for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
{
int dummy = (i % m_max);
- bool can_pass_wall;
if (!dummy) continue;
/* Monster must be 'an enemy' */
if (!are_enemies(m_ptr, t_ptr)) continue;
- can_pass_wall = (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)));
-
/* Monster must be projectable if we can't pass through walls */
- if (!can_pass_wall &&
- !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
+ if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
+ ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
{
- continue;
+ if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
}
- if (can_pass_wall &&
- !in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
+ else
{
- continue;
+ if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
}
/* OK -- we've got a target */
char m_name[160];
- bool seen = m_ptr->ml;
+ bool seen = is_seen(m_ptr);
/* Can the player be aware of this attack? */
bool known = (m_ptr->cdis <= MAX_SIGHT);
monster_desc(m_name, m_ptr, 0);
/* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ if (m_ptr->ml)
+ {
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
/* Wake it up */
- m_ptr->csleep = 0;
-
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ (void)set_monster_csleep(m_idx, 0);
if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
- if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
+ if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
{
if (seen)
{
#ifdef ALLOW_FEAR
/* Mega-Hack -- Pain cancels fear */
- if (m_ptr->monfear && (dam > 0))
+ if (MON_MONFEAR(m_ptr) && (dam > 0))
{
- int tmp = randint1(dam / 4);
-
- /* Cure a little fear */
- if (tmp < m_ptr->monfear)
- {
- /* Reduce fear */
- m_ptr->monfear -= tmp;
- }
-
- /* Cure all the fear */
- else
+ /* Cure fear */
+ if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
{
- /* Cure fear */
- m_ptr->monfear = 0;
-
/* No more fear */
(*fear) = FALSE;
}
}
/* Sometimes a monster gets scared by damage */
- if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR))
+ if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
{
- int percentage;
-
/* Percentage of fully healthy */
- percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
+ int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
/*
* Run (sometimes) if at 10% or less of max hit points,
(*fear) = TRUE;
/* XXX XXX XXX Hack -- Add some timed fear */
- m_ptr->monfear += (randint1(10) +
+ (void)set_monster_monfear(m_idx, (randint1(10) +
(((dam >= m_ptr->hp) && (percentage > 7)) ?
- 20 : ((11 - percentage) * 5)));
+ 20 : ((11 - percentage) * 5))));
}
}
if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
/* All "afraid" monsters will run away */
- if (m_ptr->monfear) return (TRUE);
+ if (MON_MONFEAR(m_ptr)) return (TRUE);
#ifdef ALLOW_TERROR
x1 = m_ptr->fx;
/* Hack -- Player can see us, run towards him */
- if (player_has_los_bold(y1, x1)) return (FALSE);
+ if (player_has_los_bold(y1, x1) && projectable(py, px, y1, x1)) return (FALSE);
/* Monster grid */
c_ptr = &cave[y1][x1];
c_ptr = &cave[y][x];
/* Skip locations in a wall */
- if (!cave_floor_grid(c_ptr)) continue;
+ if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
/* Check for "availability" (if monsters can flow) */
if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
/* Ignore too-distant grids */
if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
}
-
+
/* Check for absence of shot (more or less) */
- if (!player_has_los_grid(c_ptr))
+ if (!projectable(py, px, y, x))
{
-
/* Calculate distance from player */
dis = distance(y, x, py, px);
int gy = 0, gx = 0, gdis = 999;
sint *y_offsets, *x_offsets;
-
- cave_type *c_ptr;
/* Start with adjacent locations, spread further */
for (d = 1; d < 10; d++)
{
y = fy + dy;
x = fx + dx;
-
+
/* Skip illegal locations */
if (!in_bounds(y, x)) continue;
- c_ptr = &cave[y][x];
-
/* Skip occupied locations */
if (!monster_can_enter(y, x, r_ptr, 0)) continue;
/* Check for hidden, available grid */
- if (!player_has_los_grid(c_ptr) && clean_shot(fy, fx, y, x, FALSE))
+ if (!projectable(py, px, y, x) && clean_shot(fy, fx, y, x, FALSE))
{
/* Calculate distance from player */
dis = distance(y, x, py, px);
