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 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(player_type *attacker_ptr, 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) && attacker_ptr->cut && monster_living(m_ptr->r_idx))
807 MULTIPLY tmp = MIN(100, MAX(10, attacker_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(player_type *attacker_ptr, 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 (attacker_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
859 if (attacker_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
860 if (attacker_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
861 if (attacker_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
862 if (attacker_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 (attacker_ptr->pclass == CLASS_SAMURAI)
884 mult = mult_hissatsu(attacker_ptr, mult, flgs, m_ptr, mode);
887 if ((attacker_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (attacker_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
889 attacker_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
890 attacker_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(player_type *attacker_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
918 /* Extract "blow" power */
919 i = (weight + (meichuu * 3 + plus * 5) + attacker_ptr->skill_thn);
922 if ((randint1((attacker_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
1128 * @param touched_ptr オーラを持つ相手に振れたクリーチャーの参照ポインタ
1131 static void touch_zap_player(monster_type *m_ptr, player_type *touched_ptr)
1133 touch_zap_player_aux(m_ptr, touched_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1134 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
1135 touch_zap_player_aux(m_ptr, touched_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1136 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
1137 touch_zap_player_aux(m_ptr, touched_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1138 elec_dam, _("電撃をくらった!", "You get zapped!"));
1142 * @brief プレイヤーの変異要素による打撃処理
1143 * @param m_idx 攻撃目標となったモンスターの参照ID
1144 * @param attack 変異要素による攻撃要素の種類
1145 * @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
1146 * @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
1149 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
1153 WEIGHT n_weight = 0;
1154 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
1155 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1156 GAME_TEXT m_name[MAX_NLEN];
1158 int dice_num, dice_side;
1164 case MUT2_SCOR_TAIL:
1168 atk_desc = _("尻尾", "tail");
1175 atk_desc = _("角", "horns");
1182 atk_desc = _("クチバシ", "beak");
1189 atk_desc = _("象の鼻", "trunk");
1192 case MUT2_TENTACLES:
1196 atk_desc = _("触手", "tentacles");
1200 dice_num = dice_side = n_weight = 1;
1201 atk_desc = _("未定義の部位", "undefined body part");
1205 monster_desc(m_name, m_ptr, 0);
1207 /* Calculate the "attack quality" */
1208 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
1209 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1212 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1215 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
1217 k = damroll(dice_num, dice_side);
1218 k = critical_norm(p_ptr, n_weight, bonus, k, (s16b)bonus, 0);
1220 /* Apply the player damage bonuses */
1223 /* No negative damage */
1226 /* Modify the damage */
1227 k = mon_damage_mod(m_ptr, k, FALSE);
1229 /* Complex message */
1230 msg_format_wizard(CHEAT_MONSTER,
1231 _("%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))"),
1232 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1234 /* Anger the monster */
1235 if (k > 0) anger_monster(m_ptr);
1237 /* Damage, check for fear and mdeath */
1240 case MUT2_SCOR_TAIL:
1241 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1242 *mdeath = (m_ptr->r_idx == 0);
1245 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1248 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1251 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1253 case MUT2_TENTACLES:
1254 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1257 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1260 touch_zap_player(m_ptr, p_ptr);
1266 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1271 * @brief プレイヤーの打撃処理サブルーチン /
1272 * Player attacks a (poor, defenseless) creature -RAK-
1275 * @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
1276 * @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
1277 * @param hand 攻撃を行うための武器を持つ手
1278 * @param mode 発動中の剣術ID
1281 * If no "weapon" is available, then "punch" the monster one time.
1283 static void py_attack_aux(player_type *attacker_ptr, POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
1285 int num = 0, bonus, chance, vir;
1288 floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
1289 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1291 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1292 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1294 /* Access the weapon */
1295 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + hand];
1297 GAME_TEXT m_name[MAX_NLEN];
1299 bool success_hit = FALSE;
1300 bool backstab = FALSE;
1301 bool vorpal_cut = FALSE;
1302 int chaos_effect = 0;
1303 bool stab_fleeing = FALSE;
1304 bool fuiuchi = FALSE;
1305 bool monk_attack = FALSE;
1306 bool do_quake = FALSE;
1308 bool drain_msg = TRUE;
1309 int drain_result = 0, drain_heal = 0;
1310 bool can_drain = FALSE;
1312 int drain_left = MAX_VAMPIRIC_DRAIN;
1313 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1314 bool is_human = (r_ptr->d_char == 'p');
1315 bool is_lowlevel = (r_ptr->level < (attacker_ptr->lev - 15));
1316 bool zantetsu_mukou, e_j_mukou;
1318 switch (attacker_ptr->pclass)
1322 if (has_melee_weapon(attacker_ptr, INVEN_RARM + hand) && !attacker_ptr->icky_wield[hand])
1324 int tmp = attacker_ptr->lev * 6 + (attacker_ptr->skill_stl + 10) * 4;
1325 if (attacker_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1326 if (attacker_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1327 if (r_ptr->level > (attacker_ptr->lev * attacker_ptr->lev / 20 + 10)) tmp /= 3;
1328 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1330 /* Can't backstab creatures that we can't see, right? */
1333 else if ((attacker_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1337 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1339 stab_fleeing = TRUE;
1345 case CLASS_FORCETRAINER:
1346 case CLASS_BERSERKER:
1347 if ((empty_hands(attacker_ptr, TRUE) & EMPTY_HAND_RARM) && !attacker_ptr->riding) monk_attack = TRUE;
1351 if (!o_ptr->k_idx) /* Empty hand */
1353 if ((r_ptr->level + 10) > attacker_ptr->lev)
1355 if (attacker_ptr->skill_exp[GINOU_SUDE] < s_info[attacker_ptr->pclass].s_max[GINOU_SUDE])
1357 if (attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1358 attacker_ptr->skill_exp[GINOU_SUDE] += 40;
1359 else if ((attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1360 attacker_ptr->skill_exp[GINOU_SUDE] += 5;
1361 else if ((attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (attacker_ptr->lev > 19))
1362 attacker_ptr->skill_exp[GINOU_SUDE] += 1;
1363 else if ((attacker_ptr->lev > 34))
1364 if (one_in_(3)) attacker_ptr->skill_exp[GINOU_SUDE] += 1;
1365 attacker_ptr->update |= (PU_BONUS);
1369 else if (object_is_melee_weapon(o_ptr))
1371 if ((r_ptr->level + 10) > attacker_ptr->lev)
1373 OBJECT_TYPE_VALUE tval = attacker_ptr->inventory_list[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
1374 OBJECT_SUBTYPE_VALUE sval = attacker_ptr->inventory_list[INVEN_RARM + hand].sval;
1375 int now_exp = attacker_ptr->weapon_exp[tval][sval];
1376 if (now_exp < s_info[attacker_ptr->pclass].w_max[tval][sval])
1379 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1380 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1381 else if ((now_exp < WEAPON_EXP_EXPERT) && (attacker_ptr->lev > 19)) amount = 1;
1382 else if ((attacker_ptr->lev > 34) && one_in_(2)) amount = 1;
1383 attacker_ptr->weapon_exp[tval][sval] += amount;
1384 attacker_ptr->update |= (PU_BONUS);
1389 /* Disturb the monster */
1390 (void)set_monster_csleep(g_ptr->m_idx, 0);
1392 monster_desc(m_name, m_ptr, 0);
1394 /* Calculate the "attack quality" */
1395 bonus = attacker_ptr->to_h[hand] + o_ptr->to_h;
1396 chance = (attacker_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1397 if (mode == HISSATSU_IAI) chance += 60;
1398 if (attacker_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1399 if (attacker_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1401 vir = virtue_number(attacker_ptr, V_VALOUR);
1404 chance += (attacker_ptr->virtues[vir - 1] / 10);
1407 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1408 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1410 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1411 else if (mode == HISSATSU_COLD) num_blow = attacker_ptr->num_blow[hand] + 2;
1412 else num_blow = attacker_ptr->num_blow[hand];
1414 /* Hack -- DOKUBARI always hit once */
1415 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1417 /* Attack once for each legal blow */
1418 while ((num++ < num_blow) && !attacker_ptr->is_dead)
1420 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1424 if (attacker_ptr->migite && attacker_ptr->hidarite)
1428 if (mode == HISSATSU_3DAN)
1433 success_hit = one_in_(n);
1435 else if ((attacker_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1436 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1438 if (mode == HISSATSU_MAJIN)
1441 success_hit = FALSE;
1447 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1451 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);
1452 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);
1453 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);
1454 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
1456 /* Hack -- bare hands do one damage */
1459 object_flags(o_ptr, flgs);
1461 /* Select a chaotic effect (50% chance) */
1462 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1465 chg_virtue(attacker_ptr, V_CHANCE, 1);
1467 if (randint1(5) < 3)
1469 /* Vampiric (20%) */
1472 else if (one_in_(250))
1477 else if (!one_in_(10))
