#endif
int msex = 0;
- int speed = (ironman_nightmare) ? r_ptr->speed + 5 : r_ptr->speed;
+ bool nightmare = ironman_nightmare && !(mode & 0x02);
+ int speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
bool breath = FALSE;
bool magic = FALSE;
+ bool reinforce = FALSE;
u32b flags1;
u32b flags2;
flags7 = (r_ptr->flags7 & r_ptr->flags7);
flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
+ for(n = 0; n < 6; n++)
+ {
+ if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
+ }
+
/* cheat_know or research_mon() */
if (cheat_know || (mode & 0x01))
know_everything = TRUE;
#ifdef JP
if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, "¿Í´Ö");
#else
- if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, " Human");
+ if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, " human");
#endif
#ifdef JP
if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
{
#ifdef JP
-hook_c_roff(TERM_VIOLET, format("%^s¤Ï±ê¤Èɹ¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
+ hook_c_roff(TERM_VIOLET, format("%^s¤Ï±ê¤Èɹ¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
#else
- hook_c_roff(TERM_VIOLET, format("%^s is surrounded by flames and electricity. ", wd_he[msex]));
+ hook_c_roff(TERM_VIOLET, format("%^s is surrounded by flames, ice and electricity. ", wd_he[msex]));
#endif
-
}
else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
{
#ifdef JP
-hook_c_roff(TERM_L_RED, format("%^s¤Ï±ê¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
+ hook_c_roff(TERM_L_RED, format("%^s¤Ï±ê¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
#else
hook_c_roff(TERM_L_RED, format("%^s is surrounded by flames and electricity. ", wd_he[msex]));
#endif
-
}
else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
{
#ifdef JP
-hook_c_roff(TERM_BLUE, format("%^s¤Ï±ê¤Èɹ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
+ hook_c_roff(TERM_BLUE, format("%^s¤Ï±ê¤Èɹ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
#else
- hook_c_roff(TERM_BLUE, format("%^s is surrounded by flames and electricity. ", wd_he[msex]));
+ hook_c_roff(TERM_BLUE, format("%^s is surrounded by flames and ice. ", wd_he[msex]));
#endif
-
}
else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
{
#ifdef JP
-hook_c_roff(TERM_L_GREEN, format("%^s¤Ïɹ¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
+ hook_c_roff(TERM_L_GREEN, format("%^s¤Ïɹ¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
#else
hook_c_roff(TERM_L_GREEN, format("%^s is surrounded by ice and electricity. ", wd_he[msex]));
#endif
-
}
else if (flags2 & RF2_AURA_FIRE)
{
#ifdef JP
-hook_c_roff(TERM_RED, format("%^s¤Ï±ê¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
+ hook_c_roff(TERM_RED, format("%^s¤Ï±ê¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
#else
hook_c_roff(TERM_RED, format("%^s is surrounded by flames. ", wd_he[msex]));
#endif
-
}
else if (flags3 & RF3_AURA_COLD)
{
#ifdef JP
-hook_c_roff(TERM_BLUE, format("%^s¤Ïɹ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
+ hook_c_roff(TERM_BLUE, format("%^s¤Ïɹ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
#else