/* The monster must be an enemy, and in LOS */
if (t_m_idx &&
are_enemies(m_ptr, &m_list[t_m_idx]) &&
- los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
+ los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
+ projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
{
/* Extract the "pseudo-direction" */
y = m_ptr->fy - m_ptr->target_y;
if (!done && !will_run && is_hostile(m_ptr) &&
(r_ptr->flags1 & RF1_FRIENDS) &&
- (los(m_ptr->fy, m_ptr->fx, py, px) ||
+ ((los(m_ptr->fy, m_ptr->fx, py, px) && projectable(m_ptr->fy, m_ptr->fx, py, px)) ||
(cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
{
/*
}
+#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 = m_ptr->ml;
- bool see_t = t_ptr->ml;
+ bool see_m = is_seen(m_ptr);
+ bool see_t = is_seen(t_ptr);
bool see_either = see_m || see_t;
/* Can the player be aware of this attack? */
/* Hack -- no more attacks */
if (!method) break;
- if (blinked) /* Stop! */
- {
- /* break; */
- }
-
if (method == RBM_SHOOT) continue;
/* Extract the attack "power" */
power = mbe_info[effect].power;
/* Monster hits */
- if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
+ if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
{
/* Wake it up */
- t_ptr->csleep = 0;
+ (void)set_monster_csleep(t_idx, 0);
- if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ if (t_ptr->ml)
+ {
+ /* Redraw the health bar */
+ if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
/* Describe the attack method */
switch (method)
/* 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 (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;
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)
{
if (see_either)
{
- blinked = FALSE;
#ifdef JP
msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
#else
msg_format("%^s is suddenly very hot!", m_name);
#endif
-
- if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
}
+ if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
project(t_idx, 0, m_ptr->fy, m_ptr->fx,
damroll (1 + ((tr_ptr->level) / 26),
1 + ((tr_ptr->level) / 17)),
}
else
{
- if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
}
}
{
if (see_either)
{
- blinked = FALSE;
#ifdef JP
msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
#else
msg_format("%^s is suddenly very cold!", m_name);
#endif
-
- if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
}
+ if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
project(t_idx, 0, m_ptr->fy, m_ptr->fx,
damroll (1 + ((tr_ptr->level) / 26),
1 + ((tr_ptr->level) / 17)),
}
else
{
- if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
}
}
{
if (see_either)
{
- blinked = FALSE;
#ifdef JP
msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
#else
msg_format("%^s gets zapped!", m_name);
#endif
-
- if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
}
+ if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
project(t_idx, 0, m_ptr->fy, m_ptr->fx,
damroll (1 + ((tr_ptr->level) / 26),
1 + ((tr_ptr->level) / 17)),
}
else
{
- if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
}
}
}
case RBM_CHARGE:
{
/* Wake it up */
- t_ptr->csleep = 0;
-
- if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ (void)set_monster_csleep(t_idx, 0);
/* Visible monsters */
if (see_m)
{
/* Message */
#ifdef JP
-msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
+ msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
#else
msg_format("%^s misses %s.", m_name, t_name);
#endif
-
}
break;
/* Analyze "visible" monsters only */
- if (see_m && !do_silly_attack)
+ if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
{
/* Count "obvious" attacks (and ones that cause damage) */
if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
sound(SOUND_EXPLODE);
/* Cancel Invulnerability */
- if (m_ptr->invulner) m_ptr->invulner = 0;
+ (void)set_monster_invulner(m_idx, 0, FALSE);
#ifdef JP
-mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
+ mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
#else
mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
#endif
-
blinked = FALSE;
}
-
/* Blink away */
- if (blinked)
+ 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);
