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
17 #include "player-damage.h"
18 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "monster-status.h"
23 #include "player-status.h"
24 #include "realm-hex.h"
25 #include "object-hook.h"
27 #include "player-move.h"
32 * @brief プレイヤーからモンスターへの打撃命中判定 /
33 * Determine if the player "hits" a monster (normal combat).
36 * @param visible 目標を視界に捕らえているならばTRUEを指定
37 * @return 命中と判定された場合TRUEを返す
38 * @note Always miss 5%, always hit 5%, otherwise random.
40 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
42 if (!visible) chance = (chance + 1) / 2;
43 return hit_chance(chance, ac) >= randint1(100);
47 * @brief モンスターへの命中率の計算
52 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
54 PERCENTAGE chance = 5, chance_left = 90;
55 if (reli <= 0) return 5;
56 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
57 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
63 * @brief プレイヤー攻撃の種族スレイング倍率計算
64 * @param mult 算出前の基本倍率(/10倍)
65 * @param flgs スレイフラグ配列
66 * @param m_ptr 目標モンスターの構造体参照ポインタ
67 * @return スレイング加味後の倍率(/10倍)
69 static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
71 static const struct slay_table_t {
73 BIT_FLAGS affect_race_flag;
78 #define OFFSET(X) offsetof(monster_race, X)
79 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
80 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
81 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
82 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
83 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
84 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
85 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
86 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
87 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
88 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
89 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
90 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
91 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
92 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
93 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
94 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
95 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
96 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
97 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
98 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
102 monster_race* r_ptr = &r_info[m_ptr->r_idx];
104 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
106 const struct slay_table_t* p = &slay_table[i];
108 if ((have_flag(flgs, p->slay_flag)) &&
109 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
111 if (is_original_ap_and_seen(m_ptr))
113 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
116 mult = MAX(mult, p->slay_mult);
124 * @brief プレイヤー攻撃の属性スレイング倍率計算
125 * @param mult 算出前の基本倍率(/10倍)
126 * @param flgs スレイフラグ配列
127 * @param m_ptr 目標モンスターの構造体参照ポインタ
128 * @return スレイング加味後の倍率(/10倍)
130 static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
132 static const struct brand_table_t {
134 BIT_FLAGS resist_mask;
137 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
138 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
139 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
140 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
141 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
144 monster_race* r_ptr = &r_info[m_ptr->r_idx];
146 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
148 const struct brand_table_t* p = &brand_table[i];
150 if (have_flag(flgs, p->brand_flag))
152 /* Notice immunity */
153 if (r_ptr->flagsr & p->resist_mask)
155 if (is_original_ap_and_seen(m_ptr))
157 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
161 /* Otherwise, take the damage */
162 else if (r_ptr->flags3 & p->hurt_flag)
164 if (is_original_ap_and_seen(m_ptr))
166 r_ptr->r_flags3 |= p->hurt_flag;
169 mult = MAX(mult, 50);
173 mult = MAX(mult, 25);
182 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
183 * Extract the "total damage" from a given object hitting a given monster.
184 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
185 * @param tdam 現在算出途中のダメージ値
186 * @param m_ptr 目標モンスターの構造体参照ポインタ
188 * @param thrown 射撃処理ならばTRUEを指定する
189 * @return 総合的なスレイを加味したダメージ値
191 * Note that "flasks of oil" do NOT do fire damage, although they\n
192 * certainly could be made to do so. XXX XXX\n
194 * Note that most brands and slays are x3, except Slay Animal (x2),\n
195 * Slay Evil (x2), and Kill dragon (x5).\n
197 HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
201 BIT_FLAGS flgs[TR_FLAG_SIZE];
202 object_flags(o_ptr, flgs);
203 torch_flags(o_ptr, flgs); /* torches has secret flags */
208 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
209 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
210 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
211 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
212 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
215 /* Hex - Slay Good (Runesword) */
216 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
218 /* Some "weapons" and "ammo" do extra damage */
231 mult = mult_slaying(mult, flgs, m_ptr);
233 /* Elemental Brand */
234 mult = mult_brand(mult, flgs, m_ptr);
237 if (p_ptr->pclass == CLASS_SAMURAI)
239 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
243 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
245 p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
246 p_ptr->redraw |= (PR_MANA);
247 mult = mult * 3 / 2 + 20;
250 /* Hack -- The Nothung cause special damage to Fafner */
251 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
256 if (mult > 150) mult = 150;
258 /* Return the total damage */
259 return (tdam * mult / 10);
263 * @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 /
264 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
265 * @param weight 矢弾の重量
266 * @param plus 武器の命中修正
267 * @param dam 現在算出中のダメージ値
268 * @param meichuu 打撃の基本命中力
269 * @param mode オプションフラグ
270 * @return クリティカル修正が入ったダメージ値
272 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
276 /* Extract "blow" power */
277 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
280 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
282 k = weight + randint1(650);
283 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
287 msg_print(_("手ごたえがあった!", "It was a good hit!"));
293 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
298 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
303 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
308 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
309 dam = ((7 * dam) / 2) + 25;
317 * @brief モンスター打撃のクリティカルランクを返す /
318 * Critical blow. All hits that do 95% of total possible damage,
319 * @param dice モンスター打撃のダイス数
320 * @param sides モンスター打撃の最大ダイス目
321 * @param dam プレイヤーに与えたダメージ
323 * and which also do at least 20 damage, or, sometimes, N damage.
324 * This is used only to determine "cuts" and "stuns".
326 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
329 int total = dice * sides;
331 /* Must do at least 95% of perfect */
332 if (dam < total * 19 / 20) return (0);
334 /* Weak blows rarely work */
335 if ((dam < 20) && (randint0(100) >= dam)) return (0);
338 if ((dam >= total) && (dam >= 40)) max++;
343 while (randint0(100) < 2) max++;
346 /* Critical damage */
347 if (dam > 45) return (6 + max);
348 if (dam > 33) return (5 + max);
349 if (dam > 25) return (4 + max);
350 if (dam > 18) return (3 + max);
351 if (dam > 11) return (2 + max);
356 * @brief モンスター打撃の命中を判定する /
357 * Determine if a monster attack against the player succeeds.
