3 * @brief モンスターの打撃処理 / Monster attacks
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
17 #include "player-damage.h"
18 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "monster-status.h"
23 #include "player-status.h"
24 #include "realm-hex.h"
29 * @brief プレイヤーからモンスターへの打撃命中判定 /
30 * Determine if the player "hits" a monster (normal combat).
33 * @param visible 目標を視界に捕らえているならばTRUEを指定
34 * @return 命中と判定された場合TRUEを返す
35 * @note Always miss 5%, always hit 5%, otherwise random.
37 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
39 if (!visible) chance = (chance + 1) / 2;
40 return hit_chance(chance, ac) >= randint1(100);
44 * @brief モンスターへの命中率の計算
49 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
51 PERCENTAGE chance = 5, chance_left = 90;
52 if (reli <= 0) return 5;
53 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
54 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
62 * @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 /
63 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
66 * @param dam 現在算出中のダメージ値
67 * @param meichuu 打撃の基本命中力
68 * @param mode オプションフラグ
69 * @return クリティカル修正が入ったダメージ値
71 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
75 /* Extract "blow" power */
76 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
79 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
81 k = weight + randint1(650);
82 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
86 msg_print(_("手ごたえがあった!", "It was a good hit!"));
92 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
97 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
102 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
107 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
108 dam = ((7 * dam) / 2) + 25;
116 * @brief モンスター打撃のクリティカルランクを返す /
117 * Critical blow. All hits that do 95% of total possible damage,
118 * @param dice モンスター打撃のダイス数
119 * @param sides モンスター打撃の最大ダイス目
120 * @param dam プレイヤーに与えたダメージ
122 * and which also do at least 20 damage, or, sometimes, N damage.
123 * This is used only to determine "cuts" and "stuns".
125 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
128 int total = dice * sides;
130 /* Must do at least 95% of perfect */
131 if (dam < total * 19 / 20) return (0);
133 /* Weak blows rarely work */
134 if ((dam < 20) && (randint0(100) >= dam)) return (0);
137 if ((dam >= total) && (dam >= 40)) max++;
142 while (randint0(100) < 2) max++;
145 /* Critical damage */
146 if (dam > 45) return (6 + max);
147 if (dam > 33) return (5 + max);
148 if (dam > 25) return (4 + max);
149 if (dam > 18) return (3 + max);
150 if (dam > 11) return (2 + max);
155 * @brief モンスター打撃の命中を判定する /
156 * Determine if a monster attack against the player succeeds.
157 * @param power 打撃属性毎の基本命中値
158 * @param level モンスターのレベル
159 * @param stun モンスターの朦朧値
160 * @return TRUEならば命中判定
162 * Always miss 5% of the time, Always hit 5% of the time.
163 * Otherwise, match monster power against player armor.
165 static int check_hit(int power, DEPTH level, int stun)
169 /* Percentile dice */
172 if (stun && one_in_(2)) return FALSE;
174 /* Hack -- Always miss or hit */
175 if (k < 10) return (k < 5);
177 /* Calculate the "attack quality" */
178 i = (power + (level * 3));
181 ac = p_ptr->ac + p_ptr->to_a;
182 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
184 /* Power and Level compete against Armor */
185 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
191 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
192 static concptr desc_insult[] =
207 "insults your mother!",
208 "gives you the finger!",
211 "dances around you!",
212 "makes obscene gestures!",
214 "calls you a parasite!",
215 "calls you a cyborg!"
220 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
221 static concptr desc_moan[] =
225 "が彼の飼い犬を見なかったかと尋ねている。",
229 "seems sad about something.",
230 "asks if you have seen his dogs.",
231 "tells you to get off his land.",
232 "mumbles something about mushrooms."
238 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
239 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
240 * @param immune ダメージを回避できる免疫フラグ
241 * @param flags_offset オーラフラグ配列の参照オフセット
242 * @param r_flags_offset モンスターの耐性配列の参照オフセット
243 * @param aura_flag オーラフラグ配列
244 * @param dam_func ダメージ処理を行う関数の参照ポインタ
245 * @param message オーラダメージを受けた際のメッセージ
248 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
249 HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
251 monster_race *r_ptr = &r_info[m_ptr->r_idx];
253 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
255 GAME_TEXT mon_name[MAX_NLEN];
256 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
258 /* Hack -- Get the "died from" name */
259 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
263 dam_func(aura_damage, mon_name, -1, TRUE);
265 if (is_original_ap_and_seen(m_ptr))
267 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
275 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
276 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
279 static void touch_zap_player(monster_type *m_ptr)
281 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
282 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
283 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
284 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
285 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
286 elec_dam, _("電撃をくらった!", "You get zapped!"));
290 * @brief プレイヤーの変異要素による打撃処理
291 * @param m_idx 攻撃目標となったモンスターの参照ID
292 * @param attack 変異要素による攻撃要素の種類
293 * @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
294 * @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
297 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
302 monster_type *m_ptr = &m_list[m_idx];
303 monster_race *r_ptr = &r_info[m_ptr->r_idx];
304 GAME_TEXT m_name[MAX_NLEN];
306 int dice_num, dice_side;
316 atk_desc = _("尻尾", "tail");
323 atk_desc = _("角", "horns");
330 atk_desc = _("クチバシ", "beak");
337 atk_desc = _("象の鼻", "trunk");
344 atk_desc = _("触手", "tentacles");
348 dice_num = dice_side = n_weight = 1;
349 atk_desc = _("未定義の部位", "undefined body part");
353 /* Extract monster name (or "it") */
354 monster_desc(m_name, m_ptr, 0);
356 /* Calculate the "attack quality" */
357 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
358 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
361 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
364 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
366 k = damroll(dice_num, dice_side);
367 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
369 /* Apply the player damage bonuses */
372 /* No negative damage */
375 /* Modify the damage */
376 k = mon_damage_mod(m_ptr, k, FALSE);
378 /* Complex message */
379 msg_format_wizard(CHEAT_MONSTER,
380 _("%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))"),
381 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
383 /* Anger the monster */
384 if (k > 0) anger_monster(m_ptr);
386 /* Damage, check for fear and mdeath */
390 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
391 *mdeath = (m_ptr->r_idx == 0);
394 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
397 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
400 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
403 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
406 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
409 touch_zap_player(m_ptr);
415 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
420 * @brief プレイヤーの打撃処理サブルーチン /
421 * Player attacks a (poor, defenseless) creature -RAK-
424 * @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
425 * @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
426 * @param hand 攻撃を行うための武器を持つ手
427 * @param mode 発動中の剣術ID
430 * If no "weapon" is available, then "punch" the monster one time.