+ 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;
bool is_riding_mon = (m_idx == p_ptr->riding);
+ bool see_m = is_seen(m_ptr);
+
if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
{
if (rakuba(0, TRUE))
}
}
- if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
+ if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
{
choose_new_monster(m_idx, FALSE, 0);
r_ptr = &r_info[m_ptr->r_idx];
{
/* Its parent have gone, it also goes away. */
- if (m_ptr->ml)
+ if (see_m)
{
char m_name[80];
-
+
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
#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);
if (is_pet(m_ptr) && !(m_ptr->ml))
sad = TRUE;
- if (m_ptr->ml)
+ if (see_m)
{
char m_name[80];
/* Oops */
#ifdef JP
-msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
+ msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
#else
msg_format("%^s disappears!", m_name);
#endif
-
}
/* Generate treasure, etc */
if (sad)
{
#ifdef JP
-msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
+ msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
#else
msg_print("You feel sad for a moment.");
#endif
-
}
return;
}
}
- if (m_ptr->ml)
+ if (see_m)
{
- if ((r_ptr->flags2 & RF2_CAN_SPEAK) && (m_ptr->r_idx != MON_GRIP) && (m_ptr->r_idx != MON_WOLF) && (m_ptr->r_idx != MON_FANG))
+ if ((r_ptr->flags2 & RF2_CAN_SPEAK) && (m_ptr->r_idx != MON_GRIP) && (m_ptr->r_idx != MON_WOLF) && (m_ptr->r_idx != MON_FANG) &&
+ player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, py, px))
{
#ifdef JP
msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
}
/* Handle "sleep" */
- if (m_ptr->csleep)
+ if (MON_CSLEEP(m_ptr))
{
/* Handle non-aggravation - Still sleeping */
if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
/* Handle aggravation */
/* Reset sleep counter */
- m_ptr->csleep = 0;
-
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ (void)set_monster_csleep(m_idx, 0);
/* Notice the "waking up" */
if (m_ptr->ml)
#else
msg_format("%^s wakes up.", m_name);
#endif
+ }
- /* Redraw the health bar */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (is_riding_mon) p_ptr->redraw |= (PR_UHEALTH);
-
- /* Hack -- Count the wakings */
- if (r_ptr->r_wake < MAX_UCHAR)
- {
- r_ptr->r_wake++;
- }
+ /* Hack -- Count the wakings */
+ if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
+ {
+ r_ptr->r_wake++;
}
}
/* Handle "stun" */
- if (m_ptr->stunned)
+ if (MON_STUNNED(m_ptr))
{
/* Sometimes skip move */
if (one_in_(2)) return;
if (gets_angry)
{
- char m_name[80];
- monster_desc(m_name, m_ptr, 0);
+ if (is_pet(m_ptr) || see_m)
+ {
+ char m_name[80];
+ monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
#ifdef JP
-msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
+ msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
#else
- msg_format("%^s suddenly becomes hostile!", m_name);
+ msg_format("%^s suddenly becomes hostile!", m_name);
#endif
+ }
set_hostile(m_ptr);
}
}
}
+ /* Hex */
+ if (multiply_barrier(m_idx)) k = 8;
+
/* Hack -- multiply slower in crowded areas */
if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
{
if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
{
/* Take note if visible */
- if (m_ptr->ml && m_list[hack_m_idx_ii].ml && is_original_ap(m_ptr))
+ if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags2 |= (RF2_MULTIPLY);
}
}
}
- if (count && m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
+ if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
}
}
}
{
if (disturb_minor) disturb(FALSE, FALSE);
#ifdef JP
-msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
+ msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
#else
msg_print("You hear heavy steps.");
#endif
-
}
/* Some monsters can speak */
if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
- one_in_(SPEAK_CHANCE) &&
- player_has_los_bold(oy, ox))
+ one_in_(SPEAK_CHANCE) &&
+ player_has_los_bold(oy, ox) &&
+ projectable(oy, ox, py, px))
{
char m_name[80];
char monmessage[1024];
monster_desc(m_name, m_ptr, 0);
else
#ifdef JP
-strcpy(m_name, "¤½¤ì");
+ strcpy(m_name, "¤½¤ì");
#else
strcpy(m_name, "It");
#endif
-
/* Select the file for monster quotes */
- if (m_ptr->monfear)
