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
18 * @brief プレイヤーの継続行動を設定する。
19 * @param typ 継続行動のID\n
20 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
23 void set_action(ACTION_IDX typ)
25 int prev_typ = p_ptr->action;
37 msg_print(_("探索をやめた。", "You no longer walk carefully."));
38 p_ptr->redraw |= (PR_SPEED);
48 msg_print(_("学習をやめた。", "You stop Learning"));
54 msg_print(_("構えをといた。", "You stop assuming the posture."));
55 p_ptr->special_defense &= ~(KAMAE_MASK);
60 msg_print(_("型を崩した。", "You stop assuming the posture."));
61 p_ptr->special_defense &= ~(KATA_MASK);
62 p_ptr->update |= (PU_MONSTERS);
63 p_ptr->redraw |= (PR_STATUS);
68 msg_print(_("歌うのをやめた。", "You stop singing."));
73 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
74 p_ptr->energy_use = 100;
79 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
87 /* If we are requested other action, stop singing */
88 if (prev_typ == ACTION_SING) stop_singing();
89 if (prev_typ == ACTION_SPELL) stop_hex_spell();
91 switch (p_ptr->action)
95 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
96 p_ptr->redraw |= (PR_SPEED);
101 msg_print(_("学習を始めた。", "You begin Learning"));
106 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
109 case ACTION_HAYAGAKE:
111 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
120 /* Recalculate bonuses */
121 p_ptr->update |= (PU_BONUS);
123 /* Redraw the state */
124 p_ptr->redraw |= (PR_STATE);
128 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
131 void reset_tim_flags(void)
133 p_ptr->fast = 0; /* Timed -- Fast */
134 p_ptr->lightspeed = 0;
135 p_ptr->slow = 0; /* Timed -- Slow */
136 p_ptr->blind = 0; /* Timed -- Blindness */
137 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
138 p_ptr->confused = 0; /* Timed -- Confusion */
139 p_ptr->afraid = 0; /* Timed -- Fear */
140 p_ptr->image = 0; /* Timed -- Hallucination */
141 p_ptr->poisoned = 0; /* Timed -- Poisoned */
142 p_ptr->cut = 0; /* Timed -- Cut */
143 p_ptr->stun = 0; /* Timed -- Stun */
145 p_ptr->protevil = 0; /* Timed -- Protection */
146 p_ptr->invuln = 0; /* Timed -- Invulnerable */
148 p_ptr->hero = 0; /* Timed -- Heroism */
149 p_ptr->shero = 0; /* Timed -- Super Heroism */
150 p_ptr->shield = 0; /* Timed -- Shield Spell */
151 p_ptr->blessed = 0; /* Timed -- Blessed */
152 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
153 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
154 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
155 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
157 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
158 p_ptr->tim_levitation = 0;
159 p_ptr->tim_sh_touki = 0;
160 p_ptr->tim_sh_fire = 0;
161 p_ptr->tim_sh_holy = 0;
162 p_ptr->tim_eyeeye = 0;
164 p_ptr->resist_magic = 0;
167 p_ptr->tim_res_nether = 0;
168 p_ptr->tim_res_time = 0;
169 p_ptr->tim_mimic = 0;
170 p_ptr->mimic_form = 0;
171 p_ptr->tim_reflect = 0;
172 p_ptr->multishadow = 0;
174 p_ptr->action = ACTION_NONE;
177 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
178 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
179 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
180 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
181 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
183 p_ptr->word_recall = 0;
184 p_ptr->alter_reality = 0;
185 p_ptr->sutemi = FALSE;
186 p_ptr->counter = FALSE;
187 p_ptr->ele_attack = 0;
188 p_ptr->ele_immune = 0;
189 p_ptr->special_attack = 0L;
190 p_ptr->special_defense = 0L;
192 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
193 world_player = FALSE;
195 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
196 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
197 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
201 (void)set_monster_fast(p_ptr->riding, 0);
202 (void)set_monster_slow(p_ptr->riding, 0);
203 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
206 if (p_ptr->pclass == CLASS_BARD)
208 SINGING_SONG_EFFECT(p_ptr) = 0;
209 SINGING_SONG_ID(p_ptr) = 0;
214 * @brief プレイヤーに魔力消去効果を与える。
217 void dispel_player(void)
219 (void)set_fast(0, TRUE);
220 (void)set_lightspeed(0, TRUE);
221 (void)set_slow(0, TRUE);
222 (void)set_shield(0, TRUE);
223 (void)set_blessed(0, TRUE);
224 (void)set_tsuyoshi(0, TRUE);
225 (void)set_hero(0, TRUE);
226 (void)set_shero(0, TRUE);
227 (void)set_protevil(0, TRUE);
228 (void)set_invuln(0, TRUE);
229 (void)set_wraith_form(0, TRUE);
230 (void)set_kabenuke(0, TRUE);
231 (void)set_tim_res_nether(0, TRUE);
232 (void)set_tim_res_time(0, TRUE);
234 (void)set_tim_reflect(0,TRUE);
235 (void)set_multishadow(0,TRUE);
236 (void)set_dustrobe(0,TRUE);
238 (void)set_tim_invis(0, TRUE);
239 (void)set_tim_infra(0, TRUE);
240 (void)set_tim_esp(0, TRUE);
241 (void)set_tim_regen(0, TRUE);
242 (void)set_tim_stealth(0, TRUE);
243 (void)set_tim_levitation(0, TRUE);
244 (void)set_tim_sh_touki(0, TRUE);
245 (void)set_tim_sh_fire(0, TRUE);
246 (void)set_tim_sh_holy(0, TRUE);
247 (void)set_tim_eyeeye(0, TRUE);
248 (void)set_magicdef(0, TRUE);
249 (void)set_resist_magic(0, TRUE);
250 (void)set_oppose_acid(0, TRUE);
251 (void)set_oppose_elec(0, TRUE);
252 (void)set_oppose_fire(0, TRUE);
253 (void)set_oppose_cold(0, TRUE);
254 (void)set_oppose_pois(0, TRUE);
255 (void)set_ultimate_res(0, TRUE);
256 (void)set_mimic(0, 0, TRUE);
257 (void)set_ele_attack(0, 0);
258 (void)set_ele_immune(0, 0);
260 /* Cancel glowing hands */
261 if (p_ptr->special_attack & ATTACK_CONFUSE)
263 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
264 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
267 if (music_singing_any() || hex_spelling_any())
269 cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
270 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
271 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
272 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
273 p_ptr->action = ACTION_NONE;
275 /* Recalculate bonuses */
276 p_ptr->update |= (PU_BONUS | PU_HP);
278 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
280 /* Update monsters */
281 p_ptr->update |= (PU_MONSTERS);
283 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
285 p_ptr->energy_need += ENERGY_NEED();
291 * @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
294 * @param do_dec 現在の継続時間より長い値のみ上書きする
295 * @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。
297 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
301 /* Hack -- Force good values */
302 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
304 if (p_ptr->is_dead) return FALSE;
309 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
311 if (p_ptr->tim_mimic > v) return FALSE;
313 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
315 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
316 p_ptr->mimic_form = p;
324 if (p_ptr->tim_mimic)
326 msg_print(_("変身が解けた。", "You are no longer transformed."));
327 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
335 p_ptr->tim_mimic = v;
337 /* Nothing to notice */
341 if (disturb_state) disturb(FALSE, TRUE);
344 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
346 /* Recalculate bonuses */
347 p_ptr->update |= (PU_BONUS | PU_HP);
354 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
356 * @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。
358 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
359 * memorize any terrain features which suddenly become "visible".\n
360 * Note that blindness is currently the only thing which can affect\n
361 * "player_can_see_bold()".\n
363 bool set_blind(TIME_EFFECT v)
367 /* Hack -- Force good values */
368 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
370 if (p_ptr->is_dead) return FALSE;
377 if (p_ptr->prace == RACE_ANDROID)
379 msg_print(_("センサーをやられた!", "You are blind!"));
383 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
387 chg_virtue(V_ENLIGHTEN, -1);
396 if (p_ptr->prace == RACE_ANDROID)
398 msg_print(_("センサーが復旧した。", "You can see again."));
402 msg_print(_("やっと目が見えるようになった。", "You can see again."));
412 /* Redraw status bar */
413 p_ptr->redraw |= (PR_STATUS);
415 /* Nothing to notice */
416 if (!notice) return (FALSE);
418 if (disturb_state) disturb(FALSE, FALSE);
420 /* Fully update the visuals */
421 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
423 p_ptr->redraw |= (PR_MAP);
425 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
432 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
434 * @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。
436 bool set_confused(TIME_EFFECT v)
440 /* Hack -- Force good values */
441 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
443 if (p_ptr->is_dead) return FALSE;
448 if (!p_ptr->confused)
450 msg_print(_("あなたは混乱した!", "You are confused!"));
452 if (p_ptr->action == ACTION_LEARN)
454 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
457 p_ptr->redraw |= (PR_STATE);
458 p_ptr->action = ACTION_NONE;
460 if (p_ptr->action == ACTION_KAMAE)
462 msg_print(_("構えがとけた。", "Your posture gets loose."));
463 p_ptr->special_defense &= ~(KAMAE_MASK);
464 p_ptr->update |= (PU_BONUS);
465 p_ptr->redraw |= (PR_STATE);
466 p_ptr->action = ACTION_NONE;
468 else if (p_ptr->action == ACTION_KATA)
470 msg_print(_("型が崩れた。", "Your posture gets loose."));
471 p_ptr->special_defense &= ~(KATA_MASK);
472 p_ptr->update |= (PU_BONUS);
473 p_ptr->update |= (PU_MONSTERS);
474 p_ptr->redraw |= (PR_STATE);
475 p_ptr->redraw |= (PR_STATUS);
476 p_ptr->action = ACTION_NONE;
480 if (p_ptr->concent) reset_concentration(TRUE);
483 if (hex_spelling_any()) stop_hex_spell_all();
486 p_ptr->counter = FALSE;
487 chg_virtue(V_HARMONY, -1);
496 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
497 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
505 /* Redraw status bar */
506 p_ptr->redraw |= (PR_STATUS);
508 /* Nothing to notice */
509 if (!notice) return (FALSE);
511 if (disturb_state) disturb(FALSE, FALSE);
518 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
520 * @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。
522 bool set_poisoned(TIME_EFFECT v)
526 /* Hack -- Force good values */
527 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
529 if (p_ptr->is_dead) return FALSE;
534 if (!p_ptr->poisoned)
536 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
546 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
