Use u_at macro
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@@ -182,7 +182,7 @@ explode(
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} else
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explmask[i][j] = 0;
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if (i + x - 1 == u.ux && j + y - 1 == u.uy) {
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if (u_at(i + x - 1, j + y - 1)) {
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switch (adtyp) {
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case AD_PHYS:
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explmask[i][j] = 0;
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@@ -219,7 +219,7 @@ explode(
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}
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/* can be both you and mtmp if you're swallowed or riding */
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mtmp = m_at(i + x - 1, j + y - 1);
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if (!mtmp && i + x - 1 == u.ux && j + y - 1 == u.uy)
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if (!mtmp && u_at(i + x - 1, j + y - 1))
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mtmp = u.usteed;
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if (mtmp) {
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if (DEADMONSTER(mtmp))
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@@ -327,7 +327,7 @@ explode(
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for (j = 0; j < 3; j++) {
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if (explmask[i][j] == 2)
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continue;
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if (i + x - 1 == u.ux && j + y - 1 == u.uy) {
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if (u_at(i + x - 1, j + y - 1)) {
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uhurt = (explmask[i][j] == 1) ? 1 : 2;
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/* If the player is attacking via polyself into something
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* with an explosion attack, leave them (and their gear)
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@@ -348,7 +348,7 @@ explode(
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&shopdamage, exploding_wand_typ);
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mtmp = m_at(i + x - 1, j + y - 1);
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if (!mtmp && i + x - 1 == u.ux && j + y - 1 == u.uy)
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if (!mtmp && u_at(i + x - 1, j + y - 1))
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mtmp = u.usteed;
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if (!mtmp)
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continue;
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@@ -766,7 +766,7 @@ scatter(int sx, int sy, /* location of objects to scatter */
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stmp->stopped = TRUE;
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}
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}
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} else if (g.bhitpos.x == u.ux && g.bhitpos.y == u.uy) {
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} else if (u_at(g.bhitpos.x, g.bhitpos.y)) {
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if (scflags & MAY_HITYOU) {
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int hitvalu, hitu;
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@@ -836,8 +836,7 @@ scatter(int sx, int sy, /* location of objects to scatter */
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newsym(x, y);
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}
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newsym(sx, sy);
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if (sx == u.ux && sy == u.uy && u.uundetected
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&& hides_under(g.youmonst.data))
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if (u_at(sx, sy) && u.uundetected && hides_under(g.youmonst.data))
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(void) hideunder(&g.youmonst);
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if (lostgoods) /* implies shop_origin and therefore shkp valid */
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credit_report(shkp, 1, FALSE);
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