#include "floor/floor.h"
#include "grid/feature.h"
#include "grid/grid.h"
-#include "monster-race/race-flags1.h"
#include "monster-race/monster-race.h"
+#include "monster-race/race-flags1.h"
#include "monster/monster-flag-types.h"
#include "object-enchant/artifact.h"
/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
+ * @brief クイックソートの実行 / Quick sort in place
+ * @param u アイテムやモンスター等への配列
+ * @param v 条件基準IDへの参照ポインタ
+ * @param a 比較対象のID1
+ * @param b 比較対象のID2
+ * @param ang_sort_comp 比較用の関数ポインタ
+ * @param ang_sort_swap スワップ用の関数ポインタ
+ * @return なし
*/
-void ang_sort_aux(vptr u, vptr v, int p, int q,
- bool(*ang_sort_comp)(vptr u, vptr v, int a, int b), void(*ang_sort_swap)(vptr u, vptr v, int a, int b))
+static void exe_ang_sort(vptr u, vptr v, int p, int q, bool (*ang_sort_comp)(vptr, vptr, int, int), void (*ang_sort_swap)(vptr, vptr, int, int))
{
- int z, a, b;
-
- /* Done sort */
- if (p >= q) return;
+ if (p >= q)
+ return;
- /* Pivot */
- z = p;
+ int z = p;
+ int a = p;
+ int b = q;
+ while (TRUE) {
+ /* Slide i2 */
+ while (!(*ang_sort_comp)(u, v, b, z))
+ b--;
- /* Begin */
- a = p;
- b = q;
+ /* Slide i1 */
+ while (!(*ang_sort_comp)(u, v, z, a))
+ a++;
- /* Partition */
- while (TRUE)
- {
- /* Slide i2 */
- while (!(*ang_sort_comp)(u, v, b, z)) b--;
+ if (a >= b)
+ break;
- /* Slide i1 */
- while (!(*ang_sort_comp)(u, v, z, a)) a++;
+ (*ang_sort_swap)(u, v, a, b);
- /* Done partition */
- if (a >= b) break;
+ a++, b--;
+ }
- /* Swap */
- (*ang_sort_swap)(u, v, a, b);
+ /* Recurse left side */
+ exe_ang_sort(u, v, p, b, ang_sort_comp, ang_sort_swap);
- /* Advance */
- a++, b--;
- }
-
- /* Recurse left side */
- ang_sort_aux(u, v, p, b, ang_sort_comp, ang_sort_swap);
-
- /* Recurse right side */
- ang_sort_aux(u, v, b + 1, q, ang_sort_comp, ang_sort_swap);
+ /* Recurse right side */
+ exe_ang_sort(u, v, b + 1, q, ang_sort_comp, ang_sort_swap);
}
-
/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
+ * @brief クイックソートの受け付け / Accepting auick sort in place
+ * @param u アイテムやモンスター等への配列
+ * @param v 条件基準IDへの参照ポインタ
+ * @param a 比較対象のID1
+ * @param b 比較対象のID2
+ * @param ang_sort_comp 比較用の関数ポインタ
+ * @param ang_sort_swap スワップ用の関数ポインタ
+ * @return なし
*/
-void ang_sort(vptr u, vptr v, int n,
- bool(*ang_sort_comp)(vptr u, vptr v, int a, int b) , void(*ang_sort_swap)(vptr u, vptr v, int a, int b))
+void ang_sort(vptr u, vptr v, int n, bool (*ang_sort_comp)(vptr, vptr, int, int), void (*ang_sort_swap)(vptr, vptr, int, int))
{
- /* Sort the array */
- ang_sort_aux(u, v, 0, n - 1, ang_sort_comp, ang_sort_swap);
+ exe_ang_sort(u, v, 0, n - 1, ang_sort_comp, ang_sort_swap);
}
-
/*
* Sorting hook -- comp function -- by "distance to player"
*
*/
bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION da, db, kx, ky;
-
- /* Absolute distance components */
- kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Absolute distance components */
- kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Compare the distances */
- return (da <= db);
+ POSITION *x = (POSITION *)(u);
+ POSITION *y = (POSITION *)(v);
+
+ /* Absolute distance components */
+ POSITION kx = x[a];
+ kx -= p_ptr->x;
+ kx = ABS(kx);
+ POSITION ky = y[a];
+ ky -= p_ptr->y;
+ ky = ABS(ky);
+
+ /* Approximate Double Distance to the first point */
+ POSITION da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
+
+ /* Absolute distance components */
+ kx = x[b];
+ kx -= p_ptr->x;
+ kx = ABS(kx);
+ ky = y[b];
+ ky -= p_ptr->y;
+ ky = ABS(ky);
+
+ /* Approximate Double Distance to the first point */
