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())
1075 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1082 if (creature_ptr->blessed && !music_singing(creature_ptr, MUSIC_BLESS))
1084 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1090 creature_ptr->blessed = v;
1091 creature_ptr->redraw |= (PR_STATUS);
1093 /* Nothing to notice */
1094 if (!notice) return FALSE;
1096 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1097 creature_ptr->update |= (PU_BONUS);
1098 handle_stuff(creature_ptr);
1104 * @brief 士気高揚の継続時間をセットする / Set "hero", notice observable changes
1106 * @param do_dec 現在の継続時間より長い値のみ上書きする
1107 * @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。
1109 bool set_hero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1111 bool notice = FALSE;
1112 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1114 if (creature_ptr->is_dead) return FALSE;
1118 if (creature_ptr->hero && !do_dec)
1120 if (creature_ptr->hero > v) return FALSE;
1122 else if (!IS_HERO(creature_ptr))
1124 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1131 if (creature_ptr->hero && !music_singing(creature_ptr, MUSIC_HERO) && !music_singing(creature_ptr, MUSIC_SHERO))
1133 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1139 creature_ptr->hero = v;
1140 creature_ptr->redraw |= (PR_STATUS);
1142 /* Nothing to notice */
1143 if (!notice) return FALSE;
1145 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1146 creature_ptr->update |= (PU_BONUS);
1148 /* Recalculate hitpoints */
1149 creature_ptr->update |= (PU_HP);
1150 handle_stuff(creature_ptr);
1155 * @brief 狂戦士化の継続時間をセットする / Set "shero", notice observable changes
1156 * @param v 継続時間/ 0ならば無条件にリセット
1157 * @param do_dec FALSEの場合現在の継続時間より長い値のみ上書きする
1158 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1160 bool set_shero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1162 bool notice = FALSE;
1163 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1165 if (creature_ptr->is_dead) return FALSE;
1167 if (creature_ptr->pclass == CLASS_BERSERKER) v = 1;
1170 if (creature_ptr->shero && !do_dec)
1172 if (creature_ptr->shero > v) return FALSE;
1174 else if (!creature_ptr->shero)
1176 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1183 if (creature_ptr->shero)
1185 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1191 creature_ptr->shero = v;
1192 creature_ptr->redraw |= (PR_STATUS);
1194 /* Nothing to notice */
1195 if (!notice) return FALSE;
1197 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1198 creature_ptr->update |= (PU_BONUS);
1200 /* Recalculate hitpoints */
1201 creature_ptr->update |= (PU_HP);
1202 handle_stuff(creature_ptr);
1207 * @brief 対邪悪結界の継続時間をセットする / Set "protevil", notice observable changes
1209 * @param do_dec 現在の継続時間より長い値のみ上書きする
1210 * @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。
1212 bool set_protevil(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1214 bool notice = FALSE;
1215 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1217 if (creature_ptr->is_dead) return FALSE;
1221 if (creature_ptr->protevil && !do_dec)
1223 if (creature_ptr->protevil > v) return FALSE;
1225 else if (!creature_ptr->protevil)
1227 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!"));
1234 if (creature_ptr->protevil)
1236 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."));
1242 creature_ptr->protevil = v;
1243 creature_ptr->redraw |= (PR_STATUS);
1245 /* Nothing to notice */
1246 if (!notice) return FALSE;
1248 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1249 handle_stuff(creature_ptr);
1254 * @brief 幽体化の継続時間をセットする / Set "wraith_form", notice observable changes
1256 * @param do_dec 現在の継続時間より長い値のみ上書きする
1257 * @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。
1259 bool set_wraith_form(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1261 bool notice = FALSE;
1262 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1264 if (creature_ptr->is_dead) return FALSE;
1268 if (creature_ptr->wraith_form && !do_dec)
1270 if (creature_ptr->wraith_form > v) return FALSE;
1272 else if (!creature_ptr->wraith_form)
1274 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!"));
1276 chg_virtue(creature_ptr, V_UNLIFE, 3);
1277 chg_virtue(creature_ptr, V_HONOUR, -2);
1278 chg_virtue(creature_ptr, V_SACRIFICE, -2);
1279 chg_virtue(creature_ptr, V_VALOUR, -5);
1281 creature_ptr->redraw |= (PR_MAP);
1282 creature_ptr->update |= (PU_MONSTERS);
1284 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1290 if (creature_ptr->wraith_form)
1292 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1295 creature_ptr->redraw |= (PR_MAP);
1296 creature_ptr->update |= (PU_MONSTERS);
1298 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1303 creature_ptr->wraith_form = v;
1304 creature_ptr->redraw |= (PR_STATUS);
1306 /* Nothing to notice */
1307 if (!notice) return FALSE;
1309 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1310 creature_ptr->update |= (PU_BONUS);
1311 handle_stuff(creature_ptr);
1317 * @brief 無傷球の継続時間をセットする / Set "invuln", notice observable changes
1319 * @param do_dec 現在の継続時間より長い値のみ上書きする
1320 * @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。
1322 bool set_invuln(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1324 bool notice = FALSE;
1325 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1327 if (creature_ptr->is_dead) return FALSE;
1331 if (creature_ptr->invuln && !do_dec)
1333 if (creature_ptr->invuln > v) return FALSE;
1335 else if (!IS_INVULN(creature_ptr))
1337 msg_print(_("無敵だ!", "Invulnerability!"));
1340 chg_virtue(creature_ptr, V_UNLIFE, -2);
1341 chg_virtue(creature_ptr, V_HONOUR, -2);
1342 chg_virtue(creature_ptr, V_SACRIFICE, -3);
1343 chg_virtue(creature_ptr, V_VALOUR, -5);
1345 creature_ptr->redraw |= (PR_MAP);
1346 creature_ptr->update |= (PU_MONSTERS);
1348 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1354 if (creature_ptr->invuln && !music_singing(creature_ptr, MUSIC_INVULN))
1356 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1359 creature_ptr->redraw |= (PR_MAP);
1360 creature_ptr->update |= (PU_MONSTERS);
1362 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1364 creature_ptr->energy_need += ENERGY_NEED();
1369 creature_ptr->invuln = v;
1370 creature_ptr->redraw |= (PR_STATUS);
1372 /* Nothing to notice */
1373 if (!notice) return FALSE;
1375 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1376 creature_ptr->update |= (PU_BONUS);
1377 handle_stuff(creature_ptr);
1382 * @brief 時限ESPの継続時間をセットする / Set "tim_esp", notice observable changes
1384 * @param do_dec 現在の継続時間より長い値のみ上書きする
1385 * @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。
1387 bool set_tim_esp(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1389 bool notice = FALSE;
1390 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1392 if (creature_ptr->is_dead) return FALSE;
1396 if (creature_ptr->tim_esp && !do_dec)
1398 if (creature_ptr->tim_esp > v) return FALSE;
1400 else if (!IS_TIM_ESP())
1402 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1409 if (creature_ptr->tim_esp && !music_singing(creature_ptr, MUSIC_MIND))
1411 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1417 creature_ptr->tim_esp = v;
1418 creature_ptr->redraw |= (PR_STATUS);
1420 /* Nothing to notice */
1421 if (!notice) return FALSE;
1423 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1424 creature_ptr->update |= (PU_BONUS);
1425 creature_ptr->update |= (PU_MONSTERS);
1426 handle_stuff(creature_ptr);
1431 * @brief 時限透明視の継続時間をセットする / Set "tim_invis", notice observable changes
1433 * @param do_dec 現在の継続時間より長い値のみ上書きする
1434 * @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。
1436 bool set_tim_invis(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1438 bool notice = FALSE;
1439 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1441 if (creature_ptr->is_dead) return FALSE;
1445 if (creature_ptr->tim_invis && !do_dec)
1447 if (creature_ptr->tim_invis > v) return FALSE;
1449 else if (!creature_ptr->tim_invis)
1451 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1458 if (creature_ptr->tim_invis)
