+++ /dev/null
-/*!\r
- * @file cmd-quaff.c\r
- * @brief プレイヤーの飲むコマンド実装\r
- * @date 2018/09/07\r
- * @details\r
- * cmd6.cより分離。\r
- */\r
-\r
-#include "angband.h"\r
-#include "selfinfo.h"\r
-#include "object-hook.h"\r
-#include "mutation.h"\r
-#include "avatar.h"\r
-#include "spells-status.h"\r
-#include "realm-hex.h"\r
-\r
-/*!\r
- * @brief 薬を飲むコマンドのサブルーチン /\r
- * Quaff a potion (from the pack or the floor)\r
- * @param item 飲む薬オブジェクトの所持品ID\r
- * @return なし\r
- */\r
-void do_cmd_quaff_potion_aux(INVENTORY_IDX item)\r
-{\r
- bool ident;\r
- DEPTH lev;\r
- object_type *o_ptr;\r
- object_type forge;\r
- object_type *q_ptr;\r
-\r
-\r
- if (world_player)\r
- {\r
- if (flush_failure) flush();\r
- msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle."));\r
-\r
- sound(SOUND_FAIL);\r
- return;\r
- }\r
-\r
- if (music_singing_any()) stop_singing();\r
- if (hex_spelling_any())\r
- {\r
- if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();\r
- }\r
-\r
- /* Get the item (in the pack) */\r
- if (item >= 0)\r
- {\r
- o_ptr = &inventory[item];\r
- }\r
-\r
- /* Get the item (on the floor) */\r
- else\r
- {\r
- o_ptr = &o_list[0 - item];\r
- }\r
- q_ptr = &forge;\r
-\r
- /* Obtain a local object */\r
- object_copy(q_ptr, o_ptr);\r
-\r
- /* Single object */\r
- q_ptr->number = 1;\r
-\r
- /* Reduce and describe inventory */\r
- if (item >= 0)\r
- {\r
- inven_item_increase(item, -1);\r
- inven_item_describe(item);\r
- inven_item_optimize(item);\r
- }\r
-\r
- /* Reduce and describe floor item */\r
- else\r
- {\r
- floor_item_increase(0 - item, -1);\r
- floor_item_describe(0 - item);\r
- floor_item_optimize(0 - item);\r
- }\r
-\r
- sound(SOUND_QUAFF);\r
-\r
-\r
- /* Not identified yet */\r
- ident = FALSE;\r
-\r
- /* Object level */\r
- lev = k_info[q_ptr->k_idx].level;\r
-\r
- /* Analyze the potion */\r
- if (q_ptr->tval == TV_POTION)\r
- {\r
- switch (q_ptr->sval)\r
- {\r
- /* 飲みごたえをオリジナルより細かく表現 */\r
- case SV_POTION_WATER:\r
- msg_print(_("口の中がさっぱりした。", ""));\r
- msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_APPLE_JUICE:\r
- msg_print(_("甘くてサッパリとしていて、とてもおいしい。", ""));\r
- msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_SLIME_MOLD:\r
- msg_print(_("なんとも不気味な味だ。", ""));\r
- msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_SLOWNESS:\r
- if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_SALT_WATER:\r
- msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));\r
-\r
- if (!(prace_is_(RACE_GOLEM) ||\r
- prace_is_(RACE_ZOMBIE) ||\r
- prace_is_(RACE_DEMON) ||\r
- prace_is_(RACE_ANDROID) ||\r
- prace_is_(RACE_SPECTRE) ||\r
- (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))\r
- {\r
- /* Only living creatures get thirsty */\r
- (void)set_food(PY_FOOD_STARVE - 1);\r
- }\r
-\r
- (void)set_poisoned(0);\r
- (void)set_paralyzed(p_ptr->paralyzed + 4);\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_POISON:\r
- if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))\r
- {\r
- if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))\r
- {\r
- ident = TRUE;\r
- }\r
- }\r
- break;\r
-\r
- case SV_POTION_BLINDNESS:\r
- if (!p_ptr->resist_blind)\r
- {\r
- if (set_blind(p_ptr->blind + randint0(100) + 100))\r
- {\r
- ident = TRUE;\r
- }\r
- }\r
- break;\r
-\r
- case SV_POTION_BOOZE:\r
- ident = booze(p_ptr);\r
- break;\r
-\r
- case SV_POTION_SLEEP:\r
- if (!p_ptr->free_act)\r
- {\r
- msg_print(_("あなたは眠ってしまった。", "You fall asleep."));\r
-\r
- if (ironman_nightmare)\r
- {\r
- msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));\r
