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
20 * @brief プレイヤーからモンスターへの打撃命中判定 /
21 * Determine if the player "hits" a monster (normal combat).
24 * @param vis 目標を視界に捕らえているならばTRUEを指定
25 * @return 命中と判定された場合TRUEを返す
26 * @note Always miss 5%, always hit 5%, otherwise random.
28 bool test_hit_norm(int chance, int ac, int vis)
35 /* Hack -- Instant miss or hit */
36 if (k < 10) return (k < 5);
38 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
39 if (one_in_(20)) return (FALSE);
41 /* Wimpy attack never hits */
42 if (chance <= 0) return (FALSE);
44 /* Penalize invisible targets */
45 if (!vis) chance = (chance + 1) / 2;
47 /* Power must defeat armor */
48 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
56 * @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 /
57 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
60 * @param dam 現在算出中のダメージ値
61 * @param meichuu 打撃の基本命中力
62 * @param mode オプションフラグ
63 * @return クリティカル修正が入ったダメージ値
65 HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
69 /* Extract "blow" power */
70 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
73 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
75 k = weight + randint1(650);
76 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
80 msg_print(_("手ごたえがあった!", "It was a good hit!"));
86 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
91 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
96 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
101 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
102 dam = ((7 * dam) / 2) + 25;
110 * @brief モンスター打撃のクリティカルランクを返す /
111 * Critical blow. All hits that do 95% of total possible damage,
112 * @param dice モンスター打撃のダイス数
113 * @param sides モンスター打撃の最大ダイス目
114 * @param dam プレイヤーに与えたダメージ
116 * and which also do at least 20 damage, or, sometimes, N damage.
117 * This is used only to determine "cuts" and "stuns".
119 static int monster_critical(int dice, int sides, HIT_POINT dam)
122 int total = dice * sides;
124 /* Must do at least 95% of perfect */
125 if (dam < total * 19 / 20) return (0);
127 /* Weak blows rarely work */
128 if ((dam < 20) && (randint0(100) >= dam)) return (0);
131 if ((dam >= total) && (dam >= 40)) max++;
136 while (randint0(100) < 2) max++;
139 /* Critical damage */
140 if (dam > 45) return (6 + max);
141 if (dam > 33) return (5 + max);
142 if (dam > 25) return (4 + max);
143 if (dam > 18) return (3 + max);
144 if (dam > 11) return (2 + max);
149 * @brief モンスター打撃の命中を判定する /
150 * Determine if a monster attack against the player succeeds.
151 * @param power 打撃属性毎の基本命中値
152 * @param level モンスターのレベル
153 * @param stun モンスターの朦朧値
154 * @return TRUEならば命中判定
156 * Always miss 5% of the time, Always hit 5% of the time.
157 * Otherwise, match monster power against player armor.
159 static int check_hit(int power, int level, int stun)
163 /* Percentile dice */
166 if (stun && one_in_(2)) return FALSE;
168 /* Hack -- Always miss or hit */
169 if (k < 10) return (k < 5);
171 /* Calculate the "attack quality" */
172 i = (power + (level * 3));
175 ac = p_ptr->ac + p_ptr->to_a;
176 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
178 /* Power and Level compete against Armor */
179 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
187 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
188 static cptr desc_insult[] =
203 "insults your mother!",
204 "gives you the finger!",
207 "dances around you!",
208 "makes obscene gestures!",
210 "calls you a parasite!",
211 "calls you a cyborg!"
217 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
218 static cptr desc_moan[] =
222 "が彼の飼い犬を見なかったかと尋ねている。",
226 "seems sad about something.",
227 "asks if you have seen his dogs.",
228 "tells you to get off his land.",
229 "mumbles something about mushrooms."
236 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
237 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
238 * @param immune ダメージを回避できる免疫フラグ
239 * @param flags_offset オーラフラグ配列の参照オフセット
240 * @param r_flags_offset モンスターの耐性配列の参照オフセット
241 * @param aura_flag オーラフラグ配列
242 * @param dam_func ダメージ処理を行う関数の参照ポインタ
243 * @param message オーラダメージを受けた際のメッセージ
246 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
247 int(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
249 monster_race *r_ptr = &r_info[m_ptr->r_idx];
251 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
254 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
256 /* Hack -- Get the "died from" name */
257 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
261 dam_func(aura_damage, mon_name, -1, TRUE);
263 if (is_original_ap_and_seen(m_ptr))
265 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
276 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
277 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
280 static void touch_zap_player(monster_type *m_ptr)
282 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
283 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
284 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
285 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
286 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
287 elec_dam, _("電撃をくらった!", "You get zapped!"));
291 * @brief プレイヤーの変異要素による打撃処理
292 * @param m_idx 攻撃目標となったモンスターの参照ID
293 * @param attack 変異要素による攻撃要素の種類
294 * @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
295 * @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
298 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
303 monster_type *m_ptr = &m_list[m_idx];
304 monster_race *r_ptr = &r_info[m_ptr->r_idx];
307 int dice_num, dice_side;
317 atk_desc = _("尻尾", "tail");
324 atk_desc = _("角", "horns");
331 atk_desc = _("クチバシ", "beak");
338 atk_desc = _("象の鼻", "trunk");
345 atk_desc = _("触手", "tentacles");
349 dice_num = dice_side = n_weight = 1;
350 atk_desc = _("未定義の部位", "undefined body part");
354 /* Extract monster name (or "it") */
355 monster_desc(m_name, m_ptr, 0);
358 /* Calculate the "attack quality" */
359 bonus = p_ptr->to_h_m;
360 bonus += (p_ptr->lev * 6 / 5);
361 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
364 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
368 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
370 k = damroll(dice_num, dice_side);
371 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
373 /* Apply the player damage bonuses */
376 /* No negative damage */
379 /* Modify the damage */
380 k = mon_damage_mod(m_ptr, k, FALSE);
382 /* Complex message */
383 msg_format_wizard(CHEAT_MONSTER,
384 _("%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))"),
385 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
387 /* Anger the monster */
388 if (k > 0) anger_monster(m_ptr);
390 /* Damage, check for fear and mdeath */
394 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
395 *mdeath = (m_ptr->r_idx == 0);
398 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
401 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
404 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
407 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
410 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
413 touch_zap_player(m_ptr);
422 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
427 * @brief プレイヤーの打撃処理サブルーチン /
428 * Player attacks a (poor, defenseless) creature -RAK-
431 * @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
432 * @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
433 * @param hand 攻撃を行うための武器を持つ手
434 * @param mode 発動中の剣術ID
437 * If no "weapon" is available, then "punch" the monster one time.
