3 * @brief 打撃処理 / Melee process.
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
20 #include "monsterrace-hook.h"
23 #include "monster-status.h"
24 #include "monster-spell.h"
26 #include "realm-hex.h"
27 #include "realm-song.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
36 #include "player-move.h"
37 #include "player-effects.h"
38 #include "player-skill.h"
39 #include "player-damage.h"
40 #include "player-status.h"
41 #include "player-race.h"
42 #include "player-class.h"
43 #include "player-personality.h"
44 #include "view-mainwindow.h"
46 #include "spells-floor.h"
50 * @brief モンスターの打撃効力テーブル /
51 * The table of monsters' blow effects
53 const mbe_info_type mbe_info[] =
56 { 60, GF_MISSILE, }, /* HURT */
57 { 5, GF_POIS, }, /* POISON */
58 { 20, GF_DISENCHANT, }, /* UN_BONUS */
59 { 15, GF_MISSILE, }, /* UN_POWER */ /* ToDo: Apply the correct effects */
60 { 5, GF_MISSILE, }, /* EAT_GOLD */
61 { 5, GF_MISSILE, }, /* EAT_ITEM */
62 { 5, GF_MISSILE, }, /* EAT_FOOD */
63 { 5, GF_MISSILE, }, /* EAT_LITE */
64 { 0, GF_ACID, }, /* ACID */
65 { 10, GF_ELEC, }, /* ELEC */
66 { 10, GF_FIRE, }, /* FIRE */
67 { 10, GF_COLD, }, /* COLD */
68 { 2, GF_MISSILE, }, /* BLIND */
69 { 10, GF_CONFUSION, }, /* CONFUSE */
70 { 10, GF_MISSILE, }, /* TERRIFY */
71 { 2, GF_MISSILE, }, /* PARALYZE */
72 { 0, GF_MISSILE, }, /* LOSE_STR */
73 { 0, GF_MISSILE, }, /* LOSE_INT */
74 { 0, GF_MISSILE, }, /* LOSE_WIS */
75 { 0, GF_MISSILE, }, /* LOSE_DEX */
76 { 0, GF_MISSILE, }, /* LOSE_CON */
77 { 0, GF_MISSILE, }, /* LOSE_CHR */
78 { 2, GF_MISSILE, }, /* LOSE_ALL */
79 { 60, GF_ROCKET, }, /* SHATTER */
80 { 5, GF_MISSILE, }, /* EXP_10 */
81 { 5, GF_MISSILE, }, /* EXP_20 */
82 { 5, GF_MISSILE, }, /* EXP_40 */
83 { 5, GF_MISSILE, }, /* EXP_80 */
84 { 5, GF_POIS, }, /* DISEASE */
85 { 5, GF_TIME, }, /* TIME */
86 { 5, GF_MISSILE, }, /* EXP_VAMP */
87 { 5, GF_MANA, }, /* DR_MANA */
88 { 60, GF_MISSILE, }, /* SUPERHURT */
92 * @brief 幻覚時の打撃記述テーブル / Weird melee attack types when hallucinating
95 const concptr silly_attacks[MAX_SILLY_ATTACK] =
98 "があなたの回りを3回回ってワンと言った。",
106 "に「神の国」発言の撤回を求められた。",
117 "はあなたの100の秘密について熱く語った。",
129 "に二週間以内でビデオを人に見せないと死ぬ呪いをかけられた。",
131 "はスーパーウルトラギャラクティカマグナムを放った。",
133 "にジェットストリームアタックをかけられた。",
134 "はあなたに卍固めをかけて「1、2、3、ダーッ!」と叫んだ。",
135 "は「いくじなし!ばかばかばか!」といって駆け出した。",
136 "が「ごらん、ルーベンスの絵だよ」と言って静かに目を閉じた。",
137 "は言った。「変愚蛮怒、絶賛公開中!」",
141 * @brief 幻覚時の打撃記述テーブル(フォーマットつき) / Weird melee attack types when hallucinating (%s for strfmt())
143 const concptr silly_attacks2[MAX_SILLY_ATTACK] =
146 "%sの回りを3回回ってワンと言った。",
154 "%sに「神の国」発言の撤回を求めた。",
165 "%sの100の秘密について熱く語った。",
177 "%sに二週間以内でビデオを人に見せないと死ぬ呪いをかけた。",
179 "%sにスーパーウルトラギャラクティカマグナムを放った。",
181 "%sにジェットストリームアタックをかけた。",
182 "%sに卍固めをかけて「1、2、3、ダーッ!」と叫んだ。",
183 "「いくじなし!ばかばかばか!」といって駆け出した。",
184 "「ごらん、ルーベンスの絵だよ」と言って静かに目を閉じた。",
188 const concptr silly_attacks[MAX_SILLY_ATTACK] =
199 "makes obscene gestures at",
230 * @brief マーシャルアーツ打撃テーブル
232 const martial_arts ma_blows[MAX_MA] =
235 { "%sを殴った。", 1, 0, 1, 5, 0 },
236 { "%sを蹴った。", 2, 0, 1, 7, 0 },
237 { "%sに正拳突きをくらわした。", 3, 0, 1, 9, 0 },
238 { "%sに膝蹴りをくらわした。", 5, 5, 2, 4, MA_KNEE },
239 { "%sに肘打ちをくらわした。", 7, 5, 1, 12, 0 },
240 { "%sに体当りした。", 9, 10, 2, 6, 0 },
241 { "%sを蹴った。", 11, 10, 3, 6, MA_SLOW },
242 { "%sにアッパーをくらわした。", 13, 12, 5, 5, 6 },
243 { "%sに二段蹴りをくらわした。", 16, 15, 5, 6, 8 },
244 { "%sに猫爪撃をくらわした。", 20, 20, 5, 8, 0 },
245 { "%sに跳空脚をくらわした。", 24, 25, 6, 8, 10 },
246 { "%sに鷲爪襲をくらわした。", 28, 25, 7, 9, 0 },
247 { "%sに回し蹴りをくらわした。", 32, 30, 8, 10, 10 },
248 { "%sに鉄拳撃をくらわした。", 35, 35, 8, 11, 10 },
249 { "%sに飛空脚をくらわした。", 39, 35, 8, 12, 12 },
250 { "%sに昇龍拳をくらわした。", 43, 35, 9, 12, 16 },
251 { "%sに石破天驚拳をくらわした。", 48, 40, 10, 13, 18 },
253 { "You punch %s.", 1, 0, 1, 4, 0 },
254 { "You kick %s.", 2, 0, 1, 6, 0 },
255 { "You strike %s.", 3, 0, 1, 7, 0 },
256 { "You hit %s with your knee.", 5, 5, 2, 3, MA_KNEE },
257 { "You hit %s with your elbow.", 7, 5, 1, 8, 0 },
258 { "You butt %s.", 9, 10, 2, 5, 0 },
259 { "You kick %s.", 11, 10, 3, 4, MA_SLOW },
260 { "You uppercut %s.", 13, 12, 4, 4, 6 },
261 { "You double-kick %s.", 16, 15, 5, 4, 8 },
262 { "You hit %s with a Cat's Claw.", 20, 20, 5, 5, 0 },
263 { "You hit %s with a jump kick.", 25, 25, 5, 6, 10 },
264 { "You hit %s with an Eagle's Claw.", 29, 25, 6, 6, 0 },
265 { "You hit %s with a circle kick.", 33, 30, 6, 8, 10 },
266 { "You hit %s with an Iron Fist.", 37, 35, 8, 8, 10 },
267 { "You hit %s with a flying kick.", 41, 35, 8, 10, 12 },
268 { "You hit %s with a Dragon Fist.", 45, 35, 10, 10, 16 },
269 { "You hit %s with a Crushing Blow.", 48, 35, 10, 12, 18 },
275 * @brief 修行僧のターンダメージ算出テーブル
277 const int monk_ave_damage[PY_MAX_LEVEL + 1][3] =
334 * Stat Table (STR) -- help index into the "blow" table
336 const byte adj_str_blow[] =
353 20 /* 18/00-18/09 */,
354 30 /* 18/10-18/19 */,
355 40 /* 18/20-18/29 */,
356 50 /* 18/30-18/39 */,
357 60 /* 18/40-18/49 */,
358 70 /* 18/50-18/59 */,
359 80 /* 18/60-18/69 */,
360 90 /* 18/70-18/79 */,
361 100 /* 18/80-18/89 */,
362 110 /* 18/90-18/99 */,
363 120 /* 18/100-18/109 */,
364 130 /* 18/110-18/119 */,
365 140 /* 18/120-18/129 */,
366 150 /* 18/130-18/139 */,
367 160 /* 18/140-18/149 */,
368 170 /* 18/150-18/159 */,
369 180 /* 18/160-18/169 */,
370 190 /* 18/170-18/179 */,
371 200 /* 18/180-18/189 */,
372 210 /* 18/190-18/199 */,
373 220 /* 18/200-18/209 */,
374 230 /* 18/210-18/219 */,
380 * 器用さによる攻撃回数インデックステーブル
381 * Stat Table (DEX) -- index into the "blow" table
383 const byte adj_dex_blow[] =
410 7 /* 18/100-18/109 */,
411 7 /* 18/110-18/119 */,
412 8 /* 18/120-18/129 */,
413 8 /* 18/130-18/139 */,
414 9 /* 18/140-18/149 */,
415 9 /* 18/150-18/159 */,
416 10 /* 18/160-18/169 */,
417 10 /* 18/170-18/179 */,
418 11 /* 18/180-18/189 */,
419 11 /* 18/190-18/199 */,
420 12 /* 18/200-18/209 */,
421 12 /* 18/210-18/219 */,
428 * 腕力、器用さに応じた攻撃回数テーブル /
429 * This table is used to help calculate the number of blows the player can
430 * make in a single round of attacks (one player current_world_ptr->game_turn) with a normal weapon.
433 * This number ranges from a single blow/round for weak players to up to six
434 * blows/round for powerful warriors.
436 * Note that certain artifacts and ego-items give "bonus" blows/round.
