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);
178 /* Not allowed to attack */
179 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
181 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
183 /* ...nor if friendly */
184 if (!is_hostile(m_ptr)) return FALSE;
186 /* Extract the effective monster level */
187 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
190 /* Get the monster name (or "it") */
191 monster_desc(m_name, m_ptr, 0);
193 /* Get the "died from" information (i.e. "a kobold") */
194 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
196 if (p_ptr->special_defense & KATA_IAI)
198 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);
199 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
202 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
204 if (kawarimi(TRUE)) return TRUE;
207 /* Assume no blink */
210 /* Scan through all four blows */
211 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
213 bool obvious = FALSE;
220 /* Extract the attack infomation */
221 int effect = r_ptr->blow[ap_cnt].effect;
222 int method = r_ptr->blow[ap_cnt].method;
223 int d_dice = r_ptr->blow[ap_cnt].d_dice;
224 int d_side = r_ptr->blow[ap_cnt].d_side;
227 if (!m_ptr->r_idx) break;
229 /* Hack -- no more attacks */
232 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
238 /* Stop if player is dead or gone */
239 if (!p_ptr->playing || p_ptr->is_dead) break;
240 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) break;
242 /* Handle "leaving" */
243 if (p_ptr->leaving) break;
245 if (method == RBM_SHOOT) continue;
247 /* Extract the attack "power" */
248 power = mbe_info[effect].power;
251 ac = p_ptr->ac + p_ptr->to_a;
253 /* Monster hits player */
254 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
256 /* Always disturbing */
260 /* Hack -- Apply "protection from evil" */
261 if ((p_ptr->protevil > 0) &&
262 (r_ptr->flags3 & RF3_EVIL) &&
263 (p_ptr->lev >= rlev) &&
264 ((randint0(100) + p_ptr->lev) > 50))
266 /* Remember the Evil-ness */
267 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
274 msg_format("%^sは撃退された。", m_name);
275 abbreviate = 1;/*2回目以降は省略 */
277 msg_format("%^s is repelled.", m_name);
281 /* Hack -- Next attack */
286 /* Assume no cut or stun */
287 do_cut = do_stun = 0;
289 /* Describe the attack method */
294 act = _("殴られた。", "hits you.");
295 do_cut = do_stun = 1;
303 act = _("触られた。", "touches you.");
311 act = _("パンチされた。", "punches you.");
320 act = _("蹴られた。", "kicks you.");
329 act = _("ひっかかれた。", "claws you.");
338 act = _("噛まれた。", "bites you.");
347 act = _("刺された。", "stings you.");
355 act = _("斬られた。", "slashes you.");
364 act = _("角で突かれた。", "butts you.");
373 act = _("体当たりされた。", "crushes you.");
382 act = _("飲み込まれた。", "engulfs you.");
394 act = "charges you.";
398 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
405 act = _("が体の上を這い回った。", "crawls on you.");
413 act = _("よだれをたらされた。", "drools on you.");
420 act = _("唾を吐かれた。", "spits on you.");
428 act = _("は爆発した。", "explodes.");
435 act = _("にらまれた。", "gazes at you.");
441 act = _("泣き叫ばれた。", "wails at you.");
448 act = _("胞子を飛ばされた。", "releases spores at you.");
456 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
462 act = _("金をせがまれた。", "begs you for money.");
472 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
482 act = desc_moan[randint0(4)];
492 if (m_ptr->r_idx == MON_JAIAN)
500 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
503 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
506 act = "「♪の~び太スネ夫はメじゃないよ~~」";
509 act = "「♪け~んかスポ~ツ~どんとこい~」";
512 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
515 act = "「♪ま~ちいちば~んのに~んきもの~~」";
518 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
521 act = "「♪きはやさし~くて~ち~からもち~」";
524 act = "「♪かお~も~~スタイルも~バツグンさ~」";
527 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
530 act = "「♪ド~ラもドラミもメじゃないよ~~」";
533 act = "「♪よじげんぽけっと~な~くたって~」";
536 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
540 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
547 act = "は♪僕らは楽しい家族♪と歌っている。";
549 act = "は♪アイ ラブ ユー、ユー ラブ ミー♪と歌っている。";
551 act = "sings 'We are a happy family.'";
553 act = "sings 'I love you, you love me.'";
570 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
574 msg_format("%^sに%s", m_name, act);
575 else if (abbreviate == 1)
576 msg_format("%s", act);
577 else /* if (abbreviate == -1) */
578 msg_format("%^s%s", m_name, act);
579 abbreviate = 1;/*2回目以降は省略 */
581 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
585 /* Hack -- assume all attacks are obvious */
588 /* Roll out the damage */
589 damage = damroll(d_dice, d_side);
592 * Skip the effect when exploding, since the explosion
593 * already causes the effect.
