Use u_at macro
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@@ -175,8 +175,7 @@ onscary(int x, int y, struct monst* mtmp)
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* Astral Plane; the influence of the Valar only reaches so far.
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*/
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return (sengr_at("Elbereth", x, y, TRUE)
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&& ((u.ux == x && u.uy == y)
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|| (Displaced && mtmp->mux == x && mtmp->muy == y))
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&& (u_at(x, y) || (Displaced && mtmp->mux == x && mtmp->muy == y))
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&& !(mtmp->isshk || mtmp->isgd || !mtmp->mcansee
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|| mtmp->mpeaceful || mtmp->data->mlet == S_HUMAN
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|| mtmp->data == &mons[PM_MINOTAUR]
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@@ -1398,7 +1397,7 @@ m_move(register struct monst* mtmp, register int after)
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nix = mtmp->mux;
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niy = mtmp->muy;
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}
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if (nix == u.ux && niy == u.uy) {
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if (u_at(nix, niy)) {
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mtmp->mux = u.ux;
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mtmp->muy = u.uy;
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return 0;
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@@ -1751,7 +1750,7 @@ dissolve_bars(register int x, register int y)
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levl[x][y].typ = (Is_special(&u.uz) || *in_rooms(x, y, 0)) ? ROOM : CORR;
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levl[x][y].flags = 0;
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newsym(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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switch_terrain();
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}
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@@ -1792,7 +1791,7 @@ set_apparxy(register struct monst* mtmp)
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/* monsters which know where you are don't suddenly forget,
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if you haven't moved away */
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if (mx == u.ux && my == u.uy)
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if (u_at(mx, my))
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goto found_you;
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notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data)));
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