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
23 #include "player-status.h"
24 #include "spells-status.h"
25 #include "realm-hex.h"
26 #include "object-hook.h"
28 #include "spells-floor.h"
29 #include "player-move.h"
30 #include "player-effects.h"
31 #include "monster-status.h"
34 #include "player-effects.h"
35 #include "monster-spell.h"
38 * @brief プレイヤーの継続行動を設定する。
39 * @param typ 継続行動のID\n
40 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
43 void set_action(ACTION_IDX typ)
45 int prev_typ = p_ptr->action;
57 msg_print(_("探索をやめた。", "You no longer walk carefully."));
58 p_ptr->redraw |= (PR_SPEED);
68 msg_print(_("学習をやめた。", "You stop Learning"));
74 msg_print(_("構えをといた。", "You stop assuming the posture."));
75 p_ptr->special_defense &= ~(KAMAE_MASK);
80 msg_print(_("型を崩した。", "You stop assuming the posture."));
81 p_ptr->special_defense &= ~(KATA_MASK);
82 p_ptr->update |= (PU_MONSTERS);
83 p_ptr->redraw |= (PR_STATUS);
88 msg_print(_("歌うのをやめた。", "You stop singing."));
93 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
94 take_turn(p_ptr, 100);
99 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
107 /* If we are requested other action, stop singing */
108 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
109 if (prev_typ == ACTION_SPELL) stop_hex_spell();
111 switch (p_ptr->action)
115 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
116 p_ptr->redraw |= (PR_SPEED);
121 msg_print(_("学習を始めた。", "You begin Learning"));
126 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
129 case ACTION_HAYAGAKE:
131 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
139 p_ptr->update |= (PU_BONUS);
140 p_ptr->redraw |= (PR_STATE);
144 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
147 void reset_tim_flags(void)
149 p_ptr->fast = 0; /* Timed -- Fast */
150 p_ptr->lightspeed = 0;
151 p_ptr->slow = 0; /* Timed -- Slow */
152 p_ptr->blind = 0; /* Timed -- Blindness */
153 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
154 p_ptr->confused = 0; /* Timed -- Confusion */
155 p_ptr->afraid = 0; /* Timed -- Fear */
156 p_ptr->image = 0; /* Timed -- Hallucination */
157 p_ptr->poisoned = 0; /* Timed -- Poisoned */
158 p_ptr->cut = 0; /* Timed -- Cut */
159 p_ptr->stun = 0; /* Timed -- Stun */
161 p_ptr->protevil = 0; /* Timed -- Protection */
162 p_ptr->invuln = 0; /* Timed -- Invulnerable */
164 p_ptr->hero = 0; /* Timed -- Heroism */
165 p_ptr->shero = 0; /* Timed -- Super Heroism */
166 p_ptr->shield = 0; /* Timed -- Shield Spell */
167 p_ptr->blessed = 0; /* Timed -- Blessed */
168 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
169 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
170 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
171 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
173 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
174 p_ptr->tim_levitation = 0;
175 p_ptr->tim_sh_touki = 0;
176 p_ptr->tim_sh_fire = 0;
177 p_ptr->tim_sh_holy = 0;
178 p_ptr->tim_eyeeye = 0;
180 p_ptr->resist_magic = 0;
183 p_ptr->tim_res_nether = 0;
184 p_ptr->tim_res_time = 0;
185 p_ptr->tim_mimic = 0;
186 p_ptr->mimic_form = 0;
187 p_ptr->tim_reflect = 0;
188 p_ptr->multishadow = 0;
190 p_ptr->action = ACTION_NONE;
192 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
193 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
194 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
195 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
196 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
198 p_ptr->word_recall = 0;
199 p_ptr->alter_reality = 0;
200 p_ptr->sutemi = FALSE;
201 p_ptr->counter = FALSE;
202 p_ptr->ele_attack = 0;
203 p_ptr->ele_immune = 0;
204 p_ptr->special_attack = 0L;
205 p_ptr->special_defense = 0L;
207 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
208 p_ptr->timewalk = FALSE;
210 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
211 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
212 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
216 (void)set_monster_fast(p_ptr->riding, 0);
217 (void)set_monster_slow(p_ptr->riding, 0);
218 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
221 if (p_ptr->pclass == CLASS_BARD)
223 SINGING_SONG_EFFECT(p_ptr) = 0;
224 SINGING_SONG_ID(p_ptr) = 0;
229 * @brief プレイヤーに魔力消去効果を与える。
232 void dispel_player(void)
234 (void)set_fast(0, TRUE);
235 (void)set_lightspeed(0, TRUE);
236 (void)set_slow(0, TRUE);
237 (void)set_shield(0, TRUE);
238 (void)set_blessed(0, TRUE);
239 (void)set_tsuyoshi(0, TRUE);
240 (void)set_hero(0, TRUE);
241 (void)set_shero(0, TRUE);
242 (void)set_protevil(0, TRUE);
243 (void)set_invuln(0, TRUE);
244 (void)set_wraith_form(0, TRUE);
245 (void)set_kabenuke(0, TRUE);
246 (void)set_tim_res_nether(0, TRUE);
247 (void)set_tim_res_time(0, TRUE);
249 (void)set_tim_reflect(0,TRUE);
250 (void)set_multishadow(0,TRUE);
251 (void)set_dustrobe(0,TRUE);
253 (void)set_tim_invis(0, TRUE);
254 (void)set_tim_infra(0, TRUE);
255 (void)set_tim_esp(0, TRUE);
256 (void)set_tim_regen(0, TRUE);
257 (void)set_tim_stealth(0, TRUE);
258 (void)set_tim_levitation(0, TRUE);
259 (void)set_tim_sh_touki(0, TRUE);
260 (void)set_tim_sh_fire(0, TRUE);
261 (void)set_tim_sh_holy(0, TRUE);
262 (void)set_tim_eyeeye(0, TRUE);
263 (void)set_magicdef(0, TRUE);
264 (void)set_resist_magic(0, TRUE);
265 (void)set_oppose_acid(0, TRUE);
266 (void)set_oppose_elec(0, TRUE);
267 (void)set_oppose_fire(0, TRUE);
268 (void)set_oppose_cold(0, TRUE);
269 (void)set_oppose_pois(0, TRUE);
270 (void)set_ultimate_res(0, TRUE);
271 (void)set_mimic(0, 0, TRUE);
272 (void)set_ele_attack(0, 0);
273 (void)set_ele_immune(0, 0);
275 /* Cancel glowing hands */
276 if (p_ptr->special_attack & ATTACK_CONFUSE)
278 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
279 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
282 if (music_singing_any() || hex_spelling_any())
284 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
285 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
286 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
287 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
289 p_ptr->action = ACTION_NONE;
290 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
291 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
292 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
293 p_ptr->energy_need += ENERGY_NEED();
299 * @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
302 * @param do_dec 現在の継続時間より長い値のみ上書きする
303 * @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。
305 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
308 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
310 if (p_ptr->is_dead) return FALSE;
315 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
317 if (p_ptr->tim_mimic > v) return FALSE;
319 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
321 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
322 p_ptr->mimic_form = p;
330 if (p_ptr->tim_mimic)
332 msg_print(_("変身が解けた。", "You are no longer transformed."));
333 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
341 p_ptr->tim_mimic = v;
343 /* Nothing to notice */
344 if (!notice) return (FALSE);
346 if (disturb_state) disturb(FALSE, TRUE);
348 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
349 p_ptr->update |= (PU_BONUS | PU_HP);
356 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
358 * @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。
360 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
361 * memorize any terrain features which suddenly become "visible".\n
362 * Note that blindness is currently the only thing which can affect\n
363 * "player_can_see_bold()".\n
365 bool set_blind(TIME_EFFECT v)
368 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
370 if (p_ptr->is_dead) return FALSE;
377 if (p_ptr->prace == RACE_ANDROID)
379 msg_print(_("センサーをやられた!", "You are blind!"));
383 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
387 chg_virtue(V_ENLIGHTEN, -1);
396 if (p_ptr->prace == RACE_ANDROID)
398 msg_print(_("センサーが復旧した。", "You can see again."));
402 msg_print(_("やっと目が見えるようになった。", "You can see again."));
411 p_ptr->redraw |= (PR_STATUS);
413 /* Nothing to notice */
414 if (!notice) return (FALSE);
415 if (disturb_state) disturb(FALSE, FALSE);
417 /* Fully update the visuals */
418 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
419 p_ptr->redraw |= (PR_MAP);
420 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
427 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
429 * @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。
431 bool set_confused(TIME_EFFECT v)
434 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
436 if (p_ptr->is_dead) return FALSE;
441 if (!p_ptr->confused)
443 msg_print(_("あなたは混乱した!", "You are confused!"));
445 if (p_ptr->action == ACTION_LEARN)
447 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
450 p_ptr->redraw |= (PR_STATE);
451 p_ptr->action = ACTION_NONE;
453 if (p_ptr->action == ACTION_KAMAE)
455 msg_print(_("構えがとけた。", "Your posture gets loose."));
456 p_ptr->special_defense &= ~(KAMAE_MASK);
457 p_ptr->update |= (PU_BONUS);
458 p_ptr->redraw |= (PR_STATE);
459 p_ptr->action = ACTION_NONE;
461 else if (p_ptr->action == ACTION_KATA)
463 msg_print(_("型が崩れた。", "Your posture gets loose."));
464 p_ptr->special_defense &= ~(KATA_MASK);
465 p_ptr->update |= (PU_BONUS);
