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
24 #include "player-status.h"
25 #include "spells-status.h"
26 #include "realm-hex.h"
27 #include "object-hook.h"
29 #include "spells-floor.h"
30 #include "player-move.h"
31 #include "player-effects.h"
32 #include "monster-status.h"
35 #include "player-effects.h"
36 #include "monster-spell.h"
39 * @brief プレイヤーの継続行動を設定する。
40 * @param typ 継続行動のID\n
41 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
44 void set_action(ACTION_IDX typ)
46 int prev_typ = p_ptr->action;
58 msg_print(_("探索をやめた。", "You no longer walk carefully."));
59 p_ptr->redraw |= (PR_SPEED);
69 msg_print(_("学習をやめた。", "You stop Learning"));
75 msg_print(_("構えをといた。", "You stop assuming the posture."));
76 p_ptr->special_defense &= ~(KAMAE_MASK);
81 msg_print(_("型を崩した。", "You stop assuming the posture."));
82 p_ptr->special_defense &= ~(KATA_MASK);
83 p_ptr->update |= (PU_MONSTERS);
84 p_ptr->redraw |= (PR_STATUS);
89 msg_print(_("歌うのをやめた。", "You stop singing."));
94 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
95 take_turn(p_ptr, 100);
100 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
108 /* If we are requested other action, stop singing */
109 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
110 if (prev_typ == ACTION_SPELL) stop_hex_spell();
112 switch (p_ptr->action)
116 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
117 p_ptr->redraw |= (PR_SPEED);
122 msg_print(_("学習を始めた。", "You begin Learning"));
127 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
130 case ACTION_HAYAGAKE:
132 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
140 p_ptr->update |= (PU_BONUS);
141 p_ptr->redraw |= (PR_STATE);
145 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
148 void reset_tim_flags(void)
150 p_ptr->fast = 0; /* Timed -- Fast */
151 p_ptr->lightspeed = 0;
152 p_ptr->slow = 0; /* Timed -- Slow */
153 p_ptr->blind = 0; /* Timed -- Blindness */
154 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
155 p_ptr->confused = 0; /* Timed -- Confusion */
156 p_ptr->afraid = 0; /* Timed -- Fear */
157 p_ptr->image = 0; /* Timed -- Hallucination */
158 p_ptr->poisoned = 0; /* Timed -- Poisoned */
159 p_ptr->cut = 0; /* Timed -- Cut */
160 p_ptr->stun = 0; /* Timed -- Stun */
162 p_ptr->protevil = 0; /* Timed -- Protection */
163 p_ptr->invuln = 0; /* Timed -- Invulnerable */
165 p_ptr->hero = 0; /* Timed -- Heroism */
166 p_ptr->shero = 0; /* Timed -- Super Heroism */
167 p_ptr->shield = 0; /* Timed -- Shield Spell */
168 p_ptr->blessed = 0; /* Timed -- Blessed */
169 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
170 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
171 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
172 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
174 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
175 p_ptr->tim_levitation = 0;
176 p_ptr->tim_sh_touki = 0;
177 p_ptr->tim_sh_fire = 0;
178 p_ptr->tim_sh_holy = 0;
179 p_ptr->tim_eyeeye = 0;
181 p_ptr->resist_magic = 0;
184 p_ptr->tim_res_nether = 0;
185 p_ptr->tim_res_time = 0;
186 p_ptr->tim_mimic = 0;
187 p_ptr->mimic_form = 0;
188 p_ptr->tim_reflect = 0;
189 p_ptr->multishadow = 0;
191 p_ptr->action = ACTION_NONE;
193 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
194 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
195 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
196 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
197 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
199 p_ptr->word_recall = 0;
200 p_ptr->alter_reality = 0;
201 p_ptr->sutemi = FALSE;
202 p_ptr->counter = FALSE;
203 p_ptr->ele_attack = 0;
204 p_ptr->ele_immune = 0;
205 p_ptr->special_attack = 0L;
206 p_ptr->special_defense = 0L;
208 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
209 p_ptr->timewalk = FALSE;
211 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
212 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
213 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
217 (void)set_monster_fast(p_ptr->riding, 0);
218 (void)set_monster_slow(p_ptr->riding, 0);
219 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
222 if (p_ptr->pclass == CLASS_BARD)
224 SINGING_SONG_EFFECT(p_ptr) = 0;
225 SINGING_SONG_ID(p_ptr) = 0;
230 * @brief プレイヤーに魔力消去効果を与える。
233 void dispel_player(void)
235 (void)set_fast(0, TRUE);
236 (void)set_lightspeed(0, TRUE);
237 (void)set_slow(0, TRUE);
238 (void)set_shield(0, TRUE);
239 (void)set_blessed(0, TRUE);
240 (void)set_tsuyoshi(0, TRUE);
241 (void)set_hero(0, TRUE);
242 (void)set_shero(0, TRUE);
243 (void)set_protevil(0, TRUE);
244 (void)set_invuln(0, TRUE);
245 (void)set_wraith_form(0, TRUE);
246 (void)set_kabenuke(0, TRUE);
247 (void)set_tim_res_nether(0, TRUE);
248 (void)set_tim_res_time(0, TRUE);
250 (void)set_tim_reflect(0,TRUE);
251 (void)set_multishadow(0,TRUE);
252 (void)set_dustrobe(0,TRUE);
254 (void)set_tim_invis(0, TRUE);
255 (void)set_tim_infra(0, TRUE);
256 (void)set_tim_esp(0, TRUE);
257 (void)set_tim_regen(0, TRUE);
258 (void)set_tim_stealth(0, TRUE);
259 (void)set_tim_levitation(0, TRUE);
260 (void)set_tim_sh_touki(0, TRUE);
261 (void)set_tim_sh_fire(0, TRUE);
262 (void)set_tim_sh_holy(0, TRUE);
263 (void)set_tim_eyeeye(0, TRUE);
264 (void)set_magicdef(0, TRUE);
265 (void)set_resist_magic(0, TRUE);
266 (void)set_oppose_acid(0, TRUE);
267 (void)set_oppose_elec(0, TRUE);
268 (void)set_oppose_fire(0, TRUE);
269 (void)set_oppose_cold(0, TRUE);
270 (void)set_oppose_pois(0, TRUE);
271 (void)set_ultimate_res(0, TRUE);
272 (void)set_mimic(0, 0, TRUE);
273 (void)set_ele_attack(0, 0);
274 (void)set_ele_immune(0, 0);
276 /* Cancel glowing hands */
277 if (p_ptr->special_attack & ATTACK_CONFUSE)
279 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
280 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
283 if (music_singing_any() || hex_spelling_any())
285 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
286 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
287 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
288 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
290 p_ptr->action = ACTION_NONE;
291 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
292 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
293 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
294 p_ptr->energy_need += ENERGY_NEED();
300 * @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
303 * @param do_dec 現在の継続時間より長い値のみ上書きする
304 * @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。
306 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
309 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
311 if (p_ptr->is_dead) return FALSE;
316 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
318 if (p_ptr->tim_mimic > v) return FALSE;
320 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
322 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
323 p_ptr->mimic_form = p;
331 if (p_ptr->tim_mimic)
333 msg_print(_("変身が解けた。", "You are no longer transformed."));
334 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
342 p_ptr->tim_mimic = v;
344 /* Nothing to notice */
345 if (!notice) return (FALSE);
347 if (disturb_state) disturb(FALSE, TRUE);
349 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
350 p_ptr->update |= (PU_BONUS | PU_HP);
357 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
359 * @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。
361 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
362 * memorize any terrain features which suddenly become "visible".\n
363 * Note that blindness is currently the only thing which can affect\n
364 * "player_can_see_bold()".\n
366 bool set_blind(TIME_EFFECT v)
369 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
371 if (p_ptr->is_dead) return FALSE;
378 if (p_ptr->prace == RACE_ANDROID)
380 msg_print(_("センサーをやられた!", "You are blind!"));
384 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
388 chg_virtue(V_ENLIGHTEN, -1);
397 if (p_ptr->prace == RACE_ANDROID)
399 msg_print(_("センサーが復旧した。", "You can see again."));
403 msg_print(_("やっと目が見えるようになった。", "You can see again."));
412 p_ptr->redraw |= (PR_STATUS);
414 /* Nothing to notice */
415 if (!notice) return (FALSE);
416 if (disturb_state) disturb(FALSE, FALSE);
418 /* Fully update the visuals */
419 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
420 p_ptr->redraw |= (PR_MAP);
421 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
428 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
430 * @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。
432 bool set_confused(TIME_EFFECT v)
435 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
437 if (p_ptr->is_dead) return FALSE;
442 if (!p_ptr->confused)
444 msg_print(_("あなたは混乱した!", "You are confused!"));
446 if (p_ptr->action == ACTION_LEARN)
448 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
451 p_ptr->redraw |= (PR_STATE);
452 p_ptr->action = ACTION_NONE;
454 if (p_ptr->action == ACTION_KAMAE)
456 msg_print(_("構えがとけた。", "Your posture gets loose."));
457 p_ptr->special_defense &= ~(KAMAE_MASK);
458 p_ptr->update |= (PU_BONUS);
459 p_ptr->redraw |= (PR_STATE);
460 p_ptr->action = ACTION_NONE;
462 else if (p_ptr->action == ACTION_KATA)
464 msg_print(_("型が崩れた。", "Your posture gets loose."));
465 p_ptr->special_defense &= ~(KATA_MASK);
466 p_ptr->update |= (PU_BONUS);
467 p_ptr->update |= (PU_MONSTERS);
468 p_ptr->redraw |= (PR_STATE);
469 p_ptr->redraw |= (PR_STATUS);
470 p_ptr->action = ACTION_NONE;
474 if (p_ptr->concent) reset_concentration(TRUE);
