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-ego.h"
29 #include "object-hook.h"
31 #include "spells-floor.h"
32 #include "player-status.h"
33 #include "player-class.h"
34 #include "player-move.h"
35 #include "player-effects.h"
36 #include "player-race.h"
37 #include "player-class.h"
38 #include "player-personality.h"
39 #include "player-sex.h"
40 #include "monster-status.h"
43 #include "monster-spell.h"
45 #include "objectkind.h"
52 const kamae kamae_shurui[MAX_KAMAE] =
60 {"Genbu", 25, "(Black Tortoise) "},
61 {"Byakko", 30, "(White Tiger) "},
62 {"Seiryuu", 35, "(Blue Dragon) "},
63 {"Suzaku", 40, "(Red Phoenix) "},
70 const kamae kata_shurui[MAX_KATA] =
87 * @brief プレイヤーの継続行動を設定する。
88 * @param typ 継続行動のID\n
89 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
92 void set_action(ACTION_IDX typ)
94 int prev_typ = p_ptr->action;
106 msg_print(_("探索をやめた。", "You no longer walk carefully."));
107 p_ptr->redraw |= (PR_SPEED);
117 msg_print(_("学習をやめた。", "You stop Learning"));
123 msg_print(_("構えをといた。", "You stop assuming the posture."));
124 p_ptr->special_defense &= ~(KAMAE_MASK);
129 msg_print(_("型を崩した。", "You stop assuming the posture."));
130 p_ptr->special_defense &= ~(KATA_MASK);
131 p_ptr->update |= (PU_MONSTERS);
132 p_ptr->redraw |= (PR_STATUS);
137 msg_print(_("歌うのをやめた。", "You stop singing."));
140 case ACTION_HAYAGAKE:
142 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
143 take_turn(p_ptr, 100);
148 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
156 /* If we are requested other action, stop singing */
157 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
158 if (prev_typ == ACTION_SPELL) stop_hex_spell();
160 switch (p_ptr->action)
164 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
165 p_ptr->redraw |= (PR_SPEED);
170 msg_print(_("学習を始めた。", "You begin Learning"));
175 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
178 case ACTION_HAYAGAKE:
180 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
188 p_ptr->update |= (PU_BONUS);
189 p_ptr->redraw |= (PR_STATE);
193 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
196 void reset_tim_flags(void)
198 p_ptr->fast = 0; /* Timed -- Fast */
199 p_ptr->lightspeed = 0;
200 p_ptr->slow = 0; /* Timed -- Slow */
201 p_ptr->blind = 0; /* Timed -- Blindness */
202 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
203 p_ptr->confused = 0; /* Timed -- Confusion */
204 p_ptr->afraid = 0; /* Timed -- Fear */
205 p_ptr->image = 0; /* Timed -- Hallucination */
206 p_ptr->poisoned = 0; /* Timed -- Poisoned */
207 p_ptr->cut = 0; /* Timed -- Cut */
208 p_ptr->stun = 0; /* Timed -- Stun */
210 p_ptr->protevil = 0; /* Timed -- Protection */
211 p_ptr->invuln = 0; /* Timed -- Invulnerable */
213 p_ptr->hero = 0; /* Timed -- Heroism */
214 p_ptr->shero = 0; /* Timed -- Super Heroism */
215 p_ptr->shield = 0; /* Timed -- Shield Spell */
216 p_ptr->blessed = 0; /* Timed -- Blessed */
217 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
218 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
219 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
220 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
222 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
223 p_ptr->tim_levitation = 0;
224 p_ptr->tim_sh_touki = 0;
225 p_ptr->tim_sh_fire = 0;
226 p_ptr->tim_sh_holy = 0;
227 p_ptr->tim_eyeeye = 0;
229 p_ptr->resist_magic = 0;
232 p_ptr->tim_res_nether = 0;
233 p_ptr->tim_res_time = 0;
234 p_ptr->tim_mimic = 0;
235 p_ptr->mimic_form = 0;
236 p_ptr->tim_reflect = 0;
237 p_ptr->multishadow = 0;
239 p_ptr->action = ACTION_NONE;
241 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
242 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
243 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
244 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
245 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
247 p_ptr->word_recall = 0;
248 p_ptr->alter_reality = 0;
249 p_ptr->sutemi = FALSE;
250 p_ptr->counter = FALSE;
251 p_ptr->ele_attack = 0;
252 p_ptr->ele_immune = 0;
253 p_ptr->special_attack = 0L;
254 p_ptr->special_defense = 0L;
256 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
257 p_ptr->timewalk = FALSE;
259 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
260 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
261 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
265 (void)set_monster_fast(p_ptr->riding, 0);
266 (void)set_monster_slow(p_ptr->riding, 0);
267 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
270 if (p_ptr->pclass == CLASS_BARD)
272 SINGING_SONG_EFFECT(p_ptr) = 0;
273 SINGING_SONG_ID(p_ptr) = 0;
278 * @brief プレイヤーに魔力消去効果を与える。
281 void dispel_player(void)
283 (void)set_fast(0, TRUE);
284 (void)set_lightspeed(0, TRUE);
285 (void)set_slow(0, TRUE);
286 (void)set_shield(0, TRUE);
287 (void)set_blessed(0, TRUE);
288 (void)set_tsuyoshi(0, TRUE);
289 (void)set_hero(0, TRUE);
290 (void)set_shero(0, TRUE);
291 (void)set_protevil(0, TRUE);
292 (void)set_invuln(0, TRUE);
293 (void)set_wraith_form(0, TRUE);
294 (void)set_kabenuke(0, TRUE);
295 (void)set_tim_res_nether(0, TRUE);
296 (void)set_tim_res_time(0, TRUE);
298 (void)set_tim_reflect(0,TRUE);
299 (void)set_multishadow(0,TRUE);
300 (void)set_dustrobe(0,TRUE);
302 (void)set_tim_invis(0, TRUE);
303 (void)set_tim_infra(0, TRUE);
304 (void)set_tim_esp(0, TRUE);
305 (void)set_tim_regen(0, TRUE);
306 (void)set_tim_stealth(0, TRUE);
307 (void)set_tim_levitation(0, TRUE);
308 (void)set_tim_sh_touki(0, TRUE);
309 (void)set_tim_sh_fire(0, TRUE);
310 (void)set_tim_sh_holy(0, TRUE);
311 (void)set_tim_eyeeye(0, TRUE);
312 (void)set_magicdef(0, TRUE);
313 (void)set_resist_magic(0, TRUE);
314 (void)set_oppose_acid(0, TRUE);
315 (void)set_oppose_elec(0, TRUE);
316 (void)set_oppose_fire(0, TRUE);
317 (void)set_oppose_cold(0, TRUE);
318 (void)set_oppose_pois(0, TRUE);
319 (void)set_ultimate_res(0, TRUE);
320 (void)set_mimic(0, 0, TRUE);
321 (void)set_ele_attack(0, 0);
322 (void)set_ele_immune(0, 0);
324 /* Cancel glowing hands */
325 if (p_ptr->special_attack & ATTACK_CONFUSE)
327 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
328 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
331 if (music_singing_any() || hex_spelling_any())
333 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
334 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
335 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
336 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
338 p_ptr->action = ACTION_NONE;
339 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
340 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
341 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
342 p_ptr->energy_need += ENERGY_NEED();
348 * @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
351 * @param do_dec 現在の継続時間より長い値のみ上書きする
352 * @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。
354 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
357 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
359 if (p_ptr->is_dead) return FALSE;
364 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
366 if (p_ptr->tim_mimic > v) return FALSE;
368 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
370 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
371 p_ptr->mimic_form = p;
379 if (p_ptr->tim_mimic)
381 msg_print(_("変身が解けた。", "You are no longer transformed."));
382 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
390 p_ptr->tim_mimic = v;
392 /* Nothing to notice */
393 if (!notice) return (FALSE);
395 if (disturb_state) disturb(FALSE, TRUE);
397 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
398 p_ptr->update |= (PU_BONUS | PU_HP);
405 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
407 * @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。
409 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
410 * memorize any terrain features which suddenly become "visible".\n
411 * Note that blindness is currently the only thing which can affect\n
412 * "player_can_see_bold()".\n
414 bool set_blind(TIME_EFFECT v)
417 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
419 if (p_ptr->is_dead) return FALSE;
426 if (p_ptr->prace == RACE_ANDROID)
428 msg_print(_("センサーをやられた!", "You are blind!"));
432 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
436 chg_virtue(V_ENLIGHTEN, -1);
445 if (p_ptr->prace == RACE_ANDROID)
447 msg_print(_("センサーが復旧した。", "You can see again."));
451 msg_print(_("やっと目が見えるようになった。", "You can see again."));
460 p_ptr->redraw |= (PR_STATUS);
462 /* Nothing to notice */
463 if (!notice) return (FALSE);
464 if (disturb_state) disturb(FALSE, FALSE);
466 /* Fully update the visuals */
467 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
468 p_ptr->redraw |= (PR_MAP);
469 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
476 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
478 * @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。
480 bool set_confused(TIME_EFFECT v)
483 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
485 if (p_ptr->is_dead) return FALSE;
490 if (!p_ptr->confused)
492 msg_print(_("あなたは混乱した!", "You are confused!"));
494 if (p_ptr->action == ACTION_LEARN)
496 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
499 p_ptr->redraw |= (PR_STATE);
500 p_ptr->action = ACTION_NONE;
502 if (p_ptr->action == ACTION_KAMAE)
504 msg_print(_("構えがとけた。", "Your posture gets loose."));
505 p_ptr->special_defense &= ~(KAMAE_MASK);
506 p_ptr->update |= (PU_BONUS);
507 p_ptr->redraw |= (PR_STATE);
508 p_ptr->action = ACTION_NONE;
510 else if (p_ptr->action == ACTION_KATA)
