3 /* Purpose: Monster attacks */
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
17 * Critical blow. All hits that do 95% of total possible damage,
18 * and which also do at least 20 damage, or, sometimes, N damage.
19 * This is used only to determine "cuts" and "stuns".
21 static int monster_critical(int dice, int sides, int dam)
24 int total = dice * sides;
26 /* Must do at least 95% of perfect */
27 if (dam < total * 19 / 20) return (0);
29 /* Weak blows rarely work */
30 if ((dam < 20) && (randint0(100) >= dam)) return (0);
33 if (dam == total && dam >= 40) max++;
38 while (randint0(100) < 2) max++;
42 if (dam > 45) return (6 + max);
43 if (dam > 33) return (5 + max);
44 if (dam > 25) return (4 + max);
45 if (dam > 18) return (3 + max);
46 if (dam > 11) return (2 + max);
55 * Determine if a monster attack against the player succeeds.
56 * Always miss 5% of the time, Always hit 5% of the time.
57 * Otherwise, match monster power against player armor.
59 static int check_hit(int power, int level, int stun)
66 if (stun && one_in_(2)) return FALSE;
68 /* Hack -- Always miss or hit */
69 if (k < 10) return (k < 5);
71 /* Calculate the "attack quality" */
72 i = (power + (level * 3));
75 ac = p_ptr->ac + p_ptr->to_a;
76 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
78 /* Power and Level compete against Armor */
79 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
88 * Hack -- possible "insult" messages
90 static cptr desc_insult[] =
93 "¤¬¤¢¤Ê¤¿¤òÉî¿«¤·¤¿¡ª",
94 "¤¬¤¢¤Ê¤¿¤ÎÊì¤òÉî¿«¤·¤¿¡ª",
95 "¤¬¤¢¤Ê¤¿¤ò·ÚÊΤ·¤¿¡ª",
98 "¤¬¤¢¤Ê¤¿¤Î²ó¤ê¤ÇÍ٤ä¿¡ª",
99 "¤¬àÐêø¤Ê¿È¤Ö¤ê¤ò¤·¤¿¡ª",
100 "¤¬¤¢¤Ê¤¿¤ò¤Ü¤ó¤ä¤ê¤È¸«¤¿¡ª¡ª¡ª",
101 "¤¬¤¢¤Ê¤¿¤ò¥Ñ¥é¥µ¥¤¥È¸Æ¤Ð¤ï¤ê¤·¤¿¡ª",
102 "¤¬¤¢¤Ê¤¿¤ò¥µ¥¤¥Ü¡¼¥°°·¤¤¤·¤¿¡ª"
105 "insults your mother!",
106 "gives you the finger!",
109 "dances around you!",
110 "makes obscene gestures!",
112 "calls you a parasite!",
113 "calls you a cyborg!"
121 * Hack -- possible "insult" messages
123 static cptr desc_moan[] =
126 "¤Ï²¿¤«¤òÈᤷ¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£",
127 "¤¬Èà¤Î»ô¤¤¸¤¤ò¸«¤Ê¤«¤Ã¤¿¤«¤È¿Ò¤Í¤Æ¤¤¤ë¡£",
128 "¤¬ÆìÄ¥¤ê¤«¤é½Ð¤Æ¹Ô¤±¤È¸À¤Ã¤Æ¤¤¤ë¡£",
129 "¤Ï¥¥Î¥³¤¬¤É¤¦¤È¤«Ò줤¤Æ¤¤¤ë¡£"
131 "seems sad about something.",
132 "asks if you have seen his dogs.",
133 "tells you to get off his land.",
134 "mumbles something about mushrooms."
141 * Attack the player via physical attacks.
