if (snipe_type == SP_FINAL) {
msg_print(_("射撃の反動が体を襲った。", "The weapon's recoil stuns you. "));
BadStatusSetter bss(player_ptr);
- (void)bss.mod_slowness(randint0(7) + 7, false);
+ (void)bss.mod_deceleration(randint0(7) + 7, false);
(void)bss.mod_stun(randint1(25));
}
}
break;
case SV_STAFF_SLOWNESS: {
- if (bss.mod_slowness(randint1(30) + 15, false)) {
+ if (bss.mod_deceleration(randint1(30) + 15, false)) {
ident = true;
}
break;
}
if (effects->deceleration()->is_slow()) {
- (void)bss.mod_slowness(-1, true);
+ (void)bss.mod_deceleration(-1, true);
}
if (player_ptr->protevil) {
msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
}
- (void)BadStatusSetter(player_ptr).mod_slowness(randint0(4) + 4, false);
+ (void)BadStatusSetter(player_ptr).mod_deceleration(randint0(4) + 4, false);
}
void effect_player_old_sleep(PlayerType *player_ptr, EffectPlayerType *ep_ptr)
}
if (!check_multishadow(player_ptr)) {
- (void)BadStatusSetter(player_ptr).mod_slowness(randint0(4) + 4, false);
+ (void)BadStatusSetter(player_ptr).mod_deceleration(randint0(4) + 4, false);
}
ep_ptr->get_damage = take_hit(player_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer);
teleport_player(player_ptr, 5, TELEPORT_PASSIVE);
BadStatusSetter bss(player_ptr);
if (!player_ptr->levitation) {
- (void)bss.mod_slowness(randint0(4) + 4, false);
+ (void)bss.mod_deceleration(randint0(4) + 4, false);
}
if (!(has_resist_sound(player_ptr) || player_ptr->levitation)) {
: _("周辺の空間が歪んだ。", "Sight warps around you.");
msg_print(effect_mes);
if (!check_multishadow(player_ptr) && !player_ptr->levitation && !player_ptr->anti_tele) {
- (void)BadStatusSetter(player_ptr).mod_slowness(randint0(4) + 4, false);
+ (void)BadStatusSetter(player_ptr).mod_deceleration(randint0(4) + 4, false);
}
ep_ptr->dam = ep_ptr->dam * calc_void_damage_rate(player_ptr, CALC_RAND) / 100;
}
if (!player_ptr->levitation) {
- (void)bss.mod_slowness(randint0(4) + 4, false);
+ (void)bss.mod_deceleration(randint0(4) + 4, false);
}
if (player_ptr->blind) {
(void)bss.mod_paralysis(randint0(4) + 4);
}
- (void)bss.mod_slowness(randint0(4) + 4, false);
+ (void)bss.mod_deceleration(randint0(4) + 4, false);
while (randint0(100 + ep_ptr->rlev / 2) > (std::max<short>(5, player_ptr->skill_sav))) {
(void)do_dec_stat(player_ptr, A_INT);
static void hit_trap_slow(PlayerType *player_ptr)
{
if (hit_trap_dart(player_ptr)) {
- (void)BadStatusSetter(player_ptr).mod_slowness(randint0(20) + 20, false);
+ (void)BadStatusSetter(player_ptr).mod_deceleration(randint0(20) + 20, false);
}
}
return;
}
- if (BadStatusSetter(player_ptr).mod_slowness(4 + randint0(monap_ptr->rlev / 10), false)) {
+ if (BadStatusSetter(player_ptr).mod_deceleration(4 + randint0(monap_ptr->rlev / 10), false)) {
monap_ptr->obvious = true;
}
}
{
(void)set_acceleration(player_ptr, 0, true);
set_lightspeed(player_ptr, 0, true);
- (void)BadStatusSetter(player_ptr).slowness(0, true);
+ (void)BadStatusSetter(player_ptr).set_deceleration(0, true);
(void)set_shield(player_ptr, 0, true);
(void)set_blessed(player_ptr, 0, true);
(void)set_tsuyoshi(player_ptr, 0, true);
spell_badstatus_message_to_player(player_ptr, m_idx, msg, resist, saving_throw);
if (!resist && !saving_throw) {
- (void)BadStatusSetter(player_ptr).mod_slowness(randint0(4) + 4, false);
+ (void)BadStatusSetter(player_ptr).mod_deceleration(randint0(4) + 4, false);
}
update_smart_learn(player_ptr, m_idx, DRS_FREE);
if (player_ptr->effects()->acceleration()->is_fast()) {
set_acceleration(player_ptr, 0, true);
} else {
- (void)bss.slowness(randint1(30) + 10, false);
+ (void)bss.set_deceleration(randint1(30) + 10, false);
}
} else {
msg_print(_("精力的になった気がする。", "You feel more energetic."));
if (player_ptr->effects()->deceleration()->is_slow()) {
- (void)bss.slowness(0, true);
+ (void)bss.set_deceleration(0, true);
} else {
set_acceleration(player_ptr, randint1(30) + 10, false);
}
msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
return true;
case SV_POTION_SLOWNESS:
- return BadStatusSetter(this->player_ptr).slowness(randint1(25) + 15, false);
+ return BadStatusSetter(this->player_ptr).set_deceleration(randint1(25) + 15, false);
case SV_POTION_SALT_WATER:
return this->salt_water();
case SV_POTION_POISON:
* @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 BadStatusSetter::slowness(const TIME_EFFECT tmp_v, bool do_dec)
+bool BadStatusSetter::set_deceleration(const TIME_EFFECT tmp_v, bool do_dec)
{
auto notice = false;
auto v = std::clamp<short>(tmp_v, 0, 10000);
return true;
}
-bool BadStatusSetter::mod_slowness(const TIME_EFFECT tmp_v, bool do_dec)
+bool BadStatusSetter::mod_deceleration(const TIME_EFFECT tmp_v, bool do_dec)
{
- return this->slowness(this->player_ptr->effects()->deceleration()->current() + tmp_v, do_dec);
+ return this->set_deceleration(this->player_ptr->effects()->deceleration()->current() + tmp_v, do_dec);
}
/*!
bool mod_paralysis(const TIME_EFFECT tmp_v);
bool hallucination(const TIME_EFFECT tmp_v);
bool mod_hallucination(const TIME_EFFECT tmp_v);
- bool slowness(const TIME_EFFECT tmp_v, bool do_dec);
- bool mod_slowness(const TIME_EFFECT tmp_v, bool do_dec);
+ bool set_deceleration(const TIME_EFFECT tmp_v, bool do_dec);
+ bool mod_deceleration(const TIME_EFFECT tmp_v, bool do_dec);
bool stun(const TIME_EFFECT tmp_v);
bool mod_stun(const TIME_EFFECT tmp_v);
bool cut(const TIME_EFFECT tmp_v);