+++ /dev/null
-/*!
- * @file effects.c
- * @brief プレイヤーのステータス管理 / effects of various "objects"
- * @date 2014/01/01
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
- *\n
- * This software may be copied and distributed for educational, research,\n
- * and not for profit purposes provided that this copyright and statement\n
- * are included in all such copies. Other copyrights may also apply.\n
- *\n
- * 2013 Deskull rearranged comment for Doxygen.\n
- */
-
-
-#include "angband.h"
-
-/*!
- * @brief プレイヤーの継続行動を設定する。
- * @param typ 継続行動のID\n
- * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
- * @return なし
- */
-void set_action(ACTION_IDX typ)
-{
- int prev_typ = p_ptr->action;
-
- if (typ == prev_typ)
- {
- return;
- }
- else
- {
- switch (prev_typ)
- {
- case ACTION_SEARCH:
- {
- msg_print(_("探索をやめた。", "You no longer walk carefully."));
- p_ptr->redraw |= (PR_SPEED);
- break;
- }
- case ACTION_REST:
- {
- resting = 0;
- break;
- }
- case ACTION_LEARN:
- {
- msg_print(_("学習をやめた。", "You stop Learning"));
- new_mane = FALSE;
- break;
- }
- case ACTION_KAMAE:
- {
- msg_print(_("構えをといた。", "You stop assuming the posture."));
- p_ptr->special_defense &= ~(KAMAE_MASK);
- break;
- }
- case ACTION_KATA:
- {
- msg_print(_("型を崩した。", "You stop assuming the posture."));
- p_ptr->special_defense &= ~(KATA_MASK);
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_STATUS);
- break;
- }
- case ACTION_SING:
- {
- msg_print(_("歌うのをやめた。", "You stop singing."));
- break;
- }
- case ACTION_HAYAGAKE:
- {
- msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
- p_ptr->energy_use = 100;
- break;
- }
- case ACTION_SPELL:
- {
- msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
- break;
- }
- }
- }
-
- p_ptr->action = typ;
-
- /* If we are requested other action, stop singing */
- if (prev_typ == ACTION_SING) stop_singing();
- if (prev_typ == ACTION_SPELL) stop_hex_spell();
-
- switch (p_ptr->action)
- {
- case ACTION_SEARCH:
- {
- msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
- p_ptr->redraw |= (PR_SPEED);
- break;
- }
- case ACTION_LEARN:
- {
- msg_print(_("学習を始めた。", "You begin Learning"));
- break;
- }
- case ACTION_FISH:
- {
- msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
- break;
- }
- case ACTION_HAYAGAKE:
- {
- msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
- break;
- }
- default:
- {
- break;
- }
- }
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Redraw the state */
- p_ptr->redraw |= (PR_STATE);
-}
-
-/*!
- * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
- * @return なし
- */
-void reset_tim_flags(void)
-{
- p_ptr->fast = 0; /* Timed -- Fast */
- p_ptr->lightspeed = 0;
- p_ptr->slow = 0; /* Timed -- Slow */
- p_ptr->blind = 0; /* Timed -- Blindness */
- p_ptr->paralyzed = 0; /* Timed -- Paralysis */
- p_ptr->confused = 0; /* Timed -- Confusion */
- p_ptr->afraid = 0; /* Timed -- Fear */
- p_ptr->image = 0; /* Timed -- Hallucination */
- p_ptr->poisoned = 0; /* Timed -- Poisoned */
- p_ptr->cut = 0; /* Timed -- Cut */
- p_ptr->stun = 0; /* Timed -- Stun */
-
- p_ptr->protevil = 0; /* Timed -- Protection */
- p_ptr->invuln = 0; /* Timed -- Invulnerable */
- p_ptr->ult_res = 0;
- p_ptr->hero = 0; /* Timed -- Heroism */
- p_ptr->shero = 0; /* Timed -- Super Heroism */
- p_ptr->shield = 0; /* Timed -- Shield Spell */
- p_ptr->blessed = 0; /* Timed -- Blessed */
- p_ptr->tim_invis = 0; /* Timed -- Invisibility */
- p_ptr->tim_infra = 0; /* Timed -- Infra Vision */
- p_ptr->tim_regen = 0; /* Timed -- Regeneration */
- p_ptr->tim_stealth = 0; /* Timed -- Stealth */
- p_ptr->tim_esp = 0;
- p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
- p_ptr->tim_levitation = 0;
- p_ptr->tim_sh_touki = 0;
- p_ptr->tim_sh_fire = 0;
- p_ptr->tim_sh_holy = 0;
- p_ptr->tim_eyeeye = 0;
- p_ptr->magicdef = 0;
- p_ptr->resist_magic = 0;
- p_ptr->tsuyoshi = 0;
- p_ptr->kabenuke = 0;
- p_ptr->tim_res_nether = 0;
- p_ptr->tim_res_time = 0;
- p_ptr->tim_mimic = 0;
- p_ptr->mimic_form = 0;
- p_ptr->tim_reflect = 0;
- p_ptr->multishadow = 0;
- p_ptr->dustrobe = 0;
- p_ptr->action = ACTION_NONE;
-
-
- p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
- p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
- p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
- p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
- p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
-
- p_ptr->word_recall = 0;
- p_ptr->alter_reality = 0;
- p_ptr->sutemi = FALSE;
- p_ptr->counter = FALSE;
- p_ptr->ele_attack = 0;
- p_ptr->ele_immune = 0;
- p_ptr->special_attack = 0L;
- p_ptr->special_defense = 0L;
-
- while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
- world_player = FALSE;
-
- if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
- if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
- if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1;
-
- if (p_ptr->riding)
- {
- (void)set_monster_fast(p_ptr->riding, 0);
- (void)set_monster_slow(p_ptr->riding, 0);
- (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
- }
-
- if (p_ptr->pclass == CLASS_BARD)
- {
- p_ptr->magic_num1[0] = 0;
- p_ptr->magic_num2[0] = 0;
- }
-}
-
-/*!
- * @brief プレイヤーに魔力消去効果を与える。
- * @return なし
- */
-void dispel_player(void)
-{
- (void)set_fast(0, TRUE);
- (void)set_lightspeed(0, TRUE);
- (void)set_slow(0, TRUE);
- (void)set_shield(0, TRUE);
- (void)set_blessed(0, TRUE);
- (void)set_tsuyoshi(0, TRUE);
- (void)set_hero(0, TRUE);
- (void)set_shero(0, TRUE);
- (void)set_protevil(0, TRUE);
- (void)set_invuln(0, TRUE);
- (void)set_wraith_form(0, TRUE);
- (void)set_kabenuke(0, TRUE);
- (void)set_tim_res_nether(0, TRUE);
- (void)set_tim_res_time(0, TRUE);
- /* by henkma */
- (void)set_tim_reflect(0,TRUE);
- (void)set_multishadow(0,TRUE);
- (void)set_dustrobe(0,TRUE);
-
- (void)set_tim_invis(0, TRUE);
- (void)set_tim_infra(0, TRUE);
- (void)set_tim_esp(0, TRUE);
- (void)set_tim_regen(0, TRUE);
- (void)set_tim_stealth(0, TRUE);
- (void)set_tim_levitation(0, TRUE);
- (void)set_tim_sh_touki(0, TRUE);
- (void)set_tim_sh_fire(0, TRUE);
- (void)set_tim_sh_holy(0, TRUE);
- (void)set_tim_eyeeye(0, TRUE);
- (void)set_magicdef(0, TRUE);
- (void)set_resist_magic(0, TRUE);
- (void)set_oppose_acid(0, TRUE);
- (void)set_oppose_elec(0, TRUE);
- (void)set_oppose_fire(0, TRUE);
- (void)set_oppose_cold(0, TRUE);
- (void)set_oppose_pois(0, TRUE);
- (void)set_ultimate_res(0, TRUE);
- (void)set_mimic(0, 0, TRUE);
- (void)set_ele_attack(0, 0);
- (void)set_ele_immune(0, 0);
-
- /* Cancel glowing hands */
- if (p_ptr->special_attack & ATTACK_CONFUSE)
- {
- p_ptr->special_attack &= ~(ATTACK_CONFUSE);
- msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
- }
-
- if (music_singing_any() || hex_spelling_any())
- {
- cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
- p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
- p_ptr->magic_num1[0] = 0;
- msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
- p_ptr->action = ACTION_NONE;
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- p_ptr->energy_need += ENERGY_NEED();
- }
-}
-
-
-/*!
