3 * @brief モンスターの打撃処理 / Monster attacks
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
16 #include "player-damage.h"
17 #include "monsterrace-hook.h"
23 * @brief プレイヤーからモンスターへの打撃命中判定 /
24 * Determine if the player "hits" a monster (normal combat).
27 * @param visible 目標を視界に捕らえているならばTRUEを指定
28 * @return 命中と判定された場合TRUEを返す
29 * @note Always miss 5%, always hit 5%, otherwise random.
31 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
33 if (!visible) chance = (chance + 1) / 2;
34 return hit_chance(chance, ac) >= randint1(100);
38 * @brief モンスターへの命中率の計算
43 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
45 PERCENTAGE chance = 5, chance_left = 90;
47 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
48 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
56 * @brief プレイヤーからモンスターへの打撃クリティカル判定 /
57 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
60 * @param dam 現在算出中のダメージ値
61 * @param meichuu 打撃の基本命中力
62 * @param mode オプションフラグ
63 * @return クリティカル修正が入ったダメージ値
65 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
69 /* Extract "blow" power */
70 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
73 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
75 k = weight + randint1(650);
76 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
80 msg_print(_("手ごたえがあった!", "It was a good hit!"));
86 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
91 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
96 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
101 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
102 dam = ((7 * dam) / 2) + 25;
110 * @brief モンスター打撃のクリティカルランクを返す /
111 * Critical blow. All hits that do 95% of total possible damage,
112 * @param dice モンスター打撃のダイス数
113 * @param sides モンスター打撃の最大ダイス目
114 * @param dam プレイヤーに与えたダメージ
116 * and which also do at least 20 damage, or, sometimes, N damage.
117 * This is used only to determine "cuts" and "stuns".
119 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
122 int total = dice * sides;
124 /* Must do at least 95% of perfect */
125 if (dam < total * 19 / 20) return (0);
127 /* Weak blows rarely work */
128 if ((dam < 20) && (randint0(100) >= dam)) return (0);
131 if ((dam >= total) && (dam >= 40)) max++;
136 while (randint0(100) < 2) max++;
139 /* Critical damage */
140 if (dam > 45) return (6 + max);
141 if (dam > 33) return (5 + max);
142 if (dam > 25) return (4 + max);
143 if (dam > 18) return (3 + max);
144 if (dam > 11) return (2 + max);
149 * @brief モンスター打撃の命中を判定する /
150 * Determine if a monster attack against the player succeeds.
151 * @param power 打撃属性毎の基本命中値
152 * @param level モンスターのレベル
153 * @param stun モンスターの朦朧値
154 * @return TRUEならば命中判定
156 * Always miss 5% of the time, Always hit 5% of the time.
157 * Otherwise, match monster power against player armor.
159 static int check_hit(int power, DEPTH level, int stun)
163 /* Percentile dice */
166 if (stun && one_in_(2)) return FALSE;
168 /* Hack -- Always miss or hit */
169 if (k < 10) return (k < 5);
171 /* Calculate the "attack quality" */
172 i = (power + (level * 3));
175 ac = p_ptr->ac + p_ptr->to_a;
176 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
178 /* Power and Level compete against Armor */
179 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
185 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
186 static cptr desc_insult[] =
201 "insults your mother!",
202 "gives you the finger!",
205 "dances around you!",
206 "makes obscene gestures!",
208 "calls you a parasite!",
209 "calls you a cyborg!"
214 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
215 static cptr desc_moan[] =
219 "が彼の飼い犬を見なかったかと尋ねている。",
223 "seems sad about something.",
224 "asks if you have seen his dogs.",
225 "tells you to get off his land.",
226 "mumbles something about mushrooms."
232 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
233 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
234 * @param immune ダメージを回避できる免疫フラグ
235 * @param flags_offset オーラフラグ配列の参照オフセット
236 * @param r_flags_offset モンスターの耐性配列の参照オフセット
237 * @param aura_flag オーラフラグ配列
238 * @param dam_func ダメージ処理を行う関数の参照ポインタ
239 * @param message オーラダメージを受けた際のメッセージ
242 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
243 HIT_POINT(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
245 monster_race *r_ptr = &r_info[m_ptr->r_idx];
247 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
249 GAME_TEXT mon_name[MAX_NLEN];
250 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
252 /* Hack -- Get the "died from" name */
253 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
257 dam_func(aura_damage, mon_name, -1, TRUE);
259 if (is_original_ap_and_seen(m_ptr))
261 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
269 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
270 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
273 static void touch_zap_player(monster_type *m_ptr)
275 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
276 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
277 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
278 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
279 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
280 elec_dam, _("電撃をくらった!", "You get zapped!"));
284 * @brief プレイヤーの変異要素による打撃処理
285 * @param m_idx 攻撃目標となったモンスターの参照ID
286 * @param attack 変異要素による攻撃要素の種類
287 * @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
288 * @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
291 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
296 monster_type *m_ptr = &m_list[m_idx];
297 monster_race *r_ptr = &r_info[m_ptr->r_idx];
298 GAME_TEXT m_name[MAX_NLEN];
300 int dice_num, dice_side;
310 atk_desc = _("尻尾", "tail");
317 atk_desc = _("角", "horns");
324 atk_desc = _("クチバシ", "beak");
331 atk_desc = _("象の鼻", "trunk");
338 atk_desc = _("触手", "tentacles");
342 dice_num = dice_side = n_weight = 1;
343 atk_desc = _("未定義の部位", "undefined body part");
347 /* Extract monster name (or "it") */
348 monster_desc(m_name, m_ptr, 0);
350 /* Calculate the "attack quality" */
351 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
352 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
355 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
358 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
360 k = damroll(dice_num, dice_side);
361 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
363 /* Apply the player damage bonuses */
366 /* No negative damage */
369 /* Modify the damage */
370 k = mon_damage_mod(m_ptr, k, FALSE);
372 /* Complex message */
373 msg_format_wizard(CHEAT_MONSTER,
374 _("%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))"),
375 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
377 /* Anger the monster */
378 if (k > 0) anger_monster(m_ptr);
380 /* Damage, check for fear and mdeath */
384 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
385 *mdeath = (m_ptr->r_idx == 0);
388 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
391 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
394 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
397 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
400 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
403 touch_zap_player(m_ptr);
409 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
414 * @brief プレイヤーの打撃処理サブルーチン /
415 * Player attacks a (poor, defenseless) creature -RAK-
418 * @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
419 * @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
420 * @param hand 攻撃を行うための武器を持つ手
421 * @param mode 発動中の剣術ID
424 * If no "weapon" is available, then "punch" the monster one time.
