}
if (mon_to_mon && known && !see_either)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
}
/*!
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (known && !see_monster(target_ptr, t_idx) && count && (target_type == MONSTER_TO_MONSTER))
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = target_type == MONSTER_TO_PLAYER;
msg_print(_("重厚な足音が近くで聞こえる。", "You hear heavy steps nearby."));
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
}
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
}
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
}
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- bool uniques_are_summoned = FALSE;
+ bool uniques_are_summoned = false;
int count = 0;
for (int k = 0; k < S_NUM_4; k++) {
count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
if (count)
- uniques_are_summoned = TRUE;
+ uniques_are_summoned = true;
summon_type non_unique_type = SUMMON_HI_UNDEAD;
if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL))
}
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(target_ptr, t_idx) && count && mon_to_mon)
- floor_ptr->monster_noise = TRUE;
+ floor_ptr->monster_noise = true;
auto res = MonsterSpellResult::make_valid();
res.learnable = TARGET_TYPE == MONSTER_TO_PLAYER;