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"
20 #include "spells-status.h"
21 #include "realm-hex.h"
22 #include "object-hook.h"
25 * @brief プレイヤーの継続行動を設定する。
26 * @param typ 継続行動のID\n
27 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
30 void set_action(ACTION_IDX typ)
32 int prev_typ = p_ptr->action;
44 msg_print(_("探索をやめた。", "You no longer walk carefully."));
45 p_ptr->redraw |= (PR_SPEED);
55 msg_print(_("学習をやめた。", "You stop Learning"));
61 msg_print(_("構えをといた。", "You stop assuming the posture."));
62 p_ptr->special_defense &= ~(KAMAE_MASK);
67 msg_print(_("型を崩した。", "You stop assuming the posture."));
68 p_ptr->special_defense &= ~(KATA_MASK);
69 p_ptr->update |= (PU_MONSTERS);
70 p_ptr->redraw |= (PR_STATUS);
75 msg_print(_("歌うのをやめた。", "You stop singing."));
80 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
81 take_turn(p_ptr, 100);;
86 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
94 /* If we are requested other action, stop singing */
95 if (prev_typ == ACTION_SING) stop_singing();
96 if (prev_typ == ACTION_SPELL) stop_hex_spell();
98 switch (p_ptr->action)
102 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
103 p_ptr->redraw |= (PR_SPEED);
108 msg_print(_("学習を始めた。", "You begin Learning"));
113 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
116 case ACTION_HAYAGAKE:
118 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
126 p_ptr->update |= (PU_BONUS);
127 p_ptr->redraw |= (PR_STATE);
131 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
134 void reset_tim_flags(void)
136 p_ptr->fast = 0; /* Timed -- Fast */
137 p_ptr->lightspeed = 0;
138 p_ptr->slow = 0; /* Timed -- Slow */
139 p_ptr->blind = 0; /* Timed -- Blindness */
140 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
141 p_ptr->confused = 0; /* Timed -- Confusion */
142 p_ptr->afraid = 0; /* Timed -- Fear */
143 p_ptr->image = 0; /* Timed -- Hallucination */
144 p_ptr->poisoned = 0; /* Timed -- Poisoned */
145 p_ptr->cut = 0; /* Timed -- Cut */
146 p_ptr->stun = 0; /* Timed -- Stun */
148 p_ptr->protevil = 0; /* Timed -- Protection */
149 p_ptr->invuln = 0; /* Timed -- Invulnerable */
151 p_ptr->hero = 0; /* Timed -- Heroism */
152 p_ptr->shero = 0; /* Timed -- Super Heroism */
153 p_ptr->shield = 0; /* Timed -- Shield Spell */
154 p_ptr->blessed = 0; /* Timed -- Blessed */
155 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
156 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
157 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
158 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
160 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
161 p_ptr->tim_levitation = 0;
162 p_ptr->tim_sh_touki = 0;
163 p_ptr->tim_sh_fire = 0;
164 p_ptr->tim_sh_holy = 0;
165 p_ptr->tim_eyeeye = 0;
167 p_ptr->resist_magic = 0;
170 p_ptr->tim_res_nether = 0;
171 p_ptr->tim_res_time = 0;
172 p_ptr->tim_mimic = 0;
173 p_ptr->mimic_form = 0;
174 p_ptr->tim_reflect = 0;
175 p_ptr->multishadow = 0;
177 p_ptr->action = ACTION_NONE;
179 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
180 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
181 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
182 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
183 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
185 p_ptr->word_recall = 0;
186 p_ptr->alter_reality = 0;
187 p_ptr->sutemi = FALSE;
188 p_ptr->counter = FALSE;
189 p_ptr->ele_attack = 0;
190 p_ptr->ele_immune = 0;
191 p_ptr->special_attack = 0L;
192 p_ptr->special_defense = 0L;
194 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
195 p_ptr->timewalk = FALSE;
197 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
198 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
199 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
203 (void)set_monster_fast(p_ptr->riding, 0);
204 (void)set_monster_slow(p_ptr->riding, 0);
205 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
208 if (p_ptr->pclass == CLASS_BARD)
210 SINGING_SONG_EFFECT(p_ptr) = 0;
211 SINGING_SONG_ID(p_ptr) = 0;
216 * @brief プレイヤーに魔力消去効果を与える。
219 void dispel_player(void)
221 (void)set_fast(0, TRUE);
222 (void)set_lightspeed(0, TRUE);
223 (void)set_slow(0, TRUE);
224 (void)set_shield(0, TRUE);
225 (void)set_blessed(0, TRUE);
226 (void)set_tsuyoshi(0, TRUE);
227 (void)set_hero(0, TRUE);
228 (void)set_shero(0, TRUE);
229 (void)set_protevil(0, TRUE);
230 (void)set_invuln(0, TRUE);
231 (void)set_wraith_form(0, TRUE);
232 (void)set_kabenuke(0, TRUE);
233 (void)set_tim_res_nether(0, TRUE);
234 (void)set_tim_res_time(0, TRUE);
236 (void)set_tim_reflect(0,TRUE);
237 (void)set_multishadow(0,TRUE);
238 (void)set_dustrobe(0,TRUE);
240 (void)set_tim_invis(0, TRUE);
241 (void)set_tim_infra(0, TRUE);
242 (void)set_tim_esp(0, TRUE);
243 (void)set_tim_regen(0, TRUE);
244 (void)set_tim_stealth(0, TRUE);
245 (void)set_tim_levitation(0, TRUE);
246 (void)set_tim_sh_touki(0, TRUE);
247 (void)set_tim_sh_fire(0, TRUE);
248 (void)set_tim_sh_holy(0, TRUE);
249 (void)set_tim_eyeeye(0, TRUE);
250 (void)set_magicdef(0, TRUE);
251 (void)set_resist_magic(0, TRUE);
252 (void)set_oppose_acid(0, TRUE);
253 (void)set_oppose_elec(0, TRUE);
254 (void)set_oppose_fire(0, TRUE);
255 (void)set_oppose_cold(0, TRUE);
256 (void)set_oppose_pois(0, TRUE);
257 (void)set_ultimate_res(0, TRUE);
258 (void)set_mimic(0, 0, TRUE);
259 (void)set_ele_attack(0, 0);
260 (void)set_ele_immune(0, 0);
262 /* Cancel glowing hands */
263 if (p_ptr->special_attack & ATTACK_CONFUSE)
265 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
266 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
269 if (music_singing_any() || hex_spelling_any())
271 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
272 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
273 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
274 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
276 p_ptr->action = ACTION_NONE;
277 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
278 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
279 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
280 p_ptr->energy_need += ENERGY_NEED();
286 * @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
289 * @param do_dec 現在の継続時間より長い値のみ上書きする
290 * @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。
292 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
295 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
297 if (p_ptr->is_dead) return FALSE;
302 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
304 if (p_ptr->tim_mimic > v) return FALSE;
306 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
308 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
309 p_ptr->mimic_form = p;
317 if (p_ptr->tim_mimic)
319 msg_print(_("変身が解けた。", "You are no longer transformed."));
320 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
328 p_ptr->tim_mimic = v;
330 /* Nothing to notice */
331 if (!notice) return (FALSE);
333 if (disturb_state) disturb(FALSE, TRUE);
335 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
336 p_ptr->update |= (PU_BONUS | PU_HP);
343 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
345 * @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。
347 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
348 * memorize any terrain features which suddenly become "visible".\n
349 * Note that blindness is currently the only thing which can affect\n
350 * "player_can_see_bold()".\n
352 bool set_blind(TIME_EFFECT v)
355 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
357 if (p_ptr->is_dead) return FALSE;
364 if (p_ptr->prace == RACE_ANDROID)
366 msg_print(_("センサーをやられた!", "You are blind!"));
370 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
374 chg_virtue(V_ENLIGHTEN, -1);
383 if (p_ptr->prace == RACE_ANDROID)
385 msg_print(_("センサーが復旧した。", "You can see again."));
389 msg_print(_("やっと目が見えるようになった。", "You can see again."));
398 p_ptr->redraw |= (PR_STATUS);
400 /* Nothing to notice */
401 if (!notice) return (FALSE);
402 if (disturb_state) disturb(FALSE, FALSE);
404 /* Fully update the visuals */
405 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
406 p_ptr->redraw |= (PR_MAP);
407 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
414 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
416 * @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。
418 bool set_confused(TIME_EFFECT v)
421 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
423 if (p_ptr->is_dead) return FALSE;
428 if (!p_ptr->confused)
430 msg_print(_("あなたは混乱した!", "You are confused!"));
432 if (p_ptr->action == ACTION_LEARN)
434 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
437 p_ptr->redraw |= (PR_STATE);
438 p_ptr->action = ACTION_NONE;
440 if (p_ptr->action == ACTION_KAMAE)
442 msg_print(_("構えがとけた。", "Your posture gets loose."));
443 p_ptr->special_defense &= ~(KAMAE_MASK);
444 p_ptr->update |= (PU_BONUS);
445 p_ptr->redraw |= (PR_STATE);
446 p_ptr->action = ACTION_NONE;
448 else if (p_ptr->action == ACTION_KATA)
450 msg_print(_("型が崩れた。", "Your posture gets loose."));
451 p_ptr->special_defense &= ~(KATA_MASK);
452 p_ptr->update |= (PU_BONUS);
453 p_ptr->update |= (PU_MONSTERS);
454 p_ptr->redraw |= (PR_STATE);
455 p_ptr->redraw |= (PR_STATUS);
456 p_ptr->action = ACTION_NONE;
460 if (p_ptr->concent) reset_concentration(TRUE);
463 if (hex_spelling_any()) stop_hex_spell_all();
466 p_ptr->counter = FALSE;
467 chg_virtue(V_HARMONY, -1);
476 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
