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-rw-r--r--crawl-ref/source/monplace.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/monplace.h b/crawl-ref/source/monplace.h
index 786ce7ac8b..04eff7f9db 100644
--- a/crawl-ref/source/monplace.h
+++ b/crawl-ref/source/monplace.h
@@ -37,7 +37,7 @@
* 2 = don't place the monster near the player
* 3 = place the monster near stairs (regardless of player pos)
* *********************************************************************** */
-int mons_place( int mon_type, char behaviour, int target, bool summoned,
+int mons_place( int mon_type, beh_type behaviour, int target, bool summoned,
int px, int py, int level_type = LEVEL_DUNGEON,
proximity_type proximity = PROX_ANYWHERE, int extra = 250,
int dur = 0, bool permit_bands = false );
@@ -48,7 +48,7 @@ int mons_place( int mon_type, char behaviour, int target, bool summoned,
* items - monstuff - mstuff2 - religion - spell - spells -
* spells2 - spells3 - spells4
* *********************************************************************** */
-int create_monster( int cls, int dur, int beha, int cr_x, int cr_y,
+int create_monster( int cls, int dur, beh_type beha, int cr_x, int cr_y,
int hitting, int zsec, bool permit_bands = false,
bool force_place = false, bool force_behaviour = false );
@@ -78,7 +78,7 @@ int summon_any_demon( demon_class_type demon_class );
* mons_place(). If you need to put a monster somewhere, use mons_place().
* Summoned creatures can be created with create_monster().
* *********************************************************************** */
-bool place_monster( int &id, int mon_type, int power, char behaviour,
+bool place_monster( int &id, int mon_type, int power, beh_type behaviour,
int target, bool summoned, int px, int py, bool allow_bands,
proximity_type proximity = PROX_ANYWHERE, int extra = 250,
int dur = 0,
@@ -90,7 +90,7 @@ monster_type rand_dragon( dragon_class_type type );
* called from: monplace monstuff
* *********************************************************************** */
void mark_interesting_monst(struct monsters* monster,
- char behaviour = BEH_SLEEP);
+ beh_type behaviour = BEH_SLEEP);
bool grid_compatible(int grid_wanted, int actual_grid, bool generation = false);
bool monster_habitable_grid(int monster_class, int actual_grid,