+++ /dev/null
-/*!
- * @file melee1.c
- * @brief 打撃処理 / Melee process.
- * @date 2014/01/17
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research,\n
- * and not for profit purposes provided that this copyright and statement\n
- * are included in all such copies. Other copyrights may also apply.\n
- * 2014 Deskull rearranged comment for Doxygen.\n
- * @details
- */
-
-#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"
-
-
-
- /*!
- * @brief プレイヤーからモンスターへの打撃命中判定 /
- * Determine if the player "hits" a monster (normal combat).
- * @param chance 基本命中値
- * @param ac モンスターのAC
- * @param visible 目標を視界に捕らえているならばTRUEを指定
- * @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)
-{
- if (!visible) chance = (chance + 1) / 2;
- return hit_chance(chance, ac) >= randint1(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;
-}
-
-/*!
- * @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 ((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;
- }
-
- 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 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];
-
- 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 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)
- */
-static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* 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);
- }
- }
-
- /* 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 /
-* Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
-* @param weight 矢弾の重量
-* @param plus 武器の命中修正
-* @param dam 現在算出中のダメージ値
-* @param meichuu 打撃の基本命中力
-* @param mode オプションフラグ
-* @return クリティカル修正が入ったダメージ値
-*/
-HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
-{
- int i, k;
-
- /* Extract "blow" power */
- i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
-
- /* Chance */
- if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
- {
- k = weight + randint1(650);
- if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
-
- if (k < 400)
- {
- msg_print(_("手ごたえがあった!", "It was a good hit!"));
-
- 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;
- }
- }
-
- return (dam);
-}
-
-/*!
- * @brief モンスター打撃のクリティカルランクを返す /
- * Critical blow. All hits that do 95% of total possible damage,
- * @param dice モンスター打撃のダイス数
- * @param sides モンスター打撃の最大ダイス目
- * @param dam プレイヤーに与えたダメージ
- * @details
- * and which also do at least 20 damage, or, sometimes, N damage.
- * This is used only to determine "cuts" and "stuns".
- */
-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);
-
- /* Weak blows rarely work */
- if ((dam < 20) && (randint0(100) >= dam)) return (0);
-
- /* Perfect damage */
- if ((dam >= total) && (dam >= 40)) max++;
-
- /* Super-charge */
- if (dam >= 20)
- {
- while (randint0(100) < 2) max++;
- }
-
- /* Critical damage */
- if (dam > 45) return (6 + max);
- if (dam > 33) return (5 + max);
- if (dam > 25) return (4 + max);
- if (dam > 18) return (3 + max);
- if (dam > 11) return (2 + max);
- return (1 + max);
-}
-
-/*!
- * @brief モンスター打撃の命中を判定する /
- * Determine if a monster attack against the player succeeds.
- * @param power 打撃属性毎の基本命中値
- * @param level モンスターのレベル
- * @param stun モンスターの朦朧値
- * @return TRUEならば命中判定
- * @details
- * Always miss 5% of the time, Always hit 5% of the time.
- * Otherwise, match monster power against player armor.
- */
-static int check_hit(int power, DEPTH level, int stun)
-{
- int i, k, ac;
-
- /* Percentile dice */
- k = randint0(100);
-
- if (stun && one_in_(2)) return FALSE;
-
- /* Hack -- Always miss or hit */
- if (k < 10) return (k < 5);
-
- /* Calculate the "attack quality" */
- i = (power + (level * 3));
-
- /* Total armor */
- ac = p_ptr->ac + p_ptr->to_a;
- if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
-
- /* Power and Level compete against Armor */
- if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
-
- /* Assume miss */
- return (FALSE);
-}
-
-/*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
-static concptr desc_insult[] =
-{
-#ifdef JP
- "があなたを侮辱した!",
- "があなたの母を侮辱した!",
- "があなたを軽蔑した!",
- "があなたを辱めた!",
- "があなたを汚した!",
- "があなたの回りで踊った!",
- "が猥褻な身ぶりをした!",
- "があなたをぼんやりと見た!!!",
- "があなたをパラサイト呼ばわりした!",
- "があなたをサイボーグ扱いした!"
-#else
- "insults you!",
- "insults your mother!",
- "gives you the finger!",
- "humiliates you!",
- "defiles you!",
- "dances around you!",
- "makes obscene gestures!",
- "moons you!!!"
- "calls you a parasite!",
- "calls you a cyborg!"
-#endif
-
-};
-
-/*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
-static concptr desc_moan[] =
-{
-#ifdef JP
- "は何かを悲しんでいるようだ。",
- "が彼の飼い犬を見なかったかと尋ねている。",
- "が縄張りから出て行けと言っている。",
- "はキノコがどうとか呟いている。"
-#else
- "seems sad about something.",
- "asks if you have seen his dogs.",
- "tells you to get off his land.",
- "mumbles something about mushrooms."
-#endif
-
-};
-
-/*!
-* @brief 敵オーラによるプレイヤーのダメージ処理(補助)
-* @param m_ptr オーラを持つモンスターの構造体参照ポインタ
-* @param immune ダメージを回避できる免疫フラグ
-* @param flags_offset オーラフラグ配列の参照オフセット
-* @param r_flags_offset モンスターの耐性配列の参照オフセット
-* @param aura_flag オーラフラグ配列
-* @param dam_func ダメージ処理を行う関数の参照ポインタ
-* @param message オーラダメージを受けた際のメッセージ
-* @return なし
-*/
-static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
- HIT_POINT(*dam_func)(HIT_POINT dam, 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)
- {
- GAME_TEXT mon_name[MAX_NLEN];
- int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
-
- 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();
- }
-}
-
-/*!
-* @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
-* @param m_ptr オーラを持つモンスターの構造体参照ポインタ
-* @return なし
-*/
-static void touch_zap_player(monster_type *m_ptr)
-{
- touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
- fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
- touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
- cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
- touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
- elec_dam, _("電撃をくらった!", "You get zapped!"));
-}
-
-/*!
-* @brief プレイヤーの変異要素による打撃処理
-* @param m_idx 攻撃目標となったモンスターの参照ID
-* @param attack 変異要素による攻撃要素の種類
-* @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
-* @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
-* @return なし
-*/
-static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
-{
- HIT_POINT k;
- int bonus, chance;
- 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;
-
- concptr atk_desc;
-
- switch (attack)
- {
- case MUT2_SCOR_TAIL:
- dice_num = 3;
- dice_side = 7;
- n_weight = 5;
- atk_desc = _("尻尾", "tail");
-
- break;
- case MUT2_HORNS:
- dice_num = 2;
- dice_side = 6;
- n_weight = 15;
- atk_desc = _("角", "horns");
-
- break;
- case MUT2_BEAK:
- dice_num = 2;
- dice_side = 4;
- n_weight = 5;
- atk_desc = _("クチバシ", "beak");
-
- break;
- case MUT2_TRUNK:
- dice_num = 1;
- dice_side = 4;
- n_weight = 35;
- atk_desc = _("象の鼻", "trunk");
-
- break;
- case MUT2_TENTACLES:
- dice_num = 2;
- dice_side = 5;
- n_weight = 5;
- atk_desc = _("触手", "tentacles");
-
- break;
- default:
- dice_num = dice_side = n_weight = 1;
- atk_desc = _("未定義の部位", "undefined body part");
-
- }
-
- /* Extract monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
-
- /* Calculate the "attack quality" */
- bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
- chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
-
- /* Test for hit */
- if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
- {
- sound(SOUND_HIT);
- msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
-
- k = damroll(dice_num, dice_side);
- k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
-
- /* Apply the player damage bonuses */
- k += p_ptr->to_d_m;
-
- /* No negative damage */
- if (k < 0) k = 0;
-
- /* Modify the damage */
- k = mon_damage_mod(m_ptr, k, FALSE);
-
- /* Complex message */
- msg_format_wizard(CHEAT_MONSTER,
- _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
- k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
-
- /* Anger the monster */
- if (k > 0) anger_monster(m_ptr);
-
- /* Damage, check for fear and mdeath */
- switch (attack)
- {
- case MUT2_SCOR_TAIL:
- project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
- *mdeath = (m_ptr->r_idx == 0);
- break;
- case MUT2_HORNS:
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- break;
- case MUT2_BEAK:
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- break;
- case MUT2_TRUNK:
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- break;
- case MUT2_TENTACLES:
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- break;
- default:
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- }
-
- touch_zap_player(m_ptr);
- }
- /* Player misses */
- else
- {
- sound(SOUND_MISS);
- msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
- }
-}
-
-/*!