426 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
428 int num = 0, bonus, chance, vir;
431 cave_type *c_ptr = &cave[y][x];
433 monster_type *m_ptr = &m_list[c_ptr->m_idx];
434 monster_race *r_ptr = &r_info[m_ptr->r_idx];
436 /* Access the weapon */
437 object_type *o_ptr = &inventory[INVEN_RARM + hand];
439 GAME_TEXT m_name[MAX_NLEN];
441 bool success_hit = FALSE;
442 bool backstab = FALSE;
443 bool vorpal_cut = FALSE;
444 int chaos_effect = 0;
445 bool stab_fleeing = FALSE;
446 bool fuiuchi = FALSE;
447 bool monk_attack = FALSE;
448 bool do_quake = FALSE;
450 bool drain_msg = TRUE;
451 int drain_result = 0, drain_heal = 0;
452 bool can_drain = FALSE;
454 int drain_left = MAX_VAMPIRIC_DRAIN;
455 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
456 bool is_human = (r_ptr->d_char == 'p');
457 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
458 bool zantetsu_mukou, e_j_mukou;
460 switch (p_ptr->pclass)
464 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
466 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
467 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
468 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
469 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
470 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
472 /* Can't backstab creatures that we can't see, right? */
475 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
479 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
487 case CLASS_FORCETRAINER:
488 case CLASS_BERSERKER:
489 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
493 if (!o_ptr->k_idx) /* Empty hand */
495 if ((r_ptr->level + 10) > p_ptr->lev)
497 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
499 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
500 p_ptr->skill_exp[GINOU_SUDE] += 40;
501 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
502 p_ptr->skill_exp[GINOU_SUDE] += 5;
503 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
504 p_ptr->skill_exp[GINOU_SUDE] += 1;
505 else if ((p_ptr->lev > 34))
506 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
507 p_ptr->update |= (PU_BONUS);
511 else if (object_is_melee_weapon(o_ptr))
513 if ((r_ptr->level + 10) > p_ptr->lev)
515 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
516 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
517 int now_exp = p_ptr->weapon_exp[tval][sval];
518 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
521 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
522 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
523 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
524 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
525 p_ptr->weapon_exp[tval][sval] += amount;
526 p_ptr->update |= (PU_BONUS);
531 /* Disturb the monster */
532 (void)set_monster_csleep(c_ptr->m_idx, 0);
534 /* Extract monster name (or "it") */
535 monster_desc(m_name, m_ptr, 0);
537 /* Calculate the "attack quality" */
538 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
539 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
540 if (mode == HISSATSU_IAI) chance += 60;
541 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
542 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
544 vir = virtue_number(V_VALOUR);
547 chance += (p_ptr->virtues[vir - 1] / 10);
550 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
551 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
553 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
554 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
555 else num_blow = p_ptr->num_blow[hand];
557 /* Hack -- DOKUBARI always hit once */
558 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
560 /* Attack once for each legal blow */
561 while ((num++ < num_blow) && !p_ptr->is_dead)
563 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
567 if (p_ptr->migite && p_ptr->hidarite)
571 if (mode == HISSATSU_3DAN)
576 success_hit = one_in_(n);
578 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
579 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
581 if (mode == HISSATSU_MAJIN)
590 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
594 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);
595 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);
596 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);
597 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
599 /* Hack -- bare hands do one damage */
602 object_flags(o_ptr, flgs);
604 /* Select a chaotic effect (50% chance) */
605 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
608 chg_virtue(V_CHANCE, 1);
615 else if (one_in_(250))
620 else if (!one_in_(10))
622 /* Confusion (26.892%) */
627 /* Teleport away (1.494%) */
632 /* Polymorph (1.494%) */
638 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
640 /* Only drain "living" monsters */
641 if (monster_living(m_ptr->r_idx))
647 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
649 else vorpal_cut = FALSE;
653 int special_effect = 0, stun_effect = 0, times = 0, max_times;
655 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
659 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
660 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
661 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
662 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
663 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
666 if (p_ptr->special_defense & KAMAE_BYAKKO)
667 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
668 else if (p_ptr->special_defense & KAMAE_SUZAKU)
670 else if (p_ptr->special_defense & KAMAE_GENBU)
673 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
674 /* Attempt 'times' */
675 for (times = 0; times < max_times; times++)
679 ma_ptr = &ma_blows[randint0(MAX_MA)];
680 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
681 else min_level = ma_ptr->min_level;
682 } while ((min_level > p_ptr->lev) ||
683 (randint1(p_ptr->lev) < ma_ptr->chance));
685 /* keep the highest level attack available we found */
686 if ((ma_ptr->min_level > old_ptr->min_level) &&
687 !p_ptr->stun && !p_ptr->confused)
691 if (p_ptr->wizard && cheat_xtra)
693 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
702 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
703 else min_level = ma_ptr->min_level;
704 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
705 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
707 if (ma_ptr->effect == MA_KNEE)
709 if (r_ptr->flags1 & RF1_MALE)
711 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);
713 special_effect = MA_KNEE;
716 msg_format(ma_ptr->desc, m_name);
719 else if (ma_ptr->effect == MA_SLOW)
721 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
722 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
724 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);
725 special_effect = MA_SLOW;
727 else msg_format(ma_ptr->desc, m_name);
733 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
736 msg_format(ma_ptr->desc, m_name);
739 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
740 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
742 weight += (P_PTR_KI / 30);
743 if (weight > 20) weight = 20;
746 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
748 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
750 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
751 stun_effect = 7 + randint1(13);
755 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
757 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
758 (randint1(p_ptr->lev) > r_ptr->level) &&
761 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
766 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
768 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
770 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
772 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
776 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
782 /* Handle normal weapon */
783 else if (o_ptr->k_idx)
785 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
786 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
790 k *= (3 + (p_ptr->lev / 20));
794 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
796 else if (stab_fleeing)
801 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
802 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
807 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
808 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
816 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
818 char chainsword_noise[1024];
819 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
821 msg_print(chainsword_noise);
825 if (o_ptr->name1 == ART_VORPAL_BLADE)
827 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!"));
831 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
834 /* Try to increase the damage */
