/*!
* @file melee1.c
- * @brief モンスターの打撃処理 / Monster attacks
+ * @brief 打撃処理 / Melee process.
* @date 2014/01/17
* @author
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
*/
#include "angband.h"
+#include "artifact.h"
#include "cmd-pet.h"
#include "player-damage.h"
#include "monsterrace-hook.h"
+#include "melee.h"
+#include "projection.h"
+#include "monster.h"
+#include "monster-status.h"
+#include "monster-spell.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "realm-hex.h"
+#include "object-hook.h"
+#include "grid.h"
+#include "player-move.h"
*/
bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
{
- int k;
+ if (!visible) chance = (chance + 1) / 2;
+ return hit_chance(chance, ac) >= randint1(100);
+}
- /* Percentile dice */
- k = randint0(100);
+/*!
+ * @brief モンスターへの命中率の計算
+ * @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 chance = 5, chance_left = 90;
+ if(reli <= 0) return 5;
+ if(p_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;
+}
- /* Hack -- Instant miss or hit */
- if (k < 10) return (k < 5);
+/*!
+ * @brief プレイヤー攻撃の種族スレイング倍率計算
+ * @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 const struct slay_table_t {
+ int slay_flag;
+ BIT_FLAGS affect_race_flag;
+ MULTIPLY slay_mult;
+ size_t flag_offset;
+ size_t r_flag_offset;
+ } slay_table[] = {
+#define OFFSET(X) offsetof(monster_race, X)
+ {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
+ {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
+ {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {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)
+ {
+ const struct slay_table_t* p = &slay_table[i];
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- if (one_in_(20)) return (FALSE);
+ 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;
+ }
- /* Wimpy attack never hits */
- if (chance <= 0) return (FALSE);
+ mult = MAX(mult, p->slay_mult);
+ }
+ }
- /* Penalize invisible targets */
- if (!visible) chance = (chance + 1) / 2;
+ return mult;
+}
- /* Power must defeat armor */
- if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
+/*!
+ * @brief プレイヤー攻撃の属性スレイング倍率計算
+ * @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 const struct brand_table_t {
+ int brand_flag;
+ BIT_FLAGS resist_mask;
+ BIT_FLAGS hurt_flag;
+ } brand_table[] = {
+ {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
+ {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
+ {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
+ {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)
+ {
+ const struct brand_table_t* p = &brand_table[i];
- /* Assume hit */
- return (TRUE);
+ if (have_flag(flgs, p->brand_flag))
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & p->resist_mask)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ 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;
+ }
+
+ mult = MAX(mult, 50);
+ }
+ else
+ {
+ mult = MAX(mult, 25);
+ }
+ }
+ }
+
+ return mult;
}
/*!
- * @brief モンスターへの命中率の計算
- * @param to_h 命中値
- * @param ac 敵AC
- * @return 命中確率
+ * @brief 剣術のスレイ倍率計算を行う /
+ * Calcurate magnification of hissatsu technics
+ * @param mult 剣術のスレイ効果以前に算出している多要素の倍率(/10倍)
+ * @param flgs 剣術に使用する武器のスレイフラグ配列
+ * @param m_ptr 目標となるモンスターの構造体参照ポインタ
+ * @param mode 剣術のスレイ型ID
+ * @return スレイの倍率(/10倍)
*/
-PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
+static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
{
- PERCENTAGE chance = 5, chance_left = 90;
- int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
- chance += (100 - ((ac * 75) / meichuu)) * chance_left / 100;
+ /* Burning Strike (Fire) */
+ if (mode == HISSATSU_FIRE)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
+ }
+ }
- return chance;
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_FIRE))
+ {
+ if (r_ptr->flags3 & RF3_HURT_FIRE)
+ {
+ if (mult < 70) mult = 70;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_FIRE;
+ }
+ }
