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
27 #include "spells-status.h"
28 #include "realm-hex.h"
29 #include "object-ego.h"
30 #include "object-hook.h"
32 #include "spells-floor.h"
33 #include "player-status.h"
34 #include "player-class.h"
35 #include "player-move.h"
36 #include "player-effects.h"
37 #include "player-race.h"
38 #include "player-class.h"
39 #include "player-personality.h"
40 #include "player-sex.h"
41 #include "monster-status.h"
44 #include "monster-spell.h"
46 #include "objectkind.h"
53 const kamae kamae_shurui[MAX_KAMAE] =
61 {"Genbu", 25, "(Black Tortoise) "},
62 {"Byakko", 30, "(White Tiger) "},
63 {"Seiryuu", 35, "(Blue Dragon) "},
64 {"Suzaku", 40, "(Red Phoenix) "},
71 const kamae kata_shurui[MAX_KATA] =
88 * @brief プレイヤーの継続行動を設定する。
89 * @param typ 継続行動のID\n
90 * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
93 void set_action(ACTION_IDX typ)
95 int prev_typ = p_ptr->action;
107 msg_print(_("探索をやめた。", "You no longer walk carefully."));
108 p_ptr->redraw |= (PR_SPEED);
118 msg_print(_("学習をやめた。", "You stop Learning"));
124 msg_print(_("構えをといた。", "You stop assuming the posture."));
125 p_ptr->special_defense &= ~(KAMAE_MASK);
130 msg_print(_("型を崩した。", "You stop assuming the posture."));
131 p_ptr->special_defense &= ~(KATA_MASK);
132 p_ptr->update |= (PU_MONSTERS);
133 p_ptr->redraw |= (PR_STATUS);
138 msg_print(_("歌うのをやめた。", "You stop singing."));
141 case ACTION_HAYAGAKE:
143 msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
144 take_turn(p_ptr, 100);
149 msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
157 /* If we are requested other action, stop singing */
158 if (prev_typ == ACTION_SING) stop_singing(p_ptr);
159 if (prev_typ == ACTION_SPELL) stop_hex_spell();
161 switch (p_ptr->action)
165 msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
166 p_ptr->redraw |= (PR_SPEED);
171 msg_print(_("学習を始めた。", "You begin Learning"));
176 msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
179 case ACTION_HAYAGAKE:
181 msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
189 p_ptr->update |= (PU_BONUS);
190 p_ptr->redraw |= (PR_STATE);
194 * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
197 void reset_tim_flags(void)
199 p_ptr->fast = 0; /* Timed -- Fast */
200 p_ptr->lightspeed = 0;
201 p_ptr->slow = 0; /* Timed -- Slow */
202 p_ptr->blind = 0; /* Timed -- Blindness */
203 p_ptr->paralyzed = 0; /* Timed -- Paralysis */
204 p_ptr->confused = 0; /* Timed -- Confusion */
205 p_ptr->afraid = 0; /* Timed -- Fear */
206 p_ptr->image = 0; /* Timed -- Hallucination */
207 p_ptr->poisoned = 0; /* Timed -- Poisoned */
208 p_ptr->cut = 0; /* Timed -- Cut */
209 p_ptr->stun = 0; /* Timed -- Stun */
211 p_ptr->protevil = 0; /* Timed -- Protection */
212 p_ptr->invuln = 0; /* Timed -- Invulnerable */
214 p_ptr->hero = 0; /* Timed -- Heroism */
215 p_ptr->shero = 0; /* Timed -- Super Heroism */
216 p_ptr->shield = 0; /* Timed -- Shield Spell */
217 p_ptr->blessed = 0; /* Timed -- Blessed */
218 p_ptr->tim_invis = 0; /* Timed -- Invisibility */
219 p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
220 p_ptr->tim_regen = 0; /* Timed -- Regeneration */
221 p_ptr->tim_stealth = 0; /* Timed -- Stealth */
223 p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
224 p_ptr->tim_levitation = 0;
225 p_ptr->tim_sh_touki = 0;
226 p_ptr->tim_sh_fire = 0;
227 p_ptr->tim_sh_holy = 0;
228 p_ptr->tim_eyeeye = 0;
230 p_ptr->resist_magic = 0;
233 p_ptr->tim_res_nether = 0;
234 p_ptr->tim_res_time = 0;
235 p_ptr->tim_mimic = 0;
236 p_ptr->mimic_form = 0;
237 p_ptr->tim_reflect = 0;
238 p_ptr->multishadow = 0;
240 p_ptr->action = ACTION_NONE;
242 p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
243 p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
244 p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
245 p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
246 p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
248 p_ptr->word_recall = 0;
249 p_ptr->alter_reality = 0;
250 p_ptr->sutemi = FALSE;
251 p_ptr->counter = FALSE;
252 p_ptr->ele_attack = 0;
253 p_ptr->ele_immune = 0;
254 p_ptr->special_attack = 0L;
255 p_ptr->special_defense = 0L;
257 while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
258 p_ptr->timewalk = FALSE;
260 if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
261 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
262 if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
266 (void)set_monster_fast(p_ptr->riding, 0);
267 (void)set_monster_slow(p_ptr->riding, 0);
268 (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
271 if (p_ptr->pclass == CLASS_BARD)
273 SINGING_SONG_EFFECT(p_ptr) = 0;
274 SINGING_SONG_ID(p_ptr) = 0;
279 * @brief プレイヤーに魔力消去効果を与える。
282 void dispel_player(void)
284 (void)set_fast(0, TRUE);
285 (void)set_lightspeed(0, TRUE);
286 (void)set_slow(0, TRUE);
287 (void)set_shield(0, TRUE);
288 (void)set_blessed(0, TRUE);
289 (void)set_tsuyoshi(0, TRUE);
290 (void)set_hero(0, TRUE);
291 (void)set_shero(0, TRUE);
292 (void)set_protevil(0, TRUE);
293 (void)set_invuln(0, TRUE);
294 (void)set_wraith_form(0, TRUE);
295 (void)set_kabenuke(0, TRUE);
296 (void)set_tim_res_nether(0, TRUE);
297 (void)set_tim_res_time(0, TRUE);
299 (void)set_tim_reflect(0,TRUE);
300 (void)set_multishadow(0,TRUE);
301 (void)set_dustrobe(0,TRUE);
303 (void)set_tim_invis(0, TRUE);
304 (void)set_tim_infra(0, TRUE);
305 (void)set_tim_esp(0, TRUE);
306 (void)set_tim_regen(0, TRUE);
307 (void)set_tim_stealth(0, TRUE);
308 (void)set_tim_levitation(0, TRUE);
309 (void)set_tim_sh_touki(0, TRUE);
310 (void)set_tim_sh_fire(0, TRUE);
311 (void)set_tim_sh_holy(0, TRUE);
312 (void)set_tim_eyeeye(0, TRUE);
313 (void)set_magicdef(0, TRUE);
314 (void)set_resist_magic(0, TRUE);
315 (void)set_oppose_acid(0, TRUE);
316 (void)set_oppose_elec(0, TRUE);
317 (void)set_oppose_fire(0, TRUE);
318 (void)set_oppose_cold(0, TRUE);
319 (void)set_oppose_pois(0, TRUE);
320 (void)set_ultimate_res(0, TRUE);
321 (void)set_mimic(0, 0, TRUE);
322 (void)set_ele_attack(0, 0);
323 (void)set_ele_immune(0, 0);
325 /* Cancel glowing hands */
326 if (p_ptr->special_attack & ATTACK_CONFUSE)
328 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
329 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
332 if (music_singing_any() || hex_spelling_any())
334 concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
335 INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
336 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
337 msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
339 p_ptr->action = ACTION_NONE;
340 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
341 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
342 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
343 p_ptr->energy_need += ENERGY_NEED();
349 * @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
352 * @param do_dec 現在の継続時間より長い値のみ上書きする
353 * @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。
355 bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
358 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
360 if (p_ptr->is_dead) return FALSE;
365 if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
367 if (p_ptr->tim_mimic > v) return FALSE;
369 else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
371 msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
372 p_ptr->mimic_form = p;
380 if (p_ptr->tim_mimic)
382 msg_print(_("変身が解けた。", "You are no longer transformed."));
383 if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
391 p_ptr->tim_mimic = v;
393 /* Nothing to notice */
394 if (!notice) return (FALSE);
396 if (disturb_state) disturb(FALSE, TRUE);
398 p_ptr->redraw |= (PR_BASIC | PR_STATUS);
399 p_ptr->update |= (PU_BONUS | PU_HP);
406 * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
408 * @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。
410 * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
411 * memorize any terrain features which suddenly become "visible".\n
412 * Note that blindness is currently the only thing which can affect\n
413 * "player_can_see_bold()".\n
415 bool set_blind(TIME_EFFECT v)
418 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
420 if (p_ptr->is_dead) return FALSE;
427 if (p_ptr->prace == RACE_ANDROID)
429 msg_print(_("センサーをやられた!", "You are blind!"));
433 msg_print(_("目が見えなくなってしまった!", "You are blind!"));
437 chg_virtue(V_ENLIGHTEN, -1);
446 if (p_ptr->prace == RACE_ANDROID)
448 msg_print(_("センサーが復旧した。", "You can see again."));
452 msg_print(_("やっと目が見えるようになった。", "You can see again."));
461 p_ptr->redraw |= (PR_STATUS);
463 /* Nothing to notice */
464 if (!notice) return (FALSE);
465 if (disturb_state) disturb(FALSE, FALSE);
467 /* Fully update the visuals */
468 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
469 p_ptr->redraw |= (PR_MAP);
470 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
477 * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
479 * @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。
481 bool set_confused(TIME_EFFECT v)
484 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
486 if (p_ptr->is_dead) return FALSE;
491 if (!p_ptr->confused)
493 msg_print(_("あなたは混乱した!", "You are confused!"));
495 if (p_ptr->action == ACTION_LEARN)
497 msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
500 p_ptr->redraw |= (PR_STATE);
501 p_ptr->action = ACTION_NONE;
503 if (p_ptr->action == ACTION_KAMAE)
505 msg_print(_("構えがとけた。", "Your posture gets loose."));
506 p_ptr->special_defense &= ~(KAMAE_MASK);
507 p_ptr->update |= (PU_BONUS);
508 p_ptr->redraw |= (PR_STATE);
