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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-27 20:15:24 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-27 20:15:24 +0000
commit66c149dbd38eca4599dd015b9271d2e1bcf46472 (patch)
tree160ae3e19f11630e8d0333b5b43098ef5a72773b /crawl-ref/source/monstuff.cc
parent70ce5c5c0ce725bdb808bc5d5e7b216a7707e911 (diff)
downloadcrawl-ref-66c149dbd38eca4599dd015b9271d2e1bcf46472.tar.gz
crawl-ref-66c149dbd38eca4599dd015b9271d2e1bcf46472.zip
Modify num_feats_between to return early if a feature has been
encountered and we're only interested in whether the path is clear or not. Also, more whitespace/comment changes. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5298 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/monstuff.cc')
-rw-r--r--crawl-ref/source/monstuff.cc199
1 files changed, 98 insertions, 101 deletions
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index 74cf8b2fdf..ca7c5115e2 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -230,18 +230,18 @@ bool curse_an_item( bool decay_potions, bool quiet )
continue;
}
- // item is valid for cursing, so we'll give it a chance
+ // Item is valid for cursing, so we'll give it a chance.
count++;
if (one_chance_in( count ))
item = i;
}
}
- // any item to curse?
+ // Any item to curse?
if (item == ENDOFPACK)
return (false);
- // curse item:
+ // Curse item.
if (decay_potions && !quiet) // just for mummies
mpr("You feel nervous for a moment...", MSGCH_MONSTER_SPELL);
@@ -602,8 +602,7 @@ static bool _monster_avoided_death(monsters *monster, killer_type killer, int i)
// Orcs may convert to Beogh under threat of death, either from you
// or, less often, your followers. In both cases, the checks are
- // made against your stats. You're the potential messiah, after
- // all.
+ // made against your stats. You're the potential messiah, after all.
if (convert)
{
#ifdef DEBUG_DIAGNOSTICS
@@ -1110,7 +1109,7 @@ void monster_die(monsters *monster, killer_type killer, int i, bool silent)
{
// Vehumet - only for non-undead servants (coding
// convenience, no real reason except that Vehumet
- // prefers demons)
+ // prefers demons).
if (you.magic_points < you.max_magic_points)
{
mpr("You feel your power returning.");
@@ -1155,7 +1154,7 @@ void monster_die(monsters *monster, killer_type killer, int i, bool silent)
}
break;
- // Monster killed by trap/inanimate thing/itself/poison not from you
+ // Monster killed by trap/inanimate thing/itself/poison not from you.
case KILL_MISC:
if (!silent)
{
@@ -1290,7 +1289,7 @@ void monster_die(monsters *monster, killer_type killer, int i, bool silent)
}
else
{
- // have to add case for disintegration effect here? {dlb}
+ // Have to add case for disintegration effect here? {dlb}
_place_monster_corpse(monster);
}
}
@@ -1357,7 +1356,7 @@ static bool _jelly_divide(monsters * parent)
int k = 0; // must remain outside loop that follows {dlb}
- // now that we have a spot, find a monster slot {dlb}:
+ // Now that we have a spot, find a monster slot {dlb}:
for (k = 0; k < MAX_MONSTERS; k++)
{
child = &menv[k];
@@ -1418,13 +1417,13 @@ void alert_nearby_monsters(void)
behaviour_event( monster, ME_ALERT, MHITYOU );
}
}
-} // end alert_nearby_monsters()
+}
static bool _valid_morph( monsters *monster, int new_mclass )
{
const dungeon_feature_type current_tile = grd[monster->x][monster->y];
- // morph targets are _always_ "base" classes, not derived ones.
+ // 'morph targets are _always_ "base" classes, not derived ones.
new_mclass = mons_species(new_mclass);
// [ds] Non-base draconians are much more trouble than their HD
@@ -1437,10 +1436,10 @@ static bool _valid_morph( monsters *monster, int new_mclass )
return (false);
}
- // various inappropriate polymorph targets
+ // Various inappropriate polymorph targets.
