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
29 #include "spells-status.h"
30 #include "realm-hex.h"
31 #include "object-ego.h"
32 #include "object-hook.h"
34 #include "spells-floor.h"
35 #include "player-status.h"
36 #include "player-class.h"
37 #include "player-move.h"
38 #include "player-effects.h"
39 #include "player-race.h"
40 #include "player-class.h"
41 #include "player-personality.h"
42 #include "player-sex.h"
43 #include "monster-status.h"
46 #include "monster-spell.h"
48 #include "objectkind.h"
56 const kamae kamae_shurui[MAX_KAMAE] =
64 {"Genbu", 25, "(Black Tortoise) "},
65 {"Byakko", 30, "(White Tiger) "},
66 {"Seiryuu", 35, "(Blue Dragon) "},
67 {"Suzaku", 40, "(Red Phoenix) "},
74 const kamae kata_shurui[MAX_KATA] =
91 * @brief プレイヤーの継続行動を設定する。
92 * @param typ 継続行動のID\n
93 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
96 void set_action(ACTION_IDX typ)
98 int prev_typ = p_ptr->action;
110 msg_print(_("探索をやめた。", "You no longer walk carefully."));
111 p_ptr->redraw |= (PR_SPEED);
121 msg_print(_("学習をやめた。", "You stop Learning"));
127 msg_print(_("構えをといた。", "You stop assuming the posture."));
128 p_ptr->special_defense &= ~(KAMAE_MASK);
133 msg_print(_("型を崩した。", "You stop assuming the posture."));
134 p_ptr->special_defense &= ~(KATA_MASK);
135 p_ptr->update |= (PU_MONSTERS);
136 p_ptr->redraw |= (PR_STATUS);
141 msg_print(_("歌うのをやめた。", "You stop singing."));
144 case ACTION_HAYAGAKE:
146 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
147 take_turn(p_ptr, 100);
152 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
160 /* If we are requested other action, stop singing */
161 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
162 if (prev_typ == ACTION_SPELL) stop_hex_spell();
164 switch (p_ptr->action)
168 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
169 p_ptr->redraw |= (PR_SPEED);
174 msg_print(_("学習を始めた。", "You begin Learning"));
179 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
182 case ACTION_HAYAGAKE:
184 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
192 p_ptr->update |= (PU_BONUS);
193 p_ptr->redraw |= (PR_STATE);
197 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
200 void reset_tim_flags(void)
202 p_ptr->fast = 0; /* Timed -- Fast */
203 p_ptr->lightspeed = 0;
204 p_ptr->slow = 0; /* Timed -- Slow */
205 p_ptr->blind = 0; /* Timed -- Blindness */
206 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
207 p_ptr->confused = 0; /* Timed -- Confusion */
208 p_ptr->afraid = 0; /* Timed -- Fear */
209 p_ptr->image = 0; /* Timed -- Hallucination */
210 p_ptr->poisoned = 0; /* Timed -- Poisoned */
211 p_ptr->cut = 0; /* Timed -- Cut */
212 p_ptr->stun = 0; /* Timed -- Stun */
214 p_ptr->protevil = 0; /* Timed -- Protection */
215 p_ptr->invuln = 0; /* Timed -- Invulnerable */
217 p_ptr->hero = 0; /* Timed -- Heroism */
218 p_ptr->shero = 0; /* Timed -- Super Heroism */
219 p_ptr->shield = 0; /* Timed -- Shield Spell */
220 p_ptr->blessed = 0; /* Timed -- Blessed */
221 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
222 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
223 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
224 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
226 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
227 p_ptr->tim_levitation = 0;
228 p_ptr->tim_sh_touki = 0;
229 p_ptr->tim_sh_fire = 0;
230 p_ptr->tim_sh_holy = 0;
231 p_ptr->tim_eyeeye = 0;
233 p_ptr->resist_magic = 0;
236 p_ptr->tim_res_nether = 0;
237 p_ptr->tim_res_time = 0;
238 p_ptr->tim_mimic = 0;
239 p_ptr->mimic_form = 0;
240 p_ptr->tim_reflect = 0;
241 p_ptr->multishadow = 0;
243 p_ptr->action = ACTION_NONE;
245 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
246 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
247 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
248 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
249 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
251 p_ptr->word_recall = 0;
252 p_ptr->alter_reality = 0;
253 p_ptr->sutemi = FALSE;
254 p_ptr->counter = FALSE;
255 p_ptr->ele_attack = 0;
256 p_ptr->ele_immune = 0;
257 p_ptr->special_attack = 0L;
258 p_ptr->special_defense = 0L;
260 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
261 p_ptr->timewalk = FALSE;
263 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
264 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
265 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
269 (void)set_monster_fast(p_ptr->riding, 0);
270 (void)set_monster_slow(p_ptr->riding, 0);
271 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
274 if (p_ptr->pclass == CLASS_BARD)
276 SINGING_SONG_EFFECT(p_ptr) = 0;
277 SINGING_SONG_ID(p_ptr) = 0;
282 * @brief プレイヤーに魔力消去効果を与える。
285 void dispel_player(void)
287 (void)set_fast(0, TRUE);
288 (void)set_lightspeed(0, TRUE);
289 (void)set_slow(0, TRUE);
290 (void)set_shield(0, TRUE);
291 (void)set_blessed(0, TRUE);
292 (void)set_tsuyoshi(0, TRUE);
293 (void)set_hero(0, TRUE);
294 (void)set_shero(0, TRUE);
295 (void)set_protevil(0, TRUE);
296 (void)set_invuln(0, TRUE);
297 (void)set_wraith_form(0, TRUE);
298 (void)set_kabenuke(0, TRUE);
299 (void)set_tim_res_nether(0, TRUE);
300 (void)set_tim_res_time(0, TRUE);
302 (void)set_tim_reflect(0,TRUE);
303 (void)set_multishadow(0,TRUE);
304 (void)set_dustrobe(0,TRUE);
306 (void)set_tim_invis(0, TRUE);
307 (void)set_tim_infra(0, TRUE);
308 (void)set_tim_esp(0, TRUE);
309 (void)set_tim_regen(0, TRUE);
310 (void)set_tim_stealth(0, TRUE);
311 (void)set_tim_levitation(0, TRUE);
312 (void)set_tim_sh_touki(0, TRUE);
313 (void)set_tim_sh_fire(0, TRUE);
314 (void)set_tim_sh_holy(0, TRUE);
315 (void)set_tim_eyeeye(0, TRUE);
316 (void)set_magicdef(0, TRUE);
317 (void)set_resist_magic(0, TRUE);
318 (void)set_oppose_acid(0, TRUE);
319 (void)set_oppose_elec(0, TRUE);
320 (void)set_oppose_fire(0, TRUE);
321 (void)set_oppose_cold(0, TRUE);
322 (void)set_oppose_pois(0, TRUE);
323 (void)set_ultimate_res(0, TRUE);
324 (void)set_mimic(0, 0, TRUE);
325 (void)set_ele_attack(0, 0);
326 (void)set_ele_immune(0, 0);
328 /* Cancel glowing hands */
329 if (p_ptr->special_attack & ATTACK_CONFUSE)
331 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
332 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
335 if (music_singing_any() || hex_spelling_any())
337 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
338 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
339 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
340 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
342 p_ptr->action = ACTION_NONE;
343 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
344 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
345 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
346 p_ptr->energy_need += ENERGY_NEED();
352 * @brief 変身効果の継続時間と変身先をセットする / Set "p_ptr->tim_mimic", and "p_ptr->mimic_form", notice observable changes
355 * @param do_dec 現在の継続時間より長い値のみ上書きする
356 * @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。
358 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
361 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
363 if (p_ptr->is_dead) return FALSE;
368 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
370 if (p_ptr->tim_mimic > v) return FALSE;
372 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
374 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
375 p_ptr->mimic_form = p;
383 if (p_ptr->tim_mimic)
385 msg_print(_("変身が解けた。", "You are no longer transformed."));
386 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
394 p_ptr->tim_mimic = v;
396 /* Nothing to notice */
397 if (!notice) return (FALSE);
399 if (disturb_state) disturb(FALSE, TRUE);
401 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
402 p_ptr->update |= (PU_BONUS | PU_HP);
409 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
411 * @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。
413 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
414 * memorize any terrain features which suddenly become "visible".\n
415 * Note that blindness is currently the only thing which can affect\n
416 * "player_can_see_bold()".\n
418 bool set_blind(TIME_EFFECT v)
421 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
423 if (p_ptr->is_dead) return FALSE;
430 if (p_ptr->prace == RACE_ANDROID)
432 msg_print(_("センサーをやられた!", "You are blind!"));
436 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
440 chg_virtue(V_ENLIGHTEN, -1);
449 if (p_ptr->prace == RACE_ANDROID)
451 msg_print(_("センサーが復旧した。", "You can see again."));
455 msg_print(_("やっと目が見えるようになった。", "You can see again."));
464 p_ptr->redraw |= (PR_STATUS);
466 /* Nothing to notice */
467 if (!notice) return (FALSE);
468 if (disturb_state) disturb(FALSE, FALSE);
470 /* Fully update the visuals */
471 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
472 p_ptr->redraw |= (PR_MAP);
473 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
480 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
482 * @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。
484 bool set_confused(TIME_EFFECT v)
487 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
489 if (p_ptr->is_dead) return FALSE;
494 if (!p_ptr->confused)
496 msg_print(_("あなたは混乱した!", "You are confused!"));
498 if (p_ptr->action == ACTION_LEARN)
500 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
503 p_ptr->redraw |= (PR_STATE);
504 p_ptr->action = ACTION_NONE;
506 if (p_ptr->action == ACTION_KAMAE)
508 msg_print(_("構えがとけた。", "Your posture gets loose."));
509 p_ptr->special_defense &= ~(KAMAE_MASK);
510 p_ptr->update |= (PU_BONUS);
511 p_ptr->redraw |= (PR_STATE);
512 p_ptr->action = ACTION_NONE;
514 else if (p_ptr->action == ACTION_KATA)
516 msg_print(_("型が崩れた。", "Your posture gets loose."));
