3 * @brief プレイヤーのステータス管理 / effects of various "objects"
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2013 Deskull rearranged comment for Doxygen.\n
19 #include "player-status.h"
20 #include "spells-status.h"
21 #include "realm-hex.h"
24 * @brief プレイヤーの継続行動を設定する。
25 * @param typ 継続行動のID\n
26 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
29 void set_action(ACTION_IDX typ)
31 int prev_typ = p_ptr->action;
43 msg_print(_("探索をやめた。", "You no longer walk carefully."));
44 p_ptr->redraw |= (PR_SPEED);
54 msg_print(_("学習をやめた。", "You stop Learning"));
60 msg_print(_("構えをといた。", "You stop assuming the posture."));
61 p_ptr->special_defense &= ~(KAMAE_MASK);
66 msg_print(_("型を崩した。", "You stop assuming the posture."));
67 p_ptr->special_defense &= ~(KATA_MASK);
68 p_ptr->update |= (PU_MONSTERS);
69 p_ptr->redraw |= (PR_STATUS);
74 msg_print(_("歌うのをやめた。", "You stop singing."));
79 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
80 take_turn(p_ptr, 100);;
85 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
93 /* If we are requested other action, stop singing */
94 if (prev_typ == ACTION_SING) stop_singing();
95 if (prev_typ == ACTION_SPELL) stop_hex_spell();
97 switch (p_ptr->action)
101 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
102 p_ptr->redraw |= (PR_SPEED);
107 msg_print(_("学習を始めた。", "You begin Learning"));
112 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
115 case ACTION_HAYAGAKE:
117 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
125 p_ptr->update |= (PU_BONUS);
126 p_ptr->redraw |= (PR_STATE);
130 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
133 void reset_tim_flags(void)
135 p_ptr->fast = 0; /* Timed -- Fast */
136 p_ptr->lightspeed = 0;
137 p_ptr->slow = 0; /* Timed -- Slow */
138 p_ptr->blind = 0; /* Timed -- Blindness */
139 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
140 p_ptr->confused = 0; /* Timed -- Confusion */
141 p_ptr->afraid = 0; /* Timed -- Fear */
142 p_ptr->image = 0; /* Timed -- Hallucination */
143 p_ptr->poisoned = 0; /* Timed -- Poisoned */
144 p_ptr->cut = 0; /* Timed -- Cut */
145 p_ptr->stun = 0; /* Timed -- Stun */
147 p_ptr->protevil = 0; /* Timed -- Protection */
148 p_ptr->invuln = 0; /* Timed -- Invulnerable */
150 p_ptr->hero = 0; /* Timed -- Heroism */
151 p_ptr->shero = 0; /* Timed -- Super Heroism */
152 p_ptr->shield = 0; /* Timed -- Shield Spell */
153 p_ptr->blessed = 0; /* Timed -- Blessed */
154 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
155 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
156 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
157 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
159 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
160 p_ptr->tim_levitation = 0;
161 p_ptr->tim_sh_touki = 0;
162 p_ptr->tim_sh_fire = 0;
163 p_ptr->tim_sh_holy = 0;
164 p_ptr->tim_eyeeye = 0;
166 p_ptr->resist_magic = 0;
169 p_ptr->tim_res_nether = 0;
170 p_ptr->tim_res_time = 0;
171 p_ptr->tim_mimic = 0;
172 p_ptr->mimic_form = 0;
173 p_ptr->tim_reflect = 0;
174 p_ptr->multishadow = 0;
176 p_ptr->action = ACTION_NONE;
178 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
179 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
180 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
181 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
182 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
184 p_ptr->word_recall = 0;
185 p_ptr->alter_reality = 0;
186 p_ptr->sutemi = FALSE;
187 p_ptr->counter = FALSE;
188 p_ptr->ele_attack = 0;
189 p_ptr->ele_immune = 0;
190 p_ptr->special_attack = 0L;
191 p_ptr->special_defense = 0L;
193 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
194 p_ptr->timewalk = FALSE;
196 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
197 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
198 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
202 (void)set_monster_fast(p_ptr->riding, 0);
203 (void)set_monster_slow(p_ptr->riding, 0);
204 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
207 if (p_ptr->pclass == CLASS_BARD)
209 SINGING_SONG_EFFECT(p_ptr) = 0;
210 SINGING_SONG_ID(p_ptr) = 0;
215 * @brief プレイヤーに魔力消去効果を与える。
218 void dispel_player(void)
220 (void)set_fast(0, TRUE);
221 (void)set_lightspeed(0, TRUE);
222 (void)set_slow(0, TRUE);
223 (void)set_shield(0, TRUE);
224 (void)set_blessed(0, TRUE);
225 (void)set_tsuyoshi(0, TRUE);
226 (void)set_hero(0, TRUE);
227 (void)set_shero(0, TRUE);
228 (void)set_protevil(0, TRUE);
229 (void)set_invuln(0, TRUE);
230 (void)set_wraith_form(0, TRUE);
231 (void)set_kabenuke(0, TRUE);
232 (void)set_tim_res_nether(0, TRUE);
233 (void)set_tim_res_time(0, TRUE);
235 (void)set_tim_reflect(0,TRUE);
236 (void)set_multishadow(0,TRUE);
237 (void)set_dustrobe(0,TRUE);
239 (void)set_tim_invis(0, TRUE);
240 (void)set_tim_infra(0, TRUE);
241 (void)set_tim_esp(0, TRUE);
242 (void)set_tim_regen(0, TRUE);
243 (void)set_tim_stealth(0, TRUE);
244 (void)set_tim_levitation(0, TRUE);
245 (void)set_tim_sh_touki(0, TRUE);
246 (void)set_tim_sh_fire(0, TRUE);
247 (void)set_tim_sh_holy(0, TRUE);
248 (void)set_tim_eyeeye(0, TRUE);
249 (void)set_magicdef(0, TRUE);
250 (void)set_resist_magic(0, TRUE);
251 (void)set_oppose_acid(0, TRUE);
252 (void)set_oppose_elec(0, TRUE);
253 (void)set_oppose_fire(0, TRUE);
254 (void)set_oppose_cold(0, TRUE);
255 (void)set_oppose_pois(0, TRUE);
256 (void)set_ultimate_res(0, TRUE);
257 (void)set_mimic(0, 0, TRUE);
258 (void)set_ele_attack(0, 0);
259 (void)set_ele_immune(0, 0);
261 /* Cancel glowing hands */
262 if (p_ptr->special_attack & ATTACK_CONFUSE)
264 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
265 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
268 if (music_singing_any() || hex_spelling_any())
270 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
271 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
272 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
273 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
275 p_ptr->action = ACTION_NONE;
276 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
277 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
278 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
279 p_ptr->energy_need += ENERGY_NEED();
285 * @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
288 * @param do_dec 現在の継続時間より長い値のみ上書きする
289 * @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。
291 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
294 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
296 if (p_ptr->is_dead) return FALSE;
301 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
303 if (p_ptr->tim_mimic > v) return FALSE;
305 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
307 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
308 p_ptr->mimic_form = p;
316 if (p_ptr->tim_mimic)
318 msg_print(_("変身が解けた。", "You are no longer transformed."));
319 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
327 p_ptr->tim_mimic = v;
329 /* Nothing to notice */
330 if (!notice) return (FALSE);
332 if (disturb_state) disturb(FALSE, TRUE);
334 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
335 p_ptr->update |= (PU_BONUS | PU_HP);
342 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
344 * @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。
346 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
347 * memorize any terrain features which suddenly become "visible".\n
348 * Note that blindness is currently the only thing which can affect\n
349 * "player_can_see_bold()".\n
351 bool set_blind(TIME_EFFECT v)
354 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
356 if (p_ptr->is_dead) return FALSE;
363 if (p_ptr->prace == RACE_ANDROID)
365 msg_print(_("センサーをやられた!", "You are blind!"));
369 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
373 chg_virtue(V_ENLIGHTEN, -1);
382 if (p_ptr->prace == RACE_ANDROID)
384 msg_print(_("センサーが復旧した。", "You can see again."));
388 msg_print(_("やっと目が見えるようになった。", "You can see again."));
397 p_ptr->redraw |= (PR_STATUS);
399 /* Nothing to notice */
400 if (!notice) return (FALSE);
401 if (disturb_state) disturb(FALSE, FALSE);
403 /* Fully update the visuals */
404 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
405 p_ptr->redraw |= (PR_MAP);
406 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
413 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
415 * @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。
417 bool set_confused(TIME_EFFECT v)
420 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
422 if (p_ptr->is_dead) return FALSE;
427 if (!p_ptr->confused)
429 msg_print(_("あなたは混乱した!", "You are confused!"));
431 if (p_ptr->action == ACTION_LEARN)
433 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
436 p_ptr->redraw |= (PR_STATE);
437 p_ptr->action = ACTION_NONE;
439 if (p_ptr->action == ACTION_KAMAE)
441 msg_print(_("構えがとけた。", "Your posture gets loose."));
442 p_ptr->special_defense &= ~(KAMAE_MASK);
443 p_ptr->update |= (PU_BONUS);
444 p_ptr->redraw |= (PR_STATE);
445 p_ptr->action = ACTION_NONE;
447 else if (p_ptr->action == ACTION_KATA)
449 msg_print(_("型が崩れた。", "Your posture gets loose."));
450 p_ptr->special_defense &= ~(KATA_MASK);
451 p_ptr->update |= (PU_BONUS);
452 p_ptr->update |= (PU_MONSTERS);
453 p_ptr->redraw |= (PR_STATE);
454 p_ptr->redraw |= (PR_STATUS);
455 p_ptr->action = ACTION_NONE;
459 if (p_ptr->concent) reset_concentration(TRUE);
462 if (hex_spelling_any()) stop_hex_spell_all();
465 p_ptr->counter = FALSE;
466 chg_virtue(V_HARMONY, -1);
