2 * @brief プレイヤーからモンスターへの打撃処理
7 #include "player-attack/player-attack.h"
8 #include "artifact/fixed-art-types.h"
9 #include "avatar/avatar.h"
10 #include "cmd-action/cmd-attack.h"
11 #include "combat/attack-accuracy.h"
12 #include "combat/attack-criticality.h"
13 #include "combat/martial-arts-table.h"
14 #include "combat/slaying.h"
15 #include "floor/cave.h"
16 #include "floor/geometry.h"
17 #include "game-option/cheat-types.h"
18 #include "grid/feature-flag-types.h"
19 #include "inventory/inventory-slot-types.h"
20 #include "main/sound-definitions-table.h"
21 #include "main/sound-of-music.h"
22 #include "mind/mind-ninja.h"
23 #include "mind/mind-samurai.h"
24 #include "mind/monk-attack.h"
25 #include "monster-race/monster-race-hook.h"
26 #include "monster-race/monster-race.h"
27 #include "monster-race/race-flags3.h"
28 #include "monster/monster-damage.h"
29 #include "monster/monster-describer.h"
30 #include "monster/monster-status-setter.h"
31 #include "monster/monster-status.h"
32 #include "object-enchant/tr-types.h"
33 #include "object-enchant/vorpal-weapon.h"
34 #include "object-hook/hook-weapon.h"
35 #include "object/object-flags.h"
36 #include "object/tval-types.h"
37 #include "player-attack/attack-chaos-effect.h"
38 #include "player-attack/blood-sucking-processor.h"
39 #include "player-base/player-class.h"
40 #include "player-info/equipment-info.h"
41 #include "player-status/player-energy.h"
42 #include "player-status/player-hand-types.h"
43 #include "player/player-damage.h"
44 #include "player/player-skill.h"
45 #include "player/player-status-flags.h"
46 #include "realm/realm-hex-numbers.h"
47 #include "spell-kind/earthquake.h"
48 #include "spell-realm/spells-hex.h"
49 #include "sv-definition/sv-weapon-types.h"
50 #include "system/floor-type-definition.h"
51 #include "system/grid-type-definition.h"
52 #include "system/item-entity.h"
53 #include "system/monster-entity.h"
54 #include "system/monster-race-info.h"
55 #include "system/player-type-definition.h"
56 #include "timed-effect/player-cut.h"
57 #include "timed-effect/timed-effects.h"
58 #include "util/bit-flags-calculator.h"
59 #include "util/string-processor.h"
60 #include "view/display-messages.h"
61 #include "wizard/wizard-messages.h"
62 #include "world/world.h"
65 constexpr auto MAX_VAMPIRIC_DRAIN = 50;
68 * @brief プレイヤーの攻撃情報を初期化する(コンストラクタ以外の分)
70 player_attack_type::player_attack_type(FloorType &floor, POSITION y, POSITION x, int16_t hand, combat_options mode, bool *fear, bool *mdeath)
75 , drain_left(MAX_VAMPIRIC_DRAIN)
76 , g_ptr(&floor.grid_array[y][x])
77 , chaos_effect(CE_NONE)
78 , magical_effect(MagicalBrandEffectType::NONE)
80 this->m_idx = this->g_ptr->m_idx;
81 this->m_ptr = &floor.m_list[this->g_ptr->m_idx];
82 this->r_idx = this->m_ptr->r_idx;
83 this->r_ptr = &monraces_info[this->m_ptr->r_idx];
84 this->ma_ptr = &ma_blows[0];
88 * @brief 一部職業で攻撃に倍率がかかったりすることの処理
89 * @param player_ptr プレイヤーへの参照ポインタ
90 * @param pa_ptr 直接攻撃構造体への参照ポインタ
92 static void attack_classify(PlayerType *player_ptr, player_attack_type *pa_ptr)
94 switch (player_ptr->pclass) {
95 case PlayerClassType::ROGUE:
96 case PlayerClassType::NINJA:
97 process_surprise_attack(player_ptr, pa_ptr);
99 case PlayerClassType::MONK:
100 case PlayerClassType::FORCETRAINER:
