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-rw-r--r--crawl-ref/source/spells4.cc34
1 files changed, 16 insertions, 18 deletions
diff --git a/crawl-ref/source/spells4.cc b/crawl-ref/source/spells4.cc
index c560435d5e..44db4ff667 100644
--- a/crawl-ref/source/spells4.cc
+++ b/crawl-ref/source/spells4.cc
@@ -854,39 +854,37 @@ void cast_discharge(int pow)
// Really this is just applying the best of Band/Warp weapon/Warp field
// into a spell that gives the "make monsters go away" benefit without
-// the insane damage potential. -- bwr
+// the insane damage potential. - bwr
int disperse_monsters(coord_def where, int pow, int, actor *)
{
- monsters *defender = monster_at(where);
- if (defender == NULL)
- return 0;
+ monsters *mon = monster_at(where);
+ if (!mon)
+ return (0);
- if (defender->type == MONS_BLINK_FROG
- || defender->type == MONS_PRINCE_RIBBIT)
+ if (mons_genus(mon->type) == MONS_BLINK_FROG)
{
- simple_monster_message(defender, " resists.");
- return 1;
+ simple_monster_message(mon, " resists.");
+ return (1);
}
- else if (defender->check_res_magic(pow))
+ else if (mon->check_res_magic(pow))
{
- // XXX Note that this might affect magic-immunes!
+ // XXX: Note that this might affect magic-immunes!
if (coinflip())
{
- simple_monster_message(defender, " partially resists.");
- monster_blink(defender);
+ simple_monster_message(mon, " partially resists.");
+ monster_blink(mon);
}
else
- simple_monster_message(defender, " resists.");
-
- return 1;
+ simple_monster_message(mon, " resists.");
+ return (1);
}
else
{
- monster_teleport( defender, true );
- return 1;
+ monster_teleport(mon, true);
+ return (1);
}
- return 0;
+ return (0);
}
void cast_dispersal(int pow)