509 p_ptr->action = ACTION_NONE;
511 else if (p_ptr->action == ACTION_KATA)
513 msg_print(_("型が崩れた。", "Your posture gets loose."));
514 p_ptr->special_defense &= ~(KATA_MASK);
515 p_ptr->update |= (PU_BONUS);
516 p_ptr->update |= (PU_MONSTERS);
517 p_ptr->redraw |= (PR_STATE);
518 p_ptr->redraw |= (PR_STATUS);
519 p_ptr->action = ACTION_NONE;
523 if (p_ptr->concent) reset_concentration(TRUE);
526 if (hex_spelling_any()) stop_hex_spell_all();
529 p_ptr->counter = FALSE;
530 chg_virtue(V_HARMONY, -1);
539 msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
540 p_ptr->special_attack &= ~(ATTACK_SUIKEN);
547 p_ptr->redraw |= (PR_STATUS);
549 /* Nothing to notice */
550 if (!notice) return (FALSE);
552 if (disturb_state) disturb(FALSE, FALSE);
559 * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
561 * @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。
563 bool set_poisoned(TIME_EFFECT v)
566 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
568 if (p_ptr->is_dead) return FALSE;
573 if (!p_ptr->poisoned)
575 msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
585 msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
592 p_ptr->redraw |= (PR_STATUS);
594 /* Nothing to notice */
595 if (!notice) return (FALSE);
597 if (disturb_state) disturb(FALSE, FALSE);
604 * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
606 * @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。
608 bool set_afraid(TIME_EFFECT v)
611 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
613 if (p_ptr->is_dead) return FALSE;
620 msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
622 if (p_ptr->special_defense & KATA_MASK)
624 msg_print(_("型が崩れた。", "Your posture gets loose."));
625 p_ptr->special_defense &= ~(KATA_MASK);
626 p_ptr->update |= (PU_BONUS);
627 p_ptr->update |= (PU_MONSTERS);
628 p_ptr->redraw |= (PR_STATE);
629 p_ptr->redraw |= (PR_STATUS);
630 p_ptr->action = ACTION_NONE;
634 p_ptr->counter = FALSE;
635 chg_virtue(V_VALOUR, -1);
644 msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
651 p_ptr->redraw |= (PR_STATUS);
653 /* Nothing to notice */
654 if (!notice) return (FALSE);
656 if (disturb_state) disturb(FALSE, FALSE);
662 * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
664 * @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。
666 bool set_paralyzed(TIME_EFFECT v)
669 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
671 if (p_ptr->is_dead) return FALSE;
676 if (!p_ptr->paralyzed)
678 msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
680 if (p_ptr->concent) reset_concentration(TRUE);
683 if (hex_spelling_any()) stop_hex_spell_all();
685 p_ptr->counter = FALSE;
693 if (p_ptr->paralyzed)
695 msg_print(_("やっと動けるようになった。", "You can move again."));
701 p_ptr->paralyzed = v;
702 p_ptr->redraw |= (PR_STATUS);
704 /* Nothing to notice */
705 if (!notice) return (FALSE);
707 if (disturb_state) disturb(FALSE, FALSE);
708 p_ptr->redraw |= (PR_STATE);
714 * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
716 * @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。
717 * @details Note that we must redraw the map when hallucination changes.
719 bool set_image(TIME_EFFECT v)
722 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
724 if (p_ptr->is_dead) return FALSE;
725 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
731 set_tsuyoshi(0, TRUE);
734 msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
737 if (p_ptr->concent) reset_concentration(TRUE);
739 p_ptr->counter = FALSE;
749 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."));
756 p_ptr->redraw |= (PR_STATUS);
758 /* Nothing to notice */
759 if (!notice) return (FALSE);
761 if (disturb_state) disturb(FALSE, TRUE);
763 p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
764 p_ptr->update |= (PU_MONSTERS);
765 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
771 * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
773 * @param do_dec 現在の継続時間より長い値のみ上書きする
774 * @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。
776 bool set_fast(TIME_EFFECT v, bool do_dec)
779 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
781 if (p_ptr->is_dead) return FALSE;
786 if (p_ptr->fast && !do_dec)
788 if (p_ptr->fast > v) return FALSE;
790 else if (!IS_FAST() && !p_ptr->lightspeed)
792 msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
794 chg_virtue(V_PATIENCE, -1);
795 chg_virtue(V_DILIGENCE, 1);
802 if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
804 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
812 /* Nothing to notice */
813 if (!notice) return (FALSE);
815 if (disturb_state) disturb(FALSE, FALSE);
816 p_ptr->update |= (PU_BONUS);
822 * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
824 * @param do_dec 現在の継続時間より長い値のみ上書きする
825 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
827 bool set_lightspeed(TIME_EFFECT v, bool do_dec)
830 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
832 if (p_ptr->is_dead) return FALSE;
834 if (p_ptr->wild_mode) v = 0;
839 if (p_ptr->lightspeed && !do_dec)
841 if (p_ptr->lightspeed > v) return FALSE;
843 else if (!p_ptr->lightspeed)
845 msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
847 chg_virtue(V_PATIENCE, -1);
848 chg_virtue(V_DILIGENCE, 1);
855 if (p_ptr->lightspeed)
857 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
863 p_ptr->lightspeed = v;
865 /* Nothing to notice */
866 if (!notice) return (FALSE);
868 if (disturb_state) disturb(FALSE, FALSE);
869 p_ptr->update |= (PU_BONUS);
875 * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
877 * @param do_dec 現在の継続時間より長い値のみ上書きする
878 * @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。
880 bool set_slow(TIME_EFFECT v, bool do_dec)
883 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
885 if (p_ptr->is_dead) return FALSE;
890 if (p_ptr->slow && !do_dec)
892 if (p_ptr->slow > v) return FALSE;
894 else if (!p_ptr->slow)
896 msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
906 msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
914 /* Nothing to notice */
915 if (!notice) return (FALSE);
917 if (disturb_state) disturb(FALSE, FALSE);
918 p_ptr->update |= (PU_BONUS);
925 * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
927 * @param do_dec 現在の継続時間より長い値のみ上書きする
928 * @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。
930 bool set_shield(TIME_EFFECT v, bool do_dec)
933 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
935 if (p_ptr->is_dead) return FALSE;
940 if (p_ptr->shield && !do_dec)
942 if (p_ptr->shield > v) return FALSE;
944 else if (!p_ptr->shield)
946 msg_print(_("肌が石になった。", "Your skin turns to stone."));
956 msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
963 p_ptr->redraw |= (PR_STATUS);
965 /* Nothing to notice */
966 if (!notice) return (FALSE);
968 if (disturb_state) disturb(FALSE, FALSE);
969 p_ptr->update |= (PU_BONUS);
976 * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
978 * @param do_dec 現在の継続時間より長い値のみ上書きする
979 * @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。
981 bool set_tsubureru(TIME_EFFECT v, bool do_dec)
984 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
986 if (p_ptr->is_dead) return FALSE;
991 if (p_ptr->tsubureru && !do_dec)
993 if (p_ptr->tsubureru > v) return FALSE;
995 else if (!p_ptr->tsubureru)
997 msg_print(_("横に伸びた。", "Your body expands horizontally."));
1005 if (p_ptr->tsubureru)
1007 msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
1013 p_ptr->tsubureru = v;
1014 p_ptr->redraw |= (PR_STATUS);
1016 /* Nothing to notice */
1017 if (!notice) return (FALSE);
1019 if (disturb_state) disturb(FALSE, FALSE);
1020 p_ptr->update |= (PU_BONUS);
1027 * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
1029 * @param do_dec 現在の継続時間より長い値のみ上書きする
1030 * @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。
1032 bool set_magicdef(TIME_EFFECT v, bool do_dec)
1034 bool notice = FALSE;
1035 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1037 if (p_ptr->is_dead) return FALSE;
1042 if (p_ptr->magicdef && !do_dec)
1044 if (p_ptr->magicdef > v) return FALSE;
1046 else if (!p_ptr->magicdef)
1048 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."));
1056 if (p_ptr->magicdef)
1058 msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
1064 p_ptr->magicdef = v;
1065 p_ptr->redraw |= (PR_STATUS);
1067 /* Nothing to notice */
1068 if (!notice) return (FALSE);
1070 if (disturb_state) disturb(FALSE, FALSE);
1071 p_ptr->update |= (PU_BONUS);
1077 * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
1079 * @param do_dec 現在の継続時間より長い値のみ上書きする
1080 * @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。
1082 bool set_blessed(TIME_EFFECT v, bool do_dec)
1084 bool notice = FALSE;
1085 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1087 if (p_ptr->is_dead) return FALSE;
1092 if (p_ptr->blessed && !do_dec)
1094 if (p_ptr->blessed > v) return FALSE;
1096 else if (!IS_BLESSED())
1098 msg_print(_("高潔な気分になった!", "You feel righteous!"));
1106 if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
1108 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
1115 p_ptr->redraw |= (PR_STATUS);
1117 /* Nothing to notice */
1118 if (!notice) return (FALSE);
1120 if (disturb_state) disturb(FALSE, FALSE);
1121 p_ptr->update |= (PU_BONUS);
1128 * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
1130 * @param do_dec 現在の継続時間より長い値のみ上書きする
1131 * @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。
1133 bool set_hero(TIME_EFFECT v, bool do_dec)
1135 bool notice = FALSE;
1136 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1138 if (p_ptr->is_dead) return FALSE;
1143 if (p_ptr->hero && !do_dec)
