/*!
* @file melee1.c
- * @brief モンスターの打撃処理 / Monster attacks
+ * @brief 打撃処理 / Melee process.
* @date 2014/01/17
* @author
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
*/
#include "angband.h"
+#include "core.h"
+#include "util.h"
+
+#include "artifact.h"
#include "cmd-pet.h"
-#include "player-damage.h"
#include "monsterrace-hook.h"
+#include "melee.h"
+#include "monster.h"
+#include "monster-status.h"
+#include "monster-spell.h"
+#include "avatar.h"
+#include "realm-hex.h"
+#include "realm-song.h"
+#include "object-flavor.h"
+#include "object-hook.h"
+#include "grid.h"
+#include "dungeon.h"
+#include "floor.h"
+#include "dungeon.h"
+#include "spells.h"
+#include "files.h"
+#include "player-move.h"
+#include "player-effects.h"
+#include "player-skill.h"
+#include "player-damage.h"
+#include "player-status.h"
+#include "player-race.h"
+#include "view-mainwindow.h"
+#include "world.h"
+
+
+ /*!
+ * @brief モンスターの打撃効力テーブル /
+ * The table of monsters' blow effects
+ */
+const mbe_info_type mbe_info[] =
+{
+ { 0, 0, }, /* None */
+ { 60, GF_MISSILE, }, /* HURT */
+ { 5, GF_POIS, }, /* POISON */
+ { 20, GF_DISENCHANT, }, /* UN_BONUS */
+ { 15, GF_MISSILE, }, /* UN_POWER */ /* ToDo: Apply the correct effects */
+ { 5, GF_MISSILE, }, /* EAT_GOLD */
+ { 5, GF_MISSILE, }, /* EAT_ITEM */
+ { 5, GF_MISSILE, }, /* EAT_FOOD */
+ { 5, GF_MISSILE, }, /* EAT_LITE */
+ { 0, GF_ACID, }, /* ACID */
+ { 10, GF_ELEC, }, /* ELEC */
+ { 10, GF_FIRE, }, /* FIRE */
+ { 10, GF_COLD, }, /* COLD */
+ { 2, GF_MISSILE, }, /* BLIND */
+ { 10, GF_CONFUSION, }, /* CONFUSE */
+ { 10, GF_MISSILE, }, /* TERRIFY */
+ { 2, GF_MISSILE, }, /* PARALYZE */
+ { 0, GF_MISSILE, }, /* LOSE_STR */
+ { 0, GF_MISSILE, }, /* LOSE_INT */
+ { 0, GF_MISSILE, }, /* LOSE_WIS */
+ { 0, GF_MISSILE, }, /* LOSE_DEX */
+ { 0, GF_MISSILE, }, /* LOSE_CON */
+ { 0, GF_MISSILE, }, /* LOSE_CHR */
+ { 2, GF_MISSILE, }, /* LOSE_ALL */
+ { 60, GF_ROCKET, }, /* SHATTER */
+ { 5, GF_MISSILE, }, /* EXP_10 */
+ { 5, GF_MISSILE, }, /* EXP_20 */
+ { 5, GF_MISSILE, }, /* EXP_40 */
+ { 5, GF_MISSILE, }, /* EXP_80 */
+ { 5, GF_POIS, }, /* DISEASE */
+ { 5, GF_TIME, }, /* TIME */
+ { 5, GF_MISSILE, }, /* EXP_VAMP */
+ { 5, GF_MANA, }, /* DR_MANA */
+ { 60, GF_MISSILE, }, /* SUPERHURT */
+};
+
+ /*!
+ * @brief 幻覚時の打撃記述テーブル / Weird melee attack types when hallucinating
+ */
+#ifdef JP
+const concptr silly_attacks[MAX_SILLY_ATTACK] =
+{
+ "に小便をかけられた。",
+ "があなたの回りを3回回ってワンと言った。",
+ "にしばきまわされた。",
+ "に靴をなめさせられた。",
+ "にハナクソを飛ばされた。",
+ "にジャン拳で攻撃された。",
+ "があなたの頬を札束でしばいた。",
+ "があなたの前でポージングをした。",
+ "にアカンベーされた。",
+ "に「神の国」発言の撤回を求められた。",
+ "にメッ○ールを飲まされた。",
+ "につっこみを入れられた。",
+ "はあなたと踊った。",
+ "に顔にらく書きをされた。",
+ "に借金の返済をせまられた。",
+ "にスカートをめくられた。",
+ "はあなたの手相を占った。",
+ "から役満を上がられた。",
+ "から愛の告白をされた。",
+ "はあなたを時給500円で雇った。",
+ "はあなたの100の秘密について熱く語った。",
+ "がニャーと鳴いた。",
+ "はあなたに気をつけた。",
+ "はあなたをポリゴン化させた。",
+ "に少しかじられた。",
+ "はアルテマの呪文を唱えた!",
+ "はあなたのスパイクをブロックした。",
+ "はスライド移動した。",
+ "は昇龍拳コマンドの入力に失敗した。",
+ "は拡散波動砲を発射した。",
+ "はデスラー戦法をしかけた。",
+ "にライダーキックで攻撃された。",
+ "に二週間以内でビデオを人に見せないと死ぬ呪いをかけられた。",
+ "はパルプンテを唱えた。",
+ "はスーパーウルトラギャラクティカマグナムを放った。",
+ "にしゃがみ小キックでハメられた。",
+ "にジェットストリームアタックをかけられた。",
+ "はあなたに卍固めをかけて「1、2、3、ダーッ!」と叫んだ。",
+ "は「いくじなし!ばかばかばか!」といって駆け出した。",
+ "が「ごらん、ルーベンスの絵だよ」と言って静かに目を閉じた。",
+ "は言った。「変愚蛮怒、絶賛公開中!」",
+};
+
+/*!
