3 * @brief モンスターの打撃処理 / Monster attacks
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
16 #include "player-damage.h"
17 #include "monsterrace-hook.h"
22 * @brief プレイヤーからモンスターへの打撃命中判定 /
23 * Determine if the player "hits" a monster (normal combat).
26 * @param vis 目標を視界に捕らえているならばTRUEを指定
27 * @return 命中と判定された場合TRUEを返す
28 * @note Always miss 5%, always hit 5%, otherwise random.
30 bool test_hit_norm(int chance, ARMOUR_CLASS ac, int vis)
37 /* Hack -- Instant miss or hit */
38 if (k < 10) return (k < 5);
40 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
41 if (one_in_(20)) return (FALSE);
43 /* Wimpy attack never hits */
44 if (chance <= 0) return (FALSE);
46 /* Penalize invisible targets */
47 if (!vis) chance = (chance + 1) / 2;
49 /* Power must defeat armor */
50 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
57 * @brief モンスターへの命中率の計算
62 PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
64 PERCENTAGE chance = 0;
65 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
67 if (meichuu <= 0) return 5;
69 chance = 100 - ((ac * 75) / meichuu);
71 if (chance > 95) chance = 95;
72 if (chance < 5) chance = 5;
73 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
74 chance = (chance * 19 + 9) / 20;
81 * @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 /
82 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
85 * @param dam 現在算出中のダメージ値
86 * @param meichuu 打撃の基本命中力
87 * @param mode オプションフラグ
88 * @return クリティカル修正が入ったダメージ値
90 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
94 /* Extract "blow" power */
95 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
98 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
100 k = weight + randint1(650);
101 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
105 msg_print(_("手ごたえがあった!", "It was a good hit!"));
111 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
116 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
121 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
126 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
127 dam = ((7 * dam) / 2) + 25;
135 * @brief モンスター打撃のクリティカルランクを返す /
136 * Critical blow. All hits that do 95% of total possible damage,
137 * @param dice モンスター打撃のダイス数
138 * @param sides モンスター打撃の最大ダイス目
139 * @param dam プレイヤーに与えたダメージ
141 * and which also do at least 20 damage, or, sometimes, N damage.
142 * This is used only to determine "cuts" and "stuns".
144 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
147 int total = dice * sides;
149 /* Must do at least 95% of perfect */
150 if (dam < total * 19 / 20) return (0);
152 /* Weak blows rarely work */
153 if ((dam < 20) && (randint0(100) >= dam)) return (0);
156 if ((dam >= total) && (dam >= 40)) max++;
161 while (randint0(100) < 2) max++;
164 /* Critical damage */
165 if (dam > 45) return (6 + max);
166 if (dam > 33) return (5 + max);
167 if (dam > 25) return (4 + max);
168 if (dam > 18) return (3 + max);
169 if (dam > 11) return (2 + max);
174 * @brief モンスター打撃の命中を判定する /
175 * Determine if a monster attack against the player succeeds.
176 * @param power 打撃属性毎の基本命中値
177 * @param level モンスターのレベル
178 * @param stun モンスターの朦朧値
179 * @return TRUEならば命中判定
181 * Always miss 5% of the time, Always hit 5% of the time.
182 * Otherwise, match monster power against player armor.
184 static int check_hit(int power, DEPTH level, int stun)
188 /* Percentile dice */
191 if (stun && one_in_(2)) return FALSE;
193 /* Hack -- Always miss or hit */
194 if (k < 10) return (k < 5);
196 /* Calculate the "attack quality" */
197 i = (power + (level * 3));
200 ac = p_ptr->ac + p_ptr->to_a;
201 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
203 /* Power and Level compete against Armor */
204 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
212 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
213 static cptr desc_insult[] =
228 "insults your mother!",
229 "gives you the finger!",
232 "dances around you!",
233 "makes obscene gestures!",
235 "calls you a parasite!",
236 "calls you a cyborg!"
242 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
243 static cptr desc_moan[] =
247 "が彼の飼い犬を見なかったかと尋ねている。",
251 "seems sad about something.",
252 "asks if you have seen his dogs.",
253 "tells you to get off his land.",
254 "mumbles something about mushrooms."
261 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
262 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
263 * @param immune ダメージを回避できる免疫フラグ
264 * @param flags_offset オーラフラグ配列の参照オフセット
265 * @param r_flags_offset モンスターの耐性配列の参照オフセット
266 * @param aura_flag オーラフラグ配列
267 * @param dam_func ダメージ処理を行う関数の参照ポインタ
268 * @param message オーラダメージを受けた際のメッセージ
271 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
272 HIT_POINT(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
274 monster_race *r_ptr = &r_info[m_ptr->r_idx];
276 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
279 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
281 /* Hack -- Get the "died from" name */
282 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
286 dam_func(aura_damage, mon_name, -1, TRUE);
288 if (is_original_ap_and_seen(m_ptr))
290 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
301 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
302 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
305 static void touch_zap_player(monster_type *m_ptr)
307 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
308 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
309 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
310 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
311 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
312 elec_dam, _("電撃をくらった!", "You get zapped!"));
316 * @brief プレイヤーの変異要素による打撃処理
317 * @param m_idx 攻撃目標となったモンスターの参照ID
318 * @param attack 変異要素による攻撃要素の種類
319 * @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
320 * @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
323 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
328 monster_type *m_ptr = &m_list[m_idx];
329 monster_race *r_ptr = &r_info[m_ptr->r_idx];
332 int dice_num, dice_side;
342 atk_desc = _("尻尾", "tail");
349 atk_desc = _("角", "horns");
356 atk_desc = _("クチバシ", "beak");
363 atk_desc = _("象の鼻", "trunk");
370 atk_desc = _("触手", "tentacles");
374 dice_num = dice_side = n_weight = 1;
375 atk_desc = _("未定義の部位", "undefined body part");
379 /* Extract monster name (or "it") */
380 monster_desc(m_name, m_ptr, 0);
383 /* Calculate the "attack quality" */
384 bonus = p_ptr->to_h_m;
385 bonus += (p_ptr->lev * 6 / 5);
386 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
389 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
392 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
394 k = damroll(dice_num, dice_side);
395 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
397 /* Apply the player damage bonuses */
400 /* No negative damage */
403 /* Modify the damage */
404 k = mon_damage_mod(m_ptr, k, FALSE);
406 /* Complex message */
407 msg_format_wizard(CHEAT_MONSTER,
408 _("%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))"),
409 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
411 /* Anger the monster */
412 if (k > 0) anger_monster(m_ptr);
414 /* Damage, check for fear and mdeath */
418 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
419 *mdeath = (m_ptr->r_idx == 0);
422 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
425 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
428 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
431 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
434 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
437 touch_zap_player(m_ptr);
443 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
448 * @brief プレイヤーの打撃処理サブルーチン /
449 * Player attacks a (poor, defenseless) creature -RAK-
452 * @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
453 * @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
454 * @param hand 攻撃を行うための武器を持つ手
455 * @param mode 発動中の剣術ID
458 * If no "weapon" is available, then "punch" the monster one time.
