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."));
119 p_ptr->update |= (PU_BONUS);
120 p_ptr->redraw |= (PR_STATE);
124 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
127 void reset_tim_flags(void)
129 p_ptr->fast = 0; /* Timed -- Fast */
130 p_ptr->lightspeed = 0;
131 p_ptr->slow = 0; /* Timed -- Slow */
132 p_ptr->blind = 0; /* Timed -- Blindness */
133 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
134 p_ptr->confused = 0; /* Timed -- Confusion */
135 p_ptr->afraid = 0; /* Timed -- Fear */
136 p_ptr->image = 0; /* Timed -- Hallucination */
137 p_ptr->poisoned = 0; /* Timed -- Poisoned */
138 p_ptr->cut = 0; /* Timed -- Cut */
139 p_ptr->stun = 0; /* Timed -- Stun */
141 p_ptr->protevil = 0; /* Timed -- Protection */
142 p_ptr->invuln = 0; /* Timed -- Invulnerable */
144 p_ptr->hero = 0; /* Timed -- Heroism */
145 p_ptr->shero = 0; /* Timed -- Super Heroism */
146 p_ptr->shield = 0; /* Timed -- Shield Spell */
147 p_ptr->blessed = 0; /* Timed -- Blessed */
148 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
149 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
150 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
151 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
153 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
154 p_ptr->tim_levitation = 0;
155 p_ptr->tim_sh_touki = 0;
156 p_ptr->tim_sh_fire = 0;
157 p_ptr->tim_sh_holy = 0;
158 p_ptr->tim_eyeeye = 0;
160 p_ptr->resist_magic = 0;
163 p_ptr->tim_res_nether = 0;
164 p_ptr->tim_res_time = 0;
165 p_ptr->tim_mimic = 0;
166 p_ptr->mimic_form = 0;
167 p_ptr->tim_reflect = 0;
168 p_ptr->multishadow = 0;
170 p_ptr->action = ACTION_NONE;
172 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
173 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
174 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
175 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
176 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
178 p_ptr->word_recall = 0;
179 p_ptr->alter_reality = 0;
180 p_ptr->sutemi = FALSE;
181 p_ptr->counter = FALSE;
182 p_ptr->ele_attack = 0;
183 p_ptr->ele_immune = 0;
184 p_ptr->special_attack = 0L;
185 p_ptr->special_defense = 0L;
187 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
188 world_player = FALSE;
190 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
191 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
192 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
196 (void)set_monster_fast(p_ptr->riding, 0);
197 (void)set_monster_slow(p_ptr->riding, 0);
198 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
201 if (p_ptr->pclass == CLASS_BARD)
203 SINGING_SONG_EFFECT(p_ptr) = 0;
204 SINGING_SONG_ID(p_ptr) = 0;
209 * @brief プレイヤーに魔力消去効果を与える。
212 void dispel_player(void)
214 (void)set_fast(0, TRUE);
215 (void)set_lightspeed(0, TRUE);
216 (void)set_slow(0, TRUE);
217 (void)set_shield(0, TRUE);
218 (void)set_blessed(0, TRUE);
219 (void)set_tsuyoshi(0, TRUE);
220 (void)set_hero(0, TRUE);
221 (void)set_shero(0, TRUE);
222 (void)set_protevil(0, TRUE);
223 (void)set_invuln(0, TRUE);
224 (void)set_wraith_form(0, TRUE);
225 (void)set_kabenuke(0, TRUE);
226 (void)set_tim_res_nether(0, TRUE);
227 (void)set_tim_res_time(0, TRUE);
229 (void)set_tim_reflect(0,TRUE);
230 (void)set_multishadow(0,TRUE);
231 (void)set_dustrobe(0,TRUE);
233 (void)set_tim_invis(0, TRUE);
234 (void)set_tim_infra(0, TRUE);
235 (void)set_tim_esp(0, TRUE);
236 (void)set_tim_regen(0, TRUE);
237 (void)set_tim_stealth(0, TRUE);
238 (void)set_tim_levitation(0, TRUE);
239 (void)set_tim_sh_touki(0, TRUE);
240 (void)set_tim_sh_fire(0, TRUE);
241 (void)set_tim_sh_holy(0, TRUE);
242 (void)set_tim_eyeeye(0, TRUE);
243 (void)set_magicdef(0, TRUE);
244 (void)set_resist_magic(0, TRUE);
245 (void)set_oppose_acid(0, TRUE);
246 (void)set_oppose_elec(0, TRUE);
247 (void)set_oppose_fire(0, TRUE);
248 (void)set_oppose_cold(0, TRUE);
249 (void)set_oppose_pois(0, TRUE);
250 (void)set_ultimate_res(0, TRUE);
251 (void)set_mimic(0, 0, TRUE);
252 (void)set_ele_attack(0, 0);
253 (void)set_ele_immune(0, 0);
255 /* Cancel glowing hands */
256 if (p_ptr->special_attack & ATTACK_CONFUSE)
258 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
259 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
262 if (music_singing_any() || hex_spelling_any())
264 cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
265 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
266 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
267 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
269 p_ptr->action = ACTION_NONE;
270 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
271 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
272 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
273 p_ptr->energy_need += ENERGY_NEED();
279 * @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
282 * @param do_dec 現在の継続時間より長い値のみ上書きする
283 * @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。
285 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
289 /* Hack -- Force good values */
290 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
292 if (p_ptr->is_dead) return FALSE;
297 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
299 if (p_ptr->tim_mimic > v) return FALSE;
301 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
303 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
304 p_ptr->mimic_form = p;
312 if (p_ptr->tim_mimic)
314 msg_print(_("変身が解けた。", "You are no longer transformed."));
315 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
323 p_ptr->tim_mimic = v;
325 /* Nothing to notice */
329 if (disturb_state) disturb(FALSE, TRUE);
332 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
333 p_ptr->update |= (PU_BONUS | PU_HP);
340 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
342 * @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。
344 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
345 * memorize any terrain features which suddenly become "visible".\n
346 * Note that blindness is currently the only thing which can affect\n
347 * "player_can_see_bold()".\n
349 bool set_blind(TIME_EFFECT v)
353 /* Hack -- Force good values */
354 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
356 if (p_ptr->is_dead) return FALSE;
363 if (p_ptr->prace == RACE_ANDROID)
365 msg_print(_("センサーをやられた!", "You are blind!"));
369 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
373 chg_virtue(V_ENLIGHTEN, -1);
382 if (p_ptr->prace == RACE_ANDROID)
384 msg_print(_("センサーが復旧した。", "You can see again."));
388 msg_print(_("やっと目が見えるようになった。", "You can see again."));
398 /* Redraw status bar */
399 p_ptr->redraw |= (PR_STATUS);
401 /* Nothing to notice */
402 if (!notice) return (FALSE);
404 if (disturb_state) disturb(FALSE, FALSE);
406 /* Fully update the visuals */
407 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
409 p_ptr->redraw |= (PR_MAP);
411 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
418 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
420 * @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。
422 bool set_confused(TIME_EFFECT v)
426 /* Hack -- Force good values */
427 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
429 if (p_ptr->is_dead) return FALSE;
434 if (!p_ptr->confused)
436 msg_print(_("あなたは混乱した!", "You are confused!"));
438 if (p_ptr->action == ACTION_LEARN)
440 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
443 p_ptr->redraw |= (PR_STATE);
444 p_ptr->action = ACTION_NONE;
446 if (p_ptr->action == ACTION_KAMAE)
448 msg_print(_("構えがとけた。", "Your posture gets loose."));
449 p_ptr->special_defense &= ~(KAMAE_MASK);
450 p_ptr->update |= (PU_BONUS);
451 p_ptr->redraw |= (PR_STATE);
452 p_ptr->action = ACTION_NONE;
454 else if (p_ptr->action == ACTION_KATA)
456 msg_print(_("型が崩れた。", "Your posture gets loose."));
457 p_ptr->special_defense &= ~(KATA_MASK);
458 p_ptr->update |= (PU_BONUS);
459 p_ptr->update |= (PU_MONSTERS);
460 p_ptr->redraw |= (PR_STATE);
461 p_ptr->redraw |= (PR_STATUS);
462 p_ptr->action = ACTION_NONE;
466 if (p_ptr->concent) reset_concentration(TRUE);
469 if (hex_spelling_any()) stop_hex_spell_all();
472 p_ptr->counter = FALSE;
473 chg_virtue(V_HARMONY, -1);
482 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
483 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
491 /* Redraw status bar */
492 p_ptr->redraw |= (PR_STATUS);
494 /* Nothing to notice */
495 if (!notice) return (FALSE);
497 if (disturb_state) disturb(FALSE, FALSE);
504 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
506 * @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。
508 bool set_poisoned(TIME_EFFECT v)
512 /* Hack -- Force good values */
513 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
515 if (p_ptr->is_dead) return FALSE;
520 if (!p_ptr->poisoned)
522 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
532 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
540 /* Redraw status bar */
541 p_ptr->redraw |= (PR_STATUS);
543 /* Nothing to notice */
544 if (!notice) return (FALSE);
546 if (disturb_state) disturb(FALSE, FALSE);
553 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
555 * @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。
557 bool set_afraid(TIME_EFFECT v)
561 /* Hack -- Force good values */
562 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
564 if (p_ptr->is_dead) return FALSE;
571 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
573 if (p_ptr->special_defense & KATA_MASK)
575 msg_print(_("型が崩れた。", "Your posture gets loose."));
576 p_ptr->special_defense &= ~(KATA_MASK);
577 p_ptr->update |= (PU_BONUS);
578 p_ptr->update |= (PU_MONSTERS);
579 p_ptr->redraw |= (PR_STATE);
580 p_ptr->redraw |= (PR_STATUS);
581 p_ptr->action = ACTION_NONE;
585 p_ptr->counter = FALSE;
586 chg_virtue(V_VALOUR, -1);
595 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
603 /* Redraw status bar */
604 p_ptr->redraw |= (PR_STATUS);
606 /* Nothing to notice */
607 if (!notice) return (FALSE);
609 if (disturb_state) disturb(FALSE, FALSE);
615 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
617 * @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。
619 bool set_paralyzed(TIME_EFFECT v)
623 /* Hack -- Force good values */
624 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
626 if (p_ptr->is_dead) return FALSE;
631 if (!p_ptr->paralyzed)
633 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
635 if (p_ptr->concent) reset_concentration(TRUE);
638 if (hex_spelling_any()) stop_hex_spell_all();
640 p_ptr->counter = FALSE;
648 if (p_ptr->paralyzed)
650 msg_print(_("やっと動けるようになった。", "You can move again."));
656 p_ptr->paralyzed = v;
658 /* Redraw status bar */
659 p_ptr->redraw |= (PR_STATUS);
661 /* Nothing to notice */
662 if (!notice) return (FALSE);
664 if (disturb_state) disturb(FALSE, FALSE);
665 p_ptr->redraw |= (PR_STATE);
671 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
673 * @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。
674 * @details Note that we must redraw the map when hallucination changes.
