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
26 #include "spells-status.h"
27 #include "realm-hex.h"
28 #include "object-hook.h"
30 #include "spells-floor.h"
31 #include "player-status.h"
32 #include "player-class.h"
33 #include "player-move.h"
34 #include "player-effects.h"
35 #include "player-class.h"
36 #include "monster-status.h"
39 #include "monster-spell.h"
43 * @brief プレイヤーの継続行動を設定する。
44 * @param typ 継続行動のID\n
45 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
48 void set_action(ACTION_IDX typ)
50 int prev_typ = p_ptr->action;
62 msg_print(_("探索をやめた。", "You no longer walk carefully."));
63 p_ptr->redraw |= (PR_SPEED);
73 msg_print(_("学習をやめた。", "You stop Learning"));
79 msg_print(_("構えをといた。", "You stop assuming the posture."));
80 p_ptr->special_defense &= ~(KAMAE_MASK);
85 msg_print(_("型を崩した。", "You stop assuming the posture."));
86 p_ptr->special_defense &= ~(KATA_MASK);
87 p_ptr->update |= (PU_MONSTERS);
88 p_ptr->redraw |= (PR_STATUS);
93 msg_print(_("歌うのをやめた。", "You stop singing."));
98 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
99 take_turn(p_ptr, 100);
104 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
112 /* If we are requested other action, stop singing */
113 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
114 if (prev_typ == ACTION_SPELL) stop_hex_spell();
116 switch (p_ptr->action)
120 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
121 p_ptr->redraw |= (PR_SPEED);
126 msg_print(_("学習を始めた。", "You begin Learning"));
131 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
134 case ACTION_HAYAGAKE:
136 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
144 p_ptr->update |= (PU_BONUS);
145 p_ptr->redraw |= (PR_STATE);
149 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
152 void reset_tim_flags(void)
154 p_ptr->fast = 0; /* Timed -- Fast */
155 p_ptr->lightspeed = 0;
156 p_ptr->slow = 0; /* Timed -- Slow */
157 p_ptr->blind = 0; /* Timed -- Blindness */
158 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
159 p_ptr->confused = 0; /* Timed -- Confusion */
160 p_ptr->afraid = 0; /* Timed -- Fear */
161 p_ptr->image = 0; /* Timed -- Hallucination */
162 p_ptr->poisoned = 0; /* Timed -- Poisoned */
163 p_ptr->cut = 0; /* Timed -- Cut */
164 p_ptr->stun = 0; /* Timed -- Stun */
166 p_ptr->protevil = 0; /* Timed -- Protection */
167 p_ptr->invuln = 0; /* Timed -- Invulnerable */
169 p_ptr->hero = 0; /* Timed -- Heroism */
170 p_ptr->shero = 0; /* Timed -- Super Heroism */
171 p_ptr->shield = 0; /* Timed -- Shield Spell */
172 p_ptr->blessed = 0; /* Timed -- Blessed */
173 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
174 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
175 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
176 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
178 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
179 p_ptr->tim_levitation = 0;
180 p_ptr->tim_sh_touki = 0;
181 p_ptr->tim_sh_fire = 0;
182 p_ptr->tim_sh_holy = 0;
183 p_ptr->tim_eyeeye = 0;
185 p_ptr->resist_magic = 0;
188 p_ptr->tim_res_nether = 0;
189 p_ptr->tim_res_time = 0;
190 p_ptr->tim_mimic = 0;
191 p_ptr->mimic_form = 0;
192 p_ptr->tim_reflect = 0;
193 p_ptr->multishadow = 0;
195 p_ptr->action = ACTION_NONE;
197 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
198 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
199 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
200 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
201 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
203 p_ptr->word_recall = 0;
204 p_ptr->alter_reality = 0;
205 p_ptr->sutemi = FALSE;
206 p_ptr->counter = FALSE;
207 p_ptr->ele_attack = 0;
208 p_ptr->ele_immune = 0;
209 p_ptr->special_attack = 0L;
210 p_ptr->special_defense = 0L;
212 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
213 p_ptr->timewalk = FALSE;
215 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
216 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
217 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
221 (void)set_monster_fast(p_ptr->riding, 0);
222 (void)set_monster_slow(p_ptr->riding, 0);
223 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
226 if (p_ptr->pclass == CLASS_BARD)
228 SINGING_SONG_EFFECT(p_ptr) = 0;
229 SINGING_SONG_ID(p_ptr) = 0;
234 * @brief プレイヤーに魔力消去効果を与える。
237 void dispel_player(void)
239 (void)set_fast(0, TRUE);
240 (void)set_lightspeed(0, TRUE);
241 (void)set_slow(0, TRUE);
242 (void)set_shield(0, TRUE);
243 (void)set_blessed(0, TRUE);
244 (void)set_tsuyoshi(0, TRUE);
245 (void)set_hero(0, TRUE);
246 (void)set_shero(0, TRUE);
247 (void)set_protevil(0, TRUE);
248 (void)set_invuln(0, TRUE);
249 (void)set_wraith_form(0, TRUE);
250 (void)set_kabenuke(0, TRUE);
251 (void)set_tim_res_nether(0, TRUE);
252 (void)set_tim_res_time(0, TRUE);
254 (void)set_tim_reflect(0,TRUE);
255 (void)set_multishadow(0,TRUE);
256 (void)set_dustrobe(0,TRUE);
258 (void)set_tim_invis(0, TRUE);
259 (void)set_tim_infra(0, TRUE);
260 (void)set_tim_esp(0, TRUE);
261 (void)set_tim_regen(0, TRUE);
262 (void)set_tim_stealth(0, TRUE);
263 (void)set_tim_levitation(0, TRUE);
264 (void)set_tim_sh_touki(0, TRUE);
265 (void)set_tim_sh_fire(0, TRUE);
266 (void)set_tim_sh_holy(0, TRUE);
267 (void)set_tim_eyeeye(0, TRUE);
268 (void)set_magicdef(0, TRUE);
269 (void)set_resist_magic(0, TRUE);
270 (void)set_oppose_acid(0, TRUE);
271 (void)set_oppose_elec(0, TRUE);
272 (void)set_oppose_fire(0, TRUE);
273 (void)set_oppose_cold(0, TRUE);
274 (void)set_oppose_pois(0, TRUE);
275 (void)set_ultimate_res(0, TRUE);
276 (void)set_mimic(0, 0, TRUE);
277 (void)set_ele_attack(0, 0);
278 (void)set_ele_immune(0, 0);
280 /* Cancel glowing hands */
281 if (p_ptr->special_attack & ATTACK_CONFUSE)
283 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
284 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
287 if (music_singing_any() || hex_spelling_any())
289 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
290 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
291 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
292 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
294 p_ptr->action = ACTION_NONE;
295 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
296 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
297 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
298 p_ptr->energy_need += ENERGY_NEED();
304 * @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
307 * @param do_dec 現在の継続時間より長い値のみ上書きする
308 * @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。
310 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
313 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
315 if (p_ptr->is_dead) return FALSE;
320 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
322 if (p_ptr->tim_mimic > v) return FALSE;
324 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
326 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
327 p_ptr->mimic_form = p;
335 if (p_ptr->tim_mimic)
337 msg_print(_("変身が解けた。", "You are no longer transformed."));
338 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
346 p_ptr->tim_mimic = v;
348 /* Nothing to notice */
349 if (!notice) return (FALSE);
351 if (disturb_state) disturb(FALSE, TRUE);
353 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
354 p_ptr->update |= (PU_BONUS | PU_HP);
361 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
363 * @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。
365 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
366 * memorize any terrain features which suddenly become "visible".\n
367 * Note that blindness is currently the only thing which can affect\n
368 * "player_can_see_bold()".\n
370 bool set_blind(TIME_EFFECT v)
373 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
375 if (p_ptr->is_dead) return FALSE;
382 if (p_ptr->prace == RACE_ANDROID)
384 msg_print(_("センサーをやられた!", "You are blind!"));
388 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
392 chg_virtue(V_ENLIGHTEN, -1);
401 if (p_ptr->prace == RACE_ANDROID)
403 msg_print(_("センサーが復旧した。", "You can see again."));
407 msg_print(_("やっと目が見えるようになった。", "You can see again."));
416 p_ptr->redraw |= (PR_STATUS);
418 /* Nothing to notice */
419 if (!notice) return (FALSE);
420 if (disturb_state) disturb(FALSE, FALSE);
422 /* Fully update the visuals */
423 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
424 p_ptr->redraw |= (PR_MAP);
425 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
432 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
434 * @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。
436 bool set_confused(TIME_EFFECT v)
439 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
441 if (p_ptr->is_dead) return FALSE;
446 if (!p_ptr->confused)
448 msg_print(_("あなたは混乱した!", "You are confused!"));
450 if (p_ptr->action == ACTION_LEARN)
452 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
455 p_ptr->redraw |= (PR_STATE);
456 p_ptr->action = ACTION_NONE;
458 if (p_ptr->action == ACTION_KAMAE)
460 msg_print(_("構えがとけた。", "Your posture gets loose."));
461 p_ptr->special_defense &= ~(KAMAE_MASK);
462 p_ptr->update |= (PU_BONUS);
463 p_ptr->redraw |= (PR_STATE);
464 p_ptr->action = ACTION_NONE;
466 else if (p_ptr->action == ACTION_KATA)
468 msg_print(_("型が崩れた。", "Your posture gets loose."));
469 p_ptr->special_defense &= ~(KATA_MASK);
470 p_ptr->update |= (PU_BONUS);
471 p_ptr->update |= (PU_MONSTERS);
472 p_ptr->redraw |= (PR_STATE);
473 p_ptr->redraw |= (PR_STATUS);
474 p_ptr->action = ACTION_NONE;