+ POSITION db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
+
+ /* Compare the distances */
+ return (da <= db);
}
-
/*
* Sorting hook -- comp function -- by importance level of grids
*
*/
bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
- grid_type *ca_ptr = &p_ptr->current_floor_ptr->grid_array[y[a]][x[a]];
- grid_type *cb_ptr = &p_ptr->current_floor_ptr->grid_array[y[b]][x[b]];
- monster_type *ma_ptr = &p_ptr->current_floor_ptr->m_list[ca_ptr->m_idx];
- monster_type *mb_ptr = &p_ptr->current_floor_ptr->m_list[cb_ptr->m_idx];
- monster_race *ap_ra_ptr, *ap_rb_ptr;
-
- /* The player grid */
- if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
- if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
-
- /* Extract monster race */
- if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
- else ap_ra_ptr = NULL;
- if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
- else ap_rb_ptr = NULL;
-
- if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
- if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
-
- /* Compare two monsters */
- if (ap_ra_ptr && ap_rb_ptr)
- {
- /* Unique monsters first */
- if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
- if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
-
- /* Shadowers first (あやしい影) */
- if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
- if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
-
- /* Unknown monsters first */
- if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
- if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
-
- /* Higher level monsters first (if known) */
- if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
- {
- if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
- if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
- }
-
- /* Sort by index if all conditions are same */
- if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
- if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
- }
-
- /* An object get higher priority */
- if (p_ptr->current_floor_ptr->grid_array[y[a]][x[a]].o_idx && !p_ptr->current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return TRUE;
- if (!p_ptr->current_floor_ptr->grid_array[y[a]][x[a]].o_idx && p_ptr->current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return FALSE;
-
- /* Priority from the terrain */
- if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
- if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
-
- /* If all conditions are same, compare distance */
- return ang_sort_comp_distance(u, v, a, b);
+ POSITION *x = (POSITION *)(u);
+ POSITION *y = (POSITION *)(v);
+ grid_type *ca_ptr = &p_ptr->current_floor_ptr->grid_array[y[a]][x[a]];
+ grid_type *cb_ptr = &p_ptr->current_floor_ptr->grid_array[y[b]][x[b]];
+ monster_type *ma_ptr = &p_ptr->current_floor_ptr->m_list[ca_ptr->m_idx];
+ monster_type *mb_ptr = &p_ptr->current_floor_ptr->m_list[cb_ptr->m_idx];
+ monster_race *ap_ra_ptr, *ap_rb_ptr;
+
+ /* The player grid */
+ if (y[a] == p_ptr->y && x[a] == p_ptr->x)
+ return TRUE;
+
+ if (y[b] == p_ptr->y && x[b] == p_ptr->x)
+ return FALSE;
+
+ /* Extract monster race */
+ if (ca_ptr->m_idx && ma_ptr->ml)
+ ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
+ else
+ ap_ra_ptr = NULL;
+
+ if (cb_ptr->m_idx && mb_ptr->ml)
+ ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
+ else
+ ap_rb_ptr = NULL;
+
+ if (ap_ra_ptr && !ap_rb_ptr)
+ return TRUE;
+
+ if (!ap_ra_ptr && ap_rb_ptr)
+ return FALSE;
+
+ /* Compare two monsters */
+ if (ap_ra_ptr && ap_rb_ptr) {
