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authorRobert Vollmert <rvollmert@gmx.net>2009-10-27 10:12:56 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-10-27 13:06:24 +0100
commit88b208ce6d41d2e9bf59a2b572a43d1f78ca3dd9 (patch)
treeaad23d67dd0e7e065e870bcd1db520f1fc5e62de /crawl-ref/source/view.cc
parenta518714cb8090a529986c8909a2aa02a2fc0717f (diff)
downloadcrawl-ref-88b208ce6d41d2e9bf59a2b572a43d1f78ca3dd9.tar.gz
crawl-ref-88b208ce6d41d2e9bf59a2b572a43d1f78ca3dd9.zip
Get rid of part of mons_near.
mons_near now only checks player proximity. Checking for foe proximity is now handled by monsters::near_foe.
Diffstat (limited to 'crawl-ref/source/view.cc')
-rw-r--r--crawl-ref/source/view.cc25
1 files changed, 5 insertions, 20 deletions
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc
index d7a03f82f3..e2a35e53c5 100644
--- a/crawl-ref/source/view.cc
+++ b/crawl-ref/source/view.cc
@@ -3051,27 +3051,12 @@ bool magic_mapping(int map_radius, int proportion, bool suppress_msg,
return (did_map);
}
-// Is the given monster near (in LOS of) the given foe's
-// position (the player by default)?
-bool mons_near(const monsters *monster, unsigned short foe)
+// Is the given monster near (in LOS of) the player?
+bool mons_near(const monsters *monster)
{
- // Early out -- no foe!
- if (foe == MHITNOT)
- return (false);
-
- if (foe == MHITYOU)
- {
- if (crawl_state.arena || crawl_state.arena_suspended)
- return (true);
- return (see_cell(monster->pos()));
- }
-
- // Must be a monster.
- const monsters *foemons = &menv[foe];
- if (foemons->alive())
- return (monster->mon_see_cell(foemons->pos()));
-
- return (false);
+ if (crawl_state.arena || crawl_state.arena_suspended)
+ return (true);
+ return (see_cell(monster->pos()));
}
bool mon_enemies_around(const monsters *monster)