if (mons_class_holiness( new_mclass ) != mons_holiness( monster )
- || mons_class_flag( new_mclass, M_NO_EXP_GAIN ) // not helpless
- || new_mclass == mons_species( monster->type ) // must be different
+ || mons_class_flag( new_mclass, M_NO_EXP_GAIN ) // not helpless
+ || new_mclass == mons_species( monster->type ) // must be different
|| new_mclass == MONS_PROGRAM_BUG
|| new_mclass == MONS_SHAPESHIFTER
|| new_mclass == MONS_GLOWING_SHAPESHIFTER
@@ -1455,20 +1454,20 @@ static bool _valid_morph( monsters *monster, int new_mclass )
|| new_mclass == MONS_PLAYER_GHOST
|| new_mclass == MONS_PANDEMONIUM_DEMON
- // Other poly-unsuitable things
+ // Other poly-unsuitable things.
|| new_mclass == MONS_ROYAL_JELLY
|| new_mclass == MONS_ORB_GUARDIAN
|| new_mclass == MONS_ORANGE_STATUE
|| new_mclass == MONS_SILVER_STATUE
|| new_mclass == MONS_ICE_STATUE
- || (new_mclass >= MONS_GERYON && new_mclass <= MONS_ERESHKIGAL))
+ || new_mclass >= MONS_GERYON && new_mclass <= MONS_ERESHKIGAL)
{
return (false);
}
- // Determine if the monster is happy on current tile
+ // Determine if the monster is happy on current tile.
return (monster_habitable_grid(new_mclass, current_tile));
-} // end valid_morph()
+}
static bool _is_poly_power_unsuitable(
poly_power_type power,
@@ -1480,14 +1479,14 @@ static bool _is_poly_power_unsuitable(
{
case PPT_LESS:
return (tgt_pow > src_pow - 3 + (relax * 3) / 2)
- || (power == PPT_LESS && (tgt_pow < src_pow - (relax / 2)));
+ || (power == PPT_LESS && (tgt_pow < src_pow - (relax / 2)));
case PPT_MORE:
return (tgt_pow < src_pow + 2 - relax)
- || (power == PPT_MORE && (tgt_pow > src_pow + relax));
+ || (power == PPT_MORE && (tgt_pow > src_pow + relax));
default:
case PPT_SAME:
return (tgt_pow < src_pow - relax)
- || (tgt_pow > src_pow + (relax * 3) / 2);
+ || (tgt_pow > src_pow + (relax * 3) / 2);
}
}
@@ -1513,11 +1512,11 @@ bool monster_polymorph( monsters *monster, monster_type targetc,
{
do
{
- // Pick a monster that's guaranteed happy at this grid
+ // Pick a monster that's guaranteed happy at this grid.
targetc = random_monster_at_grid(monster->x, monster->y);
- // valid targets are always base classes ([ds] which is unfortunate
- // in that well-populated monster classes will dominate polymorphs)
+ // Valid targets are always base classes ([ds] which is unfortunate
+ // in that well-populated monster classes will dominate polymorphs).
targetc = mons_species( targetc );
target_power = mons_power( targetc );
@@ -1545,7 +1544,7 @@ bool monster_polymorph( monsters *monster, monster_type targetc,
monster->name(DESC_CAP_A, true).c_str()));
}
- // messaging: {dlb}
+ // Messaging.
bool invis = (!player_see_invis() && (mons_class_flag( targetc, M_INVIS )
|| monster->invisible()));
@@ -1578,8 +1577,8 @@ bool monster_polymorph( monsters *monster, monster_type targetc,
update_beholders(monster, true);
// the actual polymorphing:
- const int old_hp = monster->hit_points;
- const int old_hp_max = monster->max_hit_points;
+ const int old_hp = monster->hit_points;
+ const int old_hp_max = monster->max_hit_points;
const bool old_mon_caught = mons_is_caught(monster);
const char old_ench_countdown = monster->ench_countdown;
@@ -1625,10 +1624,10 @@ bool monster_polymorph( monsters *monster, monster_type targetc,
_monster_drop_ething(monster);
- // New monster type might be interesting
+ // New monster type might be interesting.
mark_interesting_monst(monster);
- // If new monster is visible to player, then we've seen it
+ // If new monster is visible to player, then we've seen it.
if (player_monster_visible(monster) && mons_near(monster))
seen_monster(monster);
@@ -1713,8 +1712,8 @@ bool monster_blink(monsters *monster)
return (true);
}
-// allow_adjacent: allow target to be adjacent to origin
-// restrict_LOS: restict target to be within PLAYER line of sight
+// allow_adjacent: allow target to be adjacent to origin.
