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-rw-r--r--crawl-ref/source/monstuff.cc48
1 files changed, 24 insertions, 24 deletions
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index eca5e7c0ad..80d4e11a78 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -425,7 +425,7 @@ int place_monster_corpse(const monsters *monster, bool silent,
// Don't care if 'o' is changed, and it shouldn't be (corpses don't
// stack).
move_item_to_grid(&o, monster->pos());
- if (see_grid(monster->pos()))
+ if (see_cell(monster->pos()))
{
if (force && !silent)
{
@@ -774,7 +774,7 @@ static bool _slime_vault_in_los()
{
if ((grd[x][y] == DNGN_STONE_WALL
|| grd[x][y] == DNGN_CLEAR_STONE_WALL)
- && see_grid(x, y))
+ && see_cell(x, y))
{
in_los = true;
break;
@@ -1873,7 +1873,7 @@ int monster_die(monsters *monster, killer_type killer,
monster->foe = killer_index;
}
- if (!silent && !wizard && see_grid(monster->pos()))
+ if (!silent && !wizard && see_cell(monster->pos()))
{
// Make sure that the monster looks dead.
if (monster->alive() && !in_transit && (!summoned || duration > 0))
@@ -1976,7 +1976,7 @@ int monster_die(monsters *monster, killer_type killer,
monster_cleanup(monster);
// Force redraw for monsters that die.
- if (see_grid(mwhere))
+ if (see_cell(mwhere))
{
view_update_at(mwhere);
update_screen();
@@ -2489,7 +2489,7 @@ static coord_def _random_monster_nearby_habitable_space(const monsters& mon,
continue;
}
- if (respect_los && !mon.mon_see_grid(target))
+ if (respect_los && !mon.mon_see_cell(target))
continue;
// Survived everything, break out (with a good value of target.)
@@ -2666,7 +2666,7 @@ bool random_near_space(const coord_def& origin, coord_def& target,
tried(delta) = true;
if (!in_bounds(target)
- || restrict_LOS && !see_grid(target)
+ || restrict_LOS && !see_cell(target)
|| grd(target) < DNGN_SHALLOW_WATER
|| actor_at(target)
|| !allow_adjacent && distance(origin, target) <= 2
@@ -2700,13 +2700,13 @@ bool random_near_space(const coord_def& origin, coord_def& target,
// away from the player, since in the absence of translucent
// walls monsters can blink to places which are not in either
// the monster's nor the player's LOS.
- if (!origin_is_player && !see_grid(target))
+ if (!origin_is_player && !see_cell(target))
return (true);
// Player can't randomly pass through translucent walls.
if (origin_is_player)
{
- if (see_grid_no_trans(target))
+ if (see_cell_no_trans(target))
return (true);
continue;
@@ -3091,7 +3091,7 @@ void behaviour_event(monsters *mon, mon_event_type event, int src,
// XXX: Should this be done in _handle_behaviour()?
if (src == MHITYOU && src_pos == you.pos()
- && !see_grid(mon->pos()))
+ && !see_cell(mon->pos()))
{
const dungeon_feature_type can_move =
(mons_amphibious(mon)) ? DNGN_DEEP_WATER
@@ -3142,7 +3142,7 @@ void behaviour_event(monsters *mon, mon_event_type event, int src,
else if (mons_friendly(mon))
mon->foe = MHITYOU;
- if (see_grid(mon->pos()))
+ if (see_cell(mon->pos()))
learned_something_new(TUT_FLEEING_MONSTER);
break;
@@ -3240,7 +3240,7 @@ static bool _choose_random_patrol_target_grid(monsters *mon)
return (false);
// Can the monster see the patrol point from its current position?
- const bool patrol_seen = mon->mon_see_grid(mon->patrol_point,
+ const bool patrol_seen = mon->mon_see_cell(mon->patrol_point,
habitat2grid(mons_primary_habitat(mon)));
if (intel == I_PLANT && !patrol_seen)
@@ -3397,7 +3397,7 @@ static void _mark_neighbours_target_unreachable(monsters *mon)
// Don't alert monsters out of sight (e.g. on the other side of
// a wall).