+ * @brief 幻覚時の打撃記述テーブル(フォーマットつき) / Weird melee attack types when hallucinating (%s for strfmt())
+ */
+const concptr silly_attacks2[MAX_SILLY_ATTACK] =
+{
+ "%sに小便をかけた。",
+ "%sの回りを3回回ってワンと言った。",
+ "%sをしばきまわした。",
+ "%sに靴をなめさせた。",
+ "%sにハナクソを飛ばした。",
+ "%sをジャン拳で攻撃した。",
+ "%sの頬を札束でしばいた。",
+ "%sの前でポージングをした。",
+ "%sにアカンベーした。",
+ "%sに「神の国」発言の撤回を求めた。",
+ "%sにメッ○ールを飲ませた。",
+ "%sにつっこみを入れた。",
+ "%sと踊った。",
+ "%sの顔にらく書きをした。",
+ "%sに借金の返済をせまった。",
+ "%sのスカートをめくった。",
+ "%sの手相を占った。",
+ "%sから役満を上がった。",
+ "%sに愛の告白をした。",
+ "%sを時給500円で雇った。",
+ "%sの100の秘密について熱く語った。",
+ "ニャーと鳴いた。",
+ "%sに気をつけた。",
+ "%sをポリゴン化させた。",
+ "%sを少しかじった。",
+ "アルテマの呪文を唱えた!",
+ "%sのスパイクをブロックした。",
+ "スライド移動した。",
+ "昇龍拳コマンドの入力に失敗した。",
+ "%sに拡散波動砲を発射した。",
+ "%sにデスラー戦法をしかけた。",
+ "%sをライダーキックで攻撃した。",
+ "%sに二週間以内でビデオを人に見せないと死ぬ呪いをかけた。",
+ "パルプンテを唱えた。",
+ "%sにスーパーウルトラギャラクティカマグナムを放った。",
+ "%sをしゃがみ小キックでハメた。",
+ "%sにジェットストリームアタックをかけた。",
+ "%sに卍固めをかけて「1、2、3、ダーッ!」と叫んだ。",
+ "「いくじなし!ばかばかばか!」といって駆け出した。",
+ "「ごらん、ルーベンスの絵だよ」と言って静かに目を閉じた。",
+ "言った。「変愚蛮怒、絶賛公開中!」",
+};
+#else
+const concptr silly_attacks[MAX_SILLY_ATTACK] =
+{
+ "smothers",
+ "hugs",
+ "humiliates",
+ "whips",
+ "kisses",
+
+ "disgusts",
+ "pees all over",
+ "passes the gas on",
+ "makes obscene gestures at",
+ "licks",
+
+ "stomps on",
+ "swallows",
+ "drools on",
+ "misses",
+ "shrinks",
+
+ "emasculates",
+ "evaporates",
+ "solidifies",
+ "digitizes",
+ "insta-kills",
+
+ "massacres",
+ "slaughters",
+ "drugs",
+ "psychoanalyzes",
+ "deconstructs",
+
+ "falsifies",
+ "disbelieves",
+ "molests",
+ "pusupusu",
+};
+#endif
+
+
+
+/*!
+ * @brief マーシャルアーツ打撃テーブル
+ */
+const martial_arts ma_blows[MAX_MA] =
+{
+#ifdef JP
+ { "%sを殴った。", 1, 0, 1, 5, 0 },
+ { "%sを蹴った。", 2, 0, 1, 7, 0 },
+ { "%sに正拳突きをくらわした。", 3, 0, 1, 9, 0 },
+ { "%sに膝蹴りをくらわした。", 5, 5, 2, 4, MA_KNEE },
+ { "%sに肘打ちをくらわした。", 7, 5, 1, 12, 0 },
+ { "%sに体当りした。", 9, 10, 2, 6, 0 },
+ { "%sを蹴った。", 11, 10, 3, 6, MA_SLOW },
+ { "%sにアッパーをくらわした。", 13, 12, 5, 5, 6 },
+ { "%sに二段蹴りをくらわした。", 16, 15, 5, 6, 8 },
+ { "%sに猫爪撃をくらわした。", 20, 20, 5, 8, 0 },
+ { "%sに跳空脚をくらわした。", 24, 25, 6, 8, 10 },
+ { "%sに鷲爪襲をくらわした。", 28, 25, 7, 9, 0 },
+ { "%sに回し蹴りをくらわした。", 32, 30, 8, 10, 10 },
+ { "%sに鉄拳撃をくらわした。", 35, 35, 8, 11, 10 },
+ { "%sに飛空脚をくらわした。", 39, 35, 8, 12, 12 },
+ { "%sに昇龍拳をくらわした。", 43, 35, 9, 12, 16 },
+ { "%sに石破天驚拳をくらわした。", 48, 40, 10, 13, 18 },
+#else
+ { "You punch %s.", 1, 0, 1, 4, 0 },
+ { "You kick %s.", 2, 0, 1, 6, 0 },
+ { "You strike %s.", 3, 0, 1, 7, 0 },
+ { "You hit %s with your knee.", 5, 5, 2, 3, MA_KNEE },
+ { "You hit %s with your elbow.", 7, 5, 1, 8, 0 },
+ { "You butt %s.", 9, 10, 2, 5, 0 },
+ { "You kick %s.", 11, 10, 3, 4, MA_SLOW },
+ { "You uppercut %s.", 13, 12, 4, 4, 6 },
+ { "You double-kick %s.", 16, 15, 5, 4, 8 },
+ { "You hit %s with a Cat's Claw.", 20, 20, 5, 5, 0 },
+ { "You hit %s with a jump kick.", 25, 25, 5, 6, 10 },
+ { "You hit %s with an Eagle's Claw.", 29, 25, 6, 6, 0 },
+ { "You hit %s with a circle kick.", 33, 30, 6, 8, 10 },
+ { "You hit %s with an Iron Fist.", 37, 35, 8, 8, 10 },
+ { "You hit %s with a flying kick.", 41, 35, 8, 10, 12 },
+ { "You hit %s with a Dragon Fist.", 45, 35, 10, 10, 16 },
+ { "You hit %s with a Crushing Blow.", 48, 35, 10, 12, 18 },
+#endif
+
+};
+
+/*!
