3 * @brief モンスターの打撃処理 / Monster attacks
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
16 #include "player-damage.h"
17 #include "monsterrace-hook.h"
22 * @brief プレイヤーからモンスターへの打撃命中判定 /
23 * Determine if the player "hits" a monster (normal combat).
26 * @param vis 目標を視界に捕らえているならばTRUEを指定
27 * @return 命中と判定された場合TRUEを返す
28 * @note Always miss 5%, always hit 5%, otherwise random.
30 bool test_hit_norm(int chance, ARMOUR_CLASS ac, int vis)
37 /* Hack -- Instant miss or hit */
38 if (k < 10) return (k < 5);
40 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
41 if (one_in_(20)) return (FALSE);
43 /* Wimpy attack never hits */
44 if (chance <= 0) return (FALSE);
46 /* Penalize invisible targets */
47 if (!vis) chance = (chance + 1) / 2;
49 /* Power must defeat armor */
50 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
58 * @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 /
59 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
62 * @param dam 現在算出中のダメージ値
63 * @param meichuu 打撃の基本命中力
64 * @param mode オプションフラグ
65 * @return クリティカル修正が入ったダメージ値
67 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
71 /* Extract "blow" power */
72 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
75 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
77 k = weight + randint1(650);
78 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
82 msg_print(_("手ごたえがあった!", "It was a good hit!"));
88 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
93 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
98 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
103 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
104 dam = ((7 * dam) / 2) + 25;
112 * @brief モンスター打撃のクリティカルランクを返す /
113 * Critical blow. All hits that do 95% of total possible damage,
114 * @param dice モンスター打撃のダイス数
115 * @param sides モンスター打撃の最大ダイス目
116 * @param dam プレイヤーに与えたダメージ
118 * and which also do at least 20 damage, or, sometimes, N damage.
119 * This is used only to determine "cuts" and "stuns".
121 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
124 int total = dice * sides;
126 /* Must do at least 95% of perfect */
127 if (dam < total * 19 / 20) return (0);
129 /* Weak blows rarely work */
130 if ((dam < 20) && (randint0(100) >= dam)) return (0);
133 if ((dam >= total) && (dam >= 40)) max++;
138 while (randint0(100) < 2) max++;
141 /* Critical damage */
142 if (dam > 45) return (6 + max);
143 if (dam > 33) return (5 + max);
144 if (dam > 25) return (4 + max);
145 if (dam > 18) return (3 + max);
146 if (dam > 11) return (2 + max);
151 * @brief モンスター打撃の命中を判定する /
152 * Determine if a monster attack against the player succeeds.
153 * @param power 打撃属性毎の基本命中値
154 * @param level モンスターのレベル
155 * @param stun モンスターの朦朧値
156 * @return TRUEならば命中判定
158 * Always miss 5% of the time, Always hit 5% of the time.
159 * Otherwise, match monster power against player armor.
161 static int check_hit(int power, DEPTH level, int stun)
165 /* Percentile dice */
168 if (stun && one_in_(2)) return FALSE;
170 /* Hack -- Always miss or hit */
171 if (k < 10) return (k < 5);
173 /* Calculate the "attack quality" */
174 i = (power + (level * 3));
177 ac = p_ptr->ac + p_ptr->to_a;
178 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
180 /* Power and Level compete against Armor */
181 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
189 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
190 static cptr desc_insult[] =
205 "insults your mother!",
206 "gives you the finger!",
209 "dances around you!",
210 "makes obscene gestures!",
212 "calls you a parasite!",
213 "calls you a cyborg!"
219 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
220 static cptr desc_moan[] =
224 "が彼の飼い犬を見なかったかと尋ねている。",
228 "seems sad about something.",
229 "asks if you have seen his dogs.",
230 "tells you to get off his land.",
231 "mumbles something about mushrooms."
238 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
239 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
240 * @param immune ダメージを回避できる免疫フラグ
241 * @param flags_offset オーラフラグ配列の参照オフセット
242 * @param r_flags_offset モンスターの耐性配列の参照オフセット
243 * @param aura_flag オーラフラグ配列
244 * @param dam_func ダメージ処理を行う関数の参照ポインタ
245 * @param message オーラダメージを受けた際のメッセージ
248 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
249 HIT_POINT(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
251 monster_race *r_ptr = &r_info[m_ptr->r_idx];
253 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
256 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
258 /* Hack -- Get the "died from" name */
259 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
263 dam_func(aura_damage, mon_name, -1, TRUE);
265 if (is_original_ap_and_seen(m_ptr))
267 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
278 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
279 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
282 static void touch_zap_player(monster_type *m_ptr)
284 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
285 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
286 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
287 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
288 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
289 elec_dam, _("電撃をくらった!", "You get zapped!"));
293 * @brief プレイヤーの変異要素による打撃処理
294 * @param m_idx 攻撃目標となったモンスターの参照ID
295 * @param attack 変異要素による攻撃要素の種類
296 * @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
297 * @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
300 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
305 monster_type *m_ptr = &m_list[m_idx];
306 monster_race *r_ptr = &r_info[m_ptr->r_idx];
309 int dice_num, dice_side;
319 atk_desc = _("尻尾", "tail");
326 atk_desc = _("角", "horns");
333 atk_desc = _("クチバシ", "beak");
340 atk_desc = _("象の鼻", "trunk");
347 atk_desc = _("触手", "tentacles");
351 dice_num = dice_side = n_weight = 1;
352 atk_desc = _("未定義の部位", "undefined body part");
356 /* Extract monster name (or "it") */
357 monster_desc(m_name, m_ptr, 0);
360 /* Calculate the "attack quality" */
361 bonus = p_ptr->to_h_m;
362 bonus += (p_ptr->lev * 6 / 5);
363 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
366 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
369 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
371 k = damroll(dice_num, dice_side);
372 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
374 /* Apply the player damage bonuses */
377 /* No negative damage */
380 /* Modify the damage */
381 k = mon_damage_mod(m_ptr, k, FALSE);
383 /* Complex message */
384 msg_format_wizard(CHEAT_MONSTER,
385 _("%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))"),
386 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
388 /* Anger the monster */
389 if (k > 0) anger_monster(m_ptr);
391 /* Damage, check for fear and mdeath */
395 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
396 *mdeath = (m_ptr->r_idx == 0);
399 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
402 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
405 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
408 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
411 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
414 touch_zap_player(m_ptr);
420 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
425 * @brief プレイヤーの打撃処理サブルーチン /
426 * Player attacks a (poor, defenseless) creature -RAK-
429 * @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
430 * @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
431 * @param hand 攻撃を行うための武器を持つ手
432 * @param mode 発動中の剣術ID
435 * If no "weapon" is available, then "punch" the monster one time.
