3 * @brief プレイヤーのステータス管理 / effects of various "objects"
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2013 Deskull rearranged comment for Doxygen.\n
26 #include "player-status.h"
27 #include "spells-status.h"
28 #include "realm-hex.h"
29 #include "object-hook.h"
31 #include "spells-floor.h"
32 #include "player-move.h"
33 #include "player-effects.h"
34 #include "monster-status.h"
37 #include "player-effects.h"
38 #include "monster-spell.h"
41 * @brief プレイヤーの継続行動を設定する。
42 * @param typ 継続行動のID\n
43 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
46 void set_action(ACTION_IDX typ)
48 int prev_typ = p_ptr->action;
60 msg_print(_("探索をやめた。", "You no longer walk carefully."));
61 p_ptr->redraw |= (PR_SPEED);
71 msg_print(_("学習をやめた。", "You stop Learning"));
77 msg_print(_("構えをといた。", "You stop assuming the posture."));
78 p_ptr->special_defense &= ~(KAMAE_MASK);
83 msg_print(_("型を崩した。", "You stop assuming the posture."));
84 p_ptr->special_defense &= ~(KATA_MASK);
85 p_ptr->update |= (PU_MONSTERS);
86 p_ptr->redraw |= (PR_STATUS);
91 msg_print(_("歌うのをやめた。", "You stop singing."));
96 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
97 take_turn(p_ptr, 100);
102 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
110 /* If we are requested other action, stop singing */
111 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
112 if (prev_typ == ACTION_SPELL) stop_hex_spell();
114 switch (p_ptr->action)
118 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
119 p_ptr->redraw |= (PR_SPEED);
124 msg_print(_("学習を始めた。", "You begin Learning"));
129 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
132 case ACTION_HAYAGAKE:
134 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
142 p_ptr->update |= (PU_BONUS);
143 p_ptr->redraw |= (PR_STATE);
147 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
150 void reset_tim_flags(void)
152 p_ptr->fast = 0; /* Timed -- Fast */
153 p_ptr->lightspeed = 0;
154 p_ptr->slow = 0; /* Timed -- Slow */
155 p_ptr->blind = 0; /* Timed -- Blindness */
156 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
157 p_ptr->confused = 0; /* Timed -- Confusion */
158 p_ptr->afraid = 0; /* Timed -- Fear */
159 p_ptr->image = 0; /* Timed -- Hallucination */
160 p_ptr->poisoned = 0; /* Timed -- Poisoned */
161 p_ptr->cut = 0; /* Timed -- Cut */
162 p_ptr->stun = 0; /* Timed -- Stun */
164 p_ptr->protevil = 0; /* Timed -- Protection */
165 p_ptr->invuln = 0; /* Timed -- Invulnerable */
167 p_ptr->hero = 0; /* Timed -- Heroism */
168 p_ptr->shero = 0; /* Timed -- Super Heroism */
169 p_ptr->shield = 0; /* Timed -- Shield Spell */
170 p_ptr->blessed = 0; /* Timed -- Blessed */
171 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
172 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
173 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
174 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
176 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
177 p_ptr->tim_levitation = 0;
178 p_ptr->tim_sh_touki = 0;
179 p_ptr->tim_sh_fire = 0;
180 p_ptr->tim_sh_holy = 0;
181 p_ptr->tim_eyeeye = 0;
183 p_ptr->resist_magic = 0;
186 p_ptr->tim_res_nether = 0;
187 p_ptr->tim_res_time = 0;
188 p_ptr->tim_mimic = 0;
189 p_ptr->mimic_form = 0;
190 p_ptr->tim_reflect = 0;
191 p_ptr->multishadow = 0;
193 p_ptr->action = ACTION_NONE;
195 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
196 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
197 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
198 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
199 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
201 p_ptr->word_recall = 0;
202 p_ptr->alter_reality = 0;
203 p_ptr->sutemi = FALSE;
204 p_ptr->counter = FALSE;
205 p_ptr->ele_attack = 0;
206 p_ptr->ele_immune = 0;
207 p_ptr->special_attack = 0L;
208 p_ptr->special_defense = 0L;
210 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
211 p_ptr->timewalk = FALSE;
213 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
214 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
215 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
219 (void)set_monster_fast(p_ptr->riding, 0);
220 (void)set_monster_slow(p_ptr->riding, 0);
221 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
224 if (p_ptr->pclass == CLASS_BARD)
226 SINGING_SONG_EFFECT(p_ptr) = 0;
227 SINGING_SONG_ID(p_ptr) = 0;
232 * @brief プレイヤーに魔力消去効果を与える。
235 void dispel_player(void)
237 (void)set_fast(0, TRUE);
238 (void)set_lightspeed(0, TRUE);
239 (void)set_slow(0, TRUE);
240 (void)set_shield(0, TRUE);
241 (void)set_blessed(0, TRUE);
242 (void)set_tsuyoshi(0, TRUE);
243 (void)set_hero(0, TRUE);
244 (void)set_shero(0, TRUE);
245 (void)set_protevil(0, TRUE);
246 (void)set_invuln(0, TRUE);
247 (void)set_wraith_form(0, TRUE);
248 (void)set_kabenuke(0, TRUE);
249 (void)set_tim_res_nether(0, TRUE);
250 (void)set_tim_res_time(0, TRUE);
252 (void)set_tim_reflect(0,TRUE);
253 (void)set_multishadow(0,TRUE);
254 (void)set_dustrobe(0,TRUE);
256 (void)set_tim_invis(0, TRUE);
257 (void)set_tim_infra(0, TRUE);
258 (void)set_tim_esp(0, TRUE);
259 (void)set_tim_regen(0, TRUE);
260 (void)set_tim_stealth(0, TRUE);
261 (void)set_tim_levitation(0, TRUE);
262 (void)set_tim_sh_touki(0, TRUE);
263 (void)set_tim_sh_fire(0, TRUE);
264 (void)set_tim_sh_holy(0, TRUE);
265 (void)set_tim_eyeeye(0, TRUE);
266 (void)set_magicdef(0, TRUE);
267 (void)set_resist_magic(0, TRUE);
268 (void)set_oppose_acid(0, TRUE);
269 (void)set_oppose_elec(0, TRUE);
270 (void)set_oppose_fire(0, TRUE);
271 (void)set_oppose_cold(0, TRUE);
272 (void)set_oppose_pois(0, TRUE);
273 (void)set_ultimate_res(0, TRUE);
274 (void)set_mimic(0, 0, TRUE);
275 (void)set_ele_attack(0, 0);
276 (void)set_ele_immune(0, 0);
278 /* Cancel glowing hands */
279 if (p_ptr->special_attack & ATTACK_CONFUSE)
281 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
282 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
285 if (music_singing_any() || hex_spelling_any())
287 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
288 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
289 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
290 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
292 p_ptr->action = ACTION_NONE;
293 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
294 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
295 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
296 p_ptr->energy_need += ENERGY_NEED();
302 * @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
305 * @param do_dec 現在の継続時間より長い値のみ上書きする
306 * @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。
308 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
311 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
313 if (p_ptr->is_dead) return FALSE;
318 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
320 if (p_ptr->tim_mimic > v) return FALSE;
322 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
324 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
325 p_ptr->mimic_form = p;
333 if (p_ptr->tim_mimic)
335 msg_print(_("変身が解けた。", "You are no longer transformed."));
336 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
344 p_ptr->tim_mimic = v;
346 /* Nothing to notice */
347 if (!notice) return (FALSE);
349 if (disturb_state) disturb(FALSE, TRUE);
351 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
352 p_ptr->update |= (PU_BONUS | PU_HP);
359 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
361 * @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。
363 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
364 * memorize any terrain features which suddenly become "visible".\n
365 * Note that blindness is currently the only thing which can affect\n
366 * "player_can_see_bold()".\n
368 bool set_blind(TIME_EFFECT v)
371 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
373 if (p_ptr->is_dead) return FALSE;
380 if (p_ptr->prace == RACE_ANDROID)
382 msg_print(_("センサーをやられた!", "You are blind!"));
386 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
390 chg_virtue(V_ENLIGHTEN, -1);
399 if (p_ptr->prace == RACE_ANDROID)
401 msg_print(_("センサーが復旧した。", "You can see again."));
405 msg_print(_("やっと目が見えるようになった。", "You can see again."));
414 p_ptr->redraw |= (PR_STATUS);
416 /* Nothing to notice */
417 if (!notice) return (FALSE);
418 if (disturb_state) disturb(FALSE, FALSE);
420 /* Fully update the visuals */
421 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
422 p_ptr->redraw |= (PR_MAP);
423 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
430 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
432 * @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。
434 bool set_confused(TIME_EFFECT v)
437 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
439 if (p_ptr->is_dead) return FALSE;
444 if (!p_ptr->confused)
446 msg_print(_("あなたは混乱した!", "You are confused!"));
448 if (p_ptr->action == ACTION_LEARN)
450 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
453 p_ptr->redraw |= (PR_STATE);
454 p_ptr->action = ACTION_NONE;
456 if (p_ptr->action == ACTION_KAMAE)
458 msg_print(_("構えがとけた。", "Your posture gets loose."));
459 p_ptr->special_defense &= ~(KAMAE_MASK);
460 p_ptr->update |= (PU_BONUS);
461 p_ptr->redraw |= (PR_STATE);
462 p_ptr->action = ACTION_NONE;
464 else if (p_ptr->action == ACTION_KATA)
466 msg_print(_("型が崩れた。", "Your posture gets loose."));
467 p_ptr->special_defense &= ~(KATA_MASK);
468 p_ptr->update |= (PU_BONUS);
469 p_ptr->update |= (PU_MONSTERS);
470 p_ptr->redraw |= (PR_STATE);
471 p_ptr->redraw |= (PR_STATUS);
472 p_ptr->action = ACTION_NONE;