+ if (MON_MONFEAR(m_ptr))
#ifdef JP
-filename = "monfear_j.txt";
+ filename = "monfear_j.txt";
#else
filename = "monfear.txt";
#endif
-
else if (is_pet(m_ptr))
#ifdef JP
-filename = "monpet_j.txt";
+ filename = "monpet_j.txt";
#else
filename = "monpet.txt";
#endif
-
else if (is_friendly(m_ptr))
#ifdef JP
-filename = "monfrien_j.txt";
+ filename = "monfrien_j.txt";
#else
filename = "monfrien.txt";
#endif
-
else
#ifdef JP
filename = "monspeak_j.txt";
#else
filename = "monspeak.txt";
#endif
-
-
/* Get the monster line */
if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
{
/* Confused -- 100% random */
- if (m_ptr->confused || !aware)
+ if (MON_CONFUSED(m_ptr) || !aware)
{
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
(randint0(100) < 75))
{
/* Memorize flags */
- if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
(randint0(100) < 50))
{
/* Memorize flags */
- if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
(randint0(100) < 25))
{
/* Memorize flags */
- if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
}
/* Find the player */
- get_moves(m_idx, mm);
+ (void)get_moves(m_idx, mm);
/* Restore the leash */
p_ptr->pet_follow_distance = dis;
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 moves through walls (and doors) */
if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
- !have_flag(f_ptr->flags, FF_MOVE))
+ have_flag(f_ptr->flags, FF_CAN_PASS))
{
/* 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;
/* Do not bash the door */
may_bash = FALSE;
- /* Assume no move allowed */
- do_move = TRUE;
+ /* Take a turn */
+ do_turn = TRUE;
}
/* Locked doors (not jammed) */
if (randint0(m_ptr->hp / 10) > f_ptr->power)
{
/* Unlock the door */
- cave_alter_feat(ny, nx, FF_OPEN);
+ cave_alter_feat(ny, nx, FF_DISARM);
/* Do not bash the door */
may_bash = FALSE;
+
+ /* Take a turn */
+ do_turn = TRUE;
}
}
}
(!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¥¹¤¬ºÕ¤±¤ë²»¤¬¤·¤¿¡ª");
+#else
+ msg_print("You hear a glass was crashed!");
+#endif
+ else
#ifdef JP
- msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
+ msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
#else
- msg_print("You hear a door burst open!");
+ 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 */
- if (player_has_los_bold(ny, nx)) do_view = TRUE;
+ do_view = TRUE;
}
}
if (r_ptr->flags1 & RF1_NEVER_BLOW)
{
/* Hack -- memorize lack of attacks */
- if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
/* Do not move */
do_move = FALSE;
/* In anti-melee dungeon, stupid or confused monster takes useless turn */
if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
{
- if (!m_ptr->confused)
+ if (!MON_CONFUSED(m_ptr))
{
if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
else
{
- if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
}
}
}
if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
(r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
- are_enemies(m_ptr, y_ptr) || m_ptr->confused)
+ are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
{
if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
{
if (r_ptr->flags2 & RF2_KILL_BODY)
{
- if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
}
/* attack */
/* In anti-melee dungeon, stupid or confused monster takes useless turn */
else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
{
- if (m_ptr->confused) return;
+ if (MON_CONFUSED(m_ptr)) return;
else if (r_ptr->flags2 & RF2_STUPID)
{
- if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
return;
}
}
}
/* Push past weaker monsters (unless leaving a wall) */
- else if ((r_ptr->flags2 & RF2_MOVE_BODY) &&
+ else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
(r_ptr->mexp > z_ptr->mexp) &&
can_cross && (c_ptr->m_idx != p_ptr->riding) &&
monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
/* Monster pushed past another monster */
did_move_body = TRUE;
+ /* Wake up the moved monster */
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
+
/* XXX XXX XXX Message */
}
}
- /*
- * Check if monster can cross terrain
- * This is checked after the normal attacks
- * to allow monsters to attack an enemy,
- * even if it can't enter the terrain.
