3 /* Purpose: Monster attacks */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
15 extern cptr silly_attacks[MAX_SILLY_ATTACK];
18 * Critical blow. All hits that do 95% of total possible damage,
19 * and which also do at least 20 damage, or, sometimes, N damage.
20 * This is used only to determine "cuts" and "stuns".
22 static int monster_critical(int dice, int sides, int dam)
25 int total = dice * sides;
27 /* Must do at least 95% of perfect */
28 if (dam < total * 19 / 20) return (0);
30 /* Weak blows rarely work */
31 if ((dam < 20) && (randint0(100) >= dam)) return (0);
34 if (dam == total && dam >= 40) max++;
39 while (randint0(100) < 2) max++;
43 if (dam > 45) return (6 + max);
44 if (dam > 33) return (5 + max);
45 if (dam > 25) return (4 + max);
46 if (dam > 18) return (3 + max);
47 if (dam > 11) return (2 + max);
56 * Determine if a monster attack against the player succeeds.
57 * Always miss 5% of the time, Always hit 5% of the time.
58 * Otherwise, match monster power against player armor.
60 static int check_hit(int power, int level, int stun)
67 if (stun && one_in_(2)) return FALSE;
69 /* Hack -- Always miss or hit */
70 if (k < 10) return (k < 5);
72 /* Calculate the "attack quality" */
73 i = (power + (level * 3));
76 ac = p_ptr->ac + p_ptr->to_a;
77 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
79 /* Power and Level compete against Armor */
80 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
89 * Hack -- possible "insult" messages
91 static cptr desc_insult[] =
94 "¤¬¤¢¤Ê¤¿¤òÉî¿«¤·¤¿¡ª",
95 "¤¬¤¢¤Ê¤¿¤ÎÊì¤òÉî¿«¤·¤¿¡ª",
96 "¤¬¤¢¤Ê¤¿¤ò·ÚÊΤ·¤¿¡ª",
99 "¤¬¤¢¤Ê¤¿¤Î²ó¤ê¤ÇÍ٤ä¿¡ª",
100 "¤¬àÐêø¤Ê¿È¤Ö¤ê¤ò¤·¤¿¡ª",
101 "¤¬¤¢¤Ê¤¿¤ò¤Ü¤ó¤ä¤ê¤È¸«¤¿¡ª¡ª¡ª",
102 "¤¬¤¢¤Ê¤¿¤ò¥Ñ¥é¥µ¥¤¥È¸Æ¤Ð¤ï¤ê¤·¤¿¡ª",
103 "¤¬¤¢¤Ê¤¿¤ò¥µ¥¤¥Ü¡¼¥°°·¤¤¤·¤¿¡ª"
106 "insults your mother!",
107 "gives you the finger!",
110 "dances around you!",
111 "makes obscene gestures!",
113 "calls you a parasite!",
114 "calls you a cyborg!"
122 * Hack -- possible "insult" messages
124 static cptr desc_moan[] =
127 "¤Ï²¿¤«¤òÈᤷ¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£",
128 "¤¬Èà¤Î»ô¤¤¸¤¤ò¸«¤Ê¤«¤Ã¤¿¤«¤È¿Ò¤Í¤Æ¤¤¤ë¡£",
129 "¤¬ÆìÄ¥¤ê¤«¤é½Ð¤Æ¹Ô¤±¤È¸À¤Ã¤Æ¤¤¤ë¡£",
130 "¤Ï¥¥Î¥³¤¬¤É¤¦¤È¤«Ò줤¤Æ¤¤¤ë¡£"
132 "seems sad about something.",
133 "asks if you have seen his dogs.",
134 "tells you to get off his land.",
135 "mumbles something about mushrooms."
142 * Attack the player via physical attacks.
