#include "world.h"
#include "spells-floor.h"
+#define BLOW_EFFECT_TYPE_NONE 0
+#define BLOW_EFFECT_TYPE_FEAR 1
+#define BLOW_EFFECT_TYPE_SLEEP 2
+#define BLOW_EFFECT_TYPE_HEAL 3
/*!
* @brief モンスターの打撃効力テーブル /
#endif
-
/*!
* @brief マーシャルアーツ打撃テーブル
*/
* @return 命中と判定された場合TRUEを返す
* @note Always miss 5%, always hit 5%, otherwise random.
*/
-bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
+bool test_hit_norm(player_type *attacker_ptr, HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
{
if (!visible) chance = (chance + 1) / 2;
- return hit_chance(chance, ac) >= randint1(100);
+ return hit_chance(attacker_ptr, chance, ac) >= randint1(100);
}
/*!
* @brief モンスターへの命中率の計算
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param to_h 命中値
* @param ac 敵AC
* @return 命中確率
*/
-PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
+PERCENTAGE hit_chance(player_type *attacker_ptr, HIT_RELIABILITY reli, ARMOUR_CLASS ac)
{
PERCENTAGE chance = 5, chance_left = 90;
if(reli <= 0) return 5;
- if(p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
+ if(attacker_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
if (chance < 5) chance = 5;
return chance;
}
+
/*!
* @brief プレイヤー攻撃の種族スレイング倍率計算
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param mult 算出前の基本倍率(/10倍)
* @param flgs スレイフラグ配列
* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイング加味後の倍率(/10倍)
*/
-static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_slaying(player_type *player_ptr, MULTIPLY mult, const BIT_FLAGS* flgs, monster_type* m_ptr)
{
static const struct slay_table_t {
int slay_flag;
{TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
#undef OFFSET
};
- int i;
- monster_race* r_ptr = &r_info[m_ptr->r_idx];
- for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
+ monster_race* r_ptr = &r_info[m_ptr->r_idx];
+ for (int i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
{
const struct slay_table_t* p = &slay_table[i];
- if ((have_flag(flgs, p->slay_flag)) &&
- (atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
- }
+ if (!have_flag(flgs, p->slay_flag) ||
+ !(atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
+ continue;
- mult = MAX(mult, p->slay_mult);
+ if (is_original_ap_and_seen(player_ptr, m_ptr))
+ {
+ atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
}
+
+ mult = MAX(mult, p->slay_mult);
}
return mult;
}
+
/*!
* @brief プレイヤー攻撃の属性スレイング倍率計算
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param mult 算出前の基本倍率(/10倍)
* @param flgs スレイフラグ配列
* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイング加味後の倍率(/10倍)
*/
-static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_brand(player_type *player_ptr, MULTIPLY mult, const BIT_FLAGS* flgs, monster_type* m_ptr)
{
static const struct brand_table_t {
int brand_flag;
{TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
{TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
};
- int i;
- monster_race* r_ptr = &r_info[m_ptr->r_idx];
- for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
+ monster_race* r_ptr = &r_info[m_ptr->r_idx];
+ for (int i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
{
const struct brand_table_t* p = &brand_table[i];
- if (have_flag(flgs, p->brand_flag))
+ if (!have_flag(flgs, p->brand_flag)) continue;
+
+ /* Notice immunity */
+ if (r_ptr->flagsr & p->resist_mask)
{
- /* Notice immunity */
- if (r_ptr->flagsr & p->resist_mask)
+ if (is_original_ap_and_seen(player_ptr, m_ptr))
{
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
- }
+ r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
}
- /* Otherwise, take the damage */
- else if (r_ptr->flags3 & p->hurt_flag)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= p->hurt_flag;
- }
+ continue;
+ }
- mult = MAX(mult, 50);
- }
- else
+ /* Otherwise, take the damage */
+ if (r_ptr->flags3 & p->hurt_flag)
+ {
+ if (is_original_ap_and_seen(player_ptr, m_ptr))
{
- mult = MAX(mult, 25);
+ r_ptr->r_flags3 |= p->hurt_flag;
}
+
+ mult = MAX(mult, 50);
+ continue;
}
+
+ mult = MAX(mult, 25);
}
return mult;
}
+
/*!
* @brief 剣術のスレイ倍率計算を行う /
* Calcurate magnification of hissatsu technics
/* Notice immunity */
if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr))
{
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
}
if (r_ptr->flags3 & RF3_HURT_FIRE)
{
if (mult < 70) mult = 70;
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr))
{
r_ptr->r_flags3 |= RF3_HURT_FIRE;
}
if (r_ptr->flags3 & RF3_HURT_FIRE)
{
if (mult < 50) mult = 50;
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr))
{
r_ptr->r_flags3 |= RF3_HURT_FIRE;
}
/* Notice immunity */
if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr))
{
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
}
{
if (r_ptr->flags3 & RF3_HURT_ROCK)
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr))
{
r_ptr->r_flags3 |= RF3_HURT_ROCK;
}
/* Notice immunity */
if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr))
{
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
}
if (r_ptr->flags3 & RF3_HURT_COLD)
{
if (mult < 70) mult = 70;
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr))
{
r_ptr->r_flags3 |= RF3_HURT_COLD;
}
if (r_ptr->flags3 & RF3_HURT_COLD)
{
if (mult < 50) mult = 50;
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr))
{
r_ptr->r_flags3 |= RF3_HURT_COLD;
}
/* Notice immunity */
if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr))
{
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
}
{
if (r_ptr->flags3 & RF3_UNDEAD)
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr))
{
r_ptr->r_flags3 |= RF3_UNDEAD;
}
}
if (mult > 150) mult = 150;
-
return mult;
}
+
/*!
* @brief ダメージにスレイ要素を加える総合処理ルーチン /
* Extract the "total damage" from a given object hitting a given monster.
*/
HIT_POINT tot_dam_aux(player_type *attacker_ptr, object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
{
- MULTIPLY mult = 10;
-
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
torch_flags(o_ptr, flgs); /* torches has secret flags */
if (attacker_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
}
- if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
+ if (hex_spelling(attacker_ptr, HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
+ MULTIPLY mult = 10;
switch (o_ptr->tval)
{
case TV_SHOT:
case TV_DIGGING:
case TV_LITE:
{
- mult = mult_slaying(mult, flgs, m_ptr);
+ mult = mult_slaying(attacker_ptr, mult, flgs, m_ptr);
- mult = mult_brand(mult, flgs, m_ptr);
+ mult = mult_brand(attacker_ptr, mult, flgs, m_ptr);
if (attacker_ptr->pclass == CLASS_SAMURAI)
{
break;
}
}
- if (mult > 150) mult = 150;
+ if (mult > 150) mult = 150;
return (tdam * mult / 10);
}
*/
HIT_POINT critical_norm(player_type *attacker_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
{
- int i, k;
-
/* Extract "blow" power */
- i = (weight + (meichuu * 3 + plus * 5) + attacker_ptr->skill_thn);
+ int i = (weight + (meichuu * 3 + plus * 5) + attacker_ptr->skill_thn);
/* Chance */
- if ((randint1((attacker_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
+ bool is_special_option = randint1((attacker_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i;
+ is_special_option |= mode == HISSATSU_MAJIN;
+ is_special_option |= mode == HISSATSU_3DAN;
+ if (!is_special_option) return dam;
+
+ int k = weight + randint1(650);
+ if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
+
+ if (k < 400)
{
- k = weight + randint1(650);
- if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
+ msg_print(_("手ごたえがあった!", "It was a good hit!"));
- if (k < 400)
- {
- msg_print(_("手ごたえがあった!", "It was a good hit!"));
+ dam = 2 * dam + 5;
+ return dam;
+ }
- dam = 2 * dam + 5;
- }
- else if (k < 700)
- {
- msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
- dam = 2 * dam + 10;
- }
- else if (k < 900)
- {
- msg_print(_("会心の一撃だ!", "It was a superb hit!"));
- dam = 3 * dam + 15;
- }
- else if (k < 1300)
- {
- msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
- dam = 3 * dam + 20;
- }
- else
- {
- msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
- dam = ((7 * dam) / 2) + 25;
- }
+ if (k < 700)
+ {
+ msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
+ dam = 2 * dam + 10;
+ return dam;
+ }
+
+ if (k < 900)
+ {
+ msg_print(_("会心の一撃だ!", "It was a superb hit!"));
+ dam = 3 * dam + 15;
+ return dam;
+ }
+
+ if (k < 1300)
+ {
+ msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
+ dam = 3 * dam + 20;
+ return dam;
}
- return (dam);
+ msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
+ dam = ((7 * dam) / 2) + 25;
+ return dam;
}
/*!