101 case PlayerClassType::BERSERKER:
102 if ((empty_hands(player_ptr, true) & EMPTY_HAND_MAIN) && !player_ptr->riding) {
103 pa_ptr->monk_attack = true;
112 * @brief マーシャルアーツの技能値を増加させる
113 * @param player_ptr プレイヤーへの参照ポインタ
114 * @param pa_ptr 直接攻撃構造体への参照ポインタ
116 static void get_bare_knuckle_exp(PlayerType *player_ptr, player_attack_type *pa_ptr)
118 auto *r_ptr = &monraces_info[pa_ptr->m_ptr->r_idx];
119 if ((r_ptr->level + 10) <= player_ptr->lev) {
123 PlayerSkill(player_ptr).gain_martial_arts_skill_exp();
127 * @brief 装備している武器の技能値を増加させる
128 * @param player_ptr プレイヤーへの参照ポインタ
129 * @param pa_ptr 直接攻撃構造体への参照ポインタ
131 static void get_weapon_exp(PlayerType *player_ptr, player_attack_type *pa_ptr)
133 auto *o_ptr = &player_ptr->inventory_list[enum2i(INVEN_MAIN_HAND) + pa_ptr->hand];
135 PlayerSkill(player_ptr).gain_melee_weapon_exp(o_ptr);
139 * @brief 直接攻撃に伴う技能値の上昇処理
140 * @param player_ptr プレイヤーへの参照ポインタ
141 * @param pa_ptr 直接攻撃構造体への参照ポインタ
143 static void get_attack_exp(PlayerType *player_ptr, player_attack_type *pa_ptr)
145 auto *r_ptr = &monraces_info[pa_ptr->m_ptr->r_idx];
146 auto *o_ptr = &player_ptr->inventory_list[enum2i(INVEN_MAIN_HAND) + pa_ptr->hand];
147 if (!o_ptr->is_valid()) {
148 get_bare_knuckle_exp(player_ptr, pa_ptr);
152 if (!o_ptr->is_melee_weapon() || ((r_ptr->level + 10) <= player_ptr->lev)) {
156 get_weapon_exp(player_ptr, pa_ptr);
161 * @param player_ptr プレイヤーへの参照ポインタ
162 * @param pa_ptr 直接攻撃構造体への参照ポインタ
165 static void calc_num_blow(PlayerType *player_ptr, player_attack_type *pa_ptr)
167 if ((pa_ptr->mode == HISSATSU_KYUSHO) || (pa_ptr->mode == HISSATSU_MINEUCHI) || (pa_ptr->mode == HISSATSU_3DAN) || (pa_ptr->mode == HISSATSU_IAI)) {
168 pa_ptr->num_blow = 1;
169 } else if (pa_ptr->mode == HISSATSU_COLD) {
170 pa_ptr->num_blow = player_ptr->num_blow[pa_ptr->hand] + 2;
172 pa_ptr->num_blow = player_ptr->num_blow[pa_ptr->hand];
175 auto *o_ptr = &player_ptr->inventory_list[enum2i(INVEN_MAIN_HAND) + pa_ptr->hand];
176 if (o_ptr->bi_key == BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE)) {
177 pa_ptr->num_blow = 1;
182 * @brief 混沌属性の武器におけるカオス効果を決定する
183 * @param player_ptr プレイヤーへの参照ポインタ
184 * @param pa_ptr 直接攻撃構造体への参照ポインタ
187 * 吸血20%、地震0.12%、混乱26.892%、テレポート・アウェイ1.494%、変身1.494% /
188 * Vampiric 20%, Quake 0.12%, Confusion 26.892%, Teleport away 1.494% and Polymorph 1.494%
190 static chaotic_effect select_chaotic_effect(PlayerType *player_ptr, player_attack_type *pa_ptr)
192 if (pa_ptr->flags.has_not(TR_CHAOTIC) || one_in_(2)) {
197 chg_virtue(player_ptr, Virtue::CHANCE, 1);
200 if (randint1(5) < 3) {
212 return one_in_(2) ? CE_TELE_AWAY : CE_POLYMORPH;
216 * @brief 魔術属性による追加ダイス数を返す
217 * @param player_ptr プレイヤー情報への参照ポインタ
218 * @param pa_ptr プレイヤー攻撃情報への参照ポインタ
221 static MagicalBrandEffectType select_magical_brand_effect(PlayerType *player_ptr, player_attack_type *pa_ptr)
223 if (pa_ptr->flags.has_not(TR_BRAND_MAGIC)) {
224 return MagicalBrandEffectType::NONE;
228 chg_virtue(player_ptr, Virtue::CHANCE, 1);
232 return MagicalBrandEffectType::STUN;
236 return MagicalBrandEffectType::SCARE;
240 return MagicalBrandEffectType::DISPELL;
244 return MagicalBrandEffectType::PROBE;
247 return MagicalBrandEffectType::EXTRA;
251 * @brief 魔法属性による追加ダイス数を返す