477 if (hex_spelling_any()) stop_hex_spell_all();
480 p_ptr->counter = FALSE;
481 chg_virtue(V_HARMONY, -1);
490 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
491 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
498 p_ptr->redraw |= (PR_STATUS);
500 /* Nothing to notice */
501 if (!notice) return (FALSE);
503 if (disturb_state) disturb(FALSE, FALSE);
510 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
512 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
514 bool set_poisoned(TIME_EFFECT v)
517 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
519 if (p_ptr->is_dead) return FALSE;
524 if (!p_ptr->poisoned)
526 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
536 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
543 p_ptr->redraw |= (PR_STATUS);
545 /* Nothing to notice */
546 if (!notice) return (FALSE);
548 if (disturb_state) disturb(FALSE, FALSE);
555 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
557 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
559 bool set_afraid(TIME_EFFECT v)
562 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
564 if (p_ptr->is_dead) return FALSE;
571 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
573 if (p_ptr->special_defense & KATA_MASK)
575 msg_print(_("型が崩れた。", "Your posture gets loose."));
576 p_ptr->special_defense &= ~(KATA_MASK);
577 p_ptr->update |= (PU_BONUS);
578 p_ptr->update |= (PU_MONSTERS);
579 p_ptr->redraw |= (PR_STATE);
580 p_ptr->redraw |= (PR_STATUS);
581 p_ptr->action = ACTION_NONE;
585 p_ptr->counter = FALSE;
586 chg_virtue(V_VALOUR, -1);
595 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
602 p_ptr->redraw |= (PR_STATUS);
604 /* Nothing to notice */
605 if (!notice) return (FALSE);
607 if (disturb_state) disturb(FALSE, FALSE);
613 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
615 * @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。
617 bool set_paralyzed(TIME_EFFECT v)
620 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
622 if (p_ptr->is_dead) return FALSE;
627 if (!p_ptr->paralyzed)
629 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
631 if (p_ptr->concent) reset_concentration(TRUE);
634 if (hex_spelling_any()) stop_hex_spell_all();
636 p_ptr->counter = FALSE;
644 if (p_ptr->paralyzed)
646 msg_print(_("やっと動けるようになった。", "You can move again."));
652 p_ptr->paralyzed = v;
653 p_ptr->redraw |= (PR_STATUS);
655 /* Nothing to notice */
656 if (!notice) return (FALSE);
658 if (disturb_state) disturb(FALSE, FALSE);
659 p_ptr->redraw |= (PR_STATE);
665 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", 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。
668 * @details Note that we must redraw the map when hallucination changes.
670 bool set_image(TIME_EFFECT v)
673 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
675 if (p_ptr->is_dead) return FALSE;
676 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
682 set_tsuyoshi(0, TRUE);
685 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
688 if (p_ptr->concent) reset_concentration(TRUE);
690 p_ptr->counter = FALSE;
700 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."));
707 p_ptr->redraw |= (PR_STATUS);
709 /* Nothing to notice */
710 if (!notice) return (FALSE);
712 if (disturb_state) disturb(FALSE, TRUE);
714 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
715 p_ptr->update |= (PU_MONSTERS);
716 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
722 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
724 * @param do_dec 現在の継続時間より長い値のみ上書きする
725 * @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。
727 bool set_fast(TIME_EFFECT v, bool do_dec)
730 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
732 if (p_ptr->is_dead) return FALSE;
737 if (p_ptr->fast && !do_dec)
739 if (p_ptr->fast > v) return FALSE;
741 else if (!IS_FAST() && !p_ptr->lightspeed)
743 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
745 chg_virtue(V_PATIENCE, -1);
746 chg_virtue(V_DILIGENCE, 1);
753 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
755 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
763 /* Nothing to notice */
764 if (!notice) return (FALSE);
766 if (disturb_state) disturb(FALSE, FALSE);
767 p_ptr->update |= (PU_BONUS);
773 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
775 * @param do_dec 現在の継続時間より長い値のみ上書きする
776 * @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。
778 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
781 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
783 if (p_ptr->is_dead) return FALSE;
785 if (p_ptr->wild_mode) v = 0;
790 if (p_ptr->lightspeed && !do_dec)
792 if (p_ptr->lightspeed > v) return FALSE;
794 else if (!p_ptr->lightspeed)
796 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
798 chg_virtue(V_PATIENCE, -1);
799 chg_virtue(V_DILIGENCE, 1);
806 if (p_ptr->lightspeed)
808 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
814 p_ptr->lightspeed = v;
816 /* Nothing to notice */
817 if (!notice) return (FALSE);
819 if (disturb_state) disturb(FALSE, FALSE);
820 p_ptr->update |= (PU_BONUS);
826 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
828 * @param do_dec 現在の継続時間より長い値のみ上書きする
829 * @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。
831 bool set_slow(TIME_EFFECT v, bool do_dec)
834 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
836 if (p_ptr->is_dead) return FALSE;
841 if (p_ptr->slow && !do_dec)
843 if (p_ptr->slow > v) return FALSE;
845 else if (!p_ptr->slow)
847 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
857 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
865 /* Nothing to notice */
866 if (!notice) return (FALSE);
868 if (disturb_state) disturb(FALSE, FALSE);
869 p_ptr->update |= (PU_BONUS);
876 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
878 * @param do_dec 現在の継続時間より長い値のみ上書きする
879 * @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。
881 bool set_shield(TIME_EFFECT v, bool do_dec)
884 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
886 if (p_ptr->is_dead) return FALSE;
891 if (p_ptr->shield && !do_dec)
893 if (p_ptr->shield > v) return FALSE;
895 else if (!p_ptr->shield)
897 msg_print(_("肌が石になった。", "Your skin turns to stone."));
907 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
914 p_ptr->redraw |= (PR_STATUS);
916 /* Nothing to notice */
917 if (!notice) return (FALSE);
919 if (disturb_state) disturb(FALSE, FALSE);
920 p_ptr->update |= (PU_BONUS);
927 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
929 * @param do_dec 現在の継続時間より長い値のみ上書きする
930 * @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。
932 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
935 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
937 if (p_ptr->is_dead) return FALSE;
942 if (p_ptr->tsubureru && !do_dec)
944 if (p_ptr->tsubureru > v) return FALSE;
946 else if (!p_ptr->tsubureru)
948 msg_print(_("横に伸びた。", "Your body expands horizontally."));
956 if (p_ptr->tsubureru)
958 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
964 p_ptr->tsubureru = v;
965 p_ptr->redraw |= (PR_STATUS);
967 /* Nothing to notice */
968 if (!notice) return (FALSE);
970 if (disturb_state) disturb(FALSE, FALSE);
971 p_ptr->update |= (PU_BONUS);
978 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
980 * @param do_dec 現在の継続時間より長い値のみ上書きする
981 * @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。
983 bool set_magicdef(TIME_EFFECT v, bool do_dec)
986 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
988 if (p_ptr->is_dead) return FALSE;
993 if (p_ptr->magicdef && !do_dec)
995 if (p_ptr->magicdef > v) return FALSE;
997 else if (!p_ptr->magicdef)
999 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."));
1007 if (p_ptr->magicdef)
1009 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1015 p_ptr->magicdef = v;
1016 p_ptr->redraw |= (PR_STATUS);
1018 /* Nothing to notice */
1019 if (!notice) return (FALSE);
1021 if (disturb_state) disturb(FALSE, FALSE);
1022 p_ptr->update |= (PU_BONUS);
1028 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1030 * @param do_dec 現在の継続時間より長い値のみ上書きする
1031 * @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。
1033 bool set_blessed(TIME_EFFECT v, bool do_dec)
1035 bool notice = FALSE;
1036 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1038 if (p_ptr->is_dead) return FALSE;
1043 if (p_ptr->blessed && !do_dec)
1045 if (p_ptr->blessed > v) return FALSE;
1047 else if (!IS_BLESSED())
1049 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1057 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1059 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1066 p_ptr->redraw |= (PR_STATUS);
1068 /* Nothing to notice */
1069 if (!notice) return (FALSE);
1071 if (disturb_state) disturb(FALSE, FALSE);
1072 p_ptr->update |= (PU_BONUS);
1079 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1081 * @param do_dec 現在の継続時間より長い値のみ上書きする
1082 * @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。
1084 bool set_hero(TIME_EFFECT v, bool do_dec)
1086 bool notice = FALSE;
1087 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1089 if (p_ptr->is_dead) return FALSE;
1094 if (p_ptr->hero && !do_dec)
1096 if (p_ptr->hero > v) return FALSE;
1098 else if (!IS_HERO())
1100 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1108 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1110 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1117 p_ptr->redraw |= (PR_STATUS);
1119 /* Nothing to notice */
1120 if (!notice) return (FALSE);
1122 if (disturb_state) disturb(FALSE, FALSE);
1123 p_ptr->update |= (PU_BONUS);
