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authorBardur Arantsson <bardur@scientician.net>2013-03-26 17:10:10 +0100
committerBardur Arantsson <bardur@scientician.net>2013-09-27 14:46:42 +0200
commitcbef37bd5bfb938a2303ee3887520c08be85d8e8 (patch)
treeb604e49323e46af4ea582f9a9e1977b3daa90611 /src/melee1.cc
parentb9f824effb037a53556e02955cace6c09ff646c3 (diff)
Switch almost everything over to C++
Diffstat (limited to 'src/melee1.cc')
-rw-r--r--src/melee1.cc3065
1 files changed, 3065 insertions, 0 deletions
diff --git a/src/melee1.cc b/src/melee1.cc
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--- /dev/null
+++ b/src/melee1.cc
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+/* File: melee1.c */
+
+/* Purpose: Monster attacks */
+
+/*
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ *
+ * This software may be copied and distributed for educational, research, and
+ * not for profit purposes provided that this copyright and statement are
+ * included in all such copies.
+ */
+
+#include "angband.h"
+
+
+
+/*
+ * Critical blow. All hits that do 95% of total possible damage,
+ * and which also do at least 20 damage, or, sometimes, N damage.
+ * This is used only to determine "cuts" and "stuns".
+ */
+static int monster_critical(int dice, int sides, int dam)
+{
+ int max = 0;
+ int total = dice * sides;
+
+ /* Must do at least 95% of perfect */
+ if (dam < total * 19 / 20) return (0);
+
+ /* Weak blows rarely work */
+ if ((dam < 20) && (rand_int(100) >= dam)) return (0);
+
+ /* Perfect damage */
+ if (dam == total) max++;
+
+ /* Super-charge */
+ if (dam >= 20)
+ {
+ while (rand_int(100) < 2) max++;
+ }
+
+ /* Critical damage */
+ if (dam > 45) return (6 + max);
+ if (dam > 33) return (5 + max);
+ if (dam > 25) return (4 + max);
+ if (dam > 18) return (3 + max);
+ if (dam > 11) return (2 + max);
+ return (1 + max);
+}
+
+
+
+
+
+/*
+ * Determine if a monster attack against the player succeeds.
+ * Always miss 5% of the time, Always hit 5% of the time.
+ * Otherwise, match monster power against player armor.
+ */
+static int check_hit(int power, int level)
+{
+ int i, k, ac;
+
+ /* Percentile dice */
+ k = rand_int(100);
+
+ /* Hack -- Always miss or hit */
+ if (k < 10) return (k < 5);
+
+ /* Calculate the "attack quality" */
+ i = (power + (level * 3));
+
+ /* Total armor */
+ ac = p_ptr->ac + p_ptr->to_a;
+
+ /* Power and Level compete against Armor */
+ if ((i > 0) && (randint(i - luck( -10, 10)) > ((ac * 3) / 4))) return (TRUE);
+
+ /* Assume miss */
+ return (FALSE);
+}
+
+
+
+/*
+ * Hack -- possible "insult" messages
+ */
+static cptr desc_insult[] =
+{
+ "insults you!",
+ "insults your mother!",
+ "jumps around you!",
+ "humiliates you!",
+ "defiles you!",
+ "dances around you!",
+ "makes obnoxious gestures!",
+ "pokes you!!!"
+};
+
+
+
+/*
+ * Hack -- possible "insult" messages
+ */
+static cptr desc_moan[] =
+{
+ "seems sad about something.",
+ "asks if you have seen his dogs.",
+ "tells you to get off his land.",
+ "mumbles something about mushrooms.",
+
+ /* Mathilde's sentence */
+ "giggles at you.",
+ "asks you if you want to giggle with her.",
+ "says she is always happy."
+};
+
+
+/*
+ * Get the "power" of an attack of given effect type.
+ */
+int get_attack_power(int effect)
+{
+ switch (effect)
+ {
+ case RBE_HURT:
+ return 60;
+ case RBE_POISON:
+ return 5;
+ case RBE_UN_BONUS:
+ return 20;
+ case RBE_UN_POWER:
+ return 15;
+ case RBE_EAT_GOLD:
+ return 5;
+ case RBE_EAT_ITEM:
+ return 5;
+ case RBE_EAT_FOOD:
+ return 5;
+ case RBE_EAT_LITE:
+ return 5;
+ case RBE_ACID:
+ return 0;
+ case RBE_ELEC:
+ return 10;
+ case RBE_FIRE:
+ return 10;
+ case RBE_COLD:
+ return 10;
+ case RBE_BLIND:
+ return 2;
+ case RBE_CONFUSE:
+ return 10;
+ case RBE_TERRIFY:
+ return 10;
+ case RBE_PARALYZE:
+ return 2;
+ case RBE_LOSE_STR:
+ return 0;
+ case RBE_LOSE_DEX:
+ return 0;
+ case RBE_LOSE_CON:
+ return 0;
+ case RBE_LOSE_INT:
+ return 0;
+ case RBE_LOSE_WIS:
+ return 0;
+ case RBE_LOSE_CHR:
+ return 0;
+ case RBE_LOSE_ALL:
+ return 2;
+ case RBE_SHATTER:
+ return 60;
+ case RBE_EXP_10:
+ return 5;
+ case RBE_EXP_20:
+ return 5;
+ case RBE_EXP_40:
+ return 5;
+ case RBE_EXP_80:
+ return 5;
+ case RBE_DISEASE:
+ return 5;
+ case RBE_TIME:
+ return 5;
+ case RBE_SANITY:
+ return 60;
+ case RBE_HALLU:
+ return 10;
+ case RBE_PARASITE:
+ return 5;
+ case RBE_ABOMINATION:
+ return 30;
+ }
+ /* Unknown effects have no power */
+ return 0;
+}
+
+/*
+ * Attack the player via physical attacks.
