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
20 #include "monsterrace-hook.h"
23 #include "monster-status.h"
24 #include "monster-spell.h"
26 #include "realm-hex.h"
27 #include "realm-song.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
36 #include "player-move.h"
37 #include "player-effects.h"
38 #include "player-skill.h"
39 #include "player-damage.h"
40 #include "player-status.h"
41 #include "player-race.h"
42 #include "player-class.h"
43 #include "player-personality.h"
44 #include "view-mainwindow.h"
46 #include "spells-floor.h"
50 * @brief モンスターの打撃効力テーブル /
51 * The table of monsters' blow effects
53 const mbe_info_type mbe_info[] =
56 { 60, GF_MISSILE, }, /* HURT */
57 { 5, GF_POIS, }, /* POISON */
58 { 20, GF_DISENCHANT, }, /* UN_BONUS */
59 { 15, GF_MISSILE, }, /* UN_POWER */ /* ToDo: Apply the correct effects */
60 { 5, GF_MISSILE, }, /* EAT_GOLD */
61 { 5, GF_MISSILE, }, /* EAT_ITEM */
62 { 5, GF_MISSILE, }, /* EAT_FOOD */
63 { 5, GF_MISSILE, }, /* EAT_LITE */
64 { 0, GF_ACID, }, /* ACID */
65 { 10, GF_ELEC, }, /* ELEC */
66 { 10, GF_FIRE, }, /* FIRE */
67 { 10, GF_COLD, }, /* COLD */
68 { 2, GF_MISSILE, }, /* BLIND */
69 { 10, GF_CONFUSION, }, /* CONFUSE */
70 { 10, GF_MISSILE, }, /* TERRIFY */
71 { 2, GF_MISSILE, }, /* PARALYZE */
72 { 0, GF_MISSILE, }, /* LOSE_STR */
73 { 0, GF_MISSILE, }, /* LOSE_INT */
74 { 0, GF_MISSILE, }, /* LOSE_WIS */
75 { 0, GF_MISSILE, }, /* LOSE_DEX */
76 { 0, GF_MISSILE, }, /* LOSE_CON */
77 { 0, GF_MISSILE, }, /* LOSE_CHR */
78 { 2, GF_MISSILE, }, /* LOSE_ALL */
79 { 60, GF_ROCKET, }, /* SHATTER */
80 { 5, GF_MISSILE, }, /* EXP_10 */
81 { 5, GF_MISSILE, }, /* EXP_20 */
82 { 5, GF_MISSILE, }, /* EXP_40 */
83 { 5, GF_MISSILE, }, /* EXP_80 */
84 { 5, GF_POIS, }, /* DISEASE */
85 { 5, GF_TIME, }, /* TIME */
86 { 5, GF_MISSILE, }, /* EXP_VAMP */
87 { 5, GF_MANA, }, /* DR_MANA */
88 { 60, GF_MISSILE, }, /* SUPERHURT */
92 * @brief 幻覚時の打撃記述テーブル / Weird melee attack types when hallucinating
95 const concptr silly_attacks[MAX_SILLY_ATTACK] =
98 "があなたの回りを3回回ってワンと言った。",
106 "に「神の国」発言の撤回を求められた。",
117 "はあなたの100の秘密について熱く語った。",
129 "に二週間以内でビデオを人に見せないと死ぬ呪いをかけられた。",
131 "はスーパーウルトラギャラクティカマグナムを放った。",
133 "にジェットストリームアタックをかけられた。",
134 "はあなたに卍固めをかけて「1、2、3、ダーッ!」と叫んだ。",
135 "は「いくじなし!ばかばかばか!」といって駆け出した。",
136 "が「ごらん、ルーベンスの絵だよ」と言って静かに目を閉じた。",
137 "は言った。「変愚蛮怒、絶賛公開中!」",
141 * @brief 幻覚時の打撃記述テーブル(フォーマットつき) / Weird melee attack types when hallucinating (%s for strfmt())
143 const concptr silly_attacks2[MAX_SILLY_ATTACK] =
146 "%sの回りを3回回ってワンと言った。",
154 "%sに「神の国」発言の撤回を求めた。",
165 "%sの100の秘密について熱く語った。",
177 "%sに二週間以内でビデオを人に見せないと死ぬ呪いをかけた。",
179 "%sにスーパーウルトラギャラクティカマグナムを放った。",
181 "%sにジェットストリームアタックをかけた。",
182 "%sに卍固めをかけて「1、2、3、ダーッ!」と叫んだ。",
183 "「いくじなし!ばかばかばか!」といって駆け出した。",
184 "「ごらん、ルーベンスの絵だよ」と言って静かに目を閉じた。",
188 const concptr silly_attacks[MAX_SILLY_ATTACK] =
199 "makes obscene gestures at",
230 * @brief マーシャルアーツ打撃テーブル
232 const martial_arts ma_blows[MAX_MA] =
235 { "%sを殴った。", 1, 0, 1, 5, 0 },
236 { "%sを蹴った。", 2, 0, 1, 7, 0 },
237 { "%sに正拳突きをくらわした。", 3, 0, 1, 9, 0 },
238 { "%sに膝蹴りをくらわした。", 5, 5, 2, 4, MA_KNEE },
239 { "%sに肘打ちをくらわした。", 7, 5, 1, 12, 0 },
240 { "%sに体当りした。", 9, 10, 2, 6, 0 },
241 { "%sを蹴った。", 11, 10, 3, 6, MA_SLOW },
242 { "%sにアッパーをくらわした。", 13, 12, 5, 5, 6 },
243 { "%sに二段蹴りをくらわした。", 16, 15, 5, 6, 8 },
244 { "%sに猫爪撃をくらわした。", 20, 20, 5, 8, 0 },
245 { "%sに跳空脚をくらわした。", 24, 25, 6, 8, 10 },
246 { "%sに鷲爪襲をくらわした。", 28, 25, 7, 9, 0 },
247 { "%sに回し蹴りをくらわした。", 32, 30, 8, 10, 10 },
248 { "%sに鉄拳撃をくらわした。", 35, 35, 8, 11, 10 },
249 { "%sに飛空脚をくらわした。", 39, 35, 8, 12, 12 },
250 { "%sに昇龍拳をくらわした。", 43, 35, 9, 12, 16 },
251 { "%sに石破天驚拳をくらわした。", 48, 40, 10, 13, 18 },
253 { "You punch %s.", 1, 0, 1, 4, 0 },
254 { "You kick %s.", 2, 0, 1, 6, 0 },
255 { "You strike %s.", 3, 0, 1, 7, 0 },
256 { "You hit %s with your knee.", 5, 5, 2, 3, MA_KNEE },
257 { "You hit %s with your elbow.", 7, 5, 1, 8, 0 },
258 { "You butt %s.", 9, 10, 2, 5, 0 },
259 { "You kick %s.", 11, 10, 3, 4, MA_SLOW },
260 { "You uppercut %s.", 13, 12, 4, 4, 6 },
261 { "You double-kick %s.", 16, 15, 5, 4, 8 },
262 { "You hit %s with a Cat's Claw.", 20, 20, 5, 5, 0 },
263 { "You hit %s with a jump kick.", 25, 25, 5, 6, 10 },
264 { "You hit %s with an Eagle's Claw.", 29, 25, 6, 6, 0 },
265 { "You hit %s with a circle kick.", 33, 30, 6, 8, 10 },
266 { "You hit %s with an Iron Fist.", 37, 35, 8, 8, 10 },
267 { "You hit %s with a flying kick.", 41, 35, 8, 10, 12 },
268 { "You hit %s with a Dragon Fist.", 45, 35, 10, 10, 16 },
269 { "You hit %s with a Crushing Blow.", 48, 35, 10, 12, 18 },
275 * @brief 修行僧のターンダメージ算出テーブル
277 const int monk_ave_damage[PY_MAX_LEVEL + 1][3] =
334 * Stat Table (STR) -- help index into the "blow" table
336 const byte adj_str_blow[] =
353 20 /* 18/00-18/09 */,
354 30 /* 18/10-18/19 */,
355 40 /* 18/20-18/29 */,
356 50 /* 18/30-18/39 */,
357 60 /* 18/40-18/49 */,
358 70 /* 18/50-18/59 */,
359 80 /* 18/60-18/69 */,
360 90 /* 18/70-18/79 */,
361 100 /* 18/80-18/89 */,
362 110 /* 18/90-18/99 */,
363 120 /* 18/100-18/109 */,
364 130 /* 18/110-18/119 */,
365 140 /* 18/120-18/129 */,
366 150 /* 18/130-18/139 */,
367 160 /* 18/140-18/149 */,
368 170 /* 18/150-18/159 */,
369 180 /* 18/160-18/169 */,
370 190 /* 18/170-18/179 */,
371 200 /* 18/180-18/189 */,
372 210 /* 18/190-18/199 */,
373 220 /* 18/200-18/209 */,
374 230 /* 18/210-18/219 */,
380 * 器用さによる攻撃回数インデックステーブル
381 * Stat Table (DEX) -- index into the "blow" table
383 const byte adj_dex_blow[] =
410 7 /* 18/100-18/109 */,
411 7 /* 18/110-18/119 */,
412 8 /* 18/120-18/129 */,
413 8 /* 18/130-18/139 */,
414 9 /* 18/140-18/149 */,
415 9 /* 18/150-18/159 */,
416 10 /* 18/160-18/169 */,
417 10 /* 18/170-18/179 */,
418 11 /* 18/180-18/189 */,
419 11 /* 18/190-18/199 */,
420 12 /* 18/200-18/209 */,
421 12 /* 18/210-18/219 */,
428 * 腕力、器用さに応じた攻撃回数テーブル /
429 * This table is used to help calculate the number of blows the player can
430 * make in a single round of attacks (one player current_world_ptr->game_turn) with a normal weapon.
