2 * @brief プレイヤーからモンスターへの打撃処理
7 #include "player-attack/player-attack.h"
8 #include "artifact/fixed-art-types.h"
9 #include "avatar/avatar.h"
10 #include "cmd-action/cmd-attack.h"
11 #include "combat/attack-accuracy.h"
12 #include "combat/attack-criticality.h"
13 #include "combat/martial-arts-table.h"
14 #include "combat/slaying.h"
15 #include "core/player-update-types.h"
16 #include "floor/cave.h"
17 #include "floor/geometry.h"
18 #include "game-option/cheat-types.h"
19 #include "grid/feature-flag-types.h"
20 #include "inventory/inventory-slot-types.h"
21 #include "main/sound-definitions-table.h"
22 #include "main/sound-of-music.h"
23 #include "mind/mind-ninja.h"
24 #include "mind/mind-samurai.h"
25 #include "mind/monk-attack.h"
26 #include "monster-race/monster-race-hook.h"
27 #include "monster-race/monster-race.h"
28 #include "monster-race/race-flags3.h"
29 #include "monster/monster-damage.h"
30 #include "monster/monster-describer.h"
31 #include "monster/monster-status-setter.h"
32 #include "monster/monster-status.h"
33 #include "object-enchant/tr-types.h"
34 #include "object-enchant/vorpal-weapon.h"
35 #include "object-hook/hook-weapon.h"
36 #include "object/object-flags.h"
37 #include "object/tval-types.h"
38 #include "player-attack/attack-chaos-effect.h"
39 #include "player-attack/blood-sucking-processor.h"
40 #include "player-attack/player-attack-util.h"
41 #include "player-info/equipment-info.h"
42 #include "player-status/player-energy.h"
43 #include "player-status/player-hand-types.h"
44 #include "player/player-damage.h"
45 #include "player/player-skill.h"
46 #include "player/player-status-flags.h"
47 #include "realm/realm-hex-numbers.h"
48 #include "spell-kind/earthquake.h"
49 #include "spell-realm/spells-hex.h"
50 #include "sv-definition/sv-weapon-types.h"
51 #include "system/floor-type-definition.h"
52 #include "system/grid-type-definition.h"
53 #include "system/monster-race-definition.h"
54 #include "system/monster-type-definition.h"
55 #include "system/object-type-definition.h"
56 #include "system/player-type-definition.h"
57 #include "timed-effect/player-cut.h"
58 #include "timed-effect/timed-effects.h"
59 #include "util/bit-flags-calculator.h"
60 #include "view/display-messages.h"
61 #include "wizard/wizard-messages.h"
62 #include "world/world.h"
65 * @brief プレイヤーの攻撃情報を初期化する(コンストラクタ以外の分)
67 static player_attack_type *initialize_player_attack_type(
68 player_attack_type *pa_ptr, player_type *player_ptr, POSITION y, POSITION x, int16_t hand, combat_options mode, bool *fear, bool *mdeath)
70 auto floor_ptr = player_ptr->current_floor_ptr;
71 auto g_ptr = &floor_ptr->grid_array[y][x];
72 auto m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
76 pa_ptr->m_idx = g_ptr->m_idx;
77 pa_ptr->m_ptr = m_ptr;
78 pa_ptr->r_idx = m_ptr->r_idx;
79 pa_ptr->r_ptr = &r_info[m_ptr->r_idx];
80 pa_ptr->ma_ptr = &ma_blows[0];
81 pa_ptr->g_ptr = g_ptr;
83 pa_ptr->mdeath = mdeath;
84 pa_ptr->drain_left = MAX_VAMPIRIC_DRAIN;
89 * @brief 一部職業で攻撃に倍率がかかったりすることの処理
90 * @param player_ptr プレイヤーへの参照ポインタ
91 * @param pa_ptr 直接攻撃構造体への参照ポインタ
93 static void attack_classify(player_type *player_ptr, player_attack_type *pa_ptr)
