3 * @brief モンスターの打撃処理 / Monster attacks
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
17 #include "player-damage.h"
18 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "monster-status.h"
23 #include "player-status.h"
24 #include "realm-hex.h"
25 #include "object-hook.h"
27 #include "player-move.h"
32 * @brief プレイヤーからモンスターへの打撃命中判定 /
33 * Determine if the player "hits" a monster (normal combat).
36 * @param visible 目標を視界に捕らえているならばTRUEを指定
37 * @return 命中と判定された場合TRUEを返す
38 * @note Always miss 5%, always hit 5%, otherwise random.
40 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
42 if (!visible) chance = (chance + 1) / 2;
43 return hit_chance(chance, ac) >= randint1(100);
47 * @brief モンスターへの命中率の計算
52 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
54 PERCENTAGE chance = 5, chance_left = 90;
55 if (reli <= 0) return 5;
56 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
57 chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
65 * @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 /
66 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
69 * @param dam 現在算出中のダメージ値
70 * @param meichuu 打撃の基本命中力
71 * @param mode オプションフラグ
72 * @return クリティカル修正が入ったダメージ値
74 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
78 /* Extract "blow" power */
79 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
82 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
84 k = weight + randint1(650);
85 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
89 msg_print(_("手ごたえがあった!", "It was a good hit!"));
95 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
100 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
105 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
110 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
111 dam = ((7 * dam) / 2) + 25;
119 * @brief モンスター打撃のクリティカルランクを返す /
120 * Critical blow. All hits that do 95% of total possible damage,
121 * @param dice モンスター打撃のダイス数
122 * @param sides モンスター打撃の最大ダイス目
123 * @param dam プレイヤーに与えたダメージ
125 * and which also do at least 20 damage, or, sometimes, N damage.
126 * This is used only to determine "cuts" and "stuns".
128 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
131 int total = dice * sides;
133 /* Must do at least 95% of perfect */
134 if (dam < total * 19 / 20) return (0);
136 /* Weak blows rarely work */
137 if ((dam < 20) && (randint0(100) >= dam)) return (0);
140 if ((dam >= total) && (dam >= 40)) max++;
145 while (randint0(100) < 2) max++;
148 /* Critical damage */
149 if (dam > 45) return (6 + max);
150 if (dam > 33) return (5 + max);
151 if (dam > 25) return (4 + max);
152 if (dam > 18) return (3 + max);
153 if (dam > 11) return (2 + max);
158 * @brief モンスター打撃の命中を判定する /
159 * Determine if a monster attack against the player succeeds.
160 * @param power 打撃属性毎の基本命中値
161 * @param level モンスターのレベル
162 * @param stun モンスターの朦朧値
163 * @return TRUEならば命中判定
165 * Always miss 5% of the time, Always hit 5% of the time.
166 * Otherwise, match monster power against player armor.
168 static int check_hit(int power, DEPTH level, int stun)
172 /* Percentile dice */
175 if (stun && one_in_(2)) return FALSE;
177 /* Hack -- Always miss or hit */
178 if (k < 10) return (k < 5);
180 /* Calculate the "attack quality" */
181 i = (power + (level * 3));
184 ac = p_ptr->ac + p_ptr->to_a;
185 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
187 /* Power and Level compete against Armor */
188 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
194 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
195 static concptr desc_insult[] =
210 "insults your mother!",
211 "gives you the finger!",
214 "dances around you!",
215 "makes obscene gestures!",
217 "calls you a parasite!",
218 "calls you a cyborg!"
223 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
224 static concptr desc_moan[] =
228 "が彼の飼い犬を見なかったかと尋ねている。",
232 "seems sad about something.",
233 "asks if you have seen his dogs.",
234 "tells you to get off his land.",
235 "mumbles something about mushrooms."
241 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
242 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
243 * @param immune ダメージを回避できる免疫フラグ
244 * @param flags_offset オーラフラグ配列の参照オフセット
245 * @param r_flags_offset モンスターの耐性配列の参照オフセット
246 * @param aura_flag オーラフラグ配列
247 * @param dam_func ダメージ処理を行う関数の参照ポインタ
248 * @param message オーラダメージを受けた際のメッセージ
251 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
252 HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
254 monster_race *r_ptr = &r_info[m_ptr->r_idx];
256 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
258 GAME_TEXT mon_name[MAX_NLEN];
259 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
261 /* Hack -- Get the "died from" name */
262 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
266 dam_func(aura_damage, mon_name, -1, TRUE);
268 if (is_original_ap_and_seen(m_ptr))
270 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
278 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
279 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
282 static void touch_zap_player(monster_type *m_ptr)
284 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
285 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
286 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
287 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
288 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
289 elec_dam, _("電撃をくらった!", "You get zapped!"));
293 * @brief プレイヤーの変異要素による打撃処理
294 * @param m_idx 攻撃目標となったモンスターの参照ID
295 * @param attack 変異要素による攻撃要素の種類
296 * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
297 * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
300 static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
305 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
306 monster_race *r_ptr = &r_info[m_ptr->r_idx];
307 GAME_TEXT m_name[MAX_NLEN];
309 int dice_num, dice_side;
319 atk_desc = _("尻尾", "tail");
326 atk_desc = _("角", "horns");
333 atk_desc = _("クチバシ", "beak");
340 atk_desc = _("象の鼻", "trunk");
347 atk_desc = _("触手", "tentacles");
351 dice_num = dice_side = n_weight = 1;
352 atk_desc = _("未定義の部位", "undefined body part");
356 /* Extract monster name (or "it") */
357 monster_desc(m_name, m_ptr, 0);
359 /* Calculate the "attack quality" */
360 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
361 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
364 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
367 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
369 k = damroll(dice_num, dice_side);
370 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
372 /* Apply the player damage bonuses */
375 /* No negative damage */
378 /* Modify the damage */
379 k = mon_damage_mod(m_ptr, k, FALSE);
381 /* Complex message */
382 msg_format_wizard(CHEAT_MONSTER,
383 _("%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))"),
384 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
386 /* Anger the monster */
387 if (k > 0) anger_monster(m_ptr);
389 /* Damage, check for fear and mdeath */
393 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
394 *mdeath = (m_ptr->r_idx == 0);
397 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
400 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
403 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
406 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
409 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
412 touch_zap_player(m_ptr);
418 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
423 * @brief プレイヤーの打撃処理サブルーチン /
424 * Player attacks a (poor, defenseless) creature -RAK-
427 * @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
428 * @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
429 * @param hand 攻撃を行うための武器を持つ手
430 * @param mode 発動中の剣術ID
433 * If no "weapon" is available, then "punch" the monster one time.
