3 * @brief プレイヤーのステータス管理 / effects of various "objects"
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2013 Deskull rearranged comment for Doxygen.\n
18 * @brief プレイヤーの継続行動を設定する。
19 * @param typ 継続行動のID\n
20 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
23 void set_action(ACTION_IDX typ)
25 int prev_typ = p_ptr->action;
37 msg_print(_("探索をやめた。", "You no longer walk carefully."));
38 p_ptr->redraw |= (PR_SPEED);
48 msg_print(_("学習をやめた。", "You stop Learning"));
54 msg_print(_("構えをといた。", "You stop assuming the posture."));
55 p_ptr->special_defense &= ~(KAMAE_MASK);
60 msg_print(_("型を崩した。", "You stop assuming the posture."));
61 p_ptr->special_defense &= ~(KATA_MASK);
62 p_ptr->update |= (PU_MONSTERS);
63 p_ptr->redraw |= (PR_STATUS);
68 msg_print(_("歌うのをやめた。", "You stop singing."));
73 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
74 p_ptr->energy_use = 100;
79 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
87 /* If we are requested other action, stop singing */
88 if (prev_typ == ACTION_SING) stop_singing();
89 if (prev_typ == ACTION_SPELL) stop_hex_spell();
91 switch (p_ptr->action)
95 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
96 p_ptr->redraw |= (PR_SPEED);
101 msg_print(_("学習を始めた。", "You begin Learning"));
106 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
109 case ACTION_HAYAGAKE:
111 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
120 /* Recalculate bonuses */
121 p_ptr->update |= (PU_BONUS);
123 /* Redraw the state */
124 p_ptr->redraw |= (PR_STATE);
128 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
131 void reset_tim_flags(void)
133 p_ptr->fast = 0; /* Timed -- Fast */
134 p_ptr->lightspeed = 0;
135 p_ptr->slow = 0; /* Timed -- Slow */
136 p_ptr->blind = 0; /* Timed -- Blindness */
137 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
138 p_ptr->confused = 0; /* Timed -- Confusion */
139 p_ptr->afraid = 0; /* Timed -- Fear */
140 p_ptr->image = 0; /* Timed -- Hallucination */
141 p_ptr->poisoned = 0; /* Timed -- Poisoned */
142 p_ptr->cut = 0; /* Timed -- Cut */
143 p_ptr->stun = 0; /* Timed -- Stun */
145 p_ptr->protevil = 0; /* Timed -- Protection */
146 p_ptr->invuln = 0; /* Timed -- Invulnerable */
148 p_ptr->hero = 0; /* Timed -- Heroism */
149 p_ptr->shero = 0; /* Timed -- Super Heroism */
150 p_ptr->shield = 0; /* Timed -- Shield Spell */
151 p_ptr->blessed = 0; /* Timed -- Blessed */
152 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
153 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
154 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
155 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
157 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
158 p_ptr->tim_levitation = 0;
159 p_ptr->tim_sh_touki = 0;
160 p_ptr->tim_sh_fire = 0;
161 p_ptr->tim_sh_holy = 0;
162 p_ptr->tim_eyeeye = 0;
164 p_ptr->resist_magic = 0;
167 p_ptr->tim_res_nether = 0;
168 p_ptr->tim_res_time = 0;
169 p_ptr->tim_mimic = 0;
170 p_ptr->mimic_form = 0;
171 p_ptr->tim_reflect = 0;
172 p_ptr->multishadow = 0;
174 p_ptr->action = ACTION_NONE;
177 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
178 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
179 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
180 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
181 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
183 p_ptr->word_recall = 0;
184 p_ptr->alter_reality = 0;
185 p_ptr->sutemi = FALSE;
186 p_ptr->counter = FALSE;
187 p_ptr->ele_attack = 0;
188 p_ptr->ele_immune = 0;
189 p_ptr->special_attack = 0L;
190 p_ptr->special_defense = 0L;
192 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
193 world_player = FALSE;
195 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
196 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
197 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
201 (void)set_monster_fast(p_ptr->riding, 0);
202 (void)set_monster_slow(p_ptr->riding, 0);
203 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
206 if (p_ptr->pclass == CLASS_BARD)
208 SINGING_SONG_EFFECT(p_ptr) = 0;
209 SINGING_SONG_ID(p_ptr) = 0;
214 * @brief プレイヤーに魔力消去効果を与える。
217 void dispel_player(void)
219 (void)set_fast(0, TRUE);
220 (void)set_lightspeed(0, TRUE);
221 (void)set_slow(0, TRUE);
222 (void)set_shield(0, TRUE);
223 (void)set_blessed(0, TRUE);
224 (void)set_tsuyoshi(0, TRUE);
225 (void)set_hero(0, TRUE);
226 (void)set_shero(0, TRUE);
227 (void)set_protevil(0, TRUE);
228 (void)set_invuln(0, TRUE);
229 (void)set_wraith_form(0, TRUE);
230 (void)set_kabenuke(0, TRUE);
231 (void)set_tim_res_nether(0, TRUE);
232 (void)set_tim_res_time(0, TRUE);
234 (void)set_tim_reflect(0,TRUE);
235 (void)set_multishadow(0,TRUE);
236 (void)set_dustrobe(0,TRUE);
238 (void)set_tim_invis(0, TRUE);
239 (void)set_tim_infra(0, TRUE);
240 (void)set_tim_esp(0, TRUE);
241 (void)set_tim_regen(0, TRUE);
242 (void)set_tim_stealth(0, TRUE);
243 (void)set_tim_levitation(0, TRUE);
244 (void)set_tim_sh_touki(0, TRUE);
245 (void)set_tim_sh_fire(0, TRUE);
246 (void)set_tim_sh_holy(0, TRUE);
247 (void)set_tim_eyeeye(0, TRUE);
248 (void)set_magicdef(0, TRUE);
249 (void)set_resist_magic(0, TRUE);
250 (void)set_oppose_acid(0, TRUE);
251 (void)set_oppose_elec(0, TRUE);
252 (void)set_oppose_fire(0, TRUE);
253 (void)set_oppose_cold(0, TRUE);
254 (void)set_oppose_pois(0, TRUE);
255 (void)set_ultimate_res(0, TRUE);
256 (void)set_mimic(0, 0, TRUE);
257 (void)set_ele_attack(0, 0);
258 (void)set_ele_immune(0, 0);
260 /* Cancel glowing hands */
261 if (p_ptr->special_attack & ATTACK_CONFUSE)
263 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
264 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
267 if (music_singing_any() || hex_spelling_any())
269 cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
270 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
271 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
272 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
273 p_ptr->action = ACTION_NONE;
275 /* Recalculate bonuses */
276 p_ptr->update |= (PU_BONUS | PU_HP);
279 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
281 /* Update monsters */
282 p_ptr->update |= (PU_MONSTERS);
284 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
286 p_ptr->energy_need += ENERGY_NEED();
292 * @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
295 * @param do_dec 現在の継続時間より長い値のみ上書きする
296 * @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。
298 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
302 /* Hack -- Force good values */
303 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
305 if (p_ptr->is_dead) return FALSE;
310 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
312 if (p_ptr->tim_mimic > v) return FALSE;
314 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
316 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
317 p_ptr->mimic_form = p;
325 if (p_ptr->tim_mimic)
327 msg_print(_("変身が解けた。", "You are no longer transformed."));
328 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
336 p_ptr->tim_mimic = v;
338 /* Nothing to notice */
343 if (disturb_state) disturb(0, 1);
346 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
348 /* Recalculate bonuses */
349 p_ptr->update |= (PU_BONUS | PU_HP);
358 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
360 * @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。
362 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
363 * memorize any terrain features which suddenly become "visible".\n
364 * Note that blindness is currently the only thing which can affect\n
365 * "player_can_see_bold()".\n
367 bool set_blind(TIME_EFFECT v)
371 /* Hack -- Force good values */
372 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
374 if (p_ptr->is_dead) return FALSE;
381 if (p_ptr->prace == RACE_ANDROID)
383 msg_print(_("センサーをやられた!", "You are blind!"));
387 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
391 chg_virtue(V_ENLIGHTEN, -1);
400 if (p_ptr->prace == RACE_ANDROID)
402 msg_print(_("センサーが復旧した。", "You can see again."));
406 msg_print(_("やっと目が見えるようになった。", "You can see again."));
416 /* Redraw status bar */
417 p_ptr->redraw |= (PR_STATUS);
419 /* Nothing to notice */
420 if (!notice) return (FALSE);
423 if (disturb_state) disturb(0, 0);
425 /* Fully update the visuals */
426 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
429 p_ptr->redraw |= (PR_MAP);
431 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
442 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
444 * @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。
446 bool set_confused(TIME_EFFECT v)
450 /* Hack -- Force good values */
451 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
453 if (p_ptr->is_dead) return FALSE;
458 if (!p_ptr->confused)
460 msg_print(_("あなたは混乱した!", "You are confused!"));
462 if (p_ptr->action == ACTION_LEARN)
464 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
467 p_ptr->redraw |= (PR_STATE);
468 p_ptr->action = ACTION_NONE;
470 if (p_ptr->action == ACTION_KAMAE)
472 msg_print(_("構えがとけた。", "Your posture gets loose."));
473 p_ptr->special_defense &= ~(KAMAE_MASK);
474 p_ptr->update |= (PU_BONUS);
475 p_ptr->redraw |= (PR_STATE);
476 p_ptr->action = ACTION_NONE;
478 else if (p_ptr->action == ACTION_KATA)
480 msg_print(_("型が崩れた。", "Your posture gets loose."));
481 p_ptr->special_defense &= ~(KATA_MASK);
482 p_ptr->update |= (PU_BONUS);
483 p_ptr->update |= (PU_MONSTERS);
484 p_ptr->redraw |= (PR_STATE);
485 p_ptr->redraw |= (PR_STATUS);
486 p_ptr->action = ACTION_NONE;
490 if (p_ptr->concent) reset_concentration(TRUE);
493 if (hex_spelling_any()) stop_hex_spell_all();
496 p_ptr->counter = FALSE;
497 chg_virtue(V_HARMONY, -1);
506 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
507 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
515 /* Redraw status bar */
516 p_ptr->redraw |= (PR_STATUS);
518 /* Nothing to notice */
519 if (!notice) return (FALSE);
522 if (disturb_state) disturb(0, 0);
533 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
535 * @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。
537 bool set_poisoned(TIME_EFFECT v)
541 /* Hack -- Force good values */
542 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
544 if (p_ptr->is_dead) return FALSE;
549 if (!p_ptr->poisoned)
