case MonsterAbilityType::HOLD:
return cast_blue_sleep(player_ptr, bmc_ptr);
case MonsterAbilityType::HASTE:
- (void)set_fast(player_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, false);
+ (void)set_acceleration(player_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, false);
return true;
case MonsterAbilityType::HAND_DOOM:
return cast_blue_hand_doom(player_ptr, bmc_ptr);
sleep_monster(player_ptr, dir, plev);
break;
case MonsterAbilityType::HASTE:
- (void)set_fast(player_ptr, randint1(20 + plev) + plev, false);
+ (void)set_acceleration(player_ptr, randint1(20 + plev) + plev, false);
break;
case MonsterAbilityType::HAND_DOOM: {
if (!get_aim_dir(player_ptr, &dir)) {
}
case SV_STAFF_SPEED: {
- if (set_fast(player_ptr, randint1(30) + (powerful ? 30 : 15), false)) {
+ if (set_acceleration(player_ptr, randint1(30) + (powerful ? 30 : 15), false)) {
ident = true;
}
break;
}
case SV_ROD_SPEED: {
- if (set_fast(player_ptr, randint1(30) + (powerful ? 30 : 15), false)) {
+ if (set_acceleration(player_ptr, randint1(30) + (powerful ? 30 : 15), false)) {
ident = true;
}
break;
t = 10 + randint1((plev * 3) / 2);
set_hero(player_ptr, t, false);
- (void)set_fast(player_ptr, t, false);
+ (void)set_acceleration(player_ptr, t, false);
break;
}
case MindMindcrafterType::TELEKINESIS:
*/
static void dispel_player(PlayerType *player_ptr)
{
- (void)set_fast(player_ptr, 0, true);
+ (void)set_acceleration(player_ptr, 0, true);
set_lightspeed(player_ptr, 0, true);
(void)BadStatusSetter(player_ptr).slowness(0, true);
(void)set_shield(player_ptr, 0, true);
if (one_in_(2)) {
msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
if (player_ptr->effects()->acceleration()->is_fast()) {
- set_fast(player_ptr, 0, true);
+ set_acceleration(player_ptr, 0, true);
} else {
(void)bss.slowness(randint1(30) + 10, false);
}
if (player_ptr->slow > 0) {
(void)bss.slowness(0, true);
} else {
- set_fast(player_ptr, randint1(30) + 10, false);
+ set_acceleration(player_ptr, randint1(30) + 10, false);
}
}
return activate_resistance_elements(player_ptr);
case RandomArtActType::SPEED:
msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
- (void)set_fast(player_ptr, randint1(20) + 20, false);
+ (void)set_acceleration(player_ptr, randint1(20) + 20, false);
return true;
case RandomArtActType::MID_SPEED:
msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
- (void)set_fast(player_ptr, randint1(50) + 50, false);
+ (void)set_acceleration(player_ptr, randint1(50) + 50, false);
return true;
case RandomArtActType::XTRA_SPEED:
msg_print(_("明るく輝いている...", "It glows brightly..."));
- (void)set_fast(player_ptr, randint1(75) + 75, false);
+ (void)set_acceleration(player_ptr, randint1(75) + 75, false);
return true;
case RandomArtActType::WRAITH:
set_wraith_form(player_ptr, randint1(player_ptr->lev / 2) + (player_ptr->lev / 2), false);
(void)heroism(player_ptr, 25);
return true;
case RandomArtActType::HERO_SPEED:
- (void)set_fast(player_ptr, randint1(50) + 50, false);
+ (void)set_acceleration(player_ptr, randint1(50) + 50, false);
(void)heroism(player_ptr, 50);
return true;
case RandomArtActType::ACID_BALL_AND_RESISTANCE:
return false;
}
- return set_fast(this->player_ptr, randint1(25) + 15, false);
+ return set_acceleration(this->player_ptr, randint1(25) + 15, false);
}
/*!
}
if (cast) {
- set_fast(player_ptr, randint1(sides) + base, false);
+ set_acceleration(player_ptr, randint1(sides) + base, false);
}
}
break;
set_hero(player_ptr, randint1(base) + base, false);
set_blessed(player_ptr, randint1(base) + base, false);
- set_fast(player_ptr, randint1(sp_sides) + sp_base, false);
+ set_acceleration(player_ptr, randint1(sp_sides) + sp_base, false);
set_protevil(player_ptr, randint1(base) + base, false);
(void)BadStatusSetter(player_ptr).fear(0);
}
if (cast) {
(void)berserk(player_ptr, b_base + randint1(b_base));
- set_fast(player_ptr, randint1(sp_sides) + sp_base, false);
+ set_acceleration(player_ptr, randint1(sp_sides) + sp_base, false);
}
}
break;
if (cast) {
TIME_EFFECT v = randint1(base) + base;
- set_fast(player_ptr, v, false);
+ set_acceleration(player_ptr, v, false);
set_oppose_acid(player_ptr, v, false);
set_oppose_elec(player_ptr, v, false);
set_oppose_fire(player_ptr, v, false);
}
if (cast) {
- set_fast(player_ptr, randint1(sides) + base, false);
+ set_acceleration(player_ptr, randint1(sides) + base, false);
}
}
break;
* @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(PlayerType *player_ptr, TIME_EFFECT v, bool do_dec)
+bool set_acceleration(PlayerType *player_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = false;
v = (v > 10000) ? 10000 : (v < 0) ? 0
bool mod_acceleration(PlayerType *player_ptr, const TIME_EFFECT v, const bool do_dec)
{
- return set_fast(player_ptr, player_ptr->effects()->acceleration()->current() + v, do_dec);
+ return set_acceleration(player_ptr, player_ptr->effects()->acceleration()->current() + v, do_dec);
}
/*!
enum class MimicKindType;
class PlayerType;
void reset_tim_flags(PlayerType *player_ptr);
-bool set_fast(PlayerType *player_ptr, TIME_EFFECT v, bool do_dec);
+bool set_acceleration(PlayerType *player_ptr, TIME_EFFECT v, bool do_dec);
bool mod_acceleration(PlayerType *player_ptr, const TIME_EFFECT v, const bool do_dec);
bool set_shield(PlayerType *player_ptr, TIME_EFFECT v, bool do_dec);
bool set_magicdef(PlayerType *player_ptr, TIME_EFFECT v, bool do_dec);