From 67eb0dfe831f2a90dccdff0f611d09a2214eae1e Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Sat, 22 Mar 2008 19:31:43 +0000 Subject: Applying the new convention to static methods. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3813 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/monstuff.cc | 308 ++++++++++++++++++++++--------------------- 1 file changed, 157 insertions(+), 151 deletions(-) (limited to 'crawl-ref/source/monstuff.cc') diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc index e08685c1cb..f6f2f044a4 100644 --- a/crawl-ref/source/monstuff.cc +++ b/crawl-ref/source/monstuff.cc @@ -70,14 +70,14 @@ #include "stash.h" #include "xom.h" -static bool handle_special_ability(monsters *monster, bolt & beem); -static bool handle_pickup(monsters *monster); -static void handle_behaviour(monsters *monster); -static void set_nearest_monster_foe(monsters *monster); -static void mons_in_cloud(monsters *monster); -static bool monster_move(monsters *monster); -static bool plant_spit(monsters *monster, bolt &pbolt); -static spell_type map_wand_to_mspell(int wand_type); +static bool _handle_special_ability(monsters *monster, bolt & beem); +static bool _handle_pickup(monsters *monster); +static void _handle_behaviour(monsters *monster); +static void _set_nearest_monster_foe(monsters *monster); +static void _mons_in_cloud(monsters *monster); +static bool _monster_move(monsters *monster); +static bool _plant_spit(monsters *monster, bolt &pbolt); +static spell_type _map_wand_to_mspell(int wand_type); // [dshaligram] Doesn't need to be extern. static int mmov_x, mmov_y; @@ -271,8 +271,8 @@ bool curse_an_item( bool decay_potions ) return (true); } -static void monster_drop_ething(monsters *monster, - bool mark_item_origins = false) +static void _monster_drop_ething(monsters *monster, + bool mark_item_origins = false) { const bool hostile_grid = grid_destroys_items(grd(monster->pos())); const int midx = (int) monster_index(monster); @@ -313,7 +313,7 @@ static void monster_drop_ething(monsters *monster, grid_item_destruction_message(grd(monster->pos()))); } -static void place_monster_corpse(const monsters *monster) +static void _place_monster_corpse(const monsters *monster) { int corpse_class = mons_species(monster->type); if (corpse_class == MONS_DRACONIAN) @@ -360,24 +360,24 @@ static void place_monster_corpse(const monsters *monster) } } // end place_monster_corpse() -static void tutorial_inspect_kill() +static void _tutorial_inspect_kill() { if (Options.tutorial_events[TUT_KILLED_MONSTER]) learned_something_new(TUT_KILLED_MONSTER); } #ifdef DGL_MILESTONES -static std::string milestone_kill_verb(killer_type killer) +static std::string _milestone_kill_verb(killer_type killer) { return (killer == KILL_RESET? "banished " : "killed "); } -static void check_kill_milestone(const monsters *mons, +static void _check_kill_milestone(const monsters *mons, killer_type killer, int i) { if (mons->type == MONS_PLAYER_GHOST) { - std::string milestone = milestone_kill_verb(killer) + "the ghost of "; + std::string milestone = _milestone_kill_verb(killer) + "the ghost of "; milestone += ghost_description(*mons, true); milestone += "."; mark_milestone("ghost", milestone); @@ -410,7 +410,7 @@ static void _give_monster_experience( monsters *victim, } } -static void give_adjusted_experience(monsters *monster, killer_type killer, +static void _give_adjusted_experience(monsters *monster, killer_type killer, bool pet_kill, int killer_index, unsigned int *exp_gain, unsigned int *avail_gain) @@ -470,7 +470,7 @@ static bool _is_pet_kill(killer_type killer, int i) && (me.who == KC_YOU || me.who == KC_FRIENDLY)); } -static bool ely_heals_monster(monsters *monster, killer_type killer, int i) +static bool _ely_heals_monster(monsters *monster, killer_type killer, int i) { god_type god = GOD_ELYVILON; ASSERT(you.religion != god); @@ -521,7 +521,7 @@ static bool ely_heals_monster(monsters *monster, killer_type killer, int i) return (true); } -static bool monster_avoided_death(monsters *monster, killer_type killer, int i) +static bool _monster_avoided_death(monsters *monster, killer_type killer, int i) { if (monster->hit_points < -25 || monster->hit_points < -monster->max_hit_points @@ -532,7 +532,7 @@ static bool monster_avoided_death(monsters *monster, killer_type killer, int i) } if (you.religion != GOD_ELYVILON && you.penance[GOD_ELYVILON] - && ely_heals_monster(monster, killer, i)) + && _ely_heals_monster(monster, killer, i)) { return (true); } @@ -580,7 +580,7 @@ static bool monster_avoided_death(monsters *monster, killer_type killer, int i) return (false); } -static bool is_mons_mutator_or_rotter(monsters *mons) +static bool _is_mons_mutator_or_rotter(monsters *mons) { if (mons->has_ench(ENCH_GLOWING_SHAPESHIFTER, ENCH_SHAPESHIFTER)) return true; @@ -597,7 +597,7 @@ void monster_die(monsters *monster, killer_type killer, int i, bool silent) if (monster->type == -1) return; - if (!silent && monster_avoided_death(monster, killer, i)) + if (!silent && _monster_avoided_death(monster, killer, i)) return; if (mons_is_caught(monster)) @@ -615,7 +615,7 @@ void monster_die(monsters *monster, killer_type killer, int i, bool silent) const bool gives_xp = !monster->has_ench(ENCH_ABJ); #ifdef DGL_MILESTONES - check_kill_milestone(monster, killer, i); + _check_kill_milestone(monster, killer, i); #endif // Award experience for suicide if the suicide was caused by the @@ -754,7 +754,7 @@ void monster_die(monsters *monster, killer_type killer, int i, bool silent) } // killing triggers tutorial lesson - tutorial_inspect_kill(); + _tutorial_inspect_kill(); // prevent summoned creatures from being done_good kills, if (!created_friendly && gives_xp) @@ -778,7 +778,7 @@ void monster_die(monsters *monster, killer_type killer, int i, bool silent) monster->hit_dice, true, monster); } - if (is_mons_mutator_or_rotter(monster)) + if (_is_mons_mutator_or_rotter(monster)) did_god_conduct(DID_KILL_MUTATOR_OR_ROTTER, monster->hit_dice, true, monster); @@ -1066,8 +1066,8 @@ void monster_die(monsters *monster, killer_type killer, int i, bool silent) KC_OTHER; unsigned int exp_gain = 0, avail_gain = 0; - give_adjusted_experience(monster, killer, pet_kill, i, - &exp_gain, &avail_gain); + _give_adjusted_experience(monster, killer, pet_kill, i, + &exp_gain, &avail_gain); PlaceInfo& curr_PlaceInfo = you.get_place_info(); PlaceInfo delta; @@ -1108,7 +1108,7 @@ void monster_die(monsters *monster, killer_type killer, int i, bool silent) else { // have to add case for disintegration effect here? {dlb} - place_monster_corpse(monster); + _place_monster_corpse(monster); } } @@ -1118,7 +1118,7 @@ void monster_die(monsters *monster, killer_type killer, int i, bool silent) const coord_def mwhere = monster->pos(); if (drop_items) - monster_drop_ething(monster, YOU_KILL(killer) || pet_kill); + _monster_drop_ething(monster, YOU_KILL(killer) || pet_kill); monster_cleanup(monster); // Force redraw for monsters that die. @@ -1144,7 +1144,7 @@ void monster_cleanup(monsters *monster) you.pet_target = MHITNOT; } // end monster_cleanup() -static bool jelly_divide(monsters * parent) +static bool _jelly_divide(monsters * parent) { int jex = 0, jey = 0; // loop variables {dlb} bool foundSpot = false; // to rid code of hideous goto {dlb} @@ -1241,7 +1241,7 @@ void alert_nearby_monsters(void) } } // end alert_nearby_monsters() -static bool valid_morph( monsters *monster, int new_mclass ) +static bool _valid_morph( monsters *monster, int new_mclass ) { const dungeon_feature_type current_tile = grd[monster->x][monster->y]; @@ -1291,7 +1291,7 @@ static bool valid_morph( monsters *monster, int new_mclass ) return (monster_habitable_grid(new_mclass, current_tile)); } // end valid_morph() -static bool is_poly_power_unsuitable( +static bool _is_poly_power_unsuitable( poly_power_type power, int src_pow, int tgt_pow, @@ -1351,12 +1351,12 @@ bool monster_polymorph( monsters *monster, monster_type targetc, if (relax > 50) return (simple_monster_message( monster, " shudders." )); } - while (tries-- && (!valid_morph( monster, targetc ) - || is_poly_power_unsuitable(power, source_power, - target_power, relax))); + while (tries-- && (!_valid_morph( monster, targetc ) + || _is_poly_power_unsuitable(power, source_power, + target_power, relax))); } - if (!valid_morph( monster, targetc )) + if (!_valid_morph( monster, targetc )) return simple_monster_message(monster, " looks momentarily different."); // If old monster is visible to the player, and is interesting, @@ -1441,7 +1441,7 @@ bool monster_polymorph( monsters *monster, monster_type targetc, monster->speed_increment = 67 + random2(6); - monster_drop_ething(monster); + _monster_drop_ething(monster); // New monster type might be interesting mark_interesting_monst(monster); @@ -1623,7 +1623,7 @@ bool random_near_space(int ox, int oy, int &tx, int &ty, bool allow_adjacent, return (false); } // end random_near_space() -static bool habitat_okay( const monsters *monster, dungeon_feature_type targ ) +static bool _habitat_okay( const monsters *monster, dungeon_feature_type targ ) { return (monster_habitable_grid(monster, targ)); } @@ -1658,7 +1658,7 @@ bool swap_places(monsters *monster) return (false); } - const bool mon_dest_okay = habitat_okay( monster, grd[loc_x][loc_y] ); + const bool mon_dest_okay = _habitat_okay( monster, grd[loc_x][loc_y] ); const bool you_dest_okay = !is_grid_dangerous(mgrid) || yesno("Do you really want to step there?", false, 'n'); @@ -1690,7 +1690,7 @@ bool swap_places(monsters *monster) continue; if (mgrd[temp_x][temp_y] == NON_MONSTER - && habitat_okay( monster, grd[temp_x][temp_y] )) + && _habitat_okay( monster, grd[temp_x][temp_y] )) { // Found an appropiate space... check if we // switch the current choice to this one. @@ -1929,7 +1929,7 @@ void behaviour_event( monsters *mon, int event, int src, mon->del_ench(ENCH_CHARM); // do any resultant foe or state changes - handle_behaviour( mon ); + _handle_behaviour( mon ); } //--------------------------------------------------------------- @@ -1945,7 +1945,7 @@ void behaviour_event( monsters *mon, int event, int src, // the monster has a spell or special/nearby ability which isn't // affected by the wall. //--------------------------------------------------------------- -static void handle_behaviour(monsters *mon) +static void _handle_behaviour(monsters *mon) { bool changed = true; bool isFriendly = mons_friendly(mon); @@ -2020,12 +2020,12 @@ static void handle_behaviour(monsters *mon) } else { - set_nearest_monster_foe(mon); + _set_nearest_monster_foe(mon); } } if (mon->attitude == ATT_NEUTRAL && mon->foe == MHITNOT) - set_nearest_monster_foe(mon); + _set_nearest_monster_foe(mon); // monsters do not attack themselves {dlb} if (mon->foe == monster_index(mon)) @@ -2334,7 +2334,7 @@ static void handle_behaviour(monsters *mon) } } // end handle_behaviour() -static bool mons_check_set_foe(monsters *mon, int x, int y, +static bool _mons_check_set_foe(monsters *mon, int x, int y, bool friendly, bool neutral) { if (!in_bounds(x, y)) @@ -2365,7 +2365,7 @@ static bool mons_check_set_foe(monsters *mon, int x, int y, // choose nearest monster as a foe // (used for berserking monsters) -void set_nearest_monster_foe(monsters *mon) +void _set_nearest_monster_foe(monsters *mon) { const bool friendly = mons_friendly(mon); const bool neutral = mons_neutral(mon); @@ -2376,14 +2376,18 @@ void set_nearest_monster_foe(monsters *mon) for (int k = 1; k <= LOS_RADIUS; k++) { for (int x = mx - k; x <= mx + k; ++x) - if (mons_check_set_foe(mon, x, my - k, friendly, neutral) - || mons_check_set_foe(mon, x, my + k, friendly, neutral)) + if (_mons_check_set_foe(mon, x, my - k, friendly, neutral) + || _mons_check_set_foe(mon, x, my + k, friendly, neutral)) + { return; + } for (int y = my - k + 1; y < my + k; ++y) - if (mons_check_set_foe(mon, mx - k, y, friendly, neutral) - || mons_check_set_foe(mon, mx + k, y, friendly, neutral)) - return; + if (_mons_check_set_foe(mon, mx - k, y, friendly, neutral) + || _mons_check_set_foe(mon, mx + k, y, friendly, neutral)) + { + return; + } } } @@ -2455,7 +2459,7 @@ bool simple_monster_message(const monsters *monster, const char *event, // Move the monster closer to its target square. // //--------------------------------------------------------------- -static void handle_movement(monsters *monster) +static void _handle_movement(monsters *monster) { int dx, dy; @@ -2554,7 +2558,7 @@ static void handle_movement(monsters *monster) // next to the player. // //--------------------------------------------------------------- -static void handle_nearby_ability(monsters *monster) +static void _handle_nearby_ability(monsters *monster) { if (!mons_near( monster ) || monster->behaviour == BEH_SLEEP @@ -2670,7 +2674,7 @@ static void handle_nearby_ability(monsters *monster) // $$$ not sure what to say here... // //--------------------------------------------------------------- -static bool handle_special_ability(monsters *monster, bolt & beem) +static bool _handle_special_ability(monsters *monster, bolt & beem) { bool used = false; @@ -2855,7 +2859,7 @@ static bool handle_special_ability(monsters *monster, bolt & beem) } if (one_chance_in(3)) - used = plant_spit(monster, beem); + used = _plant_spit(monster, beem); break; @@ -3155,7 +3159,7 @@ static bool handle_special_ability(monsters *monster, bolt & beem) // the monster imbibed. // //--------------------------------------------------------------- -static bool handle_potion(monsters *monster, bolt & beem) +static bool _handle_potion(monsters *monster, bolt & beem) { // yes, there is a logic to this ordering {dlb}: @@ -3253,7 +3257,7 @@ static bool