+ * @brief 修行僧のターンダメージ算出テーブル
+ */
+const int monk_ave_damage[PY_MAX_LEVEL + 1][3] =
+{
+ {0, 0, 0},
+ {249, 249, 249},
+ {324, 324, 324},
+ {382, 438, 382},
+ {382, 439, 382},
+ {390, 446, 390},
+ {394, 473, 394},
+ {425, 528, 425},
+ {430, 535, 430},
+ {505, 560, 435},
+ {517, 575, 444},
+ {566, 655, 474},
+ {585, 713, 486},
+ {653, 843, 527},
+ {678, 890, 544},
+ {703, 973, 558},
+ {765, 1096, 596},
+ {914, 1146, 614},
+ {943, 1240, 629},
+ {971, 1276, 643},
+ {1018, 1350, 667},
+ {1063, 1464, 688},
+ {1099, 1515, 705},
+ {1128, 1559, 721},
+ {1153, 1640, 735},
+ {1336, 1720, 757},
+ {1387, 1789, 778},
+ {1430, 1893, 794},
+ {1610, 2199, 863},
+ {1666, 2280, 885},
+ {1713, 2401, 908},
+ {1755, 2465, 925},
+ {1909, 2730, 984},
+ {2156, 2891, 1009},
+ {2218, 2970, 1031},
+ {2319, 3107, 1063},
+ {2404, 3290, 1098},
+ {2477, 3389, 1125},
+ {2544, 3483, 1150},
+ {2771, 3899, 1228},
+ {2844, 3982, 1259},
+ {3129, 4064, 1287},
+ {3200, 4190, 1313},
+ {3554, 4674, 1432},
+ {3614, 4738, 1463},
+ {3679, 4853, 1485},
+ {3741, 4905, 1512},
+ {3785, 4943, 1538},
+ {4141, 5532, 1652},
+ {4442, 5581, 1679},
+ {4486, 5636, 1702},
+};
+
+/*!
+ * 腕力による攻撃回数算定値テーブル
+ * Stat Table (STR) -- help index into the "blow" table
+ */
+const byte adj_str_blow[] =
+{
+ 3 /* 3 */,
+ 4 /* 4 */,
+ 5 /* 5 */,
+ 6 /* 6 */,
+ 7 /* 7 */,
+ 8 /* 8 */,
+ 9 /* 9 */,
+ 10 /* 10 */,
+ 11 /* 11 */,
+ 12 /* 12 */,
+ 13 /* 13 */,
+ 14 /* 14 */,
+ 15 /* 15 */,
+ 16 /* 16 */,
+ 17 /* 17 */,
+ 20 /* 18/00-18/09 */,
+ 30 /* 18/10-18/19 */,
+ 40 /* 18/20-18/29 */,
+ 50 /* 18/30-18/39 */,
+ 60 /* 18/40-18/49 */,
+ 70 /* 18/50-18/59 */,
+ 80 /* 18/60-18/69 */,
+ 90 /* 18/70-18/79 */,
+ 100 /* 18/80-18/89 */,
+ 110 /* 18/90-18/99 */,
+ 120 /* 18/100-18/109 */,
+ 130 /* 18/110-18/119 */,
+ 140 /* 18/120-18/129 */,
+ 150 /* 18/130-18/139 */,
+ 160 /* 18/140-18/149 */,
+ 170 /* 18/150-18/159 */,
+ 180 /* 18/160-18/169 */,
+ 190 /* 18/170-18/179 */,
+ 200 /* 18/180-18/189 */,
+ 210 /* 18/190-18/199 */,
+ 220 /* 18/200-18/209 */,
+ 230 /* 18/210-18/219 */,
+ 240 /* 18/220+ */
+};
+
+
+/*!
+ * 器用さによる攻撃回数インデックステーブル
+ * Stat Table (DEX) -- index into the "blow" table
+ */
+const byte adj_dex_blow[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 0 /* 5 */,
+ 0 /* 6 */,
+ 0 /* 7 */,
+ 0 /* 8 */,
+ 0 /* 9 */,
+ 1 /* 10 */,
+ 1 /* 11 */,
+ 1 /* 12 */,
+ 1 /* 13 */,
+ 1 /* 14 */,
+ 2 /* 15 */,
+ 2 /* 16 */,
+ 2 /* 17 */,
+ 2 /* 18/00-18/09 */,
+ 3 /* 18/10-18/19 */,
+ 3 /* 18/20-18/29 */,
+ 3 /* 18/30-18/39 */,
+ 4 /* 18/40-18/49 */,
+ 4 /* 18/50-18/59 */,
+ 5 /* 18/60-18/69 */,
+ 5 /* 18/70-18/79 */,
+ 6 /* 18/80-18/89 */,
+ 6 /* 18/90-18/99 */,
+ 7 /* 18/100-18/109 */,
+ 7 /* 18/110-18/119 */,
+ 8 /* 18/120-18/129 */,
+ 8 /* 18/130-18/139 */,
+ 9 /* 18/140-18/149 */,
+ 9 /* 18/150-18/159 */,
+ 10 /* 18/160-18/169 */,
+ 10 /* 18/170-18/179 */,
+ 11 /* 18/180-18/189 */,
+ 11 /* 18/190-18/199 */,
+ 12 /* 18/200-18/209 */,
+ 12 /* 18/210-18/219 */,
+ 13 /* 18/220+ */
+};
+/*!
+ * @brief
+ * 腕力、器用さに応じた攻撃回数テーブル /
+ * This table is used to help calculate the number of blows the player can
+ * make in a single round of attacks (one player current_world_ptr->game_turn) with a normal weapon.
+ * @details
+ * <pre>
+ * This number ranges from a single blow/round for weak players to up to six
+ * blows/round for powerful warriors.
+ *
+ * Note that certain artifacts and ego-items give "bonus" blows/round.
