3 * @brief プレイヤーのステータス管理 / effects of various "objects"
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2013 Deskull rearranged comment for Doxygen.\n
19 #include "player-status.h"
22 * @brief プレイヤーの継続行動を設定する。
23 * @param typ 継続行動のID\n
24 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
27 void set_action(ACTION_IDX typ)
29 int prev_typ = p_ptr->action;
41 msg_print(_("探索をやめた。", "You no longer walk carefully."));
42 p_ptr->redraw |= (PR_SPEED);
52 msg_print(_("学習をやめた。", "You stop Learning"));
58 msg_print(_("構えをといた。", "You stop assuming the posture."));
59 p_ptr->special_defense &= ~(KAMAE_MASK);
64 msg_print(_("型を崩した。", "You stop assuming the posture."));
65 p_ptr->special_defense &= ~(KATA_MASK);
66 p_ptr->update |= (PU_MONSTERS);
67 p_ptr->redraw |= (PR_STATUS);
72 msg_print(_("歌うのをやめた。", "You stop singing."));
77 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
78 p_ptr->energy_use = 100;
83 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
91 /* If we are requested other action, stop singing */
92 if (prev_typ == ACTION_SING) stop_singing();
93 if (prev_typ == ACTION_SPELL) stop_hex_spell();
95 switch (p_ptr->action)
99 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
100 p_ptr->redraw |= (PR_SPEED);
105 msg_print(_("学習を始めた。", "You begin Learning"));
110 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
113 case ACTION_HAYAGAKE:
115 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
123 p_ptr->update |= (PU_BONUS);
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;
176 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
177 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
178 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
179 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
180 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
182 p_ptr->word_recall = 0;
183 p_ptr->alter_reality = 0;
184 p_ptr->sutemi = FALSE;
185 p_ptr->counter = FALSE;
186 p_ptr->ele_attack = 0;
187 p_ptr->ele_immune = 0;
188 p_ptr->special_attack = 0L;
189 p_ptr->special_defense = 0L;
191 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
192 world_player = FALSE;
194 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
195 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
196 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
200 (void)set_monster_fast(p_ptr->riding, 0);
201 (void)set_monster_slow(p_ptr->riding, 0);
202 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
205 if (p_ptr->pclass == CLASS_BARD)
207 SINGING_SONG_EFFECT(p_ptr) = 0;
208 SINGING_SONG_ID(p_ptr) = 0;
213 * @brief プレイヤーに魔力消去効果を与える。
216 void dispel_player(void)
218 (void)set_fast(0, TRUE);
219 (void)set_lightspeed(0, TRUE);
220 (void)set_slow(0, TRUE);
221 (void)set_shield(0, TRUE);
222 (void)set_blessed(0, TRUE);
223 (void)set_tsuyoshi(0, TRUE);
224 (void)set_hero(0, TRUE);
225 (void)set_shero(0, TRUE);
226 (void)set_protevil(0, TRUE);
227 (void)set_invuln(0, TRUE);
228 (void)set_wraith_form(0, TRUE);
229 (void)set_kabenuke(0, TRUE);
230 (void)set_tim_res_nether(0, TRUE);
231 (void)set_tim_res_time(0, TRUE);
233 (void)set_tim_reflect(0,TRUE);
234 (void)set_multishadow(0,TRUE);
235 (void)set_dustrobe(0,TRUE);
237 (void)set_tim_invis(0, TRUE);
238 (void)set_tim_infra(0, TRUE);
239 (void)set_tim_esp(0, TRUE);
240 (void)set_tim_regen(0, TRUE);
241 (void)set_tim_stealth(0, TRUE);
242 (void)set_tim_levitation(0, TRUE);
243 (void)set_tim_sh_touki(0, TRUE);
244 (void)set_tim_sh_fire(0, TRUE);
245 (void)set_tim_sh_holy(0, TRUE);
246 (void)set_tim_eyeeye(0, TRUE);
247 (void)set_magicdef(0, TRUE);
248 (void)set_resist_magic(0, TRUE);
249 (void)set_oppose_acid(0, TRUE);
250 (void)set_oppose_elec(0, TRUE);
251 (void)set_oppose_fire(0, TRUE);
252 (void)set_oppose_cold(0, TRUE);
253 (void)set_oppose_pois(0, TRUE);
254 (void)set_ultimate_res(0, TRUE);
255 (void)set_mimic(0, 0, TRUE);
256 (void)set_ele_attack(0, 0);
257 (void)set_ele_immune(0, 0);
259 /* Cancel glowing hands */
260 if (p_ptr->special_attack & ATTACK_CONFUSE)
262 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
263 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
266 if (music_singing_any() || hex_spelling_any())
268 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
269 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
270 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
271 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
273 p_ptr->action = ACTION_NONE;
274 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
275 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
276 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
277 p_ptr->energy_need += ENERGY_NEED();
283 * @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
286 * @param do_dec 現在の継続時間より長い値のみ上書きする
287 * @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。
289 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
293 /* Hack -- Force good values */
294 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
296 if (p_ptr->is_dead) return FALSE;
301 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
303 if (p_ptr->tim_mimic > v) return FALSE;
305 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
307 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
308 p_ptr->mimic_form = p;
316 if (p_ptr->tim_mimic)
318 msg_print(_("変身が解けた。", "You are no longer transformed."));
319 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
327 p_ptr->tim_mimic = v;
329 /* Nothing to notice */
333 if (disturb_state) disturb(FALSE, TRUE);
336 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
337 p_ptr->update |= (PU_BONUS | PU_HP);
344 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
346 * @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。
348 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
349 * memorize any terrain features which suddenly become "visible".\n
350 * Note that blindness is currently the only thing which can affect\n
351 * "player_can_see_bold()".\n
353 bool set_blind(TIME_EFFECT v)
357 /* Hack -- Force good values */
358 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
360 if (p_ptr->is_dead) return FALSE;
367 if (p_ptr->prace == RACE_ANDROID)
369 msg_print(_("センサーをやられた!", "You are blind!"));
373 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
377 chg_virtue(V_ENLIGHTEN, -1);
386 if (p_ptr->prace == RACE_ANDROID)
388 msg_print(_("センサーが復旧した。", "You can see again."));
392 msg_print(_("やっと目が見えるようになった。", "You can see again."));
402 /* Redraw status bar */
403 p_ptr->redraw |= (PR_STATUS);
405 /* Nothing to notice */
406 if (!notice) return (FALSE);
408 if (disturb_state) disturb(FALSE, FALSE);
410 /* Fully update the visuals */
411 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
413 p_ptr->redraw |= (PR_MAP);
415 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
422 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
424 * @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。
426 bool set_confused(TIME_EFFECT v)
430 /* Hack -- Force good values */
431 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
433 if (p_ptr->is_dead) return FALSE;
438 if (!p_ptr->confused)
440 msg_print(_("あなたは混乱した!", "You are confused!"));
442 if (p_ptr->action == ACTION_LEARN)
444 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
447 p_ptr->redraw |= (PR_STATE);
448 p_ptr->action = ACTION_NONE;
450 if (p_ptr->action == ACTION_KAMAE)
452 msg_print(_("構えがとけた。", "Your posture gets loose."));
453 p_ptr->special_defense &= ~(KAMAE_MASK);
454 p_ptr->update |= (PU_BONUS);
455 p_ptr->redraw |= (PR_STATE);
456 p_ptr->action = ACTION_NONE;
458 else if (p_ptr->action == ACTION_KATA)
460 msg_print(_("型が崩れた。", "Your posture gets loose."));
461 p_ptr->special_defense &= ~(KATA_MASK);
462 p_ptr->update |= (PU_BONUS);
463 p_ptr->update |= (PU_MONSTERS);
464 p_ptr->redraw |= (PR_STATE);
465 p_ptr->redraw |= (PR_STATUS);
466 p_ptr->action = ACTION_NONE;
470 if (p_ptr->concent) reset_concentration(TRUE);
473 if (hex_spelling_any()) stop_hex_spell_all();
476 p_ptr->counter = FALSE;
477 chg_virtue(V_HARMONY, -1);
486 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
487 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
495 /* Redraw status bar */
496 p_ptr->redraw |= (PR_STATUS);
498 /* Nothing to notice */
499 if (!notice) return (FALSE);
501 if (disturb_state) disturb(FALSE, FALSE);
508 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
510 * @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。
512 bool set_poisoned(TIME_EFFECT v)
516 /* Hack -- Force good values */
517 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
519 if (p_ptr->is_dead) return FALSE;
524 if (!p_ptr->poisoned)
526 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
536 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
544 /* Redraw status bar */
545 p_ptr->redraw |= (PR_STATUS);
547 /* Nothing to notice */
548 if (!notice) return (FALSE);
550 if (disturb_state) disturb(FALSE, FALSE);
557 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
559 * @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。
561 bool set_afraid(TIME_EFFECT v)
565 /* Hack -- Force good values */
566 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
568 if (p_ptr->is_dead) return FALSE;
575 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
577 if (p_ptr->special_defense & KATA_MASK)
579 msg_print(_("型が崩れた。", "Your posture gets loose."));
580 p_ptr->special_defense &= ~(KATA_MASK);
581 p_ptr->update |= (PU_BONUS);
582 p_ptr->update |= (PU_MONSTERS);
583 p_ptr->redraw |= (PR_STATE);
584 p_ptr->redraw |= (PR_STATUS);
585 p_ptr->action = ACTION_NONE;
589 p_ptr->counter = FALSE;
590 chg_virtue(V_VALOUR, -1);
599 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
607 /* Redraw status bar */
608 p_ptr->redraw |= (PR_STATUS);
610 /* Nothing to notice */
611 if (!notice) return (FALSE);
613 if (disturb_state) disturb(FALSE, FALSE);
619 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
621 * @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。
623 bool set_paralyzed(TIME_EFFECT v)
627 /* Hack -- Force good values */
628 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
630 if (p_ptr->is_dead) return FALSE;
635 if (!p_ptr->paralyzed)
637 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
639 if (p_ptr->concent) reset_concentration(TRUE);
642 if (hex_spelling_any()) stop_hex_spell_all();
644 p_ptr->counter = FALSE;
652 if (p_ptr->paralyzed)
654 msg_print(_("やっと動けるようになった。", "You can move again."));
660 p_ptr->paralyzed = v;
662 /* Redraw status bar */
663 p_ptr->redraw |= (PR_STATUS);
665 /* Nothing to notice */
666 if (!notice) return (FALSE);
668 if (disturb_state) disturb(FALSE, FALSE);
669 p_ptr->redraw |= (PR_STATE);
675 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
677 * @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。
678 * @details Note that we must redraw the map when hallucination changes.