1479 /* Confusion (26.892%) */
1482 else if (one_in_(2))
1484 /* Teleport away (1.494%) */
1489 /* Polymorph (1.494%) */
1494 /* Vampiric drain */
1495 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1497 /* Only drain "living" monsters */
1498 if (monster_living(m_ptr->r_idx))
1504 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
1506 else vorpal_cut = FALSE;
1510 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1512 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1513 int resist_stun = 0;
1516 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1517 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1518 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1519 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1520 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1523 if (attacker_ptr->special_defense & KAMAE_BYAKKO)
1524 max_times = (attacker_ptr->lev < 3 ? 1 : attacker_ptr->lev / 3);
1525 else if (attacker_ptr->special_defense & KAMAE_SUZAKU)
1527 else if (attacker_ptr->special_defense & KAMAE_GENBU)
1530 max_times = (attacker_ptr->lev < 7 ? 1 : attacker_ptr->lev / 7);
1531 /* Attempt 'times' */
1532 for (times = 0; times < max_times; times++)
1536 ma_ptr = &ma_blows[randint0(MAX_MA)];
1537 if ((attacker_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1538 else min_level = ma_ptr->min_level;
1539 } while ((min_level > attacker_ptr->lev) ||
1540 (randint1(attacker_ptr->lev) < ma_ptr->chance));
1542 /* keep the highest level attack available we found */
1543 if ((ma_ptr->min_level > old_ptr->min_level) &&
1544 !attacker_ptr->stun && !attacker_ptr->confused)
1548 if (current_world_ptr->wizard && cheat_xtra)
1550 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
1559 if (attacker_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1560 else min_level = ma_ptr->min_level;
1561 k = damroll(ma_ptr->dd + attacker_ptr->to_dd[hand], ma_ptr->ds + attacker_ptr->to_ds[hand]);
1562 if (attacker_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1564 if (ma_ptr->effect == MA_KNEE)
1566 if (r_ptr->flags1 & RF1_MALE)
1568 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);
1570 special_effect = MA_KNEE;
1573 msg_format(ma_ptr->desc, m_name);
1576 else if (ma_ptr->effect == MA_SLOW)
1578 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1579 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1581 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);
1582 special_effect = MA_SLOW;
1584 else msg_format(ma_ptr->desc, m_name);
1590 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1593 msg_format(ma_ptr->desc, m_name);
1596 if (attacker_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1597 if ((attacker_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
1599 weight += (P_PTR_KI / 30);
1600 if (weight > 20) weight = 20;
1603 k = critical_norm(attacker_ptr, attacker_ptr->lev * weight, min_level, k, attacker_ptr->to_h[0], 0);
1605 if ((special_effect == MA_KNEE) && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
1607 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
1608 stun_effect = 7 + randint1(13);
1612 else if ((special_effect == MA_SLOW) && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
1614 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1615 (randint1(attacker_ptr->lev) > r_ptr->level) &&
1618 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
1619 m_ptr->mspeed -= 10;
1623 if (stun_effect && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
1625 if (attacker_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1627 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1629 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
1633 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
1639 /* Handle normal weapon */
1640 else if (o_ptr->k_idx)
1642 k = damroll(o_ptr->dd + attacker_ptr->to_dd[hand], o_ptr->ds + attacker_ptr->to_ds[hand]);
1643 k = tot_dam_aux(attacker_ptr, o_ptr, k, m_ptr, mode, FALSE);
1647 k *= (3 + (attacker_ptr->lev / 20));
1651 k = k*(5 + (attacker_ptr->lev * 2 / 25)) / 2;
1653 else if (stab_fleeing)
1658 if ((attacker_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1659 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1664 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1665 k = critical_norm(attacker_ptr, o_ptr->weight, o_ptr->to_h, k, attacker_ptr->to_h[hand], mode);
1673 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1675 char chainsword_noise[1024];
1676 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1678 msg_print(chainsword_noise);
1682 if (o_ptr->name1 == ART_VORPAL_BLADE)
1684 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!"));
1688 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1691 /* Try to increase the damage */
1692 while (one_in_(vorpal_chance))
1697 k *= (HIT_POINT)mult;
1700 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
1702 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1708 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
1709 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
1710 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
1711 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
1712 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
1713 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
1714 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
1717 drain_result = drain_result * 3 / 2;
1721 drain_result += o_ptr->to_d;
1724 /* Apply the player damage bonuses */
1725 k += attacker_ptr->to_d[hand];
1726 drain_result += attacker_ptr->to_d[hand];
1728 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1729 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
1730 if ((mode == HISSATSU_SEKIRYUKA) && !attacker_ptr->cut) k /= 2;
1732 /* No negative damage */
1735 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
1742 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
1748 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
1752 if (mode == HISSATSU_MINEUCHI)
1754 int tmp = (10 + randint1(15) + attacker_ptr->lev / 5);
1757 anger_monster(m_ptr);
1759 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
1762 if (MON_STUNNED(m_ptr))
1764 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
1769 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
1773 (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
1777 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
1781 /* Modify the damage */
1782 k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((attacker_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
1783 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1785 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
1788 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
1792 else if ((attacker_ptr->pclass == CLASS_NINJA) && has_melee_weapon(attacker_ptr, INVEN_RARM + hand) && !attacker_ptr->icky_wield[hand] && ((attacker_ptr->cur_lite <= 0) || one_in_(7)))
1794 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
1795 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
1799 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
1801 else if (((m_ptr->hp < maxhp / 2) && one_in_((attacker_ptr->num_blow[0] + attacker_ptr->num_blow[1] + 1) * 10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
1803 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
1805 k = MAX(k * 5, m_ptr->hp / 2);
1807 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
1812 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
1817 msg_format_wizard(CHEAT_MONSTER,
1818 _("%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,
1819 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1821 if (k <= 0) can_drain = FALSE;
1823 if (drain_result > m_ptr->hp)
1824 drain_result = m_ptr->hp;
1826 /* Damage, check for fear and death */
1827 if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
1830 if ((attacker_ptr->pclass == CLASS_BERSERKER) && attacker_ptr->energy_use)
1832 if (attacker_ptr->migite && attacker_ptr->hidarite)
1834 if (hand) attacker_ptr->energy_use = attacker_ptr->energy_use * 3 / 5 + attacker_ptr->energy_use*num * 2 / (attacker_ptr->num_blow[hand] * 5);
1835 else attacker_ptr->energy_use = attacker_ptr->energy_use*num * 3 / (attacker_ptr->num_blow[hand] * 5);
1839 attacker_ptr->energy_use = attacker_ptr->energy_use*num / attacker_ptr->num_blow[hand];
1842 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1843 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...."));
1847 /* Anger the monster */
1848 if (k > 0) anger_monster(m_ptr);
1850 touch_zap_player(m_ptr, attacker_ptr);
1852 /* Are we draining it? A little note: If the monster is
1853 dead, the drain does not work... */
1855 if (can_drain && (drain_result > 0))
1857 if (o_ptr->name1 == ART_MURAMASA)
1861 HIT_PROB to_h = o_ptr->to_h;
1862 HIT_POINT to_d = o_ptr->to_d;
1866 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1870 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1873 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1875 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1883 if (drain_result > 5) /* Did we really hurt it? */
1885 drain_heal = damroll(2, drain_result / 6);
1887 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1891 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1896 if (drain_heal < drain_left)
1898 drain_left -= drain_heal;
1902 drain_heal = drain_left;
1908 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1912 drain_heal = (drain_heal * attacker_ptr->mutant_regenerate_mod) / 100;
1914 hp_player(attacker_ptr, drain_heal);
1915 /* We get to keep some of it! */
1919 m_ptr->maxhp -= (k + 7) / 8;
1920 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1921 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1927 /* Confusion attack */
1928 if ((attacker_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1930 /* Cancel glowing hands */
1931 if (attacker_ptr->special_attack & ATTACK_CONFUSE)
1933 attacker_ptr->special_attack &= ~(ATTACK_CONFUSE);
1934 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1935 attacker_ptr->redraw |= (PR_STATUS);
1939 /* Confuse the monster */