95 switch (player_ptr->pclass) {
96 case PlayerClassType::ROGUE:
97 case PlayerClassType::NINJA:
98 process_surprise_attack(player_ptr, pa_ptr);
100 case PlayerClassType::MONK:
101 case PlayerClassType::FORCETRAINER:
102 case PlayerClassType::BERSERKER:
103 if ((empty_hands(player_ptr, true) & EMPTY_HAND_MAIN) && !player_ptr->riding)
104 pa_ptr->monk_attack = true;
112 * @brief マーシャルアーツの技能値を増加させる
113 * @param player_ptr プレイヤーへの参照ポインタ
114 * @param pa_ptr 直接攻撃構造体への参照ポインタ
116 static void get_bare_knuckle_exp(player_type *player_ptr, player_attack_type *pa_ptr)
118 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
119 if ((r_ptr->level + 10) <= player_ptr->lev)
122 PlayerSkill(player_ptr).gain_martial_arts_skill_exp();
126 * @brief 装備している武器の技能値を増加させる
127 * @param player_ptr プレイヤーへの参照ポインタ
128 * @param pa_ptr 直接攻撃構造体への参照ポインタ
130 static void get_weapon_exp(player_type *player_ptr, player_attack_type *pa_ptr)
132 auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
134 PlayerSkill(player_ptr).gain_melee_weapon_exp(o_ptr);
138 * @brief 直接攻撃に伴う技能値の上昇処理
139 * @param player_ptr プレイヤーへの参照ポインタ
140 * @param pa_ptr 直接攻撃構造体への参照ポインタ
142 static void get_attack_exp(player_type *player_ptr, player_attack_type *pa_ptr)
144 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
145 object_type *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
146 if (o_ptr->k_idx == 0) {
147 get_bare_knuckle_exp(player_ptr, pa_ptr);
151 if (!o_ptr->is_melee_weapon() || ((r_ptr->level + 10) <= player_ptr->lev))
154 get_weapon_exp(player_ptr, pa_ptr);
159 * @param player_ptr プレイヤーへの参照ポインタ
160 * @param pa_ptr 直接攻撃構造体への参照ポインタ
163 static void calc_num_blow(player_type *player_ptr, player_attack_type *pa_ptr)
165 if ((pa_ptr->mode == HISSATSU_KYUSHO) || (pa_ptr->mode == HISSATSU_MINEUCHI) || (pa_ptr->mode == HISSATSU_3DAN) || (pa_ptr->mode == HISSATSU_IAI))
166 pa_ptr->num_blow = 1;
167 else if (pa_ptr->mode == HISSATSU_COLD)
168 pa_ptr->num_blow = player_ptr->num_blow[pa_ptr->hand] + 2;
170 pa_ptr->num_blow = player_ptr->num_blow[pa_ptr->hand];
172 object_type *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
173 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
174 pa_ptr->num_blow = 1;
178 * @brief 混沌属性の武器におけるカオス効果を決定する
179 * @param player_ptr プレイヤーへの参照ポインタ
180 * @param pa_ptr 直接攻撃構造体への参照ポインタ
183 * 吸血20%、地震0.12%、混乱26.892%、テレポート・アウェイ1.494%、変身1.494% /
184 * Vampiric 20%, Quake 0.12%, Confusion 26.892%, Teleport away 1.494% and Polymorph 1.494%
186 static chaotic_effect select_chaotic_effect(player_type *player_ptr, player_attack_type *pa_ptr)
188 if (pa_ptr->flags.has_not(TR_CHAOTIC) || one_in_(2))
192 chg_virtue(player_ptr, V_CHANCE, 1);
203 return one_in_(2) ? CE_TELE_AWAY : CE_POLYMORPH;
207 * @brief 魔術属性による追加ダイス数を返す
208 * @param player_ptr プレイヤー情報への参照ポインタ
209 * @param pa_ptr プレイヤー攻撃情報への参照ポインタ
212 static MagicalBrandEffect select_magical_brand_effect(player_type *player_ptr, player_attack_type *pa_ptr)
214 if (pa_ptr->flags.has_not(TR_BRAND_MAGIC))
215 return MagicalBrandEffect::NONE;
218 chg_virtue(player_ptr, V_CHANCE, 1);
221 return MagicalBrandEffect::STUN;
