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 "player-effects.h"
28 #include "monster-status.h"
31 #include "player-effects.h"
34 * @brief プレイヤーの継続行動を設定する。
35 * @param typ 継続行動のID\n
36 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
39 void set_action(ACTION_IDX typ)
41 int prev_typ = p_ptr->action;
53 msg_print(_("探索をやめた。", "You no longer walk carefully."));
54 p_ptr->redraw |= (PR_SPEED);
64 msg_print(_("学習をやめた。", "You stop Learning"));
70 msg_print(_("構えをといた。", "You stop assuming the posture."));
71 p_ptr->special_defense &= ~(KAMAE_MASK);
76 msg_print(_("型を崩した。", "You stop assuming the posture."));
77 p_ptr->special_defense &= ~(KATA_MASK);
78 p_ptr->update |= (PU_MONSTERS);
79 p_ptr->redraw |= (PR_STATUS);
84 msg_print(_("歌うのをやめた。", "You stop singing."));
89 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
90 take_turn(p_ptr, 100);
95 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
103 /* If we are requested other action, stop singing */
104 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
105 if (prev_typ == ACTION_SPELL) stop_hex_spell();
107 switch (p_ptr->action)
111 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
112 p_ptr->redraw |= (PR_SPEED);
117 msg_print(_("学習を始めた。", "You begin Learning"));
122 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
125 case ACTION_HAYAGAKE:
127 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
135 p_ptr->update |= (PU_BONUS);
136 p_ptr->redraw |= (PR_STATE);
140 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
143 void reset_tim_flags(void)
145 p_ptr->fast = 0; /* Timed -- Fast */
146 p_ptr->lightspeed = 0;
147 p_ptr->slow = 0; /* Timed -- Slow */
148 p_ptr->blind = 0; /* Timed -- Blindness */
149 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
150 p_ptr->confused = 0; /* Timed -- Confusion */
151 p_ptr->afraid = 0; /* Timed -- Fear */
152 p_ptr->image = 0; /* Timed -- Hallucination */
153 p_ptr->poisoned = 0; /* Timed -- Poisoned */
154 p_ptr->cut = 0; /* Timed -- Cut */
155 p_ptr->stun = 0; /* Timed -- Stun */
157 p_ptr->protevil = 0; /* Timed -- Protection */
158 p_ptr->invuln = 0; /* Timed -- Invulnerable */
160 p_ptr->hero = 0; /* Timed -- Heroism */
161 p_ptr->shero = 0; /* Timed -- Super Heroism */
162 p_ptr->shield = 0; /* Timed -- Shield Spell */
163 p_ptr->blessed = 0; /* Timed -- Blessed */
164 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
165 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
166 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
167 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
169 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
170 p_ptr->tim_levitation = 0;
171 p_ptr->tim_sh_touki = 0;
172 p_ptr->tim_sh_fire = 0;
173 p_ptr->tim_sh_holy = 0;
174 p_ptr->tim_eyeeye = 0;
176 p_ptr->resist_magic = 0;
179 p_ptr->tim_res_nether = 0;
180 p_ptr->tim_res_time = 0;
181 p_ptr->tim_mimic = 0;
182 p_ptr->mimic_form = 0;
183 p_ptr->tim_reflect = 0;
184 p_ptr->multishadow = 0;
186 p_ptr->action = ACTION_NONE;
188 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
189 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
190 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
191 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
192 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
194 p_ptr->word_recall = 0;
195 p_ptr->alter_reality = 0;
196 p_ptr->sutemi = FALSE;
197 p_ptr->counter = FALSE;
198 p_ptr->ele_attack = 0;
199 p_ptr->ele_immune = 0;
200 p_ptr->special_attack = 0L;
201 p_ptr->special_defense = 0L;
203 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
204 p_ptr->timewalk = FALSE;
206 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
207 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
208 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
212 (void)set_monster_fast(p_ptr->riding, 0);
213 (void)set_monster_slow(p_ptr->riding, 0);
214 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
217 if (p_ptr->pclass == CLASS_BARD)
219 SINGING_SONG_EFFECT(p_ptr) = 0;
220 SINGING_SONG_ID(p_ptr) = 0;
225 * @brief プレイヤーに魔力消去効果を与える。
228 void dispel_player(void)
230 (void)set_fast(0, TRUE);
231 (void)set_lightspeed(0, TRUE);
232 (void)set_slow(0, TRUE);
233 (void)set_shield(0, TRUE);
234 (void)set_blessed(0, TRUE);
235 (void)set_tsuyoshi(0, TRUE);
236 (void)set_hero(0, TRUE);
237 (void)set_shero(0, TRUE);
238 (void)set_protevil(0, TRUE);
239 (void)set_invuln(0, TRUE);
240 (void)set_wraith_form(0, TRUE);
241 (void)set_kabenuke(0, TRUE);
242 (void)set_tim_res_nether(0, TRUE);
243 (void)set_tim_res_time(0, TRUE);
245 (void)set_tim_reflect(0,TRUE);
246 (void)set_multishadow(0,TRUE);
247 (void)set_dustrobe(0,TRUE);
249 (void)set_tim_invis(0, TRUE);
250 (void)set_tim_infra(0, TRUE);
251 (void)set_tim_esp(0, TRUE);
252 (void)set_tim_regen(0, TRUE);
253 (void)set_tim_stealth(0, TRUE);
254 (void)set_tim_levitation(0, TRUE);
255 (void)set_tim_sh_touki(0, TRUE);
256 (void)set_tim_sh_fire(0, TRUE);
257 (void)set_tim_sh_holy(0, TRUE);
258 (void)set_tim_eyeeye(0, TRUE);
259 (void)set_magicdef(0, TRUE);
260 (void)set_resist_magic(0, TRUE);
261 (void)set_oppose_acid(0, TRUE);
262 (void)set_oppose_elec(0, TRUE);
263 (void)set_oppose_fire(0, TRUE);
264 (void)set_oppose_cold(0, TRUE);
265 (void)set_oppose_pois(0, TRUE);
266 (void)set_ultimate_res(0, TRUE);
267 (void)set_mimic(0, 0, TRUE);
268 (void)set_ele_attack(0, 0);
269 (void)set_ele_immune(0, 0);
271 /* Cancel glowing hands */
272 if (p_ptr->special_attack & ATTACK_CONFUSE)
274 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
275 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
278 if (music_singing_any() || hex_spelling_any())
280 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
281 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
282 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
283 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
285 p_ptr->action = ACTION_NONE;
286 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
287 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
288 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
289 p_ptr->energy_need += ENERGY_NEED();
295 * @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
298 * @param do_dec 現在の継続時間より長い値のみ上書きする
299 * @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。
301 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
304 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
306 if (p_ptr->is_dead) return FALSE;
311 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
313 if (p_ptr->tim_mimic > v) return FALSE;
315 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
317 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
318 p_ptr->mimic_form = p;
326 if (p_ptr->tim_mimic)
328 msg_print(_("変身が解けた。", "You are no longer transformed."));
329 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
337 p_ptr->tim_mimic = v;
339 /* Nothing to notice */
340 if (!notice) return (FALSE);
342 if (disturb_state) disturb(FALSE, TRUE);
344 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
345 p_ptr->update |= (PU_BONUS | PU_HP);
352 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
354 * @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。
356 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
357 * memorize any terrain features which suddenly become "visible".\n
358 * Note that blindness is currently the only thing which can affect\n
359 * "player_can_see_bold()".\n
361 bool set_blind(TIME_EFFECT v)
364 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
366 if (p_ptr->is_dead) return FALSE;
373 if (p_ptr->prace == RACE_ANDROID)
375 msg_print(_("センサーをやられた!", "You are blind!"));
379 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
383 chg_virtue(V_ENLIGHTEN, -1);
392 if (p_ptr->prace == RACE_ANDROID)
394 msg_print(_("センサーが復旧した。", "You can see again."));
398 msg_print(_("やっと目が見えるようになった。", "You can see again."));
407 p_ptr->redraw |= (PR_STATUS);
409 /* Nothing to notice */
410 if (!notice) return (FALSE);
411 if (disturb_state) disturb(FALSE, FALSE);
413 /* Fully update the visuals */
414 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
415 p_ptr->redraw |= (PR_MAP);
416 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
423 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
425 * @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。
427 bool set_confused(TIME_EFFECT v)
430 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
432 if (p_ptr->is_dead) return FALSE;
437 if (!p_ptr->confused)
439 msg_print(_("あなたは混乱した!", "You are confused!"));
441 if (p_ptr->action == ACTION_LEARN)
443 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
446 p_ptr->redraw |= (PR_STATE);
447 p_ptr->action = ACTION_NONE;
449 if (p_ptr->action == ACTION_KAMAE)
451 msg_print(_("構えがとけた。", "Your posture gets loose."));
452 p_ptr->special_defense &= ~(KAMAE_MASK);
453 p_ptr->update |= (PU_BONUS);
454 p_ptr->redraw |= (PR_STATE);
455 p_ptr->action = ACTION_NONE;
457 else if (p_ptr->action == ACTION_KATA)
459 msg_print(_("型が崩れた。", "Your posture gets loose."));
460 p_ptr->special_defense &= ~(KATA_MASK);
461 p_ptr->update |= (PU_BONUS);
462 p_ptr->update |= (PU_MONSTERS);
463 p_ptr->redraw |= (PR_STATE);
464 p_ptr->redraw |= (PR_STATUS);
465 p_ptr->action = ACTION_NONE;
469 if (p_ptr->concent) reset_concentration(TRUE);
472 if (hex_spelling_any()) stop_hex_spell_all();
475 p_ptr->counter = FALSE;
476 chg_virtue(V_HARMONY, -1);
485 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