358 * @param power 打撃属性毎の基本命中値
359 * @param level モンスターのレベル
360 * @param stun モンスターの朦朧値
361 * @return TRUEならば命中判定
363 * Always miss 5% of the time, Always hit 5% of the time.
364 * Otherwise, match monster power against player armor.
366 static int check_hit(int power, DEPTH level, int stun)
370 /* Percentile dice */
373 if (stun && one_in_(2)) return FALSE;
375 /* Hack -- Always miss or hit */
376 if (k < 10) return (k < 5);
378 /* Calculate the "attack quality" */
379 i = (power + (level * 3));
382 ac = p_ptr->ac + p_ptr->to_a;
383 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
385 /* Power and Level compete against Armor */
386 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
392 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
393 static concptr desc_insult[] =
408 "insults your mother!",
409 "gives you the finger!",
412 "dances around you!",
413 "makes obscene gestures!",
415 "calls you a parasite!",
416 "calls you a cyborg!"
421 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
422 static concptr desc_moan[] =
426 "が彼の飼い犬を見なかったかと尋ねている。",
430 "seems sad about something.",
431 "asks if you have seen his dogs.",
432 "tells you to get off his land.",
433 "mumbles something about mushrooms."
439 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
440 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
441 * @param immune ダメージを回避できる免疫フラグ
442 * @param flags_offset オーラフラグ配列の参照オフセット
443 * @param r_flags_offset モンスターの耐性配列の参照オフセット
444 * @param aura_flag オーラフラグ配列
445 * @param dam_func ダメージ処理を行う関数の参照ポインタ
446 * @param message オーラダメージを受けた際のメッセージ
449 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
450 HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
452 monster_race *r_ptr = &r_info[m_ptr->r_idx];
454 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
456 GAME_TEXT mon_name[MAX_NLEN];
457 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
459 /* Hack -- Get the "died from" name */
460 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
464 dam_func(aura_damage, mon_name, -1, TRUE);
466 if (is_original_ap_and_seen(m_ptr))
468 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
476 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
477 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
480 static void touch_zap_player(monster_type *m_ptr)
482 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
483 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
484 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
485 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
486 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
487 elec_dam, _("電撃をくらった!", "You get zapped!"));
491 * @brief プレイヤーの変異要素による打撃処理
492 * @param m_idx 攻撃目標となったモンスターの参照ID
493 * @param attack 変異要素による攻撃要素の種類
494 * @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
495 * @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
498 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
503 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
504 monster_race *r_ptr = &r_info[m_ptr->r_idx];
505 GAME_TEXT m_name[MAX_NLEN];
507 int dice_num, dice_side;
517 atk_desc = _("尻尾", "tail");
524 atk_desc = _("角", "horns");
531 atk_desc = _("クチバシ", "beak");
538 atk_desc = _("象の鼻", "trunk");
545 atk_desc = _("触手", "tentacles");
549 dice_num = dice_side = n_weight = 1;
550 atk_desc = _("未定義の部位", "undefined body part");
554 /* Extract monster name (or "it") */
555 monster_desc(m_name, m_ptr, 0);
557 /* Calculate the "attack quality" */
558 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
559 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
562 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
565 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
567 k = damroll(dice_num, dice_side);
568 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
570 /* Apply the player damage bonuses */
573 /* No negative damage */
576 /* Modify the damage */
577 k = mon_damage_mod(m_ptr, k, FALSE);
579 /* Complex message */
580 msg_format_wizard(CHEAT_MONSTER,
581 _("%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))"),
582 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
584 /* Anger the monster */
585 if (k > 0) anger_monster(m_ptr);
587 /* Damage, check for fear and mdeath */
591 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
592 *mdeath = (m_ptr->r_idx == 0);
595 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
598 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
601 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
604 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
607 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
610 touch_zap_player(m_ptr);
616 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
621 * @brief プレイヤーの打撃処理サブルーチン /
622 * Player attacks a (poor, defenseless) creature -RAK-
625 * @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
626 * @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
627 * @param hand 攻撃を行うための武器を持つ手
628 * @param mode 発動中の剣術ID
631 * If no "weapon" is available, then "punch" the monster one time.
