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 visible 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(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
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 (!visible) 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 = 5, chance_left = 90;
65 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
67 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
68 chance += (100 - ((ac * 75) / meichuu)) * chance_left / 100;
76 * @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 /
77 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
80 * @param dam 現在算出中のダメージ値
81 * @param meichuu 打撃の基本命中力
82 * @param mode オプションフラグ
83 * @return クリティカル修正が入ったダメージ値
85 HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
89 /* Extract "blow" power */
90 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
93 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
95 k = weight + randint1(650);
96 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
100 msg_print(_("手ごたえがあった!", "It was a good hit!"));
106 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
111 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
116 msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
121 msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
122 dam = ((7 * dam) / 2) + 25;
130 * @brief モンスター打撃のクリティカルランクを返す /
131 * Critical blow. All hits that do 95% of total possible damage,
132 * @param dice モンスター打撃のダイス数
133 * @param sides モンスター打撃の最大ダイス目
134 * @param dam プレイヤーに与えたダメージ
136 * and which also do at least 20 damage, or, sometimes, N damage.
137 * This is used only to determine "cuts" and "stuns".
139 static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
142 int total = dice * sides;
144 /* Must do at least 95% of perfect */
145 if (dam < total * 19 / 20) return (0);
147 /* Weak blows rarely work */
148 if ((dam < 20) && (randint0(100) >= dam)) return (0);
151 if ((dam >= total) && (dam >= 40)) max++;
156 while (randint0(100) < 2) max++;
159 /* Critical damage */
160 if (dam > 45) return (6 + max);
161 if (dam > 33) return (5 + max);
162 if (dam > 25) return (4 + max);
163 if (dam > 18) return (3 + max);
164 if (dam > 11) return (2 + max);
169 * @brief モンスター打撃の命中を判定する /
170 * Determine if a monster attack against the player succeeds.
171 * @param power 打撃属性毎の基本命中値
172 * @param level モンスターのレベル
173 * @param stun モンスターの朦朧値
174 * @return TRUEならば命中判定
176 * Always miss 5% of the time, Always hit 5% of the time.
177 * Otherwise, match monster power against player armor.
179 static int check_hit(int power, DEPTH level, int stun)
183 /* Percentile dice */
186 if (stun && one_in_(2)) return FALSE;
188 /* Hack -- Always miss or hit */
189 if (k < 10) return (k < 5);
191 /* Calculate the "attack quality" */
192 i = (power + (level * 3));
195 ac = p_ptr->ac + p_ptr->to_a;
196 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
198 /* Power and Level compete against Armor */
199 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
205 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
206 static cptr desc_insult[] =
221 "insults your mother!",
222 "gives you the finger!",
225 "dances around you!",
226 "makes obscene gestures!",
228 "calls you a parasite!",
229 "calls you a cyborg!"
234 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
235 static cptr desc_moan[] =
239 "が彼の飼い犬を見なかったかと尋ねている。",
243 "seems sad about something.",
244 "asks if you have seen his dogs.",
245 "tells you to get off his land.",
246 "mumbles something about mushrooms."
252 * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
253 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
254 * @param immune ダメージを回避できる免疫フラグ
255 * @param flags_offset オーラフラグ配列の参照オフセット
256 * @param r_flags_offset モンスターの耐性配列の参照オフセット
257 * @param aura_flag オーラフラグ配列
258 * @param dam_func ダメージ処理を行う関数の参照ポインタ
259 * @param message オーラダメージを受けた際のメッセージ
262 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
263 HIT_POINT(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
265 monster_race *r_ptr = &r_info[m_ptr->r_idx];
267 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
270 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
272 /* Hack -- Get the "died from" name */
273 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
277 dam_func(aura_damage, mon_name, -1, TRUE);
279 if (is_original_ap_and_seen(m_ptr))
281 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
289 * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
290 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
293 static void touch_zap_player(monster_type *m_ptr)
295 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
296 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
297 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
298 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
299 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
300 elec_dam, _("電撃をくらった!", "You get zapped!"));
304 * @brief プレイヤーの変異要素による打撃処理
305 * @param m_idx 攻撃目標となったモンスターの参照ID
306 * @param attack 変異要素による攻撃要素の種類
307 * @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
308 * @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
311 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
316 monster_type *m_ptr = &m_list[m_idx];
317 monster_race *r_ptr = &r_info[m_ptr->r_idx];
320 int dice_num, dice_side;
330 atk_desc = _("尻尾", "tail");
337 atk_desc = _("角", "horns");
344 atk_desc = _("クチバシ", "beak");
351 atk_desc = _("象の鼻", "trunk");
358 atk_desc = _("触手", "tentacles");
362 dice_num = dice_side = n_weight = 1;
363 atk_desc = _("未定義の部位", "undefined body part");
367 /* Extract monster name (or "it") */
368 monster_desc(m_name, m_ptr, 0);
370 /* Calculate the "attack quality" */
371 bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
372 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
375 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
378 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
380 k = damroll(dice_num, dice_side);
381 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
383 /* Apply the player damage bonuses */
386 /* No negative damage */
389 /* Modify the damage */
390 k = mon_damage_mod(m_ptr, k, FALSE);
392 /* Complex message */
393 msg_format_wizard(CHEAT_MONSTER,
394 _("%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))"),
395 k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
397 /* Anger the monster */
398 if (k > 0) anger_monster(m_ptr);
400 /* Damage, check for fear and mdeath */
404 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
405 *mdeath = (m_ptr->r_idx == 0);
408 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
411 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
414 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
417 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
420 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
423 touch_zap_player(m_ptr);
429 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
434 * @brief プレイヤーの打撃処理サブルーチン /
435 * Player attacks a (poor, defenseless) creature -RAK-
438 * @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
439 * @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
440 * @param hand 攻撃を行うための武器を持つ手
441 * @param mode 発動中の剣術ID
444 * If no "weapon" is available, then "punch" the monster one time.
