3 * @brief 打撃処理 / Melee process.
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
17 #include "player-damage.h"
18 #include "monsterrace-hook.h"
21 #include "monster-status.h"
22 #include "monster-spell.h"
24 #include "player-status.h"
25 #include "realm-hex.h"
26 #include "object-flavor.h"
27 #include "object-hook.h"
29 #include "player-move.h"
33 #include "player-effects.h"
38 * @brief プレイヤーからモンスターへの打撃命中判定 /
39 * Determine if the player "hits" a monster (normal combat).
42 * @param visible 目標を視界に捕らえているならばTRUEを指定
43 * @return 命中と判定された場合TRUEを返す
44 * @note Always miss 5%, always hit 5%, otherwise random.
46 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
48 if (!visible) chance = (chance + 1) / 2;
49 return hit_chance(chance, ac) >= randint1(100);
53 * @brief モンスターへの命中率の計算
58 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
60 PERCENTAGE chance = 5, chance_left = 90;
61 if(reli <= 0) return 5;
62 if(p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
63 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
64 if (chance < 5) chance = 5;
69 * @brief プレイヤー攻撃の種族スレイング倍率計算
70 * @param mult 算出前の基本倍率(/10倍)
71 * @param flgs スレイフラグ配列
72 * @param m_ptr 目標モンスターの構造体参照ポインタ
73 * @return スレイング加味後の倍率(/10倍)
75 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
77 static const struct slay_table_t {
79 BIT_FLAGS affect_race_flag;
84 #define OFFSET(X) offsetof(monster_race, X)
85 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
86 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
87 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
88 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
89 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
90 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
91 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
92 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
93 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
94 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
95 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
96 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
97 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
98 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
99 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
100 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
101 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
102 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
103 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
104 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
108 monster_race* r_ptr = &r_info[m_ptr->r_idx];
110 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
112 const struct slay_table_t* p = &slay_table[i];
114 if ((have_flag(flgs, p->slay_flag)) &&
115 (atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
117 if (is_original_ap_and_seen(m_ptr))
119 atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
122 mult = MAX(mult, p->slay_mult);
130 * @brief プレイヤー攻撃の属性スレイング倍率計算
131 * @param mult 算出前の基本倍率(/10倍)
132 * @param flgs スレイフラグ配列
133 * @param m_ptr 目標モンスターの構造体参照ポインタ
134 * @return スレイング加味後の倍率(/10倍)
136 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
138 static const struct brand_table_t {
140 BIT_FLAGS resist_mask;
143 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
144 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
145 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
146 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
147 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
150 monster_race* r_ptr = &r_info[m_ptr->r_idx];
152 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
154 const struct brand_table_t* p = &brand_table[i];
156 if (have_flag(flgs, p->brand_flag))
158 /* Notice immunity */
159 if (r_ptr->flagsr & p->resist_mask)
161 if (is_original_ap_and_seen(m_ptr))
163 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
167 /* Otherwise, take the damage */
168 else if (r_ptr->flags3 & p->hurt_flag)
170 if (is_original_ap_and_seen(m_ptr))
172 r_ptr->r_flags3 |= p->hurt_flag;
175 mult = MAX(mult, 50);
179 mult = MAX(mult, 25);
188 * @brief 剣術のスレイ倍率計算を行う /
189 * Calcurate magnification of hissatsu technics
190 * @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)
191 * @param flgs 剣術に使用する武器のスレイフラグ配列
192 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
193 * @param mode 剣術のスレイ型ID
194 * @return スレイの倍率(/10倍)
196 static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
198 monster_race *r_ptr = &r_info[m_ptr->r_idx];
200 /* Burning Strike (Fire) */
201 if (mode == HISSATSU_FIRE)
203 /* Notice immunity */
204 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
206 if (is_original_ap_and_seen(m_ptr))
208 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
212 /* Otherwise, take the damage */
213 else if (have_flag(flgs, TR_BRAND_FIRE))
215 if (r_ptr->flags3 & RF3_HURT_FIRE)
217 if (mult < 70) mult = 70;
218 if (is_original_ap_and_seen(m_ptr))
220 r_ptr->r_flags3 |= RF3_HURT_FIRE;
223 else if (mult < 35) mult = 35;
227 if (r_ptr->flags3 & RF3_HURT_FIRE)
229 if (mult < 50) mult = 50;
230 if (is_original_ap_and_seen(m_ptr))
232 r_ptr->r_flags3 |= RF3_HURT_FIRE;
235 else if (mult < 25) mult = 25;
239 /* Serpent's Tongue (Poison) */
240 if (mode == HISSATSU_POISON)
242 /* Notice immunity */
243 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
245 if (is_original_ap_and_seen(m_ptr))
247 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
251 /* Otherwise, take the damage */
252 else if (have_flag(flgs, TR_BRAND_POIS))
254 if (mult < 35) mult = 35;
258 if (mult < 25) mult = 25;
262 /* Zammaken (Nonliving Evil) */
263 if (mode == HISSATSU_ZANMA)
265 if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
267 if (mult < 15) mult = 25;
268 else if (mult < 50) mult = MIN(50, mult + 20);
272 /* Rock Smash (Hurt Rock) */
273 if (mode == HISSATSU_HAGAN)
275 if (r_ptr->flags3 & RF3_HURT_ROCK)
277 if (is_original_ap_and_seen(m_ptr))
279 r_ptr->r_flags3 |= RF3_HURT_ROCK;
281 if (mult == 10) mult = 40;
282 else if (mult < 60) mult = 60;
286 /* Midare-Setsugekka (Cold) */
287 if (mode == HISSATSU_COLD)
289 /* Notice immunity */
290 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
292 if (is_original_ap_and_seen(m_ptr))
294 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
297 /* Otherwise, take the damage */
298 else if (have_flag(flgs, TR_BRAND_COLD))
300 if (r_ptr->flags3 & RF3_HURT_COLD)
302 if (mult < 70) mult = 70;
303 if (is_original_ap_and_seen(m_ptr))
305 r_ptr->r_flags3 |= RF3_HURT_COLD;
308 else if (mult < 35) mult = 35;
312 if (r_ptr->flags3 & RF3_HURT_COLD)
314 if (mult < 50) mult = 50;
315 if (is_original_ap_and_seen(m_ptr))
317 r_ptr->r_flags3 |= RF3_HURT_COLD;
320 else if (mult < 25) mult = 25;
324 /* Lightning Eagle (Elec) */
325 if (mode == HISSATSU_ELEC)
327 /* Notice immunity */
328 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
330 if (is_original_ap_and_seen(m_ptr))
332 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
336 /* Otherwise, take the damage */
337 else if (have_flag(flgs, TR_BRAND_ELEC))
339 if (mult < 70) mult = 70;
343 if (mult < 50) mult = 50;
347 /* Bloody Maelstrom */
348 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(m_ptr->r_idx))
350 MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
351 if (mult < tmp) mult = tmp;
355 if (mode == HISSATSU_UNDEAD)
357 if (r_ptr->flags3 & RF3_UNDEAD)
359 if (is_original_ap_and_seen(m_ptr))
361 r_ptr->r_flags3 |= RF3_UNDEAD;
363 if (mult == 10) mult = 70;
364 else if (mult < 140) mult = MIN(140, mult + 60);
366 if (mult == 10) mult = 40;
367 else if (mult < 60) mult = MIN(60, mult + 30);
370 if (mult > 150) mult = 150;
376 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
377 * Extract the "total damage" from a given object hitting a given monster.