435 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
437 int num = 0, bonus, chance, vir;
440 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
442 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
443 monster_race *r_ptr = &r_info[m_ptr->r_idx];
445 /* Access the weapon */
446 object_type *o_ptr = &inventory[INVEN_RARM + hand];
448 GAME_TEXT m_name[MAX_NLEN];
450 bool success_hit = FALSE;
451 bool backstab = FALSE;
452 bool vorpal_cut = FALSE;
453 int chaos_effect = 0;
454 bool stab_fleeing = FALSE;
455 bool fuiuchi = FALSE;
456 bool monk_attack = FALSE;
457 bool do_quake = FALSE;
459 bool drain_msg = TRUE;
460 int drain_result = 0, drain_heal = 0;
461 bool can_drain = FALSE;
463 int drain_left = MAX_VAMPIRIC_DRAIN;
464 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
465 bool is_human = (r_ptr->d_char == 'p');
466 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
467 bool zantetsu_mukou, e_j_mukou;
469 switch (p_ptr->pclass)
473 if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
475 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
476 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
477 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
478 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
479 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
481 /* Can't backstab creatures that we can't see, right? */
484 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
488 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
496 case CLASS_FORCETRAINER:
497 case CLASS_BERSERKER:
498 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
502 if (!o_ptr->k_idx) /* Empty hand */
504 if ((r_ptr->level + 10) > p_ptr->lev)
506 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
508 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
509 p_ptr->skill_exp[GINOU_SUDE] += 40;
510 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
511 p_ptr->skill_exp[GINOU_SUDE] += 5;
512 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
513 p_ptr->skill_exp[GINOU_SUDE] += 1;
514 else if ((p_ptr->lev > 34))
515 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
516 p_ptr->update |= (PU_BONUS);
520 else if (object_is_melee_weapon(o_ptr))
522 if ((r_ptr->level + 10) > p_ptr->lev)
524 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
525 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
526 int now_exp = p_ptr->weapon_exp[tval][sval];
527 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
530 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
531 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
532 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
533 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
534 p_ptr->weapon_exp[tval][sval] += amount;
535 p_ptr->update |= (PU_BONUS);
540 /* Disturb the monster */
541 (void)set_monster_csleep(g_ptr->m_idx, 0);
543 /* Extract monster name (or "it") */
544 monster_desc(m_name, m_ptr, 0);
546 /* Calculate the "attack quality" */
547 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
548 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
549 if (mode == HISSATSU_IAI) chance += 60;
550 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
551 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
553 vir = virtue_number(V_VALOUR);
556 chance += (p_ptr->virtues[vir - 1] / 10);
559 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
560 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
562 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
563 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
564 else num_blow = p_ptr->num_blow[hand];
566 /* Hack -- DOKUBARI always hit once */
567 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
569 /* Attack once for each legal blow */
570 while ((num++ < num_blow) && !p_ptr->is_dead)
572 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
576 if (p_ptr->migite && p_ptr->hidarite)
580 if (mode == HISSATSU_3DAN)
585 success_hit = one_in_(n);
587 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
588 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
590 if (mode == HISSATSU_MAJIN)
599 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
603 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);
604 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);
605 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);
606 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
608 /* Hack -- bare hands do one damage */
611 object_flags(o_ptr, flgs);
613 /* Select a chaotic effect (50% chance) */
614 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
617 chg_virtue(V_CHANCE, 1);
624 else if (one_in_(250))
629 else if (!one_in_(10))
631 /* Confusion (26.892%) */
636 /* Teleport away (1.494%) */
641 /* Polymorph (1.494%) */
647 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
649 /* Only drain "living" monsters */
650 if (monster_living(m_ptr->r_idx))
656 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
658 else vorpal_cut = FALSE;
662 int special_effect = 0, stun_effect = 0, times = 0, max_times;
664 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
668 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
669 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
670 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
671 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
672 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
675 if (p_ptr->special_defense & KAMAE_BYAKKO)
676 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
677 else if (p_ptr->special_defense & KAMAE_SUZAKU)
679 else if (p_ptr->special_defense & KAMAE_GENBU)
682 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
683 /* Attempt 'times' */
684 for (times = 0; times < max_times; times++)
688 ma_ptr = &ma_blows[randint0(MAX_MA)];
689 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
690 else min_level = ma_ptr->min_level;
691 } while ((min_level > p_ptr->lev) ||
692 (randint1(p_ptr->lev) < ma_ptr->chance));
694 /* keep the highest level attack available we found */
695 if ((ma_ptr->min_level > old_ptr->min_level) &&
696 !p_ptr->stun && !p_ptr->confused)
700 if (p_ptr->wizard && cheat_xtra)
702 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
711 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
712 else min_level = ma_ptr->min_level;
713 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
714 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
716 if (ma_ptr->effect == MA_KNEE)
718 if (r_ptr->flags1 & RF1_MALE)
720 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);
722 special_effect = MA_KNEE;
725 msg_format(ma_ptr->desc, m_name);
728 else if (ma_ptr->effect == MA_SLOW)
730 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
731 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
733 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);
734 special_effect = MA_SLOW;
736 else msg_format(ma_ptr->desc, m_name);
742 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
745 msg_format(ma_ptr->desc, m_name);
748 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
749 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
751 weight += (P_PTR_KI / 30);
752 if (weight > 20) weight = 20;
755 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
757 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
759 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
760 stun_effect = 7 + randint1(13);