439 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
441 int num = 0, bonus, chance, vir;
444 cave_type *c_ptr = &cave[y][x];
446 monster_type *m_ptr = &m_list[c_ptr->m_idx];
447 monster_race *r_ptr = &r_info[m_ptr->r_idx];
449 /* Access the weapon */
450 object_type *o_ptr = &inventory[INVEN_RARM + hand];
454 bool success_hit = FALSE;
455 bool backstab = FALSE;
456 bool vorpal_cut = FALSE;
457 int chaos_effect = 0;
458 bool stab_fleeing = FALSE;
459 bool fuiuchi = FALSE;
460 bool monk_attack = FALSE;
461 bool do_quake = FALSE;
463 bool drain_msg = TRUE;
464 int drain_result = 0, drain_heal = 0;
465 bool can_drain = FALSE;
467 int drain_left = MAX_VAMPIRIC_DRAIN;
468 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
469 bool is_human = (r_ptr->d_char == 'p');
470 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
471 bool zantetsu_mukou, e_j_mukou;
473 switch (p_ptr->pclass)
477 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
479 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
480 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
481 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
482 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
483 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
485 /* Can't backstab creatures that we can't see, right? */
488 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
492 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
500 case CLASS_FORCETRAINER:
501 case CLASS_BERSERKER:
502 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
506 if (!o_ptr->k_idx) /* Empty hand */
508 if ((r_ptr->level + 10) > p_ptr->lev)
510 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
512 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
513 p_ptr->skill_exp[GINOU_SUDE] += 40;
514 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
515 p_ptr->skill_exp[GINOU_SUDE] += 5;
516 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
517 p_ptr->skill_exp[GINOU_SUDE] += 1;
518 else if ((p_ptr->lev > 34))
519 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
520 p_ptr->update |= (PU_BONUS);
524 else if (object_is_melee_weapon(o_ptr))
526 if ((r_ptr->level + 10) > p_ptr->lev)
528 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
529 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
530 int now_exp = p_ptr->weapon_exp[tval][sval];
531 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
534 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
535 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
536 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
537 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
538 p_ptr->weapon_exp[tval][sval] += amount;
539 p_ptr->update |= (PU_BONUS);
544 /* Disturb the monster */
545 (void)set_monster_csleep(c_ptr->m_idx, 0);
547 /* Extract monster name (or "it") */
548 monster_desc(m_name, m_ptr, 0);
550 /* Calculate the "attack quality" */
551 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
552 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
553 if (mode == HISSATSU_IAI) chance += 60;
554 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
556 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
558 vir = virtue_number(V_VALOUR);
561 chance += (p_ptr->virtues[vir - 1] / 10);
564 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
565 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
567 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
568 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
569 else num_blow = p_ptr->num_blow[hand];
571 /* Hack -- DOKUBARI always hit once */
572 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
574 /* Attack once for each legal blow */
575 while ((num++ < num_blow) && !p_ptr->is_dead)
577 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
581 if (p_ptr->migite && p_ptr->hidarite)
585 if (mode == HISSATSU_3DAN)
590 success_hit = one_in_(n);
592 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
593 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
595 if (mode == HISSATSU_MAJIN)
604 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
610 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);
611 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);
612 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);
613 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
615 /* Hack -- bare hands do one damage */
618 object_flags(o_ptr, flgs);
620 /* Select a chaotic effect (50% chance) */
621 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
624 chg_virtue(V_CHANCE, 1);
631 else if (one_in_(250))
636 else if (!one_in_(10))
638 /* Confusion (26.892%) */
643 /* Teleport away (1.494%) */
648 /* Polymorph (1.494%) */
654 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
656 /* Only drain "living" monsters */
657 if (monster_living(r_ptr))
663 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
665 else vorpal_cut = FALSE;
669 int special_effect = 0, stun_effect = 0, times = 0, max_times;
671 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
675 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
676 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
677 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
678 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
679 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
682 if (p_ptr->special_defense & KAMAE_BYAKKO)
683 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
684 else if (p_ptr->special_defense & KAMAE_SUZAKU)
686 else if (p_ptr->special_defense & KAMAE_GENBU)
689 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
690 /* Attempt 'times' */
691 for (times = 0; times < max_times; times++)
695 ma_ptr = &ma_blows[randint0(MAX_MA)];
696 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
697 else min_level = ma_ptr->min_level;
698 } while ((min_level > p_ptr->lev) ||
699 (randint1(p_ptr->lev) < ma_ptr->chance));
701 /* keep the highest level attack available we found */
702 if ((ma_ptr->min_level > old_ptr->min_level) &&
703 !p_ptr->stun && !p_ptr->confused)
707 if (p_ptr->wizard && cheat_xtra)
709 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
718 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
719 else min_level = ma_ptr->min_level;
720 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
721 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
723 if (ma_ptr->effect == MA_KNEE)
725 if (r_ptr->flags1 & RF1_MALE)
727 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);
729 special_effect = MA_KNEE;
732 msg_format(ma_ptr->desc, m_name);
735 else if (ma_ptr->effect == MA_SLOW)
737 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
738 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
740 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);
741 special_effect = MA_SLOW;
743 else msg_format(ma_ptr->desc, m_name);
749 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
752 msg_format(ma_ptr->desc, m_name);
755 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
756 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
758 weight += (P_PTR_KI / 30);
759 if (weight > 20) weight = 20;
762 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
764 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
766 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
767 stun_effect = 7 + randint1(13);
771 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
773 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
774 (randint1(p_ptr->lev) > r_ptr->level) &&
777 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
782 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
784 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
786 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
788 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
792 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
798 /* Handle normal weapon */
799 else if (o_ptr->k_idx)
801 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
802 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
806 k *= (3 + (p_ptr->lev / 20));
810 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
812 else if (stab_fleeing)
817 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
818 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
823 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
824 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
832 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
834 char chainsword_noise[1024];
835 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
837 msg_print(chainsword_noise);
841 if (o_ptr->name1 == ART_VORPAL_BLADE)
843 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!"));
847 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
850 /* Try to increase the damage */