517 p_ptr->special_defense &= ~(KATA_MASK);
518 p_ptr->update |= (PU_BONUS);
519 p_ptr->update |= (PU_MONSTERS);
520 p_ptr->redraw |= (PR_STATE);
521 p_ptr->redraw |= (PR_STATUS);
522 p_ptr->action = ACTION_NONE;
526 if (p_ptr->concent) reset_concentration(TRUE);
529 if (hex_spelling_any()) stop_hex_spell_all();
532 p_ptr->counter = FALSE;
533 chg_virtue(V_HARMONY, -1);
542 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
543 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
550 p_ptr->redraw |= (PR_STATUS);
552 /* Nothing to notice */
553 if (!notice) return (FALSE);
555 if (disturb_state) disturb(FALSE, FALSE);
562 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
564 * @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。
566 bool set_poisoned(TIME_EFFECT v)
569 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
571 if (p_ptr->is_dead) return FALSE;
576 if (!p_ptr->poisoned)
578 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
588 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
595 p_ptr->redraw |= (PR_STATUS);
597 /* Nothing to notice */
598 if (!notice) return (FALSE);
600 if (disturb_state) disturb(FALSE, FALSE);
607 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
609 * @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。
611 bool set_afraid(TIME_EFFECT v)
614 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
616 if (p_ptr->is_dead) return FALSE;
623 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
625 if (p_ptr->special_defense & KATA_MASK)
627 msg_print(_("型が崩れた。", "Your posture gets loose."));
628 p_ptr->special_defense &= ~(KATA_MASK);
629 p_ptr->update |= (PU_BONUS);
630 p_ptr->update |= (PU_MONSTERS);
631 p_ptr->redraw |= (PR_STATE);
632 p_ptr->redraw |= (PR_STATUS);
633 p_ptr->action = ACTION_NONE;
637 p_ptr->counter = FALSE;
638 chg_virtue(V_VALOUR, -1);
647 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
654 p_ptr->redraw |= (PR_STATUS);
656 /* Nothing to notice */
657 if (!notice) return (FALSE);
659 if (disturb_state) disturb(FALSE, FALSE);
665 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
667 * @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。
669 bool set_paralyzed(TIME_EFFECT v)
672 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
674 if (p_ptr->is_dead) return FALSE;
679 if (!p_ptr->paralyzed)
681 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
683 if (p_ptr->concent) reset_concentration(TRUE);
686 if (hex_spelling_any()) stop_hex_spell_all();
688 p_ptr->counter = FALSE;
696 if (p_ptr->paralyzed)
698 msg_print(_("やっと動けるようになった。", "You can move again."));
704 p_ptr->paralyzed = v;
705 p_ptr->redraw |= (PR_STATUS);
707 /* Nothing to notice */
708 if (!notice) return (FALSE);
710 if (disturb_state) disturb(FALSE, FALSE);
711 p_ptr->redraw |= (PR_STATE);
717 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
719 * @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。
720 * @details Note that we must redraw the map when hallucination changes.
722 bool set_image(TIME_EFFECT v)
725 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
727 if (p_ptr->is_dead) return FALSE;
728 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
734 set_tsuyoshi(0, TRUE);
737 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
740 if (p_ptr->concent) reset_concentration(TRUE);
742 p_ptr->counter = FALSE;
752 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."));
759 p_ptr->redraw |= (PR_STATUS);
761 /* Nothing to notice */
762 if (!notice) return (FALSE);
764 if (disturb_state) disturb(FALSE, TRUE);
766 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
767 p_ptr->update |= (PU_MONSTERS);
768 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
774 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
776 * @param do_dec 現在の継続時間より長い値のみ上書きする
777 * @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。
779 bool set_fast(TIME_EFFECT v, bool do_dec)
782 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
784 if (p_ptr->is_dead) return FALSE;
789 if (p_ptr->fast && !do_dec)
791 if (p_ptr->fast > v) return FALSE;
793 else if (!IS_FAST() && !p_ptr->lightspeed)
795 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
797 chg_virtue(V_PATIENCE, -1);
798 chg_virtue(V_DILIGENCE, 1);
805 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
807 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
815 /* Nothing to notice */
816 if (!notice) return (FALSE);
818 if (disturb_state) disturb(FALSE, FALSE);
819 p_ptr->update |= (PU_BONUS);
825 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
827 * @param do_dec 現在の継続時間より長い値のみ上書きする
828 * @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。
830 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
833 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
835 if (p_ptr->is_dead) return FALSE;
837 if (p_ptr->wild_mode) v = 0;
842 if (p_ptr->lightspeed && !do_dec)
844 if (p_ptr->lightspeed > v) return FALSE;
846 else if (!p_ptr->lightspeed)
848 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
850 chg_virtue(V_PATIENCE, -1);
851 chg_virtue(V_DILIGENCE, 1);
858 if (p_ptr->lightspeed)
860 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
866 p_ptr->lightspeed = v;
868 /* Nothing to notice */
869 if (!notice) return (FALSE);
871 if (disturb_state) disturb(FALSE, FALSE);
872 p_ptr->update |= (PU_BONUS);
878 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
880 * @param do_dec 現在の継続時間より長い値のみ上書きする
881 * @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。
883 bool set_slow(TIME_EFFECT v, bool do_dec)
886 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
888 if (p_ptr->is_dead) return FALSE;
893 if (p_ptr->slow && !do_dec)
895 if (p_ptr->slow > v) return FALSE;
897 else if (!p_ptr->slow)
899 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
909 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
917 /* Nothing to notice */
918 if (!notice) return (FALSE);
920 if (disturb_state) disturb(FALSE, FALSE);
921 p_ptr->update |= (PU_BONUS);
928 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
930 * @param do_dec 現在の継続時間より長い値のみ上書きする
931 * @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。
933 bool set_shield(TIME_EFFECT v, bool do_dec)
936 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
938 if (p_ptr->is_dead) return FALSE;
943 if (p_ptr->shield && !do_dec)
945 if (p_ptr->shield > v) return FALSE;
947 else if (!p_ptr->shield)
949 msg_print(_("肌が石になった。", "Your skin turns to stone."));
959 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
966 p_ptr->redraw |= (PR_STATUS);
968 /* Nothing to notice */
969 if (!notice) return (FALSE);
971 if (disturb_state) disturb(FALSE, FALSE);
972 p_ptr->update |= (PU_BONUS);
979 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
981 * @param do_dec 現在の継続時間より長い値のみ上書きする
982 * @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。
984 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
987 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
989 if (p_ptr->is_dead) return FALSE;
994 if (p_ptr->tsubureru && !do_dec)
996 if (p_ptr->tsubureru > v) return FALSE;
998 else if (!p_ptr->tsubureru)
1000 msg_print(_("横に伸びた。", "Your body expands horizontally."));
1008 if (p_ptr->tsubureru)
1010 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
1016 p_ptr->tsubureru = v;
1017 p_ptr->redraw |= (PR_STATUS);
1019 /* Nothing to notice */
1020 if (!notice) return (FALSE);
1022 if (disturb_state) disturb(FALSE, FALSE);
1023 p_ptr->update |= (PU_BONUS);
1030 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1032 * @param do_dec 現在の継続時間より長い値のみ上書きする
1033 * @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。
1035 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1037 bool notice = FALSE;
1038 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1040 if (p_ptr->is_dead) return FALSE;
1045 if (p_ptr->magicdef && !do_dec)
1047 if (p_ptr->magicdef > v) return FALSE;
1049 else if (!p_ptr->magicdef)
1051 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."));
1059 if (p_ptr->magicdef)
1061 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1067 p_ptr->magicdef = v;
1068 p_ptr->redraw |= (PR_STATUS);
1070 /* Nothing to notice */
1071 if (!notice) return (FALSE);
1073 if (disturb_state) disturb(FALSE, FALSE);
1074 p_ptr->update |= (PU_BONUS);
1080 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1082 * @param do_dec 現在の継続時間より長い値のみ上書きする
1083 * @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。
1085 bool set_blessed(TIME_EFFECT v, bool do_dec)
1087 bool notice = FALSE;
1088 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1090 if (p_ptr->is_dead) return FALSE;
1095 if (p_ptr->blessed && !do_dec)
1097 if (p_ptr->blessed > v) return FALSE;
1099 else if (!IS_BLESSED())
1101 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1109 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1111 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1118 p_ptr->redraw |= (PR_STATUS);
1120 /* Nothing to notice */
1121 if (!notice) return (FALSE);
1123 if (disturb_state) disturb(FALSE, FALSE);
1124 p_ptr->update |= (PU_BONUS);
1131 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1133 * @param do_dec 現在の継続時間より長い値のみ上書きする
1134 * @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。
1136 bool set_hero(TIME_EFFECT v, bool do_dec)
1138 bool notice = FALSE;
1139 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1141 if (p_ptr->is_dead) return FALSE;
1146 if (p_ptr->hero && !do_dec)
1148 if (p_ptr->hero > v) return FALSE;
1150 else if (!IS_HERO())
1152 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1160 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1162 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1169 p_ptr->redraw |= (PR_STATUS);
1171 /* Nothing to notice */