handle_potion(monsters *monster, bolt & beem) } } // end handle_potion() -static bool handle_reaching(monsters *monster) +static bool _handle_reaching(monsters *monster) { bool ret = false; const int wpn = monster->inv[MSLOT_WEAPON]; @@ -3317,7 +3321,7 @@ static bool handle_reaching(monsters *monster) // the monster read something. // //--------------------------------------------------------------- -static bool handle_scroll(monsters *monster) +static bool _handle_scroll(monsters *monster) { // yes, there is a logic to this ordering {dlb}: if (monster->has_ench(ENCH_CONFUSION) @@ -3404,7 +3408,7 @@ static bool handle_scroll(monsters *monster) // monster zapped. // //--------------------------------------------------------------- -static bool handle_wand(monsters *monster, bolt &beem) +static bool _handle_wand(monsters *monster, bolt &beem) { // yes, there is a logic to this ordering {dlb}: if (monster->behaviour == BEH_SLEEP) @@ -3428,7 +3432,7 @@ static bool handle_wand(monsters *monster, bolt &beem) item_def &wand(mitm[monster->inv[MSLOT_WAND]]); // map wand type to monster spell type - const spell_type mzap = map_wand_to_mspell(wand.sub_type); + const spell_type mzap = _map_wand_to_mspell(wand.sub_type); if (mzap == SPELL_NO_SPELL) return (false); @@ -3583,7 +3587,7 @@ static bool handle_wand(monsters *monster, bolt &beem) // Returns a suitable breath weapon for the draconian; does not handle all // draconians, does fire a tracer. -static spell_type get_draconian_breath_spell( const monsters *monster ) +static spell_type _get_draconian_breath_spell( const monsters *monster ) { spell_type draco_breath = SPELL_NO_SPELL; @@ -3636,7 +3640,7 @@ static spell_type get_draconian_breath_spell( const monsters *monster ) return (draco_breath); } -static bool is_emergency_spell(const monster_spells &msp, int spell) +static bool _is_emergency_spell(const monster_spells &msp, int spell) { // If the emergency spell appears early, it's probably not a dedicated // escape spell. @@ -3646,7 +3650,7 @@ static bool is_emergency_spell(const monster_spells &msp, int spell) return (msp[5] == spell); } -static const char *orb_of_fire_glow() +static const char *_orb_of_fire_glow() { static const char *orb_glows[] = { @@ -3659,9 +3663,9 @@ static const char *orb_of_fire_glow() return RANDOM_ELEMENT(orb_glows); } -static bool mons_announce_cast(monsters *monster, bool nearby, - spell_type spell_cast, - spell_type draco_breath) +static bool _mons_announce_cast(monsters *monster, bool nearby, + spell_type spell_cast, + spell_type draco_breath) { if (nearby) // handle monsters within range of player { @@ -3805,7 +3809,7 @@ static bool mons_announce_cast(monsters *monster, bool nearby, break; case MONS_ORB_OF_FIRE: - simple_monster_message(monster, orb_of_fire_glow(), + simple_monster_message(monster, _orb_of_fire_glow(), MSGCH_MONSTER_SPELL); break; } @@ -3823,7 +3827,7 @@ static bool mons_announce_cast(monsters *monster, bool nearby, return (true); } -static bool enemies_around(const monsters *monster) +static bool _enemies_around(const monsters *monster) { if (mons_friendly(monster)) return (!mons_near(monster) || !i_feel_safe()); @@ -3839,11 +3843,11 @@ static bool enemies_around(const monsters *monster) // a spell was cast. // //--------------------------------------------------------------- -static bool handle_spell( monsters *monster, bolt & beem ) +static bool _handle_spell( monsters *monster, bolt & beem ) { bool monsterNearby = mons_near(monster); bool finalAnswer = false; // as in: "Is that your...?" {dlb} - const spell_type draco_breath = get_draconian_breath_spell(monster); + const spell_type draco_breath = _get_draconian_breath_spell(monster); // yes, there is a logic to this ordering {dlb}: if (monster->behaviour == BEH_SLEEP @@ -3881,7 +3885,7 @@ static bool handle_spell( monsters *monster, bolt & beem ) spell_type spell_cast = SPELL_NO_SPELL; monster_spells hspell_pass(monster->spells); - if (!enemies_around(monster)) + if (!_enemies_around(monster)) { // forces the casting of dig when player not visible - this is EVIL! if (monster->has_spell(SPELL_DIG) @@ -3925,7 +3929,7 @@ static bool handle_spell( monsters *monster, bolt & beem ) // monsters caught in a net try to get away // this is only urgent if enemies are around - if (!finalAnswer && enemies_around(monster) && mons_is_caught(monster) + if (!finalAnswer && _enemies_around(monster) && mons_is_caught(monster) && one_chance_in(4)) { for (int i = 0; i < NUM_MONSTER_SPELL_SLOTS; i++) @@ -3973,7 +3977,7 @@ static bool handle_spell( monsters *monster, bolt & beem ) if (!finalAnswer) { // if nothing found by now, safe friendlies will rarely cast - if (mons_friendly(monster) && !enemies_around(monster) + if (mons_friendly(monster) && !