*/
static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
{
- int max = 0;
- int total = dice * sides;
-
/* Must do at least 95% of perfect */
- if (dam < total * 19 / 20) return (0);
+ int total = dice * sides;
+ if (dam < total * 19 / 20) return 0;
/* Weak blows rarely work */
- if ((dam < 20) && (randint0(100) >= dam)) return (0);
+ if ((dam < 20) && (randint0(100) >= dam)) return 0;
/* Perfect damage */
+ int max = 0;
if ((dam >= total) && (dam >= 40)) max++;
/* Super-charge */
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.
* 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)
+static int check_hit(player_type *target_ptr, int power, DEPTH level, int stun)
{
- int i, k, ac;
-
- k = randint0(100);
+ int k = randint0(100);
if (stun && one_in_(2)) return FALSE;
if (k < 10) return (k < 5);
- i = (power + (level * 3));
+ int i = (power + (level * 3));
- ac = p_ptr->ac + p_ptr->to_a;
- if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
+ int ac = target_ptr->ac + target_ptr->to_a;
+ if (target_ptr->special_attack & ATTACK_SUIKEN) ac += (target_ptr->lev * 2);
- if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
- return (FALSE);
+ if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return TRUE;
+ return FALSE;
}
/*!
*/
static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
{
- int i, k;
-
- k = randint0(100);
+ int k = randint0(100);
if (stun && one_in_(2)) return FALSE;
if (k < 10) return (k < 5);
- i = (power + (level * 3));
+ int i = (power + (level * 3));
- if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
- return (FALSE);
+ if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return TRUE;
+ 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 */
};
+
/*!
* @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 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, concptr kb_str, int monspell, bool aura), concptr message)
+static void touch_zap_player_aux(monster_type *m_ptr, player_type *touched_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
+ HIT_POINT(*dam_func)(player_type *creature_type, HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ if (!(atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) || immune) return;
+
+ GAME_TEXT mon_name[MAX_NLEN];
+ int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
- if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
- {
- GAME_TEXT mon_name[MAX_NLEN];
- int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
+ monster_desc(touched_ptr, mon_name, m_ptr, MD_WRONGDOER_NAME);
+ msg_print(message);
+ dam_func(touched_ptr, aura_damage, mon_name, -1, TRUE);
- monster_desc(mon_name, m_ptr, MD_WRONGDOER_NAME);
- msg_print(message);
- dam_func(aura_damage, mon_name, -1, TRUE);
-
- if (is_original_ap_and_seen(m_ptr))
- {
- atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
- }
-
- handle_stuff();
+ if (is_original_ap_and_seen(touched_ptr, m_ptr))
+ {
+ atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
}
+
+ handle_stuff(touched_ptr);
}
+
/*!
* @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
*/
static void touch_zap_player(monster_type *m_ptr, player_type *touched_ptr)
{
- touch_zap_player_aux(m_ptr, touched_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
+ touch_zap_player_aux(m_ptr, touched_ptr, touched_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, touched_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
+ touch_zap_player_aux(m_ptr, touched_ptr, touched_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, touched_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
+ touch_zap_player_aux(m_ptr, touched_ptr, touched_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 attacker_ptr プレーヤーへの参照ポインタ
* @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(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
+static void natural_attack(player_type *attacker_ptr, MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
{
- HIT_POINT k;
- int bonus, chance;
WEIGHT n_weight = 0;
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &attacker_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- GAME_TEXT m_name[MAX_NLEN];
int dice_num, dice_side;
-
concptr atk_desc;
-
switch (attack)
{
case MUT2_SCOR_TAIL:
}
- monster_desc(m_name, m_ptr, 0);
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(attacker_ptr, m_name, m_ptr, 0);
/* Calculate the "attack quality" */
- bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
- chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
+ int bonus = attacker_ptr->to_h_m + (attacker_ptr->lev * 6 / 5);
+ int chance = (attacker_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))
+ bool is_hit = !(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2);
+ is_hit &= test_hit_norm(attacker_ptr, chance, r_ptr->ac, m_ptr->ml);
+ if (!is_hit)
{
- sound(SOUND_HIT);
- msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
+ sound(SOUND_MISS);
+ msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
+ return;
+ }
- k = damroll(dice_num, dice_side);
- k = critical_norm(p_ptr, n_weight, bonus, k, (s16b)bonus, 0);
+ sound(SOUND_HIT);
+ msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
- /* Apply the player damage bonuses */
- k += p_ptr->to_d_m;
+ HIT_POINT k = damroll(dice_num, dice_side);
+ k = critical_norm(attacker_ptr, n_weight, bonus, k, (s16b)bonus, 0);
- /* No negative damage */
- if (k < 0) k = 0;
+ /* Apply the player damage bonuses */
+ k += attacker_ptr->to_d_m;
- /* Modify the damage */
- k = mon_damage_mod(m_ptr, k, FALSE);
+ /* No negative damage */
+ if (k < 0) k = 0;
- /* 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);
+ /* Modify the damage */
+ k = mon_damage_mod(attacker_ptr, m_ptr, k, FALSE);
- /* Anger the monster */
- if (k > 0) anger_monster(m_ptr);
+ /* 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);
- /* Damage, check for fear and mdeath */
- switch (attack)
- {
- case MUT2_SCOR_TAIL:
- project(p_ptr, 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);
- }
+ /* Anger the monster */
+ if (k > 0) anger_monster(attacker_ptr, m_ptr);
- touch_zap_player(m_ptr, p_ptr);
- }
- /* Player misses */
- else
+ /* Damage, check for fear and mdeath */
+ switch (attack)
{
- sound(SOUND_MISS);
- msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
+ case MUT2_SCOR_TAIL:
+ project(attacker_ptr, 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(attacker_ptr, m_idx, k, fear, NULL);
+ break;
+ case MUT2_BEAK:
+ *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
+ break;
+ case MUT2_TRUNK:
+ *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
+ break;
+ case MUT2_TENTACLES:
+ *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
+ break;
+ default:
+ *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
}
+
+ touch_zap_player(m_ptr, attacker_ptr);
}
/*!
