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 * @brief プレイヤーの継続行動を設定する。
20 * @param typ 継続行動のID\n
21 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
24 void set_action(ACTION_IDX typ)
26 int prev_typ = p_ptr->action;
38 msg_print(_("探索をやめた。", "You no longer walk carefully."));
39 p_ptr->redraw |= (PR_SPEED);
49 msg_print(_("学習をやめた。", "You stop Learning"));
55 msg_print(_("構えをといた。", "You stop assuming the posture."));
56 p_ptr->special_defense &= ~(KAMAE_MASK);
61 msg_print(_("型を崩した。", "You stop assuming the posture."));
62 p_ptr->special_defense &= ~(KATA_MASK);
63 p_ptr->update |= (PU_MONSTERS);
64 p_ptr->redraw |= (PR_STATUS);
69 msg_print(_("歌うのをやめた。", "You stop singing."));
74 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
75 p_ptr->energy_use = 100;
80 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
88 /* If we are requested other action, stop singing */
89 if (prev_typ == ACTION_SING) stop_singing();
90 if (prev_typ == ACTION_SPELL) stop_hex_spell();
92 switch (p_ptr->action)
96 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
97 p_ptr->redraw |= (PR_SPEED);
102 msg_print(_("学習を始めた。", "You begin Learning"));
107 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
110 case ACTION_HAYAGAKE:
112 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
120 p_ptr->update |= (PU_BONUS);
121 p_ptr->redraw |= (PR_STATE);
125 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
128 void reset_tim_flags(void)
130 p_ptr->fast = 0; /* Timed -- Fast */
131 p_ptr->lightspeed = 0;
132 p_ptr->slow = 0; /* Timed -- Slow */
133 p_ptr->blind = 0; /* Timed -- Blindness */
134 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
135 p_ptr->confused = 0; /* Timed -- Confusion */
136 p_ptr->afraid = 0; /* Timed -- Fear */
137 p_ptr->image = 0; /* Timed -- Hallucination */
138 p_ptr->poisoned = 0; /* Timed -- Poisoned */
139 p_ptr->cut = 0; /* Timed -- Cut */
140 p_ptr->stun = 0; /* Timed -- Stun */
142 p_ptr->protevil = 0; /* Timed -- Protection */
143 p_ptr->invuln = 0; /* Timed -- Invulnerable */
145 p_ptr->hero = 0; /* Timed -- Heroism */
146 p_ptr->shero = 0; /* Timed -- Super Heroism */
147 p_ptr->shield = 0; /* Timed -- Shield Spell */
148 p_ptr->blessed = 0; /* Timed -- Blessed */
149 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
150 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
151 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
152 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
154 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
155 p_ptr->tim_levitation = 0;
156 p_ptr->tim_sh_touki = 0;
157 p_ptr->tim_sh_fire = 0;
158 p_ptr->tim_sh_holy = 0;
159 p_ptr->tim_eyeeye = 0;
161 p_ptr->resist_magic = 0;
164 p_ptr->tim_res_nether = 0;
165 p_ptr->tim_res_time = 0;
166 p_ptr->tim_mimic = 0;
167 p_ptr->mimic_form = 0;
168 p_ptr->tim_reflect = 0;
169 p_ptr->multishadow = 0;
171 p_ptr->action = ACTION_NONE;
173 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
174 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
175 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
176 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
177 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
179 p_ptr->word_recall = 0;
180 p_ptr->alter_reality = 0;
181 p_ptr->sutemi = FALSE;
182 p_ptr->counter = FALSE;
183 p_ptr->ele_attack = 0;
184 p_ptr->ele_immune = 0;
185 p_ptr->special_attack = 0L;
186 p_ptr->special_defense = 0L;
188 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
189 world_player = FALSE;
191 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
192 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
193 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
197 (void)set_monster_fast(p_ptr->riding, 0);
198 (void)set_monster_slow(p_ptr->riding, 0);
199 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
202 if (p_ptr->pclass == CLASS_BARD)
204 SINGING_SONG_EFFECT(p_ptr) = 0;
205 SINGING_SONG_ID(p_ptr) = 0;
210 * @brief プレイヤーに魔力消去効果を与える。
213 void dispel_player(void)
215 (void)set_fast(0, TRUE);
216 (void)set_lightspeed(0, TRUE);
217 (void)set_slow(0, TRUE);
218 (void)set_shield(0, TRUE);
219 (void)set_blessed(0, TRUE);
220 (void)set_tsuyoshi(0, TRUE);
221 (void)set_hero(0, TRUE);
222 (void)set_shero(0, TRUE);
223 (void)set_protevil(0, TRUE);
224 (void)set_invuln(0, TRUE);
225 (void)set_wraith_form(0, TRUE);
226 (void)set_kabenuke(0, TRUE);
227 (void)set_tim_res_nether(0, TRUE);
228 (void)set_tim_res_time(0, TRUE);
230 (void)set_tim_reflect(0,TRUE);
231 (void)set_multishadow(0,TRUE);
232 (void)set_dustrobe(0,TRUE);
234 (void)set_tim_invis(0, TRUE);
235 (void)set_tim_infra(0, TRUE);
236 (void)set_tim_esp(0, TRUE);
237 (void)set_tim_regen(0, TRUE);
238 (void)set_tim_stealth(0, TRUE);
239 (void)set_tim_levitation(0, TRUE);
240 (void)set_tim_sh_touki(0, TRUE);
241 (void)set_tim_sh_fire(0, TRUE);
242 (void)set_tim_sh_holy(0, TRUE);
243 (void)set_tim_eyeeye(0, TRUE);
244 (void)set_magicdef(0, TRUE);
245 (void)set_resist_magic(0, TRUE);
246 (void)set_oppose_acid(0, TRUE);
247 (void)set_oppose_elec(0, TRUE);
248 (void)set_oppose_fire(0, TRUE);
249 (void)set_oppose_cold(0, TRUE);
250 (void)set_oppose_pois(0, TRUE);
251 (void)set_ultimate_res(0, TRUE);
252 (void)set_mimic(0, 0, TRUE);
253 (void)set_ele_attack(0, 0);
254 (void)set_ele_immune(0, 0);
256 /* Cancel glowing hands */
257 if (p_ptr->special_attack & ATTACK_CONFUSE)
259 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
260 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
263 if (music_singing_any() || hex_spelling_any())
265 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
266 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
267 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
268 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
270 p_ptr->action = ACTION_NONE;
271 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
272 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
273 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
274 p_ptr->energy_need += ENERGY_NEED();
280 * @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
283 * @param do_dec 現在の継続時間より長い値のみ上書きする
284 * @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。
286 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
290 /* Hack -- Force good values */
291 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
293 if (p_ptr->is_dead) return FALSE;
298 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
300 if (p_ptr->tim_mimic > v) return FALSE;
302 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
304 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
305 p_ptr->mimic_form = p;
313 if (p_ptr->tim_mimic)
315 msg_print(_("変身が解けた。", "You are no longer transformed."));
316 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
324 p_ptr->tim_mimic = v;
326 /* Nothing to notice */
330 if (disturb_state) disturb(FALSE, TRUE);
333 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
334 p_ptr->update |= (PU_BONUS | PU_HP);
341 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
343 * @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。
345 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
346 * memorize any terrain features which suddenly become "visible".\n
347 * Note that blindness is currently the only thing which can affect\n
348 * "player_can_see_bold()".\n
350 bool set_blind(TIME_EFFECT v)
354 /* Hack -- Force good values */
355 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
357 if (p_ptr->is_dead) return FALSE;
364 if (p_ptr->prace == RACE_ANDROID)
366 msg_print(_("センサーをやられた!", "You are blind!"));
370 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
374 chg_virtue(V_ENLIGHTEN, -1);
383 if (p_ptr->prace == RACE_ANDROID)
385 msg_print(_("センサーが復旧した。", "You can see again."));
389 msg_print(_("やっと目が見えるようになった。", "You can see again."));
399 /* Redraw status bar */
400 p_ptr->redraw |= (PR_STATUS);
402 /* Nothing to notice */
403 if (!notice) return (FALSE);
405 if (disturb_state) disturb(FALSE, FALSE);
407 /* Fully update the visuals */
408 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
410 p_ptr->redraw |= (PR_MAP);
412 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
419 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
421 * @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。
423 bool set_confused(TIME_EFFECT v)
427 /* Hack -- Force good values */
428 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
430 if (p_ptr->is_dead) return FALSE;
435 if (!p_ptr->confused)
437 msg_print(_("あなたは混乱した!", "You are confused!"));
439 if (p_ptr->action == ACTION_LEARN)
441 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
444 p_ptr->redraw |= (PR_STATE);
445 p_ptr->action = ACTION_NONE;
447 if (p_ptr->action == ACTION_KAMAE)
449 msg_print(_("構えがとけた。", "Your posture gets loose."));
450 p_ptr->special_defense &= ~(KAMAE_MASK);
451 p_ptr->update |= (PU_BONUS);
452 p_ptr->redraw |= (PR_STATE);
453 p_ptr->action = ACTION_NONE;
455 else if (p_ptr->action == ACTION_KATA)
457 msg_print(_("型が崩れた。", "Your posture gets loose."));
458 p_ptr->special_defense &= ~(KATA_MASK);
459 p_ptr->update |= (PU_BONUS);
460 p_ptr->update |= (PU_MONSTERS);
461 p_ptr->redraw |= (PR_STATE);
462 p_ptr->redraw |= (PR_STATUS);
463 p_ptr->action = ACTION_NONE;
467 if (p_ptr->concent) reset_concentration(TRUE);
470 if (hex_spelling_any()) stop_hex_spell_all();
473 p_ptr->counter = FALSE;
474 chg_virtue(V_HARMONY, -1);
483 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
484 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
492 /* Redraw status bar */
493 p_ptr->redraw |= (PR_STATUS);
495 /* Nothing to notice */
496 if (!notice) return (FALSE);
498 if (disturb_state) disturb(FALSE, FALSE);
505 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
507 * @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。
509 bool set_poisoned(TIME_EFFECT v)
513 /* Hack -- Force good values */
514 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
516 if (p_ptr->is_dead) return FALSE;
521 if (!p_ptr->poisoned)
