7 #include "cmd-action/cmd-attack.h"
8 #include "art-definition/art-sword-types.h"
9 #include "combat/attack-accuracy.h"
10 #include "combat/attack-criticality.h"
11 #include "player-attack/player-attack.h"
12 #include "dungeon/dungeon.h"
13 #include "effect/effect-characteristics.h"
14 #include "main/sound-definitions-table.h"
15 #include "main/sound-of-music.h"
16 #include "monster-race/race-flags1.h"
17 #include "monster-race/race-flags2.h"
18 #include "monster-race/race-flags3.h"
19 #include "monster/monster-describer.h"
20 #include "monster/monster-status.h"
21 #include "monster/monster-info.h"
22 #include "object/item-use-flags.h"
23 #include "player/avatar.h"
24 #include "player/player-damage.h"
25 #include "player/player-effects.h"
26 #include "player/player-move.h"
27 #include "player/player-skill.h"
28 #include "spell/process-effect.h"
29 #include "spell/spell-types.h"
30 #include "view/display-main-window.h"
33 * @brief プレイヤーの変異要素による打撃処理
34 * @param attacker_ptr プレーヤーへの参照ポインタ
35 * @param m_idx 攻撃目標となったモンスターの参照ID
36 * @param attack 変異要素による攻撃要素の種類
37 * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
38 * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
41 static void natural_attack(player_type *attacker_ptr, MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
44 monster_type *m_ptr = &attacker_ptr->current_floor_ptr->m_list[m_idx];
45 monster_race *r_ptr = &r_info[m_ptr->r_idx];
47 int dice_num, dice_side;
54 atk_desc = _("尻尾", "tail");
60 atk_desc = _("角", "horns");
66 atk_desc = _("クチバシ", "beak");
72 atk_desc = _("象の鼻", "trunk");
78 atk_desc = _("触手", "tentacles");
81 dice_num = dice_side = n_weight = 1;
82 atk_desc = _("未定義の部位", "undefined body part");
85 GAME_TEXT m_name[MAX_NLEN];
86 monster_desc(attacker_ptr, m_name, m_ptr, 0);
88 int bonus = attacker_ptr->to_h_m + (attacker_ptr->lev * 6 / 5);
89 int chance = (attacker_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
91 bool is_hit = ((r_ptr->flags2 & RF2_QUANTUM) == 0) || !randint0(2);
92 is_hit &= test_hit_norm(attacker_ptr, chance, r_ptr->ac, m_ptr->ml);
95 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
100 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
102 HIT_POINT k = damroll(dice_num, dice_side);
103 k = critical_norm(attacker_ptr, n_weight, bonus, k, (s16b)bonus, 0);
104 k += attacker_ptr->to_d_m;
108 k = mon_damage_mod(attacker_ptr, m_ptr, k, FALSE);
109 msg_format_wizard(CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), k, m_ptr->hp - k, m_ptr->maxhp,
112 anger_monster(attacker_ptr, m_ptr);
116 project(attacker_ptr, 0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
117 *mdeath = (m_ptr->r_idx == 0);
120 *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
123 *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
126 *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
129 *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
132 *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
135 touch_zap_player(m_ptr, attacker_ptr);
139 * @brief プレイヤーの打撃処理メインルーチン
142 * @param mode 発動中の剣術ID
143 * @return 実際に攻撃処理が行われた場合TRUEを返す。
145 * If no "weapon" is available, then "punch" the monster one time.