466 p_ptr->update |= (PU_MONSTERS);
467 p_ptr->redraw |= (PR_STATE);
468 p_ptr->redraw |= (PR_STATUS);
469 p_ptr->action = ACTION_NONE;
473 if (p_ptr->concent) reset_concentration(TRUE);
476 if (hex_spelling_any()) stop_hex_spell_all();
479 p_ptr->counter = FALSE;
480 chg_virtue(V_HARMONY, -1);
489 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
490 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
497 p_ptr->redraw |= (PR_STATUS);
499 /* Nothing to notice */
500 if (!notice) return (FALSE);
502 if (disturb_state) disturb(FALSE, FALSE);
509 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
511 * @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。
513 bool set_poisoned(TIME_EFFECT v)
516 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
518 if (p_ptr->is_dead) return FALSE;
523 if (!p_ptr->poisoned)
525 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
535 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
542 p_ptr->redraw |= (PR_STATUS);
544 /* Nothing to notice */
545 if (!notice) return (FALSE);
547 if (disturb_state) disturb(FALSE, FALSE);
554 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
556 * @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。
558 bool set_afraid(TIME_EFFECT v)
561 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
563 if (p_ptr->is_dead) return FALSE;
570 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
572 if (p_ptr->special_defense & KATA_MASK)
574 msg_print(_("型が崩れた。", "Your posture gets loose."));
575 p_ptr->special_defense &= ~(KATA_MASK);
576 p_ptr->update |= (PU_BONUS);
577 p_ptr->update |= (PU_MONSTERS);
578 p_ptr->redraw |= (PR_STATE);
579 p_ptr->redraw |= (PR_STATUS);
580 p_ptr->action = ACTION_NONE;
584 p_ptr->counter = FALSE;
585 chg_virtue(V_VALOUR, -1);
594 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
601 p_ptr->redraw |= (PR_STATUS);
603 /* Nothing to notice */
604 if (!notice) return (FALSE);
606 if (disturb_state) disturb(FALSE, FALSE);
612 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
614 * @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。
616 bool set_paralyzed(TIME_EFFECT v)
619 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
621 if (p_ptr->is_dead) return FALSE;
626 if (!p_ptr->paralyzed)
628 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
630 if (p_ptr->concent) reset_concentration(TRUE);
633 if (hex_spelling_any()) stop_hex_spell_all();
635 p_ptr->counter = FALSE;
643 if (p_ptr->paralyzed)
645 msg_print(_("やっと動けるようになった。", "You can move again."));
651 p_ptr->paralyzed = v;
652 p_ptr->redraw |= (PR_STATUS);
654 /* Nothing to notice */
655 if (!notice) return (FALSE);
657 if (disturb_state) disturb(FALSE, FALSE);
658 p_ptr->redraw |= (PR_STATE);
664 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
666 * @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。
667 * @details Note that we must redraw the map when hallucination changes.
669 bool set_image(TIME_EFFECT v)
672 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
674 if (p_ptr->is_dead) return FALSE;
675 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
681 set_tsuyoshi(0, TRUE);
684 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
687 if (p_ptr->concent) reset_concentration(TRUE);
689 p_ptr->counter = FALSE;
699 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."));
706 p_ptr->redraw |= (PR_STATUS);
708 /* Nothing to notice */
709 if (!notice) return (FALSE);
711 if (disturb_state) disturb(FALSE, TRUE);
713 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
714 p_ptr->update |= (PU_MONSTERS);
715 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
721 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
723 * @param do_dec 現在の継続時間より長い値のみ上書きする
724 * @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。
726 bool set_fast(TIME_EFFECT v, bool do_dec)
729 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
731 if (p_ptr->is_dead) return FALSE;
736 if (p_ptr->fast && !do_dec)
738 if (p_ptr->fast > v) return FALSE;
740 else if (!IS_FAST() && !p_ptr->lightspeed)
742 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
744 chg_virtue(V_PATIENCE, -1);
745 chg_virtue(V_DILIGENCE, 1);
752 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
754 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
762 /* Nothing to notice */
763 if (!notice) return (FALSE);
765 if (disturb_state) disturb(FALSE, FALSE);
766 p_ptr->update |= (PU_BONUS);
772 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
774 * @param do_dec 現在の継続時間より長い値のみ上書きする
775 * @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。
777 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
780 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
782 if (p_ptr->is_dead) return FALSE;
784 if (p_ptr->wild_mode) v = 0;
789 if (p_ptr->lightspeed && !do_dec)
791 if (p_ptr->lightspeed > v) return FALSE;
793 else if (!p_ptr->lightspeed)
795 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
797 chg_virtue(V_PATIENCE, -1);
798 chg_virtue(V_DILIGENCE, 1);
805 if (p_ptr->lightspeed)
807 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
813 p_ptr->lightspeed = v;
815 /* Nothing to notice */
816 if (!notice) return (FALSE);
818 if (disturb_state) disturb(FALSE, FALSE);
819 p_ptr->update |= (PU_BONUS);
825 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
827 * @param do_dec 現在の継続時間より長い値のみ上書きする
828 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
830 bool set_slow(TIME_EFFECT v, bool do_dec)
833 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
835 if (p_ptr->is_dead) return FALSE;
840 if (p_ptr->slow && !do_dec)
842 if (p_ptr->slow > v) return FALSE;
844 else if (!p_ptr->slow)
846 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
856 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
864 /* Nothing to notice */
865 if (!notice) return (FALSE);
867 if (disturb_state) disturb(FALSE, FALSE);
868 p_ptr->update |= (PU_BONUS);
875 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
877 * @param do_dec 現在の継続時間より長い値のみ上書きする
878 * @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。
880 bool set_shield(TIME_EFFECT v, bool do_dec)
883 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
885 if (p_ptr->is_dead) return FALSE;
890 if (p_ptr->shield && !do_dec)
892 if (p_ptr->shield > v) return FALSE;
894 else if (!p_ptr->shield)
896 msg_print(_("肌が石になった。", "Your skin turns to stone."));
906 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
913 p_ptr->redraw |= (PR_STATUS);
915 /* Nothing to notice */
916 if (!notice) return (FALSE);
918 if (disturb_state) disturb(FALSE, FALSE);
919 p_ptr->update |= (PU_BONUS);
926 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
928 * @param do_dec 現在の継続時間より長い値のみ上書きする
929 * @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。
931 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
934 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
936 if (p_ptr->is_dead) return FALSE;
941 if (p_ptr->tsubureru && !do_dec)
943 if (p_ptr->tsubureru > v) return FALSE;
945 else if (!p_ptr->tsubureru)
947 msg_print(_("横に伸びた。", "Your body expands horizontally."));
955 if (p_ptr->tsubureru)
957 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
963 p_ptr->tsubureru = v;
964 p_ptr->redraw |= (PR_STATUS);
966 /* Nothing to notice */
967 if (!notice) return (FALSE);
969 if (disturb_state) disturb(FALSE, FALSE);
970 p_ptr->update |= (PU_BONUS);
977 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
979 * @param do_dec 現在の継続時間より長い値のみ上書きする
980 * @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。
982 bool set_magicdef(TIME_EFFECT v, bool do_dec)
985 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
987 if (p_ptr->is_dead) return FALSE;
992 if (p_ptr->magicdef && !do_dec)
994 if (p_ptr->magicdef > v) return FALSE;
996 else if (!p_ptr->magicdef)
998 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."));
1006 if (p_ptr->magicdef)
1008 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1014 p_ptr->magicdef = v;
1015 p_ptr->redraw |= (PR_STATUS);
1017 /* Nothing to notice */
1018 if (!notice) return (FALSE);
1020 if (disturb_state) disturb(FALSE, FALSE);
1021 p_ptr->update |= (PU_BONUS);
1027 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1029 * @param do_dec 現在の継続時間より長い値のみ上書きする
1030 * @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。
1032 bool set_blessed(TIME_EFFECT v, bool do_dec)
1034 bool notice = FALSE;
1035 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1037 if (p_ptr->is_dead) return FALSE;
1042 if (p_ptr->blessed && !do_dec)
1044 if (p_ptr->blessed > v) return FALSE;
1046 else if (!IS_BLESSED())
1048 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1056 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1058 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1065 p_ptr->redraw |= (PR_STATUS);
1067 /* Nothing to notice */
1068 if (!notice) return (FALSE);
1070 if (disturb_state) disturb(FALSE, FALSE);
1071 p_ptr->update |= (PU_BONUS);
1078 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1080 * @param do_dec 現在の継続時間より長い値のみ上書きする
1081 * @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。
1083 bool set_hero(TIME_EFFECT v, bool do_dec)
1085 bool notice = FALSE;
1086 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1088 if (p_ptr->is_dead) return FALSE;
1093 if (p_ptr->hero && !do_dec)
