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
20 #include "player-status.h"
21 #include "spells-status.h"
22 #include "realm-hex.h"
23 #include "object-hook.h"
25 #include "spells-floor.h"
26 #include "player-move.h"
27 #include "monster-status.h"
32 * @brief プレイヤーの継続行動を設定する。
33 * @param typ 継続行動のID\n
34 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
37 void set_action(ACTION_IDX typ)
39 int prev_typ = p_ptr->action;
51 msg_print(_("探索をやめた。", "You no longer walk carefully."));
52 p_ptr->redraw |= (PR_SPEED);
62 msg_print(_("学習をやめた。", "You stop Learning"));
68 msg_print(_("構えをといた。", "You stop assuming the posture."));
69 p_ptr->special_defense &= ~(KAMAE_MASK);
74 msg_print(_("型を崩した。", "You stop assuming the posture."));
75 p_ptr->special_defense &= ~(KATA_MASK);
76 p_ptr->update |= (PU_MONSTERS);
77 p_ptr->redraw |= (PR_STATUS);
82 msg_print(_("歌うのをやめた。", "You stop singing."));
87 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
88 take_turn(p_ptr, 100);
93 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
101 /* If we are requested other action, stop singing */
102 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
103 if (prev_typ == ACTION_SPELL) stop_hex_spell();
105 switch (p_ptr->action)
109 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
110 p_ptr->redraw |= (PR_SPEED);
115 msg_print(_("学習を始めた。", "You begin Learning"));
120 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
123 case ACTION_HAYAGAKE:
125 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
133 p_ptr->update |= (PU_BONUS);
134 p_ptr->redraw |= (PR_STATE);
138 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
141 void reset_tim_flags(void)
143 p_ptr->fast = 0; /* Timed -- Fast */
144 p_ptr->lightspeed = 0;
145 p_ptr->slow = 0; /* Timed -- Slow */
146 p_ptr->blind = 0; /* Timed -- Blindness */
147 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
148 p_ptr->confused = 0; /* Timed -- Confusion */
149 p_ptr->afraid = 0; /* Timed -- Fear */
150 p_ptr->image = 0; /* Timed -- Hallucination */
151 p_ptr->poisoned = 0; /* Timed -- Poisoned */
152 p_ptr->cut = 0; /* Timed -- Cut */
153 p_ptr->stun = 0; /* Timed -- Stun */
155 p_ptr->protevil = 0; /* Timed -- Protection */
156 p_ptr->invuln = 0; /* Timed -- Invulnerable */
158 p_ptr->hero = 0; /* Timed -- Heroism */
159 p_ptr->shero = 0; /* Timed -- Super Heroism */
160 p_ptr->shield = 0; /* Timed -- Shield Spell */
161 p_ptr->blessed = 0; /* Timed -- Blessed */
162 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
163 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
164 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
165 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
167 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
168 p_ptr->tim_levitation = 0;
169 p_ptr->tim_sh_touki = 0;
170 p_ptr->tim_sh_fire = 0;
171 p_ptr->tim_sh_holy = 0;
172 p_ptr->tim_eyeeye = 0;
174 p_ptr->resist_magic = 0;
177 p_ptr->tim_res_nether = 0;
178 p_ptr->tim_res_time = 0;
179 p_ptr->tim_mimic = 0;
180 p_ptr->mimic_form = 0;
181 p_ptr->tim_reflect = 0;
182 p_ptr->multishadow = 0;
184 p_ptr->action = ACTION_NONE;
186 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
187 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
188 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
189 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
190 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
192 p_ptr->word_recall = 0;
193 p_ptr->alter_reality = 0;
194 p_ptr->sutemi = FALSE;
195 p_ptr->counter = FALSE;
196 p_ptr->ele_attack = 0;
197 p_ptr->ele_immune = 0;
198 p_ptr->special_attack = 0L;
199 p_ptr->special_defense = 0L;
201 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
202 p_ptr->timewalk = FALSE;
204 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
205 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
206 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
210 (void)set_monster_fast(p_ptr->riding, 0);
211 (void)set_monster_slow(p_ptr->riding, 0);
212 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
215 if (p_ptr->pclass == CLASS_BARD)
217 SINGING_SONG_EFFECT(p_ptr) = 0;
218 SINGING_SONG_ID(p_ptr) = 0;
223 * @brief プレイヤーに魔力消去効果を与える。
226 void dispel_player(void)
228 (void)set_fast(0, TRUE);
229 (void)set_lightspeed(0, TRUE);
230 (void)set_slow(0, TRUE);
231 (void)set_shield(0, TRUE);
232 (void)set_blessed(0, TRUE);
233 (void)set_tsuyoshi(0, TRUE);
234 (void)set_hero(0, TRUE);
235 (void)set_shero(0, TRUE);
236 (void)set_protevil(0, TRUE);
237 (void)set_invuln(0, TRUE);
238 (void)set_wraith_form(0, TRUE);
239 (void)set_kabenuke(0, TRUE);
240 (void)set_tim_res_nether(0, TRUE);
241 (void)set_tim_res_time(0, TRUE);
243 (void)set_tim_reflect(0,TRUE);
244 (void)set_multishadow(0,TRUE);
245 (void)set_dustrobe(0,TRUE);
247 (void)set_tim_invis(0, TRUE);
248 (void)set_tim_infra(0, TRUE);
249 (void)set_tim_esp(0, TRUE);
250 (void)set_tim_regen(0, TRUE);
251 (void)set_tim_stealth(0, TRUE);
252 (void)set_tim_levitation(0, TRUE);
253 (void)set_tim_sh_touki(0, TRUE);
254 (void)set_tim_sh_fire(0, TRUE);
255 (void)set_tim_sh_holy(0, TRUE);
256 (void)set_tim_eyeeye(0, TRUE);
257 (void)set_magicdef(0, TRUE);
258 (void)set_resist_magic(0, TRUE);
259 (void)set_oppose_acid(0, TRUE);
260 (void)set_oppose_elec(0, TRUE);
261 (void)set_oppose_fire(0, TRUE);
262 (void)set_oppose_cold(0, TRUE);
263 (void)set_oppose_pois(0, TRUE);
264 (void)set_ultimate_res(0, TRUE);
265 (void)set_mimic(0, 0, TRUE);
266 (void)set_ele_attack(0, 0);
267 (void)set_ele_immune(0, 0);
269 /* Cancel glowing hands */
270 if (p_ptr->special_attack & ATTACK_CONFUSE)
272 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
273 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
276 if (music_singing_any() || hex_spelling_any())
278 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
279 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
280 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
281 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
283 p_ptr->action = ACTION_NONE;
284 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
285 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
286 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
287 p_ptr->energy_need += ENERGY_NEED();
293 * @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
296 * @param do_dec 現在の継続時間より長い値のみ上書きする
297 * @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。
299 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
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 */
338 if (!notice) return (FALSE);
340 if (disturb_state) disturb(FALSE, TRUE);
342 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
343 p_ptr->update |= (PU_BONUS | PU_HP);
350 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
352 * @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。
354 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
355 * memorize any terrain features which suddenly become "visible".\n
356 * Note that blindness is currently the only thing which can affect\n
357 * "player_can_see_bold()".\n
359 bool set_blind(TIME_EFFECT v)
362 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
364 if (p_ptr->is_dead) return FALSE;
371 if (p_ptr->prace == RACE_ANDROID)
373 msg_print(_("センサーをやられた!", "You are blind!"));
377 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
381 chg_virtue(V_ENLIGHTEN, -1);
390 if (p_ptr->prace == RACE_ANDROID)
392 msg_print(_("センサーが復旧した。", "You can see again."));
396 msg_print(_("やっと目が見えるようになった。", "You can see again."));
405 p_ptr->redraw |= (PR_STATUS);
407 /* Nothing to notice */
408 if (!notice) return (FALSE);
409 if (disturb_state) disturb(FALSE, FALSE);
411 /* Fully update the visuals */
412 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
413 p_ptr->redraw |= (PR_MAP);
414 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
421 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
423 * @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。
425 bool set_confused(TIME_EFFECT v)
428 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
430 if (p_ptr->is_dead) return FALSE;
435 if (!p_ptr->confused)
437 msg_print(_("あなたは混乱した!", "You are confused!"));
439 if (p_ptr->action == ACTION_LEARN)
441 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
444 p_ptr->redraw |= (PR_STATE);
445 p_ptr->action = ACTION_NONE;
447 if (p_ptr->action == ACTION_KAMAE)
449 msg_print(_("構えがとけた。", "Your posture gets loose."));
450 p_ptr->special_defense &= ~(KAMAE_MASK);
451 p_ptr->update |= (PU_BONUS);
452 p_ptr->redraw |= (PR_STATE);
453 p_ptr->action = ACTION_NONE;
455 else if (p_ptr->action == ACTION_KATA)
457 msg_print(_("型が崩れた。", "Your posture gets loose."));
458 p_ptr->special_defense &= ~(KATA_MASK);
459 p_ptr->update |= (PU_BONUS);
460 p_ptr->update |= (PU_MONSTERS);
461 p_ptr->redraw |= (PR_STATE);
462 p_ptr->redraw |= (PR_STATUS);
463 p_ptr->action = ACTION_NONE;
467 if (p_ptr->concent) reset_concentration(TRUE);
470 if (hex_spelling_any()) stop_hex_spell_all();
473 p_ptr->counter = FALSE;
474 chg_virtue(V_HARMONY, -1);
483 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
484 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
491 p_ptr->redraw |= (PR_STATUS);
493 /* Nothing to notice */
494 if (!notice) return (FALSE);
496 if (disturb_state) disturb(FALSE, FALSE);
503 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