851 while (one_in_(vorpal_chance))
856 k *= (HIT_POINT)mult;
859 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
861 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
867 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
868 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
869 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
870 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
871 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
872 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
873 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
876 drain_result = drain_result * 3 / 2;
880 drain_result += o_ptr->to_d;
883 /* Apply the player damage bonuses */
884 k += p_ptr->to_d[hand];
885 drain_result += p_ptr->to_d[hand];
887 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
888 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
889 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
891 /* No negative damage */
894 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
901 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
907 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
911 if (mode == HISSATSU_MINEUCHI)
913 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
916 anger_monster(m_ptr);
918 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
921 if (MON_STUNNED(m_ptr))
923 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
928 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
932 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
936 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
940 /* Modify the damage */
941 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))));
942 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
944 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
947 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
951 else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
953 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
954 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
958 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
960 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)))
962 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
964 k = MAX(k * 5, m_ptr->hp / 2);
966 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
971 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
976 msg_format_wizard(CHEAT_MONSTER,
977 _("%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,
978 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
980 if (k <= 0) can_drain = FALSE;
982 if (drain_result > m_ptr->hp)
983 drain_result = m_ptr->hp;
985 /* Damage, check for fear and death */
986 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
989 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
991 if (p_ptr->migite && p_ptr->hidarite)
993 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
994 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
998 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1001 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1002 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...."));
1006 /* Anger the monster */
1007 if (k > 0) anger_monster(m_ptr);
1009 touch_zap_player(m_ptr);
1011 /* Are we draining it? A little note: If the monster is
1012 dead, the drain does not work... */
1014 if (can_drain && (drain_result > 0))
1016 if (o_ptr->name1 == ART_MURAMASA)
1020 HIT_PROB to_h = o_ptr->to_h;
1021 HIT_POINT to_d = o_ptr->to_d;
1025 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1029 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1032 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1034 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1042 if (drain_result > 5) /* Did we really hurt it? */
1044 drain_heal = damroll(2, drain_result / 6);
1047 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1051 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1056 if (drain_heal < drain_left)
1058 drain_left -= drain_heal;
1062 drain_heal = drain_left;
1068 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1072 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
1074 hp_player(drain_heal);
1075 /* We get to keep some of it! */
1079 m_ptr->maxhp -= (k + 7) / 8;
1080 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1081 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1087 /* Confusion attack */
1088 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1090 /* Cancel glowing hands */
1091 if (p_ptr->special_attack & ATTACK_CONFUSE)
1093 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1094 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1095 p_ptr->redraw |= (PR_STATUS);
1099 /* Confuse the monster */
1100 if (r_ptr->flags3 & RF3_NO_CONF)
1102 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1103 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1106 else if (randint0(100) < r_ptr->level)
1108 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1112 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1113 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1117 else if (chaos_effect == 4)
1119 bool resists_tele = FALSE;
1121 if (r_ptr->flagsr & RFR_RES_TELE)
1123 if (r_ptr->flags1 & RF1_UNIQUE)
1125 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1126 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1127 resists_tele = TRUE;
1129 else if (r_ptr->level > randint1(100))
1131 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1132 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1133 resists_tele = TRUE;
1139 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1140 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
1141 num = num_blow + 1; /* Can't hit it anymore! */
1146 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1148 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1149 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1151 if (polymorph_monster(y, x))
1153 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1159 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1162 /* Hack -- Get new monster */
1163 m_ptr = &m_list[c_ptr->m_idx];
1165 /* Oops, we need a different name... */
1166 monster_desc(m_name, m_ptr, 0);
1168 /* Hack -- Get new race */
1169 r_ptr = &r_info[m_ptr->r_idx];
1172 else if (o_ptr->name1 == ART_G_HAMMER)
1174 monster_type *target_ptr = &m_list[c_ptr->m_idx];
1176 if (target_ptr->hold_o_idx)
1178 object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
1179 char o_name[MAX_NLEN];
1181 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1182 q_ptr->held_m_idx = 0;
1183 q_ptr->marked = OM_TOUCHED;
1184 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1185 q_ptr->next_o_idx = 0;
1186 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1195 backstab = FALSE; /* Clumsy! */
1196 fuiuchi = FALSE; /* Clumsy! */
1198 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1200 u32b flgs_aux[TR_FLAG_SIZE];
1206 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1208 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!"));
1210 /* Extract the flags */
1211 object_flags(o_ptr, flgs_aux);
1213 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1216 switch (p_ptr->mimic_form)
1219 switch (p_ptr->prace)
1226 case RACE_BARBARIAN:
1230 case RACE_HALF_TROLL:
1231 case RACE_HALF_OGRE:
1232 case RACE_HALF_GIANT:
1233 case RACE_HALF_TITAN:
1241 case RACE_DRACONIAN:
1248 case MIMIC_DEMON_LORD:
1255 if (p_ptr->align < 0 && mult < 20)
1257 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1259 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1261 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1263 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1265 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1268 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1270 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1271 p_ptr->redraw |= (PR_MANA);
1272 mult = mult * 3 / 2 + 20;
1274 k *= (HIT_POINT)mult;
1278 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1282 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1283 /* Try to increase the damage */
1289 k *= (HIT_POINT)mult;
1291 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1294 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1303 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1311 if (weak && !(*mdeath))
1313 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1315 if (drain_left != MAX_VAMPIRIC_DRAIN)
1319 chg_virtue(V_UNLIFE, 1);
1322 /* Mega-Hack -- apply earthquake brand */
1325 earthquake(p_ptr->y, p_ptr->x, 10);
1326 if (!cave[y][x].m_idx) *mdeath = TRUE;
1332 * @brief プレイヤーの打撃処理メインルーチン
1335 * @param mode 発動中の剣術ID
1336 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1338 * If no "weapon" is available, then "punch" the monster one time.
