#include "player-class.h"
#include "player-move.h"
#include "player-effects.h"
-#include "player-race.h"
+#include "player/race-info-table.h"
#include "player-class.h"
#include "player-personality.h"
#include "player-sex.h"
}
case ACTION_KAMAE:
{
- msg_print(_("構えをといた。", "You stop assuming the posture."));
+ msg_print(_("構えをといた。", "You stop assuming the special stance."));
creature_ptr->special_defense &= ~(KAMAE_MASK);
break;
}
case ACTION_KATA:
{
- msg_print(_("型を崩した。", "You stop assuming the posture."));
+ msg_print(_("型を崩した。", "You stop assuming the special stance."));
creature_ptr->special_defense &= ~(KATA_MASK);
creature_ptr->update |= (PU_MONSTERS);
creature_ptr->redraw |= (PR_STATUS);
}
case ACTION_SPELL:
{
- msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
+ msg_print(_("呪文の詠唱を中断した。", "You stopped casting."));
break;
}
}
(void)set_kabenuke(creature_ptr, 0, TRUE);
(void)set_tim_res_nether(creature_ptr, 0, TRUE);
(void)set_tim_res_time(creature_ptr, 0, TRUE);
- /* by henkma */
(void)set_tim_reflect(creature_ptr, 0,TRUE);
(void)set_multishadow(creature_ptr, 0,TRUE);
(void)set_dustrobe(creature_ptr, 0,TRUE);
(void)set_ele_attack(creature_ptr, 0, 0);
(void)set_ele_immune(creature_ptr, 0, 0);
- /* Cancel glowing hands */
if (creature_ptr->special_attack & ATTACK_CONFUSE)
{
creature_ptr->special_attack &= ~(ATTACK_CONFUSE);
if (music_singing_any(creature_ptr) || hex_spelling_any(creature_ptr))
{
- concptr str = (music_singing_any(creature_ptr)) ? _("歌", "singing") : _("呪文", "spelling");
+ concptr str = (music_singing_any(creature_ptr)) ? _("歌", "singing") : _("呪文", "casting");
INTERUPTING_SONG_EFFECT(creature_ptr) = SINGING_SONG_EFFECT(creature_ptr);
SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
}
}
- /* Use the value */
creature_ptr->tim_mimic = v;
-
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, TRUE);
}
}
- /* Use the value */
creature_ptr->blind = v;
creature_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
- /* Fully update the visuals */
creature_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
creature_ptr->redraw |= (PR_MAP);
creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
if (creature_ptr->action == ACTION_KAMAE)
{
- msg_print(_("構えがとけた。", "Your posture gets loose."));
+ msg_print(_("構えがとけた。", "You lose your stance."));
creature_ptr->special_defense &= ~(KAMAE_MASK);
creature_ptr->update |= (PU_BONUS);
creature_ptr->redraw |= (PR_STATE);
}
else if (creature_ptr->action == ACTION_KATA)
{
- msg_print(_("型が崩れた。", "Your posture gets loose."));
+ msg_print(_("型が崩れた。", "You lose your stance."));
creature_ptr->special_defense &= ~(KATA_MASK);
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_MONSTERS);
chg_virtue(creature_ptr, V_HARMONY, -1);
}
}
-
else
{
if (creature_ptr->confused)
}
}
- /* Use the value */
creature_ptr->confused = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
notice = TRUE;
}
}
-
else
{
if (creature_ptr->poisoned)
}
}
- /* Use the value */
creature_ptr->poisoned = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
if (creature_ptr->special_defense & KATA_MASK)
{
- msg_print(_("型が崩れた。", "Your posture gets loose."));
+ msg_print(_("型が崩れた。", "You lose your stance."));
creature_ptr->special_defense &= ~(KATA_MASK);
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_MONSTERS);
chg_virtue(creature_ptr, V_VALOUR, -1);
}
}
-
else
{
if (creature_ptr->afraid)
}
}
- /* Use the value */
creature_ptr->afraid = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 麻痺の継続時間をセットする / Set "paralyzed", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->paralyzed)
}
}
- /* Use the value */
creature_ptr->paralyzed = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
notice = TRUE;
}
}
-
else
{
if (creature_ptr->image)
}
}
- /* Use the value */
creature_ptr->image = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, TRUE);
return TRUE;
}
+
/*!
* @brief 加速の継続時間をセットする / Set "fast", notice observable changes
* @param v 継続時間
chg_virtue(creature_ptr, V_DILIGENCE, 1);
}
}
-
else
{
if (creature_ptr->fast && !creature_ptr->lightspeed && !music_singing(creature_ptr, MUSIC_SPEED) && !music_singing(creature_ptr, MUSIC_SHERO))
}
}
- /* Use the value */
creature_ptr->fast = v;
-
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 光速移動の継続時間をセットする / Set "lightspeed", notice observable changes
* @param v 継続時間
}
else if (!creature_ptr->lightspeed)
{
- msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
+ msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely fast!"));
notice = TRUE;
chg_virtue(creature_ptr, V_PATIENCE, -1);
chg_virtue(creature_ptr, V_DILIGENCE, 1);
}
}
-
else
{
if (creature_ptr->lightspeed)
}
}
- /* Use the value */
creature_ptr->lightspeed = v;
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 減速の継続時間をセットする / Set "slow", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->slow)
}
}
- /* Use the value */
creature_ptr->slow = v;
-
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
notice = TRUE;
}
}
-
else
{
if (creature_ptr->shield)
}
}
- /* Use the value */
creature_ptr->shield = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tsubureru)
}
}
- /* Use the value */
creature_ptr->tsubureru = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
notice = TRUE;
}
}
-
else
{
if (creature_ptr->magicdef)
}
}
- /* Use the value */
creature_ptr->magicdef = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 祝福の継続時間をセットする / Set "blessed", notice observable changes
* @param v 継続時間
}
}
- /* Use the value */
creature_ptr->blessed = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
notice = TRUE;
}
}
-
else
{
if (creature_ptr->hero && !music_singing(creature_ptr, MUSIC_HERO) && !music_singing(creature_ptr, MUSIC_SHERO))
}
}
- /* Use the value */
creature_ptr->hero = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
-
- /* Recalculate hitpoints */
creature_ptr->update |= (PU_HP);
handle_stuff(creature_ptr);
return TRUE;
notice = TRUE;
}
}
-
else
{
if (creature_ptr->shero)
{
- msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
+ msg_print(_("野蛮な気持ちが消え失せた。", "You feel less berserk."));
notice = TRUE;
}
}
- /* Use the value */
creature_ptr->shero = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
-
- /* Recalculate hitpoints */
creature_ptr->update |= (PU_HP);
handle_stuff(creature_ptr);
return TRUE;
}
+
/*!