+ /* Unique monsters first */
+ if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE))
+ return TRUE;
+ if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE))
+ return FALSE;
+
+ /* Shadowers first (あやしい影) */
+ if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE))
+ return TRUE;
+ if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE))
+ return FALSE;
+
+ /* Unknown monsters first */
+ if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
+ return TRUE;
+ if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills)
+ return FALSE;
+
+ /* Higher level monsters first (if known) */
+ if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) {
+ if (ap_ra_ptr->level > ap_rb_ptr->level)
+ return TRUE;
+ if (ap_ra_ptr->level < ap_rb_ptr->level)
+ return FALSE;
+ }
+
+ /* Sort by index if all conditions are same */
+ if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx)
+ return TRUE;
+ if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx)
+ return FALSE;
+ }
+
+ /* An object get higher priority */
+ if (p_ptr->current_floor_ptr->grid_array[y[a]][x[a]].o_idx && !p_ptr->current_floor_ptr->grid_array[y[b]][x[b]].o_idx)
+ return TRUE;
+
+ if (!p_ptr->current_floor_ptr->grid_array[y[a]][x[a]].o_idx && p_ptr->current_floor_ptr->grid_array[y[b]][x[b]].o_idx)
+ return FALSE;
+
+ /* Priority from the terrain */
+ if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority)
+ return TRUE;
+
+ if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority)
+ return FALSE;
+
+ /* If all conditions are same, compare distance */
+ return ang_sort_comp_distance(u, v, a, b);
}
-
/*
* Sorting hook -- swap function -- by "distance to player"
*
*/
void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION temp;
+ POSITION *x = (POSITION *)(u);
+ POSITION *y = (POSITION *)(v);
- /* Swap "x" */
- temp = x[a];
- x[a] = x[b];
- x[b] = temp;
+ POSITION temp = x[a];
+ x[a] = x[b];
+ x[b] = temp;
- /* Swap "y" */
- temp = y[a];
- y[a] = y[b];
- y[b] = temp;
+ temp = y[a];
+ y[a] = y[b];
+ y[b] = temp;
}
-
-
/*
* Sorting hook -- Comp function -- see below
*
*/
bool ang_sort_art_comp(vptr u, vptr v, int a, int b)
{
- u16b *who = (u16b*)(u);
- u16b *why = (u16b*)(v);
-
- int w1 = who[a];
- int w2 = who[b];
-
- int z1, z2;
-
- /* Sort by total kills */
- if (*why >= 3)
- {
- /* Extract total kills */
- z1 = a_info[w1].tval;
- z2 = a_info[w2].tval;
-
- /* Compare total kills */
- if (z1 < z2) return TRUE;
- if (z1 > z2) return FALSE;
- }
-
-
- /* Sort by monster level */
- if (*why >= 2)
- {
- /* Extract levels */
- z1 = a_info[w1].sval;
- z2 = a_info[w2].sval;
-
- /* Compare levels */
- if (z1 < z2) return TRUE;
- if (z1 > z2) return FALSE;
- }
-
-
- /* Sort by monster experience */
- if (*why >= 1)
- {
- /* Extract experience */
- z1 = a_info[w1].level;
- z2 = a_info[w2].level;
-
- /* Compare experience */
- if (z1 < z2) return TRUE;
- if (z1 > z2) return FALSE;
- }
-
-
- /* Compare indexes */
- return (w1 <= w2);
+ u16b *who = (u16b *)(u);
+ u16b *why = (u16b *)(v);
+
+ int w1 = who[a];
+ int w2 = who[b];
+
+ int z1, z2;
+
+ /* Sort by total kills */
+ if (*why >= 3) {
+ /* Extract total kills */
+ z1 = a_info[w1].tval;
+ z2 = a_info[w2].tval;
+
+ /* Compare total kills */
+ if (z1 < z2)
+ return TRUE;
+
+ if (z1 > z2)
+ return FALSE;
+ }
+
+ /* Sort by monster level */
+ if (*why >= 2) {
+ /* Extract levels */
+ z1 = a_info[w1].sval;
+ z2 = a_info[w2].sval;
+
+ /* Compare levels */
+ if (z1 < z2)
+ return TRUE;
+
+ if (z1 > z2)
+ return FALSE;
