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#include "AppHdr.h"
#include "actor.h"
#include "player.h"
#include "monster.h"
#include "state.h"
#include "viewgeom.h"
bool actor::observable() const
{
return (crawl_state.arena && this != &you
|| this == &you || you.can_see(this));
}
bool actor::see_cell(const coord_def &p) const
{
return (los.see_cell(p));
}
void actor::update_los()
{
los.update();
}
bool actor::can_see(const actor *target) const
{
return (target->visible_to(this) && see_cell(target->pos()));
}
bool player::see_cell_no_trans(const coord_def &p) const
{
return (los_no_trans.see_cell(p));
}
bool player::trans_wall_blocking(const coord_def &p) const
{
return (see_cell(p) && !see_cell_no_trans(p));
}
const los_def& actor::get_los() const
{
return (los);
}
const los_def& actor::get_los_no_trans()
{
return (los_no_trans);
}
const los_def& monsters::get_los_no_trans()
{
los_no_trans.update();
return (los_no_trans);
}
void player::update_los()
{
los_no_trans.update();
actor::update_los();
}
// Player LOS overrides for arena.
bool player::see_cell(const coord_def &c) const
{
if (crawl_state.arena)
return (crawl_view.in_grid_los(c));
else
return (actor::see_cell(c));
}
bool player::can_see(const actor* a) const
{
if (crawl_state.arena)
return (see_cell(a->pos()));
else
return (actor::can_see(a));
}
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