597 /* Apply appropriate damage */
602 /* Hack -- Assume obvious */
605 /* Hack -- No damage */
613 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
615 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
616 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
617 tmp_damage = MAX(damage, tmp_damage*2);
620 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
629 /* Hack -- Player armor reduces total damage */
630 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
633 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
642 /* Take "poison" effect */
643 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
645 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
651 /* Take some damage */
652 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
654 /* Learn about the player */
655 update_smart_learn(m_idx, DRS_POIS);
664 /* Allow complete resist */
665 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
667 /* Apply disenchantment */
668 if (apply_disenchant(0))
670 /* Hack -- Update AC */
676 /* Take some damage */
677 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
679 /* Learn about the player */
680 update_smart_learn(m_idx, DRS_DISEN);
687 /* Take some damage */
688 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
690 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
693 for (k = 0; k < 10; k++)
696 i = randint0(INVEN_PACK);
698 /* Obtain the item */
699 o_ptr = &inventory[i];
701 /* Skip non-objects */
702 if (!o_ptr->k_idx) continue;
704 /* Drain charged wands/staffs */
705 if (((o_ptr->tval == TV_STAFF) ||
706 (o_ptr->tval == TV_WAND)) &&
709 /* Calculate healed hitpoints */
710 int heal=rlev * o_ptr->pval;
711 if( o_ptr->tval == TV_STAFF)
712 heal *= o_ptr->number;
714 /* Don't heal more than max hp */
715 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
718 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
723 /* Heal the monster */
726 /* Redraw (later) if needed */
727 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
728 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
733 /* Combine / Reorder the pack */
734 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
737 p_ptr->window |= (PW_INVEN);
749 /* Take some damage */
750 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
752 /* Confused monsters cannot steal successfully. -LM-*/
753 if (MON_CONFUSED(m_ptr)) break;
755 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
760 /* Saving throw (unless paralyzed) based on dex and level */
761 if (!p_ptr->paralyzed &&
762 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
765 /* Saving throw message */
766 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
768 /* Occasional blink anyway */
769 if (randint0(3)) blinked = TRUE;
775 gold = (p_ptr->au / 10) + randint1(25);
776 if (gold < 2) gold = 2;
777 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
778 if (gold > p_ptr->au) gold = p_ptr->au;
782 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
786 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
787 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
788 chg_virtue(V_SACRIFICE, 1);
792 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
793 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
794 chg_virtue(V_SACRIFICE, 2);
798 p_ptr->redraw |= (PR_GOLD);
801 p_ptr->window |= (PW_PLAYER);
812 /* Take some damage */
813 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
815 /* Confused monsters cannot steal successfully. -LM-*/
816 if (MON_CONFUSED(m_ptr)) break;
818 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
820 /* Saving throw (unless paralyzed) based on dex and level */
821 if (!p_ptr->paralyzed &&
822 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
825 /* Saving throw message */
826 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
828 /* Occasional "blink" anyway */
839 for (k = 0; k < 10; k++)
844 i = randint0(INVEN_PACK);
846 /* Obtain the item */
847 o_ptr = &inventory[i];
849 /* Skip non-objects */
850 if (!o_ptr->k_idx) continue;
853 if (object_is_artifact(o_ptr)) continue;
855 /* Get a description */
856 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
860 msg_format("%s(%c)を%s盗まれた!",
861 o_name, index_to_label(i),
862 ((o_ptr->number > 1) ? "一つ" : ""));
864 msg_format("%sour %s (%c) was stolen!",
865 ((o_ptr->number > 1) ? "One of y" : "Y"),
866 o_name, index_to_label(i));
869 chg_virtue(V_SACRIFICE, 1);
881 j_ptr = &o_list[o_idx];
884 object_copy(j_ptr, o_ptr);
889 /* Hack -- If a rod or wand, allocate total
890 * maximum timeouts or charges between those