378 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
379 * @param tdam 現在算出途中のダメージ値
380 * @param m_ptr 目標モンスターの構造体参照ポインタ
382 * @param thrown 投擲処理ならばTRUEを指定する
383 * @return 総合的なスレイを加味したダメージ値
385 * Note that "flasks of oil" do NOT do fire damage, although they\n
386 * certainly could be made to do so. XXX XXX\n
388 * Note that most brands and slays are x3, except Slay Animal (x2),\n
389 * Slay Evil (x2), and Kill dragon (x5).\n
391 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
395 BIT_FLAGS flgs[TR_FLAG_SIZE];
396 object_flags(o_ptr, flgs);
397 torch_flags(o_ptr, flgs); /* torches has secret flags */
401 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
402 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
403 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
404 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
405 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
408 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
421 mult = mult_slaying(mult, flgs, m_ptr);
423 mult = mult_brand(mult, flgs, m_ptr);
425 if (p_ptr->pclass == CLASS_SAMURAI)
427 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
430 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
432 p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
433 p_ptr->redraw |= (PR_MANA);
434 mult = mult * 3 / 2 + 20;
437 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
442 if (mult > 150) mult = 150;
444 return (tdam * mult / 10);
448 * @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 /
449 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
450 * @param weight 矢弾の重量
451 * @param plus 武器の命中修正
452 * @param dam 現在算出中のダメージ値
453 * @param meichuu 打撃の基本命中力
454 * @param mode オプションフラグ
455 * @return クリティカル修正が入ったダメージ値
457 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
461 /* Extract "blow" power */
462 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
465 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
467 k = weight + randint1(650);
468 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
472 msg_print(_("手ごたえがあった!", "It was a good hit!"));
478 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
483 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
488 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
493 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
494 dam = ((7 * dam) / 2) + 25;
502 * @brief モンスター打撃のクリティカルランクを返す /
503 * Critical blow. All hits that do 95% of total possible damage,
504 * @param dice モンスター打撃のダイス数
505 * @param sides モンスター打撃の最大ダイス目
506 * @param dam プレイヤーに与えたダメージ
508 * and which also do at least 20 damage, or, sometimes, N damage.
509 * This is used only to determine "cuts" and "stuns".
511 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
514 int total = dice * sides;
516 /* Must do at least 95% of perfect */
517 if (dam < total * 19 / 20) return (0);
519 /* Weak blows rarely work */
520 if ((dam < 20) && (randint0(100) >= dam)) return (0);
523 if ((dam >= total) && (dam >= 40)) max++;
528 while (randint0(100) < 2) max++;
531 /* Critical damage */
532 if (dam > 45) return (6 + max);
533 if (dam > 33) return (5 + max);
534 if (dam > 25) return (4 + max);
535 if (dam > 18) return (3 + max);
536 if (dam > 11) return (2 + max);
541 * @brief モンスター打撃の命中を判定する /
542 * Determine if a monster attack against the player succeeds.
543 * @param power 打撃属性毎の基本命中値
544 * @param level モンスターのレベル
545 * @param stun モンスターの朦朧値
546 * @return TRUEならば命中判定
548 * Always miss 5% of the time, Always hit 5% of the time.
549 * Otherwise, match monster power against player armor.
551 static int check_hit(int power, DEPTH level, int stun)
555 /* Percentile dice */
558 if (stun && one_in_(2)) return FALSE;
560 /* Hack -- Always miss or hit */
561 if (k < 10) return (k < 5);
563 /* Calculate the "attack quality" */
564 i = (power + (level * 3));
567 ac = p_ptr->ac + p_ptr->to_a;
568 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
570 /* Power and Level compete against Armor */
571 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
577 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
578 static concptr desc_insult[] =
593 "insults your mother!",
594 "gives you the finger!",
597 "dances around you!",
598 "makes obscene gestures!",
600 "calls you a parasite!",
601 "calls you a cyborg!"
606 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
607 static concptr desc_moan[] =
611 "が彼の飼い犬を見なかったかと尋ねている。",
615 "seems sad about something.",
616 "asks if you have seen his dogs.",
617 "tells you to get off his land.",
618 "mumbles something about mushrooms."
624 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
625 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
626 * @param immune ダメージを回避できる免疫フラグ
627 * @param flags_offset オーラフラグ配列の参照オフセット
628 * @param r_flags_offset モンスターの耐性配列の参照オフセット
629 * @param aura_flag オーラフラグ配列
630 * @param dam_func ダメージ処理を行う関数の参照ポインタ
631 * @param message オーラダメージを受けた際のメッセージ
634 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
635 HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
637 monster_race *r_ptr = &r_info[m_ptr->r_idx];
639 if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
641 GAME_TEXT mon_name[MAX_NLEN];
642 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
644 monster_desc(mon_name, m_ptr, MD_WRONGDOER_NAME);
646 dam_func(aura_damage, mon_name, -1, TRUE);
648 if (is_original_ap_and_seen(m_ptr))
650 atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
658 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
659 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
662 static void touch_zap_player(monster_type *m_ptr)
664 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
665 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
666 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
667 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
668 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
669 elec_dam, _("電撃をくらった!", "You get zapped!"));
673 * @brief プレイヤーの変異要素による打撃処理
674 * @param m_idx 攻撃目標となったモンスターの参照ID
675 * @param attack 変異要素による攻撃要素の種類
676 * @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
677 * @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
680 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
685 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
686 monster_race *r_ptr = &r_info[m_ptr->r_idx];
687 GAME_TEXT m_name[MAX_NLEN];
689 int dice_num, dice_side;
699 atk_desc = _("尻尾", "tail");
706 atk_desc = _("角", "horns");
713 atk_desc = _("クチバシ", "beak");
720 atk_desc = _("象の鼻", "trunk");
727 atk_desc = _("触手", "tentacles");
731 dice_num = dice_side = n_weight = 1;
732 atk_desc = _("未定義の部位", "undefined body part");
736 /* Extract monster name (or "it") */
737 monster_desc(m_name, m_ptr, 0);
739 /* Calculate the "attack quality" */
740 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
741 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
744 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
747 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
749 k = damroll(dice_num, dice_side);
750 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
752 /* Apply the player damage bonuses */
755 /* No negative damage */
758 /* Modify the damage */
759 k = mon_damage_mod(m_ptr, k, FALSE);
761 /* Complex message */
762 msg_format_wizard(CHEAT_MONSTER,
763 _("%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))"),
764 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
766 /* Anger the monster */
767 if (k > 0) anger_monster(m_ptr);
769 /* Damage, check for fear and mdeath */
773 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
774 *mdeath = (m_ptr->r_idx == 0);
777 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
780 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
783 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
786 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
789 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
792 touch_zap_player(m_ptr);
798 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
803 * @brief プレイヤーの打撃処理サブルーチン /
804 * Player attacks a (poor, defenseless) creature -RAK-
807 * @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
808 * @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
809 * @param hand 攻撃を行うための武器を持つ手
810 * @param mode 発動中の剣術ID
813 * If no "weapon" is available, then "punch" the monster one time.
