There's now a spell-specific _lightning_los which may require some fine-tuning – I'm not quite sure of the intention of the original check.
J4JZLGO4NZHHSJ6EEUMYQVUJRU5XUQ464ZRLRRVCOGE7RS5IZFJAC AL7EYY4HB7JNEFGDB6NVVHCVVUYYKUJKC4UFH4T7XUT3P5NT4NAAC SKDYI6JCFWV2UP7PL22YHOAHU6ZC6Y3BKACW2C6KSEDFESSP34FQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC T47W6FG7GCHCFEWR6MPVLDYVYG7Y4U4F3VY3FXKJNXV5R7HH544QC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC HAHX6NKIVDCUYFBNF2SPRFGIPTWMJVCQNASKJE5GMFQ63KTDNJAAC TGJZXTUIAKCFZQJ54ZQEBGFBVZSJCAX6AWDRSH3TP7UJRLGUM5SAC 2EBEWIV4YHXXAFR4GG2GMZJ2K77NK762HNQ77CZLHI3LDVGX7RJAC O7S3ILRELHICJXXTDGMF7KPPZWYHPYCNDPV2I77FZXXH4I454B4QC 7YUGK5Q64KG5O7GJGTUBRRLHAHBCJ5YOE23YUPT6UBKUSB67CYAQC TZNURHCLTLE3A55EPNU66BU6NX7LOBA7EFG4NAJJBUKZLOAEFU4AC /*** Checks whether target is in sight of source.** Only used from cast_chain_lightning currently.* XXX: Move to los.cc; integrate with other LOS code.*/bool check_line_of_sight(const coord_def& source, const coord_def& target){const int dist = grid_distance(source, target);
// Can always see one square away.if (dist <= 1)return (true);// Currently we limit the range to 8.if (dist > MONSTER_LOS_RANGE)return (false);// Note that we are guaranteed to be within the player LOS range,// so fallback is unnecessary.return exists_ray(source, target);}