OSDN Git Service

[Refactor] #38997 monst_attack_monst() に player_type * 引数を追加. / Add player_type ...
[hengband/hengband.git] / src / combat / melee1.c
1 /*!
2  * @file melee1.c
3  * @brief 打撃処理 / Melee process.
4  * @date 2014/01/17
5  * @author
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
11  * @details
12  */
13
14 #include "angband.h"
15 #include "core.h"
16 #include "util.h"
17
18 #include "artifact.h"
19 #include "cmd-pet.h"
20 #include "monsterrace-hook.h"
21 #include "melee.h"
22 #include "monster.h"
23 #include "monster-status.h"
24 #include "monster-spell.h"
25 #include "avatar.h"
26 #include "realm-hex.h"
27 #include "realm-song.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
30 #include "grid.h"
31 #include "dungeon.h"
32 #include "floor.h"
33 #include "dungeon.h"
34 #include "spells.h"
35 #include "files.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"
45 #include "world.h"
46 #include "spells-floor.h"
47
48
49  /*!
50   * @brief モンスターの打撃効力テーブル /
51   * The table of monsters' blow effects
52   */
53 const mbe_info_type mbe_info[] =
54 {
55         {  0, 0,             }, /* None      */
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 */
89 };
90
91  /*!
92   * @brief 幻覚時の打撃記述テーブル / Weird melee attack types when hallucinating
93   */
94 #ifdef JP
95 const concptr silly_attacks[MAX_SILLY_ATTACK] =
96 {
97         "に小便をかけられた。",
98         "があなたの回りを3回回ってワンと言った。",
99         "にしばきまわされた。",
100         "に靴をなめさせられた。",
101         "にハナクソを飛ばされた。",
102         "にジャン拳で攻撃された。",
103         "があなたの頬を札束でしばいた。",
104         "があなたの前でポージングをした。",
105         "にアカンベーされた。",
106         "に「神の国」発言の撤回を求められた。",
107         "にメッ○ールを飲まされた。",
108         "につっこみを入れられた。",
109         "はあなたと踊った。",
110         "に顔にらく書きをされた。",
111         "に借金の返済をせまられた。",
112         "にスカートをめくられた。",
113         "はあなたの手相を占った。",
114         "から役満を上がられた。",
115         "から愛の告白をされた。",
116         "はあなたを時給500円で雇った。",
117         "はあなたの100の秘密について熱く語った。",
118         "がニャーと鳴いた。",
119         "はあなたに気をつけた。",
120         "はあなたをポリゴン化させた。",
121         "に少しかじられた。",
122         "はアルテマの呪文を唱えた!",
123         "はあなたのスパイクをブロックした。",
124         "はスライド移動した。",
125         "は昇龍拳コマンドの入力に失敗した。",
126         "は拡散波動砲を発射した。",
127         "はデスラー戦法をしかけた。",
128         "にライダーキックで攻撃された。",
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。",
130         "はパルプンテを唱えた。",
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。",
132         "にしゃがみ小キックでハメられた。",
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!」",
138 };
139
140 /*!
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())
142  */
143 const concptr silly_attacks2[MAX_SILLY_ATTACK] =
144 {
145         "%sに小便をかけた。",
146         "%sの回りを3回回ってワンと言った。",
147         "%sをしばきまわした。",
148         "%sに靴をなめさせた。",
149         "%sにハナクソを飛ばした。",
150         "%sをジャン拳で攻撃した。",
151         "%sの頬を札束でしばいた。",
152         "%sの前でポージングをした。",
153         "%sにアカンベーした。",
154         "%sに「神の国」発言の撤回を求めた。",
155         "%sにメッ○ールを飲ませた。",
156         "%sにつっこみを入れた。",
157         "%sと踊った。",
158         "%sの顔にらく書きをした。",
159         "%sに借金の返済をせまった。",
160         "%sのスカートをめくった。",
161         "%sの手相を占った。",
162         "%sから役満を上がった。",
163         "%sに愛の告白をした。",
164         "%sを時給500円で雇った。",
165         "%sの100の秘密について熱く語った。",
166         "ニャーと鳴いた。",
167         "%sに気をつけた。",
168         "%sをポリゴン化させた。",
169         "%sを少しかじった。",
170         "アルテマの呪文を唱えた!",
171         "%sのスパイクをブロックした。",
172         "スライド移動した。",
173         "昇龍拳コマンドの入力に失敗した。",
174         "%sに拡散波動砲を発射した。",
175         "%sにデスラー戦法をしかけた。",
176         "%sをライダーキックで攻撃した。",
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。",
178         "パルプンテを唱えた。",
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。",
180         "%sをしゃがみ小キックでハメた。",
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。",
185         "言った。「変愚蛮怒、絶賛公開中!」",
186 };
187 #else
188 const concptr silly_attacks[MAX_SILLY_ATTACK] =
189 {
190         "smothers",
191         "hugs",
192         "humiliates",
193         "whips",
194         "kisses",
195
196         "disgusts",
197         "pees all over",
198         "passes the gas on",
199         "makes obscene gestures at",
200         "licks",
201
202         "stomps on",
203         "swallows",
204         "drools on",
205         "misses",
206         "shrinks",
207
208         "emasculates",
209         "evaporates",
210         "solidifies",
211         "digitizes",
212         "insta-kills",
213
214         "massacres",
215         "slaughters",
216         "drugs",
217         "psychoanalyzes",
218         "deconstructs",
219
220         "falsifies",
221         "disbelieves",
222         "molests",
223         "pusupusu",
224 };
225 #endif
226
227
228
229 /*!
230  * @brief マーシャルアーツ打撃テーブル
231  */
232 const martial_arts ma_blows[MAX_MA] =
233 {
234 #ifdef JP
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 },
252 #else
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 },
270 #endif
271
272 };
273
274 /*!
275  * @brief 修行僧のターンダメージ算出テーブル
276  */
277 const int monk_ave_damage[PY_MAX_LEVEL + 1][3] =
278 {
279   {0, 0, 0},
280   {249, 249, 249},
281   {324, 324, 324},
282   {382, 438, 382},
283   {382, 439, 382},
284   {390, 446, 390},
285   {394, 473, 394},
286   {425, 528, 425},
287   {430, 535, 430},
288   {505, 560, 435},
289   {517, 575, 444},
290   {566, 655, 474},
291   {585, 713, 486},
292   {653, 843, 527},
293   {678, 890, 544},
294   {703, 973, 558},
295   {765, 1096, 596},
296   {914, 1146, 614},
297   {943, 1240, 629},
298   {971, 1276, 643},
299   {1018, 1350, 667},
300   {1063, 1464, 688},
301   {1099, 1515, 705},
302   {1128, 1559, 721},
303   {1153, 1640, 735},
304   {1336, 1720, 757},
305   {1387, 1789, 778},
306   {1430, 1893, 794},
307   {1610, 2199, 863},
308   {1666, 2280, 885},
309   {1713, 2401, 908},
310   {1755, 2465, 925},
311   {1909, 2730, 984},
312   {2156, 2891, 1009},
313   {2218, 2970, 1031},
314   {2319, 3107, 1063},
315   {2404, 3290, 1098},
316   {2477, 3389, 1125},
317   {2544, 3483, 1150},
318   {2771, 3899, 1228},
319   {2844, 3982, 1259},
320   {3129, 4064, 1287},
321   {3200, 4190, 1313},
322   {3554, 4674, 1432},
323   {3614, 4738, 1463},
324   {3679, 4853, 1485},
325   {3741, 4905, 1512},
326   {3785, 4943, 1538},
327   {4141, 5532, 1652},
328   {4442, 5581, 1679},
329   {4486, 5636, 1702},
330 };
331
332 /*!
333  * 腕力による攻撃回数算定値テーブル
334  * Stat Table (STR) -- help index into the "blow" table
335  */
336 const byte adj_str_blow[] =
337 {
338         3       /* 3 */,
339         4       /* 4 */,
340         5       /* 5 */,
341         6       /* 6 */,
342         7       /* 7 */,
343         8       /* 8 */,
344         9       /* 9 */,
345         10      /* 10 */,
346         11      /* 11 */,
347         12      /* 12 */,
348         13      /* 13 */,
349         14      /* 14 */,
350         15      /* 15 */,
351         16      /* 16 */,
352         17      /* 17 */,
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 */,
375         240 /* 18/220+ */
376 };
377
378
379 /*!
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
382  */
383 const byte adj_dex_blow[] =
384 {
385         0       /* 3 */,
386         0       /* 4 */,
387         0       /* 5 */,
388         0       /* 6 */,
389         0       /* 7 */,
390         0       /* 8 */,
391         0       /* 9 */,
392         1       /* 10 */,
393         1       /* 11 */,
394         1       /* 12 */,
395         1       /* 13 */,
396         1       /* 14 */,
397         2       /* 15 */,
398         2       /* 16 */,
399         2       /* 17 */,
400         2       /* 18/00-18/09 */,
401         3       /* 18/10-18/19 */,
402         3       /* 18/20-18/29 */,
403         3       /* 18/30-18/39 */,
404         4       /* 18/40-18/49 */,
405         4       /* 18/50-18/59 */,
406         5       /* 18/60-18/69 */,
407         5       /* 18/70-18/79 */,
408         6       /* 18/80-18/89 */,
409         6       /* 18/90-18/99 */,
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 */,
422         13      /* 18/220+ */
423 };
424
425
426 /*!
427  * @brief
428  * 腕力、器用さに応じた攻撃回数テーブル /
429  * This table is used to help calculate the number of blows the player can
430  * make in a single round of attacks (one player current_world_ptr->game_turn) with a normal weapon.
431  * @details
432  * <pre>
433  * This number ranges from a single blow/round for weak players to up to six
434  * blows/round for powerful warriors.
435  *
436  * Note that certain artifacts and ego-items give "bonus" blows/round.
437  *
438  * First, from the player class, we extract some values:
439  *
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);
463  *
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.
468  *
469  * To get "D", we look up the relevant "adj_dex_blow[]" (see above),
470  *
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.
473  * </pre>
474  */
475 const byte blows_table[12][12] =
476 {
477         /* P/D */
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 },
492 };
493
494  /*!
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
498  * @param ac モンスターのAC
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.
502  */
503 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
504 {
505         if (!visible) chance = (chance + 1) / 2;
506         return hit_chance(chance, ac) >= randint1(100);
507 }
508
509 /*!
510  * @brief モンスターへの命中率の計算
511  * @param to_h 命中値
512  * @param ac 敵AC
513  * @return 命中確率
514  */
515 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
516 {
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;
522         return chance;
523 }
524
525 /*!
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)
531  */
532 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
533 {
534         static const struct slay_table_t {
535                 int slay_flag;
536                 BIT_FLAGS affect_race_flag;
537                 MULTIPLY slay_mult;
538                 size_t flag_offset;
539                 size_t r_flag_offset;
540         } slay_table[] = {
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)},
562 #undef OFFSET
563         };
564         int i;
565         monster_race* r_ptr = &r_info[m_ptr->r_idx];
566
567         for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
568         {
569                 const struct slay_table_t* p = &slay_table[i];
570
571                 if ((have_flag(flgs, p->slay_flag)) &&
572                         (atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
573                 {
574                         if (is_original_ap_and_seen(m_ptr))
575                         {
576                                 atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
577                         }
578
579                         mult = MAX(mult, p->slay_mult);
580                 }
581         }
582
583         return mult;
584 }
585
586 /*!
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)
592  */
593 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
594 {
595         static const struct brand_table_t {
596                 int brand_flag;
597                 BIT_FLAGS resist_mask;
598                 BIT_FLAGS hurt_flag;
599         } brand_table[] = {
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           },
605         };
606         int i;
607         monster_race* r_ptr = &r_info[m_ptr->r_idx];
608
609         for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
610         {
611                 const struct brand_table_t* p = &brand_table[i];
612
613                 if (have_flag(flgs, p->brand_flag))
614                 {
615                         /* Notice immunity */
616                         if (r_ptr->flagsr & p->resist_mask)
617                         {
618                                 if (is_original_ap_and_seen(m_ptr))
619                                 {
620                                         r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
621                                 }
622                         }
623
624                         /* Otherwise, take the damage */
625                         else if (r_ptr->flags3 & p->hurt_flag)
626                         {
627                                 if (is_original_ap_and_seen(m_ptr))
628                                 {
629                                         r_ptr->r_flags3 |= p->hurt_flag;
630                                 }
631
632                                 mult = MAX(mult, 50);
633                         }
634                         else
635                         {
636                                 mult = MAX(mult, 25);
637                         }
638                 }
639         }
640
641         return mult;
642 }
643
644 /*!