+ else if (mult < 35) mult = 35;
+ }
+ else
+ {
+ if (r_ptr->flags3 & RF3_HURT_FIRE)
+ {
+ if (mult < 50) mult = 50;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_FIRE;
+ }
+ }
+ else if (mult < 25) mult = 25;
+ }
+ }
+
+ /* Serpent's Tongue (Poison) */
+ if (mode == HISSATSU_POISON)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
+ }
+ }
+
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_POIS))
+ {
+ if (mult < 35) mult = 35;
+ }
+ else
+ {
+ if (mult < 25) mult = 25;
+ }
+ }
+
+ /* Zammaken (Nonliving Evil) */
+ if (mode == HISSATSU_ZANMA)
+ {
+ if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
+ {
+ if (mult < 15) mult = 25;
+ else if (mult < 50) mult = MIN(50, mult + 20);
+ }
+ }
+
+ /* Rock Smash (Hurt Rock) */
+ if (mode == HISSATSU_HAGAN)
+ {
+ if (r_ptr->flags3 & RF3_HURT_ROCK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_ROCK;
+ }
+ if (mult == 10) mult = 40;
+ else if (mult < 60) mult = 60;
+ }
+ }
+
+ /* Midare-Setsugekka (Cold) */
+ if (mode == HISSATSU_COLD)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
+ }
+ }
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_COLD))
+ {
+ if (r_ptr->flags3 & RF3_HURT_COLD)
+ {
+ if (mult < 70) mult = 70;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_COLD;
+ }
+ }
+ else if (mult < 35) mult = 35;
+ }
+ else
+ {
+ if (r_ptr->flags3 & RF3_HURT_COLD)
+ {
+ if (mult < 50) mult = 50;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_COLD;
+ }
+ }
+ else if (mult < 25) mult = 25;
+ }
+ }
+
+ /* Lightning Eagle (Elec) */
+ if (mode == HISSATSU_ELEC)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
+ }
+ }
+
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_ELEC))
+ {
+ if (mult < 70) mult = 70;
+ }
+ else
+ {
+ if (mult < 50) mult = 50;
+ }
+ }
+
+ /* Bloody Maelstrom */
+ if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(m_ptr->r_idx))
+ {
+ MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
+ if (mult < tmp) mult = tmp;
+ }
+
+ /* Keiun-Kininken */
+ if (mode == HISSATSU_UNDEAD)
+ {
+ if (r_ptr->flags3 & RF3_UNDEAD)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_UNDEAD;
+ }
+ if (mult == 10) mult = 70;
+ else if (mult < 140) mult = MIN(140, mult + 60);
+ }
+ if (mult == 10) mult = 40;
+ else if (mult < 60) mult = MIN(60, mult + 30);
+ }
+
+ 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.
+ * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
+ * @param tdam 現在算出途中のダメージ値
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @param mode 剣術のID
+ * @param thrown 投擲処理ならばTRUEを指定する
+ * @return 総合的なスレイを加味したダメージ値
+ * @note
+ * Note that "flasks of oil" do NOT do fire damage, although they\n
+ * certainly could be made to do so. XXX XXX\n
+ *\n
+ * Note that most brands and slays are x3, except Slay Animal (x2),\n
+ * Slay Evil (x2), and Kill dragon (x5).\n
+ */
+HIT_POINT tot_dam_aux(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 (!thrown)
+ {
+ if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
+ if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
+ if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
+ if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
+ if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
+ }
+
+ if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
+
+ switch (o_ptr->tval)
+ {
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_DIGGING:
+ case TV_LITE:
+ {
+ mult = mult_slaying(mult, flgs, m_ptr);
+
+ mult = mult_brand(mult, flgs, m_ptr);
+
+ if (p_ptr->pclass == CLASS_SAMURAI)
+ {
+ mult = mult_hissatsu(mult, flgs, m_ptr, mode);
+ }
+
+ if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
+ {
+ p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
+ p_ptr->redraw |= (PR_MANA);
+ mult = mult * 3 / 2 + 20;
+ }
+
+ if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
+ mult = 150;
+ break;
+ }
+ }
+ if (mult > 150) mult = 150;
+ return (tdam * mult / 10);
+}
/*!
