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
18 * @brief モンスター打撃のクリティカルランクを返す /
19 * Critical blow. All hits that do 95% of total possible damage,
20 * @param dice モンスター打撃のダイス数
21 * @param sides モンスター打撃の最大ダイス目
22 * @param dam プレイヤーに与えたダメージ
24 * and which also do at least 20 damage, or, sometimes, N damage.
25 * This is used only to determine "cuts" and "stuns".
27 static int monster_critical(int dice, int sides, int dam)
30 int total = dice * sides;
32 /* Must do at least 95% of perfect */
33 if (dam < total * 19 / 20) return (0);
35 /* Weak blows rarely work */
36 if ((dam < 20) && (randint0(100) >= dam)) return (0);
39 if ((dam >= total) && (dam >= 40)) max++;
44 while (randint0(100) < 2) max++;
48 if (dam > 45) return (6 + max);
49 if (dam > 33) return (5 + max);
50 if (dam > 25) return (4 + max);
51 if (dam > 18) return (3 + max);
52 if (dam > 11) return (2 + max);
57 * @brief モンスター打撃の命中を判定する /
58 * Determine if a monster attack against the player succeeds.
59 * @param power 打撃属性毎の基本命中値
60 * @param level モンスターのレベル
61 * @param stun モンスターの朦朧値
64 * Always miss 5% of the time, Always hit 5% of the time.
65 * Otherwise, match monster power against player armor.
67 static int check_hit(int power, int level, int stun)
74 if (stun && one_in_(2)) return FALSE;
76 /* Hack -- Always miss or hit */
77 if (k < 10) return (k < 5);
79 /* Calculate the "attack quality" */
80 i = (power + (level * 3));
83 ac = p_ptr->ac + p_ptr->to_a;
84 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
86 /* Power and Level compete against Armor */
87 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
95 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
96 static cptr desc_insult[] =
111 "insults your mother!",
112 "gives you the finger!",
115 "dances around you!",
116 "makes obscene gestures!",
118 "calls you a parasite!",
119 "calls you a cyborg!"
125 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
126 static cptr desc_moan[] =
130 "が彼の飼い犬を見なかったかと尋ねている。",
134 "seems sad about something.",
135 "asks if you have seen his dogs.",
136 "tells you to get off his land.",
137 "mumbles something about mushrooms."
144 * @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.
145 * @param m_idx 打撃を行うモンスターのID
146 * @return 実際に攻撃処理を行った場合TRUEを返す
148 bool make_attack_normal(int m_idx)
150 monster_type *m_ptr = &m_list[m_idx];
152 monster_race *r_ptr = &r_info[m_ptr->r_idx];
156 int i, k, tmp, ac, rlev;
163 char o_name[MAX_NLEN];
170 bool touched = FALSE, fear = FALSE, alive = TRUE;
171 bool explode = FALSE;
172 bool do_silly_attack = (one_in_(2) && p_ptr->image);
176 /* Not allowed to attack */
177 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
179 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
181 /* ...nor if friendly */
182 if (!is_hostile(m_ptr)) return FALSE;
184 /* Extract the effective monster level */
185 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
188 /* Get the monster name (or "it") */
189 monster_desc(m_name, m_ptr, 0);
191 /* Get the "died from" information (i.e. "a kobold") */
192 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
194 if (p_ptr->special_defense & KATA_IAI)
196 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);
197 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
200 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
202 if (kawarimi(TRUE)) return TRUE;
205 /* Assume no blink */
208 /* Scan through all four blows */
209 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
211 bool obvious = FALSE;
218 /* Extract the attack infomation */
219 int effect = r_ptr->blow[ap_cnt].effect;
220 int method = r_ptr->blow[ap_cnt].method;
