&& distu(mon->mx, mon->my) <= (BOLT_LIM * BOLT_LIM))))
/*
- * is_safepet(mon)
+ * is_safemon(mon)
*
* A special case check used in attack() and domove(). Placing the
* definition here is convenient. No longer limited to pets.
*/
-#define is_safepet(mon) \
+#define is_safemon(mon) \
(flags.safe_dog && (mon) && (mon)->mpeaceful && canspotmon(mon) \
&& !Confusion && !Hallucination && !Stunned)
}
mtmp = m_at(x, y);
- if (mtmp && !is_safepet(mtmp)) {
+ if (mtmp && !is_safemon(mtmp)) {
/* Don't attack if you're running, and can see it */
/* It's fine to displace pets, though */
/* We should never get here if forcefight */
/* don't stop travel when displacing pets; if the
displace fails for some reason, attack() in uhitm.c
will stop travel rather than domove */
- if (!is_safepet(mtmp) || g.context.forcefight)
+ if (!is_safemon(mtmp) || g.context.forcefight)
nomul(0);
/* only attack if we know it's there */
/* or if we used the 'F' command to fight blindly */
}
if (g.context.forcefight || !mtmp->mundetected || sensemon(mtmp)
|| ((hides_under(mtmp->data) || mtmp->data->mlet == S_EEL)
- && !is_safepet(mtmp))) {
+ && !is_safemon(mtmp))) {
/* target monster might decide to switch places with you... */
if (mtmp->data == &mons[PM_DISPLACER_BEAST] && !rn2(2)
* Ceiling-hiding pets are skipped by this section of code, to
* be caught by the normal falling-monster code.
*/
- } else if (is_safepet(mtmp)
+ } else if (is_safemon(mtmp)
&& !(is_hider(mtmp->data) && mtmp->mundetected)) {
/* if it turns out we can't actually move */
boolean didnt_move = FALSE;
* you'll usually just swap places if this is a movement command
*/
/* Intelligent chaotic weapons (Stormbringer) want blood */
- if (is_safepet(mtmp) && !g.context.forcefight) {
+ if (is_safemon(mtmp) && !g.context.forcefight) {
if (!uwep || uwep->oartifact != ART_STORMBRINGER) {
/* There are some additional considerations: this won't work
* if in a shop or Punished or you miss a random roll or