- * @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
- * @param v 継続時間
- * @param p 変身内容
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_mimic && (p_ptr->mimic_form == p) && !do_dec)
- {
- if (p_ptr->tim_mimic > v) return FALSE;
- }
- else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
- {
- msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
- p_ptr->mimic_form = p;
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_mimic)
- {
- msg_print(_("変身が解けた。", "You are no longer transformed."));
- if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
- p_ptr->mimic_form=0;
- notice = TRUE;
- p = 0;
- }
- }
-
- /* Use the value */
- p_ptr->tim_mimic = v;
-
- /* Nothing to notice */
- if (!notice)
- return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 1);
-
- /* Redraw title */
- p_ptr->redraw |= (PR_BASIC | PR_STATUS);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
-
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
- * @param v 継続時間
- * @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。
- * @details
- * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
- * memorize any terrain features which suddenly become "visible".\n
- * Note that blindness is currently the only thing which can affect\n
- * "player_can_see_bold()".\n
- */
-bool set_blind(TIME_EFFECT v)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (!p_ptr->blind)
- {
- if (p_ptr->prace == RACE_ANDROID)
- {
- msg_print(_("センサーをやられた!", "You are blind!"));
- }
- else
- {
- msg_print(_("目が見えなくなってしまった!", "You are blind!"));
- }
-
- notice = TRUE;
- chg_virtue(V_ENLIGHTEN, -1);
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->blind)
- {
- if (p_ptr->prace == RACE_ANDROID)
- {
- msg_print(_("センサーが復旧した。", "You can see again."));
- }
- else
- {
- msg_print(_("やっと目が見えるようになった。", "You can see again."));
- }
-
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->blind = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Fully update the visuals */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*!
- * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
- * @param v 継続時間
- * @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。
- */
-bool set_confused(TIME_EFFECT v)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (!p_ptr->confused)
- {
- msg_print(_("あなたは混乱した!", "You are confused!"));
-
- if (p_ptr->action == ACTION_LEARN)
- {
- msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
- new_mane = FALSE;
-
- p_ptr->redraw |= (PR_STATE);
- p_ptr->action = ACTION_NONE;
- }
- if (p_ptr->action == ACTION_KAMAE)
- {
- msg_print(_("構えがとけた。", "Your posture gets loose."));
- p_ptr->special_defense &= ~(KAMAE_MASK);
- p_ptr->update |= (PU_BONUS);
- p_ptr->redraw |= (PR_STATE);
- p_ptr->action = ACTION_NONE;
- }
- else if (p_ptr->action == ACTION_KATA)
- {
- msg_print(_("型が崩れた。", "Your posture gets loose."));
- p_ptr->special_defense &= ~(KATA_MASK);
- p_ptr->update |= (PU_BONUS);
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_STATE);
- p_ptr->redraw |= (PR_STATUS);
- p_ptr->action = ACTION_NONE;
- }
-
- /* Sniper */
- if (p_ptr->concent) reset_concentration(TRUE);
-
- /* Hex */
- if (hex_spelling_any()) stop_hex_spell_all();
-
- notice = TRUE;
- p_ptr->counter = FALSE;
- chg_virtue(V_HARMONY, -1);
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->confused)
- {
- msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
- p_ptr->special_attack &= ~(ATTACK_SUIKEN);
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->confused = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*!
- * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
- * @param v 継続時間
- * @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。
- */
-bool set_poisoned(TIME_EFFECT v)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (!p_ptr->poisoned)
- {
- msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->poisoned)
- {
- msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->poisoned = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*!
- * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
- * @param v 継続時間
- * @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。
- */
-bool set_afraid(TIME_EFFECT v)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (!p_ptr->afraid)
- {
- msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
-
- if (p_ptr->special_defense & KATA_MASK)
- {
- msg_print(_("型が崩れた。", "Your posture gets loose."));
- p_ptr->special_defense &= ~(KATA_MASK);
- p_ptr->update |= (PU_BONUS);
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_STATE);
- p_ptr->redraw |= (PR_STATUS);
- p_ptr->action = ACTION_NONE;
- }
-
- notice = TRUE;
- p_ptr->counter = FALSE;
- chg_virtue(V_VALOUR, -1);
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->afraid)
- {
- msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->afraid = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
- * @param v 継続時間
- * @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。
- */
-bool set_paralyzed(TIME_EFFECT v)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (!p_ptr->paralyzed)
- {
- msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
- /* Sniper */
- if (p_ptr->concent) reset_concentration(TRUE);
-
- /* Hex */
- if (hex_spelling_any()) stop_hex_spell_all();
-
- p_ptr->counter = FALSE;
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->paralyzed)
- {
- msg_print(_("やっと動けるようになった。", "You can move again."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->paralyzed = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Redraw the state */
- p_ptr->redraw |= (PR_STATE);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
- * @param v 継続時間
- * @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。
- * @details Note that we must redraw the map when hallucination changes.
- */
-bool set_image(TIME_EFFECT v)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
-
- /* Open */
- if (v)
- {
- set_tsuyoshi(0, TRUE);
- if (!p_ptr->image)
- {
- msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
-
- /* Sniper */
- if (p_ptr->concent) reset_concentration(TRUE);
-
- p_ptr->counter = FALSE;
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->image)
- {
- 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."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->image = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 1);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update the health bar */
- p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_fast(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->fast && !do_dec)
- {
- if (p_ptr->fast > v) return FALSE;
- }
- else if (!IS_FAST() && !p_ptr->lightspeed)
- {
- msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
- notice = TRUE;
- chg_virtue(V_PATIENCE, -1);
- chg_virtue(V_DILIGENCE, 1);
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
- {
- msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->fast = v;
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_lightspeed(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- if (p_ptr->wild_mode) v = 0;
-
- /* Open */
- if (v)
- {
- if (p_ptr->lightspeed && !do_dec)
- {
- if (p_ptr->lightspeed > v) return FALSE;
- }
- else if (!p_ptr->lightspeed)
- {
- msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
- notice = TRUE;
- chg_virtue(V_PATIENCE, -1);
- chg_virtue(V_DILIGENCE, 1);
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->lightspeed)
- {
- msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->lightspeed = v;
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_slow(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->slow && !do_dec)
- {
- if (p_ptr->slow > v) return FALSE;
- }
- else if (!p_ptr->slow)
- {
- msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->slow)
- {
- msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->slow = v;
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*!
- * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_shield(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->shield && !do_dec)
- {
- if (p_ptr->shield > v) return FALSE;
- }
- else if (!p_ptr->shield)
- {
- msg_print(_("肌が石になった。", "Your skin turns to stone."));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->shield)
- {
- msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->shield = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*!
- * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tsubureru(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tsubureru && !do_dec)
- {
- if (p_ptr->tsubureru > v) return FALSE;
- }
- else if (!p_ptr->tsubureru)
- {
- msg_print(_("横に伸びた。", "Your body expands horizontally."));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tsubureru)
- {
- msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tsubureru = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*!
- * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_magicdef(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->magicdef && !do_dec)
- {
- if (p_ptr->magicdef > v) return FALSE;
- }
- else if (!p_ptr->magicdef)
- {
- 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."));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->magicdef)
- {
- msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->magicdef = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_blessed(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->blessed && !do_dec)
- {
- if (p_ptr->blessed > v) return FALSE;
- }
- else if (!IS_BLESSED())
- {
- msg_print(_("高潔な気分になった!", "You feel righteous!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
- {
- msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->blessed = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*!
- * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_hero(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->hero && !do_dec)
- {
- if (p_ptr->hero > v) return FALSE;
- }
- else if (!IS_HERO())
- {
- msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
- {
- msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->hero = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Recalculate hitpoints */
- p_ptr->update |= (PU_HP);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_shero(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
- /* Open */
- if (v)
- {
- if (p_ptr->shero && !do_dec)
- {
- if (p_ptr->shero > v) return FALSE;
- }
- else if (!p_ptr->shero)
- {
- msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->shero)
- {
- msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->shero = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Recalculate hitpoints */
- p_ptr->update |= (PU_HP);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_protevil(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->protevil && !do_dec)
- {
- if (p_ptr->protevil > v) return FALSE;
- }
- else if (!p_ptr->protevil)
- {
- 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!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->protevil)
- {
- 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."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->protevil = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_wraith_form(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->wraith_form && !do_dec)
- {
- if (p_ptr->wraith_form > v) return FALSE;
- }
- else if (!p_ptr->wraith_form)
- {
- 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 turn into a wraith-being!"));
- notice = TRUE;
- chg_virtue(V_UNLIFE, 3);
- chg_virtue(V_HONOUR, -2);
- chg_virtue(V_SACRIFICE, -2);
- chg_virtue(V_VALOUR, -5);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->wraith_form)
- {
- msg_print(_("不透明になった感じがする。", "You feel opaque."));
- notice = TRUE;
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
- }
-
- /* Use the value */
- p_ptr->wraith_form = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-
-}
-
-/*!
- * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_invuln(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->invuln && !do_dec)
- {
- if (p_ptr->invuln > v) return FALSE;
- }
- else if (!IS_INVULN())
- {
- msg_print(_("無敵だ!", "Invulnerability!"));
- notice = TRUE;
-
- chg_virtue(V_UNLIFE, -2);
- chg_virtue(V_HONOUR, -2);
- chg_virtue(V_SACRIFICE, -3);
- chg_virtue(V_VALOUR, -5);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
- {
- msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
- notice = TRUE;
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- p_ptr->energy_need += ENERGY_NEED();
- }
- }
-
- /* Use the value */
- p_ptr->invuln = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_esp(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_esp && !do_dec)
- {
- if (p_ptr->tim_esp > v) return FALSE;
- }
- else if (!IS_TIM_ESP())
- {
- msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
- {
- msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_esp = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_invis(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_invis && !do_dec)
- {
- if (p_ptr->tim_invis > v) return FALSE;
- }
- else if (!p_ptr->tim_invis)
- {
- msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_invis)
- {
- msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_invis = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_infra(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_infra && !do_dec)
- {
- if (p_ptr->tim_infra > v) return FALSE;
- }
- else if (!p_ptr->tim_infra)
- {
- msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_infra)
- {
- msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_infra = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_regen(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_regen && !do_dec)
- {
- if (p_ptr->tim_regen > v) return FALSE;
- }
- else if (!p_ptr->tim_regen)
- {
- msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_regen)
- {
- msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_regen = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_stealth && !do_dec)
- {
- if (p_ptr->tim_stealth > v) return FALSE;
- }
- else if (!IS_TIM_STEALTH())
- {
- msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
- {
- msg_print(_("足音が大きくなった。", "You no longer walk silently."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_stealth = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 超隠密状態をセットする
- * @param set TRUEならば超隠密状態になる。
- * @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。
- */
-bool set_superstealth(bool set)
-{
- bool notice = FALSE;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (set)
- {
- if (!(p_ptr->special_defense & NINJA_S_STEALTH))
- {
- if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
- {
- 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."));
- p_ptr->monlite = p_ptr->old_monlite = TRUE;
- }
- else
- {
- 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!"));
- p_ptr->monlite = p_ptr->old_monlite = FALSE;
- }
-
- notice = TRUE;
-
- /* Use the value */
- p_ptr->special_defense |= NINJA_S_STEALTH;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->special_defense & NINJA_S_STEALTH)
- {
- 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."));
- notice = TRUE;
-
- /* Use the value */
- p_ptr->special_defense &= ~(NINJA_S_STEALTH);
- }
- }
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_levitation && !do_dec)
- {
- if (p_ptr->tim_levitation > v) return FALSE;
- }
- else if (!p_ptr->tim_levitation)
- {
- msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_levitation)
- {
- msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_levitation = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_sh_touki && !do_dec)
- {
- if (p_ptr->tim_sh_touki > v) return FALSE;
- }
- else if (!p_ptr->tim_sh_touki)
- {
- msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_sh_touki)
- {
- msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_sh_touki = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_sh_fire && !do_dec)
- {
- if (p_ptr->tim_sh_fire > v) return FALSE;
- }
- else if (!p_ptr->tim_sh_fire)
- {
- msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_sh_fire)
- {
- msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_sh_fire = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_sh_holy && !do_dec)
- {
- if (p_ptr->tim_sh_holy > v) return FALSE;
- }
- else if (!p_ptr->tim_sh_holy)
- {
- msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_sh_holy)
- {
- msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_sh_holy = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_eyeeye && !do_dec)
- {
- if (p_ptr->tim_eyeeye > v) return FALSE;
- }
- else if (!p_ptr->tim_eyeeye)
- {
- msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_eyeeye)
- {
- 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."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_eyeeye = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_resist_magic(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->resist_magic && !do_dec)
- {
- if (p_ptr->resist_magic > v) return FALSE;
- }
- else if (!p_ptr->resist_magic)
- {
- msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->resist_magic)
- {
- msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->resist_magic = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_reflect && !do_dec)
- {
- if (p_ptr->tim_reflect > v) return FALSE;
- }
- else if (!p_ptr->tim_reflect)
- {
- msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_reflect)
- {
- msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_reflect = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*
- * Set "p_ptr->multishadow", notice observable changes
- */
-bool set_multishadow(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->multishadow && !do_dec)
- {
- if (p_ptr->multishadow > v) return FALSE;
- }
- else if (!p_ptr->multishadow)
- {
- msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->multishadow)
- {
- msg_print(_("幻影が消えた。", "Your Shadow disappears."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->multishadow = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_dustrobe(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->dustrobe && !do_dec)
- {
- if (p_ptr->dustrobe > v) return FALSE;
- }
- else if (!p_ptr->dustrobe)
- {
- msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->dustrobe)
- {
- msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->dustrobe = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_kabenuke(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->kabenuke && !do_dec)
- {
- if (p_ptr->kabenuke > v) return FALSE;
- }
- else if (!p_ptr->kabenuke)
- {
- msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->kabenuke)
- {
- msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->kabenuke = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tsuyoshi && !do_dec)
- {
- if (p_ptr->tsuyoshi > v) return FALSE;
- }
- else if (!p_ptr->tsuyoshi)
- {
- msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
- notice = TRUE;
- chg_virtue(V_VITALITY, 2);
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tsuyoshi)
- {
- msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
-
- (void)dec_stat(A_CON, 20, TRUE);
- (void)dec_stat(A_STR, 20, TRUE);
-
- notice = TRUE;
- chg_virtue(V_VITALITY, -3);
- }
- }
-
- /* Use the value */
- p_ptr->tsuyoshi = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Recalculate hitpoints */
- p_ptr->update |= (PU_HP);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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-
- * @param attack_type スレイのタイプID
- * @param v 継続時間
- * @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。
- */
-bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
-{
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- /* Clear all elemental attacks (only one is allowed at a time). */
- if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
- {
- p_ptr->special_attack &= ~(ATTACK_ACID);
- msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
- }
- if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
- {
- p_ptr->special_attack &= ~(ATTACK_ELEC);
- msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
- }
- if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
- {
- p_ptr->special_attack &= ~(ATTACK_FIRE);
- msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
- }
- if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
- {
- p_ptr->special_attack &= ~(ATTACK_COLD);
- msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
- }
- if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
- {
- p_ptr->special_attack &= ~(ATTACK_POIS);
- msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
- }
-
- if ((v) && (attack_type))
- {
- /* Set attack type. */
- p_ptr->special_attack |= (attack_type);
-
- /* Set duration. */
- p_ptr->ele_attack = v;
-
- /* Message. */
-#ifdef JP
- msg_format("%sで攻撃できるようになった!",
- ((attack_type == ATTACK_ACID) ? "酸" :
- ((attack_type == ATTACK_ELEC) ? "電撃" :
- ((attack_type == ATTACK_FIRE) ? "火炎" :
- ((attack_type == ATTACK_COLD) ? "冷気" :
- ((attack_type == ATTACK_POIS) ? "毒" :
- "(なし)"))))));
-#else
- msg_format("For a while, the blows you deal will %s",
- ((attack_type == ATTACK_ACID) ? "melt with acid!" :
- ((attack_type == ATTACK_ELEC) ? "shock your foes!" :
- ((attack_type == ATTACK_FIRE) ? "burn with fire!" :
- ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
- ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
- "do nothing special."))))));
-#endif
- }
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- return (TRUE);
-}
-
-/*!