475 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
476 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
483 p_ptr->redraw |= (PR_STATUS);
485 /* Nothing to notice */
486 if (!notice) return (FALSE);
488 if (disturb_state) disturb(FALSE, FALSE);
495 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
497 * @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。
499 bool set_poisoned(TIME_EFFECT v)
502 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
504 if (p_ptr->is_dead) return FALSE;
509 if (!p_ptr->poisoned)
511 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
521 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
528 p_ptr->redraw |= (PR_STATUS);
530 /* Nothing to notice */
531 if (!notice) return (FALSE);
533 if (disturb_state) disturb(FALSE, FALSE);
540 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
542 * @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。
544 bool set_afraid(TIME_EFFECT v)
547 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
549 if (p_ptr->is_dead) return FALSE;
556 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
558 if (p_ptr->special_defense & KATA_MASK)
560 msg_print(_("型が崩れた。", "Your posture gets loose."));
561 p_ptr->special_defense &= ~(KATA_MASK);
562 p_ptr->update |= (PU_BONUS);
563 p_ptr->update |= (PU_MONSTERS);
564 p_ptr->redraw |= (PR_STATE);
565 p_ptr->redraw |= (PR_STATUS);
566 p_ptr->action = ACTION_NONE;
570 p_ptr->counter = FALSE;
571 chg_virtue(V_VALOUR, -1);
580 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
587 p_ptr->redraw |= (PR_STATUS);
589 /* Nothing to notice */
590 if (!notice) return (FALSE);
592 if (disturb_state) disturb(FALSE, FALSE);
598 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
600 * @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。
602 bool set_paralyzed(TIME_EFFECT v)
605 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
607 if (p_ptr->is_dead) return FALSE;
612 if (!p_ptr->paralyzed)
614 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
616 if (p_ptr->concent) reset_concentration(TRUE);
619 if (hex_spelling_any()) stop_hex_spell_all();
621 p_ptr->counter = FALSE;
629 if (p_ptr->paralyzed)
631 msg_print(_("やっと動けるようになった。", "You can move again."));
637 p_ptr->paralyzed = v;
638 p_ptr->redraw |= (PR_STATUS);
640 /* Nothing to notice */
641 if (!notice) return (FALSE);
643 if (disturb_state) disturb(FALSE, FALSE);
644 p_ptr->redraw |= (PR_STATE);
650 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
652 * @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。
653 * @details Note that we must redraw the map when hallucination changes.
655 bool set_image(TIME_EFFECT v)
658 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
660 if (p_ptr->is_dead) return FALSE;
661 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
667 set_tsuyoshi(0, TRUE);
670 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
673 if (p_ptr->concent) reset_concentration(TRUE);
675 p_ptr->counter = FALSE;
685 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."));
692 p_ptr->redraw |= (PR_STATUS);
694 /* Nothing to notice */
695 if (!notice) return (FALSE);
697 if (disturb_state) disturb(FALSE, TRUE);
699 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
700 p_ptr->update |= (PU_MONSTERS);
701 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
707 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
709 * @param do_dec 現在の継続時間より長い値のみ上書きする
710 * @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。
712 bool set_fast(TIME_EFFECT v, bool do_dec)
715 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
717 if (p_ptr->is_dead) return FALSE;
722 if (p_ptr->fast && !do_dec)
724 if (p_ptr->fast > v) return FALSE;
726 else if (!IS_FAST() && !p_ptr->lightspeed)
728 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
730 chg_virtue(V_PATIENCE, -1);
731 chg_virtue(V_DILIGENCE, 1);
738 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
740 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
748 /* Nothing to notice */
749 if (!notice) return (FALSE);
751 if (disturb_state) disturb(FALSE, FALSE);
752 p_ptr->update |= (PU_BONUS);
758 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
760 * @param do_dec 現在の継続時間より長い値のみ上書きする
761 * @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。
763 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
766 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
768 if (p_ptr->is_dead) return FALSE;
770 if (p_ptr->wild_mode) v = 0;
775 if (p_ptr->lightspeed && !do_dec)
777 if (p_ptr->lightspeed > v) return FALSE;
779 else if (!p_ptr->lightspeed)
781 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
783 chg_virtue(V_PATIENCE, -1);
784 chg_virtue(V_DILIGENCE, 1);
791 if (p_ptr->lightspeed)
793 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
799 p_ptr->lightspeed = v;
801 /* Nothing to notice */
802 if (!notice) return (FALSE);
804 if (disturb_state) disturb(FALSE, FALSE);
805 p_ptr->update |= (PU_BONUS);
811 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
813 * @param do_dec 現在の継続時間より長い値のみ上書きする
814 * @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。
816 bool set_slow(TIME_EFFECT v, bool do_dec)
819 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
821 if (p_ptr->is_dead) return FALSE;
826 if (p_ptr->slow && !do_dec)
828 if (p_ptr->slow > v) return FALSE;
830 else if (!p_ptr->slow)
832 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
842 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
850 /* Nothing to notice */
851 if (!notice) return (FALSE);
853 if (disturb_state) disturb(FALSE, FALSE);
854 p_ptr->update |= (PU_BONUS);
861 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
863 * @param do_dec 現在の継続時間より長い値のみ上書きする
864 * @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。
866 bool set_shield(TIME_EFFECT v, bool do_dec)
869 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
871 if (p_ptr->is_dead) return FALSE;
876 if (p_ptr->shield && !do_dec)
878 if (p_ptr->shield > v) return FALSE;
880 else if (!p_ptr->shield)
882 msg_print(_("肌が石になった。", "Your skin turns to stone."));
892 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
899 p_ptr->redraw |= (PR_STATUS);
901 /* Nothing to notice */
902 if (!notice) return (FALSE);
904 if (disturb_state) disturb(FALSE, FALSE);
905 p_ptr->update |= (PU_BONUS);
912 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
914 * @param do_dec 現在の継続時間より長い値のみ上書きする
915 * @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。
917 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
920 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
922 if (p_ptr->is_dead) return FALSE;
927 if (p_ptr->tsubureru && !do_dec)
929 if (p_ptr->tsubureru > v) return FALSE;
931 else if (!p_ptr->tsubureru)
933 msg_print(_("横に伸びた。", "Your body expands horizontally."));
941 if (p_ptr->tsubureru)
943 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
949 p_ptr->tsubureru = v;
950 p_ptr->redraw |= (PR_STATUS);
952 /* Nothing to notice */
953 if (!notice) return (FALSE);
955 if (disturb_state) disturb(FALSE, FALSE);
956 p_ptr->update |= (PU_BONUS);
963 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
965 * @param do_dec 現在の継続時間より長い値のみ上書きする
966 * @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。
968 bool set_magicdef(TIME_EFFECT v, bool do_dec)
971 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
973 if (p_ptr->is_dead) return FALSE;
978 if (p_ptr->magicdef && !do_dec)
980 if (p_ptr->magicdef > v) return FALSE;
982 else if (!p_ptr->magicdef)
984 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."));
994 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1000 p_ptr->magicdef = v;
1001 p_ptr->redraw |= (PR_STATUS);
1003 /* Nothing to notice */
1004 if (!notice) return (FALSE);
1006 if (disturb_state) disturb(FALSE, FALSE);
1007 p_ptr->update |= (PU_BONUS);
1013 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1015 * @param do_dec 現在の継続時間より長い値のみ上書きする
1016 * @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。
1018 bool set_blessed(TIME_EFFECT v, bool do_dec)
1020 bool notice = FALSE;
1021 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1023 if (p_ptr->is_dead) return FALSE;
1028 if (p_ptr->blessed && !do_dec)
1030 if (p_ptr->blessed > v) return FALSE;
1032 else if (!IS_BLESSED())
1034 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1042 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1044 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1051 p_ptr->redraw |= (PR_STATUS);
1053 /* Nothing to notice */
1054 if (!notice) return (FALSE);
1056 if (disturb_state) disturb(FALSE, FALSE);
1057 p_ptr->update |= (PU_BONUS);
1064 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1066 * @param do_dec 現在の継続時間より長い値のみ上書きする
1067 * @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。
1069 bool set_hero(TIME_EFFECT v, bool do_dec)
1071 bool notice = FALSE;
1072 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1074 if (p_ptr->is_dead) return FALSE;
1079 if (p_ptr->hero && !do_dec)
1081 if (p_ptr->hero > v) return FALSE;
1083 else if (!IS_HERO())
1085 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1093 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1095 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1102 p_ptr->redraw |= (PR_STATUS);
1104 /* Nothing to notice */
1105 if (!notice) return (FALSE);
1107 if (disturb_state) disturb(FALSE, FALSE);
1108 p_ptr->update |= (PU_BONUS);
1110 /* Recalculate hitpoints */
1111 p_ptr->update |= (PU_HP);