1460 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1466 creature_ptr->tim_invis = v;
1467 creature_ptr->redraw |= (PR_STATUS);
1469 /* Nothing to notice */
1470 if (!notice) return FALSE;
1472 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1473 creature_ptr->update |= (PU_BONUS);
1475 /* Update the monsters */
1476 creature_ptr->update |= (PU_MONSTERS);
1477 handle_stuff(creature_ptr);
1482 * @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
1484 * @param do_dec 現在の継続時間より長い値のみ上書きする
1485 * @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。
1487 bool set_tim_infra(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1489 bool notice = FALSE;
1490 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1492 if (creature_ptr->is_dead) return FALSE;
1496 if (creature_ptr->tim_infra && !do_dec)
1498 if (creature_ptr->tim_infra > v) return FALSE;
1500 else if (!creature_ptr->tim_infra)
1502 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1509 if (creature_ptr->tim_infra)
1511 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1517 creature_ptr->tim_infra = v;
1518 creature_ptr->redraw |= (PR_STATUS);
1520 /* Nothing to notice */
1521 if (!notice) return FALSE;
1523 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1524 creature_ptr->update |= (PU_BONUS);
1526 /* Update the monsters */
1527 creature_ptr->update |= (PU_MONSTERS);
1528 handle_stuff(creature_ptr);
1533 * @brief 時限急回復の継続時間をセットする / Set "tim_regen", notice observable changes
1535 * @param do_dec 現在の継続時間より長い値のみ上書きする
1536 * @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。
1538 bool set_tim_regen(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1540 bool notice = FALSE;
1541 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1543 if (creature_ptr->is_dead) return FALSE;
1547 if (creature_ptr->tim_regen && !do_dec)
1549 if (creature_ptr->tim_regen > v) return FALSE;
1551 else if (!creature_ptr->tim_regen)
1553 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1560 if (creature_ptr->tim_regen)
1562 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1568 creature_ptr->tim_regen = v;
1569 creature_ptr->redraw |= (PR_STATUS);
1571 /* Nothing to notice */
1572 if (!notice) return FALSE;
1574 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1575 creature_ptr->update |= (PU_BONUS);
1576 handle_stuff(creature_ptr);
1581 * @brief 隠密の歌の継続時間をセットする / Set "tim_stealth", notice observable changes
1583 * @param do_dec 現在の継続時間より長い値のみ上書きする
1584 * @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。
1586 bool set_tim_stealth(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1588 bool notice = FALSE;
1589 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1591 if (creature_ptr->is_dead) return FALSE;
1595 if (creature_ptr->tim_stealth && !do_dec)
1597 if (creature_ptr->tim_stealth > v) return FALSE;
1599 else if (!IS_TIM_STEALTH())
1601 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1608 if (creature_ptr->tim_stealth && !music_singing(creature_ptr, MUSIC_STEALTH))
1610 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1616 creature_ptr->tim_stealth = v;
1617 creature_ptr->redraw |= (PR_STATUS);
1619 /* Nothing to notice */
1620 if (!notice) return FALSE;
1622 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1623 creature_ptr->update |= (PU_BONUS);
1624 handle_stuff(creature_ptr);
1629 * @brief 超隠密状態をセットする
1630 * @param set TRUEならば超隠密状態になる。
1631 * @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。
1633 bool set_superstealth(player_type *creature_ptr, bool set)
1635 bool notice = FALSE;
1637 if (creature_ptr->is_dead) return FALSE;
1641 if (!(creature_ptr->special_defense & NINJA_S_STEALTH))
1643 if (creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_MNLT)
1645 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."));
1646 creature_ptr->monlite = creature_ptr->old_monlite = TRUE;
1650 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!"));
1651 creature_ptr->monlite = creature_ptr->old_monlite = FALSE;
1657 creature_ptr->special_defense |= NINJA_S_STEALTH;
1663 if (creature_ptr->special_defense & NINJA_S_STEALTH)
1665 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."));
1669 creature_ptr->special_defense &= ~(NINJA_S_STEALTH);
1673 /* Nothing to notice */
1674 if (!notice) return FALSE;
1675 creature_ptr->redraw |= (PR_STATUS);
1677 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1682 * @brief 一時的浮遊の継続時間をセットする / Set "tim_levitation", notice observable changes
1684 * @param do_dec 現在の継続時間より長い値のみ上書きする
1685 * @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。
1687 bool set_tim_levitation(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1689 bool notice = FALSE;
1690 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1692 if (creature_ptr->is_dead) return FALSE;
1696 if (creature_ptr->tim_levitation && !do_dec)
1698 if (creature_ptr->tim_levitation > v) return FALSE;
1700 else if (!creature_ptr->tim_levitation)
1702 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1709 if (creature_ptr->tim_levitation)
1711 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1717 creature_ptr->tim_levitation = v;
1718 creature_ptr->redraw |= (PR_STATUS);
1720 /* Nothing to notice */
1721 if (!notice) return FALSE;
1723 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1724 creature_ptr->update |= (PU_BONUS);
1725 handle_stuff(creature_ptr);
1730 * @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
1732 * @param do_dec 現在の継続時間より長い値のみ上書きする
1733 * @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。
1735 bool set_tim_sh_touki(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1737 bool notice = FALSE;
1738 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1740 if (creature_ptr->is_dead) return FALSE;
1744 if (creature_ptr->tim_sh_touki && !do_dec)
1746 if (creature_ptr->tim_sh_touki > v) return FALSE;
1748 else if (!creature_ptr->tim_sh_touki)
1750 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1757 if (creature_ptr->tim_sh_touki)
1759 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1765 creature_ptr->tim_sh_touki = v;
1766 creature_ptr->redraw |= (PR_STATUS);
1768 /* Nothing to notice */
1769 if (!notice) return FALSE;
1771 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1772 handle_stuff(creature_ptr);
1777 * @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
1779 * @param do_dec 現在の継続時間より長い値のみ上書きする
1780 * @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。
1782 bool set_tim_sh_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1784 bool notice = FALSE;
1785 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1787 if (creature_ptr->is_dead) return FALSE;
1791 if (creature_ptr->tim_sh_fire && !do_dec)
1793 if (creature_ptr->tim_sh_fire > v) return FALSE;
1795 else if (!creature_ptr->tim_sh_fire)
1797 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1804 if (creature_ptr->tim_sh_fire)
1806 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1812 creature_ptr->tim_sh_fire = v;
1813 creature_ptr->redraw |= (PR_STATUS);
1815 /* Nothing to notice */
1816 if (!notice) return FALSE;
1818 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1819 creature_ptr->update |= (PU_BONUS);
1820 handle_stuff(creature_ptr);
1825 * @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
1827 * @param do_dec 現在の継続時間より長い値のみ上書きする
1828 * @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。
1830 bool set_tim_sh_holy(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1832 bool notice = FALSE;
1833 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1835 if (creature_ptr->is_dead) return FALSE;
1839 if (creature_ptr->tim_sh_holy && !do_dec)
1841 if (creature_ptr->tim_sh_holy > v) return FALSE;
1843 else if (!creature_ptr->tim_sh_holy)
1845 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1852 if (creature_ptr->tim_sh_holy)
1854 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1860 creature_ptr->tim_sh_holy = v;
1861 creature_ptr->redraw |= (PR_STATUS);
1863 /* Nothing to notice */
1864 if (!notice) return FALSE;
1866 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1867 creature_ptr->update |= (PU_BONUS);
1868 handle_stuff(creature_ptr);