512 msg_print(_("型が崩れた。", "Your posture gets loose."));
513 p_ptr->special_defense &= ~(KATA_MASK);
514 p_ptr->update |= (PU_BONUS);
515 p_ptr->update |= (PU_MONSTERS);
516 p_ptr->redraw |= (PR_STATE);
517 p_ptr->redraw |= (PR_STATUS);
518 p_ptr->action = ACTION_NONE;
522 if (p_ptr->concent) reset_concentration(TRUE);
525 if (hex_spelling_any()) stop_hex_spell_all();
528 p_ptr->counter = FALSE;
529 chg_virtue(V_HARMONY, -1);
538 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
539 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
546 p_ptr->redraw |= (PR_STATUS);
548 /* Nothing to notice */
549 if (!notice) return (FALSE);
551 if (disturb_state) disturb(FALSE, FALSE);
558 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
560 * @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。
562 bool set_poisoned(TIME_EFFECT v)
565 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
567 if (p_ptr->is_dead) return FALSE;
572 if (!p_ptr->poisoned)
574 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
584 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
591 p_ptr->redraw |= (PR_STATUS);
593 /* Nothing to notice */
594 if (!notice) return (FALSE);
596 if (disturb_state) disturb(FALSE, FALSE);
603 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
605 * @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。
607 bool set_afraid(TIME_EFFECT v)
610 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
612 if (p_ptr->is_dead) return FALSE;
619 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
621 if (p_ptr->special_defense & KATA_MASK)
623 msg_print(_("型が崩れた。", "Your posture gets loose."));
624 p_ptr->special_defense &= ~(KATA_MASK);
625 p_ptr->update |= (PU_BONUS);
626 p_ptr->update |= (PU_MONSTERS);
627 p_ptr->redraw |= (PR_STATE);
628 p_ptr->redraw |= (PR_STATUS);
629 p_ptr->action = ACTION_NONE;
633 p_ptr->counter = FALSE;
634 chg_virtue(V_VALOUR, -1);
643 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
650 p_ptr->redraw |= (PR_STATUS);
652 /* Nothing to notice */
653 if (!notice) return (FALSE);
655 if (disturb_state) disturb(FALSE, FALSE);
661 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
663 * @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。
665 bool set_paralyzed(TIME_EFFECT v)
668 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
670 if (p_ptr->is_dead) return FALSE;
675 if (!p_ptr->paralyzed)
677 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
679 if (p_ptr->concent) reset_concentration(TRUE);
682 if (hex_spelling_any()) stop_hex_spell_all();
684 p_ptr->counter = FALSE;
692 if (p_ptr->paralyzed)
694 msg_print(_("やっと動けるようになった。", "You can move again."));
700 p_ptr->paralyzed = v;
701 p_ptr->redraw |= (PR_STATUS);
703 /* Nothing to notice */
704 if (!notice) return (FALSE);
706 if (disturb_state) disturb(FALSE, FALSE);
707 p_ptr->redraw |= (PR_STATE);
713 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
715 * @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。
716 * @details Note that we must redraw the map when hallucination changes.
718 bool set_image(TIME_EFFECT v)
721 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
723 if (p_ptr->is_dead) return FALSE;
724 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
730 set_tsuyoshi(0, TRUE);
733 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
736 if (p_ptr->concent) reset_concentration(TRUE);
738 p_ptr->counter = FALSE;
748 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."));
755 p_ptr->redraw |= (PR_STATUS);
757 /* Nothing to notice */
758 if (!notice) return (FALSE);
760 if (disturb_state) disturb(FALSE, TRUE);
762 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
763 p_ptr->update |= (PU_MONSTERS);
764 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
770 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
772 * @param do_dec 現在の継続時間より長い値のみ上書きする
773 * @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。
775 bool set_fast(TIME_EFFECT v, bool do_dec)
778 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
780 if (p_ptr->is_dead) return FALSE;
785 if (p_ptr->fast && !do_dec)
787 if (p_ptr->fast > v) return FALSE;
789 else if (!IS_FAST() && !p_ptr->lightspeed)
791 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
793 chg_virtue(V_PATIENCE, -1);
794 chg_virtue(V_DILIGENCE, 1);
801 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
803 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
811 /* Nothing to notice */
812 if (!notice) return (FALSE);
814 if (disturb_state) disturb(FALSE, FALSE);
815 p_ptr->update |= (PU_BONUS);
821 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
823 * @param do_dec 現在の継続時間より長い値のみ上書きする
824 * @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。
826 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
829 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
831 if (p_ptr->is_dead) return FALSE;
833 if (p_ptr->wild_mode) v = 0;
838 if (p_ptr->lightspeed && !do_dec)
840 if (p_ptr->lightspeed > v) return FALSE;
842 else if (!p_ptr->lightspeed)
844 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
846 chg_virtue(V_PATIENCE, -1);
847 chg_virtue(V_DILIGENCE, 1);
854 if (p_ptr->lightspeed)
856 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
862 p_ptr->lightspeed = v;
864 /* Nothing to notice */
865 if (!notice) return (FALSE);
867 if (disturb_state) disturb(FALSE, FALSE);
868 p_ptr->update |= (PU_BONUS);
874 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
876 * @param do_dec 現在の継続時間より長い値のみ上書きする
877 * @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。
879 bool set_slow(TIME_EFFECT v, bool do_dec)
882 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
884 if (p_ptr->is_dead) return FALSE;
889 if (p_ptr->slow && !do_dec)
891 if (p_ptr->slow > v) return FALSE;
893 else if (!p_ptr->slow)
895 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
905 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
913 /* Nothing to notice */
914 if (!notice) return (FALSE);
916 if (disturb_state) disturb(FALSE, FALSE);
917 p_ptr->update |= (PU_BONUS);
924 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
926 * @param do_dec 現在の継続時間より長い値のみ上書きする
927 * @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。
929 bool set_shield(TIME_EFFECT v, bool do_dec)
932 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
934 if (p_ptr->is_dead) return FALSE;
939 if (p_ptr->shield && !do_dec)
941 if (p_ptr->shield > v) return FALSE;
943 else if (!p_ptr->shield)
945 msg_print(_("肌が石になった。", "Your skin turns to stone."));
955 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
962 p_ptr->redraw |= (PR_STATUS);
964 /* Nothing to notice */
965 if (!notice) return (FALSE);
967 if (disturb_state) disturb(FALSE, FALSE);
968 p_ptr->update |= (PU_BONUS);
975 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
977 * @param do_dec 現在の継続時間より長い値のみ上書きする
978 * @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。
980 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
983 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
985 if (p_ptr->is_dead) return FALSE;
990 if (p_ptr->tsubureru && !do_dec)
992 if (p_ptr->tsubureru > v) return FALSE;
994 else if (!p_ptr->tsubureru)
996 msg_print(_("横に伸びた。", "Your body expands horizontally."));
1004 if (p_ptr->tsubureru)
1006 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
1012 p_ptr->tsubureru = v;
1013 p_ptr->redraw |= (PR_STATUS);
1015 /* Nothing to notice */
1016 if (!notice) return (FALSE);
1018 if (disturb_state) disturb(FALSE, FALSE);
1019 p_ptr->update |= (PU_BONUS);
1026 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1028 * @param do_dec 現在の継続時間より長い値のみ上書きする
1029 * @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。
1031 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1033 bool notice = FALSE;
1034 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1036 if (p_ptr->is_dead) return FALSE;
1041 if (p_ptr->magicdef && !do_dec)
1043 if (p_ptr->magicdef > v) return FALSE;
1045 else if (!p_ptr->magicdef)
1047 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."));
1055 if (p_ptr->magicdef)
1057 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1063 p_ptr->magicdef = v;
1064 p_ptr->redraw |= (PR_STATUS);
1066 /* Nothing to notice */
1067 if (!notice) return (FALSE);
1069 if (disturb_state) disturb(FALSE, FALSE);
1070 p_ptr->update |= (PU_BONUS);
1076 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1078 * @param do_dec 現在の継続時間より長い値のみ上書きする
1079 * @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。
1081 bool set_blessed(TIME_EFFECT v, bool do_dec)
1083 bool notice = FALSE;
1084 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1086 if (p_ptr->is_dead) return FALSE;
1091 if (p_ptr->blessed && !do_dec)
1093 if (p_ptr->blessed > v) return FALSE;
1095 else if (!IS_BLESSED())
1097 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1105 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1107 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1114 p_ptr->redraw |= (PR_STATUS);
1116 /* Nothing to notice */
1117 if (!notice) return (FALSE);
1119 if (disturb_state) disturb(FALSE, FALSE);
1120 p_ptr->update |= (PU_BONUS);
1127 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1129 * @param do_dec 現在の継続時間より長い値のみ上書きする
1130 * @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。
1132 bool set_hero(TIME_EFFECT v, bool do_dec)
1134 bool notice = FALSE;
1135 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1137 if (p_ptr->is_dead) return FALSE;
1142 if (p_ptr->hero && !do_dec)
1144 if (p_ptr->hero > v) return FALSE;
1146 else if (!IS_HERO())