1117 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1118 * @param v 継続時間/ 0ならば無条件にリセット
1119 * @param do_dec FALSEの場合現在の継続時間より長い値のみ上書きする
1120 * @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。
1122 bool set_shero(TIME_EFFECT v, bool do_dec)
1124 bool notice = FALSE;
1125 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1127 if (p_ptr->is_dead) return FALSE;
1129 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1133 if (p_ptr->shero && !do_dec)
1135 if (p_ptr->shero > v) return FALSE;
1137 else if (!p_ptr->shero)
1139 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1149 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1156 p_ptr->redraw |= (PR_STATUS);
1158 /* Nothing to notice */
1159 if (!notice) return (FALSE);
1161 if (disturb_state) disturb(FALSE, FALSE);
1162 p_ptr->update |= (PU_BONUS);
1164 /* Recalculate hitpoints */
1165 p_ptr->update |= (PU_HP);
1171 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1173 * @param do_dec 現在の継続時間より長い値のみ上書きする
1174 * @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。
1176 bool set_protevil(TIME_EFFECT v, bool do_dec)
1178 bool notice = FALSE;
1179 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1181 if (p_ptr->is_dead) return FALSE;
1186 if (p_ptr->protevil && !do_dec)
1188 if (p_ptr->protevil > v) return FALSE;
1190 else if (!p_ptr->protevil)
1192 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!"));
1200 if (p_ptr->protevil)
1202 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."));
1208 p_ptr->protevil = v;
1209 p_ptr->redraw |= (PR_STATUS);
1211 /* Nothing to notice */
1212 if (!notice) return (FALSE);
1214 if (disturb_state) disturb(FALSE, FALSE);
1220 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1222 * @param do_dec 現在の継続時間より長い値のみ上書きする
1223 * @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。
1225 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1227 bool notice = FALSE;
1228 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1230 if (p_ptr->is_dead) return FALSE;
1235 if (p_ptr->wraith_form && !do_dec)
1237 if (p_ptr->wraith_form > v) return FALSE;
1239 else if (!p_ptr->wraith_form)
1241 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!"));
1243 chg_virtue(V_UNLIFE, 3);
1244 chg_virtue(V_HONOUR, -2);
1245 chg_virtue(V_SACRIFICE, -2);
1246 chg_virtue(V_VALOUR, -5);
1248 p_ptr->redraw |= (PR_MAP);
1249 p_ptr->update |= (PU_MONSTERS);
1251 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1258 if (p_ptr->wraith_form)
1260 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1263 p_ptr->redraw |= (PR_MAP);
1264 p_ptr->update |= (PU_MONSTERS);
1266 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1271 p_ptr->wraith_form = v;
1272 p_ptr->redraw |= (PR_STATUS);
1274 /* Nothing to notice */
1275 if (!notice) return (FALSE);
1277 if (disturb_state) disturb(FALSE, FALSE);
1278 p_ptr->update |= (PU_BONUS);
1285 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1287 * @param do_dec 現在の継続時間より長い値のみ上書きする
1288 * @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。
1290 bool set_invuln(TIME_EFFECT v, bool do_dec)
1292 bool notice = FALSE;
1293 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1295 if (p_ptr->is_dead) return FALSE;
1300 if (p_ptr->invuln && !do_dec)
1302 if (p_ptr->invuln > v) return FALSE;
1304 else if (!IS_INVULN())
1306 msg_print(_("無敵だ!", "Invulnerability!"));
1309 chg_virtue(V_UNLIFE, -2);
1310 chg_virtue(V_HONOUR, -2);
1311 chg_virtue(V_SACRIFICE, -3);
1312 chg_virtue(V_VALOUR, -5);
1314 p_ptr->redraw |= (PR_MAP);
1315 p_ptr->update |= (PU_MONSTERS);
1317 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1324 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1326 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1329 p_ptr->redraw |= (PR_MAP);
1330 p_ptr->update |= (PU_MONSTERS);
1332 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1334 p_ptr->energy_need += ENERGY_NEED();
1340 p_ptr->redraw |= (PR_STATUS);
1342 /* Nothing to notice */
1343 if (!notice) return (FALSE);
1345 if (disturb_state) disturb(FALSE, FALSE);
1346 p_ptr->update |= (PU_BONUS);
1352 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1354 * @param do_dec 現在の継続時間より長い値のみ上書きする
1355 * @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。
1357 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1359 bool notice = FALSE;
1360 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1362 if (p_ptr->is_dead) return FALSE;
1367 if (p_ptr->tim_esp && !do_dec)
1369 if (p_ptr->tim_esp > v) return FALSE;
1371 else if (!IS_TIM_ESP())
1373 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1381 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1383 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1390 p_ptr->redraw |= (PR_STATUS);
1392 /* Nothing to notice */
1393 if (!notice) return (FALSE);
1395 if (disturb_state) disturb(FALSE, FALSE);
1396 p_ptr->update |= (PU_BONUS);
1397 p_ptr->update |= (PU_MONSTERS);
1403 * @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
1405 * @param do_dec 現在の継続時間より長い値のみ上書きする
1406 * @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。
1408 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1410 bool notice = FALSE;
1411 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1413 if (p_ptr->is_dead) return FALSE;
1418 if (p_ptr->tim_invis && !do_dec)
1420 if (p_ptr->tim_invis > v) return FALSE;
1422 else if (!p_ptr->tim_invis)
1424 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1432 if (p_ptr->tim_invis)
1434 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1440 p_ptr->tim_invis = v;
1441 p_ptr->redraw |= (PR_STATUS);
1443 /* Nothing to notice */
1444 if (!notice) return (FALSE);
1446 if (disturb_state) disturb(FALSE, FALSE);
1447 p_ptr->update |= (PU_BONUS);
1449 /* Update the monsters */
1450 p_ptr->update |= (PU_MONSTERS);
1456 * @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
1458 * @param do_dec 現在の継続時間より長い値のみ上書きする
1459 * @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。
1461 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1463 bool notice = FALSE;
1464 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1466 if (p_ptr->is_dead) return FALSE;
1471 if (p_ptr->tim_infra && !do_dec)
1473 if (p_ptr->tim_infra > v) return FALSE;
1475 else if (!p_ptr->tim_infra)
1477 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1485 if (p_ptr->tim_infra)
1487 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1493 p_ptr->tim_infra = v;
1494 p_ptr->redraw |= (PR_STATUS);
1496 /* Nothing to notice */
1497 if (!notice) return (FALSE);
1499 if (disturb_state) disturb(FALSE, FALSE);
1500 p_ptr->update |= (PU_BONUS);
1502 /* Update the monsters */
1503 p_ptr->update |= (PU_MONSTERS);
1509 * @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
1511 * @param do_dec 現在の継続時間より長い値のみ上書きする
1512 * @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。
1514 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1516 bool notice = FALSE;
1517 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1519 if (p_ptr->is_dead) return FALSE;
1524 if (p_ptr->tim_regen && !do_dec)
1526 if (p_ptr->tim_regen > v) return FALSE;
1528 else if (!p_ptr->tim_regen)
1530 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1538 if (p_ptr->tim_regen)
1540 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1546 p_ptr->tim_regen = v;
1547 p_ptr->redraw |= (PR_STATUS);
1549 /* Nothing to notice */
1550 if (!notice) return (FALSE);
1552 if (disturb_state) disturb(FALSE, FALSE);
1553 p_ptr->update |= (PU_BONUS);
1559 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1561 * @param do_dec 現在の継続時間より長い値のみ上書きする
1562 * @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。
1564 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1566 bool notice = FALSE;
1567 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1569 if (p_ptr->is_dead) return FALSE;
1574 if (p_ptr->tim_stealth && !do_dec)
1576 if (p_ptr->tim_stealth > v) return FALSE;
1578 else if (!IS_TIM_STEALTH())
1580 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1588 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1590 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1596 p_ptr->tim_stealth = v;
1597 p_ptr->redraw |= (PR_STATUS);
1599 /* Nothing to notice */
1600 if (!notice) return (FALSE);
1602 if (disturb_state) disturb(FALSE, FALSE);
1603 p_ptr->update |= (PU_BONUS);
1609 * @brief 超隠密状態をセットする
1610 * @param set TRUEならば超隠密状態になる。
1611 * @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。
1613 bool set_superstealth(bool set)
1615 bool notice = FALSE;
1617 if (p_ptr->is_dead) return FALSE;
1622 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1624 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1626 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."));
1627 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1631 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!"));
1632 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1638 p_ptr->special_defense |= NINJA_S_STEALTH;
1645 if (p_ptr->special_defense & NINJA_S_STEALTH)
1647 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."));
1651 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1655 /* Nothing to notice */
1656 if (!notice) return (FALSE);
1657 p_ptr->redraw |= (PR_STATUS);
1659 if (disturb_state) disturb(FALSE, FALSE);
1664 * @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
1666 * @param do_dec 現在の継続時間より長い値のみ上書きする
1667 * @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。
1669 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1671 bool notice = FALSE;