477 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
484 p_ptr->redraw |= (PR_STATUS);
486 /* Nothing to notice */
487 if (!notice) return (FALSE);
489 if (disturb_state) disturb(FALSE, FALSE);
496 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
498 * @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。
500 bool set_poisoned(TIME_EFFECT v)
503 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
505 if (p_ptr->is_dead) return FALSE;
510 if (!p_ptr->poisoned)
512 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
522 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
529 p_ptr->redraw |= (PR_STATUS);
531 /* Nothing to notice */
532 if (!notice) return (FALSE);
534 if (disturb_state) disturb(FALSE, FALSE);
541 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
543 * @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。
545 bool set_afraid(TIME_EFFECT v)
548 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
550 if (p_ptr->is_dead) return FALSE;
557 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
559 if (p_ptr->special_defense & KATA_MASK)
561 msg_print(_("型が崩れた。", "Your posture gets loose."));
562 p_ptr->special_defense &= ~(KATA_MASK);
563 p_ptr->update |= (PU_BONUS);
564 p_ptr->update |= (PU_MONSTERS);
565 p_ptr->redraw |= (PR_STATE);
566 p_ptr->redraw |= (PR_STATUS);
567 p_ptr->action = ACTION_NONE;
571 p_ptr->counter = FALSE;
572 chg_virtue(V_VALOUR, -1);
581 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
588 p_ptr->redraw |= (PR_STATUS);
590 /* Nothing to notice */
591 if (!notice) return (FALSE);
593 if (disturb_state) disturb(FALSE, FALSE);
599 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
601 * @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。
603 bool set_paralyzed(TIME_EFFECT v)
606 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
608 if (p_ptr->is_dead) return FALSE;
613 if (!p_ptr->paralyzed)
615 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
617 if (p_ptr->concent) reset_concentration(TRUE);
620 if (hex_spelling_any()) stop_hex_spell_all();
622 p_ptr->counter = FALSE;
630 if (p_ptr->paralyzed)
632 msg_print(_("やっと動けるようになった。", "You can move again."));
638 p_ptr->paralyzed = v;
639 p_ptr->redraw |= (PR_STATUS);
641 /* Nothing to notice */
642 if (!notice) return (FALSE);
644 if (disturb_state) disturb(FALSE, FALSE);
645 p_ptr->redraw |= (PR_STATE);
651 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
653 * @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。
654 * @details Note that we must redraw the map when hallucination changes.
656 bool set_image(TIME_EFFECT v)
659 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
661 if (p_ptr->is_dead) return FALSE;
662 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
668 set_tsuyoshi(0, TRUE);
671 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
674 if (p_ptr->concent) reset_concentration(TRUE);
676 p_ptr->counter = FALSE;
686 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."));
693 p_ptr->redraw |= (PR_STATUS);
695 /* Nothing to notice */
696 if (!notice) return (FALSE);
698 if (disturb_state) disturb(FALSE, TRUE);
700 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
701 p_ptr->update |= (PU_MONSTERS);
702 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
708 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
710 * @param do_dec 現在の継続時間より長い値のみ上書きする
711 * @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。
713 bool set_fast(TIME_EFFECT v, bool do_dec)
716 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
718 if (p_ptr->is_dead) return FALSE;
723 if (p_ptr->fast && !do_dec)
725 if (p_ptr->fast > v) return FALSE;
727 else if (!IS_FAST() && !p_ptr->lightspeed)
729 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
731 chg_virtue(V_PATIENCE, -1);
732 chg_virtue(V_DILIGENCE, 1);
739 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
741 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
749 /* Nothing to notice */
750 if (!notice) return (FALSE);
752 if (disturb_state) disturb(FALSE, FALSE);
753 p_ptr->update |= (PU_BONUS);
759 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
761 * @param do_dec 現在の継続時間より長い値のみ上書きする
762 * @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。
764 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
767 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
769 if (p_ptr->is_dead) return FALSE;
771 if (p_ptr->wild_mode) v = 0;
776 if (p_ptr->lightspeed && !do_dec)
778 if (p_ptr->lightspeed > v) return FALSE;
780 else if (!p_ptr->lightspeed)
782 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
784 chg_virtue(V_PATIENCE, -1);
785 chg_virtue(V_DILIGENCE, 1);
792 if (p_ptr->lightspeed)
794 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
800 p_ptr->lightspeed = v;
802 /* Nothing to notice */
803 if (!notice) return (FALSE);
805 if (disturb_state) disturb(FALSE, FALSE);
806 p_ptr->update |= (PU_BONUS);
812 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
814 * @param do_dec 現在の継続時間より長い値のみ上書きする
815 * @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。
817 bool set_slow(TIME_EFFECT v, bool do_dec)
820 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
822 if (p_ptr->is_dead) return FALSE;
827 if (p_ptr->slow && !do_dec)
829 if (p_ptr->slow > v) return FALSE;
831 else if (!p_ptr->slow)
833 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
843 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
851 /* Nothing to notice */
852 if (!notice) return (FALSE);
854 if (disturb_state) disturb(FALSE, FALSE);
855 p_ptr->update |= (PU_BONUS);
862 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
864 * @param do_dec 現在の継続時間より長い値のみ上書きする
865 * @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。
867 bool set_shield(TIME_EFFECT v, bool do_dec)
870 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
872 if (p_ptr->is_dead) return FALSE;
877 if (p_ptr->shield && !do_dec)
879 if (p_ptr->shield > v) return FALSE;
881 else if (!p_ptr->shield)
883 msg_print(_("肌が石になった。", "Your skin turns to stone."));
893 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
900 p_ptr->redraw |= (PR_STATUS);
902 /* Nothing to notice */
903 if (!notice) return (FALSE);
905 if (disturb_state) disturb(FALSE, FALSE);
906 p_ptr->update |= (PU_BONUS);
913 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
915 * @param do_dec 現在の継続時間より長い値のみ上書きする
916 * @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。
918 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
921 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
923 if (p_ptr->is_dead) return FALSE;
928 if (p_ptr->tsubureru && !do_dec)
930 if (p_ptr->tsubureru > v) return FALSE;
932 else if (!p_ptr->tsubureru)
934 msg_print(_("横に伸びた。", "Your body expands horizontally."));
942 if (p_ptr->tsubureru)
944 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
950 p_ptr->tsubureru = v;
951 p_ptr->redraw |= (PR_STATUS);
953 /* Nothing to notice */
954 if (!notice) return (FALSE);
956 if (disturb_state) disturb(FALSE, FALSE);
957 p_ptr->update |= (PU_BONUS);
964 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
966 * @param do_dec 現在の継続時間より長い値のみ上書きする
967 * @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。
969 bool set_magicdef(TIME_EFFECT v, bool do_dec)
972 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
974 if (p_ptr->is_dead) return FALSE;
979 if (p_ptr->magicdef && !do_dec)
981 if (p_ptr->magicdef > v) return FALSE;
983 else if (!p_ptr->magicdef)
985 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."));
995 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1001 p_ptr->magicdef = v;
1002 p_ptr->redraw |= (PR_STATUS);
1004 /* Nothing to notice */
1005 if (!notice) return (FALSE);
1007 if (disturb_state) disturb(FALSE, FALSE);
1008 p_ptr->update |= (PU_BONUS);
1014 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1016 * @param do_dec 現在の継続時間より長い値のみ上書きする
1017 * @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。
1019 bool set_blessed(TIME_EFFECT v, bool do_dec)
1021 bool notice = FALSE;
1022 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1024 if (p_ptr->is_dead) return FALSE;
1029 if (p_ptr->blessed && !do_dec)
1031 if (p_ptr->blessed > v) return FALSE;
1033 else if (!IS_BLESSED())
1035 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1043 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1045 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
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);
1065 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1067 * @param do_dec 現在の継続時間より長い値のみ上書きする
1068 * @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。
1070 bool set_hero(TIME_EFFECT v, bool do_dec)
1072 bool notice = FALSE;
1073 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1075 if (p_ptr->is_dead) return FALSE;
1080 if (p_ptr->hero && !do_dec)
1082 if (p_ptr->hero > v) return FALSE;
1084 else if (!IS_HERO())
1086 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1094 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1096 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1103 p_ptr->redraw |= (PR_STATUS);
1105 /* Nothing to notice */
1106 if (!notice) return (FALSE);
1108 if (disturb_state) disturb(FALSE, FALSE);
1109 p_ptr->update |= (PU_BONUS);
1111 /* Recalculate hitpoints */
1112 p_ptr->update |= (PU_HP);
1118 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1119 * @param v 継続時間/ 0ならば無条件にリセット
