X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Feffects.c;h=3e5f146d6efef846bc50f5f8aa5dee4daea60bf1;hb=refs%2Fheads%2Fmaster;hp=e258b1de8cd4792e9cdd99f899cddc250333d1fb;hpb=9ddf2845194327602e262c4f6f249b5db773e3a0;p=hengband%2Fhengband.git diff --git a/src/effects.c b/src/effects.c deleted file mode 100644 index e258b1de8..000000000 --- a/src/effects.c +++ /dev/null @@ -1,5207 +0,0 @@ -/*! - * @file effects.c - * @brief プレイヤーのステータス管理 / effects of various "objects" - * @date 2014/01/01 - * @author - * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n - *\n - * This software may be copied and distributed for educational, research,\n - * and not for profit purposes provided that this copyright and statement\n - * are included in all such copies. Other copyrights may also apply.\n - *\n - * 2013 Deskull rearranged comment for Doxygen.\n - */ - - -#include "angband.h" - -/*! - * @brief プレイヤーの継続行動を設定する。 - * @param typ 継続行動のID\n - * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。 - * @return なし - */ -void set_action(ACTION_IDX typ) -{ - int prev_typ = p_ptr->action; - - if (typ == prev_typ) - { - return; - } - else - { - switch (prev_typ) - { - case ACTION_SEARCH: - { - msg_print(_("探索をやめた。", "You no longer walk carefully.")); - p_ptr->redraw |= (PR_SPEED); - break; - } - case ACTION_REST: - { - resting = 0; - break; - } - case ACTION_LEARN: - { - msg_print(_("学習をやめた。", "You stop Learning")); - new_mane = FALSE; - break; - } - case ACTION_KAMAE: - { - msg_print(_("構えをといた。", "You stop assuming the posture.")); - p_ptr->special_defense &= ~(KAMAE_MASK); - break; - } - case ACTION_KATA: - { - msg_print(_("型を崩した。", "You stop assuming the posture.")); - p_ptr->special_defense &= ~(KATA_MASK); - p_ptr->update |= (PU_MONSTERS); - p_ptr->redraw |= (PR_STATUS); - break; - } - case ACTION_SING: - { - msg_print(_("歌うのをやめた。", "You stop singing.")); - break; - } - case ACTION_HAYAGAKE: - { - msg_print(_("足が重くなった。", "You are no longer walking extremely fast.")); - p_ptr->energy_use = 100; - break; - } - case ACTION_SPELL: - { - msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells.")); - break; - } - } - } - - p_ptr->action = typ; - - /* If we are requested other action, stop singing */ - if (prev_typ == ACTION_SING) stop_singing(); - if (prev_typ == ACTION_SPELL) stop_hex_spell(); - - switch (p_ptr->action) - { - case ACTION_SEARCH: - { - msg_print(_("注意深く歩き始めた。", "You begin to walk carefully.")); - p_ptr->redraw |= (PR_SPEED); - break; - } - case ACTION_LEARN: - { - msg_print(_("学習を始めた。", "You begin Learning")); - break; - } - case ACTION_FISH: - { - msg_print(_("水面に糸を垂らした...", "You begin fishing...")); - break; - } - case ACTION_HAYAGAKE: - { - msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast.")); - break; - } - default: - { - break; - } - } - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Redraw the state */ - p_ptr->redraw |= (PR_STATE); -} - -/*! - * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags - * @return なし - */ -void reset_tim_flags(void) -{ - p_ptr->fast = 0; /* Timed -- Fast */ - p_ptr->lightspeed = 0; - p_ptr->slow = 0; /* Timed -- Slow */ - p_ptr->blind = 0; /* Timed -- Blindness */ - p_ptr->paralyzed = 0; /* Timed -- Paralysis */ - p_ptr->confused = 0; /* Timed -- Confusion */ - p_ptr->afraid = 0; /* Timed -- Fear */ - p_ptr->image = 0; /* Timed -- Hallucination */ - p_ptr->poisoned = 0; /* Timed -- Poisoned */ - p_ptr->cut = 0; /* Timed -- Cut */ - p_ptr->stun = 0; /* Timed -- Stun */ - - p_ptr->protevil = 0; /* Timed -- Protection */ - p_ptr->invuln = 0; /* Timed -- Invulnerable */ - p_ptr->ult_res = 0; - p_ptr->hero = 0; /* Timed -- Heroism */ - p_ptr->shero = 0; /* Timed -- Super Heroism */ - p_ptr->shield = 0; /* Timed -- Shield Spell */ - p_ptr->blessed = 0; /* Timed -- Blessed */ - p_ptr->tim_invis = 0; /* Timed -- Invisibility */ - p_ptr->tim_infra = 0; /* Timed -- Infra Vision */ - p_ptr->tim_regen = 0; /* Timed -- Regeneration */ - p_ptr->tim_stealth = 0; /* Timed -- Stealth */ - p_ptr->tim_esp = 0; - p_ptr->wraith_form = 0; /* Timed -- Wraith Form */ - p_ptr->tim_levitation = 0; - p_ptr->tim_sh_touki = 0; - p_ptr->tim_sh_fire = 0; - p_ptr->tim_sh_holy = 0; - p_ptr->tim_eyeeye = 0; - p_ptr->magicdef = 0; - p_ptr->resist_magic = 0; - p_ptr->tsuyoshi = 0; - p_ptr->kabenuke = 0; - p_ptr->tim_res_nether = 0; - p_ptr->tim_res_time = 0; - p_ptr->tim_mimic = 0; - p_ptr->mimic_form = 0; - p_ptr->tim_reflect = 0; - p_ptr->multishadow = 0; - p_ptr->dustrobe = 0; - p_ptr->action = ACTION_NONE; - - - p_ptr->oppose_acid = 0; /* Timed -- oppose acid */ - p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */ - p_ptr->oppose_fire = 0; /* Timed -- oppose heat */ - p_ptr->oppose_cold = 0; /* Timed -- oppose cold */ - p_ptr->oppose_pois = 0; /* Timed -- oppose poison */ - - p_ptr->word_recall = 0; - p_ptr->alter_reality = 0; - p_ptr->sutemi = FALSE; - p_ptr->counter = FALSE; - p_ptr->ele_attack = 0; - p_ptr->ele_immune = 0; - p_ptr->special_attack = 0L; - p_ptr->special_defense = 0L; - - while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED(); - world_player = FALSE; - - if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1; - if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1; - if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1; - - if (p_ptr->riding) - { - (void)set_monster_fast(p_ptr->riding, 0); - (void)set_monster_slow(p_ptr->riding, 0); - (void)set_monster_invulner(p_ptr->riding, 0, FALSE); - } - - if (p_ptr->pclass == CLASS_BARD) - { - p_ptr->magic_num1[0] = 0; - p_ptr->magic_num2[0] = 0; - } -} - -/*! - * @brief プレイヤーに魔力消去効果を与える。 - * @return なし - */ -void dispel_player(void) -{ - (void)set_fast(0, TRUE); - (void)set_lightspeed(0, TRUE); - (void)set_slow(0, TRUE); - (void)set_shield(0, TRUE); - (void)set_blessed(0, TRUE); - (void)set_tsuyoshi(0, TRUE); - (void)set_hero(0, TRUE); - (void)set_shero(0, TRUE); - (void)set_protevil(0, TRUE); - (void)set_invuln(0, TRUE); - (void)set_wraith_form(0, TRUE); - (void)set_kabenuke(0, TRUE); - (void)set_tim_res_nether(0, TRUE); - (void)set_tim_res_time(0, TRUE); - /* by henkma */ - (void)set_tim_reflect(0,TRUE); - (void)set_multishadow(0,TRUE); - (void)set_dustrobe(0,TRUE); - - (void)set_tim_invis(0, TRUE); - (void)set_tim_infra(0, TRUE); - (void)set_tim_esp(0, TRUE); - (void)set_tim_regen(0, TRUE); - (void)set_tim_stealth(0, TRUE); - (void)set_tim_levitation(0, TRUE); - (void)set_tim_sh_touki(0, TRUE); - (void)set_tim_sh_fire(0, TRUE); - (void)set_tim_sh_holy(0, TRUE); - (void)set_tim_eyeeye(0, TRUE); - (void)set_magicdef(0, TRUE); - (void)set_resist_magic(0, TRUE); - (void)set_oppose_acid(0, TRUE); - (void)set_oppose_elec(0, TRUE); - (void)set_oppose_fire(0, TRUE); - (void)set_oppose_cold(0, TRUE); - (void)set_oppose_pois(0, TRUE); - (void)set_ultimate_res(0, TRUE); - (void)set_mimic(0, 0, TRUE); - (void)set_ele_attack(0, 0); - (void)set_ele_immune(0, 0); - - /* Cancel glowing hands */ - if (p_ptr->special_attack & ATTACK_CONFUSE) - { - p_ptr->special_attack &= ~(ATTACK_CONFUSE); - msg_print(_("手の輝きがなくなった。", "Your hands stop glowing.")); - } - - if (music_singing_any() || hex_spelling_any()) - { - cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling"); - p_ptr->magic_num1[1] = p_ptr->magic_num1[0]; - p_ptr->magic_num1[0] = 0; - msg_format(_("%sが途切れた。", "Your %s is interrupted."), str); - p_ptr->action = ACTION_NONE; - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS | PU_HP); - - /* Redraw map */ - p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE); - - /* Update monsters */ - p_ptr->update |= (PU_MONSTERS); - - /* Window stuff */ - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - - p_ptr->energy_need += ENERGY_NEED(); - } -} - - -/*! - * @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 - * @param v 継続時間 - * @param p 変身内容 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec) - { - if (p_ptr->tim_mimic > v) return FALSE; - } - else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p)) - { - msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes.")); - p_ptr->mimic_form = p; - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_mimic) - { - msg_print(_("変身が解けた。", "You are no longer transformed.")); - if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE); - p_ptr->mimic_form=0; - notice = TRUE; - p = 0; - } - } - - /* Use the value */ - p_ptr->tim_mimic = v; - - /* Nothing to notice */ - if (!notice) - return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 1); - - /* Redraw title */ - p_ptr->redraw |= (PR_BASIC | PR_STATUS); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS | PU_HP); - - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes - * @param v 継続時間 - * @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。 - * @details - * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n - * memorize any terrain features which suddenly become "visible".\n - * Note that blindness is currently the only thing which can affect\n - * "player_can_see_bold()".\n - */ -bool set_blind(TIME_EFFECT v) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (!p_ptr->blind) - { - if (p_ptr->prace == RACE_ANDROID) - { - msg_print(_("センサーをやられた!", "You are blind!")); - } - else - { - msg_print(_("目が見えなくなってしまった!", "You are blind!")); - } - - notice = TRUE; - chg_virtue(V_ENLIGHTEN, -1); - } - } - - /* Shut */ - else - { - if (p_ptr->blind) - { - if (p_ptr->prace == RACE_ANDROID) - { - msg_print(_("センサーが復旧した。", "You can see again.")); - } - else - { - msg_print(_("やっと目が見えるようになった。", "You can see again.")); - } - - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->blind = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Fully update the visuals */ - p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE); - - /* Redraw map */ - p_ptr->redraw |= (PR_MAP); - - /* Window stuff */ - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/*! - * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes - * @param v 継続時間 - * @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。 - */ -bool set_confused(TIME_EFFECT v) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (!p_ptr->confused) - { - msg_print(_("あなたは混乱した!", "You are confused!")); - - if (p_ptr->action == ACTION_LEARN) - { - msg_print(_("学習が続けられない!", "You cannot continue Learning!")); - new_mane = FALSE; - - p_ptr->redraw |= (PR_STATE); - p_ptr->action = ACTION_NONE; - } - if (p_ptr->action == ACTION_KAMAE) - { - msg_print(_("構えがとけた。", "Your posture gets loose.")); - p_ptr->special_defense &= ~(KAMAE_MASK); - p_ptr->update |= (PU_BONUS); - p_ptr->redraw |= (PR_STATE); - p_ptr->action = ACTION_NONE; - } - else if (p_ptr->action == ACTION_KATA) - { - msg_print(_("型が崩れた。", "Your posture gets loose.")); - p_ptr->special_defense &= ~(KATA_MASK); - p_ptr->update |= (PU_BONUS); - p_ptr->update |= (PU_MONSTERS); - p_ptr->redraw |= (PR_STATE); - p_ptr->redraw |= (PR_STATUS); - p_ptr->action = ACTION_NONE; - } - - /* Sniper */ - if (p_ptr->concent) reset_concentration(TRUE); - - /* Hex */ - if (hex_spelling_any()) stop_hex_spell_all(); - - notice = TRUE; - p_ptr->counter = FALSE; - chg_virtue(V_HARMONY, -1); - } - } - - /* Shut */ - else - { - if (p_ptr->confused) - { - msg_print(_("やっと混乱がおさまった。", "You feel less confused now.")); - p_ptr->special_attack &= ~(ATTACK_SUIKEN); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->confused = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/*! - * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes - * @param v 継続時間 - * @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。 - */ -bool set_poisoned(TIME_EFFECT v) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (!p_ptr->poisoned) - { - msg_print(_("毒に侵されてしまった!", "You are poisoned!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->poisoned) - { - msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->poisoned = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/*! - * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes - * @param v 継続時間 - * @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。 - */ -bool set_afraid(TIME_EFFECT v) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (!p_ptr->afraid) - { - msg_print(_("何もかも恐くなってきた!", "You are terrified!")); - - if (p_ptr->special_defense & KATA_MASK) - { - msg_print(_("型が崩れた。", "Your posture gets loose.")); - p_ptr->special_defense &= ~(KATA_MASK); - p_ptr->update |= (PU_BONUS); - p_ptr->update |= (PU_MONSTERS); - p_ptr->redraw |= (PR_STATE); - p_ptr->redraw |= (PR_STATUS); - p_ptr->action = ACTION_NONE; - } - - notice = TRUE; - p_ptr->counter = FALSE; - chg_virtue(V_VALOUR, -1); - } - } - - /* Shut */ - else - { - if (p_ptr->afraid) - { - msg_print(_("やっと恐怖を振り払った。", "You feel bolder now.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->afraid = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes - * @param v 継続時間 - * @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。 - */ -bool set_paralyzed(TIME_EFFECT v) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (!p_ptr->paralyzed) - { - msg_print(_("体が麻痺してしまった!", "You are paralyzed!")); - /* Sniper */ - if (p_ptr->concent) reset_concentration(TRUE); - - /* Hex */ - if (hex_spelling_any()) stop_hex_spell_all(); - - p_ptr->counter = FALSE; - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->paralyzed) - { - msg_print(_("やっと動けるようになった。", "You can move again.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->paralyzed = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Redraw the state */ - p_ptr->redraw |= (PR_STATE); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes - * @param v 継続時間 - * @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。 - * @details Note that we must redraw the map when hallucination changes. - */ -bool set_image(TIME_EFFECT v) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - - /* Open */ - if (v) - { - set_tsuyoshi(0, TRUE); - if (!p_ptr->image) - { - msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!")); - - /* Sniper */ - if (p_ptr->concent) reset_concentration(TRUE); - - p_ptr->counter = FALSE; - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->image) - { - 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.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->image = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 1); - - /* Redraw map */ - p_ptr->redraw |= (PR_MAP); - - /* Update the health bar */ - p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH); - - /* Update monsters */ - p_ptr->update |= (PU_MONSTERS); - - /* Window stuff */ - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_fast(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->fast && !do_dec) - { - if (p_ptr->fast > v) return FALSE; - } - else if (!IS_FAST() && !p_ptr->lightspeed) - { - msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!")); - notice = TRUE; - chg_virtue(V_PATIENCE, -1); - chg_virtue(V_DILIGENCE, 1); - } - } - - /* Shut */ - else - { - if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO)) - { - msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->fast = v; - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_lightspeed(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - if (p_ptr->wild_mode) v = 0; - - /* Open */ - if (v) - { - if (p_ptr->lightspeed && !do_dec) - { - if (p_ptr->lightspeed > v) return FALSE; - } - else if (!p_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!")); - notice = TRUE; - chg_virtue(V_PATIENCE, -1); - chg_virtue(V_DILIGENCE, 1); - } - } - - /* Shut */ - else - { - if (p_ptr->lightspeed) - { - msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->lightspeed = v; - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_slow(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->slow && !do_dec) - { - if (p_ptr->slow > v) return FALSE; - } - else if (!p_ptr->slow) - { - msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->slow) - { - msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->slow = v; - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/*! - * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_shield(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->shield && !do_dec) - { - if (p_ptr->shield > v) return FALSE; - } - else if (!p_ptr->shield) - { - msg_print(_("肌が石になった。", "Your skin turns to stone.")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->shield) - { - msg_print(_("肌が元に戻った。", "Your skin returns to normal.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->shield = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/*! - * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tsubureru(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tsubureru && !do_dec) - { - if (p_ptr->tsubureru > v) return FALSE; - } - else if (!p_ptr->tsubureru) - { - msg_print(_("横に伸びた。", "Your body expands horizontally.")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tsubureru) - { - msg_print(_("もう横に伸びていない。", "Your body returns to normal.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tsubureru = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/*! - * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_magicdef(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->magicdef && !do_dec) - { - if (p_ptr->magicdef > v) return FALSE; - } - else if (!p_ptr->magicdef) - { - 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.")