815 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
817 int num = 0, bonus, chance, vir;
820 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
822 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
823 monster_race *r_ptr = &r_info[m_ptr->r_idx];
825 /* Access the weapon */
826 object_type *o_ptr = &inventory[INVEN_RARM + hand];
828 GAME_TEXT m_name[MAX_NLEN];
830 bool success_hit = FALSE;
831 bool backstab = FALSE;
832 bool vorpal_cut = FALSE;
833 int chaos_effect = 0;
834 bool stab_fleeing = FALSE;
835 bool fuiuchi = FALSE;
836 bool monk_attack = FALSE;
837 bool do_quake = FALSE;
839 bool drain_msg = TRUE;
840 int drain_result = 0, drain_heal = 0;
841 bool can_drain = FALSE;
843 int drain_left = MAX_VAMPIRIC_DRAIN;
844 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
845 bool is_human = (r_ptr->d_char == 'p');
846 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
847 bool zantetsu_mukou, e_j_mukou;
849 switch (p_ptr->pclass)
853 if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
855 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
856 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
857 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
858 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
859 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
861 /* Can't backstab creatures that we can't see, right? */
864 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
868 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
876 case CLASS_FORCETRAINER:
877 case CLASS_BERSERKER:
878 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
882 if (!o_ptr->k_idx) /* Empty hand */
884 if ((r_ptr->level + 10) > p_ptr->lev)
886 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
888 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
889 p_ptr->skill_exp[GINOU_SUDE] += 40;
890 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
891 p_ptr->skill_exp[GINOU_SUDE] += 5;
892 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
893 p_ptr->skill_exp[GINOU_SUDE] += 1;
894 else if ((p_ptr->lev > 34))
895 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
896 p_ptr->update |= (PU_BONUS);
900 else if (object_is_melee_weapon(o_ptr))
902 if ((r_ptr->level + 10) > p_ptr->lev)
904 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
905 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
906 int now_exp = p_ptr->weapon_exp[tval][sval];
907 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
910 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
911 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
912 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
913 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
914 p_ptr->weapon_exp[tval][sval] += amount;
915 p_ptr->update |= (PU_BONUS);
920 /* Disturb the monster */
921 (void)set_monster_csleep(g_ptr->m_idx, 0);
923 /* Extract monster name (or "it") */
924 monster_desc(m_name, m_ptr, 0);
926 /* Calculate the "attack quality" */
927 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
928 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
929 if (mode == HISSATSU_IAI) chance += 60;
930 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
931 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
933 vir = virtue_number(V_VALOUR);
936 chance += (p_ptr->virtues[vir - 1] / 10);
939 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
940 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
942 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
943 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
944 else num_blow = p_ptr->num_blow[hand];
946 /* Hack -- DOKUBARI always hit once */
947 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
949 /* Attack once for each legal blow */
950 while ((num++ < num_blow) && !p_ptr->is_dead)
952 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
956 if (p_ptr->migite && p_ptr->hidarite)
960 if (mode == HISSATSU_3DAN)
965 success_hit = one_in_(n);
967 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
968 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
970 if (mode == HISSATSU_MAJIN)
979 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
983 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);
984 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);
985 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);
986 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
988 /* Hack -- bare hands do one damage */
991 object_flags(o_ptr, flgs);
993 /* Select a chaotic effect (50% chance) */
994 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
997 chg_virtue(V_CHANCE, 1);
1001 /* Vampiric (20%) */
1004 else if (one_in_(250))
1009 else if (!one_in_(10))
1011 /* Confusion (26.892%) */
1014 else if (one_in_(2))
1016 /* Teleport away (1.494%) */
1021 /* Polymorph (1.494%) */
1026 /* Vampiric drain */
1027 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1029 /* Only drain "living" monsters */
1030 if (monster_living(m_ptr->r_idx))
1036 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
1038 else vorpal_cut = FALSE;
1042 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1044 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1045 int resist_stun = 0;
1048 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1049 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1050 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1051 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1052 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1055 if (p_ptr->special_defense & KAMAE_BYAKKO)
1056 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1057 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1059 else if (p_ptr->special_defense & KAMAE_GENBU)
1062 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1063 /* Attempt 'times' */
1064 for (times = 0; times < max_times; times++)
1068 ma_ptr = &ma_blows[randint0(MAX_MA)];
1069 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1070 else min_level = ma_ptr->min_level;
1071 } while ((min_level > p_ptr->lev) ||
1072 (randint1(p_ptr->lev) < ma_ptr->chance));
1074 /* keep the highest level attack available we found */
1075 if ((ma_ptr->min_level > old_ptr->min_level) &&
1076 !p_ptr->stun && !p_ptr->confused)
1080 if (p_ptr->wizard && cheat_xtra)
1082 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
1091 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1092 else min_level = ma_ptr->min_level;
1093 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1094 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1096 if (ma_ptr->effect == MA_KNEE)
1098 if (r_ptr->flags1 & RF1_MALE)
1100 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);
1102 special_effect = MA_KNEE;
1105 msg_format(ma_ptr->desc, m_name);
1108 else if (ma_ptr->effect == MA_SLOW)
1110 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1111 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1113 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);
1114 special_effect = MA_SLOW;
1116 else msg_format(ma_ptr->desc, m_name);
1122 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1125 msg_format(ma_ptr->desc, m_name);
1128 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1129 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
1131 weight += (P_PTR_KI / 30);
1132 if (weight > 20) weight = 20;
1135 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1137 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1139 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
1140 stun_effect = 7 + randint1(13);
1144 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1146 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1147 (randint1(p_ptr->lev) > r_ptr->level) &&
1150 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
1151 m_ptr->mspeed -= 10;
1155 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1157 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1159 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1161 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
1165 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
1171 /* Handle normal weapon */
1172 else if (o_ptr->k_idx)
1174 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1175 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1179 k *= (3 + (p_ptr->lev / 20));
1183 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
1185 else if (stab_fleeing)
1190 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1191 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1196 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1197 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1205 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1207 char chainsword_noise[1024];
1208 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1210 msg_print(chainsword_noise);
1214 if (o_ptr->name1 == ART_VORPAL_BLADE)
1216 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!"));
