#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
- */
+ /*!
+ * @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)
{
floor_type *floor_ptr = target_ptr->current_floor_ptr;
int plus = 1;
if (target_ptr->phase_out)
{
- start = randint1(floor_ptr->m_max-1)+floor_ptr->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 = floor_ptr->m_max + 1;
/* Scan thru all monsters */
- for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->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 % floor_ptr->m_max);
}
/* 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)) ||
- ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)))
+ ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)))
{
if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
}
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))
{
/* Are we trying to avoid the player? */
return ((target_ptr->pet_follow_distance < 0) &&
- (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
+ (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
}
/* Keep monsters from running too far away */
/* 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.. */
/* 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(target_ptr, m_idx, yp, xp)) 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.
*/
/* Check the locations */
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])
+ dx != 0 || dy != 0;
+ i++, dx = x_offsets[i], dy = y_offsets[i])
{
POSITION y = fy + dy;
POSITION x = fx + dx;
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))
/* Check the locations */
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])
+ dx != 0 || dy != 0;
+ i++, dx = x_offsets[i], dy = y_offsets[i])
{
POSITION y = fy + dy;
POSITION x = fx + dx;
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]) &&
- 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))
+ 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(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)))
+ (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;
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++;
/* Not in a room and strong player */
if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
- (target_ptr->mhp + target_ptr->msp))
+ (target_ptr->mhp + target_ptr->msp))
{
/* Find hiding place */
if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
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 ((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 (target_ptr->special_defense & NINJA_S_STEALTH)
{
- int tmp = target_ptr->lev*6+(target_ptr->skill_stl+10)*4;
+ 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 (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);
- exe_write_diary(target_ptr, 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);
+ }
+
+ 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(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(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 (dead) return;
}
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(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 (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(target_ptr, m_ptr->fy, m_ptr->fx) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_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);
}
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);
- delete_monster_idx(m_idx);
+ delete_monster_idx(target_ptr, m_idx);
return;
}
}
/* Handle non-aggravation - Still sleeping */
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++;
}
/* 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 (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 */
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 (target_ptr->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);
}
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)))
+ if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
{
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);
}
}
}
{
/* 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(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(target_ptr, oy, ox) &&
- projectable(target_ptr, oy, ox, target_ptr->y, target_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"));
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]) &&
- projectable(target_ptr, 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;
}
/* 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 */
/* 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];
/* 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;
/* Monster moves through walls (and doors) */
if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || target_ptr->pass_wall) &&
- have_flag(f_ptr->flags, FF_CAN_PASS))
+ 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) || (target_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 (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);
{
target_ptr->update |= (PU_FLOW);
target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
+ if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
return;
}
/* Hack -- check for Glyph of Warding */
if (do_move && is_glyph_grid(g_ptr) &&
- !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, 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(target_ptr, ny, nx)))
+ !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx)))
{
/* Assume no move allowed */
do_move = FALSE;
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 */
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;
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);
}
}
}
/* 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 != target_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 (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;
}
}
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;
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 */
}
{
target_ptr->update |= (PU_FLOW);
target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
+ 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;
m_ptr->fx = nx;
update_monster(target_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ny, nx);
+ lite_spot(target_ptr, oy, ox);
+ lite_spot(target_ptr, ny, nx);
}
else
{
}
/* Take or Kill objects on the floor */
- bool is_takable_or_killable = g_ptr->o_idx;
- 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));
+ 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;
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);
+ 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);
msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
}
- delete_object_idx(target_ptr->current_floor_ptr, this_o_idx);
+ delete_object_idx(target_ptr, this_o_idx);
}
}
* Forward movements failed, but now received LOS attack!
* Try to flow by smell.
*/
- if (target_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 */
}
/* 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 (!is_battle_determined) return;
/* No longer afraid */
- (void)set_monster_monfear(m_idx, 0);
+ (void)set_monster_monfear(target_ptr, m_idx, 0);
/* Message if seen */
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は戦いを決意した!", "%^s turns to fight!"), m_name);
}
}
/* Handle "sight" and "aggravation" */
- else if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
+ 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 /* (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when == 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(target_ptr->y, target_ptr->x, FF_MOVE) &&
- (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when == floor_ptr->grid_array[fy][fx].when) &&
- (floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
- (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 */
target_ptr->window |= (PW_MONSTER);
}
}
-