+// restrict_LOS: restict target to be within PLAYER line of sight.
bool random_near_space(int ox, int oy, int &tx, int &ty, bool allow_adjacent,
bool restrict_LOS)
{
@@ -1791,7 +1790,8 @@ bool random_near_space(int ox, int oy, int &tx, int &ty, bool allow_adjacent,
int walls_passed = num_feats_between(tx, ty, ox, oy,
DNGN_CLEAR_ROCK_WALL,
- DNGN_CLEAR_PERMAROCK_WALL);
+ DNGN_CLEAR_PERMAROCK_WALL,
+ true, true);
if (walls_passed == 0)
return (true);
@@ -1918,9 +1918,8 @@ bool swap_places(monsters *monster)
return (swap);
} // end swap_places()
-void mons_get_damage_level(
- const monsters* monster,
- std::string& desc, mon_dam_level_type& dam_level)
+void mons_get_damage_level( const monsters* monster, std::string& desc,
+ mon_dam_level_type& dam_level )
{
if (monster->hit_points <= monster->max_hit_points / 6)
{
@@ -1979,8 +1978,9 @@ void print_wounds(const monsters *monster)
desc.insert(0, " is ");
desc += ".";
- simple_monster_message(monster, desc.c_str(), MSGCH_MONSTER_DAMAGE, dam_level);
-} // end print_wounds()
+ simple_monster_message(monster, desc.c_str(), MSGCH_MONSTER_DAMAGE,
+ dam_level);
+}
// (true == 'damaged') [constructs, undead, etc.]
// and (false == 'wounded') [living creatures, etc.] {dlb}
@@ -3088,7 +3088,7 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
if (monster->attitude == targ->attitude)
continue;
- // faking LOS by checking the neighbouring square
+ // Faking LOS by checking the neighbouring square.
int dx = sgn(targ->x - monster->x);
int dy = sgn(targ->y - monster->y);
@@ -3123,7 +3123,7 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
if (coinflip())
break;
- // setup tracer
+ // Setup tracer.
beem.name = "glob of lava";
beem.aux_source = "glob of lava";
beem.range = 4;
@@ -3136,10 +3136,10 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
beem.beam_source = monster_index(monster);
beem.thrower = KILL_MON;
- // fire tracer
+ // Fire tracer.
fire_tracer(monster, beem);
- // good idea?
+ // Good idea?
if (mons_should_fire(beem))
{
_make_mons_stop_fleeing(monster);
@@ -3165,7 +3165,7 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
if (coinflip())
break;
- // setup tracer
+ // Setup tracer.
beem.name = "bolt of electricity";
beem.aux_source = "bolt of electricity";
beem.range = 4;
@@ -3179,10 +3179,10 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
beem.thrower = KILL_MON;
beem.is_beam = true;
- // fire tracer
+ // Fire tracer.
fire_tracer(monster, beem);
- // good idea?
+ // Good idea?
if (mons_should_fire(beem))
{
_make_mons_stop_fleeing(monster);
@@ -3258,10 +3258,10 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
spell_cast = SPELL_HELLFIRE;
setup_mons_cast(monster, beem, spell_cast);
- // fire tracer
+ // Fire tracer.
fire_tracer(monster, beem);
- // good idea?
+ // Good idea?
if (mons_should_fire(beem))
{
_make_mons_stop_fleeing(monster);
@@ -3314,7 +3314,7 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
// Do the throwing right here, since the beam is so
// easy to set up and doesn't involve inventory.
- // set up the beam
+ // Set up the beam.
beem.name = "volley of spikes";
beem.aux_source = "volley of spikes";
beem.range = 9;
@@ -3328,17 +3328,17 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
beem.thrower = KILL_MON;
beem.is_beam = false;
- // fire tracer
+ // Fire tracer.
fire_tracer(monster, beem);
- // good idea?