551 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
561 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
569 /* Redraw status bar */
570 p_ptr->redraw |= (PR_STATUS);
572 /* Nothing to notice */
573 if (!notice) return (FALSE);
576 if (disturb_state) disturb(0, 0);
587 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
589 * @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。
591 bool set_afraid(TIME_EFFECT v)
595 /* Hack -- Force good values */
596 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
598 if (p_ptr->is_dead) return FALSE;
605 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
607 if (p_ptr->special_defense & KATA_MASK)
609 msg_print(_("型が崩れた。", "Your posture gets loose."));
610 p_ptr->special_defense &= ~(KATA_MASK);
611 p_ptr->update |= (PU_BONUS);
612 p_ptr->update |= (PU_MONSTERS);
613 p_ptr->redraw |= (PR_STATE);
614 p_ptr->redraw |= (PR_STATUS);
615 p_ptr->action = ACTION_NONE;
619 p_ptr->counter = FALSE;
620 chg_virtue(V_VALOUR, -1);
629 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
637 /* Redraw status bar */
638 p_ptr->redraw |= (PR_STATUS);
640 /* Nothing to notice */
641 if (!notice) return (FALSE);
644 if (disturb_state) disturb(0, 0);
654 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
656 * @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。
658 bool set_paralyzed(TIME_EFFECT v)
662 /* Hack -- Force good values */
663 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
665 if (p_ptr->is_dead) return FALSE;
670 if (!p_ptr->paralyzed)
672 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
674 if (p_ptr->concent) reset_concentration(TRUE);
677 if (hex_spelling_any()) stop_hex_spell_all();
679 p_ptr->counter = FALSE;
687 if (p_ptr->paralyzed)
689 msg_print(_("やっと動けるようになった。", "You can move again."));
695 p_ptr->paralyzed = v;
697 /* Redraw status bar */
698 p_ptr->redraw |= (PR_STATUS);
700 /* Nothing to notice */
701 if (!notice) return (FALSE);
704 if (disturb_state) disturb(0, 0);
706 /* Redraw the state */
707 p_ptr->redraw |= (PR_STATE);
717 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
719 * @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。
720 * @details Note that we must redraw the map when hallucination changes.
722 bool set_image(TIME_EFFECT v)
726 /* Hack -- Force good values */
727 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
729 if (p_ptr->is_dead) return FALSE;
735 set_tsuyoshi(0, TRUE);
738 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
741 if (p_ptr->concent) reset_concentration(TRUE);
743 p_ptr->counter = FALSE;
753 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."));
761 /* Redraw status bar */
762 p_ptr->redraw |= (PR_STATUS);
764 /* Nothing to notice */
765 if (!notice) return (FALSE);
768 if (disturb_state) disturb(0, 1);
771 p_ptr->redraw |= (PR_MAP);
773 /* Update the health bar */
774 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
776 /* Update monsters */
777 p_ptr->update |= (PU_MONSTERS);
779 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
789 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
791 * @param do_dec 現在の継続時間より長い値のみ上書きする
792 * @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。
794 bool set_fast(TIME_EFFECT v, bool do_dec)
798 /* Hack -- Force good values */
799 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
801 if (p_ptr->is_dead) return FALSE;
806 if (p_ptr->fast && !do_dec)
808 if (p_ptr->fast > v) return FALSE;
810 else if (!IS_FAST() && !p_ptr->lightspeed)
812 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
814 chg_virtue(V_PATIENCE, -1);
815 chg_virtue(V_DILIGENCE, 1);
822 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
824 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
832 /* Nothing to notice */
833 if (!notice) return (FALSE);
836 if (disturb_state) disturb(0, 0);
838 /* Recalculate bonuses */
839 p_ptr->update |= (PU_BONUS);
849 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
851 * @param do_dec 現在の継続時間より長い値のみ上書きする
852 * @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。
854 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
858 /* Hack -- Force good values */
859 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
861 if (p_ptr->is_dead) return FALSE;
863 if (p_ptr->wild_mode) v = 0;
868 if (p_ptr->lightspeed && !do_dec)
870 if (p_ptr->lightspeed > v) return FALSE;
872 else if (!p_ptr->lightspeed)
874 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
876 chg_virtue(V_PATIENCE, -1);
877 chg_virtue(V_DILIGENCE, 1);
884 if (p_ptr->lightspeed)
886 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
892 p_ptr->lightspeed = v;
894 /* Nothing to notice */
895 if (!notice) return (FALSE);
898 if (disturb_state) disturb(0, 0);
900 /* Recalculate bonuses */
901 p_ptr->update |= (PU_BONUS);
911 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
913 * @param do_dec 現在の継続時間より長い値のみ上書きする
914 * @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。
916 bool set_slow(TIME_EFFECT v, bool do_dec)
920 /* Hack -- Force good values */
921 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
923 if (p_ptr->is_dead) return FALSE;
928 if (p_ptr->slow && !do_dec)
930 if (p_ptr->slow > v) return FALSE;
932 else if (!p_ptr->slow)
934 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
944 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
952 /* Nothing to notice */
953 if (!notice) return (FALSE);
956 if (disturb_state) disturb(0, 0);
958 /* Recalculate bonuses */
959 p_ptr->update |= (PU_BONUS);
970 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
972 * @param do_dec 現在の継続時間より長い値のみ上書きする
973 * @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。
975 bool set_shield(TIME_EFFECT v, bool do_dec)
979 /* Hack -- Force good values */
980 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
982 if (p_ptr->is_dead) return FALSE;
987 if (p_ptr->shield && !do_dec)
989 if (p_ptr->shield > v) return FALSE;
991 else if (!p_ptr->shield)
993 msg_print(_("肌が石になった。", "Your skin turns to stone."));
1003 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
1011 /* Redraw status bar */
1012 p_ptr->redraw |= (PR_STATUS);
1014 /* Nothing to notice */
1015 if (!notice) return (FALSE);
1018 if (disturb_state) disturb(0, 0);
1020 /* Recalculate bonuses */
1021 p_ptr->update |= (PU_BONUS);
1032 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
1034 * @param do_dec 現在の継続時間より長い値のみ上書きする
1035 * @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。
1037 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
1039 bool notice = FALSE;
1041 /* Hack -- Force good values */
1042 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1044 if (p_ptr->is_dead) return FALSE;
1049 if (p_ptr->tsubureru && !do_dec)
1051 if (p_ptr->tsubureru > v) return FALSE;
1053 else if (!p_ptr->tsubureru)
1055 msg_print(_("横に伸びた。", "Your body expands horizontally."));
1063 if (p_ptr->tsubureru)
1065 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
1071 p_ptr->tsubureru = v;
1073 /* Redraw status bar */
1074 p_ptr->redraw |= (PR_STATUS);
1076 /* Nothing to notice */
1077 if (!notice) return (FALSE);
1080 if (disturb_state) disturb(0, 0);
1082 /* Recalculate bonuses */
1083 p_ptr->update |= (PU_BONUS);
1094 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1096 * @param do_dec 現在の継続時間より長い値のみ上書きする
1097 * @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。
1099 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1101 bool notice = FALSE;
1103 /* Hack -- Force good values */
1104 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1106 if (p_ptr->is_dead) return FALSE;
1111 if (p_ptr->magicdef && !do_dec)
1113 if (p_ptr->magicdef > v) return FALSE;
1115 else if (!p_ptr->magicdef)
1117 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."));
1125 if (p_ptr->magicdef)
1127 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1133 p_ptr->magicdef = v;
1135 /* Redraw status bar */
1136 p_ptr->redraw |= (PR_STATUS);
1138 /* Nothing to notice */
1139 if (!notice) return (FALSE);
1142 if (disturb_state) disturb(0, 0);
1144 /* Recalculate bonuses */
1145 p_ptr->update |= (PU_BONUS);
1155 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1157 * @param do_dec 現在の継続時間より長い値のみ上書きする
1158 * @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。
1160 bool set_blessed(TIME_EFFECT v, bool do_dec)
1162 bool notice = FALSE;
1164 /* Hack -- Force good values */
1165 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1167 if (p_ptr->is_dead) return FALSE;
1172 if (p_ptr->blessed && !do_dec)
1174 if (p_ptr->blessed > v) return FALSE;
1176 else if (!IS_BLESSED())
1178 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1186 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1188 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1196 /* Redraw status bar */
1197 p_ptr->redraw |= (PR_STATUS);
1199 /* Nothing to notice */
1200 if (!notice) return (FALSE);
1203 if (disturb_state) disturb(0, 0);
1205 /* Recalculate bonuses */
1206 p_ptr->update |= (PU_BONUS);
1217 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1219 * @param do_dec 現在の継続時間より長い値のみ上書きする
1220 * @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。
1222 bool set_hero(TIME_EFFECT v, bool do_dec)
1224 bool notice = FALSE;
1226 /* Hack -- Force good values */
1227 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1229 if (p_ptr->is_dead) return FALSE;
1234 if (p_ptr->hero && !do_dec)
1236 if (p_ptr->hero > v) return FALSE;
1238 else if (!IS_HERO())
1240 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1248 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1250 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1258 /* Redraw status bar */
1259 p_ptr->redraw |= (PR_STATUS);
1261 /* Nothing to notice */
1262 if (!notice) return (FALSE);
1265 if (disturb_state) disturb(0, 0);
1267 /* Recalculate bonuses */
1268 p_ptr->update |= (PU_BONUS);
1270 /* Recalculate hitpoints */
1271 p_ptr->update |= (PU_HP);
1281 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1282 * @param v 継続時間/ 0ならば無条件にリセット
1283 * @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
1284 * @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。
1286 bool set_shero(TIME_EFFECT v, bool do_dec)
1288 bool notice = FALSE;
1290 /* Hack -- Force good values */
