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
19 #include "monsterrace-hook.h"
22 #include "monster-status.h"
23 #include "monster-spell.h"
25 #include "realm-hex.h"
26 #include "object-flavor.h"
27 #include "object-hook.h"
29 #include "player-move.h"
33 #include "player-effects.h"
34 #include "player-skill.h"
35 #include "player-damage.h"
36 #include "player-status.h"
37 #include "view-mainwindow.h"
41 * @brief 幻覚時の打撃記述テーブル / Weird melee attack types when hallucinating
44 const concptr silly_attacks[MAX_SILLY_ATTACK] =
47 "があなたの回りを3回回ってワンと言った。",
66 "はあなたの100の秘密について熱く語った。",
78 "に二週間以内でビデオを人に見せないと死ぬ呪いをかけられた。",
80 "はスーパーウルトラギャラクティカマグナムを放った。",
82 "にジェットストリームアタックをかけられた。",
83 "はあなたに卍固めをかけて「1、2、3、ダーッ!」と叫んだ。",
84 "は「いくじなし!ばかばかばか!」といって駆け出した。",
85 "が「ごらん、ルーベンスの絵だよ」と言って静かに目を閉じた。",
90 * @brief 幻覚時の打撃記述テーブル(フォーマットつき) / Weird melee attack types when hallucinating (%s for strfmt())
92 const concptr silly_attacks2[MAX_SILLY_ATTACK] =
103 "%sに「神の国」発言の撤回を求めた。",
114 "%sの100の秘密について熱く語った。",
126 "%sに二週間以内でビデオを人に見せないと死ぬ呪いをかけた。",
128 "%sにスーパーウルトラギャラクティカマグナムを放った。",
130 "%sにジェットストリームアタックをかけた。",
131 "%sに卍固めをかけて「1、2、3、ダーッ!」と叫んだ。",
132 "「いくじなし!ばかばかばか!」といって駆け出した。",
133 "「ごらん、ルーベンスの絵だよ」と言って静かに目を閉じた。",
137 const concptr silly_attacks[MAX_SILLY_ATTACK] =
148 "makes obscene gestures at",
178 * @brief プレイヤーからモンスターへの打撃命中判定 /
179 * Determine if the player "hits" a monster (normal combat).
180 * @param chance 基本命中値
182 * @param visible 目標を視界に捕らえているならばTRUEを指定
183 * @return 命中と判定された場合TRUEを返す
184 * @note Always miss 5%, always hit 5%, otherwise random.
186 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
188 if (!visible) chance = (chance + 1) / 2;
189 return hit_chance(chance, ac) >= randint1(100);
193 * @brief モンスターへの命中率の計算
198 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
200 PERCENTAGE chance = 5, chance_left = 90;
201 if(reli <= 0) return 5;
202 if(p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
203 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
204 if (chance < 5) chance = 5;
209 * @brief プレイヤー攻撃の種族スレイング倍率計算
210 * @param mult 算出前の基本倍率(/10倍)
211 * @param flgs スレイフラグ配列
212 * @param m_ptr 目標モンスターの構造体参照ポインタ
213 * @return スレイング加味後の倍率(/10倍)
215 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
217 static const struct slay_table_t {
219 BIT_FLAGS affect_race_flag;
222 size_t r_flag_offset;
224 #define OFFSET(X) offsetof(monster_race, X)
225 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
226 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
227 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
228 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
229 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
230 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
231 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
232 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
233 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
234 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
235 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
236 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
237 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
238 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
239 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
240 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
241 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
242 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
243 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
244 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
248 monster_race* r_ptr = &r_info[m_ptr->r_idx];
250 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
252 const struct slay_table_t* p = &slay_table[i];
254 if ((have_flag(flgs, p->slay_flag)) &&
255 (atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
257 if (is_original_ap_and_seen(m_ptr))
259 atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
262 mult = MAX(mult, p->slay_mult);
270 * @brief プレイヤー攻撃の属性スレイング倍率計算
271 * @param mult 算出前の基本倍率(/10倍)
272 * @param flgs スレイフラグ配列
273 * @param m_ptr 目標モンスターの構造体参照ポインタ
274 * @return スレイング加味後の倍率(/10倍)
276 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
278 static const struct brand_table_t {
280 BIT_FLAGS resist_mask;
283 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
284 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
285 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
286 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
287 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
290 monster_race* r_ptr = &r_info[m_ptr->r_idx];
292 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
294 const struct brand_table_t* p = &brand_table[i];
296 if (have_flag(flgs, p->brand_flag))
298 /* Notice immunity */
299 if (r_ptr->flagsr & p->resist_mask)
301 if (is_original_ap_and_seen(m_ptr))
303 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
307 /* Otherwise, take the damage */
308 else if (r_ptr->flags3 & p->hurt_flag)
310 if (is_original_ap_and_seen(m_ptr))
312 r_ptr->r_flags3 |= p->hurt_flag;
315 mult = MAX(mult, 50);
319 mult = MAX(mult, 25);
328 * @brief 剣術のスレイ倍率計算を行う /
329 * Calcurate magnification of hissatsu technics
330 * @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)
331 * @param flgs 剣術に使用する武器のスレイフラグ配列
332 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
333 * @param mode 剣術のスレイ型ID
334 * @return スレイの倍率(/10倍)
336 static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
338 monster_race *r_ptr = &r_info[m_ptr->r_idx];
340 /* Burning Strike (Fire) */
341 if (mode == HISSATSU_FIRE)
343 /* Notice immunity */
344 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
346 if (is_original_ap_and_seen(m_ptr))
348 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
352 /* Otherwise, take the damage */
353 else if (have_flag(flgs, TR_BRAND_FIRE))
355 if (r_ptr->flags3 & RF3_HURT_FIRE)
357 if (mult < 70) mult = 70;
358 if (is_original_ap_and_seen(m_ptr))
360 r_ptr->r_flags3 |= RF3_HURT_FIRE;
363 else if (mult < 35) mult = 35;
367 if (r_ptr->flags3 & RF3_HURT_FIRE)
369 if (mult < 50) mult = 50;
370 if (is_original_ap_and_seen(m_ptr))
372 r_ptr->r_flags3 |= RF3_HURT_FIRE;
375 else if (mult < 25) mult = 25;
379 /* Serpent's Tongue (Poison) */
380 if (mode == HISSATSU_POISON)
382 /* Notice immunity */
383 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
385 if (is_original_ap_and_seen(m_ptr))
387 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
391 /* Otherwise, take the damage */
392 else if (have_flag(flgs, TR_BRAND_POIS))
394 if (mult < 35) mult = 35;
398 if (mult < 25) mult = 25;
402 /* Zammaken (Nonliving Evil) */
403 if (mode == HISSATSU_ZANMA)
405 if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
407 if (mult < 15) mult = 25;
408 else if (mult < 50) mult = MIN(50, mult + 20);
412 /* Rock Smash (Hurt Rock) */
413 if (mode == HISSATSU_HAGAN)
415 if (r_ptr->flags3 & RF3_HURT_ROCK)
417 if (is_original_ap_and_seen(m_ptr))
419 r_ptr->r_flags3 |= RF3_HURT_ROCK;
421 if (mult == 10) mult = 40;
422 else if (mult < 60) mult = 60;
426 /* Midare-Setsugekka (Cold) */
427 if (mode == HISSATSU_COLD)
429 /* Notice immunity */
430 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
432 if (is_original_ap_and_seen(m_ptr))
434 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
437 /* Otherwise, take the damage */
438 else if (have_flag(flgs, TR_BRAND_COLD))
440 if (r_ptr->flags3 & RF3_HURT_COLD)
442 if (mult < 70) mult = 70;
443 if (is_original_ap_and_seen(m_ptr))
445 r_ptr->r_flags3 |= RF3_HURT_COLD;
448 else if (mult < 35) mult = 35;
452 if (r_ptr->flags3 & RF3_HURT_COLD)
454 if (mult < 50) mult = 50;
455 if (is_original_ap_and_seen(m_ptr))
457 r_ptr->r_flags3 |= RF3_HURT_COLD;
460 else if (mult < 25) mult = 25;
464 /* Lightning Eagle (Elec) */
465 if (mode == HISSATSU_ELEC)
467 /* Notice immunity */
468 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
470 if (is_original_ap_and_seen(m_ptr))
472 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
476 /* Otherwise, take the damage */
477 else if (have_flag(flgs, TR_BRAND_ELEC))
479 if (mult < 70) mult = 70;
483 if (mult < 50) mult = 50;
487 /* Bloody Maelstrom */
488 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(m_ptr->r_idx))
490 MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
491 if (mult < tmp) mult = tmp;
495 if (mode == HISSATSU_UNDEAD)
497 if (r_ptr->flags3 & RF3_UNDEAD)
499 if (is_original_ap_and_seen(m_ptr))
501 r_ptr->r_flags3 |= RF3_UNDEAD;
503 if (mult == 10) mult = 70;
504 else if (mult < 140) mult = MIN(140, mult + 60);
506 if (mult == 10) mult = 40;
507 else if (mult < 60) mult = MIN(60, mult + 30);
510 if (mult > 150) mult = 150;
516 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
517 * Extract the "total damage" from a given object hitting a given monster.
