}
else
{
- int dam = damroll(4, 8);
int get_damage = 0;
+ bool fear; /* dummy */
+
#ifdef JP
msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name);
#else
msg_format("%^s holds you, and drops from the sky.", m_name);
#endif
+ dam = damroll(4, 8);
teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE);
sound(SOUND_FALL);
project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
}
+
+ if (p_ptr->riding) mon_take_hit_mon(p_ptr->riding, dam, &fear, NULL, m_idx);
}
break;
}
if (t_idx == p_ptr->riding) teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE);
else teleport_monster_to(t_idx, m_ptr->fy, m_ptr->fx, 100);
+ sound(SOUND_FALL);
+
if (tr_ptr->flags7 & RF7_CAN_FLY)
{
#ifdef JP
dam += damroll(6, 8);
}
+ if (p_ptr->riding)
+ {
+ int get_damage = 0;
+
+ /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
+ -- henkma
+ */
+ get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
+ if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
+ {
+#ifdef JP
+ msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
+#else
+ char m_name_self[80];
+
+ /* hisself */
+ monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
+
+ msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
+#endif
+ project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
+ set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
+ }
+ }
+
mon_take_hit_mon(t_idx, dam, &fear, NULL, m_idx);
}
break;