554 /* Redraw status bar */
555 p_ptr->redraw |= (PR_STATUS);
557 /* Nothing to notice */
558 if (!notice) return (FALSE);
560 if (disturb_state) disturb(FALSE, FALSE);
567 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
569 * @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。
571 bool set_afraid(TIME_EFFECT v)
575 /* Hack -- Force good values */
576 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
578 if (p_ptr->is_dead) return FALSE;
585 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
587 if (p_ptr->special_defense & KATA_MASK)
589 msg_print(_("型が崩れた。", "Your posture gets loose."));
590 p_ptr->special_defense &= ~(KATA_MASK);
591 p_ptr->update |= (PU_BONUS);
592 p_ptr->update |= (PU_MONSTERS);
593 p_ptr->redraw |= (PR_STATE);
594 p_ptr->redraw |= (PR_STATUS);
595 p_ptr->action = ACTION_NONE;
599 p_ptr->counter = FALSE;
600 chg_virtue(V_VALOUR, -1);
609 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
617 /* Redraw status bar */
618 p_ptr->redraw |= (PR_STATUS);
620 /* Nothing to notice */
621 if (!notice) return (FALSE);
623 if (disturb_state) disturb(FALSE, FALSE);
629 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
631 * @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。
633 bool set_paralyzed(TIME_EFFECT v)
637 /* Hack -- Force good values */
638 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
640 if (p_ptr->is_dead) return FALSE;
645 if (!p_ptr->paralyzed)
647 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
649 if (p_ptr->concent) reset_concentration(TRUE);
652 if (hex_spelling_any()) stop_hex_spell_all();
654 p_ptr->counter = FALSE;
662 if (p_ptr->paralyzed)
664 msg_print(_("やっと動けるようになった。", "You can move again."));
670 p_ptr->paralyzed = v;
672 /* Redraw status bar */
673 p_ptr->redraw |= (PR_STATUS);
675 /* Nothing to notice */
676 if (!notice) return (FALSE);
678 if (disturb_state) disturb(FALSE, FALSE);
680 /* Redraw the state */
681 p_ptr->redraw |= (PR_STATE);
687 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
689 * @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。
690 * @details Note that we must redraw the map when hallucination changes.
692 bool set_image(TIME_EFFECT v)
696 /* Hack -- Force good values */
697 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
699 if (p_ptr->is_dead) return FALSE;
705 set_tsuyoshi(0, TRUE);
708 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
711 if (p_ptr->concent) reset_concentration(TRUE);
713 p_ptr->counter = FALSE;
723 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."));
731 /* Redraw status bar */
732 p_ptr->redraw |= (PR_STATUS);
734 /* Nothing to notice */
735 if (!notice) return (FALSE);
737 if (disturb_state) disturb(FALSE, TRUE);
739 p_ptr->redraw |= (PR_MAP);
741 /* Update the health bar */
742 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
744 /* Update monsters */
745 p_ptr->update |= (PU_MONSTERS);
747 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
753 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
755 * @param do_dec 現在の継続時間より長い値のみ上書きする
756 * @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。
758 bool set_fast(TIME_EFFECT v, bool do_dec)
762 /* Hack -- Force good values */
763 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
765 if (p_ptr->is_dead) return FALSE;
770 if (p_ptr->fast && !do_dec)
772 if (p_ptr->fast > v) return FALSE;
774 else if (!IS_FAST() && !p_ptr->lightspeed)
776 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
778 chg_virtue(V_PATIENCE, -1);
779 chg_virtue(V_DILIGENCE, 1);
786 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
788 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
796 /* Nothing to notice */
797 if (!notice) return (FALSE);
799 if (disturb_state) disturb(FALSE, FALSE);
801 /* Recalculate bonuses */
802 p_ptr->update |= (PU_BONUS);
808 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
810 * @param do_dec 現在の継続時間より長い値のみ上書きする
811 * @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。
813 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
817 /* Hack -- Force good values */
818 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
820 if (p_ptr->is_dead) return FALSE;
822 if (p_ptr->wild_mode) v = 0;
827 if (p_ptr->lightspeed && !do_dec)
829 if (p_ptr->lightspeed > v) return FALSE;
831 else if (!p_ptr->lightspeed)
833 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
835 chg_virtue(V_PATIENCE, -1);
836 chg_virtue(V_DILIGENCE, 1);
843 if (p_ptr->lightspeed)
845 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
851 p_ptr->lightspeed = v;
853 /* Nothing to notice */
854 if (!notice) return (FALSE);
856 if (disturb_state) disturb(FALSE, FALSE);
858 /* Recalculate bonuses */
859 p_ptr->update |= (PU_BONUS);
865 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
867 * @param do_dec 現在の継続時間より長い値のみ上書きする
868 * @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。
870 bool set_slow(TIME_EFFECT v, bool do_dec)
874 /* Hack -- Force good values */
875 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
877 if (p_ptr->is_dead) return FALSE;
882 if (p_ptr->slow && !do_dec)
884 if (p_ptr->slow > v) return FALSE;
886 else if (!p_ptr->slow)
888 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
898 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
906 /* Nothing to notice */
907 if (!notice) return (FALSE);
909 if (disturb_state) disturb(FALSE, FALSE);
911 /* Recalculate bonuses */
912 p_ptr->update |= (PU_BONUS);
919 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
921 * @param do_dec 現在の継続時間より長い値のみ上書きする
922 * @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。
924 bool set_shield(TIME_EFFECT v, bool do_dec)
928 /* Hack -- Force good values */
929 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
931 if (p_ptr->is_dead) return FALSE;
936 if (p_ptr->shield && !do_dec)
938 if (p_ptr->shield > v) return FALSE;
940 else if (!p_ptr->shield)
942 msg_print(_("肌が石になった。", "Your skin turns to stone."));
952 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
960 /* Redraw status bar */
961 p_ptr->redraw |= (PR_STATUS);
963 /* Nothing to notice */
964 if (!notice) return (FALSE);
966 if (disturb_state) disturb(FALSE, FALSE);
968 /* Recalculate bonuses */
969 p_ptr->update |= (PU_BONUS);
976 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
978 * @param do_dec 現在の継続時間より長い値のみ上書きする
979 * @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。
981 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
985 /* Hack -- Force good values */
986 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
988 if (p_ptr->is_dead) return FALSE;
993 if (p_ptr->tsubureru && !do_dec)
995 if (p_ptr->tsubureru > v) return FALSE;
997 else if (!p_ptr->tsubureru)
999 msg_print(_("横に伸びた。", "Your body expands horizontally."));
1007 if (p_ptr->tsubureru)
1009 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
1015 p_ptr->tsubureru = v;
1017 /* Redraw status bar */
1018 p_ptr->redraw |= (PR_STATUS);
1020 /* Nothing to notice */
1021 if (!notice) return (FALSE);
1023 if (disturb_state) disturb(FALSE, FALSE);
1025 /* Recalculate bonuses */
1026 p_ptr->update |= (PU_BONUS);
1033 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1035 * @param do_dec 現在の継続時間より長い値のみ上書きする
1036 * @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。
1038 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1040 bool notice = FALSE;
1042 /* Hack -- Force good values */
1043 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1045 if (p_ptr->is_dead) return FALSE;
1050 if (p_ptr->magicdef && !do_dec)
1052 if (p_ptr->magicdef > v) return FALSE;
1054 else if (!p_ptr->magicdef)
1056 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."));
1064 if (p_ptr->magicdef)
1066 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1072 p_ptr->magicdef = v;
1074 /* Redraw status bar */
1075 p_ptr->redraw |= (PR_STATUS);
1077 /* Nothing to notice */
1078 if (!notice) return (FALSE);
1080 if (disturb_state) disturb(FALSE, FALSE);
1082 /* Recalculate bonuses */
1083 p_ptr->update |= (PU_BONUS);
1089 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1091 * @param do_dec 現在の継続時間より長い値のみ上書きする
1092 * @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。
1094 bool set_blessed(TIME_EFFECT v, bool do_dec)
1096 bool notice = FALSE;
1098 /* Hack -- Force good values */
1099 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1101 if (p_ptr->is_dead) return FALSE;
1106 if (p_ptr->blessed && !do_dec)
1108 if (p_ptr->blessed > v) return FALSE;
1110 else if (!IS_BLESSED())
1112 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1120 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1122 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1130 /* Redraw status bar */
1131 p_ptr->redraw |= (PR_STATUS);
1133 /* Nothing to notice */
1134 if (!notice) return (FALSE);
1136 if (disturb_state) disturb(FALSE, FALSE);
1138 /* Recalculate bonuses */
1139 p_ptr->update |= (PU_BONUS);
1146 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1148 * @param do_dec 現在の継続時間より長い値のみ上書きする
1149 * @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。
1151 bool set_hero(TIME_EFFECT v, bool do_dec)
1153 bool notice = FALSE;
1155 /* Hack -- Force good values */
1156 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1158 if (p_ptr->is_dead) return FALSE;
1163 if (p_ptr->hero && !do_dec)
1165 if (p_ptr->hero > v) return FALSE;
1167 else if (!IS_HERO())
1169 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1177 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1179 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1187 /* Redraw status bar */
1188 p_ptr->redraw |= (PR_STATUS);
1190 /* Nothing to notice */
1191 if (!notice) return (FALSE);
1193 if (disturb_state) disturb(FALSE, FALSE);
1195 /* Recalculate bonuses */
1196 p_ptr->update |= (PU_BONUS);
1198 /* Recalculate hitpoints */
1199 p_ptr->update |= (PU_HP);
1205 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1206 * @param v 継続時間/ 0ならば無条件にリセット
1207 * @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
1208 * @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。
1210 bool set_shero(TIME_EFFECT v, bool do_dec)
1212 bool notice = FALSE;
1214 /* Hack -- Force good values */
1215 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1217 if (p_ptr->is_dead) return FALSE;