+ */
+bool_ carried_make_attack_normal(int r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+
+ int ap_cnt;
+
+ int k, tmp, ac, rlev;
+ int do_cut, do_stun;
+
+ char ddesc[80] = "your symbiote";
+ cptr sym_name = symbiote_name(TRUE);
+
+ bool_ touched = FALSE, alive = TRUE;
+
+ /* Not allowed to attack */
+ if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
+
+ /* Total armor */
+ ac = p_ptr->ac + p_ptr->to_a;
+
+ /* Extract the effective monster level */
+ rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
+
+ /* Scan through all four blows */
+ for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
+ {
+ bool_ visible = FALSE;
+ bool_ obvious = FALSE;
+
+ int power = 0;
+ int damage = 0;
+
+ cptr act = NULL;
+
+ /* Extract the attack infomation */
+ int effect = r_ptr->blow[ap_cnt].effect;
+ int method = r_ptr->blow[ap_cnt].method;
+ int d_dice = r_ptr->blow[ap_cnt].d_dice;
+ int d_side = r_ptr->blow[ap_cnt].d_side;
+
+
+ /* Hack -- no more attacks */
+ if (!method) break;
+
+
+ /* Stop if player is dead or gone */
+ if (!alive || death) break;
+
+ /* Handle "leaving" */
+ if (p_ptr->leaving) break;
+
+ /* Extract visibility (before blink) */
+ visible = TRUE;
+
+ /* Extract the attack "power" */
+ power = get_attack_power(effect);
+
+
+ /* Monster hits player */
+ if (!effect || check_hit(power, rlev))
+ {
+ /* Always disturbing */
+ disturb(1);
+
+ /* Hack -- Apply "protection from evil" */
+ if ((p_ptr->protevil > 0) &&
+ (r_ptr->flags3 & (RF3_EVIL)) &&
+ (p_ptr->lev >= rlev) &&
+ ((rand_int(100) + p_ptr->lev) > 50))
+ {
+ /* Remember the Evil-ness */
+ r_ptr->r_flags3 |= (RF3_EVIL);
+
+ /* Message */
+ msg_format("%s is repelled.", sym_name);
+
+ /* Hack -- Next attack */
+ continue;
+ }
+
+ /* Hack -- Apply "protection from good" */
+ if ((p_ptr->protgood > 0) &&
+ (r_ptr->flags3 & (RF3_GOOD)) &&
+ (p_ptr->lev >= rlev) &&
+ ((rand_int(100) + p_ptr->lev) > 50))
+ {
+ /* Remember the Good-ness */
+ r_ptr->r_flags3 |= (RF3_GOOD);
+
+ /* Message */
+ msg_format("%s is repelled.", sym_name);
+
+ /* Hack -- Next attack */
+ continue;
+ }
+
+ /* Assume no cut or stun */
+ do_cut = do_stun = 0;
+
+ /* Describe the attack method */
+ switch (method)
+ {
+ case RBM_HIT:
+ {
+ act = "hits you.";
+ do_cut = do_stun = 1;
+ touched = TRUE;
+ sound(SOUND_HIT);
+ break;
+ }
+
+ case RBM_TOUCH:
+ {
+ act = "touches you.";
+ touched = TRUE;
+ sound(SOUND_TOUCH);
+ break;
+ }
+
+ case RBM_PUNCH:
+ {
+ act = "punches you.";
+ touched = TRUE;
+ do_stun = 1;
+ sound(SOUND_HIT);
+ break;
+ }
+
+ case RBM_KICK:
+ {
+ act = "kicks you.";
+ touched = TRUE;
+ do_stun = 1;
+ sound(SOUND_HIT);
+ break;
+ }
+
+ case RBM_CLAW:
+ {
+ act = "claws you.";
+ touched = TRUE;
+ do_cut = 1;
+ sound(SOUND_CLAW);
+ break;
+ }
+
+ case RBM_BITE:
+ {
+ act = "bites you.";
+ do_cut = 1;
+ touched = TRUE;
+ sound(SOUND_BITE);
+ break;
+ }
+
+ case RBM_STING:
+ {
+ act = "stings you.";
+ touched = TRUE;
+ sound(SOUND_STING);
+ break;
+ }
+
+ case RBM_XXX1:
+ {
+ act = "XXX1's you.";
+ break;
+ }
+
+ case RBM_BUTT:
+ {
+ act = "butts you.";
+ do_stun = 1;
+ touched = TRUE;
+ sound(SOUND_HIT);
+ break;
+ }
+
+ case RBM_CRUSH:
+ {
+ act = "crushes you.";
+ do_stun = 1;
+ touched = TRUE;
+ sound(SOUND_CRUSH);
+ break;
+ }
+
+ case RBM_ENGULF:
+ {
+ act = "engulfs you.";
+ touched = TRUE;
+ sound(SOUND_CRUSH);
+ break;
+ }
+
+ case RBM_CHARGE:
+ {
+ act = "charges you.";
+ touched = TRUE;
+ sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
+ break;
+ }
+
+ case RBM_CRAWL:
+ {
+ act = "crawls on you.";
+ touched = TRUE;
+ sound(SOUND_SLIME);
+ break;
+ }
+
+ case RBM_DROOL:
+ {
+ act = "drools on you.";
+ sound(SOUND_SLIME);
+ break;
+ }
+
+ case RBM_SPIT:
+ {
+ act = "spits on you.";
+ sound(SOUND_SLIME);
+ break;
+ }
+
+ case RBM_EXPLODE:
+ {
+ act = "explodes.";
+ break;
+ }
+
+ case RBM_GAZE:
+ {
+ act = "gazes at you.";
+ break;
+ }
+
+ case RBM_WAIL:
+ {
+ act = "wails at you.";
+ sound(SOUND_WAIL);
+ break;
+ }
+
+ case RBM_SPORE:
+ {
+ act = "releases spores at you.";
+ sound(SOUND_SLIME);
+ break;
+ }
+
+ case RBM_XXX4:
+ {
+ act = "projects XXX4's at you.";
+ break;
+ }
+
+ case RBM_BEG:
+ {
+ act = "begs you for money.";
+ sound(SOUND_MOAN);
+ break;
+ }
+
+ case RBM_INSULT:
+ {
+ act = desc_insult[rand_int(8)];
+ sound(SOUND_MOAN);
+ break;
+ }
+
+ case RBM_MOAN:
+ {
+ act = desc_moan[rand_int(4)];
+ sound(SOUND_MOAN);
+ break;
+ }
+
+ case RBM_SHOW:
+ {
+ if (randint(3) == 1)
+ act = "sings 'We are a happy family.'";
+ else
+ act = "sings 'I love you, you love me.'";
+ sound(SOUND_SHOW);
+ break;
+ }
+ }
+
+ /* Message */
+ if (act) msg_format("%s %s", sym_name, act);
+
+
+ /* Hack -- assume all attacks are obvious */
+ obvious = TRUE;
+
+ /* Roll out the damage */
+ damage = damroll(d_dice, d_side);
+
+ /* Apply appropriate damage */
+ switch (effect)
+ {
+ case 0:
+ {
+ /* Hack -- Assume obvious */
+ obvious = TRUE;
+
+ /* Hack -- No damage */
+ damage = 0;
+
+ break;
+ }
+
+ case RBE_HURT:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Hack -- Player armor reduces total damage */
+ damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+
+ /* Take damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ break;
+ }
+
+ case RBE_ABOMINATION:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Morph, but let mimicry skill have a chance to stop this */
+ if (magik(60 - get_skill(SKILL_MIMICRY)))
+ {
+ /* Message */
+ cmsg_print(TERM_VIOLET, "You feel the dark powers twisting your body!");
+
+ set_mimic(damage, resolve_mimic_name("Abomination"), 50);
+ }
+ else
+ {
+ /* Message */
+ cmsg_print(TERM_VIOLET, "You feel the dark powers trying to twisting your body, but they fail.");
+ }
+
+ break;
+ }
+
+ case RBE_SANITY:
+ {
+ obvious = TRUE;
+
+ take_sanity_hit(damage, ddesc);
+ break;
+ }
+
+ case RBE_POISON:
+ {
+ /* Take some damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Take "poison" effect */
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ if (set_poisoned(p_ptr->poisoned + randint(rlev) + 5))
+ {
+ obvious = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case RBE_UN_BONUS:
+ {
+ /* Take some damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Allow complete resist */
+ if (!p_ptr->resist_disen)
+ {
+ /* Apply disenchantment */
+ if (apply_disenchant(0)) obvious = TRUE;
+ }
+
+ break;
+ }
+
+ case RBE_UN_POWER:
+ {
+ /* Take some damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+ break;
+ }
+
+ case RBE_EAT_GOLD:
+ {
+ /* Take some damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+ break;
+ }
+
+ case RBE_EAT_ITEM:
+ {
+ /* Take some damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+ break;
+ }
+
+ case RBE_EAT_FOOD:
+ {
+ /* Take some damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+ break;
+ }
+
+ case RBE_EAT_LITE:
+ {
+ /* Take some damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+ break;
+ }
+
+ case RBE_ACID:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Message */
+ msg_print("You are covered in acid!");
+
+ /* Special damage */
+ carried_monster_hit = TRUE;
+ acid_dam(damage, ddesc);
+
+ break;
+ }
+
+ case RBE_ELEC:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Message */
+ msg_print("You are struck by electricity!");
+
+ /* Special damage */
+ carried_monster_hit = TRUE;
+ elec_dam(damage, ddesc);
+
+
+ break;
+ }
+
+ case RBE_FIRE:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Message */
+ msg_print("You are enveloped in flames!");
+
+ /* Special damage */
+ carried_monster_hit = TRUE;
+ fire_dam(damage, ddesc);
+
+
+ break;
+ }
+
+ case RBE_COLD:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Message */
+ msg_print("You are covered with frost!");
+
+ /* Special damage */
+ carried_monster_hit = TRUE;
+ cold_dam(damage, ddesc);
+
+
+ break;
+ }
+
+ case RBE_BLIND:
+ {
+ /* Take damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Increase "blind" */
+ if (!p_ptr->resist_blind)
+ {
+ if (set_blind(p_ptr->blind + 10 + randint(rlev)))
+ {
+ obvious = TRUE;
+ }
+ }
+
+
+ break;
+ }
+
+ case RBE_CONFUSE:
+ {
+ /* Take damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Increase "confused" */
+ if (!p_ptr->resist_conf)
+ {
+ if (set_confused(p_ptr->confused + 3 + randint(rlev)))
+ {
+ obvious = TRUE;
+ }
+ }
+
+
+ break;
+ }
+
+ case RBE_TERRIFY:
+ {
+ /* Take damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Increase "afraid" */
