#include "angband.h"
#include "util.h"
+#include "cmd-dump.h"
#include "cmd-pet.h"
+#include "creature.h"
#include "melee.h"
#include "spells.h"
+#include "spells-floor.h"
#include "spells-summon.h"
#include "quest.h"
#include "avatar.h"
#include "monster-spell.h"
#include "monster-process.h"
#include "monsterrace-hook.h"
+#include "dungeon.h"
#include "floor.h"
#include "files.h"
-
-
-/*!
- * @brief モンスターが敵に接近するための方向を決める /
- * Calculate the direction to the next enemy
- * @param m_idx モンスターの参照ID
- * @param mm 移動するべき方角IDを返す参照ポインタ
- * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
- */
-static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
+#include "view-mainwindow.h"
+
+
+ /*!
+ * @brief モンスターが敵に接近するための方向を決める /
+ * Calculate the direction to the next enemy
+ * @param target_ptr プレーヤーへの参照ポインタ
+ * @param m_idx モンスターの参照ID
+ * @param mm 移動するべき方角IDを返す参照ポインタ
+ * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
+ */
+static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
{
- int i;
- POSITION x = 0, y = 0;
- MONSTER_IDX t_idx;
- int start;
- int plus = 1;
-
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
monster_type *t_ptr;
- if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
+ POSITION x = 0, y = 0;
+ if (target_ptr->riding_t_m_idx && player_bold(target_ptr, m_ptr->fy, m_ptr->fx))
{
- y = current_floor_ptr->m_list[riding_t_m_idx].fy;
- x = current_floor_ptr->m_list[riding_t_m_idx].fx;
+ y = floor_ptr->m_list[target_ptr->riding_t_m_idx].fy;
+ x = floor_ptr->m_list[target_ptr->riding_t_m_idx].fx;
}
- else if (is_pet(m_ptr) && pet_t_m_idx)
+ else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx)
{
- y = current_floor_ptr->m_list[pet_t_m_idx].fy;
- x = current_floor_ptr->m_list[pet_t_m_idx].fx;
+ y = floor_ptr->m_list[target_ptr->pet_t_m_idx].fy;
+ x = floor_ptr->m_list[target_ptr->pet_t_m_idx].fx;
}
else
{
- if (p_ptr->inside_battle)
+ int start;
+ int plus = 1;
+ if (target_ptr->phase_out)
{
- start = randint1(m_max-1)+m_max;
- if(randint0(2)) plus = -1;
+ start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
+ if (randint0(2)) plus = -1;
}
- else start = m_max + 1;
+ else start = floor_ptr->m_max + 1;
/* Scan thru all monsters */
- for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
+ for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
{
- MONSTER_IDX dummy = (i % m_max);
+ MONSTER_IDX dummy = (i % floor_ptr->m_max);
if (!dummy) continue;
- t_idx = dummy;
- t_ptr = ¤t_floor_ptr->m_list[t_idx];
+ MONSTER_IDX t_idx = dummy;
+ t_ptr = &floor_ptr->m_list[t_idx];
/* The monster itself isn't a target */
if (t_ptr == m_ptr) continue;
if (is_pet(m_ptr))
{
/* Hack -- only fight away from player */
- if (p_ptr->pet_follow_distance < 0)
+ if (target_ptr->pet_follow_distance < 0)
{
/* No fighting near player */
- if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
+ if (t_ptr->cdis <= (0 - target_ptr->pet_follow_distance))
{
continue;
}
}
/* Hack -- no fighting away from player */
- else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
+ else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > target_ptr->pet_follow_distance))
{
continue;
}
}
/* Monster must be 'an enemy' */
- if (!are_enemies(m_ptr, t_ptr)) continue;
+ if (!are_enemies(target_ptr, m_ptr, t_ptr)) continue;
/* Monster must be projectable if we can't pass through walls */
- 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)))
+ if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) ||
+ ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)))
{
- if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
+ if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
}
else
{
- if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
+ if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
}
/* OK -- we've got a target */
break;
}
+
if (!x && !y) return FALSE;
}
mm[2] = 2;
}
- /* Found a monster */
return TRUE;
}
* Note that this function is responsible for about one to five percent\n
* of the processor use in normal conditions...\n
*/
-static bool mon_will_run(MONSTER_IDX m_idx)
+static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
-
-#ifdef ALLOW_TERROR
-
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
PLAYER_LEVEL p_lev;
HIT_POINT m_chp, m_mhp;
u32b p_val, m_val;
-#endif
-
/* Friends can be commanded to avoid the player */
if (is_pet(m_ptr))
{
/* Are we trying to avoid the player? */
- return ((p_ptr->pet_follow_distance < 0) &&
- (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
+ return ((target_ptr->pet_follow_distance < 0) &&
+ (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
}
/* Keep monsters from running too far away */
- if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
+ if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
/* All "afraid" monsters will run away */
- if (MON_MONFEAR(m_ptr)) return (TRUE);
-
-#ifdef ALLOW_TERROR
+ if (MON_MONFEAR(m_ptr)) return TRUE;
/* Nearby monsters will not become terrified */
- if (m_ptr->cdis <= 5) return (FALSE);
+ if (m_ptr->cdis <= 5) return FALSE;
/* Examine player power (level) */
- p_lev = p_ptr->lev;
+ p_lev = target_ptr->lev;
/* Examine monster power (level plus morale) */
m_lev = r_ptr->level + (m_idx & 0x08) + 25;
/* Optimize extreme cases below */
- if (m_lev > p_lev + 4) return (FALSE);
- if (m_lev + 4 <= p_lev) return (TRUE);
+ if (m_lev > p_lev + 4) return FALSE;
+ if (m_lev + 4 <= p_lev) return TRUE;
/* Examine player health */
- p_chp = p_ptr->chp;
- p_mhp = p_ptr->mhp;
+ p_chp = target_ptr->chp;
+ p_mhp = target_ptr->mhp;
/* Examine monster health */
m_chp = m_ptr->hp;
m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
/* Strong players scare strong monsters */
- if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
-
-#endif
+ if (p_val * m_mhp > m_val * p_mhp) return TRUE;
- /* Assume no terror */
- return (FALSE);
+ return FALSE;
}
/*!
* @brief モンスターがプレイヤーに向けて遠距離攻撃を行うことが可能なマスを走査する /
* Search spell castable grid
+ * @param target_ptr プレーヤーへの参照ポインタ
* @param m_idx モンスターの参照ID
* @param yp 適したマスのY座標を返す参照ポインタ
* @param xp 適したマスのX座標を返す参照ポインタ
* @return 有効なマスがあった場合TRUEを返す
*/
-static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
+static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
{
- int i, best = 999;
- POSITION y, x, y1, x1;
-
- grid_type *g_ptr;
- bool can_open_door = FALSE;
- int now_cost;
-
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Monster location */
- y1 = m_ptr->fy;
- x1 = m_ptr->fx;
+ POSITION y1 = m_ptr->fy;
+ POSITION x1 = m_ptr->fx;
/* Monster can already cast spell to player */
- if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
+ if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;
/* Set current grid cost */
- now_cost = current_floor_ptr->grid_array[y1][x1].cost;
+ int now_cost = floor_ptr->grid_array[y1][x1].cost;
if (now_cost == 0) now_cost = 999;
/* Can monster bash or open doors? */
+ bool can_open_door = FALSE;
if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
{
can_open_door = TRUE;
}
/* Check nearby grids, diagonals first */
- for (i = 7; i >= 0; i--)
+ int best = 999;
+ for (int i = 7; i >= 0; i--)
{
int cost;
- y = y1 + ddy_ddd[i];
- x = x1 + ddx_ddd[i];
+ POSITION y = y1 + ddy_ddd[i];
+ POSITION x = x1 + ddx_ddd[i];
/* Ignore locations off of edge */
- if (!in_bounds2(y, x)) continue;
+ if (!in_bounds2(floor_ptr, y, x)) continue;
/* Simply move to player */
- if (player_bold(y, x)) return (FALSE);
+ if (player_bold(target_ptr, y, x)) return FALSE;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr;
+ g_ptr = &floor_ptr->grid_array[y][x];
cost = g_ptr->cost;
/* Monster cannot kill or pass walls */
- 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))))
+ if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding))))
{
if (cost == 0) continue;
- if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
+ if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
}
/* Hack -- for kill or pass wall monster.. */
if (now_cost < cost) continue;
- if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
+ if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
/* Accept louder sounds */
if (best < cost) continue;
(*xp) = x1 + ddx_ddd[i];
}
- /* No legal move (?) */
- if (best == 999) return (FALSE);
+ if (best == 999) return FALSE;