432 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
434 int num = 0, bonus, chance, vir;
437 cave_type *c_ptr = &cave[y][x];
439 monster_type *m_ptr = &m_list[c_ptr->m_idx];
440 monster_race *r_ptr = &r_info[m_ptr->r_idx];
442 /* Access the weapon */
443 object_type *o_ptr = &inventory[INVEN_RARM + hand];
445 GAME_TEXT m_name[MAX_NLEN];
447 bool success_hit = FALSE;
448 bool backstab = FALSE;
449 bool vorpal_cut = FALSE;
450 int chaos_effect = 0;
451 bool stab_fleeing = FALSE;
452 bool fuiuchi = FALSE;
453 bool monk_attack = FALSE;
454 bool do_quake = FALSE;
456 bool drain_msg = TRUE;
457 int drain_result = 0, drain_heal = 0;
458 bool can_drain = FALSE;
460 int drain_left = MAX_VAMPIRIC_DRAIN;
461 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
462 bool is_human = (r_ptr->d_char == 'p');
463 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
464 bool zantetsu_mukou, e_j_mukou;
466 switch (p_ptr->pclass)
470 if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
472 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
473 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
474 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
475 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
476 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
478 /* Can't backstab creatures that we can't see, right? */
481 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
485 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
493 case CLASS_FORCETRAINER:
494 case CLASS_BERSERKER:
495 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
499 if (!o_ptr->k_idx) /* Empty hand */
501 if ((r_ptr->level + 10) > p_ptr->lev)
503 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
505 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
506 p_ptr->skill_exp[GINOU_SUDE] += 40;
507 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
508 p_ptr->skill_exp[GINOU_SUDE] += 5;
509 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
510 p_ptr->skill_exp[GINOU_SUDE] += 1;
511 else if ((p_ptr->lev > 34))
512 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
513 p_ptr->update |= (PU_BONUS);
517 else if (object_is_melee_weapon(o_ptr))
519 if ((r_ptr->level + 10) > p_ptr->lev)
521 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
522 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
523 int now_exp = p_ptr->weapon_exp[tval][sval];
524 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
527 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
528 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
529 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
530 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
531 p_ptr->weapon_exp[tval][sval] += amount;
532 p_ptr->update |= (PU_BONUS);
537 /* Disturb the monster */
538 (void)set_monster_csleep(c_ptr->m_idx, 0);
540 /* Extract monster name (or "it") */
541 monster_desc(m_name, m_ptr, 0);
543 /* Calculate the "attack quality" */
544 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
545 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
546 if (mode == HISSATSU_IAI) chance += 60;
547 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
548 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
550 vir = virtue_number(V_VALOUR);
553 chance += (p_ptr->virtues[vir - 1] / 10);
556 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
557 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
559 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
560 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
561 else num_blow = p_ptr->num_blow[hand];
563 /* Hack -- DOKUBARI always hit once */
564 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
566 /* Attack once for each legal blow */
567 while ((num++ < num_blow) && !p_ptr->is_dead)
569 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
573 if (p_ptr->migite && p_ptr->hidarite)
577 if (mode == HISSATSU_3DAN)
582 success_hit = one_in_(n);
584 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
585 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
587 if (mode == HISSATSU_MAJIN)
596 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
600 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);
601 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);
602 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);
603 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
605 /* Hack -- bare hands do one damage */
608 object_flags(o_ptr, flgs);
610 /* Select a chaotic effect (50% chance) */
611 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
614 chg_virtue(V_CHANCE, 1);
621 else if (one_in_(250))
626 else if (!one_in_(10))
628 /* Confusion (26.892%) */
633 /* Teleport away (1.494%) */
638 /* Polymorph (1.494%) */
644 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
646 /* Only drain "living" monsters */
647 if (monster_living(m_ptr->r_idx))
653 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
655 else vorpal_cut = FALSE;
659 int special_effect = 0, stun_effect = 0, times = 0, max_times;
661 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
665 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
666 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
667 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
668 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
669 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
672 if (p_ptr->special_defense & KAMAE_BYAKKO)
673 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
674 else if (p_ptr->special_defense & KAMAE_SUZAKU)
676 else if (p_ptr->special_defense & KAMAE_GENBU)
679 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
680 /* Attempt 'times' */
681 for (times = 0; times < max_times; times++)
685 ma_ptr = &ma_blows[randint0(MAX_MA)];
686 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
687 else min_level = ma_ptr->min_level;
688 } while ((min_level > p_ptr->lev) ||
689 (randint1(p_ptr->lev) < ma_ptr->chance));
691 /* keep the highest level attack available we found */
692 if ((ma_ptr->min_level > old_ptr->min_level) &&
693 !p_ptr->stun && !p_ptr->confused)
697 if (p_ptr->wizard && cheat_xtra)
699 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
708 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
709 else min_level = ma_ptr->min_level;
710 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
711 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
713 if (ma_ptr->effect == MA_KNEE)
715 if (r_ptr->flags1 & RF1_MALE)
717 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);
719 special_effect = MA_KNEE;
722 msg_format(ma_ptr->desc, m_name);
725 else if (ma_ptr->effect == MA_SLOW)
727 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
728 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
730 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);
731 special_effect = MA_SLOW;
733 else msg_format(ma_ptr->desc, m_name);
739 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
742 msg_format(ma_ptr->desc, m_name);
745 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
746 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
748 weight += (P_PTR_KI / 30);
749 if (weight > 20) weight = 20;
752 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
754 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
756 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
757 stun_effect = 7 + randint1(13);
761 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
763 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
764 (randint1(p_ptr->lev) > r_ptr->level) &&
767 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
772 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
774 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
776 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
778 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
782 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
788 /* Handle normal weapon */
789 else if (o_ptr->k_idx)
791 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
792 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
796 k *= (3 + (p_ptr->lev / 20));
800 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
802 else if (stab_fleeing)
807 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
808 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
813 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
814 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
822 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
824 char chainsword_noise[1024];
825 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
827 msg_print(chainsword_noise);
831 if (o_ptr->name1 == ART_VORPAL_BLADE)
833 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!"));
837 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
840 /* Try to increase the damage */