1873 * @brief 目には目をの残り時間をセットする / Set "tim_eyeeye", notice observable changes
1875 * @param do_dec 現在の継続時間より長い値のみ上書きする
1876 * @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。
1878 bool set_tim_eyeeye(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1880 bool notice = FALSE;
1881 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1883 if (creature_ptr->is_dead) return FALSE;
1887 if (creature_ptr->tim_eyeeye && !do_dec)
1889 if (creature_ptr->tim_eyeeye > v) return FALSE;
1891 else if (!creature_ptr->tim_eyeeye)
1893 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1900 if (creature_ptr->tim_eyeeye)
1902 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."));
1908 creature_ptr->tim_eyeeye = v;
1909 creature_ptr->redraw |= (PR_STATUS);
1911 /* Nothing to notice */
1912 if (!notice) return FALSE;
1914 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1915 creature_ptr->update |= (PU_BONUS);
1916 handle_stuff(creature_ptr);
1922 * @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
1924 * @param do_dec 現在の継続時間より長い値のみ上書きする
1925 * @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。
1927 bool set_resist_magic(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1929 bool notice = FALSE;
1930 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1932 if (creature_ptr->is_dead) return FALSE;
1936 if (creature_ptr->resist_magic && !do_dec)
1938 if (creature_ptr->resist_magic > v) return FALSE;
1940 else if (!creature_ptr->resist_magic)
1942 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1949 if (creature_ptr->resist_magic)
1951 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1957 creature_ptr->resist_magic = v;
1958 creature_ptr->redraw |= (PR_STATUS);
1960 /* Nothing to notice */
1961 if (!notice) return FALSE;
1963 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
1964 creature_ptr->update |= (PU_BONUS);
1965 handle_stuff(creature_ptr);
1970 * @brief 一時的反射の継続時間をセットする / Set "tim_reflect", notice observable changes
1972 * @param do_dec 現在の継続時間より長い値のみ上書きする
1973 * @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。
1975 bool set_tim_reflect(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
1977 bool notice = FALSE;
1978 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1980 if (creature_ptr->is_dead) return FALSE;
1984 if (creature_ptr->tim_reflect && !do_dec)
1986 if (creature_ptr->tim_reflect > v) return FALSE;
1988 else if (!creature_ptr->tim_reflect)
1990 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
1997 if (creature_ptr->tim_reflect)
1999 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2005 creature_ptr->tim_reflect = v;
2006 creature_ptr->redraw |= (PR_STATUS);
2008 /* Nothing to notice */
2009 if (!notice) return FALSE;
2011 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2012 creature_ptr->update |= (PU_BONUS);
2013 handle_stuff(creature_ptr);
2019 * Set "multishadow", notice observable changes
2021 bool set_multishadow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2023 bool notice = FALSE;
2024 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2026 if (creature_ptr->is_dead) return FALSE;
2030 if (creature_ptr->multishadow && !do_dec)
2032 if (creature_ptr->multishadow > v) return FALSE;
2034 else if (!creature_ptr->multishadow)
2036 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2043 if (creature_ptr->multishadow)
2045 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2051 creature_ptr->multishadow = v;
2052 creature_ptr->redraw |= (PR_STATUS);
2054 /* Nothing to notice */
2055 if (!notice) return FALSE;
2057 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2058 creature_ptr->update |= (PU_BONUS);
2059 handle_stuff(creature_ptr);
2064 * @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
2066 * @param do_dec 現在の継続時間より長い値のみ上書きする
2067 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2069 bool set_dustrobe(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2071 bool notice = FALSE;
2072 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2074 if (creature_ptr->is_dead) return FALSE;
2078 if (creature_ptr->dustrobe && !do_dec)
2080 if (creature_ptr->dustrobe > v) return FALSE;
2082 else if (!creature_ptr->dustrobe)
2084 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2091 if (creature_ptr->dustrobe)
2093 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2099 creature_ptr->dustrobe = v;
2100 creature_ptr->redraw |= (PR_STATUS);
2102 /* Nothing to notice */
2103 if (!notice) return FALSE;
2105 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2106 creature_ptr->update |= (PU_BONUS);
2107 handle_stuff(creature_ptr);
2112 * @brief 一時的壁抜けの継続時間をセットする / Set "kabenuke", notice observable changes
2114 * @param do_dec 現在の継続時間より長い値のみ上書きする
2115 * @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。
2117 bool set_kabenuke(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2119 bool notice = FALSE;
2120 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2122 if (creature_ptr->is_dead) return FALSE;
2126 if (creature_ptr->kabenuke && !do_dec)
2128 if (creature_ptr->kabenuke > v) return FALSE;
2130 else if (!creature_ptr->kabenuke)
2132 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2139 if (creature_ptr->kabenuke)
2141 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2147 creature_ptr->kabenuke = v;
2148 creature_ptr->redraw |= (PR_STATUS);
2150 /* Nothing to notice */
2151 if (!notice) return FALSE;
2153 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2154 creature_ptr->update |= (PU_BONUS);
2155 handle_stuff(creature_ptr);
2160 * @brief オクレ兄さんの継続時間をセットする / Set "tsuyoshi", notice observable changes
2162 * @param do_dec 現在の継続時間より長い値のみ上書きする
2163 * @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。
2165 bool set_tsuyoshi(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2167 bool notice = FALSE;
2168 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2170 if (creature_ptr->is_dead) return FALSE;
2174 if (creature_ptr->tsuyoshi && !do_dec)
2176 if (creature_ptr->tsuyoshi > v) return FALSE;
2178 else if (!creature_ptr->tsuyoshi)
2180 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2182 chg_virtue(creature_ptr, V_VITALITY, 2);
2188 if (creature_ptr->tsuyoshi)
2190 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2192 (void)dec_stat(creature_ptr, A_CON, 20, TRUE);
2193 (void)dec_stat(creature_ptr, A_STR, 20, TRUE);
2196 chg_virtue(creature_ptr, V_VITALITY, -3);
2201 creature_ptr->tsuyoshi = v;
2202 creature_ptr->redraw |= (PR_STATUS);
2204 /* Nothing to notice */
2205 if (!notice) return FALSE;
2207 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2208 creature_ptr->update |= (PU_BONUS);
2210 /* Recalculate hitpoints */
2211 creature_ptr->update |= (PU_HP);
2212 handle_stuff(creature_ptr);
2217 * @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-
2218 * @param attack_type スレイのタイプID
2220 * @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。
2222 bool set_ele_attack(player_type *creature_ptr, u32b attack_type, TIME_EFFECT v)
2224 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2226 /* Clear all elemental attacks (only one is allowed at a time). */
2227 if ((creature_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2229 creature_ptr->special_attack &= ~(ATTACK_ACID);
2230 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2232 if ((creature_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2234 creature_ptr->special_attack &= ~(ATTACK_ELEC);
2235 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2237 if ((creature_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2239 creature_ptr->special_attack &= ~(ATTACK_FIRE);
2240 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2242 if ((creature_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2244 creature_ptr->special_attack &= ~(ATTACK_COLD);
2245 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2247 if ((creature_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2249 creature_ptr->special_attack &= ~(ATTACK_POIS);
2250 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2253 if ((v) && (attack_type))
2255 /* Set attack type. */