764 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
766 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
767 (randint1(p_ptr->lev) > r_ptr->level) &&
770 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
775 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
777 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
779 if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
781 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
785 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
791 /* Handle normal weapon */
792 else if (o_ptr->k_idx)
794 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
795 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
799 k *= (3 + (p_ptr->lev / 20));
803 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
805 else if (stab_fleeing)
810 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
811 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
816 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
817 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
825 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
827 char chainsword_noise[1024];
828 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
830 msg_print(chainsword_noise);
834 if (o_ptr->name1 == ART_VORPAL_BLADE)
836 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!"));
840 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
843 /* Try to increase the damage */
844 while (one_in_(vorpal_chance))
849 k *= (HIT_POINT)mult;
852 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
854 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
860 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
861 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
862 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
863 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
864 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
865 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
866 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
869 drain_result = drain_result * 3 / 2;
873 drain_result += o_ptr->to_d;
876 /* Apply the player damage bonuses */
877 k += p_ptr->to_d[hand];
878 drain_result += p_ptr->to_d[hand];
880 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
881 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
882 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
884 /* No negative damage */
887 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
894 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
900 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
904 if (mode == HISSATSU_MINEUCHI)
906 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
909 anger_monster(m_ptr);
911 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
914 if (MON_STUNNED(m_ptr))
916 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
921 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
925 (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
929 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
933 /* Modify the damage */
934 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))));
935 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
937 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
940 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
944 else if ((p_ptr->pclass == CLASS_NINJA) && has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
946 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
947 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
951 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
953 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)))
955 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
957 k = MAX(k * 5, m_ptr->hp / 2);
959 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
964 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
969 msg_format_wizard(CHEAT_MONSTER,
970 _("%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,
971 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
973 if (k <= 0) can_drain = FALSE;
975 if (drain_result > m_ptr->hp)
976 drain_result = m_ptr->hp;
978 /* Damage, check for fear and death */
979 if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
982 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
984 if (p_ptr->migite && p_ptr->hidarite)
986 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
987 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
991 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
994 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
995 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...."));
999 /* Anger the monster */
1000 if (k > 0) anger_monster(m_ptr);
1002 touch_zap_player(m_ptr);
1004 /* Are we draining it? A little note: If the monster is
1005 dead, the drain does not work... */
1007 if (can_drain && (drain_result > 0))
1009 if (o_ptr->name1 == ART_MURAMASA)
1013 HIT_PROB to_h = o_ptr->to_h;
1014 HIT_POINT to_d = o_ptr->to_d;
1018 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1022 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1025 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1027 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1035 if (drain_result > 5) /* Did we really hurt it? */
1037 drain_heal = damroll(2, drain_result / 6);
1040 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1044 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1049 if (drain_heal < drain_left)
1051 drain_left -= drain_heal;
1055 drain_heal = drain_left;
1061 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1065 drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
1067 hp_player(drain_heal);
1068 /* We get to keep some of it! */
1072 m_ptr->maxhp -= (k + 7) / 8;
1073 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1074 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1080 /* Confusion attack */
1081 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1083 /* Cancel glowing hands */
1084 if (p_ptr->special_attack & ATTACK_CONFUSE)
1086 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1087 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1088 p_ptr->redraw |= (PR_STATUS);
1092 /* Confuse the monster */
1093 if (r_ptr->flags3 & RF3_NO_CONF)
1095 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1096 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1099 else if (randint0(100) < r_ptr->level)
1101 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1105 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1106 (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1110 else if (chaos_effect == 4)
1112 bool resists_tele = FALSE;
1114 if (r_ptr->flagsr & RFR_RES_TELE)
1116 if (r_ptr->flags1 & RF1_UNIQUE)
1118 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1119 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1120 resists_tele = TRUE;
1122 else if (r_ptr->level > randint1(100))
1124 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1125 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1126 resists_tele = TRUE;
1132 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1133 teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
1134 num = num_blow + 1; /* Can't hit it anymore! */
1139 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1141 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1142 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1144 if (polymorph_monster(y, x))