518 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
519 * @param tdam 現在算出途中のダメージ値
520 * @param m_ptr 目標モンスターの構造体参照ポインタ
522 * @param thrown 投擲処理ならばTRUEを指定する
523 * @return 総合的なスレイを加味したダメージ値
525 * Note that "flasks of oil" do NOT do fire damage, although they\n
526 * certainly could be made to do so. XXX XXX\n
528 * Note that most brands and slays are x3, except Slay Animal (x2),\n
529 * Slay Evil (x2), and Kill dragon (x5).\n
531 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
535 BIT_FLAGS flgs[TR_FLAG_SIZE];
536 object_flags(o_ptr, flgs);
537 torch_flags(o_ptr, flgs); /* torches has secret flags */
541 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
542 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
543 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
544 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
545 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
548 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
561 mult = mult_slaying(mult, flgs, m_ptr);
563 mult = mult_brand(mult, flgs, m_ptr);
565 if (p_ptr->pclass == CLASS_SAMURAI)
567 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
570 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
572 p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
573 p_ptr->redraw |= (PR_MANA);
574 mult = mult * 3 / 2 + 20;
577 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
582 if (mult > 150) mult = 150;
584 return (tdam * mult / 10);
588 * @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 /
589 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
590 * @param weight 矢弾の重量
591 * @param plus 武器の命中修正
592 * @param dam 現在算出中のダメージ値
593 * @param meichuu 打撃の基本命中力
594 * @param mode オプションフラグ
595 * @return クリティカル修正が入ったダメージ値
597 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
601 /* Extract "blow" power */
602 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
605 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
607 k = weight + randint1(650);
608 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
612 msg_print(_("手ごたえがあった!", "It was a good hit!"));
618 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
623 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
628 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
633 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
634 dam = ((7 * dam) / 2) + 25;
642 * @brief モンスター打撃のクリティカルランクを返す /
643 * Critical blow. All hits that do 95% of total possible damage,
644 * @param dice モンスター打撃のダイス数
645 * @param sides モンスター打撃の最大ダイス目
646 * @param dam プレイヤーに与えたダメージ
648 * and which also do at least 20 damage, or, sometimes, N damage.
649 * This is used only to determine "cuts" and "stuns".
651 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
654 int total = dice * sides;
656 /* Must do at least 95% of perfect */
657 if (dam < total * 19 / 20) return (0);
659 /* Weak blows rarely work */
660 if ((dam < 20) && (randint0(100) >= dam)) return (0);
663 if ((dam >= total) && (dam >= 40)) max++;
668 while (randint0(100) < 2) max++;
671 /* Critical damage */
672 if (dam > 45) return (6 + max);
673 if (dam > 33) return (5 + max);
674 if (dam > 25) return (4 + max);
675 if (dam > 18) return (3 + max);
676 if (dam > 11) return (2 + max);
681 * @brief モンスター打撃の命中を判定する /
682 * Determine if a monster attack against the player succeeds.
683 * @param power 打撃属性毎の基本命中値
684 * @param level モンスターのレベル
685 * @param stun モンスターの朦朧値
686 * @return TRUEならば命中判定
688 * Always miss 5% of the time, Always hit 5% of the time.
689 * Otherwise, match monster power against player armor.
691 static int check_hit(int power, DEPTH level, int stun)
695 /* Percentile dice */
698 if (stun && one_in_(2)) return FALSE;
700 /* Hack -- Always miss or hit */
701 if (k < 10) return (k < 5);
703 /* Calculate the "attack quality" */
704 i = (power + (level * 3));
707 ac = p_ptr->ac + p_ptr->to_a;
708 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
710 /* Power and Level compete against Armor */
711 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
717 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
718 static concptr desc_insult[] =
733 "insults your mother!",
734 "gives you the finger!",
737 "dances around you!",
738 "makes obscene gestures!",
740 "calls you a parasite!",
741 "calls you a cyborg!"
746 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
747 static concptr desc_moan[] =
751 "が彼の飼い犬を見なかったかと尋ねている。",
755 "seems sad about something.",
756 "asks if you have seen his dogs.",
757 "tells you to get off his land.",
758 "mumbles something about mushrooms."
