3 * @brief プレイヤーのステータス管理 / effects of various "objects"
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2013 Deskull rearranged comment for Doxygen.\n
18 * @brief プレイヤーの継続行動を設定する。
19 * @param typ 継続行動のID\n
20 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
23 void set_action(ACTION_IDX typ)
25 int prev_typ = p_ptr->action;
37 msg_print(_("探索をやめた。", "You no longer walk carefully."));
38 p_ptr->redraw |= (PR_SPEED);
48 msg_print(_("学習をやめた。", "You stop Learning"));
54 msg_print(_("構えをといた。", "You stop assuming the posture."));
55 p_ptr->special_defense &= ~(KAMAE_MASK);
60 msg_print(_("型を崩した。", "You stop assuming the posture."));
61 p_ptr->special_defense &= ~(KATA_MASK);
62 p_ptr->update |= (PU_MONSTERS);
63 p_ptr->redraw |= (PR_STATUS);
68 msg_print(_("歌うのをやめた。", "You stop singing."));
73 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
74 p_ptr->energy_use = 100;
79 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
87 /* If we are requested other action, stop singing */
88 if (prev_typ == ACTION_SING) stop_singing();
89 if (prev_typ == ACTION_SPELL) stop_hex_spell();
91 switch (p_ptr->action)
95 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
96 p_ptr->redraw |= (PR_SPEED);
101 msg_print(_("学習を始めた。", "You begin Learning"));
106 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
109 case ACTION_HAYAGAKE:
111 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
120 /* Recalculate bonuses */
121 p_ptr->update |= (PU_BONUS);
123 /* Redraw the state */
124 p_ptr->redraw |= (PR_STATE);
128 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
131 void reset_tim_flags(void)
133 p_ptr->fast = 0; /* Timed -- Fast */
134 p_ptr->lightspeed = 0;
135 p_ptr->slow = 0; /* Timed -- Slow */
136 p_ptr->blind = 0; /* Timed -- Blindness */
137 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
138 p_ptr->confused = 0; /* Timed -- Confusion */
139 p_ptr->afraid = 0; /* Timed -- Fear */
140 p_ptr->image = 0; /* Timed -- Hallucination */
141 p_ptr->poisoned = 0; /* Timed -- Poisoned */
142 p_ptr->cut = 0; /* Timed -- Cut */
143 p_ptr->stun = 0; /* Timed -- Stun */
145 p_ptr->protevil = 0; /* Timed -- Protection */
146 p_ptr->invuln = 0; /* Timed -- Invulnerable */
148 p_ptr->hero = 0; /* Timed -- Heroism */
149 p_ptr->shero = 0; /* Timed -- Super Heroism */
150 p_ptr->shield = 0; /* Timed -- Shield Spell */
151 p_ptr->blessed = 0; /* Timed -- Blessed */
152 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
153 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
154 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
155 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
157 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
158 p_ptr->tim_levitation = 0;
159 p_ptr->tim_sh_touki = 0;
160 p_ptr->tim_sh_fire = 0;
161 p_ptr->tim_sh_holy = 0;
162 p_ptr->tim_eyeeye = 0;
164 p_ptr->resist_magic = 0;
167 p_ptr->tim_res_nether = 0;
168 p_ptr->tim_res_time = 0;
169 p_ptr->tim_mimic = 0;
170 p_ptr->mimic_form = 0;
171 p_ptr->tim_reflect = 0;
172 p_ptr->multishadow = 0;
174 p_ptr->action = ACTION_NONE;
177 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
178 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
179 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
180 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
181 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
183 p_ptr->word_recall = 0;
184 p_ptr->alter_reality = 0;
185 p_ptr->sutemi = FALSE;
186 p_ptr->counter = FALSE;
187 p_ptr->ele_attack = 0;
188 p_ptr->ele_immune = 0;
189 p_ptr->special_attack = 0L;
190 p_ptr->special_defense = 0L;
192 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
193 world_player = FALSE;
195 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
196 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
197 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
201 (void)set_monster_fast(p_ptr->riding, 0);
202 (void)set_monster_slow(p_ptr->riding, 0);
203 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
206 if (p_ptr->pclass == CLASS_BARD)
208 SINGING_SONG_EFFECT(p_ptr) = 0;
209 SINGING_SONG_ID(p_ptr) = 0;
214 * @brief プレイヤーに魔力消去効果を与える。
217 void dispel_player(void)
219 (void)set_fast(0, TRUE);
220 (void)set_lightspeed(0, TRUE);
221 (void)set_slow(0, TRUE);
222 (void)set_shield(0, TRUE);
223 (void)set_blessed(0, TRUE);
224 (void)set_tsuyoshi(0, TRUE);
225 (void)set_hero(0, TRUE);
226 (void)set_shero(0, TRUE);
227 (void)set_protevil(0, TRUE);
228 (void)set_invuln(0, TRUE);
229 (void)set_wraith_form(0, TRUE);
230 (void)set_kabenuke(0, TRUE);
231 (void)set_tim_res_nether(0, TRUE);
232 (void)set_tim_res_time(0, TRUE);
234 (void)set_tim_reflect(0,TRUE);
235 (void)set_multishadow(0,TRUE);
236 (void)set_dustrobe(0,TRUE);
238 (void)set_tim_invis(0, TRUE);
239 (void)set_tim_infra(0, TRUE);
240 (void)set_tim_esp(0, TRUE);
241 (void)set_tim_regen(0, TRUE);
242 (void)set_tim_stealth(0, TRUE);
243 (void)set_tim_levitation(0, TRUE);
244 (void)set_tim_sh_touki(0, TRUE);
245 (void)set_tim_sh_fire(0, TRUE);
246 (void)set_tim_sh_holy(0, TRUE);
247 (void)set_tim_eyeeye(0, TRUE);
248 (void)set_magicdef(0, TRUE);
249 (void)set_resist_magic(0, TRUE);
250 (void)set_oppose_acid(0, TRUE);
251 (void)set_oppose_elec(0, TRUE);
252 (void)set_oppose_fire(0, TRUE);
253 (void)set_oppose_cold(0, TRUE);
254 (void)set_oppose_pois(0, TRUE);
255 (void)set_ultimate_res(0, TRUE);
256 (void)set_mimic(0, 0, TRUE);
257 (void)set_ele_attack(0, 0);
258 (void)set_ele_immune(0, 0);
260 /* Cancel glowing hands */
261 if (p_ptr->special_attack & ATTACK_CONFUSE)
263 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
264 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
267 if (music_singing_any() || hex_spelling_any())
269 cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
270 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
271 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
272 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
273 p_ptr->action = ACTION_NONE;
275 /* Recalculate bonuses */
276 p_ptr->update |= (PU_BONUS | PU_HP);
278 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
280 /* Update monsters */
281 p_ptr->update |= (PU_MONSTERS);
283 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
285 p_ptr->energy_need += ENERGY_NEED();
291 * @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
294 * @param do_dec 現在の継続時間より長い値のみ上書きする
295 * @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。
297 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
301 /* Hack -- Force good values */
302 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
304 if (p_ptr->is_dead) return FALSE;
309 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
311 if (p_ptr->tim_mimic > v) return FALSE;
313 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
315 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
316 p_ptr->mimic_form = p;
324 if (p_ptr->tim_mimic)
326 msg_print(_("変身が解けた。", "You are no longer transformed."));
327 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
335 p_ptr->tim_mimic = v;
337 /* Nothing to notice */
341 if (disturb_state) disturb(FALSE, TRUE);
344 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
346 /* Recalculate bonuses */
347 p_ptr->update |= (PU_BONUS | PU_HP);
354 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
356 * @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。
358 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
359 * memorize any terrain features which suddenly become "visible".\n
360 * Note that blindness is currently the only thing which can affect\n
361 * "player_can_see_bold()".\n
363 bool set_blind(TIME_EFFECT v)
367 /* Hack -- Force good values */
368 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
370 if (p_ptr->is_dead) return FALSE;
377 if (p_ptr->prace == RACE_ANDROID)
379 msg_print(_("センサーをやられた!", "You are blind!"));
383 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
387 chg_virtue(V_ENLIGHTEN, -1);
396 if (p_ptr->prace == RACE_ANDROID)
398 msg_print(_("センサーが復旧した。", "You can see again."));
402 msg_print(_("やっと目が見えるようになった。", "You can see again."));
412 /* Redraw status bar */
413 p_ptr->redraw |= (PR_STATUS);
415 /* Nothing to notice */
416 if (!notice) return (FALSE);
418 if (disturb_state) disturb(FALSE, FALSE);
420 /* Fully update the visuals */
421 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
423 p_ptr->redraw |= (PR_MAP);
425 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
434 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
436 * @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。
438 bool set_confused(TIME_EFFECT v)
442 /* Hack -- Force good values */
443 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
445 if (p_ptr->is_dead) return FALSE;
450 if (!p_ptr->confused)
452 msg_print(_("あなたは混乱した!", "You are confused!"));
454 if (p_ptr->action == ACTION_LEARN)
456 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
459 p_ptr->redraw |= (PR_STATE);
460 p_ptr->action = ACTION_NONE;
462 if (p_ptr->action == ACTION_KAMAE)
464 msg_print(_("構えがとけた。", "Your posture gets loose."));
465 p_ptr->special_defense &= ~(KAMAE_MASK);
466 p_ptr->update |= (PU_BONUS);
467 p_ptr->redraw |= (PR_STATE);
468 p_ptr->action = ACTION_NONE;
470 else if (p_ptr->action == ACTION_KATA)
472 msg_print(_("型が崩れた。", "Your posture gets loose."));
473 p_ptr->special_defense &= ~(KATA_MASK);
474 p_ptr->update |= (PU_BONUS);
475 p_ptr->update |= (PU_MONSTERS);
476 p_ptr->redraw |= (PR_STATE);
477 p_ptr->redraw |= (PR_STATUS);
478 p_ptr->action = ACTION_NONE;
482 if (p_ptr->concent) reset_concentration(TRUE);
485 if (hex_spelling_any()) stop_hex_spell_all();
488 p_ptr->counter = FALSE;
489 chg_virtue(V_HARMONY, -1);
498 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
499 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
507 /* Redraw status bar */
508 p_ptr->redraw |= (PR_STATUS);
510 /* Nothing to notice */
511 if (!notice) return (FALSE);
513 if (disturb_state) disturb(FALSE, FALSE);
522 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
524 * @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。
526 bool set_poisoned(TIME_EFFECT v)
530 /* Hack -- Force good values */
531 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
533 if (p_ptr->is_dead) return FALSE;
538 if (!p_ptr->poisoned)