1172 if (!notice) return (FALSE);
1174 if (disturb_state) disturb(FALSE, FALSE);
1175 p_ptr->update |= (PU_BONUS);
1177 /* Recalculate hitpoints */
1178 p_ptr->update |= (PU_HP);
1184 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1185 * @param v 継続時間/ 0ならば無条件にリセット
1186 * @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
1187 * @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。
1189 bool set_shero(TIME_EFFECT v, bool do_dec)
1191 bool notice = FALSE;
1192 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1194 if (p_ptr->is_dead) return FALSE;
1196 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1200 if (p_ptr->shero && !do_dec)
1202 if (p_ptr->shero > v) return FALSE;
1204 else if (!p_ptr->shero)
1206 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1216 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1223 p_ptr->redraw |= (PR_STATUS);
1225 /* Nothing to notice */
1226 if (!notice) return (FALSE);
1228 if (disturb_state) disturb(FALSE, FALSE);
1229 p_ptr->update |= (PU_BONUS);
1231 /* Recalculate hitpoints */
1232 p_ptr->update |= (PU_HP);
1238 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1240 * @param do_dec 現在の継続時間より長い値のみ上書きする
1241 * @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。
1243 bool set_protevil(TIME_EFFECT v, bool do_dec)
1245 bool notice = FALSE;
1246 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1248 if (p_ptr->is_dead) return FALSE;
1253 if (p_ptr->protevil && !do_dec)
1255 if (p_ptr->protevil > v) return FALSE;
1257 else if (!p_ptr->protevil)
1259 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!"));
1267 if (p_ptr->protevil)
1269 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."));
1275 p_ptr->protevil = v;
1276 p_ptr->redraw |= (PR_STATUS);
1278 /* Nothing to notice */
1279 if (!notice) return (FALSE);
1281 if (disturb_state) disturb(FALSE, FALSE);
1287 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1289 * @param do_dec 現在の継続時間より長い値のみ上書きする
1290 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1292 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1294 bool notice = FALSE;
1295 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1297 if (p_ptr->is_dead) return FALSE;
1302 if (p_ptr->wraith_form && !do_dec)
1304 if (p_ptr->wraith_form > v) return FALSE;
1306 else if (!p_ptr->wraith_form)
1308 msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and current_world_ptr->game_turn into a wraith-being!"));
1310 chg_virtue(V_UNLIFE, 3);
1311 chg_virtue(V_HONOUR, -2);
1312 chg_virtue(V_SACRIFICE, -2);
1313 chg_virtue(V_VALOUR, -5);
1315 p_ptr->redraw |= (PR_MAP);
1316 p_ptr->update |= (PU_MONSTERS);
1318 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1325 if (p_ptr->wraith_form)
1327 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1330 p_ptr->redraw |= (PR_MAP);
1331 p_ptr->update |= (PU_MONSTERS);
1333 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1338 p_ptr->wraith_form = v;
1339 p_ptr->redraw |= (PR_STATUS);
1341 /* Nothing to notice */
1342 if (!notice) return (FALSE);
1344 if (disturb_state) disturb(FALSE, FALSE);
1345 p_ptr->update |= (PU_BONUS);
1352 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1354 * @param do_dec 現在の継続時間より長い値のみ上書きする
1355 * @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。
1357 bool set_invuln(TIME_EFFECT v, bool do_dec)
1359 bool notice = FALSE;
1360 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1362 if (p_ptr->is_dead) return FALSE;
1367 if (p_ptr->invuln && !do_dec)
1369 if (p_ptr->invuln > v) return FALSE;
1371 else if (!IS_INVULN())
1373 msg_print(_("無敵だ!", "Invulnerability!"));
1376 chg_virtue(V_UNLIFE, -2);
1377 chg_virtue(V_HONOUR, -2);
1378 chg_virtue(V_SACRIFICE, -3);
1379 chg_virtue(V_VALOUR, -5);
1381 p_ptr->redraw |= (PR_MAP);
1382 p_ptr->update |= (PU_MONSTERS);
1384 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1391 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1393 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1396 p_ptr->redraw |= (PR_MAP);
1397 p_ptr->update |= (PU_MONSTERS);
1399 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1401 p_ptr->energy_need += ENERGY_NEED();
1407 p_ptr->redraw |= (PR_STATUS);
1409 /* Nothing to notice */
1410 if (!notice) return (FALSE);
1412 if (disturb_state) disturb(FALSE, FALSE);
1413 p_ptr->update |= (PU_BONUS);
1419 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1421 * @param do_dec 現在の継続時間より長い値のみ上書きする
1422 * @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。
1424 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1426 bool notice = FALSE;
1427 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1429 if (p_ptr->is_dead) return FALSE;
1434 if (p_ptr->tim_esp && !do_dec)
1436 if (p_ptr->tim_esp > v) return FALSE;
1438 else if (!IS_TIM_ESP())
1440 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1448 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1450 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1457 p_ptr->redraw |= (PR_STATUS);
1459 /* Nothing to notice */
1460 if (!notice) return (FALSE);
1462 if (disturb_state) disturb(FALSE, FALSE);
1463 p_ptr->update |= (PU_BONUS);
1464 p_ptr->update |= (PU_MONSTERS);
1470 * @brief 時限透明視の継続時間をセットする / Set "p_ptr->tim_invis", notice observable changes
1472 * @param do_dec 現在の継続時間より長い値のみ上書きする
1473 * @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。
1475 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1477 bool notice = FALSE;
1478 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1480 if (p_ptr->is_dead) return FALSE;
1485 if (p_ptr->tim_invis && !do_dec)
1487 if (p_ptr->tim_invis > v) return FALSE;
1489 else if (!p_ptr->tim_invis)
1491 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1499 if (p_ptr->tim_invis)
1501 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1507 p_ptr->tim_invis = v;
1508 p_ptr->redraw |= (PR_STATUS);
1510 /* Nothing to notice */
1511 if (!notice) return (FALSE);
1513 if (disturb_state) disturb(FALSE, FALSE);
1514 p_ptr->update |= (PU_BONUS);
1516 /* Update the monsters */
1517 p_ptr->update |= (PU_MONSTERS);
1523 * @brief 時限赤外線視力の継続時間をセットする / Set "p_ptr->tim_infra", notice observable changes
1525 * @param do_dec 現在の継続時間より長い値のみ上書きする
1526 * @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。
1528 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1530 bool notice = FALSE;
1531 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1533 if (p_ptr->is_dead) return FALSE;
1538 if (p_ptr->tim_infra && !do_dec)
1540 if (p_ptr->tim_infra > v) return FALSE;
1542 else if (!p_ptr->tim_infra)
1544 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1552 if (p_ptr->tim_infra)
1554 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1560 p_ptr->tim_infra = v;
1561 p_ptr->redraw |= (PR_STATUS);
1563 /* Nothing to notice */
1564 if (!notice) return (FALSE);
1566 if (disturb_state) disturb(FALSE, FALSE);
1567 p_ptr->update |= (PU_BONUS);
1569 /* Update the monsters */
1570 p_ptr->update |= (PU_MONSTERS);
1576 * @brief 時限急回復の継続時間をセットする / Set "p_ptr->tim_regen", notice observable changes
1578 * @param do_dec 現在の継続時間より長い値のみ上書きする
1579 * @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。
1581 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1583 bool notice = FALSE;
1584 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1586 if (p_ptr->is_dead) return FALSE;
1591 if (p_ptr->tim_regen && !do_dec)
1593 if (p_ptr->tim_regen > v) return FALSE;
1595 else if (!p_ptr->tim_regen)
1597 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1605 if (p_ptr->tim_regen)
1607 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1613 p_ptr->tim_regen = v;
1614 p_ptr->redraw |= (PR_STATUS);
1616 /* Nothing to notice */
1617 if (!notice) return (FALSE);
1619 if (disturb_state) disturb(FALSE, FALSE);
1620 p_ptr->update |= (PU_BONUS);
1626 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1628 * @param do_dec 現在の継続時間より長い値のみ上書きする
1629 * @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。
1631 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1633 bool notice = FALSE;
1634 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1636 if (p_ptr->is_dead) return FALSE;
1641 if (p_ptr->tim_stealth && !do_dec)
1643 if (p_ptr->tim_stealth > v) return FALSE;
1645 else if (!IS_TIM_STEALTH())
1647 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1655 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1657 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1663 p_ptr->tim_stealth = v;
1664 p_ptr->redraw |= (PR_STATUS);
1666 /* Nothing to notice */
1667 if (!notice) return (FALSE);
1669 if (disturb_state) disturb(FALSE, FALSE);
1670 p_ptr->update |= (PU_BONUS);
1676 * @brief 超隠密状態をセットする
1677 * @param set TRUEならば超隠密状態になる。
1678 * @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。
1680 bool set_superstealth(bool set)
1682 bool notice = FALSE;
1684 if (p_ptr->is_dead) return FALSE;
1689 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1691 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1693 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."));
1694 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1698 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!"));
1699 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1705 p_ptr->special_defense |= NINJA_S_STEALTH;
1712 if (p_ptr->special_defense & NINJA_S_STEALTH)
1714 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."));
1718 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1722 /* Nothing to notice */
1723 if (!notice) return (FALSE);
1724 p_ptr->redraw |= (PR_STATUS);
1726 if (disturb_state) disturb(FALSE, FALSE);
1731 * @brief 一時的浮遊の継続時間をセットする / Set "p_ptr->tim_levitation", notice observable changes
1733 * @param do_dec 現在の継続時間より長い値のみ上書きする