* @brief 対邪悪結界の継続時間をセットする / Set "protevil", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->protevil)
}
}
- /* Use the value */
creature_ptr->protevil = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 幽体化の継続時間をセットする / Set "wraith_form", notice observable changes
* @param v 継続時間
}
else if (!creature_ptr->wraith_form)
{
- 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!"));
+ 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 turn into a wraith-being!"));
notice = TRUE;
chg_virtue(creature_ptr, V_UNLIFE, 3);
chg_virtue(creature_ptr, V_HONOUR, -2);
creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
-
else
{
if (creature_ptr->wraith_form)
}
}
- /* Use the value */
creature_ptr->wraith_form = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return TRUE;
-
}
+
/*!
* @brief 無傷球の継続時間をセットする / Set "invuln", notice observable changes
* @param v 継続時間
creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
-
else
{
if (creature_ptr->invuln && !music_singing(creature_ptr, MUSIC_INVULN))
}
}
- /* Use the value */
creature_ptr->invuln = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 時限ESPの継続時間をセットする / Set "tim_esp", notice observable changes
* @param v 継続時間
}
}
- /* Use the value */
creature_ptr->tim_esp = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 時限透明視の継続時間をセットする / Set "tim_invis", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_invis)
}
}
- /* Use the value */
creature_ptr->tim_invis = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
-
- /* Update the monsters */
creature_ptr->update |= (PU_MONSTERS);
handle_stuff(creature_ptr);
return TRUE;
}
+
/*!
* @brief 時限赤外線視力の継続時間をセットする / Set "tim_infra", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_infra)
}
}
- /* Use the value */
creature_ptr->tim_infra = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
-
- /* Update the monsters */
creature_ptr->update |= (PU_MONSTERS);
handle_stuff(creature_ptr);
return TRUE;
}
+
/*!
* @brief 時限急回復の継続時間をセットする / Set "tim_regen", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_regen)
}
}
- /* Use the value */
creature_ptr->tim_regen = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 隠密の歌の継続時間をセットする / Set "tim_stealth", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_stealth && !music_singing(creature_ptr, MUSIC_STEALTH))
}
}
- /* Use the value */
creature_ptr->tim_stealth = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 超隠密状態をセットする
* @param set TRUEならば超隠密状態になる。
}
notice = TRUE;
-
- /* Use the value */
creature_ptr->special_defense |= NINJA_S_STEALTH;
}
}
-
else
{
if (creature_ptr->special_defense & NINJA_S_STEALTH)
{
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."));
notice = TRUE;
-
- /* Use the value */
creature_ptr->special_defense &= ~(NINJA_S_STEALTH);
}
}
- /* Nothing to notice */
if (!notice) return FALSE;
creature_ptr->redraw |= (PR_STATUS);
return TRUE;
}
+
/*!
* @brief 一時的浮遊の継続時間をセットする / Set "tim_levitation", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_levitation)
}
}
- /* Use the value */
creature_ptr->tim_levitation = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 一時的闘気のオーラの継続時間をセットする / Set "tim_sh_touki", notice observable changes
* @param v 継続時間
}
else if (!creature_ptr->tim_sh_touki)
{
- msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
+ msg_print(_("体が闘気のオーラで覆われた。", "You are enveloped by an aura of the Force!"));
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_sh_touki)
{
- msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
+ msg_print(_("闘気が消えた。", "The aura of the Force disappeared."));
notice = TRUE;
}
}
- /* Use the value */
creature_ptr->tim_sh_touki = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 一時的火炎のオーラの継続時間をセットする / Set "tim_sh_fire", notice observable changes
* @param v 継続時間
}
else if (!creature_ptr->tim_sh_fire)
{
- msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
+ msg_print(_("体が炎のオーラで覆われた。", "You are enveloped by a fiery aura!"));
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_sh_fire)
{
- msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
+ msg_print(_("炎のオーラが消えた。", "The fiery aura disappeared."));
notice = TRUE;
}
}
- /* Use the value */
creature_ptr->tim_sh_fire = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 一時的聖なるのオーラの継続時間をセットする / Set "tim_sh_holy", notice observable changes
* @param v 継続時間
}
else if (!creature_ptr->tim_sh_holy)
{
- msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
+ msg_print(_("体が聖なるオーラで覆われた。", "You are enveloped by a holy aura!"));
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_sh_holy)
{
- msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
+ msg_print(_("聖なるオーラが消えた。", "The holy aura disappeared."));
notice = TRUE;
}
}
- /* Use the value */
creature_ptr->tim_sh_holy = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 目には目をの残り時間をセットする / Set "tim_eyeeye", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_eyeeye)
}
}
- /* Use the value */
creature_ptr->tim_eyeeye = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
notice = TRUE;
}
}
-
else
{
if (creature_ptr->resist_magic)
}
}
- /* Use the value */
creature_ptr->resist_magic = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 一時的反射の継続時間をセットする / Set "tim_reflect", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_reflect)
}
}
- /* Use the value */
creature_ptr->tim_reflect = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
notice = TRUE;
}
}
-
else
{
if (creature_ptr->multishadow)
}
}
- /* Use the value */
creature_ptr->multishadow = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 一時的破片のオーラの継続時間をセットする / Set "dustrobe", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->dustrobe)
}
}
- /* Use the value */
creature_ptr->dustrobe = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief 一時的壁抜けの継続時間をセットする / Set "kabenuke", notice observable changes
* @param v 継続時間
}
else if (!creature_ptr->kabenuke)
{
- msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
+ msg_print(_("体が半物質の状態になった。", "You became ethereal."));
notice = TRUE;
}
}
-
else
{
if (creature_ptr->kabenuke)
{
- msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
+ msg_print(_("体が物質化した。", "You are no longer ethereal."));
notice = TRUE;
}
}
- /* Use the value */
creature_ptr->kabenuke = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
/*!
