#include "angband.h"
+#include "monster.h"
+#include "monster-status.h"
+#include "spells-summon.h"
+#include "monsterrace-hook.h"
+#include "object-curse.h"
+#include "artifact.h"
+#include "avatar.h"
+
+
+
+/*!
+ * @brief モンスターに与えたダメージの修正処理 /
+ * Modify the physical damage done to the monster.
+ * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
+ * @param dam ダメージ基本値
+ * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
+ * @return 修正を行った結果のダメージ量
+ * @details
+ * <pre>
+ * (for example when it's invulnerable or shielded)
+ * ToDo: Accept a damage-type to calculate the modified damage from
+ * things like fire, frost, lightning, poison, ... attacks.
+ * "type" is not yet used and should be 0.
+ * </pre>
+ */
+HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
+{
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
+ {
+ dam /= 100;
+ if ((dam == 0) && one_in_(3)) dam = 1;
+ }
+
+ if (MON_INVULNER(m_ptr))
+ {
+ if (is_psy_spear)
+ {
+ if (!p_ptr->blind && is_seen(m_ptr))
+ {
+ msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
+ }
+ }
+ else if (!one_in_(PENETRATE_INVULNERABILITY))
+ {
+ return (0);
+ }
+ }
+ return (dam);
+}
+
+
+
+/*!
+ * @brief モンスターに与えたダメージを元に経験値を加算する /
+ * Calculate experience point to be get
+ * @param dam 与えたダメージ量
+ * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
+ * @return なし
+ * @details
+ * <pre>
+ * Even the 64 bit operation is not big enough to avoid overflaw
+ * unless we carefully choose orders of multiplication and division.
+ * Get the coefficient first, and multiply (potentially huge) base
+ * experience point of a monster later.
+ * </pre>
+ */
+static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
+{
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ s32b new_exp;
+ u32b new_exp_frac;
+ s32b div_h;
+ u32b div_l;
+
+ if (!m_ptr->r_idx) return;
+ if (is_pet(m_ptr) || p_ptr->inside_battle) return;
+
+ /*
+ * - Ratio of monster's level to player's level effects
+ * - Varying speed effects
+ * - Get a fraction in proportion of damage point
+ */
+ new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
+ new_exp_frac = 0;
+ div_h = 0L;
+ div_l = (p_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed);
+
+ /* Use (average maxhp * 2) as a denominator */
+ if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
+ s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
+ else
+ s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
+
+ /* Special penalty in the wilderness */
+ if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
+ s64b_mul(&div_h, &div_l, 0, 5);
+
+ /* Do division first to prevent overflaw */
+ s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
+
+ /* Special penalty for mutiply-monster */
+ if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
+ {
+ int monnum_penarty = r_ptr->r_akills / 400;
+ if (monnum_penarty > 8) monnum_penarty = 8;
+
+ while (monnum_penarty--)
+ {
+ /* Divide by 4 */
+ s64b_RSHIFT(new_exp, new_exp_frac, 2);
+ }
+ }
+
+ /* Special penalty for rest_and_shoot exp scum */
+ if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
+ {
+ int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
+ if (over_damage > 32) over_damage = 32;
+
+ while (over_damage--)
+ {
+ /* 9/10 for once */
+ s64b_mul(&new_exp, &new_exp_frac, 0, 9);
+ s64b_div(&new_exp, &new_exp_frac, 0, 10);
+ }
+ }
+
+ /* Finally multiply base experience point of the monster */
+ s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
+
+ /* Gain experience */
+ gain_exp_64(new_exp, new_exp_frac);
+}
+
/*!
