reorder onscary() logic to be in right order

This commit is contained in:
Derek S. Ray
2015-05-09 14:10:41 -04:00
parent 97d6fade74
commit e124a61362

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 monmove.c $NHDT-Date: 1431192759 2015/05/09 17:32:39 $ $NHDT-Branch: master $:$NHDT-Revision: 1.67 $ */
/* NetHack 3.6 monmove.c $NHDT-Date: 1431195024 2015/05/09 18:10:24 $ $NHDT-Branch: master $:$NHDT-Revision: 1.67 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -130,35 +130,36 @@ struct monst *mtmp;
|| is_rider(mtmp->data))
return (FALSE);
/* should this still be true for defiled/molochian altars? */
if (IS_ALTAR(levl[x][y].typ) && (mtmp->data->mlet == S_VAMPIRE
|| is_vampshifter(mtmp)))
return(TRUE);
/* the scare monster scroll doesn't have any of the below
* restrictions, being its own source of power */
if (sobj_at(SCR_SCARE_MONSTER, x, y)) return(TRUE);
/* creatures who don't (or can't) fear a written Elbereth:
* all the above plus shopkeepers, guards, blind or
* peaceful monsters, humans, and minotaurs.
*
* if the player isn't actually on the square OR the player's image
* isn't displaced to the square, no protection is being granted
*
* Elbereth doesn't work in Gehennom, the Elemental Planes, or the
* Astral Plane; the influence of the Valar only reaches so far.
*/
if (epresent
&& (mtmp->isshk || mtmp->isgd || !mtmp->mcansee || mtmp->mpeaceful
|| mtmp->data->mlet == S_HUMAN || mtmp->data == &mons[PM_MINOTAUR]
|| Inhell || In_endgame(&u.uz)))
return (FALSE);
return (epresent
&& ((u.ux == x && u.uy == y)
|| (Displaced && mtmp->mux == x && mtmp->muy == y))
&& !(mtmp->isshk || mtmp->isgd || !mtmp->mcansee
|| mtmp->mpeaceful || mtmp->data->mlet == S_HUMAN
|| mtmp->data == &mons[PM_MINOTAUR]
|| Inhell || In_endgame(&u.uz)));
/* should this still be true for defiled/molochian altars? */
if (IS_ALTAR(levl[x][y].typ)
&& (mtmp->data->mlet == S_VAMPIRE || is_vampshifter(mtmp)))
return (TRUE);
/* if the player isn't actually on the square OR the player's image
* isn't displaced to the square, no protection is being granted
*
* the scare monster scroll, though, is quite powerful.
*/
return (boolean)(sobj_at(SCR_SCARE_MONSTER, x, y)
|| (epresent && ((u.ux == x && u.uy == y)
|| (Displaced && mtmp->mux == x
&& mtmp->muy == y))));
}
/* regenerate lost hit points */
void
mon_regen(mon, digest_meal)