1146 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1152 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1155 /* Hack -- Get new monster */
1156 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1158 /* Oops, we need a different name... */
1159 monster_desc(m_name, m_ptr, 0);
1161 /* Hack -- Get new race */
1162 r_ptr = &r_info[m_ptr->r_idx];
1165 else if (o_ptr->name1 == ART_G_HAMMER)
1167 monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1169 if (target_ptr->hold_o_idx)
1171 object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
1172 GAME_TEXT o_name[MAX_NLEN];
1174 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1175 q_ptr->held_m_idx = 0;
1176 q_ptr->marked = OM_TOUCHED;
1177 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1178 q_ptr->next_o_idx = 0;
1179 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1188 backstab = FALSE; /* Clumsy! */
1189 fuiuchi = FALSE; /* Clumsy! */
1191 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1193 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1197 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1198 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!"));
1199 object_flags(o_ptr, flgs_aux);
1201 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1204 switch (p_ptr->mimic_form)
1207 switch (p_ptr->prace)
1214 case RACE_BARBARIAN:
1218 case RACE_HALF_TROLL:
1219 case RACE_HALF_OGRE:
1220 case RACE_HALF_GIANT:
1221 case RACE_HALF_TITAN:
1229 case RACE_DRACONIAN:
1236 case MIMIC_DEMON_LORD:
1243 if (p_ptr->align < 0 && mult < 20)
1245 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1247 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1249 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1251 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1253 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1256 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1258 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1259 p_ptr->redraw |= (PR_MANA);
1260 mult = mult * 3 / 2 + 20;
1262 k *= (HIT_POINT)mult;
1266 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1270 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1271 /* Try to increase the damage */
1277 k *= (HIT_POINT)mult;
1279 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1282 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1288 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1296 if (weak && !(*mdeath))
1298 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1300 if (drain_left != MAX_VAMPIRIC_DRAIN)
1304 chg_virtue(V_UNLIFE, 1);
1307 /* Mega-Hack -- apply earthquake brand */
1310 earthquake(p_ptr->y, p_ptr->x, 10);
1311 if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
1316 * @brief プレイヤーの打撃処理メインルーチン
1319 * @param mode 発動中の剣術ID
1320 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1322 * If no "weapon" is available, then "punch" the monster one time.
1324 bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
1327 bool mdeath = FALSE;
1328 bool stormbringer = FALSE;
1330 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1331 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1332 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1333 GAME_TEXT m_name[MAX_NLEN];
1335 disturb(FALSE, TRUE);
1337 take_turn(p_ptr, 100);
1339 if (!p_ptr->migite && !p_ptr->hidarite &&
1340 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1342 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1343 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1347 /* Extract monster name (or "it") */
1348 monster_desc(m_name, m_ptr, 0);
1352 /* Auto-Recall if possible and visible */
1353 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1355 /* Track a new monster */
1356 health_track(g_ptr->m_idx);
1359 if ((r_ptr->flags1 & RF1_FEMALE) &&
1360 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1362 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1364 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1369 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
1371 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1375 /* Stop if friendly */
1376 if (!is_hostile(m_ptr) &&
1377 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1378 p_ptr->shero || !m_ptr->ml))
1380 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1381 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1384 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1385 chg_virtue(V_INDIVIDUALISM, 1);
1386 chg_virtue(V_HONOUR, -1);
1387 chg_virtue(V_JUSTICE, -1);
1388 chg_virtue(V_COMPASSION, -1);
1390 else if (p_ptr->pclass != CLASS_BERSERKER)
1392 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1394 chg_virtue(V_INDIVIDUALISM, 1);
1395 chg_virtue(V_HONOUR, -1);
1396 chg_virtue(V_JUSTICE, -1);
1397 chg_virtue(V_COMPASSION, -1);
1401 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1408 /* Handle player fear */
1412 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1414 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1416 /* Disturb the monster */
1417 (void)set_monster_csleep(g_ptr->m_idx, 0);
1422 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1424 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1425 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1428 if (p_ptr->migite && p_ptr->hidarite)
1430 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))
1432 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1433 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1434 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1435 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1436 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1437 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1438 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1439 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1440 p_ptr->update |= (PU_BONUS);
1444 /* Gain riding experience */
1447 int cur = p_ptr->skill_exp[GINOU_RIDING];
1448 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1452 DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
1453 DEPTH targetlevel = r_ptr->level;
1456 if ((cur / 200 - 5) < targetlevel)
1459 /* Extra experience */
1460 if ((cur / 100) < ridinglevel)
1462 if ((cur / 100 + 15) < ridinglevel)
1463 inc += 1 + (ridinglevel - (cur / 100 + 15));
1468 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1469 p_ptr->update |= (PU_BONUS);
1473 riding_t_m_idx = g_ptr->m_idx;
1474 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1475 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1477 /* Mutations which yield extra 'natural' attacks */
1480 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1481 natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1482 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1483 natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1484 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1485 natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1486 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1487 natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1488 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1489 natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1492 /* Hack -- delay fear messages */
1493 if (fear && m_ptr->ml && !mdeath)
1497 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1500 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1502 set_action(ACTION_NONE);
1509 * @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.