841 while (one_in_(vorpal_chance))
846 k *= (HIT_POINT)mult;
849 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
851 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
857 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
858 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
859 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
860 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
861 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
862 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
863 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
866 drain_result = drain_result * 3 / 2;
870 drain_result += o_ptr->to_d;
873 /* Apply the player damage bonuses */
874 k += p_ptr->to_d[hand];
875 drain_result += p_ptr->to_d[hand];
877 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
878 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
879 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
881 /* No negative damage */
884 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
891 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
897 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
901 if (mode == HISSATSU_MINEUCHI)
903 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
906 anger_monster(m_ptr);
908 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
911 if (MON_STUNNED(m_ptr))
913 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
918 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
922 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
926 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
930 /* Modify the damage */
931 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))));
932 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
934 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
937 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
941 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)))
943 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
944 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
948 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
950 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)))
952 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
954 k = MAX(k * 5, m_ptr->hp / 2);
956 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
961 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
966 msg_format_wizard(CHEAT_MONSTER,
967 _("%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,
968 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
970 if (k <= 0) can_drain = FALSE;
972 if (drain_result > m_ptr->hp)
973 drain_result = m_ptr->hp;
975 /* Damage, check for fear and death */
976 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
979 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
981 if (p_ptr->migite && p_ptr->hidarite)
983 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
984 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
988 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
991 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
992 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...."));
996 /* Anger the monster */
997 if (k > 0) anger_monster(m_ptr);
999 touch_zap_player(m_ptr);
1001 /* Are we draining it? A little note: If the monster is
1002 dead, the drain does not work... */
1004 if (can_drain && (drain_result > 0))
1006 if (o_ptr->name1 == ART_MURAMASA)
1010 HIT_PROB to_h = o_ptr->to_h;
1011 HIT_POINT to_d = o_ptr->to_d;
1015 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1019 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1022 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1024 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1032 if (drain_result > 5) /* Did we really hurt it? */
1034 drain_heal = damroll(2, drain_result / 6);
1037 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1041 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1046 if (drain_heal < drain_left)
1048 drain_left -= drain_heal;
1052 drain_heal = drain_left;
1058 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1062 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
1064 hp_player(drain_heal);
1065 /* We get to keep some of it! */
1069 m_ptr->maxhp -= (k + 7) / 8;
1070 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1071 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1077 /* Confusion attack */
1078 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1080 /* Cancel glowing hands */
1081 if (p_ptr->special_attack & ATTACK_CONFUSE)
1083 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1084 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1085 p_ptr->redraw |= (PR_STATUS);
1089 /* Confuse the monster */
1090 if (r_ptr->flags3 & RF3_NO_CONF)
1092 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1093 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1096 else if (randint0(100) < r_ptr->level)
1098 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1102 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1103 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1107 else if (chaos_effect == 4)
1109 bool resists_tele = FALSE;
1111 if (r_ptr->flagsr & RFR_RES_TELE)
1113 if (r_ptr->flags1 & RF1_UNIQUE)
1115 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1116 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1117 resists_tele = TRUE;
1119 else if (r_ptr->level > randint1(100))
1121 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1122 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1123 resists_tele = TRUE;
1129 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1130 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
1131 num = num_blow + 1; /* Can't hit it anymore! */
1136 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1138 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1139 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1141 if (polymorph_monster(y, x))
1143 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1149 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1152 /* Hack -- Get new monster */
1153 m_ptr = &m_list[c_ptr->m_idx];
1155 /* Oops, we need a different name... */
1156 monster_desc(m_name, m_ptr, 0);
1158 /* Hack -- Get new race */
1159 r_ptr = &r_info[m_ptr->r_idx];
1162 else if (o_ptr->name1 == ART_G_HAMMER)
1164 monster_type *target_ptr = &m_list[c_ptr->m_idx];
1166 if (target_ptr->hold_o_idx)
1168 object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
1169 GAME_TEXT o_name[MAX_NLEN];
1171 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1172 q_ptr->held_m_idx = 0;
1173 q_ptr->marked = OM_TOUCHED;
1174 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1175 q_ptr->next_o_idx = 0;
1176 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1185 backstab = FALSE; /* Clumsy! */
1186 fuiuchi = FALSE; /* Clumsy! */
1188 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1190 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1194 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1195 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!"));
1196 object_flags(o_ptr, flgs_aux);
1198 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1201 switch (p_ptr->mimic_form)
1204 switch (p_ptr->prace)
1211 case RACE_BARBARIAN:
1215 case RACE_HALF_TROLL:
1216 case RACE_HALF_OGRE:
1217 case RACE_HALF_GIANT:
1218 case RACE_HALF_TITAN:
1226 case RACE_DRACONIAN:
1233 case MIMIC_DEMON_LORD:
1240 if (p_ptr->align < 0 && mult < 20)
1242 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1244 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1246 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1248 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1250 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1253 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1255 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1256 p_ptr->redraw |= (PR_MANA);
1257 mult = mult * 3 / 2 + 20;
1259 k *= (HIT_POINT)mult;
1263 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1267 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1268 /* Try to increase the damage */
1274 k *= (HIT_POINT)mult;
1276 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1279 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1285 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1293 if (weak && !(*mdeath))
1295 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1297 if (drain_left != MAX_VAMPIRIC_DRAIN)
1301 chg_virtue(V_UNLIFE, 1);
1304 /* Mega-Hack -- apply earthquake brand */
1307 earthquake(p_ptr->y, p_ptr->x, 10);
1308 if (!cave[y][x].m_idx) *mdeath = TRUE;
1313 * @brief プレイヤーの打撃処理メインルーチン
1316 * @param mode 発動中の剣術ID
1317 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1319 * If no "weapon" is available, then "punch" the monster one time.
