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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/wiz-item.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/wiz-item.cc')
-rw-r--r--crawl-ref/source/wiz-item.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/wiz-item.cc b/crawl-ref/source/wiz-item.cc
index 1ed591c2a8..40c798a67d 100644
--- a/crawl-ref/source/wiz-item.cc
+++ b/crawl-ref/source/wiz-item.cc
@@ -10,6 +10,7 @@
#include <errno.h>
#include "acquire.h"
+#include "act-iter.h"
#include "art-enum.h"
#include "artefact.h"
#include "coordit.h"
@@ -30,7 +31,6 @@
#include "misc.h"
#include "mon-iter.h"
#include "mon-stuff.h"
-#include "mon-util.h"
#include "options.h"
#include "output.h"
#include "player-equip.h"
@@ -798,7 +798,7 @@ void wizard_unidentify_pack()
// Forget things that nearby monsters are carrying, as well.
// (For use with the "give monster an item" wizard targetting
// command.)
- for (monster_iterator mon(you.get_los()); mon; ++mon)
+ for (monster_near_iterator mon(&you); mon; ++mon)
{
for (int j = 0; j < NUM_MONSTER_SLOTS; ++j)
{