224 return MagicalBrandEffect::SCARE;
227 return MagicalBrandEffect::DISPELL;
230 return MagicalBrandEffect::PROBE;
232 return MagicalBrandEffect::EXTRA;
236 * @brief 魔法属性による追加ダイス数を返す
237 * @param pa_ptr プレイヤー攻撃情報への参照ポインタ
240 static DICE_NUMBER magical_brand_extra_dice(player_attack_type *pa_ptr)
242 switch (pa_ptr->magical_effect) {
243 case MagicalBrandEffect::NONE:
245 case MagicalBrandEffect::EXTRA:
253 * @brief 装備品が地震を起こすか判定
254 * @param player_ptr プレイヤー情報への参照ポインタ
255 * @param pa_ptr 直接攻撃構造体への参照ポインタ
256 * @return 地震を起こすならtrue、起こさないならfalse
258 * 打撃に使用する武器または武器以外の装備品が地震を起こすなら、
259 * ダメージ量が50より多いか1/7で地震を起こす
261 static bool does_equip_cause_earthquake(player_type *player_ptr, player_attack_type *pa_ptr)
263 if (!player_ptr->earthquake)
266 auto do_quake = false;
268 auto hand = (pa_ptr->hand == 0) ? FLAG_CAUSE_INVEN_MAIN_HAND : FLAG_CAUSE_INVEN_SUB_HAND;
269 if (any_bits(player_ptr->earthquake, hand))
272 auto flags = player_ptr->earthquake;
273 reset_bits(flags, FLAG_CAUSE_INVEN_MAIN_HAND | FLAG_CAUSE_INVEN_SUB_HAND);
274 do_quake = flags != 0;
278 return pa_ptr->attack_damage > 50 || one_in_(7);
284 * @brief 手にしている装備品がフラグを持つか判定
285 * @param attacker_flags 装備状況で集計されたフラグ
286 * @param pa_ptr 直接攻撃構造体への参照ポインタ
287 * @return 持つならtrue、持たないならfalse
289 static bool does_weapon_has_flag(BIT_FLAGS &attacker_flags, player_attack_type *pa_ptr)
294 auto hand = (pa_ptr->hand == 0) ? FLAG_CAUSE_INVEN_MAIN_HAND : FLAG_CAUSE_INVEN_SUB_HAND;
295 if (any_bits(attacker_flags, hand))
298 auto flags = attacker_flags;
299 reset_bits(flags, FLAG_CAUSE_INVEN_MAIN_HAND | FLAG_CAUSE_INVEN_SUB_HAND);
304 * @brief 武器による直接攻撃メインルーチン
305 * @param player_ptr プレイヤーへの参照ポインタ
306 * @param pa_ptr 直接攻撃構造体への参照ポインタ
307 * @param vorpal_cut メッタ斬りにできるかどうか
308 * @param vorpal_chance ヴォーパル倍率上昇の機会値
309 * @return 攻撃の結果、地震を起こすことになったらTRUE、それ以外はFALSE
311 static void process_weapon_attack(player_type *player_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool vorpal_cut, const int vorpal_chance)
313 object_type *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
314 auto dd = o_ptr->dd + player_ptr->to_dd[pa_ptr->hand] + magical_brand_extra_dice(pa_ptr);
315 pa_ptr->attack_damage = damroll(dd, o_ptr->ds + player_ptr->to_ds[pa_ptr->hand]);
316 pa_ptr->attack_damage = calc_attack_damage_with_slay(player_ptr, o_ptr, pa_ptr->attack_damage, pa_ptr->m_ptr, pa_ptr->mode, false);
317 calc_surprise_attack_damage(player_ptr, pa_ptr);
319 if (does_equip_cause_earthquake(player_ptr, pa_ptr) || (pa_ptr->chaos_effect == CE_QUAKE) || (pa_ptr->mode == HISSATSU_QUAKE))
322 auto do_impact = does_weapon_has_flag(player_ptr->impact, pa_ptr);
323 if ((!(o_ptr->tval == ItemKindType::SWORD) || !(o_ptr->sval == SV_POISON_NEEDLE)) && !(pa_ptr->mode == HISSATSU_KYUSHO))
324 pa_ptr->attack_damage
325 = critical_norm(player_ptr, o_ptr->weight, o_ptr->to_h, pa_ptr->attack_damage, player_ptr->to_h[pa_ptr->hand], pa_ptr->mode, do_impact);
327 pa_ptr->drain_result = pa_ptr->attack_damage;
328 process_vorpal_attack(player_ptr, pa_ptr, vorpal_cut, vorpal_chance);
329 pa_ptr->attack_damage += o_ptr->to_d;
330 pa_ptr->drain_result += o_ptr->to_d;