835 while (one_in_(vorpal_chance))
840 k *= (HIT_POINT)mult;
843 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
845 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
851 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
852 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
853 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
854 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
855 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
856 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
857 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
860 drain_result = drain_result * 3 / 2;
864 drain_result += o_ptr->to_d;
867 /* Apply the player damage bonuses */
868 k += p_ptr->to_d[hand];
869 drain_result += p_ptr->to_d[hand];
871 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
872 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
873 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
875 /* No negative damage */
878 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
885 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
891 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
895 if (mode == HISSATSU_MINEUCHI)
897 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
900 anger_monster(m_ptr);
902 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
905 if (MON_STUNNED(m_ptr))
907 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
912 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
916 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
920 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
924 /* Modify the damage */
925 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))));
926 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
928 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
931 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
935 else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
937 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
938 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
942 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
944 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)))
946 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
948 k = MAX(k * 5, m_ptr->hp / 2);
950 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
955 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
960 msg_format_wizard(CHEAT_MONSTER,
961 _("%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,
962 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
964 if (k <= 0) can_drain = FALSE;
966 if (drain_result > m_ptr->hp)
967 drain_result = m_ptr->hp;
969 /* Damage, check for fear and death */
970 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
973 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
975 if (p_ptr->migite && p_ptr->hidarite)
977 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
978 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
982 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
985 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
986 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...."));
990 /* Anger the monster */
991 if (k > 0) anger_monster(m_ptr);
993 touch_zap_player(m_ptr);
995 /* Are we draining it? A little note: If the monster is
996 dead, the drain does not work... */
998 if (can_drain && (drain_result > 0))
1000 if (o_ptr->name1 == ART_MURAMASA)
1004 HIT_PROB to_h = o_ptr->to_h;
1005 HIT_POINT to_d = o_ptr->to_d;
1009 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1013 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1016 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1018 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1026 if (drain_result > 5) /* Did we really hurt it? */
1028 drain_heal = damroll(2, drain_result / 6);
1031 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1035 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1040 if (drain_heal < drain_left)
1042 drain_left -= drain_heal;
1046 drain_heal = drain_left;
1052 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1056 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
1058 hp_player(drain_heal);
1059 /* We get to keep some of it! */
1063 m_ptr->maxhp -= (k + 7) / 8;
1064 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1065 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1071 /* Confusion attack */
1072 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1074 /* Cancel glowing hands */
1075 if (p_ptr->special_attack & ATTACK_CONFUSE)
1077 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1078 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1079 p_ptr->redraw |= (PR_STATUS);
1083 /* Confuse the monster */
1084 if (r_ptr->flags3 & RF3_NO_CONF)
1086 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1087 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1090 else if (randint0(100) < r_ptr->level)
1092 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1096 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1097 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1101 else if (chaos_effect == 4)
1103 bool resists_tele = FALSE;
1105 if (r_ptr->flagsr & RFR_RES_TELE)
1107 if (r_ptr->flags1 & RF1_UNIQUE)
1109 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1110 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1111 resists_tele = TRUE;
1113 else if (r_ptr->level > randint1(100))
1115 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1116 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1117 resists_tele = TRUE;
1123 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1124 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
1125 num = num_blow + 1; /* Can't hit it anymore! */
1130 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1132 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1133 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1135 if (polymorph_monster(y, x))
1137 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1143 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1146 /* Hack -- Get new monster */
1147 m_ptr = &m_list[c_ptr->m_idx];
1149 /* Oops, we need a different name... */
1150 monster_desc(m_name, m_ptr, 0);
1152 /* Hack -- Get new race */
1153 r_ptr = &r_info[m_ptr->r_idx];
1156 else if (o_ptr->name1 == ART_G_HAMMER)
1158 monster_type *target_ptr = &m_list[c_ptr->m_idx];
1160 if (target_ptr->hold_o_idx)
1162 object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
1163 GAME_TEXT o_name[MAX_NLEN];
1165 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1166 q_ptr->held_m_idx = 0;
1167 q_ptr->marked = OM_TOUCHED;
1168 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1169 q_ptr->next_o_idx = 0;
1170 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1179 backstab = FALSE; /* Clumsy! */
1180 fuiuchi = FALSE; /* Clumsy! */
1182 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1184 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1188 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1189 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!"));
1190 object_flags(o_ptr, flgs_aux);
1192 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1195 switch (p_ptr->mimic_form)
1198 switch (p_ptr->prace)
1205 case RACE_BARBARIAN:
1209 case RACE_HALF_TROLL:
1210 case RACE_HALF_OGRE:
1211 case RACE_HALF_GIANT:
1212 case RACE_HALF_TITAN:
1220 case RACE_DRACONIAN:
1227 case MIMIC_DEMON_LORD:
1234 if (p_ptr->align < 0 && mult < 20)
1236 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1238 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1240 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1242 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1244 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1247 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1249 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1250 p_ptr->redraw |= (PR_MANA);
1251 mult = mult * 3 / 2 + 20;
1253 k *= (HIT_POINT)mult;
1257 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1261 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1262 /* Try to increase the damage */
1268 k *= (HIT_POINT)mult;
1270 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1273 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1279 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1287 if (weak && !(*mdeath))
1289 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1291 if (drain_left != MAX_VAMPIRIC_DRAIN)
1295 chg_virtue(V_UNLIFE, 1);
1298 /* Mega-Hack -- apply earthquake brand */
1301 earthquake(p_ptr->y, p_ptr->x, 10);
1302 if (!cave[y][x].m_idx) *mdeath = TRUE;
1307 * @brief プレイヤーの打撃処理メインルーチン
1310 * @param mode 発動中の剣術ID
1311 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1313 * If no "weapon" is available, then "punch" the monster one time.