764 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
765 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
766 * @param immune ダメージを回避できる免疫フラグ
767 * @param flags_offset オーラフラグ配列の参照オフセット
768 * @param r_flags_offset モンスターの耐性配列の参照オフセット
769 * @param aura_flag オーラフラグ配列
770 * @param dam_func ダメージ処理を行う関数の参照ポインタ
771 * @param message オーラダメージを受けた際のメッセージ
774 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
775 HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
777 monster_race *r_ptr = &r_info[m_ptr->r_idx];
779 if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
781 GAME_TEXT mon_name[MAX_NLEN];
782 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
784 monster_desc(mon_name, m_ptr, MD_WRONGDOER_NAME);
786 dam_func(aura_damage, mon_name, -1, TRUE);
788 if (is_original_ap_and_seen(m_ptr))
790 atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
798 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
799 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
802 static void touch_zap_player(monster_type *m_ptr)
804 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
805 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
806 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
807 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
808 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
809 elec_dam, _("電撃をくらった!", "You get zapped!"));
813 * @brief プレイヤーの変異要素による打撃処理
814 * @param m_idx 攻撃目標となったモンスターの参照ID
815 * @param attack 変異要素による攻撃要素の種類
816 * @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
817 * @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
820 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
825 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
826 monster_race *r_ptr = &r_info[m_ptr->r_idx];
827 GAME_TEXT m_name[MAX_NLEN];
829 int dice_num, dice_side;
839 atk_desc = _("尻尾", "tail");
846 atk_desc = _("角", "horns");
853 atk_desc = _("クチバシ", "beak");
860 atk_desc = _("象の鼻", "trunk");
867 atk_desc = _("触手", "tentacles");
871 dice_num = dice_side = n_weight = 1;
872 atk_desc = _("未定義の部位", "undefined body part");
876 /* Extract monster name (or "it") */
877 monster_desc(m_name, m_ptr, 0);
879 /* Calculate the "attack quality" */
880 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
881 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
884 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
887 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
889 k = damroll(dice_num, dice_side);
890 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
892 /* Apply the player damage bonuses */
895 /* No negative damage */
898 /* Modify the damage */
899 k = mon_damage_mod(m_ptr, k, FALSE);
901 /* Complex message */
902 msg_format_wizard(CHEAT_MONSTER,
903 _("%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))"),
904 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
906 /* Anger the monster */
907 if (k > 0) anger_monster(m_ptr);
909 /* Damage, check for fear and mdeath */
913 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
914 *mdeath = (m_ptr->r_idx == 0);
917 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
920 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
923 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
926 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
929 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
932 touch_zap_player(m_ptr);
938 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
943 * @brief プレイヤーの打撃処理サブルーチン /
944 * Player attacks a (poor, defenseless) creature -RAK-
947 * @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
948 * @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
949 * @param hand 攻撃を行うための武器を持つ手
950 * @param mode 発動中の剣術ID
953 * If no "weapon" is available, then "punch" the monster one time.
955 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
957 int num = 0, bonus, chance, vir;
960 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
962 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
963 monster_race *r_ptr = &r_info[m_ptr->r_idx];
965 /* Access the weapon */
966 object_type *o_ptr = &inventory[INVEN_RARM + hand];
968 GAME_TEXT m_name[MAX_NLEN];
970 bool success_hit = FALSE;
971 bool backstab = FALSE;
972 bool vorpal_cut = FALSE;
973 int chaos_effect = 0;
974 bool stab_fleeing = FALSE;
975 bool fuiuchi = FALSE;
976 bool monk_attack = FALSE;
977 bool do_quake = FALSE;
979 bool drain_msg = TRUE;
980 int drain_result = 0, drain_heal = 0;
981 bool can_drain = FALSE;
983 int drain_left = MAX_VAMPIRIC_DRAIN;
984 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
985 bool is_human = (r_ptr->d_char == 'p');
986 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
987 bool zantetsu_mukou, e_j_mukou;
989 switch (p_ptr->pclass)
993 if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
995 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
996 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
997 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
998 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
999 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1001 /* Can't backstab creatures that we can't see, right? */
1004 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1008 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1010 stab_fleeing = TRUE;
1016 case CLASS_FORCETRAINER:
1017 case CLASS_BERSERKER:
1018 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1022 if (!o_ptr->k_idx) /* Empty hand */
1024 if ((r_ptr->level + 10) > p_ptr->lev)
1026 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1028 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1029 p_ptr->skill_exp[GINOU_SUDE] += 40;
1030 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1031 p_ptr->skill_exp[GINOU_SUDE] += 5;
1032 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1033 p_ptr->skill_exp[GINOU_SUDE] += 1;
1034 else if ((p_ptr->lev > 34))
1035 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1036 p_ptr->update |= (PU_BONUS);
1040 else if (object_is_melee_weapon(o_ptr))
1042 if ((r_ptr->level + 10) > p_ptr->lev)
1044 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
1045 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
1046 int now_exp = p_ptr->weapon_exp[tval][sval];
1047 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1050 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1051 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1052 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1053 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1054 p_ptr->weapon_exp[tval][sval] += amount;
1055 p_ptr->update |= (PU_BONUS);
1060 /* Disturb the monster */
1061 (void)set_monster_csleep(g_ptr->m_idx, 0);
1063 /* Extract monster name (or "it") */
1064 monster_desc(m_name, m_ptr, 0);
1066 /* Calculate the "attack quality" */
1067 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1068 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1069 if (mode == HISSATSU_IAI) chance += 60;
1070 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1071 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1073 vir = virtue_number(V_VALOUR);
1076 chance += (p_ptr->virtues[vir - 1] / 10);
1079 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1080 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1082 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1083 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
1084 else num_blow = p_ptr->num_blow[hand];
1086 /* Hack -- DOKUBARI always hit once */
1087 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1089 /* Attack once for each legal blow */
1090 while ((num++ < num_blow) && !p_ptr->is_dead)
1092 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1096 if (p_ptr->migite && p_ptr->hidarite)
1100 if (mode == HISSATSU_3DAN)
1105 success_hit = one_in_(n);
1107 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1108 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1110 if (mode == HISSATSU_MAJIN)
1113 success_hit = FALSE;
1119 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1123 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);
1124 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);
1125 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);
1126 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
1128 /* Hack -- bare hands do one damage */
1131 object_flags(o_ptr, flgs);
1133 /* Select a chaotic effect (50% chance) */
1134 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1137 chg_virtue(V_CHANCE, 1);
1139 if (randint1(5) < 3)
1141 /* Vampiric (20%) */
1144 else if (one_in_(250))
1149 else if (!one_in_(10))
1151 /* Confusion (26.892%) */
1154 else if (one_in_(2))
1156 /* Teleport away (1.494%) */
1161 /* Polymorph (1.494%) */
1166 /* Vampiric drain */
1167 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1169 /* Only drain "living" monsters */
1170 if (monster_living(m_ptr->r_idx))
1176 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
1178 else vorpal_cut = FALSE;
1182 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1184 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1185 int resist_stun = 0;
1188 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1189 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1190 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1191 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1192 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1195 if (p_ptr->special_defense & KAMAE_BYAKKO)
1196 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1197 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1199 else if (p_ptr->special_defense & KAMAE_GENBU)
1202 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1203 /* Attempt 'times' */
1204 for (times = 0; times < max_times; times++)
1208 ma_ptr = &ma_blows[randint0(MAX_MA)];
1209 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1210 else min_level = ma_ptr->min_level;
1211 } while ((min_level > p_ptr->lev) ||
1212 (randint1(p_ptr->lev) < ma_ptr->chance));
1214 /* keep the highest level attack available we found */
1215 if ((ma_ptr->min_level > old_ptr->min_level) &&
1216 !p_ptr->stun && !p_ptr->confused)
1220 if (p_ptr->wizard && cheat_xtra)
1222 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
1231 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1232 else min_level = ma_ptr->min_level;
1233 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1234 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1236 if (ma_ptr->effect == MA_KNEE)
1238 if (r_ptr->flags1 & RF1_MALE)
1240 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);
1242 special_effect = MA_KNEE;
1245 msg_format(ma_ptr->desc, m_name);
1248 else if (ma_ptr->effect == MA_SLOW)
1250 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1251 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1253 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);