221 int d_dice = r_ptr->blow[ap_cnt].d_dice;
222 int d_side = r_ptr->blow[ap_cnt].d_side;
225 if (!m_ptr->r_idx) break;
227 /* Hack -- no more attacks */
230 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
236 /* Stop if player is dead or gone */
237 if (!p_ptr->playing || p_ptr->is_dead) break;
238 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
240 /* Handle "leaving" */
241 if (p_ptr->leaving) break;
243 if (method == RBM_SHOOT) continue;
245 /* Extract the attack "power" */
246 power = mbe_info[effect].power;
249 ac = p_ptr->ac + p_ptr->to_a;
251 /* Monster hits player */
252 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
254 /* Always disturbing */
258 /* Hack -- Apply "protection from evil" */
259 if ((p_ptr->protevil > 0) &&
260 (r_ptr->flags3 & RF3_EVIL) &&
261 (p_ptr->lev >= rlev) &&
262 ((randint0(100) + p_ptr->lev) > 50))
264 /* Remember the Evil-ness */
265 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
272 msg_format("%^sは撃退された。", m_name);
273 abbreviate = 1;/*2回目以降は省略 */
275 msg_format("%^s is repelled.", m_name);
279 /* Hack -- Next attack */
284 /* Assume no cut or stun */
285 do_cut = do_stun = 0;
287 /* Describe the attack method */
292 act = _("殴られた。", "hits you.");
293 do_cut = do_stun = 1;
301 act = _("触られた。", "touches you.");
309 act = _("パンチされた。", "punches you.");
318 act = _("蹴られた。", "kicks you.");
327 act = _("ひっかかれた。", "claws you.");
336 act = _("噛まれた。", "bites you.");
345 act = _("刺された。", "stings you.");
353 act = _("斬られた。", "slashes you.");
362 act = _("角で突かれた。", "butts you.");
371 act = _("体当たりされた。", "crushes you.");
380 act = _("飲み込まれた。", "engulfs you.");
389 act = _("は請求書をよこした。", "charges you.");
391 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
398 act = _("が体の上を這い回った。", "crawls on you.");
406 act = _("よだれをたらされた。", "drools on you.");
413 act = _("唾を吐かれた。", "spits on you.");
421 act = _("は爆発した。", "explodes.");
428 act = _("にらまれた。", "gazes at you.");
434 act = _("泣き叫ばれた。", "wails at you.");
441 act = _("胞子を飛ばされた。", "releases spores at you.");
449 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
455 act = _("金をせがまれた。", "begs you for money.");
465 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
475 act = desc_moan[randint0(4)];
485 if (m_ptr->r_idx == MON_JAIAN)
493 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
496 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
499 act = "「♪の~び太スネ夫はメじゃないよ~~」";
502 act = "「♪け~んかスポ~ツ~どんとこい~」";
505 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
508 act = "「♪ま~ちいちば~んのに~んきもの~~」";
511 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
514 act = "「♪きはやさし~くて~ち~からもち~」";
517 act = "「♪かお~も~~スタイルも~バツグンさ~」";
520 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
523 act = "「♪ド~ラもドラミもメじゃないよ~~」";
526 act = "「♪よじげんぽけっと~な~くたって~」";
529 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
533 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
540 act = "は♪僕らは楽しい家族♪と歌っている。";
542 act = "は♪アイ ラブ ユー、ユー ラブ ミー♪と歌っている。";
544 act = "sings 'We are a happy family.'";
546 act = "sings 'I love you, you love me.'";
563 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
567 msg_format("%^sに%s", m_name, act);
568 else if (abbreviate == 1)
569 msg_format("%s", act);
570 else /* if (abbreviate == -1) */
571 msg_format("%^s%s", m_name, act);
572 abbreviate = 1;/*2回目以降は省略 */
574 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
578 /* Hack -- assume all attacks are obvious */
581 /* Roll out the damage */
582 damage = damroll(d_dice, d_side);
585 * Skip the effect when exploding, since the explosion
586 * already causes the effect.