{
monster_type *m_ptr = &m_list[m_idx];
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
/* Open */
{
monster_type *m_ptr = &m_list[m_idx];
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 200) ? 200 : (v < 0) ? 0 : v;
/* Open */
{
monster_type *m_ptr = &m_list[m_idx];
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 200) ? 200 : (v < 0) ? 0 : v;
/* Open */
{
monster_type *m_ptr = &m_list[m_idx];
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 200) ? 200 : (v < 0) ? 0 : v;
/* Open */
{
monster_type *m_ptr = &m_list[m_idx];
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 200) ? 200 : (v < 0) ? 0 : v;
/* Open */
{
monster_type *m_ptr = &m_list[m_idx];
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 200) ? 200 : (v < 0) ? 0 : v;
/* Open */
{
monster_type *m_ptr = &m_list[m_idx];
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 200) ? 200 : (v < 0) ? 0 : v;
/* Open */
/* Notice the "waking up" */
if (m_ptr->ml)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
{
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
}
{
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
}
/* Message if visible */
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
}
/* Message if visible */
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
}
/* Visual note */
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
#ifndef JP
char m_poss[80];
{
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
}
void dispel_monster_status(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if (set_monster_invulner(m_idx, 0, TRUE))
if (vs_player)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if (who == 1)
{
if (!m_ptr->r_idx) break;
process_monster(world_monster);
-
reset_target(m_ptr);
-
- if (p_ptr->notice) notice_stuff();
- if (p_ptr->update) update_stuff();
- if (p_ptr->redraw) redraw_stuff();
- if (p_ptr->window) window_stuff();
+ handle_stuff();
if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
}
p_ptr->redraw |= (PR_MAP);
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
world_monster = 0;
}
handle_stuff();
-
return (TRUE);
}
if (m_ptr->exp >= r_ptr->next_exp)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
int old_hp = m_ptr->hp;
int old_maxhp = m_ptr->max_maxhp;
int old_r_idx = m_ptr->r_idx;
}
if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
}
+
+/*!
+ * @brief モンスターのHPをダメージに応じて減算する /
+ * Decreases monsters hit points, handling monster death.
+ * @param dam 与えたダメージ量
+ * @param m_idx ダメージを与えたモンスターのID
+ * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
+ * @param note モンスターが倒された際の特別なメッセージ述語
+ * @return なし
+ * @details
+ * <pre>
+ * We return TRUE if the monster has been killed (and deleted).
+ * We announce monster death (using an optional "death message"
+ * if given, and a otherwise a generic killed/destroyed message).
+ * Only "physical attacks" can induce the "You have slain" message.
+ * Missile and Spell attacks will induce the "dies" message, or
+ * various "specialized" messages. Note that "You have destroyed"
+ * and "is destroyed" are synonyms for "You have slain" and "dies".
+ * Hack -- unseen monsters yield "You have killed it." message.
+ * Added fear (DGK) and check whether to print fear messages -CWS
+ * Made name, sex, and capitalization generic -BEN-
+ * As always, the "ghost" processing is a total hack.
+ * Hack -- we "delay" fear messages by passing around a "fear" flag.
+ * Consider decreasing monster experience over time, say,
+ * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
+ * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
+ * monster worth more than subsequent monsters. This would also need
+ * to induce changes in the monster recall code.