1095 if (p_ptr->hero > v) return FALSE;
1097 else if (!IS_HERO())
1099 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1107 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1109 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1116 p_ptr->redraw |= (PR_STATUS);
1118 /* Nothing to notice */
1119 if (!notice) return (FALSE);
1121 if (disturb_state) disturb(FALSE, FALSE);
1122 p_ptr->update |= (PU_BONUS);
1124 /* Recalculate hitpoints */
1125 p_ptr->update |= (PU_HP);
1131 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1132 * @param v 継続時間/ 0ならば無条件にリセット
1133 * @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
1134 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1136 bool set_shero(TIME_EFFECT v, bool do_dec)
1138 bool notice = FALSE;
1139 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1141 if (p_ptr->is_dead) return FALSE;
1143 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1147 if (p_ptr->shero && !do_dec)
1149 if (p_ptr->shero > v) return FALSE;
1151 else if (!p_ptr->shero)
1153 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1163 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1170 p_ptr->redraw |= (PR_STATUS);
1172 /* Nothing to notice */
1173 if (!notice) return (FALSE);
1175 if (disturb_state) disturb(FALSE, FALSE);
1176 p_ptr->update |= (PU_BONUS);
1178 /* Recalculate hitpoints */
1179 p_ptr->update |= (PU_HP);
1185 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1187 * @param do_dec 現在の継続時間より長い値のみ上書きする
1188 * @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。
1190 bool set_protevil(TIME_EFFECT v, bool do_dec)
1192 bool notice = FALSE;
1193 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1195 if (p_ptr->is_dead) return FALSE;
1200 if (p_ptr->protevil && !do_dec)
1202 if (p_ptr->protevil > v) return FALSE;
1204 else if (!p_ptr->protevil)
1206 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!"));
1214 if (p_ptr->protevil)
1216 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."));
1222 p_ptr->protevil = v;
1223 p_ptr->redraw |= (PR_STATUS);
1225 /* Nothing to notice */
1226 if (!notice) return (FALSE);
1228 if (disturb_state) disturb(FALSE, FALSE);
1234 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", 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_wraith_form(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->wraith_form && !do_dec)
1251 if (p_ptr->wraith_form > v) return FALSE;
1253 else if (!p_ptr->wraith_form)
1255 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!"));
1257 chg_virtue(V_UNLIFE, 3);
1258 chg_virtue(V_HONOUR, -2);
1259 chg_virtue(V_SACRIFICE, -2);
1260 chg_virtue(V_VALOUR, -5);
1262 p_ptr->redraw |= (PR_MAP);
1263 p_ptr->update |= (PU_MONSTERS);
1265 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1272 if (p_ptr->wraith_form)
1274 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1277 p_ptr->redraw |= (PR_MAP);
1278 p_ptr->update |= (PU_MONSTERS);
1280 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1285 p_ptr->wraith_form = v;
1286 p_ptr->redraw |= (PR_STATUS);
1288 /* Nothing to notice */
1289 if (!notice) return (FALSE);
1291 if (disturb_state) disturb(FALSE, FALSE);
1292 p_ptr->update |= (PU_BONUS);
1299 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1301 * @param do_dec 現在の継続時間より長い値のみ上書きする
1302 * @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。
1304 bool set_invuln(TIME_EFFECT v, bool do_dec)
1306 bool notice = FALSE;
1307 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1309 if (p_ptr->is_dead) return FALSE;
1314 if (p_ptr->invuln && !do_dec)
1316 if (p_ptr->invuln > v) return FALSE;
1318 else if (!IS_INVULN())
1320 msg_print(_("無敵だ!", "Invulnerability!"));
1323 chg_virtue(V_UNLIFE, -2);
1324 chg_virtue(V_HONOUR, -2);
1325 chg_virtue(V_SACRIFICE, -3);
1326 chg_virtue(V_VALOUR, -5);
1328 p_ptr->redraw |= (PR_MAP);
1329 p_ptr->update |= (PU_MONSTERS);
1331 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1338 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1340 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1343 p_ptr->redraw |= (PR_MAP);
1344 p_ptr->update |= (PU_MONSTERS);
1346 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1348 p_ptr->energy_need += ENERGY_NEED();
1354 p_ptr->redraw |= (PR_STATUS);
1356 /* Nothing to notice */
1357 if (!notice) return (FALSE);
1359 if (disturb_state) disturb(FALSE, FALSE);
1360 p_ptr->update |= (PU_BONUS);
1366 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1368 * @param do_dec 現在の継続時間より長い値のみ上書きする
1369 * @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。
1371 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1373 bool notice = FALSE;
1374 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1376 if (p_ptr->is_dead) return FALSE;
1381 if (p_ptr->tim_esp && !do_dec)
1383 if (p_ptr->tim_esp > v) return FALSE;
1385 else if (!IS_TIM_ESP())
1387 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1395 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1397 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1404 p_ptr->redraw |= (PR_STATUS);
1406 /* Nothing to notice */
1407 if (!notice) return (FALSE);
1409 if (disturb_state) disturb(FALSE, FALSE);
1410 p_ptr->update |= (PU_BONUS);
1411 p_ptr->update |= (PU_MONSTERS);
1417 * @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
1419 * @param do_dec 現在の継続時間より長い値のみ上書きする
1420 * @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。
1422 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1424 bool notice = FALSE;
1425 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1427 if (p_ptr->is_dead) return FALSE;
1432 if (p_ptr->tim_invis && !do_dec)
1434 if (p_ptr->tim_invis > v) return FALSE;
1436 else if (!p_ptr->tim_invis)
1438 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1446 if (p_ptr->tim_invis)
1448 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1454 p_ptr->tim_invis = v;
1455 p_ptr->redraw |= (PR_STATUS);
1457 /* Nothing to notice */
1458 if (!notice) return (FALSE);
1460 if (disturb_state) disturb(FALSE, FALSE);
1461 p_ptr->update |= (PU_BONUS);
1463 /* Update the monsters */
1464 p_ptr->update |= (PU_MONSTERS);
1470 * @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
1472 * @param do_dec 現在の継続時間より長い値のみ上書きする
1473 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1475 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1477 bool notice = FALSE;
1478 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1480 if (p_ptr->is_dead) return FALSE;
1485 if (p_ptr->tim_infra && !do_dec)
1487 if (p_ptr->tim_infra > v) return FALSE;
1489 else if (!p_ptr->tim_infra)
1491 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1499 if (p_ptr->tim_infra)
1501 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1507 p_ptr->tim_infra = v;
1508 p_ptr->redraw |= (PR_STATUS);
1510 /* Nothing to notice */
1511 if (!notice) return (FALSE);
1513 if (disturb_state) disturb(FALSE, FALSE);
1514 p_ptr->update |= (PU_BONUS);
1516 /* Update the monsters */
1517 p_ptr->update |= (PU_MONSTERS);
1523 * @brief 時限急回復の継続時間をセットする / Set "p_ptr->tim_regen", notice observable changes
1525 * @param do_dec 現在の継続時間より長い値のみ上書きする
1526 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1528 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1530 bool notice = FALSE;
1531 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1533 if (p_ptr->is_dead) return FALSE;
1538 if (p_ptr->tim_regen && !do_dec)
1540 if (p_ptr->tim_regen > v) return FALSE;
1542 else if (!p_ptr->tim_regen)
1544 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1552 if (p_ptr->tim_regen)
1554 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1560 p_ptr->tim_regen = v;
1561 p_ptr->redraw |= (PR_STATUS);
1563 /* Nothing to notice */
1564 if (!notice) return (FALSE);
1566 if (disturb_state) disturb(FALSE, FALSE);
1567 p_ptr->update |= (PU_BONUS);
1573 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1575 * @param do_dec 現在の継続時間より長い値のみ上書きする
1576 * @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。
1578 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1580 bool notice = FALSE;
1581 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1583 if (p_ptr->is_dead) return FALSE;
1588 if (p_ptr->tim_stealth && !do_dec)
1590 if (p_ptr->tim_stealth > v) return FALSE;
1592 else if (!IS_TIM_STEALTH())
1594 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1602 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1604 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1610 p_ptr->tim_stealth = v;
1611 p_ptr->redraw |= (PR_STATUS);
1613 /* Nothing to notice */
1614 if (!notice) return (FALSE);
1616 if (disturb_state) disturb(FALSE, FALSE);
1617 p_ptr->update |= (PU_BONUS);
1623 * @brief 超隠密状態をセットする
1624 * @param set TRUEならば超隠密状態になる。
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_superstealth(bool set)
1629 bool notice = FALSE;
1631 if (p_ptr->is_dead) return FALSE;
1636 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1638 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1640 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."));
1641 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1645 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!"));
1646 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1652 p_ptr->special_defense |= NINJA_S_STEALTH;
1659 if (p_ptr->special_defense & NINJA_S_STEALTH)
