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
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "realm-hex.h"
24 #include "object-hook.h"
26 #include "spells-floor.h"
27 #include "player-move.h"
28 #include "player-effects.h"
29 #include "monster-status.h"
32 #include "player-effects.h"
35 * @brief プレイヤーの継続行動を設定する。
36 * @param typ 継続行動のID\n
37 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
40 void set_action(ACTION_IDX typ)
42 int prev_typ = p_ptr->action;
54 msg_print(_("探索をやめた。", "You no longer walk carefully."));
55 p_ptr->redraw |= (PR_SPEED);
65 msg_print(_("学習をやめた。", "You stop Learning"));
71 msg_print(_("構えをといた。", "You stop assuming the posture."));
72 p_ptr->special_defense &= ~(KAMAE_MASK);
77 msg_print(_("型を崩した。", "You stop assuming the posture."));
78 p_ptr->special_defense &= ~(KATA_MASK);
79 p_ptr->update |= (PU_MONSTERS);
80 p_ptr->redraw |= (PR_STATUS);
85 msg_print(_("歌うのをやめた。", "You stop singing."));
90 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
91 take_turn(p_ptr, 100);
96 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
104 /* If we are requested other action, stop singing */
105 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
106 if (prev_typ == ACTION_SPELL) stop_hex_spell();
108 switch (p_ptr->action)
112 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
113 p_ptr->redraw |= (PR_SPEED);
118 msg_print(_("学習を始めた。", "You begin Learning"));
123 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
126 case ACTION_HAYAGAKE:
128 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
136 p_ptr->update |= (PU_BONUS);
137 p_ptr->redraw |= (PR_STATE);
141 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
144 void reset_tim_flags(void)
146 p_ptr->fast = 0; /* Timed -- Fast */
147 p_ptr->lightspeed = 0;
148 p_ptr->slow = 0; /* Timed -- Slow */
149 p_ptr->blind = 0; /* Timed -- Blindness */
150 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
151 p_ptr->confused = 0; /* Timed -- Confusion */
152 p_ptr->afraid = 0; /* Timed -- Fear */
153 p_ptr->image = 0; /* Timed -- Hallucination */
154 p_ptr->poisoned = 0; /* Timed -- Poisoned */
155 p_ptr->cut = 0; /* Timed -- Cut */
156 p_ptr->stun = 0; /* Timed -- Stun */
158 p_ptr->protevil = 0; /* Timed -- Protection */
159 p_ptr->invuln = 0; /* Timed -- Invulnerable */
161 p_ptr->hero = 0; /* Timed -- Heroism */
162 p_ptr->shero = 0; /* Timed -- Super Heroism */
163 p_ptr->shield = 0; /* Timed -- Shield Spell */
164 p_ptr->blessed = 0; /* Timed -- Blessed */
165 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
166 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
167 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
168 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
170 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
171 p_ptr->tim_levitation = 0;
172 p_ptr->tim_sh_touki = 0;
173 p_ptr->tim_sh_fire = 0;
174 p_ptr->tim_sh_holy = 0;
175 p_ptr->tim_eyeeye = 0;
177 p_ptr->resist_magic = 0;
180 p_ptr->tim_res_nether = 0;
181 p_ptr->tim_res_time = 0;
182 p_ptr->tim_mimic = 0;
183 p_ptr->mimic_form = 0;
184 p_ptr->tim_reflect = 0;
185 p_ptr->multishadow = 0;
187 p_ptr->action = ACTION_NONE;
189 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
190 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
191 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
192 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
193 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
195 p_ptr->word_recall = 0;
196 p_ptr->alter_reality = 0;
197 p_ptr->sutemi = FALSE;
198 p_ptr->counter = FALSE;
199 p_ptr->ele_attack = 0;
200 p_ptr->ele_immune = 0;
201 p_ptr->special_attack = 0L;
202 p_ptr->special_defense = 0L;
204 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
205 p_ptr->timewalk = FALSE;
207 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
208 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
209 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
213 (void)set_monster_fast(p_ptr->riding, 0);
214 (void)set_monster_slow(p_ptr->riding, 0);
215 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
218 if (p_ptr->pclass == CLASS_BARD)
220 SINGING_SONG_EFFECT(p_ptr) = 0;
221 SINGING_SONG_ID(p_ptr) = 0;
226 * @brief プレイヤーに魔力消去効果を与える。
229 void dispel_player(void)
231 (void)set_fast(0, TRUE);
232 (void)set_lightspeed(0, TRUE);
233 (void)set_slow(0, TRUE);
234 (void)set_shield(0, TRUE);
235 (void)set_blessed(0, TRUE);
236 (void)set_tsuyoshi(0, TRUE);
237 (void)set_hero(0, TRUE);
238 (void)set_shero(0, TRUE);
239 (void)set_protevil(0, TRUE);
240 (void)set_invuln(0, TRUE);
241 (void)set_wraith_form(0, TRUE);
242 (void)set_kabenuke(0, TRUE);
243 (void)set_tim_res_nether(0, TRUE);
244 (void)set_tim_res_time(0, TRUE);
246 (void)set_tim_reflect(0,TRUE);
247 (void)set_multishadow(0,TRUE);
248 (void)set_dustrobe(0,TRUE);
250 (void)set_tim_invis(0, TRUE);
251 (void)set_tim_infra(0, TRUE);
252 (void)set_tim_esp(0, TRUE);
253 (void)set_tim_regen(0, TRUE);
254 (void)set_tim_stealth(0, TRUE);
255 (void)set_tim_levitation(0, TRUE);
256 (void)set_tim_sh_touki(0, TRUE);
257 (void)set_tim_sh_fire(0, TRUE);
258 (void)set_tim_sh_holy(0, TRUE);
259 (void)set_tim_eyeeye(0, TRUE);
260 (void)set_magicdef(0, TRUE);
261 (void)set_resist_magic(0, TRUE);
262 (void)set_oppose_acid(0, TRUE);
263 (void)set_oppose_elec(0, TRUE);
264 (void)set_oppose_fire(0, TRUE);
265 (void)set_oppose_cold(0, TRUE);
266 (void)set_oppose_pois(0, TRUE);
267 (void)set_ultimate_res(0, TRUE);
268 (void)set_mimic(0, 0, TRUE);
269 (void)set_ele_attack(0, 0);
270 (void)set_ele_immune(0, 0);
272 /* Cancel glowing hands */
273 if (p_ptr->special_attack & ATTACK_CONFUSE)
275 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
276 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
279 if (music_singing_any() || hex_spelling_any())
281 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
282 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
283 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
284 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
286 p_ptr->action = ACTION_NONE;
287 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
288 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
289 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
290 p_ptr->energy_need += ENERGY_NEED();
296 * @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
299 * @param do_dec 現在の継続時間より長い値のみ上書きする
300 * @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。
302 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
305 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
307 if (p_ptr->is_dead) return FALSE;
312 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
314 if (p_ptr->tim_mimic > v) return FALSE;
316 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
318 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
319 p_ptr->mimic_form = p;
327 if (p_ptr->tim_mimic)
329 msg_print(_("変身が解けた。", "You are no longer transformed."));
330 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
338 p_ptr->tim_mimic = v;
340 /* Nothing to notice */
341 if (!notice) return (FALSE);
343 if (disturb_state) disturb(FALSE, TRUE);
345 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
346 p_ptr->update |= (PU_BONUS | PU_HP);
353 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
355 * @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。
357 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
358 * memorize any terrain features which suddenly become "visible".\n
359 * Note that blindness is currently the only thing which can affect\n
360 * "player_can_see_bold()".\n
362 bool set_blind(TIME_EFFECT v)
365 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
367 if (p_ptr->is_dead) return FALSE;
374 if (p_ptr->prace == RACE_ANDROID)
376 msg_print(_("センサーをやられた!", "You are blind!"));
380 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
384 chg_virtue(V_ENLIGHTEN, -1);
393 if (p_ptr->prace == RACE_ANDROID)
395 msg_print(_("センサーが復旧した。", "You can see again."));
399 msg_print(_("やっと目が見えるようになった。", "You can see again."));
408 p_ptr->redraw |= (PR_STATUS);
410 /* Nothing to notice */
411 if (!notice) return (FALSE);
412 if (disturb_state) disturb(FALSE, FALSE);
414 /* Fully update the visuals */
415 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
416 p_ptr->redraw |= (PR_MAP);
417 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
424 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
426 * @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。
428 bool set_confused(TIME_EFFECT v)
431 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
433 if (p_ptr->is_dead) return FALSE;
438 if (!p_ptr->confused)
440 msg_print(_("あなたは混乱した!", "You are confused!"));
442 if (p_ptr->action == ACTION_LEARN)
444 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
447 p_ptr->redraw |= (PR_STATE);
448 p_ptr->action = ACTION_NONE;
450 if (p_ptr->action == ACTION_KAMAE)
452 msg_print(_("構えがとけた。", "Your posture gets loose."));
453 p_ptr->special_defense &= ~(KAMAE_MASK);
454 p_ptr->update |= (PU_BONUS);
455 p_ptr->redraw |= (PR_STATE);
456 p_ptr->action = ACTION_NONE;
458 else if (p_ptr->action == ACTION_KATA)
460 msg_print(_("型が崩れた。", "Your posture gets loose."));
461 p_ptr->special_defense &= ~(KATA_MASK);
462 p_ptr->update |= (PU_BONUS);
463 p_ptr->update |= (PU_MONSTERS);
464 p_ptr->redraw |= (PR_STATE);
465 p_ptr->redraw |= (PR_STATUS);
466 p_ptr->action = ACTION_NONE;
470 if (p_ptr->concent) reset_concentration(TRUE);
473 if (hex_spelling_any()) stop_hex_spell_all();
