3 * @brief 打撃処理 / Melee process.
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
17 #include "player-damage.h"
18 #include "monsterrace-hook.h"
21 #include "monster-status.h"
22 #include "monster-spell.h"
24 #include "player-status.h"
25 #include "realm-hex.h"
26 #include "object-flavor.h"
27 #include "object-hook.h"
29 #include "player-move.h"
36 * @brief プレイヤーからモンスターへの打撃命中判定 /
37 * Determine if the player "hits" a monster (normal combat).
40 * @param visible 目標を視界に捕らえているならばTRUEを指定
41 * @return 命中と判定された場合TRUEを返す
42 * @note Always miss 5%, always hit 5%, otherwise random.
44 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
46 if (!visible) chance = (chance + 1) / 2;
47 return hit_chance(chance, ac) >= randint1(100);
51 * @brief モンスターへの命中率の計算
56 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
58 PERCENTAGE chance = 5, chance_left = 90;
59 if(reli <= 0) return 5;
60 if(p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
61 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
62 if (chance < 5) chance = 5;
67 * @brief プレイヤー攻撃の種族スレイング倍率計算
68 * @param mult 算出前の基本倍率(/10倍)
69 * @param flgs スレイフラグ配列
70 * @param m_ptr 目標モンスターの構造体参照ポインタ
71 * @return スレイング加味後の倍率(/10倍)
73 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
75 static const struct slay_table_t {
77 BIT_FLAGS affect_race_flag;
82 #define OFFSET(X) offsetof(monster_race, X)
83 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
84 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
85 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
86 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
87 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
88 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
89 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
90 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
91 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
92 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
93 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
94 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
95 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
96 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
97 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
98 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
99 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
100 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
101 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
102 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
106 monster_race* r_ptr = &r_info[m_ptr->r_idx];
108 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
110 const struct slay_table_t* p = &slay_table[i];
112 if ((have_flag(flgs, p->slay_flag)) &&
113 (atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
115 if (is_original_ap_and_seen(m_ptr))
117 atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
120 mult = MAX(mult, p->slay_mult);
128 * @brief プレイヤー攻撃の属性スレイング倍率計算
129 * @param mult 算出前の基本倍率(/10倍)
130 * @param flgs スレイフラグ配列
131 * @param m_ptr 目標モンスターの構造体参照ポインタ
132 * @return スレイング加味後の倍率(/10倍)
134 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
136 static const struct brand_table_t {
138 BIT_FLAGS resist_mask;
141 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
142 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
143 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
144 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
145 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
148 monster_race* r_ptr = &r_info[m_ptr->r_idx];
150 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
152 const struct brand_table_t* p = &brand_table[i];
154 if (have_flag(flgs, p->brand_flag))
156 /* Notice immunity */
157 if (r_ptr->flagsr & p->resist_mask)
159 if (is_original_ap_and_seen(m_ptr))
161 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
165 /* Otherwise, take the damage */
166 else if (r_ptr->flags3 & p->hurt_flag)
168 if (is_original_ap_and_seen(m_ptr))
170 r_ptr->r_flags3 |= p->hurt_flag;
173 mult = MAX(mult, 50);
177 mult = MAX(mult, 25);
186 * @brief 剣術のスレイ倍率計算を行う /
187 * Calcurate magnification of hissatsu technics
188 * @param mult 剣術のスレイ効果以前に算出している多要素の倍率(/10倍)
189 * @param flgs 剣術に使用する武器のスレイフラグ配列
190 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
191 * @param mode 剣術のスレイ型ID
192 * @return スレイの倍率(/10倍)
194 static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
196 monster_race *r_ptr = &r_info[m_ptr->r_idx];
198 /* Burning Strike (Fire) */
199 if (mode == HISSATSU_FIRE)
201 /* Notice immunity */
202 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
204 if (is_original_ap_and_seen(m_ptr))
206 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
210 /* Otherwise, take the damage */
211 else if (have_flag(flgs, TR_BRAND_FIRE))
213 if (r_ptr->flags3 & RF3_HURT_FIRE)
215 if (mult < 70) mult = 70;
216 if (is_original_ap_and_seen(m_ptr))
218 r_ptr->r_flags3 |= RF3_HURT_FIRE;
221 else if (mult < 35) mult = 35;
225 if (r_ptr->flags3 & RF3_HURT_FIRE)
227 if (mult < 50) mult = 50;
228 if (is_original_ap_and_seen(m_ptr))
230 r_ptr->r_flags3 |= RF3_HURT_FIRE;
233 else if (mult < 25) mult = 25;
237 /* Serpent's Tongue (Poison) */
238 if (mode == HISSATSU_POISON)
240 /* Notice immunity */
241 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
243 if (is_original_ap_and_seen(m_ptr))
245 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
249 /* Otherwise, take the damage */
250 else if (have_flag(flgs, TR_BRAND_POIS))
252 if (mult < 35) mult = 35;
256 if (mult < 25) mult = 25;
260 /* Zammaken (Nonliving Evil) */
261 if (mode == HISSATSU_ZANMA)
263 if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
265 if (mult < 15) mult = 25;
266 else if (mult < 50) mult = MIN(50, mult + 20);
270 /* Rock Smash (Hurt Rock) */
271 if (mode == HISSATSU_HAGAN)
273 if (r_ptr->flags3 & RF3_HURT_ROCK)
275 if (is_original_ap_and_seen(m_ptr))
277 r_ptr->r_flags3 |= RF3_HURT_ROCK;
279 if (mult == 10) mult = 40;
280 else if (mult < 60) mult = 60;
284 /* Midare-Setsugekka (Cold) */
285 if (mode == HISSATSU_COLD)
287 /* Notice immunity */
288 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
290 if (is_original_ap_and_seen(m_ptr))
292 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
295 /* Otherwise, take the damage */
296 else if (have_flag(flgs, TR_BRAND_COLD))
298 if (r_ptr->flags3 & RF3_HURT_COLD)
300 if (mult < 70) mult = 70;
301 if (is_original_ap_and_seen(m_ptr))
303 r_ptr->r_flags3 |= RF3_HURT_COLD;
306 else if (mult < 35) mult = 35;
310 if (r_ptr->flags3 & RF3_HURT_COLD)
312 if (mult < 50) mult = 50;
313 if (is_original_ap_and_seen(m_ptr))
315 r_ptr->r_flags3 |= RF3_HURT_COLD;
318 else if (mult < 25) mult = 25;
322 /* Lightning Eagle (Elec) */
323 if (mode == HISSATSU_ELEC)
325 /* Notice immunity */
326 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
328 if (is_original_ap_and_seen(m_ptr))
330 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
334 /* Otherwise, take the damage */
335 else if (have_flag(flgs, TR_BRAND_ELEC))
337 if (mult < 70) mult = 70;
341 if (mult < 50) mult = 50;
345 /* Bloody Maelstrom */
346 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(m_ptr->r_idx))
348 MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
349 if (mult < tmp) mult = tmp;
353 if (mode == HISSATSU_UNDEAD)
355 if (r_ptr->flags3 & RF3_UNDEAD)
357 if (is_original_ap_and_seen(m_ptr))
359 r_ptr->r_flags3 |= RF3_UNDEAD;
361 if (mult == 10) mult = 70;
362 else if (mult < 140) mult = MIN(140, mult + 60);
364 if (mult == 10) mult = 40;
365 else if (mult < 60) mult = MIN(60, mult + 30);
368 if (mult > 150) mult = 150;
374 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
375 * Extract the "total damage" from a given object hitting a given monster.
