3 /* Purpose: Monster attacks */
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
17 * Critical blow. All hits that do 95% of total possible damage,
18 * and which also do at least 20 damage, or, sometimes, N damage.
19 * This is used only to determine "cuts" and "stuns".
21 static int monster_critical(int dice, int sides, int dam)
24 int total = dice * sides;
26 /* Must do at least 95% of perfect */
27 if (dam < total * 19 / 20) return (0);
29 /* Weak blows rarely work */
30 if ((dam < 20) && (randint0(100) >= dam)) return (0);
33 if ((dam >= total) && (dam >= 40)) max++;
38 while (randint0(100) < 2) max++;
42 if (dam > 45) return (6 + max);
43 if (dam > 33) return (5 + max);
44 if (dam > 25) return (4 + max);
45 if (dam > 18) return (3 + max);
46 if (dam > 11) return (2 + max);
55 * Determine if a monster attack against the player succeeds.
56 * Always miss 5% of the time, Always hit 5% of the time.
57 * Otherwise, match monster power against player armor.
59 static int check_hit(int power, int level, int stun)
66 if (stun && one_in_(2)) return FALSE;
68 /* Hack -- Always miss or hit */
69 if (k < 10) return (k < 5);
71 /* Calculate the "attack quality" */
72 i = (power + (level * 3));
75 ac = p_ptr->ac + p_ptr->to_a;
76 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
78 /* Power and Level compete against Armor */
79 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
88 * Hack -- possible "insult" messages
90 static cptr desc_insult[] =
93 "¤¬¤¢¤Ê¤¿¤òÉî¿«¤·¤¿¡ª",
94 "¤¬¤¢¤Ê¤¿¤ÎÊì¤òÉî¿«¤·¤¿¡ª",
95 "¤¬¤¢¤Ê¤¿¤ò·ÚÊΤ·¤¿¡ª",
98 "¤¬¤¢¤Ê¤¿¤Î²ó¤ê¤ÇÍ٤ä¿¡ª",
99 "¤¬àÐêø¤Ê¿È¤Ö¤ê¤ò¤·¤¿¡ª",
100 "¤¬¤¢¤Ê¤¿¤ò¤Ü¤ó¤ä¤ê¤È¸«¤¿¡ª¡ª¡ª",
101 "¤¬¤¢¤Ê¤¿¤ò¥Ñ¥é¥µ¥¤¥È¸Æ¤Ð¤ï¤ê¤·¤¿¡ª",
102 "¤¬¤¢¤Ê¤¿¤ò¥µ¥¤¥Ü¡¼¥°°·¤¤¤·¤¿¡ª"
105 "insults your mother!",
106 "gives you the finger!",
109 "dances around you!",
110 "makes obscene gestures!",
112 "calls you a parasite!",
113 "calls you a cyborg!"
121 * Hack -- possible "insult" messages
123 static cptr desc_moan[] =
126 "¤Ï²¿¤«¤òÈᤷ¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£",
127 "¤¬Èà¤Î»ô¤¤¸¤¤ò¸«¤Ê¤«¤Ã¤¿¤«¤È¿Ò¤Í¤Æ¤¤¤ë¡£",
128 "¤¬ÆìÄ¥¤ê¤«¤é½Ð¤Æ¹Ô¤±¤È¸À¤Ã¤Æ¤¤¤ë¡£",
129 "¤Ï¥¥Î¥³¤¬¤É¤¦¤È¤«Ò줤¤Æ¤¤¤ë¡£"
131 "seems sad about something.",
132 "asks if you have seen his dogs.",
133 "tells you to get off his land.",
134 "mumbles something about mushrooms."
141 * Attack the player via physical attacks.