476 p_ptr->counter = FALSE;
477 chg_virtue(V_HARMONY, -1);
486 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
487 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
494 p_ptr->redraw |= (PR_STATUS);
496 /* Nothing to notice */
497 if (!notice) return (FALSE);
499 if (disturb_state) disturb(FALSE, FALSE);
506 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
508 * @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。
510 bool set_poisoned(TIME_EFFECT v)
513 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
515 if (p_ptr->is_dead) return FALSE;
520 if (!p_ptr->poisoned)
522 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
532 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
539 p_ptr->redraw |= (PR_STATUS);
541 /* Nothing to notice */
542 if (!notice) return (FALSE);
544 if (disturb_state) disturb(FALSE, FALSE);
551 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
553 * @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。
555 bool set_afraid(TIME_EFFECT v)
558 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
560 if (p_ptr->is_dead) return FALSE;
567 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
569 if (p_ptr->special_defense & KATA_MASK)
571 msg_print(_("型が崩れた。", "Your posture gets loose."));
572 p_ptr->special_defense &= ~(KATA_MASK);
573 p_ptr->update |= (PU_BONUS);
574 p_ptr->update |= (PU_MONSTERS);
575 p_ptr->redraw |= (PR_STATE);
576 p_ptr->redraw |= (PR_STATUS);
577 p_ptr->action = ACTION_NONE;
581 p_ptr->counter = FALSE;
582 chg_virtue(V_VALOUR, -1);
591 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
598 p_ptr->redraw |= (PR_STATUS);
600 /* Nothing to notice */
601 if (!notice) return (FALSE);
603 if (disturb_state) disturb(FALSE, FALSE);
609 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
611 * @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。
613 bool set_paralyzed(TIME_EFFECT v)
616 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
618 if (p_ptr->is_dead) return FALSE;
623 if (!p_ptr->paralyzed)
625 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
627 if (p_ptr->concent) reset_concentration(TRUE);
630 if (hex_spelling_any()) stop_hex_spell_all();
632 p_ptr->counter = FALSE;
640 if (p_ptr->paralyzed)
642 msg_print(_("やっと動けるようになった。", "You can move again."));
648 p_ptr->paralyzed = v;
649 p_ptr->redraw |= (PR_STATUS);
651 /* Nothing to notice */
652 if (!notice) return (FALSE);
654 if (disturb_state) disturb(FALSE, FALSE);
655 p_ptr->redraw |= (PR_STATE);
661 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", 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。
664 * @details Note that we must redraw the map when hallucination changes.
666 bool set_image(TIME_EFFECT v)
669 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
671 if (p_ptr->is_dead) return FALSE;
672 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
678 set_tsuyoshi(0, TRUE);
681 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
684 if (p_ptr->concent) reset_concentration(TRUE);
686 p_ptr->counter = FALSE;
696 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."));
703 p_ptr->redraw |= (PR_STATUS);
705 /* Nothing to notice */
706 if (!notice) return (FALSE);
708 if (disturb_state) disturb(FALSE, TRUE);
710 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
711 p_ptr->update |= (PU_MONSTERS);
712 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
718 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
720 * @param do_dec 現在の継続時間より長い値のみ上書きする
721 * @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。
723 bool set_fast(TIME_EFFECT v, bool do_dec)
726 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
728 if (p_ptr->is_dead) return FALSE;
733 if (p_ptr->fast && !do_dec)
735 if (p_ptr->fast > v) return FALSE;
737 else if (!IS_FAST() && !p_ptr->lightspeed)
739 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
741 chg_virtue(V_PATIENCE, -1);
742 chg_virtue(V_DILIGENCE, 1);
749 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
751 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
759 /* Nothing to notice */
760 if (!notice) return (FALSE);
762 if (disturb_state) disturb(FALSE, FALSE);
763 p_ptr->update |= (PU_BONUS);
769 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
771 * @param do_dec 現在の継続時間より長い値のみ上書きする
772 * @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。
774 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
777 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
779 if (p_ptr->is_dead) return FALSE;
781 if (p_ptr->wild_mode) v = 0;
786 if (p_ptr->lightspeed && !do_dec)
788 if (p_ptr->lightspeed > v) return FALSE;
790 else if (!p_ptr->lightspeed)
792 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
794 chg_virtue(V_PATIENCE, -1);
795 chg_virtue(V_DILIGENCE, 1);
802 if (p_ptr->lightspeed)
804 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
810 p_ptr->lightspeed = v;
812 /* Nothing to notice */
813 if (!notice) return (FALSE);
815 if (disturb_state) disturb(FALSE, FALSE);
816 p_ptr->update |= (PU_BONUS);
822 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
824 * @param do_dec 現在の継続時間より長い値のみ上書きする
825 * @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。
827 bool set_slow(TIME_EFFECT v, bool do_dec)
830 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
832 if (p_ptr->is_dead) return FALSE;
837 if (p_ptr->slow && !do_dec)
839 if (p_ptr->slow > v) return FALSE;
841 else if (!p_ptr->slow)
843 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
853 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
861 /* Nothing to notice */
862 if (!notice) return (FALSE);
864 if (disturb_state) disturb(FALSE, FALSE);
865 p_ptr->update |= (PU_BONUS);
872 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
874 * @param do_dec 現在の継続時間より長い値のみ上書きする
875 * @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。
877 bool set_shield(TIME_EFFECT v, bool do_dec)
880 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
882 if (p_ptr->is_dead) return FALSE;
887 if (p_ptr->shield && !do_dec)
889 if (p_ptr->shield > v) return FALSE;
891 else if (!p_ptr->shield)
893 msg_print(_("肌が石になった。", "Your skin turns to stone."));
903 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
910 p_ptr->redraw |= (PR_STATUS);
912 /* Nothing to notice */
913 if (!notice) return (FALSE);
915 if (disturb_state) disturb(FALSE, FALSE);
916 p_ptr->update |= (PU_BONUS);
923 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
925 * @param do_dec 現在の継続時間より長い値のみ上書きする
926 * @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。
928 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
931 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
933 if (p_ptr->is_dead) return FALSE;
938 if (p_ptr->tsubureru && !do_dec)
940 if (p_ptr->tsubureru > v) return FALSE;
942 else if (!p_ptr->tsubureru)
944 msg_print(_("横に伸びた。", "Your body expands horizontally."));
952 if (p_ptr->tsubureru)
954 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
960 p_ptr->tsubureru = v;
961 p_ptr->redraw |= (PR_STATUS);
963 /* Nothing to notice */
964 if (!notice) return (FALSE);
966 if (disturb_state) disturb(FALSE, FALSE);
967 p_ptr->update |= (PU_BONUS);
974 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
976 * @param do_dec 現在の継続時間より長い値のみ上書きする
977 * @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。
979 bool set_magicdef(TIME_EFFECT v, bool do_dec)
982 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
984 if (p_ptr->is_dead) return FALSE;
989 if (p_ptr->magicdef && !do_dec)
991 if (p_ptr->magicdef > v) return FALSE;
993 else if (!p_ptr->magicdef)
995 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."));
1003 if (p_ptr->magicdef)
1005 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1011 p_ptr->magicdef = v;
1012 p_ptr->redraw |= (PR_STATUS);
1014 /* Nothing to notice */
1015 if (!notice) return (FALSE);
1017 if (disturb_state) disturb(FALSE, FALSE);
1018 p_ptr->update |= (PU_BONUS);
1024 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1026 * @param do_dec 現在の継続時間より長い値のみ上書きする
1027 * @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。
1029 bool set_blessed(TIME_EFFECT v, bool do_dec)
1031 bool notice = FALSE;
1032 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1034 if (p_ptr->is_dead) return FALSE;
1039 if (p_ptr->blessed && !do_dec)
1041 if (p_ptr->blessed > v) return FALSE;
1043 else if (!IS_BLESSED())
1045 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1053 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1055 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1062 p_ptr->redraw |= (PR_STATUS);
1064 /* Nothing to notice */
1065 if (!notice) return (FALSE);
1067 if (disturb_state) disturb(FALSE, FALSE);
1068 p_ptr->update |= (PU_BONUS);
1075 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1077 * @param do_dec 現在の継続時間より長い値のみ上書きする
1078 * @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。
1080 bool set_hero(TIME_EFFECT v, bool do_dec)
1082 bool notice = FALSE;
1083 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1085 if (p_ptr->is_dead) return FALSE;
1090 if (p_ptr->hero && !do_dec)
1092 if (p_ptr->hero > v) return FALSE;
1094 else if (!IS_HERO())
1096 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1104 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1106 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1113 p_ptr->redraw |= (PR_STATUS);
1115 /* Nothing to notice */
1116 if (!notice) return (FALSE);
1118 if (disturb_state) disturb(FALSE, FALSE);
1119 p_ptr->update |= (PU_BONUS);
1121 /* Recalculate hitpoints */