438 * First, from the player class, we extract some values:
440 * Warrior num = 6; mul = 5; div = MAX(70, weapon_weight);
441 * Berserker num = 6; mul = 7; div = MAX(70, weapon_weight);
442 * Mage num = 3; mul = 2; div = MAX(100, weapon_weight);
443 * Priest num = 5; mul = 3; div = MAX(100, weapon_weight);
444 * Mindcrafter num = 5; mul = 3; div = MAX(100, weapon_weight);
445 * Rogue num = 5; mul = 3; div = MAX(40, weapon_weight);
446 * Ranger num = 5; mul = 4; div = MAX(70, weapon_weight);
447 * Paladin num = 5; mul = 4; div = MAX(70, weapon_weight);
448 * Weaponsmith num = 5; mul = 5; div = MAX(150, weapon_weight);
449 * Warrior-Mage num = 5; mul = 3; div = MAX(70, weapon_weight);
450 * Chaos Warrior num = 5; mul = 4; div = MAX(70, weapon_weight);
451 * Monk num = 5; mul = 3; div = MAX(60, weapon_weight);
452 * Tourist num = 4; mul = 3; div = MAX(100, weapon_weight);
453 * Imitator num = 5; mul = 4; div = MAX(70, weapon_weight);
454 * Beastmaster num = 5; mul = 3; div = MAX(70, weapon_weight);
455 * Cavalry(Ride) num = 5; mul = 4; div = MAX(70, weapon_weight);
456 * Cavalry(Walk) num = 5; mul = 3; div = MAX(100, weapon_weight);
457 * Sorcerer num = 1; mul = 1; div = MAX(1, weapon_weight);
458 * Archer num = 4; mul = 2; div = MAX(70, weapon_weight);
459 * Magic eater num = 4; mul = 2; div = MAX(70, weapon_weight);
460 * ForceTrainer num = 4; mul = 2; div = MAX(60, weapon_weight);
461 * Mirror Master num = 3; mul = 3; div = MAX(100, weapon_weight);
462 * Ninja num = 4; mul = 1; div = MAX(20, weapon_weight);
464 * To get "P", we look up the relevant "adj_str_blow[]" (see above),
465 * multiply it by "mul", and then divide it by "div".
466 * Increase P by 1 if you wield a weapon two-handed.
467 * Decrease P by 1 if you are a Ninja.
469 * To get "D", we look up the relevant "adj_dex_blow[]" (see above),
471 * The player gets "blows_table[P][D]" blows/round, as shown below,
472 * up to a maximum of "num" blows/round, plus any "bonus" blows/round.
475 const byte blows_table[12][12] =
478 /* 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11+ */
479 /* 3 10 15 /10 /40 /60 /80 /100 /120 /140 /160 /180 */
480 /* 0 */{ 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4 },
481 /* 1 */{ 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4 },
482 /* 2 */{ 1, 1, 2, 2, 3, 3, 4, 4, 4, 5, 5, 5 },
483 /* 3 */{ 1, 1, 2, 3, 3, 4, 4, 4, 5, 5, 5, 5 },
484 /* 4 */{ 1, 1, 2, 3, 3, 4, 4, 5, 5, 5, 5, 5 },
485 /* 5 */{ 1, 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
486 /* 6 */{ 1, 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
487 /* 7 */{ 1, 2, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
488 /* 8 */{ 1, 2, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6 },
489 /* 9 */{ 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6 },
490 /* 10*/{ 2, 2, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6 },
491 /*11+*/{ 2, 2, 3, 4, 4, 4, 5, 5, 6, 6, 6, 6 },
495 * @brief プレイヤーからモンスターへの打撃命中判定 /
496 * Determine if the player "hits" a monster (normal combat).
497 * @param chance 基本命中値
499 * @param visible 目標を視界に捕らえているならばTRUEを指定
500 * @return 命中と判定された場合TRUEを返す
501 * @note Always miss 5%, always hit 5%, otherwise random.
503 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
505 if (!visible) chance = (chance + 1) / 2;
506 return hit_chance(chance, ac) >= randint1(100);
510 * @brief モンスターへの命中率の計算
515 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
517 PERCENTAGE chance = 5, chance_left = 90;
518 if(reli <= 0) return 5;
519 if(p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
520 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
521 if (chance < 5) chance = 5;
526 * @brief プレイヤー攻撃の種族スレイング倍率計算
527 * @param mult 算出前の基本倍率(/10倍)
528 * @param flgs スレイフラグ配列
529 * @param m_ptr 目標モンスターの構造体参照ポインタ
530 * @return スレイング加味後の倍率(/10倍)
532 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
534 static const struct slay_table_t {
536 BIT_FLAGS affect_race_flag;
539 size_t r_flag_offset;
541 #define OFFSET(X) offsetof(monster_race, X)
542 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
543 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
544 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
545 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
546 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
547 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
548 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
549 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
550 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
551 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
552 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
553 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
554 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
555 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
556 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
557 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
558 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
559 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
560 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
561 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
565 monster_race* r_ptr = &r_info[m_ptr->r_idx];
567 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
569 const struct slay_table_t* p = &slay_table[i];
571 if ((have_flag(flgs, p->slay_flag)) &&
572 (atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
574 if (is_original_ap_and_seen(m_ptr))
576 atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
579 mult = MAX(mult, p->slay_mult);
587 * @brief プレイヤー攻撃の属性スレイング倍率計算
588 * @param mult 算出前の基本倍率(/10倍)
589 * @param flgs スレイフラグ配列
590 * @param m_ptr 目標モンスターの構造体参照ポインタ
591 * @return スレイング加味後の倍率(/10倍)
593 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
595 static const struct brand_table_t {
597 BIT_FLAGS resist_mask;
600 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
601 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
602 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
603 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
604 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
607 monster_race* r_ptr = &r_info[m_ptr->r_idx];
609 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
611 const struct brand_table_t* p = &brand_table[i];
613 if (have_flag(flgs, p->brand_flag))
615 /* Notice immunity */
616 if (r_ptr->flagsr & p->resist_mask)
618 if (is_original_ap_and_seen(m_ptr))
620 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
624 /* Otherwise, take the damage */
625 else if (r_ptr->flags3 & p->hurt_flag)
627 if (is_original_ap_and_seen(m_ptr))
629 r_ptr->r_flags3 |= p->hurt_flag;
632 mult = MAX(mult, 50);
636 mult = MAX(mult, 25);
645 * @brief 剣術のスレイ倍率計算を行う /
646 * Calcurate magnification of hissatsu technics
647 * @param mult 剣術のスレイ効果以前に算出している多要素の倍率(/10倍)
648 * @param flgs 剣術に使用する武器のスレイフラグ配列
649 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
650 * @param mode 剣術のスレイ型ID
651 * @return スレイの倍率(/10倍)
653 static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
655 monster_race *r_ptr = &r_info[m_ptr->r_idx];
657 /* Burning Strike (Fire) */
658 if (mode == HISSATSU_FIRE)
660 /* Notice immunity */
661 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
663 if (is_original_ap_and_seen(m_ptr))
665 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
669 /* Otherwise, take the damage */
670 else if (have_flag(flgs, TR_BRAND_FIRE))
672 if (r_ptr->flags3 & RF3_HURT_FIRE)
674 if (mult < 70) mult = 70;
675 if (is_original_ap_and_seen(m_ptr))
677 r_ptr->r_flags3 |= RF3_HURT_FIRE;
680 else if (mult < 35) mult = 35;
684 if (r_ptr->flags3 & RF3_HURT_FIRE)
686 if (mult < 50) mult = 50;
687 if (is_original_ap_and_seen(m_ptr))
689 r_ptr->r_flags3 |= RF3_HURT_FIRE;
692 else if (mult < 25) mult = 25;
696 /* Serpent's Tongue (Poison) */
697 if (mode == HISSATSU_POISON)
699 /* Notice immunity */
700 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
702 if (is_original_ap_and_seen(m_ptr))
704 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
708 /* Otherwise, take the damage */
709 else if (have_flag(flgs, TR_BRAND_POIS))
711 if (mult < 35) mult = 35;
715 if (mult < 25) mult = 25;
719 /* Zammaken (Nonliving Evil) */
720 if (mode == HISSATSU_ZANMA)
722 if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
724 if (mult < 15) mult = 25;
725 else if (mult < 50) mult = MIN(50, mult + 20);
729 /* Rock Smash (Hurt Rock) */
730 if (mode == HISSATSU_HAGAN)
732 if (r_ptr->flags3 & RF3_HURT_ROCK)
734 if (is_original_ap_and_seen(m_ptr))
736 r_ptr->r_flags3 |= RF3_HURT_ROCK;
738 if (mult == 10) mult = 40;
739 else if (mult < 60) mult = 60;
743 /* Midare-Setsugekka (Cold) */
744 if (mode == HISSATSU_COLD)
746 /* Notice immunity */
747 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
749 if (is_original_ap_and_seen(m_ptr))
751 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
754 /* Otherwise, take the damage */
755 else if (have_flag(flgs, TR_BRAND_COLD))
757 if (r_ptr->flags3 & RF3_HURT_COLD)
759 if (mult < 70) mult = 70;
760 if (is_original_ap_and_seen(m_ptr))
762 r_ptr->r_flags3 |= RF3_HURT_COLD;
765 else if (mult < 35) mult = 35;
769 if (r_ptr->flags3 & RF3_HURT_COLD)
771 if (mult < 50) mult = 50;
772 if (is_original_ap_and_seen(m_ptr))
774 r_ptr->r_flags3 |= RF3_HURT_COLD;
777 else if (mult < 25) mult = 25;
781 /* Lightning Eagle (Elec) */
782 if (mode == HISSATSU_ELEC)
784 /* Notice immunity */
785 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
787 if (is_original_ap_and_seen(m_ptr))
789 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
793 /* Otherwise, take the damage */
794 else if (have_flag(flgs, TR_BRAND_ELEC))
796 if (mult < 70) mult = 70;
800 if (mult < 50) mult = 50;
804 /* Bloody Maelstrom */
805 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(m_ptr->r_idx))
807 MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
808 if (mult < tmp) mult = tmp;
812 if (mode == HISSATSU_UNDEAD)
814 if (r_ptr->flags3 & RF3_UNDEAD)
816 if (is_original_ap_and_seen(m_ptr))
818 r_ptr->r_flags3 |= RF3_UNDEAD;
820 if (mult == 10) mult = 70;
821 else if (mult < 140) mult = MIN(140, mult + 60);
823 if (mult == 10) mult = 40;
824 else if (mult < 60) mult = MIN(60, mult + 30);
827 if (mult > 150) mult = 150;
833 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
834 * Extract the "total damage" from a given object hitting a given monster.
