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authorRobert Vollmert <rvollmert@gmx.net>2009-10-22 22:28:38 +0200
committerRobert Vollmert <rvollmert@gmx.net>2009-10-22 22:37:09 +0200
commite9c4ad3ff54b7cf9f7f05c5cd58c03cd605663b5 (patch)
treead0ed71df5199621865338e4bef5e722777bf86f /crawl-ref/source/actor.h
parent1fdd4abbce290f4d656bf29ce65d70ab5025871d (diff)
downloadcrawl-ref-e9c4ad3ff54b7cf9f7f05c5cd58c03cd605663b5.tar.gz
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Rename actor::visible to actor::observable.
This should reduce potential for confusion -- compare mon->visible() and mon->invisible(). The uses of actor::visible for messaging are replaced by actor::observable, others by you.can_see(...) or actor::visible_to(&you).
Diffstat (limited to 'crawl-ref/source/actor.h')
-rw-r--r--crawl-ref/source/actor.h11
1 files changed, 11 insertions, 0 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h
index f8ff1ad599..e5cf5e6277 100644
--- a/crawl-ref/source/actor.h
+++ b/crawl-ref/source/actor.h
@@ -101,9 +101,20 @@ public:
virtual bool can_go_berserk() const = 0;
virtual bool can_see_invisible() const = 0;
virtual bool invisible() const = 0;
+
+ // Would looker be able to see the actor when in LOS?
virtual bool visible_to(const actor *looker) const = 0;
+
+ // Is the given cell within LOS of the actor?
virtual bool see_cell(const coord_def &c) const = 0;
+
+ // Can the actor actually see the target?
virtual bool can_see(const actor *target) const = 0;
+
+ // Visibility as required by messaging. In usual play:
+ // Does the player know what's happening to the actor?
+ virtual bool observable();
+
virtual bool is_icy() const = 0;
virtual bool is_fiery() const = 0;
virtual void go_berserk(bool intentional) = 0;