143 bool make_attack_normal(int m_idx)
145 monster_type *m_ptr = &m_list[m_idx];
147 monster_race *r_ptr = &r_info[m_ptr->r_idx];
151 int i, k, tmp, ac, rlev;
160 char o_name[MAX_NLEN];
167 bool touched = FALSE, fear = FALSE, alive = TRUE;
168 bool explode = FALSE;
169 bool resist_drain = FALSE;
170 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;
182 /* Extract the effective monster level */
183 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
186 /* Get the monster name (or "it") */
187 monster_desc(m_name, m_ptr, 0);
189 /* Get the "died from" information (i.e. "a kobold") */
190 monster_desc(ddesc, m_ptr, 0x288);
192 if (p_ptr->special_defense & KATA_IAI)
195 msg_print("Áê¼ê¤¬½±¤¤¤«¤«¤ëÁ°¤ËÁÇÁ᤯Éð´ï¤ò¿¶¤ë¤Ã¤¿¡£");
197 msg_format("You took sen, draw and cut in one motion before %s move.", m_name);
199 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
202 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
208 /* Assume no blink */
211 /* Scan through all four blows */
212 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
214 bool visible = FALSE;
215 bool obvious = FALSE;
222 /* Extract the attack infomation */
223 int effect = r_ptr->blow[ap_cnt].effect;
224 int method = r_ptr->blow[ap_cnt].method;
225 int d_dice = r_ptr->blow[ap_cnt].d_dice;
226 int d_side = r_ptr->blow[ap_cnt].d_side;
229 if (!m_ptr->r_idx) break;
231 /* Hack -- no more attacks */
234 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
240 /* Stop if player is dead or gone */
241 if (!p_ptr->playing || p_ptr->is_dead) break;
242 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) break;
244 /* Handle "leaving" */
245 if (p_ptr->leaving) break;
247 if (method == RBM_SHOOT) continue;
249 /* Extract visibility (before blink) */
250 if (m_ptr->ml) visible = TRUE;
252 /* Extract the attack "power" */
255 case RBE_HURT: power = 60; break;
256 case RBE_POISON: power = 5; break;
257 case RBE_UN_BONUS: power = 20; break;
258 case RBE_UN_POWER: power = 15; break;
259 case RBE_EAT_GOLD: power = 5; break;
260 case RBE_EAT_ITEM: power = 5; break;
261 case RBE_EAT_FOOD: power = 5; break;
262 case RBE_EAT_LITE: power = 5; break;
263 case RBE_ACID: power = 0; break;
264 case RBE_ELEC: power = 10; break;
265 case RBE_FIRE: power = 10; break;
266 case RBE_COLD: power = 10; break;
267 case RBE_BLIND: power = 2; break;
268 case RBE_CONFUSE: power = 10; break;
269 case RBE_TERRIFY: power = 10; break;
270 case RBE_PARALYZE: power = 2; break;
271 case RBE_LOSE_STR: power = 0; break;
272 case RBE_LOSE_DEX: power = 0; break;
273 case RBE_LOSE_CON: power = 0; break;
274 case RBE_LOSE_INT: power = 0; break;
275 case RBE_LOSE_WIS: power = 0; break;
276 case RBE_LOSE_CHR: power = 0; break;
277 case RBE_LOSE_ALL: power = 2; break;
278 case RBE_SHATTER: power = 60; break;
279 case RBE_EXP_10: power = 5; break;
280 case RBE_EXP_20: power = 5; break;
281 case RBE_EXP_40: power = 5; break;
282 case RBE_EXP_80: power = 5; break;
283 case RBE_DISEASE: power = 5; break;
284 case RBE_TIME: power = 5; break;
285 case RBE_EXP_VAMP: power = 5; break;
286 case RBE_DR_MANA: power = 5; break;
287 case RBE_SUPERHURT: power = 60; break;
292 ac = p_ptr->ac + p_ptr->to_a;
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 if ((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) {
750 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
752 msg_print("Ä˺¨¤Î°ì·â¡ª");
754 msg_print("It was a critical hit!");
757 tmp_damage = MAX(damage, tmp_damage*2);
760 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
769 /* Hack -- Player armor reduces total damage */