835 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
836 * @param tdam 現在算出途中のダメージ値
837 * @param m_ptr 目標モンスターの構造体参照ポインタ
839 * @param thrown 投擲処理ならばTRUEを指定する
840 * @return 総合的なスレイを加味したダメージ値
842 * Note that "flasks of oil" do NOT do fire damage, although they\n
843 * certainly could be made to do so. XXX XXX\n
845 * Note that most brands and slays are x3, except Slay Animal (x2),\n
846 * Slay Evil (x2), and Kill dragon (x5).\n
848 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
852 BIT_FLAGS flgs[TR_FLAG_SIZE];
853 object_flags(o_ptr, flgs);
854 torch_flags(o_ptr, flgs); /* torches has secret flags */
858 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
859 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
860 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
861 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
862 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
865 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
878 mult = mult_slaying(mult, flgs, m_ptr);
880 mult = mult_brand(mult, flgs, m_ptr);
882 if (p_ptr->pclass == CLASS_SAMURAI)
884 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
887 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
889 p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
890 p_ptr->redraw |= (PR_MANA);
891 mult = mult * 3 / 2 + 20;
894 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
899 if (mult > 150) mult = 150;
901 return (tdam * mult / 10);
905 * @brief プレイヤーからモンスターへの打撃クリティカル判定 /
906 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
907 * @param weight 矢弾の重量
908 * @param plus 武器の命中修正
909 * @param dam 現在算出中のダメージ値
910 * @param meichuu 打撃の基本命中力
911 * @param mode オプションフラグ
912 * @return クリティカル修正が入ったダメージ値
914 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
918 /* Extract "blow" power */
919 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
922 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
924 k = weight + randint1(650);
925 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
929 msg_print(_("手ごたえがあった!", "It was a good hit!"));
935 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
940 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
945 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
950 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
951 dam = ((7 * dam) / 2) + 25;
959 * @brief モンスター打撃のクリティカルランクを返す /
960 * Critical blow. All hits that do 95% of total possible damage,
961 * @param dice モンスター打撃のダイス数
962 * @param sides モンスター打撃の最大ダイス目
963 * @param dam プレイヤーに与えたダメージ
965 * and which also do at least 20 damage, or, sometimes, N damage.
966 * This is used only to determine "cuts" and "stuns".
968 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
971 int total = dice * sides;
973 /* Must do at least 95% of perfect */
974 if (dam < total * 19 / 20) return (0);
976 /* Weak blows rarely work */
977 if ((dam < 20) && (randint0(100) >= dam)) return (0);
980 if ((dam >= total) && (dam >= 40)) max++;
985 while (randint0(100) < 2) max++;
988 /* Critical damage */
989 if (dam > 45) return (6 + max);
990 if (dam > 33) return (5 + max);
991 if (dam > 25) return (4 + max);
992 if (dam > 18) return (3 + max);
993 if (dam > 11) return (2 + max);
998 * @brief モンスター打撃の命中を判定する /
999 * Determine if a monster attack against the player succeeds.
1000 * @param power 打撃属性毎の基本命中値
1001 * @param level モンスターのレベル
1002 * @param stun モンスターの朦朧値
1003 * @return TRUEならば命中判定
1005 * Always miss 5% of the time, Always hit 5% of the time.
1006 * Otherwise, match monster power against player armor.
1008 static int check_hit(int power, DEPTH level, int stun)
1013 if (stun && one_in_(2)) return FALSE;
1014 if (k < 10) return (k < 5);
1015 i = (power + (level * 3));
1017 ac = p_ptr->ac + p_ptr->to_a;
1018 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
1020 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1025 * @brief モンスターから敵モンスターへの命中判定
1026 * @param power 打撃属性による基本命中値
1027 * @param level 攻撃側モンスターのレベル
1028 * @param ac 目標モンスターのAC
1029 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1030 * @return 命中ならばTRUEを返す
1032 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1037 if (stun && one_in_(2)) return FALSE;
1038 if (k < 10) return (k < 5);
1039 i = (power + (level * 3));
1041 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1045 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
1046 static concptr desc_insult[] =
1057 "があなたをパラサイト呼ばわりした!",
1061 "insults your mother!",
1062 "gives you the finger!",
1065 "dances around you!",
1066 "makes obscene gestures!",
1068 "calls you a parasite!",
1069 "calls you a cyborg!"
1074 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
1075 static concptr desc_moan[] =
1079 "が彼の飼い犬を見なかったかと尋ねている。",
1080 "が縄張りから出て行けと言っている。",
1083 "seems sad about something.",
1084 "asks if you have seen his dogs.",
1085 "tells you to get off his land.",
1086 "mumbles something about mushrooms."
1092 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
1093 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
1094 * @param immune ダメージを回避できる免疫フラグ
1095 * @param flags_offset オーラフラグ配列の参照オフセット
1096 * @param r_flags_offset モンスターの耐性配列の参照オフセット
1097 * @param aura_flag オーラフラグ配列
1098 * @param dam_func ダメージ処理を行う関数の参照ポインタ
1099 * @param message オーラダメージを受けた際のメッセージ
1102 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1103 HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
1105 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1107 if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
1109 GAME_TEXT mon_name[MAX_NLEN];
1110 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1112 monster_desc(mon_name, m_ptr, MD_WRONGDOER_NAME);
1114 dam_func(aura_damage, mon_name, -1, TRUE);
1116 if (is_original_ap_and_seen(m_ptr))
1118 atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
1126 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
1127 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
1130 static void touch_zap_player(monster_type *m_ptr)
1132 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1133 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
1134 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1135 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
1136 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1137 elec_dam, _("電撃をくらった!", "You get zapped!"));
1141 * @brief プレイヤーの変異要素による打撃処理
1142 * @param m_idx 攻撃目標となったモンスターの参照ID
1143 * @param attack 変異要素による攻撃要素の種類
1144 * @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
1145 * @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
1148 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
1152 WEIGHT n_weight = 0;
1153 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1154 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1155 GAME_TEXT m_name[MAX_NLEN];
1157 int dice_num, dice_side;
1163 case MUT2_SCOR_TAIL:
1167 atk_desc = _("尻尾", "tail");
1174 atk_desc = _("角", "horns");
1181 atk_desc = _("クチバシ", "beak");
1188 atk_desc = _("象の鼻", "trunk");
1191 case MUT2_TENTACLES:
1195 atk_desc = _("触手", "tentacles");
1199 dice_num = dice_side = n_weight = 1;
1200 atk_desc = _("未定義の部位", "undefined body part");
1204 monster_desc(m_name, m_ptr, 0);
1206 /* Calculate the "attack quality" */
1207 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
1208 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1211 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1214 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
1216 k = damroll(dice_num, dice_side);
1217 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1219 /* Apply the player damage bonuses */
1222 /* No negative damage */
1225 /* Modify the damage */
1226 k = mon_damage_mod(m_ptr, k, FALSE);
1228 /* Complex message */
1229 msg_format_wizard(CHEAT_MONSTER,
1230 _("%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))"),
1231 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1233 /* Anger the monster */
1234 if (k > 0) anger_monster(m_ptr);
1236 /* Damage, check for fear and mdeath */
1239 case MUT2_SCOR_TAIL:
1240 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1241 *mdeath = (m_ptr->r_idx == 0);
1244 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1247 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1250 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1252 case MUT2_TENTACLES:
1253 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1256 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1259 touch_zap_player(m_ptr);
1265 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1270 * @brief プレイヤーの打撃処理サブルーチン /
1271 * Player attacks a (poor, defenseless) creature -RAK-
1274 * @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
1275 * @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
1276 * @param hand 攻撃を行うための武器を持つ手
1277 * @param mode 発動中の剣術ID
1280 * If no "weapon" is available, then "punch" the monster one time.