147 bool do_cmd_attack(player_type *attacker_ptr, POSITION y, POSITION x, combat_options mode)
149 grid_type *g_ptr = &attacker_ptr->current_floor_ptr->grid_array[y][x];
150 monster_type *m_ptr = &attacker_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
151 monster_race *r_ptr = &r_info[m_ptr->r_idx];
152 GAME_TEXT m_name[MAX_NLEN];
154 disturb(attacker_ptr, FALSE, TRUE);
156 take_turn(attacker_ptr, 100);
158 if (!attacker_ptr->migite && !attacker_ptr->hidarite && !(attacker_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES))) {
159 msg_format(_("%s攻撃できない。", "You cannot do attacking."), (empty_hands(attacker_ptr, FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
163 monster_desc(attacker_ptr, m_name, m_ptr, 0);
166 if (!attacker_ptr->image)
167 monster_race_track(attacker_ptr, m_ptr->ap_r_idx);
169 health_track(attacker_ptr, g_ptr->m_idx);
172 if ((r_ptr->flags1 & RF1_FEMALE) && !(attacker_ptr->stun || attacker_ptr->confused || attacker_ptr->image || !m_ptr->ml)) {
173 if ((attacker_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (attacker_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU)) {
174 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
179 if (d_info[attacker_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) {
180 msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
184 bool stormbringer = FALSE;
185 if (!is_hostile(m_ptr) && !(attacker_ptr->stun || attacker_ptr->confused || attacker_ptr->image || attacker_ptr->shero || !m_ptr->ml)) {
186 if (attacker_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER)
188 if (attacker_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER)
191 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
192 chg_virtue(attacker_ptr, V_INDIVIDUALISM, 1);
193 chg_virtue(attacker_ptr, V_HONOUR, -1);
194 chg_virtue(attacker_ptr, V_JUSTICE, -1);
195 chg_virtue(attacker_ptr, V_COMPASSION, -1);
196 } else if (attacker_ptr->pclass != CLASS_BERSERKER) {
197 if (get_check(_("本当に攻撃しますか?", "Really hit it? "))) {
198 chg_virtue(attacker_ptr, V_INDIVIDUALISM, 1);
199 chg_virtue(attacker_ptr, V_HONOUR, -1);
200 chg_virtue(attacker_ptr, V_JUSTICE, -1);
201 chg_virtue(attacker_ptr, V_COMPASSION, -1);
203 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
209 if (attacker_ptr->afraid) {
211 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
213 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
215 (void)set_monster_csleep(attacker_ptr, g_ptr->m_idx, 0);
219 if (monster_csleep_remaining(m_ptr))
221 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
222 chg_virtue(attacker_ptr, V_COMPASSION, -1);
223 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
224 chg_virtue(attacker_ptr, V_HONOUR, -1);
227 if (attacker_ptr->migite && attacker_ptr->hidarite) {
228 if ((attacker_ptr->skill_exp[GINOU_NITOURYU] < s_info[attacker_ptr->pclass].s_max[GINOU_NITOURYU])
229 && ((attacker_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level)) {
230 if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
231 attacker_ptr->skill_exp[GINOU_NITOURYU] += 80;
232 else if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
233 attacker_ptr->skill_exp[GINOU_NITOURYU] += 4;
234 else if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
235 attacker_ptr->skill_exp[GINOU_NITOURYU] += 1;
236 else if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
238 attacker_ptr->skill_exp[GINOU_NITOURYU] += 1;
239 attacker_ptr->update |= (PU_BONUS);
243 if (attacker_ptr->riding) {
244 int cur = attacker_ptr->skill_exp[GINOU_RIDING];
245 int max = s_info[attacker_ptr->pclass].s_max[GINOU_RIDING];
248 DEPTH ridinglevel = r_info[attacker_ptr->current_floor_ptr->m_list[attacker_ptr->riding].r_idx].level;
249 DEPTH targetlevel = r_ptr->level;
252 if ((cur / 200 - 5) < targetlevel)
255 if ((cur / 100) < ridinglevel) {
256 if ((cur / 100 + 15) < ridinglevel)
257 inc += 1 + (ridinglevel - (cur / 100 + 15));
262 attacker_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
263 attacker_ptr->update |= (PU_BONUS);
267 attacker_ptr->riding_t_m_idx = g_ptr->m_idx;
270 if (attacker_ptr->migite)
271 exe_player_attack_to_monster(attacker_ptr, y, x, &fear, &mdeath, 0, mode);
272 if (attacker_ptr->hidarite && !mdeath)
273 exe_player_attack_to_monster(attacker_ptr, y, x, &fear, &mdeath, 1, mode);
276 if ((attacker_ptr->muta2 & MUT2_HORNS) && !mdeath)
277 natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
278 if ((attacker_ptr->muta2 & MUT2_BEAK) && !mdeath)
279 natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
280 if ((attacker_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
281 natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
282 if ((attacker_ptr->muta2 & MUT2_TRUNK) && !mdeath)
283 natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
284 if ((attacker_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
285 natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
288 if (fear && m_ptr->ml && !mdeath) {
290 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
293 if ((attacker_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath)) {
294 set_action(attacker_ptr, ACTION_NONE);