1340 bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
1343 bool mdeath = FALSE;
1344 bool stormbringer = FALSE;
1346 cave_type *c_ptr = &cave[y][x];
1347 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1348 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1351 /* Disturb the player */
1354 p_ptr->energy_use = 100;
1356 if (!p_ptr->migite && !p_ptr->hidarite &&
1357 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1359 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1360 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1364 /* Extract monster name (or "it") */
1365 monster_desc(m_name, m_ptr, 0);
1369 /* Auto-Recall if possible and visible */
1370 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1372 /* Track a new monster */
1373 health_track(c_ptr->m_idx);
1376 if ((r_ptr->flags1 & RF1_FEMALE) &&
1377 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1379 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1381 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1386 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1388 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1392 /* Stop if friendly */
1393 if (!is_hostile(m_ptr) &&
1394 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1395 p_ptr->shero || !m_ptr->ml))
1397 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1398 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1401 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1402 chg_virtue(V_INDIVIDUALISM, 1);
1403 chg_virtue(V_HONOUR, -1);
1404 chg_virtue(V_JUSTICE, -1);
1405 chg_virtue(V_COMPASSION, -1);
1407 else if (p_ptr->pclass != CLASS_BERSERKER)
1409 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1411 chg_virtue(V_INDIVIDUALISM, 1);
1412 chg_virtue(V_HONOUR, -1);
1413 chg_virtue(V_JUSTICE, -1);
1414 chg_virtue(V_COMPASSION, -1);
1418 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1425 /* Handle player fear */
1430 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1432 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1434 /* Disturb the monster */
1435 (void)set_monster_csleep(c_ptr->m_idx, 0);
1441 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1443 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1444 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1447 if (p_ptr->migite && p_ptr->hidarite)
1449 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))
1451 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1452 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1453 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1454 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1455 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1456 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1457 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1458 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1459 p_ptr->update |= (PU_BONUS);
1463 /* Gain riding experience */
1466 int cur = p_ptr->skill_exp[GINOU_RIDING];
1467 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1471 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
1472 int targetlevel = r_ptr->level;
1475 if ((cur / 200 - 5) < targetlevel)
1478 /* Extra experience */
1479 if ((cur / 100) < ridinglevel)
1481 if ((cur / 100 + 15) < ridinglevel)
1482 inc += 1 + (ridinglevel - (cur / 100 + 15));
1487 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1489 p_ptr->update |= (PU_BONUS);
1493 riding_t_m_idx = c_ptr->m_idx;
1494 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1495 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1497 /* Mutations which yield extra 'natural' attacks */
1500 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1501 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1502 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1503 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1504 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1505 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1506 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1507 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1508 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1509 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1512 /* Hack -- delay fear messages */
1513 if (fear && m_ptr->ml && !mdeath)
1519 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1522 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1524 set_action(ACTION_NONE);
1532 * @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.
1533 * @param m_idx 打撃を行うモンスターのID
1534 * @return 実際に攻撃処理を行った場合TRUEを返す
1536 bool make_attack_normal(MONSTER_IDX m_idx)
1538 monster_type *m_ptr = &m_list[m_idx];
1539 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1543 int i, k, tmp, ac, rlev;
1544 int do_cut, do_stun;
1550 char o_name[MAX_NLEN];
1557 bool touched = FALSE, fear = FALSE, alive = TRUE;
1558 bool explode = FALSE;
1559 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1560 HIT_POINT get_damage = 0;
1563 /* Not allowed to attack */
1564 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1566 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1568 /* ...nor if friendly */
1569 if (!is_hostile(m_ptr)) return FALSE;
1571 /* Extract the effective monster level */
1572 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1575 /* Get the monster name (or "it") */
1576 monster_desc(m_name, m_ptr, 0);
1578 /* Get the "died from" information (i.e. "a kobold") */
1579 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1581 if (p_ptr->special_defense & KATA_IAI)
1583 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);
1584 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1587 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1589 if (kawarimi(TRUE)) return TRUE;
1592 /* Assume no blink */
1595 /* Scan through all four blows */
1596 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1598 bool obvious = FALSE;
1600 HIT_POINT power = 0;
1601 HIT_POINT damage = 0;
1605 /* Extract the attack infomation */
1606 int effect = r_ptr->blow[ap_cnt].effect;
1607 int method = r_ptr->blow[ap_cnt].method;
1608 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1609 int d_side = r_ptr->blow[ap_cnt].d_side;
1612 if (!m_ptr->r_idx) break;
1614 /* Hack -- no more attacks */
1617 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1623 /* Stop if player is dead or gone */
1624 if (!p_ptr->playing || p_ptr->is_dead) break;
1625 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1627 /* Handle "leaving" */
1628 if (p_ptr->leaving) break;
1630 if (method == RBM_SHOOT) continue;
1632 /* Extract the attack "power" */
1633 power = mbe_info[effect].power;
1636 ac = p_ptr->ac + p_ptr->to_a;
1638 /* Monster hits player */
1639 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