stab_fleeing = TRUE;
}
}
+
break;
case CLASS_MONK:
}
/* Disturb the monster */
- (void)set_monster_csleep(g_ptr->m_idx, 0);
+ (void)set_monster_csleep(attacker_ptr, g_ptr->m_idx, 0);
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(attacker_ptr, m_name, m_ptr, 0);
/* Calculate the "attack quality" */
bonus = attacker_ptr->to_h[hand] + o_ptr->to_h;
else num_blow = attacker_ptr->num_blow[hand];
/* Hack -- DOKUBARI always hit once */
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
+ if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) num_blow = 1;
/* Attack once for each legal blow */
while ((num++ < num_blow) && !attacker_ptr->is_dead)
{
- if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
+ if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) || (mode == HISSATSU_KYUSHO))
{
int n = 1;
success_hit = one_in_(n);
}
else if ((attacker_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);
+ else success_hit = test_hit_norm(attacker_ptr, chance, r_ptr->ac, m_ptr->ml);
if (mode == HISSATSU_MAJIN)
{
success_hit = FALSE;
}
- /* Test for hit */
- if (success_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);
+ backstab = FALSE; /* Clumsy! */
+ fuiuchi = FALSE; /* Clumsy! */
- /* Select a chaotic effect (50% chance) */
- if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
+ if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
{
- if (one_in_(10))
- chg_virtue(attacker_ptr, 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;
- }
- }
+ BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
- /* 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(m_ptr->r_idx))
- can_drain = TRUE;
- else
- can_drain = FALSE;
- }
+ sound(SOUND_HIT);
- 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;
+ msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
+ 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!"));
+ object_flags(o_ptr, flgs_aux);
- 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 (attacker_ptr->special_defense & KAMAE_BYAKKO)
- max_times = (attacker_ptr->lev < 3 ? 1 : attacker_ptr->lev / 3);
- else if (attacker_ptr->special_defense & KAMAE_SUZAKU)
- max_times = 1;
- else if (attacker_ptr->special_defense & KAMAE_GENBU)
- max_times = 1;
- else
- max_times = (attacker_ptr->lev < 7 ? 1 : attacker_ptr->lev / 7);
- /* Attempt 'times' */
- for (times = 0; times < max_times; times++)
+ k = damroll(o_ptr->dd + attacker_ptr->to_dd[hand], o_ptr->ds + attacker_ptr->to_ds[hand]);
{
- do
- {
- ma_ptr = &ma_blows[randint0(MAX_MA)];
- if ((attacker_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 > attacker_ptr->lev) ||
- (randint1(attacker_ptr->lev) < ma_ptr->chance));
-
- /* keep the highest level attack available we found */
- if ((ma_ptr->min_level > old_ptr->min_level) &&
- !attacker_ptr->stun && !attacker_ptr->confused)
+ int mult;
+ switch (attacker_ptr->mimic_form)
{
- old_ptr = ma_ptr;
-
- if (current_world_ptr->wizard && cheat_xtra)
+ case MIMIC_NONE:
+ switch (attacker_ptr->prace)
{
- msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
+ case RACE_YEEK:
+ case RACE_KLACKON:
+ case RACE_HUMAN:
+ case RACE_AMBERITE:
+ case RACE_DUNADAN:
+ case RACE_BARBARIAN:
+ case RACE_BEASTMAN:
+ mult = 25; break;
+ case RACE_HALF_ORC:
+ case RACE_HALF_TROLL:
+ case RACE_HALF_OGRE:
+ case RACE_HALF_GIANT:
+ case RACE_HALF_TITAN:
+ case RACE_CYCLOPS:
+ case RACE_IMP:
+ case RACE_SKELETON:
+ case RACE_ZOMBIE:
+ case RACE_VAMPIRE:
+ case RACE_SPECTRE:
+ case RACE_DEMON:
+ case RACE_DRACONIAN:
+ mult = 30; break;
+ default:
+ mult = 10; break;
}
+ break;
+ case MIMIC_DEMON:
+ case MIMIC_DEMON_LORD:
+ case MIMIC_VAMPIRE:
+ mult = 30; break;
+ default:
+ mult = 10; break;
}
- else
- {
- ma_ptr = old_ptr;
- }
- }
- if (attacker_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 + attacker_ptr->to_dd[hand], ma_ptr->ds + attacker_ptr->to_ds[hand]);
- if (attacker_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
+ if (attacker_ptr->align < 0 && mult < 20)
+ mult = 20;
+ if (!(attacker_ptr->resist_acid || is_oppose_acid(attacker_ptr) || attacker_ptr->immune_acid) && (mult < 25))
+ mult = 25;
+ if (!(attacker_ptr->resist_elec || is_oppose_elec(attacker_ptr) || attacker_ptr->immune_elec) && (mult < 25))
+ mult = 25;
+ if (!(attacker_ptr->resist_fire || is_oppose_fire(attacker_ptr) || attacker_ptr->immune_fire) && (mult < 25))
+ mult = 25;
+ if (!(attacker_ptr->resist_cold || is_oppose_cold(attacker_ptr) || attacker_ptr->immune_cold) && (mult < 25))
+ mult = 25;
+ if (!(attacker_ptr->resist_pois || is_oppose_pois(attacker_ptr)) && (mult < 25))
+ mult = 25;
- if (ma_ptr->effect == MA_KNEE)
- {
- if (r_ptr->flags1 & RF1_MALE)
+ if ((attacker_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (attacker_ptr->csp > (attacker_ptr->msp / 30)))
{
- 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;
+ attacker_ptr->csp -= (1 + (attacker_ptr->msp / 30));
+ attacker_ptr->redraw |= (PR_MANA);
+ mult = mult * 3 / 2 + 20;
}
- else
- msg_format(ma_ptr->desc, m_name);
+ k *= (HIT_POINT)mult;
+ k /= 10;
}
- 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
+ k = critical_norm(attacker_ptr, o_ptr->weight, o_ptr->to_h, k, attacker_ptr->to_h[hand], mode);
+ if (one_in_(6))
{
- if (ma_ptr->effect)
+ int mult = 2;
+ msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
+ /* Try to increase the damage */
+ while (one_in_(4))
{
- stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
+ mult++;
}
- msg_format(ma_ptr->desc, m_name);
+ k *= (HIT_POINT)mult;
}
+ k += (attacker_ptr->to_d[hand] + o_ptr->to_d);
+ if (k < 0) k = 0;
- if (attacker_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
- if ((attacker_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
- {
- weight += (P_PTR_KI / 30);
- if (weight > 20) weight = 20;
- }
+ take_hit(attacker_ptr, DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
+ handle_stuff(attacker_ptr);
+ }
+ else
+ {
+ sound(SOUND_MISS);
+ msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
+ }
+
+ continue;
+ }
+
+ int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
+
+ sound(SOUND_HIT);
- k = critical_norm(attacker_ptr, attacker_ptr->lev * weight, min_level, k, attacker_ptr->to_h[0], 0);
+ 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(attacker_ptr, 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;
+ }
+ }
- if ((special_effect == MA_KNEE) && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
+ /* Vampiric drain */
+ if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(attacker_ptr, HEX_VAMP_BLADE))
+ {
+ /* Only drain "living" monsters */
+ if (monster_living(m_ptr->r_idx))
+ can_drain = TRUE;
+ else
+ can_drain = FALSE;
+ }
+
+ if ((have_flag(flgs, TR_VORPAL) || hex_spelling(attacker_ptr, 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 (attacker_ptr->special_defense & KAMAE_BYAKKO)
+ max_times = (attacker_ptr->lev < 3 ? 1 : attacker_ptr->lev / 3);
+ else if (attacker_ptr->special_defense & KAMAE_SUZAKU)
+ max_times = 1;
+ else if (attacker_ptr->special_defense & KAMAE_GENBU)
+ max_times = 1;
+ else
+ max_times = (attacker_ptr->lev < 7 ? 1 : attacker_ptr->lev / 7);
+ /* Attempt 'times' */
+ for (times = 0; times < max_times; times++)
+ {
+ do
{
- 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;
- }
+ ma_ptr = &ma_blows[randint0(MAX_MA)];
+ if ((attacker_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 > attacker_ptr->lev) ||
+ (randint1(attacker_ptr->lev) < ma_ptr->chance));
- else if ((special_effect == MA_SLOW) && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
+ /* keep the highest level attack available we found */
+ if ((ma_ptr->min_level > old_ptr->min_level) &&
+ !attacker_ptr->stun && !attacker_ptr->confused)
{
- if (!(r_ptr->flags1 & RF1_UNIQUE) &&
- (randint1(attacker_ptr->lev) > r_ptr->level) &&
- m_ptr->mspeed > 60)
+ old_ptr = ma_ptr;
+
+ if (current_world_ptr->wizard && cheat_xtra)
{
- msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
- m_ptr->mspeed -= 10;
+ msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
}
}
-
- if (stun_effect && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
+ else
{
- if (attacker_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
- {
- if (set_monster_stunned(g_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);
- }
- }
+ ma_ptr = old_ptr;
}
}
- /* Handle normal weapon */
- else if (o_ptr->k_idx)
- {
- k = damroll(o_ptr->dd + attacker_ptr->to_dd[hand], o_ptr->ds + attacker_ptr->to_ds[hand]);
- k = tot_dam_aux(attacker_ptr, o_ptr, k, m_ptr, mode, FALSE);
+ if (attacker_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 + attacker_ptr->to_dd[hand], ma_ptr->ds + attacker_ptr->to_ds[hand]);
+ if (attacker_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
- if (backstab)
- {
- k *= (3 + (attacker_ptr->lev / 20));
- }
- else if (fuiuchi)
+ if (ma_ptr->effect == MA_KNEE)
+ {
+ if (r_ptr->flags1 & RF1_MALE)
{
- k = k*(5 + (attacker_ptr->lev * 2 / 25)) / 2;
+ 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 if (stab_fleeing)
+ 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)))
{
- k = (3 * k) / 2;
+ 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;
}
-
- if ((attacker_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
- (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
+ else msg_format(ma_ptr->desc, m_name);
+ }
+ else
+ {
+ if (ma_ptr->effect)
{
- do_quake = TRUE;
+ stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
}
- if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