505 * @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。
507 bool set_poisoned(TIME_EFFECT v)
510 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
512 if (p_ptr->is_dead) return FALSE;
517 if (!p_ptr->poisoned)
519 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
529 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
536 p_ptr->redraw |= (PR_STATUS);
538 /* Nothing to notice */
539 if (!notice) return (FALSE);
541 if (disturb_state) disturb(FALSE, FALSE);
548 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
550 * @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。
552 bool set_afraid(TIME_EFFECT v)
555 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
557 if (p_ptr->is_dead) return FALSE;
564 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
566 if (p_ptr->special_defense & KATA_MASK)
568 msg_print(_("型が崩れた。", "Your posture gets loose."));
569 p_ptr->special_defense &= ~(KATA_MASK);
570 p_ptr->update |= (PU_BONUS);
571 p_ptr->update |= (PU_MONSTERS);
572 p_ptr->redraw |= (PR_STATE);
573 p_ptr->redraw |= (PR_STATUS);
574 p_ptr->action = ACTION_NONE;
578 p_ptr->counter = FALSE;
579 chg_virtue(V_VALOUR, -1);
588 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
595 p_ptr->redraw |= (PR_STATUS);
597 /* Nothing to notice */
598 if (!notice) return (FALSE);
600 if (disturb_state) disturb(FALSE, FALSE);
606 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
608 * @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。
610 bool set_paralyzed(TIME_EFFECT v)
613 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
615 if (p_ptr->is_dead) return FALSE;
620 if (!p_ptr->paralyzed)
622 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
624 if (p_ptr->concent) reset_concentration(TRUE);
627 if (hex_spelling_any()) stop_hex_spell_all();
629 p_ptr->counter = FALSE;
637 if (p_ptr->paralyzed)
639 msg_print(_("やっと動けるようになった。", "You can move again."));
645 p_ptr->paralyzed = v;
646 p_ptr->redraw |= (PR_STATUS);
648 /* Nothing to notice */
649 if (!notice) return (FALSE);
651 if (disturb_state) disturb(FALSE, FALSE);
652 p_ptr->redraw |= (PR_STATE);
658 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
660 * @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。
661 * @details Note that we must redraw the map when hallucination changes.
663 bool set_image(TIME_EFFECT v)
666 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
668 if (p_ptr->is_dead) return FALSE;
669 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
675 set_tsuyoshi(0, TRUE);
678 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
681 if (p_ptr->concent) reset_concentration(TRUE);
683 p_ptr->counter = FALSE;
693 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."));
700 p_ptr->redraw |= (PR_STATUS);
702 /* Nothing to notice */
703 if (!notice) return (FALSE);
705 if (disturb_state) disturb(FALSE, TRUE);
707 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
708 p_ptr->update |= (PU_MONSTERS);
709 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
715 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
717 * @param do_dec 現在の継続時間より長い値のみ上書きする
718 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
720 bool set_fast(TIME_EFFECT v, bool do_dec)
723 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
725 if (p_ptr->is_dead) return FALSE;
730 if (p_ptr->fast && !do_dec)
732 if (p_ptr->fast > v) return FALSE;
734 else if (!IS_FAST() && !p_ptr->lightspeed)
736 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
738 chg_virtue(V_PATIENCE, -1);
739 chg_virtue(V_DILIGENCE, 1);
746 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
748 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
756 /* Nothing to notice */
757 if (!notice) return (FALSE);
759 if (disturb_state) disturb(FALSE, FALSE);
760 p_ptr->update |= (PU_BONUS);
766 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
768 * @param do_dec 現在の継続時間より長い値のみ上書きする
769 * @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。
771 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
774 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
776 if (p_ptr->is_dead) return FALSE;
778 if (p_ptr->wild_mode) v = 0;
783 if (p_ptr->lightspeed && !do_dec)
785 if (p_ptr->lightspeed > v) return FALSE;
787 else if (!p_ptr->lightspeed)
789 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
791 chg_virtue(V_PATIENCE, -1);
792 chg_virtue(V_DILIGENCE, 1);
799 if (p_ptr->lightspeed)
801 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
807 p_ptr->lightspeed = v;
809 /* Nothing to notice */
810 if (!notice) return (FALSE);
812 if (disturb_state) disturb(FALSE, FALSE);
813 p_ptr->update |= (PU_BONUS);
819 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
821 * @param do_dec 現在の継続時間より長い値のみ上書きする
822 * @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。
824 bool set_slow(TIME_EFFECT v, bool do_dec)
827 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
829 if (p_ptr->is_dead) return FALSE;
834 if (p_ptr->slow && !do_dec)
836 if (p_ptr->slow > v) return FALSE;
838 else if (!p_ptr->slow)
840 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
850 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
858 /* Nothing to notice */
859 if (!notice) return (FALSE);
861 if (disturb_state) disturb(FALSE, FALSE);
862 p_ptr->update |= (PU_BONUS);
869 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
871 * @param do_dec 現在の継続時間より長い値のみ上書きする
872 * @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。
874 bool set_shield(TIME_EFFECT v, bool do_dec)
877 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
879 if (p_ptr->is_dead) return FALSE;
884 if (p_ptr->shield && !do_dec)
886 if (p_ptr->shield > v) return FALSE;
888 else if (!p_ptr->shield)
890 msg_print(_("肌が石になった。", "Your skin turns to stone."));
900 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
907 p_ptr->redraw |= (PR_STATUS);
909 /* Nothing to notice */
910 if (!notice) return (FALSE);
912 if (disturb_state) disturb(FALSE, FALSE);
913 p_ptr->update |= (PU_BONUS);
920 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
922 * @param do_dec 現在の継続時間より長い値のみ上書きする
923 * @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。
925 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
928 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
930 if (p_ptr->is_dead) return FALSE;
935 if (p_ptr->tsubureru && !do_dec)
937 if (p_ptr->tsubureru > v) return FALSE;
939 else if (!p_ptr->tsubureru)
941 msg_print(_("横に伸びた。", "Your body expands horizontally."));
949 if (p_ptr->tsubureru)
951 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
957 p_ptr->tsubureru = v;
958 p_ptr->redraw |= (PR_STATUS);
960 /* Nothing to notice */
961 if (!notice) return (FALSE);
963 if (disturb_state) disturb(FALSE, FALSE);
964 p_ptr->update |= (PU_BONUS);
971 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
973 * @param do_dec 現在の継続時間より長い値のみ上書きする
974 * @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。
976 bool set_magicdef(TIME_EFFECT v, bool do_dec)
979 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
981 if (p_ptr->is_dead) return FALSE;
986 if (p_ptr->magicdef && !do_dec)
988 if (p_ptr->magicdef > v) return FALSE;
990 else if (!p_ptr->magicdef)
992 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."));
1000 if (p_ptr->magicdef)
1002 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1008 p_ptr->magicdef = v;
1009 p_ptr->redraw |= (PR_STATUS);
1011 /* Nothing to notice */
1012 if (!notice) return (FALSE);
1014 if (disturb_state) disturb(FALSE, FALSE);
1015 p_ptr->update |= (PU_BONUS);
1021 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1023 * @param do_dec 現在の継続時間より長い値のみ上書きする
1024 * @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。
1026 bool set_blessed(TIME_EFFECT v, bool do_dec)
1028 bool notice = FALSE;
1029 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1031 if (p_ptr->is_dead) return FALSE;
1036 if (p_ptr->blessed && !do_dec)
1038 if (p_ptr->blessed > v) return FALSE;
1040 else if (!IS_BLESSED())
1042 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1050 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1052 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1059 p_ptr->redraw |= (PR_STATUS);
1061 /* Nothing to notice */
1062 if (!notice) return (FALSE);
1064 if (disturb_state) disturb(FALSE, FALSE);
1065 p_ptr->update |= (PU_BONUS);
1072 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1074 * @param do_dec 現在の継続時間より長い値のみ上書きする
1075 * @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。
1077 bool set_hero(TIME_EFFECT v, bool do_dec)
1079 bool notice = FALSE;
1080 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1082 if (p_ptr->is_dead) return FALSE;
1087 if (p_ptr->hero && !do_dec)
1089 if (p_ptr->hero > v) return FALSE;
1091 else if (!IS_HERO())
1093 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1101 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1103 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1110 p_ptr->redraw |= (PR_STATUS);
1112 /* Nothing to notice */
1113 if (!notice) return (FALSE);
1115 if (disturb_state) disturb(FALSE, FALSE);
1116 p_ptr->update |= (PU_BONUS);
1118 /* Recalculate hitpoints */
1119 p_ptr->update |= (PU_HP);
1125 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1126 * @param v 継続時間/ 0ならば無条件にリセット
1127 * @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
