3 * @brief 打撃処理 / Melee process.
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
17 #include "player-damage.h"
18 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "monster-status.h"
23 #include "player-status.h"
24 #include "realm-hex.h"
25 #include "object-hook.h"
27 #include "player-move.h"
32 * @brief プレイヤーからモンスターへの打撃命中判定 /
33 * Determine if the player "hits" a monster (normal combat).
36 * @param visible 目標を視界に捕らえているならばTRUEを指定
37 * @return 命中と判定された場合TRUEを返す
38 * @note Always miss 5%, always hit 5%, otherwise random.
40 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
42 if (!visible) chance = (chance + 1) / 2;
43 return hit_chance(chance, ac) >= randint1(100);
47 * @brief モンスターへの命中率の計算
52 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
54 PERCENTAGE chance = 5, chance_left = 90;
55 if(reli <= 0) return 5;
56 if(p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
57 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
58 if (chance < 5) chance = 5;
63 * @brief プレイヤー攻撃の種族スレイング倍率計算
64 * @param mult 算出前の基本倍率(/10倍)
65 * @param flgs スレイフラグ配列
66 * @param m_ptr 目標モンスターの構造体参照ポインタ
67 * @return スレイング加味後の倍率(/10倍)
69 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
71 static const struct slay_table_t {
73 BIT_FLAGS affect_race_flag;
78 #define OFFSET(X) offsetof(monster_race, X)
79 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
80 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
81 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
82 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
83 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
84 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
85 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
86 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
87 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
88 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
89 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
90 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
91 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
92 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
93 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
94 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
95 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
96 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
97 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
98 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
102 monster_race* r_ptr = &r_info[m_ptr->r_idx];
104 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
106 const struct slay_table_t* p = &slay_table[i];
108 if ((have_flag(flgs, p->slay_flag)) &&
109 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
111 if (is_original_ap_and_seen(m_ptr))
113 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
116 mult = MAX(mult, p->slay_mult);
124 * @brief プレイヤー攻撃の属性スレイング倍率計算
125 * @param mult 算出前の基本倍率(/10倍)
126 * @param flgs スレイフラグ配列
127 * @param m_ptr 目標モンスターの構造体参照ポインタ
128 * @return スレイング加味後の倍率(/10倍)
130 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
132 static const struct brand_table_t {
134 BIT_FLAGS resist_mask;
137 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
138 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
139 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
140 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
141 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
144 monster_race* r_ptr = &r_info[m_ptr->r_idx];
146 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
148 const struct brand_table_t* p = &brand_table[i];
150 if (have_flag(flgs, p->brand_flag))
152 /* Notice immunity */
153 if (r_ptr->flagsr & p->resist_mask)
155 if (is_original_ap_and_seen(m_ptr))
157 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
161 /* Otherwise, take the damage */
162 else if (r_ptr->flags3 & p->hurt_flag)
164 if (is_original_ap_and_seen(m_ptr))
166 r_ptr->r_flags3 |= p->hurt_flag;
169 mult = MAX(mult, 50);
173 mult = MAX(mult, 25);
182 * @brief 剣術のスレイ倍率計算を行う /
183 * Calcurate magnification of hissatsu technics
184 * @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)
185 * @param flgs 剣術に使用する武器のスレイフラグ配列
186 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
187 * @param mode 剣術のスレイ型ID
188 * @return スレイの倍率(/10倍)
190 static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
192 monster_race *r_ptr = &r_info[m_ptr->r_idx];
194 /* Burning Strike (Fire) */
195 if (mode == HISSATSU_FIRE)
197 /* Notice immunity */
198 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
200 if (is_original_ap_and_seen(m_ptr))
202 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
206 /* Otherwise, take the damage */
207 else if (have_flag(flgs, TR_BRAND_FIRE))
209 if (r_ptr->flags3 & RF3_HURT_FIRE)
211 if (mult < 70) mult = 70;
212 if (is_original_ap_and_seen(m_ptr))
214 r_ptr->r_flags3 |= RF3_HURT_FIRE;
217 else if (mult < 35) mult = 35;
221 if (r_ptr->flags3 & RF3_HURT_FIRE)
223 if (mult < 50) mult = 50;
224 if (is_original_ap_and_seen(m_ptr))
226 r_ptr->r_flags3 |= RF3_HURT_FIRE;
229 else if (mult < 25) mult = 25;
233 /* Serpent's Tongue (Poison) */
234 if (mode == HISSATSU_POISON)
236 /* Notice immunity */
237 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
239 if (is_original_ap_and_seen(m_ptr))
241 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
245 /* Otherwise, take the damage */
246 else if (have_flag(flgs, TR_BRAND_POIS))
248 if (mult < 35) mult = 35;
252 if (mult < 25) mult = 25;
256 /* Zammaken (Nonliving Evil) */
257 if (mode == HISSATSU_ZANMA)
259 if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
261 if (mult < 15) mult = 25;
262 else if (mult < 50) mult = MIN(50, mult + 20);
266 /* Rock Smash (Hurt Rock) */
267 if (mode == HISSATSU_HAGAN)
269 if (r_ptr->flags3 & RF3_HURT_ROCK)
271 if (is_original_ap_and_seen(m_ptr))
273 r_ptr->r_flags3 |= RF3_HURT_ROCK;
275 if (mult == 10) mult = 40;
276 else if (mult < 60) mult = 60;
280 /* Midare-Setsugekka (Cold) */
281 if (mode == HISSATSU_COLD)
283 /* Notice immunity */
284 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
286 if (is_original_ap_and_seen(m_ptr))
288 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
291 /* Otherwise, take the damage */
292 else if (have_flag(flgs, TR_BRAND_COLD))
294 if (r_ptr->flags3 & RF3_HURT_COLD)
296 if (mult < 70) mult = 70;
297 if (is_original_ap_and_seen(m_ptr))
299 r_ptr->r_flags3 |= RF3_HURT_COLD;
302 else if (mult < 35) mult = 35;
306 if (r_ptr->flags3 & RF3_HURT_COLD)
308 if (mult < 50) mult = 50;
309 if (is_original_ap_and_seen(m_ptr))
311 r_ptr->r_flags3 |= RF3_HURT_COLD;
314 else if (mult < 25) mult = 25;
318 /* Lightning Eagle (Elec) */
319 if (mode == HISSATSU_ELEC)
321 /* Notice immunity */
322 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
324 if (is_original_ap_and_seen(m_ptr))
326 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
330 /* Otherwise, take the damage */
331 else if (have_flag(flgs, TR_BRAND_ELEC))
333 if (mult < 70) mult = 70;
337 if (mult < 50) mult = 50;
341 /* Bloody Maelstrom */
342 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(m_ptr->r_idx))
344 MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
345 if (mult < tmp) mult = tmp;
349 if (mode == HISSATSU_UNDEAD)
351 if (r_ptr->flags3 & RF3_UNDEAD)
353 if (is_original_ap_and_seen(m_ptr))
355 r_ptr->r_flags3 |= RF3_UNDEAD;
357 if (mult == 10) mult = 70;
358 else if (mult < 140) mult = MIN(140, mult + 60);
360 if (mult == 10) mult = 40;
361 else if (mult < 60) mult = MIN(60, mult + 30);
364 if (mult > 150) mult = 150;
370 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
371 * Extract the "total damage" from a given object hitting a given monster.