476 if (p_ptr->concent) reset_concentration(TRUE);
479 if (hex_spelling_any()) stop_hex_spell_all();
482 p_ptr->counter = FALSE;
483 chg_virtue(V_HARMONY, -1);
492 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
493 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
500 p_ptr->redraw |= (PR_STATUS);
502 /* Nothing to notice */
503 if (!notice) return (FALSE);
505 if (disturb_state) disturb(FALSE, FALSE);
512 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
514 * @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。
516 bool set_poisoned(TIME_EFFECT v)
519 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
521 if (p_ptr->is_dead) return FALSE;
526 if (!p_ptr->poisoned)
528 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
538 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
545 p_ptr->redraw |= (PR_STATUS);
547 /* Nothing to notice */
548 if (!notice) return (FALSE);
550 if (disturb_state) disturb(FALSE, FALSE);
557 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
559 * @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。
561 bool set_afraid(TIME_EFFECT v)
564 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
566 if (p_ptr->is_dead) return FALSE;
573 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
575 if (p_ptr->special_defense & KATA_MASK)
577 msg_print(_("型が崩れた。", "Your posture gets loose."));
578 p_ptr->special_defense &= ~(KATA_MASK);
579 p_ptr->update |= (PU_BONUS);
580 p_ptr->update |= (PU_MONSTERS);
581 p_ptr->redraw |= (PR_STATE);
582 p_ptr->redraw |= (PR_STATUS);
583 p_ptr->action = ACTION_NONE;
587 p_ptr->counter = FALSE;
588 chg_virtue(V_VALOUR, -1);
597 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
604 p_ptr->redraw |= (PR_STATUS);
606 /* Nothing to notice */
607 if (!notice) return (FALSE);
609 if (disturb_state) disturb(FALSE, FALSE);
615 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
617 * @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。
619 bool set_paralyzed(TIME_EFFECT v)
622 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
624 if (p_ptr->is_dead) return FALSE;
629 if (!p_ptr->paralyzed)
631 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
633 if (p_ptr->concent) reset_concentration(TRUE);
636 if (hex_spelling_any()) stop_hex_spell_all();
638 p_ptr->counter = FALSE;
646 if (p_ptr->paralyzed)
648 msg_print(_("やっと動けるようになった。", "You can move again."));
654 p_ptr->paralyzed = v;
655 p_ptr->redraw |= (PR_STATUS);
657 /* Nothing to notice */
658 if (!notice) return (FALSE);
660 if (disturb_state) disturb(FALSE, FALSE);
661 p_ptr->redraw |= (PR_STATE);
667 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
669 * @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。
670 * @details Note that we must redraw the map when hallucination changes.
672 bool set_image(TIME_EFFECT v)
675 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
677 if (p_ptr->is_dead) return FALSE;
678 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
684 set_tsuyoshi(0, TRUE);
687 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
690 if (p_ptr->concent) reset_concentration(TRUE);
692 p_ptr->counter = FALSE;
702 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."));
709 p_ptr->redraw |= (PR_STATUS);
711 /* Nothing to notice */
712 if (!notice) return (FALSE);
714 if (disturb_state) disturb(FALSE, TRUE);
716 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
717 p_ptr->update |= (PU_MONSTERS);
718 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
724 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
726 * @param do_dec 現在の継続時間より長い値のみ上書きする
727 * @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。
729 bool set_fast(TIME_EFFECT v, bool do_dec)
732 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
734 if (p_ptr->is_dead) return FALSE;
739 if (p_ptr->fast && !do_dec)
741 if (p_ptr->fast > v) return FALSE;
743 else if (!IS_FAST() && !p_ptr->lightspeed)
745 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
747 chg_virtue(V_PATIENCE, -1);
748 chg_virtue(V_DILIGENCE, 1);
755 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
757 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
765 /* Nothing to notice */
766 if (!notice) return (FALSE);
768 if (disturb_state) disturb(FALSE, FALSE);
769 p_ptr->update |= (PU_BONUS);
775 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
777 * @param do_dec 現在の継続時間より長い値のみ上書きする
778 * @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。
780 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
783 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
785 if (p_ptr->is_dead) return FALSE;
787 if (p_ptr->wild_mode) v = 0;
792 if (p_ptr->lightspeed && !do_dec)
794 if (p_ptr->lightspeed > v) return FALSE;
796 else if (!p_ptr->lightspeed)
798 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
800 chg_virtue(V_PATIENCE, -1);
801 chg_virtue(V_DILIGENCE, 1);
808 if (p_ptr->lightspeed)
810 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
816 p_ptr->lightspeed = v;
818 /* Nothing to notice */
819 if (!notice) return (FALSE);
821 if (disturb_state) disturb(FALSE, FALSE);
822 p_ptr->update |= (PU_BONUS);
828 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
830 * @param do_dec 現在の継続時間より長い値のみ上書きする
831 * @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。
833 bool set_slow(TIME_EFFECT v, bool do_dec)
836 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
838 if (p_ptr->is_dead) return FALSE;
843 if (p_ptr->slow && !do_dec)
845 if (p_ptr->slow > v) return FALSE;
847 else if (!p_ptr->slow)
849 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
859 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
867 /* Nothing to notice */
868 if (!notice) return (FALSE);
870 if (disturb_state) disturb(FALSE, FALSE);
871 p_ptr->update |= (PU_BONUS);
878 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
880 * @param do_dec 現在の継続時間より長い値のみ上書きする
881 * @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。
883 bool set_shield(TIME_EFFECT v, bool do_dec)
886 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
888 if (p_ptr->is_dead) return FALSE;
893 if (p_ptr->shield && !do_dec)
895 if (p_ptr->shield > v) return FALSE;
897 else if (!p_ptr->shield)
899 msg_print(_("肌が石になった。", "Your skin turns to stone."));
909 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
916 p_ptr->redraw |= (PR_STATUS);
918 /* Nothing to notice */
919 if (!notice) return (FALSE);
921 if (disturb_state) disturb(FALSE, FALSE);
922 p_ptr->update |= (PU_BONUS);
929 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
931 * @param do_dec 現在の継続時間より長い値のみ上書きする
932 * @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。
934 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
937 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
939 if (p_ptr->is_dead) return FALSE;
944 if (p_ptr->tsubureru && !do_dec)
946 if (p_ptr->tsubureru > v) return FALSE;
948 else if (!p_ptr->tsubureru)
950 msg_print(_("横に伸びた。", "Your body expands horizontally."));
958 if (p_ptr->tsubureru)
960 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
966 p_ptr->tsubureru = v;
967 p_ptr->redraw |= (PR_STATUS);
969 /* Nothing to notice */
970 if (!notice) return (FALSE);
972 if (disturb_state) disturb(FALSE, FALSE);
973 p_ptr->update |= (PU_BONUS);
980 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
982 * @param do_dec 現在の継続時間より長い値のみ上書きする
983 * @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。
985 bool set_magicdef(TIME_EFFECT v, bool do_dec)
988 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
990 if (p_ptr->is_dead) return FALSE;
995 if (p_ptr->magicdef && !do_dec)
997 if (p_ptr->magicdef > v) return FALSE;
999 else if (!p_ptr->magicdef)
1001 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."));
1009 if (p_ptr->magicdef)
1011 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1017 p_ptr->magicdef = v;
1018 p_ptr->redraw |= (PR_STATUS);
1020 /* Nothing to notice */
1021 if (!notice) return (FALSE);
1023 if (disturb_state) disturb(FALSE, FALSE);
1024 p_ptr->update |= (PU_BONUS);
1030 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1032 * @param do_dec 現在の継続時間より長い値のみ上書きする
1033 * @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。
1035 bool set_blessed(TIME_EFFECT v, bool do_dec)
1037 bool notice = FALSE;
1038 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1040 if (p_ptr->is_dead) return FALSE;
1045 if (p_ptr->blessed && !do_dec)
1047 if (p_ptr->blessed > v) return FALSE;
1049 else if (!IS_BLESSED())
1051 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1059 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1061 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1068 p_ptr->redraw |= (PR_STATUS);
1070 /* Nothing to notice */
1071 if (!notice) return (FALSE);
1073 if (disturb_state) disturb(FALSE, FALSE);
1074 p_ptr->update |= (PU_BONUS);
1081 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1083 * @param do_dec 現在の継続時間より長い値のみ上書きする
1084 * @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。
1086 bool set_hero(TIME_EFFECT v, bool do_dec)
1088 bool notice = FALSE;
1089 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1091 if (p_ptr->is_dead) return FALSE;
1096 if (p_ptr->hero && !do_dec)
1098 if (p_ptr->hero > v) return FALSE;
1100 else if (!IS_HERO())
1102 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1110 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1112 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1119 p_ptr->redraw |= (PR_STATUS);
1121 /* Nothing to notice */
1122 if (!notice) return (FALSE);
1124 if (disturb_state) disturb(FALSE, FALSE);
