Browse Source

♻️ Refactor ActivateSpawn to receive a Monster reference (#4889)

pull/4897/head
Cesar Canassa 4 years ago committed by GitHub
parent
commit
dab0517f21
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
  1. 11
      Source/monster.cpp

11
Source/monster.cpp

@ -3294,10 +3294,9 @@ string_view GetMonsterTypeText(const MonsterData &monsterData)
app_fatal(fmt::format("Unknown mMonstClass {}", static_cast<int>(monsterData.mMonstClass)));
}
void ActivateSpawn(int monsterId, Point position, Direction dir)
void ActivateSpawn(Monster &monster, Point position, Direction dir)
{
auto &monster = Monsters[monsterId];
dMonster[position.x][position.y] = monsterId + 1;
dMonster[position.x][position.y] = monster.getId() + 1;
monster.position.tile = position;
monster.position.future = position;
monster.position.old = position;
@ -4718,9 +4717,11 @@ bool SpawnSkeleton(int ii, Point position)
if (ii == -1)
return false;
Monster &monster = Monsters[ii];
if (IsTileAvailable(position)) {
Direction dir = GetDirection(position, position); // TODO useless calculation
ActivateSpawn(ii, position, dir);
ActivateSpawn(monster, position, dir);
return true;
}
@ -4760,7 +4761,7 @@ bool SpawnSkeleton(int ii, Point position)
Point spawn = position + Displacement { x2 - 1, y2 - 1 };
Direction dir = GetDirection(spawn, position);
ActivateSpawn(ii, spawn, dir);
ActivateSpawn(monster, spawn, dir);
return true;
}

Loading…
Cancel
Save