1291 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1293 if (p_ptr->is_dead) return FALSE;
1295 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1299 if (p_ptr->shero && !do_dec)
1301 if (p_ptr->shero > v) return FALSE;
1303 else if (!p_ptr->shero)
1305 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1315 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1323 /* Redraw status bar */
1324 p_ptr->redraw |= (PR_STATUS);
1326 /* Nothing to notice */
1327 if (!notice) return (FALSE);
1330 if (disturb_state) disturb(0, 0);
1332 /* Recalculate bonuses */
1333 p_ptr->update |= (PU_BONUS);
1335 /* Recalculate hitpoints */
1336 p_ptr->update |= (PU_HP);
1346 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1348 * @param do_dec 現在の継続時間より長い値のみ上書きする
1349 * @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。
1351 bool set_protevil(TIME_EFFECT v, bool do_dec)
1353 bool notice = FALSE;
1355 /* Hack -- Force good values */
1356 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1358 if (p_ptr->is_dead) return FALSE;
1363 if (p_ptr->protevil && !do_dec)
1365 if (p_ptr->protevil > v) return FALSE;
1367 else if (!p_ptr->protevil)
1369 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!"));
1377 if (p_ptr->protevil)
1379 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."));
1385 p_ptr->protevil = v;
1387 /* Redraw status bar */
1388 p_ptr->redraw |= (PR_STATUS);
1390 /* Nothing to notice */
1391 if (!notice) return (FALSE);
1394 if (disturb_state) disturb(0, 0);
1404 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1406 * @param do_dec 現在の継続時間より長い値のみ上書きする
1407 * @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。
1409 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1411 bool notice = FALSE;
1413 /* Hack -- Force good values */
1414 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1416 if (p_ptr->is_dead) return FALSE;
1421 if (p_ptr->wraith_form && !do_dec)
1423 if (p_ptr->wraith_form > v) return FALSE;
1425 else if (!p_ptr->wraith_form)
1427 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!"));
1429 chg_virtue(V_UNLIFE, 3);
1430 chg_virtue(V_HONOUR, -2);
1431 chg_virtue(V_SACRIFICE, -2);
1432 chg_virtue(V_VALOUR, -5);
1435 p_ptr->redraw |= (PR_MAP);
1437 /* Update monsters */
1438 p_ptr->update |= (PU_MONSTERS);
1440 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1447 if (p_ptr->wraith_form)
1449 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1453 p_ptr->redraw |= (PR_MAP);
1455 /* Update monsters */
1456 p_ptr->update |= (PU_MONSTERS);
1458 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1463 p_ptr->wraith_form = v;
1465 /* Redraw status bar */
1466 p_ptr->redraw |= (PR_STATUS);
1468 /* Nothing to notice */
1469 if (!notice) return (FALSE);
1472 if (disturb_state) disturb(0, 0);
1474 /* Recalculate bonuses */
1475 p_ptr->update |= (PU_BONUS);
1486 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1488 * @param do_dec 現在の継続時間より長い値のみ上書きする
1489 * @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。
1491 bool set_invuln(TIME_EFFECT v, bool do_dec)
1493 bool notice = FALSE;
1495 /* Hack -- Force good values */
1496 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1498 if (p_ptr->is_dead) return FALSE;
1503 if (p_ptr->invuln && !do_dec)
1505 if (p_ptr->invuln > v) return FALSE;
1507 else if (!IS_INVULN())
1509 msg_print(_("無敵だ!", "Invulnerability!"));
1512 chg_virtue(V_UNLIFE, -2);
1513 chg_virtue(V_HONOUR, -2);
1514 chg_virtue(V_SACRIFICE, -3);
1515 chg_virtue(V_VALOUR, -5);
1518 p_ptr->redraw |= (PR_MAP);
1520 /* Update monsters */
1521 p_ptr->update |= (PU_MONSTERS);
1523 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1530 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1532 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1536 p_ptr->redraw |= (PR_MAP);
1538 /* Update monsters */
1539 p_ptr->update |= (PU_MONSTERS);
1541 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1543 p_ptr->energy_need += ENERGY_NEED();
1550 /* Redraw status bar */
1551 p_ptr->redraw |= (PR_STATUS);
1553 /* Nothing to notice */
1554 if (!notice) return (FALSE);
1557 if (disturb_state) disturb(0, 0);
1559 /* Recalculate bonuses */
1560 p_ptr->update |= (PU_BONUS);
1570 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1572 * @param do_dec 現在の継続時間より長い値のみ上書きする
1573 * @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。
1575 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1577 bool notice = FALSE;
1579 /* Hack -- Force good values */
1580 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1582 if (p_ptr->is_dead) return FALSE;
1587 if (p_ptr->tim_esp && !do_dec)
1589 if (p_ptr->tim_esp > v) return FALSE;
1591 else if (!IS_TIM_ESP())
1593 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1601 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1603 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1611 /* Redraw status bar */
1612 p_ptr->redraw |= (PR_STATUS);
1614 /* Nothing to notice */
1615 if (!notice) return (FALSE);
1618 if (disturb_state) disturb(0, 0);
1620 /* Recalculate bonuses */
1621 p_ptr->update |= (PU_BONUS);
1623 /* Update the monsters */
1624 p_ptr->update |= (PU_MONSTERS);
1634 * @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
1636 * @param do_dec 現在の継続時間より長い値のみ上書きする
1637 * @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。
1639 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1641 bool notice = FALSE;
1643 /* Hack -- Force good values */
1644 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1646 if (p_ptr->is_dead) return FALSE;
1651 if (p_ptr->tim_invis && !do_dec)
1653 if (p_ptr->tim_invis > v) return FALSE;
1655 else if (!p_ptr->tim_invis)
1657 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1665 if (p_ptr->tim_invis)
1667 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1673 p_ptr->tim_invis = v;
1675 /* Redraw status bar */
1676 p_ptr->redraw |= (PR_STATUS);
1678 /* Nothing to notice */
1679 if (!notice) return (FALSE);
1682 if (disturb_state) disturb(0, 0);
1684 /* Recalculate bonuses */
1685 p_ptr->update |= (PU_BONUS);
1687 /* Update the monsters */
1688 p_ptr->update |= (PU_MONSTERS);
1698 * @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
1700 * @param do_dec 現在の継続時間より長い値のみ上書きする
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_tim_infra(TIME_EFFECT v, bool do_dec)
1705 bool notice = FALSE;
1707 /* Hack -- Force good values */
1708 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1710 if (p_ptr->is_dead) return FALSE;
1715 if (p_ptr->tim_infra && !do_dec)
1717 if (p_ptr->tim_infra > v) return FALSE;
1719 else if (!p_ptr->tim_infra)
1721 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1729 if (p_ptr->tim_infra)
1731 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1737 p_ptr->tim_infra = v;
1739 /* Redraw status bar */
1740 p_ptr->redraw |= (PR_STATUS);
1742 /* Nothing to notice */
1743 if (!notice) return (FALSE);
1746 if (disturb_state) disturb(0, 0);
1748 /* Recalculate bonuses */
1749 p_ptr->update |= (PU_BONUS);
1751 /* Update the monsters */
1752 p_ptr->update |= (PU_MONSTERS);
1762 * @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
1764 * @param do_dec 現在の継続時間より長い値のみ上書きする
1765 * @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。
1767 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1769 bool notice = FALSE;
1771 /* Hack -- Force good values */
1772 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1774 if (p_ptr->is_dead) return FALSE;
1779 if (p_ptr->tim_regen && !do_dec)
1781 if (p_ptr->tim_regen > v) return FALSE;
1783 else if (!p_ptr->tim_regen)
1785 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1793 if (p_ptr->tim_regen)
1795 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1801 p_ptr->tim_regen = v;
1803 /* Redraw status bar */
1804 p_ptr->redraw |= (PR_STATUS);
1806 /* Nothing to notice */
1807 if (!notice) return (FALSE);
1810 if (disturb_state) disturb(0, 0);
1812 /* Recalculate bonuses */
1813 p_ptr->update |= (PU_BONUS);
1823 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1825 * @param do_dec 現在の継続時間より長い値のみ上書きする
1826 * @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。
1828 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1830 bool notice = FALSE;
1832 /* Hack -- Force good values */
1833 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1835 if (p_ptr->is_dead) return FALSE;
1840 if (p_ptr->tim_stealth && !do_dec)
1842 if (p_ptr->tim_stealth > v) return FALSE;
1844 else if (!IS_TIM_STEALTH())
1846 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1854 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1856 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1862 p_ptr->tim_stealth = v;
1864 /* Redraw status bar */
1865 p_ptr->redraw |= (PR_STATUS);
1867 /* Nothing to notice */
1868 if (!notice) return (FALSE);
1871 if (disturb_state) disturb(0, 0);
1873 /* Recalculate bonuses */
1874 p_ptr->update |= (PU_BONUS);
1884 * @brief 超隠密状態をセットする
1885 * @param set TRUEならば超隠密状態になる。
1886 * @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。
1888 bool set_superstealth(bool set)
1890 bool notice = FALSE;
1892 if (p_ptr->is_dead) return FALSE;
1897 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1899 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1901 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."));
1902 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1906 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!"));
1907 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1913 p_ptr->special_defense |= NINJA_S_STEALTH;
1920 if (p_ptr->special_defense & NINJA_S_STEALTH)
1922 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."));
1926 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1930 /* Nothing to notice */
1931 if (!notice) return (FALSE);
1933 /* Redraw status bar */
1934 p_ptr->redraw |= (PR_STATUS);
1937 if (disturb_state) disturb(0, 0);
1944 * @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
1946 * @param do_dec 現在の継続時間より長い値のみ上書きする
1947 * @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。
1949 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1951 bool notice = FALSE;
1953 /* Hack -- Force good values */
1954 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1956 if (p_ptr->is_dead) return FALSE;