433 * This number ranges from a single blow/round for weak players to up to six
434 * blows/round for powerful warriors.
436 * Note that certain artifacts and ego-items give "bonus" blows/round.
438 * First, from the player class, we extract some values:
440 * Warrior num = 6; mul = 5; div = MAX(70, weapon_weight);
441 * Berserker num = 6; mul = 7; div = MAX(70, weapon_weight);
442 * Mage num = 3; mul = 2; div = MAX(100, weapon_weight);
443 * Priest num = 5; mul = 3; div = MAX(100, weapon_weight);
444 * Mindcrafter num = 5; mul = 3; div = MAX(100, weapon_weight);
445 * Rogue num = 5; mul = 3; div = MAX(40, weapon_weight);
446 * Ranger num = 5; mul = 4; div = MAX(70, weapon_weight);
447 * Paladin num = 5; mul = 4; div = MAX(70, weapon_weight);
448 * Weaponsmith num = 5; mul = 5; div = MAX(150, weapon_weight);
449 * Warrior-Mage num = 5; mul = 3; div = MAX(70, weapon_weight);
450 * Chaos Warrior num = 5; mul = 4; div = MAX(70, weapon_weight);
451 * Monk num = 5; mul = 3; div = MAX(60, weapon_weight);
452 * Tourist num = 4; mul = 3; div = MAX(100, weapon_weight);
453 * Imitator num = 5; mul = 4; div = MAX(70, weapon_weight);
454 * Beastmaster num = 5; mul = 3; div = MAX(70, weapon_weight);
455 * Cavalry(Ride) num = 5; mul = 4; div = MAX(70, weapon_weight);
456 * Cavalry(Walk) num = 5; mul = 3; div = MAX(100, weapon_weight);
457 * Sorcerer num = 1; mul = 1; div = MAX(1, weapon_weight);
458 * Archer num = 4; mul = 2; div = MAX(70, weapon_weight);
459 * Magic eater num = 4; mul = 2; div = MAX(70, weapon_weight);
460 * ForceTrainer num = 4; mul = 2; div = MAX(60, weapon_weight);
461 * Mirror Master num = 3; mul = 3; div = MAX(100, weapon_weight);
462 * Ninja num = 4; mul = 1; div = MAX(20, weapon_weight);
464 * To get "P", we look up the relevant "adj_str_blow[]" (see above),
465 * multiply it by "mul", and then divide it by "div".
466 * Increase P by 1 if you wield a weapon two-handed.
467 * Decrease P by 1 if you are a Ninja.
469 * To get "D", we look up the relevant "adj_dex_blow[]" (see above),
471 * The player gets "blows_table[P][D]" blows/round, as shown below,
472 * up to a maximum of "num" blows/round, plus any "bonus" blows/round.
475 const byte blows_table[12][12] =
478 /* 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11+ */
479 /* 3 10 15 /10 /40 /60 /80 /100 /120 /140 /160 /180 */
480 /* 0 */{ 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4 },
481 /* 1 */{ 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4 },
482 /* 2 */{ 1, 1, 2, 2, 3, 3, 4, 4, 4, 5, 5, 5 },
483 /* 3 */{ 1, 1, 2, 3, 3, 4, 4, 4, 5, 5, 5, 5 },
484 /* 4 */{ 1, 1, 2, 3, 3, 4, 4, 5, 5, 5, 5, 5 },
485 /* 5 */{ 1, 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
486 /* 6 */{ 1, 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
487 /* 7 */{ 1, 2, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
488 /* 8 */{ 1, 2, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6 },
489 /* 9 */{ 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6 },
490 /* 10*/{ 2, 2, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6 },
491 /*11+*/{ 2, 2, 3, 4, 4, 4, 5, 5, 6, 6, 6, 6 },
495 * @brief プレイヤーからモンスターへの打撃命中判定 /
496 * Determine if the player "hits" a monster (normal combat).
497 * @param chance 基本命中値
499 * @param visible 目標を視界に捕らえているならばTRUEを指定
500 * @return 命中と判定された場合TRUEを返す
501 * @note Always miss 5%, always hit 5%, otherwise random.
503 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
505 if (!visible) chance = (chance + 1) / 2;
506 return hit_chance(chance, ac) >= randint1(100);
510 * @brief モンスターへの命中率の計算
515 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
517 PERCENTAGE chance = 5, chance_left = 90;
518 if(reli <= 0) return 5;
519 if(p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
520 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
521 if (chance < 5) chance = 5;
526 * @brief プレイヤー攻撃の種族スレイング倍率計算
527 * @param mult 算出前の基本倍率(/10倍)
528 * @param flgs スレイフラグ配列
529 * @param m_ptr 目標モンスターの構造体参照ポインタ
530 * @return スレイング加味後の倍率(/10倍)
532 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
534 static const struct slay_table_t {
536 BIT_FLAGS affect_race_flag;
539 size_t r_flag_offset;
541 #define OFFSET(X) offsetof(monster_race, X)
542 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
543 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
544 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
545 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
546 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
547 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
548 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
549 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
550 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
551 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
552 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
553 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
554 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
555 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
556 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
557 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
558 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
559 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
560 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
561 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
565 monster_race* r_ptr = &r_info[m_ptr->r_idx];
567 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
569 const struct slay_table_t* p = &slay_table[i];
571 if ((have_flag(flgs, p->slay_flag)) &&
572 (atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
574 if (is_original_ap_and_seen(m_ptr))
576 atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
579 mult = MAX(mult, p->slay_mult);
587 * @brief プレイヤー攻撃の属性スレイング倍率計算
588 * @param mult 算出前の基本倍率(/10倍)
589 * @param flgs スレイフラグ配列
590 * @param m_ptr 目標モンスターの構造体参照ポインタ
591 * @return スレイング加味後の倍率(/10倍)
593 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
595 static const struct brand_table_t {
597 BIT_FLAGS resist_mask;
600 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
601 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
602 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
603 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
604 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
607 monster_race* r_ptr = &r_info[m_ptr->r_idx];
609 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
611 const struct brand_table_t* p = &brand_table[i];
613 if (have_flag(flgs, p->brand_flag))
615 /* Notice immunity */
616 if (r_ptr->flagsr & p->resist_mask)
618 if (is_original_ap_and_seen(m_ptr))
620 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
624 /* Otherwise, take the damage */
625 else if (r_ptr->flags3 & p->hurt_flag)
627 if (is_original_ap_and_seen(m_ptr))
629 r_ptr->r_flags3 |= p->hurt_flag;
632 mult = MAX(mult, 50);
636 mult = MAX(mult, 25);
645 * @brief 剣術のスレイ倍率計算を行う /
646 * Calcurate magnification of hissatsu technics
647 * @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)
648 * @param flgs 剣術に使用する武器のスレイフラグ配列
649 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
650 * @param mode 剣術のスレイ型ID
651 * @return スレイの倍率(/10倍)
653 static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
655 monster_race *r_ptr = &r_info[m_ptr->r_idx];
657 /* Burning Strike (Fire) */
658 if (mode == HISSATSU_FIRE)
660 /* Notice immunity */
661 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
663 if (is_original_ap_and_seen(m_ptr))
665 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
669 /* Otherwise, take the damage */
670 else if (have_flag(flgs, TR_BRAND_FIRE))
672 if (r_ptr->flags3 & RF3_HURT_FIRE)
674 if (mult < 70) mult = 70;
675 if (is_original_ap_and_seen(m_ptr))
677 r_ptr->r_flags3 |= RF3_HURT_FIRE;
680 else if (mult < 35) mult = 35;
684 if (r_ptr->flags3 & RF3_HURT_FIRE)
686 if (mult < 50) mult = 50;
687 if (is_original_ap_and_seen(m_ptr))
689 r_ptr->r_flags3 |= RF3_HURT_FIRE;
692 else if (mult < 25) mult = 25;
696 /* Serpent's Tongue (Poison) */
697 if (mode == HISSATSU_POISON)
699 /* Notice immunity */
700 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
702 if (is_original_ap_and_seen(m_ptr))
704 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
708 /* Otherwise, take the damage */
709 else if (have_flag(flgs, TR_BRAND_POIS))
711 if (mult < 35) mult = 35;
715 if (mult < 25) mult = 25;
719 /* Zammaken (Nonliving Evil) */
720 if (mode == HISSATSU_ZANMA)
722 if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
724 if (mult < 15) mult = 25;
725 else if (mult < 50) mult = MIN(50, mult + 20);
729 /* Rock Smash (Hurt Rock) */
730 if (mode == HISSATSU_HAGAN)
732 if (r_ptr->flags3 & RF3_HURT_ROCK)
734 if (is_original_ap_and_seen(m_ptr))
736 r_ptr->r_flags3 |= RF3_HURT_ROCK;
738 if (mult == 10) mult = 40;
739 else if (mult < 60) mult = 60;
743 /* Midare-Setsugekka (Cold) */
744 if (mode == HISSATSU_COLD)
746 /* Notice immunity */
747 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
749 if (is_original_ap_and_seen(m_ptr))
751 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
754 /* Otherwise, take the damage */
755 else if (have_flag(flgs, TR_BRAND_COLD))
757 if (r_ptr->flags3 & RF3_HURT_COLD)
759 if (mult < 70) mult = 70;
760 if (is_original_ap_and_seen(m_ptr))
762 r_ptr->r_flags3 |= RF3_HURT_COLD;
765 else if (mult < 35) mult = 35;
769 if (r_ptr->flags3 & RF3_HURT_COLD)
771 if (mult < 50) mult = 50;
772 if (is_original_ap_and_seen(m_ptr))
774 r_ptr->r_flags3 |= RF3_HURT_COLD;
777 else if (mult < 25) mult = 25;
781 /* Lightning Eagle (Elec) */
782 if (mode == HISSATSU_ELEC)
784 /* Notice immunity */
785 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
787 if (is_original_ap_and_seen(m_ptr))
789 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
793 /* Otherwise, take the damage */
794 else if (have_flag(flgs, TR_BRAND_ELEC))
796 if (mult < 70) mult = 70;
800 if (mult < 50) mult = 50;
804 /* Bloody Maelstrom */
805 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(m_ptr->r_idx))
807 MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
808 if (mult < tmp) mult = tmp;
812 if (mode == HISSATSU_UNDEAD)
814 if (r_ptr->flags3 & RF3_UNDEAD)
816 if (is_original_ap_and_seen(m_ptr))
818 r_ptr->r_flags3 |= RF3_UNDEAD;
820 if (mult == 10) mult = 70;
821 else if (mult < 140) mult = MIN(140, mult + 60);
823 if (mult == 10) mult = 40;
824 else if (mult < 60) mult = MIN(60, mult + 30);
827 if (mult > 150) mult = 150;
833 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
834 * Extract the "total damage" from a given object hitting a given monster.