460 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
462 int num = 0, bonus, chance, vir;
465 cave_type *c_ptr = &cave[y][x];
467 monster_type *m_ptr = &m_list[c_ptr->m_idx];
468 monster_race *r_ptr = &r_info[m_ptr->r_idx];
470 /* Access the weapon */
471 object_type *o_ptr = &inventory[INVEN_RARM + hand];
475 bool success_hit = FALSE;
476 bool backstab = FALSE;
477 bool vorpal_cut = FALSE;
478 int chaos_effect = 0;
479 bool stab_fleeing = FALSE;
480 bool fuiuchi = FALSE;
481 bool monk_attack = FALSE;
482 bool do_quake = FALSE;
484 bool drain_msg = TRUE;
485 int drain_result = 0, drain_heal = 0;
486 bool can_drain = FALSE;
488 int drain_left = MAX_VAMPIRIC_DRAIN;
489 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
490 bool is_human = (r_ptr->d_char == 'p');
491 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
492 bool zantetsu_mukou, e_j_mukou;
494 switch (p_ptr->pclass)
498 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
500 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
501 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
502 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
503 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
504 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
506 /* Can't backstab creatures that we can't see, right? */
509 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
513 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
521 case CLASS_FORCETRAINER:
522 case CLASS_BERSERKER:
523 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
527 if (!o_ptr->k_idx) /* Empty hand */
529 if ((r_ptr->level + 10) > p_ptr->lev)
531 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
533 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
534 p_ptr->skill_exp[GINOU_SUDE] += 40;
535 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
536 p_ptr->skill_exp[GINOU_SUDE] += 5;
537 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
538 p_ptr->skill_exp[GINOU_SUDE] += 1;
539 else if ((p_ptr->lev > 34))
540 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
541 p_ptr->update |= (PU_BONUS);
545 else if (object_is_melee_weapon(o_ptr))
547 if ((r_ptr->level + 10) > p_ptr->lev)
549 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
550 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
551 int now_exp = p_ptr->weapon_exp[tval][sval];
552 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
555 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
556 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
557 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
558 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
559 p_ptr->weapon_exp[tval][sval] += amount;
560 p_ptr->update |= (PU_BONUS);
565 /* Disturb the monster */
566 (void)set_monster_csleep(c_ptr->m_idx, 0);
568 /* Extract monster name (or "it") */
569 monster_desc(m_name, m_ptr, 0);
571 /* Calculate the "attack quality" */
572 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
573 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
574 if (mode == HISSATSU_IAI) chance += 60;
575 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
577 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
579 vir = virtue_number(V_VALOUR);
582 chance += (p_ptr->virtues[vir - 1] / 10);
585 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
586 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
588 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
589 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
590 else num_blow = p_ptr->num_blow[hand];
592 /* Hack -- DOKUBARI always hit once */
593 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
595 /* Attack once for each legal blow */
596 while ((num++ < num_blow) && !p_ptr->is_dead)
598 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
602 if (p_ptr->migite && p_ptr->hidarite)
606 if (mode == HISSATSU_3DAN)
611 success_hit = one_in_(n);
613 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
614 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
616 if (mode == HISSATSU_MAJIN)
625 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
629 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);
630 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);
631 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);
632 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
634 /* Hack -- bare hands do one damage */
637 object_flags(o_ptr, flgs);
639 /* Select a chaotic effect (50% chance) */
640 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
643 chg_virtue(V_CHANCE, 1);
650 else if (one_in_(250))
655 else if (!one_in_(10))
657 /* Confusion (26.892%) */
662 /* Teleport away (1.494%) */
667 /* Polymorph (1.494%) */
673 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
675 /* Only drain "living" monsters */
676 if (monster_living(m_ptr->r_idx))
682 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
684 else vorpal_cut = FALSE;
688 int special_effect = 0, stun_effect = 0, times = 0, max_times;
690 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
694 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
695 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
696 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
697 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
698 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
701 if (p_ptr->special_defense & KAMAE_BYAKKO)
702 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
703 else if (p_ptr->special_defense & KAMAE_SUZAKU)
705 else if (p_ptr->special_defense & KAMAE_GENBU)
708 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
709 /* Attempt 'times' */
710 for (times = 0; times < max_times; times++)
714 ma_ptr = &ma_blows[randint0(MAX_MA)];
715 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
716 else min_level = ma_ptr->min_level;
717 } while ((min_level > p_ptr->lev) ||
718 (randint1(p_ptr->lev) < ma_ptr->chance));
720 /* keep the highest level attack available we found */
721 if ((ma_ptr->min_level > old_ptr->min_level) &&
722 !p_ptr->stun && !p_ptr->confused)
726 if (p_ptr->wizard && cheat_xtra)
728 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
737 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
738 else min_level = ma_ptr->min_level;
739 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
740 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
742 if (ma_ptr->effect == MA_KNEE)
744 if (r_ptr->flags1 & RF1_MALE)
746 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);
748 special_effect = MA_KNEE;
751 msg_format(ma_ptr->desc, m_name);
754 else if (ma_ptr->effect == MA_SLOW)
756 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
757 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
759 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);
760 special_effect = MA_SLOW;
762 else msg_format(ma_ptr->desc, m_name);
768 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
771 msg_format(ma_ptr->desc, m_name);
774 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
775 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
777 weight += (P_PTR_KI / 30);
778 if (weight > 20) weight = 20;
781 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
783 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
785 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
786 stun_effect = 7 + randint1(13);
