3 * @brief 打撃処理 / Melee process.
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
19 #include "monsterrace-hook.h"
22 #include "monster-status.h"
23 #include "monster-spell.h"
25 #include "realm-hex.h"
26 #include "object-flavor.h"
27 #include "object-hook.h"
29 #include "player-move.h"
35 #include "player-effects.h"
36 #include "player-skill.h"
37 #include "player-damage.h"
38 #include "player-status.h"
39 #include "view-mainwindow.h"
44 * @brief 幻覚時の打撃記述テーブル / Weird melee attack types when hallucinating
47 const concptr silly_attacks[MAX_SILLY_ATTACK] =
50 "があなたの回りを3回回ってワンと言った。",
69 "はあなたの100の秘密について熱く語った。",
81 "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。",
83 "はスーパーウルトラギャラクティカマグナムを放った。",
85 "にジェットストリームアタックをかけられた。",
86 "はあなたに卍固めをかけて「1、2、3、ダーッ!」と叫んだ。",
87 "は「いくじなし!ばかばかばか!」といって駆け出した。",
88 "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。",
93 * @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())
95 const concptr silly_attacks2[MAX_SILLY_ATTACK] =
106 "%sに「神の国」発言の撤回を求めた。",
117 "%sの100の秘密について熱く語った。",
129 "%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。",
131 "%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。",
133 "%sにジェットストリームアタックをかけた。",
134 "%sに卍固めをかけて「1、2、3、ダーッ!」と叫んだ。",
135 "「いくじなし!ばかばかばか!」といって駆け出した。",
136 "「ごらん、ルーベンスの絵だよ」と言って静かに目を閉じた。",
140 const concptr silly_attacks[MAX_SILLY_ATTACK] =
151 "makes obscene gestures at",
182 * @brief マーシャルアーツ打撃テーブル
184 const martial_arts ma_blows[MAX_MA] =
187 { "%sを殴った。", 1, 0, 1, 5, 0 },
188 { "%sを蹴った。", 2, 0, 1, 7, 0 },
189 { "%sに正拳突きをくらわした。", 3, 0, 1, 9, 0 },
190 { "%sに膝蹴りをくらわした。", 5, 5, 2, 4, MA_KNEE },
191 { "%sに肘打ちをくらわした。", 7, 5, 1, 12, 0 },
192 { "%sに体当りした。", 9, 10, 2, 6, 0 },
193 { "%sを蹴った。", 11, 10, 3, 6, MA_SLOW },
194 { "%sにアッパーをくらわした。", 13, 12, 5, 5, 6 },
195 { "%sに二段蹴りをくらわした。", 16, 15, 5, 6, 8 },
196 { "%sに猫爪撃をくらわした。", 20, 20, 5, 8, 0 },
197 { "%sに跳空脚をくらわした。", 24, 25, 6, 8, 10 },
198 { "%sに鷲爪襲をくらわした。", 28, 25, 7, 9, 0 },
199 { "%sに回し蹴りをくらわした。", 32, 30, 8, 10, 10 },
200 { "%sに鉄拳撃をくらわした。", 35, 35, 8, 11, 10 },
201 { "%sに飛空脚をくらわした。", 39, 35, 8, 12, 12 },
202 { "%sに昇龍拳をくらわした。", 43, 35, 9, 12, 16 },
203 { "%sに石破天驚拳をくらわした。", 48, 40, 10, 13, 18 },
205 { "You punch %s.", 1, 0, 1, 4, 0 },
206 { "You kick %s.", 2, 0, 1, 6, 0 },
207 { "You strike %s.", 3, 0, 1, 7, 0 },
208 { "You hit %s with your knee.", 5, 5, 2, 3, MA_KNEE },
209 { "You hit %s with your elbow.", 7, 5, 1, 8, 0 },
210 { "You butt %s.", 9, 10, 2, 5, 0 },
211 { "You kick %s.", 11, 10, 3, 4, MA_SLOW },
212 { "You uppercut %s.", 13, 12, 4, 4, 6 },
213 { "You double-kick %s.", 16, 15, 5, 4, 8 },
214 { "You hit %s with a Cat's Claw.", 20, 20, 5, 5, 0 },
215 { "You hit %s with a jump kick.", 25, 25, 5, 6, 10 },
216 { "You hit %s with an Eagle's Claw.", 29, 25, 6, 6, 0 },
217 { "You hit %s with a circle kick.", 33, 30, 6, 8, 10 },
218 { "You hit %s with an Iron Fist.", 37, 35, 8, 8, 10 },
219 { "You hit %s with a flying kick.", 41, 35, 8, 10, 12 },
220 { "You hit %s with a Dragon Fist.", 45, 35, 10, 10, 16 },
221 { "You hit %s with a Crushing Blow.", 48, 35, 10, 12, 18 },
227 * @brief 修行僧のターンダメージ算出テーブル
229 const int monk_ave_damage[PY_MAX_LEVEL + 1][3] =
285 * @brief プレイヤーからモンスターへの打撃命中判定 /
286 * Determine if the player "hits" a monster (normal combat).
287 * @param chance 基本命中値
289 * @param visible 目標を視界に捕らえているならばTRUEを指定
290 * @return 命中と判定された場合TRUEを返す
291 * @note Always miss 5%, always hit 5%, otherwise random.
293 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
295 if (!visible) chance = (chance + 1) / 2;
296 return hit_chance(chance, ac) >= randint1(100);
300 * @brief モンスターへの命中率の計算
305 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
307 PERCENTAGE chance = 5, chance_left = 90;
308 if(reli <= 0) return 5;
309 if(p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
310 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
311 if (chance < 5) chance = 5;
316 * @brief プレイヤー攻撃の種族スレイング倍率計算
317 * @param mult 算出前の基本倍率(/10倍)
318 * @param flgs スレイフラグ配列
319 * @param m_ptr 目標モンスターの構造体参照ポインタ
320 * @return スレイング加味後の倍率(/10倍)
322 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
324 static const struct slay_table_t {
326 BIT_FLAGS affect_race_flag;
329 size_t r_flag_offset;
331 #define OFFSET(X) offsetof(monster_race, X)
332 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
333 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
334 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
335 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
336 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
337 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
338 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
339 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
340 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
341 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
342 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
343 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
344 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
345 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
346 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
347 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
348 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
349 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
350 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
351 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
355 monster_race* r_ptr = &r_info[m_ptr->r_idx];
357 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
359 const struct slay_table_t* p = &slay_table[i];
361 if ((have_flag(flgs, p->slay_flag)) &&
362 (atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
364 if (is_original_ap_and_seen(m_ptr))
366 atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
369 mult = MAX(mult, p->slay_mult);
377 * @brief プレイヤー攻撃の属性スレイング倍率計算
378 * @param mult 算出前の基本倍率(/10倍)
379 * @param flgs スレイフラグ配列
380 * @param m_ptr 目標モンスターの構造体参照ポインタ
381 * @return スレイング加味後の倍率(/10倍)
383 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
385 static const struct brand_table_t {
387 BIT_FLAGS resist_mask;
390 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
391 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
392 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
393 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
394 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
397 monster_race* r_ptr = &r_info[m_ptr->r_idx];
399 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
401 const struct brand_table_t* p = &brand_table[i];
403 if (have_flag(flgs, p->brand_flag))
405 /* Notice immunity */
406 if (r_ptr->flagsr & p->resist_mask)
408 if (is_original_ap_and_seen(m_ptr))
410 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
414 /* Otherwise, take the damage */
415 else if (r_ptr->flags3 & p->hurt_flag)
417 if (is_original_ap_and_seen(m_ptr))
419 r_ptr->r_flags3 |= p->hurt_flag;
422 mult = MAX(mult, 50);
426 mult = MAX(mult, 25);
435 * @brief 剣術のスレイ倍率計算を行う /
436 * Calcurate magnification of hissatsu technics
437 * @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)