446 static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
448 int num = 0, bonus, chance, vir;
451 cave_type *c_ptr = &cave[y][x];
453 monster_type *m_ptr = &m_list[c_ptr->m_idx];
454 monster_race *r_ptr = &r_info[m_ptr->r_idx];
456 /* Access the weapon */
457 object_type *o_ptr = &inventory[INVEN_RARM + hand];
461 bool success_hit = FALSE;
462 bool backstab = FALSE;
463 bool vorpal_cut = FALSE;
464 int chaos_effect = 0;
465 bool stab_fleeing = FALSE;
466 bool fuiuchi = FALSE;
467 bool monk_attack = FALSE;
468 bool do_quake = FALSE;
470 bool drain_msg = TRUE;
471 int drain_result = 0, drain_heal = 0;
472 bool can_drain = FALSE;
474 int drain_left = MAX_VAMPIRIC_DRAIN;
475 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
476 bool is_human = (r_ptr->d_char == 'p');
477 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
478 bool zantetsu_mukou, e_j_mukou;
480 switch (p_ptr->pclass)
484 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
486 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
487 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
488 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
489 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
490 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
492 /* Can't backstab creatures that we can't see, right? */
495 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
499 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
507 case CLASS_FORCETRAINER:
508 case CLASS_BERSERKER:
509 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
513 if (!o_ptr->k_idx) /* Empty hand */
515 if ((r_ptr->level + 10) > p_ptr->lev)
517 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
519 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
520 p_ptr->skill_exp[GINOU_SUDE] += 40;
521 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
522 p_ptr->skill_exp[GINOU_SUDE] += 5;
523 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
524 p_ptr->skill_exp[GINOU_SUDE] += 1;
525 else if ((p_ptr->lev > 34))
526 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
527 p_ptr->update |= (PU_BONUS);
531 else if (object_is_melee_weapon(o_ptr))
533 if ((r_ptr->level + 10) > p_ptr->lev)
535 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
536 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
537 int now_exp = p_ptr->weapon_exp[tval][sval];
538 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
541 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
542 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
543 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
544 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
545 p_ptr->weapon_exp[tval][sval] += amount;
546 p_ptr->update |= (PU_BONUS);
551 /* Disturb the monster */
552 (void)set_monster_csleep(c_ptr->m_idx, 0);
554 /* Extract monster name (or "it") */
555 monster_desc(m_name, m_ptr, 0);
557 /* Calculate the "attack quality" */
558 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
559 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
560 if (mode == HISSATSU_IAI) chance += 60;
561 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
562 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
564 vir = virtue_number(V_VALOUR);
567 chance += (p_ptr->virtues[vir - 1] / 10);
570 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
571 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
573 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
574 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand] + 2;
575 else num_blow = p_ptr->num_blow[hand];
577 /* Hack -- DOKUBARI always hit once */
578 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
580 /* Attack once for each legal blow */
581 while ((num++ < num_blow) && !p_ptr->is_dead)
583 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
587 if (p_ptr->migite && p_ptr->hidarite)
591 if (mode == HISSATSU_3DAN)
596 success_hit = one_in_(n);
598 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
599 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
601 if (mode == HISSATSU_MAJIN)
610 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
614 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);
615 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);
616 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);
617 else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
619 /* Hack -- bare hands do one damage */
622 object_flags(o_ptr, flgs);
624 /* Select a chaotic effect (50% chance) */
625 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
628 chg_virtue(V_CHANCE, 1);
635 else if (one_in_(250))
640 else if (!one_in_(10))
642 /* Confusion (26.892%) */
647 /* Teleport away (1.494%) */
652 /* Polymorph (1.494%) */
658 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
660 /* Only drain "living" monsters */
661 if (monster_living(m_ptr->r_idx))
667 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !zantetsu_mukou)
669 else vorpal_cut = FALSE;
673 int special_effect = 0, stun_effect = 0, times = 0, max_times;
675 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
679 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
680 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
681 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
682 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
683 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
686 if (p_ptr->special_defense & KAMAE_BYAKKO)
687 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
688 else if (p_ptr->special_defense & KAMAE_SUZAKU)
690 else if (p_ptr->special_defense & KAMAE_GENBU)
693 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
694 /* Attempt 'times' */
695 for (times = 0; times < max_times; times++)
699 ma_ptr = &ma_blows[randint0(MAX_MA)];
700 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
701 else min_level = ma_ptr->min_level;
702 } while ((min_level > p_ptr->lev) ||
703 (randint1(p_ptr->lev) < ma_ptr->chance));
705 /* keep the highest level attack available we found */
706 if ((ma_ptr->min_level > old_ptr->min_level) &&
707 !p_ptr->stun && !p_ptr->confused)
711 if (p_ptr->wizard && cheat_xtra)
713 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
722 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
723 else min_level = ma_ptr->min_level;
724 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
725 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
727 if (ma_ptr->effect == MA_KNEE)
729 if (r_ptr->flags1 & RF1_MALE)
731 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);
733 special_effect = MA_KNEE;
736 msg_format(ma_ptr->desc, m_name);
739 else if (ma_ptr->effect == MA_SLOW)
741 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
742 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
744 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);
745 special_effect = MA_SLOW;
747 else msg_format(ma_ptr->desc, m_name);
753 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
756 msg_format(ma_ptr->desc, m_name);
759 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
760 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
762 weight += (P_PTR_KI / 30);
763 if (weight > 20) weight = 20;
766 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
768 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
770 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
771 stun_effect = 7 + randint1(13);
775 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
777 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
778 (randint1(p_ptr->lev) > r_ptr->level) &&
781 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
786 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
788 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
790 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
792 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
796 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
802 /* Handle normal weapon */
803 else if (o_ptr->k_idx)
805 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
806 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
810 k *= (3 + (p_ptr->lev / 20));
814 k = k*(5 + (p_ptr->lev * 2 / 25)) / 2;
816 else if (stab_fleeing)
821 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
822 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
827 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
828 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
836 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
838 char chainsword_noise[1024];
839 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
841 msg_print(chainsword_noise);
845 if (o_ptr->name1 == ART_VORPAL_BLADE)
847 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!"));
851 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
854 /* Try to increase the damage */
855 while (one_in_(vorpal_chance))
860 k *= (HIT_POINT)mult;
863 if (((r_ptr->flagsr & RFR_RES_ALL) ? k / 100 : k) > m_ptr->hp)