hook_c_roff(TERM_BLUE, format("%^s is surrounded by ice. ", wd_he[msex]));
#endif
-
}
else if (flags2 & RF2_AURA_ELEC)
{
#ifdef JP
-hook_c_roff(TERM_L_BLUE, format("%^s¤Ï¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
+ hook_c_roff(TERM_L_BLUE, format("%^s¤Ï¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
#else
hook_c_roff(TERM_L_BLUE, format("%^s is surrounded by electricity. ", wd_he[msex]));
#endif
-
}
if (flags2 & RF2_REFLECTING)
{
#ifdef JP
-hooked_roff(format("%^s¤ÏÌð¤Î¼öʸ¤òÄ·¤ÍÊÖ¤¹¡£", wd_he[msex]));
+ hooked_roff(format("%^s¤ÏÌð¤Î¼öʸ¤òÄ·¤ÍÊÖ¤¹¡£", wd_he[msex]));
#else
hooked_roff(format("%^s reflects bolt spells. ", wd_he[msex]));
#endif
}
/* Describe escorts */
- if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
+ if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
{
#ifdef JP
hooked_roff(format("%^s¤ÏÄ̾ï¸î±Ò¤òȼ¤Ã¤Æ¸½¤ì¤ë¡£",
#else
hooked_roff(format("%^s usually appears with escorts. ",
#endif
-
wd_he[msex]));
+
+ if(reinforce)
+ {
+#ifdef JP
+ hooked_roff("¸î±Ò¤Î¹½À®¤Ï");
+ if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
+ {
+ hooked_roff("¾¯¤Ê¤¯¤È¤â");
+ }
+#else
+ hooked_roff("These escorts");
+ if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
+ {
+ hooked_roff(" at the least");
+ }
+ hooked_roff(" contain ");
+#endif
+ for(n = 0; n < 6; n++)
+ {
+#ifdef JP
+ if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
+ {
+ monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
+ if(rf_ptr->flags1 & RF1_UNIQUE)
+ {
+ hooked_roff(format("¡¢%s", r_name + rf_ptr->name));
+ }
+ else
+ {
+ hooked_roff(format("¡¢ %dd%d ÂΤÎ%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n],
+ r_name + rf_ptr->name));
+ }
+ }
+#else
+ if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
+ {
+ monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
+ if(rf_ptr->flags1 & RF1_UNIQUE)
+ {
+ hooked_roff(format(", %s", r_name + rf_ptr->name));
+ }
+ else
+ {
+ bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
+ char name[80];
+ strcpy(name, r_name + rf_ptr->name);
+ if(plural) plural_aux(name);
+ hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
+ }
+ }
+#endif
+ }
+#ifdef JP
+ hooked_roff("¤ÇÀ®¤êΩ¤Ã¤Æ¤¤¤ë¡£");
+#else
+ hooked_roff(".");
+#endif
+ }
}
/* Describe friends */
wd_he[msex], r_ptr->ac));
/* Maximized hitpoints */
- if (flags1 & RF1_FORCE_MAXHP)
+ if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
{
+ u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
#ifdef JP
hooked_roff(format(" %d ¤ÎÂÎÎϤ¬¤¢¤ë¡£",
#else
hooked_roff(format(" and a life rating of %d. ",
#endif
-
- r_ptr->hdice * r_ptr->hside));
+ (s16b)MIN(30000, hp)));
}
/* Variable hitpoints */
#else
hooked_roff(format(" and a life rating of %dd%d. ",
#endif
-
- r_ptr->hdice, r_ptr->hside));
+ r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
}
}
/* Collect special abilities. */
vn = 0;
-#ifdef JP
- if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) { vp[vn] = "¥À¥ó¥¸¥ç¥ó¤ò¾È¤é¤¹"; color[vn++] = TERM_WHITE; }
-#else
- if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) { vp[vn] = "illuminate the dungeon"; color[vn++] = TERM_WHITE; }