676 bool set_image(TIME_EFFECT v)
680 /* Hack -- Force good values */
681 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
683 if (p_ptr->is_dead) return FALSE;
689 set_tsuyoshi(0, TRUE);
692 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
695 if (p_ptr->concent) reset_concentration(TRUE);
697 p_ptr->counter = FALSE;
707 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."));
715 /* Redraw status bar */
716 p_ptr->redraw |= (PR_STATUS);
718 /* Nothing to notice */
719 if (!notice) return (FALSE);
721 if (disturb_state) disturb(FALSE, TRUE);
723 p_ptr->redraw |= (PR_MAP);
725 /* Update the health bar */
726 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
727 p_ptr->update |= (PU_MONSTERS);
729 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
735 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
737 * @param do_dec 現在の継続時間より長い値のみ上書きする
738 * @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。
740 bool set_fast(TIME_EFFECT v, bool do_dec)
744 /* Hack -- Force good values */
745 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
747 if (p_ptr->is_dead) return FALSE;
752 if (p_ptr->fast && !do_dec)
754 if (p_ptr->fast > v) return FALSE;
756 else if (!IS_FAST() && !p_ptr->lightspeed)
758 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
760 chg_virtue(V_PATIENCE, -1);
761 chg_virtue(V_DILIGENCE, 1);
768 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
770 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
778 /* Nothing to notice */
779 if (!notice) return (FALSE);
781 if (disturb_state) disturb(FALSE, FALSE);
782 p_ptr->update |= (PU_BONUS);
788 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
790 * @param do_dec 現在の継続時間より長い値のみ上書きする
791 * @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。
793 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
797 /* Hack -- Force good values */
798 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
800 if (p_ptr->is_dead) return FALSE;
802 if (p_ptr->wild_mode) v = 0;
807 if (p_ptr->lightspeed && !do_dec)
809 if (p_ptr->lightspeed > v) return FALSE;
811 else if (!p_ptr->lightspeed)
813 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
815 chg_virtue(V_PATIENCE, -1);
816 chg_virtue(V_DILIGENCE, 1);
823 if (p_ptr->lightspeed)
825 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
831 p_ptr->lightspeed = v;
833 /* Nothing to notice */
834 if (!notice) return (FALSE);
836 if (disturb_state) disturb(FALSE, FALSE);
837 p_ptr->update |= (PU_BONUS);
843 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
845 * @param do_dec 現在の継続時間より長い値のみ上書きする
846 * @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。
848 bool set_slow(TIME_EFFECT v, bool do_dec)
852 /* Hack -- Force good values */
853 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
855 if (p_ptr->is_dead) return FALSE;
860 if (p_ptr->slow && !do_dec)
862 if (p_ptr->slow > v) return FALSE;
864 else if (!p_ptr->slow)
866 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
876 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
884 /* Nothing to notice */
885 if (!notice) return (FALSE);
887 if (disturb_state) disturb(FALSE, FALSE);
888 p_ptr->update |= (PU_BONUS);
895 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
897 * @param do_dec 現在の継続時間より長い値のみ上書きする
898 * @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。
900 bool set_shield(TIME_EFFECT v, bool do_dec)
904 /* Hack -- Force good values */
905 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
907 if (p_ptr->is_dead) return FALSE;
912 if (p_ptr->shield && !do_dec)
914 if (p_ptr->shield > v) return FALSE;
916 else if (!p_ptr->shield)
918 msg_print(_("肌が石になった。", "Your skin turns to stone."));
928 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
936 /* Redraw status bar */
937 p_ptr->redraw |= (PR_STATUS);
939 /* Nothing to notice */
940 if (!notice) return (FALSE);
942 if (disturb_state) disturb(FALSE, FALSE);
943 p_ptr->update |= (PU_BONUS);
950 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
952 * @param do_dec 現在の継続時間より長い値のみ上書きする
953 * @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。
955 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
959 /* Hack -- Force good values */
960 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
962 if (p_ptr->is_dead) return FALSE;
967 if (p_ptr->tsubureru && !do_dec)
969 if (p_ptr->tsubureru > v) return FALSE;
971 else if (!p_ptr->tsubureru)
973 msg_print(_("横に伸びた。", "Your body expands horizontally."));
981 if (p_ptr->tsubureru)
983 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
989 p_ptr->tsubureru = v;
991 /* Redraw status bar */
992 p_ptr->redraw |= (PR_STATUS);
994 /* Nothing to notice */
995 if (!notice) return (FALSE);
997 if (disturb_state) disturb(FALSE, FALSE);
998 p_ptr->update |= (PU_BONUS);
1005 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1007 * @param do_dec 現在の継続時間より長い値のみ上書きする
1008 * @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。
1010 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1012 bool notice = FALSE;
1014 /* Hack -- Force good values */
1015 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1017 if (p_ptr->is_dead) return FALSE;
1022 if (p_ptr->magicdef && !do_dec)
1024 if (p_ptr->magicdef > v) return FALSE;
1026 else if (!p_ptr->magicdef)
1028 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."));
1036 if (p_ptr->magicdef)
1038 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1044 p_ptr->magicdef = v;
1046 /* Redraw status bar */
1047 p_ptr->redraw |= (PR_STATUS);
1049 /* Nothing to notice */
1050 if (!notice) return (FALSE);
1052 if (disturb_state) disturb(FALSE, FALSE);
1053 p_ptr->update |= (PU_BONUS);
1059 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1061 * @param do_dec 現在の継続時間より長い値のみ上書きする
1062 * @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。
1064 bool set_blessed(TIME_EFFECT v, bool do_dec)
1066 bool notice = FALSE;
1068 /* Hack -- Force good values */
1069 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1071 if (p_ptr->is_dead) return FALSE;
1076 if (p_ptr->blessed && !do_dec)
1078 if (p_ptr->blessed > v) return FALSE;
1080 else if (!IS_BLESSED())
1082 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1090 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1092 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1100 /* Redraw status bar */
1101 p_ptr->redraw |= (PR_STATUS);
1103 /* Nothing to notice */
1104 if (!notice) return (FALSE);
1106 if (disturb_state) disturb(FALSE, FALSE);
1107 p_ptr->update |= (PU_BONUS);
1114 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1116 * @param do_dec 現在の継続時間より長い値のみ上書きする
1117 * @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。
1119 bool set_hero(TIME_EFFECT v, bool do_dec)
1121 bool notice = FALSE;
1123 /* Hack -- Force good values */
1124 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1126 if (p_ptr->is_dead) return FALSE;
1131 if (p_ptr->hero && !do_dec)
1133 if (p_ptr->hero > v) return FALSE;
1135 else if (!IS_HERO())
1137 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1145 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1147 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1155 /* Redraw status bar */
1156 p_ptr->redraw |= (PR_STATUS);
1158 /* Nothing to notice */
1159 if (!notice) return (FALSE);
1161 if (disturb_state) disturb(FALSE, FALSE);
1162 p_ptr->update |= (PU_BONUS);
1164 /* Recalculate hitpoints */
1165 p_ptr->update |= (PU_HP);
1171 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1172 * @param v 継続時間/ 0ならば無条件にリセット
1173 * @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
1174 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1176 bool set_shero(TIME_EFFECT v, bool do_dec)
1178 bool notice = FALSE;
1180 /* Hack -- Force good values */
1181 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1183 if (p_ptr->is_dead) return FALSE;
1185 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1189 if (p_ptr->shero && !do_dec)
1191 if (p_ptr->shero > v) return FALSE;
1193 else if (!p_ptr->shero)
1195 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1205 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1213 /* Redraw status bar */
1214 p_ptr->redraw |= (PR_STATUS);
1216 /* Nothing to notice */
1217 if (!notice) return (FALSE);
1219 if (disturb_state) disturb(FALSE, FALSE);
1220 p_ptr->update |= (PU_BONUS);
1222 /* Recalculate hitpoints */
1223 p_ptr->update |= (PU_HP);
1229 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1231 * @param do_dec 現在の継続時間より長い値のみ上書きする
1232 * @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。
1234 bool set_protevil(TIME_EFFECT v, bool do_dec)
1236 bool notice = FALSE;
1238 /* Hack -- Force good values */
1239 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1241 if (p_ptr->is_dead) return FALSE;
1246 if (p_ptr->protevil && !do_dec)
1248 if (p_ptr->protevil > v) return FALSE;
1250 else if (!p_ptr->protevil)
1252 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!"));
1260 if (p_ptr->protevil)
1262 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."));
1268 p_ptr->protevil = v;
1270 /* Redraw status bar */
1271 p_ptr->redraw |= (PR_STATUS);
1273 /* Nothing to notice */
1274 if (!notice) return (FALSE);
1276 if (disturb_state) disturb(FALSE, FALSE);
1282 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1284 * @param do_dec 現在の継続時間より長い値のみ上書きする
1285 * @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。