- * @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-
- * @param immune_type 免疫のタイプID
- * @param v 継続時間
- * @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。
- */
-bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
-{
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- /* Clear all elemental attacks (only one is allowed at a time). */
- if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
- {
- p_ptr->special_defense &= ~(DEFENSE_ACID);
- 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."));
- }
- if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
- {
- p_ptr->special_defense &= ~(DEFENSE_ELEC);
- 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."));
- }
- if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
- {
- p_ptr->special_defense &= ~(DEFENSE_FIRE);
- 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."));
- }
- if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
- {
- p_ptr->special_defense &= ~(DEFENSE_COLD);
- 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."));
- }
- if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
- {
- p_ptr->special_defense &= ~(DEFENSE_POIS);
- 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."));
- }
-
- if ((v) && (immune_type))
- {
- /* Set attack type. */
- p_ptr->special_defense |= (immune_type);
-
- /* Set duration. */
- p_ptr->ele_immune = v;
-
- /* Message. */
-#ifdef JP
- msg_format("%sの攻撃を受けつけなくなった!",
- ((immune_type == DEFENSE_ACID) ? "酸" :
- ((immune_type == DEFENSE_ELEC) ? "電撃" :
- ((immune_type == DEFENSE_FIRE) ? "火炎" :
- ((immune_type == DEFENSE_COLD) ? "冷気" :
- ((immune_type == DEFENSE_POIS) ? "毒" :
- "(なし)"))))));
-#else
- msg_format("For a while, You are immune to %s",
- ((immune_type == DEFENSE_ACID) ? "acid!" :
- ((immune_type == DEFENSE_ELEC) ? "electricity!" :
- ((immune_type == DEFENSE_FIRE) ? "fire!" :
- ((immune_type == DEFENSE_COLD) ? "cold!" :
- ((immune_type == DEFENSE_POIS) ? "poison!" :
- "do nothing special."))))));
-#endif
- }
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->oppose_acid && !do_dec)
- {
- if (p_ptr->oppose_acid > v) return FALSE;
- }
- else if (!IS_OPPOSE_ACID())
- {
- msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
- {
- msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->oppose_acid = v;
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->oppose_elec && !do_dec)
- {
- if (p_ptr->oppose_elec > v) return FALSE;
- }
- else if (!IS_OPPOSE_ELEC())
- {
- msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
- {
- msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->oppose_elec = v;
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
- /* Open */
- if (v)
- {
- if (p_ptr->oppose_fire && !do_dec)
- {
- if (p_ptr->oppose_fire > v) return FALSE;
- }
- else if (!IS_OPPOSE_FIRE())
- {
- msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
- {
- msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->oppose_fire = v;
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->oppose_cold && !do_dec)
- {
- if (p_ptr->oppose_cold > v) return FALSE;
- }
- else if (!IS_OPPOSE_COLD())
- {
- msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
- {
- msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->oppose_cold = v;
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
- * @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。
- */
-bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->oppose_pois && !do_dec)
- {
- if (p_ptr->oppose_pois > v) return FALSE;
- }
- else if (!IS_OPPOSE_POIS())
- {
- msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
- {
- msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->oppose_pois = v;
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
- * @param v 継続時間
- * @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。
- * @details
- * Note the special code to only notice "range" changes.
- */
-bool set_stun(TIME_EFFECT v)
-{
- int old_aux, new_aux;
- bool notice = FALSE;
-
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
-
- /* Knocked out */
- if (p_ptr->stun > 100)
- {
- old_aux = 3;
- }
-
- /* Heavy stun */
- else if (p_ptr->stun > 50)
- {
- old_aux = 2;
- }
-
- /* Stun */
- else if (p_ptr->stun > 0)
- {
- old_aux = 1;
- }
-
- /* None */
- else
- {
- old_aux = 0;
- }
-
- /* Knocked out */
- if (v > 100)
- {
- new_aux = 3;
- }
-
- /* Heavy stun */
- else if (v > 50)
- {
- new_aux = 2;
- }
-
- /* Stun */
- else if (v > 0)
- {
- new_aux = 1;
- }
-
- /* None */
- else
- {
- new_aux = 0;
- }
-
- /* Increase cut */
- if (new_aux > old_aux)
- {
- /* Describe the state */
- switch (new_aux)
- {
- /* Stun */
- case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
-
- /* Heavy stun */
- 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;
-
- /* Knocked out */
- 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;
- }
-
- if (randint1(1000) < v || one_in_(16))
- {
- msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
-
- if (one_in_(3))
- {
- if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
- if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
- }
- else if (one_in_(2))
- {
- if (!p_ptr->sustain_int) (void)do_dec_stat(A_INT);
- }
- else
- {
- if (!p_ptr->sustain_wis) (void)do_dec_stat(A_WIS);
- }
- }
- if (p_ptr->special_defense & KATA_MASK)
- {
- msg_print(_("型が崩れた。", "Your posture gets loose."));
- p_ptr->special_defense &= ~(KATA_MASK);
- p_ptr->update |= (PU_BONUS);
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_STATE);
- p_ptr->redraw |= (PR_STATUS);
- p_ptr->action = ACTION_NONE;
- }
-
- /* Sniper */
- if (p_ptr->concent) reset_concentration(TRUE);
-
- /* Hex */
- if (hex_spelling_any()) stop_hex_spell_all();
-
- /* Notice */
- notice = TRUE;
- }
-
- /* Decrease cut */
- else if (new_aux < old_aux)
- {
- /* Describe the state */
- switch (new_aux)
- {
- /* None */
- case 0:
- msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
-
- if (disturb_state) disturb(0, 0);
- break;
- }
-
- /* Notice */
- notice = TRUE;
- }
-
- /* Use the value */
- p_ptr->stun = v;
-
- /* No change */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Redraw the "stun" */
- p_ptr->redraw |= (PR_STUN);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*!
- * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
- * @param v 継続時間
- * @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。
- * @details
- * Note the special code to only notice "range" changes.
- */
-bool set_cut(TIME_EFFECT v)
-{
- int old_aux, new_aux;
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- if ((p_ptr->prace == RACE_GOLEM ||
- p_ptr->prace == RACE_SKELETON ||
- p_ptr->prace == RACE_SPECTRE ||
- (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) &&
- !p_ptr->mimic_form)
- v = 0;
-
- /* Mortal wound */
- if (p_ptr->cut > 1000)
- {
- old_aux = 7;
- }
-
- /* Deep gash */
- else if (p_ptr->cut > 200)
- {
- old_aux = 6;
- }
-
- /* Severe cut */
- else if (p_ptr->cut > 100)
- {
- old_aux = 5;
- }
-
- /* Nasty cut */
- else if (p_ptr->cut > 50)
- {
- old_aux = 4;
- }
-
- /* Bad cut */
- else if (p_ptr->cut > 25)
- {
- old_aux = 3;
- }
-
- /* Light cut */
- else if (p_ptr->cut > 10)
- {
- old_aux = 2;
- }
-
- /* Graze */
- else if (p_ptr->cut > 0)
- {
- old_aux = 1;
- }
-
- /* None */
- else
- {
- old_aux = 0;
- }
-
- /* Mortal wound */
- if (v > 1000)
- {
- new_aux = 7;
- }
-
- /* Deep gash */
- else if (v > 200)
- {
- new_aux = 6;
- }
-
- /* Severe cut */
- else if (v > 100)
- {
- new_aux = 5;
- }
-
- /* Nasty cut */
- else if (v > 50)
- {
- new_aux = 4;
- }
-
- /* Bad cut */
- else if (v > 25)
- {
- new_aux = 3;
- }
-
- /* Light cut */
- else if (v > 10)
- {
- new_aux = 2;
- }
-
- /* Graze */
- else if (v > 0)
- {
- new_aux = 1;
- }
-
- /* None */
- else
- {
- new_aux = 0;
- }
-
- /* Increase cut */
- if (new_aux > old_aux)
- {
- /* Describe the state */
- switch (new_aux)
- {
- /* Graze */
- case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
-
- /* Light cut */
- case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
-
- /* Bad cut */
- case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
-
- /* Nasty cut */
- case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
-
- /* Severe cut */
- case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
-
- /* Deep gash */
- 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;
-
- /* Mortal wound */
- 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;
- }
-
- /* Notice */
- notice = TRUE;
-
- if (randint1(1000) < v || one_in_(16))
- {
- if (!p_ptr->sustain_chr)
- {
- msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
- do_dec_stat(A_CHR);
- }
- }
- }
-
- /* Decrease cut */
- else if (new_aux < old_aux)
- {
- /* Describe the state */
- switch (new_aux)