1734 * @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。
1736 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1738 bool notice = FALSE;
1739 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1741 if (p_ptr->is_dead) return FALSE;
1746 if (p_ptr->tim_levitation && !do_dec)
1748 if (p_ptr->tim_levitation > v) return FALSE;
1750 else if (!p_ptr->tim_levitation)
1752 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1760 if (p_ptr->tim_levitation)
1762 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1768 p_ptr->tim_levitation = v;
1769 p_ptr->redraw |= (PR_STATUS);
1771 /* Nothing to notice */
1772 if (!notice) return (FALSE);
1774 if (disturb_state) disturb(FALSE, FALSE);
1775 p_ptr->update |= (PU_BONUS);
1781 * @brief 一時的闘気のオーラの継続時間をセットする / Set "p_ptr->tim_sh_touki", notice observable changes
1783 * @param do_dec 現在の継続時間より長い値のみ上書きする
1784 * @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。
1786 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1788 bool notice = FALSE;
1789 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1791 if (p_ptr->is_dead) return FALSE;
1796 if (p_ptr->tim_sh_touki && !do_dec)
1798 if (p_ptr->tim_sh_touki > v) return FALSE;
1800 else if (!p_ptr->tim_sh_touki)
1802 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1810 if (p_ptr->tim_sh_touki)
1812 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1818 p_ptr->tim_sh_touki = v;
1819 p_ptr->redraw |= (PR_STATUS);
1821 /* Nothing to notice */
1822 if (!notice) return (FALSE);
1824 if (disturb_state) disturb(FALSE, FALSE);
1830 * @brief 一時的火炎のオーラの継続時間をセットする / Set "p_ptr->tim_sh_fire", notice observable changes
1832 * @param do_dec 現在の継続時間より長い値のみ上書きする
1833 * @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。
1835 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1837 bool notice = FALSE;
1838 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1840 if (p_ptr->is_dead) return FALSE;
1845 if (p_ptr->tim_sh_fire && !do_dec)
1847 if (p_ptr->tim_sh_fire > v) return FALSE;
1849 else if (!p_ptr->tim_sh_fire)
1851 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1859 if (p_ptr->tim_sh_fire)
1861 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1867 p_ptr->tim_sh_fire = v;
1868 p_ptr->redraw |= (PR_STATUS);
1870 /* Nothing to notice */
1871 if (!notice) return (FALSE);
1873 if (disturb_state) disturb(FALSE, FALSE);
1874 p_ptr->update |= (PU_BONUS);
1880 * @brief 一時的聖なるのオーラの継続時間をセットする / Set "p_ptr->tim_sh_holy", notice observable changes
1882 * @param do_dec 現在の継続時間より長い値のみ上書きする
1883 * @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。
1885 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1887 bool notice = FALSE;
1888 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1890 if (p_ptr->is_dead) return FALSE;
1895 if (p_ptr->tim_sh_holy && !do_dec)
1897 if (p_ptr->tim_sh_holy > v) return FALSE;
1899 else if (!p_ptr->tim_sh_holy)
1901 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1909 if (p_ptr->tim_sh_holy)
1911 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1917 p_ptr->tim_sh_holy = v;
1918 p_ptr->redraw |= (PR_STATUS);
1920 /* Nothing to notice */
1921 if (!notice) return (FALSE);
1923 if (disturb_state) disturb(FALSE, FALSE);
1924 p_ptr->update |= (PU_BONUS);
1930 * @brief 目には目をの残り時間をセットする / Set "p_ptr->tim_eyeeye", notice observable changes
1932 * @param do_dec 現在の継続時間より長い値のみ上書きする
1933 * @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。
1935 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1937 bool notice = FALSE;
1938 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1940 if (p_ptr->is_dead) return FALSE;
1945 if (p_ptr->tim_eyeeye && !do_dec)
1947 if (p_ptr->tim_eyeeye > v) return FALSE;
1949 else if (!p_ptr->tim_eyeeye)
1951 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1959 if (p_ptr->tim_eyeeye)
1961 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."));
1967 p_ptr->tim_eyeeye = v;
1968 p_ptr->redraw |= (PR_STATUS);
1970 /* Nothing to notice */
1971 if (!notice) return (FALSE);
1973 if (disturb_state) disturb(FALSE, FALSE);
1974 p_ptr->update |= (PU_BONUS);
1981 * @brief 一時的魔法防御の継続時間をセットする / Set "p_ptr->resist_magic", notice observable changes
1983 * @param do_dec 現在の継続時間より長い値のみ上書きする
1984 * @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。
1986 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1988 bool notice = FALSE;
1989 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1991 if (p_ptr->is_dead) return FALSE;
1996 if (p_ptr->resist_magic && !do_dec)
1998 if (p_ptr->resist_magic > v) return FALSE;
2000 else if (!p_ptr->resist_magic)
2002 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2010 if (p_ptr->resist_magic)
2012 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2018 p_ptr->resist_magic = v;
2019 p_ptr->redraw |= (PR_STATUS);
2021 /* Nothing to notice */
2022 if (!notice) return (FALSE);
2024 if (disturb_state) disturb(FALSE, FALSE);
2025 p_ptr->update |= (PU_BONUS);
2031 * @brief 一時的反射の継続時間をセットする / Set "p_ptr->tim_reflect", notice observable changes
2033 * @param do_dec 現在の継続時間より長い値のみ上書きする
2034 * @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。
2036 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2038 bool notice = FALSE;
2039 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2041 if (p_ptr->is_dead) return FALSE;
2046 if (p_ptr->tim_reflect && !do_dec)
2048 if (p_ptr->tim_reflect > v) return FALSE;
2050 else if (!p_ptr->tim_reflect)
2052 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2060 if (p_ptr->tim_reflect)
2062 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2068 p_ptr->tim_reflect = v;
2069 p_ptr->redraw |= (PR_STATUS);
2071 /* Nothing to notice */
2072 if (!notice) return (FALSE);
2074 if (disturb_state) disturb(FALSE, FALSE);
2075 p_ptr->update |= (PU_BONUS);
2082 * Set "p_ptr->multishadow", notice observable changes
2084 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2086 bool notice = FALSE;
2087 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2089 if (p_ptr->is_dead) return FALSE;
2094 if (p_ptr->multishadow && !do_dec)
2096 if (p_ptr->multishadow > v) return FALSE;
2098 else if (!p_ptr->multishadow)
2100 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2108 if (p_ptr->multishadow)
2110 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2116 p_ptr->multishadow = v;
2117 p_ptr->redraw |= (PR_STATUS);
2119 /* Nothing to notice */
2120 if (!notice) return (FALSE);
2122 if (disturb_state) disturb(FALSE, FALSE);
2123 p_ptr->update |= (PU_BONUS);
2129 * @brief 一時的破片のオーラの継続時間をセットする / Set "p_ptr->dustrobe", notice observable changes
2131 * @param do_dec 現在の継続時間より長い値のみ上書きする
2132 * @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。
2134 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2136 bool notice = FALSE;
2137 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2139 if (p_ptr->is_dead) return FALSE;
2144 if (p_ptr->dustrobe && !do_dec)
2146 if (p_ptr->dustrobe > v) return FALSE;
2148 else if (!p_ptr->dustrobe)
2150 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2158 if (p_ptr->dustrobe)
2160 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2166 p_ptr->dustrobe = v;
2167 p_ptr->redraw |= (PR_STATUS);
2169 /* Nothing to notice */
2170 if (!notice) return (FALSE);
2172 if (disturb_state) disturb(FALSE, FALSE);
2173 p_ptr->update |= (PU_BONUS);
2179 * @brief 一時的壁抜けの継続時間をセットする / Set "p_ptr->kabenuke", notice observable changes
2181 * @param do_dec 現在の継続時間より長い値のみ上書きする
2182 * @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。
2184 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2186 bool notice = FALSE;
2187 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2189 if (p_ptr->is_dead) return FALSE;
2194 if (p_ptr->kabenuke && !do_dec)
2196 if (p_ptr->kabenuke > v) return FALSE;
2198 else if (!p_ptr->kabenuke)
2200 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2208 if (p_ptr->kabenuke)
2210 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2216 p_ptr->kabenuke = v;
2217 p_ptr->redraw |= (PR_STATUS);
2219 /* Nothing to notice */
2220 if (!notice) return (FALSE);
2222 if (disturb_state) disturb(FALSE, FALSE);
2223 p_ptr->update |= (PU_BONUS);
2229 * @brief オクレ兄さんの継続時間をセットする / Set "p_ptr->tsuyoshi", notice observable changes
2231 * @param do_dec 現在の継続時間より長い値のみ上書きする
2232 * @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。
2234 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2236 bool notice = FALSE;
2237 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2239 if (p_ptr->is_dead) return FALSE;
2244 if (p_ptr->tsuyoshi && !do_dec)
2246 if (p_ptr->tsuyoshi > v) return FALSE;
2248 else if (!p_ptr->tsuyoshi)
2250 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2252 chg_virtue(V_VITALITY, 2);
2259 if (p_ptr->tsuyoshi)
2261 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2263 (void)dec_stat(A_CON, 20, TRUE);
2264 (void)dec_stat(A_STR, 20, TRUE);
2267 chg_virtue(V_VITALITY, -3);
2272 p_ptr->tsuyoshi = v;
2273 p_ptr->redraw |= (PR_STATUS);
2275 /* Nothing to notice */
2276 if (!notice) return (FALSE);
2278 if (disturb_state) disturb(FALSE, FALSE);
2279 p_ptr->update |= (PU_BONUS);
2281 /* Recalculate hitpoints */
2282 p_ptr->update |= (PU_HP);
2288 * @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-
2289 * @param attack_type スレイのタイプID
2291 * @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。
2293 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2295 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2297 /* Clear all elemental attacks (only one is allowed at a time). */
2298 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2300 p_ptr->special_attack &= ~(ATTACK_ACID);
2301 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2303 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2305 p_ptr->special_attack &= ~(ATTACK_ELEC);