* @brief オクレ兄さんの継続時間をセットする / Set "tsuyoshi", notice observable changes
* @param v 継続時間
chg_virtue(creature_ptr, V_VITALITY, 2);
}
}
-
else
{
if (creature_ptr->tsuyoshi)
{
- msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
+ msg_print(_("肉体が急速にしぼんでいった。", "Your body has quickly shriveled."));
(void)dec_stat(creature_ptr, A_CON, 20, TRUE);
(void)dec_stat(creature_ptr, A_STR, 20, TRUE);
}
}
- /* Use the value */
creature_ptr->tsuyoshi = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
-
- /* Recalculate hitpoints */
creature_ptr->update |= (PU_HP);
handle_stuff(creature_ptr);
return TRUE;
}
+
/*!
* @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-
* @param attack_type スレイのタイプID
{
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- /* Clear all elemental attacks (only one is allowed at a time). */
if ((creature_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
{
creature_ptr->special_attack &= ~(ATTACK_ACID);
msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
}
+
if ((creature_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
{
creature_ptr->special_attack &= ~(ATTACK_ELEC);
msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
}
+
if ((creature_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
{
creature_ptr->special_attack &= ~(ATTACK_FIRE);
msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
}
+
if ((creature_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
{
creature_ptr->special_attack &= ~(ATTACK_COLD);
msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
}
+
if ((creature_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
{
creature_ptr->special_attack &= ~(ATTACK_POIS);
if ((v) && (attack_type))
{
- /* Set attack type. */
creature_ptr->special_attack |= (attack_type);
-
- /* Set duration. */
creature_ptr->ele_attack = v;
-
#ifdef JP
msg_format("%sで攻撃できるようになった!",
((attack_type == ATTACK_ACID) ? "酸" :
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->redraw |= (PR_STATUS);
-
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return TRUE;
}
+
/*!
* @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-
* @param immune_type 免疫のタイプID
{
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- /* Clear all elemental attacks (only one is allowed at a time). */
if ((creature_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
{
creature_ptr->special_defense &= ~(DEFENSE_ACID);
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."));
}
+
if ((creature_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
{
creature_ptr->special_defense &= ~(DEFENSE_ELEC);
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."));
}
+
if ((creature_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
{
creature_ptr->special_defense &= ~(DEFENSE_FIRE);
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."));
}
+
if ((creature_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
{
creature_ptr->special_defense &= ~(DEFENSE_COLD);
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."));
}
+
if ((creature_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
{
creature_ptr->special_defense &= ~(DEFENSE_POIS);
if ((v) && (immune_type))
{
- /* Set attack type. */
creature_ptr->special_defense |= (immune_type);
-
- /* Set duration. */
creature_ptr->ele_immune = v;
-
msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
if (creature_ptr->is_dead) return FALSE;
if (v)
notice = TRUE;
}
}
-
else
{
if (creature_ptr->oppose_acid && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
}
}
- /* Use the value */
creature_ptr->oppose_acid = v;
- /* Nothing to notice */
if (!notice) return FALSE;
creature_ptr->redraw |= (PR_STATUS);
return TRUE;
}
+
/*!
* @brief 一時的電撃耐性の継続時間をセットする / Set "oppose_elec", notice observable changes
* @param v 継続時間
notice = TRUE;
}
}
-
else
{
if (creature_ptr->oppose_elec && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
}
}
- /* Use the value */
creature_ptr->oppose_elec = v;
- /* Nothing to notice */
if (!notice) return FALSE;
creature_ptr->redraw |= (PR_STATUS);
return TRUE;
}
+
/*!
* @brief 一時的火炎耐性の継続時間をセットする / Set "oppose_fire", notice observable changes
* @param v 継続時間
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
if (creature_ptr->is_dead) return FALSE;
if ((PRACE_IS_(creature_ptr, RACE_DEMON) && (creature_ptr->lev > 44)) || (creature_ptr->mimic_form == MIMIC_DEMON)) v = 1;
notice = TRUE;
}
}
-
else
{
if (creature_ptr->oppose_fire && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
}
}
- /* Use the value */
creature_ptr->oppose_fire = v;
- /* Nothing to notice */
if (!notice) return FALSE;
creature_ptr->redraw |= (PR_STATUS);
return TRUE;
}
+
/*!