- k = critical_norm(attacker_ptr, o_ptr->weight, o_ptr->to_h, k, attacker_ptr->to_h[hand], mode);
-
- drain_result = k;
+ msg_format(ma_ptr->desc, m_name);
+ }
- if (vorpal_cut)
- {
- int mult = 2;
+ if (attacker_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
+ if ((attacker_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
+ {
+ weight += (P_PTR_KI / 30);
+ if (weight > 20) weight = 20;
+ }
- 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);
- }
- }
+ k = critical_norm(attacker_ptr, attacker_ptr->lev * weight, min_level, k, attacker_ptr->to_h[0], 0);
- 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++;
- }
+ if ((special_effect == MA_KNEE) && ((k + attacker_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;
+ }
- k *= (HIT_POINT)mult;
+ else if ((special_effect == MA_SLOW) && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
+ {
+ if (!(r_ptr->flags1 & RF1_UNIQUE) &&
+ (randint1(attacker_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;
+ }
+ }
- /* Ouch! */
- if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
+ if (stun_effect && ((k + attacker_ptr->to_d[hand]) < m_ptr->hp))
+ {
+ if (attacker_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
+ {
+ if (set_monster_stunned(attacker_ptr, g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
{
- msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
+ msg_format(_("%^sはフラフラになった。", "%^s is stunned."), 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;
- }
+ msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
}
- drain_result = drain_result * 3 / 2;
}
-
- k += o_ptr->to_d;
- drain_result += o_ptr->to_d;
}
+ }
- /* Apply the player damage bonuses */
- k += attacker_ptr->to_d[hand];
- drain_result += attacker_ptr->to_d[hand];
-
- if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
- if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
- if ((mode == HISSATSU_SEKIRYUKA) && !attacker_ptr->cut) k /= 2;
-
- /* No negative damage */
- if (k < 0) k = 0;
+ /* Handle normal weapon */
+ else if (o_ptr->k_idx)
+ {
+ k = damroll(o_ptr->dd + attacker_ptr->to_dd[hand], o_ptr->ds + attacker_ptr->to_ds[hand]);
+ k = tot_dam_aux(attacker_ptr, o_ptr, k, m_ptr, mode, FALSE);
- if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
+ if (backstab)
{
- k = 0;
+ k *= (3 + (attacker_ptr->lev / 20));
}
-
- if (zantetsu_mukou)
+ else if (fuiuchi)
{
- msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
- k = 0;
+ k = k * (5 + (attacker_ptr->lev * 2 / 25)) / 2;
}
-
- if (e_j_mukou)
+ else if (stab_fleeing)
{
- msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
- k /= 2;
+ k = (3 * k) / 2;
}
- if (mode == HISSATSU_MINEUCHI)
+ if ((attacker_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
+ (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
{
- int tmp = (10 + randint1(15) + attacker_ptr->lev / 5);
+ do_quake = TRUE;
+ }
+
+ if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_POISON_NEEDLE)) && !(mode == HISSATSU_KYUSHO))
+ k = critical_norm(attacker_ptr, o_ptr->weight, o_ptr->to_h, k, attacker_ptr->to_h[hand], mode);
+
+ drain_result = k;
- k = 0;
- anger_monster(m_ptr);
+ if (vorpal_cut)
+ {
+ int mult = 2;
- if (!(r_ptr->flags3 & (RF3_NO_STUN)))
+ if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
{
- /* Get stunned */
- if (MON_STUNNED(m_ptr))
+ char chainsword_noise[1024];
+ if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
{
- msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
- tmp /= 2;
+ msg_print(chainsword_noise);
}
- else
+ }
+
+ 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)
{
- msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
+ 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 += attacker_ptr->to_d[hand];
+ drain_result += attacker_ptr->to_d[hand];
+
+ if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
+ if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
+ if ((mode == HISSATSU_SEKIRYUKA) && !attacker_ptr->cut) k /= 2;
+
+ /* No negative damage */
+ if (k < 0) k = 0;
+
+ if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (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;
+ }
- /* Apply stun */
- (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
+ if (mode == HISSATSU_MINEUCHI)
+ {
+ int tmp = (10 + randint1(15) + attacker_ptr->lev / 5);
+
+ k = 0;
+ anger_monster(attacker_ptr, 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 ã\81«ã\81¯å\8a¹æ\9e\9cã\81\8cã\81ªã\81\8bã\81£ã\81\9fã\80\82", "%s is not effected."), m_name);
+ msg_format(_("%s ã\81¯ã\82\82ã\81\86ã\82\8dã\81\86ã\81¨ã\81\97ã\81\9fã\80\82", "%s is dazed."), m_name);
}
+
+ /* Apply stun */
+ (void)set_monster_stunned(attacker_ptr, g_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)) || ((attacker_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
- if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
+ /* Modify the damage */
+ k = mon_damage_mod(attacker_ptr, m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((attacker_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
+ if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) || (mode == HISSATSU_KYUSHO))
+ {
+ if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
{
- 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;
+ 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 ((attacker_ptr->pclass == CLASS_NINJA) && has_melee_weapon(attacker_ptr, INVEN_RARM + hand) && !attacker_ptr->icky_wield[hand] && ((attacker_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 ((attacker_ptr->pclass == CLASS_NINJA) && has_melee_weapon(attacker_ptr, INVEN_RARM + hand) && !attacker_ptr->icky_wield[hand] && ((attacker_ptr->cur_lite <= 0) || one_in_(7)))
+ else if (((m_ptr->hp < maxhp / 2) && one_in_((attacker_ptr->num_blow[0] + attacker_ptr->num_blow[1] + 1) * 10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
{
- int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
- if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
{
- k *= 5;
+ k = MAX(k * 5, m_ptr->hp / 2);
drain_result *= 2;
- msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
+ msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
}
- else if (((m_ptr->hp < maxhp / 2) && one_in_((attacker_ptr->num_blow[0] + attacker_ptr->num_blow[1] + 1) * 10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
+ else
{
- 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);
- }
+ 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);
+ 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 (k <= 0) can_drain = FALSE;
- if (drain_result > m_ptr->hp)
- drain_result = m_ptr->hp;
+ if (drain_result > m_ptr->hp)
+ drain_result = m_ptr->hp;
- /* Damage, check for fear and death */
- if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
+ /* Damage, check for fear and death */
+ if (mon_take_hit(attacker_ptr, g_ptr->m_idx, k, fear, NULL))
+ {
+ *mdeath = TRUE;
+ if ((attacker_ptr->pclass == CLASS_BERSERKER) && attacker_ptr->energy_use)
{
- *mdeath = TRUE;
- if ((attacker_ptr->pclass == CLASS_BERSERKER) && attacker_ptr->energy_use)
+ if (attacker_ptr->migite && attacker_ptr->hidarite)
{
- if (attacker_ptr->migite && attacker_ptr->hidarite)
- {
- if (hand) attacker_ptr->energy_use = attacker_ptr->energy_use * 3 / 5 + attacker_ptr->energy_use*num * 2 / (attacker_ptr->num_blow[hand] * 5);
- else attacker_ptr->energy_use = attacker_ptr->energy_use*num * 3 / (attacker_ptr->num_blow[hand] * 5);
- }
- else
- {
- attacker_ptr->energy_use = attacker_ptr->energy_use*num / attacker_ptr->num_blow[hand];
- }
+ if (hand) attacker_ptr->energy_use = attacker_ptr->energy_use * 3 / 5 + attacker_ptr->energy_use*num * 2 / (attacker_ptr->num_blow[hand] * 5);
+ else attacker_ptr->energy_use = attacker_ptr->energy_use*num * 3 / (attacker_ptr->num_blow[hand] * 5);
+ }
+ else
+ {
+ attacker_ptr->energy_use = attacker_ptr->energy_use*num / attacker_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;
}
+ 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);
+ /* Anger the monster */
+ if (k > 0) anger_monster(attacker_ptr, m_ptr);
- touch_zap_player(m_ptr, attacker_ptr);
+ touch_zap_player(m_ptr, attacker_ptr);
- /* Are we draining it? A little note: If the monster is
- dead, the drain does not work... */
+ /* Are we draining it? A little note: If the monster is
+ dead, the drain does not work... */
- if (can_drain && (drain_result > 0))
+ if (can_drain && (drain_result > 0))
+ {
+ if (o_ptr->name1 == ART_MURAMASA)
{
- if (o_ptr->name1 == ART_MURAMASA)
+ if (is_human)
{
- if (is_human)
- {
- HIT_PROB to_h = o_ptr->to_h;
- HIT_POINT to_d = o_ptr->to_d;
- int i, flag;
+ 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_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++;
+ 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;
- }
+ 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
+ }
+ else
+ {
+ if (drain_result > 5) /* Did we really hurt it? */
{
- if (drain_result > 5) /* Did we really hurt it? */
- {
- drain_heal = damroll(2, drain_result / 6);
+ drain_heal = damroll(2, drain_result / 6);
- if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
+ if (hex_spelling(attacker_ptr, HEX_VAMP_BLADE)) drain_heal *= 2;
- if (cheat_xtra)
+ if (cheat_xtra)
+ {
+ msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
+ }
+
+ if (drain_left)
+ {
+ if (drain_heal < drain_left)
{
- msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
+ drain_left -= drain_heal;
}
-
- if (drain_left)
