3 * @brief プレイヤーのステータス管理 / effects of various "objects"
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2013 Deskull rearranged comment for Doxygen.\n
18 * @brief プレイヤーの継続行動を設定する。
19 * @param typ 継続行動のID\n
20 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
23 void set_action(ACTION_IDX typ)
25 int prev_typ = p_ptr->action;
37 msg_print(_("探索をやめた。", "You no longer walk carefully."));
38 p_ptr->redraw |= (PR_SPEED);
48 msg_print(_("学習をやめた。", "You stop Learning"));
54 msg_print(_("構えをといた。", "You stop assuming the posture."));
55 p_ptr->special_defense &= ~(KAMAE_MASK);
60 msg_print(_("型を崩した。", "You stop assuming the posture."));
61 p_ptr->special_defense &= ~(KATA_MASK);
62 p_ptr->update |= (PU_MONSTERS);
63 p_ptr->redraw |= (PR_STATUS);
68 msg_print(_("歌うのをやめた。", "You stop singing."));
73 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
74 p_ptr->energy_use = 100;
79 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
87 /* If we are requested other action, stop singing */
88 if (prev_typ == ACTION_SING) stop_singing();
89 if (prev_typ == ACTION_SPELL) stop_hex_spell();
91 switch (p_ptr->action)
95 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
96 p_ptr->redraw |= (PR_SPEED);
101 msg_print(_("学習を始めた。", "You begin Learning"));
106 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
109 case ACTION_HAYAGAKE:
111 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
119 p_ptr->update |= (PU_BONUS);
120 p_ptr->redraw |= (PR_STATE);
124 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
127 void reset_tim_flags(void)
129 p_ptr->fast = 0; /* Timed -- Fast */
130 p_ptr->lightspeed = 0;
131 p_ptr->slow = 0; /* Timed -- Slow */
132 p_ptr->blind = 0; /* Timed -- Blindness */
133 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
134 p_ptr->confused = 0; /* Timed -- Confusion */
135 p_ptr->afraid = 0; /* Timed -- Fear */
136 p_ptr->image = 0; /* Timed -- Hallucination */
137 p_ptr->poisoned = 0; /* Timed -- Poisoned */
138 p_ptr->cut = 0; /* Timed -- Cut */
139 p_ptr->stun = 0; /* Timed -- Stun */
141 p_ptr->protevil = 0; /* Timed -- Protection */
142 p_ptr->invuln = 0; /* Timed -- Invulnerable */
144 p_ptr->hero = 0; /* Timed -- Heroism */
145 p_ptr->shero = 0; /* Timed -- Super Heroism */
146 p_ptr->shield = 0; /* Timed -- Shield Spell */
147 p_ptr->blessed = 0; /* Timed -- Blessed */
148 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
149 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
150 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
151 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
153 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
154 p_ptr->tim_levitation = 0;
155 p_ptr->tim_sh_touki = 0;
156 p_ptr->tim_sh_fire = 0;
157 p_ptr->tim_sh_holy = 0;
158 p_ptr->tim_eyeeye = 0;
160 p_ptr->resist_magic = 0;
163 p_ptr->tim_res_nether = 0;
164 p_ptr->tim_res_time = 0;
165 p_ptr->tim_mimic = 0;
166 p_ptr->mimic_form = 0;
167 p_ptr->tim_reflect = 0;
168 p_ptr->multishadow = 0;
170 p_ptr->action = ACTION_NONE;
172 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
173 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
174 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
175 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
176 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
178 p_ptr->word_recall = 0;
179 p_ptr->alter_reality = 0;
180 p_ptr->sutemi = FALSE;
181 p_ptr->counter = FALSE;
182 p_ptr->ele_attack = 0;
183 p_ptr->ele_immune = 0;
184 p_ptr->special_attack = 0L;
185 p_ptr->special_defense = 0L;
187 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
188 world_player = FALSE;
190 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
191 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
192 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
196 (void)set_monster_fast(p_ptr->riding, 0);
197 (void)set_monster_slow(p_ptr->riding, 0);
198 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
201 if (p_ptr->pclass == CLASS_BARD)
203 SINGING_SONG_EFFECT(p_ptr) = 0;
204 SINGING_SONG_ID(p_ptr) = 0;
209 * @brief プレイヤーに魔力消去効果を与える。
212 void dispel_player(void)
214 (void)set_fast(0, TRUE);
215 (void)set_lightspeed(0, TRUE);
216 (void)set_slow(0, TRUE);
217 (void)set_shield(0, TRUE);
218 (void)set_blessed(0, TRUE);
219 (void)set_tsuyoshi(0, TRUE);
220 (void)set_hero(0, TRUE);
221 (void)set_shero(0, TRUE);
222 (void)set_protevil(0, TRUE);
223 (void)set_invuln(0, TRUE);
224 (void)set_wraith_form(0, TRUE);
225 (void)set_kabenuke(0, TRUE);
226 (void)set_tim_res_nether(0, TRUE);
227 (void)set_tim_res_time(0, TRUE);
229 (void)set_tim_reflect(0,TRUE);
230 (void)set_multishadow(0,TRUE);
231 (void)set_dustrobe(0,TRUE);
233 (void)set_tim_invis(0, TRUE);
234 (void)set_tim_infra(0, TRUE);
235 (void)set_tim_esp(0, TRUE);
236 (void)set_tim_regen(0, TRUE);
237 (void)set_tim_stealth(0, TRUE);
238 (void)set_tim_levitation(0, TRUE);
239 (void)set_tim_sh_touki(0, TRUE);
240 (void)set_tim_sh_fire(0, TRUE);
241 (void)set_tim_sh_holy(0, TRUE);
242 (void)set_tim_eyeeye(0, TRUE);
243 (void)set_magicdef(0, TRUE);
244 (void)set_resist_magic(0, TRUE);
245 (void)set_oppose_acid(0, TRUE);
246 (void)set_oppose_elec(0, TRUE);
247 (void)set_oppose_fire(0, TRUE);
248 (void)set_oppose_cold(0, TRUE);
249 (void)set_oppose_pois(0, TRUE);
250 (void)set_ultimate_res(0, TRUE);
251 (void)set_mimic(0, 0, TRUE);
252 (void)set_ele_attack(0, 0);
253 (void)set_ele_immune(0, 0);
255 /* Cancel glowing hands */
256 if (p_ptr->special_attack & ATTACK_CONFUSE)
258 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
259 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
262 if (music_singing_any() || hex_spelling_any())
264 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
265 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
266 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
267 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
269 p_ptr->action = ACTION_NONE;
270 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
271 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
272 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
273 p_ptr->energy_need += ENERGY_NEED();
279 * @brief 変身効果の継続時間と変身先をセットする / Set "p_ptr->tim_mimic", and "p_ptr->mimic_form", notice observable changes
282 * @param do_dec 現在の継続時間より長い値のみ上書きする
283 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
285 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
289 /* Hack -- Force good values */
290 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
292 if (p_ptr->is_dead) return FALSE;
297 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
299 if (p_ptr->tim_mimic > v) return FALSE;
301 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
303 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
304 p_ptr->mimic_form = p;
312 if (p_ptr->tim_mimic)
314 msg_print(_("変身が解けた。", "You are no longer transformed."));
315 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
323 p_ptr->tim_mimic = v;
325 /* Nothing to notice */
329 if (disturb_state) disturb(FALSE, TRUE);
332 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
333 p_ptr->update |= (PU_BONUS | PU_HP);
340 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
342 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
344 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
345 * memorize any terrain features which suddenly become "visible".\n
346 * Note that blindness is currently the only thing which can affect\n
347 * "player_can_see_bold()".\n
349 bool set_blind(TIME_EFFECT v)
353 /* Hack -- Force good values */
354 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
356 if (p_ptr->is_dead) return FALSE;
363 if (p_ptr->prace == RACE_ANDROID)
365 msg_print(_("センサーをやられた!", "You are blind!"));
369 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
373 chg_virtue(V_ENLIGHTEN, -1);
382 if (p_ptr->prace == RACE_ANDROID)
384 msg_print(_("センサーが復旧した。", "You can see again."));
388 msg_print(_("やっと目が見えるようになった。", "You can see again."));
398 /* Redraw status bar */
399 p_ptr->redraw |= (PR_STATUS);
401 /* Nothing to notice */
402 if (!notice) return (FALSE);
404 if (disturb_state) disturb(FALSE, FALSE);
406 /* Fully update the visuals */
407 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
409 p_ptr->redraw |= (PR_MAP);
411 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
418 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
420 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
422 bool set_confused(TIME_EFFECT v)
426 /* Hack -- Force good values */
427 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
429 if (p_ptr->is_dead) return FALSE;
434 if (!p_ptr->confused)
436 msg_print(_("あなたは混乱した!", "You are confused!"));
438 if (p_ptr->action == ACTION_LEARN)
440 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
443 p_ptr->redraw |= (PR_STATE);
444 p_ptr->action = ACTION_NONE;
446 if (p_ptr->action == ACTION_KAMAE)
448 msg_print(_("構えがとけた。", "Your posture gets loose."));
449 p_ptr->special_defense &= ~(KAMAE_MASK);
450 p_ptr->update |= (PU_BONUS);
451 p_ptr->redraw |= (PR_STATE);
452 p_ptr->action = ACTION_NONE;
454 else if (p_ptr->action == ACTION_KATA)
456 msg_print(_("型が崩れた。", "Your posture gets loose."));
457 p_ptr->special_defense &= ~(KATA_MASK);
458 p_ptr->update |= (PU_BONUS);
459 p_ptr->update |= (PU_MONSTERS);
460 p_ptr->redraw |= (PR_STATE);
461 p_ptr->redraw |= (PR_STATUS);
462 p_ptr->action = ACTION_NONE;
466 if (p_ptr->concent) reset_concentration(TRUE);
469 if (hex_spelling_any()) stop_hex_spell_all();
472 p_ptr->counter = FALSE;
473 chg_virtue(V_HARMONY, -1);
482 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
483 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
491 /* Redraw status bar */
492 p_ptr->redraw |= (PR_STATUS);
494 /* Nothing to notice */
495 if (!notice) return (FALSE);
497 if (disturb_state) disturb(FALSE, FALSE);
504 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
506 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
508 bool set_poisoned(TIME_EFFECT v)
512 /* Hack -- Force good values */