1315 bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
1318 bool mdeath = FALSE;
1319 bool stormbringer = FALSE;
1321 cave_type *c_ptr = &cave[y][x];
1322 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1323 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1324 GAME_TEXT m_name[MAX_NLEN];
1326 disturb(FALSE, TRUE);
1328 p_ptr->energy_use = 100;
1330 if (!p_ptr->migite && !p_ptr->hidarite &&
1331 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1333 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1334 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1338 /* Extract monster name (or "it") */
1339 monster_desc(m_name, m_ptr, 0);
1343 /* Auto-Recall if possible and visible */
1344 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1346 /* Track a new monster */
1347 health_track(c_ptr->m_idx);
1350 if ((r_ptr->flags1 & RF1_FEMALE) &&
1351 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1353 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1355 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1360 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1362 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1366 /* Stop if friendly */
1367 if (!is_hostile(m_ptr) &&
1368 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1369 p_ptr->shero || !m_ptr->ml))
1371 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1372 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1375 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1376 chg_virtue(V_INDIVIDUALISM, 1);
1377 chg_virtue(V_HONOUR, -1);
1378 chg_virtue(V_JUSTICE, -1);
1379 chg_virtue(V_COMPASSION, -1);
1381 else if (p_ptr->pclass != CLASS_BERSERKER)
1383 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1385 chg_virtue(V_INDIVIDUALISM, 1);
1386 chg_virtue(V_HONOUR, -1);
1387 chg_virtue(V_JUSTICE, -1);
1388 chg_virtue(V_COMPASSION, -1);
1392 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1399 /* Handle player fear */
1403 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1405 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1407 /* Disturb the monster */
1408 (void)set_monster_csleep(c_ptr->m_idx, 0);
1413 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1415 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1416 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1419 if (p_ptr->migite && p_ptr->hidarite)
1421 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))
1423 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1424 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1425 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1426 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1427 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1428 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1429 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1430 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1431 p_ptr->update |= (PU_BONUS);
1435 /* Gain riding experience */
1438 int cur = p_ptr->skill_exp[GINOU_RIDING];
1439 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1443 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
1444 int targetlevel = r_ptr->level;
1447 if ((cur / 200 - 5) < targetlevel)
1450 /* Extra experience */
1451 if ((cur / 100) < ridinglevel)
1453 if ((cur / 100 + 15) < ridinglevel)
1454 inc += 1 + (ridinglevel - (cur / 100 + 15));
1459 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1461 p_ptr->update |= (PU_BONUS);
1465 riding_t_m_idx = c_ptr->m_idx;
1466 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1467 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1469 /* Mutations which yield extra 'natural' attacks */
1472 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1473 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1474 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1475 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1476 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1477 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1478 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1479 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1480 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1481 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1484 /* Hack -- delay fear messages */
1485 if (fear && m_ptr->ml && !mdeath)
1489 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1492 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1494 set_action(ACTION_NONE);
1501 * @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.
