|
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.
|