1961 if (p_ptr->tim_levitation && !do_dec)
1963 if (p_ptr->tim_levitation > v) return FALSE;
1965 else if (!p_ptr->tim_levitation)
1967 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1975 if (p_ptr->tim_levitation)
1977 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1983 p_ptr->tim_levitation = v;
1985 /* Redraw status bar */
1986 p_ptr->redraw |= (PR_STATUS);
1988 /* Nothing to notice */
1989 if (!notice) return (FALSE);
1992 if (disturb_state) disturb(0, 0);
1994 /* Recalculate bonuses */
1995 p_ptr->update |= (PU_BONUS);
2005 * @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
2007 * @param do_dec 現在の継続時間より長い値のみ上書きする
2008 * @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。
2010 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
2012 bool notice = FALSE;
2014 /* Hack -- Force good values */
2015 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2017 if (p_ptr->is_dead) return FALSE;
2022 if (p_ptr->tim_sh_touki && !do_dec)
2024 if (p_ptr->tim_sh_touki > v) return FALSE;
2026 else if (!p_ptr->tim_sh_touki)
2028 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
2036 if (p_ptr->tim_sh_touki)
2038 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
2044 p_ptr->tim_sh_touki = v;
2046 /* Redraw status bar */
2047 p_ptr->redraw |= (PR_STATUS);
2049 /* Nothing to notice */
2050 if (!notice) return (FALSE);
2053 if (disturb_state) disturb(0, 0);
2063 * @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
2065 * @param do_dec 現在の継続時間より長い値のみ上書きする
2066 * @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。
2068 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
2070 bool notice = FALSE;
2072 /* Hack -- Force good values */
2073 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2075 if (p_ptr->is_dead) return FALSE;
2080 if (p_ptr->tim_sh_fire && !do_dec)
2082 if (p_ptr->tim_sh_fire > v) return FALSE;
2084 else if (!p_ptr->tim_sh_fire)
2086 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
2094 if (p_ptr->tim_sh_fire)
2096 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
2102 p_ptr->tim_sh_fire = v;
2104 /* Redraw status bar */
2105 p_ptr->redraw |= (PR_STATUS);
2107 /* Nothing to notice */
2108 if (!notice) return (FALSE);
2111 if (disturb_state) disturb(0, 0);
2113 /* Recalculate bonuses */
2114 p_ptr->update |= (PU_BONUS);
2124 * @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
2126 * @param do_dec 現在の継続時間より長い値のみ上書きする
2127 * @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。
2129 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
2131 bool notice = FALSE;
2133 /* Hack -- Force good values */
2134 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2136 if (p_ptr->is_dead) return FALSE;
2141 if (p_ptr->tim_sh_holy && !do_dec)
2143 if (p_ptr->tim_sh_holy > v) return FALSE;
2145 else if (!p_ptr->tim_sh_holy)
2147 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
2155 if (p_ptr->tim_sh_holy)
2157 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
2163 p_ptr->tim_sh_holy = v;
2165 /* Redraw status bar */
2166 p_ptr->redraw |= (PR_STATUS);
2168 /* Nothing to notice */
2169 if (!notice) return (FALSE);
2172 if (disturb_state) disturb(0, 0);
2174 /* Recalculate bonuses */
2175 p_ptr->update |= (PU_BONUS);
2185 * @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
2187 * @param do_dec 現在の継続時間より長い値のみ上書きする
2188 * @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。
2190 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
2192 bool notice = FALSE;
2194 /* Hack -- Force good values */
2195 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2197 if (p_ptr->is_dead) return FALSE;
2202 if (p_ptr->tim_eyeeye && !do_dec)
2204 if (p_ptr->tim_eyeeye > v) return FALSE;
2206 else if (!p_ptr->tim_eyeeye)
2208 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2216 if (p_ptr->tim_eyeeye)
2218 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."));
2224 p_ptr->tim_eyeeye = v;
2226 /* Redraw status bar */
2227 p_ptr->redraw |= (PR_STATUS);
2229 /* Nothing to notice */
2230 if (!notice) return (FALSE);
2233 if (disturb_state) disturb(0, 0);
2235 /* Recalculate bonuses */
2236 p_ptr->update |= (PU_BONUS);
2247 * @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
2249 * @param do_dec 現在の継続時間より長い値のみ上書きする
2250 * @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。
2252 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2254 bool notice = FALSE;
2256 /* Hack -- Force good values */
2257 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2259 if (p_ptr->is_dead) return FALSE;
2264 if (p_ptr->resist_magic && !do_dec)
2266 if (p_ptr->resist_magic > v) return FALSE;
2268 else if (!p_ptr->resist_magic)
2270 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2278 if (p_ptr->resist_magic)
2280 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2286 p_ptr->resist_magic = v;
2288 /* Redraw status bar */
2289 p_ptr->redraw |= (PR_STATUS);
2291 /* Nothing to notice */
2292 if (!notice) return (FALSE);
2295 if (disturb_state) disturb(0, 0);
2297 /* Recalculate bonuses */
2298 p_ptr->update |= (PU_BONUS);
2308 * @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
2310 * @param do_dec 現在の継続時間より長い値のみ上書きする
2311 * @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。
2313 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2315 bool notice = FALSE;
2317 /* Hack -- Force good values */
2318 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2320 if (p_ptr->is_dead) return FALSE;
2325 if (p_ptr->tim_reflect && !do_dec)
2327 if (p_ptr->tim_reflect > v) return FALSE;
2329 else if (!p_ptr->tim_reflect)
2331 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2339 if (p_ptr->tim_reflect)
2341 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2347 p_ptr->tim_reflect = v;
2349 /* Redraw status bar */
2350 p_ptr->redraw |= (PR_STATUS);
2352 /* Nothing to notice */
2353 if (!notice) return (FALSE);
2356 if (disturb_state) disturb(0, 0);
2358 /* Recalculate bonuses */
2359 p_ptr->update |= (PU_BONUS);
2370 * Set "p_ptr->multishadow", notice observable changes
2372 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2374 bool notice = FALSE;
2376 /* Hack -- Force good values */
2377 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2379 if (p_ptr->is_dead) return FALSE;
2384 if (p_ptr->multishadow && !do_dec)
2386 if (p_ptr->multishadow > v) return FALSE;
2388 else if (!p_ptr->multishadow)
2390 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2398 if (p_ptr->multishadow)
2400 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2406 p_ptr->multishadow = v;
2408 /* Redraw status bar */
2409 p_ptr->redraw |= (PR_STATUS);
2411 /* Nothing to notice */
2412 if (!notice) return (FALSE);
2415 if (disturb_state) disturb(0, 0);
2417 /* Recalculate bonuses */
2418 p_ptr->update |= (PU_BONUS);
2428 * @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
2430 * @param do_dec 現在の継続時間より長い値のみ上書きする
2431 * @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。
2433 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2435 bool notice = FALSE;
2437 /* Hack -- Force good values */
2438 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2440 if (p_ptr->is_dead) return FALSE;
2445 if (p_ptr->dustrobe && !do_dec)
2447 if (p_ptr->dustrobe > v) return FALSE;
2449 else if (!p_ptr->dustrobe)
2451 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2459 if (p_ptr->dustrobe)
2461 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2467 p_ptr->dustrobe = v;
2469 /* Redraw status bar */
2470 p_ptr->redraw |= (PR_STATUS);
2472 /* Nothing to notice */
2473 if (!notice) return (FALSE);
2476 if (disturb_state) disturb(0, 0);
2478 /* Recalculate bonuses */
2479 p_ptr->update |= (PU_BONUS);
2489 * @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
2491 * @param do_dec 現在の継続時間より長い値のみ上書きする
2492 * @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。
2494 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2496 bool notice = FALSE;
2498 /* Hack -- Force good values */
2499 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2501 if (p_ptr->is_dead) return FALSE;
2506 if (p_ptr->kabenuke && !do_dec)
2508 if (p_ptr->kabenuke > v) return FALSE;
2510 else if (!p_ptr->kabenuke)
2512 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2520 if (p_ptr->kabenuke)
2522 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2528 p_ptr->kabenuke = v;
2530 /* Redraw status bar */
2531 p_ptr->redraw |= (PR_STATUS);
2533 /* Nothing to notice */
2534 if (!notice) return (FALSE);
2537 if (disturb_state) disturb(0, 0);
2539 /* Recalculate bonuses */
2540 p_ptr->update |= (PU_BONUS);
2550 * @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
2552 * @param do_dec 現在の継続時間より長い値のみ上書きする
2553 * @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。
2555 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2557 bool notice = FALSE;
2559 /* Hack -- Force good values */
2560 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2562 if (p_ptr->is_dead) return FALSE;
2567 if (p_ptr->tsuyoshi && !do_dec)
2569 if (p_ptr->tsuyoshi > v) return FALSE;
2571 else if (!p_ptr->tsuyoshi)
2573 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2575 chg_virtue(V_VITALITY, 2);
2582 if (p_ptr->tsuyoshi)
2584 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2586 (void)dec_stat(A_CON, 20, TRUE);
2587 (void)dec_stat(A_STR, 20, TRUE);
2590 chg_virtue(V_VITALITY, -3);
2595 p_ptr->tsuyoshi = v;
2597 /* Redraw status bar */
2598 p_ptr->redraw |= (PR_STATUS);
2600 /* Nothing to notice */
2601 if (!notice) return (FALSE);
2604 if (disturb_state) disturb(0, 0);
2606 /* Recalculate bonuses */
2607 p_ptr->update |= (PU_BONUS);
2609 /* Recalculate hitpoints */
2610 p_ptr->update |= (PU_HP);
2620 * @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-
2621 * @param attack_type スレイのタイプID
2623 * @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。
2625 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2627 /* Hack -- Force good values */
2628 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2630 /* Clear all elemental attacks (only one is allowed at a time). */
2631 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2633 p_ptr->special_attack &= ~(ATTACK_ACID);
2634 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2636 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2638 p_ptr->special_attack &= ~(ATTACK_ELEC);