- {
- /* None */
- case 0:
- 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");
-
- if (disturb_state) disturb(0, 0);
- break;
- }
-
- /* Notice */
- notice = TRUE;
- }
-
- /* Use the value */
- p_ptr->cut = v;
-
- /* No change */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Redraw the "cut" */
- p_ptr->redraw |= (PR_CUT);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
- * @param v 継続時間
- * @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。
- * @details
- * Set "", notice observable changes\n
- *\n
- * The "p_ptr->food" variable can get as large as 20000, allowing the
- * addition of the most "filling" item, Elvish Waybread, which adds
- * 7500 food units, without overflowing the 32767 maximum limit.\n
- *\n
- * Perhaps we should disturb the player with various messages,
- * especially messages about hunger status changes. XXX XXX XXX\n
- *\n
- * Digestion of food is handled in "dungeon.c", in which, normally,
- * the player digests about 20 food units per 100 game turns, more
- * when "fast", more when "regenerating", less with "slow digestion",
- * but when the player is "gorged", he digests 100 food units per 10
- * game turns, or a full 1000 food units per 100 game turns.\n
- *\n
- * Note that the player's speed is reduced by 10 units while gorged,
- * so if the player eats a single food ration (5000 food units) when
- * full (15000 food units), he will be gorged for (5000/100)*10 = 500
- * game turns, or 500/(100/5) = 25 player turns (if nothing else is
- * affecting the player speed).\n
- */
-bool set_food(TIME_EFFECT v)
-{
- int old_aux, new_aux;
-
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
-
- /* Fainting / Starving */
- if (p_ptr->food < PY_FOOD_FAINT)
- {
- old_aux = 0;
- }
-
- /* Weak */
- else if (p_ptr->food < PY_FOOD_WEAK)
- {
- old_aux = 1;
- }
-
- /* Hungry */
- else if (p_ptr->food < PY_FOOD_ALERT)
- {
- old_aux = 2;
- }
-
- /* Normal */
- else if (p_ptr->food < PY_FOOD_FULL)
- {
- old_aux = 3;
- }
-
- /* Full */
- else if (p_ptr->food < PY_FOOD_MAX)
- {
- old_aux = 4;
- }
-
- /* Gorged */
- else
- {
- old_aux = 5;
- }
-
- /* Fainting / Starving */
- if (v < PY_FOOD_FAINT)
- {
- new_aux = 0;
- }
-
- /* Weak */
- else if (v < PY_FOOD_WEAK)
- {
- new_aux = 1;
- }
-
- /* Hungry */
- else if (v < PY_FOOD_ALERT)
- {
- new_aux = 2;
- }
-
- /* Normal */
- else if (v < PY_FOOD_FULL)
- {
- new_aux = 3;
- }
-
- /* Full */
- else if (v < PY_FOOD_MAX)
- {
- new_aux = 4;
- }
-
- /* Gorged */
- else
- {
- new_aux = 5;
- }
-
- if (old_aux < 1 && new_aux > 0)
- chg_virtue(V_PATIENCE, 2);
- else if (old_aux < 3 && (old_aux != new_aux))
- chg_virtue(V_PATIENCE, 1);
- if (old_aux == 2)
- chg_virtue(V_TEMPERANCE, 1);
- if (old_aux == 0)
- chg_virtue(V_TEMPERANCE, -1);
-
- /* Food increase */
- if (new_aux > old_aux)
- {
- /* Describe the state */
- switch (new_aux)
- {
- /* Weak */
- case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
-
- /* Hungry */
- case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
-
- /* Normal */
- case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
-
- /* Full */
- case 4: msg_print(_("満腹だ!", "You are full!")); break;
-
- /* Bloated */
- case 5:
- msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
- chg_virtue(V_HARMONY, -1);
- chg_virtue(V_PATIENCE, -1);
- chg_virtue(V_TEMPERANCE, -2);
-
- break;
- }
-
- /* Change */
- notice = TRUE;
- }
-
- /* Food decrease */
- else if (new_aux < old_aux)
- {
- /* Describe the state */
- switch (new_aux)
- {
- /* Fainting / Starving */
- 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;
-
- /* Weak */
- case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
-
- /* Hungry */
- case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
-
- /* Normal */
- case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
-
- /* Full */
- case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
- }
-
- if (p_ptr->wild_mode && (new_aux < 2))
- {
- change_wild_mode();
- }
-
- /* Change */
- notice = TRUE;
- }
-
- /* Use the value */
- p_ptr->food = v;
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Redraw hunger */
- p_ptr->redraw |= (PR_HUNGER);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-/*!
- * @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-
- * @param stat 上昇させるステータスID
- * @return 実際に上昇した場合TRUEを返す。
- * @details
- * Note that this function (used by stat potions) now restores\n
- * the stat BEFORE increasing it.\n
- */
-bool inc_stat(int stat)
-{
- BASE_STATUS value, gain;
-
- /* Then augment the current/max stat */
- value = p_ptr->stat_cur[stat];
-
- /* Cannot go above 18/100 */
- if (value < p_ptr->stat_max_max[stat])
- {
- /* Gain one (sometimes two) points */
- if (value < 18)
- {
- gain = ((randint0(100) < 75) ? 1 : 2);
- value += gain;
- }
-
- /* Gain 1/6 to 1/3 of distance to 18/100 */
- else if (value < (p_ptr->stat_max_max[stat]-2))
- {
- /* Approximate gain value */
- gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
-
- /* Paranoia */
- if (gain < 1) gain = 1;
-
- /* Apply the bonus */
- value += randint1(gain) + gain / 2;
-
- /* Maximal value */
- if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
- }
-
- /* Gain one point at a time */
- else
- {
- value++;
- }
-
- /* Save the new value */
- p_ptr->stat_cur[stat] = value;
-
- /* Bring up the maximum too */
- if (value > p_ptr->stat_max[stat])
- {
- p_ptr->stat_max[stat] = value;
- }
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Success */
- return (TRUE);
- }
-
- /* Nothing to gain */
- return (FALSE);
-}
-
-/*!
- * @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.
- * @param stat 減少させるステータスID
- * @param amount 減少させる基本量
- * @param permanent TRUEならば現在の最大値を減少させる
- * @return 実際に減少した場合TRUEを返す。
- * @details
- *\n
- * Amount could be a little higher in extreme cases to mangle very high\n
- * stats from massive assaults. -CWS\n
- *\n
- * Note that "permanent" means that the *given* amount is permanent,\n
- * not that the new value becomes permanent. This may not work exactly\n
- * as expected, due to "weirdness" in the algorithm, but in general,\n
- * if your stat is already drained, the "max" value will not drop all\n
- * the way down to the "cur" value.\n
- */
-bool dec_stat(int stat, int amount, int permanent)
-{
- BASE_STATUS cur, max;
- int loss, same;
- bool res = FALSE;
-
-
- /* Acquire current value */
- cur = p_ptr->stat_cur[stat];
- max = p_ptr->stat_max[stat];
-
- /* Note when the values are identical */
- same = (cur == max);
-
- /* Damage "current" value */
- if (cur > 3)
- {
- /* Handle "low" values */
- if (cur <= 18)
- {
- if (amount > 90) cur--;
- if (amount > 50) cur--;
- if (amount > 20) cur--;
- cur--;
- }
-
- /* Handle "high" values */
- else
- {
- /* Hack -- Decrement by a random amount between one-quarter */
- /* and one-half of the stat bonus times the percentage, with a */
- /* minimum damage of half the percentage. -CWS */
- loss = (((cur-18) / 2 + 1) / 2 + 1);
-
- /* Paranoia */
- if (loss < 1) loss = 1;
-
- /* Randomize the loss */
- loss = ((randint1(loss) + loss) * amount) / 100;
-
- /* Maximal loss */
- if (loss < amount/2) loss = amount/2;
-
- /* Lose some points */
- cur = cur - loss;
-
- /* Hack -- Only reduce stat to 17 sometimes */
- if (cur < 18) cur = (amount <= 20) ? 18 : 17;
- }
-
- /* Prevent illegal values */
- if (cur < 3) cur = 3;
-
- /* Something happened */
- if (cur != p_ptr->stat_cur[stat]) res = TRUE;
- }
-
- /* Damage "max" value */
- if (permanent && (max > 3))
- {
- chg_virtue(V_SACRIFICE, 1);
- if (stat == A_WIS || stat == A_INT)
- chg_virtue(V_ENLIGHTEN, -2);
-
- /* Handle "low" values */
- if (max <= 18)
- {
- if (amount > 90) max--;
- if (amount > 50) max--;
- if (amount > 20) max--;
- max--;
- }
-
- /* Handle "high" values */
- else
- {
- /* Hack -- Decrement by a random amount between one-quarter */
- /* and one-half of the stat bonus times the percentage, with a */
- /* minimum damage of half the percentage. -CWS */
- loss = (((max-18) / 2 + 1) / 2 + 1);
- loss = ((randint1(loss) + loss) * amount) / 100;
- if (loss < amount/2) loss = amount/2;
-
- /* Lose some points */
- max = max - loss;
-
- /* Hack -- Only reduce stat to 17 sometimes */
- if (max < 18) max = (amount <= 20) ? 18 : 17;
- }
-
- /* Hack -- keep it clean */
- if (same || (max < cur)) max = cur;
-
- /* Something happened */
- if (max != p_ptr->stat_max[stat]) res = TRUE;
- }
-
- /* Apply changes */
- if (res)
- {
- /* Actually set the stat to its new value. */
- p_ptr->stat_cur[stat] = cur;
- p_ptr->stat_max[stat] = max;
-
- /* Redisplay the stats later */
- p_ptr->redraw |= (PR_STATS);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
- }
-
- /* Done */
- return (res);
-}
-
-
-/*!
