case SUMMON_HI_DRAGON_LIVING:
{
- okay = ((r_ptr->d_char == 'D') &&
- !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)));
+ okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
break;
}
case SUMMON_LIVING:
{
- okay = (!(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)));
+ okay = monster_living(r_ptr);
break;
}
for (i = 0; i < 4; i++)
if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
- okay = (okay && (!(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING))));
+ okay = (okay && monster_living(r_ptr));
break;
}
return FALSE;
}
- if (d_ptr->special_div == 64) return TRUE;
+ if (d_ptr->special_div >= 64) return TRUE;
if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
- if(d_ptr->mode == DUNGEON_MODE_AND)
+ switch (d_ptr->mode)
{
+ case DUNGEON_MODE_AND:
if (d_ptr->mflags1)
{
- if((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
+ if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
return FALSE;
}
if (d_ptr->mflags2)
{
- if((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
+ if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
return FALSE;
}
if (d_ptr->mflags3)
{
- if((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
+ if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
return FALSE;
}
if (d_ptr->mflags4)
{
- if((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
+ if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
return FALSE;
}
if (d_ptr->mflags5)
{
- if((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
+ if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
return FALSE;
}
if (d_ptr->mflags6)
{
- if((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
+ if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
return FALSE;
}
if (d_ptr->mflags7)
{
- if((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
+ if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
return FALSE;
}
if (d_ptr->mflags8)
{
- if((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
+ if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
return FALSE;
}
if (d_ptr->mflags9)
{
- if((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
+ if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
return FALSE;
}
- for(a = 0; a < 5; a++)
- if(d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
- }
- else if(d_ptr->mode == DUNGEON_MODE_NAND)
- {
- byte ok[9 + 5], i = 0, j = 0;
+ if (d_ptr->mflagsr)
+ {
+ if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
+ return FALSE;
+ }
+ for (a = 0; a < 5; a++)
+ if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
+ return TRUE;
+
+ case DUNGEON_MODE_NAND:
if (d_ptr->mflags1)
{
- i++;
- if(d_ptr->mflags1 & r_ptr->flags1)
- ok[0] = 1;
+ if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
+ return TRUE;
}
if (d_ptr->mflags2)
{
- i++;
- if(d_ptr->mflags2 & r_ptr->flags2)
- ok[1] = 1;
+ if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
+ return TRUE;
}
if (d_ptr->mflags3)
{
- i++;
- if(d_ptr->mflags3 & r_ptr->flags3)
- ok[2] = 1;
+ if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
+ return TRUE;
}
if (d_ptr->mflags4)
{
- i++;
- if(d_ptr->mflags4 & r_ptr->flags4)
- ok[3] = 1;
+ if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
+ return TRUE;
}
if (d_ptr->mflags5)
{
- i++;
- if(d_ptr->mflags5 & r_ptr->flags5)
- ok[4] = 1;
+ if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
+ return TRUE;
}
if (d_ptr->mflags6)
{
- i++;
- if(d_ptr->mflags6 & r_ptr->flags6)
- ok[5] = 1;
+ if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
+ return TRUE;
}
if (d_ptr->mflags7)
{
- i++;
- if(d_ptr->mflags7 & r_ptr->flags7)
- ok[6] = 1;
+ if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
+ return TRUE;
}
if (d_ptr->mflags8)
{
- i++;
- if(d_ptr->mflags8 & r_ptr->flags8)
- ok[7] = 1;
+ if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
+ return TRUE;
}
if (d_ptr->mflags9)
{
- i++;
- if(d_ptr->mflags9 & r_ptr->flags9)
- ok[8] = 1;
+ if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
+ return TRUE;
}
-
- for(a = 0; a < 5; a++)
+ if (d_ptr->mflagsr)
{
- if(d_ptr->r_char[a])
- {
- i++;
- if (d_ptr->r_char[a] != r_ptr->d_char) ok[9 + a] = 1;
- }
+ if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
+ return TRUE;
}
+ for (a = 0; a < 5; a++)
+ if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
- j = ok[0] + ok[1] + ok[2] + ok[3] + ok[4] + ok[5] + ok[6] + ok[7] + ok[8] + ok[9] + ok[10] + ok[11] + ok[12] + ok[13];
-
- if(i == j) return FALSE;