1122 p_ptr->update |= (PU_HP);
1128 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1129 * @param v 継続時間/ 0ならば無条件にリセット
1130 * @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
1131 * @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。
1133 bool set_shero(TIME_EFFECT v, bool do_dec)
1135 bool notice = FALSE;
1136 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1138 if (p_ptr->is_dead) return FALSE;
1140 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1144 if (p_ptr->shero && !do_dec)
1146 if (p_ptr->shero > v) return FALSE;
1148 else if (!p_ptr->shero)
1150 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1160 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1167 p_ptr->redraw |= (PR_STATUS);
1169 /* Nothing to notice */
1170 if (!notice) return (FALSE);
1172 if (disturb_state) disturb(FALSE, FALSE);
1173 p_ptr->update |= (PU_BONUS);
1175 /* Recalculate hitpoints */
1176 p_ptr->update |= (PU_HP);
1182 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1184 * @param do_dec 現在の継続時間より長い値のみ上書きする
1185 * @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。
1187 bool set_protevil(TIME_EFFECT v, bool do_dec)
1189 bool notice = FALSE;
1190 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1192 if (p_ptr->is_dead) return FALSE;
1197 if (p_ptr->protevil && !do_dec)
1199 if (p_ptr->protevil > v) return FALSE;
1201 else if (!p_ptr->protevil)
1203 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!"));
1211 if (p_ptr->protevil)
1213 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."));
1219 p_ptr->protevil = v;
1220 p_ptr->redraw |= (PR_STATUS);
1222 /* Nothing to notice */
1223 if (!notice) return (FALSE);
1225 if (disturb_state) disturb(FALSE, FALSE);
1231 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1233 * @param do_dec 現在の継続時間より長い値のみ上書きする
1234 * @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。
1236 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1238 bool notice = FALSE;
1239 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1241 if (p_ptr->is_dead) return FALSE;
1246 if (p_ptr->wraith_form && !do_dec)
1248 if (p_ptr->wraith_form > v) return FALSE;
1250 else if (!p_ptr->wraith_form)
1252 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!"));
1254 chg_virtue(V_UNLIFE, 3);
1255 chg_virtue(V_HONOUR, -2);
1256 chg_virtue(V_SACRIFICE, -2);
1257 chg_virtue(V_VALOUR, -5);
1259 p_ptr->redraw |= (PR_MAP);
1260 p_ptr->update |= (PU_MONSTERS);
1262 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1269 if (p_ptr->wraith_form)
1271 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1274 p_ptr->redraw |= (PR_MAP);
1275 p_ptr->update |= (PU_MONSTERS);
1277 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1282 p_ptr->wraith_form = v;
1283 p_ptr->redraw |= (PR_STATUS);
1285 /* Nothing to notice */
1286 if (!notice) return (FALSE);
1288 if (disturb_state) disturb(FALSE, FALSE);
1289 p_ptr->update |= (PU_BONUS);
1296 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1298 * @param do_dec 現在の継続時間より長い値のみ上書きする
1299 * @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。
1301 bool set_invuln(TIME_EFFECT v, bool do_dec)
1303 bool notice = FALSE;
1304 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1306 if (p_ptr->is_dead) return FALSE;
1311 if (p_ptr->invuln && !do_dec)
1313 if (p_ptr->invuln > v) return FALSE;
1315 else if (!IS_INVULN())
1317 msg_print(_("無敵だ!", "Invulnerability!"));
1320 chg_virtue(V_UNLIFE, -2);
1321 chg_virtue(V_HONOUR, -2);
1322 chg_virtue(V_SACRIFICE, -3);
1323 chg_virtue(V_VALOUR, -5);
1325 p_ptr->redraw |= (PR_MAP);
1326 p_ptr->update |= (PU_MONSTERS);
1328 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1335 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1337 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1340 p_ptr->redraw |= (PR_MAP);
1341 p_ptr->update |= (PU_MONSTERS);
1343 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1345 p_ptr->energy_need += ENERGY_NEED();
1351 p_ptr->redraw |= (PR_STATUS);
1353 /* Nothing to notice */
1354 if (!notice) return (FALSE);
1356 if (disturb_state) disturb(FALSE, FALSE);
1357 p_ptr->update |= (PU_BONUS);
1363 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1365 * @param do_dec 現在の継続時間より長い値のみ上書きする
1366 * @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。
1368 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1370 bool notice = FALSE;
1371 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1373 if (p_ptr->is_dead) return FALSE;
1378 if (p_ptr->tim_esp && !do_dec)
1380 if (p_ptr->tim_esp > v) return FALSE;
1382 else if (!IS_TIM_ESP())
1384 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1392 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1394 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1401 p_ptr->redraw |= (PR_STATUS);
1403 /* Nothing to notice */
1404 if (!notice) return (FALSE);
1406 if (disturb_state) disturb(FALSE, FALSE);
1407 p_ptr->update |= (PU_BONUS);
1408 p_ptr->update |= (PU_MONSTERS);
1414 * @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
1416 * @param do_dec 現在の継続時間より長い値のみ上書きする
1417 * @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。
1419 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1421 bool notice = FALSE;
1422 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1424 if (p_ptr->is_dead) return FALSE;
1429 if (p_ptr->tim_invis && !do_dec)
1431 if (p_ptr->tim_invis > v) return FALSE;
1433 else if (!p_ptr->tim_invis)
1435 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1443 if (p_ptr->tim_invis)
1445 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1451 p_ptr->tim_invis = v;
1452 p_ptr->redraw |= (PR_STATUS);
1454 /* Nothing to notice */
1455 if (!notice) return (FALSE);
1457 if (disturb_state) disturb(FALSE, FALSE);
1458 p_ptr->update |= (PU_BONUS);
1460 /* Update the monsters */
1461 p_ptr->update |= (PU_MONSTERS);
1467 * @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
1469 * @param do_dec 現在の継続時間より長い値のみ上書きする
1470 * @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。
1472 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1474 bool notice = FALSE;
1475 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1477 if (p_ptr->is_dead) return FALSE;
1482 if (p_ptr->tim_infra && !do_dec)
1484 if (p_ptr->tim_infra > v) return FALSE;
1486 else if (!p_ptr->tim_infra)
1488 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1496 if (p_ptr->tim_infra)
1498 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1504 p_ptr->tim_infra = v;
1505 p_ptr->redraw |= (PR_STATUS);
1507 /* Nothing to notice */
1508 if (!notice) return (FALSE);
1510 if (disturb_state) disturb(FALSE, FALSE);
1511 p_ptr->update |= (PU_BONUS);
1513 /* Update the monsters */
1514 p_ptr->update |= (PU_MONSTERS);
1520 * @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
1522 * @param do_dec 現在の継続時間より長い値のみ上書きする
1523 * @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。
1525 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1527 bool notice = FALSE;
1528 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1530 if (p_ptr->is_dead) return FALSE;
1535 if (p_ptr->tim_regen && !do_dec)
1537 if (p_ptr->tim_regen > v) return FALSE;
1539 else if (!p_ptr->tim_regen)
1541 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1549 if (p_ptr->tim_regen)
1551 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1557 p_ptr->tim_regen = v;
1558 p_ptr->redraw |= (PR_STATUS);
1560 /* Nothing to notice */
1561 if (!notice) return (FALSE);
1563 if (disturb_state) disturb(FALSE, FALSE);
1564 p_ptr->update |= (PU_BONUS);
1570 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1572 * @param do_dec 現在の継続時間より長い値のみ上書きする
1573 * @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。
1575 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1577 bool notice = FALSE;
1578 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1580 if (p_ptr->is_dead) return FALSE;
1585 if (p_ptr->tim_stealth && !do_dec)
1587 if (p_ptr->tim_stealth > v) return FALSE;
1589 else if (!IS_TIM_STEALTH())
1591 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1599 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1601 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1607 p_ptr->tim_stealth = v;
1608 p_ptr->redraw |= (PR_STATUS);
1610 /* Nothing to notice */
1611 if (!notice) return (FALSE);
1613 if (disturb_state) disturb(FALSE, FALSE);
1614 p_ptr->update |= (PU_BONUS);
1620 * @brief 超隠密状態をセットする
1621 * @param set TRUEならば超隠密状態になる。
1622 * @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。
1624 bool set_superstealth(bool set)
1626 bool notice = FALSE;
1628 if (p_ptr->is_dead) return FALSE;
1633 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1635 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1637 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."));
1638 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1642 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!"));
1643 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1649 p_ptr->special_defense |= NINJA_S_STEALTH;
1656 if (p_ptr->special_defense & NINJA_S_STEALTH)
1658 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."));
1662 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1666 /* Nothing to notice */
1667 if (!notice) return (FALSE);
1668 p_ptr->redraw |= (PR_STATUS);
1670 if (disturb_state) disturb(FALSE, FALSE);
1675 * @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
1677 * @param do_dec 現在の継続時間より長い値のみ上書きする
1678 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1680 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1682 bool notice = FALSE;