680 bool set_image(TIME_EFFECT v)
684 /* Hack -- Force good values */
685 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
687 if (p_ptr->is_dead) return FALSE;
688 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
694 set_tsuyoshi(0, TRUE);
697 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
700 if (p_ptr->concent) reset_concentration(TRUE);
702 p_ptr->counter = FALSE;
712 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."));
720 /* Redraw status bar */
721 p_ptr->redraw |= (PR_STATUS);
723 /* Nothing to notice */
724 if (!notice) return (FALSE);
726 if (disturb_state) disturb(FALSE, TRUE);
728 p_ptr->redraw |= (PR_MAP);
730 /* Update the health bar */
731 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
732 p_ptr->update |= (PU_MONSTERS);
734 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
740 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
742 * @param do_dec 現在の継続時間より長い値のみ上書きする
743 * @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。
745 bool set_fast(TIME_EFFECT v, bool do_dec)
749 /* Hack -- Force good values */
750 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
752 if (p_ptr->is_dead) return FALSE;
757 if (p_ptr->fast && !do_dec)
759 if (p_ptr->fast > v) return FALSE;
761 else if (!IS_FAST() && !p_ptr->lightspeed)
763 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
765 chg_virtue(V_PATIENCE, -1);
766 chg_virtue(V_DILIGENCE, 1);
773 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
775 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
783 /* Nothing to notice */
784 if (!notice) return (FALSE);
786 if (disturb_state) disturb(FALSE, FALSE);
787 p_ptr->update |= (PU_BONUS);
793 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
795 * @param do_dec 現在の継続時間より長い値のみ上書きする
796 * @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。
798 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
802 /* Hack -- Force good values */
803 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
805 if (p_ptr->is_dead) return FALSE;
807 if (p_ptr->wild_mode) v = 0;
812 if (p_ptr->lightspeed && !do_dec)
814 if (p_ptr->lightspeed > v) return FALSE;
816 else if (!p_ptr->lightspeed)
818 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
820 chg_virtue(V_PATIENCE, -1);
821 chg_virtue(V_DILIGENCE, 1);
828 if (p_ptr->lightspeed)
830 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
836 p_ptr->lightspeed = v;
838 /* Nothing to notice */
839 if (!notice) return (FALSE);
841 if (disturb_state) disturb(FALSE, FALSE);
842 p_ptr->update |= (PU_BONUS);
848 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
850 * @param do_dec 現在の継続時間より長い値のみ上書きする
851 * @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。
853 bool set_slow(TIME_EFFECT v, bool do_dec)
857 /* Hack -- Force good values */
858 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
860 if (p_ptr->is_dead) return FALSE;
865 if (p_ptr->slow && !do_dec)
867 if (p_ptr->slow > v) return FALSE;
869 else if (!p_ptr->slow)
871 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
881 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
889 /* Nothing to notice */
890 if (!notice) return (FALSE);
892 if (disturb_state) disturb(FALSE, FALSE);
893 p_ptr->update |= (PU_BONUS);
900 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
902 * @param do_dec 現在の継続時間より長い値のみ上書きする
903 * @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。
905 bool set_shield(TIME_EFFECT v, bool do_dec)
909 /* Hack -- Force good values */
910 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
912 if (p_ptr->is_dead) return FALSE;
917 if (p_ptr->shield && !do_dec)
919 if (p_ptr->shield > v) return FALSE;
921 else if (!p_ptr->shield)
923 msg_print(_("肌が石になった。", "Your skin turns to stone."));
933 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
941 /* Redraw status bar */
942 p_ptr->redraw |= (PR_STATUS);
944 /* Nothing to notice */
945 if (!notice) return (FALSE);
947 if (disturb_state) disturb(FALSE, FALSE);
948 p_ptr->update |= (PU_BONUS);
955 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
957 * @param do_dec 現在の継続時間より長い値のみ上書きする
958 * @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。
960 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
964 /* Hack -- Force good values */
965 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
967 if (p_ptr->is_dead) return FALSE;
972 if (p_ptr->tsubureru && !do_dec)
974 if (p_ptr->tsubureru > v) return FALSE;
976 else if (!p_ptr->tsubureru)
978 msg_print(_("横に伸びた。", "Your body expands horizontally."));
986 if (p_ptr->tsubureru)
988 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
994 p_ptr->tsubureru = v;
996 /* Redraw status bar */
997 p_ptr->redraw |= (PR_STATUS);
999 /* Nothing to notice */
1000 if (!notice) return (FALSE);
1002 if (disturb_state) disturb(FALSE, FALSE);
1003 p_ptr->update |= (PU_BONUS);
1010 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1012 * @param do_dec 現在の継続時間より長い値のみ上書きする
1013 * @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。
1015 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1017 bool notice = FALSE;
1019 /* Hack -- Force good values */
1020 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1022 if (p_ptr->is_dead) return FALSE;
1027 if (p_ptr->magicdef && !do_dec)
1029 if (p_ptr->magicdef > v) return FALSE;
1031 else if (!p_ptr->magicdef)
1033 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."));
1041 if (p_ptr->magicdef)
1043 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1049 p_ptr->magicdef = v;
1051 /* Redraw status bar */
1052 p_ptr->redraw |= (PR_STATUS);
1054 /* Nothing to notice */
1055 if (!notice) return (FALSE);
1057 if (disturb_state) disturb(FALSE, FALSE);
1058 p_ptr->update |= (PU_BONUS);
1064 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1066 * @param do_dec 現在の継続時間より長い値のみ上書きする
1067 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1069 bool set_blessed(TIME_EFFECT v, bool do_dec)
1071 bool notice = FALSE;
1073 /* Hack -- Force good values */
1074 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1076 if (p_ptr->is_dead) return FALSE;
1081 if (p_ptr->blessed && !do_dec)
1083 if (p_ptr->blessed > v) return FALSE;
1085 else if (!IS_BLESSED())
1087 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1095 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1097 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1105 /* Redraw status bar */
1106 p_ptr->redraw |= (PR_STATUS);
1108 /* Nothing to notice */
1109 if (!notice) return (FALSE);
1111 if (disturb_state) disturb(FALSE, FALSE);
1112 p_ptr->update |= (PU_BONUS);
1119 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1121 * @param do_dec 現在の継続時間より長い値のみ上書きする
1122 * @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。
1124 bool set_hero(TIME_EFFECT v, bool do_dec)
1126 bool notice = FALSE;
1128 /* Hack -- Force good values */
1129 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1131 if (p_ptr->is_dead) return FALSE;
1136 if (p_ptr->hero && !do_dec)
1138 if (p_ptr->hero > v) return FALSE;
1140 else if (!IS_HERO())
1142 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1150 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1152 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1160 /* Redraw status bar */
1161 p_ptr->redraw |= (PR_STATUS);
1163 /* Nothing to notice */
1164 if (!notice) return (FALSE);
1166 if (disturb_state) disturb(FALSE, FALSE);
1167 p_ptr->update |= (PU_BONUS);
1169 /* Recalculate hitpoints */
1170 p_ptr->update |= (PU_HP);
1176 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1177 * @param v 継続時間/ 0ならば無条件にリセット
1178 * @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
1179 * @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。
1181 bool set_shero(TIME_EFFECT v, bool do_dec)
1183 bool notice = FALSE;
1185 /* Hack -- Force good values */
1186 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1188 if (p_ptr->is_dead) return FALSE;
1190 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1194 if (p_ptr->shero && !do_dec)
1196 if (p_ptr->shero > v) return FALSE;
1198 else if (!p_ptr->shero)
1200 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1210 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1218 /* Redraw status bar */
1219 p_ptr->redraw |= (PR_STATUS);
1221 /* Nothing to notice */
1222 if (!notice) return (FALSE);
1224 if (disturb_state) disturb(FALSE, FALSE);
1225 p_ptr->update |= (PU_BONUS);
1227 /* Recalculate hitpoints */
1228 p_ptr->update |= (PU_HP);
1234 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1236 * @param do_dec 現在の継続時間より長い値のみ上書きする
1237 * @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。
1239 bool set_protevil(TIME_EFFECT v, bool do_dec)
1241 bool notice = FALSE;
1243 /* Hack -- Force good values */
1244 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1246 if (p_ptr->is_dead) return FALSE;
1251 if (p_ptr->protevil && !do_dec)
1253 if (p_ptr->protevil > v) return FALSE;
1255 else if (!p_ptr->protevil)
1257 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!"));
1265 if (p_ptr->protevil)
1267 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."));
1273 p_ptr->protevil = v;
1275 /* Redraw status bar */
1276 p_ptr->redraw |= (PR_STATUS);
1278 /* Nothing to notice */
1279 if (!notice) return (FALSE);
1281 if (disturb_state) disturb(FALSE, FALSE);
1287 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1289 * @param do_dec 現在の継続時間より長い値のみ上書きする
1290 * @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。
1292 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1294 bool notice = FALSE;