523 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
533 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
541 /* Redraw status bar */
542 p_ptr->redraw |= (PR_STATUS);
544 /* Nothing to notice */
545 if (!notice) return (FALSE);
547 if (disturb_state) disturb(FALSE, FALSE);
554 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
556 * @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。
558 bool set_afraid(TIME_EFFECT v)
562 /* Hack -- Force good values */
563 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
565 if (p_ptr->is_dead) return FALSE;
572 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
574 if (p_ptr->special_defense & KATA_MASK)
576 msg_print(_("型が崩れた。", "Your posture gets loose."));
577 p_ptr->special_defense &= ~(KATA_MASK);
578 p_ptr->update |= (PU_BONUS);
579 p_ptr->update |= (PU_MONSTERS);
580 p_ptr->redraw |= (PR_STATE);
581 p_ptr->redraw |= (PR_STATUS);
582 p_ptr->action = ACTION_NONE;
586 p_ptr->counter = FALSE;
587 chg_virtue(V_VALOUR, -1);
596 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
604 /* Redraw status bar */
605 p_ptr->redraw |= (PR_STATUS);
607 /* Nothing to notice */
608 if (!notice) return (FALSE);
610 if (disturb_state) disturb(FALSE, FALSE);
616 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
618 * @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。
620 bool set_paralyzed(TIME_EFFECT v)
624 /* Hack -- Force good values */
625 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
627 if (p_ptr->is_dead) return FALSE;
632 if (!p_ptr->paralyzed)
634 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
636 if (p_ptr->concent) reset_concentration(TRUE);
639 if (hex_spelling_any()) stop_hex_spell_all();
641 p_ptr->counter = FALSE;
649 if (p_ptr->paralyzed)
651 msg_print(_("やっと動けるようになった。", "You can move again."));
657 p_ptr->paralyzed = v;
659 /* Redraw status bar */
660 p_ptr->redraw |= (PR_STATUS);
662 /* Nothing to notice */
663 if (!notice) return (FALSE);
665 if (disturb_state) disturb(FALSE, FALSE);
666 p_ptr->redraw |= (PR_STATE);
672 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
674 * @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。
675 * @details Note that we must redraw the map when hallucination changes.
677 bool set_image(TIME_EFFECT v)
681 /* Hack -- Force good values */
682 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
684 if (p_ptr->is_dead) return FALSE;
685 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
691 set_tsuyoshi(0, TRUE);
694 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
697 if (p_ptr->concent) reset_concentration(TRUE);
699 p_ptr->counter = FALSE;
709 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."));
717 /* Redraw status bar */
718 p_ptr->redraw |= (PR_STATUS);
720 /* Nothing to notice */
721 if (!notice) return (FALSE);
723 if (disturb_state) disturb(FALSE, TRUE);
725 p_ptr->redraw |= (PR_MAP);
727 /* Update the health bar */
728 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
729 p_ptr->update |= (PU_MONSTERS);
731 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
737 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
739 * @param do_dec 現在の継続時間より長い値のみ上書きする
740 * @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。
742 bool set_fast(TIME_EFFECT v, bool do_dec)
746 /* Hack -- Force good values */
747 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
749 if (p_ptr->is_dead) return FALSE;
754 if (p_ptr->fast && !do_dec)
756 if (p_ptr->fast > v) return FALSE;
758 else if (!IS_FAST() && !p_ptr->lightspeed)
760 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
762 chg_virtue(V_PATIENCE, -1);
763 chg_virtue(V_DILIGENCE, 1);
770 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
772 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
780 /* Nothing to notice */
781 if (!notice) return (FALSE);
783 if (disturb_state) disturb(FALSE, FALSE);
784 p_ptr->update |= (PU_BONUS);
790 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
792 * @param do_dec 現在の継続時間より長い値のみ上書きする
793 * @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。
795 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
799 /* Hack -- Force good values */
800 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
802 if (p_ptr->is_dead) return FALSE;
804 if (p_ptr->wild_mode) v = 0;
809 if (p_ptr->lightspeed && !do_dec)
811 if (p_ptr->lightspeed > v) return FALSE;
813 else if (!p_ptr->lightspeed)
815 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
817 chg_virtue(V_PATIENCE, -1);
818 chg_virtue(V_DILIGENCE, 1);
825 if (p_ptr->lightspeed)
827 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
833 p_ptr->lightspeed = v;
835 /* Nothing to notice */
836 if (!notice) return (FALSE);
838 if (disturb_state) disturb(FALSE, FALSE);
839 p_ptr->update |= (PU_BONUS);
845 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
847 * @param do_dec 現在の継続時間より長い値のみ上書きする
848 * @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。
850 bool set_slow(TIME_EFFECT v, bool do_dec)
854 /* Hack -- Force good values */
855 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
857 if (p_ptr->is_dead) return FALSE;
862 if (p_ptr->slow && !do_dec)
864 if (p_ptr->slow > v) return FALSE;
866 else if (!p_ptr->slow)
868 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
878 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
886 /* Nothing to notice */
887 if (!notice) return (FALSE);
889 if (disturb_state) disturb(FALSE, FALSE);
890 p_ptr->update |= (PU_BONUS);
897 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
899 * @param do_dec 現在の継続時間より長い値のみ上書きする
900 * @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。
902 bool set_shield(TIME_EFFECT v, bool do_dec)
906 /* Hack -- Force good values */
907 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
909 if (p_ptr->is_dead) return FALSE;
914 if (p_ptr->shield && !do_dec)
916 if (p_ptr->shield > v) return FALSE;
918 else if (!p_ptr->shield)
920 msg_print(_("肌が石になった。", "Your skin turns to stone."));
930 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
938 /* Redraw status bar */
939 p_ptr->redraw |= (PR_STATUS);
941 /* Nothing to notice */
942 if (!notice) return (FALSE);
944 if (disturb_state) disturb(FALSE, FALSE);
945 p_ptr->update |= (PU_BONUS);
952 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
954 * @param do_dec 現在の継続時間より長い値のみ上書きする
955 * @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。
957 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
961 /* Hack -- Force good values */
962 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
964 if (p_ptr->is_dead) return FALSE;
969 if (p_ptr->tsubureru && !do_dec)
971 if (p_ptr->tsubureru > v) return FALSE;
973 else if (!p_ptr->tsubureru)
975 msg_print(_("横に伸びた。", "Your body expands horizontally."));
983 if (p_ptr->tsubureru)
985 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
991 p_ptr->tsubureru = v;
993 /* Redraw status bar */
994 p_ptr->redraw |= (PR_STATUS);
996 /* Nothing to notice */
997 if (!notice) return (FALSE);
999 if (disturb_state) disturb(FALSE, FALSE);
1000 p_ptr->update |= (PU_BONUS);
1007 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1009 * @param do_dec 現在の継続時間より長い値のみ上書きする
1010 * @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。
1012 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1014 bool notice = FALSE;
1016 /* Hack -- Force good values */
1017 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1019 if (p_ptr->is_dead) return FALSE;
1024 if (p_ptr->magicdef && !do_dec)
1026 if (p_ptr->magicdef > v) return FALSE;
1028 else if (!p_ptr->magicdef)
1030 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."));
1038 if (p_ptr->magicdef)
1040 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1046 p_ptr->magicdef = v;
1048 /* Redraw status bar */
1049 p_ptr->redraw |= (PR_STATUS);
1051 /* Nothing to notice */
1052 if (!notice) return (FALSE);
1054 if (disturb_state) disturb(FALSE, FALSE);
1055 p_ptr->update |= (PU_BONUS);
1061 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1063 * @param do_dec 現在の継続時間より長い値のみ上書きする
1064 * @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。
1066 bool set_blessed(TIME_EFFECT v, bool do_dec)
1068 bool notice = FALSE;
1070 /* Hack -- Force good values */
1071 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1073 if (p_ptr->is_dead) return FALSE;
1078 if (p_ptr->blessed && !do_dec)
1080 if (p_ptr->blessed > v) return FALSE;
1082 else if (!IS_BLESSED())
1084 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1092 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1094 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1102 /* Redraw status bar */
1103 p_ptr->redraw |= (PR_STATUS);
1105 /* Nothing to notice */
1106 if (!notice) return (FALSE);
1108 if (disturb_state) disturb(FALSE, FALSE);
1109 p_ptr->update |= (PU_BONUS);
1116 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1118 * @param do_dec 現在の継続時間より長い値のみ上書きする
1119 * @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。
1121 bool set_hero(TIME_EFFECT v, bool do_dec)
1123 bool notice = FALSE;
1125 /* Hack -- Force good values */
1126 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1128 if (p_ptr->is_dead) return FALSE;
1133 if (p_ptr->hero && !do_dec)
1135 if (p_ptr->hero > v) return FALSE;
1137 else if (!IS_HERO())
1139 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1147 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1149 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1157 /* Redraw status bar */
1158 p_ptr->redraw |= (PR_STATUS);
1160 /* Nothing to notice */
1161 if (!notice) return (FALSE);
1163 if (disturb_state) disturb(FALSE, FALSE);
1164 p_ptr->update |= (PU_BONUS);
1166 /* Recalculate hitpoints */
1167 p_ptr->update |= (PU_HP);
1173 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1174 * @param v 継続時間/ 0ならば無条件にリセット
1175 * @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
1176 * @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。
1178 bool set_shero(TIME_EFFECT v, bool do_dec)
1180 bool notice = FALSE;
1182 /* Hack -- Force good values */