252 * @param pa_ptr プレイヤー攻撃情報への参照ポインタ
255 static DICE_NUMBER magical_brand_extra_dice(player_attack_type *pa_ptr)
257 switch (pa_ptr->magical_effect) {
258 case MagicalBrandEffectType::NONE:
260 case MagicalBrandEffectType::EXTRA:
268 * @brief 装備品が地震を起こすか判定
269 * @param player_ptr プレイヤー情報への参照ポインタ
270 * @param pa_ptr 直接攻撃構造体への参照ポインタ
271 * @return 地震を起こすならtrue、起こさないならfalse
273 * 打撃に使用する武器または武器以外の装備品が地震を起こすなら、
274 * ダメージ量が50より多いか1/7で地震を起こす
276 static bool does_equip_cause_earthquake(PlayerType *player_ptr, player_attack_type *pa_ptr)
278 if (!player_ptr->earthquake) {
282 auto do_quake = false;
284 auto hand = (pa_ptr->hand == 0) ? FLAG_CAUSE_INVEN_MAIN_HAND : FLAG_CAUSE_INVEN_SUB_HAND;
285 if (any_bits(player_ptr->earthquake, hand)) {
288 auto flags = player_ptr->earthquake;
289 reset_bits(flags, FLAG_CAUSE_INVEN_MAIN_HAND | FLAG_CAUSE_INVEN_SUB_HAND);
290 do_quake = flags != 0;
294 return pa_ptr->attack_damage > 50 || one_in_(7);
301 * @brief 手にしている装備品がフラグを持つか判定
302 * @param attacker_flags 装備状況で集計されたフラグ
303 * @param pa_ptr 直接攻撃構造体への参照ポインタ
304 * @return 持つならtrue、持たないならfalse
306 static bool does_weapon_has_flag(BIT_FLAGS &attacker_flags, player_attack_type *pa_ptr)
308 if (!attacker_flags) {
312 auto hand = (pa_ptr->hand == 0) ? FLAG_CAUSE_INVEN_MAIN_HAND : FLAG_CAUSE_INVEN_SUB_HAND;
313 if (any_bits(attacker_flags, hand)) {
317 auto flags = attacker_flags;
318 reset_bits(flags, FLAG_CAUSE_INVEN_MAIN_HAND | FLAG_CAUSE_INVEN_SUB_HAND);
323 * @brief 武器による直接攻撃メインルーチン
324 * @param player_ptr プレイヤーへの参照ポインタ
325 * @param pa_ptr 直接攻撃構造体への参照ポインタ
326 * @param vorpal_cut メッタ斬りにできるかどうか
327 * @param vorpal_chance ヴォーパル倍率上昇の機会値
328 * @return 攻撃の結果、地震を起こすことになったらTRUE、それ以外はFALSE
330 static void process_weapon_attack(PlayerType *player_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool vorpal_cut, const int vorpal_chance)
332 auto *o_ptr = &player_ptr->inventory_list[enum2i(INVEN_MAIN_HAND) + pa_ptr->hand];
333 auto dd = o_ptr->dd + player_ptr->to_dd[pa_ptr->hand] + magical_brand_extra_dice(pa_ptr);
334 pa_ptr->attack_damage = damroll(dd, o_ptr->ds + player_ptr->to_ds[pa_ptr->hand]);
335 pa_ptr->attack_damage = calc_attack_damage_with_slay(player_ptr, o_ptr, pa_ptr->attack_damage, pa_ptr->m_ptr, pa_ptr->mode, false);
336 calc_surprise_attack_damage(player_ptr, pa_ptr);
338 if (does_equip_cause_earthquake(player_ptr, pa_ptr) || (pa_ptr->chaos_effect == CE_QUAKE) || (pa_ptr->mode == HISSATSU_QUAKE)) {
342 auto do_impact = does_weapon_has_flag(player_ptr->impact, pa_ptr);
343 if ((o_ptr->bi_key != BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE)) && !(pa_ptr->mode == HISSATSU_KYUSHO)) {
344 pa_ptr->attack_damage = critical_norm(player_ptr, o_ptr->weight, o_ptr->to_h, pa_ptr->attack_damage, player_ptr->to_h[pa_ptr->hand], pa_ptr->mode, do_impact);
347 pa_ptr->drain_result = pa_ptr->attack_damage;
348 process_vorpal_attack(player_ptr, pa_ptr, vorpal_cut, vorpal_chance);
349 pa_ptr->attack_damage += o_ptr->to_d;
350 pa_ptr->drain_result += o_ptr->to_d;
354 * @brief 武器または素手による攻撃ダメージを計算する
355 * @param player_ptr プレイヤーへの参照ポインタ
356 * @param pa_ptr 直接攻撃構造体への参照ポインタ
357 * @param do_quake 攻撃の結果、地震を起こすことになったらTRUE、それ以外はFALSE
358 * @param vorpal_cut メッタ斬りにできるかどうか
359 * @param vorpal_change ヴォーパル倍率上昇の機会値
360 * @details 取り敢えず素手と仮定し1とする.