1296 /* Hack -- Force good values */
1297 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1299 if (p_ptr->is_dead) return FALSE;
1304 if (p_ptr->wraith_form && !do_dec)
1306 if (p_ptr->wraith_form > v) return FALSE;
1308 else if (!p_ptr->wraith_form)
1310 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!"));
1312 chg_virtue(V_UNLIFE, 3);
1313 chg_virtue(V_HONOUR, -2);
1314 chg_virtue(V_SACRIFICE, -2);
1315 chg_virtue(V_VALOUR, -5);
1317 p_ptr->redraw |= (PR_MAP);
1318 p_ptr->update |= (PU_MONSTERS);
1320 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1327 if (p_ptr->wraith_form)
1329 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1332 p_ptr->redraw |= (PR_MAP);
1333 p_ptr->update |= (PU_MONSTERS);
1335 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1340 p_ptr->wraith_form = v;
1342 /* Redraw status bar */
1343 p_ptr->redraw |= (PR_STATUS);
1345 /* Nothing to notice */
1346 if (!notice) return (FALSE);
1348 if (disturb_state) disturb(FALSE, FALSE);
1349 p_ptr->update |= (PU_BONUS);
1356 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1358 * @param do_dec 現在の継続時間より長い値のみ上書きする
1359 * @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。
1361 bool set_invuln(TIME_EFFECT v, bool do_dec)
1363 bool notice = FALSE;
1365 /* Hack -- Force good values */
1366 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1368 if (p_ptr->is_dead) return FALSE;
1373 if (p_ptr->invuln && !do_dec)
1375 if (p_ptr->invuln > v) return FALSE;
1377 else if (!IS_INVULN())
1379 msg_print(_("無敵だ!", "Invulnerability!"));
1382 chg_virtue(V_UNLIFE, -2);
1383 chg_virtue(V_HONOUR, -2);
1384 chg_virtue(V_SACRIFICE, -3);
1385 chg_virtue(V_VALOUR, -5);
1387 p_ptr->redraw |= (PR_MAP);
1388 p_ptr->update |= (PU_MONSTERS);
1390 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1397 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1399 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1402 p_ptr->redraw |= (PR_MAP);
1403 p_ptr->update |= (PU_MONSTERS);
1405 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1407 p_ptr->energy_need += ENERGY_NEED();
1414 /* Redraw status bar */
1415 p_ptr->redraw |= (PR_STATUS);
1417 /* Nothing to notice */
1418 if (!notice) return (FALSE);
1420 if (disturb_state) disturb(FALSE, FALSE);
1421 p_ptr->update |= (PU_BONUS);
1427 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1429 * @param do_dec 現在の継続時間より長い値のみ上書きする
1430 * @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。
1432 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1434 bool notice = FALSE;
1436 /* Hack -- Force good values */
1437 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1439 if (p_ptr->is_dead) return FALSE;
1444 if (p_ptr->tim_esp && !do_dec)
1446 if (p_ptr->tim_esp > v) return FALSE;
1448 else if (!IS_TIM_ESP())
1450 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1458 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1460 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1468 /* Redraw status bar */
1469 p_ptr->redraw |= (PR_STATUS);
1471 /* Nothing to notice */
1472 if (!notice) return (FALSE);
1474 if (disturb_state) disturb(FALSE, FALSE);
1475 p_ptr->update |= (PU_BONUS);
1476 p_ptr->update |= (PU_MONSTERS);
1482 * @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
1484 * @param do_dec 現在の継続時間より長い値のみ上書きする
1485 * @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。
1487 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1489 bool notice = FALSE;
1491 /* Hack -- Force good values */
1492 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1494 if (p_ptr->is_dead) return FALSE;
1499 if (p_ptr->tim_invis && !do_dec)
1501 if (p_ptr->tim_invis > v) return FALSE;
1503 else if (!p_ptr->tim_invis)
1505 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1513 if (p_ptr->tim_invis)
1515 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1521 p_ptr->tim_invis = v;
1523 /* Redraw status bar */
1524 p_ptr->redraw |= (PR_STATUS);
1526 /* Nothing to notice */
1527 if (!notice) return (FALSE);
1529 if (disturb_state) disturb(FALSE, FALSE);
1530 p_ptr->update |= (PU_BONUS);
1532 /* Update the monsters */
1533 p_ptr->update |= (PU_MONSTERS);
1539 * @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
1541 * @param do_dec 現在の継続時間より長い値のみ上書きする
1542 * @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。
1544 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1546 bool notice = FALSE;
1548 /* Hack -- Force good values */
1549 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1551 if (p_ptr->is_dead) return FALSE;
1556 if (p_ptr->tim_infra && !do_dec)
1558 if (p_ptr->tim_infra > v) return FALSE;
1560 else if (!p_ptr->tim_infra)
1562 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1570 if (p_ptr->tim_infra)
1572 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1578 p_ptr->tim_infra = v;
1580 /* Redraw status bar */
1581 p_ptr->redraw |= (PR_STATUS);
1583 /* Nothing to notice */
1584 if (!notice) return (FALSE);
1586 if (disturb_state) disturb(FALSE, FALSE);
1587 p_ptr->update |= (PU_BONUS);
1589 /* Update the monsters */
1590 p_ptr->update |= (PU_MONSTERS);
1596 * @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
1598 * @param do_dec 現在の継続時間より長い値のみ上書きする
1599 * @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。
1601 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1603 bool notice = FALSE;
1605 /* Hack -- Force good values */
1606 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1608 if (p_ptr->is_dead) return FALSE;
1613 if (p_ptr->tim_regen && !do_dec)
1615 if (p_ptr->tim_regen > v) return FALSE;
1617 else if (!p_ptr->tim_regen)
1619 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1627 if (p_ptr->tim_regen)
1629 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1635 p_ptr->tim_regen = v;
1637 /* Redraw status bar */
1638 p_ptr->redraw |= (PR_STATUS);
1640 /* Nothing to notice */
1641 if (!notice) return (FALSE);
1643 if (disturb_state) disturb(FALSE, FALSE);
1644 p_ptr->update |= (PU_BONUS);
1650 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1652 * @param do_dec 現在の継続時間より長い値のみ上書きする
1653 * @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。
1655 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1657 bool notice = FALSE;
1659 /* Hack -- Force good values */
1660 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1662 if (p_ptr->is_dead) return FALSE;
1667 if (p_ptr->tim_stealth && !do_dec)
1669 if (p_ptr->tim_stealth > v) return FALSE;
1671 else if (!IS_TIM_STEALTH())
1673 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1681 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1683 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1689 p_ptr->tim_stealth = v;
1691 /* Redraw status bar */
1692 p_ptr->redraw |= (PR_STATUS);
1694 /* Nothing to notice */
1695 if (!notice) return (FALSE);
1697 if (disturb_state) disturb(FALSE, FALSE);
1698 p_ptr->update |= (PU_BONUS);
1704 * @brief 超隠密状態をセットする
1705 * @param set TRUEならば超隠密状態になる。
1706 * @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。
1708 bool set_superstealth(bool set)
1710 bool notice = FALSE;
1712 if (p_ptr->is_dead) return FALSE;
1717 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1719 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1721 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."));
1722 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1726 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!"));
1727 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1733 p_ptr->special_defense |= NINJA_S_STEALTH;
1740 if (p_ptr->special_defense & NINJA_S_STEALTH)
1742 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."));
1746 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1750 /* Nothing to notice */
1751 if (!notice) return (FALSE);
1753 /* Redraw status bar */
1754 p_ptr->redraw |= (PR_STATUS);
1756 if (disturb_state) disturb(FALSE, FALSE);
1761 * @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
1763 * @param do_dec 現在の継続時間より長い値のみ上書きする
1764 * @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。
1766 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1768 bool notice = FALSE;
1770 /* Hack -- Force good values */
1771 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1773 if (p_ptr->is_dead) return FALSE;
1778 if (p_ptr->tim_levitation && !do_dec)
1780 if (p_ptr->tim_levitation > v) return FALSE;
1782 else if (!p_ptr->tim_levitation)
1784 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1792 if (p_ptr->tim_levitation)
1794 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1800 p_ptr->tim_levitation = v;
1802 /* Redraw status bar */
1803 p_ptr->redraw |= (PR_STATUS);
1805 /* Nothing to notice */
1806 if (!notice) return (FALSE);
1808 if (disturb_state) disturb(FALSE, FALSE);
1809 p_ptr->update |= (PU_BONUS);
1815 * @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
1817 * @param do_dec 現在の継続時間より長い値のみ上書きする
1818 * @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。
1820 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1822 bool notice = FALSE;
1824 /* Hack -- Force good values */
1825 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1827 if (p_ptr->is_dead) return FALSE;
1832 if (p_ptr->tim_sh_touki && !do_dec)
1834 if (p_ptr->tim_sh_touki > v) return FALSE;
1836 else if (!p_ptr->tim_sh_touki)
1838 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1846 if (p_ptr->tim_sh_touki)
1848 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1854 p_ptr->tim_sh_touki = v;
1856 /* Redraw status bar */
1857 p_ptr->redraw |= (PR_STATUS);