+ *
+ * First, from the player class, we extract some values:
+ *
+ * Warrior num = 6; mul = 5; div = MAX(70, weapon_weight);
+ * Berserker num = 6; mul = 7; div = MAX(70, weapon_weight);
+ * Mage num = 3; mul = 2; div = MAX(100, weapon_weight);
+ * Priest num = 5; mul = 3; div = MAX(100, weapon_weight);
+ * Mindcrafter num = 5; mul = 3; div = MAX(100, weapon_weight);
+ * Rogue num = 5; mul = 3; div = MAX(40, weapon_weight);
+ * Ranger num = 5; mul = 4; div = MAX(70, weapon_weight);
+ * Paladin num = 5; mul = 4; div = MAX(70, weapon_weight);
+ * Weaponsmith num = 5; mul = 5; div = MAX(150, weapon_weight);
+ * Warrior-Mage num = 5; mul = 3; div = MAX(70, weapon_weight);
+ * Chaos Warrior num = 5; mul = 4; div = MAX(70, weapon_weight);
+ * Monk num = 5; mul = 3; div = MAX(60, weapon_weight);
+ * Tourist num = 4; mul = 3; div = MAX(100, weapon_weight);
+ * Imitator num = 5; mul = 4; div = MAX(70, weapon_weight);
+ * Beastmaster num = 5; mul = 3; div = MAX(70, weapon_weight);
+ * Cavalry(Ride) num = 5; mul = 4; div = MAX(70, weapon_weight);
+ * Cavalry(Walk) num = 5; mul = 3; div = MAX(100, weapon_weight);
+ * Sorcerer num = 1; mul = 1; div = MAX(1, weapon_weight);
+ * Archer num = 4; mul = 2; div = MAX(70, weapon_weight);
+ * Magic eater num = 4; mul = 2; div = MAX(70, weapon_weight);
+ * ForceTrainer num = 4; mul = 2; div = MAX(60, weapon_weight);
+ * Mirror Master num = 3; mul = 3; div = MAX(100, weapon_weight);
+ * Ninja num = 4; mul = 1; div = MAX(20, weapon_weight);
+ *
+ * To get "P", we look up the relevant "adj_str_blow[]" (see above),
+ * multiply it by "mul", and then divide it by "div".
+ * Increase P by 1 if you wield a weapon two-handed.
+ * Decrease P by 1 if you are a Ninja.
+ *
+ * To get "D", we look up the relevant "adj_dex_blow[]" (see above),
+ *
+ * The player gets "blows_table[P][D]" blows/round, as shown below,
+ * up to a maximum of "num" blows/round, plus any "bonus" blows/round.
+ * </pre>
+ */
+const byte blows_table[12][12] =
+{
+ /* P/D */
+ /* 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11+ */
+ /* 3 10 15 /10 /40 /60 /80 /100 /120 /140 /160 /180 */
+ /* 0 */{ 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4 },
+ /* 1 */{ 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4 },
+ /* 2 */{ 1, 1, 2, 2, 3, 3, 4, 4, 4, 5, 5, 5 },
+ /* 3 */{ 1, 1, 2, 3, 3, 4, 4, 4, 5, 5, 5, 5 },
+ /* 4 */{ 1, 1, 2, 3, 3, 4, 4, 5, 5, 5, 5, 5 },
+ /* 5 */{ 1, 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
+ /* 6 */{ 1, 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
+ /* 7 */{ 1, 2, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
+ /* 8 */{ 1, 2, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6 },
+ /* 9 */{ 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6 },
+ /* 10*/{ 2, 2, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6 },
+ /*11+*/{ 2, 2, 3, 4, 4, 4, 5, 5, 6, 6, 6, 6 },
+};
/*!
* @brief プレイヤーからモンスターへの打撃命中判定 /
* Determine if the player "hits" a monster (normal combat).
* @param chance 基本命中値
* @param ac モンスターのAC
- * @param vis 目標を視界に捕らえているならばTRUEを指定
+ * @param visible 目標を視界に捕らえているならばTRUEを指定
* @return 命中と判定された場合TRUEを返す
* @note Always miss 5%, always hit 5%, otherwise random.
*/
-bool test_hit_norm(int chance, ARMOUR_CLASS ac, int vis)
+bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
{
- int k;
+ if (!visible) chance = (chance + 1) / 2;
+ return hit_chance(chance, ac) >= randint1(100);
+}
- /* Percentile dice */
- k = randint0(100);
+/*!
+ * @brief モンスターへの命中率の計算
+ * @param to_h 命中値
+ * @param ac 敵AC
+ * @return 命中確率
+ */
+PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
+{
+ PERCENTAGE chance = 5, chance_left = 90;
+ if(reli <= 0) return 5;
+ if(p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
+ chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
+ if (chance < 5) chance = 5;
+ return chance;
+}
- /* Hack -- Instant miss or hit */
- if (k < 10) return (k < 5);
+/*!
+ * @brief プレイヤー攻撃の種族スレイング倍率計算
+ * @param mult 算出前の基本倍率(/10倍)
+ * @param flgs スレイフラグ配列
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @return スレイング加味後の倍率(/10倍)
+ */
+static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
+{
+ static const struct slay_table_t {
+ int slay_flag;
+ BIT_FLAGS affect_race_flag;
+ MULTIPLY slay_mult;
+ size_t flag_offset;
+ size_t r_flag_offset;
+ } slay_table[] = {
+#define OFFSET(X) offsetof(monster_race, X)
+ {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
+ {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
+ {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
+#undef OFFSET
+ };
+ int i;
+ monster_race* r_ptr = &r_info[m_ptr->r_idx];
+
+ for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
+ {
+ const struct slay_table_t* p = &slay_table[i];
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- if (one_in_(20)) return (FALSE);
+ if ((have_flag(flgs, p->slay_flag)) &&
+ (atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
+ }
- /* Wimpy attack never hits */
- if (chance <= 0) return (FALSE);
+ mult = MAX(mult, p->slay_mult);
+ }
+ }
- /* Penalize invisible targets */
- if (!vis) chance = (chance + 1) / 2;
+ return mult;
+}
- /* Power must defeat armor */
- if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
+/*!