143 bool make_attack_normal(int m_idx)
145 monster_type *m_ptr = &m_list[m_idx];
147 monster_race *r_ptr = &r_info[m_ptr->r_idx];
151 int i, k, tmp, ac, rlev;
158 char o_name[MAX_NLEN];
165 bool touched = FALSE, fear = FALSE, alive = TRUE;
166 bool explode = FALSE;
167 bool do_silly_attack = (one_in_(2) && p_ptr->image);
173 /* Not allowed to attack */
174 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
176 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
178 /* ...nor if friendly */
179 if (!is_hostile(m_ptr)) return FALSE;
181 /* Extract the effective monster level */
182 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
185 /* Get the monster name (or "it") */
186 monster_desc(m_name, m_ptr, 0);
188 /* Get the "died from" information (i.e. "a kobold") */
189 monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
191 if (p_ptr->special_defense & KATA_IAI)
194 msg_print("Áê¼ê¤¬½±¤¤¤«¤«¤ëÁ°¤ËÁÇÁ᤯Éð´ï¤ò¿¶¤ë¤Ã¤¿¡£");
196 msg_format("You took sen, draw and cut in one motion before %s move.", m_name);
198 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
201 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
203 if (kawarimi(TRUE)) return TRUE;
206 /* Assume no blink */
209 /* Scan through all four blows */
210 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
212 bool obvious = FALSE;
219 /* Extract the attack infomation */
220 int effect = r_ptr->blow[ap_cnt].effect;
221 int method = r_ptr->blow[ap_cnt].method;
222 int d_dice = r_ptr->blow[ap_cnt].d_dice;
223 int d_side = r_ptr->blow[ap_cnt].d_side;
226 if (!m_ptr->r_idx) break;
228 /* Hack -- no more attacks */
231 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
237 /* Stop if player is dead or gone */
238 if (!p_ptr->playing || p_ptr->is_dead) break;
239 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) break;
241 /* Handle "leaving" */
242 if (p_ptr->leaving) break;
244 if (method == RBM_SHOOT) continue;
246 /* Extract the attack "power" */
247 power = mbe_info[effect].power;
250 ac = p_ptr->ac + p_ptr->to_a;
252 /* Monster hits player */
253 if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
255 /* Always disturbing */
259 /* Hack -- Apply "protection from evil" */
260 if ((p_ptr->protevil > 0) &&
261 (r_ptr->flags3 & RF3_EVIL) &&
262 (p_ptr->lev >= rlev) &&
263 ((randint0(100) + p_ptr->lev) > 50))
265 /* Remember the Evil-ness */
266 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
271 msg_format("·âÂष¤¿¡£");
273 msg_format("%^s¤Ï·âÂव¤ì¤¿¡£", m_name);
274 abbreviate = 1;/*£²²óÌܰʹߤϾÊά */
276 msg_format("%^s is repelled.", m_name);
280 /* Hack -- Next attack */
285 /* Assume no cut or stun */
286 do_cut = do_stun = 0;
288 /* Describe the attack method */
299 do_cut = do_stun = 1;
310 act = "touches you.";
321 act = "¥Ñ¥ó¥Á¤µ¤ì¤¿¡£";
323 act = "punches you.";
349 act = "¤Ò¤Ã¤«¤«¤ì¤¿¡£";
392 act = "slashes you.";
404 act = "³Ñ¤ÇÆͤ«¤ì¤¿¡£";
418 act = "ÂÎÅö¤¿¤ê¤µ¤ì¤¿¡£";
420 act = "crushes you.";
432 act = "°û¤ß¹þ¤Þ¤ì¤¿¡£";
434 act = "engulfs you.";
446 act = "¤ÏÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
448 act = "charges you.";
452 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
460 act = "¤¬ÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
462 act = "crawls on you.";
473 act = "¤è¤À¤ì¤ò¤¿¤é¤µ¤ì¤¿¡£";
475 act = "drools on you.";
485 act = "ÂäòÅǤ«¤ì¤¿¡£";
487 act = "spits on you.";
498 act = "¤ÏÇúȯ¤·¤¿¡£";
510 act = "¤Ë¤é¤Þ¤ì¤¿¡£";
512 act = "gazes at you.";
521 act = "µã¤¶«¤Ð¤ì¤¿¡£";
523 act = "wails at you.";
533 act = "˦»Ò¤òÈô¤Ð¤µ¤ì¤¿¡£";
535 act = "releases spores at you.";
546 act = "¤¬ XXX4 ¤òȯ¼Í¤·¤¿¡£";
548 act = "projects XXX4's at you.";
557 act = "¶â¤ò¤»¤¬¤Þ¤ì¤¿¡£";
559 act = "begs you for money.";
571 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
581 act = desc_moan[randint0(4)];
591 if (m_ptr->r_idx == MON_JAIAN)
599 act = "¡Ö¢ö¤ª¡Á¤ì¤Ï¥¸¥ã¥¤¥¢¥ó¡Á¡Á¥¬¡Á¥¤À¤¤¤·¤ç¤¦¡Á¡×";
602 act = "¡Ö¢ö¤Æ¡Á¤ó¤«¤à¡Á¤Æ¤¤Î¤ª¡Á¤È¤³¤À¤¼¡Á¡Á¡×";
605 act = "¡Ö¢ö¤Î¡Á¤ÓÂÀ¥¹¥ÍÉפϥᤸ¤ã¤Ê¤¤¤è¡Á¡Á¡×";
608 act = "¡Ö¢ö¤±¡Á¤ó¤«¥¹¥Ý¡Á¥Ä¡Á¤É¤ó¤È¤³¤¤¡Á¡×";
611 act = "¡Ö¢ö¤¦¤¿¡Á¤â¡Á¡Á¤¦¡Á¤Þ¤¤¤¼¡Á¤Þ¤«¤·¤È¤±¡Á¡×";
614 act = "¡Ö¢ö¤Þ¡Á¤Á¤¤¤Á¤Ð¡Á¤ó¤Î¤Ë¡Á¤ó¤¤â¤Î¡Á¡Á¡×";
617 act = "¡Ö¢ö¤Ù¤ó¤¤ç¤¦¤·¤å¤¯¤À¤¤¥á¤¸¤ã¤Ê¤¤¤è¡Á¡Á¡×";
620 act = "¡Ö¢ö¤¤Ï¤ä¤µ¤·¡Á¤¯¤Æ¡Á¤Á¡Á¤«¤é¤â¤Á¡Á¡×";
623 act = "¡Ö¢ö¤«¤ª¡Á¤â¡Á¡Á¥¹¥¿¥¤¥ë¤â¡Á¥Ð¥Ä¥°¥ó¤µ¡Á¡×";
626 act = "¡Ö¢ö¤¬¤Ã¤³¤¦¤¤¡Á¤Á¤Î¡Á¤¢¡Á¤Ð¤ì¤ó¤Ü¤¦¡Á¡Á¡×";
629 act = "¡Ö¢ö¥É¡Á¥é¤â¥É¥é¥ß¤â¥á¤¸¤ã¤Ê¤¤¤è¡Á¡Á¡×";
632 act = "¡Ö¢ö¤è¤¸¤²¤ó¤Ý¤±¤Ã¤È¡Á¤Ê¡Á¤¯¤¿¤Ã¤Æ¡Á¡×";
635 act = "¡Ö¢ö¤¢¤·¡Á¤Î¡Á¡Á¤Ê¤¬¤µ¡Á¤Ï¡Á¤Þ¤±¤Ê¤¤¤¼¡Á¡×";
639 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
646 act = "¤Ï¢öËͤé¤Ï³Ú¤·¤¤²È²¢ö¤È²Î¤Ã¤Æ¤¤¤ë¡£";