1183 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1185 if (p_ptr->is_dead) return FALSE;
1187 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1191 if (p_ptr->shero && !do_dec)
1193 if (p_ptr->shero > v) return FALSE;
1195 else if (!p_ptr->shero)
1197 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1207 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1215 /* Redraw status bar */
1216 p_ptr->redraw |= (PR_STATUS);
1218 /* Nothing to notice */
1219 if (!notice) return (FALSE);
1221 if (disturb_state) disturb(FALSE, FALSE);
1222 p_ptr->update |= (PU_BONUS);
1224 /* Recalculate hitpoints */
1225 p_ptr->update |= (PU_HP);
1231 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1233 * @param do_dec 現在の継続時間より長い値のみ上書きする
1234 * @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。
1236 bool set_protevil(TIME_EFFECT v, bool do_dec)
1238 bool notice = FALSE;
1240 /* Hack -- Force good values */
1241 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1243 if (p_ptr->is_dead) return FALSE;
1248 if (p_ptr->protevil && !do_dec)
1250 if (p_ptr->protevil > v) return FALSE;
1252 else if (!p_ptr->protevil)
1254 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!"));
1262 if (p_ptr->protevil)
1264 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."));
1270 p_ptr->protevil = v;
1272 /* Redraw status bar */
1273 p_ptr->redraw |= (PR_STATUS);
1275 /* Nothing to notice */
1276 if (!notice) return (FALSE);
1278 if (disturb_state) disturb(FALSE, FALSE);
1284 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1286 * @param do_dec 現在の継続時間より長い値のみ上書きする
1287 * @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。
1289 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1291 bool notice = FALSE;
1293 /* Hack -- Force good values */
1294 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1296 if (p_ptr->is_dead) return FALSE;
1301 if (p_ptr->wraith_form && !do_dec)
1303 if (p_ptr->wraith_form > v) return FALSE;
1305 else if (!p_ptr->wraith_form)
1307 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!"));
1309 chg_virtue(V_UNLIFE, 3);
1310 chg_virtue(V_HONOUR, -2);
1311 chg_virtue(V_SACRIFICE, -2);
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->wraith_form)
1326 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1329 p_ptr->redraw |= (PR_MAP);
1330 p_ptr->update |= (PU_MONSTERS);
1332 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1337 p_ptr->wraith_form = v;
1339 /* Redraw status bar */
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);
1353 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1355 * @param do_dec 現在の継続時間より長い値のみ上書きする
1356 * @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。
1358 bool set_invuln(TIME_EFFECT v, bool do_dec)
1360 bool notice = FALSE;
1362 /* Hack -- Force good values */
1363 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1365 if (p_ptr->is_dead) return FALSE;
1370 if (p_ptr->invuln && !do_dec)
1372 if (p_ptr->invuln > v) return FALSE;
1374 else if (!IS_INVULN())
1376 msg_print(_("無敵だ!", "Invulnerability!"));
1379 chg_virtue(V_UNLIFE, -2);
1380 chg_virtue(V_HONOUR, -2);
1381 chg_virtue(V_SACRIFICE, -3);
1382 chg_virtue(V_VALOUR, -5);
1384 p_ptr->redraw |= (PR_MAP);
1385 p_ptr->update |= (PU_MONSTERS);
1387 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1394 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1396 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1399 p_ptr->redraw |= (PR_MAP);
1400 p_ptr->update |= (PU_MONSTERS);
1402 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1404 p_ptr->energy_need += ENERGY_NEED();
1411 /* Redraw status bar */
1412 p_ptr->redraw |= (PR_STATUS);
1414 /* Nothing to notice */
1415 if (!notice) return (FALSE);
1417 if (disturb_state) disturb(FALSE, FALSE);
1418 p_ptr->update |= (PU_BONUS);
1424 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1426 * @param do_dec 現在の継続時間より長い値のみ上書きする
1427 * @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。
1429 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1431 bool notice = FALSE;
1433 /* Hack -- Force good values */
1434 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1436 if (p_ptr->is_dead) return FALSE;
1441 if (p_ptr->tim_esp && !do_dec)
1443 if (p_ptr->tim_esp > v) return FALSE;
1445 else if (!IS_TIM_ESP())
1447 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1455 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1457 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1465 /* Redraw status bar */
1466 p_ptr->redraw |= (PR_STATUS);
1468 /* Nothing to notice */
1469 if (!notice) return (FALSE);
1471 if (disturb_state) disturb(FALSE, FALSE);
1472 p_ptr->update |= (PU_BONUS);
1473 p_ptr->update |= (PU_MONSTERS);
1479 * @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
1481 * @param do_dec 現在の継続時間より長い値のみ上書きする
1482 * @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。
1484 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1486 bool notice = FALSE;
1488 /* Hack -- Force good values */
1489 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1491 if (p_ptr->is_dead) return FALSE;
1496 if (p_ptr->tim_invis && !do_dec)
1498 if (p_ptr->tim_invis > v) return FALSE;
1500 else if (!p_ptr->tim_invis)
1502 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1510 if (p_ptr->tim_invis)
1512 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1518 p_ptr->tim_invis = v;
1520 /* Redraw status bar */
1521 p_ptr->redraw |= (PR_STATUS);
1523 /* Nothing to notice */
1524 if (!notice) return (FALSE);
1526 if (disturb_state) disturb(FALSE, FALSE);
1527 p_ptr->update |= (PU_BONUS);
1529 /* Update the monsters */
1530 p_ptr->update |= (PU_MONSTERS);
1536 * @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
1538 * @param do_dec 現在の継続時間より長い値のみ上書きする
1539 * @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。
1541 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1543 bool notice = FALSE;
1545 /* Hack -- Force good values */
1546 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1548 if (p_ptr->is_dead) return FALSE;
1553 if (p_ptr->tim_infra && !do_dec)
1555 if (p_ptr->tim_infra > v) return FALSE;
1557 else if (!p_ptr->tim_infra)
1559 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1567 if (p_ptr->tim_infra)
1569 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1575 p_ptr->tim_infra = v;
1577 /* Redraw status bar */
1578 p_ptr->redraw |= (PR_STATUS);
1580 /* Nothing to notice */
1581 if (!notice) return (FALSE);
1583 if (disturb_state) disturb(FALSE, FALSE);
1584 p_ptr->update |= (PU_BONUS);
1586 /* Update the monsters */
1587 p_ptr->update |= (PU_MONSTERS);
1593 * @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
1595 * @param do_dec 現在の継続時間より長い値のみ上書きする
1596 * @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。
1598 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1600 bool notice = FALSE;
1602 /* Hack -- Force good values */
1603 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1605 if (p_ptr->is_dead) return FALSE;
1610 if (p_ptr->tim_regen && !do_dec)
1612 if (p_ptr->tim_regen > v) return FALSE;
1614 else if (!p_ptr->tim_regen)
1616 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1624 if (p_ptr->tim_regen)
1626 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1632 p_ptr->tim_regen = v;
1634 /* Redraw status bar */
1635 p_ptr->redraw |= (PR_STATUS);
1637 /* Nothing to notice */
1638 if (!notice) return (FALSE);
1640 if (disturb_state) disturb(FALSE, FALSE);
1641 p_ptr->update |= (PU_BONUS);
1647 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1649 * @param do_dec 現在の継続時間より長い値のみ上書きする
1650 * @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。
1652 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1654 bool notice = FALSE;
1656 /* Hack -- Force good values */
1657 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1659 if (p_ptr->is_dead) return FALSE;
1664 if (p_ptr->tim_stealth && !do_dec)
1666 if (p_ptr->tim_stealth > v) return FALSE;
1668 else if (!IS_TIM_STEALTH())
1670 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1678 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1680 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1686 p_ptr->tim_stealth = v;
1688 /* Redraw status bar */
1689 p_ptr->redraw |= (PR_STATUS);
1691 /* Nothing to notice */
1692 if (!notice) return (FALSE);
1694 if (disturb_state) disturb(FALSE, FALSE);
1695 p_ptr->update |= (PU_BONUS);
1701 * @brief 超隠密状態をセットする
1702 * @param set TRUEならば超隠密状態になる。
1703 * @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。
1705 bool set_superstealth(bool set)
1707 bool notice = FALSE;
1709 if (p_ptr->is_dead) return FALSE;
1714 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1716 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1718 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."));
1719 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1723 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!"));
1724 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1730 p_ptr->special_defense |= NINJA_S_STEALTH;
1737 if (p_ptr->special_defense & NINJA_S_STEALTH)
1739 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."));
1743 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1747 /* Nothing to notice */
1748 if (!notice) return (FALSE);
1750 /* Redraw status bar */
1751 p_ptr->redraw |= (PR_STATUS);
1753 if (disturb_state) disturb(FALSE, FALSE);
1758 * @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
1760 * @param do_dec 現在の継続時間より長い値のみ上書きする
1761 * @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。
1763 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1765 bool notice = FALSE;
1767 /* Hack -- Force good values */
1768 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1770 if (p_ptr->is_dead) return FALSE;
1775 if (p_ptr->tim_levitation && !do_dec)
1777 if (p_ptr->tim_levitation > v) return FALSE;
1779 else if (!p_ptr->tim_levitation)
1781 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1789 if (p_ptr->tim_levitation)
1791 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1797 p_ptr->tim_levitation = v;