-* @brief プレイヤーの打撃処理サブルーチン /
-* Player attacks a (poor, defenseless) creature -RAK-
-* @param y 攻撃目標のY座標
-* @param x 攻撃目標のX座標
-* @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
-* @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
-* @param hand 攻撃を行うための武器を持つ手
-* @param mode 発動中の剣術ID
-* @return なし
-* @details
-* If no "weapon" is available, then "punch" the monster one time.
-*/
-static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
-{
- int num = 0, bonus, chance, vir;
- HIT_POINT k;
-
- 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];
-
- /* Access the weapon */
- object_type *o_ptr = &inventory[INVEN_RARM + hand];
-
- GAME_TEXT m_name[MAX_NLEN];
-
- bool success_hit = FALSE;
- bool backstab = FALSE;
- bool vorpal_cut = FALSE;
- int chaos_effect = 0;
- bool stab_fleeing = FALSE;
- bool fuiuchi = FALSE;
- bool monk_attack = FALSE;
- bool do_quake = FALSE;
- bool weak = FALSE;
- bool drain_msg = TRUE;
- int drain_result = 0, drain_heal = 0;
- bool can_drain = FALSE;
- int num_blow;
- int drain_left = MAX_VAMPIRIC_DRAIN;
- BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
- bool is_human = (r_ptr->d_char == 'p');
- bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
- bool zantetsu_mukou, e_j_mukou;
-
- switch (p_ptr->pclass)
- {
- case CLASS_ROGUE:
- case CLASS_NINJA:
- if (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;
- if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
- if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
- if (MON_CSLEEP(m_ptr) && m_ptr->ml)
- {
- /* Can't backstab creatures that we can't see, right? */
- backstab = TRUE;
- }
- else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
- {
- fuiuchi = TRUE;
- }
- else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
- {
- stab_fleeing = TRUE;
- }
- }
- break;
-
- case CLASS_MONK:
- case CLASS_FORCETRAINER:
- case CLASS_BERSERKER:
- if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
- break;
- }
-
- if (!o_ptr->k_idx) /* Empty hand */
- {
- if ((r_ptr->level + 10) > p_ptr->lev)
- {
- if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
- {
- if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
- p_ptr->skill_exp[GINOU_SUDE] += 40;
- else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
- p_ptr->skill_exp[GINOU_SUDE] += 5;
- else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
- p_ptr->skill_exp[GINOU_SUDE] += 1;
- else if ((p_ptr->lev > 34))
- if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
- p_ptr->update |= (PU_BONUS);
- }
- }
- }
- else if (object_is_melee_weapon(o_ptr))
- {
- if ((r_ptr->level + 10) > p_ptr->lev)
- {
- OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
- OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
- int now_exp = p_ptr->weapon_exp[tval][sval];
- if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
- {
- SUB_EXP amount = 0;
- if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
- else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
- else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
- else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
- p_ptr->weapon_exp[tval][sval] += amount;
- p_ptr->update |= (PU_BONUS);
- }
- }
- }
-
- /* Disturb the monster */
- (void)set_monster_csleep(g_ptr->m_idx, 0);
-
- /* Extract monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
-
- /* Calculate the "attack quality" */
- bonus = p_ptr->to_h[hand] + o_ptr->to_h;
- chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
- if (mode == HISSATSU_IAI) chance += 60;
- if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
- if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
-
- vir = virtue_number(V_VALOUR);
- if (vir)
- {
- chance += (p_ptr->virtues[vir - 1] / 10);
- }
-
- zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
- e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
-
- if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
- else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
- else num_blow = p_ptr->num_blow[hand];
-
- /* Hack -- DOKUBARI always hit once */
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
-
- /* Attack once for each legal blow */
- while ((num++ < num_blow) && !p_ptr->is_dead)
- {
- if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
- {
- int n = 1;
-
- if (p_ptr->migite && p_ptr->hidarite)
- {
- n *= 2;
- }
- if (mode == HISSATSU_3DAN)
- {
- n *= 2;
- }
-
- success_hit = one_in_(n);
- }
- else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
- else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
-
- if (mode == HISSATSU_MAJIN)
- {
- if (one_in_(2))
- success_hit = FALSE;
- }
-
- /* Test for hit */
- if (success_hit)
- {
- int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
-
- sound(SOUND_HIT);
-
- if (backstab) msg_format(_("あなたは冷酷にも眠っている無力な%sを突き刺した!", "You cruelly stab the helpless, sleeping %s!"), m_name);
- else if (fuiuchi) msg_format(_("不意を突いて%sに強烈な一撃を喰らわせた!", "You make surprise attack, and hit %s with a powerful blow!"), m_name);
- else if (stab_fleeing) msg_format(_("逃げる%sを背中から突き刺した!", "You backstab the fleeing %s!"), m_name);
- else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
-
- /* Hack -- bare hands do one damage */
- k = 1;
-
- object_flags(o_ptr, flgs);
-
- /* Select a chaotic effect (50% chance) */
- if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
- {
- if (one_in_(10))
- chg_virtue(V_CHANCE, 1);
-
- if (randint1(5) < 3)
- {
- /* Vampiric (20%) */
- chaos_effect = 1;
- }
- else if (one_in_(250))
- {
- /* Quake (0.12%) */
- chaos_effect = 2;
- }
- else if (!one_in_(10))
- {
- /* Confusion (26.892%) */
- chaos_effect = 3;
- }
- else if (one_in_(2))
- {
- /* Teleport away (1.494%) */
- chaos_effect = 4;
- }
- else
- {
- /* Polymorph (1.494%) */
- chaos_effect = 5;
- }
- }
-
- /* Vampiric drain */
- if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
- {
- /* Only drain "living" monsters */
- if (monster_living(m_ptr->r_idx))
- can_drain = TRUE;
- else
- can_drain = FALSE;
- }
-
- if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
- vorpal_cut = TRUE;
- else vorpal_cut = FALSE;
-
- if (monk_attack)
- {
- int special_effect = 0, stun_effect = 0, times = 0, max_times;
- int min_level = 1;
- const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
- int resist_stun = 0;
- WEIGHT weight = 8;
-
- if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
- if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
- if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
- if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
- if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
- resist_stun += 66;
-
- if (p_ptr->special_defense & KAMAE_BYAKKO)
- max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
- else if (p_ptr->special_defense & KAMAE_SUZAKU)
- max_times = 1;
- else if (p_ptr->special_defense & KAMAE_GENBU)
- max_times = 1;
- else
- max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
- /* Attempt 'times' */
- for (times = 0; times < max_times; times++)
- {
- do
- {
- ma_ptr = &ma_blows[randint0(MAX_MA)];
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
- else min_level = ma_ptr->min_level;
- } while ((min_level > p_ptr->lev) ||
- (randint1(p_ptr->lev) < ma_ptr->chance));
-
- /* keep the highest level attack available we found */
- if ((ma_ptr->min_level > old_ptr->min_level) &&
- !p_ptr->stun && !p_ptr->confused)
- {
- old_ptr = ma_ptr;
-
- if (p_ptr->wizard && cheat_xtra)
- {
- msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
- }
- }
- else
- {
- ma_ptr = old_ptr;
- }
- }
-
- if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
- else min_level = ma_ptr->min_level;
- k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
- if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
-
- if (ma_ptr->effect == MA_KNEE)
- {
- if (r_ptr->flags1 & RF1_MALE)
- {
- msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), m_name);
- sound(SOUND_PAIN);
- special_effect = MA_KNEE;
- }
- else
- msg_format(ma_ptr->desc, m_name);
- }
-
- else if (ma_ptr->effect == MA_SLOW)
- {
- if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
- my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
- {
- msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), m_name);
- special_effect = MA_SLOW;
- }
- else msg_format(ma_ptr->desc, m_name);
- }
- else
- {
- if (ma_ptr->effect)
- {
- stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
- }
-
- msg_format(ma_ptr->desc, m_name);
- }
-
- if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
- {
- weight += (P_PTR_KI / 30);
- if (weight > 20) weight = 20;
- }
-
- k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
-
- if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
- {
- msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
- stun_effect = 7 + randint1(13);
- resist_stun /= 3;
- }
-
- else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
- {
- if (!(r_ptr->flags1 & RF1_UNIQUE) &&
- (randint1(p_ptr->lev) > r_ptr->level) &&
- m_ptr->mspeed > 60)
- {
- msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
- m_ptr->mspeed -= 10;
- }