2306 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2308 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2310 p_ptr->special_attack &= ~(ATTACK_FIRE);
2311 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2313 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2315 p_ptr->special_attack &= ~(ATTACK_COLD);
2316 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2318 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2320 p_ptr->special_attack &= ~(ATTACK_POIS);
2321 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2324 if ((v) && (attack_type))
2326 /* Set attack type. */
2327 p_ptr->special_attack |= (attack_type);
2330 p_ptr->ele_attack = v;
2333 msg_format("%sで攻撃できるようになった!",
2334 ((attack_type == ATTACK_ACID) ? "酸" :
2335 ((attack_type == ATTACK_ELEC) ? "電撃" :
2336 ((attack_type == ATTACK_FIRE) ? "火炎" :
2337 ((attack_type == ATTACK_COLD) ? "冷気" :
2338 ((attack_type == ATTACK_POIS) ? "毒" :
2341 msg_format("For a while, the blows you deal will %s",
2342 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2343 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2344 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2345 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2346 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2347 "do nothing special."))))));
2351 if (disturb_state) disturb(FALSE, FALSE);
2352 p_ptr->redraw |= (PR_STATUS);
2354 p_ptr->update |= (PU_BONUS);
2361 * @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-
2362 * @param immune_type 免疫のタイプID
2364 * @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。
2366 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2368 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2370 /* Clear all elemental attacks (only one is allowed at a time). */
2371 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2373 p_ptr->special_defense &= ~(DEFENSE_ACID);
2374 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."));
2376 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2378 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2379 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."));
2381 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2383 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2384 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."));
2386 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2388 p_ptr->special_defense &= ~(DEFENSE_COLD);
2389 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."));
2391 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2393 p_ptr->special_defense &= ~(DEFENSE_POIS);
2394 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."));
2397 if ((v) && (immune_type))
2399 /* Set attack type. */
2400 p_ptr->special_defense |= (immune_type);
2403 p_ptr->ele_immune = v;
2405 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2406 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2407 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2408 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2409 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2410 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2411 _("(なし)", "do nothing special.")))))));
2414 if (disturb_state) disturb(FALSE, FALSE);
2415 p_ptr->redraw |= (PR_STATUS);
2416 p_ptr->update |= (PU_BONUS);
2423 * @brief 一時的酸耐性の継続時間をセットする / Set "p_ptr->oppose_acid", notice observable changes
2425 * @param do_dec 現在の継続時間より長い値のみ上書きする
2426 * @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。
2428 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2430 bool notice = FALSE;
2431 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2433 if (p_ptr->is_dead) return FALSE;
2438 if (p_ptr->oppose_acid && !do_dec)
2440 if (p_ptr->oppose_acid > v) return FALSE;
2442 else if (!IS_OPPOSE_ACID())
2444 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2452 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2454 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2460 p_ptr->oppose_acid = v;
2462 /* Nothing to notice */
2463 if (!notice) return (FALSE);
2464 p_ptr->redraw |= (PR_STATUS);
2466 if (disturb_state) disturb(FALSE, FALSE);
2472 * @brief 一時的電撃耐性の継続時間をセットする / Set "p_ptr->oppose_elec", notice observable changes
2474 * @param do_dec 現在の継続時間より長い値のみ上書きする
2475 * @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。
2477 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2479 bool notice = FALSE;
2480 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2482 if (p_ptr->is_dead) return FALSE;
2487 if (p_ptr->oppose_elec && !do_dec)
2489 if (p_ptr->oppose_elec > v) return FALSE;
2491 else if (!IS_OPPOSE_ELEC())
2493 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2501 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2503 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2509 p_ptr->oppose_elec = v;
2511 /* Nothing to notice */
2512 if (!notice) return (FALSE);
2513 p_ptr->redraw |= (PR_STATUS);
2515 if (disturb_state) disturb(FALSE, FALSE);
2521 * @brief 一時的火炎耐性の継続時間をセットする / Set "p_ptr->oppose_fire", notice observable changes
2523 * @param do_dec 現在の継続時間より長い値のみ上書きする
2524 * @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。
2526 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2528 bool notice = FALSE;
2529 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2531 if (p_ptr->is_dead) return FALSE;
2533 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2537 if (p_ptr->oppose_fire && !do_dec)
2539 if (p_ptr->oppose_fire > v) return FALSE;
2541 else if (!IS_OPPOSE_FIRE())
2543 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2551 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2553 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2559 p_ptr->oppose_fire = v;
2561 /* Nothing to notice */
2562 if (!notice) return (FALSE);
2563 p_ptr->redraw |= (PR_STATUS);
2565 if (disturb_state) disturb(FALSE, FALSE);
2571 * @brief 一時的冷気耐性の継続時間をセットする / Set "p_ptr->oppose_cold", notice observable changes
2573 * @param do_dec 現在の継続時間より長い値のみ上書きする
2574 * @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。
2576 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2578 bool notice = FALSE;
2579 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2581 if (p_ptr->is_dead) return FALSE;
2586 if (p_ptr->oppose_cold && !do_dec)
2588 if (p_ptr->oppose_cold > v) return FALSE;
2590 else if (!IS_OPPOSE_COLD())
2592 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2600 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2602 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2608 p_ptr->oppose_cold = v;
2610 /* Nothing to notice */
2611 if (!notice) return (FALSE);
2612 p_ptr->redraw |= (PR_STATUS);
2614 if (disturb_state) disturb(FALSE, FALSE);
2620 * @brief 一時的毒耐性の継続時間をセットする / Set "p_ptr->oppose_pois", notice observable changes
2622 * @param do_dec 現在の継続時間より長い値のみ上書きする
2623 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2625 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2627 bool notice = FALSE;
2628 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2630 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2631 if (p_ptr->is_dead) return FALSE;
2636 if (p_ptr->oppose_pois && !do_dec)
2638 if (p_ptr->oppose_pois > v) return FALSE;
2640 else if (!IS_OPPOSE_POIS())
2642 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2650 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2652 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2658 p_ptr->oppose_pois = v;
2660 /* Nothing to notice */
2661 if (!notice) return (FALSE);
2662 p_ptr->redraw |= (PR_STATUS);
2664 if (disturb_state) disturb(FALSE, FALSE);
2670 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2672 * @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。
2674 * Note the special code to only notice "range" changes.
2676 bool set_stun(TIME_EFFECT v)
2678 int old_aux, new_aux;
2679 bool notice = FALSE;
2680 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2682 if (p_ptr->is_dead) return FALSE;
2683 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2686 if (p_ptr->stun > 100)
2692 else if (p_ptr->stun > 50)
2698 else if (p_ptr->stun > 0)
2734 if (new_aux > old_aux)
2736 /* Describe the state */
2740 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2743 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;
2746 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;
2749 if (randint1(1000) < v || one_in_(16))
2751 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2755 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2756 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2758 else if (one_in_(2))
2760 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2764 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2767 if (p_ptr->special_defense & KATA_MASK)
2769 msg_print(_("型が崩れた。", "Your posture gets loose."));
2770 p_ptr->special_defense &= ~(KATA_MASK);
2771 p_ptr->update |= (PU_BONUS);
2772 p_ptr->update |= (PU_MONSTERS);
2773 p_ptr->redraw |= (PR_STATE);
2774 p_ptr->redraw |= (PR_STATUS);
2775 p_ptr->action = ACTION_NONE;
2779 if (p_ptr->concent) reset_concentration(TRUE);
2782 if (hex_spelling_any()) stop_hex_spell_all();
2788 else if (new_aux < old_aux)
2790 /* Describe the state */
2795 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2797 if (disturb_state) disturb(FALSE, FALSE);
2808 if (!notice) return (FALSE);
2810 if (disturb_state) disturb(FALSE, FALSE);
2811 p_ptr->update |= (PU_BONUS);
2813 /* Redraw the "stun" */
2814 p_ptr->redraw |= (PR_STUN);
2821 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2823 * @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。
2825 * Note the special code to only notice "range" changes.