1220 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1223 /* Try to increase the damage */
1224 while (one_in_(vorpal_chance))
1229 k *= (HIT_POINT)mult;
1232 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
1234 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1240 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
1241 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
1242 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
1243 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
1244 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
1245 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
1246 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
1249 drain_result = drain_result * 3 / 2;
1253 drain_result += o_ptr->to_d;
1256 /* Apply the player damage bonuses */
1257 k += p_ptr->to_d[hand];
1258 drain_result += p_ptr->to_d[hand];
1260 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1261 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
1262 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1264 /* No negative damage */
1267 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
1274 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
1280 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
1284 if (mode == HISSATSU_MINEUCHI)
1286 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
1289 anger_monster(m_ptr);
1291 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
1294 if (MON_STUNNED(m_ptr))
1296 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
1301 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
1305 (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
1309 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
1313 /* Modify the damage */
1314 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))));
1315 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1317 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
1320 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
1324 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)))
1326 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
1327 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
1331 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
1333 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)))
1335 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
1337 k = MAX(k * 5, m_ptr->hp / 2);
1339 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
1344 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
1349 msg_format_wizard(CHEAT_MONSTER,
1350 _("%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,
1351 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1353 if (k <= 0) can_drain = FALSE;
1355 if (drain_result > m_ptr->hp)
1356 drain_result = m_ptr->hp;
1358 /* Damage, check for fear and death */
1359 if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
1362 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
1364 if (p_ptr->migite && p_ptr->hidarite)
1366 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
1367 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
1371 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1374 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1375 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...."));
1379 /* Anger the monster */
1380 if (k > 0) anger_monster(m_ptr);
1382 touch_zap_player(m_ptr);
1384 /* Are we draining it? A little note: If the monster is
1385 dead, the drain does not work... */
1387 if (can_drain && (drain_result > 0))
1389 if (o_ptr->name1 == ART_MURAMASA)
1393 HIT_PROB to_h = o_ptr->to_h;
1394 HIT_POINT to_d = o_ptr->to_d;
1398 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1402 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1405 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1407 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1415 if (drain_result > 5) /* Did we really hurt it? */
1417 drain_heal = damroll(2, drain_result / 6);
1420 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1424 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1429 if (drain_heal < drain_left)
1431 drain_left -= drain_heal;
1435 drain_heal = drain_left;
1441 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1445 drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
1447 hp_player(drain_heal);
1448 /* We get to keep some of it! */
1452 m_ptr->maxhp -= (k + 7) / 8;
1453 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1454 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1460 /* Confusion attack */
1461 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1463 /* Cancel glowing hands */
1464 if (p_ptr->special_attack & ATTACK_CONFUSE)
1466 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1467 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1468 p_ptr->redraw |= (PR_STATUS);
1472 /* Confuse the monster */
1473 if (r_ptr->flags3 & RF3_NO_CONF)
1475 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1476 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1479 else if (randint0(100) < r_ptr->level)
1481 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1485 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1486 (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1490 else if (chaos_effect == 4)
1492 bool resists_tele = FALSE;
1494 if (r_ptr->flagsr & RFR_RES_TELE)
1496 if (r_ptr->flags1 & RF1_UNIQUE)
1498 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1499 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1500 resists_tele = TRUE;
1502 else if (r_ptr->level > randint1(100))
1504 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1505 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1506 resists_tele = TRUE;
1512 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1513 teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1514 num = num_blow + 1; /* Can't hit it anymore! */
1519 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1521 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1522 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1524 if (polymorph_monster(y, x))
1526 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1532 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1535 /* Hack -- Get new monster */
1536 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1538 /* Oops, we need a different name... */
1539 monster_desc(m_name, m_ptr, 0);
1541 /* Hack -- Get new race */
1542 r_ptr = &r_info[m_ptr->r_idx];
1545 else if (o_ptr->name1 == ART_G_HAMMER)
1547 monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1549 if (target_ptr->hold_o_idx)
1551 object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
1552 GAME_TEXT o_name[MAX_NLEN];
1554 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1555 q_ptr->held_m_idx = 0;
1556 q_ptr->marked = OM_TOUCHED;
1557 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1558 q_ptr->next_o_idx = 0;
1559 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1568 backstab = FALSE; /* Clumsy! */
1569 fuiuchi = FALSE; /* Clumsy! */
1571 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1573 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1577 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1578 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!"));
1579 object_flags(o_ptr, flgs_aux);
1581 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1584 switch (p_ptr->mimic_form)
1587 switch (p_ptr->prace)
1594 case RACE_BARBARIAN:
1598 case RACE_HALF_TROLL:
1599 case RACE_HALF_OGRE:
1600 case RACE_HALF_GIANT:
1601 case RACE_HALF_TITAN:
1609 case RACE_DRACONIAN:
1616 case MIMIC_DEMON_LORD:
1623 if (p_ptr->align < 0 && mult < 20)
1625 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1627 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1629 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1631 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1633 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1636 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1638 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1639 p_ptr->redraw |= (PR_MANA);
1640 mult = mult * 3 / 2 + 20;
1642 k *= (HIT_POINT)mult;
1646 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1650 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1651 /* Try to increase the damage */
1657 k *= (HIT_POINT)mult;
1659 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1662 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1668 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1676 if (weak && !(*mdeath))
1678 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1680 if (drain_left != MAX_VAMPIRIC_DRAIN)
1684 chg_virtue(V_UNLIFE, 1);
1687 /* Mega-Hack -- apply earthquake brand */
1690 earthquake(p_ptr->y, p_ptr->x, 10);
1691 if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
1696 * @brief プレイヤーの打撃処理メインルーチン
1699 * @param mode 発動中の剣術ID
1700 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1702 * If no "weapon" is available, then "punch" the monster one time.