- * @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.
- * @param stat 回復ステータスID
- * @return 実際に回復した場合TRUEを返す。
- */
-bool res_stat(int stat)
-{
- /* Restore if needed */
- if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
- {
- /* Restore */
- p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Redisplay the stats later */
- p_ptr->redraw |= (PR_STATS);
-
- /* Success */
- return (TRUE);
- }
-
- /* Nothing to restore */
- return (FALSE);
-}
-
-
-/*
- * Increase players hit points, notice effects
- */
-bool hp_player(int num)
-{
- int vir;
- vir = virtue_number(V_VITALITY);
- if (vir)
- {
- num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
- }
- /* Healing needed */
- if (p_ptr->chp < p_ptr->mhp)
- {
- if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
- chg_virtue(V_TEMPERANCE, 1);
- /* Gain hitpoints */
- p_ptr->chp += num;
-
- /* Enforce maximum */
- if (p_ptr->chp >= p_ptr->mhp)
- {
- p_ptr->chp = p_ptr->mhp;
- p_ptr->chp_frac = 0;
- }
-
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Heal 0-4 */
- if (num < 5)
- {
- msg_print(_("少し気分が良くなった。", "You feel a little better."));
- }
-
- /* Heal 5-14 */
- else if (num < 15)
- {
- msg_print(_("気分が良くなった。", "You feel better."));
- }
-
- /* Heal 15-34 */
- else if (num < 35)
- {
- msg_print(_("とても気分が良くなった。", "You feel much better."));
- }
-
- /* Heal 35+ */
- else
- {
- msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
- }
-
- /* Notice */
- return (TRUE);
- }
-
- /* Ignore */
- return (FALSE);
-}
-
-
-/*
- * Array of stat "descriptions"
- */
-static cptr desc_stat_pos[] =
-{
-_("強く", "strong"),
-_("知的に", "smart"),
-_("賢く", "wise"),
-_("器用に", "dextrous"),
-_("健康に", "healthy"),
-_("美しく", "cute")
-};
-
-
-/*
- * Array of stat "descriptions"
- */
-static cptr desc_stat_neg[] =
-{
-#ifdef JP
-"弱く",
-"無知に",
-"愚かに",
-"不器用に",
-"不健康に",
-"醜く"
-#else
- "weak",
- "stupid",
- "naive",
- "clumsy",
- "sickly",
- "ugly"
-#endif
-
-};
-
-
-/*
- * Lose a "point"
- */
-bool do_dec_stat(int stat)
-{
- bool sust = FALSE;
-
- /* Access the "sustain" */
- switch (stat)
- {
- case A_STR: if (p_ptr->sustain_str) sust = TRUE; break;
- case A_INT: if (p_ptr->sustain_int) sust = TRUE; break;
- case A_WIS: if (p_ptr->sustain_wis) sust = TRUE; break;
- case A_DEX: if (p_ptr->sustain_dex) sust = TRUE; break;
- case A_CON: if (p_ptr->sustain_con) sust = TRUE; break;
- case A_CHR: if (p_ptr->sustain_chr) sust = TRUE; break;
- }
-
- /* Sustain */
- if (sust && (!ironman_nightmare || randint0(13)))
- {
- /* Message */
- 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."),
- desc_stat_neg[stat]);
-
- /* Notice effect */
- return (TRUE);
- }
-
- /* Attempt to reduce the stat */
- if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
- {
- /* Message */
- msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
-
- /* Notice effect */
- return (TRUE);
- }
-
- /* Nothing obvious */
- return (FALSE);
-}
-
-
-/*
- * Restore lost "points" in a stat
- */
-bool do_res_stat(int stat)
-{
- /* Attempt to increase */
- if (res_stat(stat))
- {
- /* Message */
- msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
-
- /* Notice */
- return (TRUE);
- }
-
- /* Nothing obvious */
- return (FALSE);
-}
-
-
-/*
- * Gain a "point" in a stat
- */
-bool do_inc_stat(int stat)
-{
- bool res;
-
- /* Restore strength */
- res = res_stat(stat);
-
- /* Attempt to increase */
- if (inc_stat(stat))
- {
- if (stat == A_WIS)
- {
- chg_virtue(V_ENLIGHTEN, 1);
- chg_virtue(V_FAITH, 1);
- }
- else if (stat == A_INT)
- {
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- }
- else if (stat == A_CON)
- chg_virtue(V_VITALITY, 1);
-
- /* Message */
- msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
-
- /* Notice */
- return (TRUE);
- }
-
- /* Restoration worked */
- if (res)
- {
- /* Message */
- msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
-
- /* Notice */
- return (TRUE);
- }
-
- /* Nothing obvious */
- return (FALSE);
-}
-
-
-/*
- * Restores any drained experience
- */
-bool restore_level(void)
-{
- /* Restore experience */
- if (p_ptr->exp < p_ptr->max_exp)
- {
- /* Message */
- msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
-
- /* Restore the experience */
- p_ptr->exp = p_ptr->max_exp;
-
- /* Check the experience */
- check_experience();
-
- /* Did something */
- return (TRUE);
- }
-
- /* No effect */
- return (FALSE);
-}
-
-
-/*
- * Forget everything
- */
-bool lose_all_info(void)
-{
- int i;
-
- chg_virtue(V_KNOWLEDGE, -5);
- chg_virtue(V_ENLIGHTEN, -5);
-
- /* Forget info about objects */
- for (i = 0; i < INVEN_TOTAL; i++)
- {
- object_type *o_ptr = &inventory[i];
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
-
- /* Allow "protection" by the MENTAL flag */
- if (o_ptr->ident & (IDENT_MENTAL)) continue;
-
- /* Remove "default inscriptions" */
- o_ptr->feeling = FEEL_NONE;
-
- /* Hack -- Clear the "empty" flag */
- o_ptr->ident &= ~(IDENT_EMPTY);
-
- /* Hack -- Clear the "known" flag */
- o_ptr->ident &= ~(IDENT_KNOWN);
-
- /* Hack -- Clear the "felt" flag */
- o_ptr->ident &= ~(IDENT_SENSE);
- }
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Mega-Hack -- Forget the map */
- wiz_dark();
-
- /* It worked */
- return (TRUE);
-}
-
-
-void do_poly_wounds(void)
-{
- /* Changed to always provide at least _some_ healing */
- s16b wounds = p_ptr->cut;
- s16b hit_p = (p_ptr->mhp - p_ptr->chp);
- s16b change = damroll(p_ptr->lev, 5);
- bool Nasty_effect = one_in_(5);
-
- if (!(wounds || hit_p || Nasty_effect)) return;
-
- msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
- hp_player(change);
- if (Nasty_effect)
- {
- msg_print(_("新たな傷ができた!", "A new wound was created!"));
- take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
- set_cut(change);
- }
- else
- {
- set_cut(p_ptr->cut - (change / 2));
- }
-}
-
-
-/*
- * Change player race
- */
-void change_race(CHARACTER_IDX new_race, cptr effect_msg)
-{
- cptr title = race_info[new_race].title;
- int old_race = p_ptr->prace;
-
-#ifdef JP
- msg_format("あなたは%s%sに変化した!", effect_msg, title);
-#else
- msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
-#endif
-
- chg_virtue(V_CHANCE, 2);
-
- if (p_ptr->prace < 32)
- {
- p_ptr->old_race1 |= 1L << p_ptr->prace;
- }
- else
- {
- p_ptr->old_race2 |= 1L << (p_ptr->prace-32);
- }
- p_ptr->prace = new_race;
- rp_ptr = &race_info[p_ptr->prace];
-
- /* Experience factor */
- p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
-
- /*
- * The speed bonus of Klackons and Sprites are disabled
- * and the experience penalty is decreased.
