bool aware = TRUE;
bool fear, dead;
-
- bool is_riding_mon = (m_idx == p_ptr->riding);
-
- bool see_m = is_seen(m_ptr);
+ bool is_riding_mon = (m_idx == p_ptr->riding);
+ bool see_m = is_seen(m_ptr);
if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
{
int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
if (p_ptr->monlite) tmp /= 3;
if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
- if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
+ if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
/* Low-level monsters will find it difficult to locate the player. */
if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
}
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_LOSE_PARENT, m_name);
}
-
delete_monster_idx(m_idx);
return;
/* Generate treasure, etc */
monster_death(m_idx, FALSE);
-
delete_monster_idx(m_idx);
if (sad)
{
/* Handle non-aggravation - Still sleeping */
if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
- /* Handle aggravation */
-
/* Reset sleep counter */
(void)set_monster_csleep(m_idx, 0);
gets_angry = TRUE;
/* Paranoia... no pet uniques outside wizard mode -- TY */
- if (is_pet(m_ptr) &&
- ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
+ if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
monster_has_hostile_align(NULL, 10, -10, r_ptr))
|| (r_ptr->flagsr & RFR_RES_ALL)))
{
oy = m_ptr->fy;
ox = m_ptr->fx;
-
/* Attempt to "multiply" if able and allowed */
if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
{
- int k, y, x;
+ int k;
+ POSITION y, x;
/* Count the adjacent monsters */
for (k = 0, y = oy - 1; y <= oy + 1; y++)
}
}
-
if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
{
/* Hack -- Ohmu scatters molds! */
}
}
-
if (!p_ptr->inside_battle)
{
/* Hack! "Cyber" monster makes noise... */
else if (is_pet(m_ptr))
{
/* Are we trying to avoid the player? */
- bool avoid = ((p_ptr->pet_follow_distance < 0) &&
- (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
+ bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
/* Do we want to find the player? */
bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
did_pass_wall = FALSE;
did_kill_wall = FALSE;
-
/* Take a zero-terminated array of "directions" */
for (i = 0; mm[i]; i++)
{