2827 bool set_cut(TIME_EFFECT v)
2829 int old_aux, new_aux;
2830 bool notice = FALSE;
2831 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2833 if (p_ptr->is_dead) return FALSE;
2835 if ((p_ptr->prace == RACE_GOLEM ||
2836 p_ptr->prace == RACE_SKELETON ||
2837 p_ptr->prace == RACE_SPECTRE ||
2838 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2843 if (p_ptr->cut > 1000)
2849 else if (p_ptr->cut > 200)
2855 else if (p_ptr->cut > 100)
2861 else if (p_ptr->cut > 50)
2867 else if (p_ptr->cut > 25)
2873 else if (p_ptr->cut > 10)
2879 else if (p_ptr->cut > 0)
2939 if (new_aux > old_aux)
2941 /* Describe the state */
2945 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2948 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2951 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2954 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2957 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2960 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;
2963 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;
2968 if (randint1(1000) < v || one_in_(16))
2970 if (!p_ptr->sustain_chr)
2972 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2979 else if (new_aux < old_aux)
2981 /* Describe the state */
2986 msg_format(_("やっと%s。", "You are no longer bleeding."), p_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった");
2988 if (disturb_state) disturb(FALSE, FALSE);
2999 if (!notice) return (FALSE);
3001 if (disturb_state) disturb(FALSE, FALSE);
3002 p_ptr->update |= (PU_BONUS);
3004 /* Redraw the "cut" */
3005 p_ptr->redraw |= (PR_CUT);
3011 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3013 * @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。
3015 * Set "", notice observable changes\n
3017 * The "p_ptr->food" variable can get as large as 20000, allowing the
3018 * addition of the most "filling" item, Elvish Waybread, which adds
3019 * 7500 food units, without overflowing the 32767 maximum limit.\n
3021 * Perhaps we should disturb the player with various messages,
3022 * especially messages about hunger status changes. \n
3024 * Digestion of food is handled in "dungeon.c", in which, normally,
3025 * the player digests about 20 food units per 100 game turns, more
3026 * when "fast", more when "regenerating", less with "slow digestion",
3027 * but when the player is "gorged", he digests 100 food units per 10
3028 * game turns, or a full 1000 food units per 100 game turns.\n
3030 * Note that the player's speed is reduced by 10 units while gorged,
3031 * so if the player eats a single food ration (5000 food units) when
3032 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3033 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3034 * affecting the player speed).\n
3036 bool set_food(TIME_EFFECT v)
3038 int old_aux, new_aux;
3040 bool notice = FALSE;
3041 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3043 /* Fainting / Starving */
3044 if (p_ptr->food < PY_FOOD_FAINT)
3050 else if (p_ptr->food < PY_FOOD_WEAK)
3056 else if (p_ptr->food < PY_FOOD_ALERT)
3062 else if (p_ptr->food < PY_FOOD_FULL)
3068 else if (p_ptr->food < PY_FOOD_MAX)
3079 /* Fainting / Starving */
3080 if (v < PY_FOOD_FAINT)
3086 else if (v < PY_FOOD_WEAK)
3092 else if (v < PY_FOOD_ALERT)
3098 else if (v < PY_FOOD_FULL)
3104 else if (v < PY_FOOD_MAX)
3115 if (old_aux < 1 && new_aux > 0)
3116 chg_virtue(V_PATIENCE, 2);
3117 else if (old_aux < 3 && (old_aux != new_aux))
3118 chg_virtue(V_PATIENCE, 1);
3120 chg_virtue(V_TEMPERANCE, 1);
3122 chg_virtue(V_TEMPERANCE, -1);
3125 if (new_aux > old_aux)
3127 /* Describe the state */
3131 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3134 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3137 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3140 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3144 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3145 chg_virtue(V_HARMONY, -1);
3146 chg_virtue(V_PATIENCE, -1);
3147 chg_virtue(V_TEMPERANCE, -2);
3157 else if (new_aux < old_aux)
3159 /* Describe the state */
3162 /* Fainting / Starving */
3163 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;
3166 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3169 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3172 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3175 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3178 if (p_ptr->wild_mode && (new_aux < 2))
3180 change_wild_mode(FALSE);
3190 /* Nothing to notice */
3191 if (!notice) return (FALSE);
3193 if (disturb_state) disturb(FALSE, FALSE);
3194 p_ptr->update |= (PU_BONUS);
3197 p_ptr->redraw |= (PR_HUNGER);
3203 * @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-
3204 * @param stat 上昇させるステータスID
3205 * @return 実際に上昇した場合TRUEを返す。
3207 * Note that this function (used by stat potions) now restores\n
3208 * the stat BEFORE increasing it.\n
3210 bool inc_stat(int stat)
3212 BASE_STATUS value, gain;
3214 /* Then augment the current/max stat */
3215 value = p_ptr->stat_cur[stat];
3217 /* Cannot go above 18/100 */
3218 if (value < p_ptr->stat_max_max[stat])
3220 /* Gain one (sometimes two) points */
3223 gain = ((randint0(100) < 75) ? 1 : 2);
3227 /* Gain 1/6 to 1/3 of distance to 18/100 */
3228 else if (value < (p_ptr->stat_max_max[stat]-2))
3230 /* Approximate gain value */
3231 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3232 if (gain < 1) gain = 1;
3234 /* Apply the bonus */
3235 value += randint1(gain) + gain / 2;
3238 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3241 /* Gain one point at a time */
3247 /* Save the new value */
3248 p_ptr->stat_cur[stat] = value;
3250 /* Bring up the maximum too */
3251 if (value > p_ptr->stat_max[stat])
3253 p_ptr->stat_max[stat] = value;
3255 p_ptr->update |= (PU_BONUS);
3261 /* Nothing to gain */
3266 * @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.
3267 * @param stat 減少させるステータスID
3268 * @param amount 減少させる基本量
3269 * @param permanent TRUEならば現在の最大値を減少させる
3270 * @return 実際に減少した場合TRUEを返す。
3273 * Amount could be a little higher in extreme cases to mangle very high\n
3274 * stats from massive assaults. -CWS\n
3276 * Note that "permanent" means that the *given* amount is permanent,\n
3277 * not that the new value becomes permanent. This may not work exactly\n
3278 * as expected, due to "weirdness" in the algorithm, but in general,\n
3279 * if your stat is already drained, the "max" value will not drop all\n
3280 * the way down to the "cur" value.\n
3282 bool dec_stat(int stat, int amount, int permanent)
3284 BASE_STATUS cur, max;
3289 /* Acquire current value */
3290 cur = p_ptr->stat_cur[stat];
3291 max = p_ptr->stat_max[stat];
3293 /* Note when the values are identical */
3294 same = (cur == max);
3296 /* Damage "current" value */
3299 /* Handle "low" values */
3302 if (amount > 90) cur--;
3303 if (amount > 50) cur--;
3304 if (amount > 20) cur--;
3308 /* Handle "high" values */
3311 /* Hack -- Decrement by a random amount between one-quarter */
3312 /* and one-half of the stat bonus times the percentage, with a */
3313 /* minimum damage of half the percentage. -CWS */
3314 loss = (((cur-18) / 2 + 1) / 2 + 1);
3315 if (loss < 1) loss = 1;
3317 /* Randomize the loss */
3318 loss = ((randint1(loss) + loss) * amount) / 100;
3321 if (loss < amount/2) loss = amount/2;
3323 /* Lose some points */
3326 /* Hack -- Only reduce stat to 17 sometimes */
3327 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3330 /* Prevent illegal values */
3331 if (cur < 3) cur = 3;
3333 /* Something happened */
3334 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3337 /* Damage "max" value */
3338 if (permanent && (max > 3))
3340 chg_virtue(V_SACRIFICE, 1);
3341 if (stat == A_WIS || stat == A_INT)
3342 chg_virtue(V_ENLIGHTEN, -2);
3344 /* Handle "low" values */
3347 if (amount > 90) max--;
3348 if (amount > 50) max--;
3349 if (amount > 20) max--;
3353 /* Handle "high" values */
3356 /* Hack -- Decrement by a random amount between one-quarter */
3357 /* and one-half of the stat bonus times the percentage, with a */
3358 /* minimum damage of half the percentage. -CWS */
3359 loss = (((max-18) / 2 + 1) / 2 + 1);
3360 loss = ((randint1(loss) + loss) * amount) / 100;
3361 if (loss < amount/2) loss = amount/2;
3363 /* Lose some points */
3366 /* Hack -- Only reduce stat to 17 sometimes */
3367 if (max < 18) max = (amount <= 20) ? 18 : 17;
3370 /* Hack -- keep it clean */
3371 if (same || (max < cur)) max = cur;
3373 /* Something happened */
3374 if (max != p_ptr->stat_max[stat]) res = TRUE;
3379 /* Actually set the stat to its new value. */
3380 p_ptr->stat_cur[stat] = cur;
3381 p_ptr->stat_max[stat] = max;
3383 p_ptr->redraw |= (PR_STATS);
3384 p_ptr->update |= (PU_BONUS);
3392 * @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.