633 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
635 int num = 0, bonus, chance, vir;
638 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
640 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
641 monster_race *r_ptr = &r_info[m_ptr->r_idx];
643 /* Access the weapon */
644 object_type *o_ptr = &inventory[INVEN_RARM + hand];
646 GAME_TEXT m_name[MAX_NLEN];
648 bool success_hit = FALSE;
649 bool backstab = FALSE;
650 bool vorpal_cut = FALSE;
651 int chaos_effect = 0;
652 bool stab_fleeing = FALSE;
653 bool fuiuchi = FALSE;
654 bool monk_attack = FALSE;
655 bool do_quake = FALSE;
657 bool drain_msg = TRUE;
658 int drain_result = 0, drain_heal = 0;
659 bool can_drain = FALSE;
661 int drain_left = MAX_VAMPIRIC_DRAIN;
662 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
663 bool is_human = (r_ptr->d_char == 'p');
664 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
665 bool zantetsu_mukou, e_j_mukou;
667 switch (p_ptr->pclass)
671 if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
673 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
674 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
675 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
676 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
677 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
679 /* Can't backstab creatures that we can't see, right? */
682 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
686 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
694 case CLASS_FORCETRAINER:
695 case CLASS_BERSERKER:
696 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
700 if (!o_ptr->k_idx) /* Empty hand */
702 if ((r_ptr->level + 10) > p_ptr->lev)
704 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
706 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
707 p_ptr->skill_exp[GINOU_SUDE] += 40;
708 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
709 p_ptr->skill_exp[GINOU_SUDE] += 5;
710 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
711 p_ptr->skill_exp[GINOU_SUDE] += 1;
712 else if ((p_ptr->lev > 34))
713 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
714 p_ptr->update |= (PU_BONUS);
718 else if (object_is_melee_weapon(o_ptr))
720 if ((r_ptr->level + 10) > p_ptr->lev)
722 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
723 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
724 int now_exp = p_ptr->weapon_exp[tval][sval];
725 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
728 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
729 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
730 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
731 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
732 p_ptr->weapon_exp[tval][sval] += amount;
733 p_ptr->update |= (PU_BONUS);
738 /* Disturb the monster */
739 (void)set_monster_csleep(g_ptr->m_idx, 0);
741 /* Extract monster name (or "it") */
742 monster_desc(m_name, m_ptr, 0);
744 /* Calculate the "attack quality" */
745 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
746 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
747 if (mode == HISSATSU_IAI) chance += 60;
748 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
749 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
751 vir = virtue_number(V_VALOUR);
754 chance += (p_ptr->virtues[vir - 1] / 10);
757 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
758 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
760 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
761 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
762 else num_blow = p_ptr->num_blow[hand];
764 /* Hack -- DOKUBARI always hit once */
765 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
767 /* Attack once for each legal blow */
768 while ((num++ < num_blow) && !p_ptr->is_dead)
770 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
774 if (p_ptr->migite && p_ptr->hidarite)
778 if (mode == HISSATSU_3DAN)
783 success_hit = one_in_(n);
785 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
786 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
788 if (mode == HISSATSU_MAJIN)
797 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
801 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);
802 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);
803 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);
804 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
806 /* Hack -- bare hands do one damage */
809 object_flags(o_ptr, flgs);
811 /* Select a chaotic effect (50% chance) */
812 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
815 chg_virtue(V_CHANCE, 1);
822 else if (one_in_(250))
827 else if (!one_in_(10))
829 /* Confusion (26.892%) */
834 /* Teleport away (1.494%) */
839 /* Polymorph (1.494%) */
845 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
847 /* Only drain "living" monsters */
848 if (monster_living(m_ptr->r_idx))
854 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
856 else vorpal_cut = FALSE;
860 int special_effect = 0, stun_effect = 0, times = 0, max_times;
862 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
866 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
867 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
868 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
869 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
870 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
873 if (p_ptr->special_defense & KAMAE_BYAKKO)
874 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
875 else if (p_ptr->special_defense & KAMAE_SUZAKU)
877 else if (p_ptr->special_defense & KAMAE_GENBU)
880 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
881 /* Attempt 'times' */
882 for (times = 0; times < max_times; times++)
886 ma_ptr = &ma_blows[randint0(MAX_MA)];
887 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
888 else min_level = ma_ptr->min_level;
889 } while ((min_level > p_ptr->lev) ||
890 (randint1(p_ptr->lev) < ma_ptr->chance));
892 /* keep the highest level attack available we found */
893 if ((ma_ptr->min_level > old_ptr->min_level) &&
894 !p_ptr->stun && !p_ptr->confused)
898 if (p_ptr->wizard && cheat_xtra)
900 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
909 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
910 else min_level = ma_ptr->min_level;
911 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
912 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
914 if (ma_ptr->effect == MA_KNEE)
916 if (r_ptr->flags1 & RF1_MALE)
918 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);
920 special_effect = MA_KNEE;
923 msg_format(ma_ptr->desc, m_name);
926 else if (ma_ptr->effect == MA_SLOW)
928 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
929 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
931 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);
932 special_effect = MA_SLOW;
934 else msg_format(ma_ptr->desc, m_name);
940 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
943 msg_format(ma_ptr->desc, m_name);
946 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
947 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
949 weight += (P_PTR_KI / 30);
950 if (weight > 20) weight = 20;
953 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
955 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
957 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
958 stun_effect = 7 + randint1(13);
962 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
964 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
965 (randint1(p_ptr->lev) > r_ptr->level) &&
968 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
973 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
975 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
977 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
979 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
983 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
989 /* Handle normal weapon */
990 else if (o_ptr->k_idx)
992 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
993 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
997 k *= (3 + (p_ptr->lev / 20));
1001 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
1003 else if (stab_fleeing)
1008 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1009 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1014 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1015 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1023 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1025 char chainsword_noise[1024];
1026 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1028 msg_print(chainsword_noise);
1032 if (o_ptr->name1 == ART_VORPAL_BLADE)
1034 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!"));
1038 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1041 /* Try to increase the damage */
1042 while (one_in_(vorpal_chance))
1047 k *= (HIT_POINT)mult;
1050 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
1052 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1058 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
1059 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
1060 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
1061 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
1062 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
1063 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
1064 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
1067 drain_result = drain_result * 3 / 2;
1071 drain_result += o_ptr->to_d;
1074 /* Apply the player damage bonuses */
1075 k += p_ptr->to_d[hand];
1076 drain_result += p_ptr->to_d[hand];
1078 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1079 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
1080 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1082 /* No negative damage */
1085 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
1092 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
1098 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
1102 if (mode == HISSATSU_MINEUCHI)
1104 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
1107 anger_monster(m_ptr);
1109 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
1112 if (MON_STUNNED(m_ptr))
1114 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
1119 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
1123 (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
1127 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
1131 /* Modify the damage */
1132 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))));
1133 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1135 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
1138 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
1142 else if ((p_ptr->pclass == CLASS_NINJA) && has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
1144 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
1145 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
1149 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
1151 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)))
1153 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
1155 k = MAX(k * 5, m_ptr->hp / 2);