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->magicdef) - { - msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->magicdef = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_blessed(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->blessed && !do_dec) - { - if (p_ptr->blessed > v) return FALSE; - } - else if (!IS_BLESSED()) - { - msg_print(_("高潔な気分になった!", "You feel righteous!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->blessed && !music_singing(MUSIC_BLESS)) - { - msg_print(_("高潔な気分が消え失せた。", "The prayer has expired.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->blessed = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/*! - * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_hero(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->hero && !do_dec) - { - if (p_ptr->hero > v) return FALSE; - } - else if (!IS_HERO()) - { - msg_print(_("ヒーローになった気がする!", "You feel like a hero!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO)) - { - msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->hero = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Recalculate hitpoints */ - p_ptr->update |= (PU_HP); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_shero(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - if (p_ptr->pclass == CLASS_BERSERKER) v = 1; - /* Open */ - if (v) - { - if (p_ptr->shero && !do_dec) - { - if (p_ptr->shero > v) return FALSE; - } - else if (!p_ptr->shero) - { - msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->shero) - { - msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->shero = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Recalculate hitpoints */ - p_ptr->update |= (PU_HP); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_protevil(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->protevil && !do_dec) - { - if (p_ptr->protevil > v) return FALSE; - } - else if (!p_ptr->protevil) - { - 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!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->protevil) - { - 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.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->protevil = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_wraith_form(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->wraith_form && !do_dec) - { - if (p_ptr->wraith_form > v) return FALSE; - } - else if (!p_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 turn into a wraith-being!")); - notice = TRUE; - chg_virtue(V_UNLIFE, 3); - chg_virtue(V_HONOUR, -2); - chg_virtue(V_SACRIFICE, -2); - chg_virtue(V_VALOUR, -5); - - /* Redraw map */ - p_ptr->redraw |= (PR_MAP); - - /* Update monsters */ - p_ptr->update |= (PU_MONSTERS); - - /* Window stuff */ - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - } - } - - /* Shut */ - else - { - if (p_ptr->wraith_form) - { - msg_print(_("不透明になった感じがする。", "You feel opaque.")); - notice = TRUE; - - /* Redraw map */ - p_ptr->redraw |= (PR_MAP); - - /* Update monsters */ - p_ptr->update |= (PU_MONSTERS); - - /* Window stuff */ - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - } - } - - /* Use the value */ - p_ptr->wraith_form = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); - -} - -/*! - * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_invuln(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->invuln && !do_dec) - { - if (p_ptr->invuln > v) return FALSE; - } - else if (!IS_INVULN()) - { - msg_print(_("無敵だ!", "Invulnerability!")); - notice = TRUE; - - chg_virtue(V_UNLIFE, -2); - chg_virtue(V_HONOUR, -2); - chg_virtue(V_SACRIFICE, -3); - chg_virtue(V_VALOUR, -5); - - /* Redraw map */ - p_ptr->redraw |= (PR_MAP); - - /* Update monsters */ - p_ptr->update |= (PU_MONSTERS); - - /* Window stuff */ - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - } - } - - /* Shut */ - else - { - if (p_ptr->invuln && !music_singing(MUSIC_INVULN)) - { - msg_print(_("無敵ではなくなった。", "The invulnerability wears off.")); - notice = TRUE; - - /* Redraw map */ - p_ptr->redraw |= (PR_MAP); - - /* Update monsters */ - p_ptr->update |= (PU_MONSTERS); - - /* Window stuff */ - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - - p_ptr->energy_need += ENERGY_NEED(); - } - } - - /* Use the value */ - p_ptr->invuln = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_esp(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_esp && !do_dec) - { - if (p_ptr->tim_esp > v) return FALSE; - } - else if (!IS_TIM_ESP()) - { - msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_esp && !music_singing(MUSIC_MIND)) - { - msg_print(_("意識は元に戻った。", "Your consciousness contracts again.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_esp = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Update the monsters */ - p_ptr->update |= (PU_MONSTERS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_invis(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_invis && !do_dec) - { - if (p_ptr->tim_invis > v) return FALSE; - } - else if (!p_ptr->tim_invis) - { - msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_invis) - { - msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_invis = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Update the monsters */ - p_ptr->update |= (PU_MONSTERS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_infra(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_infra && !do_dec) - { - if (p_ptr->tim_infra > v) return FALSE; - } - else if (!p_ptr->tim_infra) - { - msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_infra) - { - msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_infra = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Update the monsters */ - p_ptr->update |= (PU_MONSTERS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_regen(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_regen && !do_dec) - { - if (p_ptr->tim_regen > v) return FALSE; - } - else if (!p_ptr->tim_regen) - { - msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_regen) - { - msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_regen = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_stealth(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_stealth && !do_dec) - { - if (p_ptr->tim_stealth > v) return FALSE; - } - else if (!IS_TIM_STEALTH()) - { - msg_print(_("足音が小さくなった!", "You begin to walk silently!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH)) - { - msg_print(_("足音が大きくなった。", "You no longer walk silently.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_stealth = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - 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。 - * @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。 - */ -bool set_superstealth(bool set) -{ - bool notice = FALSE; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (set) - { - if (!(p_ptr->special_defense & NINJA_S_STEALTH)) - { - if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT) - { - 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.")); - p_ptr->monlite = p_ptr->old_monlite = TRUE; - } - else - { - 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!")); - p_ptr->monlite = p_ptr->old_monlite = FALSE; - } - - notice = TRUE; - - /* Use the value */ - p_ptr->special_defense |= NINJA_S_STEALTH; - } - } - - /* Shut */ - else - { - if (p_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 */ - p_ptr->special_defense &= ~(NINJA_S_STEALTH); - } - } - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_levitation(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_levitation && !do_dec) - { - if (p_ptr->tim_levitation > v) return FALSE; - } - else if (!p_ptr->tim_levitation) - { - msg_print(_("体が宙に浮き始めた。", "You begin to fly!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_levitation) - { - msg_print(_("もう宙に浮かべなくなった。", "You stop flying.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_levitation = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_sh_touki && !do_dec) - { - if (p_ptr->tim_sh_touki > v) return FALSE; - } - else if (!p_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!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_sh_touki) - { - msg_print(_("闘気が消えた。", "Aura of the Force disappeared.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_sh_touki = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_sh_fire && !do_dec) - { - if (p_ptr->tim_sh_fire > v) return FALSE; - } - else if (!p_ptr->tim_sh_fire) - { - msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_sh_fire) - { - msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_sh_fire = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - 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 "p_ptr->tim_sh_holy", notice observable changes - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_sh_holy && !do_dec) - { - if (p_ptr->tim_sh_holy > v) return FALSE; - } - else if (!p_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!