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)
652  */
653 static MULTIPLY mult_hissatsu(player_type *attacker_ptr, MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
654 {
655         monster_race *r_ptr = &r_info[m_ptr->r_idx];
656
657         /* Burning Strike (Fire) */
658         if (mode == HISSATSU_FIRE)
659         {
660                 /* Notice immunity */
661                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
662                 {
663                         if (is_original_ap_and_seen(m_ptr))
664                         {
665                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
666                         }
667                 }
668
669                 /* Otherwise, take the damage */
670                 else if (have_flag(flgs, TR_BRAND_FIRE))
671                 {
672                         if (r_ptr->flags3 & RF3_HURT_FIRE)
673                         {
674                                 if (mult < 70) mult = 70;
675                                 if (is_original_ap_and_seen(m_ptr))
676                                 {
677                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
678                                 }
679                         }
680                         else if (mult < 35) mult = 35;
681                 }
682                 else
683                 {
684                         if (r_ptr->flags3 & RF3_HURT_FIRE)
685                         {
686                                 if (mult < 50) mult = 50;
687                                 if (is_original_ap_and_seen(m_ptr))
688                                 {
689                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
690                                 }
691                         }
692                         else if (mult < 25) mult = 25;
693                 }
694         }
695
696         /* Serpent's Tongue (Poison) */
697         if (mode == HISSATSU_POISON)
698         {
699                 /* Notice immunity */
700                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
701                 {
702                         if (is_original_ap_and_seen(m_ptr))
703                         {
704                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
705                         }
706                 }
707
708                 /* Otherwise, take the damage */
709                 else if (have_flag(flgs, TR_BRAND_POIS))
710                 {
711                         if (mult < 35) mult = 35;
712                 }
713                 else
714                 {
715                         if (mult < 25) mult = 25;
716                 }
717         }
718
719         /* Zammaken (Nonliving Evil) */
720         if (mode == HISSATSU_ZANMA)
721         {
722                 if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
723                 {
724                         if (mult < 15) mult = 25;
725                         else if (mult < 50) mult = MIN(50, mult + 20);
726                 }
727         }
728
729         /* Rock Smash (Hurt Rock) */
730         if (mode == HISSATSU_HAGAN)
731         {
732                 if (r_ptr->flags3 & RF3_HURT_ROCK)
733                 {
734                         if (is_original_ap_and_seen(m_ptr))
735                         {
736                                 r_ptr->r_flags3 |= RF3_HURT_ROCK;
737                         }
738                         if (mult == 10) mult = 40;
739                         else if (mult < 60) mult = 60;
740                 }
741         }
742
743         /* Midare-Setsugekka (Cold) */
744         if (mode == HISSATSU_COLD)
745         {
746                 /* Notice immunity */
747                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
748                 {
749                         if (is_original_ap_and_seen(m_ptr))
750                         {
751                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
752                         }
753                 }
754                 /* Otherwise, take the damage */
755                 else if (have_flag(flgs, TR_BRAND_COLD))
756                 {
757                         if (r_ptr->flags3 & RF3_HURT_COLD)
758                         {
759                                 if (mult < 70) mult = 70;
760                                 if (is_original_ap_and_seen(m_ptr))
761                                 {
762                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
763                                 }
764                         }
765                         else if (mult < 35) mult = 35;
766                 }
767                 else
768                 {
769                         if (r_ptr->flags3 & RF3_HURT_COLD)
770                         {
771                                 if (mult < 50) mult = 50;
772                                 if (is_original_ap_and_seen(m_ptr))
773                                 {
774                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
775                                 }
776                         }
777                         else if (mult < 25) mult = 25;
778                 }
779         }
780
781         /* Lightning Eagle (Elec) */
782         if (mode == HISSATSU_ELEC)
783         {
784                 /* Notice immunity */
785                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
786                 {
787                         if (is_original_ap_and_seen(m_ptr))
788                         {
789                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
790                         }
791                 }
792
793                 /* Otherwise, take the damage */
794                 else if (have_flag(flgs, TR_BRAND_ELEC))
795                 {
796                         if (mult < 70) mult = 70;
797                 }
798                 else
799                 {
800                         if (mult < 50) mult = 50;
801                 }
802         }
803
804         /* Bloody Maelstrom */
805         if ((mode == HISSATSU_SEKIRYUKA) && attacker_ptr->cut && monster_living(m_ptr->r_idx))
806         {
807                 MULTIPLY tmp = MIN(100, MAX(10, attacker_ptr->cut / 10));
808                 if (mult < tmp) mult = tmp;
809         }
810
811         /* Keiun-Kininken */
812         if (mode == HISSATSU_UNDEAD)
813         {
814                 if (r_ptr->flags3 & RF3_UNDEAD)
815                 {
816                         if (is_original_ap_and_seen(m_ptr))
817                         {
818                                 r_ptr->r_flags3 |= RF3_UNDEAD;
819                         }
820                         if (mult == 10) mult = 70;
821                         else if (mult < 140) mult = MIN(140, mult + 60);
822                 }
823                 if (mult == 10) mult = 40;
824                 else if (mult < 60) mult = MIN(60, mult + 30);
825         }
826
827         if (mult > 150) mult = 150;
828
829         return mult;
830 }
831
832 /*!
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
838  * @param mode 剣術のID
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
841  * @note
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
844  *\n
845  * Note that most brands and slays are x3, except Slay Animal (x2),\n
846  * Slay Evil (x2), and Kill dragon (x5).\n
847  */
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)
849 {
850         MULTIPLY mult = 10;
851
852         BIT_FLAGS flgs[TR_FLAG_SIZE];
853         object_flags(o_ptr, flgs);
854         torch_flags(o_ptr, flgs); /* torches has secret flags */
855
856         if (!thrown)
857         {
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);
863         }
864
865         if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
866
867         switch (o_ptr->tval)
868         {
869         case TV_SHOT:
870         case TV_ARROW:
871         case TV_BOLT:
872         case TV_HAFTED:
873         case TV_POLEARM:
874         case TV_SWORD:
875         case TV_DIGGING:
876         case TV_LITE:
877         {
878                 mult = mult_slaying(mult, flgs, m_ptr);
879
880                 mult = mult_brand(mult, flgs, m_ptr);
881
882                 if (attacker_ptr->pclass == CLASS_SAMURAI)
883                 {
884                         mult = mult_hissatsu(attacker_ptr, mult, flgs, m_ptr, mode);
885                 }
886
887                 if ((attacker_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (attacker_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
888                 {
889                         attacker_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
890                         attacker_ptr->redraw |= (PR_MANA);
891                         mult = mult * 3 / 2 + 20;
892                 }
893
894                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
895                         mult = 150;
896                 break;
897         }
898         }
899         if (mult > 150) mult = 150;
900
901         return (tdam * mult / 10);
902 }
903
904 /*!
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
913 */
914 HIT_POINT critical_norm(player_type *attacker_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
915 {
916         int i, k;
917
918         /* Extract "blow" power */
919         i = (weight + (meichuu * 3 + plus * 5) + attacker_ptr->skill_thn);
920
921         /* Chance */
922         if ((randint1((attacker_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
923         {
924                 k = weight + randint1(650);
925                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
926
927                 if (k < 400)
928                 {
929                         msg_print(_("手ごたえがあった!", "It was a good hit!"));
930
931                         dam = 2 * dam + 5;
932                 }
933                 else if (k < 700)
934                 {
935                         msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
936                         dam = 2 * dam + 10;
937                 }
938                 else if (k < 900)
939                 {
940                         msg_print(_("会心の一撃だ!", "It was a superb hit!"));
941                         dam = 3 * dam + 15;
942                 }
943                 else if (k < 1300)
944                 {
945                         msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
946                         dam = 3 * dam + 20;
947                 }
948                 else
949                 {
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;
952                 }
953         }
954
955         return (dam);
956 }
957
958 /*!
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
964  * @details
965  * and which also do at least 20 damage, or, sometimes, N damage.
966  * This is used only to determine "cuts" and "stuns".
967  */
968 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
969 {
970         int max = 0;
971         int total = dice * sides;
972
973         /* Must do at least 95% of perfect */
974         if (dam < total * 19 / 20) return (0);
975
976         /* Weak blows rarely work */
977         if ((dam < 20) && (randint0(100) >= dam)) return (0);
978
979         /* Perfect damage */
980         if ((dam >= total) && (dam >= 40)) max++;
981
982         /* Super-charge */
983         if (dam >= 20)
984         {
985                 while (randint0(100) < 2) max++;
986         }
987
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);
994         return (1 + max);
995 }
996
997 /*!
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
1004  * @details
1005  * Always miss 5% of the time, Always hit 5% of the time.
1006  * Otherwise, match monster power against player armor.
1007  */
1008 static int check_hit(int power, DEPTH level, int stun)
1009 {
1010         int i, k, ac;
1011
1012         k = randint0(100);
1013         if (stun && one_in_(2)) return FALSE;
1014         if (k < 10) return (k < 5);
1015         i = (power + (level * 3));
1016
1017         ac = p_ptr->ac + p_ptr->to_a;
1018         if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
1019
1020         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1021         return (FALSE);
1022 }
1023
1024 /*!
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
1031  */
1032 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1033 {
1034         int i, k;
1035
1036         k = randint0(100);
1037         if (stun && one_in_(2)) return FALSE;
1038         if (k < 10) return (k < 5);
1039         i = (power + (level * 3));
1040
1041         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1042         return (FALSE);
1043 }
1044
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[] =
1047 {
1048 #ifdef JP
1049         "があなたを侮辱した!",
1050         "があなたの母を侮辱した!",
1051         "があなたを軽蔑した!",
1052         "があなたを辱めた!",
1053         "があなたを汚した!",
1054         "があなたの回りで踊った!",
1055         "が猥褻な身ぶりをした!",
1056         "があなたをぼんやりと見た!!!",
1057         "があなたをパラサイト呼ばわりした!",
1058         "があなたをサイボーグ扱いした!"
1059 #else
1060         "insults you!",
1061         "insults your mother!",
1062         "gives you the finger!",
1063         "humiliates you!",
1064         "defiles you!",
1065         "dances around you!",
1066         "makes obscene gestures!",
1067         "moons you!!!"
1068         "calls you a parasite!",
1069         "calls you a cyborg!"
1070 #endif
1071
1072 };
1073
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[] =
1076 {
1077 #ifdef JP
1078         "は何かを悲しんでいるようだ。",
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。",
1081         "はキノコがどうとか呟いている。"
1082 #else
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."
1087 #endif
1088
1089 };
1090
1091 /*!
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
1100 * @return なし
1101 */
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)
1104 {
1105         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1106
1107         if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
1108         {
1109                 GAME_TEXT mon_name[MAX_NLEN];
1110                 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1111
1112                 monster_desc(mon_name, m_ptr, MD_WRONGDOER_NAME);
1113                 msg_print(message);
1114                 dam_func(aura_damage, mon_name, -1, TRUE);
1115
1116                 if (is_original_ap_and_seen(m_ptr))
1117                 {
1118                         atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
1119                 }
1120
1121                 handle_stuff();
1122         }
1123 }
1124
1125 /*!
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
1129 * @return なし
1130 */
1131 static void touch_zap_player(monster_type *m_ptr, player_type *touched_ptr)
1132 {
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!"));
1139 }
1140
1141 /*!
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
1147 * @return なし
1148 */
1149 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
1150 {
1151         HIT_POINT k;
1152         int bonus, chance;
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];
1157
1158         int dice_num, dice_side;
1159
1160         concptr atk_desc;
1161
1162         switch (attack)
1163         {
1164         case MUT2_SCOR_TAIL:
1165                 dice_num = 3;
1166                 dice_side = 7;
1167                 n_weight = 5;
1168                 atk_desc = _("尻尾", "tail");
1169
1170                 break;
1171         case MUT2_HORNS:
1172                 dice_num = 2;
1173                 dice_side = 6;
1174                 n_weight = 15;
1175                 atk_desc = _("角", "horns");
1176
1177                 break;
1178         case MUT2_BEAK:
1179                 dice_num = 2;
1180                 dice_side = 4;
1181                 n_weight = 5;
1182                 atk_desc = _("クチバシ", "beak");
1183
1184                 break;
1185         case MUT2_TRUNK:
1186                 dice_num = 1;
1187                 dice_side = 4;
1188                 n_weight = 35;
1189                 atk_desc = _("象の鼻", "trunk");
1190
1191                 break;
1192         case MUT2_TENTACLES:
1193                 dice_num = 2;
1194                 dice_side = 5;
1195                 n_weight = 5;
1196                 atk_desc = _("触手", "tentacles");
1197
1198                 break;
1199         default:
1200                 dice_num = dice_side = n_weight = 1;
1201                 atk_desc = _("未定義の部位", "undefined body part");
1202
1203         }
1204
1205         monster_desc(m_name, m_ptr, 0);
1206
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));
1210
1211         /* Test for hit */
1212         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1213         {
1214                 sound(SOUND_HIT);
1215                 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
1216
1217                 k = damroll(dice_num, dice_side);
1218                 k = critical_norm(p_ptr, n_weight, bonus, k, (s16b)bonus, 0);
1219
1220                 /* Apply the player damage bonuses */
1221                 k += p_ptr->to_d_m;
1222
1223                 /* No negative damage */
1224                 if (k < 0) k = 0;
1225
1226                 /* Modify the damage */
1227                 k = mon_damage_mod(m_ptr, k, FALSE);
1228
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);
1233
1234                 /* Anger the monster */
1235                 if (k > 0) anger_monster(m_ptr);
1236
1237                 /* Damage, check for fear and mdeath */
1238                 switch (attack)
1239                 {
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);
1243                         break;
1244                 case MUT2_HORNS:
1245                         *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1246                         break;
1247                 case MUT2_BEAK:
1248                         *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1249                         break;
1250                 case MUT2_TRUNK:
1251                         *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1252                         break;
1253                 case MUT2_TENTACLES:
1254                         *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1255                         break;
1256                 default:
1257                         *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1258                 }
1259
1260                 touch_zap_player(m_ptr, p_ptr);
1261         }
1262         /* Player misses */
1263         else
1264         {
1265                 sound(SOUND_MISS);
1266                 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1267         }
1268 }
1269
1270 /*!
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-
1273 * @param y 攻撃目標のY座標
1274 * @param x 攻撃目標のX座標
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
1279 * @return なし
1280 * @details
1281 * If no "weapon" is available, then "punch" the monster one time.