- */
- if (do_move && !can_cross && !did_kill_wall)
- {
- /* Assume no move allowed */
- do_move = FALSE;
- }
-
- /* Some monsters never move */
- if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
+ if (is_riding_mon)
{
- /* Hack -- memorize lack of attacks */
- if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
-
- /* Do not move */
- do_move = FALSE;
+ if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
}
- if (is_riding_mon)
+ if (did_kill_wall && do_move)
{
- if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
- }
-
- /* Creature has been allowed move */
- if (do_move)
- {
- s16b this_o_idx, next_o_idx;
-
- /* Take a turn */
- do_turn = TRUE;
-
- /* Hack -- Update the old location */
- cave[oy][ox].m_idx = c_ptr->m_idx;
-
- if (did_kill_wall)
+ if (one_in_(GRINDNOISE))
{
- 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);
+ cave_alter_feat(ny, nx, FF_HURT_DISI);
- /* Note changes to viewable region */
- if (player_has_los_bold(ny, nx)) do_view = TRUE;
- }
- else if (have_flag(f_ptr->flags, FF_TREE))
+ if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
{
- if (!(r_ptr->flags7 & RF7_CAN_FLY) && (!is_riding_mon || !p_ptr->ffall) && !(r_ptr->flags8 & RF8_WILD_WOOD))
- {
- m_ptr->energy_need += ENERGY_NEED();
- }
+ /* 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;
}
- /* Mega-Hack -- move the old monster, if any */
- if (c_ptr->m_idx)
- {
- /* Move the old monster */
- y_ptr->fy = oy;
- y_ptr->fx = ox;
+ f_ptr = &f_info[c_ptr->feat];
- /* Update the old monster */
- update_mon(c_ptr->m_idx, TRUE);
+ /* Note changes to viewable region */
+ do_view = TRUE;
- /* Wake up the moved monster */
- y_ptr->csleep = 0;
+ /* Take a turn */
+ do_turn = TRUE;
+ }
- if (r_info[y_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- p_ptr->update |= (PU_MON_LITE);
+ 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;
}
+ }
- /* Hack -- Update the new location */
- c_ptr->m_idx = m_idx;
+ /*
+ * Check if monster can cross terrain
+ * This is checked after the normal attacks
+ * to allow monsters to attack an enemy,
+ * even if it can't enter the terrain.
+ */
+ if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
+ {
+ /* Assume no move allowed */
+ do_move = FALSE;
+ }
+
+ /* Some monsters never move */
+ if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
+ {
+ /* Hack -- memorize lack of moves */
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
- /* Move the monster */
- m_ptr->fy = ny;
- m_ptr->fx = nx;
+ /* Do not move */
+ do_move = FALSE;
+ }
- /* Update the monster */
- update_mon(m_idx, TRUE);
+ /* Creature has been allowed move */
+ if (do_move)
+ {
+ /* Take a turn */
+ do_turn = TRUE;
- if (is_riding_mon)
+ if (have_flag(f_ptr->flags, FF_TREE))
{
- py = ny;
- px = nx;
+ if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
+ {
+ m_ptr->energy_need += ENERGY_NEED();
+ }
}
- /* Redraw the old grid */
- lite_spot(oy, ox);
+ if (!is_riding_mon)
+ {
+ /* Hack -- Update the old location */
+ cave[oy][ox].m_idx = c_ptr->m_idx;
- /* Redraw the new grid */
- lite_spot(ny, nx);
+ /* Mega-Hack -- move the old monster, if any */
+ if (c_ptr->m_idx)
+ {
+ /* Move the old monster */
+ y_ptr->fy = oy;
+ y_ptr->fx = ox;
- if (is_riding_mon)
- {
- verify_panel();
+ /* Update the old monster */
+ update_mon(c_ptr->m_idx, TRUE);
+ }
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+ /* Hack -- Update the new location */
+ c_ptr->m_idx = m_idx;
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
+ /* Move the monster */
+ m_ptr->fy = ny;
+ m_ptr->fx = nx;
- /* Update sub-windows */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ /* Update the monster */
+ update_mon(m_idx, TRUE);
+
+ /* Redraw the old grid */
+ lite_spot(oy, ox);
+
+ /* Redraw the new grid */
+ lite_spot(ny, nx);
+ }
+ else
+ {
+ /* Sound */
+ /* sound(SOUND_WALK); */
+
+ /* Move the player */
+ if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
}
/* 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];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Skip gold */
- if (o_ptr->tval == TV_GOLD) continue;
+ s16b this_o_idx, next_o_idx;
+ bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
- /*
- * 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];
+
+ /* Acquire object */
+ object_type *o_ptr = &o_list[this_o_idx];
- u32b flg2 = 0L;