1120 * @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
1121 * @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。
1123 bool set_shero(TIME_EFFECT v, bool do_dec)
1125 bool notice = FALSE;
1126 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1128 if (p_ptr->is_dead) return FALSE;
1130 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1134 if (p_ptr->shero && !do_dec)
1136 if (p_ptr->shero > v) return FALSE;
1138 else if (!p_ptr->shero)
1140 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1150 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1157 p_ptr->redraw |= (PR_STATUS);
1159 /* Nothing to notice */
1160 if (!notice) return (FALSE);
1162 if (disturb_state) disturb(FALSE, FALSE);
1163 p_ptr->update |= (PU_BONUS);
1165 /* Recalculate hitpoints */
1166 p_ptr->update |= (PU_HP);
1172 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1174 * @param do_dec 現在の継続時間より長い値のみ上書きする
1175 * @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。
1177 bool set_protevil(TIME_EFFECT v, bool do_dec)
1179 bool notice = FALSE;
1180 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1182 if (p_ptr->is_dead) return FALSE;
1187 if (p_ptr->protevil && !do_dec)
1189 if (p_ptr->protevil > v) return FALSE;
1191 else if (!p_ptr->protevil)
1193 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!"));
1201 if (p_ptr->protevil)
1203 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."));
1209 p_ptr->protevil = v;
1210 p_ptr->redraw |= (PR_STATUS);
1212 /* Nothing to notice */
1213 if (!notice) return (FALSE);
1215 if (disturb_state) disturb(FALSE, FALSE);
1221 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1223 * @param do_dec 現在の継続時間より長い値のみ上書きする
1224 * @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。
1226 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1228 bool notice = FALSE;
1229 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1231 if (p_ptr->is_dead) return FALSE;
1236 if (p_ptr->wraith_form && !do_dec)
1238 if (p_ptr->wraith_form > v) return FALSE;
1240 else if (!p_ptr->wraith_form)
1242 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!"));
1244 chg_virtue(V_UNLIFE, 3);
1245 chg_virtue(V_HONOUR, -2);
1246 chg_virtue(V_SACRIFICE, -2);
1247 chg_virtue(V_VALOUR, -5);
1249 p_ptr->redraw |= (PR_MAP);
1250 p_ptr->update |= (PU_MONSTERS);
1252 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1259 if (p_ptr->wraith_form)
1261 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1264 p_ptr->redraw |= (PR_MAP);
1265 p_ptr->update |= (PU_MONSTERS);
1267 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1272 p_ptr->wraith_form = v;
1273 p_ptr->redraw |= (PR_STATUS);
1275 /* Nothing to notice */
1276 if (!notice) return (FALSE);
1278 if (disturb_state) disturb(FALSE, FALSE);
1279 p_ptr->update |= (PU_BONUS);
1286 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1288 * @param do_dec 現在の継続時間より長い値のみ上書きする
1289 * @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。
1291 bool set_invuln(TIME_EFFECT v, bool do_dec)
1293 bool notice = FALSE;
1294 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1296 if (p_ptr->is_dead) return FALSE;
1301 if (p_ptr->invuln && !do_dec)
1303 if (p_ptr->invuln > v) return FALSE;
1305 else if (!IS_INVULN())
1307 msg_print(_("無敵だ!", "Invulnerability!"));
1310 chg_virtue(V_UNLIFE, -2);
1311 chg_virtue(V_HONOUR, -2);
1312 chg_virtue(V_SACRIFICE, -3);
1313 chg_virtue(V_VALOUR, -5);
1315 p_ptr->redraw |= (PR_MAP);
1316 p_ptr->update |= (PU_MONSTERS);
1318 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1325 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1327 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1330 p_ptr->redraw |= (PR_MAP);
1331 p_ptr->update |= (PU_MONSTERS);
1333 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1335 p_ptr->energy_need += ENERGY_NEED();
1341 p_ptr->redraw |= (PR_STATUS);
1343 /* Nothing to notice */
1344 if (!notice) return (FALSE);
1346 if (disturb_state) disturb(FALSE, FALSE);
1347 p_ptr->update |= (PU_BONUS);
1353 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1355 * @param do_dec 現在の継続時間より長い値のみ上書きする
1356 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1358 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1360 bool notice = FALSE;
1361 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1363 if (p_ptr->is_dead) return FALSE;
1368 if (p_ptr->tim_esp && !do_dec)
1370 if (p_ptr->tim_esp > v) return FALSE;
1372 else if (!IS_TIM_ESP())
1374 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1382 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1384 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1391 p_ptr->redraw |= (PR_STATUS);
1393 /* Nothing to notice */
1394 if (!notice) return (FALSE);
1396 if (disturb_state) disturb(FALSE, FALSE);
1397 p_ptr->update |= (PU_BONUS);
1398 p_ptr->update |= (PU_MONSTERS);
1404 * @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
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_tim_invis(TIME_EFFECT v, bool do_dec)
1411 bool notice = FALSE;
1412 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1414 if (p_ptr->is_dead) return FALSE;
1419 if (p_ptr->tim_invis && !do_dec)
1421 if (p_ptr->tim_invis > v) return FALSE;
1423 else if (!p_ptr->tim_invis)
1425 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1433 if (p_ptr->tim_invis)
1435 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1441 p_ptr->tim_invis = v;
1442 p_ptr->redraw |= (PR_STATUS);
1444 /* Nothing to notice */
1445 if (!notice) return (FALSE);
1447 if (disturb_state) disturb(FALSE, FALSE);
1448 p_ptr->update |= (PU_BONUS);
1450 /* Update the monsters */
1451 p_ptr->update |= (PU_MONSTERS);
1457 * @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
1459 * @param do_dec 現在の継続時間より長い値のみ上書きする
1460 * @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。
1462 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1464 bool notice = FALSE;
1465 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1467 if (p_ptr->is_dead) return FALSE;
1472 if (p_ptr->tim_infra && !do_dec)
1474 if (p_ptr->tim_infra > v) return FALSE;
1476 else if (!p_ptr->tim_infra)
1478 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1486 if (p_ptr->tim_infra)
1488 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1494 p_ptr->tim_infra = v;
1495 p_ptr->redraw |= (PR_STATUS);
1497 /* Nothing to notice */
1498 if (!notice) return (FALSE);
1500 if (disturb_state) disturb(FALSE, FALSE);
1501 p_ptr->update |= (PU_BONUS);
1503 /* Update the monsters */
1504 p_ptr->update |= (PU_MONSTERS);
1510 * @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
1512 * @param do_dec 現在の継続時間より長い値のみ上書きする
1513 * @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。
1515 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1517 bool notice = FALSE;
1518 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1520 if (p_ptr->is_dead) return FALSE;
1525 if (p_ptr->tim_regen && !do_dec)
1527 if (p_ptr->tim_regen > v) return FALSE;
1529 else if (!p_ptr->tim_regen)
1531 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1539 if (p_ptr->tim_regen)
1541 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1547 p_ptr->tim_regen = v;
1548 p_ptr->redraw |= (PR_STATUS);
1550 /* Nothing to notice */
1551 if (!notice) return (FALSE);
1553 if (disturb_state) disturb(FALSE, FALSE);
1554 p_ptr->update |= (PU_BONUS);
1560 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1562 * @param do_dec 現在の継続時間より長い値のみ上書きする
1563 * @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。
1565 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1567 bool notice = FALSE;
1568 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1570 if (p_ptr->is_dead) return FALSE;
1575 if (p_ptr->tim_stealth && !do_dec)
1577 if (p_ptr->tim_stealth > v) return FALSE;
1579 else if (!IS_TIM_STEALTH())
1581 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1589 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1591 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1597 p_ptr->tim_stealth = v;
1598 p_ptr->redraw |= (PR_STATUS);
1600 /* Nothing to notice */
1601 if (!notice) return (FALSE);
1603 if (disturb_state) disturb(FALSE, FALSE);
1604 p_ptr->update |= (PU_BONUS);
1610 * @brief 超隠密状態をセットする
1611 * @param set TRUEならば超隠密状態になる。
1612 * @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。
1614 bool set_superstealth(bool set)
1616 bool notice = FALSE;
1618 if (p_ptr->is_dead) return FALSE;
1623 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1625 if (grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1627 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."));
1628 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1632 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!"));
1633 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1639 p_ptr->special_defense |= NINJA_S_STEALTH;
1646 if (p_ptr->special_defense & NINJA_S_STEALTH)
1648 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."));
1652 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1656 /* Nothing to notice */
1657 if (!notice) return (FALSE);
1658 p_ptr->redraw |= (PR_STATUS);
1660 if (disturb_state) disturb(FALSE, FALSE);
1665 * @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
1667 * @param do_dec 現在の継続時間より長い値のみ上書きする
1668 * @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。
1670 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1672 bool notice = FALSE;
1673 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1675 if (p_ptr->is_dead) return FALSE;