478 if (p_ptr->concent) reset_concentration(TRUE);
481 if (hex_spelling_any()) stop_hex_spell_all();
484 p_ptr->counter = FALSE;
485 chg_virtue(V_HARMONY, -1);
494 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
495 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
502 p_ptr->redraw |= (PR_STATUS);
504 /* Nothing to notice */
505 if (!notice) return (FALSE);
507 if (disturb_state) disturb(FALSE, FALSE);
514 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
516 * @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。
518 bool set_poisoned(TIME_EFFECT v)
521 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
523 if (p_ptr->is_dead) return FALSE;
528 if (!p_ptr->poisoned)
530 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
540 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
547 p_ptr->redraw |= (PR_STATUS);
549 /* Nothing to notice */
550 if (!notice) return (FALSE);
552 if (disturb_state) disturb(FALSE, FALSE);
559 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
561 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
563 bool set_afraid(TIME_EFFECT v)
566 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
568 if (p_ptr->is_dead) return FALSE;
575 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
577 if (p_ptr->special_defense & KATA_MASK)
579 msg_print(_("型が崩れた。", "Your posture gets loose."));
580 p_ptr->special_defense &= ~(KATA_MASK);
581 p_ptr->update |= (PU_BONUS);
582 p_ptr->update |= (PU_MONSTERS);
583 p_ptr->redraw |= (PR_STATE);
584 p_ptr->redraw |= (PR_STATUS);
585 p_ptr->action = ACTION_NONE;
589 p_ptr->counter = FALSE;
590 chg_virtue(V_VALOUR, -1);
599 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
606 p_ptr->redraw |= (PR_STATUS);
608 /* Nothing to notice */
609 if (!notice) return (FALSE);
611 if (disturb_state) disturb(FALSE, FALSE);
617 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
619 * @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。
621 bool set_paralyzed(TIME_EFFECT v)
624 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
626 if (p_ptr->is_dead) return FALSE;
631 if (!p_ptr->paralyzed)
633 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
635 if (p_ptr->concent) reset_concentration(TRUE);
638 if (hex_spelling_any()) stop_hex_spell_all();
640 p_ptr->counter = FALSE;
648 if (p_ptr->paralyzed)
650 msg_print(_("やっと動けるようになった。", "You can move again."));
656 p_ptr->paralyzed = v;
657 p_ptr->redraw |= (PR_STATUS);
659 /* Nothing to notice */
660 if (!notice) return (FALSE);
662 if (disturb_state) disturb(FALSE, FALSE);
663 p_ptr->redraw |= (PR_STATE);
669 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
671 * @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。
672 * @details Note that we must redraw the map when hallucination changes.
674 bool set_image(TIME_EFFECT v)
677 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
679 if (p_ptr->is_dead) return FALSE;
680 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
686 set_tsuyoshi(0, TRUE);
689 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
692 if (p_ptr->concent) reset_concentration(TRUE);
694 p_ptr->counter = FALSE;
704 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."));
711 p_ptr->redraw |= (PR_STATUS);
713 /* Nothing to notice */
714 if (!notice) return (FALSE);
716 if (disturb_state) disturb(FALSE, TRUE);
718 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
719 p_ptr->update |= (PU_MONSTERS);
720 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
726 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
728 * @param do_dec 現在の継続時間より長い値のみ上書きする
729 * @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。
731 bool set_fast(TIME_EFFECT v, bool do_dec)
734 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
736 if (p_ptr->is_dead) return FALSE;
741 if (p_ptr->fast && !do_dec)
743 if (p_ptr->fast > v) return FALSE;
745 else if (!IS_FAST() && !p_ptr->lightspeed)
747 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
749 chg_virtue(V_PATIENCE, -1);
750 chg_virtue(V_DILIGENCE, 1);
757 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
759 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
767 /* Nothing to notice */
768 if (!notice) return (FALSE);
770 if (disturb_state) disturb(FALSE, FALSE);
771 p_ptr->update |= (PU_BONUS);
777 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
779 * @param do_dec 現在の継続時間より長い値のみ上書きする
780 * @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。
782 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
785 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
787 if (p_ptr->is_dead) return FALSE;
789 if (p_ptr->wild_mode) v = 0;
794 if (p_ptr->lightspeed && !do_dec)
796 if (p_ptr->lightspeed > v) return FALSE;
798 else if (!p_ptr->lightspeed)
800 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
802 chg_virtue(V_PATIENCE, -1);
803 chg_virtue(V_DILIGENCE, 1);
810 if (p_ptr->lightspeed)
812 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
818 p_ptr->lightspeed = v;
820 /* Nothing to notice */
821 if (!notice) return (FALSE);
823 if (disturb_state) disturb(FALSE, FALSE);
824 p_ptr->update |= (PU_BONUS);
830 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
832 * @param do_dec 現在の継続時間より長い値のみ上書きする
833 * @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。
835 bool set_slow(TIME_EFFECT v, bool do_dec)
838 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
840 if (p_ptr->is_dead) return FALSE;
845 if (p_ptr->slow && !do_dec)
847 if (p_ptr->slow > v) return FALSE;
849 else if (!p_ptr->slow)
851 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
861 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
869 /* Nothing to notice */
870 if (!notice) return (FALSE);
872 if (disturb_state) disturb(FALSE, FALSE);
873 p_ptr->update |= (PU_BONUS);
880 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
882 * @param do_dec 現在の継続時間より長い値のみ上書きする
883 * @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。
885 bool set_shield(TIME_EFFECT v, bool do_dec)
888 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
890 if (p_ptr->is_dead) return FALSE;
895 if (p_ptr->shield && !do_dec)
897 if (p_ptr->shield > v) return FALSE;
899 else if (!p_ptr->shield)
901 msg_print(_("肌が石になった。", "Your skin turns to stone."));
911 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
918 p_ptr->redraw |= (PR_STATUS);
920 /* Nothing to notice */
921 if (!notice) return (FALSE);
923 if (disturb_state) disturb(FALSE, FALSE);
924 p_ptr->update |= (PU_BONUS);
931 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
933 * @param do_dec 現在の継続時間より長い値のみ上書きする
934 * @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。
936 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
939 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
941 if (p_ptr->is_dead) return FALSE;
946 if (p_ptr->tsubureru && !do_dec)
948 if (p_ptr->tsubureru > v) return FALSE;
950 else if (!p_ptr->tsubureru)
952 msg_print(_("横に伸びた。", "Your body expands horizontally."));
960 if (p_ptr->tsubureru)
962 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
968 p_ptr->tsubureru = v;
969 p_ptr->redraw |= (PR_STATUS);
971 /* Nothing to notice */
972 if (!notice) return (FALSE);
974 if (disturb_state) disturb(FALSE, FALSE);
975 p_ptr->update |= (PU_BONUS);
982 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
984 * @param do_dec 現在の継続時間より長い値のみ上書きする
985 * @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。
987 bool set_magicdef(TIME_EFFECT v, bool do_dec)
990 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
992 if (p_ptr->is_dead) return FALSE;
997 if (p_ptr->magicdef && !do_dec)
999 if (p_ptr->magicdef > v) return FALSE;
1001 else if (!p_ptr->magicdef)
1003 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."));
1011 if (p_ptr->magicdef)
1013 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1019 p_ptr->magicdef = v;
1020 p_ptr->redraw |= (PR_STATUS);
1022 /* Nothing to notice */
1023 if (!notice) return (FALSE);
1025 if (disturb_state) disturb(FALSE, FALSE);
1026 p_ptr->update |= (PU_BONUS);
1032 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1034 * @param do_dec 現在の継続時間より長い値のみ上書きする
1035 * @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。
1037 bool set_blessed(TIME_EFFECT v, bool do_dec)
1039 bool notice = FALSE;
1040 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1042 if (p_ptr->is_dead) return FALSE;
1047 if (p_ptr->blessed && !do_dec)
1049 if (p_ptr->blessed > v) return FALSE;
1051 else if (!IS_BLESSED())
1053 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1061 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1063 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1070 p_ptr->redraw |= (PR_STATUS);
1072 /* Nothing to notice */
1073 if (!notice) return (FALSE);
1075 if (disturb_state) disturb(FALSE, FALSE);
1076 p_ptr->update |= (PU_BONUS);
1083 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1085 * @param do_dec 現在の継続時間より長い値のみ上書きする
1086 * @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。
1088 bool set_hero(TIME_EFFECT v, bool do_dec)
1090 bool notice = FALSE;
1091 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1093 if (p_ptr->is_dead) return FALSE;
1098 if (p_ptr->hero && !do_dec)
1100 if (p_ptr->hero > v) return FALSE;
1102 else if (!IS_HERO())
1104 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1112 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1114 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1121 p_ptr->redraw |= (PR_STATUS);
1123 /* Nothing to notice */
1124 if (!notice) return (FALSE);