1641 /* Always disturbing */
1645 /* Hack -- Apply "protection from evil" */
1646 if ((p_ptr->protevil > 0) &&
1647 (r_ptr->flags3 & RF3_EVIL) &&
1648 (p_ptr->lev >= rlev) &&
1649 ((randint0(100) + p_ptr->lev) > 50))
1651 /* Remember the Evil-ness */
1652 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
1657 msg_format("撃退した。");
1659 msg_format("%^sは撃退された。", m_name);
1660 abbreviate = 1;/*2回目以降は省略 */
1662 msg_format("%^s is repelled.", m_name);
1666 /* Hack -- Next attack */
1671 /* Assume no cut or stun */
1672 do_cut = do_stun = 0;
1674 /* Describe the attack method */
1679 act = _("殴られた。", "hits you.");
1680 do_cut = do_stun = 1;
1688 act = _("触られた。", "touches you.");
1696 act = _("パンチされた。", "punches you.");
1705 act = _("蹴られた。", "kicks you.");
1714 act = _("ひっかかれた。", "claws you.");
1723 act = _("噛まれた。", "bites you.");
1732 act = _("刺された。", "stings you.");
1740 act = _("斬られた。", "slashes you.");
1749 act = _("角で突かれた。", "butts you.");
1758 act = _("体当たりされた。", "crushes you.");
1767 act = _("飲み込まれた。", "engulfs you.");
1776 act = _("は請求書をよこした。", "charges you.");
1778 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
1785 act = _("が体の上を這い回った。", "crawls on you.");
1793 act = _("よだれをたらされた。", "drools on you.");
1800 act = _("唾を吐かれた。", "spits on you.");
1808 act = _("は爆発した。", "explodes.");
1815 act = _("にらまれた。", "gazes at you.");
1821 act = _("泣き叫ばれた。", "wails at you.");
1828 act = _("胞子を飛ばされた。", "releases spores at you.");
1836 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
1842 act = _("金をせがまれた。", "begs you for money.");
1852 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
1862 act = desc_moan[randint0(4)];
1872 if (m_ptr->r_idx == MON_JAIAN)
1875 switch(randint1(15))
1880 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
1883 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
1886 act = "「♪の~び太スネ夫はメじゃないよ~~」";
1889 act = "「♪け~んかスポ~ツ~どんとこい~」";
1892 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
1895 act = "「♪ま~ちいちば~んのに~んきもの~~」";
1898 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
1901 act = "「♪きはやさし~くて~ち~からもち~」";
1904 act = "「♪かお~も~~スタイルも~バツグンさ~」";
1907 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
1910 act = "「♪ド~ラもドラミもメじゃないよ~~」";
1913 act = "「♪よじげんぽけっと~な~くたって~」";
1916 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
1920 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
1927 act = "は♪僕らは楽しい家族♪と歌っている。";
1929 act = "は♪アイ ラブ ユー、ユー ラブ ミー♪と歌っている。";
1931 act = "sings 'We are a happy family.'";
1933 act = "sings 'I love you, you love me.'";
1945 if (do_silly_attack)
1950 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1953 if (abbreviate == 0)
1954 msg_format("%^sに%s", m_name, act);
1955 else if (abbreviate == 1)
1956 msg_format("%s", act);
1957 else /* if (abbreviate == -1) */
1958 msg_format("%^s%s", m_name, act);
1959 abbreviate = 1;/*2回目以降は省略 */
1961 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
1965 /* Hack -- assume all attacks are obvious */
1968 /* Roll out the damage */
1969 damage = damroll(d_dice, d_side);
1972 * Skip the effect when exploding, since the explosion
1973 * already causes the effect.
1977 /* Apply appropriate damage */
1982 /* Hack -- Assume obvious */
1985 /* Hack -- No damage */
1993 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
1995 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1996 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
1997 tmp_damage = MAX(damage, tmp_damage*2);
2000 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2009 /* Hack -- Player armor reduces total damage */
2010 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2013 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2022 /* Take "poison" effect */
2023 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
2025 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2031 /* Take some damage */
2032 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2034 /* Learn about the player */
2035 update_smart_learn(m_idx, DRS_POIS);
2044 /* Allow complete resist */
2045 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2047 /* Apply disenchantment */
2048 if (apply_disenchant(0))
2050 /* Hack -- Update AC */
2056 /* Take some damage */
2057 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2059 /* Learn about the player */
2060 update_smart_learn(m_idx, DRS_DISEN);
2067 /* Take some damage */
2068 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2070 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2073 for (k = 0; k < 10; k++)
2076 i = randint0(INVEN_PACK);
2078 /* Obtain the item */
2079 o_ptr = &inventory[i];
2081 /* Skip non-objects */
2082 if (!o_ptr->k_idx) continue;
2084 /* Drain charged wands/staffs */
2085 if (((o_ptr->tval == TV_STAFF) ||
2086 (o_ptr->tval == TV_WAND)) &&
2089 /* Calculate healed hitpoints */
2090 int heal=rlev * o_ptr->pval;
2091 if( o_ptr->tval == TV_STAFF)
2092 heal *= o_ptr->number;
2094 /* Don't heal more than max hp */
2095 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2098 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2103 /* Heal the monster */
2104 m_ptr->hp += (HIT_POINT)heal;
2106 /* Redraw (later) if needed */
2107 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2108 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2113 /* Combine / Reorder the pack */
2114 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2117 p_ptr->window |= (PW_INVEN);
2129 /* Take some damage */
2130 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2132 /* Confused monsters cannot steal successfully. -LM-*/
2133 if (MON_CONFUSED(m_ptr)) break;
2135 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2140 /* Saving throw (unless paralyzed) based on dex and level */
2141 if (!p_ptr->paralyzed &&
2142 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2145 /* Saving throw message */
2146 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2148 /* Occasional blink anyway */
2149 if (randint0(3)) blinked = TRUE;
2155 gold = (p_ptr->au / 10) + randint1(25);
2156 if (gold < 2) gold = 2;
2157 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2158 if (gold > p_ptr->au) gold = p_ptr->au;
2162 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2166 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2167 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2168 chg_virtue(V_SACRIFICE, 1);
2172 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2173 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2174 chg_virtue(V_SACRIFICE, 2);
2178 p_ptr->redraw |= (PR_GOLD);
2181 p_ptr->window |= (PW_PLAYER);
2192 /* Take some damage */
2193 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2195 /* Confused monsters cannot steal successfully. -LM-*/
2196 if (MON_CONFUSED(m_ptr)) break;
