}
/* 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 != target_ptr->riding) || target_ptr->pass_wall)) ||
static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
{
monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
-
-#ifdef ALLOW_TERROR
-
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))
{
/* All "afraid" monsters will run away */
if (MON_MONFEAR(m_ptr)) return TRUE;
-#ifdef ALLOW_TERROR
-
/* Nearby monsters will not become terrified */
if (m_ptr->cdis <= 5) return FALSE;
/* Strong players scare strong monsters */
if (p_val * m_mhp > m_val * p_mhp) return TRUE;
-#endif
-
return FALSE;
}
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.. */
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 == target_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 (!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(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, fy, fx, y, x, FALSE))
/* The monster must be an enemy, and in LOS */
if (t_m_idx &&
- are_enemies(m_ptr, &floor_ptr->m_list[t_m_idx]) &&
+ 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))
{
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 (!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;
msg_print("地面に落とされた。");
#else
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, &target_ptr->current_floor_ptr->m_list[target_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 (!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(target_ptr, 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);
+ }
+
+ 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."));
+ }
- msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
+ 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(target_ptr, 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(target_ptr, 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 (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(target_ptr, TRUE, TRUE);
}
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(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 (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(target_ptr, m_ptr);
/* 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;
}
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, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
+ 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;
/* Access that grid */
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 = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
}
/* 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;
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!"));
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(target_ptr, ny, nx, FF_BASH);
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 != target_ptr->riding)) ||
- are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
+ are_enemies(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
{
if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
{
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 != target_ptr->riding) &&
- monster_can_cross_terrain(target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
+ 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;
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;
/* 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));
- is_takable_or_killable &= !is_pet(m_ptr) || ((target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM));
+ 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;
object_flags(o_ptr, flgs);
/* Acquire the object name */
- object_desc(o_name, o_ptr, 0);
+ 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 */