- u32b flg3 = 0L;
+ /* Acquire next object */
+ next_o_idx = o_ptr->next_o_idx;
- char m_name[80];
- char o_name[MAX_NLEN];
+ 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 (artifact_p(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
- (o_ptr->art_name))
+ 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;
m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
/* If we haven't done anything, try casting a spell again */
- if (!do_turn && !do_move && !m_ptr->monfear && !is_riding_mon && aware)
+ if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
{
/* Try to cast spell again */
if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
if (do_view)
{
/* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
+ p_ptr->update |= (PU_FLOW);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
/* Learn things from observable monster */
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
/* Monster opened a door */
if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
/* Hack -- get "bold" if out of options */
- if (!do_turn && !do_move && m_ptr->monfear && aware)
+ if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
{
/* No longer afraid */
- m_ptr->monfear = 0;
+ (void)set_monster_monfear(m_idx, 0);
/* Message if seen */
- if (m_ptr->ml)
+ if (see_m)
{
char m_name[80];
/* Dump a message */
#ifdef JP
-msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
+ msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
#else
msg_format("%^s turns to fight!", m_name);
#endif
-
- /* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-
- chg_virtue(V_COMPASSION, -1);
}
+ if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
+
/* XXX XXX XXX Actually do something now (?) */
}
}
/* Hack -- Monsters can "smell" the player from far away */
/* Note that most monsters have "aaf" of "20" or so */
else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
- have_flag(f_flags_bold(py, px), FF_MOVE) &&
+ cave_have_flag_bold(py, px, FF_MOVE) &&
(cave[py][px].when == cave[fy][fx].when) &&
(cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
(cave[fy][fx].dist < r_ptr->aaf))
/* Monsters move quickly in Nightmare mode */
if (ironman_nightmare) speed += 5;
- if (m_ptr->fast) speed += 10;
- if (m_ptr->slow) speed -= 10;
+ if (MON_FAST(m_ptr)) speed += 10;
+ if (MON_SLOW(m_ptr)) speed -= 10;
}
/* Give this monster some energy */
}
+int get_mproc_idx(int m_idx, int mproc_type)
+{
+ s16b *cur_mproc_list = mproc_list[mproc_type];
+ int i;
+
+ for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
+ {
+ if (cur_mproc_list[i] == m_idx) return i;
+ }
+
+ return -1;
+}
+
+
+static void mproc_add(int m_idx, int mproc_type)
+{
+ if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = m_idx;
+}
+
+
+static void mproc_remove(int m_idx, int mproc_type)
+{
+ int mproc_idx = get_mproc_idx(m_idx, mproc_type);
+ if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
+}
+
+
+/*
+ * Initialize monster process
+ */
+void mproc_init(void)
+{
+ monster_type *m_ptr;
+ int i, cmi;
+
+ /* Reset "mproc_max[]" */
+ for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
+
+ /* Process the monsters (backwards) */
+ for (i = m_max - 1; i >= 1; i--)
+ {
+ /* Access the monster */
+ m_ptr = &m_list[i];
+
+ /* Ignore "dead" monsters */
+ if (!m_ptr->r_idx) continue;
+
+ for (cmi = 0; cmi < MAX_MTIMED; cmi++)
+ {
+ if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
+ }
+ }
+}
+
+
+/*
+ * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
+ */
+bool set_monster_csleep(int m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_CSLEEP(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_CSLEEP);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_CSLEEP(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_CSLEEP);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_CSLEEP] = v;
+
+ if (!notice) return FALSE;
+
+ if (m_ptr->ml)
+ {
+ /* Update health bar as needed */
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+
+ if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
+ return TRUE;
+}
+
+
+/*
+ * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
+ */
+bool set_monster_fast(int m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_FAST(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_FAST);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_FAST(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_FAST);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_FAST] = v;