540 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
550 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
558 /* Redraw status bar */
559 p_ptr->redraw |= (PR_STATUS);
561 /* Nothing to notice */
562 if (!notice) return (FALSE);
564 if (disturb_state) disturb(FALSE, FALSE);
573 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
575 * @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。
577 bool set_afraid(TIME_EFFECT v)
581 /* Hack -- Force good values */
582 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
584 if (p_ptr->is_dead) return FALSE;
591 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
593 if (p_ptr->special_defense & KATA_MASK)
595 msg_print(_("型が崩れた。", "Your posture gets loose."));
596 p_ptr->special_defense &= ~(KATA_MASK);
597 p_ptr->update |= (PU_BONUS);
598 p_ptr->update |= (PU_MONSTERS);
599 p_ptr->redraw |= (PR_STATE);
600 p_ptr->redraw |= (PR_STATUS);
601 p_ptr->action = ACTION_NONE;
605 p_ptr->counter = FALSE;
606 chg_virtue(V_VALOUR, -1);
615 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
623 /* Redraw status bar */
624 p_ptr->redraw |= (PR_STATUS);
626 /* Nothing to notice */
627 if (!notice) return (FALSE);
629 if (disturb_state) disturb(FALSE, FALSE);
637 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
639 * @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。
641 bool set_paralyzed(TIME_EFFECT v)
645 /* Hack -- Force good values */
646 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
648 if (p_ptr->is_dead) return FALSE;
653 if (!p_ptr->paralyzed)
655 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
657 if (p_ptr->concent) reset_concentration(TRUE);
660 if (hex_spelling_any()) stop_hex_spell_all();
662 p_ptr->counter = FALSE;
670 if (p_ptr->paralyzed)
672 msg_print(_("やっと動けるようになった。", "You can move again."));
678 p_ptr->paralyzed = v;
680 /* Redraw status bar */
681 p_ptr->redraw |= (PR_STATUS);
683 /* Nothing to notice */
684 if (!notice) return (FALSE);
686 if (disturb_state) disturb(FALSE, FALSE);
688 /* Redraw the state */
689 p_ptr->redraw |= (PR_STATE);
697 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
699 * @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。
700 * @details Note that we must redraw the map when hallucination changes.
702 bool set_image(TIME_EFFECT v)
706 /* Hack -- Force good values */
707 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
709 if (p_ptr->is_dead) return FALSE;
715 set_tsuyoshi(0, TRUE);
718 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
721 if (p_ptr->concent) reset_concentration(TRUE);
723 p_ptr->counter = FALSE;
733 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."));
741 /* Redraw status bar */
742 p_ptr->redraw |= (PR_STATUS);
744 /* Nothing to notice */
745 if (!notice) return (FALSE);
747 if (disturb_state) disturb(FALSE, TRUE);
749 p_ptr->redraw |= (PR_MAP);
751 /* Update the health bar */
752 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
754 /* Update monsters */
755 p_ptr->update |= (PU_MONSTERS);
757 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
765 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
767 * @param do_dec 現在の継続時間より長い値のみ上書きする
768 * @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。
770 bool set_fast(TIME_EFFECT v, bool do_dec)
774 /* Hack -- Force good values */
775 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
777 if (p_ptr->is_dead) return FALSE;
782 if (p_ptr->fast && !do_dec)
784 if (p_ptr->fast > v) return FALSE;
786 else if (!IS_FAST() && !p_ptr->lightspeed)
788 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
790 chg_virtue(V_PATIENCE, -1);
791 chg_virtue(V_DILIGENCE, 1);
798 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
800 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
808 /* Nothing to notice */
809 if (!notice) return (FALSE);
811 if (disturb_state) disturb(FALSE, FALSE);
813 /* Recalculate bonuses */
814 p_ptr->update |= (PU_BONUS);
822 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
824 * @param do_dec 現在の継続時間より長い値のみ上書きする
825 * @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。
827 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
831 /* Hack -- Force good values */
832 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
834 if (p_ptr->is_dead) return FALSE;
836 if (p_ptr->wild_mode) v = 0;
841 if (p_ptr->lightspeed && !do_dec)
843 if (p_ptr->lightspeed > v) return FALSE;
845 else if (!p_ptr->lightspeed)
847 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
849 chg_virtue(V_PATIENCE, -1);
850 chg_virtue(V_DILIGENCE, 1);
857 if (p_ptr->lightspeed)
859 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
865 p_ptr->lightspeed = v;
867 /* Nothing to notice */
868 if (!notice) return (FALSE);
870 if (disturb_state) disturb(FALSE, FALSE);
872 /* Recalculate bonuses */
873 p_ptr->update |= (PU_BONUS);
881 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
883 * @param do_dec 現在の継続時間より長い値のみ上書きする
884 * @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。
886 bool set_slow(TIME_EFFECT v, bool do_dec)
890 /* Hack -- Force good values */
891 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
893 if (p_ptr->is_dead) return FALSE;
898 if (p_ptr->slow && !do_dec)
900 if (p_ptr->slow > v) return FALSE;
902 else if (!p_ptr->slow)
904 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
914 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
922 /* Nothing to notice */
923 if (!notice) return (FALSE);
925 if (disturb_state) disturb(FALSE, FALSE);
927 /* Recalculate bonuses */
928 p_ptr->update |= (PU_BONUS);
937 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
939 * @param do_dec 現在の継続時間より長い値のみ上書きする
940 * @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。
942 bool set_shield(TIME_EFFECT v, bool do_dec)
946 /* Hack -- Force good values */
947 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
949 if (p_ptr->is_dead) return FALSE;
954 if (p_ptr->shield && !do_dec)
956 if (p_ptr->shield > v) return FALSE;
958 else if (!p_ptr->shield)
960 msg_print(_("肌が石になった。", "Your skin turns to stone."));
970 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
978 /* Redraw status bar */
979 p_ptr->redraw |= (PR_STATUS);
981 /* Nothing to notice */
982 if (!notice) return (FALSE);
984 if (disturb_state) disturb(FALSE, FALSE);
986 /* Recalculate bonuses */
987 p_ptr->update |= (PU_BONUS);
996 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
998 * @param do_dec 現在の継続時間より長い値のみ上書きする
999 * @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。
1001 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
1003 bool notice = FALSE;
1005 /* Hack -- Force good values */
1006 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1008 if (p_ptr->is_dead) return FALSE;
1013 if (p_ptr->tsubureru && !do_dec)
1015 if (p_ptr->tsubureru > v) return FALSE;
1017 else if (!p_ptr->tsubureru)
1019 msg_print(_("横に伸びた。", "Your body expands horizontally."));
1027 if (p_ptr->tsubureru)
1029 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
1035 p_ptr->tsubureru = v;
1037 /* Redraw status bar */
1038 p_ptr->redraw |= (PR_STATUS);
1040 /* Nothing to notice */
1041 if (!notice) return (FALSE);
1043 if (disturb_state) disturb(FALSE, FALSE);
1045 /* Recalculate bonuses */
1046 p_ptr->update |= (PU_BONUS);
1055 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1057 * @param do_dec 現在の継続時間より長い値のみ上書きする
1058 * @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。
1060 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1062 bool notice = FALSE;
1064 /* Hack -- Force good values */
1065 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1067 if (p_ptr->is_dead) return FALSE;
1072 if (p_ptr->magicdef && !do_dec)
1074 if (p_ptr->magicdef > v) return FALSE;
1076 else if (!p_ptr->magicdef)
1078 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."));
1086 if (p_ptr->magicdef)
1088 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1094 p_ptr->magicdef = v;
1096 /* Redraw status bar */
1097 p_ptr->redraw |= (PR_STATUS);
1099 /* Nothing to notice */
1100 if (!notice) return (FALSE);
1102 if (disturb_state) disturb(FALSE, FALSE);
1104 /* Recalculate bonuses */
1105 p_ptr->update |= (PU_BONUS);
1113 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1115 * @param do_dec 現在の継続時間より長い値のみ上書きする
1116 * @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。
1118 bool set_blessed(TIME_EFFECT v, bool do_dec)
1120 bool notice = FALSE;
1122 /* Hack -- Force good values */
1123 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1125 if (p_ptr->is_dead) return FALSE;
1130 if (p_ptr->blessed && !do_dec)
1132 if (p_ptr->blessed > v) return FALSE;
1134 else if (!IS_BLESSED())
1136 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1144 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1146 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1154 /* Redraw status bar */
1155 p_ptr->redraw |= (PR_STATUS);
1157 /* Nothing to notice */
1158 if (!notice) return (FALSE);
1160 if (disturb_state) disturb(FALSE, FALSE);
1162 /* Recalculate bonuses */
1163 p_ptr->update |= (PU_BONUS);
1172 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", 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_hero(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;
1189 if (p_ptr->hero && !do_dec)
1191 if (p_ptr->hero > v) return FALSE;
1193 else if (!IS_HERO())
1195 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1203 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1205 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1213 /* Redraw status bar */
1214 p_ptr->redraw |= (PR_STATUS);
1216 /* Nothing to notice */
1217 if (!notice) return (FALSE);
1219 if (disturb_state) disturb(FALSE, FALSE);
1221 /* Recalculate bonuses */
1222 p_ptr->update |= (PU_BONUS);
1224 /* Recalculate hitpoints */
1225 p_ptr->update |= (PU_HP);
1233 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1234 * @param v 継続時間/ 0ならば無条件にリセット
1235 * @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
1236 * @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。
1238 bool set_shero(TIME_EFFECT v, bool do_dec)
1240 bool notice = FALSE;
1242 /* Hack -- Force good values */
1243 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1245 if (p_ptr->is_dead) return FALSE;
