*/
#include "angband.h"
+#include "cmd-pet.h"
+#include "monster-hook.h"
+#include "monster-status.h"
#define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
#define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
* @param x 目標x座標
* @return なし
*/
-void set_target(monster_type *m_ptr, int y, int x)
+void set_target(monster_type *m_ptr, POSITION y, POSITION x)
{
m_ptr->target_y = y;
m_ptr->target_x = x;
*/
void delete_monster_idx(MONSTER_IDX i)
{
- int x, y;
-
+ POSITION x, y;
monster_type *m_ptr = &m_list[i];
-
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Get location */
y = m_ptr->fy;
x = m_ptr->fx;
-
/* Hack -- Reduce the racial counter */
real_r_ptr(m_ptr)->cur_num--;
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
* to prevent calling lite_spot()
*/
- /* Delete the object */
delete_object_idx(this_o_idx);
}
*/
static void compact_monsters_aux(IDX i1, IDX i2)
{
- int y, x, i;
-
+ POSITION y, x;
+ int i;
cave_type *c_ptr;
-
monster_type *m_ptr;
-
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Do nothing */
if (i1 == i2) return;
-
/* Old monster */
m_ptr = &m_list[i1];
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
char m_name[80];
-
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
}
- /* Delete the monster */
delete_monster_idx(i);
/* Count the monster */
{
MONSTER_IDX i;
-
/* Normal allocation */
if (m_max < max_m_idx)
{
return (i);
}
-
/* Recycle dead monsters */
for (i = 1; i < m_max; i++)
{
return (i);
}
-
/* Warn the player (except during dungeon creation) */
if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
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 */
* "disturb_near" (monster which is "easily" viewable moves in some
* way). Note that "moves" includes "appears" and "disappears".
*/
-void update_mon(MONSTER_IDX m_idx, bool full)
+void update_monster(MONSTER_IDX m_idx, bool full)
{
monster_type *m_ptr = &m_list[m_idx];
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);
}
}
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
-
- /* Update the monster */
- update_mon(i, full);
+ update_monster(i, full);
}
}
if (!r_idx)
{
- int level;
+ DEPTH level;
chameleon_change_m_idx = m_idx;
if (old_unique)
m_ptr->r_idx = r_idx;
m_ptr->ap_r_idx = r_idx;
- update_mon(m_idx, FALSE);
+ update_monster(m_idx, FALSE);
lite_spot(m_ptr->fy, m_ptr->fx);
if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
*
* 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;
p_ptr->update |= (PU_MON_LITE);
else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
p_ptr->update |= (PU_MON_LITE);
-
- /* Update the monster */
- update_mon(c_ptr->m_idx, TRUE);
+ update_monster(c_ptr->m_idx, TRUE);
/* Count the monsters on the level */
return TRUE;
}
-#define GROUP_MAX 32 /*!< place_monster_group() 関数によるモンスターのGROUP生成時の配置最大数 / Maximum size of a group of monsters */
-
/*!
* @brief モンスターを目標地点に集団生成する / Attempt to place a "group" of monsters around the given location
* @param who 召喚主のモンスター情報ID
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
* Use "slp" to choose the initial "sleep" status
* Use "monster_level" for the monster level
*/
-bool alloc_monster(int dis, BIT_FLAGS mode)
+bool alloc_monster(POSITION dis, BIT_FLAGS mode)
{
- int y = 0, x = 0;
- int attempts_left = 10000;
+ int y = 0, x = 0;
+ int attempts_left = 10000;
/* Put the Guardian */
if (alloc_guardian(FALSE)) return TRUE;
}
-#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)
*/
void monster_drop_carried_objects(monster_type *m_ptr)
{
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
object_type forge;
object_type *o_ptr;
object_type *q_ptr;
/* Drop objects being carried */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
/* Forget monster */
q_ptr->held_m_idx = 0;
- /* Delete the object */
delete_object_idx(this_o_idx);
/* Drop it */