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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-22 19:31:43 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-22 19:31:43 +0000
commit67eb0dfe831f2a90dccdff0f611d09a2214eae1e (patch)
tree29f67e3e83f6abce34bb72b6765481b454ea10f6 /crawl-ref/source/beam.cc
parentb432e59457a38ff3f885e6da7afd2570c5dd0098 (diff)
downloadcrawl-ref-67eb0dfe831f2a90dccdff0f611d09a2214eae1e.tar.gz
crawl-ref-67eb0dfe831f2a90dccdff0f611d09a2214eae1e.zip
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
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r--crawl-ref/source/beam.cc326
1 files changed, 163 insertions, 163 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 7c44cdf1df..d2c8c10293 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -80,34 +80,34 @@ static int opdir[] = { 2, 1, 4, 3 };
static FixedArray < bool, 19, 19 > explode_map;
// helper functions (some of these should probably be public):
-static void sticky_flame_monster( int mn, kill_category who, int hurt_final );
-static bool affects_wall(const bolt &beam, int wall_feature);
-static bool isBouncy(bolt &beam, unsigned char gridtype);
-static int beam_source(const bolt &beam);
-static std::string beam_zapper(const bolt &beam);
-static bool beam_term_on_target(bolt &beam, int x, int y);
-static void beam_explodes(bolt &beam, int x, int y);
-static int affect_wall(bolt &beam, int x, int y);
-static int affect_place_clouds(bolt &beam, int x, int y);
-static void affect_place_explosion_clouds(bolt &beam, int x, int y);
-static int affect_player(bolt &beam);
-static void affect_items(bolt &beam, int x, int y);
-static int affect_monster(bolt &beam, monsters *mon);
-static int affect_monster_enchantment(bolt &beam, monsters *mon);
-static void beam_paralyses_monster( bolt &pbolt, monsters *monster );
-static int range_used_on_hit(bolt &beam);
-static void explosion1(bolt &pbolt);
-static void explosion_map(bolt &beam, int x, int y,
- int count, int dir, int r);
-static void explosion_cell(bolt &beam, int x, int y, bool drawOnly);
-
-static void ench_animation( int flavour, const monsters *mon = NULL, bool force = false);
-static void zappy(zap_type z_type, int power, bolt &pbolt);
-static void monster_die(monsters *mons, const bolt &beam);
+static void _sticky_flame_monster( int mn, kill_category who, int hurt_final );
+static bool _affects_wall(const bolt &beam, int wall_feature);
+static bool _isBouncy(bolt &beam, unsigned char gridtype);
+static int _beam_source(const bolt &beam);
+static std::string _beam_zapper(const bolt &beam);
+static bool _beam_term_on_target(bolt &beam, int x, int y);
+static void _beam_explodes(bolt &beam, int x, int y);
+static int _affect_wall(bolt &beam, int x, int y);
+static int _affect_place_clouds(bolt &beam, int x, int y);
+static void _affect_place_explosion_clouds(bolt &beam, int x, int y);
+static int _affect_player(bolt &beam);
+static void _affect_items(bolt &beam, int x, int y);
+static int _affect_monster(bolt &beam, monsters *mon);
+static int _affect_monster_enchantment(bolt &beam, monsters *mon);
+static void _beam_paralyses_monster( bolt &pbolt, monsters *monster );
+static int _range_used_on_hit(bolt &beam);
+static void _explosion1(bolt &pbolt);
+static void _explosion_map(bolt &beam, int x, int y,
+ int count, int dir, int r);
+static void _explosion_cell(bolt &beam, int x, int y, bool drawOnly);
+
+static void _ench_animation( int flavour, const monsters *mon = NULL, bool force = false);
+static void _zappy(zap_type z_type, int power, bolt &pbolt);
+static void _monster_die(monsters *mons, const bolt &beam);
static std::set<std::string> beam_message_cache;
-static bool beam_is_blockable( bolt &pbolt )
+static bool _beam_is_blockable( bolt &pbolt )
{
// BEAM_ELECTRICITY is added here because chain lighting is not
// a true beam (stops at the first target it gets to and redirects
@@ -117,7 +117,7 @@ static bool beam_is_blockable( bolt &pbolt )
}
// Kludge to suppress multiple redundant messages for a single beam.
-static void beam_mpr(msg_channel_type channel, const char *s, ...)
+static void _beam_mpr(msg_channel_type channel, const char *s, ...)