1704 bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
1707 bool mdeath = FALSE;
1708 bool stormbringer = FALSE;
1710 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1711 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1712 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1713 GAME_TEXT m_name[MAX_NLEN];
1715 disturb(FALSE, TRUE);
1717 take_turn(p_ptr, 100);
1719 if (!p_ptr->migite && !p_ptr->hidarite &&
1720 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1722 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1723 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1727 /* Extract monster name (or "it") */
1728 monster_desc(m_name, m_ptr, 0);
1732 /* Auto-Recall if possible and visible */
1733 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1735 /* Track a new monster */
1736 health_track(g_ptr->m_idx);
1739 if ((r_ptr->flags1 & RF1_FEMALE) &&
1740 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1742 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1744 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1749 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
1751 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1755 /* Stop if friendly */
1756 if (!is_hostile(m_ptr) &&
1757 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1758 p_ptr->shero || !m_ptr->ml))
1760 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1761 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1764 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1765 chg_virtue(V_INDIVIDUALISM, 1);
1766 chg_virtue(V_HONOUR, -1);
1767 chg_virtue(V_JUSTICE, -1);
1768 chg_virtue(V_COMPASSION, -1);
1770 else if (p_ptr->pclass != CLASS_BERSERKER)
1772 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1774 chg_virtue(V_INDIVIDUALISM, 1);
1775 chg_virtue(V_HONOUR, -1);
1776 chg_virtue(V_JUSTICE, -1);
1777 chg_virtue(V_COMPASSION, -1);
1781 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1788 /* Handle player fear */
1792 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1794 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1796 /* Disturb the monster */
1797 (void)set_monster_csleep(g_ptr->m_idx, 0);
1802 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1804 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1805 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1808 if (p_ptr->migite && p_ptr->hidarite)
1810 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))
1812 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1813 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1814 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1815 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1816 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1817 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1818 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1819 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1820 p_ptr->update |= (PU_BONUS);
1824 /* Gain riding experience */
1827 int cur = p_ptr->skill_exp[GINOU_RIDING];
1828 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1832 DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
1833 DEPTH targetlevel = r_ptr->level;
1836 if ((cur / 200 - 5) < targetlevel)
1839 /* Extra experience */
1840 if ((cur / 100) < ridinglevel)
1842 if ((cur / 100 + 15) < ridinglevel)
1843 inc += 1 + (ridinglevel - (cur / 100 + 15));
1848 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1849 p_ptr->update |= (PU_BONUS);
1853 riding_t_m_idx = g_ptr->m_idx;
1854 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1855 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1857 /* Mutations which yield extra 'natural' attacks */
1860 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1861 natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1862 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1863 natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1864 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1865 natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1866 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1867 natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1868 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1869 natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1872 /* Hack -- delay fear messages */
1873 if (fear && m_ptr->ml && !mdeath)
1877 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1880 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1882 set_action(ACTION_NONE);
1889 * @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.
1890 * @param m_idx 打撃を行うモンスターのID
1891 * @return 実際に攻撃処理を行った場合TRUEを返す
1893 bool make_attack_normal(MONSTER_IDX m_idx)
1895 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1896 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1904 int do_cut, do_stun;
1908 GAME_TEXT o_name[MAX_NLEN];
1909 GAME_TEXT m_name[MAX_NLEN];
1910 GAME_TEXT ddesc[80];
1913 bool touched = FALSE, fear = FALSE, alive = TRUE;
1914 bool explode = FALSE;
1915 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1916 HIT_POINT get_damage = 0;
1917 int abbreviate = 0; // 2回目以降の省略表現フラグ
1919 /* Not allowed to attack */
1920 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1922 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1924 /* ...nor if friendly */
1925 if (!is_hostile(m_ptr)) return FALSE;
1927 /* Extract the effective monster level */
1928 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1930 /* Get the monster name (or "it") */
1931 monster_desc(m_name, m_ptr, 0);
1933 monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
1935 if (p_ptr->special_defense & KATA_IAI)
1937 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);
1938 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1941 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1943 if (kawarimi(TRUE)) return TRUE;
1946 /* Assume no blink */
1949 /* Scan through all four blows */
1950 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1952 bool obvious = FALSE;
1954 HIT_POINT power = 0;
1955 HIT_POINT damage = 0;
1959 /* Extract the attack infomation */
1960 int effect = r_ptr->blow[ap_cnt].effect;
1961 int method = r_ptr->blow[ap_cnt].method;
1962 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1963 int d_side = r_ptr->blow[ap_cnt].d_side;
1965 if (!monster_is_valid(m_ptr)) break;
1967 /* Hack -- no more attacks */
1970 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1976 /* Stop if player is dead or gone */
1977 if (!p_ptr->playing || p_ptr->is_dead) break;
1978 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1980 /* Handle "leaving" */
1981 if (p_ptr->leaving) break;
1983 if (method == RBM_SHOOT) continue;
1985 /* Extract the attack "power" */
1986 power = mbe_info[effect].power;
1989 ac = p_ptr->ac + p_ptr->to_a;
1991 /* Monster hits player */
1992 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
1994 /* Always disturbing */
1995 disturb(TRUE, TRUE);
1998 /* Hack -- Apply "protection from evil" */
1999 if ((p_ptr->protevil > 0) &&
2000 (r_ptr->flags3 & RF3_EVIL) &&
2001 (p_ptr->lev >= rlev) &&
2002 ((randint0(100) + p_ptr->lev) > 50))
2004 /* Remember the Evil-ness */
2005 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
2008 if (abbreviate) msg_format("撃退した。");
2009 else msg_format("%^sは撃退された。", m_name);
2010 abbreviate = 1; /*2回目以降は省略 */
2012 msg_format("%^s is repelled.", m_name);
2016 /* Hack -- Next attack */
2021 /* Assume no cut or stun */
2022 do_cut = do_stun = 0;
2024 /* Describe the attack method */
2029 act = _("殴られた。", "hits you.");
2030 do_cut = do_stun = 1;
2038 act = _("触られた。", "touches you.");
2046 act = _("パンチされた。", "punches you.");
2055 act = _("蹴られた。", "kicks you.");
2064 act = _("ひっかかれた。", "claws you.");
2073 act = _("噛まれた。", "bites you.");
2082 act = _("刺された。", "stings you.");
2090 act = _("斬られた。", "slashes you.");
2099 act = _("角で突かれた。", "butts you.");
2108 act = _("体当たりされた。", "crushes you.");
2117 act = _("飲み込まれた。", "engulfs you.");
2126 act = _("は請求書をよこした。", "charges you.");
2128 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
2135 act = _("が体の上を這い回った。", "crawls on you.");
2143 act = _("よだれをたらされた。", "drools on you.");
2150 act = _("唾を吐かれた。", "spits on you.");
2158 act = _("は爆発した。", "explodes.");
2165 act = _("にらまれた。", "gazes at you.");
2171 act = _("泣き叫ばれた。", "wails at you.");
2178 act = _("胞子を飛ばされた。", "releases spores at you.");
2186 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
2192 act = _("金をせがまれた。", "begs you for money.");
2202 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
2212 act = desc_moan[randint0(4)];
2222 if (m_ptr->r_idx == MON_JAIAN)
2225 switch(randint1(15))
2230 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
2233 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
2236 act = "「♪の~び太スネ夫はメじゃないよ~~」";
2239 act = "「♪け~んかスポ~ツ~どんとこい~」";
2242 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
2245 act = "「♪ま~ちいちば~んのに~んきもの~~」";
2248 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
2251 act = "「♪きはやさし~くて~ち~からもち~」";
2254 act = "「♪かお~も~~スタイルも~バツグンさ~」";
2257 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
2260 act = "「♪ド~ラもドラミもメじゃないよ~~」";
2263 act = "「♪よじげんぽけっと~な~くたって~」";
2266 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
2270 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
2276 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
2278 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.'");
2288 if (do_silly_attack)
2293 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
2296 if (abbreviate == 0)
2297 msg_format("%^sに%s", m_name, act);
2298 else if (abbreviate == 1)
2299 msg_format("%s", act);
2300 else /* if (abbreviate == -1) */
2301 msg_format("%^s%s", m_name, act);
2302 abbreviate = 1;/*2回目以降は省略 */
2304 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
2308 /* Hack -- assume all attacks are obvious */
2311 /* Roll out the damage */
2312 damage = damroll(d_dice, d_side);
2315 * Skip the effect when exploding, since the explosion
2316 * already causes the effect.