648 act = "¤Ï¢ö¥¢¥¤ ¥é¥Ö ¥æ¡¼¡¢¥æ¡¼ ¥é¥Ö ¥ß¡¼¢ö¤È²Î¤Ã¤Æ¤¤¤ë¡£";
650 act = "sings 'We are a happy family.'";
652 act = "sings 'I love you, you love me.'";
669 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
673 msg_format("%^s¤Ë%s", m_name, act);
674 else if (abbreviate == 1)
675 msg_format("%s", act);
676 else /* if (abbreviate == -1) */
677 msg_format("%^s%s", m_name, act);
678 abbreviate = 1;/*£²²óÌܰʹߤϾÊά */
680 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
684 /* Hack -- assume all attacks are obvious */
687 /* Roll out the damage */
688 damage = damroll(d_dice, d_side);
691 * Skip the effect when exploding, since the explosion
692 * already causes the effect.
696 /* Apply appropriate damage */
701 /* Hack -- Assume obvious */
704 /* Hack -- No damage */
712 if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
714 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
716 msg_print("Ä˺¨¤Î°ì·â¡ª");
718 msg_print("It was a critical hit!");
721 tmp_damage = MAX(damage, tmp_damage*2);
724 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
733 /* Hack -- Player armor reduces total damage */
734 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
737 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
746 /* Take "poison" effect */
747 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
749 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
755 /* Take some damage */
756 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
758 /* Learn about the player */
759 update_smart_learn(m_idx, DRS_POIS);
768 /* Allow complete resist */
769 if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
771 /* Apply disenchantment */
772 if (apply_disenchant(0))
774 /* Hack -- Update AC */
780 /* Take some damage */
781 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
783 /* Learn about the player */
784 update_smart_learn(m_idx, DRS_DISEN);
791 /* Take some damage */
792 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
794 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
797 for (k = 0; k < 10; k++)
800 i = randint0(INVEN_PACK);
802 /* Obtain the item */
803 o_ptr = &inventory[i];
805 /* Skip non-objects */
806 if (!o_ptr->k_idx) continue;
808 /* Drain charged wands/staffs */
809 if (((o_ptr->tval == TV_STAFF) ||
810 (o_ptr->tval == TV_WAND)) &&
813 /* Calculate healed hitpoints */
814 int heal=rlev * o_ptr->pval;
815 if( o_ptr->tval == TV_STAFF)
816 heal *= o_ptr->number;
818 /* Don't heal more than max hp */
819 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
823 msg_print("¥¶¥Ã¥¯¤«¤é¥¨¥Í¥ë¥®¡¼¤¬µÛ¤¤¼è¤é¤ì¤¿¡ª");
825 msg_print("Energy drains from your pack!");
832 /* Heal the monster */
835 /* Redraw (later) if needed */
836 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
837 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
842 /* Combine / Reorder the pack */
843 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
846 p_ptr->window |= (PW_INVEN);
858 /* Take some damage */
859 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
861 /* Confused monsters cannot steal successfully. -LM-*/
862 if (MON_CONFUSED(m_ptr)) break;
864 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
869 /* Saving throw (unless paralyzed) based on dex and level */
870 if (!p_ptr->paralyzed &&
871 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
874 /* Saving throw message */
876 msg_print("¤·¤«¤·ÁÇÁ᤯ºâÉÛ¤ò¼é¤Ã¤¿¡ª");
878 msg_print("You quickly protect your money pouch!");
882 /* Occasional blink anyway */
883 if (randint0(3)) blinked = TRUE;
889 gold = (p_ptr->au / 10) + randint1(25);
890 if (gold < 2) gold = 2;
891 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
892 if (gold > p_ptr->au) gold = p_ptr->au;
897 msg_print("¤·¤«¤·²¿¤âÅð¤Þ¤ì¤Ê¤«¤Ã¤¿¡£");
899 msg_print("Nothing was stolen.");
906 msg_print("ºâÉÛ¤¬·Ú¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
907 msg_format("$%ld ¤Î¤ª¶â¤¬Åð¤Þ¤ì¤¿¡ª", (long)gold);
909 msg_print("Your purse feels lighter.");
910 msg_format("%ld coins were stolen!", (long)gold);
912 chg_virtue(V_SACRIFICE, 1);
917 msg_print("ºâÉÛ¤¬·Ú¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
918 msg_print("¤ª¶â¤¬Á´ÉôÅð¤Þ¤ì¤¿¡ª");
920 msg_print("Your purse feels lighter.");
921 msg_print("All of your coins were stolen!");
924 chg_virtue(V_SACRIFICE, 2);
928 p_ptr->redraw |= (PR_GOLD);
931 p_ptr->window |= (PW_PLAYER);
942 /* Take some damage */
943 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
945 /* Confused monsters cannot steal successfully. -LM-*/
946 if (MON_CONFUSED(m_ptr)) break;
948 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