+ }
+
+ /* Sort by monster experience */
+ if (*why >= 1) {
+ /* Extract experience */
+ z1 = a_info[w1].level;
+ z2 = a_info[w2].level;
+
+ /* Compare experience */
+ if (z1 < z2)
+ return TRUE;
+
+ if (z1 > z2)
+ return FALSE;
+ }
+
+ /* Compare indexes */
+ return (w1 <= w2);
}
-
/*
* Sorting hook -- Swap function -- see below
*
*/
void ang_sort_art_swap(vptr u, vptr v, int a, int b)
{
- u16b *who = (u16b*)(u);
- u16b holder;
+ /* Unused */
+ (void)v;
- /* Unused */
- (void)v;
-
- /* Swap */
- holder = who[a];
- who[a] = who[b];
- who[b] = holder;
+ u16b *who = (u16b *)(u);
+ u16b holder = who[a];
+ who[a] = who[b];
+ who[b] = holder;
}
bool ang_sort_comp_quest_num(vptr u, vptr v, int a, int b)
{
- QUEST_IDX *q_num = (QUEST_IDX *)u;
- quest_type *qa = &quest[q_num[a]];
- quest_type *qb = &quest[q_num[b]];
-
- /* Unused */
- (void)v;
+ /* Unused */
+ (void)v;
- return (qa->comptime != qb->comptime) ?
- (qa->comptime < qb->comptime) :
- (qa->level <= qb->level);
+ QUEST_IDX *q_num = (QUEST_IDX *)u;
+ quest_type *qa = &quest[q_num[a]];
+ quest_type *qb = &quest[q_num[b]];
+ return (qa->comptime != qb->comptime) ? (qa->comptime < qb->comptime) : (qa->level <= qb->level);
}
void ang_sort_swap_quest_num(vptr u, vptr v, int a, int b)
{
- QUEST_IDX *q_num = (QUEST_IDX *)u;
- QUEST_IDX tmp;
-
- /* Unused */
- (void)v;
+ /* Unused */
+ (void)v;
- tmp = q_num[a];
- q_num[a] = q_num[b];
- q_num[b] = tmp;
+ QUEST_IDX *q_num = (QUEST_IDX *)u;
+ QUEST_IDX tmp = q_num[a];
+ q_num[a] = q_num[b];
+ q_num[b] = tmp;
}
-
/*!
-* @brief ペット入りモンスターボールをソートするための比較関数
-* @param u 所持品配列の参照ポインタ
-* @param v 未使用
-* @param a 所持品ID1
-* @param b 所持品ID2
-* @return 1の方が大であればTRUE
-*/
+ * @brief ペット入りモンスターボールをソートするための比較関数
+ * @param u 所持品配列の参照ポインタ
+ * @param v 未使用
+ * @param a 所持品ID1
+ * @param b 所持品ID2
+ * @return 1の方が大であればTRUE
+ */
bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
{
- u16b *who = (u16b*)(u);
+ /* Unused */
+ (void)v;
- int w1 = who[a];
- int w2 = who[b];
+ u16b *who = (u16b *)(u);
- monster_type *m_ptr1 = &p_ptr->current_floor_ptr->m_list[w1];
- monster_type *m_ptr2 = &p_ptr->current_floor_ptr->m_list[w2];
- monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
- monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
+ int w1 = who[a];
+ int w2 = who[b];
- /* Unused */
- (void)v;
+ monster_type *m_ptr1 = &p_ptr->current_floor_ptr->m_list[w1];
+ monster_type *m_ptr2 = &p_ptr->current_floor_ptr->m_list[w2];
+ monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
+ monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
- if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
- if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
+ if (m_ptr1->nickname && !m_ptr2->nickname)
+ return TRUE;
- if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
- if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
+ if (m_ptr2->nickname && !m_ptr1->nickname)
+ return FALSE;
- if (r_ptr1->level > r_ptr2->level) return TRUE;
- if (r_ptr2->level > r_ptr1->level) return FALSE;
+ if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE))
+ return TRUE;
- if (m_ptr1->hp > m_ptr2->hp) return TRUE;
- if (m_ptr2->hp > m_ptr1->hp) return FALSE;
+ if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE))
+ return FALSE;
- return w1 <= w2;
-}
+ if (r_ptr1->level > r_ptr2->level)
+ return TRUE;
+
+ if (r_ptr2->level > r_ptr1->level)
+ return FALSE;
+ if (m_ptr1->hp > m_ptr2->hp)
+ return TRUE;
+ if (m_ptr2->hp > m_ptr1->hp)
+ return FALSE;
+
+ return w1 <= w2;
+}
/*!