1799 /* Redraw status bar */
1800 p_ptr->redraw |= (PR_STATUS);
1802 /* Nothing to notice */
1803 if (!notice) return (FALSE);
1805 if (disturb_state) disturb(FALSE, FALSE);
1806 p_ptr->update |= (PU_BONUS);
1812 * @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
1814 * @param do_dec 現在の継続時間より長い値のみ上書きする
1815 * @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。
1817 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1819 bool notice = FALSE;
1821 /* Hack -- Force good values */
1822 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1824 if (p_ptr->is_dead) return FALSE;
1829 if (p_ptr->tim_sh_touki && !do_dec)
1831 if (p_ptr->tim_sh_touki > v) return FALSE;
1833 else if (!p_ptr->tim_sh_touki)
1835 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1843 if (p_ptr->tim_sh_touki)
1845 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1851 p_ptr->tim_sh_touki = v;
1853 /* Redraw status bar */
1854 p_ptr->redraw |= (PR_STATUS);
1856 /* Nothing to notice */
1857 if (!notice) return (FALSE);
1859 if (disturb_state) disturb(FALSE, FALSE);
1865 * @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
1867 * @param do_dec 現在の継続時間より長い値のみ上書きする
1868 * @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。
1870 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1872 bool notice = FALSE;
1874 /* Hack -- Force good values */
1875 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1877 if (p_ptr->is_dead) return FALSE;
1882 if (p_ptr->tim_sh_fire && !do_dec)
1884 if (p_ptr->tim_sh_fire > v) return FALSE;
1886 else if (!p_ptr->tim_sh_fire)
1888 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1896 if (p_ptr->tim_sh_fire)
1898 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1904 p_ptr->tim_sh_fire = v;
1906 /* Redraw status bar */
1907 p_ptr->redraw |= (PR_STATUS);
1909 /* Nothing to notice */
1910 if (!notice) return (FALSE);
1912 if (disturb_state) disturb(FALSE, FALSE);
1913 p_ptr->update |= (PU_BONUS);
1919 * @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
1921 * @param do_dec 現在の継続時間より長い値のみ上書きする
1922 * @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。
1924 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1926 bool notice = FALSE;
1928 /* Hack -- Force good values */
1929 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1931 if (p_ptr->is_dead) return FALSE;
1936 if (p_ptr->tim_sh_holy && !do_dec)
1938 if (p_ptr->tim_sh_holy > v) return FALSE;
1940 else if (!p_ptr->tim_sh_holy)
1942 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1950 if (p_ptr->tim_sh_holy)
1952 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1958 p_ptr->tim_sh_holy = v;
1960 /* Redraw status bar */
1961 p_ptr->redraw |= (PR_STATUS);
1963 /* Nothing to notice */
1964 if (!notice) return (FALSE);
1966 if (disturb_state) disturb(FALSE, FALSE);
1967 p_ptr->update |= (PU_BONUS);
1973 * @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
1975 * @param do_dec 現在の継続時間より長い値のみ上書きする
1976 * @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。
1978 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1980 bool notice = FALSE;
1982 /* Hack -- Force good values */
1983 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1985 if (p_ptr->is_dead) return FALSE;
1990 if (p_ptr->tim_eyeeye && !do_dec)
1992 if (p_ptr->tim_eyeeye > v) return FALSE;
1994 else if (!p_ptr->tim_eyeeye)
1996 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2004 if (p_ptr->tim_eyeeye)
2006 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."));
2012 p_ptr->tim_eyeeye = v;
2014 /* Redraw status bar */
2015 p_ptr->redraw |= (PR_STATUS);
2017 /* Nothing to notice */
2018 if (!notice) return (FALSE);
2020 if (disturb_state) disturb(FALSE, FALSE);
2021 p_ptr->update |= (PU_BONUS);
2028 * @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
2030 * @param do_dec 現在の継続時間より長い値のみ上書きする
2031 * @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。
2033 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2035 bool notice = FALSE;
2037 /* Hack -- Force good values */
2038 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2040 if (p_ptr->is_dead) return FALSE;
2045 if (p_ptr->resist_magic && !do_dec)
2047 if (p_ptr->resist_magic > v) return FALSE;
2049 else if (!p_ptr->resist_magic)
2051 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2059 if (p_ptr->resist_magic)
2061 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2067 p_ptr->resist_magic = v;
2069 /* Redraw status bar */
2070 p_ptr->redraw |= (PR_STATUS);
2072 /* Nothing to notice */
2073 if (!notice) return (FALSE);
2075 if (disturb_state) disturb(FALSE, FALSE);
2076 p_ptr->update |= (PU_BONUS);
2082 * @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
2084 * @param do_dec 現在の継続時間より長い値のみ上書きする
2085 * @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。
2087 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2089 bool notice = FALSE;
2091 /* Hack -- Force good values */
2092 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2094 if (p_ptr->is_dead) return FALSE;
2099 if (p_ptr->tim_reflect && !do_dec)
2101 if (p_ptr->tim_reflect > v) return FALSE;
2103 else if (!p_ptr->tim_reflect)
2105 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2113 if (p_ptr->tim_reflect)
2115 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2121 p_ptr->tim_reflect = v;
2123 /* Redraw status bar */
2124 p_ptr->redraw |= (PR_STATUS);
2126 /* Nothing to notice */
2127 if (!notice) return (FALSE);
2129 if (disturb_state) disturb(FALSE, FALSE);
2130 p_ptr->update |= (PU_BONUS);
2137 * Set "p_ptr->multishadow", notice observable changes
2139 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2141 bool notice = FALSE;
2143 /* Hack -- Force good values */
2144 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2146 if (p_ptr->is_dead) return FALSE;
2151 if (p_ptr->multishadow && !do_dec)
2153 if (p_ptr->multishadow > v) return FALSE;
2155 else if (!p_ptr->multishadow)
2157 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2165 if (p_ptr->multishadow)
2167 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2173 p_ptr->multishadow = v;
2175 /* Redraw status bar */
2176 p_ptr->redraw |= (PR_STATUS);
2178 /* Nothing to notice */
2179 if (!notice) return (FALSE);
2181 if (disturb_state) disturb(FALSE, FALSE);
2182 p_ptr->update |= (PU_BONUS);
2188 * @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
2190 * @param do_dec 現在の継続時間より長い値のみ上書きする
2191 * @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。
2193 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2195 bool notice = FALSE;
2197 /* Hack -- Force good values */
2198 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2200 if (p_ptr->is_dead) return FALSE;
2205 if (p_ptr->dustrobe && !do_dec)
2207 if (p_ptr->dustrobe > v) return FALSE;
2209 else if (!p_ptr->dustrobe)
2211 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2219 if (p_ptr->dustrobe)
2221 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2227 p_ptr->dustrobe = v;
2229 /* Redraw status bar */
2230 p_ptr->redraw |= (PR_STATUS);
2232 /* Nothing to notice */
2233 if (!notice) return (FALSE);
2235 if (disturb_state) disturb(FALSE, FALSE);
2236 p_ptr->update |= (PU_BONUS);
2242 * @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
2244 * @param do_dec 現在の継続時間より長い値のみ上書きする
2245 * @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。
2247 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2249 bool notice = FALSE;
2251 /* Hack -- Force good values */
2252 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2254 if (p_ptr->is_dead) return FALSE;
2259 if (p_ptr->kabenuke && !do_dec)
2261 if (p_ptr->kabenuke > v) return FALSE;
2263 else if (!p_ptr->kabenuke)
2265 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2273 if (p_ptr->kabenuke)
2275 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2281 p_ptr->kabenuke = v;
2283 /* Redraw status bar */
2284 p_ptr->redraw |= (PR_STATUS);
2286 /* Nothing to notice */
2287 if (!notice) return (FALSE);
2289 if (disturb_state) disturb(FALSE, FALSE);
2290 p_ptr->update |= (PU_BONUS);
2296 * @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
2298 * @param do_dec 現在の継続時間より長い値のみ上書きする
2299 * @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。
2301 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2303 bool notice = FALSE;
2305 /* Hack -- Force good values */
2306 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2308 if (p_ptr->is_dead) return FALSE;
2313 if (p_ptr->tsuyoshi && !do_dec)
2315 if (p_ptr->tsuyoshi > v) return FALSE;
2317 else if (!p_ptr->tsuyoshi)
2319 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2321 chg_virtue(V_VITALITY, 2);
2328 if (p_ptr->tsuyoshi)
2330 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2332 (void)dec_stat(A_CON, 20, TRUE);
2333 (void)dec_stat(A_STR, 20, TRUE);
2336 chg_virtue(V_VITALITY, -3);
2341 p_ptr->tsuyoshi = v;
2343 /* Redraw status bar */
2344 p_ptr->redraw |= (PR_STATUS);
2346 /* Nothing to notice */
2347 if (!notice) return (FALSE);
2349 if (disturb_state) disturb(FALSE, FALSE);
2350 p_ptr->update |= (PU_BONUS);
2352 /* Recalculate hitpoints */
2353 p_ptr->update |= (PU_HP);
2359 * @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-
2360 * @param attack_type スレイのタイプID
2362 * @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。
2364 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2366 /* Hack -- Force good values */
2367 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2369 /* Clear all elemental attacks (only one is allowed at a time). */
2370 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2372 p_ptr->special_attack &= ~(ATTACK_ACID);
2373 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2375 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2377 p_ptr->special_attack &= ~(ATTACK_ELEC);
2378 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2380 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2382 p_ptr->special_attack &= ~(ATTACK_FIRE);