437 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
439 int num = 0, bonus, chance, vir;
442 cave_type *c_ptr = &cave[y][x];
444 monster_type *m_ptr = &m_list[c_ptr->m_idx];
445 monster_race *r_ptr = &r_info[m_ptr->r_idx];
447 /* Access the weapon */
448 object_type *o_ptr = &inventory[INVEN_RARM + hand];
452 bool success_hit = FALSE;
453 bool backstab = FALSE;
454 bool vorpal_cut = FALSE;
455 int chaos_effect = 0;
456 bool stab_fleeing = FALSE;
457 bool fuiuchi = FALSE;
458 bool monk_attack = FALSE;
459 bool do_quake = FALSE;
461 bool drain_msg = TRUE;
462 int drain_result = 0, drain_heal = 0;
463 bool can_drain = FALSE;
465 int drain_left = MAX_VAMPIRIC_DRAIN;
466 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
467 bool is_human = (r_ptr->d_char == 'p');
468 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
469 bool zantetsu_mukou, e_j_mukou;
471 switch (p_ptr->pclass)
475 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
477 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
478 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
479 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
480 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
481 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
483 /* Can't backstab creatures that we can't see, right? */
486 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
490 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
498 case CLASS_FORCETRAINER:
499 case CLASS_BERSERKER:
500 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
504 if (!o_ptr->k_idx) /* Empty hand */
506 if ((r_ptr->level + 10) > p_ptr->lev)
508 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
510 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
511 p_ptr->skill_exp[GINOU_SUDE] += 40;
512 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
513 p_ptr->skill_exp[GINOU_SUDE] += 5;
514 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
515 p_ptr->skill_exp[GINOU_SUDE] += 1;
516 else if ((p_ptr->lev > 34))
517 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
518 p_ptr->update |= (PU_BONUS);
522 else if (object_is_melee_weapon(o_ptr))
524 if ((r_ptr->level + 10) > p_ptr->lev)
526 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
527 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
528 int now_exp = p_ptr->weapon_exp[tval][sval];
529 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
532 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
533 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
534 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
535 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
536 p_ptr->weapon_exp[tval][sval] += amount;
537 p_ptr->update |= (PU_BONUS);
542 /* Disturb the monster */
543 (void)set_monster_csleep(c_ptr->m_idx, 0);
545 /* Extract monster name (or "it") */
546 monster_desc(m_name, m_ptr, 0);
548 /* Calculate the "attack quality" */
549 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
550 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
551 if (mode == HISSATSU_IAI) chance += 60;
552 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
554 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
556 vir = virtue_number(V_VALOUR);
559 chance += (p_ptr->virtues[vir - 1] / 10);
562 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
563 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
565 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
566 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
567 else num_blow = p_ptr->num_blow[hand];
569 /* Hack -- DOKUBARI always hit once */
570 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
572 /* Attack once for each legal blow */
573 while ((num++ < num_blow) && !p_ptr->is_dead)
575 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
579 if (p_ptr->migite && p_ptr->hidarite)
583 if (mode == HISSATSU_3DAN)
588 success_hit = one_in_(n);
590 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
591 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
593 if (mode == HISSATSU_MAJIN)
602 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
606 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);
607 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);
608 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);
609 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
611 /* Hack -- bare hands do one damage */
614 object_flags(o_ptr, flgs);
616 /* Select a chaotic effect (50% chance) */
617 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
620 chg_virtue(V_CHANCE, 1);
627 else if (one_in_(250))
632 else if (!one_in_(10))
634 /* Confusion (26.892%) */
639 /* Teleport away (1.494%) */
644 /* Polymorph (1.494%) */
650 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
652 /* Only drain "living" monsters */
653 if (monster_living(m_ptr->r_idx))
659 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
661 else vorpal_cut = FALSE;
665 int special_effect = 0, stun_effect = 0, times = 0, max_times;
667 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
671 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
672 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
673 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
674 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
675 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
678 if (p_ptr->special_defense & KAMAE_BYAKKO)
679 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
680 else if (p_ptr->special_defense & KAMAE_SUZAKU)
682 else if (p_ptr->special_defense & KAMAE_GENBU)
685 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
686 /* Attempt 'times' */
687 for (times = 0; times < max_times; times++)
691 ma_ptr = &ma_blows[randint0(MAX_MA)];
692 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
693 else min_level = ma_ptr->min_level;
694 } while ((min_level > p_ptr->lev) ||
695 (randint1(p_ptr->lev) < ma_ptr->chance));
697 /* keep the highest level attack available we found */
698 if ((ma_ptr->min_level > old_ptr->min_level) &&
699 !p_ptr->stun && !p_ptr->confused)
703 if (p_ptr->wizard && cheat_xtra)
705 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
714 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
715 else min_level = ma_ptr->min_level;
716 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
717 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
719 if (ma_ptr->effect == MA_KNEE)
721 if (r_ptr->flags1 & RF1_MALE)
723 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);
725 special_effect = MA_KNEE;
728 msg_format(ma_ptr->desc, m_name);
731 else if (ma_ptr->effect == MA_SLOW)
733 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
734 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
736 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);
737 special_effect = MA_SLOW;
739 else msg_format(ma_ptr->desc, m_name);
745 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
748 msg_format(ma_ptr->desc, m_name);
751 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
752 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
754 weight += (P_PTR_KI / 30);
755 if (weight > 20) weight = 20;
758 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
760 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
762 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
763 stun_effect = 7 + randint1(13);
767 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
769 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
770 (randint1(p_ptr->lev) > r_ptr->level) &&
773 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
778 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
780 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
782 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
784 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
788 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
794 /* Handle normal weapon */
795 else if (o_ptr->k_idx)
797 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
798 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
802 k *= (3 + (p_ptr->lev / 20));
806 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
808 else if (stab_fleeing)
813 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
814 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
819 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
820 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
828 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
830 char chainsword_noise[1024];
831 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
833 msg_print(chainsword_noise);
837 if (o_ptr->name1 == ART_VORPAL_BLADE)
839 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!"));
843 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
846 /* Try to increase the damage */
