/*!
* @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(MONSTER_IDX m_idx, int *mm)
+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 = &p_ptr->current_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 (p_ptr->riding_t_m_idx && player_bold(p_ptr, 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 = p_ptr->current_floor_ptr->m_list[p_ptr->riding_t_m_idx].fy;
- x = p_ptr->current_floor_ptr->m_list[p_ptr->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) && p_ptr->pet_t_m_idx)
+ else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx)
{
- y = p_ptr->current_floor_ptr->m_list[p_ptr->pet_t_m_idx].fy;
- x = p_ptr->current_floor_ptr->m_list[p_ptr->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->phase_out)
+ int start;
+ int plus = 1;
+ if (target_ptr->phase_out)
{
- start = randint1(p_ptr->current_floor_ptr->m_max-1)+p_ptr->current_floor_ptr->m_max;
+ start = randint1(floor_ptr->m_max-1)+floor_ptr->m_max;
if(randint0(2)) plus = -1;
}
- else start = p_ptr->current_floor_ptr->m_max + 1;
+ else start = floor_ptr->m_max + 1;
/* Scan thru all monsters */
- for (i = start; ((i < start + p_ptr->current_floor_ptr->m_max) && (i > start - p_ptr->current_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 % p_ptr->current_floor_ptr->m_max);
+ MONSTER_IDX dummy = (i % floor_ptr->m_max);
if (!dummy) continue;
- t_idx = dummy;
- t_ptr = &p_ptr->current_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;
}
if (!are_enemies(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(p_ptr->current_floor_ptr, 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(p_ptr->current_floor_ptr, 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 = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
#ifdef ALLOW_TERROR
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);
+ if (MON_MONFEAR(m_ptr)) return TRUE;
#ifdef ALLOW_TERROR
/* 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);
+ if (p_val * m_mhp > m_val * p_mhp) return TRUE;
#endif
- /* 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 = &p_ptr->current_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(p_ptr->current_floor_ptr, 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 = p_ptr->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(p_ptr->current_floor_ptr, y, x)) continue;
+ if (!in_bounds2(floor_ptr, y, x)) continue;
/* Simply move to player */
- if (player_bold(p_ptr, y, x)) return (FALSE);
+ if (player_bold(target_ptr, y, x)) return FALSE;
- g_ptr = &p_ptr->current_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 (now_cost < cost) continue;
- if (!projectable(p_ptr->current_floor_ptr, 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 = &p_ptr->current_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? */
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(p_ptr, y1, x1) && projectable(p_ptr->current_floor_ptr, 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 = &p_ptr->current_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 (p_ptr->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(p_ptr->current_floor_ptr, y, x)) continue;
+ if (!in_bounds2(floor_ptr, y, x)) continue;
- g_ptr = &p_ptr->current_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 = &p_ptr->current_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(p_ptr->current_floor_ptr, y, x)) continue;
+ 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 / (p_ptr->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;
}
/*
/*!
* @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 = &p_ptr->current_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];
+ 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(p_ptr->current_floor_ptr, y, x)) continue;
+ if (!in_bounds(floor_ptr, y, x)) continue;
- g_ptr = &p_ptr->current_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(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 > p_ptr->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->current_floor_ptr, 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 = &p_ptr->current_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];
+ 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(p_ptr->current_floor_ptr, y, x)) continue;
+ if (!in_bounds(floor_ptr, y, x)) continue;
/* Skip occupied locations */
if (!monster_can_enter(y, x, r_ptr, 0)) continue;
/* Check for hidden, available grid */
- if (!projectable(p_ptr->current_floor_ptr, 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 = &p_ptr->current_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) && (p_ptr->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 = p_ptr->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, &p_ptr->current_floor_ptr->m_list[t_m_idx]) &&
- los(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
- projectable(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
+ 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))
{
/* 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(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) ||
- (p_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
+ ((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
/* 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(p_ptr->current_floor_ptr, yy, xx)) continue;
+ if (!in_bounds2(floor_ptr, yy, xx)) continue;
- g_ptr = &p_ptr->current_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))
room++;
}
}