486 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
493 p_ptr->redraw |= (PR_STATUS);
495 /* Nothing to notice */
496 if (!notice) return (FALSE);
498 if (disturb_state) disturb(FALSE, FALSE);
505 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
507 * @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。
509 bool set_poisoned(TIME_EFFECT v)
512 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
514 if (p_ptr->is_dead) return FALSE;
519 if (!p_ptr->poisoned)
521 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
531 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
538 p_ptr->redraw |= (PR_STATUS);
540 /* Nothing to notice */
541 if (!notice) return (FALSE);
543 if (disturb_state) disturb(FALSE, FALSE);
550 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
552 * @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。
554 bool set_afraid(TIME_EFFECT v)
557 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
559 if (p_ptr->is_dead) return FALSE;
566 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
568 if (p_ptr->special_defense & KATA_MASK)
570 msg_print(_("型が崩れた。", "Your posture gets loose."));
571 p_ptr->special_defense &= ~(KATA_MASK);
572 p_ptr->update |= (PU_BONUS);
573 p_ptr->update |= (PU_MONSTERS);
574 p_ptr->redraw |= (PR_STATE);
575 p_ptr->redraw |= (PR_STATUS);
576 p_ptr->action = ACTION_NONE;
580 p_ptr->counter = FALSE;
581 chg_virtue(V_VALOUR, -1);
590 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
597 p_ptr->redraw |= (PR_STATUS);
599 /* Nothing to notice */
600 if (!notice) return (FALSE);
602 if (disturb_state) disturb(FALSE, FALSE);
608 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
610 * @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。
612 bool set_paralyzed(TIME_EFFECT v)
615 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
617 if (p_ptr->is_dead) return FALSE;
622 if (!p_ptr->paralyzed)
624 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
626 if (p_ptr->concent) reset_concentration(TRUE);
629 if (hex_spelling_any()) stop_hex_spell_all();
631 p_ptr->counter = FALSE;
639 if (p_ptr->paralyzed)
641 msg_print(_("やっと動けるようになった。", "You can move again."));
647 p_ptr->paralyzed = v;
648 p_ptr->redraw |= (PR_STATUS);
650 /* Nothing to notice */
651 if (!notice) return (FALSE);
653 if (disturb_state) disturb(FALSE, FALSE);
654 p_ptr->redraw |= (PR_STATE);
660 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
662 * @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。
663 * @details Note that we must redraw the map when hallucination changes.
665 bool set_image(TIME_EFFECT v)
668 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
670 if (p_ptr->is_dead) return FALSE;
671 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
677 set_tsuyoshi(0, TRUE);
680 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
683 if (p_ptr->concent) reset_concentration(TRUE);
685 p_ptr->counter = FALSE;
695 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."));
702 p_ptr->redraw |= (PR_STATUS);
704 /* Nothing to notice */
705 if (!notice) return (FALSE);
707 if (disturb_state) disturb(FALSE, TRUE);
709 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
710 p_ptr->update |= (PU_MONSTERS);
711 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
717 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
719 * @param do_dec 現在の継続時間より長い値のみ上書きする
720 * @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。
722 bool set_fast(TIME_EFFECT v, bool do_dec)
725 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
727 if (p_ptr->is_dead) return FALSE;
732 if (p_ptr->fast && !do_dec)
734 if (p_ptr->fast > v) return FALSE;
736 else if (!IS_FAST() && !p_ptr->lightspeed)
738 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
740 chg_virtue(V_PATIENCE, -1);
741 chg_virtue(V_DILIGENCE, 1);
748 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
750 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
758 /* Nothing to notice */
759 if (!notice) return (FALSE);
761 if (disturb_state) disturb(FALSE, FALSE);
762 p_ptr->update |= (PU_BONUS);
768 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
770 * @param do_dec 現在の継続時間より長い値のみ上書きする
771 * @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。
773 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
776 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
778 if (p_ptr->is_dead) return FALSE;
780 if (p_ptr->wild_mode) v = 0;
785 if (p_ptr->lightspeed && !do_dec)
787 if (p_ptr->lightspeed > v) return FALSE;
789 else if (!p_ptr->lightspeed)
791 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
793 chg_virtue(V_PATIENCE, -1);
794 chg_virtue(V_DILIGENCE, 1);
801 if (p_ptr->lightspeed)
803 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
809 p_ptr->lightspeed = v;
811 /* Nothing to notice */
812 if (!notice) return (FALSE);
814 if (disturb_state) disturb(FALSE, FALSE);
815 p_ptr->update |= (PU_BONUS);
821 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
823 * @param do_dec 現在の継続時間より長い値のみ上書きする
824 * @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。
826 bool set_slow(TIME_EFFECT v, bool do_dec)
829 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
831 if (p_ptr->is_dead) return FALSE;
836 if (p_ptr->slow && !do_dec)
838 if (p_ptr->slow > v) return FALSE;
840 else if (!p_ptr->slow)
842 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
852 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
860 /* Nothing to notice */
861 if (!notice) return (FALSE);
863 if (disturb_state) disturb(FALSE, FALSE);
864 p_ptr->update |= (PU_BONUS);
871 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
873 * @param do_dec 現在の継続時間より長い値のみ上書きする
874 * @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。
876 bool set_shield(TIME_EFFECT v, bool do_dec)
879 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
881 if (p_ptr->is_dead) return FALSE;
886 if (p_ptr->shield && !do_dec)
888 if (p_ptr->shield > v) return FALSE;
890 else if (!p_ptr->shield)
892 msg_print(_("肌が石になった。", "Your skin turns to stone."));
902 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
909 p_ptr->redraw |= (PR_STATUS);
911 /* Nothing to notice */
912 if (!notice) return (FALSE);
914 if (disturb_state) disturb(FALSE, FALSE);
915 p_ptr->update |= (PU_BONUS);
922 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
924 * @param do_dec 現在の継続時間より長い値のみ上書きする
925 * @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。
927 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
930 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
932 if (p_ptr->is_dead) return FALSE;
937 if (p_ptr->tsubureru && !do_dec)
939 if (p_ptr->tsubureru > v) return FALSE;
941 else if (!p_ptr->tsubureru)
943 msg_print(_("横に伸びた。", "Your body expands horizontally."));
951 if (p_ptr->tsubureru)
953 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
959 p_ptr->tsubureru = v;
960 p_ptr->redraw |= (PR_STATUS);
962 /* Nothing to notice */
963 if (!notice) return (FALSE);
965 if (disturb_state) disturb(FALSE, FALSE);
966 p_ptr->update |= (PU_BONUS);
973 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
975 * @param do_dec 現在の継続時間より長い値のみ上書きする
976 * @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。
978 bool set_magicdef(TIME_EFFECT v, bool do_dec)
981 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
983 if (p_ptr->is_dead) return FALSE;
988 if (p_ptr->magicdef && !do_dec)
990 if (p_ptr->magicdef > v) return FALSE;
992 else if (!p_ptr->magicdef)
994 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."));
1002 if (p_ptr->magicdef)
1004 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1010 p_ptr->magicdef = v;
1011 p_ptr->redraw |= (PR_STATUS);
1013 /* Nothing to notice */
1014 if (!notice) return (FALSE);
1016 if (disturb_state) disturb(FALSE, FALSE);
1017 p_ptr->update |= (PU_BONUS);
1023 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1025 * @param do_dec 現在の継続時間より長い値のみ上書きする
1026 * @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。
1028 bool set_blessed(TIME_EFFECT v, bool do_dec)
1030 bool notice = FALSE;
1031 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1033 if (p_ptr->is_dead) return FALSE;
1038 if (p_ptr->blessed && !do_dec)
1040 if (p_ptr->blessed > v) return FALSE;
1042 else if (!IS_BLESSED())
1044 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1052 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1054 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1061 p_ptr->redraw |= (PR_STATUS);
1063 /* Nothing to notice */
1064 if (!notice) return (FALSE);
1066 if (disturb_state) disturb(FALSE, FALSE);
1067 p_ptr->update |= (PU_BONUS);
1074 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1076 * @param do_dec 現在の継続時間より長い値のみ上書きする
1077 * @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。
1079 bool set_hero(TIME_EFFECT v, bool do_dec)
1081 bool notice = FALSE;
1082 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1084 if (p_ptr->is_dead) return FALSE;
1089 if (p_ptr->hero && !do_dec)
1091 if (p_ptr->hero > v) return FALSE;
1093 else if (!IS_HERO())
1095 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1103 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1105 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
1112 p_ptr->redraw |= (PR_STATUS);
1114 /* Nothing to notice */
1115 if (!notice) return (FALSE);
1117 if (disturb_state) disturb(FALSE, FALSE);
1118 p_ptr->update |= (PU_BONUS);
1120 /* Recalculate hitpoints */
1121 p_ptr->update |= (PU_HP);
1127 * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1128 * @param v 継続時間/ 0ならば無条件にリセット