1219 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1223 if (p_ptr->shero && !do_dec)
1225 if (p_ptr->shero > v) return FALSE;
1227 else if (!p_ptr->shero)
1229 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1239 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1247 /* Redraw status bar */
1248 p_ptr->redraw |= (PR_STATUS);
1250 /* Nothing to notice */
1251 if (!notice) return (FALSE);
1253 if (disturb_state) disturb(FALSE, FALSE);
1255 /* Recalculate bonuses */
1256 p_ptr->update |= (PU_BONUS);
1258 /* Recalculate hitpoints */
1259 p_ptr->update |= (PU_HP);
1265 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1267 * @param do_dec 現在の継続時間より長い値のみ上書きする
1268 * @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。
1270 bool set_protevil(TIME_EFFECT v, bool do_dec)
1272 bool notice = FALSE;
1274 /* Hack -- Force good values */
1275 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1277 if (p_ptr->is_dead) return FALSE;
1282 if (p_ptr->protevil && !do_dec)
1284 if (p_ptr->protevil > v) return FALSE;
1286 else if (!p_ptr->protevil)
1288 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!"));
1296 if (p_ptr->protevil)
1298 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."));
1304 p_ptr->protevil = v;
1306 /* Redraw status bar */
1307 p_ptr->redraw |= (PR_STATUS);
1309 /* Nothing to notice */
1310 if (!notice) return (FALSE);
1312 if (disturb_state) disturb(FALSE, FALSE);
1318 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1320 * @param do_dec 現在の継続時間より長い値のみ上書きする
1321 * @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。
1323 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1325 bool notice = FALSE;
1327 /* Hack -- Force good values */
1328 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1330 if (p_ptr->is_dead) return FALSE;
1335 if (p_ptr->wraith_form && !do_dec)
1337 if (p_ptr->wraith_form > v) return FALSE;
1339 else if (!p_ptr->wraith_form)
1341 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!"));
1343 chg_virtue(V_UNLIFE, 3);
1344 chg_virtue(V_HONOUR, -2);
1345 chg_virtue(V_SACRIFICE, -2);
1346 chg_virtue(V_VALOUR, -5);
1348 p_ptr->redraw |= (PR_MAP);
1350 /* Update monsters */
1351 p_ptr->update |= (PU_MONSTERS);
1353 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1360 if (p_ptr->wraith_form)
1362 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1365 p_ptr->redraw |= (PR_MAP);
1367 /* Update monsters */
1368 p_ptr->update |= (PU_MONSTERS);
1370 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1375 p_ptr->wraith_form = v;
1377 /* Redraw status bar */
1378 p_ptr->redraw |= (PR_STATUS);
1380 /* Nothing to notice */
1381 if (!notice) return (FALSE);
1383 if (disturb_state) disturb(FALSE, FALSE);
1385 /* Recalculate bonuses */
1386 p_ptr->update |= (PU_BONUS);
1393 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1395 * @param do_dec 現在の継続時間より長い値のみ上書きする
1396 * @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。
1398 bool set_invuln(TIME_EFFECT v, bool do_dec)
1400 bool notice = FALSE;
1402 /* Hack -- Force good values */
1403 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1405 if (p_ptr->is_dead) return FALSE;
1410 if (p_ptr->invuln && !do_dec)
1412 if (p_ptr->invuln > v) return FALSE;
1414 else if (!IS_INVULN())
1416 msg_print(_("無敵だ!", "Invulnerability!"));
1419 chg_virtue(V_UNLIFE, -2);
1420 chg_virtue(V_HONOUR, -2);
1421 chg_virtue(V_SACRIFICE, -3);
1422 chg_virtue(V_VALOUR, -5);
1424 p_ptr->redraw |= (PR_MAP);
1426 /* Update monsters */
1427 p_ptr->update |= (PU_MONSTERS);
1429 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1436 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1438 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1441 p_ptr->redraw |= (PR_MAP);
1443 /* Update monsters */
1444 p_ptr->update |= (PU_MONSTERS);
1446 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1448 p_ptr->energy_need += ENERGY_NEED();
1455 /* Redraw status bar */
1456 p_ptr->redraw |= (PR_STATUS);
1458 /* Nothing to notice */
1459 if (!notice) return (FALSE);
1461 if (disturb_state) disturb(FALSE, FALSE);
1463 /* Recalculate bonuses */
1464 p_ptr->update |= (PU_BONUS);
1470 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1472 * @param do_dec 現在の継続時間より長い値のみ上書きする
1473 * @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。
1475 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1477 bool notice = FALSE;
1479 /* Hack -- Force good values */
1480 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1482 if (p_ptr->is_dead) return FALSE;
1487 if (p_ptr->tim_esp && !do_dec)
1489 if (p_ptr->tim_esp > v) return FALSE;
1491 else if (!IS_TIM_ESP())
1493 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1501 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1503 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1511 /* Redraw status bar */
1512 p_ptr->redraw |= (PR_STATUS);
1514 /* Nothing to notice */
1515 if (!notice) return (FALSE);
1517 if (disturb_state) disturb(FALSE, FALSE);
1519 /* Recalculate bonuses */
1520 p_ptr->update |= (PU_BONUS);
1521 p_ptr->update |= (PU_MONSTERS);
1527 * @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
1529 * @param do_dec 現在の継続時間より長い値のみ上書きする
1530 * @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。
1532 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1534 bool notice = FALSE;
1536 /* Hack -- Force good values */
1537 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1539 if (p_ptr->is_dead) return FALSE;
1544 if (p_ptr->tim_invis && !do_dec)
1546 if (p_ptr->tim_invis > v) return FALSE;
1548 else if (!p_ptr->tim_invis)
1550 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1558 if (p_ptr->tim_invis)
1560 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1566 p_ptr->tim_invis = v;
1568 /* Redraw status bar */
1569 p_ptr->redraw |= (PR_STATUS);
1571 /* Nothing to notice */
1572 if (!notice) return (FALSE);
1574 if (disturb_state) disturb(FALSE, FALSE);
1576 /* Recalculate bonuses */
1577 p_ptr->update |= (PU_BONUS);
1579 /* Update the monsters */
1580 p_ptr->update |= (PU_MONSTERS);
1586 * @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
1588 * @param do_dec 現在の継続時間より長い値のみ上書きする
1589 * @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。
1591 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1593 bool notice = FALSE;
1595 /* Hack -- Force good values */
1596 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1598 if (p_ptr->is_dead) return FALSE;
1603 if (p_ptr->tim_infra && !do_dec)
1605 if (p_ptr->tim_infra > v) return FALSE;
1607 else if (!p_ptr->tim_infra)
1609 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1617 if (p_ptr->tim_infra)
1619 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1625 p_ptr->tim_infra = v;
1627 /* Redraw status bar */
1628 p_ptr->redraw |= (PR_STATUS);
1630 /* Nothing to notice */
1631 if (!notice) return (FALSE);
1633 if (disturb_state) disturb(FALSE, FALSE);
1635 /* Recalculate bonuses */
1636 p_ptr->update |= (PU_BONUS);
1638 /* Update the monsters */
1639 p_ptr->update |= (PU_MONSTERS);
1645 * @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
1647 * @param do_dec 現在の継続時間より長い値のみ上書きする
1648 * @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。
1650 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1652 bool notice = FALSE;
1654 /* Hack -- Force good values */
1655 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1657 if (p_ptr->is_dead) return FALSE;
1662 if (p_ptr->tim_regen && !do_dec)
1664 if (p_ptr->tim_regen > v) return FALSE;
1666 else if (!p_ptr->tim_regen)
1668 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1676 if (p_ptr->tim_regen)
1678 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1684 p_ptr->tim_regen = v;
1686 /* Redraw status bar */
1687 p_ptr->redraw |= (PR_STATUS);
1689 /* Nothing to notice */
1690 if (!notice) return (FALSE);
1692 if (disturb_state) disturb(FALSE, FALSE);
1694 /* Recalculate bonuses */
1695 p_ptr->update |= (PU_BONUS);
1701 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1703 * @param do_dec 現在の継続時間より長い値のみ上書きする
1704 * @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。
1706 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1708 bool notice = FALSE;
1710 /* Hack -- Force good values */
1711 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1713 if (p_ptr->is_dead) return FALSE;
1718 if (p_ptr->tim_stealth && !do_dec)
1720 if (p_ptr->tim_stealth > v) return FALSE;
1722 else if (!IS_TIM_STEALTH())
1724 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1732 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1734 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1740 p_ptr->tim_stealth = v;
1742 /* Redraw status bar */
1743 p_ptr->redraw |= (PR_STATUS);
1745 /* Nothing to notice */
1746 if (!notice) return (FALSE);
1748 if (disturb_state) disturb(FALSE, FALSE);
1750 /* Recalculate bonuses */
1751 p_ptr->update |= (PU_BONUS);
1757 * @brief 超隠密状態をセットする
1758 * @param set TRUEならば超隠密状態になる。
1759 * @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。
1761 bool set_superstealth(bool set)
1763 bool notice = FALSE;
1765 if (p_ptr->is_dead) return FALSE;
1770 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1772 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1774 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."));
1775 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1779 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!"));
1780 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1786 p_ptr->special_defense |= NINJA_S_STEALTH;
1793 if (p_ptr->special_defense & NINJA_S_STEALTH)
1795 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."));
1799 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1803 /* Nothing to notice */
1804 if (!notice) return (FALSE);
1806 /* Redraw status bar */
1807 p_ptr->redraw |= (PR_STATUS);
1809 if (disturb_state) disturb(FALSE, FALSE);
1814 * @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
1816 * @param do_dec 現在の継続時間より長い値のみ上書きする
1817 * @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。
1819 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1821 bool notice = FALSE;
1823 /* Hack -- Force good values */
1824 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1826 if (p_ptr->is_dead) return FALSE;
1831 if (p_ptr->tim_levitation && !do_dec)
1833 if (p_ptr->tim_levitation > v) return FALSE;