1148 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1156 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1158 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1165 p_ptr->redraw |= (PR_STATUS);
1167 /* Nothing to notice */
1168 if (!notice) return (FALSE);
1170 if (disturb_state) disturb(FALSE, FALSE);
1171 p_ptr->update |= (PU_BONUS);
1173 /* Recalculate hitpoints */
1174 p_ptr->update |= (PU_HP);
1180 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1181 * @param v 継続時間/ 0ならば無条件にリセット
1182 * @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
1183 * @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。
1185 bool set_shero(TIME_EFFECT v, bool do_dec)
1187 bool notice = FALSE;
1188 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1190 if (p_ptr->is_dead) return FALSE;
1192 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1196 if (p_ptr->shero && !do_dec)
1198 if (p_ptr->shero > v) return FALSE;
1200 else if (!p_ptr->shero)
1202 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1212 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1219 p_ptr->redraw |= (PR_STATUS);
1221 /* Nothing to notice */
1222 if (!notice) return (FALSE);
1224 if (disturb_state) disturb(FALSE, FALSE);
1225 p_ptr->update |= (PU_BONUS);
1227 /* Recalculate hitpoints */
1228 p_ptr->update |= (PU_HP);
1234 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1236 * @param do_dec 現在の継続時間より長い値のみ上書きする
1237 * @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。
1239 bool set_protevil(TIME_EFFECT v, bool do_dec)
1241 bool notice = FALSE;
1242 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1244 if (p_ptr->is_dead) return FALSE;
1249 if (p_ptr->protevil && !do_dec)
1251 if (p_ptr->protevil > v) return FALSE;
1253 else if (!p_ptr->protevil)
1255 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!"));
1263 if (p_ptr->protevil)
1265 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."));
1271 p_ptr->protevil = v;
1272 p_ptr->redraw |= (PR_STATUS);
1274 /* Nothing to notice */
1275 if (!notice) return (FALSE);
1277 if (disturb_state) disturb(FALSE, FALSE);
1283 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1285 * @param do_dec 現在の継続時間より長い値のみ上書きする
1286 * @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。
1288 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1290 bool notice = FALSE;
1291 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1293 if (p_ptr->is_dead) return FALSE;
1298 if (p_ptr->wraith_form && !do_dec)
1300 if (p_ptr->wraith_form > v) return FALSE;
1302 else if (!p_ptr->wraith_form)
1304 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!"));
1306 chg_virtue(V_UNLIFE, 3);
1307 chg_virtue(V_HONOUR, -2);
1308 chg_virtue(V_SACRIFICE, -2);
1309 chg_virtue(V_VALOUR, -5);
1311 p_ptr->redraw |= (PR_MAP);
1312 p_ptr->update |= (PU_MONSTERS);
1314 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1321 if (p_ptr->wraith_form)
1323 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1326 p_ptr->redraw |= (PR_MAP);
1327 p_ptr->update |= (PU_MONSTERS);
1329 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1334 p_ptr->wraith_form = v;
1335 p_ptr->redraw |= (PR_STATUS);
1337 /* Nothing to notice */
1338 if (!notice) return (FALSE);
1340 if (disturb_state) disturb(FALSE, FALSE);
1341 p_ptr->update |= (PU_BONUS);
1348 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1350 * @param do_dec 現在の継続時間より長い値のみ上書きする
1351 * @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。
1353 bool set_invuln(TIME_EFFECT v, bool do_dec)
1355 bool notice = FALSE;
1356 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1358 if (p_ptr->is_dead) return FALSE;
1363 if (p_ptr->invuln && !do_dec)
1365 if (p_ptr->invuln > v) return FALSE;
1367 else if (!IS_INVULN())
1369 msg_print(_("無敵だ!", "Invulnerability!"));
1372 chg_virtue(V_UNLIFE, -2);
1373 chg_virtue(V_HONOUR, -2);
1374 chg_virtue(V_SACRIFICE, -3);
1375 chg_virtue(V_VALOUR, -5);
1377 p_ptr->redraw |= (PR_MAP);
1378 p_ptr->update |= (PU_MONSTERS);
1380 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1387 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1389 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1392 p_ptr->redraw |= (PR_MAP);
1393 p_ptr->update |= (PU_MONSTERS);
1395 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1397 p_ptr->energy_need += ENERGY_NEED();
1403 p_ptr->redraw |= (PR_STATUS);
1405 /* Nothing to notice */
1406 if (!notice) return (FALSE);
1408 if (disturb_state) disturb(FALSE, FALSE);
1409 p_ptr->update |= (PU_BONUS);
1415 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1417 * @param do_dec 現在の継続時間より長い値のみ上書きする
1418 * @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。
1420 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1422 bool notice = FALSE;
1423 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1425 if (p_ptr->is_dead) return FALSE;
1430 if (p_ptr->tim_esp && !do_dec)
1432 if (p_ptr->tim_esp > v) return FALSE;
1434 else if (!IS_TIM_ESP())
1436 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1444 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1446 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1453 p_ptr->redraw |= (PR_STATUS);
1455 /* Nothing to notice */
1456 if (!notice) return (FALSE);
1458 if (disturb_state) disturb(FALSE, FALSE);
1459 p_ptr->update |= (PU_BONUS);
1460 p_ptr->update |= (PU_MONSTERS);
1466 * @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
1468 * @param do_dec 現在の継続時間より長い値のみ上書きする
1469 * @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。
1471 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1473 bool notice = FALSE;
1474 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1476 if (p_ptr->is_dead) return FALSE;
1481 if (p_ptr->tim_invis && !do_dec)
1483 if (p_ptr->tim_invis > v) return FALSE;
1485 else if (!p_ptr->tim_invis)
1487 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1495 if (p_ptr->tim_invis)
1497 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1503 p_ptr->tim_invis = v;
1504 p_ptr->redraw |= (PR_STATUS);
1506 /* Nothing to notice */
1507 if (!notice) return (FALSE);
1509 if (disturb_state) disturb(FALSE, FALSE);
1510 p_ptr->update |= (PU_BONUS);
1512 /* Update the monsters */
1513 p_ptr->update |= (PU_MONSTERS);
1519 * @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
1521 * @param do_dec 現在の継続時間より長い値のみ上書きする
1522 * @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。
1524 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1526 bool notice = FALSE;
1527 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1529 if (p_ptr->is_dead) return FALSE;
1534 if (p_ptr->tim_infra && !do_dec)
1536 if (p_ptr->tim_infra > v) return FALSE;
1538 else if (!p_ptr->tim_infra)
1540 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1548 if (p_ptr->tim_infra)
1550 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1556 p_ptr->tim_infra = v;
1557 p_ptr->redraw |= (PR_STATUS);
1559 /* Nothing to notice */
1560 if (!notice) return (FALSE);
1562 if (disturb_state) disturb(FALSE, FALSE);
1563 p_ptr->update |= (PU_BONUS);
1565 /* Update the monsters */
1566 p_ptr->update |= (PU_MONSTERS);
1572 * @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
1574 * @param do_dec 現在の継続時間より長い値のみ上書きする
1575 * @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。
1577 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1579 bool notice = FALSE;
1580 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1582 if (p_ptr->is_dead) return FALSE;
1587 if (p_ptr->tim_regen && !do_dec)
1589 if (p_ptr->tim_regen > v) return FALSE;
1591 else if (!p_ptr->tim_regen)
1593 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1601 if (p_ptr->tim_regen)
1603 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1609 p_ptr->tim_regen = v;
1610 p_ptr->redraw |= (PR_STATUS);
1612 /* Nothing to notice */
1613 if (!notice) return (FALSE);
1615 if (disturb_state) disturb(FALSE, FALSE);
1616 p_ptr->update |= (PU_BONUS);
1622 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1624 * @param do_dec 現在の継続時間より長い値のみ上書きする
1625 * @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。
1627 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1629 bool notice = FALSE;
1630 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1632 if (p_ptr->is_dead) return FALSE;
1637 if (p_ptr->tim_stealth && !do_dec)
1639 if (p_ptr->tim_stealth > v) return FALSE;
1641 else if (!IS_TIM_STEALTH())
1643 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1651 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1653 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1659 p_ptr->tim_stealth = v;
1660 p_ptr->redraw |= (PR_STATUS);
1662 /* Nothing to notice */
1663 if (!notice) return (FALSE);
1665 if (disturb_state) disturb(FALSE, FALSE);
1666 p_ptr->update |= (PU_BONUS);
1672 * @brief 超隠密状態をセットする
1673 * @param set TRUEならば超隠密状態になる。
1674 * @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。
1676 bool set_superstealth(bool set)
1678 bool notice = FALSE;
1680 if (p_ptr->is_dead) return FALSE;
1685 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1687 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1689 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."));
1690 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1694 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!"));
1695 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1701 p_ptr->special_defense |= NINJA_S_STEALTH;
1708 if (p_ptr->special_defense & NINJA_S_STEALTH)
1710 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."));
1714 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1718 /* Nothing to notice */