1859 /* Nothing to notice */
1860 if (!notice) return (FALSE);
1862 if (disturb_state) disturb(FALSE, FALSE);
1868 * @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
1870 * @param do_dec 現在の継続時間より長い値のみ上書きする
1871 * @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。
1873 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1875 bool notice = FALSE;
1877 /* Hack -- Force good values */
1878 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1880 if (p_ptr->is_dead) return FALSE;
1885 if (p_ptr->tim_sh_fire && !do_dec)
1887 if (p_ptr->tim_sh_fire > v) return FALSE;
1889 else if (!p_ptr->tim_sh_fire)
1891 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1899 if (p_ptr->tim_sh_fire)
1901 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1907 p_ptr->tim_sh_fire = v;
1909 /* Redraw status bar */
1910 p_ptr->redraw |= (PR_STATUS);
1912 /* Nothing to notice */
1913 if (!notice) return (FALSE);
1915 if (disturb_state) disturb(FALSE, FALSE);
1916 p_ptr->update |= (PU_BONUS);
1922 * @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
1924 * @param do_dec 現在の継続時間より長い値のみ上書きする
1925 * @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。
1927 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1929 bool notice = FALSE;
1931 /* Hack -- Force good values */
1932 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1934 if (p_ptr->is_dead) return FALSE;
1939 if (p_ptr->tim_sh_holy && !do_dec)
1941 if (p_ptr->tim_sh_holy > v) return FALSE;
1943 else if (!p_ptr->tim_sh_holy)
1945 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1953 if (p_ptr->tim_sh_holy)
1955 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1961 p_ptr->tim_sh_holy = v;
1963 /* Redraw status bar */
1964 p_ptr->redraw |= (PR_STATUS);
1966 /* Nothing to notice */
1967 if (!notice) return (FALSE);
1969 if (disturb_state) disturb(FALSE, FALSE);
1970 p_ptr->update |= (PU_BONUS);
1976 * @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
1978 * @param do_dec 現在の継続時間より長い値のみ上書きする
1979 * @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。
1981 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1983 bool notice = FALSE;
1985 /* Hack -- Force good values */
1986 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1988 if (p_ptr->is_dead) return FALSE;
1993 if (p_ptr->tim_eyeeye && !do_dec)
1995 if (p_ptr->tim_eyeeye > v) return FALSE;
1997 else if (!p_ptr->tim_eyeeye)
1999 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2007 if (p_ptr->tim_eyeeye)
2009 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."));
2015 p_ptr->tim_eyeeye = v;
2017 /* Redraw status bar */
2018 p_ptr->redraw |= (PR_STATUS);
2020 /* Nothing to notice */
2021 if (!notice) return (FALSE);
2023 if (disturb_state) disturb(FALSE, FALSE);
2024 p_ptr->update |= (PU_BONUS);
2031 * @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
2033 * @param do_dec 現在の継続時間より長い値のみ上書きする
2034 * @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。
2036 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2038 bool notice = FALSE;
2040 /* Hack -- Force good values */
2041 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2043 if (p_ptr->is_dead) return FALSE;
2048 if (p_ptr->resist_magic && !do_dec)
2050 if (p_ptr->resist_magic > v) return FALSE;
2052 else if (!p_ptr->resist_magic)
2054 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2062 if (p_ptr->resist_magic)
2064 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2070 p_ptr->resist_magic = v;
2072 /* Redraw status bar */
2073 p_ptr->redraw |= (PR_STATUS);
2075 /* Nothing to notice */
2076 if (!notice) return (FALSE);
2078 if (disturb_state) disturb(FALSE, FALSE);
2079 p_ptr->update |= (PU_BONUS);
2085 * @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
2087 * @param do_dec 現在の継続時間より長い値のみ上書きする
2088 * @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。
2090 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2092 bool notice = FALSE;
2094 /* Hack -- Force good values */
2095 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2097 if (p_ptr->is_dead) return FALSE;
2102 if (p_ptr->tim_reflect && !do_dec)
2104 if (p_ptr->tim_reflect > v) return FALSE;
2106 else if (!p_ptr->tim_reflect)
2108 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2116 if (p_ptr->tim_reflect)
2118 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2124 p_ptr->tim_reflect = v;
2126 /* Redraw status bar */
2127 p_ptr->redraw |= (PR_STATUS);
2129 /* Nothing to notice */
2130 if (!notice) return (FALSE);
2132 if (disturb_state) disturb(FALSE, FALSE);
2133 p_ptr->update |= (PU_BONUS);
2140 * Set "p_ptr->multishadow", notice observable changes
2142 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2144 bool notice = FALSE;
2146 /* Hack -- Force good values */
2147 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2149 if (p_ptr->is_dead) return FALSE;
2154 if (p_ptr->multishadow && !do_dec)
2156 if (p_ptr->multishadow > v) return FALSE;
2158 else if (!p_ptr->multishadow)
2160 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2168 if (p_ptr->multishadow)
2170 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2176 p_ptr->multishadow = v;
2178 /* Redraw status bar */
2179 p_ptr->redraw |= (PR_STATUS);
2181 /* Nothing to notice */
2182 if (!notice) return (FALSE);
2184 if (disturb_state) disturb(FALSE, FALSE);
2185 p_ptr->update |= (PU_BONUS);
2191 * @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
2193 * @param do_dec 現在の継続時間より長い値のみ上書きする
2194 * @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。
2196 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2198 bool notice = FALSE;
2200 /* Hack -- Force good values */
2201 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2203 if (p_ptr->is_dead) return FALSE;
2208 if (p_ptr->dustrobe && !do_dec)
2210 if (p_ptr->dustrobe > v) return FALSE;
2212 else if (!p_ptr->dustrobe)
2214 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2222 if (p_ptr->dustrobe)
2224 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2230 p_ptr->dustrobe = v;
2232 /* Redraw status bar */
2233 p_ptr->redraw |= (PR_STATUS);
2235 /* Nothing to notice */
2236 if (!notice) return (FALSE);
2238 if (disturb_state) disturb(FALSE, FALSE);
2239 p_ptr->update |= (PU_BONUS);
2245 * @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
2247 * @param do_dec 現在の継続時間より長い値のみ上書きする
2248 * @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。
2250 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2252 bool notice = FALSE;
2254 /* Hack -- Force good values */
2255 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2257 if (p_ptr->is_dead) return FALSE;
2262 if (p_ptr->kabenuke && !do_dec)
2264 if (p_ptr->kabenuke > v) return FALSE;
2266 else if (!p_ptr->kabenuke)
2268 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2276 if (p_ptr->kabenuke)
2278 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2284 p_ptr->kabenuke = v;
2286 /* Redraw status bar */
2287 p_ptr->redraw |= (PR_STATUS);
2289 /* Nothing to notice */
2290 if (!notice) return (FALSE);
2292 if (disturb_state) disturb(FALSE, FALSE);
2293 p_ptr->update |= (PU_BONUS);
2299 * @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
2301 * @param do_dec 現在の継続時間より長い値のみ上書きする
2302 * @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。
2304 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2306 bool notice = FALSE;
2308 /* Hack -- Force good values */
2309 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2311 if (p_ptr->is_dead) return FALSE;
2316 if (p_ptr->tsuyoshi && !do_dec)
2318 if (p_ptr->tsuyoshi > v) return FALSE;
2320 else if (!p_ptr->tsuyoshi)
2322 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2324 chg_virtue(V_VITALITY, 2);
2331 if (p_ptr->tsuyoshi)
2333 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2335 (void)dec_stat(A_CON, 20, TRUE);
2336 (void)dec_stat(A_STR, 20, TRUE);
2339 chg_virtue(V_VITALITY, -3);
2344 p_ptr->tsuyoshi = v;
2346 /* Redraw status bar */
2347 p_ptr->redraw |= (PR_STATUS);
2349 /* Nothing to notice */
2350 if (!notice) return (FALSE);
2352 if (disturb_state) disturb(FALSE, FALSE);
2353 p_ptr->update |= (PU_BONUS);
2355 /* Recalculate hitpoints */
2356 p_ptr->update |= (PU_HP);
2362 * @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-
2363 * @param attack_type スレイのタイプID
2365 * @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。
2367 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2369 /* Hack -- Force good values */
2370 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2372 /* Clear all elemental attacks (only one is allowed at a time). */
2373 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2375 p_ptr->special_attack &= ~(ATTACK_ACID);
2376 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2378 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2380 p_ptr->special_attack &= ~(ATTACK_ELEC);
2381 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2383 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2385 p_ptr->special_attack &= ~(ATTACK_FIRE);
2386 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2388 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2390 p_ptr->special_attack &= ~(ATTACK_COLD);
2391 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2393 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2395 p_ptr->special_attack &= ~(ATTACK_POIS);
2396 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2399 if ((v) && (attack_type))
2401 /* Set attack type. */
2402 p_ptr->special_attack |= (attack_type);
2405 p_ptr->ele_attack = v;
2409 msg_format("%sで攻撃できるようになった!",
