-/* NetHack 3.6 uhitm.c $NHDT-Date: 1555720104 2019/04/20 00:28:24 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.207 $ */
+/* NetHack 3.6 uhitm.c $NHDT-Date: 1573764936 2019/11/14 20:55:36 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.215 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
/* JNetHack Copyright */
/* (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000 */
-/* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2019 */
+/* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2020 */
/* JNetHack may be freely redistributed. See license for details. */
#include "hack.h"
struct obj *obj;
if (!Blind && Hallucination)
+#if 0 /*JP:T*/
pline("A %s %s appeared!",
mtmp->mtame ? "tame" : "wild", l_monnam(mtmp));
+#else
+ pline("%s%s\82ª\8c»\82ê\82½\81I",
+ mtmp->mtame ? "\8eè\82È\82Ã\82¯\82ç\82ê\82½" : "\96ì\90¶\82Ì", l_monnam(mtmp));
+#endif
else if (Blind || (is_pool(mtmp->mx, mtmp->my) && !Underwater))
/*JP
pline("Wait! There's a hidden monster there!");
*/
pline("\91Ò\82Ä\81I\89ö\95¨\82ª\89B\82ê\82Ä\82¢\82é\81I");
else if ((obj = level.objects[mtmp->mx][mtmp->my]) != 0)
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("Wait! There's %s hiding under %s!",
an(l_monnam(mtmp)), doname(obj));
#else
*/
You("%s\82Å\89ö\95¨\82ð\82È\82®\82è\82Â\82¯\82½\81D", yname(uwep));
else if (!cantwield(youmonst.data))
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("begin %s monsters with your %s %s.",
ing_suffix(Role_if(PM_MONK) ? "strike" : "bash"),
uarmg ? "gloved" : "bare", /* Del Lamb */
&& (m_move(mtmp, 0) == 2 /* it died */
|| mtmp->mx != u.ux + u.dx
|| mtmp->my != u.uy + u.dy)) { /* it moved */
+/*JP
You("miss wildly and stumble forwards.");
+*/
+ You("\91å\82«\82\8aO\82µ\82Ä\91O\82É\82Â\82Ü\82Ã\82¢\82½\81D");
return FALSE;
}
long silverhit = 0L;
int wtype;
struct obj *monwep;
-#if 0 /*JP*/
- char unconventional[BUFSZ]; /* substituted for word "attack" in msg */
-#endif
char saved_oname[BUFSZ];
-#if 0 /*JP*/
- unconventional[0] = '\0';
-#endif
saved_oname[0] = '\0';
wakeup(mon, TRUE);
&& rnl(4) == 4 - 1) {
boolean more_than_1 = (obj->quan > 1L);
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("As you hit %s, %s%s breaks into splinters.",
mon_nam(mon), more_than_1 ? "one of " : "",
yname(obj));
*/
setmnotwielded(mon, monwep);
mon->weapon_check = NEED_WEAPON;
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s from the force of your blow!",
Yobjnam2(monwep, "shatter"));
#else
} else {
if (mdat == &mons[PM_SHADE] && !shade_aware(obj)) {
tmp = 0;
-#if 0 /*JP*/
- Strcpy(unconventional, cxname(obj));
-#endif
} else {
switch (obj->otyp) {
case BOULDER: /* 1d20 */
if (touch_petrifies(&mons[obj->corpsenm])) {
tmp = 1;
hittxt = TRUE;
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("hit %s with %s.", mon_nam(mon),
corpse_xname(obj, (const char *) 0,
obj->dknown ? CXN_PFX_THE
if (touch_petrifies(&mons[obj->corpsenm])) {
/*learn_egg_type(obj->corpsenm);*/
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("Splat! You hit %s with %s %s egg%s!",
mon_nam(mon),
obj->known ? "the" : cnt > 1L ? "some" : "a",
break;
return (boolean) (!DEADMONSTER(mon));
} else { /* ordinary egg(s) */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
const char *eggp = (obj->corpsenm != NON_PM
&& obj->known)
? the(mons[obj->corpsenm].mname)
mon_nam(mon), eggp, *eggp ? "\82Ì" : "");
#endif
if (touch_petrifies(mdat) && !stale_egg(obj)) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline_The("egg%s %s alive any more...", plur(cnt),
(cnt == 1L) ? "isn't" : "aren't");
#else
: AT_WEAP),
obj)) {
if (Blind) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline(obj->otyp == CREAM_PIE ? "Splat!"