1125 /* Recalculate hitpoints */
1126 p_ptr->update |= (PU_HP);
1132 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1133 * @param v 継続時間/ 0ならば無条件にリセット
1134 * @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
1135 * @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。
1137 bool set_shero(TIME_EFFECT v, bool do_dec)
1139 bool notice = FALSE;
1140 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1142 if (p_ptr->is_dead) return FALSE;
1144 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1148 if (p_ptr->shero && !do_dec)
1150 if (p_ptr->shero > v) return FALSE;
1152 else if (!p_ptr->shero)
1154 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1164 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1171 p_ptr->redraw |= (PR_STATUS);
1173 /* Nothing to notice */
1174 if (!notice) return (FALSE);
1176 if (disturb_state) disturb(FALSE, FALSE);
1177 p_ptr->update |= (PU_BONUS);
1179 /* Recalculate hitpoints */
1180 p_ptr->update |= (PU_HP);
1186 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1188 * @param do_dec 現在の継続時間より長い値のみ上書きする
1189 * @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。
1191 bool set_protevil(TIME_EFFECT v, bool do_dec)
1193 bool notice = FALSE;
1194 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1196 if (p_ptr->is_dead) return FALSE;
1201 if (p_ptr->protevil && !do_dec)
1203 if (p_ptr->protevil > v) return FALSE;
1205 else if (!p_ptr->protevil)
1207 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!"));
1215 if (p_ptr->protevil)
1217 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."));
1223 p_ptr->protevil = v;
1224 p_ptr->redraw |= (PR_STATUS);
1226 /* Nothing to notice */
1227 if (!notice) return (FALSE);
1229 if (disturb_state) disturb(FALSE, FALSE);
1235 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1237 * @param do_dec 現在の継続時間より長い値のみ上書きする
1238 * @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。
1240 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1242 bool notice = FALSE;
1243 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1245 if (p_ptr->is_dead) return FALSE;
1250 if (p_ptr->wraith_form && !do_dec)
1252 if (p_ptr->wraith_form > v) return FALSE;
1254 else if (!p_ptr->wraith_form)
1256 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!"));
1258 chg_virtue(V_UNLIFE, 3);
1259 chg_virtue(V_HONOUR, -2);
1260 chg_virtue(V_SACRIFICE, -2);
1261 chg_virtue(V_VALOUR, -5);
1263 p_ptr->redraw |= (PR_MAP);
1264 p_ptr->update |= (PU_MONSTERS);
1266 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1273 if (p_ptr->wraith_form)
1275 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1278 p_ptr->redraw |= (PR_MAP);
1279 p_ptr->update |= (PU_MONSTERS);
1281 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1286 p_ptr->wraith_form = v;
1287 p_ptr->redraw |= (PR_STATUS);
1289 /* Nothing to notice */
1290 if (!notice) return (FALSE);
1292 if (disturb_state) disturb(FALSE, FALSE);
1293 p_ptr->update |= (PU_BONUS);
1300 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1302 * @param do_dec 現在の継続時間より長い値のみ上書きする
1303 * @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。
1305 bool set_invuln(TIME_EFFECT v, bool do_dec)
1307 bool notice = FALSE;
1308 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1310 if (p_ptr->is_dead) return FALSE;
1315 if (p_ptr->invuln && !do_dec)
1317 if (p_ptr->invuln > v) return FALSE;
1319 else if (!IS_INVULN())
1321 msg_print(_("無敵だ!", "Invulnerability!"));
1324 chg_virtue(V_UNLIFE, -2);
1325 chg_virtue(V_HONOUR, -2);
1326 chg_virtue(V_SACRIFICE, -3);
1327 chg_virtue(V_VALOUR, -5);
1329 p_ptr->redraw |= (PR_MAP);
1330 p_ptr->update |= (PU_MONSTERS);
1332 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1339 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1341 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1344 p_ptr->redraw |= (PR_MAP);
1345 p_ptr->update |= (PU_MONSTERS);
1347 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1349 p_ptr->energy_need += ENERGY_NEED();
1355 p_ptr->redraw |= (PR_STATUS);
1357 /* Nothing to notice */
1358 if (!notice) return (FALSE);
1360 if (disturb_state) disturb(FALSE, FALSE);
1361 p_ptr->update |= (PU_BONUS);
1367 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1369 * @param do_dec 現在の継続時間より長い値のみ上書きする
1370 * @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。
1372 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1374 bool notice = FALSE;
1375 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1377 if (p_ptr->is_dead) return FALSE;
1382 if (p_ptr->tim_esp && !do_dec)
1384 if (p_ptr->tim_esp > v) return FALSE;
1386 else if (!IS_TIM_ESP())
1388 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1396 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1398 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1405 p_ptr->redraw |= (PR_STATUS);
1407 /* Nothing to notice */
1408 if (!notice) return (FALSE);
1410 if (disturb_state) disturb(FALSE, FALSE);
1411 p_ptr->update |= (PU_BONUS);
1412 p_ptr->update |= (PU_MONSTERS);
1418 * @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
1420 * @param do_dec 現在の継続時間より長い値のみ上書きする
1421 * @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。
1423 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1425 bool notice = FALSE;
1426 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1428 if (p_ptr->is_dead) return FALSE;
1433 if (p_ptr->tim_invis && !do_dec)
1435 if (p_ptr->tim_invis > v) return FALSE;
1437 else if (!p_ptr->tim_invis)
1439 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1447 if (p_ptr->tim_invis)
1449 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1455 p_ptr->tim_invis = v;
1456 p_ptr->redraw |= (PR_STATUS);
1458 /* Nothing to notice */
1459 if (!notice) return (FALSE);
1461 if (disturb_state) disturb(FALSE, FALSE);
1462 p_ptr->update |= (PU_BONUS);
1464 /* Update the monsters */
1465 p_ptr->update |= (PU_MONSTERS);
1471 * @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
1473 * @param do_dec 現在の継続時間より長い値のみ上書きする
1474 * @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。
1476 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1478 bool notice = FALSE;
1479 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1481 if (p_ptr->is_dead) return FALSE;
1486 if (p_ptr->tim_infra && !do_dec)
1488 if (p_ptr->tim_infra > v) return FALSE;
1490 else if (!p_ptr->tim_infra)
1492 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1500 if (p_ptr->tim_infra)
1502 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1508 p_ptr->tim_infra = v;
1509 p_ptr->redraw |= (PR_STATUS);
1511 /* Nothing to notice */
1512 if (!notice) return (FALSE);
1514 if (disturb_state) disturb(FALSE, FALSE);
1515 p_ptr->update |= (PU_BONUS);
1517 /* Update the monsters */
1518 p_ptr->update |= (PU_MONSTERS);
1524 * @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
1526 * @param do_dec 現在の継続時間より長い値のみ上書きする
1527 * @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。
1529 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1531 bool notice = FALSE;
1532 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1534 if (p_ptr->is_dead) return FALSE;
1539 if (p_ptr->tim_regen && !do_dec)
1541 if (p_ptr->tim_regen > v) return FALSE;
1543 else if (!p_ptr->tim_regen)
1545 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1553 if (p_ptr->tim_regen)
1555 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1561 p_ptr->tim_regen = v;
1562 p_ptr->redraw |= (PR_STATUS);
1564 /* Nothing to notice */
1565 if (!notice) return (FALSE);
1567 if (disturb_state) disturb(FALSE, FALSE);
1568 p_ptr->update |= (PU_BONUS);
1574 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1576 * @param do_dec 現在の継続時間より長い値のみ上書きする
1577 * @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。
1579 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1581 bool notice = FALSE;
1582 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1584 if (p_ptr->is_dead) return FALSE;
1589 if (p_ptr->tim_stealth && !do_dec)
1591 if (p_ptr->tim_stealth > v) return FALSE;
1593 else if (!IS_TIM_STEALTH())
1595 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1603 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1605 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1611 p_ptr->tim_stealth = v;
1612 p_ptr->redraw |= (PR_STATUS);
1614 /* Nothing to notice */
1615 if (!notice) return (FALSE);
1617 if (disturb_state) disturb(FALSE, FALSE);
1618 p_ptr->update |= (PU_BONUS);
1624 * @brief 超隠密状態をセットする
1625 * @param set TRUEならば超隠密状態になる。
1626 * @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。
1628 bool set_superstealth(bool set)
1630 bool notice = FALSE;
1632 if (p_ptr->is_dead) return FALSE;
1637 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1639 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1641 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."));
1642 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1646 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!"));
1647 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1653 p_ptr->special_defense |= NINJA_S_STEALTH;
1660 if (p_ptr->special_defense & NINJA_S_STEALTH)
1662 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."));
1666 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1670 /* Nothing to notice */
1671 if (!notice) return (FALSE);
1672 p_ptr->redraw |= (PR_STATUS);
1674 if (disturb_state) disturb(FALSE, FALSE);
1679 * @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
1681 * @param do_dec 現在の継続時間より長い値のみ上書きする
1682 * @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。