2383 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2385 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2387 p_ptr->special_attack &= ~(ATTACK_COLD);
2388 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2390 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2392 p_ptr->special_attack &= ~(ATTACK_POIS);
2393 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2396 if ((v) && (attack_type))
2398 /* Set attack type. */
2399 p_ptr->special_attack |= (attack_type);
2402 p_ptr->ele_attack = v;
2406 msg_format("%sで攻撃できるようになった!",
2407 ((attack_type == ATTACK_ACID) ? "酸" :
2408 ((attack_type == ATTACK_ELEC) ? "電撃" :
2409 ((attack_type == ATTACK_FIRE) ? "火炎" :
2410 ((attack_type == ATTACK_COLD) ? "冷気" :
2411 ((attack_type == ATTACK_POIS) ? "毒" :
2414 msg_format("For a while, the blows you deal will %s",
2415 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2416 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2417 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2418 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2419 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2420 "do nothing special."))))));
2424 if (disturb_state) disturb(FALSE, FALSE);
2426 /* Redraw status bar */
2427 p_ptr->redraw |= (PR_STATUS);
2429 p_ptr->update |= (PU_BONUS);
2436 * @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-
2437 * @param immune_type 免疫のタイプID
2439 * @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。
2441 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2443 /* Hack -- Force good values */
2444 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2446 /* Clear all elemental attacks (only one is allowed at a time). */
2447 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2449 p_ptr->special_defense &= ~(DEFENSE_ACID);
2450 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."));
2452 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2454 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2455 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."));
2457 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2459 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2460 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."));
2462 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2464 p_ptr->special_defense &= ~(DEFENSE_COLD);
2465 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."));
2467 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2469 p_ptr->special_defense &= ~(DEFENSE_POIS);
2470 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."));
2473 if ((v) && (immune_type))
2475 /* Set attack type. */
2476 p_ptr->special_defense |= (immune_type);
2479 p_ptr->ele_immune = v;
2483 msg_format("%sの攻撃を受けつけなくなった!",
2484 ((immune_type == DEFENSE_ACID) ? "酸" :
2485 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2486 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2487 ((immune_type == DEFENSE_COLD) ? "冷気" :
2488 ((immune_type == DEFENSE_POIS) ? "毒" :
2491 msg_format("For a while, You are immune to %s",
2492 ((immune_type == DEFENSE_ACID) ? "acid!" :
2493 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2494 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2495 ((immune_type == DEFENSE_COLD) ? "cold!" :
2496 ((immune_type == DEFENSE_POIS) ? "poison!" :
2497 "do nothing special."))))));
2501 if (disturb_state) disturb(FALSE, FALSE);
2503 /* Redraw status bar */
2504 p_ptr->redraw |= (PR_STATUS);
2506 p_ptr->update |= (PU_BONUS);
2513 * @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
2515 * @param do_dec 現在の継続時間より長い値のみ上書きする
2516 * @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。
2518 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2520 bool notice = FALSE;
2522 /* Hack -- Force good values */
2523 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2525 if (p_ptr->is_dead) return FALSE;
2530 if (p_ptr->oppose_acid && !do_dec)
2532 if (p_ptr->oppose_acid > v) return FALSE;
2534 else if (!IS_OPPOSE_ACID())
2536 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2544 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2546 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2552 p_ptr->oppose_acid = v;
2554 /* Nothing to notice */
2555 if (!notice) return (FALSE);
2557 /* Redraw status bar */
2558 p_ptr->redraw |= (PR_STATUS);
2560 if (disturb_state) disturb(FALSE, FALSE);
2566 * @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
2568 * @param do_dec 現在の継続時間より長い値のみ上書きする
2569 * @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。
2571 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2573 bool notice = FALSE;
2575 /* Hack -- Force good values */
2576 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2578 if (p_ptr->is_dead) return FALSE;
2583 if (p_ptr->oppose_elec && !do_dec)
2585 if (p_ptr->oppose_elec > v) return FALSE;
2587 else if (!IS_OPPOSE_ELEC())
2589 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2597 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2599 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2605 p_ptr->oppose_elec = v;
2607 /* Nothing to notice */
2608 if (!notice) return (FALSE);
2610 /* Redraw status bar */
2611 p_ptr->redraw |= (PR_STATUS);
2613 if (disturb_state) disturb(FALSE, FALSE);
2619 * @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
2621 * @param do_dec 現在の継続時間より長い値のみ上書きする
2622 * @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。
2624 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2626 bool notice = FALSE;
2628 /* Hack -- Force good values */
2629 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2631 if (p_ptr->is_dead) return FALSE;
2633 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2637 if (p_ptr->oppose_fire && !do_dec)
2639 if (p_ptr->oppose_fire > v) return FALSE;
2641 else if (!IS_OPPOSE_FIRE())
2643 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2651 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2653 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2659 p_ptr->oppose_fire = v;
2661 /* Nothing to notice */
2662 if (!notice) return (FALSE);
2664 /* Redraw status bar */
2665 p_ptr->redraw |= (PR_STATUS);
2667 if (disturb_state) disturb(FALSE, FALSE);
2673 * @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
2675 * @param do_dec 現在の継続時間より長い値のみ上書きする
2676 * @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。
2678 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2680 bool notice = FALSE;
2682 /* Hack -- Force good values */
2683 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2685 if (p_ptr->is_dead) return FALSE;
2690 if (p_ptr->oppose_cold && !do_dec)
2692 if (p_ptr->oppose_cold > v) return FALSE;
2694 else if (!IS_OPPOSE_COLD())
2696 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2704 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2706 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2712 p_ptr->oppose_cold = v;
2714 /* Nothing to notice */
2715 if (!notice) return (FALSE);
2717 /* Redraw status bar */
2718 p_ptr->redraw |= (PR_STATUS);
2720 if (disturb_state) disturb(FALSE, FALSE);
2726 * @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
2728 * @param do_dec 現在の継続時間より長い値のみ上書きする
2729 * @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。
2731 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2733 bool notice = FALSE;
2735 /* Hack -- Force good values */
2736 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2738 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2739 if (p_ptr->is_dead) return FALSE;
2744 if (p_ptr->oppose_pois && !do_dec)
2746 if (p_ptr->oppose_pois > v) return FALSE;
2748 else if (!IS_OPPOSE_POIS())
2750 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2758 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2760 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2766 p_ptr->oppose_pois = v;
2768 /* Nothing to notice */
2769 if (!notice) return (FALSE);
2771 /* Redraw status bar */
2772 p_ptr->redraw |= (PR_STATUS);
2774 if (disturb_state) disturb(FALSE, FALSE);
2780 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2782 * @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。
2784 * Note the special code to only notice "range" changes.
2786 bool set_stun(TIME_EFFECT v)
2788 int old_aux, new_aux;
2789 bool notice = FALSE;
2792 /* Hack -- Force good values */
2793 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2795 if (p_ptr->is_dead) return FALSE;
2797 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2800 if (p_ptr->stun > 100)
2806 else if (p_ptr->stun > 50)
2812 else if (p_ptr->stun > 0)
2848 if (new_aux > old_aux)
2850 /* Describe the state */
2854 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2857 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;
2860 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;
2863 if (randint1(1000) < v || one_in_(16))
2865 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2869 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2870 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2872 else if (one_in_(2))
2874 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2878 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2881 if (p_ptr->special_defense & KATA_MASK)
2883 msg_print(_("型が崩れた。", "Your posture gets loose."));
2884 p_ptr->special_defense &= ~(KATA_MASK);
2885 p_ptr->update |= (PU_BONUS);
2886 p_ptr->update |= (PU_MONSTERS);
2887 p_ptr->redraw |= (PR_STATE);
2888 p_ptr->redraw |= (PR_STATUS);
2889 p_ptr->action = ACTION_NONE;
2893 if (p_ptr->concent) reset_concentration(TRUE);
2896 if (hex_spelling_any()) stop_hex_spell_all();
2902 else if (new_aux < old_aux)
2904 /* Describe the state */
2909 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2911 if (disturb_state) disturb(FALSE, FALSE);
2922 if (!notice) return (FALSE);
2924 if (disturb_state) disturb(FALSE, FALSE);
2925 p_ptr->update |= (PU_BONUS);
2927 /* Redraw the "stun" */
2928 p_ptr->redraw |= (PR_STUN);
2935 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2937 * @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。
2939 * Note the special code to only notice "range" changes.