{
va_list args;
va_start(args, s);
@@ -134,12 +134,12 @@ static void beam_mpr(msg_channel_type channel, const char *s, ...)
beam_message_cache.insert( message );
}
-static void monster_die(monsters *mons, const bolt &beam)
+static void _monster_die(monsters *mons, const bolt &beam)
{
monster_die(mons, beam.killer(), beam.beam_source);
}
-static kill_category whose_kill(const bolt &beam)
+static kill_category _whose_kill(const bolt &beam)
{
if (YOU_KILL(beam.thrower))
return (KC_YOU);
@@ -197,7 +197,7 @@ void zap_animation( int colour, const monsters *mon, bool force )
}
// special front function for zap_animation to interpret enchantment flavours
-static void ench_animation( int flavour, const monsters *mon, bool force )
+static void _ench_animation( int flavour, const monsters *mon, bool force )
{
const int elem = (flavour == BEAM_HEALING) ? EC_HEAL :
(flavour == BEAM_PAIN) ? EC_UNHOLY :
@@ -236,7 +236,7 @@ void zapping(zap_type ztype, int power, bolt &pbolt)
pbolt.aux_source.clear(); // additional source info, unused
// fill in the bolt structure
- zappy( ztype, power, pbolt );
+ _zappy( ztype, power, pbolt );
if (ztype == ZAP_LIGHTNING && !silenced(you.x_pos, you.y_pos))
// needs to check silenced at other location, too {dlb}
@@ -277,7 +277,7 @@ dice_def calc_dice( int num_dice, int max_damage )
// *do not* call this function directly (duh - it's static), need to
// see zapping() for default values not set within this function {dlb}
-static void zappy( zap_type z_type, int power, bolt &pbolt )
+static void _zappy( zap_type z_type, int power, bolt &pbolt )
{
int temp_rand = 0; // probability determination {dlb}
@@ -1256,7 +1256,7 @@ static void zappy( zap_type z_type, int power, bolt &pbolt )
// The wall will always shield the monster if the beam bounces off the
// wall, and a monster can't use a metal wall to shield itself from
// electricity.
-static bool affect_mon_in_wall(bolt &pbolt, item_def *item, int tx, int ty)
+static bool _affect_mon_in_wall(bolt &pbolt, item_def *item, int tx, int ty)
{
UNUSED(item);
@@ -1394,7 +1394,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
if (grid_is_solid(grd[tx][ty]))
{
// first, check to see if this beam affects walls.
- if (affects_wall(pbolt, grd[tx][ty]))
+ if (_affects_wall(pbolt, grd[tx][ty]))
{
// should we ever get a tracer with a wall-affecting
// beam (possible I suppose), we'll quit tracing now.
@@ -1409,7 +1409,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
{
// BEGIN bounce case. Bouncing protects any monster
// in the wall.
- if (!isBouncy(pbolt, grd[tx][ty]))
+ if (!_isBouncy(pbolt, grd[tx][ty]))
{
// Affect any monster that might be in the wall.
rangeRemaining -= affect(pbolt, tx, ty);
@@ -1455,7 +1455,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
// monsters have no chance to dodge or block such
// a beam, and we want to avoid silly messages.
if (tx == pbolt.target_x && ty == pbolt.target_y)
- beamTerminate = beam_term_on_target(pbolt, tx, ty);
+ beamTerminate = _beam_term_on_target(pbolt, tx, ty);
// affect the cell, except in the special case noted
// above -- affect() will early out if something gets
@@ -1560,7 +1560,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
int ox = pbolt.target_x;
int oy = pbolt.target_y;
- beam_explodes(pbolt, tx, ty);
+ _beam_explodes(pbolt, tx, ty);
if (pbolt.is_tracer)
{
@@ -1706,7 +1706,7 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
}
else if (res <= 0 && doFlavouredEffects && !one_chance_in(3))
{
- poison_monster( monster, whose_kill(pbolt) );
+ poison_monster( monster, _whose_kill(pbolt) );
}
break;
}
@@ -1724,12 +1724,12 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
// Poison arrow can poison any living thing regardless of
// poison resistance. -- bwr
if (mons_has_lifeforce(monster))
- poison_monster( monster, whose_kill(pbolt), 2, true );
+ poison_monster( monster, _whose_kill(pbolt), 2, true );
}
}
else if (doFlavouredEffects)
{
- poison_monster( monster, whose_kill(pbolt), 4 );
+ poison_monster( monster, _whose_kill(pbolt), 4 );
}
break;
@@ -1786,7 +1786,7 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
return (hurted);
if (mons_res_poison( monster ) <= 0)
- poison_monster( monster, whose_kill(pbolt) );
+ poison_monster( monster, _whose_kill(pbolt) );
if (one_chance_in( 3 + 2 * mons_res_negative_energy(monster) ))
{
@@ -1897,7 +1897,7 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
return (hurted);
} // end mons_adjust_flavoured()
-static bool monster_resists_mass_enchantment(monsters *monster,
+static bool _monster_resists_mass_enchantment(monsters *monster,
enchant_type wh_enchant,
int pow)
{
@@ -1978,7 +1978,7 @@ bool mass_enchantment( enchant_type wh_enchant, int pow, int origin,
if (m_attempted)
++*m_attempted;
- if (monster_resists_mass_enchantment(monster, wh_enchant, pow))
+ if (_monster_resists_mass_enchantment(monster, wh_enchant, pow))
continue;
if (monster->add_ench(mon_enchant(wh_enchant, 0, kc)))
@@ -2047,7 +2047,7 @@ int mons_ench_f2(monsters *monster, bolt &pbolt)
// not hasted, slow it
if (!monster->has_ench(ENCH_SLOW)
&& !mons_is_stationary(monster)
- && monster->add_ench(mon_enchant(ENCH_SLOW, 0, whose_kill(pbolt))))
+ && monster->add_ench(mon_enchant(ENCH_SLOW, 0, _whose_kill(pbolt))))
{
if (!mons_is_paralysed(monster)
&& simple_monster_message(monster, " seems to slow down."))