1684 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1686 bool notice = FALSE;
1687 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1689 if (p_ptr->is_dead) return FALSE;
1694 if (p_ptr->tim_levitation && !do_dec)
1696 if (p_ptr->tim_levitation > v) return FALSE;
1698 else if (!p_ptr->tim_levitation)
1700 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1708 if (p_ptr->tim_levitation)
1710 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1716 p_ptr->tim_levitation = v;
1717 p_ptr->redraw |= (PR_STATUS);
1719 /* Nothing to notice */
1720 if (!notice) return (FALSE);
1722 if (disturb_state) disturb(FALSE, FALSE);
1723 p_ptr->update |= (PU_BONUS);
1729 * @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
1731 * @param do_dec 現在の継続時間より長い値のみ上書きする
1732 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1734 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1736 bool notice = FALSE;
1737 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1739 if (p_ptr->is_dead) return FALSE;
1744 if (p_ptr->tim_sh_touki && !do_dec)
1746 if (p_ptr->tim_sh_touki > v) return FALSE;
1748 else if (!p_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!"));
1758 if (p_ptr->tim_sh_touki)
1760 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1766 p_ptr->tim_sh_touki = v;
1767 p_ptr->redraw |= (PR_STATUS);
1769 /* Nothing to notice */
1770 if (!notice) return (FALSE);
1772 if (disturb_state) disturb(FALSE, FALSE);
1778 * @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
1780 * @param do_dec 現在の継続時間より長い値のみ上書きする
1781 * @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。
1783 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1785 bool notice = FALSE;
1786 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1788 if (p_ptr->is_dead) return FALSE;
1793 if (p_ptr->tim_sh_fire && !do_dec)
1795 if (p_ptr->tim_sh_fire > v) return FALSE;
1797 else if (!p_ptr->tim_sh_fire)
1799 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1807 if (p_ptr->tim_sh_fire)
1809 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1815 p_ptr->tim_sh_fire = v;
1816 p_ptr->redraw |= (PR_STATUS);
1818 /* Nothing to notice */
1819 if (!notice) return (FALSE);
1821 if (disturb_state) disturb(FALSE, FALSE);
1822 p_ptr->update |= (PU_BONUS);
1828 * @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
1830 * @param do_dec 現在の継続時間より長い値のみ上書きする
1831 * @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。
1833 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1835 bool notice = FALSE;
1836 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1838 if (p_ptr->is_dead) return FALSE;
1843 if (p_ptr->tim_sh_holy && !do_dec)
1845 if (p_ptr->tim_sh_holy > v) return FALSE;
1847 else if (!p_ptr->tim_sh_holy)
1849 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1857 if (p_ptr->tim_sh_holy)
1859 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1865 p_ptr->tim_sh_holy = v;
1866 p_ptr->redraw |= (PR_STATUS);
1868 /* Nothing to notice */
1869 if (!notice) return (FALSE);
1871 if (disturb_state) disturb(FALSE, FALSE);
1872 p_ptr->update |= (PU_BONUS);
1878 * @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
1880 * @param do_dec 現在の継続時間より長い値のみ上書きする
1881 * @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。
1883 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1885 bool notice = FALSE;
1886 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1888 if (p_ptr->is_dead) return FALSE;
1893 if (p_ptr->tim_eyeeye && !do_dec)
1895 if (p_ptr->tim_eyeeye > v) return FALSE;
1897 else if (!p_ptr->tim_eyeeye)
1899 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1907 if (p_ptr->tim_eyeeye)
1909 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."));
1915 p_ptr->tim_eyeeye = v;
1916 p_ptr->redraw |= (PR_STATUS);
1918 /* Nothing to notice */
1919 if (!notice) return (FALSE);
1921 if (disturb_state) disturb(FALSE, FALSE);
1922 p_ptr->update |= (PU_BONUS);
1929 * @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
1931 * @param do_dec 現在の継続時間より長い値のみ上書きする
1932 * @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。
1934 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1936 bool notice = FALSE;
1937 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1939 if (p_ptr->is_dead) return FALSE;
1944 if (p_ptr->resist_magic && !do_dec)
1946 if (p_ptr->resist_magic > v) return FALSE;
1948 else if (!p_ptr->resist_magic)
1950 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1958 if (p_ptr->resist_magic)
1960 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1966 p_ptr->resist_magic = v;
1967 p_ptr->redraw |= (PR_STATUS);
1969 /* Nothing to notice */
1970 if (!notice) return (FALSE);
1972 if (disturb_state) disturb(FALSE, FALSE);
1973 p_ptr->update |= (PU_BONUS);
1979 * @brief 一時的反射の継続時間をセットする / Set "p_ptr->tim_reflect", notice observable changes
1981 * @param do_dec 現在の継続時間より長い値のみ上書きする
1982 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1984 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1986 bool notice = FALSE;
1987 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1989 if (p_ptr->is_dead) return FALSE;
1994 if (p_ptr->tim_reflect && !do_dec)
1996 if (p_ptr->tim_reflect > v) return FALSE;
1998 else if (!p_ptr->tim_reflect)
2000 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2008 if (p_ptr->tim_reflect)
2010 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2016 p_ptr->tim_reflect = v;
2017 p_ptr->redraw |= (PR_STATUS);
2019 /* Nothing to notice */
2020 if (!notice) return (FALSE);
2022 if (disturb_state) disturb(FALSE, FALSE);
2023 p_ptr->update |= (PU_BONUS);
2030 * Set "p_ptr->multishadow", notice observable changes
2032 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2034 bool notice = FALSE;
2035 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2037 if (p_ptr->is_dead) return FALSE;
2042 if (p_ptr->multishadow && !do_dec)
2044 if (p_ptr->multishadow > v) return FALSE;
2046 else if (!p_ptr->multishadow)
2048 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2056 if (p_ptr->multishadow)
2058 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2064 p_ptr->multishadow = v;
2065 p_ptr->redraw |= (PR_STATUS);
2067 /* Nothing to notice */
2068 if (!notice) return (FALSE);
2070 if (disturb_state) disturb(FALSE, FALSE);
2071 p_ptr->update |= (PU_BONUS);
2077 * @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
2079 * @param do_dec 現在の継続時間より長い値のみ上書きする
2080 * @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。
2082 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2084 bool notice = FALSE;
2085 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2087 if (p_ptr->is_dead) return FALSE;
2092 if (p_ptr->dustrobe && !do_dec)
2094 if (p_ptr->dustrobe > v) return FALSE;
2096 else if (!p_ptr->dustrobe)
2098 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2106 if (p_ptr->dustrobe)
2108 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2114 p_ptr->dustrobe = v;
2115 p_ptr->redraw |= (PR_STATUS);
2117 /* Nothing to notice */
2118 if (!notice) return (FALSE);
2120 if (disturb_state) disturb(FALSE, FALSE);
2121 p_ptr->update |= (PU_BONUS);
2127 * @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
2129 * @param do_dec 現在の継続時間より長い値のみ上書きする
2130 * @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。
2132 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2134 bool notice = FALSE;
2135 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2137 if (p_ptr->is_dead) return FALSE;
2142 if (p_ptr->kabenuke && !do_dec)
2144 if (p_ptr->kabenuke > v) return FALSE;
2146 else if (!p_ptr->kabenuke)
2148 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2156 if (p_ptr->kabenuke)
2158 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2164 p_ptr->kabenuke = v;
2165 p_ptr->redraw |= (PR_STATUS);
2167 /* Nothing to notice */
2168 if (!notice) return (FALSE);
2170 if (disturb_state) disturb(FALSE, FALSE);
2171 p_ptr->update |= (PU_BONUS);
2177 * @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
2179 * @param do_dec 現在の継続時間より長い値のみ上書きする
2180 * @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。
2182 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2184 bool notice = FALSE;
2185 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2187 if (p_ptr->is_dead) return FALSE;
2192 if (p_ptr->tsuyoshi && !do_dec)
2194 if (p_ptr->tsuyoshi > v) return FALSE;
2196 else if (!p_ptr->tsuyoshi)
2198 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2200 chg_virtue(V_VITALITY, 2);
2207 if (p_ptr->tsuyoshi)
2209 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2211 (void)dec_stat(A_CON, 20, TRUE);
2212 (void)dec_stat(A_STR, 20, TRUE);
2215 chg_virtue(V_VITALITY, -3);
2220 p_ptr->tsuyoshi = v;
2221 p_ptr->redraw |= (PR_STATUS);
2223 /* Nothing to notice */
2224 if (!notice) return (FALSE);
2226 if (disturb_state) disturb(FALSE, FALSE);
2227 p_ptr->update |= (PU_BONUS);
2229 /* Recalculate hitpoints */
2230 p_ptr->update |= (PU_HP);
2236 * @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-
2237 * @param attack_type スレイのタイプID
2239 * @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。
2241 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2243 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2245 /* Clear all elemental attacks (only one is allowed at a time). */
2246 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2248 p_ptr->special_attack &= ~(ATTACK_ACID);
2249 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2251 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2253 p_ptr->special_attack &= ~(ATTACK_ELEC);