847 while (one_in_(vorpal_chance))
852 k *= (HIT_POINT)mult;
855 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
857 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
863 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
864 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
865 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
866 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
867 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
868 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
869 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
872 drain_result = drain_result * 3 / 2;
876 drain_result += o_ptr->to_d;
879 /* Apply the player damage bonuses */
880 k += p_ptr->to_d[hand];
881 drain_result += p_ptr->to_d[hand];
883 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
884 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
885 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
887 /* No negative damage */
890 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
897 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
903 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
907 if (mode == HISSATSU_MINEUCHI)
909 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
912 anger_monster(m_ptr);
914 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
917 if (MON_STUNNED(m_ptr))
919 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
924 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
928 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
932 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
936 /* Modify the damage */
937 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))));
938 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
940 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
943 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
947 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)))
949 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
950 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
954 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
956 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)))
958 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
960 k = MAX(k * 5, m_ptr->hp / 2);
962 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
967 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
972 msg_format_wizard(CHEAT_MONSTER,
973 _("%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,
974 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
976 if (k <= 0) can_drain = FALSE;
978 if (drain_result > m_ptr->hp)
979 drain_result = m_ptr->hp;
981 /* Damage, check for fear and death */
982 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
985 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
987 if (p_ptr->migite && p_ptr->hidarite)
989 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
990 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
994 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
997 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
998 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...."));
1002 /* Anger the monster */
1003 if (k > 0) anger_monster(m_ptr);
1005 touch_zap_player(m_ptr);
1007 /* Are we draining it? A little note: If the monster is
1008 dead, the drain does not work... */
1010 if (can_drain && (drain_result > 0))
1012 if (o_ptr->name1 == ART_MURAMASA)
1016 HIT_PROB to_h = o_ptr->to_h;
1017 HIT_POINT to_d = o_ptr->to_d;
1021 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1025 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1028 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1030 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1038 if (drain_result > 5) /* Did we really hurt it? */
1040 drain_heal = damroll(2, drain_result / 6);
1043 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1047 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1052 if (drain_heal < drain_left)
1054 drain_left -= drain_heal;
1058 drain_heal = drain_left;
1064 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1068 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
1070 hp_player(drain_heal);
1071 /* We get to keep some of it! */
1075 m_ptr->maxhp -= (k + 7) / 8;
1076 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1077 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1083 /* Confusion attack */
1084 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1086 /* Cancel glowing hands */
1087 if (p_ptr->special_attack & ATTACK_CONFUSE)
1089 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1090 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1091 p_ptr->redraw |= (PR_STATUS);
1095 /* Confuse the monster */
1096 if (r_ptr->flags3 & RF3_NO_CONF)
1098 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1099 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1102 else if (randint0(100) < r_ptr->level)
1104 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1108 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1109 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1113 else if (chaos_effect == 4)
1115 bool resists_tele = FALSE;
1117 if (r_ptr->flagsr & RFR_RES_TELE)
1119 if (r_ptr->flags1 & RF1_UNIQUE)
1121 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1122 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1123 resists_tele = TRUE;
1125 else if (r_ptr->level > randint1(100))
1127 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1128 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1129 resists_tele = TRUE;
1135 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1136 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
1137 num = num_blow + 1; /* Can't hit it anymore! */
1142 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1144 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1145 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1147 if (polymorph_monster(y, x))
1149 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1155 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1158 /* Hack -- Get new monster */
1159 m_ptr = &m_list[c_ptr->m_idx];
1161 /* Oops, we need a different name... */
1162 monster_desc(m_name, m_ptr, 0);
1164 /* Hack -- Get new race */
1165 r_ptr = &r_info[m_ptr->r_idx];
1168 else if (o_ptr->name1 == ART_G_HAMMER)
1170 monster_type *target_ptr = &m_list[c_ptr->m_idx];
1172 if (target_ptr->hold_o_idx)
1174 object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
1175 char o_name[MAX_NLEN];
1177 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1178 q_ptr->held_m_idx = 0;
1179 q_ptr->marked = OM_TOUCHED;
1180 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1181 q_ptr->next_o_idx = 0;
1182 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1191 backstab = FALSE; /* Clumsy! */
1192 fuiuchi = FALSE; /* Clumsy! */
1194 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1196 u32b flgs_aux[TR_FLAG_SIZE];
1200 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1201 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!"));
1203 /* Extract the flags */
1204 object_flags(o_ptr, flgs_aux);
1206 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1209 switch (p_ptr->mimic_form)
1212 switch (p_ptr->prace)
1219 case RACE_BARBARIAN:
1223 case RACE_HALF_TROLL:
1224 case RACE_HALF_OGRE:
1225 case RACE_HALF_GIANT:
1226 case RACE_HALF_TITAN:
1234 case RACE_DRACONIAN:
1241 case MIMIC_DEMON_LORD:
1248 if (p_ptr->align < 0 && mult < 20)
1250 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1252 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1254 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1256 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1258 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1261 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1263 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1264 p_ptr->redraw |= (PR_MANA);
1265 mult = mult * 3 / 2 + 20;
1267 k *= (HIT_POINT)mult;
1271 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1275 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1276 /* Try to increase the damage */
1282 k *= (HIT_POINT)mult;
1284 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1287 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1294 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1302 if (weak && !(*mdeath))
1304 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1306 if (drain_left != MAX_VAMPIRIC_DRAIN)
1310 chg_virtue(V_UNLIFE, 1);
1313 /* Mega-Hack -- apply earthquake brand */
1316 earthquake(p_ptr->y, p_ptr->x, 10);
1317 if (!cave[y][x].m_idx) *mdeath = TRUE;
1323 * @brief プレイヤーの打撃処理メインルーチン
1326 * @param mode 発動中の剣術ID
1327 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1329 * If no "weapon" is available, then "punch" the monster one time.