865 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
871 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
872 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
873 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
874 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
875 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
876 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
877 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
880 drain_result = drain_result * 3 / 2;
884 drain_result += o_ptr->to_d;
887 /* Apply the player damage bonuses */
888 k += p_ptr->to_d[hand];
889 drain_result += p_ptr->to_d[hand];
891 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
892 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(m_ptr->r_idx)) k = 0;
893 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
895 /* No negative damage */
898 if ((mode == HISSATSU_ZANMA) && !(!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL)))
905 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
911 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
915 if (mode == HISSATSU_MINEUCHI)
917 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
920 anger_monster(m_ptr);
922 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
925 if (MON_STUNNED(m_ptr))
927 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
932 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
936 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
940 msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
944 /* Modify the damage */
945 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))));
946 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
948 if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
951 msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
955 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)))
957 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
958 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
962 msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
964 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)))
966 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp / 2))
968 k = MAX(k * 5, m_ptr->hp / 2);
970 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
975 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
980 msg_format_wizard(CHEAT_MONSTER,
981 _("%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,
982 m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
984 if (k <= 0) can_drain = FALSE;
986 if (drain_result > m_ptr->hp)
987 drain_result = m_ptr->hp;
989 /* Damage, check for fear and death */
990 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
993 if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
995 if (p_ptr->migite && p_ptr->hidarite)
997 if (hand) p_ptr->energy_use = p_ptr->energy_use * 3 / 5 + p_ptr->energy_use*num * 2 / (p_ptr->num_blow[hand] * 5);
998 else p_ptr->energy_use = p_ptr->energy_use*num * 3 / (p_ptr->num_blow[hand] * 5);
1002 p_ptr->energy_use = p_ptr->energy_use*num / p_ptr->num_blow[hand];
1005 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
1006 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...."));
1010 /* Anger the monster */
1011 if (k > 0) anger_monster(m_ptr);
1013 touch_zap_player(m_ptr);
1015 /* Are we draining it? A little note: If the monster is
1016 dead, the drain does not work... */
1018 if (can_drain && (drain_result > 0))
1020 if (o_ptr->name1 == ART_MURAMASA)
1024 HIT_PROB to_h = o_ptr->to_h;
1025 HIT_POINT to_d = o_ptr->to_d;
1029 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
1033 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
1036 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
1038 msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
1046 if (drain_result > 5) /* Did we really hurt it? */
1048 drain_heal = damroll(2, drain_result / 6);
1051 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
1055 msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
1060 if (drain_heal < drain_left)
1062 drain_left -= drain_heal;
1066 drain_heal = drain_left;
1072 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
1076 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
1078 hp_player(drain_heal);
1079 /* We get to keep some of it! */
1083 m_ptr->maxhp -= (k + 7) / 8;
1084 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1085 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
1091 /* Confusion attack */
1092 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
1094 /* Cancel glowing hands */
1095 if (p_ptr->special_attack & ATTACK_CONFUSE)
1097 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1098 msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
1099 p_ptr->redraw |= (PR_STATUS);
1103 /* Confuse the monster */
1104 if (r_ptr->flags3 & RF3_NO_CONF)
1106 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
1107 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1110 else if (randint0(100) < r_ptr->level)
1112 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1116 msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
1117 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
1121 else if (chaos_effect == 4)
1123 bool resists_tele = FALSE;
1125 if (r_ptr->flagsr & RFR_RES_TELE)
1127 if (r_ptr->flags1 & RF1_UNIQUE)
1129 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1130 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
1131 resists_tele = TRUE;
1133 else if (r_ptr->level > randint1(100))
1135 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1136 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
1137 resists_tele = TRUE;
1143 msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
1144 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
1145 num = num_blow + 1; /* Can't hit it anymore! */
1150 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
1152 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
1153 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
1155 if (polymorph_monster(y, x))
1157 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
1163 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1166 /* Hack -- Get new monster */
1167 m_ptr = &m_list[c_ptr->m_idx];
1169 /* Oops, we need a different name... */
1170 monster_desc(m_name, m_ptr, 0);
1172 /* Hack -- Get new race */
1173 r_ptr = &r_info[m_ptr->r_idx];
1176 else if (o_ptr->name1 == ART_G_HAMMER)
1178 monster_type *target_ptr = &m_list[c_ptr->m_idx];
1180 if (target_ptr->hold_o_idx)
1182 object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
1183 char o_name[MAX_NLEN];
1185 object_desc(o_name, q_ptr, OD_NAME_ONLY);
1186 q_ptr->held_m_idx = 0;
1187 q_ptr->marked = OM_TOUCHED;
1188 target_ptr->hold_o_idx = q_ptr->next_o_idx;
1189 q_ptr->next_o_idx = 0;
1190 msg_format(_("%sを奪った。", "You snatched %s."), o_name);
1199 backstab = FALSE; /* Clumsy! */
1200 fuiuchi = FALSE; /* Clumsy! */
1202 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
1204 BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
1208 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1209 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!"));
1211 /* Extract the flags */
1212 object_flags(o_ptr, flgs_aux);
1214 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1217 switch (p_ptr->mimic_form)
1220 switch (p_ptr->prace)
1227 case RACE_BARBARIAN:
1231 case RACE_HALF_TROLL:
1232 case RACE_HALF_OGRE:
1233 case RACE_HALF_GIANT:
1234 case RACE_HALF_TITAN:
1242 case RACE_DRACONIAN:
1249 case MIMIC_DEMON_LORD:
1256 if (p_ptr->align < 0 && mult < 20)
1258 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
1260 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
1262 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
1264 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
1266 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
1269 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp >(p_ptr->msp / 30)))
1271 p_ptr->csp -= (1 + (p_ptr->msp / 30));
1272 p_ptr->redraw |= (PR_MANA);
1273 mult = mult * 3 / 2 + 20;
1275 k *= (HIT_POINT)mult;
1279 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1283 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
1284 /* Try to increase the damage */
1290 k *= (HIT_POINT)mult;
1292 k += (p_ptr->to_d[hand] + o_ptr->to_d);
1295 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
1301 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1309 if (weak && !(*mdeath))
1311 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
1313 if (drain_left != MAX_VAMPIRIC_DRAIN)
1317 chg_virtue(V_UNLIFE, 1);
1320 /* Mega-Hack -- apply earthquake brand */
1323 earthquake(p_ptr->y, p_ptr->x, 10);
1324 if (!cave[y][x].m_idx) *mdeath = TRUE;
1329 * @brief プレイヤーの打撃処理メインルーチン
1332 * @param mode 発動中の剣術ID
1333 * @return 実際に攻撃処理が行われた場合TRUEを返す。
1335 * If no "weapon" is available, then "punch" the monster one time.