* @brief 一時的冷気耐性の継続時間をセットする / Set "oppose_cold", notice observable changes
* @param v 継続時間
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
if (creature_ptr->is_dead) return FALSE;
if (v)
notice = TRUE;
}
}
-
else
{
if (creature_ptr->oppose_cold && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
}
}
- /* Use the value */
creature_ptr->oppose_cold = v;
- /* Nothing to notice */
if (!notice) return FALSE;
creature_ptr->redraw |= (PR_STATUS);
return TRUE;
}
+
/*!
* @brief 一時的毒耐性の継続時間をセットする / Set "oppose_pois", notice observable changes
* @param v 継続時間
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
if ((creature_ptr->pclass == CLASS_NINJA) && (creature_ptr->lev > 44)) v = 1;
if (creature_ptr->is_dead) return FALSE;
notice = TRUE;
}
}
-
else
{
if (creature_ptr->oppose_pois && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
}
}
- /* Use the value */
creature_ptr->oppose_pois = v;
-
- /* Nothing to notice */
if (!notice) return FALSE;
creature_ptr->redraw |= (PR_STATUS);
return TRUE;
}
+
/*!
* @brief 朦朧の継続時間をセットする / Set "stun", notice observable changes
* @param v 継続時間
int old_aux, new_aux;
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
if (creature_ptr->is_dead) return FALSE;
if (PRACE_IS_(creature_ptr, RACE_GOLEM) || ((creature_ptr->pclass == CLASS_BERSERKER) && (creature_ptr->lev > 34))) v = 0;
- /* Knocked out */
if (creature_ptr->stun > 100)
{
old_aux = 3;
}
-
- /* Heavy stun */
else if (creature_ptr->stun > 50)
{
old_aux = 2;
}
-
- /* Stun */
else if (creature_ptr->stun > 0)
{
old_aux = 1;
}
-
- /* None */
else
{
old_aux = 0;
}
- /* Knocked out */
if (v > 100)
{
new_aux = 3;
}
-
- /* Heavy stun */
else if (v > 50)
{
new_aux = 2;
}
-
- /* Stun */
else if (v > 0)
{
new_aux = 1;
}
-
- /* None */
else
{
new_aux = 0;
}
- /* Increase cut */
if (new_aux > old_aux)
{
- /* Describe the state */
switch (new_aux)
{
- /* Stun */
case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
-
- /* Heavy stun */
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;
-
- /* Knocked out */
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;
}
if (!creature_ptr->sustain_wis) (void)do_dec_stat(creature_ptr, A_WIS);
}
}
+
if (creature_ptr->special_defense & KATA_MASK)
{
- msg_print(_("型が崩れた。", "Your posture gets loose."));
+ msg_print(_("型が崩れた。", "You lose your stance."));
creature_ptr->special_defense &= ~(KATA_MASK);
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_MONSTERS);
creature_ptr->action = ACTION_NONE;
}
- /* Sniper */
if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
notice = TRUE;
}
-
- /* Decrease cut */
else if (new_aux < old_aux)
{
- /* Describe the state */
- switch (new_aux)
+ if (new_aux == 0)
{
- /* None */
- case 0:
msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
-
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
- break;
}
notice = TRUE;
}
- /* Use the value */
creature_ptr->stun = v;
- /* No change */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
-
- /* Redraw the "stun" */
creature_ptr->redraw |= (PR_STUN);
handle_stuff(creature_ptr);
return TRUE;
int old_aux, new_aux;
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
if (creature_ptr->is_dead) return FALSE;
if ((creature_ptr->prace == RACE_GOLEM ||
!creature_ptr->mimic_form)
v = 0;
- /* Mortal wound */
if (creature_ptr->cut > 1000)
{
old_aux = 7;
}
-
- /* Deep gash */
else if (creature_ptr->cut > 200)
{
old_aux = 6;
}
-
- /* Severe cut */
else if (creature_ptr->cut > 100)
{
old_aux = 5;
}
-
- /* Nasty cut */
else if (creature_ptr->cut > 50)
{
old_aux = 4;
}
-
- /* Bad cut */
else if (creature_ptr->cut > 25)
{
old_aux = 3;
}
-
- /* Light cut */
else if (creature_ptr->cut > 10)
{
old_aux = 2;
}
-
- /* Graze */
else if (creature_ptr->cut > 0)
{
old_aux = 1;
}
-
- /* None */
else
{
old_aux = 0;
}
- /* Mortal wound */
if (v > 1000)
{
new_aux = 7;
}
-
- /* Deep gash */
else if (v > 200)
{
new_aux = 6;
}
-
- /* Severe cut */
else if (v > 100)
{
new_aux = 5;
}
-
- /* Nasty cut */
else if (v > 50)
{
new_aux = 4;
}
-
- /* Bad cut */
else if (v > 25)
{
new_aux = 3;
}
-
- /* Light cut */
else if (v > 10)
{
new_aux = 2;
}
-
- /* Graze */
else if (v > 0)
{
new_aux = 1;
}
-
- /* None */
else
{
new_aux = 0;
}
- /* Increase cut */
if (new_aux > old_aux)
{
- /* Describe the state */
switch (new_aux)
{
- /* Graze */
case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
-
- /* Light cut */
case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
-
- /* Bad cut */
case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
-
- /* Nasty cut */
case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
-
- /* Severe cut */
case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
-
- /* Deep gash */
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;
-
- /* Mortal wound */
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;
}
notice = TRUE;
-
if (randint1(1000) < v || one_in_(16))
{
if (!creature_ptr->sustain_chr)
}
}
}
-
- /* Decrease cut */
else if (new_aux < old_aux)
{
- /* Describe the state */
- switch (new_aux)
+ if (new_aux == 0)
{
- /* None */
- case 0:
msg_format(_("やっと%s。", "You are no longer bleeding."), creature_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった");
-
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
- break;
}
notice = TRUE;
}
- /* Use the value */
creature_ptr->cut = v;
-
- /* No change */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
-
- /* Redraw the "cut" */
creature_ptr->redraw |= (PR_CUT);
handle_stuff(creature_ptr);
return TRUE;
}
+
/*!