+ else
{
- if (drain_heal < drain_left)
- {
- drain_left -= drain_heal;
- }
- else
- {
- drain_heal = drain_left;
- drain_left = 0;
- }
+ 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;
- }
+ 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;
+ }
- drain_heal = (drain_heal * attacker_ptr->mutant_regenerate_mod) / 100;
+ drain_heal = (drain_heal * attacker_ptr->mutant_regenerate_mod) / 100;
- hp_player(attacker_ptr, drain_heal);
- /* We get to keep some of it! */
- }
+ hp_player(attacker_ptr, drain_heal);
+ /* We get to keep some of it! */
}
}
- m_ptr->maxhp -= (k + 7) / 8;
- if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
- if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
- weak = TRUE;
}
- can_drain = FALSE;
- drain_result = 0;
- /* Confusion attack */
- if ((attacker_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
- {
- /* Cancel glowing hands */
- if (attacker_ptr->special_attack & ATTACK_CONFUSE)
- {
- attacker_ptr->special_attack &= ~(ATTACK_CONFUSE);
- msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
- attacker_ptr->redraw |= (PR_STATUS);
+ m_ptr->maxhp -= (k + 7) / 8;
+ if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
+ if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
+ weak = TRUE;
+ }
- }
+ can_drain = FALSE;
+ drain_result = 0;
- /* Confuse the monster */
- if (r_ptr->flags3 & RF3_NO_CONF)
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
- msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
+ /* Confusion attack */
+ if ((attacker_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(attacker_ptr, HEX_CONFUSION))
+ {
+ /* Cancel glowing hands */
+ if (attacker_ptr->special_attack & ATTACK_CONFUSE)
+ {
+ attacker_ptr->special_attack &= ~(ATTACK_CONFUSE);
+ msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
+ attacker_ptr->redraw |= (PR_STATUS);
- }
- else if (randint0(100) < r_ptr->level)
- {
- msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
- }
- else
- {
- msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
- (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(attacker_ptr->lev) / 5);
- }
}
- else if (chaos_effect == 4)
+ /* Confuse the monster */
+ if (r_ptr->flags3 & RF3_NO_CONF)
{
- bool resists_tele = FALSE;
-
- if (r_ptr->flagsr & RFR_RES_TELE)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
- msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
- resists_tele = TRUE;
- }
- else if (r_ptr->level > randint1(100))
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
- msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
- resists_tele = TRUE;
- }
- }
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
+ msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
- if (!resists_tele)
- {
- msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
- teleport_away(attacker_ptr, g_ptr->m_idx, 50, TELEPORT_PASSIVE);
- num = num_blow + 1; /* Can't hit it anymore! */
- *mdeath = TRUE;
- }
}
-
- else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
+ else if (randint0(100) < r_ptr->level)
{
- if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
- !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
- {
- if (polymorph_monster(attacker_ptr, y, x))
- {
- msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
- *fear = FALSE;
- weak = FALSE;
- }
- else
- {
- msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
- }
-
- /* Hack -- Get new monster */
- m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
-
- /* Oops, we need a different name... */
- monster_desc(m_name, m_ptr, 0);
-
- /* Hack -- Get new race */
- r_ptr = &r_info[m_ptr->r_idx];
- }
+ msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
}
- else if (o_ptr->name1 == ART_G_HAMMER)
+ else
{
- monster_type *target_ptr = &floor_ptr->m_list[g_ptr->m_idx];
-
- if (target_ptr->hold_o_idx)
- {
- object_type *q_ptr = &floor_ptr->o_list[target_ptr->hold_o_idx];
- GAME_TEXT o_name[MAX_NLEN];
-
- object_desc(o_name, q_ptr, OD_NAME_ONLY);
- q_ptr->held_m_idx = 0;
- q_ptr->marked = OM_TOUCHED;
- target_ptr->hold_o_idx = q_ptr->next_o_idx;
- q_ptr->next_o_idx = 0;
- msg_format(_("%sを奪った。", "You snatched %s."), o_name);
- inven_carry(q_ptr);
- }
+ msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
+ (void)set_monster_confused(attacker_ptr, g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(attacker_ptr->lev) / 5);
}
}
- /* Player misses */
- else
+ else if (chaos_effect == 4)
{
- backstab = FALSE; /* Clumsy! */
- fuiuchi = FALSE; /* Clumsy! */
+ bool resists_tele = FALSE;
- if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
+ if (r_ptr->flagsr & RFR_RES_TELE)
{
- BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
-
- sound(SOUND_HIT);
-
- msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
- 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!"));
- object_flags(o_ptr, flgs_aux);
-
- k = damroll(o_ptr->dd + attacker_ptr->to_dd[hand], o_ptr->ds + attacker_ptr->to_ds[hand]);
+ if (r_ptr->flags1 & RF1_UNIQUE)
{
- int mult;
- switch (attacker_ptr->mimic_form)
- {
- case MIMIC_NONE:
- switch (attacker_ptr->prace)
- {
- case RACE_YEEK:
- case RACE_KLACKON:
- case RACE_HUMAN:
- case RACE_AMBERITE:
- case RACE_DUNADAN:
- case RACE_BARBARIAN:
- case RACE_BEASTMAN:
- mult = 25; break;
- case RACE_HALF_ORC:
- case RACE_HALF_TROLL:
- case RACE_HALF_OGRE:
- case RACE_HALF_GIANT:
- case RACE_HALF_TITAN:
- case RACE_CYCLOPS:
- case RACE_IMP:
- case RACE_SKELETON:
- case RACE_ZOMBIE:
- case RACE_VAMPIRE:
- case RACE_SPECTRE:
- case RACE_DEMON:
- case RACE_DRACONIAN:
- mult = 30; break;
- default:
- mult = 10; break;
- }
- break;
- case MIMIC_DEMON:
- case MIMIC_DEMON_LORD:
- case MIMIC_VAMPIRE:
- mult = 30; break;
- default:
- mult = 10; break;
- }
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+ msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
+ resists_tele = TRUE;
+ }
+ else if (r_ptr->level > randint1(100))
+ {
+ if (is_original_ap_and_seen(attacker_ptr, m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+ msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
+ resists_tele = TRUE;
+ }
+ }
- if (attacker_ptr->align < 0 && mult < 20)
- mult = 20;
- if (!(attacker_ptr->resist_acid || IS_OPPOSE_ACID() || attacker_ptr->immune_acid) && (mult < 25))
- mult = 25;
- if (!(attacker_ptr->resist_elec || IS_OPPOSE_ELEC() || attacker_ptr->immune_elec) && (mult < 25))
- mult = 25;
- if (!(attacker_ptr->resist_fire || IS_OPPOSE_FIRE() || attacker_ptr->immune_fire) && (mult < 25))
- mult = 25;
- if (!(attacker_ptr->resist_cold || IS_OPPOSE_COLD() || attacker_ptr->immune_cold) && (mult < 25))
- mult = 25;
- if (!(attacker_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
- mult = 25;
+ if (!resists_tele)
+ {
+ msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
+ teleport_away(attacker_ptr, g_ptr->m_idx, 50, TELEPORT_PASSIVE);
+ num = num_blow + 1; /* Can't hit it anymore! */
+ *mdeath = TRUE;
+ }
+ }
- if ((attacker_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (attacker_ptr->csp >(attacker_ptr->msp / 30)))
- {
- attacker_ptr->csp -= (1 + (attacker_ptr->msp / 30));
- attacker_ptr->redraw |= (PR_MANA);
- mult = mult * 3 / 2 + 20;
- }
- k *= (HIT_POINT)mult;
- k /= 10;
+ else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
+ {
+ if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
+ !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
+ {
+ if (polymorph_monster(attacker_ptr, y, x))
+ {
+ msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
+ *fear = FALSE;
+ weak = FALSE;
}
-
- k = critical_norm(attacker_ptr, o_ptr->weight, o_ptr->to_h, k, attacker_ptr->to_h[hand], mode);
- if (one_in_(6))
+ else
{
- int mult = 2;
- msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
- /* Try to increase the damage */
- while (one_in_(4))
- {
- mult++;
- }
-
- k *= (HIT_POINT)mult;
+ msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
}
- k += (attacker_ptr->to_d[hand] + o_ptr->to_d);
- if (k < 0) k = 0;
- take_hit(attacker_ptr, DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
- handle_stuff();
+ /* Hack -- Get new monster */
+ m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
+
+ /* Oops, we need a different name... */
+ monster_desc(attacker_ptr, m_name, m_ptr, 0);
+
+ /* Hack -- Get new race */
+ r_ptr = &r_info[m_ptr->r_idx];
}
- else
+ }
+ else if (o_ptr->name1 == ART_G_HAMMER)
+ {
+ monster_type *target_ptr = &floor_ptr->m_list[g_ptr->m_idx];
+
+ if (target_ptr->hold_o_idx)
{
- sound(SOUND_MISS);
- msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
+ object_type *q_ptr = &floor_ptr->o_list[target_ptr->hold_o_idx];
+ GAME_TEXT o_name[MAX_NLEN];
+
+ object_desc(attacker_ptr, o_name, q_ptr, OD_NAME_ONLY);
+ q_ptr->held_m_idx = 0;
+ q_ptr->marked = OM_TOUCHED;
+ target_ptr->hold_o_idx = q_ptr->next_o_idx;
+ q_ptr->next_o_idx = 0;
+ msg_format(_("%sを奪った。", "You snatched %s."), o_name);
+ inven_carry(attacker_ptr, q_ptr);
}
}
+
backstab = FALSE;
fuiuchi = FALSE;
}
-
if (weak && !(*mdeath))
{
msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
}
- if (drain_left != MAX_VAMPIRIC_DRAIN)
+
+ if ((drain_left != MAX_VAMPIRIC_DRAIN) && one_in_(4))
{
- if (one_in_(4))
- {
- chg_virtue(attacker_ptr, V_UNLIFE, 1);
- }
+ chg_virtue(attacker_ptr, V_UNLIFE, 1);
}
- /* Mega-Hack -- apply earthquake brand */
+
+ /* Mega-Hac
+ k -- apply earthquake brand */
if (do_quake)
{
earthquake(attacker_ptr, attacker_ptr->y, attacker_ptr->x, 10, 0);
}
}
+
/*!