+ * </pre>
+ */
+bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ monster_type exp_mon;
+
+ /* Innocent until proven otherwise */
+ bool innocent = TRUE, thief = FALSE;
+ int i;
+ HIT_POINT expdam;
+
+ (void)COPY(&exp_mon, m_ptr, monster_type);
+
+ expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
+
+ get_exp_from_mon(expdam, &exp_mon);
+
+ /* Genocided by chaos patron */
+ if (!m_ptr->r_idx) m_idx = 0;
+
+ /* Redraw (later) if needed */
+ 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);
+
+ /* Hack - Cancel any special player stealth magics. -LM- */
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
+ {
+ set_superstealth(FALSE);
+ }
+
+ /* Genocided by chaos patron */
+ if (!m_idx) return TRUE;
+
+ m_ptr->hp -= dam;
+ m_ptr->dealt_damage += dam;
+
+ if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
+
+ if (p_ptr->wizard)
+ {
+ msg_format(_("合計%d/%dのダメージを与えた。", "You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
+ }
+
+ /* It is dead now */
+ if (m_ptr->hp < 0)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
+ {
+ /* You might have unmasked Tanuki first time */
+ r_ptr = &r_info[m_ptr->r_idx];
+ m_ptr->ap_r_idx = m_ptr->r_idx;
+ if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
+ }
+
+ if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
+ {
+ /* You might have unmasked Chameleon first time */
+ r_ptr = real_r_ptr(m_ptr);
+ if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
+ }
+
+ if (!(m_ptr->smart & SM_CLONED))
+ {
+ /* When the player kills a Unique, it stays dead */
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ {
+ r_ptr->max_num = 0;
+
+ /* Mega-Hack -- Banor & Lupart */
+ if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
+ {
+ r_info[MON_BANORLUPART].max_num = 0;
+ r_info[MON_BANORLUPART].r_pkills++;
+ r_info[MON_BANORLUPART].r_akills++;
+ if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
+ }
+ else if (m_ptr->r_idx == MON_BANORLUPART)
+ {
+ r_info[MON_BANOR].max_num = 0;
+ r_info[MON_BANOR].r_pkills++;
+ r_info[MON_BANOR].r_akills++;
+ if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
+ r_info[MON_LUPART].max_num = 0;
+ r_info[MON_LUPART].r_pkills++;
+ r_info[MON_LUPART].r_akills++;
+ if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
+ }
+ }
+
+ /* When the player kills a Nazgul, it stays dead */
+ else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
+ }
+
+ /* Count all monsters killed */
+ if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
+
+ /* Recall even invisible uniques or winners */
+ if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
+ {
+ /* Count kills this life */
+ if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
+ else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
+
+ /* Count kills in all lives */
+ if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
+ else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
+
+ /* Hack -- Auto-recall */
+ monster_race_track(m_ptr->ap_r_idx);
+ }
+
+ /* Extract monster name */
+ monster_desc(m_name, m_ptr, MD_TRUE_NAME);
+
+ /* Don't kill Amberites */
+ if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
+ {
+ int curses = 1 + randint1(3);
+ bool stop_ty = FALSE;
+ int count = 0;
+
+ msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
+ curse_equipment(100, 50);
+
+ do
+ {
+ stop_ty = activate_ty_curse(stop_ty, &count);
+ } while (--curses);
+ }
+
+ if (r_ptr->flags2 & RF2_CAN_SPEAK)
+ {
+ char line_got[1024];
+ if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
+ {
+ msg_format("%^s %s", m_name, line_got);
+ }
+
+#ifdef WORLD_SCORE
+ if (m_ptr->r_idx == MON_SERPENT)
+ {
+ screen_dump = make_screen_dump();
+ }
+#endif
+ }
+
+ if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
+ {
+ if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
+ {
+ chg_virtue(V_VALOUR, -1);
+ }
+ else if (r_ptr->level > dun_level)
+ {
+ if (randint1(10) <= (r_ptr->level - dun_level))
+ chg_virtue(V_VALOUR, 1);
+ }
+ if (r_ptr->level > 60)
+ {
+ chg_virtue(V_VALOUR, 1);
+ }
+ if (r_ptr->level >= 2 * (p_ptr->lev + 1))
+ chg_virtue(V_VALOUR, 2);
+ }
+
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ {
+ if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
+
+ if (r_ptr->flags3 & RF3_GOOD)
+ {
+ chg_virtue(V_UNLIFE, 2);
+ chg_virtue(V_VITALITY, -2);
+ }
+
+ if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
+ }
+