891 * stolen and those missed. -LM-
893 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
895 j_ptr->pval = o_ptr->pval / o_ptr->number;
896 o_ptr->pval -= j_ptr->pval;
900 j_ptr->marked = OM_TOUCHED;
902 /* Memorize monster */
903 j_ptr->held_m_idx = m_idx;
906 j_ptr->next_o_idx = m_ptr->hold_o_idx;
909 m_ptr->hold_o_idx = o_idx;
912 /* Steal the items */
913 inven_item_increase(i, -1);
914 inven_item_optimize(i);
931 /* Take some damage */
932 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
934 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
936 /* Steal some food */
937 for (k = 0; k < 10; k++)
939 /* Pick an item from the pack */
940 i = randint0(INVEN_PACK);
943 o_ptr = &inventory[i];
945 /* Skip non-objects */
946 if (!o_ptr->k_idx) continue;
948 /* Skip non-food objects */
949 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
951 /* Get a description */
952 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
956 msg_format("%s(%c)を%s食べられてしまった!",
957 o_name, index_to_label(i),
958 ((o_ptr->number > 1) ? "一つ" : ""));
960 msg_format("%sour %s (%c) was eaten!",
961 ((o_ptr->number > 1) ? "One of y" : "Y"),
962 o_name, index_to_label(i));
966 /* Steal the items */
967 inven_item_increase(i, -1);
968 inven_item_optimize(i);
982 /* Access the lite */
983 o_ptr = &inventory[INVEN_LITE];
985 /* Take some damage */
986 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
988 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
991 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
994 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
995 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
1000 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
1005 p_ptr->window |= (PW_EQUIP);
1018 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
1020 /* Special damage */
1021 get_damage += acid_dam(damage, ddesc, -1, FALSE);
1023 /* Hack -- Update AC */
1026 /* Learn about the player */
1027 update_smart_learn(m_idx, DRS_ACID);
1039 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
1041 /* Special damage */
1042 get_damage += elec_dam(damage, ddesc, -1, FALSE);
1044 /* Learn about the player */
1045 update_smart_learn(m_idx, DRS_ELEC);
1057 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
1059 /* Special damage */
1060 get_damage += fire_dam(damage, ddesc, -1, FALSE);
1062 /* Learn about the player */
1063 update_smart_learn(m_idx, DRS_FIRE);
1075 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
1077 /* Special damage */
1078 get_damage += cold_dam(damage, ddesc, -1, FALSE);
1080 /* Learn about the player */
1081 update_smart_learn(m_idx, DRS_COLD);
1089 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1091 if (p_ptr->is_dead) break;
1093 /* Increase "blind" */
1094 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
1096 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
1099 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
1107 /* Learn about the player */
1108 update_smart_learn(m_idx, DRS_BLIND);
1117 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1119 if (p_ptr->is_dead) break;
1121 /* Increase "confused" */
1122 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
1124 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
1130 /* Learn about the player */
1131 update_smart_learn(m_idx, DRS_CONF);
1139 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1141 if (p_ptr->is_dead) break;
1143 /* Increase "afraid" */
1144 if (CHECK_MULTISHADOW())
1148 else if (p_ptr->resist_fear)
1150 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
1153 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1155 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
1160 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
1166 /* Learn about the player */
1167 update_smart_learn(m_idx, DRS_FEAR);
1175 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1177 if (p_ptr->is_dead) break;
1179 /* Increase "paralyzed" */
1180 if (CHECK_MULTISHADOW())
1184 else if (p_ptr->free_act)
1186 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
1189 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1191 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1196 if (!p_ptr->paralyzed)
1198 if (set_paralyzed(3 + randint1(rlev)))
1205 /* Learn about the player */
1206 update_smart_learn(m_idx, DRS_FREE);
1213 /* Damage (physical) */
1214 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1216 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1219 if (do_dec_stat(A_STR)) obvious = TRUE;
1226 /* Damage (physical) */