* @brief プレイヤーの打撃処理メインルーチン
* @param y 攻撃目標のY座標
*/
bool py_attack(player_type *attacker_ptr, POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
{
- bool fear = FALSE;
- bool mdeath = FALSE;
- bool stormbringer = FALSE;
-
grid_type *g_ptr = &attacker_ptr->current_floor_ptr->grid_array[y][x];
monster_type *m_ptr = &attacker_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
return FALSE;
}
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(attacker_ptr, m_name, m_ptr, 0);
if (m_ptr->ml)
{
/* Auto-Recall if possible and visible */
- if (!attacker_ptr->image) monster_race_track(m_ptr->ap_r_idx);
+ if (!attacker_ptr->image) monster_race_track(attacker_ptr, m_ptr->ap_r_idx);
- health_track(g_ptr->m_idx);
+ health_track(attacker_ptr, g_ptr->m_idx);
}
if ((r_ptr->flags1 & RF1_FEMALE) &&
}
/* Stop if friendly */
+ bool stormbringer = FALSE;
if (!is_hostile(m_ptr) &&
!(attacker_ptr->stun || attacker_ptr->confused || attacker_ptr->image ||
attacker_ptr->shero || !m_ptr->ml))
}
}
-
/* Handle player fear */
if (attacker_ptr->afraid)
{
msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
/* Disturb the monster */
- (void)set_monster_csleep(g_ptr->m_idx, 0);
+ (void)set_monster_csleep(attacker_ptr, g_ptr->m_idx, 0);
return FALSE;
}
}
attacker_ptr->riding_t_m_idx = g_ptr->m_idx;
+ bool fear = FALSE;
+ bool mdeath = FALSE;
if (attacker_ptr->migite) py_attack_aux(attacker_ptr, y, x, &fear, &mdeath, 0, mode);
if (attacker_ptr->hidarite && !mdeath) py_attack_aux(attacker_ptr, y, x, &fear, &mdeath, 1, mode);
if (!mdeath)
{
if ((attacker_ptr->muta2 & MUT2_HORNS) && !mdeath)
- natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
+ natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
if ((attacker_ptr->muta2 & MUT2_BEAK) && !mdeath)
- natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
+ natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
if ((attacker_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
- natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
+ natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
if ((attacker_ptr->muta2 & MUT2_TRUNK) && !mdeath)
- natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
+ natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
if ((attacker_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
- natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
+ natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
}
/* Hack -- delay fear messages */
return mdeath;
}
+
/*!
* @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.
* @param m_idx 打撃を行うモンスターのID
*/
bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int ap_cnt;
-
- INVENTORY_IDX i;
int k, tmp;
ARMOUR_CLASS ac;
DEPTH rlev;
int abbreviate = 0; // 2回目以降の省略表現フラグ
/* Not allowed to attack */
- if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
+ if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return FALSE;
- if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
+ if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return FALSE;
/* ...nor if friendly */
if (!is_hostile(m_ptr)) return FALSE;
rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
/* Get the monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(target_ptr, m_name, m_ptr, 0);
- monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
+ monster_desc(target_ptr, ddesc, m_ptr, MD_WRONGDOER_NAME);
if (target_ptr->special_defense & KATA_IAI)
{
- 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);
+ 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 moved."), m_name);
if (py_attack(target_ptr, m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
}
if ((target_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (target_ptr->lev*3/5+20)))
{
- if (kawarimi(TRUE)) return TRUE;
+ if (kawarimi(target_ptr, TRUE)) return TRUE;
}
/* Assume no blink */
blinked = FALSE;
/* Scan through all four blows */
- for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
+ for (int ap_cnt = 0; ap_cnt < 4; ap_cnt++)
{
bool obvious = FALSE;
ac = target_ptr->ac + target_ptr->to_a;
/* Monster hits player */
- if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
+ if (!effect || check_hit(target_ptr, power, rlev, MON_STUNNED(m_ptr)))
{
/* Always disturbing */
disturb(target_ptr, TRUE, TRUE);
((randint0(100) + target_ptr->lev) > 50))
{
/* Remember the Evil-ness */
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
+ if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
#ifdef JP
if (abbreviate) msg_format("撃退した。");
msg_format("%^s is repelled.", m_name);
#endif
-
- /* Hack -- Next attack */
continue;
}
-
/* Assume no cut or stun */
do_cut = do_stun = 0;
if (explode) break;
/* Take "poison" effect */
- if (!(target_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW(target_ptr))
+ if (!(target_ptr->resist_pois || is_oppose_pois(target_ptr)) && !CHECK_MULTISHADOW(target_ptr))
{
if (set_poisoned(target_ptr, target_ptr->poisoned + randint1(rlev) + 5))
{
get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
/* Learn about the player */
- update_smart_learn(m_idx, DRS_POIS);
+ update_smart_learn(target_ptr, m_idx, DRS_POIS);
break;
}
get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
/* Learn about the player */
- update_smart_learn(m_idx, DRS_DISEN);
+ update_smart_learn(target_ptr, m_idx, DRS_DISEN);
break;
}
for (k = 0; k < 10; k++)
{
/* Pick an item */
- i = (INVENTORY_IDX)randint0(INVEN_PACK);
+ INVENTORY_IDX i = (INVENTORY_IDX)randint0(INVEN_PACK);
/* Obtain the item */
o_ptr = &target_ptr->inventory_list[i];
OBJECT_IDX o_idx;
/* Pick an item */
- i = (INVENTORY_IDX)randint0(INVEN_PACK);
+ INVENTORY_IDX i = (INVENTORY_IDX)randint0(INVEN_PACK);
/* Obtain the item */
o_ptr = &target_ptr->inventory_list[i];
/* Skip artifacts */
if (object_is_artifact(o_ptr)) continue;
- object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
+ object_desc(target_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
#ifdef JP
msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
#endif
chg_virtue(target_ptr, V_SACRIFICE, 1);
- o_idx = o_pop();
+ o_idx = o_pop(floor_ptr);
/* Success */
if (o_idx)
{
object_type *j_ptr;
- j_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
+ j_ptr = &floor_ptr->o_list[o_idx];
object_copy(j_ptr, o_ptr);
/* Modify number */
}
/* Steal the items */
- inven_item_increase(i, -1);
- inven_item_optimize(i);
+ inven_item_increase(target_ptr, i, -1);
+ inven_item_optimize(target_ptr, i);
obvious = TRUE;
for (k = 0; k < 10; k++)
{
/* Pick an item from the pack */
- i = (INVENTORY_IDX)randint0(INVEN_PACK);
+ INVENTORY_IDX i = (INVENTORY_IDX)randint0(INVEN_PACK);
o_ptr = &target_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Skip non-food objects */
if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
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" : ""));
#endif
/* Steal the items */
- inven_item_increase(i, -1);
- inven_item_optimize(i);
+ inven_item_increase(target_ptr, i, -1);
+ inven_item_optimize(target_ptr, i);
obvious = TRUE;
if (explode) break;
obvious = TRUE;
msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
- get_damage += acid_dam(damage, ddesc, -1, FALSE);
+ get_damage += acid_dam(target_ptr, damage, ddesc, -1, FALSE);
update_creature(target_ptr);
- update_smart_learn(m_idx, DRS_ACID);
+ update_smart_learn(target_ptr, m_idx, DRS_ACID);
break;
}
if (explode) break;
obvious = TRUE;
msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
- get_damage += elec_dam(damage, ddesc, -1, FALSE);
- update_smart_learn(m_idx, DRS_ELEC);
+ get_damage += elec_dam(target_ptr, damage, ddesc, -1, FALSE);
+ update_smart_learn(target_ptr, m_idx, DRS_ELEC);
break;
}
if (explode) break;
obvious = TRUE;
msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
- get_damage += fire_dam(damage, ddesc, -1, FALSE);
- update_smart_learn(m_idx, DRS_FIRE);
+ get_damage += fire_dam(target_ptr, damage, ddesc, -1, FALSE);