_enemies_around(monster) && !one_chance_in(8)) { return (false); @@ -4095,7 +4099,7 @@ static bool handle_spell( monsters *monster, bolt & beem ) // The breath weapon is also occasionally used. if (draco_breath != SPELL_NO_SPELL && (spell_cast == SPELL_NO_SPELL - || (!is_emergency_spell(hspell_pass, spell_cast) + || (!_is_emergency_spell(hspell_pass, spell_cast) && one_chance_in(4))) && !is_sanctuary(you.x_pos, you.y_pos) && !is_sanctuary(monster->x, monster->y)) @@ -4116,8 +4120,8 @@ static bool handle_spell( monsters *monster, bolt & beem ) return (false); } - if (!mons_announce_cast(monster, monsterNearby, - spell_cast, draco_breath)) + if (!_mons_announce_cast(monster, monsterNearby, + spell_cast, draco_breath)) return (false); // FINALLY! determine primary spell effects {dlb}: @@ -4220,7 +4224,7 @@ int mons_pick_best_missile(monsters *mons, item_def **launcher, // the monster hurled. // //--------------------------------------------------------------- -static bool handle_throw(monsters *monster, bolt & beem) +static bool _handle_throw(monsters *monster, bolt & beem) { // yes, there is a logic to this ordering {dlb}: if (monster->incapacitated() @@ -4306,21 +4310,21 @@ static bool handle_throw(monsters *monster, bolt & beem) return (false); } // end handle_throw() -static bool handle_monster_spell(monsters *monster, bolt &beem) +static bool _handle_monster_spell(monsters *monster, bolt &beem) { // shapeshifters don't get spells if (!monster->has_ench( ENCH_GLOWING_SHAPESHIFTER, ENCH_SHAPESHIFTER ) || !mons_class_flag( monster->type, M_ACTUAL_SPELLS )) { - if (handle_spell(monster, beem)) + if (_handle_spell(monster, beem)) return (true); } return (false); } // Give the monster its action energy (aka speed_increment). -static void monster_add_energy(monsters *monster) +static void _monster_add_energy(monsters *monster) { int energy_gained = (monster->speed * you.time_taken) / 10; @@ -4334,7 +4338,7 @@ static void monster_add_energy(monsters *monster) } // Do natural regeneration for monster. -static void monster_regenerate(monsters *monster) +static void _monster_regenerate(monsters *monster) { if (monster->has_ench(ENCH_SICK)) return; @@ -4369,7 +4373,7 @@ static void monster_regenerate(monsters *monster) } } -static void swim_or_move_energy(monsters *mon) +static void _swim_or_move_energy(monsters *mon) { const dungeon_feature_type feat = grd[mon->x][mon->y]; // FIXME: Replace check with mons_is_swimming()? @@ -4388,7 +4392,7 @@ static void swim_or_move_energy(monsters *mon) # define DEBUG_ENERGY_USE(problem) ((void) 0) #endif -static void handle_monster_move(int i, monsters *monster) +static void _handle_monster_move(int i, monsters *monster) { bool brkk = false; bolt beem; @@ -4404,7 +4408,7 @@ static void handle_monster_move(int i, monsters *monster) return; } - monster_add_energy(monster); + _monster_add_energy(monster); // Handle clouds on nonmoving monsters: if (monster->speed == 0) @@ -4412,7 +4416,7 @@ static void handle_monster_move(int i, monsters *monster) if (env.cgrid[monster->x][monster->y] != EMPTY_CLOUD && !monster->has_ench(ENCH_SUBMERGED)) { - mons_in_cloud( monster ); + _mons_in_cloud( monster ); } } @@ -4505,7 +4509,7 @@ static void handle_monster_move(int i, monsters *monster) break; // problem with vortices } - mons_in_cloud(monster); + _mons_in_cloud(monster); if (monster->type == -1) { @@ -4521,7 +4525,7 @@ static void handle_monster_move(int i, monsters *monster) monster->colour = newcol; } - monster_regenerate(monster); + _monster_regenerate(monster); if (mons_is_paralysed(monster)) { @@ -4529,7 +4533,7 @@ static void handle_monster_move(int i, monsters *monster) continue; } - handle_behaviour(monster); + _handle_behaviour(monster); // submerging monsters will hide from clouds if (monster_can_submerge(monster, grd[monster->x][monster->y]) @@ -4559,7 +4563,7 @@ static void handle_monster_move(int i, monsters *monster) // keep permanent friendlies from picking up stuff if (monster->attitude != ATT_FRIENDLY) { - if (handle_pickup(monster)) + if (_handle_pickup(monster)) { DEBUG_ENERGY_USE("handle_pickup()"); continue; @@ -4569,11 +4573,11 @@ static void handle_monster_move(int i, monsters *monster) if (mons_is_caught(monster)) // Struggling against the net takes time. - swim_or_move_energy(monster); + _swim_or_move_energy(monster); else { // calculates