1683 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1685 if (p_ptr->is_dead) return FALSE;
1690 if (p_ptr->tim_levitation && !do_dec)
1692 if (p_ptr->tim_levitation > v) return FALSE;
1694 else if (!p_ptr->tim_levitation)
1696 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1704 if (p_ptr->tim_levitation)
1706 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1712 p_ptr->tim_levitation = v;
1713 p_ptr->redraw |= (PR_STATUS);
1715 /* Nothing to notice */
1716 if (!notice) return (FALSE);
1718 if (disturb_state) disturb(FALSE, FALSE);
1719 p_ptr->update |= (PU_BONUS);
1725 * @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
1727 * @param do_dec 現在の継続時間より長い値のみ上書きする
1728 * @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。
1730 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1732 bool notice = FALSE;
1733 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1735 if (p_ptr->is_dead) return FALSE;
1740 if (p_ptr->tim_sh_touki && !do_dec)
1742 if (p_ptr->tim_sh_touki > v) return FALSE;
1744 else if (!p_ptr->tim_sh_touki)
1746 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1754 if (p_ptr->tim_sh_touki)
1756 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1762 p_ptr->tim_sh_touki = v;
1763 p_ptr->redraw |= (PR_STATUS);
1765 /* Nothing to notice */
1766 if (!notice) return (FALSE);
1768 if (disturb_state) disturb(FALSE, FALSE);
1774 * @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
1776 * @param do_dec 現在の継続時間より長い値のみ上書きする
1777 * @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。
1779 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1781 bool notice = FALSE;
1782 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1784 if (p_ptr->is_dead) return FALSE;
1789 if (p_ptr->tim_sh_fire && !do_dec)
1791 if (p_ptr->tim_sh_fire > v) return FALSE;
1793 else if (!p_ptr->tim_sh_fire)
1795 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1803 if (p_ptr->tim_sh_fire)
1805 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1811 p_ptr->tim_sh_fire = v;
1812 p_ptr->redraw |= (PR_STATUS);
1814 /* Nothing to notice */
1815 if (!notice) return (FALSE);
1817 if (disturb_state) disturb(FALSE, FALSE);
1818 p_ptr->update |= (PU_BONUS);
1824 * @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
1826 * @param do_dec 現在の継続時間より長い値のみ上書きする
1827 * @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。
1829 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1831 bool notice = FALSE;
1832 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1834 if (p_ptr->is_dead) return FALSE;
1839 if (p_ptr->tim_sh_holy && !do_dec)
1841 if (p_ptr->tim_sh_holy > v) return FALSE;
1843 else if (!p_ptr->tim_sh_holy)
1845 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1853 if (p_ptr->tim_sh_holy)
1855 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1861 p_ptr->tim_sh_holy = v;
1862 p_ptr->redraw |= (PR_STATUS);
1864 /* Nothing to notice */
1865 if (!notice) return (FALSE);
1867 if (disturb_state) disturb(FALSE, FALSE);
1868 p_ptr->update |= (PU_BONUS);
1874 * @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
1876 * @param do_dec 現在の継続時間より長い値のみ上書きする
1877 * @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。
1879 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1881 bool notice = FALSE;
1882 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1884 if (p_ptr->is_dead) return FALSE;
1889 if (p_ptr->tim_eyeeye && !do_dec)
1891 if (p_ptr->tim_eyeeye > v) return FALSE;
1893 else if (!p_ptr->tim_eyeeye)
1895 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1903 if (p_ptr->tim_eyeeye)
1905 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."));
1911 p_ptr->tim_eyeeye = v;
1912 p_ptr->redraw |= (PR_STATUS);
1914 /* Nothing to notice */
1915 if (!notice) return (FALSE);
1917 if (disturb_state) disturb(FALSE, FALSE);
1918 p_ptr->update |= (PU_BONUS);
1925 * @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
1927 * @param do_dec 現在の継続時間より長い値のみ上書きする
1928 * @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。
1930 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1932 bool notice = FALSE;
1933 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1935 if (p_ptr->is_dead) return FALSE;
1940 if (p_ptr->resist_magic && !do_dec)
1942 if (p_ptr->resist_magic > v) return FALSE;
1944 else if (!p_ptr->resist_magic)
1946 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1954 if (p_ptr->resist_magic)
1956 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1962 p_ptr->resist_magic = v;
1963 p_ptr->redraw |= (PR_STATUS);
1965 /* Nothing to notice */
1966 if (!notice) return (FALSE);
1968 if (disturb_state) disturb(FALSE, FALSE);
1969 p_ptr->update |= (PU_BONUS);
1975 * @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
1977 * @param do_dec 現在の継続時間より長い値のみ上書きする
1978 * @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。
1980 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1982 bool notice = FALSE;
1983 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1985 if (p_ptr->is_dead) return FALSE;
1990 if (p_ptr->tim_reflect && !do_dec)
1992 if (p_ptr->tim_reflect > v) return FALSE;
1994 else if (!p_ptr->tim_reflect)
1996 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2004 if (p_ptr->tim_reflect)
2006 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2012 p_ptr->tim_reflect = v;
2013 p_ptr->redraw |= (PR_STATUS);
2015 /* Nothing to notice */
2016 if (!notice) return (FALSE);
2018 if (disturb_state) disturb(FALSE, FALSE);
2019 p_ptr->update |= (PU_BONUS);
2026 * Set "p_ptr->multishadow", notice observable changes
2028 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2030 bool notice = FALSE;
2031 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2033 if (p_ptr->is_dead) return FALSE;
2038 if (p_ptr->multishadow && !do_dec)
2040 if (p_ptr->multishadow > v) return FALSE;
2042 else if (!p_ptr->multishadow)
2044 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2052 if (p_ptr->multishadow)
2054 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2060 p_ptr->multishadow = v;
2061 p_ptr->redraw |= (PR_STATUS);
2063 /* Nothing to notice */
2064 if (!notice) return (FALSE);
2066 if (disturb_state) disturb(FALSE, FALSE);
2067 p_ptr->update |= (PU_BONUS);
2073 * @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
2075 * @param do_dec 現在の継続時間より長い値のみ上書きする
2076 * @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。
2078 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2080 bool notice = FALSE;
2081 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2083 if (p_ptr->is_dead) return FALSE;
2088 if (p_ptr->dustrobe && !do_dec)
2090 if (p_ptr->dustrobe > v) return FALSE;
2092 else if (!p_ptr->dustrobe)
2094 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2102 if (p_ptr->dustrobe)
2104 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2110 p_ptr->dustrobe = v;
2111 p_ptr->redraw |= (PR_STATUS);
2113 /* Nothing to notice */
2114 if (!notice) return (FALSE);
2116 if (disturb_state) disturb(FALSE, FALSE);
2117 p_ptr->update |= (PU_BONUS);
2123 * @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
2125 * @param do_dec 現在の継続時間より長い値のみ上書きする
2126 * @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。
2128 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2130 bool notice = FALSE;
2131 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2133 if (p_ptr->is_dead) return FALSE;
2138 if (p_ptr->kabenuke && !do_dec)
2140 if (p_ptr->kabenuke > v) return FALSE;
2142 else if (!p_ptr->kabenuke)
2144 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2152 if (p_ptr->kabenuke)
2154 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2160 p_ptr->kabenuke = v;
2161 p_ptr->redraw |= (PR_STATUS);
2163 /* Nothing to notice */
2164 if (!notice) return (FALSE);
2166 if (disturb_state) disturb(FALSE, FALSE);
2167 p_ptr->update |= (PU_BONUS);
2173 * @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
2175 * @param do_dec 現在の継続時間より長い値のみ上書きする
2176 * @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。
2178 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2180 bool notice = FALSE;
2181 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2183 if (p_ptr->is_dead) return FALSE;
2188 if (p_ptr->tsuyoshi && !do_dec)
2190 if (p_ptr->tsuyoshi > v) return FALSE;
2192 else if (!p_ptr->tsuyoshi)
2194 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2196 chg_virtue(V_VITALITY, 2);
2203 if (p_ptr->tsuyoshi)
2205 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2207 (void)dec_stat(A_CON, 20, TRUE);
2208 (void)dec_stat(A_STR, 20, TRUE);
2211 chg_virtue(V_VITALITY, -3);
2216 p_ptr->tsuyoshi = v;
2217 p_ptr->redraw |= (PR_STATUS);
2219 /* Nothing to notice */
2220 if (!notice) return (FALSE);
2222 if (disturb_state) disturb(FALSE, FALSE);
2223 p_ptr->update |= (PU_BONUS);
2225 /* Recalculate hitpoints */
2226 p_ptr->update |= (PU_HP);
2232 * @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-
2233 * @param attack_type スレイのタイプID
2235 * @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。
2237 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2239 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2241 /* Clear all elemental attacks (only one is allowed at a time). */
2242 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2244 p_ptr->special_attack &= ~(ATTACK_ACID);
2245 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2247 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2249 p_ptr->special_attack &= ~(ATTACK_ELEC);