1126 if (disturb_state) disturb(FALSE, FALSE);
1127 p_ptr->update |= (PU_BONUS);
1129 /* Recalculate hitpoints */
1130 p_ptr->update |= (PU_HP);
1136 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1137 * @param v 継続時間/ 0ならば無条件にリセット
1138 * @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
1139 * @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。
1141 bool set_shero(TIME_EFFECT v, bool do_dec)
1143 bool notice = FALSE;
1144 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1146 if (p_ptr->is_dead) return FALSE;
1148 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1152 if (p_ptr->shero && !do_dec)
1154 if (p_ptr->shero > v) return FALSE;
1156 else if (!p_ptr->shero)
1158 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1168 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1175 p_ptr->redraw |= (PR_STATUS);
1177 /* Nothing to notice */
1178 if (!notice) return (FALSE);
1180 if (disturb_state) disturb(FALSE, FALSE);
1181 p_ptr->update |= (PU_BONUS);
1183 /* Recalculate hitpoints */
1184 p_ptr->update |= (PU_HP);
1190 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1192 * @param do_dec 現在の継続時間より長い値のみ上書きする
1193 * @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。
1195 bool set_protevil(TIME_EFFECT v, bool do_dec)
1197 bool notice = FALSE;
1198 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1200 if (p_ptr->is_dead) return FALSE;
1205 if (p_ptr->protevil && !do_dec)
1207 if (p_ptr->protevil > v) return FALSE;
1209 else if (!p_ptr->protevil)
1211 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!"));
1219 if (p_ptr->protevil)
1221 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."));
1227 p_ptr->protevil = v;
1228 p_ptr->redraw |= (PR_STATUS);
1230 /* Nothing to notice */
1231 if (!notice) return (FALSE);
1233 if (disturb_state) disturb(FALSE, FALSE);
1239 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1241 * @param do_dec 現在の継続時間より長い値のみ上書きする
1242 * @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。
1244 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1246 bool notice = FALSE;
1247 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1249 if (p_ptr->is_dead) return FALSE;
1254 if (p_ptr->wraith_form && !do_dec)
1256 if (p_ptr->wraith_form > v) return FALSE;
1258 else if (!p_ptr->wraith_form)
1260 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!"));
1262 chg_virtue(V_UNLIFE, 3);
1263 chg_virtue(V_HONOUR, -2);
1264 chg_virtue(V_SACRIFICE, -2);
1265 chg_virtue(V_VALOUR, -5);
1267 p_ptr->redraw |= (PR_MAP);
1268 p_ptr->update |= (PU_MONSTERS);
1270 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1277 if (p_ptr->wraith_form)
1279 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1282 p_ptr->redraw |= (PR_MAP);
1283 p_ptr->update |= (PU_MONSTERS);
1285 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1290 p_ptr->wraith_form = v;
1291 p_ptr->redraw |= (PR_STATUS);
1293 /* Nothing to notice */
1294 if (!notice) return (FALSE);
1296 if (disturb_state) disturb(FALSE, FALSE);
1297 p_ptr->update |= (PU_BONUS);
1304 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1306 * @param do_dec 現在の継続時間より長い値のみ上書きする
1307 * @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。
1309 bool set_invuln(TIME_EFFECT v, bool do_dec)
1311 bool notice = FALSE;
1312 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1314 if (p_ptr->is_dead) return FALSE;
1319 if (p_ptr->invuln && !do_dec)
1321 if (p_ptr->invuln > v) return FALSE;
1323 else if (!IS_INVULN())
1325 msg_print(_("無敵だ!", "Invulnerability!"));
1328 chg_virtue(V_UNLIFE, -2);
1329 chg_virtue(V_HONOUR, -2);
1330 chg_virtue(V_SACRIFICE, -3);
1331 chg_virtue(V_VALOUR, -5);
1333 p_ptr->redraw |= (PR_MAP);
1334 p_ptr->update |= (PU_MONSTERS);
1336 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1343 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1345 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1348 p_ptr->redraw |= (PR_MAP);
1349 p_ptr->update |= (PU_MONSTERS);
1351 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1353 p_ptr->energy_need += ENERGY_NEED();
1359 p_ptr->redraw |= (PR_STATUS);
1361 /* Nothing to notice */
1362 if (!notice) return (FALSE);
1364 if (disturb_state) disturb(FALSE, FALSE);
1365 p_ptr->update |= (PU_BONUS);
1371 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1373 * @param do_dec 現在の継続時間より長い値のみ上書きする
1374 * @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。
1376 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1378 bool notice = FALSE;
1379 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1381 if (p_ptr->is_dead) return FALSE;
1386 if (p_ptr->tim_esp && !do_dec)
1388 if (p_ptr->tim_esp > v) return FALSE;
1390 else if (!IS_TIM_ESP())
1392 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1400 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1402 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1409 p_ptr->redraw |= (PR_STATUS);
1411 /* Nothing to notice */
1412 if (!notice) return (FALSE);
1414 if (disturb_state) disturb(FALSE, FALSE);
1415 p_ptr->update |= (PU_BONUS);
1416 p_ptr->update |= (PU_MONSTERS);
1422 * @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
1424 * @param do_dec 現在の継続時間より長い値のみ上書きする
1425 * @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。
1427 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1429 bool notice = FALSE;
1430 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1432 if (p_ptr->is_dead) return FALSE;
1437 if (p_ptr->tim_invis && !do_dec)
1439 if (p_ptr->tim_invis > v) return FALSE;
1441 else if (!p_ptr->tim_invis)
1443 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1451 if (p_ptr->tim_invis)
1453 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1459 p_ptr->tim_invis = v;
1460 p_ptr->redraw |= (PR_STATUS);
1462 /* Nothing to notice */
1463 if (!notice) return (FALSE);
1465 if (disturb_state) disturb(FALSE, FALSE);
1466 p_ptr->update |= (PU_BONUS);
1468 /* Update the monsters */
1469 p_ptr->update |= (PU_MONSTERS);
1475 * @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
1477 * @param do_dec 現在の継続時間より長い値のみ上書きする
1478 * @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。
1480 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1482 bool notice = FALSE;
1483 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1485 if (p_ptr->is_dead) return FALSE;
1490 if (p_ptr->tim_infra && !do_dec)
1492 if (p_ptr->tim_infra > v) return FALSE;
1494 else if (!p_ptr->tim_infra)
1496 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1504 if (p_ptr->tim_infra)
1506 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1512 p_ptr->tim_infra = v;
1513 p_ptr->redraw |= (PR_STATUS);
1515 /* Nothing to notice */
1516 if (!notice) return (FALSE);
1518 if (disturb_state) disturb(FALSE, FALSE);
1519 p_ptr->update |= (PU_BONUS);
1521 /* Update the monsters */
1522 p_ptr->update |= (PU_MONSTERS);
1528 * @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
1530 * @param do_dec 現在の継続時間より長い値のみ上書きする
1531 * @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。
1533 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1535 bool notice = FALSE;
1536 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1538 if (p_ptr->is_dead) return FALSE;
1543 if (p_ptr->tim_regen && !do_dec)
1545 if (p_ptr->tim_regen > v) return FALSE;
1547 else if (!p_ptr->tim_regen)
1549 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1557 if (p_ptr->tim_regen)
1559 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1565 p_ptr->tim_regen = v;
1566 p_ptr->redraw |= (PR_STATUS);
1568 /* Nothing to notice */
1569 if (!notice) return (FALSE);
1571 if (disturb_state) disturb(FALSE, FALSE);
1572 p_ptr->update |= (PU_BONUS);
1578 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1580 * @param do_dec 現在の継続時間より長い値のみ上書きする
1581 * @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。
1583 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1585 bool notice = FALSE;
1586 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1588 if (p_ptr->is_dead) return FALSE;
1593 if (p_ptr->tim_stealth && !do_dec)
1595 if (p_ptr->tim_stealth > v) return FALSE;
1597 else if (!IS_TIM_STEALTH())
1599 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1607 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1609 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1615 p_ptr->tim_stealth = v;
1616 p_ptr->redraw |= (PR_STATUS);
1618 /* Nothing to notice */
1619 if (!notice) return (FALSE);
1621 if (disturb_state) disturb(FALSE, FALSE);
1622 p_ptr->update |= (PU_BONUS);
1628 * @brief 超隠密状態をセットする
1629 * @param set TRUEならば超隠密状態になる。
1630 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1632 bool set_superstealth(bool set)
1634 bool notice = FALSE;
1636 if (p_ptr->is_dead) return FALSE;
1641 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1643 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1645 msg_print(_("敵の目から薄い影の中に覆い隠された。", "You are mantled in weak shadow from ordinary eyes."));
1646 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1650 msg_print(_("敵の目から影の中に覆い隠された!", "You are mantled in shadow from ordinary eyes!"));
1651 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1657 p_ptr->special_defense |= NINJA_S_STEALTH;
1664 if (p_ptr->special_defense & NINJA_S_STEALTH)
1666 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."));
1670 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1674 /* Nothing to notice */
1675 if (!notice) return (FALSE);
1676 p_ptr->redraw |= (PR_STATUS);
1678 if (disturb_state) disturb(FALSE, FALSE);