1510 * @param m_idx 打撃を行うモンスターのID
1511 * @return 実際に攻撃処理を行った場合TRUEを返す
1513 bool make_attack_normal(MONSTER_IDX m_idx)
1515 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1516 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1524 int do_cut, do_stun;
1528 GAME_TEXT o_name[MAX_NLEN];
1529 GAME_TEXT m_name[MAX_NLEN];
1530 GAME_TEXT ddesc[80];
1533 bool touched = FALSE, fear = FALSE, alive = TRUE;
1534 bool explode = FALSE;
1535 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1536 HIT_POINT get_damage = 0;
1537 int abbreviate = 0; // 2回目以降の省略表現フラグ
1539 /* Not allowed to attack */
1540 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1542 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1544 /* ...nor if friendly */
1545 if (!is_hostile(m_ptr)) return FALSE;
1547 /* Extract the effective monster level */
1548 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1551 /* Get the monster name (or "it") */
1552 monster_desc(m_name, m_ptr, 0);
1554 /* Get the "died from" information (i.e. "a kobold") */
1555 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1557 if (p_ptr->special_defense & KATA_IAI)
1559 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);
1560 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1563 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1565 if (kawarimi(TRUE)) return TRUE;
1568 /* Assume no blink */
1571 /* Scan through all four blows */
1572 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1574 bool obvious = FALSE;
1576 HIT_POINT power = 0;
1577 HIT_POINT damage = 0;
1581 /* Extract the attack infomation */
1582 int effect = r_ptr->blow[ap_cnt].effect;
1583 int method = r_ptr->blow[ap_cnt].method;
1584 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1585 int d_side = r_ptr->blow[ap_cnt].d_side;
1588 if (!m_ptr->r_idx) break;
1590 /* Hack -- no more attacks */
1593 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1599 /* Stop if player is dead or gone */
1600 if (!p_ptr->playing || p_ptr->is_dead) break;
1601 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1603 /* Handle "leaving" */
1604 if (p_ptr->leaving) break;
1606 if (method == RBM_SHOOT) continue;
1608 /* Extract the attack "power" */
1609 power = mbe_info[effect].power;
1612 ac = p_ptr->ac + p_ptr->to_a;
1614 /* Monster hits player */
1615 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
1617 /* Always disturbing */
1618 disturb(TRUE, TRUE);
1621 /* Hack -- Apply "protection from evil" */
1622 if ((p_ptr->protevil > 0) &&
1623 (r_ptr->flags3 & RF3_EVIL) &&
1624 (p_ptr->lev >= rlev) &&
1625 ((randint0(100) + p_ptr->lev) > 50))
1627 /* Remember the Evil-ness */
1628 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
1631 if (abbreviate) msg_format("撃退した。");
1632 else msg_format("%^sは撃退された。", m_name);
1633 abbreviate = 1; /*2回目以降は省略 */
1635 msg_format("%^s is repelled.", m_name);
1639 /* Hack -- Next attack */
1644 /* Assume no cut or stun */
1645 do_cut = do_stun = 0;
1647 /* Describe the attack method */
1652 act = _("殴られた。", "hits you.");
1653 do_cut = do_stun = 1;
1661 act = _("触られた。", "touches you.");
1669 act = _("パンチされた。", "punches you.");
1678 act = _("蹴られた。", "kicks you.");
1687 act = _("ひっかかれた。", "claws you.");
1696 act = _("噛まれた。", "bites you.");
1705 act = _("刺された。", "stings you.");
1713 act = _("斬られた。", "slashes you.");
1722 act = _("角で突かれた。", "butts you.");
1731 act = _("体当たりされた。", "crushes you.");
1740 act = _("飲み込まれた。", "engulfs you.");
1749 act = _("は請求書をよこした。", "charges you.");
1751 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
1758 act = _("が体の上を這い回った。", "crawls on you.");
1766 act = _("よだれをたらされた。", "drools on you.");
1773 act = _("唾を吐かれた。", "spits on you.");
1781 act = _("は爆発した。", "explodes.");
1788 act = _("にらまれた。", "gazes at you.");
1794 act = _("泣き叫ばれた。", "wails at you.");
1801 act = _("胞子を飛ばされた。", "releases spores at you.");
1809 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
1815 act = _("金をせがまれた。", "begs you for money.");
1825 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
1835 act = desc_moan[randint0(4)];
1845 if (m_ptr->r_idx == MON_JAIAN)
1848 switch(randint1(15))
1853 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
1856 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
1859 act = "「♪の~び太スネ夫はメじゃないよ~~」";
1862 act = "「♪け~んかスポ~ツ~どんとこい~」";
1865 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
1868 act = "「♪ま~ちいちば~んのに~んきもの~~」";
1871 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
1874 act = "「♪きはやさし~くて~ち~からもち~」";
1877 act = "「♪かお~も~~スタイルも~バツグンさ~」";
1880 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
1883 act = "「♪ド~ラもドラミもメじゃないよ~~」";
1886 act = "「♪よじげんぽけっと~な~くたって~」";
1889 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
1893 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
1899 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
1901 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.'");
1911 if (do_silly_attack)
1916 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1919 if (abbreviate == 0)
1920 msg_format("%^sに%s", m_name, act);
1921 else if (abbreviate == 1)
1922 msg_format("%s", act);
1923 else /* if (abbreviate == -1) */
1924 msg_format("%^s%s", m_name, act);
1925 abbreviate = 1;/*2回目以降は省略 */
1927 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
1931 /* Hack -- assume all attacks are obvious */
1934 /* Roll out the damage */
1935 damage = damroll(d_dice, d_side);
1938 * Skip the effect when exploding, since the explosion
1939 * already causes the effect.