2410 ((attack_type == ATTACK_ACID) ? "酸" :
2411 ((attack_type == ATTACK_ELEC) ? "電撃" :
2412 ((attack_type == ATTACK_FIRE) ? "火炎" :
2413 ((attack_type == ATTACK_COLD) ? "冷気" :
2414 ((attack_type == ATTACK_POIS) ? "毒" :
2417 msg_format("For a while, the blows you deal will %s",
2418 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2419 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2420 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2421 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2422 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2423 "do nothing special."))))));
2427 if (disturb_state) disturb(FALSE, FALSE);
2429 /* Redraw status bar */
2430 p_ptr->redraw |= (PR_STATUS);
2432 p_ptr->update |= (PU_BONUS);
2439 * @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-
2440 * @param immune_type 免疫のタイプID
2442 * @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。
2444 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2446 /* Hack -- Force good values */
2447 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2449 /* Clear all elemental attacks (only one is allowed at a time). */
2450 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2452 p_ptr->special_defense &= ~(DEFENSE_ACID);
2453 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."));
2455 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2457 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2458 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."));
2460 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2462 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2463 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."));
2465 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2467 p_ptr->special_defense &= ~(DEFENSE_COLD);
2468 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."));
2470 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2472 p_ptr->special_defense &= ~(DEFENSE_POIS);
2473 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."));
2476 if ((v) && (immune_type))
2478 /* Set attack type. */
2479 p_ptr->special_defense |= (immune_type);
2482 p_ptr->ele_immune = v;
2486 msg_format("%sの攻撃を受けつけなくなった!",
2487 ((immune_type == DEFENSE_ACID) ? "酸" :
2488 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2489 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2490 ((immune_type == DEFENSE_COLD) ? "冷気" :
2491 ((immune_type == DEFENSE_POIS) ? "毒" :
2494 msg_format("For a while, You are immune to %s",
2495 ((immune_type == DEFENSE_ACID) ? "acid!" :
2496 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2497 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2498 ((immune_type == DEFENSE_COLD) ? "cold!" :
2499 ((immune_type == DEFENSE_POIS) ? "poison!" :
2500 "do nothing special."))))));
2504 if (disturb_state) disturb(FALSE, FALSE);
2506 /* Redraw status bar */
2507 p_ptr->redraw |= (PR_STATUS);
2509 p_ptr->update |= (PU_BONUS);
2516 * @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
2518 * @param do_dec 現在の継続時間より長い値のみ上書きする
2519 * @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。
2521 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2523 bool notice = FALSE;
2525 /* Hack -- Force good values */
2526 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2528 if (p_ptr->is_dead) return FALSE;
2533 if (p_ptr->oppose_acid && !do_dec)
2535 if (p_ptr->oppose_acid > v) return FALSE;
2537 else if (!IS_OPPOSE_ACID())
2539 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2547 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2549 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2555 p_ptr->oppose_acid = v;
2557 /* Nothing to notice */
2558 if (!notice) return (FALSE);
2560 /* Redraw status bar */
2561 p_ptr->redraw |= (PR_STATUS);
2563 if (disturb_state) disturb(FALSE, FALSE);
2569 * @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
2571 * @param do_dec 現在の継続時間より長い値のみ上書きする
2572 * @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。
2574 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2576 bool notice = FALSE;
2578 /* Hack -- Force good values */
2579 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2581 if (p_ptr->is_dead) return FALSE;
2586 if (p_ptr->oppose_elec && !do_dec)
2588 if (p_ptr->oppose_elec > v) return FALSE;
2590 else if (!IS_OPPOSE_ELEC())
2592 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2600 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2602 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2608 p_ptr->oppose_elec = v;
2610 /* Nothing to notice */
2611 if (!notice) return (FALSE);
2613 /* Redraw status bar */
2614 p_ptr->redraw |= (PR_STATUS);
2616 if (disturb_state) disturb(FALSE, FALSE);
2622 * @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
2624 * @param do_dec 現在の継続時間より長い値のみ上書きする
2625 * @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。
2627 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2629 bool notice = FALSE;
2631 /* Hack -- Force good values */
2632 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2634 if (p_ptr->is_dead) return FALSE;
2636 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2640 if (p_ptr->oppose_fire && !do_dec)
2642 if (p_ptr->oppose_fire > v) return FALSE;
2644 else if (!IS_OPPOSE_FIRE())
2646 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2654 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2656 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2662 p_ptr->oppose_fire = v;
2664 /* Nothing to notice */
2665 if (!notice) return (FALSE);
2667 /* Redraw status bar */
2668 p_ptr->redraw |= (PR_STATUS);
2670 if (disturb_state) disturb(FALSE, FALSE);
2676 * @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
2678 * @param do_dec 現在の継続時間より長い値のみ上書きする
2679 * @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。
2681 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2683 bool notice = FALSE;
2685 /* Hack -- Force good values */
2686 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2688 if (p_ptr->is_dead) return FALSE;
2693 if (p_ptr->oppose_cold && !do_dec)
2695 if (p_ptr->oppose_cold > v) return FALSE;
2697 else if (!IS_OPPOSE_COLD())
2699 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2707 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2709 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2715 p_ptr->oppose_cold = v;
2717 /* Nothing to notice */
2718 if (!notice) return (FALSE);
2720 /* Redraw status bar */
2721 p_ptr->redraw |= (PR_STATUS);
2723 if (disturb_state) disturb(FALSE, FALSE);
2729 * @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
2731 * @param do_dec 現在の継続時間より長い値のみ上書きする
2732 * @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。
2734 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2736 bool notice = FALSE;
2738 /* Hack -- Force good values */
2739 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2741 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2742 if (p_ptr->is_dead) return FALSE;
2747 if (p_ptr->oppose_pois && !do_dec)
2749 if (p_ptr->oppose_pois > v) return FALSE;
2751 else if (!IS_OPPOSE_POIS())
2753 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2761 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2763 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2769 p_ptr->oppose_pois = v;
2771 /* Nothing to notice */
2772 if (!notice) return (FALSE);
2774 /* Redraw status bar */
2775 p_ptr->redraw |= (PR_STATUS);
2777 if (disturb_state) disturb(FALSE, FALSE);
2783 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2785 * @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。
2787 * Note the special code to only notice "range" changes.
2789 bool set_stun(TIME_EFFECT v)
2791 int old_aux, new_aux;
2792 bool notice = FALSE;
2795 /* Hack -- Force good values */
2796 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2798 if (p_ptr->is_dead) return FALSE;
2800 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2803 if (p_ptr->stun > 100)
2809 else if (p_ptr->stun > 50)
2815 else if (p_ptr->stun > 0)
2851 if (new_aux > old_aux)
2853 /* Describe the state */
2857 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2860 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;
2863 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;
2866 if (randint1(1000) < v || one_in_(16))
2868 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2872 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2873 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2875 else if (one_in_(2))
2877 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2881 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2884 if (p_ptr->special_defense & KATA_MASK)
2886 msg_print(_("型が崩れた。", "Your posture gets loose."));
2887 p_ptr->special_defense &= ~(KATA_MASK);
2888 p_ptr->update |= (PU_BONUS);
2889 p_ptr->update |= (PU_MONSTERS);
2890 p_ptr->redraw |= (PR_STATE);
2891 p_ptr->redraw |= (PR_STATUS);
2892 p_ptr->action = ACTION_NONE;
2896 if (p_ptr->concent) reset_concentration(TRUE);
2899 if (hex_spelling_any()) stop_hex_spell_all();
2905 else if (new_aux < old_aux)
2907 /* Describe the state */
2912 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2914 if (disturb_state) disturb(FALSE, FALSE);
2925 if (!notice) return (FALSE);
2927 if (disturb_state) disturb(FALSE, FALSE);
2928 p_ptr->update |= (PU_BONUS);
2930 /* Redraw the "stun" */
2931 p_ptr->redraw |= (PR_STUN);
2938 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2940 * @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。
2942 * Note the special code to only notice "range" changes.