770 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
773 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
782 /* Take "poison" effect */
783 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
785 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
791 /* Take some damage */
792 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
794 /* Learn about the player */
795 update_smart_learn(m_idx, DRS_POIS);
804 /* Allow complete resist */
805 if (!p_ptr->resist_disen)
807 /* Apply disenchantment */
808 if (apply_disenchant(0))
810 /* Hack -- Update AC */
816 /* Take some damage */
817 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
819 /* Learn about the player */
820 update_smart_learn(m_idx, DRS_DISEN);
827 /* Take some damage */
828 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
830 if (p_ptr->is_dead) break;
833 for (k = 0; k < 10; k++)
836 i = randint0(INVEN_PACK);
838 /* Obtain the item */
839 o_ptr = &inventory[i];
841 /* Skip non-objects */
842 if (!o_ptr->k_idx) continue;
844 /* Drain charged wands/staffs */
845 if (((o_ptr->tval == TV_STAFF) ||
846 (o_ptr->tval == TV_WAND)) &&
849 /* Calculate healed hitpoints */
850 int heal=rlev * o_ptr->pval;
851 if( o_ptr->tval == TV_STAFF)
852 heal *= o_ptr->number;
854 /* Don't heal more than max hp */
855 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
859 msg_print("¥¶¥Ã¥¯¤«¤é¥¨¥Í¥ë¥®¡¼¤¬µÛ¤¤¼è¤é¤ì¤¿¡ª");
861 msg_print("Energy drains from your pack!");
868 /* Heal the monster */
871 /* Redraw (later) if needed */
872 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
873 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
878 /* Combine / Reorder the pack */
879 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
882 p_ptr->window |= (PW_INVEN);
894 /* Take some damage */
895 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
897 /* Confused monsters cannot steal successfully. -LM-*/
898 if (m_ptr->confused) break;
900 if (p_ptr->is_dead) break;
905 /* Saving throw (unless paralyzed) based on dex and level */
906 if (!p_ptr->paralyzed &&
907 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
910 /* Saving throw message */
912 msg_print("¤·¤«¤·ÁÇÁ᤯ºâÉÛ¤ò¼é¤Ã¤¿¡ª");
914 msg_print("You quickly protect your money pouch!");
918 /* Occasional blink anyway */
919 if (randint0(3)) blinked = TRUE;
925 gold = (p_ptr->au / 10) + randint1(25);
926 if (gold < 2) gold = 2;
927 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
928 if (gold > p_ptr->au) gold = p_ptr->au;
933 msg_print("¤·¤«¤·²¿¤âÅð¤Þ¤ì¤Ê¤«¤Ã¤¿¡£");
935 msg_print("Nothing was stolen.");
942 msg_print("ºâÉÛ¤¬·Ú¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
943 msg_format("$%ld ¤Î¤ª¶â¤¬Åð¤Þ¤ì¤¿¡ª", (long)gold);
945 msg_print("Your purse feels lighter.");
946 msg_format("%ld coins were stolen!", (long)gold);
948 chg_virtue(V_SACRIFICE, 1);
953 msg_print("ºâÉÛ¤¬·Ú¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
954 msg_print("¤ª¶â¤¬Á´ÉôÅð¤Þ¤ì¤¿¡ª");
956 msg_print("Your purse feels lighter.");
957 msg_print("All of your coins were stolen!");
960 chg_virtue(V_SACRIFICE, 2);
964 p_ptr->redraw |= (PR_GOLD);
967 p_ptr->window |= (PW_PLAYER);
978 /* Take some damage */
979 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
981 /* Confused monsters cannot steal successfully. -LM-*/
982 if (m_ptr->confused) break;
984 if (p_ptr->is_dead) break;
986 /* Saving throw (unless paralyzed) based on dex and level */
987 if (!p_ptr->paralyzed &&
988 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
991 /* Saving throw message */
993 msg_print("¤·¤«¤·¤¢¤ï¤Æ¤Æ¥¶¥Ã¥¯¤ò¼è¤êÊÖ¤·¤¿¡ª");
