}
+#define BLOW_EFFECT_TYPE_NONE 0
+#define BLOW_EFFECT_TYPE_FEAR 1
+#define BLOW_EFFECT_TYPE_SLEEP 2
+#define BLOW_EFFECT_TYPE_HEAL 3
+
+
/* Monster attacks monster */
static bool monst_attack_monst(int m_idx, int t_idx)
{
int ap_cnt;
int ac, rlev, pt;
char m_name[80], t_name[80];
- char temp[80];
- bool blinked, heal_effect;
+ char temp[MAX_NLEN];
+ bool blinked;
bool explode = FALSE, touched = FALSE, fear = FALSE;
int y_saver = t_ptr->fy;
int x_saver = t_ptr->fx;
+ int effect_type;
bool see_m = is_seen(m_ptr);
bool see_t = is_seen(t_ptr);
/* Roll out the damage */
damage = damroll(d_dice, d_side);
- /* Assume no healing effect */
- heal_effect = FALSE;
+ /* Assume no effect */
+ effect_type = BLOW_EFFECT_TYPE_NONE;
pt = GF_MISSILE;
switch (effect)
{
case 0:
- {
- damage = 0;
- pt = 0;
- break;
- }
+ case RBE_DR_MANA:
+ damage = pt = 0;
+ break;
case RBE_SUPERHURT:
+ if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
{
- if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
- int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
- damage = MAX(damage, tmp_damage*2);
- break;
- }
- }
- case RBE_HURT:
- {
- damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+ int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
+ damage = MAX(damage, tmp_damage * 2);
break;
}
+ /* Fall through */
+
+ case RBE_HURT:
+ damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+ break;
+
case RBE_POISON:
case RBE_DISEASE:
- {
- pt = GF_POIS;
- break;
- }
+ pt = GF_POIS;
+ break;
case RBE_UN_BONUS:
case RBE_UN_POWER:
- {
- pt = GF_DISENCHANT;
- break;
- }
-
- case RBE_EAT_FOOD:
- case RBE_EAT_LITE:
- case RBE_DR_MANA:
- {
- pt = damage = 0;
- break;
- }
+ pt = GF_DISENCHANT;
+ break;
case RBE_EAT_ITEM:
case RBE_EAT_GOLD:
- {
- pt = damage = 0;
- if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
- break;
- }
+ if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
+ break;
+
+ case RBE_EAT_FOOD:
+ case RBE_EAT_LITE:
+ case RBE_BLIND:
+ case RBE_LOSE_STR:
+ case RBE_LOSE_INT:
+ case RBE_LOSE_WIS:
+ case RBE_LOSE_DEX:
+ case RBE_LOSE_CON:
+ case RBE_LOSE_CHR:
+ case RBE_LOSE_ALL:
+ break;
case RBE_ACID:
- {
- pt = GF_ACID;
- break;
- }
+ pt = GF_ACID;
+ break;
case RBE_ELEC:
- {
- pt = GF_ELEC;
- break;
- }
+ pt = GF_ELEC;
+ break;
case RBE_FIRE:
- {
- pt = GF_FIRE;
- break;
- }
+ pt = GF_FIRE;
+ break;
case RBE_COLD:
- {
- pt = GF_COLD;
- break;
- }
-
- case RBE_BLIND:
- {
- break;
- }
+ pt = GF_COLD;
+ break;
case RBE_CONFUSE:
- {
- pt = GF_CONFUSION;
- break;
- }
+ pt = GF_CONFUSION;
+ break;
case RBE_TERRIFY:
- {
- pt = GF_TURN_ALL;
- break;
- }
+ effect_type = BLOW_EFFECT_TYPE_FEAR;
+ break;
case RBE_PARALYZE:
- {
- pt = GF_OLD_SLEEP; /* sort of close... */
- break;
- }
+ effect_type = BLOW_EFFECT_TYPE_SLEEP;
+ break;
- case RBE_LOSE_STR:
- case RBE_LOSE_INT:
- case RBE_LOSE_WIS:
- case RBE_LOSE_DEX:
- case RBE_LOSE_CON:
- case RBE_LOSE_CHR:
- case RBE_LOSE_ALL:
- {
- break;
- }
case RBE_SHATTER:
- {
- damage -= (damage * ((ac < 150) ? ac : 150) / 250);
- if (damage > 23)
- {
- earthquake(m_ptr->fy, m_ptr->fx, 8);
- }
- break;
- }
+ damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+ if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
+ break;
+
case RBE_EXP_10:
case RBE_EXP_20:
case RBE_EXP_40:
case RBE_EXP_80:
- {
- pt = GF_NETHER;
- break;
- }
+ pt = GF_NETHER;
+ break;
+
case RBE_TIME:
- {
- pt = GF_TIME;
- break;
- }
+ pt = GF_TIME;
+ break;
+
case RBE_EXP_VAMP:
- {
- pt = GF_OLD_DRAIN;
- heal_effect = TRUE;
- break;
- }
+ pt = GF_OLD_DRAIN;
+ effect_type = BLOW_EFFECT_TYPE_HEAL;
+ break;
+
+ case RBE_INERTIA:
+ pt = GF_INERTIA;
+ break;
+
+ case RBE_STUN:
+ pt = GF_SOUND;
+ break;
default:
- {
- pt = 0;
- break;
- }
+ pt = 0;
+ break;
}
if (pt)
if (!explode)
{
project(m_idx, 0, t_ptr->fy, t_ptr->fx,
- (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+ damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
}
- if (heal_effect)
+ switch (effect_type)
{
+ case BLOW_EFFECT_TYPE_FEAR:
+ project(m_idx, 0, t_ptr->fy, t_ptr->fx,
+ damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+ break;
+
+ case BLOW_EFFECT_TYPE_SLEEP:
+ project(m_idx, 0, t_ptr->fy, t_ptr->fx,
+ r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+ break;
+
+ case BLOW_EFFECT_TYPE_HEAL:
if ((monster_living(tr_ptr)) && (damage > 2))
{
bool did_heal = FALSE;
if (see_m && did_heal)
{
#ifdef JP
-msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
+ msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
#else
msg_format("%^s appears healthier.", m_name);
#endif
-
}
}
+ break;
}
if (touched)
/* Blink away */
if (blinked && m_ptr->r_idx)
{
- if (see_m)
+ if (teleport_barrier(m_idx))
{
+ if (see_m)
+ {
#ifdef JP
- msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
+ msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²...¤è¤¦¤È¤·¤¿¤¬¥Ð¥ê¥¢¤ËËɤ¬¤ì¤¿¡£");
#else
- msg_print("The thief flees laughing!");
+ msg_print("The thief flees laughing...? But magic barrier obstructs it.");
#endif
+ }
+ else if (known)
+ {
+ mon_fight = TRUE;
+ }
}
- else if (known)
+ else
{
- mon_fight = TRUE;
- }
+ if (see_m)
+ {
+#ifdef JP
+ msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
+#else
+ msg_print("The thief flees laughing!");
+#endif
+ }
+ else if (known)
+ {
+ mon_fight = TRUE;
+ }
- teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE, FALSE);
+ teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
+ }
}
return TRUE;
}
+static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
+{
+ return !have_flag(f_ptr->flags, FF_GLASS) ||
+ (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
+ (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
+}
+
+
/*
* Process a monster
*
bool do_turn;
bool do_move;
bool do_view;
+ bool must_alter_to_move;
bool did_open_door;
bool did_bash_door;
#endif
}
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ char m_name[80];
+
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
+ }
+
/* Delete the monster */
delete_monster_idx(m_idx);
(void)set_monster_csleep(m_idx, 0);
/* Notice the "waking up" */
- if (see_m)
+ if (m_ptr->ml)
{
char m_name[80];
#endif
}
- if (m_ptr->ml)
+ /* Hack -- Count the wakings */
+ if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
{
- /* Hack -- Count the wakings */
- if ((r_ptr->r_wake < MAX_UCHAR) && is_original_ap(m_ptr))
- {
- r_ptr->r_wake++;
- }
+ r_ptr->r_wake++;
}
}
}
}
+ /* Hex */
+ if (multiply_barrier(m_idx)) k = 8;
+
/* Hack -- multiply slower in crowded areas */
if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
{
do_turn = FALSE;
do_move = FALSE;
do_view = FALSE;
+ must_alter_to_move = FALSE;
/* Assume nothing */
did_open_door = FALSE;
do_move = TRUE;
}
+ /* Possibly a monster to attack */
else if (c_ptr->m_idx)
{
- /* Possibly a monster to attack */
do_move = TRUE;
}
+ /* Monster destroys walls (and doors) */
+ else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
+ (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
+ have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
+ check_hp_for_feat_destruction(f_ptr, m_ptr))
+ {
+ /* Eat through walls/doors/rubble */
+ do_move = TRUE;
+ if (!can_cross) must_alter_to_move = TRUE;
+
+ /* Monster destroyed a wall (later) */
+ did_kill_wall = TRUE;
+ }
+
/* Floor is open? */
else if (can_cross)
{
/* Monster went through a wall */
did_pass_wall = TRUE;
}
-
- if ((r_ptr->flags2 & RF2_KILL_WALL) && have_flag(f_ptr->flags, FF_TUNNEL) &&
- !have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_PERMANENT))
- {
- /* Monster destroyed a wall (later) */
- did_kill_wall = TRUE;
- }
- }
-
- /* Monster destroys walls (and doors) */
- else if ((r_ptr->flags2 & RF2_KILL_WALL) && !is_riding_mon &&
- have_flag(f_ptr->flags, FF_TUNNEL) && !have_flag(f_ptr->flags, FF_PERMANENT))
- {
- /* Eat through walls/doors/rubble */
- do_move = TRUE;
-
- /* Monster destroyed a wall (later) */
- did_kill_wall = TRUE;
}
/* Handle doors and secret doors */
else if (is_closed_door(c_ptr->feat))
{
bool may_bash = TRUE;
- feature_type *f_ptr = &f_info[c_ptr->feat];
/* Assume no move allowed */
do_move = FALSE;
(!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
{
/* Attempt to Bash XXX XXX XXX */
- if (randint0(m_ptr->hp / 10) > f_ptr->power)
+ if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