1683 * @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
1685 * @param do_dec 現在の継続時間より長い値のみ上書きする
1686 * @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。
1688 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1690 bool notice = FALSE;
1691 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1693 if (p_ptr->is_dead) return FALSE;
1698 if (p_ptr->tim_levitation && !do_dec)
1700 if (p_ptr->tim_levitation > v) return FALSE;
1702 else if (!p_ptr->tim_levitation)
1704 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1712 if (p_ptr->tim_levitation)
1714 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1720 p_ptr->tim_levitation = v;
1721 p_ptr->redraw |= (PR_STATUS);
1723 /* Nothing to notice */
1724 if (!notice) return (FALSE);
1726 if (disturb_state) disturb(FALSE, FALSE);
1727 p_ptr->update |= (PU_BONUS);
1733 * @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
1735 * @param do_dec 現在の継続時間より長い値のみ上書きする
1736 * @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。
1738 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1740 bool notice = FALSE;
1741 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1743 if (p_ptr->is_dead) return FALSE;
1748 if (p_ptr->tim_sh_touki && !do_dec)
1750 if (p_ptr->tim_sh_touki > v) return FALSE;
1752 else if (!p_ptr->tim_sh_touki)
1754 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1762 if (p_ptr->tim_sh_touki)
1764 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1770 p_ptr->tim_sh_touki = v;
1771 p_ptr->redraw |= (PR_STATUS);
1773 /* Nothing to notice */
1774 if (!notice) return (FALSE);
1776 if (disturb_state) disturb(FALSE, FALSE);
1782 * @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
1784 * @param do_dec 現在の継続時間より長い値のみ上書きする
1785 * @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。
1787 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1789 bool notice = FALSE;
1790 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1792 if (p_ptr->is_dead) return FALSE;
1797 if (p_ptr->tim_sh_fire && !do_dec)
1799 if (p_ptr->tim_sh_fire > v) return FALSE;
1801 else if (!p_ptr->tim_sh_fire)
1803 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1811 if (p_ptr->tim_sh_fire)
1813 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1819 p_ptr->tim_sh_fire = v;
1820 p_ptr->redraw |= (PR_STATUS);
1822 /* Nothing to notice */
1823 if (!notice) return (FALSE);
1825 if (disturb_state) disturb(FALSE, FALSE);
1826 p_ptr->update |= (PU_BONUS);
1832 * @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
1834 * @param do_dec 現在の継続時間より長い値のみ上書きする
1835 * @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。
1837 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1839 bool notice = FALSE;
1840 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1842 if (p_ptr->is_dead) return FALSE;
1847 if (p_ptr->tim_sh_holy && !do_dec)
1849 if (p_ptr->tim_sh_holy > v) return FALSE;
1851 else if (!p_ptr->tim_sh_holy)
1853 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1861 if (p_ptr->tim_sh_holy)
1863 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1869 p_ptr->tim_sh_holy = v;
1870 p_ptr->redraw |= (PR_STATUS);
1872 /* Nothing to notice */
1873 if (!notice) return (FALSE);
1875 if (disturb_state) disturb(FALSE, FALSE);
1876 p_ptr->update |= (PU_BONUS);
1882 * @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
1884 * @param do_dec 現在の継続時間より長い値のみ上書きする
1885 * @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。
1887 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1889 bool notice = FALSE;
1890 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1892 if (p_ptr->is_dead) return FALSE;
1897 if (p_ptr->tim_eyeeye && !do_dec)
1899 if (p_ptr->tim_eyeeye > v) return FALSE;
1901 else if (!p_ptr->tim_eyeeye)
1903 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1911 if (p_ptr->tim_eyeeye)
1913 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."));
1919 p_ptr->tim_eyeeye = v;
1920 p_ptr->redraw |= (PR_STATUS);
1922 /* Nothing to notice */
1923 if (!notice) return (FALSE);
1925 if (disturb_state) disturb(FALSE, FALSE);
1926 p_ptr->update |= (PU_BONUS);
1933 * @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
1935 * @param do_dec 現在の継続時間より長い値のみ上書きする
1936 * @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。
1938 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1940 bool notice = FALSE;
1941 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1943 if (p_ptr->is_dead) return FALSE;
1948 if (p_ptr->resist_magic && !do_dec)
1950 if (p_ptr->resist_magic > v) return FALSE;
1952 else if (!p_ptr->resist_magic)
1954 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1962 if (p_ptr->resist_magic)
1964 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1970 p_ptr->resist_magic = v;
1971 p_ptr->redraw |= (PR_STATUS);
1973 /* Nothing to notice */
1974 if (!notice) return (FALSE);
1976 if (disturb_state) disturb(FALSE, FALSE);
1977 p_ptr->update |= (PU_BONUS);
1983 * @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
1985 * @param do_dec 現在の継続時間より長い値のみ上書きする
1986 * @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。
1988 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1990 bool notice = FALSE;
1991 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1993 if (p_ptr->is_dead) return FALSE;
1998 if (p_ptr->tim_reflect && !do_dec)
2000 if (p_ptr->tim_reflect > v) return FALSE;
2002 else if (!p_ptr->tim_reflect)
2004 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2012 if (p_ptr->tim_reflect)
2014 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2020 p_ptr->tim_reflect = v;
2021 p_ptr->redraw |= (PR_STATUS);
2023 /* Nothing to notice */
2024 if (!notice) return (FALSE);
2026 if (disturb_state) disturb(FALSE, FALSE);
2027 p_ptr->update |= (PU_BONUS);
2034 * Set "p_ptr->multishadow", notice observable changes
2036 bool set_multishadow(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->multishadow && !do_dec)
2048 if (p_ptr->multishadow > v) return FALSE;
2050 else if (!p_ptr->multishadow)
2052 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2060 if (p_ptr->multishadow)
2062 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2068 p_ptr->multishadow = 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);
2081 * @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
2083 * @param do_dec 現在の継続時間より長い値のみ上書きする
2084 * @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。
2086 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2088 bool notice = FALSE;
2089 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2091 if (p_ptr->is_dead) return FALSE;
2096 if (p_ptr->dustrobe && !do_dec)
2098 if (p_ptr->dustrobe > v) return FALSE;
2100 else if (!p_ptr->dustrobe)
2102 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2110 if (p_ptr->dustrobe)
2112 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2118 p_ptr->dustrobe = v;
2119 p_ptr->redraw |= (PR_STATUS);
2121 /* Nothing to notice */
2122 if (!notice) return (FALSE);
2124 if (disturb_state) disturb(FALSE, FALSE);
2125 p_ptr->update |= (PU_BONUS);
2131 * @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
2133 * @param do_dec 現在の継続時間より長い値のみ上書きする
2134 * @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。
2136 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2138 bool notice = FALSE;
2139 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2141 if (p_ptr->is_dead) return FALSE;
2146 if (p_ptr->kabenuke && !do_dec)
2148 if (p_ptr->kabenuke > v) return FALSE;
2150 else if (!p_ptr->kabenuke)
2152 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2160 if (p_ptr->kabenuke)
2162 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2168 p_ptr->kabenuke = v;
2169 p_ptr->redraw |= (PR_STATUS);
2171 /* Nothing to notice */
2172 if (!notice) return (FALSE);
2174 if (disturb_state) disturb(FALSE, FALSE);
2175 p_ptr->update |= (PU_BONUS);
2181 * @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
2183 * @param do_dec 現在の継続時間より長い値のみ上書きする
2184 * @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。
2186 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2188 bool notice = FALSE;
2189 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2191 if (p_ptr->is_dead) return FALSE;
2196 if (p_ptr->tsuyoshi && !do_dec)
2198 if (p_ptr->tsuyoshi > v) return FALSE;
2200 else if (!p_ptr->tsuyoshi)
2202 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2204 chg_virtue(V_VITALITY, 2);
2211 if (p_ptr->tsuyoshi)
2213 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2215 (void)dec_stat(A_CON, 20, TRUE);
2216 (void)dec_stat(A_STR, 20, TRUE);
2219 chg_virtue(V_VITALITY, -3);
2224 p_ptr->tsuyoshi = v;
2225 p_ptr->redraw |= (PR_STATUS);
2227 /* Nothing to notice */
2228 if (!notice) return (FALSE);
2230 if (disturb_state) disturb(FALSE, FALSE);
2231 p_ptr->update |= (PU_BONUS);
2233 /* Recalculate hitpoints */
2234 p_ptr->update |= (PU_HP);
2240 * @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-
2241 * @param attack_type スレイのタイプID
2243 * @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。
2245 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2247 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2249 /* Clear all elemental attacks (only one is allowed at a time). */
2250 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2252 p_ptr->special_attack &= ~(ATTACK_ACID);
2253 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2255 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2257 p_ptr->special_attack &= ~(ATTACK_ELEC);
