summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/monstuff.cc
diff options
context:
space:
mode:
authorabrahamwl <abrahamwl@gmail.com>2009-10-31 06:16:23 -0700
committerSteven Noonan <steven@uplinklabs.net>2009-10-31 06:29:17 -0700
commit76596a5ea224f9ed96f1282b526a86a32032c547 (patch)
treeedc249c3ea9235b78e1cf405c62579a1e58302a4 /crawl-ref/source/monstuff.cc
parente232445b8157b09e53b3897acbf9e47183d98a96 (diff)
downloadcrawl-ref-76596a5ea224f9ed96f1282b526a86a32032c547.tar.gz
crawl-ref-76596a5ea224f9ed96f1282b526a86a32032c547.zip
Combine mons_is_submerged(monsters *m) into monsters::submerged()
...and replace all references to mons_is_submerged() with submerged(). It's a dirty job, but someone's got to do it. (Thank God for regex!)
Diffstat (limited to 'crawl-ref/source/monstuff.cc')
-rw-r--r--crawl-ref/source/monstuff.cc26
1 files changed, 13 insertions, 13 deletions
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index c7f5f5c775..77bdebd4e3 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -2860,7 +2860,7 @@ bool swap_check(monsters *monster, coord_def &loc, bool quiet)
// monster has tentacles).
bool monster_can_hit_monster(monsters *monster, const monsters *targ)
{
- if (!mons_is_submerged(targ) || monster->has_damage_type(DVORP_TENTACLE))
+ if (!targ->submerged() || monster->has_damage_type(DVORP_TENTACLE))
return (true);
if (grd(targ->pos()) != DNGN_SHALLOW_WATER)
@@ -5653,7 +5653,7 @@ static void _handle_nearby_ability(monsters *monster)
if (!foe
|| !monster->can_see(foe)
|| monster->asleep()
- || mons_is_submerged(monster))
+ || monster->submerged())
{
return;
}
@@ -5808,7 +5808,7 @@ static bool _siren_movement_effect(const monsters *monster)
{
swapping = true;
}
- else if (!mons_is_submerged(mon))
+ else if (!mon->submerged())
do_resist = true;
}
@@ -5865,7 +5865,7 @@ static bool _handle_special_ability(monsters *monster, bolt & beem)
// Slime creatures can split while out of sight.
if ((!mons_near(monster)
|| monster->asleep()
- || mons_is_submerged(monster))
+ || monster->submerged())
&& monster->mons_species() != MONS_SLIME_CREATURE)
{
return (false);
@@ -6442,7 +6442,7 @@ static bool _handle_reaching(monsters *monster)
bool ret = false;
const int wpn = monster->inv[MSLOT_WEAPON];
- if (mons_is_submerged(monster))
+ if (monster->submerged())
return (false);
if (mons_aligned(monster_index(monster), monster->foe))
@@ -6504,7 +6504,7 @@ static bool _handle_scroll(monsters *monster)
// Yes, there is a logic to this ordering {dlb}:
if (monster->asleep()
|| mons_is_confused(monster)
- || mons_is_submerged(monster)
+ || monster->submerged()
|| monster->inv[MSLOT_SCROLL] == NON_ITEM
|| !one_chance_in(3))
{
@@ -6845,7 +6845,7 @@ static bool _handle_spell(monsters *monster, bolt &beem)
// Yes, there is a logic to this ordering {dlb}:
if (monster->asleep()
- || mons_is_submerged(monster)
+ || monster->submerged()
|| !mons_class_flag(monster->type, M_SPELLCASTER)
&& !spellcasting_poly
&& draco_breath == SPELL_NO_SPELL)
@@ -7557,7 +7557,7 @@ static void _handle_monster_move(monsters *monster)
// Handle clouds on nonmoving monsters.
if (monster->speed == 0
&& env.cgrid(monster->pos()) != EMPTY_CLOUD
- && !mons_is_submerged(monster))
+ && !monster->submerged())
{
_mons_in_cloud( monster );
}
@@ -7677,7 +7677,7 @@ static void _handle_monster_move(monsters *monster)
{
if (avoid_cloud)
{
- if (mons_is_submerged(monster))
+ if (monster->submerged())
{
monster->speed_increment -= entry->energy_usage.swim;
break;
@@ -7768,7 +7768,7 @@ static void _handle_monster_move(monsters *monster)
if (monster->foe != MHITNOT
&& grid_distance(monster->target, monster->pos()) <= 1)
{
- if (mons_is_submerged(monster))
+ if (monster->submerged())
{
// Don't unsubmerge if the monster is too damaged or
// if the monster is afraid, or if it's avoiding the
@@ -7809,7 +7809,7 @@ static void _handle_monster_move(monsters *monster)
if (mons_is_confused(monster)
|| monster->type == MONS_AIR_ELEMENTAL
- && mons_is_submerged(monster))
+ && monster->submerged())
{
mmov.reset();
int pfound = 0;
@@ -8339,7 +8339,7 @@ static bool _monster_eat_food(monsters *monster, bool nearby)
//---------------------------------------------------------------
static bool _handle_pickup(monsters *monster)
{
- if (monster->asleep() || mons_is_submerged(monster))
+ if (monster->asleep() || monster->submerged())
return (false);
const bool nearby = mons_near(monster);
@@ -9060,7 +9060,7 @@ static bool _monster_move(monsters *monster)
if (monster->type == MONS_TRAPDOOR_SPIDER)
{
- if (mons_is_submerged(monster))
+ if (monster->submerged())
return (false);
// Trapdoor spiders hide if they can't see their foe.