diff options
Diffstat (limited to 'crawl-ref/source/monstuff.cc')
-rw-r--r-- | crawl-ref/source/monstuff.cc | 48 |
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); |