/* Hack -- note fear */
(*fear) = TRUE;
- /* XXX XXX XXX Hack -- Add some timed fear */
+ /* Hack -- Add some timed fear */
(void)set_monster_monfear(m_idx, (randint1(10) +
(((dam >= m_ptr->hp) && (percentage > 7)) ?
20 : ((11 - percentage) * 5))));
/* Check nearby grids, diagonals first */
for (i = 7; i >= 0; i--)
{
- int dis, s;
+ POSITION dis, s;
/* Get the location */
y = fy + ddy_ddd[i];
* 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()"). XXX XXX XXX
+ * able to generate and dump these arrays (ala "los()").
*
- * Also, the storage needs could be halved by using bytes. XXX XXX XXX
+ * 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. XXX XXX XXX
+ * this could perhaps also be used somehow in the "look" code.
*/
y = m_ptr->fy - y2;
x = m_ptr->fx - x2;
- /* Done */
done = TRUE;
}
}
}
}
- /* Message */
if (act && see_either)
{
#ifdef JP
/* Visible monsters */
if (see_m)
{
- /* Message */
#ifdef JP
msg_format("%sは%^sの攻撃をかわした。", t_name,m_name);
#else
* fixate on opening a door even if they cannot open it. Actually,\n
* the same thing happens to normal monsters when they hit a door\n
*\n
- * XXX XXX XXX In addition, monsters which *cannot* open or bash\n
+ * In addition, monsters which *cannot* open or bash\n
* down a door will still stand there trying to open it...\n
*\n
* XXX Technically, need to check for monster in the way\n
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
- /* Oops */
msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
}
if (avoid || lonely || distant)
{
/* Remember the leash length */
- int dis = p_ptr->pet_follow_distance;
+ POSITION dis = p_ptr->pet_follow_distance;
/* Hack -- adjust follow distance temporarily */
if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
/* Do not bash the door */
may_bash = FALSE;
- /* Take a turn */
do_turn = TRUE;
}
/* Locked doors (not jammed) */
else
{
- /* Try to unlock it XXX XXX XXX */
+ /* Try to unlock it */
if (randint0(m_ptr->hp / 10) > f_ptr->power)
{
/* Unlock the door */
/* Do not bash the door */
may_bash = FALSE;
- /* Take a turn */
do_turn = TRUE;
}
}
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)))
{
- /* Attempt to Bash XXX XXX XXX */
+ /* Attempt to Bash */
if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
{
- /* Message */
if (have_flag(f_ptr->flags, FF_GLASS))
msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
else
/* Wake up the moved monster */
(void)set_monster_csleep(c_ptr->m_idx, 0);
- /* XXX XXX XXX Message */
+ /* Message */
}
}
/* Note changes to viewable region */
do_view = TRUE;
- /* Take a turn */
do_turn = TRUE;
}
/* Creature has been allowed move */
if (do_move)
{
- /* Take a turn */
do_turn = TRUE;
if (have_flag(f_ptr->flags, FF_TREE))
/* Update some things */
p_ptr->update |= (PU_FLOW);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
- /* XXX XXX XXX Actually do something now (?) */
+ /* Actually do something now (?) */
}
}
(old_r_blows3 != r_ptr->r_blows[3]) ||
(old_r_cast_spell != r_ptr->r_cast_spell))
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
}