372 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
373 * @param tdam 現在算出途中のダメージ値
374 * @param m_ptr 目標モンスターの構造体参照ポインタ
376 * @param thrown 射撃処理ならばTRUEを指定する
377 * @return 総合的なスレイを加味したダメージ値
379 * Note that "flasks of oil" do NOT do fire damage, although they\n
380 * certainly could be made to do so. XXX XXX\n
382 * Note that most brands and slays are x3, except Slay Animal (x2),\n
383 * Slay Evil (x2), and Kill dragon (x5).\n
385 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
389 BIT_FLAGS flgs[TR_FLAG_SIZE];
390 object_flags(o_ptr, flgs);
391 torch_flags(o_ptr, flgs); /* torches has secret flags */
396 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
397 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
398 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
399 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
400 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
403 /* Hex - Slay Good (Runesword) */
404 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
406 /* Some "weapons" and "ammo" do extra damage */
419 mult = mult_slaying(mult, flgs, m_ptr);
421 /* Elemental Brand */
422 mult = mult_brand(mult, flgs, m_ptr);
425 if (p_ptr->pclass == CLASS_SAMURAI)
427 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
431 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
433 p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
434 p_ptr->redraw |= (PR_MANA);
435 mult = mult * 3 / 2 + 20;
438 /* Hack -- The Nothung cause special damage to Fafner */
439 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
444 if (mult > 150) mult = 150;
446 /* Return the total damage */
447 return (tdam * mult / 10);
451 * @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 /
452 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
453 * @param weight 矢弾の重量
454 * @param plus 武器の命中修正
455 * @param dam 現在算出中のダメージ値
456 * @param meichuu 打撃の基本命中力
457 * @param mode オプションフラグ
458 * @return クリティカル修正が入ったダメージ値
460 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
464 /* Extract "blow" power */
465 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
468 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
470 k = weight + randint1(650);
471 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
475 msg_print(_("手ごたえがあった!", "It was a good hit!"));
481 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
486 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
491 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
496 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
497 dam = ((7 * dam) / 2) + 25;
505 * @brief モンスター打撃のクリティカルランクを返す /
506 * Critical blow. All hits that do 95% of total possible damage,
507 * @param dice モンスター打撃のダイス数
508 * @param sides モンスター打撃の最大ダイス目
509 * @param dam プレイヤーに与えたダメージ
511 * and which also do at least 20 damage, or, sometimes, N damage.
512 * This is used only to determine "cuts" and "stuns".
514 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
517 int total = dice * sides;
519 /* Must do at least 95% of perfect */
520 if (dam < total * 19 / 20) return (0);
522 /* Weak blows rarely work */
523 if ((dam < 20) && (randint0(100) >= dam)) return (0);
526 if ((dam >= total) && (dam >= 40)) max++;
531 while (randint0(100) < 2) max++;
534 /* Critical damage */
535 if (dam > 45) return (6 + max);
536 if (dam > 33) return (5 + max);
537 if (dam > 25) return (4 + max);
538 if (dam > 18) return (3 + max);
539 if (dam > 11) return (2 + max);
544 * @brief モンスター打撃の命中を判定する /
545 * Determine if a monster attack against the player succeeds.
546 * @param power 打撃属性毎の基本命中値
547 * @param level モンスターのレベル
548 * @param stun モンスターの朦朧値
549 * @return TRUEならば命中判定
551 * Always miss 5% of the time, Always hit 5% of the time.
552 * Otherwise, match monster power against player armor.
554 static int check_hit(int power, DEPTH level, int stun)
558 /* Percentile dice */
561 if (stun && one_in_(2)) return FALSE;
563 /* Hack -- Always miss or hit */
564 if (k < 10) return (k < 5);
566 /* Calculate the "attack quality" */
567 i = (power + (level * 3));
570 ac = p_ptr->ac + p_ptr->to_a;
571 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
573 /* Power and Level compete against Armor */
574 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
580 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
581 static concptr desc_insult[] =
596 "insults your mother!",
597 "gives you the finger!",
600 "dances around you!",
601 "makes obscene gestures!",
603 "calls you a parasite!",
604 "calls you a cyborg!"
609 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
610 static concptr desc_moan[] =
614 "が彼の飼い犬を見なかったかと尋ねている。",
618 "seems sad about something.",
619 "asks if you have seen his dogs.",
620 "tells you to get off his land.",
621 "mumbles something about mushrooms."