1282 */
1283 static void py_attack_aux(player_type *attacker_ptr, POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
1284 {
1285         int num = 0, bonus, chance, vir;
1286         HIT_POINT k;
1287
1288         floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
1289         grid_type       *g_ptr = &floor_ptr->grid_array[y][x];
1290
1291         monster_type    *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1292         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1293
1294         /* Access the weapon */
1295         object_type     *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + hand];
1296
1297         GAME_TEXT m_name[MAX_NLEN];
1298
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;
1307         bool            weak = FALSE;
1308         bool            drain_msg = TRUE;
1309         int             drain_result = 0, drain_heal = 0;
1310         bool            can_drain = FALSE;
1311         int             num_blow;
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;
1317
1318         switch (attacker_ptr->pclass)
1319         {
1320         case CLASS_ROGUE:
1321         case CLASS_NINJA:
1322                 if (has_melee_weapon(attacker_ptr, INVEN_RARM + hand) && !attacker_ptr->icky_wield[hand])
1323                 {
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)
1329                         {
1330                                 /* Can't backstab creatures that we can't see, right? */
1331                                 backstab = TRUE;
1332                         }
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))
1334                         {
1335                                 fuiuchi = TRUE;
1336                         }
1337                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1338                         {
1339                                 stab_fleeing = TRUE;
1340                         }
1341                 }
1342                 break;
1343
1344         case CLASS_MONK:
1345         case CLASS_FORCETRAINER:
1346         case CLASS_BERSERKER:
1347                 if ((empty_hands(attacker_ptr, TRUE) & EMPTY_HAND_RARM) && !attacker_ptr->riding) monk_attack = TRUE;
1348                 break;
1349         }
1350
1351         if (!o_ptr->k_idx) /* Empty hand */
1352         {
1353                 if ((r_ptr->level + 10) > attacker_ptr->lev)
1354                 {
1355                         if (attacker_ptr->skill_exp[GINOU_SUDE] < s_info[attacker_ptr->pclass].s_max[GINOU_SUDE])
1356                         {
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);
1366                         }
1367                 }
1368         }
1369         else if (object_is_melee_weapon(o_ptr))
1370         {
1371                 if ((r_ptr->level + 10) > attacker_ptr->lev)
1372                 {
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])
1377                         {
1378                                 SUB_EXP amount = 0;
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);
1385                         }
1386                 }
1387         }
1388
1389         /* Disturb the monster */
1390         (void)set_monster_csleep(g_ptr->m_idx, 0);
1391
1392         monster_desc(m_name, m_ptr, 0);
1393
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);
1400
1401         vir = virtue_number(attacker_ptr, V_VALOUR);
1402         if (vir)
1403         {
1404                 chance += (attacker_ptr->virtues[vir - 1] / 10);
1405         }
1406
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'));
1409
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];
1413
1414         /* Hack -- DOKUBARI always hit once */
1415         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1416
1417         /* Attack once for each legal blow */
1418         while ((num++ < num_blow) && !attacker_ptr->is_dead)
1419         {
1420                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1421                 {
1422                         int n = 1;
1423
1424                         if (attacker_ptr->migite && attacker_ptr->hidarite)
1425                         {
1426                                 n *= 2;
1427                         }
1428                         if (mode == HISSATSU_3DAN)
1429                         {
1430                                 n *= 2;
1431                         }
1432
1433                         success_hit = one_in_(n);
1434                 }
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);
1437
1438                 if (mode == HISSATSU_MAJIN)
1439                 {
1440                         if (one_in_(2))
1441                                 success_hit = FALSE;
1442                 }
1443
1444                 /* Test for hit */
1445                 if (success_hit)
1446                 {
1447                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1448
1449                         sound(SOUND_HIT);
1450
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);
1455
1456                         /* Hack -- bare hands do one damage */
1457                         k = 1;
1458
1459                         object_flags(o_ptr, flgs);
1460
1461                         /* Select a chaotic effect (50% chance) */
1462                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1463                         {
1464                                 if (one_in_(10))
1465                                         chg_virtue(attacker_ptr, V_CHANCE, 1);
1466
1467                                 if (randint1(5) < 3)
1468                                 {
1469                                         /* Vampiric (20%) */
1470                                         chaos_effect = 1;
1471                                 }
1472                                 else if (one_in_(250))
1473                                 {
1474                                         /* Quake (0.12%) */
1475                                         chaos_effect = 2;
1476                                 }
1477                                 else if (!one_in_(10))
1478                                 {
1479                                         /* Confusion (26.892%) */
1480                                         chaos_effect = 3;
1481                                 }
1482                                 else if (one_in_(2))
1483                                 {
1484                                         /* Teleport away (1.494%) */
1485                                         chaos_effect = 4;
1486                                 }
1487                                 else
1488                                 {
1489                                         /* Polymorph (1.494%) */
1490                                         chaos_effect = 5;
1491                                 }
1492                         }
1493
1494                         /* Vampiric drain */
1495                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1496                         {
1497                                 /* Only drain "living" monsters */
1498                                 if (monster_living(m_ptr->r_idx))
1499                                         can_drain = TRUE;
1500                                 else
1501                                         can_drain = FALSE;
1502                         }
1503
1504                         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
1505                                 vorpal_cut = TRUE;
1506                         else vorpal_cut = FALSE;
1507
1508                         if (monk_attack)
1509                         {
1510                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1511                                 int min_level = 1;
1512                                 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1513                                 int resist_stun = 0;
1514                                 WEIGHT weight = 8;
1515
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))
1521                                         resist_stun += 66;
1522
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)
1526                                         max_times = 1;
1527                                 else if (attacker_ptr->special_defense & KAMAE_GENBU)
1528                                         max_times = 1;
1529                                 else
1530                                         max_times = (attacker_ptr->lev < 7 ? 1 : attacker_ptr->lev / 7);
1531                                 /* Attempt 'times' */
1532                                 for (times = 0; times < max_times; times++)
1533                                 {
1534                                         do
1535                                         {
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));
1541
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)
1545                                         {
1546                                                 old_ptr = ma_ptr;
1547
1548                                                 if (current_world_ptr->wizard && cheat_xtra)
1549                                                 {
1550                                                         msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
1551                                                 }
1552                                         }
1553                                         else
1554                                         {
1555                                                 ma_ptr = old_ptr;
1556                                         }
1557                                 }
1558
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;
1563
1564                                 if (ma_ptr->effect == MA_KNEE)
1565                                 {
1566                                         if (r_ptr->flags1 & RF1_MALE)
1567                                         {
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);
1569                                                 sound(SOUND_PAIN);
1570                                                 special_effect = MA_KNEE;
1571                                         }
1572                                         else
1573                                                 msg_format(ma_ptr->desc, m_name);
1574                                 }
1575
1576                                 else if (ma_ptr->effect == MA_SLOW)
1577                                 {
1578                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1579                                                 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1580                                         {
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;
1583                                         }
1584                                         else msg_format(ma_ptr->desc, m_name);
1585                                 }
1586                                 else
1587                                 {
1588                                         if (ma_ptr->effect)
1589                                         {
1590                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1591                                         }
1592
1593                                         msg_format(ma_ptr->desc, m_name);
1594                                 }
1595
1596                                 if (attacker_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1597                                 if ((attacker_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
1598                                 {
1599                                         weight += (P_PTR_KI / 30);
1600                                         if (weight > 20) weight = 20;
1601                                 }
1602
1603                                 k = critical_norm(attacker_ptr, attacker_ptr->lev * weight, min_level, k, attacker_ptr->to_h[0], 0);
1604
1605                                 if ((special_effect == MA_KNEE) && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
1606                                 {
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);
1609                                         resist_stun /= 3;
1610                                 }
1611
1612                                 else if ((special_effect == MA_SLOW) && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
1613                                 {
1614                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1615                                                 (randint1(attacker_ptr->lev) > r_ptr->level) &&
1616                                                 m_ptr->mspeed > 60)
1617                                         {
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;
1620                                         }
1621                                 }
1622
1623                                 if (stun_effect && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
1624                                 {
1625                                         if (attacker_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1626                                         {
1627                                                 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1628                                                 {
1629                                                         msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
1630                                                 }
1631                                                 else
1632                                                 {
1633                                                         msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
1634                                                 }
1635                                         }
1636                                 }
1637                         }
1638
1639                         /* Handle normal weapon */
1640                         else if (o_ptr->k_idx)
1641                         {
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);
1644
1645                                 if (backstab)
1646                                 {
1647                                         k *= (3 + (attacker_ptr->lev / 20));
1648                                 }
1649                                 else if (fuiuchi)
1650                                 {
1651                                         k = k*(5 + (attacker_ptr->lev * 2 / 25)) / 2;
1652                                 }
1653                                 else if (stab_fleeing)
1654                                 {
1655                                         k = (3 * k) / 2;
1656                                 }
1657
1658                                 if ((attacker_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1659                                         (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1660                                 {
1661                                         do_quake = TRUE;
1662                                 }
1663
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);
1666
1667                                 drain_result = k;
1668
1669                                 if (vorpal_cut)
1670                                 {
1671                                         int mult = 2;
1672
1673                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1674                                         {
1675                                                 char chainsword_noise[1024];
1676                                                 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1677                                                 {
1678                                                         msg_print(chainsword_noise);
1679                                                 }
1680                                         }
1681
1682                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
1683                                         {
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!"));
1685                                         }
1686                                         else
1687                                         {
1688                                                 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1689                                         }
1690
1691                                         /* Try to increase the damage */
1692                                         while (one_in_(vorpal_chance))
1693                                         {
1694                                                 mult++;
1695                                         }
1696
1697                                         k *= (HIT_POINT)mult;
1698
1699                                         /* Ouch! */
1700                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
1701                                         {
1702                                                 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1703                                         }
1704                                         else
1705                                         {
1706                                                 switch (mult)
1707                                                 {
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;
1715                                                 }
1716                                         }
1717                                         drain_result = drain_result * 3 / 2;
1718                                 }
1719
1720                                 k += o_ptr->to_d;
1721                                 drain_result += o_ptr->to_d;
1722                         }
1723
1724                         /* Apply the player damage bonuses */
1725                         k += attacker_ptr->to_d[hand];
1726                         drain_result += attacker_ptr->to_d[hand];
1727
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;
1731
1732                         /* No negative damage */
1733                         if (k < 0) k = 0;
1734
1735                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
1736                         {
1737                                 k = 0;
1738                         }
1739
1740                         if (zantetsu_mukou)
1741                         {
1742                                 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
1743                                 k = 0;
1744                         }
1745
1746                         if (e_j_mukou)
1747                         {
1748                                 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
1749                                 k /= 2;
1750                         }
1751
1752                         if (mode == HISSATSU_MINEUCHI)
1753                         {
1754                                 int tmp = (10 + randint1(15) + attacker_ptr->lev / 5);
1755
1756                                 k = 0;
1757                                 anger_monster(m_ptr);
1758
1759                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
1760                                 {
1761                                         /* Get stunned */
1762                                         if (MON_STUNNED(m_ptr))
1763                                         {
1764                                                 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
1765                                                 tmp /= 2;
1766                                         }
1767                                         else
1768                                         {
1769                                                 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
1770                                         }
1771
1772                                         /* Apply stun */
1773                                         (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
1774                                 }
1775                                 else
1776                                 {
1777                                         msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
1778                                 }
1779                         }
1780
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))
1784                         {
1785                                 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
1786                                 {
1787                                         k = m_ptr->hp + 1;
1788                                         msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
1789                                 }
1790                                 else k = 1;
1791                         }
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)))
1793                         {
1794                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
1795                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
1796                                 {
1797                                         k *= 5;
1798                                         drain_result *= 2;
1799                                         msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
1800                                 }
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)))
1802                                 {
1803                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
1804                                         {
1805                                                 k = MAX(k * 5, m_ptr->hp / 2);
1806                                                 drain_result *= 2;
1807                                                 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
1808                                         }
1809                                         else
1810                                         {
1811                                                 k = m_ptr->hp + 1;
1812                                                 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
1813                                         }
1814                                 }
1815                         }
1816
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);
1820
1821                         if (k <= 0) can_drain = FALSE;
1822
1823                         if (drain_result > m_ptr->hp)
1824                                 drain_result = m_ptr->hp;
1825
1826                         /* Damage, check for fear and death */
1827                         if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
1828                         {
1829                                 *mdeath = TRUE;
1830                                 if ((attacker_ptr->pclass == CLASS_BERSERKER) && attacker_ptr->energy_use)
1831                                 {
1832                                         if (attacker_ptr->migite && attacker_ptr->hidarite)
1833                                         {
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);
1836                                         }
1837                                         else
1838                                         {
1839                                                 attacker_ptr->energy_use = attacker_ptr->energy_use*num / attacker_ptr->num_blow[hand];
1840                                         }
1841                                 }
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...."));
1844                                 break;
1845                         }
1846
1847                         /* Anger the monster */
1848                         if (k > 0) anger_monster(m_ptr);
1849
1850                         touch_zap_player(m_ptr, attacker_ptr);
1851
1852                         /* Are we draining it?  A little note: If the monster is
1853                         dead, the drain does not work... */
1854
1855                         if (can_drain && (drain_result > 0))
1856                         {
1857                                 if (o_ptr->name1 == ART_MURAMASA)
1858                                 {
1859                                         if (is_human)
1860                                         {
1861                                                 HIT_PROB to_h = o_ptr->to_h;
1862                                                 HIT_POINT to_d = o_ptr->to_d;
1863                                                 int i, flag;
1864
1865                                                 flag = 1;
1866                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1867                                                 if (flag) to_h++;
1868
1869                                                 flag = 1;
1870                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1871                                                 if (flag) to_d++;
1872
1873                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1874                                                 {
1875                                                         msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1876                                                         o_ptr->to_h = to_h;
1877                                                         o_ptr->to_d = to_d;
1878                                                 }
1879                                         }
1880                                 }
1881                                 else
1882                                 {
1883                                         if (drain_result > 5) /* Did we really hurt it? */
1884                                         {
1885                                                 drain_heal = damroll(2, drain_result / 6);
1886
1887                                                 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1888
1889                                                 if (cheat_xtra)
1890                                                 {
1891                                                         msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1892                                                 }
1893
1894                                                 if (drain_left)
1895                                                 {
1896                                                         if (drain_heal < drain_left)
1897                                                         {
1898                                                                 drain_left -= drain_heal;
1899                                                         }
1900                                                         else
1901                                                         {
1902                                                                 drain_heal = drain_left;
1903                                                                 drain_left = 0;
1904                                                         }
1905
1906                                                         if (drain_msg)
1907                                                         {
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);
1909                                                                 drain_msg = FALSE;
1910                                                         }
1911
1912                                                         drain_heal = (drain_heal * attacker_ptr->mutant_regenerate_mod) / 100;
1913
1914                                                         hp_player(attacker_ptr, drain_heal);
1915                                                         /* We get to keep some of it! */
1916                                                 }
1917                                         }
1918                                 }
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;
1922                                 weak = TRUE;
1923                         }
1924                         can_drain = FALSE;
1925                         drain_result = 0;
1926
1927                         /* Confusion attack */
1928                         if ((attacker_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1929                         {
