示例#1
0
/*
 * Attack the player via physical attacks.
 */
bool make_attack_normal(int m_idx)
{
	monster_type *m_ptr = &mon_list[m_idx];

	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	monster_lore *l_ptr = &l_list[m_ptr->r_idx];

	int ap_cnt;

	int i, k, tmp, ac, rlev;
	int do_cut, do_stun;

	s32b gold;

	object_type *o_ptr;

	char o_name[80];

	char m_name[80];

	char ddesc[80];

	bool blinked;


	/* 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);


	/* Get the monster name (or "it") */
	monster_desc(m_name, sizeof(m_name), m_ptr, 0);

	/* Get the "died from" information (i.e. "a kobold") */
	monster_desc(ddesc, sizeof(ddesc), m_ptr, 0x88);


	/* Assume no blink */
	blinked = FALSE;

	/* Scan through all blows */
	for (ap_cnt = 0; ap_cnt < MONSTER_BLOW_MAX; 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;


		/* 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_HALLU:     power = 10; break;
		}


		/* Monster hits player */
		if (!effect || check_hit(power, rlev))
		{
			/* Always disturbing */
			disturb(1, 0);


			/* 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)
				{
					l_ptr->flags3 |= (RF3_EVIL);
				}

				/* Message */
				msg_format("%^s is repelled.", m_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;
					break;
				}

				case RBM_TOUCH:
				{
					act = "touches you.";
					break;
				}

				case RBM_PUNCH:
				{
					act = "punches you.";
					do_stun = 1;
					break;
				}

				case RBM_KICK:
				{
					act = "kicks you.";
					do_stun = 1;
					break;
				}

				case RBM_CLAW:
				{
					act = "claws you.";
					do_cut = 1;
					break;
				}

				case RBM_BITE:
				{
					act = "bites you.";
					do_cut = 1;
					break;
				}

				case RBM_STING:
				{
					act = "stings you.";
					break;
				}

				case RBM_XXX1:
				{
					act = "XXX1's you.";
					break;
				}

				case RBM_BUTT:
				{
					act = "butts you.";
					do_stun = 1;
					break;
				}

				case RBM_CRUSH:
				{
					act = "crushes you.";
					do_stun = 1;
					break;
				}

				case RBM_ENGULF:
				{
					act = "engulfs you.";
					break;
				}

				case RBM_XXX2:
				{
					act = "XXX2's you.";
					break;
				}

				case RBM_CRAWL:
				{
					act = "crawls on you.";
					break;
				}

				case RBM_DROOL:
				{
					act = "drools on you.";
					break;
				}

				case RBM_SPIT:
				{
					act = "spits on you.";
					break;
				}

				case RBM_XXX3:
				{
					act = "XXX3's on you.";
					break;
				}

				case RBM_GAZE:
				{
					act = "gazes at you.";
					break;
				}

				case RBM_WAIL:
				{
					act = "wails at you.";
					break;
				}

				case RBM_SPORE:
				{
					act = "releases spores at you.";
					break;
				}

				case RBM_XXX4:
				{
					act = "projects XXX4's at you.";
					break;
				}

				case RBM_BEG:
				{
					act = "begs you for money.";
					break;
				}

				case RBM_INSULT:
				{
					act = desc_insult[rand_int(MAX_DESC_INSULT)];
					break;
				}

				case RBM_MOAN:
				{
					act = desc_moan[rand_int(MAX_DESC_MOAN)];
					break;
				}

				case RBM_XXX5:
				{
					act = "XXX5's you.";
					break;
				}
			}

			/* Message */
			if (act) msg_format("%^s %s", m_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 */
					take_hit(damage, ddesc);

					break;
				}

				case RBE_POISON:
				{
					/* Take 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_RES_POIS);

					break;
				}

				case RBE_UN_BONUS:
				{
					/* Take 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_RES_DISEN);

					break;
				}

				case RBE_UN_POWER:
				{
					/* Take 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 = &inventory[i];

						/* Skip non-objects */
						if (!o_ptr->k_idx) continue;

						/* Drain charged wands/staffs */
						if (((o_ptr->tval == TV_STAFF) ||
						     (o_ptr->tval == TV_WAND)) &&
						    (o_ptr->pval > 0))
						{
							/* Calculate healed hitpoints */
							int heal = rlev * o_ptr->pval * o_ptr->number;