334 * @brief 武器または素手による攻撃ダメージを計算する
335 * @param player_ptr プレイヤーへの参照ポインタ
336 * @param pa_ptr 直接攻撃構造体への参照ポインタ
337 * @param do_quake 攻撃の結果、地震を起こすことになったらTRUE、それ以外はFALSE
338 * @param vorpal_cut メッタ斬りにできるかどうか
339 * @param vorpal_change ヴォーパル倍率上昇の機会値
340 * @details 取り敢えず素手と仮定し1とする.
342 static void calc_attack_damage(player_type *player_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool vorpal_cut, const int vorpal_chance)
344 object_type *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
345 pa_ptr->attack_damage = 1;
346 if (pa_ptr->monk_attack) {
347 process_monk_attack(player_ptr, pa_ptr);
352 process_weapon_attack(player_ptr, pa_ptr, do_quake, vorpal_cut, vorpal_chance);
357 * @brief 武器のダメージボーナスや剣術家の技によってダメージにボーナスを与える
358 * @param player_ptr プレイヤーへの参照ポインタ
359 * @param pa_ptr 直接攻撃構造体への参照ポインタ
361 static void apply_damage_bonus(player_type *player_ptr, player_attack_type *pa_ptr)
363 pa_ptr->attack_damage += player_ptr->to_d[pa_ptr->hand];
364 pa_ptr->drain_result += player_ptr->to_d[pa_ptr->hand];
366 if ((pa_ptr->mode == HISSATSU_SUTEMI) || (pa_ptr->mode == HISSATSU_3DAN))
367 pa_ptr->attack_damage *= 2;
369 if ((pa_ptr->mode == HISSATSU_SEKIRYUKA) && !monster_living(pa_ptr->m_ptr->r_idx))
370 pa_ptr->attack_damage = 0;
372 auto is_cut = player_ptr->effects()->cut()->is_cut();
373 if ((pa_ptr->mode == HISSATSU_SEKIRYUKA) && !is_cut)
374 pa_ptr->attack_damage /= 2;
378 * @brief 特殊な条件でダメージが減ったり0になったりする処理
379 * @param player_ptr プレイヤーへの参照ポインタ
380 * @param pa_ptr 直接攻撃構造体への参照ポインタ
381 * @param is_zantetsu_nullified 斬鉄剣で切れないならばTRUE
382 * @param is_ej_nullified 蜘蛛相手ならばTRUE
383 * @details ダメージが0未満なら0に補正する
384 * @todo かなりのレアケースだが、右手に混沌属性の武器を持ち、左手にエクスカリバー・ジュニアを持ち、
385 * 右手の最終打撃で蜘蛛に変身したとしても、左手の攻撃でダメージが減らない気がする
386 * モンスターへの参照ポインタは変身時に変わるのにis_ej_nullifiedはその前に代入されて参照されるだけであるため
388 static void apply_damage_negative_effect(player_attack_type *pa_ptr, bool is_zantetsu_nullified, bool is_ej_nullified)
390 if (pa_ptr->attack_damage < 0)
391 pa_ptr->attack_damage = 0;
393 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
394 if ((pa_ptr->mode == HISSATSU_ZANMA) && !(!monster_living(pa_ptr->m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))) {
395 pa_ptr->attack_damage = 0;
398 if (is_zantetsu_nullified) {
399 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such an elastic thing!"));
400 pa_ptr->attack_damage = 0;
403 if (is_ej_nullified) {
404 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
405 pa_ptr->attack_damage /= 2;
410 * @brief モンスターのHPを減らした後、恐怖させるか死なす (フロアから消滅させる)
411 * @param player_ptr プレイヤーへの参照ポインタ
412 * @param pa_ptr 直接攻撃構造体への参照ポインタ
413 * @return 死んだらTRUE、生きていたらFALSE
415 static bool check_fear_death(player_type *player_ptr, player_attack_type *pa_ptr, const int num, const bool is_lowlevel)
417 MonsterDamageProcessor mdp(player_ptr, pa_ptr->m_idx, pa_ptr->attack_damage, pa_ptr->fear, pa_ptr->attribute_flags);
418 if (!mdp.mon_take_hit(nullptr))
421 *(pa_ptr->mdeath) = true;
422 if ((player_ptr->pclass == PlayerClassType::BERSERKER) && player_ptr->energy_use) {
423 PlayerEnergy energy(player_ptr);
