3 * @brief プレイヤーの飲むコマンド実装
14 #include "object-hook.h"
18 #include "spells-status.h"
19 #include "player-status.h"
20 #include "player-effects.h"
21 #include "realm-hex.h"
22 #include "spells-floor.h"
23 #include "object-broken.h"
24 #include "cmd-basic.h"
28 * @brief 薬を飲むコマンドのサブルーチン /
29 * Quaff a potion (from the pack or the floor)
30 * @param item 飲む薬オブジェクトの所持品ID
33 void do_cmd_quaff_potion_aux(INVENTORY_IDX item)
41 take_turn(p_ptr, 100);
45 if (flush_failure) flush();
46 msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle."));
52 if (music_singing_any()) stop_singing(p_ptr);
53 if (hex_spelling_any())
55 if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();
58 /* Get the item (in the pack) */
61 o_ptr = &p_ptr->inventory_list[item];
64 /* Get the item (on the floor) */
67 o_ptr = ¤t_floor_ptr->o_list[0 - item];
71 /* Obtain a local object */
72 object_copy(q_ptr, o_ptr);
77 /* Reduce and describe p_ptr->inventory_list */
80 inven_item_increase(item, -1);
81 inven_item_describe(item);
82 inven_item_optimize(item);
85 /* Reduce and describe floor item */
88 floor_item_increase(0 - item, -1);
89 floor_item_describe(0 - item);
90 floor_item_optimize(0 - item);
96 /* Not identified yet */
100 lev = k_info[q_ptr->k_idx].level;
102 /* Analyze the potion */
103 if (q_ptr->tval == TV_POTION)
107 /* 飲みごたえをオリジナルより細かく表現 */
108 case SV_POTION_WATER:
109 msg_print(_("口の中がさっぱりした。", ""));
110 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
114 case SV_POTION_APPLE_JUICE:
115 msg_print(_("甘くてサッパリとしていて、とてもおいしい。", ""));
116 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
120 case SV_POTION_SLIME_MOLD:
121 msg_print(_("なんとも不気味な味だ。", ""));
122 msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
126 case SV_POTION_SLOWNESS:
127 if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;
130 case SV_POTION_SALT_WATER:
131 msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));
133 if (!(prace_is_(RACE_GOLEM) ||
134 prace_is_(RACE_ZOMBIE) ||
135 prace_is_(RACE_DEMON) ||
136 prace_is_(RACE_ANDROID) ||
137 prace_is_(RACE_SPECTRE) ||
138 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))
140 /* Only living creatures get thirsty */
141 (void)set_food(PY_FOOD_STARVE - 1);
144 (void)set_poisoned(0);
145 (void)set_paralyzed(p_ptr->paralyzed + 4);
149 case SV_POTION_POISON:
150 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
152 if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))
159 case SV_POTION_BLINDNESS:
160 if (!p_ptr->resist_blind)
162 if (set_blind(p_ptr->blind + randint0(100) + 100))
169 case SV_POTION_BOOZE:
170 ident = booze(p_ptr);
173 case SV_POTION_SLEEP:
174 if (!p_ptr->free_act)
176 msg_print(_("あなたは眠ってしまった。", "You fall asleep."));
178 if (ironman_nightmare)
180 msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
182 /* Have some nightmares */
183 sanity_blast(NULL, FALSE);
185 if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))
192 case SV_POTION_LOSE_MEMORIES:
193 if (!p_ptr->hold_exp && (p_ptr->exp > 0))
195 msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));
196 chg_virtue(V_KNOWLEDGE, -5);
198 lose_exp(p_ptr->exp / 4);
203 case SV_POTION_RUINATION:
204 msg_print(_("身も心も弱ってきて、精気が抜けていくようだ。", "Your nerves and muscles feel weak and lifeless!"));
205 take_hit(DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);
207 (void)dec_stat(A_DEX, 25, TRUE);
208 (void)dec_stat(A_WIS, 25, TRUE);
209 (void)dec_stat(A_CON, 25, TRUE);
210 (void)dec_stat(A_STR, 25, TRUE);
211 (void)dec_stat(A_CHR, 25, TRUE);
212 (void)dec_stat(A_INT, 25, TRUE);
216 case SV_POTION_DEC_STR:
217 if (do_dec_stat(A_STR)) ident = TRUE;
220 case SV_POTION_DEC_INT:
221 if (do_dec_stat(A_INT)) ident = TRUE;
224 case SV_POTION_DEC_WIS:
225 if (do_dec_stat(A_WIS)) ident = TRUE;
228 case SV_POTION_DEC_DEX:
229 if (do_dec_stat(A_DEX)) ident = TRUE;
232 case SV_POTION_DEC_CON:
233 if (do_dec_stat(A_CON)) ident = TRUE;
236 case SV_POTION_DEC_CHR:
237 if (do_dec_stat(A_CHR)) ident = TRUE;
240 case SV_POTION_DETONATIONS:
241 ident = detonation(p_ptr);
244 case SV_POTION_DEATH:
245 chg_virtue(V_VITALITY, -1);
246 chg_virtue(V_UNLIFE, 5);
247 msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));
248 take_hit(DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);
252 case SV_POTION_INFRAVISION:
253 if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))
259 case SV_POTION_DETECT_INVIS:
260 if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))
266 case SV_POTION_SLOW_POISON:
267 if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;
270 case SV_POTION_CURE_POISON:
271 if (set_poisoned(0)) ident = TRUE;
274 case SV_POTION_BOLDNESS:
275 if (set_afraid(0)) ident = TRUE;
278 case SV_POTION_SPEED:
281 if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;
285 (void)set_fast(p_ptr->fast + 5, FALSE);
289 case SV_POTION_RESIST_HEAT:
290 if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))
296 case SV_POTION_RESIST_COLD:
297 if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))
303 case SV_POTION_HEROISM:
307 case SV_POTION_BESERK_STRENGTH:
308 ident = berserk(randint1(25) + 25);
311 case SV_POTION_CURE_LIGHT:
312 ident = cure_light_wounds(2, 8);
315 case SV_POTION_CURE_SERIOUS:
316 ident = cure_serious_wounds(4, 8);
319 case SV_POTION_CURE_CRITICAL:
320 ident = cure_critical_wounds(damroll(6, 8));
323 case SV_POTION_HEALING:
324 ident = cure_critical_wounds(300);
327 case SV_POTION_STAR_HEALING:
328 ident = cure_critical_wounds(1200);
332 ident = life_stream(TRUE, TRUE);
335 case SV_POTION_RESTORE_MANA:
336 ident = restore_mana(TRUE);
339 case SV_POTION_RESTORE_EXP:
340 if (restore_level()) ident = TRUE;
343 case SV_POTION_RES_STR:
344 if (do_res_stat(A_STR)) ident = TRUE;
347 case SV_POTION_RES_INT:
348 if (do_res_stat(A_INT)) ident = TRUE;
351 case SV_POTION_RES_WIS:
352 if (do_res_stat(A_WIS)) ident = TRUE;
355 case SV_POTION_RES_DEX:
356 if (do_res_stat(A_DEX)) ident = TRUE;
359 case SV_POTION_RES_CON:
360 if (do_res_stat(A_CON)) ident = TRUE;
363 case SV_POTION_RES_CHR:
364 if (do_res_stat(A_CHR)) ident = TRUE;
367 case SV_POTION_INC_STR:
368 if (do_inc_stat(A_STR)) ident = TRUE;
371 case SV_POTION_INC_INT:
372 if (do_inc_stat(A_INT)) ident = TRUE;
375 case SV_POTION_INC_WIS:
376 if (do_inc_stat(A_WIS)) ident = TRUE;
379 case SV_POTION_INC_DEX:
380 if (do_inc_stat(A_DEX)) ident = TRUE;
383 case SV_POTION_INC_CON:
384 if (do_inc_stat(A_CON)) ident = TRUE;
387 case SV_POTION_INC_CHR:
388 if (do_inc_stat(A_CHR)) ident = TRUE;
391 case SV_POTION_AUGMENTATION:
392 if (do_inc_stat(A_STR)) ident = TRUE;
393 if (do_inc_stat(A_INT)) ident = TRUE;
394 if (do_inc_stat(A_WIS)) ident = TRUE;
395 if (do_inc_stat(A_DEX)) ident = TRUE;
396 if (do_inc_stat(A_CON)) ident = TRUE;
397 if (do_inc_stat(A_CHR)) ident = TRUE;
400 case SV_POTION_ENLIGHTENMENT:
401 msg_print(_("自分の置かれている状況が脳裏に浮かんできた...", "An image of your surroundings forms in your mind..."));
402 chg_virtue(V_KNOWLEDGE, 1);
403 chg_virtue(V_ENLIGHTEN, 1);
408 case SV_POTION_STAR_ENLIGHTENMENT:
409 msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));
410 chg_virtue(V_KNOWLEDGE, 1);
411 chg_virtue(V_ENLIGHTEN, 2);
414 (void)do_inc_stat(A_INT);
415 (void)do_inc_stat(A_WIS);
416 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
417 (void)detect_doors(DETECT_RAD_DEFAULT);