590 /* Apply appropriate damage */
595 /* Hack -- Assume obvious */
598 /* Hack -- No damage */
606 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
608 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
609 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
610 tmp_damage = MAX(damage, tmp_damage*2);
613 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
622 /* Hack -- Player armor reduces total damage */
623 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
626 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
635 /* Take "poison" effect */
636 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
638 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
644 /* Take some damage */
645 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
647 /* Learn about the player */
648 update_smart_learn(m_idx, DRS_POIS);
657 /* Allow complete resist */
658 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
660 /* Apply disenchantment */
661 if (apply_disenchant(0))
663 /* Hack -- Update AC */
669 /* Take some damage */
670 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
672 /* Learn about the player */
673 update_smart_learn(m_idx, DRS_DISEN);
680 /* Take some damage */
681 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
683 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
686 for (k = 0; k < 10; k++)
689 i = randint0(INVEN_PACK);
691 /* Obtain the item */
692 o_ptr = &inventory[i];
694 /* Skip non-objects */
695 if (!o_ptr->k_idx) continue;
697 /* Drain charged wands/staffs */
698 if (((o_ptr->tval == TV_STAFF) ||
699 (o_ptr->tval == TV_WAND)) &&
702 /* Calculate healed hitpoints */
703 int heal=rlev * o_ptr->pval;
704 if( o_ptr->tval == TV_STAFF)
705 heal *= o_ptr->number;
707 /* Don't heal more than max hp */
708 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
711 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
716 /* Heal the monster */
719 /* Redraw (later) if needed */
720 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
721 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
726 /* Combine / Reorder the pack */
727 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
730 p_ptr->window |= (PW_INVEN);
742 /* Take some damage */
743 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
745 /* Confused monsters cannot steal successfully. -LM-*/
746 if (MON_CONFUSED(m_ptr)) break;
748 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
753 /* Saving throw (unless paralyzed) based on dex and level */
754 if (!p_ptr->paralyzed &&
755 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
758 /* Saving throw message */
759 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
761 /* Occasional blink anyway */
762 if (randint0(3)) blinked = TRUE;
768 gold = (p_ptr->au / 10) + randint1(25);
769 if (gold < 2) gold = 2;
770 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
771 if (gold > p_ptr->au) gold = p_ptr->au;
775 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
779 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
780 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
781 chg_virtue(V_SACRIFICE, 1);
785 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
786 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
787 chg_virtue(V_SACRIFICE, 2);
791 p_ptr->redraw |= (PR_GOLD);
794 p_ptr->window |= (PW_PLAYER);
805 /* Take some damage */
806 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
808 /* Confused monsters cannot steal successfully. -LM-*/
809 if (MON_CONFUSED(m_ptr)) break;
811 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
813 /* Saving throw (unless paralyzed) based on dex and level */
814 if (!p_ptr->paralyzed &&
815 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
818 /* Saving throw message */
819 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
821 /* Occasional "blink" anyway */
832 for (k = 0; k < 10; k++)
837 i = randint0(INVEN_PACK);
839 /* Obtain the item */
840 o_ptr = &inventory[i];
842 /* Skip non-objects */
843 if (!o_ptr->k_idx) continue;
846 if (object_is_artifact(o_ptr)) continue;
848 /* Get a description */
849 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
853 msg_format("%s(%c)を%s盗まれた!",
854 o_name, index_to_label(i),
855 ((o_ptr->number > 1) ? "一つ" : ""));
857 msg_format("%sour %s (%c) was stolen!",
858 ((o_ptr->number > 1) ? "One of y" : "Y"),
859 o_name, index_to_label(i));
862 chg_virtue(V_SACRIFICE, 1);
874 j_ptr = &o_list[o_idx];
877 object_copy(j_ptr, o_ptr);
882 /* Hack -- If a rod or wand, allocate total
883 * maximum timeouts or charges between those
884 * stolen and those missed. -LM-