- /* Success */
- return (TRUE);
+ return TRUE;
}
* being close enough to chase directly. I have no idea what will\n
* happen if you combine "smell" with low "aaf" values.\n
*/
-static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
+static bool get_moves_aux(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
{
- int i, best;
- POSITION y, x, y1, x1;
-
grid_type *g_ptr;
- bool use_scent = FALSE;
-
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Can monster cast attack spell? */
if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
- r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
- r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
+ r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
+ r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
{
/* Can move spell castable grid? */
- if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
+ if (get_moves_aux2(target_ptr, m_idx, yp, xp)) return TRUE;
}
/* Monster can't flow */
- if (no_flow) return (FALSE);
+ if (no_flow) return FALSE;
/* Monster can go through rocks */
- if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
- if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
+ if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return FALSE;
+ if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return FALSE;
/* Monster location */
- y1 = m_ptr->fy;
- x1 = m_ptr->fx;
+ POSITION y1 = m_ptr->fy;
+ POSITION x1 = m_ptr->fx;
/* Hack -- Player can see us, run towards him */
- if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
+ if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return FALSE;
/* Monster grid */
- g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
+ g_ptr = &floor_ptr->grid_array[y1][x1];
/* If we can hear noises, advance towards them */
+ int best;
+ bool use_scent = FALSE;
if (g_ptr->cost)
{
best = 999;
else if (g_ptr->when)
{
/* Too old smell */
- if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
+ if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return FALSE;
use_scent = TRUE;
best = 0;
/* Otherwise, advance blindly */
else
{
- return (FALSE);
+ return FALSE;
}
/* Check nearby grids, diagonals first */
- for (i = 7; i >= 0; i--)
+ for (int i = 7; i >= 0; i--)
{
- y = y1 + ddy_ddd[i];
- x = x1 + ddx_ddd[i];
+ POSITION y = y1 + ddy_ddd[i];
+ POSITION x = x1 + ddx_ddd[i];
/* Ignore locations off of edge */
- if (!in_bounds2(y, x)) continue;
+ if (!in_bounds2(floor_ptr, y, x)) continue;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
/* We're following a scent trail */
if (use_scent)
}
/* Hack -- Save the "twiddled" location */
- (*yp) = p_ptr->y + 16 * ddy_ddd[i];
- (*xp) = p_ptr->x + 16 * ddx_ddd[i];
+ (*yp) = target_ptr->y + 16 * ddy_ddd[i];
+ (*xp) = target_ptr->x + 16 * ddx_ddd[i];
}
- /* No legal move (?) */
- if (best == 999 || best == 0) return (FALSE);
+ if (best == 999 || best == 0) return FALSE;
- /* Success */
- return (TRUE);
+ return TRUE;
}
* but instead of heading directly for it, the monster should "swerve"\n
* around the player so that he has a smaller chance of getting hit.\n
*/
-static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
+static bool get_fear_moves_aux(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
{
- POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
- int score = -1;
- int i;
-
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ POSITION gy = 0, gx = 0;
/* Monster location */
- fy = m_ptr->fy;
- fx = m_ptr->fx;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ POSITION fy = m_ptr->fy;
+ POSITION fx = m_ptr->fx;
/* Desired destination */
- y1 = fy - (*yp);
- x1 = fx - (*xp);
+ POSITION y1 = fy - (*yp);
+ POSITION x1 = fx - (*xp);
/* Check nearby grids, diagonals first */
- for (i = 7; i >= 0; i--)
+ int score = -1;
+ for (int i = 7; i >= 0; i--)
{
POSITION dis, s;
-
- y = fy + ddy_ddd[i];
- x = fx + ddx_ddd[i];
+ POSITION y = fy + ddy_ddd[i];
+ POSITION x = fx + ddx_ddd[i];
/* Ignore locations off of edge */
- if (!in_bounds2(y, x)) continue;
-
- /* Don't move toward player */
- /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
+ if (!in_bounds2(floor_ptr, y, x)) continue;
/* Calculate distance of this grid from our destination */
dis = distance(y, x, y1, x1);
/* Score this grid */
- s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
+ s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
/* No negative scores */
if (s < 0) s = 0;
}
/* No legal move (?) */
- if (score == -1) return (FALSE);
+ if (score == -1) return FALSE;
/* Find deltas */
(*yp) = fy - gy;
(*xp) = fx - gx;
/* Success */
- return (TRUE);
+ return TRUE;
}
/*
* It is probably better to replace these arrays with code to compute
* the relevant arrays, even if the storage is pre-allocated in hard
* coded sizes. At the very least, code should be included which is
- * able to generate and dump these arrays (ala "los()").
+ * able to generate and dump these arrays (ala "los()").
*
- * Also, the storage needs could be halved by using bytes.
+ * Also, the storage needs could be halved by using bytes.
*
* These arrays could be combined into two big arrays, using sub-arrays
* to hold the offsets and lengths of each portion of the sub-arrays, and
- * this could perhaps also be used somehow in the "look" code.
+ * this could perhaps also be used somehow in the "look" code.
*/
/*!
* @brief モンスターが逃げ込める安全な地点を返す /
* Choose a "safe" location near a monster for it to run toward.
+ * @param target_ptr プレーヤーへの参照ポインタ
* @param m_idx モンスターの参照ID
* @param yp 移動先のマスのY座標を返す参照ポインタ
* @param xp 移動先のマスのX座標を返す参照ポインタ
*\n
* Return TRUE if a safe location is available.\n
*/
-static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
+static bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
POSITION fy = m_ptr->fy;
POSITION fx = m_ptr->fx;
- POSITION y, x, dy, dx, d, dis, i;
POSITION gy = 0, gx = 0, gdis = 0;
- POSITION *y_offsets;
- POSITION *x_offsets;
-
- grid_type *g_ptr;
-
/* Start with adjacent locations, spread further */
- for (d = 1; d < 10; d++)
+ for (POSITION d = 1; d < 10; d++)
{
/* Get the lists of points with a distance d from (fx, fy) */
+ POSITION *y_offsets;
y_offsets = dist_offsets_y[d];
+
+ POSITION *x_offsets;
x_offsets = dist_offsets_x[d];
/* Check the locations */
- for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
- dx != 0 || dy != 0;
- i++, dx = x_offsets[i], dy = y_offsets[i])
+ for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
+ dx != 0 || dy != 0;
+ i++, dx = x_offsets[i], dy = y_offsets[i])
{
- y = fy + dy;
- x = fx + dx;
+ POSITION y = fy + dy;
+ POSITION x = fx + dx;
/* Skip illegal locations */
- if (!in_bounds(y, x)) continue;
+ if (!in_bounds(floor_ptr, y, x)) continue;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr;
+ g_ptr = &floor_ptr->grid_array[y][x];
/* Skip locations in a wall */
- if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
+ if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == target_ptr->riding) ? CEM_RIDING : 0)) continue;
/* Check for "availability" (if monsters can flow) */
if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
if (g_ptr->dist == 0) continue;
/* Ignore too-distant grids */
- if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
+ if (g_ptr->dist > floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
}
/* Check for absence of shot (more or less) */
- if (!projectable(p_ptr->y, p_ptr->x, y, x))
- {
- /* Calculate distance from player */
- dis = distance(y, x, p_ptr->y, p_ptr->x);
+ if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x)) continue;
- /* Remember if further than previous */
- if (dis > gdis)
- {
- gy = y;
- gx = x;
- gdis = dis;
- }
- }
+ /* Calculate distance from player */
+ POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
+
+ /* Remember if further than previous */
+ if (dis <= gdis) continue;
+
+ gy = y;
+ gx = x;
+ gdis = dis;
}
/* Check for success */
- if (gdis > 0)
- {
- /* Good location */
- (*yp) = fy - gy;
- (*xp) = fx - gx;
+ if (gdis <= 0) continue;
- /* Found safe place */
- return (TRUE);
- }
+ /* Good location */
+ (*yp) = fy - gy;
+ (*xp) = fx - gx;
+
+ return TRUE;
}
- /* No safe place */
- return (FALSE);
+ return FALSE;
}
/*!
* @brief モンスターが隠れ潜める地点を返す /
* Choose a good hiding place near a monster for it to run toward.