2639 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2641 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2643 p_ptr->special_attack &= ~(ATTACK_FIRE);
2644 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2646 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2648 p_ptr->special_attack &= ~(ATTACK_COLD);
2649 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2651 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2653 p_ptr->special_attack &= ~(ATTACK_POIS);
2654 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2657 if ((v) && (attack_type))
2659 /* Set attack type. */
2660 p_ptr->special_attack |= (attack_type);
2663 p_ptr->ele_attack = v;
2667 msg_format("%sで攻撃できるようになった!",
2668 ((attack_type == ATTACK_ACID) ? "酸" :
2669 ((attack_type == ATTACK_ELEC) ? "電撃" :
2670 ((attack_type == ATTACK_FIRE) ? "火炎" :
2671 ((attack_type == ATTACK_COLD) ? "冷気" :
2672 ((attack_type == ATTACK_POIS) ? "毒" :
2675 msg_format("For a while, the blows you deal will %s",
2676 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2677 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2678 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2679 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2680 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2681 "do nothing special."))))));
2686 if (disturb_state) disturb(0, 0);
2688 /* Redraw status bar */
2689 p_ptr->redraw |= (PR_STATUS);
2691 p_ptr->update |= (PU_BONUS);
2700 * @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-
2701 * @param immune_type 免疫のタイプID
2703 * @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。
2705 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2707 /* Hack -- Force good values */
2708 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2710 /* Clear all elemental attacks (only one is allowed at a time). */
2711 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2713 p_ptr->special_defense &= ~(DEFENSE_ACID);
2714 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."));
2716 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2718 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2719 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."));
2721 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2723 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2724 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."));
2726 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2728 p_ptr->special_defense &= ~(DEFENSE_COLD);
2729 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."));
2731 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2733 p_ptr->special_defense &= ~(DEFENSE_POIS);
2734 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."));
2737 if ((v) && (immune_type))
2739 /* Set attack type. */
2740 p_ptr->special_defense |= (immune_type);
2743 p_ptr->ele_immune = v;
2747 msg_format("%sの攻撃を受けつけなくなった!",
2748 ((immune_type == DEFENSE_ACID) ? "酸" :
2749 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2750 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2751 ((immune_type == DEFENSE_COLD) ? "冷気" :
2752 ((immune_type == DEFENSE_POIS) ? "毒" :
2755 msg_format("For a while, You are immune to %s",
2756 ((immune_type == DEFENSE_ACID) ? "acid!" :
2757 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2758 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2759 ((immune_type == DEFENSE_COLD) ? "cold!" :
2760 ((immune_type == DEFENSE_POIS) ? "poison!" :
2761 "do nothing special."))))));
2766 if (disturb_state) disturb(0, 0);
2768 /* Redraw status bar */
2769 p_ptr->redraw |= (PR_STATUS);
2771 p_ptr->update |= (PU_BONUS);
2780 * @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
2782 * @param do_dec 現在の継続時間より長い値のみ上書きする
2783 * @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。
2785 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2787 bool notice = FALSE;
2789 /* Hack -- Force good values */
2790 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2792 if (p_ptr->is_dead) return FALSE;
2797 if (p_ptr->oppose_acid && !do_dec)
2799 if (p_ptr->oppose_acid > v) return FALSE;
2801 else if (!IS_OPPOSE_ACID())
2803 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2811 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2813 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2819 p_ptr->oppose_acid = v;
2821 /* Nothing to notice */
2822 if (!notice) return (FALSE);
2824 /* Redraw status bar */
2825 p_ptr->redraw |= (PR_STATUS);
2828 if (disturb_state) disturb(0, 0);
2838 * @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
2840 * @param do_dec 現在の継続時間より長い値のみ上書きする
2841 * @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。
2843 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2845 bool notice = FALSE;
2847 /* Hack -- Force good values */
2848 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2850 if (p_ptr->is_dead) return FALSE;
2855 if (p_ptr->oppose_elec && !do_dec)
2857 if (p_ptr->oppose_elec > v) return FALSE;
2859 else if (!IS_OPPOSE_ELEC())
2861 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2869 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2871 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2877 p_ptr->oppose_elec = v;
2879 /* Nothing to notice */
2880 if (!notice) return (FALSE);
2882 /* Redraw status bar */
2883 p_ptr->redraw |= (PR_STATUS);
2886 if (disturb_state) disturb(0, 0);
2896 * @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
2898 * @param do_dec 現在の継続時間より長い値のみ上書きする
2899 * @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。
2901 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2903 bool notice = FALSE;
2905 /* Hack -- Force good values */
2906 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2908 if (p_ptr->is_dead) return FALSE;
2910 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2914 if (p_ptr->oppose_fire && !do_dec)
2916 if (p_ptr->oppose_fire > v) return FALSE;
2918 else if (!IS_OPPOSE_FIRE())
2920 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2928 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2930 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2936 p_ptr->oppose_fire = v;
2938 /* Nothing to notice */
2939 if (!notice) return (FALSE);
2941 /* Redraw status bar */
2942 p_ptr->redraw |= (PR_STATUS);
2945 if (disturb_state) disturb(0, 0);
2955 * @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
2957 * @param do_dec 現在の継続時間より長い値のみ上書きする
2958 * @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。
2960 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2962 bool notice = FALSE;
2964 /* Hack -- Force good values */
2965 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2967 if (p_ptr->is_dead) return FALSE;
2972 if (p_ptr->oppose_cold && !do_dec)
2974 if (p_ptr->oppose_cold > v) return FALSE;
2976 else if (!IS_OPPOSE_COLD())
2978 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2986 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2988 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2994 p_ptr->oppose_cold = v;
2996 /* Nothing to notice */
2997 if (!notice) return (FALSE);
2999 /* Redraw status bar */
3000 p_ptr->redraw |= (PR_STATUS);
3003 if (disturb_state) disturb(0, 0);
3013 * @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
3015 * @param do_dec 現在の継続時間より長い値のみ上書きする
3016 * @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。
3018 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
3020 bool notice = FALSE;
3022 /* Hack -- Force good values */
3023 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3025 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
3026 if (p_ptr->is_dead) return FALSE;
3031 if (p_ptr->oppose_pois && !do_dec)
3033 if (p_ptr->oppose_pois > v) return FALSE;
3035 else if (!IS_OPPOSE_POIS())
3037 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
3045 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
3047 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
3053 p_ptr->oppose_pois = v;
3055 /* Nothing to notice */
3056 if (!notice) return (FALSE);
3058 /* Redraw status bar */
3059 p_ptr->redraw |= (PR_STATUS);
3062 if (disturb_state) disturb(0, 0);
3072 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
3074 * @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。
3076 * Note the special code to only notice "range" changes.
3078 bool set_stun(TIME_EFFECT v)
3080 int old_aux, new_aux;
3081 bool notice = FALSE;
3084 /* Hack -- Force good values */
3085 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3087 if (p_ptr->is_dead) return FALSE;
3089 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
3092 if (p_ptr->stun > 100)
3098 else if (p_ptr->stun > 50)
3104 else if (p_ptr->stun > 0)
3140 if (new_aux > old_aux)
3142 /* Describe the state */
3146 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
3149 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;
3152 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;
3155 if (randint1(1000) < v || one_in_(16))
3157 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
3161 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
3162 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
3164 else if (one_in_(2))
3166 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
3170 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
3173 if (p_ptr->special_defense & KATA_MASK)
3175 msg_print(_("型が崩れた。", "Your posture gets loose."));
3176 p_ptr->special_defense &= ~(KATA_MASK);
3177 p_ptr->update |= (PU_BONUS);
3178 p_ptr->update |= (PU_MONSTERS);
3179 p_ptr->redraw |= (PR_STATE);
3180 p_ptr->redraw |= (PR_STATUS);
3181 p_ptr->action = ACTION_NONE;
3185 if (p_ptr->concent) reset_concentration(TRUE);
3188 if (hex_spelling_any()) stop_hex_spell_all();
3195 else if (new_aux < old_aux)
3197 /* Describe the state */
3202 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
3204 if (disturb_state) disturb(0, 0);
3216 if (!notice) return (FALSE);
3219 if (disturb_state) disturb(0, 0);
3221 /* Recalculate bonuses */
3222 p_ptr->update |= (PU_BONUS);
3224 /* Redraw the "stun" */
3225 p_ptr->redraw |= (PR_STUN);
3236 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
3238 * @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。
3240 * Note the special code to only notice "range" changes.