2944 bool set_cut(TIME_EFFECT v)
2946 int old_aux, new_aux;
2947 bool notice = FALSE;
2949 /* Hack -- Force good values */
2950 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2952 if (p_ptr->is_dead) return FALSE;
2954 if ((p_ptr->prace == RACE_GOLEM ||
2955 p_ptr->prace == RACE_SKELETON ||
2956 p_ptr->prace == RACE_SPECTRE ||
2957 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2962 if (p_ptr->cut > 1000)
2968 else if (p_ptr->cut > 200)
2974 else if (p_ptr->cut > 100)
2980 else if (p_ptr->cut > 50)
2986 else if (p_ptr->cut > 25)
2992 else if (p_ptr->cut > 10)
2998 else if (p_ptr->cut > 0)
3058 if (new_aux > old_aux)
3060 /* Describe the state */
3064 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3067 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3070 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3073 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3076 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3079 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;
3082 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;
3087 if (randint1(1000) < v || one_in_(16))
3089 if (!p_ptr->sustain_chr)
3091 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3098 else if (new_aux < old_aux)
3100 /* Describe the state */
3105 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");
3107 if (disturb_state) disturb(FALSE, FALSE);
3118 if (!notice) return (FALSE);
3120 if (disturb_state) disturb(FALSE, FALSE);
3121 p_ptr->update |= (PU_BONUS);
3123 /* Redraw the "cut" */
3124 p_ptr->redraw |= (PR_CUT);
3130 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3132 * @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。
3134 * Set "", notice observable changes\n
3136 * The "p_ptr->food" variable can get as large as 20000, allowing the
3137 * addition of the most "filling" item, Elvish Waybread, which adds
3138 * 7500 food units, without overflowing the 32767 maximum limit.\n
3140 * Perhaps we should disturb the player with various messages,
3141 * especially messages about hunger status changes. \n
3143 * Digestion of food is handled in "dungeon.c", in which, normally,
3144 * the player digests about 20 food units per 100 game turns, more
3145 * when "fast", more when "regenerating", less with "slow digestion",
3146 * but when the player is "gorged", he digests 100 food units per 10
3147 * game turns, or a full 1000 food units per 100 game turns.\n
3149 * Note that the player's speed is reduced by 10 units while gorged,
3150 * so if the player eats a single food ration (5000 food units) when
3151 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3152 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3153 * affecting the player speed).\n
3155 bool set_food(TIME_EFFECT v)
3157 int old_aux, new_aux;
3159 bool notice = FALSE;
3161 /* Hack -- Force good values */
3162 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3164 /* Fainting / Starving */
3165 if (p_ptr->food < PY_FOOD_FAINT)
3171 else if (p_ptr->food < PY_FOOD_WEAK)
3177 else if (p_ptr->food < PY_FOOD_ALERT)
3183 else if (p_ptr->food < PY_FOOD_FULL)
3189 else if (p_ptr->food < PY_FOOD_MAX)
3200 /* Fainting / Starving */
3201 if (v < PY_FOOD_FAINT)
3207 else if (v < PY_FOOD_WEAK)
3213 else if (v < PY_FOOD_ALERT)
3219 else if (v < PY_FOOD_FULL)
3225 else if (v < PY_FOOD_MAX)
3236 if (old_aux < 1 && new_aux > 0)
3237 chg_virtue(V_PATIENCE, 2);
3238 else if (old_aux < 3 && (old_aux != new_aux))
3239 chg_virtue(V_PATIENCE, 1);
3241 chg_virtue(V_TEMPERANCE, 1);
3243 chg_virtue(V_TEMPERANCE, -1);
3246 if (new_aux > old_aux)
3248 /* Describe the state */
3252 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3255 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3258 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3261 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3265 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3266 chg_virtue(V_HARMONY, -1);
3267 chg_virtue(V_PATIENCE, -1);
3268 chg_virtue(V_TEMPERANCE, -2);
3278 else if (new_aux < old_aux)
3280 /* Describe the state */
3283 /* Fainting / Starving */
3284 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;
3287 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3290 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3293 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3296 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3299 if (p_ptr->wild_mode && (new_aux < 2))
3311 /* Nothing to notice */
3312 if (!notice) return (FALSE);
3314 if (disturb_state) disturb(FALSE, FALSE);
3315 p_ptr->update |= (PU_BONUS);
3318 p_ptr->redraw |= (PR_HUNGER);
3324 * @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-
3325 * @param stat 上昇させるステータスID
3326 * @return 実際に上昇した場合TRUEを返す。
3328 * Note that this function (used by stat potions) now restores\n
3329 * the stat BEFORE increasing it.\n
3331 bool inc_stat(int stat)
3333 BASE_STATUS value, gain;
3335 /* Then augment the current/max stat */
3336 value = p_ptr->stat_cur[stat];
3338 /* Cannot go above 18/100 */
3339 if (value < p_ptr->stat_max_max[stat])
3341 /* Gain one (sometimes two) points */
3344 gain = ((randint0(100) < 75) ? 1 : 2);
3348 /* Gain 1/6 to 1/3 of distance to 18/100 */
3349 else if (value < (p_ptr->stat_max_max[stat]-2))
3351 /* Approximate gain value */
3352 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3355 if (gain < 1) gain = 1;
3357 /* Apply the bonus */
3358 value += randint1(gain) + gain / 2;
3361 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3364 /* Gain one point at a time */
3370 /* Save the new value */
3371 p_ptr->stat_cur[stat] = value;
3373 /* Bring up the maximum too */
3374 if (value > p_ptr->stat_max[stat])
3376 p_ptr->stat_max[stat] = value;
3378 p_ptr->update |= (PU_BONUS);
3384 /* Nothing to gain */
3389 * @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.
3390 * @param stat 減少させるステータスID
3391 * @param amount 減少させる基本量
3392 * @param permanent TRUEならば現在の最大値を減少させる
3393 * @return 実際に減少した場合TRUEを返す。
3396 * Amount could be a little higher in extreme cases to mangle very high\n
3397 * stats from massive assaults. -CWS\n
3399 * Note that "permanent" means that the *given* amount is permanent,\n
3400 * not that the new value becomes permanent. This may not work exactly\n
3401 * as expected, due to "weirdness" in the algorithm, but in general,\n
3402 * if your stat is already drained, the "max" value will not drop all\n
3403 * the way down to the "cur" value.\n
3405 bool dec_stat(int stat, int amount, int permanent)
3407 BASE_STATUS cur, max;
3412 /* Acquire current value */
3413 cur = p_ptr->stat_cur[stat];
3414 max = p_ptr->stat_max[stat];
3416 /* Note when the values are identical */
3417 same = (cur == max);
3419 /* Damage "current" value */
3422 /* Handle "low" values */
3425 if (amount > 90) cur--;
3426 if (amount > 50) cur--;
3427 if (amount > 20) cur--;
3431 /* Handle "high" values */
3434 /* Hack -- Decrement by a random amount between one-quarter */
3435 /* and one-half of the stat bonus times the percentage, with a */
3436 /* minimum damage of half the percentage. -CWS */
3437 loss = (((cur-18) / 2 + 1) / 2 + 1);
3440 if (loss < 1) loss = 1;
3442 /* Randomize the loss */
3443 loss = ((randint1(loss) + loss) * amount) / 100;
3446 if (loss < amount/2) loss = amount/2;
3448 /* Lose some points */
3451 /* Hack -- Only reduce stat to 17 sometimes */
3452 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3455 /* Prevent illegal values */
3456 if (cur < 3) cur = 3;
3458 /* Something happened */
3459 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3462 /* Damage "max" value */
3463 if (permanent && (max > 3))
3465 chg_virtue(V_SACRIFICE, 1);
3466 if (stat == A_WIS || stat == A_INT)
3467 chg_virtue(V_ENLIGHTEN, -2);
3469 /* Handle "low" values */
3472 if (amount > 90) max--;
3473 if (amount > 50) max--;
3474 if (amount > 20) max--;
3478 /* Handle "high" values */
3481 /* Hack -- Decrement by a random amount between one-quarter */
3482 /* and one-half of the stat bonus times the percentage, with a */
3483 /* minimum damage of half the percentage. -CWS */
3484 loss = (((max-18) / 2 + 1) / 2 + 1);
3485 loss = ((randint1(loss) + loss) * amount) / 100;
3486 if (loss < amount/2) loss = amount/2;
3488 /* Lose some points */
3491 /* Hack -- Only reduce stat to 17 sometimes */
3492 if (max < 18) max = (amount <= 20) ? 18 : 17;
3495 /* Hack -- keep it clean */
3496 if (same || (max < cur)) max = cur;
3498 /* Something happened */
3499 if (max != p_ptr->stat_max[stat]) res = TRUE;
3505 /* Actually set the stat to its new value. */
3506 p_ptr->stat_cur[stat] = cur;
3507 p_ptr->stat_max[stat] = max;
3509 /* Redisplay the stats later */
3510 p_ptr->redraw |= (PR_STATS);
3511 p_ptr->update |= (PU_BONUS);
3519 * @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.