+ * @param target_ptr プレーヤーへの参照ポインタ
* @param m_idx モンスターの参照ID
* @param yp 移動先のマスのY座標を返す参照ポインタ
* @param xp 移動先のマスのX座標を返す参照ポインタ
*\n
* Return TRUE if a good location is available.\n
*/
-static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
+static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
POSITION fy = m_ptr->fy;
POSITION fx = m_ptr->fx;
- POSITION y, x, dy, dx, d, dis, i;
POSITION gy = 0, gx = 0, gdis = 999;
- POSITION *y_offsets, *x_offsets;
-
/* Start with adjacent locations, spread further */
- for (d = 1; d < 10; d++)
+ for (POSITION d = 1; d < 10; d++)
{
/* Get the lists of points with a distance d from (fx, fy) */
+ POSITION *y_offsets;
y_offsets = dist_offsets_y[d];
+
+ POSITION *x_offsets;
x_offsets = dist_offsets_x[d];
/* Check the locations */
- for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
- dx != 0 || dy != 0;
- i++, dx = x_offsets[i], dy = y_offsets[i])
+ for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
+ dx != 0 || dy != 0;
+ i++, dx = x_offsets[i], dy = y_offsets[i])
{
- y = fy + dy;
- x = fx + dx;
+ POSITION y = fy + dy;
+ POSITION x = fx + dx;
/* Skip illegal locations */
- if (!in_bounds(y, x)) continue;
+ if (!in_bounds(floor_ptr, y, x)) continue;
/* Skip occupied locations */
- if (!monster_can_enter(y, x, r_ptr, 0)) continue;
+ if (!monster_can_enter(target_ptr, y, x, r_ptr, 0)) continue;
/* Check for hidden, available grid */
- if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
- {
- /* Calculate distance from player */
- dis = distance(y, x, p_ptr->y, p_ptr->x);
+ if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, fy, fx, y, x, FALSE))
+ continue;
- /* Remember if closer than previous */
- if (dis < gdis && dis >= 2)
- {
- gy = y;
- gx = x;
- gdis = dis;
- }
+ /* Calculate distance from player */
+ POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
+
+ /* Remember if closer than previous */
+ if (dis < gdis && dis >= 2)
+ {
+ gy = y;
+ gx = x;
+ gdis = dis;
}
}
- /* Check for success */
- if (gdis < 999)
- {
- /* Good location */
- (*yp) = fy - gy;
- (*xp) = fx - gx;
+ if (gdis >= 999) continue;
- /* Found good place */
- return (TRUE);
- }
+ *yp = fy - gy;
+ *xp = fx - gx;
+
+ return TRUE;
}
- /* No good place */
- return (FALSE);
+ return FALSE;
}
/*!
* @brief モンスターの移動方向を返す /
* Choose "logical" directions for monster movement
+ * @param target_ptr プレーヤーへの参照ポインタ
* @param m_idx モンスターの参照ID
* @param mm 移動方向を返す方向IDの参照ポインタ
* @return 有効方向があった場合TRUEを返す
*/
-static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
+static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- POSITION y = 0, ay, x = 0, ax;
- int move_val = 0;
- POSITION y2 = p_ptr->y;
- POSITION x2 = p_ptr->x;
- bool done = FALSE;
- bool will_run = mon_will_run(m_idx);
- grid_type *g_ptr;
- bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
- bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
+ POSITION y = 0, ay, x = 0, ax;
+ int move_val = 0;
+ POSITION y2 = target_ptr->y;
+ POSITION x2 = target_ptr->x;
+ bool done = FALSE;
+ bool will_run = mon_will_run(target_ptr, m_idx);
+ grid_type *g_ptr;
+ bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
+ bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall));
/* Counter attack to an enemy monster */
if (!will_run && m_ptr->target_y)
{
- int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
+ int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
/* The monster must be an enemy, and in LOS */
if (t_m_idx &&
- are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
- 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))
+ are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
+ los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
+ projectable(target_ptr, 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, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) ||
- (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
+ (r_ptr->flags1 & RF1_FRIENDS) &&
+ ((los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x)) ||
+ (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
{
- /*
- * Animal packs try to get the player out of corridors
- * (...unless they can move through walls -- TY)
- */
+ /*
+ * Animal packs try to get the player out of corridors
+ * (...unless they can move through walls -- TY)
+ */
if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
- !(r_ptr->flags2 & RF2_KILL_WALL))
+ !(r_ptr->flags2 & RF2_KILL_WALL))
{
int i, room = 0;
/* Count room grids next to player */
for (i = 0; i < 8; i++)
{
- int xx = p_ptr->x + ddx_ddd[i];
- int yy = p_ptr->y + ddy_ddd[i];
+ int xx = target_ptr->x + ddx_ddd[i];
+ int yy = target_ptr->y + ddy_ddd[i];
- if (!in_bounds2(yy, xx)) continue;
+ if (!in_bounds2(floor_ptr, yy, xx)) continue;
- g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
+ g_ptr = &floor_ptr->grid_array[yy][xx];
/* Check grid */
- if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
+ if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
{
/* One more room grid */
room++;
}
}
- if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
+ if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
/* Not in a room and strong player */
- if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
- (p_ptr->mhp + p_ptr->msp))
+ if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
+ (target_ptr->mhp + target_ptr->msp))
{
/* Find hiding place */
- if (find_hiding(m_idx, &y, &x)) done = TRUE;
+ if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
}
}
/* Monster groups try to surround the player */
- if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
+ if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
{
int i;
for (i = 0; i < 8; i++)
{
/* Pick squares near player (semi-randomly) */
- y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
- x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
+ y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
+ x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
/* Already there? */
if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
{
/* Attack the player */
- y2 = p_ptr->y;
- x2 = p_ptr->x;
+ y2 = target_ptr->y;
+ x2 = target_ptr->x;
break;
}
- if (!in_bounds2(y2, x2)) continue;
+ if (!in_bounds2(floor_ptr, y2, x2)) continue;
/* Ignore filled grids */
- if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
+ if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
/* Try to fill this hole */
break;
if (!done)
{
/* Flow towards the player */
- (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
+ (void)get_moves_aux(target_ptr, m_idx, &y2, &x2, no_flow);
/* Extract the "pseudo-direction" */
y = m_ptr->fy - y2;
int tmp_y = (-y);
/* Try to find safe place */
- if (find_safety(m_idx, &y, &x))
+ if (find_safety(target_ptr, m_idx, &y, &x))
{
/* Attempt to avoid the player */
if (!no_flow)
{
/* Adjust movement */
- if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
+ if (get_fear_moves_aux(target_ptr->current_floor_ptr, m_idx, &y, &x)) done = TRUE;
}
}
/* Check for no move */
- if (!x && !y) return (FALSE);
+ if (!x && !y) return FALSE;
/* Extract the "absolute distances" */
}
/* Wants to move... */
- return (TRUE);
-}
-
-
-/*!
- * @brief モンスターから敵モンスターへの命中判定
- * @param power 打撃属性による基本命中値
- * @param level 攻撃側モンスターのレベル
- * @param ac 目標モンスターのAC
- * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
- * @return 命中ならばTRUEを返す
- */
-static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
-{
- int i, k;
-
- /* Percentile dice */
- k = randint0(100);
-
- if (stun && one_in_(2)) return FALSE;
-
- /* Hack -- Always miss or hit */
- if (k < 10) return (k < 5);
-
- /* Calculate the "attack quality" */
- i = (power + (level * 3));
-
- /* Power and Level compete against Armor */
- if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
-
- /* Assume miss */
- return (FALSE);
-}
-
-
-#define BLOW_EFFECT_TYPE_NONE 0
-#define BLOW_EFFECT_TYPE_FEAR 1
-#define BLOW_EFFECT_TYPE_SLEEP 2
-#define BLOW_EFFECT_TYPE_HEAL 3
-
-
-/*!