362 static void calc_attack_damage(PlayerType *player_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool vorpal_cut, const int vorpal_chance)
364 auto *o_ptr = &player_ptr->inventory_list[enum2i(INVEN_MAIN_HAND) + pa_ptr->hand];
365 pa_ptr->attack_damage = 1;
366 if (pa_ptr->monk_attack) {
367 process_monk_attack(player_ptr, pa_ptr);
371 if (o_ptr->is_valid()) {
372 process_weapon_attack(player_ptr, pa_ptr, do_quake, vorpal_cut, vorpal_chance);
377 * @brief 武器のダメージボーナスや剣術家の技によってダメージにボーナスを与える
378 * @param player_ptr プレイヤーへの参照ポインタ
379 * @param pa_ptr 直接攻撃構造体への参照ポインタ
381 static void apply_damage_bonus(PlayerType *player_ptr, player_attack_type *pa_ptr)
383 pa_ptr->attack_damage += player_ptr->to_d[pa_ptr->hand];
384 pa_ptr->drain_result += player_ptr->to_d[pa_ptr->hand];
386 if ((pa_ptr->mode == HISSATSU_SUTEMI) || (pa_ptr->mode == HISSATSU_3DAN)) {
387 pa_ptr->attack_damage *= 2;
390 if ((pa_ptr->mode == HISSATSU_SEKIRYUKA) && !pa_ptr->m_ptr->has_living_flag()) {
391 pa_ptr->attack_damage = 0;
394 auto is_cut = player_ptr->effects()->cut()->is_cut();
395 if ((pa_ptr->mode == HISSATSU_SEKIRYUKA) && !is_cut) {
396 pa_ptr->attack_damage /= 2;
401 * @brief 特殊な条件でダメージが減ったり0になったりする処理
402 * @param player_ptr プレイヤーへの参照ポインタ
403 * @param pa_ptr 直接攻撃構造体への参照ポインタ
404 * @param is_zantetsu_nullified 斬鉄剣で切れないならばTRUE
405 * @param is_ej_nullified 蜘蛛相手ならばTRUE
406 * @details ダメージが0未満なら0に補正する
407 * @todo かなりのレアケースだが、右手に混沌属性の武器を持ち、左手にエクスカリバー・ジュニアを持ち、
408 * 右手の最終打撃で蜘蛛に変身したとしても、左手の攻撃でダメージが減らない気がする
409 * モンスターへの参照ポインタは変身時に変わるのにis_ej_nullifiedはその前に代入されて参照されるだけであるため
411 static void apply_damage_negative_effect(player_attack_type *pa_ptr, bool is_zantetsu_nullified, bool is_ej_nullified)
413 if (pa_ptr->attack_damage < 0) {
414 pa_ptr->attack_damage = 0;
417 auto *r_ptr = &monraces_info[pa_ptr->m_ptr->r_idx];
418 if ((pa_ptr->mode == HISSATSU_ZANMA) && !(!pa_ptr->m_ptr->has_living_flag() && r_ptr->kind_flags.has(MonsterKindType::EVIL))) {
419 pa_ptr->attack_damage = 0;
422 if (is_zantetsu_nullified) {
423 sound(SOUND_ATTACK_FAILED);
424 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such an elastic thing!"));
425 pa_ptr->attack_damage = 0;
428 if (is_ej_nullified) {
429 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
430 pa_ptr->attack_damage /= 2;
435 * @brief モンスターのHPを減らした後、恐怖させるか死なす (フロアから消滅させる)
436 * @param player_ptr プレイヤーへの参照ポインタ
437 * @param pa_ptr 直接攻撃構造体への参照ポインタ
438 * @return 死んだらTRUE、生きていたらFALSE
440 static bool check_fear_death(PlayerType *player_ptr, player_attack_type *pa_ptr, const int num, const bool is_lowlevel)
442 MonsterDamageProcessor mdp(player_ptr, pa_ptr->m_idx, pa_ptr->attack_damage, pa_ptr->fear, pa_ptr->attribute_flags);
443 if (!mdp.mon_take_hit("")) {
447 *(pa_ptr->mdeath) = true;
448 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER) && player_ptr->energy_use) {
449 PlayerEnergy energy(player_ptr);
450 if (can_attack_with_main_hand(player_ptr) && can_attack_with_sub_hand(player_ptr)) {
453 energy_use = player_ptr->energy_use * 3 / 5 + player_ptr->energy_use * num * 2 / (player_ptr->num_blow[pa_ptr->hand] * 5);
