toggle's initial setting, and update/correct the documentation a bit.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6135 c06c8d41-db1a-0410-9941-cceddc491573
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}
static bool _mons_is_valid_target(monsters *mon, int mode, int range)
{
// Unknown mimics don't count as monsters, either.
if (mons_is_mimic(mon->type)
&& !(mon->flags & MF_KNOWN_MIMIC))
{
return (false);
}
// Don't usually target unseen monsters...
if (!player_monster_visible(mon))
{
// ... unless it creates a "disturbance in the water".
// Since you can't see the monster, assume it's not a friend.
// Also don't target submerged monsters if there are other targets
// in sight. (This might be too restrictive.)
return (mode != TARG_FRIEND
&& _mon_submerged_in_water(mon)
&& i_feel_safe(false, false, true, range));
}
return (true);
if (mons_attitude(mon) != mlist[idx].m_attitude)
return (false);
if (mon->type != monl->type)
return (mons_is_mimic(mon->type) && mons_is_mimic(monl->type));
if (mlist_full_info)
{
if (mons_is_zombified(mon)) // Both monsters are zombies.
return (mon->base_monster == monl->base_monster);
if (mon->has_hydra_multi_attack())
return (mon->number == monl->number);
}
// Don't usually target unseen monsters...
if (!player_monster_visible(mon))
{
// ... unless it creates a "disturbance in the water".
// Since you can't see the monster, assume it's not a friend.
// Also don't target submerged monsters if there are other targets
// in sight. (This might be too restrictive.)
return (mode != TARG_FRIEND
&& _mon_submerged_in_water(mon)
&& i_feel_safe(false, false, true, range));
}
mlist_allow_alternate_layout = false
Display the monster list wherever Crawl may find space on
your console display, usually to the left of the map, rather
than using the fixed position below the stat area.
mlist_targetting = false
Using the monster list you can directly target monsters in
targetting mode. There's a toggle that allows you to turn this
feature on and off. This option controls the initial setting
at game start or reload.