1157 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
1162 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
1167 msg_format_wizard(CHEAT_MONSTER,
1168 _("%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,
1169 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
1171 if (k <= 0) can_drain = FALSE;
1173 if (drain_result > m_ptr->hp)
1174 drain_result = m_ptr->hp;
1176 /* Damage, check for fear and death */
1177 if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
1180 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
1182 if (p_ptr->migite && p_ptr->hidarite)
1184 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
1185 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
1189 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1192 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1193 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...."));
1197 /* Anger the monster */
1198 if (k > 0) anger_monster(m_ptr);
1200 touch_zap_player(m_ptr);
1202 /* Are we draining it? A little note: If the monster is
1203 dead, the drain does not work... */
1205 if (can_drain && (drain_result > 0))
1207 if (o_ptr->name1 == ART_MURAMASA)
1211 HIT_PROB to_h = o_ptr->to_h;
1212 HIT_POINT to_d = o_ptr->to_d;
1216 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1220 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1223 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1225 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1233 if (drain_result > 5) /* Did we really hurt it? */
1235 drain_heal = damroll(2, drain_result / 6);
1238 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1242 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1247 if (drain_heal < drain_left)
1249 drain_left -= drain_heal;
1253 drain_heal = drain_left;
1259 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1263 drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
1265 hp_player(drain_heal);
1266 /* We get to keep some of it! */
1270 m_ptr->maxhp -= (k + 7) / 8;
1271 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1272 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1278 /* Confusion attack */
1279 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1281 /* Cancel glowing hands */
1282 if (p_ptr->special_attack & ATTACK_CONFUSE)
1284 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1285 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1286 p_ptr->redraw |= (PR_STATUS);
1290 /* Confuse the monster */
1291 if (r_ptr->flags3 & RF3_NO_CONF)
1293 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1294 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1297 else if (randint0(100) < r_ptr->level)
1299 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1303 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1304 (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1308 else if (chaos_effect == 4)
1310 bool resists_tele = FALSE;
1312 if (r_ptr->flagsr & RFR_RES_TELE)
1314 if (r_ptr->flags1 & RF1_UNIQUE)
1316 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1317 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1318 resists_tele = TRUE;
1320 else if (r_ptr->level > randint1(100))
1322 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1323 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1324 resists_tele = TRUE;
1330 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1331 teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1332 num = num_blow + 1; /* Can't hit it anymore! */
1337 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1339 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1340 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1342 if (polymorph_monster(y, x))
1344 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1350 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1353 /* Hack -- Get new monster */
1354 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1356 /* Oops, we need a different name... */
1357 monster_desc(m_name, m_ptr, 0);
1359 /* Hack -- Get new race */
1360 r_ptr = &r_info[m_ptr->r_idx];
1363 else if (o_ptr->name1 == ART_G_HAMMER)
1365 monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1367 if (target_ptr->hold_o_idx)
1369 object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
1370 GAME_TEXT o_name[MAX_NLEN];
1372 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1373 q_ptr->held_m_idx = 0;
1374 q_ptr->marked = OM_TOUCHED;
1375 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1376 q_ptr->next_o_idx = 0;
1377 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1386 backstab = FALSE; /* Clumsy! */
1387 fuiuchi = FALSE; /* Clumsy! */
1389 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1391 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1395 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1396 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!"));
1397 object_flags(o_ptr, flgs_aux);
1399 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1402 switch (p_ptr->mimic_form)
1405 switch (p_ptr->prace)
1412 case RACE_BARBARIAN:
1416 case RACE_HALF_TROLL:
1417 case RACE_HALF_OGRE:
1418 case RACE_HALF_GIANT:
1419 case RACE_HALF_TITAN:
1427 case RACE_DRACONIAN:
1434 case MIMIC_DEMON_LORD:
1441 if (p_ptr->align < 0 && mult < 20)
1443 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1445 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1447 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1449 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1451 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1454 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1456 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1457 p_ptr->redraw |= (PR_MANA);
1458 mult = mult * 3 / 2 + 20;
1460 k *= (HIT_POINT)mult;
1464 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1468 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1469 /* Try to increase the damage */
1475 k *= (HIT_POINT)mult;
1477 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1480 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1486 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1494 if (weak && !(*mdeath))
1496 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1498 if (drain_left != MAX_VAMPIRIC_DRAIN)
1502 chg_virtue(V_UNLIFE, 1);
1505 /* Mega-Hack -- apply earthquake brand */
1508 earthquake(p_ptr->y, p_ptr->x, 10);
1509 if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
1514 * @brief プレイヤーの打撃処理メインルーチン
1517 * @param mode 発動中の剣術ID
1518 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1520 * If no "weapon" is available, then "punch" the monster one time.
1522 bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
1525 bool mdeath = FALSE;
1526 bool stormbringer = FALSE;
1528 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1529 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1530 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1531 GAME_TEXT m_name[MAX_NLEN];
1533 disturb(FALSE, TRUE);
1535 take_turn(p_ptr, 100);
1537 if (!p_ptr->migite && !p_ptr->hidarite &&
1538 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1540 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1541 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1545 /* Extract monster name (or "it") */
1546 monster_desc(m_name, m_ptr, 0);
1550 /* Auto-Recall if possible and visible */
1551 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1553 /* Track a new monster */
1554 health_track(g_ptr->m_idx);
1557 if ((r_ptr->flags1 & RF1_FEMALE) &&
1558 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1560 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1562 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1567 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
1569 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1573 /* Stop if friendly */
1574 if (!is_hostile(m_ptr) &&
1575 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1576 p_ptr->shero || !m_ptr->ml))
1578 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1579 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1582 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1583 chg_virtue(V_INDIVIDUALISM, 1);
1584 chg_virtue(V_HONOUR, -1);
1585 chg_virtue(V_JUSTICE, -1);
1586 chg_virtue(V_COMPASSION, -1);
1588 else if (p_ptr->pclass != CLASS_BERSERKER)
1590 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1592 chg_virtue(V_INDIVIDUALISM, 1);
1593 chg_virtue(V_HONOUR, -1);
1594 chg_virtue(V_JUSTICE, -1);
1595 chg_virtue(V_COMPASSION, -1);
1599 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1606 /* Handle player fear */
1610 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1612 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1614 /* Disturb the monster */
1615 (void)set_monster_csleep(g_ptr->m_idx, 0);
1620 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1622 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1623 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1626 if (p_ptr->migite && p_ptr->hidarite)
1628 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))
1630 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1631 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1632 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1633 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1634 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1635 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1636 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1637 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1638 p_ptr->update |= (PU_BONUS);
1642 /* Gain riding experience */
1645 int cur = p_ptr->skill_exp[GINOU_RIDING];
1646 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1650 DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
1651 DEPTH targetlevel = r_ptr->level;
1654 if ((cur / 200 - 5) < targetlevel)
1657 /* Extra experience */
1658 if ((cur / 100) < ridinglevel)
1660 if ((cur / 100 + 15) < ridinglevel)
1661 inc += 1 + (ridinglevel - (cur / 100 + 15));
1666 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1667 p_ptr->update |= (PU_BONUS);
1671 riding_t_m_idx = g_ptr->m_idx;
1672 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1673 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1675 /* Mutations which yield extra 'natural' attacks */
1678 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1679 natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1680 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1681 natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1682 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1683 natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1684 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1685 natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1686 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1687 natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1690 /* Hack -- delay fear messages */
1691 if (fear && m_ptr->ml && !mdeath)
1695 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1698 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1700 set_action(ACTION_NONE);
1707 * @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.