2250 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2252 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2254 p_ptr->special_attack &= ~(ATTACK_FIRE);
2255 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2257 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2259 p_ptr->special_attack &= ~(ATTACK_COLD);
2260 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2262 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2264 p_ptr->special_attack &= ~(ATTACK_POIS);
2265 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2268 if ((v) && (attack_type))
2270 /* Set attack type. */
2271 p_ptr->special_attack |= (attack_type);
2274 p_ptr->ele_attack = v;
2277 msg_format("%sで攻撃できるようになった!",
2278 ((attack_type == ATTACK_ACID) ? "酸" :
2279 ((attack_type == ATTACK_ELEC) ? "電撃" :
2280 ((attack_type == ATTACK_FIRE) ? "火炎" :
2281 ((attack_type == ATTACK_COLD) ? "冷気" :
2282 ((attack_type == ATTACK_POIS) ? "毒" :
2285 msg_format("For a while, the blows you deal will %s",
2286 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2287 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2288 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2289 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2290 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2291 "do nothing special."))))));
2295 if (disturb_state) disturb(FALSE, FALSE);
2296 p_ptr->redraw |= (PR_STATUS);
2298 p_ptr->update |= (PU_BONUS);
2305 * @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-
2306 * @param immune_type 免疫のタイプID
2308 * @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。
2310 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2312 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2314 /* Clear all elemental attacks (only one is allowed at a time). */
2315 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2317 p_ptr->special_defense &= ~(DEFENSE_ACID);
2318 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."));
2320 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2322 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2323 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."));
2325 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2327 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2328 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."));
2330 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2332 p_ptr->special_defense &= ~(DEFENSE_COLD);
2333 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."));
2335 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2337 p_ptr->special_defense &= ~(DEFENSE_POIS);
2338 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."));
2341 if ((v) && (immune_type))
2343 /* Set attack type. */
2344 p_ptr->special_defense |= (immune_type);
2347 p_ptr->ele_immune = v;
2349 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2350 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2351 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2352 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2353 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2354 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2355 _("(なし)", "do nothing special.")))))));
2358 if (disturb_state) disturb(FALSE, FALSE);
2359 p_ptr->redraw |= (PR_STATUS);
2360 p_ptr->update |= (PU_BONUS);
2367 * @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
2369 * @param do_dec 現在の継続時間より長い値のみ上書きする
2370 * @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。
2372 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2374 bool notice = FALSE;
2375 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2377 if (p_ptr->is_dead) return FALSE;
2382 if (p_ptr->oppose_acid && !do_dec)
2384 if (p_ptr->oppose_acid > v) return FALSE;
2386 else if (!IS_OPPOSE_ACID())
2388 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2396 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2398 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2404 p_ptr->oppose_acid = v;
2406 /* Nothing to notice */
2407 if (!notice) return (FALSE);
2408 p_ptr->redraw |= (PR_STATUS);
2410 if (disturb_state) disturb(FALSE, FALSE);
2416 * @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
2418 * @param do_dec 現在の継続時間より長い値のみ上書きする
2419 * @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。
2421 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2423 bool notice = FALSE;
2424 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2426 if (p_ptr->is_dead) return FALSE;
2431 if (p_ptr->oppose_elec && !do_dec)
2433 if (p_ptr->oppose_elec > v) return FALSE;
2435 else if (!IS_OPPOSE_ELEC())
2437 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2445 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2447 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2453 p_ptr->oppose_elec = v;
2455 /* Nothing to notice */
2456 if (!notice) return (FALSE);
2457 p_ptr->redraw |= (PR_STATUS);
2459 if (disturb_state) disturb(FALSE, FALSE);
2465 * @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
2467 * @param do_dec 現在の継続時間より長い値のみ上書きする
2468 * @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。
2470 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2472 bool notice = FALSE;
2473 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2475 if (p_ptr->is_dead) return FALSE;
2477 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2481 if (p_ptr->oppose_fire && !do_dec)
2483 if (p_ptr->oppose_fire > v) return FALSE;
2485 else if (!IS_OPPOSE_FIRE())
2487 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2495 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2497 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2503 p_ptr->oppose_fire = v;
2505 /* Nothing to notice */
2506 if (!notice) return (FALSE);
2507 p_ptr->redraw |= (PR_STATUS);
2509 if (disturb_state) disturb(FALSE, FALSE);
2515 * @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
2517 * @param do_dec 現在の継続時間より長い値のみ上書きする
2518 * @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。
2520 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2522 bool notice = FALSE;
2523 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2525 if (p_ptr->is_dead) return FALSE;
2530 if (p_ptr->oppose_cold && !do_dec)
2532 if (p_ptr->oppose_cold > v) return FALSE;
2534 else if (!IS_OPPOSE_COLD())
2536 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2544 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2546 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2552 p_ptr->oppose_cold = v;
2554 /* Nothing to notice */
2555 if (!notice) return (FALSE);
2556 p_ptr->redraw |= (PR_STATUS);
2558 if (disturb_state) disturb(FALSE, FALSE);
2564 * @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
2566 * @param do_dec 現在の継続時間より長い値のみ上書きする
2567 * @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。
2569 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2571 bool notice = FALSE;
2572 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2574 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2575 if (p_ptr->is_dead) return FALSE;
2580 if (p_ptr->oppose_pois && !do_dec)
2582 if (p_ptr->oppose_pois > v) return FALSE;
2584 else if (!IS_OPPOSE_POIS())
2586 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2594 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2596 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2602 p_ptr->oppose_pois = v;
2604 /* Nothing to notice */
2605 if (!notice) return (FALSE);
2606 p_ptr->redraw |= (PR_STATUS);
2608 if (disturb_state) disturb(FALSE, FALSE);
2614 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2616 * @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。
2618 * Note the special code to only notice "range" changes.
2620 bool set_stun(TIME_EFFECT v)
2622 int old_aux, new_aux;
2623 bool notice = FALSE;
2624 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2626 if (p_ptr->is_dead) return FALSE;
2627 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2630 if (p_ptr->stun > 100)
2636 else if (p_ptr->stun > 50)
2642 else if (p_ptr->stun > 0)
2678 if (new_aux > old_aux)
2680 /* Describe the state */
2684 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2687 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;
2690 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;
2693 if (randint1(1000) < v || one_in_(16))
2695 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2699 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2700 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2702 else if (one_in_(2))
2704 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2708 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2711 if (p_ptr->special_defense & KATA_MASK)
2713 msg_print(_("型が崩れた。", "Your posture gets loose."));
2714 p_ptr->special_defense &= ~(KATA_MASK);
2715 p_ptr->update |= (PU_BONUS);
2716 p_ptr->update |= (PU_MONSTERS);
2717 p_ptr->redraw |= (PR_STATE);
2718 p_ptr->redraw |= (PR_STATUS);
2719 p_ptr->action = ACTION_NONE;
2723 if (p_ptr->concent) reset_concentration(TRUE);
2726 if (hex_spelling_any()) stop_hex_spell_all();
2732 else if (new_aux < old_aux)
2734 /* Describe the state */
2739 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2741 if (disturb_state) disturb(FALSE, FALSE);
2752 if (!notice) return (FALSE);
2754 if (disturb_state) disturb(FALSE, FALSE);
2755 p_ptr->update |= (PU_BONUS);
2757 /* Redraw the "stun" */
2758 p_ptr->redraw |= (PR_STUN);
2765 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2767 * @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。
2769 * Note the special code to only notice "range" changes.