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_sh_holy) - { - msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_sh_holy = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_eyeeye && !do_dec) - { - if (p_ptr->tim_eyeeye > v) return FALSE; - } - else if (!p_ptr->tim_eyeeye) - { - msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_eyeeye) - { - 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.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_eyeeye = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_resist_magic(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->resist_magic && !do_dec) - { - if (p_ptr->resist_magic > v) return FALSE; - } - else if (!p_ptr->resist_magic) - { - msg_print(_("魔法への耐性がついた。", "You have been protected from magic!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->resist_magic) - { - msg_print(_("魔法に弱くなった。", "You are no longer protected from magic.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->resist_magic = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tim_reflect(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_reflect && !do_dec) - { - if (p_ptr->tim_reflect > v) return FALSE; - } - else if (!p_ptr->tim_reflect) - { - msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth.")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_reflect) - { - msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_reflect = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/* - * Set "p_ptr->multishadow", notice observable changes - */ -bool set_multishadow(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->multishadow && !do_dec) - { - if (p_ptr->multishadow > v) return FALSE; - } - else if (!p_ptr->multishadow) - { - msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you.")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->multishadow) - { - msg_print(_("幻影が消えた。", "Your Shadow disappears.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->multishadow = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_dustrobe(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->dustrobe && !do_dec) - { - if (p_ptr->dustrobe > v) return FALSE; - } - else if (!p_ptr->dustrobe) - { - msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards.")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->dustrobe) - { - msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->dustrobe = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_kabenuke(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->kabenuke && !do_dec) - { - if (p_ptr->kabenuke > v) return FALSE; - } - else if (!p_ptr->kabenuke) - { - msg_print(_("体が半物質の状態になった。", "You became ethereal form.")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->kabenuke) - { - msg_print(_("体が物質化した。", "You are no longer in an ethereal form.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->kabenuke = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_tsuyoshi(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tsuyoshi && !do_dec) - { - if (p_ptr->tsuyoshi > v) return FALSE; - } - else if (!p_ptr->tsuyoshi) - { - msg_print(_("「オクレ兄さん!」", "Brother OKURE!")); - notice = TRUE; - chg_virtue(V_VITALITY, 2); - } - } - - /* Shut */ - else - { - if (p_ptr->tsuyoshi) - { - msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled.")); - - (void)dec_stat(A_CON, 20, TRUE); - (void)dec_stat(A_STR, 20, TRUE); - - notice = TRUE; - chg_virtue(V_VITALITY, -3); - } - } - - /* Use the value */ - p_ptr->tsuyoshi = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Recalculate hitpoints */ - p_ptr->update |= (PU_HP); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - 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 - * @param v 継続時間 - * @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。 - */ -bool set_ele_attack(u32b attack_type, TIME_EFFECT v) -{ - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - /* Clear all elemental attacks (only one is allowed at a time). */ - if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID)) - { - p_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 ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC)) - { - p_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 ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE)) - { - p_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 ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD)) - { - p_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 ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS)) - { - p_ptr->special_attack &= ~(ATTACK_POIS); - msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away.")); - } - - if ((v) && (attack_type)) - { - /* Set attack type. */ - p_ptr->special_attack |= (attack_type); - - /* Set duration. */ - p_ptr->ele_attack = v; - - /* Message. */ -#ifdef JP - msg_format("%sで攻撃できるようになった!", - ((attack_type == ATTACK_ACID) ? "酸" : - ((attack_type == ATTACK_ELEC) ? "電撃" : - ((attack_type == ATTACK_FIRE) ? "火炎" : - ((attack_type == ATTACK_COLD) ? "冷気" : - ((attack_type == ATTACK_POIS) ? "毒" : - "(なし)")))))); -#else - msg_format("For a while, the blows you deal will %s", - ((attack_type == ATTACK_ACID) ? "melt with acid!" : - ((attack_type == ATTACK_ELEC) ? "shock your foes!" : - ((attack_type == ATTACK_FIRE) ? "burn with fire!" : - ((attack_type == ATTACK_COLD) ? "chill to the bone!" : - ((attack_type == ATTACK_POIS) ? "poison your enemies!" : - "do nothing special.")))))); -#endif - } - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - 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 - * @param v 継続時間 - * @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。 - */ -bool set_ele_immune(u32b immune_type, TIME_EFFECT v) -{ - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - /* Clear all elemental attacks (only one is allowed at a time). */ - if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID)) - { - p_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 ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC)) - { - p_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 ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE)) - { - p_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 ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD)) - { - p_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 ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS)) - { - p_ptr->special_defense &= ~(DEFENSE_POIS); - 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.")); - } - - if ((v) && (immune_type)) - { - /* Set attack type. */ - p_ptr->special_defense |= (immune_type); - - /* Set duration. */ - p_ptr->ele_immune = v; - - /* Message. */ -#ifdef JP - msg_format("%sの攻撃を受けつけなくなった!", - ((immune_type == DEFENSE_ACID) ? "酸" : - ((immune_type == DEFENSE_ELEC) ? "電撃" : - ((immune_type == DEFENSE_FIRE) ? "火炎" : - ((immune_type == DEFENSE_COLD) ? "冷気" : - ((immune_type == DEFENSE_POIS) ? "毒" : - "(なし)")))))); -#else - msg_format("For a while, You are immune to %s", - ((immune_type == DEFENSE_ACID) ? "acid!" : - ((immune_type == DEFENSE_ELEC) ? "electricity!" : - ((immune_type == DEFENSE_FIRE) ? "fire!" : - ((immune_type == DEFENSE_COLD) ? "cold!" : - ((immune_type == DEFENSE_POIS) ? "poison!" : - "do nothing special.")))))); -#endif - } - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_oppose_acid(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->oppose_acid && !do_dec) - { - if (p_ptr->oppose_acid > v) return FALSE; - } - else if (!IS_OPPOSE_ACID()) - { - msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU)) - { - msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->oppose_acid = v; - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_oppose_elec(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->oppose_elec && !do_dec) - { - if (p_ptr->oppose_elec > v) return FALSE; - } - else if (!IS_OPPOSE_ELEC()) - { - msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU)) - { - msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->oppose_elec = v; - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_oppose_fire(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1; - /* Open */ - if (v) - { - if (p_ptr->oppose_fire && !do_dec) - { - if (p_ptr->oppose_fire > v) return FALSE; - } - else if (!IS_OPPOSE_FIRE()) - { - msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU)) - { - msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->oppose_fire = v; - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_oppose_cold(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->oppose_cold && !do_dec) - { - if (p_ptr->oppose_cold > v) return FALSE; - } - else if (!IS_OPPOSE_COLD()) - { - msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU)) - { - msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->oppose_cold = v; - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @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 - * @param v 継続時間 - * @param do_dec 現在の継続時間より長い値のみ上書きする - * @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。 - */ -bool set_oppose_pois(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1; - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->oppose_pois && !do_dec) - { - if (p_ptr->oppose_pois > v) return FALSE; - } - else if (!IS_OPPOSE_POIS()) - { - msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU)) - { - msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison.")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->oppose_pois = v; - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes - * @param v 継続時間 - * @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。 - * @details - * Note the special code to only notice "range" changes. - */ -bool set_stun(TIME_EFFECT v) -{ - int old_aux, new_aux; - bool notice = FALSE; - - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0; - - /* Knocked out */ - if (p_ptr->stun > 100) - { - old_aux = 3; - } - - /* Heavy stun */ - else if (p_ptr->stun > 50) - { - old_aux = 2; - } - - /* Stun */ - else if (p_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 (randint1(1000) < v || one_in_(16)) - { - msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head.")); - - if (one_in_(3)) - { - if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT); - if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS); - } - else if (one_in_(2)) - { - if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT); - } - else - { - if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS); - } - } - if (p_ptr->special_defense & KATA_MASK) - { - msg_print(_("型が崩れた。", "Your posture gets loose.")); - p_ptr->special_defense &= ~(KATA_MASK); - p_ptr->update |= (PU_BONUS); - p_ptr->update |= (PU_MONSTERS); - p_ptr->redraw |= (PR_STATE); - p_ptr->redraw |= (PR_STATUS); - p_ptr->action = ACTION_NONE; - } - - /* Sniper */ - if (p_ptr->concent) reset_concentration(TRUE); - - /* Hex */ - if (hex_spelling_any()) stop_hex_spell_all(); - - /* Notice */ - notice = TRUE; - } - - /* Decrease cut */ - else if (new_aux < old_aux) - { - /* Describe the state */ - switch (new_aux) - { - /* 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(0, 0); - break; - } - - /* Notice */ - notice = TRUE; - } - - /* Use the value */ - p_ptr->stun = v; - - /* No change */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Redraw the "stun" */ - p_ptr->redraw |= (PR_STUN); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/*! - * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes - * @param v 継続時間 - * @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。 - * @details - * Note the special code to only notice "range" changes. - */ -bool set_cut(TIME_EFFECT v) -{ - int old_aux, new_aux; - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - if ((p_ptr->prace == RACE_GOLEM || - p_ptr->prace == RACE_SKELETON || - p_ptr->prace == RACE_SPECTRE || - (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) && - !p_ptr->mimic_form) - v = 0; - - /* Mortal wound */ - if (p_ptr->cut > 1000) - { - old_aux = 7; - } - - /* Deep gash */ - else if (p_ptr->cut > 200) - { - old_aux = 6; - } - - /* Severe cut */ - else if (p_ptr->cut > 100) - { - old_aux = 5; - } - - /* Nasty cut */ - else if (p_ptr->cut > 50) - { - old_aux = 4; - } - - /* Bad cut */ - else if (p_ptr->cut > 25) - { - old_aux = 3; - } - - /* Light cut */ - else if (p_ptr->cut > 10) - { - old_aux = 2; - } - - /* Graze */ - else if (p_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 */ - notice = TRUE; - - if (randint1(1000) < v || one_in_(16)) - { - if (!p_ptr->sustain_chr) - { - msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred.")); - do_dec_stat(A_CHR); - } - } - } - - /* Decrease cut */ - else if (new_aux < old_aux) - { - /* Describe the state */ - switch (new_aux) - { - /* None */ - case 0: - 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"); - - if (disturb_state) disturb(0, 0); - break; - } - - /* Notice */ - notice = TRUE; - } - - /* Use the value */ - p_ptr->cut = v; - - /* No change */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Redraw the "cut" */ - p_ptr->redraw |= (PR_CUT); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -/*! - * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes - * @param v 継続時間 - * @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。 - * @details - * Set "", notice observable changes\n - *\n - * The "p_ptr->food" variable can get as large as 20000, allowing the - * addition of the most "filling" item, Elvish Waybread, which adds - * 7500 food units, without overflowing the 32767 maximum limit.\n - *\n - * Perhaps we should disturb the player with various messages, - * especially messages about hunger status changes. XXX XXX XXX\n - *\n - * Digestion of food is handled in "dungeon.c", in which, normally, - * the player digests about 20 food units per 100 game turns, more - * when "fast", more when "regenerating", less with "slow digestion", - * but when the player is "gorged", he digests 100 food units per 10 - * game turns, or a full 1000 food units per 100 game turns.\n - *\n - * Note that the player's speed is reduced by 10 units while gorged, - * so if the player eats a single food ration (5000 food units) when - * full (15000 food units), he will be gorged for (5000/100)*10 = 500 - * game turns, or 500/(100/5) = 25 player turns (if nothing else is - * affecting the player speed).\n - */ -bool set_food(TIME_EFFECT v) -{ - int old_aux, new_aux; - - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 20000) ? 20000 : (v < 0) ? 0 : v; - - /* Fainting / Starving */ - if (p_ptr->food < PY_FOOD_FAINT) - { - old_aux = 0; - } - - /* Weak */ - else if (p_ptr->food < PY_FOOD_WEAK) - { - old_aux = 1; - } - - /* Hungry */ - else if (p_ptr->food < PY_FOOD_ALERT) - { - old_aux = 2; - } - - /* Normal */ - else if (p_ptr->food < PY_FOOD_FULL) - { - old_aux = 3; - } - - /* Full */ - else if (p_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 < 1 && new_aux > 0) - chg_virtue(V_PATIENCE, 2); - else if (old_aux < 3 && (old_aux != new_aux)) - chg_virtue(V_PATIENCE, 1); - if (old_aux == 2) - chg_virtue(V_TEMPERANCE, 1); - if (old_aux == 0) - chg_virtue(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(V_HARMONY, -1); - chg_virtue(V_PATIENCE, -1); - chg_virtue(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; - } - - if (p_ptr->wild_mode && (new_aux < 2)) - { - change_wild_mode(); - } - - /* Change */ - notice = TRUE; - } - - /* Use the value */ - p_ptr->food = v; - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Redraw hunger */ - p_ptr->redraw |= (PR_HUNGER); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - 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 - * @return 実際に上昇した場合TRUEを返す。 - * @details - * Note that this function (used by stat potions) now restores\n - * the stat BEFORE increasing it.\n - */ -bool inc_stat(int stat) -{ - BASE_STATUS value, gain; - - /* Then augment the current/max stat */ - value = p_ptr->stat_cur[stat]; - - /* Cannot go above 18/100 */ - if (value < p_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 < (p_ptr->stat_max_max[stat]-2)) - { - /* Approximate gain value */ - gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2; - - /* Paranoia */ - if (gain < 1) gain = 1; - - /* Apply the bonus */ - value += randint1(gain) + gain / 2; - - /* Maximal value */ - if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1; - } - - /* Gain one point at a time */ - else - { - value++; - } - - /* Save the new value */ - p_ptr->stat_cur[stat] = value; - - /* Bring up the maximum too */ - if (value > p_ptr->stat_max[stat]) - { - p_ptr->stat_max[stat] = value; - } - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Success */ - 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 - * @param amount 減少させる基本量 - * @param permanent TRUEならば現在の最大値を減少させる - * @return 実際に減少した場合TRUEを返す。 - * @details - *\n - * Amount could be a little higher in extreme cases to mangle very high\n - * stats from massive assaults. -CWS\n - *\n - * Note that "permanent" means that the *given* amount is permanent,\n - * not that the new value becomes permanent. This may not work exactly\n - * as expected, due to "weirdness" in the algorithm, but in general,\n - * if your stat is already drained, the "max" value will not drop all\n - * the way down to the "cur" value.