1287 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1289 bool notice = FALSE;
1291 /* Hack -- Force good values */
1292 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1294 if (p_ptr->is_dead) return FALSE;
1299 if (p_ptr->wraith_form && !do_dec)
1301 if (p_ptr->wraith_form > v) return FALSE;
1303 else if (!p_ptr->wraith_form)
1305 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!"));
1307 chg_virtue(V_UNLIFE, 3);
1308 chg_virtue(V_HONOUR, -2);
1309 chg_virtue(V_SACRIFICE, -2);
1310 chg_virtue(V_VALOUR, -5);
1312 p_ptr->redraw |= (PR_MAP);
1313 p_ptr->update |= (PU_MONSTERS);
1315 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1322 if (p_ptr->wraith_form)
1324 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1327 p_ptr->redraw |= (PR_MAP);
1328 p_ptr->update |= (PU_MONSTERS);
1330 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1335 p_ptr->wraith_form = v;
1337 /* Redraw status bar */
1338 p_ptr->redraw |= (PR_STATUS);
1340 /* Nothing to notice */
1341 if (!notice) return (FALSE);
1343 if (disturb_state) disturb(FALSE, FALSE);
1344 p_ptr->update |= (PU_BONUS);
1351 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1353 * @param do_dec 現在の継続時間より長い値のみ上書きする
1354 * @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。
1356 bool set_invuln(TIME_EFFECT v, bool do_dec)
1358 bool notice = FALSE;
1360 /* Hack -- Force good values */
1361 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1363 if (p_ptr->is_dead) return FALSE;
1368 if (p_ptr->invuln && !do_dec)
1370 if (p_ptr->invuln > v) return FALSE;
1372 else if (!IS_INVULN())
1374 msg_print(_("無敵だ!", "Invulnerability!"));
1377 chg_virtue(V_UNLIFE, -2);
1378 chg_virtue(V_HONOUR, -2);
1379 chg_virtue(V_SACRIFICE, -3);
1380 chg_virtue(V_VALOUR, -5);
1382 p_ptr->redraw |= (PR_MAP);
1383 p_ptr->update |= (PU_MONSTERS);
1385 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1392 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1394 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1397 p_ptr->redraw |= (PR_MAP);
1398 p_ptr->update |= (PU_MONSTERS);
1400 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1402 p_ptr->energy_need += ENERGY_NEED();
1409 /* Redraw status bar */
1410 p_ptr->redraw |= (PR_STATUS);
1412 /* Nothing to notice */
1413 if (!notice) return (FALSE);
1415 if (disturb_state) disturb(FALSE, FALSE);
1416 p_ptr->update |= (PU_BONUS);
1422 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1424 * @param do_dec 現在の継続時間より長い値のみ上書きする
1425 * @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。
1427 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1429 bool notice = FALSE;
1431 /* Hack -- Force good values */
1432 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1434 if (p_ptr->is_dead) return FALSE;
1439 if (p_ptr->tim_esp && !do_dec)
1441 if (p_ptr->tim_esp > v) return FALSE;
1443 else if (!IS_TIM_ESP())
1445 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1453 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1455 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1463 /* Redraw status bar */
1464 p_ptr->redraw |= (PR_STATUS);
1466 /* Nothing to notice */
1467 if (!notice) return (FALSE);
1469 if (disturb_state) disturb(FALSE, FALSE);
1470 p_ptr->update |= (PU_BONUS);
1471 p_ptr->update |= (PU_MONSTERS);
1477 * @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
1479 * @param do_dec 現在の継続時間より長い値のみ上書きする
1480 * @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。
1482 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1484 bool notice = FALSE;
1486 /* Hack -- Force good values */
1487 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1489 if (p_ptr->is_dead) return FALSE;
1494 if (p_ptr->tim_invis && !do_dec)
1496 if (p_ptr->tim_invis > v) return FALSE;
1498 else if (!p_ptr->tim_invis)
1500 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1508 if (p_ptr->tim_invis)
1510 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1516 p_ptr->tim_invis = v;
1518 /* Redraw status bar */
1519 p_ptr->redraw |= (PR_STATUS);
1521 /* Nothing to notice */
1522 if (!notice) return (FALSE);
1524 if (disturb_state) disturb(FALSE, FALSE);
1525 p_ptr->update |= (PU_BONUS);
1527 /* Update the monsters */
1528 p_ptr->update |= (PU_MONSTERS);
1534 * @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
1536 * @param do_dec 現在の継続時間より長い値のみ上書きする
1537 * @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。
1539 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1541 bool notice = FALSE;
1543 /* Hack -- Force good values */
1544 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1546 if (p_ptr->is_dead) return FALSE;
1551 if (p_ptr->tim_infra && !do_dec)
1553 if (p_ptr->tim_infra > v) return FALSE;
1555 else if (!p_ptr->tim_infra)
1557 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1565 if (p_ptr->tim_infra)
1567 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1573 p_ptr->tim_infra = v;
1575 /* Redraw status bar */
1576 p_ptr->redraw |= (PR_STATUS);
1578 /* Nothing to notice */
1579 if (!notice) return (FALSE);
1581 if (disturb_state) disturb(FALSE, FALSE);
1582 p_ptr->update |= (PU_BONUS);
1584 /* Update the monsters */
1585 p_ptr->update |= (PU_MONSTERS);
1591 * @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
1593 * @param do_dec 現在の継続時間より長い値のみ上書きする
1594 * @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。
1596 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1598 bool notice = FALSE;
1600 /* Hack -- Force good values */
1601 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1603 if (p_ptr->is_dead) return FALSE;
1608 if (p_ptr->tim_regen && !do_dec)
1610 if (p_ptr->tim_regen > v) return FALSE;
1612 else if (!p_ptr->tim_regen)
1614 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1622 if (p_ptr->tim_regen)
1624 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1630 p_ptr->tim_regen = v;
1632 /* Redraw status bar */
1633 p_ptr->redraw |= (PR_STATUS);
1635 /* Nothing to notice */
1636 if (!notice) return (FALSE);
1638 if (disturb_state) disturb(FALSE, FALSE);
1639 p_ptr->update |= (PU_BONUS);
1645 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", 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_stealth(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_stealth && !do_dec)
1664 if (p_ptr->tim_stealth > v) return FALSE;
1666 else if (!IS_TIM_STEALTH())
1668 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1676 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1678 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1684 p_ptr->tim_stealth = 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);
1693 p_ptr->update |= (PU_BONUS);
1699 * @brief 超隠密状態をセットする
1700 * @param set TRUEならば超隠密状態になる。
1701 * @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。
1703 bool set_superstealth(bool set)
1705 bool notice = FALSE;
1707 if (p_ptr->is_dead) return FALSE;
1712 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1714 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1716 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."));
1717 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1721 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!"));
1722 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1728 p_ptr->special_defense |= NINJA_S_STEALTH;
1735 if (p_ptr->special_defense & NINJA_S_STEALTH)
1737 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."));
1741 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1745 /* Nothing to notice */
1746 if (!notice) return (FALSE);
1748 /* Redraw status bar */
1749 p_ptr->redraw |= (PR_STATUS);
1751 if (disturb_state) disturb(FALSE, FALSE);
1756 * @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
1758 * @param do_dec 現在の継続時間より長い値のみ上書きする
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_tim_levitation(TIME_EFFECT v, bool do_dec)
1763 bool notice = FALSE;
1765 /* Hack -- Force good values */
1766 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1768 if (p_ptr->is_dead) return FALSE;
1773 if (p_ptr->tim_levitation && !do_dec)
1775 if (p_ptr->tim_levitation > v) return FALSE;
1777 else if (!p_ptr->tim_levitation)
1779 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1787 if (p_ptr->tim_levitation)
1789 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1795 p_ptr->tim_levitation = v;
1797 /* Redraw status bar */
1798 p_ptr->redraw |= (PR_STATUS);
1800 /* Nothing to notice */
1801 if (!notice) return (FALSE);
1803 if (disturb_state) disturb(FALSE, FALSE);
1804 p_ptr->update |= (PU_BONUS);
1810 * @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
1812 * @param do_dec 現在の継続時間より長い値のみ上書きする
1813 * @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。
1815 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1817 bool notice = FALSE;
1819 /* Hack -- Force good values */
1820 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1822 if (p_ptr->is_dead) return FALSE;
1827 if (p_ptr->tim_sh_touki && !do_dec)
1829 if (p_ptr->tim_sh_touki > v) return FALSE;
1831 else if (!p_ptr->tim_sh_touki)
1833 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1841 if (p_ptr->tim_sh_touki)
1843 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1849 p_ptr->tim_sh_touki = v;
1851 /* Redraw status bar */
1852 p_ptr->redraw |= (PR_STATUS);
1854 /* Nothing to notice */
1855 if (!notice) return (FALSE);
1857 if (disturb_state) disturb(FALSE, FALSE);
1863 * @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
1865 * @param do_dec 現在の継続時間より長い値のみ上書きする
