From 76596a5ea224f9ed96f1282b526a86a32032c547 Mon Sep 17 00:00:00 2001 From: abrahamwl Date: Sat, 31 Oct 2009 06:16:23 -0700 Subject: 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!) --- crawl-ref/source/monstuff.cc | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'crawl-ref/source/monstuff.cc') 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. -- cgit v1.2.3-54-g00ecf