ptr, int stat)
3128 BASE_STATUS value, gain;
3130 /* Then augment the current/max stat */
3131 value = creature_ptr->stat_cur[stat];
3133 /* Cannot go above 18/100 */
3134 if (value < creature_ptr->stat_max_max[stat])
3136 /* Gain one (sometimes two) points */
3139 gain = ((randint0(100) < 75) ? 1 : 2);
3143 /* Gain 1/6 to 1/3 of distance to 18/100 */
3144 else if (value < (creature_ptr->stat_max_max[stat]-2))
3146 /* Approximate gain value */
3147 gain = (((creature_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3148 if (gain < 1) gain = 1;
3150 /* Apply the bonus */
3151 value += randint1(gain) + gain / 2;
3154 if (value > (creature_ptr->stat_max_max[stat]-1)) value = creature_ptr->stat_max_max[stat]-1;
3157 /* Gain one point at a time */
3163 /* Save the new value */
3164 creature_ptr->stat_cur[stat] = value;
3166 /* Bring up the maximum too */
3167 if (value > creature_ptr->stat_max[stat])
3169 creature_ptr->stat_max[stat] = value;
3171 creature_ptr->update |= (PU_BONUS);
3177 /* Nothing to gain */
3182 * @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.
3183 * @param stat 減少させるステータスID
3184 * @param amount 減少させる基本量
3185 * @param permanent TRUEならば現在の最大値を減少させる
3186 * @return 実際に減少した場合TRUEを返す。
3189 * Amount could be a little higher in extreme cases to mangle very high\n
3190 * stats from massive assaults. -CWS\n
3192 * Note that "permanent" means that the *given* amount is permanent,\n
3193 * not that the new value becomes permanent. This may not work exactly\n
3194 * as expected, due to "weirdness" in the algorithm, but in general,\n
3195 * if your stat is already drained, the "max" value will not drop all\n
3196 * the way down to the "cur" value.\n
3198 bool dec_stat(player_type *creature_ptr, int stat, int amount, int permanent)
3200 BASE_STATUS cur, max;
3204 /* Acquire current value */
3205 cur = creature_ptr->stat_cur[stat];
3206 max = creature_ptr->stat_max[stat];
3208 /* Note when the values are identical */
3209 same = (cur == max);
3211 /* Damage "current" value */
3214 /* Handle "low" values */
3217 if (amount > 90) cur--;
3218 if (amount > 50) cur--;
3219 if (amount > 20) cur--;
3223 /* Handle "high" values */
3226 /* Hack -- Decrement by a random amount between one-quarter */
3227 /* and one-half of the stat bonus times the percentage, with a */
3228 /* minimum damage of half the percentage. -CWS */
3229 loss = (((cur-18) / 2 + 1) / 2 + 1);
3230 if (loss < 1) loss = 1;
3232 /* Randomize the loss */
3233 loss = ((randint1(loss) + loss) * amount) / 100;
3236 if (loss < amount/2) loss = amount/2;
3238 /* Lose some points */
3241 /* Hack -- Only reduce stat to 17 sometimes */
3242 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3245 /* Prevent illegal values */
3246 if (cur < 3) cur = 3;
3248 /* Something happened */
3249 if (cur != creature_ptr->stat_cur[stat]) res = TRUE;
3252 /* Damage "max" value */
3253 if (permanent && (max > 3))
3255 chg_virtue(creature_ptr, V_SACRIFICE, 1);
3256 if (stat == A_WIS || stat == A_INT)
3257 chg_virtue(creature_ptr, V_ENLIGHTEN, -2);
3259 /* Handle "low" values */
3262 if (amount > 90) max--;
3263 if (amount > 50) max--;
3264 if (amount > 20) max--;
3268 /* Handle "high" values */
3271 /* Hack -- Decrement by a random amount between one-quarter */
3272 /* and one-half of the stat bonus times the percentage, with a */
3273 /* minimum damage of half the percentage. -CWS */
3274 loss = (((max-18) / 2 + 1) / 2 + 1);
3275 loss = ((randint1(loss) + loss) * amount) / 100;
3276 if (loss < amount/2) loss = amount/2;
3278 /* Lose some points */
3281 /* Hack -- Only reduce stat to 17 sometimes */
3282 if (max < 18) max = (amount <= 20) ? 18 : 17;
3285 /* Hack -- keep it clean */
3286 if (same || (max < cur)) max = cur;
3288 /* Something happened */
3289 if (max != creature_ptr->stat_max[stat]) res = TRUE;
3294 /* Actually set the stat to its new value. */
3295 creature_ptr->stat_cur[stat] = cur;
3296 creature_ptr->stat_max[stat] = max;
3298 creature_ptr->redraw |= (PR_STATS);
3299 creature_ptr->update |= (PU_BONUS);
3307 * @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.