835 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
836 * @param tdam 現在算出途中のダメージ値
837 * @param m_ptr 目標モンスターの構造体参照ポインタ
839 * @param thrown 投擲処理ならばTRUEを指定する
840 * @return 総合的なスレイを加味したダメージ値
842 * Note that "flasks of oil" do NOT do fire damage, although they\n
843 * certainly could be made to do so. XXX XXX\n
845 * Note that most brands and slays are x3, except Slay Animal (x2),\n
846 * Slay Evil (x2), and Kill dragon (x5).\n
848 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
852 BIT_FLAGS flgs[TR_FLAG_SIZE];
853 object_flags(o_ptr, flgs);
854 torch_flags(o_ptr, flgs); /* torches has secret flags */
858 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
859 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
860 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
861 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
862 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
865 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
878 mult = mult_slaying(mult, flgs, m_ptr);
880 mult = mult_brand(mult, flgs, m_ptr);
882 if (p_ptr->pclass == CLASS_SAMURAI)
884 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
887 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
889 p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
890 p_ptr->redraw |= (PR_MANA);
891 mult = mult * 3 / 2 + 20;
894 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
899 if (mult > 150) mult = 150;
901 return (tdam * mult / 10);
905 * @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 /
906 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
907 * @param weight 矢弾の重量
908 * @param plus 武器の命中修正
909 * @param dam 現在算出中のダメージ値
910 * @param meichuu 打撃の基本命中力
911 * @param mode オプションフラグ
912 * @return クリティカル修正が入ったダメージ値
914 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
918 /* Extract "blow" power */
919 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
922 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
924 k = weight + randint1(650);
925 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
929 msg_print(_("手ごたえがあった!", "It was a good hit!"));
935 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
940 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
945 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
950 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
951 dam = ((7 * dam) / 2) + 25;
959 * @brief モンスター打撃のクリティカルランクを返す /
960 * Critical blow. All hits that do 95% of total possible damage,
961 * @param dice モンスター打撃のダイス数
962 * @param sides モンスター打撃の最大ダイス目
963 * @param dam プレイヤーに与えたダメージ
965 * and which also do at least 20 damage, or, sometimes, N damage.
966 * This is used only to determine "cuts" and "stuns".
968 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
971 int total = dice * sides;
973 /* Must do at least 95% of perfect */
974 if (dam < total * 19 / 20) return (0);
976 /* Weak blows rarely work */
977 if ((dam < 20) && (randint0(100) >= dam)) return (0);
980 if ((dam >= total) && (dam >= 40)) max++;
985 while (randint0(100) < 2) max++;
988 /* Critical damage */
989 if (dam > 45) return (6 + max);
990 if (dam > 33) return (5 + max);
991 if (dam > 25) return (4 + max);
992 if (dam > 18) return (3 + max);
993 if (dam > 11) return (2 + max);
998 * @brief モンスター打撃の命中を判定する /
999 * Determine if a monster attack against the player succeeds.
1000 * @param power 打撃属性毎の基本命中値
1001 * @param level モンスターのレベル
1002 * @param stun モンスターの朦朧値
1003 * @return TRUEならば命中判定
1005 * Always miss 5% of the time, Always hit 5% of the time.
1006 * Otherwise, match monster power against player armor.
1008 static int check_hit(int power, DEPTH level, int stun)
1013 if (stun && one_in_(2)) return FALSE;
1014 if (k < 10) return (k < 5);
1015 i = (power + (level * 3));
1017 ac = p_ptr->ac + p_ptr->to_a;
1018 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
1020 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1025 * @brief モンスターから敵モンスターへの命中判定
1026 * @param power 打撃属性による基本命中値
1027 * @param level 攻撃側モンスターのレベル
1028 * @param ac 目標モンスターのAC
1029 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1030 * @return 命中ならばTRUEを返す
1032 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1037 if (stun && one_in_(2)) return FALSE;
1038 if (k < 10) return (k < 5);
1039 i = (power + (level * 3));
1041 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1045 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
1046 static concptr desc_insult[] =
1057 "があなたをパラサイト呼ばわりした!",
1061 "insults your mother!",
1062 "gives you the finger!",
1065 "dances around you!",
1066 "makes obscene gestures!",
1068 "calls you a parasite!",
1069 "calls you a cyborg!"
1074 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
1075 static concptr desc_moan[] =
1079 "が彼の飼い犬を見なかったかと尋ねている。",
1080 "が縄張りから出て行けと言っている。",
1083 "seems sad about something.",
1084 "asks if you have seen his dogs.",
1085 "tells you to get off his land.",
1086 "mumbles something about mushrooms."
1092 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
1093 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
1094 * @param immune ダメージを回避できる免疫フラグ
1095 * @param flags_offset オーラフラグ配列の参照オフセット
1096 * @param r_flags_offset モンスターの耐性配列の参照オフセット
1097 * @param aura_flag オーラフラグ配列
1098 * @param dam_func ダメージ処理を行う関数の参照ポインタ
1099 * @param message オーラダメージを受けた際のメッセージ
1102 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1103 HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
1105 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1107 if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
1109 GAME_TEXT mon_name[MAX_NLEN];
1110 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1112 monster_desc(mon_name, m_ptr, MD_WRONGDOER_NAME);
1114 dam_func(aura_damage, mon_name, -1, TRUE);
1116 if (is_original_ap_and_seen(m_ptr))
1118 atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
1126 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
1127 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
1130 static void touch_zap_player(monster_type *m_ptr)
1132 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1133 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
1134 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1135 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
1136 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1137 elec_dam, _("電撃をくらった!", "You get zapped!"));
1141 * @brief プレイヤーの変異要素による打撃処理
1142 * @param m_idx 攻撃目標となったモンスターの参照ID
1143 * @param attack 変異要素による攻撃要素の種類
1144 * @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
1145 * @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
1148 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
1152 WEIGHT n_weight = 0;
1153 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1154 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1155 GAME_TEXT m_name[MAX_NLEN];
1157 int dice_num, dice_side;
1163 case MUT2_SCOR_TAIL:
1167 atk_desc = _("尻尾", "tail");
1174 atk_desc = _("角", "horns");
1181 atk_desc = _("クチバシ", "beak");
1188 atk_desc = _("象の鼻", "trunk");
1191 case MUT2_TENTACLES:
1195 atk_desc = _("触手", "tentacles");
1199 dice_num = dice_side = n_weight = 1;
1200 atk_desc = _("未定義の部位", "undefined body part");
1204 monster_desc(m_name, m_ptr, 0);
1206 /* Calculate the "attack quality" */
1207 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
1208 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1211 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1214 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
1216 k = damroll(dice_num, dice_side);
1217 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1219 /* Apply the player damage bonuses */
1222 /* No negative damage */
1225 /* Modify the damage */
1226 k = mon_damage_mod(m_ptr, k, FALSE);
1228 /* Complex message */
1229 msg_format_wizard(CHEAT_MONSTER,
1230 _("%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))"),
1231 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1233 /* Anger the monster */
1234 if (k > 0) anger_monster(m_ptr);
1236 /* Damage, check for fear and mdeath */
1239 case MUT2_SCOR_TAIL:
1240 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1241 *mdeath = (m_ptr->r_idx == 0);
1244 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1247 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1250 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1252 case MUT2_TENTACLES:
1253 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1256 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1259 touch_zap_player(m_ptr);
1265 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1270 * @brief プレイヤーの打撃処理サブルーチン /
1271 * Player attacks a (poor, defenseless) creature -RAK-
1274 * @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
1275 * @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
1276 * @param hand 攻撃を行うための武器を持つ手
1277 * @param mode 発動中の剣術ID
1280 * If no "weapon" is available, then "punch" the monster one time.