2254 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2256 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2258 p_ptr->special_attack &= ~(ATTACK_FIRE);
2259 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2261 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2263 p_ptr->special_attack &= ~(ATTACK_COLD);
2264 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2266 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2268 p_ptr->special_attack &= ~(ATTACK_POIS);
2269 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2272 if ((v) && (attack_type))
2274 /* Set attack type. */
2275 p_ptr->special_attack |= (attack_type);
2278 p_ptr->ele_attack = v;
2281 msg_format("%sで攻撃できるようになった!",
2282 ((attack_type == ATTACK_ACID) ? "酸" :
2283 ((attack_type == ATTACK_ELEC) ? "電撃" :
2284 ((attack_type == ATTACK_FIRE) ? "火炎" :
2285 ((attack_type == ATTACK_COLD) ? "冷気" :
2286 ((attack_type == ATTACK_POIS) ? "毒" :
2289 msg_format("For a while, the blows you deal will %s",
2290 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2291 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2292 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2293 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2294 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2295 "do nothing special."))))));
2299 if (disturb_state) disturb(FALSE, FALSE);
2300 p_ptr->redraw |= (PR_STATUS);
2302 p_ptr->update |= (PU_BONUS);
2309 * @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-
2310 * @param immune_type 免疫のタイプID
2312 * @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。
2314 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2316 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2318 /* Clear all elemental attacks (only one is allowed at a time). */
2319 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2321 p_ptr->special_defense &= ~(DEFENSE_ACID);
2322 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."));
2324 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2326 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2327 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."));
2329 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2331 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2332 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."));
2334 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2336 p_ptr->special_defense &= ~(DEFENSE_COLD);
2337 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."));
2339 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2341 p_ptr->special_defense &= ~(DEFENSE_POIS);
2342 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."));
2345 if ((v) && (immune_type))
2347 /* Set attack type. */
2348 p_ptr->special_defense |= (immune_type);
2351 p_ptr->ele_immune = v;
2353 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2354 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2355 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2356 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2357 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2358 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2359 _("(なし)", "do nothing special.")))))));
2362 if (disturb_state) disturb(FALSE, FALSE);
2363 p_ptr->redraw |= (PR_STATUS);
2364 p_ptr->update |= (PU_BONUS);
2371 * @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
2373 * @param do_dec 現在の継続時間より長い値のみ上書きする
2374 * @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。
2376 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2378 bool notice = FALSE;
2379 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2381 if (p_ptr->is_dead) return FALSE;
2386 if (p_ptr->oppose_acid && !do_dec)
2388 if (p_ptr->oppose_acid > v) return FALSE;
2390 else if (!IS_OPPOSE_ACID())
2392 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2400 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2402 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2408 p_ptr->oppose_acid = v;
2410 /* Nothing to notice */
2411 if (!notice) return (FALSE);
2412 p_ptr->redraw |= (PR_STATUS);
2414 if (disturb_state) disturb(FALSE, FALSE);
2420 * @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
2422 * @param do_dec 現在の継続時間より長い値のみ上書きする
2423 * @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。
2425 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2427 bool notice = FALSE;
2428 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2430 if (p_ptr->is_dead) return FALSE;
2435 if (p_ptr->oppose_elec && !do_dec)
2437 if (p_ptr->oppose_elec > v) return FALSE;
2439 else if (!IS_OPPOSE_ELEC())
2441 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2449 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2451 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2457 p_ptr->oppose_elec = v;
2459 /* Nothing to notice */
2460 if (!notice) return (FALSE);
2461 p_ptr->redraw |= (PR_STATUS);
2463 if (disturb_state) disturb(FALSE, FALSE);
2469 * @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
2471 * @param do_dec 現在の継続時間より長い値のみ上書きする
2472 * @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。
2474 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2476 bool notice = FALSE;
2477 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2479 if (p_ptr->is_dead) return FALSE;
2481 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2485 if (p_ptr->oppose_fire && !do_dec)
2487 if (p_ptr->oppose_fire > v) return FALSE;
2489 else if (!IS_OPPOSE_FIRE())
2491 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2499 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2501 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2507 p_ptr->oppose_fire = v;
2509 /* Nothing to notice */
2510 if (!notice) return (FALSE);
2511 p_ptr->redraw |= (PR_STATUS);
2513 if (disturb_state) disturb(FALSE, FALSE);
2519 * @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
2521 * @param do_dec 現在の継続時間より長い値のみ上書きする
2522 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2524 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2526 bool notice = FALSE;
2527 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2529 if (p_ptr->is_dead) return FALSE;
2534 if (p_ptr->oppose_cold && !do_dec)
2536 if (p_ptr->oppose_cold > v) return FALSE;
2538 else if (!IS_OPPOSE_COLD())
2540 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2548 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2550 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2556 p_ptr->oppose_cold = v;
2558 /* Nothing to notice */
2559 if (!notice) return (FALSE);
2560 p_ptr->redraw |= (PR_STATUS);
2562 if (disturb_state) disturb(FALSE, FALSE);
2568 * @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
2570 * @param do_dec 現在の継続時間より長い値のみ上書きする
2571 * @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。
2573 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2575 bool notice = FALSE;
2576 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2578 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2579 if (p_ptr->is_dead) return FALSE;
2584 if (p_ptr->oppose_pois && !do_dec)
2586 if (p_ptr->oppose_pois > v) return FALSE;
2588 else if (!IS_OPPOSE_POIS())
2590 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2598 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2600 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2606 p_ptr->oppose_pois = v;
2608 /* Nothing to notice */
2609 if (!notice) return (FALSE);
2610 p_ptr->redraw |= (PR_STATUS);
2612 if (disturb_state) disturb(FALSE, FALSE);
2618 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2620 * @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。
2622 * Note the special code to only notice "range" changes.
2624 bool set_stun(TIME_EFFECT v)
2626 int old_aux, new_aux;
2627 bool notice = FALSE;
2628 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2630 if (p_ptr->is_dead) return FALSE;
2631 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2634 if (p_ptr->stun > 100)
2640 else if (p_ptr->stun > 50)
2646 else if (p_ptr->stun > 0)
2682 if (new_aux > old_aux)
2684 /* Describe the state */
2688 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2691 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;
2694 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;
2697 if (randint1(1000) < v || one_in_(16))
2699 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2703 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2704 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2706 else if (one_in_(2))
2708 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2712 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2715 if (p_ptr->special_defense & KATA_MASK)
2717 msg_print(_("型が崩れた。", "Your posture gets loose."));
2718 p_ptr->special_defense &= ~(KATA_MASK);
2719 p_ptr->update |= (PU_BONUS);
2720 p_ptr->update |= (PU_MONSTERS);
2721 p_ptr->redraw |= (PR_STATE);
2722 p_ptr->redraw |= (PR_STATUS);
2723 p_ptr->action = ACTION_NONE;
2727 if (p_ptr->concent) reset_concentration(TRUE);
2730 if (hex_spelling_any()) stop_hex_spell_all();
2736 else if (new_aux < old_aux)
2738 /* Describe the state */
2743 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2745 if (disturb_state) disturb(FALSE, FALSE);
2756 if (!notice) return (FALSE);
2758 if (disturb_state) disturb(FALSE, FALSE);
2759 p_ptr->update |= (PU_BONUS);
2761 /* Redraw the "stun" */
2762 p_ptr->redraw |= (PR_STUN);
2769 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2771 * @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。
2773 * Note the special code to only notice "range" changes.