1145 if (p_ptr->hero > v) return FALSE;
1147 else if (!IS_HERO())
1149 msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
1157 if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
1159 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
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 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
1182 * @param v 継続時間/ 0ならば無条件にリセット
1183 * @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
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_shero(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;
1193 if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
1197 if (p_ptr->shero && !do_dec)
1199 if (p_ptr->shero > v) return FALSE;
1201 else if (!p_ptr->shero)
1203 msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
1213 msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
1220 p_ptr->redraw |= (PR_STATUS);
1222 /* Nothing to notice */
1223 if (!notice) return (FALSE);
1225 if (disturb_state) disturb(FALSE, FALSE);
1226 p_ptr->update |= (PU_BONUS);
1228 /* Recalculate hitpoints */
1229 p_ptr->update |= (PU_HP);
1235 * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
1237 * @param do_dec 現在の継続時間より長い値のみ上書きする
1238 * @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。
1240 bool set_protevil(TIME_EFFECT v, bool do_dec)
1242 bool notice = FALSE;
1243 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1245 if (p_ptr->is_dead) return FALSE;
1250 if (p_ptr->protevil && !do_dec)
1252 if (p_ptr->protevil > v) return FALSE;
1254 else if (!p_ptr->protevil)
1256 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!"));
1264 if (p_ptr->protevil)
1266 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."));
1272 p_ptr->protevil = v;
1273 p_ptr->redraw |= (PR_STATUS);
1275 /* Nothing to notice */
1276 if (!notice) return (FALSE);
1278 if (disturb_state) disturb(FALSE, FALSE);
1284 * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
1286 * @param do_dec 現在の継続時間より長い値のみ上書きする
1287 * @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。
1289 bool set_wraith_form(TIME_EFFECT v, bool do_dec)
1291 bool notice = FALSE;
1292 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1294 if (p_ptr->is_dead) return FALSE;
1299 if (p_ptr->wraith_form && !do_dec)
1301 if (p_ptr->wraith_form > v) return FALSE;
1303 else if (!p_ptr->wraith_form)
1305 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!"));
1307 chg_virtue(V_UNLIFE, 3);
1308 chg_virtue(V_HONOUR, -2);
1309 chg_virtue(V_SACRIFICE, -2);
1310 chg_virtue(V_VALOUR, -5);
1312 p_ptr->redraw |= (PR_MAP);
1313 p_ptr->update |= (PU_MONSTERS);
1315 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1322 if (p_ptr->wraith_form)
1324 msg_print(_("不透明になった感じがする。", "You feel opaque."));
1327 p_ptr->redraw |= (PR_MAP);
1328 p_ptr->update |= (PU_MONSTERS);
1330 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1335 p_ptr->wraith_form = v;
1336 p_ptr->redraw |= (PR_STATUS);
1338 /* Nothing to notice */
1339 if (!notice) return (FALSE);
1341 if (disturb_state) disturb(FALSE, FALSE);
1342 p_ptr->update |= (PU_BONUS);
1349 * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
1351 * @param do_dec 現在の継続時間より長い値のみ上書きする
1352 * @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。
1354 bool set_invuln(TIME_EFFECT v, bool do_dec)
1356 bool notice = FALSE;
1357 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1359 if (p_ptr->is_dead) return FALSE;
1364 if (p_ptr->invuln && !do_dec)
1366 if (p_ptr->invuln > v) return FALSE;
1368 else if (!IS_INVULN())
1370 msg_print(_("無敵だ!", "Invulnerability!"));
1373 chg_virtue(V_UNLIFE, -2);
1374 chg_virtue(V_HONOUR, -2);
1375 chg_virtue(V_SACRIFICE, -3);
1376 chg_virtue(V_VALOUR, -5);
1378 p_ptr->redraw |= (PR_MAP);
1379 p_ptr->update |= (PU_MONSTERS);
1381 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1388 if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
1390 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
1393 p_ptr->redraw |= (PR_MAP);
1394 p_ptr->update |= (PU_MONSTERS);
1396 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1398 p_ptr->energy_need += ENERGY_NEED();
1404 p_ptr->redraw |= (PR_STATUS);
1406 /* Nothing to notice */
1407 if (!notice) return (FALSE);
1409 if (disturb_state) disturb(FALSE, FALSE);
1410 p_ptr->update |= (PU_BONUS);
1416 * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
1418 * @param do_dec 現在の継続時間より長い値のみ上書きする
1419 * @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。
1421 bool set_tim_esp(TIME_EFFECT v, bool do_dec)
1423 bool notice = FALSE;
1424 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1426 if (p_ptr->is_dead) return FALSE;
1431 if (p_ptr->tim_esp && !do_dec)
1433 if (p_ptr->tim_esp > v) return FALSE;
1435 else if (!IS_TIM_ESP())
1437 msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
1445 if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
1447 msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
1454 p_ptr->redraw |= (PR_STATUS);
1456 /* Nothing to notice */
1457 if (!notice) return (FALSE);
1459 if (disturb_state) disturb(FALSE, FALSE);
1460 p_ptr->update |= (PU_BONUS);
1461 p_ptr->update |= (PU_MONSTERS);
1467 * @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
1469 * @param do_dec 現在の継続時間より長い値のみ上書きする
1470 * @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。
1472 bool set_tim_invis(TIME_EFFECT v, bool do_dec)
1474 bool notice = FALSE;
1475 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1477 if (p_ptr->is_dead) return FALSE;
1482 if (p_ptr->tim_invis && !do_dec)
1484 if (p_ptr->tim_invis > v) return FALSE;
1486 else if (!p_ptr->tim_invis)
1488 msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
1496 if (p_ptr->tim_invis)
1498 msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
1504 p_ptr->tim_invis = v;
1505 p_ptr->redraw |= (PR_STATUS);
1507 /* Nothing to notice */
1508 if (!notice) return (FALSE);
1510 if (disturb_state) disturb(FALSE, FALSE);
1511 p_ptr->update |= (PU_BONUS);
1513 /* Update the monsters */
1514 p_ptr->update |= (PU_MONSTERS);
1520 * @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
1522 * @param do_dec 現在の継続時間より長い値のみ上書きする
1523 * @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。
1525 bool set_tim_infra(TIME_EFFECT v, bool do_dec)
1527 bool notice = FALSE;
1528 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1530 if (p_ptr->is_dead) return FALSE;
1535 if (p_ptr->tim_infra && !do_dec)
1537 if (p_ptr->tim_infra > v) return FALSE;
1539 else if (!p_ptr->tim_infra)
1541 msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
1549 if (p_ptr->tim_infra)
1551 msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
1557 p_ptr->tim_infra = v;
1558 p_ptr->redraw |= (PR_STATUS);
1560 /* Nothing to notice */
1561 if (!notice) return (FALSE);
1563 if (disturb_state) disturb(FALSE, FALSE);
1564 p_ptr->update |= (PU_BONUS);
1566 /* Update the monsters */
1567 p_ptr->update |= (PU_MONSTERS);
1573 * @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
1575 * @param do_dec 現在の継続時間より長い値のみ上書きする
1576 * @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。
1578 bool set_tim_regen(TIME_EFFECT v, bool do_dec)
1580 bool notice = FALSE;
1581 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1583 if (p_ptr->is_dead) return FALSE;
1588 if (p_ptr->tim_regen && !do_dec)
1590 if (p_ptr->tim_regen > v) return FALSE;
1592 else if (!p_ptr->tim_regen)
1594 msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
1602 if (p_ptr->tim_regen)
1604 msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
1610 p_ptr->tim_regen = v;
1611 p_ptr->redraw |= (PR_STATUS);
1613 /* Nothing to notice */
1614 if (!notice) return (FALSE);
1616 if (disturb_state) disturb(FALSE, FALSE);
1617 p_ptr->update |= (PU_BONUS);
1623 * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
1625 * @param do_dec 現在の継続時間より長い値のみ上書きする
1626 * @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。
1628 bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
1630 bool notice = FALSE;
1631 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1633 if (p_ptr->is_dead) return FALSE;
1638 if (p_ptr->tim_stealth && !do_dec)
1640 if (p_ptr->tim_stealth > v) return FALSE;
1642 else if (!IS_TIM_STEALTH())
1644 msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
1652 if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
1654 msg_print(_("足音が大きくなった。", "You no longer walk silently."));
1660 p_ptr->tim_stealth = v;
1661 p_ptr->redraw |= (PR_STATUS);
1663 /* Nothing to notice */
1664 if (!notice) return (FALSE);
1666 if (disturb_state) disturb(FALSE, FALSE);
1667 p_ptr->update |= (PU_BONUS);
1673 * @brief 超隠密状態をセットする
1674 * @param set TRUEならば超隠密状態になる。
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_superstealth(bool set)
1679 bool notice = FALSE;
1681 if (p_ptr->is_dead) return FALSE;
1686 if (!(p_ptr->special_defense & NINJA_S_STEALTH))
1688 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
1690 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."));
1691 p_ptr->monlite = p_ptr->old_monlite = TRUE;
1695 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!"));
1696 p_ptr->monlite = p_ptr->old_monlite = FALSE;
1702 p_ptr->special_defense |= NINJA_S_STEALTH;
1709 if (p_ptr->special_defense & NINJA_S_STEALTH)
1711 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."));
1715 p_ptr->special_defense &= ~(NINJA_S_STEALTH);
1719 /* Nothing to notice */
1720 if (!notice) return (FALSE);
1721 p_ptr->redraw |= (PR_STATUS);
1723 if (disturb_state) disturb(FALSE, FALSE);
1728 * @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
1730 * @param do_dec 現在の継続時間より長い値のみ上書きする