438 * @param flgs 剣術に使用する武器のスレイフラグ配列
439 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
440 * @param mode 剣術のスレイ型ID
441 * @return スレイの倍率(/10倍)
443 static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
445 monster_race *r_ptr = &r_info[m_ptr->r_idx];
447 /* Burning Strike (Fire) */
448 if (mode == HISSATSU_FIRE)
450 /* Notice immunity */
451 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
453 if (is_original_ap_and_seen(m_ptr))
455 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
459 /* Otherwise, take the damage */
460 else if (have_flag(flgs, TR_BRAND_FIRE))
462 if (r_ptr->flags3 & RF3_HURT_FIRE)
464 if (mult < 70) mult = 70;
465 if (is_original_ap_and_seen(m_ptr))
467 r_ptr->r_flags3 |= RF3_HURT_FIRE;
470 else if (mult < 35) mult = 35;
474 if (r_ptr->flags3 & RF3_HURT_FIRE)
476 if (mult < 50) mult = 50;
477 if (is_original_ap_and_seen(m_ptr))
479 r_ptr->r_flags3 |= RF3_HURT_FIRE;
482 else if (mult < 25) mult = 25;
486 /* Serpent's Tongue (Poison) */
487 if (mode == HISSATSU_POISON)
489 /* Notice immunity */
490 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
492 if (is_original_ap_and_seen(m_ptr))
494 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
498 /* Otherwise, take the damage */
499 else if (have_flag(flgs, TR_BRAND_POIS))
501 if (mult < 35) mult = 35;
505 if (mult < 25) mult = 25;
509 /* Zammaken (Nonliving Evil) */
510 if (mode == HISSATSU_ZANMA)
512 if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
514 if (mult < 15) mult = 25;
515 else if (mult < 50) mult = MIN(50, mult + 20);
519 /* Rock Smash (Hurt Rock) */
520 if (mode == HISSATSU_HAGAN)
522 if (r_ptr->flags3 & RF3_HURT_ROCK)
524 if (is_original_ap_and_seen(m_ptr))
526 r_ptr->r_flags3 |= RF3_HURT_ROCK;
528 if (mult == 10) mult = 40;
529 else if (mult < 60) mult = 60;
533 /* Midare-Setsugekka (Cold) */
534 if (mode == HISSATSU_COLD)
536 /* Notice immunity */
537 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
539 if (is_original_ap_and_seen(m_ptr))
541 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
544 /* Otherwise, take the damage */
545 else if (have_flag(flgs, TR_BRAND_COLD))
547 if (r_ptr->flags3 & RF3_HURT_COLD)
549 if (mult < 70) mult = 70;
550 if (is_original_ap_and_seen(m_ptr))
552 r_ptr->r_flags3 |= RF3_HURT_COLD;
555 else if (mult < 35) mult = 35;
559 if (r_ptr->flags3 & RF3_HURT_COLD)
561 if (mult < 50) mult = 50;
562 if (is_original_ap_and_seen(m_ptr))
564 r_ptr->r_flags3 |= RF3_HURT_COLD;
567 else if (mult < 25) mult = 25;
571 /* Lightning Eagle (Elec) */
572 if (mode == HISSATSU_ELEC)
574 /* Notice immunity */
575 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
577 if (is_original_ap_and_seen(m_ptr))
579 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
583 /* Otherwise, take the damage */
584 else if (have_flag(flgs, TR_BRAND_ELEC))
586 if (mult < 70) mult = 70;
590 if (mult < 50) mult = 50;
594 /* Bloody Maelstrom */
595 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(m_ptr->r_idx))
597 MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
598 if (mult < tmp) mult = tmp;
602 if (mode == HISSATSU_UNDEAD)
604 if (r_ptr->flags3 & RF3_UNDEAD)
606 if (is_original_ap_and_seen(m_ptr))
608 r_ptr->r_flags3 |= RF3_UNDEAD;
610 if (mult == 10) mult = 70;
611 else if (mult < 140) mult = MIN(140, mult + 60);
613 if (mult == 10) mult = 40;
614 else if (mult < 60) mult = MIN(60, mult + 30);
617 if (mult > 150) mult = 150;
623 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
624 * Extract the "total damage" from a given object hitting a given monster.
625 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
626 * @param tdam 現在算出途中のダメージ値
627 * @param m_ptr 目標モンスターの構造体参照ポインタ
629 * @param thrown 投擲処理ならばTRUEを指定する
630 * @return 総合的なスレイを加味したダメージ値
632 * Note that "flasks of oil" do NOT do fire damage, although they\n
633 * certainly could be made to do so. XXX XXX\n
635 * Note that most brands and slays are x3, except Slay Animal (x2),\n
636 * Slay Evil (x2), and Kill dragon (x5).\n
638 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
642 BIT_FLAGS flgs[TR_FLAG_SIZE];
643 object_flags(o_ptr, flgs);
644 torch_flags(o_ptr, flgs); /* torches has secret flags */
648 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
649 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
650 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
651 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
652 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
655 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
668 mult = mult_slaying(mult, flgs, m_ptr);
670 mult = mult_brand(mult, flgs, m_ptr);
672 if (p_ptr->pclass == CLASS_SAMURAI)
674 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
677 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
679 p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
680 p_ptr->redraw |= (PR_MANA);
681 mult = mult * 3 / 2 + 20;
684 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
689 if (mult > 150) mult = 150;
691 return (tdam * mult / 10);
695 * @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 /
696 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
697 * @param weight 矢弾の重量
698 * @param plus 武器の命中修正
699 * @param dam 現在算出中のダメージ値
700 * @param meichuu 打撃の基本命中力
701 * @param mode オプションフラグ
702 * @return クリティカル修正が入ったダメージ値
704 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
708 /* Extract "blow" power */
709 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
712 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
714 k = weight + randint1(650);
715 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
719 msg_print(_("手ごたえがあった!", "It was a good hit!"));
725 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
730 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
735 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
740 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
741 dam = ((7 * dam) / 2) + 25;
749 * @brief モンスター打撃のクリティカルランクを返す /
750 * Critical blow. All hits that do 95% of total possible damage,
751 * @param dice モンスター打撃のダイス数
752 * @param sides モンスター打撃の最大ダイス目
753 * @param dam プレイヤーに与えたダメージ
755 * and which also do at least 20 damage, or, sometimes, N damage.
756 * This is used only to determine "cuts" and "stuns".
758 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
761 int total = dice * sides;
763 /* Must do at least 95% of perfect */
764 if (dam < total * 19 / 20) return (0);
766 /* Weak blows rarely work */
767 if ((dam < 20) && (randint0(100) >= dam)) return (0);
770 if ((dam >= total) && (dam >= 40)) max++;
775 while (randint0(100) < 2) max++;
778 /* Critical damage */
779 if (dam > 45) return (6 + max);
780 if (dam > 33) return (5 + max);
781 if (dam > 25) return (4 + max);
782 if (dam > 18) return (3 + max);
783 if (dam > 11) return (2 + max);
788 * @brief モンスター打撃の命中を判定する /
789 * Determine if a monster attack against the player succeeds.
790 * @param power 打撃属性毎の基本命中値
791 * @param level モンスターのレベル
792 * @param stun モンスターの朦朧値
793 * @return TRUEならば命中判定
795 * Always miss 5% of the time, Always hit 5% of the time.