+
+ if (!notice) return FALSE;
+
+ if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
+
+ return TRUE;
+}
+
+
+/*
+ * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
+ */
+bool set_monster_slow(int m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_SLOW(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_SLOW);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_SLOW(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_SLOW);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_SLOW] = v;
+
+ if (!notice) return FALSE;
+
+ if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
+
+ return TRUE;
+}
+
+
+/*
+ * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
+ */
+bool set_monster_stunned(int m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_STUNNED(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_STUNNED);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_STUNNED(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_STUNNED);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_STUNNED] = v;
+
+ return notice;
+}
+
+
+/*
+ * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
+ */
+bool set_monster_confused(int m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_CONFUSED(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_CONFUSED);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_CONFUSED(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_CONFUSED);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_CONFUSED] = v;
+
+ return notice;
+}
+
+
+/*
+ * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
+ */
+bool set_monster_monfear(int m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_MONFEAR(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_MONFEAR);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_MONFEAR(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_MONFEAR);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_MONFEAR] = v;
+
+ if (!notice) return FALSE;
+
+ if (m_ptr->ml)
+ {
+ /* Update health bar as needed */
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+
+ return TRUE;
+}
+
+
+/*
+ * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
+ */
+bool set_monster_invulner(int m_idx, int v, bool energy_need)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_INVULNER(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_INVULNER);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_INVULNER(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_INVULNER);
+ if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_INVULNER] = v;
+
+ if (!notice) return FALSE;
+
+ if (m_ptr->ml)
+ {
+ /* Update health bar as needed */
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+
+ return TRUE;
+}
+
+
+static u32b csleep_noise;
+
+static void process_monsters_mtimed_aux(int m_idx, int mtimed_idx)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+
+ switch (mtimed_idx)
+ {
+ case MTIMED_CSLEEP:
+ {
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Assume does not wake up */
+ bool test = FALSE;
+
+ /* Hack -- Require proximity */
+ if (m_ptr->cdis < AAF_LIMIT)
+ {
+ /* Handle "sensing radius" */
+ if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
+ {
+ /* We may wake up */
+ test = TRUE;
+ }
+
+ /* Handle "sight" and "aggravation" */
+ else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
+ {
+ /* We may wake up */
+ test = TRUE;
+ }
+ }
+
+ if (test)
+ {
+ u32b notice = randint0(1024);
+
+ /* Nightmare monsters are more alert */
+ if (ironman_nightmare) notice /= 2;
+
+ /* Hack -- See if monster "notices" player */
+ if ((notice * notice * notice) <= csleep_noise)
+ {
+ /* Hack -- amount of "waking" */
+ /* Wake up faster near the player */
+ int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
+
+ /* Hack -- amount of "waking" is affected by speed of player */
+ d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
+ if (d < 0) d = 1;
+
+ /* Monster wakes up "a little bit" */
+
+ /* Still asleep */
+ if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
+ {
+ /* Notice the "not waking up" */
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ /* Hack -- Count the ignores */
+ if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
+ }
+ }
+
+ /* Just woke up */
+ else