2256 creature_ptr->special_attack |= (attack_type);
2259 creature_ptr->ele_attack = v;
2262 msg_format("%sで攻撃できるようになった!",
2263 ((attack_type == ATTACK_ACID) ? "酸" :
2264 ((attack_type == ATTACK_ELEC) ? "電撃" :
2265 ((attack_type == ATTACK_FIRE) ? "火炎" :
2266 ((attack_type == ATTACK_COLD) ? "冷気" :
2267 ((attack_type == ATTACK_POIS) ? "毒" :
2270 msg_format("For a while, the blows you deal will %s",
2271 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2272 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2273 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2274 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2275 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2276 "do nothing special."))))));
2280 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2281 creature_ptr->redraw |= (PR_STATUS);
2283 creature_ptr->update |= (PU_BONUS);
2284 handle_stuff(creature_ptr);
2290 * @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-
2291 * @param immune_type 免疫のタイプID
2293 * @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。
2295 bool set_ele_immune(player_type *creature_ptr, u32b immune_type, TIME_EFFECT v)
2297 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2299 /* Clear all elemental attacks (only one is allowed at a time). */
2300 if ((creature_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2302 creature_ptr->special_defense &= ~(DEFENSE_ACID);
2303 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."));
2305 if ((creature_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2307 creature_ptr->special_defense &= ~(DEFENSE_ELEC);
2308 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."));
2310 if ((creature_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2312 creature_ptr->special_defense &= ~(DEFENSE_FIRE);
2313 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."));
2315 if ((creature_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2317 creature_ptr->special_defense &= ~(DEFENSE_COLD);
2318 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."));
2320 if ((creature_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2322 creature_ptr->special_defense &= ~(DEFENSE_POIS);
2323 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."));
2326 if ((v) && (immune_type))
2328 /* Set attack type. */
2329 creature_ptr->special_defense |= (immune_type);
2332 creature_ptr->ele_immune = v;
2334 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2335 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2336 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2337 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2338 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2339 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2340 _("(なし)", "do nothing special.")))))));
2343 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2344 creature_ptr->redraw |= (PR_STATUS);
2345 creature_ptr->update |= (PU_BONUS);
2346 handle_stuff(creature_ptr);
2352 * @brief 一時的酸耐性の継続時間をセットする / Set "oppose_acid", notice observable changes
2354 * @param do_dec 現在の継続時間より長い値のみ上書きする
2355 * @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。
2357 bool set_oppose_acid(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2359 bool notice = FALSE;
2360 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2362 if (creature_ptr->is_dead) return FALSE;
2366 if (creature_ptr->oppose_acid && !do_dec)
2368 if (creature_ptr->oppose_acid > v) return FALSE;
2370 else if (!IS_OPPOSE_ACID())
2372 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2379 if (creature_ptr->oppose_acid && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
2381 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2387 creature_ptr->oppose_acid = v;
2389 /* Nothing to notice */
2390 if (!notice) return FALSE;
2391 creature_ptr->redraw |= (PR_STATUS);
2393 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2394 handle_stuff(creature_ptr);
2399 * @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
2401 * @param do_dec 現在の継続時間より長い値のみ上書きする
2402 * @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。
2404 bool set_oppose_elec(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2406 bool notice = FALSE;
2407 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2409 if (creature_ptr->is_dead) return FALSE;
2413 if (creature_ptr->oppose_elec && !do_dec)
2415 if (creature_ptr->oppose_elec > v) return FALSE;
2417 else if (!IS_OPPOSE_ELEC())
2419 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2426 if (creature_ptr->oppose_elec && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
2428 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2434 creature_ptr->oppose_elec = v;
2436 /* Nothing to notice */
2437 if (!notice) return FALSE;
2438 creature_ptr->redraw |= (PR_STATUS);
2440 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2441 handle_stuff(creature_ptr);
2446 * @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
2448 * @param do_dec 現在の継続時間より長い値のみ上書きする
2449 * @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。
2451 bool set_oppose_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2453 bool notice = FALSE;
2454 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2456 if (creature_ptr->is_dead) return FALSE;
2458 if ((PRACE_IS_(creature_ptr, RACE_DEMON) && (creature_ptr->lev > 44)) || (creature_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2461 if (creature_ptr->oppose_fire && !do_dec)
2463 if (creature_ptr->oppose_fire > v) return FALSE;
2465 else if (!IS_OPPOSE_FIRE())
2467 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2474 if (creature_ptr->oppose_fire && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
2476 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2482 creature_ptr->oppose_fire = v;
2484 /* Nothing to notice */
2485 if (!notice) return FALSE;
2486 creature_ptr->redraw |= (PR_STATUS);
2488 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2489 handle_stuff(creature_ptr);
2494 * @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
2496 * @param do_dec 現在の継続時間より長い値のみ上書きする
2497 * @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。
2499 bool set_oppose_cold(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2501 bool notice = FALSE;
2502 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2504 if (creature_ptr->is_dead) return FALSE;
2508 if (creature_ptr->oppose_cold && !do_dec)
2510 if (creature_ptr->oppose_cold > v) return FALSE;
2512 else if (!IS_OPPOSE_COLD())
2514 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2521 if (creature_ptr->oppose_cold && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
2523 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2529 creature_ptr->oppose_cold = v;
2531 /* Nothing to notice */
2532 if (!notice) return FALSE;
2533 creature_ptr->redraw |= (PR_STATUS);
2535 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2536 handle_stuff(creature_ptr);
2541 * @brief 一時的毒耐性の継続時間をセットする / Set "oppose_pois", notice observable changes
2543 * @param do_dec 現在の継続時間より長い値のみ上書きする
2544 * @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。
2546 bool set_oppose_pois(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
2548 bool notice = FALSE;
2549 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2551 if ((creature_ptr->pclass == CLASS_NINJA) && (creature_ptr->lev > 44)) v = 1;
2552 if (creature_ptr->is_dead) return FALSE;
2556 if (creature_ptr->oppose_pois && !do_dec)
2558 if (creature_ptr->oppose_pois > v) return FALSE;
2560 else if (!IS_OPPOSE_POIS())
2562 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2569 if (creature_ptr->oppose_pois && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
2571 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2577 creature_ptr->oppose_pois = v;
2579 /* Nothing to notice */
2580 if (!notice) return FALSE;
2581 creature_ptr->redraw |= (PR_STATUS);
2583 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2584 handle_stuff(creature_ptr);
2589 * @brief 朦朧の継続時間をセットする / Set "stun", notice observable changes
2591 * @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。
2593 * Note the special code to only notice "range" changes.