+ if (p_ptr->resist_fear)
+ {
+ msg_print("You stand your ground!");
+ obvious = TRUE;
+ }
+ else if (rand_int(100) < p_ptr->skill_sav)
+ {
+ msg_print("You stand your ground!");
+ obvious = TRUE;
+ }
+ else
+ {
+ if (set_afraid(p_ptr->afraid + 3 + randint(rlev)))
+ {
+ obvious = TRUE;
+ }
+ }
+
+
+ break;
+ }
+
+ case RBE_PARALYZE:
+ {
+ /* Hack -- Prevent perma-paralysis via damage */
+ if (p_ptr->paralyzed && (damage < 1)) damage = 1;
+
+ /* Take damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Increase "paralyzed" */
+ if (p_ptr->free_act)
+ {
+ msg_print("You are unaffected!");
+ obvious = TRUE;
+ }
+ else if (rand_int(100) < p_ptr->skill_sav)
+ {
+ msg_print("You resist the effects!");
+ obvious = TRUE;
+ }
+ else
+ {
+ if (set_paralyzed(3 + randint(rlev)))
+ {
+ obvious = TRUE;
+ }
+ }
+
+
+ break;
+ }
+
+ case RBE_LOSE_STR:
+ {
+ /* Damage (physical) */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_STR, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_INT:
+ {
+ /* Damage (physical) */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_INT, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_WIS:
+ {
+ /* Damage (physical) */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_WIS, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_DEX:
+ {
+ /* Damage (physical) */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_DEX, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_CON:
+ {
+ /* Damage (physical) */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_CON, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_CHR:
+ {
+ /* Damage (physical) */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_CHR, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_ALL:
+ {
+ /* Damage (physical) */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Damage (stats) */
+ if (do_dec_stat(A_STR, STAT_DEC_NORMAL)) obvious = TRUE;
+ if (do_dec_stat(A_DEX, STAT_DEC_NORMAL)) obvious = TRUE;
+ if (do_dec_stat(A_CON, STAT_DEC_NORMAL)) obvious = TRUE;
+ if (do_dec_stat(A_INT, STAT_DEC_NORMAL)) obvious = TRUE;
+ if (do_dec_stat(A_WIS, STAT_DEC_NORMAL)) obvious = TRUE;
+ if (do_dec_stat(A_CHR, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_SHATTER:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Hack -- Reduce damage based on the player armor class */
+ damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+
+ /* Take damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Radius 8 earthquake centered at the monster */
+ if (damage > 23)
+ {
+ /* Prevent destruction of quest levels and town */
+ if (!is_quest(dun_level) && dun_level)
+ earthquake(p_ptr->py, p_ptr->px, 8);
+ }
+
+ break;
+ }
+
+ case RBE_EXP_10:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Take damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ if (p_ptr->hold_life && (rand_int(100) < 95))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+ break;
+ }
+
+ case RBE_EXP_20:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Take damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ if (p_ptr->hold_life && (rand_int(100) < 90))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+ break;
+ }
+
+ case RBE_EXP_40:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Take damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ if (p_ptr->hold_life && (rand_int(100) < 75))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+ break;
+ }
+
+ case RBE_EXP_80:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Take damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ if (p_ptr->hold_life && (rand_int(100) < 50))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+ break;
+ }
+
+ case RBE_DISEASE:
+ {
+ /* Take some damage */
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+
+ /* Take "poison" effect */
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ if (set_poisoned(p_ptr->poisoned + randint(rlev) + 5))
+ {
+ obvious = TRUE;
+ }
+ }
+
+ /* Damage CON (10% chance)*/
+ if (randint(100) < 11)
+ {
+ /* 1% chance for perm. damage */
+ bool_ perm = (randint(10) == 1);
+ if (dec_stat(A_CON, randint(10), perm)) obvious = TRUE;
+ }
+
+ break;
+ }
+ case RBE_PARASITE:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ if (!p_ptr->parasite) set_parasite(damage, r_idx);
+
+ break;
+ }
+ case RBE_HALLU:
+ {
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ /* Increase "image" */
+ if (!p_ptr->resist_chaos)
+ {
+ if (set_image(p_ptr->image + 3 + randint(rlev / 2)))
+ {
+ obvious = TRUE;
+ }
+ }
+ break;
+
+ }
+ case RBE_TIME:
+ {
+ switch (randint(10))
+ {
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ case 5:
+ {
+ msg_print("You feel life has clocked back.");
+ lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
+ break;
+ }
+
+ case 6:
+ case 7:
+ case 8:
+ case 9:
+ {
+ int stat = rand_int(6);
+
+ switch (stat)
+ {
+ case A_STR:
+ act = "strong";
+ break;
+ case A_INT:
+ act = "bright";
+ break;
+ case A_WIS:
+ act = "wise";
+ break;
+ case A_DEX:
+ act = "agile";
+ break;
+ case A_CON:
+ act = "hardy";
+ break;
+ case A_CHR:
+ act = "beautiful";
+ break;
+ }
+
+ msg_format("You're not as %s as you used to be...", act);
+
+ p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
+ if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
+ p_ptr->update |= (PU_BONUS);
+ break;
+ }
+
+ case 10:
+ {
+ msg_print("You're not as powerful as you used to be...");
+
+ for (k = 0; k < 6; k++)
+ {
+ p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 3) / 4;
+ if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
+ }
+ p_ptr->update |= (PU_BONUS);
+ break;
+ }
+ }
+ carried_monster_hit = TRUE;
+ take_hit(damage, ddesc);
+ break;
+ }
+ }
+
+
+ /* Hack -- only one of cut or stun */
+ if (do_cut && do_stun)
+ {
+ /* Cancel cut */
+ if (rand_int(100) < 50)
+ {
+ do_cut = 0;
+ }
+
+ /* Cancel stun */
+ else
+ {
+ do_stun = 0;
+ }
+ }
+
+ /* Handle cut */
+ if (do_cut)
+ {
+ int k = 0;
+
+ /* Critical hit (zero if non-critical) */
+ tmp = monster_critical(d_dice, d_side, damage);
+
+ /* Roll for damage */
+ switch (tmp)
+ {
+ case 0:
+ k = 0;
+ break;
+ case 1:
+ k = randint(5);
+ break;
+ case 2:
+ k = randint(5) + 5;
+ break;
+ case 3:
+ k = randint(20) + 20;
+ break;
+ case 4:
+ k = randint(50) + 50;
+ break;
+ case 5:
+ k = randint(100) + 100;
+ break;
+ case 6:
+ k = 300;
+ break;
+ default:
+ k = 500;
+ break;
+ }
+
+ /* Apply the cut */
+ if (k) (void)set_cut(p_ptr->cut + k);
+ }
+
+ /* Handle stun */
+ if (do_stun)
+ {
+ int k = 0;
+
+ /* Critical hit (zero if non-critical) */
+ tmp = monster_critical(d_dice, d_side, damage);
+
+ /* Roll for damage */
+ switch (tmp)
+ {
+ case 0:
+ k = 0;
+ break;
+ case 1:
+ k = randint(5);
+ break;
+ case 2:
+ k = randint(10) + 10;
+ break;
+ case 3:
+ k = randint(20) + 20;
+ break;
+ case 4:
+ k = randint(30) + 30;
+ break;
+ case 5:
+ k = randint(40) + 40;
+ break;
+ case 6:
+ k = 100;
+ break;
+ default:
+ k = 200;
+ break;
+ }
+
+ /* Apply the stun */
+ if (k) (void)set_stun(p_ptr->stun + k);
+ }
+
+ if (touched)
+ {
+ if (p_ptr->sh_fire && alive)
+ {
+ r_ptr->r_flags3 |= RF3_IM_FIRE;
+ }
+
+ if (p_ptr->sh_elec && alive)
+ {
+ r_ptr->r_flags3 |= RF3_IM_ELEC;
+ }
+ touched = FALSE;
+ }
+ }
+
+ /* Monster missed player */
+ else
+ {
+ /* Analyze failed attacks */
+ switch (method)
+ {
+ case RBM_HIT:
+ case RBM_TOUCH:
+ case RBM_PUNCH:
+ case RBM_KICK:
+ case RBM_CLAW:
+ case RBM_BITE:
+ case RBM_STING:
+ case RBM_XXX1:
+ case RBM_BUTT:
+ case RBM_CRUSH:
+ case RBM_ENGULF:
+ case RBM_CHARGE:
+
+ /* Disturbing */
+ disturb(1);
+
+ /* Message */
+ msg_format("%s misses you.", sym_name);
+
+ break;
+ }
+ }
+
+
+ /* Analyze "visible" monsters only */
+ if (visible)
+ {
+ /* Count "obvious" attacks (and ones that cause damage) */
+ if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
+ {
+ /* Count attacks of this type */
+ if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
+ {
+ r_ptr->r_blows[ap_cnt]++;
+ }
+ }
+ }
+ }
+ /* Assume we attacked */
+ return (TRUE);
+}
+
+/*
+ * Give unprotected player the Black Breath with a 1 in (chance) probability
+ *
+ */
+void black_breath_attack(int chance)
+{
+ if (!p_ptr->protundead && randint(chance) == 1)
+ {
+ msg_print("Your foe calls upon your soul!");
+ msg_print("You feel the Black Breath slowly draining you of life...");
+ p_ptr->black_breath = TRUE;
+ }
+}
+
+/*
+ * Attack the player via physical attacks.
+ */
+bool_ make_attack_normal(int m_idx, byte divis)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+
+ monster_race *r_ptr = race_inf(m_ptr);
+
+ int ap_cnt;
+
+ int i, j, k, tmp, ac, rlev;
+ int do_cut, do_stun, do_vampire;
+
+ s32b gold;
+
+ object_type *o_ptr;
+
+ char o_name[80];
+
+ char m_name[80];
+
+ char ddesc[80];
+
+ bool_ blinked;
+ bool_ touched = FALSE, fear = FALSE, alive = TRUE;
+ bool_ explode = FALSE;
+
+ /* Not allowed to attack */
+ if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
+
+ /* ...nor if friendly */
+ if (is_friend(m_ptr) >= 0)
+ {
+ if (p_ptr->control == m_idx) swap_position(m_ptr->fy, m_ptr->fx);
+ return FALSE;
+ }
+
+ /* Cannot attack the player if mortal and player fated to never die by the ... */
+ if ((r_ptr->flags7 & RF7_MORTAL) && (p_ptr->no_mortal)) return (FALSE);
+
+ /* Total armor */
+ ac = p_ptr->ac + p_ptr->to_a;
+
+ /* Extract the effective monster level */
+ rlev = ((m_ptr->level >= 1) ? m_ptr->level : 1);
+
+
+ /* Get the monster name (or "it") */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Get the "died from" information (i.e. "a kobold") */
+ monster_desc(ddesc, m_ptr, 0x88);
+
+
+ /* Assume no blink */
+ blinked = FALSE;
+
+ /* Scan through all four blows */
+ for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
+ {
+ bool_ visible = FALSE;
+ bool_ obvious = FALSE;
+
+ int power = 0;
+ int damage = 0;
+
+ cptr act = NULL;
+
+ /* Extract the attack infomation */
+ int effect = m_ptr->blow[ap_cnt].effect;
+ int method = m_ptr->blow[ap_cnt].method;
+ int d_dice = m_ptr->blow[ap_cnt].d_dice;
+ int d_side = m_ptr->blow[ap_cnt].d_side;
+
+
+ /* Hack -- no more attacks */
+ if (!method) break;
+
+
+ /* Stop if player is dead or gone */
+ if (!alive || death) break;
+
+ /* Handle "leaving" */
+ if (p_ptr->leaving) break;
+
+ /* Extract visibility (before blink) */
+ if (m_ptr->ml) visible = TRUE;
+
+ /* Extract the attack "power" */
+ switch (effect)
+ {
+ case RBE_HURT:
+ power = 60;
+ break;
+ case RBE_POISON:
+ power = 5;
+ break;
+ case RBE_UN_BONUS:
+ power = 20;
+ break;
+ case RBE_UN_POWER:
+ power = 15;
+ break;
+ case RBE_EAT_GOLD:
+ power = 5;
+ break;
+ case RBE_EAT_ITEM:
+ power = 5;
+ break;
+ case RBE_EAT_FOOD:
+ power = 5;
+ break;
+ case RBE_EAT_LITE:
+ power = 5;
+ break;
+ case RBE_ACID:
+ power = 0;
+ break;
+ case RBE_ELEC:
+ power = 10;
+ break;
+ case RBE_FIRE:
+ power = 10;
+ break;
+ case RBE_COLD:
+ power = 10;
+ break;
+ case RBE_BLIND:
+ power = 2;
+ break;
+ case RBE_CONFUSE:
+ power = 10;
+ break;
+ case RBE_TERRIFY:
+ power = 10;
+ break;
+ case RBE_PARALYZE:
+ power = 2;
+ break;
+ case RBE_LOSE_STR:
+ power = 0;
+ break;
+ case RBE_LOSE_DEX:
+ power = 0;
+ break;
+ case RBE_LOSE_CON:
+ power = 0;
+ break;
+ case RBE_LOSE_INT:
+ power = 0;
+ break;
+ case RBE_LOSE_WIS:
+ power = 0;
+ break;
+ case RBE_LOSE_CHR:
+ power = 0;
+ break;
+ case RBE_LOSE_ALL:
+ power = 2;
+ break;
+ case RBE_SHATTER:
+ power = 60;
+ break;
+ case RBE_EXP_10:
+ power = 5;
+ break;
+ case RBE_EXP_20:
+ power = 5;
+ break;
+ case RBE_EXP_40:
+ power = 5;
+ break;
+ case RBE_EXP_80:
+ power = 5;
+ break;
+ case RBE_DISEASE:
+ power = 5;
+ break;
+ case RBE_TIME:
+ power = 5;
+ break;
+ case RBE_SANITY:
+ power = 60;
+ break;
+ case RBE_HALLU:
+ power = 10;
+ break;
+ case RBE_PARASITE:
+ power = 5;
+ break;
+ case RBE_ABOMINATION:
+ power = 20;
+ break;
+ }
+
+
+ /* Monster hits player */
+ if (!effect || check_hit(power, rlev))
+ {
+ int chance = p_ptr->dodge_chance - ((rlev * 5) / 6);
+
+ /* Always disturbing */
+ disturb(1);
+
+ if ((chance > 0) && magik(chance))
+ {
+ char m_poss[80];
+ monster_desc(m_poss, m_ptr, 0x06);
+ msg_format("You dodge %s attack!", m_poss);
+ continue;
+ }
+
+ /* Eru can help you */
+ PRAY_GOD(GOD_ERU)
+ {
+ s32b chance = p_ptr->grace;
+
+ if (chance > 50000) chance = 50000;
+ chance -= rlev * 300;
+
+ if ((randint(100000) < chance) && (r_ptr->flags3 & (RF3_EVIL)))
+ {
+ /* Remember the Evil-ness */
+ r_ptr->r_flags3 |= (RF3_EVIL);
+
+ /* Message */
+ msg_format("The hand of Eru Iluvatar stops %s blow.", m_name);
+
+ /* Hack -- Next attack */
+ continue;
+ }
+ }
+
+ /* Hack -- Apply "protection from evil" */
+ if ((p_ptr->protevil > 0) &&
+ (r_ptr->flags3 & (RF3_EVIL)) &&
+ (p_ptr->lev >= rlev) &&
+ ((rand_int(100) + p_ptr->lev) > 50))
+ {
+ /* Remember the Evil-ness */
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags3 |= (RF3_EVIL);
+ }
+
+ /* Message */
+ msg_format("%^s is repelled.", m_name);
+
+ /* Hack -- Next attack */
+ continue;
+ }
+
+ /* Hack -- Apply "protection from good" */
+ if ((p_ptr->protgood > 0) &&
+ (r_ptr->flags3 & (RF3_GOOD)) &&
+ (p_ptr->lev >= rlev) &&
+ ((rand_int(100) + p_ptr->lev) > 50))
+ {
+ /* Remember the Good-ness */
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags3 |= (RF3_GOOD);
+ }
+
+ /* Message */
+ msg_format("%^s is repelled.", m_name);
+
+ /* Hack -- Next attack */
+ continue;
+ }
+
+ /* Assume no cut or stun */
+ do_cut = do_stun = do_vampire = 0;
+
+ /* Describe the attack method */
+ switch (method)
+ {
+ case RBM_HIT:
+ {
+ act = "hits you.";
+ do_cut = do_stun = 1;
+ touched = TRUE;
+ sound(SOUND_HIT);
+ break;
+ }
+
+ case RBM_TOUCH:
+ {
+ act = "touches you.";
+ touched = TRUE;
+ sound(SOUND_TOUCH);
+ break;
+ }
+
+ case RBM_PUNCH:
+ {
+ act = "punches you.";
+ touched = TRUE;
+ do_stun = 1;
+ sound(SOUND_HIT);
+ break;
+ }
+
+ case RBM_KICK:
+ {
+ act = "kicks you.";
+ touched = TRUE;
+ do_stun = 1;
+ sound(SOUND_HIT);
+ break;
+ }
+
+ case RBM_CLAW:
+ {
+ act = "claws you.";
+ touched = TRUE;
+ do_cut = 1;
+ sound(SOUND_CLAW);
+ break;
+ }
+
+ case RBM_BITE:
+ {
+ act = "bites you.";
+ do_cut = 1;
