/* Recover fully */
m_ptr->csleep = 0;
+ if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
#ifdef JP
/* Wake it up */
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
/* Wake it up */
t_ptr->csleep = 0;
+ if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* Describe the attack method */
switch (method)
{
/* Wake it up */
t_ptr->csleep = 0;
+ if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* Visible monsters */
if (see_m)
{
update_mon(c_ptr->m_idx, TRUE);
/* Wake up the moved monster */
- m_list[c_ptr->m_idx].csleep = 0;
+ y_ptr->csleep = 0;
+
+ if (r_info[y_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
}
/* Hack -- Update the new location */
if (wake_up)
{
t_ptr->csleep = 0;
+ if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
}
if (fear && see_t)
/* Wake up */
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
if (m_ptr->maxhp < m_ptr->max_maxhp)
{
#ifdef JP
/* Wake up */
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
if (m_ptr->stunned)
{
#ifdef JP
/* Wake the monster up */
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* Hurt the monster */
m_ptr->hp -= dam;
{
/* Wake up */
m_ptr->csleep = 0;
+ if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
sleep = TRUE;
}
if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
if (m_ptr->csleep)
{
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
if (m_ptr->ml && !p_ptr->blind)
{
#ifdef JP
if (m_ptr->csleep)
{
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
if (m_ptr->ml && !p_ptr->blind)
{
#ifdef JP
if (m_ptr->csleep)
{
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
if (m_ptr->ml && !p_ptr->blind)
{
#ifdef JP
/* Wake up! */
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* Notice the "waking up" */
if (m_ptr->ml)
{
if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* Failure */
return FALSE;
}
/* Reset sleep counter */
m_ptr->csleep = 0;
+ if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* Notice the "waking up" */
if (m_ptr->ml)
{
/* Wake it up */
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* Hack - Cancel any special player stealth magics. -LM- */
if (p_ptr->special_defense & NINJA_S_STEALTH)
{