/** * This is a helper function used by do_cmd_throw and do_cmd_fire. * * It abstracts out the projectile path, display code, identify and clean up * logic, while using the 'attack' parameter to do work particular to each * kind of attack. */ static void ranged_helper(int item, int dir, int range, int shots, ranged_attack attack) { /* Get the ammo */ object_type *o_ptr = object_from_item_idx(item); int i, j; byte missile_attr = object_attr(o_ptr); char missile_char = object_char(o_ptr); object_type object_type_body; object_type *i_ptr = &object_type_body; char o_name[80]; int path_n; u16b path_g[256]; int msec = op_ptr->delay_factor; /* Start at the player */ int x = p_ptr->px; int y = p_ptr->py; /* Predict the "target" location */ s16b ty = y + 99 * ddy[dir]; s16b tx = x + 99 * ddx[dir]; bool hit_target = FALSE; /* Check for target validity */ if ((dir == 5) && target_okay()) { int taim; char msg[80]; target_get(&tx, &ty); taim = distance(y, x, ty, tx); if (taim > range) { sprintf (msg, "Target out of range by %d squares. Fire anyway? ", taim - range); if (!get_check(msg)) return; } } /* Sound */ sound(MSG_SHOOT); object_notice_on_firing(o_ptr); /* Describe the object */ object_desc(o_name, sizeof(o_name), o_ptr, ODESC_FULL | ODESC_SINGULAR); /* Actually "fire" the object -- Take a partial turn */ p_ptr->energy_use = (100 / shots); /* Calculate the path */ path_n = project_path(path_g, range, y, x, ty, tx, 0); /* Hack -- Handle stuff */ handle_stuff(p_ptr); /* Start at the player */ x = p_ptr->px; y = p_ptr->py; /* Project along the path */ for (i = 0; i < path_n; ++i) { int ny = GRID_Y(path_g[i]); int nx = GRID_X(path_g[i]); /* Hack -- Stop before hitting walls */ if (!cave_floor_bold(ny, nx)) break; /* Advance */ x = nx; y = ny; /* Only do visuals if the player can "see" the missile */ if (player_can_see_bold(y, x)) { print_rel(missile_char, missile_attr, y, x); move_cursor_relative(y, x); Term_fresh(); if (p_ptr->redraw) redraw_stuff(p_ptr); Term_xtra(TERM_XTRA_DELAY, msec); cave_light_spot(cave, y, x); Term_fresh(); if (p_ptr->redraw) redraw_stuff(p_ptr); } else { /* Delay anyway for consistency */ Term_xtra(TERM_XTRA_DELAY, msec); } /* Handle monster */ if (cave->m_idx[y][x] > 0) break; } /* Try the attack on the monster at (x, y) if any */ if (cave->m_idx[y][x] > 0) { monster_type *m_ptr = cave_monster(cave, cave->m_idx[y][x]); monster_race *r_ptr = &r_info[m_ptr->r_idx]; int visible = m_ptr->ml; bool fear = FALSE; char m_name[80]; const char *note_dies = monster_is_unusual(r_ptr) ? " is destroyed." : " dies."; struct attack_result result = attack(o_ptr, y, x); int dmg = result.dmg; u32b msg_type = result.msg_type; const char *hit_verb = result.hit_verb; if (result.success) { hit_target = TRUE; /* Get "the monster" or "it" */ monster_desc(m_name, sizeof(m_name), m_ptr, 0); object_notice_attack_plusses(o_ptr); /* No negative damage; change verb if no damage done */ if (dmg <= 0) { dmg = 0; hit_verb = "fail to harm"; } if (!visible) { /* Invisible monster */ msgt(MSG_SHOOT_HIT, "The %s finds a mark.", o_name); } else { /* Visible monster */ if (msg_type == MSG_SHOOT_HIT) msgt(MSG_SHOOT_HIT, "The %s %s %s.", o_name, hit_verb, m_name); else if (msg_type == MSG_HIT_GOOD) { msgt(MSG_HIT_GOOD, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a good hit!"); } else if (msg_type == MSG_HIT_GREAT) { msgt(MSG_HIT_GREAT, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a great hit!"); } else if (msg_type == MSG_HIT_SUPERB) { msgt(MSG_HIT_SUPERB, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a superb hit!"); } /* Track this monster */ if (m_ptr->ml) monster_race_track(m_ptr->r_idx); if (m_ptr->ml) health_track(p_ptr, cave->m_idx[y][x]); } /* Complex