- if (!mon->mon_see_grid(*ri))
+ if (!mon->mon_see_cell(*ri))
continue;
monsters* const m = monster_at(*ri);
@@ -4392,7 +4392,7 @@ static void _handle_behaviour(monsters *mon)
if (!mons_player_visible( mon ))
proxPlayer = false;
// Must be able to see each other.
- else if (!see_grid(mon->pos()))
+ else if (!see_cell(mon->pos()))
proxPlayer = false;
const int intel = mons_intel(mon);
@@ -5170,7 +5170,7 @@ static void _handle_movement(monsters *monster)
// always pathfind to their targets.
if (delta.abs() > 2
&& (!ranged
- || !monster->mon_see_grid(monster->target, !glass_ok)))
+ || !monster->mon_see_cell(monster->target, !glass_ok)))
{
monster_pathfind mp;
if (mp.init_pathfind(monster, monster->target))
@@ -5439,7 +5439,7 @@ static void _handle_movement(monsters *monster)
}
// We're already staying in the player's LOS.
- if (see_grid(old_pos + mmov))
+ if (see_cell(old_pos + mmov))
return;
// Try to find a move that brings us closer to the player while
@@ -5457,7 +5457,7 @@ static void _handle_movement(monsters *monster)
delta.set(i - 1, j - 1);
coord_def tmp = old_pos + delta;
- if (grid_distance(you.pos(), tmp) < old_dist && see_grid(tmp))
+ if (grid_distance(you.pos(), tmp) < old_dist && see_cell(tmp))
{
if (one_chance_in(++matches))
mmov = delta;
@@ -6461,7 +6461,7 @@ static bool _handle_reaching(monsters *monster)
// This check isn't redundant -- player may be invisible.
if (monster->target == you.pos()
&& grid_distance(monster->pos(), you.pos()) == 2
- && (see_grid_no_trans(monster->pos())
+ && (see_cell_no_trans(monster->pos())
|| grd(middle) > DNGN_MAX_NONREACH))
{
ret = true;
@@ -6474,7 +6474,7 @@ static bool _handle_reaching(monsters *monster)
coord_def foepos = mfoe.pos();
// Same comments as to invisibility as above.
if (monster->target == foepos
- && monster->mon_see_grid(foepos, true)
+ && monster->mon_see_cell(foepos, true)
&& grid_distance(monster->pos(), foepos) == 2)
{
ret = true;
@@ -8521,10 +8521,10 @@ static bool _do_move_monster(monsters *monster, const coord_def& delta)
// The monster gave a "comes into view" message and then immediately
// moved back out of view, leaing the player nothing to see, so give
// this message to avoid confusion.
- if (monster->seen_context == _just_seen && !see_grid(f))
+ if (monster->seen_context == _just_seen && !see_cell(f))
simple_monster_message(monster, " moves out of view.");
else if (Options.tutorial_left && (monster->flags & MF_WAS_IN_VIEW)
- && !see_grid(f))
+ && !see_cell(f))
{
learned_something_new(TUT_MONSTER_LEFT_LOS, monster->pos());
}
@@ -8749,13 +8749,13 @@ static void _mons_open_door(monsters* monster, const coord_def &pos)
i != all_door.end(); ++i)
{
const coord_def& dc = *i;
- if (grd(dc) == DNGN_SECRET_DOOR && see_grid(dc))
+ if (grd(dc) == DNGN_SECRET_DOOR && see_cell(dc))
{
grid = grid_secret_door_appearance(dc);
was_secret = true;
}
- if (see_grid(dc))
+ if (see_cell(dc))
was_seen = true;
else
set_terrain_changed(dc);
@@ -8886,7 +8886,7 @@ static bool _mon_can_move_to_pos(const monsters *monster,
}
// Wandering mushrooms don't move while you are looking.
- if (monster->type == MONS_WANDERING_MUSHROOM && see_grid(targ))
+ if (monster->type == MONS_WANDERING_MUSHROOM && see_cell(targ))
return (false);
// Water elementals avoid fire and heat.
@@ -9219,7 +9219,7 @@ static bool _monster_move(monsters *monster)
_jelly_grows(monster);
- if (see_grid(newpos))
+ if (see_cell(newpos))
{
viewwindow(true, false);