2771 bool set_cut(TIME_EFFECT v)
2773 int old_aux, new_aux;
2774 bool notice = FALSE;
2775 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2777 if (p_ptr->is_dead) return FALSE;
2779 if ((p_ptr->prace == RACE_GOLEM ||
2780 p_ptr->prace == RACE_SKELETON ||
2781 p_ptr->prace == RACE_SPECTRE ||
2782 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2787 if (p_ptr->cut > 1000)
2793 else if (p_ptr->cut > 200)
2799 else if (p_ptr->cut > 100)
2805 else if (p_ptr->cut > 50)
2811 else if (p_ptr->cut > 25)
2817 else if (p_ptr->cut > 10)
2823 else if (p_ptr->cut > 0)
2883 if (new_aux > old_aux)
2885 /* Describe the state */
2889 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2892 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2895 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2898 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2901 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2904 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;
2907 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;
2912 if (randint1(1000) < v || one_in_(16))
2914 if (!p_ptr->sustain_chr)
2916 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2923 else if (new_aux < old_aux)
2925 /* Describe the state */
2930 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");
2932 if (disturb_state) disturb(FALSE, FALSE);
2943 if (!notice) return (FALSE);
2945 if (disturb_state) disturb(FALSE, FALSE);
2946 p_ptr->update |= (PU_BONUS);
2948 /* Redraw the "cut" */
2949 p_ptr->redraw |= (PR_CUT);
2955 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2957 * @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。
2959 * Set "", notice observable changes\n
2961 * The "p_ptr->food" variable can get as large as 20000, allowing the
2962 * addition of the most "filling" item, Elvish Waybread, which adds
2963 * 7500 food units, without overflowing the 32767 maximum limit.\n
2965 * Perhaps we should disturb the player with various messages,
2966 * especially messages about hunger status changes. \n
2968 * Digestion of food is handled in "dungeon.c", in which, normally,
2969 * the player digests about 20 food units per 100 game turns, more
2970 * when "fast", more when "regenerating", less with "slow digestion",
2971 * but when the player is "gorged", he digests 100 food units per 10
2972 * game turns, or a full 1000 food units per 100 game turns.\n
2974 * Note that the player's speed is reduced by 10 units while gorged,
2975 * so if the player eats a single food ration (5000 food units) when
2976 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2977 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2978 * affecting the player speed).\n
2980 bool set_food(TIME_EFFECT v)
2982 int old_aux, new_aux;
2984 bool notice = FALSE;
2985 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2987 /* Fainting / Starving */
2988 if (p_ptr->food < PY_FOOD_FAINT)
2994 else if (p_ptr->food < PY_FOOD_WEAK)
3000 else if (p_ptr->food < PY_FOOD_ALERT)
3006 else if (p_ptr->food < PY_FOOD_FULL)
3012 else if (p_ptr->food < PY_FOOD_MAX)
3023 /* Fainting / Starving */
3024 if (v < PY_FOOD_FAINT)
3030 else if (v < PY_FOOD_WEAK)
3036 else if (v < PY_FOOD_ALERT)
3042 else if (v < PY_FOOD_FULL)
3048 else if (v < PY_FOOD_MAX)
3059 if (old_aux < 1 && new_aux > 0)
3060 chg_virtue(V_PATIENCE, 2);
3061 else if (old_aux < 3 && (old_aux != new_aux))
3062 chg_virtue(V_PATIENCE, 1);
3064 chg_virtue(V_TEMPERANCE, 1);
3066 chg_virtue(V_TEMPERANCE, -1);
3069 if (new_aux > old_aux)
3071 /* Describe the state */
3075 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3078 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3081 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3084 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3088 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3089 chg_virtue(V_HARMONY, -1);
3090 chg_virtue(V_PATIENCE, -1);
3091 chg_virtue(V_TEMPERANCE, -2);
3101 else if (new_aux < old_aux)
3103 /* Describe the state */
3106 /* Fainting / Starving */
3107 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;
3110 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3113 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3116 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3119 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3122 if (p_ptr->wild_mode && (new_aux < 2))
3134 /* Nothing to notice */
3135 if (!notice) return (FALSE);
3137 if (disturb_state) disturb(FALSE, FALSE);
3138 p_ptr->update |= (PU_BONUS);
3141 p_ptr->redraw |= (PR_HUNGER);
3147 * @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-
3148 * @param stat 上昇させるステータスID
3149 * @return 実際に上昇した場合TRUEを返す。
3151 * Note that this function (used by stat potions) now restores\n
3152 * the stat BEFORE increasing it.\n
3154 bool inc_stat(int stat)
3156 BASE_STATUS value, gain;
3158 /* Then augment the current/max stat */
3159 value = p_ptr->stat_cur[stat];
3161 /* Cannot go above 18/100 */
3162 if (value < p_ptr->stat_max_max[stat])
3164 /* Gain one (sometimes two) points */
3167 gain = ((randint0(100) < 75) ? 1 : 2);
3171 /* Gain 1/6 to 1/3 of distance to 18/100 */
3172 else if (value < (p_ptr->stat_max_max[stat]-2))
3174 /* Approximate gain value */
3175 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3176 if (gain < 1) gain = 1;
3178 /* Apply the bonus */
3179 value += randint1(gain) + gain / 2;
3182 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3185 /* Gain one point at a time */
3191 /* Save the new value */
3192 p_ptr->stat_cur[stat] = value;
3194 /* Bring up the maximum too */
3195 if (value > p_ptr->stat_max[stat])
3197 p_ptr->stat_max[stat] = value;
3199 p_ptr->update |= (PU_BONUS);
3205 /* Nothing to gain */
3210 * @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.
3211 * @param stat 減少させるステータスID
3212 * @param amount 減少させる基本量
3213 * @param permanent TRUEならば現在の最大値を減少させる
3214 * @return 実際に減少した場合TRUEを返す。
3217 * Amount could be a little higher in extreme cases to mangle very high\n
3218 * stats from massive assaults. -CWS\n
3220 * Note that "permanent" means that the *given* amount is permanent,\n
3221 * not that the new value becomes permanent. This may not work exactly\n
3222 * as expected, due to "weirdness" in the algorithm, but in general,\n
3223 * if your stat is already drained, the "max" value will not drop all\n
3224 * the way down to the "cur" value.\n
3226 bool dec_stat(int stat, int amount, int permanent)
3228 BASE_STATUS cur, max;
3233 /* Acquire current value */
3234 cur = p_ptr->stat_cur[stat];
3235 max = p_ptr->stat_max[stat];
3237 /* Note when the values are identical */
3238 same = (cur == max);
3240 /* Damage "current" value */
3243 /* Handle "low" values */
3246 if (amount > 90) cur--;
3247 if (amount > 50) cur--;
3248 if (amount > 20) cur--;
3252 /* Handle "high" values */
3255 /* Hack -- Decrement by a random amount between one-quarter */
3256 /* and one-half of the stat bonus times the percentage, with a */
3257 /* minimum damage of half the percentage. -CWS */
3258 loss = (((cur-18) / 2 + 1) / 2 + 1);
3259 if (loss < 1) loss = 1;
3261 /* Randomize the loss */
3262 loss = ((randint1(loss) + loss) * amount) / 100;
3265 if (loss < amount/2) loss = amount/2;
3267 /* Lose some points */
3270 /* Hack -- Only reduce stat to 17 sometimes */
3271 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3274 /* Prevent illegal values */
3275 if (cur < 3) cur = 3;
3277 /* Something happened */
3278 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3281 /* Damage "max" value */
3282 if (permanent && (max > 3))
3284 chg_virtue(V_SACRIFICE, 1);
3285 if (stat == A_WIS || stat == A_INT)
3286 chg_virtue(V_ENLIGHTEN, -2);
3288 /* Handle "low" values */
3291 if (amount > 90) max--;
3292 if (amount > 50) max--;
3293 if (amount > 20) max--;
3297 /* Handle "high" values */
3300 /* Hack -- Decrement by a random amount between one-quarter */
3301 /* and one-half of the stat bonus times the percentage, with a */
3302 /* minimum damage of half the percentage. -CWS */
3303 loss = (((max-18) / 2 + 1) / 2 + 1);
3304 loss = ((randint1(loss) + loss) * amount) / 100;
3305 if (loss < amount/2) loss = amount/2;
3307 /* Lose some points */
3310 /* Hack -- Only reduce stat to 17 sometimes */
3311 if (max < 18) max = (amount <= 20) ? 18 : 17;
3314 /* Hack -- keep it clean */
3315 if (same || (max < cur)) max = cur;
3317 /* Something happened */
3318 if (max != p_ptr->stat_max[stat]) res = TRUE;
3323 /* Actually set the stat to its new value. */
3324 p_ptr->stat_cur[stat] = cur;
3325 p_ptr->stat_max[stat] = max;
3327 p_ptr->redraw |= (PR_STATS);
3328 p_ptr->update |= (PU_BONUS);
3336 * @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.