message */ if (p_ptr->wizard) msg("You do %d (out of %d) damage.", dmg, m_ptr->hp); /* Hit the monster, check for death */ if (!mon_take_hit(cave->m_idx[y][x], dmg, &fear, note_dies)) { message_pain(cave->m_idx[y][x], dmg); if (fear && m_ptr->ml) add_monster_message(m_name, cave->m_idx[y][x], MON_MSG_FLEE_IN_TERROR, TRUE); } } } /* Obtain a local object */ object_copy(i_ptr, o_ptr); object_split(i_ptr, o_ptr, 1); /* See if the ammunition broke or not */ j = breakage_chance(i_ptr, hit_target); /* Drop (or break) near that location */ drop_near(cave, i_ptr, j, y, x, TRUE); if (item >= 0) { /* The ammo is from the inventory */ inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } else { /* The ammo is from the floor */ floor_item_increase(0 - item, -1); floor_item_optimize(0 - item); } }
/* * Fire an object from the pack or floor. * * You may only fire items that "match" your missile launcher. * * See "calc_bonuses()" for more calculations and such. * * Note that "firing" a missile is MUCH better than "throwing" it. * * Note: "unseen" monsters are very hard to hit. * * Objects are more likely to break if they "attempt" to hit a monster. * * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots. * The "extra shot" code works by decreasing the amount of energy * required to make each shot, spreading the shots out over time. * * Note that when firing missiles, the launcher multiplier is applied * after all the bonuses are added in, making multipliers very useful. * * Note that Bows of "Extra Might" get extra range and an extra bonus * for the damage multiplier. */ void do_cmd_fire(cmd_code code, cmd_arg args[]) { int dir, item; int i, j, y, x; s16b ty, tx; int tdam, tdis, thits; int bonus, chance; object_type *o_ptr; object_type *j_ptr; object_type *i_ptr; object_type object_type_body; bool hit_body = FALSE; byte missile_attr; char missile_char; char o_name[80]; u32b msg_type = 0; int path_n; u16b path_g[256]; int msec = op_ptr->delay_factor * op_ptr->delay_factor; /* Get the "bow" */ j_ptr = &p_ptr->inventory[INVEN_BOW]; /* Require a usable launcher */ if (!j_ptr->tval || !p_ptr->state.ammo_tval) { msg_print("You have nothing to fire with."); return; } /* Get item to fire and direction to fire in. */ item = args[0].item; dir = args[1].direction; /* Check the item being fired is usable by the player. */ if (!item_is_available(item, NULL, (USE_EQUIP | USE_INVEN | USE_FLOOR))) { msg_format("That item is not within your reach."); return; } /* Get the object for the ammo */ o_ptr = object_from_item_idx(item); /* Check the ammo can be used with the launcher */ if (o_ptr->tval != p_ptr->state.ammo_tval) { msg_format("That ammo cannot be fired by your current weapon."); return; } /* Base range XXX XXX */ tdis = 6 + 2 * p_ptr->state.ammo_mult; /* Start at the player */ x = p_ptr->px; y = p_ptr->py; /* Predict the "target" location */ ty = y + 99 * ddy[dir]; tx = x + 99 * ddx[dir]; /* Check for target validity */ if ((dir == 5) && target_okay()) { target_get(&tx, &ty); if (distance(y, x, ty, tx) > tdis) { if (!get_check("Target out of range. Fire anyway? ")) return; } } /* Sound */ sound(MSG_SHOOT); object_notice_on_firing(o_ptr); /* Describe the object */ object_desc(o_name, sizeof(o_name), o_ptr, ODESC_FULL | ODESC_SINGULAR); /* Find the color and symbol for the object for throwing */ missile_attr = object_attr(o_ptr); missile_char = object_char(o_ptr); /* Use the proper number of shots */ thits = p_ptr->state.num_fire; /* Actually "fire" the object */ bonus = (p_ptr->state.to_h + o_ptr->to_h + j_ptr->to_h); chance = p_ptr->state.skills[SKILL_TO_HIT_BOW] + (bonus * BTH_PLUS_ADJ); /* Take a (partial) turn */ p_ptr->energy_use = (100 / thits); /* Calculate the path */ path_n = project_path(path_g, tdis, y, x, ty, tx, 0); /* Hack -- Handle stuff */ handle_stuff(); /* Project along the path */ for (i = 0; i < path_n; ++i) { int ny = GRID_Y(path_g[i]); int nx = GRID_X(path_g[i]); /* Hack -- Stop before hitting walls */ if (!cave_floor_bold(ny, nx)) break; /* Advance */ x = nx; y = ny; /* Only do visuals if the player can "see" the missile */ if (player_can_see_bold(y, x)) { /* Visual effects */ print_rel(missile_char, missile_attr, y, x); move_cursor_relative(y, x); Term_fresh(); if (p_ptr->redraw) redraw_stuff(); Term_xtra(TERM_XTRA_DELAY, msec); light_spot(y, x); Term_fresh(); if (p_ptr->redraw) redraw_stuff(); } /* Delay anyway for consistency */ else { /* Pause anyway, for consistancy */ Term_xtra(TERM_XTRA_DELAY, msec); } /* Handle monster */ if (cave_m_idx[y][x] > 0) { monster_type *m_ptr = &mon_list[cave_m_idx[y][x]]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; int chance2 = chance - distance(p_ptr->py, p_ptr->px, y, x); int visible = m_ptr->ml; int multiplier = 1; const char *hit_verb = "hits"; const slay_t *best_s_ptr = NULL; /* Note the collision */ hit_body = TRUE; /* Did we hit it (penalize distance travelled) */ if (test_hit(chance2, r_ptr->ac, m_ptr->ml)) { bool fear = FALSE; /* Assume a default death */ cptr note_dies = " dies."; improve_attack_modifier(o_ptr, m_ptr, &best_s_ptr); improve_attack_modifier(j_ptr, m_ptr, &best_s_ptr); if (best_s_ptr != NULL) hit_verb = best_s_ptr->range_verb; /* Some monsters get "destroyed" */ if (monster_is_unusual(r_ptr)) { /* Special note at death */ note_dies = " is destroyed."; } /* Calculate multiplier */ multiplier = p_ptr->state.ammo_mult; if (best_s_ptr != NULL) multiplier += best_s_ptr->mult; /* Apply damage: multiplier, slays, criticals, bonuses */ tdam = damroll(o_ptr->dd, o_ptr->ds); tdam += o_ptr->to_d + j_ptr->to_d; tdam *= multiplier; tdam = critical_shot(o_ptr->weight, o_ptr->to_h, tdam, &msg_type); object_notice_attack_plusses(o_ptr); object_notice_attack_plusses(&p_ptr->inventory[INVEN_BOW]); /* No negative damage; change verb if no damage done */ if (tdam <= 0) { tdam = 0; hit_verb = "fail to harm"; } /* Handle unseen monster */ if (!visible) { /* Invisible monster */ message_format(MSG_SHOOT_HIT, 0, "The %s finds a mark.", o_name); } /* Handle visible monster */ else { char m_name[80]; /* Get "the monster" or "it" */ monster_desc(m_name, sizeof(m_name), m_ptr, 0); /* Tell the player what happened */ if (msg_type == MSG_SHOOT_HIT) message_format(MSG_SHOOT_HIT, 0, "The %s %s %s.", o_name, hit_verb, m_name); else { if (msg_type == MSG_HIT_GOOD) { message_format(MSG_HIT_GOOD, 0, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a good hit!"); } else if (msg_type == MSG_HIT_GREAT) { message_format(MSG_HIT_GREAT, 0, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a great hit!"); } else if (msg_type == MSG_HIT_SUPERB) { message_format(MSG_HIT_SUPERB, 0, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a superb hit!"); } } /* Hack -- Track this monster race */ if (m_ptr->ml) monster_race_track(m_ptr->r_idx); /* Hack -- Track this monster */ if (m_ptr->ml) health_track(cave_m_idx[y][x]); } /* Complex message */ if (p_ptr->wizard) { msg_format("You do %d (out of %d) damage.", tdam, m_ptr->hp); } /* Hit the monster, check for death */ if (mon_take_hit(cave_m_idx[y][x], tdam, &fear, note_dies)) { /* Dead monster */ } /* No death */ else { /* Message */ message_pain(cave_m_idx[y][x], tdam); /* Take note */ if (fear && m_ptr->ml) { char m_name[80]; /* Get the monster name (or "it") */ monster_desc(m_name, sizeof(m_name), m_ptr, 0); /* Message */ message_format(MSG_FLEE, m_ptr->r_idx, "%^s flees in terror!", m_name); } } } /* Stop looking */ break; } } /* Get local object */ i_ptr = &object_type_body; /* Obtain a local object */ object_copy(i_ptr, o_ptr); /* Single object */ i_ptr->number = 1; if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Reduce and describe floor item */ else { floor_item_increase(0 - item, -1); floor_item_optimize(0 - item); } /* Chance of breakage (during attacks) */ j = (hit_body ? breakage_chance(i_ptr) : 0); /* Drop (or break) near that location */ drop_near(i_ptr, j, y, x, TRUE); }