2198 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2200 /* Saving throw (unless paralyzed) based on dex and level */
2201 if (!p_ptr->paralyzed &&
2202 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2205 /* Saving throw message */
2206 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2208 /* Occasional "blink" anyway */
2219 for (k = 0; k < 10; k++)
2224 i = randint0(INVEN_PACK);
2226 /* Obtain the item */
2227 o_ptr = &inventory[i];
2229 /* Skip non-objects */
2230 if (!o_ptr->k_idx) continue;
2232 /* Skip artifacts */
2233 if (object_is_artifact(o_ptr)) continue;
2235 /* Get a description */
2236 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2240 msg_format("%s(%c)を%s盗まれた!",
2241 o_name, index_to_label(i),
2242 ((o_ptr->number > 1) ? "一つ" : ""));
2244 msg_format("%sour %s (%c) was stolen!",
2245 ((o_ptr->number > 1) ? "One of y" : "Y"),
2246 o_name, index_to_label(i));
2249 chg_virtue(V_SACRIFICE, 1);
2252 /* Make an object */
2260 /* Get new object */
2261 j_ptr = &o_list[o_idx];
2264 object_copy(j_ptr, o_ptr);
2269 /* Hack -- If a rod or wand, allocate total
2270 * maximum timeouts or charges between those
2271 * stolen and those missed. -LM-
2273 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2275 j_ptr->pval = o_ptr->pval / o_ptr->number;
2276 o_ptr->pval -= j_ptr->pval;
2280 j_ptr->marked = OM_TOUCHED;
2282 /* Memorize monster */
2283 j_ptr->held_m_idx = m_idx;
2286 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2289 m_ptr->hold_o_idx = o_idx;
2292 /* Steal the items */
2293 inven_item_increase(i, -1);
2294 inven_item_optimize(i);
2311 /* Take some damage */
2312 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2314 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2316 /* Steal some food */
2317 for (k = 0; k < 10; k++)
2319 /* Pick an item from the pack */
2320 i = randint0(INVEN_PACK);
2323 o_ptr = &inventory[i];
2325 /* Skip non-objects */
2326 if (!o_ptr->k_idx) continue;
2328 /* Skip non-food objects */
2329 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2331 /* Get a description */
2332 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2336 msg_format("%s(%c)を%s食べられてしまった!",
2337 o_name, index_to_label(i),
2338 ((o_ptr->number > 1) ? "一つ" : ""));
2340 msg_format("%sour %s (%c) was eaten!",
2341 ((o_ptr->number > 1) ? "One of y" : "Y"),
2342 o_name, index_to_label(i));
2346 /* Steal the items */
2347 inven_item_increase(i, -1);
2348 inven_item_optimize(i);
2362 /* Access the lite */
2363 o_ptr = &inventory[INVEN_LITE];
2365 /* Take some damage */
2366 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2368 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2371 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2374 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2375 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2380 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2385 p_ptr->window |= (PW_EQUIP);
2398 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2400 /* Special damage */
2401 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2403 /* Hack -- Update AC */
2406 /* Learn about the player */
2407 update_smart_learn(m_idx, DRS_ACID);
2419 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2421 /* Special damage */
2422 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2424 /* Learn about the player */
2425 update_smart_learn(m_idx, DRS_ELEC);
2437 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2439 /* Special damage */
2440 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2442 /* Learn about the player */
2443 update_smart_learn(m_idx, DRS_FIRE);
2455 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2457 /* Special damage */
2458 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2460 /* Learn about the player */
2461 update_smart_learn(m_idx, DRS_COLD);
2469 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2471 if (p_ptr->is_dead) break;
2473 /* Increase "blind" */
2474 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2476 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2479 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2487 /* Learn about the player */
2488 update_smart_learn(m_idx, DRS_BLIND);
2497 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2499 if (p_ptr->is_dead) break;
2501 /* Increase "confused" */
2502 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2504 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2510 /* Learn about the player */
2511 update_smart_learn(m_idx, DRS_CONF);
2519 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2521 if (p_ptr->is_dead) break;
2523 /* Increase "afraid" */
2524 if (CHECK_MULTISHADOW())
2528 else if (p_ptr->resist_fear)
2530 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2533 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2535 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2540 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2546 /* Learn about the player */
2547 update_smart_learn(m_idx, DRS_FEAR);
2555 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2557 if (p_ptr->is_dead) break;
2559 /* Increase "paralyzed" */
2560 if (CHECK_MULTISHADOW())
2564 else if (p_ptr->free_act)
2566 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2569 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2571 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2576 if (!p_ptr->paralyzed)
2578 if (set_paralyzed(3 + randint1(rlev)))
2585 /* Learn about the player */
2586 update_smart_learn(m_idx, DRS_FREE);
2593 /* Damage (physical) */
2594 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2596 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2599 if (do_dec_stat(A_STR)) obvious = TRUE;
2606 /* Damage (physical) */
2607 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2609 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2612 if (do_dec_stat(A_INT)) obvious = TRUE;
2619 /* Damage (physical) */
2620 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2622 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2625 if (do_dec_stat(A_WIS)) obvious = TRUE;
2632 /* Damage (physical) */
2633 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2635 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2638 if (do_dec_stat(A_DEX)) obvious = TRUE;
2645 /* Damage (physical) */
2646 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2648 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2651 if (do_dec_stat(A_CON)) obvious = TRUE;
2658 /* Damage (physical) */
2659 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2661 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2664 if (do_dec_stat(A_CHR)) obvious = TRUE;
2671 /* Damage (physical) */