							/* Don't heal more than max hp */
							heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);

							/* Message */
							msg_print("Energy drains from your pack!");

							/* Obvious */
							obvious = TRUE;

							/* Heal */
							m_ptr->hp += heal;

							/* Redraw (later) if needed */
							if (p_ptr->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 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!");
						}

						/* Redraw gold */
						p_ptr->redraw |= (PR_GOLD);

						/* Window stuff */
						p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);

						/* Blink away */
						blinked = TRUE;
					}

					break;
				}

				case RBE_EAT_ITEM:
				{
					/* Take 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++)
					{
						object_type *i_ptr;
						object_type object_type_body;

						/* Pick an item */
						i = rand_int(INVEN_PACK);

						/* Obtain the item */
						o_ptr = &inventory[i];

						/* Skip non-objects */
						if (!o_ptr->k_idx) continue;

						/* Skip artifacts */
						if (artifact_p(o_ptr)) continue;

						/* Get a description */
						object_desc(o_name, sizeof(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));

						/* Get local object */
						i_ptr = &object_type_body;

						/* Obtain local object */
						object_copy(i_ptr, o_ptr);

						/* Modify number */
						i_ptr->number = 1;

						/* Carry the object */
						(void)monster_carry(m_idx, i_ptr);

						/* Steal the items */
						inven_item_increase(i, -1);
						inven_item_optimize(i);

						/* Obvious */
						obvious = TRUE;

						/* Blink away */
						blinked = TRUE;

						/* Done */
						break;
					}

					break;
				}

				case RBE_EAT_FOOD:
				{
					/* Take 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 = &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, sizeof(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 */
						inven_item_increase(i, -1);
						inven_item_optimize(i);

						/* Obvious */
						obvious = TRUE;

						/* Done */
						break;
					}

					break;
				}

				case RBE_EAT_LITE:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Get the lite */
					o_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_RES_ACID);

					break;
				}

				case RBE_ELEC:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are struck by electricity!");

					/* Take damage (special) */
					elec_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_ELEC);

					break;
				}

				case RBE_FIRE:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are enveloped in flames!");

					/* Take damage (special) */
					fire_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_FIRE);

					break;
				}

				case RBE_COLD:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are covered with frost!");

					/* Take damage (special) */
					cold_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_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_RES_BLIND);

					break;
				}

				case RBE_CONFUSE:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "confused" */
					if (!p_ptr->resist_confu)
					{
						if (set_confused(p_ptr->confused + 3 + randint(rlev)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_CONFU);

					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_RES_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(p_ptr->paralyzed + 3 + randint(rlev)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_FREE);

					break;
				}

				case RBE_LOSE_STR:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_STR)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_INT:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_INT)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_WIS:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_WIS)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_DEX:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_DEX)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_CON:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_CON)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_CHR:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_CHR)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_ALL:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stats) */
					if (do_dec_stat(A_STR)) obvious = TRUE;
					if (do_dec_stat(A_DEX)) obvious = TRUE;
					if (do_dec_stat(A_CON)) obvious = TRUE;
					if (do_dec_stat(A_INT)) obvious = TRUE;
					if (do_dec_stat(A_WIS)) obvious = TRUE;
					if (do_dec_stat(A_CHR)) 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) 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_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_RES_CHAOS);

					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;

				/* 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;

				/* 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);
			}
		}

		/* 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_XXX2:

				/* Visible monsters */
				if (m_ptr->ml)
				{
					/* Disturbing */
					disturb(1, 0);

					/* 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 || (l_ptr->blows[ap_cnt] > 10))
			{
				/* Count attacks of this type */
				if (l_ptr->blows[ap_cnt] < MAX_UCHAR)
				{
					l_ptr->blows[ap_cnt]++;
				}
			}
		}
	}


	/* Blink away */
	if (blinked)
	{
		msg_print("There is a puff of smoke!");
		teleport_away(m_idx, MAX_SIGHT * 2 + 5);
	}


	/* Always notice cause of death */
	if (p_ptr->is_dead && (l_ptr->deaths < MAX_SHORT))
	{
		l_ptr->deaths++;
	}