/** * This is a helper function used by do_cmd_throw and do_cmd_fire. * * It abstracts out the projectile path, display code, identify and clean up * logic, while using the 'attack' parameter to do work particular to each * kind of attack. */ static void ranged_helper(struct object *obj, int dir, int range, int shots, ranged_attack attack) { int i, j; char o_name[80]; int path_n; struct loc path_g[256]; /* Start at the player */ int x = player->px; int y = player->py; /* Predict the "target" location */ int ty = y + 99 * ddy[dir]; int tx = x + 99 * ddx[dir]; bool hit_target = FALSE; bool none_left = FALSE; struct object *missile; /* Check for target validity */ if ((dir == 5) && target_okay()) { int taim; target_get(&tx, &ty); taim = distance(y, x, ty, tx); if (taim > range) { char msg[80]; strnfmt(msg, sizeof(msg), "Target out of range by %d squares. Fire anyway? ", taim - range); if (!get_check(msg)) return; } } /* Sound */ sound(MSG_SHOOT); /* Describe the object */ object_desc(o_name, sizeof(o_name), obj, ODESC_FULL | ODESC_SINGULAR); /* Actually "fire" the object -- Take a partial turn */ player->upkeep->energy_use = (z_info->move_energy / shots); /* Calculate the path */ path_n = project_path(path_g, range, y, x, ty, tx, 0); /* Hack -- Handle stuff */ handle_stuff(player); /* Start at the player */ x = player->px; y = player->py; /* Project along the path */ for (i = 0; i < path_n; ++i) { struct monster *mon = NULL; int ny = path_g[i].y; int nx = path_g[i].x; bool see = square_isseen(cave, ny, nx); /* Stop before hitting walls */ if (!(square_ispassable(cave, ny, nx)) && !(square_isprojectable(cave, ny, nx))) break; /* Advance */ x = nx; y = ny; /* Tell the UI to display the missile */ event_signal_missile(EVENT_MISSILE, obj, see, y, x); /* Try the attack on the monster at (x, y) if any */ mon = square_monster(cave, y, x); if (mon) { int visible = mflag_has(mon->mflag, MFLAG_VISIBLE); bool fear = FALSE; const char *note_dies = monster_is_unusual(mon->race) ? " is destroyed." : " dies."; struct attack_result result = attack(obj, y, x); int dmg = result.dmg; u32b msg_type = result.msg_type; char hit_verb[20]; my_strcpy(hit_verb, result.hit_verb, sizeof(hit_verb)); mem_free(result.hit_verb); if (result.success) { hit_target = TRUE; object_notice_attack_plusses(obj); /* Learn by use for other equipped items */ equip_notice_to_hit_on_attack(player); /* No negative damage; change verb if no damage done */ if (dmg <= 0) { dmg = 0; msg_type = MSG_MISS; my_strcpy(hit_verb, "fails to harm", sizeof(hit_verb)); } if (!visible) { /* Invisible monster */ msgt(MSG_SHOOT_HIT, "The %s finds a mark.", o_name); } else { for (j = 0; j < (int)N_ELEMENTS(ranged_hit_types); j++) { char m_name[80]; const char *dmg_text = ""; if (msg_type != ranged_hit_types[j].msg) continue; if (OPT(show_damage)) dmg_text = format(" (%d)", dmg); monster_desc(m_name, sizeof(m_name), mon, MDESC_OBJE); if (ranged_hit_types[j].text) msgt(msg_type, "Your %s %s %s%s. %s", o_name, hit_verb, m_name, dmg_text, ranged_hit_types[j].text); else msgt(msg_type, "Your %s %s %s%s.", o_name, hit_verb, m_name, dmg_text); } /* Track this monster */ if (mflag_has(mon->mflag, MFLAG_VISIBLE)) { monster_race_track(player->upkeep, mon->race); health_track(player->upkeep, mon); } } /* Hit the monster, check for death */ if (!mon_take_hit(mon, dmg, &fear, note_dies)) { message_pain(mon, dmg); if (fear && mflag_has(mon->mflag, MFLAG_VISIBLE)) { char m_name[80]; monster_desc(m_name, sizeof(m_name), mon, MDESC_DEFAULT); add_monster_message(m_name, mon, MON_MSG_FLEE_IN_TERROR, TRUE); } } } /* Stop the missile */ break; } /* Stop if non-projectable but passable */ if (!