1708 * @param m_idx 打撃を行うモンスターのID
1709 * @return 実際に攻撃処理を行った場合TRUEを返す
1711 bool make_attack_normal(MONSTER_IDX m_idx)
1713 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1714 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1722 int do_cut, do_stun;
1726 GAME_TEXT o_name[MAX_NLEN];
1727 GAME_TEXT m_name[MAX_NLEN];
1728 GAME_TEXT ddesc[80];
1731 bool touched = FALSE, fear = FALSE, alive = TRUE;
1732 bool explode = FALSE;
1733 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1734 HIT_POINT get_damage = 0;
1735 int abbreviate = 0; // 2回目以降の省略表現フラグ
1737 /* Not allowed to attack */
1738 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1740 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1742 /* ...nor if friendly */
1743 if (!is_hostile(m_ptr)) return FALSE;
1745 /* Extract the effective monster level */
1746 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1749 /* Get the monster name (or "it") */
1750 monster_desc(m_name, m_ptr, 0);
1752 /* Get the "died from" information (i.e. "a kobold") */
1753 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1755 if (p_ptr->special_defense & KATA_IAI)
1757 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);
1758 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1761 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1763 if (kawarimi(TRUE)) return TRUE;
1766 /* Assume no blink */
1769 /* Scan through all four blows */
1770 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1772 bool obvious = FALSE;
1774 HIT_POINT power = 0;
1775 HIT_POINT damage = 0;
1779 /* Extract the attack infomation */
1780 int effect = r_ptr->blow[ap_cnt].effect;
1781 int method = r_ptr->blow[ap_cnt].method;
1782 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1783 int d_side = r_ptr->blow[ap_cnt].d_side;
1786 if (!m_ptr->r_idx) break;
1788 /* Hack -- no more attacks */
1791 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1797 /* Stop if player is dead or gone */
1798 if (!p_ptr->playing || p_ptr->is_dead) break;
1799 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1801 /* Handle "leaving" */
1802 if (p_ptr->leaving) break;
1804 if (method == RBM_SHOOT) continue;
1806 /* Extract the attack "power" */
1807 power = mbe_info[effect].power;
1810 ac = p_ptr->ac + p_ptr->to_a;
1812 /* Monster hits player */
1813 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
1815 /* Always disturbing */
1816 disturb(TRUE, TRUE);
1819 /* Hack -- Apply "protection from evil" */
1820 if ((p_ptr->protevil > 0) &&
1821 (r_ptr->flags3 & RF3_EVIL) &&
1822 (p_ptr->lev >= rlev) &&
1823 ((randint0(100) + p_ptr->lev) > 50))
1825 /* Remember the Evil-ness */
1826 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
1829 if (abbreviate) msg_format("撃退した。");
1830 else msg_format("%^sは撃退された。", m_name);
1831 abbreviate = 1; /*2回目以降は省略 */
1833 msg_format("%^s is repelled.", m_name);
1837 /* Hack -- Next attack */
1842 /* Assume no cut or stun */
1843 do_cut = do_stun = 0;
1845 /* Describe the attack method */
1850 act = _("殴られた。", "hits you.");
1851 do_cut = do_stun = 1;
1859 act = _("触られた。", "touches you.");
1867 act = _("パンチされた。", "punches you.");
1876 act = _("蹴られた。", "kicks you.");
1885 act = _("ひっかかれた。", "claws you.");
1894 act = _("噛まれた。", "bites you.");
1903 act = _("刺された。", "stings you.");
1911 act = _("斬られた。", "slashes you.");
1920 act = _("角で突かれた。", "butts you.");
1929 act = _("体当たりされた。", "crushes you.");
1938 act = _("飲み込まれた。", "engulfs you.");
1947 act = _("は請求書をよこした。", "charges you.");
1949 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
1956 act = _("が体の上を這い回った。", "crawls on you.");
1964 act = _("よだれをたらされた。", "drools on you.");
1971 act = _("唾を吐かれた。", "spits on you.");
1979 act = _("は爆発した。", "explodes.");
1986 act = _("にらまれた。", "gazes at you.");
1992 act = _("泣き叫ばれた。", "wails at you.");
1999 act = _("胞子を飛ばされた。", "releases spores at you.");
2007 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
2013 act = _("金をせがまれた。", "begs you for money.");
2023 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
2033 act = desc_moan[randint0(4)];
2043 if (m_ptr->r_idx == MON_JAIAN)
2046 switch(randint1(15))
2051 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
2054 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
2057 act = "「♪の~び太スネ夫はメじゃないよ~~」";
2060 act = "「♪け~んかスポ~ツ~どんとこい~」";
2063 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
2066 act = "「♪ま~ちいちば~んのに~んきもの~~」";
2069 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
2072 act = "「♪きはやさし~くて~ち~からもち~」";
2075 act = "「♪かお~も~~スタイルも~バツグンさ~」";
2078 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
2081 act = "「♪ド~ラもドラミもメじゃないよ~~」";
2084 act = "「♪よじげんぽけっと~な~くたって~」";
2087 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
2091 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
2097 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
2099 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.'");
2109 if (do_silly_attack)
2114 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
2117 if (abbreviate == 0)
2118 msg_format("%^sに%s", m_name, act);
2119 else if (abbreviate == 1)
2120 msg_format("%s", act);
2121 else /* if (abbreviate == -1) */
2122 msg_format("%^s%s", m_name, act);
2123 abbreviate = 1;/*2回目以降は省略 */
2125 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
2129 /* Hack -- assume all attacks are obvious */
2132 /* Roll out the damage */
2133 damage = damroll(d_dice, d_side);
2136 * Skip the effect when exploding, since the explosion
2137 * already causes the effect.