1227 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1229 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1232 if (do_dec_stat(A_INT)) obvious = TRUE;
1239 /* Damage (physical) */
1240 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1242 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1245 if (do_dec_stat(A_WIS)) obvious = TRUE;
1252 /* Damage (physical) */
1253 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1255 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1258 if (do_dec_stat(A_DEX)) obvious = TRUE;
1265 /* Damage (physical) */
1266 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1268 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1271 if (do_dec_stat(A_CON)) obvious = TRUE;
1278 /* Damage (physical) */
1279 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1281 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1284 if (do_dec_stat(A_CHR)) obvious = TRUE;
1291 /* Damage (physical) */
1292 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1294 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1296 /* Damage (stats) */
1297 if (do_dec_stat(A_STR)) obvious = TRUE;
1298 if (do_dec_stat(A_DEX)) obvious = TRUE;
1299 if (do_dec_stat(A_CON)) obvious = TRUE;
1300 if (do_dec_stat(A_INT)) obvious = TRUE;
1301 if (do_dec_stat(A_WIS)) obvious = TRUE;
1302 if (do_dec_stat(A_CHR)) obvious = TRUE;
1312 /* Hack -- Reduce damage based on the player armor class */
1313 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1316 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1318 /* Radius 8 earthquake centered at the monster */
1319 if (damage > 23 || explode)
1321 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1329 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1335 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1337 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1339 (void)drain_exp(d, d / 10, 95);
1345 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1351 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1353 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1355 (void)drain_exp(d, d / 10, 90);
1361 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1367 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1369 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1371 (void)drain_exp(d, d / 10, 75);
1377 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1383 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1385 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1387 (void)drain_exp(d, d / 10, 50);
1393 /* Take some damage */
1394 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1396 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1398 /* Take "poison" effect */
1399 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
1401 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
1407 /* Damage CON (10% chance)*/
1408 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
1410 /* 1% chance for perm. damage */
1411 bool perm = one_in_(10);
1412 if (dec_stat(A_CON, randint1(10), perm))
1414 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
1424 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
1426 switch (randint1(10))
1428 case 1: case 2: case 3: case 4: case 5:
1430 if (p_ptr->prace == RACE_ANDROID) break;
1431 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
1432 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
1436 case 6: case 7: case 8: case 9:
1438 int stat = randint0(6);
1443 case A_STR: act = "強く"; break;
1444 case A_INT: act = "聡明で"; break;
1445 case A_WIS: act = "賢明で"; break;
1446 case A_DEX: act = "器用で"; break;
1447 case A_CON: act = "健康で"; break;
1448 case A_CHR: act = "美しく"; break;
1450 case A_STR: act = "strong"; break;
1451 case A_INT: act = "bright"; break;
1452 case A_WIS: act = "wise"; break;
1453 case A_DEX: act = "agile"; break;
1454 case A_CON: act = "hale"; break;
1455 case A_CHR: act = "beautiful"; break;
1460 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);
1461 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
1462 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
1463 p_ptr->update |= (PU_BONUS);
1469 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..."));
1471 for (k = 0; k < 6; k++)
1473 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
1474 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
1476 p_ptr->update |= (PU_BONUS);
1481 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1487 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1494 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1496 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1498 resist_drain = !drain_exp(d, d / 10, 50);