- }
- else if(d_ptr->mode == DUNGEON_MODE_OR)
- {
- byte ok = FALSE, i;
- s32b flag;
-
- for(i = 0; i < 32; i++)
- {
- flag = d_ptr->mflags1 & (1 << i);
- if(r_ptr->flags1 & flag) ok = TRUE;
-
- flag = d_ptr->mflags2 & (1 << i);
- if(r_ptr->flags2 & flag) ok = TRUE;
-
- flag = d_ptr->mflags3 & (1 << i);
- if(r_ptr->flags3 & flag) ok = TRUE;
-
- flag = d_ptr->mflags4 & (1 << i);
- if(r_ptr->flags4 & flag) ok = TRUE;
-
- flag = d_ptr->mflags5 & (1 << i);
- if(r_ptr->flags5 & flag) ok = TRUE;
-
- flag = d_ptr->mflags6 & (1 << i);
- if(r_ptr->flags6 & flag) ok = TRUE;
-
- flag = d_ptr->mflags7 & (1 << i);
- if(r_ptr->flags7 & flag) ok = TRUE;
-
- flag = d_ptr->mflags8 & (1 << i);
- if(r_ptr->flags8 & flag) ok = TRUE;
-
- flag = d_ptr->mflags9 & (1 << i);
- if(r_ptr->flags9 & flag) ok = TRUE;
- }
- for(a = 0; a < 5; a++)
- if(d_ptr->r_char[a] == r_ptr->d_char) ok = TRUE;
-
- return ok;
- }
- else if(d_ptr->mode == DUNGEON_MODE_NOR)
- {
- byte ok = TRUE, i;
- s32b flag;
-
- for(i = 0; i < 32; i++)
- {
- flag = d_ptr->mflags1 & (1 << i);
- if(r_ptr->flags1 & flag) ok = FALSE;
-
- flag = d_ptr->mflags2 & (1 << i);
- if(r_ptr->flags2 & flag) ok = FALSE;
-
- flag = d_ptr->mflags3 & (1 << i);
- if(r_ptr->flags3 & flag) ok = FALSE;
-
- flag = d_ptr->mflags4 & (1 << i);
- if(r_ptr->flags4 & flag) ok = FALSE;
-
- flag = d_ptr->mflags5 & (1 << i);
- if(r_ptr->flags5 & flag) ok = FALSE;
+ return FALSE;
- flag = d_ptr->mflags6 & (1 << i);
- if(r_ptr->flags6 & flag) ok = FALSE;
+ case DUNGEON_MODE_OR:
+ if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
+ if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
+ if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
+ if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
+ if (r_ptr->flags5 & d_ptr->mflags5) return TRUE;
+ if (r_ptr->flags6 & d_ptr->mflags6) return TRUE;
+ if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
+ if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
+ if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
+ if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
+ for (a = 0; a < 5; a++)
+ if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
- flag = d_ptr->mflags7 & (1 << i);
- if(r_ptr->flags7 & flag) ok = FALSE;
+ return FALSE;
- flag = d_ptr->mflags8 & (1 << i);
- if(r_ptr->flags8 & flag) ok = FALSE;
+ case DUNGEON_MODE_NOR:
+ if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
+ if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
+ if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
+ if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
+ if (r_ptr->flags5 & d_ptr->mflags5) return FALSE;
+ if (r_ptr->flags6 & d_ptr->mflags6) return FALSE;
+ if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
+ if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
+ if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
+ if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
+ for (a = 0; a < 5; a++)
+ if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
- flag = d_ptr->mflags9 & (1 << i);
- if(r_ptr->flags9 & flag) ok = FALSE;
- }
- for(a = 0; a < 5; a++)
- if(d_ptr->r_char[a] == r_ptr->d_char) ok = FALSE;
- return ok;
+ return TRUE;
}
return TRUE;
if (r_ptr->flags7 & RF7_GUARDIAN)
continue;
-
+
/* Depth Monsters never appear out of depth */
if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
(r_ptr->level > dun_level))
if (r_ptr->r_wake != MAX_UCHAR) n++;
if (r_ptr->r_ignore != MAX_UCHAR) n++;
r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
-
+
/* Observe "maximal" attacks */
for (i = 0; i < 4; i++)
{
r_ptr->r_blows[i] = MAX_UCHAR;
}
}
-
+
/* Maximal drops */
- tmp_byte =
+ tmp_byte =
(((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
if (r_ptr->r_drop_gold != tmp_byte) n++;
r_ptr->r_drop_gold = tmp_byte;
}
-
+
/* Observe many spells */
if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
r_ptr->r_cast_spell = MAX_UCHAR;
-
+
/* Count unknown flags */
for (i = 0; i < 32; i++)
{
(r_ptr->flags5 & (1L << i))) n++;
if (!(r_ptr->r_flags6 & (1L << i)) &&
(r_ptr->flags6 & (1L << i))) n++;
+ if (!(r_ptr->r_flagsr & (1L << i)) &&
+ (r_ptr->flagsr & (1L << i))) n++;
/* r_flags7 is actually unused */
#if 0
r_ptr->r_flags4 = r_ptr->flags4;
r_ptr->r_flags5 = r_ptr->flags5;
r_ptr->r_flags6 = r_ptr->flags6;
+ r_ptr->r_flagsr = r_ptr->flagsr;
/* r_flags7 is actually unused */
/* r_ptr->r_flags7 = r_ptr->flags7; */
monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ /* If the monster doesn't have original appearance, don't note */
+ if (!is_original_ap(m_ptr)) return;
+
/* Note the number of things dropped */
if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
if (!necro)
{
char m_name[80];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
power = r_ptr->level / 2;
/* Seen by vision */
bool easy = FALSE;
+ /* Non-Ninja player in the darkness */
+ bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
+
/* Do disturb? */
if (disturb_high)
{
/* Nearby */
- if (d <= ((d_info[dungeon_type].flags1 & DF1_DARKNESS) ? MAX_SIGHT / 2 : MAX_SIGHT))
+ if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
{
- if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) || (d <= MAX_SIGHT / 4))
+ if (!in_darkness || (d <= MAX_SIGHT / 4))
{
if (p_ptr->special_defense & KATA_MUSOU)
{
/* Detectable */
flag = TRUE;
- /* Hack -- Memorize mental flags */
- if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
- if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
+ if (is_original_ap(m_ptr))
+ {
+ /* Hack -- Memorize mental flags */
+ if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
+ if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
+ }
}
/* Basic telepathy */
if (r_ptr->flags2 & (RF2_EMPTY_MIND))
{
/* Memorize flags */
- r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+ if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
}
/* Weird mind, occasional telepathy */
/* Detectable */
flag = TRUE;
- /* Memorize flags */
- r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
+ if (is_original_ap(m_ptr))
+ {
+ /* Memorize flags */
+ r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
- /* Hack -- Memorize mental flags */
- if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
- if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
+ /* Hack -- Memorize mental flags */
+ if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
+ if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
+ }
}
}
/* Detectable */
flag = TRUE;
- /* Hack -- Memorize mental flags */
- if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
- if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
+ if (is_original_ap(m_ptr))
+ {
+ /* Hack -- Memorize mental flags */
+ if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
+ if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
+ }
}
}
if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
{
flag = TRUE;
- r_ptr->r_flags3 |= (RF3_ANIMAL);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_ANIMAL);
}
/* Magical sensing */
if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
{
flag = TRUE;
- r_ptr->r_flags3 |= (RF3_UNDEAD);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
}
/* Magical sensing */
if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
{
flag = TRUE;
- r_ptr->r_flags3 |= (RF3_DEMON);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
}
/* Magical sensing */
if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
{
flag = TRUE;
- r_ptr->r_flags3 |= (RF3_ORC);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_ORC);
}
/* Magical sensing */
if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
{
flag = TRUE;
- r_ptr->r_flags3 |= (RF3_TROLL);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_TROLL);
}
/* Magical sensing */
if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
{
flag = TRUE;
- r_ptr->r_flags3 |= (RF3_GIANT);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_GIANT);
}
/* Magical sensing */
if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
{
flag = TRUE;
- r_ptr->r_flags3 |= (RF3_DRAGON);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_DRAGON);
}
/* Magical sensing */
if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
{
flag = TRUE;
- r_ptr->r_flags2 |= (RF2_HUMAN);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_HUMAN);
}
/* Magical sensing */
if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
{
flag = TRUE;
- r_ptr->r_flags3 |= (RF3_EVIL);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
}
/* Magical sensing */
if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
{
flag = TRUE;
- r_ptr->r_flags3 |= (RF3_GOOD);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
}
/* Magical sensing */
- if ((p_ptr->esp_nonliving) &&
- (r_ptr->flags3 & (RF3_NONLIVING)) &&
- !(r_ptr->flags3 & (RF3_DEMON)) &&
- !(r_ptr->flags3 & (RF3_UNDEAD)))
+ if ((p_ptr->esp_nonliving) &&
+ ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
{
flag = TRUE;
- r_ptr->r_flags3 |= (RF3_NONLIVING);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_NONLIVING);
}
/* Magical sensing */
if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
{
flag = TRUE;
- r_ptr->r_flags1 |= (RF1_UNIQUE);
-
+ if (is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_UNIQUE);
}
}
if (d <= p_ptr->see_infra)
{
/* Handle "cold blooded" monsters */
- if (r_ptr->flags2 & (RF2_COLD_BLOOD))
+ if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
{
/* Take note */
do_cold_blood = TRUE;
/* Visible */
if (flag)
{
- /* Memorize flags */
- if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
- if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
+ if (is_original_ap(m_ptr))
+ {
+ /* Memorize flags */
+ if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
+ if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
+ }
}
}
}
/* Not born */
if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
{
- if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (r_ptr->flags3 & RF3_GOOD)) return FALSE;
- if ((m_ptr->sub_align & SUB_ALIGN_GOOD) && (r_ptr->flags3 & RF3_EVIL)) return FALSE;
+ if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
}
/* Born now */
else if (summon_specific_who > 0)
{
- monster_type *sm_ptr = &m_list[summon_specific_who];
-
- if ((sm_ptr->sub_align & SUB_ALIGN_EVIL) && (r_ptr->flags3 & RF3_GOOD)) return FALSE;
- if ((sm_ptr->sub_align & SUB_ALIGN_GOOD) && (r_ptr->flags3 & RF3_EVIL)) return FALSE;
+ if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
}
return TRUE;
/* Born now */
else if (summon_specific_who > 0)
{
- monster_type *sm_ptr = &m_list[summon_specific_who];
-
- if ((sm_ptr->sub_align & SUB_ALIGN_EVIL) && (r_ptr->flags3 & RF3_GOOD)) return FALSE;
- if ((sm_ptr->sub_align & SUB_ALIGN_GOOD) && (r_ptr->flags3 & RF3_EVIL)) return FALSE;
+ if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
}
return (*(get_monster_hook()))(r_idx);
/* Cannot create */
return (FALSE);
}
-
+
if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
(r_ptr->cur_num >= 1))
{
if (r_info[MON_BANOR].cur_num > 0) return FALSE;
if (r_info[MON_LUPART].cur_num > 0) return FALSE;
}
-
+
/* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
(!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
}
}
- if(quest_number(dun_level))
+ if (quest_number(dun_level))
{
int hoge = quest_number(dun_level);
- if((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
+ if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
{
if(r_idx == quest[hoge].r_idx)
{
else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
(mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
{
- if (!(p_ptr->align >= 0 && (r_ptr->flags3 & RF3_EVIL)) &&
- !(p_ptr->align < 0 && (r_ptr->flags3 & RF3_GOOD)))
- {
- set_friendly(m_ptr);
- }
+ if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
}
/* Assume no sleeping */
}
- if (r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
+ if (r_ptr->flags7 & RF7_SELF_LD_MASK)
p_ptr->update |= (PU_MON_LITE);
- else if ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !m_ptr->csleep)
+ else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !m_ptr->csleep)
p_ptr->update |= (PU_MON_LITE);
/* Update the monster */
#endif
o_ptr = choose_warning_item();
- object_desc(o_name, o_ptr, FALSE, 0);
+ if (o_ptr)
+ {
+ object_desc(o_name, o_ptr, FALSE, 0);
#ifdef JP
- msg_format("%s¤Ï%s¸÷¤Ã¤¿¡£",o_name, color);
+ msg_format("%s¤Ï%s¸÷¤Ã¤¿¡£", o_name, color);
#else
- msg_format("%s glows %s.",o_name, color);
+ msg_format("%s glows %s.", o_name, color);
#endif
+ }
+ else
+ {
+#ifdef JP
+ msg_format("s%¸÷¤ëʪ¤¬Æ¬¤ËÉ⤫¤ó¤À¡£", color);
+#else
+ msg_format("An %s image forms in your mind.");
+#endif
+ }
}
}
if (place_monster_idx == r_idx) return (FALSE);
/* Skip different alignment */
- if (((m_ptr->sub_align & SUB_ALIGN_EVIL) && (z_ptr->flags3 & RF3_GOOD)) ||
- ((m_ptr->sub_align & SUB_ALIGN_GOOD) && (z_ptr->flags3 & RF3_EVIL)))
- return FALSE;
+ if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
if (r_ptr->flags7 & RF7_FRIENDLY)
{
- if (((p_ptr->align < 0) && (z_ptr->flags3 & RF3_GOOD)) ||
- ((p_ptr->align > 0) && (z_ptr->flags3 & RF3_EVIL)))
- return FALSE;
+ if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
}
if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
#endif /* MONSTER_HORDES */
-
/*
- * Attempt to allocate a random monster in the dungeon.