790 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
792 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
793 (randint1(p_ptr->lev) > r_ptr->level) &&
796 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
801 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
803 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
805 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
807 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
811 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
817 /* Handle normal weapon */
818 else if (o_ptr->k_idx)
820 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
821 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
825 k *= (3 + (p_ptr->lev / 20));
829 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
831 else if (stab_fleeing)
836 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
837 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
842 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
843 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
851 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
853 char chainsword_noise[1024];
854 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
856 msg_print(chainsword_noise);
860 if (o_ptr->name1 == ART_VORPAL_BLADE)
862 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!"));
866 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
869 /* Try to increase the damage */
870 while (one_in_(vorpal_chance))
875 k *= (HIT_POINT)mult;
878 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
880 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
886 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
887 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
888 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
889 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
890 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
891 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
892 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
895 drain_result = drain_result * 3 / 2;
899 drain_result += o_ptr->to_d;
902 /* Apply the player damage bonuses */
903 k += p_ptr->to_d[hand];
904 drain_result += p_ptr->to_d[hand];
906 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
907 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
908 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
910 /* No negative damage */
913 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
920 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
926 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
930 if (mode == HISSATSU_MINEUCHI)
932 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
935 anger_monster(m_ptr);
937 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
940 if (MON_STUNNED(m_ptr))
942 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
947 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
951 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
955 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
959 /* Modify the damage */
960 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))));
961 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
963 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
966 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
970 else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
972 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
973 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
977 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
979 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)))
981 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
983 k = MAX(k * 5, m_ptr->hp / 2);
985 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
990 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
995 msg_format_wizard(CHEAT_MONSTER,
996 _("%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,
997 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
999 if (k <= 0) can_drain = FALSE;
1001 if (drain_result > m_ptr->hp)
1002 drain_result = m_ptr->hp;
1004 /* Damage, check for fear and death */
1005 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
1008 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
1010 if (p_ptr->migite && p_ptr->hidarite)
1012 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
1013 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
1017 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1020 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1021 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...."));
1025 /* Anger the monster */
1026 if (k > 0) anger_monster(m_ptr);
1028 touch_zap_player(m_ptr);
1030 /* Are we draining it? A little note: If the monster is
1031 dead, the drain does not work... */
1033 if (can_drain && (drain_result > 0))
1035 if (o_ptr->name1 == ART_MURAMASA)
1039 HIT_PROB to_h = o_ptr->to_h;
1040 HIT_POINT to_d = o_ptr->to_d;
1044 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1048 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1051 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1053 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1061 if (drain_result > 5) /* Did we really hurt it? */
1063 drain_heal = damroll(2, drain_result / 6);
1066 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1070 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1075 if (drain_heal < drain_left)
1077 drain_left -= drain_heal;
1081 drain_heal = drain_left;
1087 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1091 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
1093 hp_player(drain_heal);
1094 /* We get to keep some of it! */
1098 m_ptr->maxhp -= (k + 7) / 8;
1099 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1100 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1106 /* Confusion attack */
1107 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1109 /* Cancel glowing hands */
1110 if (p_ptr->special_attack & ATTACK_CONFUSE)
1112 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1113 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1114 p_ptr->redraw |= (PR_STATUS);
1118 /* Confuse the monster */
1119 if (r_ptr->flags3 & RF3_NO_CONF)
1121 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1122 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1125 else if (randint0(100) < r_ptr->level)
1127 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1131 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1132 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1136 else if (chaos_effect == 4)
1138 bool resists_tele = FALSE;
1140 if (r_ptr->flagsr & RFR_RES_TELE)
1142 if (r_ptr->flags1 & RF1_UNIQUE)
1144 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1145 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1146 resists_tele = TRUE;
1148 else if (r_ptr->level > randint1(100))
1150 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1151 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1152 resists_tele = TRUE;
1158 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1159 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
1160 num = num_blow + 1; /* Can't hit it anymore! */
1165 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1167 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1168 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1170 if (polymorph_monster(y, x))
