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authorRobert Vollmert <rvollmert@gmx.net>2009-11-06 20:39:11 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-06 20:41:29 +0100
commitceb51161c896f17a951b0ba2bbd4b48f8fead13a (patch)
tree6fb22b76e7cda0eeb93e82db1d853f664765fc13 /crawl-ref/source/fight.cc
parentf858cfc60235a5cfb86dd2a2c510dde5e130a4bf (diff)
downloadcrawl-ref-ceb51161c896f17a951b0ba2bbd4b48f8fead13a.tar.gz
crawl-ref-ceb51161c896f17a951b0ba2bbd4b48f8fead13a.zip
Replace global see_cell by observe_cell and disambiguate old uses.
Calls to plain see_cell(pos) were replaced with either observe_cell(pos) or you.see_cell(pos). observe_cell where related to drawing the interface and messaging, you.see_cell for game mechanics, and one or the other in less clear cases (targetting, say).
Diffstat (limited to 'crawl-ref/source/fight.cc')
-rw-r--r--crawl-ref/source/fight.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc
index 29715af093..d1b2549c27 100644
--- a/crawl-ref/source/fight.cc
+++ b/crawl-ref/source/fight.cc
@@ -395,10 +395,10 @@ void melee_attack::init_attack()
water_attack = is_water_attack(attacker, defender);
attacker_visible = attacker->observable();
- attacker_invisible = (!attacker_visible && see_cell(attacker->pos()));
+ attacker_invisible = (!attacker_visible && observe_cell(attacker->pos()));
defender_visible = defender && defender->observable();
defender_invisible = (!defender_visible && defender
- && see_cell(defender->pos()));
+ && observe_cell(defender->pos()));
needs_message = (attacker_visible || defender_visible);
if (defender && defender->atype() == ACT_MONSTER)
@@ -1912,7 +1912,7 @@ bool melee_attack::player_monattk_final_hit_effects(bool mondied)
switch (final_effects[i].flavor)
{
case FINEFF_LIGHTNING_DISCHARGE:
- if (see_cell(final_effects[i].location))
+ if (observe_cell(final_effects[i].location))
mpr("Electricity arcs through the water!");
conduct_electricity(final_effects[i].location, attacker);
break;
@@ -2366,7 +2366,7 @@ void melee_attack::chaos_affects_defender()
miscast_chance *= 2;
// Inform player that something is up.
- if (see_cell(defender->pos()))
+ if (observe_cell(defender->pos()))
{
if (defender->atype() == ACT_PLAYER)
mpr("You give off a flash of multicoloured light!");
@@ -2602,7 +2602,7 @@ static bool _move_stairs(const actor* attacker, const actor* defender)
// Don't move around notable terrain the player is aware of if it's
// out of sight.
if (is_notable_terrain(stair_feat)
- && is_terrain_known(orig_pos.x, orig_pos.y) && !see_cell(orig_pos))
+ && is_terrain_known(orig_pos.x, orig_pos.y) && !you.see_cell(orig_pos))
{
return (false);
}