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author | Adam Borowski <kilobyte@angband.pl> | 2012-03-22 01:29:15 +0100 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2012-03-22 01:59:37 +0100 |
commit | f88c6a77a058a02aff74443da3fd9c371877fbf3 (patch) | |
tree | ce7816ba5fada182e723c537820f4542a08049c4 /crawl-ref/source/mon-speak.cc | |
parent | f22ecef8817a579eaba48747c8327f06424393bc (diff) | |
download | crawl-ref-f88c6a77a058a02aff74443da3fd9c371877fbf3.tar.gz crawl-ref-f88c6a77a058a02aff74443da3fd9c371877fbf3.zip |
Use actor->is_player() consistently instead of (actor->atype() == ACT_PLAYER).
Shorter and more readable.
I did not change the similar comparison with ACT_MONSTER yet -- are we ever
going to have other actor types? God acts may work as well with a fake
monster, but multiplayer/arena can possibly want a third such type. On the
other hand, code assumes that non-player implies monster and vice versa,
though, so I'm probably worrying without a point.
Diffstat (limited to 'crawl-ref/source/mon-speak.cc')
-rw-r--r-- | crawl-ref/source/mon-speak.cc | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/mon-speak.cc b/crawl-ref/source/mon-speak.cc index 130c8c13fd..d8ff7d99a0 100644 --- a/crawl-ref/source/mon-speak.cc +++ b/crawl-ref/source/mon-speak.cc @@ -474,7 +474,7 @@ bool mons_speaks(monster* mons) &you : mons->get_foe(); const monster* m_foe = foe ? foe->as_monster() : NULL; - if (!foe || foe->atype() == ACT_PLAYER || mons->wont_attack()) + if (!foe || foe->is_player() || mons->wont_attack()) { // Animals only look at the current player form, smart monsters at the // actual player genus. @@ -541,7 +541,7 @@ bool mons_speaks(monster* mons) const bool no_foe = (foe == NULL); const bool no_player = crawl_state.game_is_arena() || (!mons->wont_attack() - && (!foe || foe->atype() != ACT_PLAYER)); + && (!foe || !foe->is_player())); const bool mon_foe = (m_foe != NULL); const bool no_god = no_foe || (mon_foe && foe->deity() == GOD_NO_GOD); const bool named_foe = !no_foe && (!mon_foe || (m_foe->is_named() |