1282 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
1284 int num = 0, bonus, chance, vir;
1287 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1289 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1290 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1292 /* Access the weapon */
1293 object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
1295 GAME_TEXT m_name[MAX_NLEN];
1297 bool success_hit = FALSE;
1298 bool backstab = FALSE;
1299 bool vorpal_cut = FALSE;
1300 int chaos_effect = 0;
1301 bool stab_fleeing = FALSE;
1302 bool fuiuchi = FALSE;
1303 bool monk_attack = FALSE;
1304 bool do_quake = FALSE;
1306 bool drain_msg = TRUE;
1307 int drain_result = 0, drain_heal = 0;
1308 bool can_drain = FALSE;
1310 int drain_left = MAX_VAMPIRIC_DRAIN;
1311 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1312 bool is_human = (r_ptr->d_char == 'p');
1313 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1314 bool zantetsu_mukou, e_j_mukou;
1316 switch (p_ptr->pclass)
1320 if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1322 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1323 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1324 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1325 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1326 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1328 /* Can't backstab creatures that we can't see, right? */
1331 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1335 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1337 stab_fleeing = TRUE;
1343 case CLASS_FORCETRAINER:
1344 case CLASS_BERSERKER:
1345 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1349 if (!o_ptr->k_idx) /* Empty hand */
1351 if ((r_ptr->level + 10) > p_ptr->lev)
1353 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1355 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1356 p_ptr->skill_exp[GINOU_SUDE] += 40;
1357 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1358 p_ptr->skill_exp[GINOU_SUDE] += 5;
1359 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1360 p_ptr->skill_exp[GINOU_SUDE] += 1;
1361 else if ((p_ptr->lev > 34))
1362 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1363 p_ptr->update |= (PU_BONUS);
1367 else if (object_is_melee_weapon(o_ptr))
1369 if ((r_ptr->level + 10) > p_ptr->lev)
1371 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
1372 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + hand].sval;
1373 int now_exp = p_ptr->weapon_exp[tval][sval];
1374 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1377 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1378 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1379 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1380 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1381 p_ptr->weapon_exp[tval][sval] += amount;
1382 p_ptr->update |= (PU_BONUS);
1387 /* Disturb the monster */
1388 (void)set_monster_csleep(g_ptr->m_idx, 0);
1390 monster_desc(m_name, m_ptr, 0);
1392 /* Calculate the "attack quality" */
1393 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1394 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1395 if (mode == HISSATSU_IAI) chance += 60;
1396 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1397 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1399 vir = virtue_number(V_VALOUR);
1402 chance += (p_ptr->virtues[vir - 1] / 10);
1405 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1406 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1408 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1409 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
1410 else num_blow = p_ptr->num_blow[hand];
1412 /* Hack -- DOKUBARI always hit once */
1413 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1415 /* Attack once for each legal blow */
1416 while ((num++ < num_blow) && !p_ptr->is_dead)
1418 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1422 if (p_ptr->migite && p_ptr->hidarite)
1426 if (mode == HISSATSU_3DAN)
1431 success_hit = one_in_(n);
1433 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1434 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1436 if (mode == HISSATSU_MAJIN)
1439 success_hit = FALSE;
1445 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1449 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);
1450 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);
1451 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);
1452 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
1454 /* Hack -- bare hands do one damage */
1457 object_flags(o_ptr, flgs);
1459 /* Select a chaotic effect (50% chance) */
1460 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1463 chg_virtue(V_CHANCE, 1);
1465 if (randint1(5) < 3)
1467 /* Vampiric (20%) */
1470 else if (one_in_(250))
1475 else if (!one_in_(10))
1477 /* Confusion (26.892%) */
1480 else if (one_in_(2))
1482 /* Teleport away (1.494%) */
1487 /* Polymorph (1.494%) */
1492 /* Vampiric drain */
1493 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1495 /* Only drain "living" monsters */
1496 if (monster_living(m_ptr->r_idx))
1502 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
1504 else vorpal_cut = FALSE;
1508 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1510 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1511 int resist_stun = 0;
1514 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1515 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1516 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1517 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1518 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1521 if (p_ptr->special_defense & KAMAE_BYAKKO)
1522 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1523 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1525 else if (p_ptr->special_defense & KAMAE_GENBU)
1528 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1529 /* Attempt 'times' */
1530 for (times = 0; times < max_times; times++)
1534 ma_ptr = &ma_blows[randint0(MAX_MA)];
1535 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1536 else min_level = ma_ptr->min_level;
1537 } while ((min_level > p_ptr->lev) ||
1538 (randint1(p_ptr->lev) < ma_ptr->chance));
1540 /* keep the highest level attack available we found */
1541 if ((ma_ptr->min_level > old_ptr->min_level) &&
1542 !p_ptr->stun && !p_ptr->confused)
1546 if (p_ptr->wizard && cheat_xtra)
1548 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
1557 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1558 else min_level = ma_ptr->min_level;
1559 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1560 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1562 if (ma_ptr->effect == MA_KNEE)
1564 if (r_ptr->flags1 & RF1_MALE)
1566 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);
1568 special_effect = MA_KNEE;
1571 msg_format(ma_ptr->desc, m_name);
1574 else if (ma_ptr->effect == MA_SLOW)
1576 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1577 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1579 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);
1580 special_effect = MA_SLOW;
1582 else msg_format(ma_ptr->desc, m_name);
1588 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1591 msg_format(ma_ptr->desc, m_name);
1594 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1595 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
1597 weight += (P_PTR_KI / 30);
1598 if (weight > 20) weight = 20;
1601 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1603 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1605 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
1606 stun_effect = 7 + randint1(13);
1610 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1612 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1613 (randint1(p_ptr->lev) > r_ptr->level) &&
1616 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
1617 m_ptr->mspeed -= 10;
1621 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1623 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1625 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1627 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
1631 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
1637 /* Handle normal weapon */
1638 else if (o_ptr->k_idx)
1640 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1641 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1645 k *= (3 + (p_ptr->lev / 20));
1649 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
1651 else if (stab_fleeing)
1656 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1657 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1662 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1663 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1671 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1673 char chainsword_noise[1024];
1674 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1676 msg_print(chainsword_noise);
1680 if (o_ptr->name1 == ART_VORPAL_BLADE)
1682 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!"));
1686 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1689 /* Try to increase the damage */
1690 while (one_in_(vorpal_chance))
1695 k *= (HIT_POINT)mult;
1698 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
1700 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1706 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
1707 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
1708 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
1709 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
1710 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
1711 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
1712 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
1715 drain_result = drain_result * 3 / 2;
1719 drain_result += o_ptr->to_d;
1722 /* Apply the player damage bonuses */
1723 k += p_ptr->to_d[hand];
1724 drain_result += p_ptr->to_d[hand];
1726 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1727 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
1728 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1730 /* No negative damage */
1733 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
1740 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
1746 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
1750 if (mode == HISSATSU_MINEUCHI)
1752 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
1755 anger_monster(m_ptr);
1757 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
1760 if (MON_STUNNED(m_ptr))
1762 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
1767 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
1771 (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
1775 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
1779 /* Modify the damage */
1780 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))));
1781 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1783 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
1786 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
1790 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)))
1792 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
1793 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
1797 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
1799 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)))
1801 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
1803 k = MAX(k * 5, m_ptr->hp / 2);
1805 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
1810 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
1815 msg_format_wizard(CHEAT_MONSTER,
1816 _("%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,
1817 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1819 if (k <= 0) can_drain = FALSE;
1821 if (drain_result > m_ptr->hp)
1822 drain_result = m_ptr->hp;
1824 /* Damage, check for fear and death */
1825 if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
1828 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
1830 if (p_ptr->migite && p_ptr->hidarite)
1832 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
1833 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
1837 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1840 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1841 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...."));
1845 /* Anger the monster */
1846 if (k > 0) anger_monster(m_ptr);
1848 touch_zap_player(m_ptr);
1850 /* Are we draining it? A little note: If the monster is
1851 dead, the drain does not work... */
1853 if (can_drain && (drain_result > 0))
1855 if (o_ptr->name1 == ART_MURAMASA)
1859 HIT_PROB to_h = o_ptr->to_h;
1860 HIT_POINT to_d = o_ptr->to_d;
1864 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1868 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1871 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1873 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1881 if (drain_result > 5) /* Did we really hurt it? */
1883 drain_heal = damroll(2, drain_result / 6);
1886 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1890 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1895 if (drain_heal < drain_left)
1897 drain_left -= drain_heal;
1901 drain_heal = drain_left;
1907 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1911 drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
1913 hp_player(p_ptr, drain_heal);
1914 /* We get to keep some of it! */
1918 m_ptr->maxhp -= (k + 7) / 8;
1919 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1920 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1926 /* Confusion attack */
1927 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1929 /* Cancel glowing hands */
1930 if (p_ptr->special_attack & ATTACK_CONFUSE)
1932 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1933 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1934 p_ptr->redraw |= (PR_STATUS);
1938 /* Confuse the monster */
1939 if (r_ptr->flags3 & RF3_NO_CONF)
1941 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1942 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1945 else if (randint0(100) < r_ptr->level)
1947 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1951 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1952 (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1956 else if (chaos_effect == 4)
1958 bool resists_tele = FALSE;
1960 if (r_ptr->flagsr & RFR_RES_TELE)
1962 if (r_ptr->flags1 & RF1_UNIQUE)
1964 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1965 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1966 resists_tele = TRUE;
1968 else if (r_ptr->level > randint1(100))
1970 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1971 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1972 resists_tele = TRUE;
1978 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1979 teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1980 num = num_blow + 1; /* Can't hit it anymore! */
1985 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1987 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1988 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1990 if (polymorph_monster(y, x))
1992 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1998 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
2001 /* Hack -- Get new monster */
2002 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2004 /* Oops, we need a different name... */
2005 monster_desc(m_name, m_ptr, 0);
2007 /* Hack -- Get new race */
2008 r_ptr = &r_info[m_ptr->r_idx];
2011 else if (o_ptr->name1 == ART_G_HAMMER)
2013 monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2015 if (target_ptr->hold_o_idx)
2017 object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
2018 GAME_TEXT o_name[MAX_NLEN];
2020 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2021 q_ptr->held_m_idx = 0;
2022 q_ptr->marked = OM_TOUCHED;
2023 target_ptr->hold_o_idx = q_ptr->next_o_idx;
2024 q_ptr->next_o_idx = 0;
2025 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
2034 backstab = FALSE; /* Clumsy! */
2035 fuiuchi = FALSE; /* Clumsy! */
2037 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2039 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
2043 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
2044 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!"));
2045 object_flags(o_ptr, flgs_aux);
2047 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2050 switch (p_ptr->mimic_form)
2053 switch (p_ptr->prace)
2060 case RACE_BARBARIAN:
2064 case RACE_HALF_TROLL:
2065 case RACE_HALF_OGRE:
2066 case RACE_HALF_GIANT:
2067 case RACE_HALF_TITAN:
2075 case RACE_DRACONIAN:
2082 case MIMIC_DEMON_LORD:
2089 if (p_ptr->align < 0 && mult < 20)
2091 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2093 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2095 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2097 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2099 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2102 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
2104 p_ptr->csp -= (1 + (p_ptr->msp / 30));
2105 p_ptr->redraw |= (PR_MANA);
2106 mult = mult * 3 / 2 + 20;
2108 k *= (HIT_POINT)mult;
2112 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2116 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
2117 /* Try to increase the damage */
2123 k *= (HIT_POINT)mult;
2125 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2128 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
2134 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
2142 if (weak && !(*mdeath))
2144 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
2146 if (drain_left != MAX_VAMPIRIC_DRAIN)
2150 chg_virtue(V_UNLIFE, 1);
2153 /* Mega-Hack -- apply earthquake brand */
2156 earthquake(p_ptr->y, p_ptr->x, 10, 0);
2157 if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
2162 * @brief プレイヤーの打撃処理メインルーチン
2165 * @param mode 発動中の剣術ID
2166 * @return 実際に攻撃処理が行われた場合TRUEを返す。
2168 * If no "weapon" is available, then "punch" the monster one time.