1719 if (!notice) return (FALSE);
1720 p_ptr->redraw |= (PR_STATUS);
1722 if (disturb_state) disturb(FALSE, FALSE);
1727 * @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
1729 * @param do_dec 現在の継続時間より長い値のみ上書きする
1730 * @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。
1732 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1734 bool notice = FALSE;
1735 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1737 if (p_ptr->is_dead) return FALSE;
1742 if (p_ptr->tim_levitation && !do_dec)
1744 if (p_ptr->tim_levitation > v) return FALSE;
1746 else if (!p_ptr->tim_levitation)
1748 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1756 if (p_ptr->tim_levitation)
1758 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1764 p_ptr->tim_levitation = v;
1765 p_ptr->redraw |= (PR_STATUS);
1767 /* Nothing to notice */
1768 if (!notice) return (FALSE);
1770 if (disturb_state) disturb(FALSE, FALSE);
1771 p_ptr->update |= (PU_BONUS);
1777 * @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
1779 * @param do_dec 現在の継続時間より長い値のみ上書きする
1780 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1782 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1784 bool notice = FALSE;
1785 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1787 if (p_ptr->is_dead) return FALSE;
1792 if (p_ptr->tim_sh_touki && !do_dec)
1794 if (p_ptr->tim_sh_touki > v) return FALSE;
1796 else if (!p_ptr->tim_sh_touki)
1798 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1806 if (p_ptr->tim_sh_touki)
1808 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1814 p_ptr->tim_sh_touki = v;
1815 p_ptr->redraw |= (PR_STATUS);
1817 /* Nothing to notice */
1818 if (!notice) return (FALSE);
1820 if (disturb_state) disturb(FALSE, FALSE);
1826 * @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
1828 * @param do_dec 現在の継続時間より長い値のみ上書きする
1829 * @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。
1831 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1833 bool notice = FALSE;
1834 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1836 if (p_ptr->is_dead) return FALSE;
1841 if (p_ptr->tim_sh_fire && !do_dec)
1843 if (p_ptr->tim_sh_fire > v) return FALSE;
1845 else if (!p_ptr->tim_sh_fire)
1847 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1855 if (p_ptr->tim_sh_fire)
1857 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1863 p_ptr->tim_sh_fire = v;
1864 p_ptr->redraw |= (PR_STATUS);
1866 /* Nothing to notice */
1867 if (!notice) return (FALSE);
1869 if (disturb_state) disturb(FALSE, FALSE);
1870 p_ptr->update |= (PU_BONUS);
1876 * @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
1878 * @param do_dec 現在の継続時間より長い値のみ上書きする
1879 * @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。
1881 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1883 bool notice = FALSE;
1884 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1886 if (p_ptr->is_dead) return FALSE;
1891 if (p_ptr->tim_sh_holy && !do_dec)
1893 if (p_ptr->tim_sh_holy > v) return FALSE;
1895 else if (!p_ptr->tim_sh_holy)
1897 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1905 if (p_ptr->tim_sh_holy)
1907 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1913 p_ptr->tim_sh_holy = v;
1914 p_ptr->redraw |= (PR_STATUS);
1916 /* Nothing to notice */
1917 if (!notice) return (FALSE);
1919 if (disturb_state) disturb(FALSE, FALSE);
1920 p_ptr->update |= (PU_BONUS);
1926 * @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
1928 * @param do_dec 現在の継続時間より長い値のみ上書きする
1929 * @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。
1931 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1933 bool notice = FALSE;
1934 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1936 if (p_ptr->is_dead) return FALSE;
1941 if (p_ptr->tim_eyeeye && !do_dec)
1943 if (p_ptr->tim_eyeeye > v) return FALSE;
1945 else if (!p_ptr->tim_eyeeye)
1947 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1955 if (p_ptr->tim_eyeeye)
1957 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."));
1963 p_ptr->tim_eyeeye = v;
1964 p_ptr->redraw |= (PR_STATUS);
1966 /* Nothing to notice */
1967 if (!notice) return (FALSE);
1969 if (disturb_state) disturb(FALSE, FALSE);
1970 p_ptr->update |= (PU_BONUS);
1977 * @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
1979 * @param do_dec 現在の継続時間より長い値のみ上書きする
1980 * @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。
1982 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1984 bool notice = FALSE;
1985 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1987 if (p_ptr->is_dead) return FALSE;
1992 if (p_ptr->resist_magic && !do_dec)
1994 if (p_ptr->resist_magic > v) return FALSE;
1996 else if (!p_ptr->resist_magic)
1998 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2006 if (p_ptr->resist_magic)
2008 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2014 p_ptr->resist_magic = v;
2015 p_ptr->redraw |= (PR_STATUS);
2017 /* Nothing to notice */
2018 if (!notice) return (FALSE);
2020 if (disturb_state) disturb(FALSE, FALSE);
2021 p_ptr->update |= (PU_BONUS);
2027 * @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
2029 * @param do_dec 現在の継続時間より長い値のみ上書きする
2030 * @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。
2032 bool set_tim_reflect(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->tim_reflect && !do_dec)
2044 if (p_ptr->tim_reflect > v) return FALSE;
2046 else if (!p_ptr->tim_reflect)
2048 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2056 if (p_ptr->tim_reflect)
2058 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2064 p_ptr->tim_reflect = 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);
2078 * Set "p_ptr->multishadow", notice observable changes
2080 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2082 bool notice = FALSE;
2083 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2085 if (p_ptr->is_dead) return FALSE;
2090 if (p_ptr->multishadow && !do_dec)
2092 if (p_ptr->multishadow > v) return FALSE;
2094 else if (!p_ptr->multishadow)
2096 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2104 if (p_ptr->multishadow)
2106 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2112 p_ptr->multishadow = v;
2113 p_ptr->redraw |= (PR_STATUS);
2115 /* Nothing to notice */
2116 if (!notice) return (FALSE);
2118 if (disturb_state) disturb(FALSE, FALSE);
2119 p_ptr->update |= (PU_BONUS);
2125 * @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
2127 * @param do_dec 現在の継続時間より長い値のみ上書きする
2128 * @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。
2130 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2132 bool notice = FALSE;
2133 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2135 if (p_ptr->is_dead) return FALSE;
2140 if (p_ptr->dustrobe && !do_dec)
2142 if (p_ptr->dustrobe > v) return FALSE;
2144 else if (!p_ptr->dustrobe)
2146 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2154 if (p_ptr->dustrobe)
2156 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2162 p_ptr->dustrobe = v;
2163 p_ptr->redraw |= (PR_STATUS);
2165 /* Nothing to notice */
2166 if (!notice) return (FALSE);
2168 if (disturb_state) disturb(FALSE, FALSE);
2169 p_ptr->update |= (PU_BONUS);
2175 * @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
2177 * @param do_dec 現在の継続時間より長い値のみ上書きする
2178 * @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。
2180 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2182 bool notice = FALSE;
2183 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2185 if (p_ptr->is_dead) return FALSE;
2190 if (p_ptr->kabenuke && !do_dec)
2192 if (p_ptr->kabenuke > v) return FALSE;
2194 else if (!p_ptr->kabenuke)
2196 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2204 if (p_ptr->kabenuke)
2206 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2212 p_ptr->kabenuke = v;
2213 p_ptr->redraw |= (PR_STATUS);
2215 /* Nothing to notice */
2216 if (!notice) return (FALSE);
2218 if (disturb_state) disturb(FALSE, FALSE);
2219 p_ptr->update |= (PU_BONUS);
2225 * @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
2227 * @param do_dec 現在の継続時間より長い値のみ上書きする
2228 * @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。
2230 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2232 bool notice = FALSE;
2233 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2235 if (p_ptr->is_dead) return FALSE;
2240 if (p_ptr->tsuyoshi && !do_dec)
2242 if (p_ptr->tsuyoshi > v) return FALSE;
2244 else if (!p_ptr->tsuyoshi)
2246 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2248 chg_virtue(V_VITALITY, 2);
2255 if (p_ptr->tsuyoshi)
2257 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2259 (void)dec_stat(A_CON, 20, TRUE);
2260 (void)dec_stat(A_STR, 20, TRUE);
2263 chg_virtue(V_VITALITY, -3);
2268 p_ptr->tsuyoshi = v;
2269 p_ptr->redraw |= (PR_STATUS);
2271 /* Nothing to notice */
2272 if (!notice) return (FALSE);
2274 if (disturb_state) disturb(FALSE, FALSE);
2275 p_ptr->update |= (PU_BONUS);
2277 /* Recalculate hitpoints */
2278 p_ptr->update |= (PU_HP);
2284 * @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-
2285 * @param attack_type スレイのタイプID
2287 * @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。
2289 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2291 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2293 /* Clear all elemental attacks (only one is allowed at a time). */
2294 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2296 p_ptr->special_attack &= ~(ATTACK_ACID);
2297 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2299 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2301 p_ptr->special_attack &= ~(ATTACK_ELEC);