1930                                 /* Cancel glowing hands */
1931                                 if (attacker_ptr->special_attack & ATTACK_CONFUSE)
1932                                 {
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);
1936
1937                                 }
1938
1939                                 /* Confuse the monster */
1940                                 if (r_ptr->flags3 & RF3_NO_CONF)
1941                                 {
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);
1944
1945                                 }
1946                                 else if (randint0(100) < r_ptr->level)
1947                                 {
1948                                         msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1949                                 }
1950                                 else
1951                                 {
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);
1954                                 }
1955                         }
1956
1957                         else if (chaos_effect == 4)
1958                         {
1959                                 bool resists_tele = FALSE;
1960
1961                                 if (r_ptr->flagsr & RFR_RES_TELE)
1962                                 {
1963                                         if (r_ptr->flags1 & RF1_UNIQUE)
1964                                         {
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;
1968                                         }
1969                                         else if (r_ptr->level > randint1(100))
1970                                         {
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;
1974                                         }
1975                                 }
1976
1977                                 if (!resists_tele)
1978                                 {
1979                                         msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1980                                         teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1981                                         num = num_blow + 1; /* Can't hit it anymore! */
1982                                         *mdeath = TRUE;
1983                                 }
1984                         }
1985
1986                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1987                         {
1988                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1989                                         !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1990                                 {
1991                                         if (polymorph_monster(attacker_ptr, y, x))
1992                                         {
1993                                                 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1994                                                 *fear = FALSE;
1995                                                 weak = FALSE;
1996                                         }
1997                                         else
1998                                         {
1999                                                 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
2000                                         }
2001
2002                                         /* Hack -- Get new monster */
2003                                         m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2004
2005                                         /* Oops, we need a different name... */
2006                                         monster_desc(m_name, m_ptr, 0);
2007
2008                                         /* Hack -- Get new race */
2009                                         r_ptr = &r_info[m_ptr->r_idx];
2010                                 }
2011                         }
2012                         else if (o_ptr->name1 == ART_G_HAMMER)
2013                         {
2014                                 monster_type *target_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2015
2016                                 if (target_ptr->hold_o_idx)
2017                                 {
2018                                         object_type *q_ptr = &floor_ptr->o_list[target_ptr->hold_o_idx];
2019                                         GAME_TEXT o_name[MAX_NLEN];
2020
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);
2027                                         inven_carry(q_ptr);
2028                                 }
2029                         }
2030                 }
2031
2032                 /* Player misses */
2033                 else
2034                 {
2035                         backstab = FALSE; /* Clumsy! */
2036                         fuiuchi = FALSE; /* Clumsy! */
2037
2038                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2039                         {
2040                                 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
2041
2042                                 sound(SOUND_HIT);
2043
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);
2047
2048                                 k = damroll(o_ptr->dd + attacker_ptr->to_dd[hand], o_ptr->ds + attacker_ptr->to_ds[hand]);
2049                                 {
2050                                         int mult;
2051                                         switch (attacker_ptr->mimic_form)
2052                                         {
2053                                         case MIMIC_NONE:
2054                                                 switch (attacker_ptr->prace)
2055                                                 {
2056                                                 case RACE_YEEK:
2057                                                 case RACE_KLACKON:
2058                                                 case RACE_HUMAN:
2059                                                 case RACE_AMBERITE:
2060                                                 case RACE_DUNADAN:
2061                                                 case RACE_BARBARIAN:
2062                                                 case RACE_BEASTMAN:
2063                                                         mult = 25; break;
2064                                                 case RACE_HALF_ORC:
2065                                                 case RACE_HALF_TROLL:
2066                                                 case RACE_HALF_OGRE:
2067                                                 case RACE_HALF_GIANT:
2068                                                 case RACE_HALF_TITAN:
2069                                                 case RACE_CYCLOPS:
2070                                                 case RACE_IMP:
2071                                                 case RACE_SKELETON:
2072                                                 case RACE_ZOMBIE:
2073                                                 case RACE_VAMPIRE:
2074                                                 case RACE_SPECTRE:
2075                                                 case RACE_DEMON:
2076                                                 case RACE_DRACONIAN:
2077                                                         mult = 30; break;
2078                                                 default:
2079                                                         mult = 10; break;
2080                                                 }
2081                                                 break;
2082                                         case MIMIC_DEMON:
2083                                         case MIMIC_DEMON_LORD:
2084                                         case MIMIC_VAMPIRE:
2085                                                 mult = 30; break;
2086                                         default:
2087                                                 mult = 10; break;
2088                                         }
2089
2090                                         if (attacker_ptr->align < 0 && mult < 20)
2091                                                 mult = 20;
2092                                         if (!(attacker_ptr->resist_acid || IS_OPPOSE_ACID() || attacker_ptr->immune_acid) && (mult < 25))
2093                                                 mult = 25;
2094                                         if (!(attacker_ptr->resist_elec || IS_OPPOSE_ELEC() || attacker_ptr->immune_elec) && (mult < 25))
2095                                                 mult = 25;
2096                                         if (!(attacker_ptr->resist_fire || IS_OPPOSE_FIRE() || attacker_ptr->immune_fire) && (mult < 25))
2097                                                 mult = 25;
2098                                         if (!(attacker_ptr->resist_cold || IS_OPPOSE_COLD() || attacker_ptr->immune_cold) && (mult < 25))
2099                                                 mult = 25;
2100                                         if (!(attacker_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2101                                                 mult = 25;
2102
2103                                         if ((attacker_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (attacker_ptr->csp >(attacker_ptr->msp / 30)))
2104                                         {
2105                                                 attacker_ptr->csp -= (1 + (attacker_ptr->msp / 30));
2106                                                 attacker_ptr->redraw |= (PR_MANA);
2107                                                 mult = mult * 3 / 2 + 20;
2108                                         }
2109                                         k *= (HIT_POINT)mult;
2110                                         k /= 10;
2111                                 }
2112
2113                                 k = critical_norm(attacker_ptr, o_ptr->weight, o_ptr->to_h, k, attacker_ptr->to_h[hand], mode);
2114                                 if (one_in_(6))
2115                                 {
2116                                         int mult = 2;
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 */
2119                                         while (one_in_(4))
2120                                         {
2121                                                 mult++;
2122                                         }
2123
2124                                         k *= (HIT_POINT)mult;
2125                                 }
2126                                 k += (attacker_ptr->to_d[hand] + o_ptr->to_d);
2127                                 if (k < 0) k = 0;
2128
2129                                 take_hit(attacker_ptr, DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
2130                                 handle_stuff();
2131                         }
2132                         else
2133                         {
2134                                 sound(SOUND_MISS);
2135                                 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
2136                         }
2137                 }
2138                 backstab = FALSE;
2139                 fuiuchi = FALSE;
2140         }
2141
2142
2143         if (weak && !(*mdeath))
2144         {
2145                 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
2146         }
2147         if (drain_left != MAX_VAMPIRIC_DRAIN)
2148         {
2149                 if (one_in_(4))
2150                 {
2151                         chg_virtue(attacker_ptr, V_UNLIFE, 1);
2152                 }
2153         }
2154         /* Mega-Hack -- apply earthquake brand */
2155         if (do_quake)
2156         {
2157                 earthquake(attacker_ptr, attacker_ptr->y, attacker_ptr->x, 10, 0);
2158                 if (!floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
2159         }
2160 }
2161
2162 /*!
2163 * @brief プレイヤーの打撃処理メインルーチン
2164 * @param y 攻撃目標のY座標
2165 * @param x 攻撃目標のX座標
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。
2168 * @details
2169 * If no "weapon" is available, then "punch" the monster one time.
2170 */
2171 bool py_attack(player_type *attacker_ptr, POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
2172 {
2173         bool            fear = FALSE;
2174         bool            mdeath = FALSE;
2175         bool            stormbringer = FALSE;
2176
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];
2181
2182         disturb(attacker_ptr, FALSE, TRUE);
2183
2184         take_turn(attacker_ptr, 100);
2185
2186         if (!attacker_ptr->migite && !attacker_ptr->hidarite &&
2187                 !(attacker_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2188         {
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", "") : "");
2191                 return FALSE;
2192         }
2193
2194         monster_desc(m_name, m_ptr, 0);
2195
2196         if (m_ptr->ml)
2197         {
2198                 /* Auto-Recall if possible and visible */
2199                 if (!attacker_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2200
2201                 health_track(g_ptr->m_idx);
2202         }
2203
2204         if ((r_ptr->flags1 & RF1_FEMALE) &&
2205                 !(attacker_ptr->stun || attacker_ptr->confused || attacker_ptr->image || !m_ptr->ml))
2206         {
2207                 if ((attacker_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (attacker_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))
2208                 {
2209                         msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
2210                         return FALSE;
2211                 }
2212         }
2213
2214         if (d_info[attacker_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2215         {
2216                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
2217                 return FALSE;
2218         }
2219
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))
2224         {
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;
2227                 if (stormbringer)
2228                 {
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);
2234                 }
2235                 else if (attacker_ptr->pclass != CLASS_BERSERKER)
2236                 {
2237                         if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
2238                         {
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);
2243                         }
2244                         else
2245                         {
2246                                 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
2247                                 return FALSE;
2248                         }
2249                 }
2250         }
2251
2252
2253         /* Handle player fear */
2254         if (attacker_ptr->afraid)
2255         {
2256                 if (m_ptr->ml)
2257                         msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
2258                 else
2259                         msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
2260
2261                 /* Disturb the monster */
2262                 (void)set_monster_csleep(g_ptr->m_idx, 0);
2263
2264                 return FALSE;
2265         }
2266
2267         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2268         {
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);
2271         }
2272
2273         if (attacker_ptr->migite && attacker_ptr->hidarite)
2274         {
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))
2276                 {
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);
2286                 }
2287         }
2288
2289         /* Gain riding experience */
2290         if (attacker_ptr->riding)
2291         {
2292                 int cur = attacker_ptr->skill_exp[GINOU_RIDING];
2293                 int max = s_info[attacker_ptr->pclass].s_max[GINOU_RIDING];
2294
2295                 if (cur < max)
2296                 {
2297                         DEPTH ridinglevel = r_info[attacker_ptr->current_floor_ptr->m_list[attacker_ptr->riding].r_idx].level;
2298                         DEPTH targetlevel = r_ptr->level;
2299                         int inc = 0;
2300
2301                         if ((cur / 200 - 5) < targetlevel)
2302                                 inc += 1;
2303
2304                         /* Extra experience */
2305                         if ((cur / 100) < ridinglevel)
2306                         {
2307                                 if ((cur / 100 + 15) < ridinglevel)
2308                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
2309                                 else
2310                                         inc += 1;
2311                         }
2312
2313                         attacker_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2314                         attacker_ptr->update |= (PU_BONUS);
2315                 }
2316         }
2317
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);
2321
2322         /* Mutations which yield extra 'natural' attacks */
2323         if (!mdeath)
2324         {
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);
2335         }
2336
2337         /* Hack -- delay fear messages */
2338         if (fear && m_ptr->ml && !mdeath)
2339         {
2340                 sound(SOUND_FLEE);
2341
2342                 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
2343         }
2344
2345         if ((attacker_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2346         {
2347                 set_action(attacker_ptr, ACTION_NONE);
2348         }
2349
2350         return mdeath;
2351 }
2352
2353 /*!
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
2357  */
2358 bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
2359 {
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];
2362
2363         int ap_cnt;
2364
2365         INVENTORY_IDX i;
2366         int k, tmp;
2367         ARMOUR_CLASS ac;
2368         DEPTH rlev;
2369         int do_cut, do_stun;
2370
2371         PRICE gold;
2372         object_type *o_ptr;
2373         GAME_TEXT o_name[MAX_NLEN];
2374         GAME_TEXT m_name[MAX_NLEN];
2375         GAME_TEXT ddesc[80];
2376
2377         bool blinked;
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
2383
2384         /* Not allowed to attack */
2385         if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
2386
2387         if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
2388
2389         /* ...nor if friendly */
2390         if (!is_hostile(m_ptr)) return FALSE;
2391
2392         /* Extract the effective monster level */
2393         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2394
2395         /* Get the monster name (or "it") */
2396         monster_desc(m_name, m_ptr, 0);
2397
2398         monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
2399
2400         if (target_ptr->special_defense & KATA_IAI)
2401         {
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;
2404         }
2405
2406         if ((target_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (target_ptr->lev*3/5+20)))
2407         {
2408                 if (kawarimi(TRUE)) return TRUE;
2409         }
2410
2411         /* Assume no blink */
2412         blinked = FALSE;
2413
2414         /* Scan through all four blows */
2415         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
2416         {
2417                 bool obvious = FALSE;
2418
2419                 HIT_POINT power = 0;
2420                 HIT_POINT damage = 0;
2421
2422                 concptr act = NULL;
2423
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;
2429
2430                 if (!monster_is_valid(m_ptr)) break;
2431
2432                 /* Hack -- no more attacks */
2433                 if (!method) break;
2434
2435                 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
2436                 {
2437                         method = RBM_HIT;
2438                         d_dice /= 10;
2439                 }
2440
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;
2444
2445                 /* Handle "leaving" */
2446                 if (target_ptr->leaving) break;
2447
2448                 if (method == RBM_SHOOT) continue;
2449
2450                 /* Extract the attack "power" */
2451                 power = mbe_info[effect].power;
2452
2453                 /* Total armor */
2454                 ac = target_ptr->ac + target_ptr->to_a;
2455
2456                 /* Monster hits player */
2457                 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
2458                 {
2459                         /* Always disturbing */
2460                         disturb(target_ptr, TRUE, TRUE);
2461
2462
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))
2468                         {
2469                                 /* Remember the Evil-ness */
2470                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
2471
2472 #ifdef JP
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 */
2476 #else
2477                                 msg_format("%^s is repelled.", m_name);
2478 #endif
2479
2480
2481                                 /* Hack -- Next attack */
2482                                 continue;
2483                         }
2484
2485
2486                         /* Assume no cut or stun */
2487                         do_cut = do_stun = 0;
2488
2489                         /* Describe the attack method */
2490                         switch (method)
2491                         {
2492                                 case RBM_HIT:
2493                                 {
2494                                         act = _("殴られた。", "hits you.");
2495                                         do_cut = do_stun = 1;
2496                                         touched = TRUE;
2497                                         sound(SOUND_HIT);
2498                                         break;
2499                                 }
2500
2501                                 case RBM_TOUCH:
2502                                 {
2503                                         act = _("触られた。", "touches you.");
2504                                         touched = TRUE;
2505                                         sound(SOUND_TOUCH);
2506                                         break;
2507                                 }
2508
2509                                 case RBM_PUNCH:
2510                                 {
2511                                         act = _("パンチされた。", "punches you.");
2512                                         touched = TRUE;
2513                                         do_stun = 1;
2514                                         sound(SOUND_HIT);
2515                                         break;
2516                                 }
2517
2518                                 case RBM_KICK:
2519                                 {
2520                                         act = _("蹴られた。", "kicks you.");
2521                                         touched = TRUE;
2522                                         do_stun = 1;
2523                                         sound(SOUND_HIT);
2524                                         break;
2525                                 }
2526
2527                                 case RBM_CLAW:
2528                                 {
2529                                         act = _("ひっかかれた。", "claws you.");
2530                                         touched = TRUE;
2531                                         do_cut = 1;
2532                                         sound(SOUND_CLAW);
2533                                         break;
2534                                 }
2535
2536                                 case RBM_BITE:
2537                                 {
2538                                         act = _("噛まれた。", "bites you.");
2539                                         do_cut = 1;
2540                                         touched = TRUE;
2541                                         sound(SOUND_BITE);
2542                                         break;
2543                                 }
2544
2545                                 case RBM_STING:
2546                                 {
2547                                         act = _("刺された。", "stings you.");
2548                                         touched = TRUE;
2549                                         sound(SOUND_STING);
2550                                         break;
2551                                 }
2552
2553                                 case RBM_SLASH:
2554                                 {
2555                                         act = _("斬られた。", "slashes you.");
2556                                         touched = TRUE;
2557                                         do_cut = 1;
2558                                         sound(SOUND_CLAW);
2559                                         break;
2560                                 }
2561
2562                                 case RBM_BUTT:
2563                                 {
2564                                         act = _("角で突かれた。", "butts you.");
2565                                         do_stun = 1;
2566                                         touched = TRUE;
2567                                         sound(SOUND_HIT);
2568                                         break;
2569                                 }
2570
2571                                 case RBM_CRUSH:
2572                                 {
2573                                         act = _("体当たりされた。", "crushes you.");
2574                                         do_stun = 1;
2575                                         touched = TRUE;
2576                                         sound(SOUND_CRUSH);
2577                                         break;
2578                                 }
2579
2580                                 case RBM_ENGULF:
2581                                 {
2582                                         act = _("飲み込まれた。", "engulfs you.");
2583                                         touched = TRUE;
2584                                         sound(SOUND_CRUSH);
2585                                         break;
2586                                 }
2587
2588                                 case RBM_CHARGE:
2589                                 {
2590                                         abbreviate = -1;
2591                                         act = _("は請求書をよこした。", "charges you.");
2592                                         touched = TRUE;
2593                                         sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
2594                                         break;
2595                                 }
2596
2597                                 case RBM_CRAWL:
2598                                 {
2599                                         abbreviate = -1;
2600                                         act = _("が体の上を這い回った。", "crawls on you.");
2601                                         touched = TRUE;
2602                                         sound(SOUND_SLIME);
2603                                         break;
2604                                 }
2605
2606                                 case RBM_DROOL:
2607                                 {
2608                                         act = _("よだれをたらされた。", "drools on you.");
2609                                         sound(SOUND_SLIME);
2610                                         break;
2611                                 }
2612
2613                                 case RBM_SPIT:
2614                                 {
2615                                         act = _("唾を吐かれた。", "spits on you.");
2616                                         sound(SOUND_SLIME);
2617                                         break;
2618                                 }
2619
2620                                 case RBM_EXPLODE:
2621                                 {
2622                                         abbreviate = -1;
2623                                         act = _("は爆発した。", "explodes.");
2624                                         explode = TRUE;
2625                                         break;