1940 if (r_ptr->flags3 & RF3_NO_CONF)
1942 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1943 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1946 else if (randint0(100) < r_ptr->level)
1948 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1952 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1953 (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(attacker_ptr->lev) / 5);
1957 else if (chaos_effect == 4)
1959 bool resists_tele = FALSE;
1961 if (r_ptr->flagsr & RFR_RES_TELE)
1963 if (r_ptr->flags1 & RF1_UNIQUE)
1965 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1966 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1967 resists_tele = TRUE;
1969 else if (r_ptr->level > randint1(100))
1971 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1972 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1973 resists_tele = TRUE;
1979 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1980 teleport_away(attacker_ptr, g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1981 num = num_blow + 1; /* Can't hit it anymore! */
1986 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1988 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1989 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1991 if (polymorph_monster(attacker_ptr, y, x))
1993 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1999 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
2002 /* Hack -- Get new monster */
2003 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2005 /* Oops, we need a different name... */
2006 monster_desc(m_name, m_ptr, 0);
2008 /* Hack -- Get new race */
2009 r_ptr = &r_info[m_ptr->r_idx];
2012 else if (o_ptr->name1 == ART_G_HAMMER)
2014 monster_type *target_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2016 if (target_ptr->hold_o_idx)
2018 object_type *q_ptr = &floor_ptr->o_list[target_ptr->hold_o_idx];
2019 GAME_TEXT o_name[MAX_NLEN];
2021 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2022 q_ptr->held_m_idx = 0;
2023 q_ptr->marked = OM_TOUCHED;
2024 target_ptr->hold_o_idx = q_ptr->next_o_idx;
2025 q_ptr->next_o_idx = 0;
2026 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
2035 backstab = FALSE; /* Clumsy! */
2036 fuiuchi = FALSE; /* Clumsy! */
2038 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2040 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
2044 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
2045 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!"));
2046 object_flags(o_ptr, flgs_aux);
2048 k = damroll(o_ptr->dd + attacker_ptr->to_dd[hand], o_ptr->ds + attacker_ptr->to_ds[hand]);
2051 switch (attacker_ptr->mimic_form)
2054 switch (attacker_ptr->prace)
2061 case RACE_BARBARIAN:
2065 case RACE_HALF_TROLL:
2066 case RACE_HALF_OGRE:
2067 case RACE_HALF_GIANT:
2068 case RACE_HALF_TITAN:
2076 case RACE_DRACONIAN:
2083 case MIMIC_DEMON_LORD:
2090 if (attacker_ptr->align < 0 && mult < 20)
2092 if (!(attacker_ptr->resist_acid || IS_OPPOSE_ACID() || attacker_ptr->immune_acid) && (mult < 25))
2094 if (!(attacker_ptr->resist_elec || IS_OPPOSE_ELEC() || attacker_ptr->immune_elec) && (mult < 25))
2096 if (!(attacker_ptr->resist_fire || IS_OPPOSE_FIRE() || attacker_ptr->immune_fire) && (mult < 25))
2098 if (!(attacker_ptr->resist_cold || IS_OPPOSE_COLD() || attacker_ptr->immune_cold) && (mult < 25))
2100 if (!(attacker_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2103 if ((attacker_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (attacker_ptr->csp >(attacker_ptr->msp / 30)))
2105 attacker_ptr->csp -= (1 + (attacker_ptr->msp / 30));
2106 attacker_ptr->redraw |= (PR_MANA);
2107 mult = mult * 3 / 2 + 20;
2109 k *= (HIT_POINT)mult;
2113 k = critical_norm(attacker_ptr, o_ptr->weight, o_ptr->to_h, k, attacker_ptr->to_h[hand], mode);
2117 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
2118 /* Try to increase the damage */
2124 k *= (HIT_POINT)mult;
2126 k += (attacker_ptr->to_d[hand] + o_ptr->to_d);
2129 take_hit(attacker_ptr, DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
2135 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
2143 if (weak && !(*mdeath))
2145 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
2147 if (drain_left != MAX_VAMPIRIC_DRAIN)
2151 chg_virtue(attacker_ptr, V_UNLIFE, 1);
2154 /* Mega-Hack -- apply earthquake brand */
2157 earthquake(attacker_ptr, attacker_ptr->y, attacker_ptr->x, 10, 0);
2158 if (!floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
2163 * @brief プレイヤーの打撃処理メインルーチン
2166 * @param mode 発動中の剣術ID
2167 * @return 実際に攻撃処理が行われた場合TRUEを返す。
2169 * If no "weapon" is available, then "punch" the monster one time.
2171 bool py_attack(player_type *attacker_ptr, POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
2174 bool mdeath = FALSE;
2175 bool stormbringer = FALSE;
2177 grid_type *g_ptr = &attacker_ptr->current_floor_ptr->grid_array[y][x];
2178 monster_type *m_ptr = &attacker_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2179 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2180 GAME_TEXT m_name[MAX_NLEN];
2182 disturb(attacker_ptr, FALSE, TRUE);
2184 take_turn(attacker_ptr, 100);
2186 if (!attacker_ptr->migite && !attacker_ptr->hidarite &&
2187 !(attacker_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2189 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
2190 (empty_hands(attacker_ptr, FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
2194 monster_desc(m_name, m_ptr, 0);
2198 /* Auto-Recall if possible and visible */
2199 if (!attacker_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2201 health_track(g_ptr->m_idx);
2204 if ((r_ptr->flags1 & RF1_FEMALE) &&
2205 !(attacker_ptr->stun || attacker_ptr->confused || attacker_ptr->image || !m_ptr->ml))
2207 if ((attacker_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (attacker_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))
2209 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
2214 if (d_info[attacker_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2216 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
2220 /* Stop if friendly */
2221 if (!is_hostile(m_ptr) &&
2222 !(attacker_ptr->stun || attacker_ptr->confused || attacker_ptr->image ||
2223 attacker_ptr->shero || !m_ptr->ml))
2225 if (attacker_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2226 if (attacker_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2229 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
2230 chg_virtue(attacker_ptr, V_INDIVIDUALISM, 1);
2231 chg_virtue(attacker_ptr, V_HONOUR, -1);
2232 chg_virtue(attacker_ptr, V_JUSTICE, -1);
2233 chg_virtue(attacker_ptr, V_COMPASSION, -1);
2235 else if (attacker_ptr->pclass != CLASS_BERSERKER)
2237 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
2239 chg_virtue(attacker_ptr, V_INDIVIDUALISM, 1);
2240 chg_virtue(attacker_ptr, V_HONOUR, -1);
2241 chg_virtue(attacker_ptr, V_JUSTICE, -1);
2242 chg_virtue(attacker_ptr, V_COMPASSION, -1);
2246 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
2253 /* Handle player fear */
2254 if (attacker_ptr->afraid)
2257 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
2259 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
2261 /* Disturb the monster */
2262 (void)set_monster_csleep(g_ptr->m_idx, 0);
2267 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2269 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(attacker_ptr, V_COMPASSION, -1);
2270 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(attacker_ptr, V_HONOUR, -1);
2273 if (attacker_ptr->migite && attacker_ptr->hidarite)
2275 if ((attacker_ptr->skill_exp[GINOU_NITOURYU] < s_info[attacker_ptr->pclass].s_max[GINOU_NITOURYU]) && ((attacker_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
2277 if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2278 attacker_ptr->skill_exp[GINOU_NITOURYU] += 80;
2279 else if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2280 attacker_ptr->skill_exp[GINOU_NITOURYU] += 4;
2281 else if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2282 attacker_ptr->skill_exp[GINOU_NITOURYU] += 1;
2283 else if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2284 if (one_in_(3)) attacker_ptr->skill_exp[GINOU_NITOURYU] += 1;
2285 attacker_ptr->update |= (PU_BONUS);
2289 /* Gain riding experience */
2290 if (attacker_ptr->riding)
2292 int cur = attacker_ptr->skill_exp[GINOU_RIDING];
2293 int max = s_info[attacker_ptr->pclass].s_max[GINOU_RIDING];
2297 DEPTH ridinglevel = r_info[attacker_ptr->current_floor_ptr->m_list[attacker_ptr->riding].r_idx].level;
2298 DEPTH targetlevel = r_ptr->level;
2301 if ((cur / 200 - 5) < targetlevel)
2304 /* Extra experience */
2305 if ((cur / 100) < ridinglevel)
2307 if ((cur / 100 + 15) < ridinglevel)
2308 inc += 1 + (ridinglevel - (cur / 100 + 15));
2313 attacker_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2314 attacker_ptr->update |= (PU_BONUS);
2318 attacker_ptr->riding_t_m_idx = g_ptr->m_idx;
2319 if (attacker_ptr->migite) py_attack_aux(attacker_ptr, y, x, &fear, &mdeath, 0, mode);
2320 if (attacker_ptr->hidarite && !mdeath) py_attack_aux(attacker_ptr, y, x, &fear, &mdeath, 1, mode);
2322 /* Mutations which yield extra 'natural' attacks */
2325 if ((attacker_ptr->muta2 & MUT2_HORNS) && !mdeath)
2326 natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2327 if ((attacker_ptr->muta2 & MUT2_BEAK) && !mdeath)
2328 natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2329 if ((attacker_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2330 natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2331 if ((attacker_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2332 natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2333 if ((attacker_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2334 natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2337 /* Hack -- delay fear messages */
2338 if (fear && m_ptr->ml && !mdeath)
2342 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
2345 if ((attacker_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2347 set_action(attacker_ptr, ACTION_NONE);
2354 * @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.