+ // Good idea?
if (mons_should_fire(beem))
{
_make_mons_stop_fleeing(monster);
simple_monster_message(monster, " flicks its tail!");
fire_beam(beem);
used = true;
- // decrement # of volleys left
+ // Decrement # of volleys left.
monster->number--;
}
break;
@@ -3356,7 +3356,8 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
break;
}
}
- // dragon breath weapon:
+
+ // Dragon breath weapons:
case MONS_DRAGON:
case MONS_HELL_HOUND:
case MONS_ICE_DRAGON:
@@ -3382,10 +3383,10 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
{
setup_dragon(monster, beem);
- // fire tracer
+ // Fire tracer.
fire_tracer(monster, beem);
- // good idea?
+ // Good idea?
if (mons_should_fire(beem))
{
_make_mons_stop_fleeing(monster);
@@ -3400,7 +3401,7 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
case MONS_MERMAID:
{
- // Don't behold player already half down or up the stairs
+ // Don't behold player already half down or up the stairs.
if (!you.delay_queue.empty())
{
delay_queue_item delay = you.delay_queue.front();
@@ -3518,7 +3519,7 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
static bool _handle_potion(monsters *monster, bolt & beem)
{
- // yes, there is a logic to this ordering {dlb}:
+ // Yes, there is a logic to this ordering {dlb}:
if (monster->behaviour == BEH_SLEEP)
return (false);
else if (monster->inv[MSLOT_POTION] == NON_ITEM)
@@ -3588,7 +3589,7 @@ static bool _handle_potion(monsters *monster, bolt & beem)
break;
case POT_SPEED:
- // notice that these are the same odd colours used in
+ // Notice that these are the same odd colours used in
// mons_ench_f2() {dlb}
if (monster->has_ench(ENCH_HASTE))
break;
@@ -3702,7 +3703,7 @@ static bool _handle_reaching(monsters *monster)
//---------------------------------------------------------------
static bool _handle_scroll(monsters *monster)
{
- // yes, there is a logic to this ordering {dlb}:
+ // Yes, there is a logic to this ordering {dlb}:
if (monster->has_ench(ENCH_CONFUSION)
|| monster->behaviour == BEH_SLEEP
|| monster->has_ench(ENCH_SUBMERGED))
@@ -3789,7 +3790,7 @@ static bool _handle_scroll(monsters *monster)
//---------------------------------------------------------------
static bool _handle_wand(monsters *monster, bolt &beem)
{
- // yes, there is a logic to this ordering {dlb}:
+ // Yes, there is a logic to this ordering {dlb}:
if (monster->behaviour == BEH_SLEEP)
return (false);
else if (!mons_near(monster))
@@ -3853,7 +3854,7 @@ static bool _handle_wand(monsters *monster, bolt &beem)
beem.damage.size = beem.damage.size * 2 / 3;
break;
- // these have been deemed "too tricky" at this time {dlb}:
+ // These have been deemed "too tricky" at this time {dlb}:
case WAND_ENSLAVEMENT:
case WAND_DIGGING:
case WAND_RANDOM_EFFECTS:
@@ -3866,7 +3867,7 @@ static bool _handle_wand(monsters *monster, bolt &beem)
return false;
break;
- // these are wands that monsters will aim at themselves {dlb}:
+ // These are wands that monsters will aim at themselves {dlb}:
case WAND_HASTING:
if (!monster->has_ench(ENCH_HASTE))
{
@@ -3926,7 +3927,7 @@ static bool _handle_wand(monsters *monster, bolt &beem)
{
fire_tracer( monster, beem );
- // good idea?
+ // Good idea?
zap = mons_should_fire( beem );
}
@@ -4050,8 +4051,9 @@ static bool _mons_announce_cast(monsters *monster, bool nearby,
const msg_channel_type spl = (mons_friendly(monster) ? MSGCH_FRIEND_SPELL
: MSGCH_MONSTER_SPELL);
- if (nearby) // handle monsters within range of player
+ if (nearby)
{
+ // Handle monsters within range of player.
if (monster->type == MONS_GERYON)
{
if (silenced(monster->x, monster->y))
@@ -4188,8 +4190,9 @@ static bool _mons_announce_cast(monsters *monster, bool nearby,
}
}
}
- else // handle far-away monsters
+ else
{
+ // Handle far-away monsters.
if (monster->type == MONS_GERYON
&& !silenced(you.x_pos, you.y_pos))
{
@@ -4214,7 +4217,7 @@ static bool _handle_spell( monsters *monster, bolt & beem )
bool finalAnswer = false; // as in: "Is that your...?" {dlb}
const spell_type draco_breath = _get_draconian_breath_spell(monster);
- // yes, there is a logic to this ordering {dlb}:
+ // Yes, there is a logic to this ordering {dlb}:
if (monster->behaviour == BEH_SLEEP
|| !mons_class_flag(monster->type, M_SPELLCASTER)
&& draco_breath == SPELL_NO_SPELL
@@ -4265,9 +4268,8 @@ static bool _handle_spell( monsters *monster, bolt & beem )
{
// The player's out of sight!