+ * @brief プレイヤー攻撃の属性スレイング倍率計算
+ * @param mult 算出前の基本倍率(/10倍)
+ * @param flgs スレイフラグ配列
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @return スレイング加味後の倍率(/10倍)
+ */
+static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
+{
+ static const struct brand_table_t {
+ int brand_flag;
+ BIT_FLAGS resist_mask;
+ BIT_FLAGS hurt_flag;
+ } brand_table[] = {
+ {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
+ {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
+ {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
+ {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
+ {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
+ };
+ int i;
+ monster_race* r_ptr = &r_info[m_ptr->r_idx];
+
+ for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
+ {
+ const struct brand_table_t* p = &brand_table[i];
- /* Assume hit */
- return (TRUE);
+ if (have_flag(flgs, p->brand_flag))
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & p->resist_mask)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
+ }
+ }
+
+ /* Otherwise, take the damage */
+ else if (r_ptr->flags3 & p->hurt_flag)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= p->hurt_flag;
+ }
+
+ mult = MAX(mult, 50);
+ }
+ else
+ {
+ mult = MAX(mult, 25);
+ }
+ }
+ }
+
+ return mult;
+}
+
+/*!
+ * @brief 剣術のスレイ倍率計算を行う /
+ * Calcurate magnification of hissatsu technics
+ * @param mult 剣術のスレイ効果以前に算出している多要素の倍率(/10倍)
+ * @param flgs 剣術に使用する武器のスレイフラグ配列
+ * @param m_ptr 目標となるモンスターの構造体参照ポインタ
+ * @param mode 剣術のスレイ型ID
+ * @return スレイの倍率(/10倍)
+ */
+static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
+{
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Burning Strike (Fire) */
+ if (mode == HISSATSU_FIRE)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
+ }
+ }
+
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_FIRE))
+ {
+ if (r_ptr->flags3 & RF3_HURT_FIRE)
+ {
+ if (mult < 70) mult = 70;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_FIRE;
+ }
+ }
+ else if (mult < 35) mult = 35;
+ }
+ else
+ {
+ if (r_ptr->flags3 & RF3_HURT_FIRE)
+ {
+ if (mult < 50) mult = 50;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_FIRE;
+ }
+ }
+ else if (mult < 25) mult = 25;
+ }
+ }
+
+ /* Serpent's Tongue (Poison) */
+ if (mode == HISSATSU_POISON)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
+ }
+ }
+
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_POIS))
+ {
+ if (mult < 35) mult = 35;
+ }
+ else
+ {
+ if (mult < 25) mult = 25;
+ }
+ }
+
+ /* Zammaken (Nonliving Evil) */
+ if (mode == HISSATSU_ZANMA)
+ {
+ if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
+ {
+ if (mult < 15) mult = 25;
+ else if (mult < 50) mult = MIN(50, mult + 20);
+ }
+ }
+
+ /* Rock Smash (Hurt Rock) */
+ if (mode == HISSATSU_HAGAN)
+ {
+ if (r_ptr->flags3 & RF3_HURT_ROCK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_ROCK;
+ }
+ if (mult == 10) mult = 40;
+ else if (mult < 60) mult = 60;
+ }
+ }
+
+ /* Midare-Setsugekka (Cold) */
+ if (mode == HISSATSU_COLD)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
+ }
+ }
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_COLD))
+ {
+ if (r_ptr->flags3 & RF3_HURT_COLD)
+ {
+ if (mult < 70) mult = 70;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_COLD;
+ }
+ }
+ else if (mult < 35) mult = 35;
+ }
+ else
+ {
+ if (r_ptr->flags3 & RF3_HURT_COLD)
+ {
+ if (mult < 50) mult = 50;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_COLD;
+ }
+ }
+ else if (mult < 25) mult = 25;
+ }
+ }
+
+ /* Lightning Eagle (Elec) */
+ if (mode == HISSATSU_ELEC)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
+ }
+ }
+
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_ELEC))
+ {
+ if (mult < 70) mult = 70;
+ }
+ else
+ {
+ if (mult < 50) mult = 50;
+ }
+ }
+
+ /* Bloody Maelstrom */
+ if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(m_ptr->r_idx))
+ {
+ MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
+ if (mult < tmp) mult = tmp;
+ }
+
+ /* Keiun-Kininken */
+ if (mode == HISSATSU_UNDEAD)
+ {
+ if (r_ptr->flags3 & RF3_UNDEAD)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_UNDEAD;
+ }
+ if (mult == 10) mult = 70;
+ else if (mult < 140) mult = MIN(140, mult + 60);
+ }
+ if (mult == 10) mult = 40;
+ else if (mult < 60) mult = MIN(60, mult + 30);
+ }
+
+ if (mult > 150) mult = 150;
+
+ return mult;
}
+/*!
+ * @brief ダメージにスレイ要素を加える総合処理ルーチン /
+ * Extract the "total damage" from a given object hitting a given monster.
+ * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
+ * @param tdam 現在算出途中のダメージ値
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @param mode 剣術のID
+ * @param thrown 投擲処理ならばTRUEを指定する
+ * @return 総合的なスレイを加味したダメージ値
+ * @note
+ * Note that "flasks of oil" do NOT do fire damage, although they\n
+ * certainly could be made to do so. XXX XXX\n
+ *\n
+ * Note that most brands and slays are x3, except Slay Animal (x2),\n
+ * Slay Evil (x2), and Kill dragon (x5).\n
+ */
+HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
+{
+ MULTIPLY mult = 10;
+
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(o_ptr, flgs);
+ torch_flags(o_ptr, flgs); /* torches has secret flags */
+
+ if (!thrown)
+ {
+ if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
+ if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
+ if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
+ if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
+ if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
+ }
+
+ if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
+
+ switch (o_ptr->tval)
+ {
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_DIGGING:
+ case TV_LITE:
+ {
+ mult = mult_slaying(mult, flgs, m_ptr);
+
+ mult = mult_brand(mult, flgs, m_ptr);
+
+ if (p_ptr->pclass == CLASS_SAMURAI)
+ {
+ mult = mult_hissatsu(mult, flgs, m_ptr, mode);
+ }
+
+ if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
+ {
+ p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
+ p_ptr->redraw |= (PR_MANA);
+ mult = mult * 3 / 2 + 20;
+ }
+
+ if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
+ mult = 150;
+ break;
+ }
+ }
+ if (mult > 150) mult = 150;
+
+ return (tdam * mult / 10);
+}
/*!