+ update_smart_learn(target_ptr, m_idx, DRS_FIRE);
break;
}
if (explode) break;
obvious = TRUE;
msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
- get_damage += cold_dam(damage, ddesc, -1, FALSE);
- update_smart_learn(m_idx, DRS_COLD);
+ get_damage += cold_dam(target_ptr, damage, ddesc, -1, FALSE);
+ update_smart_learn(target_ptr, m_idx, DRS_COLD);
break;
}
}
/* Learn about the player */
- update_smart_learn(m_idx, DRS_BLIND);
+ update_smart_learn(target_ptr, m_idx, DRS_BLIND);
break;
}
}
/* Learn about the player */
- update_smart_learn(m_idx, DRS_CONF);
+ update_smart_learn(target_ptr, m_idx, DRS_CONF);
break;
}
}
/* Learn about the player */
- update_smart_learn(m_idx, DRS_FEAR);
+ update_smart_learn(target_ptr, m_idx, DRS_FEAR);
break;
}
}
/* Learn about the player */
- update_smart_learn(m_idx, DRS_FREE);
+ update_smart_learn(target_ptr, m_idx, DRS_FREE);
break;
}
if (target_ptr->is_dead || CHECK_MULTISHADOW(target_ptr)) break;
/* Take "poison" effect */
- if (!(target_ptr->resist_pois || IS_OPPOSE_POIS()))
+ if (!(target_ptr->resist_pois || is_oppose_pois(target_ptr)))
{
if (set_poisoned(target_ptr, target_ptr->poisoned + randint1(rlev) + 5))
{
if (CHECK_MULTISHADOW(target_ptr))
{
- 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!"));
+ 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, but you are unharmed!"));
}
else
{
}
/* Learn about the player */
- update_smart_learn(m_idx, DRS_MANA);
+ update_smart_learn(target_ptr, m_idx, DRS_MANA);
break;
}
{
sound(SOUND_EXPLODE);
- if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
+ if (mon_take_hit(target_ptr, m_idx, m_ptr->hp + 1, &fear, NULL))
{
blinked = FALSE;
alive = FALSE;
HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
- dam = mon_damage_mod(m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
- if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
+ if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
{
blinked = FALSE;
alive = FALSE;
}
else
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(target_ptr, m_ptr))
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
}
}
HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
- dam = mon_damage_mod(m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
- if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
+ if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
{
blinked = FALSE;
alive = FALSE;
}
else
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(target_ptr, m_ptr))
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
}
}
HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
- dam = mon_damage_mod(m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
- if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
+ if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
{
blinked = FALSE;
alive = FALSE;
}
else
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(target_ptr, m_ptr))
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
}
}
HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
- dam = mon_damage_mod(m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
- if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
+ if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
{
blinked = FALSE;
alive = FALSE;
}
else
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(target_ptr, m_ptr))
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
}
- if (is_mirror_grid(&p_ptr->current_floor_ptr->grid_array[target_ptr->y][target_ptr->x]))
+ if (is_mirror_grid(&floor_ptr->grid_array[target_ptr->y][target_ptr->x]))
{
teleport_player(target_ptr, 10, 0L);
}
HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
- dam = mon_damage_mod(m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
- if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
+ if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
{
blinked = FALSE;
alive = FALSE;
}
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(target_ptr, m_ptr))
r_ptr->r_flags3 |= RF3_EVIL;
}
else
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(target_ptr, m_ptr))
r_ptr->r_flagsr |= RFR_RES_ALL;
}
}
HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
- dam = mon_damage_mod(m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
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);
- if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
+ if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
{
blinked = FALSE;
alive = FALSE;
}
else
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(target_ptr, m_ptr))
r_ptr->r_flagsr |= RFR_RES_ALL;
}
}
- if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !target_ptr->is_dead)
+ if (hex_spelling(target_ptr, HEX_SHADOW_CLOAK) && alive && !target_ptr->is_dead)
{
HIT_POINT dam = 1;
object_type *o_armed_ptr = &target_ptr->inventory_list[INVEN_RARM];
if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
/* Modify the damage */
- dam = mon_damage_mod(m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
- msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
- if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
+ msg_format(_("影のオーラが%^sに反撃した!", "Enveloping shadows attack %^s."), m_name);
+ if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
{
blinked = FALSE;
alive = FALSE;
}
else
{
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(target_ptr, m_ptr))
r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
}
}
}
}
-
/* Analyze "visible" monsters only */
- if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
+ if (is_original_ap_and_seen(target_ptr, m_ptr) && !do_silly_attack)
{
/* Count "obvious" attacks (and ones that cause damage) */
if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
if (target_ptr->riding && damage)
{
char m_steed_name[MAX_NLEN];
- monster_desc(m_steed_name, &p_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
+ monster_desc(target_ptr, m_steed_name, &floor_ptr->m_list[target_ptr->riding], 0);
if (rakuba(target_ptr, (damage > 200) ? 200 : damage, FALSE))
{
msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
if (target_ptr->special_defense & NINJA_KAWARIMI)
{
- if (kawarimi(FALSE)) return TRUE;
+ if (kawarimi(target_ptr, FALSE)) return TRUE;
}
}
/* Hex - revenge damage stored */
- revenge_store(get_damage);
+ revenge_store(target_ptr, get_damage);
- if ((target_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
+ if ((target_ptr->tim_eyeeye || hex_spelling(target_ptr, HEX_EYE_FOR_EYE))
&& get_damage > 0 && !target_ptr->is_dead)
{
#ifdef JP
GAME_TEXT m_name_self[80];
/* hisself */
- monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
+ monster_desc(target_ptr, m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
#endif
if ((target_ptr->counter || (target_ptr->special_defense & KATA_MUSOU)) && alive && !target_ptr->is_dead && m_ptr->ml && (target_ptr->csp > 7))
{
char m_target_name[MAX_NLEN];
- monster_desc(m_target_name, m_ptr, 0);
+ monster_desc(target_ptr, m_target_name, m_ptr, 0);
target_ptr->csp -= 7;
- msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
+ msg_format(_("%^sに反撃した!", "Your counterattacked to %s!"), m_target_name);
py_attack(target_ptr, m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
fear = FALSE;
target_ptr->redraw |= (PR_MANA);
{
if (teleport_barrier(target_ptr, m_idx))
{
- 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."));
+ 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 a magic barrier obstructs it."));
}
else
{
}
}
-
/* Always notice cause of death */
- if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !target_ptr->current_floor_ptr->inside_arena)
+ if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !floor_ptr->inside_arena)
{
r_ptr->r_deaths++;
}
set_action(target_ptr, ACTION_NONE);
}
- /* Assume we attacked */
- return (TRUE);
+ return TRUE;
}
-#define BLOW_EFFECT_TYPE_NONE 0
-#define BLOW_EFFECT_TYPE_FEAR 1
-#define BLOW_EFFECT_TYPE_SLEEP 2
-#define BLOW_EFFECT_TYPE_HEAL 3
-
/*!
