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authorVsevolod Kozlov <zaba@thorium.homeunix.org>2009-11-10 16:48:44 +0300
committerVsevolod Kozlov <zaba@thorium.homeunix.org>2009-11-10 16:48:44 +0300
commit54ccf63c382d3e27c7165ee57a721929dc45f77c (patch)
tree50084e3a093d19b7826ea54834d4d3a5db2e3153 /crawl-ref/source/effects.cc
parent672df2f6a49ff8683255e5bad316674d16285f0c (diff)
downloadcrawl-ref-54ccf63c382d3e27c7165ee57a721929dc45f77c.tar.gz
crawl-ref-54ccf63c382d3e27c7165ee57a721929dc45f77c.zip
Make actor::heal return bool; move heal_monster to monsters::heal.
monsters::heal and heal_monster used to have slightly different logic for increasing maximum HP. Now the heal_monster logic is used everywhere. player::heal always returns true at the moment, but since its return value is never checked, that does not affect anything.
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r--crawl-ref/source/effects.cc5
1 files changed, 2 insertions, 3 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index c3be41fa8b..5ed0c37bf8 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -4197,7 +4197,7 @@ void update_level(double elapsedTime)
if (monster_descriptor(mon->type, MDSC_REGENERATES)
|| mon->type == MONS_PLAYER_GHOST)
{
- heal_monster(mon, turns, false);
+ mon->heal(turns);
}
else
{
@@ -4205,8 +4205,7 @@ void update_level(double elapsedTime)
const int regen_rate =
std::max(mons_natural_regen_rate(mon) * 2, 5);
- heal_monster(mon, div_rand_round(turns * regen_rate, 50),
- false);
+ mon->heal(div_rand_round(turns * regen_rate, 50));
}
}