2775 bool set_cut(TIME_EFFECT v)
2777 int old_aux, new_aux;
2778 bool notice = FALSE;
2779 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2781 if (p_ptr->is_dead) return FALSE;
2783 if ((p_ptr->prace == RACE_GOLEM ||
2784 p_ptr->prace == RACE_SKELETON ||
2785 p_ptr->prace == RACE_SPECTRE ||
2786 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2791 if (p_ptr->cut > 1000)
2797 else if (p_ptr->cut > 200)
2803 else if (p_ptr->cut > 100)
2809 else if (p_ptr->cut > 50)
2815 else if (p_ptr->cut > 25)
2821 else if (p_ptr->cut > 10)
2827 else if (p_ptr->cut > 0)
2887 if (new_aux > old_aux)
2889 /* Describe the state */
2893 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2896 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2899 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2902 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2905 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2908 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;
2911 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;
2916 if (randint1(1000) < v || one_in_(16))
2918 if (!p_ptr->sustain_chr)
2920 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2927 else if (new_aux < old_aux)
2929 /* Describe the state */
2934 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");
2936 if (disturb_state) disturb(FALSE, FALSE);
2947 if (!notice) return (FALSE);
2949 if (disturb_state) disturb(FALSE, FALSE);
2950 p_ptr->update |= (PU_BONUS);
2952 /* Redraw the "cut" */
2953 p_ptr->redraw |= (PR_CUT);
2959 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2961 * @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。
2963 * Set "", notice observable changes\n
2965 * The "p_ptr->food" variable can get as large as 20000, allowing the
2966 * addition of the most "filling" item, Elvish Waybread, which adds
2967 * 7500 food units, without overflowing the 32767 maximum limit.\n
2969 * Perhaps we should disturb the player with various messages,
2970 * especially messages about hunger status changes. \n
2972 * Digestion of food is handled in "dungeon.c", in which, normally,
2973 * the player digests about 20 food units per 100 game turns, more
2974 * when "fast", more when "regenerating", less with "slow digestion",
2975 * but when the player is "gorged", he digests 100 food units per 10
2976 * game turns, or a full 1000 food units per 100 game turns.\n
2978 * Note that the player's speed is reduced by 10 units while gorged,
2979 * so if the player eats a single food ration (5000 food units) when
2980 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2981 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2982 * affecting the player speed).\n
2984 bool set_food(TIME_EFFECT v)
2986 int old_aux, new_aux;
2988 bool notice = FALSE;
2989 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2991 /* Fainting / Starving */
2992 if (p_ptr->food < PY_FOOD_FAINT)
2998 else if (p_ptr->food < PY_FOOD_WEAK)
3004 else if (p_ptr->food < PY_FOOD_ALERT)
3010 else if (p_ptr->food < PY_FOOD_FULL)
3016 else if (p_ptr->food < PY_FOOD_MAX)
3027 /* Fainting / Starving */
3028 if (v < PY_FOOD_FAINT)
3034 else if (v < PY_FOOD_WEAK)
3040 else if (v < PY_FOOD_ALERT)
3046 else if (v < PY_FOOD_FULL)
3052 else if (v < PY_FOOD_MAX)
3063 if (old_aux < 1 && new_aux > 0)
3064 chg_virtue(V_PATIENCE, 2);
3065 else if (old_aux < 3 && (old_aux != new_aux))
3066 chg_virtue(V_PATIENCE, 1);
3068 chg_virtue(V_TEMPERANCE, 1);
3070 chg_virtue(V_TEMPERANCE, -1);
3073 if (new_aux > old_aux)
3075 /* Describe the state */
3079 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3082 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3085 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3088 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3092 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3093 chg_virtue(V_HARMONY, -1);
3094 chg_virtue(V_PATIENCE, -1);
3095 chg_virtue(V_TEMPERANCE, -2);
3105 else if (new_aux < old_aux)
3107 /* Describe the state */
3110 /* Fainting / Starving */
3111 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;
3114 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3117 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3120 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3123 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3126 if (p_ptr->wild_mode && (new_aux < 2))
3138 /* Nothing to notice */
3139 if (!notice) return (FALSE);
3141 if (disturb_state) disturb(FALSE, FALSE);
3142 p_ptr->update |= (PU_BONUS);
3145 p_ptr->redraw |= (PR_HUNGER);
3151 * @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-
3152 * @param stat 上昇させるステータスID
3153 * @return 実際に上昇した場合TRUEを返す。
3155 * Note that this function (used by stat potions) now restores\n
3156 * the stat BEFORE increasing it.\n
3158 bool inc_stat(int stat)
3160 BASE_STATUS value, gain;
3162 /* Then augment the current/max stat */
3163 value = p_ptr->stat_cur[stat];
3165 /* Cannot go above 18/100 */
3166 if (value < p_ptr->stat_max_max[stat])
3168 /* Gain one (sometimes two) points */
3171 gain = ((randint0(100) < 75) ? 1 : 2);
3175 /* Gain 1/6 to 1/3 of distance to 18/100 */
3176 else if (value < (p_ptr->stat_max_max[stat]-2))
3178 /* Approximate gain value */
3179 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3180 if (gain < 1) gain = 1;
3182 /* Apply the bonus */
3183 value += randint1(gain) + gain / 2;
3186 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3189 /* Gain one point at a time */
3195 /* Save the new value */
3196 p_ptr->stat_cur[stat] = value;
3198 /* Bring up the maximum too */
3199 if (value > p_ptr->stat_max[stat])
3201 p_ptr->stat_max[stat] = value;
3203 p_ptr->update |= (PU_BONUS);
3209 /* Nothing to gain */
3214 * @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.
3215 * @param stat 減少させるステータスID
3216 * @param amount 減少させる基本量
3217 * @param permanent TRUEならば現在の最大値を減少させる
3218 * @return 実際に減少した場合TRUEを返す。
3221 * Amount could be a little higher in extreme cases to mangle very high\n
3222 * stats from massive assaults. -CWS\n
3224 * Note that "permanent" means that the *given* amount is permanent,\n
3225 * not that the new value becomes permanent. This may not work exactly\n
3226 * as expected, due to "weirdness" in the algorithm, but in general,\n
3227 * if your stat is already drained, the "max" value will not drop all\n
3228 * the way down to the "cur" value.\n
3230 bool dec_stat(int stat, int amount, int permanent)
3232 BASE_STATUS cur, max;
3237 /* Acquire current value */
3238 cur = p_ptr->stat_cur[stat];
3239 max = p_ptr->stat_max[stat];
3241 /* Note when the values are identical */
3242 same = (cur == max);
3244 /* Damage "current" value */
3247 /* Handle "low" values */
3250 if (amount > 90) cur--;
3251 if (amount > 50) cur--;
3252 if (amount > 20) cur--;
3256 /* Handle "high" values */
3259 /* Hack -- Decrement by a random amount between one-quarter */
3260 /* and one-half of the stat bonus times the percentage, with a */
3261 /* minimum damage of half the percentage. -CWS */
3262 loss = (((cur-18) / 2 + 1) / 2 + 1);
3263 if (loss < 1) loss = 1;
3265 /* Randomize the loss */
3266 loss = ((randint1(loss) + loss) * amount) / 100;
3269 if (loss < amount/2) loss = amount/2;
3271 /* Lose some points */
3274 /* Hack -- Only reduce stat to 17 sometimes */
3275 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3278 /* Prevent illegal values */
3279 if (cur < 3) cur = 3;
3281 /* Something happened */
3282 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3285 /* Damage "max" value */
3286 if (permanent && (max > 3))
3288 chg_virtue(V_SACRIFICE, 1);
3289 if (stat == A_WIS || stat == A_INT)
3290 chg_virtue(V_ENLIGHTEN, -2);
3292 /* Handle "low" values */
3295 if (amount > 90) max--;
3296 if (amount > 50) max--;
3297 if (amount > 20) max--;
3301 /* Handle "high" values */
3304 /* Hack -- Decrement by a random amount between one-quarter */
3305 /* and one-half of the stat bonus times the percentage, with a */
3306 /* minimum damage of half the percentage. -CWS */
3307 loss = (((max-18) / 2 + 1) / 2 + 1);
3308 loss = ((randint1(loss) + loss) * amount) / 100;
3309 if (loss < amount/2) loss = amount/2;
3311 /* Lose some points */
3314 /* Hack -- Only reduce stat to 17 sometimes */
3315 if (max < 18) max = (amount <= 20) ? 18 : 17;
3318 /* Hack -- keep it clean */
3319 if (same || (max < cur)) max = cur;
3321 /* Something happened */
3322 if (max != p_ptr->stat_max[stat]) res = TRUE;
3327 /* Actually set the stat to its new value. */
3328 p_ptr->stat_cur[stat] = cur;
3329 p_ptr->stat_max[stat] = max;
3331 p_ptr->redraw |= (PR_STATS);
3332 p_ptr->update |= (PU_BONUS);
3340 * @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.