3337 * @param stat 回復ステータスID
3338 * @return 実際に回復した場合TRUEを返す。
3340 bool res_stat(int stat)
3342 /* Restore if needed */
3343 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3345 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3346 p_ptr->update |= (PU_BONUS);
3347 p_ptr->redraw |= (PR_STATS);
3353 /* Nothing to restore */
3359 * Increase players hit points, notice effects
3361 bool hp_player(int num)
3364 vir = virtue_number(V_VITALITY);
3366 if(num <= 0) return (FALSE);
3370 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3372 /* Healing needed */
3373 if (p_ptr->chp < p_ptr->mhp)
3375 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3376 chg_virtue(V_TEMPERANCE, 1);
3377 /* Gain hitpoints */
3380 /* Enforce maximum */
3381 if (p_ptr->chp >= p_ptr->mhp)
3383 p_ptr->chp = p_ptr->mhp;
3384 p_ptr->chp_frac = 0;
3387 p_ptr->redraw |= (PR_HP);
3389 p_ptr->window |= (PW_PLAYER);
3394 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3400 msg_print(_("気分が良くなった。", "You feel better."));
3406 msg_print(_("とても気分が良くなった。", "You feel much better."));
3412 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3424 * Array of stat "descriptions"
3426 static concptr desc_stat_pos[] =
3431 _("器用に", "dextrous"),
3432 _("健康に", "healthy"),
3438 * Array of stat "descriptions"
3440 static concptr desc_stat_neg[] =
3445 _("不器用に", "clumsy"),
3446 _("不健康に", "sickly"),
3454 bool do_dec_stat(int stat)
3458 /* Access the "sustain" */
3461 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3462 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3463 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3464 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3465 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3466 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3470 if (sust && (!ironman_nightmare || randint0(13)))
3472 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."),
3473 desc_stat_neg[stat]);
3479 /* Attempt to reduce the stat */
3480 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3482 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3488 /* Nothing obvious */
3494 * Restore lost "points" in a stat
3496 bool do_res_stat(int stat)
3498 /* Attempt to increase */
3501 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3506 /* Nothing obvious */
3512 * Gain a "point" in a stat
3514 bool do_inc_stat(int stat)
3518 /* Restore strength */
3519 res = res_stat(stat);
3521 /* Attempt to increase */
3526 chg_virtue(V_ENLIGHTEN, 1);
3527 chg_virtue(V_FAITH, 1);
3529 else if (stat == A_INT)
3531 chg_virtue(V_KNOWLEDGE, 1);
3532 chg_virtue(V_ENLIGHTEN, 1);
3534 else if (stat == A_CON)
3535 chg_virtue(V_VITALITY, 1);
3537 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3542 /* Restoration worked */
3545 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3550 /* Nothing obvious */
3556 * Restores any drained experience
3558 bool restore_level(void)
3560 /* Restore experience */
3561 if (p_ptr->exp < p_ptr->max_exp)
3563 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3565 /* Restore the experience */
3566 p_ptr->exp = p_ptr->max_exp;
3568 /* Check the experience */
3582 bool lose_all_info(void)
3586 chg_virtue(V_KNOWLEDGE, -5);
3587 chg_virtue(V_ENLIGHTEN, -5);
3589 /* Forget info about objects */
3590 for (i = 0; i < INVEN_TOTAL; i++)
3592 object_type *o_ptr = &inventory[i];
3594 /* Skip non-objects */
3595 if (!o_ptr->k_idx) continue;
3597 /* Allow "protection" by the MENTAL flag */
3598 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3600 /* Remove "default inscriptions" */
3601 o_ptr->feeling = FEEL_NONE;
3603 /* Hack -- Clear the "empty" flag */
3604 o_ptr->ident &= ~(IDENT_EMPTY);
3606 /* Hack -- Clear the "known" flag */
3607 o_ptr->ident &= ~(IDENT_KNOWN);
3609 /* Hack -- Clear the "felt" flag */
3610 o_ptr->ident &= ~(IDENT_SENSE);
3612 p_ptr->update |= (PU_BONUS);
3613 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3615 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3617 /* Mega-Hack -- Forget the map */
3625 void do_poly_wounds(void)
3627 /* Changed to always provide at least _some_ healing */
3628 s16b wounds = p_ptr->cut;
3629 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3630 s16b change = damroll(p_ptr->lev, 5);
3631 bool Nasty_effect = one_in_(5);
3633 if (!(wounds || hit_p || Nasty_effect)) return;
3635 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3639 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3640 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3645 set_cut(p_ptr->cut - (change / 2));
3651 * Change player race
3653 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3655 concptr title = race_info[new_race].title;
3656 int old_race = p_ptr->prace;
3659 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3661 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);
3664 chg_virtue(V_CHANCE, 2);
3666 if (p_ptr->prace < 32)
3668 p_ptr->old_race1 |= 1L << p_ptr->prace;
3672 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3674 p_ptr->prace = new_race;
3675 rp_ptr = &race_info[p_ptr->prace];
3677 /* Experience factor */
3678 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3681 * The speed bonus of Klackons and Sprites are disabled
3682 * and the experience penalty is decreased.
3684 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)))
3685 p_ptr->expfact -= 15;
3687 /* Get character's height and weight */
3688 get_height_weight();
3691 if (p_ptr->pclass == CLASS_SORCERER)
3692 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3694 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3696 roll_hitdice(p_ptr, 0L);
3698 /* The experience level may be modified */
3701 p_ptr->redraw |= (PR_BASIC);
3703 p_ptr->update |= (PU_BONUS);
3707 /* Load an autopick preference file */
3708 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3710 /* Player's graphic tile may change */
3711 lite_spot(p_ptr->y, p_ptr->x);
3715 void do_poly_self(void)
3717 int power = p_ptr->lev;
3719 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3720 chg_virtue(V_CHANCE, 1);
3722 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3724 char effect_msg[80] = "";
3725 CHARACTER_IDX new_race;
3727 /* Some form of racial polymorph... */
3730 if ((power > randint0(5)) && one_in_(4))
3735 if (p_ptr->psex == SEX_MALE)
3737 p_ptr->psex = SEX_FEMALE;
3738 sp_ptr = &sex_info[p_ptr->psex];
3739 sprintf(effect_msg, _("女性の", "female "));
3743 p_ptr->psex = SEX_MALE;
3744 sp_ptr = &sex_info[p_ptr->psex];
3745 sprintf(effect_msg, _("男性の", "male "));
3749 if ((power > randint0(30)) && one_in_(5))
3753 /* Harmful deformity */
3760 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3766 /* Deformities are discriminated against! */
3767 (void)dec_stat(A_CHR, randint1(6), TRUE);
3772 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3773 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3777 sprintf(effect_msg,_("奇形の", "deformed "));
3781 while ((power > randint0(20)) && one_in_(10))
3783 /* Polymorph into a less mutated form */
3786 if (!lose_mutation(0))
3787 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3792 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3794 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3796 change_race(new_race, effect_msg);
3799 if ((power > randint0(30)) && one_in_(6))
3805 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");
3809 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3814 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!"));
3815 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3821 if ((power > randint0(20)) && one_in_(4))
3826 roll_hitdice(p_ptr, 0L);
3829 while ((power > randint0(15)) && one_in_(3))
3832 (void)gain_mutation(p_ptr, 0);
3835 if (power > randint0(5))
3841 /* Note: earlier deductions may have left power < 0 already. */
3851 * Decreases players hit points and sets death flag if necessary
3853 * Invulnerability needs to be changed into a "shield"
3855 * Hack -- this function allows the user to save (or quit)
3856 * the game when he dies, since the "You die." message is shown before
3857 * setting the player to "dead".