886 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
888 j_ptr->pval = o_ptr->pval / o_ptr->number;
889 o_ptr->pval -= j_ptr->pval;
893 j_ptr->marked = OM_TOUCHED;
895 /* Memorize monster */
896 j_ptr->held_m_idx = m_idx;
899 j_ptr->next_o_idx = m_ptr->hold_o_idx;
902 m_ptr->hold_o_idx = o_idx;
905 /* Steal the items */
906 inven_item_increase(i, -1);
907 inven_item_optimize(i);
924 /* Take some damage */
925 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
927 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
929 /* Steal some food */
930 for (k = 0; k < 10; k++)
932 /* Pick an item from the pack */
933 i = randint0(INVEN_PACK);
936 o_ptr = &inventory[i];
938 /* Skip non-objects */
939 if (!o_ptr->k_idx) continue;
941 /* Skip non-food objects */
942 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
944 /* Get a description */
945 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
949 msg_format("%s(%c)を%s食べられてしまった!",
950 o_name, index_to_label(i),
951 ((o_ptr->number > 1) ? "一つ" : ""));
953 msg_format("%sour %s (%c) was eaten!",
954 ((o_ptr->number > 1) ? "One of y" : "Y"),
955 o_name, index_to_label(i));
959 /* Steal the items */
960 inven_item_increase(i, -1);
961 inven_item_optimize(i);
975 /* Access the lite */
976 o_ptr = &inventory[INVEN_LITE];
978 /* Take some damage */
979 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
981 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
984 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
987 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
988 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
993 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
998 p_ptr->window |= (PW_EQUIP);
1011 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
1013 /* Special damage */
1014 get_damage += acid_dam(damage, ddesc, -1, FALSE);
1016 /* Hack -- Update AC */
1019 /* Learn about the player */
1020 update_smart_learn(m_idx, DRS_ACID);
1032 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
1034 /* Special damage */
1035 get_damage += elec_dam(damage, ddesc, -1, FALSE);
1037 /* Learn about the player */
1038 update_smart_learn(m_idx, DRS_ELEC);
1050 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
1052 /* Special damage */
1053 get_damage += fire_dam(damage, ddesc, -1, FALSE);
1055 /* Learn about the player */
1056 update_smart_learn(m_idx, DRS_FIRE);
1068 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
1070 /* Special damage */
1071 get_damage += cold_dam(damage, ddesc, -1, FALSE);
1073 /* Learn about the player */
1074 update_smart_learn(m_idx, DRS_COLD);
1082 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1084 if (p_ptr->is_dead) break;
1086 /* Increase "blind" */
1087 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
1089 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
1092 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
1100 /* Learn about the player */
1101 update_smart_learn(m_idx, DRS_BLIND);
1110 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1112 if (p_ptr->is_dead) break;
1114 /* Increase "confused" */
1115 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
1117 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
1123 /* Learn about the player */
1124 update_smart_learn(m_idx, DRS_CONF);
1132 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1134 if (p_ptr->is_dead) break;
1136 /* Increase "afraid" */
1137 if (CHECK_MULTISHADOW())
1141 else if (p_ptr->resist_fear)
1143 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
1146 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1148 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
1153 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
1159 /* Learn about the player */
1160 update_smart_learn(m_idx, DRS_FEAR);
1168 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1170 if (p_ptr->is_dead) break;
1172 /* Increase "paralyzed" */
1173 if (CHECK_MULTISHADOW())
1177 else if (p_ptr->free_act)
1179 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
1182 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1184 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1189 if (!p_ptr->paralyzed)
1191 if (set_paralyzed(3 + randint1(rlev)))
1198 /* Learn about the player */
1199 update_smart_learn(m_idx, DRS_FREE);
1206 /* Damage (physical) */
1207 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1209 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1212 if (do_dec_stat(A_STR)) obvious = TRUE;
1219 /* Damage (physical) */
1220 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1222 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1225 if (do_dec_stat(A_INT)) obvious = TRUE;