796 * Otherwise, match monster power against player armor.
798 static int check_hit(int power, DEPTH level, int stun)
802 /* Percentile dice */
805 if (stun && one_in_(2)) return FALSE;
807 /* Hack -- Always miss or hit */
808 if (k < 10) return (k < 5);
810 /* Calculate the "attack quality" */
811 i = (power + (level * 3));
814 ac = p_ptr->ac + p_ptr->to_a;
815 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
817 /* Power and Level compete against Armor */
818 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
824 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
825 static concptr desc_insult[] =
840 "insults your mother!",
841 "gives you the finger!",
844 "dances around you!",
845 "makes obscene gestures!",
847 "calls you a parasite!",
848 "calls you a cyborg!"
853 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
854 static concptr desc_moan[] =
858 "が彼の飼い犬を見なかったかと尋ねている。",
862 "seems sad about something.",
863 "asks if you have seen his dogs.",
864 "tells you to get off his land.",
865 "mumbles something about mushrooms."
871 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
872 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
873 * @param immune ダメージを回避できる免疫フラグ
874 * @param flags_offset オーラフラグ配列の参照オフセット
875 * @param r_flags_offset モンスターの耐性配列の参照オフセット
876 * @param aura_flag オーラフラグ配列
877 * @param dam_func ダメージ処理を行う関数の参照ポインタ
878 * @param message オーラダメージを受けた際のメッセージ
881 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
882 HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
884 monster_race *r_ptr = &r_info[m_ptr->r_idx];
886 if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
888 GAME_TEXT mon_name[MAX_NLEN];
889 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
891 monster_desc(mon_name, m_ptr, MD_WRONGDOER_NAME);
893 dam_func(aura_damage, mon_name, -1, TRUE);
895 if (is_original_ap_and_seen(m_ptr))
897 atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
905 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
906 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
909 static void touch_zap_player(monster_type *m_ptr)
911 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
912 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
913 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
914 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
915 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
916 elec_dam, _("電撃をくらった!", "You get zapped!"));
920 * @brief プレイヤーの変異要素による打撃処理
921 * @param m_idx 攻撃目標となったモンスターの参照ID
922 * @param attack 変異要素による攻撃要素の種類
923 * @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
924 * @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
927 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
932 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
933 monster_race *r_ptr = &r_info[m_ptr->r_idx];
934 GAME_TEXT m_name[MAX_NLEN];
936 int dice_num, dice_side;
946 atk_desc = _("尻尾", "tail");
953 atk_desc = _("角", "horns");
960 atk_desc = _("クチバシ", "beak");
967 atk_desc = _("象の鼻", "trunk");
974 atk_desc = _("触手", "tentacles");
978 dice_num = dice_side = n_weight = 1;
979 atk_desc = _("未定義の部位", "undefined body part");
983 /* Extract monster name (or "it") */
984 monster_desc(m_name, m_ptr, 0);
986 /* Calculate the "attack quality" */
987 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
988 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
991 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
994 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
996 k = damroll(dice_num, dice_side);
997 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
999 /* Apply the player damage bonuses */
1002 /* No negative damage */
1005 /* Modify the damage */
1006 k = mon_damage_mod(m_ptr, k, FALSE);
1008 /* Complex message */
1009 msg_format_wizard(CHEAT_MONSTER,
1010 _("%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))"),
1011 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1013 /* Anger the monster */
1014 if (k > 0) anger_monster(m_ptr);
1016 /* Damage, check for fear and mdeath */
1019 case MUT2_SCOR_TAIL:
1020 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1021 *mdeath = (m_ptr->r_idx == 0);
1024 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1027 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1030 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1032 case MUT2_TENTACLES:
1033 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1036 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1039 touch_zap_player(m_ptr);
1045 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1050 * @brief プレイヤーの打撃処理サブルーチン /
1051 * Player attacks a (poor, defenseless) creature -RAK-
1054 * @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
1055 * @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
1056 * @param hand 攻撃を行うための武器を持つ手
1057 * @param mode 発動中の剣術ID
1060 * If no "weapon" is available, then "punch" the monster one time.
1062 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
1064 int num = 0, bonus, chance, vir;
1067 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1069 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1070 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1072 /* Access the weapon */
1073 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1075 GAME_TEXT m_name[MAX_NLEN];
1077 bool success_hit = FALSE;
1078 bool backstab = FALSE;
1079 bool vorpal_cut = FALSE;
1080 int chaos_effect = 0;
1081 bool stab_fleeing = FALSE;
1082 bool fuiuchi = FALSE;
1083 bool monk_attack = FALSE;
1084 bool do_quake = FALSE;
1086 bool drain_msg = TRUE;
1087 int drain_result = 0, drain_heal = 0;
1088 bool can_drain = FALSE;
1090 int drain_left = MAX_VAMPIRIC_DRAIN;
1091 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1092 bool is_human = (r_ptr->d_char == 'p');
1093 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1094 bool zantetsu_mukou, e_j_mukou;
1096 switch (p_ptr->pclass)
1100 if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1102 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1103 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1104 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1105 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1106 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1108 /* Can't backstab creatures that we can't see, right? */
1111 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1115 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1117 stab_fleeing = TRUE;
1123 case CLASS_FORCETRAINER:
1124 case CLASS_BERSERKER:
1125 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1129 if (!o_ptr->k_idx) /* Empty hand */
1131 if ((r_ptr->level + 10) > p_ptr->lev)
1133 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1135 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1136 p_ptr->skill_exp[GINOU_SUDE] += 40;
1137 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1138 p_ptr->skill_exp[GINOU_SUDE] += 5;
1139 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1140 p_ptr->skill_exp[GINOU_SUDE] += 1;
1141 else if ((p_ptr->lev > 34))
1142 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1143 p_ptr->update |= (PU_BONUS);
1147 else if (object_is_melee_weapon(o_ptr))
1149 if ((r_ptr->level + 10) > p_ptr->lev)
1151 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
1152 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + hand].sval;
1153 int now_exp = p_ptr->weapon_exp[tval][sval];
1154 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1157 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1158 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1159 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1160 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1161 p_ptr->weapon_exp[tval][sval] += amount;
1162 p_ptr->update |= (PU_BONUS);
1167 /* Disturb the monster */
1168 (void)set_monster_csleep(g_ptr->m_idx, 0);
1170 /* Extract monster name (or "it") */
1171 monster_desc(m_name, m_ptr, 0);
1173 /* Calculate the "attack quality" */
1174 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1175 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1176 if (mode == HISSATSU_IAI) chance += 60;
1177 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1178 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1180 vir = virtue_number(V_VALOUR);
1183 chance += (p_ptr->virtues[vir - 1] / 10);
1186 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1187 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1189 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1190 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
1191 else num_blow = p_ptr->num_blow[hand];
1193 /* Hack -- DOKUBARI always hit once */
1194 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1196 /* Attack once for each legal blow */
1197 while ((num++ < num_blow) && !p_ptr->is_dead)
1199 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1203 if (p_ptr->migite && p_ptr->hidarite)
1207 if (mode == HISSATSU_3DAN)
1212 success_hit = one_in_(n);
1214 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1215 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1217 if (mode == HISSATSU_MAJIN)
1220 success_hit = FALSE;
1226 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1230 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);
1231 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);
1232 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);
1233 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
1235 /* Hack -- bare hands do one damage */
1238 object_flags(o_ptr, flgs);
1240 /* Select a chaotic effect (50% chance) */
1241 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1244 chg_virtue(V_CHANCE, 1);
1246 if (randint1(5) < 3)
1248 /* Vampiric (20%) */
1251 else if (one_in_(250))
1256 else if (!one_in_(10))
1258 /* Confusion (26.892%) */
1261 else if (one_in_(2))
1263 /* Teleport away (1.494%) */
1268 /* Polymorph (1.494%) */
1273 /* Vampiric drain */
1274 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1276 /* Only drain "living" monsters */
1277 if (monster_living(m_ptr->r_idx))
1283 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
1285 else vorpal_cut = FALSE;
1289 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1291 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1292 int resist_stun = 0;
1295 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1296 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1297 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1298 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1299 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1302 if (p_ptr->special_defense & KAMAE_BYAKKO)
1303 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1304 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1306 else if (p_ptr->special_defense & KAMAE_GENBU)
1309 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1310 /* Attempt 'times' */
1311 for (times = 0; times < max_times; times++)
1315 ma_ptr = &ma_blows[randint0(MAX_MA)];
1316 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1317 else min_level = ma_ptr->min_level;
1318 } while ((min_level > p_ptr->lev) ||
1319 (randint1(p_ptr->lev) < ma_ptr->chance));
1321 /* keep the highest level attack available we found */
1322 if ((ma_ptr->min_level > old_ptr->min_level) &&
1323 !p_ptr->stun && !p_ptr->confused)
1327 if (p_ptr->wizard && cheat_xtra)
1329 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
1338 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1339 else min_level = ma_ptr->min_level;
