Use u_at macro
This commit is contained in:
12
src/hack.c
12
src/hack.c
@@ -633,7 +633,7 @@ still_chewing(xchar x, xchar y)
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updates hunger state and requests status update if changed */
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morehungry(-nut);
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}
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digtxt = (x == u.ux && y == u.uy)
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digtxt = u_at(x, y)
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? "devour the iron bars."
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: "eat through the bars.";
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dissolve_bars(x, y);
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@@ -1282,7 +1282,7 @@ findtravelpath(int mode)
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}
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}
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if (px == u.ux && py == u.uy) {
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if (u_at(px, py)) {
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/* no guesses, just go in the general direction */
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u.dx = sgn(u.tx - u.ux);
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u.dy = sgn(u.ty - u.uy);
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@@ -1332,7 +1332,7 @@ is_valid_travelpt(int x, int y)
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boolean ret;
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int glyph = glyph_at(x,y);
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if (x == u.ux && y == u.uy)
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if (u_at(x, y))
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return TRUE;
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if (isok(x,y) && glyph_is_cmap(glyph) && S_stone == glyph_to_cmap(glyph)
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&& !levl[x][y].seenv)
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@@ -2489,7 +2489,7 @@ spoteffects(boolean pick)
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/* prevent recursion from affecting the hero all over again
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[hero poly'd to iron golem enters water here, drown() inflicts
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damage that triggers rehumanize() which calls spoteffects()...] */
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if (inspoteffects && u.ux == spotloc.x && u.uy == spotloc.y
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if (inspoteffects && u_at(spotloc.x, spotloc.y)
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/* except when reason is transformed terrain (ice -> water) */
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&& spotterrain == levl[u.ux][u.uy].typ
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/* or transformed trap (land mine -> pit) */
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@@ -3042,7 +3042,7 @@ lookaround(void)
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for (x = u.ux - 1; x <= u.ux + 1; x++)
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for (y = u.uy - 1; y <= u.uy + 1; y++) {
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/* ignore out of bounds, and our own location */
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if (!isok(x, y) || (x == u.ux && y == u.uy))
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if (!isok(x, y) || u_at(x, y))
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continue;
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/* (grid bugs) ignore diagonals */
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if (NODIAG(u.umonnum) && x != u.ux && y != u.uy)
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@@ -3246,7 +3246,7 @@ monster_nearby(void)
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/* Also see the similar check in dochugw() in monmove.c */
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for (x = u.ux - 1; x <= u.ux + 1; x++)
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for (y = u.uy - 1; y <= u.uy + 1; y++) {
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if (!isok(x, y) || (x == u.ux && y == u.uy))
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if (!isok(x, y) || u_at(x, y))
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continue;
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if ((mtmp = m_at(x, y)) != 0
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&& M_AP_TYPE(mtmp) != M_AP_FURNITURE
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