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-rw-r--r--crawl-ref/source/monstuff.cc14
1 files changed, 7 insertions, 7 deletions
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index 53c2c9dd5c..0380716a15 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -2204,7 +2204,7 @@ static bool _choose_random_patrol_target_grid(monsters *mon)
return (false);
const bool patrol_seen = mon->mon_see_grid(mon->patrol_point,
- habitat2grid(mons_habitat(mon)));
+ habitat2grid(mons_primary_habitat(mon)));
if (intel == I_PLANT && !patrol_seen)
{
@@ -2351,7 +2351,7 @@ static void _mark_neighbours_target_unreachable(monsters *mon)
const bool flies = mons_flies(mon);
const bool amphibious = mons_amphibious(mon);
- const habitat_type habit = mons_habitat(mon);
+ const habitat_type habit = mons_primary_habitat(mon);
for (radius_iterator ri(mon->pos(), 2, true, false); ri; ++ri)
{
@@ -2374,7 +2374,7 @@ static void _mark_neighbours_target_unreachable(monsters *mon)
continue;
// Monsters of differing habitats might prefer different routes.
- if (mons_habitat(m) != habit)
+ if (mons_primary_habitat(m) != habit)
continue;
// A flying monster has an advantage over a non-flying one.
@@ -2824,7 +2824,7 @@ static void _handle_behaviour(monsters *mon)
|| !mons_has_ranged_spell(mon)
&& !mons_has_ranged_attack(mon)))
{
- const habitat_type habit = mons_habitat(mon);
+ const habitat_type habit = mons_primary_habitat(mon);
if (you.lava_in_sight > 0 && habit != HT_LAVA
|| you.water_in_sight > 0 && habit != HT_WATER
&& can_move != DNGN_DEEP_WATER)
@@ -5442,7 +5442,7 @@ static void _monster_regenerate(monsters *monster)
}
// Non-land creatures out of their element cannot regenerate.
- if (mons_habitat(monster) != HT_LAND
+ if (mons_primary_habitat(monster) != HT_LAND
&& !monster_habitable_grid(monster, grd(monster->pos())))
{
return;
@@ -6649,7 +6649,7 @@ static bool _mon_can_move_to_pos(const monsters *monster,
}
const dungeon_feature_type target_grid = grd(targ);
- const habitat_type habitat = mons_habitat(monster);
+ const habitat_type habitat = mons_primary_habitat(monster);
// Effectively slows down monster movement across water.
// Fire elementals can't cross at all.
@@ -6846,7 +6846,7 @@ static bool _monster_move(monsters *monster)
FixedArray < bool, 3, 3 > good_move;
int count_x, count_y, count;
- const habitat_type habitat = mons_habitat(monster);
+ const habitat_type habitat = mons_primary_habitat(monster);
bool deep_water_available = false;
if (monster->type == MONS_TRAPDOOR_SPIDER)