1129 * @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
1130 * @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。
1132 bool set_shero(TIME_EFFECT v, bool do_dec)
1134 bool notice = FALSE;
1135 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1137 if (p_ptr->is_dead) return FALSE;
1139 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1143 if (p_ptr->shero && !do_dec)
1145 if (p_ptr->shero > v) return FALSE;
1147 else if (!p_ptr->shero)
1149 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1159 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1166 p_ptr->redraw |= (PR_STATUS);
1168 /* Nothing to notice */
1169 if (!notice) return (FALSE);
1171 if (disturb_state) disturb(FALSE, FALSE);
1172 p_ptr->update |= (PU_BONUS);
1174 /* Recalculate hitpoints */
1175 p_ptr->update |= (PU_HP);
1181 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1183 * @param do_dec 現在の継続時間より長い値のみ上書きする
1184 * @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。
1186 bool set_protevil(TIME_EFFECT v, bool do_dec)
1188 bool notice = FALSE;
1189 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1191 if (p_ptr->is_dead) return FALSE;
1196 if (p_ptr->protevil && !do_dec)
1198 if (p_ptr->protevil > v) return FALSE;
1200 else if (!p_ptr->protevil)
1202 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!"));
1210 if (p_ptr->protevil)
1212 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."));
1218 p_ptr->protevil = v;
1219 p_ptr->redraw |= (PR_STATUS);
1221 /* Nothing to notice */
1222 if (!notice) return (FALSE);
1224 if (disturb_state) disturb(FALSE, FALSE);
1230 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1232 * @param do_dec 現在の継続時間より長い値のみ上書きする
1233 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
1235 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1237 bool notice = FALSE;
1238 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1240 if (p_ptr->is_dead) return FALSE;
1245 if (p_ptr->wraith_form && !do_dec)
1247 if (p_ptr->wraith_form > v) return FALSE;
1249 else if (!p_ptr->wraith_form)
1251 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!"));
1253 chg_virtue(V_UNLIFE, 3);
1254 chg_virtue(V_HONOUR, -2);
1255 chg_virtue(V_SACRIFICE, -2);
1256 chg_virtue(V_VALOUR, -5);
1258 p_ptr->redraw |= (PR_MAP);
1259 p_ptr->update |= (PU_MONSTERS);
1261 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1268 if (p_ptr->wraith_form)
1270 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1273 p_ptr->redraw |= (PR_MAP);
1274 p_ptr->update |= (PU_MONSTERS);
1276 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1281 p_ptr->wraith_form = v;
1282 p_ptr->redraw |= (PR_STATUS);
1284 /* Nothing to notice */
1285 if (!notice) return (FALSE);
1287 if (disturb_state) disturb(FALSE, FALSE);
1288 p_ptr->update |= (PU_BONUS);
1295 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", 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_invuln(TIME_EFFECT v, bool do_dec)
1302 bool notice = FALSE;
1303 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1305 if (p_ptr->is_dead) return FALSE;
1310 if (p_ptr->invuln && !do_dec)
1312 if (p_ptr->invuln > v) return FALSE;
1314 else if (!IS_INVULN())
1316 msg_print(_("無敵だ!", "Invulnerability!"));
1319 chg_virtue(V_UNLIFE, -2);
1320 chg_virtue(V_HONOUR, -2);
1321 chg_virtue(V_SACRIFICE, -3);
1322 chg_virtue(V_VALOUR, -5);
1324 p_ptr->redraw |= (PR_MAP);
1325 p_ptr->update |= (PU_MONSTERS);
1327 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1334 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1336 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1339 p_ptr->redraw |= (PR_MAP);
1340 p_ptr->update |= (PU_MONSTERS);
1342 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1344 p_ptr->energy_need += ENERGY_NEED();
1350 p_ptr->redraw |= (PR_STATUS);
1352 /* Nothing to notice */
1353 if (!notice) return (FALSE);
1355 if (disturb_state) disturb(FALSE, FALSE);
1356 p_ptr->update |= (PU_BONUS);
1362 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1364 * @param do_dec 現在の継続時間より長い値のみ上書きする
1365 * @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。
1367 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1369 bool notice = FALSE;
1370 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1372 if (p_ptr->is_dead) return FALSE;
1377 if (p_ptr->tim_esp && !do_dec)
1379 if (p_ptr->tim_esp > v) return FALSE;
1381 else if (!IS_TIM_ESP())
1383 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1391 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1393 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1400 p_ptr->redraw |= (PR_STATUS);
1402 /* Nothing to notice */
1403 if (!notice) return (FALSE);
1405 if (disturb_state) disturb(FALSE, FALSE);
1406 p_ptr->update |= (PU_BONUS);
1407 p_ptr->update |= (PU_MONSTERS);
1413 * @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
1415 * @param do_dec 現在の継続時間より長い値のみ上書きする
1416 * @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。
1418 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1420 bool notice = FALSE;
1421 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1423 if (p_ptr->is_dead) return FALSE;
1428 if (p_ptr->tim_invis && !do_dec)
1430 if (p_ptr->tim_invis > v) return FALSE;
1432 else if (!p_ptr->tim_invis)
1434 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1442 if (p_ptr->tim_invis)
1444 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1450 p_ptr->tim_invis = v;
1451 p_ptr->redraw |= (PR_STATUS);
1453 /* Nothing to notice */
1454 if (!notice) return (FALSE);
1456 if (disturb_state) disturb(FALSE, FALSE);
1457 p_ptr->update |= (PU_BONUS);
1459 /* Update the monsters */
1460 p_ptr->update |= (PU_MONSTERS);
1466 * @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
1468 * @param do_dec 現在の継続時間より長い値のみ上書きする
1469 * @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。
1471 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1473 bool notice = FALSE;
1474 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1476 if (p_ptr->is_dead) return FALSE;
1481 if (p_ptr->tim_infra && !do_dec)
1483 if (p_ptr->tim_infra > v) return FALSE;
1485 else if (!p_ptr->tim_infra)
1487 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1495 if (p_ptr->tim_infra)
1497 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1503 p_ptr->tim_infra = v;
1504 p_ptr->redraw |= (PR_STATUS);
1506 /* Nothing to notice */
1507 if (!notice) return (FALSE);
1509 if (disturb_state) disturb(FALSE, FALSE);
1510 p_ptr->update |= (PU_BONUS);
1512 /* Update the monsters */
1513 p_ptr->update |= (PU_MONSTERS);
1519 * @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
1521 * @param do_dec 現在の継続時間より長い値のみ上書きする
1522 * @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。
1524 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1526 bool notice = FALSE;
1527 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1529 if (p_ptr->is_dead) return FALSE;
1534 if (p_ptr->tim_regen && !do_dec)
1536 if (p_ptr->tim_regen > v) return FALSE;
1538 else if (!p_ptr->tim_regen)
1540 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1548 if (p_ptr->tim_regen)
1550 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1556 p_ptr->tim_regen = v;
1557 p_ptr->redraw |= (PR_STATUS);
1559 /* Nothing to notice */
1560 if (!notice) return (FALSE);
1562 if (disturb_state) disturb(FALSE, FALSE);
1563 p_ptr->update |= (PU_BONUS);
1569 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1571 * @param do_dec 現在の継続時間より長い値のみ上書きする
1572 * @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。
1574 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1576 bool notice = FALSE;
1577 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1579 if (p_ptr->is_dead) return FALSE;
1584 if (p_ptr->tim_stealth && !do_dec)
1586 if (p_ptr->tim_stealth > v) return FALSE;
1588 else if (!IS_TIM_STEALTH())
1590 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1598 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1600 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1606 p_ptr->tim_stealth = v;
1607 p_ptr->redraw |= (PR_STATUS);
1609 /* Nothing to notice */
1610 if (!notice) return (FALSE);
1612 if (disturb_state) disturb(FALSE, FALSE);
1613 p_ptr->update |= (PU_BONUS);
1619 * @brief 超隠密状態をセットする
1620 * @param set TRUEならば超隠密状態になる。
1621 * @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。
1623 bool set_superstealth(bool set)
1625 bool notice = FALSE;
1627 if (p_ptr->is_dead) return FALSE;
1632 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1634 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1636 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."));
1637 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1641 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!"));
1642 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1648 p_ptr->special_defense |= NINJA_S_STEALTH;
1655 if (p_ptr->special_defense & NINJA_S_STEALTH)
1657 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."));
1661 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1665 /* Nothing to notice */
1666 if (!notice) return (FALSE);
1667 p_ptr->redraw |= (PR_STATUS);
1669 if (disturb_state) disturb(FALSE, FALSE);
1674 * @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
1676 * @param do_dec 現在の継続時間より長い値のみ上書きする
1677 * @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。
1679 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1681 bool notice = FALSE;