376 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
377 * @param tdam 現在算出途中のダメージ値
378 * @param m_ptr 目標モンスターの構造体参照ポインタ
380 * @param thrown 投擲処理ならばTRUEを指定する
381 * @return 総合的なスレイを加味したダメージ値
383 * Note that "flasks of oil" do NOT do fire damage, although they\n
384 * certainly could be made to do so. XXX XXX\n
386 * Note that most brands and slays are x3, except Slay Animal (x2),\n
387 * Slay Evil (x2), and Kill dragon (x5).\n
389 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
393 BIT_FLAGS flgs[TR_FLAG_SIZE];
394 object_flags(o_ptr, flgs);
395 torch_flags(o_ptr, flgs); /* torches has secret flags */
399 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
400 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
401 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
402 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
403 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
406 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
419 mult = mult_slaying(mult, flgs, m_ptr);
421 mult = mult_brand(mult, flgs, m_ptr);
423 if (p_ptr->pclass == CLASS_SAMURAI)
425 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
428 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
430 p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
431 p_ptr->redraw |= (PR_MANA);
432 mult = mult * 3 / 2 + 20;
435 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
440 if (mult > 150) mult = 150;
442 return (tdam * mult / 10);
446 * @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 /
447 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
448 * @param weight 矢弾の重量
449 * @param plus 武器の命中修正
450 * @param dam 現在算出中のダメージ値
451 * @param meichuu 打撃の基本命中力
452 * @param mode オプションフラグ
453 * @return クリティカル修正が入ったダメージ値
455 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
459 /* Extract "blow" power */
460 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
463 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
465 k = weight + randint1(650);
466 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
470 msg_print(_("手ごたえがあった!", "It was a good hit!"));
476 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
481 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
486 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
491 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
492 dam = ((7 * dam) / 2) + 25;
500 * @brief モンスター打撃のクリティカルランクを返す /
501 * Critical blow. All hits that do 95% of total possible damage,
502 * @param dice モンスター打撃のダイス数
503 * @param sides モンスター打撃の最大ダイス目
504 * @param dam プレイヤーに与えたダメージ
506 * and which also do at least 20 damage, or, sometimes, N damage.
507 * This is used only to determine "cuts" and "stuns".
509 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
512 int total = dice * sides;
514 /* Must do at least 95% of perfect */
515 if (dam < total * 19 / 20) return (0);
517 /* Weak blows rarely work */
518 if ((dam < 20) && (randint0(100) >= dam)) return (0);
521 if ((dam >= total) && (dam >= 40)) max++;
526 while (randint0(100) < 2) max++;
529 /* Critical damage */
530 if (dam > 45) return (6 + max);
531 if (dam > 33) return (5 + max);
532 if (dam > 25) return (4 + max);
533 if (dam > 18) return (3 + max);
534 if (dam > 11) return (2 + max);
539 * @brief モンスター打撃の命中を判定する /
540 * Determine if a monster attack against the player succeeds.
541 * @param power 打撃属性毎の基本命中値
542 * @param level モンスターのレベル
543 * @param stun モンスターの朦朧値
544 * @return TRUEならば命中判定
546 * Always miss 5% of the time, Always hit 5% of the time.
547 * Otherwise, match monster power against player armor.
549 static int check_hit(int power, DEPTH level, int stun)
553 /* Percentile dice */
556 if (stun && one_in_(2)) return FALSE;
558 /* Hack -- Always miss or hit */
559 if (k < 10) return (k < 5);
561 /* Calculate the "attack quality" */
562 i = (power + (level * 3));
565 ac = p_ptr->ac + p_ptr->to_a;
566 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
568 /* Power and Level compete against Armor */
569 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
575 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
576 static concptr desc_insult[] =
591 "insults your mother!",
592 "gives you the finger!",
595 "dances around you!",
596 "makes obscene gestures!",
598 "calls you a parasite!",
599 "calls you a cyborg!"
604 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
605 static concptr desc_moan[] =
609 "が彼の飼い犬を見なかったかと尋ねている。",
613 "seems sad about something.",
614 "asks if you have seen his dogs.",
615 "tells you to get off his land.",
616 "mumbles something about mushrooms."
622 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
623 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
624 * @param immune ダメージを回避できる免疫フラグ
625 * @param flags_offset オーラフラグ配列の参照オフセット
626 * @param r_flags_offset モンスターの耐性配列の参照オフセット
627 * @param aura_flag オーラフラグ配列
628 * @param dam_func ダメージ処理を行う関数の参照ポインタ
629 * @param message オーラダメージを受けた際のメッセージ
632 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
633 HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
635 monster_race *r_ptr = &r_info[m_ptr->r_idx];
637 if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
639 GAME_TEXT mon_name[MAX_NLEN];
640 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
642 monster_desc(mon_name, m_ptr, MD_WRONGDOER_NAME);
644 dam_func(aura_damage, mon_name, -1, TRUE);
646 if (is_original_ap_and_seen(m_ptr))
648 atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
656 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
657 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
660 static void touch_zap_player(monster_type *m_ptr)
662 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
663 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
664 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
665 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
666 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
667 elec_dam, _("電撃をくらった!", "You get zapped!"));
671 * @brief プレイヤーの変異要素による打撃処理
672 * @param m_idx 攻撃目標となったモンスターの参照ID
673 * @param attack 変異要素による攻撃要素の種類
674 * @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
675 * @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
678 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
683 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
684 monster_race *r_ptr = &r_info[m_ptr->r_idx];
685 GAME_TEXT m_name[MAX_NLEN];
687 int dice_num, dice_side;
697 atk_desc = _("尻尾", "tail");
704 atk_desc = _("角", "horns");
711 atk_desc = _("クチバシ", "beak");
718 atk_desc = _("象の鼻", "trunk");
725 atk_desc = _("触手", "tentacles");
729 dice_num = dice_side = n_weight = 1;
730 atk_desc = _("未定義の部位", "undefined body part");
734 /* Extract monster name (or "it") */
735 monster_desc(m_name, m_ptr, 0);
737 /* Calculate the "attack quality" */
738 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
739 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
742 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
745 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
747 k = damroll(dice_num, dice_side);
748 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
750 /* Apply the player damage bonuses */
753 /* No negative damage */
756 /* Modify the damage */
757 k = mon_damage_mod(m_ptr, k, FALSE);
759 /* Complex message */
760 msg_format_wizard(CHEAT_MONSTER,
761 _("%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))"),
762 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
764 /* Anger the monster */
765 if (k > 0) anger_monster(m_ptr);
767 /* Damage, check for fear and mdeath */
771 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
772 *mdeath = (m_ptr->r_idx == 0);
775 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
778 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
781 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
784 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
787 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
790 touch_zap_player(m_ptr);
796 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
801 * @brief プレイヤーの打撃処理サブルーチン /
802 * Player attacks a (poor, defenseless) creature -RAK-
805 * @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
806 * @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
807 * @param hand 攻撃を行うための武器を持つ手
808 * @param mode 発動中の剣術ID
811 * If no "weapon" is available, then "punch" the monster one time.
813 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
815 int num = 0, bonus, chance, vir;
818 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
820 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
821 monster_race *r_ptr = &r_info[m_ptr->r_idx];
823 /* Access the weapon */
824 object_type *o_ptr = &inventory[INVEN_RARM + hand];
826 GAME_TEXT m_name[MAX_NLEN];
828 bool success_hit = FALSE;
829 bool backstab = FALSE;
830 bool vorpal_cut = FALSE;
831 int chaos_effect = 0;
832 bool stab_fleeing = FALSE;
833 bool fuiuchi = FALSE;
834 bool monk_attack = FALSE;
835 bool do_quake = FALSE;
837 bool drain_msg = TRUE;
838 int drain_result = 0, drain_heal = 0;
839 bool can_drain = FALSE;
841 int drain_left = MAX_VAMPIRIC_DRAIN;
842 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
843 bool is_human = (r_ptr->d_char == 'p');
844 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
845 bool zantetsu_mukou, e_j_mukou;
847 switch (p_ptr->pclass)
851 if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
853 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
854 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
855 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
856 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
857 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
859 /* Can't backstab creatures that we can't see, right? */
862 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
866 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
874 case CLASS_FORCETRAINER:
875 case CLASS_BERSERKER:
876 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
880 if (!o_ptr->k_idx) /* Empty hand */
882 if ((r_ptr->level + 10) > p_ptr->lev)
884 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
886 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
887 p_ptr->skill_exp[GINOU_SUDE] += 40;
888 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
889 p_ptr->skill_exp[GINOU_SUDE] += 5;
890 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
891 p_ptr->skill_exp[GINOU_SUDE] += 1;
892 else if ((p_ptr->lev > 34))
893 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
894 p_ptr->update |= (PU_BONUS);
898 else if (object_is_melee_weapon(o_ptr))
900 if ((r_ptr->level + 10) > p_ptr->lev)
902 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
903 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
904 int now_exp = p_ptr->weapon_exp[tval][sval];
905 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
908 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
909 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
910 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
911 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
912 p_ptr->weapon_exp[tval][sval] += amount;
913 p_ptr->update |= (PU_BONUS);
918 /* Disturb the monster */
919 (void)set_monster_csleep(g_ptr->m_idx, 0);
921 /* Extract monster name (or "it") */
922 monster_desc(m_name, m_ptr, 0);
924 /* Calculate the "attack quality" */
925 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
926 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
927 if (mode == HISSATSU_IAI) chance += 60;
928 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
929 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
931 vir = virtue_number(V_VALOUR);
934 chance += (p_ptr->virtues[vir - 1] / 10);
937 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
938 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
940 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
941 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
942 else num_blow = p_ptr->num_blow[hand];
944 /* Hack -- DOKUBARI always hit once */
945 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
947 /* Attack once for each legal blow */
948 while ((num++ < num_blow) && !p_ptr->is_dead)
950 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
954 if (p_ptr->migite && p_ptr->hidarite)
958 if (mode == HISSATSU_3DAN)
963 success_hit = one_in_(n);
965 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
966 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
968 if (mode == HISSATSU_MAJIN)
977 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
981 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);
982 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);
983 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);
984 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
986 /* Hack -- bare hands do one damage */
989 object_flags(o_ptr, flgs);
991 /* Select a chaotic effect (50% chance) */
992 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
995 chg_virtue(V_CHANCE, 1);
1002 else if (one_in_(250))
1007 else if (!one_in_(10))
1009 /* Confusion (26.892%) */
1012 else if (one_in_(2))
1014 /* Teleport away (1.494%) */
1019 /* Polymorph (1.494%) */
1024 /* Vampiric drain */
1025 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1027 /* Only drain "living" monsters */
1028 if (monster_living(m_ptr->r_idx))
1034 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
1036 else vorpal_cut = FALSE;
1040 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1042 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1043 int resist_stun = 0;
1046 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1047 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1048 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1049 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1050 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1053 if (p_ptr->special_defense & KAMAE_BYAKKO)
1054 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1055 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1057 else if (p_ptr->special_defense & KAMAE_GENBU)
1060 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1061 /* Attempt 'times' */
1062 for (times = 0; times < max_times; times++)
1066 ma_ptr = &ma_blows[randint0(MAX_MA)];
1067 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1068 else min_level = ma_ptr->min_level;
1069 } while ((min_level > p_ptr->lev) ||
1070 (randint1(p_ptr->lev) < ma_ptr->chance));
1072 /* keep the highest level attack available we found */
1073 if ((ma_ptr->min_level > old_ptr->min_level) &&
1074 !p_ptr->stun && !p_ptr->confused)
1078 if (p_ptr->wizard && cheat_xtra)
1080 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
1089 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1090 else min_level = ma_ptr->min_level;
1091 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1092 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1094 if (ma_ptr->effect == MA_KNEE)
1096 if (r_ptr->flags1 & RF1_MALE)
1098 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);
1100 special_effect = MA_KNEE;
1103 msg_format(ma_ptr->desc, m_name);
1106 else if (ma_ptr->effect == MA_SLOW)
1108 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1109 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1111 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);
1112 special_effect = MA_SLOW;
1114 else msg_format(ma_ptr->desc, m_name);
1120 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1123 msg_format(ma_ptr->desc, m_name);
1126 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1127 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
1129 weight += (P_PTR_KI / 30);
1130 if (weight > 20) weight = 20;
1133 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1135 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1137 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
1138 stun_effect = 7 + randint1(13);
1142 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1144 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1145 (randint1(p_ptr->lev) > r_ptr->level) &&
1148 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
1149 m_ptr->mspeed -= 10;
1153 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1155 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1157 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1159 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
1163 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
1169 /* Handle normal weapon */
1170 else if (o_ptr->k_idx)
1172 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1173 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1177 k *= (3 + (p_ptr->lev / 20));
1181 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
1183 else if (stab_fleeing)
1188 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1189 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1194 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1195 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1203 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1205 char chainsword_noise[1024];
1206 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1208 msg_print(chainsword_noise);
1212 if (o_ptr->name1 == ART_VORPAL_BLADE)
1214 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!"));
1218 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1221 /* Try to increase the damage */
1222 while (one_in_(vorpal_chance))
1227 k *= (HIT_POINT)mult;
1230 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
1232 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1238 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
1239 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
1240 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
1241 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
1242 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
1243 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
1244 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
1247 drain_result = drain_result * 3 / 2;
1251 drain_result += o_ptr->to_d;
1254 /* Apply the player damage bonuses */
1255 k += p_ptr->to_d[hand];
1256 drain_result += p_ptr->to_d[hand];
1258 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1259 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
1260 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1262 /* No negative damage */
1265 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
1272 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
1278 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
1282 if (mode == HISSATSU_MINEUCHI)
1284 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
1287 anger_monster(m_ptr);
1289 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
1292 if (MON_STUNNED(m_ptr))
1294 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
1299 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
1303 (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
1307 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
1311 /* Modify the damage */
1312 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))));
1313 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1315 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
1318 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
1322 else if ((p_ptr->pclass == CLASS_NINJA) && has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
1324 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
1325 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
1329 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
1331 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)))
1333 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
1335 k = MAX(k * 5, m_ptr->hp / 2);
1337 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
1342 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
1347 msg_format_wizard(CHEAT_MONSTER,
1348 _("%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,
1349 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1351 if (k <= 0) can_drain = FALSE;
1353 if (drain_result > m_ptr->hp)
1354 drain_result = m_ptr->hp;
1356 /* Damage, check for fear and death */
1357 if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
1360 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
1362 if (p_ptr->migite && p_ptr->hidarite)
1364 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
1365 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
1369 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1372 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1373 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...."));
1377 /* Anger the monster */
1378 if (k > 0) anger_monster(m_ptr);
1380 touch_zap_player(m_ptr);
1382 /* Are we draining it? A little note: If the monster is
1383 dead, the drain does not work... */
1385 if (can_drain && (drain_result > 0))
1387 if (o_ptr->name1 == ART_MURAMASA)
1391 HIT_PROB to_h = o_ptr->to_h;
1392 HIT_POINT to_d = o_ptr->to_d;
1396 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1400 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1403 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1405 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1413 if (drain_result > 5) /* Did we really hurt it? */
1415 drain_heal = damroll(2, drain_result / 6);
1418 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1422 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1427 if (drain_heal < drain_left)
1429 drain_left -= drain_heal;
1433 drain_heal = drain_left;
1439 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1443 drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
1445 hp_player(drain_heal);
1446 /* We get to keep some of it! */
1450 m_ptr->maxhp -= (k + 7) / 8;
1451 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1452 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1458 /* Confusion attack */
1459 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1461 /* Cancel glowing hands */
1462 if (p_ptr->special_attack & ATTACK_CONFUSE)
1464 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1465 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1466 p_ptr->redraw |= (PR_STATUS);
1470 /* Confuse the monster */
1471 if (r_ptr->flags3 & RF3_NO_CONF)
1473 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1474 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1477 else if (randint0(100) < r_ptr->level)
1479 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1483 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1484 (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1488 else if (chaos_effect == 4)
1490 bool resists_tele = FALSE;
1492 if (r_ptr->flagsr & RFR_RES_TELE)
1494 if (r_ptr->flags1 & RF1_UNIQUE)
1496 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1497 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1498 resists_tele = TRUE;
1500 else if (r_ptr->level > randint1(100))
1502 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1503 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1504 resists_tele = TRUE;
1510 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1511 teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1512 num = num_blow + 1; /* Can't hit it anymore! */
1517 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1519 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1520 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1522 if (polymorph_monster(y, x))
1524 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1530 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1533 /* Hack -- Get new monster */
1534 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1536 /* Oops, we need a different name... */
1537 monster_desc(m_name, m_ptr, 0);
1539 /* Hack -- Get new race */
1540 r_ptr = &r_info[m_ptr->r_idx];
1543 else if (o_ptr->name1 == ART_G_HAMMER)
1545 monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1547 if (target_ptr->hold_o_idx)
1549 object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
1550 GAME_TEXT o_name[MAX_NLEN];
1552 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1553 q_ptr->held_m_idx = 0;
1554 q_ptr->marked = OM_TOUCHED;
1555 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1556 q_ptr->next_o_idx = 0;
1557 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1566 backstab = FALSE; /* Clumsy! */
1567 fuiuchi = FALSE; /* Clumsy! */
1569 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1571 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1575 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1576 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!"));
1577 object_flags(o_ptr, flgs_aux);
1579 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1582 switch (p_ptr->mimic_form)
1585 switch (p_ptr->prace)
1592 case RACE_BARBARIAN:
1596 case RACE_HALF_TROLL:
1597 case RACE_HALF_OGRE:
1598 case RACE_HALF_GIANT:
1599 case RACE_HALF_TITAN:
1607 case RACE_DRACONIAN:
1614 case MIMIC_DEMON_LORD:
1621 if (p_ptr->align < 0 && mult < 20)
1623 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1625 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1627 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1629 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1631 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1634 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1636 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1637 p_ptr->redraw |= (PR_MANA);
1638 mult = mult * 3 / 2 + 20;
1640 k *= (HIT_POINT)mult;
1644 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1648 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1649 /* Try to increase the damage */
1655 k *= (HIT_POINT)mult;
1657 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1660 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1666 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1674 if (weak && !(*mdeath))
1676 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1678 if (drain_left != MAX_VAMPIRIC_DRAIN)
1682 chg_virtue(V_UNLIFE, 1);
1685 /* Mega-Hack -- apply earthquake brand */
1688 earthquake(p_ptr->y, p_ptr->x, 10);
1689 if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
1694 * @brief プレイヤーの打撃処理メインルーチン
1697 * @param mode 発動中の剣術ID
1698 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1700 * If no "weapon" is available, then "punch" the monster one time.