2258 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2260 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2262 p_ptr->special_attack &= ~(ATTACK_FIRE);
2263 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2265 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2267 p_ptr->special_attack &= ~(ATTACK_COLD);
2268 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2270 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2272 p_ptr->special_attack &= ~(ATTACK_POIS);
2273 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2276 if ((v) && (attack_type))
2278 /* Set attack type. */
2279 p_ptr->special_attack |= (attack_type);
2282 p_ptr->ele_attack = v;
2285 msg_format("%sで攻撃できるようになった!",
2286 ((attack_type == ATTACK_ACID) ? "酸" :
2287 ((attack_type == ATTACK_ELEC) ? "電撃" :
2288 ((attack_type == ATTACK_FIRE) ? "火炎" :
2289 ((attack_type == ATTACK_COLD) ? "冷気" :
2290 ((attack_type == ATTACK_POIS) ? "毒" :
2293 msg_format("For a while, the blows you deal will %s",
2294 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2295 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2296 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2297 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2298 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2299 "do nothing special."))))));
2303 if (disturb_state) disturb(FALSE, FALSE);
2304 p_ptr->redraw |= (PR_STATUS);
2306 p_ptr->update |= (PU_BONUS);
2313 * @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-
2314 * @param immune_type 免疫のタイプID
2316 * @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。
2318 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2320 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2322 /* Clear all elemental attacks (only one is allowed at a time). */
2323 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2325 p_ptr->special_defense &= ~(DEFENSE_ACID);
2326 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."));
2328 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2330 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2331 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."));
2333 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2335 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2336 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."));
2338 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2340 p_ptr->special_defense &= ~(DEFENSE_COLD);
2341 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."));
2343 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2345 p_ptr->special_defense &= ~(DEFENSE_POIS);
2346 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."));
2349 if ((v) && (immune_type))
2351 /* Set attack type. */
2352 p_ptr->special_defense |= (immune_type);
2355 p_ptr->ele_immune = v;
2357 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2358 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2359 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2360 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2361 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2362 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2363 _("(なし)", "do nothing special.")))))));
2366 if (disturb_state) disturb(FALSE, FALSE);
2367 p_ptr->redraw |= (PR_STATUS);
2368 p_ptr->update |= (PU_BONUS);
2375 * @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
2377 * @param do_dec 現在の継続時間より長い値のみ上書きする
2378 * @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。
2380 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2382 bool notice = FALSE;
2383 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2385 if (p_ptr->is_dead) return FALSE;
2390 if (p_ptr->oppose_acid && !do_dec)
2392 if (p_ptr->oppose_acid > v) return FALSE;
2394 else if (!IS_OPPOSE_ACID())
2396 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2404 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2406 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2412 p_ptr->oppose_acid = v;
2414 /* Nothing to notice */
2415 if (!notice) return (FALSE);
2416 p_ptr->redraw |= (PR_STATUS);
2418 if (disturb_state) disturb(FALSE, FALSE);
2424 * @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
2426 * @param do_dec 現在の継続時間より長い値のみ上書きする
2427 * @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。
2429 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2431 bool notice = FALSE;
2432 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2434 if (p_ptr->is_dead) return FALSE;
2439 if (p_ptr->oppose_elec && !do_dec)
2441 if (p_ptr->oppose_elec > v) return FALSE;
2443 else if (!IS_OPPOSE_ELEC())
2445 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2453 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2455 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2461 p_ptr->oppose_elec = v;
2463 /* Nothing to notice */
2464 if (!notice) return (FALSE);
2465 p_ptr->redraw |= (PR_STATUS);
2467 if (disturb_state) disturb(FALSE, FALSE);
2473 * @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
2475 * @param do_dec 現在の継続時間より長い値のみ上書きする
2476 * @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。
2478 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2480 bool notice = FALSE;
2481 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2483 if (p_ptr->is_dead) return FALSE;
2485 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2489 if (p_ptr->oppose_fire && !do_dec)
2491 if (p_ptr->oppose_fire > v) return FALSE;
2493 else if (!IS_OPPOSE_FIRE())
2495 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2503 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2505 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2511 p_ptr->oppose_fire = v;
2513 /* Nothing to notice */
2514 if (!notice) return (FALSE);
2515 p_ptr->redraw |= (PR_STATUS);
2517 if (disturb_state) disturb(FALSE, FALSE);
2523 * @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
2525 * @param do_dec 現在の継続時間より長い値のみ上書きする
2526 * @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。
2528 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2530 bool notice = FALSE;
2531 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2533 if (p_ptr->is_dead) return FALSE;
2538 if (p_ptr->oppose_cold && !do_dec)
2540 if (p_ptr->oppose_cold > v) return FALSE;
2542 else if (!IS_OPPOSE_COLD())
2544 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2552 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2554 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2560 p_ptr->oppose_cold = v;
2562 /* Nothing to notice */
2563 if (!notice) return (FALSE);
2564 p_ptr->redraw |= (PR_STATUS);
2566 if (disturb_state) disturb(FALSE, FALSE);
2572 * @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
2574 * @param do_dec 現在の継続時間より長い値のみ上書きする
2575 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2577 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2579 bool notice = FALSE;
2580 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2582 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2583 if (p_ptr->is_dead) return FALSE;
2588 if (p_ptr->oppose_pois && !do_dec)
2590 if (p_ptr->oppose_pois > v) return FALSE;
2592 else if (!IS_OPPOSE_POIS())
2594 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2602 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2604 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2610 p_ptr->oppose_pois = v;
2612 /* Nothing to notice */
2613 if (!notice) return (FALSE);
2614 p_ptr->redraw |= (PR_STATUS);
2616 if (disturb_state) disturb(FALSE, FALSE);
2622 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2624 * @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。
2626 * Note the special code to only notice "range" changes.
2628 bool set_stun(TIME_EFFECT v)
2630 int old_aux, new_aux;
2631 bool notice = FALSE;
2632 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2634 if (p_ptr->is_dead) return FALSE;
2635 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2638 if (p_ptr->stun > 100)
2644 else if (p_ptr->stun > 50)
2650 else if (p_ptr->stun > 0)
2686 if (new_aux > old_aux)
2688 /* Describe the state */
2692 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2695 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;
2698 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;
2701 if (randint1(1000) < v || one_in_(16))
2703 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2707 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2708 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2710 else if (one_in_(2))
2712 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2716 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2719 if (p_ptr->special_defense & KATA_MASK)
2721 msg_print(_("型が崩れた。", "Your posture gets loose."));
2722 p_ptr->special_defense &= ~(KATA_MASK);
2723 p_ptr->update |= (PU_BONUS);
2724 p_ptr->update |= (PU_MONSTERS);
2725 p_ptr->redraw |= (PR_STATE);
2726 p_ptr->redraw |= (PR_STATUS);
2727 p_ptr->action = ACTION_NONE;
2731 if (p_ptr->concent) reset_concentration(TRUE);
2734 if (hex_spelling_any()) stop_hex_spell_all();
2740 else if (new_aux < old_aux)
2742 /* Describe the state */
2747 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2749 if (disturb_state) disturb(FALSE, FALSE);
2760 if (!notice) return (FALSE);
2762 if (disturb_state) disturb(FALSE, FALSE);
2763 p_ptr->update |= (PU_BONUS);
2765 /* Redraw the "stun" */
2766 p_ptr->redraw |= (PR_STUN);
2773 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2775 * @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。
2777 * Note the special code to only notice "range" changes.