2170 bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
2173 bool mdeath = FALSE;
2174 bool stormbringer = FALSE;
2176 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2177 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2178 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2179 GAME_TEXT m_name[MAX_NLEN];
2181 disturb(FALSE, TRUE);
2183 take_turn(p_ptr, 100);
2185 if (!p_ptr->migite && !p_ptr->hidarite &&
2186 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2188 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
2189 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
2193 monster_desc(m_name, m_ptr, 0);
2197 /* Auto-Recall if possible and visible */
2198 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2200 health_track(g_ptr->m_idx);
2203 if ((r_ptr->flags1 & RF1_FEMALE) &&
2204 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2206 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (p_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))
2208 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
2213 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2215 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
2219 /* Stop if friendly */
2220 if (!is_hostile(m_ptr) &&
2221 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2222 p_ptr->shero || !m_ptr->ml))
2224 if (p_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2225 if (p_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2228 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
2229 chg_virtue(V_INDIVIDUALISM, 1);
2230 chg_virtue(V_HONOUR, -1);
2231 chg_virtue(V_JUSTICE, -1);
2232 chg_virtue(V_COMPASSION, -1);
2234 else if (p_ptr->pclass != CLASS_BERSERKER)
2236 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
2238 chg_virtue(V_INDIVIDUALISM, 1);
2239 chg_virtue(V_HONOUR, -1);
2240 chg_virtue(V_JUSTICE, -1);
2241 chg_virtue(V_COMPASSION, -1);
2245 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
2252 /* Handle player fear */
2256 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
2258 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
2260 /* Disturb the monster */
2261 (void)set_monster_csleep(g_ptr->m_idx, 0);
2266 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2268 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2269 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2272 if (p_ptr->migite && p_ptr->hidarite)
2274 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))
2276 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2277 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2278 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2279 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2280 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2281 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2282 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2283 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2284 p_ptr->update |= (PU_BONUS);
2288 /* Gain riding experience */
2291 int cur = p_ptr->skill_exp[GINOU_RIDING];
2292 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2296 DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
2297 DEPTH targetlevel = r_ptr->level;
2300 if ((cur / 200 - 5) < targetlevel)
2303 /* Extra experience */
2304 if ((cur / 100) < ridinglevel)
2306 if ((cur / 100 + 15) < ridinglevel)
2307 inc += 1 + (ridinglevel - (cur / 100 + 15));
2312 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2313 p_ptr->update |= (PU_BONUS);
2317 p_ptr->riding_t_m_idx = g_ptr->m_idx;
2318 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2319 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2321 /* Mutations which yield extra 'natural' attacks */
2324 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2325 natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2326 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2327 natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2328 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2329 natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2330 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2331 natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2332 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2333 natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2336 /* Hack -- delay fear messages */
2337 if (fear && m_ptr->ml && !mdeath)
2341 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
2344 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2346 set_action(ACTION_NONE);
2353 * @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.
2354 * @param m_idx 打撃を行うモンスターのID
2355 * @return 実際に攻撃処理を行った場合TRUEを返す
2357 bool make_attack_normal(MONSTER_IDX m_idx)
2359 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2360 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2368 int do_cut, do_stun;
2372 GAME_TEXT o_name[MAX_NLEN];
2373 GAME_TEXT m_name[MAX_NLEN];
2374 GAME_TEXT ddesc[80];
2377 bool touched = FALSE, fear = FALSE, alive = TRUE;
2378 bool explode = FALSE;
2379 bool do_silly_attack = (one_in_(2) && p_ptr->image);
2380 HIT_POINT get_damage = 0;
2381 int abbreviate = 0; // 2回目以降の省略表現フラグ
2383 /* Not allowed to attack */
2384 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
2386 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
2388 /* ...nor if friendly */
2389 if (!is_hostile(m_ptr)) return FALSE;
2391 /* Extract the effective monster level */
2392 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2394 /* Get the monster name (or "it") */
2395 monster_desc(m_name, m_ptr, 0);
2397 monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
2399 if (p_ptr->special_defense & KATA_IAI)
2401 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);
2402 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
2405 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
2407 if (kawarimi(TRUE)) return TRUE;
2410 /* Assume no blink */
2413 /* Scan through all four blows */
2414 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
2416 bool obvious = FALSE;
2418 HIT_POINT power = 0;
2419 HIT_POINT damage = 0;
2423 /* Extract the attack infomation */
2424 int effect = r_ptr->blow[ap_cnt].effect;
2425 int method = r_ptr->blow[ap_cnt].method;
2426 int d_dice = r_ptr->blow[ap_cnt].d_dice;
2427 int d_side = r_ptr->blow[ap_cnt].d_side;
2429 if (!monster_is_valid(m_ptr)) break;
2431 /* Hack -- no more attacks */
2434 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
2440 /* Stop if player is dead or gone */
2441 if (!p_ptr->playing || p_ptr->is_dead) break;
2442 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
2444 /* Handle "leaving" */
2445 if (p_ptr->leaving) break;
2447 if (method == RBM_SHOOT) continue;
2449 /* Extract the attack "power" */
2450 power = mbe_info[effect].power;
2453 ac = p_ptr->ac + p_ptr->to_a;
2455 /* Monster hits player */
2456 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
2458 /* Always disturbing */
2459 disturb(TRUE, TRUE);
2462 /* Hack -- Apply "protection from evil" */
2463 if ((p_ptr->protevil > 0) &&
2464 (r_ptr->flags3 & RF3_EVIL) &&
2465 (p_ptr->lev >= rlev) &&
2466 ((randint0(100) + p_ptr->lev) > 50))
2468 /* Remember the Evil-ness */
2469 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
2472 if (abbreviate) msg_format("撃退した。");
2473 else msg_format("%^sは撃退された。", m_name);
2474 abbreviate = 1; /*2回目以降は省略 */
2476 msg_format("%^s is repelled.", m_name);
2480 /* Hack -- Next attack */
2485 /* Assume no cut or stun */
2486 do_cut = do_stun = 0;
2488 /* Describe the attack method */
2493 act = _("殴られた。", "hits you.");
2494 do_cut = do_stun = 1;
2502 act = _("触られた。", "touches you.");
2510 act = _("パンチされた。", "punches you.");
2519 act = _("蹴られた。", "kicks you.");
2528 act = _("ひっかかれた。", "claws you.");
2537 act = _("噛まれた。", "bites you.");
2546 act = _("刺された。", "stings you.");
2554 act = _("斬られた。", "slashes you.");
2563 act = _("角で突かれた。", "butts you.");
2572 act = _("体当たりされた。", "crushes you.");
2581 act = _("飲み込まれた。", "engulfs you.");
2590 act = _("は請求書をよこした。", "charges you.");
2592 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
2599 act = _("が体の上を這い回った。", "crawls on you.");
2607 act = _("よだれをたらされた。", "drools on you.");
2614 act = _("唾を吐かれた。", "spits on you.");
2622 act = _("は爆発した。", "explodes.");
2629 act = _("にらまれた。", "gazes at you.");
2635 act = _("泣き叫ばれた。", "wails at you.");
2642 act = _("胞子を飛ばされた。", "releases spores at you.");
2650 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
2656 act = _("金をせがまれた。", "begs you for money.");
2666 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
2676 act = desc_moan[randint0(4)];
2686 if (m_ptr->r_idx == MON_JAIAN)
2689 switch(randint1(15))
2694 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
2697 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
2700 act = "「♪の~び太スネ夫はメじゃないよ~~」";
2703 act = "「♪け~んかスポ~ツ~どんとこい~」";
2706 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
2709 act = "「♪ま~ちいちば~んのに~んきもの~~」";
2712 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
2715 act = "「♪きはやさし~くて~ち~からもち~」";
2718 act = "「♪かお~も~~スタイルも~バツグンさ~」";
2721 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
2724 act = "「♪ド~ラもドラミもメじゃないよ~~」";
2727 act = "「♪よじげんぽけっと~な~くたって~」";
2730 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
2734 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
2740 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
2742 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.'");
2752 if (do_silly_attack)
2757 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
2760 if (abbreviate == 0)
2761 msg_format("%^sに%s", m_name, act);
2762 else if (abbreviate == 1)
2763 msg_format("%s", act);
2764 else /* if (abbreviate == -1) */
2765 msg_format("%^s%s", m_name, act);
2766 abbreviate = 1;/*2回目以降は省略 */
2768 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
2772 /* Hack -- assume all attacks are obvious */
2775 /* Roll out the damage */
2776 damage = damroll(d_dice, d_side);
2779 * Skip the effect when exploding, since the explosion
2780 * already causes the effect.