627 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
628 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
629 * @param immune ダメージを回避できる免疫フラグ
630 * @param flags_offset オーラフラグ配列の参照オフセット
631 * @param r_flags_offset モンスターの耐性配列の参照オフセット
632 * @param aura_flag オーラフラグ配列
633 * @param dam_func ダメージ処理を行う関数の参照ポインタ
634 * @param message オーラダメージを受けた際のメッセージ
637 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
638 HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
640 monster_race *r_ptr = &r_info[m_ptr->r_idx];
642 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
644 GAME_TEXT mon_name[MAX_NLEN];
645 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
647 /* Hack -- Get the "died from" name */
648 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
652 dam_func(aura_damage, mon_name, -1, TRUE);
654 if (is_original_ap_and_seen(m_ptr))
656 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
664 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
665 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
668 static void touch_zap_player(monster_type *m_ptr)
670 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
671 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
672 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
673 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
674 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
675 elec_dam, _("電撃をくらった!", "You get zapped!"));
679 * @brief プレイヤーの変異要素による打撃処理
680 * @param m_idx 攻撃目標となったモンスターの参照ID
681 * @param attack 変異要素による攻撃要素の種類
682 * @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
683 * @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
686 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
691 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
692 monster_race *r_ptr = &r_info[m_ptr->r_idx];
693 GAME_TEXT m_name[MAX_NLEN];
695 int dice_num, dice_side;
705 atk_desc = _("尻尾", "tail");
712 atk_desc = _("角", "horns");
719 atk_desc = _("クチバシ", "beak");
726 atk_desc = _("象の鼻", "trunk");
733 atk_desc = _("触手", "tentacles");
737 dice_num = dice_side = n_weight = 1;
738 atk_desc = _("未定義の部位", "undefined body part");
742 /* Extract monster name (or "it") */
743 monster_desc(m_name, m_ptr, 0);
745 /* Calculate the "attack quality" */
746 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
747 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
750 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
753 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
755 k = damroll(dice_num, dice_side);
756 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
758 /* Apply the player damage bonuses */
761 /* No negative damage */
764 /* Modify the damage */
765 k = mon_damage_mod(m_ptr, k, FALSE);
767 /* Complex message */
768 msg_format_wizard(CHEAT_MONSTER,
769 _("%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))"),
770 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
772 /* Anger the monster */
773 if (k > 0) anger_monster(m_ptr);
775 /* Damage, check for fear and mdeath */
779 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
780 *mdeath = (m_ptr->r_idx == 0);
783 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
786 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
789 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
792 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
795 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
798 touch_zap_player(m_ptr);
804 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
809 * @brief プレイヤーの打撃処理サブルーチン /
810 * Player attacks a (poor, defenseless) creature -RAK-
813 * @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
814 * @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
815 * @param hand 攻撃を行うための武器を持つ手
816 * @param mode 発動中の剣術ID
819 * If no "weapon" is available, then "punch" the monster one time.
821 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
823 int num = 0, bonus, chance, vir;
826 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
828 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
829 monster_race *r_ptr = &r_info[m_ptr->r_idx];
831 /* Access the weapon */
832 object_type *o_ptr = &inventory[INVEN_RARM + hand];
834 GAME_TEXT m_name[MAX_NLEN];
836 bool success_hit = FALSE;
837 bool backstab = FALSE;
838 bool vorpal_cut = FALSE;
839 int chaos_effect = 0;
840 bool stab_fleeing = FALSE;
841 bool fuiuchi = FALSE;
842 bool monk_attack = FALSE;
843 bool do_quake = FALSE;
845 bool drain_msg = TRUE;
846 int drain_result = 0, drain_heal = 0;
847 bool can_drain = FALSE;
849 int drain_left = MAX_VAMPIRIC_DRAIN;
850 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
851 bool is_human = (r_ptr->d_char == 'p');
852 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
853 bool zantetsu_mukou, e_j_mukou;
855 switch (p_ptr->pclass)
859 if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
861 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
862 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
863 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
864 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
865 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
867 /* Can't backstab creatures that we can't see, right? */
870 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
874 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
882 case CLASS_FORCETRAINER:
883 case CLASS_BERSERKER:
884 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
888 if (!o_ptr->k_idx) /* Empty hand */
890 if ((r_ptr->level + 10) > p_ptr->lev)
892 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
894 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
895 p_ptr->skill_exp[GINOU_SUDE] += 40;
896 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
897 p_ptr->skill_exp[GINOU_SUDE] += 5;
898 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
899 p_ptr->skill_exp[GINOU_SUDE] += 1;
900 else if ((p_ptr->lev > 34))
901 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
902 p_ptr->update |= (PU_BONUS);
906 else if (object_is_melee_weapon(o_ptr))
908 if ((r_ptr->level + 10) > p_ptr->lev)
910 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
911 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
912 int now_exp = p_ptr->weapon_exp[tval][sval];
913 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
916 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
917 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
918 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
919 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
920 p_ptr->weapon_exp[tval][sval] += amount;
921 p_ptr->update |= (PU_BONUS);
926 /* Disturb the monster */
927 (void)set_monster_csleep(g_ptr->m_idx, 0);
929 /* Extract monster name (or "it") */
930 monster_desc(m_name, m_ptr, 0);
932 /* Calculate the "attack quality" */
933 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
934 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
935 if (mode == HISSATSU_IAI) chance += 60;
936 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
937 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
939 vir = virtue_number(V_VALOUR);
942 chance += (p_ptr->virtues[vir - 1] / 10);
945 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
946 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
948 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
949 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
950 else num_blow = p_ptr->num_blow[hand];
952 /* Hack -- DOKUBARI always hit once */
953 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
955 /* Attack once for each legal blow */
956 while ((num++ < num_blow) && !p_ptr->is_dead)
958 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
962 if (p_ptr->migite && p_ptr->hidarite)
966 if (mode == HISSATSU_3DAN)
971 success_hit = one_in_(n);
973 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
974 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
976 if (mode == HISSATSU_MAJIN)
985 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
989 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);
990 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);
991 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);
992 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
994 /* Hack -- bare hands do one damage */
997 object_flags(o_ptr, flgs);
999 /* Select a chaotic effect (50% chance) */
1000 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1003 chg_virtue(V_CHANCE, 1);
1005 if (randint1(5) < 3)
1007 /* Vampiric (20%) */
1010 else if (one_in_(250))
1015 else if (!one_in_(10))
1017 /* Confusion (26.892%) */
1020 else if (one_in_(2))
1022 /* Teleport away (1.494%) */
1027 /* Polymorph (1.494%) */
1032 /* Vampiric drain */
1033 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1035 /* Only drain "living" monsters */
1036 if (monster_living(m_ptr->r_idx))
1042 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
1044 else vorpal_cut = FALSE;
1048 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1050 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1051 int resist_stun = 0;
1054 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1055 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1056 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1057 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1058 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1061 if (p_ptr->special_defense & KAMAE_BYAKKO)
1062 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1063 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1065 else if (p_ptr->special_defense & KAMAE_GENBU)
1068 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1069 /* Attempt 'times' */
1070 for (times = 0; times < max_times; times++)
1074 ma_ptr = &ma_blows[randint0(MAX_MA)];
1075 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1076 else min_level = ma_ptr->min_level;
1077 } while ((min_level > p_ptr->lev) ||
1078 (randint1(p_ptr->lev) < ma_ptr->chance));
1080 /* keep the highest level attack available we found */
1081 if ((ma_ptr->min_level > old_ptr->min_level) &&
1082 !p_ptr->stun && !p_ptr->confused)
1086 if (p_ptr->wizard && cheat_xtra)
1088 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
1097 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1098 else min_level = ma_ptr->min_level;
1099 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1100 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1102 if (ma_ptr->effect == MA_KNEE)
1104 if (r_ptr->flags1 & RF1_MALE)
1106 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);
1108 special_effect = MA_KNEE;
1111 msg_format(ma_ptr->desc, m_name);
1114 else if (ma_ptr->effect == MA_SLOW)
1116 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1117 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1119 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);
1120 special_effect = MA_SLOW;