1128 * @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。
1130 bool set_shero(TIME_EFFECT v, bool do_dec)
1132 bool notice = FALSE;
1133 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1135 if (p_ptr->is_dead) return FALSE;
1137 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1141 if (p_ptr->shero && !do_dec)
1143 if (p_ptr->shero > v) return FALSE;
1145 else if (!p_ptr->shero)
1147 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1157 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1164 p_ptr->redraw |= (PR_STATUS);
1166 /* Nothing to notice */
1167 if (!notice) return (FALSE);
1169 if (disturb_state) disturb(FALSE, FALSE);
1170 p_ptr->update |= (PU_BONUS);
1172 /* Recalculate hitpoints */
1173 p_ptr->update |= (PU_HP);
1179 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1181 * @param do_dec 現在の継続時間より長い値のみ上書きする
1182 * @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。
1184 bool set_protevil(TIME_EFFECT v, bool do_dec)
1186 bool notice = FALSE;
1187 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1189 if (p_ptr->is_dead) return FALSE;
1194 if (p_ptr->protevil && !do_dec)
1196 if (p_ptr->protevil > v) return FALSE;
1198 else if (!p_ptr->protevil)
1200 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!"));
1208 if (p_ptr->protevil)
1210 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."));
1216 p_ptr->protevil = v;
1217 p_ptr->redraw |= (PR_STATUS);
1219 /* Nothing to notice */
1220 if (!notice) return (FALSE);
1222 if (disturb_state) disturb(FALSE, FALSE);
1228 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1230 * @param do_dec 現在の継続時間より長い値のみ上書きする
1231 * @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。
1233 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1235 bool notice = FALSE;
1236 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1238 if (p_ptr->is_dead) return FALSE;
1243 if (p_ptr->wraith_form && !do_dec)
1245 if (p_ptr->wraith_form > v) return FALSE;
1247 else if (!p_ptr->wraith_form)
1249 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 current_world_ptr->game_turn into a wraith-being!"));
1251 chg_virtue(V_UNLIFE, 3);
1252 chg_virtue(V_HONOUR, -2);
1253 chg_virtue(V_SACRIFICE, -2);
1254 chg_virtue(V_VALOUR, -5);
1256 p_ptr->redraw |= (PR_MAP);
1257 p_ptr->update |= (PU_MONSTERS);
1259 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1266 if (p_ptr->wraith_form)
1268 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1271 p_ptr->redraw |= (PR_MAP);
1272 p_ptr->update |= (PU_MONSTERS);
1274 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1279 p_ptr->wraith_form = v;
1280 p_ptr->redraw |= (PR_STATUS);
1282 /* Nothing to notice */
1283 if (!notice) return (FALSE);
1285 if (disturb_state) disturb(FALSE, FALSE);
1286 p_ptr->update |= (PU_BONUS);
1293 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1295 * @param do_dec 現在の継続時間より長い値のみ上書きする
1296 * @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。
1298 bool set_invuln(TIME_EFFECT v, bool do_dec)
1300 bool notice = FALSE;
1301 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1303 if (p_ptr->is_dead) return FALSE;
1308 if (p_ptr->invuln && !do_dec)
1310 if (p_ptr->invuln > v) return FALSE;
1312 else if (!IS_INVULN())
1314 msg_print(_("無敵だ!", "Invulnerability!"));
1317 chg_virtue(V_UNLIFE, -2);
1318 chg_virtue(V_HONOUR, -2);
1319 chg_virtue(V_SACRIFICE, -3);
1320 chg_virtue(V_VALOUR, -5);
1322 p_ptr->redraw |= (PR_MAP);
1323 p_ptr->update |= (PU_MONSTERS);
1325 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1332 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1334 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1337 p_ptr->redraw |= (PR_MAP);
1338 p_ptr->update |= (PU_MONSTERS);
1340 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1342 p_ptr->energy_need += ENERGY_NEED();
1348 p_ptr->redraw |= (PR_STATUS);
1350 /* Nothing to notice */
1351 if (!notice) return (FALSE);
1353 if (disturb_state) disturb(FALSE, FALSE);
1354 p_ptr->update |= (PU_BONUS);
1360 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1362 * @param do_dec 現在の継続時間より長い値のみ上書きする
1363 * @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。
1365 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1367 bool notice = FALSE;
1368 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1370 if (p_ptr->is_dead) return FALSE;
1375 if (p_ptr->tim_esp && !do_dec)
1377 if (p_ptr->tim_esp > v) return FALSE;
1379 else if (!IS_TIM_ESP())
1381 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1389 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1391 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1398 p_ptr->redraw |= (PR_STATUS);
1400 /* Nothing to notice */
1401 if (!notice) return (FALSE);
1403 if (disturb_state) disturb(FALSE, FALSE);
1404 p_ptr->update |= (PU_BONUS);
1405 p_ptr->update |= (PU_MONSTERS);
1411 * @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
1413 * @param do_dec 現在の継続時間より長い値のみ上書きする
1414 * @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。
1416 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1418 bool notice = FALSE;
1419 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1421 if (p_ptr->is_dead) return FALSE;
1426 if (p_ptr->tim_invis && !do_dec)
1428 if (p_ptr->tim_invis > v) return FALSE;
1430 else if (!p_ptr->tim_invis)
1432 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1440 if (p_ptr->tim_invis)
1442 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1448 p_ptr->tim_invis = v;
1449 p_ptr->redraw |= (PR_STATUS);
1451 /* Nothing to notice */
1452 if (!notice) return (FALSE);
1454 if (disturb_state) disturb(FALSE, FALSE);
1455 p_ptr->update |= (PU_BONUS);
1457 /* Update the monsters */
1458 p_ptr->update |= (PU_MONSTERS);
1464 * @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
1466 * @param do_dec 現在の継続時間より長い値のみ上書きする
1467 * @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。
1469 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1471 bool notice = FALSE;
1472 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1474 if (p_ptr->is_dead) return FALSE;
1479 if (p_ptr->tim_infra && !do_dec)
1481 if (p_ptr->tim_infra > v) return FALSE;
1483 else if (!p_ptr->tim_infra)
1485 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1493 if (p_ptr->tim_infra)
1495 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1501 p_ptr->tim_infra = v;
1502 p_ptr->redraw |= (PR_STATUS);
1504 /* Nothing to notice */
1505 if (!notice) return (FALSE);
1507 if (disturb_state) disturb(FALSE, FALSE);
1508 p_ptr->update |= (PU_BONUS);
1510 /* Update the monsters */
1511 p_ptr->update |= (PU_MONSTERS);
1517 * @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
1519 * @param do_dec 現在の継続時間より長い値のみ上書きする
1520 * @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。
1522 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1524 bool notice = FALSE;
1525 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1527 if (p_ptr->is_dead) return FALSE;
1532 if (p_ptr->tim_regen && !do_dec)
1534 if (p_ptr->tim_regen > v) return FALSE;
1536 else if (!p_ptr->tim_regen)
1538 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1546 if (p_ptr->tim_regen)
1548 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1554 p_ptr->tim_regen = v;
1555 p_ptr->redraw |= (PR_STATUS);
1557 /* Nothing to notice */
1558 if (!notice) return (FALSE);
1560 if (disturb_state) disturb(FALSE, FALSE);
1561 p_ptr->update |= (PU_BONUS);
1567 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", 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_stealth(TIME_EFFECT v, bool do_dec)
1574 bool notice = FALSE;
1575 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1577 if (p_ptr->is_dead) return FALSE;
1582 if (p_ptr->tim_stealth && !do_dec)
1584 if (p_ptr->tim_stealth > v) return FALSE;
1586 else if (!IS_TIM_STEALTH())
1588 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1596 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1598 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1604 p_ptr->tim_stealth = v;
1605 p_ptr->redraw |= (PR_STATUS);
1607 /* Nothing to notice */
1608 if (!notice) return (FALSE);
1610 if (disturb_state) disturb(FALSE, FALSE);
1611 p_ptr->update |= (PU_BONUS);
1617 * @brief 超隠密状態をセットする
1618 * @param set TRUEならば超隠密状態になる。
1619 * @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。
1621 bool set_superstealth(bool set)
1623 bool notice = FALSE;
1625 if (p_ptr->is_dead) return FALSE;
1630 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1632 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1634 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."));
1635 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1639 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!"));
1640 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1646 p_ptr->special_defense |= NINJA_S_STEALTH;
1653 if (p_ptr->special_defense & NINJA_S_STEALTH)
1655 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."));
1659 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1663 /* Nothing to notice */
1664 if (!notice) return (FALSE);
1665 p_ptr->redraw |= (PR_STATUS);
1667 if (disturb_state) disturb(FALSE, FALSE);
1672 * @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
1674 * @param do_dec 現在の継続時間より長い値のみ上書きする
1675 * @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。
1677 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1679 bool notice = FALSE;