1247 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1251 if (p_ptr->shero && !do_dec)
1253 if (p_ptr->shero > v) return FALSE;
1255 else if (!p_ptr->shero)
1257 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1267 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1275 /* Redraw status bar */
1276 p_ptr->redraw |= (PR_STATUS);
1278 /* Nothing to notice */
1279 if (!notice) return (FALSE);
1281 if (disturb_state) disturb(FALSE, FALSE);
1283 /* Recalculate bonuses */
1284 p_ptr->update |= (PU_BONUS);
1286 /* Recalculate hitpoints */
1287 p_ptr->update |= (PU_HP);
1295 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1297 * @param do_dec 現在の継続時間より長い値のみ上書きする
1298 * @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。
1300 bool set_protevil(TIME_EFFECT v, bool do_dec)
1302 bool notice = FALSE;
1304 /* Hack -- Force good values */
1305 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1307 if (p_ptr->is_dead) return FALSE;
1312 if (p_ptr->protevil && !do_dec)
1314 if (p_ptr->protevil > v) return FALSE;
1316 else if (!p_ptr->protevil)
1318 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!"));
1326 if (p_ptr->protevil)
1328 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."));
1334 p_ptr->protevil = v;
1336 /* Redraw status bar */
1337 p_ptr->redraw |= (PR_STATUS);
1339 /* Nothing to notice */
1340 if (!notice) return (FALSE);
1342 if (disturb_state) disturb(FALSE, FALSE);
1350 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1352 * @param do_dec 現在の継続時間より長い値のみ上書きする
1353 * @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。
1355 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1357 bool notice = FALSE;
1359 /* Hack -- Force good values */
1360 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1362 if (p_ptr->is_dead) return FALSE;
1367 if (p_ptr->wraith_form && !do_dec)
1369 if (p_ptr->wraith_form > v) return FALSE;
1371 else if (!p_ptr->wraith_form)
1373 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!"));
1375 chg_virtue(V_UNLIFE, 3);
1376 chg_virtue(V_HONOUR, -2);
1377 chg_virtue(V_SACRIFICE, -2);
1378 chg_virtue(V_VALOUR, -5);
1380 p_ptr->redraw |= (PR_MAP);
1382 /* Update monsters */
1383 p_ptr->update |= (PU_MONSTERS);
1385 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1392 if (p_ptr->wraith_form)
1394 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1397 p_ptr->redraw |= (PR_MAP);
1399 /* Update monsters */
1400 p_ptr->update |= (PU_MONSTERS);
1402 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1407 p_ptr->wraith_form = v;
1409 /* Redraw status bar */
1410 p_ptr->redraw |= (PR_STATUS);
1412 /* Nothing to notice */
1413 if (!notice) return (FALSE);
1415 if (disturb_state) disturb(FALSE, FALSE);
1417 /* Recalculate bonuses */
1418 p_ptr->update |= (PU_BONUS);
1427 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1429 * @param do_dec 現在の継続時間より長い値のみ上書きする
1430 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1432 bool set_invuln(TIME_EFFECT v, bool do_dec)
1434 bool notice = FALSE;
1436 /* Hack -- Force good values */
1437 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1439 if (p_ptr->is_dead) return FALSE;
1444 if (p_ptr->invuln && !do_dec)
1446 if (p_ptr->invuln > v) return FALSE;
1448 else if (!IS_INVULN())
1450 msg_print(_("無敵だ!", "Invulnerability!"));
1453 chg_virtue(V_UNLIFE, -2);
1454 chg_virtue(V_HONOUR, -2);
1455 chg_virtue(V_SACRIFICE, -3);
1456 chg_virtue(V_VALOUR, -5);
1458 p_ptr->redraw |= (PR_MAP);
1460 /* Update monsters */
1461 p_ptr->update |= (PU_MONSTERS);
1463 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1470 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1472 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1475 p_ptr->redraw |= (PR_MAP);
1477 /* Update monsters */
1478 p_ptr->update |= (PU_MONSTERS);
1480 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1482 p_ptr->energy_need += ENERGY_NEED();
1489 /* Redraw status bar */
1490 p_ptr->redraw |= (PR_STATUS);
1492 /* Nothing to notice */
1493 if (!notice) return (FALSE);
1495 if (disturb_state) disturb(FALSE, FALSE);
1497 /* Recalculate bonuses */
1498 p_ptr->update |= (PU_BONUS);
1506 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1508 * @param do_dec 現在の継続時間より長い値のみ上書きする
1509 * @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。
1511 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1513 bool notice = FALSE;
1515 /* Hack -- Force good values */
1516 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1518 if (p_ptr->is_dead) return FALSE;
1523 if (p_ptr->tim_esp && !do_dec)
1525 if (p_ptr->tim_esp > v) return FALSE;
1527 else if (!IS_TIM_ESP())
1529 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1537 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1539 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1547 /* Redraw status bar */
1548 p_ptr->redraw |= (PR_STATUS);
1550 /* Nothing to notice */
1551 if (!notice) return (FALSE);
1553 if (disturb_state) disturb(FALSE, FALSE);
1555 /* Recalculate bonuses */
1556 p_ptr->update |= (PU_BONUS);
1558 /* Update the monsters */
1559 p_ptr->update |= (PU_MONSTERS);
1567 * @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
1569 * @param do_dec 現在の継続時間より長い値のみ上書きする
1570 * @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。
1572 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1574 bool notice = FALSE;
1576 /* Hack -- Force good values */
1577 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1579 if (p_ptr->is_dead) return FALSE;
1584 if (p_ptr->tim_invis && !do_dec)
1586 if (p_ptr->tim_invis > v) return FALSE;
1588 else if (!p_ptr->tim_invis)
1590 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1598 if (p_ptr->tim_invis)
1600 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1606 p_ptr->tim_invis = v;
1608 /* Redraw status bar */
1609 p_ptr->redraw |= (PR_STATUS);
1611 /* Nothing to notice */
1612 if (!notice) return (FALSE);
1614 if (disturb_state) disturb(FALSE, FALSE);
1616 /* Recalculate bonuses */
1617 p_ptr->update |= (PU_BONUS);
1619 /* Update the monsters */
1620 p_ptr->update |= (PU_MONSTERS);
1628 * @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
1630 * @param do_dec 現在の継続時間より長い値のみ上書きする
1631 * @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。
1633 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1635 bool notice = FALSE;
1637 /* Hack -- Force good values */
1638 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1640 if (p_ptr->is_dead) return FALSE;
1645 if (p_ptr->tim_infra && !do_dec)
1647 if (p_ptr->tim_infra > v) return FALSE;
1649 else if (!p_ptr->tim_infra)
1651 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1659 if (p_ptr->tim_infra)
1661 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1667 p_ptr->tim_infra = v;
1669 /* Redraw status bar */
1670 p_ptr->redraw |= (PR_STATUS);
1672 /* Nothing to notice */
1673 if (!notice) return (FALSE);
1675 if (disturb_state) disturb(FALSE, FALSE);
1677 /* Recalculate bonuses */
1678 p_ptr->update |= (PU_BONUS);
1680 /* Update the monsters */
1681 p_ptr->update |= (PU_MONSTERS);
1689 * @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
1691 * @param do_dec 現在の継続時間より長い値のみ上書きする
1692 * @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。
1694 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1696 bool notice = FALSE;
1698 /* Hack -- Force good values */
1699 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1701 if (p_ptr->is_dead) return FALSE;
1706 if (p_ptr->tim_regen && !do_dec)
1708 if (p_ptr->tim_regen > v) return FALSE;
1710 else if (!p_ptr->tim_regen)
1712 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1720 if (p_ptr->tim_regen)
1722 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1728 p_ptr->tim_regen = v;
1730 /* Redraw status bar */
1731 p_ptr->redraw |= (PR_STATUS);
1733 /* Nothing to notice */
1734 if (!notice) return (FALSE);
1736 if (disturb_state) disturb(FALSE, FALSE);
1738 /* Recalculate bonuses */
1739 p_ptr->update |= (PU_BONUS);
1747 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1749 * @param do_dec 現在の継続時間より長い値のみ上書きする
1750 * @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。
1752 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1754 bool notice = FALSE;
1756 /* Hack -- Force good values */
1757 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1759 if (p_ptr->is_dead) return FALSE;
1764 if (p_ptr->tim_stealth && !do_dec)
1766 if (p_ptr->tim_stealth > v) return FALSE;
1768 else if (!IS_TIM_STEALTH())
1770 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1778 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1780 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1786 p_ptr->tim_stealth = v;
1788 /* Redraw status bar */
1789 p_ptr->redraw |= (PR_STATUS);
1791 /* Nothing to notice */
1792 if (!notice) return (FALSE);
1794 if (disturb_state) disturb(FALSE, FALSE);
1796 /* Recalculate bonuses */
1797 p_ptr->update |= (PU_BONUS);
1805 * @brief 超隠密状態をセットする
1806 * @param set TRUEならば超隠密状態になる。
1807 * @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。
1809 bool set_superstealth(bool set)
1811 bool notice = FALSE;
1813 if (p_ptr->is_dead) return FALSE;
1818 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1820 if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1822 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."));
1823 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1827 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!"));
1828 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1834 p_ptr->special_defense |= NINJA_S_STEALTH;
1841 if (p_ptr->special_defense & NINJA_S_STEALTH)
1843 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."));
1847 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1851 /* Nothing to notice */
1852 if (!notice) return (FALSE);
1854 /* Redraw status bar */
1855 p_ptr->redraw |= (PR_STATUS);
1857 if (disturb_state) disturb(FALSE, FALSE);
1862 * @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
1864 * @param do_dec 現在の継続時間より長い値のみ上書きする
1865 * @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。
1867 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1869 bool notice = FALSE;
1871 /* Hack -- Force good values */
1872 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1874 if (p_ptr->is_dead) return FALSE;
1879 if (p_ptr->tim_levitation && !do_dec)
