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authorRobert Vollmert <rvollmert@gmx.net>2009-11-11 14:57:35 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-11 16:26:20 +0100
commitf7b29b81395faf8ecbda4355bc85ef5619c7bd99 (patch)
treef3ad921bd794e7caf945cb57a61ea75f0a12f922 /crawl-ref/source/makefile.obj
parent4aebd25253db6f9509aa1ead548807abc3dbc5c3 (diff)
downloadcrawl-ref-f7b29b81395faf8ecbda4355bc85ef5619c7bd99.tar.gz
crawl-ref-f7b29b81395faf8ecbda4355bc85ef5619c7bd99.zip
Implement monster_iterator.
monster_iterator allows iterating over live monsters in env.mgrid, possibly subject to some location/visibility restrictions. Possible restrictions: - within some radius (circle_def::contains(mon->pos()) - position inside some LOS (los_def::see_cell(mon->pos()) - visible to some actor (actor::can_see(mon)) Sample use: for (int i = 0; i < MAX_MONSTERS; ++i) { monsters* const monster = &menv[i]; if (!monster->alive()) continue; // ... // becomes for (monster_iterator mi; mi; ++mi) { // ..., replacing monster-> by mi-> // and monster by *mi If you were checking for mons_near(monster), use monster_iterator mi(&you.get_los()); if you were checking for you.can_see(monster), use monster_iterator mi(&you); if you were checking for (monster->pos()-you.pos()).abs() <= r*r+1, use monster_iterator mi(circle_def(you.pos(), r, C_ROUND)). This is not as general as one might hope, but it should allow reducing the amount of code that knows how monsters are stored.
Diffstat (limited to 'crawl-ref/source/makefile.obj')
-rw-r--r--crawl-ref/source/makefile.obj1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/makefile.obj b/crawl-ref/source/makefile.obj
index c85450cd5f..ccbfb75aeb 100644
--- a/crawl-ref/source/makefile.obj
+++ b/crawl-ref/source/makefile.obj
@@ -103,6 +103,7 @@ mon-behv.o \
mon-cast.o \
mon-gear.o \
mon-info.o \
+mon-iter.o \
mon-pick.o \
mon-util.o \
monplace.o \