2941 bool set_cut(TIME_EFFECT v)
2943 int old_aux, new_aux;
2944 bool notice = FALSE;
2946 /* Hack -- Force good values */
2947 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2949 if (p_ptr->is_dead) return FALSE;
2951 if ((p_ptr->prace == RACE_GOLEM ||
2952 p_ptr->prace == RACE_SKELETON ||
2953 p_ptr->prace == RACE_SPECTRE ||
2954 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2959 if (p_ptr->cut > 1000)
2965 else if (p_ptr->cut > 200)
2971 else if (p_ptr->cut > 100)
2977 else if (p_ptr->cut > 50)
2983 else if (p_ptr->cut > 25)
2989 else if (p_ptr->cut > 10)
2995 else if (p_ptr->cut > 0)
3055 if (new_aux > old_aux)
3057 /* Describe the state */
3061 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3064 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3067 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3070 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3073 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3076 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;
3079 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;
3084 if (randint1(1000) < v || one_in_(16))
3086 if (!p_ptr->sustain_chr)
3088 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3095 else if (new_aux < old_aux)
3097 /* Describe the state */
3102 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");
3104 if (disturb_state) disturb(FALSE, FALSE);
3115 if (!notice) return (FALSE);
3117 if (disturb_state) disturb(FALSE, FALSE);
3118 p_ptr->update |= (PU_BONUS);
3120 /* Redraw the "cut" */
3121 p_ptr->redraw |= (PR_CUT);
3127 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3129 * @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。
3131 * Set "", notice observable changes\n
3133 * The "p_ptr->food" variable can get as large as 20000, allowing the
3134 * addition of the most "filling" item, Elvish Waybread, which adds
3135 * 7500 food units, without overflowing the 32767 maximum limit.\n
3137 * Perhaps we should disturb the player with various messages,
3138 * especially messages about hunger status changes. \n
3140 * Digestion of food is handled in "dungeon.c", in which, normally,
3141 * the player digests about 20 food units per 100 game turns, more
3142 * when "fast", more when "regenerating", less with "slow digestion",
3143 * but when the player is "gorged", he digests 100 food units per 10
3144 * game turns, or a full 1000 food units per 100 game turns.\n
3146 * Note that the player's speed is reduced by 10 units while gorged,
3147 * so if the player eats a single food ration (5000 food units) when
3148 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3149 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3150 * affecting the player speed).\n
3152 bool set_food(TIME_EFFECT v)
3154 int old_aux, new_aux;
3156 bool notice = FALSE;
3158 /* Hack -- Force good values */
3159 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3161 /* Fainting / Starving */
3162 if (p_ptr->food < PY_FOOD_FAINT)
3168 else if (p_ptr->food < PY_FOOD_WEAK)
3174 else if (p_ptr->food < PY_FOOD_ALERT)
3180 else if (p_ptr->food < PY_FOOD_FULL)
3186 else if (p_ptr->food < PY_FOOD_MAX)
3197 /* Fainting / Starving */
3198 if (v < PY_FOOD_FAINT)
3204 else if (v < PY_FOOD_WEAK)
3210 else if (v < PY_FOOD_ALERT)
3216 else if (v < PY_FOOD_FULL)
3222 else if (v < PY_FOOD_MAX)
3233 if (old_aux < 1 && new_aux > 0)
3234 chg_virtue(V_PATIENCE, 2);
3235 else if (old_aux < 3 && (old_aux != new_aux))
3236 chg_virtue(V_PATIENCE, 1);
3238 chg_virtue(V_TEMPERANCE, 1);
3240 chg_virtue(V_TEMPERANCE, -1);
3243 if (new_aux > old_aux)
3245 /* Describe the state */
3249 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3252 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3255 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3258 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3262 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3263 chg_virtue(V_HARMONY, -1);
3264 chg_virtue(V_PATIENCE, -1);
3265 chg_virtue(V_TEMPERANCE, -2);
3275 else if (new_aux < old_aux)
3277 /* Describe the state */
3280 /* Fainting / Starving */
3281 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;
3284 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3287 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3290 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3293 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3296 if (p_ptr->wild_mode && (new_aux < 2))
3308 /* Nothing to notice */
3309 if (!notice) return (FALSE);
3311 if (disturb_state) disturb(FALSE, FALSE);
3312 p_ptr->update |= (PU_BONUS);
3315 p_ptr->redraw |= (PR_HUNGER);
3321 * @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-
3322 * @param stat 上昇させるステータスID
3323 * @return 実際に上昇した場合TRUEを返す。
3325 * Note that this function (used by stat potions) now restores\n
3326 * the stat BEFORE increasing it.\n
3328 bool inc_stat(int stat)
3330 BASE_STATUS value, gain;
3332 /* Then augment the current/max stat */
3333 value = p_ptr->stat_cur[stat];
3335 /* Cannot go above 18/100 */
3336 if (value < p_ptr->stat_max_max[stat])
3338 /* Gain one (sometimes two) points */
3341 gain = ((randint0(100) < 75) ? 1 : 2);
3345 /* Gain 1/6 to 1/3 of distance to 18/100 */
3346 else if (value < (p_ptr->stat_max_max[stat]-2))
3348 /* Approximate gain value */
3349 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3352 if (gain < 1) gain = 1;
3354 /* Apply the bonus */
3355 value += randint1(gain) + gain / 2;
3358 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3361 /* Gain one point at a time */
3367 /* Save the new value */
3368 p_ptr->stat_cur[stat] = value;
3370 /* Bring up the maximum too */
3371 if (value > p_ptr->stat_max[stat])
3373 p_ptr->stat_max[stat] = value;
3375 p_ptr->update |= (PU_BONUS);
3381 /* Nothing to gain */
3386 * @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.
3387 * @param stat 減少させるステータスID
3388 * @param amount 減少させる基本量
3389 * @param permanent TRUEならば現在の最大値を減少させる
3390 * @return 実際に減少した場合TRUEを返す。
3393 * Amount could be a little higher in extreme cases to mangle very high\n
3394 * stats from massive assaults. -CWS\n
3396 * Note that "permanent" means that the *given* amount is permanent,\n
3397 * not that the new value becomes permanent. This may not work exactly\n
3398 * as expected, due to "weirdness" in the algorithm, but in general,\n
3399 * if your stat is already drained, the "max" value will not drop all\n
3400 * the way down to the "cur" value.\n
3402 bool dec_stat(int stat, int amount, int permanent)
3404 BASE_STATUS cur, max;
3409 /* Acquire current value */
3410 cur = p_ptr->stat_cur[stat];
3411 max = p_ptr->stat_max[stat];
3413 /* Note when the values are identical */
3414 same = (cur == max);
3416 /* Damage "current" value */
3419 /* Handle "low" values */
3422 if (amount > 90) cur--;
3423 if (amount > 50) cur--;
3424 if (amount > 20) cur--;
3428 /* Handle "high" values */
3431 /* Hack -- Decrement by a random amount between one-quarter */
3432 /* and one-half of the stat bonus times the percentage, with a */
3433 /* minimum damage of half the percentage. -CWS */
3434 loss = (((cur-18) / 2 + 1) / 2 + 1);
3437 if (loss < 1) loss = 1;
3439 /* Randomize the loss */
3440 loss = ((randint1(loss) + loss) * amount) / 100;
3443 if (loss < amount/2) loss = amount/2;
3445 /* Lose some points */
3448 /* Hack -- Only reduce stat to 17 sometimes */
3449 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3452 /* Prevent illegal values */
3453 if (cur < 3) cur = 3;
3455 /* Something happened */
3456 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3459 /* Damage "max" value */
3460 if (permanent && (max > 3))
3462 chg_virtue(V_SACRIFICE, 1);
3463 if (stat == A_WIS || stat == A_INT)
3464 chg_virtue(V_ENLIGHTEN, -2);
3466 /* Handle "low" values */
3469 if (amount > 90) max--;
3470 if (amount > 50) max--;
3471 if (amount > 20) max--;
3475 /* Handle "high" values */
3478 /* Hack -- Decrement by a random amount between one-quarter */
3479 /* and one-half of the stat bonus times the percentage, with a */
3480 /* minimum damage of half the percentage. -CWS */
3481 loss = (((max-18) / 2 + 1) / 2 + 1);
3482 loss = ((randint1(loss) + loss) * amount) / 100;
3483 if (loss < amount/2) loss = amount/2;
3485 /* Lose some points */
3488 /* Hack -- Only reduce stat to 17 sometimes */
3489 if (max < 18) max = (amount <= 20) ? 18 : 17;
3492 /* Hack -- keep it clean */
3493 if (same || (max < cur)) max = cur;
3495 /* Something happened */
3496 if (max != p_ptr->stat_max[stat]) res = TRUE;
3502 /* Actually set the stat to its new value. */
3503 p_ptr->stat_cur[stat] = cur;
3504 p_ptr->stat_max[stat] = max;
3506 /* Redisplay the stats later */
3507 p_ptr->redraw |= (PR_STATS);
3508 p_ptr->update |= (PU_BONUS);
3516 * @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.