- */
- 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)))
- p_ptr->expfact -= 15;
-
- /* Get character's height and weight */
- get_height_weight();
-
- /* Hitdice */
- if (p_ptr->pclass == CLASS_SORCERER)
- p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
- else
- p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
-
- do_cmd_rerate(FALSE);
-
- /* The experience level may be modified */
- check_experience();
-
- p_ptr->redraw |= (PR_BASIC);
-
- p_ptr->update |= (PU_BONUS);
-
- handle_stuff();
-
- /* Load an autopick preference file */
- if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
-
- /* Player's graphic tile may change */
- lite_spot(p_ptr->y, p_ptr->x);
-}
-
-
-void do_poly_self(void)
-{
- int power = p_ptr->lev;
-
- msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
- chg_virtue(V_CHANCE, 1);
-
- if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
- {
- char effect_msg[80] = "";
- CHARACTER_IDX new_race;
-
- /* Some form of racial polymorph... */
- power -= 10;
-
- if ((power > randint0(5)) && one_in_(4))
- {
- /* sex change */
- power -= 2;
-
- if (p_ptr->psex == SEX_MALE)
- {
- p_ptr->psex = SEX_FEMALE;
- sp_ptr = &sex_info[p_ptr->psex];
- sprintf(effect_msg, _("女性の", "female "));
- }
- else
- {
- p_ptr->psex = SEX_MALE;
- sp_ptr = &sex_info[p_ptr->psex];
- sprintf(effect_msg, _("男性の", "male "));
- }
- }
-
- if ((power > randint0(30)) && one_in_(5))
- {
- int tmp = 0;
-
- /* Harmful deformity */
- power -= 15;
-
- while (tmp < 6)
- {
- if (one_in_(2))
- {
- (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
- power -= 1;
- }
- tmp++;
- }
-
- /* Deformities are discriminated against! */
- (void)dec_stat(A_CHR, randint1(6), TRUE);
-
- if (effect_msg[0])
- {
- char tmp_msg[10];
- sprintf(tmp_msg,_("%s", "%s "),effect_msg);
- sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
- }
- else
- {
- sprintf(effect_msg,_("奇形の", "deformed "));
- }
- }
-
- while ((power > randint0(20)) && one_in_(10))
- {
- /* Polymorph into a less mutated form */
- power -= 10;
-
- if (!lose_mutation(0))
- msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
- }
-
- do
- {
- new_race = (CHARACTER_IDX)randint0(MAX_RACES);
- }
- while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
-
- change_race(new_race, effect_msg);
- }
-
- if ((power > randint0(30)) && one_in_(6))
- {
- int tmp = 0;
-
- /* Abomination! */
- power -= 20;
- 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");
-
- while (tmp < 6)
- {
- (void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
- tmp++;
- }
- if (one_in_(6))
- {
- 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!"));
- take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
-
- power -= 10;
- }
- }
-
- if ((power > randint0(20)) && one_in_(4))
- {
- power -= 10;
-
- get_max_stats();
- do_cmd_rerate(FALSE);
- }
-
- while ((power > randint0(15)) && one_in_(3))
- {
- power -= 7;
- (void)gain_random_mutation(0);
- }
-
- if (power > randint0(5))
- {
- power -= 5;
- do_poly_wounds();
- }
-
- /* Note: earlier deductions may have left power < 0 already. */
- while (power > 0)
- {
- mutate_player();
- power--;
- }
-}
-
-
-/*
- * Decreases players hit points and sets death flag if necessary
- *
- * XXX XXX XXX Invulnerability needs to be changed into a "shield"
- *
- * XXX XXX XXX Hack -- this function allows the user to save (or quit)
- * the game when he dies, since the "You die." message is shown before
- * setting the player to "dead".
- */
-
-int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell)
-{
- int old_chp = p_ptr->chp;
-
- char death_message[1024];
- char tmp[80];
-
- int warning = (p_ptr->mhp * hitpoint_warn / 10);
-
- /* Paranoia */
- if (p_ptr->is_dead) return 0;
-
- if (p_ptr->sutemi) damage *= 2;
- if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
-
- if (easy_band) damage = (damage+1)/2;
-
- if (damage_type != DAMAGE_USELIFE)
- {
- /* Disturb */
- disturb(1, 1);
- if (auto_more)
- {
- now_damaged = TRUE;
- }
- }
-
- if (monspell >= 0) learn_spell(monspell);
-
- /* Mega-Hack -- Apply "invulnerability" */
- if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
- {
- if (IS_INVULN() && (damage < 9000))
- {
- if (damage_type == DAMAGE_FORCE)
- {
- msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
- }
- else if (one_in_(PENETRATE_INVULNERABILITY))
- {
- msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
- }
- else
- {
- return 0;
- }
- }
-
- if (CHECK_MULTISHADOW())
- {
- if (damage_type == DAMAGE_FORCE)
- {
- msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
- }
- else if (damage_type == DAMAGE_ATTACK)
- {
- 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!"));
- return 0;
- }
- }
-
- if (p_ptr->wraith_form)
- {
- if (damage_type == DAMAGE_FORCE)
- {
- msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
- }
- else
- {
- damage /= 2;
- if ((damage == 0) && one_in_(2)) damage = 1;
- }
- }
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- damage /= 2;
- if ((damage == 0) && one_in_(2)) damage = 1;
- }
- } /* not if LOSELIFE USELIFE */
-
- /* Hurt the player */
- p_ptr->chp -= damage;
- if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
- {
- damage += p_ptr->chp;
- p_ptr->chp = 0;
- }
-
- /* Display the hitpoints */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
- {
- chg_virtue(V_SACRIFICE, 1);
- chg_virtue(V_CHANCE, 2);
- }
-
- /* Dead player */
- if (p_ptr->chp < 0)
- {
- bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
-
-#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 */
- if (!cheat_save)
- if(!save_player()) msg_print("セーブ失敗!");
-#endif
-
- /* Sound */
- sound(SOUND_DEATH);
-
- chg_virtue(V_SACRIFICE, 10);
-
- handle_stuff();
-
- /* Leaving */
- p_ptr->leaving = TRUE;
-
- /* Note death */
- p_ptr->is_dead = TRUE;
-
- if (p_ptr->inside_arena)
- {
- cptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
- msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
- msg_print(NULL);
- if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
- }
- else
- {
- int q_idx = quest_number(dun_level);
- bool seppuku = streq(hit_from, "Seppuku");
- bool winning_seppuku = p_ptr->total_winner && seppuku;
-
- play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
-
-#ifdef WORLD_SCORE
- /* Make screen dump */
- screen_dump = make_screen_dump();
-#endif
-
- /* Note cause of death */
- if (seppuku)
- {
- strcpy(p_ptr->died_from, hit_from);
-#ifdef JP
- if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
-#endif
- }
- else
- {
- char dummy[1024];
-#ifdef JP
- 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);
-#else
- sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
-#endif
- my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
- }
-
- /* No longer a winner */
- p_ptr->total_winner = FALSE;
-
- if (winning_seppuku)
- {
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
- }
- else
- {
- char buf[20];
-
- if (p_ptr->inside_arena)
- strcpy(buf,_("アリーナ", "in the Arena"));
- else if (!dun_level)
- strcpy(buf,_("地上", "on the surface"));
- else if (q_idx && (is_fixed_quest_idx(q_idx) &&
- !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
- strcpy(buf,_("クエスト", "in a quest"));
- else
- sprintf(buf,_("%d階", "level %d"), (int)dun_level);
-
- sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
- }
-
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
-
- flush();
-
- if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
- {
- do_cmd_save_screen();
- }
-
- flush();
-
- /* Initialize "last message" buffer */
- if (p_ptr->last_message) string_free(p_ptr->last_message);
- p_ptr->last_message = NULL;
-
- /* Hack -- Note death */
- if (!last_words)
- {
-#ifdef JP
- msg_format("あなたは%sました。", android ? "壊れ" : "死に");
-#else
- msg_print(android ? "You are broken." : "You die.");
-#endif
-
- msg_print(NULL);
- }
- else
- {
- if (winning_seppuku)
- {
- get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
- }
- else
- {
- get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
- }
-
- do
- {
-#ifdef JP
- while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
-#else
- while (!get_string("Last word: ", death_message, 1024)) ;
-#endif
- }
- while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
-
- if (death_message[0] == '\0')
- {
-#ifdef JP
- strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
-#else
- strcpy(death_message, android ? "You are broken." : "You die.");
-#endif
- }
- else p_ptr->last_message = string_make(death_message);
-
-#ifdef JP
- if (winning_seppuku)
- {
- int i, len;
- int w = Term->wid;
- int h = Term->hgt;
- int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
- int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
- cptr str;
- char* str2;
-
- Term_clear();
-
- /* 桜散る */
- for (i = 0; i < 40; i++)
- Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
-
- str = death_message;
- if (strncmp(str, "「", 2) == 0) str += 2;
-
- str2 = my_strstr(str, "」");
- if (str2 != NULL) *str2 = '\0';
-
- i = 0;
- while (i < 9)
- {
- str2 = my_strstr(str, " ");
- if (str2 == NULL) len = strlen(str);
- else len = str2 - str;
-
- if (len != 0)
- {
- Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
- TERM_WHITE, str);
- if (str2 == NULL) break;
- i++;
- }
- str = str2 + 1;
- if (*str == 0) break;
- }
-
- /* Hide cursor */
- Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
-
- flush();
-#ifdef WORLD_SCORE
- /* Make screen dump */
- screen_dump = make_screen_dump();