1337 bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
1340 bool mdeath = FALSE;
1341 bool stormbringer = FALSE;
1343 cave_type *c_ptr = &cave[y][x];
1344 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1345 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1348 disturb(FALSE, TRUE);
1350 p_ptr->energy_use = 100;
1352 if (!p_ptr->migite && !p_ptr->hidarite &&
1353 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
1355 msg_format(_("%s攻撃できない。", "You cannot do attacking."),
1356 (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
1360 /* Extract monster name (or "it") */
1361 monster_desc(m_name, m_ptr, 0);
1365 /* Auto-Recall if possible and visible */
1366 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1368 /* Track a new monster */
1369 health_track(c_ptr->m_idx);
1372 if ((r_ptr->flags1 & RF1_FEMALE) &&
1373 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
1375 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
1377 msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
1382 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1384 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1388 /* Stop if friendly */
1389 if (!is_hostile(m_ptr) &&
1390 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
1391 p_ptr->shero || !m_ptr->ml))
1393 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1394 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
1397 msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
1398 chg_virtue(V_INDIVIDUALISM, 1);
1399 chg_virtue(V_HONOUR, -1);
1400 chg_virtue(V_JUSTICE, -1);
1401 chg_virtue(V_COMPASSION, -1);
1403 else if (p_ptr->pclass != CLASS_BERSERKER)
1405 if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
1407 chg_virtue(V_INDIVIDUALISM, 1);
1408 chg_virtue(V_HONOUR, -1);
1409 chg_virtue(V_JUSTICE, -1);
1410 chg_virtue(V_COMPASSION, -1);
1414 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
1421 /* Handle player fear */
1425 msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
1427 msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
1429 /* Disturb the monster */
1430 (void)set_monster_csleep(c_ptr->m_idx, 0);
1435 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
1437 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
1438 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
1441 if (p_ptr->migite && p_ptr->hidarite)
1443 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))
1445 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
1446 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
1447 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
1448 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
1449 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
1450 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1451 else if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
1452 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
1453 p_ptr->update |= (PU_BONUS);
1457 /* Gain riding experience */
1460 int cur = p_ptr->skill_exp[GINOU_RIDING];
1461 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
1465 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
1466 int targetlevel = r_ptr->level;
1469 if ((cur / 200 - 5) < targetlevel)
1472 /* Extra experience */
1473 if ((cur / 100) < ridinglevel)
1475 if ((cur / 100 + 15) < ridinglevel)
1476 inc += 1 + (ridinglevel - (cur / 100 + 15));
1481 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
1483 p_ptr->update |= (PU_BONUS);
1487 riding_t_m_idx = c_ptr->m_idx;
1488 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
1489 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
1491 /* Mutations which yield extra 'natural' attacks */
1494 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
1495 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
1496 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
1497 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
1498 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
1499 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
1500 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
1501 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
1502 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
1503 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
1506 /* Hack -- delay fear messages */
1507 if (fear && m_ptr->ml && !mdeath)
1511 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
1514 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
1516 set_action(ACTION_NONE);
1523 * @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.