- * @brief モンスターから敵モンスターへの打撃攻撃処理
- * @param m_idx 攻撃側モンスターの参照ID
- * @param t_idx 目標側モンスターの参照ID
- * @return 実際に打撃処理が行われた場合TRUEを返す
- */
-static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
-{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
-
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
-
- ARMOUR_CLASS ap_cnt;
- ARMOUR_CLASS ac;
- DEPTH rlev;
- int pt;
- GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- char temp[MAX_NLEN];
- bool blinked;
- bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
- POSITION y_saver = t_ptr->fy;
- POSITION x_saver = t_ptr->fx;
- int effect_type;
-
- 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? */
- bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
- bool do_silly_attack = (one_in_(2) && p_ptr->image);
-
- /* Cannot attack self */
- if (m_idx == t_idx) return FALSE;
-
- /* Not allowed to attack */
- if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
-
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
-
- /* Total armor */
- ac = tr_ptr->ac;
-
- /* Extract the effective monster level */
- rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
-
- monster_desc(m_name, m_ptr, 0);
- monster_desc(t_name, t_ptr, 0);
-
- /* Assume no blink */
- blinked = FALSE;
-
- if (!see_either && known)
- {
- mon_fight = TRUE;
- }
-
- if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
-
- /* Scan through all four blows */
- for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
- {
- bool obvious = FALSE;
-
- HIT_POINT power = 0;
- HIT_POINT damage = 0;
-
- concptr 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;
-
- if (!monster_is_valid(m_ptr)) break;
-
- /* Stop attacking if the target dies! */
- if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
- break;
-
- /* Hack -- no more attacks */
- if (!method) break;
-
- if (method == RBM_SHOOT) continue;
-
- /* Extract the attack "power" */
- power = mbe_info[effect].power;
-
- /* Monster hits */
- if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
- {
- (void)set_monster_csleep(t_idx, 0);
-
- 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)
- {
- case RBM_HIT:
- {
- act = _("%sを殴った。", "hits %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_TOUCH:
- {
- act = _("%sを触った。", "touches %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_PUNCH:
- {
- act = _("%sをパンチした。", "punches %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_KICK:
- {
- act = _("%sを蹴った。", "kicks %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_CLAW:
- {
- act = _("%sをひっかいた。", "claws %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_BITE:
- {
- act = _("%sを噛んだ。", "bites %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_STING:
- {
- act = _("%sを刺した。", "stings %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_SLASH:
- {
- act = _("%sを斬った。", "slashes %s.");
- break;
- }
-
- case RBM_BUTT:
- {
- act = _("%sを角で突いた。", "butts %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_CRUSH:
- {
- act = _("%sに体当りした。", "crushes %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_ENGULF:
- {
- act = _("%sを飲み込んだ。", "engulfs %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_CHARGE:
- {
- act = _("%sに請求書をよこした。", "charges %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_CRAWL:
- {
- act = _("%sの体の上を這い回った。", "crawls on %s.");
- touched = TRUE;
- break;
- }
-
- case RBM_DROOL:
- {
- act = _("%sによだれをたらした。", "drools on %s.");
- touched = FALSE;
- break;
- }
-
- case RBM_SPIT:
- {
- act = _("%sに唾を吐いた。", "spits on %s.");
- touched = FALSE;
- break;
- }
-
- case RBM_EXPLODE:
- {
- if (see_either) disturb(TRUE, TRUE);
- act = _("爆発した。", "explodes.");
- explode = TRUE;
- touched = FALSE;
- break;
- }
-
- case RBM_GAZE:
- {
- act = _("%sをにらんだ。", "gazes at %s.");
- touched = FALSE;
- break;
- }
-
- case RBM_WAIL:
- {
- act = _("%sに泣きついた。", "wails at %s.");
- touched = FALSE;
- break;
- }
-
- case RBM_SPORE:
- {
- act = _("%sに胞子を飛ばした。", "releases spores at %s.");
- touched = FALSE;
- break;
- }
-
- case RBM_XXX4:
- {
- act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
- touched = FALSE;
- break;
- }
-
- case RBM_BEG:
- {
- act = _("%sに金をせがんだ。", "begs %s for money.");
- touched = FALSE;
- break;
- }
-
- case RBM_INSULT:
- {
- act = _("%sを侮辱した。", "insults %s.");
- touched = FALSE;
- break;
- }
-
- case RBM_MOAN:
- {
- act = _("%sにむかってうめいた。", "moans at %s.");
- touched = FALSE;
- break;
- }
-
- case RBM_SHOW:
- {
- act = _("%sにむかって歌った。", "sings to %s.");
- touched = FALSE;
- break;
- }
- }
-
- if (act && see_either)
- {
-#ifdef JP
- if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
- strfmt(temp, act, t_name);
- msg_format("%^sは%s", m_name, temp);
-#else
- if (do_silly_attack)
- {
- act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
- strfmt(temp, "%s %s.", act, t_name);
- }
- else strfmt(temp, act, t_name);
- msg_format("%^s %s", m_name, temp);
-#endif
- }
-
- /* Hack -- assume all attacks are obvious */
- obvious = TRUE;
-
- /* Roll out the damage */
- damage = damroll(d_dice, d_side);
-
- /* Assume no effect */
- effect_type = BLOW_EFFECT_TYPE_NONE;
-
- pt = GF_MISSILE;
-
- /* Apply appropriate damage */
- switch (effect)
- {
- case 0:
- case RBE_DR_MANA:
- damage = pt = 0;
- break;
-
- case RBE_SUPERHURT:
- 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;
- }
-
- /* Fall through */
-
- case RBE_HURT:
- damage -= (damage * ((ac < 150) ? ac : 150) / 250);
- break;
-
- case RBE_POISON:
- case RBE_DISEASE:
- pt = GF_POIS;
- break;
-
- case RBE_UN_BONUS:
- case RBE_UN_POWER:
- pt = GF_DISENCHANT;
- break;
-
- case RBE_EAT_ITEM:
- case RBE_EAT_GOLD:
- 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;
-
- case RBE_ELEC:
- pt = GF_ELEC;
- break;
-
- case RBE_FIRE:
- pt = GF_FIRE;
- break;
-
- case RBE_COLD:
- pt = GF_COLD;
- break;
-
- case RBE_CONFUSE:
- pt = GF_CONFUSION;
- break;
-
- case RBE_TERRIFY:
- effect_type = BLOW_EFFECT_TYPE_FEAR;
- break;
-
- case RBE_PARALYZE:
- effect_type = BLOW_EFFECT_TYPE_SLEEP;
- break;
-
- case RBE_SHATTER:
- 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;
-
- case RBE_TIME:
- pt = GF_TIME;
- break;
-
- case RBE_DR_LIFE:
- pt = GF_HYPODYNAMIA;
- effect_type = BLOW_EFFECT_TYPE_HEAL;
- break;
-
- case RBE_INERTIA:
- pt = GF_INERTIAL;
- break;
-
- case RBE_STUN:
- pt = GF_SOUND;
- break;
-
- default:
- pt = 0;
- break;
- }
-
- if (pt)
- {
- /* Do damage if not exploding */
- if (!explode)
- {
- project(m_idx, 0, t_ptr->fy, t_ptr->fx,
- damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
- }
-
- 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(m_idx)) && (damage > 2))
- {
- bool did_heal = FALSE;
-
- if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
-
- /* Heal */
- m_ptr->hp += damroll(4, damage / 6);
- if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
-
- /* 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);
-
- /* Special message */
- if (see_m && did_heal)
- {
- msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
- }
- }
- break;
- }
-
- if (touched)
- {
- /* Aura fire */
- if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
- {
- if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
- {
- if (see_either)
- {
- msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
- }
- 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)),
- GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
- }
- else
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
- }
- }
-
- /* Aura cold */
- if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
- {
- if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
- {
- if (see_either)
- {
- msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
- }
- 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)),
- GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
- }
- else
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
- }
- }
-
- /* Aura elec */
- if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
- {
- if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
- {
- if (see_either)
- {
- msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
- }
- 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)),
- GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
- }
- else
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
- }
- }
- }
- }
- }
-
- /* 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_SLASH:
- case RBM_BUTT:
- case RBM_CRUSH:
- case RBM_ENGULF:
- case RBM_CHARGE:
- {
- (void)set_monster_csleep(t_idx, 0);
-
- /* Visible monsters */
- if (see_m)
- {
-#ifdef JP
- msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
-#else
- msg_format("%^s misses %s.", m_name, t_name);
-#endif
- }
-
- break;
- }
- }
- }
-
-
- /* Analyze "visible" monsters only */
- 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))
- {
- /* Count attacks of this type */
- if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
- {
- r_ptr->r_blows[ap_cnt]++;
- }
- }
- }
- }
-
- if (explode)
- {
- sound(SOUND_EXPLODE);
-
- /* Cancel Invulnerability */
- (void)set_monster_invulner(m_idx, 0, FALSE);
- mon_take_hit_mon(m_idx, m_ptr->hp + 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
- blinked = FALSE;
- }
-
- /* Blink away */
- if (blinked && m_ptr->r_idx)
- {
- if (teleport_barrier(m_idx))
- {
- if (see_m)
- {
- msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
- }
- else if (known)
- {
- mon_fight = TRUE;
- }
- }
- else
- {
- if (see_m)
- {
- msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
- }
- else if (known)
- {
- mon_fight = TRUE;
- }
-
- teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
- }
- }
-
return TRUE;
}
/*!