* @brief 空腹状態をセットする / Set "food", notice observable changes
* @param v 継続時間
bool notice = FALSE;
v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
-
- /* Fainting / Starving */
if (creature_ptr->food < PY_FOOD_FAINT)
{
old_aux = 0;
}
-
- /* Weak */
else if (creature_ptr->food < PY_FOOD_WEAK)
{
old_aux = 1;
}
-
- /* Hungry */
else if (creature_ptr->food < PY_FOOD_ALERT)
{
old_aux = 2;
}
-
- /* Normal */
else if (creature_ptr->food < PY_FOOD_FULL)
{
old_aux = 3;
}
-
- /* Full */
else if (creature_ptr->food < PY_FOOD_MAX)
{
old_aux = 4;
}
-
- /* Gorged */
else
{
old_aux = 5;
}
- /* Fainting / Starving */
if (v < PY_FOOD_FAINT)
{
new_aux = 0;
}
-
- /* Weak */
else if (v < PY_FOOD_WEAK)
{
new_aux = 1;
}
-
- /* Hungry */
else if (v < PY_FOOD_ALERT)
{
new_aux = 2;
}
-
- /* Normal */
else if (v < PY_FOOD_FULL)
{
new_aux = 3;
}
-
- /* Full */
else if (v < PY_FOOD_MAX)
{
new_aux = 4;
}
-
- /* Gorged */
else
{
new_aux = 5;
if (old_aux == 0)
chg_virtue(creature_ptr, V_TEMPERANCE, -1);
- /* Food increase */
if (new_aux > old_aux)
{
- /* Describe the state */
switch (new_aux)
{
- /* Weak */
case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
-
- /* Hungry */
case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
-
- /* Normal */
case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
-
- /* Full */
case 4: msg_print(_("満腹だ!", "You are full!")); break;
- /* Bloated */
case 5:
msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
chg_virtue(creature_ptr, V_HARMONY, -1);
chg_virtue(creature_ptr, V_PATIENCE, -1);
chg_virtue(creature_ptr, V_TEMPERANCE, -2);
-
break;
}
- /* Change */
notice = TRUE;
}
-
- /* Food decrease */
else if (new_aux < old_aux)
{
- /* Describe the state */
switch (new_aux)
{
- /* Fainting / Starving */
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;
-
- /* Weak */
case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
-
- /* Hungry */
case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
-
- /* Normal */
case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
-
- /* Full */
case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
}
change_wild_mode(creature_ptr, FALSE);
}
- /* Change */
notice = TRUE;
}
- /* Use the value */
creature_ptr->food = v;
-
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
-
- /* Redraw hunger */
creature_ptr->redraw |= (PR_HUNGER);
handle_stuff(creature_ptr);
+
return TRUE;
}
+
/*!
* @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-
* @param stat 上昇させるステータスID
*/
bool inc_stat(player_type *creature_ptr, int stat)
{
- BASE_STATUS value, gain;
+ BASE_STATUS gain;
+ BASE_STATUS value = creature_ptr->stat_cur[stat];
- /* Then augment the current/max stat */
- value = creature_ptr->stat_cur[stat];
-
- /* Cannot go above 18/100 */
if (value < creature_ptr->stat_max_max[stat])
{
- /* Gain one (sometimes two) points */
if (value < 18)
{
gain = ((randint0(100) < 75) ? 1 : 2);
value += gain;
}
-
- /* Gain 1/6 to 1/3 of distance to 18/100 */
else if (value < (creature_ptr->stat_max_max[stat]-2))
{
- /* Approximate gain value */
gain = (((creature_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
if (gain < 1) gain = 1;
- /* Apply the bonus */
value += randint1(gain) + gain / 2;
-
- /* Maximal value */
if (value > (creature_ptr->stat_max_max[stat]-1)) value = creature_ptr->stat_max_max[stat]-1;
}
-
- /* Gain one point at a time */
else
{
value++;
}
- /* Save the new value */
creature_ptr->stat_cur[stat] = value;
-
- /* Bring up the maximum too */
if (value > creature_ptr->stat_max[stat])
{
creature_ptr->stat_max[stat] = value;
}
- creature_ptr->update |= (PU_BONUS);
- /* Success */
+ creature_ptr->update |= (PU_BONUS);
return TRUE;
}
- /* Nothing to gain */
return FALSE;
}
+
/*!
* @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.