1254 special_effect = MA_SLOW;
1256 else msg_format(ma_ptr->desc, m_name);
1262 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1265 msg_format(ma_ptr->desc, m_name);
1268 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1269 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
1271 weight += (P_PTR_KI / 30);
1272 if (weight > 20) weight = 20;
1275 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1277 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1279 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
1280 stun_effect = 7 + randint1(13);
1284 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1286 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1287 (randint1(p_ptr->lev) > r_ptr->level) &&
1290 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
1291 m_ptr->mspeed -= 10;
1295 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1297 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1299 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1301 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
1305 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
1311 /* Handle normal weapon */
1312 else if (o_ptr->k_idx)
1314 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1315 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1319 k *= (3 + (p_ptr->lev / 20));
1323 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
1325 else if (stab_fleeing)
1330 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1331 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1336 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1337 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1345 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1347 char chainsword_noise[1024];
1348 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1350 msg_print(chainsword_noise);
1354 if (o_ptr->name1 == ART_VORPAL_BLADE)
1356 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!"));
1360 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1363 /* Try to increase the damage */
1364 while (one_in_(vorpal_chance))
1369 k *= (HIT_POINT)mult;
1372 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
1374 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1380 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
1381 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
1382 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
1383 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
1384 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
1385 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
1386 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
1389 drain_result = drain_result * 3 / 2;
1393 drain_result += o_ptr->to_d;
1396 /* Apply the player damage bonuses */
1397 k += p_ptr->to_d[hand];
1398 drain_result += p_ptr->to_d[hand];
1400 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1401 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
1402 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1404 /* No negative damage */
1407 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
1414 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
1420 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
1424 if (mode == HISSATSU_MINEUCHI)
1426 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
1429 anger_monster(m_ptr);
1431 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
1434 if (MON_STUNNED(m_ptr))
1436 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
1441 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
1445 (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
1449 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
1453 /* Modify the damage */
1454 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))));
1455 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1457 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
1460 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
1464 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)))
1466 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
1467 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
1471 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
1473 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)))
1475 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
1477 k = MAX(k * 5, m_ptr->hp / 2);
1479 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
1484 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
1489 msg_format_wizard(CHEAT_MONSTER,
1490 _("%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,
1491 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1493 if (k <= 0) can_drain = FALSE;
1495 if (drain_result > m_ptr->hp)
1496 drain_result = m_ptr->hp;
1498 /* Damage, check for fear and death */
1499 if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
1502 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
1504 if (p_ptr->migite && p_ptr->hidarite)
1506 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
1507 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
1511 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1514 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1515 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...."));
1519 /* Anger the monster */
1520 if (k > 0) anger_monster(m_ptr);
1522 touch_zap_player(m_ptr);
1524 /* Are we draining it? A little note: If the monster is
1525 dead, the drain does not work... */
1527 if (can_drain && (drain_result > 0))
1529 if (o_ptr->name1 == ART_MURAMASA)
1533 HIT_PROB to_h = o_ptr->to_h;
1534 HIT_POINT to_d = o_ptr->to_d;
1538 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1542 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1545 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1547 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1555 if (drain_result > 5) /* Did we really hurt it? */
1557 drain_heal = damroll(2, drain_result / 6);
1560 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1564 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1569 if (drain_heal < drain_left)
1571 drain_left -= drain_heal;
1575 drain_heal = drain_left;
1581 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1585 drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
1587 hp_player(drain_heal);
1588 /* We get to keep some of it! */
1592 m_ptr->maxhp -= (k + 7) / 8;
1593 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1594 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1600 /* Confusion attack */
1601 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1603 /* Cancel glowing hands */
1604 if (p_ptr->special_attack & ATTACK_CONFUSE)
1606 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1607 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1608 p_ptr->redraw |= (PR_STATUS);
1612 /* Confuse the monster */
1613 if (r_ptr->flags3 & RF3_NO_CONF)
1615 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1616 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1619 else if (randint0(100) < r_ptr->level)
1621 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1625 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1626 (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1630 else if (chaos_effect == 4)
1632 bool resists_tele = FALSE;
1634 if (r_ptr->flagsr & RFR_RES_TELE)
1636 if (r_ptr->flags1 & RF1_UNIQUE)
1638 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1639 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1640 resists_tele = TRUE;
1642 else if (r_ptr->level > randint1(100))
1644 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1645 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1646 resists_tele = TRUE;
1652 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1653 teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1654 num = num_blow + 1; /* Can't hit it anymore! */
1659 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1661 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1662 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1664 if (polymorph_monster(y, x))
1666 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1672 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1675 /* Hack -- Get new monster */
1676 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1678 /* Oops, we need a different name... */
1679 monster_desc(m_name, m_ptr, 0);
1681 /* Hack -- Get new race */
1682 r_ptr = &r_info[m_ptr->r_idx];
1685 else if (o_ptr->name1 == ART_G_HAMMER)
1687 monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1689 if (target_ptr->hold_o_idx)
1691 object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
1692 GAME_TEXT o_name[MAX_NLEN];
1694 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1695 q_ptr->held_m_idx = 0;
1696 q_ptr->marked = OM_TOUCHED;
1697 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1698 q_ptr->next_o_idx = 0;
1699 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1708 backstab = FALSE; /* Clumsy! */
1709 fuiuchi = FALSE; /* Clumsy! */
1711 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1713 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1717 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1718 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!"));
1719 object_flags(o_ptr, flgs_aux);
1721 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1724 switch (p_ptr->mimic_form)
1727 switch (p_ptr->prace)
1734 case RACE_BARBARIAN:
1738 case RACE_HALF_TROLL:
1739 case RACE_HALF_OGRE:
1740 case RACE_HALF_GIANT:
1741 case RACE_HALF_TITAN:
1749 case RACE_DRACONIAN:
1756 case MIMIC_DEMON_LORD:
1763 if (p_ptr->align < 0 && mult < 20)
1765 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1767 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1769 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1771 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1773 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1776 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1778 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1779 p_ptr->redraw |= (PR_MANA);
1780 mult = mult * 3 / 2 + 20;
1782 k *= (HIT_POINT)mult;
1786 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1790 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1791 /* Try to increase the damage */
1797 k *= (HIT_POINT)mult;
1799 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1802 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1808 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1816 if (weak && !(*mdeath))
1818 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1820 if (drain_left != MAX_VAMPIRIC_DRAIN)
1824 chg_virtue(V_UNLIFE, 1);
1827 /* Mega-Hack -- apply earthquake brand */
1830 earthquake(p_ptr->y, p_ptr->x, 10);
1831 if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
1836 * @brief プレイヤーの打撃処理メインルーチン
1839 * @param mode 発動中の剣術ID
1840 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1842 * If no "weapon" is available, then "punch" the monster one time.