1680 if (p_ptr->tim_levitation && !do_dec)
1682 if (p_ptr->tim_levitation > v) return FALSE;
1684 else if (!p_ptr->tim_levitation)
1686 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1694 if (p_ptr->tim_levitation)
1696 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1702 p_ptr->tim_levitation = v;
1703 p_ptr->redraw |= (PR_STATUS);
1705 /* Nothing to notice */
1706 if (!notice) return (FALSE);
1708 if (disturb_state) disturb(FALSE, FALSE);
1709 p_ptr->update |= (PU_BONUS);
1715 * @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
1717 * @param do_dec 現在の継続時間より長い値のみ上書きする
1718 * @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。
1720 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1722 bool notice = FALSE;
1723 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1725 if (p_ptr->is_dead) return FALSE;
1730 if (p_ptr->tim_sh_touki && !do_dec)
1732 if (p_ptr->tim_sh_touki > v) return FALSE;
1734 else if (!p_ptr->tim_sh_touki)
1736 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1744 if (p_ptr->tim_sh_touki)
1746 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1752 p_ptr->tim_sh_touki = v;
1753 p_ptr->redraw |= (PR_STATUS);
1755 /* Nothing to notice */
1756 if (!notice) return (FALSE);
1758 if (disturb_state) disturb(FALSE, FALSE);
1764 * @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
1766 * @param do_dec 現在の継続時間より長い値のみ上書きする
1767 * @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。
1769 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1771 bool notice = FALSE;
1772 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1774 if (p_ptr->is_dead) return FALSE;
1779 if (p_ptr->tim_sh_fire && !do_dec)
1781 if (p_ptr->tim_sh_fire > v) return FALSE;
1783 else if (!p_ptr->tim_sh_fire)
1785 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1793 if (p_ptr->tim_sh_fire)
1795 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1801 p_ptr->tim_sh_fire = v;
1802 p_ptr->redraw |= (PR_STATUS);
1804 /* Nothing to notice */
1805 if (!notice) return (FALSE);
1807 if (disturb_state) disturb(FALSE, FALSE);
1808 p_ptr->update |= (PU_BONUS);
1814 * @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
1816 * @param do_dec 現在の継続時間より長い値のみ上書きする
1817 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1819 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1821 bool notice = FALSE;
1822 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1824 if (p_ptr->is_dead) return FALSE;
1829 if (p_ptr->tim_sh_holy && !do_dec)
1831 if (p_ptr->tim_sh_holy > v) return FALSE;
1833 else if (!p_ptr->tim_sh_holy)
1835 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1843 if (p_ptr->tim_sh_holy)
1845 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1851 p_ptr->tim_sh_holy = v;
1852 p_ptr->redraw |= (PR_STATUS);
1854 /* Nothing to notice */
1855 if (!notice) return (FALSE);
1857 if (disturb_state) disturb(FALSE, FALSE);
1858 p_ptr->update |= (PU_BONUS);
1864 * @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
1866 * @param do_dec 現在の継続時間より長い値のみ上書きする
1867 * @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。
1869 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1871 bool notice = FALSE;
1872 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1874 if (p_ptr->is_dead) return FALSE;
1879 if (p_ptr->tim_eyeeye && !do_dec)
1881 if (p_ptr->tim_eyeeye > v) return FALSE;
1883 else if (!p_ptr->tim_eyeeye)
1885 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1893 if (p_ptr->tim_eyeeye)
1895 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."));
1901 p_ptr->tim_eyeeye = v;
1902 p_ptr->redraw |= (PR_STATUS);
1904 /* Nothing to notice */
1905 if (!notice) return (FALSE);
1907 if (disturb_state) disturb(FALSE, FALSE);
1908 p_ptr->update |= (PU_BONUS);
1915 * @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
1917 * @param do_dec 現在の継続時間より長い値のみ上書きする
1918 * @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。
1920 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1922 bool notice = FALSE;
1923 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1925 if (p_ptr->is_dead) return FALSE;
1930 if (p_ptr->resist_magic && !do_dec)
1932 if (p_ptr->resist_magic > v) return FALSE;
1934 else if (!p_ptr->resist_magic)
1936 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1944 if (p_ptr->resist_magic)
1946 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1952 p_ptr->resist_magic = v;
1953 p_ptr->redraw |= (PR_STATUS);
1955 /* Nothing to notice */
1956 if (!notice) return (FALSE);
1958 if (disturb_state) disturb(FALSE, FALSE);
1959 p_ptr->update |= (PU_BONUS);
1965 * @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
1967 * @param do_dec 現在の継続時間より長い値のみ上書きする
1968 * @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。
1970 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1972 bool notice = FALSE;
1973 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1975 if (p_ptr->is_dead) return FALSE;
1980 if (p_ptr->tim_reflect && !do_dec)
1982 if (p_ptr->tim_reflect > v) return FALSE;
1984 else if (!p_ptr->tim_reflect)
1986 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
1994 if (p_ptr->tim_reflect)
1996 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2002 p_ptr->tim_reflect = v;
2003 p_ptr->redraw |= (PR_STATUS);
2005 /* Nothing to notice */
2006 if (!notice) return (FALSE);
2008 if (disturb_state) disturb(FALSE, FALSE);
2009 p_ptr->update |= (PU_BONUS);
2016 * Set "p_ptr->multishadow", notice observable changes
2018 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2020 bool notice = FALSE;
2021 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2023 if (p_ptr->is_dead) return FALSE;
2028 if (p_ptr->multishadow && !do_dec)
2030 if (p_ptr->multishadow > v) return FALSE;
2032 else if (!p_ptr->multishadow)
2034 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2042 if (p_ptr->multishadow)
2044 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2050 p_ptr->multishadow = v;
2051 p_ptr->redraw |= (PR_STATUS);
2053 /* Nothing to notice */
2054 if (!notice) return (FALSE);
2056 if (disturb_state) disturb(FALSE, FALSE);
2057 p_ptr->update |= (PU_BONUS);
2063 * @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
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_dustrobe(TIME_EFFECT v, bool do_dec)
2070 bool notice = FALSE;
2071 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2073 if (p_ptr->is_dead) return FALSE;
2078 if (p_ptr->dustrobe && !do_dec)
2080 if (p_ptr->dustrobe > v) return FALSE;
2082 else if (!p_ptr->dustrobe)
2084 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2092 if (p_ptr->dustrobe)
2094 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2100 p_ptr->dustrobe = v;
2101 p_ptr->redraw |= (PR_STATUS);
2103 /* Nothing to notice */
2104 if (!notice) return (FALSE);
2106 if (disturb_state) disturb(FALSE, FALSE);
2107 p_ptr->update |= (PU_BONUS);
2113 * @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
2115 * @param do_dec 現在の継続時間より長い値のみ上書きする
2116 * @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。
2118 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2120 bool notice = FALSE;
2121 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2123 if (p_ptr->is_dead) return FALSE;
2128 if (p_ptr->kabenuke && !do_dec)
2130 if (p_ptr->kabenuke > v) return FALSE;
2132 else if (!p_ptr->kabenuke)
2134 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2142 if (p_ptr->kabenuke)
2144 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2150 p_ptr->kabenuke = v;
2151 p_ptr->redraw |= (PR_STATUS);
2153 /* Nothing to notice */
2154 if (!notice) return (FALSE);
2156 if (disturb_state) disturb(FALSE, FALSE);
2157 p_ptr->update |= (PU_BONUS);
2163 * @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
2165 * @param do_dec 現在の継続時間より長い値のみ上書きする
2166 * @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。
2168 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2170 bool notice = FALSE;
2171 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2173 if (p_ptr->is_dead) return FALSE;
2178 if (p_ptr->tsuyoshi && !do_dec)
2180 if (p_ptr->tsuyoshi > v) return FALSE;
2182 else if (!p_ptr->tsuyoshi)
2184 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2186 chg_virtue(V_VITALITY, 2);
2193 if (p_ptr->tsuyoshi)
2195 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2197 (void)dec_stat(A_CON, 20, TRUE);
2198 (void)dec_stat(A_STR, 20, TRUE);
2201 chg_virtue(V_VITALITY, -3);
2206 p_ptr->tsuyoshi = v;
2207 p_ptr->redraw |= (PR_STATUS);
2209 /* Nothing to notice */
2210 if (!notice) return (FALSE);
2212 if (disturb_state) disturb(FALSE, FALSE);
2213 p_ptr->update |= (PU_BONUS);
2215 /* Recalculate hitpoints */
2216 p_ptr->update |= (PU_HP);
2222 * @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-
2223 * @param attack_type スレイのタイプID
2225 * @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。
2227 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2229 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2231 /* Clear all elemental attacks (only one is allowed at a time). */
2232 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2234 p_ptr->special_attack &= ~(ATTACK_ACID);
2235 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2237 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2239 p_ptr->special_attack &= ~(ATTACK_ELEC);
2240 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2242 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2244 p_ptr->special_attack &= ~(ATTACK_FIRE);