{
/* Message */
+ if (have_flag(f_ptr->flags, FF_GLASS))
#ifdef JP
- msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
+ msg_print("¥¬¥é¥¹¤¬ºÕ¤±¤ë²»¤¬¤·¤¿¡ª");
#else
- msg_print("You hear a door burst open!");
+ msg_print("You hear a glass was crashed!");
+#endif
+ else
+#ifdef JP
+ msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
+#else
+ msg_print("You hear a door burst open!");
#endif
/* Disturb (sometimes) */
/* Hack -- fall into doorway */
do_move = TRUE;
+ must_alter_to_move = TRUE;
}
}
if (did_open_door || did_bash_door)
{
/* Break down the door */
- if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat)))
+ if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
{
cave_alter_feat(ny, nx, FF_BASH);
+
+ if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
+ {
+ /* Update some things */
+ p_ptr->update |= (PU_FLOW);
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
+
+ return;
+ }
}
/* Open the door */
cave_alter_feat(ny, nx, FF_OPEN);
}
+ f_ptr = &f_info[c_ptr->feat];
+
/* Handle viewable doors */
do_view = TRUE;
}
}
}
+ if (is_riding_mon)
+ {
+ if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
+ }
+
+ if (did_kill_wall && do_move)
+ {
+ if (one_in_(GRINDNOISE))
+ {
+ if (have_flag(f_ptr->flags, FF_GLASS))
+#ifdef JP
+ msg_print("²¿¤«¤ÎºÕ¤±¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
+#else
+ msg_print("There is a crashing sound.");
+#endif
+ else
+#ifdef JP
+ msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
+#else
+ msg_print("There is a grinding sound.");
+#endif
+ }
+
+ cave_alter_feat(ny, nx, FF_HURT_DISI);
+
+ if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
+ {
+ /* Update some things */
+ p_ptr->update |= (PU_FLOW);
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
+
+ return;
+ }
+
+ f_ptr = &f_info[c_ptr->feat];
+
+ /* Note changes to viewable region */
+ do_view = TRUE;
+
+ /* Take a turn */
+ do_turn = TRUE;
+ }
+
+ if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
+ {
+ if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
+ {
+ /* Assume no move allowed */
+ do_move = FALSE;
+ }
+ }
+
/*
* Check if monster can cross terrain
* This is checked after the normal attacks
/* Some monsters never move */
if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
{
- /* Hack -- memorize lack of attacks */
+ /* Hack -- memorize lack of moves */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
/* Do not move */
do_move = FALSE;
}
- if (is_riding_mon)
- {
- if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
- }
-
/* Creature has been allowed move */
if (do_move)
{
- s16b this_o_idx, next_o_idx;
-
/* Take a turn */
do_turn = TRUE;
- if (did_kill_wall)
- {
- if (one_in_(GRINDNOISE))
- {
-#ifdef JP
- msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
-#else
- msg_print("There is a grinding sound.");
-#endif
- }
-
- cave_alter_feat(ny, nx, FF_HURT_DISI);
-
- /* Note changes to viewable region */
- do_view = TRUE;
- }
- else if (have_flag(f_ptr->flags, FF_TREE))
+ if (have_flag(f_ptr->flags, FF_TREE))
{
- if (!(r_ptr->flags7 & RF7_CAN_FLY) && (!is_riding_mon || !p_ptr->levitation) && !(r_ptr->flags8 & RF8_WILD_WOOD))
+ if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
{
m_ptr->energy_need += ENERGY_NEED();
}
/* Possible disturb */
if (m_ptr->ml &&
(disturb_move ||
- (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
+ (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(py, px, m_ptr->fy, m_ptr->fx)) ||
(disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
{
/* Disturb */
disturb(0, 0);
}
- /* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ /* Take or Kill objects on the floor */
+ if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
+ (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
{
- object_type *o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
+ s16b this_o_idx, next_o_idx;
+ bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Skip gold */
- if (o_ptr->tval == TV_GOLD) continue;
-
- /*
- * Skip "real" corpses and statues, to avoid extreme
- * silliness like a novice rogue pockets full of statues
- * and corpses.
