{
if (one_in_(256))
{
- /* Hallucinate */
image_random(ap, cp);
}
}
}
else
{
- /* Hallucinatory monster */
image_monster(ap, cp);
}
}
{
if (in_bounds2(y, x))
{
-
- /* Examine the grid */
map_info(y, x, &a, &c, &ta, &tc);
/* Hack -- fake monochrome */
{
TERM_COLOR a;
SYMBOL_CODE c;
-
TERM_COLOR ta;
SYMBOL_CODE tc;
- /* Examine the grid */
map_info(y, x, &a, &c, &ta, &tc);
/* Hack -- fake monochrome */
/* Hack -- optional disturb on "panel change" */
if (disturb_panel && !center_player) disturb(FALSE, FALSE);
- /* Recalculate the boundaries */
panel_bounds_center();
p_ptr->update |= (PU_MONSTERS);
}
-
-
/*** Targeting Code ***/
-
/*
* Determine is a monster makes a reasonable target
*
if (dx && (x3 * dx <= 0)) continue;
if (dy && (y3 * dy <= 0)) continue;
- /* Absolute distance */
x4 = ABS(x3);
y4 = ABS(y3);
v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
/* Penalize location */
-
- /* Track best */
if ((b_i >= 0) && (v >= b_v)) continue;
-
- /* Track best */
b_i = i; b_v = v;
}
return (b_i);
grid_type *g_ptr;
OBJECT_IDX this_o_idx, next_o_idx = 0;
- /* Bounds */
if (!(in_bounds(y, x))) return (FALSE);
/* Player grid is always interesting */
if (player_bold(y, x)) return (TRUE);
- /* Handle hallucination */
if (p_ptr->image) return (FALSE);
- /* Examine the grid */
g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Visible monsters */
{
grid_type *g_ptr;
- /* Bounds */
if (!(in_bounds(y, x))) return (FALSE);
/* Player grid is always interesting */
if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
- /* Handle hallucination */
if (p_ptr->image) return (FALSE);
/* Examine the grid */