513 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
515 if (p_ptr->is_dead) return FALSE;
520 if (!p_ptr->poisoned)
522 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
532 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
540 /* Redraw status bar */
541 p_ptr->redraw |= (PR_STATUS);
543 /* Nothing to notice */
544 if (!notice) return (FALSE);
546 if (disturb_state) disturb(FALSE, FALSE);
553 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
555 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
557 bool set_afraid(TIME_EFFECT v)
561 /* Hack -- Force good values */
562 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
564 if (p_ptr->is_dead) return FALSE;
571 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
573 if (p_ptr->special_defense & KATA_MASK)
575 msg_print(_("型が崩れた。", "Your posture gets loose."));
576 p_ptr->special_defense &= ~(KATA_MASK);
577 p_ptr->update |= (PU_BONUS);
578 p_ptr->update |= (PU_MONSTERS);
579 p_ptr->redraw |= (PR_STATE);
580 p_ptr->redraw |= (PR_STATUS);
581 p_ptr->action = ACTION_NONE;
585 p_ptr->counter = FALSE;
586 chg_virtue(V_VALOUR, -1);
595 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
603 /* Redraw status bar */
604 p_ptr->redraw |= (PR_STATUS);
606 /* Nothing to notice */
607 if (!notice) return (FALSE);
609 if (disturb_state) disturb(FALSE, FALSE);
615 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
617 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
619 bool set_paralyzed(TIME_EFFECT v)
623 /* Hack -- Force good values */
624 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
626 if (p_ptr->is_dead) return FALSE;
631 if (!p_ptr->paralyzed)
633 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
635 if (p_ptr->concent) reset_concentration(TRUE);
638 if (hex_spelling_any()) stop_hex_spell_all();
640 p_ptr->counter = FALSE;
648 if (p_ptr->paralyzed)
650 msg_print(_("やっと動けるようになった。", "You can move again."));
656 p_ptr->paralyzed = v;
658 /* Redraw status bar */
659 p_ptr->redraw |= (PR_STATUS);
661 /* Nothing to notice */
662 if (!notice) return (FALSE);
664 if (disturb_state) disturb(FALSE, FALSE);
665 p_ptr->redraw |= (PR_STATE);
671 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
673 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
674 * @details Note that we must redraw the map when hallucination changes.
676 bool set_image(TIME_EFFECT v)
680 /* Hack -- Force good values */
681 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
683 if (p_ptr->is_dead) return FALSE;
684 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
690 set_tsuyoshi(0, TRUE);
693 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
696 if (p_ptr->concent) reset_concentration(TRUE);
698 p_ptr->counter = FALSE;
708 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."));
716 /* Redraw status bar */
717 p_ptr->redraw |= (PR_STATUS);
719 /* Nothing to notice */
720 if (!notice) return (FALSE);
722 if (disturb_state) disturb(FALSE, TRUE);
724 p_ptr->redraw |= (PR_MAP);
726 /* Update the health bar */
727 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
728 p_ptr->update |= (PU_MONSTERS);
730 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
736 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
738 * @param do_dec 現在の継続時間より長い値のみ上書きする
739 * @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。
741 bool set_fast(TIME_EFFECT v, bool do_dec)
745 /* Hack -- Force good values */
746 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
748 if (p_ptr->is_dead) return FALSE;
753 if (p_ptr->fast && !do_dec)
755 if (p_ptr->fast > v) return FALSE;
757 else if (!IS_FAST() && !p_ptr->lightspeed)
759 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
761 chg_virtue(V_PATIENCE, -1);
762 chg_virtue(V_DILIGENCE, 1);
769 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
771 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
779 /* Nothing to notice */
780 if (!notice) return (FALSE);
782 if (disturb_state) disturb(FALSE, FALSE);
783 p_ptr->update |= (PU_BONUS);
789 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
791 * @param do_dec 現在の継続時間より長い値のみ上書きする
792 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
794 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
798 /* Hack -- Force good values */
799 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
801 if (p_ptr->is_dead) return FALSE;
803 if (p_ptr->wild_mode) v = 0;
808 if (p_ptr->lightspeed && !do_dec)
810 if (p_ptr->lightspeed > v) return FALSE;
812 else if (!p_ptr->lightspeed)
814 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
816 chg_virtue(V_PATIENCE, -1);
817 chg_virtue(V_DILIGENCE, 1);
824 if (p_ptr->lightspeed)
826 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
832 p_ptr->lightspeed = v;
834 /* Nothing to notice */
835 if (!notice) return (FALSE);
837 if (disturb_state) disturb(FALSE, FALSE);
838 p_ptr->update |= (PU_BONUS);
844 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
846 * @param do_dec 現在の継続時間より長い値のみ上書きする
847 * @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。
849 bool set_slow(TIME_EFFECT v, bool do_dec)
853 /* Hack -- Force good values */
854 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
856 if (p_ptr->is_dead) return FALSE;
861 if (p_ptr->slow && !do_dec)
863 if (p_ptr->slow > v) return FALSE;
865 else if (!p_ptr->slow)
867 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
877 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
885 /* Nothing to notice */
886 if (!notice) return (FALSE);
888 if (disturb_state) disturb(FALSE, FALSE);
889 p_ptr->update |= (PU_BONUS);
896 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
898 * @param do_dec 現在の継続時間より長い値のみ上書きする
899 * @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。
901 bool set_shield(TIME_EFFECT v, bool do_dec)
905 /* Hack -- Force good values */
906 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
908 if (p_ptr->is_dead) return FALSE;
913 if (p_ptr->shield && !do_dec)
915 if (p_ptr->shield > v) return FALSE;
917 else if (!p_ptr->shield)
919 msg_print(_("肌が石になった。", "Your skin turns to stone."));
929 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
937 /* Redraw status bar */
938 p_ptr->redraw |= (PR_STATUS);
940 /* Nothing to notice */
941 if (!notice) return (FALSE);
943 if (disturb_state) disturb(FALSE, FALSE);
944 p_ptr->update |= (PU_BONUS);
951 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
953 * @param do_dec 現在の継続時間より長い値のみ上書きする
954 * @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。
956 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
960 /* Hack -- Force good values */
961 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
963 if (p_ptr->is_dead) return FALSE;
968 if (p_ptr->tsubureru && !do_dec)
970 if (p_ptr->tsubureru > v) return FALSE;
972 else if (!p_ptr->tsubureru)
974 msg_print(_("横に伸びた。", "Your body expands horizontally."));
982 if (p_ptr->tsubureru)
984 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
990 p_ptr->tsubureru = v;
992 /* Redraw status bar */
993 p_ptr->redraw |= (PR_STATUS);
995 /* Nothing to notice */
996 if (!notice) return (FALSE);
998 if (disturb_state) disturb(FALSE, FALSE);
999 p_ptr->update |= (PU_BONUS);
1006 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1008 * @param do_dec 現在の継続時間より長い値のみ上書きする
1009 * @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。
1011 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1013 bool notice = FALSE;
1015 /* Hack -- Force good values */
1016 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1018 if (p_ptr->is_dead) return FALSE;
1023 if (p_ptr->magicdef && !do_dec)
1025 if (p_ptr->magicdef > v) return FALSE;
1027 else if (!p_ptr->magicdef)
1029 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."));
1037 if (p_ptr->magicdef)
1039 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1045 p_ptr->magicdef = v;
1047 /* Redraw status bar */
1048 p_ptr->redraw |= (PR_STATUS);
1050 /* Nothing to notice */
1051 if (!notice) return (FALSE);
1053 if (disturb_state) disturb(FALSE, FALSE);
1054 p_ptr->update |= (PU_BONUS);
1060 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1062 * @param do_dec 現在の継続時間より長い値のみ上書きする
1063 * @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。
1065 bool set_blessed(TIME_EFFECT v, bool do_dec)
1067 bool notice = FALSE;
1069 /* Hack -- Force good values */
1070 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1072 if (p_ptr->is_dead) return FALSE;
1077 if (p_ptr->blessed && !do_dec)
1079 if (p_ptr->blessed > v) return FALSE;
1081 else if (!IS_BLESSED())
1083 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1091 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1093 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1101 /* Redraw status bar */
1102 p_ptr->redraw |= (PR_STATUS);
1104 /* Nothing to notice */
1105 if (!notice) return (FALSE);
1107 if (disturb_state) disturb(FALSE, FALSE);
1108 p_ptr->update |= (PU_BONUS);
1115 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1117 * @param do_dec 現在の継続時間より長い値のみ上書きする
1118 * @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。
1120 bool set_hero(TIME_EFFECT v, bool do_dec)
1122 bool notice = FALSE;
1124 /* Hack -- Force good values */
1125 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1127 if (p_ptr->is_dead) return FALSE;
1132 if (p_ptr->hero && !do_dec)
1134 if (p_ptr->hero > v) return FALSE;
1136 else if (!IS_HERO())
1138 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1146 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1148 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1156 /* Redraw status bar */
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 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1173 * @param v 継続時間/ 0ならば無条件にリセット
1174 * @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
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_shero(TIME_EFFECT v, bool do_dec)
1179 bool notice = FALSE;
1181 /* Hack -- Force good values */
1182 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1184 if (p_ptr->is_dead) return FALSE;