-#endif
-
-#ifdef JP
- if (flags7 & (RF7_HAS_DARK_1 | RF7_HAS_DARK_2)) { vp[vn] = "¥À¥ó¥¸¥ç¥ó¤ò°Å¤¯¤¹¤ë"; color[vn++] = TERM_L_DARK; }
-#else
- if (flags7 & (RF7_HAS_DARK_1 | RF7_HAS_DARK_2)) { vp[vn] = "darken the dungeon"; color[vn++] = TERM_L_DARK; }
-#endif
-
-#ifdef JP
- if (flags2 & RF2_OPEN_DOOR) { vp[vn] = "¥É¥¢¤ò³«¤±¤ë"; color[vn++] = TERM_WHITE; }
-#else
- if (flags2 & RF2_OPEN_DOOR) { vp[vn] = "open doors"; color[vn++] = TERM_WHITE; }
-#endif
-
-#ifdef JP
- if (flags2 & RF2_BASH_DOOR) { vp[vn] = "¥É¥¢¤òÂǤÁÇˤë"; color[vn++] = TERM_WHITE; }
-#else
- if (flags2 & RF2_BASH_DOOR) { vp[vn] = "bash down doors"; color[vn++] = TERM_WHITE; }
-#endif
-
-#ifdef JP
- if (flags2 & RF2_PASS_WALL) { vp[vn] = "Êɤò¤¹¤êÈ´¤±¤ë"; color[vn++] = TERM_WHITE; }
-#else
- if (flags2 & RF2_PASS_WALL) { vp[vn] = "pass through walls"; color[vn++] = TERM_WHITE; }
-#endif
-
-#ifdef JP
- if (flags2 & RF2_KILL_WALL) { vp[vn] = "Êɤò·¡¤ê¿Ê¤à"; color[vn++] = TERM_WHITE; }
-#else
- if (flags2 & RF2_KILL_WALL) { vp[vn] = "bore through walls"; color[vn++] = TERM_WHITE; }
-#endif
-
-#ifdef JP
- if (flags2 & RF2_MOVE_BODY) { vp[vn] = "¼å¤¤¥â¥ó¥¹¥¿¡¼¤ò²¡¤·¤Î¤±¤ë"; color[vn++] = TERM_WHITE; }
-#else
- if (flags2 & RF2_MOVE_BODY) { vp[vn] = "push past weaker monsters"; color[vn++] = TERM_WHITE; }
-#endif
-
-#ifdef JP
- if (flags2 & RF2_KILL_BODY) { vp[vn] = "¼å¤¤¥â¥ó¥¹¥¿¡¼¤òÅݤ¹"; color[vn++] = TERM_WHITE; }
-#else
- if (flags2 & RF2_KILL_BODY) { vp[vn] = "destroy weaker monsters"; color[vn++] = TERM_WHITE; }
-#endif
-
-#ifdef JP
- if (flags2 & RF2_TAKE_ITEM) { vp[vn] = "¥¢¥¤¥Æ¥à¤ò½¦¤¦"; color[vn++] = TERM_WHITE; }
-#else
- if (flags2 & RF2_TAKE_ITEM) { vp[vn] = "pick up objects"; color[vn++] = TERM_WHITE; }
-#endif
-
-#ifdef JP
- if (flags2 & RF2_KILL_ITEM) { vp[vn] = "¥¢¥¤¥Æ¥à¤ò²õ¤¹"; color[vn++] = TERM_WHITE; }
-#else
- if (flags2 & RF2_KILL_ITEM) { vp[vn] = "destroy objects"; color[vn++] = TERM_WHITE; }
-#endif
+ if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) { vp[vn] = _("¥À¥ó¥¸¥ç¥ó¤ò¾È¤é¤¹", "illuminate the dungeon"); color[vn++] = TERM_WHITE; }
+ if (flags7 & (RF7_HAS_DARK_1 | RF7_HAS_DARK_2)) { vp[vn] = _("¥À¥ó¥¸¥ç¥ó¤ò°Å¤¯¤¹¤ë", "darken the dungeon"); color[vn++] = TERM_L_DARK; }
+ if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("¥É¥¢¤ò³«¤±¤ë", "open doors"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("¥É¥¢¤òÂǤÁÇˤë", "bash down doors"); color[vn++] = TERM_WHITE; }
+ if (flags7 & RF7_CAN_FLY) { vp[vn] = _("¶õ¤òÈô¤Ö", "fly"); color[vn++] = TERM_WHITE; }
+ if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("¿å¤òÅϤë", "swim"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_PASS_WALL) { vp[vn] = _("Êɤò¤¹¤êÈ´¤±¤ë", "pass through walls"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_KILL_WALL) { vp[vn] = _("Êɤò·¡¤ê¿Ê¤à", "bore through walls"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_MOVE_BODY) { vp[vn] = _("¼å¤¤¥â¥ó¥¹¥¿¡¼¤ò²¡¤·¤Î¤±¤ë", "push past weaker monsters"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_KILL_BODY) { vp[vn] = _("¼å¤¤¥â¥ó¥¹¥¿¡¼¤òÅݤ¹", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("¥¢¥¤¥Æ¥à¤ò½¦¤¦", "pick up objects"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("¥¢¥¤¥Æ¥à¤ò²õ¤¹", "destroy objects"); color[vn++] = TERM_WHITE; }
