mons_near now only checks player proximity. Checking for foe proximity is now handled by monsters::near_foe.
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// Is the given monster near (in LOS of) the given foe's
// position (the player by default)?
bool mons_near(const monsters *monster, unsigned short foe)
// Is the given monster near (in LOS of) the player?
bool mons_near(const monsters *monster)
// Early out -- no foe!
if (foe == MHITNOT)
return (false);
if (foe == MHITYOU)
{
if (crawl_state.arena || crawl_state.arena_suspended)
return (true);
return (see_cell(monster->pos()));
}
// Must be a monster.
const monsters *foemons = &menv[foe];
if (foemons->alive())
return (monster->mon_see_cell(foemons->pos()));
return (false);
if (crawl_state.arena || crawl_state.arena_suspended)
return (true);
return (see_cell(monster->pos()));