1680 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1682 if (p_ptr->is_dead) return FALSE;
1687 if (p_ptr->tim_levitation && !do_dec)
1689 if (p_ptr->tim_levitation > v) return FALSE;
1691 else if (!p_ptr->tim_levitation)
1693 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1701 if (p_ptr->tim_levitation)
1703 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1709 p_ptr->tim_levitation = v;
1710 p_ptr->redraw |= (PR_STATUS);
1712 /* Nothing to notice */
1713 if (!notice) return (FALSE);
1715 if (disturb_state) disturb(FALSE, FALSE);
1716 p_ptr->update |= (PU_BONUS);
1722 * @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
1724 * @param do_dec 現在の継続時間より長い値のみ上書きする
1725 * @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。
1727 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1729 bool notice = FALSE;
1730 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1732 if (p_ptr->is_dead) return FALSE;
1737 if (p_ptr->tim_sh_touki && !do_dec)
1739 if (p_ptr->tim_sh_touki > v) return FALSE;
1741 else if (!p_ptr->tim_sh_touki)
1743 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1751 if (p_ptr->tim_sh_touki)
1753 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1759 p_ptr->tim_sh_touki = v;
1760 p_ptr->redraw |= (PR_STATUS);
1762 /* Nothing to notice */
1763 if (!notice) return (FALSE);
1765 if (disturb_state) disturb(FALSE, FALSE);
1771 * @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
1773 * @param do_dec 現在の継続時間より長い値のみ上書きする
1774 * @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。
1776 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1778 bool notice = FALSE;
1779 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1781 if (p_ptr->is_dead) return FALSE;
1786 if (p_ptr->tim_sh_fire && !do_dec)
1788 if (p_ptr->tim_sh_fire > v) return FALSE;
1790 else if (!p_ptr->tim_sh_fire)
1792 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1800 if (p_ptr->tim_sh_fire)
1802 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1808 p_ptr->tim_sh_fire = v;
1809 p_ptr->redraw |= (PR_STATUS);
1811 /* Nothing to notice */
1812 if (!notice) return (FALSE);
1814 if (disturb_state) disturb(FALSE, FALSE);
1815 p_ptr->update |= (PU_BONUS);
1821 * @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
1823 * @param do_dec 現在の継続時間より長い値のみ上書きする
1824 * @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。
1826 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1828 bool notice = FALSE;
1829 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1831 if (p_ptr->is_dead) return FALSE;
1836 if (p_ptr->tim_sh_holy && !do_dec)
1838 if (p_ptr->tim_sh_holy > v) return FALSE;
1840 else if (!p_ptr->tim_sh_holy)
1842 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1850 if (p_ptr->tim_sh_holy)
1852 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1858 p_ptr->tim_sh_holy = v;
1859 p_ptr->redraw |= (PR_STATUS);
1861 /* Nothing to notice */
1862 if (!notice) return (FALSE);
1864 if (disturb_state) disturb(FALSE, FALSE);
1865 p_ptr->update |= (PU_BONUS);
1871 * @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
1873 * @param do_dec 現在の継続時間より長い値のみ上書きする
1874 * @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。
1876 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1878 bool notice = FALSE;
1879 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1881 if (p_ptr->is_dead) return FALSE;
1886 if (p_ptr->tim_eyeeye && !do_dec)
1888 if (p_ptr->tim_eyeeye > v) return FALSE;
1890 else if (!p_ptr->tim_eyeeye)
1892 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1900 if (p_ptr->tim_eyeeye)
1902 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."));
1908 p_ptr->tim_eyeeye = v;
1909 p_ptr->redraw |= (PR_STATUS);
1911 /* Nothing to notice */
1912 if (!notice) return (FALSE);
1914 if (disturb_state) disturb(FALSE, FALSE);
1915 p_ptr->update |= (PU_BONUS);
1922 * @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
1924 * @param do_dec 現在の継続時間より長い値のみ上書きする
1925 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1927 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1929 bool notice = FALSE;
1930 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1932 if (p_ptr->is_dead) return FALSE;
1937 if (p_ptr->resist_magic && !do_dec)
1939 if (p_ptr->resist_magic > v) return FALSE;
1941 else if (!p_ptr->resist_magic)
1943 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1951 if (p_ptr->resist_magic)
1953 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1959 p_ptr->resist_magic = v;
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 一時的反射の継続時間をセットする / Set "p_ptr->tim_reflect", 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_reflect(TIME_EFFECT v, bool do_dec)
1979 bool notice = FALSE;
1980 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1982 if (p_ptr->is_dead) return FALSE;
1987 if (p_ptr->tim_reflect && !do_dec)
1989 if (p_ptr->tim_reflect > v) return FALSE;
1991 else if (!p_ptr->tim_reflect)
1993 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2001 if (p_ptr->tim_reflect)
2003 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2009 p_ptr->tim_reflect = v;
2010 p_ptr->redraw |= (PR_STATUS);
2012 /* Nothing to notice */
2013 if (!notice) return (FALSE);
2015 if (disturb_state) disturb(FALSE, FALSE);
2016 p_ptr->update |= (PU_BONUS);
2023 * Set "p_ptr->multishadow", notice observable changes
2025 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2027 bool notice = FALSE;
2028 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2030 if (p_ptr->is_dead) return FALSE;
2035 if (p_ptr->multishadow && !do_dec)
2037 if (p_ptr->multishadow > v) return FALSE;
2039 else if (!p_ptr->multishadow)
2041 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2049 if (p_ptr->multishadow)
2051 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2057 p_ptr->multishadow = v;
2058 p_ptr->redraw |= (PR_STATUS);
2060 /* Nothing to notice */
2061 if (!notice) return (FALSE);
2063 if (disturb_state) disturb(FALSE, FALSE);
2064 p_ptr->update |= (PU_BONUS);
2070 * @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
2072 * @param do_dec 現在の継続時間より長い値のみ上書きする
2073 * @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。
2075 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2077 bool notice = FALSE;
2078 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2080 if (p_ptr->is_dead) return FALSE;
2085 if (p_ptr->dustrobe && !do_dec)
2087 if (p_ptr->dustrobe > v) return FALSE;
2089 else if (!p_ptr->dustrobe)
2091 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2099 if (p_ptr->dustrobe)
2101 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2107 p_ptr->dustrobe = v;
2108 p_ptr->redraw |= (PR_STATUS);
2110 /* Nothing to notice */
2111 if (!notice) return (FALSE);
2113 if (disturb_state) disturb(FALSE, FALSE);
2114 p_ptr->update |= (PU_BONUS);
2120 * @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
2122 * @param do_dec 現在の継続時間より長い値のみ上書きする
2123 * @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。
2125 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2127 bool notice = FALSE;
2128 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2130 if (p_ptr->is_dead) return FALSE;
2135 if (p_ptr->kabenuke && !do_dec)
2137 if (p_ptr->kabenuke > v) return FALSE;
2139 else if (!p_ptr->kabenuke)
2141 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2149 if (p_ptr->kabenuke)
2151 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2157 p_ptr->kabenuke = v;
2158 p_ptr->redraw |= (PR_STATUS);
2160 /* Nothing to notice */
2161 if (!notice) return (FALSE);
2163 if (disturb_state) disturb(FALSE, FALSE);
2164 p_ptr->update |= (PU_BONUS);
2170 * @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
2172 * @param do_dec 現在の継続時間より長い値のみ上書きする
2173 * @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。
2175 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2177 bool notice = FALSE;
2178 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2180 if (p_ptr->is_dead) return FALSE;
2185 if (p_ptr->tsuyoshi && !do_dec)
2187 if (p_ptr->tsuyoshi > v) return FALSE;
2189 else if (!p_ptr->tsuyoshi)
2191 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2193 chg_virtue(V_VITALITY, 2);
2200 if (p_ptr->tsuyoshi)
2202 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2204 (void)dec_stat(A_CON, 20, TRUE);
2205 (void)dec_stat(A_STR, 20, TRUE);
2208 chg_virtue(V_VITALITY, -3);
2213 p_ptr->tsuyoshi = v;
2214 p_ptr->redraw |= (PR_STATUS);
2216 /* Nothing to notice */
2217 if (!notice) return (FALSE);
2219 if (disturb_state) disturb(FALSE, FALSE);
2220 p_ptr->update |= (PU_BONUS);
2222 /* Recalculate hitpoints */
2223 p_ptr->update |= (PU_HP);
2229 * @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-
2230 * @param attack_type スレイのタイプID
2232 * @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。
2234 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2236 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2238 /* Clear all elemental attacks (only one is allowed at a time). */
2239 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2241 p_ptr->special_attack &= ~(ATTACK_ACID);
2242 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2244 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2246 p_ptr->special_attack &= ~(ATTACK_ELEC);
2247 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2249 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2251 p_ptr->special_attack &= ~(ATTACK_FIRE);