1502 * @param m_idx 打撃を行うモンスターのID
1503 * @return 実際に攻撃処理を行った場合TRUEを返す
1505 bool make_attack_normal(MONSTER_IDX m_idx)
1507 monster_type *m_ptr = &m_list[m_idx];
1508 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1513 int k, tmp, ac, rlev;
1514 int do_cut, do_stun;
1520 GAME_TEXT o_name[MAX_NLEN];
1522 GAME_TEXT m_name[MAX_NLEN];
1527 bool touched = FALSE, fear = FALSE, alive = TRUE;
1528 bool explode = FALSE;
1529 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1530 HIT_POINT get_damage = 0;
1531 int abbreviate = 0; // 2回目以降の省略表現フラグ
1533 /* Not allowed to attack */
1534 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1536 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1538 /* ...nor if friendly */
1539 if (!is_hostile(m_ptr)) return FALSE;
1541 /* Extract the effective monster level */
1542 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1545 /* Get the monster name (or "it") */
1546 monster_desc(m_name, m_ptr, 0);
1548 /* Get the "died from" information (i.e. "a kobold") */
1549 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1551 if (p_ptr->special_defense & KATA_IAI)
1553 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);
1554 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1557 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1559 if (kawarimi(TRUE)) return TRUE;
1562 /* Assume no blink */
1565 /* Scan through all four blows */
1566 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1568 bool obvious = FALSE;
1570 HIT_POINT power = 0;
1571 HIT_POINT damage = 0;
1575 /* Extract the attack infomation */
1576 int effect = r_ptr->blow[ap_cnt].effect;
1577 int method = r_ptr->blow[ap_cnt].method;
1578 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1579 int d_side = r_ptr->blow[ap_cnt].d_side;
1582 if (!m_ptr->r_idx) break;
1584 /* Hack -- no more attacks */
1587 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1593 /* Stop if player is dead or gone */
1594 if (!p_ptr->playing || p_ptr->is_dead) break;
1595 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1597 /* Handle "leaving" */
1598 if (p_ptr->leaving) break;
1600 if (method == RBM_SHOOT) continue;
1602 /* Extract the attack "power" */
1603 power = mbe_info[effect].power;
1606 ac = p_ptr->ac + p_ptr->to_a;
1608 /* Monster hits player */
1609 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
1611 /* Always disturbing */
1612 disturb(TRUE, TRUE);
1615 /* Hack -- Apply "protection from evil" */
1616 if ((p_ptr->protevil > 0) &&
1617 (r_ptr->flags3 & RF3_EVIL) &&
1618 (p_ptr->lev >= rlev) &&
1619 ((randint0(100) + p_ptr->lev) > 50))
1621 /* Remember the Evil-ness */
1622 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
1625 if (abbreviate) msg_format("撃退した。");
1626 else msg_format("%^sは撃退された。", m_name);
1627 abbreviate = 1; /*2回目以降は省略 */
1629 msg_format("%^s is repelled.", m_name);
1633 /* Hack -- Next attack */
1638 /* Assume no cut or stun */
1639 do_cut = do_stun = 0;
1641 /* Describe the attack method */
1646 act = _("殴られた。", "hits you.");
1647 do_cut = do_stun = 1;
1655 act = _("触られた。", "touches you.");
1663 act = _("パンチされた。", "punches you.");
1672 act = _("蹴られた。", "kicks you.");
1681 act = _("ひっかかれた。", "claws you.");
1690 act = _("噛まれた。", "bites you.");
1699 act = _("刺された。", "stings you.");
1707 act = _("斬られた。", "slashes you.");
1716 act = _("角で突かれた。", "butts you.");
1725 act = _("体当たりされた。", "crushes you.");
1734 act = _("飲み込まれた。", "engulfs you.");
1743 act = _("は請求書をよこした。", "charges you.");
1745 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
1752 act = _("が体の上を這い回った。", "crawls on you.");
1760 act = _("よだれをたらされた。", "drools on you.");
1767 act = _("唾を吐かれた。", "spits on you.");
1775 act = _("は爆発した。", "explodes.");
1782 act = _("にらまれた。", "gazes at you.");
1788 act = _("泣き叫ばれた。", "wails at you.");
1795 act = _("胞子を飛ばされた。", "releases spores at you.");
1803 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
1809 act = _("金をせがまれた。", "begs you for money.");
1819 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
1829 act = desc_moan[randint0(4)];
1839 if (m_ptr->r_idx == MON_JAIAN)
1842 switch(randint1(15))
1847 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
1850 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
1853 act = "「♪の~び太スネ夫はメじゃないよ~~」";
1856 act = "「♪け~んかスポ~ツ~どんとこい~」";
1859 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
1862 act = "「♪ま~ちいちば~んのに~んきもの~~」";
1865 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
1868 act = "「♪きはやさし~くて~ち~からもち~」";
1871 act = "「♪かお~も~~スタイルも~バツグンさ~」";
1874 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
1877 act = "「♪ド~ラもドラミもメじゃないよ~~」";
1880 act = "「♪よじげんぽけっと~な~くたって~」";
1883 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
1887 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
1893 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
1895 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.'");
1905 if (do_silly_attack)
1910 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1913 if (abbreviate == 0)
1914 msg_format("%^sに%s", m_name, act);
1915 else if (abbreviate == 1)
1916 msg_format("%s", act);
1917 else /* if (abbreviate == -1) */
1918 msg_format("%^s%s", m_name, act);
1919 abbreviate = 1;/*2回目以降は省略 */
1921 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
1925 /* Hack -- assume all attacks are obvious */
1928 /* Roll out the damage */
1929 damage = damroll(d_dice, d_side);
1932 * Skip the effect when exploding, since the explosion
1933 * already causes the effect.