: "Splash!");
#else
: "\83s\83`\83\83\83b\81I");
#endif
} else if (obj->otyp == BLINDING_VENOM) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline_The("venom blinds %s%s!", mon_nam(mon),
mon->mcansee ? "" : " further");
#else
whom = strcat(s_suffix(whom),
mbodypart(mon, FACE));
#endif
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s %s over %s!", what,
vtense(what, "splash"), whom);
#else
poiskilled = TRUE;
}
if (tmp < 1) {
+ boolean mon_is_shade = (mon->data == &mons[PM_SHADE]);
+
/* make sure that negative damage adjustment can't result
in inadvertently boosting the victim's hit points */
- tmp = 0;
- if (mdat == &mons[PM_SHADE]) {
- if (!hittxt) {
-#if 0 /*JP*/
- const char *what = *unconventional ? unconventional : "attack";
-
- Your("%s %s harmlessly through %s.", what,
- vtense(what, "pass"), mon_nam(mon));
-#else
- Your("\8dU\8c\82\82Í%s\82ð\92Ê\82è\82Ê\82¯\82½\81D", mon_nam(mon));
-#endif
- hittxt = TRUE;
- }
- } else {
- if (get_dmg_bonus)
- tmp = 1;
- }
+ tmp = (get_dmg_bonus && !mon_is_shade) ? 1 : 0;
+ if (mon_is_shade && !hittxt
+ && thrown != HMON_THROWN && thrown != HMON_KICKED)
+ hittxt = shade_miss(&youmonst, mon, obj, FALSE, TRUE);
}
if (jousting) {
if (rnd(100) < P_SKILL(P_BARE_HANDED_COMBAT) && !bigmonst(mdat)
&& !thick_skinned(mdat)) {
if (canspotmon(mon))
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s %s from your powerful strike!", Monnam(mon),
makeplural(stagger(mon->data, "stagger")));
#else
char withwhat[BUFSZ];
withwhat[0] = '\0';
-#if 0 /*JP*/
+#if 0 /*JP:T*/
if (u.twoweap && flags.verbose)
Sprintf(withwhat, " with %s", yname(obj));
pline("%s divides as you hit it%s!", Monnam(mon), withwhat);
Sprintf(silverobjbuf, "Your %s%s %s",
strstri(saved_oname, "silver") ? "" : "silver ",
saved_oname, vtense(saved_oname, "sear"));
+ (void) strNsubst(silverobjbuf, "%", "%%", 0);
+ Strcat(silverobjbuf, " %s!");
#else
Sprintf(silverobjbuf, "%%s\82Í%s%s\82Å\8fÄ\82©\82ê\82½\81I",
strstri(saved_oname, "\8bâ") ?
"" : "\8bâ\82Ì",
saved_oname);
+ (void) strNsubst(silverobjbuf, "%%", "%", 0);
#endif
- (void) strNsubst(silverobjbuf, "%", "%%", 0);
- Strcat(silverobjbuf, " %s!");
fmt = silverobjbuf;
} else
/*JP
if (canspotmon(mon)) {
if (saved_oname[0]) {
+#if 0 /*JP*/
Sprintf(emitlightobjbuf,
"%s radiance penetrates deep into",
s_suffix(saved_oname));
Strcat(emitlightobjbuf, " %s!");
+#else
+ Sprintf(emitlightobjbuf,
+ "%s\8cõ\82ª%%s\82É\90[\82\8aÑ\92Ê\82µ\82½\81I",
+ s_suffix(saved_oname));
+#endif
fmt = emitlightobjbuf;
} else
+/*JP
fmt = "The light sears %s!";
+*/
+ fmt = "\8cõ\82Í%s\82ð\8fÄ\82¢\82½\81I";
} else {
+#if 0 /*JP*/
*whom = highc(*whom); /* "it" -> "It" */
+#endif
+/*JP
fmt = "%s is seared!";
+*/
+ fmt = "%s\82Í\8fÄ\82©\82ê\82½\81I";
}
/* note: s_suffix returns a modifiable buffer */
if (!noncorporeal(mdat) && !amorphous(mdat))
+/*JP
whom = strcat(s_suffix(whom), " flesh");
+*/
+ whom = strcat(s_suffix(whom), "\93÷");
pline(fmt, whom);
}
/* if a "no longer poisoned" message is coming, it will be last;
}
}
if (unpoisonmsg)
-#if 0 /*JP*/
+#if 0 /*JP:T*/
Your("%s %s no longer poisoned.", saved_oname,
vtense(saved_oname, "are"));
#else
return FALSE;
}