- * @brief モンスター単体の1ターン行動処理メインルーチン /
+ * @brief モンスター単体の1ターン行動処理メインルーチン /
* Process a monster
+ * @param target_ptr プレーヤーへの参照ポインタ
* @param m_idx 行動モンスターの参照ID
* @return なし
* @details
*\n
* A "direction" of "5" means "pick a random direction".\n
*/
-void process_monster(MONSTER_IDX m_idx)
+void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
monster_type *y_ptr;
- bool do_turn;
- bool do_move;
- bool do_view;
- bool must_alter_to_move;
-
- bool did_open_door;
- bool did_bash_door;
- bool did_take_item;
- bool did_kill_item;
- bool did_move_body;
- bool did_pass_wall;
- bool did_kill_wall;
- bool gets_angry = FALSE;
- bool can_cross;
- bool aware = TRUE;
+ bool do_turn;
+ bool do_move;
+ bool do_view;
+ bool must_alter_to_move;
+
+ bool did_open_door;
+ bool did_bash_door;
+ bool did_take_item;
+ bool did_kill_item;
+ bool did_move_body;
+ bool did_pass_wall;
+ bool did_kill_wall;
+ bool gets_angry = FALSE;
+ bool can_cross;
+ bool aware = TRUE;
bool fear, dead;
- bool is_riding_mon = (m_idx == p_ptr->riding);
+ bool is_riding_mon = (m_idx == target_ptr->riding);
bool see_m = is_seen(m_ptr);
if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
{
- if (rakuba(0, TRUE))
+ if (rakuba(target_ptr, 0, TRUE))
{
#ifdef JP
msg_print("地面に落とされた。");
#else
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
+ monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
msg_format("You have fallen from %s.", m_name);
#endif
}
if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
{
- choose_new_monster(m_idx, FALSE, 0);
+ choose_new_monster(target_ptr, m_idx, FALSE, 0);
r_ptr = &r_info[m_ptr->r_idx];
}
/* Players hidden in shadow are almost imperceptable. -LM- */
- if (p_ptr->special_defense & NINJA_S_STEALTH)
+ if (target_ptr->special_defense & NINJA_S_STEALTH)
{
- int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
- if (p_ptr->monlite) tmp /= 3;
- if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
- if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
+ int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
+ if (target_ptr->monlite) tmp /= 3;
+ if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
+ if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
/* Low-level monsters will find it difficult to locate the player. */
- if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
+ if (randint0(tmp) > (r_ptr->level + 20)) aware = FALSE;
}
/* Are there its parent? */
- if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
+ if (m_ptr->parent_m_idx && !target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
{
/* Its parent have gone, it also goes away. */
if (see_m)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(target_ptr, m_name, m_ptr, 0);
msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
}
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
+ monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
}
- delete_monster_idx(m_idx);
+ delete_monster_idx(target_ptr, m_idx);
return;
}
if (!randint0(2)) return;
/* Sometimes die */
- if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
+ if (!randint0((m_idx % 100) + 10))
{
- bool sad = FALSE;
-
- if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
-
- if (see_m)
+ if ((r_ptr->flags1 & RF1_UNIQUE) == 0)
{
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ if (!(r_ptr->flags1 & RF1_QUESTOR))
+ {
+ if (see_m)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(target_ptr, m_name, m_ptr, 0);
+ msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
+ }
- msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
+ monster_death(target_ptr, m_idx, FALSE);
+ delete_monster_idx(target_ptr, m_idx);
+ if (is_pet(m_ptr) && !(m_ptr->ml))
+ {
+ msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
+ }
+
+ return;
+ }
}
+ else
+ {
+ if (see_m)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(target_ptr, m_name, m_ptr, 0);
+ msg_format(_("%sは量子的効果を起こした!", "%^s produced a quantum effect!"), m_name);
+ }
+ else
+ {
+ msg_print(_("量子的効果が起こった!", "A quantum effect was produced!"));
+ }
- /* Generate treasure, etc */
- monster_death(m_idx, FALSE);
+ bool target = one_in_(2);
+ const int blink = 32 * 5 + 4;
+ if (target)
+ {
+ (void)monspell_to_monster(target_ptr, blink, m_ptr->fy, m_ptr->fx, m_idx, m_idx);
- delete_monster_idx(m_idx);
- if (sad)
- {
- msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
+ }
+ else
+ {
+ teleport_player_away(m_idx, target_ptr, 10, TRUE);
+ }
}
-
- return;
}
}
if (m_ptr->r_idx == MON_SHURYUUDAN)
{
- mon_take_hit_mon(m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
- if(dead) return;
+ mon_take_hit_mon(target_ptr, m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
+ if (dead) return;
}
- if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
+ if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !target_ptr->phase_out)
{
static int riding_pinch = 0;
- if (m_ptr->hp < m_ptr->maxhp/3)
+ if (m_ptr->hp < m_ptr->maxhp / 3)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(target_ptr, m_name, m_ptr, 0);
if (is_riding_mon && riding_pinch < 2)
{
msg_format(_("%sは傷の痛さの余りあなたの束縛から逃れようとしている。",
- "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
+ "%^s seems to be in so much pain and tries to escape from your restriction."), m_name);
riding_pinch++;
- disturb(TRUE, TRUE);
+ disturb(target_ptr, TRUE, TRUE);
}
else
{
if (is_riding_mon)
{
msg_format(_("%sはあなたの束縛から脱出した。", "%^s succeeded to escape from your restriction!"), m_name);
- if (rakuba(-1, FALSE))
+ if (rakuba(target_ptr, -1, FALSE))
{
- msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
+ msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
}
}
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) &&
- player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
+ player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x))
{
msg_format(_("%^s「ピンチだ!退却させてもらう!」", "%^s says 'It is the pinch! I will retreat'."), m_name);
}
- msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s read a scroll of teleport level."), m_name);
+ msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s reads a scroll of teleport level."), m_name);
msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
}
- if (is_riding_mon && rakuba(-1, FALSE))
+ if (is_riding_mon && rakuba(target_ptr, -1, FALSE))
{
- msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
+ msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
}
- check_quest_completion(m_ptr);
- delete_monster_idx(m_idx);
+ check_quest_completion(target_ptr, m_ptr);
+ delete_monster_idx(target_ptr, m_idx);
return;
}
}
if (MON_CSLEEP(m_ptr))
{
/* Handle non-aggravation - Still sleeping */
- if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
+ if (!(target_ptr->cursed & TRC_AGGRAVATE)) return;
- (void)set_monster_csleep(m_idx, 0);
+ (void)set_monster_csleep(target_ptr, m_idx, 0);
/* Notice the "waking up" */
if (m_ptr->ml)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(target_ptr, m_name, m_ptr, 0);
msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
/* Hack -- Count the wakings */
- if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
+ if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
{
r_ptr->r_wake++;
}
if (is_riding_mon)
{
- p_ptr->update |= (PU_BONUS);
+ target_ptr->update |= (PU_BONUS);
}
/* No one wants to be your friend if you're aggravating */
- if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
+ if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
gets_angry = TRUE;
/* Paranoia... no pet uniques outside wizard mode -- TY */
if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
- monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
+ monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
{
gets_angry = TRUE;
}
- if (p_ptr->inside_battle) gets_angry = FALSE;
+ if (target_ptr->phase_out) gets_angry = FALSE;
if (gets_angry)
{
if (is_pet(m_ptr) || see_m)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
+ monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
}
- set_hostile(m_ptr);
+ set_hostile(target_ptr, m_ptr);
}
/* Get the origin */
ox = m_ptr->fx;
/* Attempt to "multiply" if able and allowed */
- if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
+ if ((r_ptr->flags2 & RF2_MULTIPLY) && (target_ptr->current_floor_ptr->num_repro < MAX_REPRO))
{
int k;
POSITION y, x;
for (x = ox - 1; x <= ox + 1; x++)
{
/* Ignore locations off of edge */
- if (!in_bounds2(y, x)) continue;
- if (current_floor_ptr->grid_array[y][x].m_idx) k++;
+ if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
+ if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
}
}
- /* Hex */
- if (multiply_barrier(m_idx)) k = 8;
+ if (multiply_barrier(target_ptr, m_idx)) k = 8;
/* Hack -- multiply slower in crowded areas */
if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
{
/* Try to multiply */
- if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
+ if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
{
/* Take note if visible */
- if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
+ if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
{
r_ptr->r_flags2 |= (RF2_MULTIPLY);
}
/* Hack -- Ohmu scatters molds! */
if (m_ptr->r_idx == MON_OHMU)
{
- if (!p_ptr->inside_arena && !p_ptr->inside_battle)
+ if (!target_ptr->current_floor_ptr->inside_arena && !target_ptr->phase_out)
{
if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
{
for (k = 0; k < A_MAX; k++)
{
- if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
+ if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
{
- if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
+ if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
}
}
- if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
+ if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
}
}
}
}
- if (!p_ptr->inside_battle)
+ if (!target_ptr->phase_out)
{
/* Hack! "Cyber" monster makes noise... */
if (m_ptr->ap_r_idx == MON_CYBER &&
- one_in_(CYBERNOISE) &&
- !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
+ one_in_(CYBERNOISE) &&
+ !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
{
- if (disturb_minor) disturb(FALSE, FALSE);
+ if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
}
/* Some monsters can speak */
if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
- one_in_(SPEAK_CHANCE) &&
- player_has_los_bold(oy, ox) &&
- projectable(oy, ox, p_ptr->y, p_ptr->x))
+ one_in_(SPEAK_CHANCE) &&
+ player_has_los_bold(target_ptr, oy, ox) &&
+ projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x))
{
GAME_TEXT m_name[MAX_NLEN];
char monmessage[1024];
/* Acquire the monster name/poss */
if (m_ptr->ml)
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(target_ptr, m_name, m_ptr, 0);
else
strcpy(m_name, _("それ", "It"));
/* Give priority to counter attack? */
if (m_ptr->target_y)
{
- MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
+ MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
/* The monster must be an enemy, and projectable */
- if (t_m_idx && are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
- projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
+ if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
+ projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
{
counterattack = TRUE;
}
if (!counterattack)
{
/* Attempt to cast a spell */
- if (aware && make_attack_spell(m_idx)) return;
+ if (aware && make_attack_spell(m_idx, target_ptr)) return;
/*
* Attempt to cast a spell at an enemy other than the player
* (may slow the game a smidgeon, but I haven't noticed.)