2139 if(explode) damage = 0;
2140 /* Apply appropriate damage */
2150 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
2152 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
2154 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
2155 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
2156 tmp_damage = MAX(damage, tmp_damage*2);
2158 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
2162 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2165 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2166 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2174 /* Take "poison" effect */
2175 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
2177 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2183 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2185 /* Learn about the player */
2186 update_smart_learn(m_idx, DRS_POIS);
2195 /* Allow complete resist */
2196 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2198 /* Apply disenchantment */
2199 if (apply_disenchant(0))
2201 /* Hack -- Update AC */
2202 update_creature(p_ptr);
2207 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2209 /* Learn about the player */
2210 update_smart_learn(m_idx, DRS_DISEN);
2217 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2219 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2222 for (k = 0; k < 10; k++)
2225 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2227 /* Obtain the item */
2228 o_ptr = &inventory[i];
2230 /* Skip non-objects */
2231 if (!o_ptr->k_idx) continue;
2233 /* Drain charged wands/staffs */
2234 if (((o_ptr->tval == TV_STAFF) ||
2235 (o_ptr->tval == TV_WAND)) &&
2238 /* Calculate healed hitpoints */
2239 int heal=rlev * o_ptr->pval;
2240 if( o_ptr->tval == TV_STAFF)
2241 heal *= o_ptr->number;
2243 /* Don't heal more than max hp */
2244 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2246 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2250 /* Heal the monster */
2251 m_ptr->hp += (HIT_POINT)heal;
2253 /* Redraw (later) if needed */
2254 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2255 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2260 /* Combine / Reorder the pack */
2261 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2262 p_ptr->window |= (PW_INVEN);
2273 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2275 /* Confused monsters cannot steal successfully. -LM-*/
2276 if (MON_CONFUSED(m_ptr)) break;
2278 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2282 /* Saving throw (unless paralyzed) based on dex and level */
2283 if (!p_ptr->paralyzed &&
2284 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2287 /* Saving throw message */
2288 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2290 /* Occasional blink anyway */
2291 if (randint0(3)) blinked = TRUE;
2297 gold = (p_ptr->au / 10) + randint1(25);
2298 if (gold < 2) gold = 2;
2299 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2300 if (gold > p_ptr->au) gold = p_ptr->au;
2304 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2308 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2309 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2310 chg_virtue(V_SACRIFICE, 1);
2314 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2315 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2316 chg_virtue(V_SACRIFICE, 2);
2320 p_ptr->redraw |= (PR_GOLD);
2322 p_ptr->window |= (PW_PLAYER);
2333 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2335 /* Confused monsters cannot steal successfully. -LM-*/
2336 if (MON_CONFUSED(m_ptr)) break;
2338 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2340 /* Saving throw (unless paralyzed) based on dex and level */
2341 if (!p_ptr->paralyzed &&
2342 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2345 /* Saving throw message */
2346 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2348 /* Occasional "blink" anyway */
2355 for (k = 0; k < 10; k++)
2360 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2362 /* Obtain the item */
2363 o_ptr = &inventory[i];
2365 /* Skip non-objects */
2366 if (!o_ptr->k_idx) continue;
2368 /* Skip artifacts */
2369 if (object_is_artifact(o_ptr)) continue;
2371 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2374 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2376 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2379 chg_virtue(V_SACRIFICE, 1);
2382 /* Make an object */
2389 j_ptr = ¤t_floor_ptr->o_list[o_idx];
2390 object_copy(j_ptr, o_ptr);
2395 /* Hack -- If a rod or wand, allocate total
2396 * maximum timeouts or charges between those
2397 * stolen and those missed. -LM-
2399 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2401 j_ptr->pval = o_ptr->pval / o_ptr->number;
2402 o_ptr->pval -= j_ptr->pval;
2406 j_ptr->marked = OM_TOUCHED;
2408 /* Memorize monster */
2409 j_ptr->held_m_idx = m_idx;
2412 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2415 m_ptr->hold_o_idx = o_idx;
2418 /* Steal the items */
2419 inven_item_increase(i, -1);
2420 inven_item_optimize(i);
2435 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2437 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2439 /* Steal some food */
2440 for (k = 0; k < 10; k++)
2442 /* Pick an item from the pack */
2443 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2445 o_ptr = &inventory[i];
2447 /* Skip non-objects */
2448 if (!o_ptr->k_idx) continue;
2450 /* Skip non-food objects */
2451 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2453 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2456 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" : ""));
2458 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2461 /* Steal the items */
2462 inven_item_increase(i, -1);
2463 inven_item_optimize(i);
2475 /* Access the lite */
2476 o_ptr = &inventory[INVEN_LITE];
2477 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2479 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2482 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2485 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2486 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2490 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2494 p_ptr->window |= (PW_EQUIP);
2504 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2505 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2506 update_creature(p_ptr);
2507 update_smart_learn(m_idx, DRS_ACID);
2515 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2516 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2517 update_smart_learn(m_idx, DRS_ELEC);
2525 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2526 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2527 update_smart_learn(m_idx, DRS_FIRE);
2535 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2536 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2537 update_smart_learn(m_idx, DRS_COLD);
2543 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2544 if (p_ptr->is_dead) break;
2546 /* Increase "blind" */
2547 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2549 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2552 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2560 /* Learn about the player */
2561 update_smart_learn(m_idx, DRS_BLIND);
2569 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2571 if (p_ptr->is_dead) break;
2573 /* Increase "confused" */
2574 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2576 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2582 /* Learn about the player */
2583 update_smart_learn(m_idx, DRS_CONF);
2590 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2592 if (p_ptr->is_dead) break;