2355 * @param m_idx 打撃を行うモンスターのID
2356 * @return 実際に攻撃処理を行った場合TRUEを返す
2358 bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
2360 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
2361 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2369 int do_cut, do_stun;
2373 GAME_TEXT o_name[MAX_NLEN];
2374 GAME_TEXT m_name[MAX_NLEN];
2375 GAME_TEXT ddesc[80];
2378 bool touched = FALSE, fear = FALSE, alive = TRUE;
2379 bool explode = FALSE;
2380 bool do_silly_attack = (one_in_(2) && target_ptr->image);
2381 HIT_POINT get_damage = 0;
2382 int abbreviate = 0; // 2回目以降の省略表現フラグ
2384 /* Not allowed to attack */
2385 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
2387 if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
2389 /* ...nor if friendly */
2390 if (!is_hostile(m_ptr)) return FALSE;
2392 /* Extract the effective monster level */
2393 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2395 /* Get the monster name (or "it") */
2396 monster_desc(m_name, m_ptr, 0);
2398 monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
2400 if (target_ptr->special_defense & KATA_IAI)
2402 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);
2403 if (py_attack(target_ptr, m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
2406 if ((target_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (target_ptr->lev*3/5+20)))
2408 if (kawarimi(TRUE)) return TRUE;
2411 /* Assume no blink */
2414 /* Scan through all four blows */
2415 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
2417 bool obvious = FALSE;
2419 HIT_POINT power = 0;
2420 HIT_POINT damage = 0;
2424 /* Extract the attack infomation */
2425 int effect = r_ptr->blow[ap_cnt].effect;
2426 int method = r_ptr->blow[ap_cnt].method;
2427 int d_dice = r_ptr->blow[ap_cnt].d_dice;
2428 int d_side = r_ptr->blow[ap_cnt].d_side;
2430 if (!monster_is_valid(m_ptr)) break;
2432 /* Hack -- no more attacks */
2435 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
2441 /* Stop if player is dead or gone */
2442 if (!target_ptr->playing || target_ptr->is_dead) break;
2443 if (distance(target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
2445 /* Handle "leaving" */
2446 if (target_ptr->leaving) break;
2448 if (method == RBM_SHOOT) continue;
2450 /* Extract the attack "power" */
2451 power = mbe_info[effect].power;
2454 ac = target_ptr->ac + target_ptr->to_a;
2456 /* Monster hits player */
2457 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
2459 /* Always disturbing */
2460 disturb(target_ptr, TRUE, TRUE);
2463 /* Hack -- Apply "protection from evil" */
2464 if ((target_ptr->protevil > 0) &&
2465 (r_ptr->flags3 & RF3_EVIL) &&
2466 (target_ptr->lev >= rlev) &&
2467 ((randint0(100) + target_ptr->lev) > 50))
2469 /* Remember the Evil-ness */
2470 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
2473 if (abbreviate) msg_format("撃退した。");
2474 else msg_format("%^sは撃退された。", m_name);
2475 abbreviate = 1; /*2回目以降は省略 */
2477 msg_format("%^s is repelled.", m_name);
2481 /* Hack -- Next attack */
2486 /* Assume no cut or stun */
2487 do_cut = do_stun = 0;
2489 /* Describe the attack method */
2494 act = _("殴られた。", "hits you.");
2495 do_cut = do_stun = 1;
2503 act = _("触られた。", "touches you.");
2511 act = _("パンチされた。", "punches you.");
2520 act = _("蹴られた。", "kicks you.");
2529 act = _("ひっかかれた。", "claws you.");
2538 act = _("噛まれた。", "bites you.");
2547 act = _("刺された。", "stings you.");
2555 act = _("斬られた。", "slashes you.");
2564 act = _("角で突かれた。", "butts you.");
2573 act = _("体当たりされた。", "crushes you.");
2582 act = _("飲み込まれた。", "engulfs you.");
2591 act = _("は請求書をよこした。", "charges you.");
2593 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
2600 act = _("が体の上を這い回った。", "crawls on you.");
2608 act = _("よだれをたらされた。", "drools on you.");
2615 act = _("唾を吐かれた。", "spits on you.");
2623 act = _("は爆発した。", "explodes.");
2630 act = _("にらまれた。", "gazes at you.");
2636 act = _("泣き叫ばれた。", "wails at you.");
2643 act = _("胞子を飛ばされた。", "releases spores at you.");
2651 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
2657 act = _("金をせがまれた。", "begs you for money.");
2667 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
2677 act = desc_moan[randint0(4)];
2687 if (m_ptr->r_idx == MON_JAIAN)
2690 switch(randint1(15))
2695 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
2698 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
2701 act = "「♪の~び太スネ夫はメじゃないよ~~」";
2704 act = "「♪け~んかスポ~ツ~どんとこい~」";
2707 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
2710 act = "「♪ま~ちいちば~んのに~んきもの~~」";
2713 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
2716 act = "「♪きはやさし~くて~ち~からもち~」";
2719 act = "「♪かお~も~~スタイルも~バツグンさ~」";
2722 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
2725 act = "「♪ド~ラもドラミもメじゃないよ~~」";
2728 act = "「♪よじげんぽけっと~な~くたって~」";
2731 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
2735 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
2741 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
2743 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.'");
2753 if (do_silly_attack)
2758 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
2761 if (abbreviate == 0)
2762 msg_format("%^sに%s", m_name, act);
2763 else if (abbreviate == 1)
2764 msg_format("%s", act);
2765 else /* if (abbreviate == -1) */
2766 msg_format("%^s%s", m_name, act);
2767 abbreviate = 1;/*2回目以降は省略 */
2769 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
2773 /* Hack -- assume all attacks are obvious */
2776 /* Roll out the damage */
2777 damage = damroll(d_dice, d_side);
2780 * Skip the effect when exploding, since the explosion
2781 * already causes the effect.