418 (void)detect_stairs(DETECT_RAD_DEFAULT);
419 (void)detect_treasure(DETECT_RAD_DEFAULT);
420 (void)detect_objects_gold(DETECT_RAD_DEFAULT);
421 (void)detect_objects_normal(DETECT_RAD_DEFAULT);
427 case SV_POTION_SELF_KNOWLEDGE:
428 msg_print(_("自分自身のことが少しは分かった気がする...", "You begin to know yourself a little better..."));
434 case SV_POTION_EXPERIENCE:
435 if (p_ptr->prace == RACE_ANDROID) break;
436 chg_virtue(V_ENLIGHTEN, 1);
437 if (p_ptr->exp < PY_MAX_EXP)
439 EXP ee = (p_ptr->exp / 2) + 10;
440 if (ee > 100000L) ee = 100000L;
441 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
447 case SV_POTION_RESISTANCE:
448 (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);
449 (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);
450 (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);
451 (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);
452 (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);
456 case SV_POTION_CURING:
457 if (true_healing(50)) ident = TRUE;
460 case SV_POTION_INVULNERABILITY:
461 (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);
465 case SV_POTION_NEW_LIFE:
466 roll_hitdice(p_ptr, 0L);
468 p_ptr->update |= PU_BONUS;
469 lose_all_mutations();
473 case SV_POTION_NEO_TSUYOSHI:
475 (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);
479 case SV_POTION_TSUYOSHI:
480 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
483 (void)set_tsuyoshi(0, TRUE);
484 if (!p_ptr->resist_chaos)
486 (void)set_image(50 + randint1(50));
491 case SV_POTION_POLYMORPH:
492 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
494 lose_all_mutations();
502 if(gain_mutation(p_ptr, 0)) ident = TRUE;
504 else if (lose_mutation(0)) ident = TRUE;
505 } while(!ident || one_in_(2));
511 if (prace_is_(RACE_SKELETON))
513 msg_print(_("液体の一部はあなたのアゴを素通りして落ちた!", "Some of the fluid falls through your jaws!"));
514 (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, q_ptr->k_idx);
516 p_ptr->update |= (PU_COMBINE | PU_REORDER);
518 if (!(object_is_aware(q_ptr)))
520 chg_virtue(V_PATIENCE, -1);
521 chg_virtue(V_CHANCE, 1);
522 chg_virtue(V_KNOWLEDGE, -1);
525 /* The item has been tried */
528 /* An identification was made */
529 if (ident && !object_is_aware(q_ptr))
532 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
535 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
537 /* Potions can feed the player */
538 switch (p_ptr->mimic_form)
541 switch (p_ptr->prace)
544 (void)set_food(p_ptr->food + (q_ptr->pval / 10));
553 set_food(p_ptr->food + ((q_ptr->pval) / 20));
556 if (q_ptr->tval == TV_FLASK)
558 msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));
559 set_food(p_ptr->food + 5000);
563 set_food(p_ptr->food + ((q_ptr->pval) / 20));
567 msg_print(_("水分を取り込んだ。", "You are moistened."));
568 set_food(MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
571 (void)set_food(p_ptr->food + q_ptr->pval);
576 case MIMIC_DEMON_LORD:
577 set_food(p_ptr->food + ((q_ptr->pval) / 20));
580 (void)set_food(p_ptr->food + (q_ptr->pval / 10));
583 (void)set_food(p_ptr->food + q_ptr->pval);
591 * @brief 薬を飲むコマンドのメインルーチン /
592 * Quaff some potion (from the pack or floor)
595 void do_cmd_quaff_potion(void)
600 if (p_ptr->wild_mode)
605 if (cmd_limit_arena(p_ptr)) return;
607 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
609 set_action(ACTION_NONE);
612 /* Restrict choices to potions */
613 item_tester_hook = item_tester_hook_quaff;
615 q = _("どの薬を飲みますか? ", "Quaff which potion? ");
616 s = _("飲める薬がない。", "You have no potions to quaff.");
618 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
620 /* Quaff the potion */
621 do_cmd_quaff_potion_aux(item);