995 msg_print("You grab hold of your backpack!");
999 /* Occasional "blink" anyway */
1010 for (k = 0; k < 10; k++)
1015 i = randint0(INVEN_PACK);
1017 /* Obtain the item */
1018 o_ptr = &inventory[i];
1020 /* Skip non-objects */
1021 if (!o_ptr->k_idx) continue;
1023 /* Skip artifacts */
1024 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
1026 /* Get a description */
1027 object_desc(o_name, o_ptr, FALSE, 3);
1031 msg_format("%s(%c)¤ò%sÅð¤Þ¤ì¤¿¡ª",
1032 o_name, index_to_label(i),
1033 ((o_ptr->number > 1) ? "°ì¤Ä" : ""));
1035 msg_format("%sour %s (%c) was stolen!",
1036 ((o_ptr->number > 1) ? "One of y" : "Y"),
1037 o_name, index_to_label(i));
1040 chg_virtue(V_SACRIFICE, 1);
1043 /* Make an object */
1051 /* Get new object */
1052 j_ptr = &o_list[o_idx];
1055 object_copy(j_ptr, o_ptr);
1060 /* Hack -- If a rod or wand, allocate total
1061 * maximum timeouts or charges between those
1062 * stolen and those missed. -LM-
1064 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1066 k_ptr = &k_info[o_ptr->k_idx];
1067 j_ptr->pval = o_ptr->pval / o_ptr->number;
1068 o_ptr->pval -= j_ptr->pval;
1074 /* Memorize monster */
1075 j_ptr->held_m_idx = m_idx;
1078 j_ptr->next_o_idx = m_ptr->hold_o_idx;
1081 m_ptr->hold_o_idx = o_idx;
1084 /* Steal the items */
1085 inven_item_increase(i, -1);
1086 inven_item_optimize(i);
1103 /* Take some damage */
1104 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1106 if (p_ptr->is_dead) break;
1108 /* Steal some food */
1109 for (k = 0; k < 10; k++)
1111 /* Pick an item from the pack */
1112 i = randint0(INVEN_PACK);
1115 o_ptr = &inventory[i];
1117 /* Skip non-objects */
1118 if (!o_ptr->k_idx) continue;
1120 /* Skip non-food objects */
1121 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
1123 /* Get a description */
1124 object_desc(o_name, o_ptr, FALSE, 0);
1128 msg_format("%s(%c)¤ò%s¿©¤Ù¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
1129 o_name, index_to_label(i),
1130 ((o_ptr->number > 1) ? "°ì¤Ä" : ""));
1132 msg_format("%sour %s (%c) was eaten!",
1133 ((o_ptr->number > 1) ? "One of y" : "Y"),
1134 o_name, index_to_label(i));
1138 /* Steal the items */
1139 inven_item_increase(i, -1);
1140 inven_item_optimize(i);
1154 /* Access the lite */
1155 o_ptr = &inventory[INVEN_LITE];
1157 /* Take some damage */
1158 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1160 if (p_ptr->is_dead) break;
1163 if ((o_ptr->xtra4 > 0) && (!artifact_p(o_ptr)))
1166 o_ptr->xtra4 -= (250 + randint1(250));
1167 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
1173 msg_print("ÌÀ¤«¤ê¤¬°Å¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
1175 msg_print("Your light dims.");
1182 p_ptr->window |= (PW_EQUIP);
1196 msg_print("»À¤òÍá¤Ó¤»¤é¤ì¤¿¡ª");
1198 msg_print("You are covered in acid!");
1202 /* Special damage */
1203 get_damage += acid_dam(damage, ddesc, -1);
1205 /* Hack -- Update AC */
1208 /* Learn about the player */
1209 update_smart_learn(m_idx, DRS_ACID);
1222 msg_print("ÅÅ·â¤òÍá¤Ó¤»¤é¤ì¤¿¡ª");
1224 msg_print("You are struck by electricity!");
1228 /* Special damage */
1229 get_damage += elec_dam(damage, ddesc, -1);
1231 /* Learn about the player */
1232 update_smart_learn(m_idx, DRS_ELEC);
1245 msg_print("Á´¿È¤¬±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1247 msg_print("You are enveloped in flames!");
1251 /* Special damage */
1252 get_damage += fire_dam(damage, ddesc, -1);
1254 /* Learn about the player */
1255 update_smart_learn(m_idx, DRS_FIRE);
1268 msg_print("Á´¿È¤¬Î䵤¤Çʤ¤ï¤ì¤¿¡ª");
1270 msg_print("You are covered with frost!");
1274 /* Special damage */