	/* Assume we attacked */
	return (TRUE);
}
示例#2
0
/**
 * Handle player hitting a real trap.  Rewritten in Oangband to allow a
 * greater variety of traps, with effects controlled by dungeon level.
 * To allow a trap to choose one of a variety of effects consistantly,
 * the quick RNG is often used, and xy coordinates input as a seed value.
 */
extern void hit_trap(int y, int x)
{
    int i, j, k, num;
    int dam = 0;

    int nastyness, selection;

    feature_type *f_ptr = &f_info[cave_feat[y][x]];

    cptr name = f_ptr->name;

    /* Use the "simple" RNG to insure that traps are consistant. */
    Rand_quick = TRUE;

    /* Use the coordinates of the trap to seed the RNG. */
    Rand_value = y * x;

    /* Disturb the player */
    disturb(0, 0);

    /* Analyze XXX XXX XXX */
    switch (cave_feat[y][x]) {
    /* trap door. */
    case FEAT_TRAP_HEAD + 0x00:
    {
        Rand_quick = FALSE;

        /* Paranoia -NRM- */
        if (((stage_map[p_ptr->stage][STAGE_TYPE] == CAVE)
                || (stage_map[p_ptr->stage][STAGE_TYPE] == VALLEY))
                && (!stage_map[p_ptr->stage][DOWN])) {
            cave_info[y][x] &= ~(CAVE_MARK);
            cave_set_feat(y, x, FEAT_FLOOR);
            msg_print("The trap fails!");
            break;
        }


        msg_print("You fall through a trap door!");
        if (p_ptr->state.ffall) {
            notice_obj(OF_FEATHER, 0);
            msg_print("You float gently down to the next level.");
        } else {
            dam = damroll(2, 8);
            take_hit(dam, name);
        }
        /* Remember where we came from */
        p_ptr->last_stage = p_ptr->stage;

        if (!stage_map[p_ptr->stage][DOWN]) {
            /* Set the ways forward and back */
            stage_map[255][UP] = p_ptr->stage;
            stage_map[p_ptr->stage][DOWN] = 255;
            stage_map[255][DEPTH] = p_ptr->depth + 1;
        }

        /* New stage */
        p_ptr->stage = stage_map[p_ptr->stage][DOWN];

        /* New depth */
        p_ptr->depth = stage_map[p_ptr->stage][DEPTH];

        /* Leaving */
        p_ptr->leaving = TRUE;

        Rand_quick = TRUE;

        break;
    }

    /* pits. */
    case FEAT_TRAP_HEAD + 0x01:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(20) == 1)
            nastyness += 20;
        else if (randint1(5) == 1)
            nastyness += 10;

        /* Player is now in pit. */
        monster_swap(p_ptr->py, p_ptr->px, y, x);

        /* Center on player. */
        y = p_ptr->py;
        x = p_ptr->px;

        /* pit of daggers. */
        if ((nastyness > 80) && (randint1(3) != 3)) {
            msg_print("You fall into a pit of daggers!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid setting off the daggers.");
            }

            else {
                /* a trap of morgul. */
                if (randint1(6) == 1) {
                    Rand_quick = FALSE;


                    msg_print
                    ("A single coldly gleaming dagger pierces you deeply!");
                    msg_print
                    ("You feel a deadly chill slowly withering your soul.");

                    /* activate the Black Breath. */
                    p_ptr->black_breath = TRUE;

                    /* lots of damage. */
                    dam = damroll(20, 15);

                    /* undead may be attracted. */
                    if (randint1(2) == 1) {
                        msg_print
                        ("Undead suddenly appear and call you to them!");

                        k = randint1(3) + 2;
                        for (i = 0; i < k; i++) {
                            summon_specific(y, x, FALSE, p_ptr->depth,
                                            SUMMON_UNDEAD);
                        }
                    }

                    /* morgul-traps are one-time only. */
                    cave_info[y][x] &= ~(CAVE_MARK);
                    cave_set_feat(y, x, FEAT_FLOOR);

                    Rand_quick = TRUE;
                }

                else {
                    Rand_quick = FALSE;