950 /* Saving throw (unless paralyzed) based on dex and level */
951 if (!p_ptr->paralyzed &&
952 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
955 /* Saving throw message */
957 msg_print("¤·¤«¤·¤¢¤ï¤Æ¤Æ¥¶¥Ã¥¯¤ò¼è¤êÊÖ¤·¤¿¡ª");
959 msg_print("You grab hold of your backpack!");
963 /* Occasional "blink" anyway */
974 for (k = 0; k < 10; k++)
979 i = randint0(INVEN_PACK);
981 /* Obtain the item */
982 o_ptr = &inventory[i];
984 /* Skip non-objects */
985 if (!o_ptr->k_idx) continue;
988 if (object_is_artifact(o_ptr)) continue;
990 /* Get a description */
991 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
995 msg_format("%s(%c)¤ò%sÅð¤Þ¤ì¤¿¡ª",
996 o_name, index_to_label(i),
997 ((o_ptr->number > 1) ? "°ì¤Ä" : ""));
999 msg_format("%sour %s (%c) was stolen!",
1000 ((o_ptr->number > 1) ? "One of y" : "Y"),
1001 o_name, index_to_label(i));
1004 chg_virtue(V_SACRIFICE, 1);
1007 /* Make an object */
1015 /* Get new object */
1016 j_ptr = &o_list[o_idx];
1019 object_copy(j_ptr, o_ptr);
1024 /* Hack -- If a rod or wand, allocate total
1025 * maximum timeouts or charges between those
1026 * stolen and those missed. -LM-
1028 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1030 j_ptr->pval = o_ptr->pval / o_ptr->number;
1031 o_ptr->pval -= j_ptr->pval;
1035 j_ptr->marked = OM_TOUCHED;
1037 /* Memorize monster */
1038 j_ptr->held_m_idx = m_idx;
1041 j_ptr->next_o_idx = m_ptr->hold_o_idx;
1044 m_ptr->hold_o_idx = o_idx;
1047 /* Steal the items */
1048 inven_item_increase(i, -1);
1049 inven_item_optimize(i);
1066 /* Take some damage */
1067 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1069 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1071 /* Steal some food */
1072 for (k = 0; k < 10; k++)
1074 /* Pick an item from the pack */
1075 i = randint0(INVEN_PACK);
1078 o_ptr = &inventory[i];
1080 /* Skip non-objects */
1081 if (!o_ptr->k_idx) continue;
1083 /* Skip non-food objects */
1084 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
1086 /* Get a description */
1087 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1091 msg_format("%s(%c)¤ò%s¿©¤Ù¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
1092 o_name, index_to_label(i),
1093 ((o_ptr->number > 1) ? "°ì¤Ä" : ""));
1095 msg_format("%sour %s (%c) was eaten!",
1096 ((o_ptr->number > 1) ? "One of y" : "Y"),
1097 o_name, index_to_label(i));
1101 /* Steal the items */
1102 inven_item_increase(i, -1);
1103 inven_item_optimize(i);
1117 /* Access the lite */
1118 o_ptr = &inventory[INVEN_LITE];
1120 /* Take some damage */
1121 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1123 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1126 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
1129 o_ptr->xtra4 -= (250 + randint1(250));
1130 if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
1136 msg_print("ÌÀ¤«¤ê¤¬°Å¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
1138 msg_print("Your light dims.");
1145 p_ptr->window |= (PW_EQUIP);
1159 msg_print("»À¤òÍá¤Ó¤»¤é¤ì¤¿¡ª");
1161 msg_print("You are covered in acid!");
1165 /* Special damage */
1166 get_damage += acid_dam(damage, ddesc, -1);
1168 /* Hack -- Update AC */
1171 /* Learn about the player */
1172 update_smart_learn(m_idx, DRS_ACID);
1185 msg_print("ÅÅ·â¤òÍá¤Ó¤»¤é¤ì¤¿¡ª");
1187 msg_print("You are struck by electricity!");
1191 /* Special damage */
1192 get_damage += elec_dam(damage, ddesc, -1);
1194 /* Learn about the player */
1195 update_smart_learn(m_idx, DRS_ELEC);
1208 msg_print("Á´¿È¤¬±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1210 msg_print("You are enveloped in flames!");
1214 /* Special damage */
1215 get_damage += fire_dam(damage, ddesc, -1);
1217 /* Learn about the player */
1218 update_smart_learn(m_idx, DRS_FIRE);
1231 msg_print("Á´¿È¤¬Î䵤¤Çʤ¤ï¤ì¤¿¡ª");
1233 msg_print("You are covered with frost!");
1237 /* Special damage */
1238 get_damage += cold_dam(damage, ddesc, -1);
1240 /* Learn about the player */
1241 update_smart_learn(m_idx, DRS_COLD);
1249 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1251 if (p_ptr->is_dead) break;
1253 /* Increase "blind" */
1254 if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
1256 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
1259 if (m_ptr->r_idx == MON_DIO) msg_print("¤É¤¦¤À¥Ã¡ª¤³¤Î·ì¤ÎÌÜÄÙ¤·¤Ï¥Ã¡ª");
1267 /* Learn about the player */
1268 update_smart_learn(m_idx, DRS_BLIND);
1277 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1279 if (p_ptr->is_dead) break;
1281 /* Increase "confused" */
1282 if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
1284 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
