}
/*
- * Determine if a "legal" grid is within "los" of the player *
- * Note the use of comparison to zero to force a "boolean" result
- */
-static bool player_has_los_grid(grid_type *g_ptr) { return (g_ptr->info & CAVE_VIEW) != 0; }
-
-/*
* Change the "feat" flag for a grid, and notice/redraw the grid
*/
void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat)
cc_ptr = &floor_ptr->grid_array[yy][xx];
cc_ptr->info |= CAVE_GLOW;
- if (player_has_los_grid(cc_ptr)) {
+ if (cc_ptr->is_view()) {
if (cc_ptr->m_idx)
update_monster(player_ptr, cc_ptr->m_idx, false);
note_spot(player_ptr, yy, xx);