* @param stat 減少させるステータスID
*/
bool dec_stat(player_type *creature_ptr, int stat, int amount, int permanent)
{
- BASE_STATUS cur, max;
- int loss, same;
+ int loss;
bool res = FALSE;
- /* Acquire current value */
- cur = creature_ptr->stat_cur[stat];
- max = creature_ptr->stat_max[stat];
-
- /* Note when the values are identical */
- same = (cur == max);
-
- /* Damage "current" value */
+ BASE_STATUS cur = creature_ptr->stat_cur[stat];
+ BASE_STATUS max = creature_ptr->stat_max[stat];
+ int same = (cur == max);
if (cur > 3)
{
- /* Handle "low" values */
if (cur <= 18)
{
if (amount > 90) cur--;
if (amount > 20) cur--;
cur--;
}
-
- /* Handle "high" values */
else
{
- /* Hack -- Decrement by a random amount between one-quarter */
- /* and one-half of the stat bonus times the percentage, with a */
- /* minimum damage of half the percentage. -CWS */
loss = (((cur-18) / 2 + 1) / 2 + 1);
if (loss < 1) loss = 1;
- /* Randomize the loss */
loss = ((randint1(loss) + loss) * amount) / 100;
-
- /* Maximal loss */
if (loss < amount/2) loss = amount/2;
- /* Lose some points */
cur = cur - loss;
-
- /* Hack -- Only reduce stat to 17 sometimes */
if (cur < 18) cur = (amount <= 20) ? 18 : 17;
}
- /* Prevent illegal values */
if (cur < 3) cur = 3;
- /* Something happened */
if (cur != creature_ptr->stat_cur[stat]) res = TRUE;
}
- /* Damage "max" value */
if (permanent && (max > 3))
{
chg_virtue(creature_ptr, V_SACRIFICE, 1);
if (stat == A_WIS || stat == A_INT)
chg_virtue(creature_ptr, V_ENLIGHTEN, -2);
- /* Handle "low" values */
if (max <= 18)
{
if (amount > 90) max--;
if (amount > 20) max--;
max--;
}
-
- /* Handle "high" values */
else
{
- /* Hack -- Decrement by a random amount between one-quarter */
- /* and one-half of the stat bonus times the percentage, with a */
- /* minimum damage of half the percentage. -CWS */
loss = (((max-18) / 2 + 1) / 2 + 1);
loss = ((randint1(loss) + loss) * amount) / 100;
if (loss < amount/2) loss = amount/2;
- /* Lose some points */
max = max - loss;
-
- /* Hack -- Only reduce stat to 17 sometimes */
if (max < 18) max = (amount <= 20) ? 18 : 17;
}
- /* Hack -- keep it clean */
if (same || (max < cur)) max = cur;
- /* Something happened */
if (max != creature_ptr->stat_max[stat]) res = TRUE;
}
if (res)
{
- /* Actually set the stat to its new value. */
creature_ptr->stat_cur[stat] = cur;
creature_ptr->stat_max[stat] = max;
-
creature_ptr->redraw |= (PR_STATS);
creature_ptr->update |= (PU_BONUS);
}
*/
bool res_stat(player_type *creature_ptr, int stat)
{
- /* Restore if needed */
if (creature_ptr->stat_cur[stat] != creature_ptr->stat_max[stat])
{
creature_ptr->stat_cur[stat] = creature_ptr->stat_max[stat];
creature_ptr->update |= (PU_BONUS);
creature_ptr->redraw |= (PR_STATS);
-
- /* Success */
return TRUE;
}
- /* Nothing to restore */
return FALSE;
}
{
num = num * (creature_ptr->virtues[vir - 1] + 1250) / 1250;
}
- /* Healing needed */
+
if (creature_ptr->chp < creature_ptr->mhp)
{
if ((num > 0) && (creature_ptr->chp < (creature_ptr->mhp/3)))
chg_virtue(creature_ptr, V_TEMPERANCE, 1);
- /* Gain hitpoints */
- creature_ptr->chp += num;
- /* Enforce maximum */
+ creature_ptr->chp += num;
if (creature_ptr->chp >= creature_ptr->mhp)
{
creature_ptr->chp = creature_ptr->mhp;
}
creature_ptr->redraw |= (PR_HP);
-
creature_ptr->window |= (PW_PLAYER);
-
- /* Heal 0-4 */
if (num < 5)
{
msg_print(_("少し気分が良くなった。", "You feel a little better."));
}
-
- /* Heal 5-14 */
else if (num < 15)
{
msg_print(_("気分が良くなった。", "You feel better."));
}
-
- /* Heal 15-34 */
else if (num < 35)
{
msg_print(_("とても気分が良くなった。", "You feel much better."));
}
-
- /* Heal 35+ */
else
{
msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
return TRUE;
}
- /* Ignore */
return FALSE;
}
case A_CHR: if (creature_ptr->sustain_chr) sust = TRUE; break;
}
- /* Sustain */
if (sust && (!ironman_nightmare || randint0(13)))
{
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."),
desc_stat_neg[stat]);
- /* Notice effect */
return TRUE;
}
- /* Attempt to reduce the stat */
if (dec_stat(creature_ptr, stat, 10, (ironman_nightmare && !randint0(13))))
{
msg_format(_("ひどく%sなった気がする。", "You feel %s."), desc_stat_neg[stat]);
- /* Notice effect */
return TRUE;
}
- /* Nothing obvious */
return FALSE;
}
*/
bool do_res_stat(player_type *creature_ptr, int stat)
{
- /* Attempt to increase */
if (res_stat(creature_ptr, stat))
{
msg_format(_("元通りに%sなった気がする。", "You feel %s."), desc_stat_pos[stat]);
return TRUE;
}
- /* Nothing obvious */
return FALSE;
}
*/
bool do_inc_stat(player_type *creature_ptr, int stat)
{
- bool res;
-
- /* Restore strength */
- res = res_stat(creature_ptr, stat);
-
- /* Attempt to increase */
+ bool res = res_stat(creature_ptr, stat);
if (inc_stat(creature_ptr, stat))
{
if (stat == A_WIS)
chg_virtue(creature_ptr, V_VITALITY, 1);
msg_format(_("ワーオ!とても%sなった!", "Wow! You feel %s!"), desc_stat_pos[stat]);
-
return TRUE;
}
- /* Restoration worked */
if (res)
{
msg_format(_("元通りに%sなった気がする。", "You feel %s."), desc_stat_pos[stat]);
-
return TRUE;
}
- /* Nothing obvious */
return FALSE;
}
*/
bool restore_level(player_type *creature_ptr)
{
- /* Restore experience */
if (creature_ptr->exp < creature_ptr->max_exp)