1232 /* Damage (physical) */
1233 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1235 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1238 if (do_dec_stat(A_WIS)) obvious = TRUE;
1245 /* Damage (physical) */
1246 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1248 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1251 if (do_dec_stat(A_DEX)) obvious = TRUE;
1258 /* Damage (physical) */
1259 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1261 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1264 if (do_dec_stat(A_CON)) obvious = TRUE;
1271 /* Damage (physical) */
1272 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1274 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1277 if (do_dec_stat(A_CHR)) obvious = TRUE;
1284 /* Damage (physical) */
1285 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1287 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1289 /* Damage (stats) */
1290 if (do_dec_stat(A_STR)) obvious = TRUE;
1291 if (do_dec_stat(A_DEX)) obvious = TRUE;
1292 if (do_dec_stat(A_CON)) obvious = TRUE;
1293 if (do_dec_stat(A_INT)) obvious = TRUE;
1294 if (do_dec_stat(A_WIS)) obvious = TRUE;
1295 if (do_dec_stat(A_CHR)) obvious = TRUE;
1305 /* Hack -- Reduce damage based on the player armor class */
1306 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1309 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1311 /* Radius 8 earthquake centered at the monster */
1312 if (damage > 23 || explode)
1314 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1322 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1328 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1330 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1332 (void)drain_exp(d, d / 10, 95);
1338 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1344 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1346 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1348 (void)drain_exp(d, d / 10, 90);
1354 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1360 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1362 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1364 (void)drain_exp(d, d / 10, 75);
1370 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1376 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1378 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1380 (void)drain_exp(d, d / 10, 50);
1386 /* Take some damage */
1387 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1389 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1391 /* Take "poison" effect */
1392 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
1394 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
1400 /* Damage CON (10% chance)*/
1401 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
1403 /* 1% chance for perm. damage */
1404 bool perm = one_in_(10);
1405 if (dec_stat(A_CON, randint1(10), perm))
1407 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
1417 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
1419 switch (randint1(10))
1421 case 1: case 2: case 3: case 4: case 5:
1423 if (p_ptr->prace == RACE_ANDROID) break;
1424 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
1425 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
1429 case 6: case 7: case 8: case 9:
1431 int stat = randint0(6);
1436 case A_STR: act = "強く"; break;
1437 case A_INT: act = "聡明で"; break;
1438 case A_WIS: act = "賢明で"; break;
1439 case A_DEX: act = "器用で"; break;
1440 case A_CON: act = "健康で"; break;
1441 case A_CHR: act = "美しく"; break;
1443 case A_STR: act = "strong"; break;
1444 case A_INT: act = "bright"; break;
1445 case A_WIS: act = "wise"; break;
1446 case A_DEX: act = "agile"; break;
1447 case A_CON: act = "hale"; break;
1448 case A_CHR: act = "beautiful"; break;
1453 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);
1454 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
1455 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
1456 p_ptr->update |= (PU_BONUS);
1462 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..."));
1464 for (k = 0; k < 6; k++)
1466 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
1467 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
1469 p_ptr->update |= (PU_BONUS);
1474 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1480 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1487 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1489 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1491 resist_drain = !drain_exp(d, d / 10, 50);
1493 /* Heal the attacker? */
1494 if (p_ptr->mimic_form)