1835 else if (!p_ptr->tim_levitation)
1837 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1845 if (p_ptr->tim_levitation)
1847 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1853 p_ptr->tim_levitation = v;
1855 /* Redraw status bar */
1856 p_ptr->redraw |= (PR_STATUS);
1858 /* Nothing to notice */
1859 if (!notice) return (FALSE);
1861 if (disturb_state) disturb(FALSE, FALSE);
1863 /* Recalculate bonuses */
1864 p_ptr->update |= (PU_BONUS);
1870 * @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
1872 * @param do_dec 現在の継続時間より長い値のみ上書きする
1873 * @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。
1875 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1877 bool notice = FALSE;
1879 /* Hack -- Force good values */
1880 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1882 if (p_ptr->is_dead) return FALSE;
1887 if (p_ptr->tim_sh_touki && !do_dec)
1889 if (p_ptr->tim_sh_touki > v) return FALSE;
1891 else if (!p_ptr->tim_sh_touki)
1893 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1901 if (p_ptr->tim_sh_touki)
1903 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1909 p_ptr->tim_sh_touki = v;
1911 /* Redraw status bar */
1912 p_ptr->redraw |= (PR_STATUS);
1914 /* Nothing to notice */
1915 if (!notice) return (FALSE);
1917 if (disturb_state) disturb(FALSE, FALSE);
1923 * @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
1925 * @param do_dec 現在の継続時間より長い値のみ上書きする
1926 * @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。
1928 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1930 bool notice = FALSE;
1932 /* Hack -- Force good values */
1933 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1935 if (p_ptr->is_dead) return FALSE;
1940 if (p_ptr->tim_sh_fire && !do_dec)
1942 if (p_ptr->tim_sh_fire > v) return FALSE;
1944 else if (!p_ptr->tim_sh_fire)
1946 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1954 if (p_ptr->tim_sh_fire)
1956 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1962 p_ptr->tim_sh_fire = v;
1964 /* Redraw status bar */
1965 p_ptr->redraw |= (PR_STATUS);
1967 /* Nothing to notice */
1968 if (!notice) return (FALSE);
1970 if (disturb_state) disturb(FALSE, FALSE);
1972 /* Recalculate bonuses */
1973 p_ptr->update |= (PU_BONUS);
1979 * @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
1981 * @param do_dec 現在の継続時間より長い値のみ上書きする
1982 * @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。
1984 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1986 bool notice = FALSE;
1988 /* Hack -- Force good values */
1989 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1991 if (p_ptr->is_dead) return FALSE;
1996 if (p_ptr->tim_sh_holy && !do_dec)
1998 if (p_ptr->tim_sh_holy > v) return FALSE;
2000 else if (!p_ptr->tim_sh_holy)
2002 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
2010 if (p_ptr->tim_sh_holy)
2012 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
2018 p_ptr->tim_sh_holy = v;
2020 /* Redraw status bar */
2021 p_ptr->redraw |= (PR_STATUS);
2023 /* Nothing to notice */
2024 if (!notice) return (FALSE);
2026 if (disturb_state) disturb(FALSE, FALSE);
2028 /* Recalculate bonuses */
2029 p_ptr->update |= (PU_BONUS);
2035 * @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
2037 * @param do_dec 現在の継続時間より長い値のみ上書きする
2038 * @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。
2040 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
2042 bool notice = FALSE;
2044 /* Hack -- Force good values */
2045 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2047 if (p_ptr->is_dead) return FALSE;
2052 if (p_ptr->tim_eyeeye && !do_dec)
2054 if (p_ptr->tim_eyeeye > v) return FALSE;
2056 else if (!p_ptr->tim_eyeeye)
2058 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2066 if (p_ptr->tim_eyeeye)
2068 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."));
2074 p_ptr->tim_eyeeye = v;
2076 /* Redraw status bar */
2077 p_ptr->redraw |= (PR_STATUS);
2079 /* Nothing to notice */
2080 if (!notice) return (FALSE);
2082 if (disturb_state) disturb(FALSE, FALSE);
2084 /* Recalculate bonuses */
2085 p_ptr->update |= (PU_BONUS);
2092 * @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
2094 * @param do_dec 現在の継続時間より長い値のみ上書きする
2095 * @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。
2097 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2099 bool notice = FALSE;
2101 /* Hack -- Force good values */
2102 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2104 if (p_ptr->is_dead) return FALSE;
2109 if (p_ptr->resist_magic && !do_dec)
2111 if (p_ptr->resist_magic > v) return FALSE;
2113 else if (!p_ptr->resist_magic)
2115 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2123 if (p_ptr->resist_magic)
2125 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2131 p_ptr->resist_magic = v;
2133 /* Redraw status bar */
2134 p_ptr->redraw |= (PR_STATUS);
2136 /* Nothing to notice */
2137 if (!notice) return (FALSE);
2139 if (disturb_state) disturb(FALSE, FALSE);
2141 /* Recalculate bonuses */
2142 p_ptr->update |= (PU_BONUS);
2148 * @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
2150 * @param do_dec 現在の継続時間より長い値のみ上書きする
2151 * @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。
2153 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2155 bool notice = FALSE;
2157 /* Hack -- Force good values */
2158 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2160 if (p_ptr->is_dead) return FALSE;
2165 if (p_ptr->tim_reflect && !do_dec)
2167 if (p_ptr->tim_reflect > v) return FALSE;
2169 else if (!p_ptr->tim_reflect)
2171 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2179 if (p_ptr->tim_reflect)
2181 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2187 p_ptr->tim_reflect = v;
2189 /* Redraw status bar */
2190 p_ptr->redraw |= (PR_STATUS);
2192 /* Nothing to notice */
2193 if (!notice) return (FALSE);
2195 if (disturb_state) disturb(FALSE, FALSE);
2197 /* Recalculate bonuses */
2198 p_ptr->update |= (PU_BONUS);
2205 * Set "p_ptr->multishadow", notice observable changes
2207 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2209 bool notice = FALSE;
2211 /* Hack -- Force good values */
2212 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2214 if (p_ptr->is_dead) return FALSE;
2219 if (p_ptr->multishadow && !do_dec)
2221 if (p_ptr->multishadow > v) return FALSE;
2223 else if (!p_ptr->multishadow)
2225 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2233 if (p_ptr->multishadow)
2235 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2241 p_ptr->multishadow = v;
2243 /* Redraw status bar */
2244 p_ptr->redraw |= (PR_STATUS);
2246 /* Nothing to notice */
2247 if (!notice) return (FALSE);
2249 if (disturb_state) disturb(FALSE, FALSE);
2251 /* Recalculate bonuses */
2252 p_ptr->update |= (PU_BONUS);
2258 * @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
2260 * @param do_dec 現在の継続時間より長い値のみ上書きする
2261 * @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。
2263 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2265 bool notice = FALSE;
2267 /* Hack -- Force good values */
2268 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2270 if (p_ptr->is_dead) return FALSE;
2275 if (p_ptr->dustrobe && !do_dec)
2277 if (p_ptr->dustrobe > v) return FALSE;
2279 else if (!p_ptr->dustrobe)
2281 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2289 if (p_ptr->dustrobe)
2291 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2297 p_ptr->dustrobe = v;
2299 /* Redraw status bar */
2300 p_ptr->redraw |= (PR_STATUS);
2302 /* Nothing to notice */
2303 if (!notice) return (FALSE);
2305 if (disturb_state) disturb(FALSE, FALSE);
2307 /* Recalculate bonuses */
2308 p_ptr->update |= (PU_BONUS);
2314 * @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
2316 * @param do_dec 現在の継続時間より長い値のみ上書きする
2317 * @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。
2319 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2321 bool notice = FALSE;
2323 /* Hack -- Force good values */
2324 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2326 if (p_ptr->is_dead) return FALSE;
2331 if (p_ptr->kabenuke && !do_dec)
2333 if (p_ptr->kabenuke > v) return FALSE;
2335 else if (!p_ptr->kabenuke)
2337 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2345 if (p_ptr->kabenuke)
2347 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2353 p_ptr->kabenuke = v;
2355 /* Redraw status bar */
2356 p_ptr->redraw |= (PR_STATUS);
2358 /* Nothing to notice */
2359 if (!notice) return (FALSE);
2361 if (disturb_state) disturb(FALSE, FALSE);
2363 /* Recalculate bonuses */
2364 p_ptr->update |= (PU_BONUS);
2370 * @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
2372 * @param do_dec 現在の継続時間より長い値のみ上書きする
2373 * @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。
2375 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2377 bool notice = FALSE;
2379 /* Hack -- Force good values */
2380 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2382 if (p_ptr->is_dead) return FALSE;
2387 if (p_ptr->tsuyoshi && !do_dec)
2389 if (p_ptr->tsuyoshi > v) return FALSE;
2391 else if (!p_ptr->tsuyoshi)
2393 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2395 chg_virtue(V_VITALITY, 2);
2402 if (p_ptr->tsuyoshi)
2404 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2406 (void)dec_stat(A_CON, 20, TRUE);
2407 (void)dec_stat(A_STR, 20, TRUE);
2410 chg_virtue(V_VITALITY, -3);
2415 p_ptr->tsuyoshi = v;
2417 /* Redraw status bar */
2418 p_ptr->redraw |= (PR_STATUS);
2420 /* Nothing to notice */
2421 if (!notice) return (FALSE);
2423 if (disturb_state) disturb(FALSE, FALSE);
2425 /* Recalculate bonuses */
2426 p_ptr->update |= (PU_BONUS);
2428 /* Recalculate hitpoints */
2429 p_ptr->update |= (PU_HP);
2435 * @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-
2436 * @param attack_type スレイのタイプID
2438 * @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。
2440 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2442 /* Hack -- Force good values */
2443 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2445 /* Clear all elemental attacks (only one is allowed at a time). */
2446 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2448 p_ptr->special_attack &= ~(ATTACK_ACID);
2449 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2451 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2453 p_ptr->special_attack &= ~(ATTACK_ELEC);