2252 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2254 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2256 p_ptr->special_attack &= ~(ATTACK_COLD);
2257 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2259 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2261 p_ptr->special_attack &= ~(ATTACK_POIS);
2262 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2265 if ((v) && (attack_type))
2267 /* Set attack type. */
2268 p_ptr->special_attack |= (attack_type);
2271 p_ptr->ele_attack = v;
2274 msg_format("%sで攻撃できるようになった!",
2275 ((attack_type == ATTACK_ACID) ? "酸" :
2276 ((attack_type == ATTACK_ELEC) ? "電撃" :
2277 ((attack_type == ATTACK_FIRE) ? "火炎" :
2278 ((attack_type == ATTACK_COLD) ? "冷気" :
2279 ((attack_type == ATTACK_POIS) ? "毒" :
2282 msg_format("For a while, the blows you deal will %s",
2283 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2284 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2285 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2286 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2287 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2288 "do nothing special."))))));
2292 if (disturb_state) disturb(FALSE, FALSE);
2293 p_ptr->redraw |= (PR_STATUS);
2295 p_ptr->update |= (PU_BONUS);
2302 * @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-
2303 * @param immune_type 免疫のタイプID
2305 * @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。
2307 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2309 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2311 /* Clear all elemental attacks (only one is allowed at a time). */
2312 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2314 p_ptr->special_defense &= ~(DEFENSE_ACID);
2315 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."));
2317 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2319 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2320 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."));
2322 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2324 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2325 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."));
2327 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2329 p_ptr->special_defense &= ~(DEFENSE_COLD);
2330 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."));
2332 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2334 p_ptr->special_defense &= ~(DEFENSE_POIS);
2335 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."));
2338 if ((v) && (immune_type))
2340 /* Set attack type. */
2341 p_ptr->special_defense |= (immune_type);
2344 p_ptr->ele_immune = v;
2346 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2347 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2348 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2349 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2350 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2351 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2352 _("(なし)", "do nothing special.")))))));
2355 if (disturb_state) disturb(FALSE, FALSE);
2356 p_ptr->redraw |= (PR_STATUS);
2357 p_ptr->update |= (PU_BONUS);
2364 * @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
2366 * @param do_dec 現在の継続時間より長い値のみ上書きする
2367 * @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。
2369 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2371 bool notice = FALSE;
2372 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2374 if (p_ptr->is_dead) return FALSE;
2379 if (p_ptr->oppose_acid && !do_dec)
2381 if (p_ptr->oppose_acid > v) return FALSE;
2383 else if (!IS_OPPOSE_ACID())
2385 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2393 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2395 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2401 p_ptr->oppose_acid = v;
2403 /* Nothing to notice */
2404 if (!notice) return (FALSE);
2405 p_ptr->redraw |= (PR_STATUS);
2407 if (disturb_state) disturb(FALSE, FALSE);
2413 * @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
2415 * @param do_dec 現在の継続時間より長い値のみ上書きする
2416 * @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。
2418 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2420 bool notice = FALSE;
2421 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2423 if (p_ptr->is_dead) return FALSE;
2428 if (p_ptr->oppose_elec && !do_dec)
2430 if (p_ptr->oppose_elec > v) return FALSE;
2432 else if (!IS_OPPOSE_ELEC())
2434 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2442 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2444 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2450 p_ptr->oppose_elec = v;
2452 /* Nothing to notice */
2453 if (!notice) return (FALSE);
2454 p_ptr->redraw |= (PR_STATUS);
2456 if (disturb_state) disturb(FALSE, FALSE);
2462 * @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
2464 * @param do_dec 現在の継続時間より長い値のみ上書きする
2465 * @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。
2467 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2469 bool notice = FALSE;
2470 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2472 if (p_ptr->is_dead) return FALSE;
2474 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2478 if (p_ptr->oppose_fire && !do_dec)
2480 if (p_ptr->oppose_fire > v) return FALSE;
2482 else if (!IS_OPPOSE_FIRE())
2484 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2492 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2494 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2500 p_ptr->oppose_fire = v;
2502 /* Nothing to notice */
2503 if (!notice) return (FALSE);
2504 p_ptr->redraw |= (PR_STATUS);
2506 if (disturb_state) disturb(FALSE, FALSE);
2512 * @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
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_cold(TIME_EFFECT v, bool do_dec)
2519 bool notice = FALSE;
2520 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2522 if (p_ptr->is_dead) return FALSE;
2527 if (p_ptr->oppose_cold && !do_dec)
2529 if (p_ptr->oppose_cold > v) return FALSE;
2531 else if (!IS_OPPOSE_COLD())
2533 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2541 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2543 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2549 p_ptr->oppose_cold = v;
2551 /* Nothing to notice */
2552 if (!notice) return (FALSE);
2553 p_ptr->redraw |= (PR_STATUS);
2555 if (disturb_state) disturb(FALSE, FALSE);
2561 * @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
2563 * @param do_dec 現在の継続時間より長い値のみ上書きする
2564 * @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。
2566 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2568 bool notice = FALSE;
2569 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2571 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2572 if (p_ptr->is_dead) return FALSE;
2577 if (p_ptr->oppose_pois && !do_dec)
2579 if (p_ptr->oppose_pois > v) return FALSE;
2581 else if (!IS_OPPOSE_POIS())
2583 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2591 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2593 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2599 p_ptr->oppose_pois = v;
2601 /* Nothing to notice */
2602 if (!notice) return (FALSE);
2603 p_ptr->redraw |= (PR_STATUS);
2605 if (disturb_state) disturb(FALSE, FALSE);
2611 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2613 * @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。
2615 * Note the special code to only notice "range" changes.
2617 bool set_stun(TIME_EFFECT v)
2619 int old_aux, new_aux;
2620 bool notice = FALSE;
2621 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2623 if (p_ptr->is_dead) return FALSE;
2624 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2627 if (p_ptr->stun > 100)
2633 else if (p_ptr->stun > 50)
2639 else if (p_ptr->stun > 0)
2675 if (new_aux > old_aux)
2677 /* Describe the state */
2681 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2684 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;
2687 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;
2690 if (randint1(1000) < v || one_in_(16))
2692 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2696 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2697 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2699 else if (one_in_(2))
2701 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2705 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2708 if (p_ptr->special_defense & KATA_MASK)
2710 msg_print(_("型が崩れた。", "Your posture gets loose."));
2711 p_ptr->special_defense &= ~(KATA_MASK);
2712 p_ptr->update |= (PU_BONUS);
2713 p_ptr->update |= (PU_MONSTERS);
2714 p_ptr->redraw |= (PR_STATE);
2715 p_ptr->redraw |= (PR_STATUS);
2716 p_ptr->action = ACTION_NONE;
2720 if (p_ptr->concent) reset_concentration(TRUE);
2723 if (hex_spelling_any()) stop_hex_spell_all();
2729 else if (new_aux < old_aux)
2731 /* Describe the state */
2736 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2738 if (disturb_state) disturb(FALSE, FALSE);
2749 if (!notice) return (FALSE);
2751 if (disturb_state) disturb(FALSE, FALSE);
2752 p_ptr->update |= (PU_BONUS);
2754 /* Redraw the "stun" */
2755 p_ptr->redraw |= (PR_STUN);
2762 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2764 * @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。
2766 * Note the special code to only notice "range" changes.