3308 * @param stat 回復ステータスID
3309 * @return 実際に回復した場合TRUEを返す。
3311 bool res_stat(player_type *creature_ptr, int stat)
3313 /* Restore if needed */
3314 if (creature_ptr->stat_cur[stat] != creature_ptr->stat_max[stat])
3316 creature_ptr->stat_cur[stat] = creature_ptr->stat_max[stat];
3317 creature_ptr->update |= (PU_BONUS);
3318 creature_ptr->redraw |= (PR_STATS);
3324 /* Nothing to restore */
3330 * Increase players hit points, notice effects
3332 bool hp_player(player_type *creature_ptr, int num)
3335 vir = virtue_number(creature_ptr, V_VITALITY);
3337 if(num <= 0) return FALSE;
3341 num = num * (creature_ptr->virtues[vir - 1] + 1250) / 1250;
3343 /* Healing needed */
3344 if (creature_ptr->chp < creature_ptr->mhp)
3346 if ((num > 0) && (creature_ptr->chp < (creature_ptr->mhp/3)))
3347 chg_virtue(creature_ptr, V_TEMPERANCE, 1);
3348 /* Gain hitpoints */
3349 creature_ptr->chp += num;
3351 /* Enforce maximum */
3352 if (creature_ptr->chp >= creature_ptr->mhp)
3354 creature_ptr->chp = creature_ptr->mhp;
3355 creature_ptr->chp_frac = 0;
3358 creature_ptr->redraw |= (PR_HP);
3360 creature_ptr->window |= (PW_PLAYER);
3365 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3371 msg_print(_("気分が良くなった。", "You feel better."));
3377 msg_print(_("とても気分が良くなった。", "You feel much better."));
3383 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3395 * Array of stat "descriptions"
3397 static concptr desc_stat_pos[] =
3402 _("器用に", "dextrous"),
3403 _("健康に", "healthy"),
3409 * Array of stat "descriptions"
3411 static concptr desc_stat_neg[] =
3416 _("不器用に", "clumsy"),
3417 _("不健康に", "sickly"),
3425 bool do_dec_stat(player_type *creature_ptr, int stat)
3429 /* Access the "sustain" */
3432 case A_STR: if (creature_ptr->sustain_str) sust = TRUE; break;
3433 case A_INT: if (creature_ptr->sustain_int) sust = TRUE; break;
3434 case A_WIS: if (creature_ptr->sustain_wis) sust = TRUE; break;
3435 case A_DEX: if (creature_ptr->sustain_dex) sust = TRUE; break;
3436 case A_CON: if (creature_ptr->sustain_con) sust = TRUE; break;
3437 case A_CHR: if (creature_ptr->sustain_chr) sust = TRUE; break;
3441 if (sust && (!ironman_nightmare || randint0(13)))
3443 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."),
3444 desc_stat_neg[stat]);
3450 /* Attempt to reduce the stat */
3451 if (dec_stat(creature_ptr, stat, 10, (ironman_nightmare && !randint0(13))))
3453 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3459 /* Nothing obvious */
3465 * Restore lost "points" in a stat
3467 bool do_res_stat(player_type *creature_ptr, int stat)
3469 /* Attempt to increase */
3470 if (res_stat(creature_ptr, stat))
3472 msg_format(_("元通りに%sなった気がする。", "You feel more %s."), desc_stat_pos[stat]);
3476 /* Nothing obvious */
3482 * Gain a "point" in a stat
3484 bool do_inc_stat(player_type *creature_ptr, int stat)
3488 /* Restore strength */
3489 res = res_stat(creature_ptr, stat);
3491 /* Attempt to increase */
3492 if (inc_stat(creature_ptr, stat))
3496 chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
3497 chg_virtue(creature_ptr, V_FAITH, 1);
3499 else if (stat == A_INT)
3501 chg_virtue(creature_ptr, V_KNOWLEDGE, 1);
3502 chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
