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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/externs.h
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/externs.h')
-rw-r--r--crawl-ref/source/externs.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/externs.h b/crawl-ref/source/externs.h
index ed3f164c87..432b4eee52 100644
--- a/crawl-ref/source/externs.h
+++ b/crawl-ref/source/externs.h
@@ -1208,7 +1208,8 @@ public:
bool is_levitating() const;
bool invisible() const;
bool can_see_invisible() const;
- bool visible_to(const actor *looker) const ;
+ bool visible_to(const actor *looker) const;
+ bool mon_see_grid(int tx, int ty) const;
bool can_see(const actor *target) const;
bool is_icy() const;
bool paralysed() const;