- }
-
- if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
- {
- if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
- {
- if (set_monster_stunned(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);
- }
- }
- }
- }
-
- /* Handle normal weapon */
- else if (o_ptr->k_idx)
- {
- k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
- k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
-
- if (backstab)
- {
- k *= (3 + (p_ptr->lev / 20));
- }
- else if (fuiuchi)
- {
- k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
- }
- else if (stab_fleeing)
- {
- k = (3 * k) / 2;
- }
-
- if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
- (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
- {
- do_quake = TRUE;
- }
-
- if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
- k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
-
- drain_result = k;
-
- if (vorpal_cut)
- {
- int mult = 2;
-
- if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
- {
- char chainsword_noise[1024];
- if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
- {
- msg_print(chainsword_noise);
- }
- }
-
- if (o_ptr->name1 == ART_VORPAL_BLADE)
- {
- msg_print(_("目にも止まらぬヴォーパルブレード、手錬の早業!", "Your Vorpal Blade goes snicker-snack!"));
- }
- else
- {
- msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
- }
-
- /* Try to increase the damage */
- while (one_in_(vorpal_chance))
- {
- mult++;
- }
-
- k *= (HIT_POINT)mult;
-
- /* Ouch! */
- if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
- {
- msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
- }
- else
- {
- switch (mult)
- {
- case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
- case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
- case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
- case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
- case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
- case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
- default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
- }
- }
- drain_result = drain_result * 3 / 2;
- }
-
- k += o_ptr->to_d;
- drain_result += o_ptr->to_d;
- }
-
- /* Apply the player damage bonuses */
- k += p_ptr->to_d[hand];
- drain_result += p_ptr->to_d[hand];
-
- if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
- if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
- if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
-
- /* No negative damage */
- if (k < 0) k = 0;
-
- if ((mode == HISSATSU_ZANMA) && !(!monster_living(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;
- }
-
- if (mode == HISSATSU_MINEUCHI)
- {
- int tmp = (10 + randint1(15) + p_ptr->lev / 5);
-
- k = 0;
- anger_monster(m_ptr);
-
- if (!(r_ptr->flags3 & (RF3_NO_STUN)))
- {
- /* Get stunned */
- if (MON_STUNNED(m_ptr))
- {
- msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
- tmp /= 2;
- }
- else
- {
- msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
- }
-
- /* Apply stun */
- (void)set_monster_stunned(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)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
- if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
- {
- if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
- {
- k = m_ptr->hp + 1;
- msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
- }
- else k = 1;
- }
- else if ((p_ptr->pclass == CLASS_NINJA) && 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))
- {
- k *= 5;
- drain_result *= 2;
- msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
- }
- else if (((m_ptr->hp < maxhp / 2) && one_in_((p_ptr->num_blow[0] + p_ptr->num_blow[1] + 1) * 10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
- {
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
- {
- k = MAX(k * 5, m_ptr->hp / 2);
- drain_result *= 2;
- msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
- }
- else
- {
- k = m_ptr->hp + 1;
- msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
- }
- }
- }
-
- msg_format_wizard(CHEAT_MONSTER,
- _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), k,
- m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
-
- if (k <= 0) can_drain = FALSE;
-
- if (drain_result > m_ptr->hp)
- drain_result = m_ptr->hp;
-
- /* Damage, check for fear and death */
- if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
- {
- *mdeath = TRUE;
- if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
- {
- if (p_ptr->migite && p_ptr->hidarite)
- {
- if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
- else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
- }
- else
- {
- p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
- }
- }
- if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
- msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut...."));
- break;
- }
-
- /* Anger the monster */
- if (k > 0) anger_monster(m_ptr);
-
- touch_zap_player(m_ptr);
-
- /* Are we draining it? A little note: If the monster is
- dead, the drain does not work... */
-
- if (can_drain && (drain_result > 0))
- {
- if (o_ptr->name1 == ART_MURAMASA)
- {
- if (is_human)
- {
- HIT_PROB to_h = o_ptr->to_h;
- HIT_POINT to_d = o_ptr->to_d;
- int i, flag;
-
- flag = 1;
- for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
- if (flag) to_h++;
-
- flag = 1;
- for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
- if (flag) to_d++;
-
- if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
- {
- msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
- o_ptr->to_h = to_h;
- o_ptr->to_d = to_d;
- }
- }
- }
- else
- {
- if (drain_result > 5) /* Did we really hurt it? */
- {
- drain_heal = damroll(2, drain_result / 6);
-
- /* Hex */
- if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
-
- if (cheat_xtra)
- {
- msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
- }
-
- if (drain_left)
- {
- if (drain_heal < drain_left)
- {
- drain_left -= drain_heal;
- }
- else
- {
- drain_heal = drain_left;
- drain_left = 0;
- }
-
- if (drain_msg)
- {
- msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
- drain_msg = FALSE;
- }
-
- drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
-
- hp_player(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 ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
- {
- /* Cancel glowing hands */
- if (p_ptr->special_attack & ATTACK_CONFUSE)
- {
- p_ptr->special_attack &= ~(ATTACK_CONFUSE);
- msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
- p_ptr->redraw |= (PR_STATUS);
-
- }
-
- /* 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);
-
- }
- 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(p_ptr->lev) / 5);
- }
- }
-
- else if (chaos_effect == 4)
- {
- 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 (!resists_tele)
- {
- msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
- teleport_away(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))
- {
- if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
- !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
- {
- if (polymorph_monster(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 = ¤t_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];
- }
- }
- else if (o_ptr->name1 == ART_G_HAMMER)
- {
- monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
-
- if (target_ptr->hold_o_idx)
- {
- 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;
- 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);
- }
- }
- }
-
- /* Player misses */
- else
- {
- backstab = FALSE; /* Clumsy! */
- fuiuchi = FALSE; /* Clumsy! */
-
- if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
- {
- 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 + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
- {
- int mult;
- switch (p_ptr->mimic_form)
- {
- case MIMIC_NONE:
- switch (p_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 (p_ptr->align < 0 && mult < 20)
- mult = 20;
- if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
- mult = 25;
- if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
- mult = 25;
- if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
- mult = 25;
- if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
- mult = 25;
- if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
- mult = 25;
-
- if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
- {
- p_ptr->csp -= (1 + (p_ptr->msp / 30));
- p_ptr->redraw |= (PR_MANA);
- mult = mult * 3 / 2 + 20;
- }
- k *= (HIT_POINT)mult;
- k /= 10;
- }
-
- k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
- if (one_in_(6))
- {
- 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;
- }
- k += (p_ptr->to_d[hand] + o_ptr->to_d);
- if (k < 0) k = 0;
-
- take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
- handle_stuff();
- }
- else
- {
- sound(SOUND_MISS);
- msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
- }
- }
- 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 (one_in_(4))
- {
- chg_virtue(V_UNLIFE, 1);
- }
- }
- /* Mega-Hack -- apply earthquake brand */
- if (do_quake)
- {
- earthquake(p_ptr->y, p_ptr->x, 10);
- if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
- }
-}
-
-/*!