1172 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1178 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1181 /* Hack -- Get new monster */
1182 m_ptr = &m_list[c_ptr->m_idx];
1184 /* Oops, we need a different name... */
1185 monster_desc(m_name, m_ptr, 0);
1187 /* Hack -- Get new race */
1188 r_ptr = &r_info[m_ptr->r_idx];
1191 else if (o_ptr->name1 == ART_G_HAMMER)
1193 monster_type *target_ptr = &m_list[c_ptr->m_idx];
1195 if (target_ptr->hold_o_idx)
1197 object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
1198 char o_name[MAX_NLEN];
1200 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1201 q_ptr->held_m_idx = 0;
1202 q_ptr->marked = OM_TOUCHED;
1203 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1204 q_ptr->next_o_idx = 0;
1205 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1214 backstab = FALSE; /* Clumsy! */
1215 fuiuchi = FALSE; /* Clumsy! */
1217 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1219 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1223 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1224 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!"));
1226 /* Extract the flags */
1227 object_flags(o_ptr, flgs_aux);
1229 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1232 switch (p_ptr->mimic_form)
1235 switch (p_ptr->prace)
1242 case RACE_BARBARIAN:
1246 case RACE_HALF_TROLL:
1247 case RACE_HALF_OGRE:
1248 case RACE_HALF_GIANT:
1249 case RACE_HALF_TITAN:
1257 case RACE_DRACONIAN:
1264 case MIMIC_DEMON_LORD:
1271 if (p_ptr->align < 0 && mult < 20)
1273 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1275 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1277 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1279 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1281 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1284 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1286 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1287 p_ptr->redraw |= (PR_MANA);
1288 mult = mult * 3 / 2 + 20;
1290 k *= (HIT_POINT)mult;
1294 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1298 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1299 /* Try to increase the damage */
1305 k *= (HIT_POINT)mult;
1307 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1310 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1316 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1324 if (weak && !(*mdeath))
1326 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1328 if (drain_left != MAX_VAMPIRIC_DRAIN)
1332 chg_virtue(V_UNLIFE, 1);
1335 /* Mega-Hack -- apply earthquake brand */
1338 earthquake(p_ptr->y, p_ptr->x, 10);
1339 if (!cave[y][x].m_idx) *mdeath = TRUE;
1345 * @brief プレイヤーの打撃処理メインルーチン
1348 * @param mode 発動中の剣術ID
1349 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1351 * If no "weapon" is available, then "punch" the monster one time.
1353 bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
1356 bool mdeath = FALSE;
1357 bool stormbringer = FALSE;
1359 cave_type *c_ptr = &cave[y][x];
1360 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1361 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1364 disturb(FALSE, TRUE);
1366 p_ptr->energy_use = 100;
1368 if (!p_ptr->migite && !p_ptr->hidarite &&
1369 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1371 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1372 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1376 /* Extract monster name (or "it") */
1377 monster_desc(m_name, m_ptr, 0);
1381 /* Auto-Recall if possible and visible */
1382 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1384 /* Track a new monster */
1385 health_track(c_ptr->m_idx);
1388 if ((r_ptr->flags1 & RF1_FEMALE) &&
1389 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1391 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1393 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1398 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1400 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1404 /* Stop if friendly */
1405 if (!is_hostile(m_ptr) &&
1406 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1407 p_ptr->shero || !m_ptr->ml))
1409 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1410 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1413 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1414 chg_virtue(V_INDIVIDUALISM, 1);
1415 chg_virtue(V_HONOUR, -1);
1416 chg_virtue(V_JUSTICE, -1);
1417 chg_virtue(V_COMPASSION, -1);
1419 else if (p_ptr->pclass != CLASS_BERSERKER)
1421 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1423 chg_virtue(V_INDIVIDUALISM, 1);
1424 chg_virtue(V_HONOUR, -1);
1425 chg_virtue(V_JUSTICE, -1);
1426 chg_virtue(V_COMPASSION, -1);
1430 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1437 /* Handle player fear */
1441 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1443 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1445 /* Disturb the monster */
1446 (void)set_monster_csleep(c_ptr->m_idx, 0);
1451 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1453 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1454 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1457 if (p_ptr->migite && p_ptr->hidarite)
1459 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))
1461 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1462 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1463 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1464 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1465 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1466 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1467 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1468 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1469 p_ptr->update |= (PU_BONUS);
1473 /* Gain riding experience */
1476 int cur = p_ptr->skill_exp[GINOU_RIDING];
1477 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1481 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
1482 int targetlevel = r_ptr->level;
1485 if ((cur / 200 - 5) < targetlevel)
1488 /* Extra experience */
1489 if ((cur / 100) < ridinglevel)
1491 if ((cur / 100 + 15) < ridinglevel)
1492 inc += 1 + (ridinglevel - (cur / 100 + 15));
1497 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1499 p_ptr->update |= (PU_BONUS);
1503 riding_t_m_idx = c_ptr->m_idx;
1504 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1505 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1507 /* Mutations which yield extra 'natural' attacks */
1510 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1511 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1512 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1513 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1514 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1515 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1516 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1517 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1518 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1519 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1522 /* Hack -- delay fear messages */
1523 if (fear && m_ptr->ml && !mdeath)
1527 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1530 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1532 set_action(ACTION_NONE);
1540 * @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.