+ if (magik(5) && (strstr(r_name + r_ptr->name, "Vampire") || strstr(r_name + r_ptr->name, "vampire")))
+ do_vampire = TRUE;
+ touched = TRUE;
+ sound(SOUND_BITE);
+ break;
+ }
+
+ case RBM_STING:
+ {
+ act = "stings you.";
+ touched = TRUE;
+ sound(SOUND_STING);
+ break;
+ }
+
+ case RBM_XXX1:
+ {
+ act = "XXX1's you.";
+ break;
+ }
+
+ case RBM_BUTT:
+ {
+ act = "butts you.";
+ do_stun = 1;
+ touched = TRUE;
+ sound(SOUND_HIT);
+ break;
+ }
+
+ case RBM_CRUSH:
+ {
+ act = "crushes you.";
+ do_stun = 1;
+ touched = TRUE;
+ sound(SOUND_CRUSH);
+ break;
+ }
+
+ case RBM_ENGULF:
+ {
+ act = "engulfs you.";
+ touched = TRUE;
+ sound(SOUND_CRUSH);
+ break;
+ }
+
+ case RBM_CHARGE:
+ {
+ act = "charges you.";
+ touched = TRUE;
+ sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
+ break;
+ }
+
+ case RBM_CRAWL:
+ {
+ act = "crawls on you.";
+ touched = TRUE;
+ sound(SOUND_SLIME);
+ break;
+ }
+
+ case RBM_DROOL:
+ {
+ act = "drools on you.";
+ sound(SOUND_SLIME);
+ break;
+ }
+
+ case RBM_SPIT:
+ {
+ act = "spits on you.";
+ sound(SOUND_SLIME);
+ break;
+ }
+
+ case RBM_EXPLODE:
+ {
+ act = "explodes.";
+ explode = TRUE;
+ break;
+ }
+
+ case RBM_GAZE:
+ {
+ act = "gazes at you.";
+ break;
+ }
+
+ case RBM_WAIL:
+ {
+ act = "wails at you.";
+ sound(SOUND_WAIL);
+ break;
+ }
+
+ case RBM_SPORE:
+ {
+ act = "releases spores at you.";
+ sound(SOUND_SLIME);
+ break;
+ }
+
+ case RBM_XXX4:
+ {
+ act = "projects XXX4's at you.";
+ break;
+ }
+
+ case RBM_BEG:
+ {
+ act = "begs you for money.";
+ sound(SOUND_MOAN);
+ break;
+ }
+
+ case RBM_INSULT:
+ {
+ act = desc_insult[rand_int(8)];
+ sound(SOUND_MOAN);
+ break;
+ }
+
+ case RBM_MOAN:
+ {
+ if (strstr((r_name + r_ptr->name), "Mathilde, the Science Student"))
+ act = desc_moan[rand_int(3) + 4];
+ else
+ act = desc_moan[rand_int(4)];
+ sound(SOUND_MOAN);
+ break;
+ }
+
+ case RBM_SHOW:
+ {
+ if (randint(3) == 1)
+ act = "sings 'We are a happy family.'";
+ else
+ act = "sings 'I love you, you love me.'";
+ sound(SOUND_SHOW);
+ break;
+ }
+ }
+
+ /* Message */
+ if (act) msg_format("%^s %s", m_name, act);
+
+ /* The undead can give the player the Black Breath with
+ * a successful blow. Uniques have a better chance. -LM-
+ * Nazgul have a 25% chance
+ */
+ if (r_ptr->flags7 & RF7_NAZGUL)
+ {
+ black_breath_attack(4);
+ }
+ else if ((m_ptr->level >= 35) && (r_ptr->flags3 & (RF3_UNDEAD)) &&
+ (r_ptr->flags1 & (RF1_UNIQUE)))
+ {
+ black_breath_attack(300 - m_ptr->level);
+ }
+ else if ((m_ptr->level >= 40) && (r_ptr->flags3 & (RF3_UNDEAD)))
+ {
+ black_breath_attack(450 - m_ptr->level);
+ }
+
+ /* Hack -- assume all attacks are obvious */
+ obvious = TRUE;
+
+ /* Roll out the damage */
+ damage = damroll(d_dice, d_side);
+
+ /* Sometime reduce the damage */
+ damage /= divis;
+
+ /* Apply appropriate damage */
+ switch (effect)
+ {
+ case 0:
+ {
+ /* Hack -- Assume obvious */
+ obvious = TRUE;
+
+ /* Hack -- No damage */
+ damage = 0;
+
+ break;
+ }
+
+ case RBE_HURT:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Hack -- Player armor reduces total damage */
+ damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ break;
+ }
+
+ case RBE_ABOMINATION:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Morph, but let mimicry skill have a chance to stop this */
+ if (magik(60 - get_skill(SKILL_MIMICRY)))
+ {
+ /* Message */
+ cmsg_print(TERM_VIOLET, "You feel the dark powers twisting your body!");
+
+ set_mimic(damage, resolve_mimic_name("Abomination"), 50);
+ }
+ else
+ {
+ /* Message */
+ cmsg_print(TERM_VIOLET, "You feel the dark powers trying to twisting your body, but they fail.");
+ }
+
+ break;
+ }
+
+ case RBE_SANITY:
+ {
+ obvious = TRUE;
+
+ take_sanity_hit(damage, ddesc);
+ break;
+ }
+
+ case RBE_POISON:
+ {
+ /* Take some damage */
+ take_hit(damage, ddesc);
+
+ /* Take "poison" effect */
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ if (set_poisoned(p_ptr->poisoned + randint(rlev) + 5))
+ {
+ obvious = TRUE;
+ }
+ }
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_POIS);
+
+ break;
+ }
+
+ case RBE_UN_BONUS:
+ {
+ /* Take some damage */
+ take_hit(damage, ddesc);
+
+ /* Allow complete resist */
+ if (!p_ptr->resist_disen)
+ {
+ /* Apply disenchantment */
+ if (apply_disenchant(0)) obvious = TRUE;
+ }
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_DISEN);
+
+ break;
+ }
+
+ case RBE_UN_POWER:
+ {
+ /* Take some damage */
+ take_hit(damage, ddesc);
+
+ /* Find an item */
+ for (k = 0; k < 10; k++)
+ {
+ /* Pick an item */
+ i = rand_int(INVEN_PACK);
+
+ /* Obtain the item */
+ o_ptr = &p_ptr->inventory[i];
+
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Drain charged wands/staffs
+ Hack -- don't let artifacts get drained */
+ if (((o_ptr->tval == TV_STAFF) ||
+ (o_ptr->tval == TV_WAND)) &&
+ (o_ptr->pval) &&
+ !artifact_p(o_ptr))
+ {
+ /* Message */
+ msg_print("Energy drains from your pack!");
+
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Heal */
+ j = rlev;
+ m_ptr->hp += j * o_ptr->pval * o_ptr->number;
+ if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
+
+ /* Redraw (later) if needed */
+ if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+
+ /* Uncharge */
+ o_ptr->pval = 0;
+
+ /* Combine / Reorder the pack */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN);
+
+ /* Done */
+ break;
+ }
+ }
+
+ break;
+ }
+
+ case RBE_EAT_GOLD:
+ {
+ /* Take some damage */
+ take_hit(damage, ddesc);
+
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Saving throw (unless paralyzed) based on dex and level */
+ if (!p_ptr->paralyzed &&
+ (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
+ p_ptr->lev)))
+ {
+ /* Saving throw message */
+ msg_print("You quickly protect your money pouch!");