* @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 /
return (FALSE);
}
-
-
/*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
-static cptr desc_insult[] =
+static concptr desc_insult[] =
{
#ifdef JP
"があなたを侮辱した!",
};
-
/*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
-static cptr desc_moan[] =
+static concptr desc_moan[] =
{
#ifdef JP
"は何かを悲しんでいるようだ。",
};
-
/*!
* @brief 敵オーラによるプレイヤーのダメージ処理(補助)
* @param m_ptr オーラを持つモンスターの構造体参照ポインタ
* @return なし
*/
static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
- HIT_POINT(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
+ HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
+ if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
{
- char mon_name[80];
+ GAME_TEXT mon_name[MAX_NLEN];
int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
- /* Hack -- Get the "died from" name */
- monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
+ monster_desc(mon_name, m_ptr, MD_WRONGDOER_NAME);
msg_print(message);
-
dam_func(aura_damage, mon_name, -1, TRUE);
if (is_original_ap_and_seen(m_ptr))
{
- atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
+ atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
}
handle_stuff();
}
}
-
-
-
/*!
* @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
* @param m_ptr オーラを持つモンスターの構造体参照ポインタ
* @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
* @return なし
*/
-static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
+static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
{
HIT_POINT k;
int bonus, chance;
- int n_weight = 0;
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ WEIGHT n_weight = 0;
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ GAME_TEXT m_name[MAX_NLEN];
- int dice_num, dice_side;
+ int dice_num, dice_side;
- cptr atk_desc;
+ concptr atk_desc;
switch (attack)
{
/* Extract monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
-
/* Calculate the "attack quality" */
- bonus = p_ptr->to_h_m;
- bonus += (p_ptr->lev * 6 / 5);
+ bonus = p_ptr->to_h_m + (p_ptr->lev * 6 / 5);
chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
/* Test for hit */
* @details
* If no "weapon" is available, then "punch" the monster one time.
*/
-static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
+static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
{
int num = 0, bonus, chance, vir;
HIT_POINT k;
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Access the weapon */
- object_type *o_ptr = &inventory[INVEN_RARM + hand];
+ object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
bool success_hit = FALSE;
bool backstab = FALSE;
{
case CLASS_ROGUE:
case CLASS_NINJA:
- if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
+ if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
{
int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
{
if ((r_ptr->level + 10) > p_ptr->lev)
{
- OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
- OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + hand].sval;
+ OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + hand].tval - TV_WEAPON_BEGIN;
+ OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + hand].sval;
int now_exp = p_ptr->weapon_exp[tval][sval];
if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
{
}
/* Disturb the monster */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
/* Extract monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
if (mode == HISSATSU_IAI) chance += 60;
if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
-
if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
vir = virtue_number(V_VALOUR);
{
if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
{
- if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
+ if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
{
msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
}
}
/* Apply stun */
- (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
+ (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
}
else
{
}
else k = 1;
}
- 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)))
+ 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)))
{
int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
drain_result = m_ptr->hp;
/* Damage, check for fear and death */
- if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
+ if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
{
*mdeath = TRUE;
if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
drain_msg = FALSE;
}
- drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
+ drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
hp_player(drain_heal);
/* We get to keep some of it! */
else
{
msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
- (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
+ (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
}
}
if (!resists_tele)
{
msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
- teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
+ teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
num = num_blow + 1; /* Can't hit it anymore! */
*mdeath = TRUE;
}
}
/* Hack -- Get new monster */
- m_ptr = &m_list[c_ptr->m_idx];
+ m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
/* Oops, we need a different name... */
monster_desc(m_name, m_ptr, 0);
}
else if (o_ptr->name1 == ART_G_HAMMER)
{
- monster_type *target_ptr = &m_list[c_ptr->m_idx];
+ monster_type *target_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
if (target_ptr->hold_o_idx)
{
- object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
- char o_name[MAX_NLEN];
+ object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, q_ptr, OD_NAME_ONLY);
q_ptr->held_m_idx = 0;
msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
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!"));
-
- /* Extract the flags */
object_flags(o_ptr, flgs_aux);
k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
if (do_quake)
{
earthquake(p_ptr->y, p_ptr->x, 10);
- if (!cave[y][x].m_idx) *mdeath = TRUE;
+ if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
}
}
-
/*!
* @brief プレイヤーの打撃処理メインルーチン
* @param y 攻撃目標のY座標
* @details
* If no "weapon" is available, then "punch" the monster one time.
*/
-bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
+bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
{
bool fear = FALSE;
bool mdeath = FALSE;
bool stormbringer = FALSE;
- cave_type *c_ptr = &cave[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
disturb(FALSE, TRUE);
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
if (!p_ptr->migite && !p_ptr->hidarite &&
!(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
/* Track a new monster */
- health_track(c_ptr->m_idx);
+ health_track(g_ptr->m_idx);
}
if ((r_ptr->flags1 & RF1_FEMALE) &&
!(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
{
- if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
+ if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (p_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))
{
msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
return FALSE;
}
}
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
return FALSE;
!(p_ptr->stun || p_ptr->confused || p_ptr->image ||
p_ptr->shero || !m_ptr->ml))
{
- if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
- if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
+ if (p_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
+ if (p_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
if (stormbringer)
{
msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
/* Disturb the monster */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
return FALSE;
}
if (cur < max)
{
- int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
- int targetlevel = r_ptr->level;
+ DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
+ DEPTH targetlevel = r_ptr->level;
int inc = 0;
if ((cur / 200 - 5) < targetlevel)
}
p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
-
p_ptr->update |= (PU_BONUS);
}
}
- riding_t_m_idx = c_ptr->m_idx;
+ riding_t_m_idx = g_ptr->m_idx;
if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
if (!mdeath)
{
if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
}
/* Hack -- delay fear messages */
return mdeath;
}
-
/*!