3520 * @param stat 回復ステータスID
3521 * @return 実際に回復した場合TRUEを返す。
3523 bool res_stat(int stat)
3525 /* Restore if needed */
3526 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3529 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3530 p_ptr->update |= (PU_BONUS);
3532 /* Redisplay the stats later */
3533 p_ptr->redraw |= (PR_STATS);
3539 /* Nothing to restore */
3545 * Increase players hit points, notice effects
3547 bool hp_player(int num)
3550 vir = virtue_number(V_VITALITY);
3552 if(num <= 0) return (FALSE);
3556 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3558 /* Healing needed */
3559 if (p_ptr->chp < p_ptr->mhp)
3561 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3562 chg_virtue(V_TEMPERANCE, 1);
3563 /* Gain hitpoints */
3566 /* Enforce maximum */
3567 if (p_ptr->chp >= p_ptr->mhp)
3569 p_ptr->chp = p_ptr->mhp;
3570 p_ptr->chp_frac = 0;
3573 p_ptr->redraw |= (PR_HP);
3575 p_ptr->window |= (PW_PLAYER);
3580 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3586 msg_print(_("気分が良くなった。", "You feel better."));
3592 msg_print(_("とても気分が良くなった。", "You feel much better."));
3598 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3610 * Array of stat "descriptions"
3612 static concptr desc_stat_pos[] =
3617 _("器用に", "dextrous"),
3618 _("健康に", "healthy"),
3624 * Array of stat "descriptions"
3626 static concptr desc_stat_neg[] =
3631 _("不器用に", "clumsy"),
3632 _("不健康に", "sickly"),
3640 bool do_dec_stat(int stat)
3644 /* Access the "sustain" */
3647 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3648 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3649 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3650 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3651 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3652 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3656 if (sust && (!ironman_nightmare || randint0(13)))
3658 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."),
3659 desc_stat_neg[stat]);
3665 /* Attempt to reduce the stat */
3666 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3668 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3674 /* Nothing obvious */
3680 * Restore lost "points" in a stat
3682 bool do_res_stat(int stat)
3684 /* Attempt to increase */
3687 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3692 /* Nothing obvious */
3698 * Gain a "point" in a stat
3700 bool do_inc_stat(int stat)
3704 /* Restore strength */
3705 res = res_stat(stat);
3707 /* Attempt to increase */
3712 chg_virtue(V_ENLIGHTEN, 1);
3713 chg_virtue(V_FAITH, 1);
3715 else if (stat == A_INT)
3717 chg_virtue(V_KNOWLEDGE, 1);
3718 chg_virtue(V_ENLIGHTEN, 1);
3720 else if (stat == A_CON)
3721 chg_virtue(V_VITALITY, 1);
3723 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3728 /* Restoration worked */
3731 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3736 /* Nothing obvious */
3742 * Restores any drained experience
3744 bool restore_level(void)
3746 /* Restore experience */
3747 if (p_ptr->exp < p_ptr->max_exp)
3749 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3751 /* Restore the experience */
3752 p_ptr->exp = p_ptr->max_exp;
3754 /* Check the experience */
3768 bool lose_all_info(void)
3772 chg_virtue(V_KNOWLEDGE, -5);
3773 chg_virtue(V_ENLIGHTEN, -5);
3775 /* Forget info about objects */
3776 for (i = 0; i < INVEN_TOTAL; i++)
3778 object_type *o_ptr = &inventory[i];
3780 /* Skip non-objects */
3781 if (!o_ptr->k_idx) continue;
3783 /* Allow "protection" by the MENTAL flag */
3784 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3786 /* Remove "default inscriptions" */
3787 o_ptr->feeling = FEEL_NONE;
3789 /* Hack -- Clear the "empty" flag */
3790 o_ptr->ident &= ~(IDENT_EMPTY);
3792 /* Hack -- Clear the "known" flag */
3793 o_ptr->ident &= ~(IDENT_KNOWN);
3795 /* Hack -- Clear the "felt" flag */
3796 o_ptr->ident &= ~(IDENT_SENSE);
3798 p_ptr->update |= (PU_BONUS);
3799 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3801 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3803 /* Mega-Hack -- Forget the map */
3811 void do_poly_wounds(void)
3813 /* Changed to always provide at least _some_ healing */
3814 s16b wounds = p_ptr->cut;
3815 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3816 s16b change = damroll(p_ptr->lev, 5);
3817 bool Nasty_effect = one_in_(5);
3819 if (!(wounds || hit_p || Nasty_effect)) return;
3821 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3825 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3826 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3831 set_cut(p_ptr->cut - (change / 2));
3837 * Change player race
3839 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3841 concptr title = race_info[new_race].title;
3842 int old_race = p_ptr->prace;
3845 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3847 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3850 chg_virtue(V_CHANCE, 2);
3852 if (p_ptr->prace < 32)
3854 p_ptr->old_race1 |= 1L << p_ptr->prace;
3858 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3860 p_ptr->prace = new_race;
3861 rp_ptr = &race_info[p_ptr->prace];
3863 /* Experience factor */
3864 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3867 * The speed bonus of Klackons and Sprites are disabled
3868 * and the experience penalty is decreased.
3870 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)))
3871 p_ptr->expfact -= 15;
3873 /* Get character's height and weight */
3874 get_height_weight();
3877 if (p_ptr->pclass == CLASS_SORCERER)
3878 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3880 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3882 do_cmd_rerate(FALSE);
3884 /* The experience level may be modified */
3887 p_ptr->redraw |= (PR_BASIC);
3889 p_ptr->update |= (PU_BONUS);
3893 /* Load an autopick preference file */
3894 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3896 /* Player's graphic tile may change */
3897 lite_spot(p_ptr->y, p_ptr->x);
3901 void do_poly_self(void)
3903 int power = p_ptr->lev;
3905 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3906 chg_virtue(V_CHANCE, 1);
3908 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3910 char effect_msg[80] = "";
3911 CHARACTER_IDX new_race;
3913 /* Some form of racial polymorph... */
3916 if ((power > randint0(5)) && one_in_(4))
3921 if (p_ptr->psex == SEX_MALE)
3923 p_ptr->psex = SEX_FEMALE;
3924 sp_ptr = &sex_info[p_ptr->psex];
3925 sprintf(effect_msg, _("女性の", "female "));
3929 p_ptr->psex = SEX_MALE;
3930 sp_ptr = &sex_info[p_ptr->psex];
3931 sprintf(effect_msg, _("男性の", "male "));
3935 if ((power > randint0(30)) && one_in_(5))
3939 /* Harmful deformity */
3946 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3952 /* Deformities are discriminated against! */
3953 (void)dec_stat(A_CHR, randint1(6), TRUE);
3958 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3959 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3963 sprintf(effect_msg,_("奇形の", "deformed "));
3967 while ((power > randint0(20)) && one_in_(10))
3969 /* Polymorph into a less mutated form */
3972 if (!lose_mutation(0))
3973 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3978 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3980 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3982 change_race(new_race, effect_msg);
3985 if ((power > randint0(30)) && one_in_(6))
3991 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");
3995 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4000 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!"));
4001 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4007 if ((power > randint0(20)) && one_in_(4))
4012 do_cmd_rerate(FALSE);
4015 while ((power > randint0(15)) && one_in_(3))
4018 (void)gain_random_mutation(0);
4021 if (power > randint0(5))
4027 /* Note: earlier deductions may have left power < 0 already. */
4037 * Decreases players hit points and sets death flag if necessary
4039 * Invulnerability needs to be changed into a "shield"
4041 * Hack -- this function allows the user to save (or quit)
4042 * the game when he dies, since the "You die." message is shown before
4043 * setting the player to "dead".