2245 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2247 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2249 p_ptr->special_attack &= ~(ATTACK_COLD);
2250 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2252 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2254 p_ptr->special_attack &= ~(ATTACK_POIS);
2255 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2258 if ((v) && (attack_type))
2260 /* Set attack type. */
2261 p_ptr->special_attack |= (attack_type);
2264 p_ptr->ele_attack = v;
2267 msg_format("%sで攻撃できるようになった!",
2268 ((attack_type == ATTACK_ACID) ? "酸" :
2269 ((attack_type == ATTACK_ELEC) ? "電撃" :
2270 ((attack_type == ATTACK_FIRE) ? "火炎" :
2271 ((attack_type == ATTACK_COLD) ? "冷気" :
2272 ((attack_type == ATTACK_POIS) ? "毒" :
2275 msg_format("For a while, the blows you deal will %s",
2276 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2277 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2278 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2279 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2280 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2281 "do nothing special."))))));
2285 if (disturb_state) disturb(FALSE, FALSE);
2286 p_ptr->redraw |= (PR_STATUS);
2288 p_ptr->update |= (PU_BONUS);
2295 * @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-
2296 * @param immune_type 免疫のタイプID
2298 * @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。
2300 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2302 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2304 /* Clear all elemental attacks (only one is allowed at a time). */
2305 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2307 p_ptr->special_defense &= ~(DEFENSE_ACID);
2308 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."));
2310 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2312 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2313 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."));
2315 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2317 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2318 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."));
2320 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2322 p_ptr->special_defense &= ~(DEFENSE_COLD);
2323 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."));
2325 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2327 p_ptr->special_defense &= ~(DEFENSE_POIS);
2328 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."));
2331 if ((v) && (immune_type))
2333 /* Set attack type. */
2334 p_ptr->special_defense |= (immune_type);
2337 p_ptr->ele_immune = v;
2339 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2340 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2341 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2342 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2343 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2344 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2345 _("(なし)", "do nothing special.")))))));
2348 if (disturb_state) disturb(FALSE, FALSE);
2349 p_ptr->redraw |= (PR_STATUS);
2350 p_ptr->update |= (PU_BONUS);
2357 * @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
2359 * @param do_dec 現在の継続時間より長い値のみ上書きする
2360 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2362 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2364 bool notice = FALSE;
2365 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2367 if (p_ptr->is_dead) return FALSE;
2372 if (p_ptr->oppose_acid && !do_dec)
2374 if (p_ptr->oppose_acid > v) return FALSE;
2376 else if (!IS_OPPOSE_ACID())
2378 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2386 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2388 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2394 p_ptr->oppose_acid = v;
2396 /* Nothing to notice */
2397 if (!notice) return (FALSE);
2398 p_ptr->redraw |= (PR_STATUS);
2400 if (disturb_state) disturb(FALSE, FALSE);
2406 * @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
2408 * @param do_dec 現在の継続時間より長い値のみ上書きする
2409 * @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。
2411 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2413 bool notice = FALSE;
2414 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2416 if (p_ptr->is_dead) return FALSE;
2421 if (p_ptr->oppose_elec && !do_dec)
2423 if (p_ptr->oppose_elec > v) return FALSE;
2425 else if (!IS_OPPOSE_ELEC())
2427 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2435 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2437 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2443 p_ptr->oppose_elec = v;
2445 /* Nothing to notice */
2446 if (!notice) return (FALSE);
2447 p_ptr->redraw |= (PR_STATUS);
2449 if (disturb_state) disturb(FALSE, FALSE);
2455 * @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
2457 * @param do_dec 現在の継続時間より長い値のみ上書きする
2458 * @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。
2460 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2462 bool notice = FALSE;
2463 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2465 if (p_ptr->is_dead) return FALSE;
2467 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2471 if (p_ptr->oppose_fire && !do_dec)
2473 if (p_ptr->oppose_fire > v) return FALSE;
2475 else if (!IS_OPPOSE_FIRE())
2477 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2485 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2487 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2493 p_ptr->oppose_fire = v;
2495 /* Nothing to notice */
2496 if (!notice) return (FALSE);
2497 p_ptr->redraw |= (PR_STATUS);
2499 if (disturb_state) disturb(FALSE, FALSE);
2505 * @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
2507 * @param do_dec 現在の継続時間より長い値のみ上書きする
2508 * @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。
2510 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2512 bool notice = FALSE;
2513 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2515 if (p_ptr->is_dead) return FALSE;
2520 if (p_ptr->oppose_cold && !do_dec)
2522 if (p_ptr->oppose_cold > v) return FALSE;
2524 else if (!IS_OPPOSE_COLD())
2526 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2534 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2536 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2542 p_ptr->oppose_cold = v;
2544 /* Nothing to notice */
2545 if (!notice) return (FALSE);
2546 p_ptr->redraw |= (PR_STATUS);
2548 if (disturb_state) disturb(FALSE, FALSE);
2554 * @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
2556 * @param do_dec 現在の継続時間より長い値のみ上書きする
2557 * @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。
2559 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2561 bool notice = FALSE;
2562 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2564 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2565 if (p_ptr->is_dead) return FALSE;
2570 if (p_ptr->oppose_pois && !do_dec)
2572 if (p_ptr->oppose_pois > v) return FALSE;
2574 else if (!IS_OPPOSE_POIS())
2576 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2584 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2586 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2592 p_ptr->oppose_pois = v;
2594 /* Nothing to notice */
2595 if (!notice) return (FALSE);
2596 p_ptr->redraw |= (PR_STATUS);
2598 if (disturb_state) disturb(FALSE, FALSE);
2604 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2606 * @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。
2608 * Note the special code to only notice "range" changes.
2610 bool set_stun(TIME_EFFECT v)
2612 int old_aux, new_aux;
2613 bool notice = FALSE;
2614 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2616 if (p_ptr->is_dead) return FALSE;
2617 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2620 if (p_ptr->stun > 100)
2626 else if (p_ptr->stun > 50)
2632 else if (p_ptr->stun > 0)
2668 if (new_aux > old_aux)
2670 /* Describe the state */
2674 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2677 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;
2680 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;
2683 if (randint1(1000) < v || one_in_(16))
2685 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2689 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2690 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2692 else if (one_in_(2))
2694 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2698 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2701 if (p_ptr->special_defense & KATA_MASK)
2703 msg_print(_("型が崩れた。", "Your posture gets loose."));
2704 p_ptr->special_defense &= ~(KATA_MASK);
2705 p_ptr->update |= (PU_BONUS);
2706 p_ptr->update |= (PU_MONSTERS);
2707 p_ptr->redraw |= (PR_STATE);
2708 p_ptr->redraw |= (PR_STATUS);
2709 p_ptr->action = ACTION_NONE;
2713 if (p_ptr->concent) reset_concentration(TRUE);
2716 if (hex_spelling_any()) stop_hex_spell_all();
2722 else if (new_aux < old_aux)
2724 /* Describe the state */
2729 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2731 if (disturb_state) disturb(FALSE, FALSE);
2742 if (!notice) return (FALSE);
2744 if (disturb_state) disturb(FALSE, FALSE);
2745 p_ptr->update |= (PU_BONUS);
2747 /* Redraw the "stun" */
2748 p_ptr->redraw |= (PR_STUN);
2755 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2757 * @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。
2759 * Note the special code to only notice "range" changes.