2595 bool set_stun(player_type *creature_ptr, TIME_EFFECT v)
2597 int old_aux, new_aux;
2598 bool notice = FALSE;
2599 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2601 if (creature_ptr->is_dead) return FALSE;
2602 if (PRACE_IS_(creature_ptr, RACE_GOLEM) || ((creature_ptr->pclass == CLASS_BERSERKER) && (creature_ptr->lev > 34))) v = 0;
2605 if (creature_ptr->stun > 100)
2611 else if (creature_ptr->stun > 50)
2617 else if (creature_ptr->stun > 0)
2653 if (new_aux > old_aux)
2655 /* Describe the state */
2659 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2662 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;
2665 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;
2668 if (randint1(1000) < v || one_in_(16))
2670 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2674 if (!creature_ptr->sustain_int) (void)do_dec_stat(creature_ptr, A_INT);
2675 if (!creature_ptr->sustain_wis) (void)do_dec_stat(creature_ptr, A_WIS);
2677 else if (one_in_(2))
2679 if (!creature_ptr->sustain_int) (void)do_dec_stat(creature_ptr, A_INT);
2683 if (!creature_ptr->sustain_wis) (void)do_dec_stat(creature_ptr, A_WIS);
2686 if (creature_ptr->special_defense & KATA_MASK)
2688 msg_print(_("型が崩れた。", "Your posture gets loose."));
2689 creature_ptr->special_defense &= ~(KATA_MASK);
2690 creature_ptr->update |= (PU_BONUS);
2691 creature_ptr->update |= (PU_MONSTERS);
2692 creature_ptr->redraw |= (PR_STATE);
2693 creature_ptr->redraw |= (PR_STATUS);
2694 creature_ptr->action = ACTION_NONE;
2698 if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
2699 if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
2705 else if (new_aux < old_aux)
2707 /* Describe the state */
2712 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2714 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2722 creature_ptr->stun = v;
2725 if (!notice) return FALSE;
2727 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2728 creature_ptr->update |= (PU_BONUS);
2730 /* Redraw the "stun" */
2731 creature_ptr->redraw |= (PR_STUN);
2732 handle_stuff(creature_ptr);
2738 * @brief 出血の継続時間をセットする / Set "cut", notice observable changes
2740 * @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。
2742 * Note the special code to only notice "range" changes.
2744 bool set_cut(player_type *creature_ptr, TIME_EFFECT v)
2746 int old_aux, new_aux;
2747 bool notice = FALSE;
2748 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2750 if (creature_ptr->is_dead) return FALSE;
2752 if ((creature_ptr->prace == RACE_GOLEM ||
2753 creature_ptr->prace == RACE_SKELETON ||
2754 creature_ptr->prace == RACE_SPECTRE ||
2755 (creature_ptr->prace == RACE_ZOMBIE && creature_ptr->lev > 11)) &&
2756 !creature_ptr->mimic_form)
2760 if (creature_ptr->cut > 1000)
2766 else if (creature_ptr->cut > 200)
2772 else if (creature_ptr->cut > 100)
2778 else if (creature_ptr->cut > 50)
2784 else if (creature_ptr->cut > 25)
2790 else if (creature_ptr->cut > 10)
2796 else if (creature_ptr->cut > 0)
2856 if (new_aux > old_aux)
2858 /* Describe the state */
2862 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2865 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2868 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2871 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2874 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2877 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;
2880 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;
2885 if (randint1(1000) < v || one_in_(16))
2887 if (!creature_ptr->sustain_chr)
2889 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2890 do_dec_stat(creature_ptr, A_CHR);
2896 else if (new_aux < old_aux)
2898 /* Describe the state */
2903 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");
2905 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2913 creature_ptr->cut = v;
2916 if (!notice) return FALSE;
2918 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
2919 creature_ptr->update |= (PU_BONUS);
2921 /* Redraw the "cut" */
2922 creature_ptr->redraw |= (PR_CUT);
2923 handle_stuff(creature_ptr);
2928 * @brief 空腹状態をセットする / Set "food", notice observable changes
2930 * @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。
2932 * Set "", notice observable changes\n
2934 * The "food" variable can get as large as 20000, allowing the
2935 * addition of the most "filling" item, Elvish Waybread, which adds
2936 * 7500 food units, without overflowing the 32767 maximum limit.\n
2938 * Perhaps we should disturb the player with various messages,
2939 * especially messages about hunger status changes. \n
2941 * Digestion of food is handled in "dungeon.c", in which, normally,
2942 * the player digests about 20 food units per 100 game turns, more
2943 * when "fast", more when "regenerating", less with "slow digestion",
2944 * but when the player is "gorged", he digests 100 food units per 10
2945 * game turns, or a full 1000 food units per 100 game turns.\n
2947 * Note that the player's speed is reduced by 10 units while gorged,
2948 * so if the player eats a single food ration (5000 food units) when
2949 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2950 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2951 * affecting the player speed).\n
2953 bool set_food(player_type *creature_ptr, TIME_EFFECT v)
2955 int old_aux, new_aux;
2957 bool notice = FALSE;
2958 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2960 /* Fainting / Starving */
2961 if (creature_ptr->food < PY_FOOD_FAINT)
2967 else if (creature_ptr->food < PY_FOOD_WEAK)
2973 else if (creature_ptr->food < PY_FOOD_ALERT)
2979 else if (creature_ptr->food < PY_FOOD_FULL)
2985 else if (creature_ptr->food < PY_FOOD_MAX)
2996 /* Fainting / Starving */
2997 if (v < PY_FOOD_FAINT)
3003 else if (v < PY_FOOD_WEAK)
3009 else if (v < PY_FOOD_ALERT)
3015 else if (v < PY_FOOD_FULL)
3021 else if (v < PY_FOOD_MAX)
3032 if (old_aux < 1 && new_aux > 0)
3033 chg_virtue(creature_ptr, V_PATIENCE, 2);
3034 else if (old_aux < 3 && (old_aux != new_aux))
3035 chg_virtue(creature_ptr, V_PATIENCE, 1);
3037 chg_virtue(creature_ptr, V_TEMPERANCE, 1);
3039 chg_virtue(creature_ptr, V_TEMPERANCE, -1);
3042 if (new_aux > old_aux)
3044 /* Describe the state */
3048 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3051 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3054 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3057 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3061 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3062 chg_virtue(creature_ptr, V_HARMONY, -1);
3063 chg_virtue(creature_ptr, V_PATIENCE, -1);
3064 chg_virtue(creature_ptr, V_TEMPERANCE, -2);
3074 else if (new_aux < old_aux)
3076 /* Describe the state */
3079 /* Fainting / Starving */
3080 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;
3083 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3086 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3089 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3092 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3095 if (creature_ptr->wild_mode && (new_aux < 2))
3097 change_wild_mode(creature_ptr, FALSE);
3105 creature_ptr->food = v;
3107 /* Nothing to notice */
3108 if (!notice) return FALSE;
3110 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
3111 creature_ptr->update |= (PU_BONUS);
3114 creature_ptr->redraw |= (PR_HUNGER);
3115 handle_stuff(creature_ptr);
3120 * @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-
3121 * @param stat 上昇させるステータスID
3122 * @return 実際に上昇した場合TRUEを返す。
3124 * Note that this function (used by stat potions) now restores\n
3125 * the stat BEFORE increasing it.\n
3127 bool inc_stat(player_type *creature_ptr, int stat)
3129 BASE_STATUS value, gain;
3131 /* Then augment the current/max stat */
3132 value = creature_ptr->stat_cur[stat];
3134 /* Cannot go above 18/100 */
3135 if (value < creature_ptr->stat_max_max[stat])
3137 /* Gain one (sometimes two) points */
3140 gain = ((randint0(100) < 75) ? 1 : 2);
3144 /* Gain 1/6 to 1/3 of distance to 18/100 */
3145 else if (value < (creature_ptr->stat_max_max[stat]-2))
3147 /* Approximate gain value */
3148 gain = (((creature_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3149 if (gain < 1) gain = 1;
3151 /* Apply the bonus */
3152 value += randint1(gain) + gain / 2;
3155 if (value > (creature_ptr->stat_max_max[stat]-1)) value = creature_ptr->stat_max_max[stat]-1;
3158 /* Gain one point at a time */
3164 /* Save the new value */
3165 creature_ptr->stat_cur[stat] = value;
3167 /* Bring up the maximum too */
3168 if (value > creature_ptr->stat_max[stat])
3170 creature_ptr->stat_max[stat] = value;
3172 creature_ptr->update |= (PU_BONUS);
3178 /* Nothing to gain */
3183 * @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.