3504 else if (stat == A_CON)
3505 chg_virtue(creature_ptr, V_VITALITY, 1);
3507 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3512 /* Restoration worked */
3515 msg_format(_("元通りに%sなった気がする。", "You feel more %s."), desc_stat_pos[stat]);
3520 /* Nothing obvious */
3526 * Restores any drained experience
3528 bool restore_level(player_type *creature_ptr)
3530 /* Restore experience */
3531 if (creature_ptr->exp < creature_ptr->max_exp)
3533 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3535 /* Restore the experience */
3536 creature_ptr->exp = creature_ptr->max_exp;
3538 /* Check the experience */
3539 check_experience(creature_ptr);
3552 bool lose_all_info(player_type *creature_ptr)
3556 chg_virtue(creature_ptr, V_KNOWLEDGE, -5);
3557 chg_virtue(creature_ptr, V_ENLIGHTEN, -5);
3559 /* Forget info about objects */
3560 for (i = 0; i < INVEN_TOTAL; i++)
3562 object_type *o_ptr = &creature_ptr->inventory_list[i];
3563 if (!o_ptr->k_idx) continue;
3565 /* Allow "protection" by the MENTAL flag */
3566 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3568 /* Remove "default inscriptions" */
3569 o_ptr->feeling = FEEL_NONE;
3571 /* Hack -- Clear the "empty" flag */
3572 o_ptr->ident &= ~(IDENT_EMPTY);
3574 /* Hack -- Clear the "known" flag */
3575 o_ptr->ident &= ~(IDENT_KNOWN);
3577 /* Hack -- Clear the "felt" flag */
3578 o_ptr->ident &= ~(IDENT_SENSE);
3580 creature_ptr->update |= (PU_BONUS);
3581 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
3583 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3585 /* Mega-Hack -- Forget the map */
3586 wiz_dark(creature_ptr);
3593 void do_poly_wounds(player_type *creature_ptr)
3595 /* Changed to always provide at least _some_ healing */
3596 s16b wounds = creature_ptr->cut;
3597 s16b hit_p = (creature_ptr->mhp - creature_ptr->chp);
3598 s16b change = damroll(creature_ptr->lev, 5);
3599 bool Nasty_effect = one_in_(5);
3601 if (!(wounds || hit_p || Nasty_effect)) return;
3603 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3604 hp_player(creature_ptr, change);
3607 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3608 take_hit(creature_ptr, DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3609 set_cut(creature_ptr,change);
3613 set_cut(creature_ptr,creature_ptr->cut - (change / 2));
3619 * Change player race
3621 void change_race(player_type *creature_ptr, CHARACTER_IDX new_race, concptr effect_msg)
3623 concptr title = race_info[new_race].title;
3624 int old_race = creature_ptr->prace;
3627 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3629 msg_format("You current_world_ptr->game_turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3632 chg_virtue(creature_ptr, V_CHANCE, 2);
3634 if (creature_ptr->prace < 32)
3636 creature_ptr->old_race1 |= 1L << creature_ptr->prace;
3640 creature_ptr->old_race2 |= 1L << (creature_ptr->prace - 32);
3642 creature_ptr->prace = new_race;
3643 rp_ptr = &race_info[creature_ptr->prace];
3645 /* Experience factor */
3646 creature_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3649 * The speed bonus of Klackons and Sprites are disabled
3650 * and the experience penalty is decreased.