455 energy_use = player_ptr->energy_use * num * 3 / (player_ptr->num_blow[pa_ptr->hand] * 5);
458 energy.set_player_turn_energy(energy_use);
460 auto energy_use = (ENERGY)(player_ptr->energy_use * num / player_ptr->num_blow[pa_ptr->hand]);
461 energy.set_player_turn_energy(energy_use);
465 auto *o_ptr = &player_ptr->inventory_list[enum2i(INVEN_MAIN_HAND) + pa_ptr->hand];
466 if ((o_ptr->is_specific_artifact(FixedArtifactId::ZANTETSU)) && is_lowlevel) {
467 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...."));
474 * @brief 直接攻撃が当たった時の処理
475 * @param player_ptr プレイヤーへの参照ポインタ
476 * @param pa_ptr 直接攻撃構造体への参照ポインタ
477 * @param do_quake 攻撃後に地震を起こすかどうか
478 * @param is_zantetsu_nullified 斬鉄剣で切れないならばTRUE
479 * @param is_ej_nullified 蜘蛛相手ならばTRUE
481 static void apply_actual_attack(
482 PlayerType *player_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool is_zantetsu_nullified, const bool is_ej_nullified)
484 auto *o_ptr = &player_ptr->inventory_list[enum2i(INVEN_MAIN_HAND) + pa_ptr->hand];
485 int vorpal_chance = (o_ptr->is_specific_artifact(FixedArtifactId::VORPAL_BLADE) || o_ptr->is_specific_artifact(FixedArtifactId::CHAINSWORD)) ? 2 : 4;
488 print_surprise_attack(pa_ptr);
490 pa_ptr->flags = object_flags(o_ptr);
491 pa_ptr->chaos_effect = select_chaotic_effect(player_ptr, pa_ptr);
492 pa_ptr->magical_effect = select_magical_brand_effect(player_ptr, pa_ptr);
493 decide_blood_sucking(player_ptr, pa_ptr);
495 bool vorpal_cut = (pa_ptr->flags.has(TR_VORPAL) || SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !is_zantetsu_nullified;
496 calc_attack_damage(player_ptr, pa_ptr, do_quake, vorpal_cut, vorpal_chance);
497 apply_damage_bonus(player_ptr, pa_ptr);
498 apply_damage_negative_effect(pa_ptr, is_zantetsu_nullified, is_ej_nullified);
499 mineuchi(player_ptr, pa_ptr);
501 const auto is_death_scythe = o_ptr->bi_key == BaseitemKey(ItemKindType::POLEARM, SV_DEATH_SCYTHE);
502 const auto is_berserker = PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER);
503 pa_ptr->attack_damage = mon_damage_mod(player_ptr, pa_ptr->m_ptr, pa_ptr->attack_damage, is_death_scythe || (is_berserker && one_in_(2)));
504 critical_attack(player_ptr, pa_ptr);
505 msg_format_wizard(player_ptr, CHEAT_MONSTER, _("%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))"),
506 pa_ptr->attack_damage, pa_ptr->m_ptr->hp - pa_ptr->attack_damage, pa_ptr->m_ptr->maxhp, pa_ptr->m_ptr->max_maxhp);
511 * @param player_ptr プレイヤーへの参照ポインタ
512 * @param pa_ptr 直接攻撃構造体への参照ポインタ
513 * @param do_quake 攻撃後に地震を起こすかどうか
517 static void cause_earthquake(PlayerType *player_ptr, player_attack_type *pa_ptr, const bool do_quake, const POSITION y, const POSITION x)
523 earthquake(player_ptr, player_ptr->y, player_ptr->x, 10, 0);
524 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx == 0) {
525 *(pa_ptr->mdeath) = true;
530 * @brief プレイヤーの打撃処理サブルーチン /
531 * Player attacks a (poor, defenseless) creature -RAK-
534 * @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
535 * @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
536 * @param hand 攻撃を行うための武器を持つ手
537 * @param mode 発動中の剣術ID
539 * If no "weapon" is available, then "punch" the monster one time.
541 void exe_player_attack_to_monster(PlayerType *player_ptr, POSITION y, POSITION x, bool *fear, bool *mdeath, int16_t hand, combat_options mode)
543 bool do_quake = false;
544 bool drain_msg = true;
546 player_attack_type tmp_attack(*player_ptr->current_floor_ptr, y, x, hand, mode, fear, mdeath);
547 auto pa_ptr = &tmp_attack;
549 bool is_human = (pa_ptr->r_ptr->d_char == 'p');
550 bool is_lowlevel = (pa_ptr->r_ptr->level < (player_ptr->lev - 15));
552 attack_classify(player_ptr, pa_ptr);
553 get_attack_exp(player_ptr, pa_ptr);
555 /* Disturb the monster */
556 (void)set_monster_csleep(player_ptr, pa_ptr->m_idx, 0);
557 angband_strcpy(pa_ptr->m_name, monster_desc(player_ptr, pa_ptr->m_ptr, 0), sizeof(pa_ptr->m_name));
559 int chance = calc_attack_quality(player_ptr, pa_ptr);
560 auto *o_ptr = &player_ptr->inventory_list[enum2i(INVEN_MAIN_HAND) + pa_ptr->hand];
561 bool is_zantetsu_nullified = (o_ptr->is_specific_artifact(FixedArtifactId::ZANTETSU) && (pa_ptr->r_ptr->d_char == 'j'));
562 bool is_ej_nullified = (o_ptr->is_specific_artifact(FixedArtifactId::EXCALIBUR_J) && (pa_ptr->r_ptr->d_char == 'S'));
563 calc_num_blow(player_ptr, pa_ptr);
565 /* Attack once for each legal blow */
567 while ((num++ < pa_ptr->num_blow) && !player_ptr->is_dead) {
568 if (!process_attack_hit(player_ptr, pa_ptr, chance)) {
572 pa_ptr->attribute_flags = melee_attribute(player_ptr, o_ptr, pa_ptr->mode);
573 apply_actual_attack(player_ptr, pa_ptr, &do_quake, is_zantetsu_nullified, is_ej_nullified);
575 if (check_fear_death(player_ptr, pa_ptr, num, is_lowlevel)) {
579 /* Anger the monster */
580 if (pa_ptr->attack_damage > 0) {
581 anger_monster(player_ptr, pa_ptr->m_ptr);
584 touch_zap_player(pa_ptr->m_ptr, player_ptr);
585 process_drain(player_ptr, pa_ptr, is_human, &drain_msg);
586 pa_ptr->can_drain = false;
587 pa_ptr->drain_result = 0;
588 change_monster_stat(player_ptr, pa_ptr, y, x, &num);
589 pa_ptr->backstab = false;
590 pa_ptr->surprise_attack = false;
593 if (pa_ptr->weak && !(*mdeath)) {
594 msg_format(_("%sは弱くなったようだ。", "%s^ seems weakened."), pa_ptr->m_name);
597 if ((pa_ptr->drain_left != MAX_VAMPIRIC_DRAIN) && one_in_(4)) {
598 chg_virtue(player_ptr, Virtue::UNLIFE, 1);
601 cause_earthquake(player_ptr, pa_ptr, do_quake, y, x);
605 * @brief 皆殺し(全方向攻撃)処理
606 * @param player_ptr プレイヤーへの参照ポインタ
608 void massacre(PlayerType *player_ptr)
611 MonsterEntity *m_ptr;
612 for (DIRECTION dir = 0; dir < 8; dir++) {
613 POSITION y = player_ptr->y + ddy_ddd[dir];
614 POSITION x = player_ptr->x + ddx_ddd[dir];
615 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
616 m_ptr = &player_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
617 if (g_ptr->m_idx && (m_ptr->ml || cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, TerrainCharacteristics::PROJECT))) {
618 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);