1702 bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
1705 bool mdeath = FALSE;
1706 bool stormbringer = FALSE;
1708 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1709 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1710 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1711 GAME_TEXT m_name[MAX_NLEN];
1713 disturb(FALSE, TRUE);
1715 take_turn(p_ptr, 100);
1717 if (!p_ptr->migite && !p_ptr->hidarite &&
1718 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1720 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1721 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1725 /* Extract monster name (or "it") */
1726 monster_desc(m_name, m_ptr, 0);
1730 /* Auto-Recall if possible and visible */
1731 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1733 /* Track a new monster */
1734 health_track(g_ptr->m_idx);
1737 if ((r_ptr->flags1 & RF1_FEMALE) &&
1738 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1740 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1742 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1747 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
1749 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1753 /* Stop if friendly */
1754 if (!is_hostile(m_ptr) &&
1755 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1756 p_ptr->shero || !m_ptr->ml))
1758 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1759 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1762 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1763 chg_virtue(V_INDIVIDUALISM, 1);
1764 chg_virtue(V_HONOUR, -1);
1765 chg_virtue(V_JUSTICE, -1);
1766 chg_virtue(V_COMPASSION, -1);
1768 else if (p_ptr->pclass != CLASS_BERSERKER)
1770 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1772 chg_virtue(V_INDIVIDUALISM, 1);
1773 chg_virtue(V_HONOUR, -1);
1774 chg_virtue(V_JUSTICE, -1);
1775 chg_virtue(V_COMPASSION, -1);
1779 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1786 /* Handle player fear */
1790 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1792 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1794 /* Disturb the monster */
1795 (void)set_monster_csleep(g_ptr->m_idx, 0);
1800 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1802 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1803 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1806 if (p_ptr->migite && p_ptr->hidarite)
1808 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))
1810 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1811 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1812 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1813 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1814 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1815 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1816 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1817 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1818 p_ptr->update |= (PU_BONUS);
1822 /* Gain riding experience */
1825 int cur = p_ptr->skill_exp[GINOU_RIDING];
1826 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1830 DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
1831 DEPTH targetlevel = r_ptr->level;
1834 if ((cur / 200 - 5) < targetlevel)
1837 /* Extra experience */
1838 if ((cur / 100) < ridinglevel)
1840 if ((cur / 100 + 15) < ridinglevel)
1841 inc += 1 + (ridinglevel - (cur / 100 + 15));
1846 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1847 p_ptr->update |= (PU_BONUS);
1851 riding_t_m_idx = g_ptr->m_idx;
1852 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1853 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1855 /* Mutations which yield extra 'natural' attacks */
1858 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1859 natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1860 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1861 natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1862 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1863 natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1864 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1865 natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1866 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1867 natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1870 /* Hack -- delay fear messages */
1871 if (fear && m_ptr->ml && !mdeath)
1875 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1878 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1880 set_action(ACTION_NONE);
1887 * @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.
1888 * @param m_idx 打撃を行うモンスターのID
1889 * @return 実際に攻撃処理を行った場合TRUEを返す
1891 bool make_attack_normal(MONSTER_IDX m_idx)
1893 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1894 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1902 int do_cut, do_stun;
1906 GAME_TEXT o_name[MAX_NLEN];
1907 GAME_TEXT m_name[MAX_NLEN];
1908 GAME_TEXT ddesc[80];
1911 bool touched = FALSE, fear = FALSE, alive = TRUE;
1912 bool explode = FALSE;
1913 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1914 HIT_POINT get_damage = 0;
1915 int abbreviate = 0; // 2回目以降の省略表現フラグ
1917 /* Not allowed to attack */
1918 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1920 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1922 /* ...nor if friendly */
1923 if (!is_hostile(m_ptr)) return FALSE;
1925 /* Extract the effective monster level */
1926 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1928 /* Get the monster name (or "it") */
1929 monster_desc(m_name, m_ptr, 0);
1931 monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
1933 if (p_ptr->special_defense & KATA_IAI)
1935 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);
1936 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1939 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1941 if (kawarimi(TRUE)) return TRUE;
1944 /* Assume no blink */
1947 /* Scan through all four blows */
1948 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1950 bool obvious = FALSE;
1952 HIT_POINT power = 0;
1953 HIT_POINT damage = 0;
1957 /* Extract the attack infomation */
1958 int effect = r_ptr->blow[ap_cnt].effect;
1959 int method = r_ptr->blow[ap_cnt].method;
1960 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1961 int d_side = r_ptr->blow[ap_cnt].d_side;
1963 if (!monster_is_valid(m_ptr)) break;
1965 /* Hack -- no more attacks */
1968 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1974 /* Stop if player is dead or gone */
1975 if (!p_ptr->playing || p_ptr->is_dead) break;
1976 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1978 /* Handle "leaving" */
1979 if (p_ptr->leaving) break;
1981 if (method == RBM_SHOOT) continue;
1983 /* Extract the attack "power" */
1984 power = mbe_info[effect].power;
1987 ac = p_ptr->ac + p_ptr->to_a;
1989 /* Monster hits player */
1990 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
1992 /* Always disturbing */
1993 disturb(TRUE, TRUE);
1996 /* Hack -- Apply "protection from evil" */
1997 if ((p_ptr->protevil > 0) &&
1998 (r_ptr->flags3 & RF3_EVIL) &&
1999 (p_ptr->lev >= rlev) &&
2000 ((randint0(100) + p_ptr->lev) > 50))
2002 /* Remember the Evil-ness */
2003 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
2006 if (abbreviate) msg_format("撃退した。");
2007 else msg_format("%^sは撃退された。", m_name);
2008 abbreviate = 1; /*2回目以降は省略 */
2010 msg_format("%^s is repelled.", m_name);
2014 /* Hack -- Next attack */
2019 /* Assume no cut or stun */
2020 do_cut = do_stun = 0;
2022 /* Describe the attack method */
2027 act = _("殴られた。", "hits you.");
2028 do_cut = do_stun = 1;
2036 act = _("触られた。", "touches you.");
2044 act = _("パンチされた。", "punches you.");
2053 act = _("蹴られた。", "kicks you.");
2062 act = _("ひっかかれた。", "claws you.");
2071 act = _("噛まれた。", "bites you.");
2080 act = _("刺された。", "stings you.");
2088 act = _("斬られた。", "slashes you.");
2097 act = _("角で突かれた。", "butts you.");
2106 act = _("体当たりされた。", "crushes you.");
2115 act = _("飲み込まれた。", "engulfs you.");
2124 act = _("は請求書をよこした。", "charges you.");
2126 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
2133 act = _("が体の上を這い回った。", "crawls on you.");
2141 act = _("よだれをたらされた。", "drools on you.");
2148 act = _("唾を吐かれた。", "spits on you.");
2156 act = _("は爆発した。", "explodes.");
2163 act = _("にらまれた。", "gazes at you.");
2169 act = _("泣き叫ばれた。", "wails at you.");
2176 act = _("胞子を飛ばされた。", "releases spores at you.");
2184 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
2190 act = _("金をせがまれた。", "begs you for money.");
2200 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
2210 act = desc_moan[randint0(4)];
2220 if (m_ptr->r_idx == MON_JAIAN)
2223 switch(randint1(15))
2228 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
2231 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
2234 act = "「♪の~び太スネ夫はメじゃないよ~~」";
2237 act = "「♪け~んかスポ~ツ~どんとこい~」";
2240 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
2243 act = "「♪ま~ちいちば~んのに~んきもの~~」";
2246 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
2249 act = "「♪きはやさし~くて~ち~からもち~」";
2252 act = "「♪かお~も~~スタイルも~バツグンさ~」";
2255 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
2258 act = "「♪ド~ラもドラミもメじゃないよ~~」";
2261 act = "「♪よじげんぽけっと~な~くたって~」";
2264 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
2268 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
2274 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
2276 act = _("は♪アイ ラブ ユー、ユー ラブ ミー♪と歌っている。", "sings 'I love you, you love me.'");
2286 if (do_silly_attack)
2291 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
2294 if (abbreviate == 0)
2295 msg_format("%^sに%s", m_name, act);
2296 else if (abbreviate == 1)
2297 msg_format("%s", act);
2298 else /* if (abbreviate == -1) */
2299 msg_format("%^s%s", m_name, act);
2300 abbreviate = 1;/*2回目以降は省略 */
2302 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
2306 /* Hack -- assume all attacks are obvious */
2309 /* Roll out the damage */
2310 damage = damroll(d_dice, d_side);
2313 * Skip the effect when exploding, since the explosion
2314 * already causes the effect.