(square_isprojectable(cave, ny, nx))) break; } /* Get the missile */ if (object_is_carried(player, obj)) missile = gear_object_for_use(obj, 1, TRUE, &none_left); else missile = floor_object_for_use(obj, 1, TRUE, &none_left); /* Drop (or break) near that location */ drop_near(cave, missile, breakage_chance(missile, hit_target), y, x, TRUE); }
/* * Throw an object from the pack or floor. * * Note: "unseen" monsters are very hard to hit. * * Should throwing a weapon do full damage? Should it allow the magic * to hit bonus of the weapon to have an effect? Should it ever cause * the item to be destroyed? Should it do any damage at all? */ void do_cmd_throw(cmd_code code, cmd_arg args[]) { int dir, item; int i, j, y, x; s16b ty, tx; int chance, tdam, tdis; int weight; object_type *o_ptr; object_type *i_ptr; object_type object_type_body; bool hit_body = FALSE; byte missile_attr; char missile_char; char o_name[80]; u32b msg_type = 0; int path_n; u16b path_g[256]; int msec = op_ptr->delay_factor * op_ptr->delay_factor; /* Get item to throw and direction in which to throw it. */ item = args[0].item; dir = args[1].direction; /* Make sure the player isn't throwing wielded items */ if (item >= INVEN_WIELD && item < QUIVER_START) { msg_print("You have cannot throw wielded items."); return; } /* Check the item being thrown is usable by the player. */ if (!item_is_available(item, NULL, (USE_EQUIP | USE_INVEN | USE_FLOOR))) { msg_format("That item is not within your reach."); return; } /* Get the object */ o_ptr = object_from_item_idx(item); object_notice_on_firing(o_ptr); /* Get local object */ i_ptr = &object_type_body; /* Obtain a local object */ object_copy(i_ptr, o_ptr); /* Distribute the charges of rods/wands/staves between the stacks */ distribute_charges(o_ptr, i_ptr, 1); /* Single object */ i_ptr->number = 1; /* Reduce and describe inventory */ if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Reduce and describe floor item */ else { floor_item_increase(0 - item, -1); floor_item_optimize(0 - item); } /* Description */ object_desc(o_name, sizeof(o_name), i_ptr, ODESC_FULL); /* Find the color and symbol for the object for throwing */ missile_attr = object_attr(i_ptr); missile_char = object_char(i_ptr); /* Enforce a minimum "weight" of one pound */ weight = ((i_ptr->weight > 10) ? i_ptr->weight : 10); /* Hack -- Distance -- Reward strength, penalize weight */ tdis = (adj_str_blow[p_ptr->state.stat_ind[A_STR]] + 20) * 10 / weight; /* Max distance of 10 */ if (tdis > 10) tdis = 10; /* Hack -- Base damage from thrown object */ tdam = damroll(i_ptr->dd, i_ptr->ds); if (!tdam) tdam = 1; tdam += i_ptr->to_d; /* Chance of hitting */ chance = (p_ptr->state.skills[SKILL_TO_HIT_THROW] + (p_ptr->state.to_h * BTH_PLUS_ADJ)); /* Take a turn */ p_ptr->energy_use = 100; /* Start at the player */ y = p_ptr->py; x = p_ptr->px; /* Predict the "target" location */ ty = p_ptr->py + 99 * ddy[dir]; tx = p_ptr->px + 99 * ddx[dir]; /* Check for "target request" */ if ((dir == 5) && target_okay()) { target_get(&tx, &ty); } /* Calculate the path */ path_n = project_path(path_g, tdis, p_ptr->py, p_ptr->px, ty, tx, 0); /* Hack -- Handle stuff */ handle_stuff(); /* Project along the path */ for (i = 0; i < path_n; ++i) { int