1340 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1341 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1343 if (ma_ptr->effect == MA_KNEE)
1345 if (r_ptr->flags1 & RF1_MALE)
1347 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);
1349 special_effect = MA_KNEE;
1352 msg_format(ma_ptr->desc, m_name);
1355 else if (ma_ptr->effect == MA_SLOW)
1357 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1358 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1360 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);
1361 special_effect = MA_SLOW;
1363 else msg_format(ma_ptr->desc, m_name);
1369 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1372 msg_format(ma_ptr->desc, m_name);
1375 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1376 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
1378 weight += (P_PTR_KI / 30);
1379 if (weight > 20) weight = 20;
1382 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1384 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1386 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
1387 stun_effect = 7 + randint1(13);
1391 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1393 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1394 (randint1(p_ptr->lev) > r_ptr->level) &&
1397 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
1398 m_ptr->mspeed -= 10;
1402 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1404 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1406 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1408 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
1412 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
1418 /* Handle normal weapon */
1419 else if (o_ptr->k_idx)
1421 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1422 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1426 k *= (3 + (p_ptr->lev / 20));
1430 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
1432 else if (stab_fleeing)
1437 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1438 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1443 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1444 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1452 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1454 char chainsword_noise[1024];
1455 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1457 msg_print(chainsword_noise);
1461 if (o_ptr->name1 == ART_VORPAL_BLADE)
1463 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!"));
1467 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1470 /* Try to increase the damage */
1471 while (one_in_(vorpal_chance))
1476 k *= (HIT_POINT)mult;
1479 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
1481 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1487 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
1488 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
1489 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
1490 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
1491 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
1492 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
1493 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
1496 drain_result = drain_result * 3 / 2;
1500 drain_result += o_ptr->to_d;
1503 /* Apply the player damage bonuses */
1504 k += p_ptr->to_d[hand];
1505 drain_result += p_ptr->to_d[hand];
1507 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1508 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
1509 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1511 /* No negative damage */
1514 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
1521 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
1527 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
1531 if (mode == HISSATSU_MINEUCHI)
1533 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
1536 anger_monster(m_ptr);
1538 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
1541 if (MON_STUNNED(m_ptr))
1543 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
1548 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
1552 (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
1556 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
1560 /* Modify the damage */
1561 k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
1562 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1564 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
1567 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
1571 else if ((p_ptr->pclass == CLASS_NINJA) && has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
1573 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
1574 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
1578 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
1580 else if (((m_ptr->hp < maxhp / 2) && one_in_((p_ptr->num_blow[0] + p_ptr->num_blow[1] + 1) * 10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
1582 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
1584 k = MAX(k * 5, m_ptr->hp / 2);
1586 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
1591 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
1596 msg_format_wizard(CHEAT_MONSTER,
1597 _("%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,
1598 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1600 if (k <= 0) can_drain = FALSE;
1602 if (drain_result > m_ptr->hp)
1603 drain_result = m_ptr->hp;
1605 /* Damage, check for fear and death */
1606 if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
1609 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
1611 if (p_ptr->migite && p_ptr->hidarite)
1613 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
1614 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
1618 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1621 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1622 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...."));
1626 /* Anger the monster */
1627 if (k > 0) anger_monster(m_ptr);
1629 touch_zap_player(m_ptr);
1631 /* Are we draining it? A little note: If the monster is
1632 dead, the drain does not work... */
1634 if (can_drain && (drain_result > 0))
1636 if (o_ptr->name1 == ART_MURAMASA)
1640 HIT_PROB to_h = o_ptr->to_h;
1641 HIT_POINT to_d = o_ptr->to_d;
1645 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1649 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1652 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1654 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1662 if (drain_result > 5) /* Did we really hurt it? */
1664 drain_heal = damroll(2, drain_result / 6);
1667 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1671 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1676 if (drain_heal < drain_left)
1678 drain_left -= drain_heal;
1682 drain_heal = drain_left;
1688 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1692 drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
1694 hp_player(drain_heal);
1695 /* We get to keep some of it! */
1699 m_ptr->maxhp -= (k + 7) / 8;
1700 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1701 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1707 /* Confusion attack */
1708 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1710 /* Cancel glowing hands */
1711 if (p_ptr->special_attack & ATTACK_CONFUSE)
1713 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1714 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1715 p_ptr->redraw |= (PR_STATUS);
1719 /* Confuse the monster */
1720 if (r_ptr->flags3 & RF3_NO_CONF)
1722 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1723 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1726 else if (randint0(100) < r_ptr->level)
1728 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1732 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1733 (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1737 else if (chaos_effect == 4)
1739 bool resists_tele = FALSE;
1741 if (r_ptr->flagsr & RFR_RES_TELE)
1743 if (r_ptr->flags1 & RF1_UNIQUE)
1745 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1746 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1747 resists_tele = TRUE;
1749 else if (r_ptr->level > randint1(100))
1751 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1752 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1753 resists_tele = TRUE;
1759 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1760 teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1761 num = num_blow + 1; /* Can't hit it anymore! */
1766 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1768 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1769 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1771 if (polymorph_monster(y, x))
1773 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1779 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1782 /* Hack -- Get new monster */
1783 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1785 /* Oops, we need a different name... */
1786 monster_desc(m_name, m_ptr, 0);
1788 /* Hack -- Get new race */
1789 r_ptr = &r_info[m_ptr->r_idx];
1792 else if (o_ptr->name1 == ART_G_HAMMER)
1794 monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1796 if (target_ptr->hold_o_idx)
1798 object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
1799 GAME_TEXT o_name[MAX_NLEN];
1801 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1802 q_ptr->held_m_idx = 0;
1803 q_ptr->marked = OM_TOUCHED;
1804 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1805 q_ptr->next_o_idx = 0;
1806 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1815 backstab = FALSE; /* Clumsy! */
1816 fuiuchi = FALSE; /* Clumsy! */
1818 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1820 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1824 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1825 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!"));
1826 object_flags(o_ptr, flgs_aux);
1828 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1831 switch (p_ptr->mimic_form)
1834 switch (p_ptr->prace)
1841 case RACE_BARBARIAN:
1845 case RACE_HALF_TROLL:
1846 case RACE_HALF_OGRE:
1847 case RACE_HALF_GIANT:
1848 case RACE_HALF_TITAN:
1856 case RACE_DRACONIAN:
1863 case MIMIC_DEMON_LORD:
1870 if (p_ptr->align < 0 && mult < 20)
1872 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1874 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1876 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1878 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1880 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1883 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1885 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1886 p_ptr->redraw |= (PR_MANA);
1887 mult = mult * 3 / 2 + 20;
1889 k *= (HIT_POINT)mult;
1893 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1897 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1898 /* Try to increase the damage */
1904 k *= (HIT_POINT)mult;
1906 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1909 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1915 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1923 if (weak && !(*mdeath))
1925 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1927 if (drain_left != MAX_VAMPIRIC_DRAIN)
1931 chg_virtue(V_UNLIFE, 1);
1934 /* Mega-Hack -- apply earthquake brand */
1937 earthquake(p_ptr->y, p_ptr->x, 10);
1938 if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
1943 * @brief プレイヤーの打撃処理メインルーチン
1946 * @param mode 発動中の剣術ID
1947 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1949 * If no "weapon" is available, then "punch" the monster one time.
