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#include "AppHdr.h"
#include "actor.h"
#include "coord.h"
#include "losglobal.h"
#include "player.h"
#include "monster.h"
#include "state.h"
#include "viewgeom.h"
bool actor::observable() const
{
return crawl_state.game_is_arena() || is_player() || you.can_see(this);
}
bool actor::see_cell(const coord_def &p) const
{
if (!in_bounds(pos()))
return false; // actor is off the map
return cell_see_cell(pos(), p, LOS_DEFAULT);
}
bool player::see_cell(const coord_def &p) const
{
if (!map_bounds(p))
return false; // Players can't see (-1,-1) but maybe can see (0,0).
if (crawl_state.game_is_arena())
return true;
if (!in_bounds(pos()))
return false; // A non-arena player at (0,0) can't see anything.
if (xray_vision)
return (pos() - p).abs() <= dist_range(current_vision);
return actor::see_cell(p);
}
bool actor::can_see(const actor *target) const
{
return target->visible_to(this) && see_cell(target->pos());
}
bool actor::see_cell_no_trans(const coord_def &p) const
{
return cell_see_cell(pos(), p, LOS_NO_TRANS);
}
bool player::trans_wall_blocking(const coord_def &p) const
{
return see_cell(p) && !see_cell_no_trans(p);
}
bool player::can_see(const actor* a) const
{
if (crawl_state.game_is_arena() || crawl_state.arena_suspended)
return see_cell(a->pos());
else if (xray_vision)
return see_cell(a->pos());
else
return actor::can_see(a);
}
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