again…
Anyway, I added a check to make sure that monsters that somehow end up in deep water (confusion!) can get out of it again if not aquatic. Monsters that can drown, will still do so, of course. I also removed the drowning conditional for zombies and skeletons. They'll now slog invisibly underwater and eventually reappear in shallow water or dry land. I think this is more interesting than making them drown. That, and they've seen a lot of nerfs lately.
Oh, right, and I replaced some ENCH_SUBMERGED with mons_is_submerged(), that might explain the number of modified files…
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7427 c06c8d41-db1a-0410-9941-cceddc491573
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ASSERT(swapping && mgrd(p) != NON_MONSTER ||
!swapping && (mgrd(p) == NON_MONSTER
|| mons_is_submerged( &menv[ mgrd(p) ])));
ASSERT(swapping && mgrd(p) != NON_MONSTER
|| !swapping && (mgrd(p) == NON_MONSTER
|| mons_is_submerged( &menv[ mgrd(p) ])));
if (mgrd(*ai) == NON_MONSTER && monster_can_submerge(mon, grd(*ai)))
if (one_chance_in(++okay_squares))
target_square = *ai;
if (mgrd(*ai) == NON_MONSTER && monster_can_submerge(mon, grd(*ai))
&& one_chance_in(++okay_squares))
{
target_square = *ai;
}