1290 /* Learn about the player */
1291 update_smart_learn(m_idx, DRS_CONF);
1299 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1301 if (p_ptr->is_dead) break;
1303 /* Increase "afraid" */
1304 if (CHECK_MULTISHADOW())
1308 else if (p_ptr->resist_fear)
1311 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
1313 msg_print("You stand your ground!");
1318 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1321 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
1323 msg_print("You stand your ground!");
1330 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
1336 /* Learn about the player */
1337 update_smart_learn(m_idx, DRS_FEAR);
1345 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1347 if (p_ptr->is_dead) break;
1349 /* Increase "paralyzed" */
1350 if (CHECK_MULTISHADOW())
1354 else if (p_ptr->free_act)
1357 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
1359 msg_print("You are unaffected!");
1364 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1367 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1369 msg_print("You resist the effects!");
1376 if (!p_ptr->paralyzed)
1378 if (set_paralyzed(3 + randint1(rlev)))
1385 /* Learn about the player */
1386 update_smart_learn(m_idx, DRS_FREE);
1393 /* Damage (physical) */
1394 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1396 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1399 if (do_dec_stat(A_STR)) obvious = TRUE;
1406 /* Damage (physical) */
1407 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1409 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1412 if (do_dec_stat(A_INT)) obvious = TRUE;
1419 /* Damage (physical) */
1420 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1422 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1425 if (do_dec_stat(A_WIS)) obvious = TRUE;
1432 /* Damage (physical) */
1433 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1435 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1438 if (do_dec_stat(A_DEX)) obvious = TRUE;
1445 /* Damage (physical) */
1446 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1448 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1451 if (do_dec_stat(A_CON)) obvious = TRUE;
1458 /* Damage (physical) */
1459 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1461 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1464 if (do_dec_stat(A_CHR)) obvious = TRUE;
1471 /* Damage (physical) */
1472 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1474 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1476 /* Damage (stats) */
1477 if (do_dec_stat(A_STR)) obvious = TRUE;
1478 if (do_dec_stat(A_DEX)) obvious = TRUE;
1479 if (do_dec_stat(A_CON)) obvious = TRUE;
1480 if (do_dec_stat(A_INT)) obvious = TRUE;
1481 if (do_dec_stat(A_WIS)) obvious = TRUE;
1482 if (do_dec_stat(A_CHR)) obvious = TRUE;
1492 /* Hack -- Reduce damage based on the player armor class */
1493 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1496 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1498 /* Radius 8 earthquake centered at the monster */
1499 if (damage > 23 || explode)
1501 earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1509 s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1515 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1517 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1519 (void)drain_exp(d, d / 10, 95);
1525 s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1531 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1533 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1535 (void)drain_exp(d, d / 10, 90);
1541 s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1547 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1549 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1551 (void)drain_exp(d, d / 10, 75);
1557 s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1563 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1565 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1567 (void)drain_exp(d, d / 10, 50);
1573 /* Take some damage */
1574 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1576 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1578 /* Take "poison" effect */
1579 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
1581 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
1587 /* Damage CON (10% chance)*/
1588 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
1590 /* 1% chance for perm. damage */
1591 bool perm = one_in_(10);
1592 if (dec_stat(A_CON, randint1(10), perm))
1595 msg_print("ɤ¬¤¢¤Ê¤¿¤ò¿ª¤ó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡£");