2783 if(explode) damage = 0;
2784 /* Apply appropriate damage */
2794 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
2796 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW(target_ptr))
2798 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
2799 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
2800 tmp_damage = MAX(damage, tmp_damage*2);
2802 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2806 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2809 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2810 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2818 /* Take "poison" effect */
2819 if (!(target_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW(target_ptr))
2821 if (set_poisoned(target_ptr, target_ptr->poisoned + randint1(rlev) + 5))
2827 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2829 /* Learn about the player */
2830 update_smart_learn(m_idx, DRS_POIS);
2839 /* Allow complete resist */
2840 if (!target_ptr->resist_disen && !CHECK_MULTISHADOW(target_ptr))
2842 /* Apply disenchantment */
2843 if (apply_disenchant(target_ptr, 0))
2845 /* Hack -- Update AC */
2846 update_creature(target_ptr);
2851 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2853 /* Learn about the player */
2854 update_smart_learn(m_idx, DRS_DISEN);
2861 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2863 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
2866 for (k = 0; k < 10; k++)
2869 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2871 /* Obtain the item */
2872 o_ptr = &target_ptr->inventory_list[i];
2873 if (!o_ptr->k_idx) continue;
2875 /* Drain charged wands/staffs */
2876 if (((o_ptr->tval == TV_STAFF) ||
2877 (o_ptr->tval == TV_WAND)) &&
2880 /* Calculate healed hitpoints */
2881 int heal=rlev * o_ptr->pval;
2882 if( o_ptr->tval == TV_STAFF)
2883 heal *= o_ptr->number;
2885 /* Don't heal more than max hp */
2886 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2888 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2892 /* Heal the monster */
2893 m_ptr->hp += (HIT_POINT)heal;
2895 /* Redraw (later) if needed */
2896 if (target_ptr->health_who == m_idx) target_ptr->redraw |= (PR_HEALTH);
2897 if (target_ptr->riding == m_idx) target_ptr->redraw |= (PR_UHEALTH);
2902 /* Combine / Reorder the pack */
2903 target_ptr->update |= (PU_COMBINE | PU_REORDER);
2904 target_ptr->window |= (PW_INVEN);
2915 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2917 /* Confused monsters cannot steal successfully. -LM-*/
2918 if (MON_CONFUSED(m_ptr)) break;
2920 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
2924 /* Saving throw (unless paralyzed) based on dex and level */
2925 if (!target_ptr->paralyzed &&
2926 (randint0(100) < (adj_dex_safe[target_ptr->stat_ind[A_DEX]] +
2929 /* Saving throw message */
2930 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2932 /* Occasional blink anyway */
2933 if (randint0(3)) blinked = TRUE;
2939 gold = (target_ptr->au / 10) + randint1(25);
2940 if (gold < 2) gold = 2;
2941 if (gold > 5000) gold = (target_ptr->au / 20) + randint1(3000);
2942 if (gold > target_ptr->au) gold = target_ptr->au;
2943 target_ptr->au -= gold;
2946 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2948 else if (target_ptr->au)
2950 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2951 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2952 chg_virtue(target_ptr, V_SACRIFICE, 1);
2956 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2957 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2958 chg_virtue(target_ptr, V_SACRIFICE, 2);
2962 target_ptr->redraw |= (PR_GOLD);
2964 target_ptr->window |= (PW_PLAYER);
2975 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2977 /* Confused monsters cannot steal successfully. -LM-*/
2978 if (MON_CONFUSED(m_ptr)) break;
2980 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
2982 /* Saving throw (unless paralyzed) based on dex and level */
2983 if (!target_ptr->paralyzed && (randint0(100) < (adj_dex_safe[target_ptr->stat_ind[A_DEX]] + target_ptr->lev)))
2985 /* Saving throw message */
2986 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2988 /* Occasional "blink" anyway */
2995 for (k = 0; k < 10; k++)
3000 i = (INVENTORY_IDX)randint0(INVEN_PACK);
3002 /* Obtain the item */
3003 o_ptr = &target_ptr->inventory_list[i];
3004 if (!o_ptr->k_idx) continue;
3006 /* Skip artifacts */
3007 if (object_is_artifact(o_ptr)) continue;
3009 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3012 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
3014 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
3016 chg_virtue(target_ptr, V_SACRIFICE, 1);
3023 j_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
3024 object_copy(j_ptr, o_ptr);
3029 /* Hack -- If a rod or wand, allocate total
3030 * maximum timeouts or charges between those
3031 * stolen and those missed. -LM-
3033 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3035 j_ptr->pval = o_ptr->pval / o_ptr->number;
3036 o_ptr->pval -= j_ptr->pval;
3040 j_ptr->marked = OM_TOUCHED;
3042 /* Memorize monster */
3043 j_ptr->held_m_idx = m_idx;
3046 j_ptr->next_o_idx = m_ptr->hold_o_idx;
3049 m_ptr->hold_o_idx = o_idx;
3052 /* Steal the items */
3053 inven_item_increase(i, -1);
3054 inven_item_optimize(i);
3069 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3071 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3073 /* Steal some food */
3074 for (k = 0; k < 10; k++)
3076 /* Pick an item from the pack */
3077 i = (INVENTORY_IDX)randint0(INVEN_PACK);
3079 o_ptr = &target_ptr->inventory_list[i];
3080 if (!o_ptr->k_idx) continue;
3082 /* Skip non-food objects */
3083 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
3085 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3088 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" : ""));
3090 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
3093 /* Steal the items */
3094 inven_item_increase(i, -1);
3095 inven_item_optimize(i);
3107 /* Access the lite */
3108 o_ptr = &target_ptr->inventory_list[INVEN_LITE];
3109 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3111 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3114 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
3117 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
3118 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
3120 if (!target_ptr->blind)
3122 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
3126 target_ptr->window |= (PW_EQUIP);
3136 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
3137 get_damage += acid_dam(damage, ddesc, -1, FALSE);
3138 update_creature(target_ptr);
3139 update_smart_learn(m_idx, DRS_ACID);
3147 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
3148 get_damage += elec_dam(damage, ddesc, -1, FALSE);
3149 update_smart_learn(m_idx, DRS_ELEC);
3157 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
3158 get_damage += fire_dam(damage, ddesc, -1, FALSE);
3159 update_smart_learn(m_idx, DRS_FIRE);
3167 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
3168 get_damage += cold_dam(damage, ddesc, -1, FALSE);
3169 update_smart_learn(m_idx, DRS_COLD);
3175 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3176 if (target_ptr->is_dead) break;
3178 /* Increase "blind" */
3179 if (!target_ptr->resist_blind && !CHECK_MULTISHADOW(target_ptr))
3181 if (set_blind(target_ptr, target_ptr->blind + 10 + randint1(rlev)))
3184 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
3192 /* Learn about the player */
3193 update_smart_learn(m_idx, DRS_BLIND);
3201 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3203 if (target_ptr->is_dead) break;
3205 /* Increase "confused" */
3206 if (!target_ptr->resist_conf && !CHECK_MULTISHADOW(target_ptr))
3208 if (set_confused(target_ptr, target_ptr->confused + 3 + randint1(rlev)))
3214 /* Learn about the player */
3215 update_smart_learn(m_idx, DRS_CONF);
3222 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3224 if (target_ptr->is_dead) break;
3226 /* Increase "afraid" */
3227 if (CHECK_MULTISHADOW(target_ptr))
3231 else if (target_ptr->resist_fear)
3233 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
3236 else if (randint0(100 + r_ptr->level/2) < target_ptr->skill_sav)
3238 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
3243 if (set_afraid(target_ptr, target_ptr->afraid + 3 + randint1(rlev)))
3249 /* Learn about the player */
3250 update_smart_learn(m_idx, DRS_FEAR);
3257 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3259 if (target_ptr->is_dead) break;
3261 /* Increase "paralyzed" */
3262 if (CHECK_MULTISHADOW(target_ptr))
3266 else if (target_ptr->free_act)
3268 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
3271 else if (randint0(100 + r_ptr->level/2) < target_ptr->skill_sav)
3273 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
3278 if (!target_ptr->paralyzed)
3280 if (set_paralyzed(target_ptr, 3 + randint1(rlev)))
3287 /* Learn about the player */
3288 update_smart_learn(m_idx, DRS_FREE);
3295 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3297 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3298 if (do_dec_stat(target_ptr, A_STR)) obvious = TRUE;