2302 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2304 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2306 p_ptr->special_attack &= ~(ATTACK_FIRE);
2307 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2309 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2311 p_ptr->special_attack &= ~(ATTACK_COLD);
2312 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2314 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2316 p_ptr->special_attack &= ~(ATTACK_POIS);
2317 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2320 if ((v) && (attack_type))
2322 /* Set attack type. */
2323 p_ptr->special_attack |= (attack_type);
2326 p_ptr->ele_attack = v;
2329 msg_format("%sで攻撃できるようになった!",
2330 ((attack_type == ATTACK_ACID) ? "酸" :
2331 ((attack_type == ATTACK_ELEC) ? "電撃" :
2332 ((attack_type == ATTACK_FIRE) ? "火炎" :
2333 ((attack_type == ATTACK_COLD) ? "冷気" :
2334 ((attack_type == ATTACK_POIS) ? "毒" :
2337 msg_format("For a while, the blows you deal will %s",
2338 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2339 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2340 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2341 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2342 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2343 "do nothing special."))))));
2347 if (disturb_state) disturb(FALSE, FALSE);
2348 p_ptr->redraw |= (PR_STATUS);
2350 p_ptr->update |= (PU_BONUS);
2357 * @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-
2358 * @param immune_type 免疫のタイプID
2360 * @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。
2362 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2364 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2366 /* Clear all elemental attacks (only one is allowed at a time). */
2367 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2369 p_ptr->special_defense &= ~(DEFENSE_ACID);
2370 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."));
2372 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2374 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2375 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."));
2377 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2379 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2380 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."));
2382 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2384 p_ptr->special_defense &= ~(DEFENSE_COLD);
2385 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."));
2387 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2389 p_ptr->special_defense &= ~(DEFENSE_POIS);
2390 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."));
2393 if ((v) && (immune_type))
2395 /* Set attack type. */
2396 p_ptr->special_defense |= (immune_type);
2399 p_ptr->ele_immune = v;
2401 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2402 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2403 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2404 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2405 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2406 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2407 _("(なし)", "do nothing special.")))))));
2410 if (disturb_state) disturb(FALSE, FALSE);
2411 p_ptr->redraw |= (PR_STATUS);
2412 p_ptr->update |= (PU_BONUS);
2419 * @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
2421 * @param do_dec 現在の継続時間より長い値のみ上書きする
2422 * @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。
2424 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2426 bool notice = FALSE;
2427 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2429 if (p_ptr->is_dead) return FALSE;
2434 if (p_ptr->oppose_acid && !do_dec)
2436 if (p_ptr->oppose_acid > v) return FALSE;
2438 else if (!IS_OPPOSE_ACID())
2440 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2448 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2450 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2456 p_ptr->oppose_acid = v;
2458 /* Nothing to notice */
2459 if (!notice) return (FALSE);
2460 p_ptr->redraw |= (PR_STATUS);
2462 if (disturb_state) disturb(FALSE, FALSE);
2468 * @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
2470 * @param do_dec 現在の継続時間より長い値のみ上書きする
2471 * @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。
2473 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2475 bool notice = FALSE;
2476 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2478 if (p_ptr->is_dead) return FALSE;
2483 if (p_ptr->oppose_elec && !do_dec)
2485 if (p_ptr->oppose_elec > v) return FALSE;
2487 else if (!IS_OPPOSE_ELEC())
2489 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2497 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2499 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2505 p_ptr->oppose_elec = v;
2507 /* Nothing to notice */
2508 if (!notice) return (FALSE);
2509 p_ptr->redraw |= (PR_STATUS);
2511 if (disturb_state) disturb(FALSE, FALSE);
2517 * @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
2519 * @param do_dec 現在の継続時間より長い値のみ上書きする
2520 * @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。
2522 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2524 bool notice = FALSE;
2525 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2527 if (p_ptr->is_dead) return FALSE;
2529 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2533 if (p_ptr->oppose_fire && !do_dec)
2535 if (p_ptr->oppose_fire > v) return FALSE;
2537 else if (!IS_OPPOSE_FIRE())
2539 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2547 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2549 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2555 p_ptr->oppose_fire = v;
2557 /* Nothing to notice */
2558 if (!notice) return (FALSE);
2559 p_ptr->redraw |= (PR_STATUS);
2561 if (disturb_state) disturb(FALSE, FALSE);
2567 * @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
2569 * @param do_dec 現在の継続時間より長い値のみ上書きする
2570 * @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。
2572 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2574 bool notice = FALSE;
2575 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2577 if (p_ptr->is_dead) return FALSE;
2582 if (p_ptr->oppose_cold && !do_dec)
2584 if (p_ptr->oppose_cold > v) return FALSE;
2586 else if (!IS_OPPOSE_COLD())
2588 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2596 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2598 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2604 p_ptr->oppose_cold = v;
2606 /* Nothing to notice */
2607 if (!notice) return (FALSE);
2608 p_ptr->redraw |= (PR_STATUS);
2610 if (disturb_state) disturb(FALSE, FALSE);
2616 * @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
2618 * @param do_dec 現在の継続時間より長い値のみ上書きする
2619 * @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。
2621 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2623 bool notice = FALSE;
2624 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2626 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2627 if (p_ptr->is_dead) return FALSE;
2632 if (p_ptr->oppose_pois && !do_dec)
2634 if (p_ptr->oppose_pois > v) return FALSE;
2636 else if (!IS_OPPOSE_POIS())
2638 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2646 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2648 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2654 p_ptr->oppose_pois = v;
2656 /* Nothing to notice */
2657 if (!notice) return (FALSE);
2658 p_ptr->redraw |= (PR_STATUS);
2660 if (disturb_state) disturb(FALSE, FALSE);
2666 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2668 * @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。
2670 * Note the special code to only notice "range" changes.
2672 bool set_stun(TIME_EFFECT v)
2674 int old_aux, new_aux;
2675 bool notice = FALSE;
2676 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2678 if (p_ptr->is_dead) return FALSE;
2679 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2682 if (p_ptr->stun > 100)
2688 else if (p_ptr->stun > 50)
2694 else if (p_ptr->stun > 0)
2730 if (new_aux > old_aux)
2732 /* Describe the state */
2736 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2739 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;
2742 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;
2745 if (randint1(1000) < v || one_in_(16))
2747 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2751 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2752 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2754 else if (one_in_(2))
2756 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2760 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2763 if (p_ptr->special_defense & KATA_MASK)
2765 msg_print(_("型が崩れた。", "Your posture gets loose."));
2766 p_ptr->special_defense &= ~(KATA_MASK);
2767 p_ptr->update |= (PU_BONUS);
2768 p_ptr->update |= (PU_MONSTERS);
2769 p_ptr->redraw |= (PR_STATE);
2770 p_ptr->redraw |= (PR_STATUS);
2771 p_ptr->action = ACTION_NONE;
2775 if (p_ptr->concent) reset_concentration(TRUE);
2778 if (hex_spelling_any()) stop_hex_spell_all();
2784 else if (new_aux < old_aux)
2786 /* Describe the state */
2791 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2793 if (disturb_state) disturb(FALSE, FALSE);
2804 if (!notice) return (FALSE);
2806 if (disturb_state) disturb(FALSE, FALSE);
2807 p_ptr->update |= (PU_BONUS);
2809 /* Redraw the "stun" */
2810 p_ptr->redraw |= (PR_STUN);
2817 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2819 * @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。
2821 * Note the special code to only notice "range" changes.