1866 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1868 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1870 bool notice = FALSE;
1872 /* Hack -- Force good values */
1873 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1875 if (p_ptr->is_dead) return FALSE;
1880 if (p_ptr->tim_sh_fire && !do_dec)
1882 if (p_ptr->tim_sh_fire > v) return FALSE;
1884 else if (!p_ptr->tim_sh_fire)
1886 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1894 if (p_ptr->tim_sh_fire)
1896 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1902 p_ptr->tim_sh_fire = v;
1904 /* Redraw status bar */
1905 p_ptr->redraw |= (PR_STATUS);
1907 /* Nothing to notice */
1908 if (!notice) return (FALSE);
1910 if (disturb_state) disturb(FALSE, FALSE);
1911 p_ptr->update |= (PU_BONUS);
1917 * @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
1919 * @param do_dec 現在の継続時間より長い値のみ上書きする
1920 * @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。
1922 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1924 bool notice = FALSE;
1926 /* Hack -- Force good values */
1927 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1929 if (p_ptr->is_dead) return FALSE;
1934 if (p_ptr->tim_sh_holy && !do_dec)
1936 if (p_ptr->tim_sh_holy > v) return FALSE;
1938 else if (!p_ptr->tim_sh_holy)
1940 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1948 if (p_ptr->tim_sh_holy)
1950 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1956 p_ptr->tim_sh_holy = v;
1958 /* Redraw status bar */
1959 p_ptr->redraw |= (PR_STATUS);
1961 /* Nothing to notice */
1962 if (!notice) return (FALSE);
1964 if (disturb_state) disturb(FALSE, FALSE);
1965 p_ptr->update |= (PU_BONUS);
1971 * @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
1973 * @param do_dec 現在の継続時間より長い値のみ上書きする
1974 * @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。
1976 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1978 bool notice = FALSE;
1980 /* Hack -- Force good values */
1981 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1983 if (p_ptr->is_dead) return FALSE;
1988 if (p_ptr->tim_eyeeye && !do_dec)
1990 if (p_ptr->tim_eyeeye > v) return FALSE;
1992 else if (!p_ptr->tim_eyeeye)
1994 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2002 if (p_ptr->tim_eyeeye)
2004 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."));
2010 p_ptr->tim_eyeeye = v;
2012 /* Redraw status bar */
2013 p_ptr->redraw |= (PR_STATUS);
2015 /* Nothing to notice */
2016 if (!notice) return (FALSE);
2018 if (disturb_state) disturb(FALSE, FALSE);
2019 p_ptr->update |= (PU_BONUS);
2026 * @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
2028 * @param do_dec 現在の継続時間より長い値のみ上書きする
2029 * @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。
2031 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2033 bool notice = FALSE;
2035 /* Hack -- Force good values */
2036 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2038 if (p_ptr->is_dead) return FALSE;
2043 if (p_ptr->resist_magic && !do_dec)
2045 if (p_ptr->resist_magic > v) return FALSE;
2047 else if (!p_ptr->resist_magic)
2049 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2057 if (p_ptr->resist_magic)
2059 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2065 p_ptr->resist_magic = v;
2067 /* Redraw status bar */
2068 p_ptr->redraw |= (PR_STATUS);
2070 /* Nothing to notice */
2071 if (!notice) return (FALSE);
2073 if (disturb_state) disturb(FALSE, FALSE);
2074 p_ptr->update |= (PU_BONUS);
2080 * @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
2082 * @param do_dec 現在の継続時間より長い値のみ上書きする
2083 * @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。
2085 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2087 bool notice = FALSE;
2089 /* Hack -- Force good values */
2090 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2092 if (p_ptr->is_dead) return FALSE;
2097 if (p_ptr->tim_reflect && !do_dec)
2099 if (p_ptr->tim_reflect > v) return FALSE;
2101 else if (!p_ptr->tim_reflect)
2103 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2111 if (p_ptr->tim_reflect)
2113 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2119 p_ptr->tim_reflect = v;
2121 /* Redraw status bar */
2122 p_ptr->redraw |= (PR_STATUS);
2124 /* Nothing to notice */
2125 if (!notice) return (FALSE);
2127 if (disturb_state) disturb(FALSE, FALSE);
2128 p_ptr->update |= (PU_BONUS);
2135 * Set "p_ptr->multishadow", notice observable changes
2137 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2139 bool notice = FALSE;
2141 /* Hack -- Force good values */
2142 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2144 if (p_ptr->is_dead) return FALSE;
2149 if (p_ptr->multishadow && !do_dec)
2151 if (p_ptr->multishadow > v) return FALSE;
2153 else if (!p_ptr->multishadow)
2155 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2163 if (p_ptr->multishadow)
2165 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2171 p_ptr->multishadow = v;
2173 /* Redraw status bar */
2174 p_ptr->redraw |= (PR_STATUS);
2176 /* Nothing to notice */
2177 if (!notice) return (FALSE);
2179 if (disturb_state) disturb(FALSE, FALSE);
2180 p_ptr->update |= (PU_BONUS);
2186 * @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
2188 * @param do_dec 現在の継続時間より長い値のみ上書きする
2189 * @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。
2191 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2193 bool notice = FALSE;
2195 /* Hack -- Force good values */
2196 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2198 if (p_ptr->is_dead) return FALSE;
2203 if (p_ptr->dustrobe && !do_dec)
2205 if (p_ptr->dustrobe > v) return FALSE;
2207 else if (!p_ptr->dustrobe)
2209 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2217 if (p_ptr->dustrobe)
2219 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2225 p_ptr->dustrobe = v;
2227 /* Redraw status bar */
2228 p_ptr->redraw |= (PR_STATUS);
2230 /* Nothing to notice */
2231 if (!notice) return (FALSE);
2233 if (disturb_state) disturb(FALSE, FALSE);
2234 p_ptr->update |= (PU_BONUS);
2240 * @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
2242 * @param do_dec 現在の継続時間より長い値のみ上書きする
2243 * @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。
2245 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2247 bool notice = FALSE;
2249 /* Hack -- Force good values */
2250 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2252 if (p_ptr->is_dead) return FALSE;
2257 if (p_ptr->kabenuke && !do_dec)
2259 if (p_ptr->kabenuke > v) return FALSE;
2261 else if (!p_ptr->kabenuke)
2263 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2271 if (p_ptr->kabenuke)
2273 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2279 p_ptr->kabenuke = v;
2281 /* Redraw status bar */
2282 p_ptr->redraw |= (PR_STATUS);
2284 /* Nothing to notice */
2285 if (!notice) return (FALSE);
2287 if (disturb_state) disturb(FALSE, FALSE);
2288 p_ptr->update |= (PU_BONUS);
2294 * @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
2296 * @param do_dec 現在の継続時間より長い値のみ上書きする
2297 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2299 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2301 bool notice = FALSE;
2303 /* Hack -- Force good values */
2304 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2306 if (p_ptr->is_dead) return FALSE;
2311 if (p_ptr->tsuyoshi && !do_dec)
2313 if (p_ptr->tsuyoshi > v) return FALSE;
2315 else if (!p_ptr->tsuyoshi)
2317 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2319 chg_virtue(V_VITALITY, 2);
2326 if (p_ptr->tsuyoshi)
2328 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2330 (void)dec_stat(A_CON, 20, TRUE);
2331 (void)dec_stat(A_STR, 20, TRUE);
2334 chg_virtue(V_VITALITY, -3);
2339 p_ptr->tsuyoshi = v;
2341 /* Redraw status bar */
2342 p_ptr->redraw |= (PR_STATUS);
2344 /* Nothing to notice */
2345 if (!notice) return (FALSE);
2347 if (disturb_state) disturb(FALSE, FALSE);
2348 p_ptr->update |= (PU_BONUS);
2350 /* Recalculate hitpoints */
2351 p_ptr->update |= (PU_HP);
2357 * @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-
2358 * @param attack_type スレイのタイプID
2360 * @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。
2362 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2364 /* Hack -- Force good values */
2365 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2367 /* Clear all elemental attacks (only one is allowed at a time). */
2368 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2370 p_ptr->special_attack &= ~(ATTACK_ACID);
2371 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2373 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2375 p_ptr->special_attack &= ~(ATTACK_ELEC);
2376 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2378 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2380 p_ptr->special_attack &= ~(ATTACK_FIRE);
2381 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2383 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2385 p_ptr->special_attack &= ~(ATTACK_COLD);
2386 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2388 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2390 p_ptr->special_attack &= ~(ATTACK_POIS);
2391 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2394 if ((v) && (attack_type))
2396 /* Set attack type. */
2397 p_ptr->special_attack |= (attack_type);
2400 p_ptr->ele_attack = v;
2404 msg_format("%sで攻撃できるようになった!",
2405 ((attack_type == ATTACK_ACID) ? "酸" :
2406 ((attack_type == ATTACK_ELEC) ? "電撃" :
2407 ((attack_type == ATTACK_FIRE) ? "火炎" :
