(void)do_dec_stat(player_ptr, A_STR);
return true;
case SV_FOOD_CURE_POISON:
- return bss.poison(0);
+ return bss.set_poison(0);
case SV_FOOD_CURE_BLINDNESS:
return bss.blindness(0);
case SV_FOOD_CURE_PARANOIA:
return true;
case SV_FOOD_WAYBREAD:
msg_print(_("これはひじょうに美味だ。", "That tastes very good."));
- (void)bss.poison(0);
+ (void)bss.set_poison(0);
(void)hp_player(player_ptr, damroll(4, 8));
return true;
case SV_FOOD_PINT_OF_ALE:
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
BadStatusSetter bss(player_ptr);
(void)bss.fear(0);
- (void)bss.poison(0);
+ (void)bss.set_poison(0);
return true;
}
case RandomArtActType::REST_EXP:
return set_tim_invis(this->player_ptr, this->player_ptr->tim_invis + 12 + randint1(12), false);
case SV_POTION_SLOW_POISON: {
const auto player_poison = this->player_ptr->effects()->poison();
- return BadStatusSetter(this->player_ptr).poison(player_poison->current() / 2);
+ return BadStatusSetter(this->player_ptr).set_poison(player_poison->current() / 2);
}
case SV_POTION_CURE_POISON:
- return BadStatusSetter(this->player_ptr).poison(0);
+ return BadStatusSetter(this->player_ptr).set_poison(0);
case SV_POTION_BOLDNESS:
return BadStatusSetter(this->player_ptr).fear(0);
case SV_POTION_SPEED:
}
BadStatusSetter bss(this->player_ptr);
- (void)bss.poison(0);
+ (void)bss.set_poison(0);
(void)bss.mod_paralysis(4);
return true;
}
}
if (cast) {
- (void)BadStatusSetter(player_ptr).poison(0);
+ (void)BadStatusSetter(player_ptr).set_poison(0);
}
break;
if (cast) {
BadStatusSetter bss(player_ptr);
(void)bss.cut(0);
- (void)bss.poison(0);
+ (void)bss.set_poison(0);
(void)bss.stun(0);
}
dispel_evil(player_ptr, randint1(dam_sides));
hp_player(player_ptr, heal);
(void)bss.fear(0);
- (void)bss.poison(0);
+ (void)bss.set_poison(0);
(void)bss.stun(0);
(void)bss.cut(0);
}
}
if (cast) {
- (void)BadStatusSetter(player_ptr).poison(0);
+ (void)BadStatusSetter(player_ptr).set_poison(0);
}
break;
BadStatusSetter bss(player_ptr);
hp_player(player_ptr, damroll(dice, sides));
(void)bss.cut(0);
- (void)bss.poison(0);
+ (void)bss.set_poison(0);
}
}
break;
}
BadStatusSetter bss(player_ptr);
- if (bss.poison(0)) {
+ if (bss.set_poison(0)) {
ident = true;
}
restore_level(player_ptr);
BadStatusSetter bss(player_ptr);
- (void)bss.poison(0);
+ (void)bss.set_poison(0);
(void)bss.blindness(0);
(void)bss.confusion(0);
(void)bss.hallucination(0);
ident = true;
}
- if (bss.poison(0)) {
+ if (bss.set_poison(0)) {
ident = true;
}
ident = true;
}
- if (bss.poison(0)) {
+ if (bss.set_poison(0)) {
ident = true;
}
* @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 BadStatusSetter::poison(const TIME_EFFECT tmp_v)
+bool BadStatusSetter::set_poison(const TIME_EFFECT tmp_v)
{
auto notice = false;
auto v = std::clamp<short>(tmp_v, 0, 10000);
bool BadStatusSetter::mod_poison(const TIME_EFFECT tmp_v)
{
- return this->poison(this->player_ptr->effects()->poison()->current() + tmp_v);
+ return this->set_poison(this->player_ptr->effects()->poison()->current() + tmp_v);
}
/*!
bool mod_blindness(const TIME_EFFECT tmp_v);
bool confusion(const TIME_EFFECT tmp_v);
bool mod_confusion(const TIME_EFFECT tmp_v);
- bool poison(const TIME_EFFECT tmp_v);
+ bool set_poison(const TIME_EFFECT tmp_v);
bool mod_poison(const TIME_EFFECT tmp_v);
bool fear(const TIME_EFFECT tmp_v);
bool mod_fear(const TIME_EFFECT tmp_v);