1524 * @param m_idx 打撃を行うモンスターのID
1525 * @return 実際に攻撃処理を行った場合TRUEを返す
1527 bool make_attack_normal(MONSTER_IDX m_idx)
1529 monster_type *m_ptr = &m_list[m_idx];
1530 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1535 int k, tmp, ac, rlev;
1536 int do_cut, do_stun;
1542 char o_name[MAX_NLEN];
1549 bool touched = FALSE, fear = FALSE, alive = TRUE;
1550 bool explode = FALSE;
1551 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1552 HIT_POINT get_damage = 0;
1553 int abbreviate = 0; // 2回目以降の省略表現フラグ
1555 /* Not allowed to attack */
1556 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
1558 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1560 /* ...nor if friendly */
1561 if (!is_hostile(m_ptr)) return FALSE;
1563 /* Extract the effective monster level */
1564 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1567 /* Get the monster name (or "it") */
1568 monster_desc(m_name, m_ptr, 0);
1570 /* Get the "died from" information (i.e. "a kobold") */
1571 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1573 if (p_ptr->special_defense & KATA_IAI)
1575 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);
1576 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
1579 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
1581 if (kawarimi(TRUE)) return TRUE;
1584 /* Assume no blink */
1587 /* Scan through all four blows */
1588 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1590 bool obvious = FALSE;
1592 HIT_POINT power = 0;
1593 HIT_POINT damage = 0;
1597 /* Extract the attack infomation */
1598 int effect = r_ptr->blow[ap_cnt].effect;
1599 int method = r_ptr->blow[ap_cnt].method;
1600 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1601 int d_side = r_ptr->blow[ap_cnt].d_side;
1604 if (!m_ptr->r_idx) break;
1606 /* Hack -- no more attacks */
1609 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
1615 /* Stop if player is dead or gone */
1616 if (!p_ptr->playing || p_ptr->is_dead) break;
1617 if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
1619 /* Handle "leaving" */
1620 if (p_ptr->leaving) break;
1622 if (method == RBM_SHOOT) continue;
1624 /* Extract the attack "power" */
1625 power = mbe_info[effect].power;
1628 ac = p_ptr->ac + p_ptr->to_a;
1630 /* Monster hits player */
1631 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
1633 /* Always disturbing */
1634 disturb(TRUE, TRUE);
1637 /* Hack -- Apply "protection from evil" */
1638 if ((p_ptr->protevil > 0) &&
1639 (r_ptr->flags3 & RF3_EVIL) &&
1640 (p_ptr->lev >= rlev) &&
1641 ((randint0(100) + p_ptr->lev) > 50))
1643 /* Remember the Evil-ness */
1644 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
1647 if (abbreviate) msg_format("撃退した。");
1648 else msg_format("%^sは撃退された。", m_name);
1649 abbreviate = 1; /*2回目以降は省略 */
1651 msg_format("%^s is repelled.", m_name);
1655 /* Hack -- Next attack */
1660 /* Assume no cut or stun */
1661 do_cut = do_stun = 0;
1663 /* Describe the attack method */
1668 act = _("殴られた。", "hits you.");
1669 do_cut = do_stun = 1;
1677 act = _("触られた。", "touches you.");
1685 act = _("パンチされた。", "punches you.");
1694 act = _("蹴られた。", "kicks you.");
1703 act = _("ひっかかれた。", "claws you.");
1712 act = _("噛まれた。", "bites you.");
1721 act = _("刺された。", "stings you.");
1729 act = _("斬られた。", "slashes you.");
1738 act = _("角で突かれた。", "butts you.");
1747 act = _("体当たりされた。", "crushes you.");
1756 act = _("飲み込まれた。", "engulfs you.");
1765 act = _("は請求書をよこした。", "charges you.");
1767 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
1774 act = _("が体の上を這い回った。", "crawls on you.");
1782 act = _("よだれをたらされた。", "drools on you.");
1789 act = _("唾を吐かれた。", "spits on you.");
1797 act = _("は爆発した。", "explodes.");
1804 act = _("にらまれた。", "gazes at you.");
1810 act = _("泣き叫ばれた。", "wails at you.");
1817 act = _("胞子を飛ばされた。", "releases spores at you.");
1825 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
1831 act = _("金をせがまれた。", "begs you for money.");
1841 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
1851 act = desc_moan[randint0(4)];
1861 if (m_ptr->r_idx == MON_JAIAN)
1864 switch(randint1(15))
1869 act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
1872 act = "「♪て~んかむ~てきのお~とこだぜ~~」";
1875 act = "「♪の~び太スネ夫はメじゃないよ~~」";
1878 act = "「♪け~んかスポ~ツ~どんとこい~」";
1881 act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
1884 act = "「♪ま~ちいちば~んのに~んきもの~~」";
1887 act = "「♪べんきょうしゅくだいメじゃないよ~~」";
1890 act = "「♪きはやさし~くて~ち~からもち~」";
1893 act = "「♪かお~も~~スタイルも~バツグンさ~」";
1896 act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
1899 act = "「♪ド~ラもドラミもメじゃないよ~~」";
1902 act = "「♪よじげんぽけっと~な~くたって~」";
1905 act = "「♪あし~の~~ながさ~は~まけないぜ~」";
1909 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
1915 act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
1917 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.'");
1927 if (do_silly_attack)
1932 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1935 if (abbreviate == 0)
1936 msg_format("%^sに%s", m_name, act);
1937 else if (abbreviate == 1)
1938 msg_format("%s", act);
1939 else /* if (abbreviate == -1) */
1940 msg_format("%^s%s", m_name, act);
1941 abbreviate = 1;/*2回目以降は省略 */
1943 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
1947 /* Hack -- assume all attacks are obvious */
1950 /* Roll out the damage */
1951 damage = damroll(d_dice, d_side);
1954 * Skip the effect when exploding, since the explosion
1955 * already causes the effect.