144 bool make_attack_normal(int m_idx)
146 monster_type *m_ptr = &m_list[m_idx];
148 monster_race *r_ptr = &r_info[m_ptr->r_idx];
152 int i, k, tmp, ac, rlev;
161 char o_name[MAX_NLEN];
168 bool touched = FALSE, fear = FALSE, alive = TRUE;
169 bool explode = FALSE;
170 bool resist_drain = FALSE;
171 bool do_silly_attack = (one_in_(2) && p_ptr->image);
174 /* Not allowed to attack */
175 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
177 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
179 /* ...nor if friendly */
180 if (!is_hostile(m_ptr)) return FALSE;
183 ac = p_ptr->ac + p_ptr->to_a;
185 /* Extract the effective monster level */
186 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
189 /* Get the monster name (or "it") */
190 monster_desc(m_name, m_ptr, 0);
192 /* Get the "died from" information (i.e. "a kobold") */
193 monster_desc(ddesc, m_ptr, 0x88);
195 if (p_ptr->special_defense & KATA_IAI)
198 msg_print("Áê¼ê¤¬½±¤¤¤«¤«¤ëÁ°¤ËÁÇÁ᤯Éð´ï¤ò¿¶¤ë¤Ã¤¿¡£");
200 msg_format("You took sen, draw and cut in one motion before %s move.", m_name);
202 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
205 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
211 /* Assume no blink */
214 /* Scan through all four blows */
215 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
217 bool visible = FALSE;
218 bool obvious = FALSE;
225 /* Extract the attack infomation */
226 int effect = r_ptr->blow[ap_cnt].effect;
227 int method = r_ptr->blow[ap_cnt].method;
228 int d_dice = r_ptr->blow[ap_cnt].d_dice;
229 int d_side = r_ptr->blow[ap_cnt].d_side;
232 if (!m_ptr->r_idx) break;
234 /* Hack -- no more attacks */
237 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
243 /* Stop if player is dead or gone */
244 if (!alive || death) break;
245 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) break;
247 /* Handle "leaving" */
248 if (p_ptr->leaving) break;
250 if (method == RBM_SHOOT) continue;
252 /* Extract visibility (before blink) */
253 if (m_ptr->ml) visible = TRUE;
255 /* Extract the attack "power" */
258 case RBE_HURT: power = 60; break;
259 case RBE_POISON: power = 5; break;
260 case RBE_UN_BONUS: power = 20; break;
261 case RBE_UN_POWER: power = 15; break;
262 case RBE_EAT_GOLD: power = 5; break;
263 case RBE_EAT_ITEM: power = 5; break;
264 case RBE_EAT_FOOD: power = 5; break;
265 case RBE_EAT_LITE: power = 5; break;
266 case RBE_ACID: power = 0; break;
267 case RBE_ELEC: power = 10; break;
268 case RBE_FIRE: power = 10; break;
269 case RBE_COLD: power = 10; break;
270 case RBE_BLIND: power = 2; break;
271 case RBE_CONFUSE: power = 10; break;
272 case RBE_TERRIFY: power = 10; break;
273 case RBE_PARALYZE: power = 2; break;
274 case RBE_LOSE_STR: power = 0; break;
275 case RBE_LOSE_DEX: power = 0; break;
276 case RBE_LOSE_CON: power = 0; break;
277 case RBE_LOSE_INT: power = 0; break;
278 case RBE_LOSE_WIS: power = 0; break;
279 case RBE_LOSE_CHR: power = 0; break;
280 case RBE_LOSE_ALL: power = 2; break;
281 case RBE_SHATTER: power = 60; break;
282 case RBE_EXP_10: power = 5; break;
283 case RBE_EXP_20: power = 5; break;
284 case RBE_EXP_40: power = 5; break;
285 case RBE_EXP_80: power = 5; break;
286 case RBE_DISEASE: power = 5; break;
287 case RBE_TIME: power = 5; break;
288 case RBE_EXP_VAMP: power = 5; break;