1186 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1190 if (p_ptr->shero && !do_dec)
1192 if (p_ptr->shero > v) return FALSE;
1194 else if (!p_ptr->shero)
1196 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1206 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1214 /* Redraw status bar */
1215 p_ptr->redraw |= (PR_STATUS);
1217 /* Nothing to notice */
1218 if (!notice) return (FALSE);
1220 if (disturb_state) disturb(FALSE, FALSE);
1221 p_ptr->update |= (PU_BONUS);
1223 /* Recalculate hitpoints */
1224 p_ptr->update |= (PU_HP);
1230 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1232 * @param do_dec 現在の継続時間より長い値のみ上書きする
1233 * @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。
1235 bool set_protevil(TIME_EFFECT v, bool do_dec)
1237 bool notice = FALSE;
1239 /* Hack -- Force good values */
1240 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1242 if (p_ptr->is_dead) return FALSE;
1247 if (p_ptr->protevil && !do_dec)
1249 if (p_ptr->protevil > v) return FALSE;
1251 else if (!p_ptr->protevil)
1253 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!"));
1261 if (p_ptr->protevil)
1263 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."));
1269 p_ptr->protevil = v;
1271 /* Redraw status bar */
1272 p_ptr->redraw |= (PR_STATUS);
1274 /* Nothing to notice */
1275 if (!notice) return (FALSE);
1277 if (disturb_state) disturb(FALSE, FALSE);
1283 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1285 * @param do_dec 現在の継続時間より長い値のみ上書きする
1286 * @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。
1288 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1290 bool notice = FALSE;
1292 /* Hack -- Force good values */
1293 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1295 if (p_ptr->is_dead) return FALSE;
1300 if (p_ptr->wraith_form && !do_dec)
1302 if (p_ptr->wraith_form > v) return FALSE;
1304 else if (!p_ptr->wraith_form)
1306 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!"));
1308 chg_virtue(V_UNLIFE, 3);
1309 chg_virtue(V_HONOUR, -2);
1310 chg_virtue(V_SACRIFICE, -2);
1311 chg_virtue(V_VALOUR, -5);
1313 p_ptr->redraw |= (PR_MAP);
1314 p_ptr->update |= (PU_MONSTERS);
1316 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1323 if (p_ptr->wraith_form)
1325 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1328 p_ptr->redraw |= (PR_MAP);
1329 p_ptr->update |= (PU_MONSTERS);
1331 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1336 p_ptr->wraith_form = v;
1338 /* Redraw status bar */
1339 p_ptr->redraw |= (PR_STATUS);
1341 /* Nothing to notice */
1342 if (!notice) return (FALSE);
1344 if (disturb_state) disturb(FALSE, FALSE);
1345 p_ptr->update |= (PU_BONUS);
1352 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1354 * @param do_dec 現在の継続時間より長い値のみ上書きする
1355 * @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。
1357 bool set_invuln(TIME_EFFECT v, bool do_dec)
1359 bool notice = FALSE;
1361 /* Hack -- Force good values */
1362 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1364 if (p_ptr->is_dead) return FALSE;
1369 if (p_ptr->invuln && !do_dec)
1371 if (p_ptr->invuln > v) return FALSE;
1373 else if (!IS_INVULN())
1375 msg_print(_("無敵だ!", "Invulnerability!"));
1378 chg_virtue(V_UNLIFE, -2);
1379 chg_virtue(V_HONOUR, -2);
1380 chg_virtue(V_SACRIFICE, -3);
1381 chg_virtue(V_VALOUR, -5);
1383 p_ptr->redraw |= (PR_MAP);
1384 p_ptr->update |= (PU_MONSTERS);
1386 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1393 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1395 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1398 p_ptr->redraw |= (PR_MAP);
1399 p_ptr->update |= (PU_MONSTERS);
1401 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1403 p_ptr->energy_need += ENERGY_NEED();
1410 /* Redraw status bar */
1411 p_ptr->redraw |= (PR_STATUS);
1413 /* Nothing to notice */
1414 if (!notice) return (FALSE);
1416 if (disturb_state) disturb(FALSE, FALSE);
1417 p_ptr->update |= (PU_BONUS);
1423 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1425 * @param do_dec 現在の継続時間より長い値のみ上書きする
1426 * @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。
1428 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1430 bool notice = FALSE;
1432 /* Hack -- Force good values */
1433 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1435 if (p_ptr->is_dead) return FALSE;
1440 if (p_ptr->tim_esp && !do_dec)
1442 if (p_ptr->tim_esp > v) return FALSE;
1444 else if (!IS_TIM_ESP())
1446 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1454 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1456 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1464 /* Redraw status bar */
1465 p_ptr->redraw |= (PR_STATUS);
1467 /* Nothing to notice */
1468 if (!notice) return (FALSE);
1470 if (disturb_state) disturb(FALSE, FALSE);
1471 p_ptr->update |= (PU_BONUS);
1472 p_ptr->update |= (PU_MONSTERS);
1478 * @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
1480 * @param do_dec 現在の継続時間より長い値のみ上書きする
1481 * @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。
1483 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1485 bool notice = FALSE;
1487 /* Hack -- Force good values */
1488 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1490 if (p_ptr->is_dead) return FALSE;
1495 if (p_ptr->tim_invis && !do_dec)
1497 if (p_ptr->tim_invis > v) return FALSE;
1499 else if (!p_ptr->tim_invis)
1501 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1509 if (p_ptr->tim_invis)
1511 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1517 p_ptr->tim_invis = v;
1519 /* Redraw status bar */
1520 p_ptr->redraw |= (PR_STATUS);
1522 /* Nothing to notice */
1523 if (!notice) return (FALSE);
1525 if (disturb_state) disturb(FALSE, FALSE);
1526 p_ptr->update |= (PU_BONUS);
1528 /* Update the monsters */
1529 p_ptr->update |= (PU_MONSTERS);
1535 * @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
1537 * @param do_dec 現在の継続時間より長い値のみ上書きする
1538 * @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。
1540 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1542 bool notice = FALSE;
1544 /* Hack -- Force good values */
1545 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1547 if (p_ptr->is_dead) return FALSE;
1552 if (p_ptr->tim_infra && !do_dec)
1554 if (p_ptr->tim_infra > v) return FALSE;
1556 else if (!p_ptr->tim_infra)
1558 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1566 if (p_ptr->tim_infra)
1568 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1574 p_ptr->tim_infra = v;
1576 /* Redraw status bar */
1577 p_ptr->redraw |= (PR_STATUS);
1579 /* Nothing to notice */
1580 if (!notice) return (FALSE);
1582 if (disturb_state) disturb(FALSE, FALSE);
1583 p_ptr->update |= (PU_BONUS);
1585 /* Update the monsters */
1586 p_ptr->update |= (PU_MONSTERS);
1592 * @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
1594 * @param do_dec 現在の継続時間より長い値のみ上書きする
1595 * @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。
1597 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1599 bool notice = FALSE;
1601 /* Hack -- Force good values */
1602 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1604 if (p_ptr->is_dead) return FALSE;
1609 if (p_ptr->tim_regen && !do_dec)
1611 if (p_ptr->tim_regen > v) return FALSE;
1613 else if (!p_ptr->tim_regen)
1615 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1623 if (p_ptr->tim_regen)
1625 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1631 p_ptr->tim_regen = v;
1633 /* Redraw status bar */
1634 p_ptr->redraw |= (PR_STATUS);
1636 /* Nothing to notice */
1637 if (!notice) return (FALSE);
1639 if (disturb_state) disturb(FALSE, FALSE);
1640 p_ptr->update |= (PU_BONUS);
1646 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1648 * @param do_dec 現在の継続時間より長い値のみ上書きする
1649 * @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。
1651 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1653 bool notice = FALSE;
1655 /* Hack -- Force good values */
1656 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1658 if (p_ptr->is_dead) return FALSE;
1663 if (p_ptr->tim_stealth && !do_dec)
1665 if (p_ptr->tim_stealth > v) return FALSE;
1667 else if (!IS_TIM_STEALTH())
1669 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1677 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1679 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1685 p_ptr->tim_stealth = v;
1687 /* Redraw status bar */
1688 p_ptr->redraw |= (PR_STATUS);
1690 /* Nothing to notice */
1691 if (!notice) return (FALSE);
1693 if (disturb_state) disturb(FALSE, FALSE);
1694 p_ptr->update |= (PU_BONUS);
1700 * @brief 超隠密状態をセットする
1701 * @param set TRUEならば超隠密状態になる。
1702 * @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。
1704 bool set_superstealth(bool set)
1706 bool notice = FALSE;
1708 if (p_ptr->is_dead) return FALSE;
1713 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1715 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1717 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."));
1718 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1722 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!"));
1723 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1729 p_ptr->special_defense |= NINJA_S_STEALTH;
1736 if (p_ptr->special_defense & NINJA_S_STEALTH)
1738 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."));
1742 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1746 /* Nothing to notice */
1747 if (!notice) return (FALSE);
1749 /* Redraw status bar */
1750 p_ptr->redraw |= (PR_STATUS);
1752 if (disturb_state) disturb(FALSE, FALSE);
1757 * @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
1759 * @param do_dec 現在の継続時間より長い値のみ上書きする
1760 * @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。
1762 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1764 bool notice = FALSE;
1766 /* Hack -- Force good values */
1767 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1769 if (p_ptr->is_dead) return FALSE;
1774 if (p_ptr->tim_levitation && !do_dec)
1776 if (p_ptr->tim_levitation > v) return FALSE;
1778 else if (!p_ptr->tim_levitation)