1321 bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
1324 bool mdeath = FALSE;
1325 bool stormbringer = FALSE;
1327 cave_type *c_ptr = &cave[y][x];
1328 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1329 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1330 GAME_TEXT m_name[MAX_NLEN];
1332 disturb(FALSE, TRUE);
1334 take_turn(p_ptr, 100);;
1336 if (!p_ptr->migite && !p_ptr->hidarite &&
1337 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1339 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1340 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1344 /* Extract monster name (or "it") */
1345 monster_desc(m_name, m_ptr, 0);
1349 /* Auto-Recall if possible and visible */
1350 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1352 /* Track a new monster */
1353 health_track(c_ptr->m_idx);
1356 if ((r_ptr->flags1 & RF1_FEMALE) &&
1357 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1359 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1361 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1366 if (d_info[dungeon_idx].flags1 & DF1_NO_MELEE)
1368 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1372 /* Stop if friendly */
1373 if (!is_hostile(m_ptr) &&
1374 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1375 p_ptr->shero || !m_ptr->ml))
1377 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1378 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1381 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1382 chg_virtue(V_INDIVIDUALISM, 1);
1383 chg_virtue(V_HONOUR, -1);
1384 chg_virtue(V_JUSTICE, -1);
1385 chg_virtue(V_COMPASSION, -1);
1387 else if (p_ptr->pclass != CLASS_BERSERKER)
1389 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1391 chg_virtue(V_INDIVIDUALISM, 1);
1392 chg_virtue(V_HONOUR, -1);
1393 chg_virtue(V_JUSTICE, -1);
1394 chg_virtue(V_COMPASSION, -1);
1398 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1405 /* Handle player fear */
1409 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1411 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1413 /* Disturb the monster */
1414 (void)set_monster_csleep(c_ptr->m_idx, 0);
1419 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1421 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1422 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1425 if (p_ptr->migite && p_ptr->hidarite)
1427 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))
1429 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1430 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1431 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1432 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1433 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1434 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1435 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1436 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1437 p_ptr->update |= (PU_BONUS);
1441 /* Gain riding experience */
1444 int cur = p_ptr->skill_exp[GINOU_RIDING];
1445 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1449 DEPTH ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
1450 DEPTH targetlevel = r_ptr->level;
1453 if ((cur / 200 - 5) < targetlevel)
1456 /* Extra experience */
1457 if ((cur / 100) < ridinglevel)
1459 if ((cur / 100 + 15) < ridinglevel)
1460 inc += 1 + (ridinglevel - (cur / 100 + 15));
1465 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1466 p_ptr->update |= (PU_BONUS);
1470 riding_t_m_idx = c_ptr->m_idx;
1471 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1472 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1474 /* Mutations which yield extra 'natural' attacks */
1477 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1478 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1479 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1480 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1481 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1482 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1483 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1484 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1485 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1486 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1489 /* Hack -- delay fear messages */
1490 if (fear && m_ptr->ml && !mdeath)
1494 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1497 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1499 set_action(ACTION_NONE);
1506 * @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.