- if (p_ptr->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 && (p_ptr->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(p_ptr->current_floor_ptr, 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 (!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);
+ return TRUE;
}
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 == target_ptr->riding);
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);
+ 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_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 trying to escape from your restriction."), m_name);
riding_pinch++;
disturb(target_ptr, TRUE, TRUE);
}
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->current_floor_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);
}
- 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);
}
/* 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)
if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
one_in_(SPEAK_CHANCE) &&
player_has_los_bold(target_ptr, oy, ox) &&
- projectable(target_ptr->current_floor_ptr, oy, ox, target_ptr->y, target_ptr->x))
+ projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x))
{
GAME_TEXT m_name[MAX_NLEN];
char monmessage[1024];
/* 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->current_floor_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))
{
counterattack = TRUE;
}
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)
}
/* Find the player */
- (void)get_moves(m_idx, mm);
+ (void)get_moves(target_ptr, m_idx, mm);
/* Restore the leash */
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 */
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 */
}
}
/* Creature has been allowed move */
- if (do_move)
+ if (!do_move)
{
- do_turn = TRUE;
+ if (do_turn) break;
+ continue;
+ }
- if (have_flag(f_ptr->flags, FF_TREE))
+ do_turn = TRUE;
+
+ 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)
+ {
+ /* Hack -- Update the old location */
+ target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
- if (!is_riding_mon)
+ /* Mega-Hack -- move the old monster, if any */
+ if (g_ptr->m_idx)
{
- /* Hack -- Update the old location */
- target_ptr->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(target_ptr, g_ptr->m_idx, TRUE);
- }
+ /* 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);
- /* Hack -- Update the new location */
- g_ptr->m_idx = m_idx;
+ lite_spot(oy, ox);
+ lite_spot(ny, nx);
+ }
+ else
+ {
+ /* sound(SOUND_WALK); */
+ if (!move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP)) break;
+ }
- /* Move the monster */
- m_ptr->fy = ny;
- m_ptr->fx = nx;
- update_monster(target_ptr, m_idx, TRUE);
+ /* 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);
+ }
- lite_spot(oy, ox);
- lite_spot(ny, nx);
- }
- else
- {
- /* sound(SOUND_WALK); */
- if (!move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP)) break;
- }
+ /* 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));
+ 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(target_ptr->current_floor_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 (do_take)
{
- if (is_hostile(m_ptr))
- disturb(target_ptr, 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) || ((target_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(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)))
{
- 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 = &target_ptr->current_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(target_ptr, 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(target_ptr, 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(target_ptr->current_floor_ptr, 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(target_ptr, 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(target_ptr->current_floor_ptr, 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->current_floor_ptr, this_o_idx);
}
}
- /* Stop when done */
if (do_turn) break;
}
}
}
-
/* Notice changes in view */
if (do_view)
{
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);
+ /* No longer afraid */
+ (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);
- 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);
-
- /* Actually do something now (?) */
+ /* 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(target_ptr, V_COMPASSION, -1);
}
/*!
*/
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 */
floor_type *floor_ptr = target_ptr->current_floor_ptr;
floor_ptr->monster_noise = FALSE;
/* Memorize old race */
- old_monster_race_idx = target_ptr->monster_race_idx;
+ MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
/* Acquire knowledge */
+ byte old_r_cast_spell = 0;
if (target_ptr->monster_race_idx)
{
/* Acquire current monster */
+ monster_race *r_ptr;
r_ptr = &r_info[target_ptr->monster_race_idx];
/* Memorize flags */
old_r_cast_spell = r_ptr->r_cast_spell;
}
-
/* Process the monsters (backwards) */
- for (i = floor_ptr->m_max - 1; i >= 1; i--)
+ bool test;
+ for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
{
+ monster_type *m_ptr;
+ monster_race *r_ptr;
m_ptr = &floor_ptr->m_list[i];
r_ptr = &r_info[m_ptr->r_idx];
/* 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 (!target_ptr->no_flowed)
/* Do nothing */
if (!test) continue;
-
+ SPEED speed;
if (target_ptr->riding == i)
speed = target_ptr->pspeed;
else
return;
/* Acquire monster race */
+ monster_race *r_ptr;
r_ptr = &r_info[target_ptr->monster_race_idx];
/* Check for knowledge change */