1731 * @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。
1733 bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
1735 bool notice = FALSE;
1736 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1738 if (p_ptr->is_dead) return FALSE;
1743 if (p_ptr->tim_levitation && !do_dec)
1745 if (p_ptr->tim_levitation > v) return FALSE;
1747 else if (!p_ptr->tim_levitation)
1749 msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
1757 if (p_ptr->tim_levitation)
1759 msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
1765 p_ptr->tim_levitation = v;
1766 p_ptr->redraw |= (PR_STATUS);
1768 /* Nothing to notice */
1769 if (!notice) return (FALSE);
1771 if (disturb_state) disturb(FALSE, FALSE);
1772 p_ptr->update |= (PU_BONUS);
1778 * @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
1780 * @param do_dec 現在の継続時間より長い値のみ上書きする
1781 * @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。
1783 bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
1785 bool notice = FALSE;
1786 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1788 if (p_ptr->is_dead) return FALSE;
1793 if (p_ptr->tim_sh_touki && !do_dec)
1795 if (p_ptr->tim_sh_touki > v) return FALSE;
1797 else if (!p_ptr->tim_sh_touki)
1799 msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
1807 if (p_ptr->tim_sh_touki)
1809 msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
1815 p_ptr->tim_sh_touki = v;
1816 p_ptr->redraw |= (PR_STATUS);
1818 /* Nothing to notice */
1819 if (!notice) return (FALSE);
1821 if (disturb_state) disturb(FALSE, FALSE);
1827 * @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
1829 * @param do_dec 現在の継続時間より長い値のみ上書きする
1830 * @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。
1832 bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
1834 bool notice = FALSE;
1835 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1837 if (p_ptr->is_dead) return FALSE;
1842 if (p_ptr->tim_sh_fire && !do_dec)
1844 if (p_ptr->tim_sh_fire > v) return FALSE;
1846 else if (!p_ptr->tim_sh_fire)
1848 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
1856 if (p_ptr->tim_sh_fire)
1858 msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
1864 p_ptr->tim_sh_fire = v;
1865 p_ptr->redraw |= (PR_STATUS);
1867 /* Nothing to notice */
1868 if (!notice) return (FALSE);
1870 if (disturb_state) disturb(FALSE, FALSE);
1871 p_ptr->update |= (PU_BONUS);
1877 * @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
1879 * @param do_dec 現在の継続時間より長い値のみ上書きする
1880 * @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。
1882 bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
1884 bool notice = FALSE;
1885 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1887 if (p_ptr->is_dead) return FALSE;
1892 if (p_ptr->tim_sh_holy && !do_dec)
1894 if (p_ptr->tim_sh_holy > v) return FALSE;
1896 else if (!p_ptr->tim_sh_holy)
1898 msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
1906 if (p_ptr->tim_sh_holy)
1908 msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
1914 p_ptr->tim_sh_holy = v;
1915 p_ptr->redraw |= (PR_STATUS);
1917 /* Nothing to notice */
1918 if (!notice) return (FALSE);
1920 if (disturb_state) disturb(FALSE, FALSE);
1921 p_ptr->update |= (PU_BONUS);
1927 * @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
1929 * @param do_dec 現在の継続時間より長い値のみ上書きする
1930 * @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。
1932 bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
1934 bool notice = FALSE;
1935 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1937 if (p_ptr->is_dead) return FALSE;
1942 if (p_ptr->tim_eyeeye && !do_dec)
1944 if (p_ptr->tim_eyeeye > v) return FALSE;
1946 else if (!p_ptr->tim_eyeeye)
1948 msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
1956 if (p_ptr->tim_eyeeye)
1958 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."));
1964 p_ptr->tim_eyeeye = v;
1965 p_ptr->redraw |= (PR_STATUS);
1967 /* Nothing to notice */
1968 if (!notice) return (FALSE);
1970 if (disturb_state) disturb(FALSE, FALSE);
1971 p_ptr->update |= (PU_BONUS);
1978 * @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
1980 * @param do_dec 現在の継続時間より長い値のみ上書きする
1981 * @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。
1983 bool set_resist_magic(TIME_EFFECT v, bool do_dec)
1985 bool notice = FALSE;
1986 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
1988 if (p_ptr->is_dead) return FALSE;
1993 if (p_ptr->resist_magic && !do_dec)
1995 if (p_ptr->resist_magic > v) return FALSE;
1997 else if (!p_ptr->resist_magic)
1999 msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
2007 if (p_ptr->resist_magic)
2009 msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
2015 p_ptr->resist_magic = v;
2016 p_ptr->redraw |= (PR_STATUS);
2018 /* Nothing to notice */
2019 if (!notice) return (FALSE);
2021 if (disturb_state) disturb(FALSE, FALSE);
2022 p_ptr->update |= (PU_BONUS);
2028 * @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
2030 * @param do_dec 現在の継続時間より長い値のみ上書きする
2031 * @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。
2033 bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
2035 bool notice = FALSE;
2036 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2038 if (p_ptr->is_dead) return FALSE;
2043 if (p_ptr->tim_reflect && !do_dec)
2045 if (p_ptr->tim_reflect > v) return FALSE;
2047 else if (!p_ptr->tim_reflect)
2049 msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
2057 if (p_ptr->tim_reflect)
2059 msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
2065 p_ptr->tim_reflect = v;
2066 p_ptr->redraw |= (PR_STATUS);
2068 /* Nothing to notice */
2069 if (!notice) return (FALSE);
2071 if (disturb_state) disturb(FALSE, FALSE);
2072 p_ptr->update |= (PU_BONUS);
2079 * Set "p_ptr->multishadow", notice observable changes
2081 bool set_multishadow(TIME_EFFECT v, bool do_dec)
2083 bool notice = FALSE;
2084 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2086 if (p_ptr->is_dead) return FALSE;
2091 if (p_ptr->multishadow && !do_dec)
2093 if (p_ptr->multishadow > v) return FALSE;
2095 else if (!p_ptr->multishadow)
2097 msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
2105 if (p_ptr->multishadow)
2107 msg_print(_("幻影が消えた。", "Your Shadow disappears."));
2113 p_ptr->multishadow = v;
2114 p_ptr->redraw |= (PR_STATUS);
2116 /* Nothing to notice */
2117 if (!notice) return (FALSE);
2119 if (disturb_state) disturb(FALSE, FALSE);
2120 p_ptr->update |= (PU_BONUS);
2126 * @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
2128 * @param do_dec 現在の継続時間より長い値のみ上書きする
2129 * @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。
2131 bool set_dustrobe(TIME_EFFECT v, bool do_dec)
2133 bool notice = FALSE;
2134 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2136 if (p_ptr->is_dead) return FALSE;
2141 if (p_ptr->dustrobe && !do_dec)
2143 if (p_ptr->dustrobe > v) return FALSE;
2145 else if (!p_ptr->dustrobe)
2147 msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
2155 if (p_ptr->dustrobe)
2157 msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
2163 p_ptr->dustrobe = v;
2164 p_ptr->redraw |= (PR_STATUS);
2166 /* Nothing to notice */
2167 if (!notice) return (FALSE);
2169 if (disturb_state) disturb(FALSE, FALSE);
2170 p_ptr->update |= (PU_BONUS);
2176 * @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
2178 * @param do_dec 現在の継続時間より長い値のみ上書きする
2179 * @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。
2181 bool set_kabenuke(TIME_EFFECT v, bool do_dec)
2183 bool notice = FALSE;
2184 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2186 if (p_ptr->is_dead) return FALSE;
2191 if (p_ptr->kabenuke && !do_dec)
2193 if (p_ptr->kabenuke > v) return FALSE;
2195 else if (!p_ptr->kabenuke)
2197 msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
2205 if (p_ptr->kabenuke)
2207 msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
2213 p_ptr->kabenuke = 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);
2226 * @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
2228 * @param do_dec 現在の継続時間より長い値のみ上書きする
2229 * @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。
2231 bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
2233 bool notice = FALSE;
2234 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2236 if (p_ptr->is_dead) return FALSE;
2241 if (p_ptr->tsuyoshi && !do_dec)
2243 if (p_ptr->tsuyoshi > v) return FALSE;
2245 else if (!p_ptr->tsuyoshi)
2247 msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
2249 chg_virtue(V_VITALITY, 2);
2256 if (p_ptr->tsuyoshi)
2258 msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
2260 (void)dec_stat(A_CON, 20, TRUE);
2261 (void)dec_stat(A_STR, 20, TRUE);
2264 chg_virtue(V_VITALITY, -3);
2269 p_ptr->tsuyoshi = v;
2270 p_ptr->redraw |= (PR_STATUS);
2272 /* Nothing to notice */
2273 if (!notice) return (FALSE);
2275 if (disturb_state) disturb(FALSE, FALSE);
2276 p_ptr->update |= (PU_BONUS);
2278 /* Recalculate hitpoints */
2279 p_ptr->update |= (PU_HP);
2285 * @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-
2286 * @param attack_type スレイのタイプID
2288 * @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。
2290 bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
2292 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2294 /* Clear all elemental attacks (only one is allowed at a time). */
2295 if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
2297 p_ptr->special_attack &= ~(ATTACK_ACID);
2298 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
2300 if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
2302 p_ptr->special_attack &= ~(ATTACK_ELEC);
2303 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