1125 p_ptr->update |= (PU_BONUS);
1127 /* Recalculate hitpoints */
1128 p_ptr->update |= (PU_HP);
1134 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1135 * @param v 継続時間/ 0ならば無条件にリセット
1136 * @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
1137 * @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。
1139 bool set_shero(TIME_EFFECT v, bool do_dec)
1141 bool notice = FALSE;
1142 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1144 if (p_ptr->is_dead) return FALSE;
1146 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1150 if (p_ptr->shero && !do_dec)
1152 if (p_ptr->shero > v) return FALSE;
1154 else if (!p_ptr->shero)
1156 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1166 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1173 p_ptr->redraw |= (PR_STATUS);
1175 /* Nothing to notice */
1176 if (!notice) return (FALSE);
1178 if (disturb_state) disturb(FALSE, FALSE);
1179 p_ptr->update |= (PU_BONUS);
1181 /* Recalculate hitpoints */
1182 p_ptr->update |= (PU_HP);
1188 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1190 * @param do_dec 現在の継続時間より長い値のみ上書きする
1191 * @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。
1193 bool set_protevil(TIME_EFFECT v, bool do_dec)
1195 bool notice = FALSE;
1196 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1198 if (p_ptr->is_dead) return FALSE;
1203 if (p_ptr->protevil && !do_dec)
1205 if (p_ptr->protevil > v) return FALSE;
1207 else if (!p_ptr->protevil)
1209 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!"));
1217 if (p_ptr->protevil)
1219 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."));
1225 p_ptr->protevil = v;
1226 p_ptr->redraw |= (PR_STATUS);
1228 /* Nothing to notice */
1229 if (!notice) return (FALSE);
1231 if (disturb_state) disturb(FALSE, FALSE);
1237 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1239 * @param do_dec 現在の継続時間より長い値のみ上書きする
1240 * @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。
1242 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1244 bool notice = FALSE;
1245 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1247 if (p_ptr->is_dead) return FALSE;
1252 if (p_ptr->wraith_form && !do_dec)
1254 if (p_ptr->wraith_form > v) return FALSE;
1256 else if (!p_ptr->wraith_form)
1258 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!"));
1260 chg_virtue(V_UNLIFE, 3);
1261 chg_virtue(V_HONOUR, -2);
1262 chg_virtue(V_SACRIFICE, -2);
1263 chg_virtue(V_VALOUR, -5);
1265 p_ptr->redraw |= (PR_MAP);
1266 p_ptr->update |= (PU_MONSTERS);
1268 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1275 if (p_ptr->wraith_form)
1277 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1280 p_ptr->redraw |= (PR_MAP);
1281 p_ptr->update |= (PU_MONSTERS);
1283 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1288 p_ptr->wraith_form = v;
1289 p_ptr->redraw |= (PR_STATUS);
1291 /* Nothing to notice */
1292 if (!notice) return (FALSE);
1294 if (disturb_state) disturb(FALSE, FALSE);
1295 p_ptr->update |= (PU_BONUS);
1302 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1304 * @param do_dec 現在の継続時間より長い値のみ上書きする
1305 * @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。
1307 bool set_invuln(TIME_EFFECT v, bool do_dec)
1309 bool notice = FALSE;
1310 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1312 if (p_ptr->is_dead) return FALSE;
1317 if (p_ptr->invuln && !do_dec)
1319 if (p_ptr->invuln > v) return FALSE;
1321 else if (!IS_INVULN())
1323 msg_print(_("無敵だ!", "Invulnerability!"));
1326 chg_virtue(V_UNLIFE, -2);
1327 chg_virtue(V_HONOUR, -2);
1328 chg_virtue(V_SACRIFICE, -3);
1329 chg_virtue(V_VALOUR, -5);
1331 p_ptr->redraw |= (PR_MAP);
1332 p_ptr->update |= (PU_MONSTERS);
1334 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1341 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1343 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1346 p_ptr->redraw |= (PR_MAP);
1347 p_ptr->update |= (PU_MONSTERS);
1349 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1351 p_ptr->energy_need += ENERGY_NEED();
1357 p_ptr->redraw |= (PR_STATUS);
1359 /* Nothing to notice */
1360 if (!notice) return (FALSE);
1362 if (disturb_state) disturb(FALSE, FALSE);
1363 p_ptr->update |= (PU_BONUS);
1369 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1371 * @param do_dec 現在の継続時間より長い値のみ上書きする
1372 * @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。
1374 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1376 bool notice = FALSE;
1377 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1379 if (p_ptr->is_dead) return FALSE;
1384 if (p_ptr->tim_esp && !do_dec)
1386 if (p_ptr->tim_esp > v) return FALSE;
1388 else if (!IS_TIM_ESP())
1390 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1398 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1400 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1407 p_ptr->redraw |= (PR_STATUS);
1409 /* Nothing to notice */
1410 if (!notice) return (FALSE);
1412 if (disturb_state) disturb(FALSE, FALSE);
1413 p_ptr->update |= (PU_BONUS);
1414 p_ptr->update |= (PU_MONSTERS);
1420 * @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
1422 * @param do_dec 現在の継続時間より長い値のみ上書きする
1423 * @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。
1425 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1427 bool notice = FALSE;
1428 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1430 if (p_ptr->is_dead) return FALSE;
1435 if (p_ptr->tim_invis && !do_dec)
1437 if (p_ptr->tim_invis > v) return FALSE;
1439 else if (!p_ptr->tim_invis)
1441 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1449 if (p_ptr->tim_invis)
1451 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1457 p_ptr->tim_invis = v;
1458 p_ptr->redraw |= (PR_STATUS);
1460 /* Nothing to notice */
1461 if (!notice) return (FALSE);
1463 if (disturb_state) disturb(FALSE, FALSE);
1464 p_ptr->update |= (PU_BONUS);
1466 /* Update the monsters */
1467 p_ptr->update |= (PU_MONSTERS);
1473 * @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
1475 * @param do_dec 現在の継続時間より長い値のみ上書きする
1476 * @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。
1478 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1480 bool notice = FALSE;
1481 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1483 if (p_ptr->is_dead) return FALSE;
1488 if (p_ptr->tim_infra && !do_dec)
1490 if (p_ptr->tim_infra > v) return FALSE;
1492 else if (!p_ptr->tim_infra)
1494 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1502 if (p_ptr->tim_infra)
1504 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1510 p_ptr->tim_infra = v;
1511 p_ptr->redraw |= (PR_STATUS);
1513 /* Nothing to notice */
1514 if (!notice) return (FALSE);
1516 if (disturb_state) disturb(FALSE, FALSE);
1517 p_ptr->update |= (PU_BONUS);
1519 /* Update the monsters */
1520 p_ptr->update |= (PU_MONSTERS);
1526 * @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
1528 * @param do_dec 現在の継続時間より長い値のみ上書きする
1529 * @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。
1531 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1533 bool notice = FALSE;
1534 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1536 if (p_ptr->is_dead) return FALSE;
1541 if (p_ptr->tim_regen && !do_dec)
1543 if (p_ptr->tim_regen > v) return FALSE;
1545 else if (!p_ptr->tim_regen)
1547 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1555 if (p_ptr->tim_regen)
1557 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1563 p_ptr->tim_regen = v;
1564 p_ptr->redraw |= (PR_STATUS);
1566 /* Nothing to notice */
1567 if (!notice) return (FALSE);
1569 if (disturb_state) disturb(FALSE, FALSE);
1570 p_ptr->update |= (PU_BONUS);
1576 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1578 * @param do_dec 現在の継続時間より長い値のみ上書きする
1579 * @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。
1581 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1583 bool notice = FALSE;
1584 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1586 if (p_ptr->is_dead) return FALSE;
1591 if (p_ptr->tim_stealth && !do_dec)
1593 if (p_ptr->tim_stealth > v) return FALSE;
1595 else if (!IS_TIM_STEALTH())
1597 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1605 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1607 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1613 p_ptr->tim_stealth = v;
1614 p_ptr->redraw |= (PR_STATUS);
1616 /* Nothing to notice */
1617 if (!notice) return (FALSE);
1619 if (disturb_state) disturb(FALSE, FALSE);
1620 p_ptr->update |= (PU_BONUS);
1626 * @brief 超隠密状態をセットする
1627 * @param set TRUEならば超隠密状態になる。
1628 * @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。
1630 bool set_superstealth(bool set)
1632 bool notice = FALSE;
1634 if (p_ptr->is_dead) return FALSE;
1639 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1641 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1643 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."));
1644 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1648 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!"));
1649 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1655 p_ptr->special_defense |= NINJA_S_STEALTH;
1662 if (p_ptr->special_defense & NINJA_S_STEALTH)
1664 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."));
1668 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1672 /* Nothing to notice */
1673 if (!notice) return (FALSE);
1674 p_ptr->redraw |= (PR_STATUS);
1676 if (disturb_state) disturb(FALSE, FALSE);
1681 * @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
1683 * @param do_dec 現在の継続時間より長い値のみ上書きする
1684 * @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。