2454 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2456 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2458 p_ptr->special_attack &= ~(ATTACK_FIRE);
2459 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2461 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2463 p_ptr->special_attack &= ~(ATTACK_COLD);
2464 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2466 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2468 p_ptr->special_attack &= ~(ATTACK_POIS);
2469 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2472 if ((v) && (attack_type))
2474 /* Set attack type. */
2475 p_ptr->special_attack |= (attack_type);
2478 p_ptr->ele_attack = v;
2482 msg_format("%sで攻撃できるようになった!",
2483 ((attack_type == ATTACK_ACID) ? "酸" :
2484 ((attack_type == ATTACK_ELEC) ? "電撃" :
2485 ((attack_type == ATTACK_FIRE) ? "火炎" :
2486 ((attack_type == ATTACK_COLD) ? "冷気" :
2487 ((attack_type == ATTACK_POIS) ? "毒" :
2490 msg_format("For a while, the blows you deal will %s",
2491 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2492 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2493 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2494 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2495 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2496 "do nothing special."))))));
2500 if (disturb_state) disturb(FALSE, FALSE);
2502 /* Redraw status bar */
2503 p_ptr->redraw |= (PR_STATUS);
2505 p_ptr->update |= (PU_BONUS);
2512 * @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-
2513 * @param immune_type 免疫のタイプID
2515 * @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。
2517 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2519 /* Hack -- Force good values */
2520 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2522 /* Clear all elemental attacks (only one is allowed at a time). */
2523 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2525 p_ptr->special_defense &= ~(DEFENSE_ACID);
2526 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."));
2528 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2530 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2531 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."));
2533 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2535 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2536 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."));
2538 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2540 p_ptr->special_defense &= ~(DEFENSE_COLD);
2541 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."));
2543 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2545 p_ptr->special_defense &= ~(DEFENSE_POIS);
2546 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."));
2549 if ((v) && (immune_type))
2551 /* Set attack type. */
2552 p_ptr->special_defense |= (immune_type);
2555 p_ptr->ele_immune = v;
2559 msg_format("%sの攻撃を受けつけなくなった!",
2560 ((immune_type == DEFENSE_ACID) ? "酸" :
2561 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2562 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2563 ((immune_type == DEFENSE_COLD) ? "冷気" :
2564 ((immune_type == DEFENSE_POIS) ? "毒" :
2567 msg_format("For a while, You are immune to %s",
2568 ((immune_type == DEFENSE_ACID) ? "acid!" :
2569 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2570 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2571 ((immune_type == DEFENSE_COLD) ? "cold!" :
2572 ((immune_type == DEFENSE_POIS) ? "poison!" :
2573 "do nothing special."))))));
2577 if (disturb_state) disturb(FALSE, FALSE);
2579 /* Redraw status bar */
2580 p_ptr->redraw |= (PR_STATUS);
2582 p_ptr->update |= (PU_BONUS);
2589 * @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
2591 * @param do_dec 現在の継続時間より長い値のみ上書きする
2592 * @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。
2594 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2596 bool notice = FALSE;
2598 /* Hack -- Force good values */
2599 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2601 if (p_ptr->is_dead) return FALSE;
2606 if (p_ptr->oppose_acid && !do_dec)
2608 if (p_ptr->oppose_acid > v) return FALSE;
2610 else if (!IS_OPPOSE_ACID())
2612 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2620 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2622 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2628 p_ptr->oppose_acid = v;
2630 /* Nothing to notice */
2631 if (!notice) return (FALSE);
2633 /* Redraw status bar */
2634 p_ptr->redraw |= (PR_STATUS);
2636 if (disturb_state) disturb(FALSE, FALSE);
2642 * @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
2644 * @param do_dec 現在の継続時間より長い値のみ上書きする
2645 * @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。
2647 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2649 bool notice = FALSE;
2651 /* Hack -- Force good values */
2652 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2654 if (p_ptr->is_dead) return FALSE;
2659 if (p_ptr->oppose_elec && !do_dec)
2661 if (p_ptr->oppose_elec > v) return FALSE;
2663 else if (!IS_OPPOSE_ELEC())
2665 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2673 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2675 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2681 p_ptr->oppose_elec = v;
2683 /* Nothing to notice */
2684 if (!notice) return (FALSE);
2686 /* Redraw status bar */
2687 p_ptr->redraw |= (PR_STATUS);
2689 if (disturb_state) disturb(FALSE, FALSE);
2695 * @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
2697 * @param do_dec 現在の継続時間より長い値のみ上書きする
2698 * @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。
2700 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2702 bool notice = FALSE;
2704 /* Hack -- Force good values */
2705 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2707 if (p_ptr->is_dead) return FALSE;
2709 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2713 if (p_ptr->oppose_fire && !do_dec)
2715 if (p_ptr->oppose_fire > v) return FALSE;
2717 else if (!IS_OPPOSE_FIRE())
2719 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2727 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2729 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2735 p_ptr->oppose_fire = v;
2737 /* Nothing to notice */
2738 if (!notice) return (FALSE);
2740 /* Redraw status bar */
2741 p_ptr->redraw |= (PR_STATUS);
2743 if (disturb_state) disturb(FALSE, FALSE);
2749 * @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
2751 * @param do_dec 現在の継続時間より長い値のみ上書きする
2752 * @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。
2754 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2756 bool notice = FALSE;
2758 /* Hack -- Force good values */
2759 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2761 if (p_ptr->is_dead) return FALSE;
2766 if (p_ptr->oppose_cold && !do_dec)
2768 if (p_ptr->oppose_cold > v) return FALSE;
2770 else if (!IS_OPPOSE_COLD())
2772 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2780 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2782 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2788 p_ptr->oppose_cold = v;
2790 /* Nothing to notice */
2791 if (!notice) return (FALSE);
2793 /* Redraw status bar */
2794 p_ptr->redraw |= (PR_STATUS);
2796 if (disturb_state) disturb(FALSE, FALSE);
2802 * @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
2804 * @param do_dec 現在の継続時間より長い値のみ上書きする
2805 * @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。
2807 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2809 bool notice = FALSE;
2811 /* Hack -- Force good values */
2812 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2814 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2815 if (p_ptr->is_dead) return FALSE;
2820 if (p_ptr->oppose_pois && !do_dec)
2822 if (p_ptr->oppose_pois > v) return FALSE;
2824 else if (!IS_OPPOSE_POIS())
2826 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2834 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2836 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2842 p_ptr->oppose_pois = v;
2844 /* Nothing to notice */
2845 if (!notice) return (FALSE);
2847 /* Redraw status bar */
2848 p_ptr->redraw |= (PR_STATUS);
2850 if (disturb_state) disturb(FALSE, FALSE);
2856 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2858 * @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。
2860 * Note the special code to only notice "range" changes.
2862 bool set_stun(TIME_EFFECT v)
2864 int old_aux, new_aux;
2865 bool notice = FALSE;
2868 /* Hack -- Force good values */
2869 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2871 if (p_ptr->is_dead) return FALSE;
2873 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2876 if (p_ptr->stun > 100)
2882 else if (p_ptr->stun > 50)
2888 else if (p_ptr->stun > 0)
2924 if (new_aux > old_aux)
2926 /* Describe the state */
2930 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2933 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;
2936 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;
2939 if (randint1(1000) < v || one_in_(16))
2941 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2945 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2946 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2948 else if (one_in_(2))
2950 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2954 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2957 if (p_ptr->special_defense & KATA_MASK)
2959 msg_print(_("型が崩れた。", "Your posture gets loose."));
2960 p_ptr->special_defense &= ~(KATA_MASK);
2961 p_ptr->update |= (PU_BONUS);
2962 p_ptr->update |= (PU_MONSTERS);
2963 p_ptr->redraw |= (PR_STATE);
2964 p_ptr->redraw |= (PR_STATUS);
2965 p_ptr->action = ACTION_NONE;
2969 if (p_ptr->concent) reset_concentration(TRUE);
2972 if (hex_spelling_any()) stop_hex_spell_all();
2978 else if (new_aux < old_aux)
2980 /* Describe the state */
2985 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2987 if (disturb_state) disturb(FALSE, FALSE);
2998 if (!notice) return (FALSE);
3000 if (disturb_state) disturb(FALSE, FALSE);
3002 /* Recalculate bonuses */
3003 p_ptr->update |= (PU_BONUS);
3005 /* Redraw the "stun" */
3006 p_ptr->redraw |= (PR_STUN);
3013 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
3015 * @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。
3017 * Note the special code to only notice "range" changes.