2594 /* Increase "afraid" */
2595 if (CHECK_MULTISHADOW())
2599 else if (p_ptr->resist_fear)
2601 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2604 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2606 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2611 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2617 /* Learn about the player */
2618 update_smart_learn(m_idx, DRS_FEAR);
2625 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2627 if (p_ptr->is_dead) break;
2629 /* Increase "paralyzed" */
2630 if (CHECK_MULTISHADOW())
2634 else if (p_ptr->free_act)
2636 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2639 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2641 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2646 if (!p_ptr->paralyzed)
2648 if (set_paralyzed(3 + randint1(rlev)))
2655 /* Learn about the player */
2656 update_smart_learn(m_idx, DRS_FREE);
2663 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2665 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2666 if (do_dec_stat(A_STR)) obvious = TRUE;
2673 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2675 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2676 if (do_dec_stat(A_INT)) obvious = TRUE;
2683 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2685 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2686 if (do_dec_stat(A_WIS)) obvious = TRUE;
2693 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2695 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2696 if (do_dec_stat(A_DEX)) obvious = TRUE;
2703 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2705 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2706 if (do_dec_stat(A_CON)) obvious = TRUE;
2713 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2715 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2716 if (do_dec_stat(A_CHR)) obvious = TRUE;
2723 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2725 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2727 /* Damage (stats) */
2728 if (do_dec_stat(A_STR)) obvious = TRUE;
2729 if (do_dec_stat(A_DEX)) obvious = TRUE;
2730 if (do_dec_stat(A_CON)) obvious = TRUE;
2731 if (do_dec_stat(A_INT)) obvious = TRUE;
2732 if (do_dec_stat(A_WIS)) obvious = TRUE;
2733 if (do_dec_stat(A_CHR)) obvious = TRUE;
2742 /* Hack -- Reduce damage based on the player armor class */
2743 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2745 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2747 /* Radius 8 earthquake centered at the monster */
2748 if (damage > 23 || explode)
2750 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2758 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2762 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2764 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2766 (void)drain_exp(d, d / 10, 95);
2772 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2776 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2778 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2780 (void)drain_exp(d, d / 10, 90);
2786 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2790 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2792 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2794 (void)drain_exp(d, d / 10, 75);
2800 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2804 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2806 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2808 (void)drain_exp(d, d / 10, 50);
2814 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2816 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2818 /* Take "poison" effect */
2819 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
2821 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2827 /* Damage CON (10% chance)*/
2828 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
2830 /* 1% chance for perm. damage */
2831 bool perm = one_in_(10);
2832 if (dec_stat(A_CON, randint1(10), perm))
2834 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
2844 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
2846 switch (randint1(10))
2848 case 1: case 2: case 3: case 4: case 5:
2850 if (p_ptr->prace == RACE_ANDROID) break;
2851 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
2852 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
2856 case 6: case 7: case 8: case 9:
2858 int stat = randint0(6);
2863 case A_STR: act = "強く"; break;
2864 case A_INT: act = "聡明で"; break;
2865 case A_WIS: act = "賢明で"; break;
2866 case A_DEX: act = "器用で"; break;
2867 case A_CON: act = "健康で"; break;
2868 case A_CHR: act = "美しく"; break;
2870 case A_STR: act = "strong"; break;
2871 case A_INT: act = "bright"; break;
2872 case A_WIS: act = "wise"; break;
2873 case A_DEX: act = "agile"; break;
2874 case A_CON: act = "hale"; break;
2875 case A_CHR: act = "beautiful"; break;
2880 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);
2881 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
2882 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
2883 p_ptr->update |= (PU_BONUS);
2889 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..."));
2891 for (k = 0; k < A_MAX; k++)
2893 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
2894 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
2896 p_ptr->update |= (PU_BONUS);
2901 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2907 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2912 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2914 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2916 resist_drain = !drain_exp(d, d / 10, 50);
2918 /* Heal the attacker? */
2919 if (p_ptr->mimic_form)
2921 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
2922 resist_drain = TRUE;
2926 switch (p_ptr->prace)
2935 resist_drain = TRUE;
2940 if ((damage > 5) && !resist_drain)
2942 bool did_heal = FALSE;
2944 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2947 m_ptr->hp += damroll(4, damage / 6);
2948 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2950 /* Redraw (later) if needed */
2951 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2952 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2954 /* Special message */
2955 if (m_ptr->ml && did_heal)
2957 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
2967 if (CHECK_MULTISHADOW())
2969 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!"));
2975 p_ptr->csp -= damage;
2979 p_ptr->csp_frac = 0;
2982 p_ptr->redraw |= (PR_MANA);
2985 /* Learn about the player */
2986 update_smart_learn(m_idx, DRS_MANA);
2992 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2994 if (p_ptr->is_dead) break;
2996 /* Decrease speed */
2997 if (CHECK_MULTISHADOW())
3003 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
3013 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
3015 if (p_ptr->is_dead) break;
3017 /* Decrease speed */
3018 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
3024 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
3034 /* Hack -- only one of cut or stun */
3035 if (do_cut && do_stun)
3038 if (randint0(100) < 50)
3055 /* Critical hit (zero if non-critical) */
3056 tmp = monster_critical(d_dice, d_side, damage);
3058 /* Roll for damage */
3061 case 0: cut_plus = 0; break;
3062 case 1: cut_plus = randint1(5); break;
3063 case 2: cut_plus = randint1(5) + 5; break;
3064 case 3: cut_plus = randint1(20) + 20; break;
3065 case 4: cut_plus = randint1(50) + 50; break;
3066 case 5: cut_plus = randint1(100) + 100; break;
3067 case 6: cut_plus = 300; break;
3068 default: cut_plus = 500; break;
3072 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