2626                                 }
2627
2628                                 case RBM_GAZE:
2629                                 {
2630                                         act = _("にらまれた。", "gazes at you.");
2631                                         break;
2632                                 }
2633
2634                                 case RBM_WAIL:
2635                                 {
2636                                         act = _("泣き叫ばれた。", "wails at you.");
2637                                         sound(SOUND_WAIL);
2638                                         break;
2639                                 }
2640
2641                                 case RBM_SPORE:
2642                                 {
2643                                         act = _("胞子を飛ばされた。", "releases spores at you.");
2644                                         sound(SOUND_SLIME);
2645                                         break;
2646                                 }
2647
2648                                 case RBM_XXX4:
2649                                 {
2650                                         abbreviate = -1;
2651                                         act = _("が XXX4 を発射した。", "projects XXX4's at you.");
2652                                         break;
2653                                 }
2654
2655                                 case RBM_BEG:
2656                                 {
2657                                         act = _("金をせがまれた。", "begs you for money.");
2658                                         sound(SOUND_MOAN);
2659                                         break;
2660                                 }
2661
2662                                 case RBM_INSULT:
2663                                 {
2664 #ifdef JP
2665                                         abbreviate = -1;
2666 #endif
2667                                         act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
2668                                         sound(SOUND_MOAN);
2669                                         break;
2670                                 }
2671
2672                                 case RBM_MOAN:
2673                                 {
2674 #ifdef JP
2675                                         abbreviate = -1;
2676 #endif
2677                                         act = desc_moan[randint0(4)];
2678                                         sound(SOUND_MOAN);
2679                                         break;
2680                                 }
2681
2682                                 case RBM_SHOW:
2683                                 {
2684 #ifdef JP
2685                                         abbreviate = -1;
2686 #endif
2687                                         if (m_ptr->r_idx == MON_JAIAN)
2688                                         {
2689 #ifdef JP
2690                                                 switch(randint1(15))
2691                                                 {
2692                                                   case 1:
2693                                                   case 6:
2694                                                   case 11:
2695                                                         act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
2696                                                         break;
2697                                                   case 2:
2698                                                         act = "「♪て~んかむ~てきのお~とこだぜ~~」";
2699                                                         break;
2700                                                   case 3:
2701                                                         act = "「♪の~び太スネ夫はメじゃないよ~~」";
2702                                                         break;
2703                                                   case 4:
2704                                                         act = "「♪け~んかスポ~ツ~どんとこい~」";
2705                                                         break;
2706                                                   case 5:
2707                                                         act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
2708                                                         break;
2709                                                   case 7:
2710                                                         act = "「♪ま~ちいちば~んのに~んきもの~~」";
2711                                                         break;
2712                                                   case 8:
2713                                                         act = "「♪べんきょうしゅくだいメじゃないよ~~」";
2714                                                         break;
2715                                                   case 9:
2716                                                         act = "「♪きはやさし~くて~ち~からもち~」";
2717                                                         break;
2718                                                   case 10:
2719                                                         act = "「♪かお~も~~スタイルも~バツグンさ~」";
2720                                                         break;
2721                                                   case 12:
2722                                                         act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
2723                                                         break;
2724                                                   case 13:
2725                                                         act = "「♪ド~ラもドラミもメじゃないよ~~」";
2726                                                         break;
2727                                                   case 14:
2728                                                         act = "「♪よじげんぽけっと~な~くたって~」";
2729                                                         break;
2730                                                   case 15:
2731                                                         act = "「♪あし~の~~ながさ~は~まけないぜ~」";
2732                                                         break;
2733                                                 }
2734 #else
2735                                                 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
2736 #endif
2737                                         }
2738                                         else
2739                                         {
2740                                                 if (one_in_(3))
2741                                                         act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
2742                                                 else
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.'");
2744                                         }
2745
2746                                         sound(SOUND_SHOW);
2747                                         break;
2748                                 }
2749                         }
2750
2751                         if (act)
2752                         {
2753                                 if (do_silly_attack)
2754                                 {
2755 #ifdef JP
2756                                         abbreviate = -1;
2757 #endif
2758                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
2759                                 }
2760 #ifdef JP
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 */
2768 #else
2769                                 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
2770 #endif
2771                         }
2772
2773                         /* Hack -- assume all attacks are obvious */
2774                         obvious = TRUE;
2775
2776                         /* Roll out the damage */
2777                         damage = damroll(d_dice, d_side);
2778
2779                         /*
2780                          * Skip the effect when exploding, since the explosion
2781                          * already causes the effect.
2782                          */
2783                         if(explode) damage = 0;
2784                         /* Apply appropriate damage */
2785                         switch (effect)
2786                         {
2787                                 case 0:
2788                                 {
2789                                         obvious = TRUE;
2790                                         damage = 0;
2791                                         break;
2792                                 }
2793
2794                                 case RBE_SUPERHURT:     /* AC軽減あり / Player armor reduces total damage */
2795                                 {
2796                                         if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW(target_ptr))
2797                                         {
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);
2801
2802                                                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2803                                                 break;
2804                                         }
2805                                 }
2806                                 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2807                                 {
2808                                         obvious = TRUE;
2809                                         damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2810                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2811                                         break;
2812                                 }
2813
2814                                 case RBE_POISON:
2815                                 {
2816                                         if (explode) break;
2817
2818                                         /* Take "poison" effect */
2819                                         if (!(target_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW(target_ptr))
2820                                         {
2821                                                 if (set_poisoned(target_ptr, target_ptr->poisoned + randint1(rlev) + 5))
2822                                                 {
2823                                                         obvious = TRUE;
2824                                                 }
2825                                         }
2826
2827                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2828
2829                                         /* Learn about the player */
2830                                         update_smart_learn(m_idx, DRS_POIS);
2831
2832                                         break;
2833                                 }
2834
2835                                 case RBE_UN_BONUS:
2836                                 {
2837                                         if (explode) break;
2838
2839                                         /* Allow complete resist */
2840                                         if (!target_ptr->resist_disen && !CHECK_MULTISHADOW(target_ptr))
2841                                         {
2842                                                 /* Apply disenchantment */
2843                                                 if (apply_disenchant(0))
2844                                                 {
2845                                                         /* Hack -- Update AC */
2846                                                         update_creature(target_ptr);
2847                                                         obvious = TRUE;
2848                                                 }
2849                                         }
2850
2851                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2852
2853                                         /* Learn about the player */
2854                                         update_smart_learn(m_idx, DRS_DISEN);
2855
2856                                         break;
2857                                 }
2858
2859                                 case RBE_UN_POWER:
2860                                 {
2861                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2862
2863                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
2864
2865                                         /* Find an item */
2866                                         for (k = 0; k < 10; k++)
2867                                         {
2868                                                 /* Pick an item */
2869                                                 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2870
2871                                                 /* Obtain the item */
2872                                                 o_ptr = &target_ptr->inventory_list[i];
2873                                                 if (!o_ptr->k_idx) continue;
2874
2875                                                 /* Drain charged wands/staffs */
2876                                                 if (((o_ptr->tval == TV_STAFF) ||
2877                                                      (o_ptr->tval == TV_WAND)) &&
2878                                                     (o_ptr->pval))
2879                                                 {
2880                                                         /* Calculate healed hitpoints */
2881                                                         int heal=rlev * o_ptr->pval;
2882                                                         if( o_ptr->tval == TV_STAFF)
2883                                                             heal *=  o_ptr->number;
2884
2885                                                         /* Don't heal more than max hp */
2886                                                         heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2887
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!"));
2889
2890                                                         obvious = TRUE;
2891
2892                                                         /* Heal the monster */
2893                                                         m_ptr->hp += (HIT_POINT)heal;
2894
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);
2898
2899                                                         /* Uncharge */
2900                                                         o_ptr->pval = 0;
2901
2902                                                         /* Combine / Reorder the pack */
2903                                                         target_ptr->update |= (PU_COMBINE | PU_REORDER);
2904                                                         target_ptr->window |= (PW_INVEN);
2905
2906                                                         break;
2907                                                 }
2908                                         }
2909
2910                                         break;
2911                                 }
2912
2913                                 case RBE_EAT_GOLD:
2914                                 {
2915                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2916
2917                                         /* Confused monsters cannot steal successfully. -LM-*/
2918                                         if (MON_CONFUSED(m_ptr)) break;
2919
2920                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
2921
2922                                         obvious = TRUE;
2923
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]] +
2927                                                               target_ptr->lev)))
2928                                         {
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!"));
2931
2932                                                 /* Occasional blink anyway */
2933                                                 if (randint0(3)) blinked = TRUE;
2934                                         }
2935
2936                                         /* Eat gold */
2937                                         else
2938                                         {
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;
2944                                                 if (gold <= 0)
2945                                                 {
2946                                                         msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2947                                                 }
2948                                                 else if (target_ptr->au)
2949                                                 {
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);
2953                                                 }
2954                                                 else
2955                                                 {
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);
2959                                                 }
2960
2961                                                 /* Redraw gold */
2962                                                 target_ptr->redraw |= (PR_GOLD);
2963
2964                                                 target_ptr->window |= (PW_PLAYER);
2965
2966                                                 /* Blink away */
2967                                                 blinked = TRUE;
2968                                         }
2969
2970                                         break;
2971                                 }
2972
2973                                 case RBE_EAT_ITEM:
2974                                 {
2975                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
2976
2977                                         /* Confused monsters cannot steal successfully. -LM-*/
2978                                         if (MON_CONFUSED(m_ptr)) break;
2979
2980                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
2981
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)))
2984                                         {
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!"));
2987
2988                                                 /* Occasional "blink" anyway */
2989                                                 blinked = TRUE;
2990                                                 obvious = TRUE;
2991                                                 break;
2992                                         }
2993
2994                                         /* Find an item */
2995                                         for (k = 0; k < 10; k++)
2996                                         {
2997                                                 OBJECT_IDX o_idx;
2998
2999                                                 /* Pick an item */
3000                                                 i = (INVENTORY_IDX)randint0(INVEN_PACK);
3001
3002                                                 /* Obtain the item */
3003                                                 o_ptr = &target_ptr->inventory_list[i];
3004                                                 if (!o_ptr->k_idx) continue;
3005
3006                                                 /* Skip artifacts */
3007                                                 if (object_is_artifact(o_ptr)) continue;
3008
3009                                                 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3010
3011 #ifdef JP
3012                                                 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
3013 #else
3014                                                 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
3015 #endif
3016                                                 chg_virtue(target_ptr, V_SACRIFICE, 1);
3017                                                 o_idx = o_pop();
3018
3019                                                 /* Success */
3020                                                 if (o_idx)
3021                                                 {
3022                                                         object_type *j_ptr;
3023                                                         j_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
3024                                                         object_copy(j_ptr, o_ptr);
3025
3026                                                         /* Modify number */
3027                                                         j_ptr->number = 1;
3028
3029                                                         /* Hack -- If a rod or wand, allocate total
3030                                                          * maximum timeouts or charges between those
3031                                                          * stolen and those missed. -LM-
3032                                                          */
3033                                                         if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3034                                                         {
3035                                                                 j_ptr->pval = o_ptr->pval / o_ptr->number;
3036                                                                 o_ptr->pval -= j_ptr->pval;
3037                                                         }
3038
3039                                                         /* Forget mark */
3040                                                         j_ptr->marked = OM_TOUCHED;
3041
3042                                                         /* Memorize monster */
3043                                                         j_ptr->held_m_idx = m_idx;
3044
3045                                                         /* Build stack */
3046                                                         j_ptr->next_o_idx = m_ptr->hold_o_idx;
3047
3048                                                         /* Build stack */
3049                                                         m_ptr->hold_o_idx = o_idx;
3050                                                 }
3051
3052                                                 /* Steal the items */
3053                                                 inven_item_increase(i, -1);
3054                                                 inven_item_optimize(i);
3055
3056                                                 obvious = TRUE;
3057
3058                                                 /* Blink away */
3059                                                 blinked = TRUE;
3060
3061                                                 break;
3062                                         }
3063
3064                                         break;
3065                                 }
3066
3067                                 case RBE_EAT_FOOD:
3068                                 {
3069                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3070
3071                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3072
3073                                         /* Steal some food */
3074                                         for (k = 0; k < 10; k++)
3075                                         {
3076                                                 /* Pick an item from the pack */
3077                                                 i = (INVENTORY_IDX)randint0(INVEN_PACK);
3078
3079                                                 o_ptr = &target_ptr->inventory_list[i];
3080                                                 if (!o_ptr->k_idx) continue;
3081
3082                                                 /* Skip non-food objects */
3083                                                 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
3084
3085                                                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3086
3087 #ifdef JP
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" : ""));
3089 #else
3090                                                 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
3091 #endif
3092
3093                                                 /* Steal the items */
3094                                                 inven_item_increase(i, -1);
3095                                                 inven_item_optimize(i);
3096
3097                                                 obvious = TRUE;
3098
3099                                                 break;
3100                                         }
3101
3102                                         break;
3103                                 }
3104
3105                                 case RBE_EAT_LITE:
3106                                 {
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);
3110
3111                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3112
3113                                         /* Drain fuel */
3114                                         if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
3115                                         {
3116                                                 /* Reduce fuel */
3117                                                 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
3118                                                 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
3119
3120                                                 if (!target_ptr->blind)
3121                                                 {
3122                                                         msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
3123                                                         obvious = TRUE;
3124                                                 }
3125
3126                                                 target_ptr->window |= (PW_EQUIP);
3127                                         }
3128
3129                                         break;
3130                                 }
3131
3132                                 case RBE_ACID:
3133                                 {
3134                                         if (explode) break;
3135                                         obvious = TRUE;
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);
3140                                         break;
3141                                 }
3142
3143                                 case RBE_ELEC:
3144                                 {
3145                                         if (explode) break;
3146                                         obvious = TRUE;
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);
3150                                         break;
3151                                 }
3152
3153                                 case RBE_FIRE:
3154                                 {
3155                                         if (explode) break;
3156                                         obvious = TRUE;
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);
3160                                         break;
3161                                 }
3162
3163                                 case RBE_COLD:
3164                                 {
3165                                         if (explode) break;
3166                                         obvious = TRUE;
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);
3170                                         break;
3171                                 }
3172
3173                                 case RBE_BLIND:
3174                                 {
3175                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3176                                         if (target_ptr->is_dead) break;
3177
3178                                         /* Increase "blind" */
3179                                         if (!target_ptr->resist_blind && !CHECK_MULTISHADOW(target_ptr))
3180                                         {
3181                                                 if (set_blind(target_ptr, target_ptr->blind + 10 + randint1(rlev)))
3182                                                 {
3183 #ifdef JP
3184                                                         if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
3185 #else
3186                                                         /* nanka */
3187 #endif
3188                                                         obvious = TRUE;
3189                                                 }
3190                                         }
3191
3192                                         /* Learn about the player */
3193                                         update_smart_learn(m_idx, DRS_BLIND);
3194
3195                                         break;
3196                                 }
3197
3198                                 case RBE_CONFUSE:
3199                                 {
3200                                         if (explode) break;
3201                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3202
3203                                         if (target_ptr->is_dead) break;
3204
3205                                         /* Increase "confused" */
3206                                         if (!target_ptr->resist_conf && !CHECK_MULTISHADOW(target_ptr))
3207                                         {
3208                                                 if (set_confused(target_ptr, target_ptr->confused + 3 + randint1(rlev)))
3209                                                 {
3210                                                         obvious = TRUE;
3211                                                 }
3212                                         }
3213
3214                                         /* Learn about the player */
3215                                         update_smart_learn(m_idx, DRS_CONF);
3216
3217                                         break;
3218                                 }
3219
3220                                 case RBE_TERRIFY:
3221                                 {
3222                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3223
3224                                         if (target_ptr->is_dead) break;
3225
3226                                         /* Increase "afraid" */
3227                                         if (CHECK_MULTISHADOW(target_ptr))
3228                                         {
3229                                                 /* Do nothing */
3230                                         }
3231                                         else if (target_ptr->resist_fear)
3232                                         {
3233                                                 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
3234                                                 obvious = TRUE;
3235                                         }
3236                                         else if (randint0(100 + r_ptr->level/2) < target_ptr->skill_sav)
3237                                         {
3238                                                 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
3239                                                 obvious = TRUE;
3240                                         }
3241                                         else
3242                                         {
3243                                                 if (set_afraid(target_ptr, target_ptr->afraid + 3 + randint1(rlev)))
3244                                                 {
3245                                                         obvious = TRUE;
3246                                                 }
3247                                         }
3248
3249                                         /* Learn about the player */
3250                                         update_smart_learn(m_idx, DRS_FEAR);
3251
3252                                         break;
3253                                 }
3254
3255                                 case RBE_PARALYZE:
3256                                 {
3257                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3258
3259                                         if (target_ptr->is_dead) break;
3260
3261                                         /* Increase "paralyzed" */
3262                                         if (CHECK_MULTISHADOW(target_ptr))
3263                                         {
3264                                                 /* Do nothing */
3265                                         }
3266                                         else if (target_ptr->free_act)
3267                                         {
3268                                                 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
3269                                                 obvious = TRUE;
3270                                         }
3271                                         else if (randint0(100 + r_ptr->level/2) < target_ptr->skill_sav)
3272                                         {
3273                                                 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
3274                                                 obvious = TRUE;
3275                                         }
3276                                         else
3277                                         {
3278                                                 if (!target_ptr->paralyzed)
3279                                                 {
3280                                                         if (set_paralyzed(target_ptr, 3 + randint1(rlev)))
3281                                                         {
3282                                                                 obvious = TRUE;
3283                                                         }
3284                                                 }
3285                                         }
3286
3287                                         /* Learn about the player */
3288                                         update_smart_learn(m_idx, DRS_FREE);
3289
3290                                         break;
3291                                 }
3292
3293                                 case RBE_LOSE_STR:
3294                                 {
3295                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3296
3297                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3298                                         if (do_dec_stat(target_ptr, A_STR)) obvious = TRUE;
3299
3300                                         break;
3301                                 }
3302
3303                                 case RBE_LOSE_INT:
3304                                 {
3305                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3306
3307                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3308                                         if (do_dec_stat(target_ptr, A_INT)) obvious = TRUE;
3309
3310                                         break;
3311                                 }
3312
3313                                 case RBE_LOSE_WIS:
3314                                 {
3315                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3316
3317                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3318                                         if (do_dec_stat(target_ptr, A_WIS)) obvious = TRUE;
3319
3320                                         break;
3321                                 }
3322
3323                                 case RBE_LOSE_DEX:
3324                                 {
3325                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3326
3327                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3328                                         if (do_dec_stat(target_ptr, A_DEX)) obvious = TRUE;
3329
3330                                         break;
3331                                 }
3332
3333                                 case RBE_LOSE_CON:
3334                                 {
3335                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3336
3337                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3338                                         if (do_dec_stat(target_ptr, A_CON)) obvious = TRUE;
3339
3340                                         break;
3341                                 }
3342
3343                                 case RBE_LOSE_CHR:
3344                                 {
3345                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3346
3347                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3348                                         if (do_dec_stat(target_ptr, A_CHR)) obvious = TRUE;
3349
3350                                         break;
3351                                 }
3352
3353                                 case RBE_LOSE_ALL:
3354                                 {
3355                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3356
3357                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3358
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;
3366
3367                                         break;
3368                                 }
3369
3370                                 case RBE_SHATTER:
3371                                 {
3372                                         obvious = TRUE;
3373
3374                                         /* Hack -- Reduce damage based on the player armor class */
3375                                         damage -= (damage * ((ac < 150) ? ac : 150) / 250);
3376
3377                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3378
3379                                         /* Radius 8 earthquake centered at the monster */
3380                                         if (damage > 23 || explode)
3381                                         {
3382                                                 earthquake(target_ptr, m_ptr->fy, m_ptr->fx, 8, m_idx);
3383                                         }
3384
3385                                         break;
3386                                 }
3387
3388                                 case RBE_EXP_10:
3389                                 {
3390                                         s32b d = damroll(10, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
3391
3392                                         obvious = TRUE;
3393
3394                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3395
3396                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3397
3398                                         (void)drain_exp(target_ptr, d, d / 10, 95);
3399                                         break;
3400                                 }
3401
3402                                 case RBE_EXP_20:
3403                                 {
3404                                         s32b d = damroll(20, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
3405
3406                                         obvious = TRUE;
3407
3408                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3409
3410                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3411
3412                                         (void)drain_exp(target_ptr, d, d / 10, 90);
3413                                         break;
3414                                 }
3415
3416                                 case RBE_EXP_40:
3417                                 {
3418                                         s32b d = damroll(40, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
3419
3420                                         obvious = TRUE;
3421
3422                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3423
3424                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3425
3426                                         (void)drain_exp(target_ptr, d, d / 10, 75);
3427                                         break;
3428                                 }
3429
3430                                 case RBE_EXP_80:
3431                                 {
3432                                         s32b d = damroll(80, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
3433
3434                                         obvious = TRUE;
3435
3436                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3437
3438                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3439
3440                                         (void)drain_exp(target_ptr, d, d / 10, 50);
3441                                         break;
3442                                 }
3443
3444                                 case RBE_DISEASE:
3445                                 {
3446                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3447
3448                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3449
3450                                         /* Take "poison" effect */
3451                                         if (!(target_ptr->resist_pois || IS_OPPOSE_POIS()))
3452                                         {
3453                                                 if (set_poisoned(target_ptr, target_ptr->poisoned + randint1(rlev) + 5))
3454                                                 {
3455                                                         obvious = TRUE;
3456                                                 }
3457                                         }
3458
3459                                         /* Damage CON (10% chance)*/
3460                                         if ((randint1(100) < 11) && (target_ptr->prace != RACE_ANDROID))
3461                                         {
3462                                                 /* 1% chance for perm. damage */
3463                                                 bool perm = one_in_(10);
3464                                                 if (dec_stat(target_ptr, A_CON, randint1(10), perm))
3465                                                 {
3466                                                         msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
3467                                                         obvious = TRUE;
3468                                                 }
3469                                         }
3470
3471                                         break;
3472                                 }
3473                                 case RBE_TIME:
3474                                 {
3475                                         if (explode) break;
3476                                         if (!target_ptr->resist_time && !CHECK_MULTISHADOW(target_ptr))
3477                                         {
3478                                                 switch (randint1(10))
3479                                                 {
3480                                                         case 1: case 2: case 3: case 4: case 5:
3481                                                         {
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);
3485                                                                 break;
3486                                                         }
3487
3488                                                         case 6: case 7: case 8: case 9:
3489                                                         {
3490                                                                 int stat = randint0(6);
3491
3492                                                                 switch (stat)
3493                                                                 {
3494 #ifdef JP
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;
3501 #else
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;
3508 #endif
3509
3510                                                                 }
3511
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);
3516                                                                 break;
3517                                                         }
3518
3519                                                         case 10:
3520                                                         {
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..."));
3522
3523                                                                 for (k = 0; k < A_MAX; k++)
3524                                                                 {
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;
3527                                                                 }
3528                                                                 target_ptr->update |= (PU_BONUS);
3529                                                                 break;
3530                                                         }
3531                                                 }
3532                                         }
3533                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3534
3535                                         break;
3536                                 }
3537                                 case RBE_DR_LIFE:
3538                                 {
3539                                         s32b d = damroll(60, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
3540                                         bool resist_drain;
3541
3542                                         obvious = TRUE;
3543
3544                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3545
3546                                         if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
3547
3548                                         resist_drain = !drain_exp(target_ptr, d, d / 10, 50);
3549
3550                                         /* Heal the attacker? */
3551                                         if (target_ptr->mimic_form)
3552                                         {
3553                                                 if (mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
3554                                                         resist_drain = TRUE;
3555                                         }
3556                                         else
3557                                         {
3558                                                 switch (target_ptr->prace)
3559                                                 {
3560                                                 case RACE_ZOMBIE:
3561                                                 case RACE_VAMPIRE:
3562                                                 case RACE_SPECTRE:
3563                                                 case RACE_SKELETON:
3564                                                 case RACE_DEMON:
3565                                                 case RACE_GOLEM:
3566                                                 case RACE_ANDROID:
3567                                                         resist_drain = TRUE;
3568                                                         break;
3569                                                 }
3570                                         }
3571
3572                                         if ((damage > 5) && !resist_drain)
3573                                         {
3574                                                 bool did_heal = FALSE;
3575
3576                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
3577
3578                                                 /* Heal */
3579                                                 m_ptr->hp += damroll(4, damage / 6);
3580                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3581
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);
3585
3586                                                 /* Special message */
3587                                                 if (m_ptr->ml && did_heal)
3588                                                 {
3589                                                         msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
3590                                                 }
3591                                         }
3592
3593                                         break;
3594                                 }
3595                                 case RBE_DR_MANA:
3596                                 {
3597                                         obvious = TRUE;
3598
3599                                         if (CHECK_MULTISHADOW(target_ptr))
3600                                         {
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!"));
3602                                         }
3603                                         else
3604                                         {
3605                                                 do_cut = 0;
3606
3607                                                 target_ptr->csp -= damage;
3608                                                 if (target_ptr->csp < 0)
3609                                                 {
3610                                                         target_ptr->csp = 0;
3611                                                         target_ptr->csp_frac = 0;
3612                                                 }
3613
3614                                                 target_ptr->redraw |= (PR_MANA);
3615                                         }
3616
3617                                         /* Learn about the player */
3618                                         update_smart_learn(m_idx, DRS_MANA);
3619
3620                                         break;
3621                                 }
3622                                 case RBE_INERTIA:
3623                                 {
3624                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3625
3626                                         if (target_ptr->is_dead) break;
3627
3628                                         /* Decrease speed */
3629                                         if (CHECK_MULTISHADOW(target_ptr))
3630                                         {
3631                                                 /* Do nothing */
3632                                         }
3633                                         else
3634                                         {
3635                                                 if (set_slow(target_ptr, (target_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
3636                                                 {
3637                                                         obvious = TRUE;
3638                                                 }
3639                                         }
3640
3641                                         break;
3642                                 }
3643                                 case RBE_STUN:
3644                                 {
3645                                         get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
3646
3647                                         if (target_ptr->is_dead) break;
3648
3649                                         /* Decrease speed */
3650                                         if (target_ptr->resist_sound || CHECK_MULTISHADOW(target_ptr))
3651                                         {
3652                                                 /* Do nothing */
3653                                         }
3654                                         else
3655                                         {
3656                                                 if (set_stun(target_ptr, target_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3657                                                 {
3658                                                         obvious = TRUE;
3659                                                 }
3660                                         }
3661
3662                                         break;
3663                                 }
3664                         }
3665
3666                         /* Hack -- only one of cut or stun */
3667                         if (do_cut && do_stun)
3668                         {
3669                                 /* Cancel cut */
3670                                 if (randint0(100) < 50)
3671                                 {
3672                                         do_cut = 0;
3673                                 }
3674
3675                                 /* Cancel stun */
3676                                 else
3677                                 {
3678                                         do_stun = 0;
3679                                 }
3680                         }
3681
3682                         /* Handle cut */
3683                         if (do_cut)
3684                         {
3685                                 int cut_plus = 0;
3686
3687                                 /* Critical hit (zero if non-critical) */
3688                                 tmp = monster_critical(d_dice, d_side, damage);
3689
3690                                 /* Roll for damage */
3691                                 switch (tmp)
3692                                 {
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;
3701                                 }
3702
3703                                 /* Apply the cut */
3704                                 if (cut_plus) (void)set_cut(target_ptr,target_ptr->cut + cut_plus);
3705                         }
3706
3707                         /* Handle stun */
3708                         if (do_stun)
3709                         {
3710                                 int stun_plus = 0;
3711
3712                                 /* Critical hit (zero if non-critical) */
3713                                 tmp = monster_critical(d_dice, d_side, damage);
3714
3715                                 /* Roll for damage */
3716                                 switch (tmp)
3717                                 {
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;
3726                                 }
3727
3728                                 /* Apply the stun */
3729                                 if (stun_plus) (void)set_stun(target_ptr, target_ptr->stun + stun_plus);
3730                         }
3731
3732                         if (explode)
3733                         {
3734                                 sound(SOUND_EXPLODE);
3735
3736                                 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3737                                 {
3738                                         blinked = FALSE;
3739                                         alive = FALSE;
3740                                 }
3741                         }
3742
3743                         if (touched)
3744                         {
3745                                 if (target_ptr->sh_fire && alive && !target_ptr->is_dead)
3746                                 {
3747                                         if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3748                                         {
3749                                                 HIT_POINT dam = damroll(2, 6);
3750
3751                                                 /* Modify the damage */
3752                                                 dam = mon_damage_mod(m_ptr, dam, FALSE);
3753
3754                                                 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
3755
3756                                                 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
3757                                                 {
3758                                                         blinked = FALSE;
3759                                                         alive = FALSE;
3760                                                 }
3761                                         }
3762                                         else
3763                                         {
3764                                                 if (is_original_ap_and_seen(m_ptr))
3765                                                         r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3766                                         }
3767                                 }
3768
3769                                 if (target_ptr->sh_elec && alive && !target_ptr->is_dead)
3770                                 {
3771                                         if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3772                                         {
3773                                                 HIT_POINT dam = damroll(2, 6);
3774
3775                                                 /* Modify the damage */
3776                                                 dam = mon_damage_mod(m_ptr, dam, FALSE);
3777
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.")))