3019 bool set_cut(TIME_EFFECT v)
3021 int old_aux, new_aux;
3022 bool notice = FALSE;
3024 /* Hack -- Force good values */
3025 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3027 if (p_ptr->is_dead) return FALSE;
3029 if ((p_ptr->prace == RACE_GOLEM ||
3030 p_ptr->prace == RACE_SKELETON ||
3031 p_ptr->prace == RACE_SPECTRE ||
3032 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
3037 if (p_ptr->cut > 1000)
3043 else if (p_ptr->cut > 200)
3049 else if (p_ptr->cut > 100)
3055 else if (p_ptr->cut > 50)
3061 else if (p_ptr->cut > 25)
3067 else if (p_ptr->cut > 10)
3073 else if (p_ptr->cut > 0)
3133 if (new_aux > old_aux)
3135 /* Describe the state */
3139 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3142 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3145 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3148 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3151 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3154 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;
3157 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;
3162 if (randint1(1000) < v || one_in_(16))
3164 if (!p_ptr->sustain_chr)
3166 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3173 else if (new_aux < old_aux)
3175 /* Describe the state */
3180 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");
3182 if (disturb_state) disturb(FALSE, FALSE);
3193 if (!notice) return (FALSE);
3195 if (disturb_state) disturb(FALSE, FALSE);
3197 /* Recalculate bonuses */
3198 p_ptr->update |= (PU_BONUS);
3200 /* Redraw the "cut" */
3201 p_ptr->redraw |= (PR_CUT);
3207 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3209 * @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。
3211 * Set "", notice observable changes\n
3213 * The "p_ptr->food" variable can get as large as 20000, allowing the
3214 * addition of the most "filling" item, Elvish Waybread, which adds
3215 * 7500 food units, without overflowing the 32767 maximum limit.\n
3217 * Perhaps we should disturb the player with various messages,
3218 * especially messages about hunger status changes. \n
3220 * Digestion of food is handled in "dungeon.c", in which, normally,
3221 * the player digests about 20 food units per 100 game turns, more
3222 * when "fast", more when "regenerating", less with "slow digestion",
3223 * but when the player is "gorged", he digests 100 food units per 10
3224 * game turns, or a full 1000 food units per 100 game turns.\n
3226 * Note that the player's speed is reduced by 10 units while gorged,
3227 * so if the player eats a single food ration (5000 food units) when
3228 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3229 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3230 * affecting the player speed).\n
3232 bool set_food(TIME_EFFECT v)
3234 int old_aux, new_aux;
3236 bool notice = FALSE;
3238 /* Hack -- Force good values */
3239 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3241 /* Fainting / Starving */
3242 if (p_ptr->food < PY_FOOD_FAINT)
3248 else if (p_ptr->food < PY_FOOD_WEAK)
3254 else if (p_ptr->food < PY_FOOD_ALERT)
3260 else if (p_ptr->food < PY_FOOD_FULL)
3266 else if (p_ptr->food < PY_FOOD_MAX)
3277 /* Fainting / Starving */
3278 if (v < PY_FOOD_FAINT)
3284 else if (v < PY_FOOD_WEAK)
3290 else if (v < PY_FOOD_ALERT)
3296 else if (v < PY_FOOD_FULL)
3302 else if (v < PY_FOOD_MAX)
3313 if (old_aux < 1 && new_aux > 0)
3314 chg_virtue(V_PATIENCE, 2);
3315 else if (old_aux < 3 && (old_aux != new_aux))
3316 chg_virtue(V_PATIENCE, 1);
3318 chg_virtue(V_TEMPERANCE, 1);
3320 chg_virtue(V_TEMPERANCE, -1);
3323 if (new_aux > old_aux)
3325 /* Describe the state */
3329 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3332 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3335 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3338 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3342 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3343 chg_virtue(V_HARMONY, -1);
3344 chg_virtue(V_PATIENCE, -1);
3345 chg_virtue(V_TEMPERANCE, -2);
3355 else if (new_aux < old_aux)
3357 /* Describe the state */
3360 /* Fainting / Starving */
3361 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;
3364 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3367 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3370 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3373 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3376 if (p_ptr->wild_mode && (new_aux < 2))
3388 /* Nothing to notice */
3389 if (!notice) return (FALSE);
3391 if (disturb_state) disturb(FALSE, FALSE);
3393 /* Recalculate bonuses */
3394 p_ptr->update |= (PU_BONUS);
3397 p_ptr->redraw |= (PR_HUNGER);
3403 * @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-
3404 * @param stat 上昇させるステータスID
3405 * @return 実際に上昇した場合TRUEを返す。
3407 * Note that this function (used by stat potions) now restores\n
3408 * the stat BEFORE increasing it.\n
3410 bool inc_stat(int stat)
3412 BASE_STATUS value, gain;
3414 /* Then augment the current/max stat */
3415 value = p_ptr->stat_cur[stat];
3417 /* Cannot go above 18/100 */
3418 if (value < p_ptr->stat_max_max[stat])
3420 /* Gain one (sometimes two) points */
3423 gain = ((randint0(100) < 75) ? 1 : 2);
3427 /* Gain 1/6 to 1/3 of distance to 18/100 */
3428 else if (value < (p_ptr->stat_max_max[stat]-2))
3430 /* Approximate gain value */
3431 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3434 if (gain < 1) gain = 1;
3436 /* Apply the bonus */
3437 value += randint1(gain) + gain / 2;
3440 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3443 /* Gain one point at a time */
3449 /* Save the new value */
3450 p_ptr->stat_cur[stat] = value;
3452 /* Bring up the maximum too */
3453 if (value > p_ptr->stat_max[stat])
3455 p_ptr->stat_max[stat] = value;
3458 /* Recalculate bonuses */
3459 p_ptr->update |= (PU_BONUS);
3465 /* Nothing to gain */
3470 * @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.
3471 * @param stat 減少させるステータスID
3472 * @param amount 減少させる基本量
3473 * @param permanent TRUEならば現在の最大値を減少させる
3474 * @return 実際に減少した場合TRUEを返す。
3477 * Amount could be a little higher in extreme cases to mangle very high\n
3478 * stats from massive assaults. -CWS\n
3480 * Note that "permanent" means that the *given* amount is permanent,\n
3481 * not that the new value becomes permanent. This may not work exactly\n
3482 * as expected, due to "weirdness" in the algorithm, but in general,\n
3483 * if your stat is already drained, the "max" value will not drop all\n
3484 * the way down to the "cur" value.\n
3486 bool dec_stat(int stat, int amount, int permanent)
3488 BASE_STATUS cur, max;
3493 /* Acquire current value */
3494 cur = p_ptr->stat_cur[stat];
3495 max = p_ptr->stat_max[stat];
3497 /* Note when the values are identical */
3498 same = (cur == max);
3500 /* Damage "current" value */
3503 /* Handle "low" values */
3506 if (amount > 90) cur--;
3507 if (amount > 50) cur--;
3508 if (amount > 20) cur--;
3512 /* Handle "high" values */
3515 /* Hack -- Decrement by a random amount between one-quarter */
3516 /* and one-half of the stat bonus times the percentage, with a */
3517 /* minimum damage of half the percentage. -CWS */
3518 loss = (((cur-18) / 2 + 1) / 2 + 1);
3521 if (loss < 1) loss = 1;
3523 /* Randomize the loss */
3524 loss = ((randint1(loss) + loss) * amount) / 100;
3527 if (loss < amount/2) loss = amount/2;
3529 /* Lose some points */
3532 /* Hack -- Only reduce stat to 17 sometimes */
3533 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3536 /* Prevent illegal values */
3537 if (cur < 3) cur = 3;
3539 /* Something happened */
3540 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3543 /* Damage "max" value */
3544 if (permanent && (max > 3))
3546 chg_virtue(V_SACRIFICE, 1);
3547 if (stat == A_WIS || stat == A_INT)
3548 chg_virtue(V_ENLIGHTEN, -2);
3550 /* Handle "low" values */
3553 if (amount > 90) max--;
3554 if (amount > 50) max--;
3555 if (amount > 20) max--;
3559 /* Handle "high" values */
3562 /* Hack -- Decrement by a random amount between one-quarter */
3563 /* and one-half of the stat bonus times the percentage, with a */
3564 /* minimum damage of half the percentage. -CWS */
3565 loss = (((max-18) / 2 + 1) / 2 + 1);
3566 loss = ((randint1(loss) + loss) * amount) / 100;
3567 if (loss < amount/2) loss = amount/2;
3569 /* Lose some points */
3572 /* Hack -- Only reduce stat to 17 sometimes */
3573 if (max < 18) max = (amount <= 20) ? 18 : 17;
3576 /* Hack -- keep it clean */
3577 if (same || (max < cur)) max = cur;
3579 /* Something happened */
3580 if (max != p_ptr->stat_max[stat]) res = TRUE;
3586 /* Actually set the stat to its new value. */
3587 p_ptr->stat_cur[stat] = cur;
3588 p_ptr->stat_max[stat] = max;
3590 /* Redisplay the stats later */
3591 p_ptr->redraw |= (PR_STATS);
3593 /* Recalculate bonuses */
3594 p_ptr->update |= (PU_BONUS);
3602 * @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.