1122 else msg_format(ma_ptr->desc, m_name);
1128 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1131 msg_format(ma_ptr->desc, m_name);
1134 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1135 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
1137 weight += (P_PTR_KI / 30);
1138 if (weight > 20) weight = 20;
1141 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1143 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1145 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
1146 stun_effect = 7 + randint1(13);
1150 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1152 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1153 (randint1(p_ptr->lev) > r_ptr->level) &&
1156 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
1157 m_ptr->mspeed -= 10;
1161 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1163 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1165 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1167 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
1171 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
1177 /* Handle normal weapon */
1178 else if (o_ptr->k_idx)
1180 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1181 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1185 k *= (3 + (p_ptr->lev / 20));
1189 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
1191 else if (stab_fleeing)
1196 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1197 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1202 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1203 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1211 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1213 char chainsword_noise[1024];
1214 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1216 msg_print(chainsword_noise);
1220 if (o_ptr->name1 == ART_VORPAL_BLADE)
1222 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!"));
1226 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1229 /* Try to increase the damage */
1230 while (one_in_(vorpal_chance))
1235 k *= (HIT_POINT)mult;
1238 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
1240 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1246 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
1247 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
1248 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
1249 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
1250 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
1251 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
1252 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
1255 drain_result = drain_result * 3 / 2;
1259 drain_result += o_ptr->to_d;
1262 /* Apply the player damage bonuses */
1263 k += p_ptr->to_d[hand];
1264 drain_result += p_ptr->to_d[hand];
1266 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1267 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
1268 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1270 /* No negative damage */
1273 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
1280 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
1286 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
1290 if (mode == HISSATSU_MINEUCHI)
1292 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
1295 anger_monster(m_ptr);
1297 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
1300 if (MON_STUNNED(m_ptr))
1302 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
1307 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
1311 (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
1315 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
1319 /* Modify the damage */
1320 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))));
1321 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1323 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
1326 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
1330 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)))
1332 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
1333 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
1337 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
1339 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)))
1341 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
1343 k = MAX(k * 5, m_ptr->hp / 2);
1345 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
1350 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
1355 msg_format_wizard(CHEAT_MONSTER,
1356 _("%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,
1357 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1359 if (k <= 0) can_drain = FALSE;
1361 if (drain_result > m_ptr->hp)
1362 drain_result = m_ptr->hp;
1364 /* Damage, check for fear and death */
1365 if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
1368 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
1370 if (p_ptr->migite && p_ptr->hidarite)
1372 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
1373 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
1377 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1380 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1381 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...."));
1385 /* Anger the monster */
1386 if (k > 0) anger_monster(m_ptr);
1388 touch_zap_player(m_ptr);
1390 /* Are we draining it? A little note: If the monster is
1391 dead, the drain does not work... */
1393 if (can_drain && (drain_result > 0))
1395 if (o_ptr->name1 == ART_MURAMASA)
1399 HIT_PROB to_h = o_ptr->to_h;
1400 HIT_POINT to_d = o_ptr->to_d;
1404 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1408 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1411 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1413 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1421 if (drain_result > 5) /* Did we really hurt it? */
1423 drain_heal = damroll(2, drain_result / 6);
1426 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1430 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1435 if (drain_heal < drain_left)
1437 drain_left -= drain_heal;
1441 drain_heal = drain_left;
1447 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1451 drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
1453 hp_player(drain_heal);
1454 /* We get to keep some of it! */
1458 m_ptr->maxhp -= (k + 7) / 8;
1459 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1460 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1466 /* Confusion attack */
1467 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1469 /* Cancel glowing hands */
1470 if (p_ptr->special_attack & ATTACK_CONFUSE)
1472 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1473 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1474 p_ptr->redraw |= (PR_STATUS);
1478 /* Confuse the monster */
1479 if (r_ptr->flags3 & RF3_NO_CONF)
1481 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1482 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1485 else if (randint0(100) < r_ptr->level)
1487 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1491 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1492 (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1496 else if (chaos_effect == 4)
1498 bool resists_tele = FALSE;
1500 if (r_ptr->flagsr & RFR_RES_TELE)
1502 if (r_ptr->flags1 & RF1_UNIQUE)
1504 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1505 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1506 resists_tele = TRUE;
1508 else if (r_ptr->level > randint1(100))
1510 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1511 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1512 resists_tele = TRUE;
1518 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1519 teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1520 num = num_blow + 1; /* Can't hit it anymore! */
1525 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1527 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1528 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1530 if (polymorph_monster(y, x))
1532 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1538 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1541 /* Hack -- Get new monster */
1542 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1544 /* Oops, we need a different name... */
1545 monster_desc(m_name, m_ptr, 0);
1547 /* Hack -- Get new race */
1548 r_ptr = &r_info[m_ptr->r_idx];
1551 else if (o_ptr->name1 == ART_G_HAMMER)
1553 monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1555 if (target_ptr->hold_o_idx)
1557 object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
1558 GAME_TEXT o_name[MAX_NLEN];
1560 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1561 q_ptr->held_m_idx = 0;
1562 q_ptr->marked = OM_TOUCHED;
1563 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1564 q_ptr->next_o_idx = 0;
1565 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1574 backstab = FALSE; /* Clumsy! */
1575 fuiuchi = FALSE; /* Clumsy! */
1577 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1579 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1583 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1584 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!"));
1585 object_flags(o_ptr, flgs_aux);
1587 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1590 switch (p_ptr->mimic_form)
1593 switch (p_ptr->prace)
1600 case RACE_BARBARIAN:
1604 case RACE_HALF_TROLL:
1605 case RACE_HALF_OGRE:
1606 case RACE_HALF_GIANT:
1607 case RACE_HALF_TITAN:
1615 case RACE_DRACONIAN:
1622 case MIMIC_DEMON_LORD:
1629 if (p_ptr->align < 0 && mult < 20)
1631 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1633 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1635 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1637 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1639 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1642 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1644 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1645 p_ptr->redraw |= (PR_MANA);
1646 mult = mult * 3 / 2 + 20;
1648 k *= (HIT_POINT)mult;
1652 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1656 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1657 /* Try to increase the damage */
1663 k *= (HIT_POINT)mult;
1665 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1668 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1674 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1682 if (weak && !(*mdeath))
1684 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1686 if (drain_left != MAX_VAMPIRIC_DRAIN)
1690 chg_virtue(V_UNLIFE, 1);
1693 /* Mega-Hack -- apply earthquake brand */
1696 earthquake(p_ptr->y, p_ptr->x, 10);
1697 if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
1702 * @brief プレイヤーの打撃処理メインルーチン
1705 * @param mode 発動中の剣術ID
1706 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1708 * If no "weapon" is available, then "punch" the monster one time.
