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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-18 09:40:53 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-18 09:40:53 +0000
commite2cbc98a162d37386b3191ccf16c0d64ad7bb1b2 (patch)
tree3c3fc7e3c9e0cf7bfaded82101d233492dac2216 /crawl-ref/source/beam.cc
parent8f675841ee07a21138fe098204f46018d28ea3b5 (diff)
downloadcrawl-ref-e2cbc98a162d37386b3191ccf16c0d64ad7bb1b2.tar.gz
crawl-ref-e2cbc98a162d37386b3191ccf16c0d64ad7bb1b2.zip
Pull code from mon->can_see(target) into a new function mon->see_grid()
and use it in the checks for monster/monster visibility. I didn't have the time to test it but it should at least solve part of the problem of monsters firing through walls (if monster visibility is even checked there, which I don't know). Also (as usually), more code cleanup. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5117 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r--crawl-ref/source/beam.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index ffde1cb65f..9d04a2e73b 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -1304,7 +1304,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
"ty=%d col=%d flav=%d hit=%d dam=%dd%d range=%d",
(pbolt.is_beam) ? "beam" : "missile",
(pbolt.is_explosion) ? "*" :
- (pbolt.is_big_cloud) ? "+" : "",
+ (pbolt.is_big_cloud) ? "+" : "",
(pbolt.is_tracer) ? " tracer" : "",
pbolt.source_x, pbolt.source_y,
pbolt.target_x, pbolt.target_y,
@@ -1321,7 +1321,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
ray_def ray;
- if ( pbolt.chose_ray )
+ if (pbolt.chose_ray)
ray = pbolt.ray;
else
{
@@ -1331,7 +1331,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
0, true );
}
- if ( !pbolt.aimed_at_feet )
+ if (!pbolt.aimed_at_feet)
ray.advance_through(pbolt.target());
// give chance for beam to affect one cell even if aimed_at_feet.