2761 bool set_cut(TIME_EFFECT v)
2763 int old_aux, new_aux;
2764 bool notice = FALSE;
2765 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2767 if (p_ptr->is_dead) return FALSE;
2769 if ((p_ptr->prace == RACE_GOLEM ||
2770 p_ptr->prace == RACE_SKELETON ||
2771 p_ptr->prace == RACE_SPECTRE ||
2772 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2777 if (p_ptr->cut > 1000)
2783 else if (p_ptr->cut > 200)
2789 else if (p_ptr->cut > 100)
2795 else if (p_ptr->cut > 50)
2801 else if (p_ptr->cut > 25)
2807 else if (p_ptr->cut > 10)
2813 else if (p_ptr->cut > 0)
2873 if (new_aux > old_aux)
2875 /* Describe the state */
2879 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2882 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2885 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2888 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2891 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2894 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;
2897 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;
2902 if (randint1(1000) < v || one_in_(16))
2904 if (!p_ptr->sustain_chr)
2906 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2913 else if (new_aux < old_aux)
2915 /* Describe the state */
2920 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");
2922 if (disturb_state) disturb(FALSE, FALSE);
2933 if (!notice) return (FALSE);
2935 if (disturb_state) disturb(FALSE, FALSE);
2936 p_ptr->update |= (PU_BONUS);
2938 /* Redraw the "cut" */
2939 p_ptr->redraw |= (PR_CUT);
2945 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2947 * @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。
2949 * Set "", notice observable changes\n
2951 * The "p_ptr->food" variable can get as large as 20000, allowing the
2952 * addition of the most "filling" item, Elvish Waybread, which adds
2953 * 7500 food units, without overflowing the 32767 maximum limit.\n
2955 * Perhaps we should disturb the player with various messages,
2956 * especially messages about hunger status changes. \n
2958 * Digestion of food is handled in "dungeon.c", in which, normally,
2959 * the player digests about 20 food units per 100 game turns, more
2960 * when "fast", more when "regenerating", less with "slow digestion",
2961 * but when the player is "gorged", he digests 100 food units per 10
2962 * game turns, or a full 1000 food units per 100 game turns.\n
2964 * Note that the player's speed is reduced by 10 units while gorged,
2965 * so if the player eats a single food ration (5000 food units) when
2966 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2967 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2968 * affecting the player speed).\n
2970 bool set_food(TIME_EFFECT v)
2972 int old_aux, new_aux;
2974 bool notice = FALSE;
2975 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2977 /* Fainting / Starving */
2978 if (p_ptr->food < PY_FOOD_FAINT)
2984 else if (p_ptr->food < PY_FOOD_WEAK)
2990 else if (p_ptr->food < PY_FOOD_ALERT)
2996 else if (p_ptr->food < PY_FOOD_FULL)
3002 else if (p_ptr->food < PY_FOOD_MAX)
3013 /* Fainting / Starving */
3014 if (v < PY_FOOD_FAINT)
3020 else if (v < PY_FOOD_WEAK)
3026 else if (v < PY_FOOD_ALERT)
3032 else if (v < PY_FOOD_FULL)
3038 else if (v < PY_FOOD_MAX)
3049 if (old_aux < 1 && new_aux > 0)
3050 chg_virtue(V_PATIENCE, 2);
3051 else if (old_aux < 3 && (old_aux != new_aux))
3052 chg_virtue(V_PATIENCE, 1);
3054 chg_virtue(V_TEMPERANCE, 1);
3056 chg_virtue(V_TEMPERANCE, -1);
3059 if (new_aux > old_aux)
3061 /* Describe the state */
3065 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3068 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3071 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3074 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3078 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3079 chg_virtue(V_HARMONY, -1);
3080 chg_virtue(V_PATIENCE, -1);
3081 chg_virtue(V_TEMPERANCE, -2);
3091 else if (new_aux < old_aux)
3093 /* Describe the state */
3096 /* Fainting / Starving */
3097 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;
3100 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3103 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3106 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3109 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3112 if (p_ptr->wild_mode && (new_aux < 2))
3124 /* Nothing to notice */
3125 if (!notice) return (FALSE);
3127 if (disturb_state) disturb(FALSE, FALSE);
3128 p_ptr->update |= (PU_BONUS);
3131 p_ptr->redraw |= (PR_HUNGER);
3137 * @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-
3138 * @param stat 上昇させるステータスID
3139 * @return 実際に上昇した場合TRUEを返す。
3141 * Note that this function (used by stat potions) now restores\n
3142 * the stat BEFORE increasing it.\n
3144 bool inc_stat(int stat)
3146 BASE_STATUS value, gain;
3148 /* Then augment the current/max stat */
3149 value = p_ptr->stat_cur[stat];
3151 /* Cannot go above 18/100 */
3152 if (value < p_ptr->stat_max_max[stat])
3154 /* Gain one (sometimes two) points */
3157 gain = ((randint0(100) < 75) ? 1 : 2);
3161 /* Gain 1/6 to 1/3 of distance to 18/100 */
3162 else if (value < (p_ptr->stat_max_max[stat]-2))
3164 /* Approximate gain value */
3165 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3168 if (gain < 1) gain = 1;
3170 /* Apply the bonus */
3171 value += randint1(gain) + gain / 2;
3174 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3177 /* Gain one point at a time */
3183 /* Save the new value */
3184 p_ptr->stat_cur[stat] = value;
3186 /* Bring up the maximum too */
3187 if (value > p_ptr->stat_max[stat])
3189 p_ptr->stat_max[stat] = value;
3191 p_ptr->update |= (PU_BONUS);
3197 /* Nothing to gain */
3202 * @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.
3203 * @param stat 減少させるステータスID
3204 * @param amount 減少させる基本量
3205 * @param permanent TRUEならば現在の最大値を減少させる
3206 * @return 実際に減少した場合TRUEを返す。
3209 * Amount could be a little higher in extreme cases to mangle very high\n
3210 * stats from massive assaults. -CWS\n
3212 * Note that "permanent" means that the *given* amount is permanent,\n
3213 * not that the new value becomes permanent. This may not work exactly\n
3214 * as expected, due to "weirdness" in the algorithm, but in general,\n
3215 * if your stat is already drained, the "max" value will not drop all\n
3216 * the way down to the "cur" value.\n
3218 bool dec_stat(int stat, int amount, int permanent)
3220 BASE_STATUS cur, max;
3225 /* Acquire current value */
3226 cur = p_ptr->stat_cur[stat];
3227 max = p_ptr->stat_max[stat];
3229 /* Note when the values are identical */
3230 same = (cur == max);
3232 /* Damage "current" value */
3235 /* Handle "low" values */
3238 if (amount > 90) cur--;
3239 if (amount > 50) cur--;
3240 if (amount > 20) cur--;
3244 /* Handle "high" values */
3247 /* Hack -- Decrement by a random amount between one-quarter */
3248 /* and one-half of the stat bonus times the percentage, with a */
3249 /* minimum damage of half the percentage. -CWS */
3250 loss = (((cur-18) / 2 + 1) / 2 + 1);
3253 if (loss < 1) loss = 1;
3255 /* Randomize the loss */
3256 loss = ((randint1(loss) + loss) * amount) / 100;
3259 if (loss < amount/2) loss = amount/2;
3261 /* Lose some points */
3264 /* Hack -- Only reduce stat to 17 sometimes */
3265 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3268 /* Prevent illegal values */
3269 if (cur < 3) cur = 3;
3271 /* Something happened */
3272 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3275 /* Damage "max" value */
3276 if (permanent && (max > 3))
3278 chg_virtue(V_SACRIFICE, 1);
3279 if (stat == A_WIS || stat == A_INT)
3280 chg_virtue(V_ENLIGHTEN, -2);
3282 /* Handle "low" values */
3285 if (amount > 90) max--;
3286 if (amount > 50) max--;
3287 if (amount > 20) max--;
3291 /* Handle "high" values */
3294 /* Hack -- Decrement by a random amount between one-quarter */
3295 /* and one-half of the stat bonus times the percentage, with a */
3296 /* minimum damage of half the percentage. -CWS */
3297 loss = (((max-18) / 2 + 1) / 2 + 1);
3298 loss = ((randint1(loss) + loss) * amount) / 100;
3299 if (loss < amount/2) loss = amount/2;
3301 /* Lose some points */
3304 /* Hack -- Only reduce stat to 17 sometimes */
3305 if (max < 18) max = (amount <= 20) ? 18 : 17;
3308 /* Hack -- keep it clean */
3309 if (same || (max < cur)) max = cur;
3311 /* Something happened */
3312 if (max != p_ptr->stat_max[stat]) res = TRUE;
3318 /* Actually set the stat to its new value. */
3319 p_ptr->stat_cur[stat] = cur;
3320 p_ptr->stat_max[stat] = max;
3322 p_ptr->redraw |= (PR_STATS);
3323 p_ptr->update |= (PU_BONUS);
3331 * @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.