1282 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
1284 int num = 0, bonus, chance, vir;
1287 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1289 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1290 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1292 /* Access the weapon */
1293 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1295 GAME_TEXT m_name[MAX_NLEN];
1297 bool success_hit = FALSE;
1298 bool backstab = FALSE;
1299 bool vorpal_cut = FALSE;
1300 int chaos_effect = 0;
1301 bool stab_fleeing = FALSE;
1302 bool fuiuchi = FALSE;
1303 bool monk_attack = FALSE;
1304 bool do_quake = FALSE;
1306 bool drain_msg = TRUE;
1307 int drain_result = 0, drain_heal = 0;
1308 bool can_drain = FALSE;
1310 int drain_left = MAX_VAMPIRIC_DRAIN;
1311 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1312 bool is_human = (r_ptr->d_char == 'p');
1313 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1314 bool zantetsu_mukou, e_j_mukou;
1316 switch (p_ptr->pclass)
1320 if (has_melee_weapon(p_ptr, INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1322 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1323 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1324 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1325 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1326 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1328 /* Can't backstab creatures that we can't see, right? */
1331 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1335 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1337 stab_fleeing = TRUE;
1343 case CLASS_FORCETRAINER:
1344 case CLASS_BERSERKER:
1345 if ((empty_hands(p_ptr, TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1349 if (!o_ptr->k_idx) /* Empty hand */
1351 if ((r_ptr->level + 10) > p_ptr->lev)
1353 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1355 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1356 p_ptr->skill_exp[GINOU_SUDE] += 40;
1357 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1358 p_ptr->skill_exp[GINOU_SUDE] += 5;
1359 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1360 p_ptr->skill_exp[GINOU_SUDE] += 1;
1361 else if ((p_ptr->lev > 34))
1362 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1363 p_ptr->update |= (PU_BONUS);
1367 else if (object_is_melee_weapon(o_ptr))
1369 if ((r_ptr->level + 10) > p_ptr->lev)
1371 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
1372 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + hand].sval;
1373 int now_exp = p_ptr->weapon_exp[tval][sval];
1374 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1377 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1378 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1379 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1380 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1381 p_ptr->weapon_exp[tval][sval] += amount;
1382 p_ptr->update |= (PU_BONUS);
1387 /* Disturb the monster */
1388 (void)set_monster_csleep(g_ptr->m_idx, 0);
1390 monster_desc(m_name, m_ptr, 0);
1392 /* Calculate the "attack quality" */
1393 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1394 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1395 if (mode == HISSATSU_IAI) chance += 60;
1396 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1397 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1399 vir = virtue_number(p_ptr, V_VALOUR);
1402 chance += (p_ptr->virtues[vir - 1] / 10);
1405 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1406 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1408 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1409 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
1410 else num_blow = p_ptr->num_blow[hand];
1412 /* Hack -- DOKUBARI always hit once */
1413 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1415 /* Attack once for each legal blow */
1416 while ((num++ < num_blow) && !p_ptr->is_dead)
1418 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1422 if (p_ptr->migite && p_ptr->hidarite)
1426 if (mode == HISSATSU_3DAN)
1431 success_hit = one_in_(n);
1433 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1434 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1436 if (mode == HISSATSU_MAJIN)
1439 success_hit = FALSE;
1445 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1449 if (backstab) msg_format(_("あなたは冷酷にも眠っている無力な%sを突き刺した!", "You cruelly stab the helpless, sleeping %s!"), m_name);
1450 else if (fuiuchi) msg_format(_("不意を突いて%sに強烈な一撃を喰らわせた!", "You make surprise attack, and hit %s with a powerful blow!"), m_name);
1451 else if (stab_fleeing) msg_format(_("逃げる%sを背中から突き刺した!", "You backstab the fleeing %s!"), m_name);
1452 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
1454 /* Hack -- bare hands do one damage */
1457 object_flags(o_ptr, flgs);
1459 /* Select a chaotic effect (50% chance) */
1460 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1463 chg_virtue(p_ptr, V_CHANCE, 1);
1465 if (randint1(5) < 3)
1467 /* Vampiric (20%) */
1470 else if (one_in_(250))
1475 else if (!one_in_(10))
1477 /* Confusion (26.892%) */
1480 else if (one_in_(2))
1482 /* Teleport away (1.494%) */
1487 /* Polymorph (1.494%) */
1492 /* Vampiric drain */
1493 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1495 /* Only drain "living" monsters */
1496 if (monster_living(m_ptr->r_idx))
1502 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
1504 else vorpal_cut = FALSE;
1508 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1510 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1511 int resist_stun = 0;
1514 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1515 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1516 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1517 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1518 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1521 if (p_ptr->special_defense & KAMAE_BYAKKO)
1522 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1523 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1525 else if (p_ptr->special_defense & KAMAE_GENBU)
1528 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1529 /* Attempt 'times' */
1530 for (times = 0; times < max_times; times++)
1534 ma_ptr = &ma_blows[randint0(MAX_MA)];
1535 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1536 else min_level = ma_ptr->min_level;
1537 } while ((min_level > p_ptr->lev) ||
1538 (randint1(p_ptr->lev) < ma_ptr->chance));
1540 /* keep the highest level attack available we found */
1541 if ((ma_ptr->min_level > old_ptr->min_level) &&
1542 !p_ptr->stun && !p_ptr->confused)
1546 if (current_world_ptr->wizard && cheat_xtra)
1548 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
1557 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1558 else min_level = ma_ptr->min_level;
1559 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1560 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1562 if (ma_ptr->effect == MA_KNEE)
1564 if (r_ptr->flags1 & RF1_MALE)
1566 msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), m_name);
1568 special_effect = MA_KNEE;
1571 msg_format(ma_ptr->desc, m_name);
1574 else if (ma_ptr->effect == MA_SLOW)
1576 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1577 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1579 msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), m_name);
1580 special_effect = MA_SLOW;
1582 else msg_format(ma_ptr->desc, m_name);
1588 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1591 msg_format(ma_ptr->desc, m_name);
1594 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1595 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
1597 weight += (P_PTR_KI / 30);
1598 if (weight > 20) weight = 20;
1601 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1603 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1605 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
1606 stun_effect = 7 + randint1(13);
1610 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1612 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1613 (randint1(p_ptr->lev) > r_ptr->level) &&
1616 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
1617 m_ptr->mspeed -= 10;
1621 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1623 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1625 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1627 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
1631 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
1637 /* Handle normal weapon */
1638 else if (o_ptr->k_idx)
1640 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1641 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1645 k *= (3 + (p_ptr->lev / 20));
1649 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
1651 else if (stab_fleeing)
1656 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1657 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1662 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1663 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1671 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1673 char chainsword_noise[1024];
1674 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1676 msg_print(chainsword_noise);
1680 if (o_ptr->name1 == ART_VORPAL_BLADE)
1682 msg_print(_("目にも止まらぬヴォーパルブレード、手錬の早業!", "Your Vorpal Blade goes snicker-snack!"));
1686 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1689 /* Try to increase the damage */
1690 while (one_in_(vorpal_chance))
1695 k *= (HIT_POINT)mult;
1698 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
1700 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1706 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
1707 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
1708 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
1709 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
1710 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
1711 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
1712 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
1715 drain_result = drain_result * 3 / 2;
1719 drain_result += o_ptr->to_d;
1722 /* Apply the player damage bonuses */
1723 k += p_ptr->to_d[hand];
1724 drain_result += p_ptr->to_d[hand];
1726 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1727 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
1728 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1730 /* No negative damage */
1733 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
1740 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
1746 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
1750 if (mode == HISSATSU_MINEUCHI)
1752 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
1755 anger_monster(m_ptr);
1757 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
1760 if (MON_STUNNED(m_ptr))
1762 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
1767 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
1771 (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
1775 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
1779 /* Modify the damage */
1780 k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
1781 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1783 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
1786 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
1790 else if ((p_ptr->pclass == CLASS_NINJA) && has_melee_weapon(p_ptr, INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
1792 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
1793 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
1797 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
1799 else if (((m_ptr->hp < maxhp / 2) && one_in_((p_ptr->num_blow[0] + p_ptr->num_blow[1] + 1) * 10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
1801 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
1803 k = MAX(k * 5, m_ptr->hp / 2);
1805 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
1810 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
1815 msg_format_wizard(CHEAT_MONSTER,
1816 _("%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,
1817 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1819 if (k <= 0) can_drain = FALSE;
1821 if (drain_result > m_ptr->hp)
1822 drain_result = m_ptr->hp;
1824 /* Damage, check for fear and death */
1825 if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
1828 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
1830 if (p_ptr->migite && p_ptr->hidarite)
1832 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
1833 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
1837 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1840 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1841 msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut...."));
1845 /* Anger the monster */
1846 if (k > 0) anger_monster(m_ptr);
1848 touch_zap_player(m_ptr);
1850 /* Are we draining it? A little note: If the monster is
1851 dead, the drain does not work... */
1853 if (can_drain && (drain_result > 0))
1855 if (o_ptr->name1 == ART_MURAMASA)
1859 HIT_PROB to_h = o_ptr->to_h;
1860 HIT_POINT to_d = o_ptr->to_d;
1864 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1868 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1871 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1873 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1881 if (drain_result > 5) /* Did we really hurt it? */
1883 drain_heal = damroll(2, drain_result / 6);
1885 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1889 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1894 if (drain_heal < drain_left)
1896 drain_left -= drain_heal;
1900 drain_heal = drain_left;
1906 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1910 drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
1912 hp_player(p_ptr, drain_heal);
1913 /* We get to keep some of it! */
1917 m_ptr->maxhp -= (k + 7) / 8;
1918 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1919 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1925 /* Confusion attack */
1926 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1928 /* Cancel glowing hands */
1929 if (p_ptr->special_attack & ATTACK_CONFUSE)
1931 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1932 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1933 p_ptr->redraw |= (PR_STATUS);
1937 /* Confuse the monster */
1938 if (r_ptr->flags3 & RF3_NO_CONF)
1940 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1941 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1944 else if (randint0(100) < r_ptr->level)
1946 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1950 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1951 (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1955 else if (chaos_effect == 4)
1957 bool resists_tele = FALSE;
1959 if (r_ptr->flagsr & RFR_RES_TELE)
1961 if (r_ptr->flags1 & RF1_UNIQUE)
1963 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1964 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1965 resists_tele = TRUE;
1967 else if (r_ptr->level > randint1(100))
1969 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1970 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1971 resists_tele = TRUE;
1977 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1978 teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1979 num = num_blow + 1; /* Can't hit it anymore! */
1984 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1986 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1987 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1989 if (polymorph_monster(y, x))
1991 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1997 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
2000 /* Hack -- Get new monster */
2001 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2003 /* Oops, we need a different name... */
2004 monster_desc(m_name, m_ptr, 0);
2006 /* Hack -- Get new race */
2007 r_ptr = &r_info[m_ptr->r_idx];
2010 else if (o_ptr->name1 == ART_G_HAMMER)
2012 monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2014 if (target_ptr->hold_o_idx)
2016 object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
2017 GAME_TEXT o_name[MAX_NLEN];
2019 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2020 q_ptr->held_m_idx = 0;
2021 q_ptr->marked = OM_TOUCHED;
2022 target_ptr->hold_o_idx = q_ptr->next_o_idx;
2023 q_ptr->next_o_idx = 0;
2024 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
2033 backstab = FALSE; /* Clumsy! */
2034 fuiuchi = FALSE; /* Clumsy! */
2036 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2038 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
2042 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
2043 msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
2044 object_flags(o_ptr, flgs_aux);
2046 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2049 switch (p_ptr->mimic_form)
2052 switch (p_ptr->prace)
2059 case RACE_BARBARIAN:
2063 case RACE_HALF_TROLL:
2064 case RACE_HALF_OGRE:
2065 case RACE_HALF_GIANT:
2066 case RACE_HALF_TITAN:
2074 case RACE_DRACONIAN:
2081 case MIMIC_DEMON_LORD:
2088 if (p_ptr->align < 0 && mult < 20)
2090 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2092 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2094 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2096 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2098 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2101 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
2103 p_ptr->csp -= (1 + (p_ptr->msp / 30));
2104 p_ptr->redraw |= (PR_MANA);
2105 mult = mult * 3 / 2 + 20;
2107 k *= (HIT_POINT)mult;
2111 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2115 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
2116 /* Try to increase the damage */
2122 k *= (HIT_POINT)mult;
2124 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2127 take_hit(p_ptr, DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
2133 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
2141 if (weak && !(*mdeath))
2143 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
2145 if (drain_left != MAX_VAMPIRIC_DRAIN)
2149 chg_virtue(p_ptr, V_UNLIFE, 1);
2152 /* Mega-Hack -- apply earthquake brand */
2155 earthquake(p_ptr->y, p_ptr->x, 10, 0);
2156 if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
2161 * @brief プレイヤーの打撃処理メインルーチン
2164 * @param mode 発動中の剣術ID
2165 * @return 実際に攻撃処理が行われた場合TRUEを返す。
2167 * If no "weapon" is available, then "punch" the monster one time.
