2 * @brief モンスターからプレイヤーへの直接攻撃をその種別において振り分ける
5 * @details 長い処理はインクルード先の別ファイルにて行っている
8 #include "monster-attack/monster-attack-switcher.h"
9 #include "dungeon/quest.h"
10 #include "inventory/inventory-slot-types.h"
11 #include "mind/drs-types.h"
12 #include "mind/mind-mirror-master.h"
13 #include "monster-attack/monster-attack-lose.h"
14 #include "monster-attack/monster-attack-player.h"
15 #include "monster-attack/monster-attack-status.h"
16 #include "monster-attack/monster-attack-table.h"
17 #include "monster-attack/monster-eating.h"
18 #include "monster/monster-status.h"
19 #include "monster/monster-update.h"
20 #include "mutation/mutation-investor-remover.h"
21 #include "player/player-damage.h"
22 #include "player/player-status-flags.h"
23 #include "player/player-status-resist.h"
24 #include "player/player-status.h"
25 #include "spell-kind/earthquake.h"
26 #include "spell-kind/spells-equipment.h"
27 #include "spell-kind/spells-teleport.h"
28 #include "status/bad-status-setter.h"
29 #include "status/base-status.h"
30 #include "status/element-resistance.h"
31 #include "status/experience.h"
32 #include "system/floor-type-definition.h"
33 #include "system/item-entity.h"
34 #include "system/monster-entity.h"
35 #include "system/player-type-definition.h"
36 #include "timed-effect/timed-effects.h"
37 #include "view/display-messages.h"
41 * @param player_ptr プレイヤーへの参照ポインタ
42 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
43 * @details 減衰の計算式がpoisではなくnukeなのは仕様 (1/3では減衰が強すぎると判断したため)
45 static void calc_blow_poison(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
47 if (monap_ptr->explode) {
51 if (!(has_resist_pois(player_ptr) || is_oppose_pois(player_ptr)) && !check_multishadow(player_ptr) && BadStatusSetter(player_ptr).mod_poison(randint1(monap_ptr->rlev) + 5)) {
52 monap_ptr->obvious = true;
55 monap_ptr->damage = monap_ptr->damage * calc_nuke_damage_rate(player_ptr) / 100;
56 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
57 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_POIS);
61 * @brief 劣化ダメージを計算する (耐性があれば、(1d4 + 4) / 9になる)
62 * @param player_ptr プレイヤーへの参照ポインタ
63 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
65 static void calc_blow_disenchant(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
67 if (monap_ptr->explode) {
71 if (!has_resist_disen(player_ptr) && !check_multishadow(player_ptr) && apply_disenchant(player_ptr, 0)) {
72 update_creature(player_ptr);
73 monap_ptr->obvious = true;
76 if (has_resist_disen(player_ptr)) {
77 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
80 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
81 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_DISEN);
85 * @brief 魔道具吸収ダメージを計算する (消費魔力減少、呪文失敗率減少、魔道具使用能力向上があればそれぞれ-7.5%)
86 * @param player_ptr プレイヤーへの参照ポインタ
87 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
88 * @detals 魔道具使用能力向上フラグがあれば、吸収対象のアイテムをスキャンされる回数が半分で済む
90 static void calc_blow_un_power(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
92 int damage_ratio = 1000;
93 if (has_dec_mana(player_ptr)) {
97 if (has_easy_spell(player_ptr)) {
101 bool is_magic_mastery = has_magic_mastery(player_ptr) != 0;
102 if (is_magic_mastery) {
106 monap_ptr->damage = monap_ptr->damage * damage_ratio / 1000;
107 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
108 if (player_ptr->is_dead || check_multishadow(player_ptr)) {
112 int max_draining_item = is_magic_mastery ? 5 : 10;
113 for (int i = 0; i < max_draining_item; i++) {
114 INVENTORY_IDX i_idx = (INVENTORY_IDX)randint0(INVEN_PACK);
115 monap_ptr->o_ptr = &player_ptr->inventory_list[i_idx];
116 if (!monap_ptr->o_ptr->is_valid()) {
120 if (process_un_power(player_ptr, monap_ptr)) {
127 * @brief 盲目ダメージを計算する (耐性があれば、(1d4 + 3) / 8になる)
128 * @param player_ptr プレイヤーへの参照ポインタ
129 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
131 static void calc_blow_blind(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
133 if (has_resist_blind(player_ptr)) {
134 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
137 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
138 if (player_ptr->is_dead) {
142 process_blind_attack(player_ptr, monap_ptr);
143 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_BLIND);
147 * @brief 混乱ダメージを計算する (耐性があれば、(1d4 + 3) / 8になる)
148 * @param player_ptr プレイヤーへの参照ポインタ
149 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