- *
- * Place the monster at least "dis" distance from the player.
- *
- * Use "slp" to choose the initial "sleep" status
- *
- * Use "monster_level" for the monster level
+ * Put the Guardian
*/
-bool alloc_monster(int dis, u32b mode)
+bool alloc_guardian(void)
{
- int y = 0, x = 0;
- int attempts_left = 10000;
int guardian = d_info[dungeon_type].final_guardian;
- /* Put an Guardian */
- if(guardian && d_info[dungeon_type].maxdepth == dun_level && r_info[guardian].cur_num < r_info[guardian].max_num )
+ if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
{
int oy;
int ox;
int try = 4000;
/* Find a good position */
- while(try)
+ while (try)
{
/* Get a random spot */
oy = randint1(cur_hgt - 4) + 2;
if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian]))
{
/* Place the guardian */
- if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) break;
+ if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
}
+
/* One less try */
try--;
}
}
+ return FALSE;
+}
+
+
+/*
+ * Attempt to allocate a random monster in the dungeon.
+ *
+ * Place the monster at least "dis" distance from the player.
+ *
+ * Use "slp" to choose the initial "sleep" status
+ *
+ * Use "monster_level" for the monster level
+ */
+bool alloc_monster(int dis, u32b mode)
+{
+ int y = 0, x = 0;
+ int attempts_left = 10000;
+
+ /* Put the Guardian */
+ if (alloc_guardian()) return TRUE;
/* Find a legal, distant, unoccupied, space */
while (attempts_left--)
/* Do not summon enemies */
/* Friendly vs. opposite aligned normal or pet */
- if (((r_ptr->flags3 & RF3_EVIL) &&
- (m_ptr->sub_align & SUB_ALIGN_GOOD)) ||
- ((r_ptr->flags3 & RF3_GOOD) &&
- (m_ptr->sub_align & SUB_ALIGN_EVIL)))
- {
- return FALSE;
- }
+ if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
/* Hostile vs. non-hostile */
- if (is_hostile(m_ptr) != summon_specific_hostile)
- {
- return FALSE;
- }
+ if (is_hostile(m_ptr) != summon_specific_hostile) return FALSE;
}
/* Use the player's alignment */
else if (summon_specific_who < 0)
{
/* Do not summon enemies of the pets */
- if ((p_ptr->align < -9) && (r_ptr->flags3 & RF3_GOOD))
+ if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
{
- if (!one_in_((0-p_ptr->align)/2+1)) return FALSE;
- }
- else if ((p_ptr->align > 9) && (r_ptr->flags3 & RF3_EVIL))
- {
- if (!one_in_(p_ptr->align/2+1)) return FALSE;
+ if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
}
}
if ((summon_specific_who < 0) &&
((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) &&
- (((p_ptr->align > 9) && (r_ptr->flags3 & RF3_EVIL)) ||
- ((p_ptr->align < -9) && (r_ptr->flags3 & RF3_GOOD))))
+ monster_has_hostile_align(NULL, 10, -10, r_ptr))
return FALSE;
if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
}
+ /* Hack -- Shadower spawns Shadower */
+ if (m_ptr->mflag2 & MFLAG2_KAGE) m_list[hack_m_idx_ii].mflag2 |= MFLAG2_KAGE;
+
+ /* Hack -- Appearance transfer */
+ if (!is_original_ap(m_ptr)) m_list[hack_m_idx_ii].ap_r_idx = m_ptr->ap_r_idx;
+
return TRUE;
}