2305 if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
2307 p_ptr->special_attack &= ~(ATTACK_FIRE);
2308 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
2310 if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
2312 p_ptr->special_attack &= ~(ATTACK_COLD);
2313 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
2315 if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
2317 p_ptr->special_attack &= ~(ATTACK_POIS);
2318 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
2321 if ((v) && (attack_type))
2323 /* Set attack type. */
2324 p_ptr->special_attack |= (attack_type);
2327 p_ptr->ele_attack = v;
2330 msg_format("%sで攻撃できるようになった!",
2331 ((attack_type == ATTACK_ACID) ? "酸" :
2332 ((attack_type == ATTACK_ELEC) ? "電撃" :
2333 ((attack_type == ATTACK_FIRE) ? "火炎" :
2334 ((attack_type == ATTACK_COLD) ? "冷気" :
2335 ((attack_type == ATTACK_POIS) ? "毒" :
2338 msg_format("For a while, the blows you deal will %s",
2339 ((attack_type == ATTACK_ACID) ? "melt with acid!" :
2340 ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
2341 ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
2342 ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
2343 ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
2344 "do nothing special."))))));
2348 if (disturb_state) disturb(FALSE, FALSE);
2349 p_ptr->redraw |= (PR_STATUS);
2351 p_ptr->update |= (PU_BONUS);
2358 * @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-
2359 * @param immune_type 免疫のタイプID
2361 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
2363 bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
2365 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2367 /* Clear all elemental attacks (only one is allowed at a time). */
2368 if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
2370 p_ptr->special_defense &= ~(DEFENSE_ACID);
2371 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."));
2373 if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
2375 p_ptr->special_defense &= ~(DEFENSE_ELEC);
2376 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."));
2378 if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
2380 p_ptr->special_defense &= ~(DEFENSE_FIRE);
2381 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."));
2383 if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
2385 p_ptr->special_defense &= ~(DEFENSE_COLD);
2386 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."));
2388 if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
2390 p_ptr->special_defense &= ~(DEFENSE_POIS);
2391 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."));
2394 if ((v) && (immune_type))
2396 /* Set attack type. */
2397 p_ptr->special_defense |= (immune_type);
2400 p_ptr->ele_immune = v;
2402 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
2403 ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
2404 ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
2405 ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
2406 ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
2407 ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
2408 _("(なし)", "do nothing special.")))))));
2411 if (disturb_state) disturb(FALSE, FALSE);
2412 p_ptr->redraw |= (PR_STATUS);
2413 p_ptr->update |= (PU_BONUS);
2420 * @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
2422 * @param do_dec 現在の継続時間より長い値のみ上書きする
2423 * @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。
2425 bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
2427 bool notice = FALSE;
2428 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2430 if (p_ptr->is_dead) return FALSE;
2435 if (p_ptr->oppose_acid && !do_dec)
2437 if (p_ptr->oppose_acid > v) return FALSE;
2439 else if (!IS_OPPOSE_ACID())
2441 msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
2449 if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2451 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
2457 p_ptr->oppose_acid = v;
2459 /* Nothing to notice */
2460 if (!notice) return (FALSE);
2461 p_ptr->redraw |= (PR_STATUS);
2463 if (disturb_state) disturb(FALSE, FALSE);
2469 * @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
2471 * @param do_dec 現在の継続時間より長い値のみ上書きする
2472 * @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。
2474 bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
2476 bool notice = FALSE;
2477 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2479 if (p_ptr->is_dead) return FALSE;
2484 if (p_ptr->oppose_elec && !do_dec)
2486 if (p_ptr->oppose_elec > v) return FALSE;
2488 else if (!IS_OPPOSE_ELEC())
2490 msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
2498 if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2500 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
2506 p_ptr->oppose_elec = v;
2508 /* Nothing to notice */
2509 if (!notice) return (FALSE);
2510 p_ptr->redraw |= (PR_STATUS);
2512 if (disturb_state) disturb(FALSE, FALSE);
2518 * @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
2520 * @param do_dec 現在の継続時間より長い値のみ上書きする
2521 * @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。
2523 bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
2525 bool notice = FALSE;
2526 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2528 if (p_ptr->is_dead) return FALSE;
2530 if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
2534 if (p_ptr->oppose_fire && !do_dec)
2536 if (p_ptr->oppose_fire > v) return FALSE;
2538 else if (!IS_OPPOSE_FIRE())
2540 msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
2548 if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2550 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
2556 p_ptr->oppose_fire = v;
2558 /* Nothing to notice */
2559 if (!notice) return (FALSE);
2560 p_ptr->redraw |= (PR_STATUS);
2562 if (disturb_state) disturb(FALSE, FALSE);
2568 * @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
2570 * @param do_dec 現在の継続時間より長い値のみ上書きする
2571 * @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。
2573 bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
2575 bool notice = FALSE;
2576 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2578 if (p_ptr->is_dead) return FALSE;
2583 if (p_ptr->oppose_cold && !do_dec)
2585 if (p_ptr->oppose_cold > v) return FALSE;
2587 else if (!IS_OPPOSE_COLD())
2589 msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
2597 if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2599 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
2605 p_ptr->oppose_cold = v;
2607 /* Nothing to notice */
2608 if (!notice) return (FALSE);
2609 p_ptr->redraw |= (PR_STATUS);
2611 if (disturb_state) disturb(FALSE, FALSE);
2617 * @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
2619 * @param do_dec 現在の継続時間より長い値のみ上書きする
2620 * @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。
2622 bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
2624 bool notice = FALSE;
2625 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2627 if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
2628 if (p_ptr->is_dead) return FALSE;
2633 if (p_ptr->oppose_pois && !do_dec)
2635 if (p_ptr->oppose_pois > v) return FALSE;
2637 else if (!IS_OPPOSE_POIS())
2639 msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
2647 if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
2649 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
2655 p_ptr->oppose_pois = v;
2657 /* Nothing to notice */
2658 if (!notice) return (FALSE);
2659 p_ptr->redraw |= (PR_STATUS);
2661 if (disturb_state) disturb(FALSE, FALSE);
2667 * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
2669 * @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。
2671 * Note the special code to only notice "range" changes.
2673 bool set_stun(TIME_EFFECT v)
2675 int old_aux, new_aux;
2676 bool notice = FALSE;
2677 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2679 if (p_ptr->is_dead) return FALSE;
2680 if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
2683 if (p_ptr->stun > 100)
2689 else if (p_ptr->stun > 50)
2695 else if (p_ptr->stun > 0)
2731 if (new_aux > old_aux)
2733 /* Describe the state */
2737 case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
2740 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;
2743 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;
2746 if (randint1(1000) < v || one_in_(16))
2748 msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
2752 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2753 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2755 else if (one_in_(2))
2757 if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
2761 if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
2764 if (p_ptr->special_defense & KATA_MASK)
2766 msg_print(_("型が崩れた。", "Your posture gets loose."));
2767 p_ptr->special_defense &= ~(KATA_MASK);
2768 p_ptr->update |= (PU_BONUS);
2769 p_ptr->update |= (PU_MONSTERS);
2770 p_ptr->redraw |= (PR_STATE);
2771 p_ptr->redraw |= (PR_STATUS);
2772 p_ptr->action = ACTION_NONE;
2776 if (p_ptr->concent) reset_concentration(TRUE);
2779 if (hex_spelling_any()) stop_hex_spell_all();
2785 else if (new_aux < old_aux)
2787 /* Describe the state */
2792 msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
2794 if (disturb_state) disturb(FALSE, FALSE);
2805 if (!notice) return (FALSE);
2807 if (disturb_state) disturb(FALSE, FALSE);
2808 p_ptr->update |= (PU_BONUS);
2810 /* Redraw the "stun" */
2811 p_ptr->redraw |= (PR_STUN);
2818 * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
2820 * @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。
2822 * Note the special code to only notice "range" changes.