1597 msg_print("You feel strange sickness.");
1609 if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
1611 switch (randint1(10))
1613 case 1: case 2: case 3: case 4: case 5:
1615 if (p_ptr->prace == RACE_ANDROID) break;
1617 msg_print("¿ÍÀ¸¤¬µÕÌá¤ê¤·¤¿µ¤¤¬¤¹¤ë¡£");
1619 msg_print("You feel life has clocked back.");
1622 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
1626 case 6: case 7: case 8: case 9:
1628 int stat = randint0(6);
1633 case A_STR: act = "¶¯¤¯"; break;
1634 case A_INT: act = "ÁïÌÀ¤Ç"; break;
1635 case A_WIS: act = "¸ÌÀ¤Ç"; break;
1636 case A_DEX: act = "´ïÍѤÇ"; break;
1637 case A_CON: act = "·ò¹¯¤Ç"; break;
1638 case A_CHR: act = "Èþ¤·¤¯"; break;
1640 case A_STR: act = "strong"; break;
1641 case A_INT: act = "bright"; break;
1642 case A_WIS: act = "wise"; break;
1643 case A_DEX: act = "agile"; break;
1644 case A_CON: act = "hale"; break;
1645 case A_CHR: act = "beautiful"; break;
1651 msg_format("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤É%s¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£", act);
1653 msg_format("You're not as %s as you used to be...", act);
1657 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
1658 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
1659 p_ptr->update |= (PU_BONUS);
1666 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤ÉÎ϶¯¤¯¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£");
1668 msg_print("You're not as powerful as you used to be...");
1672 for (k = 0; k < 6; k++)
1674 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
1675 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
1677 p_ptr->update |= (PU_BONUS);
1682 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1688 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1695 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1697 if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
1699 resist_drain = !drain_exp(d, d / 10, 50);
1701 /* Heal the attacker? */
1702 if (p_ptr->mimic_form)
1704 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
1705 resist_drain = TRUE;
1709 switch (p_ptr->prace)
1718 resist_drain = TRUE;
1723 if ((damage > 5) && !resist_drain)
1725 bool did_heal = FALSE;
1727 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1730 m_ptr->hp += damroll(4, damage / 6);
1731 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1733 /* Redraw (later) if needed */
1734 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1735 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1737 /* Special message */
1738 if (m_ptr->ml && did_heal)
1741 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
1743 msg_format("%^s appears healthier.", m_name);
1756 if (CHECK_MULTISHADOW())
1759 msg_print("¹¶·â¤Ï¸¸±Æ¤ËÌ¿Ã椷¡¢¤¢¤Ê¤¿¤Ë¤ÏÆϤ«¤Ê¤«¤Ã¤¿¡£");
1761 msg_print("The attack hits Shadow, you are unharmed!");
1769 p_ptr->csp -= damage;
1773 p_ptr->csp_frac = 0;
1776 p_ptr->redraw |= (PR_MANA);
1779 /* Learn about the player */
1780 update_smart_learn(m_idx, DRS_MANA);
1786 /* Hack -- only one of cut or stun */
1787 if (do_cut && do_stun)
1790 if (randint0(100) < 50)
1807 /* Critical hit (zero if non-critical) */
1808 tmp = monster_critical(d_dice, d_side, damage);
1810 /* Roll for damage */
1813 case 0: k = 0; break;
1814 case 1: k = randint1(5); break;
1815 case 2: k = randint1(5) + 5; break;
1816 case 3: k = randint1(20) + 20; break;
1817 case 4: k = randint1(50) + 50; break;
1818 case 5: k = randint1(100) + 100; break;
1819 case 6: k = 300; break;
1820 default: k = 500; break;
1824 if (k) (void)set_cut(p_ptr->cut + k);
1832 /* Critical hit (zero if non-critical) */
1833 tmp = monster_critical(d_dice, d_side, damage);
1835 /* Roll for damage */
1838 case 0: k = 0; break;
1839 case 1: k = randint1(5); break;
1840 case 2: k = randint1(5) + 10; break;
1841 case 3: k = randint1(10) + 20; break;
1842 case 4: k = randint1(15) + 30; break;
1843 case 5: k = randint1(20) + 40; break;
1844 case 6: k = 80; break;
1845 default: k = 150; break;
1848 /* Apply the stun */
1849 if (k) (void)set_stun(p_ptr->stun + k);
1854 sound(SOUND_EXPLODE);
1856 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
1865 if (p_ptr->sh_fire && alive && !p_ptr->is_dead)
1867 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1869 int dam = damroll(2, 6);
1871 /* Modify the damage */
1872 dam = mon_damage_mod(m_ptr, dam, FALSE);
1875 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
1876 if (mon_take_hit(m_idx, dam, &fear,
1877 "¤Ï³¥¤Î»³¤Ë¤Ê¤Ã¤¿¡£"))
1879 msg_format("%^s is suddenly very hot!", m_name);
1881 if (mon_take_hit(m_idx, dam, &fear,
1882 " turns into a pile of ash."))
