for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
* to prevent calling lite_spot()
*/
- /* Delete the object */
delete_object_idx(this_o_idx);
}
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
char m_name[80];
-
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
}
-
delete_monster_idx(i);
/* Count the monster */
{
MONSTER_IDX i;
-
/* Normal allocation */
if (m_max < max_m_idx)
{
return (i);
}
-
/* Recycle dead monsters */
for (i = 1; i < m_max; i++)
{
return (i);
}
-
/* Warn the player (except during dungeon creation) */
if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
break;
}
}
-
- /* Result */
/* Since okay is int, "return (okay);" is not correct. */
return (bool)(okay ? TRUE : FALSE);
}
/* Keep the "best" one */
if (table[i].level < table[j].level) i = j;
}
-
- /* Result */
return (table[i].index);
}
return; /* Cannot see it for some reason */
if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
+ return;
if (is_pet(m_ptr))
return; /* Pet eldritch horrors are safe most of the time */
* "disturb_near" (monster which is "easily" viewable moves in some
* way). Note that "moves" includes "appears" and "disappears".
*/
-void update_mon(MONSTER_IDX m_idx, bool full)
+void update_monster(MONSTER_IDX m_idx, bool full)
{
monster_type *m_ptr = &m_list[m_idx];
if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
-
- /* Update the monster */
- update_mon(i, full);
+ update_monster(i, full);
}
}
m_ptr->r_idx = r_idx;
m_ptr->ap_r_idx = r_idx;
- update_mon(m_idx, FALSE);
+ update_monster(m_idx, FALSE);
lite_spot(m_ptr->fy, m_ptr->fx);
if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
c_ptr->info &= ~(CAVE_OBJECT);
c_ptr->mimic = 0;
- /* Notice */
note_spot(y, x);
}
else return FALSE;
p_ptr->update |= (PU_MON_LITE);
else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
p_ptr->update |= (PU_MON_LITE);
-
- /* Update the monster */
- update_mon(c_ptr->m_idx, TRUE);
+ update_monster(c_ptr->m_idx, TRUE);
/* Count the monsters on the level */
return (FALSE);
}
-
-#ifdef MONSTER_HORDES
-
/*!
* @brief 指定地点に1種類のモンスター種族による群れを生成する
* @param y 生成地点y座標
return TRUE;
}
-#endif /* MONSTER_HORDES */
-
-
/*!
* @brief ダンジョンの主生成を試みる / Put the Guardian
* @param def_val 現在の主の生成状態
}
-#ifdef MONSTER_HORDES
if (randint1(5000) <= dun_level)
{
if (alloc_horde(y, x))
}
else
{
-#endif /* MONSTER_HORDES */
-
/* Attempt to place the monster, allow groups */
if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
-
-#ifdef MONSTER_HORDES
}
-#endif /* MONSTER_HORDES */
return (FALSE);
}
/* Drop objects being carried */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
-
- /* Get local object */
q_ptr = &forge;
/* Copy the object */
/* Forget monster */
q_ptr->held_m_idx = 0;
- /* Delete the object */
delete_object_idx(this_o_idx);
/* Drop it */