3517 * @param stat 回復ステータスID
3518 * @return 実際に回復した場合TRUEを返す。
3520 bool res_stat(int stat)
3522 /* Restore if needed */
3523 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3526 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3527 p_ptr->update |= (PU_BONUS);
3529 /* Redisplay the stats later */
3530 p_ptr->redraw |= (PR_STATS);
3536 /* Nothing to restore */
3542 * Increase players hit points, notice effects
3544 bool hp_player(int num)
3547 vir = virtue_number(V_VITALITY);
3549 if(num <= 0) return (FALSE);
3553 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3555 /* Healing needed */
3556 if (p_ptr->chp < p_ptr->mhp)
3558 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3559 chg_virtue(V_TEMPERANCE, 1);
3560 /* Gain hitpoints */
3563 /* Enforce maximum */
3564 if (p_ptr->chp >= p_ptr->mhp)
3566 p_ptr->chp = p_ptr->mhp;
3567 p_ptr->chp_frac = 0;
3570 p_ptr->redraw |= (PR_HP);
3572 p_ptr->window |= (PW_PLAYER);
3577 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3583 msg_print(_("気分が良くなった。", "You feel better."));
3589 msg_print(_("とても気分が良くなった。", "You feel much better."));
3595 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3607 * Array of stat "descriptions"
3609 static concptr desc_stat_pos[] =
3614 _("器用に", "dextrous"),
3615 _("健康に", "healthy"),
3621 * Array of stat "descriptions"
3623 static concptr desc_stat_neg[] =
3628 _("不器用に", "clumsy"),
3629 _("不健康に", "sickly"),
3637 bool do_dec_stat(int stat)
3641 /* Access the "sustain" */
3644 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3645 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3646 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3647 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3648 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3649 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3653 if (sust && (!ironman_nightmare || randint0(13)))
3655 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."),
3656 desc_stat_neg[stat]);
3662 /* Attempt to reduce the stat */
3663 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3665 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3671 /* Nothing obvious */
3677 * Restore lost "points" in a stat
3679 bool do_res_stat(int stat)
3681 /* Attempt to increase */
3684 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3689 /* Nothing obvious */
3695 * Gain a "point" in a stat
3697 bool do_inc_stat(int stat)
3701 /* Restore strength */
3702 res = res_stat(stat);
3704 /* Attempt to increase */
3709 chg_virtue(V_ENLIGHTEN, 1);
3710 chg_virtue(V_FAITH, 1);
3712 else if (stat == A_INT)
3714 chg_virtue(V_KNOWLEDGE, 1);
3715 chg_virtue(V_ENLIGHTEN, 1);
3717 else if (stat == A_CON)
3718 chg_virtue(V_VITALITY, 1);
3720 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3725 /* Restoration worked */
3728 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3733 /* Nothing obvious */
3739 * Restores any drained experience
3741 bool restore_level(void)
3743 /* Restore experience */
3744 if (p_ptr->exp < p_ptr->max_exp)
3746 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3748 /* Restore the experience */
3749 p_ptr->exp = p_ptr->max_exp;
3751 /* Check the experience */
3765 bool lose_all_info(void)
3769 chg_virtue(V_KNOWLEDGE, -5);
3770 chg_virtue(V_ENLIGHTEN, -5);
3772 /* Forget info about objects */
3773 for (i = 0; i < INVEN_TOTAL; i++)
3775 object_type *o_ptr = &inventory[i];
3777 /* Skip non-objects */
3778 if (!o_ptr->k_idx) continue;
3780 /* Allow "protection" by the MENTAL flag */
3781 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3783 /* Remove "default inscriptions" */
3784 o_ptr->feeling = FEEL_NONE;
3786 /* Hack -- Clear the "empty" flag */
3787 o_ptr->ident &= ~(IDENT_EMPTY);
3789 /* Hack -- Clear the "known" flag */
3790 o_ptr->ident &= ~(IDENT_KNOWN);
3792 /* Hack -- Clear the "felt" flag */
3793 o_ptr->ident &= ~(IDENT_SENSE);
3795 p_ptr->update |= (PU_BONUS);
3797 /* Combine / Reorder the pack (later) */
3798 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3800 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3802 /* Mega-Hack -- Forget the map */
3810 void do_poly_wounds(void)
3812 /* Changed to always provide at least _some_ healing */
3813 s16b wounds = p_ptr->cut;
3814 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3815 s16b change = damroll(p_ptr->lev, 5);
3816 bool Nasty_effect = one_in_(5);
3818 if (!(wounds || hit_p || Nasty_effect)) return;
3820 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3824 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3825 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3830 set_cut(p_ptr->cut - (change / 2));
3836 * Change player race
3838 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3840 concptr title = race_info[new_race].title;
3841 int old_race = p_ptr->prace;
3844 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3846 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3849 chg_virtue(V_CHANCE, 2);
3851 if (p_ptr->prace < 32)
3853 p_ptr->old_race1 |= 1L << p_ptr->prace;
3857 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3859 p_ptr->prace = new_race;
3860 rp_ptr = &race_info[p_ptr->prace];
3862 /* Experience factor */
3863 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3866 * The speed bonus of Klackons and Sprites are disabled
3867 * and the experience penalty is decreased.
3869 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)))
3870 p_ptr->expfact -= 15;
3872 /* Get character's height and weight */
3873 get_height_weight();
3876 if (p_ptr->pclass == CLASS_SORCERER)
3877 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3879 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3881 do_cmd_rerate(FALSE);
3883 /* The experience level may be modified */
3886 p_ptr->redraw |= (PR_BASIC);
3888 p_ptr->update |= (PU_BONUS);
3892 /* Load an autopick preference file */
3893 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3895 /* Player's graphic tile may change */
3896 lite_spot(p_ptr->y, p_ptr->x);
3900 void do_poly_self(void)
3902 int power = p_ptr->lev;
3904 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3905 chg_virtue(V_CHANCE, 1);
3907 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3909 char effect_msg[80] = "";
3910 CHARACTER_IDX new_race;
3912 /* Some form of racial polymorph... */
3915 if ((power > randint0(5)) && one_in_(4))
3920 if (p_ptr->psex == SEX_MALE)
3922 p_ptr->psex = SEX_FEMALE;
3923 sp_ptr = &sex_info[p_ptr->psex];
3924 sprintf(effect_msg, _("女性の", "female "));
3928 p_ptr->psex = SEX_MALE;
3929 sp_ptr = &sex_info[p_ptr->psex];
3930 sprintf(effect_msg, _("男性の", "male "));
3934 if ((power > randint0(30)) && one_in_(5))
3938 /* Harmful deformity */
3945 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3951 /* Deformities are discriminated against! */
3952 (void)dec_stat(A_CHR, randint1(6), TRUE);
3957 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3958 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3962 sprintf(effect_msg,_("奇形の", "deformed "));
3966 while ((power > randint0(20)) && one_in_(10))
3968 /* Polymorph into a less mutated form */
3971 if (!lose_mutation(0))
3972 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3977 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3979 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3981 change_race(new_race, effect_msg);
3984 if ((power > randint0(30)) && one_in_(6))
3990 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");
3994 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3999 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!"));
4000 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4006 if ((power > randint0(20)) && one_in_(4))
4011 do_cmd_rerate(FALSE);
4014 while ((power > randint0(15)) && one_in_(3))
4017 (void)gain_random_mutation(0);
4020 if (power > randint0(5))
4026 /* Note: earlier deductions may have left power < 0 already. */
4036 * Decreases players hit points and sets death flag if necessary
4038 * Invulnerability needs to be changed into a "shield"
4040 * Hack -- this function allows the user to save (or quit)
4041 * the game when he dies, since the "You die." message is shown before
4042 * setting the player to "dead".