2318 if(explode) damage = 0;
2319 /* Apply appropriate damage */
2329 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
2331 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
2333 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
2334 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
2335 tmp_damage = MAX(damage, tmp_damage*2);
2337 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2341 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2344 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2345 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2353 /* Take "poison" effect */
2354 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
2356 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2362 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2364 /* Learn about the player */
2365 update_smart_learn(m_idx, DRS_POIS);
2374 /* Allow complete resist */
2375 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2377 /* Apply disenchantment */
2378 if (apply_disenchant(0))
2380 /* Hack -- Update AC */
2381 update_creature(p_ptr);
2386 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2388 /* Learn about the player */
2389 update_smart_learn(m_idx, DRS_DISEN);
2396 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2398 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2401 for (k = 0; k < 10; k++)
2404 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2406 /* Obtain the item */
2407 o_ptr = &inventory[i];
2409 /* Skip non-objects */
2410 if (!o_ptr->k_idx) continue;
2412 /* Drain charged wands/staffs */
2413 if (((o_ptr->tval == TV_STAFF) ||
2414 (o_ptr->tval == TV_WAND)) &&
2417 /* Calculate healed hitpoints */
2418 int heal=rlev * o_ptr->pval;
2419 if( o_ptr->tval == TV_STAFF)
2420 heal *= o_ptr->number;
2422 /* Don't heal more than max hp */
2423 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2425 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2429 /* Heal the monster */
2430 m_ptr->hp += (HIT_POINT)heal;
2432 /* Redraw (later) if needed */
2433 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2434 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2439 /* Combine / Reorder the pack */
2440 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2441 p_ptr->window |= (PW_INVEN);
2452 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2454 /* Confused monsters cannot steal successfully. -LM-*/
2455 if (MON_CONFUSED(m_ptr)) break;
2457 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2461 /* Saving throw (unless paralyzed) based on dex and level */
2462 if (!p_ptr->paralyzed &&
2463 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2466 /* Saving throw message */
2467 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2469 /* Occasional blink anyway */
2470 if (randint0(3)) blinked = TRUE;
2476 gold = (p_ptr->au / 10) + randint1(25);
2477 if (gold < 2) gold = 2;
2478 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2479 if (gold > p_ptr->au) gold = p_ptr->au;
2483 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2487 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2488 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2489 chg_virtue(V_SACRIFICE, 1);
2493 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2494 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2495 chg_virtue(V_SACRIFICE, 2);
2499 p_ptr->redraw |= (PR_GOLD);
2501 p_ptr->window |= (PW_PLAYER);
2512 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2514 /* Confused monsters cannot steal successfully. -LM-*/
2515 if (MON_CONFUSED(m_ptr)) break;
2517 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2519 /* Saving throw (unless paralyzed) based on dex and level */
2520 if (!p_ptr->paralyzed &&
2521 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2524 /* Saving throw message */
2525 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2527 /* Occasional "blink" anyway */
2534 for (k = 0; k < 10; k++)
2539 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2541 /* Obtain the item */
2542 o_ptr = &inventory[i];
2544 /* Skip non-objects */
2545 if (!o_ptr->k_idx) continue;
2547 /* Skip artifacts */
2548 if (object_is_artifact(o_ptr)) continue;
2550 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2553 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2555 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2557 chg_virtue(V_SACRIFICE, 1);
2564 j_ptr = ¤t_floor_ptr->o_list[o_idx];
2565 object_copy(j_ptr, o_ptr);
2570 /* Hack -- If a rod or wand, allocate total
2571 * maximum timeouts or charges between those
2572 * stolen and those missed. -LM-
2574 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2576 j_ptr->pval = o_ptr->pval / o_ptr->number;
2577 o_ptr->pval -= j_ptr->pval;
2581 j_ptr->marked = OM_TOUCHED;
2583 /* Memorize monster */
2584 j_ptr->held_m_idx = m_idx;
2587 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2590 m_ptr->hold_o_idx = o_idx;
2593 /* Steal the items */
2594 inven_item_increase(i, -1);
2595 inven_item_optimize(i);
2610 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2612 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2614 /* Steal some food */
2615 for (k = 0; k < 10; k++)
2617 /* Pick an item from the pack */
2618 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2620 o_ptr = &inventory[i];
2622 /* Skip non-objects */
2623 if (!o_ptr->k_idx) continue;
2625 /* Skip non-food objects */
2626 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2628 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2631 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" : ""));
2633 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2636 /* Steal the items */
2637 inven_item_increase(i, -1);
2638 inven_item_optimize(i);
2650 /* Access the lite */
2651 o_ptr = &inventory[INVEN_LITE];
2652 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2654 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2657 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2660 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2661 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2665 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2669 p_ptr->window |= (PW_EQUIP);
2679 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2680 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2681 update_creature(p_ptr);
2682 update_smart_learn(m_idx, DRS_ACID);
2690 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2691 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2692 update_smart_learn(m_idx, DRS_ELEC);
2700 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2701 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2702 update_smart_learn(m_idx, DRS_FIRE);
2710 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2711 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2712 update_smart_learn(m_idx, DRS_COLD);
2718 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2719 if (p_ptr->is_dead) break;
2721 /* Increase "blind" */
2722 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2724 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2727 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2735 /* Learn about the player */
2736 update_smart_learn(m_idx, DRS_BLIND);
2744 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2746 if (p_ptr->is_dead) break;
2748 /* Increase "confused" */
2749 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2751 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2757 /* Learn about the player */
2758 update_smart_learn(m_idx, DRS_CONF);
2765 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2767 if (p_ptr->is_dead) break;
2769 /* Increase "afraid" */
2770 if (CHECK_MULTISHADOW())
2774 else if (p_ptr->resist_fear)
2776 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2779 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2781 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2786 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2792 /* Learn about the player */
2793 update_smart_learn(m_idx, DRS_FEAR);
2800 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2802 if (p_ptr->is_dead) break;
2804 /* Increase "paralyzed" */
2805 if (CHECK_MULTISHADOW())
2809 else if (p_ptr->free_act)
2811 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2814 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2816 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2821 if (!p_ptr->paralyzed)
2823 if (set_paralyzed(3 + randint1(rlev)))
2830 /* Learn about the player */
2831 update_smart_learn(m_idx, DRS_FREE);
2838 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2840 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2841 if (do_dec_stat(A_STR)) obvious = TRUE;