1892 if (is_original_ap_and_seen(m_ptr))
1893 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1897 if (p_ptr->sh_elec && alive && !p_ptr->is_dead)
1899 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1901 int dam = damroll(2, 6);
1903 /* Modify the damage */
1904 dam = mon_damage_mod(m_ptr, dam, FALSE);
1907 msg_format("%^s¤ÏÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
1908 if (mon_take_hit(m_idx, dam, &fear,
1909 "¤Ïdz¤¨³Ì¤Î»³¤Ë¤Ê¤Ã¤¿¡£"))
1911 msg_format("%^s gets zapped!", m_name);
1913 if (mon_take_hit(m_idx, dam, &fear,
1914 " turns into a pile of cinder."))
1924 if (is_original_ap_and_seen(m_ptr))
1925 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1929 if (p_ptr->sh_cold && alive && !p_ptr->is_dead)
1931 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1933 int dam = damroll(2, 6);
1935 /* Modify the damage */
1936 dam = mon_damage_mod(m_ptr, dam, FALSE);
1939 msg_format("%^s¤ÏÎ䵤¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
1940 if (mon_take_hit(m_idx, dam, &fear,
1943 msg_format("%^s is very cold!", m_name);
1945 if (mon_take_hit(m_idx, dam, &fear,
1956 if (is_original_ap_and_seen(m_ptr))
1957 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1962 if (p_ptr->dustrobe && alive && !p_ptr->is_dead)
1964 if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
1966 int dam = damroll(2, 6);
1968 /* Modify the damage */
1969 dam = mon_damage_mod(m_ptr, dam, FALSE);
1972 msg_format("%^s¤Ï¶À¤ÎÇËÊÒ¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
1973 if (mon_take_hit(m_idx, dam, &fear,
1974 "¤Ï¥º¥¿¥º¥¿¤Ë¤Ê¤Ã¤¿¡£"))
1976 msg_format("%^s gets zapped!", m_name);
1978 if (mon_take_hit(m_idx, dam, &fear,
1979 " had torn to pieces."))
1988 if (is_original_ap_and_seen(m_ptr))
1989 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
1992 if (is_mirror_grid(&cave[py][px]))
1994 teleport_player(10, 0L);
1998 if (p_ptr->tim_sh_holy && alive && !p_ptr->is_dead)
2000 if (r_ptr->flags3 & RF3_EVIL)
2002 if (!(r_ptr->flagsr & RFR_RES_ALL))
2004 int dam = damroll(2, 6);
2006 /* Modify the damage */
2007 dam = mon_damage_mod(m_ptr, dam, FALSE);
2010 msg_format("%^s¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤Ç½ý¤Ä¤¤¤¿¡ª", m_name);
2011 if (mon_take_hit(m_idx, dam, &fear,
2014 msg_format("%^s is injured by holy power!", m_name);
2016 if (mon_take_hit(m_idx, dam, &fear,
2023 if (is_original_ap_and_seen(m_ptr))
2024 r_ptr->r_flags3 |= RF3_EVIL;
2028 if (is_original_ap_and_seen(m_ptr))
2029 r_ptr->r_flagsr |= RFR_RES_ALL;
2034 if (p_ptr->tim_sh_touki && alive && !p_ptr->is_dead)
2036 if (!(r_ptr->flagsr & RFR_RES_ALL))
2038 int dam = damroll(2, 6);
2040 /* Modify the damage */
2041 dam = mon_damage_mod(m_ptr, dam, FALSE);
2044 msg_format("%^s¤¬±Ô¤¤Æ®µ¤¤Î¥ª¡¼¥é¤Ç½ý¤Ä¤¤¤¿¡ª", m_name);
2045 if (mon_take_hit(m_idx, dam, &fear,
2048 msg_format("%^s is injured by the Force", m_name);
2050 if (mon_take_hit(m_idx, dam, &fear,
2061 if (is_original_ap_and_seen(m_ptr))
2062 r_ptr->r_flagsr |= RFR_RES_ALL;
2066 if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
2069 object_type *o_ptr = &inventory[INVEN_RARM];
2071 if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
2075 int basedam = ((o_ptr->dd + p_ptr->to_dd[0]) * (o_ptr->ds + p_ptr->to_ds[0] + 1));
2076 dam = basedam / 2 + o_ptr->to_d + p_ptr->to_d[0];
2079 /* Cursed armor makes damages doubled */
2080 o_ptr = &inventory[INVEN_BODY];
2081 if ((o_ptr->k_idx) && object_is_cursed(o_ptr)) dam *= 2;
2083 /* Modify the damage */
2084 dam = mon_damage_mod(m_ptr, dam, FALSE);