                    /* activate the ordinary daggers. */
                    msg_print("Daggers pierce you everywhere!");

                    k = randint1(10) + 5;
                    for (i = 0; i < k; i++) {
                        dam += damroll(3, 4);
                    }

                    Rand_quick = TRUE;
                }

                /* cut the player. */
                (void) inc_timed(TMD_CUT, randint1(dam), TRUE);

                /* Take the damage. */
                take_hit(dam, name);
            }
        }

        /* poisoned spiked pit. */
        else if ((nastyness > 55) && (randint1(3) != 3)) {
            msg_print("You fall into a spiked pit!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid touching the spikes.");
            }

            else {
                Rand_quick = FALSE;

                /* Base damage */
                dam = damroll(2, 6);

                /* Extra spike damage */
                if (randint0(100) < 85) {
                    bool was_poisoned;

                    msg_print("You are impaled on poisonous spikes!");

                    dam = dam * (randint1(6) + 3);
                    (void) inc_timed(TMD_CUT, randint1(dam), TRUE);

                    was_poisoned = pois_hit(dam);

                    if (!was_poisoned)
                        msg_print("The poison does not affect you!");
                }

                /* Take the damage */
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        /* spiked pit. */
        else if ((nastyness > 30) && (randint1(3) != 3)) {
            msg_print("You fall into a spiked pit!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid touching the spikes.");
            }

            else {
                Rand_quick = FALSE;

                /* Base damage */
                dam = damroll(2, 6);

                /* Extra spike damage */
                if (randint0(100) < 85) {
                    msg_print("You are impaled!");

                    dam = dam * (2 + randint1(4));
                    (void) inc_timed(TMD_CUT, randint1(dam), TRUE);
                }

                /* Take the damage */
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        /* ordinary pit in all other cases. */
        else {
            msg_print("You fall into a pit!");
            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the bottom of the pit.");
            } else {
                Rand_quick = FALSE;

                dam = damroll(2, 6);
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        break;
    }

    /* stat-reducing dart traps. */
    case FEAT_TRAP_HEAD + 0x02:
    {
        /* decide if the dart hits. */
        if (check_trap_hit(50 + p_ptr->depth)) {
            /* select a stat to drain. */
            selection = randint0(6);

            Rand_quick = FALSE;

            msg_print("A small dart hits you!");
            dam = damroll(1, 4);
            take_hit(dam, name);

            /* Determine how dangerous the trap is allowed to be. */
            nastyness = randint1(p_ptr->depth);

            /* decide how much to drain the stat by. */
            if ((nastyness > 50) && (randint1(3) == 1)) {
                num = randint1(4);
            } else
                num = 1;

            /* drain the stat. */
            for (i = 0; i < num; i++) {
                (void) do_dec_stat(selection);
            }

            Rand_quick = TRUE;
        } else {
            msg_print("A small dart barely misses you.");
        }
        break;
    }

    /* discolored spots. */
    case FEAT_TRAP_HEAD + 0x03:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(5) == 1)
            nastyness += 10;

        /* pick a elemental attack type. */
        selection = randint1(4);


        /* electicity trap. */
        if (selection == 1) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are struck by lightning!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You get zapped!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            elec_dam(dam, "an electricity trap");
            Rand_quick = TRUE;

        }

        /* frost trap. */
        if (selection == 2) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are lost within a blizzard!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are coated in frost!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            cold_dam(dam, "a frost trap");
            Rand_quick = TRUE;
        }

        /* fire trap. */
        if (selection == 3) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are enveloped in a column of fire!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are surrounded by flames!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            fire_dam(dam, "a fire trap");
            Rand_quick = TRUE;
        }

        /* acid trap. */
        if (selection == 4) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("A cauldron of acid is tipped over your head!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are splashed with acid!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            acid_dam(dam, "an acid trap");
            Rand_quick = TRUE;
        }

        break;
    }

    /* gas traps. */
    case FEAT_TRAP_HEAD + 0x04:
    {
        selection = randint1(4);

        /* blinding trap. */
        if (selection == 1) {
            msg_print("You are surrounded by a black gas!");
            if (!p_ptr->state.no_blind) {
                Rand_quick = FALSE;

                (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE);

                Rand_quick = TRUE;
            }
        } else
            notice_obj(OF_SEEING, 0);