* @brief プレイヤーからモンスターへの打撃クリティカル判定 /
}
/*! 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[] =
+static concptr desc_insult[] =
{
#ifdef JP
"があなたを侮辱した!",
};
/*! 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[] =
+static concptr desc_moan[] =
{
#ifdef JP
"は何かを悲しんでいるようだ。",
* @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)
+ HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
+ if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
{
- char mon_name[80];
+ GAME_TEXT mon_name[MAX_NLEN];
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);
-
+ 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(u32b, r_ptr, r_flags_offset) |= aura_flag;
+ atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
}
handle_stuff();
* @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)
+static void natural_attack(MONSTER_IDX 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];
+ WEIGHT n_weight = 0;
+ monster_type *m_ptr = ¤t_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;
+ int dice_num, dice_side;
- cptr atk_desc;
+ concptr atk_desc;
switch (attack)
{
* @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)
+static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
{
int num = 0, bonus, chance, vir;
HIT_POINT k;
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_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];
+ GAME_TEXT m_name[MAX_NLEN];
bool success_hit = FALSE;
bool backstab = FALSE;
{
case CLASS_ROGUE:
case CLASS_NINJA:
- if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
+ if (has_melee_weapon(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;
}
/* Disturb the monster */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
/* Extract monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
{
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)))
+ 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);
}
}
/* Apply stun */
- (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
+ (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
}
else
{
}
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)))
+ else if ((p_ptr->pclass == CLASS_NINJA) && has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
{
int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
drain_result = m_ptr->hp;
/* Damage, check for fear and death */
- if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
+ if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
{
*mdeath = TRUE;
if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
drain_msg = FALSE;
}
- drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
+ drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
hp_player(drain_heal);
/* We get to keep some of it! */
else
{
msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
- (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
+ (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
}
}
if (!resists_tele)
{
msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
- teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
+ teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
num = num_blow + 1; /* Can't hit it anymore! */
*mdeath = TRUE;
}
}
/* Hack -- Get new monster */
- m_ptr = &m_list[c_ptr->m_idx];
+ m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
/* Oops, we need a different name... */
monster_desc(m_name, m_ptr, 0);
}
else if (o_ptr->name1 == ART_G_HAMMER)
{
- monster_type *target_ptr = &m_list[c_ptr->m_idx];
+ monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
if (target_ptr->hold_o_idx)
{
- object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
- char o_name[MAX_NLEN];
+ object_type *q_ptr = ¤t_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;
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!"));
-
- /* Extract the flags */
object_flags(o_ptr, flgs_aux);
k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
if (do_quake)
{
earthquake(p_ptr->y, p_ptr->x, 10);
- if (!cave[y][x].m_idx) *mdeath = TRUE;
+ if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
}
}
* @details
* If no "weapon" is available, then "punch" the monster one time.
*/
-bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
+bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
{
bool fear = FALSE;
bool mdeath = FALSE;
bool stormbringer = FALSE;
- cave_type *c_ptr = &cave[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
disturb(FALSE, TRUE);
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
if (!p_ptr->migite && !p_ptr->hidarite &&
!(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
/* Track a new monster */
- health_track(c_ptr->m_idx);
+ health_track(g_ptr->m_idx);
}
if ((r_ptr->flags1 & RF1_FEMALE) &&
}
}
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
return FALSE;
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(c_ptr->m_idx, 0);
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
return FALSE;
}
if (cur < max)
{
- int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
- int targetlevel = r_ptr->level;
+ DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
+ DEPTH targetlevel = r_ptr->level;
int inc = 0;
if ((cur / 200 - 5) < targetlevel)
}
p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
-
p_ptr->update |= (PU_BONUS);
}
}
- riding_t_m_idx = c_ptr->m_idx;
+ riding_t_m_idx = g_ptr->m_idx;
if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
if (!mdeath)
{
if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
}
/* Hack -- delay fear messages */
*/
bool make_attack_normal(MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_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, ac, rlev;
+ int k, tmp;
+ ARMOUR_CLASS ac;
+ DEPTH rlev;
int do_cut, do_stun;
- s32b gold;
-
+ PRICE gold;
object_type *o_ptr;
-
- char o_name[MAX_NLEN];
-