2848 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2850 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2851 if (do_dec_stat(A_INT)) obvious = TRUE;
2858 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2860 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2861 if (do_dec_stat(A_WIS)) obvious = TRUE;
2868 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2870 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2871 if (do_dec_stat(A_DEX)) obvious = TRUE;
2878 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2880 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2881 if (do_dec_stat(A_CON)) obvious = TRUE;
2888 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2890 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2891 if (do_dec_stat(A_CHR)) obvious = TRUE;
2898 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2900 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2902 /* Damage (stats) */
2903 if (do_dec_stat(A_STR)) obvious = TRUE;
2904 if (do_dec_stat(A_DEX)) obvious = TRUE;
2905 if (do_dec_stat(A_CON)) obvious = TRUE;
2906 if (do_dec_stat(A_INT)) obvious = TRUE;
2907 if (do_dec_stat(A_WIS)) obvious = TRUE;
2908 if (do_dec_stat(A_CHR)) obvious = TRUE;
2917 /* Hack -- Reduce damage based on the player armor class */
2918 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2920 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2922 /* Radius 8 earthquake centered at the monster */
2923 if (damage > 23 || explode)
2925 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2933 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2937 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2939 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2941 (void)drain_exp(d, d / 10, 95);
2947 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2951 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2953 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2955 (void)drain_exp(d, d / 10, 90);
2961 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2965 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2967 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2969 (void)drain_exp(d, d / 10, 75);
2975 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2979 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2981 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2983 (void)drain_exp(d, d / 10, 50);
2989 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2991 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2993 /* Take "poison" effect */
2994 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
2996 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
3002 /* Damage CON (10% chance)*/
3003 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
3005 /* 1% chance for perm. damage */
3006 bool perm = one_in_(10);
3007 if (dec_stat(A_CON, randint1(10), perm))
3009 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
3019 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
3021 switch (randint1(10))
3023 case 1: case 2: case 3: case 4: case 5:
3025 if (p_ptr->prace == RACE_ANDROID) break;
3026 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
3027 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
3031 case 6: case 7: case 8: case 9:
3033 int stat = randint0(6);
3038 case A_STR: act = "強く"; break;
3039 case A_INT: act = "聡明で"; break;
3040 case A_WIS: act = "賢明で"; break;
3041 case A_DEX: act = "器用で"; break;
3042 case A_CON: act = "健康で"; break;
3043 case A_CHR: act = "美しく"; break;
3045 case A_STR: act = "strong"; break;
3046 case A_INT: act = "bright"; break;
3047 case A_WIS: act = "wise"; break;
3048 case A_DEX: act = "agile"; break;
3049 case A_CON: act = "hale"; break;
3050 case A_CHR: act = "beautiful"; break;
3055 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);
3056 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
3057 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
3058 p_ptr->update |= (PU_BONUS);
3064 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..."));
3066 for (k = 0; k < A_MAX; k++)
3068 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
3069 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
3071 p_ptr->update |= (PU_BONUS);
3076 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3082 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3087 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3089 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3091 resist_drain = !drain_exp(d, d / 10, 50);
3093 /* Heal the attacker? */
3094 if (p_ptr->mimic_form)
3096 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
3097 resist_drain = TRUE;
3101 switch (p_ptr->prace)
3110 resist_drain = TRUE;
3115 if ((damage > 5) && !resist_drain)
3117 bool did_heal = FALSE;
3119 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
3122 m_ptr->hp += damroll(4, damage / 6);
3123 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3125 /* Redraw (later) if needed */
3126 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3127 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3129 /* Special message */
3130 if (m_ptr->ml && did_heal)
3132 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
3142 if (CHECK_MULTISHADOW())
3144 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!"));
3150 p_ptr->csp -= damage;
3154 p_ptr->csp_frac = 0;
3157 p_ptr->redraw |= (PR_MANA);
3160 /* Learn about the player */
3161 update_smart_learn(m_idx, DRS_MANA);
3167 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3169 if (p_ptr->is_dead) break;
3171 /* Decrease speed */
3172 if (CHECK_MULTISHADOW())
3178 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
3188 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3190 if (p_ptr->is_dead) break;
3192 /* Decrease speed */
3193 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
3199 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3209 /* Hack -- only one of cut or stun */
3210 if (do_cut && do_stun)
3213 if (randint0(100) < 50)
3230 /* Critical hit (zero if non-critical) */
3231 tmp = monster_critical(d_dice, d_side, damage);
3233 /* Roll for damage */
3236 case 0: cut_plus = 0; break;
3237 case 1: cut_plus = randint1(5); break;
3238 case 2: cut_plus = randint1(5) + 5; break;
3239 case 3: cut_plus = randint1(20) + 20; break;
3240 case 4: cut_plus = randint1(50) + 50; break;
3241 case 5: cut_plus = randint1(100) + 100; break;
3242 case 6: cut_plus = 300; break;
3243 default: cut_plus = 500; break;
3247 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
3255 /* Critical hit (zero if non-critical) */
3256 tmp = monster_critical(d_dice, d_side, damage);
3258 /* Roll for damage */
3261 case 0: stun_plus = 0; break;
3262 case 1: stun_plus = randint1(5); break;
3263 case 2: stun_plus = randint1(5) + 10; break;
3264 case 3: stun_plus = randint1(10) + 20; break;
3265 case 4: stun_plus = randint1(15) + 30; break;
3266 case 5: stun_plus = randint1(20) + 40; break;
3267 case 6: stun_plus = 80; break;
3268 default: stun_plus = 150; break;
3271 /* Apply the stun */
3272 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
3277 sound(SOUND_EXPLODE);
3279 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3288 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
3290 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3292 HIT_POINT dam = damroll(2, 6);
3294 /* Modify the damage */
3295 dam = mon_damage_mod(m_ptr, dam, FALSE);
3297 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
3299 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
3307 if (is_original_ap_and_seen(m_ptr))
3308 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3312 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
3314 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3316 HIT_POINT dam = damroll(2, 6);
3318 /* Modify the damage */
3319 dam = mon_damage_mod(m_ptr, dam, FALSE);
3321 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
3322 if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
3330 if (is_original_ap_and_seen(m_ptr))
3331 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3335 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3337 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3339 HIT_POINT dam = damroll(2, 6);
3341 /* Modify the damage */
3342 dam = mon_damage_mod(m_ptr, dam, FALSE);
3344 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
3345 if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
3353 if (is_original_ap_and_seen(m_ptr))
3354 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3359 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3361 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3363 HIT_POINT dam = damroll(2, 6);
3365 /* Modify the damage */
3366 dam = mon_damage_mod(m_ptr, dam, FALSE);
3368 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