1275 get_damage += cold_dam(damage, ddesc, -1);
1277 /* Learn about the player */
1278 update_smart_learn(m_idx, DRS_COLD);
1286 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1288 if (p_ptr->is_dead) break;
1290 /* Increase "blind" */
1291 if (!p_ptr->resist_blind)
1293 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
1296 if(m_ptr->r_idx == MON_DIO) msg_print("¤É¤¦¤À¥Ã¡ª¤³¤Î·ì¤ÎÌÜÄÙ¤·¤Ï¥Ã¡ª");
1304 /* Learn about the player */
1305 update_smart_learn(m_idx, DRS_BLIND);
1314 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1316 if (p_ptr->is_dead) break;
1318 /* Increase "confused" */
1319 if (!p_ptr->resist_conf)
1321 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
1327 /* Learn about the player */
1328 update_smart_learn(m_idx, DRS_CONF);
1336 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1338 if (p_ptr->is_dead) break;
1340 /* Increase "afraid" */
1341 if (p_ptr->resist_fear)
1344 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
1346 msg_print("You stand your ground!");
1351 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1354 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
1356 msg_print("You stand your ground!");
1363 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
1369 /* Learn about the player */
1370 update_smart_learn(m_idx, DRS_FEAR);
1378 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1380 if (p_ptr->is_dead) break;
1382 /* Increase "paralyzed" */
1383 if (p_ptr->free_act)
1386 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
1388 msg_print("You are unaffected!");
1393 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1396 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1398 msg_print("You resist the effects!");
1405 if (!p_ptr->paralyzed)
1407 if (set_paralyzed(3 + randint1(rlev)))
1414 /* Learn about the player */
1415 update_smart_learn(m_idx, DRS_FREE);
1422 /* Damage (physical) */
1423 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1425 if (p_ptr->is_dead) break;
1428 if (do_dec_stat(A_STR)) obvious = TRUE;
1435 /* Damage (physical) */
1436 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1438 if (p_ptr->is_dead) break;
1441 if (do_dec_stat(A_INT)) obvious = TRUE;
1448 /* Damage (physical) */
1449 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1451 if (p_ptr->is_dead) break;
1454 if (do_dec_stat(A_WIS)) obvious = TRUE;
1461 /* Damage (physical) */
1462 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1464 if (p_ptr->is_dead) break;
1467 if (do_dec_stat(A_DEX)) obvious = TRUE;
1474 /* Damage (physical) */
1475 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1477 if (p_ptr->is_dead) break;
1480 if (do_dec_stat(A_CON)) obvious = TRUE;
1487 /* Damage (physical) */
1488 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1490 if (p_ptr->is_dead) break;
1493 if (do_dec_stat(A_CHR)) obvious = TRUE;
1500 /* Damage (physical) */
1501 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1503 if (p_ptr->is_dead) break;
1505 /* Damage (stats) */
1506 if (do_dec_stat(A_STR)) obvious = TRUE;
1507 if (do_dec_stat(A_DEX)) obvious = TRUE;
1508 if (do_dec_stat(A_CON)) obvious = TRUE;
1509 if (do_dec_stat(A_INT)) obvious = TRUE;
1510 if (do_dec_stat(A_WIS)) obvious = TRUE;
1511 if (do_dec_stat(A_CHR)) obvious = TRUE;
1521 /* Hack -- Reduce damage based on the player armor class */
1522 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1525 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1527 /* Radius 8 earthquake centered at the monster */
1528 if (damage > 23 || explode)
1530 earthquake(m_ptr->fy, m_ptr->fx, 8);