3341 * @param stat 回復ステータスID
3342 * @return 実際に回復した場合TRUEを返す。
3344 bool res_stat(int stat)
3346 /* Restore if needed */
3347 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3349 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3350 p_ptr->update |= (PU_BONUS);
3351 p_ptr->redraw |= (PR_STATS);
3357 /* Nothing to restore */
3363 * Increase players hit points, notice effects
3365 bool hp_player(int num)
3368 vir = virtue_number(V_VITALITY);
3370 if(num <= 0) return (FALSE);
3374 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3376 /* Healing needed */
3377 if (p_ptr->chp < p_ptr->mhp)
3379 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3380 chg_virtue(V_TEMPERANCE, 1);
3381 /* Gain hitpoints */
3384 /* Enforce maximum */
3385 if (p_ptr->chp >= p_ptr->mhp)
3387 p_ptr->chp = p_ptr->mhp;
3388 p_ptr->chp_frac = 0;
3391 p_ptr->redraw |= (PR_HP);
3393 p_ptr->window |= (PW_PLAYER);
3398 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3404 msg_print(_("気分が良くなった。", "You feel better."));
3410 msg_print(_("とても気分が良くなった。", "You feel much better."));
3416 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3428 * Array of stat "descriptions"
3430 static concptr desc_stat_pos[] =
3435 _("器用に", "dextrous"),
3436 _("健康に", "healthy"),
3442 * Array of stat "descriptions"
3444 static concptr desc_stat_neg[] =
3449 _("不器用に", "clumsy"),
3450 _("不健康に", "sickly"),
3458 bool do_dec_stat(int stat)
3462 /* Access the "sustain" */
3465 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3466 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3467 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3468 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3469 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3470 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3474 if (sust && (!ironman_nightmare || randint0(13)))
3476 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."),
3477 desc_stat_neg[stat]);
3483 /* Attempt to reduce the stat */
3484 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3486 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3492 /* Nothing obvious */
3498 * Restore lost "points" in a stat
3500 bool do_res_stat(int stat)
3502 /* Attempt to increase */
3505 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3510 /* Nothing obvious */
3516 * Gain a "point" in a stat
3518 bool do_inc_stat(int stat)
3522 /* Restore strength */
3523 res = res_stat(stat);
3525 /* Attempt to increase */
3530 chg_virtue(V_ENLIGHTEN, 1);
3531 chg_virtue(V_FAITH, 1);
3533 else if (stat == A_INT)
3535 chg_virtue(V_KNOWLEDGE, 1);
3536 chg_virtue(V_ENLIGHTEN, 1);
3538 else if (stat == A_CON)
3539 chg_virtue(V_VITALITY, 1);
3541 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3546 /* Restoration worked */
3549 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3554 /* Nothing obvious */
3560 * Restores any drained experience
3562 bool restore_level(void)
3564 /* Restore experience */
3565 if (p_ptr->exp < p_ptr->max_exp)
3567 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3569 /* Restore the experience */
3570 p_ptr->exp = p_ptr->max_exp;
3572 /* Check the experience */
3586 bool lose_all_info(void)
3590 chg_virtue(V_KNOWLEDGE, -5);
3591 chg_virtue(V_ENLIGHTEN, -5);
3593 /* Forget info about objects */
3594 for (i = 0; i < INVEN_TOTAL; i++)
3596 object_type *o_ptr = &inventory[i];
3598 /* Skip non-objects */
3599 if (!o_ptr->k_idx) continue;
3601 /* Allow "protection" by the MENTAL flag */
3602 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3604 /* Remove "default inscriptions" */
3605 o_ptr->feeling = FEEL_NONE;
3607 /* Hack -- Clear the "empty" flag */
3608 o_ptr->ident &= ~(IDENT_EMPTY);
3610 /* Hack -- Clear the "known" flag */
3611 o_ptr->ident &= ~(IDENT_KNOWN);
3613 /* Hack -- Clear the "felt" flag */
3614 o_ptr->ident &= ~(IDENT_SENSE);
3616 p_ptr->update |= (PU_BONUS);
3617 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3619 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3621 /* Mega-Hack -- Forget the map */
3629 void do_poly_wounds(void)
3631 /* Changed to always provide at least _some_ healing */
3632 s16b wounds = p_ptr->cut;
3633 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3634 s16b change = damroll(p_ptr->lev, 5);
3635 bool Nasty_effect = one_in_(5);
3637 if (!(wounds || hit_p || Nasty_effect)) return;
3639 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3643 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3644 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3649 set_cut(p_ptr->cut - (change / 2));
3655 * Change player race
3657 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3659 concptr title = race_info[new_race].title;
3660 int old_race = p_ptr->prace;
3663 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3665 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);
3668 chg_virtue(V_CHANCE, 2);
3670 if (p_ptr->prace < 32)
3672 p_ptr->old_race1 |= 1L << p_ptr->prace;
3676 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3678 p_ptr->prace = new_race;
3679 rp_ptr = &race_info[p_ptr->prace];
3681 /* Experience factor */
3682 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3685 * The speed bonus of Klackons and Sprites are disabled
3686 * and the experience penalty is decreased.
3688 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)))
3689 p_ptr->expfact -= 15;
3691 /* Get character's height and weight */
3692 get_height_weight();
3695 if (p_ptr->pclass == CLASS_SORCERER)
3696 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3698 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3700 roll_hitdice(p_ptr, 0L);
3702 /* The experience level may be modified */
3705 p_ptr->redraw |= (PR_BASIC);
3707 p_ptr->update |= (PU_BONUS);
3711 /* Load an autopick preference file */
3712 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3714 /* Player's graphic tile may change */
3715 lite_spot(p_ptr->y, p_ptr->x);
3719 void do_poly_self(void)
3721 int power = p_ptr->lev;
3723 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3724 chg_virtue(V_CHANCE, 1);
3726 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3728 char effect_msg[80] = "";
3729 CHARACTER_IDX new_race;
3731 /* Some form of racial polymorph... */
3734 if ((power > randint0(5)) && one_in_(4))
3739 if (p_ptr->psex == SEX_MALE)
3741 p_ptr->psex = SEX_FEMALE;
3742 sp_ptr = &sex_info[p_ptr->psex];
3743 sprintf(effect_msg, _("女性の", "female "));
3747 p_ptr->psex = SEX_MALE;
3748 sp_ptr = &sex_info[p_ptr->psex];
3749 sprintf(effect_msg, _("男性の", "male "));
3753 if ((power > randint0(30)) && one_in_(5))
3757 /* Harmful deformity */
3764 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3770 /* Deformities are discriminated against! */
3771 (void)dec_stat(A_CHR, randint1(6), TRUE);
3776 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3777 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3781 sprintf(effect_msg,_("奇形の", "deformed "));
3785 while ((power > randint0(20)) && one_in_(10))
3787 /* Polymorph into a less mutated form */
3790 if (!lose_mutation(0))
3791 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3796 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3798 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3800 change_race(new_race, effect_msg);
3803 if ((power > randint0(30)) && one_in_(6))
3809 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");
3813 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3818 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!"));
3819 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3825 if ((power > randint0(20)) && one_in_(4))
3830 roll_hitdice(p_ptr, 0L);
3833 while ((power > randint0(15)) && one_in_(3))
3836 (void)gain_mutation(p_ptr, 0);
3839 if (power > randint0(5))
3845 /* Note: earlier deductions may have left power < 0 already. */
3855 * Decreases players hit points and sets death flag if necessary
3857 * Invulnerability needs to be changed into a "shield"
3859 * Hack -- this function allows the user to save (or quit)
3860 * the game when he dies, since the "You die." message is shown before
3861 * setting the player to "dead".