1881 if (p_ptr->tim_levitation > v) return FALSE;
1883 else if (!p_ptr->tim_levitation)
1885 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1893 if (p_ptr->tim_levitation)
1895 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1901 p_ptr->tim_levitation = v;
1903 /* Redraw status bar */
1904 p_ptr->redraw |= (PR_STATUS);
1906 /* Nothing to notice */
1907 if (!notice) return (FALSE);
1909 if (disturb_state) disturb(FALSE, FALSE);
1911 /* Recalculate bonuses */
1912 p_ptr->update |= (PU_BONUS);
1920 * @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
1922 * @param do_dec 現在の継続時間より長い値のみ上書きする
1923 * @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。
1925 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1927 bool notice = FALSE;
1929 /* Hack -- Force good values */
1930 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1932 if (p_ptr->is_dead) return FALSE;
1937 if (p_ptr->tim_sh_touki && !do_dec)
1939 if (p_ptr->tim_sh_touki > v) return FALSE;
1941 else if (!p_ptr->tim_sh_touki)
1943 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1951 if (p_ptr->tim_sh_touki)
1953 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1959 p_ptr->tim_sh_touki = v;
1961 /* Redraw status bar */
1962 p_ptr->redraw |= (PR_STATUS);
1964 /* Nothing to notice */
1965 if (!notice) return (FALSE);
1967 if (disturb_state) disturb(FALSE, FALSE);
1975 * @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
1977 * @param do_dec 現在の継続時間より長い値のみ上書きする
1978 * @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。
1980 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1982 bool notice = FALSE;
1984 /* Hack -- Force good values */
1985 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1987 if (p_ptr->is_dead) return FALSE;
1992 if (p_ptr->tim_sh_fire && !do_dec)
1994 if (p_ptr->tim_sh_fire > v) return FALSE;
1996 else if (!p_ptr->tim_sh_fire)
1998 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
2006 if (p_ptr->tim_sh_fire)
2008 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
2014 p_ptr->tim_sh_fire = v;
2016 /* Redraw status bar */
2017 p_ptr->redraw |= (PR_STATUS);
2019 /* Nothing to notice */
2020 if (!notice) return (FALSE);
2022 if (disturb_state) disturb(FALSE, FALSE);
2024 /* Recalculate bonuses */
2025 p_ptr->update |= (PU_BONUS);
2033 * @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
2035 * @param do_dec 現在の継続時間より長い値のみ上書きする
2036 * @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。
2038 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
2040 bool notice = FALSE;
2042 /* Hack -- Force good values */
2043 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2045 if (p_ptr->is_dead) return FALSE;
2050 if (p_ptr->tim_sh_holy && !do_dec)
2052 if (p_ptr->tim_sh_holy > v) return FALSE;
2054 else if (!p_ptr->tim_sh_holy)
2056 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
2064 if (p_ptr->tim_sh_holy)
2066 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
2072 p_ptr->tim_sh_holy = v;
2074 /* Redraw status bar */
2075 p_ptr->redraw |= (PR_STATUS);
2077 /* Nothing to notice */
2078 if (!notice) return (FALSE);
2080 if (disturb_state) disturb(FALSE, FALSE);
2082 /* Recalculate bonuses */
2083 p_ptr->update |= (PU_BONUS);
2091 * @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
2093 * @param do_dec 現在の継続時間より長い値のみ上書きする
2094 * @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。
2096 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
2098 bool notice = FALSE;
2100 /* Hack -- Force good values */
2101 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2103 if (p_ptr->is_dead) return FALSE;
2108 if (p_ptr->tim_eyeeye && !do_dec)
2110 if (p_ptr->tim_eyeeye > v) return FALSE;
2112 else if (!p_ptr->tim_eyeeye)
2114 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
2122 if (p_ptr->tim_eyeeye)
2124 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."));
2130 p_ptr->tim_eyeeye = v;
2132 /* Redraw status bar */
2133 p_ptr->redraw |= (PR_STATUS);
2135 /* Nothing to notice */
2136 if (!notice) return (FALSE);
2138 if (disturb_state) disturb(FALSE, FALSE);
2140 /* Recalculate bonuses */
2141 p_ptr->update |= (PU_BONUS);
2150 * @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
2152 * @param do_dec 現在の継続時間より長い値のみ上書きする
2153 * @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。
2155 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
2157 bool notice = FALSE;
2159 /* Hack -- Force good values */
2160 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2162 if (p_ptr->is_dead) return FALSE;
2167 if (p_ptr->resist_magic && !do_dec)
2169 if (p_ptr->resist_magic > v) return FALSE;
2171 else if (!p_ptr->resist_magic)
2173 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2181 if (p_ptr->resist_magic)
2183 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2189 p_ptr->resist_magic = v;
2191 /* Redraw status bar */
2192 p_ptr->redraw |= (PR_STATUS);
2194 /* Nothing to notice */
2195 if (!notice) return (FALSE);
2197 if (disturb_state) disturb(FALSE, FALSE);
2199 /* Recalculate bonuses */
2200 p_ptr->update |= (PU_BONUS);
2208 * @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
2210 * @param do_dec 現在の継続時間より長い値のみ上書きする
2211 * @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。
2213 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2215 bool notice = FALSE;
2217 /* Hack -- Force good values */
2218 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2220 if (p_ptr->is_dead) return FALSE;
2225 if (p_ptr->tim_reflect && !do_dec)
2227 if (p_ptr->tim_reflect > v) return FALSE;
2229 else if (!p_ptr->tim_reflect)
2231 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2239 if (p_ptr->tim_reflect)
2241 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2247 p_ptr->tim_reflect = v;
2249 /* Redraw status bar */
2250 p_ptr->redraw |= (PR_STATUS);
2252 /* Nothing to notice */
2253 if (!notice) return (FALSE);
2255 if (disturb_state) disturb(FALSE, FALSE);
2257 /* Recalculate bonuses */
2258 p_ptr->update |= (PU_BONUS);
2267 * Set "p_ptr->multishadow", notice observable changes
2269 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2271 bool notice = FALSE;
2273 /* Hack -- Force good values */
2274 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2276 if (p_ptr->is_dead) return FALSE;
2281 if (p_ptr->multishadow && !do_dec)
2283 if (p_ptr->multishadow > v) return FALSE;
2285 else if (!p_ptr->multishadow)
2287 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2295 if (p_ptr->multishadow)
2297 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2303 p_ptr->multishadow = v;
2305 /* Redraw status bar */
2306 p_ptr->redraw |= (PR_STATUS);
2308 /* Nothing to notice */
2309 if (!notice) return (FALSE);
2311 if (disturb_state) disturb(FALSE, FALSE);
2313 /* Recalculate bonuses */
2314 p_ptr->update |= (PU_BONUS);
2322 * @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
2324 * @param do_dec 現在の継続時間より長い値のみ上書きする
2325 * @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。
2327 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2329 bool notice = FALSE;
2331 /* Hack -- Force good values */
2332 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2334 if (p_ptr->is_dead) return FALSE;
2339 if (p_ptr->dustrobe && !do_dec)
2341 if (p_ptr->dustrobe > v) return FALSE;
2343 else if (!p_ptr->dustrobe)
2345 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2353 if (p_ptr->dustrobe)
2355 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2361 p_ptr->dustrobe = v;
2363 /* Redraw status bar */
2364 p_ptr->redraw |= (PR_STATUS);
2366 /* Nothing to notice */
2367 if (!notice) return (FALSE);
2369 if (disturb_state) disturb(FALSE, FALSE);
2371 /* Recalculate bonuses */
2372 p_ptr->update |= (PU_BONUS);
2380 * @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
2382 * @param do_dec 現在の継続時間より長い値のみ上書きする
2383 * @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。
2385 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2387 bool notice = FALSE;
2389 /* Hack -- Force good values */
2390 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2392 if (p_ptr->is_dead) return FALSE;
2397 if (p_ptr->kabenuke && !do_dec)
2399 if (p_ptr->kabenuke > v) return FALSE;
2401 else if (!p_ptr->kabenuke)
2403 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2411 if (p_ptr->kabenuke)
2413 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2419 p_ptr->kabenuke = v;
2421 /* Redraw status bar */
2422 p_ptr->redraw |= (PR_STATUS);
2424 /* Nothing to notice */
2425 if (!notice) return (FALSE);
2427 if (disturb_state) disturb(FALSE, FALSE);
2429 /* Recalculate bonuses */
2430 p_ptr->update |= (PU_BONUS);
2438 * @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
2440 * @param do_dec 現在の継続時間より長い値のみ上書きする
2441 * @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。
2443 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2445 bool notice = FALSE;
2447 /* Hack -- Force good values */
2448 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2450 if (p_ptr->is_dead) return FALSE;
2455 if (p_ptr->tsuyoshi && !do_dec)
2457 if (p_ptr->tsuyoshi > v) return FALSE;
2459 else if (!p_ptr->tsuyoshi)
2461 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2463 chg_virtue(V_VITALITY, 2);
2470 if (p_ptr->tsuyoshi)
2472 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2474 (void)dec_stat(A_CON, 20, TRUE);
2475 (void)dec_stat(A_STR, 20, TRUE);
2478 chg_virtue(V_VITALITY, -3);
2483 p_ptr->tsuyoshi = v;
2485 /* Redraw status bar */
2486 p_ptr->redraw |= (PR_STATUS);
2488 /* Nothing to notice */
2489 if (!notice) return (FALSE);
2491 if (disturb_state) disturb(FALSE, FALSE);
2493 /* Recalculate bonuses */
2494 p_ptr->update |= (PU_BONUS);
2496 /* Recalculate hitpoints */
2497 p_ptr->update |= (PU_HP);
2505 * @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-
2506 * @param attack_type スレイのタイプID
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_ele_attack(u32b attack_type, TIME_EFFECT v)
2512 /* Hack -- Force good values */
2513 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2515 /* Clear all elemental attacks (only one is allowed at a time). */
2516 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2518 p_ptr->special_attack &= ~(ATTACK_ACID);
2519 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2521 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2523 p_ptr->special_attack &= ~(ATTACK_ELEC);