*/
- if (monst_spell_monst(m_idx)) return;
+ if (monst_spell_monst(target_ptr, m_idx)) return;
}
else
{
/* Attempt to do counter attack at first */
- if (monst_spell_monst(m_idx)) return;
+ if (monst_spell_monst(target_ptr, m_idx)) return;
- if (aware && make_attack_spell(m_idx)) return;
+ if (aware && make_attack_spell(m_idx, target_ptr)) return;
}
}
/* 75% random movement */
else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
- (randint0(100) < 75))
+ (randint0(100) < 75))
{
/* Memorize flags */
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
+ if (is_original_ap_and_seen(target_ptr, 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;
/* 50% random movement */
else if ((r_ptr->flags1 & RF1_RAND_50) &&
- (randint0(100) < 50))
+ (randint0(100) < 50))
{
/* Memorize flags */
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
+ if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
/* 25% random movement */
else if ((r_ptr->flags1 & RF1_RAND_25) &&
- (randint0(100) < 25))
+ (randint0(100) < 25))
{
/* Memorize flags */
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
+ if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
{
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
-
- /* Look for an enemy */
-#if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
- get_enemy_dir(m_idx, mm);
-#endif /* 0 */
}
/* Pets will follow the player */
else if (is_pet(m_ptr))
{
/* Are we trying to avoid the player? */
- bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
+ bool avoid = ((target_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
/* Do we want to find the player? */
- bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
+ bool lonely = (!avoid && (m_ptr->cdis > target_ptr->pet_follow_distance));
/* Should we find the player if we can't find a monster? */
bool distant = (m_ptr->cdis > PET_SEEK_DIST);
mm[0] = mm[1] = mm[2] = mm[3] = 5;
/* Look for an enemy */
- if (!get_enemy_dir(m_idx, mm))
+ if (!get_enemy_dir(target_ptr, m_idx, mm))
{
/* Find the player if necessary */
if (avoid || lonely || distant)
{
/* Remember the leash length */
- POSITION dis = p_ptr->pet_follow_distance;
+ POSITION dis = target_ptr->pet_follow_distance;
/* Hack -- adjust follow distance temporarily */
- if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
+ if (target_ptr->pet_follow_distance > PET_SEEK_DIST)
{
- p_ptr->pet_follow_distance = PET_SEEK_DIST;
+ target_ptr->pet_follow_distance = PET_SEEK_DIST;
}
/* Find the player */
- (void)get_moves(m_idx, mm);
+ (void)get_moves(target_ptr, m_idx, mm);
/* Restore the leash */
- p_ptr->pet_follow_distance = (s16b)dis;
+ target_ptr->pet_follow_distance = (s16b)dis;
}
}
}
mm[0] = mm[1] = mm[2] = mm[3] = 5;
/* Look for an enemy */
- get_enemy_dir(m_idx, mm);
+ get_enemy_dir(target_ptr, m_idx, mm);
}
/* Normal movement */
else
{
/* Logical moves, may do nothing */
- if (!get_moves(m_idx, mm)) return;
+ if (!get_moves(target_ptr, m_idx, mm)) return;
}
/* Assume nothing */
nx = ox + ddx[d];
/* Ignore locations off of edge */
- if (!in_bounds2(ny, nx)) continue;
+ if (!in_bounds2(target_ptr->current_floor_ptr, ny, nx)) continue;
/* Access that grid */
- g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
+ g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
f_ptr = &f_info[g_ptr->feat];
- can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
+ can_cross = monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
/* Access that grid's contents */
- y_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+ y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
/* Hack -- player 'in' wall */
- if (player_bold(ny, nx))
+ if (player_bold(target_ptr, ny, nx))
{
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))
+ (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;
do_move = TRUE;
/* 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_CAN_PASS))
+ if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || target_ptr->pass_wall) &&
+ have_flag(f_ptr->flags, FF_CAN_PASS))
{
/* Monster went through a wall */
did_pass_wall = TRUE;
}
/* Handle doors and secret doors */
- else if (is_closed_door(g_ptr->feat))
+ else if (is_closed_door(target_ptr, g_ptr->feat))
{
bool may_bash = TRUE;
/* Creature can open doors. */
if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
- (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
+ (!is_pet(m_ptr) || (target_ptr->pet_extra_flags & PF_OPEN_DOORS)))
{
/* Closed doors */
if (!f_ptr->power)
if (randint0(m_ptr->hp / 10) > f_ptr->power)
{
/* Unlock the door */
- cave_alter_feat(ny, nx, FF_DISARM);
+ cave_alter_feat(target_ptr, ny, nx, FF_DISARM);
/* Do not bash the door */
may_bash = FALSE;
/* Stuck doors -- attempt to bash them down if allowed */
if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
- (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
+ (!is_pet(m_ptr) || (target_ptr->pet_extra_flags & PF_OPEN_DOORS)))
{
/* Attempt to Bash */
if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
{
if (have_flag(f_ptr->flags, FF_GLASS))
- msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
+ msg_print(_("ガラスが砕ける音がした!", "You hear glass breaking!"));
else
msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
/* Disturb (sometimes) */
- if (disturb_minor) disturb(FALSE, FALSE);
+ if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
/* The door was bashed open */
did_bash_door = TRUE;
if (did_open_door || did_bash_door)
{
/* Break down the door */
- if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
+ if (did_bash_door && ((randint0(100) < 50) || (feat_state(target_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
{
- cave_alter_feat(ny, nx, FF_BASH);
+ cave_alter_feat(target_ptr, ny, nx, FF_BASH);
if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
{
- 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);
+ target_ptr->update |= (PU_FLOW);
+ target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
return;
}
/* Open the door */
else
{
- cave_alter_feat(ny, nx, FF_OPEN);
+ cave_alter_feat(target_ptr, ny, nx, FF_OPEN);
}
f_ptr = &f_info[g_ptr->feat];
/* Hack -- check for Glyph of Warding */
if (do_move && is_glyph_grid(g_ptr) &&
- !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
+ !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx)))
{
/* Assume no move allowed */
do_move = FALSE;
/* Allow movement */
do_move = TRUE;
- note_spot(ny, nx);
+ note_spot(target_ptr, ny, nx);
}
}
else if (do_move && is_explosive_rune_grid(g_ptr) &&
- !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
+ !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx)))
{
/* Assume no move allowed */
do_move = FALSE;
if (g_ptr->info & CAVE_MARK)
{
msg_print(_("ルーンが爆発した!", "The rune explodes!"));
- project(0, 2, ny, nx, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+ project(target_ptr, 0, 2, ny, nx, 2 * (target_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
}
}
else
g_ptr->info &= ~(CAVE_OBJECT);
g_ptr->mimic = 0;
- note_spot(ny, nx);
- lite_spot(ny, nx);
+ note_spot(target_ptr, ny, nx);
+ lite_spot(target_ptr, ny, nx);
if (!monster_is_valid(m_ptr)) return;
/* Allow movement */
}
/* The player is in the way */
- if (do_move && player_bold(ny, nx))
+ if (do_move && player_bold(target_ptr, ny, nx))
{
/* Some monsters never attack */
if (r_ptr->flags1 & RF1_NEVER_BLOW)
{
/* Hack -- memorize lack of attacks */
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
+ if (is_original_ap_and_seen(target_ptr, 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 current_world_ptr->game_turn */
- if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
+ /* In anti-melee dungeon, stupid or confused monster takes useless turn */
+ if (do_move && (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
{
if (!MON_CONFUSED(m_ptr))
{
if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
else
{
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
+ if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
}
}
}
/* The player is in the way. Attack him. */
if (do_move)
{
- if (!p_ptr->riding || one_in_(2))
+ if (!target_ptr->riding || one_in_(2))
{
/* Do the attack */
- (void)make_attack_normal(m_idx);
+ (void)make_attack_normal(target_ptr, m_idx);
/* Do not move */
do_move = FALSE;
- /* Took a current_world_ptr->game_turn */
+ /* Took a turn */
do_turn = TRUE;
}
}
/* Attack 'enemies' */
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 && (g_ptr->m_idx != p_ptr->riding)) ||
- are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
+ (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
+ can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
+ are_enemies(target_ptr, 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_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
+ if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
}
/* attack */
if (y_ptr->r_idx && (y_ptr->hp >= 0))
{
- if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
+ if (monst_attack_monst(target_ptr, m_idx, g_ptr->m_idx)) return;
- /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
- else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
+ /* In anti-melee dungeon, stupid or confused monster takes useless turn */
+ else if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
if (MON_CONFUSED(m_ptr)) return;
else if (r_ptr->flags2 & RF2_STUPID)