3305 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3307 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3308 if (do_dec_stat(target_ptr, A_INT)) obvious = TRUE;
3315 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3317 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3318 if (do_dec_stat(target_ptr, A_WIS)) obvious = TRUE;
3325 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3327 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3328 if (do_dec_stat(target_ptr, A_DEX)) obvious = TRUE;
3335 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3337 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3338 if (do_dec_stat(target_ptr, A_CON)) obvious = TRUE;
3345 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3347 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3348 if (do_dec_stat(target_ptr, A_CHR)) obvious = TRUE;
3355 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3357 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3359 /* Damage (stats) */
3360 if (do_dec_stat(target_ptr, A_STR)) obvious = TRUE;
3361 if (do_dec_stat(target_ptr, A_DEX)) obvious = TRUE;
3362 if (do_dec_stat(target_ptr, A_CON)) obvious = TRUE;
3363 if (do_dec_stat(target_ptr, A_INT)) obvious = TRUE;
3364 if (do_dec_stat(target_ptr, A_WIS)) obvious = TRUE;
3365 if (do_dec_stat(target_ptr, A_CHR)) obvious = TRUE;
3374 /* Hack -- Reduce damage based on the player armor class */
3375 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
3377 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3379 /* Radius 8 earthquake centered at the monster */
3380 if (damage > 23 || explode)
3382 earthquake(target_ptr, m_ptr->fy, m_ptr->fx, 8, m_idx);
3390 s32b d = damroll(10, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
3394 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3396 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3398 (void)drain_exp(target_ptr, d, d / 10, 95);
3404 s32b d = damroll(20, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
3408 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3410 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3412 (void)drain_exp(target_ptr, d, d / 10, 90);
3418 s32b d = damroll(40, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
3422 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3424 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3426 (void)drain_exp(target_ptr, d, d / 10, 75);
3432 s32b d = damroll(80, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
3436 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3438 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3440 (void)drain_exp(target_ptr, d, d / 10, 50);
3446 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3448 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3450 /* Take "poison" effect */
3451 if (!(target_ptr->resist_pois || IS_OPPOSE_POIS()))
3453 if (set_poisoned(target_ptr, target_ptr->poisoned + randint1(rlev) + 5))
3459 /* Damage CON (10% chance)*/
3460 if ((randint1(100) < 11) && (target_ptr->prace != RACE_ANDROID))
3462 /* 1% chance for perm. damage */
3463 bool perm = one_in_(10);
3464 if (dec_stat(target_ptr, A_CON, randint1(10), perm))
3466 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
3476 if (!target_ptr->resist_time && !CHECK_MULTISHADOW(target_ptr))
3478 switch (randint1(10))
3480 case 1: case 2: case 3: case 4: case 5:
3482 if (target_ptr->prace == RACE_ANDROID) break;
3483 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
3484 lose_exp(target_ptr, 100 + (target_ptr->exp / 100) * MON_DRAIN_LIFE);
3488 case 6: case 7: case 8: case 9:
3490 int stat = randint0(6);
3495 case A_STR: act = "強く"; break;
3496 case A_INT: act = "聡明で"; break;
3497 case A_WIS: act = "賢明で"; break;
3498 case A_DEX: act = "器用で"; break;
3499 case A_CON: act = "健康で"; break;
3500 case A_CHR: act = "美しく"; break;
3502 case A_STR: act = "strong"; break;
3503 case A_INT: act = "bright"; break;
3504 case A_WIS: act = "wise"; break;
3505 case A_DEX: act = "agile"; break;
3506 case A_CON: act = "hale"; break;
3507 case A_CHR: act = "beautiful"; break;
3512 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);
3513 target_ptr->stat_cur[stat] = (target_ptr->stat_cur[stat] * 3) / 4;
3514 if (target_ptr->stat_cur[stat] < 3) target_ptr->stat_cur[stat] = 3;
3515 target_ptr->update |= (PU_BONUS);
3521 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..."));
3523 for (k = 0; k < A_MAX; k++)
3525 target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 7) / 8;
3526 if (target_ptr->stat_cur[k] < 3) target_ptr->stat_cur[k] = 3;
3528 target_ptr->update |= (PU_BONUS);
3533 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3539 s32b d = damroll(60, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
3544 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3546 if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3548 resist_drain = !drain_exp(target_ptr, d, d / 10, 50);
3550 /* Heal the attacker? */
3551 if (target_ptr->mimic_form)
3553 if (mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
3554 resist_drain = TRUE;
3558 switch (target_ptr->prace)
3567 resist_drain = TRUE;
3572 if ((damage > 5) && !resist_drain)
3574 bool did_heal = FALSE;
3576 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
3579 m_ptr->hp += damroll(4, damage / 6);
3580 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3582 /* Redraw (later) if needed */
3583 if (target_ptr->health_who == m_idx) target_ptr->redraw |= (PR_HEALTH);
3584 if (target_ptr->riding == m_idx) target_ptr->redraw |= (PR_UHEALTH);
3586 /* Special message */
3587 if (m_ptr->ml && did_heal)
3589 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
3599 if (CHECK_MULTISHADOW(target_ptr))
3601 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!"));
3607 target_ptr->csp -= damage;
3608 if (target_ptr->csp < 0)
3610 target_ptr->csp = 0;
3611 target_ptr->csp_frac = 0;
3614 target_ptr->redraw |= (PR_MANA);
3617 /* Learn about the player */
3618 update_smart_learn(m_idx, DRS_MANA);
3624 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3626 if (target_ptr->is_dead) break;
3628 /* Decrease speed */
3629 if (CHECK_MULTISHADOW(target_ptr))
3635 if (set_slow(target_ptr, (target_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
3645 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3647 if (target_ptr->is_dead) break;
3649 /* Decrease speed */
3650 if (target_ptr->resist_sound || CHECK_MULTISHADOW(target_ptr))
3656 if (set_stun(target_ptr, target_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3666 /* Hack -- only one of cut or stun */
3667 if (do_cut && do_stun)
3670 if (randint0(100) < 50)
3687 /* Critical hit (zero if non-critical) */
3688 tmp = monster_critical(d_dice, d_side, damage);
3690 /* Roll for damage */
3693 case 0: cut_plus = 0; break;
3694 case 1: cut_plus = randint1(5); break;
3695 case 2: cut_plus = randint1(5) + 5; break;
3696 case 3: cut_plus = randint1(20) + 20; break;
3697 case 4: cut_plus = randint1(50) + 50; break;
3698 case 5: cut_plus = randint1(100) + 100; break;
3699 case 6: cut_plus = 300; break;
3700 default: cut_plus = 500; break;
3704 if (cut_plus) (void)set_cut(target_ptr,target_ptr->cut + cut_plus);
3712 /* Critical hit (zero if non-critical) */
3713 tmp = monster_critical(d_dice, d_side, damage);
3715 /* Roll for damage */
3718 case 0: stun_plus = 0; break;
3719 case 1: stun_plus = randint1(5); break;
3720 case 2: stun_plus = randint1(5) + 10; break;
3721 case 3: stun_plus = randint1(10) + 20; break;
3722 case 4: stun_plus = randint1(15) + 30; break;
3723 case 5: stun_plus = randint1(20) + 40; break;
3724 case 6: stun_plus = 80; break;
3725 default: stun_plus = 150; break;
3728 /* Apply the stun */
3729 if (stun_plus) (void)set_stun(target_ptr, target_ptr->stun + stun_plus);
3734 sound(SOUND_EXPLODE);
3736 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3745 if (target_ptr->sh_fire && alive && !target_ptr->is_dead)
3747 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3749 HIT_POINT dam = damroll(2, 6);
3751 /* Modify the damage */
3752 dam = mon_damage_mod(m_ptr, dam, FALSE);
3754 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
3756 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
3764 if (is_original_ap_and_seen(m_ptr))
3765 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3769 if (target_ptr->sh_elec && alive && !target_ptr->is_dead)
3771 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3773 HIT_POINT dam = damroll(2, 6);
3775 /* Modify the damage */
3776 dam = mon_damage_mod(m_ptr, dam, FALSE);
3778 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
3779 if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
3787 if (is_original_ap_and_seen(m_ptr))
3788 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3792 if (target_ptr->sh_cold && alive && !target_ptr->is_dead)
3794 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3796 HIT_POINT dam = damroll(2, 6);
3798 /* Modify the damage */
3799 dam = mon_damage_mod(m_ptr, dam, FALSE);
3801 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
3802 if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
3810 if (is_original_ap_and_seen(m_ptr))
3811 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3816 if (target_ptr->dustrobe && alive && !target_ptr->is_dead)