// Quick, let's take a turn to heal ourselves. -- bwr
- spell_cast =
- monster->has_spell(SPELL_GREATER_HEALING)?
- SPELL_GREATER_HEALING : SPELL_LESSER_HEALING;
+ spell_cast = monster->has_spell(SPELL_GREATER_HEALING)?
+ SPELL_GREATER_HEALING : SPELL_LESSER_HEALING;
finalAnswer = true;
}
else if (monster->behaviour == BEH_FLEE)
@@ -4396,20 +4398,20 @@ static bool _handle_spell( monsters *monster, bolt & beem )
if (spell_cast == SPELL_NO_SPELL)
continue;
- // setup the spell
+ // Setup the spell.
setup_mons_cast(monster, beem, spell_cast);
// beam-type spells requiring tracers
if (spell_needs_tracer(spell_cast))
{
fire_tracer(monster, beem);
- // good idea?
+ // Good idea?
if (mons_should_fire(beem))
spellOK = true;
}
else
{
- // all direct-effect/summoning/self-enchantments/etc.
+ // All direct-effect/summoning/self-enchantments/etc.
spellOK = true;
if (is_sanctuary(you.x_pos, you.y_pos)
@@ -4496,7 +4498,7 @@ static bool _handle_spell( monsters *monster, bolt & beem )
// FINALLY! determine primary spell effects {dlb}:
if (spell_cast == SPELL_BLINK)
{
- // why only cast blink if nearby? {dlb}
+ // Why only cast blink if nearby? {dlb}
if (monsterNearby)
{
simple_monster_message(monster, " blinks!");
@@ -4511,6 +4513,7 @@ static bool _handle_spell( monsters *monster, bolt & beem )
{
if (spell_needs_foe(spell_cast))
_make_mons_stop_fleeing(monster);
+
mons_cast(monster, beem, spell_cast);
mmov_x = 0;
mmov_y = 0;
@@ -4665,13 +4668,13 @@ static bool _handle_throw(monsters *monster, bolt & beem)
// Set fake damage for the tracer.
beem.damage = dice_def(10, 10);
- // fire tracer
+ // Fire tracer.
fire_tracer( monster, beem );
// Clear fake damage (will be set correctly in mons_throw).
beem.damage = 0;
- // good idea?
+ // Good idea?
if (mons_should_fire( beem ))
{
if (launcher && launcher != weapon)
@@ -4686,7 +4689,7 @@ static bool _handle_throw(monsters *monster, bolt & beem)
static bool _handle_monster_spell(monsters *monster, bolt &beem)
{
- // shapeshifters don't get spells
+ // Shapeshifters don't get spells.
if (!monster->has_ench( ENCH_GLOWING_SHAPESHIFTER,
ENCH_SHAPESHIFTER )
|| !mons_class_flag( monster->type, M_ACTUAL_SPELLS ))
@@ -4705,7 +4708,7 @@ static void _monster_add_energy(monsters *monster)
// Slow monsters might get 0 here. Maybe we should factor in
// *how* slow it is...but a 10-to-1 move ratio seems more than
// enough.
- if ( energy_gained == 0 && monster->speed != 0 )
+ if (energy_gained == 0 && monster->speed != 0)
energy_gained = 1;
monster->speed_increment += energy_gained;
@@ -4942,7 +4945,7 @@ static void _handle_monster_move(int i, monsters *monster)
_handle_behaviour(monster);
- // submerging monsters will hide from clouds
+ // Submerging monsters will hide from clouds.
if (monster_can_submerge(monster, grd[monster->x][monster->y])
&& env.cgrid[monster->x][monster->y] != EMPTY_CLOUD)
{
@@ -5052,17 +5055,6 @@ static void _handle_monster_move(int i, monsters *monster)
monster->y + mmov_y);
}
break;
-/*
- if (monster->foe == enemy || mons_friendly(monster)
- && monster->foe == MHITYOU)
- {
- monster->foe = MHITNOT;
- monster->behaviour = BEH_WANDER;
- }
-
- monster->target_x = 10 + random2(GXM - 10);
- monster->target_y = 10 + random2(GYM - 10);
-*/
}
}
}
@@ -5428,6 +5420,8 @@ static bool _handle_pickup(monsters *monster)
// Note: Monsters only look at stuff near the top of stacks.