2823 bool set_cut(TIME_EFFECT v)
2825 int old_aux, new_aux;
2826 bool notice = FALSE;
2827 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2829 if (p_ptr->is_dead) return FALSE;
2831 if ((p_ptr->prace == RACE_GOLEM ||
2832 p_ptr->prace == RACE_SKELETON ||
2833 p_ptr->prace == RACE_SPECTRE ||
2834 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2839 if (p_ptr->cut > 1000)
2845 else if (p_ptr->cut > 200)
2851 else if (p_ptr->cut > 100)
2857 else if (p_ptr->cut > 50)
2863 else if (p_ptr->cut > 25)
2869 else if (p_ptr->cut > 10)
2875 else if (p_ptr->cut > 0)
2935 if (new_aux > old_aux)
2937 /* Describe the state */
2941 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2944 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2947 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2950 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2953 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2956 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;
2959 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;
2964 if (randint1(1000) < v || one_in_(16))
2966 if (!p_ptr->sustain_chr)
2968 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2975 else if (new_aux < old_aux)
2977 /* Describe the state */
2982 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");
2984 if (disturb_state) disturb(FALSE, FALSE);
2995 if (!notice) return (FALSE);
2997 if (disturb_state) disturb(FALSE, FALSE);
2998 p_ptr->update |= (PU_BONUS);
3000 /* Redraw the "cut" */
3001 p_ptr->redraw |= (PR_CUT);
3007 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3009 * @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。
3011 * Set "", notice observable changes\n
3013 * The "p_ptr->food" variable can get as large as 20000, allowing the
3014 * addition of the most "filling" item, Elvish Waybread, which adds
3015 * 7500 food units, without overflowing the 32767 maximum limit.\n
3017 * Perhaps we should disturb the player with various messages,
3018 * especially messages about hunger status changes. \n
3020 * Digestion of food is handled in "dungeon.c", in which, normally,
3021 * the player digests about 20 food units per 100 game turns, more
3022 * when "fast", more when "regenerating", less with "slow digestion",
3023 * but when the player is "gorged", he digests 100 food units per 10
3024 * game turns, or a full 1000 food units per 100 game turns.\n
3026 * Note that the player's speed is reduced by 10 units while gorged,
3027 * so if the player eats a single food ration (5000 food units) when
3028 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3029 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3030 * affecting the player speed).\n
3032 bool set_food(TIME_EFFECT v)
3034 int old_aux, new_aux;
3036 bool notice = FALSE;
3037 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3039 /* Fainting / Starving */
3040 if (p_ptr->food < PY_FOOD_FAINT)
3046 else if (p_ptr->food < PY_FOOD_WEAK)
3052 else if (p_ptr->food < PY_FOOD_ALERT)
3058 else if (p_ptr->food < PY_FOOD_FULL)
3064 else if (p_ptr->food < PY_FOOD_MAX)
3075 /* Fainting / Starving */
3076 if (v < PY_FOOD_FAINT)
3082 else if (v < PY_FOOD_WEAK)
3088 else if (v < PY_FOOD_ALERT)
3094 else if (v < PY_FOOD_FULL)
3100 else if (v < PY_FOOD_MAX)
3111 if (old_aux < 1 && new_aux > 0)
3112 chg_virtue(V_PATIENCE, 2);
3113 else if (old_aux < 3 && (old_aux != new_aux))
3114 chg_virtue(V_PATIENCE, 1);
3116 chg_virtue(V_TEMPERANCE, 1);
3118 chg_virtue(V_TEMPERANCE, -1);
3121 if (new_aux > old_aux)
3123 /* Describe the state */
3127 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3130 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3133 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3136 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3140 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3141 chg_virtue(V_HARMONY, -1);
3142 chg_virtue(V_PATIENCE, -1);
3143 chg_virtue(V_TEMPERANCE, -2);
3153 else if (new_aux < old_aux)
3155 /* Describe the state */
3158 /* Fainting / Starving */
3159 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;
3162 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3165 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3168 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3171 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3174 if (p_ptr->wild_mode && (new_aux < 2))
3186 /* Nothing to notice */
3187 if (!notice) return (FALSE);
3189 if (disturb_state) disturb(FALSE, FALSE);
3190 p_ptr->update |= (PU_BONUS);
3193 p_ptr->redraw |= (PR_HUNGER);
3199 * @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-
3200 * @param stat 上昇させるステータスID
3201 * @return 実際に上昇した場合TRUEを返す。
3203 * Note that this function (used by stat potions) now restores\n
3204 * the stat BEFORE increasing it.\n
3206 bool inc_stat(int stat)
3208 BASE_STATUS value, gain;
3210 /* Then augment the current/max stat */
3211 value = p_ptr->stat_cur[stat];
3213 /* Cannot go above 18/100 */
3214 if (value < p_ptr->stat_max_max[stat])
3216 /* Gain one (sometimes two) points */
3219 gain = ((randint0(100) < 75) ? 1 : 2);
3223 /* Gain 1/6 to 1/3 of distance to 18/100 */
3224 else if (value < (p_ptr->stat_max_max[stat]-2))
3226 /* Approximate gain value */
3227 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3228 if (gain < 1) gain = 1;
3230 /* Apply the bonus */
3231 value += randint1(gain) + gain / 2;
3234 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3237 /* Gain one point at a time */
3243 /* Save the new value */
3244 p_ptr->stat_cur[stat] = value;
3246 /* Bring up the maximum too */
3247 if (value > p_ptr->stat_max[stat])
3249 p_ptr->stat_max[stat] = value;
3251 p_ptr->update |= (PU_BONUS);
3257 /* Nothing to gain */
3262 * @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.
3263 * @param stat 減少させるステータスID
3264 * @param amount 減少させる基本量
3265 * @param permanent TRUEならば現在の最大値を減少させる
3266 * @return 実際に減少した場合TRUEを返す。
3269 * Amount could be a little higher in extreme cases to mangle very high\n
3270 * stats from massive assaults. -CWS\n
3272 * Note that "permanent" means that the *given* amount is permanent,\n
3273 * not that the new value becomes permanent. This may not work exactly\n
3274 * as expected, due to "weirdness" in the algorithm, but in general,\n
3275 * if your stat is already drained, the "max" value will not drop all\n
3276 * the way down to the "cur" value.\n
3278 bool dec_stat(int stat, int amount, int permanent)
3280 BASE_STATUS cur, max;
3285 /* Acquire current value */
3286 cur = p_ptr->stat_cur[stat];
3287 max = p_ptr->stat_max[stat];
3289 /* Note when the values are identical */
3290 same = (cur == max);
3292 /* Damage "current" value */
3295 /* Handle "low" values */
3298 if (amount > 90) cur--;
3299 if (amount > 50) cur--;
3300 if (amount > 20) cur--;
3304 /* Handle "high" values */
3307 /* Hack -- Decrement by a random amount between one-quarter */
3308 /* and one-half of the stat bonus times the percentage, with a */
3309 /* minimum damage of half the percentage. -CWS */
3310 loss = (((cur-18) / 2 + 1) / 2 + 1);
3311 if (loss < 1) loss = 1;
3313 /* Randomize the loss */
3314 loss = ((randint1(loss) + loss) * amount) / 100;
3317 if (loss < amount/2) loss = amount/2;
3319 /* Lose some points */
3322 /* Hack -- Only reduce stat to 17 sometimes */
3323 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3326 /* Prevent illegal values */
3327 if (cur < 3) cur = 3;
3329 /* Something happened */
3330 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3333 /* Damage "max" value */
3334 if (permanent && (max > 3))
3336 chg_virtue(V_SACRIFICE, 1);
3337 if (stat == A_WIS || stat == A_INT)
3338 chg_virtue(V_ENLIGHTEN, -2);
3340 /* Handle "low" values */
3343 if (amount > 90) max--;
3344 if (amount > 50) max--;
3345 if (amount > 20) max--;
3349 /* Handle "high" values */
3352 /* Hack -- Decrement by a random amount between one-quarter */
3353 /* and one-half of the stat bonus times the percentage, with a */
3354 /* minimum damage of half the percentage. -CWS */
3355 loss = (((max-18) / 2 + 1) / 2 + 1);
3356 loss = ((randint1(loss) + loss) * amount) / 100;
3357 if (loss < amount/2) loss = amount/2;
3359 /* Lose some points */
3362 /* Hack -- Only reduce stat to 17 sometimes */
3363 if (max < 18) max = (amount <= 20) ? 18 : 17;
3366 /* Hack -- keep it clean */
3367 if (same || (max < cur)) max = cur;
3369 /* Something happened */
3370 if (max != p_ptr->stat_max[stat]) res = TRUE;
3375 /* Actually set the stat to its new value. */
3376 p_ptr->stat_cur[stat] = cur;
3377 p_ptr->stat_max[stat] = max;
3379 p_ptr->redraw |= (PR_STATS);
3380 p_ptr->update |= (PU_BONUS);
3388 * @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.
