From ceb51161c896f17a951b0ba2bbd4b48f8fead13a Mon Sep 17 00:00:00 2001 From: Robert Vollmert Date: Fri, 6 Nov 2009 20:39:11 +0100 Subject: 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). --- crawl-ref/source/fight.cc | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'crawl-ref/source/fight.cc') 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); } -- cgit v1.2.3-54-g00ecf