2408 ((attack_type == ATTACK_COLD) ? "冷気" :
2409 ((attack_type == ATTACK_POIS) ? "毒" :
2412 msg_format("For a while, the blows you deal will %s",
2413 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2414 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2415 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2416 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2417 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2418 "do nothing special."))))));
2422 if (disturb_state) disturb(FALSE, FALSE);
2424 /* Redraw status bar */
2425 p_ptr->redraw |= (PR_STATUS);
2427 p_ptr->update |= (PU_BONUS);
2434 * @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-
2435 * @param immune_type 免疫のタイプID
2437 * @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。
2439 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2441 /* Hack -- Force good values */
2442 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2444 /* Clear all elemental attacks (only one is allowed at a time). */
2445 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2447 p_ptr->special_defense &= ~(DEFENSE_ACID);
2448 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."));
2450 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2452 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2453 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."));
2455 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2457 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2458 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."));
2460 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2462 p_ptr->special_defense &= ~(DEFENSE_COLD);
2463 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."));
2465 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2467 p_ptr->special_defense &= ~(DEFENSE_POIS);
2468 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."));
2471 if ((v) && (immune_type))
2473 /* Set attack type. */
2474 p_ptr->special_defense |= (immune_type);
2477 p_ptr->ele_immune = v;
2481 msg_format("%sの攻撃を受けつけなくなった!",
2482 ((immune_type == DEFENSE_ACID) ? "酸" :
2483 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2484 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2485 ((immune_type == DEFENSE_COLD) ? "冷気" :
2486 ((immune_type == DEFENSE_POIS) ? "毒" :
2489 msg_format("For a while, You are immune to %s",
2490 ((immune_type == DEFENSE_ACID) ? "acid!" :
2491 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2492 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2493 ((immune_type == DEFENSE_COLD) ? "cold!" :
2494 ((immune_type == DEFENSE_POIS) ? "poison!" :
2495 "do nothing special."))))));
2499 if (disturb_state) disturb(FALSE, FALSE);
2501 /* Redraw status bar */
2502 p_ptr->redraw |= (PR_STATUS);
2504 p_ptr->update |= (PU_BONUS);
2511 * @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
2513 * @param do_dec 現在の継続時間より長い値のみ上書きする
2514 * @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。
2516 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2518 bool notice = FALSE;
2520 /* Hack -- Force good values */
2521 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2523 if (p_ptr->is_dead) return FALSE;
2528 if (p_ptr->oppose_acid && !do_dec)
2530 if (p_ptr->oppose_acid > v) return FALSE;
2532 else if (!IS_OPPOSE_ACID())
2534 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2542 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2544 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2550 p_ptr->oppose_acid = v;
2552 /* Nothing to notice */
2553 if (!notice) return (FALSE);
2555 /* Redraw status bar */
2556 p_ptr->redraw |= (PR_STATUS);
2558 if (disturb_state) disturb(FALSE, FALSE);
2564 * @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
2566 * @param do_dec 現在の継続時間より長い値のみ上書きする
2567 * @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。
2569 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2571 bool notice = FALSE;
2573 /* Hack -- Force good values */
2574 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2576 if (p_ptr->is_dead) return FALSE;
2581 if (p_ptr->oppose_elec && !do_dec)
2583 if (p_ptr->oppose_elec > v) return FALSE;
2585 else if (!IS_OPPOSE_ELEC())
2587 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2595 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2597 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2603 p_ptr->oppose_elec = v;
2605 /* Nothing to notice */
2606 if (!notice) return (FALSE);
2608 /* Redraw status bar */
2609 p_ptr->redraw |= (PR_STATUS);
2611 if (disturb_state) disturb(FALSE, FALSE);
2617 * @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
2619 * @param do_dec 現在の継続時間より長い値のみ上書きする
2620 * @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。
2622 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2624 bool notice = FALSE;
2626 /* Hack -- Force good values */
2627 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2629 if (p_ptr->is_dead) return FALSE;
2631 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2635 if (p_ptr->oppose_fire && !do_dec)
2637 if (p_ptr->oppose_fire > v) return FALSE;
2639 else if (!IS_OPPOSE_FIRE())
2641 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2649 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2651 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2657 p_ptr->oppose_fire = v;
2659 /* Nothing to notice */
2660 if (!notice) return (FALSE);
2662 /* Redraw status bar */
2663 p_ptr->redraw |= (PR_STATUS);
2665 if (disturb_state) disturb(FALSE, FALSE);
2671 * @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
2673 * @param do_dec 現在の継続時間より長い値のみ上書きする
2674 * @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。
2676 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2678 bool notice = FALSE;
2680 /* Hack -- Force good values */
2681 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2683 if (p_ptr->is_dead) return FALSE;
2688 if (p_ptr->oppose_cold && !do_dec)
2690 if (p_ptr->oppose_cold > v) return FALSE;
2692 else if (!IS_OPPOSE_COLD())
2694 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2702 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2704 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2710 p_ptr->oppose_cold = v;
2712 /* Nothing to notice */
2713 if (!notice) return (FALSE);
2715 /* Redraw status bar */
2716 p_ptr->redraw |= (PR_STATUS);
2718 if (disturb_state) disturb(FALSE, FALSE);
2724 * @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
2726 * @param do_dec 現在の継続時間より長い値のみ上書きする
2727 * @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。
2729 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2731 bool notice = FALSE;
2733 /* Hack -- Force good values */
2734 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2736 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2737 if (p_ptr->is_dead) return FALSE;
2742 if (p_ptr->oppose_pois && !do_dec)
2744 if (p_ptr->oppose_pois > v) return FALSE;
2746 else if (!IS_OPPOSE_POIS())
2748 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2756 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2758 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2764 p_ptr->oppose_pois = v;
2766 /* Nothing to notice */
2767 if (!notice) return (FALSE);
2769 /* Redraw status bar */
2770 p_ptr->redraw |= (PR_STATUS);
2772 if (disturb_state) disturb(FALSE, FALSE);
2778 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2780 * @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。
2782 * Note the special code to only notice "range" changes.
2784 bool set_stun(TIME_EFFECT v)
2786 int old_aux, new_aux;
2787 bool notice = FALSE;
2790 /* Hack -- Force good values */
2791 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2793 if (p_ptr->is_dead) return FALSE;
2795 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2798 if (p_ptr->stun > 100)
2804 else if (p_ptr->stun > 50)
2810 else if (p_ptr->stun > 0)
2846 if (new_aux > old_aux)
2848 /* Describe the state */
2852 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2855 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;
2858 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;
2861 if (randint1(1000) < v || one_in_(16))
2863 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2867 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2868 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2870 else if (one_in_(2))
2872 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2876 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2879 if (p_ptr->special_defense & KATA_MASK)
2881 msg_print(_("型が崩れた。", "Your posture gets loose."));
2882 p_ptr->special_defense &= ~(KATA_MASK);
2883 p_ptr->update |= (PU_BONUS);
2884 p_ptr->update |= (PU_MONSTERS);
2885 p_ptr->redraw |= (PR_STATE);
2886 p_ptr->redraw |= (PR_STATUS);
2887 p_ptr->action = ACTION_NONE;
2891 if (p_ptr->concent) reset_concentration(TRUE);
2894 if (hex_spelling_any()) stop_hex_spell_all();
2900 else if (new_aux < old_aux)
2902 /* Describe the state */
2907 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2909 if (disturb_state) disturb(FALSE, FALSE);
2920 if (!notice) return (FALSE);
2922 if (disturb_state) disturb(FALSE, FALSE);
2923 p_ptr->update |= (PU_BONUS);
2925 /* Redraw the "stun" */
2926 p_ptr->redraw |= (PR_STUN);
2933 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2935 * @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。
2937 * Note the special code to only notice "range" changes.