1682 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1684 if (p_ptr->is_dead) return FALSE;
1689 if (p_ptr->tim_levitation && !do_dec)
1691 if (p_ptr->tim_levitation > v) return FALSE;
1693 else if (!p_ptr->tim_levitation)
1695 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1703 if (p_ptr->tim_levitation)
1705 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1711 p_ptr->tim_levitation = v;
1712 p_ptr->redraw |= (PR_STATUS);
1714 /* Nothing to notice */
1715 if (!notice) return (FALSE);
1717 if (disturb_state) disturb(FALSE, FALSE);
1718 p_ptr->update |= (PU_BONUS);
1724 * @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
1726 * @param do_dec 現在の継続時間より長い値のみ上書きする
1727 * @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。
1729 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1731 bool notice = FALSE;
1732 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1734 if (p_ptr->is_dead) return FALSE;
1739 if (p_ptr->tim_sh_touki && !do_dec)
1741 if (p_ptr->tim_sh_touki > v) return FALSE;
1743 else if (!p_ptr->tim_sh_touki)
1745 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1753 if (p_ptr->tim_sh_touki)
1755 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1761 p_ptr->tim_sh_touki = v;
1762 p_ptr->redraw |= (PR_STATUS);
1764 /* Nothing to notice */
1765 if (!notice) return (FALSE);
1767 if (disturb_state) disturb(FALSE, FALSE);
1773 * @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
1775 * @param do_dec 現在の継続時間より長い値のみ上書きする
1776 * @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。
1778 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1780 bool notice = FALSE;
1781 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1783 if (p_ptr->is_dead) return FALSE;
1788 if (p_ptr->tim_sh_fire && !do_dec)
1790 if (p_ptr->tim_sh_fire > v) return FALSE;
1792 else if (!p_ptr->tim_sh_fire)
1794 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1802 if (p_ptr->tim_sh_fire)
1804 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1810 p_ptr->tim_sh_fire = v;
1811 p_ptr->redraw |= (PR_STATUS);
1813 /* Nothing to notice */
1814 if (!notice) return (FALSE);
1816 if (disturb_state) disturb(FALSE, FALSE);
1817 p_ptr->update |= (PU_BONUS);
1823 * @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
1825 * @param do_dec 現在の継続時間より長い値のみ上書きする
1826 * @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。
1828 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1830 bool notice = FALSE;
1831 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1833 if (p_ptr->is_dead) return FALSE;
1838 if (p_ptr->tim_sh_holy && !do_dec)
1840 if (p_ptr->tim_sh_holy > v) return FALSE;
1842 else if (!p_ptr->tim_sh_holy)
1844 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1852 if (p_ptr->tim_sh_holy)
1854 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1860 p_ptr->tim_sh_holy = v;
1861 p_ptr->redraw |= (PR_STATUS);
1863 /* Nothing to notice */
1864 if (!notice) return (FALSE);
1866 if (disturb_state) disturb(FALSE, FALSE);
1867 p_ptr->update |= (PU_BONUS);
1873 * @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
1875 * @param do_dec 現在の継続時間より長い値のみ上書きする
1876 * @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。
1878 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1880 bool notice = FALSE;
1881 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1883 if (p_ptr->is_dead) return FALSE;
1888 if (p_ptr->tim_eyeeye && !do_dec)
1890 if (p_ptr->tim_eyeeye > v) return FALSE;
1892 else if (!p_ptr->tim_eyeeye)
1894 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1902 if (p_ptr->tim_eyeeye)
1904 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."));
1910 p_ptr->tim_eyeeye = v;
1911 p_ptr->redraw |= (PR_STATUS);
1913 /* Nothing to notice */
1914 if (!notice) return (FALSE);
1916 if (disturb_state) disturb(FALSE, FALSE);
1917 p_ptr->update |= (PU_BONUS);
1924 * @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
1926 * @param do_dec 現在の継続時間より長い値のみ上書きする
1927 * @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。
1929 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1931 bool notice = FALSE;
1932 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1934 if (p_ptr->is_dead) return FALSE;
1939 if (p_ptr->resist_magic && !do_dec)
1941 if (p_ptr->resist_magic > v) return FALSE;
1943 else if (!p_ptr->resist_magic)
1945 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
1953 if (p_ptr->resist_magic)
1955 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
1961 p_ptr->resist_magic = v;
1962 p_ptr->redraw |= (PR_STATUS);
1964 /* Nothing to notice */
1965 if (!notice) return (FALSE);
1967 if (disturb_state) disturb(FALSE, FALSE);
1968 p_ptr->update |= (PU_BONUS);
1974 * @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
1976 * @param do_dec 現在の継続時間より長い値のみ上書きする
1977 * @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。
1979 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
1981 bool notice = FALSE;
1982 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1984 if (p_ptr->is_dead) return FALSE;
1989 if (p_ptr->tim_reflect && !do_dec)
1991 if (p_ptr->tim_reflect > v) return FALSE;
1993 else if (!p_ptr->tim_reflect)
1995 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2003 if (p_ptr->tim_reflect)
2005 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2011 p_ptr->tim_reflect = v;
2012 p_ptr->redraw |= (PR_STATUS);
2014 /* Nothing to notice */
2015 if (!notice) return (FALSE);
2017 if (disturb_state) disturb(FALSE, FALSE);
2018 p_ptr->update |= (PU_BONUS);
2025 * Set "p_ptr->multishadow", notice observable changes
2027 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2029 bool notice = FALSE;
2030 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2032 if (p_ptr->is_dead) return FALSE;
2037 if (p_ptr->multishadow && !do_dec)
2039 if (p_ptr->multishadow > v) return FALSE;
2041 else if (!p_ptr->multishadow)
2043 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2051 if (p_ptr->multishadow)
2053 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2059 p_ptr->multishadow = v;
2060 p_ptr->redraw |= (PR_STATUS);
2062 /* Nothing to notice */
2063 if (!notice) return (FALSE);
2065 if (disturb_state) disturb(FALSE, FALSE);
2066 p_ptr->update |= (PU_BONUS);
2072 * @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
2074 * @param do_dec 現在の継続時間より長い値のみ上書きする
2075 * @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。
2077 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2079 bool notice = FALSE;
2080 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2082 if (p_ptr->is_dead) return FALSE;
2087 if (p_ptr->dustrobe && !do_dec)
2089 if (p_ptr->dustrobe > v) return FALSE;
2091 else if (!p_ptr->dustrobe)
2093 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2101 if (p_ptr->dustrobe)
2103 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2109 p_ptr->dustrobe = v;
2110 p_ptr->redraw |= (PR_STATUS);
2112 /* Nothing to notice */
2113 if (!notice) return (FALSE);
2115 if (disturb_state) disturb(FALSE, FALSE);
2116 p_ptr->update |= (PU_BONUS);
2122 * @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
2124 * @param do_dec 現在の継続時間より長い値のみ上書きする
2125 * @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。
2127 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2129 bool notice = FALSE;
2130 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2132 if (p_ptr->is_dead) return FALSE;
2137 if (p_ptr->kabenuke && !do_dec)
2139 if (p_ptr->kabenuke > v) return FALSE;
2141 else if (!p_ptr->kabenuke)
2143 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2151 if (p_ptr->kabenuke)
2153 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2159 p_ptr->kabenuke = v;
2160 p_ptr->redraw |= (PR_STATUS);
2162 /* Nothing to notice */
2163 if (!notice) return (FALSE);
2165 if (disturb_state) disturb(FALSE, FALSE);
2166 p_ptr->update |= (PU_BONUS);
2172 * @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
2174 * @param do_dec 現在の継続時間より長い値のみ上書きする
2175 * @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。
2177 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2179 bool notice = FALSE;
2180 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2182 if (p_ptr->is_dead) return FALSE;
2187 if (p_ptr->tsuyoshi && !do_dec)
2189 if (p_ptr->tsuyoshi > v) return FALSE;
2191 else if (!p_ptr->tsuyoshi)
2193 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2195 chg_virtue(V_VITALITY, 2);
2202 if (p_ptr->tsuyoshi)
2204 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2206 (void)dec_stat(A_CON, 20, TRUE);
2207 (void)dec_stat(A_STR, 20, TRUE);
2210 chg_virtue(V_VITALITY, -3);
2215 p_ptr->tsuyoshi = v;
2216 p_ptr->redraw |= (PR_STATUS);
2218 /* Nothing to notice */
2219 if (!notice) return (FALSE);
2221 if (disturb_state) disturb(FALSE, FALSE);
2222 p_ptr->update |= (PU_BONUS);
2224 /* Recalculate hitpoints */
2225 p_ptr->update |= (PU_HP);
2231 * @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-
2232 * @param attack_type スレイのタイプID
2234 * @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。
2236 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2238 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2240 /* Clear all elemental attacks (only one is allowed at a time). */
2241 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2243 p_ptr->special_attack &= ~(ATTACK_ACID);
2244 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2246 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2248 p_ptr->special_attack &= ~(ATTACK_ELEC);