+/* used for hero vs monster and monster vs monster; also handles
+ monster vs hero but that won't happen because hero can't be a shade */
+boolean
+shade_miss(magr, mdef, obj, thrown, verbose)
+struct monst *magr, *mdef;
+struct obj *obj;
+boolean thrown, verbose;
+{
+ const char *what, *whose, *target;
+ boolean youagr = (magr == &youmonst), youdef = (mdef == &youmonst);
+
+ /* we're using dmgval() for zero/not-zero, not for actual damage amount */
+ if (mdef->data != &mons[PM_SHADE] || (obj && dmgval(obj, mdef)))
+ return FALSE;
+
+ if (verbose
+ && ((youdef || cansee(mdef->mx, mdef->my) || sensemon(mdef))
+ || (magr == &youmonst && distu(mdef->mx, mdef->my) <= 2))) {
+#if 0 /*JP*/
+ static const char harmlessly_thru[] = " harmlessly through ";
+#endif
+
+/*JP
+ what = (!obj || shade_aware(obj)) ? "attack" : cxname(obj);
+*/
+ what = (!obj || shade_aware(obj)) ? "\8dU\8c\82" : cxname(obj);
+/*JP
+ target = youdef ? "you" : mon_nam(mdef);
+*/
+ target = youdef ? "\82 \82È\82½" : mon_nam(mdef);
+ if (!thrown) {
+/*JP
+ whose = youagr ? "Your" : s_suffix(Monnam(magr));
+*/
+ whose = youagr ? "\82 \82È\82½\82Ì" : s_suffix(Monnam(magr));
+#if 0 /*JP:T*/
+ pline("%s %s %s%s%s.", whose, what,
+ vtense(what, "pass"), harmlessly_thru, target);
+#else
+ pline("%s%s\82Í%s\82ð\92Ê\82è\82Ê\82¯\82½\81D", whose, what,
+ target);
+#endif
+ } else {
+#if 0 /*JP:T*/
+ pline("%s %s%s%s.", The(what), /* note: not pline_The() */
+ vtense(what, "pass"), harmlessly_thru, target);
+#else
+ pline("%s\82Í%s\82ð\92Ê\82è\82Ê\82¯\82½\81D", what, target);
+#endif
+ }
+ if (!youdef && !canspotmon(mdef))
+ map_invisible(mdef->mx, mdef->my);
+ }
+ if (!youdef)
+ mdef->msleeping = 0;
+ return TRUE;
+}
+
/* check whether slippery clothing protects from hug or wrap attack */
/* [currently assumes that you are the attacker] */
STATIC_OVL boolean
protection might fail (33% chance) when the armor is cursed */
if (obj && (obj->greased || obj->otyp == OILSKIN_CLOAK)
&& (!obj->cursed || rn2(3))) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("%s %s %s %s!",
mattk->adtyp == AD_WRAP ? "slip off of"
: "grab, but cannot hold onto",
struct monst *mdef;
struct attack *mattk;
{
- struct obj *otmp, *stealoid, **minvent_ptr;
+ struct obj *otmp, *gold = 0, *stealoid, **minvent_ptr;
long unwornmask;
- if (!mdef->minvent)
+ otmp = mdef->minvent;
+ if (!otmp || (otmp->oclass == COIN_CLASS && !otmp->nobj))
return; /* nothing to take */
/* look for worn body armor */
}
*minvent_ptr = stealoid; /* put armor back into minvent */
}
+ gold = findgold(mdef->minvent);
if (stealoid) { /* we will be taking everything */
if (gender(mdef) == (int) u.mfemale && youmonst.data->mlet == S_NYMPH)
-/*JP
- You("charm %s. She gladly hands over her possessions.",
-*/
- You("%s\82ð\82¤\82Á\82Æ\82è\82³\82¹\82½\81D\94Þ\8f\97\82Í\82æ\82ë\82±\82ñ\82Å\8e\9d\82¿\95¨\82ð\82³\82µ\82¾\82µ\82½\81D",
- mon_nam(mdef));
+#if 0 /*JP:T*/
+ You("charm %s. She gladly hands over %sher possessions.",
+ mon_nam(mdef), !gold ? "" : "most of ");
+#else
+ You("%s\82ð\82¤\82Á\82Æ\82è\82³\82¹\82½\81D\94Þ\8f\97\82Í\82æ\82ë\82±\82ñ\82Å\8e\9d\82¿\95¨%s\82ð\82³\82µ\82¾\82µ\82½\81D",
+ mon_nam(mdef), !gold ? "" : "\82Ì\82Ù\82Æ\82ñ\82Ç");
+#endif