2782 if(explode) damage = 0;
2783 /* Apply appropriate damage */
2793 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
2795 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
2797 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
2798 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
2799 tmp_damage = MAX(damage, tmp_damage*2);
2801 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2805 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2808 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2809 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2817 /* Take "poison" effect */
2818 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
2820 if (set_poisoned(p_ptr, p_ptr->poisoned + randint1(rlev) + 5))
2826 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2828 /* Learn about the player */
2829 update_smart_learn(m_idx, DRS_POIS);
2838 /* Allow complete resist */
2839 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2841 /* Apply disenchantment */
2842 if (apply_disenchant(0))
2844 /* Hack -- Update AC */
2845 update_creature(p_ptr);
2850 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2852 /* Learn about the player */
2853 update_smart_learn(m_idx, DRS_DISEN);
2860 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2862 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2865 for (k = 0; k < 10; k++)
2868 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2870 /* Obtain the item */
2871 o_ptr = &p_ptr->inventory_list[i];
2872 if (!o_ptr->k_idx) continue;
2874 /* Drain charged wands/staffs */
2875 if (((o_ptr->tval == TV_STAFF) ||
2876 (o_ptr->tval == TV_WAND)) &&
2879 /* Calculate healed hitpoints */
2880 int heal=rlev * o_ptr->pval;
2881 if( o_ptr->tval == TV_STAFF)
2882 heal *= o_ptr->number;
2884 /* Don't heal more than max hp */
2885 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2887 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2891 /* Heal the monster */
2892 m_ptr->hp += (HIT_POINT)heal;
2894 /* Redraw (later) if needed */
2895 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2896 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2901 /* Combine / Reorder the pack */
2902 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2903 p_ptr->window |= (PW_INVEN);
2914 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2916 /* Confused monsters cannot steal successfully. -LM-*/
2917 if (MON_CONFUSED(m_ptr)) break;
2919 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2923 /* Saving throw (unless paralyzed) based on dex and level */
2924 if (!p_ptr->paralyzed &&
2925 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2928 /* Saving throw message */
2929 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2931 /* Occasional blink anyway */
2932 if (randint0(3)) blinked = TRUE;
2938 gold = (p_ptr->au / 10) + randint1(25);
2939 if (gold < 2) gold = 2;
2940 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2941 if (gold > p_ptr->au) gold = p_ptr->au;
2945 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2949 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2950 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2951 chg_virtue(V_SACRIFICE, 1);
2955 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2956 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2957 chg_virtue(V_SACRIFICE, 2);
2961 p_ptr->redraw |= (PR_GOLD);
2963 p_ptr->window |= (PW_PLAYER);
2974 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2976 /* Confused monsters cannot steal successfully. -LM-*/
2977 if (MON_CONFUSED(m_ptr)) break;
2979 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2981 /* Saving throw (unless paralyzed) based on dex and level */
2982 if (!p_ptr->paralyzed &&
2983 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2986 /* Saving throw message */
2987 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2989 /* Occasional "blink" anyway */
2996 for (k = 0; k < 10; k++)
3001 i = (INVENTORY_IDX)randint0(INVEN_PACK);
3003 /* Obtain the item */
3004 o_ptr = &p_ptr->inventory_list[i];
3005 if (!o_ptr->k_idx) continue;
3007 /* Skip artifacts */
3008 if (object_is_artifact(o_ptr)) continue;
3010 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3013 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
3015 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
3017 chg_virtue(V_SACRIFICE, 1);
3024 j_ptr = ¤t_floor_ptr->o_list[o_idx];
3025 object_copy(j_ptr, o_ptr);
3030 /* Hack -- If a rod or wand, allocate total
3031 * maximum timeouts or charges between those
3032 * stolen and those missed. -LM-
3034 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3036 j_ptr->pval = o_ptr->pval / o_ptr->number;
3037 o_ptr->pval -= j_ptr->pval;
3041 j_ptr->marked = OM_TOUCHED;
3043 /* Memorize monster */
3044 j_ptr->held_m_idx = m_idx;
3047 j_ptr->next_o_idx = m_ptr->hold_o_idx;
3050 m_ptr->hold_o_idx = o_idx;
3053 /* Steal the items */
3054 inven_item_increase(i, -1);
3055 inven_item_optimize(i);
3070 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3072 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3074 /* Steal some food */
3075 for (k = 0; k < 10; k++)
3077 /* Pick an item from the pack */
3078 i = (INVENTORY_IDX)randint0(INVEN_PACK);
3080 o_ptr = &p_ptr->inventory_list[i];
3081 if (!o_ptr->k_idx) continue;
3083 /* Skip non-food objects */
3084 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
3086 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3089 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" : ""));
3091 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
3094 /* Steal the items */
3095 inven_item_increase(i, -1);
3096 inven_item_optimize(i);
3108 /* Access the lite */
3109 o_ptr = &p_ptr->inventory_list[INVEN_LITE];
3110 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3112 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3115 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
3118 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
3119 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
3123 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
3127 p_ptr->window |= (PW_EQUIP);
3137 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
3138 get_damage += acid_dam(damage, ddesc, -1, FALSE);
3139 update_creature(p_ptr);
3140 update_smart_learn(m_idx, DRS_ACID);
3148 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
3149 get_damage += elec_dam(damage, ddesc, -1, FALSE);
3150 update_smart_learn(m_idx, DRS_ELEC);
3158 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
3159 get_damage += fire_dam(damage, ddesc, -1, FALSE);
3160 update_smart_learn(m_idx, DRS_FIRE);
3168 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
3169 get_damage += cold_dam(damage, ddesc, -1, FALSE);
3170 update_smart_learn(m_idx, DRS_COLD);
3176 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3177 if (p_ptr->is_dead) break;
3179 /* Increase "blind" */
3180 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
3182 if (set_blind(p_ptr, p_ptr->blind + 10 + randint1(rlev)))
3185 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
3193 /* Learn about the player */
3194 update_smart_learn(m_idx, DRS_BLIND);
3202 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3204 if (p_ptr->is_dead) break;
3206 /* Increase "confused" */
3207 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
3209 if (set_confused(p_ptr, p_ptr->confused + 3 + randint1(rlev)))
3215 /* Learn about the player */
3216 update_smart_learn(m_idx, DRS_CONF);
3223 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3225 if (p_ptr->is_dead) break;
3227 /* Increase "afraid" */
3228 if (CHECK_MULTISHADOW())
3232 else if (p_ptr->resist_fear)
3234 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
3237 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
3239 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
3244 if (set_afraid(p_ptr, p_ptr->afraid + 3 + randint1(rlev)))
3250 /* Learn about the player */
3251 update_smart_learn(m_idx, DRS_FEAR);
3258 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3260 if (p_ptr->is_dead) break;
3262 /* Increase "paralyzed" */
3263 if (CHECK_MULTISHADOW())
3267 else if (p_ptr->free_act)
3269 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
3272 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
3274 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
3279 if (!p_ptr->paralyzed)
3281 if (set_paralyzed(3 + randint1(rlev)))
3288 /* Learn about the player */
3289 update_smart_learn(m_idx, DRS_FREE);
3296 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3298 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3299 if (do_dec_stat(p_ptr, A_STR)) obvious = TRUE;
3306 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3308 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3309 if (do_dec_stat(p_ptr, A_INT)) obvious = TRUE;
3316 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3318 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3319 if (do_dec_stat(p_ptr, A_WIS)) obvious = TRUE;
3326 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3328 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3329 if (do_dec_stat(p_ptr, A_DEX)) obvious = TRUE;
3336 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3338 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3339 if (do_dec_stat(p_ptr, A_CON)) obvious = TRUE;
3346 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3348 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3349 if (do_dec_stat(p_ptr, A_CHR)) obvious = TRUE;
3356 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3358 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3360 /* Damage (stats) */
3361 if (do_dec_stat(p_ptr, A_STR)) obvious = TRUE;
3362 if (do_dec_stat(p_ptr, A_DEX)) obvious = TRUE;
3363 if (do_dec_stat(p_ptr, A_CON)) obvious = TRUE;
3364 if (do_dec_stat(p_ptr, A_INT)) obvious = TRUE;
3365 if (do_dec_stat(p_ptr, A_WIS)) obvious = TRUE;
3366 if (do_dec_stat(p_ptr, A_CHR)) obvious = TRUE;
3375 /* Hack -- Reduce damage based on the player armor class */
3376 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
3378 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3380 /* Radius 8 earthquake centered at the monster */
3381 if (damage > 23 || explode)
3383 earthquake(m_ptr->fy, m_ptr->fx, 8, m_idx);
3391 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3395 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3397 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3399 (void)drain_exp(d, d / 10, 95);
3405 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3409 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3411 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3413 (void)drain_exp(d, d / 10, 90);
3419 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3423 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3425 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3427 (void)drain_exp(d, d / 10, 75);
3433 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3437 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3439 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3441 (void)drain_exp(d, d / 10, 50);
3447 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3449 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3451 /* Take "poison" effect */
3452 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
3454 if (set_poisoned(p_ptr, p_ptr->poisoned + randint1(rlev) + 5))
3460 /* Damage CON (10% chance)*/
3461 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
3463 /* 1% chance for perm. damage */
3464 bool perm = one_in_(10);
3465 if (dec_stat(p_ptr, A_CON, randint1(10), perm))