3652 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA)) && ((creature_ptr->prace == RACE_KLACKON) || (creature_ptr->prace == RACE_SPRITE)))
3653 creature_ptr->expfact -= 15;
3655 /* Get character's height and weight */
3656 get_height_weight(creature_ptr);
3659 if (creature_ptr->pclass == CLASS_SORCERER)
3660 creature_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3662 creature_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3664 roll_hitdice(creature_ptr, 0L);
3666 /* The experience level may be modified */
3667 check_experience(creature_ptr);
3669 creature_ptr->redraw |= (PR_BASIC);
3671 creature_ptr->update |= (PU_BONUS);
3673 handle_stuff(creature_ptr);
3675 /* Load an autopick preference file */
3676 if (old_race != creature_ptr->prace) autopick_load_pref(creature_ptr, FALSE);
3678 /* Player's graphic tile may change */
3679 lite_spot(creature_ptr->y, creature_ptr->x);
3683 void do_poly_self(player_type *creature_ptr)
3685 int power = creature_ptr->lev;
3687 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3688 chg_virtue(creature_ptr, V_CHANCE, 1);
3690 if ((power > randint0(20)) && one_in_(3) && (creature_ptr->prace != RACE_ANDROID))
3692 char effect_msg[80] = "";
3693 CHARACTER_IDX new_race;
3695 /* Some form of racial polymorph... */
3698 if ((power > randint0(5)) && one_in_(4))
3703 if (creature_ptr->psex == SEX_MALE)
3705 creature_ptr->psex = SEX_FEMALE;
3706 sp_ptr = &sex_info[creature_ptr->psex];
3707 sprintf(effect_msg, _("女性の", "female "));
3711 creature_ptr->psex = SEX_MALE;
3712 sp_ptr = &sex_info[creature_ptr->psex];
3713 sprintf(effect_msg, _("男性の", "male "));
3717 if ((power > randint0(30)) && one_in_(5))
3721 /* Harmful deformity */
3728 (void)dec_stat(creature_ptr, tmp, randint1(6) + 6, one_in_(3));
3734 /* Deformities are discriminated against! */
3735 (void)dec_stat(creature_ptr, A_CHR, randint1(6), TRUE);
3740 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3741 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3745 sprintf(effect_msg,_("奇形の", "deformed "));
3749 while ((power > randint0(20)) && one_in_(10))
3751 /* Polymorph into a less mutated form */
3754 if (!lose_mutation(creature_ptr, 0))
3755 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3760 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3762 while ((new_race == creature_ptr->prace) || (new_race == RACE_ANDROID));
3764 change_race(creature_ptr, new_race, effect_msg);
3767 if ((power > randint0(30)) && one_in_(6))
3773 msg_format(_("%sの構成が変化した!", "Your internal organs are rearranged!"), creature_ptr->prace == RACE_ANDROID ? "機械" : "内臓");
3777 (void)dec_stat(creature_ptr, tmp, randint1(6) + 6, one_in_(3));
3782 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!"));
3783 take_hit(creature_ptr, DAMAGE_LOSELIFE, damroll(randint1(10), creature_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3789 if ((power > randint0(20)) && one_in_(4))
3793 get_max_stats(creature_ptr);
3794 roll_hitdice(creature_ptr, 0L);
3797 while ((power > randint0(15)) && one_in_(3))
3800 (void)gain_mutation(creature_ptr, 0);
3803 if (power > randint0(5))
3806 do_poly_wounds(creature_ptr);
3809 /* Note: earlier deductions may have left power < 0 already. */
3812 status_shuffle(creature_ptr);
3820 void gain_exp_64(player_type *creature_ptr, s32b amount, u32b amount_frac)
3822 if (creature_ptr->is_dead) return;
3824 if (creature_ptr->prace == RACE_ANDROID) return;
3826 /* Gain some experience */
3827 s64b_add(&(creature_ptr->exp), &(creature_ptr->exp_frac), amount, amount_frac);
3829 /* Slowly recover from experience drainage */
3830 if (creature_ptr->exp < creature_ptr->max_exp)
3832 /* Gain max experience (20%) (was 10%) */
3833 creature_ptr->max_exp += amount / 5;
3836 check_experience(creature_ptr);
3843 void gain_exp(player_type *creature_ptr, s32b amount)
3845 gain_exp_64(creature_ptr, amount, 0L);
3849 void calc_android_exp(player_type *creature_ptr)
3853 if (creature_ptr->is_dead) return;
3855 if (creature_ptr->prace != RACE_ANDROID) return;