1496 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
1497 resist_drain = TRUE;
1501 switch (p_ptr->prace)
1510 resist_drain = TRUE;
1515 if ((damage > 5) && !resist_drain)
1517 bool did_heal = FALSE;
1519 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1522 m_ptr->hp += damroll(4, damage / 6);
1523 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1525 /* Redraw (later) if needed */
1526 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1527 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1529 /* Special message */
1530 if (m_ptr->ml && did_heal)
1532 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1543 if (CHECK_MULTISHADOW())
1545 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!"));
1552 p_ptr->csp -= damage;
1556 p_ptr->csp_frac = 0;
1559 p_ptr->redraw |= (PR_MANA);
1562 /* Learn about the player */
1563 update_smart_learn(m_idx, DRS_MANA);
1570 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1572 if (p_ptr->is_dead) break;
1574 /* Decrease speed */
1575 if (CHECK_MULTISHADOW())
1581 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
1592 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1594 if (p_ptr->is_dead) break;
1596 /* Decrease speed */
1597 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
1603 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
1613 /* Hack -- only one of cut or stun */
1614 if (do_cut && do_stun)
1617 if (randint0(100) < 50)
1634 /* Critical hit (zero if non-critical) */
1635 tmp = monster_critical(d_dice, d_side, damage);
1637 /* Roll for damage */
1640 case 0: cut_plus = 0; break;
1641 case 1: cut_plus = randint1(5); break;
1642 case 2: cut_plus = randint1(5) + 5; break;
1643 case 3: cut_plus = randint1(20) + 20; break;
1644 case 4: cut_plus = randint1(50) + 50; break;
1645 case 5: cut_plus = randint1(100) + 100; break;
1646 case 6: cut_plus = 300; break;
1647 default: cut_plus = 500; break;
1651 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
1659 /* Critical hit (zero if non-critical) */
1660 tmp = monster_critical(d_dice, d_side, damage);
1662 /* Roll for damage */
1665 case 0: stun_plus = 0; break;
1666 case 1: stun_plus = randint1(5); break;
1667 case 2: stun_plus = randint1(5) + 10; break;
1668 case 3: stun_plus = randint1(10) + 20; break;
1669 case 4: stun_plus = randint1(15) + 30; break;
1670 case 5: stun_plus = randint1(20) + 40; break;
1671 case 6: stun_plus = 80; break;
1672 default: stun_plus = 150; break;
1675 /* Apply the stun */
1676 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
1681 sound(SOUND_EXPLODE);
1683 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
1692 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
1694 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1696 int dam = damroll(2, 6);
1698 /* Modify the damage */
1699 dam = mon_damage_mod(m_ptr, dam, FALSE);
1702 msg_format("%^sは突然熱くなった!", m_name);
1703 if (mon_take_hit(m_idx, dam, &fear,
1706 msg_format("%^s is suddenly very hot!", m_name);
1708 if (mon_take_hit(m_idx, dam, &fear,
1709 " turns into a pile of ash."))
1719 if (is_original_ap_and_seen(m_ptr))
1720 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1724 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
1726 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1728 int dam = damroll(2, 6);
1730 /* Modify the damage */
1731 dam = mon_damage_mod(m_ptr, dam, FALSE);
1734 msg_format("%^sは電撃をくらった!", m_name);
1735 if (mon_take_hit(m_idx, dam, &fear,
1738 msg_format("%^s gets zapped!", m_name);
1740 if (mon_take_hit(m_idx, dam, &fear,
1741 " turns into a pile of cinder."))
1751 if (is_original_ap_and_seen(m_ptr))
1752 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1756 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
1758 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1760 int dam = damroll(2, 6);
1762 /* Modify the damage */
1763 dam = mon_damage_mod(m_ptr, dam, FALSE);
1766 msg_format("%^sは冷気をくらった!", m_name);
1767 if (mon_take_hit(m_idx, dam, &fear,
1770 msg_format("%^s is very cold!", m_name);
1772 if (mon_take_hit(m_idx, dam, &fear,
1783 if (is_original_ap_and_seen(m_ptr))
1784 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1789 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
1791 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
1793 int dam = damroll(2, 6);
1795 /* Modify the damage */
1796 dam = mon_damage_mod(m_ptr, dam, FALSE);
1799 msg_format("%^sは鏡の破片をくらった!", m_name);
1800 if (mon_take_hit(m_idx, dam, &fear,
1803 msg_format("%^s gets zapped!", m_name);
1805 if (mon_take_hit(m_idx, dam, &fear,
1806 " had torn to pieces."))
