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#include "AppHdr.h"
#include "halo.h"
#include "actor.h"
#include "player.h"
#include "monster.h"
#include "religion.h"
#include "terrain.h"
bool actor::haloed() const
{
return (you.halo_contains(pos()));
}
bool actor::halo_contains(const coord_def &c) const
{
int r = halo_radius();
return (r > 0 && (c - pos()).abs() <= r * r && see_cell(c));
}
int player::halo_radius() const
{
if (you.religion == GOD_SHINING_ONE && you.piety >= piety_breakpoint(0)
&& !you.penance[GOD_SHINING_ONE])
{
return std::min(LOS_RADIUS, you.piety / 20);
}
return 0;
}
int monsters::halo_radius() const
{
if (holiness() == MH_HOLY)
return (2);
else
return (0);
}
// XXX: This might become too expensive; possibly, keep
// a mapping of cell -> list of monsters in view of cell
// and just iterate through that.
std::list<actor*> haloers(const coord_def &c)
{
std::list<actor*> ret;
for (radius_iterator ri(c, LOS_RADIUS, false); ri; ++ri)
{
actor* a = actor_at(*ri);
if (a && a->halo_contains(c))
ret.push_back(a);
}
return (ret);
}
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