1780 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1788 if (p_ptr->tim_levitation)
1790 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1796 p_ptr->tim_levitation = v;
1798 /* Redraw status bar */
1799 p_ptr->redraw |= (PR_STATUS);
1801 /* Nothing to notice */
1802 if (!notice) return (FALSE);
1804 if (disturb_state) disturb(FALSE, FALSE);
1805 p_ptr->update |= (PU_BONUS);
1811 * @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
1813 * @param do_dec 現在の継続時間より長い値のみ上書きする
1814 * @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。
1816 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1818 bool notice = FALSE;
1820 /* Hack -- Force good values */
1821 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1823 if (p_ptr->is_dead) return FALSE;
1828 if (p_ptr->tim_sh_touki && !do_dec)
1830 if (p_ptr->tim_sh_touki > v) return FALSE;
1832 else if (!p_ptr->tim_sh_touki)
1834 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1842 if (p_ptr->tim_sh_touki)
1844 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1850 p_ptr->tim_sh_touki = v;
1852 /* Redraw status bar */
1853 p_ptr->redraw |= (PR_STATUS);
1855 /* Nothing to notice */
1856 if (!notice) return (FALSE);
1858 if (disturb_state) disturb(FALSE, FALSE);
1864 * @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
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_sh_fire(TIME_EFFECT v, bool do_dec)
1871 bool notice = FALSE;
1873 /* Hack -- Force good values */
1874 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1876 if (p_ptr->is_dead) return FALSE;
1881 if (p_ptr->tim_sh_fire && !do_dec)
1883 if (p_ptr->tim_sh_fire > v) return FALSE;
1885 else if (!p_ptr->tim_sh_fire)
1887 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1895 if (p_ptr->tim_sh_fire)
1897 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1903 p_ptr->tim_sh_fire = v;
1905 /* Redraw status bar */
1906 p_ptr->redraw |= (PR_STATUS);
1908 /* Nothing to notice */
1909 if (!notice) return (FALSE);
1911 if (disturb_state) disturb(FALSE, FALSE);
1912 p_ptr->update |= (PU_BONUS);
1918 * @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
1920 * @param do_dec 現在の継続時間より長い値のみ上書きする
1921 * @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。
1923 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1925 bool notice = FALSE;
1927 /* Hack -- Force good values */
1928 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1930 if (p_ptr->is_dead) return FALSE;
1935 if (p_ptr->tim_sh_holy && !do_dec)
1937 if (p_ptr->tim_sh_holy > v) return FALSE;
1939 else if (!p_ptr->tim_sh_holy)
1941 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1949 if (p_ptr->tim_sh_holy)
1951 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1957 p_ptr->tim_sh_holy = v;
1959 /* Redraw status bar */
1960 p_ptr->redraw |= (PR_STATUS);
1962 /* Nothing to notice */
1963 if (!notice) return (FALSE);
1965 if (disturb_state) disturb(FALSE, FALSE);
1966 p_ptr->update |= (PU_BONUS);
1972 * @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
1974 * @param do_dec 現在の継続時間より長い値のみ上書きする
1975 * @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。
1977 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1979 bool notice = FALSE;
1981 /* Hack -- Force good values */
1982 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1984 if (p_ptr->is_dead) return FALSE;
1989 if (p_ptr->tim_eyeeye && !do_dec)
1991 if (p_ptr->tim_eyeeye > v) return FALSE;
1993 else if (!p_ptr->tim_eyeeye)
1995 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2003 if (p_ptr->tim_eyeeye)
2005 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."));
2011 p_ptr->tim_eyeeye = v;
2013 /* Redraw status bar */
2014 p_ptr->redraw |= (PR_STATUS);
2016 /* Nothing to notice */
2017 if (!notice) return (FALSE);
2019 if (disturb_state) disturb(FALSE, FALSE);
2020 p_ptr->update |= (PU_BONUS);
2027 * @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
2029 * @param do_dec 現在の継続時間より長い値のみ上書きする
2030 * @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。
2032 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2034 bool notice = FALSE;
2036 /* Hack -- Force good values */
2037 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2039 if (p_ptr->is_dead) return FALSE;
2044 if (p_ptr->resist_magic && !do_dec)
2046 if (p_ptr->resist_magic > v) return FALSE;
2048 else if (!p_ptr->resist_magic)
2050 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2058 if (p_ptr->resist_magic)
2060 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2066 p_ptr->resist_magic = v;
2068 /* Redraw status bar */
2069 p_ptr->redraw |= (PR_STATUS);
2071 /* Nothing to notice */
2072 if (!notice) return (FALSE);
2074 if (disturb_state) disturb(FALSE, FALSE);
2075 p_ptr->update |= (PU_BONUS);
2081 * @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
2083 * @param do_dec 現在の継続時間より長い値のみ上書きする
2084 * @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。
2086 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2088 bool notice = FALSE;
2090 /* Hack -- Force good values */
2091 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2093 if (p_ptr->is_dead) return FALSE;
2098 if (p_ptr->tim_reflect && !do_dec)
2100 if (p_ptr->tim_reflect > v) return FALSE;
2102 else if (!p_ptr->tim_reflect)
2104 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2112 if (p_ptr->tim_reflect)
2114 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2120 p_ptr->tim_reflect = v;
2122 /* Redraw status bar */
2123 p_ptr->redraw |= (PR_STATUS);
2125 /* Nothing to notice */
2126 if (!notice) return (FALSE);
2128 if (disturb_state) disturb(FALSE, FALSE);
2129 p_ptr->update |= (PU_BONUS);
2136 * Set "p_ptr->multishadow", notice observable changes
2138 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2140 bool notice = FALSE;
2142 /* Hack -- Force good values */
2143 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2145 if (p_ptr->is_dead) return FALSE;
2150 if (p_ptr->multishadow && !do_dec)
2152 if (p_ptr->multishadow > v) return FALSE;
2154 else if (!p_ptr->multishadow)
2156 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2164 if (p_ptr->multishadow)
2166 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2172 p_ptr->multishadow = v;
2174 /* Redraw status bar */
2175 p_ptr->redraw |= (PR_STATUS);
2177 /* Nothing to notice */
2178 if (!notice) return (FALSE);
2180 if (disturb_state) disturb(FALSE, FALSE);
2181 p_ptr->update |= (PU_BONUS);
2187 * @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
2189 * @param do_dec 現在の継続時間より長い値のみ上書きする
2190 * @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。
2192 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2194 bool notice = FALSE;
2196 /* Hack -- Force good values */
2197 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2199 if (p_ptr->is_dead) return FALSE;
2204 if (p_ptr->dustrobe && !do_dec)
2206 if (p_ptr->dustrobe > v) return FALSE;
2208 else if (!p_ptr->dustrobe)
2210 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2218 if (p_ptr->dustrobe)
2220 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2226 p_ptr->dustrobe = v;
2228 /* Redraw status bar */
2229 p_ptr->redraw |= (PR_STATUS);
2231 /* Nothing to notice */
2232 if (!notice) return (FALSE);
2234 if (disturb_state) disturb(FALSE, FALSE);
2235 p_ptr->update |= (PU_BONUS);
2241 * @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
2243 * @param do_dec 現在の継続時間より長い値のみ上書きする
2244 * @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。
2246 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2248 bool notice = FALSE;
2250 /* Hack -- Force good values */
2251 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2253 if (p_ptr->is_dead) return FALSE;
2258 if (p_ptr->kabenuke && !do_dec)
2260 if (p_ptr->kabenuke > v) return FALSE;
2262 else if (!p_ptr->kabenuke)
2264 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2272 if (p_ptr->kabenuke)
2274 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2280 p_ptr->kabenuke = v;
2282 /* Redraw status bar */
2283 p_ptr->redraw |= (PR_STATUS);
2285 /* Nothing to notice */
2286 if (!notice) return (FALSE);
2288 if (disturb_state) disturb(FALSE, FALSE);
2289 p_ptr->update |= (PU_BONUS);
2295 * @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
2297 * @param do_dec 現在の継続時間より長い値のみ上書きする
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_tsuyoshi(TIME_EFFECT v, bool do_dec)
2302 bool notice = FALSE;
2304 /* Hack -- Force good values */
2305 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2307 if (p_ptr->is_dead) return FALSE;
2312 if (p_ptr->tsuyoshi && !do_dec)
2314 if (p_ptr->tsuyoshi > v) return FALSE;
2316 else if (!p_ptr->tsuyoshi)
2318 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2320 chg_virtue(V_VITALITY, 2);
2327 if (p_ptr->tsuyoshi)
2329 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2331 (void)dec_stat(A_CON, 20, TRUE);
2332 (void)dec_stat(A_STR, 20, TRUE);
2335 chg_virtue(V_VITALITY, -3);
2340 p_ptr->tsuyoshi = v;
2342 /* Redraw status bar */
2343 p_ptr->redraw |= (PR_STATUS);
2345 /* Nothing to notice */
2346 if (!notice) return (FALSE);
2348 if (disturb_state) disturb(FALSE, FALSE);
2349 p_ptr->update |= (PU_BONUS);
2351 /* Recalculate hitpoints */
2352 p_ptr->update |= (PU_HP);
2358 * @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-
2359 * @param attack_type スレイのタイプID
2361 * @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。
2363 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2365 /* Hack -- Force good values */
2366 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2368 /* Clear all elemental attacks (only one is allowed at a time). */
2369 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2371 p_ptr->special_attack &= ~(ATTACK_ACID);
2372 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2374 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2376 p_ptr->special_attack &= ~(ATTACK_ELEC);
2377 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2379 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2381 p_ptr->special_attack &= ~(ATTACK_FIRE);
