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authorAdam Borowski <kilobyte@angband.pl>2013-10-31 08:16:07 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-10-31 16:57:54 +0100
commita57962fa1975ecc27863c2f847fa2a1c4484f7fa (patch)
tree7e5055301b3554b4598be94b52b65633fea156dc /crawl-ref/source/evoke.cc
parentb5aec581b1ad18e6eefb77947e822c089f778d6f (diff)
downloadcrawl-ref-a57962fa1975ecc27863c2f847fa2a1c4484f7fa.tar.gz
crawl-ref-a57962fa1975ecc27863c2f847fa2a1c4484f7fa.zip
monster_near_iterator
Does the "in view" part of functionality of monster_iterator, is simpler, allows using los models other than LOS_DEFAULT, and gets rid of a lot of uses of get_los(). The code is nearly identical as actor_near_iterator, but the old delegation used more code than either of those. Still, perhaps templating could work? This commit also fixes a buttload of ignoring invis / see invis / sense invis (ie, visible_to()) and act-through-glass bugs.
Diffstat (limited to 'crawl-ref/source/evoke.cc')
-rw-r--r--crawl-ref/source/evoke.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/evoke.cc b/crawl-ref/source/evoke.cc
index da51b2e2f8..918aeb13a6 100644
--- a/crawl-ref/source/evoke.cc
+++ b/crawl-ref/source/evoke.cc
@@ -1438,7 +1438,7 @@ static bool _stone_of_tremors()
delay(200);
// Possibly shaft some monsters.
- for (monster_iterator mi(&you); mi; ++mi)
+ for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
{
if (grd(mi->pos()) == DNGN_FLOOR
&& !mi->airborne() && is_valid_shaft_level()