3080 /* Critical hit (zero if non-critical) */
3081 tmp = monster_critical(d_dice, d_side, damage);
3083 /* Roll for damage */
3086 case 0: stun_plus = 0; break;
3087 case 1: stun_plus = randint1(5); break;
3088 case 2: stun_plus = randint1(5) + 10; break;
3089 case 3: stun_plus = randint1(10) + 20; break;
3090 case 4: stun_plus = randint1(15) + 30; break;
3091 case 5: stun_plus = randint1(20) + 40; break;
3092 case 6: stun_plus = 80; break;
3093 default: stun_plus = 150; break;
3096 /* Apply the stun */
3097 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
3102 sound(SOUND_EXPLODE);
3104 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
3113 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
3115 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3117 HIT_POINT dam = damroll(2, 6);
3119 /* Modify the damage */
3120 dam = mon_damage_mod(m_ptr, dam, FALSE);
3122 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
3124 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
3132 if (is_original_ap_and_seen(m_ptr))
3133 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3137 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
3139 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
3141 HIT_POINT dam = damroll(2, 6);
3143 /* Modify the damage */
3144 dam = mon_damage_mod(m_ptr, dam, FALSE);
3146 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
3147 if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
3155 if (is_original_ap_and_seen(m_ptr))
3156 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3160 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3162 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3164 HIT_POINT dam = damroll(2, 6);
3166 /* Modify the damage */
3167 dam = mon_damage_mod(m_ptr, dam, FALSE);
3169 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
3170 if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
3178 if (is_original_ap_and_seen(m_ptr))
3179 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3184 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3186 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3188 HIT_POINT dam = damroll(2, 6);
3190 /* Modify the damage */
3191 dam = mon_damage_mod(m_ptr, dam, FALSE);
3193 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
3194 if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
3202 if (is_original_ap_and_seen(m_ptr))
3203 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3206 if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
3208 teleport_player(10, 0L);
3212 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3214 if (r_ptr->flags3 & RF3_EVIL)
3216 if (!(r_ptr->flagsr & RFR_RES_ALL))
3218 HIT_POINT dam = damroll(2, 6);
3220 /* Modify the damage */
3221 dam = mon_damage_mod(m_ptr, dam, FALSE);
3223 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
3224 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3229 if (is_original_ap_and_seen(m_ptr))
3230 r_ptr->r_flags3 |= RF3_EVIL;
3234 if (is_original_ap_and_seen(m_ptr))
3235 r_ptr->r_flagsr |= RFR_RES_ALL;
3240 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3242 if (!(r_ptr->flagsr & RFR_RES_ALL))
3244 HIT_POINT dam = damroll(2, 6);
3246 /* Modify the damage */
3247 dam = mon_damage_mod(m_ptr, dam, FALSE);
3249 msg_format(_("%^sが鋭い闘気のオーラで傷ついた!", "%^s is injured by the Force"), m_name);
3250 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3258 if (is_original_ap_and_seen(m_ptr))
3259 r_ptr->r_flagsr |= RFR_RES_ALL;
3263 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3266 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3268 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3270 if (o_armed_ptr->k_idx)
3272 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3273 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3276 /* Cursed armor makes damages doubled */
3277 o_armed_ptr = &inventory[INVEN_BODY];
3278 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3280 /* Modify the damage */
3281 dam = mon_damage_mod(m_ptr, dam, FALSE);
3283 msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
3284 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3289 else /* monster does not dead */
3292 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3293 EFFECT_ID typ[4][2] = {
3294 { INVEN_HEAD, GF_OLD_CONF },
3295 { INVEN_LARM, GF_OLD_SLEEP },
3296 { INVEN_HANDS, GF_TURN_ALL },
3297 { INVEN_FEET, GF_OLD_SLOW }
3300 /* Some cursed armours gives an extra effect */
3301 for (j = 0; j < 4; j++)
3303 o_armed_ptr = &inventory[typ[j][0]];
3304 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3305 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3311 if (is_original_ap_and_seen(m_ptr))
3312 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3318 /* Monster missed player */
3321 /* Analyze failed attacks */
3337 /* Visible monsters */
3341 disturb(TRUE, TRUE);
3345 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3347 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);
3348 abbreviate = 1;/*2回目以降は省略 */
3350 msg_format("%^s misses you.", m_name);
3355 /* Gain shield experience */
3356 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
3358 int cur = p_ptr->skill_exp[GINOU_SHIELD];
3359 int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
3363 DEPTH targetlevel = r_ptr->level;
3367 /* Extra experience */
3368 if ((cur / 100) < targetlevel)
3370 if ((cur / 100 + 15) < targetlevel)
3371 inc += 1 + (targetlevel - (cur / 100 + 15));
3376 p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
3377 p_ptr->update |= (PU_BONUS);
3388 /* Analyze "visible" monsters only */
3389 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3391 /* Count "obvious" attacks (and ones that cause damage) */
3392 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3394 /* Count attacks of this type */
3395 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3397 r_ptr->r_blows[ap_cnt]++;
3402 if (p_ptr->riding && damage)
3404 char m_steed_name[MAX_NLEN];
3405 monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
3406 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3408 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3412 if (p_ptr->special_defense & NINJA_KAWARIMI)
3414 if (kawarimi(FALSE)) return TRUE;
3418 /* Hex - revenge damage stored */
3419 revenge_store(get_damage);
3421 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3422 && get_damage > 0 && !p_ptr->is_dead)
3425 msg_format("攻撃が%s自身を傷つけた!", m_name);
3427 GAME_TEXT m_name_self[80];
3430 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3432 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3434 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3435 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3438 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3440 char m_target_name[MAX_NLEN];
3441 monster_desc(m_target_name, m_ptr, 0);
3444 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3445 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3447 p_ptr->redraw |= (PR_MANA);
3451 if (blinked && alive && !p_ptr->is_dead)
3453 if (teleport_barrier(m_idx))
3455 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."));
3459 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3460 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3465 /* Always notice cause of death */
3466 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3471 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3474 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3477 if (p_ptr->special_defense & KATA_IAI)
3479 set_action(ACTION_NONE);
3482 /* Assume we attacked */