* @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.
* @param m_idx 打撃を行うモンスターのID
*/
bool make_attack_normal(MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int ap_cnt;
INVENTORY_IDX i;
- int k, tmp, ac, rlev;
+ int k, tmp;
+ ARMOUR_CLASS ac;
+ DEPTH rlev;
int do_cut, do_stun;
- s32b gold;
-
+ PRICE gold;
object_type *o_ptr;
-
- char o_name[MAX_NLEN];
-
- char m_name[80];
-
- char ddesc[80];
+ GAME_TEXT o_name[MAX_NLEN];
+ GAME_TEXT m_name[MAX_NLEN];
+ GAME_TEXT ddesc[80];
bool blinked;
bool touched = FALSE, fear = FALSE, alive = TRUE;
/* Not allowed to attack */
if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
/* ...nor if friendly */
if (!is_hostile(m_ptr)) return FALSE;
/* Extract the effective monster level */
rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
-
/* Get the monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
- /* Get the "died from" information (i.e. "a kobold") */
- monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+ monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
if (p_ptr->special_defense & KATA_IAI)
{
HIT_POINT power = 0;
HIT_POINT damage = 0;
- cptr act = NULL;
+ concptr act = NULL;
/* Extract the attack infomation */
int effect = r_ptr->blow[ap_cnt].effect;
int d_dice = r_ptr->blow[ap_cnt].d_dice;
int d_side = r_ptr->blow[ap_cnt].d_side;
-
- if (!m_ptr->r_idx) break;
+ if (!monster_is_valid(m_ptr)) break;
/* Hack -- no more attacks */
if (!method) break;
if (apply_disenchant(0))
{
/* Hack -- Update AC */
- handle_stuff();
+ update_creature(p_ptr);
obvious = TRUE;
}
}
i = (INVENTORY_IDX)randint0(INVEN_PACK);
/* Obtain the item */
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Drain charged wands/staffs */
o_ptr->pval = 0;
/* Combine / Reorder the pack */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
break;
/* Find an item */
for (k = 0; k < 10; k++)
{
- s16b o_idx;
+ OBJECT_IDX o_idx;
/* Pick an item */
i = (INVENTORY_IDX)randint0(INVEN_PACK);
/* Obtain the item */
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Skip artifacts */
#else
msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
#endif
-
chg_virtue(V_SACRIFICE, 1);
-
-
- /* Make an object */
o_idx = o_pop();
/* Success */
if (o_idx)
{
object_type *j_ptr;
-
- /* Get new object */
- j_ptr = &o_list[o_idx];
-
- /* Copy object */
+ j_ptr = ¤t_floor_ptr->o_list[o_idx];
object_copy(j_ptr, o_ptr);
/* Modify number */
/* Pick an item from the pack */
i = (INVENTORY_IDX)randint0(INVEN_PACK);
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Skip non-food objects */
case RBE_EAT_LITE:
{
/* Access the lite */
- o_ptr = &inventory[INVEN_LITE];
+ o_ptr = &p_ptr->inventory_list[INVEN_LITE];
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
obvious = TRUE;
msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
get_damage += acid_dam(damage, ddesc, -1, FALSE);
- handle_stuff();
+ update_creature(p_ptr);
update_smart_learn(m_idx, DRS_ACID);
break;
}
{
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..."));
- for (k = 0; k < 6; k++)
+ for (k = 0; k < A_MAX; k++)
{
p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sは突然熱くなった!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "は灰の山になった。"))
-#else
- msg_format("%^s is suddenly very hot!", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " turns into a pile of ash."))
-#endif
+ msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
+ if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
{
blinked = FALSE;
alive = FALSE;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sは電撃をくらった!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "は燃え殻の山になった。"))
-#else
- msg_format("%^s gets zapped!", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " turns into a pile of cinder."))
-#endif
-
+ msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
+ if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
{
blinked = FALSE;
alive = FALSE;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sは冷気をくらった!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "は凍りついた。"))
-#else
- msg_format("%^s is very cold!", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " was frozen."))
-#endif
-
+ msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
+ if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
{
blinked = FALSE;
alive = FALSE;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sは鏡の破片をくらった!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "はズタズタになった。"))
-#else
- msg_format("%^s gets zapped!", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " had torn to pieces."))
-#endif
+ msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
+ if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
{
blinked = FALSE;
alive = FALSE;
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
}
- if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
+ if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
{
teleport_player(10, 0L);
}
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sは聖なるオーラで傷ついた!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "は倒れた。"))
-#else
- msg_format("%^s is injured by holy power!", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " is destroyed."))
-#endif
+ msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
+ if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
{
blinked = FALSE;
alive = FALSE;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
- if (mon_take_hit(m_idx, dam, &fear,
- "は倒れた。"))
-#else
- msg_format("%^s is injured by the Force", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear,
- " is destroyed."))