1686 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1688 bool notice = FALSE;
1689 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1691 if (p_ptr->is_dead) return FALSE;
1696 if (p_ptr->tim_levitation && !do_dec)
1698 if (p_ptr->tim_levitation > v) return FALSE;
1700 else if (!p_ptr->tim_levitation)
1702 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1710 if (p_ptr->tim_levitation)
1712 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1718 p_ptr->tim_levitation = v;
1719 p_ptr->redraw |= (PR_STATUS);
1721 /* Nothing to notice */
1722 if (!notice) return (FALSE);
1724 if (disturb_state) disturb(FALSE, FALSE);
1725 p_ptr->update |= (PU_BONUS);
1731 * @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
1733 * @param do_dec 現在の継続時間より長い値のみ上書きする
1734 * @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。
1736 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1738 bool notice = FALSE;
1739 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1741 if (p_ptr->is_dead) return FALSE;
1746 if (p_ptr->tim_sh_touki && !do_dec)
1748 if (p_ptr->tim_sh_touki > v) return FALSE;
1750 else if (!p_ptr->tim_sh_touki)
1752 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1760 if (p_ptr->tim_sh_touki)
1762 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1768 p_ptr->tim_sh_touki = v;
1769 p_ptr->redraw |= (PR_STATUS);
1771 /* Nothing to notice */
1772 if (!notice) return (FALSE);
1774 if (disturb_state) disturb(FALSE, FALSE);
1780 * @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
1782 * @param do_dec 現在の継続時間より長い値のみ上書きする
1783 * @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。
1785 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1787 bool notice = FALSE;
1788 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1790 if (p_ptr->is_dead) return FALSE;
1795 if (p_ptr->tim_sh_fire && !do_dec)
1797 if (p_ptr->tim_sh_fire > v) return FALSE;
1799 else if (!p_ptr->tim_sh_fire)
1801 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1809 if (p_ptr->tim_sh_fire)
1811 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1817 p_ptr->tim_sh_fire = v;
1818 p_ptr->redraw |= (PR_STATUS);
1820 /* Nothing to notice */
1821 if (!notice) return (FALSE);
1823 if (disturb_state) disturb(FALSE, FALSE);
1824 p_ptr->update |= (PU_BONUS);
1830 * @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
1832 * @param do_dec 現在の継続時間より長い値のみ上書きする
1833 * @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。
1835 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1837 bool notice = FALSE;
1838 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1840 if (p_ptr->is_dead) return FALSE;
1845 if (p_ptr->tim_sh_holy && !do_dec)
1847 if (p_ptr->tim_sh_holy > v) return FALSE;
1849 else if (!p_ptr->tim_sh_holy)
1851 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1859 if (p_ptr->tim_sh_holy)
1861 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1867 p_ptr->tim_sh_holy = v;
1868 p_ptr->redraw |= (PR_STATUS);
1870 /* Nothing to notice */
1871 if (!notice) return (FALSE);
1873 if (disturb_state) disturb(FALSE, FALSE);
1874 p_ptr->update |= (PU_BONUS);
1880 * @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
1882 * @param do_dec 現在の継続時間より長い値のみ上書きする
1883 * @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。
1885 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1887 bool notice = FALSE;
1888 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1890 if (p_ptr->is_dead) return FALSE;
1895 if (p_ptr->tim_eyeeye && !do_dec)
1897 if (p_ptr->tim_eyeeye > v) return FALSE;
1899 else if (!p_ptr->tim_eyeeye)
1901 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1909 if (p_ptr->tim_eyeeye)
1911 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."));
1917 p_ptr->tim_eyeeye = v;
1918 p_ptr->redraw |= (PR_STATUS);
1920 /* Nothing to notice */
1921 if (!notice) return (FALSE);
1923 if (disturb_state) disturb(FALSE, FALSE);
1924 p_ptr->update |= (PU_BONUS);
1931 * @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
1933 * @param do_dec 現在の継続時間より長い値のみ上書きする
1934 * @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。
1936 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1938 bool notice = FALSE;
1939 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1941 if (p_ptr->is_dead) return FALSE;
1946 if (p_ptr->resist_magic && !do_dec)
1948 if (p_ptr->resist_magic > v) return FALSE;
1950 else if (!p_ptr->resist_magic)
1952 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1960 if (p_ptr->resist_magic)
1962 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1968 p_ptr->resist_magic = v;
1969 p_ptr->redraw |= (PR_STATUS);
1971 /* Nothing to notice */
1972 if (!notice) return (FALSE);
1974 if (disturb_state) disturb(FALSE, FALSE);
1975 p_ptr->update |= (PU_BONUS);
1981 * @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
1983 * @param do_dec 現在の継続時間より長い値のみ上書きする
1984 * @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。
1986 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1988 bool notice = FALSE;
1989 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1991 if (p_ptr->is_dead) return FALSE;
1996 if (p_ptr->tim_reflect && !do_dec)
1998 if (p_ptr->tim_reflect > v) return FALSE;
2000 else if (!p_ptr->tim_reflect)
2002 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2010 if (p_ptr->tim_reflect)
2012 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2018 p_ptr->tim_reflect = v;
2019 p_ptr->redraw |= (PR_STATUS);
2021 /* Nothing to notice */
2022 if (!notice) return (FALSE);
2024 if (disturb_state) disturb(FALSE, FALSE);
2025 p_ptr->update |= (PU_BONUS);
2032 * Set "p_ptr->multishadow", notice observable changes
2034 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2036 bool notice = FALSE;
2037 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2039 if (p_ptr->is_dead) return FALSE;
2044 if (p_ptr->multishadow && !do_dec)
2046 if (p_ptr->multishadow > v) return FALSE;
2048 else if (!p_ptr->multishadow)
2050 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2058 if (p_ptr->multishadow)
2060 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2066 p_ptr->multishadow = v;
2067 p_ptr->redraw |= (PR_STATUS);
2069 /* Nothing to notice */
2070 if (!notice) return (FALSE);
2072 if (disturb_state) disturb(FALSE, FALSE);
2073 p_ptr->update |= (PU_BONUS);
2079 * @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
2081 * @param do_dec 現在の継続時間より長い値のみ上書きする
2082 * @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。
2084 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2086 bool notice = FALSE;
2087 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2089 if (p_ptr->is_dead) return FALSE;
2094 if (p_ptr->dustrobe && !do_dec)
2096 if (p_ptr->dustrobe > v) return FALSE;
2098 else if (!p_ptr->dustrobe)
2100 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2108 if (p_ptr->dustrobe)
2110 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2116 p_ptr->dustrobe = v;
2117 p_ptr->redraw |= (PR_STATUS);
2119 /* Nothing to notice */
2120 if (!notice) return (FALSE);
2122 if (disturb_state) disturb(FALSE, FALSE);
2123 p_ptr->update |= (PU_BONUS);
2129 * @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
2131 * @param do_dec 現在の継続時間より長い値のみ上書きする
2132 * @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。
2134 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2136 bool notice = FALSE;
2137 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2139 if (p_ptr->is_dead) return FALSE;
2144 if (p_ptr->kabenuke && !do_dec)
2146 if (p_ptr->kabenuke > v) return FALSE;
2148 else if (!p_ptr->kabenuke)
2150 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2158 if (p_ptr->kabenuke)
2160 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2166 p_ptr->kabenuke = v;
2167 p_ptr->redraw |= (PR_STATUS);
2169 /* Nothing to notice */
2170 if (!notice) return (FALSE);
2172 if (disturb_state) disturb(FALSE, FALSE);
2173 p_ptr->update |= (PU_BONUS);
2179 * @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
2181 * @param do_dec 現在の継続時間より長い値のみ上書きする
2182 * @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。
2184 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2186 bool notice = FALSE;
2187 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2189 if (p_ptr->is_dead) return FALSE;
2194 if (p_ptr->tsuyoshi && !do_dec)
2196 if (p_ptr->tsuyoshi > v) return FALSE;
2198 else if (!p_ptr->tsuyoshi)
2200 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2202 chg_virtue(V_VITALITY, 2);
2209 if (p_ptr->tsuyoshi)
2211 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2213 (void)dec_stat(A_CON, 20, TRUE);
2214 (void)dec_stat(A_STR, 20, TRUE);
2217 chg_virtue(V_VITALITY, -3);
2222 p_ptr->tsuyoshi = v;
2223 p_ptr->redraw |= (PR_STATUS);
2225 /* Nothing to notice */
2226 if (!notice) return (FALSE);
2228 if (disturb_state) disturb(FALSE, FALSE);
2229 p_ptr->update |= (PU_BONUS);
2231 /* Recalculate hitpoints */
2232 p_ptr->update |= (PU_HP);
2238 * @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-
2239 * @param attack_type スレイのタイプID
2241 * @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。
2243 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2245 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2247 /* Clear all elemental attacks (only one is allowed at a time). */
2248 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2250 p_ptr->special_attack &= ~(ATTACK_ACID);
2251 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2253 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2255 p_ptr->special_attack &= ~(ATTACK_ELEC);