-* @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
-* @param x 攻撃目標のX座標
-* @param mode 発動中の剣術ID
-* @return 実際に攻撃処理が行われた場合TRUEを返す。
-* @details
-* If no "weapon" is available, then "punch" the monster one time.
-*/
-bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
-{
- bool fear = FALSE;
- bool mdeath = FALSE;
- bool stormbringer = FALSE;
-
- 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];
- GAME_TEXT m_name[MAX_NLEN];
-
- disturb(FALSE, TRUE);
-
- 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)))
- {
- msg_format(_("%s攻撃できない。", "You cannot do attacking."),
- (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
- return FALSE;
- }
-
- /* Extract monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
-
- if (m_ptr->ml)
- {
- /* Auto-Recall if possible and visible */
- if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-
- /* Track a new monster */
- health_track(g_ptr->m_idx);
- }
-
- if ((r_ptr->flags1 & RF1_FEMALE) &&
- !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
- {
- if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
- {
- msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
- return FALSE;
- }
- }
-
- 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 prevents you from attacking."));
- return FALSE;
- }
-
- /* Stop if friendly */
- if (!is_hostile(m_ptr) &&
- !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
- p_ptr->shero || !m_ptr->ml))
- {
- if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
- if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
- if (stormbringer)
- {
- msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
- chg_virtue(V_INDIVIDUALISM, 1);
- chg_virtue(V_HONOUR, -1);
- chg_virtue(V_JUSTICE, -1);
- chg_virtue(V_COMPASSION, -1);
- }
- else if (p_ptr->pclass != CLASS_BERSERKER)
- {
- if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
- {
- chg_virtue(V_INDIVIDUALISM, 1);
- chg_virtue(V_HONOUR, -1);
- chg_virtue(V_JUSTICE, -1);
- chg_virtue(V_COMPASSION, -1);
- }
- else
- {
- msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
- return FALSE;
- }
- }
- }
-
-
- /* Handle player fear */
- if (p_ptr->afraid)
- {
- if (m_ptr->ml)
- msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
- else
- 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);
-
- return FALSE;
- }
-
- if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
- {
- if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
- if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
- }
-
- if (p_ptr->migite && p_ptr->hidarite)
- {
- if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
- {
- if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
- p_ptr->skill_exp[GINOU_NITOURYU] += 80;
- else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
- p_ptr->skill_exp[GINOU_NITOURYU] += 4;
- else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
- p_ptr->skill_exp[GINOU_NITOURYU] += 1;
- else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
- if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
- p_ptr->update |= (PU_BONUS);
- }
- }
-
- /* Gain riding experience */
- if (p_ptr->riding)
- {
- int cur = p_ptr->skill_exp[GINOU_RIDING];
- int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
-
- if (cur < max)
- {
- 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)
- inc += 1;
-
- /* Extra experience */
- if ((cur / 100) < ridinglevel)
- {
- if ((cur / 100 + 15) < ridinglevel)
- inc += 1 + (ridinglevel - (cur / 100 + 15));
- else
- inc += 1;
- }
-
- p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
- p_ptr->update |= (PU_BONUS);
- }
- }
-
- 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);
-
- /* Mutations which yield extra 'natural' attacks */
- if (!mdeath)
- {
- if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
- natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
- if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
- natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
- if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
- natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
- if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
- natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
- if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
- natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
- }
-
- /* Hack -- delay fear messages */
- if (fear && m_ptr->ml && !mdeath)
- {
- sound(SOUND_FLEE);
-
- msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
- }
-
- if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
- {
- set_action(ACTION_NONE);
- }
-
- 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
- * @return 実際に攻撃処理を行った場合TRUEを返す
- */
-bool make_attack_normal(MONSTER_IDX 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;
- ARMOUR_CLASS ac;
- DEPTH rlev;
- int do_cut, do_stun;
-
- PRICE gold;
- object_type *o_ptr;
- 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;
- bool explode = FALSE;
- bool do_silly_attack = (one_in_(2) && p_ptr->image);
- HIT_POINT get_damage = 0;
- 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 (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);
-
- monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
-
- if (p_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, drew and cut in one motion before %s moved."), m_name);
- if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
- }
-
- if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
- {
- if (kawarimi(TRUE)) return TRUE;
- }
-
- /* Assume no blink */
- blinked = FALSE;
-
- /* Scan through all four blows */
- for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
- {
- bool obvious = FALSE;
-
- HIT_POINT power = 0;
- HIT_POINT damage = 0;
-
- concptr act = NULL;
-
- /* Extract the attack infomation */
- int effect = r_ptr->blow[ap_cnt].effect;
- int method = r_ptr->blow[ap_cnt].method;
- int d_dice = r_ptr->blow[ap_cnt].d_dice;
- int d_side = r_ptr->blow[ap_cnt].d_side;
-