1710 bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
1713 bool mdeath = FALSE;
1714 bool stormbringer = FALSE;
1716 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1717 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1718 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1719 GAME_TEXT m_name[MAX_NLEN];
1721 disturb(FALSE, TRUE);
1723 take_turn(p_ptr, 100);
1725 if (!p_ptr->migite && !p_ptr->hidarite &&
1726 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1728 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1729 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1733 /* Extract monster name (or "it") */
1734 monster_desc(m_name, m_ptr, 0);
1738 /* Auto-Recall if possible and visible */
1739 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1741 /* Track a new monster */
1742 health_track(g_ptr->m_idx);
1745 if ((r_ptr->flags1 & RF1_FEMALE) &&
1746 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1748 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1750 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1755 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
1757 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1761 /* Stop if friendly */
1762 if (!is_hostile(m_ptr) &&
1763 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1764 p_ptr->shero || !m_ptr->ml))
1766 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1767 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1770 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1771 chg_virtue(V_INDIVIDUALISM, 1);
1772 chg_virtue(V_HONOUR, -1);
1773 chg_virtue(V_JUSTICE, -1);
1774 chg_virtue(V_COMPASSION, -1);
1776 else if (p_ptr->pclass != CLASS_BERSERKER)
1778 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1780 chg_virtue(V_INDIVIDUALISM, 1);
1781 chg_virtue(V_HONOUR, -1);
1782 chg_virtue(V_JUSTICE, -1);
1783 chg_virtue(V_COMPASSION, -1);
1787 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1794 /* Handle player fear */
1798 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1800 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1802 /* Disturb the monster */
1803 (void)set_monster_csleep(g_ptr->m_idx, 0);
1808 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1810 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1811 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1814 if (p_ptr->migite && p_ptr->hidarite)
1816 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))
1818 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1819 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1820 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1821 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1822 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1823 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1824 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1825 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1826 p_ptr->update |= (PU_BONUS);
1830 /* Gain riding experience */
1833 int cur = p_ptr->skill_exp[GINOU_RIDING];
1834 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1838 DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
1839 DEPTH targetlevel = r_ptr->level;
1842 if ((cur / 200 - 5) < targetlevel)
1845 /* Extra experience */
1846 if ((cur / 100) < ridinglevel)
1848 if ((cur / 100 + 15) < ridinglevel)
1849 inc += 1 + (ridinglevel - (cur / 100 + 15));
1854 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1855 p_ptr->update |= (PU_BONUS);
1859 riding_t_m_idx = g_ptr->m_idx;
1860 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1861 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1863 /* Mutations which yield extra 'natural' attacks */
1866 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1867 natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1868 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1869 natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1870 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1871 natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1872 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1873 natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1874 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1875 natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1878 /* Hack -- delay fear messages */
1879 if (fear && m_ptr->ml && !mdeath)
1883 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1886 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1888 set_action(ACTION_NONE);
1895 * @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.
1896 * @param m_idx 打撃を行うモンスターのID
1897 * @return 実際に攻撃処理を行った場合TRUEを返す
1899 bool make_attack_normal(MONSTER_IDX m_idx)
1901 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1902 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1910 int do_cut, do_stun;
1914 GAME_TEXT o_name[MAX_NLEN];
1915 GAME_TEXT m_name[MAX_NLEN];
1916 GAME_TEXT ddesc[80];
1919 bool touched = FALSE, fear = FALSE, alive = TRUE;
1920 bool explode = FALSE;
1921 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1922 HIT_POINT get_damage = 0;
1923 int abbreviate = 0; // 2回目以降の省略表現フラグ
1925 /* Not allowed to attack */
1926 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1928 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1930 /* ...nor if friendly */
1931 if (!is_hostile(m_ptr)) return FALSE;
1933 /* Extract the effective monster level */
1934 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1937 /* Get the monster name (or "it") */
1938 monster_desc(m_name, m_ptr, 0);
1940 /* Get the "died from" information (i.e. "a kobold") */
1941 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1943 if (p_ptr->special_defense & KATA_IAI)
1945 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);
1946 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1949 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1951 if (kawarimi(TRUE)) return TRUE;
1954 /* Assume no blink */
1957 /* Scan through all four blows */
1958 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1960 bool obvious = FALSE;
1962 HIT_POINT power = 0;
1963 HIT_POINT damage = 0;
1967 /* Extract the attack infomation */
1968 int effect = r_ptr->blow[ap_cnt].effect;
1969 int method = r_ptr->blow[ap_cnt].method;
1970 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1971 int d_side = r_ptr->blow[ap_cnt].d_side;
1974 if (!m_ptr->r_idx) break;
1976 /* Hack -- no more attacks */
1979 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1985 /* Stop if player is dead or gone */
1986 if (!p_ptr->playing || p_ptr->is_dead) break;
1987 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1989 /* Handle "leaving" */
1990 if (p_ptr->leaving) break;
1992 if (method == RBM_SHOOT) continue;
1994 /* Extract the attack "power" */
1995 power = mbe_info[effect].power;
1998 ac = p_ptr->ac + p_ptr->to_a;
2000 /* Monster hits player */
2001 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
2003 /* Always disturbing */
2004 disturb(TRUE, TRUE);
2007 /* Hack -- Apply "protection from evil" */
2008 if ((p_ptr->protevil > 0) &&
2009 (r_ptr->flags3 & RF3_EVIL) &&
2010 (p_ptr->lev >= rlev) &&
2011 ((randint0(100) + p_ptr->lev) > 50))
2013 /* Remember the Evil-ness */
2014 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
2017 if (abbreviate) msg_format("撃退した。");
2018 else msg_format("%^sは撃退された。", m_name);
2019 abbreviate = 1; /*2回目以降は省略 */
2021 msg_format("%^s is repelled.", m_name);
2025 /* Hack -- Next attack */
2030 /* Assume no cut or stun */
2031 do_cut = do_stun = 0;
2033 /* Describe the attack method */
2038 act = _("殴られた。", "hits you.");
2039 do_cut = do_stun = 1;
2047 act = _("触られた。", "touches you.");
2055 act = _("パンチされた。", "punches you.");
2064 act = _("蹴られた。", "kicks you.");
2073 act = _("ひっかかれた。", "claws you.");
2082 act = _("噛まれた。", "bites you.");
2091 act = _("刺された。", "stings you.");
2099 act = _("斬られた。", "slashes you.");
2108 act = _("角で突かれた。", "butts you.");
2117 act = _("体当たりされた。", "crushes you.");
2126 act = _("飲み込まれた。", "engulfs you.");
2135 act = _("は請求書をよこした。", "charges you.");
2137 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
2144 act = _("が体の上を這い回った。", "crawls on you.");
2152 act = _("よだれをたらされた。", "drools on you.");