289 case RBE_DR_MANA: power = 5; break;
290 case RBE_SUPERHURT: power = 60; break;
294 /* Monster hits player */
295 if (!effect || check_hit(power, rlev, m_ptr->stunned))
297 /* Always disturbing */
301 /* Hack -- Apply "protection from evil" */
302 if ((p_ptr->protevil > 0) &&
303 (r_ptr->flags3 & RF3_EVIL) &&
304 (p_ptr->lev >= rlev) &&
305 ((randint0(100) + p_ptr->lev) > 50))
307 /* Remember the Evil-ness */
310 r_ptr->r_flags3 |= RF3_EVIL;
316 msg_format("·âÂष¤¿¡£");
318 msg_format("%^s¤Ï·âÂव¤ì¤¿¡£", m_name);
319 syouryaku = 1;/*£²²óÌܰʹߤϾÊά */
321 msg_format("%^s is repelled.", m_name);
325 /* Hack -- Next attack */
330 /* Assume no cut or stun */
331 do_cut = do_stun = 0;
333 /* Describe the attack method */
344 do_cut = do_stun = 1;
355 act = "touches you.";
366 act = "¥Ñ¥ó¥Á¤µ¤ì¤¿¡£";
368 act = "punches you.";
394 act = "¤Ò¤Ã¤«¤«¤ì¤¿¡£";
437 act = "slashes you.";
449 act = "³Ñ¤ÇÆͤ«¤ì¤¿¡£";
463 act = "ÂÎÅö¤¿¤ê¤µ¤ì¤¿¡£";
465 act = "crushes you.";
477 act = "°û¤ß¹þ¤Þ¤ì¤¿¡£";
479 act = "engulfs you.";
491 act = "¤ÏÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
493 act = "charges you.";
497 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
505 act = "¤¬ÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
507 act = "crawls on you.";
518 act = "¤è¤À¤ì¤ò¤¿¤é¤µ¤ì¤¿¡£";
520 act = "drools on you.";
530 act = "ÂäòÅǤ«¤ì¤¿¡£";
532 act = "spits on you.";
543 act = "¤ÏÇúȯ¤·¤¿¡£";
555 act = "¤Ë¤é¤Þ¤ì¤¿¡£";
557 act = "gazes at you.";
566 act = "µã¤¶«¤Ð¤ì¤¿¡£";
568 act = "wails at you.";
578 act = "˦»Ò¤òÈô¤Ð¤µ¤ì¤¿¡£";
580 act = "releases spores at you.";
591 act = "¤¬ XXX4 ¤òȯ¼Í¤·¤¿¡£";
593 act = "projects XXX4's at you.";
602 act = "¶â¤ò¤»¤¬¤Þ¤ì¤¿¡£";
604 act = "begs you for money.";
614 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
622 act = desc_moan[randint0(4)];
630 if (m_ptr->r_idx == MON_JAIAN)
638 act = "¡Ö¢ö¤ª¡Á¤ì¤Ï¥¸¥ã¥¤¥¢¥ó¡Á¡Á¥¬¡Á¥¤À¤¤¤·¤ç¤¦¡Á¡×";
641 act = "¡Ö¢ö¤Æ¡Á¤ó¤«¤à¡Á¤Æ¤¤Î¤ª¡Á¤È¤³¤À¤¼¡Á¡Á¡×";
644 act = "¡Ö¢ö¤Î¡Á¤ÓÂÀ¥¹¥ÍÉפϥᤸ¤ã¤Ê¤¤¤è¡Á¡Á¡×";
647 act = "¡Ö¢ö¤±¡Á¤ó¤«¥¹¥Ý¡Á¥Ä¡Á¤É¤ó¤È¤³¤¤¡Á¡×";
650 act = "¡Ö¢ö¤¦¤¿¡Á¤â¡Á¡Á¤¦¡Á¤Þ¤¤¤¼¡Á¤Þ¤«¤·¤È¤±¡Á¡×";
653 act = "¡Ö¢ö¤Þ¡Á¤Á¤¤¤Á¤Ð¡Á¤ó¤Î¤Ë¡Á¤ó¤¤â¤Î¡Á¡Á¡×";
656 act = "¡Ö¢ö¤Ù¤ó¤¤ç¤¦¤·¤å¤¯¤À¤¤¥á¤¸¤ã¤Ê¤¤¤è¡Á¡Á¡×";
659 act = "¡Ö¢ö¤¤Ï¤ä¤µ¤·¡Á¤¯¤Æ¡Á¤Á¡Á¤«¤é¤â¤Á¡Á¡×";
662 act = "¡Ö¢ö¤«¤ª¡Á¤â¡Á¡Á¥¹¥¿¥¤¥ë¤â¡Á¥Ð¥Ä¥°¥ó¤µ¡Á¡×";
665 act = "¡Ö¢ö¤¬¤Ã¤³¤¦¤¤¡Á¤Á¤Î¡Á¤¢¡Á¤Ð¤ì¤ó¤Ü¤¦¡Á¡Á¡×";
668 act = "¡Ö¢ö¥É¡Á¥é¤â¥É¥é¥ß¤â¥á¤¸¤ã¤Ê¤¤¤è¡Á¡Á¡×";
671 act = "¡Ö¢ö¤è¤¸¤²¤ó¤Ý¤±¤Ã¤È¡Á¤Ê¡Á¤¯¤¿¤Ã¤Æ¡Á¡×";
674 act = "¡Ö¢ö¤¢¤·¡Á¤Î¡Á¡Á¤Ê¤¬¤µ¡Á¤Ï¡Á¤Þ¤±¤Ê¤¤¤¼¡Á¡×";
678 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
685 act = "¤Ï¢öËͤé¤Ï³Ú¤·¤¤²È²¢ö¤È²Î¤Ã¤Æ¤¤¤ë¡£";
687 act = "¤Ï¢ö¥¢¥¤ ¥é¥Ö ¥æ¡¼¡¢¥æ¡¼ ¥é¥Ö ¥ß¡¼¢ö¤È²Î¤Ã¤Æ¤¤¤ë¡£";
689 act = "sings 'We are a happy family.'";
691 act = "sings 'I love you, you love me.'";
706 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
710 msg_format("%^s¤Ë%s", m_name, act);
711 else if(syouryaku==1)
712 msg_format("%s", act);
713 else /*if(syouryaku==-1)*/
714 msg_format("%^s%s", m_name, act);
715 syouryaku = 1;/*£²²óÌܰʹߤϾÊά */
717 msg_format("%^s %s", m_name, act);
721 /* Hack -- assume all attacks are obvious */
724 /* Roll out the damage */
725 damage = damroll(d_dice, d_side);
728 * Skip the effect when exploding, since the explosion
729 * already causes the effect.