+
+ /* Occasional blink anyway */
+ if (rand_int(3)) blinked = TRUE;
+ }
+
+ /* Eat gold */
+ else
+ {
+ gold = (p_ptr->au / 10) + randint(25);
+ if (gold < 2) gold = 2;
+ if (gold > 5000) gold = (p_ptr->au / 20) + randint(3000);
+ if (gold > p_ptr->au) gold = p_ptr->au;
+ p_ptr->au -= gold;
+ if (gold <= 0)
+ {
+ msg_print("Nothing was stolen.");
+ }
+ else if (p_ptr->au)
+ {
+ msg_print("Your purse feels lighter.");
+ msg_format("%ld coins were stolen!", (long)gold);
+ }
+ else
+ {
+ msg_print("Your purse feels lighter.");
+ msg_print("All of your coins were stolen!");
+ }
+
+ while (gold > 0)
+ {
+ object_type forge, *j_ptr = &forge;
+
+ /* Wipe the object */
+ object_wipe(j_ptr);
+
+ /* Prepare a gold object */
+ object_prep(j_ptr, lookup_kind(TV_GOLD, 9));
+
+ /* Determine how much the treasure is "worth" */
+ j_ptr->pval = (gold >= 15000) ? 15000 : gold;
+
+ monster_carry(m_ptr, m_idx, j_ptr);
+
+ gold -= 15000;
+ }
+
+ /* Redraw gold */
+ p_ptr->redraw |= (PR_GOLD);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_PLAYER);
+
+ /* Blink away */
+ blinked = TRUE;
+ }
+
+ break;
+ }
+
+ case RBE_EAT_ITEM:
+ {
+ /* Take some damage */
+ take_hit(damage, ddesc);
+
+ /* Saving throw (unless paralyzed) based on dex and level */
+ if (!p_ptr->paralyzed &&
+ (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
+ p_ptr->lev)))
+ {
+ /* Saving throw message */
+ msg_print("You grab hold of your backpack!");
+
+ /* Occasional "blink" anyway */
+ blinked = TRUE;
+
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Done */
+ break;
+ }
+
+ /* Find an item */
+ for (k = 0; k < 10; k++)
+ {
+ /* Pick an item */
+ i = rand_int(INVEN_PACK);
+
+ /* Obtain the item */
+ o_ptr = &p_ptr->inventory[i];
+
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Skip artifacts */
+ if (artifact_p(o_ptr) || o_ptr->art_name) continue;
+
+ /* Get a description */
+ object_desc(o_name, o_ptr, FALSE, 3);
+
+ /* Message */
+ msg_format("%sour %s (%c) was stolen!",
+ ((o_ptr->number > 1) ? "One of y" : "Y"),
+ o_name, index_to_label(i));
+
+ /* Option */
+ if (testing_carry)
+ {
+ s16b o_idx;
+
+ /* Make an object */
+ o_idx = o_pop();
+
+ /* Success */
+ if (o_idx)
+ {
+ object_type *j_ptr;
+
+ /* Get new object */
+ j_ptr = &o_list[o_idx];
+
+ /* Copy object */
+ object_copy(j_ptr, o_ptr);
+
+ /* Modify number */
+ j_ptr->number = 1;
+
+ /* Hack -- If a wand, allocate total
+ * maximum timeouts or charges between those
+ * stolen and those missed. -LM-
+ */
+ if (o_ptr->tval == TV_WAND)
+ {
+ j_ptr->pval = o_ptr->pval / o_ptr->number;
+ o_ptr->pval -= j_ptr->pval;
+ }
+
+ /* Forget mark */
+ j_ptr->marked = FALSE;
+
+ /* Memorize monster */
+ j_ptr->held_m_idx = m_idx;
+
+ /* Build stack */
+ j_ptr->next_o_idx = m_ptr->hold_o_idx;
+
+ /* Build stack */
+ m_ptr->hold_o_idx = o_idx;
+ }
+ }
+ else
+ {
+ if (strstr((r_name + r_ptr->name), "black market")
+ && randint(2) != 1)
+ {
+ s16b o_idx;
+
+ /* Make an object */
+ o_idx = o_pop();
+
+ /* Success */
+ if (o_idx)
+ {
+ object_type *j_ptr;
+ if (cheat_xtra || cheat_peek)
+ msg_print("Moving object to black market...");
+
+ /* Get new object */
+ j_ptr = &o_list[o_idx];
+
+ /* Copy object */
+ object_copy(j_ptr, o_ptr);
+
+ /* Modify number */
+ j_ptr->number = 1;
+
+ /* Forget mark */
+ j_ptr->marked = FALSE;
+
+ move_to_black_market(j_ptr);
+ }
+ }
+ }
+
+ /* Steal the items */
+ inc_stack_size_ex(i, -1, OPTIMIZE, NO_DESCRIBE);
+
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Blink away */
+ blinked = TRUE;
+
+ /* Done */
+ break;
+ }
+
+ break;
+ }
+
+ case RBE_EAT_FOOD:
+ {
+ /* Take some damage */
+ take_hit(damage, ddesc);
+
+ /* Steal some food */
+ for (k = 0; k < 10; k++)
+ {
+ /* Pick an item from the pack */
+ i = rand_int(INVEN_PACK);
+
+ /* Get the item */
+ o_ptr = &p_ptr->inventory[i];
+
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Skip non-food objects */
+ if (o_ptr->tval != TV_FOOD) continue;
+
+ /* Get a description */
+ object_desc(o_name, o_ptr, FALSE, 0);
+
+ /* Message */
+ msg_format("%sour %s (%c) was eaten!",
+ ((o_ptr->number > 1) ? "One of y" : "Y"),
+ o_name, index_to_label(i));
+
+ /* Steal the items */
+ inc_stack_size_ex(i, -1, OPTIMIZE, NO_DESCRIBE);
+
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Done */
+ break;
+ }
+
+ break;
+ }
+
+ case RBE_EAT_LITE:
+ {
+ /* Take some damage */
+ take_hit(damage, ddesc);
+
+ /* Access the lite */
+ o_ptr = &p_ptr->inventory[INVEN_LITE];
+
+ /* Drain fuel */
+ if ((o_ptr->pval > 0) && (!artifact_p(o_ptr)))
+ {
+ /* Reduce fuel */
+ o_ptr->pval -= (250 + randint(250));
+ if (o_ptr->pval < 1) o_ptr->pval = 1;
+
+ /* Notice */
+ if (!p_ptr->blind)
+ {
+ msg_print("Your light dims.");
+ obvious = TRUE;
+ }
+
+ /* Window stuff */
+ p_ptr->window |= (PW_EQUIP);
+ }
+
+ break;
+ }
+
+ case RBE_ACID:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Message */
+ msg_print("You are covered in acid!");
+
+ /* Special damage */
+ acid_dam(damage, ddesc);
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_ACID);
+
+ break;
+ }
+
+ case RBE_ELEC:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Message */
+ msg_print("You are struck by electricity!");
+
+ /* Special damage */
+ elec_dam(damage, ddesc);
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_ELEC);
+
+ break;
+ }
+
+ case RBE_FIRE:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Message */
+ msg_print("You are enveloped in flames!");
+
+ /* Special damage */
+ fire_dam(damage, ddesc);
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_FIRE);
+
+ break;
+ }
+
+ case RBE_COLD:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Message */
+ msg_print("You are covered with frost!");
+