- if (!monster_is_valid(m_ptr)) break;
-
- /* Hack -- no more attacks */
- if (!method) break;
-
- if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
- {
- method = RBM_HIT;
- d_dice /= 10;
- }
-
- /* Stop if player is dead or gone */
- if (!p_ptr->playing || p_ptr->is_dead) break;
- if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
-
- /* Handle "leaving" */
- if (p_ptr->leaving) break;
-
- if (method == RBM_SHOOT) continue;
-
- /* Extract the attack "power" */
- power = mbe_info[effect].power;
-
- /* Total armor */
- ac = p_ptr->ac + p_ptr->to_a;
-
- /* Monster hits player */
- if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
- {
- /* Always disturbing */
- disturb(TRUE, TRUE);
-
-
- /* Hack -- Apply "protection from evil" */
- if ((p_ptr->protevil > 0) &&
- (r_ptr->flags3 & RF3_EVIL) &&
- (p_ptr->lev >= rlev) &&
- ((randint0(100) + p_ptr->lev) > 50))
- {
- /* Remember the Evil-ness */
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
-
-#ifdef JP
- if (abbreviate) msg_format("撃退した。");
- else msg_format("%^sは撃退された。", m_name);
- abbreviate = 1; /*2回目以降は省略 */
-#else
- msg_format("%^s is repelled.", m_name);
-#endif
-
-
- /* Hack -- Next attack */
- continue;
- }
-
-
- /* Assume no cut or stun */
- do_cut = do_stun = 0;
-
- /* Describe the attack method */
- switch (method)
- {
- case RBM_HIT:
- {
- act = _("殴られた。", "hits you.");
- do_cut = do_stun = 1;
- touched = TRUE;
- sound(SOUND_HIT);
- break;
- }
-
- case RBM_TOUCH:
- {
- act = _("触られた。", "touches you.");
- touched = TRUE;
- sound(SOUND_TOUCH);
- break;
- }
-
- case RBM_PUNCH:
- {
- act = _("パンチされた。", "punches you.");
- touched = TRUE;
- do_stun = 1;
- sound(SOUND_HIT);
- break;
- }
-
- case RBM_KICK:
- {
- act = _("蹴られた。", "kicks you.");
- touched = TRUE;
- do_stun = 1;
- sound(SOUND_HIT);
- break;
- }
-
- case RBM_CLAW:
- {
- act = _("ひっかかれた。", "claws you.");
- touched = TRUE;
- do_cut = 1;
- sound(SOUND_CLAW);
- break;
- }
-
- case RBM_BITE:
- {
- act = _("噛まれた。", "bites you.");
- do_cut = 1;
- touched = TRUE;
- sound(SOUND_BITE);
- break;
- }
-
- case RBM_STING:
- {
- act = _("刺された。", "stings you.");
- touched = TRUE;
- sound(SOUND_STING);
- break;
- }
-
- case RBM_SLASH:
- {
- act = _("斬られた。", "slashes you.");
- touched = TRUE;
- do_cut = 1;
- sound(SOUND_CLAW);
- break;
- }
-
- case RBM_BUTT:
- {
- act = _("角で突かれた。", "butts you.");
- do_stun = 1;
- touched = TRUE;
- sound(SOUND_HIT);
- break;
- }
-
- case RBM_CRUSH:
- {
- act = _("体当たりされた。", "crushes you.");
- do_stun = 1;
- touched = TRUE;
- sound(SOUND_CRUSH);
- break;
- }
-
- case RBM_ENGULF:
- {
- act = _("飲み込まれた。", "engulfs you.");
- touched = TRUE;
- sound(SOUND_CRUSH);
- break;
- }
-
- case RBM_CHARGE:
- {
- abbreviate = -1;
- act = _("は請求書をよこした。", "charges you.");
- touched = TRUE;
- sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
- break;
- }
-
- case RBM_CRAWL:
- {
- abbreviate = -1;
- act = _("が体の上を這い回った。", "crawls on you.");
- touched = TRUE;
- sound(SOUND_SLIME);
- break;
- }
-
- case RBM_DROOL:
- {
- act = _("よだれをたらされた。", "drools on you.");
- sound(SOUND_SLIME);
- break;
- }
-
- case RBM_SPIT:
- {
- act = _("唾を吐かれた。", "spits on you.");
- sound(SOUND_SLIME);
- break;
- }
-
- case RBM_EXPLODE:
- {
- abbreviate = -1;
- act = _("は爆発した。", "explodes.");
- explode = TRUE;
- break;
- }
-
- case RBM_GAZE:
- {
- act = _("にらまれた。", "gazes at you.");
- break;
- }
-
- case RBM_WAIL:
- {
- act = _("泣き叫ばれた。", "wails at you.");
- sound(SOUND_WAIL);
- break;
- }
-
- case RBM_SPORE:
- {
- act = _("胞子を飛ばされた。", "releases spores at you.");
- sound(SOUND_SLIME);
- break;
- }
-
- case RBM_XXX4:
- {
- abbreviate = -1;
- act = _("が XXX4 を発射した。", "projects XXX4's at you.");
- break;
- }
-
- case RBM_BEG:
- {
- act = _("金をせがまれた。", "begs you for money.");
- sound(SOUND_MOAN);
- break;
- }
-
- case RBM_INSULT:
- {
-#ifdef JP
- abbreviate = -1;
-#endif
- act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
- sound(SOUND_MOAN);
- break;
- }
-
- case RBM_MOAN:
- {
-#ifdef JP
- abbreviate = -1;
-#endif
- act = desc_moan[randint0(4)];
- sound(SOUND_MOAN);
- break;
- }
-
- case RBM_SHOW:
- {
-#ifdef JP
- abbreviate = -1;
-#endif
- if (m_ptr->r_idx == MON_JAIAN)
- {
-#ifdef JP
- switch(randint1(15))
- {
- case 1:
- case 6:
- case 11:
- act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
- break;
- case 2:
- act = "「♪て~んかむ~てきのお~とこだぜ~~」";
- break;
- case 3:
- act = "「♪の~び太スネ夫はメじゃないよ~~」";
- break;
- case 4:
- act = "「♪け~んかスポ~ツ~どんとこい~」";
- break;
- case 5:
- act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
- break;
- case 7:
- act = "「♪ま~ちいちば~んのに~んきもの~~」";
- break;
- case 8:
- act = "「♪べんきょうしゅくだいメじゃないよ~~」";
- break;
- case 9:
- act = "「♪きはやさし~くて~ち~からもち~」";
- break;
- case 10:
- act = "「♪かお~も~~スタイルも~バツグンさ~」";
- break;
- case 12:
- act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
- break;
- case 13:
- act = "「♪ド~ラもドラミもメじゃないよ~~」";
- break;
- case 14:
- act = "「♪よじげんぽけっと~な~くたって~」";
- break;
- case 15:
- act = "「♪あし~の~~ながさ~は~まけないぜ~」";
- break;
- }
-#else
- act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
-#endif
- }
- else
- {
- if (one_in_(3))
- act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
- else
- act = _("は♪アイ ラブ ユー、ユー ラブ ミー♪と歌っている。", "sings 'I love you, you love me.'");
- }
-
- sound(SOUND_SHOW);
- break;
- }
- }
-
- if (act)
- {
- if (do_silly_attack)
- {
-#ifdef JP
- abbreviate = -1;
-#endif
- act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
- }
-#ifdef JP
- if (abbreviate == 0)
- msg_format("%^sに%s", m_name, act);
- else if (abbreviate == 1)
- msg_format("%s", act);
- else /* if (abbreviate == -1) */
- msg_format("%^s%s", m_name, act);
- abbreviate = 1;/*2回目以降は省略 */
-#else
- msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
-#endif
- }
-
- /* Hack -- assume all attacks are obvious */
- obvious = TRUE;
-
- /* Roll out the damage */
- damage = damroll(d_dice, d_side);
-
- /*
- * Skip the effect when exploding, since the explosion
- * already causes the effect.