2779 bool set_cut(TIME_EFFECT v)
2781 int old_aux, new_aux;
2782 bool notice = FALSE;
2783 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2785 if (p_ptr->is_dead) return FALSE;
2787 if ((p_ptr->prace == RACE_GOLEM ||
2788 p_ptr->prace == RACE_SKELETON ||
2789 p_ptr->prace == RACE_SPECTRE ||
2790 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2795 if (p_ptr->cut > 1000)
2801 else if (p_ptr->cut > 200)
2807 else if (p_ptr->cut > 100)
2813 else if (p_ptr->cut > 50)
2819 else if (p_ptr->cut > 25)
2825 else if (p_ptr->cut > 10)
2831 else if (p_ptr->cut > 0)
2891 if (new_aux > old_aux)
2893 /* Describe the state */
2897 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2900 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2903 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2906 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2909 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2912 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;
2915 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;
2920 if (randint1(1000) < v || one_in_(16))
2922 if (!p_ptr->sustain_chr)
2924 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2931 else if (new_aux < old_aux)
2933 /* Describe the state */
2938 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");
2940 if (disturb_state) disturb(FALSE, FALSE);
2951 if (!notice) return (FALSE);
2953 if (disturb_state) disturb(FALSE, FALSE);
2954 p_ptr->update |= (PU_BONUS);
2956 /* Redraw the "cut" */
2957 p_ptr->redraw |= (PR_CUT);
2963 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2965 * @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。
2967 * Set "", notice observable changes\n
2969 * The "p_ptr->food" variable can get as large as 20000, allowing the
2970 * addition of the most "filling" item, Elvish Waybread, which adds
2971 * 7500 food units, without overflowing the 32767 maximum limit.\n
2973 * Perhaps we should disturb the player with various messages,
2974 * especially messages about hunger status changes. \n
2976 * Digestion of food is handled in "dungeon.c", in which, normally,
2977 * the player digests about 20 food units per 100 game turns, more
2978 * when "fast", more when "regenerating", less with "slow digestion",
2979 * but when the player is "gorged", he digests 100 food units per 10
2980 * game turns, or a full 1000 food units per 100 game turns.\n
2982 * Note that the player's speed is reduced by 10 units while gorged,
2983 * so if the player eats a single food ration (5000 food units) when
2984 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2985 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2986 * affecting the player speed).\n
2988 bool set_food(TIME_EFFECT v)
2990 int old_aux, new_aux;
2992 bool notice = FALSE;
2993 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2995 /* Fainting / Starving */
2996 if (p_ptr->food < PY_FOOD_FAINT)
3002 else if (p_ptr->food < PY_FOOD_WEAK)
3008 else if (p_ptr->food < PY_FOOD_ALERT)
3014 else if (p_ptr->food < PY_FOOD_FULL)
3020 else if (p_ptr->food < PY_FOOD_MAX)
3031 /* Fainting / Starving */
3032 if (v < PY_FOOD_FAINT)
3038 else if (v < PY_FOOD_WEAK)
3044 else if (v < PY_FOOD_ALERT)
3050 else if (v < PY_FOOD_FULL)
3056 else if (v < PY_FOOD_MAX)
3067 if (old_aux < 1 && new_aux > 0)
3068 chg_virtue(V_PATIENCE, 2);
3069 else if (old_aux < 3 && (old_aux != new_aux))
3070 chg_virtue(V_PATIENCE, 1);
3072 chg_virtue(V_TEMPERANCE, 1);
3074 chg_virtue(V_TEMPERANCE, -1);
3077 if (new_aux > old_aux)
3079 /* Describe the state */
3083 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3086 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3089 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3092 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3096 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3097 chg_virtue(V_HARMONY, -1);
3098 chg_virtue(V_PATIENCE, -1);
3099 chg_virtue(V_TEMPERANCE, -2);
3109 else if (new_aux < old_aux)
3111 /* Describe the state */
3114 /* Fainting / Starving */
3115 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;
3118 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3121 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3124 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3127 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3130 if (p_ptr->wild_mode && (new_aux < 2))
3142 /* Nothing to notice */
3143 if (!notice) return (FALSE);
3145 if (disturb_state) disturb(FALSE, FALSE);
3146 p_ptr->update |= (PU_BONUS);
3149 p_ptr->redraw |= (PR_HUNGER);
3155 * @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-
3156 * @param stat 上昇させるステータスID
3157 * @return 実際に上昇した場合TRUEを返す。
3159 * Note that this function (used by stat potions) now restores\n
3160 * the stat BEFORE increasing it.\n
3162 bool inc_stat(int stat)
3164 BASE_STATUS value, gain;
3166 /* Then augment the current/max stat */
3167 value = p_ptr->stat_cur[stat];
3169 /* Cannot go above 18/100 */
3170 if (value < p_ptr->stat_max_max[stat])
3172 /* Gain one (sometimes two) points */
3175 gain = ((randint0(100) < 75) ? 1 : 2);
3179 /* Gain 1/6 to 1/3 of distance to 18/100 */
3180 else if (value < (p_ptr->stat_max_max[stat]-2))
3182 /* Approximate gain value */
3183 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3184 if (gain < 1) gain = 1;
3186 /* Apply the bonus */
3187 value += randint1(gain) + gain / 2;
3190 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3193 /* Gain one point at a time */
3199 /* Save the new value */
3200 p_ptr->stat_cur[stat] = value;
3202 /* Bring up the maximum too */
3203 if (value > p_ptr->stat_max[stat])
3205 p_ptr->stat_max[stat] = value;
3207 p_ptr->update |= (PU_BONUS);
3213 /* Nothing to gain */
3218 * @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.
3219 * @param stat 減少させるステータスID
3220 * @param amount 減少させる基本量
3221 * @param permanent TRUEならば現在の最大値を減少させる
3222 * @return 実際に減少した場合TRUEを返す。
3225 * Amount could be a little higher in extreme cases to mangle very high\n
3226 * stats from massive assaults. -CWS\n
3228 * Note that "permanent" means that the *given* amount is permanent,\n
3229 * not that the new value becomes permanent. This may not work exactly\n
3230 * as expected, due to "weirdness" in the algorithm, but in general,\n
3231 * if your stat is already drained, the "max" value will not drop all\n
3232 * the way down to the "cur" value.\n
3234 bool dec_stat(int stat, int amount, int permanent)
3236 BASE_STATUS cur, max;
3241 /* Acquire current value */
3242 cur = p_ptr->stat_cur[stat];
3243 max = p_ptr->stat_max[stat];
3245 /* Note when the values are identical */
3246 same = (cur == max);
3248 /* Damage "current" value */
3251 /* Handle "low" values */
3254 if (amount > 90) cur--;
3255 if (amount > 50) cur--;
3256 if (amount > 20) cur--;
3260 /* Handle "high" values */
3263 /* Hack -- Decrement by a random amount between one-quarter */
3264 /* and one-half of the stat bonus times the percentage, with a */
3265 /* minimum damage of half the percentage. -CWS */
3266 loss = (((cur-18) / 2 + 1) / 2 + 1);
3267 if (loss < 1) loss = 1;
3269 /* Randomize the loss */
3270 loss = ((randint1(loss) + loss) * amount) / 100;
3273 if (loss < amount/2) loss = amount/2;
3275 /* Lose some points */
3278 /* Hack -- Only reduce stat to 17 sometimes */
3279 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3282 /* Prevent illegal values */
3283 if (cur < 3) cur = 3;
3285 /* Something happened */
3286 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3289 /* Damage "max" value */
3290 if (permanent && (max > 3))
3292 chg_virtue(V_SACRIFICE, 1);
3293 if (stat == A_WIS || stat == A_INT)
3294 chg_virtue(V_ENLIGHTEN, -2);
3296 /* Handle "low" values */
3299 if (amount > 90) max--;
3300 if (amount > 50) max--;
3301 if (amount > 20) max--;
3305 /* Handle "high" values */
3308 /* Hack -- Decrement by a random amount between one-quarter */
3309 /* and one-half of the stat bonus times the percentage, with a */
3310 /* minimum damage of half the percentage. -CWS */
3311 loss = (((max-18) / 2 + 1) / 2 + 1);
3312 loss = ((randint1(loss) + loss) * amount) / 100;
3313 if (loss < amount/2) loss = amount/2;
3315 /* Lose some points */
3318 /* Hack -- Only reduce stat to 17 sometimes */
3319 if (max < 18) max = (amount <= 20) ? 18 : 17;
3322 /* Hack -- keep it clean */
3323 if (same || (max < cur)) max = cur;
3325 /* Something happened */
3326 if (max != p_ptr->stat_max[stat]) res = TRUE;
3331 /* Actually set the stat to its new value. */
3332 p_ptr->stat_cur[stat] = cur;
3333 p_ptr->stat_max[stat] = max;
3335 p_ptr->redraw |= (PR_STATS);
3336 p_ptr->update |= (PU_BONUS);
3344 * @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.