2824 bool set_cut(TIME_EFFECT v)
2826 int old_aux, new_aux;
2827 bool notice = FALSE;
2828 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
2830 if (p_ptr->is_dead) return FALSE;
2832 if ((p_ptr->prace == RACE_GOLEM ||
2833 p_ptr->prace == RACE_SKELETON ||
2834 p_ptr->prace == RACE_SPECTRE ||
2835 (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
2840 if (p_ptr->cut > 1000)
2846 else if (p_ptr->cut > 200)
2852 else if (p_ptr->cut > 100)
2858 else if (p_ptr->cut > 50)
2864 else if (p_ptr->cut > 25)
2870 else if (p_ptr->cut > 10)
2876 else if (p_ptr->cut > 0)
2936 if (new_aux > old_aux)
2938 /* Describe the state */
2942 case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
2945 case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
2948 case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
2951 case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
2954 case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
2957 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;
2960 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;
2965 if (randint1(1000) < v || one_in_(16))
2967 if (!p_ptr->sustain_chr)
2969 msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
2976 else if (new_aux < old_aux)
2978 /* Describe the state */
2983 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");
2985 if (disturb_state) disturb(FALSE, FALSE);
2996 if (!notice) return (FALSE);
2998 if (disturb_state) disturb(FALSE, FALSE);
2999 p_ptr->update |= (PU_BONUS);
3001 /* Redraw the "cut" */
3002 p_ptr->redraw |= (PR_CUT);
3008 * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
3010 * @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。
3012 * Set "", notice observable changes\n
3014 * The "p_ptr->food" variable can get as large as 20000, allowing the
3015 * addition of the most "filling" item, Elvish Waybread, which adds
3016 * 7500 food units, without overflowing the 32767 maximum limit.\n
3018 * Perhaps we should disturb the player with various messages,
3019 * especially messages about hunger status changes. \n
3021 * Digestion of food is handled in "dungeon.c", in which, normally,
3022 * the player digests about 20 food units per 100 game turns, more
3023 * when "fast", more when "regenerating", less with "slow digestion",
3024 * but when the player is "gorged", he digests 100 food units per 10
3025 * game turns, or a full 1000 food units per 100 game turns.\n
3027 * Note that the player's speed is reduced by 10 units while gorged,
3028 * so if the player eats a single food ration (5000 food units) when
3029 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
3030 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
3031 * affecting the player speed).\n
3033 bool set_food(TIME_EFFECT v)
3035 int old_aux, new_aux;
3037 bool notice = FALSE;
3038 v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
3040 /* Fainting / Starving */
3041 if (p_ptr->food < PY_FOOD_FAINT)
3047 else if (p_ptr->food < PY_FOOD_WEAK)
3053 else if (p_ptr->food < PY_FOOD_ALERT)
3059 else if (p_ptr->food < PY_FOOD_FULL)
3065 else if (p_ptr->food < PY_FOOD_MAX)
3076 /* Fainting / Starving */
3077 if (v < PY_FOOD_FAINT)
3083 else if (v < PY_FOOD_WEAK)
3089 else if (v < PY_FOOD_ALERT)
3095 else if (v < PY_FOOD_FULL)
3101 else if (v < PY_FOOD_MAX)
3112 if (old_aux < 1 && new_aux > 0)
3113 chg_virtue(V_PATIENCE, 2);
3114 else if (old_aux < 3 && (old_aux != new_aux))
3115 chg_virtue(V_PATIENCE, 1);
3117 chg_virtue(V_TEMPERANCE, 1);
3119 chg_virtue(V_TEMPERANCE, -1);
3122 if (new_aux > old_aux)
3124 /* Describe the state */
3128 case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
3131 case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
3134 case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
3137 case 4: msg_print(_("満腹だ!", "You are full!")); break;
3141 msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
3142 chg_virtue(V_HARMONY, -1);
3143 chg_virtue(V_PATIENCE, -1);
3144 chg_virtue(V_TEMPERANCE, -2);
3154 else if (new_aux < old_aux)
3156 /* Describe the state */
3159 /* Fainting / Starving */
3160 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;
3163 case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
3166 case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
3169 case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
3172 case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
3175 if (p_ptr->wild_mode && (new_aux < 2))
3187 /* Nothing to notice */
3188 if (!notice) return (FALSE);
3190 if (disturb_state) disturb(FALSE, FALSE);
3191 p_ptr->update |= (PU_BONUS);
3194 p_ptr->redraw |= (PR_HUNGER);
3200 * @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-
3201 * @param stat 上昇させるステータスID
3202 * @return 実際に上昇した場合TRUEを返す。
3204 * Note that this function (used by stat potions) now restores\n
3205 * the stat BEFORE increasing it.\n
3207 bool inc_stat(int stat)
3209 BASE_STATUS value, gain;
3211 /* Then augment the current/max stat */
3212 value = p_ptr->stat_cur[stat];
3214 /* Cannot go above 18/100 */
3215 if (value < p_ptr->stat_max_max[stat])
3217 /* Gain one (sometimes two) points */
3220 gain = ((randint0(100) < 75) ? 1 : 2);
3224 /* Gain 1/6 to 1/3 of distance to 18/100 */
3225 else if (value < (p_ptr->stat_max_max[stat]-2))
3227 /* Approximate gain value */
3228 gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
3229 if (gain < 1) gain = 1;
3231 /* Apply the bonus */
3232 value += randint1(gain) + gain / 2;
3235 if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
3238 /* Gain one point at a time */
3244 /* Save the new value */
3245 p_ptr->stat_cur[stat] = value;
3247 /* Bring up the maximum too */
3248 if (value > p_ptr->stat_max[stat])
3250 p_ptr->stat_max[stat] = value;
3252 p_ptr->update |= (PU_BONUS);
3258 /* Nothing to gain */
3263 * @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.
3264 * @param stat 減少させるステータスID
3265 * @param amount 減少させる基本量
3266 * @param permanent TRUEならば現在の最大値を減少させる
3267 * @return 実際に減少した場合TRUEを返す。
3270 * Amount could be a little higher in extreme cases to mangle very high\n
3271 * stats from massive assaults. -CWS\n
3273 * Note that "permanent" means that the *given* amount is permanent,\n
3274 * not that the new value becomes permanent. This may not work exactly\n
3275 * as expected, due to "weirdness" in the algorithm, but in general,\n
3276 * if your stat is already drained, the "max" value will not drop all\n
3277 * the way down to the "cur" value.\n
3279 bool dec_stat(int stat, int amount, int permanent)
3281 BASE_STATUS cur, max;
3286 /* Acquire current value */
3287 cur = p_ptr->stat_cur[stat];
3288 max = p_ptr->stat_max[stat];
3290 /* Note when the values are identical */
3291 same = (cur == max);
3293 /* Damage "current" value */
3296 /* Handle "low" values */
3299 if (amount > 90) cur--;
3300 if (amount > 50) cur--;
3301 if (amount > 20) cur--;
3305 /* Handle "high" values */
3308 /* Hack -- Decrement by a random amount between one-quarter */
3309 /* and one-half of the stat bonus times the percentage, with a */
3310 /* minimum damage of half the percentage. -CWS */
3311 loss = (((cur-18) / 2 + 1) / 2 + 1);
3312 if (loss < 1) loss = 1;
3314 /* Randomize the loss */
3315 loss = ((randint1(loss) + loss) * amount) / 100;
3318 if (loss < amount/2) loss = amount/2;
3320 /* Lose some points */
3323 /* Hack -- Only reduce stat to 17 sometimes */
3324 if (cur < 18) cur = (amount <= 20) ? 18 : 17;
3327 /* Prevent illegal values */
3328 if (cur < 3) cur = 3;
3330 /* Something happened */
3331 if (cur != p_ptr->stat_cur[stat]) res = TRUE;
3334 /* Damage "max" value */
3335 if (permanent && (max > 3))
3337 chg_virtue(V_SACRIFICE, 1);
3338 if (stat == A_WIS || stat == A_INT)
3339 chg_virtue(V_ENLIGHTEN, -2);
3341 /* Handle "low" values */
3344 if (amount > 90) max--;
3345 if (amount > 50) max--;
3346 if (amount > 20) max--;
3350 /* Handle "high" values */
3353 /* Hack -- Decrement by a random amount between one-quarter */
3354 /* and one-half of the stat bonus times the percentage, with a */
3355 /* minimum damage of half the percentage. -CWS */
3356 loss = (((max-18) / 2 + 1) / 2 + 1);
3357 loss = ((randint1(loss) + loss) * amount) / 100;
3358 if (loss < amount/2) loss = amount/2;
3360 /* Lose some points */
3363 /* Hack -- Only reduce stat to 17 sometimes */
3364 if (max < 18) max = (amount <= 20) ? 18 : 17;
3367 /* Hack -- keep it clean */
3368 if (same || (max < cur)) max = cur;
3370 /* Something happened */
3371 if (max != p_ptr->stat_max[stat]) res = TRUE;
3376 /* Actually set the stat to its new value. */
3377 p_ptr->stat_cur[stat] = cur;
3378 p_ptr->stat_max[stat] = max;
3380 p_ptr->redraw |= (PR_STATS);
3381 p_ptr->update |= (PU_BONUS);
3389 * @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.