1541 * @param m_idx 打撃を行うモンスターのID
1542 * @return 実際に攻撃処理を行った場合TRUEを返す
1544 bool make_attack_normal(MONSTER_IDX m_idx)
1546 monster_type *m_ptr = &m_list[m_idx];
1547 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1552 int k, tmp, ac, rlev;
1553 int do_cut, do_stun;
1559 char o_name[MAX_NLEN];
1566 bool touched = FALSE, fear = FALSE, alive = TRUE;
1567 bool explode = FALSE;
1568 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1569 HIT_POINT get_damage = 0;
1570 int abbreviate = 0; // 2回目以降の省略表現フラグ
1572 /* Not allowed to attack */
1573 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1575 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1577 /* ...nor if friendly */
1578 if (!is_hostile(m_ptr)) return FALSE;
1580 /* Extract the effective monster level */
1581 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1584 /* Get the monster name (or "it") */
1585 monster_desc(m_name, m_ptr, 0);
1587 /* Get the "died from" information (i.e. "a kobold") */
1588 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1590 if (p_ptr->special_defense & KATA_IAI)
1592 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);
1593 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1596 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1598 if (kawarimi(TRUE)) return TRUE;
1601 /* Assume no blink */
1604 /* Scan through all four blows */
1605 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1607 bool obvious = FALSE;
1609 HIT_POINT power = 0;
1610 HIT_POINT damage = 0;
1614 /* Extract the attack infomation */
1615 int effect = r_ptr->blow[ap_cnt].effect;
1616 int method = r_ptr->blow[ap_cnt].method;
1617 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1618 int d_side = r_ptr->blow[ap_cnt].d_side;
1621 if (!m_ptr->r_idx) break;
1623 /* Hack -- no more attacks */
1626 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1632 /* Stop if player is dead or gone */
1633 if (!p_ptr->playing || p_ptr->is_dead) break;
1634 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1636 /* Handle "leaving" */
1637 if (p_ptr->leaving) break;
1639 if (method == RBM_SHOOT) continue;
1641 /* Extract the attack "power" */
1642 power = mbe_info[effect].power;
1645 ac = p_ptr->ac + p_ptr->to_a;
1647 /* Monster hits player */
1648 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
1650 /* Always disturbing */
1651 disturb(TRUE, TRUE);
1654 /* Hack -- Apply "protection from evil" */
1655 if ((p_ptr->protevil > 0) &&
1656 (r_ptr->flags3 & RF3_EVIL) &&
1657 (p_ptr->lev >= rlev) &&
1658 ((randint0(100) + p_ptr->lev) > 50))
1660 /* Remember the Evil-ness */
1661 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
1664 if (abbreviate) msg_format("撃退した。");
1665 else msg_format("%^sは撃退された。", m_name);
1666 abbreviate = 1; /*2回目以降は省略 */
1668 msg_format("%^s is repelled.", m_name);
1672 /* Hack -- Next attack */
1677 /* Assume no cut or stun */
1678 do_cut = do_stun = 0;
1680 /* Describe the attack method */
1685 act = _("殴られた。", "hits you.");
1686 do_cut = do_stun = 1;
1694 act = _("触られた。", "touches you.");
1702 act = _("パンチされた。", "punches you.");
1711 act = _("蹴られた。", "kicks you.");
1720 act = _("ひっかかれた。", "claws you.");
1729 act = _("噛まれた。", "bites you.");
1738 act = _("刺された。", "stings you.");
1746 act = _("斬られた。", "slashes you.");
1755 act = _("角で突かれた。", "butts you.");
1764 act = _("体当たりされた。", "crushes you.");
1773 act = _("飲み込まれた。", "engulfs you.");
1782 act = _("は請求書をよこした。", "charges you.");
1784 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
1791 act = _("が体の上を這い回った。", "crawls on you.");
1799 act = _("よだれをたらされた。", "drools on you.");
1806 act = _("唾を吐かれた。", "spits on you.");
1814 act = _("は爆発した。", "explodes.");
1821 act = _("にらまれた。", "gazes at you.");
1827 act = _("泣き叫ばれた。", "wails at you.");
1834 act = _("胞子を飛ばされた。", "releases spores at you.");
1842 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
1848 act = _("金をせがまれた。", "begs you for money.");
1858 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
1868 act = desc_moan[randint0(4)];
1878 if (m_ptr->r_idx == MON_JAIAN)
1881 switch(randint1(15))
1886 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
1889 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
1892 act = "「♪の~び太スネ夫はメじゃないよ~~」";
1895 act = "「♪け~んかスポ~ツ~どんとこい~」";
1898 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
1901 act = "「♪ま~ちいちば~んのに~んきもの~~」";
1904 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
1907 act = "「♪きはやさし~くて~ち~からもち~」";
1910 act = "「♪かお~も~~スタイルも~バツグンさ~」";
1913 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
1916 act = "「♪ド~ラもドラミもメじゃないよ~~」";
1919 act = "「♪よじげんぽけっと~な~くたって~」";
1922 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
1926 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
1932 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
1934 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.'");
1944 if (do_silly_attack)
1949 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1952 if (abbreviate == 0)
1953 msg_format("%^sに%s", m_name, act);
1954 else if (abbreviate == 1)
1955 msg_format("%s", act);
1956 else /* if (abbreviate == -1) */
1957 msg_format("%^s%s", m_name, act);
1958 abbreviate = 1;/*2回目以降は省略 */
1960 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
1964 /* Hack -- assume all attacks are obvious */
1967 /* Roll out the damage */
1968 damage = damroll(d_dice, d_side);
1971 * Skip the effect when exploding, since the explosion
1972 * already causes the effect.
