#include "system/angband.h"
#include "effect/effect-player-util.h"
#include "effect/effect-player-oldies.h"
#include "monster-race/race-indice-types.h"
#include "player/eldritch-horror.h"
#include "player/player-effects.h"

void effect_player_old_heal(player_type *target_ptr,
                            effect_player_type *ep_ptr) {
  if (target_ptr->blind)
    msg_print(_("何らかの攻撃によって気分がよくなった。",
                "You are hit by something invigorating!"));

  (void)hp_player(target_ptr, ep_ptr->dam);
  ep_ptr->dam = 0;
}

void effect_player_old_speed(player_type *target_ptr,
                             effect_player_type *ep_ptr) {
  if (target_ptr->blind)
    msg_print(_("何かで攻撃された！", "You are hit by something!"));

  (void)set_fast(target_ptr, target_ptr->fast + randint1(5), FALSE);
  ep_ptr->dam = 0;
}

void effect_player_old_slow(player_type *target_ptr) {
  if (target_ptr->blind)
    msg_print(
        _("何か遅いもので攻撃された！", "You are hit by something slow!"));

  (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
}

void effect_player_old_sleep(player_type *target_ptr,
                             effect_player_type *ep_ptr) {
  if (target_ptr->free_act)
    return;

  if (target_ptr->blind)
    msg_print(_("眠ってしまった！", "You fall asleep!"));

  if (ironman_nightmare) {
    msg_print(_("恐ろしい光景が頭に浮かんできた。",
                "A horrible vision enters your mind."));

    /* Have some nightmares */
    sanity_blast(target_ptr, NULL, FALSE);
  }

  set_paralyzed(target_ptr, target_ptr->paralyzed + ep_ptr->dam);
  ep_ptr->dam = 0;
}