3393 * @param stat 回復ステータスID
3394 * @return 実際に回復した場合TRUEを返す。
3396 bool res_stat(int stat)
3398 /* Restore if needed */
3399 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3401 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3402 p_ptr->update |= (PU_BONUS);
3403 p_ptr->redraw |= (PR_STATS);
3409 /* Nothing to restore */
3415 * Increase players hit points, notice effects
3417 bool hp_player(int num)
3420 vir = virtue_number(V_VITALITY);
3422 if(num <= 0) return (FALSE);
3426 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3428 /* Healing needed */
3429 if (p_ptr->chp < p_ptr->mhp)
3431 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3432 chg_virtue(V_TEMPERANCE, 1);
3433 /* Gain hitpoints */
3436 /* Enforce maximum */
3437 if (p_ptr->chp >= p_ptr->mhp)
3439 p_ptr->chp = p_ptr->mhp;
3440 p_ptr->chp_frac = 0;
3443 p_ptr->redraw |= (PR_HP);
3445 p_ptr->window |= (PW_PLAYER);
3450 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3456 msg_print(_("気分が良くなった。", "You feel better."));
3462 msg_print(_("とても気分が良くなった。", "You feel much better."));
3468 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3480 * Array of stat "descriptions"
3482 static concptr desc_stat_pos[] =
3487 _("器用に", "dextrous"),
3488 _("健康に", "healthy"),
3494 * Array of stat "descriptions"
3496 static concptr desc_stat_neg[] =
3501 _("不器用に", "clumsy"),
3502 _("不健康に", "sickly"),
3510 bool do_dec_stat(int stat)
3514 /* Access the "sustain" */
3517 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3518 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3519 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3520 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3521 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3522 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3526 if (sust && (!ironman_nightmare || randint0(13)))
3528 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."),
3529 desc_stat_neg[stat]);
3535 /* Attempt to reduce the stat */
3536 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3538 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3544 /* Nothing obvious */
3550 * Restore lost "points" in a stat
3552 bool do_res_stat(int stat)
3554 /* Attempt to increase */
3557 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3562 /* Nothing obvious */
3568 * Gain a "point" in a stat
3570 bool do_inc_stat(int stat)
3574 /* Restore strength */
3575 res = res_stat(stat);
3577 /* Attempt to increase */
3582 chg_virtue(V_ENLIGHTEN, 1);
3583 chg_virtue(V_FAITH, 1);
3585 else if (stat == A_INT)
3587 chg_virtue(V_KNOWLEDGE, 1);
3588 chg_virtue(V_ENLIGHTEN, 1);
3590 else if (stat == A_CON)
3591 chg_virtue(V_VITALITY, 1);
3593 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3598 /* Restoration worked */
3601 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3606 /* Nothing obvious */
3612 * Restores any drained experience
3614 bool restore_level(void)
3616 /* Restore experience */
3617 if (p_ptr->exp < p_ptr->max_exp)
3619 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3621 /* Restore the experience */
3622 p_ptr->exp = p_ptr->max_exp;
3624 /* Check the experience */
3638 bool lose_all_info(void)
3642 chg_virtue(V_KNOWLEDGE, -5);
3643 chg_virtue(V_ENLIGHTEN, -5);
3645 /* Forget info about objects */
3646 for (i = 0; i < INVEN_TOTAL; i++)
3648 object_type *o_ptr = &p_ptr->inventory_list[i];
3649 if (!o_ptr->k_idx) continue;
3651 /* Allow "protection" by the MENTAL flag */
3652 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3654 /* Remove "default inscriptions" */
3655 o_ptr->feeling = FEEL_NONE;
3657 /* Hack -- Clear the "empty" flag */
3658 o_ptr->ident &= ~(IDENT_EMPTY);
3660 /* Hack -- Clear the "known" flag */
3661 o_ptr->ident &= ~(IDENT_KNOWN);
3663 /* Hack -- Clear the "felt" flag */
3664 o_ptr->ident &= ~(IDENT_SENSE);
3666 p_ptr->update |= (PU_BONUS);
3667 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3669 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3671 /* Mega-Hack -- Forget the map */
3679 void do_poly_wounds(void)
3681 /* Changed to always provide at least _some_ healing */
3682 s16b wounds = p_ptr->cut;
3683 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3684 s16b change = damroll(p_ptr->lev, 5);
3685 bool Nasty_effect = one_in_(5);
3687 if (!(wounds || hit_p || Nasty_effect)) return;
3689 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3693 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3694 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3699 set_cut(p_ptr->cut - (change / 2));
3705 * Change player race
3707 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3709 concptr title = race_info[new_race].title;
3710 int old_race = p_ptr->prace;
3713 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3715 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);
3718 chg_virtue(V_CHANCE, 2);
3720 if (p_ptr->prace < 32)
3722 p_ptr->old_race1 |= 1L << p_ptr->prace;
3726 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3728 p_ptr->prace = new_race;
3729 rp_ptr = &race_info[p_ptr->prace];
3731 /* Experience factor */
3732 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3735 * The speed bonus of Klackons and Sprites are disabled
3736 * and the experience penalty is decreased.
3738 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && ((p_ptr->prace == RACE_KLACKON) || (p_ptr->prace == RACE_SPRITE)))
3739 p_ptr->expfact -= 15;
3741 /* Get character's height and weight */
3742 get_height_weight();
3745 if (p_ptr->pclass == CLASS_SORCERER)
3746 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3748 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3750 roll_hitdice(p_ptr, 0L);
3752 /* The experience level may be modified */
3755 p_ptr->redraw |= (PR_BASIC);
3757 p_ptr->update |= (PU_BONUS);
3761 /* Load an autopick preference file */
3762 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3764 /* Player's graphic tile may change */
3765 lite_spot(p_ptr->y, p_ptr->x);
3769 void do_poly_self(void)
3771 int power = p_ptr->lev;
3773 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3774 chg_virtue(V_CHANCE, 1);
3776 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3778 char effect_msg[80] = "";
3779 CHARACTER_IDX new_race;
3781 /* Some form of racial polymorph... */
3784 if ((power > randint0(5)) && one_in_(4))
3789 if (p_ptr->psex == SEX_MALE)
3791 p_ptr->psex = SEX_FEMALE;
3792 sp_ptr = &sex_info[p_ptr->psex];
3793 sprintf(effect_msg, _("女性の", "female "));
3797 p_ptr->psex = SEX_MALE;
3798 sp_ptr = &sex_info[p_ptr->psex];
3799 sprintf(effect_msg, _("男性の", "male "));
3803 if ((power > randint0(30)) && one_in_(5))
3807 /* Harmful deformity */
3814 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3820 /* Deformities are discriminated against! */
3821 (void)dec_stat(A_CHR, randint1(6), TRUE);
3826 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3827 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3831 sprintf(effect_msg,_("奇形の", "deformed "));
3835 while ((power > randint0(20)) && one_in_(10))
3837 /* Polymorph into a less mutated form */
3840 if (!lose_mutation(0))
3841 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3846 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3848 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3850 change_race(new_race, effect_msg);
3853 if ((power > randint0(30)) && one_in_(6))
3859 msg_format(_("%sの構成が変化した!", "Your internal organs are rearranged!"), p_ptr->prace == RACE_ANDROID ? "機械" : "内臓");
3863 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3868 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!"));
3869 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3875 if ((power > randint0(20)) && one_in_(4))
3880 roll_hitdice(p_ptr, 0L);
3883 while ((power > randint0(15)) && one_in_(3))
3886 (void)gain_mutation(p_ptr, 0);
3889 if (power > randint0(5))
3895 /* Note: earlier deductions may have left power < 0 already. */
3905 * Decreases players hit points and sets death flag if necessary
3907 * Invulnerability needs to be changed into a "shield"
3909 * Hack -- this function allows the user to save (or quit)
3910 * the game when he dies, since the "You die." message is shown before
3911 * setting the player to "dead".