1672 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1674 if (p_ptr->is_dead) return FALSE;
1679 if (p_ptr->tim_levitation && !do_dec)
1681 if (p_ptr->tim_levitation > v) return FALSE;
1683 else if (!p_ptr->tim_levitation)
1685 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1693 if (p_ptr->tim_levitation)
1695 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1701 p_ptr->tim_levitation = v;
1702 p_ptr->redraw |= (PR_STATUS);
1704 /* Nothing to notice */
1705 if (!notice) return (FALSE);
1707 if (disturb_state) disturb(FALSE, FALSE);
1708 p_ptr->update |= (PU_BONUS);
1714 * @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
1716 * @param do_dec 現在の継続時間より長い値のみ上書きする
1717 * @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。
1719 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1721 bool notice = FALSE;
1722 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1724 if (p_ptr->is_dead) return FALSE;
1729 if (p_ptr->tim_sh_touki && !do_dec)
1731 if (p_ptr->tim_sh_touki > v) return FALSE;
1733 else if (!p_ptr->tim_sh_touki)
1735 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1743 if (p_ptr->tim_sh_touki)
1745 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1751 p_ptr->tim_sh_touki = v;
1752 p_ptr->redraw |= (PR_STATUS);
1754 /* Nothing to notice */
1755 if (!notice) return (FALSE);
1757 if (disturb_state) disturb(FALSE, FALSE);
1763 * @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
1765 * @param do_dec 現在の継続時間より長い値のみ上書きする
1766 * @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。
1768 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1770 bool notice = FALSE;
1771 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1773 if (p_ptr->is_dead) return FALSE;
1778 if (p_ptr->tim_sh_fire && !do_dec)
1780 if (p_ptr->tim_sh_fire > v) return FALSE;
1782 else if (!p_ptr->tim_sh_fire)
1784 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1792 if (p_ptr->tim_sh_fire)
1794 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1800 p_ptr->tim_sh_fire = v;
1801 p_ptr->redraw |= (PR_STATUS);
1803 /* Nothing to notice */
1804 if (!notice) return (FALSE);
1806 if (disturb_state) disturb(FALSE, FALSE);
1807 p_ptr->update |= (PU_BONUS);
1813 * @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
1815 * @param do_dec 現在の継続時間より長い値のみ上書きする
1816 * @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。
1818 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1820 bool notice = FALSE;
1821 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1823 if (p_ptr->is_dead) return FALSE;
1828 if (p_ptr->tim_sh_holy && !do_dec)
1830 if (p_ptr->tim_sh_holy > v) return FALSE;
1832 else if (!p_ptr->tim_sh_holy)
1834 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1842 if (p_ptr->tim_sh_holy)
1844 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1850 p_ptr->tim_sh_holy = v;
1851 p_ptr->redraw |= (PR_STATUS);
1853 /* Nothing to notice */
1854 if (!notice) return (FALSE);
1856 if (disturb_state) disturb(FALSE, FALSE);
1857 p_ptr->update |= (PU_BONUS);
1863 * @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
1865 * @param do_dec 現在の継続時間より長い値のみ上書きする
1866 * @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。
1868 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1870 bool notice = FALSE;
1871 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1873 if (p_ptr->is_dead) return FALSE;
1878 if (p_ptr->tim_eyeeye && !do_dec)
1880 if (p_ptr->tim_eyeeye > v) return FALSE;
1882 else if (!p_ptr->tim_eyeeye)
1884 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1892 if (p_ptr->tim_eyeeye)
1894 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."));
1900 p_ptr->tim_eyeeye = v;
1901 p_ptr->redraw |= (PR_STATUS);
1903 /* Nothing to notice */
1904 if (!notice) return (FALSE);
1906 if (disturb_state) disturb(FALSE, FALSE);
1907 p_ptr->update |= (PU_BONUS);
1914 * @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
1916 * @param do_dec 現在の継続時間より長い値のみ上書きする
1917 * @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。
1919 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1921 bool notice = FALSE;
1922 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1924 if (p_ptr->is_dead) return FALSE;
1929 if (p_ptr->resist_magic && !do_dec)
1931 if (p_ptr->resist_magic > v) return FALSE;
1933 else if (!p_ptr->resist_magic)
1935 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1943 if (p_ptr->resist_magic)
1945 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1951 p_ptr->resist_magic = v;
1952 p_ptr->redraw |= (PR_STATUS);
1954 /* Nothing to notice */
1955 if (!notice) return (FALSE);
1957 if (disturb_state) disturb(FALSE, FALSE);
1958 p_ptr->update |= (PU_BONUS);
1964 * @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
1966 * @param do_dec 現在の継続時間より長い値のみ上書きする
1967 * @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。
1969 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1971 bool notice = FALSE;
1972 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1974 if (p_ptr->is_dead) return FALSE;
1979 if (p_ptr->tim_reflect && !do_dec)
1981 if (p_ptr->tim_reflect > v) return FALSE;
1983 else if (!p_ptr->tim_reflect)
1985 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
1993 if (p_ptr->tim_reflect)
1995 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2001 p_ptr->tim_reflect = v;
2002 p_ptr->redraw |= (PR_STATUS);
2004 /* Nothing to notice */
2005 if (!notice) return (FALSE);
2007 if (disturb_state) disturb(FALSE, FALSE);
2008 p_ptr->update |= (PU_BONUS);
2015 * Set "p_ptr->multishadow", notice observable changes
2017 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2019 bool notice = FALSE;
2020 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2022 if (p_ptr->is_dead) return FALSE;
2027 if (p_ptr->multishadow && !do_dec)
2029 if (p_ptr->multishadow > v) return FALSE;
2031 else if (!p_ptr->multishadow)
2033 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2041 if (p_ptr->multishadow)
2043 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2049 p_ptr->multishadow = v;
2050 p_ptr->redraw |= (PR_STATUS);
2052 /* Nothing to notice */
2053 if (!notice) return (FALSE);
2055 if (disturb_state) disturb(FALSE, FALSE);
2056 p_ptr->update |= (PU_BONUS);
2062 * @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
2064 * @param do_dec 現在の継続時間より長い値のみ上書きする
2065 * @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。
2067 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2069 bool notice = FALSE;
2070 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2072 if (p_ptr->is_dead) return FALSE;
2077 if (p_ptr->dustrobe && !do_dec)
2079 if (p_ptr->dustrobe > v) return FALSE;
2081 else if (!p_ptr->dustrobe)
2083 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2091 if (p_ptr->dustrobe)
2093 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2099 p_ptr->dustrobe = v;
2100 p_ptr->redraw |= (PR_STATUS);
2102 /* Nothing to notice */
2103 if (!notice) return (FALSE);
2105 if (disturb_state) disturb(FALSE, FALSE);
2106 p_ptr->update |= (PU_BONUS);
2112 * @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
2114 * @param do_dec 現在の継続時間より長い値のみ上書きする
2115 * @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。
2117 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2119 bool notice = FALSE;
2120 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2122 if (p_ptr->is_dead) return FALSE;
2127 if (p_ptr->kabenuke && !do_dec)
2129 if (p_ptr->kabenuke > v) return FALSE;
2131 else if (!p_ptr->kabenuke)
2133 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2141 if (p_ptr->kabenuke)
2143 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2149 p_ptr->kabenuke = v;
2150 p_ptr->redraw |= (PR_STATUS);
2152 /* Nothing to notice */
2153 if (!notice) return (FALSE);
2155 if (disturb_state) disturb(FALSE, FALSE);
2156 p_ptr->update |= (PU_BONUS);
2162 * @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
2164 * @param do_dec 現在の継続時間より長い値のみ上書きする
2165 * @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。
2167 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2169 bool notice = FALSE;
2170 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2172 if (p_ptr->is_dead) return FALSE;
2177 if (p_ptr->tsuyoshi && !do_dec)
2179 if (p_ptr->tsuyoshi > v) return FALSE;
2181 else if (!p_ptr->tsuyoshi)
2183 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2185 chg_virtue(V_VITALITY, 2);
2192 if (p_ptr->tsuyoshi)
2194 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2196 (void)dec_stat(A_CON, 20, TRUE);
2197 (void)dec_stat(A_STR, 20, TRUE);
2200 chg_virtue(V_VITALITY, -3);
2205 p_ptr->tsuyoshi = v;
2206 p_ptr->redraw |= (PR_STATUS);
2208 /* Nothing to notice */
2209 if (!notice) return (FALSE);
2211 if (disturb_state) disturb(FALSE, FALSE);
2212 p_ptr->update |= (PU_BONUS);
2214 /* Recalculate hitpoints */
2215 p_ptr->update |= (PU_HP);
2221 * @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-
2222 * @param attack_type スレイのタイプID
2224 * @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。
2226 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2228 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2230 /* Clear all elemental attacks (only one is allowed at a time). */
2231 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2233 p_ptr->special_attack &= ~(ATTACK_ACID);
2234 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2236 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2238 p_ptr->special_attack &= ~(ATTACK_ELEC);