3860 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3862 int old_chp = p_ptr->chp;
3864 char death_message[1024];
3867 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3868 if (p_ptr->is_dead) return 0;
3870 if (p_ptr->sutemi) damage *= 2;
3871 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3873 if (easy_band) damage = (damage+1)/2;
3875 if (damage_type != DAMAGE_USELIFE)
3877 disturb(TRUE, TRUE);
3880 p_ptr->now_damaged = TRUE;
3884 if (monspell >= 0) learn_spell(monspell);
3886 /* Mega-Hack -- Apply "invulnerability" */
3887 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3889 if (IS_INVULN() && (damage < 9000))
3891 if (damage_type == DAMAGE_FORCE)
3893 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3895 else if (one_in_(PENETRATE_INVULNERABILITY))
3897 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3905 if (CHECK_MULTISHADOW())
3907 if (damage_type == DAMAGE_FORCE)
3909 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3911 else if (damage_type == DAMAGE_ATTACK)
3913 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!"));
3918 if (p_ptr->wraith_form)
3920 if (damage_type == DAMAGE_FORCE)
3922 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3927 if ((damage == 0) && one_in_(2)) damage = 1;
3931 if (p_ptr->special_defense & KATA_MUSOU)
3934 if ((damage == 0) && one_in_(2)) damage = 1;
3936 } /* not if LOSELIFE USELIFE */
3938 /* Hurt the player */
3939 p_ptr->chp -= damage;
3940 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3942 damage += p_ptr->chp;
3946 /* Display the hitpoints */
3947 p_ptr->redraw |= (PR_HP);
3949 p_ptr->window |= (PW_PLAYER);
3951 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3953 chg_virtue(V_SACRIFICE, 1);
3954 chg_virtue(V_CHANCE, 2);
3960 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3962 #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 */
3964 if(!save_player()) msg_print("セーブ失敗!");
3969 chg_virtue(V_SACRIFICE, 10);
3972 p_ptr->leaving = TRUE;
3975 p_ptr->is_dead = TRUE;
3977 if (p_ptr->inside_arena)
3979 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3980 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3982 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3986 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
3987 bool seppuku = streq(hit_from, "Seppuku");
3988 bool winning_seppuku = p_ptr->total_winner && seppuku;
3990 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3993 /* Make screen dump */
3994 screen_dump = make_screen_dump();
3997 /* Note cause of death */
4000 strcpy(p_ptr->died_from, hit_from);
4002 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4009 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);
4011 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4013 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4016 /* No longer a winner */
4017 p_ptr->total_winner = FALSE;
4019 if (winning_seppuku)
4021 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4027 if (p_ptr->inside_arena)
4028 strcpy(buf,_("アリーナ", "in the Arena"));
4029 else if (!current_floor_ptr->dun_level)
4030 strcpy(buf,_("地上", "on the surface"));
4031 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4032 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4033 strcpy(buf,_("クエスト", "in a quest"));
4035 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4037 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4038 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4041 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4042 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4046 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4048 do_cmd_save_screen();
4053 /* Initialize "last message" buffer */
4054 if (p_ptr->last_message) string_free(p_ptr->last_message);
4055 p_ptr->last_message = NULL;
4057 /* Hack -- Note death */
4061 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4063 msg_print(android ? "You are broken." : "You die.");
4070 if (winning_seppuku)
4072 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4076 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4082 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4084 while (!get_string("Last word: ", death_message, 1024)) ;
4087 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4089 if (death_message[0] == '\0')
4092 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4094 strcpy(death_message, android ? "You are broken." : "You die.");
4097 else p_ptr->last_message = string_make(death_message);
4100 if (winning_seppuku)
4105 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4106 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4113 for (i = 0; i < 40; i++)
4114 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4116 str = death_message;
4117 if (strncmp(str, "「", 2) == 0) str += 2;
4119 str2 = my_strstr(str, "」");
4120 if (str2 != NULL) *str2 = '\0';
4125 str2 = my_strstr(str, " ");
4126 if (str2 == NULL) len = strlen(str);
4127 else len = str2 - str;
4131 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4133 if (str2 == NULL) break;
4137 if (*str == 0) break;
4141 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4145 /* Make screen dump */
4146 screen_dump = make_screen_dump();
4149 /* Wait a key press */
4154 msg_print(death_message);
4164 /* Hitpoint warning */
4165 if (p_ptr->chp < warning)
4167 /* Hack -- bell on first notice */
4168 if (old_chp > warning) bell();
4172 if (record_danger && (old_chp > warning))
4174 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4175 hit_from = _("何か", "something");
4177 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4178 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4183 /* stop auto_more even if DAMAGE_USELIFE */
4184 p_ptr->now_damaged = TRUE;
4187 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4191 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4202 void gain_exp_64(s32b amount, u32b amount_frac)
4204 if (p_ptr->is_dead) return;
4206 if (p_ptr->prace == RACE_ANDROID) return;
4208 /* Gain some experience */
4209 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4211 /* Slowly recover from experience drainage */
4212 if (p_ptr->exp < p_ptr->max_exp)
4214 /* Gain max experience (20%) (was 10%) */
4215 p_ptr->max_exp += amount / 5;
4218 /* Check Experience */
4226 void gain_exp(s32b amount)
4228 gain_exp_64(amount, 0L);
4232 void calc_android_exp(void)
4236 if (p_ptr->is_dead) return;
4238 if (p_ptr->prace != RACE_ANDROID) return;
4240 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4242 object_type *o_ptr = &inventory[i];
4244 object_type *q_ptr = &forge;
4246 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4248 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4249 if (!o_ptr->k_idx) continue;
4252 object_copy(q_ptr, o_ptr);
4253 q_ptr->discount = 0;
4254 q_ptr->curse_flags = 0L;
4256 if (object_is_fixed_artifact(o_ptr))
4258 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4259 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4261 else if (object_is_ego(o_ptr))
4263 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4265 else if (o_ptr->art_name)
4267 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4270 if (!object_is_weapon_ammo(o_ptr))
4273 if (total_flags < 15000) fake_level = 10;
4274 else if (total_flags < 35000) fake_level = 25;
4275 else fake_level = 40;
4280 if (total_flags < 20000) fake_level = 10;
4281 else if (total_flags < 45000) fake_level = 25;
4282 else fake_level = 40;
4285 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4288 value = object_value_real(q_ptr);
4290 if (value <= 0) continue;
4291 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4292 if (value > 5000000L) value = 5000000L;
4293 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4295 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4296 (o_ptr->tval == TV_DRAG_ARMOR) ||
4297 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4298 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4299 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4300 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4301 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4303 if (level > 65) level = 35 + (level - 65) / 5;
4304 else if (level > 35) level = 25 + (level - 35) / 3;
4305 else if (level > 15) level = 15 + (level - 15) / 2;
4306 exp = MIN(100000L, value) / 2 * level * level;
4307 if (value > 100000L)
4308 exp += (value - 100000L) / 8 * level * level;
4312 exp = MIN(100000L, value) * level;
4313 if (value > 100000L)
4314 exp += (value - 100000L) / 4 * level;
4316 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4317 else total_exp += exp / 16;
4318 if (i == INVEN_BODY) total_exp += exp / 32;
4320 p_ptr->exp = p_ptr->max_exp = total_exp;
4322 /* Check Experience */
4330 void lose_exp(s32b amount)
4332 if (p_ptr->prace == RACE_ANDROID) return;
4334 /* Never drop below zero experience */
4335 if (amount > p_ptr->exp) amount = p_ptr->exp;
4337 /* Lose some experience */
4338 p_ptr->exp -= amount;
4340 /* Check Experience */
4347 * If resisted to draining, return FALSE
4349 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4351 /* Androids and their mimics are never drained */
4352 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4354 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4356 /* Hold experience */
4357 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4361 /* Hold experience failed */
4362 if (p_ptr->hold_exp)
4364 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4369 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!"));
4377 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4379 bool notice = FALSE;
4380 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4382 if (p_ptr->is_dead) return FALSE;
4387 if (p_ptr->ult_res && !do_dec)
4389 if (p_ptr->ult_res > v) return FALSE;
4391 else if (!p_ptr->ult_res)
4393 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!"));
4403 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"));
4410 p_ptr->redraw |= (PR_STATUS);
4412 /* Nothing to notice */
4413 if (!notice) return (FALSE);
4415 if (disturb_state) disturb(FALSE, FALSE);
4416 p_ptr->update |= (PU_BONUS);
4421 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4423 bool notice = FALSE;
4424 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4426 if (p_ptr->is_dead) return FALSE;
4431 if (p_ptr->tim_res_nether && !do_dec)
4433 if (p_ptr->tim_res_nether > v) return FALSE;
4435 else if (!p_ptr->tim_res_nether)
4437 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4445 if (p_ptr->tim_res_nether)
4447 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"));
4453 p_ptr->tim_res_nether = v;
4454 p_ptr->redraw |= (PR_STATUS);
4456 /* Nothing to notice */
4457 if (!notice) return (FALSE);
4459 if (disturb_state) disturb(FALSE, FALSE);
4460 p_ptr->update |= (PU_BONUS);
4465 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4467 bool notice = FALSE;
4468 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4470 if (p_ptr->is_dead) return FALSE;
4475 if (p_ptr->tim_res_time && !do_dec)
4477 if (p_ptr->tim_res_time > v) return FALSE;
4479 else if (!p_ptr->tim_res_time)
4481 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!"));
4489 if (p_ptr->tim_res_time)
4491 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"));
4497 p_ptr->tim_res_time = v;
4498 p_ptr->redraw |= (PR_STATUS);
4500 /* Nothing to notice */
4501 if (!notice) return (FALSE);
4503 if (disturb_state) disturb(FALSE, FALSE);
4504 p_ptr->update |= (PU_BONUS);
4511 * Choose a warrior-mage elemental attack. -LM-
4513 bool choose_ele_attack(void)
4519 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4521 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."));
4526 num = (p_ptr->lev - 20) / 5;
4527 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4530 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4535 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4540 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4545 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4554 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4558 if ((choice == 'a') || (choice == 'A'))
4559 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4560 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4561 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4562 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4563 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4564 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4565 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4566 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4567 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4570 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4580 * Choose a elemental immune. -LM-
4582 bool choose_ele_immune(TIME_EFFECT immune_turn)
4587 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4588 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4589 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4590 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4598 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4602 if ((choice == 'a') || (choice == 'A'))
4603 set_ele_immune(DEFENSE_FIRE, immune_turn);
4604 else if ((choice == 'b') || (choice == 'B'))
4605 set_ele_immune(DEFENSE_COLD, immune_turn);
4606 else if ((choice == 'c') || (choice == 'C'))
4607 set_ele_immune(DEFENSE_ACID, immune_turn);
4608 else if ((choice == 'd') || (choice == 'D'))
4609 set_ele_immune(DEFENSE_ELEC, immune_turn);
4612 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));