monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
/* Allow regeneration (if needed) */
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[monster];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Paranoia -- Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
if (r_ptr->level >= p_ptr->lev)
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr;
int delta = 0;
-
- /* Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
/* Ignore pet */
monster_race *r_ptr;
m_ptr = ¤t_floor_ptr->m_list[m_idx];
-
- /* Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
/* Skip unseen monsters */
{
monster_type *m_ptr;
m_ptr = ¤t_floor_ptr->m_list[m_idx];
-
- /* Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
/* Nice monsters get mean */
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
y = m_ptr->fy;
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
-
- /* Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
y = m_ptr->fy;
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
y = m_ptr->fy;
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
y = m_ptr->fy;
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
y = m_ptr->fy;
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
-
- /* Paranoia -- Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
y = m_ptr->fy;
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
-
- /* Paranoia -- Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
/* Skip aggravating monster (or player) */
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Paranoia -- Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
/* Skip "wrong" monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
-
- /* Paranoia -- Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
/* Skip distant monsters */
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Paranoia -- Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Paranoia -- Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
/* Require line of sight */