2159 act = _("唾を吐かれた。", "spits on you.");
2167 act = _("は爆発した。", "explodes.");
2174 act = _("にらまれた。", "gazes at you.");
2180 act = _("泣き叫ばれた。", "wails at you.");
2187 act = _("胞子を飛ばされた。", "releases spores at you.");
2195 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
2201 act = _("金をせがまれた。", "begs you for money.");
2211 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
2221 act = desc_moan[randint0(4)];
2231 if (m_ptr->r_idx == MON_JAIAN)
2234 switch(randint1(15))
2239 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
2242 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
2245 act = "「♪の~び太スネ夫はメじゃないよ~~」";
2248 act = "「♪け~んかスポ~ツ~どんとこい~」";
2251 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
2254 act = "「♪ま~ちいちば~んのに~んきもの~~」";
2257 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
2260 act = "「♪きはやさし~くて~ち~からもち~」";
2263 act = "「♪かお~も~~スタイルも~バツグンさ~」";
2266 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
2269 act = "「♪ド~ラもドラミもメじゃないよ~~」";
2272 act = "「♪よじげんぽけっと~な~くたって~」";
2275 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
2279 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
2285 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
2287 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.'");
2297 if (do_silly_attack)
2302 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
2305 if (abbreviate == 0)
2306 msg_format("%^sに%s", m_name, act);
2307 else if (abbreviate == 1)
2308 msg_format("%s", act);
2309 else /* if (abbreviate == -1) */
2310 msg_format("%^s%s", m_name, act);
2311 abbreviate = 1;/*2回目以降は省略 */
2313 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
2317 /* Hack -- assume all attacks are obvious */
2320 /* Roll out the damage */
2321 damage = damroll(d_dice, d_side);
2324 * Skip the effect when exploding, since the explosion
2325 * already causes the effect.
2327 if(explode) damage = 0;
2328 /* Apply appropriate damage */
2338 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
2340 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
2342 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
2343 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
2344 tmp_damage = MAX(damage, tmp_damage*2);
2346 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2350 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2353 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2354 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2362 /* Take "poison" effect */
2363 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
2365 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2371 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2373 /* Learn about the player */
2374 update_smart_learn(m_idx, DRS_POIS);
2383 /* Allow complete resist */
2384 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2386 /* Apply disenchantment */
2387 if (apply_disenchant(0))
2389 /* Hack -- Update AC */
2390 update_creature(p_ptr);
2395 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2397 /* Learn about the player */
2398 update_smart_learn(m_idx, DRS_DISEN);
2405 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2407 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2410 for (k = 0; k < 10; k++)
2413 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2415 /* Obtain the item */
2416 o_ptr = &inventory[i];
2418 /* Skip non-objects */
2419 if (!o_ptr->k_idx) continue;
2421 /* Drain charged wands/staffs */
2422 if (((o_ptr->tval == TV_STAFF) ||
2423 (o_ptr->tval == TV_WAND)) &&
2426 /* Calculate healed hitpoints */
2427 int heal=rlev * o_ptr->pval;
2428 if( o_ptr->tval == TV_STAFF)
2429 heal *= o_ptr->number;
2431 /* Don't heal more than max hp */
2432 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2434 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2438 /* Heal the monster */
2439 m_ptr->hp += (HIT_POINT)heal;
2441 /* Redraw (later) if needed */
2442 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2443 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2448 /* Combine / Reorder the pack */
2449 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2450 p_ptr->window |= (PW_INVEN);
2461 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2463 /* Confused monsters cannot steal successfully. -LM-*/
2464 if (MON_CONFUSED(m_ptr)) break;
2466 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2470 /* Saving throw (unless paralyzed) based on dex and level */
2471 if (!p_ptr->paralyzed &&
2472 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2475 /* Saving throw message */
2476 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2478 /* Occasional blink anyway */
2479 if (randint0(3)) blinked = TRUE;
2485 gold = (p_ptr->au / 10) + randint1(25);
2486 if (gold < 2) gold = 2;
2487 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2488 if (gold > p_ptr->au) gold = p_ptr->au;
2492 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2496 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2497 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2498 chg_virtue(V_SACRIFICE, 1);
2502 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2503 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2504 chg_virtue(V_SACRIFICE, 2);
2508 p_ptr->redraw |= (PR_GOLD);
2510 p_ptr->window |= (PW_PLAYER);
2521 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2523 /* Confused monsters cannot steal successfully. -LM-*/
2524 if (MON_CONFUSED(m_ptr)) break;
2526 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2528 /* Saving throw (unless paralyzed) based on dex and level */
2529 if (!p_ptr->paralyzed &&
2530 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2533 /* Saving throw message */
2534 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2536 /* Occasional "blink" anyway */
2543 for (k = 0; k < 10; k++)
2548 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2550 /* Obtain the item */
2551 o_ptr = &inventory[i];
2553 /* Skip non-objects */
2554 if (!o_ptr->k_idx) continue;
2556 /* Skip artifacts */
2557 if (object_is_artifact(o_ptr)) continue;
2559 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2562 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2564 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2567 chg_virtue(V_SACRIFICE, 1);
2570 /* Make an object */
2577 j_ptr = ¤t_floor_ptr->o_list[o_idx];
2578 object_copy(j_ptr, o_ptr);
2583 /* Hack -- If a rod or wand, allocate total
2584 * maximum timeouts or charges between those
2585 * stolen and those missed. -LM-
2587 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2589 j_ptr->pval = o_ptr->pval / o_ptr->number;
2590 o_ptr->pval -= j_ptr->pval;
2594 j_ptr->marked = OM_TOUCHED;
2596 /* Memorize monster */
2597 j_ptr->held_m_idx = m_idx;
2600 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2603 m_ptr->hold_o_idx = o_idx;
2606 /* Steal the items */
2607 inven_item_increase(i, -1);
2608 inven_item_optimize(i);
2623 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2625 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2627 /* Steal some food */
2628 for (k = 0; k < 10; k++)
2630 /* Pick an item from the pack */
2631 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2633 o_ptr = &inventory[i];
2635 /* Skip non-objects */
2636 if (!o_ptr->k_idx) continue;
2638 /* Skip non-food objects */
2639 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2641 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2644 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" : ""));
2646 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2649 /* Steal the items */
2650 inven_item_increase(i, -1);
2651 inven_item_optimize(i);
2663 /* Access the lite */
2664 o_ptr = &inventory[INVEN_LITE];
2665 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2667 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2670 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2673 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2674 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2678 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2682 p_ptr->window |= (PW_EQUIP);
2692 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2693 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2694 update_creature(p_ptr);