1538 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1544 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1546 if (p_ptr->is_dead) break;
1548 (void)drain_exp(d, d / 10, 95);
1554 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1560 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1562 if (p_ptr->is_dead) break;
1564 (void)drain_exp(d, d / 10, 90);
1570 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1576 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1578 if (p_ptr->is_dead) break;
1580 (void)drain_exp(d, d / 10, 75);
1586 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1592 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1594 if (p_ptr->is_dead) break;
1596 (void)drain_exp(d, d / 10, 50);
1602 /* Take some damage */
1603 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1605 if (p_ptr->is_dead) break;
1607 /* Take "poison" effect */
1608 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
1610 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
1616 /* Damage CON (10% chance)*/
1617 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
1619 /* 1% chance for perm. damage */
1620 bool perm = one_in_(10);
1621 if (dec_stat(A_CON, randint1(10), perm))
1624 msg_print("ɤ¬¤¢¤Ê¤¿¤ò¿ª¤ó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡£");
1626 msg_print("You feel strange sickness.");
1638 if (!p_ptr->resist_time)
1640 switch (randint1(10))
1642 case 1: case 2: case 3: case 4: case 5:
1644 if (p_ptr->prace == RACE_ANDROID) break;
1646 msg_print("¿ÍÀ¸¤¬µÕÌá¤ê¤·¤¿µ¤¤¬¤¹¤ë¡£");
1648 msg_print("You feel life has clocked back.");
1651 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
1655 case 6: case 7: case 8: case 9:
1657 int stat = randint0(6);
1662 case A_STR: act = "¶¯¤¯"; break;
1663 case A_INT: act = "ÁïÌÀ¤Ç"; break;
1664 case A_WIS: act = "¸ÌÀ¤Ç"; break;
1665 case A_DEX: act = "´ïÍѤÇ"; break;
1666 case A_CON: act = "·ò¹¯¤Ç"; break;
1667 case A_CHR: act = "Èþ¤·¤¯"; break;
1669 case A_STR: act = "strong"; break;
1670 case A_INT: act = "bright"; break;
1671 case A_WIS: act = "wise"; break;
1672 case A_DEX: act = "agile"; break;
1673 case A_CON: act = "hale"; break;
1674 case A_CHR: act = "beautiful"; break;
1680 msg_format("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤É%s¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£", act);
1682 msg_format("You're not as %s as you used to be...", act);
1686 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
1687 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
1688 p_ptr->update |= (PU_BONUS);
1695 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤ÉÎ϶¯¤¯¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£");
1697 msg_print("You're not as powerful as you used to be...");
1701 for (k = 0; k < 6; k++)
1703 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
1704 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
1706 p_ptr->update |= (PU_BONUS);
1711 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1717 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1723 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1725 if (p_ptr->is_dead) break;
1727 resist_drain = !drain_exp(d, d / 10, 50);
1729 /* Heal the attacker? */
1730 if (p_ptr->mimic_form)
1732 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
1733 resist_drain = TRUE;
1737 switch (p_ptr->prace)
1746 resist_drain = TRUE;
1751 if ((damage > 5) && !resist_drain)
1753 bool did_heal = FALSE;
1755 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1758 m_ptr->hp += damroll(4, damage / 6);
1759 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1761 /* Redraw (later) if needed */