- */
- if(explode) damage = 0;
- /* Apply appropriate damage */
- switch (effect)
- {
- case 0:
- {
- obvious = TRUE;
- damage = 0;
- break;
- }
-
- case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
- {
- if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
- {
- int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
- msg_print(_("痛恨の一撃!", "It was a critical hit!"));
- tmp_damage = MAX(damage, tmp_damage*2);
-
- get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
- break;
- }
- }
- case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
- {
- obvious = TRUE;
- damage -= (damage * ((ac < 150) ? ac : 150) / 250);
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- break;
- }
-
- case RBE_POISON:
- {
- if (explode) break;
-
- /* Take "poison" effect */
- if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
- {
- if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
- {
- obvious = TRUE;
- }
- }
-
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- /* Learn about the player */
- update_smart_learn(m_idx, DRS_POIS);
-
- break;
- }
-
- case RBE_UN_BONUS:
- {
- if (explode) break;
-
- /* Allow complete resist */
- if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
- {
- /* Apply disenchantment */
- if (apply_disenchant(0))
- {
- /* Hack -- Update AC */
- update_creature(p_ptr);
- obvious = TRUE;
- }
- }
-
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- /* Learn about the player */
- update_smart_learn(m_idx, DRS_DISEN);
-
- break;
- }
-
- case RBE_UN_POWER:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- /* Find an item */
- for (k = 0; k < 10; k++)
- {
- /* Pick an item */
- i = (INVENTORY_IDX)randint0(INVEN_PACK);
-
- /* Obtain the item */
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
-
- /* Drain charged wands/staffs */
- if (((o_ptr->tval == TV_STAFF) ||
- (o_ptr->tval == TV_WAND)) &&
- (o_ptr->pval))
- {
- /* Calculate healed hitpoints */
- int heal=rlev * o_ptr->pval;
- if( o_ptr->tval == TV_STAFF)
- heal *= o_ptr->number;
-
- /* Don't heal more than max hp */
- heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
-
- msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
-
- obvious = TRUE;
-
- /* Heal the monster */
- m_ptr->hp += (HIT_POINT)heal;
-
- /* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
- /* Uncharge */
- o_ptr->pval = 0;
-
- /* Combine / Reorder the pack */
- p_ptr->update |= (PU_COMBINE | PU_REORDER);
- p_ptr->window |= (PW_INVEN);
-
- break;
- }
- }
-
- break;
- }
-
- case RBE_EAT_GOLD:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- /* Confused monsters cannot steal successfully. -LM-*/
- if (MON_CONFUSED(m_ptr)) break;
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- obvious = TRUE;
-
- /* Saving throw (unless paralyzed) based on dex and level */
- if (!p_ptr->paralyzed &&
- (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
- p_ptr->lev)))
- {
- /* Saving throw message */
- msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
-
- /* Occasional blink anyway */
- if (randint0(3)) blinked = TRUE;
- }
-
- /* Eat gold */
- else
- {
- gold = (p_ptr->au / 10) + randint1(25);
- if (gold < 2) gold = 2;
- if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
- if (gold > p_ptr->au) gold = p_ptr->au;
- p_ptr->au -= gold;
- if (gold <= 0)
- {
- msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
- }
- else if (p_ptr->au)
- {
- msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
- msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
- chg_virtue(V_SACRIFICE, 1);
- }
- else
- {
- msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
- msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
- chg_virtue(V_SACRIFICE, 2);
- }
-
- /* Redraw gold */
- p_ptr->redraw |= (PR_GOLD);
-
- p_ptr->window |= (PW_PLAYER);
-
- /* Blink away */
- blinked = TRUE;
- }
-
- break;
- }
-
- case RBE_EAT_ITEM:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- /* Confused monsters cannot steal successfully. -LM-*/
- if (MON_CONFUSED(m_ptr)) break;
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- /* Saving throw (unless paralyzed) based on dex and level */
- if (!p_ptr->paralyzed &&
- (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
- p_ptr->lev)))
- {
- /* Saving throw message */
- msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
-
- /* Occasional "blink" anyway */
- blinked = TRUE;
- obvious = TRUE;
- break;
- }
-
- /* Find an item */
- for (k = 0; k < 10; k++)
- {
- OBJECT_IDX o_idx;
-
- /* Pick an item */
- i = (INVENTORY_IDX)randint0(INVEN_PACK);
-
- /* Obtain the item */
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
-
- /* Skip artifacts */
- if (object_is_artifact(o_ptr)) continue;
-
- object_desc(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" : ""));
-#else
- msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
-#endif
-
- chg_virtue(V_SACRIFICE, 1);
-
-
- /* Make an object */
- o_idx = o_pop();
-
- /* Success */
- if (o_idx)
- {
- object_type *j_ptr;
- j_ptr = ¤t_floor_ptr->o_list[o_idx];
- object_copy(j_ptr, o_ptr);
-
- /* Modify number */
- j_ptr->number = 1;
-
- /* Hack -- If a rod or wand, allocate total
- * maximum timeouts or charges between those
- * stolen and those missed. -LM-
- */
- if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
- {
- j_ptr->pval = o_ptr->pval / o_ptr->number;
- o_ptr->pval -= j_ptr->pval;
- }
-
- /* Forget mark */
- j_ptr->marked = OM_TOUCHED;
-
- /* Memorize monster */
- j_ptr->held_m_idx = m_idx;
-
- /* Build stack */
- j_ptr->next_o_idx = m_ptr->hold_o_idx;
-
- /* Build stack */
- m_ptr->hold_o_idx = o_idx;
- }
-
- /* Steal the items */
- inven_item_increase(i, -1);
- inven_item_optimize(i);
-
- obvious = TRUE;
-
- /* Blink away */
- blinked = TRUE;
-
- break;
- }
-
- break;
- }
-
- case RBE_EAT_FOOD:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- /* Steal some food */
- for (k = 0; k < 10; k++)
- {
- /* Pick an item from the pack */
- i = (INVENTORY_IDX)randint0(INVEN_PACK);
-
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
- 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));
-
-#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" : ""));
-#else
- msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
-#endif
-
- /* Steal the items */
- inven_item_increase(i, -1);
- inven_item_optimize(i);
-
- obvious = TRUE;
-
- break;
- }
-
- break;
- }
-
- case RBE_EAT_LITE:
- {
- /* Access the lite */
- o_ptr = &inventory[INVEN_LITE];
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- /* Drain fuel */
- if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
- {
- /* Reduce fuel */
- o_ptr->xtra4 -= (s16b)(250 + randint1(250));
- if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
-
- if (!p_ptr->blind)
- {
- msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
- obvious = TRUE;
- }
-
- p_ptr->window |= (PW_EQUIP);
- }
-
- break;
- }
-
- case RBE_ACID:
- {
- 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);
- update_creature(p_ptr);
- update_smart_learn(m_idx, DRS_ACID);
- break;
- }
-
- case RBE_ELEC:
- {
- 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);
- break;
- }
-
- case RBE_FIRE:
- {
- 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);
- break;
- }
-
- case RBE_COLD:
- {
- 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);
- break;
- }
-
- case RBE_BLIND:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
-
- /* Increase "blind" */
- if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
- {
- if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
- {
-#ifdef JP
- if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
-#else
- /* nanka */
-#endif
- obvious = TRUE;
- }
- }
-
- /* Learn about the player */
- update_smart_learn(m_idx, DRS_BLIND);
-
- break;
- }
-
- case RBE_CONFUSE:
- {
- if (explode) break;
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead) break;
-
- /* Increase "confused" */
- if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