ny = GRID_Y(path_g[i]); int nx = GRID_X(path_g[i]); /* Hack -- Stop before hitting walls */ if (!cave_floor_bold(ny, nx)) break; /* Advance */ x = nx; y = ny; /* Only do visuals if the player can "see" the missile */ if (player_can_see_bold(y, x)) { /* Visual effects */ print_rel(missile_char, missile_attr, y, x); move_cursor_relative(y, x); Term_fresh(); if (p_ptr->redraw) redraw_stuff(); Term_xtra(TERM_XTRA_DELAY, msec); light_spot(y, x); Term_fresh(); if (p_ptr->redraw) redraw_stuff(); } /* Delay anyway for consistency */ else { /* Pause anyway, for consistancy */ Term_xtra(TERM_XTRA_DELAY, msec); } /* Handle monster */ if (cave_m_idx[y][x] > 0) { monster_type *m_ptr = &mon_list[cave_m_idx[y][x]]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; int chance2 = chance - distance(p_ptr->py, p_ptr->px, y, x); int visible = m_ptr->ml; /* Note the collision */ hit_body = TRUE; /* Did we hit it (penalize range) */ if (test_hit(chance2, r_ptr->ac, m_ptr->ml)) { const char *hit_verb = "hits"; bool fear = FALSE; const slay_t *best_s_ptr = NULL; /* Assume a default death */ cptr note_dies = " dies."; /* Some monsters get "destroyed" */ if (monster_is_unusual(r_ptr)) { /* Special note at death */ note_dies = " is destroyed."; } /* Apply special damage - brought forward to fill in hit_verb XXX XXX XXX */ improve_attack_modifier(i_ptr, m_ptr, &best_s_ptr); if (best_s_ptr != NULL) { tdam *= best_s_ptr->mult; hit_verb = best_s_ptr->range_verb; } /* Apply special damage XXX XXX XXX */ tdam = critical_shot(i_ptr->weight, i_ptr->to_h, tdam, &msg_type); /* No negative damage; change verb if no damage done */ if (tdam <= 0) { tdam = 0; hit_verb = "fail to harm"; } /* Handle unseen monster */ if (!visible) { /* Invisible monster */ msg_format("The %s finds a mark.", o_name); } /* Handle visible monster */ else { char m_name[80]; /* Get "the monster" or "it" */ monster_desc(m_name, sizeof(m_name), m_ptr, 0); /* Tell the player what happened */ if (msg_type == MSG_SHOOT_HIT) message_format(MSG_SHOOT_HIT, 0, "The %s %s %s.", o_name, hit_verb, m_name); else { if (msg_type == MSG_HIT_GOOD) { message_format(MSG_HIT_GOOD, 0, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a good hit!"); } else if (msg_type == MSG_HIT_GREAT) { message_format(MSG_HIT_GREAT, 0, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a great hit!"); } else if (msg_type == MSG_HIT_SUPERB) { message_format(MSG_HIT_SUPERB, 0, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a superb hit!"); } } /* Hack -- Track this monster race */ if (m_ptr->ml) monster_race_track(m_ptr->r_idx); /* Hack -- Track this monster */ if (m_ptr->ml) health_track(cave_m_idx[y][x]); } /* Learn the bonuses */ /* XXX Eddie This is messed up, better done for firing, */ /* should use that method [split last] instead */ /* check if inven_optimize removed what o_ptr referenced */ if (object_similar(i_ptr, o_ptr, OSTACK_PACK)) object_notice_attack_plusses(o_ptr); object_notice_attack_plusses(i_ptr); /* Complex message */ if (p_ptr->wizard) msg_format("You do %d (out of %d) damage.", tdam, m_ptr->hp); /* Hit the monster, check for death */ if (mon_take_hit(cave_m_idx[y][x], tdam, &fear, note_dies)) { /* Dead monster */ } /* No death */ else { /* Message */ message_pain(cave_m_idx[y][x], tdam); /* Take note */ if (fear && m_ptr->ml) { char m_name[80]; /* Get the monster name (or "it") */ monster_desc(m_name, sizeof(m_name), m_ptr, 0); /* Message */ message_format(MSG_FLEE, m_ptr->r_idx, "%^s flees in terror!", m_name); } } } /* Stop looking */ break; } } /* Chance of breakage (during attacks) */ j = (hit_body ? breakage_chance(i_ptr) : 0); /* Drop (or break) near that location */ drop_near(i_ptr, j, y, x, TRUE); }