1974 if(explode) damage = 0;
1975 /* Apply appropriate damage */
1985 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
1987 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
1989 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1990 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
1991 tmp_damage = MAX(damage, tmp_damage*2);
1993 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
1997 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
2000 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2001 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2009 /* Take "poison" effect */
2010 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
2012 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2018 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2020 /* Learn about the player */
2021 update_smart_learn(m_idx, DRS_POIS);
2030 /* Allow complete resist */
2031 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2033 /* Apply disenchantment */
2034 if (apply_disenchant(0))
2036 /* Hack -- Update AC */
2042 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2044 /* Learn about the player */
2045 update_smart_learn(m_idx, DRS_DISEN);
2052 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2054 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2057 for (k = 0; k < 10; k++)
2060 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2062 /* Obtain the item */
2063 o_ptr = &inventory[i];
2065 /* Skip non-objects */
2066 if (!o_ptr->k_idx) continue;
2068 /* Drain charged wands/staffs */
2069 if (((o_ptr->tval == TV_STAFF) ||
2070 (o_ptr->tval == TV_WAND)) &&
2073 /* Calculate healed hitpoints */
2074 int heal=rlev * o_ptr->pval;
2075 if( o_ptr->tval == TV_STAFF)
2076 heal *= o_ptr->number;
2078 /* Don't heal more than max hp */
2079 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2081 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2085 /* Heal the monster */
2086 m_ptr->hp += (HIT_POINT)heal;
2088 /* Redraw (later) if needed */
2089 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2090 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2095 /* Combine / Reorder the pack */
2096 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2097 p_ptr->window |= (PW_INVEN);
2108 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2110 /* Confused monsters cannot steal successfully. -LM-*/
2111 if (MON_CONFUSED(m_ptr)) break;
2113 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2117 /* Saving throw (unless paralyzed) based on dex and level */
2118 if (!p_ptr->paralyzed &&
2119 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2122 /* Saving throw message */
2123 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2125 /* Occasional blink anyway */
2126 if (randint0(3)) blinked = TRUE;
2132 gold = (p_ptr->au / 10) + randint1(25);
2133 if (gold < 2) gold = 2;
2134 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2135 if (gold > p_ptr->au) gold = p_ptr->au;
2139 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2143 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2144 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2145 chg_virtue(V_SACRIFICE, 1);
2149 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2150 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2151 chg_virtue(V_SACRIFICE, 2);
2155 p_ptr->redraw |= (PR_GOLD);
2157 p_ptr->window |= (PW_PLAYER);
2168 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2170 /* Confused monsters cannot steal successfully. -LM-*/
2171 if (MON_CONFUSED(m_ptr)) break;
2173 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2175 /* Saving throw (unless paralyzed) based on dex and level */
2176 if (!p_ptr->paralyzed &&
2177 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2180 /* Saving throw message */
2181 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2183 /* Occasional "blink" anyway */
2190 for (k = 0; k < 10; k++)
2195 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2197 /* Obtain the item */
2198 o_ptr = &inventory[i];
2200 /* Skip non-objects */
2201 if (!o_ptr->k_idx) continue;
2203 /* Skip artifacts */
2204 if (object_is_artifact(o_ptr)) continue;
2206 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2209 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2211 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2214 chg_virtue(V_SACRIFICE, 1);
2217 /* Make an object */
2225 /* Get new object */
2226 j_ptr = &o_list[o_idx];
2229 object_copy(j_ptr, o_ptr);
2234 /* Hack -- If a rod or wand, allocate total
2235 * maximum timeouts or charges between those
2236 * stolen and those missed. -LM-
2238 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2240 j_ptr->pval = o_ptr->pval / o_ptr->number;
2241 o_ptr->pval -= j_ptr->pval;
2245 j_ptr->marked = OM_TOUCHED;
2247 /* Memorize monster */
2248 j_ptr->held_m_idx = m_idx;
2251 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2254 m_ptr->hold_o_idx = o_idx;
2257 /* Steal the items */
2258 inven_item_increase(i, -1);
2259 inven_item_optimize(i);
2274 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2276 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2278 /* Steal some food */
2279 for (k = 0; k < 10; k++)
2281 /* Pick an item from the pack */
2282 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2284 o_ptr = &inventory[i];
2286 /* Skip non-objects */
2287 if (!o_ptr->k_idx) continue;
2289 /* Skip non-food objects */
2290 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2292 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2295 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" : ""));
2297 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2300 /* Steal the items */
2301 inven_item_increase(i, -1);
2302 inven_item_optimize(i);
2314 /* Access the lite */
2315 o_ptr = &inventory[INVEN_LITE];
2316 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2318 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2321 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2324 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2325 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2329 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2333 p_ptr->window |= (PW_EQUIP);
2343 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2344 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2346 update_smart_learn(m_idx, DRS_ACID);
2354 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2355 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2356 update_smart_learn(m_idx, DRS_ELEC);
2364 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2365 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2366 update_smart_learn(m_idx, DRS_FIRE);
2374 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2375 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2376 update_smart_learn(m_idx, DRS_COLD);
2382 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2383 if (p_ptr->is_dead) break;
2385 /* Increase "blind" */
2386 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2388 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2391 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2399 /* Learn about the player */
2400 update_smart_learn(m_idx, DRS_BLIND);
2408 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2410 if (p_ptr->is_dead) break;
2412 /* Increase "confused" */
2413 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2415 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2421 /* Learn about the player */
2422 update_smart_learn(m_idx, DRS_CONF);
2429 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2431 if (p_ptr->is_dead) break;
2433 /* Increase "afraid" */
2434 if (CHECK_MULTISHADOW())
2438 else if (p_ptr->resist_fear)
2440 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2443 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2445 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2450 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2456 /* Learn about the player */
2457 update_smart_learn(m_idx, DRS_FEAR);
2464 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2466 if (p_ptr->is_dead) break;
2468 /* Increase "paralyzed" */
2469 if (CHECK_MULTISHADOW())