-#endif
-
- /* Wait a key press */
- (void)inkey();
- }
- else
-#endif
- msg_print(death_message);
- }
- }
-
- /* Dead */
- return damage;
- }
-
- handle_stuff();
-
- /* Hitpoint warning */
- if (p_ptr->chp < warning)
- {
- /* Hack -- bell on first notice */
- if (old_chp > warning) bell();
-
- sound(SOUND_WARN);
-
- if (record_danger && (old_chp > warning))
- {
- if (p_ptr->image && damage_type == DAMAGE_ATTACK)
- hit_from = _("何か", "something");
-
- sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
- }
-
- if (auto_more)
- {
- /* stop auto_more even if DAMAGE_USELIFE */
- now_damaged = TRUE;
- }
-
- /* Message */
- msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
- msg_print(NULL);
- flush();
- }
- if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
- {
- change_wild_mode();
- }
- return damage;
-}
-
-
-/*
- * Gain experience
- */
-void gain_exp_64(s32b amount, u32b amount_frac)
-{
- if (p_ptr->is_dead) return;
-
- if (p_ptr->prace == RACE_ANDROID) return;
-
- /* Gain some experience */
- s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
-
- /* Slowly recover from experience drainage */
- if (p_ptr->exp < p_ptr->max_exp)
- {
- /* Gain max experience (20%) (was 10%) */
- p_ptr->max_exp += amount / 5;
- }
-
- /* Check Experience */
- check_experience();
-}
-
-
-/*
- * Gain experience
- */
-void gain_exp(s32b amount)
-{
- gain_exp_64(amount, 0L);
-}
-
-
-void calc_android_exp(void)
-{
- int i;
- u32b total_exp = 0;
- if (p_ptr->is_dead) return;
-
- if (p_ptr->prace != RACE_ANDROID) return;
-
- for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
- {
- object_type *o_ptr = &inventory[i];
- object_type forge;
- object_type *q_ptr = &forge;
- u32b value, exp;
- int level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
-
- if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
- if (!o_ptr->k_idx) continue;
-
- /* Wipe the object */
- object_wipe(q_ptr);
-
- object_copy(q_ptr, o_ptr);
- q_ptr->discount = 0;
- q_ptr->curse_flags = 0L;
-
- if (object_is_fixed_artifact(o_ptr))
- {
- level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
- level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
- }
- else if (object_is_ego(o_ptr))
- {
- level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
- }
- else if (o_ptr->art_name)
- {
- s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
- int fake_level;
-
- if (!object_is_weapon_ammo(o_ptr))
- {
- /* For armors */
- if (total_flags < 15000) fake_level = 10;
- else if (total_flags < 35000) fake_level = 25;
- else fake_level = 40;
- }
- else
- {
- /* For weapons */
- if (total_flags < 20000) fake_level = 10;
- else if (total_flags < 45000) fake_level = 25;
- else fake_level = 40;
- }
-
- level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
- }
-
- value = object_value_real(q_ptr);
-
- if (value <= 0) continue;
- if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
- if (value > 5000000L) value = 5000000L;
- if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
-
- if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
- (o_ptr->tval == TV_DRAG_ARMOR) ||
- ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
- ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
- ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
- ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)) ||
- ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
- {
- if (level > 65) level = 35 + (level - 65) / 5;
- else if (level > 35) level = 25 + (level - 35) / 3;
- else if (level > 15) level = 15 + (level - 15) / 2;
- exp = MIN(100000L, value) / 2 * level * level;
- if (value > 100000L)
- exp += (value - 100000L) / 8 * level * level;
- }
- else
- {
- exp = MIN(100000L, value) * level;
- if (value > 100000L)
- exp += (value - 100000L) / 4 * level;
- }
- if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
- else total_exp += exp / 16;
- if (i == INVEN_BODY) total_exp += exp / 32;
- }
- p_ptr->exp = p_ptr->max_exp = total_exp;
-
- /* Check Experience */
- check_experience();
-}
-
-
-/*
- * Lose experience
- */
-void lose_exp(s32b amount)
-{
- if (p_ptr->prace == RACE_ANDROID) return;
-
- /* Never drop below zero experience */
- if (amount > p_ptr->exp) amount = p_ptr->exp;
-
- /* Lose some experience */
- p_ptr->exp -= amount;
-
- /* Check Experience */
- check_experience();
-}
-
-
-/*
- * Drain experience
- * If resisted to draining, return FALSE
- */
-bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
-{
- /* Androids and their mimics are never drained */
- if (p_ptr->prace == RACE_ANDROID) return FALSE;
-
- if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
- {
- /* Hold experience */
- msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
- return FALSE;
- }
-
- /* Hold experience failed */
- if (p_ptr->hold_exp)
- {
- msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
- lose_exp(slip);
- }
- else
- {
- 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!"));
- lose_exp(drain);
- }
-
- return TRUE;
-}
-
-
-bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->ult_res && !do_dec)
- {
- if (p_ptr->ult_res > v) return FALSE;
- }
- else if (!p_ptr->ult_res)
- {
- 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!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->ult_res)
- {
- 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"));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->ult_res = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_res_nether && !do_dec)
- {
- if (p_ptr->tim_res_nether > v) return FALSE;
- }
- else if (!p_ptr->tim_res_nether)
- {
- msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_res_nether)
- {
- 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"));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_res_nether = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
-{
- bool notice = FALSE;
-
- /* Hack -- Force good values */
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
-
- if (p_ptr->is_dead) return FALSE;
-
- /* Open */
- if (v)
- {
- if (p_ptr->tim_res_time && !do_dec)
- {
- if (p_ptr->tim_res_time > v) return FALSE;
- }
- else if (!p_ptr->tim_res_time)
- {
- 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!"));
- notice = TRUE;
- }
- }
-
- /* Shut */
- else
- {
- if (p_ptr->tim_res_time)
- {
- 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"));
- notice = TRUE;
- }
- }
-
- /* Use the value */
- p_ptr->tim_res_time = v;
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
- /* Nothing to notice */
- if (!notice) return (FALSE);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Result */
- return (TRUE);
-}
-
-
-/*
- * Choose a warrior-mage elemental attack. -LM-
- */
-bool choose_ele_attack(void)
-{
- int num;
-
- char choice;
-
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
- {
- 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."));
- return FALSE;
- }
-
- /* Save screen */
- screen_save();
-
- num = (p_ptr->lev - 20) / 5;
- c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
-
- if (num >= 2)
- c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
- else
- prt("", 3, 14);
-
- if (num >= 3)
- c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
- else
- prt("", 4, 14);
-
- if (num >= 4)
- c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
- else
- prt("", 5, 14);
-
- if (num >= 5)
- c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
- else
- prt("", 6, 14);
-
- prt("", 7, 14);
- prt("", 8, 14);
- prt("", 9, 14);
-
- prt("", 1, 0);
- prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
-
- choice = inkey();
-
- if ((choice == 'a') || (choice == 'A'))
- set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2));
- else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
- set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2));
- else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
- set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2));
- else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
- set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2));
- else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
- set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
- else
- {
- msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
- screen_load();
- return FALSE;
- }
- /* Load screen */
- screen_load();
- return TRUE;
-}
-
-
-/*
- * Choose a elemental immune. -LM-
- */
-bool choose_ele_immune(TIME_EFFECT immune_turn)
-{
- char choice;
-
- /* Save screen */
- screen_save();
-
- c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
- c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
- c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
- c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
-
- prt("", 6, 14);
- prt("", 7, 14);
- prt("", 8, 14);
- prt("", 9, 14);
-
- prt("", 1, 0);
- prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
-
- choice = inkey();
-
- if ((choice == 'a') || (choice == 'A'))
- set_ele_immune(DEFENSE_FIRE, immune_turn);
- else if ((choice == 'b') || (choice == 'B'))
- set_ele_immune(DEFENSE_COLD, immune_turn);
- else if ((choice == 'c') || (choice == 'C'))
- set_ele_immune(DEFENSE_ACID, immune_turn);
- else if ((choice == 'd') || (choice == 'D'))
- set_ele_immune(DEFENSE_ELEC, immune_turn);
- else
- {
- msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));
- screen_load();
- return FALSE;
- }
- /* Load screen */
- screen_load();
- return TRUE;
-}