{
msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
-
- /* Restore the experience */
creature_ptr->exp = creature_ptr->max_exp;
-
- /* Check the experience */
check_experience(creature_ptr);
-
- /* Did something */
return TRUE;
}
- /* No effect */
return FALSE;
}
+
/*
* Forget everything
*/
bool lose_all_info(player_type *creature_ptr)
{
- int i;
-
chg_virtue(creature_ptr, V_KNOWLEDGE, -5);
chg_virtue(creature_ptr, V_ENLIGHTEN, -5);
-
- /* Forget info about objects */
- for (i = 0; i < INVEN_TOTAL; i++)
+ for (int i = 0; i < INVEN_TOTAL; i++)
{
object_type *o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
+ if (OBJECT_IS_FULL_KNOWN(o_ptr)) continue;
- /* Allow "protection" by the MENTAL flag */
- if (o_ptr->ident & (IDENT_MENTAL)) continue;
-
- /* Remove "default inscriptions" */
o_ptr->feeling = FEEL_NONE;
-
- /* Hack -- Clear the "empty" flag */
o_ptr->ident &= ~(IDENT_EMPTY);
-
- /* Hack -- Clear the "known" flag */
o_ptr->ident &= ~(IDENT_KNOWN);
-
- /* Hack -- Clear the "felt" flag */
o_ptr->ident &= ~(IDENT_SENSE);
}
+
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_COMBINE | PU_REORDER);
-
creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Mega-Hack -- Forget the map */
wiz_dark(creature_ptr);
-
- /* It worked */
return TRUE;
}
void do_poly_wounds(player_type *creature_ptr)
{
- /* Changed to always provide at least _some_ healing */
s16b wounds = creature_ptr->cut;
s16b hit_p = (creature_ptr->mhp - creature_ptr->chp);
s16b change = damroll(creature_ptr->lev, 5);
bool Nasty_effect = one_in_(5);
-
if (!(wounds || hit_p || Nasty_effect)) return;
msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
{
concptr title = race_info[new_race].title;
int old_race = creature_ptr->prace;
-
#ifdef JP
msg_format("あなたは%s%sに変化した!", effect_msg, title);
#else
- 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);
+ msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
#endif
chg_virtue(creature_ptr, V_CHANCE, 2);
-
if (creature_ptr->prace < 32)
{
creature_ptr->old_race1 |= 1L << creature_ptr->prace;
{
creature_ptr->old_race2 |= 1L << (creature_ptr->prace - 32);
}
+
creature_ptr->prace = new_race;
rp_ptr = &race_info[creature_ptr->prace];
-
- /* Experience factor */
creature_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
- /*
- * The speed bonus of Klackons and Sprites are disabled
- * and the experience penalty is decreased.
- */
- if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA)) && ((creature_ptr->prace == RACE_KLACKON) || (creature_ptr->prace == RACE_SPRITE)))
+ bool is_special_class = creature_ptr->pclass == CLASS_MONK;
+ is_special_class |= creature_ptr->pclass == CLASS_FORCETRAINER;
+ is_special_class |= creature_ptr->pclass == CLASS_NINJA;
+ bool is_special_race = creature_ptr->prace == RACE_KLACKON;
+ is_special_race |= creature_ptr->prace == RACE_SPRITE;
+ if (is_special_class && is_special_race)
creature_ptr->expfact -= 15;
- /* Get character's height and weight */
get_height_weight(creature_ptr);
- /* Hitdice */
if (creature_ptr->pclass == CLASS_SORCERER)
creature_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
else
creature_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
roll_hitdice(creature_ptr, 0L);
-
- /* The experience level may be modified */
check_experience(creature_ptr);
-
creature_ptr->redraw |= (PR_BASIC);
-
creature_ptr->update |= (PU_BONUS);
-
handle_stuff(creature_ptr);
- /* Load an autopick preference file */
if (old_race != creature_ptr->prace) autopick_load_pref(creature_ptr, FALSE);
- /* Player's graphic tile may change */
- lite_spot(creature_ptr->y, creature_ptr->x);
+ lite_spot(creature_ptr, creature_ptr->y, creature_ptr->x);
}
char effect_msg[80] = "";
CHARACTER_IDX new_race;
- /* Some form of racial polymorph... */
power -= 10;
-
if ((power > randint0(5)) && one_in_(4))
{
- /* sex change */
power -= 2;
-
if (creature_ptr->psex == SEX_MALE)
{
creature_ptr->psex = SEX_FEMALE;
if ((power > randint0(30)) && one_in_(5))
{
int tmp = 0;
-
- /* Harmful deformity */
power -= 15;
-
while (tmp < A_MAX)
{
if (one_in_(2))
tmp++;
}
- /* Deformities are discriminated against! */
(void)dec_stat(creature_ptr, A_CHR, randint1(6), TRUE);
if (effect_msg[0])
while ((power > randint0(20)) && one_in_(10))
{
- /* Polymorph into a less mutated form */
power -= 10;
if (!lose_mutation(creature_ptr, 0))
if ((power > randint0(30)) && one_in_(6))
{
int tmp = 0;
-
- /* Abomination! */
power -= 20;
msg_format(_("%sの構成が変化した!", "Your internal organs are rearranged!"), creature_ptr->prace == RACE_ANDROID ? "機械" : "内臓");
do_poly_wounds(creature_ptr);
}
- /* Note: earlier deductions may have left power < 0 already. */
while (power > 0)
{
status_shuffle(creature_ptr);
}
}
+
/*
* Gain experience
*/
void gain_exp_64(player_type *creature_ptr, s32b amount, u32b amount_frac)
{
if (creature_ptr->is_dead) return;
-
if (creature_ptr->prace == RACE_ANDROID) return;
- /* Gain some experience */
s64b_add(&(creature_ptr->exp), &(creature_ptr->exp_frac), amount, amount_frac);
- /* Slowly recover from experience drainage */
if (creature_ptr->exp < creature_ptr->max_exp)
{
- /* Gain max experience (20%) (was 10%) */