1844 bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
1847 bool mdeath = FALSE;
1848 bool stormbringer = FALSE;
1850 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1851 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1852 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1853 GAME_TEXT m_name[MAX_NLEN];
1855 disturb(FALSE, TRUE);
1857 take_turn(p_ptr, 100);
1859 if (!p_ptr->migite && !p_ptr->hidarite &&
1860 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1862 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1863 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1867 /* Extract monster name (or "it") */
1868 monster_desc(m_name, m_ptr, 0);
1872 /* Auto-Recall if possible and visible */
1873 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1875 /* Track a new monster */
1876 health_track(g_ptr->m_idx);
1879 if ((r_ptr->flags1 & RF1_FEMALE) &&
1880 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1882 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1884 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1889 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
1891 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1895 /* Stop if friendly */
1896 if (!is_hostile(m_ptr) &&
1897 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1898 p_ptr->shero || !m_ptr->ml))
1900 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1901 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1904 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1905 chg_virtue(V_INDIVIDUALISM, 1);
1906 chg_virtue(V_HONOUR, -1);
1907 chg_virtue(V_JUSTICE, -1);
1908 chg_virtue(V_COMPASSION, -1);
1910 else if (p_ptr->pclass != CLASS_BERSERKER)
1912 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1914 chg_virtue(V_INDIVIDUALISM, 1);
1915 chg_virtue(V_HONOUR, -1);
1916 chg_virtue(V_JUSTICE, -1);
1917 chg_virtue(V_COMPASSION, -1);
1921 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1928 /* Handle player fear */
1932 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1934 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1936 /* Disturb the monster */
1937 (void)set_monster_csleep(g_ptr->m_idx, 0);
1942 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1944 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1945 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1948 if (p_ptr->migite && p_ptr->hidarite)
1950 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))
1952 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1953 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1954 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1955 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1956 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1957 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1958 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1959 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1960 p_ptr->update |= (PU_BONUS);
1964 /* Gain riding experience */
1967 int cur = p_ptr->skill_exp[GINOU_RIDING];
1968 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1972 DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
1973 DEPTH targetlevel = r_ptr->level;
1976 if ((cur / 200 - 5) < targetlevel)
1979 /* Extra experience */
1980 if ((cur / 100) < ridinglevel)
1982 if ((cur / 100 + 15) < ridinglevel)
1983 inc += 1 + (ridinglevel - (cur / 100 + 15));
1988 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1989 p_ptr->update |= (PU_BONUS);
1993 riding_t_m_idx = g_ptr->m_idx;
1994 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1995 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1997 /* Mutations which yield extra 'natural' attacks */
2000 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2001 natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2002 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2003 natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2004 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2005 natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2006 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2007 natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2008 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2009 natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2012 /* Hack -- delay fear messages */
2013 if (fear && m_ptr->ml && !mdeath)
2017 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
2020 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2022 set_action(ACTION_NONE);
2029 * @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.
2030 * @param m_idx 打撃を行うモンスターのID
2031 * @return 実際に攻撃処理を行った場合TRUEを返す
2033 bool make_attack_normal(MONSTER_IDX m_idx)
2035 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2036 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2044 int do_cut, do_stun;
2048 GAME_TEXT o_name[MAX_NLEN];
2049 GAME_TEXT m_name[MAX_NLEN];
2050 GAME_TEXT ddesc[80];
2053 bool touched = FALSE, fear = FALSE, alive = TRUE;
2054 bool explode = FALSE;
2055 bool do_silly_attack = (one_in_(2) && p_ptr->image);
2056 HIT_POINT get_damage = 0;
2057 int abbreviate = 0; // 2回目以降の省略表現フラグ
2059 /* Not allowed to attack */
2060 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
2062 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
2064 /* ...nor if friendly */
2065 if (!is_hostile(m_ptr)) return FALSE;
2067 /* Extract the effective monster level */
2068 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2070 /* Get the monster name (or "it") */
2071 monster_desc(m_name, m_ptr, 0);
2073 monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
2075 if (p_ptr->special_defense & KATA_IAI)
2077 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);
2078 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
2081 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
2083 if (kawarimi(TRUE)) return TRUE;
2086 /* Assume no blink */
2089 /* Scan through all four blows */
2090 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
2092 bool obvious = FALSE;
2094 HIT_POINT power = 0;
2095 HIT_POINT damage = 0;
2099 /* Extract the attack infomation */
2100 int effect = r_ptr->blow[ap_cnt].effect;
2101 int method = r_ptr->blow[ap_cnt].method;
2102 int d_dice = r_ptr->blow[ap_cnt].d_dice;
2103 int d_side = r_ptr->blow[ap_cnt].d_side;
2105 if (!monster_is_valid(m_ptr)) break;
2107 /* Hack -- no more attacks */
2110 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
2116 /* Stop if player is dead or gone */
2117 if (!p_ptr->playing || p_ptr->is_dead) break;
2118 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
2120 /* Handle "leaving" */
2121 if (p_ptr->leaving) break;
2123 if (method == RBM_SHOOT) continue;
2125 /* Extract the attack "power" */
2126 power = mbe_info[effect].power;
2129 ac = p_ptr->ac + p_ptr->to_a;
2131 /* Monster hits player */
2132 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
2134 /* Always disturbing */
2135 disturb(TRUE, TRUE);
2138 /* Hack -- Apply "protection from evil" */
2139 if ((p_ptr->protevil > 0) &&
2140 (r_ptr->flags3 & RF3_EVIL) &&
2141 (p_ptr->lev >= rlev) &&
2142 ((randint0(100) + p_ptr->lev) > 50))
2144 /* Remember the Evil-ness */
2145 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
2148 if (abbreviate) msg_format("撃退した。");
2149 else msg_format("%^sは撃退された。", m_name);
2150 abbreviate = 1; /*2回目以降は省略 */
2152 msg_format("%^s is repelled.", m_name);
2156 /* Hack -- Next attack */
2161 /* Assume no cut or stun */
2162 do_cut = do_stun = 0;
2164 /* Describe the attack method */
2169 act = _("殴られた。", "hits you.");
2170 do_cut = do_stun = 1;
2178 act = _("触られた。", "touches you.");
2186 act = _("パンチされた。", "punches you.");
2195 act = _("蹴られた。", "kicks you.");
2204 act = _("ひっかかれた。", "claws you.");
2213 act = _("噛まれた。", "bites you.");
2222 act = _("刺された。", "stings you.");
2230 act = _("斬られた。", "slashes you.");
2239 act = _("角で突かれた。", "butts you.");
2248 act = _("体当たりされた。", "crushes you.");
2257 act = _("飲み込まれた。", "engulfs you.");
2266 act = _("は請求書をよこした。", "charges you.");
2268 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
2275 act = _("が体の上を這い回った。", "crawls on you.");
2283 act = _("よだれをたらされた。", "drools on you.");
2290 act = _("唾を吐かれた。", "spits on you.");
2298 act = _("は爆発した。", "explodes.");
2305 act = _("にらまれた。", "gazes at you.");
2311 act = _("泣き叫ばれた。", "wails at you.");
2318 act = _("胞子を飛ばされた。", "releases spores at you.");
2326 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
2332 act = _("金をせがまれた。", "begs you for money.");
2342 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
2352 act = desc_moan[randint0(4)];
2362 if (m_ptr->r_idx == MON_JAIAN)
2365 switch(randint1(15))
2370 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
2373 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
2376 act = "「♪の~び太スネ夫はメじゃないよ~~」";
2379 act = "「♪け~んかスポ~ツ~どんとこい~」";
2382 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
2385 act = "「♪ま~ちいちば~んのに~んきもの~~」";
2388 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
2391 act = "「♪きはやさし~くて~ち~からもち~」";
2394 act = "「♪かお~も~~スタイルも~バツグンさ~」";
2397 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
2400 act = "「♪ド~ラもドラミもメじゃないよ~~」";
2403 act = "「♪よじげんぽけっと~な~くたって~」";
2406 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
2410 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
2416 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
2418 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.'");
2428 if (do_silly_attack)
2433 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
2436 if (abbreviate == 0)
2437 msg_format("%^sに%s", m_name, act);
2438 else if (abbreviate == 1)
2439 msg_format("%s", act);
2440 else /* if (abbreviate == -1) */
2441 msg_format("%^s%s", m_name, act);
2442 abbreviate = 1;/*2回目以降は省略 */
2444 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
2448 /* Hack -- assume all attacks are obvious */
2451 /* Roll out the damage */
2452 damage = damroll(d_dice, d_side);
2455 * Skip the effect when exploding, since the explosion
2456 * already causes the effect.