1507 * @param m_idx 打撃を行うモンスターのID
1508 * @return 実際に攻撃処理を行った場合TRUEを返す
1510 bool make_attack_normal(MONSTER_IDX m_idx)
1512 monster_type *m_ptr = &m_list[m_idx];
1513 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1518 int k, tmp, ac, rlev;
1519 int do_cut, do_stun;
1525 GAME_TEXT o_name[MAX_NLEN];
1527 GAME_TEXT m_name[MAX_NLEN];
1532 bool touched = FALSE, fear = FALSE, alive = TRUE;
1533 bool explode = FALSE;
1534 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1535 HIT_POINT get_damage = 0;
1536 int abbreviate = 0; // 2回目以降の省略表現フラグ
1538 /* Not allowed to attack */
1539 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1541 if (d_info[dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1543 /* ...nor if friendly */
1544 if (!is_hostile(m_ptr)) return FALSE;
1546 /* Extract the effective monster level */
1547 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1550 /* Get the monster name (or "it") */
1551 monster_desc(m_name, m_ptr, 0);
1553 /* Get the "died from" information (i.e. "a kobold") */
1554 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1556 if (p_ptr->special_defense & KATA_IAI)
1558 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);
1559 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1562 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1564 if (kawarimi(TRUE)) return TRUE;
1567 /* Assume no blink */
1570 /* Scan through all four blows */
1571 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1573 bool obvious = FALSE;
1575 HIT_POINT power = 0;
1576 HIT_POINT damage = 0;
1580 /* Extract the attack infomation */
1581 int effect = r_ptr->blow[ap_cnt].effect;
1582 int method = r_ptr->blow[ap_cnt].method;
1583 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1584 int d_side = r_ptr->blow[ap_cnt].d_side;
1587 if (!m_ptr->r_idx) break;
1589 /* Hack -- no more attacks */
1592 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1598 /* Stop if player is dead or gone */
1599 if (!p_ptr->playing || p_ptr->is_dead) break;
1600 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1602 /* Handle "leaving" */
1603 if (p_ptr->leaving) break;
1605 if (method == RBM_SHOOT) continue;
1607 /* Extract the attack "power" */
1608 power = mbe_info[effect].power;
1611 ac = p_ptr->ac + p_ptr->to_a;
1613 /* Monster hits player */
1614 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
1616 /* Always disturbing */
1617 disturb(TRUE, TRUE);
1620 /* Hack -- Apply "protection from evil" */
1621 if ((p_ptr->protevil > 0) &&
1622 (r_ptr->flags3 & RF3_EVIL) &&
1623 (p_ptr->lev >= rlev) &&
1624 ((randint0(100) + p_ptr->lev) > 50))
1626 /* Remember the Evil-ness */
1627 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
1630 if (abbreviate) msg_format("撃退した。");
1631 else msg_format("%^sは撃退された。", m_name);
1632 abbreviate = 1; /*2回目以降は省略 */
1634 msg_format("%^s is repelled.", m_name);
1638 /* Hack -- Next attack */
1643 /* Assume no cut or stun */
1644 do_cut = do_stun = 0;
1646 /* Describe the attack method */
1651 act = _("殴られた。", "hits you.");
1652 do_cut = do_stun = 1;
1660 act = _("触られた。", "touches you.");
1668 act = _("パンチされた。", "punches you.");
1677 act = _("蹴られた。", "kicks you.");
1686 act = _("ひっかかれた。", "claws you.");
1695 act = _("噛まれた。", "bites you.");
1704 act = _("刺された。", "stings you.");
1712 act = _("斬られた。", "slashes you.");
1721 act = _("角で突かれた。", "butts you.");
1730 act = _("体当たりされた。", "crushes you.");
1739 act = _("飲み込まれた。", "engulfs you.");
1748 act = _("は請求書をよこした。", "charges you.");
1750 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
1757 act = _("が体の上を這い回った。", "crawls on you.");
1765 act = _("よだれをたらされた。", "drools on you.");
1772 act = _("唾を吐かれた。", "spits on you.");
1780 act = _("は爆発した。", "explodes.");
1787 act = _("にらまれた。", "gazes at you.");
1793 act = _("泣き叫ばれた。", "wails at you.");
1800 act = _("胞子を飛ばされた。", "releases spores at you.");
1808 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
1814 act = _("金をせがまれた。", "begs you for money.");
1824 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
1834 act = desc_moan[randint0(4)];
1844 if (m_ptr->r_idx == MON_JAIAN)
1847 switch(randint1(15))
1852 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
1855 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
1858 act = "「♪の~び太スネ夫はメじゃないよ~~」";
1861 act = "「♪け~んかスポ~ツ~どんとこい~」";
1864 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
1867 act = "「♪ま~ちいちば~んのに~んきもの~~」";
1870 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
1873 act = "「♪きはやさし~くて~ち~からもち~」";
1876 act = "「♪かお~も~~スタイルも~バツグンさ~」";
1879 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
1882 act = "「♪ド~ラもドラミもメじゃないよ~~」";
1885 act = "「♪よじげんぽけっと~な~くたって~」";
1888 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
1892 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
1898 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
1900 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.'");
1910 if (do_silly_attack)
1915 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1918 if (abbreviate == 0)
1919 msg_format("%^sに%s", m_name, act);
1920 else if (abbreviate == 1)
1921 msg_format("%s", act);
1922 else /* if (abbreviate == -1) */
1923 msg_format("%^s%s", m_name, act);
1924 abbreviate = 1;/*2回目以降は省略 */
1926 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
1930 /* Hack -- assume all attacks are obvious */
1933 /* Roll out the damage */
1934 damage = damroll(d_dice, d_side);
1937 * Skip the effect when exploding, since the explosion
1938 * already causes the effect.