1941 if(explode) damage = 0;
1942 /* Apply appropriate damage */
1952 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
1954 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
1956 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1957 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
1958 tmp_damage = MAX(damage, tmp_damage*2);
1960 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
1964 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
1967 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1968 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1976 /* Take "poison" effect */
1977 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
1979 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
1985 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1987 /* Learn about the player */
1988 update_smart_learn(m_idx, DRS_POIS);
1997 /* Allow complete resist */
1998 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2000 /* Apply disenchantment */
2001 if (apply_disenchant(0))
2003 /* Hack -- Update AC */
2004 update_creature(p_ptr);
2009 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2011 /* Learn about the player */
2012 update_smart_learn(m_idx, DRS_DISEN);
2019 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2021 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2024 for (k = 0; k < 10; k++)
2027 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2029 /* Obtain the item */
2030 o_ptr = &inventory[i];
2032 /* Skip non-objects */
2033 if (!o_ptr->k_idx) continue;
2035 /* Drain charged wands/staffs */
2036 if (((o_ptr->tval == TV_STAFF) ||
2037 (o_ptr->tval == TV_WAND)) &&
2040 /* Calculate healed hitpoints */
2041 int heal=rlev * o_ptr->pval;
2042 if( o_ptr->tval == TV_STAFF)
2043 heal *= o_ptr->number;
2045 /* Don't heal more than max hp */
2046 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2048 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2052 /* Heal the monster */
2053 m_ptr->hp += (HIT_POINT)heal;
2055 /* Redraw (later) if needed */
2056 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2057 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2062 /* Combine / Reorder the pack */
2063 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2064 p_ptr->window |= (PW_INVEN);
2075 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2077 /* Confused monsters cannot steal successfully. -LM-*/
2078 if (MON_CONFUSED(m_ptr)) break;
2080 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2084 /* Saving throw (unless paralyzed) based on dex and level */
2085 if (!p_ptr->paralyzed &&
2086 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2089 /* Saving throw message */
2090 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2092 /* Occasional blink anyway */
2093 if (randint0(3)) blinked = TRUE;
2099 gold = (p_ptr->au / 10) + randint1(25);
2100 if (gold < 2) gold = 2;
2101 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2102 if (gold > p_ptr->au) gold = p_ptr->au;
2106 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2110 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2111 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2112 chg_virtue(V_SACRIFICE, 1);
2116 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2117 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2118 chg_virtue(V_SACRIFICE, 2);
2122 p_ptr->redraw |= (PR_GOLD);
2124 p_ptr->window |= (PW_PLAYER);
2135 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2137 /* Confused monsters cannot steal successfully. -LM-*/
2138 if (MON_CONFUSED(m_ptr)) break;
2140 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2142 /* Saving throw (unless paralyzed) based on dex and level */
2143 if (!p_ptr->paralyzed &&
2144 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2147 /* Saving throw message */
2148 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2150 /* Occasional "blink" anyway */
2157 for (k = 0; k < 10; k++)
2162 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2164 /* Obtain the item */
2165 o_ptr = &inventory[i];
2167 /* Skip non-objects */
2168 if (!o_ptr->k_idx) continue;
2170 /* Skip artifacts */
2171 if (object_is_artifact(o_ptr)) continue;
2173 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2176 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2178 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2181 chg_virtue(V_SACRIFICE, 1);
2184 /* Make an object */
2191 j_ptr = ¤t_floor_ptr->o_list[o_idx];
2192 object_copy(j_ptr, o_ptr);
2197 /* Hack -- If a rod or wand, allocate total
2198 * maximum timeouts or charges between those
2199 * stolen and those missed. -LM-
2201 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2203 j_ptr->pval = o_ptr->pval / o_ptr->number;
2204 o_ptr->pval -= j_ptr->pval;
2208 j_ptr->marked = OM_TOUCHED;
2210 /* Memorize monster */
2211 j_ptr->held_m_idx = m_idx;
2214 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2217 m_ptr->hold_o_idx = o_idx;
2220 /* Steal the items */
2221 inven_item_increase(i, -1);
2222 inven_item_optimize(i);
2237 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2239 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2241 /* Steal some food */
2242 for (k = 0; k < 10; k++)
2244 /* Pick an item from the pack */
2245 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2247 o_ptr = &inventory[i];
2249 /* Skip non-objects */
2250 if (!o_ptr->k_idx) continue;
2252 /* Skip non-food objects */
2253 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2255 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2258 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" : ""));
2260 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2263 /* Steal the items */
2264 inven_item_increase(i, -1);
2265 inven_item_optimize(i);
2277 /* Access the lite */
2278 o_ptr = &inventory[INVEN_LITE];
2279 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2281 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2284 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2287 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2288 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2292 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2296 p_ptr->window |= (PW_EQUIP);
2306 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2307 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2308 update_creature(p_ptr);
2309 update_smart_learn(m_idx, DRS_ACID);
2317 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2318 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2319 update_smart_learn(m_idx, DRS_ELEC);
2327 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2328 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2329 update_smart_learn(m_idx, DRS_FIRE);
2337 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2338 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2339 update_smart_learn(m_idx, DRS_COLD);
2345 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2346 if (p_ptr->is_dead) break;
2348 /* Increase "blind" */
2349 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2351 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2354 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2362 /* Learn about the player */
2363 update_smart_learn(m_idx, DRS_BLIND);
2371 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2373 if (p_ptr->is_dead) break;
2375 /* Increase "confused" */
2376 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2378 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2384 /* Learn about the player */
2385 update_smart_learn(m_idx, DRS_CONF);
2392 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2394 if (p_ptr->is_dead) break;