1951 bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
1954 bool mdeath = FALSE;
1955 bool stormbringer = FALSE;
1957 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1958 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1959 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1960 GAME_TEXT m_name[MAX_NLEN];
1962 disturb(FALSE, TRUE);
1964 take_turn(p_ptr, 100);
1966 if (!p_ptr->migite && !p_ptr->hidarite &&
1967 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1969 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1970 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1974 /* Extract monster name (or "it") */
1975 monster_desc(m_name, m_ptr, 0);
1979 /* Auto-Recall if possible and visible */
1980 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1982 /* Track a new monster */
1983 health_track(g_ptr->m_idx);
1986 if ((r_ptr->flags1 & RF1_FEMALE) &&
1987 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1989 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (p_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))
1991 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1996 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
1998 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
2002 /* Stop if friendly */
2003 if (!is_hostile(m_ptr) &&
2004 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2005 p_ptr->shero || !m_ptr->ml))
2007 if (p_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2008 if (p_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2011 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
2012 chg_virtue(V_INDIVIDUALISM, 1);
2013 chg_virtue(V_HONOUR, -1);
2014 chg_virtue(V_JUSTICE, -1);
2015 chg_virtue(V_COMPASSION, -1);
2017 else if (p_ptr->pclass != CLASS_BERSERKER)
2019 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
2021 chg_virtue(V_INDIVIDUALISM, 1);
2022 chg_virtue(V_HONOUR, -1);
2023 chg_virtue(V_JUSTICE, -1);
2024 chg_virtue(V_COMPASSION, -1);
2028 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
2035 /* Handle player fear */
2039 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
2041 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
2043 /* Disturb the monster */
2044 (void)set_monster_csleep(g_ptr->m_idx, 0);
2049 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2051 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2052 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2055 if (p_ptr->migite && p_ptr->hidarite)
2057 if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
2059 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2060 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2061 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2062 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2063 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2064 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2065 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2066 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2067 p_ptr->update |= (PU_BONUS);
2071 /* Gain riding experience */
2074 int cur = p_ptr->skill_exp[GINOU_RIDING];
2075 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2079 DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
2080 DEPTH targetlevel = r_ptr->level;
2083 if ((cur / 200 - 5) < targetlevel)
2086 /* Extra experience */
2087 if ((cur / 100) < ridinglevel)
2089 if ((cur / 100 + 15) < ridinglevel)
2090 inc += 1 + (ridinglevel - (cur / 100 + 15));
2095 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2096 p_ptr->update |= (PU_BONUS);
2100 riding_t_m_idx = g_ptr->m_idx;
2101 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2102 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2104 /* Mutations which yield extra 'natural' attacks */
2107 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2108 natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2109 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2110 natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2111 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2112 natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2113 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2114 natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2115 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2116 natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2119 /* Hack -- delay fear messages */
2120 if (fear && m_ptr->ml && !mdeath)
2124 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
2127 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2129 set_action(ACTION_NONE);
2136 * @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.
2137 * @param m_idx 打撃を行うモンスターのID
2138 * @return 実際に攻撃処理を行った場合TRUEを返す
2140 bool make_attack_normal(MONSTER_IDX m_idx)
2142 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2143 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2151 int do_cut, do_stun;
2155 GAME_TEXT o_name[MAX_NLEN];
2156 GAME_TEXT m_name[MAX_NLEN];
2157 GAME_TEXT ddesc[80];
2160 bool touched = FALSE, fear = FALSE, alive = TRUE;
2161 bool explode = FALSE;
2162 bool do_silly_attack = (one_in_(2) && p_ptr->image);
2163 HIT_POINT get_damage = 0;
2164 int abbreviate = 0; // 2回目以降の省略表現フラグ
2166 /* Not allowed to attack */
2167 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
2169 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
2171 /* ...nor if friendly */
2172 if (!is_hostile(m_ptr)) return FALSE;
2174 /* Extract the effective monster level */
2175 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2177 /* Get the monster name (or "it") */
2178 monster_desc(m_name, m_ptr, 0);
2180 monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
2182 if (p_ptr->special_defense & KATA_IAI)
2184 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);
2185 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
2188 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
2190 if (kawarimi(TRUE)) return TRUE;
2193 /* Assume no blink */
2196 /* Scan through all four blows */
2197 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
2199 bool obvious = FALSE;
2201 HIT_POINT power = 0;
2202 HIT_POINT damage = 0;
2206 /* Extract the attack infomation */
2207 int effect = r_ptr->blow[ap_cnt].effect;
2208 int method = r_ptr->blow[ap_cnt].method;
2209 int d_dice = r_ptr->blow[ap_cnt].d_dice;
2210 int d_side = r_ptr->blow[ap_cnt].d_side;
2212 if (!monster_is_valid(m_ptr)) break;
2214 /* Hack -- no more attacks */
2217 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
2223 /* Stop if player is dead or gone */
2224 if (!p_ptr->playing || p_ptr->is_dead) break;
2225 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
2227 /* Handle "leaving" */
2228 if (p_ptr->leaving) break;
2230 if (method == RBM_SHOOT) continue;
2232 /* Extract the attack "power" */
2233 power = mbe_info[effect].power;
2236 ac = p_ptr->ac + p_ptr->to_a;
2238 /* Monster hits player */
2239 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
2241 /* Always disturbing */
2242 disturb(TRUE, TRUE);
2245 /* Hack -- Apply "protection from evil" */
2246 if ((p_ptr->protevil > 0) &&
2247 (r_ptr->flags3 & RF3_EVIL) &&
2248 (p_ptr->lev >= rlev) &&
2249 ((randint0(100) + p_ptr->lev) > 50))
2251 /* Remember the Evil-ness */
2252 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
2255 if (abbreviate) msg_format("撃退した。");
2256 else msg_format("%^sは撃退された。", m_name);
2257 abbreviate = 1; /*2回目以降は省略 */
2259 msg_format("%^s is repelled.", m_name);
2263 /* Hack -- Next attack */
2268 /* Assume no cut or stun */
2269 do_cut = do_stun = 0;
2271 /* Describe the attack method */
2276 act = _("殴られた。", "hits you.");
2277 do_cut = do_stun = 1;
2285 act = _("触られた。", "touches you.");
2293 act = _("パンチされた。", "punches you.");
2302 act = _("蹴られた。", "kicks you.");
2311 act = _("ひっかかれた。", "claws you.");
2320 act = _("噛まれた。", "bites you.");
2329 act = _("刺された。", "stings you.");
2337 act = _("斬られた。", "slashes you.");
2346 act = _("角で突かれた。", "butts you.");
2355 act = _("体当たりされた。", "crushes you.");
2364 act = _("飲み込まれた。", "engulfs you.");
2373 act = _("は請求書をよこした。", "charges you.");
2375 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
2382 act = _("が体の上を這い回った。", "crawls on you.");
2390 act = _("よだれをたらされた。", "drools on you.");
2397 act = _("唾を吐かれた。", "spits on you.");
2405 act = _("は爆発した。", "explodes.");
2412 act = _("にらまれた。", "gazes at you.");
2418 act = _("泣き叫ばれた。", "wails at you.");
2425 act = _("胞子を飛ばされた。", "releases spores at you.");
2433 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
2439 act = _("金をせがまれた。", "begs you for money.");
2449 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
2459 act = desc_moan[randint0(4)];
2469 if (m_ptr->r_idx == MON_JAIAN)
2472 switch(randint1(15))
2477 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
2480 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
2483 act = "「♪の~び太スネ夫はメじゃないよ~~」";
2486 act = "「♪け~んかスポ~ツ~どんとこい~」";
2489 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
2492 act = "「♪ま~ちいちば~んのに~んきもの~~」";
2495 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
2498 act = "「♪きはやさし~くて~ち~からもち~」";