- char m_name[80];
-
- char ddesc[80];
+ GAME_TEXT o_name[MAX_NLEN];
+ GAME_TEXT m_name[MAX_NLEN];
+ GAME_TEXT ddesc[80];
bool blinked;
bool touched = FALSE, fear = FALSE, alive = TRUE;
/* Not allowed to attack */
if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
/* ...nor if friendly */
if (!is_hostile(m_ptr)) return FALSE;
/* Extract the effective monster level */
rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
-
/* Get the monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
- /* Get the "died from" information (i.e. "a kobold") */
- monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+ monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
if (p_ptr->special_defense & KATA_IAI)
{
HIT_POINT power = 0;
HIT_POINT damage = 0;
- cptr act = NULL;
+ concptr act = NULL;
/* Extract the attack infomation */
int effect = r_ptr->blow[ap_cnt].effect;
int d_dice = r_ptr->blow[ap_cnt].d_dice;
int d_side = r_ptr->blow[ap_cnt].d_side;
-
- if (!m_ptr->r_idx) break;
+ if (!monster_is_valid(m_ptr)) break;
/* Hack -- no more attacks */
if (!method) break;
if (apply_disenchant(0))
{
/* Hack -- Update AC */
- handle_stuff();
+ update_creature(p_ptr);
obvious = TRUE;
}
}
o_ptr->pval = 0;
/* Combine / Reorder the pack */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
break;
/* Find an item */
for (k = 0; k < 10; k++)
{
- s16b o_idx;
+ OBJECT_IDX o_idx;
/* Pick an item */
i = (INVENTORY_IDX)randint0(INVEN_PACK);
if (o_idx)
{
object_type *j_ptr;
-
- /* Get new object */
- j_ptr = &o_list[o_idx];
-
- /* Copy object */
+ j_ptr = ¤t_floor_ptr->o_list[o_idx];
object_copy(j_ptr, o_ptr);
/* Modify number */
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);
- handle_stuff();
+ update_creature(p_ptr);
update_smart_learn(m_idx, DRS_ACID);
break;
}
{
msg_print(_("あなたは以前ほど力強くなくなってしまった...。", "You're not as powerful as you used to be..."));
- for (k = 0; k < 6; k++)
+ for (k = 0; k < A_MAX; k++)
{
p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sは突然熱くなった!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "は灰の山になった。"))
-#else
- msg_format("%^s is suddenly very hot!", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " turns into a pile of ash."))
-#endif
+ 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.")))
{
blinked = FALSE;
alive = FALSE;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sは電撃をくらった!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "は燃え殻の山になった。"))
-#else
- msg_format("%^s gets zapped!", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " turns into a pile of cinder."))
-#endif
-
+ 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.")))
{
blinked = FALSE;
alive = FALSE;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sは冷気をくらった!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "は凍りついた。"))
-#else
- msg_format("%^s is very cold!", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " was frozen."))
-#endif
-
+ 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.")))
{
blinked = FALSE;
alive = FALSE;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sは鏡の破片をくらった!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "はズタズタになった。"))
-#else
- msg_format("%^s gets zapped!", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " had torn to pieces."))
-#endif
+ 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.")))
{
blinked = FALSE;
alive = FALSE;
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
}
- if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
+ if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
{
teleport_player(10, 0L);
}
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sは聖なるオーラで傷ついた!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "は倒れた。"))
-#else
- msg_format("%^s is injured by holy power!", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " is destroyed."))
-#endif
+ 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.")))
{
blinked = FALSE;
alive = FALSE;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "は倒れた。"))
-#else
- msg_format("%^s is injured by the Force", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " is destroyed."))
-#endif
-
+ 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.")))
{
blinked = FALSE;
alive = FALSE;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("影のオーラが%^sに反撃した!", m_name);
- if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
-#else
- msg_format("Enveloped shadows attack %^s.", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
-#endif
+ 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.")))
{
blinked = FALSE;
alive = FALSE;
/* Visible monsters */
if (m_ptr->ml)
{
- /* Disturbing */
disturb(TRUE, TRUE);
#ifdef JP
#endif
}
+
+ /* Gain shield experience */
+ if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
+ {
+ int cur = p_ptr->skill_exp[GINOU_SHIELD];
+ int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
+
+ if (cur < max)
+ {
+ DEPTH targetlevel = r_ptr->level;
+ int inc = 0;
+
+
+ /* Extra experience */
+ if ((cur / 100) < targetlevel)
+ {
+ if ((cur / 100 + 15) < targetlevel)
+ inc += 1 + (targetlevel - (cur / 100 + 15));
+ else
+ inc += 1;
+ }
+
+ p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+
damage = 0;
break;
if (p_ptr->riding && damage)
{
- char m_steed_name[80];
- monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
+ char m_steed_name[MAX_NLEN];
+ monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
if (rakuba((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);
#ifdef JP
msg_format("攻撃が%s自身を傷つけた!", m_name);
#else
- char m_name_self[80];
+ GAME_TEXT m_name_self[80];
/* hisself */
monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
{
- char m_target_name[80];
+ char m_target_name[MAX_NLEN];
monster_desc(m_target_name, m_ptr, 0);
p_ptr->csp -= 7;