        /* confusing trap. */
        if (selection == 2) {
            msg_print
            ("You are surrounded by a gas of scintillating colors!");
            if (!p_resist_good(P_RES_CONFU)) {
                Rand_quick = FALSE;

                (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);

                Rand_quick = TRUE;
            } else
                notice_other(IF_RES_CONFU, 0);
        }

        /* poisoning trap. */
        if (selection == 3) {
            msg_print("You are surrounded by a pungent green gas!");

            Rand_quick = FALSE;

            pois_hit(25);

            Rand_quick = TRUE;
        }

        /* sleeping trap. */
        if (selection == 4) {
            msg_print("You are surrounded by a strange white mist!");
            if (!p_ptr->state.free_act) {
                (void) inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE);
            } else
                notice_obj(OF_FREE_ACT, 0);
        }

        break;
    }

    /* summoning traps. */
    case FEAT_TRAP_HEAD + 0x05:
    {
        sound(MSG_SUM_MONSTER);
        /* sometimes summon thieves. */
        if ((p_ptr->depth > 8) && (randint1(5) == 1)) {
            msg_print("You have aroused a den of thieves!");

            Rand_quick = FALSE;

            num = 2 + randint1(3);
            for (i = 0; i < num; i++) {
                (void) summon_specific(y, x, FALSE, p_ptr->depth,
                                       SUMMON_THIEF);
            }

            Rand_quick = TRUE;
        }

        /* sometimes summon a nasty unique. */
        else if (randint1(8) == 1) {
            msg_print("You are enveloped in a cloud of smoke!");

            Rand_quick = FALSE;

            (void) summon_specific(y, x, FALSE, p_ptr->depth + 5,
                                   SUMMON_UNIQUE);

            Rand_quick = TRUE;
        }

        /* otherwise, the ordinary summon monsters. */
        else {
            msg_print("You are enveloped in a cloud of smoke!");

            Rand_quick = FALSE;

            num = 2 + randint1(3);
            for (i = 0; i < num; i++) {
                (void) summon_specific(y, x, FALSE, p_ptr->depth, 0);
            }

            Rand_quick = TRUE;
        }

        /* these are all one-time traps. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        break;
    }

    /* dungeon alteration traps. */
    case FEAT_TRAP_HEAD + 0x06:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(5) == 1)
            nastyness += 10;

        /* make room for alterations. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        /* Everything truely random from here on. */
        Rand_quick = FALSE;

        /* dungeon destruction trap. */
        if ((nastyness > 60) && (randint1(12) == 1)) {
            msg_print
            ("A ear-splitting howl shatters your mind as the dungeon is smashed by hammer blows!");

            (void) destroy_level(FALSE);

            /* the player is hard-hit. */
            (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);
            (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE);
            (void) inc_timed(TMD_STUN, randint1(50) + 50, TRUE);
            dam = damroll(15, 15);
            take_hit(dam, name);
        }

        /* earthquake trap. */
        else if ((nastyness > 20) && (randint1(4) == 1)) {
            msg_print("A tremor shakes the earth around you");
            earthquake(y, x, 10, FALSE);
        }

        /* falling rock trap. */
        else if ((nastyness > 4) && (randint1(2) == 1)) {
            msg_print("A rock falls on your head.");
            dam = damroll(2, 10);
            take_hit(dam, name);

            (void) inc_timed(TMD_STUN, randint1(10) + 10, TRUE);
        }

        /* a few pebbles. */
        else {
            msg_print("A bunch of pebbles rain down on you.");
            dam = damroll(1, 8);
            take_hit(dam, name);
        }

        Rand_quick = TRUE;

        break;
    }

    /* various char and equipment-alteration traps, lumped together to
     * avoid any one effect being too common (some of them can be rather
     * nasty). */
    case FEAT_TRAP_HEAD + 0x07:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint0(100);

        /* these are all one-time traps. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        /* Everything truely random from here on. */
        Rand_quick = FALSE;

        /* trap of drain wands. */
        if (nastyness < 15) {
            /* Hold the object information. */
            object_type *o_ptr;

            /* Find an item */
            for (i = 0; i < 20; i++) {
                /* Pick an item */
                i = randint0(INVEN_PACK - p_ptr->pack_size_reduce);