2169 bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
2172 bool mdeath = FALSE;
2173 bool stormbringer = FALSE;
2175 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2176 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2177 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2178 GAME_TEXT m_name[MAX_NLEN];
2180 disturb(FALSE, TRUE);
2182 take_turn(p_ptr, 100);
2184 if (!p_ptr->migite && !p_ptr->hidarite &&
2185 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2187 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
2188 (empty_hands(p_ptr, FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
2192 monster_desc(m_name, m_ptr, 0);
2196 /* Auto-Recall if possible and visible */
2197 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2199 health_track(g_ptr->m_idx);
2202 if ((r_ptr->flags1 & RF1_FEMALE) &&
2203 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2205 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (p_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))
2207 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
2212 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2214 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
2218 /* Stop if friendly */
2219 if (!is_hostile(m_ptr) &&
2220 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2221 p_ptr->shero || !m_ptr->ml))
2223 if (p_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2224 if (p_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2227 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
2228 chg_virtue(p_ptr, V_INDIVIDUALISM, 1);
2229 chg_virtue(p_ptr, V_HONOUR, -1);
2230 chg_virtue(p_ptr, V_JUSTICE, -1);
2231 chg_virtue(p_ptr, V_COMPASSION, -1);
2233 else if (p_ptr->pclass != CLASS_BERSERKER)
2235 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
2237 chg_virtue(p_ptr, V_INDIVIDUALISM, 1);
2238 chg_virtue(p_ptr, V_HONOUR, -1);
2239 chg_virtue(p_ptr, V_JUSTICE, -1);
2240 chg_virtue(p_ptr, V_COMPASSION, -1);
2244 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
2251 /* Handle player fear */
2255 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
2257 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
2259 /* Disturb the monster */
2260 (void)set_monster_csleep(g_ptr->m_idx, 0);
2265 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2267 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(p_ptr, V_COMPASSION, -1);
2268 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(p_ptr, V_HONOUR, -1);
2271 if (p_ptr->migite && p_ptr->hidarite)
2273 if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
2275 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2276 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2277 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2278 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2279 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2280 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2281 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2282 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2283 p_ptr->update |= (PU_BONUS);
2287 /* Gain riding experience */
2290 int cur = p_ptr->skill_exp[GINOU_RIDING];
2291 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2295 DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
2296 DEPTH targetlevel = r_ptr->level;
2299 if ((cur / 200 - 5) < targetlevel)
2302 /* Extra experience */
2303 if ((cur / 100) < ridinglevel)
2305 if ((cur / 100 + 15) < ridinglevel)
2306 inc += 1 + (ridinglevel - (cur / 100 + 15));
2311 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2312 p_ptr->update |= (PU_BONUS);
2316 p_ptr->riding_t_m_idx = g_ptr->m_idx;
2317 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2318 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2320 /* Mutations which yield extra 'natural' attacks */
2323 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2324 natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2325 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2326 natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2327 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2328 natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2329 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2330 natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2331 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2332 natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2335 /* Hack -- delay fear messages */
2336 if (fear && m_ptr->ml && !mdeath)
2340 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
2343 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2345 set_action(p_ptr, ACTION_NONE);
2352 * @brief モンスターからプレイヤーへの打撃処理 / Attack the player via physical attacks.
2353 * @param m_idx 打撃を行うモンスターのID
2354 * @return 実際に攻撃処理を行った場合TRUEを返す
2356 bool make_attack_normal(MONSTER_IDX m_idx)
2358 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2359 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2367 int do_cut, do_stun;
2371 GAME_TEXT o_name[MAX_NLEN];
2372 GAME_TEXT m_name[MAX_NLEN];
2373 GAME_TEXT ddesc[80];
2376 bool touched = FALSE, fear = FALSE, alive = TRUE;
2377 bool explode = FALSE;
2378 bool do_silly_attack = (one_in_(2) && p_ptr->image);
2379 HIT_POINT get_damage = 0;
2380 int abbreviate = 0; // 2回目以降の省略表現フラグ
2382 /* Not allowed to attack */
2383 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
2385 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
2387 /* ...nor if friendly */
2388 if (!is_hostile(m_ptr)) return FALSE;
2390 /* Extract the effective monster level */
2391 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2393 /* Get the monster name (or "it") */
2394 monster_desc(m_name, m_ptr, 0);
2396 monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
2398 if (p_ptr->special_defense & KATA_IAI)
2400 msg_format(_("相手が襲いかかる前に素早く武器を振るった。", "You took sen, draw and cut in one motion before %s move."), m_name);
2401 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
2404 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
2406 if (kawarimi(TRUE)) return TRUE;
2409 /* Assume no blink */
2412 /* Scan through all four blows */
2413 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
2415 bool obvious = FALSE;
2417 HIT_POINT power = 0;
2418 HIT_POINT damage = 0;
2422 /* Extract the attack infomation */
2423 int effect = r_ptr->blow[ap_cnt].effect;
2424 int method = r_ptr->blow[ap_cnt].method;
2425 int d_dice = r_ptr->blow[ap_cnt].d_dice;
2426 int d_side = r_ptr->blow[ap_cnt].d_side;
2428 if (!monster_is_valid(m_ptr)) break;
2430 /* Hack -- no more attacks */
2433 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
2439 /* Stop if player is dead or gone */
2440 if (!p_ptr->playing || p_ptr->is_dead) break;
2441 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
2443 /* Handle "leaving" */
2444 if (p_ptr->leaving) break;
2446 if (method == RBM_SHOOT) continue;
2448 /* Extract the attack "power" */
2449 power = mbe_info[effect].power;
2452 ac = p_ptr->ac + p_ptr->to_a;
2454 /* Monster hits player */
2455 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
2457 /* Always disturbing */
2458 disturb(TRUE, TRUE);
2461 /* Hack -- Apply "protection from evil" */
2462 if ((p_ptr->protevil > 0) &&
2463 (r_ptr->flags3 & RF3_EVIL) &&
2464 (p_ptr->lev >= rlev) &&
2465 ((randint0(100) + p_ptr->lev) > 50))
2467 /* Remember the Evil-ness */
2468 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
2471 if (abbreviate) msg_format("撃退した。");
2472 else msg_format("%^sは撃退された。", m_name);
2473 abbreviate = 1; /*2回目以降は省略 */
2475 msg_format("%^s is repelled.", m_name);
2479 /* Hack -- Next attack */
2484 /* Assume no cut or stun */
2485 do_cut = do_stun = 0;
2487 /* Describe the attack method */
2492 act = _("殴られた。", "hits you.");
2493 do_cut = do_stun = 1;
2501 act = _("触られた。", "touches you.");
2509 act = _("パンチされた。", "punches you.");
2518 act = _("蹴られた。", "kicks you.");
2527 act = _("ひっかかれた。", "claws you.");
2536 act = _("噛まれた。", "bites you.");
2545 act = _("刺された。", "stings you.");
2553 act = _("斬られた。", "slashes you.");
2562 act = _("角で突かれた。", "butts you.");
2571 act = _("体当たりされた。", "crushes you.");
2580 act = _("飲み込まれた。", "engulfs you.");
2589 act = _("は請求書をよこした。", "charges you.");
2591 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
2598 act = _("が体の上を這い回った。", "crawls on you.");
2606 act = _("よだれをたらされた。", "drools on you.");
2613 act = _("唾を吐かれた。", "spits on you.");
2621 act = _("は爆発した。", "explodes.");
2628 act = _("にらまれた。", "gazes at you.");
2634 act = _("泣き叫ばれた。", "wails at you.");
2641 act = _("胞子を飛ばされた。", "releases spores at you.");
2649 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
2655 act = _("金をせがまれた。", "begs you for money.");
2665 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
2675 act = desc_moan[randint0(4)];
2685 if (m_ptr->r_idx == MON_JAIAN)
2688 switch(randint1(15))
2693 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
2696 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
2699 act = "「♪の~び太スネ夫はメじゃないよ~~」";
2702 act = "「♪け~んかスポ~ツ~どんとこい~」";
2705 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
2708 act = "「♪ま~ちいちば~んのに~んきもの~~」";
2711 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
2714 act = "「♪きはやさし~くて~ち~からもち~」";
2717 act = "「♪かお~も~~スタイルも~バツグンさ~」";
2720 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
2723 act = "「♪ド~ラもドラミもメじゃないよ~~」";
2726 act = "「♪よじげんぽけっと~な~くたって~」";
2729 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
2733 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
2739 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
2741 act = _("は♪アイ ラブ ユー、ユー ラブ ミー♪と歌っている。", "sings 'I love you, you love me.'");
2751 if (do_silly_attack)
2756 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
2759 if (abbreviate == 0)
2760 msg_format("%^sに%s", m_name, act);
2761 else if (abbreviate == 1)
2762 msg_format("%s", act);
2763 else /* if (abbreviate == -1) */
2764 msg_format("%^s%s", m_name, act);
2765 abbreviate = 1;/*2回目以降は省略 */
2767 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
2771 /* Hack -- assume all attacks are obvious */
2774 /* Roll out the damage */
2775 damage = damroll(d_dice, d_side);
2778 * Skip the effect when exploding, since the explosion
2779 * already causes the effect.