2239 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2241 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2243 p_ptr->special_attack &= ~(ATTACK_FIRE);
2244 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2246 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2248 p_ptr->special_attack &= ~(ATTACK_COLD);
2249 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2251 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2253 p_ptr->special_attack &= ~(ATTACK_POIS);
2254 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2257 if ((v) && (attack_type))
2259 /* Set attack type. */
2260 p_ptr->special_attack |= (attack_type);
2263 p_ptr->ele_attack = v;
2266 msg_format("%sで攻撃できるようになった!",
2267 ((attack_type == ATTACK_ACID) ? "酸" :
2268 ((attack_type == ATTACK_ELEC) ? "電撃" :
2269 ((attack_type == ATTACK_FIRE) ? "火炎" :
2270 ((attack_type == ATTACK_COLD) ? "冷気" :
2271 ((attack_type == ATTACK_POIS) ? "毒" :
2274 msg_format("For a while, the blows you deal will %s",
2275 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2276 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2277 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2278 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2279 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2280 "do nothing special."))))));
2284 if (disturb_state) disturb(FALSE, FALSE);
2285 p_ptr->redraw |= (PR_STATUS);
2287 p_ptr->update |= (PU_BONUS);
2294 * @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-
2295 * @param immune_type 免疫のタイプID
2297 * @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。
2299 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2301 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2303 /* Clear all elemental attacks (only one is allowed at a time). */
2304 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2306 p_ptr->special_defense &= ~(DEFENSE_ACID);
2307 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."));
2309 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2311 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2312 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."));
2314 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2316 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2317 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."));
2319 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2321 p_ptr->special_defense &= ~(DEFENSE_COLD);
2322 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."));
2324 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2326 p_ptr->special_defense &= ~(DEFENSE_POIS);
2327 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."));
2330 if ((v) && (immune_type))
2332 /* Set attack type. */
2333 p_ptr->special_defense |= (immune_type);
2336 p_ptr->ele_immune = v;
2338 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2339 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2340 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2341 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2342 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2343 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2344 _("(なし)", "do nothing special.")))))));
2347 if (disturb_state) disturb(FALSE, FALSE);
2348 p_ptr->redraw |= (PR_STATUS);
2349 p_ptr->update |= (PU_BONUS);
2356 * @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
2358 * @param do_dec 現在の継続時間より長い値のみ上書きする
2359 * @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。
2361 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2363 bool notice = FALSE;
2364 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2366 if (p_ptr->is_dead) return FALSE;
2371 if (p_ptr->oppose_acid && !do_dec)
2373 if (p_ptr->oppose_acid > v) return FALSE;
2375 else if (!IS_OPPOSE_ACID())
2377 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2385 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2387 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2393 p_ptr->oppose_acid = v;
2395 /* Nothing to notice */
2396 if (!notice) return (FALSE);
2397 p_ptr->redraw |= (PR_STATUS);
2399 if (disturb_state) disturb(FALSE, FALSE);
2405 * @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
2407 * @param do_dec 現在の継続時間より長い値のみ上書きする
2408 * @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。
2410 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2412 bool notice = FALSE;
2413 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2415 if (p_ptr->is_dead) return FALSE;
2420 if (p_ptr->oppose_elec && !do_dec)
2422 if (p_ptr->oppose_elec > v) return FALSE;
2424 else if (!IS_OPPOSE_ELEC())
2426 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2434 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2436 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2442 p_ptr->oppose_elec = v;
2444 /* Nothing to notice */
2445 if (!notice) return (FALSE);
2446 p_ptr->redraw |= (PR_STATUS);
2448 if (disturb_state) disturb(FALSE, FALSE);
2454 * @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
2456 * @param do_dec 現在の継続時間より長い値のみ上書きする
2457 * @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。
2459 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2461 bool notice = FALSE;
2462 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2464 if (p_ptr->is_dead) return FALSE;
2466 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2470 if (p_ptr->oppose_fire && !do_dec)
2472 if (p_ptr->oppose_fire > v) return FALSE;
2474 else if (!IS_OPPOSE_FIRE())
2476 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2484 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2486 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2492 p_ptr->oppose_fire = v;
2494 /* Nothing to notice */
2495 if (!notice) return (FALSE);
2496 p_ptr->redraw |= (PR_STATUS);
2498 if (disturb_state) disturb(FALSE, FALSE);
2504 * @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
2506 * @param do_dec 現在の継続時間より長い値のみ上書きする
2507 * @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。
2509 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2511 bool notice = FALSE;
2512 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2514 if (p_ptr->is_dead) return FALSE;
2519 if (p_ptr->oppose_cold && !do_dec)
2521 if (p_ptr->oppose_cold > v) return FALSE;
2523 else if (!IS_OPPOSE_COLD())
2525 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2533 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2535 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2541 p_ptr->oppose_cold = v;
2543 /* Nothing to notice */
2544 if (!notice) return (FALSE);
2545 p_ptr->redraw |= (PR_STATUS);
2547 if (disturb_state) disturb(FALSE, FALSE);
2553 * @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
2555 * @param do_dec 現在の継続時間より長い値のみ上書きする
2556 * @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。
2558 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2560 bool notice = FALSE;
2561 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2563 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2564 if (p_ptr->is_dead) return FALSE;
2569 if (p_ptr->oppose_pois && !do_dec)
2571 if (p_ptr->oppose_pois > v) return FALSE;
2573 else if (!IS_OPPOSE_POIS())
2575 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2583 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2585 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2591 p_ptr->oppose_pois = v;
2593 /* Nothing to notice */
2594 if (!notice) return (FALSE);
2595 p_ptr->redraw |= (PR_STATUS);
2597 if (disturb_state) disturb(FALSE, FALSE);
2603 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2605 * @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。
2607 * Note the special code to only notice "range" changes.
2609 bool set_stun(TIME_EFFECT v)
2611 int old_aux, new_aux;
2612 bool notice = FALSE;
2613 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2615 if (p_ptr->is_dead) return FALSE;
2616 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2619 if (p_ptr->stun > 100)
2625 else if (p_ptr->stun > 50)
2631 else if (p_ptr->stun > 0)
2667 if (new_aux > old_aux)
2669 /* Describe the state */
2673 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2676 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;
2679 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;
2682 if (randint1(1000) < v || one_in_(16))
2684 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2688 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2689 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2691 else if (one_in_(2))
2693 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2697 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2700 if (p_ptr->special_defense & KATA_MASK)
2702 msg_print(_("型が崩れた。", "Your posture gets loose."));
2703 p_ptr->special_defense &= ~(KATA_MASK);
2704 p_ptr->update |= (PU_BONUS);
2705 p_ptr->update |= (PU_MONSTERS);
2706 p_ptr->redraw |= (PR_STATE);
2707 p_ptr->redraw |= (PR_STATUS);
2708 p_ptr->action = ACTION_NONE;
2712 if (p_ptr->concent) reset_concentration(TRUE);
2715 if (hex_spelling_any()) stop_hex_spell_all();
2721 else if (new_aux < old_aux)
2723 /* Describe the state */
2728 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2730 if (disturb_state) disturb(FALSE, FALSE);
2741 if (!notice) return (FALSE);
2743 if (disturb_state) disturb(FALSE, FALSE);
2744 p_ptr->update |= (PU_BONUS);
2746 /* Redraw the "stun" */
2747 p_ptr->redraw |= (PR_STUN);
2754 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2756 * @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。
2758 * Note the special code to only notice "range" changes.