+ /* Special damage */
+ cold_dam(damage, ddesc);
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_COLD);
+
+ break;
+ }
+
+ case RBE_BLIND:
+ {
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ /* Increase "blind" */
+ if (!p_ptr->resist_blind)
+ {
+ if (set_blind(p_ptr->blind + 10 + randint(rlev)))
+ {
+ obvious = TRUE;
+ }
+ }
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_BLIND);
+
+ break;
+ }
+
+ case RBE_CONFUSE:
+ {
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ /* Increase "confused" */
+ if (!p_ptr->resist_conf)
+ {
+ if (set_confused(p_ptr->confused + 3 + randint(rlev)))
+ {
+ obvious = TRUE;
+ }
+ }
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_CONF);
+
+ break;
+ }
+
+ case RBE_TERRIFY:
+ {
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ /* Increase "afraid" */
+ if (p_ptr->resist_fear)
+ {
+ msg_print("You stand your ground!");
+ obvious = TRUE;
+ }
+ else if (rand_int(100) < p_ptr->skill_sav)
+ {
+ msg_print("You stand your ground!");
+ obvious = TRUE;
+ }
+ else
+ {
+ if (set_afraid(p_ptr->afraid + 3 + randint(rlev)))
+ {
+ obvious = TRUE;
+ }
+ }
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_FEAR);
+
+ break;
+ }
+
+ case RBE_PARALYZE:
+ {
+ /* Hack -- Prevent perma-paralysis via damage */
+ if (p_ptr->paralyzed && (damage < 1)) damage = 1;
+
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ /* Increase "paralyzed" */
+ if (p_ptr->free_act)
+ {
+ msg_print("You are unaffected!");
+ obvious = TRUE;
+ }
+ else if (rand_int(100) < p_ptr->skill_sav)
+ {
+ msg_print("You resist the effects!");
+ obvious = TRUE;
+ }
+ else
+ {
+ if (set_paralyzed(3 + randint(rlev)))
+ {
+ obvious = TRUE;
+ }
+ }
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_FREE);
+
+ break;
+ }
+
+ case RBE_LOSE_STR:
+ {
+ /* Damage (physical) */
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_STR, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_INT:
+ {
+ /* Damage (physical) */
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_INT, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_WIS:
+ {
+ /* Damage (physical) */
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_WIS, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_DEX:
+ {
+ /* Damage (physical) */
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_DEX, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_CON:
+ {
+ /* Damage (physical) */
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_CON, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_CHR:
+ {
+ /* Damage (physical) */
+ take_hit(damage, ddesc);
+
+ /* Damage (stat) */
+ if (do_dec_stat(A_CHR, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_LOSE_ALL:
+ {
+ /* Damage (physical) */
+ take_hit(damage, ddesc);
+
+ /* Damage (stats) */
+ if (do_dec_stat(A_STR, STAT_DEC_NORMAL)) obvious = TRUE;
+ if (do_dec_stat(A_DEX, STAT_DEC_NORMAL)) obvious = TRUE;
+ if (do_dec_stat(A_CON, STAT_DEC_NORMAL)) obvious = TRUE;
+ if (do_dec_stat(A_INT, STAT_DEC_NORMAL)) obvious = TRUE;
+ if (do_dec_stat(A_WIS, STAT_DEC_NORMAL)) obvious = TRUE;
+ if (do_dec_stat(A_CHR, STAT_DEC_NORMAL)) obvious = TRUE;
+
+ break;
+ }
+
+ case RBE_SHATTER:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Hack -- Reduce damage based on the player armor class */
+ damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ /* Radius 8 earthquake centered at the monster */
+ if (damage > 23)
+ {
+ /* Prevent destruction of quest levels and town */
+ if (!is_quest(dun_level) && dun_level)
+ earthquake(m_ptr->fy, m_ptr->fx, 8);
+ }
+
+ break;
+ }
+
+ case RBE_EXP_10:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ if (p_ptr->hold_life && (rand_int(100) < 95))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+ break;
+ }
+
+ case RBE_EXP_20:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ if (p_ptr->hold_life && (rand_int(100) < 90))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+ break;
+ }
+
+ case RBE_EXP_40:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ if (p_ptr->hold_life && (rand_int(100) < 75))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+ break;
+ }
+
+ case RBE_EXP_80:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ if (p_ptr->hold_life && (rand_int(100) < 50))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+ break;
+ }
+
+ case RBE_DISEASE:
+ {
+ /* Take some damage */
+ take_hit(damage, ddesc);
+
+ /* Take "poison" effect */
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ if (set_poisoned(p_ptr->poisoned + randint(rlev) + 5))
+ {
+ obvious = TRUE;
+ }
+ }
+
+ /* Damage CON (10% chance)*/
+ if (randint(100) < 11)
+ {
+ /* 1% chance for perm. damage */
+ bool_ perm = (randint(10) == 1);
+ if (dec_stat(A_CON, randint(10), perm)) obvious = TRUE;
+ }
+
+ break;
+ }
+ case RBE_HALLU:
+ {
+ /* Take damage */
+ take_hit(damage, ddesc);
+
+ /* Increase "image" */
+ if (!p_ptr->resist_chaos)
+ {
+ if (set_image(p_ptr->image + 3 + randint(rlev / 2)))
+ {
+ obvious = TRUE;
+ }
+ }
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_CHAOS);
+
+ break;
+
+ }
+ case RBE_TIME:
+ {
+ switch (randint(10))
+ {
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ case 5:
+ {
+ msg_print("You feel life has clocked back.");
+ lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
+ break;
+ }
+
+ case 6:
+ case 7:
+ case 8:
+ case 9:
+ {
+ int stat = rand_int(6);
+
+ switch (stat)
+ {
+ case A_STR:
+ act = "strong";
+ break;
+ case A_INT:
+ act = "bright";
+ break;
+ case A_WIS:
+ act = "wise";
+ break;
+ case A_DEX:
+ act = "agile";
+ break;
+ case A_CON:
+ act = "hardy";
+ break;
+ case A_CHR:
+ act = "beautiful";
+ break;
+ }
+
+ msg_format("You're not as %s as you used to be...", act);
+
