void store_enemy_approch_direction(int *mm, POSITION y, POSITION x);
bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp);
-safe_coordinate sweep_coordinate(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *y_offsets, POSITION *x_offsets, int d);
+safe_coordinate sweep_safe_coordinate(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *y_offsets, POSITION *x_offsets, int d);
+
+bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp);
void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
POSITION *x_offsets;
x_offsets = dist_offsets_x[d];
- safe_coordinate candidate = sweep_coordinate(target_ptr, m_idx, y_offsets, x_offsets, d);
+ safe_coordinate candidate = sweep_safe_coordinate(target_ptr, m_idx, y_offsets, x_offsets, d);
if (candidate.gdis <= 0) continue;
* @param x_offsets
* @param d モンスターがいる地点からの距離
*/
-safe_coordinate sweep_coordinate(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *y_offsets, POSITION *x_offsets, int d)
+safe_coordinate sweep_safe_coordinate(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *y_offsets, POSITION *x_offsets, int d)
{
safe_coordinate candidate;
candidate.gy = 0;
*\n
* Return TRUE if a good location is available.\n
*/
-static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
+bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
{
floor_type *floor_ptr = target_ptr->current_floor_ptr;
monster_type *m_ptr = &floor_ptr->m_list[m_idx];