-\r
- /* Have some nightmares */\r
- sanity_blast(NULL, FALSE);\r
- }\r
- if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))\r
- {\r
- ident = TRUE;\r
- }\r
- }\r
- break;\r
-\r
- case SV_POTION_LOSE_MEMORIES:\r
- if (!p_ptr->hold_exp && (p_ptr->exp > 0))\r
- {\r
- msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));\r
- chg_virtue(V_KNOWLEDGE, -5);\r
-\r
- lose_exp(p_ptr->exp / 4);\r
- ident = TRUE;\r
- }\r
- break;\r
-\r
- case SV_POTION_RUINATION:\r
- msg_print(_("身も心も弱ってきて、精気が抜けていくようだ。", "Your nerves and muscles feel weak and lifeless!"));\r
- take_hit(DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);\r
-\r
- (void)dec_stat(A_DEX, 25, TRUE);\r
- (void)dec_stat(A_WIS, 25, TRUE);\r
- (void)dec_stat(A_CON, 25, TRUE);\r
- (void)dec_stat(A_STR, 25, TRUE);\r
- (void)dec_stat(A_CHR, 25, TRUE);\r
- (void)dec_stat(A_INT, 25, TRUE);\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_DEC_STR:\r
- if (do_dec_stat(A_STR)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_DEC_INT:\r
- if (do_dec_stat(A_INT)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_DEC_WIS:\r
- if (do_dec_stat(A_WIS)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_DEC_DEX:\r
- if (do_dec_stat(A_DEX)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_DEC_CON:\r
- if (do_dec_stat(A_CON)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_DEC_CHR:\r
- if (do_dec_stat(A_CHR)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_DETONATIONS:\r
- ident = detonation(p_ptr);\r
- break;\r
-\r
- case SV_POTION_DEATH:\r
- chg_virtue(V_VITALITY, -1);\r
- chg_virtue(V_UNLIFE, 5);\r
- msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));\r
- take_hit(DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_INFRAVISION:\r
- if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))\r
- {\r
- ident = TRUE;\r
- }\r
- break;\r
-\r
- case SV_POTION_DETECT_INVIS:\r
- if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))\r
- {\r
- ident = TRUE;\r
- }\r
- break;\r
-\r
- case SV_POTION_SLOW_POISON:\r
- if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_CURE_POISON:\r
- if (set_poisoned(0)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_BOLDNESS:\r
- if (set_afraid(0)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_SPEED:\r
- if (!p_ptr->fast)\r
- {\r
- if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;\r
- }\r
- else\r
- {\r
- (void)set_fast(p_ptr->fast + 5, FALSE);\r
- }\r
- break;\r
-\r
- case SV_POTION_RESIST_HEAT:\r
- if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))\r
- {\r
- ident = TRUE;\r
- }\r
- break;\r
-\r
- case SV_POTION_RESIST_COLD:\r
- if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))\r
- {\r
- ident = TRUE;\r
- }\r
- break;\r
-\r
- case SV_POTION_HEROISM:\r
- ident = heroism(25);\r
- break;\r
-\r
- case SV_POTION_BESERK_STRENGTH:\r
- ident = berserk(randint1(25) + 25);\r
- break;\r
-\r
- case SV_POTION_CURE_LIGHT:\r
- ident = cure_light_wounds(2, 8);\r
- break;\r
-\r
- case SV_POTION_CURE_SERIOUS:\r
- ident = cure_serious_wounds(4, 8);\r
- break;\r
-\r
- case SV_POTION_CURE_CRITICAL:\r
- ident = cure_critical_wounds(damroll(6, 8));\r
- break;\r
-\r
- case SV_POTION_HEALING:\r
- ident = cure_critical_wounds(300);\r
- break;\r
-\r
- case SV_POTION_STAR_HEALING:\r
- ident = cure_critical_wounds(1200);\r
- break;\r
-\r
- case SV_POTION_LIFE:\r
- ident = life_stream(TRUE, TRUE);\r
- break;\r
-\r
- case SV_POTION_RESTORE_MANA:\r
- ident = restore_mana(TRUE);\r
- break;\r
-\r
