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authorBardur Arantsson <bardur@scientician.net>2015-06-12 06:27:05 +0200
committerBardur Arantsson <bardur@scientician.net>2015-08-01 17:26:10 +0200
commitc6196b25d119a10e79deedef26a73e0d5a021b0e (patch)
tree199f5bff5cf363787eb610caa495fd3682a463ed /src/dungeon.cc
parent000f6272f8ab1d43ec6300fb5972f7813ada1c88 (diff)
Refactor cave_type and monster_type to use non-intrusive lists
We use vectors of object indexes instead of embedding the list within object_type itself.
Diffstat (limited to 'src/dungeon.cc')
-rw-r--r--src/dungeon.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/dungeon.cc b/src/dungeon.cc
index 7f276b80..62eaf211 100644
--- a/src/dungeon.cc
+++ b/src/dungeon.cc
@@ -2341,7 +2341,7 @@ static void process_world(void)
if (!(dungeon_flags1 & DF1_DAMAGE_FEAT))
{
/* If the grid is empty, skip it */
- if ((cave[j][k].o_idx == 0) &&
+ if ((cave[j][k].o_idxs.empty()) &&
((j != p_ptr->py) && (i != p_ptr->px))) continue;
}