151 static void calc_blow_confusion(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
153 if (monap_ptr->explode) {
157 if (has_resist_conf(player_ptr)) {
158 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
161 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
162 if (player_ptr->is_dead) {
166 if (!has_resist_conf(player_ptr) && !check_multishadow(player_ptr) && BadStatusSetter(player_ptr).mod_confusion(3 + randint1(monap_ptr->rlev))) {
167 monap_ptr->obvious = true;
170 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_CONF);
174 * @brief 恐怖ダメージを計算する (耐性があれば、(1d4 + 3) / 8になる)
175 * @param player_ptr プレイヤーへの参照ポインタ
176 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
178 static void calc_blow_fear(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
180 if (has_resist_fear(player_ptr)) {
181 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
184 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
185 if (player_ptr->is_dead) {
189 process_terrify_attack(player_ptr, monap_ptr);
190 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_FEAR);
194 * @brief 麻痺ダメージを計算する (耐性があれば、(1d4 + 3) / 8になる)
195 * @param player_ptr プレイヤーへの参照ポインタ
196 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
198 static void calc_blow_paralysis(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
200 if (has_free_act(player_ptr)) {
201 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
204 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
205 if (player_ptr->is_dead) {
209 process_paralyze_attack(player_ptr, monap_ptr);
210 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_FREE);
214 * @brief 経験値吸収ダメージを計算する (経験値保持と地獄耐性があれば、それぞれ-7.5%)
215 * @param player_ptr プレイヤーへの参照ポインタ
216 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
218 static void calc_blow_drain_exp(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr, const int drain_value, const int hold_exp_prob)
220 int32_t d = damroll(drain_value, 6) + (player_ptr->exp / 100) * MON_DRAIN_LIFE;
221 monap_ptr->obvious = true;
222 int damage_ratio = 1000;
223 if (has_hold_exp(player_ptr)) {
227 if (has_resist_neth(player_ptr)) {
231 monap_ptr->damage = monap_ptr->damage * damage_ratio / 1000;
232 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
233 if (player_ptr->is_dead || check_multishadow(player_ptr)) {
237 (void)drain_exp(player_ptr, d, d / 10, hold_exp_prob);
241 * @brief 時間逆転ダメージを計算する (耐性があれば、(1d4 + 4) / 9になる)
242 * @param player_ptr プレイヤーへの参照ポインタ
243 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
245 static void calc_blow_time(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
247 if (monap_ptr->explode) {
251 process_monster_attack_time(player_ptr);
252 if (has_resist_time(player_ptr)) {
253 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
256 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
260 * @brief 生命力吸収ダメージを計算する (経験値維持があれば9/10になる)
261 * @param player_ptr プレイヤーへの参照ポインタ
262 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
264 static void calc_blow_drain_life(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
266 int32_t d = damroll(60, 6) + (player_ptr->exp / 100) * MON_DRAIN_LIFE;
267 monap_ptr->obvious = true;
268 if (player_ptr->hold_exp) {
269 monap_ptr->damage = monap_ptr->damage * 9 / 10;
272 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
273 if (player_ptr->is_dead || check_multishadow(player_ptr)) {
277 bool resist_drain = check_drain_hp(player_ptr, d);
278 process_drain_life(player_ptr, monap_ptr, resist_drain);
282 * @brief MPダメージを計算する (消費魔力減少、呪文失敗率減少、魔道具使用能力向上があればそれぞれ-5%)
283 * @param player_ptr プレイヤーへの参照ポインタ
284 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
286 static void calc_blow_drain_mana(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
288 monap_ptr->obvious = true;
289 int damage_ratio = 100;
290 if (has_dec_mana(player_ptr)) {
294 if (has_easy_spell(player_ptr)) {
298 if (has_magic_mastery(player_ptr)) {
302 monap_ptr->damage = monap_ptr->damage * damage_ratio / 100;
303 process_drain_mana(player_ptr, monap_ptr);
304 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_MANA);
307 static void calc_blow_inertia(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
309 if (player_ptr->effects()->acceleration().is_fast() || (player_ptr->pspeed >= 130)) {
310 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