+ p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
+ if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
+ p_ptr->update |= (PU_BONUS);
+ break;
+ }
+
+ case 10:
+ {
+ msg_print("You're not as powerful as you used to be...");
+
+ for (k = 0; k < 6; k++)
+ {
+ p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 3) / 4;
+ if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
+ }
+ p_ptr->update |= (PU_BONUS);
+ break;
+ }
+ }
+ take_hit(damage, ddesc);
+ break;
+ }
+ case RBE_PARASITE:
+ {
+ /* Obvious */
+ obvious = TRUE;
+
+ if (!p_ptr->parasite) set_parasite(damage, m_ptr->r_idx);
+
+ break;
+ }
+ }
+
+
+ /* Hack -- only one of cut or stun */
+ if (do_cut && do_stun)
+ {
+ /* Cancel cut */
+ if (rand_int(100) < 50)
+ {
+ do_cut = 0;
+ }
+
+ /* Cancel stun */
+ else
+ {
+ do_stun = 0;
+ }
+ }
+
+ /* Handle cut */
+ if (do_cut)
+ {
+ int k = 0;
+
+ /* Critical hit (zero if non-critical) */
+ tmp = monster_critical(d_dice, d_side, damage);
+
+ /* Roll for damage */
+ switch (tmp)
+ {
+ case 0:
+ k = 0;
+ break;
+ case 1:
+ k = randint(5);
+ break;
+ case 2:
+ k = randint(5) + 5;
+ break;
+ case 3:
+ k = randint(20) + 20;
+ break;
+ case 4:
+ k = randint(50) + 50;
+ break;
+ case 5:
+ k = randint(100) + 100;
+ break;
+ case 6:
+ k = 300;
+ break;
+ default:
+ k = 500;
+ break;
+ }
+
+ /* Apply the cut */
+ if (k) (void)set_cut(p_ptr->cut + k);
+ }
+
+ /* Handle stun */
+ if (do_stun)
+ {
+ int k = 0;
+
+ /* Critical hit (zero if non-critical) */
+ tmp = monster_critical(d_dice, d_side, damage);
+
+ /* Roll for damage */
+ switch (tmp)
+ {
+ case 0:
+ k = 0;
+ break;
+ case 1:
+ k = randint(5);
+ break;
+ case 2:
+ k = randint(10) + 10;
+ break;
+ case 3:
+ k = randint(20) + 20;
+ break;
+ case 4:
+ k = randint(30) + 30;
+ break;
+ case 5:
+ k = randint(40) + 40;
+ break;
+ case 6:
+ k = 100;
+ break;
+ default:
+ k = 200;
+ break;
+ }
+
+ /* Apply the stun */
+ if (k) (void)set_stun(p_ptr->stun + k);
+ }
+
+ /* Do vampiric thingies */
+ if (do_vampire)
+ {
+ /* Change to resist(but never total protection) */
+/* if (magik(3) || (magik(m_ptr->level - (p_ptr->lev / 2))))
+ gain_corruption("Vampire");*/
+ }
+
+ if (explode)
+ {
+ sound(SOUND_EXPLODE);
+ if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
+ {
+ blinked = FALSE;
+ alive = FALSE;
+ }
+ }
+
+ if (touched)
+ {
+ if (p_ptr->sh_fire && alive)
+ {
+ if (!(r_ptr->flags3 & RF3_IM_FIRE))
+ {
+ msg_format("%^s is suddenly very hot!", m_name);
+ if (mon_take_hit(m_idx, damroll(2, 6), &fear,
+ " turns into a pile of ash."))
+ {
+ blinked = FALSE;
+ alive = FALSE;
+ }
+ }
+ else
+ {
+ if (m_ptr->ml)
+ r_ptr->r_flags3 |= RF3_IM_FIRE;
+ }
+ }
+
+ if (p_ptr->sh_elec && alive)
+ {
+ if (!(r_ptr->flags3 & RF3_IM_ELEC))
+ {
+ msg_format("%^s gets zapped!", m_name);
+ if (mon_take_hit(m_idx, damroll(2, 6), &fear,
+ " turns into a pile of cinder."))
+ {
+ blinked = FALSE;
+ alive = FALSE;
+ }
+ }
+ else
+ {
+ if (m_ptr->ml)
+ r_ptr->r_flags3 |= RF3_IM_ELEC;
+ }
+ }
+ if (p_ptr->shield && (p_ptr->shield_opt & SHIELD_COUNTER) && alive)
+ {
+ msg_format("%^s gets bashed by your mystic shield!", m_name);
+ if (mon_take_hit(m_idx, damroll(p_ptr->shield_power_opt, p_ptr->shield_power_opt2), &fear,
+ " is bashed by your mystic shield."))
+ {
+ blinked = FALSE;
+ alive = FALSE;
+ }
+ }
+ if (p_ptr->shield && (p_ptr->shield_opt & SHIELD_FIRE) && alive)
+ {
+ if (!(r_ptr->flags3 & RF3_IM_FIRE))
+ {
+ msg_format("%^s gets burned by your fiery shield!", m_name);
+ if (mon_take_hit(m_idx, damroll(p_ptr->shield_power_opt, p_ptr->shield_power_opt2), &fear,
+ " is burned by your fiery shield."))
+ {
+ blinked = FALSE;
+ alive = FALSE;
+ }
+ }
+ else
+ {
+ if (m_ptr->ml)
+ r_ptr->r_flags3 |= RF3_IM_FIRE;
+ }
+ }
+ if (p_ptr->shield && (p_ptr->shield_opt & SHIELD_GREAT_FIRE) && alive)
+ {
+ msg_format("%^s gets burned by your fiery shield!", m_name);
+ if (mon_take_hit(m_idx, damroll(p_ptr->shield_power_opt, p_ptr->shield_power_opt2), &fear,
+ " is burned by your fiery shield."))
+ {
+ blinked = FALSE;
+ alive = FALSE;
+ }
+ }
+ if (p_ptr->shield && (p_ptr->shield_opt & SHIELD_FEAR) && alive)
+ {
+ int tmp;
+
+ if ((!(r_ptr->flags1 & RF1_UNIQUE)) && (damroll(p_ptr->shield_power_opt, p_ptr->shield_power_opt2) - m_ptr->level > 0))
+ {
+ msg_format("%^s gets scared away!", m_name);
+
+ /* Increase fear */
+ tmp = m_ptr->monfear + p_ptr->shield_power_opt;
+ fear = TRUE;
+
+ /* Set fear */
+ m_ptr->monfear = (tmp < 200) ? tmp : 200;
+ }
+ }
+
+ touched = FALSE;
+ }
+ }
+
+ /* Monster missed player */
+ else
+ {
+ /* Analyze failed attacks */
+ switch (method)
+ {
+ case RBM_HIT:
+ case RBM_TOUCH:
+ case RBM_PUNCH:
+ case RBM_KICK:
+ case RBM_CLAW:
+ case RBM_BITE:
+ case RBM_STING:
+ case RBM_XXX1:
+ case RBM_BUTT:
+ case RBM_CRUSH:
+ case RBM_ENGULF:
+ case RBM_CHARGE:
+
+ /* Visible monsters */
+ if (m_ptr->ml)
+ {
+ /* Disturbing */
+ disturb(1);
+
+ /* Message */
+ msg_format("%^s misses you.", m_name);
+ }
+
+ break;
+ }
+ }
+
+
+ /* Analyze "visible" monsters only */
+ if (visible)
+ {
+ /* Count "obvious" attacks (and ones that cause damage) */
+ if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
+ {
+ /* Count attacks of this type */
+ if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
+ {
+ r_ptr->r_blows[ap_cnt]++;
+ }
+ }
+ }
+ }
+
+
+ /* Blink away */
+ if (blinked)
+ {
+ msg_print("The thief flees laughing!");
+ teleport_away(m_idx, MAX_SIGHT * 2 + 5);
+ }
+
+
+ /* Always notice cause of death */
+ if (death && (r_ptr->r_deaths < MAX_SHORT))
+ {
+ r_ptr->r_deaths++;
+ }
+
+ if (m_ptr->ml && fear)
+ {
+ sound (SOUND_FLEE);
+ msg_format("%^s flees in terror!", m_name);
+ }
+
+ /* Assume we attacked */
+ return (TRUE);
+}
+
+