3914 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3916 int old_chp = p_ptr->chp;
3918 char death_message[1024];
3921 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3922 if (p_ptr->is_dead) return 0;
3924 if (p_ptr->sutemi) damage *= 2;
3925 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3927 if (easy_band) damage = (damage+1)/2;
3929 if (damage_type != DAMAGE_USELIFE)
3931 disturb(TRUE, TRUE);
3934 p_ptr->now_damaged = TRUE;
3938 if (monspell >= 0) learn_spell(monspell);
3940 /* Mega-Hack -- Apply "invulnerability" */
3941 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3943 if (IS_INVULN() && (damage < 9000))
3945 if (damage_type == DAMAGE_FORCE)
3947 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3949 else if (one_in_(PENETRATE_INVULNERABILITY))
3951 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3959 if (CHECK_MULTISHADOW())
3961 if (damage_type == DAMAGE_FORCE)
3963 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3965 else if (damage_type == DAMAGE_ATTACK)
3967 msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
3972 if (p_ptr->wraith_form)
3974 if (damage_type == DAMAGE_FORCE)
3976 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3981 if ((damage == 0) && one_in_(2)) damage = 1;
3985 if (p_ptr->special_defense & KATA_MUSOU)
3988 if ((damage == 0) && one_in_(2)) damage = 1;
3990 } /* not if LOSELIFE USELIFE */
3992 /* Hurt the player */
3993 p_ptr->chp -= damage;
3994 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3996 damage += p_ptr->chp;
4000 /* Display the hitpoints */
4001 p_ptr->redraw |= (PR_HP);
4003 p_ptr->window |= (PW_PLAYER);
4005 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4007 chg_virtue(V_SACRIFICE, 1);
4008 chg_virtue(V_CHANCE, 2);
4014 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4016 #ifdef JP /* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
4018 if(!save_player()) msg_print("セーブ失敗!");
4023 chg_virtue(V_SACRIFICE, 10);
4026 p_ptr->leaving = TRUE;
4029 p_ptr->is_dead = TRUE;
4031 if (p_ptr->inside_arena)
4033 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4034 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4036 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4040 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
4041 bool seppuku = streq(hit_from, "Seppuku");
4042 bool winning_seppuku = p_ptr->total_winner && seppuku;
4044 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4047 /* Make screen dump */
4048 screen_dump = make_screen_dump();
4051 /* Note cause of death */
4054 strcpy(p_ptr->died_from, hit_from);
4056 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4063 sprintf(dummy, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "彫像状態で" : "麻痺状態で", p_ptr->image ? "幻覚に歪んだ" : "", hit_from);
4065 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4067 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4070 /* No longer a winner */
4071 p_ptr->total_winner = FALSE;
4073 if (winning_seppuku)
4075 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4081 if (p_ptr->inside_arena)
4082 strcpy(buf,_("アリーナ", "in the Arena"));
4083 else if (!current_floor_ptr->dun_level)
4084 strcpy(buf,_("地上", "on the surface"));
4085 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4086 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4087 strcpy(buf,_("クエスト", "in a quest"));
4089 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4091 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4092 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4095 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4096 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4100 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4102 do_cmd_save_screen();
4107 /* Initialize "last message" buffer */
4108 if (p_ptr->last_message) string_free(p_ptr->last_message);
4109 p_ptr->last_message = NULL;
4111 /* Hack -- Note death */
4115 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4117 msg_print(android ? "You are broken." : "You die.");
4124 if (winning_seppuku)
4126 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4130 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4136 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4138 while (!get_string("Last word: ", death_message, 1024)) ;
4141 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4143 if (death_message[0] == '\0')
4146 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4148 strcpy(death_message, android ? "You are broken." : "You die.");
4151 else p_ptr->last_message = string_make(death_message);
4154 if (winning_seppuku)
4159 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4160 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4167 for (i = 0; i < 40; i++)
4168 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4170 str = death_message;
4171 if (strncmp(str, "「", 2) == 0) str += 2;
4173 str2 = my_strstr(str, "」");
4174 if (str2 != NULL) *str2 = '\0';
4179 str2 = my_strstr(str, " ");
4180 if (str2 == NULL) len = strlen(str);
4181 else len = str2 - str;
4185 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4187 if (str2 == NULL) break;
4191 if (*str == 0) break;
4195 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4199 /* Make screen dump */
4200 screen_dump = make_screen_dump();
4203 /* Wait a key press */
4208 msg_print(death_message);
4218 /* Hitpoint warning */
4219 if (p_ptr->chp < warning)
4221 /* Hack -- bell on first notice */
4222 if (old_chp > warning) bell();
4226 if (record_danger && (old_chp > warning))
4228 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4229 hit_from = _("何か", "something");
4231 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4232 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4237 /* stop auto_more even if DAMAGE_USELIFE */
4238 p_ptr->now_damaged = TRUE;
4241 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4245 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4247 change_wild_mode(FALSE);
4256 void gain_exp_64(s32b amount, u32b amount_frac)
4258 if (p_ptr->is_dead) return;
4260 if (p_ptr->prace == RACE_ANDROID) return;
4262 /* Gain some experience */
4263 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4265 /* Slowly recover from experience drainage */
4266 if (p_ptr->exp < p_ptr->max_exp)
4268 /* Gain max experience (20%) (was 10%) */
4269 p_ptr->max_exp += amount / 5;
4272 /* Check Experience */
4280 void gain_exp(s32b amount)
4282 gain_exp_64(amount, 0L);
4286 void calc_android_exp(void)
4290 if (p_ptr->is_dead) return;
4292 if (p_ptr->prace != RACE_ANDROID) return;
4294 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4296 object_type *o_ptr = &p_ptr->inventory_list[i];
4298 object_type *q_ptr = &forge;
4300 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4302 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4303 if (!o_ptr->k_idx) continue;
4306 object_copy(q_ptr, o_ptr);
4307 q_ptr->discount = 0;
4308 q_ptr->curse_flags = 0L;
4310 if (object_is_fixed_artifact(o_ptr))
4312 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4313 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4315 else if (object_is_ego(o_ptr))
4317 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4319 else if (o_ptr->art_name)
4321 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4324 if (!object_is_weapon_ammo(o_ptr))
4327 if (total_flags < 15000) fake_level = 10;
4328 else if (total_flags < 35000) fake_level = 25;
4329 else fake_level = 40;
4334 if (total_flags < 20000) fake_level = 10;
4335 else if (total_flags < 45000) fake_level = 25;
4336 else fake_level = 40;
4339 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4342 value = object_value_real(q_ptr);
4344 if (value <= 0) continue;
4345 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4346 if (value > 5000000L) value = 5000000L;
4347 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4349 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4350 (o_ptr->tval == TV_DRAG_ARMOR) ||
4351 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4352 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4353 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4354 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4355 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4357 if (level > 65) level = 35 + (level - 65) / 5;
4358 else if (level > 35) level = 25 + (level - 35) / 3;
4359 else if (level > 15) level = 15 + (level - 15) / 2;
4360 exp = MIN(100000L, value) / 2 * level * level;
4361 if (value > 100000L)
4362 exp += (value - 100000L) / 8 * level * level;
4366 exp = MIN(100000L, value) * level;
4367 if (value > 100000L)
4368 exp += (value - 100000L) / 4 * level;
4370 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4371 else total_exp += exp / 16;
4372 if (i == INVEN_BODY) total_exp += exp / 32;
4374 p_ptr->exp = p_ptr->max_exp = total_exp;
4376 /* Check Experience */
4384 void lose_exp(s32b amount)
4386 if (p_ptr->prace == RACE_ANDROID) return;
4388 /* Never drop below zero experience */
4389 if (amount > p_ptr->exp) amount = p_ptr->exp;
4391 /* Lose some experience */
4392 p_ptr->exp -= amount;
4394 /* Check Experience */
4401 * If resisted to draining, return FALSE
4403 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4405 /* Androids and their mimics are never drained */
4406 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4408 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4410 /* Hold experience */
4411 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4415 /* Hold experience failed */
4416 if (p_ptr->hold_exp)
4418 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4423 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!"));
4431 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4433 bool notice = FALSE;
4434 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4436 if (p_ptr->is_dead) return FALSE;
4441 if (p_ptr->ult_res && !do_dec)
4443 if (p_ptr->ult_res > v) return FALSE;
4445 else if (!p_ptr->ult_res)
4447 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!"));
4457 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"));
4464 p_ptr->redraw |= (PR_STATUS);
4466 /* Nothing to notice */
4467 if (!notice) return (FALSE);
4469 if (disturb_state) disturb(FALSE, FALSE);
4470 p_ptr->update |= (PU_BONUS);
4475 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4477 bool notice = FALSE;
4478 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4480 if (p_ptr->is_dead) return FALSE;
4485 if (p_ptr->tim_res_nether && !do_dec)
4487 if (p_ptr->tim_res_nether > v) return FALSE;
4489 else if (!p_ptr->tim_res_nether)
4491 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4499 if (p_ptr->tim_res_nether)
4501 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"));
4507 p_ptr->tim_res_nether = v;
4508 p_ptr->redraw |= (PR_STATUS);
4510 /* Nothing to notice */
4511 if (!notice) return (FALSE);
4513 if (disturb_state) disturb(FALSE, FALSE);
4514 p_ptr->update |= (PU_BONUS);
4519 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4521 bool notice = FALSE;
4522 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4524 if (p_ptr->is_dead) return FALSE;
4529 if (p_ptr->tim_res_time && !do_dec)
4531 if (p_ptr->tim_res_time > v) return FALSE;
4533 else if (!p_ptr->tim_res_time)
4535 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!"));
4543 if (p_ptr->tim_res_time)
4545 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"));
4551 p_ptr->tim_res_time = v;
4552 p_ptr->redraw |= (PR_STATUS);
4554 /* Nothing to notice */
4555 if (!notice) return (FALSE);
4557 if (disturb_state) disturb(FALSE, FALSE);
4558 p_ptr->update |= (PU_BONUS);
4565 * Choose a warrior-mage elemental attack. -LM-
4567 bool choose_ele_attack(void)
4573 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4575 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."));
4580 num = (p_ptr->lev - 20) / 5;
4581 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4584 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4589 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4594 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4599 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4608 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4612 if ((choice == 'a') || (choice == 'A'))
4613 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4614 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4615 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4616 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4617 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4618 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4619 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4620 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4621 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4624 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4634 * Choose a elemental immune. -LM-
4636 bool choose_ele_immune(TIME_EFFECT immune_turn)
4641 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4642 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4643 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4644 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4652 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4656 if ((choice == 'a') || (choice == 'A'))
4657 set_ele_immune(DEFENSE_FIRE, immune_turn);
4658 else if ((choice == 'b') || (choice == 'B'))
4659 set_ele_immune(DEFENSE_COLD, immune_turn);
4660 else if ((choice == 'c') || (choice == 'C'))
4661 set_ele_immune(DEFENSE_ACID, immune_turn);
4662 else if ((choice == 'd') || (choice == 'D'))
4663 set_ele_immune(DEFENSE_ELEC, immune_turn);
4666 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));