mmov_x, mmov_y based on monster target. - handle_movement(monster); + _handle_movement(monster); brkk = false; @@ -4639,7 +4643,7 @@ static void handle_monster_move(int i, monsters *monster) if (brkk) continue; } - handle_nearby_ability( monster ); + _handle_nearby_ability( monster ); beem.target_x = monster->target_x; beem.target_y = monster->target_y; @@ -4660,41 +4664,41 @@ static void handle_monster_move(int i, monsters *monster) // roughly the same weight. if (coinflip()? - handle_special_ability(monster, beem) - || handle_monster_spell(monster, beem) - : handle_monster_spell(monster, beem) - || handle_special_ability(monster, beem)) + _handle_special_ability(monster, beem) + || _handle_monster_spell(monster, beem) + : _handle_monster_spell(monster, beem) + || _handle_special_ability(monster, beem)) { DEBUG_ENERGY_USE("spell or special"); continue; } - if (handle_potion(monster, beem)) + if (_handle_potion(monster, beem)) { DEBUG_ENERGY_USE("handle_potion()"); continue; } - if (handle_scroll(monster)) + if (_handle_scroll(monster)) { DEBUG_ENERGY_USE("handle_scroll()"); continue; } - if (handle_wand(monster, beem)) + if (_handle_wand(monster, beem)) { DEBUG_ENERGY_USE("handle_wand()"); continue; } - if (handle_reaching(monster)) + if (_handle_reaching(monster)) { DEBUG_ENERGY_USE("handle_reaching()"); continue; } } - if (handle_throw(monster, beem)) + if (_handle_throw(monster, beem)) { DEBUG_ENERGY_USE("handle_throw()"); continue; @@ -4779,7 +4783,7 @@ static void handle_monster_move(int i, monsters *monster) continue; } - if (!monster_move(monster)) + if (!_monster_move(monster)) monster->speed_increment -= non_move_energy; } update_beholders(monster); @@ -4789,7 +4793,7 @@ static void handle_monster_move(int i, monsters *monster) // or died for that matter. Don't bother for // dead monsters. :) if (monster->type != -1) - handle_behaviour(monster); + _handle_behaviour(monster); } // end while @@ -4835,7 +4839,7 @@ void handle_monsters(void) const int mx = monster->x, my = monster->y; - handle_monster_move(i, monster); + _handle_monster_move(i, monster); if (!invalid_monster(monster) && (monster->x != mx || monster->y != my)) @@ -4864,7 +4868,7 @@ void handle_monsters(void) } } // end handle_monster() -static bool is_item_jelly_edible(const item_def &item) +static bool _is_item_jelly_edible(const item_def &item) { // don't eat artefacts (note that unrandarts are randarts) if (is_fixed_artefact(item) || is_random_artefact(item)) @@ -4897,7 +4901,7 @@ static bool is_item_jelly_edible(const item_def &item) // Returns false if monster doesn't spend any time pickup up // //--------------------------------------------------------------- -static bool handle_pickup(monsters *monster) +static bool _handle_pickup(monsters *monster) { // single calculation permissible {dlb} bool monsterNearby = mons_near(monster); @@ -4923,7 +4927,7 @@ static bool handle_pickup(monsters *monster) { int quant = mitm[item].quantity; - if (!is_item_jelly_edible(mitm[item])) + if (!_is_item_jelly_edible(mitm[item])) continue; if (mitm[igrd[monster->x][monster->y]].base_type != OBJ_GOLD) @@ -4988,7 +4992,7 @@ static bool handle_pickup(monsters *monster) ? 50 : monster->hit_dice * 8; if (monster->hit_points >= reqd) - jelly_divide(monster); + _jelly_divide(monster); } } @@ -5009,7 +5013,7 @@ static bool handle_pickup(monsters *monster) return (false); } // end handle_pickup() -static void jelly_grows(monsters *monster) +static void _jelly_grows(monsters *monster) { if (!silenced(you.x_pos, you.y_pos) && !silenced(monster->x, monster->y)) @@ -5031,11 +5035,11 @@ static void jelly_grows(monsters *monster) : monster->hit_dice * 8; if (monster->hit_points >= reqd) - jelly_divide(monster); + _jelly_divide(monster); } } -static bool mons_can_displace(const monsters *mpusher, const monsters *mpushee) +static bool _mons_can_displace(const monsters *mpusher, const monsters *mpushee) { if (invalid_monster(mpusher) || invalid_monster(mpushee)) return (false); @@ -5072,7 +5076,7 @@ static bool mons_can_displace(const monsters *mpusher, const monsters *mpushee) return (true); } -static bool monster_swaps_places( monsters *mon, int mx, int my ) +static bool _monster_swaps_places( monsters *mon, int mx, int my ) { if (!mx && !my) return (false); @@ -5082,7 +5086,7 @@ static bool monster_swaps_places( monsters *mon, int mx, int my ) return (false); monsters *m2 = &menv[targmon]; - if (!mons_can_displace(mon, m2)) + if (!