if (player_has_los_bold((Y), (X))) \
{ \
/* Update the monster */ \
- if (cave[(Y)][(X)].m_idx) update_mon(cave[(Y)][(X)].m_idx, FALSE); \
+ if (cave[(Y)][(X)].m_idx) update_monster(cave[(Y)][(X)].m_idx, FALSE); \
\
/* Notice and redraw */ \
note_spot((Y), (X)); \
lite_spot(y, x);
/* Hack -- Visual update of monster on this grid */
- if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+ if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE);
/* No longer in the array */
c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
/* Check for change to boring grid */
if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
-
- /* Update the monster */
- if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+ if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE);
note_spot(y, x);
if (player_has_los_grid(cc_ptr))
{
- /* Update the monster */
- if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE);
+ if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE);
note_spot(yy, xx);
{
c_ptr->info &= ~(CAVE_GLOW);
if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
-
- /* Update the monster */
- if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+ if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE);
update_local_illumination(y, x);
}
monster_type *om_ptr = &m_list[om_idx];
om_ptr->fy = ny;
om_ptr->fx = nx;
- update_mon(om_idx, TRUE);
+ update_monster(om_idx, TRUE);
}
if (nm_idx > 0) /* Monster on new spot */
monster_type *nm_ptr = &m_list[nm_idx];
nm_ptr->fy = oy;
nm_ptr->fx = ox;
- update_mon(nm_idx, TRUE);
+ update_monster(nm_idx, TRUE);
}
}
m_ptr->fy = ny;
/* Update the monster (new location) */
- update_mon(c_mon_ptr->m_idx, TRUE);
+ update_monster(c_mon_ptr->m_idx, TRUE);
lite_spot(ny, nx);
lite_spot(oy, ox);
if (!fff)
{
- msg_format(_("一時ファイル %s を作成できませんでした。", "Failed to create temporary file %s."), file_name);
- msg_print(NULL);
- return;
+ msg_format(_("一時ファイル %s を作成できませんでした。", "Failed to create temporary file %s."), file_name);
+ msg_print(NULL);
+ return;
}
/* Allocate the "who" array */
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
}
prt_time();
}
/* Assume invisible */
m_ptr->ml = FALSE;
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
extern int lore_do_probe(MONRACE_IDX r_idx);
extern void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold);
extern void sanity_blast(monster_type *m_ptr, bool necro);
-extern void update_mon(MONSTER_IDX m_idx, bool full);
+extern void update_monster(MONSTER_IDX m_idx, bool full);
extern void update_monsters(bool full);
extern bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode);
extern bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode);
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
}
}
/* Must repair monsters */
repair_monsters = TRUE;
}
-
- /* Update the monster */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
lite_spot(cy, cx);
/* Pre-calculated in precalc_cur_num_of_pet() */
m_ptr->fy = ny;
m_ptr->fx = nx;
- /* No need to do update_mon() */
+ /* No need to do update_monster() */
/* Success */
return;
(void)set_monster_csleep(m_idx, 0);
/* Update the monster (new location) */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
/* Redraw the old grid */
lite_spot(target_row, target_col);
y_ptr->fx = ox;
/* Update the old monster */
- update_mon(c_ptr->m_idx, TRUE);
+ update_monster(c_ptr->m_idx, TRUE);
}
/* Hack -- Update the new location */
/* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
-
- /* Update the monster */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
/* Redraw the old grid */
lite_spot(oy, ox);
/* Now you feel very close to this pet. */
m_ptr->parent_m_idx = 0;
}
- update_mon(m_idx, FALSE);
+ update_monster(m_idx, FALSE);
lite_spot(m_ptr->fy, m_ptr->fx);
}
if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
* "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];
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
-
- /* Update the monster */
- update_mon(i, full);
+ update_monster(i, full);
}
}
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)) ||
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 */
m_ptr->fy = ty;
m_ptr->fx = tx;
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
lite_spot(oy, ox);
lite_spot(ty, tx);
m_ptr->fy = ny;
m_ptr->fx = nx;
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
/* Redraw the old spot */
lite_spot(y, x);
/* Mega-Hack -- Update the monster in the affected grid */
/* This allows "spear of light" (etc) to work "correctly" */
- if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+ if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE);
if (p_ptr->special_defense & NINJA_S_STEALTH)
{
/* Mega-Hack -- Update the monster in the affected grid */
/* This allows "spear of light" (etc) to work "correctly" */
- if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+ if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE);
}
/* All done */
}
/* Verify this code */
-
- /* Update the monster */
- if (m_ptr->r_idx) update_mon(c_ptr->m_idx, FALSE);
+ if (m_ptr->r_idx) update_monster(c_ptr->m_idx, FALSE);
/* Redraw the monster grid */
lite_spot(y, x);
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
flag = TRUE;
}
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
flag = TRUE;
}
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
flag = TRUE;
}
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
flag = TRUE;
}
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
flag = TRUE;
}
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
flag = TRUE;
}
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
flag = TRUE;
}
}
m_ptr->fx = sx;
/* Update the monster (new location) */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
/* Redraw the old grid */
lite_spot(yy, xx);
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Update the monster */
- update_mon(c_ptr->m_idx, FALSE);
+ update_monster(c_ptr->m_idx, FALSE);
/* Stupid monsters rarely wake up */
if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
/* Process affected monsters */
if (c_ptr->m_idx)
{
- /* Update the monster */
- update_mon(c_ptr->m_idx, FALSE);
+ update_monster(c_ptr->m_idx, FALSE);
}
/* Redraw */
/* Move player before updating the monster */
if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
-
- /* Update the monster */
- update_mon(cave[ny][nx].m_idx, TRUE);
+ update_monster(cave[ny][nx].m_idx, TRUE);
/* Found a monster */
m_ptr = &m_list[cave[ny][nx].m_idx];
reset_target(m_ptr);
/* Update the monster (new location) */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
/* Redraw the old grid */
lite_spot(oy, ox);
m_ptr->fx = nx;
/* Update the monster (new location) */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
/* Redraw the old grid */
lite_spot(oy, ox);
m_ptr->fy = (byte_hack)ty;
m_ptr->fx = (byte_hack)tx;
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
lite_spot(oy, ox);
lite_spot(ty, tx);
misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
N_ELEMENTS(misc_flags2_desc));
- misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list,
- N_ELEMENTS(misc_flags3_desc));
+ misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
/*
* Glowing artifacts -- small radius light.
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
- sprintf(misc_desc, _("レベル %d, 希少度 %u, %d.%d kg, $%ld", "Level %d, Rarity %u, %d.%d lbs, %ld Gold"),
- (int)a_ptr->level, a_ptr->rarity,
+ sprintf(misc_desc, _("レベル %d, 希少度 %u, %d.%d kg, $%ld", "Level %d, Rarity %u, %d.%d lbs, %ld Gold"), (int)a_ptr->level, a_ptr->rarity,
#ifdef JP
lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
#else
{
char buf[80];
- sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",
- FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
+ sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
spoiler_underline(buf);
}
* some form of "scrolling" the map around the cursor.
* That is, consider the possibility of "auto-scrolling" the screen
* while the cursor moves around. This may require changes in the
- * "update_mon()" code to allow "visibility" even if off panel, and
+ * "update_monster()" code to allow "visibility" even if off panel, and
* may require dynamic recalculation of the "temp" grid set.
*
* Hack -- targeting/observing an "outer border grid" may induce