3184 * @param stat 減少させるステータスID
3185 * @param amount 減少させる基本量
3186 * @param permanent TRUEならば現在の最大値を減少させる
3187 * @return 実際に減少した場合TRUEを返す。
3190 * Amount could be a little higher in extreme cases to mangle very high\n
3191 * stats from massive assaults. -CWS\n
3193 * Note that "permanent" means that the *given* amount is permanent,\n
3194 * not that the new value becomes permanent. This may not work exactly\n
3195 * as expected, due to "weirdness" in the algorithm, but in general,\n
3196 * if your stat is already drained, the "max" value will not drop all\n
3197 * the way down to the "cur" value.\n
3199 bool dec_stat(player_type *creature_ptr, int stat, int amount, int permanent)
3201 BASE_STATUS cur, max;
3205 /* Acquire current value */
3206 cur = creature_ptr->stat_cur[stat];
3207 max = creature_ptr->stat_max[stat];
3209 /* Note when the values are identical */
3210 same = (cur == max);
3212 /* Damage "current" value */
3215 /* Handle "low" values */
3218 if (amount > 90) cur--;
3219 if (amount > 50) cur--;
3220 if (amount > 20) cur--;
3224 /* Handle "high" values */
3227 /* Hack -- Decrement by a random amount between one-quarter */
3228 /* and one-half of the stat bonus times the percentage, with a */
3229 /* minimum damage of half the percentage. -CWS */
3230 loss = (((cur-18) / 2 + 1) / 2 + 1);
3231 if (loss < 1) loss = 1;
3233 /* Randomize the loss */
3234 loss = ((randint1(loss) + loss) * amount) / 100;
3237 if (loss < amount/2) loss = amount/2;
3239 /* Lose some points */
3242 /* Hack -- Only reduce stat to 17 sometimes */
3243 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3246 /* Prevent illegal values */
3247 if (cur < 3) cur = 3;
3249 /* Something happened */
3250 if (cur != creature_ptr->stat_cur[stat]) res = TRUE;
3253 /* Damage "max" value */
3254 if (permanent && (max > 3))
3256 chg_virtue(creature_ptr, V_SACRIFICE, 1);
3257 if (stat == A_WIS || stat == A_INT)
3258 chg_virtue(creature_ptr, V_ENLIGHTEN, -2);
3260 /* Handle "low" values */
3263 if (amount > 90) max--;
3264 if (amount > 50) max--;
3265 if (amount > 20) max--;
3269 /* Handle "high" values */
3272 /* Hack -- Decrement by a random amount between one-quarter */
3273 /* and one-half of the stat bonus times the percentage, with a */
3274 /* minimum damage of half the percentage. -CWS */
3275 loss = (((max-18) / 2 + 1) / 2 + 1);
3276 loss = ((randint1(loss) + loss) * amount) / 100;
3277 if (loss < amount/2) loss = amount/2;
3279 /* Lose some points */
3282 /* Hack -- Only reduce stat to 17 sometimes */
3283 if (max < 18) max = (amount <= 20) ? 18 : 17;
3286 /* Hack -- keep it clean */
3287 if (same || (max < cur)) max = cur;
3289 /* Something happened */
3290 if (max != creature_ptr->stat_max[stat]) res = TRUE;
3295 /* Actually set the stat to its new value. */
3296 creature_ptr->stat_cur[stat] = cur;
3297 creature_ptr->stat_max[stat] = max;
3299 creature_ptr->redraw |= (PR_STATS);
3300 creature_ptr->update |= (PU_BONUS);
3308 * @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.
3309 * @param stat 回復ステータスID
3310 * @return 実際に回復した場合TRUEを返す。
3312 bool res_stat(player_type *creature_ptr, int stat)
3314 /* Restore if needed */
3315 if (creature_ptr->stat_cur[stat] != creature_ptr->stat_max[stat])
3317 creature_ptr->stat_cur[stat] = creature_ptr->stat_max[stat];
3318 creature_ptr->update |= (PU_BONUS);
3319 creature_ptr->redraw |= (PR_STATS);
3325 /* Nothing to restore */
3331 * Increase players hit points, notice effects
3333 bool hp_player(player_type *creature_ptr, int num)
3336 vir = virtue_number(creature_ptr, V_VITALITY);
3338 if(num <= 0) return FALSE;
3342 num = num * (creature_ptr->virtues[vir - 1] + 1250) / 1250;
3344 /* Healing needed */
3345 if (creature_ptr->chp < creature_ptr->mhp)
3347 if ((num > 0) && (creature_ptr->chp < (creature_ptr->mhp/3)))
3348 chg_virtue(creature_ptr, V_TEMPERANCE, 1);
3349 /* Gain hitpoints */
3350 creature_ptr->chp += num;
3352 /* Enforce maximum */
3353 if (creature_ptr->chp >= creature_ptr->mhp)
3355 creature_ptr->chp = creature_ptr->mhp;
3356 creature_ptr->chp_frac = 0;
3359 creature_ptr->redraw |= (PR_HP);
3361 creature_ptr->window |= (PW_PLAYER);
3366 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3372 msg_print(_("気分が良くなった。", "You feel better."));
3378 msg_print(_("とても気分が良くなった。", "You feel much better."));
3384 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3396 * Array of stat "descriptions"
3398 static concptr desc_stat_pos[] =
3403 _("器用に", "dextrous"),
3404 _("健康に", "healthy"),
3410 * Array of stat "descriptions"
3412 static concptr desc_stat_neg[] =
3417 _("不器用に", "clumsy"),
3418 _("不健康に", "sickly"),
3426 bool do_dec_stat(player_type *creature_ptr, int stat)
3430 /* Access the "sustain" */
3433 case A_STR: if (creature_ptr->sustain_str) sust = TRUE; break;
3434 case A_INT: if (creature_ptr->sustain_int) sust = TRUE; break;
3435 case A_WIS: if (creature_ptr->sustain_wis) sust = TRUE; break;
3436 case A_DEX: if (creature_ptr->sustain_dex) sust = TRUE; break;
3437 case A_CON: if (creature_ptr->sustain_con) sust = TRUE; break;
3438 case A_CHR: if (creature_ptr->sustain_chr) sust = TRUE; break;
3442 if (sust && (!ironman_nightmare || randint0(13)))
3444 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."),
3445 desc_stat_neg[stat]);
3451 /* Attempt to reduce the stat */
3452 if (dec_stat(creature_ptr, stat, 10, (ironman_nightmare && !randint0(13))))
3454 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3460 /* Nothing obvious */
3466 * Restore lost "points" in a stat
3468 bool do_res_stat(player_type *creature_ptr, int stat)
3470 /* Attempt to increase */
3471 if (res_stat(creature_ptr, stat))
3473 msg_format(_("元通りに%sなった気がする。", "You feel more %s."), desc_stat_pos[stat]);
3477 /* Nothing obvious */
3483 * Gain a "point" in a stat
3485 bool do_inc_stat(player_type *creature_ptr, int stat)
3489 /* Restore strength */
3490 res = res_stat(creature_ptr, stat);
3492 /* Attempt to increase */
3493 if (inc_stat(creature_ptr, stat))
3497 chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
3498 chg_virtue(creature_ptr, V_FAITH, 1);
3500 else if (stat == A_INT)
3502 chg_virtue(creature_ptr, V_KNOWLEDGE, 1);
3503 chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
3505 else if (stat == A_CON)
3506 chg_virtue(creature_ptr, V_VITALITY, 1);
3508 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3513 /* Restoration worked */
3516 msg_format(_("元通りに%sなった気がする。", "You feel more %s."), desc_stat_pos[stat]);
3521 /* Nothing obvious */
3527 * Restores any drained experience
3529 bool restore_level(player_type *creature_ptr)
3531 /* Restore experience */
3532 if (creature_ptr->exp < creature_ptr->max_exp)
3534 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3536 /* Restore the experience */
3537 creature_ptr->exp = creature_ptr->max_exp;
3539 /* Check the experience */
3540 check_experience(creature_ptr);
3553 bool lose_all_info(player_type *creature_ptr)
3557 chg_virtue(creature_ptr, V_KNOWLEDGE, -5);
3558 chg_virtue(creature_ptr, V_ENLIGHTEN, -5);
3560 /* Forget info about objects */
3561 for (i = 0; i < INVEN_TOTAL; i++)