1957 if(explode) damage = 0;
1958 /* Apply appropriate damage */
1968 case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
1970 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
1972 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1973 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
1974 tmp_damage = MAX(damage, tmp_damage*2);
1976 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
1980 case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
1983 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1984 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1992 /* Take "poison" effect */
1993 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
1995 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2001 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2003 /* Learn about the player */
2004 update_smart_learn(m_idx, DRS_POIS);
2013 /* Allow complete resist */
2014 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
2016 /* Apply disenchantment */
2017 if (apply_disenchant(0))
2019 /* Hack -- Update AC */
2025 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2027 /* Learn about the player */
2028 update_smart_learn(m_idx, DRS_DISEN);
2035 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2037 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2040 for (k = 0; k < 10; k++)
2043 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2045 /* Obtain the item */
2046 o_ptr = &inventory[i];
2048 /* Skip non-objects */
2049 if (!o_ptr->k_idx) continue;
2051 /* Drain charged wands/staffs */
2052 if (((o_ptr->tval == TV_STAFF) ||
2053 (o_ptr->tval == TV_WAND)) &&
2056 /* Calculate healed hitpoints */
2057 int heal=rlev * o_ptr->pval;
2058 if( o_ptr->tval == TV_STAFF)
2059 heal *= o_ptr->number;
2061 /* Don't heal more than max hp */
2062 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
2064 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
2068 /* Heal the monster */
2069 m_ptr->hp += (HIT_POINT)heal;
2071 /* Redraw (later) if needed */
2072 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2073 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2078 /* Combine / Reorder the pack */
2079 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2080 p_ptr->window |= (PW_INVEN);
2091 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2093 /* Confused monsters cannot steal successfully. -LM-*/
2094 if (MON_CONFUSED(m_ptr)) break;
2096 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2100 /* Saving throw (unless paralyzed) based on dex and level */
2101 if (!p_ptr->paralyzed &&
2102 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2105 /* Saving throw message */
2106 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
2108 /* Occasional blink anyway */
2109 if (randint0(3)) blinked = TRUE;
2115 gold = (p_ptr->au / 10) + randint1(25);
2116 if (gold < 2) gold = 2;
2117 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
2118 if (gold > p_ptr->au) gold = p_ptr->au;
2122 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
2126 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2127 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
2128 chg_virtue(V_SACRIFICE, 1);
2132 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
2133 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
2134 chg_virtue(V_SACRIFICE, 2);
2138 p_ptr->redraw |= (PR_GOLD);
2140 p_ptr->window |= (PW_PLAYER);
2151 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2153 /* Confused monsters cannot steal successfully. -LM-*/
2154 if (MON_CONFUSED(m_ptr)) break;
2156 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2158 /* Saving throw (unless paralyzed) based on dex and level */
2159 if (!p_ptr->paralyzed &&
2160 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2163 /* Saving throw message */
2164 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
2166 /* Occasional "blink" anyway */
2173 for (k = 0; k < 10; k++)
2178 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2180 /* Obtain the item */
2181 o_ptr = &inventory[i];
2183 /* Skip non-objects */
2184 if (!o_ptr->k_idx) continue;
2186 /* Skip artifacts */
2187 if (object_is_artifact(o_ptr)) continue;
2189 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2192 msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
2194 msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2197 chg_virtue(V_SACRIFICE, 1);
2200 /* Make an object */
2208 /* Get new object */
2209 j_ptr = &o_list[o_idx];
2212 object_copy(j_ptr, o_ptr);
2217 /* Hack -- If a rod or wand, allocate total
2218 * maximum timeouts or charges between those
2219 * stolen and those missed. -LM-
2221 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2223 j_ptr->pval = o_ptr->pval / o_ptr->number;
2224 o_ptr->pval -= j_ptr->pval;
2228 j_ptr->marked = OM_TOUCHED;
2230 /* Memorize monster */
2231 j_ptr->held_m_idx = m_idx;
2234 j_ptr->next_o_idx = m_ptr->hold_o_idx;
2237 m_ptr->hold_o_idx = o_idx;
2240 /* Steal the items */
2241 inven_item_increase(i, -1);
2242 inven_item_optimize(i);
2257 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2259 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2261 /* Steal some food */
2262 for (k = 0; k < 10; k++)
2264 /* Pick an item from the pack */
2265 i = (INVENTORY_IDX)randint0(INVEN_PACK);
2267 o_ptr = &inventory[i];
2269 /* Skip non-objects */
2270 if (!o_ptr->k_idx) continue;
2272 /* Skip non-food objects */
2273 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
2275 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2278 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" : ""));
2280 msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
2283 /* Steal the items */
2284 inven_item_increase(i, -1);
2285 inven_item_optimize(i);
2297 /* Access the lite */
2298 o_ptr = &inventory[INVEN_LITE];
2299 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2301 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2304 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
2307 o_ptr->xtra4 -= (s16b)(250 + randint1(250));
2308 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
2312 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
2316 p_ptr->window |= (PW_EQUIP);
2326 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
2327 get_damage += acid_dam(damage, ddesc, -1, FALSE);
2329 update_smart_learn(m_idx, DRS_ACID);
2337 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
2338 get_damage += elec_dam(damage, ddesc, -1, FALSE);
2339 update_smart_learn(m_idx, DRS_ELEC);
2347 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
2348 get_damage += fire_dam(damage, ddesc, -1, FALSE);
2349 update_smart_learn(m_idx, DRS_FIRE);
2357 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
2358 get_damage += cold_dam(damage, ddesc, -1, FALSE);
2359 update_smart_learn(m_idx, DRS_COLD);
2365 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2366 if (p_ptr->is_dead) break;
2368 /* Increase "blind" */
2369 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
2371 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
2374 if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
2382 /* Learn about the player */
2383 update_smart_learn(m_idx, DRS_BLIND);
2391 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2393 if (p_ptr->is_dead) break;
2395 /* Increase "confused" */
2396 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
2398 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
2404 /* Learn about the player */
2405 update_smart_learn(m_idx, DRS_CONF);
2412 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2414 if (p_ptr->is_dead) break;
2416 /* Increase "afraid" */
2417 if (CHECK_MULTISHADOW())
2421 else if (p_ptr->resist_fear)
2423 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2426 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2428 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
2433 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
2439 /* Learn about the player */