+ {
+ /* Notice the "waking up" */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+#else
+ msg_format("%^s wakes up.", m_name);
+#endif
+ }
+
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ /* Hack -- Count the wakings */
+ if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
+ }
+ }
+ }
+ }
+ break;
+ }
+
+ case MTIMED_FAST:
+ /* Reduce by one, note if expires */
+ if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
+ {
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+#else
+ msg_format("%^s is no longer fast.", m_name);
+#endif
+ }
+ }
+ break;
+
+ case MTIMED_SLOW:
+ /* Reduce by one, note if expires */
+ if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
+ {
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+#else
+ msg_format("%^s is no longer slow.", m_name);
+#endif
+ }
+ }
+ break;
+
+ case MTIMED_STUNNED:
+ {
+ int rlev = r_info[m_ptr->r_idx].level;
+
+ /* Recover from stun */
+ if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
+ {
+ /* Message if visible */
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
+#else
+ msg_format("%^s is no longer stunned.", m_name);
+#endif
+ }
+ }
+ break;
+ }
+
+ case MTIMED_CONFUSED:
+ /* Reduce the confusion */
+ if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
+ {
+ /* Message if visible */
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
+#else
+ msg_format("%^s is no longer confused.", m_name);
+#endif
+ }
+ }
+ break;
+
+ case MTIMED_MONFEAR:
+ /* Reduce the fear */
+ if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
+ {
+ /* Visual note */
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+#ifndef JP
+ char m_poss[80];
+
+ /* Acquire the monster possessive */
+ monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
+#endif
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
+#else
+ msg_format("%^s recovers %s courage.", m_name, m_poss);
+#endif
+ }
+ }
+ break;
+
+ case MTIMED_INVULNER:
+ /* Reduce by one, note if expires */
+ if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
+ {
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
+#else
+ msg_format("%^s is no longer invulnerable.", m_name);
+#endif
+ }
+ }
+ break;
+ }
+}
+
+
+/*
+ * Process the counters of monsters (once per 10 game turns)
+ *
+ * These functions are to process monsters' counters same as player's.
+ */
+void process_monsters_mtimed(int mtimed_idx)
+{
+ int i;
+ s16b *cur_mproc_list = mproc_list[mtimed_idx];
+
+ /* Hack -- calculate the "player noise" */
+ if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
+
+ /* Process the monsters (backwards) */
+ for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
+ {
+ /* Access the monster */
+ process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
+ }
+}
+
+
+void dispel_monster_status(int m_idx)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ char m_name[80];
+
+ monster_desc(m_name, m_ptr, 0);
+ if (set_monster_invulner(m_idx, 0, TRUE))
+ {
+#ifdef JP
+ if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ï¤Ê¤¤¡£", m_name);
+#else
+ if (m_ptr->ml) msg_format("%^s is no longer invulnerable.", m_name);
+#endif
+ }
+ if (set_monster_fast(m_idx, 0))
+ {
+#ifdef JP
+ if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+#else
+ if (m_ptr->ml) msg_format("%^s is no longer fast.", m_name);
+#endif
+ }
+ if (set_monster_slow(m_idx, 0))
+ {
+#ifdef JP
+ if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+#else
+ if (m_ptr->ml) msg_format("%^s is no longer slow.", m_name);
+#endif
+ }
+}
+
bool process_the_world(int num, int who, bool vs_player)
{
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
world_monster = 0;
- if (vs_player || los(py, px, m_ptr->fy, m_ptr->fx))
+ if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
{
#ifdef JP
msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
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 (is_pet(m_ptr) || m_ptr->ml)
{
+ 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 + r_ptr->name);
+ 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 + r_ptr->name);
+ msg_format("%^s evolved into %s.", m_name, r_name + hallu_race->name);
#endif
- r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
+ }
+ else
+ {
+#ifdef JP
+ 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);
+#endif
+ }
+ }
+
+ 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;