313 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
314 if (player_ptr->is_dead || check_multishadow(player_ptr)) {
318 if (BadStatusSetter(player_ptr).mod_deceleration(4 + randint0(monap_ptr->rlev / 10), false)) {
319 monap_ptr->obvious = true;
324 * @brief 空腹進行度を計算する (急速回復があれば+100%、遅消化があれば-50%)
326 static void calc_blow_hungry(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
328 if (player_ptr->regenerate) {
329 monap_ptr->damage = monap_ptr->damage * 2;
331 if (player_ptr->slow_digest) {
332 monap_ptr->damage = monap_ptr->damage / 2;
335 process_monster_attack_hungry(player_ptr, monap_ptr);
338 void switch_monster_blow_to_player(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
340 switch (monap_ptr->effect) {
341 case RaceBlowEffectType::NONE:
342 // ここには来ないはずだが、何らかのバグで来た場合はプレイヤーの不利益に
343 // ならないようダメージを 0 にしておく。
344 monap_ptr->damage = 0;
346 case RaceBlowEffectType::SUPERHURT: { /* AC軽減あり / Player armor reduces total damage */
347 if (((randint1(monap_ptr->rlev * 2 + 300) > (monap_ptr->ac + 200)) || one_in_(13)) && !check_multishadow(player_ptr)) {
348 monap_ptr->damage -= (monap_ptr->damage * ((monap_ptr->ac < 150) ? monap_ptr->ac : 150) / 250);
349 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
350 monap_ptr->damage = std::max(monap_ptr->damage, monap_ptr->damage * 2);
351 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
356 case RaceBlowEffectType::HURT: { /* AC軽減あり / Player armor reduces total damage */
357 monap_ptr->obvious = true;
358 monap_ptr->damage -= (monap_ptr->damage * ((monap_ptr->ac < 150) ? monap_ptr->ac : 150) / 250);
359 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
362 case RaceBlowEffectType::POISON:
363 calc_blow_poison(player_ptr, monap_ptr);
365 case RaceBlowEffectType::UN_BONUS:
366 calc_blow_disenchant(player_ptr, monap_ptr);
368 case RaceBlowEffectType::UN_POWER:
369 calc_blow_un_power(player_ptr, monap_ptr);
371 case RaceBlowEffectType::EAT_GOLD:
372 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
373 if (monap_ptr->m_ptr->is_confused() || player_ptr->is_dead || check_multishadow(player_ptr)) {
377 monap_ptr->obvious = true;
378 process_eat_gold(player_ptr, monap_ptr);
380 case RaceBlowEffectType::EAT_ITEM: {
381 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
382 if (!check_eat_item(player_ptr, monap_ptr)) {
386 process_eat_item(player_ptr, monap_ptr);
390 case RaceBlowEffectType::EAT_FOOD: {
391 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
392 if (player_ptr->is_dead || check_multishadow(player_ptr)) {
396 process_eat_food(player_ptr, monap_ptr);
399 case RaceBlowEffectType::EAT_LITE: {
400 monap_ptr->o_ptr = &player_ptr->inventory_list[INVEN_LITE];
401 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
402 if (player_ptr->is_dead || check_multishadow(player_ptr)) {
406 process_eat_lite(player_ptr, monap_ptr);
409 case RaceBlowEffectType::ACID: {
410 if (monap_ptr->explode) {
414 monap_ptr->obvious = true;
415 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
416 monap_ptr->get_damage += acid_dam(player_ptr, monap_ptr->damage, monap_ptr->ddesc, false);
417 update_creature(player_ptr);
418 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_ACID);
421 case RaceBlowEffectType::ELEC: {
422 if (monap_ptr->explode) {
426 monap_ptr->obvious = true;
427 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
428 monap_ptr->get_damage += elec_dam(player_ptr, monap_ptr->damage, monap_ptr->ddesc, false);
429 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_ELEC);
432 case RaceBlowEffectType::FIRE: {
433 if (monap_ptr->explode) {
437 monap_ptr->obvious = true;
438 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
439 monap_ptr->get_damage += fire_dam(player_ptr, monap_ptr->damage, monap_ptr->ddesc, false);
440 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_FIRE);
443 case RaceBlowEffectType::COLD: {
444 if (monap_ptr->explode) {
448 monap_ptr->obvious = true;
449 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
450 monap_ptr->get_damage += cold_dam(player_ptr, monap_ptr->damage, monap_ptr->ddesc, false);
451 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_COLD);
454 case RaceBlowEffectType::BLIND:
455 calc_blow_blind(player_ptr, monap_ptr);
457 case RaceBlowEffectType::CONFUSE:
458 calc_blow_confusion(player_ptr, monap_ptr);
460 case RaceBlowEffectType::TERRIFY:
461 calc_blow_fear(player_ptr, monap_ptr);
463 case RaceBlowEffectType::PARALYZE:
464 calc_blow_paralysis(player_ptr, monap_ptr);
466 case RaceBlowEffectType::LOSE_STR:
467 calc_blow_lose_strength(player_ptr, monap_ptr);
469 case RaceBlowEffectType::LOSE_INT:
470 calc_blow_lose_intelligence(player_ptr, monap_ptr);
472 case RaceBlowEffectType::LOSE_WIS:
473 calc_blow_lose_wisdom(player_ptr, monap_ptr);
475 case RaceBlowEffectType::LOSE_DEX:
476 calc_blow_lose_dexterity(player_ptr, monap_ptr);
478 case RaceBlowEffectType::LOSE_CON:
479 calc_blow_lose_constitution(player_ptr, monap_ptr);
481 case RaceBlowEffectType::LOSE_CHR:
482 calc_blow_lose_charisma(player_ptr, monap_ptr);
484 case RaceBlowEffectType::LOSE_ALL:
485 calc_blow_lose_all(player_ptr, monap_ptr);
487 case RaceBlowEffectType::SHATTER: { /* AC軽減あり / Player armor reduces total damage */
488 monap_ptr->obvious = true;
489 monap_ptr->damage -= (monap_ptr->damage * ((monap_ptr->ac < 150) ? monap_ptr->ac : 150) / 250);
490 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
491 if (monap_ptr->damage > 23 || monap_ptr->explode) {
492 earthquake(player_ptr, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, 8, monap_ptr->m_idx);
497 case RaceBlowEffectType::EXP_10:
498 calc_blow_drain_exp(player_ptr, monap_ptr, 10, 95);
500 case RaceBlowEffectType::EXP_20:
501 calc_blow_drain_exp(player_ptr, monap_ptr, 20, 90);
503 case RaceBlowEffectType::EXP_40:
504 calc_blow_drain_exp(player_ptr, monap_ptr, 40, 75);
506 case RaceBlowEffectType::EXP_80:
507 calc_blow_drain_exp(player_ptr, monap_ptr, 80, 50);
509 case RaceBlowEffectType::DISEASE:
510 calc_blow_disease(player_ptr, monap_ptr);
512 case RaceBlowEffectType::TIME:
513 calc_blow_time(player_ptr, monap_ptr);
515 case RaceBlowEffectType::DR_LIFE:
516 calc_blow_drain_life(player_ptr, monap_ptr);
518 case RaceBlowEffectType::DR_MANA:
519 calc_blow_drain_mana(player_ptr, monap_ptr);
521 case RaceBlowEffectType::INERTIA:
522 calc_blow_inertia(player_ptr, monap_ptr);
524 case RaceBlowEffectType::STUN:
525 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
526 if (player_ptr->is_dead) {
529 process_stun_attack(player_ptr, monap_ptr);
531 case RaceBlowEffectType::FLAVOR:
532 // フレーバー打撃は自明かつダメージ 0。
533 monap_ptr->obvious = true;
534 monap_ptr->damage = 0;
536 case RaceBlowEffectType::HUNGRY:
537 calc_blow_hungry(player_ptr, monap_ptr);
539 case RaceBlowEffectType::CHAOS: {
540 update_smart_learn(player_ptr, monap_ptr->m_idx, DRS_CHAOS);
541 monap_ptr->damage = monap_ptr->damage * calc_chaos_damage_rate(player_ptr, CALC_RAND) / 100;
542 monap_ptr->get_damage += take_hit(player_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc);
544 const auto has_chaos_resist = has_resist_chaos(player_ptr);
546 if (!has_chaos_resist) {
547 monap_ptr->obvious = true;
549 if (randint1(5) < 3) {
550 monap_ptr->obvious = true;
551 if (!has_chaos_resist) {
552 if (player_ptr->is_dead || check_multishadow(player_ptr)) {
556 int32_t d = damroll(60, 6) + (player_ptr->exp / 100) * MON_DRAIN_LIFE;
558 bool resist_drain = check_drain_hp(player_ptr, d);
559 process_drain_life(player_ptr, monap_ptr, resist_drain);
564 monap_ptr->obvious = true;
565 const auto *floor_ptr = player_ptr->current_floor_ptr;
566 if (floor_ptr->is_in_underground() && (!floor_ptr->is_in_quest() || !QuestType::is_fixed(floor_ptr->quest_number))) {
567 if (monap_ptr->damage > 23 || monap_ptr->explode) {
568 msg_print(_("カオスの力でダンジョンが崩れ始める!", "The dungeon tumbles by the chaotic power!"));
569 earthquake(player_ptr, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, 8, monap_ptr->m_idx);
575 if (player_ptr->is_dead) {
578 monap_ptr->obvious = true;
580 if (!has_chaos_resist && !has_resist_conf(player_ptr) && !check_multishadow(player_ptr) && BadStatusSetter(player_ptr).mod_confusion(3 + randint1(monap_ptr->rlev))) {
581 monap_ptr->obvious = true;
587 if (player_ptr->is_dead) {
590 monap_ptr->obvious = true;
592 if (!has_chaos_resist && player_ptr->anti_tele == 0) {
593 msg_print(_("突然体が浮きだした!", "Your body floats suddenly!"));
594 teleport_player(player_ptr, 50, TELEPORT_PASSIVE);
596 } else if (!has_chaos_resist) {
597 if (player_ptr->is_dead) {
600 monap_ptr->obvious = true;
602 msg_print(_("あなたの身体はカオスの力で捻じ曲げられた!", "Your body is twisted by chaos!"));
603 (void)gain_mutation(player_ptr, 0);
607 case RaceBlowEffectType::MAX: