+ /* Must do at least 95% of perfect */
+ if (dam < total * 19 / 20) return (0);
+
+ /* Weak blows rarely work */
+ if ((dam < 20) && (randint0(100) >= dam)) return (0);
+
+ /* Perfect damage */
+ if ((dam >= total) && (dam >= 40)) max++;
+
+ /* Super-charge */
+ if (dam >= 20)
+ {
+ while (randint0(100) < 2) max++;
+ }
+
+ /* Critical damage */
+ if (dam > 45) return (6 + max);
+ if (dam > 33) return (5 + max);
+ if (dam > 25) return (4 + max);
+ if (dam > 18) return (3 + max);
+ if (dam > 11) return (2 + max);
+ return (1 + max);
+}
+
+/*!
+ * @brief モンスター打撃の命中を判定する /
+ * Determine if a monster attack against the player succeeds.
+ * @param power 打撃属性毎の基本命中値
+ * @param level モンスターのレベル
+ * @param stun モンスターの朦朧値
+ * @return TRUEならば命中判定
+ * @details
+ * Always miss 5% of the time, Always hit 5% of the time.
+ * Otherwise, match monster power against player armor.
+ */
+static int check_hit(int power, DEPTH level, int stun)
+{
+ int i, k, ac;
+
+ /* Percentile dice */
+ k = randint0(100);
+
+ if (stun && one_in_(2)) return FALSE;
+
+ /* Hack -- Always miss or hit */
+ if (k < 10) return (k < 5);
+
+ /* Calculate the "attack quality" */
+ i = (power + (level * 3));
+
+ /* Total armor */
+ ac = p_ptr->ac + p_ptr->to_a;
+ if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
+
+ /* Power and Level compete against Armor */
+ if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
+
+ /* Assume miss */
+ return (FALSE);
+}
+
+
+
+/*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
+static cptr desc_insult[] =
+{
+#ifdef JP
+ "があなたを侮辱した!",
+ "があなたの母を侮辱した!",
+ "があなたを軽蔑した!",
+ "があなたを辱めた!",
+ "があなたを汚した!",
+ "があなたの回りで踊った!",
+ "が猥褻な身ぶりをした!",
+ "があなたをぼんやりと見た!!!",
+ "があなたをパラサイト呼ばわりした!",
+ "があなたをサイボーグ扱いした!"
+#else
+ "insults you!",
+ "insults your mother!",
+ "gives you the finger!",
+ "humiliates you!",
+ "defiles you!",
+ "dances around you!",
+ "makes obscene gestures!",
+ "moons you!!!"
+ "calls you a parasite!",
+ "calls you a cyborg!"
+#endif
+
+};
+
+
+/*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
+static cptr desc_moan[] =
+{
+#ifdef JP
+ "は何かを悲しんでいるようだ。",
+ "が彼の飼い犬を見なかったかと尋ねている。",
+ "が縄張りから出て行けと言っている。",
+ "はキノコがどうとか呟いている。"
+#else
+ "seems sad about something.",
+ "asks if you have seen his dogs.",
+ "tells you to get off his land.",
+ "mumbles something about mushrooms."
+#endif
+
+};
+
+
+/*!
+* @brief 敵オーラによるプレイヤーのダメージ処理(補助)
+* @param m_ptr オーラを持つモンスターの構造体参照ポインタ
+* @param immune ダメージを回避できる免疫フラグ
+* @param flags_offset オーラフラグ配列の参照オフセット
+* @param r_flags_offset モンスターの耐性配列の参照オフセット
+* @param aura_flag オーラフラグ配列
+* @param dam_func ダメージ処理を行う関数の参照ポインタ
+* @param message オーラダメージを受けた際のメッセージ
+* @return なし
+*/
+static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
+ HIT_POINT(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
+{
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
+ {
+ char mon_name[80];
+ int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
+
+ /* Hack -- Get the "died from" name */
+ monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+
+ msg_print(message);
+
+ dam_func(aura_damage, mon_name, -1, TRUE);
+
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
+ }
+
+ handle_stuff();
+ }
+}
+
+
+
+
+/*!
+* @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
+* @param m_ptr オーラを持つモンスターの構造体参照ポインタ
+* @return なし
+*/
+static void touch_zap_player(monster_type *m_ptr)
+{
+ touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
+ fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
+ touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
+ cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
+ touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
+ elec_dam, _("電撃をくらった!", "You get zapped!"));
+}
+
+/*!
+* @brief プレイヤーの変異要素による打撃処理
+* @param m_idx 攻撃目標となったモンスターの参照ID
+* @param attack 変異要素による攻撃要素の種類
+* @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
+* @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
+* @return なし
+*/
+static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
+{
+ HIT_POINT k;
+ int bonus, chance;
+ int n_weight = 0;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ char m_name[80];
+
+ int dice_num, dice_side;
+
+ cptr atk_desc;
+
+ switch (attack)
+ {
+ case MUT2_SCOR_TAIL:
+ dice_num = 3;
+ dice_side = 7;
+ n_weight = 5;
+ atk_desc = _("尻尾", "tail");
+
+ break;
+ case MUT2_HORNS:
+ dice_num = 2;
+ dice_side = 6;
+ n_weight = 15;
+ atk_desc = _("角", "horns");
+
+ break;
+ case MUT2_BEAK:
+ dice_num = 2;
+ dice_side = 4;
+ n_weight = 5;
+ atk_desc = _("クチバシ", "beak");
+
+ break;
+ case MUT2_TRUNK:
+ dice_num = 1;
+ dice_side = 4;
+ n_weight = 35;
+ atk_desc = _("象の鼻", "trunk");
+
+ break;
+ case MUT2_TENTACLES:
+ dice_num = 2;
+ dice_side = 5;
+ n_weight = 5;
+ atk_desc = _("触手", "tentacles");
+
+ break;
+ default:
+ dice_num = dice_side = n_weight = 1;
+ atk_desc = _("未定義の部位", "undefined body part");
+
+ }
+
+ /* Extract monster name (or "it") */
+ monster_desc(m_name, m_ptr, 0);
+
+
+ /* Calculate the "attack quality" */
+ bonus = p_ptr->to_h_m;
+ bonus += (p_ptr->lev * 6 / 5);
+ chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
+
+ /* Test for hit */
+ if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
+ {
+ sound(SOUND_HIT);
+ msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
+
+ k = damroll(dice_num, dice_side);
+ k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
+
+ /* Apply the player damage bonuses */
+ k += p_ptr->to_d_m;
+
+ /* No negative damage */
+ if (k < 0) k = 0;
+
+ /* Modify the damage */
+ k = mon_damage_mod(m_ptr, k, FALSE);
+
+ /* Complex message */
+ msg_format_wizard(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))"),
+ k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
+
+ /* Anger the monster */
+ if (k > 0) anger_monster(m_ptr);
+
+ /* Damage, check for fear and mdeath */
+ switch (attack)
+ {
+ case MUT2_SCOR_TAIL:
+ project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
+ *mdeath = (m_ptr->r_idx == 0);
+ break;
+ case MUT2_HORNS:
+ *mdeath = mon_take_hit(m_idx, k, fear, NULL);
+ break;
+ case MUT2_BEAK:
+ *mdeath = mon_take_hit(m_idx, k, fear, NULL);
+ break;
+ case MUT2_TRUNK:
+ *mdeath = mon_take_hit(m_idx, k, fear, NULL);
+ break;
+ case MUT2_TENTACLES:
+ *mdeath = mon_take_hit(m_idx, k, fear, NULL);
+ break;
+ default:
+ *mdeath = mon_take_hit(m_idx, k, fear, NULL);
+ }
+
+ touch_zap_player(m_ptr);
+ }
+ /* Player misses */
+ else
+ {
+ sound(SOUND_MISS);
+
+ msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
+ }
+}
+
+/*!
+* @brief プレイヤーの打撃処理サブルーチン /
+* Player attacks a (poor, defenseless) creature -RAK-
+* @param y 攻撃目標のY座標
+* @param x 攻撃目標のX座標
+* @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
+* @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
+* @param hand 攻撃を行うための武器を持つ手
+* @param mode 発動中の剣術ID
+* @return なし
+* @details
+* If no "weapon" is available, then "punch" the monster one time.
+*/
+static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
+{
+ int num = 0, bonus, chance, vir;
+ HIT_POINT k;
+
+ cave_type *c_ptr = &cave[y][x];
+
+ monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Access the weapon */
+ object_type *o_ptr = &inventory[INVEN_RARM + hand];
+
+ char m_name[80];
+
+ bool success_hit = FALSE;
+ bool backstab = FALSE;
+ bool vorpal_cut = FALSE;
+ int chaos_effect = 0;
+ bool stab_fleeing = FALSE;
+ bool fuiuchi = FALSE;
+ bool monk_attack = FALSE;
+ bool do_quake = FALSE;
+ bool weak = FALSE;
+ bool drain_msg = TRUE;
+ int drain_result = 0, drain_heal = 0;
+ bool can_drain = FALSE;
+ int num_blow;
+ int drain_left = MAX_VAMPIRIC_DRAIN;
+ BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
+ bool is_human = (r_ptr->d_char == 'p');
+ bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
+ bool zantetsu_mukou, e_j_mukou;
+
+ switch (p_ptr->pclass)
+ {
+ case CLASS_ROGUE:
+ case CLASS_NINJA:
+ if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
+ {
+ int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
+ if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
+ if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
+ if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
+ if (MON_CSLEEP(m_ptr) && m_ptr->ml)
+ {
+ /* Can't backstab creatures that we can't see, right? */
+ backstab = TRUE;
+ }
+ else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
+ {
+ fuiuchi = TRUE;
+ }
+ else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
+ {
+ stab_fleeing = TRUE;
+ }
+ }
+ break;
+
+ case CLASS_MONK:
+ case CLASS_FORCETRAINER:
+ case CLASS_BERSERKER:
+ if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
+ break;
+ }
+
+ if (!o_ptr->k_idx) /* Empty hand */
+ {
+ if ((r_ptr->level + 10) > p_ptr->lev)
+ {
+ if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
+ {
+ if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
+ p_ptr->skill_exp[GINOU_SUDE] += 40;
+ else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
+ p_ptr->skill_exp[GINOU_SUDE] += 5;
+ else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
+ p_ptr->skill_exp[GINOU_SUDE] += 1;
+ else if ((p_ptr->lev > 34))
+ if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+ }
+ else if (object_is_melee_weapon(o_ptr))
+ {
+ if ((r_ptr->level + 10) > p_ptr->lev)
+ {
+ OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
+ OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
+ int now_exp = p_ptr->weapon_exp[tval][sval];
+ if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
+ {
+ SUB_EXP amount = 0;
+ if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
+ else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
+ else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
+ else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
+ p_ptr->weapon_exp[tval][sval] += amount;
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+ }
+
+ /* Disturb the monster */
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
+
+ /* Extract monster name (or "it") */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Calculate the "attack quality" */
+ bonus = p_ptr->to_h[hand] + o_ptr->to_h;
+ chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
+ if (mode == HISSATSU_IAI) chance += 60;
+ if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
+
+ if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
+
+ vir = virtue_number(V_VALOUR);
+ if (vir)
+ {
+ chance += (p_ptr->virtues[vir - 1] / 10);
+ }
+
+ zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
+ e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
+
+ if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
+ else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
+ else num_blow = p_ptr->num_blow[hand];
+
+ /* Hack -- DOKUBARI always hit once */
+ if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
+
+ /* Attack once for each legal blow */
+ while ((num++ < num_blow) && !p_ptr->is_dead)
+ {
+ if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
+ {
+ int n = 1;
+
+ if (p_ptr->migite && p_ptr->hidarite)
+ {
+ n *= 2;
+ }
+ if (mode == HISSATSU_3DAN)
+ {
+ n *= 2;
+ }
+
+ success_hit = one_in_(n);
+ }
+ else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
+ else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
+
+ if (mode == HISSATSU_MAJIN)
+ {
+ if (one_in_(2))
+ success_hit = FALSE;
+ }
+
+ /* Test for hit */
+ if (success_hit)
+ {
+ int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
+
+ sound(SOUND_HIT);
+
+ 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);
+ 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);
+ 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);
+ else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
+
+ /* Hack -- bare hands do one damage */
+ k = 1;
+
+ object_flags(o_ptr, flgs);
+
+ /* Select a chaotic effect (50% chance) */
+ if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
+ {
+ if (one_in_(10))
+ chg_virtue(V_CHANCE, 1);
+
+ if (randint1(5) < 3)
+ {
+ /* Vampiric (20%) */
+ chaos_effect = 1;
+ }
+ else if (one_in_(250))
+ {
+ /* Quake (0.12%) */
+ chaos_effect = 2;
+ }
+ else if (!one_in_(10))
+ {
+ /* Confusion (26.892%) */
+ chaos_effect = 3;
+ }
+ else if (one_in_(2))
+ {
+ /* Teleport away (1.494%) */
+ chaos_effect = 4;
+ }
+ else
+ {
+ /* Polymorph (1.494%) */
+ chaos_effect = 5;
+ }
+ }
+
+ /* Vampiric drain */
+ if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
+ {
+ /* Only drain "living" monsters */
+ if (monster_living(r_ptr))
+ can_drain = TRUE;
+ else
+ can_drain = FALSE;
+ }
+
+ if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
+ vorpal_cut = TRUE;
+ else vorpal_cut = FALSE;
+
+ if (monk_attack)
+ {
+ int special_effect = 0, stun_effect = 0, times = 0, max_times;
+ int min_level = 1;
+ const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
+ int resist_stun = 0;
+ WEIGHT weight = 8;
+
+ if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
+ if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
+ if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
+ if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
+ if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
+ resist_stun += 66;
+
+ if (p_ptr->special_defense & KAMAE_BYAKKO)
+ max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
+ else if (p_ptr->special_defense & KAMAE_SUZAKU)
+ max_times = 1;
+ else if (p_ptr->special_defense & KAMAE_GENBU)
+ max_times = 1;
+ else
+ max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
+ /* Attempt 'times' */
+ for (times = 0; times < max_times; times++)
+ {
+ do
+ {
+ ma_ptr = &ma_blows[randint0(MAX_MA)];
+ if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
+ else min_level = ma_ptr->min_level;
+ } while ((min_level > p_ptr->lev) ||
+ (randint1(p_ptr->lev) < ma_ptr->chance));
+
+ /* keep the highest level attack available we found */
+ if ((ma_ptr->min_level > old_ptr->min_level) &&
+ !p_ptr->stun && !p_ptr->confused)
+ {
+ old_ptr = ma_ptr;
+
+ if (p_ptr->wizard && cheat_xtra)
+ {
+ msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
+ }
+ }
+ else
+ {
+ ma_ptr = old_ptr;
+ }
+ }
+
+ if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
+ else min_level = ma_ptr->min_level;
+ k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
+ if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
+
+ if (ma_ptr->effect == MA_KNEE)
+ {
+ if (r_ptr->flags1 & RF1_MALE)
+ {
+ 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);
+ sound(SOUND_PAIN);
+ special_effect = MA_KNEE;
+ }
+ else
+ msg_format(ma_ptr->desc, m_name);
+ }
+
+ else if (ma_ptr->effect == MA_SLOW)
+ {
+ if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
+ my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
+ {
+ 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);
+ special_effect = MA_SLOW;
+ }
+ else msg_format(ma_ptr->desc, m_name);
+ }
+ else
+ {
+ if (ma_ptr->effect)
+ {
+ stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
+ }
+
+ msg_format(ma_ptr->desc, m_name);
+ }
+
+ if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
+ if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
+ {
+ weight += (P_PTR_KI / 30);
+ if (weight > 20) weight = 20;
+ }
+
+ k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
+
+ if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
+ {
+ msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
+ stun_effect = 7 + randint1(13);
+ resist_stun /= 3;
+ }
+
+ else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
+ {
+ if (!(r_ptr->flags1 & RF1_UNIQUE) &&
+ (randint1(p_ptr->lev) > r_ptr->level) &&
+ m_ptr->mspeed > 60)
+ {
+ msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
+ m_ptr->mspeed -= 10;
+ }
+ }
+
+ if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
+ {
+ if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
+ {
+ if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
+ {
+ msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
+ }
+ else
+ {
+ msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
+ }
+ }
+ }
+ }
+
+ /* Handle normal weapon */
+ else if (o_ptr->k_idx)
+ {
+ k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
+ k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
+
+ if (backstab)
+ {
+ k *= (3 + (p_ptr->lev / 20));
+ }
+ else if (fuiuchi)
+ {
+ k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
+ }
+ else if (stab_fleeing)
+ {
+ k = (3 * k) / 2;
+ }
+
+ if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
+ (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
+ {
+ do_quake = TRUE;
+ }
+
+ if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
+ k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
+
+ drain_result = k;
+
+ if (vorpal_cut)
+ {
+ int mult = 2;
+
+ if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
+ {
+ char chainsword_noise[1024];
+ if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
+ {
+ msg_print(chainsword_noise);
+ }
+ }
+
+ if (o_ptr->name1 == ART_VORPAL_BLADE)
+ {
+ 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!"));
+ }
+ else
+ {
+ msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
+ }
+
+ /* Try to increase the damage */
+ while (one_in_(vorpal_chance))
+ {
+ mult++;
+ }
+
+ k *= (HIT_POINT)mult;
+
+ /* Ouch! */
+ if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
+ {
+ msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
+ }
+ else
+ {
+ switch (mult)
+ {
+ case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
+ case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
+ case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
+ case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
+ case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
+ case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
+ default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
+ }
+ }
+ drain_result = drain_result * 3 / 2;
+ }
+
+ k += o_ptr->to_d;
+ drain_result += o_ptr->to_d;
+ }
+
+ /* Apply the player damage bonuses */
+ k += p_ptr->to_d[hand];
+ drain_result += p_ptr->to_d[hand];
+
+ if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
+ if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
+ if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
+
+ /* No negative damage */
+ if (k < 0) k = 0;
+
+ if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
+ {
+ k = 0;
+ }
+
+ if (zantetsu_mukou)
+ {
+ msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
+ k = 0;
+ }
+
+ if (e_j_mukou)
+ {
+ msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
+ k /= 2;
+ }
+
+ if (mode == HISSATSU_MINEUCHI)
+ {
+ int tmp = (10 + randint1(15) + p_ptr->lev / 5);
+
+ k = 0;
+ anger_monster(m_ptr);
+
+ if (!(r_ptr->flags3 & (RF3_NO_STUN)))
+ {
+ /* Get stunned */
+ if (MON_STUNNED(m_ptr))
+ {
+ msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
+ tmp /= 2;
+ }
+ else
+ {
+ msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
+ }
+
+ /* Apply stun */
+ (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
+ }
+ else
+ {
+ msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
+ }
+ }
+
+ /* Modify the damage */
+ 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))));
+ if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
+ {
+ if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
+ {
+ k = m_ptr->hp + 1;
+ msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
+ }
+ else k = 1;
+ }
+ else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
+ {
+ int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
+ if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
+ {
+ k *= 5;
+ drain_result *= 2;
+ msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
+ }
+ 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)))
+ {
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
+ {
+ k = MAX(k * 5, m_ptr->hp / 2);
+ drain_result *= 2;
+ msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
+ }
+ else
+ {
+ k = m_ptr->hp + 1;
+ msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
+ }
+ }
+ }
+
+ msg_format_wizard(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))"), k,
+ m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
+
+ if (k <= 0) can_drain = FALSE;
+
+ if (drain_result > m_ptr->hp)
+ drain_result = m_ptr->hp;
+
+ /* Damage, check for fear and death */
+ if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
+ {
+ *mdeath = TRUE;
+ if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
+ {
+ if (p_ptr->migite && p_ptr->hidarite)
+ {
+ if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
+ else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
+ }
+ else
+ {
+ p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
+ }
+ }
+ if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
+ 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...."));
+ break;
+ }
+
+ /* Anger the monster */
+ if (k > 0) anger_monster(m_ptr);
+
+ touch_zap_player(m_ptr);
+
+ /* Are we draining it? A little note: If the monster is
+ dead, the drain does not work... */
+
+ if (can_drain && (drain_result > 0))
+ {
+ if (o_ptr->name1 == ART_MURAMASA)
+ {
+ if (is_human)
+ {
+ HIT_PROB to_h = o_ptr->to_h;
+ HIT_POINT to_d = o_ptr->to_d;
+ int i, flag;
+
+ flag = 1;
+ for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
+ if (flag) to_h++;
+
+ flag = 1;
+ for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
+ if (flag) to_d++;
+
+ if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
+ {
+ msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
+ o_ptr->to_h = to_h;
+ o_ptr->to_d = to_d;
+ }
+ }
+ }
+ else
+ {
+ if (drain_result > 5) /* Did we really hurt it? */
+ {
+ drain_heal = damroll(2, drain_result / 6);
+
+ /* Hex */
+ if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
+
+ if (cheat_xtra)
+ {
+ msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
+ }
+
+ if (drain_left)
+ {
+ if (drain_heal < drain_left)
+ {
+ drain_left -= drain_heal;
+ }
+ else
+ {
+ drain_heal = drain_left;
+ drain_left = 0;
+ }
+
+ if (drain_msg)
+ {
+ msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
+ drain_msg = FALSE;
+ }