2501 act = "「♪かお~も~~スタイルも~バツグンさ~」";
2504 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
2507 act = "「♪ド~ラもドラミもメじゃないよ~~」";
2510 act = "「♪よじげんぽけっと~な~くたって~」";
2513 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
2517 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
2523 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
2525 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.'");
2535 if (do_silly_attack)
2540 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
2543 if (abbreviate == 0)
2544 msg_format("%^sに%s", m_name, act);
2545 else if (abbreviate == 1)
2546 msg_format("%s", act);
2547 else /* if (abbreviate == -1) */
2548 msg_format("%^s%s", m_name, act);
2549 abbreviate = 1;/*2回目以降は省略 */
2551 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
2555 /* Hack -- assume all attacks are obvious */
2558 /* Roll out the damage */
2559 damage = damroll(d_dice, d_side);
2562 * Skip the effect when exploding, since the explosion
2563 * already causes the effect.
2565 if(explode) damage = 0;
2566 /* Apply appropriate damage */
2576 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
2578 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
2580 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
2581 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
2582 tmp_damage = MAX(damage, tmp_damage*2);
2584 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2588 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2591 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2592 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2600 /* Take "poison" effect */
2601 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
2603 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2609 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2611 /* Learn about the player */
2612 update_smart_learn(m_idx, DRS_POIS);
2621 /* Allow complete resist */
2622 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2624 /* Apply disenchantment */
2625 if (apply_disenchant(0))
2627 /* Hack -- Update AC */
2628 update_creature(p_ptr);
2633 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2635 /* Learn about the player */
2636 update_smart_learn(m_idx, DRS_DISEN);
2643 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2645 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2648 for (k = 0; k < 10; k++)
2651 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2653 /* Obtain the item */
2654 o_ptr = &p_ptr->inventory_list[i];
2655 if (!o_ptr->k_idx) continue;
2657 /* Drain charged wands/staffs */
2658 if (((o_ptr->tval == TV_STAFF) ||
2659 (o_ptr->tval == TV_WAND)) &&
2662 /* Calculate healed hitpoints */
2663 int heal=rlev * o_ptr->pval;
2664 if( o_ptr->tval == TV_STAFF)
2665 heal *= o_ptr->number;
2667 /* Don't heal more than max hp */
2668 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2670 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2674 /* Heal the monster */
2675 m_ptr->hp += (HIT_POINT)heal;
2677 /* Redraw (later) if needed */
2678 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2679 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2684 /* Combine / Reorder the pack */
2685 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2686 p_ptr->window |= (PW_INVEN);
2697 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2699 /* Confused monsters cannot steal successfully. -LM-*/
2700 if (MON_CONFUSED(m_ptr)) break;
2702 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2706 /* Saving throw (unless paralyzed) based on dex and level */
2707 if (!p_ptr->paralyzed &&
2708 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2711 /* Saving throw message */
2712 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2714 /* Occasional blink anyway */
2715 if (randint0(3)) blinked = TRUE;
2721 gold = (p_ptr->au / 10) + randint1(25);
2722 if (gold < 2) gold = 2;
2723 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2724 if (gold > p_ptr->au) gold = p_ptr->au;
2728 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2732 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2733 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2734 chg_virtue(V_SACRIFICE, 1);
2738 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2739 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2740 chg_virtue(V_SACRIFICE, 2);
2744 p_ptr->redraw |= (PR_GOLD);
2746 p_ptr->window |= (PW_PLAYER);
2757 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2759 /* Confused monsters cannot steal successfully. -LM-*/
2760 if (MON_CONFUSED(m_ptr)) break;
2762 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2764 /* Saving throw (unless paralyzed) based on dex and level */
2765 if (!p_ptr->paralyzed &&
2766 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2769 /* Saving throw message */
2770 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2772 /* Occasional "blink" anyway */
2779 for (k = 0; k < 10; k++)
2784 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2786 /* Obtain the item */
2787 o_ptr = &p_ptr->inventory_list[i];
2788 if (!o_ptr->k_idx) continue;
2790 /* Skip artifacts */
2791 if (object_is_artifact(o_ptr)) continue;
2793 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2796 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2798 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2800 chg_virtue(V_SACRIFICE, 1);
2807 j_ptr = ¤t_floor_ptr->o_list[o_idx];
2808 object_copy(j_ptr, o_ptr);
2813 /* Hack -- If a rod or wand, allocate total
2814 * maximum timeouts or charges between those
2815 * stolen and those missed. -LM-
2817 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2819 j_ptr->pval = o_ptr->pval / o_ptr->number;
2820 o_ptr->pval -= j_ptr->pval;
2824 j_ptr->marked = OM_TOUCHED;
2826 /* Memorize monster */
2827 j_ptr->held_m_idx = m_idx;
2830 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2833 m_ptr->hold_o_idx = o_idx;
2836 /* Steal the items */
2837 inven_item_increase(i, -1);
2838 inven_item_optimize(i);
2853 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2855 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2857 /* Steal some food */
2858 for (k = 0; k < 10; k++)
2860 /* Pick an item from the pack */
2861 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2863 o_ptr = &p_ptr->inventory_list[i];
2864 if (!o_ptr->k_idx) continue;
2866 /* Skip non-food objects */
2867 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2869 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2872 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" : ""));
2874 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2877 /* Steal the items */
2878 inven_item_increase(i, -1);
2879 inven_item_optimize(i);
2891 /* Access the lite */
2892 o_ptr = &p_ptr->inventory_list[INVEN_LITE];
2893 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2895 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2898 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2901 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2902 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2906 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2910 p_ptr->window |= (PW_EQUIP);
2920 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2921 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2922 update_creature(p_ptr);
2923 update_smart_learn(m_idx, DRS_ACID);
2931 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2932 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2933 update_smart_learn(m_idx, DRS_ELEC);
2941 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2942 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2943 update_smart_learn(m_idx, DRS_FIRE);
2951 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2952 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2953 update_smart_learn(m_idx, DRS_COLD);
2959 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2960 if (p_ptr->is_dead) break;
2962 /* Increase "blind" */
2963 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2965 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2968 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2976 /* Learn about the player */
2977 update_smart_learn(m_idx, DRS_BLIND);
2985 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2987 if (p_ptr->is_dead) break;
2989 /* Increase "confused" */
2990 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2992 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2998 /* Learn about the player */
2999 update_smart_learn(m_idx, DRS_CONF);
3006 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3008 if (p_ptr->is_dead) break;
3010 /* Increase "afraid" */
3011 if (CHECK_MULTISHADOW())
3015 else if (p_ptr->resist_fear)
3017 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
3020 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
3022 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
3027 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
3033 /* Learn about the player */
3034 update_smart_learn(m_idx, DRS_FEAR);
3041 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3043 if (p_ptr->is_dead) break;
