int ap_cnt;
int ac, rlev, pt;
char m_name[80], t_name[80];
- char temp[80];
+ char temp[MAX_NLEN];
bool blinked;
bool explode = FALSE, touched = FALSE, fear = FALSE;
int y_saver = t_ptr->fy;
case RBE_SHATTER:
damage -= (damage * ((ac < 150) ? ac : 150) / 250);
- if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8);
+ if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
break;
case RBE_EXP_10:
/* 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, 0L);
+ 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
*
#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_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;
- must_alter_to_move = TRUE;
-
- /* Monster destroyed a wall (later) */
- did_kill_wall = TRUE;
}
/* Handle doors and secret doors */
(!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) */
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 */
{
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¡£");
+ msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
#else
- msg_print("There is a grinding sound.");
+ 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 */
/* Creature has been allowed move */
if (do_move)
{
- s16b this_o_idx, next_o_idx;
-
/* Take a turn */
do_turn = TRUE;
/* 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;
+ s16b this_o_idx, next_o_idx;
+ bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
- /* 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;
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;