2768 bool set_cut(TIME_EFFECT v)
2770 int old_aux, new_aux;
2771 bool notice = FALSE;
2772 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2774 if (p_ptr->is_dead) return FALSE;
2776 if ((p_ptr->prace == RACE_GOLEM ||
2777 p_ptr->prace == RACE_SKELETON ||
2778 p_ptr->prace == RACE_SPECTRE ||
2779 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2784 if (p_ptr->cut > 1000)
2790 else if (p_ptr->cut > 200)
2796 else if (p_ptr->cut > 100)
2802 else if (p_ptr->cut > 50)
2808 else if (p_ptr->cut > 25)
2814 else if (p_ptr->cut > 10)
2820 else if (p_ptr->cut > 0)
2880 if (new_aux > old_aux)
2882 /* Describe the state */
2886 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2889 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2892 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2895 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2898 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2901 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;
2904 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;
2909 if (randint1(1000) < v || one_in_(16))
2911 if (!p_ptr->sustain_chr)
2913 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2920 else if (new_aux < old_aux)
2922 /* Describe the state */
2927 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");
2929 if (disturb_state) disturb(FALSE, FALSE);
2940 if (!notice) return (FALSE);
2942 if (disturb_state) disturb(FALSE, FALSE);
2943 p_ptr->update |= (PU_BONUS);
2945 /* Redraw the "cut" */
2946 p_ptr->redraw |= (PR_CUT);
2952 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2954 * @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。
2956 * Set "", notice observable changes\n
2958 * The "p_ptr->food" variable can get as large as 20000, allowing the
2959 * addition of the most "filling" item, Elvish Waybread, which adds
2960 * 7500 food units, without overflowing the 32767 maximum limit.\n
2962 * Perhaps we should disturb the player with various messages,
2963 * especially messages about hunger status changes. \n
2965 * Digestion of food is handled in "dungeon.c", in which, normally,
2966 * the player digests about 20 food units per 100 game turns, more
2967 * when "fast", more when "regenerating", less with "slow digestion",
2968 * but when the player is "gorged", he digests 100 food units per 10
2969 * game turns, or a full 1000 food units per 100 game turns.\n
2971 * Note that the player's speed is reduced by 10 units while gorged,
2972 * so if the player eats a single food ration (5000 food units) when
2973 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2974 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2975 * affecting the player speed).\n
2977 bool set_food(TIME_EFFECT v)
2979 int old_aux, new_aux;
2981 bool notice = FALSE;
2982 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2984 /* Fainting / Starving */
2985 if (p_ptr->food < PY_FOOD_FAINT)
2991 else if (p_ptr->food < PY_FOOD_WEAK)
2997 else if (p_ptr->food < PY_FOOD_ALERT)
3003 else if (p_ptr->food < PY_FOOD_FULL)
3009 else if (p_ptr->food < PY_FOOD_MAX)
3020 /* Fainting / Starving */
3021 if (v < PY_FOOD_FAINT)
3027 else if (v < PY_FOOD_WEAK)
3033 else if (v < PY_FOOD_ALERT)
3039 else if (v < PY_FOOD_FULL)
3045 else if (v < PY_FOOD_MAX)
3056 if (old_aux < 1 && new_aux > 0)
3057 chg_virtue(V_PATIENCE, 2);
3058 else if (old_aux < 3 && (old_aux != new_aux))
3059 chg_virtue(V_PATIENCE, 1);
3061 chg_virtue(V_TEMPERANCE, 1);
3063 chg_virtue(V_TEMPERANCE, -1);
3066 if (new_aux > old_aux)
3068 /* Describe the state */
3072 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3075 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3078 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3081 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3085 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3086 chg_virtue(V_HARMONY, -1);
3087 chg_virtue(V_PATIENCE, -1);
3088 chg_virtue(V_TEMPERANCE, -2);
3098 else if (new_aux < old_aux)
3100 /* Describe the state */
3103 /* Fainting / Starving */
3104 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;
3107 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3110 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3113 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3116 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3119 if (p_ptr->wild_mode && (new_aux < 2))
3131 /* Nothing to notice */
3132 if (!notice) return (FALSE);
3134 if (disturb_state) disturb(FALSE, FALSE);
3135 p_ptr->update |= (PU_BONUS);
3138 p_ptr->redraw |= (PR_HUNGER);
3144 * @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-
3145 * @param stat 上昇させるステータスID
3146 * @return 実際に上昇した場合TRUEを返す。
3148 * Note that this function (used by stat potions) now restores\n
3149 * the stat BEFORE increasing it.\n
3151 bool inc_stat(int stat)
3153 BASE_STATUS value, gain;
3155 /* Then augment the current/max stat */
3156 value = p_ptr->stat_cur[stat];
3158 /* Cannot go above 18/100 */
3159 if (value < p_ptr->stat_max_max[stat])
3161 /* Gain one (sometimes two) points */
3164 gain = ((randint0(100) < 75) ? 1 : 2);
3168 /* Gain 1/6 to 1/3 of distance to 18/100 */
3169 else if (value < (p_ptr->stat_max_max[stat]-2))
3171 /* Approximate gain value */
3172 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3173 if (gain < 1) gain = 1;
3175 /* Apply the bonus */
3176 value += randint1(gain) + gain / 2;
3179 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3182 /* Gain one point at a time */
3188 /* Save the new value */
3189 p_ptr->stat_cur[stat] = value;
3191 /* Bring up the maximum too */
3192 if (value > p_ptr->stat_max[stat])
3194 p_ptr->stat_max[stat] = value;
3196 p_ptr->update |= (PU_BONUS);
3202 /* Nothing to gain */
3207 * @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.
3208 * @param stat 減少させるステータスID
3209 * @param amount 減少させる基本量
3210 * @param permanent TRUEならば現在の最大値を減少させる
3211 * @return 実際に減少した場合TRUEを返す。
3214 * Amount could be a little higher in extreme cases to mangle very high\n
3215 * stats from massive assaults. -CWS\n
3217 * Note that "permanent" means that the *given* amount is permanent,\n
3218 * not that the new value becomes permanent. This may not work exactly\n
3219 * as expected, due to "weirdness" in the algorithm, but in general,\n
3220 * if your stat is already drained, the "max" value will not drop all\n
3221 * the way down to the "cur" value.\n
3223 bool dec_stat(int stat, int amount, int permanent)
3225 BASE_STATUS cur, max;
3230 /* Acquire current value */
3231 cur = p_ptr->stat_cur[stat];
3232 max = p_ptr->stat_max[stat];
3234 /* Note when the values are identical */
3235 same = (cur == max);
3237 /* Damage "current" value */
3240 /* Handle "low" values */
3243 if (amount > 90) cur--;
3244 if (amount > 50) cur--;
3245 if (amount > 20) cur--;
3249 /* Handle "high" values */
3252 /* Hack -- Decrement by a random amount between one-quarter */
3253 /* and one-half of the stat bonus times the percentage, with a */
3254 /* minimum damage of half the percentage. -CWS */
3255 loss = (((cur-18) / 2 + 1) / 2 + 1);
3256 if (loss < 1) loss = 1;
3258 /* Randomize the loss */
3259 loss = ((randint1(loss) + loss) * amount) / 100;
3262 if (loss < amount/2) loss = amount/2;
3264 /* Lose some points */
3267 /* Hack -- Only reduce stat to 17 sometimes */
3268 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3271 /* Prevent illegal values */
3272 if (cur < 3) cur = 3;
3274 /* Something happened */
3275 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3278 /* Damage "max" value */
3279 if (permanent && (max > 3))
3281 chg_virtue(V_SACRIFICE, 1);
3282 if (stat == A_WIS || stat == A_INT)
3283 chg_virtue(V_ENLIGHTEN, -2);
3285 /* Handle "low" values */
3288 if (amount > 90) max--;
3289 if (amount > 50) max--;
3290 if (amount > 20) max--;
3294 /* Handle "high" values */
3297 /* Hack -- Decrement by a random amount between one-quarter */
3298 /* and one-half of the stat bonus times the percentage, with a */
3299 /* minimum damage of half the percentage. -CWS */
3300 loss = (((max-18) / 2 + 1) / 2 + 1);
3301 loss = ((randint1(loss) + loss) * amount) / 100;
3302 if (loss < amount/2) loss = amount/2;
3304 /* Lose some points */
3307 /* Hack -- Only reduce stat to 17 sometimes */
3308 if (max < 18) max = (amount <= 20) ? 18 : 17;
3311 /* Hack -- keep it clean */
3312 if (same || (max < cur)) max = cur;
3314 /* Something happened */
3315 if (max != p_ptr->stat_max[stat]) res = TRUE;
3320 /* Actually set the stat to its new value. */
3321 p_ptr->stat_cur[stat] = cur;
3322 p_ptr->stat_max[stat] = max;
3324 p_ptr->redraw |= (PR_STATS);
3325 p_ptr->update |= (PU_BONUS);
3333 * @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.