1331 bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
1334 bool mdeath = FALSE;
1335 bool stormbringer = FALSE;
1337 cave_type *c_ptr = &cave[y][x];
1338 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1339 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1342 disturb(FALSE, TRUE);
1344 p_ptr->energy_use = 100;
1346 if (!p_ptr->migite && !p_ptr->hidarite &&
1347 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1349 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1350 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1354 /* Extract monster name (or "it") */
1355 monster_desc(m_name, m_ptr, 0);
1359 /* Auto-Recall if possible and visible */
1360 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1362 /* Track a new monster */
1363 health_track(c_ptr->m_idx);
1366 if ((r_ptr->flags1 & RF1_FEMALE) &&
1367 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1369 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1371 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1376 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1378 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1382 /* Stop if friendly */
1383 if (!is_hostile(m_ptr) &&
1384 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1385 p_ptr->shero || !m_ptr->ml))
1387 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1388 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1391 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1392 chg_virtue(V_INDIVIDUALISM, 1);
1393 chg_virtue(V_HONOUR, -1);
1394 chg_virtue(V_JUSTICE, -1);
1395 chg_virtue(V_COMPASSION, -1);
1397 else if (p_ptr->pclass != CLASS_BERSERKER)
1399 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1401 chg_virtue(V_INDIVIDUALISM, 1);
1402 chg_virtue(V_HONOUR, -1);
1403 chg_virtue(V_JUSTICE, -1);
1404 chg_virtue(V_COMPASSION, -1);
1408 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1415 /* Handle player fear */
1419 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1421 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1423 /* Disturb the monster */
1424 (void)set_monster_csleep(c_ptr->m_idx, 0);
1429 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1431 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1432 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1435 if (p_ptr->migite && p_ptr->hidarite)
1437 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))
1439 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1440 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1441 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1442 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1443 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1444 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1445 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1446 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1447 p_ptr->update |= (PU_BONUS);
1451 /* Gain riding experience */
1454 int cur = p_ptr->skill_exp[GINOU_RIDING];
1455 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1459 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
1460 int targetlevel = r_ptr->level;
1463 if ((cur / 200 - 5) < targetlevel)
1466 /* Extra experience */
1467 if ((cur / 100) < ridinglevel)
1469 if ((cur / 100 + 15) < ridinglevel)
1470 inc += 1 + (ridinglevel - (cur / 100 + 15));
1475 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1477 p_ptr->update |= (PU_BONUS);
1481 riding_t_m_idx = c_ptr->m_idx;
1482 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1483 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1485 /* Mutations which yield extra 'natural' attacks */
1488 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1489 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1490 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1491 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1492 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1493 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1494 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1495 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1496 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1497 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1500 /* Hack -- delay fear messages */
1501 if (fear && m_ptr->ml && !mdeath)
1505 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1508 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1510 set_action(ACTION_NONE);
1518 * @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.