2524 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2526 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2528 p_ptr->special_attack &= ~(ATTACK_FIRE);
2529 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2531 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2533 p_ptr->special_attack &= ~(ATTACK_COLD);
2534 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2536 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2538 p_ptr->special_attack &= ~(ATTACK_POIS);
2539 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2542 if ((v) && (attack_type))
2544 /* Set attack type. */
2545 p_ptr->special_attack |= (attack_type);
2548 p_ptr->ele_attack = v;
2552 msg_format("%sで攻撃できるようになった!",
2553 ((attack_type == ATTACK_ACID) ? "酸" :
2554 ((attack_type == ATTACK_ELEC) ? "電撃" :
2555 ((attack_type == ATTACK_FIRE) ? "火炎" :
2556 ((attack_type == ATTACK_COLD) ? "冷気" :
2557 ((attack_type == ATTACK_POIS) ? "毒" :
2560 msg_format("For a while, the blows you deal will %s",
2561 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2562 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2563 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2564 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2565 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2566 "do nothing special."))))));
2570 if (disturb_state) disturb(FALSE, FALSE);
2572 /* Redraw status bar */
2573 p_ptr->redraw |= (PR_STATUS);
2575 p_ptr->update |= (PU_BONUS);
2584 * @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-
2585 * @param immune_type 免疫のタイプID
2587 * @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。
2589 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2591 /* Hack -- Force good values */
2592 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2594 /* Clear all elemental attacks (only one is allowed at a time). */
2595 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2597 p_ptr->special_defense &= ~(DEFENSE_ACID);
2598 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."));
2600 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2602 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2603 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."));
2605 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2607 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2608 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."));
2610 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2612 p_ptr->special_defense &= ~(DEFENSE_COLD);
2613 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."));
2615 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2617 p_ptr->special_defense &= ~(DEFENSE_POIS);
2618 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."));
2621 if ((v) && (immune_type))
2623 /* Set attack type. */
2624 p_ptr->special_defense |= (immune_type);
2627 p_ptr->ele_immune = v;
2631 msg_format("%sの攻撃を受けつけなくなった!",
2632 ((immune_type == DEFENSE_ACID) ? "酸" :
2633 ((immune_type == DEFENSE_ELEC) ? "電撃" :
2634 ((immune_type == DEFENSE_FIRE) ? "火炎" :
2635 ((immune_type == DEFENSE_COLD) ? "冷気" :
2636 ((immune_type == DEFENSE_POIS) ? "毒" :
2639 msg_format("For a while, You are immune to %s",
2640 ((immune_type == DEFENSE_ACID) ? "acid!" :
2641 ((immune_type == DEFENSE_ELEC) ? "electricity!" :
2642 ((immune_type == DEFENSE_FIRE) ? "fire!" :
2643 ((immune_type == DEFENSE_COLD) ? "cold!" :
2644 ((immune_type == DEFENSE_POIS) ? "poison!" :
2645 "do nothing special."))))));
2649 if (disturb_state) disturb(FALSE, FALSE);
2651 /* Redraw status bar */
2652 p_ptr->redraw |= (PR_STATUS);
2654 p_ptr->update |= (PU_BONUS);
2663 * @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
2665 * @param do_dec 現在の継続時間より長い値のみ上書きする
2666 * @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。
2668 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2670 bool notice = FALSE;
2672 /* Hack -- Force good values */
2673 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2675 if (p_ptr->is_dead) return FALSE;
2680 if (p_ptr->oppose_acid && !do_dec)
2682 if (p_ptr->oppose_acid > v) return FALSE;
2684 else if (!IS_OPPOSE_ACID())
2686 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2694 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2696 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2702 p_ptr->oppose_acid = v;
2704 /* Nothing to notice */
2705 if (!notice) return (FALSE);
2707 /* Redraw status bar */
2708 p_ptr->redraw |= (PR_STATUS);
2710 if (disturb_state) disturb(FALSE, FALSE);
2718 * @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
2720 * @param do_dec 現在の継続時間より長い値のみ上書きする
2721 * @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。
2723 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2725 bool notice = FALSE;
2727 /* Hack -- Force good values */
2728 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2730 if (p_ptr->is_dead) return FALSE;
2735 if (p_ptr->oppose_elec && !do_dec)
2737 if (p_ptr->oppose_elec > v) return FALSE;
2739 else if (!IS_OPPOSE_ELEC())
2741 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2749 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2751 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2757 p_ptr->oppose_elec = v;
2759 /* Nothing to notice */
2760 if (!notice) return (FALSE);
2762 /* Redraw status bar */
2763 p_ptr->redraw |= (PR_STATUS);
2765 if (disturb_state) disturb(FALSE, FALSE);
2773 * @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
2775 * @param do_dec 現在の継続時間より長い値のみ上書きする
2776 * @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。
2778 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2780 bool notice = FALSE;
2782 /* Hack -- Force good values */
2783 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2785 if (p_ptr->is_dead) return FALSE;
2787 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2791 if (p_ptr->oppose_fire && !do_dec)
2793 if (p_ptr->oppose_fire > v) return FALSE;
2795 else if (!IS_OPPOSE_FIRE())
2797 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2805 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2807 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2813 p_ptr->oppose_fire = v;
2815 /* Nothing to notice */
2816 if (!notice) return (FALSE);
2818 /* Redraw status bar */
2819 p_ptr->redraw |= (PR_STATUS);
2821 if (disturb_state) disturb(FALSE, FALSE);
2829 * @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
2831 * @param do_dec 現在の継続時間より長い値のみ上書きする
2832 * @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。
2834 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2836 bool notice = FALSE;
2838 /* Hack -- Force good values */
2839 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2841 if (p_ptr->is_dead) return FALSE;
2846 if (p_ptr->oppose_cold && !do_dec)
2848 if (p_ptr->oppose_cold > v) return FALSE;
2850 else if (!IS_OPPOSE_COLD())
2852 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2860 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2862 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2868 p_ptr->oppose_cold = v;
2870 /* Nothing to notice */
2871 if (!notice) return (FALSE);
2873 /* Redraw status bar */
2874 p_ptr->redraw |= (PR_STATUS);
2876 if (disturb_state) disturb(FALSE, FALSE);
2884 * @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
2886 * @param do_dec 現在の継続時間より長い値のみ上書きする
2887 * @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。
2889 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2891 bool notice = FALSE;
2893 /* Hack -- Force good values */
2894 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2896 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2897 if (p_ptr->is_dead) return FALSE;
2902 if (p_ptr->oppose_pois && !do_dec)
2904 if (p_ptr->oppose_pois > v) return FALSE;
2906 else if (!IS_OPPOSE_POIS())
2908 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2916 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2918 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2924 p_ptr->oppose_pois = v;
2926 /* Nothing to notice */
2927 if (!notice) return (FALSE);
2929 /* Redraw status bar */
2930 p_ptr->redraw |= (PR_STATUS);
2932 if (disturb_state) disturb(FALSE, FALSE);
2940 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2942 * @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。
2944 * Note the special code to only notice "range" changes.
2946 bool set_stun(TIME_EFFECT v)
2948 int old_aux, new_aux;
2949 bool notice = FALSE;
2952 /* Hack -- Force good values */
2953 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2955 if (p_ptr->is_dead) return FALSE;
2957 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2960 if (p_ptr->stun > 100)
2966 else if (p_ptr->stun > 50)
2972 else if (p_ptr->stun > 0)
3008 if (new_aux > old_aux)
3010 /* Describe the state */
3014 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
3017 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;
3020 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;
3023 if (randint1(1000) < v || one_in_(16))
3025 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
3029 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
3030 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
3032 else if (one_in_(2))
3034 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
3038 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
3041 if (p_ptr->special_defense & KATA_MASK)
3043 msg_print(_("型が崩れた。", "Your posture gets loose."));
3044 p_ptr->special_defense &= ~(KATA_MASK);
3045 p_ptr->update |= (PU_BONUS);
3046 p_ptr->update |= (PU_MONSTERS);
3047 p_ptr->redraw |= (PR_STATE);
3048 p_ptr->redraw |= (PR_STATUS);
3049 p_ptr->action = ACTION_NONE;
3053 if (p_ptr->concent) reset_concentration(TRUE);
3056 if (hex_spelling_any()) stop_hex_spell_all();
3062 else if (new_aux < old_aux)
3064 /* Describe the state */
3069 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
3071 if (disturb_state) disturb(FALSE, FALSE);
3082 if (!notice) return (FALSE);
3084 if (disturb_state) disturb(FALSE, FALSE);
3086 /* Recalculate bonuses */
3087 p_ptr->update |= (PU_BONUS);
3089 /* Redraw the "stun" */
3090 p_ptr->redraw |= (PR_STUN);
3099 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
3101 * @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。
3103 * Note the special code to only notice "range" changes.