else
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("seduce %s and %s starts to take off %s clothes.",
mon_nam(mdef), mhe(mdef), mhis(mdef));
#else
#endif
}
+ /* prevent gold from being stolen so that steal-item isn't a superset
+ of steal-gold; shuffling it out of minvent before selecting next
+ item, and then back in case hero or monster dies (hero touching
+ stolen c'trice corpse or monster wielding one and having gloves
+ stolen) is less bookkeeping than skipping it within the loop or
+ taking it out once and then trying to figure out how to put it back */
+ if (gold)
+ obj_extract_self(gold);
+
while ((otmp = mdef->minvent) != 0) {
+ if (gold) /* put 'mdef's gold back after remembering mdef->minvent */
+ mpickobj(mdef, gold), gold = 0;
if (!Upolyd)
break; /* no longer have ability to steal */
/* take the object away from the monster */
mdef->misc_worn_check |= I_SPECIAL;
if (otmp == stealoid) /* special message for final item */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s finishes taking off %s suit.", Monnam(mdef),
mhis(mdef));
#else
#endif
}
/* give the object to the character */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
otmp = hold_another_object(otmp, "You snatched but dropped %s.",
doname(otmp), "You steal: ");
#else
} else if (unwornmask & W_ARMG) { /* stole worn gloves */
mselftouch(mdef, (const char *) 0, TRUE);
if (DEADMONSTER(mdef)) /* it's now a statue */
- return; /* can't continue stealing */
+ break; /* can't continue stealing */
}
if (!stealoid)
break; /* only taking one item */
+
+ /* take gold out of minvent before making next selection; if it
+ is the only thing left, the loop will terminate and it will be
+ put back below */
+ if ((gold = findgold(mdef->minvent)) != 0)
+ obj_extract_self(gold);
}
+
+ /* put gold back; won't happen if either hero or 'mdef' dies because
+ gold will be back in monster's inventory at either of those times
+ (so will be present in mdef's minvent for bones, or in its statue
+ now if it has just been turned into one) */
+ if (gold)
+ mpickobj(mdef, gold);
}
int
switch (mattk->adtyp) {
case AD_STUN:
if (!Blind)
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s %s for a moment.", Monnam(mdef),
makeplural(stagger(pd, "stagger")));
#else
*/
pline("%s\82Í\8a®\91S\82É\94R\82¦\90s\82«\82½\81I", Monnam(mdef));
else
+#if 0 /*JP:T*/
You("smell burning%s.",
(pd == &mons[PM_PAPER_GOLEM]) ? " paper"
: (pd == &mons[PM_STRAW_GOLEM]) ? " straw" : "");
+#else
+ You("%s\82ª\94R\82¦\82é\82É\82¨\82¢\82ª\82µ\82½\81D",
+ (pd == &mons[PM_PAPER_GOLEM]) ? "\8e\86"
+ : (pd == &mons[PM_STRAW_GOLEM]) ? "\82í\82ç" : "\89½\82©");
+#endif
xkilled(mdef, XKILL_NOMSG | XKILL_NOCORPSE);
tmp = 0;
break;
if (merge_choice(invent, mongold) || inv_cnt(FALSE) < 52) {
addinv(mongold);
/*JP
- Your("purse feels heavier.");
+ Your("purse feels heavier.");
*/
- You("\8dà\95z\82ª\8fd\82\82È\82Á\82½\82æ\82¤\82È\8bC\82ª\82µ\82½\81D");
+ You("\8dà\95z\82ª\8fd\82\82È\82Á\82½\82æ\82¤\82È\8bC\82ª\82µ\82½\81D");
} else {
/*JP
- You("grab %s's gold, but find no room in your knapsack.",
+ You("grab %s's gold, but find no room in your knapsack.",
*/