+ if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
+ {
+ chg_virtue(V_COMPASSION, -1);
+ }
+
+ if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
+ chg_virtue(V_UNLIFE, 1);
+
+ if (r_ptr->d_char == 'A')
+ {
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ chg_virtue(V_FAITH, -2);
+ else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
+ {
+ if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
+ else chg_virtue(V_FAITH, 1);
+ }
+ }
+ else if (r_ptr->flags3 & RF3_DEMON)
+ {
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ chg_virtue(V_FAITH, 2);
+ else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
+ chg_virtue(V_FAITH, 1);
+ }
+
+ if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
+ chg_virtue(V_VITALITY, 2);
+
+ if (r_ptr->r_deaths)
+ {
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ {
+ chg_virtue(V_HONOUR, 10);
+ }
+ else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
+ {
+ chg_virtue(V_HONOUR, 1);
+ }
+ }
+ if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
+ {
+ chg_virtue(V_VALOUR, -1);
+ }
+
+ for (i = 0; i < 4; i++)
+ {
+ if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
+
+ if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
+ || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
+
+ thief = TRUE; /* Thief! */
+ }
+
+ /* The new law says it is illegal to live in the dungeon */
+ if (r_ptr->level != 0) innocent = FALSE;
+
+ if (thief)
+ {
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ chg_virtue(V_JUSTICE, 3);
+ else if (1 + ((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100))
+ chg_virtue(V_JUSTICE, 1);
+ }
+ else if (innocent)
+ {
+ chg_virtue(V_JUSTICE, -1);
+ }
+
+ if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
+ {
+ if (one_in_(4)) chg_virtue(V_NATURE, -1);
+ }
+
+ if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
+ {
+ char note_buf[160];
+ sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
+ do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
+ }
+
+ /* Make a sound */
+ sound(SOUND_KILL);
+
+ /* Death by Missile/Spell attack */
+ if (note)
+ {
+ msg_format("%^s%s", m_name, note);
+ }
+
+ /* Death by physical attack -- invisible monster */
+ else if (!m_ptr->ml)
+ {
+#ifdef JP
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ msg_format("せっかくだから%sを殺した。", m_name);
+ else
+ msg_format("%sを殺した。", m_name);
+#else
+ msg_format("You have killed %s.", m_name);
+#endif
+
+ }
+
+ /* Death by Physical attack -- non-living monster */
+ else if (!monster_living(m_ptr->r_idx))
+ {
+ bool explode = FALSE;
+
+ for (i = 0; i < 4; i++)
+ {
+ if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
+ }
+
+ /* Special note at death */
+ if (explode)
+ msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
+ else
+ {
+#ifdef JP
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ msg_format("せっかくだから%sを倒した。", m_name);
+ else
+ msg_format("%sを倒した。", m_name);
+#else
+ msg_format("You have destroyed %s.", m_name);
+#endif
+ }
+ }
+
+ /* Death by Physical attack -- living monster */
+ else
+ {
+#ifdef JP
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ msg_format("せっかくだから%sを葬り去った。", m_name);
+ else
+ msg_format("%sを葬り去った。", m_name);
+#else
+ msg_format("You have slain %s.", m_name);
+#endif
+
+ }
+ if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
+ {
+ for (i = 0; i < MAX_KUBI; i++)
+ {
+ if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
+ {
+ msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
+ break;
+ }
+ }
+ }
+
+ /* Generate treasure */
+ monster_death(m_idx, TRUE);
+
+ /* Mega hack : replace IKETA to BIKETAL */
+ if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
+ {
+ POSITION dummy_y = m_ptr->fy;
+ POSITION dummy_x = m_ptr->fx;
+ BIT_FLAGS mode = 0L;
+ if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
+ delete_monster_idx(m_idx);
+ if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
+ {
+ msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
+ }
+ }
+ else
+ {
+ delete_monster_idx(m_idx);
+ }
+
+ get_exp_from_mon((long)exp_mon.max_maxhp * 2, &exp_mon);
+
+ /* Not afraid */
+ (*fear) = FALSE;
+
+ /* Monster is dead */
+ return (TRUE);
+ }
+
+
+#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)))
+ {
+ /* 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 ((randint1(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
+
+ /* Not dead yet */
+ return (FALSE);
+}
+