3818 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3820 HIT_POINT dam = damroll(2, 6);
3822 /* Modify the damage */
3823 dam = mon_damage_mod(m_ptr, dam, FALSE);
3825 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
3826 if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
3834 if (is_original_ap_and_seen(m_ptr))
3835 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3838 if (is_mirror_grid(&p_ptr->current_floor_ptr->grid_array[target_ptr->y][target_ptr->x]))
3840 teleport_player(10, 0L);
3844 if (target_ptr->tim_sh_holy && alive && !target_ptr->is_dead)
3846 if (r_ptr->flags3 & RF3_EVIL)
3848 if (!(r_ptr->flagsr & RFR_RES_ALL))
3850 HIT_POINT dam = damroll(2, 6);
3852 /* Modify the damage */
3853 dam = mon_damage_mod(m_ptr, dam, FALSE);
3855 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
3856 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3861 if (is_original_ap_and_seen(m_ptr))
3862 r_ptr->r_flags3 |= RF3_EVIL;
3866 if (is_original_ap_and_seen(m_ptr))
3867 r_ptr->r_flagsr |= RFR_RES_ALL;
3872 if (target_ptr->tim_sh_touki && alive && !target_ptr->is_dead)
3874 if (!(r_ptr->flagsr & RFR_RES_ALL))
3876 HIT_POINT dam = damroll(2, 6);
3878 /* Modify the damage */
3879 dam = mon_damage_mod(m_ptr, dam, FALSE);
3881 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);
3882 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3890 if (is_original_ap_and_seen(m_ptr))
3891 r_ptr->r_flagsr |= RFR_RES_ALL;
3895 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !target_ptr->is_dead)
3898 object_type *o_armed_ptr = &target_ptr->inventory_list[INVEN_RARM];
3900 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3902 if (o_armed_ptr->k_idx)
3904 int basedam = ((o_armed_ptr->dd + target_ptr->to_dd[0]) * (o_armed_ptr->ds + target_ptr->to_ds[0] + 1));
3905 dam = basedam / 2 + o_armed_ptr->to_d + target_ptr->to_d[0];
3908 /* Cursed armor makes damages doubled */
3909 o_armed_ptr = &target_ptr->inventory_list[INVEN_BODY];
3910 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3912 /* Modify the damage */
3913 dam = mon_damage_mod(m_ptr, dam, FALSE);
3915 msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
3916 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3921 else /* monster does not dead */
3924 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3925 EFFECT_ID typ[4][2] = {
3926 { INVEN_HEAD, GF_OLD_CONF },
3927 { INVEN_LARM, GF_OLD_SLEEP },
3928 { INVEN_HANDS, GF_TURN_ALL },
3929 { INVEN_FEET, GF_OLD_SLOW }
3932 /* Some cursed armours gives an extra effect */
3933 for (j = 0; j < 4; j++)
3935 o_armed_ptr = &target_ptr->inventory_list[typ[j][0]];
3936 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3937 project(0, 0, m_ptr->fy, m_ptr->fx, (target_ptr->lev * 2), typ[j][1], flg, -1);
3943 if (is_original_ap_and_seen(m_ptr))
3944 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3950 /* Monster missed player */
3953 /* Analyze failed attacks */
3969 /* Visible monsters */
3972 disturb(target_ptr, TRUE, TRUE);
3976 msg_format("%sかわした。", (target_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3978 msg_format("%s%^sの攻撃をかわした。", (target_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "", m_name);
3979 abbreviate = 1;/*2回目以降は省略 */
3981 msg_format("%^s misses you.", m_name);
3986 /* Gain shield experience */
3987 if (object_is_armour(&target_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&target_ptr->inventory_list[INVEN_LARM]))
3989 int cur = target_ptr->skill_exp[GINOU_SHIELD];
3990 int max = s_info[target_ptr->pclass].s_max[GINOU_SHIELD];
3994 DEPTH targetlevel = r_ptr->level;
3998 /* Extra experience */
3999 if ((cur / 100) < targetlevel)
4001 if ((cur / 100 + 15) < targetlevel)
4002 inc += 1 + (targetlevel - (cur / 100 + 15));
4007 target_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
4008 target_ptr->update |= (PU_BONUS);
4019 /* Analyze "visible" monsters only */
4020 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
4022 /* Count "obvious" attacks (and ones that cause damage) */
4023 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
4025 /* Count attacks of this type */
4026 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
4028 r_ptr->r_blows[ap_cnt]++;
4033 if (target_ptr->riding && damage)
4035 char m_steed_name[MAX_NLEN];
4036 monster_desc(m_steed_name, &p_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
4037 if (rakuba(target_ptr, (damage > 200) ? 200 : damage, FALSE))
4039 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
4043 if (target_ptr->special_defense & NINJA_KAWARIMI)
4045 if (kawarimi(FALSE)) return TRUE;
4049 /* Hex - revenge damage stored */
4050 revenge_store(get_damage);
4052 if ((target_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
4053 && get_damage > 0 && !target_ptr->is_dead)
4056 msg_format("攻撃が%s自身を傷つけた!", m_name);
4058 GAME_TEXT m_name_self[80];
4061 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
4063 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
4065 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
4066 if (target_ptr->tim_eyeeye) set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye-5, TRUE);
4069 if ((target_ptr->counter || (target_ptr->special_defense & KATA_MUSOU)) && alive && !target_ptr->is_dead && m_ptr->ml && (target_ptr->csp > 7))
4071 char m_target_name[MAX_NLEN];
4072 monster_desc(m_target_name, m_ptr, 0);
4074 target_ptr->csp -= 7;
4075 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
4076 py_attack(target_ptr, m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
4078 target_ptr->redraw |= (PR_MANA);
4082 if (blinked && alive && !target_ptr->is_dead)
4084 if (teleport_barrier(m_idx))
4086 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."));
4090 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
4091 teleport_away(target_ptr, m_idx, MAX_SIGHT * 2 + 5, 0L);
4096 /* Always notice cause of death */
4097 if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !target_ptr->current_floor_ptr->inside_arena)
4102 if (m_ptr->ml && fear && alive && !target_ptr->is_dead)
4105 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
4108 if (target_ptr->special_defense & KATA_IAI)
4110 set_action(target_ptr, ACTION_NONE);
4113 /* Assume we attacked */
4118 #define BLOW_EFFECT_TYPE_NONE 0
4119 #define BLOW_EFFECT_TYPE_FEAR 1
4120 #define BLOW_EFFECT_TYPE_SLEEP 2
4121 #define BLOW_EFFECT_TYPE_HEAL 3
4124 * @brief モンスターから敵モンスターへの打撃攻撃処理
4125 * @param m_idx 攻撃側モンスターの参照ID
4126 * @param t_idx 目標側モンスターの参照ID
4127 * @return 実際に打撃処理が行われた場合TRUEを返す
4129 bool monst_attack_monst(player_type *subject_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx)
4131 monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
4132 monster_type *t_ptr = &subject_ptr->current_floor_ptr->m_list[t_idx];
4134 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4135 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
4137 ARMOUR_CLASS ap_cnt;
4141 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
4142 char temp[MAX_NLEN];
4144 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
4145 POSITION y_saver = t_ptr->fy;
4146 POSITION x_saver = t_ptr->fx;
4149 bool see_m = is_seen(m_ptr);
4150 bool see_t = is_seen(t_ptr);
4151 bool see_either = see_m || see_t;
4153 /* Can the player be aware of this attack? */
4154 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
4155 bool do_silly_attack = (one_in_(2) && subject_ptr->image);
4157 /* Cannot attack self */
4158 if (m_idx == t_idx) return FALSE;
4160 /* Not allowed to attack */
4161 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
4163 if (d_info[subject_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
4168 /* Extract the effective monster level */
4169 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
4171 monster_desc(m_name, m_ptr, 0);
4172 monster_desc(t_name, t_ptr, 0);
4174 /* Assume no blink */
4177 if (!see_either && known)
4179 subject_ptr->current_floor_ptr->monster_noise = TRUE;
4182 if (subject_ptr->riding && (m_idx == subject_ptr->riding)) disturb(subject_ptr, TRUE, TRUE);
4184 /* Scan through all four blows */
4185 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
4187 bool obvious = FALSE;
4189 HIT_POINT power = 0;
4190 HIT_POINT damage = 0;
4194 /* Extract the attack infomation */
4195 int effect = r_ptr->blow[ap_cnt].effect;
4196 int method = r_ptr->blow[ap_cnt].method;
4197 int d_dice = r_ptr->blow[ap_cnt].d_dice;
4198 int d_side = r_ptr->blow[ap_cnt].d_side;
4200 if (!monster_is_valid(m_ptr)) break;
4202 /* Stop attacking if the target dies! */
4203 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
4206 /* Hack -- no more attacks */
4209 if (method == RBM_SHOOT) continue;
4211 /* Extract the attack "power" */
4212 power = mbe_info[effect].power;
4215 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
4217 (void)set_monster_csleep(t_idx, 0);
4221 /* Redraw the health bar */
4222 if (subject_ptr->health_who == t_idx) subject_ptr->redraw |= (PR_HEALTH);
4223 if (subject_ptr->riding == t_idx) subject_ptr->redraw |= (PR_UHEALTH);
4226 /* Describe the attack method */
4231 act = _("%sを殴った。", "hits %s.");
4238 act = _("%sを触った。", "touches %s.");
4245 act = _("%sをパンチした。", "punches %s.");
4252 act = _("%sを蹴った。", "kicks %s.");