733 /* Apply appropriate damage */
738 /* Hack -- Assume obvious */
741 /* Hack -- No damage */
749 int ac = p_ptr->ac+p_ptr->to_a;
750 if ((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) {
751 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
753 msg_print("Ä˺¨¤Î°ì·â¡ª");
755 msg_print("It was a critical hit!");
758 tmp_damage = MAX(damage, tmp_damage*2);
761 take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
770 /* Hack -- Player armor reduces total damage */
771 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
774 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
783 /* Take "poison" effect */
784 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
786 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
792 /* Take some damage */
793 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
795 /* Learn about the player */
796 update_smart_learn(m_idx, DRS_POIS);
805 /* Allow complete resist */
806 if (!p_ptr->resist_disen)
808 /* Apply disenchantment */
809 if (apply_disenchant(0)) obvious = TRUE;
812 /* Take some damage */
813 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
815 /* Learn about the player */
816 update_smart_learn(m_idx, DRS_DISEN);
823 /* Take some damage */
824 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
829 for (k = 0; k < 10; k++)
832 i = randint0(INVEN_PACK);
834 /* Obtain the item */
835 o_ptr = &inventory[i];
837 /* Skip non-objects */
838 if (!o_ptr->k_idx) continue;
840 /* Drain charged wands/staffs */
841 if (((o_ptr->tval == TV_STAFF) ||
842 (o_ptr->tval == TV_WAND)) &&
845 /* Calculate healed hitpoints */
846 int heal=rlev * o_ptr->pval;
847 if( o_ptr->tval == TV_STAFF)
848 heal *= o_ptr->number;
850 /* Don't heal more than max hp */
851 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
855 msg_print("¥¶¥Ã¥¯¤«¤é¥¨¥Í¥ë¥®¡¼¤¬µÛ¤¤¼è¤é¤ì¤¿¡ª");
857 msg_print("Energy drains from your pack!");
864 /* Heal the monster */
867 /* Redraw (later) if needed */
868 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
869 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
874 /* Combine / Reorder the pack */
875 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
878 p_ptr->window |= (PW_INVEN);
890 /* Take some damage */
891 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
893 /* Confused monsters cannot steal successfully. -LM-*/
894 if (m_ptr->confused) break;
901 /* Saving throw (unless paralyzed) based on dex and level */
902 if (!p_ptr->paralyzed &&
903 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
906 /* Saving throw message */
908 msg_print("¤·¤«¤·ÁÇÁ᤯ºâÉÛ¤ò¼é¤Ã¤¿¡ª");
910 msg_print("You quickly protect your money pouch!");
914 /* Occasional blink anyway */
915 if (randint0(3)) blinked = TRUE;
921 gold = (p_ptr->au / 10) + randint1(25);
922 if (gold < 2) gold = 2;
923 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
924 if (gold > p_ptr->au) gold = p_ptr->au;
929 msg_print("¤·¤«¤·²¿¤âÅð¤Þ¤ì¤Ê¤«¤Ã¤¿¡£");
931 msg_print("Nothing was stolen.");
938 msg_print("ºâÉÛ¤¬·Ú¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
939 msg_format("$%ld ¤Î¤ª¶â¤¬Åð¤Þ¤ì¤¿¡ª", (long)gold);
941 msg_print("Your purse feels lighter.");
942 msg_format("%ld coins were stolen!", (long)gold);
944 chg_virtue(V_SACRIFICE, 1);
949 msg_print("ºâÉÛ¤¬·Ú¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
950 msg_print("¤ª¶â¤¬Á´ÉôÅð¤Þ¤ì¤¿¡ª");
952 msg_print("Your purse feels lighter.");
953 msg_print("All of your coins were stolen!");
956 chg_virtue(V_SACRIFICE, 2);
960 p_ptr->redraw |= (PR_GOLD);
963 p_ptr->window |= (PW_PLAYER);
974 /* Take some damage */
975 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
977 /* Confused monsters cannot steal successfully. -LM-*/
978 if (m_ptr->confused) break;
982 /* Saving throw (unless paralyzed) based on dex and level */
983 if (!p_ptr->paralyzed &&
984 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
987 /* Saving throw message */
989 msg_print("¤·¤«¤·¤¢¤ï¤Æ¤Æ¥¶¥Ã¥¯¤ò¼è¤êÊÖ¤·¤¿¡ª");
991 msg_print("You grab hold of your backpack!");
995 /* Occasional "blink" anyway */
1006 for (k = 0; k < 10; k++)
1011 i = randint0(INVEN_PACK);
1013 /* Obtain the item */
1014 o_ptr = &inventory[i];
1016 /* Skip non-objects */
1017 if (!o_ptr->k_idx) continue;
1019 /* Skip artifacts */
1020 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
1022 /* Get a description */
1023 object_desc(o_name, o_ptr, FALSE, 3);
1027 msg_format("%s(%c)¤ò%sÅð¤Þ¤ì¤¿¡ª",
1028 o_name, index_to_label(i),
1029 ((o_ptr->number > 1) ? "°ì¤Ä" : ""));
1031 msg_format("%sour %s (%c) was stolen!",
1032 ((o_ptr->number > 1) ? "One of y" : "Y"),
1033 o_name, index_to_label(i));