1500 /* Heal the attacker? */
1501 if (p_ptr->mimic_form)
1503 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
1504 resist_drain = TRUE;
1508 switch (p_ptr->prace)
1517 resist_drain = TRUE;
1522 if ((damage > 5) && !resist_drain)
1524 bool did_heal = FALSE;
1526 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1529 m_ptr->hp += damroll(4, damage / 6);
1530 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1532 /* Redraw (later) if needed */
1533 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1534 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1536 /* Special message */
1537 if (m_ptr->ml && did_heal)
1539 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1550 if (CHECK_MULTISHADOW())
1552 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!"));
1559 p_ptr->csp -= damage;
1563 p_ptr->csp_frac = 0;
1566 p_ptr->redraw |= (PR_MANA);
1569 /* Learn about the player */
1570 update_smart_learn(m_idx, DRS_MANA);
1577 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1579 if (p_ptr->is_dead) break;
1581 /* Decrease speed */
1582 if (CHECK_MULTISHADOW())
1588 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
1599 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1601 if (p_ptr->is_dead) break;
1603 /* Decrease speed */
1604 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
1610 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
1620 /* Hack -- only one of cut or stun */
1621 if (do_cut && do_stun)
1624 if (randint0(100) < 50)
1641 /* Critical hit (zero if non-critical) */
1642 tmp = monster_critical(d_dice, d_side, damage);
1644 /* Roll for damage */
1647 case 0: k = 0; break;
1648 case 1: k = randint1(5); break;
1649 case 2: k = randint1(5) + 5; break;
1650 case 3: k = randint1(20) + 20; break;
1651 case 4: k = randint1(50) + 50; break;
1652 case 5: k = randint1(100) + 100; break;
1653 case 6: k = 300; break;
1654 default: k = 500; break;
1658 if (k) (void)set_cut(p_ptr->cut + k);
1666 /* Critical hit (zero if non-critical) */
1667 tmp = monster_critical(d_dice, d_side, damage);
1669 /* Roll for damage */
1672 case 0: k = 0; break;
1673 case 1: k = randint1(5); break;
1674 case 2: k = randint1(5) + 10; break;
1675 case 3: k = randint1(10) + 20; break;
1676 case 4: k = randint1(15) + 30; break;
1677 case 5: k = randint1(20) + 40; break;
1678 case 6: k = 80; break;
1679 default: k = 150; break;
1682 /* Apply the stun */
1683 if (k) (void)set_stun(p_ptr->stun + k);
1688 sound(SOUND_EXPLODE);
1690 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
1699 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
1701 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1703 int dam = damroll(2, 6);
1705 /* Modify the damage */
1706 dam = mon_damage_mod(m_ptr, dam, FALSE);
1709 msg_format("%^sは突然熱くなった!", m_name);
1710 if (mon_take_hit(m_idx, dam, &fear,
1713 msg_format("%^s is suddenly very hot!", m_name);
1715 if (mon_take_hit(m_idx, dam, &fear,
1716 " turns into a pile of ash."))
1726 if (is_original_ap_and_seen(m_ptr))
1727 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1731 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
1733 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1735 int dam = damroll(2, 6);
1737 /* Modify the damage */
1738 dam = mon_damage_mod(m_ptr, dam, FALSE);
1741 msg_format("%^sは電撃をくらった!", m_name);
1742 if (mon_take_hit(m_idx, dam, &fear,
1745 msg_format("%^s gets zapped!", m_name);
1747 if (mon_take_hit(m_idx, dam, &fear,
1748 " turns into a pile of cinder."))
1758 if (is_original_ap_and_seen(m_ptr))
1759 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1763 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
1765 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1767 int dam = damroll(2, 6);
1769 /* Modify the damage */
1770 dam = mon_damage_mod(m_ptr, dam, FALSE);
1773 msg_format("%^sは冷気をくらった!", m_name);
1774 if (mon_take_hit(m_idx, dam, &fear,
1777 msg_format("%^s is very cold!", m_name);
1779 if (mon_take_hit(m_idx, dam, &fear,
1790 if (is_original_ap_and_seen(m_ptr))
1791 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1796 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
1798 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
1800 int dam = damroll(2, 6);
1802 /* Modify the damage */
1803 dam = mon_damage_mod(m_ptr, dam, FALSE);
1806 msg_format("%^sは鏡の破片をくらった!", m_name);
1807 if (mon_take_hit(m_idx, dam, &fear,
1810 msg_format("%^s gets zapped!", m_name);
1812 if (mon_take_hit(m_idx, dam, &fear,
1813 " had torn to pieces."))
