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author | haranp <haranp@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-02-13 00:47:33 +0000 |
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committer | haranp <haranp@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-02-13 00:47:33 +0000 |
commit | 412bcd6e779cd3883bc5c6ce29a8e79ad32c63f4 (patch) | |
tree | 45316891325a63a834b5baef43896e464ed8fedb /crawl-ref/source/spells2.cc | |
parent | 2dd4fe4a7f0b809a9f3a565f64ed6b5dcb1ab814 (diff) | |
download | crawl-ref-412bcd6e779cd3883bc5c6ce29a8e79ad32c63f4.tar.gz crawl-ref-412bcd6e779cd3883bc5c6ce29a8e79ad32c63f4.zip |
Remove a great many cases where mgrd is accessed directly in favour
of monster_at().
The hope is to eventually remove mgrd completely (in favour of scanning
through the monster list, or a different datastructure which gets updated
automatically when monsters move), and thus fix all the mgrd-out-of-sync
bugs in one fell swoop.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9056 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells2.cc')
-rw-r--r-- | crawl-ref/source/spells2.cc | 13 |
1 files changed, 5 insertions, 8 deletions
diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc index 508a83cb94..7188bc8bf4 100644 --- a/crawl-ref/source/spells2.cc +++ b/crawl-ref/source/spells2.cc @@ -198,9 +198,8 @@ int detect_creatures( int pow, bool telepathic ) for (radius_iterator ri(you.pos(), map_radius, true, false); ri; ++ri) { - if (mgrd(*ri) != NON_MONSTER) + if (monsters *mon = monster_at(*ri)) { - monsters *mon = &menv[ mgrd(*ri) ]; creatures_found++; _mark_detected_creature(*ri, mon, fuzz_chance, fuzz_radius); @@ -758,16 +757,14 @@ void drain_life(int pow) bool vampiric_drain(int pow, const dist &vmove) { - int mgr = mgrd(you.pos() + vmove.delta); + monsters *monster = monster_at(you.pos() + vmove.delta); - if (mgr == NON_MONSTER) + if (monster == NULL) { mpr("There isn't anything there!"); return (false); } - monsters *monster = &menv[mgr]; - god_conduct_trigger conducts[3]; disable_attack_conducts(conducts); @@ -1350,9 +1347,9 @@ bool cast_summon_elemental(int pow, god_type god, targ = you.pos() + smove.delta; - if (mgrd(targ) != NON_MONSTER) + if (const monsters *m = monster_at(targ)) { - if (player_monster_visible(&menv[mgrd(targ)])) + if (you.can_see(m)) mpr("There's something there already!"); else { |