1036 chg_virtue(V_SACRIFICE, 1);
1039 /* Make an object */
1047 /* Get new object */
1048 j_ptr = &o_list[o_idx];
1051 object_copy(j_ptr, o_ptr);
1056 /* Hack -- If a rod or wand, allocate total
1057 * maximum timeouts or charges between those
1058 * stolen and those missed. -LM-
1060 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1062 k_ptr = &k_info[o_ptr->k_idx];
1063 j_ptr->pval = o_ptr->pval / o_ptr->number;
1064 o_ptr->pval -= j_ptr->pval;
1068 j_ptr->marked = FALSE;
1070 /* Memorize monster */
1071 j_ptr->held_m_idx = m_idx;
1074 j_ptr->next_o_idx = m_ptr->hold_o_idx;
1077 m_ptr->hold_o_idx = o_idx;
1080 /* Steal the items */
1081 inven_item_increase(i, -1);
1082 inven_item_optimize(i);
1099 /* Take some damage */
1100 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1104 /* Steal some food */
1105 for (k = 0; k < 10; k++)
1107 /* Pick an item from the pack */
1108 i = randint0(INVEN_PACK);
1111 o_ptr = &inventory[i];
1113 /* Skip non-objects */
1114 if (!o_ptr->k_idx) continue;
1116 /* Skip non-food objects */
1117 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
1119 /* Get a description */
1120 object_desc(o_name, o_ptr, FALSE, 0);
1124 msg_format("%s(%c)¤ò%s¿©¤Ù¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
1125 o_name, index_to_label(i),
1126 ((o_ptr->number > 1) ? "°ì¤Ä" : ""));
1128 msg_format("%sour %s (%c) was eaten!",
1129 ((o_ptr->number > 1) ? "One of y" : "Y"),
1130 o_name, index_to_label(i));
1134 /* Steal the items */
1135 inven_item_increase(i, -1);
1136 inven_item_optimize(i);
1150 /* Access the lite */
1151 o_ptr = &inventory[INVEN_LITE];
1153 /* Take some damage */
1154 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1159 if ((o_ptr->xtra4 > 0) && (!artifact_p(o_ptr)))
1162 o_ptr->pval -= (250 + randint1(250));
1163 if (o_ptr->pval < 1) o_ptr->pval = 1;
1169 msg_print("ÌÀ¤«¤ê¤¬°Å¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
1171 msg_print("Your light dims.");
1178 p_ptr->window |= (PW_EQUIP);
1192 msg_print("»À¤òÍá¤Ó¤»¤é¤ì¤¿¡ª");
1194 msg_print("You are covered in acid!");
1198 /* Special damage */
1199 acid_dam(damage, ddesc, -1);
1201 /* Learn about the player */
1202 update_smart_learn(m_idx, DRS_ACID);
1215 msg_print("ÅÅ·â¤òÍá¤Ó¤»¤é¤ì¤¿¡ª");
1217 msg_print("You are struck by electricity!");
1221 /* Special damage */
1222 elec_dam(damage, ddesc, -1);
1224 /* Learn about the player */
1225 update_smart_learn(m_idx, DRS_ELEC);
1238 msg_print("Á´¿È¤¬±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1240 msg_print("You are enveloped in flames!");
1244 /* Special damage */
1245 fire_dam(damage, ddesc, -1);
1247 /* Learn about the player */
1248 update_smart_learn(m_idx, DRS_FIRE);
1261 msg_print("Á´¿È¤¬Î䵤¤Çʤ¤ï¤ì¤¿¡ª");
1263 msg_print("You are covered with frost!");
1267 /* Special damage */
1268 cold_dam(damage, ddesc, -1);
1270 /* Learn about the player */
1271 update_smart_learn(m_idx, DRS_COLD);
1279 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1283 /* Increase "blind" */
1284 if (!p_ptr->resist_blind)
1286 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
1289 if(m_ptr->r_idx == MON_DIO) msg_print("¤É¤¦¤À¥Ã¡ª¤³¤Î·ì¤ÎÌÜÄÙ¤·¤Ï¥Ã¡ª");
1297 /* Learn about the player */
1298 update_smart_learn(m_idx, DRS_BLIND);
1307 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1311 /* Increase "confused" */
1312 if (!p_ptr->resist_conf)
1314 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
1320 /* Learn about the player */
1321 update_smart_learn(m_idx, DRS_CONF);
1329 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1333 /* Increase "afraid" */
1334 if (p_ptr->resist_fear)
1337 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
1339 msg_print("You stand your ground!");
1344 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1347 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
1349 msg_print("You stand your ground!");
1356 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
1362 /* Learn about the player */
1363 update_smart_learn(m_idx, DRS_FEAR);
1371 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1375 /* Increase "paralyzed" */
1376 if (p_ptr->free_act)
1379 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
1381 msg_print("You are unaffected!");
1386 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1389 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1391 msg_print("You resist the effects!");
1398 if (!p_ptr->paralyzed)
1400 if (set_paralyzed(3 + randint1(rlev)))
1407 /* Learn about the player */
1408 update_smart_learn(m_idx, DRS_FREE);
1415 /* Damage (physical) */