2939 bool set_cut(TIME_EFFECT v)
2941 int old_aux, new_aux;
2942 bool notice = FALSE;
2944 /* Hack -- Force good values */
2945 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2947 if (p_ptr->is_dead) return FALSE;
2949 if ((p_ptr->prace == RACE_GOLEM ||
2950 p_ptr->prace == RACE_SKELETON ||
2951 p_ptr->prace == RACE_SPECTRE ||
2952 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2957 if (p_ptr->cut > 1000)
2963 else if (p_ptr->cut > 200)
2969 else if (p_ptr->cut > 100)
2975 else if (p_ptr->cut > 50)
2981 else if (p_ptr->cut > 25)
2987 else if (p_ptr->cut > 10)
2993 else if (p_ptr->cut > 0)
3053 if (new_aux > old_aux)
3055 /* Describe the state */
3059 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3062 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3065 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3068 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3071 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3074 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;
3077 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;
3082 if (randint1(1000) < v || one_in_(16))
3084 if (!p_ptr->sustain_chr)
3086 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3093 else if (new_aux < old_aux)
3095 /* Describe the state */
3100 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");
3102 if (disturb_state) disturb(FALSE, FALSE);
3113 if (!notice) return (FALSE);
3115 if (disturb_state) disturb(FALSE, FALSE);
3116 p_ptr->update |= (PU_BONUS);
3118 /* Redraw the "cut" */
3119 p_ptr->redraw |= (PR_CUT);
3125 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3127 * @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。
3129 * Set "", notice observable changes\n
3131 * The "p_ptr->food" variable can get as large as 20000, allowing the
3132 * addition of the most "filling" item, Elvish Waybread, which adds
3133 * 7500 food units, without overflowing the 32767 maximum limit.\n
3135 * Perhaps we should disturb the player with various messages,
3136 * especially messages about hunger status changes. \n
3138 * Digestion of food is handled in "dungeon.c", in which, normally,
3139 * the player digests about 20 food units per 100 game turns, more
3140 * when "fast", more when "regenerating", less with "slow digestion",
3141 * but when the player is "gorged", he digests 100 food units per 10
3142 * game turns, or a full 1000 food units per 100 game turns.\n
3144 * Note that the player's speed is reduced by 10 units while gorged,
3145 * so if the player eats a single food ration (5000 food units) when
3146 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3147 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3148 * affecting the player speed).\n
3150 bool set_food(TIME_EFFECT v)
3152 int old_aux, new_aux;
3154 bool notice = FALSE;
3156 /* Hack -- Force good values */
3157 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3159 /* Fainting / Starving */
3160 if (p_ptr->food < PY_FOOD_FAINT)
3166 else if (p_ptr->food < PY_FOOD_WEAK)
3172 else if (p_ptr->food < PY_FOOD_ALERT)
3178 else if (p_ptr->food < PY_FOOD_FULL)
3184 else if (p_ptr->food < PY_FOOD_MAX)
3195 /* Fainting / Starving */
3196 if (v < PY_FOOD_FAINT)
3202 else if (v < PY_FOOD_WEAK)
3208 else if (v < PY_FOOD_ALERT)
3214 else if (v < PY_FOOD_FULL)
3220 else if (v < PY_FOOD_MAX)
3231 if (old_aux < 1 && new_aux > 0)
3232 chg_virtue(V_PATIENCE, 2);
3233 else if (old_aux < 3 && (old_aux != new_aux))
3234 chg_virtue(V_PATIENCE, 1);
3236 chg_virtue(V_TEMPERANCE, 1);
3238 chg_virtue(V_TEMPERANCE, -1);
3241 if (new_aux > old_aux)
3243 /* Describe the state */
3247 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3250 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3253 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3256 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3260 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3261 chg_virtue(V_HARMONY, -1);
3262 chg_virtue(V_PATIENCE, -1);
3263 chg_virtue(V_TEMPERANCE, -2);
3273 else if (new_aux < old_aux)
3275 /* Describe the state */
3278 /* Fainting / Starving */
3279 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;
3282 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3285 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3288 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3291 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3294 if (p_ptr->wild_mode && (new_aux < 2))
3306 /* Nothing to notice */
3307 if (!notice) return (FALSE);
3309 if (disturb_state) disturb(FALSE, FALSE);
3310 p_ptr->update |= (PU_BONUS);
3313 p_ptr->redraw |= (PR_HUNGER);
3319 * @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-
3320 * @param stat 上昇させるステータスID
3321 * @return 実際に上昇した場合TRUEを返す。
3323 * Note that this function (used by stat potions) now restores\n
3324 * the stat BEFORE increasing it.\n
3326 bool inc_stat(int stat)
3328 BASE_STATUS value, gain;
3330 /* Then augment the current/max stat */
3331 value = p_ptr->stat_cur[stat];
3333 /* Cannot go above 18/100 */
3334 if (value < p_ptr->stat_max_max[stat])
3336 /* Gain one (sometimes two) points */
3339 gain = ((randint0(100) < 75) ? 1 : 2);
3343 /* Gain 1/6 to 1/3 of distance to 18/100 */
3344 else if (value < (p_ptr->stat_max_max[stat]-2))
3346 /* Approximate gain value */
3347 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3350 if (gain < 1) gain = 1;
3352 /* Apply the bonus */
3353 value += randint1(gain) + gain / 2;
3356 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3359 /* Gain one point at a time */
3365 /* Save the new value */
3366 p_ptr->stat_cur[stat] = value;
3368 /* Bring up the maximum too */
3369 if (value > p_ptr->stat_max[stat])
3371 p_ptr->stat_max[stat] = value;
3373 p_ptr->update |= (PU_BONUS);
3379 /* Nothing to gain */
3384 * @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.
3385 * @param stat 減少させるステータスID
3386 * @param amount 減少させる基本量
3387 * @param permanent TRUEならば現在の最大値を減少させる
3388 * @return 実際に減少した場合TRUEを返す。
3391 * Amount could be a little higher in extreme cases to mangle very high\n
3392 * stats from massive assaults. -CWS\n
3394 * Note that "permanent" means that the *given* amount is permanent,\n
3395 * not that the new value becomes permanent. This may not work exactly\n
3396 * as expected, due to "weirdness" in the algorithm, but in general,\n
3397 * if your stat is already drained, the "max" value will not drop all\n
3398 * the way down to the "cur" value.\n
3400 bool dec_stat(int stat, int amount, int permanent)
3402 BASE_STATUS cur, max;
3407 /* Acquire current value */
3408 cur = p_ptr->stat_cur[stat];
3409 max = p_ptr->stat_max[stat];
3411 /* Note when the values are identical */
3412 same = (cur == max);
3414 /* Damage "current" value */
3417 /* Handle "low" values */
3420 if (amount > 90) cur--;
3421 if (amount > 50) cur--;
3422 if (amount > 20) cur--;
3426 /* Handle "high" values */
3429 /* Hack -- Decrement by a random amount between one-quarter */
3430 /* and one-half of the stat bonus times the percentage, with a */
3431 /* minimum damage of half the percentage. -CWS */
3432 loss = (((cur-18) / 2 + 1) / 2 + 1);
3435 if (loss < 1) loss = 1;
3437 /* Randomize the loss */
3438 loss = ((randint1(loss) + loss) * amount) / 100;
3441 if (loss < amount/2) loss = amount/2;
3443 /* Lose some points */
3446 /* Hack -- Only reduce stat to 17 sometimes */
3447 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3450 /* Prevent illegal values */
3451 if (cur < 3) cur = 3;
3453 /* Something happened */
3454 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3457 /* Damage "max" value */
3458 if (permanent && (max > 3))
3460 chg_virtue(V_SACRIFICE, 1);
3461 if (stat == A_WIS || stat == A_INT)
3462 chg_virtue(V_ENLIGHTEN, -2);
3464 /* Handle "low" values */
3467 if (amount > 90) max--;
3468 if (amount > 50) max--;
3469 if (amount > 20) max--;
3473 /* Handle "high" values */
3476 /* Hack -- Decrement by a random amount between one-quarter */
3477 /* and one-half of the stat bonus times the percentage, with a */
3478 /* minimum damage of half the percentage. -CWS */
3479 loss = (((max-18) / 2 + 1) / 2 + 1);
3480 loss = ((randint1(loss) + loss) * amount) / 100;
3481 if (loss < amount/2) loss = amount/2;
3483 /* Lose some points */
3486 /* Hack -- Only reduce stat to 17 sometimes */
3487 if (max < 18) max = (amount <= 20) ? 18 : 17;
3490 /* Hack -- keep it clean */
3491 if (same || (max < cur)) max = cur;
3493 /* Something happened */
3494 if (max != p_ptr->stat_max[stat]) res = TRUE;
3500 /* Actually set the stat to its new value. */
3501 p_ptr->stat_cur[stat] = cur;
3502 p_ptr->stat_max[stat] = max;
3504 /* Redisplay the stats later */
3505 p_ptr->redraw |= (PR_STATS);
3506 p_ptr->update |= (PU_BONUS);
3514 * @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.