3390 * @param stat 回復ステータスID
3391 * @return 実際に回復した場合TRUEを返す。
3393 bool res_stat(int stat)
3395 /* Restore if needed */
3396 if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
3398 p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
3399 p_ptr->update |= (PU_BONUS);
3400 p_ptr->redraw |= (PR_STATS);
3406 /* Nothing to restore */
3412 * Increase players hit points, notice effects
3414 bool hp_player(int num)
3417 vir = virtue_number(V_VITALITY);
3419 if(num <= 0) return (FALSE);
3423 num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
3425 /* Healing needed */
3426 if (p_ptr->chp < p_ptr->mhp)
3428 if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
3429 chg_virtue(V_TEMPERANCE, 1);
3430 /* Gain hitpoints */
3433 /* Enforce maximum */
3434 if (p_ptr->chp >= p_ptr->mhp)
3436 p_ptr->chp = p_ptr->mhp;
3437 p_ptr->chp_frac = 0;
3440 p_ptr->redraw |= (PR_HP);
3442 p_ptr->window |= (PW_PLAYER);
3447 msg_print(_("少し気分が良くなった。", "You feel a little better."));
3453 msg_print(_("気分が良くなった。", "You feel better."));
3459 msg_print(_("とても気分が良くなった。", "You feel much better."));
3465 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
3477 * Array of stat "descriptions"
3479 static concptr desc_stat_pos[] =
3484 _("器用に", "dextrous"),
3485 _("健康に", "healthy"),
3491 * Array of stat "descriptions"
3493 static concptr desc_stat_neg[] =
3498 _("不器用に", "clumsy"),
3499 _("不健康に", "sickly"),
3507 bool do_dec_stat(int stat)
3511 /* Access the "sustain" */
3514 case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
3515 case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
3516 case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
3517 case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
3518 case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
3519 case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
3523 if (sust && (!ironman_nightmare || randint0(13)))
3525 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."),
3526 desc_stat_neg[stat]);
3532 /* Attempt to reduce the stat */
3533 if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
3535 msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
3541 /* Nothing obvious */
3547 * Restore lost "points" in a stat
3549 bool do_res_stat(int stat)
3551 /* Attempt to increase */
3554 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3559 /* Nothing obvious */
3565 * Gain a "point" in a stat
3567 bool do_inc_stat(int stat)
3571 /* Restore strength */
3572 res = res_stat(stat);
3574 /* Attempt to increase */
3579 chg_virtue(V_ENLIGHTEN, 1);
3580 chg_virtue(V_FAITH, 1);
3582 else if (stat == A_INT)
3584 chg_virtue(V_KNOWLEDGE, 1);
3585 chg_virtue(V_ENLIGHTEN, 1);
3587 else if (stat == A_CON)
3588 chg_virtue(V_VITALITY, 1);
3590 msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
3595 /* Restoration worked */
3598 msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
3603 /* Nothing obvious */
3609 * Restores any drained experience
3611 bool restore_level(void)
3613 /* Restore experience */
3614 if (p_ptr->exp < p_ptr->max_exp)
3616 msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
3618 /* Restore the experience */
3619 p_ptr->exp = p_ptr->max_exp;
3621 /* Check the experience */
3635 bool lose_all_info(void)
3639 chg_virtue(V_KNOWLEDGE, -5);
3640 chg_virtue(V_ENLIGHTEN, -5);
3642 /* Forget info about objects */
3643 for (i = 0; i < INVEN_TOTAL; i++)
3645 object_type *o_ptr = &p_ptr->inventory_list[i];
3646 if (!o_ptr->k_idx) continue;
3648 /* Allow "protection" by the MENTAL flag */
3649 if (o_ptr->ident & (IDENT_MENTAL)) continue;
3651 /* Remove "default inscriptions" */
3652 o_ptr->feeling = FEEL_NONE;
3654 /* Hack -- Clear the "empty" flag */
3655 o_ptr->ident &= ~(IDENT_EMPTY);
3657 /* Hack -- Clear the "known" flag */
3658 o_ptr->ident &= ~(IDENT_KNOWN);
3660 /* Hack -- Clear the "felt" flag */
3661 o_ptr->ident &= ~(IDENT_SENSE);
3663 p_ptr->update |= (PU_BONUS);
3664 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3666 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3668 /* Mega-Hack -- Forget the map */
3676 void do_poly_wounds(void)
3678 /* Changed to always provide at least _some_ healing */
3679 s16b wounds = p_ptr->cut;
3680 s16b hit_p = (p_ptr->mhp - p_ptr->chp);
3681 s16b change = damroll(p_ptr->lev, 5);
3682 bool Nasty_effect = one_in_(5);
3684 if (!(wounds || hit_p || Nasty_effect)) return;
3686 msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
3690 msg_print(_("新たな傷ができた!", "A new wound was created!"));
3691 take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
3696 set_cut(p_ptr->cut - (change / 2));
3702 * Change player race
3704 void change_race(CHARACTER_IDX new_race, concptr effect_msg)
3706 concptr title = race_info[new_race].title;
3707 int old_race = p_ptr->prace;
3710 msg_format("あなたは%s%sに変化した!", effect_msg, title);
3712 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);
3715 chg_virtue(V_CHANCE, 2);
3717 if (p_ptr->prace < 32)
3719 p_ptr->old_race1 |= 1L << p_ptr->prace;
3723 p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
3725 p_ptr->prace = new_race;
3726 rp_ptr = &race_info[p_ptr->prace];
3728 /* Experience factor */
3729 p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
3732 * The speed bonus of Klackons and Sprites are disabled
3733 * and the experience penalty is decreased.
3735 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)))
3736 p_ptr->expfact -= 15;
3738 /* Get character's height and weight */
3739 get_height_weight();
3742 if (p_ptr->pclass == CLASS_SORCERER)
3743 p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3745 p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3747 roll_hitdice(p_ptr, 0L);
3749 /* The experience level may be modified */
3752 p_ptr->redraw |= (PR_BASIC);
3754 p_ptr->update |= (PU_BONUS);
3758 /* Load an autopick preference file */
3759 if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
3761 /* Player's graphic tile may change */
3762 lite_spot(p_ptr->y, p_ptr->x);
3766 void do_poly_self(void)
3768 int power = p_ptr->lev;
3770 msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
3771 chg_virtue(V_CHANCE, 1);
3773 if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
3775 char effect_msg[80] = "";
3776 CHARACTER_IDX new_race;
3778 /* Some form of racial polymorph... */
3781 if ((power > randint0(5)) && one_in_(4))
3786 if (p_ptr->psex == SEX_MALE)
3788 p_ptr->psex = SEX_FEMALE;
3789 sp_ptr = &sex_info[p_ptr->psex];
3790 sprintf(effect_msg, _("女性の", "female "));
3794 p_ptr->psex = SEX_MALE;
3795 sp_ptr = &sex_info[p_ptr->psex];
3796 sprintf(effect_msg, _("男性の", "male "));
3800 if ((power > randint0(30)) && one_in_(5))
3804 /* Harmful deformity */
3811 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3817 /* Deformities are discriminated against! */
3818 (void)dec_stat(A_CHR, randint1(6), TRUE);
3823 sprintf(tmp_msg,_("%s", "%s "),effect_msg);
3824 sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
3828 sprintf(effect_msg,_("奇形の", "deformed "));
3832 while ((power > randint0(20)) && one_in_(10))
3834 /* Polymorph into a less mutated form */
3837 if (!lose_mutation(0))
3838 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
3843 new_race = (CHARACTER_IDX)randint0(MAX_RACES);
3845 while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
3847 change_race(new_race, effect_msg);
3850 if ((power > randint0(30)) && one_in_(6))
3856 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");
3860 (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
3865 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!"));
3866 take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
3872 if ((power > randint0(20)) && one_in_(4))
3877 roll_hitdice(p_ptr, 0L);
3880 while ((power > randint0(15)) && one_in_(3))
3883 (void)gain_mutation(p_ptr, 0);
3886 if (power > randint0(5))
3892 /* Note: earlier deductions may have left power < 0 already. */
3902 * Decreases players hit points and sets death flag if necessary
3904 * Invulnerability needs to be changed into a "shield"
3906 * Hack -- this function allows the user to save (or quit)
3907 * the game when he dies, since the "You die." message is shown before
3908 * setting the player to "dead".