3332 * @param stat 回復ステータスID
3333 * @return 実際に回復した場合TRUEを返す。
3335 bool res_stat(int stat)
3337 /* Restore if needed */
3338 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3340 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3341 p_ptr->update |= (PU_BONUS);
3342 p_ptr->redraw |= (PR_STATS);
3348 /* Nothing to restore */
3354 * Increase players hit points, notice effects
3356 bool hp_player(int num)
3359 vir = virtue_number(V_VITALITY);
3361 if(num <= 0) return (FALSE);
3365 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3367 /* Healing needed */
3368 if (p_ptr->chp < p_ptr->mhp)
3370 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3371 chg_virtue(V_TEMPERANCE, 1);
3372 /* Gain hitpoints */
3375 /* Enforce maximum */
3376 if (p_ptr->chp >= p_ptr->mhp)
3378 p_ptr->chp = p_ptr->mhp;
3379 p_ptr->chp_frac = 0;
3382 p_ptr->redraw |= (PR_HP);
3384 p_ptr->window |= (PW_PLAYER);
3389 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3395 msg_print(_("気分が良くなった。", "You feel better."));
3401 msg_print(_("とても気分が良くなった。", "You feel much better."));
3407 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3419 * Array of stat "descriptions"
3421 static concptr desc_stat_pos[] =
3426 _("器用に", "dextrous"),
3427 _("健康に", "healthy"),
3433 * Array of stat "descriptions"
3435 static concptr desc_stat_neg[] =
3440 _("不器用に", "clumsy"),
3441 _("不健康に", "sickly"),
3449 bool do_dec_stat(int stat)
3453 /* Access the "sustain" */
3456 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3457 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3458 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3459 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3460 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3461 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3465 if (sust && (!ironman_nightmare || randint0(13)))
3467 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."),
3468 desc_stat_neg[stat]);
3474 /* Attempt to reduce the stat */
3475 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3477 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3483 /* Nothing obvious */
3489 * Restore lost "points" in a stat
3491 bool do_res_stat(int stat)
3493 /* Attempt to increase */
3496 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3501 /* Nothing obvious */
3507 * Gain a "point" in a stat
3509 bool do_inc_stat(int stat)
3513 /* Restore strength */
3514 res = res_stat(stat);
3516 /* Attempt to increase */
3521 chg_virtue(V_ENLIGHTEN, 1);
3522 chg_virtue(V_FAITH, 1);
3524 else if (stat == A_INT)
3526 chg_virtue(V_KNOWLEDGE, 1);
3527 chg_virtue(V_ENLIGHTEN, 1);
3529 else if (stat == A_CON)
3530 chg_virtue(V_VITALITY, 1);
3532 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3537 /* Restoration worked */
3540 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3545 /* Nothing obvious */
3551 * Restores any drained experience
3553 bool restore_level(void)
3555 /* Restore experience */
3556 if (p_ptr->exp < p_ptr->max_exp)
3558 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3560 /* Restore the experience */
3561 p_ptr->exp = p_ptr->max_exp;
3563 /* Check the experience */
3577 bool lose_all_info(void)
3581 chg_virtue(V_KNOWLEDGE, -5);
3582 chg_virtue(V_ENLIGHTEN, -5);
3584 /* Forget info about objects */
3585 for (i = 0; i < INVEN_TOTAL; i++)
3587 object_type *o_ptr = &inventory[i];
3589 /* Skip non-objects */
3590 if (!o_ptr->k_idx) continue;
3592 /* Allow "protection" by the MENTAL flag */
3593 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3595 /* Remove "default inscriptions" */
3596 o_ptr->feeling = FEEL_NONE;
3598 /* Hack -- Clear the "empty" flag */
3599 o_ptr->ident &= ~(IDENT_EMPTY);
3601 /* Hack -- Clear the "known" flag */
3602 o_ptr->ident &= ~(IDENT_KNOWN);
3604 /* Hack -- Clear the "felt" flag */
3605 o_ptr->ident &= ~(IDENT_SENSE);
3607 p_ptr->update |= (PU_BONUS);
3608 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3610 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3612 /* Mega-Hack -- Forget the map */
3620 void do_poly_wounds(void)
3622 /* Changed to always provide at least _some_ healing */
3623 s16b wounds = p_ptr->cut;
3624 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3625 s16b change = damroll(p_ptr->lev, 5);
3626 bool Nasty_effect = one_in_(5);
3628 if (!(wounds || hit_p || Nasty_effect)) return;
3630 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3634 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3635 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3640 set_cut(p_ptr->cut - (change / 2));
3646 * Change player race
3648 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3650 concptr title = race_info[new_race].title;
3651 int old_race = p_ptr->prace;
3654 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3656 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3659 chg_virtue(V_CHANCE, 2);
3661 if (p_ptr->prace < 32)
3663 p_ptr->old_race1 |= 1L << p_ptr->prace;
3667 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3669 p_ptr->prace = new_race;
3670 rp_ptr = &race_info[p_ptr->prace];
3672 /* Experience factor */
3673 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3676 * The speed bonus of Klackons and Sprites are disabled
3677 * and the experience penalty is decreased.
3679 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)))
3680 p_ptr->expfact -= 15;
3682 /* Get character's height and weight */
3683 get_height_weight();
3686 if (p_ptr->pclass == CLASS_SORCERER)
3687 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3689 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3691 roll_hitdice(p_ptr, 0L);
3693 /* The experience level may be modified */
3696 p_ptr->redraw |= (PR_BASIC);
3698 p_ptr->update |= (PU_BONUS);
3702 /* Load an autopick preference file */
3703 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3705 /* Player's graphic tile may change */
3706 lite_spot(p_ptr->y, p_ptr->x);
3710 void do_poly_self(void)
3712 int power = p_ptr->lev;
3714 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3715 chg_virtue(V_CHANCE, 1);
3717 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3719 char effect_msg[80] = "";
3720 CHARACTER_IDX new_race;
3722 /* Some form of racial polymorph... */
3725 if ((power > randint0(5)) && one_in_(4))
3730 if (p_ptr->psex == SEX_MALE)
3732 p_ptr->psex = SEX_FEMALE;
3733 sp_ptr = &sex_info[p_ptr->psex];
3734 sprintf(effect_msg, _("女性の", "female "));
3738 p_ptr->psex = SEX_MALE;
3739 sp_ptr = &sex_info[p_ptr->psex];
3740 sprintf(effect_msg, _("男性の", "male "));
3744 if ((power > randint0(30)) && one_in_(5))
3748 /* Harmful deformity */
3755 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3761 /* Deformities are discriminated against! */
3762 (void)dec_stat(A_CHR, randint1(6), TRUE);
3767 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3768 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3772 sprintf(effect_msg,_("奇形の", "deformed "));
3776 while ((power > randint0(20)) && one_in_(10))
3778 /* Polymorph into a less mutated form */
3781 if (!lose_mutation(0))
3782 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3787 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3789 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3791 change_race(new_race, effect_msg);
3794 if ((power > randint0(30)) && one_in_(6))
3800 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");
3804 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3809 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!"));
3810 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3816 if ((power > randint0(20)) && one_in_(4))
3821 roll_hitdice(p_ptr, 0L);
3824 while ((power > randint0(15)) && one_in_(3))
3827 (void)gain_random_mutation(0);
3830 if (power > randint0(5))
3836 /* Note: earlier deductions may have left power < 0 already. */
3846 * Decreases players hit points and sets death flag if necessary
3848 * Invulnerability needs to be changed into a "shield"
3850 * Hack -- this function allows the user to save (or quit)
3851 * the game when he dies, since the "You die." message is shown before
3852 * setting the player to "dead".