2440 update_smart_learn(m_idx, DRS_FEAR);
2447 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2449 if (p_ptr->is_dead) break;
2451 /* Increase "paralyzed" */
2452 if (CHECK_MULTISHADOW())
2456 else if (p_ptr->free_act)
2458 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
2461 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
2463 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
2468 if (!p_ptr->paralyzed)
2470 if (set_paralyzed(3 + randint1(rlev)))
2477 /* Learn about the player */
2478 update_smart_learn(m_idx, DRS_FREE);
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_STR)) 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_INT)) 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_WIS)) 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_DEX)) obvious = TRUE;
2525 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2527 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2528 if (do_dec_stat(A_CON)) obvious = TRUE;
2535 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2537 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2538 if (do_dec_stat(A_CHR)) obvious = TRUE;
2545 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2547 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2549 /* Damage (stats) */
2550 if (do_dec_stat(A_STR)) obvious = TRUE;
2551 if (do_dec_stat(A_DEX)) obvious = TRUE;
2552 if (do_dec_stat(A_CON)) obvious = TRUE;
2553 if (do_dec_stat(A_INT)) obvious = TRUE;
2554 if (do_dec_stat(A_WIS)) obvious = TRUE;
2555 if (do_dec_stat(A_CHR)) obvious = TRUE;
2564 /* Hack -- Reduce damage based on the player armor class */
2565 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2567 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2569 /* Radius 8 earthquake centered at the monster */
2570 if (damage > 23 || explode)
2572 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
2580 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2584 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2586 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2588 (void)drain_exp(d, d / 10, 95);
2594 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2598 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2600 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2602 (void)drain_exp(d, d / 10, 90);
2608 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2612 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2614 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2616 (void)drain_exp(d, d / 10, 75);
2622 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2626 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2628 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2630 (void)drain_exp(d, d / 10, 50);
2636 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2638 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2640 /* Take "poison" effect */
2641 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
2643 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
2649 /* Damage CON (10% chance)*/
2650 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
2652 /* 1% chance for perm. damage */
2653 bool perm = one_in_(10);
2654 if (dec_stat(A_CON, randint1(10), perm))
2656 msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
2666 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
2668 switch (randint1(10))
2670 case 1: case 2: case 3: case 4: case 5:
2672 if (p_ptr->prace == RACE_ANDROID) break;
2673 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
2674 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
2678 case 6: case 7: case 8: case 9:
2680 int stat = randint0(6);
2685 case A_STR: act = "強く"; break;
2686 case A_INT: act = "聡明で"; break;
2687 case A_WIS: act = "賢明で"; break;
2688 case A_DEX: act = "器用で"; break;
2689 case A_CON: act = "健康で"; break;
2690 case A_CHR: act = "美しく"; break;
2692 case A_STR: act = "strong"; break;
2693 case A_INT: act = "bright"; break;
2694 case A_WIS: act = "wise"; break;
2695 case A_DEX: act = "agile"; break;
2696 case A_CON: act = "hale"; break;
2697 case A_CHR: act = "beautiful"; break;
2702 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);
2703 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
2704 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
2705 p_ptr->update |= (PU_BONUS);
2711 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..."));
2713 for (k = 0; k < 6; k++)
2715 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
2716 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
2718 p_ptr->update |= (PU_BONUS);
2723 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2729 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
2734 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2736 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
2738 resist_drain = !drain_exp(d, d / 10, 50);
2740 /* Heal the attacker? */
2741 if (p_ptr->mimic_form)
2743 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
2744 resist_drain = TRUE;
2748 switch (p_ptr->prace)
2757 resist_drain = TRUE;
2762 if ((damage > 5) && !resist_drain)
2764 bool did_heal = FALSE;
2766 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2769 m_ptr->hp += damroll(4, damage / 6);
2770 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2772 /* Redraw (later) if needed */
2773 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2774 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2776 /* Special message */
2777 if (m_ptr->ml && did_heal)
2779 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
2789 if (CHECK_MULTISHADOW())
2791 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!"));
2797 p_ptr->csp -= damage;
2801 p_ptr->csp_frac = 0;
2804 p_ptr->redraw |= (PR_MANA);
2807 /* Learn about the player */
2808 update_smart_learn(m_idx, DRS_MANA);
2814 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2816 if (p_ptr->is_dead) break;
2818 /* Decrease speed */
2819 if (CHECK_MULTISHADOW())
2825 if (set_slow((p_ptr->slow + 4 + randint0(rlev / 10)), FALSE))
2835 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
2837 if (p_ptr->is_dead) break;
2839 /* Decrease speed */
2840 if (p_ptr->resist_sound || CHECK_MULTISHADOW())
2846 if (set_stun(p_ptr->stun + 10 + randint1(r_ptr->level / 4)))
2856 /* Hack -- only one of cut or stun */
2857 if (do_cut && do_stun)
2860 if (randint0(100) < 50)
2877 /* Critical hit (zero if non-critical) */
2878 tmp = monster_critical(d_dice, d_side, damage);
2880 /* Roll for damage */
2883 case 0: cut_plus = 0; break;
2884 case 1: cut_plus = randint1(5); break;
2885 case 2: cut_plus = randint1(5) + 5; break;
2886 case 3: cut_plus = randint1(20) + 20; break;
2887 case 4: cut_plus = randint1(50) + 50; break;
2888 case 5: cut_plus = randint1(100) + 100; break;
2889 case 6: cut_plus = 300; break;
2890 default: cut_plus = 500; break;
2894 if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
2902 /* Critical hit (zero if non-critical) */
2903 tmp = monster_critical(d_dice, d_side, damage);
2905 /* Roll for damage */
2908 case 0: stun_plus = 0; break;
2909 case 1: stun_plus = randint1(5); break;
2910 case 2: stun_plus = randint1(5) + 10; break;
2911 case 3: stun_plus = randint1(10) + 20; break;
2912 case 4: stun_plus = randint1(15) + 30; break;
2913 case 5: stun_plus = randint1(20) + 40; break;
2914 case 6: stun_plus = 80; break;
2915 default: stun_plus = 150; break;
2918 /* Apply the stun */
2919 if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
2924 sound(SOUND_EXPLODE);
2926 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
2935 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
2937 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2939 HIT_POINT dam = damroll(2, 6);
2941 /* Modify the damage */
2942 dam = mon_damage_mod(m_ptr, dam, FALSE);
2945 msg_format("%^sは突然熱くなった!", m_name);
2946 if (mon_take_hit(m_idx, dam, &fear,
2949 msg_format("%^s is suddenly very hot!", m_name);
2951 if (mon_take_hit(m_idx, dam, &fear,
2952 " turns into a pile of ash."))