3864 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3866 int old_chp = p_ptr->chp;
3868 char death_message[1024];
3871 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3872 if (p_ptr->is_dead) return 0;
3874 if (p_ptr->sutemi) damage *= 2;
3875 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3877 if (easy_band) damage = (damage+1)/2;
3879 if (damage_type != DAMAGE_USELIFE)
3881 disturb(TRUE, TRUE);
3884 p_ptr->now_damaged = TRUE;
3888 if (monspell >= 0) learn_spell(monspell);
3890 /* Mega-Hack -- Apply "invulnerability" */
3891 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3893 if (IS_INVULN() && (damage < 9000))
3895 if (damage_type == DAMAGE_FORCE)
3897 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3899 else if (one_in_(PENETRATE_INVULNERABILITY))
3901 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3909 if (CHECK_MULTISHADOW())
3911 if (damage_type == DAMAGE_FORCE)
3913 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3915 else if (damage_type == DAMAGE_ATTACK)
3917 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!"));
3922 if (p_ptr->wraith_form)
3924 if (damage_type == DAMAGE_FORCE)
3926 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3931 if ((damage == 0) && one_in_(2)) damage = 1;
3935 if (p_ptr->special_defense & KATA_MUSOU)
3938 if ((damage == 0) && one_in_(2)) damage = 1;
3940 } /* not if LOSELIFE USELIFE */
3942 /* Hurt the player */
3943 p_ptr->chp -= damage;
3944 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3946 damage += p_ptr->chp;
3950 /* Display the hitpoints */
3951 p_ptr->redraw |= (PR_HP);
3953 p_ptr->window |= (PW_PLAYER);
3955 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3957 chg_virtue(V_SACRIFICE, 1);
3958 chg_virtue(V_CHANCE, 2);
3964 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3966 #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 */
3968 if(!save_player()) msg_print("セーブ失敗!");
3973 chg_virtue(V_SACRIFICE, 10);
3976 p_ptr->leaving = TRUE;
3979 p_ptr->is_dead = TRUE;
3981 if (p_ptr->inside_arena)
3983 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3984 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3986 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3990 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
3991 bool seppuku = streq(hit_from, "Seppuku");
3992 bool winning_seppuku = p_ptr->total_winner && seppuku;
3994 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3997 /* Make screen dump */
3998 screen_dump = make_screen_dump();
4001 /* Note cause of death */
4004 strcpy(p_ptr->died_from, hit_from);
4006 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4013 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);
4015 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4017 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4020 /* No longer a winner */
4021 p_ptr->total_winner = FALSE;
4023 if (winning_seppuku)
4025 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4031 if (p_ptr->inside_arena)
4032 strcpy(buf,_("アリーナ", "in the Arena"));
4033 else if (!current_floor_ptr->dun_level)
4034 strcpy(buf,_("地上", "on the surface"));
4035 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4036 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4037 strcpy(buf,_("クエスト", "in a quest"));
4039 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4041 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4042 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4045 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4046 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4050 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4052 do_cmd_save_screen();
4057 /* Initialize "last message" buffer */
4058 if (p_ptr->last_message) string_free(p_ptr->last_message);
4059 p_ptr->last_message = NULL;
4061 /* Hack -- Note death */
4065 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4067 msg_print(android ? "You are broken." : "You die.");
4074 if (winning_seppuku)
4076 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4080 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4086 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4088 while (!get_string("Last word: ", death_message, 1024)) ;
4091 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4093 if (death_message[0] == '\0')
4096 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4098 strcpy(death_message, android ? "You are broken." : "You die.");
4101 else p_ptr->last_message = string_make(death_message);
4104 if (winning_seppuku)
4109 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4110 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4117 for (i = 0; i < 40; i++)
4118 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4120 str = death_message;
4121 if (strncmp(str, "「", 2) == 0) str += 2;
4123 str2 = my_strstr(str, "」");
4124 if (str2 != NULL) *str2 = '\0';
4129 str2 = my_strstr(str, " ");
4130 if (str2 == NULL) len = strlen(str);
4131 else len = str2 - str;
4135 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4137 if (str2 == NULL) break;
4141 if (*str == 0) break;
4145 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4149 /* Make screen dump */
4150 screen_dump = make_screen_dump();
4153 /* Wait a key press */
4158 msg_print(death_message);
4168 /* Hitpoint warning */
4169 if (p_ptr->chp < warning)
4171 /* Hack -- bell on first notice */
4172 if (old_chp > warning) bell();
4176 if (record_danger && (old_chp > warning))
4178 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4179 hit_from = _("何か", "something");
4181 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4182 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4187 /* stop auto_more even if DAMAGE_USELIFE */
4188 p_ptr->now_damaged = TRUE;
4191 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4195 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4206 void gain_exp_64(s32b amount, u32b amount_frac)
4208 if (p_ptr->is_dead) return;
4210 if (p_ptr->prace == RACE_ANDROID) return;
4212 /* Gain some experience */
4213 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4215 /* Slowly recover from experience drainage */
4216 if (p_ptr->exp < p_ptr->max_exp)
4218 /* Gain max experience (20%) (was 10%) */
4219 p_ptr->max_exp += amount / 5;
4222 /* Check Experience */
4230 void gain_exp(s32b amount)
4232 gain_exp_64(amount, 0L);
4236 void calc_android_exp(void)
4240 if (p_ptr->is_dead) return;
4242 if (p_ptr->prace != RACE_ANDROID) return;
4244 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4246 object_type *o_ptr = &inventory[i];
4248 object_type *q_ptr = &forge;
4250 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4252 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4253 if (!o_ptr->k_idx) continue;
4256 object_copy(q_ptr, o_ptr);
4257 q_ptr->discount = 0;
4258 q_ptr->curse_flags = 0L;
4260 if (object_is_fixed_artifact(o_ptr))
4262 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4263 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4265 else if (object_is_ego(o_ptr))
4267 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4269 else if (o_ptr->art_name)
4271 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4274 if (!object_is_weapon_ammo(o_ptr))
4277 if (total_flags < 15000) fake_level = 10;
4278 else if (total_flags < 35000) fake_level = 25;
4279 else fake_level = 40;
4284 if (total_flags < 20000) fake_level = 10;
4285 else if (total_flags < 45000) fake_level = 25;
4286 else fake_level = 40;
4289 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4292 value = object_value_real(q_ptr);
4294 if (value <= 0) continue;
4295 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4296 if (value > 5000000L) value = 5000000L;
4297 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4299 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4300 (o_ptr->tval == TV_DRAG_ARMOR) ||
4301 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4302 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4303 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4304 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4305 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4307 if (level > 65) level = 35 + (level - 65) / 5;
4308 else if (level > 35) level = 25 + (level - 35) / 3;
4309 else if (level > 15) level = 15 + (level - 15) / 2;
4310 exp = MIN(100000L, value) / 2 * level * level;
4311 if (value > 100000L)
4312 exp += (value - 100000L) / 8 * level * level;
4316 exp = MIN(100000L, value) * level;
4317 if (value > 100000L)
4318 exp += (value - 100000L) / 4 * level;
4320 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4321 else total_exp += exp / 16;
4322 if (i == INVEN_BODY) total_exp += exp / 32;
4324 p_ptr->exp = p_ptr->max_exp = total_exp;
4326 /* Check Experience */
4334 void lose_exp(s32b amount)
4336 if (p_ptr->prace == RACE_ANDROID) return;
4338 /* Never drop below zero experience */
4339 if (amount > p_ptr->exp) amount = p_ptr->exp;
4341 /* Lose some experience */
4342 p_ptr->exp -= amount;
4344 /* Check Experience */
4351 * If resisted to draining, return FALSE
4353 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4355 /* Androids and their mimics are never drained */
4356 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4358 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4360 /* Hold experience */
4361 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4365 /* Hold experience failed */
4366 if (p_ptr->hold_exp)
4368 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4373 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!"));
4381 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4383 bool notice = FALSE;
4384 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4386 if (p_ptr->is_dead) return FALSE;
4391 if (p_ptr->ult_res && !do_dec)
4393 if (p_ptr->ult_res > v) return FALSE;
4395 else if (!p_ptr->ult_res)
4397 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!"));
4407 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"));
4414 p_ptr->redraw |= (PR_STATUS);
4416 /* Nothing to notice */
4417 if (!notice) return (FALSE);
4419 if (disturb_state) disturb(FALSE, FALSE);
4420 p_ptr->update |= (PU_BONUS);
4425 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4427 bool notice = FALSE;
4428 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4430 if (p_ptr->is_dead) return FALSE;
4435 if (p_ptr->tim_res_nether && !do_dec)
4437 if (p_ptr->tim_res_nether > v) return FALSE;
4439 else if (!p_ptr->tim_res_nether)
4441 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4449 if (p_ptr->tim_res_nether)
4451 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"));
4457 p_ptr->tim_res_nether = v;
4458 p_ptr->redraw |= (PR_STATUS);
4460 /* Nothing to notice */
4461 if (!notice) return (FALSE);
4463 if (disturb_state) disturb(FALSE, FALSE);
4464 p_ptr->update |= (PU_BONUS);
4469 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4471 bool notice = FALSE;
4472 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4474 if (p_ptr->is_dead) return FALSE;
4479 if (p_ptr->tim_res_time && !do_dec)
4481 if (p_ptr->tim_res_time > v) return FALSE;
4483 else if (!p_ptr->tim_res_time)
4485 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!"));
4493 if (p_ptr->tim_res_time)
4495 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"));
4501 p_ptr->tim_res_time = v;
4502 p_ptr->redraw |= (PR_STATUS);
4504 /* Nothing to notice */
4505 if (!notice) return (FALSE);
4507 if (disturb_state) disturb(FALSE, FALSE);
4508 p_ptr->update |= (PU_BONUS);
4515 * Choose a warrior-mage elemental attack. -LM-
4517 bool choose_ele_attack(void)
4523 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4525 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."));
4530 num = (p_ptr->lev - 20) / 5;
4531 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4534 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4539 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4544 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4549 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4558 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4562 if ((choice == 'a') || (choice == 'A'))
4563 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4564 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4565 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4566 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4567 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4568 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4569 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4570 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4571 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4574 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4584 * Choose a elemental immune. -LM-
4586 bool choose_ele_immune(TIME_EFFECT immune_turn)
4591 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4592 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4593 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4594 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4602 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4606 if ((choice == 'a') || (choice == 'A'))
4607 set_ele_immune(DEFENSE_FIRE, immune_turn);
4608 else if ((choice == 'b') || (choice == 'B'))
4609 set_ele_immune(DEFENSE_COLD, immune_turn);
4610 else if ((choice == 'c') || (choice == 'C'))
4611 set_ele_immune(DEFENSE_ACID, immune_turn);
4612 else if ((choice == 'd') || (choice == 'D'))
4613 set_ele_immune(DEFENSE_ELEC, immune_turn);
4616 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));