/* Describe special abilities. */
if (vn)
{
/* Intro */
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^s¤Ï", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
}
/* End */
-#ifdef JP
- hooked_roff("¤³¤È¤¬¤Ç¤¤ë¡£");
-#else
- hooked_roff(". ");
-#endif
+ hooked_roff(_("¤³¤È¤¬¤Ç¤¤ë¡£", ". "));
}
-
+
+ /* Aquatic */
+ if (flags7 & RF7_AQUATIC)
+ {
+ hooked_roff(format(_("%^s¤Ï¿åÃæ¤ËÀ³¤ó¤Ç¤¤¤ë¡£", "%^s lives in water. "), wd_he[msex]));
+ }
/* Describe special abilities. */
if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
{
-#ifdef JP
- hooked_roff(format("%^s¤Ï¸÷¤Ã¤Æ¤¤¤ë¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s illuminate the dungeon. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^s¤Ï¸÷¤Ã¤Æ¤¤¤ë¡£", "%^s is shining. "), wd_he[msex]));
}
if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
{
-#ifdef JP
- hook_c_roff(TERM_L_DARK, format("%^s¤Ï°Å¹õ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_L_DARK, format("%^s is surrounded by darkness. ", wd_he[msex]));
-#endif
-
+ hook_c_roff(TERM_L_DARK, format(_("%^s¤Ï°Å¹õ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "%^s is surrounded by darkness. "), wd_he[msex]));
}
if (flags2 & RF2_INVISIBLE)
{
-#ifdef JP
- hooked_roff(format("%^s¤ÏÆ©ÌÀ¤ÇÌܤ˸«¤¨¤Ê¤¤¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s is invisible. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^s¤ÏÆ©ÌÀ¤ÇÌܤ˸«¤¨¤Ê¤¤¡£", "%^s is invisible. "), wd_he[msex]));
}
if (flags2 & RF2_COLD_BLOOD)
{
-#ifdef JP
- hooked_roff(format("%^s¤ÏÎä·ìưʪ¤Ç¤¢¤ë¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s is cold blooded. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^s¤ÏÎä·ìưʪ¤Ç¤¢¤ë¡£", "%^s is cold blooded. "), wd_he[msex]));
}
if (flags2 & RF2_EMPTY_MIND)
{
-#ifdef JP
- hooked_roff(format("%^s¤Ï¥Æ¥ì¥Ñ¥·¡¼¤Ç¤Ï´¶ÃΤǤ¤Ê¤¤¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s is not detected by telepathy. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^s¤Ï¥Æ¥ì¥Ñ¥·¡¼¤Ç¤Ï´¶ÃΤǤ¤Ê¤¤¡£", "%^s is not detected by telepathy. "), wd_he[msex]));
}
else if (flags2 & RF2_WEIRD_MIND)
{
-#ifdef JP
- hooked_roff(format("%^s¤Ï¤Þ¤ì¤Ë¥Æ¥ì¥Ñ¥·¡¼¤Ç´¶ÃΤǤ¤ë¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s is rarely detected by telepathy. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^s¤Ï¤Þ¤ì¤Ë¥Æ¥ì¥Ñ¥·¡¼¤Ç´¶ÃΤǤ¤ë¡£", "%^s is rarely detected by telepathy. "), wd_he[msex]));
}
if (flags2 & RF2_MULTIPLY)
{
-#ifdef JP
- hook_c_roff(TERM_L_UMBER, format("%^s¤ÏÇúȯŪ¤ËÁý¿£¤¹¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_L_UMBER, format("%^s breeds explosively. ", wd_he[msex]));
-#endif
-
+ hook_c_roff(TERM_L_UMBER, format(_("%^s¤ÏÇúȯŪ¤ËÁý¿£¤¹¤ë¡£", "%^s breeds explosively. "), wd_he[msex]));
}
if (flags2 & RF2_REGENERATE)
{
-#ifdef JP
- hook_c_roff(TERM_L_WHITE, format("%^s¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_L_WHITE, format("%^s regenerates quickly. ", wd_he[msex]));