3855 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3857 int old_chp = p_ptr->chp;
3859 char death_message[1024];
3862 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3865 if (p_ptr->is_dead) return 0;
3867 if (p_ptr->sutemi) damage *= 2;
3868 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3870 if (easy_band) damage = (damage+1)/2;
3872 if (damage_type != DAMAGE_USELIFE)
3874 disturb(TRUE, TRUE);
3881 if (monspell >= 0) learn_spell(monspell);
3883 /* Mega-Hack -- Apply "invulnerability" */
3884 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3886 if (IS_INVULN() && (damage < 9000))
3888 if (damage_type == DAMAGE_FORCE)
3890 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3892 else if (one_in_(PENETRATE_INVULNERABILITY))
3894 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3902 if (CHECK_MULTISHADOW())
3904 if (damage_type == DAMAGE_FORCE)
3906 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3908 else if (damage_type == DAMAGE_ATTACK)
3910 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!"));
3915 if (p_ptr->wraith_form)
3917 if (damage_type == DAMAGE_FORCE)
3919 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3924 if ((damage == 0) && one_in_(2)) damage = 1;
3928 if (p_ptr->special_defense & KATA_MUSOU)
3931 if ((damage == 0) && one_in_(2)) damage = 1;
3933 } /* not if LOSELIFE USELIFE */
3935 /* Hurt the player */
3936 p_ptr->chp -= damage;
3937 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3939 damage += p_ptr->chp;
3943 /* Display the hitpoints */
3944 p_ptr->redraw |= (PR_HP);
3946 p_ptr->window |= (PW_PLAYER);
3948 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3950 chg_virtue(V_SACRIFICE, 1);
3951 chg_virtue(V_CHANCE, 2);
3957 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3959 #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 */
3961 if(!save_player()) msg_print("セーブ失敗!");
3966 chg_virtue(V_SACRIFICE, 10);
3971 p_ptr->leaving = TRUE;
3974 p_ptr->is_dead = TRUE;
3976 if (p_ptr->inside_arena)
3978 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3979 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3981 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3985 QUEST_IDX q_idx = quest_number(dun_level);
3986 bool seppuku = streq(hit_from, "Seppuku");
3987 bool winning_seppuku = p_ptr->total_winner && seppuku;
3989 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3992 /* Make screen dump */
3993 screen_dump = make_screen_dump();
3996 /* Note cause of death */
3999 strcpy(p_ptr->died_from, hit_from);
4001 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4008 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);
4010 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4012 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4015 /* No longer a winner */
4016 p_ptr->total_winner = FALSE;
4018 if (winning_seppuku)
4020 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4026 if (p_ptr->inside_arena)
4027 strcpy(buf,_("アリーナ", "in the Arena"));
4028 else if (!dun_level)
4029 strcpy(buf,_("地上", "on the surface"));
4030 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4031 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4032 strcpy(buf,_("クエスト", "in a quest"));
4034 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4036 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4037 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4040 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4041 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4045 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4047 do_cmd_save_screen();
4052 /* Initialize "last message" buffer */
4053 if (p_ptr->last_message) string_free(p_ptr->last_message);
4054 p_ptr->last_message = NULL;
4056 /* Hack -- Note death */
4060 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4062 msg_print(android ? "You are broken." : "You die.");
4069 if (winning_seppuku)
4071 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4075 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4081 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4083 while (!get_string("Last word: ", death_message, 1024)) ;
4086 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4088 if (death_message[0] == '\0')
4091 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4093 strcpy(death_message, android ? "You are broken." : "You die.");
4096 else p_ptr->last_message = string_make(death_message);
4099 if (winning_seppuku)
4104 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4105 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4112 for (i = 0; i < 40; i++)
4113 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4115 str = death_message;
4116 if (strncmp(str, "「", 2) == 0) str += 2;
4118 str2 = my_strstr(str, "」");
4119 if (str2 != NULL) *str2 = '\0';
4124 str2 = my_strstr(str, " ");
4125 if (str2 == NULL) len = strlen(str);
4126 else len = str2 - str;
4130 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4132 if (str2 == NULL) break;
4136 if (*str == 0) break;
4140 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4144 /* Make screen dump */
4145 screen_dump = make_screen_dump();
4148 /* Wait a key press */
4153 msg_print(death_message);
4163 /* Hitpoint warning */
4164 if (p_ptr->chp < warning)
4166 /* Hack -- bell on first notice */
4167 if (old_chp > warning) bell();
4171 if (record_danger && (old_chp > warning))
4173 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4174 hit_from = _("何か", "something");
4176 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4177 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4182 /* stop auto_more even if DAMAGE_USELIFE */
4186 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4190 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4201 void gain_exp_64(s32b amount, u32b amount_frac)
4203 if (p_ptr->is_dead) return;
4205 if (p_ptr->prace == RACE_ANDROID) return;
4207 /* Gain some experience */
4208 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4210 /* Slowly recover from experience drainage */
4211 if (p_ptr->exp < p_ptr->max_exp)
4213 /* Gain max experience (20%) (was 10%) */
4214 p_ptr->max_exp += amount / 5;
4217 /* Check Experience */
4225 void gain_exp(s32b amount)
4227 gain_exp_64(amount, 0L);
4231 void calc_android_exp(void)
4235 if (p_ptr->is_dead) return;
4237 if (p_ptr->prace != RACE_ANDROID) return;
4239 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4241 object_type *o_ptr = &inventory[i];
4243 object_type *q_ptr = &forge;
4245 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4247 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4248 if (!o_ptr->k_idx) continue;
4251 object_copy(q_ptr, o_ptr);
4252 q_ptr->discount = 0;
4253 q_ptr->curse_flags = 0L;
4255 if (object_is_fixed_artifact(o_ptr))
4257 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4258 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4260 else if (object_is_ego(o_ptr))
4262 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4264 else if (o_ptr->art_name)
4266 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4269 if (!object_is_weapon_ammo(o_ptr))
4272 if (total_flags < 15000) fake_level = 10;
4273 else if (total_flags < 35000) fake_level = 25;
4274 else fake_level = 40;
4279 if (total_flags < 20000) fake_level = 10;
4280 else if (total_flags < 45000) fake_level = 25;
4281 else fake_level = 40;
4284 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4287 value = object_value_real(q_ptr);
4289 if (value <= 0) continue;
4290 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4291 if (value > 5000000L) value = 5000000L;
4292 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4294 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4295 (o_ptr->tval == TV_DRAG_ARMOR) ||
4296 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4297 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4298 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4299 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4300 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4302 if (level > 65) level = 35 + (level - 65) / 5;
4303 else if (level > 35) level = 25 + (level - 35) / 3;
4304 else if (level > 15) level = 15 + (level - 15) / 2;
4305 exp = MIN(100000L, value) / 2 * level * level;
4306 if (value > 100000L)
4307 exp += (value - 100000L) / 8 * level * level;
4311 exp = MIN(100000L, value) * level;
4312 if (value > 100000L)
4313 exp += (value - 100000L) / 4 * level;
4315 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4316 else total_exp += exp / 16;
4317 if (i == INVEN_BODY) total_exp += exp / 32;
4319 p_ptr->exp = p_ptr->max_exp = total_exp;
4321 /* Check Experience */
4329 void lose_exp(s32b amount)
4331 if (p_ptr->prace == RACE_ANDROID) return;
4333 /* Never drop below zero experience */
4334 if (amount > p_ptr->exp) amount = p_ptr->exp;
4336 /* Lose some experience */
4337 p_ptr->exp -= amount;
4339 /* Check Experience */
4346 * If resisted to draining, return FALSE
4348 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4350 /* Androids and their mimics are never drained */
4351 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4353 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4355 /* Hold experience */
4356 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4360 /* Hold experience failed */
4361 if (p_ptr->hold_exp)
4363 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4368 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!"));
4376 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4378 bool notice = FALSE;
4379 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4381 if (p_ptr->is_dead) return FALSE;
4386 if (p_ptr->ult_res && !do_dec)
4388 if (p_ptr->ult_res > v) return FALSE;
4390 else if (!p_ptr->ult_res)
4392 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!"));
4402 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"));
4409 p_ptr->redraw |= (PR_STATUS);
4411 /* Nothing to notice */
4412 if (!notice) return (FALSE);
4414 if (disturb_state) disturb(FALSE, FALSE);
4415 p_ptr->update |= (PU_BONUS);
4420 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4422 bool notice = FALSE;
4423 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4425 if (p_ptr->is_dead) return FALSE;
4430 if (p_ptr->tim_res_nether && !do_dec)
4432 if (p_ptr->tim_res_nether > v) return FALSE;
4434 else if (!p_ptr->tim_res_nether)
4436 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4444 if (p_ptr->tim_res_nether)
4446 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"));
4452 p_ptr->tim_res_nether = v;
4453 p_ptr->redraw |= (PR_STATUS);
4455 /* Nothing to notice */
4456 if (!notice) return (FALSE);
4458 if (disturb_state) disturb(FALSE, FALSE);
4459 p_ptr->update |= (PU_BONUS);
4464 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4466 bool notice = FALSE;
4467 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4469 if (p_ptr->is_dead) return FALSE;
4474 if (p_ptr->tim_res_time && !do_dec)
4476 if (p_ptr->tim_res_time > v) return FALSE;
4478 else if (!p_ptr->tim_res_time)
4480 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!"));
4488 if (p_ptr->tim_res_time)
4490 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"));
4496 p_ptr->tim_res_time = v;
4497 p_ptr->redraw |= (PR_STATUS);
4499 /* Nothing to notice */
4500 if (!notice) return (FALSE);
4502 if (disturb_state) disturb(FALSE, FALSE);
4503 p_ptr->update |= (PU_BONUS);
4510 * Choose a warrior-mage elemental attack. -LM-
4512 bool choose_ele_attack(void)
4518 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4520 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."));
4525 num = (p_ptr->lev - 20) / 5;
4526 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4529 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4534 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4539 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4544 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4553 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4557 if ((choice == 'a') || (choice == 'A'))
4558 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4559 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4560 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4561 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4562 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4563 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4564 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4565 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4566 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4569 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4579 * Choose a elemental immune. -LM-
4581 bool choose_ele_immune(TIME_EFFECT immune_turn)
4586 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4587 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4588 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4589 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4597 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4601 if ((choice == 'a') || (choice == 'A'))
4602 set_ele_immune(DEFENSE_FIRE, immune_turn);
4603 else if ((choice == 'b') || (choice == 'B'))
4604 set_ele_immune(DEFENSE_COLD, immune_turn);
4605 else if ((choice == 'c') || (choice == 'C'))
4606 set_ele_immune(DEFENSE_ACID, immune_turn);
4607 else if ((choice == 'd') || (choice == 'D'))
4608 set_ele_immune(DEFENSE_ELEC, immune_turn);
4611 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));