1661 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."));
1665 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1669 /* Nothing to notice */
1670 if (!notice) return (FALSE);
1671 p_ptr->redraw |= (PR_STATUS);
1673 if (disturb_state) disturb(FALSE, FALSE);
1678 * @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
1680 * @param do_dec 現在の継続時間より長い値のみ上書きする
1681 * @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。
1683 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1685 bool notice = FALSE;
1686 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1688 if (p_ptr->is_dead) return FALSE;
1693 if (p_ptr->tim_levitation && !do_dec)
1695 if (p_ptr->tim_levitation > v) return FALSE;
1697 else if (!p_ptr->tim_levitation)
1699 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1707 if (p_ptr->tim_levitation)
1709 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1715 p_ptr->tim_levitation = v;
1716 p_ptr->redraw |= (PR_STATUS);
1718 /* Nothing to notice */
1719 if (!notice) return (FALSE);
1721 if (disturb_state) disturb(FALSE, FALSE);
1722 p_ptr->update |= (PU_BONUS);
1728 * @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
1730 * @param do_dec 現在の継続時間より長い値のみ上書きする
1731 * @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。
1733 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1735 bool notice = FALSE;
1736 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1738 if (p_ptr->is_dead) return FALSE;
1743 if (p_ptr->tim_sh_touki && !do_dec)
1745 if (p_ptr->tim_sh_touki > v) return FALSE;
1747 else if (!p_ptr->tim_sh_touki)
1749 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1757 if (p_ptr->tim_sh_touki)
1759 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1765 p_ptr->tim_sh_touki = v;
1766 p_ptr->redraw |= (PR_STATUS);
1768 /* Nothing to notice */
1769 if (!notice) return (FALSE);
1771 if (disturb_state) disturb(FALSE, FALSE);
1777 * @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
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_fire(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_fire && !do_dec)
1794 if (p_ptr->tim_sh_fire > v) return FALSE;
1796 else if (!p_ptr->tim_sh_fire)
1798 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1806 if (p_ptr->tim_sh_fire)
1808 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1814 p_ptr->tim_sh_fire = v;
1815 p_ptr->redraw |= (PR_STATUS);
1817 /* Nothing to notice */
1818 if (!notice) return (FALSE);
1820 if (disturb_state) disturb(FALSE, FALSE);
1821 p_ptr->update |= (PU_BONUS);
1827 * @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
1829 * @param do_dec 現在の継続時間より長い値のみ上書きする
1830 * @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。
1832 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1834 bool notice = FALSE;
1835 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1837 if (p_ptr->is_dead) return FALSE;
1842 if (p_ptr->tim_sh_holy && !do_dec)
1844 if (p_ptr->tim_sh_holy > v) return FALSE;
1846 else if (!p_ptr->tim_sh_holy)
1848 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1856 if (p_ptr->tim_sh_holy)
1858 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1864 p_ptr->tim_sh_holy = v;
1865 p_ptr->redraw |= (PR_STATUS);
1867 /* Nothing to notice */
1868 if (!notice) return (FALSE);
1870 if (disturb_state) disturb(FALSE, FALSE);
1871 p_ptr->update |= (PU_BONUS);
1877 * @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
1879 * @param do_dec 現在の継続時間より長い値のみ上書きする
1880 * @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。
1882 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1884 bool notice = FALSE;
1885 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1887 if (p_ptr->is_dead) return FALSE;
1892 if (p_ptr->tim_eyeeye && !do_dec)
1894 if (p_ptr->tim_eyeeye > v) return FALSE;
1896 else if (!p_ptr->tim_eyeeye)
1898 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1906 if (p_ptr->tim_eyeeye)
1908 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."));
1914 p_ptr->tim_eyeeye = v;
1915 p_ptr->redraw |= (PR_STATUS);
1917 /* Nothing to notice */
1918 if (!notice) return (FALSE);
1920 if (disturb_state) disturb(FALSE, FALSE);
1921 p_ptr->update |= (PU_BONUS);
1928 * @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
1930 * @param do_dec 現在の継続時間より長い値のみ上書きする
1931 * @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。
1933 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1935 bool notice = FALSE;
1936 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1938 if (p_ptr->is_dead) return FALSE;
1943 if (p_ptr->resist_magic && !do_dec)
1945 if (p_ptr->resist_magic > v) return FALSE;
1947 else if (!p_ptr->resist_magic)
1949 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1957 if (p_ptr->resist_magic)
1959 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1965 p_ptr->resist_magic = v;
1966 p_ptr->redraw |= (PR_STATUS);
1968 /* Nothing to notice */
1969 if (!notice) return (FALSE);
1971 if (disturb_state) disturb(FALSE, FALSE);
1972 p_ptr->update |= (PU_BONUS);
1978 * @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
1980 * @param do_dec 現在の継続時間より長い値のみ上書きする
1981 * @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。
1983 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1985 bool notice = FALSE;
1986 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1988 if (p_ptr->is_dead) return FALSE;
1993 if (p_ptr->tim_reflect && !do_dec)
1995 if (p_ptr->tim_reflect > v) return FALSE;
1997 else if (!p_ptr->tim_reflect)
1999 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2007 if (p_ptr->tim_reflect)
2009 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2015 p_ptr->tim_reflect = v;
2016 p_ptr->redraw |= (PR_STATUS);
2018 /* Nothing to notice */
2019 if (!notice) return (FALSE);
2021 if (disturb_state) disturb(FALSE, FALSE);
2022 p_ptr->update |= (PU_BONUS);
2029 * Set "p_ptr->multishadow", notice observable changes
2031 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2033 bool notice = FALSE;
2034 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2036 if (p_ptr->is_dead) return FALSE;
2041 if (p_ptr->multishadow && !do_dec)
2043 if (p_ptr->multishadow > v) return FALSE;
2045 else if (!p_ptr->multishadow)
2047 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2055 if (p_ptr->multishadow)
2057 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2063 p_ptr->multishadow = v;
2064 p_ptr->redraw |= (PR_STATUS);
2066 /* Nothing to notice */
2067 if (!notice) return (FALSE);
2069 if (disturb_state) disturb(FALSE, FALSE);
2070 p_ptr->update |= (PU_BONUS);
2076 * @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
2078 * @param do_dec 現在の継続時間より長い値のみ上書きする
2079 * @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。
2081 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2083 bool notice = FALSE;
2084 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2086 if (p_ptr->is_dead) return FALSE;
2091 if (p_ptr->dustrobe && !do_dec)
2093 if (p_ptr->dustrobe > v) return FALSE;
2095 else if (!p_ptr->dustrobe)
2097 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2105 if (p_ptr->dustrobe)
2107 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2113 p_ptr->dustrobe = v;
2114 p_ptr->redraw |= (PR_STATUS);
2116 /* Nothing to notice */
2117 if (!notice) return (FALSE);
2119 if (disturb_state) disturb(FALSE, FALSE);
2120 p_ptr->update |= (PU_BONUS);
2126 * @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
2128 * @param do_dec 現在の継続時間より長い値のみ上書きする
2129 * @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。
2131 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2133 bool notice = FALSE;
2134 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2136 if (p_ptr->is_dead) return FALSE;
2141 if (p_ptr->kabenuke && !do_dec)
2143 if (p_ptr->kabenuke > v) return FALSE;
2145 else if (!p_ptr->kabenuke)
2147 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2155 if (p_ptr->kabenuke)
2157 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2163 p_ptr->kabenuke = v;
2164 p_ptr->redraw |= (PR_STATUS);
2166 /* Nothing to notice */
2167 if (!notice) return (FALSE);
2169 if (disturb_state) disturb(FALSE, FALSE);
2170 p_ptr->update |= (PU_BONUS);
2176 * @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
2178 * @param do_dec 現在の継続時間より長い値のみ上書きする
2179 * @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。
2181 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2183 bool notice = FALSE;
2184 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2186 if (p_ptr->is_dead) return FALSE;
2191 if (p_ptr->tsuyoshi && !do_dec)
2193 if (p_ptr->tsuyoshi > v) return FALSE;
2195 else if (!p_ptr->tsuyoshi)
2197 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2199 chg_virtue(V_VITALITY, 2);
2206 if (p_ptr->tsuyoshi)
2208 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2210 (void)dec_stat(A_CON, 20, TRUE);
2211 (void)dec_stat(A_STR, 20, TRUE);
2214 chg_virtue(V_VITALITY, -3);
2219 p_ptr->tsuyoshi = v;
2220 p_ptr->redraw |= (PR_STATUS);
2222 /* Nothing to notice */
2223 if (!notice) return (FALSE);
2225 if (disturb_state) disturb(FALSE, FALSE);
2226 p_ptr->update |= (PU_BONUS);
2228 /* Recalculate hitpoints */
2229 p_ptr->update |= (PU_HP);
2235 * @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-
2236 * @param attack_type スレイのタイプID
2238 * @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。