2695 update_smart_learn(m_idx, DRS_ACID);
2703 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2704 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2705 update_smart_learn(m_idx, DRS_ELEC);
2713 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2714 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2715 update_smart_learn(m_idx, DRS_FIRE);
2723 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2724 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2725 update_smart_learn(m_idx, DRS_COLD);
2731 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2732 if (p_ptr->is_dead) break;
2734 /* Increase "blind" */
2735 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2737 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2740 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2748 /* Learn about the player */
2749 update_smart_learn(m_idx, DRS_BLIND);
2757 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2759 if (p_ptr->is_dead) break;
2761 /* Increase "confused" */
2762 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2764 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2770 /* Learn about the player */
2771 update_smart_learn(m_idx, DRS_CONF);
2778 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2780 if (p_ptr->is_dead) break;
2782 /* Increase "afraid" */
2783 if (CHECK_MULTISHADOW())
2787 else if (p_ptr->resist_fear)
2789 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2792 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2794 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2799 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2805 /* Learn about the player */
2806 update_smart_learn(m_idx, DRS_FEAR);
2813 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2815 if (p_ptr->is_dead) break;
2817 /* Increase "paralyzed" */
2818 if (CHECK_MULTISHADOW())
2822 else if (p_ptr->free_act)
2824 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2827 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2829 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2834 if (!p_ptr->paralyzed)
2836 if (set_paralyzed(3 + randint1(rlev)))
2843 /* Learn about the player */
2844 update_smart_learn(m_idx, DRS_FREE);
2851 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2853 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2854 if (do_dec_stat(A_STR)) obvious = TRUE;
2861 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2863 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2864 if (do_dec_stat(A_INT)) obvious = TRUE;
2871 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2873 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2874 if (do_dec_stat(A_WIS)) obvious = TRUE;
2881 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2883 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2884 if (do_dec_stat(A_DEX)) obvious = TRUE;
2891 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2893 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2894 if (do_dec_stat(A_CON)) obvious = TRUE;
2901 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2903 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2904 if (do_dec_stat(A_CHR)) obvious = TRUE;
2911 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2913 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2915 /* Damage (stats) */
2916 if (do_dec_stat(A_STR)) obvious = TRUE;
2917 if (do_dec_stat(A_DEX)) obvious = TRUE;
2918 if (do_dec_stat(A_CON)) obvious = TRUE;
2919 if (do_dec_stat(A_INT)) obvious = TRUE;
2920 if (do_dec_stat(A_WIS)) obvious = TRUE;
2921 if (do_dec_stat(A_CHR)) obvious = TRUE;
2930 /* Hack -- Reduce damage based on the player armor class */
2931 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2933 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2935 /* Radius 8 earthquake centered at the monster */
2936 if (damage > 23 || explode)
2938 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2946 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2950 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2952 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2954 (void)drain_exp(d, d / 10, 95);
2960 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2964 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2966 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2968 (void)drain_exp(d, d / 10, 90);
2974 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2978 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2980 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2982 (void)drain_exp(d, d / 10, 75);
2988 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2992 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2994 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2996 (void)drain_exp(d, d / 10, 50);
3002 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3004 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3006 /* Take "poison" effect */
3007 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
3009 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
3015 /* Damage CON (10% chance)*/
3016 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
3018 /* 1% chance for perm. damage */
3019 bool perm = one_in_(10);
3020 if (dec_stat(A_CON, randint1(10), perm))
3022 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
3032 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
3034 switch (randint1(10))
3036 case 1: case 2: case 3: case 4: case 5:
3038 if (p_ptr->prace == RACE_ANDROID) break;
3039 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
3040 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
3044 case 6: case 7: case 8: case 9:
3046 int stat = randint0(6);
3051 case A_STR: act = "強く"; break;
3052 case A_INT: act = "聡明で"; break;
3053 case A_WIS: act = "賢明で"; break;
3054 case A_DEX: act = "器用で"; break;
3055 case A_CON: act = "健康で"; break;
3056 case A_CHR: act = "美しく"; break;
3058 case A_STR: act = "strong"; break;
3059 case A_INT: act = "bright"; break;
3060 case A_WIS: act = "wise"; break;
3061 case A_DEX: act = "agile"; break;
3062 case A_CON: act = "hale"; break;
3063 case A_CHR: act = "beautiful"; break;
3068 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);
3069 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
3070 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
3071 p_ptr->update |= (PU_BONUS);
3077 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..."));
3079 for (k = 0; k < A_MAX; k++)
3081 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
3082 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
3084 p_ptr->update |= (PU_BONUS);
3089 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3095 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
3100 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3102 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
3104 resist_drain = !drain_exp(d, d / 10, 50);
3106 /* Heal the attacker? */
3107 if (p_ptr->mimic_form)
3109 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
3110 resist_drain = TRUE;
3114 switch (p_ptr->prace)
3123 resist_drain = TRUE;
3128 if ((damage > 5) && !resist_drain)
3130 bool did_heal = FALSE;
3132 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
3135 m_ptr->hp += damroll(4, damage / 6);
3136 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3138 /* Redraw (later) if needed */
3139 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3140 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3142 /* Special message */
3143 if (m_ptr->ml && did_heal)
3145 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
3155 if (CHECK_MULTISHADOW())
3157 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!"));
3163 p_ptr->csp -= damage;
3167 p_ptr->csp_frac = 0;
3170 p_ptr->redraw |= (PR_MANA);
3173 /* Learn about the player */
3174 update_smart_learn(m_idx, DRS_MANA);
3180 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3182 if (p_ptr->is_dead) break;
3184 /* Decrease speed */
3185 if (CHECK_MULTISHADOW())
3191 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
3201 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3203 if (p_ptr->is_dead) break;
3205 /* Decrease speed */
3206 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