3515 * @param stat 回復ステータスID
3516 * @return 実際に回復した場合TRUEを返す。
3518 bool res_stat(int stat)
3520 /* Restore if needed */
3521 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3524 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3525 p_ptr->update |= (PU_BONUS);
3527 /* Redisplay the stats later */
3528 p_ptr->redraw |= (PR_STATS);
3534 /* Nothing to restore */
3540 * Increase players hit points, notice effects
3542 bool hp_player(int num)
3545 vir = virtue_number(V_VITALITY);
3547 if(num <= 0) return (FALSE);
3551 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3553 /* Healing needed */
3554 if (p_ptr->chp < p_ptr->mhp)
3556 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3557 chg_virtue(V_TEMPERANCE, 1);
3558 /* Gain hitpoints */
3561 /* Enforce maximum */
3562 if (p_ptr->chp >= p_ptr->mhp)
3564 p_ptr->chp = p_ptr->mhp;
3565 p_ptr->chp_frac = 0;
3568 p_ptr->redraw |= (PR_HP);
3570 p_ptr->window |= (PW_PLAYER);
3575 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3581 msg_print(_("気分が良くなった。", "You feel better."));
3587 msg_print(_("とても気分が良くなった。", "You feel much better."));
3593 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3605 * Array of stat "descriptions"
3607 static cptr desc_stat_pos[] =
3612 _("器用に", "dextrous"),
3613 _("健康に", "healthy"),
3619 * Array of stat "descriptions"
3621 static cptr desc_stat_neg[] =
3626 _("不器用に", "clumsy"),
3627 _("不健康に", "sickly"),
3635 bool do_dec_stat(int stat)
3639 /* Access the "sustain" */
3642 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3643 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3644 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3645 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3646 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3647 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3651 if (sust && (!ironman_nightmare || randint0(13)))
3653 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."),
3654 desc_stat_neg[stat]);
3660 /* Attempt to reduce the stat */
3661 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3663 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3669 /* Nothing obvious */
3675 * Restore lost "points" in a stat
3677 bool do_res_stat(int stat)
3679 /* Attempt to increase */
3682 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3687 /* Nothing obvious */
3693 * Gain a "point" in a stat
3695 bool do_inc_stat(int stat)
3699 /* Restore strength */
3700 res = res_stat(stat);
3702 /* Attempt to increase */
3707 chg_virtue(V_ENLIGHTEN, 1);
3708 chg_virtue(V_FAITH, 1);
3710 else if (stat == A_INT)
3712 chg_virtue(V_KNOWLEDGE, 1);
3713 chg_virtue(V_ENLIGHTEN, 1);
3715 else if (stat == A_CON)
3716 chg_virtue(V_VITALITY, 1);
3718 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3723 /* Restoration worked */
3726 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3731 /* Nothing obvious */
3737 * Restores any drained experience
3739 bool restore_level(void)
3741 /* Restore experience */
3742 if (p_ptr->exp < p_ptr->max_exp)
3744 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3746 /* Restore the experience */
3747 p_ptr->exp = p_ptr->max_exp;
3749 /* Check the experience */
3763 bool lose_all_info(void)
3767 chg_virtue(V_KNOWLEDGE, -5);
3768 chg_virtue(V_ENLIGHTEN, -5);
3770 /* Forget info about objects */
3771 for (i = 0; i < INVEN_TOTAL; i++)
3773 object_type *o_ptr = &inventory[i];
3775 /* Skip non-objects */
3776 if (!o_ptr->k_idx) continue;
3778 /* Allow "protection" by the MENTAL flag */
3779 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3781 /* Remove "default inscriptions" */
3782 o_ptr->feeling = FEEL_NONE;
3784 /* Hack -- Clear the "empty" flag */
3785 o_ptr->ident &= ~(IDENT_EMPTY);
3787 /* Hack -- Clear the "known" flag */
3788 o_ptr->ident &= ~(IDENT_KNOWN);
3790 /* Hack -- Clear the "felt" flag */
3791 o_ptr->ident &= ~(IDENT_SENSE);
3793 p_ptr->update |= (PU_BONUS);
3795 /* Combine / Reorder the pack (later) */
3796 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3798 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3800 /* Mega-Hack -- Forget the map */
3808 void do_poly_wounds(void)
3810 /* Changed to always provide at least _some_ healing */
3811 s16b wounds = p_ptr->cut;
3812 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3813 s16b change = damroll(p_ptr->lev, 5);
3814 bool Nasty_effect = one_in_(5);
3816 if (!(wounds || hit_p || Nasty_effect)) return;
3818 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3822 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3823 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3828 set_cut(p_ptr->cut - (change / 2));
3834 * Change player race
3836 void change_race(CHARACTER_IDX new_race, cptr effect_msg)
3838 cptr title = race_info[new_race].title;
3839 int old_race = p_ptr->prace;
3842 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3844 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3847 chg_virtue(V_CHANCE, 2);
3849 if (p_ptr->prace < 32)
3851 p_ptr->old_race1 |= 1L << p_ptr->prace;
3855 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3857 p_ptr->prace = new_race;
3858 rp_ptr = &race_info[p_ptr->prace];
3860 /* Experience factor */
3861 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3864 * The speed bonus of Klackons and Sprites are disabled
3865 * and the experience penalty is decreased.
3867 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)))
3868 p_ptr->expfact -= 15;
3870 /* Get character's height and weight */
3871 get_height_weight();
3874 if (p_ptr->pclass == CLASS_SORCERER)
3875 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3877 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3879 do_cmd_rerate(FALSE);
3881 /* The experience level may be modified */
3884 p_ptr->redraw |= (PR_BASIC);
3886 p_ptr->update |= (PU_BONUS);
3890 /* Load an autopick preference file */
3891 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3893 /* Player's graphic tile may change */
3894 lite_spot(p_ptr->y, p_ptr->x);
3898 void do_poly_self(void)
3900 int power = p_ptr->lev;
3902 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3903 chg_virtue(V_CHANCE, 1);
3905 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3907 char effect_msg[80] = "";
3908 CHARACTER_IDX new_race;
3910 /* Some form of racial polymorph... */
3913 if ((power > randint0(5)) && one_in_(4))
3918 if (p_ptr->psex == SEX_MALE)
3920 p_ptr->psex = SEX_FEMALE;
3921 sp_ptr = &sex_info[p_ptr->psex];
3922 sprintf(effect_msg, _("女性の", "female "));
3926 p_ptr->psex = SEX_MALE;
3927 sp_ptr = &sex_info[p_ptr->psex];
3928 sprintf(effect_msg, _("男性の", "male "));
3932 if ((power > randint0(30)) && one_in_(5))
3936 /* Harmful deformity */
3943 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3949 /* Deformities are discriminated against! */
3950 (void)dec_stat(A_CHR, randint1(6), TRUE);
3955 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3956 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3960 sprintf(effect_msg,_("奇形の", "deformed "));
3964 while ((power > randint0(20)) && one_in_(10))
3966 /* Polymorph into a less mutated form */
3969 if (!lose_mutation(0))
3970 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3975 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3977 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3979 change_race(new_race, effect_msg);
3982 if ((power > randint0(30)) && one_in_(6))
3988 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");
3992 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3997 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!"));
3998 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4004 if ((power > randint0(20)) && one_in_(4))
4009 do_cmd_rerate(FALSE);
4012 while ((power > randint0(15)) && one_in_(3))
4015 (void)gain_random_mutation(0);
4018 if (power > randint0(5))
4024 /* Note: earlier deductions may have left power < 0 already. */
4034 * Decreases players hit points and sets death flag if necessary
4036 * Invulnerability needs to be changed into a "shield"
4038 * Hack -- this function allows the user to save (or quit)
4039 * the game when he dies, since the "You die." message is shown before
4040 * setting the player to "dead".