3857 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3859 object_type *o_ptr = &creature_ptr->inventory_list[i];
3861 object_type *q_ptr = &forge;
3863 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
3865 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
3866 if (!o_ptr->k_idx) continue;
3869 object_copy(q_ptr, o_ptr);
3870 q_ptr->discount = 0;
3871 q_ptr->curse_flags = 0L;
3873 if (object_is_fixed_artifact(o_ptr))
3875 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
3876 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
3878 else if (object_is_ego(o_ptr))
3880 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
3882 else if (o_ptr->art_name)
3884 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
3887 if (!object_is_weapon_ammo(o_ptr))
3890 if (total_flags < 15000) fake_level = 10;
3891 else if (total_flags < 35000) fake_level = 25;
3892 else fake_level = 40;
3897 if (total_flags < 20000) fake_level = 10;
3898 else if (total_flags < 45000) fake_level = 25;
3899 else fake_level = 40;
3902 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
3905 value = object_value_real(q_ptr);
3907 if (value <= 0) continue;
3908 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (creature_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
3909 if (value > 5000000L) value = 5000000L;
3910 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
3912 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
3913 (o_ptr->tval == TV_DRAG_ARMOR) ||
3914 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3915 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3916 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3917 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
3918 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
3920 if (level > 65) level = 35 + (level - 65) / 5;
3921 else if (level > 35) level = 25 + (level - 35) / 3;
3922 else if (level > 15) level = 15 + (level - 15) / 2;
3923 exp = MIN(100000L, value) / 2 * level * level;
3924 if (value > 100000L)
3925 exp += (value - 100000L) / 8 * level * level;
3929 exp = MIN(100000L, value) * level;
3930 if (value > 100000L)
3931 exp += (value - 100000L) / 4 * level;
3933 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(creature_ptr, i))) || (i == INVEN_BOW)) total_exp += exp / 48;
3934 else total_exp += exp / 16;
3935 if (i == INVEN_BODY) total_exp += exp / 32;
3937 creature_ptr->exp = creature_ptr->max_exp = total_exp;
3938 check_experience(creature_ptr);
3945 void lose_exp(player_type *creature_ptr, s32b amount)
3947 if (creature_ptr->prace == RACE_ANDROID) return;
3948 if (amount > creature_ptr->exp) amount = creature_ptr->exp;
3950 creature_ptr->exp -= amount;
3952 check_experience(creature_ptr);
3958 * If resisted to draining, return FALSE
3960 bool drain_exp(player_type *creature_ptr, s32b drain, s32b slip, int hold_exp_prob)
3962 /* Androids and their mimics are never drained */
3963 if (creature_ptr->prace == RACE_ANDROID) return FALSE;
3965 if (creature_ptr->hold_exp && (randint0(100) < hold_exp_prob))
3967 /* Hold experience */
3968 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
3972 /* Hold experience failed */
3973 if (creature_ptr->hold_exp)
3975 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
3976 lose_exp(creature_ptr, slip);
3980 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!"));
3981 lose_exp(creature_ptr, drain);
3988 bool set_ultimate_res(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
3990 bool notice = FALSE;
3991 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3993 if (creature_ptr->is_dead) return FALSE;
3997 if (creature_ptr->ult_res && !do_dec)
3999 if (creature_ptr->ult_res > v) return FALSE;
4001 else if (!creature_ptr->ult_res)
4003 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!"));
4010 if (creature_ptr->ult_res)
4012 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"));
4018 creature_ptr->ult_res = v;
4019 creature_ptr->redraw |= (PR_STATUS);
4021 /* Nothing to notice */
4022 if (!notice) return FALSE;
4024 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