1815 if (is_original_ap_and_seen(m_ptr))
1816 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
1819 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1821 teleport_player(10, 0L);
1825 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
1827 if (r_ptr->flags3 & RF3_EVIL)
1829 if (!(r_ptr->flagsr & RFR_RES_ALL))
1831 int dam = damroll(2, 6);
1833 /* Modify the damage */
1834 dam = mon_damage_mod(m_ptr, dam, FALSE);
1837 msg_format("%^sは聖なるオーラで傷ついた!", m_name);
1838 if (mon_take_hit(m_idx, dam, &fear,
1841 msg_format("%^s is injured by holy power!", m_name);
1843 if (mon_take_hit(m_idx, dam, &fear,
1850 if (is_original_ap_and_seen(m_ptr))
1851 r_ptr->r_flags3 |= RF3_EVIL;
1855 if (is_original_ap_and_seen(m_ptr))
1856 r_ptr->r_flagsr |= RFR_RES_ALL;
1861 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
1863 if (!(r_ptr->flagsr & RFR_RES_ALL))
1865 int dam = damroll(2, 6);
1867 /* Modify the damage */
1868 dam = mon_damage_mod(m_ptr, dam, FALSE);
1871 msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
1872 if (mon_take_hit(m_idx, dam, &fear,
1875 msg_format("%^s is injured by the Force", m_name);
1877 if (mon_take_hit(m_idx, dam, &fear,
1888 if (is_original_ap_and_seen(m_ptr))
1889 r_ptr->r_flagsr |= RFR_RES_ALL;
1893 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
1896 object_type *o_armed_ptr = &inventory[INVEN_RARM];
1898 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
1900 if (o_armed_ptr->k_idx)
1902 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
1903 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
1906 /* Cursed armor makes damages doubled */
1907 o_armed_ptr = &inventory[INVEN_BODY];
1908 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
1910 /* Modify the damage */
1911 dam = mon_damage_mod(m_ptr, dam, FALSE);
1914 msg_format("影のオーラが%^sに反撃した!", m_name);
1915 if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
1917 msg_format("Enveloped shadows attack %^s.", m_name);
1919 if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
1925 else /* monster does not dead */
1928 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1930 { INVEN_HEAD, GF_OLD_CONF },
1931 { INVEN_LARM, GF_OLD_SLEEP },
1932 { INVEN_HANDS, GF_TURN_ALL },
1933 { INVEN_FEET, GF_OLD_SLOW }
1936 /* Some cursed armours gives an extra effect */
1937 for (j = 0; j < 4; j++)
1939 o_armed_ptr = &inventory[typ[j][0]];
1940 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
1941 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
1947 if (is_original_ap_and_seen(m_ptr))
1948 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
1954 /* Monster missed player */
1957 /* Analyze failed attacks */
1973 /* Visible monsters */
1982 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
1984 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);
1985 abbreviate = 1;/*2回目以降は省略 */
1987 msg_format("%^s misses you.", m_name);
1998 /* Analyze "visible" monsters only */
1999 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2001 /* Count "obvious" attacks (and ones that cause damage) */
2002 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2004 /* Count attacks of this type */
2005 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2007 r_ptr->r_blows[ap_cnt]++;
2012 if (p_ptr->riding && damage)
2014 char m_steed_name[80];
2015 monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
2016 if (rakuba((damage > 200) ? 200 : damage, FALSE))
2018 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
2022 if (p_ptr->special_defense & NINJA_KAWARIMI)
2024 if (kawarimi(FALSE)) return TRUE;
2028 /* Hex - revenge damage stored */
2029 revenge_store(get_damage);
2031 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
2032 && get_damage > 0 && !p_ptr->is_dead)
2035 msg_format("攻撃が%s自身を傷つけた!", m_name);
2037 char m_name_self[80];
2040 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
2042 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
2044 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
2045 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
2048 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
2050 char m_target_name[80];
2051 monster_desc(m_name, m_ptr, 0);
2054 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
2055 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
2059 p_ptr->redraw |= (PR_MANA);
2063 if (blinked && alive && !p_ptr->is_dead)
2065 if (teleport_barrier(m_idx))
2067 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."));
2071 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2072 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2077 /* Always notice cause of death */
2078 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
2083 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
2086 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
2089 if (p_ptr->special_defense & KATA_IAI)
2091 set_action(ACTION_NONE);
2094 /* Assume we attacked */