-#endif
-
+ hook_c_roff(TERM_L_WHITE, format(_("%^s¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£", "%^s regenerates quickly. "), wd_he[msex]));
}
if (flags7 & RF7_RIDING)
{
-#ifdef JP
- hook_c_roff(TERM_SLATE, format("%^s¤Ë¾è¤ë¤³¤È¤¬¤Ç¤¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_SLATE, format("%^s is suitable for riding. ", wd_he[msex]));
-#endif
-
+ hook_c_roff(TERM_SLATE, format(_("%^s¤Ë¾è¤ë¤³¤È¤¬¤Ç¤¤ë¡£", "%^s is suitable for riding. "), wd_he[msex]));
}
case RBE_DR_MANA: q = "drain mana force"; break;
#endif
+#ifdef JP
+ case RBE_INERTIA: q = "¸ºÂ®¤µ¤»¤ë"; break;
+ case RBE_STUN: q = "Û¯Û°¤È¤µ¤»¤ë"; break;
+#else
+ case RBE_INERTIA: q = "slow"; break;
+ case RBE_STUN: q = "stun"; break;
+#endif
}
monster_hook_type get_monster_hook2(int y, int x)
{
+ feature_type *f_ptr = &f_info[cave[y][x].feat];
+
/* Set the monster list */
- switch (cave[y][x].feat)
- {
- case FEAT_SHAL_WATER:
- return (monster_hook_type)mon_hook_shallow_water;
- case FEAT_DEEP_WATER:
- return (monster_hook_type)mon_hook_deep_water;
- case FEAT_DEEP_LAVA:
- case FEAT_SHAL_LAVA:
+
+ /* Water */
+ if (have_flag(f_ptr->flags, FF_WATER))
+ {
+ /* Deep water */
+ if (have_flag(f_ptr->flags, FF_DEEP))
+ {
+ return (monster_hook_type)mon_hook_deep_water;
+ }
+
+ /* Shallow water */
+ else
+ {
+ return (monster_hook_type)mon_hook_shallow_water;
+ }
+ }
+
+ /* Lava */
+ else if (have_flag(f_ptr->flags, FF_LAVA))
+ {
return (monster_hook_type)mon_hook_lava;
- default:
- return (monster_hook_type)mon_hook_floor;
}
+
+ else return (monster_hook_type)mon_hook_floor;
}
void set_pet(monster_type *m_ptr)
{
+ if (!is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
+
/* Check for quest completion */
check_quest_completion(m_ptr);
void set_hostile(monster_type *m_ptr)
{
if (p_ptr->inside_battle) return;
+
+ if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
+
m_ptr->smart &= ~SM_PET;
m_ptr->smart &= ~SM_FRIENDLY;
}
/*
* Check if monster can cross terrain
*/
-bool monster_can_cross_terrain(byte feat, monster_race *r_ptr)
+bool monster_can_cross_terrain(s16b feat, monster_race *r_ptr, u16b mode)
{
- /* Pit */
- if (feat == FEAT_DARK_PIT)
- {
- if (r_ptr->flags7 & RF7_CAN_FLY)
- return TRUE;
- else
- return FALSE;
- }
- /* Deep water */
- if (feat == FEAT_DEEP_WATER)
+ feature_type *f_ptr = &f_info[feat];
+
+ /* Pattern */
+ if (have_flag(f_ptr->flags, FF_PATTERN))
{
- if ((r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY) ||
- (r_ptr->flags7 & RF7_CAN_SWIM))
- return TRUE;
+ if (!(mode & CEM_RIDING))
+ {
+ if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
+ }
else
- return FALSE;
+ {
+ if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
+ }
}
- /* Shallow water */
- else if (feat == FEAT_SHAL_WATER)
+
+ /* "CAN" flags */
+ if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
+ if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
+ if (have_flag(f_ptr->flags, FF_CAN_PASS))
{
- if (!(r_ptr->flags2 & RF2_AURA_FIRE) ||
- (r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY) ||
- (r_ptr->flags7 & RF7_CAN_SWIM))
- return TRUE;