1935 if(explode) damage = 0;
1936 /* Apply appropriate damage */
1946 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
1948 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
1950 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1951 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
1952 tmp_damage = MAX(damage, tmp_damage*2);
1954 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
1958 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
1961 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1962 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1970 /* Take "poison" effect */
1971 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
1973 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
1979 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1981 /* Learn about the player */
1982 update_smart_learn(m_idx, DRS_POIS);
1991 /* Allow complete resist */
1992 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
1994 /* Apply disenchantment */
1995 if (apply_disenchant(0))
1997 /* Hack -- Update AC */
1998 update_creature(p_ptr);
2003 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2005 /* Learn about the player */
2006 update_smart_learn(m_idx, DRS_DISEN);
2013 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2015 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2018 for (k = 0; k < 10; k++)
2021 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2023 /* Obtain the item */
2024 o_ptr = &inventory[i];
2026 /* Skip non-objects */
2027 if (!o_ptr->k_idx) continue;
2029 /* Drain charged wands/staffs */
2030 if (((o_ptr->tval == TV_STAFF) ||
2031 (o_ptr->tval == TV_WAND)) &&
2034 /* Calculate healed hitpoints */
2035 int heal=rlev * o_ptr->pval;
2036 if( o_ptr->tval == TV_STAFF)
2037 heal *= o_ptr->number;
2039 /* Don't heal more than max hp */
2040 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2042 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2046 /* Heal the monster */
2047 m_ptr->hp += (HIT_POINT)heal;
2049 /* Redraw (later) if needed */
2050 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2051 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2056 /* Combine / Reorder the pack */
2057 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2058 p_ptr->window |= (PW_INVEN);
2069 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2071 /* Confused monsters cannot steal successfully. -LM-*/
2072 if (MON_CONFUSED(m_ptr)) break;
2074 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2078 /* Saving throw (unless paralyzed) based on dex and level */
2079 if (!p_ptr->paralyzed &&
2080 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2083 /* Saving throw message */
2084 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2086 /* Occasional blink anyway */
2087 if (randint0(3)) blinked = TRUE;
2093 gold = (p_ptr->au / 10) + randint1(25);
2094 if (gold < 2) gold = 2;
2095 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2096 if (gold > p_ptr->au) gold = p_ptr->au;
2100 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2104 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2105 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2106 chg_virtue(V_SACRIFICE, 1);
2110 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2111 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2112 chg_virtue(V_SACRIFICE, 2);
2116 p_ptr->redraw |= (PR_GOLD);
2118 p_ptr->window |= (PW_PLAYER);
2129 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2131 /* Confused monsters cannot steal successfully. -LM-*/
2132 if (MON_CONFUSED(m_ptr)) break;
2134 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2136 /* Saving throw (unless paralyzed) based on dex and level */
2137 if (!p_ptr->paralyzed &&
2138 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2141 /* Saving throw message */
2142 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2144 /* Occasional "blink" anyway */
2151 for (k = 0; k < 10; k++)
2156 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2158 /* Obtain the item */
2159 o_ptr = &inventory[i];
2161 /* Skip non-objects */
2162 if (!o_ptr->k_idx) continue;
2164 /* Skip artifacts */
2165 if (object_is_artifact(o_ptr)) continue;
2167 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2170 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2172 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2175 chg_virtue(V_SACRIFICE, 1);
2178 /* Make an object */
2185 j_ptr = &o_list[o_idx];
2186 object_copy(j_ptr, o_ptr);
2191 /* Hack -- If a rod or wand, allocate total
2192 * maximum timeouts or charges between those
2193 * stolen and those missed. -LM-
2195 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2197 j_ptr->pval = o_ptr->pval / o_ptr->number;
2198 o_ptr->pval -= j_ptr->pval;
2202 j_ptr->marked = OM_TOUCHED;
2204 /* Memorize monster */
2205 j_ptr->held_m_idx = m_idx;
2208 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2211 m_ptr->hold_o_idx = o_idx;
2214 /* Steal the items */
2215 inven_item_increase(i, -1);
2216 inven_item_optimize(i);
2231 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2233 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2235 /* Steal some food */
2236 for (k = 0; k < 10; k++)
2238 /* Pick an item from the pack */
2239 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2241 o_ptr = &inventory[i];
2243 /* Skip non-objects */
2244 if (!o_ptr->k_idx) continue;
2246 /* Skip non-food objects */
2247 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2249 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2252 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" : ""));
2254 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2257 /* Steal the items */
2258 inven_item_increase(i, -1);
2259 inven_item_optimize(i);
2271 /* Access the lite */
2272 o_ptr = &inventory[INVEN_LITE];
2273 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2275 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2278 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2281 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2282 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2286 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2290 p_ptr->window |= (PW_EQUIP);
2300 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2301 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2302 update_creature(p_ptr);
2303 update_smart_learn(m_idx, DRS_ACID);
2311 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2312 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2313 update_smart_learn(m_idx, DRS_ELEC);
2321 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2322 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2323 update_smart_learn(m_idx, DRS_FIRE);
2331 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2332 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2333 update_smart_learn(m_idx, DRS_COLD);
2339 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2340 if (p_ptr->is_dead) break;
2342 /* Increase "blind" */
2343 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2345 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2348 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2356 /* Learn about the player */
2357 update_smart_learn(m_idx, DRS_BLIND);
2365 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2367 if (p_ptr->is_dead) break;
2369 /* Increase "confused" */
2370 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2372 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2378 /* Learn about the player */
2379 update_smart_learn(m_idx, DRS_CONF);
2386 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2388 if (p_ptr->is_dead) break;
2390 /* Increase "afraid" */
2391 if (CHECK_MULTISHADOW())
2395 else if (p_ptr->resist_fear)
2397 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2400 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2402 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2407 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2413 /* Learn about the player */
2414 update_smart_learn(m_idx, DRS_FEAR);
2421 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2423 if (p_ptr->is_dead) break;
2425 /* Increase "paralyzed" */