2249 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2251 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2253 p_ptr->special_attack &= ~(ATTACK_FIRE);
2254 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2256 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2258 p_ptr->special_attack &= ~(ATTACK_COLD);
2259 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2261 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2263 p_ptr->special_attack &= ~(ATTACK_POIS);
2264 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2267 if ((v) && (attack_type))
2269 /* Set attack type. */
2270 p_ptr->special_attack |= (attack_type);
2273 p_ptr->ele_attack = v;
2276 msg_format("%sで攻撃できるようになった!",
2277 ((attack_type == ATTACK_ACID) ? "酸" :
2278 ((attack_type == ATTACK_ELEC) ? "電撃" :
2279 ((attack_type == ATTACK_FIRE) ? "火炎" :
2280 ((attack_type == ATTACK_COLD) ? "冷気" :
2281 ((attack_type == ATTACK_POIS) ? "毒" :
2284 msg_format("For a while, the blows you deal will %s",
2285 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2286 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2287 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2288 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2289 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2290 "do nothing special."))))));
2294 if (disturb_state) disturb(FALSE, FALSE);
2295 p_ptr->redraw |= (PR_STATUS);
2297 p_ptr->update |= (PU_BONUS);
2304 * @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-
2305 * @param immune_type 免疫のタイプID
2307 * @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。
2309 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2311 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2313 /* Clear all elemental attacks (only one is allowed at a time). */
2314 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2316 p_ptr->special_defense &= ~(DEFENSE_ACID);
2317 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."));
2319 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2321 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2322 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."));
2324 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2326 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2327 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."));
2329 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2331 p_ptr->special_defense &= ~(DEFENSE_COLD);
2332 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."));
2334 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2336 p_ptr->special_defense &= ~(DEFENSE_POIS);
2337 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."));
2340 if ((v) && (immune_type))
2342 /* Set attack type. */
2343 p_ptr->special_defense |= (immune_type);
2346 p_ptr->ele_immune = v;
2348 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2349 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2350 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2351 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2352 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2353 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2354 _("(なし)", "do nothing special.")))))));
2357 if (disturb_state) disturb(FALSE, FALSE);
2358 p_ptr->redraw |= (PR_STATUS);
2359 p_ptr->update |= (PU_BONUS);
2366 * @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
2368 * @param do_dec 現在の継続時間より長い値のみ上書きする
2369 * @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。
2371 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2373 bool notice = FALSE;
2374 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2376 if (p_ptr->is_dead) return FALSE;
2381 if (p_ptr->oppose_acid && !do_dec)
2383 if (p_ptr->oppose_acid > v) return FALSE;
2385 else if (!IS_OPPOSE_ACID())
2387 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2395 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2397 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2403 p_ptr->oppose_acid = v;
2405 /* Nothing to notice */
2406 if (!notice) return (FALSE);
2407 p_ptr->redraw |= (PR_STATUS);
2409 if (disturb_state) disturb(FALSE, FALSE);
2415 * @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
2417 * @param do_dec 現在の継続時間より長い値のみ上書きする
2418 * @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。
2420 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2422 bool notice = FALSE;
2423 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2425 if (p_ptr->is_dead) return FALSE;
2430 if (p_ptr->oppose_elec && !do_dec)
2432 if (p_ptr->oppose_elec > v) return FALSE;
2434 else if (!IS_OPPOSE_ELEC())
2436 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2444 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2446 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2452 p_ptr->oppose_elec = v;
2454 /* Nothing to notice */
2455 if (!notice) return (FALSE);
2456 p_ptr->redraw |= (PR_STATUS);
2458 if (disturb_state) disturb(FALSE, FALSE);
2464 * @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
2466 * @param do_dec 現在の継続時間より長い値のみ上書きする
2467 * @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。
2469 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2471 bool notice = FALSE;
2472 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2474 if (p_ptr->is_dead) return FALSE;
2476 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2480 if (p_ptr->oppose_fire && !do_dec)
2482 if (p_ptr->oppose_fire > v) return FALSE;
2484 else if (!IS_OPPOSE_FIRE())
2486 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2494 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2496 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2502 p_ptr->oppose_fire = v;
2504 /* Nothing to notice */
2505 if (!notice) return (FALSE);
2506 p_ptr->redraw |= (PR_STATUS);
2508 if (disturb_state) disturb(FALSE, FALSE);
2514 * @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
2516 * @param do_dec 現在の継続時間より長い値のみ上書きする
2517 * @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。
2519 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2521 bool notice = FALSE;
2522 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2524 if (p_ptr->is_dead) return FALSE;
2529 if (p_ptr->oppose_cold && !do_dec)
2531 if (p_ptr->oppose_cold > v) return FALSE;
2533 else if (!IS_OPPOSE_COLD())
2535 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2543 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2545 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2551 p_ptr->oppose_cold = v;
2553 /* Nothing to notice */
2554 if (!notice) return (FALSE);
2555 p_ptr->redraw |= (PR_STATUS);
2557 if (disturb_state) disturb(FALSE, FALSE);
2563 * @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
2565 * @param do_dec 現在の継続時間より長い値のみ上書きする
2566 * @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。
2568 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2570 bool notice = FALSE;
2571 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2573 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2574 if (p_ptr->is_dead) return FALSE;
2579 if (p_ptr->oppose_pois && !do_dec)
2581 if (p_ptr->oppose_pois > v) return FALSE;
2583 else if (!IS_OPPOSE_POIS())
2585 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2593 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2595 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2601 p_ptr->oppose_pois = v;
2603 /* Nothing to notice */
2604 if (!notice) return (FALSE);
2605 p_ptr->redraw |= (PR_STATUS);
2607 if (disturb_state) disturb(FALSE, FALSE);
2613 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2615 * @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。
2617 * Note the special code to only notice "range" changes.
2619 bool set_stun(TIME_EFFECT v)
2621 int old_aux, new_aux;
2622 bool notice = FALSE;
2623 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2625 if (p_ptr->is_dead) return FALSE;
2626 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2629 if (p_ptr->stun > 100)
2635 else if (p_ptr->stun > 50)
2641 else if (p_ptr->stun > 0)
2677 if (new_aux > old_aux)
2679 /* Describe the state */
2683 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2686 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;
2689 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;
2692 if (randint1(1000) < v || one_in_(16))
2694 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2698 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2699 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2701 else if (one_in_(2))
2703 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2707 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2710 if (p_ptr->special_defense & KATA_MASK)
2712 msg_print(_("型が崩れた。", "Your posture gets loose."));
2713 p_ptr->special_defense &= ~(KATA_MASK);
2714 p_ptr->update |= (PU_BONUS);
2715 p_ptr->update |= (PU_MONSTERS);
2716 p_ptr->redraw |= (PR_STATE);
2717 p_ptr->redraw |= (PR_STATUS);
2718 p_ptr->action = ACTION_NONE;
2722 if (p_ptr->concent) reset_concentration(TRUE);
2725 if (hex_spelling_any()) stop_hex_spell_all();
2731 else if (new_aux < old_aux)
2733 /* Describe the state */
2738 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2740 if (disturb_state) disturb(FALSE, FALSE);
2751 if (!notice) return (FALSE);
2753 if (disturb_state) disturb(FALSE, FALSE);
2754 p_ptr->update |= (PU_BONUS);
2756 /* Redraw the "stun" */
2757 p_ptr->redraw |= (PR_STUN);
2764 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2766 * @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。
2768 * Note the special code to only notice "range" changes.