3603 * @param stat 回復ステータスID
3604 * @return 実際に回復した場合TRUEを返す。
3606 bool res_stat(int stat)
3608 /* Restore if needed */
3609 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3612 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3614 /* Recalculate bonuses */
3615 p_ptr->update |= (PU_BONUS);
3617 /* Redisplay the stats later */
3618 p_ptr->redraw |= (PR_STATS);
3624 /* Nothing to restore */
3630 * Increase players hit points, notice effects
3632 bool hp_player(int num)
3635 vir = virtue_number(V_VITALITY);
3637 if(num <= 0) return (FALSE);
3641 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3643 /* Healing needed */
3644 if (p_ptr->chp < p_ptr->mhp)
3646 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3647 chg_virtue(V_TEMPERANCE, 1);
3648 /* Gain hitpoints */
3651 /* Enforce maximum */
3652 if (p_ptr->chp >= p_ptr->mhp)
3654 p_ptr->chp = p_ptr->mhp;
3655 p_ptr->chp_frac = 0;
3658 p_ptr->redraw |= (PR_HP);
3660 p_ptr->window |= (PW_PLAYER);
3665 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3671 msg_print(_("気分が良くなった。", "You feel better."));
3677 msg_print(_("とても気分が良くなった。", "You feel much better."));
3683 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3695 * Array of stat "descriptions"
3697 static cptr desc_stat_pos[] =
3702 _("器用に", "dextrous"),
3703 _("健康に", "healthy"),
3709 * Array of stat "descriptions"
3711 static cptr desc_stat_neg[] =
3716 _("不器用に", "clumsy"),
3717 _("不健康に", "sickly"),
3725 bool do_dec_stat(int stat)
3729 /* Access the "sustain" */
3732 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3733 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3734 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3735 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3736 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3737 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3741 if (sust && (!ironman_nightmare || randint0(13)))
3743 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."),
3744 desc_stat_neg[stat]);
3750 /* Attempt to reduce the stat */
3751 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3753 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3759 /* Nothing obvious */
3765 * Restore lost "points" in a stat
3767 bool do_res_stat(int stat)
3769 /* Attempt to increase */
3772 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3777 /* Nothing obvious */
3783 * Gain a "point" in a stat
3785 bool do_inc_stat(int stat)
3789 /* Restore strength */
3790 res = res_stat(stat);
3792 /* Attempt to increase */
3797 chg_virtue(V_ENLIGHTEN, 1);
3798 chg_virtue(V_FAITH, 1);
3800 else if (stat == A_INT)
3802 chg_virtue(V_KNOWLEDGE, 1);
3803 chg_virtue(V_ENLIGHTEN, 1);
3805 else if (stat == A_CON)
3806 chg_virtue(V_VITALITY, 1);
3808 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3813 /* Restoration worked */
3816 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3821 /* Nothing obvious */
3827 * Restores any drained experience
3829 bool restore_level(void)
3831 /* Restore experience */
3832 if (p_ptr->exp < p_ptr->max_exp)
3834 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3836 /* Restore the experience */
3837 p_ptr->exp = p_ptr->max_exp;
3839 /* Check the experience */
3853 bool lose_all_info(void)
3857 chg_virtue(V_KNOWLEDGE, -5);
3858 chg_virtue(V_ENLIGHTEN, -5);
3860 /* Forget info about objects */
3861 for (i = 0; i < INVEN_TOTAL; i++)
3863 object_type *o_ptr = &inventory[i];
3865 /* Skip non-objects */
3866 if (!o_ptr->k_idx) continue;
3868 /* Allow "protection" by the MENTAL flag */
3869 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3871 /* Remove "default inscriptions" */
3872 o_ptr->feeling = FEEL_NONE;
3874 /* Hack -- Clear the "empty" flag */
3875 o_ptr->ident &= ~(IDENT_EMPTY);
3877 /* Hack -- Clear the "known" flag */
3878 o_ptr->ident &= ~(IDENT_KNOWN);
3880 /* Hack -- Clear the "felt" flag */
3881 o_ptr->ident &= ~(IDENT_SENSE);
3884 /* Recalculate bonuses */
3885 p_ptr->update |= (PU_BONUS);
3887 /* Combine / Reorder the pack (later) */
3888 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3890 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3892 /* Mega-Hack -- Forget the map */
3900 void do_poly_wounds(void)
3902 /* Changed to always provide at least _some_ healing */
3903 s16b wounds = p_ptr->cut;
3904 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3905 s16b change = damroll(p_ptr->lev, 5);
3906 bool Nasty_effect = one_in_(5);
3908 if (!(wounds || hit_p || Nasty_effect)) return;
3910 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3914 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3915 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3920 set_cut(p_ptr->cut - (change / 2));
3926 * Change player race
3928 void change_race(CHARACTER_IDX new_race, cptr effect_msg)
3930 cptr title = race_info[new_race].title;
3931 int old_race = p_ptr->prace;
3934 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3936 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3939 chg_virtue(V_CHANCE, 2);
3941 if (p_ptr->prace < 32)
3943 p_ptr->old_race1 |= 1L << p_ptr->prace;
3947 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3949 p_ptr->prace = new_race;
3950 rp_ptr = &race_info[p_ptr->prace];
3952 /* Experience factor */
3953 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3956 * The speed bonus of Klackons and Sprites are disabled
3957 * and the experience penalty is decreased.
3959 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)))
3960 p_ptr->expfact -= 15;
3962 /* Get character's height and weight */
3963 get_height_weight();
3966 if (p_ptr->pclass == CLASS_SORCERER)
3967 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3969 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3971 do_cmd_rerate(FALSE);
3973 /* The experience level may be modified */
3976 p_ptr->redraw |= (PR_BASIC);
3978 p_ptr->update |= (PU_BONUS);
3982 /* Load an autopick preference file */
3983 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3985 /* Player's graphic tile may change */
3986 lite_spot(p_ptr->y, p_ptr->x);
3990 void do_poly_self(void)
3992 int power = p_ptr->lev;
3994 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3995 chg_virtue(V_CHANCE, 1);
3997 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3999 char effect_msg[80] = "";
4000 CHARACTER_IDX new_race;
4002 /* Some form of racial polymorph... */
4005 if ((power > randint0(5)) && one_in_(4))
4010 if (p_ptr->psex == SEX_MALE)
4012 p_ptr->psex = SEX_FEMALE;
4013 sp_ptr = &sex_info[p_ptr->psex];
4014 sprintf(effect_msg, _("女性の", "female "));
4018 p_ptr->psex = SEX_MALE;
4019 sp_ptr = &sex_info[p_ptr->psex];
4020 sprintf(effect_msg, _("男性の", "male "));
4024 if ((power > randint0(30)) && one_in_(5))
4028 /* Harmful deformity */
4035 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4041 /* Deformities are discriminated against! */
4042 (void)dec_stat(A_CHR, randint1(6), TRUE);
4047 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
4048 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
4052 sprintf(effect_msg,_("奇形の", "deformed "));
4056 while ((power > randint0(20)) && one_in_(10))
4058 /* Polymorph into a less mutated form */
4061 if (!lose_mutation(0))
4062 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
4067 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
4069 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
4071 change_race(new_race, effect_msg);
4074 if ((power > randint0(30)) && one_in_(6))
4080 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");
4084 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4089 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!"));
4090 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4096 if ((power > randint0(20)) && one_in_(4))
4101 do_cmd_rerate(FALSE);
4104 while ((power > randint0(15)) && one_in_(3))
4107 (void)gain_random_mutation(0);
4110 if (power > randint0(5))
4116 /* Note: earlier deductions may have left power < 0 already. */
4126 * Decreases players hit points and sets death flag if necessary
4128 * Invulnerability needs to be changed into a "shield"
4130 * Hack -- this function allows the user to save (or quit)
4131 * the game when he dies, since the "You die." message is shown before
4132 * setting the player to "dead".