3563 object_type *o_ptr = &creature_ptr->inventory_list[i];
3564 if (!o_ptr->k_idx) continue;
3566 /* Allow "protection" by the MENTAL flag */
3567 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3569 /* Remove "default inscriptions" */
3570 o_ptr->feeling = FEEL_NONE;
3572 /* Hack -- Clear the "empty" flag */
3573 o_ptr->ident &= ~(IDENT_EMPTY);
3575 /* Hack -- Clear the "known" flag */
3576 o_ptr->ident &= ~(IDENT_KNOWN);
3578 /* Hack -- Clear the "felt" flag */
3579 o_ptr->ident &= ~(IDENT_SENSE);
3581 creature_ptr->update |= (PU_BONUS);
3582 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
3584 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3586 /* Mega-Hack -- Forget the map */
3587 wiz_dark(creature_ptr);
3594 void do_poly_wounds(player_type *creature_ptr)
3596 /* Changed to always provide at least _some_ healing */
3597 s16b wounds = creature_ptr->cut;
3598 s16b hit_p = (creature_ptr->mhp - creature_ptr->chp);
3599 s16b change = damroll(creature_ptr->lev, 5);
3600 bool Nasty_effect = one_in_(5);
3602 if (!(wounds || hit_p || Nasty_effect)) return;
3604 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3605 hp_player(creature_ptr, change);
3608 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3609 take_hit(creature_ptr, DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3610 set_cut(creature_ptr,change);
3614 set_cut(creature_ptr,creature_ptr->cut - (change / 2));
3620 * Change player race
3622 void change_race(player_type *creature_ptr, CHARACTER_IDX new_race, concptr effect_msg)
3624 concptr title = race_info[new_race].title;
3625 int old_race = creature_ptr->prace;
3628 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3630 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);
3633 chg_virtue(creature_ptr, V_CHANCE, 2);
3635 if (creature_ptr->prace < 32)
3637 creature_ptr->old_race1 |= 1L << creature_ptr->prace;
3641 creature_ptr->old_race2 |= 1L << (creature_ptr->prace - 32);
3643 creature_ptr->prace = new_race;
3644 rp_ptr = &race_info[creature_ptr->prace];
3646 /* Experience factor */
3647 creature_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3650 * The speed bonus of Klackons and Sprites are disabled
3651 * and the experience penalty is decreased.
3653 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)))
3654 creature_ptr->expfact -= 15;
3656 /* Get character's height and weight */
3657 get_height_weight(creature_ptr);
3660 if (creature_ptr->pclass == CLASS_SORCERER)
3661 creature_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3663 creature_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3665 roll_hitdice(creature_ptr, 0L);
3667 /* The experience level may be modified */
3668 check_experience(creature_ptr);
3670 creature_ptr->redraw |= (PR_BASIC);
3672 creature_ptr->update |= (PU_BONUS);
3674 handle_stuff(creature_ptr);
3676 /* Load an autopick preference file */
3677 if (old_race != creature_ptr->prace) autopick_load_pref(FALSE);
3679 /* Player's graphic tile may change */
3680 lite_spot(creature_ptr->y, creature_ptr->x);
3684 void do_poly_self(player_type *creature_ptr)
3686 int power = creature_ptr->lev;
3688 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3689 chg_virtue(creature_ptr, V_CHANCE, 1);
3691 if ((power > randint0(20)) && one_in_(3) && (creature_ptr->prace != RACE_ANDROID))
3693 char effect_msg[80] = "";
3694 CHARACTER_IDX new_race;
3696 /* Some form of racial polymorph... */
3699 if ((power > randint0(5)) && one_in_(4))
3704 if (creature_ptr->psex == SEX_MALE)
3706 creature_ptr->psex = SEX_FEMALE;
3707 sp_ptr = &sex_info[creature_ptr->psex];
3708 sprintf(effect_msg, _("女性の", "female "));
3712 creature_ptr->psex = SEX_MALE;
3713 sp_ptr = &sex_info[creature_ptr->psex];
3714 sprintf(effect_msg, _("男性の", "male "));
3718 if ((power > randint0(30)) && one_in_(5))
3722 /* Harmful deformity */
3729 (void)dec_stat(creature_ptr, tmp, randint1(6) + 6, one_in_(3));
3735 /* Deformities are discriminated against! */
3736 (void)dec_stat(creature_ptr, A_CHR, randint1(6), TRUE);
3741 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3742 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3746 sprintf(effect_msg,_("奇形の", "deformed "));
3750 while ((power > randint0(20)) && one_in_(10))
3752 /* Polymorph into a less mutated form */
3755 if (!lose_mutation(creature_ptr, 0))
3756 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3761 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3763 while ((new_race == creature_ptr->prace) || (new_race == RACE_ANDROID));
3765 change_race(creature_ptr, new_race, effect_msg);
3768 if ((power > randint0(30)) && one_in_(6))
3774 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");
3778 (void)dec_stat(creature_ptr, tmp, randint1(6) + 6, one_in_(3));
3783 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!"));
3784 take_hit(creature_ptr, DAMAGE_LOSELIFE, damroll(randint1(10), creature_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3790 if ((power > randint0(20)) && one_in_(4))
3794 get_max_stats(creature_ptr);
3795 roll_hitdice(creature_ptr, 0L);
3798 while ((power > randint0(15)) && one_in_(3))
3801 (void)gain_mutation(creature_ptr, 0);
3804 if (power > randint0(5))
3807 do_poly_wounds(creature_ptr);
3810 /* Note: earlier deductions may have left power < 0 already. */
3813 status_shuffle(creature_ptr);
3821 void gain_exp_64(player_type *creature_ptr, s32b amount, u32b amount_frac)
3823 if (creature_ptr->is_dead) return;
3825 if (creature_ptr->prace == RACE_ANDROID) return;
3827 /* Gain some experience */
3828 s64b_add(&(creature_ptr->exp), &(creature_ptr->exp_frac), amount, amount_frac);
3830 /* Slowly recover from experience drainage */
3831 if (creature_ptr->exp < creature_ptr->max_exp)
3833 /* Gain max experience (20%) (was 10%) */
3834 creature_ptr->max_exp += amount / 5;
3837 check_experience(creature_ptr);
3844 void gain_exp(player_type *creature_ptr, s32b amount)
3846 gain_exp_64(creature_ptr, amount, 0L);
3850 void calc_android_exp(player_type *creature_ptr)
3854 if (creature_ptr->is_dead) return;
3856 if (creature_ptr->prace != RACE_ANDROID) return;
3858 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3860 object_type *o_ptr = &creature_ptr->inventory_list[i];
3862 object_type *q_ptr = &forge;
3864 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
3866 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
3867 if (!o_ptr->k_idx) continue;
3870 object_copy(q_ptr, o_ptr);
3871 q_ptr->discount = 0;
3872 q_ptr->curse_flags = 0L;
3874 if (object_is_fixed_artifact(o_ptr))
3876 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
3877 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
3879 else if (object_is_ego(o_ptr))
3881 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
3883 else if (o_ptr->art_name)
3885 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
3888 if (!object_is_weapon_ammo(o_ptr))
3891 if (total_flags < 15000) fake_level = 10;
3892 else if (total_flags < 35000) fake_level = 25;
3893 else fake_level = 40;
3898 if (total_flags < 20000) fake_level = 10;
3899 else if (total_flags < 45000) fake_level = 25;
3900 else fake_level = 40;