2458 if(explode) damage = 0;
2459 /* Apply appropriate damage */
2469 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
2471 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
2473 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
2474 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
2475 tmp_damage = MAX(damage, tmp_damage*2);
2477 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2481 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2484 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2485 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2493 /* Take "poison" effect */
2494 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
2496 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2502 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2504 /* Learn about the player */
2505 update_smart_learn(m_idx, DRS_POIS);
2514 /* Allow complete resist */
2515 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2517 /* Apply disenchantment */
2518 if (apply_disenchant(0))
2520 /* Hack -- Update AC */
2521 update_creature(p_ptr);
2526 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2528 /* Learn about the player */
2529 update_smart_learn(m_idx, DRS_DISEN);
2536 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2538 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2541 for (k = 0; k < 10; k++)
2544 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2546 /* Obtain the item */
2547 o_ptr = &inventory[i];
2548 if (!o_ptr->k_idx) continue;
2550 /* Drain charged wands/staffs */
2551 if (((o_ptr->tval == TV_STAFF) ||
2552 (o_ptr->tval == TV_WAND)) &&
2555 /* Calculate healed hitpoints */
2556 int heal=rlev * o_ptr->pval;
2557 if( o_ptr->tval == TV_STAFF)
2558 heal *= o_ptr->number;
2560 /* Don't heal more than max hp */
2561 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2563 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2567 /* Heal the monster */
2568 m_ptr->hp += (HIT_POINT)heal;
2570 /* Redraw (later) if needed */
2571 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2572 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2577 /* Combine / Reorder the pack */
2578 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2579 p_ptr->window |= (PW_INVEN);
2590 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2592 /* Confused monsters cannot steal successfully. -LM-*/
2593 if (MON_CONFUSED(m_ptr)) break;
2595 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2599 /* Saving throw (unless paralyzed) based on dex and level */
2600 if (!p_ptr->paralyzed &&
2601 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2604 /* Saving throw message */
2605 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2607 /* Occasional blink anyway */
2608 if (randint0(3)) blinked = TRUE;
2614 gold = (p_ptr->au / 10) + randint1(25);
2615 if (gold < 2) gold = 2;
2616 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2617 if (gold > p_ptr->au) gold = p_ptr->au;
2621 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2625 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2626 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2627 chg_virtue(V_SACRIFICE, 1);
2631 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2632 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2633 chg_virtue(V_SACRIFICE, 2);
2637 p_ptr->redraw |= (PR_GOLD);
2639 p_ptr->window |= (PW_PLAYER);
2650 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2652 /* Confused monsters cannot steal successfully. -LM-*/
2653 if (MON_CONFUSED(m_ptr)) break;
2655 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2657 /* Saving throw (unless paralyzed) based on dex and level */
2658 if (!p_ptr->paralyzed &&
2659 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2662 /* Saving throw message */
2663 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2665 /* Occasional "blink" anyway */
2672 for (k = 0; k < 10; k++)
2677 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2679 /* Obtain the item */
2680 o_ptr = &inventory[i];
2681 if (!o_ptr->k_idx) continue;
2683 /* Skip artifacts */
2684 if (object_is_artifact(o_ptr)) continue;
2686 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2689 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2691 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2693 chg_virtue(V_SACRIFICE, 1);
2700 j_ptr = ¤t_floor_ptr->o_list[o_idx];
2701 object_copy(j_ptr, o_ptr);
2706 /* Hack -- If a rod or wand, allocate total
2707 * maximum timeouts or charges between those
2708 * stolen and those missed. -LM-
2710 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2712 j_ptr->pval = o_ptr->pval / o_ptr->number;
2713 o_ptr->pval -= j_ptr->pval;
2717 j_ptr->marked = OM_TOUCHED;
2719 /* Memorize monster */
2720 j_ptr->held_m_idx = m_idx;
2723 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2726 m_ptr->hold_o_idx = o_idx;
2729 /* Steal the items */
2730 inven_item_increase(i, -1);
2731 inven_item_optimize(i);
2746 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2748 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2750 /* Steal some food */
2751 for (k = 0; k < 10; k++)
2753 /* Pick an item from the pack */
2754 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2756 o_ptr = &inventory[i];
2757 if (!o_ptr->k_idx) continue;
2759 /* Skip non-food objects */
2760 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2762 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2765 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" : ""));
2767 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2770 /* Steal the items */
2771 inven_item_increase(i, -1);
2772 inven_item_optimize(i);
2784 /* Access the lite */
2785 o_ptr = &inventory[INVEN_LITE];
2786 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2788 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2791 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2794 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2795 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2799 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2803 p_ptr->window |= (PW_EQUIP);
2813 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2814 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2815 update_creature(p_ptr);
2816 update_smart_learn(m_idx, DRS_ACID);
2824 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2825 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2826 update_smart_learn(m_idx, DRS_ELEC);
2834 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2835 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2836 update_smart_learn(m_idx, DRS_FIRE);
2844 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2845 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2846 update_smart_learn(m_idx, DRS_COLD);
2852 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2853 if (p_ptr->is_dead) break;
2855 /* Increase "blind" */
2856 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2858 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2861 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2869 /* Learn about the player */
2870 update_smart_learn(m_idx, DRS_BLIND);
2878 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2880 if (p_ptr->is_dead) break;
2882 /* Increase "confused" */
2883 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2885 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2891 /* Learn about the player */
2892 update_smart_learn(m_idx, DRS_CONF);
2899 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2901 if (p_ptr->is_dead) break;
2903 /* Increase "afraid" */
2904 if (CHECK_MULTISHADOW())
2908 else if (p_ptr->resist_fear)
2910 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2913 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2915 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2920 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2926 /* Learn about the player */
2927 update_smart_learn(m_idx, DRS_FEAR);
2934 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2936 if (p_ptr->is_dead) break;
2938 /* Increase "paralyzed" */
2939 if (CHECK_MULTISHADOW())
2943 else if (p_ptr->free_act)
2945 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2948 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2950 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2955 if (!p_ptr->paralyzed)
2957 if (set_paralyzed(3 + randint1(rlev)))
2964 /* Learn about the player */
2965 update_smart_learn(m_idx, DRS_FREE);
2972 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2974 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2975 if (do_dec_stat(A_STR)) obvious = TRUE;
2982 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2984 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2985 if (do_dec_stat(A_INT)) obvious = TRUE;