2760 bool set_cut(TIME_EFFECT v)
2762 int old_aux, new_aux;
2763 bool notice = FALSE;
2764 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2766 if (p_ptr->is_dead) return FALSE;
2768 if ((p_ptr->prace == RACE_GOLEM ||
2769 p_ptr->prace == RACE_SKELETON ||
2770 p_ptr->prace == RACE_SPECTRE ||
2771 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2776 if (p_ptr->cut > 1000)
2782 else if (p_ptr->cut > 200)
2788 else if (p_ptr->cut > 100)
2794 else if (p_ptr->cut > 50)
2800 else if (p_ptr->cut > 25)
2806 else if (p_ptr->cut > 10)
2812 else if (p_ptr->cut > 0)
2872 if (new_aux > old_aux)
2874 /* Describe the state */
2878 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2881 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2884 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2887 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2890 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2893 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;
2896 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;
2901 if (randint1(1000) < v || one_in_(16))
2903 if (!p_ptr->sustain_chr)
2905 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2912 else if (new_aux < old_aux)
2914 /* Describe the state */
2919 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");
2921 if (disturb_state) disturb(FALSE, FALSE);
2932 if (!notice) return (FALSE);
2934 if (disturb_state) disturb(FALSE, FALSE);
2935 p_ptr->update |= (PU_BONUS);
2937 /* Redraw the "cut" */
2938 p_ptr->redraw |= (PR_CUT);
2944 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2946 * @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。
2948 * Set "", notice observable changes\n
2950 * The "p_ptr->food" variable can get as large as 20000, allowing the
2951 * addition of the most "filling" item, Elvish Waybread, which adds
2952 * 7500 food units, without overflowing the 32767 maximum limit.\n
2954 * Perhaps we should disturb the player with various messages,
2955 * especially messages about hunger status changes. \n
2957 * Digestion of food is handled in "dungeon.c", in which, normally,
2958 * the player digests about 20 food units per 100 game turns, more
2959 * when "fast", more when "regenerating", less with "slow digestion",
2960 * but when the player is "gorged", he digests 100 food units per 10
2961 * game turns, or a full 1000 food units per 100 game turns.\n
2963 * Note that the player's speed is reduced by 10 units while gorged,
2964 * so if the player eats a single food ration (5000 food units) when
2965 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2966 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2967 * affecting the player speed).\n
2969 bool set_food(TIME_EFFECT v)
2971 int old_aux, new_aux;
2973 bool notice = FALSE;
2974 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2976 /* Fainting / Starving */
2977 if (p_ptr->food < PY_FOOD_FAINT)
2983 else if (p_ptr->food < PY_FOOD_WEAK)
2989 else if (p_ptr->food < PY_FOOD_ALERT)
2995 else if (p_ptr->food < PY_FOOD_FULL)
3001 else if (p_ptr->food < PY_FOOD_MAX)
3012 /* Fainting / Starving */
3013 if (v < PY_FOOD_FAINT)
3019 else if (v < PY_FOOD_WEAK)
3025 else if (v < PY_FOOD_ALERT)
3031 else if (v < PY_FOOD_FULL)
3037 else if (v < PY_FOOD_MAX)
3048 if (old_aux < 1 && new_aux > 0)
3049 chg_virtue(V_PATIENCE, 2);
3050 else if (old_aux < 3 && (old_aux != new_aux))
3051 chg_virtue(V_PATIENCE, 1);
3053 chg_virtue(V_TEMPERANCE, 1);
3055 chg_virtue(V_TEMPERANCE, -1);
3058 if (new_aux > old_aux)
3060 /* Describe the state */
3064 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3067 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3070 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3073 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3077 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3078 chg_virtue(V_HARMONY, -1);
3079 chg_virtue(V_PATIENCE, -1);
3080 chg_virtue(V_TEMPERANCE, -2);
3090 else if (new_aux < old_aux)
3092 /* Describe the state */
3095 /* Fainting / Starving */
3096 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;
3099 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3102 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3105 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3108 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3111 if (p_ptr->wild_mode && (new_aux < 2))
3123 /* Nothing to notice */
3124 if (!notice) return (FALSE);
3126 if (disturb_state) disturb(FALSE, FALSE);
3127 p_ptr->update |= (PU_BONUS);
3130 p_ptr->redraw |= (PR_HUNGER);
3136 * @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-
3137 * @param stat 上昇させるステータスID
3138 * @return 実際に上昇した場合TRUEを返す。
3140 * Note that this function (used by stat potions) now restores\n
3141 * the stat BEFORE increasing it.\n
3143 bool inc_stat(int stat)
3145 BASE_STATUS value, gain;
3147 /* Then augment the current/max stat */
3148 value = p_ptr->stat_cur[stat];
3150 /* Cannot go above 18/100 */
3151 if (value < p_ptr->stat_max_max[stat])
3153 /* Gain one (sometimes two) points */
3156 gain = ((randint0(100) < 75) ? 1 : 2);
3160 /* Gain 1/6 to 1/3 of distance to 18/100 */
3161 else if (value < (p_ptr->stat_max_max[stat]-2))
3163 /* Approximate gain value */
3164 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3167 if (gain < 1) gain = 1;
3169 /* Apply the bonus */
3170 value += randint1(gain) + gain / 2;
3173 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3176 /* Gain one point at a time */
3182 /* Save the new value */
3183 p_ptr->stat_cur[stat] = value;
3185 /* Bring up the maximum too */
3186 if (value > p_ptr->stat_max[stat])
3188 p_ptr->stat_max[stat] = value;
3190 p_ptr->update |= (PU_BONUS);
3196 /* Nothing to gain */
3201 * @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.
3202 * @param stat 減少させるステータスID
3203 * @param amount 減少させる基本量
3204 * @param permanent TRUEならば現在の最大値を減少させる
3205 * @return 実際に減少した場合TRUEを返す。
3208 * Amount could be a little higher in extreme cases to mangle very high\n
3209 * stats from massive assaults. -CWS\n
3211 * Note that "permanent" means that the *given* amount is permanent,\n
3212 * not that the new value becomes permanent. This may not work exactly\n
3213 * as expected, due to "weirdness" in the algorithm, but in general,\n
3214 * if your stat is already drained, the "max" value will not drop all\n
3215 * the way down to the "cur" value.\n
3217 bool dec_stat(int stat, int amount, int permanent)
3219 BASE_STATUS cur, max;
3224 /* Acquire current value */
3225 cur = p_ptr->stat_cur[stat];
3226 max = p_ptr->stat_max[stat];
3228 /* Note when the values are identical */
3229 same = (cur == max);
3231 /* Damage "current" value */
3234 /* Handle "low" values */
3237 if (amount > 90) cur--;
3238 if (amount > 50) cur--;
3239 if (amount > 20) cur--;
3243 /* Handle "high" values */
3246 /* Hack -- Decrement by a random amount between one-quarter */
3247 /* and one-half of the stat bonus times the percentage, with a */
3248 /* minimum damage of half the percentage. -CWS */
3249 loss = (((cur-18) / 2 + 1) / 2 + 1);
3252 if (loss < 1) loss = 1;
3254 /* Randomize the loss */
3255 loss = ((randint1(loss) + loss) * amount) / 100;
3258 if (loss < amount/2) loss = amount/2;
3260 /* Lose some points */
3263 /* Hack -- Only reduce stat to 17 sometimes */
3264 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3267 /* Prevent illegal values */
3268 if (cur < 3) cur = 3;
3270 /* Something happened */
3271 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3274 /* Damage "max" value */
3275 if (permanent && (max > 3))
3277 chg_virtue(V_SACRIFICE, 1);
3278 if (stat == A_WIS || stat == A_INT)
3279 chg_virtue(V_ENLIGHTEN, -2);
3281 /* Handle "low" values */
3284 if (amount > 90) max--;
3285 if (amount > 50) max--;
3286 if (amount > 20) max--;
3290 /* Handle "high" values */
3293 /* Hack -- Decrement by a random amount between one-quarter */
3294 /* and one-half of the stat bonus times the percentage, with a */
3295 /* minimum damage of half the percentage. -CWS */
3296 loss = (((max-18) / 2 + 1) / 2 + 1);
3297 loss = ((randint1(loss) + loss) * amount) / 100;
3298 if (loss < amount/2) loss = amount/2;
3300 /* Lose some points */
3303 /* Hack -- Only reduce stat to 17 sometimes */
3304 if (max < 18) max = (amount <= 20) ? 18 : 17;
3307 /* Hack -- keep it clean */
3308 if (same || (max < cur)) max = cur;
3310 /* Something happened */
3311 if (max != p_ptr->stat_max[stat]) res = TRUE;
3317 /* Actually set the stat to its new value. */
3318 p_ptr->stat_cur[stat] = cur;
3319 p_ptr->stat_max[stat] = max;
3321 p_ptr->redraw |= (PR_STATS);
3322 p_ptr->update |= (PU_BONUS);
3330 * @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.