2770 bool set_cut(TIME_EFFECT v)
2772 int old_aux, new_aux;
2773 bool notice = FALSE;
2774 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2776 if (p_ptr->is_dead) return FALSE;
2778 if ((p_ptr->prace == RACE_GOLEM ||
2779 p_ptr->prace == RACE_SKELETON ||
2780 p_ptr->prace == RACE_SPECTRE ||
2781 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2786 if (p_ptr->cut > 1000)
2792 else if (p_ptr->cut > 200)
2798 else if (p_ptr->cut > 100)
2804 else if (p_ptr->cut > 50)
2810 else if (p_ptr->cut > 25)
2816 else if (p_ptr->cut > 10)
2822 else if (p_ptr->cut > 0)
2882 if (new_aux > old_aux)
2884 /* Describe the state */
2888 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2891 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2894 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2897 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2900 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2903 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;
2906 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;
2911 if (randint1(1000) < v || one_in_(16))
2913 if (!p_ptr->sustain_chr)
2915 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2922 else if (new_aux < old_aux)
2924 /* Describe the state */
2929 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");
2931 if (disturb_state) disturb(FALSE, FALSE);
2942 if (!notice) return (FALSE);
2944 if (disturb_state) disturb(FALSE, FALSE);
2945 p_ptr->update |= (PU_BONUS);
2947 /* Redraw the "cut" */
2948 p_ptr->redraw |= (PR_CUT);
2954 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
2956 * @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。
2958 * Set "", notice observable changes\n
2960 * The "p_ptr->food" variable can get as large as 20000, allowing the
2961 * addition of the most "filling" item, Elvish Waybread, which adds
2962 * 7500 food units, without overflowing the 32767 maximum limit.\n
2964 * Perhaps we should disturb the player with various messages,
2965 * especially messages about hunger status changes. \n
2967 * Digestion of food is handled in "dungeon.c", in which, normally,
2968 * the player digests about 20 food units per 100 game turns, more
2969 * when "fast", more when "regenerating", less with "slow digestion",
2970 * but when the player is "gorged", he digests 100 food units per 10
2971 * game turns, or a full 1000 food units per 100 game turns.\n
2973 * Note that the player's speed is reduced by 10 units while gorged,
2974 * so if the player eats a single food ration (5000 food units) when
2975 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
2976 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
2977 * affecting the player speed).\n
2979 bool set_food(TIME_EFFECT v)
2981 int old_aux, new_aux;
2983 bool notice = FALSE;
2984 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
2986 /* Fainting / Starving */
2987 if (p_ptr->food < PY_FOOD_FAINT)
2993 else if (p_ptr->food < PY_FOOD_WEAK)
2999 else if (p_ptr->food < PY_FOOD_ALERT)
3005 else if (p_ptr->food < PY_FOOD_FULL)
3011 else if (p_ptr->food < PY_FOOD_MAX)
3022 /* Fainting / Starving */
3023 if (v < PY_FOOD_FAINT)
3029 else if (v < PY_FOOD_WEAK)
3035 else if (v < PY_FOOD_ALERT)
3041 else if (v < PY_FOOD_FULL)
3047 else if (v < PY_FOOD_MAX)
3058 if (old_aux < 1 && new_aux > 0)
3059 chg_virtue(V_PATIENCE, 2);
3060 else if (old_aux < 3 && (old_aux != new_aux))
3061 chg_virtue(V_PATIENCE, 1);
3063 chg_virtue(V_TEMPERANCE, 1);
3065 chg_virtue(V_TEMPERANCE, -1);
3068 if (new_aux > old_aux)
3070 /* Describe the state */
3074 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3077 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3080 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3083 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3087 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3088 chg_virtue(V_HARMONY, -1);
3089 chg_virtue(V_PATIENCE, -1);
3090 chg_virtue(V_TEMPERANCE, -2);
3100 else if (new_aux < old_aux)
3102 /* Describe the state */
3105 /* Fainting / Starving */
3106 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;
3109 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3112 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3115 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3118 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3121 if (p_ptr->wild_mode && (new_aux < 2))
3133 /* Nothing to notice */
3134 if (!notice) return (FALSE);
3136 if (disturb_state) disturb(FALSE, FALSE);
3137 p_ptr->update |= (PU_BONUS);
3140 p_ptr->redraw |= (PR_HUNGER);
3146 * @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-
3147 * @param stat 上昇させるステータスID
3148 * @return 実際に上昇した場合TRUEを返す。
3150 * Note that this function (used by stat potions) now restores\n
3151 * the stat BEFORE increasing it.\n
3153 bool inc_stat(int stat)
3155 BASE_STATUS value, gain;
3157 /* Then augment the current/max stat */
3158 value = p_ptr->stat_cur[stat];
3160 /* Cannot go above 18/100 */
3161 if (value < p_ptr->stat_max_max[stat])
3163 /* Gain one (sometimes two) points */
3166 gain = ((randint0(100) < 75) ? 1 : 2);
3170 /* Gain 1/6 to 1/3 of distance to 18/100 */
3171 else if (value < (p_ptr->stat_max_max[stat]-2))
3173 /* Approximate gain value */
3174 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3175 if (gain < 1) gain = 1;
3177 /* Apply the bonus */
3178 value += randint1(gain) + gain / 2;
3181 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3184 /* Gain one point at a time */
3190 /* Save the new value */
3191 p_ptr->stat_cur[stat] = value;
3193 /* Bring up the maximum too */
3194 if (value > p_ptr->stat_max[stat])
3196 p_ptr->stat_max[stat] = value;
3198 p_ptr->update |= (PU_BONUS);
3204 /* Nothing to gain */
3209 * @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.
3210 * @param stat 減少させるステータスID
3211 * @param amount 減少させる基本量
3212 * @param permanent TRUEならば現在の最大値を減少させる
3213 * @return 実際に減少した場合TRUEを返す。
3216 * Amount could be a little higher in extreme cases to mangle very high\n
3217 * stats from massive assaults. -CWS\n
3219 * Note that "permanent" means that the *given* amount is permanent,\n
3220 * not that the new value becomes permanent. This may not work exactly\n
3221 * as expected, due to "weirdness" in the algorithm, but in general,\n
3222 * if your stat is already drained, the "max" value will not drop all\n
3223 * the way down to the "cur" value.\n
3225 bool dec_stat(int stat, int amount, int permanent)
3227 BASE_STATUS cur, max;
3232 /* Acquire current value */
3233 cur = p_ptr->stat_cur[stat];
3234 max = p_ptr->stat_max[stat];
3236 /* Note when the values are identical */
3237 same = (cur == max);
3239 /* Damage "current" value */
3242 /* Handle "low" values */
3245 if (amount > 90) cur--;
3246 if (amount > 50) cur--;
3247 if (amount > 20) cur--;
3251 /* Handle "high" values */
3254 /* Hack -- Decrement by a random amount between one-quarter */
3255 /* and one-half of the stat bonus times the percentage, with a */
3256 /* minimum damage of half the percentage. -CWS */
3257 loss = (((cur-18) / 2 + 1) / 2 + 1);
3258 if (loss < 1) loss = 1;
3260 /* Randomize the loss */
3261 loss = ((randint1(loss) + loss) * amount) / 100;
3264 if (loss < amount/2) loss = amount/2;
3266 /* Lose some points */
3269 /* Hack -- Only reduce stat to 17 sometimes */
3270 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3273 /* Prevent illegal values */
3274 if (cur < 3) cur = 3;
3276 /* Something happened */
3277 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3280 /* Damage "max" value */
3281 if (permanent && (max > 3))
3283 chg_virtue(V_SACRIFICE, 1);
3284 if (stat == A_WIS || stat == A_INT)
3285 chg_virtue(V_ENLIGHTEN, -2);
3287 /* Handle "low" values */
3290 if (amount > 90) max--;
3291 if (amount > 50) max--;
3292 if (amount > 20) max--;
3296 /* Handle "high" values */
3299 /* Hack -- Decrement by a random amount between one-quarter */
3300 /* and one-half of the stat bonus times the percentage, with a */
3301 /* minimum damage of half the percentage. -CWS */
3302 loss = (((max-18) / 2 + 1) / 2 + 1);
3303 loss = ((randint1(loss) + loss) * amount) / 100;
3304 if (loss < amount/2) loss = amount/2;
3306 /* Lose some points */
3309 /* Hack -- Only reduce stat to 17 sometimes */
3310 if (max < 18) max = (amount <= 20) ? 18 : 17;
3313 /* Hack -- keep it clean */
3314 if (same || (max < cur)) max = cur;
3316 /* Something happened */
3317 if (max != p_ptr->stat_max[stat]) res = TRUE;
3322 /* Actually set the stat to its new value. */
3323 p_ptr->stat_cur[stat] = cur;
3324 p_ptr->stat_max[stat] = max;
3326 p_ptr->redraw |= (PR_STATS);
3327 p_ptr->update |= (PU_BONUS);
3335 * @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.
