summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
-rw-r--r--crawl-ref/source/actor.h7
-rw-r--r--crawl-ref/source/attack.cc4
-rw-r--r--crawl-ref/source/beam.cc8
-rw-r--r--crawl-ref/source/itemname.cc2
-rw-r--r--crawl-ref/source/monster.cc22
-rw-r--r--crawl-ref/source/monster.h4
-rw-r--r--crawl-ref/source/player.cc22
-rw-r--r--crawl-ref/source/player.h4
8 files changed, 26 insertions, 47 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h
index edbf24c717..6c3dda5bf6 100644
--- a/crawl-ref/source/actor.h
+++ b/crawl-ref/source/actor.h
@@ -342,15 +342,12 @@ public:
virtual bool caught() const = 0;
virtual bool asleep() const { return false; }
- // check_haloed: include halo
// self_halo: include own halo (actually if self_halo = false
// and has a halo, returns false; so if you have a
// halo you're not affected by others' halos for this
// purpose)
- virtual bool backlit(bool check_haloed = true,
- bool self_halo = true) const = 0;
- virtual bool umbra(bool check_haloed = true,
- bool self_halo = true) const = 0;
+ virtual bool backlit(bool self_halo = true) const = 0;
+ virtual bool umbra() const = 0;
// Within any actor's halo?
virtual bool haloed() const;
// Within an umbra?
diff --git a/crawl-ref/source/attack.cc b/crawl-ref/source/attack.cc
index cebd5f8305..dcbee6318e 100644
--- a/crawl-ref/source/attack.cc
+++ b/crawl-ref/source/attack.cc
@@ -301,10 +301,10 @@ int attack::calc_to_hit(bool random)
mhit -= 5;
}
- if (defender->backlit(true, false))
+ if (defender->backlit(false))
mhit += 2 + random2(8);
else if (!attacker->nightvision()
- && defender->umbra(true, true))
+ && defender->umbra())
mhit -= 2 + random2(4);
}
// Don't delay doing this roll until test_hit().
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index f06cc7dc43..1f9964eb17 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -3348,11 +3348,11 @@ bool bolt::misses_player()
real_tohit /= 2;
// Backlit is easier to hit:
- if (you.backlit(true, false))
+ if (you.backlit(false))
real_tohit += 2 + random2(8);
// Umbra is harder to hit:
- if (!nightvision && you.umbra(true, true))
+ if (!nightvision && you.umbra())
real_tohit -= 2 + random2(4);
}
@@ -4908,11 +4908,11 @@ void bolt::affect_monster(monster* mon)
beam_hit /= 2;
// Backlit is easier to hit:
- if (mon->backlit(true, false))
+ if (mon->backlit(false))
beam_hit += 2 + random2(8);
// Umbra is harder to hit:
- if (!nightvision && mon->umbra(true, true))
+ if (!nightvision && mon->umbra())
beam_hit -= 2 + random2(4);
}
diff --git a/crawl-ref/source/itemname.cc b/crawl-ref/source/itemname.cc
index 8ddad7b6cb..6a261fc0ab 100644
--- a/crawl-ref/source/itemname.cc
+++ b/crawl-ref/source/itemname.cc
@@ -3155,7 +3155,7 @@ bool is_dangerous_item(const item_def &item, bool temp)
static bool _invisibility_is_useless(const bool temp)
{
// If you're Corona'd or a TSO-ite, this is always useless.
- return temp ? you.backlit(true)
+ return temp ? you.backlit()
: you.haloed() && you_worship(GOD_SHINING_ONE);
}
diff --git a/crawl-ref/source/monster.cc b/crawl-ref/source/monster.cc
index a36d2f6f19..9ca842d9a0 100644
--- a/crawl-ref/source/monster.cc
+++ b/crawl-ref/source/monster.cc
@@ -3191,26 +3191,20 @@ bool monster::asleep() const
return behaviour == BEH_SLEEP;
}
-bool monster::backlit(bool check_haloed, bool self_halo) const
+bool monster::backlit(bool self_halo) const
{
- if (has_ench(ENCH_CORONA) || has_ench(ENCH_STICKY_FLAME) || has_ench(ENCH_SILVER_CORONA))
- return true;
- if (check_haloed)
+ if (has_ench(ENCH_CORONA) || has_ench(ENCH_STICKY_FLAME)
+ || has_ench(ENCH_SILVER_CORONA))
{
- return !umbraed() && haloed() &&
- (self_halo || halo_radius2() == -1);
+ return true;
}
- return false;
+
+ return !umbraed() && haloed() && (self_halo || halo_radius2() == -1);
}
-bool monster::umbra(bool check_haloed, bool self_halo) const
+bool monster::umbra() const
{
- if (check_haloed)
- {
- return umbraed() && !haloed() &&
- (self_halo || umbra_radius2() == -1);
- }
- return false;
+ return umbraed() && !haloed();
}
bool monster::glows_naturally() const
diff --git a/crawl-ref/source/monster.h b/crawl-ref/source/monster.h
index 06a2bcb861..786fd1b8c8 100644
--- a/crawl-ref/source/monster.h
+++ b/crawl-ref/source/monster.h
@@ -383,8 +383,8 @@ public:
bool confused_by_you() const;
bool caught() const;
bool asleep() const;
- bool backlit(bool check_haloed = true, bool self_halo = true) const;
- bool umbra(bool check_haloed = true, bool self_halo = true) const;
+ bool backlit(bool self_halo = true) const;
+ bool umbra() const;
int halo_radius2() const;
int silence_radius2() const;
int liquefying_radius2() const;
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index 9053caa19e..71443e47fa 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -7562,32 +7562,20 @@ bool player::visible_to(const actor *looker) const
&& (!invisible() || mon->can_see_invisible()));
}
-bool player::backlit(bool check_haloed, bool self_halo) const
+bool player::backlit(bool self_halo) const
{
if (get_contamination_level() > 1 || duration[DUR_CORONA]
|| duration[DUR_LIQUID_FLAMES] || duration[DUR_QUAD_DAMAGE])
{
return true;
}
- if (check_haloed)
- {
- return !umbraed() && haloed()
- && (self_halo || halo_radius2() == -1);
- }
- return false;
+
+ return !umbraed() && haloed() && (self_halo || halo_radius2() == -1);
}
-bool player::umbra(bool check_haloed, bool self_halo) const
+bool player::umbra() const
{
- if (backlit())
- return false;
-
- if (check_haloed)
- {
- return umbraed() && !haloed()
- && (self_halo || umbra_radius2() == -1);
- }
- return false;
+ return !backlit() && umbraed() && !haloed();
}
bool player::glows_naturally() const
diff --git a/crawl-ref/source/player.h b/crawl-ref/source/player.h
index 3a2e05dafc..3d174c30c1 100644
--- a/crawl-ref/source/player.h
+++ b/crawl-ref/source/player.h
@@ -652,8 +652,8 @@ public:
bool cannot_act() const;
bool confused() const;
bool caught() const;
- bool backlit(bool check_haloed = true, bool self_halo = true) const;
- bool umbra(bool check_haloed = true, bool self_halo = true) const;
+ bool backlit(bool self_halo = true) const;
+ bool umbra() const;
int halo_radius2() const;
int silence_radius2() const;
int liquefying_radius2() const;