2396 /* Increase "afraid" */
2397 if (CHECK_MULTISHADOW())
2401 else if (p_ptr->resist_fear)
2403 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2406 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2408 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2413 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2419 /* Learn about the player */
2420 update_smart_learn(m_idx, DRS_FEAR);
2427 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2429 if (p_ptr->is_dead) break;
2431 /* Increase "paralyzed" */
2432 if (CHECK_MULTISHADOW())
2436 else if (p_ptr->free_act)
2438 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2441 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2443 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2448 if (!p_ptr->paralyzed)
2450 if (set_paralyzed(3 + randint1(rlev)))
2457 /* Learn about the player */
2458 update_smart_learn(m_idx, DRS_FREE);
2465 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2467 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2468 if (do_dec_stat(A_STR)) obvious = TRUE;
2475 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2477 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2478 if (do_dec_stat(A_INT)) obvious = TRUE;
2485 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2487 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2488 if (do_dec_stat(A_WIS)) obvious = TRUE;
2495 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2497 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2498 if (do_dec_stat(A_DEX)) obvious = TRUE;
2505 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2507 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2508 if (do_dec_stat(A_CON)) obvious = TRUE;
2515 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2517 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2518 if (do_dec_stat(A_CHR)) obvious = TRUE;
2525 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2527 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2529 /* Damage (stats) */
2530 if (do_dec_stat(A_STR)) obvious = TRUE;
2531 if (do_dec_stat(A_DEX)) obvious = TRUE;
2532 if (do_dec_stat(A_CON)) obvious = TRUE;
2533 if (do_dec_stat(A_INT)) obvious = TRUE;
2534 if (do_dec_stat(A_WIS)) obvious = TRUE;
2535 if (do_dec_stat(A_CHR)) obvious = TRUE;
2544 /* Hack -- Reduce damage based on the player armor class */
2545 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2547 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2549 /* Radius 8 earthquake centered at the monster */
2550 if (damage > 23 || explode)
2552 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2560 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2564 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2566 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2568 (void)drain_exp(d, d / 10, 95);
2574 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2578 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2580 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2582 (void)drain_exp(d, d / 10, 90);
2588 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2592 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2594 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2596 (void)drain_exp(d, d / 10, 75);
2602 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2606 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2608 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2610 (void)drain_exp(d, d / 10, 50);
2616 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2618 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2620 /* Take "poison" effect */
2621 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
2623 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2629 /* Damage CON (10% chance)*/
2630 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
2632 /* 1% chance for perm. damage */
2633 bool perm = one_in_(10);
2634 if (dec_stat(A_CON, randint1(10), perm))
2636 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
2646 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
2648 switch (randint1(10))
2650 case 1: case 2: case 3: case 4: case 5:
2652 if (p_ptr->prace == RACE_ANDROID) break;
2653 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
2654 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
2658 case 6: case 7: case 8: case 9:
2660 int stat = randint0(6);
2665 case A_STR: act = "強く"; break;
2666 case A_INT: act = "聡明で"; break;
2667 case A_WIS: act = "賢明で"; break;
2668 case A_DEX: act = "器用で"; break;
2669 case A_CON: act = "健康で"; break;
2670 case A_CHR: act = "美しく"; break;
2672 case A_STR: act = "strong"; break;
2673 case A_INT: act = "bright"; break;
2674 case A_WIS: act = "wise"; break;
2675 case A_DEX: act = "agile"; break;
2676 case A_CON: act = "hale"; break;
2677 case A_CHR: act = "beautiful"; break;
2682 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);
2683 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
2684 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
2685 p_ptr->update |= (PU_BONUS);
2691 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..."));
2693 for (k = 0; k < A_MAX; k++)
2695 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
2696 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
2698 p_ptr->update |= (PU_BONUS);
2703 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2709 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2714 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2716 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2718 resist_drain = !drain_exp(d, d / 10, 50);
2720 /* Heal the attacker? */
2721 if (p_ptr->mimic_form)
2723 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
2724 resist_drain = TRUE;
2728 switch (p_ptr->prace)
2737 resist_drain = TRUE;
2742 if ((damage > 5) && !resist_drain)
2744 bool did_heal = FALSE;
2746 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2749 m_ptr->hp += damroll(4, damage / 6);
2750 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2752 /* Redraw (later) if needed */
2753 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2754 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2756 /* Special message */
2757 if (m_ptr->ml && did_heal)
2759 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
2769 if (CHECK_MULTISHADOW())
2771 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!"));
2777 p_ptr->csp -= damage;
2781 p_ptr->csp_frac = 0;
2784 p_ptr->redraw |= (PR_MANA);
2787 /* Learn about the player */
2788 update_smart_learn(m_idx, DRS_MANA);
2794 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2796 if (p_ptr->is_dead) break;
2798 /* Decrease speed */
2799 if (CHECK_MULTISHADOW())
2805 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
2815 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2817 if (p_ptr->is_dead) break;
2819 /* Decrease speed */
2820 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
2826 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
2836 /* Hack -- only one of cut or stun */
2837 if (do_cut && do_stun)
2840 if (randint0(100) < 50)
2857 /* Critical hit (zero if non-critical) */
2858 tmp = monster_critical(d_dice, d_side, damage);
2860 /* Roll for damage */
2863 case 0: cut_plus = 0; break;
2864 case 1: cut_plus = randint1(5); break;
2865 case 2: cut_plus = randint1(5) + 5; break;
2866 case 3: cut_plus = randint1(20) + 20; break;
2867 case 4: cut_plus = randint1(50) + 50; break;
2868 case 5: cut_plus = randint1(100) + 100; break;
2869 case 6: cut_plus = 300; break;
2870 default: cut_plus = 500; break;
2874 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