- You("%s\82Ì\82¨\8bà\82ð\82Â\82©\82ñ\82¾\82ª\81C\8e\9d\82¿\95¨\91Ü\82É\93ü\82ç\82È\82©\82Á\82½\81D",
+ You("%s\82Ì\82¨\8bà\82ð\82Â\82©\82ñ\82¾\82ª\81C\8e\9d\82¿\95¨\91Ü\82É\93ü\82ç\82È\82©\82Á\82½\81D",
mon_nam(mdef));
dropy(mongold);
}
if (night() && !rn2(10) && !mdef->mcan) {
if (pd == &mons[PM_CLAY_GOLEM]) {
if (!Blind)
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("Some writing vanishes from %s head!",
s_suffix(mon_nam(mdef)));
#else
break;
if ((helmet = which_armor(mdef, W_ARMH)) != 0 && rn2(8)) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s %s blocks your attack to %s head.",
s_suffix(Monnam(mdef)), helm_simple_name(helmet),
mhis(mdef));
} else {
tmp = 0;
if (flags.verbose)
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("brush against %s %s.", s_suffix(mon_nam(mdef)),
mbodypart(mdef, LEG));
#else
if (DEADMONSTER(mdef)) /* not lifesaved */
return 2;
}
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("%s %s!", is_animal(youmonst.data) ? "regurgitate" : "expel",
mon_nam(mdef));
#else
is_animal(youmonst.data) ? "\93f\82«\96ß" : "\94r\8fo");
#endif
if (Slow_digestion || is_animal(youmonst.data)) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("Obviously, you didn't like %s taste.",
s_suffix(mon_nam(mdef)));
#else
if (dhit) {
int compat, specialdmg;
long silverhit = 0L;
+#if 0 /*JP*//* \82·\82×\82Ä\81u\8dU\8c\82\82µ\82½\81v\82É\82·\82é */
const char *verb = 0; /* verb or body part */
+#endif
if (!u.uswallow
&& (compat = could_seduce(&youmonst, mon, mattk)) != 0) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("%s %s %s.",
(mon->mcansee && haseyes(mon->data)) ? "smile at"
: "talk to",
case AT_CLAW:
case AT_TUCH:
/* verb=="claws" may be overridden below */
+#if 0 /*JP*/
verb = (mattk->aatyp == AT_TUCH) ? "touch" : "claws";
+#endif
/* decide if silver-hater will be hit by silver ring(s);
for 'multi_claw' where attacks alternate right/left,
assume 'even' claw or touch attacks use right hand
case AT_TENT:
/* assumes mind flayer's tentacles-on-head rather
than sea monster's tentacle-as-arm */
+#if 0 /*JP*/
verb = "tentacles";
+#endif
break;
case AT_KICK:
+#if 0 /*JP*/
verb = "kick";
+#endif
specialdmg = special_dmgval(&youmonst, mon, W_ARMF,
&silverhit);
break;
case AT_BUTT:
+#if 0 /*JP*/
verb = "head butt"; /* mbodypart(mon,HEAD)=="head" */
/* hypothetical; if any form with a head-butt attack
could wear a helmet, it would hit shades when
wearing a blessed (or silver) one */
+#endif
specialdmg = special_dmgval(&youmonst, mon, W_ARMH,
&silverhit);
break;
case AT_BITE:
+#if 0 /*JP*/
verb = "bite";
+#endif
break;
case AT_STNG:
+#if 0 /*JP*/
verb = "sting";
+#endif
break;
default:
+#if 0 /*JP*/
verb = "hit";
+#endif
break;
}
if (mon->data == &mons[PM_SHADE] && !specialdmg) {
+#if 0 /*JP*/
if (!strcmp(verb, "hit")
|| (mattk->aatyp == AT_CLAW && humanoid(mon->data)))
verb = "attack";
+#endif
#if 0 /*JP*/
Your("%s %s harmlessly through %s.",
verb, vtense(verb, "pass"), mon_nam(mon));
} else {
if (mattk->aatyp == AT_TENT) {
/*JP
- Your("tentacles suck %s.", mon_nam(mon));
+ Your("tentacles suck %s.", mon_nam(mon));
*/
- Your("\90G\8eè\82ª%s\82Ì\91Ì\89t\82ð\8bz\82¢\82Æ\82Á\82½\81D", mon_nam(mon));
+ Your("\90G\8eè\82ª%s\82Ì\91Ì\89t\82ð\8bz\82¢\82Æ\82Á\82½\81D", mon_nam(mon));