* @brief モンスター種族情報を特定の基準によりソートするための比較処理
*/
bool ang_sort_comp_hook(vptr u, vptr v, int a, int b)
{
- u16b *who = (u16b*)(u);
- u16b *why = (u16b*)(v);
-
- int w1 = who[a];
- int w2 = who[b];
-
- int z1, z2;
-
- /* Sort by player kills */
- if (*why >= 4)
- {
- /* Extract player kills */
- z1 = r_info[w1].r_pkills;
- z2 = r_info[w2].r_pkills;
-
- /* Compare player kills */
- if (z1 < z2) return TRUE;
- if (z1 > z2) return FALSE;
- }
-
-
- /* Sort by total kills */
- if (*why >= 3)
- {
- /* Extract total kills */
- z1 = r_info[w1].r_tkills;
- z2 = r_info[w2].r_tkills;
-
- /* Compare total kills */
- if (z1 < z2) return TRUE;
- if (z1 > z2) return FALSE;
- }
-
-
- /* Sort by monster level */
- if (*why >= 2)
- {
- /* Extract levels */
- z1 = r_info[w1].level;
- z2 = r_info[w2].level;
-
- /* Compare levels */
- if (z1 < z2) return TRUE;
- if (z1 > z2) return FALSE;
- }
-
-
- /* Sort by monster experience */
- if (*why >= 1)
- {
- /* Extract experience */
- z1 = r_info[w1].mexp;
- z2 = r_info[w2].mexp;
-
- /* Compare experience */
- if (z1 < z2) return TRUE;
- if (z1 > z2) return FALSE;
- }
-
-
- /* Compare indexes */
- return (w1 <= w2);
+ u16b *who = (u16b *)(u);
+ u16b *why = (u16b *)(v);
+
+ int w1 = who[a];
+ int w2 = who[b];
+
+ int z1, z2;
+
+ /* Sort by player kills */
+ if (*why >= 4) {
+ /* Extract player kills */
+ z1 = r_info[w1].r_pkills;
+ z2 = r_info[w2].r_pkills;
+
+ /* Compare player kills */
+ if (z1 < z2)
+ return TRUE;
+ if (z1 > z2)
+ return FALSE;
+ }
+
+ /* Sort by total kills */
+ if (*why >= 3) {
+ /* Extract total kills */
+ z1 = r_info[w1].r_tkills;
+ z2 = r_info[w2].r_tkills;
+
+ /* Compare total kills */
+ if (z1 < z2)
+ return TRUE;
+ if (z1 > z2)
+ return FALSE;
+ }
+
+ /* Sort by monster level */
+ if (*why >= 2) {
+ /* Extract levels */
+ z1 = r_info[w1].level;
+ z2 = r_info[w2].level;
+
+ /* Compare levels */
+ if (z1 < z2)
+ return TRUE;
+ if (z1 > z2)
+ return FALSE;
+ }
+
+ /* Sort by monster experience */
+ if (*why >= 1) {
+ /* Extract experience */
+ z1 = r_info[w1].mexp;
+ z2 = r_info[w2].mexp;
+
+ /* Compare experience */
+ if (z1 < z2)
+ return TRUE;
+ if (z1 > z2)
+ return FALSE;
+ }
+
+ /* Compare indexes */
+ return (w1 <= w2);
}
-
/*!