1940 if(explode) damage = 0;
1941 /* Apply appropriate damage */
1951 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
1953 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
1955 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1956 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
1957 tmp_damage = MAX(damage, tmp_damage*2);
1959 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
1963 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
1966 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1967 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1975 /* Take "poison" effect */
1976 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
1978 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
1984 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1986 /* Learn about the player */
1987 update_smart_learn(m_idx, DRS_POIS);
1996 /* Allow complete resist */
1997 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
1999 /* Apply disenchantment */
2000 if (apply_disenchant(0))
2002 /* Hack -- Update AC */
2003 update_creature(p_ptr);
2008 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2010 /* Learn about the player */
2011 update_smart_learn(m_idx, DRS_DISEN);
2018 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2020 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2023 for (k = 0; k < 10; k++)
2026 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2028 /* Obtain the item */
2029 o_ptr = &inventory[i];
2031 /* Skip non-objects */
2032 if (!o_ptr->k_idx) continue;
2034 /* Drain charged wands/staffs */
2035 if (((o_ptr->tval == TV_STAFF) ||
2036 (o_ptr->tval == TV_WAND)) &&
2039 /* Calculate healed hitpoints */
2040 int heal=rlev * o_ptr->pval;
2041 if( o_ptr->tval == TV_STAFF)
2042 heal *= o_ptr->number;
2044 /* Don't heal more than max hp */
2045 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2047 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2051 /* Heal the monster */
2052 m_ptr->hp += (HIT_POINT)heal;
2054 /* Redraw (later) if needed */
2055 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2056 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2061 /* Combine / Reorder the pack */
2062 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2063 p_ptr->window |= (PW_INVEN);
2074 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2076 /* Confused monsters cannot steal successfully. -LM-*/
2077 if (MON_CONFUSED(m_ptr)) break;
2079 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2083 /* Saving throw (unless paralyzed) based on dex and level */
2084 if (!p_ptr->paralyzed &&
2085 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2088 /* Saving throw message */
2089 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2091 /* Occasional blink anyway */
2092 if (randint0(3)) blinked = TRUE;
2098 gold = (p_ptr->au / 10) + randint1(25);
2099 if (gold < 2) gold = 2;
2100 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2101 if (gold > p_ptr->au) gold = p_ptr->au;
2105 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2109 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2110 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2111 chg_virtue(V_SACRIFICE, 1);
2115 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2116 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2117 chg_virtue(V_SACRIFICE, 2);
2121 p_ptr->redraw |= (PR_GOLD);
2123 p_ptr->window |= (PW_PLAYER);
2134 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2136 /* Confused monsters cannot steal successfully. -LM-*/
2137 if (MON_CONFUSED(m_ptr)) break;
2139 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2141 /* Saving throw (unless paralyzed) based on dex and level */
2142 if (!p_ptr->paralyzed &&
2143 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2146 /* Saving throw message */
2147 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2149 /* Occasional "blink" anyway */
2156 for (k = 0; k < 10; k++)
2161 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2163 /* Obtain the item */
2164 o_ptr = &inventory[i];
2166 /* Skip non-objects */
2167 if (!o_ptr->k_idx) continue;
2169 /* Skip artifacts */
2170 if (object_is_artifact(o_ptr)) continue;
2172 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2175 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2177 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2180 chg_virtue(V_SACRIFICE, 1);
2183 /* Make an object */
2190 j_ptr = &o_list[o_idx];
2191 object_copy(j_ptr, o_ptr);
2196 /* Hack -- If a rod or wand, allocate total
2197 * maximum timeouts or charges between those
2198 * stolen and those missed. -LM-
2200 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2202 j_ptr->pval = o_ptr->pval / o_ptr->number;
2203 o_ptr->pval -= j_ptr->pval;
2207 j_ptr->marked = OM_TOUCHED;
2209 /* Memorize monster */
2210 j_ptr->held_m_idx = m_idx;
2213 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2216 m_ptr->hold_o_idx = o_idx;
2219 /* Steal the items */
2220 inven_item_increase(i, -1);
2221 inven_item_optimize(i);
2236 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2238 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2240 /* Steal some food */
2241 for (k = 0; k < 10; k++)
2243 /* Pick an item from the pack */
2244 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2246 o_ptr = &inventory[i];
2248 /* Skip non-objects */
2249 if (!o_ptr->k_idx) continue;
2251 /* Skip non-food objects */
2252 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2254 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2257 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" : ""));
2259 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2262 /* Steal the items */
2263 inven_item_increase(i, -1);
2264 inven_item_optimize(i);
2276 /* Access the lite */
2277 o_ptr = &inventory[INVEN_LITE];
2278 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2280 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2283 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2286 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2287 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2291 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2295 p_ptr->window |= (PW_EQUIP);
2305 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2306 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2307 update_creature(p_ptr);
2308 update_smart_learn(m_idx, DRS_ACID);
2316 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2317 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2318 update_smart_learn(m_idx, DRS_ELEC);
2326 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2327 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2328 update_smart_learn(m_idx, DRS_FIRE);
2336 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2337 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2338 update_smart_learn(m_idx, DRS_COLD);
2344 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2345 if (p_ptr->is_dead) break;
2347 /* Increase "blind" */
2348 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2350 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2353 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2361 /* Learn about the player */
2362 update_smart_learn(m_idx, DRS_BLIND);
2370 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2372 if (p_ptr->is_dead) break;
2374 /* Increase "confused" */
2375 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2377 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2383 /* Learn about the player */
2384 update_smart_learn(m_idx, DRS_CONF);
2391 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2393 if (p_ptr->is_dead) break;
2395 /* Increase "afraid" */
2396 if (CHECK_MULTISHADOW())
2400 else if (p_ptr->resist_fear)
2402 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2405 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2407 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2412 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2418 /* Learn about the player */
2419 update_smart_learn(m_idx, DRS_FEAR);
2426 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2428 if (p_ptr->is_dead) break;
2430 /* Increase "paralyzed" */
2431 if (CHECK_MULTISHADOW())
2435 else if (p_ptr->free_act)
2437 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2440 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2442 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2447 if (!p_ptr->paralyzed)