3045 /* Increase "paralyzed" */
3046 if (CHECK_MULTISHADOW())
3050 else if (p_ptr->free_act)
3052 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
3055 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
3057 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
3062 if (!p_ptr->paralyzed)
3064 if (set_paralyzed(3 + randint1(rlev)))
3071 /* Learn about the player */
3072 update_smart_learn(m_idx, DRS_FREE);
3079 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3081 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3082 if (do_dec_stat(A_STR)) obvious = TRUE;
3089 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3091 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3092 if (do_dec_stat(A_INT)) obvious = TRUE;
3099 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3101 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3102 if (do_dec_stat(A_WIS)) obvious = TRUE;
3109 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3111 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3112 if (do_dec_stat(A_DEX)) obvious = TRUE;
3119 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3121 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3122 if (do_dec_stat(A_CON)) obvious = TRUE;
3129 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3131 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3132 if (do_dec_stat(A_CHR)) obvious = TRUE;
3139 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3141 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3143 /* Damage (stats) */
3144 if (do_dec_stat(A_STR)) obvious = TRUE;
3145 if (do_dec_stat(A_DEX)) obvious = TRUE;
3146 if (do_dec_stat(A_CON)) obvious = TRUE;
3147 if (do_dec_stat(A_INT)) obvious = TRUE;
3148 if (do_dec_stat(A_WIS)) obvious = TRUE;
3149 if (do_dec_stat(A_CHR)) obvious = TRUE;
3158 /* Hack -- Reduce damage based on the player armor class */
3159 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
3161 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3163 /* Radius 8 earthquake centered at the monster */
3164 if (damage > 23 || explode)
3166 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
3174 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3178 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3180 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3182 (void)drain_exp(d, d / 10, 95);
3188 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3192 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3194 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3196 (void)drain_exp(d, d / 10, 90);
3202 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3206 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3208 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3210 (void)drain_exp(d, d / 10, 75);
3216 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3220 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3222 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3224 (void)drain_exp(d, d / 10, 50);
3230 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3232 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3234 /* Take "poison" effect */
3235 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
3237 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
3243 /* Damage CON (10% chance)*/
3244 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
3246 /* 1% chance for perm. damage */
3247 bool perm = one_in_(10);
3248 if (dec_stat(A_CON, randint1(10), perm))
3250 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
3260 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
3262 switch (randint1(10))
3264 case 1: case 2: case 3: case 4: case 5:
3266 if (p_ptr->prace == RACE_ANDROID) break;
3267 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
3268 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
3272 case 6: case 7: case 8: case 9:
3274 int stat = randint0(6);
3279 case A_STR: act = "強く"; break;
3280 case A_INT: act = "聡明で"; break;
3281 case A_WIS: act = "賢明で"; break;
3282 case A_DEX: act = "器用で"; break;
3283 case A_CON: act = "健康で"; break;
3284 case A_CHR: act = "美しく"; break;
3286 case A_STR: act = "strong"; break;
3287 case A_INT: act = "bright"; break;
3288 case A_WIS: act = "wise"; break;
3289 case A_DEX: act = "agile"; break;
3290 case A_CON: act = "hale"; break;
3291 case A_CHR: act = "beautiful"; break;
3296 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);
3297 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
3298 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
3299 p_ptr->update |= (PU_BONUS);
3305 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..."));
3307 for (k = 0; k < A_MAX; k++)
3309 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
3310 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
3312 p_ptr->update |= (PU_BONUS);
3317 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3323 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3328 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3330 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3332 resist_drain = !drain_exp(d, d / 10, 50);
3334 /* Heal the attacker? */
3335 if (p_ptr->mimic_form)
3337 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
3338 resist_drain = TRUE;
3342 switch (p_ptr->prace)
3351 resist_drain = TRUE;
3356 if ((damage > 5) && !resist_drain)
3358 bool did_heal = FALSE;
3360 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
3363 m_ptr->hp += damroll(4, damage / 6);
3364 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3366 /* Redraw (later) if needed */
3367 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3368 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3370 /* Special message */
3371 if (m_ptr->ml && did_heal)
3373 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
3383 if (CHECK_MULTISHADOW())
3385 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!"));
3391 p_ptr->csp -= damage;
3395 p_ptr->csp_frac = 0;
3398 p_ptr->redraw |= (PR_MANA);
3401 /* Learn about the player */
3402 update_smart_learn(m_idx, DRS_MANA);
3408 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3410 if (p_ptr->is_dead) break;
3412 /* Decrease speed */
3413 if (CHECK_MULTISHADOW())
3419 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
3429 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3431 if (p_ptr->is_dead) break;
3433 /* Decrease speed */
3434 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
3440 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3450 /* Hack -- only one of cut or stun */
3451 if (do_cut && do_stun)
3454 if (randint0(100) < 50)
3471 /* Critical hit (zero if non-critical) */
3472 tmp = monster_critical(d_dice, d_side, damage);
3474 /* Roll for damage */
3477 case 0: cut_plus = 0; break;
3478 case 1: cut_plus = randint1(5); break;
3479 case 2: cut_plus = randint1(5) + 5; break;
3480 case 3: cut_plus = randint1(20) + 20; break;
3481 case 4: cut_plus = randint1(50) + 50; break;
3482 case 5: cut_plus = randint1(100) + 100; break;
3483 case 6: cut_plus = 300; break;
3484 default: cut_plus = 500; break;
3488 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
3496 /* Critical hit (zero if non-critical) */
3497 tmp = monster_critical(d_dice, d_side, damage);
3499 /* Roll for damage */
3502 case 0: stun_plus = 0; break;
3503 case 1: stun_plus = randint1(5); break;
3504 case 2: stun_plus = randint1(5) + 10; break;
3505 case 3: stun_plus = randint1(10) + 20; break;
3506 case 4: stun_plus = randint1(15) + 30; break;
3507 case 5: stun_plus = randint1(20) + 40; break;
3508 case 6: stun_plus = 80; break;
3509 default: stun_plus = 150; break;
3512 /* Apply the stun */
3513 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
3518 sound(SOUND_EXPLODE);
3520 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3529 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
3531 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3533 HIT_POINT dam = damroll(2, 6);
3535 /* Modify the damage */
3536 dam = mon_damage_mod(m_ptr, dam, FALSE);
3538 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
3540 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
3548 if (is_original_ap_and_seen(m_ptr))
3549 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3553 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
3555 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3557 HIT_POINT dam = damroll(2, 6);
3559 /* Modify the damage */
3560 dam = mon_damage_mod(m_ptr, dam, FALSE);
3562 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
3563 if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
3571 if (is_original_ap_and_seen(m_ptr))
3572 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3576 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3578 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3580 HIT_POINT dam = damroll(2, 6);
3582 /* Modify the damage */
3583 dam = mon_damage_mod(m_ptr, dam, FALSE);
3585 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
3586 if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
3594 if (is_original_ap_and_seen(m_ptr))