3336 * @param stat 回復ステータスID
3337 * @return 実際に回復した場合TRUEを返す。
3339 bool res_stat(int stat)
3341 /* Restore if needed */
3342 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3344 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3345 p_ptr->update |= (PU_BONUS);
3346 p_ptr->redraw |= (PR_STATS);
3352 /* Nothing to restore */
3358 * Increase players hit points, notice effects
3360 bool hp_player(int num)
3363 vir = virtue_number(V_VITALITY);
3365 if(num <= 0) return (FALSE);
3369 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3371 /* Healing needed */
3372 if (p_ptr->chp < p_ptr->mhp)
3374 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3375 chg_virtue(V_TEMPERANCE, 1);
3376 /* Gain hitpoints */
3379 /* Enforce maximum */
3380 if (p_ptr->chp >= p_ptr->mhp)
3382 p_ptr->chp = p_ptr->mhp;
3383 p_ptr->chp_frac = 0;
3386 p_ptr->redraw |= (PR_HP);
3388 p_ptr->window |= (PW_PLAYER);
3393 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3399 msg_print(_("気分が良くなった。", "You feel better."));
3405 msg_print(_("とても気分が良くなった。", "You feel much better."));
3411 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3423 * Array of stat "descriptions"
3425 static concptr desc_stat_pos[] =
3430 _("器用に", "dextrous"),
3431 _("健康に", "healthy"),
3437 * Array of stat "descriptions"
3439 static concptr desc_stat_neg[] =
3444 _("不器用に", "clumsy"),
3445 _("不健康に", "sickly"),
3453 bool do_dec_stat(int stat)
3457 /* Access the "sustain" */
3460 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3461 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3462 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3463 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3464 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3465 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3469 if (sust && (!ironman_nightmare || randint0(13)))
3471 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."),
3472 desc_stat_neg[stat]);
3478 /* Attempt to reduce the stat */
3479 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3481 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3487 /* Nothing obvious */
3493 * Restore lost "points" in a stat
3495 bool do_res_stat(int stat)
3497 /* Attempt to increase */
3500 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3505 /* Nothing obvious */
3511 * Gain a "point" in a stat
3513 bool do_inc_stat(int stat)
3517 /* Restore strength */
3518 res = res_stat(stat);
3520 /* Attempt to increase */
3525 chg_virtue(V_ENLIGHTEN, 1);
3526 chg_virtue(V_FAITH, 1);
3528 else if (stat == A_INT)
3530 chg_virtue(V_KNOWLEDGE, 1);
3531 chg_virtue(V_ENLIGHTEN, 1);
3533 else if (stat == A_CON)
3534 chg_virtue(V_VITALITY, 1);
3536 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3541 /* Restoration worked */
3544 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3549 /* Nothing obvious */
3555 * Restores any drained experience
3557 bool restore_level(void)
3559 /* Restore experience */
3560 if (p_ptr->exp < p_ptr->max_exp)
3562 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3564 /* Restore the experience */
3565 p_ptr->exp = p_ptr->max_exp;
3567 /* Check the experience */
3581 bool lose_all_info(void)
3585 chg_virtue(V_KNOWLEDGE, -5);
3586 chg_virtue(V_ENLIGHTEN, -5);
3588 /* Forget info about objects */
3589 for (i = 0; i < INVEN_TOTAL; i++)
3591 object_type *o_ptr = &inventory[i];
3593 /* Skip non-objects */
3594 if (!o_ptr->k_idx) continue;
3596 /* Allow "protection" by the MENTAL flag */
3597 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3599 /* Remove "default inscriptions" */
3600 o_ptr->feeling = FEEL_NONE;
3602 /* Hack -- Clear the "empty" flag */
3603 o_ptr->ident &= ~(IDENT_EMPTY);
3605 /* Hack -- Clear the "known" flag */
3606 o_ptr->ident &= ~(IDENT_KNOWN);
3608 /* Hack -- Clear the "felt" flag */
3609 o_ptr->ident &= ~(IDENT_SENSE);
3611 p_ptr->update |= (PU_BONUS);
3612 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3614 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3616 /* Mega-Hack -- Forget the map */
3624 void do_poly_wounds(void)
3626 /* Changed to always provide at least _some_ healing */
3627 s16b wounds = p_ptr->cut;
3628 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3629 s16b change = damroll(p_ptr->lev, 5);
3630 bool Nasty_effect = one_in_(5);
3632 if (!(wounds || hit_p || Nasty_effect)) return;
3634 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3638 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3639 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3644 set_cut(p_ptr->cut - (change / 2));
3650 * Change player race
3652 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3654 concptr title = race_info[new_race].title;
3655 int old_race = p_ptr->prace;
3658 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3660 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);
3663 chg_virtue(V_CHANCE, 2);
3665 if (p_ptr->prace < 32)
3667 p_ptr->old_race1 |= 1L << p_ptr->prace;
3671 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3673 p_ptr->prace = new_race;
3674 rp_ptr = &race_info[p_ptr->prace];
3676 /* Experience factor */
3677 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3680 * The speed bonus of Klackons and Sprites are disabled
3681 * and the experience penalty is decreased.
3683 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)))
3684 p_ptr->expfact -= 15;
3686 /* Get character's height and weight */
3687 get_height_weight();
3690 if (p_ptr->pclass == CLASS_SORCERER)
3691 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3693 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3695 roll_hitdice(p_ptr, 0L);
3697 /* The experience level may be modified */
3700 p_ptr->redraw |= (PR_BASIC);
3702 p_ptr->update |= (PU_BONUS);
3706 /* Load an autopick preference file */
3707 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3709 /* Player's graphic tile may change */
3710 lite_spot(p_ptr->y, p_ptr->x);
3714 void do_poly_self(void)
3716 int power = p_ptr->lev;
3718 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3719 chg_virtue(V_CHANCE, 1);
3721 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3723 char effect_msg[80] = "";
3724 CHARACTER_IDX new_race;
3726 /* Some form of racial polymorph... */
3729 if ((power > randint0(5)) && one_in_(4))
3734 if (p_ptr->psex == SEX_MALE)
3736 p_ptr->psex = SEX_FEMALE;
3737 sp_ptr = &sex_info[p_ptr->psex];
3738 sprintf(effect_msg, _("女性の", "female "));
3742 p_ptr->psex = SEX_MALE;
3743 sp_ptr = &sex_info[p_ptr->psex];
3744 sprintf(effect_msg, _("男性の", "male "));
3748 if ((power > randint0(30)) && one_in_(5))
3752 /* Harmful deformity */
3759 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3765 /* Deformities are discriminated against! */
3766 (void)dec_stat(A_CHR, randint1(6), TRUE);
3771 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3772 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3776 sprintf(effect_msg,_("奇形の", "deformed "));
3780 while ((power > randint0(20)) && one_in_(10))
3782 /* Polymorph into a less mutated form */
3785 if (!lose_mutation(0))
3786 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3791 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3793 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3795 change_race(new_race, effect_msg);
3798 if ((power > randint0(30)) && one_in_(6))
3804 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");
3808 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3813 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!"));
3814 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3820 if ((power > randint0(20)) && one_in_(4))
3825 roll_hitdice(p_ptr, 0L);
3828 while ((power > randint0(15)) && one_in_(3))
3831 (void)gain_mutation(p_ptr, 0);
3834 if (power > randint0(5))
3840 /* Note: earlier deductions may have left power < 0 already. */
3850 * Decreases players hit points and sets death flag if necessary
3852 * Invulnerability needs to be changed into a "shield"
3854 * Hack -- this function allows the user to save (or quit)
3855 * the game when he dies, since the "You die." message is shown before
3856 * setting the player to "dead".