2781 if(explode) damage = 0;
2782 /* Apply appropriate damage */
2792 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
2794 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW(p_ptr))
2796 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
2797 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
2798 tmp_damage = MAX(damage, tmp_damage*2);
2800 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2804 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2807 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2808 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2816 /* Take "poison" effect */
2817 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW(p_ptr))
2819 if (set_poisoned(p_ptr, p_ptr->poisoned + randint1(rlev) + 5))
2825 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2827 /* Learn about the player */
2828 update_smart_learn(m_idx, DRS_POIS);
2837 /* Allow complete resist */
2838 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW(p_ptr))
2840 /* Apply disenchantment */
2841 if (apply_disenchant(0))
2843 /* Hack -- Update AC */
2844 update_creature(p_ptr);
2849 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2851 /* Learn about the player */
2852 update_smart_learn(m_idx, DRS_DISEN);
2859 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2861 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
2864 for (k = 0; k < 10; k++)
2867 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2869 /* Obtain the item */
2870 o_ptr = &p_ptr->inventory_list[i];
2871 if (!o_ptr->k_idx) continue;
2873 /* Drain charged wands/staffs */
2874 if (((o_ptr->tval == TV_STAFF) ||
2875 (o_ptr->tval == TV_WAND)) &&
2878 /* Calculate healed hitpoints */
2879 int heal=rlev * o_ptr->pval;
2880 if( o_ptr->tval == TV_STAFF)
2881 heal *= o_ptr->number;
2883 /* Don't heal more than max hp */
2884 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2886 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2890 /* Heal the monster */
2891 m_ptr->hp += (HIT_POINT)heal;
2893 /* Redraw (later) if needed */
2894 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2895 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2900 /* Combine / Reorder the pack */
2901 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2902 p_ptr->window |= (PW_INVEN);
2913 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2915 /* Confused monsters cannot steal successfully. -LM-*/
2916 if (MON_CONFUSED(m_ptr)) break;
2918 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
2922 /* Saving throw (unless paralyzed) based on dex and level */
2923 if (!p_ptr->paralyzed &&
2924 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2927 /* Saving throw message */
2928 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2930 /* Occasional blink anyway */
2931 if (randint0(3)) blinked = TRUE;
2937 gold = (p_ptr->au / 10) + randint1(25);
2938 if (gold < 2) gold = 2;
2939 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2940 if (gold > p_ptr->au) gold = p_ptr->au;
2944 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2948 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2949 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2950 chg_virtue(p_ptr, V_SACRIFICE, 1);
2954 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2955 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2956 chg_virtue(p_ptr, V_SACRIFICE, 2);
2960 p_ptr->redraw |= (PR_GOLD);
2962 p_ptr->window |= (PW_PLAYER);
2973 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2975 /* Confused monsters cannot steal successfully. -LM-*/
2976 if (MON_CONFUSED(m_ptr)) break;
2978 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
2980 /* Saving throw (unless paralyzed) based on dex and level */
2981 if (!p_ptr->paralyzed && (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev)))
2983 /* Saving throw message */
2984 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2986 /* Occasional "blink" anyway */
2993 for (k = 0; k < 10; k++)
2998 i = (INVENTORY_IDX)randint0(INVEN_PACK);
3000 /* Obtain the item */
3001 o_ptr = &p_ptr->inventory_list[i];
3002 if (!o_ptr->k_idx) continue;
3004 /* Skip artifacts */
3005 if (object_is_artifact(o_ptr)) continue;
3007 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3010 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
3012 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
3014 chg_virtue(p_ptr, V_SACRIFICE, 1);
3021 j_ptr = ¤t_floor_ptr->o_list[o_idx];
3022 object_copy(j_ptr, o_ptr);
3027 /* Hack -- If a rod or wand, allocate total
3028 * maximum timeouts or charges between those
3029 * stolen and those missed. -LM-
3031 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3033 j_ptr->pval = o_ptr->pval / o_ptr->number;
3034 o_ptr->pval -= j_ptr->pval;
3038 j_ptr->marked = OM_TOUCHED;
3040 /* Memorize monster */
3041 j_ptr->held_m_idx = m_idx;
3044 j_ptr->next_o_idx = m_ptr->hold_o_idx;
3047 m_ptr->hold_o_idx = o_idx;
3050 /* Steal the items */
3051 inven_item_increase(i, -1);
3052 inven_item_optimize(i);
3067 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3069 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3071 /* Steal some food */
3072 for (k = 0; k < 10; k++)
3074 /* Pick an item from the pack */
3075 i = (INVENTORY_IDX)randint0(INVEN_PACK);
3077 o_ptr = &p_ptr->inventory_list[i];
3078 if (!o_ptr->k_idx) continue;
3080 /* Skip non-food objects */
3081 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
3083 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3086 msg_format("%s(%c)を%s食べられてしまった!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
3088 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
3091 /* Steal the items */
3092 inven_item_increase(i, -1);
3093 inven_item_optimize(i);
3105 /* Access the lite */
3106 o_ptr = &p_ptr->inventory_list[INVEN_LITE];
3107 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3109 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3112 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
3115 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
3116 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
3120 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
3124 p_ptr->window |= (PW_EQUIP);
3134 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
3135 get_damage += acid_dam(damage, ddesc, -1, FALSE);
3136 update_creature(p_ptr);
3137 update_smart_learn(m_idx, DRS_ACID);
3145 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
3146 get_damage += elec_dam(damage, ddesc, -1, FALSE);
3147 update_smart_learn(m_idx, DRS_ELEC);
3155 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
3156 get_damage += fire_dam(damage, ddesc, -1, FALSE);
3157 update_smart_learn(m_idx, DRS_FIRE);
3165 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
3166 get_damage += cold_dam(damage, ddesc, -1, FALSE);
3167 update_smart_learn(m_idx, DRS_COLD);
3173 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3174 if (p_ptr->is_dead) break;
3176 /* Increase "blind" */
3177 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW(p_ptr))
3179 if (set_blind(p_ptr, p_ptr->blind + 10 + randint1(rlev)))
3182 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
3190 /* Learn about the player */
3191 update_smart_learn(m_idx, DRS_BLIND);
3199 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3201 if (p_ptr->is_dead) break;
3203 /* Increase "confused" */
3204 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW(p_ptr))
3206 if (set_confused(p_ptr, p_ptr->confused + 3 + randint1(rlev)))
3212 /* Learn about the player */
3213 update_smart_learn(m_idx, DRS_CONF);
3220 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3222 if (p_ptr->is_dead) break;
3224 /* Increase "afraid" */
3225 if (CHECK_MULTISHADOW(p_ptr))
3229 else if (p_ptr->resist_fear)
3231 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
3234 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
3236 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
3241 if (set_afraid(p_ptr, p_ptr->afraid + 3 + randint1(rlev)))
3247 /* Learn about the player */
3248 update_smart_learn(m_idx, DRS_FEAR);
3255 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3257 if (p_ptr->is_dead) break;
3259 /* Increase "paralyzed" */
3260 if (CHECK_MULTISHADOW(p_ptr))
3264 else if (p_ptr->free_act)
3266 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
3269 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
3271 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
3276 if (!p_ptr->paralyzed)
3278 if (set_paralyzed(p_ptr, 3 + randint1(rlev)))
3285 /* Learn about the player */
3286 update_smart_learn(m_idx, DRS_FREE);
3293 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3295 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3296 if (do_dec_stat(p_ptr, A_STR)) obvious = TRUE;
3303 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3305 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3306 if (do_dec_stat(p_ptr, A_INT)) obvious = TRUE;
3313 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3315 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3316 if (do_dec_stat(p_ptr, A_WIS)) obvious = TRUE;
3323 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3325 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3326 if (do_dec_stat(p_ptr, A_DEX)) obvious = TRUE;
3333 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3335 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3336 if (do_dec_stat(p_ptr, A_CON)) obvious = TRUE;
3343 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3345 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3346 if (do_dec_stat(p_ptr, A_CHR)) obvious = TRUE;
3353 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3355 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3357 /* Damage (stats) */
3358 if (do_dec_stat(p_ptr, A_STR)) obvious = TRUE;
3359 if (do_dec_stat(p_ptr, A_DEX)) obvious = TRUE;
3360 if (do_dec_stat(p_ptr, A_CON)) obvious = TRUE;
3361 if (do_dec_stat(p_ptr, A_INT)) obvious = TRUE;
3362 if (do_dec_stat(p_ptr, A_WIS)) obvious = TRUE;
3363 if (do_dec_stat(p_ptr, A_CHR)) obvious = TRUE;
3372 /* Hack -- Reduce damage based on the player armor class */
3373 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
3375 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3377 /* Radius 8 earthquake centered at the monster */
3378 if (damage > 23 || explode)
3380 earthquake(m_ptr->fy, m_ptr->fx, 8, m_idx);
3388 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3392 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3394 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3396 (void)drain_exp(p_ptr, d, d / 10, 95);
3402 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3406 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3408 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3410 (void)drain_exp(p_ptr, d, d / 10, 90);
3416 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3420 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3422 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3424 (void)drain_exp(p_ptr, d, d / 10, 75);
3430 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3434 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3436 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3438 (void)drain_exp(p_ptr, d, d / 10, 50);
3444 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3446 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3448 /* Take "poison" effect */
3449 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
3451 if (set_poisoned(p_ptr, p_ptr->poisoned + randint1(rlev) + 5))
3457 /* Damage CON (10% chance)*/
3458 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
3460 /* 1% chance for perm. damage */
3461 bool perm = one_in_(10);