2316 if(explode) damage = 0;
2317 /* Apply appropriate damage */
2327 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
2329 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
2331 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
2332 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
2333 tmp_damage = MAX(damage, tmp_damage*2);
2335 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2339 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2342 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2343 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2351 /* Take "poison" effect */
2352 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
2354 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2360 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2362 /* Learn about the player */
2363 update_smart_learn(m_idx, DRS_POIS);
2372 /* Allow complete resist */
2373 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2375 /* Apply disenchantment */
2376 if (apply_disenchant(0))
2378 /* Hack -- Update AC */
2379 update_creature(p_ptr);
2384 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2386 /* Learn about the player */
2387 update_smart_learn(m_idx, DRS_DISEN);
2394 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2396 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2399 for (k = 0; k < 10; k++)
2402 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2404 /* Obtain the item */
2405 o_ptr = &inventory[i];
2407 /* Skip non-objects */
2408 if (!o_ptr->k_idx) continue;
2410 /* Drain charged wands/staffs */
2411 if (((o_ptr->tval == TV_STAFF) ||
2412 (o_ptr->tval == TV_WAND)) &&
2415 /* Calculate healed hitpoints */
2416 int heal=rlev * o_ptr->pval;
2417 if( o_ptr->tval == TV_STAFF)
2418 heal *= o_ptr->number;
2420 /* Don't heal more than max hp */
2421 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2423 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2427 /* Heal the monster */
2428 m_ptr->hp += (HIT_POINT)heal;
2430 /* Redraw (later) if needed */
2431 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2432 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2437 /* Combine / Reorder the pack */
2438 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2439 p_ptr->window |= (PW_INVEN);
2450 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2452 /* Confused monsters cannot steal successfully. -LM-*/
2453 if (MON_CONFUSED(m_ptr)) break;
2455 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2459 /* Saving throw (unless paralyzed) based on dex and level */
2460 if (!p_ptr->paralyzed &&
2461 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2464 /* Saving throw message */
2465 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2467 /* Occasional blink anyway */
2468 if (randint0(3)) blinked = TRUE;
2474 gold = (p_ptr->au / 10) + randint1(25);
2475 if (gold < 2) gold = 2;
2476 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2477 if (gold > p_ptr->au) gold = p_ptr->au;
2481 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2485 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2486 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2487 chg_virtue(V_SACRIFICE, 1);
2491 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2492 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2493 chg_virtue(V_SACRIFICE, 2);
2497 p_ptr->redraw |= (PR_GOLD);
2499 p_ptr->window |= (PW_PLAYER);
2510 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2512 /* Confused monsters cannot steal successfully. -LM-*/
2513 if (MON_CONFUSED(m_ptr)) break;
2515 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2517 /* Saving throw (unless paralyzed) based on dex and level */
2518 if (!p_ptr->paralyzed &&
2519 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2522 /* Saving throw message */
2523 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2525 /* Occasional "blink" anyway */
2532 for (k = 0; k < 10; k++)
2537 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2539 /* Obtain the item */
2540 o_ptr = &inventory[i];
2542 /* Skip non-objects */
2543 if (!o_ptr->k_idx) continue;
2545 /* Skip artifacts */
2546 if (object_is_artifact(o_ptr)) continue;
2548 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2551 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2553 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2555 chg_virtue(V_SACRIFICE, 1);
2562 j_ptr = ¤t_floor_ptr->o_list[o_idx];
2563 object_copy(j_ptr, o_ptr);
2568 /* Hack -- If a rod or wand, allocate total
2569 * maximum timeouts or charges between those
2570 * stolen and those missed. -LM-
2572 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2574 j_ptr->pval = o_ptr->pval / o_ptr->number;
2575 o_ptr->pval -= j_ptr->pval;
2579 j_ptr->marked = OM_TOUCHED;
2581 /* Memorize monster */
2582 j_ptr->held_m_idx = m_idx;
2585 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2588 m_ptr->hold_o_idx = o_idx;
2591 /* Steal the items */
2592 inven_item_increase(i, -1);
2593 inven_item_optimize(i);
2608 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2610 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2612 /* Steal some food */
2613 for (k = 0; k < 10; k++)
2615 /* Pick an item from the pack */
2616 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2618 o_ptr = &inventory[i];
2620 /* Skip non-objects */
2621 if (!o_ptr->k_idx) continue;
2623 /* Skip non-food objects */
2624 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2626 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2629 msg_format("%s(%c)を%s食べられてしまった!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2631 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2634 /* Steal the items */
2635 inven_item_increase(i, -1);
2636 inven_item_optimize(i);
2648 /* Access the lite */
2649 o_ptr = &inventory[INVEN_LITE];
2650 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2652 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2655 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2658 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2659 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2663 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2667 p_ptr->window |= (PW_EQUIP);
2677 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2678 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2679 update_creature(p_ptr);
2680 update_smart_learn(m_idx, DRS_ACID);
2688 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2689 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2690 update_smart_learn(m_idx, DRS_ELEC);
2698 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2699 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2700 update_smart_learn(m_idx, DRS_FIRE);
2708 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2709 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2710 update_smart_learn(m_idx, DRS_COLD);
2716 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2717 if (p_ptr->is_dead) break;
2719 /* Increase "blind" */
2720 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2722 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2725 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2733 /* Learn about the player */
2734 update_smart_learn(m_idx, DRS_BLIND);
2742 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2744 if (p_ptr->is_dead) break;
2746 /* Increase "confused" */
2747 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2749 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2755 /* Learn about the player */
2756 update_smart_learn(m_idx, DRS_CONF);
2763 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2765 if (p_ptr->is_dead) break;
2767 /* Increase "afraid" */
2768 if (CHECK_MULTISHADOW())
2772 else if (p_ptr->resist_fear)
2774 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2777 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2779 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2784 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2790 /* Learn about the player */
2791 update_smart_learn(m_idx, DRS_FEAR);
2798 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2800 if (p_ptr->is_dead) break;
2802 /* Increase "paralyzed" */
2803 if (CHECK_MULTISHADOW())
2807 else if (p_ptr->free_act)
2809 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2812 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2814 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2819 if (!p_ptr->paralyzed)
2821 if (set_paralyzed(3 + randint1(rlev)))
2828 /* Learn about the player */
2829 update_smart_learn(m_idx, DRS_FREE);
2836 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2838 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2839 if (do_dec_stat(A_STR)) obvious = TRUE;