4046 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
4048 int old_chp = p_ptr->chp;
4050 char death_message[1024];
4053 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4056 if (p_ptr->is_dead) return 0;
4058 if (p_ptr->sutemi) damage *= 2;
4059 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4061 if (easy_band) damage = (damage+1)/2;
4063 if (damage_type != DAMAGE_USELIFE)
4065 disturb(TRUE, TRUE);
4072 if (monspell >= 0) learn_spell(monspell);
4074 /* Mega-Hack -- Apply "invulnerability" */
4075 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4077 if (IS_INVULN() && (damage < 9000))
4079 if (damage_type == DAMAGE_FORCE)
4081 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4083 else if (one_in_(PENETRATE_INVULNERABILITY))
4085 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4093 if (CHECK_MULTISHADOW())
4095 if (damage_type == DAMAGE_FORCE)
4097 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4099 else if (damage_type == DAMAGE_ATTACK)
4101 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!"));
4106 if (p_ptr->wraith_form)
4108 if (damage_type == DAMAGE_FORCE)
4110 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4115 if ((damage == 0) && one_in_(2)) damage = 1;
4119 if (p_ptr->special_defense & KATA_MUSOU)
4122 if ((damage == 0) && one_in_(2)) damage = 1;
4124 } /* not if LOSELIFE USELIFE */
4126 /* Hurt the player */
4127 p_ptr->chp -= damage;
4128 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4130 damage += p_ptr->chp;
4134 /* Display the hitpoints */
4135 p_ptr->redraw |= (PR_HP);
4137 p_ptr->window |= (PW_PLAYER);
4139 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4141 chg_virtue(V_SACRIFICE, 1);
4142 chg_virtue(V_CHANCE, 2);
4148 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4150 #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 */
4152 if(!save_player()) msg_print("セーブ失敗!");
4157 chg_virtue(V_SACRIFICE, 10);
4162 p_ptr->leaving = TRUE;
4165 p_ptr->is_dead = TRUE;
4167 if (p_ptr->inside_arena)
4169 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4170 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4172 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4176 QUEST_IDX q_idx = quest_number(dun_level);
4177 bool seppuku = streq(hit_from, "Seppuku");
4178 bool winning_seppuku = p_ptr->total_winner && seppuku;
4180 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4183 /* Make screen dump */
4184 screen_dump = make_screen_dump();
4187 /* Note cause of death */
4190 strcpy(p_ptr->died_from, hit_from);
4192 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4199 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);
4201 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4203 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4206 /* No longer a winner */
4207 p_ptr->total_winner = FALSE;
4209 if (winning_seppuku)
4211 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4217 if (p_ptr->inside_arena)
4218 strcpy(buf,_("アリーナ", "in the Arena"));
4219 else if (!dun_level)
4220 strcpy(buf,_("地上", "on the surface"));
4221 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4222 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4223 strcpy(buf,_("クエスト", "in a quest"));
4225 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4227 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4228 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4231 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4232 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4236 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4238 do_cmd_save_screen();
4243 /* Initialize "last message" buffer */
4244 if (p_ptr->last_message) string_free(p_ptr->last_message);
4245 p_ptr->last_message = NULL;
4247 /* Hack -- Note death */
4251 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4253 msg_print(android ? "You are broken." : "You die.");
4260 if (winning_seppuku)
4262 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4266 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4272 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4274 while (!get_string("Last word: ", death_message, 1024)) ;
4277 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4279 if (death_message[0] == '\0')
4282 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4284 strcpy(death_message, android ? "You are broken." : "You die.");
4287 else p_ptr->last_message = string_make(death_message);
4290 if (winning_seppuku)
4295 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4296 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4303 for (i = 0; i < 40; i++)
4304 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4306 str = death_message;
4307 if (strncmp(str, "「", 2) == 0) str += 2;
4309 str2 = my_strstr(str, "」");
4310 if (str2 != NULL) *str2 = '\0';
4315 str2 = my_strstr(str, " ");
4316 if (str2 == NULL) len = strlen(str);
4317 else len = str2 - str;
4321 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4323 if (str2 == NULL) break;
4327 if (*str == 0) break;
4331 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4335 /* Make screen dump */
4336 screen_dump = make_screen_dump();
4339 /* Wait a key press */
4344 msg_print(death_message);
4354 /* Hitpoint warning */
4355 if (p_ptr->chp < warning)
4357 /* Hack -- bell on first notice */
4358 if (old_chp > warning) bell();
4362 if (record_danger && (old_chp > warning))
4364 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4365 hit_from = _("何か", "something");
4367 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4368 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4373 /* stop auto_more even if DAMAGE_USELIFE */
4377 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4381 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4392 void gain_exp_64(s32b amount, u32b amount_frac)
4394 if (p_ptr->is_dead) return;
4396 if (p_ptr->prace == RACE_ANDROID) return;
4398 /* Gain some experience */
4399 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4401 /* Slowly recover from experience drainage */
4402 if (p_ptr->exp < p_ptr->max_exp)
4404 /* Gain max experience (20%) (was 10%) */
4405 p_ptr->max_exp += amount / 5;
4408 /* Check Experience */
4416 void gain_exp(s32b amount)
4418 gain_exp_64(amount, 0L);
4422 void calc_android_exp(void)
4426 if (p_ptr->is_dead) return;
4428 if (p_ptr->prace != RACE_ANDROID) return;
4430 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4432 object_type *o_ptr = &inventory[i];
4434 object_type *q_ptr = &forge;
4436 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4438 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4439 if (!o_ptr->k_idx) continue;
4442 object_copy(q_ptr, o_ptr);
4443 q_ptr->discount = 0;
4444 q_ptr->curse_flags = 0L;
4446 if (object_is_fixed_artifact(o_ptr))
4448 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4449 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4451 else if (object_is_ego(o_ptr))
4453 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4455 else if (o_ptr->art_name)
4457 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4460 if (!object_is_weapon_ammo(o_ptr))
4463 if (total_flags < 15000) fake_level = 10;
4464 else if (total_flags < 35000) fake_level = 25;
4465 else fake_level = 40;
4470 if (total_flags < 20000) fake_level = 10;
4471 else if (total_flags < 45000) fake_level = 25;
4472 else fake_level = 40;
4475 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4478 value = object_value_real(q_ptr);
4480 if (value <= 0) continue;
4481 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4482 if (value > 5000000L) value = 5000000L;
4483 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4485 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4486 (o_ptr->tval == TV_DRAG_ARMOR) ||
4487 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4488 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4489 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4490 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4491 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4493 if (level > 65) level = 35 + (level - 65) / 5;
4494 else if (level > 35) level = 25 + (level - 35) / 3;
4495 else if (level > 15) level = 15 + (level - 15) / 2;
4496 exp = MIN(100000L, value) / 2 * level * level;
4497 if (value > 100000L)
4498 exp += (value - 100000L) / 8 * level * level;
4502 exp = MIN(100000L, value) * level;
4503 if (value > 100000L)
4504 exp += (value - 100000L) / 4 * level;
4506 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4507 else total_exp += exp / 16;
4508 if (i == INVEN_BODY) total_exp += exp / 32;
4510 p_ptr->exp = p_ptr->max_exp = total_exp;
4512 /* Check Experience */
4520 void lose_exp(s32b amount)
4522 if (p_ptr->prace == RACE_ANDROID) return;
4524 /* Never drop below zero experience */
4525 if (amount > p_ptr->exp) amount = p_ptr->exp;
4527 /* Lose some experience */
4528 p_ptr->exp -= amount;
4530 /* Check Experience */
4537 * If resisted to draining, return FALSE
4539 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4541 /* Androids and their mimics are never drained */
4542 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4544 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4546 /* Hold experience */
4547 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4551 /* Hold experience failed */
4552 if (p_ptr->hold_exp)
4554 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4559 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!"));
4567 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4569 bool notice = FALSE;
4571 /* Hack -- Force good values */
4572 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4574 if (p_ptr->is_dead) return FALSE;
4579 if (p_ptr->ult_res && !do_dec)
4581 if (p_ptr->ult_res > v) return FALSE;
4583 else if (!p_ptr->ult_res)
4585 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!"));
4595 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"));
4603 /* Redraw status bar */
4604 p_ptr->redraw |= (PR_STATUS);
4606 /* Nothing to notice */
4607 if (!notice) return (FALSE);
4609 if (disturb_state) disturb(FALSE, FALSE);
4610 p_ptr->update |= (PU_BONUS);
4615 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4617 bool notice = FALSE;
4619 /* Hack -- Force good values */
4620 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4622 if (p_ptr->is_dead) return FALSE;
4627 if (p_ptr->tim_res_nether && !do_dec)
4629 if (p_ptr->tim_res_nether > v) return FALSE;
4631 else if (!p_ptr->tim_res_nether)
4633 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4641 if (p_ptr->tim_res_nether)
4643 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"));
4649 p_ptr->tim_res_nether = v;
4651 /* Redraw status bar */
4652 p_ptr->redraw |= (PR_STATUS);
4654 /* Nothing to notice */
4655 if (!notice) return (FALSE);
4657 if (disturb_state) disturb(FALSE, FALSE);
4658 p_ptr->update |= (PU_BONUS);
4663 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4665 bool notice = FALSE;
4667 /* Hack -- Force good values */
4668 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4670 if (p_ptr->is_dead) return FALSE;
4675 if (p_ptr->tim_res_time && !do_dec)
4677 if (p_ptr->tim_res_time > v) return FALSE;
4679 else if (!p_ptr->tim_res_time)
4681 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!"));
4689 if (p_ptr->tim_res_time)
4691 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"));
4697 p_ptr->tim_res_time = v;
4699 /* Redraw status bar */
4700 p_ptr->redraw |= (PR_STATUS);
4702 /* Nothing to notice */
4703 if (!notice) return (FALSE);
4705 if (disturb_state) disturb(FALSE, FALSE);
4706 p_ptr->update |= (PU_BONUS);
4713 * Choose a warrior-mage elemental attack. -LM-
4715 bool choose_ele_attack(void)
4721 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4723 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."));
4728 num = (p_ptr->lev - 20) / 5;
4729 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4732 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4737 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4742 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4747 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4756 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4760 if ((choice == 'a') || (choice == 'A'))
4761 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4762 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4763 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4764 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4765 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4766 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4767 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4768 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4769 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4772 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4782 * Choose a elemental immune. -LM-
4784 bool choose_ele_immune(TIME_EFFECT immune_turn)
4789 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4790 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4791 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4792 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4800 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4804 if ((choice == 'a') || (choice == 'A'))
4805 set_ele_immune(DEFENSE_FIRE, immune_turn);
4806 else if ((choice == 'b') || (choice == 'B'))
4807 set_ele_immune(DEFENSE_COLD, immune_turn);
4808 else if ((choice == 'c') || (choice == 'C'))
4809 set_ele_immune(DEFENSE_ACID, immune_turn);
4810 else if ((choice == 'd') || (choice == 'D'))
4811 set_ele_immune(DEFENSE_ELEC, immune_turn);
4814 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));