1519 * @param m_idx 打撃を行うモンスターのID
1520 * @return 実際に攻撃処理を行った場合TRUEを返す
1522 bool make_attack_normal(MONSTER_IDX m_idx)
1524 monster_type *m_ptr = &m_list[m_idx];
1525 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1530 int k, tmp, ac, rlev;
1531 int do_cut, do_stun;
1537 char o_name[MAX_NLEN];
1544 bool touched = FALSE, fear = FALSE, alive = TRUE;
1545 bool explode = FALSE;
1546 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1547 HIT_POINT get_damage = 0;
1548 int abbreviate = 0; // 2回目以降の省略表現フラグ
1550 /* Not allowed to attack */
1551 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1553 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1555 /* ...nor if friendly */
1556 if (!is_hostile(m_ptr)) return FALSE;
1558 /* Extract the effective monster level */
1559 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1562 /* Get the monster name (or "it") */
1563 monster_desc(m_name, m_ptr, 0);
1565 /* Get the "died from" information (i.e. "a kobold") */
1566 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1568 if (p_ptr->special_defense & KATA_IAI)
1570 msg_format(_("相手が襲いかかる前に素早く武器を振るった。", "You took sen, draw and cut in one motion before %s move."), m_name);
1571 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1574 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1576 if (kawarimi(TRUE)) return TRUE;
1579 /* Assume no blink */
1582 /* Scan through all four blows */
1583 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1585 bool obvious = FALSE;
1587 HIT_POINT power = 0;
1588 HIT_POINT damage = 0;
1592 /* Extract the attack infomation */
1593 int effect = r_ptr->blow[ap_cnt].effect;
1594 int method = r_ptr->blow[ap_cnt].method;
1595 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1596 int d_side = r_ptr->blow[ap_cnt].d_side;
1599 if (!m_ptr->r_idx) break;
1601 /* Hack -- no more attacks */
1604 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1610 /* Stop if player is dead or gone */
1611 if (!p_ptr->playing || p_ptr->is_dead) break;
1612 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1614 /* Handle "leaving" */
1615 if (p_ptr->leaving) break;
1617 if (method == RBM_SHOOT) continue;
1619 /* Extract the attack "power" */
1620 power = mbe_info[effect].power;
1623 ac = p_ptr->ac + p_ptr->to_a;
1625 /* Monster hits player */
1626 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
1628 /* Always disturbing */
1629 disturb(TRUE, TRUE);
1632 /* Hack -- Apply "protection from evil" */
1633 if ((p_ptr->protevil > 0) &&
1634 (r_ptr->flags3 & RF3_EVIL) &&
1635 (p_ptr->lev >= rlev) &&
1636 ((randint0(100) + p_ptr->lev) > 50))
1638 /* Remember the Evil-ness */
1639 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
1642 if (abbreviate) msg_format("撃退した。");
1643 else msg_format("%^sは撃退された。", m_name);
1644 abbreviate = 1; /*2回目以降は省略 */
1646 msg_format("%^s is repelled.", m_name);
1650 /* Hack -- Next attack */
1655 /* Assume no cut or stun */
1656 do_cut = do_stun = 0;
1658 /* Describe the attack method */
1663 act = _("殴られた。", "hits you.");
1664 do_cut = do_stun = 1;
1672 act = _("触られた。", "touches you.");
1680 act = _("パンチされた。", "punches you.");
1689 act = _("蹴られた。", "kicks you.");
1698 act = _("ひっかかれた。", "claws you.");
1707 act = _("噛まれた。", "bites you.");
1716 act = _("刺された。", "stings you.");
1724 act = _("斬られた。", "slashes you.");
1733 act = _("角で突かれた。", "butts you.");
1742 act = _("体当たりされた。", "crushes you.");
1751 act = _("飲み込まれた。", "engulfs you.");
1760 act = _("は請求書をよこした。", "charges you.");
1762 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
1769 act = _("が体の上を這い回った。", "crawls on you.");
1777 act = _("よだれをたらされた。", "drools on you.");
1784 act = _("唾を吐かれた。", "spits on you.");
1792 act = _("は爆発した。", "explodes.");
1799 act = _("にらまれた。", "gazes at you.");
1805 act = _("泣き叫ばれた。", "wails at you.");
1812 act = _("胞子を飛ばされた。", "releases spores at you.");
1820 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
1826 act = _("金をせがまれた。", "begs you for money.");
1836 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
1846 act = desc_moan[randint0(4)];
1856 if (m_ptr->r_idx == MON_JAIAN)
1859 switch(randint1(15))
1864 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
1867 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
1870 act = "「♪の~び太スネ夫はメじゃないよ~~」";
1873 act = "「♪け~んかスポ~ツ~どんとこい~」";
1876 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
1879 act = "「♪ま~ちいちば~んのに~んきもの~~」";
1882 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
1885 act = "「♪きはやさし~くて~ち~からもち~」";
1888 act = "「♪かお~も~~スタイルも~バツグンさ~」";
1891 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
1894 act = "「♪ド~ラもドラミもメじゃないよ~~」";
1897 act = "「♪よじげんぽけっと~な~くたって~」";
1900 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
1904 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
1910 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
1912 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.'");
1922 if (do_silly_attack)
1927 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1930 if (abbreviate == 0)
1931 msg_format("%^sに%s", m_name, act);
1932 else if (abbreviate == 1)
1933 msg_format("%s", act);
1934 else /* if (abbreviate == -1) */
1935 msg_format("%^s%s", m_name, act);
1936 abbreviate = 1;/*2回目以降は省略 */
1938 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
1942 /* Hack -- assume all attacks are obvious */
1945 /* Roll out the damage */
1946 damage = damroll(d_dice, d_side);
1949 * Skip the effect when exploding, since the explosion
1950 * already causes the effect.