3462 if (dec_stat(p_ptr, A_CON, randint1(10), perm))
3464 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
3474 if (!p_ptr->resist_time && !CHECK_MULTISHADOW(p_ptr))
3476 switch (randint1(10))
3478 case 1: case 2: case 3: case 4: case 5:
3480 if (p_ptr->prace == RACE_ANDROID) break;
3481 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
3482 lose_exp(p_ptr, 100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
3486 case 6: case 7: case 8: case 9:
3488 int stat = randint0(6);
3493 case A_STR: act = "強く"; break;
3494 case A_INT: act = "聡明で"; break;
3495 case A_WIS: act = "賢明で"; break;
3496 case A_DEX: act = "器用で"; break;
3497 case A_CON: act = "健康で"; break;
3498 case A_CHR: act = "美しく"; break;
3500 case A_STR: act = "strong"; break;
3501 case A_INT: act = "bright"; break;
3502 case A_WIS: act = "wise"; break;
3503 case A_DEX: act = "agile"; break;
3504 case A_CON: act = "hale"; break;
3505 case A_CHR: act = "beautiful"; break;
3510 msg_format(_("あなたは以前ほど%sなくなってしまった...。", "You're not as %s as you used to be..."), act);
3511 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
3512 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
3513 p_ptr->update |= (PU_BONUS);
3519 msg_print(_("あなたは以前ほど力強くなくなってしまった...。", "You're not as powerful as you used to be..."));
3521 for (k = 0; k < A_MAX; k++)
3523 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
3524 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
3526 p_ptr->update |= (PU_BONUS);
3531 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3537 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3542 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3544 if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
3546 resist_drain = !drain_exp(p_ptr, d, d / 10, 50);
3548 /* Heal the attacker? */
3549 if (p_ptr->mimic_form)
3551 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
3552 resist_drain = TRUE;
3556 switch (p_ptr->prace)
3565 resist_drain = TRUE;
3570 if ((damage > 5) && !resist_drain)
3572 bool did_heal = FALSE;
3574 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
3577 m_ptr->hp += damroll(4, damage / 6);
3578 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3580 /* Redraw (later) if needed */
3581 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3582 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3584 /* Special message */
3585 if (m_ptr->ml && did_heal)
3587 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
3597 if (CHECK_MULTISHADOW(p_ptr))
3599 msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
3605 p_ptr->csp -= damage;
3609 p_ptr->csp_frac = 0;
3612 p_ptr->redraw |= (PR_MANA);
3615 /* Learn about the player */
3616 update_smart_learn(m_idx, DRS_MANA);
3622 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3624 if (p_ptr->is_dead) break;
3626 /* Decrease speed */
3627 if (CHECK_MULTISHADOW(p_ptr))
3633 if (set_slow(p_ptr, (p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
3643 get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3645 if (p_ptr->is_dead) break;
3647 /* Decrease speed */
3648 if (p_ptr->resist_sound || CHECK_MULTISHADOW(p_ptr))
3654 if (set_stun(p_ptr, p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3664 /* Hack -- only one of cut or stun */
3665 if (do_cut && do_stun)
3668 if (randint0(100) < 50)
3685 /* Critical hit (zero if non-critical) */
3686 tmp = monster_critical(d_dice, d_side, damage);
3688 /* Roll for damage */
3691 case 0: cut_plus = 0; break;
3692 case 1: cut_plus = randint1(5); break;
3693 case 2: cut_plus = randint1(5) + 5; break;
3694 case 3: cut_plus = randint1(20) + 20; break;
3695 case 4: cut_plus = randint1(50) + 50; break;
3696 case 5: cut_plus = randint1(100) + 100; break;
3697 case 6: cut_plus = 300; break;
3698 default: cut_plus = 500; break;
3702 if (cut_plus) (void)set_cut(p_ptr,p_ptr->cut + cut_plus);
3710 /* Critical hit (zero if non-critical) */
3711 tmp = monster_critical(d_dice, d_side, damage);
3713 /* Roll for damage */
3716 case 0: stun_plus = 0; break;
3717 case 1: stun_plus = randint1(5); break;
3718 case 2: stun_plus = randint1(5) + 10; break;
3719 case 3: stun_plus = randint1(10) + 20; break;
3720 case 4: stun_plus = randint1(15) + 30; break;
3721 case 5: stun_plus = randint1(20) + 40; break;
3722 case 6: stun_plus = 80; break;
3723 default: stun_plus = 150; break;
3726 /* Apply the stun */
3727 if (stun_plus) (void)set_stun(p_ptr, p_ptr->stun + stun_plus);
3732 sound(SOUND_EXPLODE);
3734 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3743 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
3745 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3747 HIT_POINT dam = damroll(2, 6);
3749 /* Modify the damage */
3750 dam = mon_damage_mod(m_ptr, dam, FALSE);
3752 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
3754 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
3762 if (is_original_ap_and_seen(m_ptr))
3763 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3767 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
3769 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3771 HIT_POINT dam = damroll(2, 6);
3773 /* Modify the damage */
3774 dam = mon_damage_mod(m_ptr, dam, FALSE);
3776 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
3777 if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
3785 if (is_original_ap_and_seen(m_ptr))
3786 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3790 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3792 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3794 HIT_POINT dam = damroll(2, 6);
3796 /* Modify the damage */
3797 dam = mon_damage_mod(m_ptr, dam, FALSE);
3799 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
3800 if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
3808 if (is_original_ap_and_seen(m_ptr))
3809 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3814 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3816 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3818 HIT_POINT dam = damroll(2, 6);
3820 /* Modify the damage */
3821 dam = mon_damage_mod(m_ptr, dam, FALSE);
3823 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
3824 if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
3832 if (is_original_ap_and_seen(m_ptr))
3833 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3836 if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
3838 teleport_player(10, 0L);
3842 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3844 if (r_ptr->flags3 & RF3_EVIL)
3846 if (!(r_ptr->flagsr & RFR_RES_ALL))
3848 HIT_POINT dam = damroll(2, 6);
3850 /* Modify the damage */
3851 dam = mon_damage_mod(m_ptr, dam, FALSE);
3853 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
3854 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3859 if (is_original_ap_and_seen(m_ptr))
3860 r_ptr->r_flags3 |= RF3_EVIL;
3864 if (is_original_ap_and_seen(m_ptr))
3865 r_ptr->r_flagsr |= RFR_RES_ALL;
3870 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3872 if (!(r_ptr->flagsr & RFR_RES_ALL))
3874 HIT_POINT dam = damroll(2, 6);
3876 /* Modify the damage */
3877 dam = mon_damage_mod(m_ptr, dam, FALSE);
3879 msg_format(_("%^sが鋭い闘気のオーラで傷ついた!", "%^s is injured by the Force"), m_name);
3880 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3888 if (is_original_ap_and_seen(m_ptr))
3889 r_ptr->r_flagsr |= RFR_RES_ALL;
3893 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3896 object_type *o_armed_ptr = &p_ptr->inventory_list[INVEN_RARM];
3898 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3900 if (o_armed_ptr->k_idx)
3902 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3903 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3906 /* Cursed armor makes damages doubled */
3907 o_armed_ptr = &p_ptr->inventory_list[INVEN_BODY];
3908 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3910 /* Modify the damage */
3911 dam = mon_damage_mod(m_ptr, dam, FALSE);
3913 msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
3914 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3919 else /* monster does not dead */
3922 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3923 EFFECT_ID typ[4][2] = {
3924 { INVEN_HEAD, GF_OLD_CONF },
3925 { INVEN_LARM, GF_OLD_SLEEP },
3926 { INVEN_HANDS, GF_TURN_ALL },
3927 { INVEN_FEET, GF_OLD_SLOW }
3930 /* Some cursed armours gives an extra effect */
3931 for (j = 0; j < 4; j++)
3933 o_armed_ptr = &p_ptr->inventory_list[typ[j][0]];
3934 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3935 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3941 if (is_original_ap_and_seen(m_ptr))
3942 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3948 /* Monster missed player */
3951 /* Analyze failed attacks */
3967 /* Visible monsters */
3970 disturb(TRUE, TRUE);
3974 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3976 msg_format("%s%^sの攻撃をかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "", m_name);
3977 abbreviate = 1;/*2回目以降は省略 */
3979 msg_format("%^s misses you.", m_name);
3984 /* Gain shield experience */
3985 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
3987 int cur = p_ptr->skill_exp[GINOU_SHIELD];
3988 int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
3992 DEPTH targetlevel = r_ptr->level;
3996 /* Extra experience */
3997 if ((cur / 100) < targetlevel)
3999 if ((cur / 100 + 15) < targetlevel)
4000 inc += 1 + (targetlevel - (cur / 100 + 15));
4005 p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
4006 p_ptr->update |= (PU_BONUS);
4017 /* Analyze "visible" monsters only */
4018 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
4020 /* Count "obvious" attacks (and ones that cause damage) */
4021 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
4023 /* Count attacks of this type */
4024 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
4026 r_ptr->r_blows[ap_cnt]++;
4031 if (p_ptr->riding && damage)
4033 char m_steed_name[MAX_NLEN];
4034 monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
4035 if (rakuba((damage > 200) ? 200 : damage, FALSE))
4037 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
4041 if (p_ptr->special_defense & NINJA_KAWARIMI)
4043 if (kawarimi(FALSE)) return TRUE;
4047 /* Hex - revenge damage stored */
4048 revenge_store(get_damage);
4050 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
4051 && get_damage > 0 && !p_ptr->is_dead)
4054 msg_format("攻撃が%s自身を傷つけた!", m_name);
4056 GAME_TEXT m_name_self[80];
4059 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
4061 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
4063 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
4064 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr, p_ptr->tim_eyeeye-5, TRUE);
4067 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
4069 char m_target_name[MAX_NLEN];
4070 monster_desc(m_target_name, m_ptr, 0);
4073 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
4074 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
4076 p_ptr->redraw |= (PR_MANA);
4080 if (blinked && alive && !p_ptr->is_dead)
4082 if (teleport_barrier(m_idx))
4084 msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
4088 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
4089 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
4094 /* Always notice cause of death */
4095 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4100 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
4103 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
4106 if (p_ptr->special_defense & KATA_IAI)
4108 set_action(p_ptr, ACTION_NONE);
4111 /* Assume we attacked */
4116 #define BLOW_EFFECT_TYPE_NONE 0
4117 #define BLOW_EFFECT_TYPE_FEAR 1
4118 #define BLOW_EFFECT_TYPE_SLEEP 2
4119 #define BLOW_EFFECT_TYPE_HEAL 3
4122 * @brief モンスターから敵モンスターへの打撃攻撃処理