4045 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
4047 int old_chp = p_ptr->chp;
4049 char death_message[1024];
4052 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4055 if (p_ptr->is_dead) return 0;
4057 if (p_ptr->sutemi) damage *= 2;
4058 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4060 if (easy_band) damage = (damage+1)/2;
4062 if (damage_type != DAMAGE_USELIFE)
4064 disturb(TRUE, TRUE);
4071 if (monspell >= 0) learn_spell(monspell);
4073 /* Mega-Hack -- Apply "invulnerability" */
4074 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4076 if (IS_INVULN() && (damage < 9000))
4078 if (damage_type == DAMAGE_FORCE)
4080 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4082 else if (one_in_(PENETRATE_INVULNERABILITY))
4084 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4092 if (CHECK_MULTISHADOW())
4094 if (damage_type == DAMAGE_FORCE)
4096 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4098 else if (damage_type == DAMAGE_ATTACK)
4100 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!"));
4105 if (p_ptr->wraith_form)
4107 if (damage_type == DAMAGE_FORCE)
4109 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4114 if ((damage == 0) && one_in_(2)) damage = 1;
4118 if (p_ptr->special_defense & KATA_MUSOU)
4121 if ((damage == 0) && one_in_(2)) damage = 1;
4123 } /* not if LOSELIFE USELIFE */
4125 /* Hurt the player */
4126 p_ptr->chp -= damage;
4127 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4129 damage += p_ptr->chp;
4133 /* Display the hitpoints */
4134 p_ptr->redraw |= (PR_HP);
4136 p_ptr->window |= (PW_PLAYER);
4138 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4140 chg_virtue(V_SACRIFICE, 1);
4141 chg_virtue(V_CHANCE, 2);
4147 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4149 #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 */
4151 if(!save_player()) msg_print("セーブ失敗!");
4156 chg_virtue(V_SACRIFICE, 10);
4161 p_ptr->leaving = TRUE;
4164 p_ptr->is_dead = TRUE;
4166 if (p_ptr->inside_arena)
4168 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4169 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4171 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4175 QUEST_IDX q_idx = quest_number(dun_level);
4176 bool seppuku = streq(hit_from, "Seppuku");
4177 bool winning_seppuku = p_ptr->total_winner && seppuku;
4179 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4182 /* Make screen dump */
4183 screen_dump = make_screen_dump();
4186 /* Note cause of death */
4189 strcpy(p_ptr->died_from, hit_from);
4191 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4198 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);
4200 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4202 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4205 /* No longer a winner */
4206 p_ptr->total_winner = FALSE;
4208 if (winning_seppuku)
4210 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4216 if (p_ptr->inside_arena)
4217 strcpy(buf,_("アリーナ", "in the Arena"));
4218 else if (!dun_level)
4219 strcpy(buf,_("地上", "on the surface"));
4220 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4221 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4222 strcpy(buf,_("クエスト", "in a quest"));
4224 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4226 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4227 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4230 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4231 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4235 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4237 do_cmd_save_screen();
4242 /* Initialize "last message" buffer */
4243 if (p_ptr->last_message) string_free(p_ptr->last_message);
4244 p_ptr->last_message = NULL;
4246 /* Hack -- Note death */
4250 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4252 msg_print(android ? "You are broken." : "You die.");
4259 if (winning_seppuku)
4261 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4265 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4271 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4273 while (!get_string("Last word: ", death_message, 1024)) ;
4276 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4278 if (death_message[0] == '\0')
4281 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4283 strcpy(death_message, android ? "You are broken." : "You die.");
4286 else p_ptr->last_message = string_make(death_message);
4289 if (winning_seppuku)
4294 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4295 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4302 for (i = 0; i < 40; i++)
4303 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4305 str = death_message;
4306 if (strncmp(str, "「", 2) == 0) str += 2;
4308 str2 = my_strstr(str, "」");
4309 if (str2 != NULL) *str2 = '\0';
4314 str2 = my_strstr(str, " ");
4315 if (str2 == NULL) len = strlen(str);
4316 else len = str2 - str;
4320 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4322 if (str2 == NULL) break;
4326 if (*str == 0) break;
4330 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4334 /* Make screen dump */
4335 screen_dump = make_screen_dump();
4338 /* Wait a key press */
4343 msg_print(death_message);
4353 /* Hitpoint warning */
4354 if (p_ptr->chp < warning)
4356 /* Hack -- bell on first notice */
4357 if (old_chp > warning) bell();
4361 if (record_danger && (old_chp > warning))
4363 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4364 hit_from = _("何か", "something");
4366 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4367 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4372 /* stop auto_more even if DAMAGE_USELIFE */
4376 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4380 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4391 void gain_exp_64(s32b amount, u32b amount_frac)
4393 if (p_ptr->is_dead) return;
4395 if (p_ptr->prace == RACE_ANDROID) return;
4397 /* Gain some experience */
4398 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4400 /* Slowly recover from experience drainage */
4401 if (p_ptr->exp < p_ptr->max_exp)
4403 /* Gain max experience (20%) (was 10%) */
4404 p_ptr->max_exp += amount / 5;
4407 /* Check Experience */
4415 void gain_exp(s32b amount)
4417 gain_exp_64(amount, 0L);
4421 void calc_android_exp(void)
4425 if (p_ptr->is_dead) return;
4427 if (p_ptr->prace != RACE_ANDROID) return;
4429 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4431 object_type *o_ptr = &inventory[i];
4433 object_type *q_ptr = &forge;
4435 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4437 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4438 if (!o_ptr->k_idx) continue;
4441 object_copy(q_ptr, o_ptr);
4442 q_ptr->discount = 0;
4443 q_ptr->curse_flags = 0L;
4445 if (object_is_fixed_artifact(o_ptr))
4447 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4448 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4450 else if (object_is_ego(o_ptr))
4452 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4454 else if (o_ptr->art_name)
4456 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4459 if (!object_is_weapon_ammo(o_ptr))
4462 if (total_flags < 15000) fake_level = 10;
4463 else if (total_flags < 35000) fake_level = 25;
4464 else fake_level = 40;
4469 if (total_flags < 20000) fake_level = 10;
4470 else if (total_flags < 45000) fake_level = 25;
4471 else fake_level = 40;
4474 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4477 value = object_value_real(q_ptr);
4479 if (value <= 0) continue;
4480 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4481 if (value > 5000000L) value = 5000000L;
4482 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4484 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4485 (o_ptr->tval == TV_DRAG_ARMOR) ||
4486 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4487 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4488 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4489 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4490 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4492 if (level > 65) level = 35 + (level - 65) / 5;
4493 else if (level > 35) level = 25 + (level - 35) / 3;
4494 else if (level > 15) level = 15 + (level - 15) / 2;
4495 exp = MIN(100000L, value) / 2 * level * level;
4496 if (value > 100000L)
4497 exp += (value - 100000L) / 8 * level * level;
4501 exp = MIN(100000L, value) * level;
4502 if (value > 100000L)
4503 exp += (value - 100000L) / 4 * level;
4505 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4506 else total_exp += exp / 16;
4507 if (i == INVEN_BODY) total_exp += exp / 32;
4509 p_ptr->exp = p_ptr->max_exp = total_exp;
4511 /* Check Experience */
4519 void lose_exp(s32b amount)
4521 if (p_ptr->prace == RACE_ANDROID) return;
4523 /* Never drop below zero experience */
4524 if (amount > p_ptr->exp) amount = p_ptr->exp;
4526 /* Lose some experience */
4527 p_ptr->exp -= amount;
4529 /* Check Experience */
4536 * If resisted to draining, return FALSE
4538 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4540 /* Androids and their mimics are never drained */
4541 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4543 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4545 /* Hold experience */
4546 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4550 /* Hold experience failed */
4551 if (p_ptr->hold_exp)
4553 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4558 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!"));
4566 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4568 bool notice = FALSE;
4570 /* Hack -- Force good values */
4571 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4573 if (p_ptr->is_dead) return FALSE;
4578 if (p_ptr->ult_res && !do_dec)
4580 if (p_ptr->ult_res > v) return FALSE;
4582 else if (!p_ptr->ult_res)
4584 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!"));
4594 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"));
4602 /* Redraw status bar */
4603 p_ptr->redraw |= (PR_STATUS);
4605 /* Nothing to notice */
4606 if (!notice) return (FALSE);
4608 if (disturb_state) disturb(FALSE, FALSE);
4609 p_ptr->update |= (PU_BONUS);
4614 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4616 bool notice = FALSE;
4618 /* Hack -- Force good values */
4619 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4621 if (p_ptr->is_dead) return FALSE;
4626 if (p_ptr->tim_res_nether && !do_dec)
4628 if (p_ptr->tim_res_nether > v) return FALSE;
4630 else if (!p_ptr->tim_res_nether)
4632 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4640 if (p_ptr->tim_res_nether)
4642 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"));
4648 p_ptr->tim_res_nether = v;
4650 /* Redraw status bar */
4651 p_ptr->redraw |= (PR_STATUS);
4653 /* Nothing to notice */
4654 if (!notice) return (FALSE);
4656 if (disturb_state) disturb(FALSE, FALSE);
4657 p_ptr->update |= (PU_BONUS);
4662 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4664 bool notice = FALSE;
4666 /* Hack -- Force good values */
4667 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4669 if (p_ptr->is_dead) return FALSE;
4674 if (p_ptr->tim_res_time && !do_dec)
4676 if (p_ptr->tim_res_time > v) return FALSE;
4678 else if (!p_ptr->tim_res_time)
4680 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!"));
4688 if (p_ptr->tim_res_time)
4690 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"));
4696 p_ptr->tim_res_time = v;
4698 /* Redraw status bar */
4699 p_ptr->redraw |= (PR_STATUS);
4701 /* Nothing to notice */
4702 if (!notice) return (FALSE);
4704 if (disturb_state) disturb(FALSE, FALSE);
4705 p_ptr->update |= (PU_BONUS);
4712 * Choose a warrior-mage elemental attack. -LM-
4714 bool choose_ele_attack(void)
4720 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4722 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."));
4727 num = (p_ptr->lev - 20) / 5;
4728 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4731 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4736 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4741 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4746 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4755 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4759 if ((choice == 'a') || (choice == 'A'))
4760 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4761 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4762 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4763 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4764 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4765 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4766 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4767 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4768 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4771 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4781 * Choose a elemental immune. -LM-
4783 bool choose_ele_immune(TIME_EFFECT immune_turn)
4788 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4789 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4790 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4791 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4799 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4803 if ((choice == 'a') || (choice == 'A'))
4804 set_ele_immune(DEFENSE_FIRE, immune_turn);
4805 else if ((choice == 'b') || (choice == 'B'))
4806 set_ele_immune(DEFENSE_COLD, immune_turn);
4807 else if ((choice == 'c') || (choice == 'C'))
4808 set_ele_immune(DEFENSE_ACID, immune_turn);
4809 else if ((choice == 'd') || (choice == 'D'))
4810 set_ele_immune(DEFENSE_ELEC, immune_turn);
4813 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));