2240 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2242 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2244 /* Clear all elemental attacks (only one is allowed at a time). */
2245 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2247 p_ptr->special_attack &= ~(ATTACK_ACID);
2248 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2250 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2252 p_ptr->special_attack &= ~(ATTACK_ELEC);
2253 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2255 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2257 p_ptr->special_attack &= ~(ATTACK_FIRE);
2258 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2260 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2262 p_ptr->special_attack &= ~(ATTACK_COLD);
2263 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2265 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2267 p_ptr->special_attack &= ~(ATTACK_POIS);
2268 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2271 if ((v) && (attack_type))
2273 /* Set attack type. */
2274 p_ptr->special_attack |= (attack_type);
2277 p_ptr->ele_attack = v;
2280 msg_format("%sで攻撃できるようになった!",
2281 ((attack_type == ATTACK_ACID) ? "酸" :
2282 ((attack_type == ATTACK_ELEC) ? "電撃" :
2283 ((attack_type == ATTACK_FIRE) ? "火炎" :
2284 ((attack_type == ATTACK_COLD) ? "冷気" :
2285 ((attack_type == ATTACK_POIS) ? "毒" :
2288 msg_format("For a while, the blows you deal will %s",
2289 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2290 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2291 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2292 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2293 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2294 "do nothing special."))))));
2298 if (disturb_state) disturb(FALSE, FALSE);
2299 p_ptr->redraw |= (PR_STATUS);
2301 p_ptr->update |= (PU_BONUS);
2308 * @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-
2309 * @param immune_type 免疫のタイプID
2311 * @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。
2313 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2315 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2317 /* Clear all elemental attacks (only one is allowed at a time). */
2318 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2320 p_ptr->special_defense &= ~(DEFENSE_ACID);
2321 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."));
2323 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2325 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2326 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."));
2328 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2330 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2331 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."));
2333 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2335 p_ptr->special_defense &= ~(DEFENSE_COLD);
2336 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."));
2338 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2340 p_ptr->special_defense &= ~(DEFENSE_POIS);
2341 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."));
2344 if ((v) && (immune_type))
2346 /* Set attack type. */
2347 p_ptr->special_defense |= (immune_type);
2350 p_ptr->ele_immune = v;
2352 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2353 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2354 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2355 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2356 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2357 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2358 _("(なし)", "do nothing special.")))))));
2361 if (disturb_state) disturb(FALSE, FALSE);
2362 p_ptr->redraw |= (PR_STATUS);
2363 p_ptr->update |= (PU_BONUS);
2370 * @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
2372 * @param do_dec 現在の継続時間より長い値のみ上書きする
2373 * @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。
2375 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2377 bool notice = FALSE;
2378 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2380 if (p_ptr->is_dead) return FALSE;
2385 if (p_ptr->oppose_acid && !do_dec)
2387 if (p_ptr->oppose_acid > v) return FALSE;
2389 else if (!IS_OPPOSE_ACID())
2391 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2399 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2401 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2407 p_ptr->oppose_acid = v;
2409 /* Nothing to notice */
2410 if (!notice) return (FALSE);
2411 p_ptr->redraw |= (PR_STATUS);
2413 if (disturb_state) disturb(FALSE, FALSE);
2419 * @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
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_elec(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_elec && !do_dec)
2436 if (p_ptr->oppose_elec > v) return FALSE;
2438 else if (!IS_OPPOSE_ELEC())
2440 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2448 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2450 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2456 p_ptr->oppose_elec = 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 一時的火炎耐性の継続時間をセットする / Set "p_ptr->oppose_fire", 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_fire(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;
2480 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2484 if (p_ptr->oppose_fire && !do_dec)
2486 if (p_ptr->oppose_fire > v) return FALSE;
2488 else if (!IS_OPPOSE_FIRE())
2490 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2498 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2500 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2506 p_ptr->oppose_fire = v;
2508 /* Nothing to notice */
2509 if (!notice) return (FALSE);
2510 p_ptr->redraw |= (PR_STATUS);
2512 if (disturb_state) disturb(FALSE, FALSE);
2518 * @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
2520 * @param do_dec 現在の継続時間より長い値のみ上書きする
2521 * @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。
2523 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2525 bool notice = FALSE;
2526 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2528 if (p_ptr->is_dead) return FALSE;
2533 if (p_ptr->oppose_cold && !do_dec)
2535 if (p_ptr->oppose_cold > v) return FALSE;
2537 else if (!IS_OPPOSE_COLD())
2539 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2547 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2549 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2555 p_ptr->oppose_cold = 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 一時的毒耐性の継続時間をセットする / Set "p_ptr->oppose_pois", 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_pois(TIME_EFFECT v, bool do_dec)
2574 bool notice = FALSE;
2575 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2577 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2578 if (p_ptr->is_dead) return FALSE;
2583 if (p_ptr->oppose_pois && !do_dec)
2585 if (p_ptr->oppose_pois > v) return FALSE;
2587 else if (!IS_OPPOSE_POIS())
2589 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2597 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2599 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2605 p_ptr->oppose_pois = v;
2607 /* Nothing to notice */
2608 if (!notice) return (FALSE);
2609 p_ptr->redraw |= (PR_STATUS);
2611 if (disturb_state) disturb(FALSE, FALSE);
2617 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
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 * Note the special code to only notice "range" changes.
2623 bool set_stun(TIME_EFFECT v)
2625 int old_aux, new_aux;
2626 bool notice = FALSE;
2627 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2629 if (p_ptr->is_dead) return FALSE;
2630 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2633 if (p_ptr->stun > 100)
2639 else if (p_ptr->stun > 50)
2645 else if (p_ptr->stun > 0)
2681 if (new_aux > old_aux)
2683 /* Describe the state */
2687 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2690 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;
2693 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;
2696 if (randint1(1000) < v || one_in_(16))
2698 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2702 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2703 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2705 else if (one_in_(2))
2707 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2711 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2714 if (p_ptr->special_defense & KATA_MASK)
2716 msg_print(_("型が崩れた。", "Your posture gets loose."));
2717 p_ptr->special_defense &= ~(KATA_MASK);
2718 p_ptr->update |= (PU_BONUS);
2719 p_ptr->update |= (PU_MONSTERS);
2720 p_ptr->redraw |= (PR_STATE);
2721 p_ptr->redraw |= (PR_STATUS);
2722 p_ptr->action = ACTION_NONE;
2726 if (p_ptr->concent) reset_concentration(TRUE);
2729 if (hex_spelling_any()) stop_hex_spell_all();
2735 else if (new_aux < old_aux)
2737 /* Describe the state */
2742 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2744 if (disturb_state) disturb(FALSE, FALSE);
2755 if (!notice) return (FALSE);
2757 if (disturb_state) disturb(FALSE, FALSE);
2758 p_ptr->update |= (PU_BONUS);
2760 /* Redraw the "stun" */
2761 p_ptr->redraw |= (PR_STUN);
2768 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2770 * @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。
2772 * Note the special code to only notice "range" changes.
