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