2382 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2384 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2386 p_ptr->special_attack &= ~(ATTACK_COLD);
2387 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2389 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2391 p_ptr->special_attack &= ~(ATTACK_POIS);
2392 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2395 if ((v) && (attack_type))
2397 /* Set attack type. */
2398 p_ptr->special_attack |= (attack_type);
2401 p_ptr->ele_attack = v;
2405 msg_format("%sで攻撃できるようになった!",
2406 ((attack_type == ATTACK_ACID) ? "酸" :
2407 ((attack_type == ATTACK_ELEC) ? "電撃" :
2408 ((attack_type == ATTACK_FIRE) ? "火炎" :
2409 ((attack_type == ATTACK_COLD) ? "冷気" :
2410 ((attack_type == ATTACK_POIS) ? "毒" :
2413 msg_format("For a while, the blows you deal will %s",
2414 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2415 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2416 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2417 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2418 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2419 "do nothing special."))))));
2423 if (disturb_state) disturb(FALSE, FALSE);
2425 /* Redraw status bar */
2426 p_ptr->redraw |= (PR_STATUS);
2428 p_ptr->update |= (PU_BONUS);
2435 * @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-
2436 * @param immune_type 免疫のタイプID
2438 * @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。
2440 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2442 /* Hack -- Force good values */
2443 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2445 /* Clear all elemental attacks (only one is allowed at a time). */
2446 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2448 p_ptr->special_defense &= ~(DEFENSE_ACID);
2449 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."));
2451 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2453 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2454 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."));
2456 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2458 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2459 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."));
2461 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2463 p_ptr->special_defense &= ~(DEFENSE_COLD);
2464 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."));
2466 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2468 p_ptr->special_defense &= ~(DEFENSE_POIS);
2469 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."));
2472 if ((v) && (immune_type))
2474 /* Set attack type. */
2475 p_ptr->special_defense |= (immune_type);
2478 p_ptr->ele_immune = v;
2482 msg_format("%sの攻撃を受けつけなくなった!",
2483 ((immune_type == DEFENSE_ACID) ? "酸" :
2484 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2485 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2486 ((immune_type == DEFENSE_COLD) ? "冷気" :
2487 ((immune_type == DEFENSE_POIS) ? "毒" :
2490 msg_format("For a while, You are immune to %s",
2491 ((immune_type == DEFENSE_ACID) ? "acid!" :
2492 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2493 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2494 ((immune_type == DEFENSE_COLD) ? "cold!" :
2495 ((immune_type == DEFENSE_POIS) ? "poison!" :
2496 "do nothing special."))))));
2500 if (disturb_state) disturb(FALSE, FALSE);
2502 /* Redraw status bar */
2503 p_ptr->redraw |= (PR_STATUS);
2505 p_ptr->update |= (PU_BONUS);
2512 * @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
2514 * @param do_dec 現在の継続時間より長い値のみ上書きする
2515 * @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。
2517 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2519 bool notice = FALSE;
2521 /* Hack -- Force good values */
2522 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2524 if (p_ptr->is_dead) return FALSE;
2529 if (p_ptr->oppose_acid && !do_dec)
2531 if (p_ptr->oppose_acid > v) return FALSE;
2533 else if (!IS_OPPOSE_ACID())
2535 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2543 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2545 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2551 p_ptr->oppose_acid = v;
2553 /* Nothing to notice */
2554 if (!notice) return (FALSE);
2556 /* Redraw status bar */
2557 p_ptr->redraw |= (PR_STATUS);
2559 if (disturb_state) disturb(FALSE, FALSE);
2565 * @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
2567 * @param do_dec 現在の継続時間より長い値のみ上書きする
2568 * @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。
2570 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2572 bool notice = FALSE;
2574 /* Hack -- Force good values */
2575 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2577 if (p_ptr->is_dead) return FALSE;
2582 if (p_ptr->oppose_elec && !do_dec)
2584 if (p_ptr->oppose_elec > v) return FALSE;
2586 else if (!IS_OPPOSE_ELEC())
2588 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2596 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2598 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2604 p_ptr->oppose_elec = v;
2606 /* Nothing to notice */
2607 if (!notice) return (FALSE);
2609 /* Redraw status bar */
2610 p_ptr->redraw |= (PR_STATUS);
2612 if (disturb_state) disturb(FALSE, FALSE);
2618 * @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
2620 * @param do_dec 現在の継続時間より長い値のみ上書きする
2621 * @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。
2623 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2625 bool notice = FALSE;
2627 /* Hack -- Force good values */
2628 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2630 if (p_ptr->is_dead) return FALSE;
2632 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2636 if (p_ptr->oppose_fire && !do_dec)
2638 if (p_ptr->oppose_fire > v) return FALSE;
2640 else if (!IS_OPPOSE_FIRE())
2642 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2650 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2652 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2658 p_ptr->oppose_fire = v;
2660 /* Nothing to notice */
2661 if (!notice) return (FALSE);
2663 /* Redraw status bar */
2664 p_ptr->redraw |= (PR_STATUS);
2666 if (disturb_state) disturb(FALSE, FALSE);
2672 * @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
2674 * @param do_dec 現在の継続時間より長い値のみ上書きする
2675 * @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。
2677 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2679 bool notice = FALSE;
2681 /* Hack -- Force good values */
2682 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2684 if (p_ptr->is_dead) return FALSE;
2689 if (p_ptr->oppose_cold && !do_dec)
2691 if (p_ptr->oppose_cold > v) return FALSE;
2693 else if (!IS_OPPOSE_COLD())
2695 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2703 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2705 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2711 p_ptr->oppose_cold = v;
2713 /* Nothing to notice */
2714 if (!notice) return (FALSE);
2716 /* Redraw status bar */
2717 p_ptr->redraw |= (PR_STATUS);
2719 if (disturb_state) disturb(FALSE, FALSE);
2725 * @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
2727 * @param do_dec 現在の継続時間より長い値のみ上書きする
2728 * @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。
2730 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2732 bool notice = FALSE;
2734 /* Hack -- Force good values */
2735 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2737 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2738 if (p_ptr->is_dead) return FALSE;
2743 if (p_ptr->oppose_pois && !do_dec)
2745 if (p_ptr->oppose_pois > v) return FALSE;
2747 else if (!IS_OPPOSE_POIS())
2749 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2757 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2759 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2765 p_ptr->oppose_pois = v;
2767 /* Nothing to notice */
2768 if (!notice) return (FALSE);
2770 /* Redraw status bar */
2771 p_ptr->redraw |= (PR_STATUS);
2773 if (disturb_state) disturb(FALSE, FALSE);
2779 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2781 * @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。
2783 * Note the special code to only notice "range" changes.
2785 bool set_stun(TIME_EFFECT v)
2787 int old_aux, new_aux;
2788 bool notice = FALSE;
2791 /* Hack -- Force good values */
2792 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2794 if (p_ptr->is_dead) return FALSE;
2796 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2799 if (p_ptr->stun > 100)
2805 else if (p_ptr->stun > 50)
2811 else if (p_ptr->stun > 0)
2847 if (new_aux > old_aux)
2849 /* Describe the state */
2853 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2856 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;
2859 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;
2862 if (randint1(1000) < v || one_in_(16))
2864 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2868 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2869 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2871 else if (one_in_(2))
2873 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2877 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2880 if (p_ptr->special_defense & KATA_MASK)
2882 msg_print(_("型が崩れた。", "Your posture gets loose."));
2883 p_ptr->special_defense &= ~(KATA_MASK);
2884 p_ptr->update |= (PU_BONUS);
2885 p_ptr->update |= (PU_MONSTERS);
2886 p_ptr->redraw |= (PR_STATE);
2887 p_ptr->redraw |= (PR_STATUS);
2888 p_ptr->action = ACTION_NONE;
2892 if (p_ptr->concent) reset_concentration(TRUE);
2895 if (hex_spelling_any()) stop_hex_spell_all();
2901 else if (new_aux < old_aux)
2903 /* Describe the state */
2908 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2910 if (disturb_state) disturb(FALSE, FALSE);
2921 if (!notice) return (FALSE);
2923 if (disturb_state) disturb(FALSE, FALSE);
2924 p_ptr->update |= (PU_BONUS);
2926 /* Redraw the "stun" */
2927 p_ptr->redraw |= (PR_STUN);
2934 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2936 * @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。
2938 * Note the special code to only notice "range" changes.