3903 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
3906 value = object_value_real(q_ptr);
3908 if (value <= 0) continue;
3909 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (creature_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
3910 if (value > 5000000L) value = 5000000L;
3911 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
3913 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
3914 (o_ptr->tval == TV_DRAG_ARMOR) ||
3915 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3916 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3917 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3918 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
3919 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
3921 if (level > 65) level = 35 + (level - 65) / 5;
3922 else if (level > 35) level = 25 + (level - 35) / 3;
3923 else if (level > 15) level = 15 + (level - 15) / 2;
3924 exp = MIN(100000L, value) / 2 * level * level;
3925 if (value > 100000L)
3926 exp += (value - 100000L) / 8 * level * level;
3930 exp = MIN(100000L, value) * level;
3931 if (value > 100000L)
3932 exp += (value - 100000L) / 4 * level;
3934 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(creature_ptr, i))) || (i == INVEN_BOW)) total_exp += exp / 48;
3935 else total_exp += exp / 16;
3936 if (i == INVEN_BODY) total_exp += exp / 32;
3938 creature_ptr->exp = creature_ptr->max_exp = total_exp;
3939 check_experience(creature_ptr);
3946 void lose_exp(player_type *creature_ptr, s32b amount)
3948 if (creature_ptr->prace == RACE_ANDROID) return;
3949 if (amount > creature_ptr->exp) amount = creature_ptr->exp;
3951 creature_ptr->exp -= amount;
3953 check_experience(creature_ptr);
3959 * If resisted to draining, return FALSE
3961 bool drain_exp(player_type *creature_ptr, s32b drain, s32b slip, int hold_exp_prob)
3963 /* Androids and their mimics are never drained */
3964 if (creature_ptr->prace == RACE_ANDROID) return FALSE;
3966 if (creature_ptr->hold_exp && (randint0(100) < hold_exp_prob))
3968 /* Hold experience */
3969 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
3973 /* Hold experience failed */
3974 if (creature_ptr->hold_exp)
3976 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
3977 lose_exp(creature_ptr, slip);
3981 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!"));
3982 lose_exp(creature_ptr, drain);
3989 bool set_ultimate_res(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
3991 bool notice = FALSE;
3992 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3994 if (creature_ptr->is_dead) return FALSE;
3998 if (creature_ptr->ult_res && !do_dec)
4000 if (creature_ptr->ult_res > v) return FALSE;
4002 else if (!creature_ptr->ult_res)
4004 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!"));
4011 if (creature_ptr->ult_res)
4013 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"));
4019 creature_ptr->ult_res = v;
4020 creature_ptr->redraw |= (PR_STATUS);
4022 /* Nothing to notice */
4023 if (!notice) return FALSE;
4025 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
4026 creature_ptr->update |= (PU_BONUS);
4027 handle_stuff(creature_ptr);
4031 bool set_tim_res_nether(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
4033 bool notice = FALSE;
4034 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4036 if (creature_ptr->is_dead) return FALSE;
4040 if (creature_ptr->tim_res_nether && !do_dec)
4042 if (creature_ptr->tim_res_nether > v) return FALSE;
4044 else if (!creature_ptr->tim_res_nether)
4046 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4053 if (creature_ptr->tim_res_nether)
4055 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"));
4061 creature_ptr->tim_res_nether = v;
4062 creature_ptr->redraw |= (PR_STATUS);
4064 /* Nothing to notice */
4065 if (!notice) return FALSE;
4067 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
4068 creature_ptr->update |= (PU_BONUS);
4069 handle_stuff(creature_ptr);
4073 bool set_tim_res_time(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
4075 bool notice = FALSE;
4076 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4078 if (creature_ptr->is_dead) return FALSE;
4082 if (creature_ptr->tim_res_time && !do_dec)
4084 if (creature_ptr->tim_res_time > v) return FALSE;
4086 else if (!creature_ptr->tim_res_time)
4088 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!"));
4095 if (creature_ptr->tim_res_time)
4097 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"));
4103 creature_ptr->tim_res_time = v;
4104 creature_ptr->redraw |= (PR_STATUS);
4106 /* Nothing to notice */
4107 if (!notice) return FALSE;
4109 if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
4110 creature_ptr->update |= (PU_BONUS);
4111 handle_stuff(creature_ptr);
4117 * Choose a warrior-mage elemental attack. -LM-
4119 bool choose_ele_attack(player_type *creature_ptr)
4125 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
4127 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."));
4132 num = (creature_ptr->lev - 20) / 5;
4133 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4136 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4141 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4146 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4151 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4160 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4164 if ((choice == 'a') || (choice == 'A'))
4165 set_ele_attack(creature_ptr, ATTACK_FIRE, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
4166 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4167 set_ele_attack(creature_ptr, ATTACK_COLD, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
4168 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4169 set_ele_attack(creature_ptr, ATTACK_POIS, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
4170 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4171 set_ele_attack(creature_ptr, ATTACK_ACID, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
4172 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4173 set_ele_attack(creature_ptr, ATTACK_ELEC, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
4176 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4186 * Choose a elemental immune. -LM-
4188 bool choose_ele_immune(player_type *creature_ptr, TIME_EFFECT immune_turn)
4193 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4194 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4195 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4196 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4204 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4208 if ((choice == 'a') || (choice == 'A'))
4209 set_ele_immune(creature_ptr, DEFENSE_FIRE, immune_turn);
4210 else if ((choice == 'b') || (choice == 'B'))
4211 set_ele_immune(creature_ptr, DEFENSE_COLD, immune_turn);
4212 else if ((choice == 'c') || (choice == 'C'))
4213 set_ele_immune(creature_ptr, DEFENSE_ACID, immune_turn);
4214 else if ((choice == 'd') || (choice == 'D'))
4215 set_ele_immune(creature_ptr, DEFENSE_ELEC, immune_turn);
4218 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));