version 1.49 | | version 1.50 |
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/* | | /* |
* static char *rcsid_monster_c = | | * static char *rcsid_monster_c = |
* "$Id: monster.c,v 1.49 2002/09/04 05:17:06 mwedel Exp $"; | | * "$Id: monster.c,v 1.50 2002/09/05 05:23:15 mwedel Exp $"; |
*/ | | */ |
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/* | | /* |
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if (!enemy) return 0; | | if (!enemy) return 0; |
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/* blinded monsters can only find nearby objects to attack */ | | /* blinded monsters can only find nearby objects to attack */ |
if(QUERY_FLAG(op, FLAG_BLIND) && !QUERY_FLAG(op, FLAG_SEE_INVISIBLE)) | | if(QUERY_FLAG(op, FLAG_BLIND)) |
radius = MIN_MON_RADIUS; | | radius = MIN_MON_RADIUS; |
| | |
/* This covers the situation where the monster is in the dark | | /* This covers the situation where the monster is in the dark |
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* see through walls). Should we change the code elsewhere to make you | | * see through walls). Should we change the code elsewhere to make you |
* blind even if you can xray? | | * blind even if you can xray? |
*/ | | */ |
if(QUERY_FLAG(looker,FLAG_BLIND)&& | | if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) |
(!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)||QUERY_FLAG(looker,FLAG_XRAYS))) | | |
return 0; | | return 0; |
| | |
/* checking for invisible things */ | | /* checking for invisible things */ |