2882 /* Critical hit (zero if non-critical) */
2883 tmp = monster_critical(d_dice, d_side, damage);
2885 /* Roll for damage */
2888 case 0: stun_plus = 0; break;
2889 case 1: stun_plus = randint1(5); break;
2890 case 2: stun_plus = randint1(5) + 10; break;
2891 case 3: stun_plus = randint1(10) + 20; break;
2892 case 4: stun_plus = randint1(15) + 30; break;
2893 case 5: stun_plus = randint1(20) + 40; break;
2894 case 6: stun_plus = 80; break;
2895 default: stun_plus = 150; break;
2898 /* Apply the stun */
2899 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
2904 sound(SOUND_EXPLODE);
2906 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
2915 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
2917 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2919 HIT_POINT dam = damroll(2, 6);
2921 /* Modify the damage */
2922 dam = mon_damage_mod(m_ptr, dam, FALSE);
2924 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
2926 if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
2934 if (is_original_ap_and_seen(m_ptr))
2935 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2939 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
2941 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2943 HIT_POINT dam = damroll(2, 6);
2945 /* Modify the damage */
2946 dam = mon_damage_mod(m_ptr, dam, FALSE);
2948 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
2949 if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
2957 if (is_original_ap_and_seen(m_ptr))
2958 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2962 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
2964 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2966 HIT_POINT dam = damroll(2, 6);
2968 /* Modify the damage */
2969 dam = mon_damage_mod(m_ptr, dam, FALSE);
2971 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
2972 if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
2980 if (is_original_ap_and_seen(m_ptr))
2981 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2986 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
2988 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
2990 HIT_POINT dam = damroll(2, 6);
2992 /* Modify the damage */
2993 dam = mon_damage_mod(m_ptr, dam, FALSE);
2995 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
2996 if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
3004 if (is_original_ap_and_seen(m_ptr))
3005 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3008 if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
3010 teleport_player(10, 0L);
3014 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3016 if (r_ptr->flags3 & RF3_EVIL)
3018 if (!(r_ptr->flagsr & RFR_RES_ALL))
3020 HIT_POINT dam = damroll(2, 6);
3022 /* Modify the damage */
3023 dam = mon_damage_mod(m_ptr, dam, FALSE);
3025 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
3026 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3031 if (is_original_ap_and_seen(m_ptr))
3032 r_ptr->r_flags3 |= RF3_EVIL;
3036 if (is_original_ap_and_seen(m_ptr))
3037 r_ptr->r_flagsr |= RFR_RES_ALL;
3042 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3044 if (!(r_ptr->flagsr & RFR_RES_ALL))
3046 HIT_POINT dam = damroll(2, 6);
3048 /* Modify the damage */
3049 dam = mon_damage_mod(m_ptr, dam, FALSE);
3051 msg_format(_("%^sが鋭い闘気のオーラで傷ついた!", "%^s is injured by the Force"), m_name);
3052 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3060 if (is_original_ap_and_seen(m_ptr))
3061 r_ptr->r_flagsr |= RFR_RES_ALL;
3065 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3068 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3070 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3072 if (o_armed_ptr->k_idx)
3074 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3075 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3078 /* Cursed armor makes damages doubled */
3079 o_armed_ptr = &inventory[INVEN_BODY];
3080 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3082 /* Modify the damage */
3083 dam = mon_damage_mod(m_ptr, dam, FALSE);
3085 msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
3086 if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
3091 else /* monster does not dead */
3094 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3095 EFFECT_ID typ[4][2] = {
3096 { INVEN_HEAD, GF_OLD_CONF },
3097 { INVEN_LARM, GF_OLD_SLEEP },
3098 { INVEN_HANDS, GF_TURN_ALL },
3099 { INVEN_FEET, GF_OLD_SLOW }
3102 /* Some cursed armours gives an extra effect */
3103 for (j = 0; j < 4; j++)
3105 o_armed_ptr = &inventory[typ[j][0]];
3106 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3107 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3113 if (is_original_ap_and_seen(m_ptr))
3114 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3120 /* Monster missed player */
3123 /* Analyze failed attacks */
3139 /* Visible monsters */
3143 disturb(TRUE, TRUE);
3147 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3149 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);
3150 abbreviate = 1;/*2回目以降は省略 */
3152 msg_format("%^s misses you.", m_name);
3157 /* Gain shield experience */
3158 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
3160 int cur = p_ptr->skill_exp[GINOU_SHIELD];
3161 int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
3165 DEPTH targetlevel = r_ptr->level;
3169 /* Extra experience */
3170 if ((cur / 100) < targetlevel)
3172 if ((cur / 100 + 15) < targetlevel)
3173 inc += 1 + (targetlevel - (cur / 100 + 15));
3178 p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
3179 p_ptr->update |= (PU_BONUS);
3190 /* Analyze "visible" monsters only */
3191 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3193 /* Count "obvious" attacks (and ones that cause damage) */
3194 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3196 /* Count attacks of this type */
3197 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3199 r_ptr->r_blows[ap_cnt]++;
3204 if (p_ptr->riding && damage)
3206 char m_steed_name[MAX_NLEN];
3207 monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
3208 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3210 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3214 if (p_ptr->special_defense & NINJA_KAWARIMI)
3216 if (kawarimi(FALSE)) return TRUE;
3220 /* Hex - revenge damage stored */
3221 revenge_store(get_damage);
3223 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3224 && get_damage > 0 && !p_ptr->is_dead)
3227 msg_format("攻撃が%s自身を傷つけた!", m_name);
3229 GAME_TEXT m_name_self[80];
3232 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3234 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3236 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3237 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3240 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3242 char m_target_name[MAX_NLEN];
3243 monster_desc(m_target_name, m_ptr, 0);
3246 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3247 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3249 p_ptr->redraw |= (PR_MANA);
3253 if (blinked && alive && !p_ptr->is_dead)
3255 if (teleport_barrier(m_idx))
3257 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."));
3261 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3262 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3267 /* Always notice cause of death */
3268 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3273 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3276 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3279 if (p_ptr->special_defense & KATA_IAI)
3281 set_action(ACTION_NONE);
3284 /* Assume we attacked */