2940 bool set_cut(TIME_EFFECT v)
2942 int old_aux, new_aux;
2943 bool notice = FALSE;
2945 /* Hack -- Force good values */
2946 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2948 if (p_ptr->is_dead) return FALSE;
2950 if ((p_ptr->prace == RACE_GOLEM ||
2951 p_ptr->prace == RACE_SKELETON ||
2952 p_ptr->prace == RACE_SPECTRE ||
2953 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2958 if (p_ptr->cut > 1000)
2964 else if (p_ptr->cut > 200)
2970 else if (p_ptr->cut > 100)
2976 else if (p_ptr->cut > 50)
2982 else if (p_ptr->cut > 25)
2988 else if (p_ptr->cut > 10)
2994 else if (p_ptr->cut > 0)
3054 if (new_aux > old_aux)
3056 /* Describe the state */
3060 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3063 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3066 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3069 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3072 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3075 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;
3078 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;
3083 if (randint1(1000) < v || one_in_(16))
3085 if (!p_ptr->sustain_chr)
3087 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3094 else if (new_aux < old_aux)
3096 /* Describe the state */
3101 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");
3103 if (disturb_state) disturb(FALSE, FALSE);
3114 if (!notice) return (FALSE);
3116 if (disturb_state) disturb(FALSE, FALSE);
3117 p_ptr->update |= (PU_BONUS);
3119 /* Redraw the "cut" */
3120 p_ptr->redraw |= (PR_CUT);
3126 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3128 * @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。
3130 * Set "", notice observable changes\n
3132 * The "p_ptr->food" variable can get as large as 20000, allowing the
3133 * addition of the most "filling" item, Elvish Waybread, which adds
3134 * 7500 food units, without overflowing the 32767 maximum limit.\n
3136 * Perhaps we should disturb the player with various messages,
3137 * especially messages about hunger status changes. \n
3139 * Digestion of food is handled in "dungeon.c", in which, normally,
3140 * the player digests about 20 food units per 100 game turns, more
3141 * when "fast", more when "regenerating", less with "slow digestion",
3142 * but when the player is "gorged", he digests 100 food units per 10
3143 * game turns, or a full 1000 food units per 100 game turns.\n
3145 * Note that the player's speed is reduced by 10 units while gorged,
3146 * so if the player eats a single food ration (5000 food units) when
3147 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3148 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3149 * affecting the player speed).\n
3151 bool set_food(TIME_EFFECT v)
3153 int old_aux, new_aux;
3155 bool notice = FALSE;
3157 /* Hack -- Force good values */
3158 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3160 /* Fainting / Starving */
3161 if (p_ptr->food < PY_FOOD_FAINT)
3167 else if (p_ptr->food < PY_FOOD_WEAK)
3173 else if (p_ptr->food < PY_FOOD_ALERT)
3179 else if (p_ptr->food < PY_FOOD_FULL)
3185 else if (p_ptr->food < PY_FOOD_MAX)
3196 /* Fainting / Starving */
3197 if (v < PY_FOOD_FAINT)
3203 else if (v < PY_FOOD_WEAK)
3209 else if (v < PY_FOOD_ALERT)
3215 else if (v < PY_FOOD_FULL)
3221 else if (v < PY_FOOD_MAX)
3232 if (old_aux < 1 && new_aux > 0)
3233 chg_virtue(V_PATIENCE, 2);
3234 else if (old_aux < 3 && (old_aux != new_aux))
3235 chg_virtue(V_PATIENCE, 1);
3237 chg_virtue(V_TEMPERANCE, 1);
3239 chg_virtue(V_TEMPERANCE, -1);
3242 if (new_aux > old_aux)
3244 /* Describe the state */
3248 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3251 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3254 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3257 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3261 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3262 chg_virtue(V_HARMONY, -1);
3263 chg_virtue(V_PATIENCE, -1);
3264 chg_virtue(V_TEMPERANCE, -2);
3274 else if (new_aux < old_aux)
3276 /* Describe the state */
3279 /* Fainting / Starving */
3280 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;
3283 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3286 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3289 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3292 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3295 if (p_ptr->wild_mode && (new_aux < 2))
3307 /* Nothing to notice */
3308 if (!notice) return (FALSE);
3310 if (disturb_state) disturb(FALSE, FALSE);
3311 p_ptr->update |= (PU_BONUS);
3314 p_ptr->redraw |= (PR_HUNGER);
3320 * @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-
3321 * @param stat 上昇させるステータスID
3322 * @return 実際に上昇した場合TRUEを返す。
3324 * Note that this function (used by stat potions) now restores\n
3325 * the stat BEFORE increasing it.\n
3327 bool inc_stat(int stat)
3329 BASE_STATUS value, gain;
3331 /* Then augment the current/max stat */
3332 value = p_ptr->stat_cur[stat];
3334 /* Cannot go above 18/100 */
3335 if (value < p_ptr->stat_max_max[stat])
3337 /* Gain one (sometimes two) points */
3340 gain = ((randint0(100) < 75) ? 1 : 2);
3344 /* Gain 1/6 to 1/3 of distance to 18/100 */
3345 else if (value < (p_ptr->stat_max_max[stat]-2))
3347 /* Approximate gain value */
3348 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3351 if (gain < 1) gain = 1;
3353 /* Apply the bonus */
3354 value += randint1(gain) + gain / 2;
3357 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3360 /* Gain one point at a time */
3366 /* Save the new value */
3367 p_ptr->stat_cur[stat] = value;
3369 /* Bring up the maximum too */
3370 if (value > p_ptr->stat_max[stat])
3372 p_ptr->stat_max[stat] = value;
3374 p_ptr->update |= (PU_BONUS);
3380 /* Nothing to gain */
3385 * @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.
3386 * @param stat 減少させるステータスID
3387 * @param amount 減少させる基本量
3388 * @param permanent TRUEならば現在の最大値を減少させる
3389 * @return 実際に減少した場合TRUEを返す。
3392 * Amount could be a little higher in extreme cases to mangle very high\n
3393 * stats from massive assaults. -CWS\n
3395 * Note that "permanent" means that the *given* amount is permanent,\n
3396 * not that the new value becomes permanent. This may not work exactly\n
3397 * as expected, due to "weirdness" in the algorithm, but in general,\n
3398 * if your stat is already drained, the "max" value will not drop all\n
3399 * the way down to the "cur" value.\n
3401 bool dec_stat(int stat, int amount, int permanent)
3403 BASE_STATUS cur, max;
3408 /* Acquire current value */
3409 cur = p_ptr->stat_cur[stat];
3410 max = p_ptr->stat_max[stat];
3412 /* Note when the values are identical */
3413 same = (cur == max);
3415 /* Damage "current" value */
3418 /* Handle "low" values */
3421 if (amount > 90) cur--;
3422 if (amount > 50) cur--;
3423 if (amount > 20) cur--;
3427 /* Handle "high" values */
3430 /* Hack -- Decrement by a random amount between one-quarter */
3431 /* and one-half of the stat bonus times the percentage, with a */
3432 /* minimum damage of half the percentage. -CWS */
3433 loss = (((cur-18) / 2 + 1) / 2 + 1);
3436 if (loss < 1) loss = 1;
3438 /* Randomize the loss */
3439 loss = ((randint1(loss) + loss) * amount) / 100;
3442 if (loss < amount/2) loss = amount/2;
3444 /* Lose some points */
3447 /* Hack -- Only reduce stat to 17 sometimes */
3448 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3451 /* Prevent illegal values */
3452 if (cur < 3) cur = 3;
3454 /* Something happened */
3455 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3458 /* Damage "max" value */
3459 if (permanent && (max > 3))
3461 chg_virtue(V_SACRIFICE, 1);
3462 if (stat == A_WIS || stat == A_INT)
3463 chg_virtue(V_ENLIGHTEN, -2);
3465 /* Handle "low" values */
3468 if (amount > 90) max--;
3469 if (amount > 50) max--;
3470 if (amount > 20) max--;
3474 /* Handle "high" values */
3477 /* Hack -- Decrement by a random amount between one-quarter */
3478 /* and one-half of the stat bonus times the percentage, with a */
3479 /* minimum damage of half the percentage. -CWS */
3480 loss = (((max-18) / 2 + 1) / 2 + 1);
3481 loss = ((randint1(loss) + loss) * amount) / 100;
3482 if (loss < amount/2) loss = amount/2;
3484 /* Lose some points */
3487 /* Hack -- Only reduce stat to 17 sometimes */
3488 if (max < 18) max = (amount <= 20) ? 18 : 17;
3491 /* Hack -- keep it clean */
3492 if (same || (max < cur)) max = cur;
3494 /* Something happened */
3495 if (max != p_ptr->stat_max[stat]) res = TRUE;
3501 /* Actually set the stat to its new value. */
3502 p_ptr->stat_cur[stat] = cur;
3503 p_ptr->stat_max[stat] = max;
3505 /* Redisplay the stats later */
3506 p_ptr->redraw |= (PR_STATS);
3507 p_ptr->update |= (PU_BONUS);
3515 * @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.