- else
- return FALSE;
+ if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
}
- /* Aquatic monster */
- else if ((r_ptr->flags7 & RF7_AQUATIC) &&
- !(r_ptr->flags7 & RF7_CAN_FLY))
+
+ if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
+
+ /* Some monsters can walk on mountains */
+ if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
+
+ /* Water */
+ if (have_flag(f_ptr->flags, FF_WATER))
{
- return FALSE;
+ if (!(r_ptr->flags7 & RF7_AQUATIC))
+ {
+ /* Deep water */
+ if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
+
+ /* Shallow water */
+ else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
+ }
}
+
+ /* Aquatic monster into non-water? */
+ else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
+
/* Lava */
- else if ((feat == FEAT_SHAL_LAVA) ||
- (feat == FEAT_DEEP_LAVA))
+ if (have_flag(f_ptr->flags, FF_LAVA))
{
- if ((r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) ||
- (r_ptr->flags7 & RF7_CAN_FLY))
- return TRUE;
- else
- return FALSE;
+ if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
}
return TRUE;
/*
* Strictly check if monster can enter the grid
*/
-bool monster_can_enter(int y, int x, monster_race *r_ptr)
+bool monster_can_enter(int y, int x, monster_race *r_ptr, u16b mode)
{
cave_type *c_ptr = &cave[y][x];
- byte feat = c_ptr->feat;
/* Player or other monster */
if (player_bold(y, x)) return FALSE;
if (c_ptr->m_idx) return FALSE;
- /* Permanent wall */
- if ((c_ptr->feat >= FEAT_PERM_EXTRA) &&
- (c_ptr->feat <= FEAT_PERM_SOLID))
- return FALSE;
-
- /* Can fly over the Pattern */
- if ((c_ptr->feat >= FEAT_PATTERN_START) &&
- (c_ptr->feat <= FEAT_PATTERN_XTRA2))
- {
- if (!(r_ptr->flags7 & RF7_CAN_FLY))
- return FALSE;
- else
- return TRUE;
- }
-
- /* Can fly over mountain on the surface */
- if (feat == FEAT_MOUNTAIN)
- {
- if (!dun_level &&
- ((r_ptr->flags7 & RF7_CAN_FLY) ||
- (r_ptr->flags8 & RF8_WILD_MOUNTAIN)))
- return TRUE;
- else
- return FALSE;
- }
-
- /* Cannot enter wall without pass wall ability */
- if (!cave_floor_grid(c_ptr) && !(r_ptr->flags2 & RF2_PASS_WALL))
- return FALSE;
-
- /* Pit */
- if (feat == FEAT_DARK_PIT)
- {
- if (r_ptr->flags7 & RF7_CAN_FLY)
- return TRUE;
- else
- return FALSE;
- }
- /* Deep water */
- if (feat == FEAT_DEEP_WATER)
- {
- if ((r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY) ||
- (r_ptr->flags7 & RF7_CAN_SWIM))
- return TRUE;
- else
- return FALSE;
- }
- /* Shallow water */
- else if (feat == FEAT_SHAL_WATER)
- {
- if (!(r_ptr->flags2 & RF2_AURA_FIRE) ||
- (r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY) ||
- (r_ptr->flags7 & RF7_CAN_SWIM))
- return TRUE;
- else
- return FALSE;
- }
- /* Aquatic monster */
- else if ((r_ptr->flags7 & RF7_AQUATIC) &&
- !(r_ptr->flags7 & RF7_CAN_FLY))
- {
- return FALSE;
- }
- /* Lava */
- else if ((feat == FEAT_SHAL_LAVA) ||
- (feat == FEAT_DEEP_LAVA))
- {
- if ((r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) ||
- (r_ptr->flags7 & RF7_CAN_FLY))
- return TRUE;
- else
- return FALSE;
- }
-
- return TRUE;
+ return monster_can_cross_terrain(c_ptr->feat, r_ptr, mode);
}