_mons_can_displace(mon, m2)) return (false); if (mons_is_sleeping(m2)) @@ -5102,12 +5106,14 @@ static bool monster_swaps_places( monsters *mon, int mx, int my ) // Check that both monsters will be happy at their proposed new locations. const int cx = mon->x, cy = mon->y, nx = mon->x + mx, ny = mon->y + my; - if (!habitat_okay(mon, grd[nx][ny]) - || !habitat_okay(m2, grd[cx][cy])) + if (!_habitat_okay(mon, grd[nx][ny]) + || !_habitat_okay(m2, grd[cx][cy])) + { return (false); + } // Okay, do the swap! - swim_or_move_energy(mon); + _swim_or_move_energy(mon); mon->x = nx; mon->y = ny; @@ -5127,7 +5133,7 @@ static bool monster_swaps_places( monsters *mon, int mx, int my ) return (false); } -static bool do_move_monster(monsters *monster, int xi, int yi) +static bool _do_move_monster(monsters *monster, int xi, int yi) { const int fx = monster->x + xi, fy = monster->y + yi; @@ -5158,7 +5164,7 @@ static bool do_move_monster(monsters *monster, int xi, int yi) return false; /* this appears to be the real one, ie where the movement occurs: */ - swim_or_move_energy(monster); + _swim_or_move_energy(monster); mgrd[monster->x][monster->y] = NON_MONSTER; @@ -5231,8 +5237,8 @@ void mons_check_pool(monsters *mons, killer_type killer, int killnum) // returns true for monsters that obviously (to the player) feel // "thematically at home" in a branch // currently used for native monsters recognizing traps -static bool is_native_in_branch(const monsters *monster, - const branch_type branch) +static bool _is_native_in_branch(const monsters *monster, + const branch_type branch) { switch (branch) { @@ -5274,7 +5280,7 @@ static bool is_native_in_branch(const monsters *monster, } // randomize potential damage -static int estimated_trap_damage(trap_type trap) +static int _estimated_trap_damage(trap_type trap) { switch (trap) { @@ -5295,14 +5301,14 @@ static int estimated_trap_damage(trap_type trap) } } -static bool mon_can_move_to_pos(const monsters *monster, const int count_x, - const int count_y, bool just_check = false); +static bool _mon_can_move_to_pos(const monsters *monster, const int count_x, + const int count_y, bool just_check = false); // Check whether a given trap (described by trap position) can be // regarded as safe. Takes in account monster intelligence and allegiance. // (just_check is used for intelligent monsters trying to avoid traps.) -static bool is_trap_safe(const monsters *monster, const int trap_x, - const int trap_y, bool just_check = false) +static bool _is_trap_safe(const monsters *monster, const int trap_x, + const int trap_y, bool just_check = false) { const int intel = mons_intel(monster->type); @@ -5334,7 +5340,7 @@ static bool is_trap_safe(const monsters *monster, const int trap_x, // * very intelligent monsters can be assumed to have a high T&D skill // (or have memorised part of the dungeon layout ;) ) if (intel >= I_NORMAL && mechanical - && (is_native_in_branch(monster, you.where_are_you) + && (_is_native_in_branch(monster, you.where_are_you) || monster->attitude == ATT_FRIENDLY && player_knows_trap || intel >= I_HIGH && one_chance_in(3))) @@ -5365,10 +5371,10 @@ static bool is_trap_safe(const monsters *monster, const int trap_x, // If a monster still gets stuck in a corridor it will usually be // 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)) - && (mon_can_move_to_pos(monster, x,y-1, true) - || mon_can_move_to_pos(monster, x,y+1, true))) + if ((_mon_can_move_to_pos(monster, x-1, y, true) + || _mon_can_move_to_pos(monster, x+1,y, true)) + && (_mon_can_move_to_pos(monster, x,y-1, true) + || _mon_can_move_to_pos(monster, x,y+1, true))) { return (false); } @@ -5385,7 +5391,7 @@ static bool is_trap_safe(const monsters *monster, const int trap_x, // Healthy monsters don't mind a little pain. if (mechanical && monster->hit_points >= monster->max_hit_points / 2 && (intel == I_ANIMAL - || monster->hit_points > estimated_trap_damage(trap.type))) + || monster->hit_points > _estimated_trap_damage(trap.type))) { return (true); } @@ -5397,7 +5403,7 @@ static bool is_trap_safe(const monsters *monster, const int trap_x, return (!mechanical || mons_flies(monster)); } -static void mons_open_door(monsters* monster, const coord_def &pos) +static void _mons_open_door(monsters* monster, const coord_def &pos) { dungeon_feature_type grid = grd(pos); const char *adj, *noun="door"; @@ -5451,7 +5457,7 @@ static void mons_open_door(monsters* monster, const coord_def &pos) // Check whether a monster can move to given square (described by its relative // coordinates to the current monster position). just_check is true only for // calls from is_trap_safe when checking the surrounding squares of a trap. -bool mon_can_move_to_pos(const monsters *monster, const int count_x, +bool _mon_can_move_to_pos(const monsters *monster, const int count_x, const int count_y, bool just_check) { const int targ_x = monster->x + count_x; @@ -5519,7 +5525,7 @@ bool mon_can_move_to_pos(const monsters *monster, const int count_x, { return false; } - else if (!habitat_okay( monster, target_grid )) + else if (!