2256 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2258 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2260 p_ptr->special_attack &= ~(ATTACK_FIRE);
2261 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2263 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2265 p_ptr->special_attack &= ~(ATTACK_COLD);
2266 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2268 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2270 p_ptr->special_attack &= ~(ATTACK_POIS);
2271 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2274 if ((v) && (attack_type))
2276 /* Set attack type. */
2277 p_ptr->special_attack |= (attack_type);
2280 p_ptr->ele_attack = v;
2283 msg_format("%sで攻撃できるようになった!",
2284 ((attack_type == ATTACK_ACID) ? "酸" :
2285 ((attack_type == ATTACK_ELEC) ? "電撃" :
2286 ((attack_type == ATTACK_FIRE) ? "火炎" :
2287 ((attack_type == ATTACK_COLD) ? "冷気" :
2288 ((attack_type == ATTACK_POIS) ? "毒" :
2291 msg_format("For a while, the blows you deal will %s",
2292 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2293 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2294 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2295 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2296 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2297 "do nothing special."))))));
2301 if (disturb_state) disturb(FALSE, FALSE);
2302 p_ptr->redraw |= (PR_STATUS);
2304 p_ptr->update |= (PU_BONUS);
2311 * @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-
2312 * @param immune_type 免疫のタイプID
2314 * @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。
2316 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2318 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2320 /* Clear all elemental attacks (only one is allowed at a time). */
2321 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2323 p_ptr->special_defense &= ~(DEFENSE_ACID);
2324 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."));
2326 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2328 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2329 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."));
2331 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2333 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2334 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."));
2336 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2338 p_ptr->special_defense &= ~(DEFENSE_COLD);
2339 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."));
2341 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2343 p_ptr->special_defense &= ~(DEFENSE_POIS);
2344 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."));
2347 if ((v) && (immune_type))
2349 /* Set attack type. */
2350 p_ptr->special_defense |= (immune_type);
2353 p_ptr->ele_immune = v;
2355 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2356 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2357 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2358 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2359 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2360 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2361 _("(なし)", "do nothing special.")))))));
2364 if (disturb_state) disturb(FALSE, FALSE);
2365 p_ptr->redraw |= (PR_STATUS);
2366 p_ptr->update |= (PU_BONUS);
2373 * @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
2375 * @param do_dec 現在の継続時間より長い値のみ上書きする
2376 * @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。
2378 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2380 bool notice = FALSE;
2381 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2383 if (p_ptr->is_dead) return FALSE;
2388 if (p_ptr->oppose_acid && !do_dec)
2390 if (p_ptr->oppose_acid > v) return FALSE;
2392 else if (!IS_OPPOSE_ACID())
2394 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2402 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2404 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2410 p_ptr->oppose_acid = v;
2412 /* Nothing to notice */
2413 if (!notice) return (FALSE);
2414 p_ptr->redraw |= (PR_STATUS);
2416 if (disturb_state) disturb(FALSE, FALSE);
2422 * @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
2424 * @param do_dec 現在の継続時間より長い値のみ上書きする
2425 * @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。
2427 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2429 bool notice = FALSE;
2430 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2432 if (p_ptr->is_dead) return FALSE;
2437 if (p_ptr->oppose_elec && !do_dec)
2439 if (p_ptr->oppose_elec > v) return FALSE;
2441 else if (!IS_OPPOSE_ELEC())
2443 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2451 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2453 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2459 p_ptr->oppose_elec = v;
2461 /* Nothing to notice */
2462 if (!notice) return (FALSE);
2463 p_ptr->redraw |= (PR_STATUS);
2465 if (disturb_state) disturb(FALSE, FALSE);
2471 * @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
2473 * @param do_dec 現在の継続時間より長い値のみ上書きする
2474 * @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。
2476 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2478 bool notice = FALSE;
2479 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2481 if (p_ptr->is_dead) return FALSE;
2483 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2487 if (p_ptr->oppose_fire && !do_dec)
2489 if (p_ptr->oppose_fire > v) return FALSE;
2491 else if (!IS_OPPOSE_FIRE())
2493 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2501 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2503 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2509 p_ptr->oppose_fire = v;
2511 /* Nothing to notice */
2512 if (!notice) return (FALSE);
2513 p_ptr->redraw |= (PR_STATUS);
2515 if (disturb_state) disturb(FALSE, FALSE);
2521 * @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
2523 * @param do_dec 現在の継続時間より長い値のみ上書きする
2524 * @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。
2526 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2528 bool notice = FALSE;
2529 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2531 if (p_ptr->is_dead) return FALSE;
2536 if (p_ptr->oppose_cold && !do_dec)
2538 if (p_ptr->oppose_cold > v) return FALSE;
2540 else if (!IS_OPPOSE_COLD())
2542 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2550 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2552 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2558 p_ptr->oppose_cold = v;
2560 /* Nothing to notice */
2561 if (!notice) return (FALSE);
2562 p_ptr->redraw |= (PR_STATUS);
2564 if (disturb_state) disturb(FALSE, FALSE);
2570 * @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
2572 * @param do_dec 現在の継続時間より長い値のみ上書きする
2573 * @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。
2575 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2577 bool notice = FALSE;
2578 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2580 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2581 if (p_ptr->is_dead) return FALSE;
2586 if (p_ptr->oppose_pois && !do_dec)
2588 if (p_ptr->oppose_pois > v) return FALSE;
2590 else if (!IS_OPPOSE_POIS())
2592 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2600 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2602 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2608 p_ptr->oppose_pois = v;
2610 /* Nothing to notice */
2611 if (!notice) return (FALSE);
2612 p_ptr->redraw |= (PR_STATUS);
2614 if (disturb_state) disturb(FALSE, FALSE);
2620 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2622 * @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。
2624 * Note the special code to only notice "range" changes.
2626 bool set_stun(TIME_EFFECT v)
2628 int old_aux, new_aux;
2629 bool notice = FALSE;
2630 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2632 if (p_ptr->is_dead) return FALSE;
2633 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2636 if (p_ptr->stun > 100)
2642 else if (p_ptr->stun > 50)
2648 else if (p_ptr->stun > 0)
2684 if (new_aux > old_aux)
2686 /* Describe the state */
2690 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2693 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;
2696 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;
2699 if (randint1(1000) < v || one_in_(16))
2701 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2705 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2706 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2708 else if (one_in_(2))
2710 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2714 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2717 if (p_ptr->special_defense & KATA_MASK)
2719 msg_print(_("型が崩れた。", "Your posture gets loose."));
2720 p_ptr->special_defense &= ~(KATA_MASK);
2721 p_ptr->update |= (PU_BONUS);
2722 p_ptr->update |= (PU_MONSTERS);
2723 p_ptr->redraw |= (PR_STATE);
2724 p_ptr->redraw |= (PR_STATUS);
2725 p_ptr->action = ACTION_NONE;
2729 if (p_ptr->concent) reset_concentration(TRUE);
2732 if (hex_spelling_any()) stop_hex_spell_all();
2738 else if (new_aux < old_aux)
2740 /* Describe the state */
2745 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2747 if (disturb_state) disturb(FALSE, FALSE);
2758 if (!notice) return (FALSE);
2760 if (disturb_state) disturb(FALSE, FALSE);
2761 p_ptr->update |= (PU_BONUS);
2763 /* Redraw the "stun" */
2764 p_ptr->redraw |= (PR_STUN);
2771 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2773 * @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。
2775 * Note the special code to only notice "range" changes.