3369 if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
3377 if (is_original_ap_and_seen(m_ptr))
3378 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3381 if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
3383 teleport_player(10, 0L);
3387 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3389 if (r_ptr->flags3 & RF3_EVIL)
3391 if (!(r_ptr->flagsr & RFR_RES_ALL))
3393 HIT_POINT dam = damroll(2, 6);
3395 /* Modify the damage */
3396 dam = mon_damage_mod(m_ptr, dam, FALSE);
3398 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
3399 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3404 if (is_original_ap_and_seen(m_ptr))
3405 r_ptr->r_flags3 |= RF3_EVIL;
3409 if (is_original_ap_and_seen(m_ptr))
3410 r_ptr->r_flagsr |= RFR_RES_ALL;
3415 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3417 if (!(r_ptr->flagsr & RFR_RES_ALL))
3419 HIT_POINT dam = damroll(2, 6);
3421 /* Modify the damage */
3422 dam = mon_damage_mod(m_ptr, dam, FALSE);
3424 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);
3425 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3433 if (is_original_ap_and_seen(m_ptr))
3434 r_ptr->r_flagsr |= RFR_RES_ALL;
3438 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3441 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3443 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3445 if (o_armed_ptr->k_idx)
3447 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3448 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3451 /* Cursed armor makes damages doubled */
3452 o_armed_ptr = &inventory[INVEN_BODY];
3453 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3455 /* Modify the damage */
3456 dam = mon_damage_mod(m_ptr, dam, FALSE);
3458 msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
3459 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3464 else /* monster does not dead */
3467 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3468 EFFECT_ID typ[4][2] = {
3469 { INVEN_HEAD, GF_OLD_CONF },
3470 { INVEN_LARM, GF_OLD_SLEEP },
3471 { INVEN_HANDS, GF_TURN_ALL },
3472 { INVEN_FEET, GF_OLD_SLOW }
3475 /* Some cursed armours gives an extra effect */
3476 for (j = 0; j < 4; j++)
3478 o_armed_ptr = &inventory[typ[j][0]];
3479 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3480 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3486 if (is_original_ap_and_seen(m_ptr))
3487 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3493 /* Monster missed player */
3496 /* Analyze failed attacks */
3512 /* Visible monsters */
3515 disturb(TRUE, TRUE);
3519 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3521 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);
3522 abbreviate = 1;/*2回目以降は省略 */
3524 msg_format("%^s misses you.", m_name);
3529 /* Gain shield experience */
3530 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
3532 int cur = p_ptr->skill_exp[GINOU_SHIELD];
3533 int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
3537 DEPTH targetlevel = r_ptr->level;
3541 /* Extra experience */
3542 if ((cur / 100) < targetlevel)
3544 if ((cur / 100 + 15) < targetlevel)
3545 inc += 1 + (targetlevel - (cur / 100 + 15));
3550 p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
3551 p_ptr->update |= (PU_BONUS);
3562 /* Analyze "visible" monsters only */
3563 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3565 /* Count "obvious" attacks (and ones that cause damage) */
3566 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3568 /* Count attacks of this type */
3569 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3571 r_ptr->r_blows[ap_cnt]++;
3576 if (p_ptr->riding && damage)
3578 char m_steed_name[MAX_NLEN];
3579 monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
3580 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3582 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3586 if (p_ptr->special_defense & NINJA_KAWARIMI)
3588 if (kawarimi(FALSE)) return TRUE;
3592 /* Hex - revenge damage stored */
3593 revenge_store(get_damage);
3595 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3596 && get_damage > 0 && !p_ptr->is_dead)
3599 msg_format("攻撃が%s自身を傷つけた!", m_name);
3601 GAME_TEXT m_name_self[80];
3604 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3606 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3608 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3609 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3612 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3614 char m_target_name[MAX_NLEN];
3615 monster_desc(m_target_name, m_ptr, 0);
3618 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3619 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3621 p_ptr->redraw |= (PR_MANA);
3625 if (blinked && alive && !p_ptr->is_dead)
3627 if (teleport_barrier(m_idx))
3629 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."));
3633 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3634 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3639 /* Always notice cause of death */
3640 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3645 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3648 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3651 if (p_ptr->special_defense & KATA_IAI)
3653 set_action(ACTION_NONE);
3656 /* Assume we attacked */
3662 * @brief モンスターが敵モンスターに行う打撃処理 /
3663 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
3664 * @param m_idx 目標となるモンスターの参照ID
3666 * @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
3667 * @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
3668 * @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)
3669 * @param who 打撃を行ったモンスターの参照ID
3672 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
3674 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3675 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3676 GAME_TEXT m_name[160];
3677 bool seen = is_seen(m_ptr);
3679 /* Can the player be aware of this attack? */
3680 bool known = (m_ptr->cdis <= MAX_SIGHT);
3682 /* Extract monster name */
3683 monster_desc(m_name, m_ptr, 0);
3685 /* Redraw (later) if needed */
3688 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3689 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3692 (void)set_monster_csleep(m_idx, 0);
3694 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
3696 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
3700 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
3705 if (r_ptr->flagsr & RFR_RES_ALL)
3710 if ((dam == 0) && one_in_(3)) dam = 1;
3716 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
3725 /* It is dead now... or is it? */
3728 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
3729 (r_ptr->flags7 & RF7_NAZGUL)) &&
3730 !p_ptr->inside_battle)
3737 if (!monster_living(m_ptr->r_idx))
3739 sound(SOUND_N_KILL);
3750 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
3751 /* Unseen death by normal attack */
3756 /* Death by special attack */
3759 msg_format(_("%^s%s", "%^s%s"), m_name, note);
3761 /* Death by normal attack -- nonliving monster */
3762 else if (!monster_living(m_ptr->r_idx))
3764 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
3766 /* Death by normal attack -- living monster */
3769 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
3773 monster_gain_exp(who, m_ptr->r_idx);
3774 monster_death(m_idx, FALSE);
3775 delete_monster_idx(m_idx);
3780 /* Monster is dead */
3789 /* Mega-Hack -- Pain cancels fear */
3790 if (MON_MONFEAR(m_ptr) && (dam > 0))
3793 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
3800 /* Sometimes a monster gets scared by damage */
3801 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
3803 /* Percentage of fully healthy */
3804 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
3807 * Run (sometimes) if at 10% or less of max hit points,
3808 * or (usually) when hit for half its current hit points
3810 if (((percentage <= 10) && (randint0(10) < percentage)) ||
3811 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
3813 /* Hack -- note fear */
3816 /* Hack -- Add some timed fear */
3817 (void)set_monster_monfear(m_idx, (randint1(10) +
3818 (((dam >= m_ptr->hp) && (percentage > 7)) ?
3819 20 : ((11 - percentage) * 5))));
3823 #endif /* ALLOW_FEAR */
3825 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
3827 if (is_pet(¤t_floor_ptr->m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
3829 set_target(m_ptr, current_floor_ptr->m_list[who].fy, current_floor_ptr->m_list[who].fx);
3833 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
3835 /* Extract monster name */
3836 monster_desc(m_name, m_ptr, 0);
3838 if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
3839 if (rakuba((dam > 200) ? 200 : dam, FALSE))
3841 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);