3780                                                 {
3781                                                         blinked = FALSE;
3782                                                         alive = FALSE;
3783                                                 }
3784                                         }
3785                                         else
3786                                         {
3787                                                 if (is_original_ap_and_seen(m_ptr))
3788                                                         r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3789                                         }
3790                                 }
3791
3792                                 if (target_ptr->sh_cold && alive && !target_ptr->is_dead)
3793                                 {
3794                                         if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3795                                         {
3796                                                 HIT_POINT dam = damroll(2, 6);
3797
3798                                                 /* Modify the damage */
3799                                                 dam = mon_damage_mod(m_ptr, dam, FALSE);
3800
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.")))
3803                                                 {
3804                                                         blinked = FALSE;
3805                                                         alive = FALSE;
3806                                                 }
3807                                         }
3808                                         else
3809                                         {
3810                                                 if (is_original_ap_and_seen(m_ptr))
3811                                                         r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3812                                         }
3813                                 }
3814
3815                                 /* by henkma */
3816                                 if (target_ptr->dustrobe && alive && !target_ptr->is_dead)
3817                                 {
3818                                         if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3819                                         {
3820                                                 HIT_POINT dam = damroll(2, 6);
3821
3822                                                 /* Modify the damage */
3823                                                 dam = mon_damage_mod(m_ptr, dam, FALSE);
3824
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.")))
3827                                                 {
3828                                                         blinked = FALSE;
3829                                                         alive = FALSE;
3830                                                 }
3831                                         }
3832                                         else
3833                                         {
3834                                                 if (is_original_ap_and_seen(m_ptr))
3835                                                         r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3836                                         }
3837
3838                                         if (is_mirror_grid(&p_ptr->current_floor_ptr->grid_array[target_ptr->y][target_ptr->x]))
3839                                         {
3840                                                 teleport_player(10, 0L);
3841                                         }
3842                                 }
3843
3844                                 if (target_ptr->tim_sh_holy && alive && !target_ptr->is_dead)
3845                                 {
3846                                         if (r_ptr->flags3 & RF3_EVIL)
3847                                         {
3848                                                 if (!(r_ptr->flagsr & RFR_RES_ALL))
3849                                                 {
3850                                                         HIT_POINT dam = damroll(2, 6);
3851
3852                                                         /* Modify the damage */
3853                                                         dam = mon_damage_mod(m_ptr, dam, FALSE);
3854
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.")))
3857                                                         {
3858                                                                 blinked = FALSE;
3859                                                                 alive = FALSE;
3860                                                         }
3861                                                         if (is_original_ap_and_seen(m_ptr))
3862                                                                 r_ptr->r_flags3 |= RF3_EVIL;
3863                                                 }
3864                                                 else
3865                                                 {
3866                                                         if (is_original_ap_and_seen(m_ptr))
3867                                                                 r_ptr->r_flagsr |= RFR_RES_ALL;
3868                                                 }
3869                                         }
3870                                 }
3871
3872                                 if (target_ptr->tim_sh_touki && alive && !target_ptr->is_dead)
3873                                 {
3874                                         if (!(r_ptr->flagsr & RFR_RES_ALL))
3875                                         {
3876                                                 HIT_POINT dam = damroll(2, 6);
3877
3878                                                 /* Modify the damage */
3879                                                 dam = mon_damage_mod(m_ptr, dam, FALSE);
3880
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.")))
3883                                                 {
3884                                                         blinked = FALSE;
3885                                                         alive = FALSE;
3886                                                 }
3887                                         }
3888                                         else
3889                                         {
3890                                                 if (is_original_ap_and_seen(m_ptr))
3891                                                         r_ptr->r_flagsr |= RFR_RES_ALL;
3892                                         }
3893                                 }
3894
3895                                 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !target_ptr->is_dead)
3896                                 {
3897                                         HIT_POINT dam = 1;
3898                                         object_type *o_armed_ptr = &target_ptr->inventory_list[INVEN_RARM];
3899
3900                                         if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3901                                         {
3902                                                 if (o_armed_ptr->k_idx)
3903                                                 {
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];
3906                                                 }
3907
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;
3911
3912                                                 /* Modify the damage */
3913                                                 dam = mon_damage_mod(m_ptr, dam, FALSE);
3914
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.")))
3917                                                 {
3918                                                         blinked = FALSE;
3919                                                         alive = FALSE;
3920                                                 }
3921                                                 else /* monster does not dead */
3922                                                 {
3923                                                         int j;
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 }
3930                                                         };
3931
3932                                                         /* Some cursed armours gives an extra effect */
3933                                                         for (j = 0; j < 4; j++)
3934                                                         {
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);
3938                                                         }
3939                                                 }
3940                                         }
3941                                         else
3942                                         {
3943                                                 if (is_original_ap_and_seen(m_ptr))
3944                                                         r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3945                                         }
3946                                 }
3947                         }
3948                 }
3949
3950                 /* Monster missed player */
3951                 else
3952                 {
3953                         /* Analyze failed attacks */
3954                         switch (method)
3955                         {
3956                                 case RBM_HIT:
3957                                 case RBM_TOUCH:
3958                                 case RBM_PUNCH:
3959                                 case RBM_KICK:
3960                                 case RBM_CLAW:
3961                                 case RBM_BITE:
3962                                 case RBM_STING:
3963                                 case RBM_SLASH:
3964                                 case RBM_BUTT:
3965                                 case RBM_CRUSH:
3966                                 case RBM_ENGULF:
3967                                 case RBM_CHARGE:
3968
3969                                 /* Visible monsters */
3970                                 if (m_ptr->ml)
3971                                 {
3972                                         disturb(target_ptr, TRUE, TRUE);
3973
3974 #ifdef JP
3975                                         if (abbreviate)
3976                                             msg_format("%sかわした。", (target_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3977                                         else
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 */
3980 #else
3981                                         msg_format("%^s misses you.", m_name);
3982 #endif
3983
3984                                 }
3985
3986                                 /* Gain shield experience */
3987                                 if (object_is_armour(&target_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&target_ptr->inventory_list[INVEN_LARM]))
3988                                 {
3989                                         int cur = target_ptr->skill_exp[GINOU_SHIELD];
3990                                         int max = s_info[target_ptr->pclass].s_max[GINOU_SHIELD];
3991
3992                                         if (cur < max)
3993                                         {
3994                                                 DEPTH targetlevel = r_ptr->level;
3995                                                 int inc = 0;
3996
3997
3998                                                 /* Extra experience */
3999                                                 if ((cur / 100) < targetlevel)
4000                                                 {
4001                                                         if ((cur / 100 + 15) < targetlevel)
4002                                                                 inc += 1 + (targetlevel - (cur / 100 + 15));
4003                                                         else
4004                                                                 inc += 1;
4005                                                 }
4006
4007                                                 target_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
4008                                                 target_ptr->update |= (PU_BONUS);
4009                                         }
4010                                 }
4011
4012                                 damage = 0;
4013
4014                                 break;
4015                         }
4016                 }
4017
4018
4019                 /* Analyze "visible" monsters only */
4020                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
4021                 {
4022                         /* Count "obvious" attacks (and ones that cause damage) */
4023                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
4024                         {
4025                                 /* Count attacks of this type */
4026                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
4027                                 {
4028                                         r_ptr->r_blows[ap_cnt]++;
4029                                 }
4030                         }
4031                 }
4032
4033                 if (target_ptr->riding && damage)
4034                 {
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))
4038                         {
4039                                 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
4040                         }
4041                 }
4042
4043                 if (target_ptr->special_defense & NINJA_KAWARIMI)
4044                 {
4045                         if (kawarimi(FALSE)) return TRUE;
4046                 }
4047         }
4048
4049         /* Hex - revenge damage stored */
4050         revenge_store(get_damage);
4051
4052         if ((target_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
4053                 && get_damage > 0 && !target_ptr->is_dead)
4054         {
4055 #ifdef JP
4056                 msg_format("攻撃が%s自身を傷つけた!", m_name);
4057 #else
4058                 GAME_TEXT m_name_self[80];
4059
4060                 /* hisself */
4061                 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
4062
4063                 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
4064 #endif
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);
4067         }
4068
4069         if ((target_ptr->counter || (target_ptr->special_defense & KATA_MUSOU)) && alive && !target_ptr->is_dead && m_ptr->ml && (target_ptr->csp > 7))
4070         {
4071                 char m_target_name[MAX_NLEN];
4072                 monster_desc(m_target_name, m_ptr, 0);
4073
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);
4077                 fear = FALSE;
4078                 target_ptr->redraw |= (PR_MANA);
4079         }
4080
4081         /* Blink away */
4082         if (blinked && alive && !target_ptr->is_dead)
4083         {
4084                 if (teleport_barrier(m_idx))
4085                 {
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."));
4087                 }
4088                 else
4089                 {
4090                         msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
4091                         teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
4092                 }
4093         }
4094
4095
4096         /* Always notice cause of death */
4097         if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !target_ptr->inside_arena)
4098         {
4099                 r_ptr->r_deaths++;
4100         }
4101
4102         if (m_ptr->ml && fear && alive && !target_ptr->is_dead)
4103         {
4104                 sound(SOUND_FLEE);
4105                 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
4106         }
4107
4108         if (target_ptr->special_defense & KATA_IAI)
4109         {
4110                 set_action(target_ptr, ACTION_NONE);
4111         }
4112
4113         /* Assume we attacked */
4114         return (TRUE);
4115 }
4116
4117
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
4122
4123 /*!
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
4128  */
4129 bool monst_attack_monst(player_type *subject_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx)
4130 {
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];
4133
4134         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
4135         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
4136
4137         ARMOUR_CLASS ap_cnt;
4138         ARMOUR_CLASS ac;
4139         DEPTH rlev;
4140         int pt;
4141         GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
4142         char            temp[MAX_NLEN];
4143         bool            blinked;
4144         bool            explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
4145         POSITION y_saver = t_ptr->fy;
4146         POSITION x_saver = t_ptr->fx;
4147         int             effect_type;
4148
4149         bool see_m = is_seen(m_ptr);
4150         bool see_t = is_seen(t_ptr);
4151         bool see_either = see_m || see_t;
4152
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);
4156
4157         /* Cannot attack self */
4158         if (m_idx == t_idx) return FALSE;
4159
4160         /* Not allowed to attack */
4161         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
4162
4163         if (d_info[subject_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
4164
4165         /* Total armor */
4166         ac = tr_ptr->ac;
4167
4168         /* Extract the effective monster level */
4169         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
4170
4171         monster_desc(m_name, m_ptr, 0);
4172         monster_desc(t_name, t_ptr, 0);
4173
4174         /* Assume no blink */
4175         blinked = FALSE;
4176
4177         if (!see_either && known)
4178         {
4179                 subject_ptr->current_floor_ptr->monster_noise = TRUE;
4180         }
4181
4182         if (subject_ptr->riding && (m_idx == subject_ptr->riding)) disturb(subject_ptr, TRUE, TRUE);
4183
4184         /* Scan through all four blows */
4185         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
4186         {
4187                 bool obvious = FALSE;
4188
4189                 HIT_POINT power = 0;
4190                 HIT_POINT damage = 0;
4191
4192                 concptr act = NULL;
4193
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;
4199
4200                 if (!monster_is_valid(m_ptr)) break;
4201
4202                 /* Stop attacking if the target dies! */
4203                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
4204                         break;
4205
4206                 /* Hack -- no more attacks */
4207                 if (!method) break;
4208
4209                 if (method == RBM_SHOOT) continue;
4210
4211                 /* Extract the attack "power" */
4212                 power = mbe_info[effect].power;
4213
4214                 /* Monster hits */
4215                 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
4216                 {
4217                         (void)set_monster_csleep(t_idx, 0);
4218
4219                         if (t_ptr->ml)
4220                         {
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);
4224                         }
4225
4226                         /* Describe the attack method */
4227                         switch (method)
4228                         {
4229                         case RBM_HIT:
4230                         {
4231                                 act = _("%sを殴った。", "hits %s.");
4232                                 touched = TRUE;
4233                                 break;
4234                         }
4235
4236                         case RBM_TOUCH:
4237                         {
4238                                 act = _("%sを触った。", "touches %s.");
4239                                 touched = TRUE;
4240                                 break;
4241                         }
4242
4243                         case RBM_PUNCH:
4244                         {
4245                                 act = _("%sをパンチした。", "punches %s.");
4246                                 touched = TRUE;
4247                                 break;
4248                         }
4249
4250                         case RBM_KICK:
4251                         {
4252                                 act = _("%sを蹴った。", "kicks %s.");
4253                                 touched = TRUE;
4254                                 break;
4255                         }
4256
4257                         case RBM_CLAW:
4258                         {
4259                                 act = _("%sをひっかいた。", "claws %s.");
4260                                 touched = TRUE;
4261                                 break;
4262                         }
4263
4264                         case RBM_BITE:
4265                         {
4266                                 act = _("%sを噛んだ。", "bites %s.");
4267                                 touched = TRUE;
4268                                 break;
4269                         }
4270
4271                         case RBM_STING:
4272                         {
4273                                 act = _("%sを刺した。", "stings %s.");
4274                                 touched = TRUE;
4275                                 break;
4276                         }
4277
4278                         case RBM_SLASH:
4279                         {
4280                                 act = _("%sを斬った。", "slashes %s.");
4281                                 break;
4282                         }
4283
4284                         case RBM_BUTT:
4285                         {
4286                                 act = _("%sを角で突いた。", "butts %s.");
4287                                 touched = TRUE;
4288                                 break;
4289                         }
4290
4291                         case RBM_CRUSH:
4292                         {
4293                                 act = _("%sに体当りした。", "crushes %s.");
4294                                 touched = TRUE;
4295                                 break;
4296                         }
4297
4298                         case RBM_ENGULF:
4299                         {
4300                                 act = _("%sを飲み込んだ。", "engulfs %s.");
4301                                 touched = TRUE;
4302                                 break;
4303                         }
4304
4305                         case RBM_CHARGE:
4306                         {
4307                                 act = _("%sに請求書をよこした。", "charges %s.");
4308                                 touched = TRUE;
4309                                 break;
4310                         }
4311
4312                         case RBM_CRAWL:
4313                         {
4314                                 act = _("%sの体の上を這い回った。", "crawls on %s.");
4315                                 touched = TRUE;
4316                                 break;
4317                         }
4318
4319                         case RBM_DROOL:
4320                         {
4321                                 act = _("%sによだれをたらした。", "drools on %s.");
4322                                 touched = FALSE;
4323                                 break;
4324                         }
4325
4326                         case RBM_SPIT:
4327                         {
4328                                 act = _("%sに唾を吐いた。", "spits on %s.");
4329                                 touched = FALSE;
4330                                 break;
4331                         }
4332
4333                         case RBM_EXPLODE:
4334                         {
4335                                 if (see_either) disturb(subject_ptr, TRUE, TRUE);
4336                                 act = _("爆発した。", "explodes.");
4337                                 explode = TRUE;
4338                                 touched = FALSE;
4339                                 break;
4340                         }
4341
4342                         case RBM_GAZE:
4343                         {
4344                                 act = _("%sをにらんだ。", "gazes at %s.");
4345                                 touched = FALSE;
4346                                 break;
4347                         }
4348
4349                         case RBM_WAIL:
4350                         {
4351                                 act = _("%sに泣きついた。", "wails at %s.");
4352                                 touched = FALSE;
4353                                 break;
4354                         }
4355
4356                         case RBM_SPORE:
4357                         {
4358                                 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
4359                                 touched = FALSE;
4360                                 break;
4361                         }
4362
4363                         case RBM_XXX4:
4364                         {
4365                                 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
4366                                 touched = FALSE;
4367                                 break;
4368                         }
4369
4370                         case RBM_BEG:
4371                         {
4372                                 act = _("%sに金をせがんだ。", "begs %s for money.");
4373                                 touched = FALSE;
4374                                 break;
4375                         }
4376
4377                         case RBM_INSULT:
4378                         {
4379                                 act = _("%sを侮辱した。", "insults %s.");
4380                                 touched = FALSE;
4381                                 break;
4382                         }
4383
4384                         case RBM_MOAN:
4385                         {
4386                                 act = _("%sにむかってうめいた。", "moans at %s.");
4387                                 touched = FALSE;
4388                                 break;
4389                         }
4390
4391                         case RBM_SHOW:
4392                         {
4393                                 act = _("%sにむかって歌った。", "sings to %s.");
4394                                 touched = FALSE;
4395                                 break;
4396                         }
4397                         }
4398
4399                         if (act && see_either)
4400                         {
4401 #ifdef JP
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);
4405 #else
4406                                 if (do_silly_attack)
4407                                 {
4408                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
4409                                         strfmt(temp, "%s %s.", act, t_name);
4410                                 }
4411                                 else strfmt(temp, act, t_name);
4412                                 msg_format("%^s %s", m_name, temp);
4413 #endif
4414                         }
4415
4416                         /* Hack -- assume all attacks are obvious */
4417                         obvious = TRUE;
4418
4419                         /* Roll out the damage */
4420                         damage = damroll(d_dice, d_side);
4421
4422                         /* Assume no effect */
4423                         effect_type = BLOW_EFFECT_TYPE_NONE;
4424
4425                         pt = GF_MISSILE;
4426
4427                         /* Apply appropriate damage */
4428                         switch (effect)
4429                         {
4430                         case 0:
4431                         case RBE_DR_MANA:
4432                                 damage = pt = 0;
4433                                 break;
4434
4435                         case RBE_SUPERHURT:
4436                                 if ((randint1(rlev * 2 + 250) > (ac + 200)) || one_in_(13))
4437                                 {
4438                                         int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
4439                                         damage = MAX(damage, tmp_damage * 2);
4440                                         break;
4441                                 }
4442
4443                                 /* Fall through */
4444
4445                         case RBE_HURT:
4446                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
4447                                 break;
4448
4449                         case RBE_POISON:
4450                         case RBE_DISEASE:
4451                                 pt = GF_POIS;
4452                                 break;
4453
4454                         case RBE_UN_BONUS:
4455                         case RBE_UN_POWER:
4456                                 pt = GF_DISENCHANT;
4457                                 break;
4458
4459                         case RBE_EAT_ITEM:
4460                         case RBE_EAT_GOLD:
4461                                 if ((subject_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
4462                                 break;
4463
4464                         case RBE_EAT_FOOD:
4465                         case RBE_EAT_LITE:
4466                         case RBE_BLIND:
4467                         case RBE_LOSE_STR:
4468                         case RBE_LOSE_INT:
4469                         case RBE_LOSE_WIS:
4470                         case RBE_LOSE_DEX:
4471                         case RBE_LOSE_CON:
4472                         case RBE_LOSE_CHR:
4473                         case RBE_LOSE_ALL:
4474                                 break;
4475
4476                         case RBE_ACID:
4477                                 pt = GF_ACID;
4478                                 break;
4479
4480                         case RBE_ELEC:
4481                                 pt = GF_ELEC;
4482                                 break;
4483
4484                         case RBE_FIRE:
4485                                 pt = GF_FIRE;
4486                                 break;
4487
4488                         case RBE_COLD:
4489                                 pt = GF_COLD;
4490                                 break;
4491
4492                         case RBE_CONFUSE:
4493                                 pt = GF_CONFUSION;
4494                                 break;
4495
4496                         case RBE_TERRIFY:
4497                                 effect_type = BLOW_EFFECT_TYPE_FEAR;
4498                                 break;
4499
4500                         case RBE_PARALYZE:
4501                                 effect_type = BLOW_EFFECT_TYPE_SLEEP;
4502                                 break;
4503
4504                         case RBE_SHATTER:
4505                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
4506                                 if (damage > 23) earthquake(subject_ptr, m_ptr->fy, m_ptr->fx, 8, m_idx);
4507                                 break;
4508
4509                         case RBE_EXP_10:
4510                         case RBE_EXP_20:
4511                         case RBE_EXP_40:
4512                         case RBE_EXP_80:
4513                                 pt = GF_NETHER;
4514                                 break;
4515
4516                         case RBE_TIME:
4517                                 pt = GF_TIME;
4518                                 break;
4519
4520                         case RBE_DR_LIFE:
4521                                 pt = GF_HYPODYNAMIA;
4522                                 effect_type = BLOW_EFFECT_TYPE_HEAL;
4523                                 break;
4524
4525                         case RBE_INERTIA:
4526                                 pt = GF_INERTIAL;
4527                                 break;
4528
4529                         case RBE_STUN:
4530                                 pt = GF_SOUND;
4531                                 break;
4532
4533                         default:
4534                                 pt = 0;
4535                                 break;
4536                         }
4537
4538                         if (pt)
4539                         {
4540                                 /* Do damage if not exploding */
4541                                 if (!explode)
4542                                 {
4543                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
4544                                                 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4545                                 }
4546
4547                                 switch (effect_type)
4548                                 {
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);
4552                                         break;
4553
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);
4557                                         break;
4558
4559                                 case BLOW_EFFECT_TYPE_HEAL:
4560                                         if ((monster_living(m_idx)) && (damage > 2))
4561                                         {
4562                                                 bool did_heal = FALSE;
4563
4564                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
4565
4566                                                 /* Heal */
4567                                                 m_ptr->hp += damroll(4, damage / 6);
4568                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
4569
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);
4573
4574                                                 /* Special message */
4575                                                 if (see_m && did_heal)
4576                                                 {
4577                                                         msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
4578                                                 }
4579                                         }
4580                                         break;
4581                                 }
4582
4583                                 if (touched)
4584                                 {
4585                                         /* Aura fire */
4586                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
4587                                         {
4588                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4589                                                 {
4590                                                         if (see_either)
4591                                                         {
4592                                                                 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
4593                                                         }
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);
4599                                                 }
4600                                                 else
4601                                                 {
4602                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
4603                                                 }
4604                                         }
4605
4606                                         /* Aura cold */
4607                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
4608                                         {
4609                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
4610                                                 {
4611                                                         if (see_either)
4612                                                         {
4613                                                                 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
4614                                                         }
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);
4620                                                 }
4621                                                 else
4622                                                 {
4623                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
4624                                                 }
4625                                         }
4626
4627                                         /* Aura elec */
4628                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
4629                                         {
4630                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
4631                                                 {
4632                                                         if (see_either)
4633                                                         {
4634                                                                 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
4635                                                         }
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);
4641                                                 }
4642                                                 else
4643                                                 {
4644                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
4645                                                 }
4646                                         }
4647                                 }
4648                         }
4649                 }
4650
4651                 /* Monster missed player */
4652                 else
4653                 {
4654                         /* Analyze failed attacks */
4655                         switch (method)
4656                         {
4657                         case RBM_HIT:
4658                         case RBM_TOUCH:
4659                         case RBM_PUNCH:
4660                         case RBM_KICK:
4661                         case RBM_CLAW:
4662                         case RBM_BITE:
4663                         case RBM_STING:
4664                         case RBM_SLASH:
4665                         case RBM_BUTT:
4666                         case RBM_CRUSH:
4667                         case RBM_ENGULF:
4668                         case RBM_CHARGE:
4669                         {
4670                                 (void)set_monster_csleep(t_idx, 0);
4671
4672                                 /* Visible monsters */
4673                                 if (see_m)
4674                                 {
4675 #ifdef JP
4676                                         msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
4677 #else
4678                                         msg_format("%^s misses %s.", m_name, t_name);
4679 #endif
4680                                 }
4681
4682                                 break;
4683                         }
4684                         }
4685                 }
4686
4687
4688                 /* Analyze "visible" monsters only */
4689                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
4690                 {
4691                         /* Count "obvious" attacks (and ones that cause damage) */
4692                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
4693                         {
4694                                 /* Count attacks of this type */
4695                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
4696                                 {
4697                                         r_ptr->r_blows[ap_cnt]++;
4698                                 }
4699                         }
4700                 }
4701         }
4702
4703         if (explode)
4704         {
4705                 sound(SOUND_EXPLODE);
4706
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);
4710                 blinked = FALSE;
4711         }
4712
4713         /* Blink away */
4714         if (blinked && m_ptr->r_idx)
4715         {
4716                 if (teleport_barrier(m_idx))
4717                 {
4718                         if (see_m)
4719                         {
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."));
4721                         }
4722                         else if (known)
4723                         {
4724                                 subject_ptr->current_floor_ptr->monster_noise = TRUE;
4725                         }
4726                 }
4727                 else
4728                 {
4729                         if (see_m)
4730                         {
4731                                 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
4732                         }
4733                         else if (known)
4734                         {
4735                                 subject_ptr->current_floor_ptr->monster_noise = TRUE;
4736                         }
4737
4738                         teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
4739                 }
4740         }
4741
4742         return TRUE;
4743 }
4744
4745
4746
4747 /*!
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
4751  * @param dam ダメージ量
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
4756  * @return なし
4757  */
4758 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
4759 {
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);
4764
4765         /* Can the player be aware of this attack? */
4766         bool known = (m_ptr->cdis <= MAX_SIGHT);
4767
4768         monster_desc(m_name, m_ptr, 0);
4769
4770         /* Redraw (later) if needed */
4771         if (m_ptr->ml)
4772         {
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);
4775         }
4776
4777         (void)set_monster_csleep(m_idx, 0);
4778
4779         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(p_ptr, TRUE, TRUE);
4780
4781         if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
4782         {
4783                 if (seen)
4784                 {
4785                         msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
4786                 }
4787                 return;
4788         }
4789
4790         if (r_ptr->flagsr & RFR_RES_ALL)
4791         {
4792                 if (dam > 0)
4793                 {
4794                         dam /= 100;
4795                         if ((dam == 0) && one_in_(3)) dam = 1;
4796                 }
4797                 if (dam == 0)
4798                 {
4799                         if (seen)
4800                         {
4801                                 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
4802                         }
4803                         return;
4804                 }
4805         }
4806
4807         /* Hurt it */
4808         m_ptr->hp -= dam;
4809
4810         /* It is dead now... or is it? */
4811         if (m_ptr->hp < 0)
4812         {
4813                 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
4814                         (r_ptr->flags7 & RF7_NAZGUL)) &&
4815                         !p_ptr->phase_out)
4816                 {
4817                         m_ptr->hp = 1;
4818                 }
4819                 else
4820                 {
4821                         /* Make a sound */
4822                         if (!monster_living(m_ptr->r_idx))
4823                         {
4824                                 sound(SOUND_N_KILL);
4825                         }
4826                         else
4827                         {
4828                                 sound(SOUND_KILL);
4829                         }
4830
4831                         *dead = TRUE;
4832
4833                         if (known)
4834                         {
4835                                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
4836                                 /* Unseen death by normal attack */
4837                                 if (!seen)
4838                                 {
4839                                         p_ptr->current_floor_ptr->monster_noise = TRUE;
4840                                 }
4841                                 /* Death by special attack */
4842                                 else if (note)
4843                                 {
4844                                         msg_format(_("%^s%s", "%^s%s"), m_name, note);
4845                                 }
4846                                 /* Death by normal attack -- nonliving monster */
4847                                 else if (!monster_living(m_ptr->r_idx))
4848                                 {
4849                                         msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
4850                                 }
4851                                 /* Death by normal attack -- living monster */
4852                                 else
4853                                 {
4854                                         msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
4855                                 }
4856                         }
4857
4858                         monster_gain_exp(who, m_ptr->r_idx);
4859                         monster_death(m_idx, FALSE);
4860                         delete_monster_idx(m_idx);
4861
4862                         /* Not afraid */
4863                         (*fear) = FALSE;
4864
4865                         /* Monster is dead */
4866                         return;
4867                 }
4868         }
4869
4870         *dead = FALSE;
4871
4872 #ifdef ALLOW_FEAR
4873
4874         /* Mega-Hack -- Pain cancels fear */
4875         if (MON_MONFEAR(m_ptr) && (dam > 0))
4876         {
4877                 /* Cure fear */
4878                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
4879                 {
4880                         /* No more fear */
4881                         (*fear) = FALSE;
4882                 }
4883         }
4884
4885         /* Sometimes a monster gets scared by damage */
4886         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
4887         {
4888                 /* Percentage of fully healthy */
4889                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
4890
4891                 /*
4892                 * Run (sometimes) if at 10% or less of max hit points,
4893                 * or (usually) when hit for half its current hit points
4894                  */
4895                 if (((percentage <= 10) && (randint0(10) < percentage)) ||
4896                         ((dam >= m_ptr->hp) && (randint0(100) < 80)))
4897                 {
4898                         /* Hack -- note fear */
4899                         (*fear) = TRUE;
4900
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))));
4905                 }
4906         }
4907
4908 #endif /* ALLOW_FEAR */
4909
4910         if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
4911         {
4912                 if (is_pet(&p_ptr->current_floor_ptr->m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
4913                 {
4914                         set_target(m_ptr, p_ptr->current_floor_ptr->m_list[who].fy, p_ptr->current_floor_ptr->m_list[who].fx);
4915                 }
4916         }
4917
4918         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
4919         {
4920                 monster_desc(m_name, m_ptr, 0);
4921
4922                 if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
4923                 if (rakuba(p_ptr, (dam > 200) ? 200 : dam, FALSE))
4924                 {
4925                         msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
4926                 }
4927         }
4928
4929         /* Not dead yet */
4930         return;
4931 }