3105 bool set_cut(TIME_EFFECT v)
3107 int old_aux, new_aux;
3108 bool notice = FALSE;
3110 /* Hack -- Force good values */
3111 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3113 if (p_ptr->is_dead) return FALSE;
3115 if ((p_ptr->prace == RACE_GOLEM ||
3116 p_ptr->prace == RACE_SKELETON ||
3117 p_ptr->prace == RACE_SPECTRE ||
3118 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
3123 if (p_ptr->cut > 1000)
3129 else if (p_ptr->cut > 200)
3135 else if (p_ptr->cut > 100)
3141 else if (p_ptr->cut > 50)
3147 else if (p_ptr->cut > 25)
3153 else if (p_ptr->cut > 10)
3159 else if (p_ptr->cut > 0)
3219 if (new_aux > old_aux)
3221 /* Describe the state */
3225 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
3228 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
3231 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
3234 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
3237 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
3240 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;
3243 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;
3248 if (randint1(1000) < v || one_in_(16))
3250 if (!p_ptr->sustain_chr)
3252 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
3259 else if (new_aux < old_aux)
3261 /* Describe the state */
3266 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");
3268 if (disturb_state) disturb(FALSE, FALSE);
3279 if (!notice) return (FALSE);
3281 if (disturb_state) disturb(FALSE, FALSE);
3283 /* Recalculate bonuses */
3284 p_ptr->update |= (PU_BONUS);
3286 /* Redraw the "cut" */
3287 p_ptr->redraw |= (PR_CUT);
3295 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3297 * @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。
3299 * Set "", notice observable changes\n
3301 * The "p_ptr->food" variable can get as large as 20000, allowing the
3302 * addition of the most "filling" item, Elvish Waybread, which adds
3303 * 7500 food units, without overflowing the 32767 maximum limit.\n
3305 * Perhaps we should disturb the player with various messages,
3306 * especially messages about hunger status changes. \n
3308 * Digestion of food is handled in "dungeon.c", in which, normally,
3309 * the player digests about 20 food units per 100 game turns, more
3310 * when "fast", more when "regenerating", less with "slow digestion",
3311 * but when the player is "gorged", he digests 100 food units per 10
3312 * game turns, or a full 1000 food units per 100 game turns.\n
3314 * Note that the player's speed is reduced by 10 units while gorged,
3315 * so if the player eats a single food ration (5000 food units) when
3316 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3317 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3318 * affecting the player speed).\n
3320 bool set_food(TIME_EFFECT v)
3322 int old_aux, new_aux;
3324 bool notice = FALSE;
3326 /* Hack -- Force good values */
3327 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3329 /* Fainting / Starving */
3330 if (p_ptr->food < PY_FOOD_FAINT)
3336 else if (p_ptr->food < PY_FOOD_WEAK)
3342 else if (p_ptr->food < PY_FOOD_ALERT)
3348 else if (p_ptr->food < PY_FOOD_FULL)
3354 else if (p_ptr->food < PY_FOOD_MAX)
3365 /* Fainting / Starving */
3366 if (v < PY_FOOD_FAINT)
3372 else if (v < PY_FOOD_WEAK)
3378 else if (v < PY_FOOD_ALERT)
3384 else if (v < PY_FOOD_FULL)
3390 else if (v < PY_FOOD_MAX)
3401 if (old_aux < 1 && new_aux > 0)
3402 chg_virtue(V_PATIENCE, 2);
3403 else if (old_aux < 3 && (old_aux != new_aux))
3404 chg_virtue(V_PATIENCE, 1);
3406 chg_virtue(V_TEMPERANCE, 1);
3408 chg_virtue(V_TEMPERANCE, -1);
3411 if (new_aux > old_aux)
3413 /* Describe the state */
3417 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3420 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3423 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3426 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3430 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3431 chg_virtue(V_HARMONY, -1);
3432 chg_virtue(V_PATIENCE, -1);
3433 chg_virtue(V_TEMPERANCE, -2);
3443 else if (new_aux < old_aux)
3445 /* Describe the state */
3448 /* Fainting / Starving */
3449 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;
3452 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3455 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3458 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3461 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3464 if (p_ptr->wild_mode && (new_aux < 2))
3476 /* Nothing to notice */
3477 if (!notice) return (FALSE);
3479 if (disturb_state) disturb(FALSE, FALSE);
3481 /* Recalculate bonuses */
3482 p_ptr->update |= (PU_BONUS);
3485 p_ptr->redraw |= (PR_HUNGER);
3493 * @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-
3494 * @param stat 上昇させるステータスID
3495 * @return 実際に上昇した場合TRUEを返す。
3497 * Note that this function (used by stat potions) now restores\n
3498 * the stat BEFORE increasing it.\n
3500 bool inc_stat(int stat)
3502 BASE_STATUS value, gain;
3504 /* Then augment the current/max stat */
3505 value = p_ptr->stat_cur[stat];
3507 /* Cannot go above 18/100 */
3508 if (value < p_ptr->stat_max_max[stat])
3510 /* Gain one (sometimes two) points */
3513 gain = ((randint0(100) < 75) ? 1 : 2);
3517 /* Gain 1/6 to 1/3 of distance to 18/100 */
3518 else if (value < (p_ptr->stat_max_max[stat]-2))
3520 /* Approximate gain value */
3521 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3524 if (gain < 1) gain = 1;
3526 /* Apply the bonus */
3527 value += randint1(gain) + gain / 2;
3530 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3533 /* Gain one point at a time */
3539 /* Save the new value */
3540 p_ptr->stat_cur[stat] = value;
3542 /* Bring up the maximum too */
3543 if (value > p_ptr->stat_max[stat])
3545 p_ptr->stat_max[stat] = value;
3548 /* Recalculate bonuses */
3549 p_ptr->update |= (PU_BONUS);
3555 /* Nothing to gain */
3560 * @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.
3561 * @param stat 減少させるステータスID
3562 * @param amount 減少させる基本量
3563 * @param permanent TRUEならば現在の最大値を減少させる
3564 * @return 実際に減少した場合TRUEを返す。
3567 * Amount could be a little higher in extreme cases to mangle very high\n
3568 * stats from massive assaults. -CWS\n
3570 * Note that "permanent" means that the *given* amount is permanent,\n
3571 * not that the new value becomes permanent. This may not work exactly\n
3572 * as expected, due to "weirdness" in the algorithm, but in general,\n
3573 * if your stat is already drained, the "max" value will not drop all\n
3574 * the way down to the "cur" value.\n
3576 bool dec_stat(int stat, int amount, int permanent)
3578 BASE_STATUS cur, max;
3583 /* Acquire current value */
3584 cur = p_ptr->stat_cur[stat];
3585 max = p_ptr->stat_max[stat];
3587 /* Note when the values are identical */
3588 same = (cur == max);
3590 /* Damage "current" value */
3593 /* Handle "low" values */
3596 if (amount > 90) cur--;
3597 if (amount > 50) cur--;
3598 if (amount > 20) cur--;
3602 /* Handle "high" values */
3605 /* Hack -- Decrement by a random amount between one-quarter */
3606 /* and one-half of the stat bonus times the percentage, with a */
3607 /* minimum damage of half the percentage. -CWS */
3608 loss = (((cur-18) / 2 + 1) / 2 + 1);
3611 if (loss < 1) loss = 1;
3613 /* Randomize the loss */
3614 loss = ((randint1(loss) + loss) * amount) / 100;
3617 if (loss < amount/2) loss = amount/2;
3619 /* Lose some points */
3622 /* Hack -- Only reduce stat to 17 sometimes */
3623 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3626 /* Prevent illegal values */
3627 if (cur < 3) cur = 3;
3629 /* Something happened */
3630 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3633 /* Damage "max" value */
3634 if (permanent && (max > 3))
3636 chg_virtue(V_SACRIFICE, 1);
3637 if (stat == A_WIS || stat == A_INT)
3638 chg_virtue(V_ENLIGHTEN, -2);
3640 /* Handle "low" values */
3643 if (amount > 90) max--;
3644 if (amount > 50) max--;
3645 if (amount > 20) max--;
3649 /* Handle "high" values */
3652 /* Hack -- Decrement by a random amount between one-quarter */
3653 /* and one-half of the stat bonus times the percentage, with a */
3654 /* minimum damage of half the percentage. -CWS */
3655 loss = (((max-18) / 2 + 1) / 2 + 1);
3656 loss = ((randint1(loss) + loss) * amount) / 100;
3657 if (loss < amount/2) loss = amount/2;
3659 /* Lose some points */
3662 /* Hack -- Only reduce stat to 17 sometimes */
3663 if (max < 18) max = (amount <= 20) ? 18 : 17;
3666 /* Hack -- keep it clean */
3667 if (same || (max < cur)) max = cur;
3669 /* Something happened */
3670 if (max != p_ptr->stat_max[stat]) res = TRUE;
3676 /* Actually set the stat to its new value. */
3677 p_ptr->stat_cur[stat] = cur;
3678 p_ptr->stat_max[stat] = max;
3680 /* Redisplay the stats later */
3681 p_ptr->redraw |= (PR_STATS);
3683 /* Recalculate bonuses */
3684 p_ptr->update |= (PU_BONUS);
3692 * @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.