-#endif
-
+ 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);
+ if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
{
blinked = FALSE;
alive = FALSE;
if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
{
HIT_POINT dam = 1;
- object_type *o_armed_ptr = &inventory[INVEN_RARM];
+ object_type *o_armed_ptr = &p_ptr->inventory_list[INVEN_RARM];
if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
{
}
/* Cursed armor makes damages doubled */
- o_armed_ptr = &inventory[INVEN_BODY];
+ o_armed_ptr = &p_ptr->inventory_list[INVEN_BODY];
if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
-#ifdef JP
- msg_format("影のオーラが%^sに反撃した!", m_name);
- if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
-#else
- msg_format("Enveloped shadows attack %^s.", m_name);
-
- if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
-#endif
+ msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
+ if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
{
blinked = FALSE;
alive = FALSE;
/* Some cursed armours gives an extra effect */
for (j = 0; j < 4; j++)
{
- o_armed_ptr = &inventory[typ[j][0]];
+ o_armed_ptr = &p_ptr->inventory_list[typ[j][0]];
if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
}
/* Visible monsters */
if (m_ptr->ml)
{
- /* Disturbing */
disturb(TRUE, TRUE);
#ifdef JP
#endif
}
+
+ /* Gain shield experience */
+ if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
+ {
+ int cur = p_ptr->skill_exp[GINOU_SHIELD];
+ int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
+
+ if (cur < max)
+ {
+ DEPTH targetlevel = r_ptr->level;
+ int inc = 0;
+
+
+ /* Extra experience */
+ if ((cur / 100) < targetlevel)
+ {
+ if ((cur / 100 + 15) < targetlevel)
+ inc += 1 + (targetlevel - (cur / 100 + 15));
+ else
+ inc += 1;
+ }
+
+ p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+
damage = 0;
break;
if (p_ptr->riding && damage)
{
- char m_steed_name[80];
- monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
+ char m_steed_name[MAX_NLEN];
+ monster_desc(m_steed_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
if (rakuba((damage > 200) ? 200 : damage, FALSE))
{
msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
#ifdef JP
msg_format("攻撃が%s自身を傷つけた!", m_name);
#else
- char m_name_self[80];
+ GAME_TEXT m_name_self[80];
/* hisself */
monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
{
- char m_target_name[80];
+ char m_target_name[MAX_NLEN];
monster_desc(m_target_name, m_ptr, 0);
p_ptr->csp -= 7;
/* Assume we attacked */
return (TRUE);
}
+
+
+/*!
+ * @brief モンスターが敵モンスターに行う打撃処理 /
+ * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
+ * @param m_idx 目標となるモンスターの参照ID
+ * @param dam ダメージ量
+ * @param dead 目標となったモンスターの死亡状態を返す参照ポインタ
+ * @param fear 目標となったモンスターの恐慌状態を返す参照ポインタ
+ * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
+ * @param who 打撃を行ったモンスターの参照ID
+ * @return なし
+ */
+void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
+{
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ GAME_TEXT m_name[160];
+ bool seen = is_seen(m_ptr);
+
+ /* Can the player be aware of this attack? */
+ bool known = (m_ptr->cdis <= MAX_SIGHT);
+
+ /* Extract monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Redraw (later) if needed */
+ if (m_ptr->ml)
+ {
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+
+ (void)set_monster_csleep(m_idx, 0);
+
+ if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
+
+ if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
+ {
+ if (seen)
+ {
+ msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
+ }
+ return;
+ }
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ if (dam > 0)
+ {
+ dam /= 100;
+ if ((dam == 0) && one_in_(3)) dam = 1;
+ }
+ if (dam == 0)
+ {
+ if (seen)
+ {
+ msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
+ }
+ return;
+ }
+ }
+
+ /* Hurt it */
+ m_ptr->hp -= dam;
+
+ /* It is dead now... or is it? */
+ if (m_ptr->hp < 0)
+ {
+ if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
+ (r_ptr->flags7 & RF7_NAZGUL)) &&
+ !p_ptr->inside_battle)
+ {
+ m_ptr->hp = 1;
+ }
+ else
+ {
+ /* Make a sound */
+ if (!monster_living(m_ptr->r_idx))
+ {
+ sound(SOUND_N_KILL);
+ }
+ else
+ {
+ sound(SOUND_KILL);
+ }
+
+ *dead = TRUE;
+
+ if (known)
+ {
+ monster_desc(m_name, m_ptr, MD_TRUE_NAME);
+ /* Unseen death by normal attack */
+ if (!seen)
+ {
+ current_floor_ptr->monster_noise = TRUE;
+ }
+ /* Death by special attack */
+ else if (note)
+ {
+ msg_format(_("%^s%s", "%^s%s"), m_name, note);
+ }
+ /* Death by normal attack -- nonliving monster */
+ else if (!monster_living(m_ptr->r_idx))
+ {
+ msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
+ }
+ /* Death by normal attack -- living monster */
+ else
+ {
+ msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
+ }
+ }
+
+ monster_gain_exp(who, m_ptr->r_idx);
+ monster_death(m_idx, FALSE);
+ delete_monster_idx(m_idx);
+
+ /* Not afraid */
+ (*fear) = FALSE;
+
+ /* Monster is dead */
+ return;
+ }
+ }
+
+ *dead = FALSE;
+
+#ifdef ALLOW_FEAR
+
+ /* Mega-Hack -- Pain cancels fear */
+ if (MON_MONFEAR(m_ptr) && (dam > 0))
+ {
+ /* Cure fear */
+ if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
+ {
+ /* No more fear */
+ (*fear) = FALSE;
+ }
+ }
+
+ /* Sometimes a monster gets scared by damage */
+ if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
+ {
+ /* Percentage of fully healthy */
+ int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
+
+ /*
+ * Run (sometimes) if at 10% or less of max hit points,
+ * or (usually) when hit for half its current hit points
+ */
+ if (((percentage <= 10) && (randint0(10) < percentage)) ||
+ ((dam >= m_ptr->hp) && (randint0(100) < 80)))
+ {
+ /* Hack -- note fear */
+ (*fear) = TRUE;
+
+ /* Hack -- Add some timed fear */
+ (void)set_monster_monfear(m_idx, (randint1(10) +
+ (((dam >= m_ptr->hp) && (percentage > 7)) ?
+ 20 : ((11 - percentage) * 5))));
+ }
+ }
+
+#endif /* ALLOW_FEAR */
+
+ if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
+ {
+ if (is_pet(¤t_floor_ptr->m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
+ {
+ set_target(m_ptr, current_floor_ptr->m_list[who].fy, current_floor_ptr->m_list[who].fx);
+ }
+ }
+
+ if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
+ {
+ /* Extract monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
+ if (rakuba((dam > 200) ? 200 : dam, FALSE))
+ {
+ msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
+ }
+ }
+
+ /* Not dead yet */
+ return;
+}