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💎CHengband Lua Fork2002HACKXXXNOTETEMPORARY
Handle "target" and "look". Note that this code can be called from "get_aim_dir()". All locations must be on the current panel. Consider the use of "panel_bounds()" to allow "off-panel" targets, perhaps by using some form of "scrolling" the map around the cursor. XXX XXX XXX That is, consider the possibility of "auto-scrolling" the screen while the cursor moves around. This may require changes in the "update_mon()" code to allow "visibility" even if off panel, and may require dynamic recalculation of the "temp" grid set. Hack -- targeting/observing an "outer border grid" may induce problems, so this is not currently allowed. The player can use the direction keys to move among "interesting" grids in a heuristic manner, or the "space", "+", and "-" keys to move through the "interesting" grids in a sequential manner, or can enter "location" mode, and use the direction keys to move one grid at a time in any direction. The "t" (set target) command will only target a monster (as opposed to a location) if the monster is target_able and the "interesting" mode is being used. The current grid is described using the "look" method above, and a new command may be entered at any time, but note that if the "TARGET_LOOK" bit flag is set (or if we are in "location" mode, where "space" has no obvious meaning) then "space" will scan through the description of the current grid until done, instead of immediately jumping to the next "interesting" grid. This allows the "target" command to retain its old semantics. The "*", "+", and "-" keys may always be used to jump immediately to the next (or previous) interesting grid, in the proper mode. The "return" key may always be used to scan through a complete grid description (forever). This command will cancel any old target, even if used from inside the "look" command.
src/xtra2.c:3714
EMOTION ANALYSIS
frustration
1
uncertainty
1
urgency
3
Interesting Score: 14
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