3389 * @param stat 回復ステータスID
3390 * @return 実際に回復した場合TRUEを返す。
3392 bool res_stat(int stat)
3394 /* Restore if needed */
3395 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3397 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3398 p_ptr->update |= (PU_BONUS);
3399 p_ptr->redraw |= (PR_STATS);
3405 /* Nothing to restore */
3411 * Increase players hit points, notice effects
3413 bool hp_player(int num)
3416 vir = virtue_number(V_VITALITY);
3418 if(num <= 0) return (FALSE);
3422 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3424 /* Healing needed */
3425 if (p_ptr->chp < p_ptr->mhp)
3427 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3428 chg_virtue(V_TEMPERANCE, 1);
3429 /* Gain hitpoints */
3432 /* Enforce maximum */
3433 if (p_ptr->chp >= p_ptr->mhp)
3435 p_ptr->chp = p_ptr->mhp;
3436 p_ptr->chp_frac = 0;
3439 p_ptr->redraw |= (PR_HP);
3441 p_ptr->window |= (PW_PLAYER);
3446 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3452 msg_print(_("気分が良くなった。", "You feel better."));
3458 msg_print(_("とても気分が良くなった。", "You feel much better."));
3464 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3476 * Array of stat "descriptions"
3478 static concptr desc_stat_pos[] =
3483 _("器用に", "dextrous"),
3484 _("健康に", "healthy"),
3490 * Array of stat "descriptions"
3492 static concptr desc_stat_neg[] =
3497 _("不器用に", "clumsy"),
3498 _("不健康に", "sickly"),
3506 bool do_dec_stat(int stat)
3510 /* Access the "sustain" */
3513 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3514 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3515 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3516 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3517 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3518 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3522 if (sust && (!ironman_nightmare || randint0(13)))
3524 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."),
3525 desc_stat_neg[stat]);
3531 /* Attempt to reduce the stat */
3532 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3534 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3540 /* Nothing obvious */
3546 * Restore lost "points" in a stat
3548 bool do_res_stat(int stat)
3550 /* Attempt to increase */
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 * Gain a "point" in a stat
3566 bool do_inc_stat(int stat)
3570 /* Restore strength */
3571 res = res_stat(stat);
3573 /* Attempt to increase */
3578 chg_virtue(V_ENLIGHTEN, 1);
3579 chg_virtue(V_FAITH, 1);
3581 else if (stat == A_INT)
3583 chg_virtue(V_KNOWLEDGE, 1);
3584 chg_virtue(V_ENLIGHTEN, 1);
3586 else if (stat == A_CON)
3587 chg_virtue(V_VITALITY, 1);
3589 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3594 /* Restoration worked */
3597 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3602 /* Nothing obvious */
3608 * Restores any drained experience
3610 bool restore_level(void)
3612 /* Restore experience */
3613 if (p_ptr->exp < p_ptr->max_exp)
3615 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3617 /* Restore the experience */
3618 p_ptr->exp = p_ptr->max_exp;
3620 /* Check the experience */
3634 bool lose_all_info(void)
3638 chg_virtue(V_KNOWLEDGE, -5);
3639 chg_virtue(V_ENLIGHTEN, -5);
3641 /* Forget info about objects */
3642 for (i = 0; i < INVEN_TOTAL; i++)
3644 object_type *o_ptr = &p_ptr->inventory_list[i];
3645 if (!o_ptr->k_idx) continue;
3647 /* Allow "protection" by the MENTAL flag */
3648 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3650 /* Remove "default inscriptions" */
3651 o_ptr->feeling = FEEL_NONE;
3653 /* Hack -- Clear the "empty" flag */
3654 o_ptr->ident &= ~(IDENT_EMPTY);
3656 /* Hack -- Clear the "known" flag */
3657 o_ptr->ident &= ~(IDENT_KNOWN);
3659 /* Hack -- Clear the "felt" flag */
3660 o_ptr->ident &= ~(IDENT_SENSE);
3662 p_ptr->update |= (PU_BONUS);
3663 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3665 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3667 /* Mega-Hack -- Forget the map */
3675 void do_poly_wounds(void)
3677 /* Changed to always provide at least _some_ healing */
3678 s16b wounds = p_ptr->cut;
3679 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3680 s16b change = damroll(p_ptr->lev, 5);
3681 bool Nasty_effect = one_in_(5);
3683 if (!(wounds || hit_p || Nasty_effect)) return;
3685 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3689 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3690 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3695 set_cut(p_ptr->cut - (change / 2));
3701 * Change player race
3703 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3705 concptr title = race_info[new_race].title;
3706 int old_race = p_ptr->prace;
3709 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3711 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);
3714 chg_virtue(V_CHANCE, 2);
3716 if (p_ptr->prace < 32)
3718 p_ptr->old_race1 |= 1L << p_ptr->prace;
3722 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3724 p_ptr->prace = new_race;
3725 rp_ptr = &race_info[p_ptr->prace];
3727 /* Experience factor */
3728 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3731 * The speed bonus of Klackons and Sprites are disabled
3732 * and the experience penalty is decreased.
3734 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)))
3735 p_ptr->expfact -= 15;
3737 /* Get character's height and weight */
3738 get_height_weight();
3741 if (p_ptr->pclass == CLASS_SORCERER)
3742 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3744 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3746 roll_hitdice(p_ptr, 0L);
3748 /* The experience level may be modified */
3751 p_ptr->redraw |= (PR_BASIC);
3753 p_ptr->update |= (PU_BONUS);
3757 /* Load an autopick preference file */
3758 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3760 /* Player's graphic tile may change */
3761 lite_spot(p_ptr->y, p_ptr->x);
3765 void do_poly_self(void)
3767 int power = p_ptr->lev;
3769 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3770 chg_virtue(V_CHANCE, 1);
3772 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3774 char effect_msg[80] = "";
3775 CHARACTER_IDX new_race;
3777 /* Some form of racial polymorph... */
3780 if ((power > randint0(5)) && one_in_(4))
3785 if (p_ptr->psex == SEX_MALE)
3787 p_ptr->psex = SEX_FEMALE;
3788 sp_ptr = &sex_info[p_ptr->psex];
3789 sprintf(effect_msg, _("女性の", "female "));
3793 p_ptr->psex = SEX_MALE;
3794 sp_ptr = &sex_info[p_ptr->psex];
3795 sprintf(effect_msg, _("男性の", "male "));
3799 if ((power > randint0(30)) && one_in_(5))
3803 /* Harmful deformity */
3810 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3816 /* Deformities are discriminated against! */
3817 (void)dec_stat(A_CHR, randint1(6), TRUE);
3822 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3823 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3827 sprintf(effect_msg,_("奇形の", "deformed "));
3831 while ((power > randint0(20)) && one_in_(10))
3833 /* Polymorph into a less mutated form */
3836 if (!lose_mutation(0))
3837 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3842 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3844 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3846 change_race(new_race, effect_msg);
3849 if ((power > randint0(30)) && one_in_(6))
3855 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");
3859 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3864 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!"));
3865 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3871 if ((power > randint0(20)) && one_in_(4))
3876 roll_hitdice(p_ptr, 0L);
3879 while ((power > randint0(15)) && one_in_(3))
3882 (void)gain_mutation(p_ptr, 0);
3885 if (power > randint0(5))
3891 /* Note: earlier deductions may have left power < 0 already. */
3901 * Decreases players hit points and sets death flag if necessary
3903 * Invulnerability needs to be changed into a "shield"
3905 * Hack -- this function allows the user to save (or quit)
3906 * the game when he dies, since the "You die." message is shown before
3907 * setting the player to "dead".