2449 if (set_paralyzed(3 + randint1(rlev)))
2456 /* Learn about the player */
2457 update_smart_learn(m_idx, DRS_FREE);
2464 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2466 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2467 if (do_dec_stat(A_STR)) obvious = TRUE;
2474 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2476 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2477 if (do_dec_stat(A_INT)) obvious = TRUE;
2484 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2486 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2487 if (do_dec_stat(A_WIS)) obvious = TRUE;
2494 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2496 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2497 if (do_dec_stat(A_DEX)) obvious = TRUE;
2504 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2506 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2507 if (do_dec_stat(A_CON)) obvious = TRUE;
2514 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2516 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2517 if (do_dec_stat(A_CHR)) obvious = TRUE;
2524 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2526 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2528 /* Damage (stats) */
2529 if (do_dec_stat(A_STR)) obvious = TRUE;
2530 if (do_dec_stat(A_DEX)) obvious = TRUE;
2531 if (do_dec_stat(A_CON)) obvious = TRUE;
2532 if (do_dec_stat(A_INT)) obvious = TRUE;
2533 if (do_dec_stat(A_WIS)) obvious = TRUE;
2534 if (do_dec_stat(A_CHR)) obvious = TRUE;
2543 /* Hack -- Reduce damage based on the player armor class */
2544 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2546 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2548 /* Radius 8 earthquake centered at the monster */
2549 if (damage > 23 || explode)
2551 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2559 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2563 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2565 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2567 (void)drain_exp(d, d / 10, 95);
2573 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2577 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2579 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2581 (void)drain_exp(d, d / 10, 90);
2587 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2591 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2593 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2595 (void)drain_exp(d, d / 10, 75);
2601 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2605 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2607 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2609 (void)drain_exp(d, d / 10, 50);
2615 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2617 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2619 /* Take "poison" effect */
2620 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
2622 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2628 /* Damage CON (10% chance)*/
2629 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
2631 /* 1% chance for perm. damage */
2632 bool perm = one_in_(10);
2633 if (dec_stat(A_CON, randint1(10), perm))
2635 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
2645 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
2647 switch (randint1(10))
2649 case 1: case 2: case 3: case 4: case 5:
2651 if (p_ptr->prace == RACE_ANDROID) break;
2652 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
2653 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
2657 case 6: case 7: case 8: case 9:
2659 int stat = randint0(6);
2664 case A_STR: act = "強く"; break;
2665 case A_INT: act = "聡明で"; break;
2666 case A_WIS: act = "賢明で"; break;
2667 case A_DEX: act = "器用で"; break;
2668 case A_CON: act = "健康で"; break;
2669 case A_CHR: act = "美しく"; break;
2671 case A_STR: act = "strong"; break;
2672 case A_INT: act = "bright"; break;
2673 case A_WIS: act = "wise"; break;
2674 case A_DEX: act = "agile"; break;
2675 case A_CON: act = "hale"; break;
2676 case A_CHR: act = "beautiful"; break;
2681 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);
2682 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
2683 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
2684 p_ptr->update |= (PU_BONUS);
2690 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..."));
2692 for (k = 0; k < A_MAX; k++)
2694 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
2695 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
2697 p_ptr->update |= (PU_BONUS);
2702 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2708 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2713 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2715 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2717 resist_drain = !drain_exp(d, d / 10, 50);
2719 /* Heal the attacker? */
2720 if (p_ptr->mimic_form)
2722 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
2723 resist_drain = TRUE;
2727 switch (p_ptr->prace)
2736 resist_drain = TRUE;
2741 if ((damage > 5) && !resist_drain)
2743 bool did_heal = FALSE;
2745 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2748 m_ptr->hp += damroll(4, damage / 6);
2749 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2751 /* Redraw (later) if needed */
2752 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2753 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2755 /* Special message */
2756 if (m_ptr->ml && did_heal)
2758 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
2768 if (CHECK_MULTISHADOW())
2770 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!"));
2776 p_ptr->csp -= damage;
2780 p_ptr->csp_frac = 0;
2783 p_ptr->redraw |= (PR_MANA);
2786 /* Learn about the player */
2787 update_smart_learn(m_idx, DRS_MANA);
2793 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2795 if (p_ptr->is_dead) break;
2797 /* Decrease speed */
2798 if (CHECK_MULTISHADOW())
2804 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
2814 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2816 if (p_ptr->is_dead) break;
2818 /* Decrease speed */
2819 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
2825 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
2835 /* Hack -- only one of cut or stun */
2836 if (do_cut && do_stun)
2839 if (randint0(100) < 50)
2856 /* Critical hit (zero if non-critical) */
2857 tmp = monster_critical(d_dice, d_side, damage);
2859 /* Roll for damage */
2862 case 0: cut_plus = 0; break;
2863 case 1: cut_plus = randint1(5); break;
2864 case 2: cut_plus = randint1(5) + 5; break;
2865 case 3: cut_plus = randint1(20) + 20; break;
2866 case 4: cut_plus = randint1(50) + 50; break;
2867 case 5: cut_plus = randint1(100) + 100; break;
2868 case 6: cut_plus = 300; break;
2869 default: cut_plus = 500; break;
2873 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
2881 /* Critical hit (zero if non-critical) */
2882 tmp = monster_critical(d_dice, d_side, damage);
2884 /* Roll for damage */
2887 case 0: stun_plus = 0; break;
2888 case 1: stun_plus = randint1(5); break;
2889 case 2: stun_plus = randint1(5) + 10; break;
2890 case 3: stun_plus = randint1(10) + 20; break;
2891 case 4: stun_plus = randint1(15) + 30; break;
2892 case 5: stun_plus = randint1(20) + 40; break;
2893 case 6: stun_plus = 80; break;
2894 default: stun_plus = 150; break;
2897 /* Apply the stun */
2898 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
2903 sound(SOUND_EXPLODE);
2905 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
2914 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
2916 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2918 HIT_POINT dam = damroll(2, 6);
2920 /* Modify the damage */
2921 dam = mon_damage_mod(m_ptr, dam, FALSE);
2924 msg_format("%^sは突然熱くなった!", m_name);
2925 if (mon_take_hit(m_idx, dam, &fear,
2928 msg_format("%^s is suddenly very hot!", m_name);
2930 if (mon_take_hit(m_idx, dam, &fear,
2931 " turns into a pile of ash."))
2941 if (is_original_ap_and_seen(m_ptr))
2942 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2946 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
2948 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2950 HIT_POINT dam = damroll(2, 6);
2952 /* Modify the damage */
2953 dam = mon_damage_mod(m_ptr, dam, FALSE);
2956 msg_format("%^sは電撃をくらった!", m_name);
2957 if (mon_take_hit(m_idx, dam, &fear,
2960 msg_format("%^s gets zapped!", m_name);
2962 if (mon_take_hit(m_idx, dam, &fear,
2963 " turns into a pile of cinder."))