1416 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1421 if (do_dec_stat(A_STR)) obvious = TRUE;
1428 /* Damage (physical) */
1429 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1434 if (do_dec_stat(A_INT)) obvious = TRUE;
1441 /* Damage (physical) */
1442 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1447 if (do_dec_stat(A_WIS)) obvious = TRUE;
1454 /* Damage (physical) */
1455 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1460 if (do_dec_stat(A_DEX)) obvious = TRUE;
1467 /* Damage (physical) */
1468 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1473 if (do_dec_stat(A_CON)) obvious = TRUE;
1480 /* Damage (physical) */
1481 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1486 if (do_dec_stat(A_CHR)) obvious = TRUE;
1493 /* Damage (physical) */
1494 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1498 /* Damage (stats) */
1499 if (do_dec_stat(A_STR)) obvious = TRUE;
1500 if (do_dec_stat(A_DEX)) obvious = TRUE;
1501 if (do_dec_stat(A_CON)) obvious = TRUE;
1502 if (do_dec_stat(A_INT)) obvious = TRUE;
1503 if (do_dec_stat(A_WIS)) obvious = TRUE;
1504 if (do_dec_stat(A_CHR)) obvious = TRUE;
1514 /* Hack -- Reduce damage based on the player armor class */
1515 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1518 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1520 /* Radius 8 earthquake centered at the monster */
1521 if (damage > 23 || explode)
1523 earthquake(m_ptr->fy, m_ptr->fx, 8);
1535 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1539 if (p_ptr->prace == RACE_ANDROID)
1542 else if (p_ptr->hold_life && (randint0(100) < 95))
1545 msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
1547 msg_print("You keep hold of your life force!");
1553 s32b d = damroll(10, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE;
1554 if (p_ptr->hold_life)
1557 msg_print("À¸Ì¿ÎϤò¾¯¤·µÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1559 msg_print("You feel your life slipping away!");
1567 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1569 msg_print("You feel your life draining away!");
1584 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1588 if (p_ptr->prace == RACE_ANDROID)
1591 else if (p_ptr->hold_life && (randint0(100) < 90))
1594 msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
1596 msg_print("You keep hold of your life force!");
1602 s32b d = damroll(20, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE;
1603 if (p_ptr->hold_life)
1606 msg_print("À¸Ì¿ÎϤò¾¯¤·µÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1608 msg_print("You feel your life slipping away!");
1616 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1618 msg_print("You feel your life draining away!");
1633 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1637 if (p_ptr->prace == RACE_ANDROID)
1640 else if (p_ptr->hold_life && (randint0(100) < 75))
1643 msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
1645 msg_print("You keep hold of your life force!");
1651 s32b d = damroll(40, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE;
1652 if (p_ptr->hold_life)
1655 msg_print("À¸Ì¿ÎϤò¾¯¤·µÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1657 msg_print("You feel your life slipping away!");
1665 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1667 msg_print("You feel your life draining away!");
1682 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1686 if (p_ptr->prace == RACE_ANDROID)
1689 else if (p_ptr->hold_life && (randint0(100) < 50))
1692 msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
1694 msg_print("You keep hold of your life force!");
1700 s32b d = damroll(80, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE;
1701 if (p_ptr->hold_life)
1704 msg_print("À¸Ì¿ÎϤò¾¯¤·µÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1706 msg_print("You feel your life slipping away!");
1714 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1716 msg_print("You feel your life draining away!");
1727 /* Take some damage */
1728 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1732 /* Take "poison" effect */
1733 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
1735 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
1741 /* Damage CON (10% chance)*/
1742 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
1744 /* 1% chance for perm. damage */
1745 bool perm = one_in_(10);
1746 if (dec_stat(A_CON, randint1(10), perm)) obvious = TRUE;
1754 if (!p_ptr->resist_time)
1756 switch (randint1(10))
1758 case 1: case 2: case 3: case 4: case 5:
1760 if (p_ptr->prace == RACE_ANDROID) break;
1762 msg_print("¿ÍÀ¸¤¬µÕÌá¤ê¤·¤¿µ¤¤¬¤¹¤ë¡£");
1764 msg_print("You feel life has clocked back.");