2846 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2848 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2849 if (do_dec_stat(A_INT)) obvious = TRUE;
2856 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2858 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2859 if (do_dec_stat(A_WIS)) obvious = TRUE;
2866 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2868 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2869 if (do_dec_stat(A_DEX)) obvious = TRUE;
2876 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2878 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2879 if (do_dec_stat(A_CON)) obvious = TRUE;
2886 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2888 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2889 if (do_dec_stat(A_CHR)) obvious = TRUE;
2896 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2898 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2900 /* Damage (stats) */
2901 if (do_dec_stat(A_STR)) obvious = TRUE;
2902 if (do_dec_stat(A_DEX)) obvious = TRUE;
2903 if (do_dec_stat(A_CON)) obvious = TRUE;
2904 if (do_dec_stat(A_INT)) obvious = TRUE;
2905 if (do_dec_stat(A_WIS)) obvious = TRUE;
2906 if (do_dec_stat(A_CHR)) obvious = TRUE;
2915 /* Hack -- Reduce damage based on the player armor class */
2916 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2918 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2920 /* Radius 8 earthquake centered at the monster */
2921 if (damage > 23 || explode)
2923 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2931 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2935 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2937 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2939 (void)drain_exp(d, d / 10, 95);
2945 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2949 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2951 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2953 (void)drain_exp(d, d / 10, 90);
2959 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2963 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2965 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2967 (void)drain_exp(d, d / 10, 75);
2973 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2977 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2979 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2981 (void)drain_exp(d, d / 10, 50);
2987 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2989 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2991 /* Take "poison" effect */
2992 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
2994 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
3000 /* Damage CON (10% chance)*/
3001 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
3003 /* 1% chance for perm. damage */
3004 bool perm = one_in_(10);
3005 if (dec_stat(A_CON, randint1(10), perm))
3007 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
3017 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
3019 switch (randint1(10))
3021 case 1: case 2: case 3: case 4: case 5:
3023 if (p_ptr->prace == RACE_ANDROID) break;
3024 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
3025 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
3029 case 6: case 7: case 8: case 9:
3031 int stat = randint0(6);
3036 case A_STR: act = "強く"; break;
3037 case A_INT: act = "聡明で"; break;
3038 case A_WIS: act = "賢明で"; break;
3039 case A_DEX: act = "器用で"; break;
3040 case A_CON: act = "健康で"; break;
3041 case A_CHR: act = "美しく"; break;
3043 case A_STR: act = "strong"; break;
3044 case A_INT: act = "bright"; break;
3045 case A_WIS: act = "wise"; break;
3046 case A_DEX: act = "agile"; break;
3047 case A_CON: act = "hale"; break;
3048 case A_CHR: act = "beautiful"; break;
3053 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);
3054 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
3055 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
3056 p_ptr->update |= (PU_BONUS);
3062 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..."));
3064 for (k = 0; k < A_MAX; k++)
3066 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
3067 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
3069 p_ptr->update |= (PU_BONUS);
3074 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3080 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3085 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3087 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3089 resist_drain = !drain_exp(d, d / 10, 50);
3091 /* Heal the attacker? */
3092 if (p_ptr->mimic_form)
3094 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
3095 resist_drain = TRUE;
3099 switch (p_ptr->prace)
3108 resist_drain = TRUE;
3113 if ((damage > 5) && !resist_drain)
3115 bool did_heal = FALSE;
3117 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
3120 m_ptr->hp += damroll(4, damage / 6);
3121 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3123 /* Redraw (later) if needed */
3124 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3125 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3127 /* Special message */
3128 if (m_ptr->ml && did_heal)
3130 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
3140 if (CHECK_MULTISHADOW())
3142 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!"));
3148 p_ptr->csp -= damage;
3152 p_ptr->csp_frac = 0;
3155 p_ptr->redraw |= (PR_MANA);
3158 /* Learn about the player */
3159 update_smart_learn(m_idx, DRS_MANA);
3165 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3167 if (p_ptr->is_dead) break;
3169 /* Decrease speed */
3170 if (CHECK_MULTISHADOW())
3176 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
3186 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3188 if (p_ptr->is_dead) break;
3190 /* Decrease speed */
3191 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
3197 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3207 /* Hack -- only one of cut or stun */
3208 if (do_cut && do_stun)
3211 if (randint0(100) < 50)
3228 /* Critical hit (zero if non-critical) */
3229 tmp = monster_critical(d_dice, d_side, damage);
3231 /* Roll for damage */
3234 case 0: cut_plus = 0; break;
3235 case 1: cut_plus = randint1(5); break;
3236 case 2: cut_plus = randint1(5) + 5; break;
3237 case 3: cut_plus = randint1(20) + 20; break;
3238 case 4: cut_plus = randint1(50) + 50; break;
3239 case 5: cut_plus = randint1(100) + 100; break;
3240 case 6: cut_plus = 300; break;
3241 default: cut_plus = 500; break;
3245 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
3253 /* Critical hit (zero if non-critical) */
3254 tmp = monster_critical(d_dice, d_side, damage);
3256 /* Roll for damage */
3259 case 0: stun_plus = 0; break;
3260 case 1: stun_plus = randint1(5); break;
3261 case 2: stun_plus = randint1(5) + 10; break;
3262 case 3: stun_plus = randint1(10) + 20; break;
3263 case 4: stun_plus = randint1(15) + 30; break;
3264 case 5: stun_plus = randint1(20) + 40; break;
3265 case 6: stun_plus = 80; break;
3266 default: stun_plus = 150; break;
3269 /* Apply the stun */
3270 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
3275 sound(SOUND_EXPLODE);
3277 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3286 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
3288 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3290 HIT_POINT dam = damroll(2, 6);
3292 /* Modify the damage */
3293 dam = mon_damage_mod(m_ptr, dam, FALSE);
3295 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
3297 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
3305 if (is_original_ap_and_seen(m_ptr))
3306 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3310 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
3312 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3314 HIT_POINT dam = damroll(2, 6);
3316 /* Modify the damage */
3317 dam = mon_damage_mod(m_ptr, dam, FALSE);
3319 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
3320 if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
3328 if (is_original_ap_and_seen(m_ptr))
3329 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3333 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3335 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3337 HIT_POINT dam = damroll(2, 6);
3339 /* Modify the damage */
3340 dam = mon_damage_mod(m_ptr, dam, FALSE);
3342 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
3343 if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
3351 if (is_original_ap_and_seen(m_ptr))
3352 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3357 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3359 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3361 HIT_POINT dam = damroll(2, 6);
3363 /* Modify the damage */
3364 dam = mon_damage_mod(m_ptr, dam, FALSE);
3366 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