2777 bool set_cut(TIME_EFFECT v)
2779 int old_aux, new_aux;
2780 bool notice = FALSE;
2781 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2783 if (p_ptr->is_dead) return FALSE;
2785 if ((p_ptr->prace == RACE_GOLEM ||
2786 p_ptr->prace == RACE_SKELETON ||
2787 p_ptr->prace == RACE_SPECTRE ||
2788 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2793 if (p_ptr->cut > 1000)
2799 else if (p_ptr->cut > 200)
2805 else if (p_ptr->cut > 100)
2811 else if (p_ptr->cut > 50)
2817 else if (p_ptr->cut > 25)
2823 else if (p_ptr->cut > 10)
2829 else if (p_ptr->cut > 0)
2889 if (new_aux > old_aux)
2891 /* Describe the state */
2895 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2898 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2901 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2904 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2907 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2910 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;
2913 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;
2918 if (randint1(1000) < v || one_in_(16))
2920 if (!p_ptr->sustain_chr)
2922 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2929 else if (new_aux < old_aux)
2931 /* Describe the state */
2936 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");
2938 if (disturb_state) disturb(FALSE, FALSE);
2949 if (!notice) return (FALSE);
2951 if (disturb_state) disturb(FALSE, FALSE);
2952 p_ptr->update |= (PU_BONUS);
2954 /* Redraw the "cut" */
2955 p_ptr->redraw |= (PR_CUT);
2961 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2963 * @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。
2965 * Set "", notice observable changes\n
2967 * The "p_ptr->food" variable can get as large as 20000, allowing the
2968 * addition of the most "filling" item, Elvish Waybread, which adds
2969 * 7500 food units, without overflowing the 32767 maximum limit.\n
2971 * Perhaps we should disturb the player with various messages,
2972 * especially messages about hunger status changes. \n
2974 * Digestion of food is handled in "dungeon.c", in which, normally,
2975 * the player digests about 20 food units per 100 game turns, more
2976 * when "fast", more when "regenerating", less with "slow digestion",
2977 * but when the player is "gorged", he digests 100 food units per 10
2978 * game turns, or a full 1000 food units per 100 game turns.\n
2980 * Note that the player's speed is reduced by 10 units while gorged,
2981 * so if the player eats a single food ration (5000 food units) when
2982 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2983 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2984 * affecting the player speed).\n
2986 bool set_food(TIME_EFFECT v)
2988 int old_aux, new_aux;
2990 bool notice = FALSE;
2991 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2993 /* Fainting / Starving */
2994 if (p_ptr->food < PY_FOOD_FAINT)
3000 else if (p_ptr->food < PY_FOOD_WEAK)
3006 else if (p_ptr->food < PY_FOOD_ALERT)
3012 else if (p_ptr->food < PY_FOOD_FULL)
3018 else if (p_ptr->food < PY_FOOD_MAX)
3029 /* Fainting / Starving */
3030 if (v < PY_FOOD_FAINT)
3036 else if (v < PY_FOOD_WEAK)
3042 else if (v < PY_FOOD_ALERT)
3048 else if (v < PY_FOOD_FULL)
3054 else if (v < PY_FOOD_MAX)
3065 if (old_aux < 1 && new_aux > 0)
3066 chg_virtue(V_PATIENCE, 2);
3067 else if (old_aux < 3 && (old_aux != new_aux))
3068 chg_virtue(V_PATIENCE, 1);
3070 chg_virtue(V_TEMPERANCE, 1);
3072 chg_virtue(V_TEMPERANCE, -1);
3075 if (new_aux > old_aux)
3077 /* Describe the state */
3081 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3084 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3087 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3090 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3094 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3095 chg_virtue(V_HARMONY, -1);
3096 chg_virtue(V_PATIENCE, -1);
3097 chg_virtue(V_TEMPERANCE, -2);
3107 else if (new_aux < old_aux)
3109 /* Describe the state */
3112 /* Fainting / Starving */
3113 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;
3116 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3119 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3122 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3125 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3128 if (p_ptr->wild_mode && (new_aux < 2))
3140 /* Nothing to notice */
3141 if (!notice) return (FALSE);
3143 if (disturb_state) disturb(FALSE, FALSE);
3144 p_ptr->update |= (PU_BONUS);
3147 p_ptr->redraw |= (PR_HUNGER);
3153 * @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-
3154 * @param stat 上昇させるステータスID
3155 * @return 実際に上昇した場合TRUEを返す。
3157 * Note that this function (used by stat potions) now restores\n
3158 * the stat BEFORE increasing it.\n
3160 bool inc_stat(int stat)
3162 BASE_STATUS value, gain;
3164 /* Then augment the current/max stat */
3165 value = p_ptr->stat_cur[stat];
3167 /* Cannot go above 18/100 */
3168 if (value < p_ptr->stat_max_max[stat])
3170 /* Gain one (sometimes two) points */
3173 gain = ((randint0(100) < 75) ? 1 : 2);
3177 /* Gain 1/6 to 1/3 of distance to 18/100 */
3178 else if (value < (p_ptr->stat_max_max[stat]-2))
3180 /* Approximate gain value */
3181 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3182 if (gain < 1) gain = 1;
3184 /* Apply the bonus */
3185 value += randint1(gain) + gain / 2;
3188 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3191 /* Gain one point at a time */
3197 /* Save the new value */
3198 p_ptr->stat_cur[stat] = value;
3200 /* Bring up the maximum too */
3201 if (value > p_ptr->stat_max[stat])
3203 p_ptr->stat_max[stat] = value;
3205 p_ptr->update |= (PU_BONUS);
3211 /* Nothing to gain */
3216 * @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.
3217 * @param stat 減少させるステータスID
3218 * @param amount 減少させる基本量
3219 * @param permanent TRUEならば現在の最大値を減少させる
3220 * @return 実際に減少した場合TRUEを返す。
3223 * Amount could be a little higher in extreme cases to mangle very high\n
3224 * stats from massive assaults. -CWS\n
3226 * Note that "permanent" means that the *given* amount is permanent,\n
3227 * not that the new value becomes permanent. This may not work exactly\n
3228 * as expected, due to "weirdness" in the algorithm, but in general,\n
3229 * if your stat is already drained, the "max" value will not drop all\n
3230 * the way down to the "cur" value.\n
3232 bool dec_stat(int stat, int amount, int permanent)
3234 BASE_STATUS cur, max;
3239 /* Acquire current value */
3240 cur = p_ptr->stat_cur[stat];
3241 max = p_ptr->stat_max[stat];
3243 /* Note when the values are identical */
3244 same = (cur == max);
3246 /* Damage "current" value */
3249 /* Handle "low" values */
3252 if (amount > 90) cur--;
3253 if (amount > 50) cur--;
3254 if (amount > 20) cur--;
3258 /* Handle "high" values */
3261 /* Hack -- Decrement by a random amount between one-quarter */
3262 /* and one-half of the stat bonus times the percentage, with a */
3263 /* minimum damage of half the percentage. -CWS */
3264 loss = (((cur-18) / 2 + 1) / 2 + 1);
3265 if (loss < 1) loss = 1;
3267 /* Randomize the loss */
3268 loss = ((randint1(loss) + loss) * amount) / 100;
3271 if (loss < amount/2) loss = amount/2;
3273 /* Lose some points */
3276 /* Hack -- Only reduce stat to 17 sometimes */
3277 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3280 /* Prevent illegal values */
3281 if (cur < 3) cur = 3;
3283 /* Something happened */
3284 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3287 /* Damage "max" value */
3288 if (permanent && (max > 3))
3290 chg_virtue(V_SACRIFICE, 1);
3291 if (stat == A_WIS || stat == A_INT)
3292 chg_virtue(V_ENLIGHTEN, -2);
3294 /* Handle "low" values */
3297 if (amount > 90) max--;
3298 if (amount > 50) max--;
3299 if (amount > 20) max--;
3303 /* Handle "high" values */
3306 /* Hack -- Decrement by a random amount between one-quarter */
3307 /* and one-half of the stat bonus times the percentage, with a */
3308 /* minimum damage of half the percentage. -CWS */
3309 loss = (((max-18) / 2 + 1) / 2 + 1);
3310 loss = ((randint1(loss) + loss) * amount) / 100;
3311 if (loss < amount/2) loss = amount/2;
3313 /* Lose some points */
3316 /* Hack -- Only reduce stat to 17 sometimes */
3317 if (max < 18) max = (amount <= 20) ? 18 : 17;
3320 /* Hack -- keep it clean */
3321 if (same || (max < cur)) max = cur;
3323 /* Something happened */
3324 if (max != p_ptr->stat_max[stat]) res = TRUE;
3329 /* Actually set the stat to its new value. */
3330 p_ptr->stat_cur[stat] = cur;
3331 p_ptr->stat_max[stat] = max;
3333 p_ptr->redraw |= (PR_STATS);
3334 p_ptr->update |= (PU_BONUS);
3342 * @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.