- {
- if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
- {
- obvious = TRUE;
- }
- }
-
- /* Learn about the player */
- update_smart_learn(m_idx, DRS_CONF);
-
- break;
- }
-
- case RBE_TERRIFY:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead) break;
-
- /* Increase "afraid" */
- if (CHECK_MULTISHADOW())
- {
- /* Do nothing */
- }
- else if (p_ptr->resist_fear)
- {
- msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
- obvious = TRUE;
- }
- else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
- {
- msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
- obvious = TRUE;
- }
- else
- {
- if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
- {
- obvious = TRUE;
- }
- }
-
- /* Learn about the player */
- update_smart_learn(m_idx, DRS_FEAR);
-
- break;
- }
-
- case RBE_PARALYZE:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead) break;
-
- /* Increase "paralyzed" */
- if (CHECK_MULTISHADOW())
- {
- /* Do nothing */
- }
- else if (p_ptr->free_act)
- {
- msg_print(_("しかし効果がなかった!", "You are unaffected!"));
- obvious = TRUE;
- }
- else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
- {
- msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- obvious = TRUE;
- }
- else
- {
- if (!p_ptr->paralyzed)
- {
- if (set_paralyzed(3 + randint1(rlev)))
- {
- obvious = TRUE;
- }
- }
- }
-
- /* Learn about the player */
- update_smart_learn(m_idx, DRS_FREE);
-
- break;
- }
-
- case RBE_LOSE_STR:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
- if (do_dec_stat(A_STR)) obvious = TRUE;
-
- break;
- }
-
- case RBE_LOSE_INT:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
- if (do_dec_stat(A_INT)) obvious = TRUE;
-
- break;
- }
-
- case RBE_LOSE_WIS:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
- if (do_dec_stat(A_WIS)) obvious = TRUE;
-
- break;
- }
-
- case RBE_LOSE_DEX:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
- if (do_dec_stat(A_DEX)) obvious = TRUE;
-
- break;
- }
-
- case RBE_LOSE_CON:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
- if (do_dec_stat(A_CON)) obvious = TRUE;
-
- break;
- }
-
- case RBE_LOSE_CHR:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
- if (do_dec_stat(A_CHR)) obvious = TRUE;
-
- break;
- }
-
- case RBE_LOSE_ALL:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- /* Damage (stats) */
- if (do_dec_stat(A_STR)) obvious = TRUE;
- if (do_dec_stat(A_DEX)) obvious = TRUE;
- if (do_dec_stat(A_CON)) obvious = TRUE;
- if (do_dec_stat(A_INT)) obvious = TRUE;
- if (do_dec_stat(A_WIS)) obvious = TRUE;
- if (do_dec_stat(A_CHR)) obvious = TRUE;
-
- break;
- }
-
- case RBE_SHATTER:
- {
- obvious = TRUE;
-
- /* Hack -- Reduce damage based on the player armor class */
- damage -= (damage * ((ac < 150) ? ac : 150) / 250);
-
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- /* Radius 8 earthquake centered at the monster */
- if (damage > 23 || explode)
- {
- earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
- }
-
- break;
- }
-
- case RBE_EXP_10:
- {
- s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
-
- obvious = TRUE;
-
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- (void)drain_exp(d, d / 10, 95);
- break;
- }
-
- case RBE_EXP_20:
- {
- s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
-
- obvious = TRUE;
-
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- (void)drain_exp(d, d / 10, 90);
- break;
- }
-
- case RBE_EXP_40:
- {
- s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
-
- obvious = TRUE;
-
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- (void)drain_exp(d, d / 10, 75);
- break;
- }
-
- case RBE_EXP_80:
- {
- s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
-
- obvious = TRUE;
-
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- (void)drain_exp(d, d / 10, 50);
- break;
- }
-
- case RBE_DISEASE:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- /* Take "poison" effect */
- if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
- {
- if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
- {
- obvious = TRUE;
- }
- }
-
- /* Damage CON (10% chance)*/
- if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
- {
- /* 1% chance for perm. damage */
- bool perm = one_in_(10);
- if (dec_stat(A_CON, randint1(10), perm))
- {
- msg_print(_("病があなたを蝕んでいる気がする。", "You feel sickly."));
- obvious = TRUE;
- }
- }
-
- break;
- }
- case RBE_TIME:
- {
- if (explode) break;
- if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
- {
- switch (randint1(10))
- {
- case 1: case 2: case 3: case 4: case 5:
- {
- if (p_ptr->prace == RACE_ANDROID) break;
- msg_print(_("人生が逆戻りした気がする。", "You feel like a chunk of the past has been ripped away."));
- lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
- break;
- }
-
- case 6: case 7: case 8: case 9:
- {
- int stat = randint0(6);
-
- switch (stat)
- {
-#ifdef JP
- case A_STR: act = "強く"; break;
- case A_INT: act = "聡明で"; break;
- case A_WIS: act = "賢明で"; break;
- case A_DEX: act = "器用で"; break;
- case A_CON: act = "健康で"; break;
- case A_CHR: act = "美しく"; break;
-#else
- case A_STR: act = "strong"; break;
- case A_INT: act = "bright"; break;
- case A_WIS: act = "wise"; break;
- case A_DEX: act = "agile"; break;
- case A_CON: act = "hale"; break;
- case A_CHR: act = "beautiful"; break;
-#endif
-
- }
-
- msg_format(_("あなたは以前ほど%sなくなってしまった...。", "You're not as %s as you used to be..."), act);
- p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
- if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
- p_ptr->update |= (PU_BONUS);
- break;
- }
-
- case 10:
- {
- 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 < 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;
- }
- p_ptr->update |= (PU_BONUS);
- break;
- }
- }
- }
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- break;
- }
- case RBE_DR_LIFE:
- {
- s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
- bool resist_drain;
-
- obvious = TRUE;
-
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
- resist_drain = !drain_exp(d, d / 10, 50);
-
- /* Heal the attacker? */
- if (p_ptr->mimic_form)
- {
- if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
- resist_drain = TRUE;
- }
- else
- {
- switch (p_ptr->prace)
- {
- case RACE_ZOMBIE:
- case RACE_VAMPIRE:
- case RACE_SPECTRE:
- case RACE_SKELETON:
- case RACE_DEMON:
- case RACE_GOLEM:
- case RACE_ANDROID:
- resist_drain = TRUE;
- break;
- }
- }
-
- if ((damage > 5) && !resist_drain)
- {
- bool did_heal = FALSE;
-
- if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
-
- /* Heal */
- m_ptr->hp += damroll(4, damage / 6);
- if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
-
- /* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
- /* Special message */
- if (m_ptr->ml && did_heal)
- {
- msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
- }
- }
-
- break;
- }
- case RBE_DR_MANA:
- {
- obvious = TRUE;
-
- if (CHECK_MULTISHADOW())
- {
- 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
- {
- do_cut = 0;
-
- p_ptr->csp -= damage;
- if (p_ptr->csp < 0)
- {
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
- }
-
- p_ptr->redraw |= (PR_MANA);
- }
-
- /* Learn about the player */
- update_smart_learn(m_idx, DRS_MANA);
-
- break;
- }
- case RBE_INERTIA:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead) break;
-
- /* Decrease speed */
- if (CHECK_MULTISHADOW())
- {
- /* Do nothing */
- }
- else
- {
- if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
- {
- obvious = TRUE;
- }
- }
-
- break;
- }
- case RBE_STUN:
- {
- get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
- if (p_ptr->is_dead) break;
-
- /* Decrease speed */
- if (p_ptr->resist_sound || CHECK_MULTISHADOW())
- {
- /* Do nothing */
- }
- else
- {
- if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
- {
- obvious = TRUE;
- }
- }
-
- break;
- }
- }
-
- /* Hack -- only one of cut or stun */
- if (do_cut && do_stun)
- {
- /* Cancel cut */
- if (randint0(100) < 50)
- {