2973 if (is_original_ap_and_seen(m_ptr))
2974 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2978 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
2980 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2982 HIT_POINT dam = damroll(2, 6);
2984 /* Modify the damage */
2985 dam = mon_damage_mod(m_ptr, dam, FALSE);
2988 msg_format("%^sは冷気をくらった!", m_name);
2989 if (mon_take_hit(m_idx, dam, &fear,
2992 msg_format("%^s is very cold!", m_name);
2994 if (mon_take_hit(m_idx, dam, &fear,
3005 if (is_original_ap_and_seen(m_ptr))
3006 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3011 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3013 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3015 HIT_POINT dam = damroll(2, 6);
3017 /* Modify the damage */
3018 dam = mon_damage_mod(m_ptr, dam, FALSE);
3021 msg_format("%^sは鏡の破片をくらった!", m_name);
3022 if (mon_take_hit(m_idx, dam, &fear,
3025 msg_format("%^s gets zapped!", m_name);
3027 if (mon_take_hit(m_idx, dam, &fear,
3028 " had torn to pieces."))
3037 if (is_original_ap_and_seen(m_ptr))
3038 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3041 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
3043 teleport_player(10, 0L);
3047 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3049 if (r_ptr->flags3 & RF3_EVIL)
3051 if (!(r_ptr->flagsr & RFR_RES_ALL))
3053 HIT_POINT dam = damroll(2, 6);
3055 /* Modify the damage */
3056 dam = mon_damage_mod(m_ptr, dam, FALSE);
3059 msg_format("%^sは聖なるオーラで傷ついた!", m_name);
3060 if (mon_take_hit(m_idx, dam, &fear,
3063 msg_format("%^s is injured by holy power!", m_name);
3065 if (mon_take_hit(m_idx, dam, &fear,
3072 if (is_original_ap_and_seen(m_ptr))
3073 r_ptr->r_flags3 |= RF3_EVIL;
3077 if (is_original_ap_and_seen(m_ptr))
3078 r_ptr->r_flagsr |= RFR_RES_ALL;
3083 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3085 if (!(r_ptr->flagsr & RFR_RES_ALL))
3087 HIT_POINT dam = damroll(2, 6);
3089 /* Modify the damage */
3090 dam = mon_damage_mod(m_ptr, dam, FALSE);
3093 msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
3094 if (mon_take_hit(m_idx, dam, &fear,
3097 msg_format("%^s is injured by the Force", m_name);
3099 if (mon_take_hit(m_idx, dam, &fear,
3110 if (is_original_ap_and_seen(m_ptr))
3111 r_ptr->r_flagsr |= RFR_RES_ALL;
3115 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3118 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3120 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3122 if (o_armed_ptr->k_idx)
3124 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3125 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3128 /* Cursed armor makes damages doubled */
3129 o_armed_ptr = &inventory[INVEN_BODY];
3130 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3132 /* Modify the damage */
3133 dam = mon_damage_mod(m_ptr, dam, FALSE);
3136 msg_format("影のオーラが%^sに反撃した!", m_name);
3137 if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
3139 msg_format("Enveloped shadows attack %^s.", m_name);
3141 if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
3147 else /* monster does not dead */
3150 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3151 EFFECT_ID typ[4][2] = {
3152 { INVEN_HEAD, GF_OLD_CONF },
3153 { INVEN_LARM, GF_OLD_SLEEP },
3154 { INVEN_HANDS, GF_TURN_ALL },
3155 { INVEN_FEET, GF_OLD_SLOW }
3158 /* Some cursed armours gives an extra effect */
3159 for (j = 0; j < 4; j++)
3161 o_armed_ptr = &inventory[typ[j][0]];
3162 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3163 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3169 if (is_original_ap_and_seen(m_ptr))
3170 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3176 /* Monster missed player */
3179 /* Analyze failed attacks */
3195 /* Visible monsters */
3199 disturb(TRUE, TRUE);
3203 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3205 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);
3206 abbreviate = 1;/*2回目以降は省略 */
3208 msg_format("%^s misses you.", m_name);
3213 /* Gain shield experience */
3214 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
3216 int cur = p_ptr->skill_exp[GINOU_SHIELD];
3217 int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
3221 DEPTH targetlevel = r_ptr->level;
3225 /* Extra experience */
3226 if ((cur / 100) < targetlevel)
3228 if ((cur / 100 + 15) < targetlevel)
3229 inc += 1 + (targetlevel - (cur / 100 + 15));
3234 p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
3235 p_ptr->update |= (PU_BONUS);
3246 /* Analyze "visible" monsters only */
3247 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3249 /* Count "obvious" attacks (and ones that cause damage) */
3250 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3252 /* Count attacks of this type */
3253 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3255 r_ptr->r_blows[ap_cnt]++;
3260 if (p_ptr->riding && damage)
3262 char m_steed_name[MAX_NLEN];
3263 monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
3264 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3266 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3270 if (p_ptr->special_defense & NINJA_KAWARIMI)
3272 if (kawarimi(FALSE)) return TRUE;
3276 /* Hex - revenge damage stored */
3277 revenge_store(get_damage);
3279 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3280 && get_damage > 0 && !p_ptr->is_dead)
3283 msg_format("攻撃が%s自身を傷つけた!", m_name);
3285 GAME_TEXT m_name_self[80];
3288 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3290 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3292 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3293 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3296 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3298 char m_target_name[MAX_NLEN];
3299 monster_desc(m_target_name, m_ptr, 0);
3302 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3303 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3305 p_ptr->redraw |= (PR_MANA);
3309 if (blinked && alive && !p_ptr->is_dead)
3311 if (teleport_barrier(m_idx))
3313 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."));
3317 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3318 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3323 /* Always notice cause of death */
3324 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3329 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3332 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3335 if (p_ptr->special_defense & KATA_IAI)
3337 set_action(ACTION_NONE);
3340 /* Assume we attacked */