2473 else if (p_ptr->free_act)
2475 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2478 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2480 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2485 if (!p_ptr->paralyzed)
2487 if (set_paralyzed(3 + randint1(rlev)))
2494 /* Learn about the player */
2495 update_smart_learn(m_idx, DRS_FREE);
2502 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2504 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2505 if (do_dec_stat(A_STR)) obvious = TRUE;
2512 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2514 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2515 if (do_dec_stat(A_INT)) obvious = TRUE;
2522 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2524 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2525 if (do_dec_stat(A_WIS)) obvious = TRUE;
2532 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2534 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2535 if (do_dec_stat(A_DEX)) obvious = TRUE;
2542 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2544 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2545 if (do_dec_stat(A_CON)) obvious = TRUE;
2552 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2554 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2555 if (do_dec_stat(A_CHR)) obvious = TRUE;
2562 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2564 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2566 /* Damage (stats) */
2567 if (do_dec_stat(A_STR)) obvious = TRUE;
2568 if (do_dec_stat(A_DEX)) obvious = TRUE;
2569 if (do_dec_stat(A_CON)) obvious = TRUE;
2570 if (do_dec_stat(A_INT)) obvious = TRUE;
2571 if (do_dec_stat(A_WIS)) obvious = TRUE;
2572 if (do_dec_stat(A_CHR)) obvious = TRUE;
2581 /* Hack -- Reduce damage based on the player armor class */
2582 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2584 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2586 /* Radius 8 earthquake centered at the monster */
2587 if (damage > 23 || explode)
2589 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2597 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2601 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2603 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2605 (void)drain_exp(d, d / 10, 95);
2611 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2615 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2617 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2619 (void)drain_exp(d, d / 10, 90);
2625 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2629 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2631 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2633 (void)drain_exp(d, d / 10, 75);
2639 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2643 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2645 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2647 (void)drain_exp(d, d / 10, 50);
2653 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2655 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2657 /* Take "poison" effect */
2658 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
2660 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2666 /* Damage CON (10% chance)*/
2667 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
2669 /* 1% chance for perm. damage */
2670 bool perm = one_in_(10);
2671 if (dec_stat(A_CON, randint1(10), perm))
2673 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
2683 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
2685 switch (randint1(10))
2687 case 1: case 2: case 3: case 4: case 5:
2689 if (p_ptr->prace == RACE_ANDROID) break;
2690 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
2691 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
2695 case 6: case 7: case 8: case 9:
2697 int stat = randint0(6);
2702 case A_STR: act = "強く"; break;
2703 case A_INT: act = "聡明で"; break;
2704 case A_WIS: act = "賢明で"; break;
2705 case A_DEX: act = "器用で"; break;
2706 case A_CON: act = "健康で"; break;
2707 case A_CHR: act = "美しく"; break;
2709 case A_STR: act = "strong"; break;
2710 case A_INT: act = "bright"; break;
2711 case A_WIS: act = "wise"; break;
2712 case A_DEX: act = "agile"; break;
2713 case A_CON: act = "hale"; break;
2714 case A_CHR: act = "beautiful"; break;
2719 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);
2720 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
2721 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
2722 p_ptr->update |= (PU_BONUS);
2728 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..."));
2730 for (k = 0; k < 6; k++)
2732 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
2733 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
2735 p_ptr->update |= (PU_BONUS);
2740 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2746 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2751 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2753 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2755 resist_drain = !drain_exp(d, d / 10, 50);
2757 /* Heal the attacker? */
2758 if (p_ptr->mimic_form)
2760 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
2761 resist_drain = TRUE;
2765 switch (p_ptr->prace)
2774 resist_drain = TRUE;
2779 if ((damage > 5) && !resist_drain)
2781 bool did_heal = FALSE;
2783 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2786 m_ptr->hp += damroll(4, damage / 6);
2787 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2789 /* Redraw (later) if needed */
2790 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2791 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2793 /* Special message */
2794 if (m_ptr->ml && did_heal)
2796 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
2806 if (CHECK_MULTISHADOW())
2808 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!"));
2814 p_ptr->csp -= damage;
2818 p_ptr->csp_frac = 0;
2821 p_ptr->redraw |= (PR_MANA);
2824 /* Learn about the player */
2825 update_smart_learn(m_idx, DRS_MANA);
2831 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2833 if (p_ptr->is_dead) break;
2835 /* Decrease speed */
2836 if (CHECK_MULTISHADOW())
2842 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
2852 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2854 if (p_ptr->is_dead) break;
2856 /* Decrease speed */
2857 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
2863 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
2873 /* Hack -- only one of cut or stun */
2874 if (do_cut && do_stun)
2877 if (randint0(100) < 50)
2894 /* Critical hit (zero if non-critical) */
2895 tmp = monster_critical(d_dice, d_side, damage);
2897 /* Roll for damage */
2900 case 0: cut_plus = 0; break;
2901 case 1: cut_plus = randint1(5); break;
2902 case 2: cut_plus = randint1(5) + 5; break;
2903 case 3: cut_plus = randint1(20) + 20; break;
2904 case 4: cut_plus = randint1(50) + 50; break;
2905 case 5: cut_plus = randint1(100) + 100; break;
2906 case 6: cut_plus = 300; break;
2907 default: cut_plus = 500; break;
2911 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
2919 /* Critical hit (zero if non-critical) */
2920 tmp = monster_critical(d_dice, d_side, damage);
2922 /* Roll for damage */
2925 case 0: stun_plus = 0; break;
2926 case 1: stun_plus = randint1(5); break;
2927 case 2: stun_plus = randint1(5) + 10; break;
2928 case 3: stun_plus = randint1(10) + 20; break;
2929 case 4: stun_plus = randint1(15) + 30; break;
2930 case 5: stun_plus = randint1(20) + 40; break;
2931 case 6: stun_plus = 80; break;
2932 default: stun_plus = 150; break;
2935 /* Apply the stun */
2936 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
2941 sound(SOUND_EXPLODE);
2943 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
2952 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
2954 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2956 HIT_POINT dam = damroll(2, 6);
2958 /* Modify the damage */
2959 dam = mon_damage_mod(m_ptr, dam, FALSE);
2962 msg_format("%^sは突然熱くなった!", m_name);
2963 if (mon_take_hit(m_idx, dam, &fear,
2966 msg_format("%^s is suddenly very hot!", m_name);
2968 if (mon_take_hit(m_idx, dam, &fear,
2969 " turns into a pile of ash."))