3242 bool set_cut(TIME_EFFECT v)
3244 int old_aux, new_aux;
3245 bool notice = FALSE;
3247 /* Hack -- Force good values */
3248 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3250 if (p_ptr->is_dead) return FALSE;
3252 if ((p_ptr->prace == RACE_GOLEM ||
3253 p_ptr->prace == RACE_SKELETON ||
3254 p_ptr->prace == RACE_SPECTRE ||
3255 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
3260 if (p_ptr->cut > 1000)
3266 else if (p_ptr->cut > 200)
3272 else if (p_ptr->cut > 100)
3278 else if (p_ptr->cut > 50)
3284 else if (p_ptr->cut > 25)
3290 else if (p_ptr->cut > 10)
3296 else if (p_ptr->cut > 0)
3356 if (new_aux > old_aux)
3358 /* Describe the state */
3362 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3365 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3368 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3371 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3374 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3377 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;
3380 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;
3386 if (randint1(1000) < v || one_in_(16))
3388 if (!p_ptr->sustain_chr)
3390 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3397 else if (new_aux < old_aux)
3399 /* Describe the state */
3404 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");
3406 if (disturb_state) disturb(0, 0);
3418 if (!notice) return (FALSE);
3421 if (disturb_state) disturb(0, 0);
3423 /* Recalculate bonuses */
3424 p_ptr->update |= (PU_BONUS);
3426 /* Redraw the "cut" */
3427 p_ptr->redraw |= (PR_CUT);
3437 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3439 * @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。
3441 * Set "", notice observable changes\n
3443 * The "p_ptr->food" variable can get as large as 20000, allowing the
3444 * addition of the most "filling" item, Elvish Waybread, which adds
3445 * 7500 food units, without overflowing the 32767 maximum limit.\n
3447 * Perhaps we should disturb the player with various messages,
3448 * especially messages about hunger status changes. \n
3450 * Digestion of food is handled in "dungeon.c", in which, normally,
3451 * the player digests about 20 food units per 100 game turns, more
3452 * when "fast", more when "regenerating", less with "slow digestion",
3453 * but when the player is "gorged", he digests 100 food units per 10
3454 * game turns, or a full 1000 food units per 100 game turns.\n
3456 * Note that the player's speed is reduced by 10 units while gorged,
3457 * so if the player eats a single food ration (5000 food units) when
3458 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3459 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3460 * affecting the player speed).\n
3462 bool set_food(TIME_EFFECT v)
3464 int old_aux, new_aux;
3466 bool notice = FALSE;
3468 /* Hack -- Force good values */
3469 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3471 /* Fainting / Starving */
3472 if (p_ptr->food < PY_FOOD_FAINT)
3478 else if (p_ptr->food < PY_FOOD_WEAK)
3484 else if (p_ptr->food < PY_FOOD_ALERT)
3490 else if (p_ptr->food < PY_FOOD_FULL)
3496 else if (p_ptr->food < PY_FOOD_MAX)
3507 /* Fainting / Starving */
3508 if (v < PY_FOOD_FAINT)
3514 else if (v < PY_FOOD_WEAK)
3520 else if (v < PY_FOOD_ALERT)
3526 else if (v < PY_FOOD_FULL)
3532 else if (v < PY_FOOD_MAX)
3543 if (old_aux < 1 && new_aux > 0)
3544 chg_virtue(V_PATIENCE, 2);
3545 else if (old_aux < 3 && (old_aux != new_aux))
3546 chg_virtue(V_PATIENCE, 1);
3548 chg_virtue(V_TEMPERANCE, 1);
3550 chg_virtue(V_TEMPERANCE, -1);
3553 if (new_aux > old_aux)
3555 /* Describe the state */
3559 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3562 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3565 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3568 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3572 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3573 chg_virtue(V_HARMONY, -1);
3574 chg_virtue(V_PATIENCE, -1);
3575 chg_virtue(V_TEMPERANCE, -2);
3585 else if (new_aux < old_aux)
3587 /* Describe the state */
3590 /* Fainting / Starving */
3591 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;
3594 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3597 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3600 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3603 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3606 if (p_ptr->wild_mode && (new_aux < 2))
3618 /* Nothing to notice */
3619 if (!notice) return (FALSE);
3622 if (disturb_state) disturb(0, 0);
3624 /* Recalculate bonuses */
3625 p_ptr->update |= (PU_BONUS);
3628 p_ptr->redraw |= (PR_HUNGER);
3638 * @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-
3639 * @param stat 上昇させるステータスID
3640 * @return 実際に上昇した場合TRUEを返す。
3642 * Note that this function (used by stat potions) now restores\n
3643 * the stat BEFORE increasing it.\n
3645 bool inc_stat(int stat)
3647 BASE_STATUS value, gain;
3649 /* Then augment the current/max stat */
3650 value = p_ptr->stat_cur[stat];
3652 /* Cannot go above 18/100 */
3653 if (value < p_ptr->stat_max_max[stat])
3655 /* Gain one (sometimes two) points */
3658 gain = ((randint0(100) < 75) ? 1 : 2);
3662 /* Gain 1/6 to 1/3 of distance to 18/100 */
3663 else if (value < (p_ptr->stat_max_max[stat]-2))
3665 /* Approximate gain value */
3666 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3669 if (gain < 1) gain = 1;
3671 /* Apply the bonus */
3672 value += randint1(gain) + gain / 2;
3675 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3678 /* Gain one point at a time */
3684 /* Save the new value */
3685 p_ptr->stat_cur[stat] = value;
3687 /* Bring up the maximum too */
3688 if (value > p_ptr->stat_max[stat])
3690 p_ptr->stat_max[stat] = value;
3693 /* Recalculate bonuses */
3694 p_ptr->update |= (PU_BONUS);
3700 /* Nothing to gain */
3705 * @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.
3706 * @param stat 減少させるステータスID
3707 * @param amount 減少させる基本量
3708 * @param permanent TRUEならば現在の最大値を減少させる
3709 * @return 実際に減少した場合TRUEを返す。
3712 * Amount could be a little higher in extreme cases to mangle very high\n
3713 * stats from massive assaults. -CWS\n
3715 * Note that "permanent" means that the *given* amount is permanent,\n
3716 * not that the new value becomes permanent. This may not work exactly\n
3717 * as expected, due to "weirdness" in the algorithm, but in general,\n
3718 * if your stat is already drained, the "max" value will not drop all\n
3719 * the way down to the "cur" value.\n
3721 bool dec_stat(int stat, int amount, int permanent)
3723 BASE_STATUS cur, max;
3728 /* Acquire current value */
3729 cur = p_ptr->stat_cur[stat];
3730 max = p_ptr->stat_max[stat];
3732 /* Note when the values are identical */
3733 same = (cur == max);
3735 /* Damage "current" value */
3738 /* Handle "low" values */
3741 if (amount > 90) cur--;
3742 if (amount > 50) cur--;
3743 if (amount > 20) cur--;
3747 /* Handle "high" values */
3750 /* Hack -- Decrement by a random amount between one-quarter */
3751 /* and one-half of the stat bonus times the percentage, with a */
3752 /* minimum damage of half the percentage. -CWS */
3753 loss = (((cur-18) / 2 + 1) / 2 + 1);
3756 if (loss < 1) loss = 1;
3758 /* Randomize the loss */
3759 loss = ((randint1(loss) + loss) * amount) / 100;
3762 if (loss < amount/2) loss = amount/2;
3764 /* Lose some points */
3767 /* Hack -- Only reduce stat to 17 sometimes */
3768 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3771 /* Prevent illegal values */
3772 if (cur < 3) cur = 3;
3774 /* Something happened */
3775 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3778 /* Damage "max" value */
3779 if (permanent && (max > 3))
3781 chg_virtue(V_SACRIFICE, 1);
3782 if (stat == A_WIS || stat == A_INT)
3783 chg_virtue(V_ENLIGHTEN, -2);
3785 /* Handle "low" values */
3788 if (amount > 90) max--;
3789 if (amount > 50) max--;
3790 if (amount > 20) max--;
3794 /* Handle "high" values */
3797 /* Hack -- Decrement by a random amount between one-quarter */
3798 /* and one-half of the stat bonus times the percentage, with a */
3799 /* minimum damage of half the percentage. -CWS */
3800 loss = (((max-18) / 2 + 1) / 2 + 1);
3801 loss = ((randint1(loss) + loss) * amount) / 100;
3802 if (loss < amount/2) loss = amount/2;
3804 /* Lose some points */
3807 /* Hack -- Only reduce stat to 17 sometimes */
3808 if (max < 18) max = (amount <= 20) ? 18 : 17;
3811 /* Hack -- keep it clean */
3812 if (same || (max < cur)) max = cur;
3814 /* Something happened */
3815 if (max != p_ptr->stat_max[stat]) res = TRUE;
3821 /* Actually set the stat to its new value. */
3822 p_ptr->stat_cur[stat] = cur;
3823 p_ptr->stat_max[stat] = max;
3825 /* Redisplay the stats later */
3826 p_ptr->redraw |= (PR_STATS);
3828 /* Recalculate bonuses */
3829 p_ptr->update |= (PU_BONUS);
3837 * @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.