4123 * @param m_idx 攻撃側モンスターの参照ID
4124 * @param t_idx 目標側モンスターの参照ID
4125 * @return 実際に打撃処理が行われた場合TRUEを返す
4127 bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
4129 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4130 monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
4132 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4133 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
4135 ARMOUR_CLASS ap_cnt;
4139 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
4140 char temp[MAX_NLEN];
4142 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
4143 POSITION y_saver = t_ptr->fy;
4144 POSITION x_saver = t_ptr->fx;
4147 bool see_m = is_seen(m_ptr);
4148 bool see_t = is_seen(t_ptr);
4149 bool see_either = see_m || see_t;
4151 /* Can the player be aware of this attack? */
4152 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
4153 bool do_silly_attack = (one_in_(2) && p_ptr->image);
4155 /* Cannot attack self */
4156 if (m_idx == t_idx) return FALSE;
4158 /* Not allowed to attack */
4159 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
4161 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
4166 /* Extract the effective monster level */
4167 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
4169 monster_desc(m_name, m_ptr, 0);
4170 monster_desc(t_name, t_ptr, 0);
4172 /* Assume no blink */
4175 if (!see_either && known)
4177 current_floor_ptr->monster_noise = TRUE;
4180 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
4182 /* Scan through all four blows */
4183 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
4185 bool obvious = FALSE;
4187 HIT_POINT power = 0;
4188 HIT_POINT damage = 0;
4192 /* Extract the attack infomation */
4193 int effect = r_ptr->blow[ap_cnt].effect;
4194 int method = r_ptr->blow[ap_cnt].method;
4195 int d_dice = r_ptr->blow[ap_cnt].d_dice;
4196 int d_side = r_ptr->blow[ap_cnt].d_side;
4198 if (!monster_is_valid(m_ptr)) break;
4200 /* Stop attacking if the target dies! */
4201 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
4204 /* Hack -- no more attacks */
4207 if (method == RBM_SHOOT) continue;
4209 /* Extract the attack "power" */
4210 power = mbe_info[effect].power;
4213 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
4215 (void)set_monster_csleep(t_idx, 0);
4219 /* Redraw the health bar */
4220 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
4221 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
4224 /* Describe the attack method */
4229 act = _("%sを殴った。", "hits %s.");
4236 act = _("%sを触った。", "touches %s.");
4243 act = _("%sをパンチした。", "punches %s.");
4250 act = _("%sを蹴った。", "kicks %s.");
4257 act = _("%sをひっかいた。", "claws %s.");
4264 act = _("%sを噛んだ。", "bites %s.");
4271 act = _("%sを刺した。", "stings %s.");
4278 act = _("%sを斬った。", "slashes %s.");
4284 act = _("%sを角で突いた。", "butts %s.");
4291 act = _("%sに体当りした。", "crushes %s.");
4298 act = _("%sを飲み込んだ。", "engulfs %s.");
4305 act = _("%sに請求書をよこした。", "charges %s.");
4312 act = _("%sの体の上を這い回った。", "crawls on %s.");
4319 act = _("%sによだれをたらした。", "drools on %s.");
4326 act = _("%sに唾を吐いた。", "spits on %s.");
4333 if (see_either) disturb(TRUE, TRUE);
4334 act = _("爆発した。", "explodes.");
4342 act = _("%sをにらんだ。", "gazes at %s.");
4349 act = _("%sに泣きついた。", "wails at %s.");
4356 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
4363 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
4370 act = _("%sに金をせがんだ。", "begs %s for money.");
4377 act = _("%sを侮辱した。", "insults %s.");
4384 act = _("%sにむかってうめいた。", "moans at %s.");
4391 act = _("%sにむかって歌った。", "sings to %s.");
4397 if (act && see_either)
4400 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
4401 strfmt(temp, act, t_name);
4402 msg_format("%^sは%s", m_name, temp);
4404 if (do_silly_attack)
4406 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
4407 strfmt(temp, "%s %s.", act, t_name);
4409 else strfmt(temp, act, t_name);
4410 msg_format("%^s %s", m_name, temp);
4414 /* Hack -- assume all attacks are obvious */
4417 /* Roll out the damage */
4418 damage = damroll(d_dice, d_side);
4420 /* Assume no effect */
4421 effect_type = BLOW_EFFECT_TYPE_NONE;
4425 /* Apply appropriate damage */
4434 if ((randint1(rlev * 2 + 250) > (ac + 200)) || one_in_(13))
4436 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
4437 damage = MAX(damage, tmp_damage * 2);
4444 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
4459 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
4495 effect_type = BLOW_EFFECT_TYPE_FEAR;
4499 effect_type = BLOW_EFFECT_TYPE_SLEEP;
4503 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
4504 if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8, m_idx);
4519 pt = GF_HYPODYNAMIA;
4520 effect_type = BLOW_EFFECT_TYPE_HEAL;
4538 /* Do damage if not exploding */
4541 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
4542 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4545 switch (effect_type)
4547 case BLOW_EFFECT_TYPE_FEAR:
4548 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
4549 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4552 case BLOW_EFFECT_TYPE_SLEEP:
4553 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
4554 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4557 case BLOW_EFFECT_TYPE_HEAL:
4558 if ((monster_living(m_idx)) && (damage > 2))
4560 bool did_heal = FALSE;
4562 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
4565 m_ptr->hp += damroll(4, damage / 6);
4566 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
4568 /* Redraw (later) if needed */
4569 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4570 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4572 /* Special message */
4573 if (see_m && did_heal)
4575 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
4584 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
4586 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4590 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
4592 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
4593 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
4594 damroll(1 + ((tr_ptr->level) / 26),
4595 1 + ((tr_ptr->level) / 17)),
4596 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4600 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
4605 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
4607 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
4611 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
4613 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
4614 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
4615 damroll(1 + ((tr_ptr->level) / 26),
4616 1 + ((tr_ptr->level) / 17)),
4617 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4621 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
4626 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
4628 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
4632 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
4634 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
4635 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
4636 damroll(1 + ((tr_ptr->level) / 26),
4637 1 + ((tr_ptr->level) / 17)),
4638 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4642 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
4649 /* Monster missed player */
4652 /* Analyze failed attacks */
4668 (void)set_monster_csleep(t_idx, 0);
4670 /* Visible monsters */
4674 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
4676 msg_format("%^s misses %s.", m_name, t_name);
4686 /* Analyze "visible" monsters only */
4687 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
4689 /* Count "obvious" attacks (and ones that cause damage) */
4690 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
4692 /* Count attacks of this type */
4693 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
4695 r_ptr->r_blows[ap_cnt]++;
4703 sound(SOUND_EXPLODE);
4705 /* Cancel Invulnerability */
4706 (void)set_monster_invulner(m_idx, 0, FALSE);
4707 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
4712 if (blinked && m_ptr->r_idx)
4714 if (teleport_barrier(m_idx))
4718 msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
4722 current_floor_ptr->monster_noise = TRUE;
4729 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
4733 current_floor_ptr->monster_noise = TRUE;
4736 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
4746 * @brief モンスターが敵モンスターに行う打撃処理 /
4747 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
4748 * @param m_idx 目標となるモンスターの参照ID
4750 * @param dead 目標となったモンスターの死亡状態を返す参照ポインタ
4751 * @param fear 目標となったモンスターの恐慌状態を返す参照ポインタ
4752 * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
4753 * @param who 打撃を行ったモンスターの参照ID
4756 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
4758 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4759 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4760 GAME_TEXT m_name[160];
4761 bool seen = is_seen(m_ptr);
4763 /* Can the player be aware of this attack? */
4764 bool known = (m_ptr->cdis <= MAX_SIGHT);
4766 monster_desc(m_name, m_ptr, 0);
4768 /* Redraw (later) if needed */
4771 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4772 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4775 (void)set_monster_csleep(m_idx, 0);
4777 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
4779 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
4783 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
4788 if (r_ptr->flagsr & RFR_RES_ALL)
4793 if ((dam == 0) && one_in_(3)) dam = 1;
4799 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
4808 /* It is dead now... or is it? */
4811 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
4812 (r_ptr->flags7 & RF7_NAZGUL)) &&
4820 if (!monster_living(m_ptr->r_idx))
4822 sound(SOUND_N_KILL);
4833 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
4834 /* Unseen death by normal attack */
4837 current_floor_ptr->monster_noise = TRUE;
4839 /* Death by special attack */
4842 msg_format(_("%^s%s", "%^s%s"), m_name, note);
4844 /* Death by normal attack -- nonliving monster */
4845 else if (!monster_living(m_ptr->r_idx))
4847 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
4849 /* Death by normal attack -- living monster */
4852 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
4856 monster_gain_exp(who, m_ptr->r_idx);
4857 monster_death(m_idx, FALSE);
4858 delete_monster_idx(m_idx);
4863 /* Monster is dead */
4872 /* Mega-Hack -- Pain cancels fear */
4873 if (MON_MONFEAR(m_ptr) && (dam > 0))
4876 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
4883 /* Sometimes a monster gets scared by damage */
4884 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
4886 /* Percentage of fully healthy */
4887 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
4890 * Run (sometimes) if at 10% or less of max hit points,
4891 * or (usually) when hit for half its current hit points
4893 if (((percentage <= 10) && (randint0(10) < percentage)) ||
4894 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
4896 /* Hack -- note fear */
4899 /* Hack -- Add some timed fear */
4900 (void)set_monster_monfear(m_idx, (randint1(10) +
4901 (((dam >= m_ptr->hp) && (percentage > 7)) ?
4902 20 : ((11 - percentage) * 5))));
4906 #endif /* ALLOW_FEAR */
4908 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
4910 if (is_pet(¤t_floor_ptr->m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
4912 set_target(m_ptr, current_floor_ptr->m_list[who].fy, current_floor_ptr->m_list[who].fx);
4916 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
4918 monster_desc(m_name, m_ptr, 0);
4920 if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
4921 if (rakuba((dam > 200) ? 200 : dam, FALSE))
4923 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);