- do_cut = 0;
- }
-
- /* Cancel stun */
- else
- {
- do_stun = 0;
- }
- }
-
- /* Handle cut */
- if (do_cut)
- {
- int cut_plus = 0;
-
- /* Critical hit (zero if non-critical) */
- tmp = monster_critical(d_dice, d_side, damage);
-
- /* Roll for damage */
- switch (tmp)
- {
- case 0: cut_plus = 0; break;
- case 1: cut_plus = randint1(5); break;
- case 2: cut_plus = randint1(5) + 5; break;
- case 3: cut_plus = randint1(20) + 20; break;
- case 4: cut_plus = randint1(50) + 50; break;
- case 5: cut_plus = randint1(100) + 100; break;
- case 6: cut_plus = 300; break;
- default: cut_plus = 500; break;
- }
-
- /* Apply the cut */
- if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
- }
-
- /* Handle stun */
- if (do_stun)
- {
- int stun_plus = 0;
-
- /* Critical hit (zero if non-critical) */
- tmp = monster_critical(d_dice, d_side, damage);
-
- /* Roll for damage */
- switch (tmp)
- {
- case 0: stun_plus = 0; break;
- case 1: stun_plus = randint1(5); break;
- case 2: stun_plus = randint1(5) + 10; break;
- case 3: stun_plus = randint1(10) + 20; break;
- case 4: stun_plus = randint1(15) + 30; break;
- case 5: stun_plus = randint1(20) + 40; break;
- case 6: stun_plus = 80; break;
- default: stun_plus = 150; break;
- }
-
- /* Apply the stun */
- if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
- }
-
- if (explode)
- {
- sound(SOUND_EXPLODE);
-
- if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
- {
- blinked = FALSE;
- alive = FALSE;
- }
- }
-
- if (touched)
- {
- if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
- {
- if (!(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);
-
- 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;
- }
- }
- else
- {
- if (is_original_ap_and_seen(m_ptr))
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
- }
- }
-
- if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
- {
- if (!(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);
-
- 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;
- }
- }
- else
- {
- if (is_original_ap_and_seen(m_ptr))
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
- }
- }
-
- if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
- {
- if (!(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);
-
- 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;
- }
- }
- else
- {
- if (is_original_ap_and_seen(m_ptr))
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
- }
- }
-
- /* by henkma */
- if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
- {
- if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
- {
- HIT_POINT dam = damroll(2, 6);
-
- /* Modify the damage */
- dam = mon_damage_mod(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.")))
- {
- blinked = FALSE;
- alive = FALSE;
- }
- }
- else
- {
- if (is_original_ap_and_seen(m_ptr))
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
- }
-
- if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
- {
- teleport_player(10, 0L);
- }
- }
-
- if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
- {
- if (r_ptr->flags3 & RF3_EVIL)
- {
- if (!(r_ptr->flagsr & RFR_RES_ALL))
- {
- HIT_POINT dam = damroll(2, 6);
-
- /* Modify the damage */
- dam = mon_damage_mod(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.")))
- {
- blinked = FALSE;
- alive = FALSE;
- }
- if (is_original_ap_and_seen(m_ptr))
- r_ptr->r_flags3 |= RF3_EVIL;
- }
- else
- {
- if (is_original_ap_and_seen(m_ptr))
- r_ptr->r_flagsr |= RFR_RES_ALL;
- }
- }
- }
-
- if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
- {
- if (!(r_ptr->flagsr & RFR_RES_ALL))
- {
- HIT_POINT dam = damroll(2, 6);
-
- /* Modify the damage */
- dam = mon_damage_mod(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.")))
- {
- blinked = FALSE;
- alive = FALSE;
- }
- }
- else
- {
- if (is_original_ap_and_seen(m_ptr))
- r_ptr->r_flagsr |= RFR_RES_ALL;
- }
- }
-
- if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
- {
- HIT_POINT dam = 1;
- object_type *o_armed_ptr = &inventory[INVEN_RARM];
-
- if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
- {
- if (o_armed_ptr->k_idx)
- {
- int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
- dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
- }
-
- /* Cursed armor makes damages doubled */
- o_armed_ptr = &inventory[INVEN_BODY];
- 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);
-
- msg_format(_("影のオーラが%^sに反撃した!", "Enveloping shadows attack %^s."), m_name);
- if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
- {
- blinked = FALSE;
- alive = FALSE;
- }
- else /* monster does not dead */
- {
- int j;
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- EFFECT_ID typ[4][2] = {
- { INVEN_HEAD, GF_OLD_CONF },
- { INVEN_LARM, GF_OLD_SLEEP },
- { INVEN_HANDS, GF_TURN_ALL },
- { INVEN_FEET, GF_OLD_SLOW }
- };
-
- /* Some cursed armours gives an extra effect */
- for (j = 0; j < 4; j++)
- {
- o_armed_ptr = &inventory[typ[j][0]];
- if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
- project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
- }
- }
- }
- else
- {
- if (is_original_ap_and_seen(m_ptr))
- r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
- }
- }
- }
- }
-
- /* Monster missed player */
- else
- {
- /* Analyze failed attacks */
- switch (method)
- {
- case RBM_HIT:
- case RBM_TOUCH:
- case RBM_PUNCH:
- case RBM_KICK:
- case RBM_CLAW:
- case RBM_BITE:
- case RBM_STING:
- case RBM_SLASH:
- case RBM_BUTT:
- case RBM_CRUSH:
- case RBM_ENGULF:
- case RBM_CHARGE:
-
- /* Visible monsters */
- if (m_ptr->ml)
- {
- disturb(TRUE, TRUE);
-
-#ifdef JP
- if (abbreviate)
- msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
- else
- msg_format("%s%^sの攻撃をかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "", m_name);
- abbreviate = 1;/*2回目以降は省略 */
-#else
- msg_format("%^s misses you.", m_name);
-#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;
- }
- }
-
-
- /* Analyze "visible" monsters only */
- if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
- {
- /* Count "obvious" attacks (and ones that cause damage) */
- if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
- {
- /* Count attacks of this type */
- if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
- {
- r_ptr->r_blows[ap_cnt]++;
- }
- }
- }
-
- if (p_ptr->riding && damage)
- {
- 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);
- }
- }
-
- if (p_ptr->special_defense & NINJA_KAWARIMI)
- {
- if (kawarimi(FALSE)) return TRUE;
- }
- }
-
- /* Hex - revenge damage stored */
- revenge_store(get_damage);
-
- if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
- && get_damage > 0 && !p_ptr->is_dead)
- {
-#ifdef JP
- msg_format("攻撃が%s自身を傷つけた!", m_name);
-#else
- GAME_TEXT m_name_self[80];
-
- /* hisself */
- monster_desc(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
- project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
- if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
- }
-
- 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[MAX_NLEN];
- monster_desc(m_target_name, m_ptr, 0);
-
- p_ptr->csp -= 7;
- msg_format(_("%^sに反撃した!", "You counterattacked %s!"), m_target_name);
- py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
- fear = FALSE;
- p_ptr->redraw |= (PR_MANA);
- }
-
- /* Blink away */
- if (blinked && alive && !p_ptr->is_dead)
- {
- if (teleport_barrier(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 a magic barrier obstructs it."));
- }
- else
- {
- msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
- teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
- }
- }
-
-
- /* Always notice cause of death */
- if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
- {
- r_ptr->r_deaths++;
- }
-
- if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
- {
- sound(SOUND_FLEE);
- msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
- }
-
- if (p_ptr->special_defense & KATA_IAI)
- {
- set_action(ACTION_NONE);
- }
-
- /* Assume we attacked */
- return (TRUE);
-}