3467 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
3477 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
3479 switch (randint1(10))
3481 case 1: case 2: case 3: case 4: case 5:
3483 if (p_ptr->prace == RACE_ANDROID) break;
3484 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
3485 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
3489 case 6: case 7: case 8: case 9:
3491 int stat = randint0(6);
3496 case A_STR: act = "強く"; break;
3497 case A_INT: act = "聡明で"; break;
3498 case A_WIS: act = "賢明で"; break;
3499 case A_DEX: act = "器用で"; break;
3500 case A_CON: act = "健康で"; break;
3501 case A_CHR: act = "美しく"; break;
3503 case A_STR: act = "strong"; break;
3504 case A_INT: act = "bright"; break;
3505 case A_WIS: act = "wise"; break;
3506 case A_DEX: act = "agile"; break;
3507 case A_CON: act = "hale"; break;
3508 case A_CHR: act = "beautiful"; break;
3513 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);
3514 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
3515 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
3516 p_ptr->update |= (PU_BONUS);
3522 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..."));
3524 for (k = 0; k < A_MAX; k++)
3526 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
3527 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
3529 p_ptr->update |= (PU_BONUS);
3534 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3540 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3545 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3547 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3549 resist_drain = !drain_exp(d, d / 10, 50);
3551 /* Heal the attacker? */
3552 if (p_ptr->mimic_form)
3554 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
3555 resist_drain = TRUE;
3559 switch (p_ptr->prace)
3568 resist_drain = TRUE;
3573 if ((damage > 5) && !resist_drain)
3575 bool did_heal = FALSE;
3577 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
3580 m_ptr->hp += damroll(4, damage / 6);
3581 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3583 /* Redraw (later) if needed */
3584 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3585 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3587 /* Special message */
3588 if (m_ptr->ml && did_heal)
3590 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
3600 if (CHECK_MULTISHADOW())
3602 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!"));
3608 p_ptr->csp -= damage;
3612 p_ptr->csp_frac = 0;
3615 p_ptr->redraw |= (PR_MANA);
3618 /* Learn about the player */
3619 update_smart_learn(m_idx, DRS_MANA);
3625 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3627 if (p_ptr->is_dead) break;
3629 /* Decrease speed */
3630 if (CHECK_MULTISHADOW())
3636 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
3646 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3648 if (p_ptr->is_dead) break;
3650 /* Decrease speed */
3651 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
3657 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3667 /* Hack -- only one of cut or stun */
3668 if (do_cut && do_stun)
3671 if (randint0(100) < 50)
3688 /* Critical hit (zero if non-critical) */
3689 tmp = monster_critical(d_dice, d_side, damage);
3691 /* Roll for damage */
3694 case 0: cut_plus = 0; break;
3695 case 1: cut_plus = randint1(5); break;
3696 case 2: cut_plus = randint1(5) + 5; break;
3697 case 3: cut_plus = randint1(20) + 20; break;
3698 case 4: cut_plus = randint1(50) + 50; break;
3699 case 5: cut_plus = randint1(100) + 100; break;
3700 case 6: cut_plus = 300; break;
3701 default: cut_plus = 500; break;
3705 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
3713 /* Critical hit (zero if non-critical) */
3714 tmp = monster_critical(d_dice, d_side, damage);
3716 /* Roll for damage */
3719 case 0: stun_plus = 0; break;
3720 case 1: stun_plus = randint1(5); break;
3721 case 2: stun_plus = randint1(5) + 10; break;
3722 case 3: stun_plus = randint1(10) + 20; break;
3723 case 4: stun_plus = randint1(15) + 30; break;
3724 case 5: stun_plus = randint1(20) + 40; break;
3725 case 6: stun_plus = 80; break;
3726 default: stun_plus = 150; break;
3729 /* Apply the stun */
3730 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
3735 sound(SOUND_EXPLODE);
3737 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3746 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
3748 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3750 HIT_POINT dam = damroll(2, 6);
3752 /* Modify the damage */
3753 dam = mon_damage_mod(m_ptr, dam, FALSE);
3755 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
3757 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
3765 if (is_original_ap_and_seen(m_ptr))
3766 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3770 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
3772 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3774 HIT_POINT dam = damroll(2, 6);
3776 /* Modify the damage */
3777 dam = mon_damage_mod(m_ptr, dam, FALSE);
3779 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
3780 if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
3788 if (is_original_ap_and_seen(m_ptr))
3789 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3793 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3795 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3797 HIT_POINT dam = damroll(2, 6);
3799 /* Modify the damage */
3800 dam = mon_damage_mod(m_ptr, dam, FALSE);
3802 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
3803 if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
3811 if (is_original_ap_and_seen(m_ptr))
3812 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3817 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3819 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3821 HIT_POINT dam = damroll(2, 6);
3823 /* Modify the damage */
3824 dam = mon_damage_mod(m_ptr, dam, FALSE);
3826 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
3827 if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
3835 if (is_original_ap_and_seen(m_ptr))
3836 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3839 if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
3841 teleport_player(10, 0L);
3845 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3847 if (r_ptr->flags3 & RF3_EVIL)
3849 if (!(r_ptr->flagsr & RFR_RES_ALL))
3851 HIT_POINT dam = damroll(2, 6);
3853 /* Modify the damage */
3854 dam = mon_damage_mod(m_ptr, dam, FALSE);
3856 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
3857 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3862 if (is_original_ap_and_seen(m_ptr))
3863 r_ptr->r_flags3 |= RF3_EVIL;
3867 if (is_original_ap_and_seen(m_ptr))
3868 r_ptr->r_flagsr |= RFR_RES_ALL;
3873 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3875 if (!(r_ptr->flagsr & RFR_RES_ALL))
3877 HIT_POINT dam = damroll(2, 6);
3879 /* Modify the damage */
3880 dam = mon_damage_mod(m_ptr, dam, FALSE);
3882 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);
3883 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3891 if (is_original_ap_and_seen(m_ptr))
3892 r_ptr->r_flagsr |= RFR_RES_ALL;
3896 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3899 object_type *o_armed_ptr = &p_ptr->inventory_list[INVEN_RARM];
3901 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3903 if (o_armed_ptr->k_idx)
3905 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3906 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3909 /* Cursed armor makes damages doubled */
3910 o_armed_ptr = &p_ptr->inventory_list[INVEN_BODY];
3911 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3913 /* Modify the damage */
3914 dam = mon_damage_mod(m_ptr, dam, FALSE);
3916 msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
3917 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3922 else /* monster does not dead */
3925 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3926 EFFECT_ID typ[4][2] = {
3927 { INVEN_HEAD, GF_OLD_CONF },
3928 { INVEN_LARM, GF_OLD_SLEEP },
3929 { INVEN_HANDS, GF_TURN_ALL },
3930 { INVEN_FEET, GF_OLD_SLOW }
3933 /* Some cursed armours gives an extra effect */
3934 for (j = 0; j < 4; j++)
3936 o_armed_ptr = &p_ptr->inventory_list[typ[j][0]];
3937 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3938 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3944 if (is_original_ap_and_seen(m_ptr))
3945 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3951 /* Monster missed player */
3954 /* Analyze failed attacks */
3970 /* Visible monsters */
3973 disturb(TRUE, TRUE);
3977 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3979 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);
3980 abbreviate = 1;/*2回目以降は省略 */
3982 msg_format("%^s misses you.", m_name);
3987 /* Gain shield experience */
3988 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
3990 int cur = p_ptr->skill_exp[GINOU_SHIELD];
3991 int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
3995 DEPTH targetlevel = r_ptr->level;
3999 /* Extra experience */
4000 if ((cur / 100) < targetlevel)
4002 if ((cur / 100 + 15) < targetlevel)
4003 inc += 1 + (targetlevel - (cur / 100 + 15));
4008 p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
4009 p_ptr->update |= (PU_BONUS);
4020 /* Analyze "visible" monsters only */
4021 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
4023 /* Count "obvious" attacks (and ones that cause damage) */
4024 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
4026 /* Count attacks of this type */
4027 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
4029 r_ptr->r_blows[ap_cnt]++;
4034 if (p_ptr->riding && damage)
4036 char m_steed_name[MAX_NLEN];
4037 monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
4038 if (rakuba((damage > 200) ? 200 : damage, FALSE))
4040 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
4044 if (p_ptr->special_defense & NINJA_KAWARIMI)
4046 if (kawarimi(FALSE)) return TRUE;
4050 /* Hex - revenge damage stored */
4051 revenge_store(get_damage);
4053 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
4054 && get_damage > 0 && !p_ptr->is_dead)
4057 msg_format("攻撃が%s自身を傷つけた!", m_name);
4059 GAME_TEXT m_name_self[80];
4062 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
4064 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
4066 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
4067 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
4070 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
4072 char m_target_name[MAX_NLEN];
4073 monster_desc(m_target_name, m_ptr, 0);
4076 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
4077 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
4079 p_ptr->redraw |= (PR_MANA);
4083 if (blinked && alive && !p_ptr->is_dead)
4085 if (teleport_barrier(m_idx))
4087 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."));
4091 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
4092 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
4097 /* Always notice cause of death */
4098 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4103 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
4106 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
4109 if (p_ptr->special_defense & KATA_IAI)
4111 set_action(ACTION_NONE);
4114 /* Assume we attacked */
4119 #define BLOW_EFFECT_TYPE_NONE 0
4120 #define BLOW_EFFECT_TYPE_FEAR 1
4121 #define BLOW_EFFECT_TYPE_SLEEP 2
4122 #define BLOW_EFFECT_TYPE_HEAL 3
4125 * @brief モンスターから敵モンスターへの打撃攻撃処理
4126 * @param m_idx 攻撃側モンスターの参照ID
4127 * @param t_idx 目標側モンスターの参照ID
4128 * @return 実際に打撃処理が行われた場合TRUEを返す
4130 bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