1822 if (is_original_ap_and_seen(m_ptr))
1823 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
1826 if (is_mirror_grid(&cave[py][px]))
1828 teleport_player(10, 0L);
1832 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
1834 if (r_ptr->flags3 & RF3_EVIL)
1836 if (!(r_ptr->flagsr & RFR_RES_ALL))
1838 int dam = damroll(2, 6);
1840 /* Modify the damage */
1841 dam = mon_damage_mod(m_ptr, dam, FALSE);
1844 msg_format("%^sは聖なるオーラで傷ついた!", m_name);
1845 if (mon_take_hit(m_idx, dam, &fear,
1848 msg_format("%^s is injured by holy power!", m_name);
1850 if (mon_take_hit(m_idx, dam, &fear,
1857 if (is_original_ap_and_seen(m_ptr))
1858 r_ptr->r_flags3 |= RF3_EVIL;
1862 if (is_original_ap_and_seen(m_ptr))
1863 r_ptr->r_flagsr |= RFR_RES_ALL;
1868 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
1870 if (!(r_ptr->flagsr & RFR_RES_ALL))
1872 int dam = damroll(2, 6);
1874 /* Modify the damage */
1875 dam = mon_damage_mod(m_ptr, dam, FALSE);
1878 msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
1879 if (mon_take_hit(m_idx, dam, &fear,
1882 msg_format("%^s is injured by the Force", m_name);
1884 if (mon_take_hit(m_idx, dam, &fear,
1895 if (is_original_ap_and_seen(m_ptr))
1896 r_ptr->r_flagsr |= RFR_RES_ALL;
1900 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
1903 object_type *o_ptr = &inventory[INVEN_RARM];
1905 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
1909 int basedam = ((o_ptr->dd + p_ptr->to_dd[0]) * (o_ptr->ds + p_ptr->to_ds[0] + 1));
1910 dam = basedam / 2 + o_ptr->to_d + p_ptr->to_d[0];
1913 /* Cursed armor makes damages doubled */
1914 o_ptr = &inventory[INVEN_BODY];
1915 if ((o_ptr->k_idx) && object_is_cursed(o_ptr)) dam *= 2;
1917 /* Modify the damage */
1918 dam = mon_damage_mod(m_ptr, dam, FALSE);
1921 msg_format("影のオーラが%^sに反撃した!", m_name);
1922 if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
1924 msg_format("Enveloped shadows attack %^s.", m_name);
1926 if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
1932 else /* monster does not dead */
1935 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1937 { INVEN_HEAD, GF_OLD_CONF },
1938 { INVEN_LARM, GF_OLD_SLEEP },
1939 { INVEN_HANDS, GF_TURN_ALL },
1940 { INVEN_FEET, GF_OLD_SLOW }
1943 /* Some cursed armours gives an extra effect */
1944 for (j = 0; j < 4; j++)
1946 o_ptr = &inventory[typ[j][0]];
1947 if ((o_ptr->k_idx) && object_is_cursed(o_ptr) && object_is_armour(o_ptr))
1948 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
1954 if (is_original_ap_and_seen(m_ptr))
1955 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
1961 /* Monster missed player */
1964 /* Analyze failed attacks */
1980 /* Visible monsters */
1989 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
1991 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);
1992 abbreviate = 1;/*2回目以降は省略 */
1994 msg_format("%^s misses you.", m_name);
2005 /* Analyze "visible" monsters only */
2006 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2008 /* Count "obvious" attacks (and ones that cause damage) */
2009 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2011 /* Count attacks of this type */
2012 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2014 r_ptr->r_blows[ap_cnt]++;
2019 if (p_ptr->riding && damage)
2022 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2023 if (rakuba((damage > 200) ? 200 : damage, FALSE))
2025 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_name);
2029 if (p_ptr->special_defense & NINJA_KAWARIMI)
2031 if (kawarimi(FALSE)) return TRUE;
2035 /* Hex - revenge damage stored */
2036 revenge_store(get_damage);
2038 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
2039 && get_damage > 0 && !p_ptr->is_dead)
2042 msg_format("攻撃が%s自身を傷つけた!", m_name);
2044 char m_name_self[80];
2047 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
2049 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
2051 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
2052 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
2055 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
2058 monster_desc(m_name, m_ptr, 0);
2061 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_name);
2062 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
2066 p_ptr->redraw |= (PR_MANA);
2070 if (blinked && alive && !p_ptr->is_dead)
2072 if (teleport_barrier(m_idx))
2074 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."));
2078 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2079 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2084 /* Always notice cause of death */
2085 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
2090 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
2093 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
2096 if (p_ptr->special_defense & KATA_IAI)
2098 set_action(ACTION_NONE);
2101 /* Assume we attacked */