4025 creature_ptr->update |= (PU_BONUS);
4026 handle_stuff(creature_ptr);
4030 bool set_tim_res_nether(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
4032 bool notice = FALSE;
4033 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4035 if (creature_ptr->is_dead) return FALSE;
4039 if (creature_ptr->tim_res_nether && !do_dec)
4041 if (creature_ptr->tim_res_nether > v) return FALSE;
4043 else if (!creature_ptr->tim_res_nether)
4045 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4052 if (creature_ptr->tim_res_nether)
4054 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"));
4060 creature_ptr->tim_res_nether = v;
4061 creature_ptr->redraw |= (PR_STATUS);
4063 /* Nothing to notice */
4064 if (!notice) return FALSE;
4066 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
4067 creature_ptr->update |= (PU_BONUS);
4068 handle_stuff(creature_ptr);
4072 bool set_tim_res_time(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
4074 bool notice = FALSE;
4075 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4077 if (creature_ptr->is_dead) return FALSE;
4081 if (creature_ptr->tim_res_time && !do_dec)
4083 if (creature_ptr->tim_res_time > v) return FALSE;
4085 else if (!creature_ptr->tim_res_time)
4087 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!"));
4094 if (creature_ptr->tim_res_time)
4096 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"));
4102 creature_ptr->tim_res_time = v;
4103 creature_ptr->redraw |= (PR_STATUS);
4105 /* Nothing to notice */
4106 if (!notice) return FALSE;
4108 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
4109 creature_ptr->update |= (PU_BONUS);
4110 handle_stuff(creature_ptr);
4116 * Choose a warrior-mage elemental attack. -LM-
4118 bool choose_ele_attack(player_type *creature_ptr)
4124 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
4126 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."));
4131 num = (creature_ptr->lev - 20) / 5;
4132 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4135 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4140 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4145 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4150 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4159 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4163 if ((choice == 'a') || (choice == 'A'))
4164 set_ele_attack(creature_ptr, ATTACK_FIRE, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
4165 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4166 set_ele_attack(creature_ptr, ATTACK_COLD, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
4167 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4168 set_ele_attack(creature_ptr, ATTACK_POIS, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
4169 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4170 set_ele_attack(creature_ptr, ATTACK_ACID, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
4171 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4172 set_ele_attack(creature_ptr, ATTACK_ELEC, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
4175 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4185 * Choose a elemental immune. -LM-
4187 bool choose_ele_immune(player_type *creature_ptr, TIME_EFFECT immune_turn)
4192 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4193 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4194 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4195 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4203 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4207 if ((choice == 'a') || (choice == 'A'))
4208 set_ele_immune(creature_ptr, DEFENSE_FIRE, immune_turn);
4209 else if ((choice == 'b') || (choice == 'B'))
4210 set_ele_immune(creature_ptr, DEFENSE_COLD, immune_turn);
4211 else if ((choice == 'c') || (choice == 'C'))
4212 set_ele_immune(creature_ptr, DEFENSE_ACID, immune_turn);
4213 else if ((choice == 'd') || (choice == 'D'))
4214 set_ele_immune(creature_ptr, DEFENSE_ELEC, immune_turn);
4217 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));