2672 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2674 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2676 /* Damage (stats) */
2677 if (do_dec_stat(A_STR)) obvious = TRUE;
2678 if (do_dec_stat(A_DEX)) obvious = TRUE;
2679 if (do_dec_stat(A_CON)) obvious = TRUE;
2680 if (do_dec_stat(A_INT)) obvious = TRUE;
2681 if (do_dec_stat(A_WIS)) obvious = TRUE;
2682 if (do_dec_stat(A_CHR)) obvious = TRUE;
2692 /* Hack -- Reduce damage based on the player armor class */
2693 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2696 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2698 /* Radius 8 earthquake centered at the monster */
2699 if (damage > 23 || explode)
2701 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2709 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2715 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2717 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2719 (void)drain_exp(d, d / 10, 95);
2725 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2731 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2733 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2735 (void)drain_exp(d, d / 10, 90);
2741 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2747 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2749 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2751 (void)drain_exp(d, d / 10, 75);
2757 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2763 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2765 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2767 (void)drain_exp(d, d / 10, 50);
2773 /* Take some damage */
2774 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2776 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2778 /* Take "poison" effect */
2779 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
2781 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2787 /* Damage CON (10% chance)*/
2788 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
2790 /* 1% chance for perm. damage */
2791 bool perm = one_in_(10);
2792 if (dec_stat(A_CON, randint1(10), perm))
2794 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
2804 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
2806 switch (randint1(10))
2808 case 1: case 2: case 3: case 4: case 5:
2810 if (p_ptr->prace == RACE_ANDROID) break;
2811 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
2812 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
2816 case 6: case 7: case 8: case 9:
2818 int stat = randint0(6);
2823 case A_STR: act = "強く"; break;
2824 case A_INT: act = "聡明で"; break;
2825 case A_WIS: act = "賢明で"; break;
2826 case A_DEX: act = "器用で"; break;
2827 case A_CON: act = "健康で"; break;
2828 case A_CHR: act = "美しく"; break;
2830 case A_STR: act = "strong"; break;
2831 case A_INT: act = "bright"; break;
2832 case A_WIS: act = "wise"; break;
2833 case A_DEX: act = "agile"; break;
2834 case A_CON: act = "hale"; break;
2835 case A_CHR: act = "beautiful"; break;
2840 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);
2841 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
2842 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
2843 p_ptr->update |= (PU_BONUS);
2849 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..."));
2851 for (k = 0; k < 6; k++)
2853 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
2854 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
2856 p_ptr->update |= (PU_BONUS);
2861 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2867 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2874 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2876 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2878 resist_drain = !drain_exp(d, d / 10, 50);
2880 /* Heal the attacker? */
2881 if (p_ptr->mimic_form)
2883 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
2884 resist_drain = TRUE;
2888 switch (p_ptr->prace)
2897 resist_drain = TRUE;
2902 if ((damage > 5) && !resist_drain)
2904 bool did_heal = FALSE;
2906 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2909 m_ptr->hp += damroll(4, damage / 6);
2910 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2912 /* Redraw (later) if needed */
2913 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2914 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2916 /* Special message */
2917 if (m_ptr->ml && did_heal)
2919 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
2930 if (CHECK_MULTISHADOW())
2932 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!"));
2939 p_ptr->csp -= damage;
2943 p_ptr->csp_frac = 0;
2946 p_ptr->redraw |= (PR_MANA);
2949 /* Learn about the player */
2950 update_smart_learn(m_idx, DRS_MANA);
2957 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2959 if (p_ptr->is_dead) break;
2961 /* Decrease speed */
2962 if (CHECK_MULTISHADOW())
2968 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
2979 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2981 if (p_ptr->is_dead) break;
2983 /* Decrease speed */
2984 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
2990 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3000 /* Hack -- only one of cut or stun */
3001 if (do_cut && do_stun)
3004 if (randint0(100) < 50)
3021 /* Critical hit (zero if non-critical) */
3022 tmp = monster_critical(d_dice, d_side, damage);
3024 /* Roll for damage */
3027 case 0: cut_plus = 0; break;
3028 case 1: cut_plus = randint1(5); break;
3029 case 2: cut_plus = randint1(5) + 5; break;
3030 case 3: cut_plus = randint1(20) + 20; break;
3031 case 4: cut_plus = randint1(50) + 50; break;
3032 case 5: cut_plus = randint1(100) + 100; break;
3033 case 6: cut_plus = 300; break;
3034 default: cut_plus = 500; break;
3038 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
3046 /* Critical hit (zero if non-critical) */
3047 tmp = monster_critical(d_dice, d_side, damage);
3049 /* Roll for damage */
3052 case 0: stun_plus = 0; break;
3053 case 1: stun_plus = randint1(5); break;
3054 case 2: stun_plus = randint1(5) + 10; break;
3055 case 3: stun_plus = randint1(10) + 20; break;
3056 case 4: stun_plus = randint1(15) + 30; break;
3057 case 5: stun_plus = randint1(20) + 40; break;
3058 case 6: stun_plus = 80; break;
3059 default: stun_plus = 150; break;
3062 /* Apply the stun */
3063 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
3068 sound(SOUND_EXPLODE);
3070 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3079 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
3081 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3083 HIT_POINT dam = damroll(2, 6);
3085 /* Modify the damage */
3086 dam = mon_damage_mod(m_ptr, dam, FALSE);
3089 msg_format("%^sは突然熱くなった!", m_name);
3090 if (mon_take_hit(m_idx, dam, &fear,
3093 msg_format("%^s is suddenly very hot!", m_name);
3095 if (mon_take_hit(m_idx, dam, &fear,
3096 " turns into a pile of ash."))