3693 * @param stat 回復ステータスID
3694 * @return 実際に回復した場合TRUEを返す。
3696 bool res_stat(int stat)
3698 /* Restore if needed */
3699 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3702 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3704 /* Recalculate bonuses */
3705 p_ptr->update |= (PU_BONUS);
3707 /* Redisplay the stats later */
3708 p_ptr->redraw |= (PR_STATS);
3714 /* Nothing to restore */
3720 * Increase players hit points, notice effects
3722 bool hp_player(int num)
3725 vir = virtue_number(V_VITALITY);
3727 if(num <= 0) return (FALSE);
3731 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3733 /* Healing needed */
3734 if (p_ptr->chp < p_ptr->mhp)
3736 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3737 chg_virtue(V_TEMPERANCE, 1);
3738 /* Gain hitpoints */
3741 /* Enforce maximum */
3742 if (p_ptr->chp >= p_ptr->mhp)
3744 p_ptr->chp = p_ptr->mhp;
3745 p_ptr->chp_frac = 0;
3748 p_ptr->redraw |= (PR_HP);
3750 p_ptr->window |= (PW_PLAYER);
3755 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3761 msg_print(_("気分が良くなった。", "You feel better."));
3767 msg_print(_("とても気分が良くなった。", "You feel much better."));
3773 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3785 * Array of stat "descriptions"
3787 static cptr desc_stat_pos[] =
3792 _("器用に", "dextrous"),
3793 _("健康に", "healthy"),
3799 * Array of stat "descriptions"
3801 static cptr desc_stat_neg[] =
3806 _("不器用に", "clumsy"),
3807 _("不健康に", "sickly"),
3815 bool do_dec_stat(int stat)
3819 /* Access the "sustain" */
3822 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3823 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3824 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3825 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3826 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3827 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3831 if (sust && (!ironman_nightmare || randint0(13)))
3833 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."),
3834 desc_stat_neg[stat]);
3840 /* Attempt to reduce the stat */
3841 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3843 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3849 /* Nothing obvious */
3855 * Restore lost "points" in a stat
3857 bool do_res_stat(int stat)
3859 /* Attempt to increase */
3862 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3867 /* Nothing obvious */
3873 * Gain a "point" in a stat
3875 bool do_inc_stat(int stat)
3879 /* Restore strength */
3880 res = res_stat(stat);
3882 /* Attempt to increase */
3887 chg_virtue(V_ENLIGHTEN, 1);
3888 chg_virtue(V_FAITH, 1);
3890 else if (stat == A_INT)
3892 chg_virtue(V_KNOWLEDGE, 1);
3893 chg_virtue(V_ENLIGHTEN, 1);
3895 else if (stat == A_CON)
3896 chg_virtue(V_VITALITY, 1);
3898 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3903 /* Restoration worked */
3906 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3911 /* Nothing obvious */
3917 * Restores any drained experience
3919 bool restore_level(void)
3921 /* Restore experience */
3922 if (p_ptr->exp < p_ptr->max_exp)
3924 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3926 /* Restore the experience */
3927 p_ptr->exp = p_ptr->max_exp;
3929 /* Check the experience */
3943 bool lose_all_info(void)
3947 chg_virtue(V_KNOWLEDGE, -5);
3948 chg_virtue(V_ENLIGHTEN, -5);
3950 /* Forget info about objects */
3951 for (i = 0; i < INVEN_TOTAL; i++)
3953 object_type *o_ptr = &inventory[i];
3955 /* Skip non-objects */
3956 if (!o_ptr->k_idx) continue;
3958 /* Allow "protection" by the MENTAL flag */
3959 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3961 /* Remove "default inscriptions" */
3962 o_ptr->feeling = FEEL_NONE;
3964 /* Hack -- Clear the "empty" flag */
3965 o_ptr->ident &= ~(IDENT_EMPTY);
3967 /* Hack -- Clear the "known" flag */
3968 o_ptr->ident &= ~(IDENT_KNOWN);
3970 /* Hack -- Clear the "felt" flag */
3971 o_ptr->ident &= ~(IDENT_SENSE);
3974 /* Recalculate bonuses */
3975 p_ptr->update |= (PU_BONUS);
3977 /* Combine / Reorder the pack (later) */
3978 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3980 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3982 /* Mega-Hack -- Forget the map */
3990 void do_poly_wounds(void)
3992 /* Changed to always provide at least _some_ healing */
3993 s16b wounds = p_ptr->cut;
3994 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3995 s16b change = damroll(p_ptr->lev, 5);
3996 bool Nasty_effect = one_in_(5);
3998 if (!(wounds || hit_p || Nasty_effect)) return;
4000 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
4004 msg_print(_("新たな傷ができた!", "A new wound was created!"));
4005 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
4010 set_cut(p_ptr->cut - (change / 2));
4016 * Change player race
4018 void change_race(CHARACTER_IDX new_race, cptr effect_msg)
4020 cptr title = race_info[new_race].title;
4021 int old_race = p_ptr->prace;
4024 msg_format("あなたは%s%sに変化した!", effect_msg, title);
4026 msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
4029 chg_virtue(V_CHANCE, 2);
4031 if (p_ptr->prace < 32)
4033 p_ptr->old_race1 |= 1L << p_ptr->prace;
4037 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
4039 p_ptr->prace = new_race;
4040 rp_ptr = &race_info[p_ptr->prace];
4042 /* Experience factor */
4043 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
4046 * The speed bonus of Klackons and Sprites are disabled
4047 * and the experience penalty is decreased.
4049 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)))
4050 p_ptr->expfact -= 15;
4052 /* Get character's height and weight */
4053 get_height_weight();
4056 if (p_ptr->pclass == CLASS_SORCERER)
4057 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
4059 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
4061 do_cmd_rerate(FALSE);
4063 /* The experience level may be modified */
4066 p_ptr->redraw |= (PR_BASIC);
4068 p_ptr->update |= (PU_BONUS);
4072 /* Load an autopick preference file */
4073 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
4075 /* Player's graphic tile may change */
4076 lite_spot(p_ptr->y, p_ptr->x);
4080 void do_poly_self(void)
4082 int power = p_ptr->lev;
4084 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
4085 chg_virtue(V_CHANCE, 1);
4087 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
4089 char effect_msg[80] = "";
4090 CHARACTER_IDX new_race;
4092 /* Some form of racial polymorph... */
4095 if ((power > randint0(5)) && one_in_(4))
4100 if (p_ptr->psex == SEX_MALE)
4102 p_ptr->psex = SEX_FEMALE;
4103 sp_ptr = &sex_info[p_ptr->psex];
4104 sprintf(effect_msg, _("女性の", "female "));
4108 p_ptr->psex = SEX_MALE;
4109 sp_ptr = &sex_info[p_ptr->psex];
4110 sprintf(effect_msg, _("男性の", "male "));
4114 if ((power > randint0(30)) && one_in_(5))
4118 /* Harmful deformity */
4125 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4131 /* Deformities are discriminated against! */
4132 (void)dec_stat(A_CHR, randint1(6), TRUE);
4137 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
4138 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
4142 sprintf(effect_msg,_("奇形の", "deformed "));
4146 while ((power > randint0(20)) && one_in_(10))
4148 /* Polymorph into a less mutated form */
4151 if (!lose_mutation(0))
4152 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
4157 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
4159 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
4161 change_race(new_race, effect_msg);
4164 if ((power > randint0(30)) && one_in_(6))
4170 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");
4174 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
4179 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!"));
4180 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
4186 if ((power > randint0(20)) && one_in_(4))
4191 do_cmd_rerate(FALSE);
4194 while ((power > randint0(15)) && one_in_(3))
4197 (void)gain_random_mutation(0);
4200 if (power > randint0(5))
4206 /* Note: earlier deductions may have left power < 0 already. */
4216 * Decreases players hit points and sets death flag if necessary
4218 * Invulnerability needs to be changed into a "shield"
4220 * Hack -- this function allows the user to save (or quit)
4221 * the game when he dies, since the "You die." message is shown before
4222 * setting the player to "dead".