1762 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1763 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1765 /* Special message */
1766 if ((m_ptr->ml) && (did_heal))
1769 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
1771 msg_format("%^s appears healthier.", m_name);
1781 bool did_heal = FALSE;
1789 p_ptr->csp -= damage;
1793 p_ptr->csp_frac = 0;
1796 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1798 p_ptr->redraw |= (PR_MANA);
1804 /* Hack -- only one of cut or stun */
1805 if (do_cut && do_stun)
1808 if (randint0(100) < 50)
1825 /* Critical hit (zero if non-critical) */
1826 tmp = monster_critical(d_dice, d_side, damage);
1828 /* Roll for damage */
1831 case 0: k = 0; break;
1832 case 1: k = randint1(5); break;
1833 case 2: k = randint1(5) + 5; break;
1834 case 3: k = randint1(20) + 20; break;
1835 case 4: k = randint1(50) + 50; break;
1836 case 5: k = randint1(100) + 100; break;
1837 case 6: k = 300; break;
1838 default: k = 500; break;
1842 if (k) (void)set_cut(p_ptr->cut + k);
1850 /* Critical hit (zero if non-critical) */
1851 tmp = monster_critical(d_dice, d_side, damage);
1853 /* Roll for damage */
1856 case 0: k = 0; break;
1857 case 1: k = randint1(5); break;
1858 case 2: k = randint1(5) + 10; break;
1859 case 3: k = randint1(10) + 20; break;
1860 case 4: k = randint1(15) + 30; break;
1861 case 5: k = randint1(20) + 40; break;
1862 case 6: k = 80; break;
1863 default: k = 150; break;
1866 /* Apply the stun */
1867 if (k) (void)set_stun(p_ptr->stun + k);
1872 sound(SOUND_EXPLODE);
1874 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
1883 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
1885 if (!(r_ptr->flags3 & RF3_IM_FIRE))
1887 int dam = damroll(2, 6);
1889 /* Modify the damage */
1890 dam = mon_damage_mod(m_ptr, dam, FALSE);
1893 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
1894 if (mon_take_hit(m_idx, dam, &fear,
1895 "¤Ï³¥¤Î»³¤Ë¤Ê¤Ã¤¿¡£"))
1897 msg_format("%^s is suddenly very hot!", m_name);
1899 if (mon_take_hit(m_idx, dam, &fear,
1900 " turns into a pile of ash."))
1911 r_ptr->r_flags3 |= RF3_IM_FIRE;
1915 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
1917 if (!(r_ptr->flags3 & RF3_IM_ELEC))
1919 int dam = damroll(2, 6);
1921 /* Modify the damage */
1922 dam = mon_damage_mod(m_ptr, dam, FALSE);
1925 msg_format("%^s¤ÏÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
1926 if (mon_take_hit(m_idx, dam, &fear,
1927 "¤Ïdz¤¨³Ì¤Î»³¤Ë¤Ê¤Ã¤¿¡£"))
1929 msg_format("%^s gets zapped!", m_name);
1931 if (mon_take_hit(m_idx, dam, &fear,
1932 " turns into a pile of cinder."))
1943 r_ptr->r_flags3 |= RF3_IM_ELEC;
1947 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
1949 if (!(r_ptr->flags3 & RF3_IM_COLD))
1951 int dam = damroll(2, 6);
1953 /* Modify the damage */
1954 dam = mon_damage_mod(m_ptr, dam, FALSE);
1957 msg_format("%^s¤ÏÎ䵤¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
1958 if (mon_take_hit(m_idx, dam, &fear,
1961 msg_format("%^s is very cold!", m_name);
1963 if (mon_take_hit(m_idx, dam, &fear,
1975 r_ptr->r_flags3 |= RF3_IM_COLD;
1980 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
1982 if (!(r_ptr->flags4 & RF4_BR_SHAR))
1984 int dam = damroll(2, 6);
1986 /* Modify the damage */
1987 dam = mon_damage_mod(m_ptr, dam, FALSE);
1990 msg_format("%^s¤Ï¶À¤ÎÇËÊÒ¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
1991 if (mon_take_hit(m_idx, dam, &fear,
1992 "¤Ï¥º¥¿¥º¥¿¤Ë¤Ê¤Ã¤¿¡£"))
1994 msg_format("%^s gets zapped!", m_name);
1996 if (mon_take_hit(m_idx, dam, &fear,
1997 " had torn to pieces."))