* @brief モンスター種族情報を特定の基準によりソートするためのスワップ処理
* Sorting hook -- Swap function -- see below
*/
void ang_sort_swap_hook(vptr u, vptr v, int a, int b)
{
- u16b *who = (u16b*)(u);
- u16b holder;
+ /* Unused */
+ (void)v;
- /* Unused */
- (void)v;
+ u16b *who = (u16b *)(u);
+ u16b holder;
- /* Swap */
- holder = who[a];
- who[a] = who[b];
- who[b] = holder;
+ holder = who[a];
+ who[a] = who[b];
+ who[b] = holder;
}
/*
*/
bool ang_sort_comp_monster_level(vptr u, vptr v, int a, int b)
{
- u16b *who = (u16b*)(u);
+ /* Unused */
+ (void)v;
- int w1 = who[a];
- int w2 = who[b];
+ u16b *who = (u16b *)(u);
- monster_race *r_ptr1 = &r_info[w1];
- monster_race *r_ptr2 = &r_info[w2];
+ int w1 = who[a];
+ int w2 = who[b];
- /* Unused */
- (void)v;
+ monster_race *r_ptr1 = &r_info[w1];
+ monster_race *r_ptr2 = &r_info[w2];
- if (r_ptr2->level > r_ptr1->level) return TRUE;
- if (r_ptr1->level > r_ptr2->level) return FALSE;
+ if (r_ptr2->level > r_ptr1->level)
+ return TRUE;
- if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return TRUE;
- if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return FALSE;
- return w1 <= w2;
-}
+ if (r_ptr1->level > r_ptr2->level)
+ return FALSE;
+
+ if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE))
+ return TRUE;
+ if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE))
+ return FALSE;
+
+ return w1 <= w2;
+}
/*!
-* @brief ペットになっているモンスターをソートするための比較処理
-* @param u モンスターの構造体配列
-* @param v 未使用
-* @param a 比較対象のモンスターID1
-* @param b 比較対象のモンスターID2
-* @return 2番目が大ならばTRUEを返す
-*/
+ * @brief ペットになっているモンスターをソートするための比較処理
+ * @param u モンスターの構造体配列
+ * @param v 未使用
+ * @param a 比較対象のモンスターID1
+ * @param b 比較対象のモンスターID2
+ * @return 2番目が大ならばTRUEを返す
+ */
bool ang_sort_comp_pet_dismiss(vptr u, vptr v, int a, int b)
{
- u16b *who = (u16b*)(u);
+ /* Unused */
+ (void)v;
- int w1 = who[a];
- int w2 = who[b];
+ u16b *who = (u16b *)(u);
- monster_type *m_ptr1 = &p_ptr->current_floor_ptr->m_list[w1];
- monster_type *m_ptr2 = &p_ptr->current_floor_ptr->m_list[w2];
- monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
- monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
+ int w1 = who[a];
+ int w2 = who[b];
- /* Unused */
- (void)v;
+ monster_type *m_ptr1 = &p_ptr->current_floor_ptr->m_list[w1];
+ monster_type *m_ptr2 = &p_ptr->current_floor_ptr->m_list[w2];
+ monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
+ monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
- if (w1 == p_ptr->riding) return TRUE;
- if (w2 == p_ptr->riding) return FALSE;
+ if (w1 == p_ptr->riding)
+ return TRUE;
- if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
- if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
+ if (w2 == p_ptr->riding)
+ return FALSE;
- if (!m_ptr1->parent_m_idx && m_ptr2->parent_m_idx) return TRUE;
- if (!m_ptr2->parent_m_idx && m_ptr1->parent_m_idx) return FALSE;
+ if (m_ptr1->nickname && !m_ptr2->nickname)
+ return TRUE;
- if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
- if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
+ if (m_ptr2->nickname && !m_ptr1->nickname)
+ return FALSE;
- if (r_ptr1->level > r_ptr2->level) return TRUE;
- if (r_ptr2->level > r_ptr1->level) return FALSE;
+ if (!m_ptr1->parent_m_idx && m_ptr2->parent_m_idx)
+ return TRUE;
- if (m_ptr1->hp > m_ptr2->hp) return TRUE;
- if (m_ptr2->hp > m_ptr1->hp) return FALSE;
+ if (!m_ptr2->parent_m_idx && m_ptr1->parent_m_idx)
+ return FALSE;
- return w1 <= w2;
-}
+ if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE))
+ return TRUE;
+
+ if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE))
+ return FALSE;
+
+ if (r_ptr1->level > r_ptr2->level)
+ return TRUE;
+ if (r_ptr2->level > r_ptr1->level)
+ return FALSE;
+
+ if (m_ptr1->hp > m_ptr2->hp)
+ return TRUE;
+
+ if (m_ptr2->hp > m_ptr1->hp)
+ return FALSE;
+
+ return w1 <= w2;
+}
/*!