4043 int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell)
4045 int old_chp = p_ptr->chp;
4047 char death_message[1024];
4050 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4053 if (p_ptr->is_dead) return 0;
4055 if (p_ptr->sutemi) damage *= 2;
4056 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4058 if (easy_band) damage = (damage+1)/2;
4060 if (damage_type != DAMAGE_USELIFE)
4062 disturb(TRUE, TRUE);
4069 if (monspell >= 0) learn_spell(monspell);
4071 /* Mega-Hack -- Apply "invulnerability" */
4072 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4074 if (IS_INVULN() && (damage < 9000))
4076 if (damage_type == DAMAGE_FORCE)
4078 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4080 else if (one_in_(PENETRATE_INVULNERABILITY))
4082 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4090 if (CHECK_MULTISHADOW())
4092 if (damage_type == DAMAGE_FORCE)
4094 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4096 else if (damage_type == DAMAGE_ATTACK)
4098 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!"));
4103 if (p_ptr->wraith_form)
4105 if (damage_type == DAMAGE_FORCE)
4107 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4112 if ((damage == 0) && one_in_(2)) damage = 1;
4116 if (p_ptr->special_defense & KATA_MUSOU)
4119 if ((damage == 0) && one_in_(2)) damage = 1;
4121 } /* not if LOSELIFE USELIFE */
4123 /* Hurt the player */
4124 p_ptr->chp -= damage;
4125 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4127 damage += p_ptr->chp;
4131 /* Display the hitpoints */
4132 p_ptr->redraw |= (PR_HP);
4134 p_ptr->window |= (PW_PLAYER);
4136 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4138 chg_virtue(V_SACRIFICE, 1);
4139 chg_virtue(V_CHANCE, 2);
4145 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4147 #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 */
4149 if(!save_player()) msg_print("セーブ失敗!");
4154 chg_virtue(V_SACRIFICE, 10);
4159 p_ptr->leaving = TRUE;
4162 p_ptr->is_dead = TRUE;
4164 if (p_ptr->inside_arena)
4166 cptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4167 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4169 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4173 QUEST_IDX q_idx = quest_number(dun_level);
4174 bool seppuku = streq(hit_from, "Seppuku");
4175 bool winning_seppuku = p_ptr->total_winner && seppuku;
4177 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4180 /* Make screen dump */
4181 screen_dump = make_screen_dump();
4184 /* Note cause of death */
4187 strcpy(p_ptr->died_from, hit_from);
4189 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4196 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);
4198 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4200 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4203 /* No longer a winner */
4204 p_ptr->total_winner = FALSE;
4206 if (winning_seppuku)
4208 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4214 if (p_ptr->inside_arena)
4215 strcpy(buf,_("アリーナ", "in the Arena"));
4216 else if (!dun_level)
4217 strcpy(buf,_("地上", "on the surface"));
4218 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4219 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4220 strcpy(buf,_("クエスト", "in a quest"));
4222 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4224 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4225 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4228 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4229 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4233 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4235 do_cmd_save_screen();
4240 /* Initialize "last message" buffer */
4241 if (p_ptr->last_message) string_free(p_ptr->last_message);
4242 p_ptr->last_message = NULL;
4244 /* Hack -- Note death */
4248 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4250 msg_print(android ? "You are broken." : "You die.");
4257 if (winning_seppuku)
4259 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4263 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4269 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4271 while (!get_string("Last word: ", death_message, 1024)) ;
4274 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4276 if (death_message[0] == '\0')
4279 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4281 strcpy(death_message, android ? "You are broken." : "You die.");
4284 else p_ptr->last_message = string_make(death_message);
4287 if (winning_seppuku)
4292 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4293 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4300 for (i = 0; i < 40; i++)
4301 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4303 str = death_message;
4304 if (strncmp(str, "「", 2) == 0) str += 2;
4306 str2 = my_strstr(str, "」");
4307 if (str2 != NULL) *str2 = '\0';
4312 str2 = my_strstr(str, " ");
4313 if (str2 == NULL) len = strlen(str);
4314 else len = str2 - str;
4318 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4320 if (str2 == NULL) break;
4324 if (*str == 0) break;
4328 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4332 /* Make screen dump */
4333 screen_dump = make_screen_dump();
4336 /* Wait a key press */
4341 msg_print(death_message);
4351 /* Hitpoint warning */
4352 if (p_ptr->chp < warning)
4354 /* Hack -- bell on first notice */
4355 if (old_chp > warning) bell();
4359 if (record_danger && (old_chp > warning))
4361 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4362 hit_from = _("何か", "something");
4364 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4365 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4370 /* stop auto_more even if DAMAGE_USELIFE */
4374 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4378 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4389 void gain_exp_64(s32b amount, u32b amount_frac)
4391 if (p_ptr->is_dead) return;
4393 if (p_ptr->prace == RACE_ANDROID) return;
4395 /* Gain some experience */
4396 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4398 /* Slowly recover from experience drainage */
4399 if (p_ptr->exp < p_ptr->max_exp)
4401 /* Gain max experience (20%) (was 10%) */
4402 p_ptr->max_exp += amount / 5;
4405 /* Check Experience */
4413 void gain_exp(s32b amount)
4415 gain_exp_64(amount, 0L);
4419 void calc_android_exp(void)
4423 if (p_ptr->is_dead) return;
4425 if (p_ptr->prace != RACE_ANDROID) return;
4427 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4429 object_type *o_ptr = &inventory[i];
4431 object_type *q_ptr = &forge;
4433 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4435 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4436 if (!o_ptr->k_idx) continue;
4439 object_copy(q_ptr, o_ptr);
4440 q_ptr->discount = 0;
4441 q_ptr->curse_flags = 0L;
4443 if (object_is_fixed_artifact(o_ptr))
4445 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4446 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4448 else if (object_is_ego(o_ptr))
4450 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4452 else if (o_ptr->art_name)
4454 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4457 if (!object_is_weapon_ammo(o_ptr))
4460 if (total_flags < 15000) fake_level = 10;
4461 else if (total_flags < 35000) fake_level = 25;
4462 else fake_level = 40;
4467 if (total_flags < 20000) fake_level = 10;
4468 else if (total_flags < 45000) fake_level = 25;
4469 else fake_level = 40;
4472 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4475 value = object_value_real(q_ptr);
4477 if (value <= 0) continue;
4478 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4479 if (value > 5000000L) value = 5000000L;
4480 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4482 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4483 (o_ptr->tval == TV_DRAG_ARMOR) ||
4484 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4485 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4486 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4487 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4488 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4490 if (level > 65) level = 35 + (level - 65) / 5;
4491 else if (level > 35) level = 25 + (level - 35) / 3;
4492 else if (level > 15) level = 15 + (level - 15) / 2;
4493 exp = MIN(100000L, value) / 2 * level * level;
4494 if (value > 100000L)
4495 exp += (value - 100000L) / 8 * level * level;
4499 exp = MIN(100000L, value) * level;
4500 if (value > 100000L)
4501 exp += (value - 100000L) / 4 * level;
4503 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4504 else total_exp += exp / 16;
4505 if (i == INVEN_BODY) total_exp += exp / 32;
4507 p_ptr->exp = p_ptr->max_exp = total_exp;
4509 /* Check Experience */
4517 void lose_exp(s32b amount)
4519 if (p_ptr->prace == RACE_ANDROID) return;
4521 /* Never drop below zero experience */
4522 if (amount > p_ptr->exp) amount = p_ptr->exp;
4524 /* Lose some experience */
4525 p_ptr->exp -= amount;
4527 /* Check Experience */
4534 * If resisted to draining, return FALSE
4536 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4538 /* Androids and their mimics are never drained */
4539 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4541 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4543 /* Hold experience */
4544 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4548 /* Hold experience failed */
4549 if (p_ptr->hold_exp)
4551 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4556 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!"));
4564 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4566 bool notice = FALSE;
4568 /* Hack -- Force good values */
4569 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4571 if (p_ptr->is_dead) return FALSE;
4576 if (p_ptr->ult_res && !do_dec)
4578 if (p_ptr->ult_res > v) return FALSE;
4580 else if (!p_ptr->ult_res)
4582 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!"));
4592 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"));
4600 /* Redraw status bar */
4601 p_ptr->redraw |= (PR_STATUS);
4603 /* Nothing to notice */
4604 if (!notice) return (FALSE);
4606 if (disturb_state) disturb(FALSE, FALSE);
4607 p_ptr->update |= (PU_BONUS);
4612 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4614 bool notice = FALSE;
4616 /* Hack -- Force good values */
4617 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4619 if (p_ptr->is_dead) return FALSE;
4624 if (p_ptr->tim_res_nether && !do_dec)
4626 if (p_ptr->tim_res_nether > v) return FALSE;
4628 else if (!p_ptr->tim_res_nether)
4630 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4638 if (p_ptr->tim_res_nether)
4640 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"));
4646 p_ptr->tim_res_nether = v;
4648 /* Redraw status bar */
4649 p_ptr->redraw |= (PR_STATUS);
4651 /* Nothing to notice */
4652 if (!notice) return (FALSE);
4654 if (disturb_state) disturb(FALSE, FALSE);
4655 p_ptr->update |= (PU_BONUS);
4660 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4662 bool notice = FALSE;
4664 /* Hack -- Force good values */
4665 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4667 if (p_ptr->is_dead) return FALSE;
4672 if (p_ptr->tim_res_time && !do_dec)
4674 if (p_ptr->tim_res_time > v) return FALSE;
4676 else if (!p_ptr->tim_res_time)
4678 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!"));
4686 if (p_ptr->tim_res_time)
4688 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"));
4694 p_ptr->tim_res_time = v;
4696 /* Redraw status bar */
4697 p_ptr->redraw |= (PR_STATUS);
4699 /* Nothing to notice */
4700 if (!notice) return (FALSE);
4702 if (disturb_state) disturb(FALSE, FALSE);
4703 p_ptr->update |= (PU_BONUS);
4710 * Choose a warrior-mage elemental attack. -LM-
4712 bool choose_ele_attack(void)
4718 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4720 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."));
4725 num = (p_ptr->lev - 20) / 5;
4726 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4729 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4734 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4739 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4744 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4753 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4757 if ((choice == 'a') || (choice == 'A'))
4758 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4759 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4760 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4761 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4762 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4763 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4764 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4765 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4766 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4769 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4779 * Choose a elemental immune. -LM-
4781 bool choose_ele_immune(TIME_EFFECT immune_turn)
4786 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4787 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4788 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4789 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4797 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4801 if ((choice == 'a') || (choice == 'A'))
4802 set_ele_immune(DEFENSE_FIRE, immune_turn);
4803 else if ((choice == 'b') || (choice == 'B'))
4804 set_ele_immune(DEFENSE_COLD, immune_turn);
4805 else if ((choice == 'c') || (choice == 'C'))
4806 set_ele_immune(DEFENSE_ACID, immune_turn);
4807 else if ((choice == 'd') || (choice == 'D'))
4808 set_ele_immune(DEFENSE_ELEC, immune_turn);
4811 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));