2962 if (is_original_ap_and_seen(m_ptr))
2963 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2967 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
2969 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2971 HIT_POINT dam = damroll(2, 6);
2973 /* Modify the damage */
2974 dam = mon_damage_mod(m_ptr, dam, FALSE);
2977 msg_format("%^sは電撃をくらった!", m_name);
2978 if (mon_take_hit(m_idx, dam, &fear,
2981 msg_format("%^s gets zapped!", m_name);
2983 if (mon_take_hit(m_idx, dam, &fear,
2984 " turns into a pile of cinder."))
2994 if (is_original_ap_and_seen(m_ptr))
2995 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2999 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
3001 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
3003 HIT_POINT dam = damroll(2, 6);
3005 /* Modify the damage */
3006 dam = mon_damage_mod(m_ptr, dam, FALSE);
3009 msg_format("%^sは冷気をくらった!", m_name);
3010 if (mon_take_hit(m_idx, dam, &fear,
3013 msg_format("%^s is very cold!", m_name);
3015 if (mon_take_hit(m_idx, dam, &fear,
3026 if (is_original_ap_and_seen(m_ptr))
3027 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3032 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
3034 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
3036 HIT_POINT dam = damroll(2, 6);
3038 /* Modify the damage */
3039 dam = mon_damage_mod(m_ptr, dam, FALSE);
3042 msg_format("%^sは鏡の破片をくらった!", m_name);
3043 if (mon_take_hit(m_idx, dam, &fear,
3046 msg_format("%^s gets zapped!", m_name);
3048 if (mon_take_hit(m_idx, dam, &fear,
3049 " had torn to pieces."))
3058 if (is_original_ap_and_seen(m_ptr))
3059 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
3062 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
3064 teleport_player(10, 0L);
3068 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
3070 if (r_ptr->flags3 & RF3_EVIL)
3072 if (!(r_ptr->flagsr & RFR_RES_ALL))
3074 HIT_POINT dam = damroll(2, 6);
3076 /* Modify the damage */
3077 dam = mon_damage_mod(m_ptr, dam, FALSE);
3080 msg_format("%^sは聖なるオーラで傷ついた!", m_name);
3081 if (mon_take_hit(m_idx, dam, &fear,
3084 msg_format("%^s is injured by holy power!", m_name);
3086 if (mon_take_hit(m_idx, dam, &fear,
3093 if (is_original_ap_and_seen(m_ptr))
3094 r_ptr->r_flags3 |= RF3_EVIL;
3098 if (is_original_ap_and_seen(m_ptr))
3099 r_ptr->r_flagsr |= RFR_RES_ALL;
3104 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
3106 if (!(r_ptr->flagsr & RFR_RES_ALL))
3108 HIT_POINT dam = damroll(2, 6);
3110 /* Modify the damage */
3111 dam = mon_damage_mod(m_ptr, dam, FALSE);
3114 msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
3115 if (mon_take_hit(m_idx, dam, &fear,
3118 msg_format("%^s is injured by the Force", m_name);
3120 if (mon_take_hit(m_idx, dam, &fear,
3131 if (is_original_ap_and_seen(m_ptr))
3132 r_ptr->r_flagsr |= RFR_RES_ALL;
3136 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
3139 object_type *o_armed_ptr = &inventory[INVEN_RARM];
3141 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
3143 if (o_armed_ptr->k_idx)
3145 int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
3146 dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
3149 /* Cursed armor makes damages doubled */
3150 o_armed_ptr = &inventory[INVEN_BODY];
3151 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
3153 /* Modify the damage */
3154 dam = mon_damage_mod(m_ptr, dam, FALSE);
3157 msg_format("影のオーラが%^sに反撃した!", m_name);
3158 if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
3160 msg_format("Enveloped shadows attack %^s.", m_name);
3162 if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
3168 else /* monster does not dead */
3171 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3172 EFFECT_ID typ[4][2] = {
3173 { INVEN_HEAD, GF_OLD_CONF },
3174 { INVEN_LARM, GF_OLD_SLEEP },
3175 { INVEN_HANDS, GF_TURN_ALL },
3176 { INVEN_FEET, GF_OLD_SLOW }
3179 /* Some cursed armours gives an extra effect */
3180 for (j = 0; j < 4; j++)
3182 o_armed_ptr = &inventory[typ[j][0]];
3183 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
3184 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
3190 if (is_original_ap_and_seen(m_ptr))
3191 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
3197 /* Monster missed player */
3200 /* Analyze failed attacks */
3216 /* Visible monsters */
3220 disturb(TRUE, TRUE);
3224 msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
3226 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);
3227 abbreviate = 1;/*2回目以降は省略 */
3229 msg_format("%^s misses you.", m_name);
3240 /* Analyze "visible" monsters only */
3241 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
3243 /* Count "obvious" attacks (and ones that cause damage) */
3244 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
3246 /* Count attacks of this type */
3247 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
3249 r_ptr->r_blows[ap_cnt]++;
3254 if (p_ptr->riding && damage)
3256 char m_steed_name[80];
3257 monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
3258 if (rakuba((damage > 200) ? 200 : damage, FALSE))
3260 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
3264 if (p_ptr->special_defense & NINJA_KAWARIMI)
3266 if (kawarimi(FALSE)) return TRUE;
3270 /* Hex - revenge damage stored */
3271 revenge_store(get_damage);
3273 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
3274 && get_damage > 0 && !p_ptr->is_dead)
3277 msg_format("攻撃が%s自身を傷つけた!", m_name);
3279 char m_name_self[80];
3282 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3284 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3286 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3287 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3290 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
3292 char m_target_name[80];
3293 monster_desc(m_target_name, m_ptr, 0);
3296 msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
3297 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
3299 p_ptr->redraw |= (PR_MANA);
3303 if (blinked && alive && !p_ptr->is_dead)
3305 if (teleport_barrier(m_idx))
3307 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."));
3311 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
3312 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
3317 /* Always notice cause of death */
3318 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3323 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
3326 msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
3329 if (p_ptr->special_defense & KATA_IAI)
3331 set_action(ACTION_NONE);
3334 /* Assume we attacked */