2426 if (CHECK_MULTISHADOW())
2430 else if (p_ptr->free_act)
2432 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2435 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2437 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2442 if (!p_ptr->paralyzed)
2444 if (set_paralyzed(3 + randint1(rlev)))
2451 /* Learn about the player */
2452 update_smart_learn(m_idx, DRS_FREE);
2459 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2461 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2462 if (do_dec_stat(A_STR)) obvious = TRUE;
2469 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2471 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2472 if (do_dec_stat(A_INT)) obvious = TRUE;
2479 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2481 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2482 if (do_dec_stat(A_WIS)) obvious = TRUE;
2489 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2491 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2492 if (do_dec_stat(A_DEX)) obvious = TRUE;
2499 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2501 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2502 if (do_dec_stat(A_CON)) obvious = TRUE;
2509 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2511 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2512 if (do_dec_stat(A_CHR)) obvious = TRUE;
2519 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2521 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2523 /* Damage (stats) */
2524 if (do_dec_stat(A_STR)) obvious = TRUE;
2525 if (do_dec_stat(A_DEX)) obvious = TRUE;
2526 if (do_dec_stat(A_CON)) obvious = TRUE;
2527 if (do_dec_stat(A_INT)) obvious = TRUE;
2528 if (do_dec_stat(A_WIS)) obvious = TRUE;
2529 if (do_dec_stat(A_CHR)) obvious = TRUE;
2538 /* Hack -- Reduce damage based on the player armor class */
2539 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2541 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2543 /* Radius 8 earthquake centered at the monster */
2544 if (damage > 23 || explode)
2546 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2554 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2558 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2560 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2562 (void)drain_exp(d, d / 10, 95);
2568 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2572 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2574 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2576 (void)drain_exp(d, d / 10, 90);
2582 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2586 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2588 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2590 (void)drain_exp(d, d / 10, 75);
2596 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2600 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2602 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2604 (void)drain_exp(d, d / 10, 50);
2610 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2612 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2614 /* Take "poison" effect */
2615 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
2617 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2623 /* Damage CON (10% chance)*/
2624 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
2626 /* 1% chance for perm. damage */
2627 bool perm = one_in_(10);
2628 if (dec_stat(A_CON, randint1(10), perm))
2630 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
2640 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
2642 switch (randint1(10))
2644 case 1: case 2: case 3: case 4: case 5:
2646 if (p_ptr->prace == RACE_ANDROID) break;
2647 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
2648 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
2652 case 6: case 7: case 8: case 9:
2654 int stat = randint0(6);
2659 case A_STR: act = "強く"; break;
2660 case A_INT: act = "聡明で"; break;
2661 case A_WIS: act = "賢明で"; break;
2662 case A_DEX: act = "器用で"; break;
2663 case A_CON: act = "健康で"; break;
2664 case A_CHR: act = "美しく"; break;
2666 case A_STR: act = "strong"; break;
2667 case A_INT: act = "bright"; break;
2668 case A_WIS: act = "wise"; break;
2669 case A_DEX: act = "agile"; break;
2670 case A_CON: act = "hale"; break;
2671 case A_CHR: act = "beautiful"; break;
2676 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);
2677 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
2678 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
2679 p_ptr->update |= (PU_BONUS);
2685 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..."));
2687 for (k = 0; k < A_MAX; k++)
2689 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
2690 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
2692 p_ptr->update |= (PU_BONUS);
2697 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2703 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2708 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2710 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2712 resist_drain = !drain_exp(d, d / 10, 50);
2714 /* Heal the attacker? */
2715 if (p_ptr->mimic_form)
2717 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
2718 resist_drain = TRUE;
2722 switch (p_ptr->prace)
2731 resist_drain = TRUE;
2736 if ((damage > 5) && !resist_drain)
2738 bool did_heal = FALSE;
2740 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2743 m_ptr->hp += damroll(4, damage / 6);
2744 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2746 /* Redraw (later) if needed */
2747 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2748 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2750 /* Special message */
2751 if (m_ptr->ml && did_heal)
2753 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
2763 if (CHECK_MULTISHADOW())
2765 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!"));
2771 p_ptr->csp -= damage;
2775 p_ptr->csp_frac = 0;
2778 p_ptr->redraw |= (PR_MANA);
2781 /* Learn about the player */
2782 update_smart_learn(m_idx, DRS_MANA);
2788 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2790 if (p_ptr->is_dead) break;
2792 /* Decrease speed */
2793 if (CHECK_MULTISHADOW())
2799 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
2809 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2811 if (p_ptr->is_dead) break;
2813 /* Decrease speed */
2814 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
2820 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
2830 /* Hack -- only one of cut or stun */
2831 if (do_cut && do_stun)
2834 if (randint0(100) < 50)
2851 /* Critical hit (zero if non-critical) */
2852 tmp = monster_critical(d_dice, d_side, damage);
2854 /* Roll for damage */
2857 case 0: cut_plus = 0; break;
2858 case 1: cut_plus = randint1(5); break;
2859 case 2: cut_plus = randint1(5) + 5; break;
2860 case 3: cut_plus = randint1(20) + 20; break;
2861 case 4: cut_plus = randint1(50) + 50; break;
2862 case 5: cut_plus = randint1(100) + 100; break;
2863 case 6: cut_plus = 300; break;
2864 default: cut_plus = 500; break;
2868 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
2876 /* Critical hit (zero if non-critical) */
2877 tmp = monster_critical(d_dice, d_side, damage);
2879 /* Roll for damage */
2882 case 0: stun_plus = 0; break;
2883 case 1: stun_plus = randint1(5); break;
2884 case 2: stun_plus = randint1(5) + 10; break;
2885 case 3: stun_plus = randint1(10) + 20; break;
2886 case 4: stun_plus = randint1(15) + 30; break;
2887 case 5: stun_plus = randint1(20) + 40; break;
2888 case 6: stun_plus = 80; break;
2889 default: stun_plus = 150; break;
2892 /* Apply the stun */
2893 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
2898 sound(SOUND_EXPLODE);
2900 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
2909 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
2911 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2913 HIT_POINT dam = damroll(2, 6);
2915 /* Modify the damage */
2916 dam = mon_damage_mod(m_ptr, dam, FALSE);
2919 msg_format("%^sは突然熱くなった!", m_name);
2920 if (mon_take_hit(m_idx, dam, &fear,
2923 msg_format("%^s is suddenly very hot!", m_name);
2925 if (mon_take_hit(m_idx, dam, &fear,
2926 " turns into a pile of ash."))