{
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
+ if (is_original_ap_and_seen(target_ptr, 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) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
(r_ptr->mexp > z_ptr->mexp) &&
- can_cross && (g_ptr->m_idx != p_ptr->riding) &&
- monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
+ can_cross && (g_ptr->m_idx != target_ptr->riding) &&
+ monster_can_cross_terrain(target_ptr, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
{
/* Allow movement */
do_move = TRUE;
did_move_body = TRUE;
/* Wake up the moved monster */
- (void)set_monster_csleep(g_ptr->m_idx, 0);
+ (void)set_monster_csleep(target_ptr, g_ptr->m_idx, 0);
/* Message */
}
if (is_riding_mon)
{
- if (!p_ptr->riding_ryoute && !MON_MONFEAR(¤t_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
+ if (!target_ptr->riding_ryoute && !MON_MONFEAR(&target_ptr->current_floor_ptr->m_list[target_ptr->riding])) do_move = FALSE;
}
if (did_kill_wall && do_move)
msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
}
- cave_alter_feat(ny, nx, FF_HURT_DISI);
+ cave_alter_feat(target_ptr, ny, nx, FF_HURT_DISI);
if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
{
- 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);
+ target_ptr->update |= (PU_FLOW);
+ target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
return;
}
if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
{
- if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
+ if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
{
/* Assume no move allowed */
do_move = FALSE;
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);
+ if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
/* Do not move */
do_move = FALSE;
}
/* Creature has been allowed move */
- if (do_move)
+ if (!do_move)
{
- do_turn = TRUE;
+ if (do_turn) break;
+ continue;
+ }
+
+ do_turn = TRUE;
- if (have_flag(f_ptr->flags, FF_TREE))
+ if (have_flag(f_ptr->flags, FF_TREE))
+ {
+ if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(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();
- }
+ m_ptr->energy_need += ENERGY_NEED();
}
+ }
- if (!is_riding_mon)
+ if (!is_riding_mon)
+ {
+ /* Hack -- Update the old location */
+ target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
+
+ /* Mega-Hack -- move the old monster, if any */
+ if (g_ptr->m_idx)
{
- /* Hack -- Update the old location */
- current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
+ /* Move the old monster */
+ y_ptr->fy = oy;
+ y_ptr->fx = ox;
- /* Mega-Hack -- move the old monster, if any */
- if (g_ptr->m_idx)
- {
- /* Move the old monster */
- y_ptr->fy = oy;
- y_ptr->fx = ox;
+ /* Update the old monster */
+ update_monster(target_ptr, g_ptr->m_idx, TRUE);
+ }
- /* Update the old monster */
- update_monster(g_ptr->m_idx, TRUE);
- }
+ /* Hack -- Update the new location */
+ g_ptr->m_idx = m_idx;
- /* Hack -- Update the new location */
- g_ptr->m_idx = m_idx;
+ /* Move the monster */
+ m_ptr->fy = ny;
+ m_ptr->fx = nx;
+ update_monster(target_ptr, m_idx, TRUE);
- /* Move the monster */
- m_ptr->fy = ny;
- m_ptr->fx = nx;
- update_monster(m_idx, TRUE);
+ lite_spot(target_ptr, oy, ox);
+ lite_spot(target_ptr, ny, nx);
+ }
+ else
+ {
+ /* sound(SOUND_WALK); */
+ if (!move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP)) break;
+ }
- lite_spot(oy, ox);
- lite_spot(ny, nx);
- }
- else
- {
- /* sound(SOUND_WALK); */
- 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) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx)) ||
+ (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev)))
+ {
+ if (is_hostile(m_ptr))
+ disturb(target_ptr, FALSE, TRUE);
+ }
+
+ /* Take or Kill objects on the floor */
+ bool is_takable_or_killable = g_ptr->o_idx > 0;
+ is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) != 0;
+ bool is_pickup_items = (target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) != 0;
+ is_pickup_items &= (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
+ is_takable_or_killable &= !is_pet(m_ptr) || is_pickup_items;
+ if (!is_takable_or_killable)
+ {
+ if (do_turn) break;
+ continue;
+ }
+
+ OBJECT_IDX this_o_idx, next_o_idx;
+ bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
+
+ /* Scan all objects in the grid */
+ for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
+ BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
+ GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
+ object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx];
+ next_o_idx = o_ptr->next_o_idx;
- /* Possible disturb */
- if (m_ptr->ml &&
- (disturb_move ||
- (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
- (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
+ if (do_take)
{
- if (is_hostile(m_ptr))
- disturb(FALSE, TRUE);
+ /* 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 (g_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))))
+ /* Extract some flags */
+ object_flags(o_ptr, flgs);
+
+ /* Acquire the object name */
+ object_desc(target_ptr, o_name, o_ptr, 0);
+ monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
+
+ /* React to objects that hurt the monster */
+ 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_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_DEMON)) flg3 |= (RF3_DEMON);
+ if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
+ if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
+ if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
+ if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
+ if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
+ 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) ||
+ ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
{
- OBJECT_IDX this_o_idx, next_o_idx;
- bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
-
- /* Scan all objects in the grid */
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ /* Only give a message for "take_item" */
+ if (do_take && (r_ptr->flags2 & RF2_STUPID))
{
- BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
- GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
- object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
- 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;
- }
+ did_take_item = TRUE;
- /* Extract some flags */
- object_flags(o_ptr, flgs);
-
- /* Acquire the object name */
- object_desc(o_name, o_ptr, 0);
- monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
-
- /* React to objects that hurt the monster */
- 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_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_DEMON)) flg3 |= (RF3_DEMON);
- if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
- if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
- if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
- if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
- if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
- 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) ||
- ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
+ /* Describe observable situations */
+ if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx))
{
- /* Only give a message for "take_item" */
- if (do_take && (r_ptr->flags2 & RF2_STUPID))
- {
- did_take_item = TRUE;
-
- /* Describe observable situations */
- if (m_ptr->ml && player_can_see_bold(ny, nx))
- {
- msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name);
- }
- }
+ msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name);
}
+ }
+ }
- /* Pick up the item */
- else if (do_take)
- {
- did_take_item = TRUE;
-
- /* Describe observable situations */
- if (player_can_see_bold(ny, nx))
- {
- msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
- }
+ /* Pick up the item */
+ else if (do_take)
+ {
+ did_take_item = TRUE;
- /* Excise the object */
- excise_object_idx(this_o_idx);
+ /* Describe observable situations */
+ if (player_can_see_bold(target_ptr, ny, nx))
+ {
+ msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
+ }
- /* Forget mark */
- o_ptr->marked &= OM_TOUCHED;
+ /* Excise the object */
+ excise_object_idx(target_ptr->current_floor_ptr, this_o_idx);
- /* Forget location */
- o_ptr->iy = o_ptr->ix = 0;
+ /* Forget mark */
+ o_ptr->marked &= OM_TOUCHED;
- /* Memorize monster */
- o_ptr->held_m_idx = m_idx;
+ /* Forget location */
+ o_ptr->iy = o_ptr->ix = 0;
- /* Build a stack */
- o_ptr->next_o_idx = m_ptr->hold_o_idx;
+ /* Memorize monster */
+ o_ptr->held_m_idx = m_idx;
- /* Carry object */
- m_ptr->hold_o_idx = this_o_idx;
- }
+ /* Build a stack */
+ o_ptr->next_o_idx = m_ptr->hold_o_idx;
- /* Destroy the item if not a pet */
- else if (!is_pet(m_ptr))
- {
- did_kill_item = TRUE;
+ /* Carry object */
+ m_ptr->hold_o_idx = this_o_idx;
+ }
- /* Describe observable situations */
- if (player_has_los_bold(ny, nx))
- {
- msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
- }
+ /* Destroy the item if not a pet */
+ else if (!is_pet(m_ptr))
+ {
+ did_kill_item = TRUE;
- delete_object_idx(this_o_idx);
- }
+ /* Describe observable situations */
+ if (player_has_los_bold(target_ptr, ny, nx))
+ {
+ msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
}
+
+ delete_object_idx(target_ptr, this_o_idx);
}
}
- /* Stop when done */
if (do_turn) break;
}
* Forward movements failed, but now received LOS attack!
* Try to flow by smell.