3331 * @param stat 回復ステータスID
3332 * @return 実際に回復した場合TRUEを返す。
3334 bool res_stat(int stat)
3336 /* Restore if needed */
3337 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3339 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3340 p_ptr->update |= (PU_BONUS);
3341 p_ptr->redraw |= (PR_STATS);
3347 /* Nothing to restore */
3353 * Increase players hit points, notice effects
3355 bool hp_player(int num)
3358 vir = virtue_number(V_VITALITY);
3360 if(num <= 0) return (FALSE);
3364 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3366 /* Healing needed */
3367 if (p_ptr->chp < p_ptr->mhp)
3369 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3370 chg_virtue(V_TEMPERANCE, 1);
3371 /* Gain hitpoints */
3374 /* Enforce maximum */
3375 if (p_ptr->chp >= p_ptr->mhp)
3377 p_ptr->chp = p_ptr->mhp;
3378 p_ptr->chp_frac = 0;
3381 p_ptr->redraw |= (PR_HP);
3383 p_ptr->window |= (PW_PLAYER);
3388 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3394 msg_print(_("気分が良くなった。", "You feel better."));
3400 msg_print(_("とても気分が良くなった。", "You feel much better."));
3406 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3418 * Array of stat "descriptions"
3420 static concptr desc_stat_pos[] =
3425 _("器用に", "dextrous"),
3426 _("健康に", "healthy"),
3432 * Array of stat "descriptions"
3434 static concptr desc_stat_neg[] =
3439 _("不器用に", "clumsy"),
3440 _("不健康に", "sickly"),
3448 bool do_dec_stat(int stat)
3452 /* Access the "sustain" */
3455 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3456 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3457 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3458 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3459 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3460 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3464 if (sust && (!ironman_nightmare || randint0(13)))
3466 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."),
3467 desc_stat_neg[stat]);
3473 /* Attempt to reduce the stat */
3474 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3476 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3482 /* Nothing obvious */
3488 * Restore lost "points" in a stat
3490 bool do_res_stat(int stat)
3492 /* Attempt to increase */
3495 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3500 /* Nothing obvious */
3506 * Gain a "point" in a stat
3508 bool do_inc_stat(int stat)
3512 /* Restore strength */
3513 res = res_stat(stat);
3515 /* Attempt to increase */
3520 chg_virtue(V_ENLIGHTEN, 1);
3521 chg_virtue(V_FAITH, 1);
3523 else if (stat == A_INT)
3525 chg_virtue(V_KNOWLEDGE, 1);
3526 chg_virtue(V_ENLIGHTEN, 1);
3528 else if (stat == A_CON)
3529 chg_virtue(V_VITALITY, 1);
3531 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3536 /* Restoration worked */
3539 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3544 /* Nothing obvious */
3550 * Restores any drained experience
3552 bool restore_level(void)
3554 /* Restore experience */
3555 if (p_ptr->exp < p_ptr->max_exp)
3557 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3559 /* Restore the experience */
3560 p_ptr->exp = p_ptr->max_exp;
3562 /* Check the experience */
3576 bool lose_all_info(void)
3580 chg_virtue(V_KNOWLEDGE, -5);
3581 chg_virtue(V_ENLIGHTEN, -5);
3583 /* Forget info about objects */
3584 for (i = 0; i < INVEN_TOTAL; i++)
3586 object_type *o_ptr = &inventory[i];
3588 /* Skip non-objects */
3589 if (!o_ptr->k_idx) continue;
3591 /* Allow "protection" by the MENTAL flag */
3592 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3594 /* Remove "default inscriptions" */
3595 o_ptr->feeling = FEEL_NONE;
3597 /* Hack -- Clear the "empty" flag */
3598 o_ptr->ident &= ~(IDENT_EMPTY);
3600 /* Hack -- Clear the "known" flag */
3601 o_ptr->ident &= ~(IDENT_KNOWN);
3603 /* Hack -- Clear the "felt" flag */
3604 o_ptr->ident &= ~(IDENT_SENSE);
3606 p_ptr->update |= (PU_BONUS);
3607 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3609 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3611 /* Mega-Hack -- Forget the map */
3619 void do_poly_wounds(void)
3621 /* Changed to always provide at least _some_ healing */
3622 s16b wounds = p_ptr->cut;
3623 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3624 s16b change = damroll(p_ptr->lev, 5);
3625 bool Nasty_effect = one_in_(5);
3627 if (!(wounds || hit_p || Nasty_effect)) return;
3629 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3633 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3634 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3639 set_cut(p_ptr->cut - (change / 2));
3645 * Change player race
3647 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3649 concptr title = race_info[new_race].title;
3650 int old_race = p_ptr->prace;
3653 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3655 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3658 chg_virtue(V_CHANCE, 2);
3660 if (p_ptr->prace < 32)
3662 p_ptr->old_race1 |= 1L << p_ptr->prace;
3666 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3668 p_ptr->prace = new_race;
3669 rp_ptr = &race_info[p_ptr->prace];
3671 /* Experience factor */
3672 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3675 * The speed bonus of Klackons and Sprites are disabled
3676 * and the experience penalty is decreased.
3678 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)))
3679 p_ptr->expfact -= 15;
3681 /* Get character's height and weight */
3682 get_height_weight();
3685 if (p_ptr->pclass == CLASS_SORCERER)
3686 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3688 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3692 /* The experience level may be modified */
3695 p_ptr->redraw |= (PR_BASIC);
3697 p_ptr->update |= (PU_BONUS);
3701 /* Load an autopick preference file */
3702 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3704 /* Player's graphic tile may change */
3705 lite_spot(p_ptr->y, p_ptr->x);
3709 void do_poly_self(void)
3711 int power = p_ptr->lev;
3713 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3714 chg_virtue(V_CHANCE, 1);
3716 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3718 char effect_msg[80] = "";
3719 CHARACTER_IDX new_race;
3721 /* Some form of racial polymorph... */
3724 if ((power > randint0(5)) && one_in_(4))
3729 if (p_ptr->psex == SEX_MALE)
3731 p_ptr->psex = SEX_FEMALE;
3732 sp_ptr = &sex_info[p_ptr->psex];
3733 sprintf(effect_msg, _("女性の", "female "));
3737 p_ptr->psex = SEX_MALE;
3738 sp_ptr = &sex_info[p_ptr->psex];
3739 sprintf(effect_msg, _("男性の", "male "));
3743 if ((power > randint0(30)) && one_in_(5))
3747 /* Harmful deformity */
3754 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3760 /* Deformities are discriminated against! */
3761 (void)dec_stat(A_CHR, randint1(6), TRUE);
3766 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3767 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3771 sprintf(effect_msg,_("奇形の", "deformed "));
3775 while ((power > randint0(20)) && one_in_(10))
3777 /* Polymorph into a less mutated form */
3780 if (!lose_mutation(0))
3781 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3786 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3788 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3790 change_race(new_race, effect_msg);
3793 if ((power > randint0(30)) && one_in_(6))
3799 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");
3803 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3808 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!"));
3809 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3815 if ((power > randint0(20)) && one_in_(4))
3823 while ((power > randint0(15)) && one_in_(3))
3826 (void)gain_random_mutation(0);
3829 if (power > randint0(5))
3835 /* Note: earlier deductions may have left power < 0 already. */
3845 * Decreases players hit points and sets death flag if necessary
3847 * Invulnerability needs to be changed into a "shield"
3849 * Hack -- this function allows the user to save (or quit)
3850 * the game when he dies, since the "You die." message is shown before
3851 * setting the player to "dead".