2005 if (is_mirror_grid(&cave[py][px])) {
2006 teleport_player(10);
2010 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
2012 if (r_ptr->flags3 & RF3_EVIL)
2014 int dam = damroll(2, 6);
2016 /* Modify the damage */
2017 dam = mon_damage_mod(m_ptr, dam, FALSE);
2020 msg_format("%^s¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤Ç½ý¤Ä¤¤¤¿¡ª", m_name);
2021 if (mon_take_hit(m_idx, dam, &fear,
2024 msg_format("%^s is injured by holy power!", m_name);
2026 if (mon_take_hit(m_idx, dam, &fear,
2035 r_ptr->r_flags3 |= RF3_EVIL;
2039 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
2041 int dam = damroll(2, 6);
2043 /* Modify the damage */
2044 dam = mon_damage_mod(m_ptr, dam, FALSE);
2047 msg_format("%^s¤¬±Ô¤¤Æ®µ¤¤Î¥ª¡¼¥é¤Ç½ý¤Ä¤¤¤¿¡ª", m_name);
2048 if (mon_take_hit(m_idx, dam, &fear,
2051 msg_format("%^s is injured by the Force", m_name);
2053 if (mon_take_hit(m_idx, dam, &fear,
2065 /* Monster missed player */
2068 /* Analyze failed attacks */
2084 /* Visible monsters */
2093 msg_format("%s¤«¤ï¤·¤¿¡£", (p_ptr->special_attack & ATTACK_SUIKEN) ? "´ñ̯¤ÊÆ°¤¤Ç" : "");
2095 msg_format("%s%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", (p_ptr->special_attack & ATTACK_SUIKEN) ? "´ñ̯¤ÊÆ°¤¤Ç" : "", m_name);
2096 syouryaku = 1;/*£²²óÌܰʹߤϾÊά */
2098 msg_format("%^s misses you.", m_name);
2109 /* Analyze "visible" monsters only */
2110 if (visible && !do_silly_attack)
2112 /* Count "obvious" attacks (and ones that cause damage) */
2113 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2115 /* Count attacks of this type */
2116 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2118 r_ptr->r_blows[ap_cnt]++;
2123 if (p_ptr->riding && damage)
2126 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2127 if (rakuba((damage > 200) ? 200 : damage, FALSE))
2130 msg_format("%^s¤«¤éÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
2132 msg_format("You have fallen from %s.", m_name);
2136 if (p_ptr->special_defense & NINJA_KAWARIMI)
2143 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
2146 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
2148 char m_name_self[80];
2151 monster_desc(m_name_self, m_ptr, 0x23);
2153 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
2155 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
2156 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
2160 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
2163 monster_desc(m_name, m_ptr, 0);
2167 msg_format("%^s¤ËÈ¿·â¤·¤¿¡ª", m_name);
2169 msg_format("Your counterattack to %s!", m_name);
2171 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
2176 if (blinked && alive && !p_ptr->is_dead)
2179 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2181 msg_print("The thief flees laughing!");
2184 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2188 /* Always notice cause of death */
2189 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
2194 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
2198 msg_format("%^s¤Ï¶²ÉݤÇƨ¤²½Ð¤·¤¿¡ª", m_name);
2200 msg_format("%^s flees in terror!", m_name);
2205 if (p_ptr->special_defense & KATA_IAI)
2207 set_action(ACTION_NONE);
2210 /* Assume we attacked */