1952 if(explode) damage = 0;
1953 /* Apply appropriate damage */
1963 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
1965 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
1967 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1968 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
1969 tmp_damage = MAX(damage, tmp_damage*2);
1971 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
1975 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
1978 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1979 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1987 /* Take "poison" effect */
1988 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
1990 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
1996 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1998 /* Learn about the player */
1999 update_smart_learn(m_idx, DRS_POIS);
2008 /* Allow complete resist */
2009 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2011 /* Apply disenchantment */
2012 if (apply_disenchant(0))
2014 /* Hack -- Update AC */
2020 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2022 /* Learn about the player */
2023 update_smart_learn(m_idx, DRS_DISEN);
2030 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2032 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2035 for (k = 0; k < 10; k++)
2038 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2040 /* Obtain the item */
2041 o_ptr = &inventory[i];
2043 /* Skip non-objects */
2044 if (!o_ptr->k_idx) continue;
2046 /* Drain charged wands/staffs */
2047 if (((o_ptr->tval == TV_STAFF) ||
2048 (o_ptr->tval == TV_WAND)) &&
2051 /* Calculate healed hitpoints */
2052 int heal=rlev * o_ptr->pval;
2053 if( o_ptr->tval == TV_STAFF)
2054 heal *= o_ptr->number;
2056 /* Don't heal more than max hp */
2057 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2059 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2063 /* Heal the monster */
2064 m_ptr->hp += (HIT_POINT)heal;
2066 /* Redraw (later) if needed */
2067 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2068 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2073 /* Combine / Reorder the pack */
2074 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2075 p_ptr->window |= (PW_INVEN);
2086 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2088 /* Confused monsters cannot steal successfully. -LM-*/
2089 if (MON_CONFUSED(m_ptr)) break;
2091 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2095 /* Saving throw (unless paralyzed) based on dex and level */
2096 if (!p_ptr->paralyzed &&
2097 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2100 /* Saving throw message */
2101 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2103 /* Occasional blink anyway */
2104 if (randint0(3)) blinked = TRUE;
2110 gold = (p_ptr->au / 10) + randint1(25);
2111 if (gold < 2) gold = 2;
2112 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2113 if (gold > p_ptr->au) gold = p_ptr->au;
2117 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2121 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2122 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2123 chg_virtue(V_SACRIFICE, 1);
2127 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2128 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2129 chg_virtue(V_SACRIFICE, 2);
2133 p_ptr->redraw |= (PR_GOLD);
2135 p_ptr->window |= (PW_PLAYER);
2146 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2148 /* Confused monsters cannot steal successfully. -LM-*/
2149 if (MON_CONFUSED(m_ptr)) break;
2151 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2153 /* Saving throw (unless paralyzed) based on dex and level */
2154 if (!p_ptr->paralyzed &&
2155 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2158 /* Saving throw message */
2159 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2161 /* Occasional "blink" anyway */
2168 for (k = 0; k < 10; k++)
2173 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2175 /* Obtain the item */
2176 o_ptr = &inventory[i];
2178 /* Skip non-objects */
2179 if (!o_ptr->k_idx) continue;
2181 /* Skip artifacts */
2182 if (object_is_artifact(o_ptr)) continue;
2184 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2187 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2189 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2192 chg_virtue(V_SACRIFICE, 1);
2195 /* Make an object */
2203 /* Get new object */
2204 j_ptr = &o_list[o_idx];
2207 object_copy(j_ptr, o_ptr);
2212 /* Hack -- If a rod or wand, allocate total
2213 * maximum timeouts or charges between those
2214 * stolen and those missed. -LM-
2216 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2218 j_ptr->pval = o_ptr->pval / o_ptr->number;
2219 o_ptr->pval -= j_ptr->pval;
2223 j_ptr->marked = OM_TOUCHED;
2225 /* Memorize monster */
2226 j_ptr->held_m_idx = m_idx;
2229 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2232 m_ptr->hold_o_idx = o_idx;
2235 /* Steal the items */
2236 inven_item_increase(i, -1);
2237 inven_item_optimize(i);
2252 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2254 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2256 /* Steal some food */
2257 for (k = 0; k < 10; k++)
2259 /* Pick an item from the pack */
2260 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2262 o_ptr = &inventory[i];
2264 /* Skip non-objects */
2265 if (!o_ptr->k_idx) continue;
2267 /* Skip non-food objects */
2268 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2270 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2273 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" : ""));
2275 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2278 /* Steal the items */
2279 inven_item_increase(i, -1);
2280 inven_item_optimize(i);
2292 /* Access the lite */
2293 o_ptr = &inventory[INVEN_LITE];
2294 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2296 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2299 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2302 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2303 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2307 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2311 p_ptr->window |= (PW_EQUIP);
2321 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2322 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2324 update_smart_learn(m_idx, DRS_ACID);
2332 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2333 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2334 update_smart_learn(m_idx, DRS_ELEC);
2342 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2343 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2344 update_smart_learn(m_idx, DRS_FIRE);
2352 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2353 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2354 update_smart_learn(m_idx, DRS_COLD);
2360 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2361 if (p_ptr->is_dead) break;
2363 /* Increase "blind" */
2364 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2366 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2369 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2377 /* Learn about the player */
2378 update_smart_learn(m_idx, DRS_BLIND);
2386 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2388 if (p_ptr->is_dead) break;
2390 /* Increase "confused" */
2391 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2393 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2399 /* Learn about the player */
2400 update_smart_learn(m_idx, DRS_CONF);
2407 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2409 if (p_ptr->is_dead) break;
2411 /* Increase "afraid" */
2412 if (CHECK_MULTISHADOW())
2416 else if (p_ptr->resist_fear)
2418 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2421 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2423 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2428 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2434 /* Learn about the player */
2435 update_smart_learn(m_idx, DRS_FEAR);
2442 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2444 if (p_ptr->is_dead) break;
2446 /* Increase "paralyzed" */