\n - */ -bool dec_stat(int stat, int amount, int permanent) -{ - BASE_STATUS cur, max; - int loss, same; - bool res = FALSE; - - - /* Acquire current value */ - cur = p_ptr->stat_cur[stat]; - max = p_ptr->stat_max[stat]; - - /* Note when the values are identical */ - same = (cur == max); - - /* Damage "current" value */ - if (cur > 3) - { - /* Handle "low" values */ - if (cur <= 18) - { - if (amount > 90) cur--; - if (amount > 50) 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); - - /* Paranoia */ - 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 != p_ptr->stat_cur[stat]) res = TRUE; - } - - /* Damage "max" value */ - if (permanent && (max > 3)) - { - chg_virtue(V_SACRIFICE, 1); - if (stat == A_WIS || stat == A_INT) - chg_virtue(V_ENLIGHTEN, -2); - - /* Handle "low" values */ - if (max <= 18) - { - if (amount > 90) max--; - if (amount > 50) 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 != p_ptr->stat_max[stat]) res = TRUE; - } - - /* Apply changes */ - if (res) - { - /* Actually set the stat to its new value. */ - p_ptr->stat_cur[stat] = cur; - p_ptr->stat_max[stat] = max; - - /* Redisplay the stats later */ - p_ptr->redraw |= (PR_STATS); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - } - - /* Done */ - return (res); -} - - -/*! - * @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. - * @param stat 回復ステータスID - * @return 実際に回復した場合TRUEを返す。 - */ -bool res_stat(int stat) -{ - /* Restore if needed */ - if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat]) - { - /* Restore */ - p_ptr->stat_cur[stat] = p_ptr->stat_max[stat]; - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Redisplay the stats later */ - p_ptr->redraw |= (PR_STATS); - - /* Success */ - return (TRUE); - } - - /* Nothing to restore */ - return (FALSE); -} - - -/* - * Increase players hit points, notice effects - */ -bool hp_player(int num) -{ - int vir; - vir = virtue_number(V_VITALITY); - if (vir) - { - num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250; - } - /* Healing needed */ - if (p_ptr->chp < p_ptr->mhp) - { - if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3))) - chg_virtue(V_TEMPERANCE, 1); - /* Gain hitpoints */ - p_ptr->chp += num; - - /* Enforce maximum */ - if (p_ptr->chp >= p_ptr->mhp) - { - p_ptr->chp = p_ptr->mhp; - p_ptr->chp_frac = 0; - } - - /* Redraw */ - p_ptr->redraw |= (PR_HP); - - /* Window stuff */ - p_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.")); - } - - /* Notice */ - return (TRUE); - } - - /* Ignore */ - return (FALSE); -} - - -/* - * Array of stat "descriptions" - */ -static cptr desc_stat_pos[] = -{ -_("強く", "strong"), -_("知的に", "smart"), -_("賢く", "wise"), -_("器用に", "dextrous"), -_("健康に", "healthy"), -_("美しく", "cute") -}; - - -/* - * Array of stat "descriptions" - */ -static cptr desc_stat_neg[] = -{ -#ifdef JP -"弱く", -"無知に", -"愚かに", -"不器用に", -"不健康に", -"醜く" -#else - "weak", - "stupid", - "naive", - "clumsy", - "sickly", - "ugly" -#endif - -}; - - -/* - * Lose a "point" - */ -bool do_dec_stat(int stat) -{ - bool sust = FALSE; - - /* Access the "sustain" */ - switch (stat) - { - case A_STR: if (p_ptr->sustain_str) sust = TRUE; break; - case A_INT: if (p_ptr->sustain_int) sust = TRUE; break; - case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break; - case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break; - case A_CON: if (p_ptr->sustain_con) sust = TRUE; break; - case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break; - } - - /* Sustain */ - if (sust && (!ironman_nightmare || randint0(13))) - { - /* Message */ - 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(stat, 10, (ironman_nightmare && !randint0(13)))) - { - /* Message */ - msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]); - - /* Notice effect */ - return (TRUE); - } - - /* Nothing obvious */ - return (FALSE); -} - - -/* - * Restore lost "points" in a stat - */ -bool do_res_stat(int stat) -{ - /* Attempt to increase */ - if (res_stat(stat)) - { - /* Message */ - msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]); - - /* Notice */ - return (TRUE); - } - - /* Nothing obvious */ - return (FALSE); -} - - -/* - * Gain a "point" in a stat - */ -bool do_inc_stat(int stat) -{ - bool res; - - /* Restore strength */ - res = res_stat(stat); - - /* Attempt to increase */ - if (inc_stat(stat)) - { - if (stat == A_WIS) - { - chg_virtue(V_ENLIGHTEN, 1); - chg_virtue(V_FAITH, 1); - } - else if (stat == A_INT) - { - chg_virtue(V_KNOWLEDGE, 1); - chg_virtue(V_ENLIGHTEN, 1); - } - else if (stat == A_CON) - chg_virtue(V_VITALITY, 1); - - /* Message */ - msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]); - - /* Notice */ - return (TRUE); - } - - /* Restoration worked */ - if (res) - { - /* Message */ - msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]); - - /* Notice */ - return (TRUE); - } - - /* Nothing obvious */ - return (FALSE); -} - - -/* - * Restores any drained experience - */ -bool restore_level(void) -{ - /* Restore experience */ - if (p_ptr->exp < p_ptr->max_exp) - { - /* Message */ - msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning.")); - - /* Restore the experience */ - p_ptr->exp = p_ptr->max_exp; - - /* Check the experience */ - check_experience(); - - /* Did something */ - return (TRUE); - } - - /* No effect */ - return (FALSE); -} - - -/* - * Forget everything - */ -bool lose_all_info(void) -{ - int i; - - chg_virtue(V_KNOWLEDGE, -5); - chg_virtue(V_ENLIGHTEN, -5); - - /* Forget info about objects */ - for (i = 0; i < INVEN_TOTAL; i++) - { - object_type *o_ptr = &inventory[i]; - - /* Skip non-objects */ - if (!o_ptr->k_idx) 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); - } - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Combine / Reorder the pack (later) */ - p_ptr->notice |= (PN_COMBINE | PN_REORDER); - - /* Window stuff */ - p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER); - - /* Mega-Hack -- Forget the map */ - wiz_dark(); - - /* It worked */ - return (TRUE); -} - - -void do_poly_wounds(void) -{ - /* Changed to always provide at least _some_ healing */ - s16b wounds = p_ptr->cut; - s16b hit_p = (p_ptr->mhp - p_ptr->chp); - s16b change = damroll(p_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.")); - hp_player(change); - if (Nasty_effect) - { - msg_print(_("新たな傷ができた!", "A new wound was created!")); - take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1); - set_cut(change); - } - else - { - set_cut(p_ptr->cut - (change / 2)); - } -} - - -/* - * Change player race - */ -void change_race(CHARACTER_IDX new_race, cptr effect_msg) -{ - cptr title = race_info[new_race].title; - int old_race = p_ptr->prace; - -#ifdef JP - msg_format("あなたは%s%sに変化した!", effect_msg, title); -#else - msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title); -#endif - - chg_virtue(V_CHANCE, 2); - - if (p_ptr->prace < 32) - { - p_ptr->old_race1 |= 1L << p_ptr->prace; - } - else - { - p_ptr->old_race2 |= 1L << (p_ptr->prace-32); - } - p_ptr->prace = new_race; - rp_ptr = &race_info[p_ptr->prace]; - - /* Experience factor */ - p_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 (((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))) - p_ptr->expfact -= 15; - - /* Get character's height and weight */ - get_height_weight(); - - /* Hitdice */ - if (p_ptr->pclass == CLASS_SORCERER) - p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp; - else - p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp; - - do_cmd_rerate(FALSE); - - /* The experience level may be modified */ - check_experience(); - - p_ptr->redraw |= (PR_BASIC); - - p_ptr->update |= (PU_BONUS); - - handle_stuff(); - - /* Load an autopick preference file */ - if (old_race != p_ptr->prace) autopick_load_pref(FALSE); - - /* Player's graphic tile may change */ - lite_spot(p_ptr->y, p_ptr->x); -} - - -void do_poly_self(void) -{ - int power = p_ptr->lev; - - msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you...")); - chg_virtue(V_CHANCE, 1); - - if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID)) - { - 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 (p_ptr->psex == SEX_MALE) - { - p_ptr->psex = SEX_FEMALE; - sp_ptr = &sex_info[p_ptr->psex]; - sprintf(effect_msg, _("女性の", "female ")); - } - else - { - p_ptr->psex = SEX_MALE; - sp_ptr = &sex_info[p_ptr->psex]; - sprintf(effect_msg, _("男性の", "male ")); - } - } - - if ((power > randint0(30)) && one_in_(5)) - { - int tmp = 0; - - /* Harmful deformity */ - power -= 15; - - while (tmp < 6) - { - if (one_in_(2)) - { - (void)dec_stat(tmp, randint1(6) + 6, one_in_(3)); - power -= 1; - } - tmp++; - } - - /* Deformities are discriminated against! */ - (void)dec_stat(A_CHR, randint1(6), TRUE); - - if (effect_msg[0]) - { - char tmp_msg[10]; - sprintf(tmp_msg,_("%s", "%s "),effect_msg); - sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg); - } - else - { - sprintf(effect_msg,_("奇形の", "deformed ")); - } - } - - while ((power > randint0(20)) && one_in_(10)) - { - /* Polymorph into a less mutated form */ - power -= 10; - - if (!lose_mutation(0)) - msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal.")); - } - - do - { - new_race = (CHARACTER_IDX)randint0(MAX_RACES); - } - while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID)); - - change_race(new_race, effect_msg); - } - - 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!"), p_ptr->prace == RACE_ANDROID ? "機械" : "内臓"); - - while (tmp < 6) - { - (void)dec_stat(tmp, randint1(6) + 6, one_in_(3)); - tmp++; - } - if (one_in_(6)) - { - 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!")); - take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1); - - power -= 10; - } - } - - if ((power > randint0(20)) && one_in_(4)) - { - power -= 10; - - get_max_stats(); - do_cmd_rerate(FALSE); - } - - while ((power > randint0(15)) && one_in_(3)) - { - power -= 7; - (void)gain_random_mutation(0); - } - - if (power > randint0(5)) - { - power -= 5; - do_poly_wounds(); - } - - /* Note: earlier deductions may have left power < 0 already. */ - while (power > 0) - { - mutate_player(); - power--; - } -} - - -/* - * Decreases players hit points and sets death flag if necessary - * - * XXX XXX XXX Invulnerability needs to be changed into a "shield" - * - * XXX XXX XXX Hack -- this function allows the user to save (or quit) - * the game when he dies, since the "You die." message is shown before - * setting the player to "dead". - */ - -int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell) -{ - int old_chp = p_ptr->chp; - - char death_message[1024]; - char tmp[80]; - - int warning = (p_ptr->mhp * hitpoint_warn / 10); - - /* Paranoia */ - if (p_ptr->is_dead) return 0; - - if (p_ptr->sutemi) damage *= 2; - if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5; - - if (easy_band) damage = (damage+1)/2; - - if (damage_type != DAMAGE_USELIFE) - { - /* Disturb */ - disturb(1, 1); - if (auto_more) - { - now_damaged = TRUE; - } - } - - if (monspell >= 0) learn_spell(monspell); - - /* Mega-Hack -- Apply "invulnerability" */ - if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE)) - { - if (IS_INVULN() && (damage < 9000)) - { - if (damage_type == DAMAGE_FORCE) - { - msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!")); - } - else if (one_in_(PENETRATE_INVULNERABILITY)) - { - msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!")); - } - else - { - return 0; - } - } - - if (CHECK_MULTISHADOW()) - { - if (damage_type == DAMAGE_FORCE) - { - msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!")); - } - else if (damage_type == DAMAGE_ATTACK) - { - 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!")); - return 0; - } - } - - if (p_ptr->wraith_form) - { - if (damage_type == DAMAGE_FORCE) - { - msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!")); - } - else - { - damage /= 2; - if ((damage == 0) && one_in_(2)) damage = 1; - } - } - - if (p_ptr->special_defense & KATA_MUSOU) - { - damage /= 2; - if ((damage == 0) && one_in_(2)) damage = 1; - } - } /* not if LOSELIFE USELIFE */ - - /* Hurt the player */ - p_ptr->chp -= damage; - if(damage_type == DAMAGE_GENO && p_ptr->chp < 0) - { - damage += p_ptr->chp; - p_ptr->chp = 0; - } - - /* Display the hitpoints */ - p_ptr->redraw |= (PR_HP); - - /* Window stuff */ - p_ptr->window |= (PW_PLAYER); - - if (damage_type != DAMAGE_GENO && p_ptr->chp == 0) - { - chg_virtue(V_SACRIFICE, 1); - chg_virtue(V_CHANCE, 2); - } - - /* Dead player */ - if (p_ptr->chp < 0) - { - bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE); - -#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 */ - if (!cheat_save) - if(!save_player()) msg_print("セーブ失敗!"); -#endif - - /* Sound */ - sound(SOUND_DEATH); - - chg_virtue(V_SACRIFICE, 10); - - handle_stuff(); - - /* Leaving */ - p_ptr->leaving = TRUE; - - /* Note death */ - p_ptr->is_dead = TRUE; - - if (p_ptr->inside_arena) - { - cptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name; - msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name); - msg_print(NULL); - if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name); - } - else - { - int q_idx = quest_number(dun_level); - bool seppuku = streq(hit_from, "Seppuku"); - bool winning_seppuku = p_ptr->total_winner && seppuku; - - play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER); - -#ifdef WORLD_SCORE - /* Make screen dump */ - screen_dump = make_screen_dump(); -#endif - - /* Note cause of death */ - if (seppuku) - { - strcpy(p_ptr->died_from, hit_from); -#ifdef JP - if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹"); -#endif - } - else - { - char dummy[1024]; -#ifdef JP - 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); -#else - sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless"); -#endif - my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from); - } - - /* No longer a winner */ - p_ptr->total_winner = FALSE; - - if (winning_seppuku) - { - do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning.")); - } - else - { - char buf[20]; - - if (p_ptr->inside_arena) - strcpy(buf,_("アリーナ", "in the Arena")); - else if (!dun_level) - strcpy(buf,_("地上", "on the surface")); - else if (q_idx && (is_fixed_quest_idx(q_idx) && - !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT)))) - strcpy(buf,_("クエスト", "in a quest")); - else - sprintf(buf,_("%d階", "level %d"), (int)dun_level); - - sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from); - do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp); - } - - do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------")); - do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n"); - - flush(); - - if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY)) - { - do_cmd_save_screen(); - } - - flush(); - - /* Initialize "last message" buffer */ - if (p_ptr->last_message) string_free(p_ptr->last_message); - p_ptr->last_message = NULL; - - /* Hack -- Note death */ - if (!last_words) - { -#ifdef JP - msg_format("あなたは%sました。", android ? "壊れ" : "死に"); -#else - msg_print(android ? "You are broken." : "You die."); -#endif - - msg_print(NULL); - } - else - { - if (winning_seppuku) - { - get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message); - } - else - { - get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message); - } - - do - { -#ifdef JP - while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ; -#else - while (!get_string("Last word: ", death_message, 1024)) ; -#endif - } - while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY)); - - if (death_message[0] == '\0') - { -#ifdef JP - strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に")); -#else - strcpy(death_message, android ? "You are broken." : "You die."); -#endif - } - else p_ptr->last_message = string_make(death_message); - -#ifdef JP - if (winning_seppuku) - { - int i, len; - int w = Term->wid; - int h = Term->hgt; - int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23}; - int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4}; - cptr str; - char* str2; - - Term_clear(); - - /* 桜散る */ - for (i = 0; i < 40; i++) - Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ"); - - str = death_message; - if (strncmp(str, "「", 2) == 0) str += 2; - - str2 = my_strstr(str, "」"); - if (str2 != NULL) *str2 = '\0'; - - i = 0; - while (i < 9) - { - str2 = my_strstr(str, " "); - if (str2 == NULL) len = strlen(str); - else len = str2 - str; - - if (len != 0) - { - Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len, - TERM_WHITE, str); - if (str2 == NULL) break; - i++; - } - str = str2 + 1; - if (*str == 0) break; - } - - /* Hide cursor */ - Term_putstr(w-1, h-1, 1, TERM_WHITE, " "); - - flush(); -#ifdef WORLD_SCORE - /* Make screen dump */ - screen_dump = make_screen_dump(); -#endif - - /* Wait a key press */ - (void)inkey(); - } - else -#endif - msg_print(death_message); - } - } - - /* Dead */ - return damage; - } - - handle_stuff(); - - /* Hitpoint warning */ - if (p_ptr->chp < warning) - { - /* Hack -- bell on first notice */ - if (old_chp > warning) bell(); - - sound(SOUND_WARN); - - if (record_danger && (old_chp > warning)) - { - if (p_ptr->image && damage_type == DAMAGE_ATTACK) - hit_from = _("何か", "something"); - - sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from); - do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp); - } - - if (auto_more) - { - /* stop auto_more even if DAMAGE_USELIFE */ - now_damaged = TRUE; - } - - /* Message */ - msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***")); - msg_print(NULL); - flush(); - } - if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5))) - { - change_wild_mode(); - } - return damage; -} - - -/* - * Gain experience - */ -void gain_exp_64(s32b amount, u32b amount_frac) -{ - if (p_ptr->is_dead) return; - - if (p_ptr->prace == RACE_ANDROID) return; - - /* Gain some experience */ - s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac); - - /* Slowly recover from experience drainage */ - if (p_ptr->exp < p_ptr->max_exp) - { - /* Gain max experience (20%) (was 10%) */ - p_ptr->max_exp += amount / 5; - } - - /* Check Experience */ - check_experience(); -} - - -/* - * Gain experience - */ -void gain_exp(s32b amount) -{ - gain_exp_64(amount, 0L); -} - - -void calc_android_exp(void) -{ - int i; - u32b total_exp = 0; - if (p_ptr->is_dead) return; - - if (p_ptr->prace != RACE_ANDROID) return; - - for (i = INVEN_RARM; i < INVEN_TOTAL; i++) - { - object_type *o_ptr = &inventory[i]; - object_type forge; - object_type *q_ptr = &forge; - u32b value, exp; - int level = MAX(k_info[o_ptr->k_idx].level - 8, 1); - - if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue; - if (!o_ptr->k_idx) continue; - - /* Wipe the object */ - object_wipe(q_ptr); - - object_copy(q_ptr, o_ptr); - q_ptr->discount = 0; - q_ptr->curse_flags = 0L; - - if (object_is_fixed_artifact(o_ptr)) - { - level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2; - level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3)); - } - else if (object_is_ego(o_ptr)) - { - level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2); - } - else if (o_ptr->art_name) - { - s32b total_flags = flag_cost(o_ptr, o_ptr->pval); - int fake_level; - - 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; - } - - level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3); - } - - value = object_value_real(q_ptr); - - if (value <= 0) continue; - if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32; - if (value > 5000000L) value = 5000000L; - if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2; - - if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) || - (o_ptr->tval == TV_DRAG_ARMOR) || - ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) || - ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) || - ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) || - ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) || - ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE))) - { - if (level > 65) level = 35 + (level - 65) / 5; - else if (level > 35) level = 25 + (level - 35) / 3; - else if (level > 15) level = 15 + (level - 15) / 2; - exp = MIN(100000L, value) / 2 * level * level; - if (value > 100000L) - exp += (value - 100000L) / 8 * level * level; - } - else - { - exp = MIN(100000L, value) * level; - if (value > 100000L) - exp += (value - 100000L) / 4 * level; - } - if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48; - else total_exp += exp / 16; - if (i == INVEN_BODY) total_exp += exp / 32; - } - p_ptr->exp = p_ptr->max_exp = total_exp; - - /* Check Experience */ - check_experience(); -} - - -/* - * Lose experience - */ -void lose_exp(s32b amount) -{ - if (p_ptr->prace == RACE_ANDROID) return; - - /* Never drop below zero experience */ - if (amount > p_ptr->exp) amount = p_ptr->exp; - - /* Lose some experience */ - p_ptr->exp -= amount; - - /* Check Experience */ - check_experience(); -} - - -/* - * Drain experience - * If resisted to draining, return FALSE - */ -bool drain_exp(s32b drain, s32b slip, int hold_exp_prob) -{ - /* Androids and their mimics are never drained */ - if (p_ptr->prace == RACE_ANDROID) return FALSE; - - if (p_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 (p_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!")); - lose_exp(slip); - } - else - { - 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!")); - lose_exp(drain); - } - - return TRUE; -} - - -bool set_ultimate_res(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->ult_res && !do_dec) - { - if (p_ptr->ult_res > v) return FALSE; - } - else if (!p_ptr->ult_res) - { - 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!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->ult_res) - { - 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")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->ult_res = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -bool set_tim_res_nether(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_res_nether && !do_dec) - { - if (p_ptr->tim_res_nether > v) return FALSE; - } - else if (!p_ptr->tim_res_nether) - { - msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_res_nether) - { - 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")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_res_nether = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - -bool set_tim_res_time(TIME_EFFECT v, bool do_dec) -{ - bool notice = FALSE; - - /* Hack -- Force good values */ - v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - - if (p_ptr->is_dead) return FALSE; - - /* Open */ - if (v) - { - if (p_ptr->tim_res_time && !do_dec) - { - if (p_ptr->tim_res_time > v) return FALSE; - } - else if (!p_ptr->tim_res_time) - { - 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!")); - notice = TRUE; - } - } - - /* Shut */ - else - { - if (p_ptr->tim_res_time) - { - 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")); - notice = TRUE; - } - } - - /* Use the value */ - p_ptr->tim_res_time = v; - - /* Redraw status bar */ - p_ptr->redraw |= (PR_STATUS); - - /* Nothing to notice */ - if (!notice) return (FALSE); - - /* Disturb */ - if (disturb_state) disturb(0, 0); - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS); - - /* Handle stuff */ - handle_stuff(); - - /* Result */ - return (TRUE); -} - - -/* - * Choose a warrior-mage elemental attack. -LM- - */ -bool choose_ele_attack(void) -{ - int num; - - char choice; - - if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(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; - } - - /* Save screen */ - screen_save(); - - num = (p_ptr->lev - 20) / 5; - c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14); - - if (num >= 2) - c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14); - else - prt("", 3, 14); - - if (num >= 3) - c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14); - else - prt("", 4, 14); - - if (num >= 4) - c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14); - else - prt("", 5, 14); - - if (num >= 5) - c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14); - else - prt("", 6, 14); - - prt("", 7, 14); - prt("", 8, 14); - prt("", 9, 14); - - prt("", 1, 0); - prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14); - - choice = inkey(); - - if ((choice == 'a') || (choice == 'A')) - set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2)); - else if (((choice == 'b') || (choice == 'B')) && (num >= 2)) - set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2)); - else if (((choice == 'c') || (choice == 'C')) && (num >= 3)) - set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2)); - else if (((choice == 'd') || (choice == 'D')) && (num >= 4)) - set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2)); - else if (((choice == 'e') || (choice == 'E')) && (num >= 5)) - set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2)); - else - { - msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding.")); - screen_load(); - return FALSE; - } - /* Load screen */ - screen_load(); - return TRUE; -} - - -/* - * Choose a elemental immune. -LM- - */ -bool choose_ele_immune(TIME_EFFECT immune_turn) -{ - char choice; - - /* Save screen */ - 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); - - prt("", 6, 14); - prt("", 7, 14); - prt("", 8, 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); - - choice = inkey(); - - if ((choice == 'a') || (choice == 'A')) - set_ele_immune(DEFENSE_FIRE, immune_turn); - else if ((choice == 'b') || (choice == 'B')) - set_ele_immune(DEFENSE_COLD, immune_turn); - else if ((choice == 'c') || (choice == 'C')) - set_ele_immune(DEFENSE_ACID, immune_turn); - else if ((choice == 'd') || (choice == 'D')) - set_ele_immune(DEFENSE_ELEC, immune_turn); - else - { - msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune.")); - screen_load(); - return FALSE; - } - /* Load screen */ - screen_load(); - return TRUE; -}