2774 bool set_cut(TIME_EFFECT v)
2776 int old_aux, new_aux;
2777 bool notice = FALSE;
2778 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2780 if (p_ptr->is_dead) return FALSE;
2782 if ((p_ptr->prace == RACE_GOLEM ||
2783 p_ptr->prace == RACE_SKELETON ||
2784 p_ptr->prace == RACE_SPECTRE ||
2785 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2790 if (p_ptr->cut > 1000)
2796 else if (p_ptr->cut > 200)
2802 else if (p_ptr->cut > 100)
2808 else if (p_ptr->cut > 50)
2814 else if (p_ptr->cut > 25)
2820 else if (p_ptr->cut > 10)
2826 else if (p_ptr->cut > 0)
2886 if (new_aux > old_aux)
2888 /* Describe the state */
2892 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2895 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2898 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2901 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2904 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2907 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;
2910 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;
2915 if (randint1(1000) < v || one_in_(16))
2917 if (!p_ptr->sustain_chr)
2919 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2926 else if (new_aux < old_aux)
2928 /* Describe the state */
2933 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");
2935 if (disturb_state) disturb(FALSE, FALSE);
2946 if (!notice) return (FALSE);
2948 if (disturb_state) disturb(FALSE, FALSE);
2949 p_ptr->update |= (PU_BONUS);
2951 /* Redraw the "cut" */
2952 p_ptr->redraw |= (PR_CUT);
2958 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2960 * @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。
2962 * Set "", notice observable changes\n
2964 * The "p_ptr->food" variable can get as large as 20000, allowing the
2965 * addition of the most "filling" item, Elvish Waybread, which adds
2966 * 7500 food units, without overflowing the 32767 maximum limit.\n
2968 * Perhaps we should disturb the player with various messages,
2969 * especially messages about hunger status changes. \n
2971 * Digestion of food is handled in "dungeon.c", in which, normally,
2972 * the player digests about 20 food units per 100 game turns, more
2973 * when "fast", more when "regenerating", less with "slow digestion",
2974 * but when the player is "gorged", he digests 100 food units per 10
2975 * game turns, or a full 1000 food units per 100 game turns.\n
2977 * Note that the player's speed is reduced by 10 units while gorged,
2978 * so if the player eats a single food ration (5000 food units) when
2979 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2980 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2981 * affecting the player speed).\n
2983 bool set_food(TIME_EFFECT v)
2985 int old_aux, new_aux;
2987 bool notice = FALSE;
2988 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2990 /* Fainting / Starving */
2991 if (p_ptr->food < PY_FOOD_FAINT)
2997 else if (p_ptr->food < PY_FOOD_WEAK)
3003 else if (p_ptr->food < PY_FOOD_ALERT)
3009 else if (p_ptr->food < PY_FOOD_FULL)
3015 else if (p_ptr->food < PY_FOOD_MAX)
3026 /* Fainting / Starving */
3027 if (v < PY_FOOD_FAINT)
3033 else if (v < PY_FOOD_WEAK)
3039 else if (v < PY_FOOD_ALERT)
3045 else if (v < PY_FOOD_FULL)
3051 else if (v < PY_FOOD_MAX)
3062 if (old_aux < 1 && new_aux > 0)
3063 chg_virtue(V_PATIENCE, 2);
3064 else if (old_aux < 3 && (old_aux != new_aux))
3065 chg_virtue(V_PATIENCE, 1);
3067 chg_virtue(V_TEMPERANCE, 1);
3069 chg_virtue(V_TEMPERANCE, -1);
3072 if (new_aux > old_aux)
3074 /* Describe the state */
3078 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3081 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3084 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3087 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3091 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3092 chg_virtue(V_HARMONY, -1);
3093 chg_virtue(V_PATIENCE, -1);
3094 chg_virtue(V_TEMPERANCE, -2);
3104 else if (new_aux < old_aux)
3106 /* Describe the state */
3109 /* Fainting / Starving */
3110 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;
3113 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3116 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3119 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3122 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3125 if (p_ptr->wild_mode && (new_aux < 2))
3137 /* Nothing to notice */
3138 if (!notice) return (FALSE);
3140 if (disturb_state) disturb(FALSE, FALSE);
3141 p_ptr->update |= (PU_BONUS);
3144 p_ptr->redraw |= (PR_HUNGER);
3150 * @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-
3151 * @param stat 上昇させるステータスID
3152 * @return 実際に上昇した場合TRUEを返す。
3154 * Note that this function (used by stat potions) now restores\n
3155 * the stat BEFORE increasing it.\n
3157 bool inc_stat(int stat)
3159 BASE_STATUS value, gain;
3161 /* Then augment the current/max stat */
3162 value = p_ptr->stat_cur[stat];
3164 /* Cannot go above 18/100 */
3165 if (value < p_ptr->stat_max_max[stat])
3167 /* Gain one (sometimes two) points */
3170 gain = ((randint0(100) < 75) ? 1 : 2);
3174 /* Gain 1/6 to 1/3 of distance to 18/100 */
3175 else if (value < (p_ptr->stat_max_max[stat]-2))
3177 /* Approximate gain value */
3178 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3179 if (gain < 1) gain = 1;
3181 /* Apply the bonus */
3182 value += randint1(gain) + gain / 2;
3185 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3188 /* Gain one point at a time */
3194 /* Save the new value */
3195 p_ptr->stat_cur[stat] = value;
3197 /* Bring up the maximum too */
3198 if (value > p_ptr->stat_max[stat])
3200 p_ptr->stat_max[stat] = value;
3202 p_ptr->update |= (PU_BONUS);
3208 /* Nothing to gain */
3213 * @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.
3214 * @param stat 減少させるステータスID
3215 * @param amount 減少させる基本量
3216 * @param permanent TRUEならば現在の最大値を減少させる
3217 * @return 実際に減少した場合TRUEを返す。
3220 * Amount could be a little higher in extreme cases to mangle very high\n
3221 * stats from massive assaults. -CWS\n
3223 * Note that "permanent" means that the *given* amount is permanent,\n
3224 * not that the new value becomes permanent. This may not work exactly\n
3225 * as expected, due to "weirdness" in the algorithm, but in general,\n
3226 * if your stat is already drained, the "max" value will not drop all\n
3227 * the way down to the "cur" value.\n
3229 bool dec_stat(int stat, int amount, int permanent)
3231 BASE_STATUS cur, max;
3236 /* Acquire current value */
3237 cur = p_ptr->stat_cur[stat];
3238 max = p_ptr->stat_max[stat];
3240 /* Note when the values are identical */
3241 same = (cur == max);
3243 /* Damage "current" value */
3246 /* Handle "low" values */
3249 if (amount > 90) cur--;
3250 if (amount > 50) cur--;
3251 if (amount > 20) cur--;
3255 /* Handle "high" values */
3258 /* Hack -- Decrement by a random amount between one-quarter */
3259 /* and one-half of the stat bonus times the percentage, with a */
3260 /* minimum damage of half the percentage. -CWS */
3261 loss = (((cur-18) / 2 + 1) / 2 + 1);
3262 if (loss < 1) loss = 1;
3264 /* Randomize the loss */
3265 loss = ((randint1(loss) + loss) * amount) / 100;
3268 if (loss < amount/2) loss = amount/2;
3270 /* Lose some points */
3273 /* Hack -- Only reduce stat to 17 sometimes */
3274 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3277 /* Prevent illegal values */
3278 if (cur < 3) cur = 3;
3280 /* Something happened */
3281 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3284 /* Damage "max" value */
3285 if (permanent && (max > 3))
3287 chg_virtue(V_SACRIFICE, 1);
3288 if (stat == A_WIS || stat == A_INT)
3289 chg_virtue(V_ENLIGHTEN, -2);
3291 /* Handle "low" values */
3294 if (amount > 90) max--;
3295 if (amount > 50) max--;
3296 if (amount > 20) max--;
3300 /* Handle "high" values */
3303 /* Hack -- Decrement by a random amount between one-quarter */
3304 /* and one-half of the stat bonus times the percentage, with a */
3305 /* minimum damage of half the percentage. -CWS */
3306 loss = (((max-18) / 2 + 1) / 2 + 1);
3307 loss = ((randint1(loss) + loss) * amount) / 100;
3308 if (loss < amount/2) loss = amount/2;
3310 /* Lose some points */
3313 /* Hack -- Only reduce stat to 17 sometimes */
3314 if (max < 18) max = (amount <= 20) ? 18 : 17;
3317 /* Hack -- keep it clean */
3318 if (same || (max < cur)) max = cur;
3320 /* Something happened */
3321 if (max != p_ptr->stat_max[stat]) res = TRUE;
3326 /* Actually set the stat to its new value. */
3327 p_ptr->stat_cur[stat] = cur;
3328 p_ptr->stat_max[stat] = max;
3330 p_ptr->redraw |= (PR_STATS);
3331 p_ptr->update |= (PU_BONUS);
3339 * @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.