2087 msg_format("±Æ¤Î¥ª¡¼¥é¤¬%^s¤ËÈ¿·â¤·¤¿¡ª", m_name);
2088 if (mon_take_hit(m_idx, dam, &fear, "¤ÏÅݤ줿¡£"))
2090 msg_format("Enveloped shadows attack %^s.", m_name);
2092 if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
2098 else /* monster does not dead */
2101 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2103 { INVEN_HEAD, GF_OLD_CONF },
2104 { INVEN_LARM, GF_OLD_SLEEP },
2105 { INVEN_HANDS, GF_TURN_ALL },
2106 { INVEN_FEET, GF_OLD_SLOW }
2109 /* Some cursed armours gives an extra effect */
2110 for (j = 0; j < 4; j++)
2112 o_ptr = &inventory[typ[j][0]];
2113 if ((o_ptr->k_idx) && object_is_cursed(o_ptr) && object_is_armour(o_ptr))
2114 project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
2120 if (is_original_ap_and_seen(m_ptr))
2121 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
2127 /* Monster missed player */
2130 /* Analyze failed attacks */
2146 /* Visible monsters */
2155 msg_format("%s¤«¤ï¤·¤¿¡£", (p_ptr->special_attack & ATTACK_SUIKEN) ? "´ñ̯¤ÊÆ°¤¤Ç" : "");
2157 msg_format("%s%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", (p_ptr->special_attack & ATTACK_SUIKEN) ? "´ñ̯¤ÊÆ°¤¤Ç" : "", m_name);
2158 abbreviate = 1;/*£²²óÌܰʹߤϾÊά */
2160 msg_format("%^s misses you.", m_name);
2171 /* Analyze "visible" monsters only */
2172 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2174 /* Count "obvious" attacks (and ones that cause damage) */
2175 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2177 /* Count attacks of this type */
2178 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2180 r_ptr->r_blows[ap_cnt]++;
2185 if (p_ptr->riding && damage)
2188 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2189 if (rakuba((damage > 200) ? 200 : damage, FALSE))
2192 msg_format("%^s¤«¤éÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
2194 msg_format("You have fallen from %s.", m_name);
2199 if (p_ptr->special_defense & NINJA_KAWARIMI)
2201 if (kawarimi(FALSE)) return TRUE;
2205 /* Hex - revenge damage stored */
2206 revenge_store(get_damage);
2208 if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
2209 && get_damage > 0 && !p_ptr->is_dead)
2212 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
2214 char m_name_self[80];
2217 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
2219 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
2221 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
2222 if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
2225 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
2228 monster_desc(m_name, m_ptr, 0);
2232 msg_format("%^s¤ËÈ¿·â¤·¤¿¡ª", m_name);
2234 msg_format("Your counterattack to %s!", m_name);
2236 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
2240 p_ptr->redraw |= (PR_MANA);
2244 if (blinked && alive && !p_ptr->is_dead)
2246 if (teleport_barrier(m_idx))
2249 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²...¤è¤¦¤È¤·¤¿¤¬¥Ð¥ê¥¢¤ËËɤ¬¤ì¤¿¡£");
2251 msg_print("The thief flees laughing...? But magic barrier obstructs it.");
2257 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2259 msg_print("The thief flees laughing!");
2261 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2266 /* Always notice cause of death */
2267 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
2272 if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
2276 msg_format("%^s¤Ï¶²ÉݤÇƨ¤²½Ð¤·¤¿¡ª", m_name);
2278 msg_format("%^s flees in terror!", m_name);
2283 if (p_ptr->special_defense & KATA_IAI)
2285 set_action(ACTION_NONE);
2288 /* Assume we attacked */