3516 * @param stat 回復ステータスID
3517 * @return 実際に回復した場合TRUEを返す。
3519 bool res_stat(int stat)
3521 /* Restore if needed */
3522 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3525 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3526 p_ptr->update |= (PU_BONUS);
3528 /* Redisplay the stats later */
3529 p_ptr->redraw |= (PR_STATS);
3535 /* Nothing to restore */
3541 * Increase players hit points, notice effects
3543 bool hp_player(int num)
3546 vir = virtue_number(V_VITALITY);
3548 if(num <= 0) return (FALSE);
3552 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3554 /* Healing needed */
3555 if (p_ptr->chp < p_ptr->mhp)
3557 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3558 chg_virtue(V_TEMPERANCE, 1);
3559 /* Gain hitpoints */
3562 /* Enforce maximum */
3563 if (p_ptr->chp >= p_ptr->mhp)
3565 p_ptr->chp = p_ptr->mhp;
3566 p_ptr->chp_frac = 0;
3569 p_ptr->redraw |= (PR_HP);
3571 p_ptr->window |= (PW_PLAYER);
3576 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3582 msg_print(_("気分が良くなった。", "You feel better."));
3588 msg_print(_("とても気分が良くなった。", "You feel much better."));
3594 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3606 * Array of stat "descriptions"
3608 static concptr desc_stat_pos[] =
3613 _("器用に", "dextrous"),
3614 _("健康に", "healthy"),
3620 * Array of stat "descriptions"
3622 static concptr desc_stat_neg[] =
3627 _("不器用に", "clumsy"),
3628 _("不健康に", "sickly"),
3636 bool do_dec_stat(int stat)
3640 /* Access the "sustain" */
3643 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3644 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3645 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3646 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3647 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3648 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3652 if (sust && (!ironman_nightmare || randint0(13)))
3654 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."),
3655 desc_stat_neg[stat]);
3661 /* Attempt to reduce the stat */
3662 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3664 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3670 /* Nothing obvious */
3676 * Restore lost "points" in a stat
3678 bool do_res_stat(int stat)
3680 /* Attempt to increase */
3683 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3688 /* Nothing obvious */
3694 * Gain a "point" in a stat
3696 bool do_inc_stat(int stat)
3700 /* Restore strength */
3701 res = res_stat(stat);
3703 /* Attempt to increase */
3708 chg_virtue(V_ENLIGHTEN, 1);
3709 chg_virtue(V_FAITH, 1);
3711 else if (stat == A_INT)
3713 chg_virtue(V_KNOWLEDGE, 1);
3714 chg_virtue(V_ENLIGHTEN, 1);
3716 else if (stat == A_CON)
3717 chg_virtue(V_VITALITY, 1);
3719 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3724 /* Restoration worked */
3727 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3732 /* Nothing obvious */
3738 * Restores any drained experience
3740 bool restore_level(void)
3742 /* Restore experience */
3743 if (p_ptr->exp < p_ptr->max_exp)
3745 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3747 /* Restore the experience */
3748 p_ptr->exp = p_ptr->max_exp;
3750 /* Check the experience */
3764 bool lose_all_info(void)
3768 chg_virtue(V_KNOWLEDGE, -5);
3769 chg_virtue(V_ENLIGHTEN, -5);
3771 /* Forget info about objects */
3772 for (i = 0; i < INVEN_TOTAL; i++)
3774 object_type *o_ptr = &inventory[i];
3776 /* Skip non-objects */
3777 if (!o_ptr->k_idx) continue;
3779 /* Allow "protection" by the MENTAL flag */
3780 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3782 /* Remove "default inscriptions" */
3783 o_ptr->feeling = FEEL_NONE;
3785 /* Hack -- Clear the "empty" flag */
3786 o_ptr->ident &= ~(IDENT_EMPTY);
3788 /* Hack -- Clear the "known" flag */
3789 o_ptr->ident &= ~(IDENT_KNOWN);
3791 /* Hack -- Clear the "felt" flag */
3792 o_ptr->ident &= ~(IDENT_SENSE);
3794 p_ptr->update |= (PU_BONUS);
3796 /* Combine / Reorder the pack (later) */
3797 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3799 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3801 /* Mega-Hack -- Forget the map */
3809 void do_poly_wounds(void)
3811 /* Changed to always provide at least _some_ healing */
3812 s16b wounds = p_ptr->cut;
3813 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3814 s16b change = damroll(p_ptr->lev, 5);
3815 bool Nasty_effect = one_in_(5);
3817 if (!(wounds || hit_p || Nasty_effect)) return;
3819 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3823 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3824 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3829 set_cut(p_ptr->cut - (change / 2));
3835 * Change player race
3837 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3839 concptr title = race_info[new_race].title;
3840 int old_race = p_ptr->prace;
3843 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3845 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3848 chg_virtue(V_CHANCE, 2);
3850 if (p_ptr->prace < 32)
3852 p_ptr->old_race1 |= 1L << p_ptr->prace;
3856 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3858 p_ptr->prace = new_race;
3859 rp_ptr = &race_info[p_ptr->prace];
3861 /* Experience factor */
3862 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3865 * The speed bonus of Klackons and Sprites are disabled
3866 * and the experience penalty is decreased.
3868 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)))
3869 p_ptr->expfact -= 15;
3871 /* Get character's height and weight */
3872 get_height_weight();
3875 if (p_ptr->pclass == CLASS_SORCERER)
3876 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3878 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3880 do_cmd_rerate(FALSE);
3882 /* The experience level may be modified */
3885 p_ptr->redraw |= (PR_BASIC);
3887 p_ptr->update |= (PU_BONUS);
3891 /* Load an autopick preference file */
3892 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3894 /* Player's graphic tile may change */
3895 lite_spot(p_ptr->y, p_ptr->x);
3899 void do_poly_self(void)
3901 int power = p_ptr->lev;
3903 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3904 chg_virtue(V_CHANCE, 1);
3906 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3908 char effect_msg[80] = "";
3909 CHARACTER_IDX new_race;
3911 /* Some form of racial polymorph... */
3914 if ((power > randint0(5)) && one_in_(4))
3919 if (p_ptr->psex == SEX_MALE)
3921 p_ptr->psex = SEX_FEMALE;
3922 sp_ptr = &sex_info[p_ptr->psex];
3923 sprintf(effect_msg, _("女性の", "female "));
3927 p_ptr->psex = SEX_MALE;
3928 sp_ptr = &sex_info[p_ptr->psex];
3929 sprintf(effect_msg, _("男性の", "male "));
3933 if ((power > randint0(30)) && one_in_(5))
3937 /* Harmful deformity */
3944 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3950 /* Deformities are discriminated against! */
3951 (void)dec_stat(A_CHR, randint1(6), TRUE);
3956 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3957 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3961 sprintf(effect_msg,_("奇形の", "deformed "));
3965 while ((power > randint0(20)) && one_in_(10))
3967 /* Polymorph into a less mutated form */
3970 if (!lose_mutation(0))
3971 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3976 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3978 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3980 change_race(new_race, effect_msg);
3983 if ((power > randint0(30)) && one_in_(6))
3989 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");
3993 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3998 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!"));
3999 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4005 if ((power > randint0(20)) && one_in_(4))
4010 do_cmd_rerate(FALSE);
4013 while ((power > randint0(15)) && one_in_(3))
4016 (void)gain_random_mutation(0);
4019 if (power > randint0(5))
4025 /* Note: earlier deductions may have left power < 0 already. */
4035 * Decreases players hit points and sets death flag if necessary
4037 * Invulnerability needs to be changed into a "shield"
4039 * Hack -- this function allows the user to save (or quit)
4040 * the game when he dies, since the "You die." message is shown before
4041 * setting the player to "dead".