3340 * @param stat 回復ステータスID
3341 * @return 実際に回復した場合TRUEを返す。
3343 bool res_stat(int stat)
3345 /* Restore if needed */
3346 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3348 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3349 p_ptr->update |= (PU_BONUS);
3350 p_ptr->redraw |= (PR_STATS);
3356 /* Nothing to restore */
3362 * Increase players hit points, notice effects
3364 bool hp_player(int num)
3367 vir = virtue_number(V_VITALITY);
3369 if(num <= 0) return (FALSE);
3373 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3375 /* Healing needed */
3376 if (p_ptr->chp < p_ptr->mhp)
3378 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3379 chg_virtue(V_TEMPERANCE, 1);
3380 /* Gain hitpoints */
3383 /* Enforce maximum */
3384 if (p_ptr->chp >= p_ptr->mhp)
3386 p_ptr->chp = p_ptr->mhp;
3387 p_ptr->chp_frac = 0;
3390 p_ptr->redraw |= (PR_HP);
3392 p_ptr->window |= (PW_PLAYER);
3397 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3403 msg_print(_("気分が良くなった。", "You feel better."));
3409 msg_print(_("とても気分が良くなった。", "You feel much better."));
3415 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3427 * Array of stat "descriptions"
3429 static concptr desc_stat_pos[] =
3434 _("器用に", "dextrous"),
3435 _("健康に", "healthy"),
3441 * Array of stat "descriptions"
3443 static concptr desc_stat_neg[] =
3448 _("不器用に", "clumsy"),
3449 _("不健康に", "sickly"),
3457 bool do_dec_stat(int stat)
3461 /* Access the "sustain" */
3464 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3465 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3466 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3467 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3468 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3469 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3473 if (sust && (!ironman_nightmare || randint0(13)))
3475 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."),
3476 desc_stat_neg[stat]);
3482 /* Attempt to reduce the stat */
3483 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3485 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3491 /* Nothing obvious */
3497 * Restore lost "points" in a stat
3499 bool do_res_stat(int stat)
3501 /* Attempt to increase */
3504 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3509 /* Nothing obvious */
3515 * Gain a "point" in a stat
3517 bool do_inc_stat(int stat)
3521 /* Restore strength */
3522 res = res_stat(stat);
3524 /* Attempt to increase */
3529 chg_virtue(V_ENLIGHTEN, 1);
3530 chg_virtue(V_FAITH, 1);
3532 else if (stat == A_INT)
3534 chg_virtue(V_KNOWLEDGE, 1);
3535 chg_virtue(V_ENLIGHTEN, 1);
3537 else if (stat == A_CON)
3538 chg_virtue(V_VITALITY, 1);
3540 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3545 /* Restoration worked */
3548 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3553 /* Nothing obvious */
3559 * Restores any drained experience
3561 bool restore_level(void)
3563 /* Restore experience */
3564 if (p_ptr->exp < p_ptr->max_exp)
3566 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3568 /* Restore the experience */
3569 p_ptr->exp = p_ptr->max_exp;
3571 /* Check the experience */
3585 bool lose_all_info(void)
3589 chg_virtue(V_KNOWLEDGE, -5);
3590 chg_virtue(V_ENLIGHTEN, -5);
3592 /* Forget info about objects */
3593 for (i = 0; i < INVEN_TOTAL; i++)
3595 object_type *o_ptr = &inventory[i];
3597 /* Skip non-objects */
3598 if (!o_ptr->k_idx) continue;
3600 /* Allow "protection" by the MENTAL flag */
3601 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3603 /* Remove "default inscriptions" */
3604 o_ptr->feeling = FEEL_NONE;
3606 /* Hack -- Clear the "empty" flag */
3607 o_ptr->ident &= ~(IDENT_EMPTY);
3609 /* Hack -- Clear the "known" flag */
3610 o_ptr->ident &= ~(IDENT_KNOWN);
3612 /* Hack -- Clear the "felt" flag */
3613 o_ptr->ident &= ~(IDENT_SENSE);
3615 p_ptr->update |= (PU_BONUS);
3616 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3618 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3620 /* Mega-Hack -- Forget the map */
3628 void do_poly_wounds(void)
3630 /* Changed to always provide at least _some_ healing */
3631 s16b wounds = p_ptr->cut;
3632 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3633 s16b change = damroll(p_ptr->lev, 5);
3634 bool Nasty_effect = one_in_(5);
3636 if (!(wounds || hit_p || Nasty_effect)) return;
3638 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3642 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3643 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3648 set_cut(p_ptr->cut - (change / 2));
3654 * Change player race
3656 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3658 concptr title = race_info[new_race].title;
3659 int old_race = p_ptr->prace;
3662 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3664 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);
3667 chg_virtue(V_CHANCE, 2);
3669 if (p_ptr->prace < 32)
3671 p_ptr->old_race1 |= 1L << p_ptr->prace;
3675 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3677 p_ptr->prace = new_race;
3678 rp_ptr = &race_info[p_ptr->prace];
3680 /* Experience factor */
3681 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3684 * The speed bonus of Klackons and Sprites are disabled
3685 * and the experience penalty is decreased.
3687 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)))
3688 p_ptr->expfact -= 15;
3690 /* Get character's height and weight */
3691 get_height_weight();
3694 if (p_ptr->pclass == CLASS_SORCERER)
3695 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3697 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3699 roll_hitdice(p_ptr, 0L);
3701 /* The experience level may be modified */
3704 p_ptr->redraw |= (PR_BASIC);
3706 p_ptr->update |= (PU_BONUS);
3710 /* Load an autopick preference file */
3711 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3713 /* Player's graphic tile may change */
3714 lite_spot(p_ptr->y, p_ptr->x);
3718 void do_poly_self(void)
3720 int power = p_ptr->lev;
3722 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3723 chg_virtue(V_CHANCE, 1);
3725 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3727 char effect_msg[80] = "";
3728 CHARACTER_IDX new_race;
3730 /* Some form of racial polymorph... */
3733 if ((power > randint0(5)) && one_in_(4))
3738 if (p_ptr->psex == SEX_MALE)
3740 p_ptr->psex = SEX_FEMALE;
3741 sp_ptr = &sex_info[p_ptr->psex];
3742 sprintf(effect_msg, _("女性の", "female "));
3746 p_ptr->psex = SEX_MALE;
3747 sp_ptr = &sex_info[p_ptr->psex];
3748 sprintf(effect_msg, _("男性の", "male "));
3752 if ((power > randint0(30)) && one_in_(5))
3756 /* Harmful deformity */
3763 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3769 /* Deformities are discriminated against! */
3770 (void)dec_stat(A_CHR, randint1(6), TRUE);
3775 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3776 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3780 sprintf(effect_msg,_("奇形の", "deformed "));
3784 while ((power > randint0(20)) && one_in_(10))
3786 /* Polymorph into a less mutated form */
3789 if (!lose_mutation(0))
3790 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3795 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3797 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3799 change_race(new_race, effect_msg);
3802 if ((power > randint0(30)) && one_in_(6))
3808 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");
3812 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3817 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!"));
3818 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3824 if ((power > randint0(20)) && one_in_(4))
3829 roll_hitdice(p_ptr, 0L);
3832 while ((power > randint0(15)) && one_in_(3))
3835 (void)gain_mutation(p_ptr, 0);
3838 if (power > randint0(5))
3844 /* Note: earlier deductions may have left power < 0 already. */
3854 * Decreases players hit points and sets death flag if necessary
3856 * Invulnerability needs to be changed into a "shield"
3858 * Hack -- this function allows the user to save (or quit)
3859 * the game when he dies, since the "You die." message is shown before
3860 * setting the player to "dead".