3910 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3912 int old_chp = p_ptr->chp;
3914 char death_message[1024];
3917 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3918 if (p_ptr->is_dead) return 0;
3920 if (p_ptr->sutemi) damage *= 2;
3921 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3923 if (easy_band) damage = (damage+1)/2;
3925 if (damage_type != DAMAGE_USELIFE)
3927 disturb(TRUE, TRUE);
3930 p_ptr->now_damaged = TRUE;
3934 if (monspell >= 0) learn_spell(monspell);
3936 /* Mega-Hack -- Apply "invulnerability" */
3937 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3939 if (IS_INVULN() && (damage < 9000))
3941 if (damage_type == DAMAGE_FORCE)
3943 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3945 else if (one_in_(PENETRATE_INVULNERABILITY))
3947 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3955 if (CHECK_MULTISHADOW())
3957 if (damage_type == DAMAGE_FORCE)
3959 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3961 else if (damage_type == DAMAGE_ATTACK)
3963 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!"));
3968 if (p_ptr->wraith_form)
3970 if (damage_type == DAMAGE_FORCE)
3972 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3977 if ((damage == 0) && one_in_(2)) damage = 1;
3981 if (p_ptr->special_defense & KATA_MUSOU)
3984 if ((damage == 0) && one_in_(2)) damage = 1;
3986 } /* not if LOSELIFE USELIFE */
3988 /* Hurt the player */
3989 p_ptr->chp -= damage;
3990 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3992 damage += p_ptr->chp;
3996 /* Display the hitpoints */
3997 p_ptr->redraw |= (PR_HP);
3999 p_ptr->window |= (PW_PLAYER);
4001 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4003 chg_virtue(V_SACRIFICE, 1);
4004 chg_virtue(V_CHANCE, 2);
4010 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4012 #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 */
4014 if(!save_player()) msg_print("セーブ失敗!");
4019 chg_virtue(V_SACRIFICE, 10);
4022 p_ptr->leaving = TRUE;
4025 p_ptr->is_dead = TRUE;
4027 if (p_ptr->inside_arena)
4029 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4030 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4032 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4036 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
4037 bool seppuku = streq(hit_from, "Seppuku");
4038 bool winning_seppuku = p_ptr->total_winner && seppuku;
4040 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4043 /* Make screen dump */
4044 screen_dump = make_screen_dump();
4047 /* Note cause of death */
4050 strcpy(p_ptr->died_from, hit_from);
4052 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4059 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);
4061 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4063 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4066 /* No longer a winner */
4067 p_ptr->total_winner = FALSE;
4069 if (winning_seppuku)
4071 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4077 if (p_ptr->inside_arena)
4078 strcpy(buf,_("アリーナ", "in the Arena"));
4079 else if (!current_floor_ptr->dun_level)
4080 strcpy(buf,_("地上", "on the surface"));
4081 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4082 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4083 strcpy(buf,_("クエスト", "in a quest"));
4085 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4087 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4088 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4091 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4092 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4096 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4098 do_cmd_save_screen();
4103 /* Initialize "last message" buffer */
4104 if (p_ptr->last_message) string_free(p_ptr->last_message);
4105 p_ptr->last_message = NULL;
4107 /* Hack -- Note death */
4111 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4113 msg_print(android ? "You are broken." : "You die.");
4120 if (winning_seppuku)
4122 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4126 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4132 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4134 while (!get_string("Last word: ", death_message, 1024)) ;
4137 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4139 if (death_message[0] == '\0')
4142 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4144 strcpy(death_message, android ? "You are broken." : "You die.");
4147 else p_ptr->last_message = string_make(death_message);
4150 if (winning_seppuku)
4155 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4156 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4163 for (i = 0; i < 40; i++)
4164 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4166 str = death_message;
4167 if (strncmp(str, "「", 2) == 0) str += 2;
4169 str2 = my_strstr(str, "」");
4170 if (str2 != NULL) *str2 = '\0';
4175 str2 = my_strstr(str, " ");
4176 if (str2 == NULL) len = strlen(str);
4177 else len = str2 - str;
4181 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4183 if (str2 == NULL) break;
4187 if (*str == 0) break;
4191 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4195 /* Make screen dump */
4196 screen_dump = make_screen_dump();
4199 /* Wait a key press */
4204 msg_print(death_message);
4214 /* Hitpoint warning */
4215 if (p_ptr->chp < warning)
4217 /* Hack -- bell on first notice */
4218 if (old_chp > warning) bell();
4222 if (record_danger && (old_chp > warning))
4224 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4225 hit_from = _("何か", "something");
4227 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4228 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4233 /* stop auto_more even if DAMAGE_USELIFE */
4234 p_ptr->now_damaged = TRUE;
4237 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4241 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4252 void gain_exp_64(s32b amount, u32b amount_frac)
4254 if (p_ptr->is_dead) return;
4256 if (p_ptr->prace == RACE_ANDROID) return;
4258 /* Gain some experience */
4259 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4261 /* Slowly recover from experience drainage */
4262 if (p_ptr->exp < p_ptr->max_exp)
4264 /* Gain max experience (20%) (was 10%) */
4265 p_ptr->max_exp += amount / 5;
4268 /* Check Experience */
4276 void gain_exp(s32b amount)
4278 gain_exp_64(amount, 0L);
4282 void calc_android_exp(void)
4286 if (p_ptr->is_dead) return;
4288 if (p_ptr->prace != RACE_ANDROID) return;
4290 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4292 object_type *o_ptr = &p_ptr->inventory_list[i];
4294 object_type *q_ptr = &forge;
4296 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4298 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4299 if (!o_ptr->k_idx) continue;
4302 object_copy(q_ptr, o_ptr);
4303 q_ptr->discount = 0;
4304 q_ptr->curse_flags = 0L;
4306 if (object_is_fixed_artifact(o_ptr))
4308 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4309 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4311 else if (object_is_ego(o_ptr))
4313 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4315 else if (o_ptr->art_name)
4317 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4320 if (!object_is_weapon_ammo(o_ptr))
4323 if (total_flags < 15000) fake_level = 10;
4324 else if (total_flags < 35000) fake_level = 25;
4325 else fake_level = 40;
4330 if (total_flags < 20000) fake_level = 10;
4331 else if (total_flags < 45000) fake_level = 25;
4332 else fake_level = 40;
4335 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4338 value = object_value_real(q_ptr);
4340 if (value <= 0) continue;
4341 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4342 if (value > 5000000L) value = 5000000L;
4343 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4345 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4346 (o_ptr->tval == TV_DRAG_ARMOR) ||
4347 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4348 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4349 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4350 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4351 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4353 if (level > 65) level = 35 + (level - 65) / 5;
4354 else if (level > 35) level = 25 + (level - 35) / 3;
4355 else if (level > 15) level = 15 + (level - 15) / 2;
4356 exp = MIN(100000L, value) / 2 * level * level;
4357 if (value > 100000L)
4358 exp += (value - 100000L) / 8 * level * level;
4362 exp = MIN(100000L, value) * level;
4363 if (value > 100000L)
4364 exp += (value - 100000L) / 4 * level;
4366 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4367 else total_exp += exp / 16;
4368 if (i == INVEN_BODY) total_exp += exp / 32;
4370 p_ptr->exp = p_ptr->max_exp = total_exp;
4372 /* Check Experience */
4380 void lose_exp(s32b amount)
4382 if (p_ptr->prace == RACE_ANDROID) return;
4384 /* Never drop below zero experience */
4385 if (amount > p_ptr->exp) amount = p_ptr->exp;
4387 /* Lose some experience */
4388 p_ptr->exp -= amount;
4390 /* Check Experience */
4397 * If resisted to draining, return FALSE
4399 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4401 /* Androids and their mimics are never drained */
4402 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4404 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4406 /* Hold experience */
4407 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4411 /* Hold experience failed */
4412 if (p_ptr->hold_exp)
4414 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4419 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!"));
4427 bool set_ultimate_res(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->ult_res && !do_dec)
4439 if (p_ptr->ult_res > v) return FALSE;
4441 else if (!p_ptr->ult_res)
4443 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!"));
4453 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"));
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_nether(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_nether && !do_dec)
4483 if (p_ptr->tim_res_nether > v) return FALSE;
4485 else if (!p_ptr->tim_res_nether)
4487 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4495 if (p_ptr->tim_res_nether)
4497 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"));
4503 p_ptr->tim_res_nether = 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);
4515 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4517 bool notice = FALSE;
4518 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4520 if (p_ptr->is_dead) return FALSE;
4525 if (p_ptr->tim_res_time && !do_dec)
4527 if (p_ptr->tim_res_time > v) return FALSE;
4529 else if (!p_ptr->tim_res_time)
4531 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!"));
4539 if (p_ptr->tim_res_time)
4541 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"));
4547 p_ptr->tim_res_time = v;
4548 p_ptr->redraw |= (PR_STATUS);
4550 /* Nothing to notice */
4551 if (!notice) return (FALSE);
4553 if (disturb_state) disturb(FALSE, FALSE);
4554 p_ptr->update |= (PU_BONUS);
4561 * Choose a warrior-mage elemental attack. -LM-
4563 bool choose_ele_attack(void)
4569 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4571 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."));
4576 num = (p_ptr->lev - 20) / 5;
4577 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4580 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4585 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4590 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4595 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4604 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4608 if ((choice == 'a') || (choice == 'A'))
4609 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4610 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4611 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4612 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4613 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4614 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4615 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4616 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4617 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4620 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4630 * Choose a elemental immune. -LM-
4632 bool choose_ele_immune(TIME_EFFECT immune_turn)
4637 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4638 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4639 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4640 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4648 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4652 if ((choice == 'a') || (choice == 'A'))
4653 set_ele_immune(DEFENSE_FIRE, immune_turn);
4654 else if ((choice == 'b') || (choice == 'B'))
4655 set_ele_immune(DEFENSE_COLD, immune_turn);
4656 else if ((choice == 'c') || (choice == 'C'))
4657 set_ele_immune(DEFENSE_ACID, immune_turn);
4658 else if ((choice == 'd') || (choice == 'D'))
4659 set_ele_immune(DEFENSE_ELEC, immune_turn);
4662 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));