1767 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
1771 case 6: case 7: case 8: case 9:
1773 int stat = randint0(6);
1778 case A_STR: act = "¶¯¤¯"; break;
1779 case A_INT: act = "ÁïÌÀ¤Ç"; break;
1780 case A_WIS: act = "¸ÌÀ¤Ç"; break;
1781 case A_DEX: act = "´ïÍѤÇ"; break;
1782 case A_CON: act = "·ò¹¯¤Ç"; break;
1783 case A_CHR: act = "Èþ¤·¤¯"; break;
1785 case A_STR: act = "strong"; break;
1786 case A_INT: act = "bright"; break;
1787 case A_WIS: act = "wise"; break;
1788 case A_DEX: act = "agile"; break;
1789 case A_CON: act = "hale"; break;
1790 case A_CHR: act = "beautiful"; break;
1796 msg_format("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤É%s¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£", act);
1798 msg_format("You're not as %s as you used to be...", act);
1802 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
1803 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
1804 p_ptr->update |= (PU_BONUS);
1811 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤ÉÎ϶¯¤¯¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£");
1813 msg_print("You're not as powerful as you used to be...");
1817 for (k = 0; k < 6; k++)
1819 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
1820 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
1822 p_ptr->update |= (PU_BONUS);
1827 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1837 take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1841 if (p_ptr->prace == RACE_ANDROID)
1844 else if (p_ptr->hold_life && (randint0(100) < 50))
1847 msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
1849 msg_print("You keep hold of your life force!");
1852 resist_drain = TRUE;
1856 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1857 if (p_ptr->hold_life)
1860 msg_print("À¸Ì¿ÎϤ¬¾¯¤·ÂΤ«¤éÈ´¤±Íî¤Á¤¿µ¤¤¬¤¹¤ë¡ª");
1862 msg_print("You feel your life slipping away!");
1870 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1872 msg_print("You feel your life draining away!");
1879 /* Heal the attacker? */
1880 if ((!(p_ptr->prace == RACE_ZOMBIE ||
1881 p_ptr->prace == RACE_VAMPIRE ||
1882 p_ptr->prace == RACE_SPECTRE ||
1883 p_ptr->prace == RACE_SKELETON ||
1884 p_ptr->prace == RACE_DEMON ||
1885 p_ptr->prace == RACE_GOLEM ||
1886 p_ptr->prace == RACE_ANDROID) ||
1887 !(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)) &&
1888 (damage > 5) && !(resist_drain))
1890 bool did_heal = FALSE;
1892 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1895 m_ptr->hp += damroll(4, damage / 6);
1896 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1898 /* Redraw (later) if needed */
1899 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1900 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1902 /* Special message */
1903 if ((m_ptr->ml) && (did_heal))
1906 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
1908 msg_format("%^s appears healthier.", m_name);
1918 bool did_heal = FALSE;
1926 p_ptr->csp -= damage;
1930 p_ptr->csp_frac = 0;
1933 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1935 p_ptr->redraw |= (PR_MANA);
1941 /* Hack -- only one of cut or stun */
1942 if (do_cut && do_stun)
1945 if (randint0(100) < 50)
1962 /* Critical hit (zero if non-critical) */
1963 tmp = monster_critical(d_dice, d_side, damage);
1965 /* Roll for damage */
1968 case 0: k = 0; break;
1969 case 1: k = randint1(5); break;
1970 case 2: k = randint1(5) + 5; break;
1971 case 3: k = randint1(20) + 20; break;
1972 case 4: k = randint1(50) + 50; break;
1973 case 5: k = randint1(100) + 100; break;
1974 case 6: k = 300; break;
1975 default: k = 500; break;
1979 if (k) (void)set_cut(p_ptr->cut + k);
1987 /* Critical hit (zero if non-critical) */
1988 tmp = monster_critical(d_dice, d_side, damage);
1990 /* Roll for damage */
1993 case 0: k = 0; break;
1994 case 1: k = randint1(5); break;
1995 case 2: k = randint1(5) + 10; break;
1996 case 3: k = randint1(10) + 20; break;
1997 case 4: k = randint1(15) + 30; break;
1998 case 5: k = randint1(20) + 40; break;
1999 case 6: k = 80; break;
2000 default: k = 150; break;
2003 /* Apply the stun */
2004 if (k) (void)set_stun(p_ptr->stun + k);
2009 sound(SOUND_EXPLODE);
2011 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
2020 if (p_ptr->sh_fire && alive && !death)
2022 if (!(r_ptr->flags3 & RF3_IM_FIRE))
2024 int dam = damroll(2, 6);
2026 /* Modify the damage */
2027 dam = mon_damage_mod(m_ptr, dam, FALSE);
2030 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2031 if (mon_take_hit(m_idx, dam, &fear,
2032 "¤Ï³¥¤Î»³¤Ë¤Ê¤Ã¤¿¡£"))
2034 msg_format("%^s is suddenly very hot!", m_name);
2036 if (mon_take_hit(m_idx, dam, &fear,
2037 " turns into a pile of ash."))