3863 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3865 int old_chp = p_ptr->chp;
3867 char death_message[1024];
3870 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3871 if (p_ptr->is_dead) return 0;
3873 if (p_ptr->sutemi) damage *= 2;
3874 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3876 if (easy_band) damage = (damage+1)/2;
3878 if (damage_type != DAMAGE_USELIFE)
3880 disturb(TRUE, TRUE);
3883 p_ptr->now_damaged = TRUE;
3887 if (monspell >= 0) learn_spell(monspell);
3889 /* Mega-Hack -- Apply "invulnerability" */
3890 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3892 if (IS_INVULN() && (damage < 9000))
3894 if (damage_type == DAMAGE_FORCE)
3896 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3898 else if (one_in_(PENETRATE_INVULNERABILITY))
3900 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3908 if (CHECK_MULTISHADOW())
3910 if (damage_type == DAMAGE_FORCE)
3912 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3914 else if (damage_type == DAMAGE_ATTACK)
3916 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!"));
3921 if (p_ptr->wraith_form)
3923 if (damage_type == DAMAGE_FORCE)
3925 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3930 if ((damage == 0) && one_in_(2)) damage = 1;
3934 if (p_ptr->special_defense & KATA_MUSOU)
3937 if ((damage == 0) && one_in_(2)) damage = 1;
3939 } /* not if LOSELIFE USELIFE */
3941 /* Hurt the player */
3942 p_ptr->chp -= damage;
3943 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3945 damage += p_ptr->chp;
3949 /* Display the hitpoints */
3950 p_ptr->redraw |= (PR_HP);
3952 p_ptr->window |= (PW_PLAYER);
3954 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3956 chg_virtue(V_SACRIFICE, 1);
3957 chg_virtue(V_CHANCE, 2);
3963 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3965 #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 */
3967 if(!save_player()) msg_print("セーブ失敗!");
3972 chg_virtue(V_SACRIFICE, 10);
3975 p_ptr->leaving = TRUE;
3978 p_ptr->is_dead = TRUE;
3980 if (p_ptr->inside_arena)
3982 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3983 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3985 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3989 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
3990 bool seppuku = streq(hit_from, "Seppuku");
3991 bool winning_seppuku = p_ptr->total_winner && seppuku;
3993 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3996 /* Make screen dump */
3997 screen_dump = make_screen_dump();
4000 /* Note cause of death */
4003 strcpy(p_ptr->died_from, hit_from);
4005 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4012 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);
4014 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4016 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4019 /* No longer a winner */
4020 p_ptr->total_winner = FALSE;
4022 if (winning_seppuku)
4024 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4030 if (p_ptr->inside_arena)
4031 strcpy(buf,_("アリーナ", "in the Arena"));
4032 else if (!current_floor_ptr->dun_level)
4033 strcpy(buf,_("地上", "on the surface"));
4034 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4035 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4036 strcpy(buf,_("クエスト", "in a quest"));
4038 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4040 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4041 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4044 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4045 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4049 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4051 do_cmd_save_screen();
4056 /* Initialize "last message" buffer */
4057 if (p_ptr->last_message) string_free(p_ptr->last_message);
4058 p_ptr->last_message = NULL;
4060 /* Hack -- Note death */
4064 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4066 msg_print(android ? "You are broken." : "You die.");
4073 if (winning_seppuku)
4075 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4079 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4085 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4087 while (!get_string("Last word: ", death_message, 1024)) ;
4090 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4092 if (death_message[0] == '\0')
4095 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4097 strcpy(death_message, android ? "You are broken." : "You die.");
4100 else p_ptr->last_message = string_make(death_message);
4103 if (winning_seppuku)
4108 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4109 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4116 for (i = 0; i < 40; i++)
4117 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4119 str = death_message;
4120 if (strncmp(str, "「", 2) == 0) str += 2;
4122 str2 = my_strstr(str, "」");
4123 if (str2 != NULL) *str2 = '\0';
4128 str2 = my_strstr(str, " ");
4129 if (str2 == NULL) len = strlen(str);
4130 else len = str2 - str;
4134 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4136 if (str2 == NULL) break;
4140 if (*str == 0) break;
4144 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4148 /* Make screen dump */
4149 screen_dump = make_screen_dump();
4152 /* Wait a key press */
4157 msg_print(death_message);
4167 /* Hitpoint warning */
4168 if (p_ptr->chp < warning)
4170 /* Hack -- bell on first notice */
4171 if (old_chp > warning) bell();
4175 if (record_danger && (old_chp > warning))
4177 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4178 hit_from = _("何か", "something");
4180 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4181 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4186 /* stop auto_more even if DAMAGE_USELIFE */
4187 p_ptr->now_damaged = TRUE;
4190 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4194 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4205 void gain_exp_64(s32b amount, u32b amount_frac)
4207 if (p_ptr->is_dead) return;
4209 if (p_ptr->prace == RACE_ANDROID) return;
4211 /* Gain some experience */
4212 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4214 /* Slowly recover from experience drainage */
4215 if (p_ptr->exp < p_ptr->max_exp)
4217 /* Gain max experience (20%) (was 10%) */
4218 p_ptr->max_exp += amount / 5;
4221 /* Check Experience */
4229 void gain_exp(s32b amount)
4231 gain_exp_64(amount, 0L);
4235 void calc_android_exp(void)
4239 if (p_ptr->is_dead) return;
4241 if (p_ptr->prace != RACE_ANDROID) return;
4243 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4245 object_type *o_ptr = &inventory[i];
4247 object_type *q_ptr = &forge;
4249 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4251 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4252 if (!o_ptr->k_idx) continue;
4255 object_copy(q_ptr, o_ptr);
4256 q_ptr->discount = 0;
4257 q_ptr->curse_flags = 0L;
4259 if (object_is_fixed_artifact(o_ptr))
4261 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4262 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4264 else if (object_is_ego(o_ptr))
4266 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4268 else if (o_ptr->art_name)
4270 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4273 if (!object_is_weapon_ammo(o_ptr))
4276 if (total_flags < 15000) fake_level = 10;
4277 else if (total_flags < 35000) fake_level = 25;
4278 else fake_level = 40;
4283 if (total_flags < 20000) fake_level = 10;
4284 else if (total_flags < 45000) fake_level = 25;
4285 else fake_level = 40;
4288 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4291 value = object_value_real(q_ptr);
4293 if (value <= 0) continue;
4294 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4295 if (value > 5000000L) value = 5000000L;
4296 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4298 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4299 (o_ptr->tval == TV_DRAG_ARMOR) ||
4300 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4301 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4302 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4303 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4304 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4306 if (level > 65) level = 35 + (level - 65) / 5;
4307 else if (level > 35) level = 25 + (level - 35) / 3;
4308 else if (level > 15) level = 15 + (level - 15) / 2;
4309 exp = MIN(100000L, value) / 2 * level * level;
4310 if (value > 100000L)
4311 exp += (value - 100000L) / 8 * level * level;
4315 exp = MIN(100000L, value) * level;
4316 if (value > 100000L)
4317 exp += (value - 100000L) / 4 * level;
4319 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4320 else total_exp += exp / 16;
4321 if (i == INVEN_BODY) total_exp += exp / 32;
4323 p_ptr->exp = p_ptr->max_exp = total_exp;
4325 /* Check Experience */
4333 void lose_exp(s32b amount)
4335 if (p_ptr->prace == RACE_ANDROID) return;
4337 /* Never drop below zero experience */
4338 if (amount > p_ptr->exp) amount = p_ptr->exp;
4340 /* Lose some experience */
4341 p_ptr->exp -= amount;
4343 /* Check Experience */
4350 * If resisted to draining, return FALSE
4352 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4354 /* Androids and their mimics are never drained */
4355 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4357 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4359 /* Hold experience */
4360 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4364 /* Hold experience failed */
4365 if (p_ptr->hold_exp)
4367 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4372 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!"));
4380 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4382 bool notice = FALSE;
4383 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4385 if (p_ptr->is_dead) return FALSE;
4390 if (p_ptr->ult_res && !do_dec)
4392 if (p_ptr->ult_res > v) return FALSE;
4394 else if (!p_ptr->ult_res)
4396 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!"));
4406 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"));
4413 p_ptr->redraw |= (PR_STATUS);
4415 /* Nothing to notice */
4416 if (!notice) return (FALSE);
4418 if (disturb_state) disturb(FALSE, FALSE);
4419 p_ptr->update |= (PU_BONUS);
4424 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4426 bool notice = FALSE;
4427 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4429 if (p_ptr->is_dead) return FALSE;
4434 if (p_ptr->tim_res_nether && !do_dec)
4436 if (p_ptr->tim_res_nether > v) return FALSE;
4438 else if (!p_ptr->tim_res_nether)
4440 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4448 if (p_ptr->tim_res_nether)
4450 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"));
4456 p_ptr->tim_res_nether = v;
4457 p_ptr->redraw |= (PR_STATUS);
4459 /* Nothing to notice */
4460 if (!notice) return (FALSE);
4462 if (disturb_state) disturb(FALSE, FALSE);
4463 p_ptr->update |= (PU_BONUS);
4468 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4470 bool notice = FALSE;
4471 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4473 if (p_ptr->is_dead) return FALSE;
4478 if (p_ptr->tim_res_time && !do_dec)
4480 if (p_ptr->tim_res_time > v) return FALSE;
4482 else if (!p_ptr->tim_res_time)
4484 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!"));
4492 if (p_ptr->tim_res_time)
4494 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"));
4500 p_ptr->tim_res_time = v;
4501 p_ptr->redraw |= (PR_STATUS);
4503 /* Nothing to notice */
4504 if (!notice) return (FALSE);
4506 if (disturb_state) disturb(FALSE, FALSE);
4507 p_ptr->update |= (PU_BONUS);
4514 * Choose a warrior-mage elemental attack. -LM-
4516 bool choose_ele_attack(void)
4522 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4524 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."));
4529 num = (p_ptr->lev - 20) / 5;
4530 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4533 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4538 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4543 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4548 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4557 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4561 if ((choice == 'a') || (choice == 'A'))
4562 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4563 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4564 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4565 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4566 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4567 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4568 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4569 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4570 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4573 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4583 * Choose a elemental immune. -LM-
4585 bool choose_ele_immune(TIME_EFFECT immune_turn)
4590 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4591 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4592 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4593 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4601 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4605 if ((choice == 'a') || (choice == 'A'))
4606 set_ele_immune(DEFENSE_FIRE, immune_turn);
4607 else if ((choice == 'b') || (choice == 'B'))
4608 set_ele_immune(DEFENSE_COLD, immune_turn);
4609 else if ((choice == 'c') || (choice == 'C'))
4610 set_ele_immune(DEFENSE_ACID, immune_turn);
4611 else if ((choice == 'd') || (choice == 'D'))
4612 set_ele_immune(DEFENSE_ELEC, immune_turn);
4615 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));