2992 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2994 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2995 if (do_dec_stat(A_WIS)) obvious = TRUE;
3002 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3004 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3005 if (do_dec_stat(A_DEX)) obvious = TRUE;
3012 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3014 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3015 if (do_dec_stat(A_CON)) obvious = TRUE;
3022 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3024 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3025 if (do_dec_stat(A_CHR)) obvious = TRUE;
3032 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3034 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3036 /* Damage (stats) */
3037 if (do_dec_stat(A_STR)) obvious = TRUE;
3038 if (do_dec_stat(A_DEX)) obvious = TRUE;
3039 if (do_dec_stat(A_CON)) obvious = TRUE;
3040 if (do_dec_stat(A_INT)) obvious = TRUE;
3041 if (do_dec_stat(A_WIS)) obvious = TRUE;
3042 if (do_dec_stat(A_CHR)) obvious = TRUE;
3051 /* Hack -- Reduce damage based on the player armor class */
3052 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
3054 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3056 /* Radius 8 earthquake centered at the monster */
3057 if (damage > 23 || explode)
3059 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
3067 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3071 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3073 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3075 (void)drain_exp(d, d / 10, 95);
3081 s32b d = damroll(20, 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 (void)drain_exp(d, d / 10, 90);
3095 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3099 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3101 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3103 (void)drain_exp(d, d / 10, 75);
3109 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3113 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3115 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3117 (void)drain_exp(d, d / 10, 50);
3123 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3125 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3127 /* Take "poison" effect */
3128 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
3130 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
3136 /* Damage CON (10% chance)*/
3137 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
3139 /* 1% chance for perm. damage */
3140 bool perm = one_in_(10);
3141 if (dec_stat(A_CON, randint1(10), perm))
3143 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
3153 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
3155 switch (randint1(10))
3157 case 1: case 2: case 3: case 4: case 5:
3159 if (p_ptr->prace == RACE_ANDROID) break;
3160 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
3161 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
3165 case 6: case 7: case 8: case 9:
3167 int stat = randint0(6);
3172 case A_STR: act = "強く"; break;
3173 case A_INT: act = "聡明で"; break;
3174 case A_WIS: act = "賢明で"; break;
3175 case A_DEX: act = "器用で"; break;
3176 case A_CON: act = "健康で"; break;
3177 case A_CHR: act = "美しく"; break;
3179 case A_STR: act = "strong"; break;
3180 case A_INT: act = "bright"; break;
3181 case A_WIS: act = "wise"; break;
3182 case A_DEX: act = "agile"; break;
3183 case A_CON: act = "hale"; break;
3184 case A_CHR: act = "beautiful"; break;
3189 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);
3190 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
3191 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
3192 p_ptr->update |= (PU_BONUS);
3198 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..."));
3200 for (k = 0; k < A_MAX; k++)
3202 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
3203 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
3205 p_ptr->update |= (PU_BONUS);
3210 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3216 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3221 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3223 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3225 resist_drain = !drain_exp(d, d / 10, 50);
3227 /* Heal the attacker? */
3228 if (p_ptr->mimic_form)
3230 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
3231 resist_drain = TRUE;
3235 switch (p_ptr->prace)
3244 resist_drain = TRUE;
3249 if ((damage > 5) && !resist_drain)
3251 bool did_heal = FALSE;
3253 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
3256 m_ptr->hp += damroll(4, damage / 6);
3257 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3259 /* Redraw (later) if needed */
3260 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3261 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3263 /* Special message */
3264 if (m_ptr->ml && did_heal)
3266 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
3276 if (CHECK_MULTISHADOW())
3278 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!"));
3284 p_ptr->csp -= damage;
3288 p_ptr->csp_frac = 0;
3291 p_ptr->redraw |= (PR_MANA);
3294 /* Learn about the player */
3295 update_smart_learn(m_idx, DRS_MANA);
3301 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3303 if (p_ptr->is_dead) break;
3305 /* Decrease speed */
3306 if (CHECK_MULTISHADOW())
3312 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
3322 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3324 if (p_ptr->is_dead) break;
3326 /* Decrease speed */
3327 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
3333 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3343 /* Hack -- only one of cut or stun */
3344 if (do_cut && do_stun)
3347 if (randint0(100) < 50)
3364 /* Critical hit (zero if non-critical) */
3365 tmp = monster_critical(d_dice, d_side, damage);
3367 /* Roll for damage */
3370 case 0: cut_plus = 0; break;
3371 case 1: cut_plus = randint1(5); break;
3372 case 2: cut_plus = randint1(5) + 5; break;
3373 case 3: cut_plus = randint1(20) + 20; break;
3374 case 4: cut_plus = randint1(50) + 50; break;
3375 case 5: cut_plus = randint1(100) + 100; break;
3376 case 6: cut_plus = 300; break;
3377 default: cut_plus = 500; break;
3381 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
3389 /* Critical hit (zero if non-critical) */
3390 tmp = monster_critical(d_dice, d_side, damage);
3392 /* Roll for damage */
3395 case 0: stun_plus = 0; break;
3396 case 1: stun_plus = randint1(5); break;
3397 case 2: stun_plus = randint1(5) + 10; break;
3398 case 3: stun_plus = randint1(10) + 20; break;
3399 case 4: stun_plus = randint1(15) + 30; break;
3400 case 5: stun_plus = randint1(20) + 40; break;
3401 case 6: stun_plus = 80; break;
3402 default: stun_plus = 150; break;
3405 /* Apply the stun */
3406 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
3411 sound(SOUND_EXPLODE);
3413 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3422 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
3424 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3426 HIT_POINT dam = damroll(2, 6);
3428 /* Modify the damage */
3429 dam = mon_damage_mod(m_ptr, dam, FALSE);
3431 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
3433 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
3441 if (is_original_ap_and_seen(m_ptr))
3442 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3446 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
3448 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3450 HIT_POINT dam = damroll(2, 6);
3452 /* Modify the damage */
3453 dam = mon_damage_mod(m_ptr, dam, FALSE);
3455 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
3456 if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
3464 if (is_original_ap_and_seen(m_ptr))
3465 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3469 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3471 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3473 HIT_POINT dam = damroll(2, 6);
3475 /* Modify the damage */
3476 dam = mon_damage_mod(m_ptr, dam, FALSE);
3478 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
3479 if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
3487 if (is_original_ap_and_seen(m_ptr))
3488 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3493 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3495 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3497 HIT_POINT dam = damroll(2, 6);
3499 /* Modify the damage */
3500 dam = mon_damage_mod(m_ptr, dam, FALSE);
3502 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
3503 if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