* @brief モンスターから敵モンスターへの打撃攻撃処理
* @param m_idx 攻撃側モンスターの参照ID
*/
bool monst_attack_monst(player_type *subject_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx)
{
- monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
- monster_type *t_ptr = &subject_ptr->current_floor_ptr->m_list[t_idx];
+ monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *t_ptr = &subject_ptr->current_floor_ptr->m_list[t_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
ARMOUR_CLASS ap_cnt;
ARMOUR_CLASS ac;
/* Not allowed to attack */
if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
- if (d_info[subject_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
+ if (d_info[subject_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return FALSE;
/* Total armor */
ac = tr_ptr->ac;
/* Extract the effective monster level */
rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
- monster_desc(m_name, m_ptr, 0);
- monster_desc(t_name, t_ptr, 0);
+ monster_desc(subject_ptr, m_name, m_ptr, 0);
+ monster_desc(subject_ptr, t_name, t_ptr, 0);
/* Assume no blink */
blinked = FALSE;
/* Monster hits */
if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
{
- (void)set_monster_csleep(t_idx, 0);
+ (void)set_monster_csleep(subject_ptr, t_idx, 0);
if (t_ptr->ml)
{
{
msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
}
- if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
+ if (m_ptr->ml && is_original_ap_and_seen(subject_ptr, t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
project(subject_ptr, t_idx, 0, m_ptr->fy, m_ptr->fx,
damroll(1 + ((tr_ptr->level) / 26),
1 + ((tr_ptr->level) / 17)),
}
else
{
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
+ if (is_original_ap_and_seen(subject_ptr, m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
}
}
{
msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
}
- if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
+ if (m_ptr->ml && is_original_ap_and_seen(subject_ptr, t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
project(subject_ptr, t_idx, 0, m_ptr->fy, m_ptr->fx,
damroll(1 + ((tr_ptr->level) / 26),
1 + ((tr_ptr->level) / 17)),
}
else
{
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
+ if (is_original_ap_and_seen(subject_ptr, m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
}
}
{
msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
}
- if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
+ if (m_ptr->ml && is_original_ap_and_seen(subject_ptr, t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
project(subject_ptr, t_idx, 0, m_ptr->fy, m_ptr->fx,
damroll(1 + ((tr_ptr->level) / 26),
1 + ((tr_ptr->level) / 17)),
}
else
{
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
+ if (is_original_ap_and_seen(subject_ptr, m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
}
}
}
case RBM_ENGULF:
case RBM_CHARGE:
{
- (void)set_monster_csleep(t_idx, 0);
+ (void)set_monster_csleep(subject_ptr, t_idx, 0);
/* Visible monsters */
if (see_m)
/* Analyze "visible" monsters only */
- if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
+ if (is_original_ap_and_seen(subject_ptr, m_ptr) && !do_silly_attack)
{
/* Count "obvious" attacks (and ones that cause damage) */
if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
sound(SOUND_EXPLODE);
/* Cancel Invulnerability */
- (void)set_monster_invulner(m_idx, 0, FALSE);
- mon_take_hit_mon(m_idx, m_ptr->hp + 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
+ (void)set_monster_invulner(subject_ptr, m_idx, 0, FALSE);
+ mon_take_hit_mon(subject_ptr, m_idx, m_ptr->hp + 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
blinked = FALSE;
}
- /* Blink away */
- if (blinked && m_ptr->r_idx)
+ if (!blinked || m_ptr->r_idx == 0) return TRUE;
+
+ if (teleport_barrier(subject_ptr, m_idx))
{
- if (teleport_barrier(subject_ptr, m_idx))
+ if (see_m)
{
- if (see_m)
- {
- 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."));
- }
- else if (known)
- {
- subject_ptr->current_floor_ptr->monster_noise = TRUE;
- }
+ 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 a magic barrier obstructs it."));
}
- else
+ else if (known)
{
- if (see_m)
- {
- msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
- }
- else if (known)
- {
- subject_ptr->current_floor_ptr->monster_noise = TRUE;
- }
-
- teleport_away(subject_ptr, m_idx, MAX_SIGHT * 2 + 5, 0L);
+ subject_ptr->current_floor_ptr->monster_noise = TRUE;
+ }
+ }
+ else
+ {
+ if (see_m)
+ {
+ msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
}
+ else if (known)
+ {
+ subject_ptr->current_floor_ptr->monster_noise = TRUE;
+ }
+
+ teleport_away(subject_ptr, m_idx, MAX_SIGHT * 2 + 5, 0L);
}
return TRUE;
* @param who 打撃を行ったモンスターの参照ID
* @return なし
*/
-void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
+void mon_take_hit_mon(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
GAME_TEXT m_name[160];
bool seen = is_seen(m_ptr);
/* Can the player be aware of this attack? */
bool known = (m_ptr->cdis <= MAX_SIGHT);
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(player_ptr, m_name, m_ptr, 0);
/* Redraw (later) if needed */
if (m_ptr->ml)
{
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ if (player_ptr->health_who == m_idx) player_ptr->redraw |= (PR_HEALTH);
+ if (player_ptr->riding == m_idx) player_ptr->redraw |= (PR_UHEALTH);
}
- (void)set_monster_csleep(m_idx, 0);
+ (void)set_monster_csleep(player_ptr, m_idx, 0);
- if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(p_ptr, TRUE, TRUE);
+ if (player_ptr->riding && (m_idx == player_ptr->riding)) disturb(player_ptr, TRUE, TRUE);
if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
{
{
if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
(r_ptr->flags7 & RF7_NAZGUL)) &&
- !p_ptr->phase_out)
+ !player_ptr->phase_out)
{
m_ptr->hp = 1;
}
if (known)
{
- monster_desc(m_name, m_ptr, MD_TRUE_NAME);
+ monster_desc(player_ptr, m_name, m_ptr, MD_TRUE_NAME);
/* Unseen death by normal attack */
if (!seen)
{
- p_ptr->current_floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = TRUE;
}
/* Death by special attack */
else if (note)
}
}
- monster_gain_exp(who, m_ptr->r_idx);
- monster_death(m_idx, FALSE);
- delete_monster_idx(m_idx);
+ monster_gain_exp(player_ptr, who, m_ptr->r_idx);
+ monster_death(player_ptr, m_idx, FALSE);
+ delete_monster_idx(player_ptr, m_idx);
/* Not afraid */
(*fear) = FALSE;
if (MON_MONFEAR(m_ptr) && (dam > 0))
{
/* Cure fear */
- if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
+ if (set_monster_monfear(player_ptr, m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
{
/* No more fear */
(*fear) = FALSE;
(*fear) = TRUE;
/* Hack -- Add some timed fear */
- (void)set_monster_monfear(m_idx, (randint1(10) +
+ (void)set_monster_monfear(player_ptr, m_idx, (randint1(10) +
(((dam >= m_ptr->hp) && (percentage > 7)) ?
20 : ((11 - percentage) * 5))));
}
if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
{
- if (is_pet(&p_ptr->current_floor_ptr->m_list[who]) && !player_bold(p_ptr, m_ptr->target_y, m_ptr->target_x))
+ if (is_pet(&floor_ptr->m_list[who]) && !player_bold(player_ptr, m_ptr->target_y, m_ptr->target_x))
{
- set_target(m_ptr, p_ptr->current_floor_ptr->m_list[who].fy, p_ptr->current_floor_ptr->m_list[who].fx);
+ set_target(m_ptr, floor_ptr->m_list[who].fy, floor_ptr->m_list[who].fx);
}
}
- if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
+ if (player_ptr->riding && (player_ptr->riding == m_idx) && (dam > 0))
{
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(player_ptr, m_name, m_ptr, 0);
if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
- if (rakuba(p_ptr, (dam > 200) ? 200 : dam, FALSE))
+ if (rakuba(player_ptr, (dam > 200) ? 200 : dam, FALSE))
{
- msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
+ msg_format(_("%^sに振り落とされた!", "You have been thrown off from %s!"), m_name);
}
}
-
- /* Not dead yet */
- return;
}