* to prevent calling lite_spot()
*/
- /* Delete the object */
delete_object_idx(this_o_idx);
}
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
}
- /* Delete the monster */
+
delete_monster_idx(i);
/* Count the monster */
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);
}
/* Update monster recall window */
if (p_ptr->monster_race_idx == r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
}
return; /* Cannot see it for some reason */
if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
- return; /* oops */
+ return;
if (is_pet(m_ptr))
return; /* Pet eldritch horrors are safe most of the time */
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);
}
}
}
*
* This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
*
- * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
+ * Use special "here" and "dead" flags for unique monsters,
* remove old "cur_num" and "max_num" fields.
*
- * XXX XXX XXX Actually, do something similar for artifacts, to simplify
+ * Actually, do something similar for artifacts, to simplify
* the "preserve" mode, and to make the "what artifacts" flag more useful.
*
* This is the only function which may place a monster in the dungeon,
c_ptr->info &= ~(CAVE_OBJECT);
c_ptr->mimic = 0;
- /* Notice */
note_spot(y, x);
}
else return FALSE;
if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
return FALSE;
- /* Okay */
return (TRUE);
}
/* Attempt to place the monster */
if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
- /* Oops */
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 */
- /* Nope */
return (FALSE);
}
if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
- /* XXX XXX XXX */
/* Analyze the knowledge */
switch (what)
/* Forget monster */
q_ptr->held_m_idx = 0;
- /* Delete the object */
delete_object_idx(this_o_idx);
/* Drop it */