4259 act = _("%sをひっかいた。", "claws %s.");
4266 act = _("%sを噛んだ。", "bites %s.");
4273 act = _("%sを刺した。", "stings %s.");
4280 act = _("%sを斬った。", "slashes %s.");
4286 act = _("%sを角で突いた。", "butts %s.");
4293 act = _("%sに体当りした。", "crushes %s.");
4300 act = _("%sを飲み込んだ。", "engulfs %s.");
4307 act = _("%sに請求書をよこした。", "charges %s.");
4314 act = _("%sの体の上を這い回った。", "crawls on %s.");
4321 act = _("%sによだれをたらした。", "drools on %s.");
4328 act = _("%sに唾を吐いた。", "spits on %s.");
4335 if (see_either) disturb(subject_ptr, TRUE, TRUE);
4336 act = _("爆発した。", "explodes.");
4344 act = _("%sをにらんだ。", "gazes at %s.");
4351 act = _("%sに泣きついた。", "wails at %s.");
4358 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
4365 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
4372 act = _("%sに金をせがんだ。", "begs %s for money.");
4379 act = _("%sを侮辱した。", "insults %s.");
4386 act = _("%sにむかってうめいた。", "moans at %s.");
4393 act = _("%sにむかって歌った。", "sings to %s.");
4399 if (act && see_either)
4402 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
4403 strfmt(temp, act, t_name);
4404 msg_format("%^sは%s", m_name, temp);
4406 if (do_silly_attack)
4408 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
4409 strfmt(temp, "%s %s.", act, t_name);
4411 else strfmt(temp, act, t_name);
4412 msg_format("%^s %s", m_name, temp);
4416 /* Hack -- assume all attacks are obvious */
4419 /* Roll out the damage */
4420 damage = damroll(d_dice, d_side);
4422 /* Assume no effect */
4423 effect_type = BLOW_EFFECT_TYPE_NONE;
4427 /* Apply appropriate damage */
4436 if ((randint1(rlev * 2 + 250) > (ac + 200)) || one_in_(13))
4438 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
4439 damage = MAX(damage, tmp_damage * 2);
4446 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
4461 if ((subject_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
4497 effect_type = BLOW_EFFECT_TYPE_FEAR;
4501 effect_type = BLOW_EFFECT_TYPE_SLEEP;
4505 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
4506 if (damage > 23) earthquake(subject_ptr, m_ptr->fy, m_ptr->fx, 8, m_idx);
4521 pt = GF_HYPODYNAMIA;
4522 effect_type = BLOW_EFFECT_TYPE_HEAL;
4540 /* Do damage if not exploding */
4543 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
4544 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4547 switch (effect_type)
4549 case BLOW_EFFECT_TYPE_FEAR:
4550 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
4551 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4554 case BLOW_EFFECT_TYPE_SLEEP:
4555 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
4556 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4559 case BLOW_EFFECT_TYPE_HEAL:
4560 if ((monster_living(m_idx)) && (damage > 2))
4562 bool did_heal = FALSE;
4564 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
4567 m_ptr->hp += damroll(4, damage / 6);
4568 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
4570 /* Redraw (later) if needed */
4571 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
4572 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
4574 /* Special message */
4575 if (see_m && did_heal)
4577 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
4586 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
4588 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4592 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
4594 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
4595 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
4596 damroll(1 + ((tr_ptr->level) / 26),
4597 1 + ((tr_ptr->level) / 17)),
4598 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4602 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
4607 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
4609 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
4613 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
4615 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
4616 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
4617 damroll(1 + ((tr_ptr->level) / 26),
4618 1 + ((tr_ptr->level) / 17)),
4619 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4623 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
4628 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
4630 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
4634 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
4636 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
4637 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
4638 damroll(1 + ((tr_ptr->level) / 26),
4639 1 + ((tr_ptr->level) / 17)),
4640 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4644 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
4651 /* Monster missed player */
4654 /* Analyze failed attacks */
4670 (void)set_monster_csleep(t_idx, 0);
4672 /* Visible monsters */
4676 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
4678 msg_format("%^s misses %s.", m_name, t_name);
4688 /* Analyze "visible" monsters only */
4689 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
4691 /* Count "obvious" attacks (and ones that cause damage) */
4692 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
4694 /* Count attacks of this type */
4695 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
4697 r_ptr->r_blows[ap_cnt]++;
4705 sound(SOUND_EXPLODE);
4707 /* Cancel Invulnerability */
4708 (void)set_monster_invulner(m_idx, 0, FALSE);
4709 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);
4714 if (blinked && m_ptr->r_idx)
4716 if (teleport_barrier(m_idx))
4720 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."));
4724 subject_ptr->current_floor_ptr->monster_noise = TRUE;
4731 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
4735 subject_ptr->current_floor_ptr->monster_noise = TRUE;
4738 teleport_away(subject_ptr, m_idx, MAX_SIGHT * 2 + 5, 0L);
4748 * @brief モンスターが敵モンスターに行う打撃処理 /
4749 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
4750 * @param m_idx 目標となるモンスターの参照ID
4752 * @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
4753 * @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
4754 * @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)
4755 * @param who 打撃を行ったモンスターの参照ID
4758 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
4760 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
4761 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4762 GAME_TEXT m_name[160];
4763 bool seen = is_seen(m_ptr);
4765 /* Can the player be aware of this attack? */
4766 bool known = (m_ptr->cdis <= MAX_SIGHT);
4768 monster_desc(m_name, m_ptr, 0);
4770 /* Redraw (later) if needed */
4773 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4774 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4777 (void)set_monster_csleep(m_idx, 0);
4779 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(p_ptr, TRUE, TRUE);
4781 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
4785 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
4790 if (r_ptr->flagsr & RFR_RES_ALL)
4795 if ((dam == 0) && one_in_(3)) dam = 1;
4801 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
4810 /* It is dead now... or is it? */
4813 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
4814 (r_ptr->flags7 & RF7_NAZGUL)) &&
4822 if (!monster_living(m_ptr->r_idx))
4824 sound(SOUND_N_KILL);
4835 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
4836 /* Unseen death by normal attack */
4839 p_ptr->current_floor_ptr->monster_noise = TRUE;
4841 /* Death by special attack */
4844 msg_format(_("%^s%s", "%^s%s"), m_name, note);
4846 /* Death by normal attack -- nonliving monster */
4847 else if (!monster_living(m_ptr->r_idx))
4849 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
4851 /* Death by normal attack -- living monster */
4854 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
4858 monster_gain_exp(who, m_ptr->r_idx);
4859 monster_death(m_idx, FALSE);
4860 delete_monster_idx(m_idx);
4865 /* Monster is dead */
4874 /* Mega-Hack -- Pain cancels fear */
4875 if (MON_MONFEAR(m_ptr) && (dam > 0))
4878 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
4885 /* Sometimes a monster gets scared by damage */
4886 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
4888 /* Percentage of fully healthy */
4889 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
4892 * Run (sometimes) if at 10% or less of max hit points,
4893 * or (usually) when hit for half its current hit points
4895 if (((percentage <= 10) && (randint0(10) < percentage)) ||
4896 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
4898 /* Hack -- note fear */
4901 /* Hack -- Add some timed fear */
4902 (void)set_monster_monfear(m_idx, (randint1(10) +
4903 (((dam >= m_ptr->hp) && (percentage > 7)) ?
4904 20 : ((11 - percentage) * 5))));
4908 #endif /* ALLOW_FEAR */
4910 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
4912 if (is_pet(&p_ptr->current_floor_ptr->m_list[who]) && !player_bold(p_ptr, m_ptr->target_y, m_ptr->target_x))
4914 set_target(m_ptr, p_ptr->current_floor_ptr->m_list[who].fy, p_ptr->current_floor_ptr->m_list[who].fx);
4918 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
4920 monster_desc(m_name, m_ptr, 0);
4922 if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
4923 if (rakuba(p_ptr, (dam > 200) ? 200 : dam, FALSE))
4925 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);