3212 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3222 /* Hack -- only one of cut or stun */
3223 if (do_cut && do_stun)
3226 if (randint0(100) < 50)
3243 /* Critical hit (zero if non-critical) */
3244 tmp = monster_critical(d_dice, d_side, damage);
3246 /* Roll for damage */
3249 case 0: cut_plus = 0; break;
3250 case 1: cut_plus = randint1(5); break;
3251 case 2: cut_plus = randint1(5) + 5; break;
3252 case 3: cut_plus = randint1(20) + 20; break;
3253 case 4: cut_plus = randint1(50) + 50; break;
3254 case 5: cut_plus = randint1(100) + 100; break;
3255 case 6: cut_plus = 300; break;
3256 default: cut_plus = 500; break;
3260 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
3268 /* Critical hit (zero if non-critical) */
3269 tmp = monster_critical(d_dice, d_side, damage);
3271 /* Roll for damage */
3274 case 0: stun_plus = 0; break;
3275 case 1: stun_plus = randint1(5); break;
3276 case 2: stun_plus = randint1(5) + 10; break;
3277 case 3: stun_plus = randint1(10) + 20; break;
3278 case 4: stun_plus = randint1(15) + 30; break;
3279 case 5: stun_plus = randint1(20) + 40; break;
3280 case 6: stun_plus = 80; break;
3281 default: stun_plus = 150; break;
3284 /* Apply the stun */
3285 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
3290 sound(SOUND_EXPLODE);
3292 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3301 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
3303 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3305 HIT_POINT dam = damroll(2, 6);
3307 /* Modify the damage */
3308 dam = mon_damage_mod(m_ptr, dam, FALSE);
3310 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
3312 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
3320 if (is_original_ap_and_seen(m_ptr))
3321 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3325 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
3327 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3329 HIT_POINT dam = damroll(2, 6);
3331 /* Modify the damage */
3332 dam = mon_damage_mod(m_ptr, dam, FALSE);
3334 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
3335 if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
3343 if (is_original_ap_and_seen(m_ptr))
3344 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3348 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3350 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3352 HIT_POINT dam = damroll(2, 6);
3354 /* Modify the damage */
3355 dam = mon_damage_mod(m_ptr, dam, FALSE);
3357 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
3358 if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
3366 if (is_original_ap_and_seen(m_ptr))
3367 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3372 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3374 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3376 HIT_POINT dam = damroll(2, 6);
3378 /* Modify the damage */
3379 dam = mon_damage_mod(m_ptr, dam, FALSE);
3381 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
3382 if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
3390 if (is_original_ap_and_seen(m_ptr))
3391 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3394 if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
3396 teleport_player(10, 0L);
3400 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3402 if (r_ptr->flags3 & RF3_EVIL)
3404 if (!(r_ptr->flagsr & RFR_RES_ALL))
3406 HIT_POINT dam = damroll(2, 6);
3408 /* Modify the damage */
3409 dam = mon_damage_mod(m_ptr, dam, FALSE);
3411 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
3412 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3417 if (is_original_ap_and_seen(m_ptr))
3418 r_ptr->r_flags3 |= RF3_EVIL;
3422 if (is_original_ap_and_seen(m_ptr))
3423 r_ptr->r_flagsr |= RFR_RES_ALL;
3428 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3430 if (!(r_ptr->flagsr & RFR_RES_ALL))
3432 HIT_POINT dam = damroll(2, 6);
3434 /* Modify the damage */
3435 dam = mon_damage_mod(m_ptr, dam, FALSE);
3437 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);
3438 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3446 if (is_original_ap_and_seen(m_ptr))
3447 r_ptr->r_flagsr |= RFR_RES_ALL;
3451 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3454 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3456 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3458 if (o_armed_ptr->k_idx)
3460 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3461 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3464 /* Cursed armor makes damages doubled */
3465 o_armed_ptr = &inventory[INVEN_BODY];
3466 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3468 /* Modify the damage */
3469 dam = mon_damage_mod(m_ptr, dam, FALSE);
3471 msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
3472 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3477 else /* monster does not dead */
3480 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3481 EFFECT_ID typ[4][2] = {
3482 { INVEN_HEAD, GF_OLD_CONF },
3483 { INVEN_LARM, GF_OLD_SLEEP },
3484 { INVEN_HANDS, GF_TURN_ALL },
3485 { INVEN_FEET, GF_OLD_SLOW }
3488 /* Some cursed armours gives an extra effect */
3489 for (j = 0; j < 4; j++)
3491 o_armed_ptr = &inventory[typ[j][0]];
3492 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3493 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3499 if (is_original_ap_and_seen(m_ptr))
3500 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3506 /* Monster missed player */
3509 /* Analyze failed attacks */
3525 /* Visible monsters */
3528 disturb(TRUE, TRUE);
3532 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3534 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);
3535 abbreviate = 1;/*2回目以降は省略 */
3537 msg_format("%^s misses you.", m_name);
3542 /* Gain shield experience */
3543 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
3545 int cur = p_ptr->skill_exp[GINOU_SHIELD];
3546 int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
3550 DEPTH targetlevel = r_ptr->level;
3554 /* Extra experience */
3555 if ((cur / 100) < targetlevel)
3557 if ((cur / 100 + 15) < targetlevel)
3558 inc += 1 + (targetlevel - (cur / 100 + 15));
3563 p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
3564 p_ptr->update |= (PU_BONUS);
3575 /* Analyze "visible" monsters only */
3576 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3578 /* Count "obvious" attacks (and ones that cause damage) */
3579 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3581 /* Count attacks of this type */
3582 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3584 r_ptr->r_blows[ap_cnt]++;
3589 if (p_ptr->riding && damage)
3591 char m_steed_name[MAX_NLEN];
3592 monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
3593 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3595 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3599 if (p_ptr->special_defense & NINJA_KAWARIMI)
3601 if (kawarimi(FALSE)) return TRUE;
3605 /* Hex - revenge damage stored */
3606 revenge_store(get_damage);
3608 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3609 && get_damage > 0 && !p_ptr->is_dead)
3612 msg_format("攻撃が%s自身を傷つけた!", m_name);
3614 GAME_TEXT m_name_self[80];
3617 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3619 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3621 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3622 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3625 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3627 char m_target_name[MAX_NLEN];
3628 monster_desc(m_target_name, m_ptr, 0);
3631 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3632 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3634 p_ptr->redraw |= (PR_MANA);
3638 if (blinked && alive && !p_ptr->is_dead)
3640 if (teleport_barrier(m_idx))
3642 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."));
3646 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3647 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3652 /* Always notice cause of death */
3653 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3658 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3661 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3664 if (p_ptr->special_defense & KATA_IAI)
3666 set_action(ACTION_NONE);
3669 /* Assume we attacked */