4132 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4133 monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
4135 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4136 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
4138 ARMOUR_CLASS ap_cnt;
4142 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
4143 char temp[MAX_NLEN];
4145 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
4146 POSITION y_saver = t_ptr->fy;
4147 POSITION x_saver = t_ptr->fx;
4150 bool see_m = is_seen(m_ptr);
4151 bool see_t = is_seen(t_ptr);
4152 bool see_either = see_m || see_t;
4154 /* Can the player be aware of this attack? */
4155 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
4156 bool do_silly_attack = (one_in_(2) && p_ptr->image);
4158 /* Cannot attack self */
4159 if (m_idx == t_idx) return FALSE;
4161 /* Not allowed to attack */
4162 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
4164 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
4169 /* Extract the effective monster level */
4170 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
4172 monster_desc(m_name, m_ptr, 0);
4173 monster_desc(t_name, t_ptr, 0);
4175 /* Assume no blink */
4178 if (!see_either && known)
4180 current_floor_ptr->monster_noise = TRUE;
4183 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
4185 /* Scan through all four blows */
4186 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
4188 bool obvious = FALSE;
4190 HIT_POINT power = 0;
4191 HIT_POINT damage = 0;
4195 /* Extract the attack infomation */
4196 int effect = r_ptr->blow[ap_cnt].effect;
4197 int method = r_ptr->blow[ap_cnt].method;
4198 int d_dice = r_ptr->blow[ap_cnt].d_dice;
4199 int d_side = r_ptr->blow[ap_cnt].d_side;
4201 if (!monster_is_valid(m_ptr)) break;
4203 /* Stop attacking if the target dies! */
4204 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
4207 /* Hack -- no more attacks */
4210 if (method == RBM_SHOOT) continue;
4212 /* Extract the attack "power" */
4213 power = mbe_info[effect].power;
4216 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
4218 (void)set_monster_csleep(t_idx, 0);
4222 /* Redraw the health bar */
4223 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
4224 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
4227 /* Describe the attack method */
4232 act = _("%sを殴った。", "hits %s.");
4239 act = _("%sを触った。", "touches %s.");
4246 act = _("%sをパンチした。", "punches %s.");
4253 act = _("%sを蹴った。", "kicks %s.");
4260 act = _("%sをひっかいた。", "claws %s.");
4267 act = _("%sを噛んだ。", "bites %s.");
4274 act = _("%sを刺した。", "stings %s.");
4281 act = _("%sを斬った。", "slashes %s.");
4287 act = _("%sを角で突いた。", "butts %s.");
4294 act = _("%sに体当りした。", "crushes %s.");
4301 act = _("%sを飲み込んだ。", "engulfs %s.");
4308 act = _("%sに請求書をよこした。", "charges %s.");
4315 act = _("%sの体の上を這い回った。", "crawls on %s.");
4322 act = _("%sによだれをたらした。", "drools on %s.");
4329 act = _("%sに唾を吐いた。", "spits on %s.");
4336 if (see_either) disturb(TRUE, TRUE);
4337 act = _("爆発した。", "explodes.");
4345 act = _("%sをにらんだ。", "gazes at %s.");
4352 act = _("%sに泣きついた。", "wails at %s.");
4359 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
4366 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
4373 act = _("%sに金をせがんだ。", "begs %s for money.");
4380 act = _("%sを侮辱した。", "insults %s.");
4387 act = _("%sにむかってうめいた。", "moans at %s.");
4394 act = _("%sにむかって歌った。", "sings to %s.");
4400 if (act && see_either)
4403 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
4404 strfmt(temp, act, t_name);
4405 msg_format("%^sは%s", m_name, temp);
4407 if (do_silly_attack)
4409 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
4410 strfmt(temp, "%s %s.", act, t_name);
4412 else strfmt(temp, act, t_name);
4413 msg_format("%^s %s", m_name, temp);
4417 /* Hack -- assume all attacks are obvious */
4420 /* Roll out the damage */
4421 damage = damroll(d_dice, d_side);
4423 /* Assume no effect */
4424 effect_type = BLOW_EFFECT_TYPE_NONE;
4428 /* Apply appropriate damage */
4437 if ((randint1(rlev * 2 + 250) > (ac + 200)) || one_in_(13))
4439 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
4440 damage = MAX(damage, tmp_damage * 2);
4447 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
4462 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
4498 effect_type = BLOW_EFFECT_TYPE_FEAR;
4502 effect_type = BLOW_EFFECT_TYPE_SLEEP;
4506 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
4507 if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8, m_idx);
4522 pt = GF_HYPODYNAMIA;
4523 effect_type = BLOW_EFFECT_TYPE_HEAL;
4541 /* Do damage if not exploding */
4544 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
4545 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4548 switch (effect_type)
4550 case BLOW_EFFECT_TYPE_FEAR:
4551 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
4552 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4555 case BLOW_EFFECT_TYPE_SLEEP:
4556 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
4557 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4560 case BLOW_EFFECT_TYPE_HEAL:
4561 if ((monster_living(m_idx)) && (damage > 2))
4563 bool did_heal = FALSE;
4565 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
4568 m_ptr->hp += damroll(4, damage / 6);
4569 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
4571 /* Redraw (later) if needed */
4572 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4573 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4575 /* Special message */
4576 if (see_m && did_heal)
4578 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
4587 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
4589 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4593 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
4595 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
4596 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
4597 damroll(1 + ((tr_ptr->level) / 26),
4598 1 + ((tr_ptr->level) / 17)),
4599 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4603 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
4608 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
4610 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
4614 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
4616 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
4617 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
4618 damroll(1 + ((tr_ptr->level) / 26),
4619 1 + ((tr_ptr->level) / 17)),
4620 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4624 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
4629 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
4631 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
4635 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
4637 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
4638 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
4639 damroll(1 + ((tr_ptr->level) / 26),
4640 1 + ((tr_ptr->level) / 17)),
4641 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
4645 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
4652 /* Monster missed player */
4655 /* Analyze failed attacks */
4671 (void)set_monster_csleep(t_idx, 0);
4673 /* Visible monsters */
4677 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
4679 msg_format("%^s misses %s.", m_name, t_name);
4689 /* Analyze "visible" monsters only */
4690 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
4692 /* Count "obvious" attacks (and ones that cause damage) */
4693 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
4695 /* Count attacks of this type */
4696 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
4698 r_ptr->r_blows[ap_cnt]++;
4706 sound(SOUND_EXPLODE);
4708 /* Cancel Invulnerability */
4709 (void)set_monster_invulner(m_idx, 0, FALSE);
4710 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
4715 if (blinked && m_ptr->r_idx)
4717 if (teleport_barrier(m_idx))
4721 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."));
4725 current_floor_ptr->monster_noise = TRUE;
4732 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
4736 current_floor_ptr->monster_noise = TRUE;
4739 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
4749 * @brief モンスターが敵モンスターに行う打撃処理 /
4750 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
4751 * @param m_idx 目標となるモンスターの参照ID
4753 * @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
4754 * @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
4755 * @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)
4756 * @param who 打撃を行ったモンスターの参照ID
4759 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
4761 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4762 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4763 GAME_TEXT m_name[160];
4764 bool seen = is_seen(m_ptr);
4766 /* Can the player be aware of this attack? */
4767 bool known = (m_ptr->cdis <= MAX_SIGHT);
4769 monster_desc(m_name, m_ptr, 0);
4771 /* Redraw (later) if needed */
4774 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4775 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4778 (void)set_monster_csleep(m_idx, 0);
4780 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
4782 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
4786 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
4791 if (r_ptr->flagsr & RFR_RES_ALL)
4796 if ((dam == 0) && one_in_(3)) dam = 1;
4802 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
4811 /* It is dead now... or is it? */
4814 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
4815 (r_ptr->flags7 & RF7_NAZGUL)) &&
4823 if (!monster_living(m_ptr->r_idx))
4825 sound(SOUND_N_KILL);
4836 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
4837 /* Unseen death by normal attack */
4840 current_floor_ptr->monster_noise = TRUE;
4842 /* Death by special attack */
4845 msg_format(_("%^s%s", "%^s%s"), m_name, note);
4847 /* Death by normal attack -- nonliving monster */
4848 else if (!monster_living(m_ptr->r_idx))
4850 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
4852 /* Death by normal attack -- living monster */
4855 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
4859 monster_gain_exp(who, m_ptr->r_idx);
4860 monster_death(m_idx, FALSE);
4861 delete_monster_idx(m_idx);
4866 /* Monster is dead */
4875 /* Mega-Hack -- Pain cancels fear */
4876 if (MON_MONFEAR(m_ptr) && (dam > 0))
4879 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
4886 /* Sometimes a monster gets scared by damage */
4887 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
4889 /* Percentage of fully healthy */
4890 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
4893 * Run (sometimes) if at 10% or less of max hit points,
4894 * or (usually) when hit for half its current hit points
4896 if (((percentage <= 10) && (randint0(10) < percentage)) ||
4897 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
4899 /* Hack -- note fear */
4902 /* Hack -- Add some timed fear */
4903 (void)set_monster_monfear(m_idx, (randint1(10) +
4904 (((dam >= m_ptr->hp) && (percentage > 7)) ?
4905 20 : ((11 - percentage) * 5))));
4909 #endif /* ALLOW_FEAR */
4911 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
4913 if (is_pet(¤t_floor_ptr->m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
4915 set_target(m_ptr, current_floor_ptr->m_list[who].fy, current_floor_ptr->m_list[who].fx);
4919 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
4921 monster_desc(m_name, m_ptr, 0);
4923 if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
4924 if (rakuba((dam > 200) ? 200 : dam, FALSE))
4926 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);