                /* Obtain the item */
                o_ptr = &p_ptr->inventory[i];

                /* use "num" to decide if a item can be uncharged.  By
                 * default, assume it can't. */
                num = 0;

                /* Skip non-objects */
                if (!o_ptr->k_idx)
                    continue;

                /* Drain charged wands/staffs/rods */
                if ((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)
                        || (o_ptr->tval == TV_ROD)) {
                    /* case of charged wands/staffs. */
                    if (((o_ptr->tval == TV_STAFF)
                            || (o_ptr->tval == TV_WAND)) && (o_ptr->pval))
                        num = 1;

                    /* case of charged rods. */
                    if ((o_ptr->tval == TV_ROD)
                            && (o_ptr->timeout < randcalc(o_ptr->time, 0,
                                                          MINIMISE)))
                        num = 1;


                    if (num == 1) {
                        /* Message */
                        msg_print("Energy drains from your pack!");

                        /* Uncharge */
                        if ((o_ptr->tval == TV_STAFF)
                                || (o_ptr->tval == TV_WAND))
                            o_ptr->pval = 0;

                        if (o_ptr->tval == TV_ROD)
                            o_ptr->timeout = randcalc(o_ptr->time, 0, RANDOMISE) * o_ptr->number * 2;


                        /* Combine / Reorder the pack */
                        p_ptr->notice |= (PN_COMBINE | PN_REORDER);

                        /* not more than one inventory slot effected. */
                        break;
                    } else
                        continue;
                }
            }
        }

        /* trap of forgetting. */
        else if (nastyness < 35) {
            if (check_save(100)) {
                msg_print("You hang on to your memories!");
            } else if (lose_all_info()) {
                msg_print("Your memories fade away.");
            }
        }

        /* trap of alter reality. */
        else if (nastyness < 50) {
            if (OPT(adult_ironman))
                msg_print("Nothing happens.");
            else {
                msg_print("The world changes!");

                /* Leaving */
                p_ptr->leaving = TRUE;
            }
        }

        /* trap of remold player. */
        else if (nastyness < 75) {
            int max1, cur1, max2, cur2, ii, jj;

            msg_print("You feel yourself being twisted by wild magic!");

            if (check_save(100)) {
                msg_print("You resist the effects!");
            } else {
                msg_print("Your body starts to scramble...");

                /* Pick a pair of stats */
                ii = randint0(6);
                for (jj = ii; jj == ii; jj = randint0(6))	/* loop */
                    ;

                max1 = p_ptr->stat_max[ii];
                cur1 = p_ptr->stat_cur[ii];
                max2 = p_ptr->stat_max[jj];
                cur2 = p_ptr->stat_cur[jj];

                p_ptr->stat_max[ii] = max2;
                p_ptr->stat_cur[ii] = cur2;
                p_ptr->stat_max[jj] = max1;
                p_ptr->stat_cur[jj] = cur1;

                p_ptr->update |= (PU_BONUS);
            }
        }

        /* time ball trap. */
        else if (nastyness < 90) {
            msg_print("You feel time itself assault you!");

            /* Target the player with a radius 0 ball attack. */
            fire_meteor(0, GF_TIME, p_ptr->py, p_ptr->px, 75, 0, TRUE);
        }

        /* trap of bugs gone berserk. */
        else {
            /* explain what the dickens is going on. */
            msg_print("GRUESOME Gnawing Bugs leap out at you!");

            if (!p_resist_good(P_RES_CONFU)) {
                (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);
            } else
                notice_other(IF_RES_CONFU, 0);

            if (!p_resist_good(P_RES_CHAOS)) {
                (void) inc_timed(TMD_IMAGE, randint1(40), TRUE);
            } else
                notice_other(IF_RES_CHAOS, 0);

            /* XXX (hard coded) summon 3-6 bugs. */
            k = randint1(4) + 2;
            for (i = 0; i < k; ++i) {
                /* Look for a location */
                for (j = 0; j < 20; ++j) {
                    /* Pick a (scattered) distance. */
                    int d = (j / 10) + randint1(3);

                    /* Pick a location */
                    scatter(&y, &x, y, x, d, 0);