3854 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3856 int old_chp = p_ptr->chp;
3858 char death_message[1024];
3861 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3864 if (p_ptr->is_dead) return 0;
3866 if (p_ptr->sutemi) damage *= 2;
3867 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3869 if (easy_band) damage = (damage+1)/2;
3871 if (damage_type != DAMAGE_USELIFE)
3873 disturb(TRUE, TRUE);
3880 if (monspell >= 0) learn_spell(monspell);
3882 /* Mega-Hack -- Apply "invulnerability" */
3883 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3885 if (IS_INVULN() && (damage < 9000))
3887 if (damage_type == DAMAGE_FORCE)
3889 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3891 else if (one_in_(PENETRATE_INVULNERABILITY))
3893 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3901 if (CHECK_MULTISHADOW())
3903 if (damage_type == DAMAGE_FORCE)
3905 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3907 else if (damage_type == DAMAGE_ATTACK)
3909 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!"));
3914 if (p_ptr->wraith_form)
3916 if (damage_type == DAMAGE_FORCE)
3918 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3923 if ((damage == 0) && one_in_(2)) damage = 1;
3927 if (p_ptr->special_defense & KATA_MUSOU)
3930 if ((damage == 0) && one_in_(2)) damage = 1;
3932 } /* not if LOSELIFE USELIFE */
3934 /* Hurt the player */
3935 p_ptr->chp -= damage;
3936 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3938 damage += p_ptr->chp;
3942 /* Display the hitpoints */
3943 p_ptr->redraw |= (PR_HP);
3945 p_ptr->window |= (PW_PLAYER);
3947 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3949 chg_virtue(V_SACRIFICE, 1);
3950 chg_virtue(V_CHANCE, 2);
3956 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3958 #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 */
3960 if(!save_player()) msg_print("セーブ失敗!");
3965 chg_virtue(V_SACRIFICE, 10);
3970 p_ptr->leaving = TRUE;
3973 p_ptr->is_dead = TRUE;
3975 if (p_ptr->inside_arena)
3977 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3978 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3980 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3984 QUEST_IDX q_idx = quest_number(dun_level);
3985 bool seppuku = streq(hit_from, "Seppuku");
3986 bool winning_seppuku = p_ptr->total_winner && seppuku;
3988 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3991 /* Make screen dump */
3992 screen_dump = make_screen_dump();
3995 /* Note cause of death */
3998 strcpy(p_ptr->died_from, hit_from);
4000 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4007 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);
4009 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4011 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4014 /* No longer a winner */
4015 p_ptr->total_winner = FALSE;
4017 if (winning_seppuku)
4019 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4025 if (p_ptr->inside_arena)
4026 strcpy(buf,_("アリーナ", "in the Arena"));
4027 else if (!dun_level)
4028 strcpy(buf,_("地上", "on the surface"));
4029 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4030 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4031 strcpy(buf,_("クエスト", "in a quest"));
4033 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4035 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4036 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4039 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4040 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4044 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4046 do_cmd_save_screen();
4051 /* Initialize "last message" buffer */
4052 if (p_ptr->last_message) string_free(p_ptr->last_message);
4053 p_ptr->last_message = NULL;
4055 /* Hack -- Note death */
4059 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4061 msg_print(android ? "You are broken." : "You die.");
4068 if (winning_seppuku)
4070 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4074 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4080 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4082 while (!get_string("Last word: ", death_message, 1024)) ;
4085 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4087 if (death_message[0] == '\0')
4090 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4092 strcpy(death_message, android ? "You are broken." : "You die.");
4095 else p_ptr->last_message = string_make(death_message);
4098 if (winning_seppuku)
4103 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4104 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4111 for (i = 0; i < 40; i++)
4112 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4114 str = death_message;
4115 if (strncmp(str, "「", 2) == 0) str += 2;
4117 str2 = my_strstr(str, "」");
4118 if (str2 != NULL) *str2 = '\0';
4123 str2 = my_strstr(str, " ");
4124 if (str2 == NULL) len = strlen(str);
4125 else len = str2 - str;
4129 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4131 if (str2 == NULL) break;
4135 if (*str == 0) break;
4139 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4143 /* Make screen dump */
4144 screen_dump = make_screen_dump();
4147 /* Wait a key press */
4152 msg_print(death_message);
4162 /* Hitpoint warning */
4163 if (p_ptr->chp < warning)
4165 /* Hack -- bell on first notice */
4166 if (old_chp > warning) bell();
4170 if (record_danger && (old_chp > warning))
4172 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4173 hit_from = _("何か", "something");
4175 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4176 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4181 /* stop auto_more even if DAMAGE_USELIFE */
4185 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4189 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4200 void gain_exp_64(s32b amount, u32b amount_frac)
4202 if (p_ptr->is_dead) return;
4204 if (p_ptr->prace == RACE_ANDROID) return;
4206 /* Gain some experience */
4207 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4209 /* Slowly recover from experience drainage */
4210 if (p_ptr->exp < p_ptr->max_exp)
4212 /* Gain max experience (20%) (was 10%) */
4213 p_ptr->max_exp += amount / 5;
4216 /* Check Experience */
4224 void gain_exp(s32b amount)
4226 gain_exp_64(amount, 0L);
4230 void calc_android_exp(void)
4234 if (p_ptr->is_dead) return;
4236 if (p_ptr->prace != RACE_ANDROID) return;
4238 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4240 object_type *o_ptr = &inventory[i];
4242 object_type *q_ptr = &forge;
4244 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4246 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4247 if (!o_ptr->k_idx) continue;
4250 object_copy(q_ptr, o_ptr);
4251 q_ptr->discount = 0;
4252 q_ptr->curse_flags = 0L;
4254 if (object_is_fixed_artifact(o_ptr))
4256 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4257 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4259 else if (object_is_ego(o_ptr))
4261 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4263 else if (o_ptr->art_name)
4265 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4268 if (!object_is_weapon_ammo(o_ptr))
4271 if (total_flags < 15000) fake_level = 10;
4272 else if (total_flags < 35000) fake_level = 25;
4273 else fake_level = 40;
4278 if (total_flags < 20000) fake_level = 10;
4279 else if (total_flags < 45000) fake_level = 25;
4280 else fake_level = 40;
4283 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4286 value = object_value_real(q_ptr);
4288 if (value <= 0) continue;
4289 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4290 if (value > 5000000L) value = 5000000L;
4291 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4293 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4294 (o_ptr->tval == TV_DRAG_ARMOR) ||
4295 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4296 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4297 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4298 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4299 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4301 if (level > 65) level = 35 + (level - 65) / 5;
4302 else if (level > 35) level = 25 + (level - 35) / 3;
4303 else if (level > 15) level = 15 + (level - 15) / 2;
4304 exp = MIN(100000L, value) / 2 * level * level;
4305 if (value > 100000L)
4306 exp += (value - 100000L) / 8 * level * level;
4310 exp = MIN(100000L, value) * level;
4311 if (value > 100000L)
4312 exp += (value - 100000L) / 4 * level;
4314 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4315 else total_exp += exp / 16;
4316 if (i == INVEN_BODY) total_exp += exp / 32;
4318 p_ptr->exp = p_ptr->max_exp = total_exp;
4320 /* Check Experience */
4328 void lose_exp(s32b amount)
4330 if (p_ptr->prace == RACE_ANDROID) return;
4332 /* Never drop below zero experience */
4333 if (amount > p_ptr->exp) amount = p_ptr->exp;
4335 /* Lose some experience */
4336 p_ptr->exp -= amount;
4338 /* Check Experience */
4345 * If resisted to draining, return FALSE
4347 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4349 /* Androids and their mimics are never drained */
4350 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4352 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4354 /* Hold experience */
4355 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4359 /* Hold experience failed */
4360 if (p_ptr->hold_exp)
4362 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4367 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!"));
4375 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4377 bool notice = FALSE;
4378 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4380 if (p_ptr->is_dead) return FALSE;
4385 if (p_ptr->ult_res && !do_dec)
4387 if (p_ptr->ult_res > v) return FALSE;
4389 else if (!p_ptr->ult_res)
4391 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!"));
4401 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"));
4408 p_ptr->redraw |= (PR_STATUS);
4410 /* Nothing to notice */
4411 if (!notice) return (FALSE);
4413 if (disturb_state) disturb(FALSE, FALSE);
4414 p_ptr->update |= (PU_BONUS);
4419 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4421 bool notice = FALSE;
4422 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4424 if (p_ptr->is_dead) return FALSE;
4429 if (p_ptr->tim_res_nether && !do_dec)
4431 if (p_ptr->tim_res_nether > v) return FALSE;
4433 else if (!p_ptr->tim_res_nether)
4435 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4443 if (p_ptr->tim_res_nether)
4445 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"));
4451 p_ptr->tim_res_nether = v;
4452 p_ptr->redraw |= (PR_STATUS);
4454 /* Nothing to notice */
4455 if (!notice) return (FALSE);
4457 if (disturb_state) disturb(FALSE, FALSE);
4458 p_ptr->update |= (PU_BONUS);
4463 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4465 bool notice = FALSE;
4466 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4468 if (p_ptr->is_dead) return FALSE;
4473 if (p_ptr->tim_res_time && !do_dec)
4475 if (p_ptr->tim_res_time > v) return FALSE;
4477 else if (!p_ptr->tim_res_time)
4479 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!"));
4487 if (p_ptr->tim_res_time)
4489 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"));
4495 p_ptr->tim_res_time = v;
4496 p_ptr->redraw |= (PR_STATUS);
4498 /* Nothing to notice */
4499 if (!notice) return (FALSE);
4501 if (disturb_state) disturb(FALSE, FALSE);
4502 p_ptr->update |= (PU_BONUS);
4509 * Choose a warrior-mage elemental attack. -LM-
4511 bool choose_ele_attack(void)
4517 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4519 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."));
4524 num = (p_ptr->lev - 20) / 5;
4525 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4528 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4533 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4538 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4543 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4552 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4556 if ((choice == 'a') || (choice == 'A'))
4557 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4558 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4559 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4560 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4561 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4562 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4563 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4564 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4565 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4568 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4578 * Choose a elemental immune. -LM-
4580 bool choose_ele_immune(TIME_EFFECT immune_turn)
4585 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4586 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4587 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4588 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4596 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4600 if ((choice == 'a') || (choice == 'A'))
4601 set_ele_immune(DEFENSE_FIRE, immune_turn);
4602 else if ((choice == 'b') || (choice == 'B'))
4603 set_ele_immune(DEFENSE_COLD, immune_turn);
4604 else if ((choice == 'c') || (choice == 'C'))
4605 set_ele_immune(DEFENSE_ACID, immune_turn);
4606 else if ((choice == 'd') || (choice == 'D'))
4607 set_ele_immune(DEFENSE_ELEC, immune_turn);
4610 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));