Tile_coord t = opponent->get_abs_tile_coord(); Rectangle screen = gwin->get_win_tile_rect().enlarge(2); return (!screen.has_point(t.tx, t.ty));
return Off_screen(gwin, opponent) && !Off_screen(gwin, npc);
inline int Need_new_opponent	(	Game_window *gwin,	Game_object *opponent	)	{	Actor *act;					// Nonexistent or dead?	if (!opponent || 	    ((act = dynamic_cast<Actor*>(opponent)) != 0 && act->is_dead()) ||					// Or invisible?	    opponent->get_flag(Obj_flags::invisible))		return 1;					// See if off screen.	Tile_coord t = opponent->get_abs_tile_coord();	Rectangle screen = gwin->get_win_tile_rect().enlarge(2);	return (!screen.has_point(t.tx, t.ty));	}