2447 if (CHECK_MULTISHADOW())
2451 else if (p_ptr->free_act)
2453 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2456 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2458 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2463 if (!p_ptr->paralyzed)
2465 if (set_paralyzed(3 + randint1(rlev)))
2472 /* Learn about the player */
2473 update_smart_learn(m_idx, DRS_FREE);
2480 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2482 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2483 if (do_dec_stat(A_STR)) obvious = TRUE;
2490 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2492 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2493 if (do_dec_stat(A_INT)) obvious = TRUE;
2500 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2502 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2503 if (do_dec_stat(A_WIS)) obvious = TRUE;
2510 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2512 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2513 if (do_dec_stat(A_DEX)) obvious = TRUE;
2520 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2522 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2523 if (do_dec_stat(A_CON)) obvious = TRUE;
2530 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2532 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2533 if (do_dec_stat(A_CHR)) obvious = TRUE;
2540 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2542 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2544 /* Damage (stats) */
2545 if (do_dec_stat(A_STR)) obvious = TRUE;
2546 if (do_dec_stat(A_DEX)) obvious = TRUE;
2547 if (do_dec_stat(A_CON)) obvious = TRUE;
2548 if (do_dec_stat(A_INT)) obvious = TRUE;
2549 if (do_dec_stat(A_WIS)) obvious = TRUE;
2550 if (do_dec_stat(A_CHR)) obvious = TRUE;
2559 /* Hack -- Reduce damage based on the player armor class */
2560 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2562 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2564 /* Radius 8 earthquake centered at the monster */
2565 if (damage > 23 || explode)
2567 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2575 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2579 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2581 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2583 (void)drain_exp(d, d / 10, 95);
2589 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2593 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2595 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2597 (void)drain_exp(d, d / 10, 90);
2603 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2607 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2609 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2611 (void)drain_exp(d, d / 10, 75);
2617 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2621 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2623 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2625 (void)drain_exp(d, d / 10, 50);
2631 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2633 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2635 /* Take "poison" effect */
2636 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
2638 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2644 /* Damage CON (10% chance)*/
2645 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
2647 /* 1% chance for perm. damage */
2648 bool perm = one_in_(10);
2649 if (dec_stat(A_CON, randint1(10), perm))
2651 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
2661 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
2663 switch (randint1(10))
2665 case 1: case 2: case 3: case 4: case 5:
2667 if (p_ptr->prace == RACE_ANDROID) break;
2668 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
2669 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
2673 case 6: case 7: case 8: case 9:
2675 int stat = randint0(6);
2680 case A_STR: act = "強く"; break;
2681 case A_INT: act = "聡明で"; break;
2682 case A_WIS: act = "賢明で"; break;
2683 case A_DEX: act = "器用で"; break;
2684 case A_CON: act = "健康で"; break;
2685 case A_CHR: act = "美しく"; break;
2687 case A_STR: act = "strong"; break;
2688 case A_INT: act = "bright"; break;
2689 case A_WIS: act = "wise"; break;
2690 case A_DEX: act = "agile"; break;
2691 case A_CON: act = "hale"; break;
2692 case A_CHR: act = "beautiful"; break;
2697 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);
2698 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
2699 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
2700 p_ptr->update |= (PU_BONUS);
2706 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..."));
2708 for (k = 0; k < 6; k++)
2710 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
2711 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
2713 p_ptr->update |= (PU_BONUS);
2718 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2724 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2729 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2731 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2733 resist_drain = !drain_exp(d, d / 10, 50);
2735 /* Heal the attacker? */
2736 if (p_ptr->mimic_form)
2738 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
2739 resist_drain = TRUE;
2743 switch (p_ptr->prace)
2752 resist_drain = TRUE;
2757 if ((damage > 5) && !resist_drain)
2759 bool did_heal = FALSE;
2761 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2764 m_ptr->hp += damroll(4, damage / 6);
2765 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2767 /* Redraw (later) if needed */
2768 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2769 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2771 /* Special message */
2772 if (m_ptr->ml && did_heal)
2774 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
2784 if (CHECK_MULTISHADOW())
2786 msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
2792 p_ptr->csp -= damage;
2796 p_ptr->csp_frac = 0;
2799 p_ptr->redraw |= (PR_MANA);
2802 /* Learn about the player */
2803 update_smart_learn(m_idx, DRS_MANA);
2809 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2811 if (p_ptr->is_dead) break;
2813 /* Decrease speed */
2814 if (CHECK_MULTISHADOW())
2820 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
2830 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2832 if (p_ptr->is_dead) break;
2834 /* Decrease speed */
2835 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
2841 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
2851 /* Hack -- only one of cut or stun */
2852 if (do_cut && do_stun)
2855 if (randint0(100) < 50)
2872 /* Critical hit (zero if non-critical) */
2873 tmp = monster_critical(d_dice, d_side, damage);
2875 /* Roll for damage */
2878 case 0: cut_plus = 0; break;
2879 case 1: cut_plus = randint1(5); break;
2880 case 2: cut_plus = randint1(5) + 5; break;
2881 case 3: cut_plus = randint1(20) + 20; break;
2882 case 4: cut_plus = randint1(50) + 50; break;
2883 case 5: cut_plus = randint1(100) + 100; break;
2884 case 6: cut_plus = 300; break;
2885 default: cut_plus = 500; break;
2889 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
2897 /* Critical hit (zero if non-critical) */
2898 tmp = monster_critical(d_dice, d_side, damage);
2900 /* Roll for damage */
2903 case 0: stun_plus = 0; break;
2904 case 1: stun_plus = randint1(5); break;
2905 case 2: stun_plus = randint1(5) + 10; break;
2906 case 3: stun_plus = randint1(10) + 20; break;
2907 case 4: stun_plus = randint1(15) + 30; break;
2908 case 5: stun_plus = randint1(20) + 40; break;
2909 case 6: stun_plus = 80; break;
2910 default: stun_plus = 150; break;
2913 /* Apply the stun */
2914 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
2919 sound(SOUND_EXPLODE);
2921 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
2930 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
2932 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2934 HIT_POINT dam = damroll(2, 6);
2936 /* Modify the damage */
2937 dam = mon_damage_mod(m_ptr, dam, FALSE);
2940 msg_format("%^sは突然熱くなった!", m_name);
2941 if (mon_take_hit(m_idx, dam, &fear,
2944 msg_format("%^s is suddenly very hot!", m_name);
2946 if (mon_take_hit(m_idx, dam, &fear,
2947 " turns into a pile of ash."))