4135 int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell)
4137 int old_chp = p_ptr->chp;
4139 char death_message[1024];
4142 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4145 if (p_ptr->is_dead) return 0;
4147 if (p_ptr->sutemi) damage *= 2;
4148 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4150 if (easy_band) damage = (damage+1)/2;
4152 if (damage_type != DAMAGE_USELIFE)
4154 disturb(TRUE, TRUE);
4161 if (monspell >= 0) learn_spell(monspell);
4163 /* Mega-Hack -- Apply "invulnerability" */
4164 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4166 if (IS_INVULN() && (damage < 9000))
4168 if (damage_type == DAMAGE_FORCE)
4170 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4172 else if (one_in_(PENETRATE_INVULNERABILITY))
4174 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4182 if (CHECK_MULTISHADOW())
4184 if (damage_type == DAMAGE_FORCE)
4186 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4188 else if (damage_type == DAMAGE_ATTACK)
4190 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!"));
4195 if (p_ptr->wraith_form)
4197 if (damage_type == DAMAGE_FORCE)
4199 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4204 if ((damage == 0) && one_in_(2)) damage = 1;
4208 if (p_ptr->special_defense & KATA_MUSOU)
4211 if ((damage == 0) && one_in_(2)) damage = 1;
4213 } /* not if LOSELIFE USELIFE */
4215 /* Hurt the player */
4216 p_ptr->chp -= damage;
4217 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4219 damage += p_ptr->chp;
4223 /* Display the hitpoints */
4224 p_ptr->redraw |= (PR_HP);
4226 p_ptr->window |= (PW_PLAYER);
4228 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4230 chg_virtue(V_SACRIFICE, 1);
4231 chg_virtue(V_CHANCE, 2);
4237 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4239 #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 */
4241 if(!save_player()) msg_print("セーブ失敗!");
4246 chg_virtue(V_SACRIFICE, 10);
4251 p_ptr->leaving = TRUE;
4254 p_ptr->is_dead = TRUE;
4256 if (p_ptr->inside_arena)
4258 cptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4259 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4261 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4265 QUEST_IDX q_idx = quest_number(dun_level);
4266 bool seppuku = streq(hit_from, "Seppuku");
4267 bool winning_seppuku = p_ptr->total_winner && seppuku;
4269 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4272 /* Make screen dump */
4273 screen_dump = make_screen_dump();
4276 /* Note cause of death */
4279 strcpy(p_ptr->died_from, hit_from);
4281 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4288 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);
4290 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4292 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4295 /* No longer a winner */
4296 p_ptr->total_winner = FALSE;
4298 if (winning_seppuku)
4300 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4306 if (p_ptr->inside_arena)
4307 strcpy(buf,_("アリーナ", "in the Arena"));
4308 else if (!dun_level)
4309 strcpy(buf,_("地上", "on the surface"));
4310 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4311 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4312 strcpy(buf,_("クエスト", "in a quest"));
4314 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4316 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4317 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4320 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4321 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4325 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4327 do_cmd_save_screen();
4332 /* Initialize "last message" buffer */
4333 if (p_ptr->last_message) string_free(p_ptr->last_message);
4334 p_ptr->last_message = NULL;
4336 /* Hack -- Note death */
4340 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4342 msg_print(android ? "You are broken." : "You die.");
4349 if (winning_seppuku)
4351 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4355 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4361 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4363 while (!get_string("Last word: ", death_message, 1024)) ;
4366 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4368 if (death_message[0] == '\0')
4371 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4373 strcpy(death_message, android ? "You are broken." : "You die.");
4376 else p_ptr->last_message = string_make(death_message);
4379 if (winning_seppuku)
4384 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4385 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4392 for (i = 0; i < 40; i++)
4393 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4395 str = death_message;
4396 if (strncmp(str, "「", 2) == 0) str += 2;
4398 str2 = my_strstr(str, "」");
4399 if (str2 != NULL) *str2 = '\0';
4404 str2 = my_strstr(str, " ");
4405 if (str2 == NULL) len = strlen(str);
4406 else len = str2 - str;
4410 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4412 if (str2 == NULL) break;
4416 if (*str == 0) break;
4420 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4424 /* Make screen dump */
4425 screen_dump = make_screen_dump();
4428 /* Wait a key press */
4433 msg_print(death_message);
4443 /* Hitpoint warning */
4444 if (p_ptr->chp < warning)
4446 /* Hack -- bell on first notice */
4447 if (old_chp > warning) bell();
4451 if (record_danger && (old_chp > warning))
4453 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4454 hit_from = _("何か", "something");
4456 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4457 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4462 /* stop auto_more even if DAMAGE_USELIFE */
4466 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4470 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4481 void gain_exp_64(s32b amount, u32b amount_frac)
4483 if (p_ptr->is_dead) return;
4485 if (p_ptr->prace == RACE_ANDROID) return;
4487 /* Gain some experience */
4488 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4490 /* Slowly recover from experience drainage */
4491 if (p_ptr->exp < p_ptr->max_exp)
4493 /* Gain max experience (20%) (was 10%) */
4494 p_ptr->max_exp += amount / 5;
4497 /* Check Experience */
4505 void gain_exp(s32b amount)
4507 gain_exp_64(amount, 0L);
4511 void calc_android_exp(void)
4515 if (p_ptr->is_dead) return;
4517 if (p_ptr->prace != RACE_ANDROID) return;
4519 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4521 object_type *o_ptr = &inventory[i];
4523 object_type *q_ptr = &forge;
4525 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4527 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4528 if (!o_ptr->k_idx) continue;
4531 object_copy(q_ptr, o_ptr);
4532 q_ptr->discount = 0;
4533 q_ptr->curse_flags = 0L;
4535 if (object_is_fixed_artifact(o_ptr))
4537 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4538 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4540 else if (object_is_ego(o_ptr))
4542 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4544 else if (o_ptr->art_name)
4546 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4549 if (!object_is_weapon_ammo(o_ptr))
4552 if (total_flags < 15000) fake_level = 10;
4553 else if (total_flags < 35000) fake_level = 25;
4554 else fake_level = 40;
4559 if (total_flags < 20000) fake_level = 10;
4560 else if (total_flags < 45000) fake_level = 25;
4561 else fake_level = 40;
4564 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4567 value = object_value_real(q_ptr);
4569 if (value <= 0) continue;
4570 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4571 if (value > 5000000L) value = 5000000L;
4572 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4574 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4575 (o_ptr->tval == TV_DRAG_ARMOR) ||
4576 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4577 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4578 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4579 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4580 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4582 if (level > 65) level = 35 + (level - 65) / 5;
4583 else if (level > 35) level = 25 + (level - 35) / 3;
4584 else if (level > 15) level = 15 + (level - 15) / 2;
4585 exp = MIN(100000L, value) / 2 * level * level;
4586 if (value > 100000L)
4587 exp += (value - 100000L) / 8 * level * level;
4591 exp = MIN(100000L, value) * level;
4592 if (value > 100000L)
4593 exp += (value - 100000L) / 4 * level;
4595 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4596 else total_exp += exp / 16;
4597 if (i == INVEN_BODY) total_exp += exp / 32;
4599 p_ptr->exp = p_ptr->max_exp = total_exp;
4601 /* Check Experience */
4609 void lose_exp(s32b amount)
4611 if (p_ptr->prace == RACE_ANDROID) return;
4613 /* Never drop below zero experience */
4614 if (amount > p_ptr->exp) amount = p_ptr->exp;
4616 /* Lose some experience */
4617 p_ptr->exp -= amount;
4619 /* Check Experience */
4626 * If resisted to draining, return FALSE
4628 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4630 /* Androids and their mimics are never drained */
4631 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4633 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4635 /* Hold experience */
4636 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4640 /* Hold experience failed */
4641 if (p_ptr->hold_exp)
4643 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4648 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!"));
4656 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4658 bool notice = FALSE;
4660 /* Hack -- Force good values */
4661 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4663 if (p_ptr->is_dead) return FALSE;
4668 if (p_ptr->ult_res && !do_dec)
4670 if (p_ptr->ult_res > v) return FALSE;
4672 else if (!p_ptr->ult_res)
4674 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!"));
4684 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"));
4692 /* Redraw status bar */
4693 p_ptr->redraw |= (PR_STATUS);
4695 /* Nothing to notice */
4696 if (!notice) return (FALSE);
4698 if (disturb_state) disturb(FALSE, FALSE);
4700 /* Recalculate bonuses */
4701 p_ptr->update |= (PU_BONUS);
4706 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4708 bool notice = FALSE;
4710 /* Hack -- Force good values */
4711 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4713 if (p_ptr->is_dead) return FALSE;
4718 if (p_ptr->tim_res_nether && !do_dec)
4720 if (p_ptr->tim_res_nether > v) return FALSE;
4722 else if (!p_ptr->tim_res_nether)
4724 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4732 if (p_ptr->tim_res_nether)
4734 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"));
4740 p_ptr->tim_res_nether = v;
4742 /* Redraw status bar */
4743 p_ptr->redraw |= (PR_STATUS);
4745 /* Nothing to notice */
4746 if (!notice) return (FALSE);
4748 if (disturb_state) disturb(FALSE, FALSE);
4750 /* Recalculate bonuses */
4751 p_ptr->update |= (PU_BONUS);
4756 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4758 bool notice = FALSE;
4760 /* Hack -- Force good values */
4761 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4763 if (p_ptr->is_dead) return FALSE;
4768 if (p_ptr->tim_res_time && !do_dec)
4770 if (p_ptr->tim_res_time > v) return FALSE;
4772 else if (!p_ptr->tim_res_time)
4774 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!"));
4782 if (p_ptr->tim_res_time)
4784 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"));
4790 p_ptr->tim_res_time = v;
4792 /* Redraw status bar */
4793 p_ptr->redraw |= (PR_STATUS);
4795 /* Nothing to notice */
4796 if (!notice) return (FALSE);
4798 if (disturb_state) disturb(FALSE, FALSE);
4800 /* Recalculate bonuses */
4801 p_ptr->update |= (PU_BONUS);
4808 * Choose a warrior-mage elemental attack. -LM-
4810 bool choose_ele_attack(void)
4816 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4818 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."));
4823 num = (p_ptr->lev - 20) / 5;
4824 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4827 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4832 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4837 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4842 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4851 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4855 if ((choice == 'a') || (choice == 'A'))
4856 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4857 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4858 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4859 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4860 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4861 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4862 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4863 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4864 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4867 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4877 * Choose a elemental immune. -LM-
4879 bool choose_ele_immune(TIME_EFFECT immune_turn)
4884 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4885 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4886 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4887 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4895 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4899 if ((choice == 'a') || (choice == 'A'))
4900 set_ele_immune(DEFENSE_FIRE, immune_turn);
4901 else if ((choice == 'b') || (choice == 'B'))
4902 set_ele_immune(DEFENSE_COLD, immune_turn);
4903 else if ((choice == 'c') || (choice == 'C'))
4904 set_ele_immune(DEFENSE_ACID, immune_turn);
4905 else if ((choice == 'd') || (choice == 'D'))
4906 set_ele_immune(DEFENSE_ELEC, immune_turn);
4909 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));