2936 if (is_original_ap_and_seen(m_ptr))
2937 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2941 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
2943 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2945 HIT_POINT dam = damroll(2, 6);
2947 /* Modify the damage */
2948 dam = mon_damage_mod(m_ptr, dam, FALSE);
2951 msg_format("%^sは電撃をくらった!", m_name);
2952 if (mon_take_hit(m_idx, dam, &fear,
2955 msg_format("%^s gets zapped!", m_name);
2957 if (mon_take_hit(m_idx, dam, &fear,
2958 " turns into a pile of cinder."))
2968 if (is_original_ap_and_seen(m_ptr))
2969 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2973 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
2975 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2977 HIT_POINT dam = damroll(2, 6);
2979 /* Modify the damage */
2980 dam = mon_damage_mod(m_ptr, dam, FALSE);
2983 msg_format("%^sは冷気をくらった!", m_name);
2984 if (mon_take_hit(m_idx, dam, &fear,
2987 msg_format("%^s is very cold!", m_name);
2989 if (mon_take_hit(m_idx, dam, &fear,
3000 if (is_original_ap_and_seen(m_ptr))
3001 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3006 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3008 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3010 HIT_POINT dam = damroll(2, 6);
3012 /* Modify the damage */
3013 dam = mon_damage_mod(m_ptr, dam, FALSE);
3016 msg_format("%^sは鏡の破片をくらった!", m_name);
3017 if (mon_take_hit(m_idx, dam, &fear,
3020 msg_format("%^s gets zapped!", m_name);
3022 if (mon_take_hit(m_idx, dam, &fear,
3023 " had torn to pieces."))
3032 if (is_original_ap_and_seen(m_ptr))
3033 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3036 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
3038 teleport_player(10, 0L);
3042 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3044 if (r_ptr->flags3 & RF3_EVIL)
3046 if (!(r_ptr->flagsr & RFR_RES_ALL))
3048 HIT_POINT dam = damroll(2, 6);
3050 /* Modify the damage */
3051 dam = mon_damage_mod(m_ptr, dam, FALSE);
3054 msg_format("%^sは聖なるオーラで傷ついた!", m_name);
3055 if (mon_take_hit(m_idx, dam, &fear,
3058 msg_format("%^s is injured by holy power!", m_name);
3060 if (mon_take_hit(m_idx, dam, &fear,
3067 if (is_original_ap_and_seen(m_ptr))
3068 r_ptr->r_flags3 |= RF3_EVIL;
3072 if (is_original_ap_and_seen(m_ptr))
3073 r_ptr->r_flagsr |= RFR_RES_ALL;
3078 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3080 if (!(r_ptr->flagsr & RFR_RES_ALL))
3082 HIT_POINT dam = damroll(2, 6);
3084 /* Modify the damage */
3085 dam = mon_damage_mod(m_ptr, dam, FALSE);
3088 msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
3089 if (mon_take_hit(m_idx, dam, &fear,
3092 msg_format("%^s is injured by the Force", m_name);
3094 if (mon_take_hit(m_idx, dam, &fear,
3105 if (is_original_ap_and_seen(m_ptr))
3106 r_ptr->r_flagsr |= RFR_RES_ALL;
3110 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3113 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3115 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3117 if (o_armed_ptr->k_idx)
3119 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3120 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3123 /* Cursed armor makes damages doubled */
3124 o_armed_ptr = &inventory[INVEN_BODY];
3125 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3127 /* Modify the damage */
3128 dam = mon_damage_mod(m_ptr, dam, FALSE);
3131 msg_format("影のオーラが%^sに反撃した!", m_name);
3132 if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
3134 msg_format("Enveloped shadows attack %^s.", m_name);
3136 if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
3142 else /* monster does not dead */
3145 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3146 EFFECT_ID typ[4][2] = {
3147 { INVEN_HEAD, GF_OLD_CONF },
3148 { INVEN_LARM, GF_OLD_SLEEP },
3149 { INVEN_HANDS, GF_TURN_ALL },
3150 { INVEN_FEET, GF_OLD_SLOW }
3153 /* Some cursed armours gives an extra effect */
3154 for (j = 0; j < 4; j++)
3156 o_armed_ptr = &inventory[typ[j][0]];
3157 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3158 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3164 if (is_original_ap_and_seen(m_ptr))
3165 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3171 /* Monster missed player */
3174 /* Analyze failed attacks */
3190 /* Visible monsters */
3194 disturb(TRUE, TRUE);
3198 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3200 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);
3201 abbreviate = 1;/*2回目以降は省略 */
3203 msg_format("%^s misses you.", m_name);
3214 /* Analyze "visible" monsters only */
3215 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3217 /* Count "obvious" attacks (and ones that cause damage) */
3218 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3220 /* Count attacks of this type */
3221 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3223 r_ptr->r_blows[ap_cnt]++;
3228 if (p_ptr->riding && damage)
3230 char m_steed_name[MAX_NLEN];
3231 monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
3232 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3234 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3238 if (p_ptr->special_defense & NINJA_KAWARIMI)
3240 if (kawarimi(FALSE)) return TRUE;
3244 /* Hex - revenge damage stored */
3245 revenge_store(get_damage);
3247 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3248 && get_damage > 0 && !p_ptr->is_dead)
3251 msg_format("攻撃が%s自身を傷つけた!", m_name);
3253 GAME_TEXT m_name_self[80];
3256 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3258 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3260 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3261 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3264 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3266 char m_target_name[MAX_NLEN];
3267 monster_desc(m_target_name, m_ptr, 0);
3270 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3271 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3273 p_ptr->redraw |= (PR_MANA);
3277 if (blinked && alive && !p_ptr->is_dead)
3279 if (teleport_barrier(m_idx))
3281 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."));
3285 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3286 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3291 /* Always notice cause of death */
3292 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3297 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3300 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3303 if (p_ptr->special_defense & KATA_IAI)
3305 set_action(ACTION_NONE);
3308 /* Assume we attacked */