3911 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
3913 int old_chp = p_ptr->chp;
3915 char death_message[1024];
3918 int warning = (p_ptr->mhp * hitpoint_warn / 10);
3919 if (p_ptr->is_dead) return 0;
3921 if (p_ptr->sutemi) damage *= 2;
3922 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
3924 if (easy_band) damage = (damage+1)/2;
3926 if (damage_type != DAMAGE_USELIFE)
3928 disturb(TRUE, TRUE);
3931 p_ptr->now_damaged = TRUE;
3935 if (monspell >= 0) learn_spell(monspell);
3937 /* Mega-Hack -- Apply "invulnerability" */
3938 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
3940 if (IS_INVULN() && (damage < 9000))
3942 if (damage_type == DAMAGE_FORCE)
3944 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
3946 else if (one_in_(PENETRATE_INVULNERABILITY))
3948 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
3956 if (CHECK_MULTISHADOW())
3958 if (damage_type == DAMAGE_FORCE)
3960 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
3962 else if (damage_type == DAMAGE_ATTACK)
3964 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!"));
3969 if (p_ptr->wraith_form)
3971 if (damage_type == DAMAGE_FORCE)
3973 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
3978 if ((damage == 0) && one_in_(2)) damage = 1;
3982 if (p_ptr->special_defense & KATA_MUSOU)
3985 if ((damage == 0) && one_in_(2)) damage = 1;
3987 } /* not if LOSELIFE USELIFE */
3989 /* Hurt the player */
3990 p_ptr->chp -= damage;
3991 if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
3993 damage += p_ptr->chp;
3997 /* Display the hitpoints */
3998 p_ptr->redraw |= (PR_HP);
4000 p_ptr->window |= (PW_PLAYER);
4002 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
4004 chg_virtue(V_SACRIFICE, 1);
4005 chg_virtue(V_CHANCE, 2);
4011 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4013 #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 */
4015 if(!save_player()) msg_print("セーブ失敗!");
4020 chg_virtue(V_SACRIFICE, 10);
4023 p_ptr->leaving = TRUE;
4026 p_ptr->is_dead = TRUE;
4028 if (p_ptr->inside_arena)
4030 concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
4031 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
4033 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
4037 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
4038 bool seppuku = streq(hit_from, "Seppuku");
4039 bool winning_seppuku = p_ptr->total_winner && seppuku;
4041 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
4044 /* Make screen dump */
4045 screen_dump = make_screen_dump();
4048 /* Note cause of death */
4051 strcpy(p_ptr->died_from, hit_from);
4053 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
4060 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);
4062 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
4064 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
4067 /* No longer a winner */
4068 p_ptr->total_winner = FALSE;
4070 if (winning_seppuku)
4072 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
4078 if (p_ptr->inside_arena)
4079 strcpy(buf,_("アリーナ", "in the Arena"));
4080 else if (!current_floor_ptr->dun_level)
4081 strcpy(buf,_("地上", "on the surface"));
4082 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
4083 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
4084 strcpy(buf,_("クエスト", "in a quest"));
4086 sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
4088 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
4089 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4092 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
4093 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
4097 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
4099 do_cmd_save_screen();
4104 /* Initialize "last message" buffer */
4105 if (p_ptr->last_message) string_free(p_ptr->last_message);
4106 p_ptr->last_message = NULL;
4108 /* Hack -- Note death */
4112 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
4114 msg_print(android ? "You are broken." : "You die.");
4121 if (winning_seppuku)
4123 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
4127 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
4133 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
4135 while (!get_string("Last word: ", death_message, 1024)) ;
4138 while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
4140 if (death_message[0] == '\0')
4143 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
4145 strcpy(death_message, android ? "You are broken." : "You die.");
4148 else p_ptr->last_message = string_make(death_message);
4151 if (winning_seppuku)
4156 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
4157 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
4164 for (i = 0; i < 40; i++)
4165 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
4167 str = death_message;
4168 if (strncmp(str, "「", 2) == 0) str += 2;
4170 str2 = my_strstr(str, "」");
4171 if (str2 != NULL) *str2 = '\0';
4176 str2 = my_strstr(str, " ");
4177 if (str2 == NULL) len = strlen(str);
4178 else len = str2 - str;
4182 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
4184 if (str2 == NULL) break;
4188 if (*str == 0) break;
4192 Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
4196 /* Make screen dump */
4197 screen_dump = make_screen_dump();
4200 /* Wait a key press */
4205 msg_print(death_message);
4215 /* Hitpoint warning */
4216 if (p_ptr->chp < warning)
4218 /* Hack -- bell on first notice */
4219 if (old_chp > warning) bell();
4223 if (record_danger && (old_chp > warning))
4225 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
4226 hit_from = _("何か", "something");
4228 sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
4229 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
4234 /* stop auto_more even if DAMAGE_USELIFE */
4235 p_ptr->now_damaged = TRUE;
4238 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
4242 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
4253 void gain_exp_64(s32b amount, u32b amount_frac)
4255 if (p_ptr->is_dead) return;
4257 if (p_ptr->prace == RACE_ANDROID) return;
4259 /* Gain some experience */
4260 s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
4262 /* Slowly recover from experience drainage */
4263 if (p_ptr->exp < p_ptr->max_exp)
4265 /* Gain max experience (20%) (was 10%) */
4266 p_ptr->max_exp += amount / 5;
4269 /* Check Experience */
4277 void gain_exp(s32b amount)
4279 gain_exp_64(amount, 0L);
4283 void calc_android_exp(void)
4287 if (p_ptr->is_dead) return;
4289 if (p_ptr->prace != RACE_ANDROID) return;
4291 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4293 object_type *o_ptr = &p_ptr->inventory_list[i];
4295 object_type *q_ptr = &forge;
4297 DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
4299 if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
4300 if (!o_ptr->k_idx) continue;
4303 object_copy(q_ptr, o_ptr);
4304 q_ptr->discount = 0;
4305 q_ptr->curse_flags = 0L;
4307 if (object_is_fixed_artifact(o_ptr))
4309 level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
4310 level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
4312 else if (object_is_ego(o_ptr))
4314 level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
4316 else if (o_ptr->art_name)
4318 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
4321 if (!object_is_weapon_ammo(o_ptr))
4324 if (total_flags < 15000) fake_level = 10;
4325 else if (total_flags < 35000) fake_level = 25;
4326 else fake_level = 40;
4331 if (total_flags < 20000) fake_level = 10;
4332 else if (total_flags < 45000) fake_level = 25;
4333 else fake_level = 40;
4336 level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
4339 value = object_value_real(q_ptr);
4341 if (value <= 0) continue;
4342 if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
4343 if (value > 5000000L) value = 5000000L;
4344 if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
4346 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
4347 (o_ptr->tval == TV_DRAG_ARMOR) ||
4348 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4349 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4350 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4351 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
4352 ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
4354 if (level > 65) level = 35 + (level - 65) / 5;
4355 else if (level > 35) level = 25 + (level - 35) / 3;
4356 else if (level > 15) level = 15 + (level - 15) / 2;
4357 exp = MIN(100000L, value) / 2 * level * level;
4358 if (value > 100000L)
4359 exp += (value - 100000L) / 8 * level * level;
4363 exp = MIN(100000L, value) * level;
4364 if (value > 100000L)
4365 exp += (value - 100000L) / 4 * level;
4367 if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
4368 else total_exp += exp / 16;
4369 if (i == INVEN_BODY) total_exp += exp / 32;
4371 p_ptr->exp = p_ptr->max_exp = total_exp;
4373 /* Check Experience */
4381 void lose_exp(s32b amount)
4383 if (p_ptr->prace == RACE_ANDROID) return;
4385 /* Never drop below zero experience */
4386 if (amount > p_ptr->exp) amount = p_ptr->exp;
4388 /* Lose some experience */
4389 p_ptr->exp -= amount;
4391 /* Check Experience */
4398 * If resisted to draining, return FALSE
4400 bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
4402 /* Androids and their mimics are never drained */
4403 if (p_ptr->prace == RACE_ANDROID) return FALSE;
4405 if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
4407 /* Hold experience */
4408 msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
4412 /* Hold experience failed */
4413 if (p_ptr->hold_exp)
4415 msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
4420 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!"));
4428 bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
4430 bool notice = FALSE;
4431 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4433 if (p_ptr->is_dead) return FALSE;
4438 if (p_ptr->ult_res && !do_dec)
4440 if (p_ptr->ult_res > v) return FALSE;
4442 else if (!p_ptr->ult_res)
4444 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!"));
4454 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"));
4461 p_ptr->redraw |= (PR_STATUS);
4463 /* Nothing to notice */
4464 if (!notice) return (FALSE);
4466 if (disturb_state) disturb(FALSE, FALSE);
4467 p_ptr->update |= (PU_BONUS);
4472 bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
4474 bool notice = FALSE;
4475 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4477 if (p_ptr->is_dead) return FALSE;
4482 if (p_ptr->tim_res_nether && !do_dec)
4484 if (p_ptr->tim_res_nether > v) return FALSE;
4486 else if (!p_ptr->tim_res_nether)
4488 msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
4496 if (p_ptr->tim_res_nether)
4498 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"));
4504 p_ptr->tim_res_nether = v;
4505 p_ptr->redraw |= (PR_STATUS);
4507 /* Nothing to notice */
4508 if (!notice) return (FALSE);
4510 if (disturb_state) disturb(FALSE, FALSE);
4511 p_ptr->update |= (PU_BONUS);
4516 bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
4518 bool notice = FALSE;
4519 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
4521 if (p_ptr->is_dead) return FALSE;
4526 if (p_ptr->tim_res_time && !do_dec)
4528 if (p_ptr->tim_res_time > v) return FALSE;
4530 else if (!p_ptr->tim_res_time)
4532 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!"));
4540 if (p_ptr->tim_res_time)
4542 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"));
4548 p_ptr->tim_res_time = v;
4549 p_ptr->redraw |= (PR_STATUS);
4551 /* Nothing to notice */
4552 if (!notice) return (FALSE);
4554 if (disturb_state) disturb(FALSE, FALSE);
4555 p_ptr->update |= (PU_BONUS);
4562 * Choose a warrior-mage elemental attack. -LM-
4564 bool choose_ele_attack(void)
4570 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
4572 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."));
4577 num = (p_ptr->lev - 20) / 5;
4578 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
4581 c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
4586 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
4591 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
4596 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
4605 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
4609 if ((choice == 'a') || (choice == 'A'))
4610 set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4611 else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
4612 set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4613 else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
4614 set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4615 else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
4616 set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4617 else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
4618 set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
4621 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
4631 * Choose a elemental immune. -LM-
4633 bool choose_ele_immune(TIME_EFFECT immune_turn)
4638 c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
4639 c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
4640 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
4641 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
4649 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
4653 if ((choice == 'a') || (choice == 'A'))
4654 set_ele_immune(DEFENSE_FIRE, immune_turn);
4655 else if ((choice == 'b') || (choice == 'B'))
4656 set_ele_immune(DEFENSE_COLD, immune_turn);
4657 else if ((choice == 'c') || (choice == 'C'))
4658 set_ele_immune(DEFENSE_ACID, immune_turn);
4659 else if ((choice == 'd') || (choice == 'D'))
4660 set_ele_immune(DEFENSE_ELEC, immune_turn);
4663 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));