3343 * @param stat 回復ステータスID
3344 * @return 実際に回復した場合TRUEを返す。
3346 bool res_stat(int stat)
3348 /* Restore if needed */
3349 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3351 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3352 p_ptr->update |= (PU_BONUS);
3353 p_ptr->redraw |= (PR_STATS);
3359 /* Nothing to restore */
3365 * Increase players hit points, notice effects
3367 bool hp_player(int num)
3370 vir = virtue_number(V_VITALITY);
3372 if(num <= 0) return (FALSE);
3376 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3378 /* Healing needed */
3379 if (p_ptr->chp < p_ptr->mhp)
3381 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3382 chg_virtue(V_TEMPERANCE, 1);
3383 /* Gain hitpoints */
3386 /* Enforce maximum */
3387 if (p_ptr->chp >= p_ptr->mhp)
3389 p_ptr->chp = p_ptr->mhp;
3390 p_ptr->chp_frac = 0;
3393 p_ptr->redraw |= (PR_HP);
3395 p_ptr->window |= (PW_PLAYER);
3400 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3406 msg_print(_("気分が良くなった。", "You feel better."));
3412 msg_print(_("とても気分が良くなった。", "You feel much better."));
3418 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3430 * Array of stat "descriptions"
3432 static concptr desc_stat_pos[] =
3437 _("器用に", "dextrous"),
3438 _("健康に", "healthy"),
3444 * Array of stat "descriptions"
3446 static concptr desc_stat_neg[] =
3451 _("不器用に", "clumsy"),
3452 _("不健康に", "sickly"),
3460 bool do_dec_stat(int stat)
3464 /* Access the "sustain" */
3467 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3468 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3469 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3470 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3471 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3472 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3476 if (sust && (!ironman_nightmare || randint0(13)))
3478 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."),
3479 desc_stat_neg[stat]);
3485 /* Attempt to reduce the stat */
3486 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3488 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3494 /* Nothing obvious */
3500 * Restore lost "points" in a stat
3502 bool do_res_stat(int stat)
3504 /* Attempt to increase */
3507 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3512 /* Nothing obvious */
3518 * Gain a "point" in a stat
3520 bool do_inc_stat(int stat)
3524 /* Restore strength */
3525 res = res_stat(stat);
3527 /* Attempt to increase */
3532 chg_virtue(V_ENLIGHTEN, 1);
3533 chg_virtue(V_FAITH, 1);
3535 else if (stat == A_INT)
3537 chg_virtue(V_KNOWLEDGE, 1);
3538 chg_virtue(V_ENLIGHTEN, 1);
3540 else if (stat == A_CON)
3541 chg_virtue(V_VITALITY, 1);
3543 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3548 /* Restoration worked */
3551 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3556 /* Nothing obvious */
3562 * Restores any drained experience
3564 bool restore_level(void)
3566 /* Restore experience */
3567 if (p_ptr->exp < p_ptr->max_exp)
3569 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3571 /* Restore the experience */
3572 p_ptr->exp = p_ptr->max_exp;
3574 /* Check the experience */
3588 bool lose_all_info(void)
3592 chg_virtue(V_KNOWLEDGE, -5);
3593 chg_virtue(V_ENLIGHTEN, -5);
3595 /* Forget info about objects */
3596 for (i = 0; i < INVEN_TOTAL; i++)
3598 object_type *o_ptr = &inventory[i];
3599 if (!o_ptr->k_idx) continue;
3601 /* Allow "protection" by the MENTAL flag */
3602 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3604 /* Remove "default inscriptions" */
3605 o_ptr->feeling = FEEL_NONE;
3607 /* Hack -- Clear the "empty" flag */
3608 o_ptr->ident &= ~(IDENT_EMPTY);
3610 /* Hack -- Clear the "known" flag */
3611 o_ptr->ident &= ~(IDENT_KNOWN);
3613 /* Hack -- Clear the "felt" flag */
3614 o_ptr->ident &= ~(IDENT_SENSE);
3616 p_ptr->update |= (PU_BONUS);
3617 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3619 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3621 /* Mega-Hack -- Forget the map */
3629 void do_poly_wounds(void)
3631 /* Changed to always provide at least _some_ healing */
3632 s16b wounds = p_ptr->cut;
3633 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3634 s16b change = damroll(p_ptr->lev, 5);
3635 bool Nasty_effect = one_in_(5);
3637 if (!(wounds || hit_p || Nasty_effect)) return;
3639 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3643 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3644 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3649 set_cut(p_ptr->cut - (change / 2));
3655 * Change player race
3657 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3659 concptr title = race_info[new_race].title;
3660 int old_race = p_ptr->prace;
3663 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3665 msg_format("You current_world_ptr->game_turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3668 chg_virtue(V_CHANCE, 2);
3670 if (p_ptr->prace < 32)
3672 p_ptr->old_race1 |= 1L << p_ptr->prace;
3676 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3678 p_ptr->prace = new_race;
3679 rp_ptr = &race_info[p_ptr->prace];
3681 /* Experience factor */
3682 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3685 * The speed bonus of Klackons and Sprites are disabled
3686 * and the experience penalty is decreased.
3688 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && ((p_ptr->prace == RACE_KLACKON) || (p_ptr->prace == RACE_SPRITE)))
3689 p_ptr->expfact -= 15;
3691 /* Get character's height and weight */
3692 get_height_weight();
3695 if (p_ptr->pclass == CLASS_SORCERER)
3696 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3698 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3700 roll_hitdice(p_ptr, 0L);
3702 /* The experience level may be modified */
3705 p_ptr->redraw |= (PR_BASIC);
3707 p_ptr->update |= (PU_BONUS);
3711 /* Load an autopick preference file */
3712 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3714 /* Player's graphic tile may change */
3715 lite_spot(p_ptr->y, p_ptr->x);
3719 void do_poly_self(void)
3721 int power = p_ptr->lev;
3723 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3724 chg_virtue(V_CHANCE, 1);
3726 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3728 char effect_msg[80] = "";
3729 CHARACTER_IDX new_race;
3731 /* Some form of racial polymorph... */
3734 if ((power > randint0(5)) && one_in_(4))
3739 if (p_ptr->psex == SEX_MALE)
3741 p_ptr->psex = SEX_FEMALE;
3742 sp_ptr = &sex_info[p_ptr->psex];
3743 sprintf(effect_msg, _("女性の", "female "));
3747 p_ptr->psex = SEX_MALE;
3748 sp_ptr = &sex_info[p_ptr->psex];
3749 sprintf(effect_msg, _("男性の", "male "));
3753 if ((power > randint0(30)) && one_in_(5))
3757 /* Harmful deformity */
3764 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3770 /* Deformities are discriminated against! */
3771 (void)dec_stat(A_CHR, randint1(6), TRUE);
3776 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3777 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3781 sprintf(effect_msg,_("奇形の", "deformed "));
3785 while ((power > randint0(20)) && one_in_(10))
3787 /* Polymorph into a less mutated form */
3790 if (!lose_mutation(0))
3791 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3796 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3798 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3800 change_race(new_race, effect_msg);
3803 if ((power > randint0(30)) && one_in_(6))
3809 msg_format(_("%sの構成が変化した!", "Your internal organs are rearranged!"), p_ptr->prace == RACE_ANDROID ? "機械" : "内臓");
3813 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3818 msg_print(_("現在の姿で生きていくのは困難なようだ!", "You find living difficult in your present form!"));
3819 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3825 if ((power > randint0(20)) && one_in_(4))
3830 roll_hitdice(p_ptr, 0L);
3833 while ((power > randint0(15)) && one_in_(3))
3836 (void)gain_mutation(p_ptr, 0);
3839 if (power > randint0(5))
3845 /* Note: earlier deductions may have left power < 0 already. */
3855 * Decreases players hit points and sets death flag if necessary
3857 * Invulnerability needs to be changed into a "shield"
3859 * Hack -- this function allows the user to save (or quit)
3860 * the game when he dies, since the "You die." message is shown before
3861 * setting the player to "dead".