                    /* Require passable terrain */
                    if (!cave_passable_bold(y, x))
                        continue;

                    /* Hack -- no summon on glyph of warding */
                    if (cave_feat[y][x] == FEAT_RUNE_PROTECT)
                        continue;

                    /* Okay */
                    break;
                }

                /* Attempt to place the awake bug */
                place_monster_aux(y, x, 453, FALSE, TRUE);
            }

            /* herald the arrival of bugs. */
            msg_print("AAAAAAAHHHH! THEY'RE EVERYWHERE!");
        }

        Rand_quick = TRUE;

        break;
    }

    /* teleport trap */
    case FEAT_TRAP_HEAD + 0x08:
    {
        if (stage_map[p_ptr->stage][STAGE_TYPE] >= CAVE)
            msg_print("You teleport across the dungeon.");
        else
            msg_print("You teleport across the wilderness.");

        Rand_quick = FALSE;

        teleport_player(250, FALSE);

        Rand_quick = TRUE;

        break;
    }

    /* murder holes. */
    case FEAT_TRAP_HEAD + 0x09:
    {
        /* hold the object info. */
        object_type *o_ptr;
        object_type object_type_body;

        /* hold the missile type and name. */
        int sval = 0;
        int tval = 0;
        cptr missile_name = "";



        /* Determine the missile type and base damage. */
        if (randint1(3) == 1) {
            if (p_ptr->depth < 40) {
                missile_name = "shot";
                dam = damroll(2, 3);
                tval = TV_SHOT;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker shot";
                dam = damroll(3, 7);
                tval = TV_SHOT;
                sval = SV_AMMO_HEAVY;
            }
        }

        else if (randint1(2) == 1) {
            if (p_ptr->depth < 55) {
                missile_name = "arrow";
                dam = damroll(2, 4);
                tval = TV_ARROW;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker arrow";
                dam = damroll(3, 9);
                tval = TV_ARROW;
                sval = SV_AMMO_HEAVY;
            }
        }

        else {
            if (p_ptr->depth < 65) {
                missile_name = "bolt";
                dam = damroll(2, 5);
                tval = TV_BOLT;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker bolt";
                dam = damroll(3, 11);
                tval = TV_BOLT;
                sval = SV_AMMO_HEAVY;
            }
        }

        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            msg_format("A %s hits you from above.", missile_name);

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was well-aimed!");
                dam *= 1 + randint1(2);
            }
            if (randint1(2) == 1) {
                msg_print("It gouges you!");
                dam = 3 * dam / 2;

                /* cut the player. */
                (void) inc_timed(TMD_CUT, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_format("A %s wizzes by your head.", missile_name);

        /* these will eventually run out of ammo. */

        Rand_quick = FALSE;

        if (randint0(8) == 0) {
            cave_info[y][x] &= ~(CAVE_MARK);
            cave_set_feat(y, x, FEAT_FLOOR);
        }

        Rand_quick = TRUE;

        /* Get local object */
        o_ptr = &object_type_body;

        /* Make a missile, identify it, and drop it near the player. */
        object_prep(o_ptr, lookup_kind(tval, sval), MINIMISE);
        object_aware(o_ptr);
        object_known(o_ptr);
        drop_near(o_ptr, -1, y, x, TRUE);

        break;
    }

    /* falling tree branch */
    case FEAT_TRAP_HEAD + 0x0A:
    {
        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            /* Take damage */
            dam = damroll(3, 5);
            msg_print("A branch hits you from above.");

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was heavy!");
                dam = 3 * dam / 2;

                /* stun the player. */
                (void) inc_timed(TMD_STUN, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_print("A falling branch just misses you.");

        /* No more */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_TREE);

        break;
    }

    /* falling tree branch */
    case FEAT_TRAP_HEAD + 0x0B:
    {
        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            /* Take damage */
            dam = damroll(3, 5);
            msg_print("A branch hits you from above.");

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was heavy!");
                dam = 3 * dam / 2;

                /* stun the player. */
                (void) inc_timed(TMD_STUN, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_print("A falling branch just misses you.");

        /* No more */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_TREE2);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0C:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0D:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0E:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0F:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    }

    /* Revert to usage of the complex RNG. */
    Rand_quick = FALSE;
}