3838 * @param stat 回復ステータスID
3839 * @return 実際に回復した場合TRUEを返す。
3841 bool res_stat(int stat)
3843 /* Restore if needed */
3844 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3847 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3849 /* Recalculate bonuses */
3850 p_ptr->update |= (PU_BONUS);
3852 /* Redisplay the stats later */
3853 p_ptr->redraw |= (PR_STATS);
3859 /* Nothing to restore */
3865 * Increase players hit points, notice effects
3867 bool hp_player(int num)
3870 vir = virtue_number(V_VITALITY);
3872 if(num <= 0) return (FALSE);
3876 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3878 /* Healing needed */
3879 if (p_ptr->chp < p_ptr->mhp)
3881 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3882 chg_virtue(V_TEMPERANCE, 1);
3883 /* Gain hitpoints */
3886 /* Enforce maximum */
3887 if (p_ptr->chp >= p_ptr->mhp)
3889 p_ptr->chp = p_ptr->mhp;
3890 p_ptr->chp_frac = 0;
3894 p_ptr->redraw |= (PR_HP);
3896 p_ptr->window |= (PW_PLAYER);
3901 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3907 msg_print(_("気分が良くなった。", "You feel better."));
3913 msg_print(_("とても気分が良くなった。", "You feel much better."));
3919 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3932 * Array of stat "descriptions"
3934 static cptr desc_stat_pos[] =
3939 _("器用に", "dextrous"),
3940 _("健康に", "healthy"),
3946 * Array of stat "descriptions"
3948 static cptr desc_stat_neg[] =
3953 _("不器用に", "clumsy"),
3954 _("不健康に", "sickly"),
3962 bool do_dec_stat(int stat)
3966 /* Access the "sustain" */
3969 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3970 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3971 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3972 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3973 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3974 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3978 if (sust && (!ironman_nightmare || randint0(13)))
3980 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."),
3981 desc_stat_neg[stat]);
3987 /* Attempt to reduce the stat */
3988 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3990 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3996 /* Nothing obvious */
4002 * Restore lost "points" in a stat
4004 bool do_res_stat(int stat)
4006 /* Attempt to increase */
4009 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
4015 /* Nothing obvious */
4021 * Gain a "point" in a stat
4023 bool do_inc_stat(int stat)
4027 /* Restore strength */
4028 res = res_stat(stat);
4030 /* Attempt to increase */
4035 chg_virtue(V_ENLIGHTEN, 1);
4036 chg_virtue(V_FAITH, 1);
4038 else if (stat == A_INT)
4040 chg_virtue(V_KNOWLEDGE, 1);
4041 chg_virtue(V_ENLIGHTEN, 1);
4043 else if (stat == A_CON)
4044 chg_virtue(V_VITALITY, 1);
4046 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
4052 /* Restoration worked */
4055 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
4061 /* Nothing obvious */
4067 * Restores any drained experience
4069 bool restore_level(void)
4071 /* Restore experience */
4072 if (p_ptr->exp < p_ptr->max_exp)
4074 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
4076 /* Restore the experience */
4077 p_ptr->exp = p_ptr->max_exp;
4079 /* Check the experience */
4093 bool lose_all_info(void)
4097 chg_virtue(V_KNOWLEDGE, -5);
4098 chg_virtue(V_ENLIGHTEN, -5);
4100 /* Forget info about objects */
4101 for (i = 0; i < INVEN_TOTAL; i++)
4103 object_type *o_ptr = &inventory[i];
4105 /* Skip non-objects */
4106 if (!o_ptr->k_idx) continue;
4108 /* Allow "protection" by the MENTAL flag */
4109 if (o_ptr->ident & (IDENT_MENTAL)) continue;
4111 /* Remove "default inscriptions" */
4112 o_ptr->feeling = FEEL_NONE;
4114 /* Hack -- Clear the "empty" flag */
4115 o_ptr->ident &= ~(IDENT_EMPTY);
4117 /* Hack -- Clear the "known" flag */
4118 o_ptr->ident &= ~(IDENT_KNOWN);
4120 /* Hack -- Clear the "felt" flag */
4121 o_ptr->ident &= ~(IDENT_SENSE);
4124 /* Recalculate bonuses */
4125 p_ptr->update |= (PU_BONUS);
4127 /* Combine / Reorder the pack (later) */
4128 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4130 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4132 /* Mega-Hack -- Forget the map */
4140 void do_poly_wounds(void)
4142 /* Changed to always provide at least _some_ healing */
4143 s16b wounds = p_ptr->cut;
4144 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
4145 s16b change = damroll(p_ptr->lev, 5);
4146 bool Nasty_effect = one_in_(5);
4148 if (!(wounds || hit_p || Nasty_effect)) return;
4150 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
4154 msg_print(_("新たな傷ができた!", "A new wound was created!"));
4155 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
4160 set_cut(p_ptr->cut - (change / 2));
4166 * Change player race
4168 void change_race(CHARACTER_IDX new_race, cptr effect_msg)
4170 cptr title = race_info[new_race].title;
4171 int old_race = p_ptr->prace;
4174 msg_format("あなたは%s%sに変化した!", effect_msg, title);
4176 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
4179 chg_virtue(V_CHANCE, 2);
4181 if (p_ptr->prace < 32)
4183 p_ptr->old_race1 |= 1L << p_ptr->prace;
4187 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
4189 p_ptr->prace = new_race;
4190 rp_ptr = &race_info[p_ptr->prace];
4192 /* Experience factor */
4193 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
4196 * The speed bonus of Klackons and Sprites are disabled
4197 * and the experience penalty is decreased.
4199 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)))
4200 p_ptr->expfact -= 15;
4202 /* Get character's height and weight */
4203 get_height_weight();
4206 if (p_ptr->pclass == CLASS_SORCERER)
4207 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
4209 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
4211 do_cmd_rerate(FALSE);
4213 /* The experience level may be modified */
4216 p_ptr->redraw |= (PR_BASIC);
4218 p_ptr->update |= (PU_BONUS);
4222 /* Load an autopick preference file */
4223 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
4225 /* Player's graphic tile may change */
4226 lite_spot(p_ptr->y, p_ptr->x);
4230 void do_poly_self(void)
4232 int power = p_ptr->lev;
4234 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
4235 chg_virtue(V_CHANCE, 1);
4237 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
4239 char effect_msg[80] = "";
4240 CHARACTER_IDX new_race;
4242 /* Some form of racial polymorph... */
4245 if ((power > randint0(5)) && one_in_(4))
4250 if (p_ptr->psex == SEX_MALE)
4252 p_ptr->psex = SEX_FEMALE;
4253 sp_ptr = &sex_info[p_ptr->psex];
4254 sprintf(effect_msg, _("女性の", "female "));
4258 p_ptr->psex = SEX_MALE;
4259 sp_ptr = &sex_info[p_ptr->psex];
4260 sprintf(effect_msg, _("男性の", "male "));
4264 if ((power > randint0(30)) && one_in_(5))
4268 /* Harmful deformity */
4275 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4281 /* Deformities are discriminated against! */
4282 (void)dec_stat(A_CHR, randint1(6), TRUE);
4287 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
4288 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
4292 sprintf(effect_msg,_("奇形の", "deformed "));
4296 while ((power > randint0(20)) && one_in_(10))
4298 /* Polymorph into a less mutated form */
4301 if (!lose_mutation(0))
4302 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
4307 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
4309 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
4311 change_race(new_race, effect_msg);
4314 if ((power > randint0(30)) && one_in_(6))
4320 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");
4324 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4329 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!"));
4330 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4336 if ((power > randint0(20)) && one_in_(4))
4341 do_cmd_rerate(FALSE);
4344 while ((power > randint0(15)) && one_in_(3))
4347 (void)gain_random_mutation(0);
4350 if (power > randint0(5))
4356 /* Note: earlier deductions may have left power < 0 already. */
4366 * Decreases players hit points and sets death flag if necessary
4368 * Invulnerability needs to be changed into a "shield"
4370 * Hack -- this function allows the user to save (or quit)
4371 * the game when he dies, since the "You die." message is shown before
4372 * setting the player to "dead".