3595 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3600 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3602 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3604 HIT_POINT dam = damroll(2, 6);
3606 /* Modify the damage */
3607 dam = mon_damage_mod(m_ptr, dam, FALSE);
3609 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
3610 if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
3618 if (is_original_ap_and_seen(m_ptr))
3619 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3622 if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
3624 teleport_player(10, 0L);
3628 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3630 if (r_ptr->flags3 & RF3_EVIL)
3632 if (!(r_ptr->flagsr & RFR_RES_ALL))
3634 HIT_POINT dam = damroll(2, 6);
3636 /* Modify the damage */
3637 dam = mon_damage_mod(m_ptr, dam, FALSE);
3639 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
3640 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3645 if (is_original_ap_and_seen(m_ptr))
3646 r_ptr->r_flags3 |= RF3_EVIL;
3650 if (is_original_ap_and_seen(m_ptr))
3651 r_ptr->r_flagsr |= RFR_RES_ALL;
3656 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3658 if (!(r_ptr->flagsr & RFR_RES_ALL))
3660 HIT_POINT dam = damroll(2, 6);
3662 /* Modify the damage */
3663 dam = mon_damage_mod(m_ptr, dam, FALSE);
3665 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);
3666 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3674 if (is_original_ap_and_seen(m_ptr))
3675 r_ptr->r_flagsr |= RFR_RES_ALL;
3679 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3682 object_type *o_armed_ptr = &p_ptr->inventory_list[INVEN_RARM];
3684 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3686 if (o_armed_ptr->k_idx)
3688 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3689 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3692 /* Cursed armor makes damages doubled */
3693 o_armed_ptr = &p_ptr->inventory_list[INVEN_BODY];
3694 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3696 /* Modify the damage */
3697 dam = mon_damage_mod(m_ptr, dam, FALSE);
3699 msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
3700 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3705 else /* monster does not dead */
3708 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3709 EFFECT_ID typ[4][2] = {
3710 { INVEN_HEAD, GF_OLD_CONF },
3711 { INVEN_LARM, GF_OLD_SLEEP },
3712 { INVEN_HANDS, GF_TURN_ALL },
3713 { INVEN_FEET, GF_OLD_SLOW }
3716 /* Some cursed armours gives an extra effect */
3717 for (j = 0; j < 4; j++)
3719 o_armed_ptr = &p_ptr->inventory_list[typ[j][0]];
3720 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3721 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3727 if (is_original_ap_and_seen(m_ptr))
3728 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3734 /* Monster missed player */
3737 /* Analyze failed attacks */
3753 /* Visible monsters */
3756 disturb(TRUE, TRUE);
3760 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3762 msg_format("%s%^sの攻撃をかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "", m_name);
3763 abbreviate = 1;/*2回目以降は省略 */
3765 msg_format("%^s misses you.", m_name);
3770 /* Gain shield experience */
3771 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
3773 int cur = p_ptr->skill_exp[GINOU_SHIELD];
3774 int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
3778 DEPTH targetlevel = r_ptr->level;
3782 /* Extra experience */
3783 if ((cur / 100) < targetlevel)
3785 if ((cur / 100 + 15) < targetlevel)
3786 inc += 1 + (targetlevel - (cur / 100 + 15));
3791 p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
3792 p_ptr->update |= (PU_BONUS);
3803 /* Analyze "visible" monsters only */
3804 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3806 /* Count "obvious" attacks (and ones that cause damage) */
3807 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3809 /* Count attacks of this type */
3810 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3812 r_ptr->r_blows[ap_cnt]++;
3817 if (p_ptr->riding && damage)
3819 char m_steed_name[MAX_NLEN];
3820 monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
3821 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3823 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3827 if (p_ptr->special_defense & NINJA_KAWARIMI)
3829 if (kawarimi(FALSE)) return TRUE;
3833 /* Hex - revenge damage stored */
3834 revenge_store(get_damage);
3836 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3837 && get_damage > 0 && !p_ptr->is_dead)
3840 msg_format("攻撃が%s自身を傷つけた!", m_name);
3842 GAME_TEXT m_name_self[80];
3845 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3847 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3849 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3850 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3853 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3855 char m_target_name[MAX_NLEN];
3856 monster_desc(m_target_name, m_ptr, 0);
3859 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3860 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3862 p_ptr->redraw |= (PR_MANA);
3866 if (blinked && alive && !p_ptr->is_dead)
3868 if (teleport_barrier(m_idx))
3870 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."));
3874 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3875 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3880 /* Always notice cause of death */
3881 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3886 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3889 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3892 if (p_ptr->special_defense & KATA_IAI)
3894 set_action(ACTION_NONE);
3897 /* Assume we attacked */
3903 * @brief モンスターが敵モンスターに行う打撃処理 /
3904 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
3905 * @param m_idx 目標となるモンスターの参照ID
3907 * @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
3908 * @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
3909 * @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)
3910 * @param who 打撃を行ったモンスターの参照ID
3913 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
3915 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3916 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3917 GAME_TEXT m_name[160];
3918 bool seen = is_seen(m_ptr);
3920 /* Can the player be aware of this attack? */
3921 bool known = (m_ptr->cdis <= MAX_SIGHT);
3923 /* Extract monster name */
3924 monster_desc(m_name, m_ptr, 0);
3926 /* Redraw (later) if needed */
3929 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3930 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3933 (void)set_monster_csleep(m_idx, 0);
3935 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
3937 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
3941 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
3946 if (r_ptr->flagsr & RFR_RES_ALL)
3951 if ((dam == 0) && one_in_(3)) dam = 1;
3957 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
3966 /* It is dead now... or is it? */
3969 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
3970 (r_ptr->flags7 & RF7_NAZGUL)) &&
3971 !p_ptr->inside_battle)
3978 if (!monster_living(m_ptr->r_idx))
3980 sound(SOUND_N_KILL);
3991 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
3992 /* Unseen death by normal attack */
3997 /* Death by special attack */
4000 msg_format(_("%^s%s", "%^s%s"), m_name, note);
4002 /* Death by normal attack -- nonliving monster */
4003 else if (!monster_living(m_ptr->r_idx))
4005 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
4007 /* Death by normal attack -- living monster */
4010 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
4014 monster_gain_exp(who, m_ptr->r_idx);
4015 monster_death(m_idx, FALSE);
4016 delete_monster_idx(m_idx);
4021 /* Monster is dead */
4030 /* Mega-Hack -- Pain cancels fear */
4031 if (MON_MONFEAR(m_ptr) && (dam > 0))
4034 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
4041 /* Sometimes a monster gets scared by damage */
4042 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
4044 /* Percentage of fully healthy */
4045 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
4048 * Run (sometimes) if at 10% or less of max hit points,
4049 * or (usually) when hit for half its current hit points
4051 if (((percentage <= 10) && (randint0(10) < percentage)) ||
4052 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
4054 /* Hack -- note fear */
4057 /* Hack -- Add some timed fear */
4058 (void)set_monster_monfear(m_idx, (randint1(10) +
4059 (((dam >= m_ptr->hp) && (percentage > 7)) ?
4060 20 : ((11 - percentage) * 5))));
4064 #endif /* ALLOW_FEAR */
4066 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
4068 if (is_pet(¤t_floor_ptr->m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
4070 set_target(m_ptr, current_floor_ptr->m_list[who].fy, current_floor_ptr->m_list[who].fx);
4074 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
4076 /* Extract monster name */
4077 monster_desc(m_name, m_ptr, 0);
4079 if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
4080 if (rakuba((dam > 200) ? 200 : dam, FALSE))
4082 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);