{
BadStatusSetter bss(player_ptr);
(void)bss.set_blindness(0);
- (void)bss.confusion(0);
+ (void)bss.set_confusion(0);
player_ptr->effects()->stun()->reset();
player_ptr->chp = player_ptr->mhp;
player_ptr->csp = player_ptr->msp;
case SV_FOOD_CURE_PARANOIA:
return bss.fear(0);
case SV_FOOD_CURE_CONFUSION:
- return bss.confusion(0);
+ return bss.set_confusion(0);
case SV_FOOD_CURE_SERIOUS:
return cure_serious_wounds(player_ptr, 4, 8);
case SV_FOOD_RESTORE_STR:
}
BadStatusSetter bss(this->player_ptr);
- if (!has_resist_conf(this->player_ptr) && bss.confusion(randint0(20) + 15)) {
+ if (!has_resist_conf(this->player_ptr) && bss.set_confusion(randint0(20) + 15)) {
ident = true;
}
BadStatusSetter bss(player_ptr);
(void)bss.set_poison(0);
(void)bss.set_blindness(0);
- (void)bss.confusion(0);
+ (void)bss.set_confusion(0);
(void)bss.hallucination(0);
(void)bss.stun(0);
(void)bss.cut(0);
ident = true;
}
- if (bss.confusion(0)) {
+ if (bss.set_confusion(0)) {
ident = true;
}
ident = true;
}
- if (bss.confusion(0)) {
+ if (bss.set_confusion(0)) {
ident = true;
}
ident = true;
}
- if (bss.confusion(0)) {
+ if (bss.set_confusion(0)) {
ident = true;
}
* @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 BadStatusSetter::confusion(const TIME_EFFECT tmp_v)
+bool BadStatusSetter::set_confusion(const TIME_EFFECT tmp_v)
{
auto notice = false;
auto v = std::clamp<short>(tmp_v, 0, 10000);
bool BadStatusSetter::mod_confusion(const TIME_EFFECT tmp_v)
{
- return this->confusion(this->player_confusion->current() + tmp_v);
+ return this->set_confusion(this->player_confusion->current() + tmp_v);
}
/*!
bool set_blindness(const TIME_EFFECT tmp_v);
bool mod_blindness(const TIME_EFFECT tmp_v);
- bool confusion(const TIME_EFFECT tmp_v);
+ bool set_confusion(const TIME_EFFECT tmp_v);
bool mod_confusion(const TIME_EFFECT tmp_v);
bool set_poison(const TIME_EFFECT tmp_v);
bool mod_poison(const TIME_EFFECT tmp_v);