4044 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
4046 int old_chp = p_ptr->chp;
4048 char death_message[1024];
4051 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4054 if (p_ptr->is_dead) return 0;
4056 if (p_ptr->sutemi) damage *= 2;
4057 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4059 if (easy_band) damage = (damage+1)/2;
4061 if (damage_type != DAMAGE_USELIFE)
4063 disturb(TRUE, TRUE);
4070 if (monspell >= 0) learn_spell(monspell);
4072 /* Mega-Hack -- Apply "invulnerability" */
4073 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4075 if (IS_INVULN() && (damage < 9000))
4077 if (damage_type == DAMAGE_FORCE)
4079 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4081 else if (one_in_(PENETRATE_INVULNERABILITY))
4083 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4091 if (CHECK_MULTISHADOW())
4093 if (damage_type == DAMAGE_FORCE)
4095 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4097 else if (damage_type == DAMAGE_ATTACK)
4099 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!"));
4104 if (p_ptr->wraith_form)
4106 if (damage_type == DAMAGE_FORCE)
4108 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4113 if ((damage == 0) && one_in_(2)) damage = 1;
4117 if (p_ptr->special_defense & KATA_MUSOU)
4120 if ((damage == 0) && one_in_(2)) damage = 1;
4122 } /* not if LOSELIFE USELIFE */
4124 /* Hurt the player */
4125 p_ptr->chp -= damage;
4126 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4128 damage += p_ptr->chp;
4132 /* Display the hitpoints */
4133 p_ptr->redraw |= (PR_HP);
4135 p_ptr->window |= (PW_PLAYER);
4137 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4139 chg_virtue(V_SACRIFICE, 1);
4140 chg_virtue(V_CHANCE, 2);
4146 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4148 #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 */
4150 if(!save_player()) msg_print("セーブ失敗!");
4155 chg_virtue(V_SACRIFICE, 10);
4160 p_ptr->leaving = TRUE;
4163 p_ptr->is_dead = TRUE;
4165 if (p_ptr->inside_arena)
4167 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4168 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4170 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4174 QUEST_IDX q_idx = quest_number(dun_level);
4175 bool seppuku = streq(hit_from, "Seppuku");
4176 bool winning_seppuku = p_ptr->total_winner && seppuku;
4178 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4181 /* Make screen dump */
4182 screen_dump = make_screen_dump();
4185 /* Note cause of death */
4188 strcpy(p_ptr->died_from, hit_from);
4190 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4197 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);
4199 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4201 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4204 /* No longer a winner */
4205 p_ptr->total_winner = FALSE;
4207 if (winning_seppuku)
4209 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4215 if (p_ptr->inside_arena)
4216 strcpy(buf,_("アリーナ", "in the Arena"));
4217 else if (!dun_level)
4218 strcpy(buf,_("地上", "on the surface"));
4219 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4220 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4221 strcpy(buf,_("クエスト", "in a quest"));
4223 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4225 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4226 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4229 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4230 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4234 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4236 do_cmd_save_screen();
4241 /* Initialize "last message" buffer */
4242 if (p_ptr->last_message) string_free(p_ptr->last_message);
4243 p_ptr->last_message = NULL;
4245 /* Hack -- Note death */
4249 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4251 msg_print(android ? "You are broken." : "You die.");
4258 if (winning_seppuku)
4260 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4264 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4270 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4272 while (!get_string("Last word: ", death_message, 1024)) ;
4275 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4277 if (death_message[0] == '\0')
4280 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4282 strcpy(death_message, android ? "You are broken." : "You die.");
4285 else p_ptr->last_message = string_make(death_message);
4288 if (winning_seppuku)
4293 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4294 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4301 for (i = 0; i < 40; i++)
4302 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4304 str = death_message;
4305 if (strncmp(str, "「", 2) == 0) str += 2;
4307 str2 = my_strstr(str, "」");
4308 if (str2 != NULL) *str2 = '\0';
4313 str2 = my_strstr(str, " ");
4314 if (str2 == NULL) len = strlen(str);
4315 else len = str2 - str;
4319 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4321 if (str2 == NULL) break;
4325 if (*str == 0) break;
4329 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4333 /* Make screen dump */
4334 screen_dump = make_screen_dump();
4337 /* Wait a key press */
4342 msg_print(death_message);
4352 /* Hitpoint warning */
4353 if (p_ptr->chp < warning)
4355 /* Hack -- bell on first notice */
4356 if (old_chp > warning) bell();
4360 if (record_danger && (old_chp > warning))
4362 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4363 hit_from = _("何か", "something");
4365 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4366 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4371 /* stop auto_more even if DAMAGE_USELIFE */
4375 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4379 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4390 void gain_exp_64(s32b amount, u32b amount_frac)
4392 if (p_ptr->is_dead) return;
4394 if (p_ptr->prace == RACE_ANDROID) return;
4396 /* Gain some experience */
4397 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4399 /* Slowly recover from experience drainage */
4400 if (p_ptr->exp < p_ptr->max_exp)
4402 /* Gain max experience (20%) (was 10%) */
4403 p_ptr->max_exp += amount / 5;
4406 /* Check Experience */
4414 void gain_exp(s32b amount)
4416 gain_exp_64(amount, 0L);
4420 void calc_android_exp(void)
4424 if (p_ptr->is_dead) return;
4426 if (p_ptr->prace != RACE_ANDROID) return;
4428 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4430 object_type *o_ptr = &inventory[i];
4432 object_type *q_ptr = &forge;
4434 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4436 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4437 if (!o_ptr->k_idx) continue;
4440 object_copy(q_ptr, o_ptr);
4441 q_ptr->discount = 0;
4442 q_ptr->curse_flags = 0L;
4444 if (object_is_fixed_artifact(o_ptr))
4446 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4447 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4449 else if (object_is_ego(o_ptr))
4451 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4453 else if (o_ptr->art_name)
4455 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4458 if (!object_is_weapon_ammo(o_ptr))
4461 if (total_flags < 15000) fake_level = 10;
4462 else if (total_flags < 35000) fake_level = 25;
4463 else fake_level = 40;
4468 if (total_flags < 20000) fake_level = 10;
4469 else if (total_flags < 45000) fake_level = 25;
4470 else fake_level = 40;
4473 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4476 value = object_value_real(q_ptr);
4478 if (value <= 0) continue;
4479 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4480 if (value > 5000000L) value = 5000000L;
4481 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4483 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4484 (o_ptr->tval == TV_DRAG_ARMOR) ||
4485 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4486 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4487 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4488 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4489 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4491 if (level > 65) level = 35 + (level - 65) / 5;
4492 else if (level > 35) level = 25 + (level - 35) / 3;
4493 else if (level > 15) level = 15 + (level - 15) / 2;
4494 exp = MIN(100000L, value) / 2 * level * level;
4495 if (value > 100000L)
4496 exp += (value - 100000L) / 8 * level * level;
4500 exp = MIN(100000L, value) * level;
4501 if (value > 100000L)
4502 exp += (value - 100000L) / 4 * level;
4504 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4505 else total_exp += exp / 16;
4506 if (i == INVEN_BODY) total_exp += exp / 32;
4508 p_ptr->exp = p_ptr->max_exp = total_exp;
4510 /* Check Experience */
4518 void lose_exp(s32b amount)
4520 if (p_ptr->prace == RACE_ANDROID) return;
4522 /* Never drop below zero experience */
4523 if (amount > p_ptr->exp) amount = p_ptr->exp;
4525 /* Lose some experience */
4526 p_ptr->exp -= amount;
4528 /* Check Experience */
4535 * If resisted to draining, return FALSE
4537 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4539 /* Androids and their mimics are never drained */
4540 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4542 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4544 /* Hold experience */
4545 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4549 /* Hold experience failed */
4550 if (p_ptr->hold_exp)
4552 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4557 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!"));
4565 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4567 bool notice = FALSE;
4569 /* Hack -- Force good values */
4570 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4572 if (p_ptr->is_dead) return FALSE;
4577 if (p_ptr->ult_res && !do_dec)
4579 if (p_ptr->ult_res > v) return FALSE;
4581 else if (!p_ptr->ult_res)
4583 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!"));
4593 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"));
4601 /* Redraw status bar */
4602 p_ptr->redraw |= (PR_STATUS);
4604 /* Nothing to notice */
4605 if (!notice) return (FALSE);
4607 if (disturb_state) disturb(FALSE, FALSE);
4608 p_ptr->update |= (PU_BONUS);
4613 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4615 bool notice = FALSE;
4617 /* Hack -- Force good values */
4618 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4620 if (p_ptr->is_dead) return FALSE;
4625 if (p_ptr->tim_res_nether && !do_dec)
4627 if (p_ptr->tim_res_nether > v) return FALSE;
4629 else if (!p_ptr->tim_res_nether)
4631 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4639 if (p_ptr->tim_res_nether)
4641 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"));
4647 p_ptr->tim_res_nether = v;
4649 /* Redraw status bar */
4650 p_ptr->redraw |= (PR_STATUS);
4652 /* Nothing to notice */
4653 if (!notice) return (FALSE);
4655 if (disturb_state) disturb(FALSE, FALSE);
4656 p_ptr->update |= (PU_BONUS);
4661 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4663 bool notice = FALSE;
4665 /* Hack -- Force good values */
4666 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4668 if (p_ptr->is_dead) return FALSE;
4673 if (p_ptr->tim_res_time && !do_dec)
4675 if (p_ptr->tim_res_time > v) return FALSE;
4677 else if (!p_ptr->tim_res_time)
4679 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!"));
4687 if (p_ptr->tim_res_time)
4689 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"));
4695 p_ptr->tim_res_time = v;
4697 /* Redraw status bar */
4698 p_ptr->redraw |= (PR_STATUS);
4700 /* Nothing to notice */
4701 if (!notice) return (FALSE);
4703 if (disturb_state) disturb(FALSE, FALSE);
4704 p_ptr->update |= (PU_BONUS);
4711 * Choose a warrior-mage elemental attack. -LM-
4713 bool choose_ele_attack(void)
4719 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4721 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."));
4726 num = (p_ptr->lev - 20) / 5;
4727 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4730 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4735 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4740 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4745 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4754 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4758 if ((choice == 'a') || (choice == 'A'))
4759 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4760 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4761 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4762 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4763 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4764 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4765 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4766 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4767 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4770 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4780 * Choose a elemental immune. -LM-
4782 bool choose_ele_immune(TIME_EFFECT immune_turn)
4787 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4788 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4789 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4790 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4798 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4802 if ((choice == 'a') || (choice == 'A'))
4803 set_ele_immune(DEFENSE_FIRE, immune_turn);
4804 else if ((choice == 'b') || (choice == 'B'))
4805 set_ele_immune(DEFENSE_COLD, immune_turn);
4806 else if ((choice == 'c') || (choice == 'C'))
4807 set_ele_immune(DEFENSE_ACID, immune_turn);
4808 else if ((choice == 'd') || (choice == 'D'))
4809 set_ele_immune(DEFENSE_ELEC, immune_turn);
4812 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));