m_ptr->fy = cy;
m_ptr->fx = cx;
+ m_ptr->current_floor_ptr = master_ptr->current_floor_ptr;
m_ptr->ml = TRUE;
m_ptr->mtimed[MTIMED_CSLEEP] = 0;
m_ptr->hold_o_idx = 0;
m_ptr->fy = (POSITION)tmp8u;
rd_byte(&tmp8u);
m_ptr->fx = (POSITION)tmp8u;
+ m_ptr->current_floor_ptr = p_ptr->current_floor_ptr;
rd_s16b(&tmp16s);
m_ptr->hp = tmp16s;
typedef struct monster_type monster_type;
+
struct monster_type
{
MONRACE_IDX r_idx; /* Monster race index 0 = dead. */
MONRACE_IDX ap_r_idx; /* Monster race appearance index */
+ struct floor_type *current_floor_ptr;
/* Sub-alignment flags for neutral monsters */
#define SUB_ALIGN_NEUTRAL 0x0000
/* Place the monster at the location */
m_ptr->fy = y;
m_ptr->fx = x;
+ m_ptr->current_floor_ptr = p_ptr->current_floor_ptr;
/* No "timed status" yet */