3859 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3861 int old_chp = p_ptr->chp;
3863 char death_message[1024];
3866 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3867 if (p_ptr->is_dead) return 0;
3869 if (p_ptr->sutemi) damage *= 2;
3870 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3872 if (easy_band) damage = (damage+1)/2;
3874 if (damage_type != DAMAGE_USELIFE)
3876 disturb(TRUE, TRUE);
3879 p_ptr->now_damaged = TRUE;
3883 if (monspell >= 0) learn_spell(monspell);
3885 /* Mega-Hack -- Apply "invulnerability" */
3886 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3888 if (IS_INVULN() && (damage < 9000))
3890 if (damage_type == DAMAGE_FORCE)
3892 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3894 else if (one_in_(PENETRATE_INVULNERABILITY))
3896 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3904 if (CHECK_MULTISHADOW())
3906 if (damage_type == DAMAGE_FORCE)
3908 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3910 else if (damage_type == DAMAGE_ATTACK)
3912 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!"));
3917 if (p_ptr->wraith_form)
3919 if (damage_type == DAMAGE_FORCE)
3921 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3926 if ((damage == 0) && one_in_(2)) damage = 1;
3930 if (p_ptr->special_defense & KATA_MUSOU)
3933 if ((damage == 0) && one_in_(2)) damage = 1;
3935 } /* not if LOSELIFE USELIFE */
3937 /* Hurt the player */
3938 p_ptr->chp -= damage;
3939 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3941 damage += p_ptr->chp;
3945 /* Display the hitpoints */
3946 p_ptr->redraw |= (PR_HP);
3948 p_ptr->window |= (PW_PLAYER);
3950 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
3952 chg_virtue(V_SACRIFICE, 1);
3953 chg_virtue(V_CHANCE, 2);
3959 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3961 #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 */
3963 if(!save_player()) msg_print("セーブ失敗!");
3968 chg_virtue(V_SACRIFICE, 10);
3971 p_ptr->leaving = TRUE;
3974 p_ptr->is_dead = TRUE;
3976 if (p_ptr->inside_arena)
3978 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
3979 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
3981 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
3985 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
3986 bool seppuku = streq(hit_from, "Seppuku");
3987 bool winning_seppuku = p_ptr->total_winner && seppuku;
3989 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
3992 /* Make screen dump */
3993 screen_dump = make_screen_dump();
3996 /* Note cause of death */
3999 strcpy(p_ptr->died_from, hit_from);
4001 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4008 sprintf(dummy, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "彫像状態で" : "麻痺状態で", p_ptr->image ? "幻覚に歪んだ" : "", hit_from);
4010 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4012 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4015 /* No longer a winner */
4016 p_ptr->total_winner = FALSE;
4018 if (winning_seppuku)
4020 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4026 if (p_ptr->inside_arena)
4027 strcpy(buf,_("アリーナ", "in the Arena"));
4028 else if (!current_floor_ptr->dun_level)
4029 strcpy(buf,_("地上", "on the surface"));
4030 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4031 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4032 strcpy(buf,_("クエスト", "in a quest"));
4034 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4036 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4037 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4040 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4041 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4045 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4047 do_cmd_save_screen();
4052 /* Initialize "last message" buffer */
4053 if (p_ptr->last_message) string_free(p_ptr->last_message);
4054 p_ptr->last_message = NULL;
4056 /* Hack -- Note death */
4060 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4062 msg_print(android ? "You are broken." : "You die.");
4069 if (winning_seppuku)
4071 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4075 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4081 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4083 while (!get_string("Last word: ", death_message, 1024)) ;
4086 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4088 if (death_message[0] == '\0')
4091 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4093 strcpy(death_message, android ? "You are broken." : "You die.");
4096 else p_ptr->last_message = string_make(death_message);
4099 if (winning_seppuku)
4104 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4105 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4112 for (i = 0; i < 40; i++)
4113 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4115 str = death_message;
4116 if (strncmp(str, "「", 2) == 0) str += 2;
4118 str2 = my_strstr(str, "」");
4119 if (str2 != NULL) *str2 = '\0';
4124 str2 = my_strstr(str, " ");
4125 if (str2 == NULL) len = strlen(str);
4126 else len = str2 - str;
4130 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4132 if (str2 == NULL) break;
4136 if (*str == 0) break;
4140 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4144 /* Make screen dump */
4145 screen_dump = make_screen_dump();
4148 /* Wait a key press */
4153 msg_print(death_message);
4163 /* Hitpoint warning */
4164 if (p_ptr->chp < warning)
4166 /* Hack -- bell on first notice */
4167 if (old_chp > warning) bell();
4171 if (record_danger && (old_chp > warning))
4173 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4174 hit_from = _("何か", "something");
4176 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4177 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4182 /* stop auto_more even if DAMAGE_USELIFE */
4183 p_ptr->now_damaged = TRUE;
4186 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4190 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4201 void gain_exp_64(s32b amount, u32b amount_frac)
4203 if (p_ptr->is_dead) return;
4205 if (p_ptr->prace == RACE_ANDROID) return;
4207 /* Gain some experience */
4208 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4210 /* Slowly recover from experience drainage */
4211 if (p_ptr->exp < p_ptr->max_exp)
4213 /* Gain max experience (20%) (was 10%) */
4214 p_ptr->max_exp += amount / 5;
4217 /* Check Experience */
4225 void gain_exp(s32b amount)
4227 gain_exp_64(amount, 0L);
4231 void calc_android_exp(void)
4235 if (p_ptr->is_dead) return;
4237 if (p_ptr->prace != RACE_ANDROID) return;
4239 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4241 object_type *o_ptr = &inventory[i];
4243 object_type *q_ptr = &forge;
4245 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4247 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4248 if (!o_ptr->k_idx) continue;
4251 object_copy(q_ptr, o_ptr);
4252 q_ptr->discount = 0;
4253 q_ptr->curse_flags = 0L;
4255 if (object_is_fixed_artifact(o_ptr))
4257 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4258 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4260 else if (object_is_ego(o_ptr))
4262 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4264 else if (o_ptr->art_name)
4266 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4269 if (!object_is_weapon_ammo(o_ptr))
4272 if (total_flags < 15000) fake_level = 10;
4273 else if (total_flags < 35000) fake_level = 25;
4274 else fake_level = 40;
4279 if (total_flags < 20000) fake_level = 10;
4280 else if (total_flags < 45000) fake_level = 25;
4281 else fake_level = 40;
4284 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4287 value = object_value_real(q_ptr);
4289 if (value <= 0) continue;
4290 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4291 if (value > 5000000L) value = 5000000L;
4292 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4294 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4295 (o_ptr->tval == TV_DRAG_ARMOR) ||
4296 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4297 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4298 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4299 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4300 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4302 if (level > 65) level = 35 + (level - 65) / 5;
4303 else if (level > 35) level = 25 + (level - 35) / 3;
4304 else if (level > 15) level = 15 + (level - 15) / 2;
4305 exp = MIN(100000L, value) / 2 * level * level;
4306 if (value > 100000L)
4307 exp += (value - 100000L) / 8 * level * level;
4311 exp = MIN(100000L, value) * level;
4312 if (value > 100000L)
4313 exp += (value - 100000L) / 4 * level;
4315 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4316 else total_exp += exp / 16;
4317 if (i == INVEN_BODY) total_exp += exp / 32;
4319 p_ptr->exp = p_ptr->max_exp = total_exp;
4321 /* Check Experience */
4329 void lose_exp(s32b amount)
4331 if (p_ptr->prace == RACE_ANDROID) return;
4333 /* Never drop below zero experience */
4334 if (amount > p_ptr->exp) amount = p_ptr->exp;
4336 /* Lose some experience */
4337 p_ptr->exp -= amount;
4339 /* Check Experience */
4346 * If resisted to draining, return FALSE
4348 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4350 /* Androids and their mimics are never drained */
4351 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4353 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4355 /* Hold experience */
4356 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4360 /* Hold experience failed */
4361 if (p_ptr->hold_exp)
4363 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4368 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away!"));
4376 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4378 bool notice = FALSE;
4379 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4381 if (p_ptr->is_dead) return FALSE;
4386 if (p_ptr->ult_res && !do_dec)
4388 if (p_ptr->ult_res > v) return FALSE;
4390 else if (!p_ptr->ult_res)
4392 msg_print(_("あらゆることに対して耐性がついた気がする!", "You feel resistant!"));
4402 msg_print(_("あらゆることに対する耐性が薄れた気がする。", "You feel less resistant"));
4409 p_ptr->redraw |= (PR_STATUS);
4411 /* Nothing to notice */
4412 if (!notice) return (FALSE);
4414 if (disturb_state) disturb(FALSE, FALSE);
4415 p_ptr->update |= (PU_BONUS);
4420 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4422 bool notice = FALSE;
4423 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4425 if (p_ptr->is_dead) return FALSE;
4430 if (p_ptr->tim_res_nether && !do_dec)
4432 if (p_ptr->tim_res_nether > v) return FALSE;
4434 else if (!p_ptr->tim_res_nether)
4436 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4444 if (p_ptr->tim_res_nether)
4446 msg_print(_("地獄の力に対する耐性が薄れた気がする。", "You feel less nether resistant"));
4452 p_ptr->tim_res_nether = v;
4453 p_ptr->redraw |= (PR_STATUS);
4455 /* Nothing to notice */
4456 if (!notice) return (FALSE);
4458 if (disturb_state) disturb(FALSE, FALSE);
4459 p_ptr->update |= (PU_BONUS);
4464 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4466 bool notice = FALSE;
4467 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4469 if (p_ptr->is_dead) return FALSE;
4474 if (p_ptr->tim_res_time && !do_dec)
4476 if (p_ptr->tim_res_time > v) return FALSE;
4478 else if (!p_ptr->tim_res_time)
4480 msg_print(_("時間逆転の力に対して耐性がついた気がする!", "You feel time resistant!"));
4488 if (p_ptr->tim_res_time)
4490 msg_print(_("時間逆転の力に対する耐性が薄れた気がする。", "You feel less time resistant"));
4496 p_ptr->tim_res_time = v;
4497 p_ptr->redraw |= (PR_STATUS);
4499 /* Nothing to notice */
4500 if (!notice) return (FALSE);
4502 if (disturb_state) disturb(FALSE, FALSE);
4503 p_ptr->update |= (PU_BONUS);
4510 * Choose a warrior-mage elemental attack. -LM-
4512 bool choose_ele_attack(void)
4518 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4520 msg_format(_("武器を持たないと魔法剣は使えない。", "You cannot use temporary branding with no weapon."));
4525 num = (p_ptr->lev - 20) / 5;
4526 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4529 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4534 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4539 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4544 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4553 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4557 if ((choice == 'a') || (choice == 'A'))
4558 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4559 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4560 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4561 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4562 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4563 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4564 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4565 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4566 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4569 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4579 * Choose a elemental immune. -LM-
4581 bool choose_ele_immune(TIME_EFFECT immune_turn)
4586 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4587 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4588 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4589 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4597 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4601 if ((choice == 'a') || (choice == 'A'))
4602 set_ele_immune(DEFENSE_FIRE, immune_turn);
4603 else if ((choice == 'b') || (choice == 'B'))
4604 set_ele_immune(DEFENSE_COLD, immune_turn);
4605 else if ((choice == 'c') || (choice == 'C'))
4606 set_ele_immune(DEFENSE_ACID, immune_turn);
4607 else if ((choice == 'd') || (choice == 'D'))
4608 set_ele_immune(DEFENSE_ELEC, immune_turn);
4611 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));