creature_ptr->max_exp += amount / 5;
}
void calc_android_exp(player_type *creature_ptr)
{
- int i;
u32b total_exp = 0;
if (creature_ptr->is_dead) return;
-
if (creature_ptr->prace != RACE_ANDROID) return;
- for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
object_type *o_ptr = &creature_ptr->inventory_list[i];
object_type forge;
if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
if (!o_ptr->k_idx) continue;
- object_wipe(q_ptr);
+ object_wipe(q_ptr);
object_copy(q_ptr, o_ptr);
q_ptr->discount = 0;
q_ptr->curse_flags = 0L;
if (!object_is_weapon_ammo(o_ptr))
{
- /* For armors */
if (total_flags < 15000) fake_level = 10;
else if (total_flags < 35000) fake_level = 25;
else fake_level = 40;
}
else
{
- /* For weapons */
if (total_flags < 20000) fake_level = 10;
else if (total_flags < 45000) fake_level = 25;
else fake_level = 40;
}
value = object_value_real(q_ptr);
-
if (value <= 0) continue;
if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (creature_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
if (value > 5000000L) value = 5000000L;
else total_exp += exp / 16;
if (i == INVEN_BODY) total_exp += exp / 32;
}
+
creature_ptr->exp = creature_ptr->max_exp = total_exp;
check_experience(creature_ptr);
}
*/
bool drain_exp(player_type *creature_ptr, s32b drain, s32b slip, int hold_exp_prob)
{
- /* Androids and their mimics are never drained */
if (creature_ptr->prace == RACE_ANDROID) return FALSE;
if (creature_ptr->hold_exp && (randint0(100) < hold_exp_prob))
{
- /* Hold experience */
msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
return FALSE;
}
- /* Hold experience failed */
if (creature_ptr->hold_exp)
{
msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
}
}
- /* Use the value */
creature_ptr->ult_res = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
+
return TRUE;
}
+
bool set_tim_res_nether(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
}
}
- /* Use the value */
creature_ptr->tim_res_nether = v;
creature_ptr->redraw |= (PR_STATUS);
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return TRUE;
}
+
bool set_tim_res_time(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
if (creature_ptr->is_dead) return FALSE;
if (v)
notice = TRUE;
}
}
-
else
{
if (creature_ptr->tim_res_time)
}
}
- /* Use the value */
creature_ptr->tim_res_time = v;
creature_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
if (!notice) return FALSE;
if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
*/
bool choose_ele_attack(player_type *creature_ptr)
{
- int num;
-
- char choice;
-
if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
{
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."));
return FALSE;
}
- screen_save();
- num = (creature_ptr->lev - 20) / 5;
+ screen_save();
+ int num = (creature_ptr->lev - 20) / 5;
c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
if (num >= 2)
prt("", 1, 0);
prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
- choice = inkey();
+ char choice = inkey();
if ((choice == 'a') || (choice == 'A'))
set_ele_attack(creature_ptr, ATTACK_FIRE, creature_ptr->lev/2 + randint1(creature_ptr->lev/2));
screen_load();
return FALSE;
}
+
screen_load();
return TRUE;
}
*/
bool choose_ele_immune(player_type *creature_ptr, TIME_EFFECT immune_turn)
{
- char choice;
screen_save();
- c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
- c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
- c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
- c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
+ c_prt(TERM_RED, _(" a) 火炎", " a) Immunity to fire"), 2, 14);
+ c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immunity to cold"), 3, 14);
+ c_prt(TERM_L_DARK, _(" c) 酸", " c) Immunity to acid"), 4, 14);
+ c_prt(TERM_BLUE, _(" d) 電撃", " d) Immunity to elec"), 5, 14);
prt("", 6, 14);
prt("", 7, 14);
prt("", 9, 14);
prt("", 1, 0);
- prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
+ prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immunity "), 1, 14);
- choice = inkey();
+ char choice = inkey();
if ((choice == 'a') || (choice == 'A'))
set_ele_immune(creature_ptr, DEFENSE_FIRE, immune_turn);
set_ele_immune(creature_ptr, DEFENSE_ELEC, immune_turn);
else
{
- msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));
+ msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immunity."));
screen_load();
return FALSE;
}
+
screen_load();
return TRUE;
}
+
+bool_hack drop_weapons(player_type *creature_ptr)
+{
+ INVENTORY_IDX slot = 0;
+ object_type *o_ptr = NULL;
+
+ if (creature_ptr->wild_mode) return FALSE;
+
+ msg_print(NULL);
+ if (has_melee_weapon(creature_ptr, INVEN_RARM))
+ {
+ slot = INVEN_RARM;
+ o_ptr = &creature_ptr->inventory_list[INVEN_RARM];
+
+ if (has_melee_weapon(creature_ptr, INVEN_LARM) && one_in_(2))
+ {
+ o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
+ }
+ else if (has_melee_weapon(creature_ptr, INVEN_LARM))
+ {
+ o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
+
+ if (slot && !object_is_cursed(o_ptr))
+ {
+ msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
+ drop_from_inventory(creature_ptr, slot, 1);
+ return TRUE;
+ }
+
+ return FALSE;
+}