3345 * @param stat 回復ステータスID
3346 * @return 実際に回復した場合TRUEを返す。
3348 bool res_stat(int stat)
3350 /* Restore if needed */
3351 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3353 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3354 p_ptr->update |= (PU_BONUS);
3355 p_ptr->redraw |= (PR_STATS);
3361 /* Nothing to restore */
3367 * Increase players hit points, notice effects
3369 bool hp_player(int num)
3372 vir = virtue_number(V_VITALITY);
3374 if(num <= 0) return (FALSE);
3378 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3380 /* Healing needed */
3381 if (p_ptr->chp < p_ptr->mhp)
3383 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3384 chg_virtue(V_TEMPERANCE, 1);
3385 /* Gain hitpoints */
3388 /* Enforce maximum */
3389 if (p_ptr->chp >= p_ptr->mhp)
3391 p_ptr->chp = p_ptr->mhp;
3392 p_ptr->chp_frac = 0;
3395 p_ptr->redraw |= (PR_HP);
3397 p_ptr->window |= (PW_PLAYER);
3402 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3408 msg_print(_("気分が良くなった。", "You feel better."));
3414 msg_print(_("とても気分が良くなった。", "You feel much better."));
3420 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3432 * Array of stat "descriptions"
3434 static concptr desc_stat_pos[] =
3439 _("器用に", "dextrous"),
3440 _("健康に", "healthy"),
3446 * Array of stat "descriptions"
3448 static concptr desc_stat_neg[] =
3453 _("不器用に", "clumsy"),
3454 _("不健康に", "sickly"),
3462 bool do_dec_stat(int stat)
3466 /* Access the "sustain" */
3469 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3470 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3471 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3472 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3473 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3474 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3478 if (sust && (!ironman_nightmare || randint0(13)))
3480 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."),
3481 desc_stat_neg[stat]);
3487 /* Attempt to reduce the stat */
3488 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3490 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3496 /* Nothing obvious */
3502 * Restore lost "points" in a stat
3504 bool do_res_stat(int stat)
3506 /* Attempt to increase */
3509 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3514 /* Nothing obvious */
3520 * Gain a "point" in a stat
3522 bool do_inc_stat(int stat)
3526 /* Restore strength */
3527 res = res_stat(stat);
3529 /* Attempt to increase */
3534 chg_virtue(V_ENLIGHTEN, 1);
3535 chg_virtue(V_FAITH, 1);
3537 else if (stat == A_INT)
3539 chg_virtue(V_KNOWLEDGE, 1);
3540 chg_virtue(V_ENLIGHTEN, 1);
3542 else if (stat == A_CON)
3543 chg_virtue(V_VITALITY, 1);
3545 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3550 /* Restoration worked */
3553 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3558 /* Nothing obvious */
3564 * Restores any drained experience
3566 bool restore_level(void)
3568 /* Restore experience */
3569 if (p_ptr->exp < p_ptr->max_exp)
3571 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3573 /* Restore the experience */
3574 p_ptr->exp = p_ptr->max_exp;
3576 /* Check the experience */
3590 bool lose_all_info(void)
3594 chg_virtue(V_KNOWLEDGE, -5);
3595 chg_virtue(V_ENLIGHTEN, -5);
3597 /* Forget info about objects */
3598 for (i = 0; i < INVEN_TOTAL; i++)
3600 object_type *o_ptr = &p_ptr->inventory_list[i];
3601 if (!o_ptr->k_idx) continue;
3603 /* Allow "protection" by the MENTAL flag */
3604 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3606 /* Remove "default inscriptions" */
3607 o_ptr->feeling = FEEL_NONE;
3609 /* Hack -- Clear the "empty" flag */
3610 o_ptr->ident &= ~(IDENT_EMPTY);
3612 /* Hack -- Clear the "known" flag */
3613 o_ptr->ident &= ~(IDENT_KNOWN);
3615 /* Hack -- Clear the "felt" flag */
3616 o_ptr->ident &= ~(IDENT_SENSE);
3618 p_ptr->update |= (PU_BONUS);
3619 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3621 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3623 /* Mega-Hack -- Forget the map */
3631 void do_poly_wounds(void)
3633 /* Changed to always provide at least _some_ healing */
3634 s16b wounds = p_ptr->cut;
3635 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3636 s16b change = damroll(p_ptr->lev, 5);
3637 bool Nasty_effect = one_in_(5);
3639 if (!(wounds || hit_p || Nasty_effect)) return;
3641 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3645 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3646 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3651 set_cut(p_ptr->cut - (change / 2));
3657 * Change player race
3659 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3661 concptr title = race_info[new_race].title;
3662 int old_race = p_ptr->prace;
3665 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3667 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);
3670 chg_virtue(V_CHANCE, 2);
3672 if (p_ptr->prace < 32)
3674 p_ptr->old_race1 |= 1L << p_ptr->prace;
3678 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3680 p_ptr->prace = new_race;
3681 rp_ptr = &race_info[p_ptr->prace];
3683 /* Experience factor */
3684 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3687 * The speed bonus of Klackons and Sprites are disabled
3688 * and the experience penalty is decreased.
3690 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)))
3691 p_ptr->expfact -= 15;
3693 /* Get character's height and weight */
3694 get_height_weight();
3697 if (p_ptr->pclass == CLASS_SORCERER)
3698 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3700 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3702 roll_hitdice(p_ptr, 0L);
3704 /* The experience level may be modified */
3707 p_ptr->redraw |= (PR_BASIC);
3709 p_ptr->update |= (PU_BONUS);
3713 /* Load an autopick preference file */
3714 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3716 /* Player's graphic tile may change */
3717 lite_spot(p_ptr->y, p_ptr->x);
3721 void do_poly_self(void)
3723 int power = p_ptr->lev;
3725 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3726 chg_virtue(V_CHANCE, 1);
3728 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3730 char effect_msg[80] = "";
3731 CHARACTER_IDX new_race;
3733 /* Some form of racial polymorph... */
3736 if ((power > randint0(5)) && one_in_(4))
3741 if (p_ptr->psex == SEX_MALE)
3743 p_ptr->psex = SEX_FEMALE;
3744 sp_ptr = &sex_info[p_ptr->psex];
3745 sprintf(effect_msg, _("女性の", "female "));
3749 p_ptr->psex = SEX_MALE;
3750 sp_ptr = &sex_info[p_ptr->psex];
3751 sprintf(effect_msg, _("男性の", "male "));
3755 if ((power > randint0(30)) && one_in_(5))
3759 /* Harmful deformity */
3766 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3772 /* Deformities are discriminated against! */
3773 (void)dec_stat(A_CHR, randint1(6), TRUE);
3778 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3779 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3783 sprintf(effect_msg,_("奇形の", "deformed "));
3787 while ((power > randint0(20)) && one_in_(10))
3789 /* Polymorph into a less mutated form */
3792 if (!lose_mutation(0))
3793 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3798 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3800 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3802 change_race(new_race, effect_msg);
3805 if ((power > randint0(30)) && one_in_(6))
3811 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");
3815 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3820 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!"));
3821 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3827 if ((power > randint0(20)) && one_in_(4))
3832 roll_hitdice(p_ptr, 0L);
3835 while ((power > randint0(15)) && one_in_(3))
3838 (void)gain_mutation(p_ptr, 0);
3841 if (power > randint0(5))
3847 /* Note: earlier deductions may have left power < 0 already. */
3857 * Decreases players hit points and sets death flag if necessary
3859 * Invulnerability needs to be changed into a "shield"
3861 * Hack -- this function allows the user to save (or quit)
3862 * the game when he dies, since the "You die." message is shown before
3863 * setting the player to "dead".