3334 * @param stat 回復ステータスID
3335 * @return 実際に回復した場合TRUEを返す。
3337 bool res_stat(int stat)
3339 /* Restore if needed */
3340 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3342 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3343 p_ptr->update |= (PU_BONUS);
3344 p_ptr->redraw |= (PR_STATS);
3350 /* Nothing to restore */
3356 * Increase players hit points, notice effects
3358 bool hp_player(int num)
3361 vir = virtue_number(V_VITALITY);
3363 if(num <= 0) return (FALSE);
3367 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3369 /* Healing needed */
3370 if (p_ptr->chp < p_ptr->mhp)
3372 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3373 chg_virtue(V_TEMPERANCE, 1);
3374 /* Gain hitpoints */
3377 /* Enforce maximum */
3378 if (p_ptr->chp >= p_ptr->mhp)
3380 p_ptr->chp = p_ptr->mhp;
3381 p_ptr->chp_frac = 0;
3384 p_ptr->redraw |= (PR_HP);
3386 p_ptr->window |= (PW_PLAYER);
3391 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3397 msg_print(_("気分が良くなった。", "You feel better."));
3403 msg_print(_("とても気分が良くなった。", "You feel much better."));
3409 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3421 * Array of stat "descriptions"
3423 static concptr desc_stat_pos[] =
3428 _("器用に", "dextrous"),
3429 _("健康に", "healthy"),
3435 * Array of stat "descriptions"
3437 static concptr desc_stat_neg[] =
3442 _("不器用に", "clumsy"),
3443 _("不健康に", "sickly"),
3451 bool do_dec_stat(int stat)
3455 /* Access the "sustain" */
3458 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3459 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3460 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3461 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3462 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3463 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3467 if (sust && (!ironman_nightmare || randint0(13)))
3469 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."),
3470 desc_stat_neg[stat]);
3476 /* Attempt to reduce the stat */
3477 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3479 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3485 /* Nothing obvious */
3491 * Restore lost "points" in a stat
3493 bool do_res_stat(int stat)
3495 /* Attempt to increase */
3498 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3503 /* Nothing obvious */
3509 * Gain a "point" in a stat
3511 bool do_inc_stat(int stat)
3515 /* Restore strength */
3516 res = res_stat(stat);
3518 /* Attempt to increase */
3523 chg_virtue(V_ENLIGHTEN, 1);
3524 chg_virtue(V_FAITH, 1);
3526 else if (stat == A_INT)
3528 chg_virtue(V_KNOWLEDGE, 1);
3529 chg_virtue(V_ENLIGHTEN, 1);
3531 else if (stat == A_CON)
3532 chg_virtue(V_VITALITY, 1);
3534 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3539 /* Restoration worked */
3542 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3547 /* Nothing obvious */
3553 * Restores any drained experience
3555 bool restore_level(void)
3557 /* Restore experience */
3558 if (p_ptr->exp < p_ptr->max_exp)
3560 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3562 /* Restore the experience */
3563 p_ptr->exp = p_ptr->max_exp;
3565 /* Check the experience */
3579 bool lose_all_info(void)
3583 chg_virtue(V_KNOWLEDGE, -5);
3584 chg_virtue(V_ENLIGHTEN, -5);
3586 /* Forget info about objects */
3587 for (i = 0; i < INVEN_TOTAL; i++)
3589 object_type *o_ptr = &inventory[i];
3591 /* Skip non-objects */
3592 if (!o_ptr->k_idx) continue;
3594 /* Allow "protection" by the MENTAL flag */
3595 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3597 /* Remove "default inscriptions" */
3598 o_ptr->feeling = FEEL_NONE;
3600 /* Hack -- Clear the "empty" flag */
3601 o_ptr->ident &= ~(IDENT_EMPTY);
3603 /* Hack -- Clear the "known" flag */
3604 o_ptr->ident &= ~(IDENT_KNOWN);
3606 /* Hack -- Clear the "felt" flag */
3607 o_ptr->ident &= ~(IDENT_SENSE);
3609 p_ptr->update |= (PU_BONUS);
3610 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3612 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3614 /* Mega-Hack -- Forget the map */
3622 void do_poly_wounds(void)
3624 /* Changed to always provide at least _some_ healing */
3625 s16b wounds = p_ptr->cut;
3626 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3627 s16b change = damroll(p_ptr->lev, 5);
3628 bool Nasty_effect = one_in_(5);
3630 if (!(wounds || hit_p || Nasty_effect)) return;
3632 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3636 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3637 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3642 set_cut(p_ptr->cut - (change / 2));
3648 * Change player race
3650 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3652 concptr title = race_info[new_race].title;
3653 int old_race = p_ptr->prace;
3656 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3658 msg_format("You current_world_ptr->game_turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
3661 chg_virtue(V_CHANCE, 2);
3663 if (p_ptr->prace < 32)
3665 p_ptr->old_race1 |= 1L << p_ptr->prace;
3669 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3671 p_ptr->prace = new_race;
3672 rp_ptr = &race_info[p_ptr->prace];
3674 /* Experience factor */
3675 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3678 * The speed bonus of Klackons and Sprites are disabled
3679 * and the experience penalty is decreased.
3681 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)))
3682 p_ptr->expfact -= 15;
3684 /* Get character's height and weight */
3685 get_height_weight();
3688 if (p_ptr->pclass == CLASS_SORCERER)
3689 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3691 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3693 roll_hitdice(p_ptr, 0L);
3695 /* The experience level may be modified */
3698 p_ptr->redraw |= (PR_BASIC);
3700 p_ptr->update |= (PU_BONUS);
3704 /* Load an autopick preference file */
3705 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3707 /* Player's graphic tile may change */
3708 lite_spot(p_ptr->y, p_ptr->x);
3712 void do_poly_self(void)
3714 int power = p_ptr->lev;
3716 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3717 chg_virtue(V_CHANCE, 1);
3719 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3721 char effect_msg[80] = "";
3722 CHARACTER_IDX new_race;
3724 /* Some form of racial polymorph... */
3727 if ((power > randint0(5)) && one_in_(4))
3732 if (p_ptr->psex == SEX_MALE)
3734 p_ptr->psex = SEX_FEMALE;
3735 sp_ptr = &sex_info[p_ptr->psex];
3736 sprintf(effect_msg, _("女性の", "female "));
3740 p_ptr->psex = SEX_MALE;
3741 sp_ptr = &sex_info[p_ptr->psex];
3742 sprintf(effect_msg, _("男性の", "male "));
3746 if ((power > randint0(30)) && one_in_(5))
3750 /* Harmful deformity */
3757 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3763 /* Deformities are discriminated against! */
3764 (void)dec_stat(A_CHR, randint1(6), TRUE);
3769 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3770 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3774 sprintf(effect_msg,_("奇形の", "deformed "));
3778 while ((power > randint0(20)) && one_in_(10))
3780 /* Polymorph into a less mutated form */
3783 if (!lose_mutation(0))
3784 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3789 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3791 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3793 change_race(new_race, effect_msg);
3796 if ((power > randint0(30)) && one_in_(6))
3802 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");
3806 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3811 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!"));
3812 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3818 if ((power > randint0(20)) && one_in_(4))
3823 roll_hitdice(p_ptr, 0L);
3826 while ((power > randint0(15)) && one_in_(3))
3829 (void)gain_mutation(p_ptr, 0);
3832 if (power > randint0(5))
3838 /* Note: earlier deductions may have left power < 0 already. */
3848 * Decreases players hit points and sets death flag if necessary
3850 * Invulnerability needs to be changed into a "shield"
3852 * Hack -- this function allows the user to save (or quit)
3853 * the game when he dies, since the "You die." message is shown before
3854 * setting the player to "dead".