4225 int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell)
4227 int old_chp = p_ptr->chp;
4229 char death_message[1024];
4232 int warning = (p_ptr->mhp * hitpoint_warn / 10);
4235 if (p_ptr->is_dead) return 0;
4237 if (p_ptr->sutemi) damage *= 2;
4238 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
4240 if (easy_band) damage = (damage+1)/2;
4242 if (damage_type != DAMAGE_USELIFE)
4244 disturb(TRUE, TRUE);
4251 if (monspell >= 0) learn_spell(monspell);
4253 /* Mega-Hack -- Apply "invulnerability" */
4254 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
4256 if (IS_INVULN() && (damage < 9000))
4258 if (damage_type == DAMAGE_FORCE)
4260 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
4262 else if (one_in_(PENETRATE_INVULNERABILITY))
4264 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
4272 if (CHECK_MULTISHADOW())
4274 if (damage_type == DAMAGE_FORCE)
4276 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
4278 else if (damage_type == DAMAGE_ATTACK)
4280 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!"));
4285 if (p_ptr->wraith_form)
4287 if (damage_type == DAMAGE_FORCE)
4289 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
4294 if ((damage == 0) && one_in_(2)) damage = 1;
4298 if (p_ptr->special_defense & KATA_MUSOU)
4301 if ((damage == 0) && one_in_(2)) damage = 1;
4303 } /* not if LOSELIFE USELIFE */
4305 /* Hurt the player */
4306 p_ptr->chp -= damage;
4307 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
4309 damage += p_ptr->chp;
4313 /* Display the hitpoints */
4314 p_ptr->redraw |= (PR_HP);
4316 p_ptr->window |= (PW_PLAYER);
4318 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4320 chg_virtue(V_SACRIFICE, 1);
4321 chg_virtue(V_CHANCE, 2);
4327 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4329 #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 */
4331 if(!save_player()) msg_print("セーブ失敗!");
4336 chg_virtue(V_SACRIFICE, 10);
4341 p_ptr->leaving = TRUE;
4344 p_ptr->is_dead = TRUE;
4346 if (p_ptr->inside_arena)
4348 cptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4349 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4351 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4355 QUEST_IDX q_idx = quest_number(dun_level);
4356 bool seppuku = streq(hit_from, "Seppuku");
4357 bool winning_seppuku = p_ptr->total_winner && seppuku;
4359 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4362 /* Make screen dump */
4363 screen_dump = make_screen_dump();
4366 /* Note cause of death */
4369 strcpy(p_ptr->died_from, hit_from);
4371 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4378 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);
4380 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4382 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4385 /* No longer a winner */
4386 p_ptr->total_winner = FALSE;
4388 if (winning_seppuku)
4390 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4396 if (p_ptr->inside_arena)
4397 strcpy(buf,_("アリーナ", "in the Arena"));
4398 else if (!dun_level)
4399 strcpy(buf,_("地上", "on the surface"));
4400 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4401 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4402 strcpy(buf,_("クエスト", "in a quest"));
4404 sprintf(buf,_("%d階", "level %d"), (int)dun_level);
4406 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4407 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4410 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4411 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4415 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4417 do_cmd_save_screen();
4422 /* Initialize "last message" buffer */
4423 if (p_ptr->last_message) string_free(p_ptr->last_message);
4424 p_ptr->last_message = NULL;
4426 /* Hack -- Note death */
4430 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4432 msg_print(android ? "You are broken." : "You die.");
4439 if (winning_seppuku)
4441 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4445 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4451 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4453 while (!get_string("Last word: ", death_message, 1024)) ;
4456 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4458 if (death_message[0] == '\0')
4461 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4463 strcpy(death_message, android ? "You are broken." : "You die.");
4466 else p_ptr->last_message = string_make(death_message);
4469 if (winning_seppuku)
4474 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4475 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4482 for (i = 0; i < 40; i++)
4483 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4485 str = death_message;
4486 if (strncmp(str, "「", 2) == 0) str += 2;
4488 str2 = my_strstr(str, "」");
4489 if (str2 != NULL) *str2 = '\0';
4494 str2 = my_strstr(str, " ");
4495 if (str2 == NULL) len = strlen(str);
4496 else len = str2 - str;
4500 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4502 if (str2 == NULL) break;
4506 if (*str == 0) break;
4510 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4514 /* Make screen dump */
4515 screen_dump = make_screen_dump();
4518 /* Wait a key press */
4523 msg_print(death_message);
4533 /* Hitpoint warning */
4534 if (p_ptr->chp < warning)
4536 /* Hack -- bell on first notice */
4537 if (old_chp > warning) bell();
4541 if (record_danger && (old_chp > warning))
4543 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4544 hit_from = _("何か", "something");
4546 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4547 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4552 /* stop auto_more even if DAMAGE_USELIFE */
4556 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4560 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4571 void gain_exp_64(s32b amount, u32b amount_frac)
4573 if (p_ptr->is_dead) return;
4575 if (p_ptr->prace == RACE_ANDROID) return;
4577 /* Gain some experience */
4578 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4580 /* Slowly recover from experience drainage */
4581 if (p_ptr->exp < p_ptr->max_exp)
4583 /* Gain max experience (20%) (was 10%) */
4584 p_ptr->max_exp += amount / 5;
4587 /* Check Experience */
4595 void gain_exp(s32b amount)
4597 gain_exp_64(amount, 0L);
4601 void calc_android_exp(void)
4605 if (p_ptr->is_dead) return;
4607 if (p_ptr->prace != RACE_ANDROID) return;
4609 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4611 object_type *o_ptr = &inventory[i];
4613 object_type *q_ptr = &forge;
4615 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4617 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4618 if (!o_ptr->k_idx) continue;
4621 object_copy(q_ptr, o_ptr);
4622 q_ptr->discount = 0;
4623 q_ptr->curse_flags = 0L;
4625 if (object_is_fixed_artifact(o_ptr))
4627 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4628 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4630 else if (object_is_ego(o_ptr))
4632 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4634 else if (o_ptr->art_name)
4636 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4639 if (!object_is_weapon_ammo(o_ptr))
4642 if (total_flags < 15000) fake_level = 10;
4643 else if (total_flags < 35000) fake_level = 25;
4644 else fake_level = 40;
4649 if (total_flags < 20000) fake_level = 10;
4650 else if (total_flags < 45000) fake_level = 25;
4651 else fake_level = 40;
4654 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4657 value = object_value_real(q_ptr);
4659 if (value <= 0) continue;
4660 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4661 if (value > 5000000L) value = 5000000L;
4662 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4664 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4665 (o_ptr->tval == TV_DRAG_ARMOR) ||
4666 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4667 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4668 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4669 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4670 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4672 if (level > 65) level = 35 + (level - 65) / 5;
4673 else if (level > 35) level = 25 + (level - 35) / 3;
4674 else if (level > 15) level = 15 + (level - 15) / 2;
4675 exp = MIN(100000L, value) / 2 * level * level;
4676 if (value > 100000L)
4677 exp += (value - 100000L) / 8 * level * level;
4681 exp = MIN(100000L, value) * level;
4682 if (value > 100000L)
4683 exp += (value - 100000L) / 4 * level;
4685 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4686 else total_exp += exp / 16;
4687 if (i == INVEN_BODY) total_exp += exp / 32;
4689 p_ptr->exp = p_ptr->max_exp = total_exp;
4691 /* Check Experience */
4699 void lose_exp(s32b amount)
4701 if (p_ptr->prace == RACE_ANDROID) return;
4703 /* Never drop below zero experience */
4704 if (amount > p_ptr->exp) amount = p_ptr->exp;
4706 /* Lose some experience */
4707 p_ptr->exp -= amount;
4709 /* Check Experience */
4716 * If resisted to draining, return FALSE
4718 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4720 /* Androids and their mimics are never drained */
4721 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4723 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4725 /* Hold experience */
4726 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4730 /* Hold experience failed */
4731 if (p_ptr->hold_exp)
4733 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4738 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!"));
4746 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4748 bool notice = FALSE;
4750 /* Hack -- Force good values */
4751 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4753 if (p_ptr->is_dead) return FALSE;
4758 if (p_ptr->ult_res && !do_dec)
4760 if (p_ptr->ult_res > v) return FALSE;
4762 else if (!p_ptr->ult_res)
4764 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!"));
4774 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"));
4782 /* Redraw status bar */
4783 p_ptr->redraw |= (PR_STATUS);
4785 /* Nothing to notice */
4786 if (!notice) return (FALSE);
4788 if (disturb_state) disturb(FALSE, FALSE);
4790 /* Recalculate bonuses */
4791 p_ptr->update |= (PU_BONUS);
4798 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4800 bool notice = FALSE;
4802 /* Hack -- Force good values */
4803 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4805 if (p_ptr->is_dead) return FALSE;
4810 if (p_ptr->tim_res_nether && !do_dec)
4812 if (p_ptr->tim_res_nether > v) return FALSE;
4814 else if (!p_ptr->tim_res_nether)
4816 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4824 if (p_ptr->tim_res_nether)
4826 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"));
4832 p_ptr->tim_res_nether = v;
4834 /* Redraw status bar */
4835 p_ptr->redraw |= (PR_STATUS);
4837 /* Nothing to notice */
4838 if (!notice) return (FALSE);
4840 if (disturb_state) disturb(FALSE, FALSE);
4842 /* Recalculate bonuses */
4843 p_ptr->update |= (PU_BONUS);
4850 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4852 bool notice = FALSE;
4854 /* Hack -- Force good values */
4855 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4857 if (p_ptr->is_dead) return FALSE;
4862 if (p_ptr->tim_res_time && !do_dec)
4864 if (p_ptr->tim_res_time > v) return FALSE;
4866 else if (!p_ptr->tim_res_time)
4868 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!"));
4876 if (p_ptr->tim_res_time)
4878 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"));
4884 p_ptr->tim_res_time = v;
4886 /* Redraw status bar */
4887 p_ptr->redraw |= (PR_STATUS);
4889 /* Nothing to notice */
4890 if (!notice) return (FALSE);
4892 if (disturb_state) disturb(FALSE, FALSE);
4894 /* Recalculate bonuses */
4895 p_ptr->update |= (PU_BONUS);
4904 * Choose a warrior-mage elemental attack. -LM-
4906 bool choose_ele_attack(void)
4912 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4914 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."));
4921 num = (p_ptr->lev - 20) / 5;
4922 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4925 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4930 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4935 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4940 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4949 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4953 if ((choice == 'a') || (choice == 'A'))
4954 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4955 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4956 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4957 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4958 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4959 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4960 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4961 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4962 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4965 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4976 * Choose a elemental immune. -LM-
4978 bool choose_ele_immune(TIME_EFFECT immune_turn)
4985 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4986 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4987 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4988 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4996 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
5000 if ((choice == 'a') || (choice == 'A'))
5001 set_ele_immune(DEFENSE_FIRE, immune_turn);
5002 else if ((choice == 'b') || (choice == 'B'))
5003 set_ele_immune(DEFENSE_COLD, immune_turn);
5004 else if ((choice == 'c') || (choice == 'C'))
5005 set_ele_immune(DEFENSE_ACID, immune_turn);
5006 else if ((choice == 'd') || (choice == 'D'))
5007 set_ele_immune(DEFENSE_ELEC, immune_turn);
5010 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));