_habitat_okay( monster, target_grid )) { return false; } @@ -5585,7 +5591,7 @@ bool mon_can_move_to_pos(const monsters *monster, const int count_x, if (mons_aligned(thismonster, targmonster) && targmonster != MHITNOT && targmonster != MHITYOU - && !mons_can_displace(monster, &menv[targmonster])) + && !_mons_can_displace(monster, &menv[targmonster])) { return false; } @@ -5594,7 +5600,7 @@ bool mon_can_move_to_pos(const monsters *monster, const int count_x, // wandering through a trap is OK if we're pretty healthy, // really stupid, or immune to the trap const int which_trap = trap_at_xy(targ_x,targ_y); - if (which_trap >= 0 && !is_trap_safe(monster, targ_x, targ_y, just_check)) + if (which_trap >= 0 && !_is_trap_safe(monster, targ_x, targ_y, just_check)) { return false; } @@ -5672,7 +5678,7 @@ bool mon_can_move_to_pos(const monsters *monster, const int count_x, return true; } -static bool monster_move(monsters *monster) +static bool _monster_move(monsters *monster) { FixedArray < bool, 3, 3 > good_move; int count_x, count_y, count; @@ -5714,7 +5720,7 @@ static bool monster_move(monsters *monster) && (habitat == HT_LAND || monster_habitable_grid(monster, grd(newpos)))) { - return do_move_monster(monster, mmov_x, mmov_y); + return _do_move_monster(monster, mmov_x, mmov_y); } } return false; @@ -5753,7 +5759,7 @@ static bool monster_move(monsters *monster) const monsters* mons = dynamic_cast(monster); good_move[count_x][count_y] = - mon_can_move_to_pos(mons, count_x-1, count_y-1); + _mon_can_move_to_pos(mons, count_x-1, count_y-1); } // now we know where we _can_ move. const coord_def newpos = monster->pos() + coord_def(mmov_x, mmov_y); @@ -5769,13 +5775,13 @@ static bool monster_move(monsters *monster) // for zombies, monster type is kept in mon->number if (mons_itemuse(monster->number) >= MONUSE_OPEN_DOORS) { - mons_open_door(monster, newpos); + _mons_open_door(monster, newpos); return true; } } else if (mons_itemuse(monster->type) >= MONUSE_OPEN_DOORS) { - mons_open_door(monster, newpos); + _mons_open_door(monster, newpos); return true; } } // endif - secret/closed doors @@ -5787,7 +5793,7 @@ static bool monster_move(monsters *monster) { grd[monster->x + mmov_x][monster->y + mmov_y] = DNGN_FLOOR; - jelly_grows(monster); + _jelly_grows(monster); if (see_grid(monster->x + mmov_x, monster->y + mmov_y)) { @@ -6004,7 +6010,7 @@ forget_it: if (targmon != NON_MONSTER) { if (mons_aligned(monster_index(monster), targmon)) - ret = monster_swaps_places(monster, mmov_x, mmov_y); + ret = _monster_swaps_places(monster, mmov_x, mmov_y); else { monsters_fight(monster_index(monster), targmon); @@ -6041,12 +6047,12 @@ forget_it: } if (mmov_x || mmov_y || (monster->confused() && one_chance_in(6))) - return do_move_monster(monster, mmov_x, mmov_y); + return _do_move_monster(monster, mmov_x, mmov_y); return ret; } // end monster_move() -static void setup_plant_spit(monsters *monster, bolt &pbolt) +static void _setup_plant_spit(monsters *monster, bolt &pbolt) { pbolt.name = "acid"; pbolt.type = dchar_glyph(DCHAR_FIRED_ZAP); @@ -6061,13 +6067,13 @@ static void setup_plant_spit(monsters *monster, bolt &pbolt) pbolt.aux_source.clear(); } -static bool plant_spit(monsters *monster, bolt &pbolt) +static bool _plant_spit(monsters *monster, bolt &pbolt) { - bool didSpit = false; + bool did_spit = false; char spit_string[INFO_SIZE]; - setup_plant_spit(monster, pbolt); + _setup_plant_spit(monster, pbolt); // fire tracer fire_tracer(monster, pbolt); @@ -6082,13 +6088,13 @@ static bool plant_spit(monsters *monster, bolt &pbolt) simple_monster_message( monster, spit_string ); fire_beam( pbolt ); - didSpit = true; + did_spit = true; } - return (didSpit); + return (did_spit); } // end plant_spit() -static void mons_in_cloud(monsters *monster) +static void _mons_in_cloud(monsters *monster) { int wc = env.cgrid[monster->x][monster->y]; int hurted = 0; @@ -6379,7 +6385,7 @@ bool heal_monster(monsters * patient, int health_boost, return (true); } // end heal_monster() -static spell_type map_wand_to_mspell(int wand_type) +static spell_type _map_wand_to_mspell(int wand_type) { switch (wand_type) { -- cgit v1.2.3-54-g00ecf