// XXX: Need to put in something so that monster picks up multiple items
// (eg ammunition) identical to those it's carrying.
+ // Monsters may now pick up several items in the same turn, though with
+ // reducing chances. (jpeg)
bool success = false;
for (item = igrd[monster->x][monster->y]; item != NON_ITEM; )
{
@@ -5797,11 +5791,13 @@ static bool _is_trap_safe(const monsters *monster, const int trap_x,
// What we do is check whether the squares with the relative
// positions (-1,0)/(+1,0) or (0,-1)/(0,+1) form a "corridor"
// (relative to the _current_ monster position rather than the
- // trap one) form a corridor-like environment. If they don't
- // the trap square is marked as "unsafe", otherwise the decision
- // will be made according to later tests (monster hp, trap type, ...)
+ // trap one).
+ // If they don't, the trap square is marked as "unsafe" (because
+ // there's good alternative move for the monster to take),
+ // otherwise the decision will be made according to later tests
+ // (monster hp, trap type, ...)
// If a monster still gets stuck in a corridor it will usually be
- // because it has less than half its maximum hp
+ // because it has less than half its maximum hp.
if ((_mon_can_move_to_pos(monster, x-1, y, true)
|| _mon_can_move_to_pos(monster, x+1,y, true))
@@ -6142,8 +6138,11 @@ static bool _monster_move(monsters *monster)
{
handle_monster_shouts(monster, true);
}
- else // just be noisy without messaging the player
+ else
+ {
+ // Just be noisy without messaging the player
noisy( noise_level, monster->x, monster->y );
+ }
}
}
@@ -6258,7 +6257,6 @@ static bool _monster_move(monsters *monster)
count = 0;
for (count_x = 0; count_x < 3; count_x++)
- {
for (count_y = 0; count_y < 3; count_y++)
{
if (good_move[count_x][count_y]
@@ -6274,12 +6272,11 @@ static bool _monster_move(monsters *monster)
}
}
}
- }
}
- // now, if a monster can't move in its intended direction, try
+ // Now, if a monster can't move in its intended direction, try
// either side. If they're both good, move in whichever dir
- // gets it closer(farther for fleeing monsters) to its target.
+ // gets it closer (farther for fleeing monsters) to its target.
// If neither does, do nothing.
if (good_move[mmov_x + 1][mmov_y + 1] == false)
{
@@ -6304,7 +6301,7 @@ static bool _monster_move(monsters *monster)
int dist[2];
- // first 1 away, then 2 (3 is silly)
+ // First 1 away, then 2 (3 is silly).
for (int j = 1; j <= 2; j++)
{
int sdir, inc;
@@ -6320,7 +6317,7 @@ static bool _monster_move(monsters *monster)
inc = -2*j;
}
- // try both directions
+ // Try both directions.
for (mod = sdir, i = 0; i < 2; mod += inc, i++)
{
newdir = (dir + 8 + mod) % 8;
@@ -6338,7 +6335,7 @@ static bool _monster_move(monsters *monster)
}
}
- // now choose
+ // Now choose.
if (dist[0] == dist[1] && abs(dist[0]) == FAR_AWAY)
continue;
@@ -6510,7 +6507,7 @@ static bool _plant_spit(monsters *monster, bolt &pbolt)
_setup_plant_spit(monster, pbolt);
- // fire tracer
+ // Fire tracer.
fire_tracer(monster, pbolt);
if (mons_should_fire(pbolt))
@@ -6528,7 +6525,7 @@ static bool _plant_spit(monsters *monster, bolt &pbolt)
}
return (did_spit);
-} // end plant_spit()
+}
static void _mons_in_cloud(monsters *monster)
{