3857 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3859 int old_chp = p_ptr->chp;
3861 char death_message[1024];
3864 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3865 if (p_ptr->is_dead) return 0;
3867 if (p_ptr->sutemi) damage *= 2;
3868 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3870 if (easy_band) damage = (damage+1)/2;
3872 if (damage_type != DAMAGE_USELIFE)
3874 disturb(TRUE, TRUE);
3877 p_ptr->now_damaged = TRUE;
3881 if (monspell >= 0) learn_spell(monspell);
3883 /* Mega-Hack -- Apply "invulnerability" */
3884 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3886 if (IS_INVULN() && (damage < 9000))
3888 if (damage_type == DAMAGE_FORCE)
3890 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3892 else if (one_in_(PENETRATE_INVULNERABILITY))
3894 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3902 if (CHECK_MULTISHADOW())
3904 if (damage_type == DAMAGE_FORCE)
3906 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3908 else if (damage_type == DAMAGE_ATTACK)
3910 msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
3915 if (p_ptr->wraith_form)
3917 if (damage_type == DAMAGE_FORCE)
3919 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3924 if ((damage == 0) && one_in_(2)) damage = 1;
3928 if (p_ptr->special_defense & KATA_MUSOU)
3931 if ((damage == 0) && one_in_(2)) damage = 1;
3933 } /* not if LOSELIFE USELIFE */
3935 /* Hurt the player */
3936 p_ptr->chp -= damage;
3937 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3939 damage += p_ptr->chp;
3943 /* Display the hitpoints */
3944 p_ptr->redraw |= (PR_HP);
3946 p_ptr->window |= (PW_PLAYER);
3948 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3950 chg_virtue(V_SACRIFICE, 1);
3951 chg_virtue(V_CHANCE, 2);
3957 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3959 #ifdef JP /* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
3961 if(!save_player()) msg_print("セーブ失敗!");
3966 chg_virtue(V_SACRIFICE, 10);
3969 p_ptr->leaving = TRUE;
3972 p_ptr->is_dead = TRUE;
3974 if (p_ptr->inside_arena)
3976 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3977 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3979 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3983 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
3984 bool seppuku = streq(hit_from, "Seppuku");
3985 bool winning_seppuku = p_ptr->total_winner && seppuku;
3987 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3990 /* Make screen dump */
3991 screen_dump = make_screen_dump();
3994 /* Note cause of death */
3997 strcpy(p_ptr->died_from, hit_from);
3999 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4006 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);
4008 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4010 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4013 /* No longer a winner */
4014 p_ptr->total_winner = FALSE;
4016 if (winning_seppuku)
4018 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4024 if (p_ptr->inside_arena)
4025 strcpy(buf,_("アリーナ", "in the Arena"));
4026 else if (!current_floor_ptr->dun_level)
4027 strcpy(buf,_("地上", "on the surface"));
4028 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4029 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4030 strcpy(buf,_("クエスト", "in a quest"));
4032 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4034 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4035 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4038 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4039 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4043 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4045 do_cmd_save_screen();
4050 /* Initialize "last message" buffer */
4051 if (p_ptr->last_message) string_free(p_ptr->last_message);
4052 p_ptr->last_message = NULL;
4054 /* Hack -- Note death */
4058 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4060 msg_print(android ? "You are broken." : "You die.");
4067 if (winning_seppuku)
4069 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4073 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4079 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4081 while (!get_string("Last word: ", death_message, 1024)) ;
4084 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4086 if (death_message[0] == '\0')
4089 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4091 strcpy(death_message, android ? "You are broken." : "You die.");
4094 else p_ptr->last_message = string_make(death_message);
4097 if (winning_seppuku)
4102 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4103 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4110 for (i = 0; i < 40; i++)
4111 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4113 str = death_message;
4114 if (strncmp(str, "「", 2) == 0) str += 2;
4116 str2 = my_strstr(str, "」");
4117 if (str2 != NULL) *str2 = '\0';
4122 str2 = my_strstr(str, " ");
4123 if (str2 == NULL) len = strlen(str);
4124 else len = str2 - str;
4128 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4130 if (str2 == NULL) break;
4134 if (*str == 0) break;
4138 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4142 /* Make screen dump */
4143 screen_dump = make_screen_dump();
4146 /* Wait a key press */
4151 msg_print(death_message);
4161 /* Hitpoint warning */
4162 if (p_ptr->chp < warning)
4164 /* Hack -- bell on first notice */
4165 if (old_chp > warning) bell();
4169 if (record_danger && (old_chp > warning))
4171 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4172 hit_from = _("何か", "something");
4174 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4175 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4180 /* stop auto_more even if DAMAGE_USELIFE */
4181 p_ptr->now_damaged = TRUE;
4184 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4188 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4199 void gain_exp_64(s32b amount, u32b amount_frac)
4201 if (p_ptr->is_dead) return;
4203 if (p_ptr->prace == RACE_ANDROID) return;
4205 /* Gain some experience */
4206 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4208 /* Slowly recover from experience drainage */
4209 if (p_ptr->exp < p_ptr->max_exp)
4211 /* Gain max experience (20%) (was 10%) */
4212 p_ptr->max_exp += amount / 5;
4215 /* Check Experience */
4223 void gain_exp(s32b amount)
4225 gain_exp_64(amount, 0L);
4229 void calc_android_exp(void)
4233 if (p_ptr->is_dead) return;
4235 if (p_ptr->prace != RACE_ANDROID) return;
4237 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4239 object_type *o_ptr = &inventory[i];
4241 object_type *q_ptr = &forge;
4243 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4245 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4246 if (!o_ptr->k_idx) continue;
4249 object_copy(q_ptr, o_ptr);
4250 q_ptr->discount = 0;
4251 q_ptr->curse_flags = 0L;
4253 if (object_is_fixed_artifact(o_ptr))
4255 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4256 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4258 else if (object_is_ego(o_ptr))
4260 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4262 else if (o_ptr->art_name)
4264 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4267 if (!object_is_weapon_ammo(o_ptr))
4270 if (total_flags < 15000) fake_level = 10;
4271 else if (total_flags < 35000) fake_level = 25;
4272 else fake_level = 40;
4277 if (total_flags < 20000) fake_level = 10;
4278 else if (total_flags < 45000) fake_level = 25;
4279 else fake_level = 40;
4282 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4285 value = object_value_real(q_ptr);
4287 if (value <= 0) continue;
4288 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4289 if (value > 5000000L) value = 5000000L;
4290 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4292 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4293 (o_ptr->tval == TV_DRAG_ARMOR) ||
4294 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4295 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4296 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4297 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4298 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4300 if (level > 65) level = 35 + (level - 65) / 5;
4301 else if (level > 35) level = 25 + (level - 35) / 3;
4302 else if (level > 15) level = 15 + (level - 15) / 2;
4303 exp = MIN(100000L, value) / 2 * level * level;
4304 if (value > 100000L)
4305 exp += (value - 100000L) / 8 * level * level;
4309 exp = MIN(100000L, value) * level;
4310 if (value > 100000L)
4311 exp += (value - 100000L) / 4 * level;
4313 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4314 else total_exp += exp / 16;
4315 if (i == INVEN_BODY) total_exp += exp / 32;
4317 p_ptr->exp = p_ptr->max_exp = total_exp;
4319 /* Check Experience */
4327 void lose_exp(s32b amount)
4329 if (p_ptr->prace == RACE_ANDROID) return;
4331 /* Never drop below zero experience */
4332 if (amount > p_ptr->exp) amount = p_ptr->exp;
4334 /* Lose some experience */
4335 p_ptr->exp -= amount;
4337 /* Check Experience */
4344 * If resisted to draining, return FALSE
4346 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4348 /* Androids and their mimics are never drained */
4349 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4351 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4353 /* Hold experience */
4354 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4358 /* Hold experience failed */
4359 if (p_ptr->hold_exp)
4361 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4366 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!"));
4374 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4376 bool notice = FALSE;
4377 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4379 if (p_ptr->is_dead) return FALSE;
4384 if (p_ptr->ult_res && !do_dec)
4386 if (p_ptr->ult_res > v) return FALSE;
4388 else if (!p_ptr->ult_res)
4390 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!"));
4400 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"));
4407 p_ptr->redraw |= (PR_STATUS);
4409 /* Nothing to notice */
4410 if (!notice) return (FALSE);
4412 if (disturb_state) disturb(FALSE, FALSE);
4413 p_ptr->update |= (PU_BONUS);
4418 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4420 bool notice = FALSE;
4421 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4423 if (p_ptr->is_dead) return FALSE;
4428 if (p_ptr->tim_res_nether && !do_dec)
4430 if (p_ptr->tim_res_nether > v) return FALSE;
4432 else if (!p_ptr->tim_res_nether)
4434 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4442 if (p_ptr->tim_res_nether)
4444 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"));
4450 p_ptr->tim_res_nether = v;
4451 p_ptr->redraw |= (PR_STATUS);
4453 /* Nothing to notice */
4454 if (!notice) return (FALSE);
4456 if (disturb_state) disturb(FALSE, FALSE);
4457 p_ptr->update |= (PU_BONUS);
4462 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4464 bool notice = FALSE;
4465 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4467 if (p_ptr->is_dead) return FALSE;
4472 if (p_ptr->tim_res_time && !do_dec)
4474 if (p_ptr->tim_res_time > v) return FALSE;
4476 else if (!p_ptr->tim_res_time)
4478 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!"));
4486 if (p_ptr->tim_res_time)
4488 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"));
4494 p_ptr->tim_res_time = v;
4495 p_ptr->redraw |= (PR_STATUS);
4497 /* Nothing to notice */
4498 if (!notice) return (FALSE);
4500 if (disturb_state) disturb(FALSE, FALSE);
4501 p_ptr->update |= (PU_BONUS);
4508 * Choose a warrior-mage elemental attack. -LM-
4510 bool choose_ele_attack(void)
4516 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4518 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."));
4523 num = (p_ptr->lev - 20) / 5;
4524 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4527 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4532 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4537 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4542 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4551 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4555 if ((choice == 'a') || (choice == 'A'))
4556 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4557 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4558 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4559 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4560 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4561 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4562 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4563 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4564 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4567 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4577 * Choose a elemental immune. -LM-
4579 bool choose_ele_immune(TIME_EFFECT immune_turn)
4584 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4585 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4586 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4587 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4595 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4599 if ((choice == 'a') || (choice == 'A'))
4600 set_ele_immune(DEFENSE_FIRE, immune_turn);
4601 else if ((choice == 'b') || (choice == 'B'))
4602 set_ele_immune(DEFENSE_COLD, immune_turn);
4603 else if ((choice == 'c') || (choice == 'C'))
4604 set_ele_immune(DEFENSE_ACID, immune_turn);
4605 else if ((choice == 'd') || (choice == 'D'))
4606 set_ele_immune(DEFENSE_ELEC, immune_turn);
4609 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));