2048 r_ptr->r_flags3 |= RF3_IM_FIRE;
2052 if (p_ptr->sh_elec && alive && !death)
2054 if (!(r_ptr->flags3 & RF3_IM_ELEC))
2056 int dam = damroll(2, 6);
2058 /* Modify the damage */
2059 dam = mon_damage_mod(m_ptr, dam, FALSE);
2062 msg_format("%^s¤ÏÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
2063 if (mon_take_hit(m_idx, dam, &fear,
2064 "¤Ïdz¤¨³Ì¤Î»³¤Ë¤Ê¤Ã¤¿¡£"))
2066 msg_format("%^s gets zapped!", m_name);
2068 if (mon_take_hit(m_idx, dam, &fear,
2069 " turns into a pile of cinder."))
2080 r_ptr->r_flags3 |= RF3_IM_ELEC;
2084 if (p_ptr->sh_cold && alive && !death)
2086 if (!(r_ptr->flags3 & RF3_IM_COLD))
2088 int dam = damroll(2, 6);
2090 /* Modify the damage */
2091 dam = mon_damage_mod(m_ptr, dam, FALSE);
2094 msg_format("%^s¤ÏÎ䵤¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
2095 if (mon_take_hit(m_idx, dam, &fear,
2098 msg_format("%^s is very cold!", m_name);
2100 if (mon_take_hit(m_idx, dam, &fear,
2112 r_ptr->r_flags3 |= RF3_IM_COLD;
2117 if (p_ptr->dustrobe && alive && !death)
2119 if (!(r_ptr->flags4 & RF4_BR_SHAR))
2121 int dam = damroll(2, 6);
2123 /* Modify the damage */
2124 dam = mon_damage_mod(m_ptr, dam, FALSE);
2127 msg_format("%^s¤Ï¶À¤ÎÇËÊÒ¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
2128 if (mon_take_hit(m_idx, dam, &fear,
2129 "¤Ï¥º¥¿¥º¥¿¤Ë¤Ê¤Ã¤¿¡£"))
2131 msg_format("%^s gets zapped!", m_name);
2133 if (mon_take_hit(m_idx, dam, &fear,
2134 " had torn to pieces."))
2142 if( cave[py][px].feat == FEAT_MIRROR ){
2143 teleport_player(10);
2148 if (p_ptr->tim_sh_touki && alive && !death)
2150 int dam = damroll(2, 6);
2152 /* Modify the damage */
2153 dam = mon_damage_mod(m_ptr, dam, FALSE);
2156 msg_format("%^s¤¬±Ô¤¤Æ®µ¤¤Î¥ª¡¼¥é¤Ç½ý¤Ä¤¤¤¿¡ª", m_name);
2157 if (mon_take_hit(m_idx, dam, &fear,
2160 msg_format("%^s is suddenly very hot!", m_name);
2162 if (mon_take_hit(m_idx, dam, &fear,
2163 " turns into a pile of ash."))
2175 /* Monster missed player */
2178 /* Analyze failed attacks */
2194 /* Visible monsters */
2203 msg_format("%s¤«¤ï¤·¤¿¡£", (p_ptr->special_attack & ATTACK_SUIKEN) ? "´ñ̯¤ÊÆ°¤¤Ç" : "");
2205 msg_format("%s%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", (p_ptr->special_attack & ATTACK_SUIKEN) ? "´ñ̯¤ÊÆ°¤¤Ç" : "", m_name);
2206 syouryaku = 1;/*£²²óÌܰʹߤϾÊά */
2208 msg_format("%^s misses you.", m_name);
2219 /* Analyze "visible" monsters only */
2220 if (visible && !do_silly_attack)
2222 /* Count "obvious" attacks (and ones that cause damage) */
2223 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2225 /* Count attacks of this type */
2226 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2228 r_ptr->r_blows[ap_cnt]++;
2233 if (p_ptr->riding && damage)
2236 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2237 if (rakuba((damage > 200) ? 200 : damage, FALSE))
2240 msg_format("%^s¤«¤éÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
2242 msg_format("You have fallen from %s.", m_name);
2246 if (p_ptr->special_defense & NINJA_KAWARIMI)
2254 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !death && m_ptr->ml && (p_ptr->csp > 7))
2257 monster_desc(m_name, m_ptr, 0);
2261 msg_format("%^s¤ËÈ¿·â¤·¤¿¡ª", m_name);
2263 msg_format("Your counterattack to %s!", m_name);
2265 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
2273 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2275 msg_print("The thief flees laughing!");
2278 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2282 /* Always notice cause of death */
2283 if (death && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
2288 if (m_ptr->ml && fear)
2292 msg_format("%^s¤Ï¶²ÉݤÇƨ¤²½Ð¤·¤¿¡ª", m_name);
2294 msg_format("%^s flees in terror!", m_name);
2299 if (p_ptr->special_defense & KATA_IAI)
2301 set_action(ACTION_NONE);
2304 /* Assume we attacked */