424 if (can_attack_with_main_hand(player_ptr) && can_attack_with_sub_hand(player_ptr)) {
427 energy_use = player_ptr->energy_use * 3 / 5 + player_ptr->energy_use * num * 2 / (player_ptr->num_blow[pa_ptr->hand] * 5);
429 energy_use = player_ptr->energy_use * num * 3 / (player_ptr->num_blow[pa_ptr->hand] * 5);
432 energy.set_player_turn_energy(energy_use);
434 auto energy_use = (ENERGY)(player_ptr->energy_use * num / player_ptr->num_blow[pa_ptr->hand]);
435 energy.set_player_turn_energy(energy_use);
439 object_type *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
440 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
441 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...."));
447 * @brief 直接攻撃が当たった時の処理
448 * @param player_ptr プレイヤーへの参照ポインタ
449 * @param pa_ptr 直接攻撃構造体への参照ポインタ
450 * @param do_quake 攻撃後に地震を起こすかどうか
451 * @param is_zantetsu_nullified 斬鉄剣で切れないならばTRUE
452 * @param is_ej_nullified 蜘蛛相手ならばTRUE
454 static void apply_actual_attack(
455 player_type *player_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool is_zantetsu_nullified, const bool is_ej_nullified)
457 object_type *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
458 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
461 print_surprise_attack(pa_ptr);
463 pa_ptr->flags = object_flags(o_ptr);
464 pa_ptr->chaos_effect = select_chaotic_effect(player_ptr, pa_ptr);
465 pa_ptr->magical_effect = select_magical_brand_effect(player_ptr, pa_ptr);
466 decide_blood_sucking(player_ptr, pa_ptr);
468 bool vorpal_cut = (pa_ptr->flags.has(TR_VORPAL) || SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1)
469 && !is_zantetsu_nullified;
470 calc_attack_damage(player_ptr, pa_ptr, do_quake, vorpal_cut, vorpal_chance);
471 apply_damage_bonus(player_ptr, pa_ptr);
472 apply_damage_negative_effect(pa_ptr, is_zantetsu_nullified, is_ej_nullified);
473 mineuchi(player_ptr, pa_ptr);
475 pa_ptr->attack_damage = mon_damage_mod(player_ptr, pa_ptr->m_ptr, pa_ptr->attack_damage,
476 ((o_ptr->tval == ItemKindType::POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((player_ptr->pclass == PlayerClassType::BERSERKER) && one_in_(2)));
477 critical_attack(player_ptr, pa_ptr);
478 msg_format_wizard(player_ptr, CHEAT_MONSTER, _("%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))"),
479 pa_ptr->attack_damage, pa_ptr->m_ptr->hp - pa_ptr->attack_damage, pa_ptr->m_ptr->maxhp, pa_ptr->m_ptr->max_maxhp);
484 * @param player_ptr プレイヤーへの参照ポインタ
485 * @param pa_ptr 直接攻撃構造体への参照ポインタ
486 * @param do_quake 攻撃後に地震を起こすかどうか
490 static void cause_earthquake(player_type *player_ptr, player_attack_type *pa_ptr, const bool do_quake, const POSITION y, const POSITION x)
495 earthquake(player_ptr, player_ptr->y, player_ptr->x, 10, 0);
496 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx == 0)
497 *(pa_ptr->mdeath) = true;
501 * @brief プレイヤーの打撃処理サブルーチン /
502 * Player attacks a (poor, defenseless) creature -RAK-
505 * @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
506 * @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
507 * @param hand 攻撃を行うための武器を持つ手
508 * @param mode 発動中の剣術ID
510 * If no "weapon" is available, then "punch" the monster one time.