- case SV_POTION_RESTORE_EXP:\r
- if (restore_level()) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_RES_STR:\r
- if (do_res_stat(A_STR)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_RES_INT:\r
- if (do_res_stat(A_INT)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_RES_WIS:\r
- if (do_res_stat(A_WIS)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_RES_DEX:\r
- if (do_res_stat(A_DEX)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_RES_CON:\r
- if (do_res_stat(A_CON)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_RES_CHR:\r
- if (do_res_stat(A_CHR)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_INC_STR:\r
- if (do_inc_stat(A_STR)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_INC_INT:\r
- if (do_inc_stat(A_INT)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_INC_WIS:\r
- if (do_inc_stat(A_WIS)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_INC_DEX:\r
- if (do_inc_stat(A_DEX)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_INC_CON:\r
- if (do_inc_stat(A_CON)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_INC_CHR:\r
- if (do_inc_stat(A_CHR)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_AUGMENTATION:\r
- if (do_inc_stat(A_STR)) ident = TRUE;\r
- if (do_inc_stat(A_INT)) ident = TRUE;\r
- if (do_inc_stat(A_WIS)) ident = TRUE;\r
- if (do_inc_stat(A_DEX)) ident = TRUE;\r
- if (do_inc_stat(A_CON)) ident = TRUE;\r
- if (do_inc_stat(A_CHR)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_ENLIGHTENMENT:\r
- msg_print(_("自分の置かれている状況が脳裏に浮かんできた...", "An image of your surroundings forms in your mind..."));\r
- chg_virtue(V_KNOWLEDGE, 1);\r
- chg_virtue(V_ENLIGHTEN, 1);\r
- wiz_lite(FALSE);\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_STAR_ENLIGHTENMENT:\r
- msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));\r
- chg_virtue(V_KNOWLEDGE, 1);\r
- chg_virtue(V_ENLIGHTEN, 2);\r
- msg_print(NULL);\r
- wiz_lite(FALSE);\r
- (void)do_inc_stat(A_INT);\r
- (void)do_inc_stat(A_WIS);\r
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);\r
- (void)detect_doors(DETECT_RAD_DEFAULT);\r
- (void)detect_stairs(DETECT_RAD_DEFAULT);\r
- (void)detect_treasure(DETECT_RAD_DEFAULT);\r
- (void)detect_objects_gold(DETECT_RAD_DEFAULT);\r
- (void)detect_objects_normal(DETECT_RAD_DEFAULT);\r
- identify_pack();\r
- self_knowledge();\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_SELF_KNOWLEDGE:\r
- msg_print(_("自分自身のことが少しは分かった気がする...", "You begin to know yourself a little better..."));\r
- msg_print(NULL);\r
- self_knowledge();\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_EXPERIENCE:\r
- if (p_ptr->prace == RACE_ANDROID) break;\r
- chg_virtue(V_ENLIGHTEN, 1);\r
- if (p_ptr->exp < PY_MAX_EXP)\r
- {\r
- s32b ee = (p_ptr->exp / 2) + 10;\r
- if (ee > 100000L) ee = 100000L;\r
- msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));\r
- gain_exp(ee);\r
- ident = TRUE;\r
- }\r
- break;\r
-\r
- case SV_POTION_RESISTANCE:\r
- (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);\r
- (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);\r
- (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);\r
- (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);\r
- (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_CURING:\r
- if (true_healing(50)) ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_INVULNERABILITY:\r
- (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_NEW_LIFE:\r
- do_cmd_rerate(FALSE);\r
- get_max_stats();\r
- p_ptr->update |= PU_BONUS;\r