* @brief フロア保存時のgrid情報テンプレートをソートするための比較処理
*/
bool ang_sort_comp_cave_temp(vptr u, vptr v, int a, int b)
{
- grid_template_type *who = (grid_template_type *)(u);
+ /* Unused */
+ (void)v;
- u16b o1 = who[a].occurrence;
- u16b o2 = who[b].occurrence;
+ grid_template_type *who = (grid_template_type *)(u);
- /* Unused */
- (void)v;
+ u16b o1 = who[a].occurrence;
+ u16b o2 = who[b].occurrence;
- return o2 <= o1;
+ return o2 <= o1;
}
-
/*!
* @brief フロア保存時のgrid情報テンプレートをソートするためのスワップ処理 / Sorting hook -- Swap function
* @param u gridテンプレートの参照ポインタ
*/
void ang_sort_swap_cave_temp(vptr u, vptr v, int a, int b)
{
- grid_template_type *who = (grid_template_type *)(u);
+ /* Unused */
+ (void)v;
- grid_template_type holder;
+ grid_template_type *who = (grid_template_type *)(u);
+ grid_template_type holder;
- /* Unused */
- (void)v;
-
- /* Swap */
- holder = who[a];
- who[a] = who[b];
- who[b] = holder;
+ holder = who[a];
+ who[a] = who[b];
+ who[b] = holder;
}
-
/*!
* @brief 進化ツリーをソートするためモンスター種族の判定関数 /
* Sorting hook -- Comp function
*/
bool ang_sort_comp_evol_tree(vptr u, vptr v, int a, int b)
{
- int **evol_tree = (int **)u;
+ /* Unused */
+ (void)v;
+
+ int **evol_tree = (int **)u;
+
+ int w1 = evol_tree[a][0];
+ int w2 = evol_tree[b][0];
+ monster_race *r1_ptr = &r_info[w1];
+ monster_race *r2_ptr = &r_info[w2];
+
+ /* Used tree first */
+ if (w1 && !w2)
+ return TRUE;
- int w1 = evol_tree[a][0];
- int w2 = evol_tree[b][0];
- monster_race *r1_ptr = &r_info[w1];
- monster_race *r2_ptr = &r_info[w2];
+ if (!w1 && w2)
+ return FALSE;
- /* Unused */
- (void)v;
+ /* Sort by monster level */
+ if (r1_ptr->level < r2_ptr->level)
+ return TRUE;
- /* Used tree first */
- if (w1 && !w2) return TRUE;
- if (!w1 && w2) return FALSE;
+ if (r1_ptr->level > r2_ptr->level)
+ return FALSE;
- /* Sort by monster level */
- if (r1_ptr->level < r2_ptr->level) return TRUE;
- if (r1_ptr->level > r2_ptr->level) return FALSE;
+ /* Sort by monster experience */
+ if (r1_ptr->mexp < r2_ptr->mexp)
+ return TRUE;
- /* Sort by monster experience */
- if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
- if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
+ if (r1_ptr->mexp > r2_ptr->mexp)
+ return FALSE;
- /* Compare indexes */
- return w1 <= w2;
+ /* Compare indexes */
+ return w1 <= w2;
}
/*!
*/
void ang_sort_swap_evol_tree(vptr u, vptr v, int a, int b)
{
- int **evol_tree = (int **)u;
- int *holder;
+ /* Unused */
+ (void)v;
- /* Unused */
- (void)v;
+ int **evol_tree = (int **)u;
+ int *holder;
- /* Swap */
- holder = evol_tree[a];
- evol_tree[a] = evol_tree[b];
- evol_tree[b] = holder;
+ holder = evol_tree[a];
+ evol_tree[a] = evol_tree[b];
+ evol_tree[b] = holder;
}