512 void exe_player_attack_to_monster(player_type *player_ptr, POSITION y, POSITION x, bool *fear, bool *mdeath, int16_t hand, combat_options mode)
514 bool do_quake = false;
515 bool drain_msg = true;
517 player_attack_type tmp_attack;
518 auto pa_ptr = initialize_player_attack_type(&tmp_attack, player_ptr, y, x, hand, mode, fear, mdeath);
520 bool is_human = (pa_ptr->r_ptr->d_char == 'p');
521 bool is_lowlevel = (pa_ptr->r_ptr->level < (player_ptr->lev - 15));
523 attack_classify(player_ptr, pa_ptr);
524 get_attack_exp(player_ptr, pa_ptr);
526 /* Disturb the monster */
527 (void)set_monster_csleep(player_ptr, pa_ptr->m_idx, 0);
528 monster_desc(player_ptr, pa_ptr->m_name, pa_ptr->m_ptr, 0);
530 int chance = calc_attack_quality(player_ptr, pa_ptr);
531 object_type *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
532 bool is_zantetsu_nullified = ((o_ptr->name1 == ART_ZANTETSU) && (pa_ptr->r_ptr->d_char == 'j'));
533 bool is_ej_nullified = ((o_ptr->name1 == ART_EXCALIBUR_J) && (pa_ptr->r_ptr->d_char == 'S'));
534 calc_num_blow(player_ptr, pa_ptr);
536 /* Attack once for each legal blow */
538 while ((num++ < pa_ptr->num_blow) && !player_ptr->is_dead) {
539 if (!process_attack_hit(player_ptr, pa_ptr, chance))
542 pa_ptr->attribute_flags = melee_attribute(player_ptr, o_ptr, pa_ptr->mode);
543 apply_actual_attack(player_ptr, pa_ptr, &do_quake, is_zantetsu_nullified, is_ej_nullified);
545 if (check_fear_death(player_ptr, pa_ptr, num, is_lowlevel))
548 /* Anger the monster */
549 if (pa_ptr->attack_damage > 0)
550 anger_monster(player_ptr, pa_ptr->m_ptr);
552 touch_zap_player(pa_ptr->m_ptr, player_ptr);
553 process_drain(player_ptr, pa_ptr, is_human, &drain_msg);
554 pa_ptr->can_drain = false;
555 pa_ptr->drain_result = 0;
556 change_monster_stat(player_ptr, pa_ptr, y, x, &num);
557 pa_ptr->backstab = false;
558 pa_ptr->surprise_attack = false;
561 if (pa_ptr->weak && !(*mdeath))
562 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), pa_ptr->m_name);
564 if ((pa_ptr->drain_left != MAX_VAMPIRIC_DRAIN) && one_in_(4))
565 chg_virtue(player_ptr, V_UNLIFE, 1);
567 cause_earthquake(player_ptr, pa_ptr, do_quake, y, x);
571 * @brief 皆殺し(全方向攻撃)処理
572 * @param player_ptr プレイヤーへの参照ポインタ
574 void massacre(player_type *player_ptr)
578 for (DIRECTION dir = 0; dir < 8; dir++) {
579 POSITION y = player_ptr->y + ddy_ddd[dir];
580 POSITION x = player_ptr->x + ddx_ddd[dir];
581 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
582 m_ptr = &player_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
583 if (g_ptr->m_idx && (m_ptr->ml || cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FF::PROJECT)))
584 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);