3367 if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
3375 if (is_original_ap_and_seen(m_ptr))
3376 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3379 if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
3381 teleport_player(10, 0L);
3385 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3387 if (r_ptr->flags3 & RF3_EVIL)
3389 if (!(r_ptr->flagsr & RFR_RES_ALL))
3391 HIT_POINT dam = damroll(2, 6);
3393 /* Modify the damage */
3394 dam = mon_damage_mod(m_ptr, dam, FALSE);
3396 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
3397 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3402 if (is_original_ap_and_seen(m_ptr))
3403 r_ptr->r_flags3 |= RF3_EVIL;
3407 if (is_original_ap_and_seen(m_ptr))
3408 r_ptr->r_flagsr |= RFR_RES_ALL;
3413 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3415 if (!(r_ptr->flagsr & RFR_RES_ALL))
3417 HIT_POINT dam = damroll(2, 6);
3419 /* Modify the damage */
3420 dam = mon_damage_mod(m_ptr, dam, FALSE);
3422 msg_format(_("%^sが鋭い闘気のオーラで傷ついた!", "%^s is injured by the Force"), m_name);
3423 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3431 if (is_original_ap_and_seen(m_ptr))
3432 r_ptr->r_flagsr |= RFR_RES_ALL;
3436 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3439 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3441 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3443 if (o_armed_ptr->k_idx)
3445 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3446 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3449 /* Cursed armor makes damages doubled */
3450 o_armed_ptr = &inventory[INVEN_BODY];
3451 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3453 /* Modify the damage */
3454 dam = mon_damage_mod(m_ptr, dam, FALSE);
3456 msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
3457 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3462 else /* monster does not dead */
3465 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3466 EFFECT_ID typ[4][2] = {
3467 { INVEN_HEAD, GF_OLD_CONF },
3468 { INVEN_LARM, GF_OLD_SLEEP },
3469 { INVEN_HANDS, GF_TURN_ALL },
3470 { INVEN_FEET, GF_OLD_SLOW }
3473 /* Some cursed armours gives an extra effect */
3474 for (j = 0; j < 4; j++)
3476 o_armed_ptr = &inventory[typ[j][0]];
3477 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3478 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3484 if (is_original_ap_and_seen(m_ptr))
3485 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3491 /* Monster missed player */
3494 /* Analyze failed attacks */
3510 /* Visible monsters */
3513 disturb(TRUE, TRUE);
3517 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3519 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);
3520 abbreviate = 1;/*2回目以降は省略 */
3522 msg_format("%^s misses you.", m_name);
3527 /* Gain shield experience */
3528 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
3530 int cur = p_ptr->skill_exp[GINOU_SHIELD];
3531 int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
3535 DEPTH targetlevel = r_ptr->level;
3539 /* Extra experience */
3540 if ((cur / 100) < targetlevel)
3542 if ((cur / 100 + 15) < targetlevel)
3543 inc += 1 + (targetlevel - (cur / 100 + 15));
3548 p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
3549 p_ptr->update |= (PU_BONUS);
3560 /* Analyze "visible" monsters only */
3561 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3563 /* Count "obvious" attacks (and ones that cause damage) */
3564 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3566 /* Count attacks of this type */
3567 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3569 r_ptr->r_blows[ap_cnt]++;
3574 if (p_ptr->riding && damage)
3576 char m_steed_name[MAX_NLEN];
3577 monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
3578 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3580 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3584 if (p_ptr->special_defense & NINJA_KAWARIMI)
3586 if (kawarimi(FALSE)) return TRUE;
3590 /* Hex - revenge damage stored */
3591 revenge_store(get_damage);
3593 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3594 && get_damage > 0 && !p_ptr->is_dead)
3597 msg_format("攻撃が%s自身を傷つけた!", m_name);
3599 GAME_TEXT m_name_self[80];
3602 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3604 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3606 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3607 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3610 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3612 char m_target_name[MAX_NLEN];
3613 monster_desc(m_target_name, m_ptr, 0);
3616 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3617 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3619 p_ptr->redraw |= (PR_MANA);
3623 if (blinked && alive && !p_ptr->is_dead)
3625 if (teleport_barrier(m_idx))
3627 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."));
3631 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3632 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3637 /* Always notice cause of death */
3638 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3643 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3646 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3649 if (p_ptr->special_defense & KATA_IAI)
3651 set_action(ACTION_NONE);
3654 /* Assume we attacked */
3660 * @brief モンスターが敵モンスターに行う打撃処理 /
3661 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
3662 * @param m_idx 目標となるモンスターの参照ID
3664 * @param dead 目標となったモンスターの死亡状態を返す参照ポインタ
3665 * @param fear 目標となったモンスターの恐慌状態を返す参照ポインタ
3666 * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
3667 * @param who 打撃を行ったモンスターの参照ID
3670 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
3672 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3673 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3674 GAME_TEXT m_name[160];
3675 bool seen = is_seen(m_ptr);
3677 /* Can the player be aware of this attack? */
3678 bool known = (m_ptr->cdis <= MAX_SIGHT);
3680 /* Extract monster name */
3681 monster_desc(m_name, m_ptr, 0);
3683 /* Redraw (later) if needed */
3686 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3687 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3690 (void)set_monster_csleep(m_idx, 0);
3692 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
3694 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
3698 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
3703 if (r_ptr->flagsr & RFR_RES_ALL)
3708 if ((dam == 0) && one_in_(3)) dam = 1;
3714 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
3723 /* It is dead now... or is it? */
3726 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
3727 (r_ptr->flags7 & RF7_NAZGUL)) &&
3728 !p_ptr->inside_battle)
3735 if (!monster_living(m_ptr->r_idx))
3737 sound(SOUND_N_KILL);
3748 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
3749 /* Unseen death by normal attack */
3754 /* Death by special attack */
3757 msg_format(_("%^s%s", "%^s%s"), m_name, note);
3759 /* Death by normal attack -- nonliving monster */
3760 else if (!monster_living(m_ptr->r_idx))
3762 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
3764 /* Death by normal attack -- living monster */
3767 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
3771 monster_gain_exp(who, m_ptr->r_idx);
3772 monster_death(m_idx, FALSE);
3773 delete_monster_idx(m_idx);
3778 /* Monster is dead */
3787 /* Mega-Hack -- Pain cancels fear */
3788 if (MON_MONFEAR(m_ptr) && (dam > 0))
3791 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
3798 /* Sometimes a monster gets scared by damage */
3799 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
3801 /* Percentage of fully healthy */
3802 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
3805 * Run (sometimes) if at 10% or less of max hit points,
3806 * or (usually) when hit for half its current hit points
3808 if (((percentage <= 10) && (randint0(10) < percentage)) ||
3809 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
3811 /* Hack -- note fear */
3814 /* Hack -- Add some timed fear */
3815 (void)set_monster_monfear(m_idx, (randint1(10) +
3816 (((dam >= m_ptr->hp) && (percentage > 7)) ?
3817 20 : ((11 - percentage) * 5))));
3821 #endif /* ALLOW_FEAR */
3823 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
3825 if (is_pet(¤t_floor_ptr->m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
3827 set_target(m_ptr, current_floor_ptr->m_list[who].fy, current_floor_ptr->m_list[who].fx);
3831 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
3833 /* Extract monster name */
3834 monster_desc(m_name, m_ptr, 0);
3836 if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
3837 if (rakuba((dam > 200) ? 200 : dam, FALSE))
3839 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);