3511 if (is_original_ap_and_seen(m_ptr))
3512 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3515 if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
3517 teleport_player(10, 0L);
3521 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3523 if (r_ptr->flags3 & RF3_EVIL)
3525 if (!(r_ptr->flagsr & RFR_RES_ALL))
3527 HIT_POINT dam = damroll(2, 6);
3529 /* Modify the damage */
3530 dam = mon_damage_mod(m_ptr, dam, FALSE);
3532 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
3533 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3538 if (is_original_ap_and_seen(m_ptr))
3539 r_ptr->r_flags3 |= RF3_EVIL;
3543 if (is_original_ap_and_seen(m_ptr))
3544 r_ptr->r_flagsr |= RFR_RES_ALL;
3549 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3551 if (!(r_ptr->flagsr & RFR_RES_ALL))
3553 HIT_POINT dam = damroll(2, 6);
3555 /* Modify the damage */
3556 dam = mon_damage_mod(m_ptr, dam, FALSE);
3558 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);
3559 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3567 if (is_original_ap_and_seen(m_ptr))
3568 r_ptr->r_flagsr |= RFR_RES_ALL;
3572 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3575 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3577 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3579 if (o_armed_ptr->k_idx)
3581 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3582 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3585 /* Cursed armor makes damages doubled */
3586 o_armed_ptr = &inventory[INVEN_BODY];
3587 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3589 /* Modify the damage */
3590 dam = mon_damage_mod(m_ptr, dam, FALSE);
3592 msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
3593 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3598 else /* monster does not dead */
3601 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3602 EFFECT_ID typ[4][2] = {
3603 { INVEN_HEAD, GF_OLD_CONF },
3604 { INVEN_LARM, GF_OLD_SLEEP },
3605 { INVEN_HANDS, GF_TURN_ALL },
3606 { INVEN_FEET, GF_OLD_SLOW }
3609 /* Some cursed armours gives an extra effect */
3610 for (j = 0; j < 4; j++)
3612 o_armed_ptr = &inventory[typ[j][0]];
3613 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3614 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3620 if (is_original_ap_and_seen(m_ptr))
3621 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3627 /* Monster missed player */
3630 /* Analyze failed attacks */
3646 /* Visible monsters */
3649 disturb(TRUE, TRUE);
3653 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3655 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);
3656 abbreviate = 1;/*2回目以降は省略 */
3658 msg_format("%^s misses you.", m_name);
3663 /* Gain shield experience */
3664 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
3666 int cur = p_ptr->skill_exp[GINOU_SHIELD];
3667 int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
3671 DEPTH targetlevel = r_ptr->level;
3675 /* Extra experience */
3676 if ((cur / 100) < targetlevel)
3678 if ((cur / 100 + 15) < targetlevel)
3679 inc += 1 + (targetlevel - (cur / 100 + 15));
3684 p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
3685 p_ptr->update |= (PU_BONUS);
3696 /* Analyze "visible" monsters only */
3697 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3699 /* Count "obvious" attacks (and ones that cause damage) */
3700 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3702 /* Count attacks of this type */
3703 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3705 r_ptr->r_blows[ap_cnt]++;
3710 if (p_ptr->riding && damage)
3712 char m_steed_name[MAX_NLEN];
3713 monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
3714 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3716 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3720 if (p_ptr->special_defense & NINJA_KAWARIMI)
3722 if (kawarimi(FALSE)) return TRUE;
3726 /* Hex - revenge damage stored */
3727 revenge_store(get_damage);
3729 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3730 && get_damage > 0 && !p_ptr->is_dead)
3733 msg_format("攻撃が%s自身を傷つけた!", m_name);
3735 GAME_TEXT m_name_self[80];
3738 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3740 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3742 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3743 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3746 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3748 char m_target_name[MAX_NLEN];
3749 monster_desc(m_target_name, m_ptr, 0);
3752 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3753 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3755 p_ptr->redraw |= (PR_MANA);
3759 if (blinked && alive && !p_ptr->is_dead)
3761 if (teleport_barrier(m_idx))
3763 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."));
3767 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3768 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3773 /* Always notice cause of death */
3774 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3779 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3782 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3785 if (p_ptr->special_defense & KATA_IAI)
3787 set_action(ACTION_NONE);
3790 /* Assume we attacked */
3796 * @brief モンスターが敵モンスターに行う打撃処理 /
3797 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
3798 * @param m_idx 目標となるモンスターの参照ID
3800 * @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
3801 * @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
3802 * @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)
3803 * @param who 打撃を行ったモンスターの参照ID
3806 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
3808 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3809 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3810 GAME_TEXT m_name[160];
3811 bool seen = is_seen(m_ptr);
3813 /* Can the player be aware of this attack? */
3814 bool known = (m_ptr->cdis <= MAX_SIGHT);
3816 /* Extract monster name */
3817 monster_desc(m_name, m_ptr, 0);
3819 /* Redraw (later) if needed */
3822 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3823 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3826 (void)set_monster_csleep(m_idx, 0);
3828 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
3830 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
3834 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
3839 if (r_ptr->flagsr & RFR_RES_ALL)
3844 if ((dam == 0) && one_in_(3)) dam = 1;
3850 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
3859 /* It is dead now... or is it? */
3862 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
3863 (r_ptr->flags7 & RF7_NAZGUL)) &&
3864 !p_ptr->inside_battle)
3871 if (!monster_living(m_ptr->r_idx))
3873 sound(SOUND_N_KILL);
3884 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
3885 /* Unseen death by normal attack */
3890 /* Death by special attack */
3893 msg_format(_("%^s%s", "%^s%s"), m_name, note);
3895 /* Death by normal attack -- nonliving monster */
3896 else if (!monster_living(m_ptr->r_idx))
3898 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
3900 /* Death by normal attack -- living monster */
3903 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
3907 monster_gain_exp(who, m_ptr->r_idx);
3908 monster_death(m_idx, FALSE);
3909 delete_monster_idx(m_idx);
3914 /* Monster is dead */
3923 /* Mega-Hack -- Pain cancels fear */
3924 if (MON_MONFEAR(m_ptr) && (dam > 0))
3927 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
3934 /* Sometimes a monster gets scared by damage */
3935 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
3937 /* Percentage of fully healthy */
3938 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
3941 * Run (sometimes) if at 10% or less of max hit points,
3942 * or (usually) when hit for half its current hit points
3944 if (((percentage <= 10) && (randint0(10) < percentage)) ||
3945 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
3947 /* Hack -- note fear */
3950 /* Hack -- Add some timed fear */
3951 (void)set_monster_monfear(m_idx, (randint1(10) +
3952 (((dam >= m_ptr->hp) && (percentage > 7)) ?
3953 20 : ((11 - percentage) * 5))));
3957 #endif /* ALLOW_FEAR */
3959 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
3961 if (is_pet(¤t_floor_ptr->m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
3963 set_target(m_ptr, current_floor_ptr->m_list[who].fy, current_floor_ptr->m_list[who].fx);
3967 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
3969 /* Extract monster name */
3970 monster_desc(m_name, m_ptr, 0);
3972 if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
3973 if (rakuba((dam > 200) ? 200 : dam, FALSE))
3975 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);