*/
- if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
+ if (target_ptr->no_flowed && i > 2 && m_ptr->target_y)
m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
/* If we haven't done anything, try casting a spell again */
/* Try to cast spell again */
if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
{
- if (make_attack_spell(m_idx)) return;
+ if (make_attack_spell(m_idx, target_ptr)) return;
}
}
-
/* Notice changes in view */
if (do_view)
{
- p_ptr->update |= (PU_FLOW);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ target_ptr->update |= (PU_FLOW);
+ target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
/* Notice changes in view */
if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
- || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
+ || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
{
- p_ptr->update |= (PU_MON_LITE);
+ target_ptr->update |= (PU_MON_LITE);
}
/* Learn things from observable monster */
- if (is_original_ap_and_seen(m_ptr))
+ if (is_original_ap_and_seen(target_ptr, m_ptr))
{
/* Monster opened a door */
if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
}
+ bool is_battle_determined = !do_turn && !do_move && MON_MONFEAR(m_ptr) && aware;
+ if (!is_battle_determined) return;
- /* Hack -- get "bold" if out of options */
- if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
- {
- /* No longer afraid */
- (void)set_monster_monfear(m_idx, 0);
-
- /* Message if seen */
- if (see_m)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
- msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
- }
-
- if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
+ /* No longer afraid */
+ (void)set_monster_monfear(target_ptr, m_idx, 0);
- /* Actually do something now (?) */
+ /* Message if seen */
+ if (see_m)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(target_ptr, m_name, m_ptr, 0);
+ msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
}
+
+ if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
}
/*!
* @brief 全モンスターのターン管理メインルーチン /
- * Process all the "live" monsters, once per game current_world_ptr->game_turn.
+ * Process all the "live" monsters, once per game turn.
* @return なし
* @details
- * During each game current_world_ptr->game_turn, we scan through the list of all the "live" monsters,\n
+ * During each game current game turn, we scan through the list of all the "live" monsters,\n
* (backwards, so we can excise any "freshly dead" monsters), energizing each\n
* monster, and allowing fully energized monsters to move, attack, pass, etc.\n
*\n
*\n
* Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
* monsters while they are still being "born". A monster is "fresh" only\n
- * during the current_world_ptr->game_turn in which it is created, and we use the "hack_m_idx" to\n
- * determine if the monster is yet to be processed during the current current_world_ptr->game_turn.\n
+ * during the game turn in which it is created, and we use the "hack_m_idx" to\n
+ * determine if the monster is yet to be processed during the game turn.\n
*\n
* Note the special "MFLAG_NICE" flag, which allows the player to get one\n
* move before any "nasty" monsters get to use their spell attacks.\n
* changes (flags, attacks, spells), we induce a redraw of the monster\n
* recall window.\n
*/
-void process_monsters(void)
+void process_monsters(player_type *target_ptr)
{
- MONSTER_IDX i;
- POSITION fx, fy;
-
- bool test;
-
- monster_type *m_ptr;
- monster_race *r_ptr;
-
- MONRACE_IDX old_monster_race_idx;
-
BIT_FLAGS old_r_flags1 = 0L;
BIT_FLAGS old_r_flags2 = 0L;
BIT_FLAGS old_r_flags3 = 0L;
byte old_r_blows2 = 0;
byte old_r_blows3 = 0;
- byte old_r_cast_spell = 0;
-
- SPEED speed;
-
/* Clear monster fighting indicator */
- mon_fight = FALSE;
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ floor_ptr->monster_noise = FALSE;
/* Memorize old race */
- old_monster_race_idx = p_ptr->monster_race_idx;
+ MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
/* Acquire knowledge */
- if (p_ptr->monster_race_idx)
+ byte old_r_cast_spell = 0;
+ if (target_ptr->monster_race_idx)
{
/* Acquire current monster */
- r_ptr = &r_info[p_ptr->monster_race_idx];
+ monster_race *r_ptr;
+ r_ptr = &r_info[target_ptr->monster_race_idx];
/* Memorize flags */
old_r_flags1 = r_ptr->r_flags1;
old_r_cast_spell = r_ptr->r_cast_spell;
}
-
/* Process the monsters (backwards) */
- for (i = m_max - 1; i >= 1; i--)
+ bool test;
+ for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
{
- /* Access the monster */
- m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ m_ptr = &floor_ptr->m_list[i];
r_ptr = &r_info[m_ptr->r_idx];
/* Handle "leaving" */
- if (p_ptr->leaving) break;
+ if (target_ptr->leaving) break;
/* Ignore "dead" monsters */
if (!monster_is_valid(m_ptr)) continue;
- if (p_ptr->wild_mode) continue;
+ if (target_ptr->wild_mode) continue;
/* Handle "fresh" monsters */
/* Hack -- Require proximity */
if (m_ptr->cdis >= AAF_LIMIT) continue;
- fx = m_ptr->fx;
- fy = m_ptr->fy;
+ POSITION fx = m_ptr->fx;
+ POSITION fy = m_ptr->fy;
/* Flow by smell is allowed */
- if (!p_ptr->no_flowed)
+ if (!target_ptr->no_flowed)
{
m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
}
}
/* Handle "sight" and "aggravation" */
- else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
- (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
+ else if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
+ (player_has_los_bold(target_ptr, fy, fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
{
/* We can "see" or "feel" the player */
test = TRUE;
}
-#if 0 /* (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) is always FALSE... */
- /* 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) &&
- cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
- (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) &&
- (current_floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
- (current_floor_ptr->grid_array[fy][fx].dist < r_ptr->aaf))
- {
- /* We can "smell" the player */
- test = TRUE;
- }
-#endif
else if (m_ptr->target_y) test = TRUE;
/* Do nothing */
if (!test) continue;
-
- if (p_ptr->riding == i)
- speed = p_ptr->pspeed;
+ SPEED speed;
+ if (target_ptr->riding == i)
+ speed = target_ptr->pspeed;
else
{
speed = m_ptr->mspeed;
/* Use up "some" energy */
m_ptr->energy_need += ENERGY_NEED();
-
/* Save global index */
hack_m_idx = i;
/* Process the monster */
- process_monster(i);
+ process_monster(target_ptr, i);
reset_target(m_ptr);
/* Give up flow_by_smell when it might useless */
- if (p_ptr->no_flowed && one_in_(3))
+ if (target_ptr->no_flowed && one_in_(3))
m_ptr->mflag2 |= MFLAG2_NOFLOW;
/* Hack -- notice death or departure */
- if (!p_ptr->playing || p_ptr->is_dead) break;
+ if (!target_ptr->playing || target_ptr->is_dead) break;
/* Notice leaving */
- if (p_ptr->leaving) break;
+ if (target_ptr->leaving) break;
}
/* Reset global index */
/* Tracking a monster race (the same one we were before) */
- if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
- {
- /* Acquire monster race */
- r_ptr = &r_info[p_ptr->monster_race_idx];
-
- /* Check for knowledge change */
- if ((old_r_flags1 != r_ptr->r_flags1) ||
- (old_r_flags2 != r_ptr->r_flags2) ||
- (old_r_flags3 != r_ptr->r_flags3) ||
- (old_r_flags4 != r_ptr->r_flags4) ||
- (old_r_flags5 != r_ptr->r_flags5) ||
- (old_r_flags6 != r_ptr->r_flags6) ||
- (old_r_flagsr != r_ptr->r_flagsr) ||
- (old_r_blows0 != r_ptr->r_blows[0]) ||
- (old_r_blows1 != r_ptr->r_blows[1]) ||
- (old_r_blows2 != r_ptr->r_blows[2]) ||
- (old_r_blows3 != r_ptr->r_blows[3]) ||
- (old_r_cast_spell != r_ptr->r_cast_spell))
- {
- p_ptr->window |= (PW_MONSTER);
- }
+ if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
+ return;
+
+ /* Acquire monster race */
+ monster_race *r_ptr;
+ r_ptr = &r_info[target_ptr->monster_race_idx];
+
+ /* Check for knowledge change */
+ if ((old_r_flags1 != r_ptr->r_flags1) ||
+ (old_r_flags2 != r_ptr->r_flags2) ||
+ (old_r_flags3 != r_ptr->r_flags3) ||
+ (old_r_flags4 != r_ptr->r_flags4) ||
+ (old_r_flags5 != r_ptr->r_flags5) ||
+ (old_r_flags6 != r_ptr->r_flags6) ||
+ (old_r_flagsr != r_ptr->r_flagsr) ||
+ (old_r_blows0 != r_ptr->r_blows[0]) ||
+ (old_r_blows1 != r_ptr->r_blows[1]) ||
+ (old_r_blows2 != r_ptr->r_blows[2]) ||
+ (old_r_blows3 != r_ptr->r_blows[3]) ||
+ (old_r_cast_spell != r_ptr->r_cast_spell))
+ {
+ target_ptr->window |= (PW_MONSTER);
}
}
-