- */
- if ((o_ptr->tval == TV_CORPSE) ||
- (o_ptr->tval == TV_STATUE)) continue;
-
- /* Take or Kill objects on the floor */
- if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
- (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
+ /* Scan all objects in the grid */
+ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- u32b flgs[TR_FLAG_SIZE];
+ u32b flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
+ char m_name[80], o_name[MAX_NLEN];
- u32b flg2 = 0L;
- u32b flg3 = 0L;
+ /* Acquire object */
+ object_type *o_ptr = &o_list[this_o_idx];
- char m_name[80];
- char o_name[MAX_NLEN];
+ /* Acquire next object */
+ next_o_idx = o_ptr->next_o_idx;
+
+ if (do_take)
+ {
+ /* Skip gold */
+ if (o_ptr->tval == TV_GOLD) continue;
+
+ /*
+ * Skip "real" corpses and statues, to avoid extreme
+ * silliness like a novice rogue pockets full of statues
+ * and corpses.
+ */
+ if ((o_ptr->tval == TV_CORPSE) ||
+ (o_ptr->tval == TV_STATUE)) continue;
+ }
/* Extract some flags */
object_flags(o_ptr, flgs);
monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
/* React to objects that hurt the monster */
- if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
+ if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
- if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
+ if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
+ if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
+ if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
+ if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
+ if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
+ if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
/* The object cannot be picked up by the monster */
- if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2))
+ if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
+ ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
{
/* Only give a message for "take_item" */
- if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
+ if (do_take && (r_ptr->flags2 & RF2_STUPID))
{
/* Take note */
did_take_item = TRUE;
}
/* Pick up the item */
- else if (r_ptr->flags2 & RF2_TAKE_ITEM)
+ else if (do_take)
{
/* Take note */
did_take_item = TRUE;
excise_object_idx(this_o_idx);
/* Forget mark */
- o_ptr->marked = 0;
+ o_ptr->marked &= OM_TOUCHED;
/* Forget location */
o_ptr->iy = o_ptr->ix = 0;
if (!notice) return FALSE;
- if (p_ptr->riding == m_idx) p_ptr->update |= (PU_BONUS);
+ if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
return TRUE;
}
if (!notice) return FALSE;
- if (p_ptr->riding == m_idx) p_ptr->update |= (PU_BONUS);
+ if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
return TRUE;
}
else
{
/* Notice the "waking up" */
- if (is_seen(m_ptr))
+ if (m_ptr->ml)
{
char m_name[80];
void monster_gain_exp(int m_idx, int s_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- monster_race *s_ptr = &r_info[s_idx];
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ monster_race *s_ptr;
int new_exp;
+ /* Paranoia */
+ if (m_idx <= 0 || s_idx <= 0) return;
+
+ m_ptr = &m_list[m_idx];
+
+ /* Paranoia -- Skip dead monsters */
+ if (!m_ptr->r_idx) return;
+
+ r_ptr = &r_info[m_ptr->r_idx];
+ s_ptr = &r_info[s_idx];
+
if (p_ptr->inside_battle) return;
if (!r_ptr->next_exp) return;
{
if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
{
+ if (p_ptr->image)
+ {
+ monster_race *hallu_race;
+
+ do
+ {
+ hallu_race = &r_info[randint1(max_r_idx - 1)];
+ }
+ while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
+
+#ifdef JP
+ msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + hallu_race->name);
+#else
+ msg_format("%^s evolved into %s.", m_name, r_name + hallu_race->name);
+#endif
+ }
+ else
+ {
#ifdef JP
- msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
+ msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
#else
- msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
+ msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
#endif
+ }
}
- r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
+ if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
/* Now you feel very close to this pet. */
m_ptr->parent_m_idx = 0;