2957 if (is_original_ap_and_seen(m_ptr))
2958 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2962 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
2964 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2966 HIT_POINT dam = damroll(2, 6);
2968 /* Modify the damage */
2969 dam = mon_damage_mod(m_ptr, dam, FALSE);
2972 msg_format("%^sは電撃をくらった!", m_name);
2973 if (mon_take_hit(m_idx, dam, &fear,
2976 msg_format("%^s gets zapped!", m_name);
2978 if (mon_take_hit(m_idx, dam, &fear,
2979 " turns into a pile of cinder."))
2989 if (is_original_ap_and_seen(m_ptr))
2990 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2994 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
2996 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2998 HIT_POINT dam = damroll(2, 6);
3000 /* Modify the damage */
3001 dam = mon_damage_mod(m_ptr, dam, FALSE);
3004 msg_format("%^sは冷気をくらった!", m_name);
3005 if (mon_take_hit(m_idx, dam, &fear,
3008 msg_format("%^s is very cold!", m_name);
3010 if (mon_take_hit(m_idx, dam, &fear,
3021 if (is_original_ap_and_seen(m_ptr))
3022 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3027 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3029 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3031 HIT_POINT dam = damroll(2, 6);
3033 /* Modify the damage */
3034 dam = mon_damage_mod(m_ptr, dam, FALSE);
3037 msg_format("%^sは鏡の破片をくらった!", m_name);
3038 if (mon_take_hit(m_idx, dam, &fear,
3041 msg_format("%^s gets zapped!", m_name);
3043 if (mon_take_hit(m_idx, dam, &fear,
3044 " had torn to pieces."))
3053 if (is_original_ap_and_seen(m_ptr))
3054 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3057 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
3059 teleport_player(10, 0L);
3063 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3065 if (r_ptr->flags3 & RF3_EVIL)
3067 if (!(r_ptr->flagsr & RFR_RES_ALL))
3069 HIT_POINT dam = damroll(2, 6);
3071 /* Modify the damage */
3072 dam = mon_damage_mod(m_ptr, dam, FALSE);
3075 msg_format("%^sは聖なるオーラで傷ついた!", m_name);
3076 if (mon_take_hit(m_idx, dam, &fear,
3079 msg_format("%^s is injured by holy power!", m_name);
3081 if (mon_take_hit(m_idx, dam, &fear,
3088 if (is_original_ap_and_seen(m_ptr))
3089 r_ptr->r_flags3 |= RF3_EVIL;
3093 if (is_original_ap_and_seen(m_ptr))
3094 r_ptr->r_flagsr |= RFR_RES_ALL;
3099 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3101 if (!(r_ptr->flagsr & RFR_RES_ALL))
3103 HIT_POINT dam = damroll(2, 6);
3105 /* Modify the damage */
3106 dam = mon_damage_mod(m_ptr, dam, FALSE);
3109 msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
3110 if (mon_take_hit(m_idx, dam, &fear,
3113 msg_format("%^s is injured by the Force", m_name);
3115 if (mon_take_hit(m_idx, dam, &fear,
3126 if (is_original_ap_and_seen(m_ptr))
3127 r_ptr->r_flagsr |= RFR_RES_ALL;
3131 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3134 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3136 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3138 if (o_armed_ptr->k_idx)
3140 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3141 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3144 /* Cursed armor makes damages doubled */
3145 o_armed_ptr = &inventory[INVEN_BODY];
3146 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3148 /* Modify the damage */
3149 dam = mon_damage_mod(m_ptr, dam, FALSE);
3152 msg_format("影のオーラが%^sに反撃した!", m_name);
3153 if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
3155 msg_format("Enveloped shadows attack %^s.", m_name);
3157 if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
3163 else /* monster does not dead */
3166 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3167 EFFECT_ID typ[4][2] = {
3168 { INVEN_HEAD, GF_OLD_CONF },
3169 { INVEN_LARM, GF_OLD_SLEEP },
3170 { INVEN_HANDS, GF_TURN_ALL },
3171 { INVEN_FEET, GF_OLD_SLOW }
3174 /* Some cursed armours gives an extra effect */
3175 for (j = 0; j < 4; j++)
3177 o_armed_ptr = &inventory[typ[j][0]];
3178 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3179 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3185 if (is_original_ap_and_seen(m_ptr))
3186 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3192 /* Monster missed player */
3195 /* Analyze failed attacks */
3211 /* Visible monsters */
3215 disturb(TRUE, TRUE);
3219 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3221 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);
3222 abbreviate = 1;/*2回目以降は省略 */
3224 msg_format("%^s misses you.", m_name);
3235 /* Analyze "visible" monsters only */
3236 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3238 /* Count "obvious" attacks (and ones that cause damage) */
3239 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3241 /* Count attacks of this type */
3242 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3244 r_ptr->r_blows[ap_cnt]++;
3249 if (p_ptr->riding && damage)
3251 char m_steed_name[80];
3252 monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
3253 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3255 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3259 if (p_ptr->special_defense & NINJA_KAWARIMI)
3261 if (kawarimi(FALSE)) return TRUE;
3265 /* Hex - revenge damage stored */
3266 revenge_store(get_damage);
3268 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3269 && get_damage > 0 && !p_ptr->is_dead)
3272 msg_format("攻撃が%s自身を傷つけた!", m_name);
3274 char m_name_self[80];
3277 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3279 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3281 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3282 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3285 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3287 char m_target_name[80];
3288 monster_desc(m_target_name, m_ptr, 0);
3291 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3292 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3294 p_ptr->redraw |= (PR_MANA);
3298 if (blinked && alive && !p_ptr->is_dead)
3300 if (teleport_barrier(m_idx))
3302 msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
3306 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3307 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3312 /* Always notice cause of death */
3313 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3318 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3321 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3324 if (p_ptr->special_defense & KATA_IAI)
3326 set_action(ACTION_NONE);
3329 /* Assume we attacked */