2979 if (is_original_ap_and_seen(m_ptr))
2980 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2984 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
2986 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2988 HIT_POINT dam = damroll(2, 6);
2990 /* Modify the damage */
2991 dam = mon_damage_mod(m_ptr, dam, FALSE);
2994 msg_format("%^sは電撃をくらった!", m_name);
2995 if (mon_take_hit(m_idx, dam, &fear,
2998 msg_format("%^s gets zapped!", m_name);
3000 if (mon_take_hit(m_idx, dam, &fear,
3001 " turns into a pile of cinder."))
3011 if (is_original_ap_and_seen(m_ptr))
3012 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3016 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3018 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3020 HIT_POINT dam = damroll(2, 6);
3022 /* Modify the damage */
3023 dam = mon_damage_mod(m_ptr, dam, FALSE);
3026 msg_format("%^sは冷気をくらった!", m_name);
3027 if (mon_take_hit(m_idx, dam, &fear,
3030 msg_format("%^s is very cold!", m_name);
3032 if (mon_take_hit(m_idx, dam, &fear,
3043 if (is_original_ap_and_seen(m_ptr))
3044 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3049 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3051 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3053 HIT_POINT dam = damroll(2, 6);
3055 /* Modify the damage */
3056 dam = mon_damage_mod(m_ptr, dam, FALSE);
3059 msg_format("%^sは鏡の破片をくらった!", m_name);
3060 if (mon_take_hit(m_idx, dam, &fear,
3063 msg_format("%^s gets zapped!", m_name);
3065 if (mon_take_hit(m_idx, dam, &fear,
3066 " had torn to pieces."))
3075 if (is_original_ap_and_seen(m_ptr))
3076 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3079 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
3081 teleport_player(10, 0L);
3085 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3087 if (r_ptr->flags3 & RF3_EVIL)
3089 if (!(r_ptr->flagsr & RFR_RES_ALL))
3091 HIT_POINT dam = damroll(2, 6);
3093 /* Modify the damage */
3094 dam = mon_damage_mod(m_ptr, dam, FALSE);
3097 msg_format("%^sは聖なるオーラで傷ついた!", m_name);
3098 if (mon_take_hit(m_idx, dam, &fear,
3101 msg_format("%^s is injured by holy power!", m_name);
3103 if (mon_take_hit(m_idx, dam, &fear,
3110 if (is_original_ap_and_seen(m_ptr))
3111 r_ptr->r_flags3 |= RF3_EVIL;
3115 if (is_original_ap_and_seen(m_ptr))
3116 r_ptr->r_flagsr |= RFR_RES_ALL;
3121 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3123 if (!(r_ptr->flagsr & RFR_RES_ALL))
3125 HIT_POINT dam = damroll(2, 6);
3127 /* Modify the damage */
3128 dam = mon_damage_mod(m_ptr, dam, FALSE);
3131 msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
3132 if (mon_take_hit(m_idx, dam, &fear,
3135 msg_format("%^s is injured by the Force", m_name);
3137 if (mon_take_hit(m_idx, dam, &fear,
3148 if (is_original_ap_and_seen(m_ptr))
3149 r_ptr->r_flagsr |= RFR_RES_ALL;
3153 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3156 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3158 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3160 if (o_armed_ptr->k_idx)
3162 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3163 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3166 /* Cursed armor makes damages doubled */
3167 o_armed_ptr = &inventory[INVEN_BODY];
3168 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3170 /* Modify the damage */
3171 dam = mon_damage_mod(m_ptr, dam, FALSE);
3174 msg_format("影のオーラが%^sに反撃した!", m_name);
3175 if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
3177 msg_format("Enveloped shadows attack %^s.", m_name);
3179 if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
3185 else /* monster does not dead */
3188 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3189 EFFECT_ID typ[4][2] = {
3190 { INVEN_HEAD, GF_OLD_CONF },
3191 { INVEN_LARM, GF_OLD_SLEEP },
3192 { INVEN_HANDS, GF_TURN_ALL },
3193 { INVEN_FEET, GF_OLD_SLOW }
3196 /* Some cursed armours gives an extra effect */
3197 for (j = 0; j < 4; j++)
3199 o_armed_ptr = &inventory[typ[j][0]];
3200 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3201 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3207 if (is_original_ap_and_seen(m_ptr))
3208 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3214 /* Monster missed player */
3217 /* Analyze failed attacks */
3233 /* Visible monsters */
3237 disturb(TRUE, TRUE);
3241 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3243 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);
3244 abbreviate = 1;/*2回目以降は省略 */
3246 msg_format("%^s misses you.", m_name);
3257 /* Analyze "visible" monsters only */
3258 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3260 /* Count "obvious" attacks (and ones that cause damage) */
3261 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3263 /* Count attacks of this type */
3264 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3266 r_ptr->r_blows[ap_cnt]++;
3271 if (p_ptr->riding && damage)
3273 char m_steed_name[80];
3274 monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
3275 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3277 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3281 if (p_ptr->special_defense & NINJA_KAWARIMI)
3283 if (kawarimi(FALSE)) return TRUE;
3287 /* Hex - revenge damage stored */
3288 revenge_store(get_damage);
3290 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3291 && get_damage > 0 && !p_ptr->is_dead)
3294 msg_format("攻撃が%s自身を傷つけた!", m_name);
3296 char m_name_self[80];
3299 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3301 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3303 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3304 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3307 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3309 char m_target_name[80];
3310 monster_desc(m_target_name, m_ptr, 0);
3313 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3314 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3316 p_ptr->redraw |= (PR_MANA);
3320 if (blinked && alive && !p_ptr->is_dead)
3322 if (teleport_barrier(m_idx))
3324 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."));
3328 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3329 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3334 /* Always notice cause of death */
3335 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3340 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3343 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3346 if (p_ptr->special_defense & KATA_IAI)
3348 set_action(ACTION_NONE);
3351 /* Assume we attacked */