3864 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3866 int old_chp = p_ptr->chp;
3868 char death_message[1024];
3871 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3872 if (p_ptr->is_dead) return 0;
3874 if (p_ptr->sutemi) damage *= 2;
3875 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3877 if (easy_band) damage = (damage+1)/2;
3879 if (damage_type != DAMAGE_USELIFE)
3881 disturb(TRUE, TRUE);
3884 p_ptr->now_damaged = TRUE;
3888 if (monspell >= 0) learn_spell(monspell);
3890 /* Mega-Hack -- Apply "invulnerability" */
3891 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3893 if (IS_INVULN() && (damage < 9000))
3895 if (damage_type == DAMAGE_FORCE)
3897 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3899 else if (one_in_(PENETRATE_INVULNERABILITY))
3901 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3909 if (CHECK_MULTISHADOW())
3911 if (damage_type == DAMAGE_FORCE)
3913 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3915 else if (damage_type == DAMAGE_ATTACK)
3917 msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
3922 if (p_ptr->wraith_form)
3924 if (damage_type == DAMAGE_FORCE)
3926 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3931 if ((damage == 0) && one_in_(2)) damage = 1;
3935 if (p_ptr->special_defense & KATA_MUSOU)
3938 if ((damage == 0) && one_in_(2)) damage = 1;
3940 } /* not if LOSELIFE USELIFE */
3942 /* Hurt the player */
3943 p_ptr->chp -= damage;
3944 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3946 damage += p_ptr->chp;
3950 /* Display the hitpoints */
3951 p_ptr->redraw |= (PR_HP);
3953 p_ptr->window |= (PW_PLAYER);
3955 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3957 chg_virtue(V_SACRIFICE, 1);
3958 chg_virtue(V_CHANCE, 2);
3964 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3966 #ifdef JP /* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
3968 if(!save_player()) msg_print("セーブ失敗!");
3973 chg_virtue(V_SACRIFICE, 10);
3976 p_ptr->leaving = TRUE;
3979 p_ptr->is_dead = TRUE;
3981 if (p_ptr->inside_arena)
3983 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3984 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3986 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3990 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
3991 bool seppuku = streq(hit_from, "Seppuku");
3992 bool winning_seppuku = p_ptr->total_winner && seppuku;
3994 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3997 /* Make screen dump */
3998 screen_dump = make_screen_dump();
4001 /* Note cause of death */
4004 strcpy(p_ptr->died_from, hit_from);
4006 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4013 sprintf(dummy, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "彫像状態で" : "麻痺状態で", p_ptr->image ? "幻覚に歪んだ" : "", hit_from);
4015 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4017 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4020 /* No longer a winner */
4021 p_ptr->total_winner = FALSE;
4023 if (winning_seppuku)
4025 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4031 if (p_ptr->inside_arena)
4032 strcpy(buf,_("アリーナ", "in the Arena"));
4033 else if (!current_floor_ptr->dun_level)
4034 strcpy(buf,_("地上", "on the surface"));
4035 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4036 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4037 strcpy(buf,_("クエスト", "in a quest"));
4039 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4041 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4042 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4045 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4046 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4050 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4052 do_cmd_save_screen();
4057 /* Initialize "last message" buffer */
4058 if (p_ptr->last_message) string_free(p_ptr->last_message);
4059 p_ptr->last_message = NULL;
4061 /* Hack -- Note death */
4065 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4067 msg_print(android ? "You are broken." : "You die.");
4074 if (winning_seppuku)
4076 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4080 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4086 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4088 while (!get_string("Last word: ", death_message, 1024)) ;
4091 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4093 if (death_message[0] == '\0')
4096 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4098 strcpy(death_message, android ? "You are broken." : "You die.");
4101 else p_ptr->last_message = string_make(death_message);
4104 if (winning_seppuku)
4109 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4110 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4117 for (i = 0; i < 40; i++)
4118 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4120 str = death_message;
4121 if (strncmp(str, "「", 2) == 0) str += 2;
4123 str2 = my_strstr(str, "」");
4124 if (str2 != NULL) *str2 = '\0';
4129 str2 = my_strstr(str, " ");
4130 if (str2 == NULL) len = strlen(str);
4131 else len = str2 - str;
4135 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4137 if (str2 == NULL) break;
4141 if (*str == 0) break;
4145 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4149 /* Make screen dump */
4150 screen_dump = make_screen_dump();
4153 /* Wait a key press */
4158 msg_print(death_message);
4168 /* Hitpoint warning */
4169 if (p_ptr->chp < warning)
4171 /* Hack -- bell on first notice */
4172 if (old_chp > warning) bell();
4176 if (record_danger && (old_chp > warning))
4178 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4179 hit_from = _("何か", "something");
4181 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4182 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4187 /* stop auto_more even if DAMAGE_USELIFE */
4188 p_ptr->now_damaged = TRUE;
4191 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4195 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4206 void gain_exp_64(s32b amount, u32b amount_frac)
4208 if (p_ptr->is_dead) return;
4210 if (p_ptr->prace == RACE_ANDROID) return;
4212 /* Gain some experience */
4213 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4215 /* Slowly recover from experience drainage */
4216 if (p_ptr->exp < p_ptr->max_exp)
4218 /* Gain max experience (20%) (was 10%) */
4219 p_ptr->max_exp += amount / 5;
4222 /* Check Experience */
4230 void gain_exp(s32b amount)
4232 gain_exp_64(amount, 0L);
4236 void calc_android_exp(void)
4240 if (p_ptr->is_dead) return;
4242 if (p_ptr->prace != RACE_ANDROID) return;
4244 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4246 object_type *o_ptr = &inventory[i];
4248 object_type *q_ptr = &forge;
4250 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4252 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4253 if (!o_ptr->k_idx) continue;
4256 object_copy(q_ptr, o_ptr);
4257 q_ptr->discount = 0;
4258 q_ptr->curse_flags = 0L;
4260 if (object_is_fixed_artifact(o_ptr))
4262 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4263 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4265 else if (object_is_ego(o_ptr))
4267 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4269 else if (o_ptr->art_name)
4271 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4274 if (!object_is_weapon_ammo(o_ptr))
4277 if (total_flags < 15000) fake_level = 10;
4278 else if (total_flags < 35000) fake_level = 25;
4279 else fake_level = 40;
4284 if (total_flags < 20000) fake_level = 10;
4285 else if (total_flags < 45000) fake_level = 25;
4286 else fake_level = 40;
4289 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4292 value = object_value_real(q_ptr);
4294 if (value <= 0) continue;
4295 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4296 if (value > 5000000L) value = 5000000L;
4297 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4299 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4300 (o_ptr->tval == TV_DRAG_ARMOR) ||
4301 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4302 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4303 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4304 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4305 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4307 if (level > 65) level = 35 + (level - 65) / 5;
4308 else if (level > 35) level = 25 + (level - 35) / 3;
4309 else if (level > 15) level = 15 + (level - 15) / 2;
4310 exp = MIN(100000L, value) / 2 * level * level;
4311 if (value > 100000L)
4312 exp += (value - 100000L) / 8 * level * level;
4316 exp = MIN(100000L, value) * level;
4317 if (value > 100000L)
4318 exp += (value - 100000L) / 4 * level;
4320 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4321 else total_exp += exp / 16;
4322 if (i == INVEN_BODY) total_exp += exp / 32;
4324 p_ptr->exp = p_ptr->max_exp = total_exp;
4326 /* Check Experience */
4334 void lose_exp(s32b amount)
4336 if (p_ptr->prace == RACE_ANDROID) return;
4338 /* Never drop below zero experience */
4339 if (amount > p_ptr->exp) amount = p_ptr->exp;
4341 /* Lose some experience */
4342 p_ptr->exp -= amount;
4344 /* Check Experience */
4351 * If resisted to draining, return FALSE
4353 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4355 /* Androids and their mimics are never drained */
4356 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4358 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4360 /* Hold experience */
4361 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4365 /* Hold experience failed */
4366 if (p_ptr->hold_exp)
4368 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4373 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away!"));
4381 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4383 bool notice = FALSE;
4384 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4386 if (p_ptr->is_dead) return FALSE;
4391 if (p_ptr->ult_res && !do_dec)
4393 if (p_ptr->ult_res > v) return FALSE;
4395 else if (!p_ptr->ult_res)
4397 msg_print(_("あらゆることに対して耐性がついた気がする!", "You feel resistant!"));
4407 msg_print(_("あらゆることに対する耐性が薄れた気がする。", "You feel less resistant"));
4414 p_ptr->redraw |= (PR_STATUS);
4416 /* Nothing to notice */
4417 if (!notice) return (FALSE);
4419 if (disturb_state) disturb(FALSE, FALSE);
4420 p_ptr->update |= (PU_BONUS);
4425 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4427 bool notice = FALSE;
4428 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4430 if (p_ptr->is_dead) return FALSE;
4435 if (p_ptr->tim_res_nether && !do_dec)
4437 if (p_ptr->tim_res_nether > v) return FALSE;
4439 else if (!p_ptr->tim_res_nether)
4441 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4449 if (p_ptr->tim_res_nether)
4451 msg_print(_("地獄の力に対する耐性が薄れた気がする。", "You feel less nether resistant"));
4457 p_ptr->tim_res_nether = v;
4458 p_ptr->redraw |= (PR_STATUS);
4460 /* Nothing to notice */
4461 if (!notice) return (FALSE);
4463 if (disturb_state) disturb(FALSE, FALSE);
4464 p_ptr->update |= (PU_BONUS);
4469 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4471 bool notice = FALSE;
4472 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4474 if (p_ptr->is_dead) return FALSE;
4479 if (p_ptr->tim_res_time && !do_dec)
4481 if (p_ptr->tim_res_time > v) return FALSE;
4483 else if (!p_ptr->tim_res_time)
4485 msg_print(_("時間逆転の力に対して耐性がついた気がする!", "You feel time resistant!"));
4493 if (p_ptr->tim_res_time)
4495 msg_print(_("時間逆転の力に対する耐性が薄れた気がする。", "You feel less time resistant"));
4501 p_ptr->tim_res_time = v;
4502 p_ptr->redraw |= (PR_STATUS);
4504 /* Nothing to notice */
4505 if (!notice) return (FALSE);
4507 if (disturb_state) disturb(FALSE, FALSE);
4508 p_ptr->update |= (PU_BONUS);
4515 * Choose a warrior-mage elemental attack. -LM-
4517 bool choose_ele_attack(void)
4523 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4525 msg_format(_("武器を持たないと魔法剣は使えない。", "You cannot use temporary branding with no weapon."));
4530 num = (p_ptr->lev - 20) / 5;
4531 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4534 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4539 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4544 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4549 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4558 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4562 if ((choice == 'a') || (choice == 'A'))
4563 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4564 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4565 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4566 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4567 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4568 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4569 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4570 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4571 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4574 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4584 * Choose a elemental immune. -LM-
4586 bool choose_ele_immune(TIME_EFFECT immune_turn)
4591 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4592 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4593 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4594 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4602 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4606 if ((choice == 'a') || (choice == 'A'))
4607 set_ele_immune(DEFENSE_FIRE, immune_turn);
4608 else if ((choice == 'b') || (choice == 'B'))
4609 set_ele_immune(DEFENSE_COLD, immune_turn);
4610 else if ((choice == 'c') || (choice == 'C'))
4611 set_ele_immune(DEFENSE_ACID, immune_turn);
4612 else if ((choice == 'd') || (choice == 'D'))
4613 set_ele_immune(DEFENSE_ELEC, immune_turn);
4616 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));