} else {
+#if 0 /*JP*/
if (mattk->aatyp == AT_CLAW)
verb = "hit"; /* not "claws" */
+#endif
+#if 0 /*JP*/
You("%s %s.", verb, mon_nam(mon));
+#else
+ You("%s\82ð\8dU\8c\82\82µ\82½\81D", mon_nam(mon));
+#endif
if (silverhit && flags.verbose)
silver_sears(&youmonst, mon, silverhit);
}
unconcerned = FALSE;
}
if (mon->data == &mons[PM_SHADE]) {
+#if 0 /*JP*/
const char *verb = byhand ? "grasp" : "hug";
+#endif
/* hugging a shade; successful if blessed outermost armor
for normal hug, or blessed gloves or silver ring(s) for
choking hug; deals damage but never grabs hold */
if (specialdmg) {
+#if 0 /*JP:T*/
You("%s %s%s", verb, mon_nam(mon), exclam(specialdmg));
+#else
+ You("%s\82ð\82Â\82©\82ñ\82¾%s", mon_nam(mon), exclam(specialdmg));
+#endif
if (silverhit && flags.verbose)
silver_sears(&youmonst, mon, silverhit);
sum[i] = damageum(mon, mattk, specialdmg);
}
/* hug attack against ordinary foe */
if (mon == u.ustuck) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s is being %s%s.", Monnam(mon),
byhand ? "throttled" : "crushed",
/* extra feedback for non-breather being choked */
if (u.ustuck && u.ustuck != mon)
uunstick();
/*JP
- You("grab %s!", mon_nam(mon));
+ You("grab %s!", mon_nam(mon));
*/
- You("%s\82ð\82Â\82©\82Ü\82¦\82½\81I", mon_nam(mon));
+ You("%s\82ð\82Â\82©\82Ü\82¦\82½\81I", mon_nam(mon));
u.ustuck = mon;
if (silverhit && flags.verbose)
silver_sears(&youmonst, mon, silverhit);
/*JP
pline("A hail of magic missiles narrowly misses you!");
*/
- pline("\96\82\96@\82Ì\96î\82Ì\89J\82ð\82È\82ñ\82Æ\82©\82©\82í\82µ\82½\81I");
+ pline("\96\82\96@\82Ì\96î\82Ì\89J\82ª\82©\82·\82ß\82Ä\82¢\82Á\82½\81I");
} else {
/*JP
You("are hit by magic missiles appearing from thin air!");
break;
}
if (mon->mcansee) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
if (ureflects("%s gaze is reflected by your %s.",
s_suffix(Monnam(mon)))) {
#else
Monnam(mon))) {
#endif
;
- } else if (Free_action) {
-#if 0 /*JP*/
- You("momentarily stiffen under %s gaze!",
- s_suffix(mon_nam(mon)));
-#else
- You("%s\82Ì\82É\82ç\82Ý\82Å\88ê\8fu\8dd\92¼\82µ\82½\81I",
- mon_nam(mon));
-#endif
} else if (Hallucination && rn2(4)) {
-#if 0 /*JP*/
+ /* [it's the hero who should be getting paralyzed
+ and isn't; this message describes the monster's
+ reaction rather than the hero's escape] */
+#if 0 /*JP:T*/
pline("%s looks %s%s.", Monnam(mon),
!rn2(2) ? "" : "rather ",
- !rn2(2) ? "numb" : "stupified");
+ !rn2(2) ? "numb" : "stupefied");
#else
pline("%s\82Í%s\82Î\82©\82É\82È\82Á\82½\82æ\82¤\82¾\81D", Monnam(mon),
!rn2(2) ? "" : "\8f\82µ");
#endif
+ } else if (Free_action) {
+#if 0 /*JP:T*/
+ You("momentarily stiffen under %s gaze!",
+ s_suffix(mon_nam(mon)));
+#else
+ You("%s\82Ì\82É\82ç\82Ý\82Å\88ê\8fu\8dd\92¼\82µ\82½\81I",
+ mon_nam(mon));
+#endif
} else {
/*JP
You("are frozen by %s gaze!", s_suffix(mon_nam(mon)));
nomovemsg = 0;
}
} else {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s cannot defend itself.",
Adjmonnam(mon, "blind"));
#else
struct monst *mon;
int dmg;
{
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s %s!", Monnam(mon),
(dmg > mon->mhp / 2) ? "wails in agony" : "cries out in pain");
#else