- lose_all_mutations();\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_NEO_TSUYOSHI:\r
- (void)set_image(0);\r
- (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);\r
- ident = TRUE;\r
- break;\r
-\r
- case SV_POTION_TSUYOSHI:\r
- msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));\r
- msg_print(NULL);\r
- p_ptr->tsuyoshi = 1;\r
- (void)set_tsuyoshi(0, TRUE);\r
- if (!p_ptr->resist_chaos)\r
- {\r
- (void)set_image(50 + randint1(50));\r
- }\r
- ident = TRUE;\r
- break;\r
- \r
- case SV_POTION_POLYMORPH:\r
- if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))\r
- {\r
- lose_all_mutations();\r
- }\r
- else\r
- {\r
- do\r
- {\r
- if (one_in_(2))\r
- {\r
- if(gain_random_mutation(0)) ident = TRUE;\r
- }\r
- else if (lose_mutation(0)) ident = TRUE;\r
- } while(!ident || one_in_(2));\r
- }\r
- break;\r
- }\r
- }\r
-\r
- if (prace_is_(RACE_SKELETON))\r
- {\r
- msg_print(_("液体の一部はあなたのアゴを素通りして落ちた!", "Some of the fluid falls through your jaws!"));\r
- (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, q_ptr->k_idx);\r
- }\r
- p_ptr->update |= (PU_COMBINE | PU_REORDER);\r
-\r
- if (!(object_is_aware(q_ptr)))\r
- {\r
- chg_virtue(V_PATIENCE, -1);\r
- chg_virtue(V_CHANCE, 1);\r
- chg_virtue(V_KNOWLEDGE, -1);\r
- }\r
-\r
- /* The item has been tried */\r
- object_tried(q_ptr);\r
-\r
- /* An identification was made */\r
- if (ident && !object_is_aware(q_ptr))\r
- {\r
- object_aware(q_ptr);\r
- gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);\r
- }\r
-\r
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);\r
-\r
- /* Potions can feed the player */\r
- switch (p_ptr->mimic_form)\r
- {\r
- case MIMIC_NONE:\r
- switch (p_ptr->prace)\r
- {\r
- case RACE_VAMPIRE:\r
- (void)set_food(p_ptr->food + (q_ptr->pval / 10));\r
- break;\r
- case RACE_SKELETON:\r
- /* Do nothing */\r
- break;\r
- case RACE_GOLEM:\r
- case RACE_ZOMBIE:\r
- case RACE_DEMON:\r
- case RACE_SPECTRE:\r
- set_food(p_ptr->food + ((q_ptr->pval) / 20));\r
- break;\r
- case RACE_ANDROID:\r
- if (q_ptr->tval == TV_FLASK)\r
- {\r
- msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));\r
- set_food(p_ptr->food + 5000);\r
- }\r
- else\r
- {\r
- set_food(p_ptr->food + ((q_ptr->pval) / 20));\r
- }\r
- break;\r
- case RACE_ENT:\r
- msg_print(_("水分を取り込んだ。", "You are moistened."));\r
- set_food(MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));\r
- break;\r
- default:\r
- (void)set_food(p_ptr->food + q_ptr->pval);\r
- break;\r
- }\r
- break;\r
- case MIMIC_DEMON:\r
- case MIMIC_DEMON_LORD:\r
- set_food(p_ptr->food + ((q_ptr->pval) / 20));\r
- break;\r
- case MIMIC_VAMPIRE:\r
- (void)set_food(p_ptr->food + (q_ptr->pval / 10));\r
- break;\r
- default:\r
- (void)set_food(p_ptr->food + q_ptr->pval);\r
- break;\r
- }\r
-}\r
-\r
-\r
-\r
-/*!\r
- * @brief 薬を飲むコマンドのメインルーチン /\r
- * Quaff some potion (from the pack or floor)\r
- * @return なし\r
- */\r
-void do_cmd_quaff_potion(void)\r
-{\r
- OBJECT_IDX item;\r
- concptr q, s;\r
-\r
- if (p_ptr->wild_mode)\r
- {\r
- return;\r
- }\r
-\r
- if (cmd_limit_arena(p_ptr)) return;\r
-\r
- if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
- {\r
- set_action(ACTION_NONE);\r
- }\r
-\r
- /* Restrict choices to potions */\r
- item_tester_hook = item_tester_hook_quaff;\r
-\r
- q = _("どの薬を飲みますか? ", "Quaff which potion? ");\r
- s = _("飲める薬がない。", "You have no potions to quaff.");\r
-\r
- if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;\r
-\r
- /* Quaff the potion */\r
- do_cmd_quaff_potion_aux(item);\r
-}\r