+/*
+ * Sorting hook -- comp function -- by "distance to player"
+ *
+ * We use "u" and "v" to point to arrays of "x" and "y" positions,
+ * and sort the arrays by double-distance to the 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);
+}
+
+
+/*
+ * Sorting hook -- comp function -- by importance level of grids
+ *
+ * We use "u" and "v" to point to arrays of "x" and "y" positions,
+ * and sort the arrays by level of monster
+ */
+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 = ¤t_floor_ptr->grid_array[y[a]][x[a]];
+ grid_type *cb_ptr = ¤t_floor_ptr->grid_array[y[b]][x[b]];
+ monster_type *ma_ptr = ¤t_floor_ptr->m_list[ca_ptr->m_idx];
+ monster_type *mb_ptr = ¤t_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 (current_floor_ptr->grid_array[y[a]][x[a]].o_idx && !current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return TRUE;
+ if (!current_floor_ptr->grid_array[y[a]][x[a]].o_idx && 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"
+ *
+ * We use "u" and "v" to point to arrays of "x" and "y" positions,
+ * and sort the arrays by distance to the player.
+ */
+void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
+{
+ POSITION *x = (POSITION*)(u);
+ POSITION *y = (POSITION*)(v);
+
+ POSITION temp;
+
+ /* Swap "x" */
+ temp = x[a];
+ x[a] = x[b];
+ x[b] = temp;
+
+ /* Swap "y" */
+ temp = y[a];
+ y[a] = y[b];
+ y[b] = temp;
+}
extern void ang_sort_aux(vptr u, vptr v, int p, int q);
extern void ang_sort(vptr u, vptr v, int n);
+extern bool ang_sort_comp_distance(vptr u, vptr v, int a, int b);
+extern bool ang_sort_comp_importance(vptr u, vptr v, int a, int b);
+extern void ang_sort_swap_distance(vptr u, vptr v, int a, int b);
/*
- * Sorting hook -- comp function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by double-distance to the player.
- */
-static 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);
-}
-
-
-/*
- * Sorting hook -- comp function -- by importance level of grids
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by level of monster
- */
-static 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 = ¤t_floor_ptr->grid_array[y[a]][x[a]];
- grid_type *cb_ptr = ¤t_floor_ptr->grid_array[y[b]][x[b]];
- monster_type *ma_ptr = ¤t_floor_ptr->m_list[ca_ptr->m_idx];
- monster_type *mb_ptr = ¤t_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 (current_floor_ptr->grid_array[y[a]][x[a]].o_idx && !current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return TRUE;
- if (!current_floor_ptr->grid_array[y[a]][x[a]].o_idx && 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"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by distance to the player.
- */
-static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION temp;
-
- /* Swap "x" */
- temp = x[a];
- x[a] = x[b];
- x[b] = temp;
-
- /* Swap "y" */
- temp = y[a];
- y[a] = y[b];
- y[b] = temp;
-}
-
-
-
-/*
* Hack -- help "select" a location (see below)
*/
static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)