4375 int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell)
4377 int old_chp = p_ptr->chp;
4379 char death_message[1024];
4382 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4385 if (p_ptr->is_dead) return 0;
4387 if (p_ptr->sutemi) damage *= 2;
4388 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4390 if (easy_band) damage = (damage+1)/2;
4392 if (damage_type != DAMAGE_USELIFE)
4402 if (monspell >= 0) learn_spell(monspell);
4404 /* Mega-Hack -- Apply "invulnerability" */
4405 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4407 if (IS_INVULN() && (damage < 9000))
4409 if (damage_type == DAMAGE_FORCE)
4411 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4413 else if (one_in_(PENETRATE_INVULNERABILITY))
4415 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4423 if (CHECK_MULTISHADOW())
4425 if (damage_type == DAMAGE_FORCE)
4427 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4429 else if (damage_type == DAMAGE_ATTACK)
4431 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!"));
4436 if (p_ptr->wraith_form)
4438 if (damage_type == DAMAGE_FORCE)
4440 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4445 if ((damage == 0) && one_in_(2)) damage = 1;
4449 if (p_ptr->special_defense & KATA_MUSOU)
4452 if ((damage == 0) && one_in_(2)) damage = 1;
4454 } /* not if LOSELIFE USELIFE */
4456 /* Hurt the player */
4457 p_ptr->chp -= damage;
4458 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4460 damage += p_ptr->chp;
4464 /* Display the hitpoints */
4465 p_ptr->redraw |= (PR_HP);
4467 p_ptr->window |= (PW_PLAYER);
4469 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4471 chg_virtue(V_SACRIFICE, 1);
4472 chg_virtue(V_CHANCE, 2);
4478 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4480 #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 */
4482 if(!save_player()) msg_print("セーブ失敗!");
4487 chg_virtue(V_SACRIFICE, 10);
4492 p_ptr->leaving = TRUE;
4495 p_ptr->is_dead = TRUE;
4497 if (p_ptr->inside_arena)
4499 cptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4500 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4502 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4506 QUEST_IDX q_idx = quest_number(dun_level);
4507 bool seppuku = streq(hit_from, "Seppuku");
4508 bool winning_seppuku = p_ptr->total_winner && seppuku;
4510 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4513 /* Make screen dump */
4514 screen_dump = make_screen_dump();
4517 /* Note cause of death */
4520 strcpy(p_ptr->died_from, hit_from);
4522 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4529 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);
4531 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4533 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4536 /* No longer a winner */
4537 p_ptr->total_winner = FALSE;
4539 if (winning_seppuku)
4541 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4547 if (p_ptr->inside_arena)
4548 strcpy(buf,_("アリーナ", "in the Arena"));
4549 else if (!dun_level)
4550 strcpy(buf,_("地上", "on the surface"));
4551 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4552 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4553 strcpy(buf,_("クエスト", "in a quest"));
4555 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4557 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4558 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4561 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4562 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4566 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4568 do_cmd_save_screen();
4573 /* Initialize "last message" buffer */
4574 if (p_ptr->last_message) string_free(p_ptr->last_message);
4575 p_ptr->last_message = NULL;
4577 /* Hack -- Note death */
4581 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4583 msg_print(android ? "You are broken." : "You die.");
4590 if (winning_seppuku)
4592 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4596 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4602 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4604 while (!get_string("Last word: ", death_message, 1024)) ;
4607 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4609 if (death_message[0] == '\0')
4612 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4614 strcpy(death_message, android ? "You are broken." : "You die.");
4617 else p_ptr->last_message = string_make(death_message);
4620 if (winning_seppuku)
4625 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4626 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4633 for (i = 0; i < 40; i++)
4634 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4636 str = death_message;
4637 if (strncmp(str, "「", 2) == 0) str += 2;
4639 str2 = my_strstr(str, "」");
4640 if (str2 != NULL) *str2 = '\0';
4645 str2 = my_strstr(str, " ");
4646 if (str2 == NULL) len = strlen(str);
4647 else len = str2 - str;
4651 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4653 if (str2 == NULL) break;
4657 if (*str == 0) break;
4661 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4665 /* Make screen dump */
4666 screen_dump = make_screen_dump();
4669 /* Wait a key press */
4674 msg_print(death_message);
4684 /* Hitpoint warning */
4685 if (p_ptr->chp < warning)
4687 /* Hack -- bell on first notice */
4688 if (old_chp > warning) bell();
4692 if (record_danger && (old_chp > warning))
4694 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4695 hit_from = _("何か", "something");
4697 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4698 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4703 /* stop auto_more even if DAMAGE_USELIFE */
4707 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4711 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4722 void gain_exp_64(s32b amount, u32b amount_frac)
4724 if (p_ptr->is_dead) return;
4726 if (p_ptr->prace == RACE_ANDROID) return;
4728 /* Gain some experience */
4729 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4731 /* Slowly recover from experience drainage */
4732 if (p_ptr->exp < p_ptr->max_exp)
4734 /* Gain max experience (20%) (was 10%) */
4735 p_ptr->max_exp += amount / 5;
4738 /* Check Experience */
4746 void gain_exp(s32b amount)
4748 gain_exp_64(amount, 0L);
4752 void calc_android_exp(void)
4756 if (p_ptr->is_dead) return;
4758 if (p_ptr->prace != RACE_ANDROID) return;
4760 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4762 object_type *o_ptr = &inventory[i];
4764 object_type *q_ptr = &forge;
4766 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4768 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4769 if (!o_ptr->k_idx) continue;
4771 /* Wipe the object */
4774 object_copy(q_ptr, o_ptr);
4775 q_ptr->discount = 0;
4776 q_ptr->curse_flags = 0L;
4778 if (object_is_fixed_artifact(o_ptr))
4780 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4781 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4783 else if (object_is_ego(o_ptr))
4785 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4787 else if (o_ptr->art_name)
4789 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4792 if (!object_is_weapon_ammo(o_ptr))
4795 if (total_flags < 15000) fake_level = 10;
4796 else if (total_flags < 35000) fake_level = 25;
4797 else fake_level = 40;
4802 if (total_flags < 20000) fake_level = 10;
4803 else if (total_flags < 45000) fake_level = 25;
4804 else fake_level = 40;
4807 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4810 value = object_value_real(q_ptr);
4812 if (value <= 0) continue;
4813 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4814 if (value > 5000000L) value = 5000000L;
4815 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4817 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4818 (o_ptr->tval == TV_DRAG_ARMOR) ||
4819 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4820 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4821 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4822 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4823 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4825 if (level > 65) level = 35 + (level - 65) / 5;
4826 else if (level > 35) level = 25 + (level - 35) / 3;
4827 else if (level > 15) level = 15 + (level - 15) / 2;
4828 exp = MIN(100000L, value) / 2 * level * level;
4829 if (value > 100000L)
4830 exp += (value - 100000L) / 8 * level * level;
4834 exp = MIN(100000L, value) * level;
4835 if (value > 100000L)
4836 exp += (value - 100000L) / 4 * level;
4838 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4839 else total_exp += exp / 16;
4840 if (i == INVEN_BODY) total_exp += exp / 32;
4842 p_ptr->exp = p_ptr->max_exp = total_exp;
4844 /* Check Experience */
4852 void lose_exp(s32b amount)
4854 if (p_ptr->prace == RACE_ANDROID) return;
4856 /* Never drop below zero experience */
4857 if (amount > p_ptr->exp) amount = p_ptr->exp;
4859 /* Lose some experience */
4860 p_ptr->exp -= amount;
4862 /* Check Experience */
4869 * If resisted to draining, return FALSE
4871 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4873 /* Androids and their mimics are never drained */
4874 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4876 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4878 /* Hold experience */
4879 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4883 /* Hold experience failed */
4884 if (p_ptr->hold_exp)
4886 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4891 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!"));
4899 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4901 bool notice = FALSE;
4903 /* Hack -- Force good values */
4904 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4906 if (p_ptr->is_dead) return FALSE;
4911 if (p_ptr->ult_res && !do_dec)
4913 if (p_ptr->ult_res > v) return FALSE;
4915 else if (!p_ptr->ult_res)
4917 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!"));
4927 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"));
4935 /* Redraw status bar */
4936 p_ptr->redraw |= (PR_STATUS);
4938 /* Nothing to notice */
4939 if (!notice) return (FALSE);
4942 if (disturb_state) disturb(0, 0);
4944 /* Recalculate bonuses */
4945 p_ptr->update |= (PU_BONUS);
4954 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4956 bool notice = FALSE;
4958 /* Hack -- Force good values */
4959 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4961 if (p_ptr->is_dead) return FALSE;
4966 if (p_ptr->tim_res_nether && !do_dec)
4968 if (p_ptr->tim_res_nether > v) return FALSE;
4970 else if (!p_ptr->tim_res_nether)
4972 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4980 if (p_ptr->tim_res_nether)
4982 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"));
4988 p_ptr->tim_res_nether = v;
4990 /* Redraw status bar */
4991 p_ptr->redraw |= (PR_STATUS);
4993 /* Nothing to notice */
4994 if (!notice) return (FALSE);
4997 if (disturb_state) disturb(0, 0);
4999 /* Recalculate bonuses */
5000 p_ptr->update |= (PU_BONUS);
5009 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
5011 bool notice = FALSE;
5013 /* Hack -- Force good values */
5014 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
5016 if (p_ptr->is_dead) return FALSE;
5021 if (p_ptr->tim_res_time && !do_dec)
5023 if (p_ptr->tim_res_time > v) return FALSE;
5025 else if (!p_ptr->tim_res_time)
5027 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!"));
5035 if (p_ptr->tim_res_time)
5037 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"));
5043 p_ptr->tim_res_time = v;
5045 /* Redraw status bar */
5046 p_ptr->redraw |= (PR_STATUS);
5048 /* Nothing to notice */
5049 if (!notice) return (FALSE);
5052 if (disturb_state) disturb(0, 0);
5054 /* Recalculate bonuses */
5055 p_ptr->update |= (PU_BONUS);
5066 * Choose a warrior-mage elemental attack. -LM-
5068 bool choose_ele_attack(void)
5074 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5076 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."));
5083 num = (p_ptr->lev - 20) / 5;
5084 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
5087 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
5092 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
5097 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
5102 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
5111 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
5115 if ((choice == 'a') || (choice == 'A'))
5116 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
5117 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
5118 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
5119 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
5120 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
5121 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
5122 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
5123 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
5124 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
5127 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
5138 * Choose a elemental immune. -LM-
5140 bool choose_ele_immune(TIME_EFFECT immune_turn)
5147 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
5148 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
5149 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
5150 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
5158 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
5162 if ((choice == 'a') || (choice == 'A'))
5163 set_ele_immune(DEFENSE_FIRE, immune_turn);
5164 else if ((choice == 'b') || (choice == 'B'))
5165 set_ele_immune(DEFENSE_COLD, immune_turn);
5166 else if ((choice == 'c') || (choice == 'C'))
5167 set_ele_immune(DEFENSE_ACID, immune_turn);
5168 else if ((choice == 'd') || (choice == 'D'))
5169 set_ele_immune(DEFENSE_ELEC, immune_turn);
5172 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));