3106 if (is_original_ap_and_seen(m_ptr))
3107 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3111 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
3113 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3115 HIT_POINT dam = damroll(2, 6);
3117 /* Modify the damage */
3118 dam = mon_damage_mod(m_ptr, dam, FALSE);
3121 msg_format("%^sは電撃をくらった!", m_name);
3122 if (mon_take_hit(m_idx, dam, &fear,
3125 msg_format("%^s gets zapped!", m_name);
3127 if (mon_take_hit(m_idx, dam, &fear,
3128 " turns into a pile of cinder."))
3138 if (is_original_ap_and_seen(m_ptr))
3139 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3143 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3145 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3147 HIT_POINT dam = damroll(2, 6);
3149 /* Modify the damage */
3150 dam = mon_damage_mod(m_ptr, dam, FALSE);
3153 msg_format("%^sは冷気をくらった!", m_name);
3154 if (mon_take_hit(m_idx, dam, &fear,
3157 msg_format("%^s is very cold!", m_name);
3159 if (mon_take_hit(m_idx, dam, &fear,
3170 if (is_original_ap_and_seen(m_ptr))
3171 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3176 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3178 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3180 HIT_POINT dam = damroll(2, 6);
3182 /* Modify the damage */
3183 dam = mon_damage_mod(m_ptr, dam, FALSE);
3186 msg_format("%^sは鏡の破片をくらった!", m_name);
3187 if (mon_take_hit(m_idx, dam, &fear,
3190 msg_format("%^s gets zapped!", m_name);
3192 if (mon_take_hit(m_idx, dam, &fear,
3193 " had torn to pieces."))
3202 if (is_original_ap_and_seen(m_ptr))
3203 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3206 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
3208 teleport_player(10, 0L);
3212 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3214 if (r_ptr->flags3 & RF3_EVIL)
3216 if (!(r_ptr->flagsr & RFR_RES_ALL))
3218 HIT_POINT dam = damroll(2, 6);
3220 /* Modify the damage */
3221 dam = mon_damage_mod(m_ptr, dam, FALSE);
3224 msg_format("%^sは聖なるオーラで傷ついた!", m_name);
3225 if (mon_take_hit(m_idx, dam, &fear,
3228 msg_format("%^s is injured by holy power!", m_name);
3230 if (mon_take_hit(m_idx, dam, &fear,
3237 if (is_original_ap_and_seen(m_ptr))
3238 r_ptr->r_flags3 |= RF3_EVIL;
3242 if (is_original_ap_and_seen(m_ptr))
3243 r_ptr->r_flagsr |= RFR_RES_ALL;
3248 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3250 if (!(r_ptr->flagsr & RFR_RES_ALL))
3252 HIT_POINT dam = damroll(2, 6);
3254 /* Modify the damage */
3255 dam = mon_damage_mod(m_ptr, dam, FALSE);
3258 msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
3259 if (mon_take_hit(m_idx, dam, &fear,
3262 msg_format("%^s is injured by the Force", m_name);
3264 if (mon_take_hit(m_idx, dam, &fear,
3275 if (is_original_ap_and_seen(m_ptr))
3276 r_ptr->r_flagsr |= RFR_RES_ALL;
3280 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3283 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3285 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3287 if (o_armed_ptr->k_idx)
3289 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3290 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3293 /* Cursed armor makes damages doubled */
3294 o_armed_ptr = &inventory[INVEN_BODY];
3295 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3297 /* Modify the damage */
3298 dam = mon_damage_mod(m_ptr, dam, FALSE);
3301 msg_format("影のオーラが%^sに反撃した!", m_name);
3302 if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
3304 msg_format("Enveloped shadows attack %^s.", m_name);
3306 if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
3312 else /* monster does not dead */
3315 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3317 { INVEN_HEAD, GF_OLD_CONF },
3318 { INVEN_LARM, GF_OLD_SLEEP },
3319 { INVEN_HANDS, GF_TURN_ALL },
3320 { INVEN_FEET, GF_OLD_SLOW }
3323 /* Some cursed armours gives an extra effect */
3324 for (j = 0; j < 4; j++)
3326 o_armed_ptr = &inventory[typ[j][0]];
3327 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3328 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3334 if (is_original_ap_and_seen(m_ptr))
3335 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3341 /* Monster missed player */
3344 /* Analyze failed attacks */
3360 /* Visible monsters */
3369 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3371 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);
3372 abbreviate = 1;/*2回目以降は省略 */
3374 msg_format("%^s misses you.", m_name);
3385 /* Analyze "visible" monsters only */
3386 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3388 /* Count "obvious" attacks (and ones that cause damage) */
3389 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3391 /* Count attacks of this type */
3392 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3394 r_ptr->r_blows[ap_cnt]++;
3399 if (p_ptr->riding && damage)
3401 char m_steed_name[80];
3402 monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
3403 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3405 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3409 if (p_ptr->special_defense & NINJA_KAWARIMI)
3411 if (kawarimi(FALSE)) return TRUE;
3415 /* Hex - revenge damage stored */
3416 revenge_store(get_damage);
3418 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3419 && get_damage > 0 && !p_ptr->is_dead)
3422 msg_format("攻撃が%s自身を傷つけた!", m_name);
3424 char m_name_self[80];
3427 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3429 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3431 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3432 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3435 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3437 char m_target_name[80];
3438 monster_desc(m_target_name, m_ptr, 0);
3441 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3442 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3446 p_ptr->redraw |= (PR_MANA);
3450 if (blinked && alive && !p_ptr->is_dead)
3452 if (teleport_barrier(m_idx))
3454 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."));
3458 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3459 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3464 /* Always notice cause of death */
3465 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3470 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3473 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3476 if (p_ptr->special_defense & KATA_IAI)
3478 set_action(ACTION_NONE);
3481 /* Assume we attacked */