3866 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3868 int old_chp = p_ptr->chp;
3870 char death_message[1024];
3873 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3874 if (p_ptr->is_dead) return 0;
3876 if (p_ptr->sutemi) damage *= 2;
3877 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3879 if (easy_band) damage = (damage+1)/2;
3881 if (damage_type != DAMAGE_USELIFE)
3883 disturb(TRUE, TRUE);
3886 p_ptr->now_damaged = TRUE;
3890 if (monspell >= 0) learn_spell(monspell);
3892 /* Mega-Hack -- Apply "invulnerability" */
3893 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3895 if (IS_INVULN() && (damage < 9000))
3897 if (damage_type == DAMAGE_FORCE)
3899 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3901 else if (one_in_(PENETRATE_INVULNERABILITY))
3903 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3911 if (CHECK_MULTISHADOW())
3913 if (damage_type == DAMAGE_FORCE)
3915 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3917 else if (damage_type == DAMAGE_ATTACK)
3919 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!"));
3924 if (p_ptr->wraith_form)
3926 if (damage_type == DAMAGE_FORCE)
3928 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3933 if ((damage == 0) && one_in_(2)) damage = 1;
3937 if (p_ptr->special_defense & KATA_MUSOU)
3940 if ((damage == 0) && one_in_(2)) damage = 1;
3942 } /* not if LOSELIFE USELIFE */
3944 /* Hurt the player */
3945 p_ptr->chp -= damage;
3946 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3948 damage += p_ptr->chp;
3952 /* Display the hitpoints */
3953 p_ptr->redraw |= (PR_HP);
3955 p_ptr->window |= (PW_PLAYER);
3957 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3959 chg_virtue(V_SACRIFICE, 1);
3960 chg_virtue(V_CHANCE, 2);
3966 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3968 #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 */
3970 if(!save_player()) msg_print("セーブ失敗!");
3975 chg_virtue(V_SACRIFICE, 10);
3978 p_ptr->leaving = TRUE;
3981 p_ptr->is_dead = TRUE;
3983 if (p_ptr->inside_arena)
3985 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3986 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3988 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3992 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
3993 bool seppuku = streq(hit_from, "Seppuku");
3994 bool winning_seppuku = p_ptr->total_winner && seppuku;
3996 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3999 /* Make screen dump */
4000 screen_dump = make_screen_dump();
4003 /* Note cause of death */
4006 strcpy(p_ptr->died_from, hit_from);
4008 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4015 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);
4017 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4019 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4022 /* No longer a winner */
4023 p_ptr->total_winner = FALSE;
4025 if (winning_seppuku)
4027 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4033 if (p_ptr->inside_arena)
4034 strcpy(buf,_("アリーナ", "in the Arena"));
4035 else if (!current_floor_ptr->dun_level)
4036 strcpy(buf,_("地上", "on the surface"));
4037 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4038 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4039 strcpy(buf,_("クエスト", "in a quest"));
4041 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4043 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4044 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4047 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4048 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4052 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4054 do_cmd_save_screen();
4059 /* Initialize "last message" buffer */
4060 if (p_ptr->last_message) string_free(p_ptr->last_message);
4061 p_ptr->last_message = NULL;
4063 /* Hack -- Note death */
4067 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4069 msg_print(android ? "You are broken." : "You die.");
4076 if (winning_seppuku)
4078 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4082 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4088 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4090 while (!get_string("Last word: ", death_message, 1024)) ;
4093 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4095 if (death_message[0] == '\0')
4098 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4100 strcpy(death_message, android ? "You are broken." : "You die.");
4103 else p_ptr->last_message = string_make(death_message);
4106 if (winning_seppuku)
4111 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4112 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4119 for (i = 0; i < 40; i++)
4120 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4122 str = death_message;
4123 if (strncmp(str, "「", 2) == 0) str += 2;
4125 str2 = my_strstr(str, "」");
4126 if (str2 != NULL) *str2 = '\0';
4131 str2 = my_strstr(str, " ");
4132 if (str2 == NULL) len = strlen(str);
4133 else len = str2 - str;
4137 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4139 if (str2 == NULL) break;
4143 if (*str == 0) break;
4147 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4151 /* Make screen dump */
4152 screen_dump = make_screen_dump();
4155 /* Wait a key press */
4160 msg_print(death_message);
4170 /* Hitpoint warning */
4171 if (p_ptr->chp < warning)
4173 /* Hack -- bell on first notice */
4174 if (old_chp > warning) bell();
4178 if (record_danger && (old_chp > warning))
4180 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4181 hit_from = _("何か", "something");
4183 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4184 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4189 /* stop auto_more even if DAMAGE_USELIFE */
4190 p_ptr->now_damaged = TRUE;
4193 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4197 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4208 void gain_exp_64(s32b amount, u32b amount_frac)
4210 if (p_ptr->is_dead) return;
4212 if (p_ptr->prace == RACE_ANDROID) return;
4214 /* Gain some experience */
4215 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4217 /* Slowly recover from experience drainage */
4218 if (p_ptr->exp < p_ptr->max_exp)
4220 /* Gain max experience (20%) (was 10%) */
4221 p_ptr->max_exp += amount / 5;
4224 /* Check Experience */
4232 void gain_exp(s32b amount)
4234 gain_exp_64(amount, 0L);
4238 void calc_android_exp(void)
4242 if (p_ptr->is_dead) return;
4244 if (p_ptr->prace != RACE_ANDROID) return;
4246 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4248 object_type *o_ptr = &p_ptr->inventory_list[i];
4250 object_type *q_ptr = &forge;
4252 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4254 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4255 if (!o_ptr->k_idx) continue;
4258 object_copy(q_ptr, o_ptr);
4259 q_ptr->discount = 0;
4260 q_ptr->curse_flags = 0L;
4262 if (object_is_fixed_artifact(o_ptr))
4264 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4265 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4267 else if (object_is_ego(o_ptr))
4269 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4271 else if (o_ptr->art_name)
4273 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4276 if (!object_is_weapon_ammo(o_ptr))
4279 if (total_flags < 15000) fake_level = 10;
4280 else if (total_flags < 35000) fake_level = 25;
4281 else fake_level = 40;
4286 if (total_flags < 20000) fake_level = 10;
4287 else if (total_flags < 45000) fake_level = 25;
4288 else fake_level = 40;
4291 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4294 value = object_value_real(q_ptr);
4296 if (value <= 0) continue;
4297 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4298 if (value > 5000000L) value = 5000000L;
4299 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4301 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4302 (o_ptr->tval == TV_DRAG_ARMOR) ||
4303 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4304 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4305 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4306 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4307 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4309 if (level > 65) level = 35 + (level - 65) / 5;
4310 else if (level > 35) level = 25 + (level - 35) / 3;
4311 else if (level > 15) level = 15 + (level - 15) / 2;
4312 exp = MIN(100000L, value) / 2 * level * level;
4313 if (value > 100000L)
4314 exp += (value - 100000L) / 8 * level * level;
4318 exp = MIN(100000L, value) * level;
4319 if (value > 100000L)
4320 exp += (value - 100000L) / 4 * level;
4322 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4323 else total_exp += exp / 16;
4324 if (i == INVEN_BODY) total_exp += exp / 32;
4326 p_ptr->exp = p_ptr->max_exp = total_exp;
4328 /* Check Experience */
4336 void lose_exp(s32b amount)
4338 if (p_ptr->prace == RACE_ANDROID) return;
4340 /* Never drop below zero experience */
4341 if (amount > p_ptr->exp) amount = p_ptr->exp;
4343 /* Lose some experience */
4344 p_ptr->exp -= amount;
4346 /* Check Experience */
4353 * If resisted to draining, return FALSE
4355 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4357 /* Androids and their mimics are never drained */
4358 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4360 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4362 /* Hold experience */
4363 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4367 /* Hold experience failed */
4368 if (p_ptr->hold_exp)
4370 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4375 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!"));
4383 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4385 bool notice = FALSE;
4386 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4388 if (p_ptr->is_dead) return FALSE;
4393 if (p_ptr->ult_res && !do_dec)
4395 if (p_ptr->ult_res > v) return FALSE;
4397 else if (!p_ptr->ult_res)
4399 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!"));
4409 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"));
4416 p_ptr->redraw |= (PR_STATUS);
4418 /* Nothing to notice */
4419 if (!notice) return (FALSE);
4421 if (disturb_state) disturb(FALSE, FALSE);
4422 p_ptr->update |= (PU_BONUS);
4427 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4429 bool notice = FALSE;
4430 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4432 if (p_ptr->is_dead) return FALSE;
4437 if (p_ptr->tim_res_nether && !do_dec)
4439 if (p_ptr->tim_res_nether > v) return FALSE;
4441 else if (!p_ptr->tim_res_nether)
4443 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4451 if (p_ptr->tim_res_nether)
4453 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"));
4459 p_ptr->tim_res_nether = v;
4460 p_ptr->redraw |= (PR_STATUS);
4462 /* Nothing to notice */
4463 if (!notice) return (FALSE);
4465 if (disturb_state) disturb(FALSE, FALSE);
4466 p_ptr->update |= (PU_BONUS);
4471 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4473 bool notice = FALSE;
4474 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4476 if (p_ptr->is_dead) return FALSE;
4481 if (p_ptr->tim_res_time && !do_dec)
4483 if (p_ptr->tim_res_time > v) return FALSE;
4485 else if (!p_ptr->tim_res_time)
4487 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!"));
4495 if (p_ptr->tim_res_time)
4497 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"));
4503 p_ptr->tim_res_time = v;
4504 p_ptr->redraw |= (PR_STATUS);
4506 /* Nothing to notice */
4507 if (!notice) return (FALSE);
4509 if (disturb_state) disturb(FALSE, FALSE);
4510 p_ptr->update |= (PU_BONUS);
4517 * Choose a warrior-mage elemental attack. -LM-
4519 bool choose_ele_attack(void)
4525 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4527 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."));
4532 num = (p_ptr->lev - 20) / 5;
4533 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4536 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4541 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4546 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4551 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4560 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4564 if ((choice == 'a') || (choice == 'A'))
4565 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4566 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4567 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4568 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4569 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4570 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4571 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4572 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4573 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4576 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4586 * Choose a elemental immune. -LM-
4588 bool choose_ele_immune(TIME_EFFECT immune_turn)
4593 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4594 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4595 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4596 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4604 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4608 if ((choice == 'a') || (choice == 'A'))
4609 set_ele_immune(DEFENSE_FIRE, immune_turn);
4610 else if ((choice == 'b') || (choice == 'B'))
4611 set_ele_immune(DEFENSE_COLD, immune_turn);
4612 else if ((choice == 'c') || (choice == 'C'))
4613 set_ele_immune(DEFENSE_ACID, immune_turn);
4614 else if ((choice == 'd') || (choice == 'D'))
4615 set_ele_immune(DEFENSE_ELEC, immune_turn);
4618 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));