@@ -2106,7 +2106,7 @@ int mons_ench_f2(monsters *monster, bolt &pbolt)
return (MON_AFFECTED);
case BEAM_PARALYSIS: /* 3 = paralysis */
- beam_paralyses_monster(pbolt, monster);
+ _beam_paralyses_monster(pbolt, monster);
return (MON_AFFECTED);
case BEAM_CONFUSION: /* 4 = confusion */
@@ -2114,7 +2114,7 @@ int mons_ench_f2(monsters *monster, bolt &pbolt)
return (MON_UNAFFECTED);
if (monster->add_ench(
- mon_enchant(ENCH_CONFUSION, 0, whose_kill(pbolt))))
+ mon_enchant(ENCH_CONFUSION, 0, _whose_kill(pbolt))))
{
// put in an exception for things you won't notice becoming confused.
if (simple_monster_message(monster, " appears confused."))
@@ -2171,14 +2171,14 @@ int mons_ench_f2(monsters *monster, bolt &pbolt)
} // end mons_ench_f2()
// degree is ignored.
-static void slow_monster(monsters *mon, int /* degree */)
+static void _slow_monster(monsters *mon, int /* degree */)
{
bolt beam;
beam.flavour = BEAM_SLOW;
mons_ench_f2(mon, beam);
}
-static void beam_paralyses_monster(bolt &pbolt, monsters *monster)
+static void _beam_paralyses_monster(bolt &pbolt, monsters *monster)
{
if (!monster->has_ench(ENCH_PARALYSIS)
&& monster->add_ench(ENCH_PARALYSIS))
@@ -2214,13 +2214,13 @@ bool curare_hits_monster( const bolt &beam,
simple_monster_message(monster, " convulses.");
if ((monster->hit_points -= hurted) < 1)
{
- monster_die(monster, beam);
+ _monster_die(monster, beam);
mondied = true;
}
}
if (!mondied)
- slow_monster(monster, levels);
+ _slow_monster(monster, levels);
}
// Deities take notice.
@@ -2264,7 +2264,7 @@ bool poison_monster( monsters *monster,
}
// actually napalms a monster (w/ message)
-void sticky_flame_monster( int mn, kill_category who, int levels )
+void _sticky_flame_monster( int mn, kill_category who, int levels )
{
monsters *monster = &menv[mn];
@@ -2355,7 +2355,7 @@ void mimic_alert(monsters *mimic)
monster_teleport( mimic, !one_chance_in(3) );
} // end mimic_alert()
-static bool isBouncy(bolt &beam, unsigned char gridtype)
+static bool _isBouncy(bolt &beam, unsigned char gridtype)
{
if (beam.name[0] == '0')
return false;
@@ -2367,7 +2367,7 @@ static bool isBouncy(bolt &beam, unsigned char gridtype)
return (false);
}
-static void beam_explodes(bolt &beam, int x, int y)
+static void _beam_explodes(bolt &beam, int x, int y)
{
cloud_type cl_type;
@@ -2380,7 +2380,7 @@ static void beam_explodes(bolt &beam, int x, int y)
// generic explosion
if (beam.is_explosion) // beam.flavour == BEAM_EXPLOSION || beam.flavour == BEAM_HOLY)
{
- explosion1(beam);
+ _explosion1(beam);
return;
}
@@ -2429,7 +2429,7 @@ static void beam_explodes(bolt &beam, int x, int y)
break;
}
- explosion1(beam);
+ _explosion1(beam);
return;
}
@@ -2439,7 +2439,7 @@ static void beam_explodes(bolt &beam, int x, int y)
// cloud producer -- POISON BLAST
if (beam.name == "blast of poison")
{
- big_cloud( CLOUD_POISON, whose_kill(beam), x, y, 0, 7 + random2(5) );
+ big_cloud( CLOUD_POISON, _whose_kill(beam), x, y, 0, 7 + random2(5) );
return;
}
@@ -2447,13 +2447,13 @@ static void beam_explodes(bolt &beam, int x, int y)
if (beam.name == "foul vapour")
{
cl_type = beam.flavour == BEAM_MIASMA? CLOUD_MIASMA : CLOUD_STINK;
- big_cloud( cl_type, whose_kill(beam), x, y, 0, 9 );
+ big_cloud( cl_type, _whose_kill(beam), x, y, 0, 9 );
return;
}
if (beam.name == "freezing blast")
{
- big_cloud( CLOUD_COLD, whose_kill(beam), x, y,
+ big_cloud( CLOUD_COLD, _whose_kill(beam), x, y,
random_range(10, 15), 9 );
return;
}
@@ -2463,19 +2463,19 @@ static void beam_explodes(bolt &beam, int x, int y)
|| beam.name == "metal orb"
|| beam.name == "great blast of cold")
{
- explosion1( beam );
+ _explosion1( beam );
return;
}
// cloud producer only -- stinking cloud
if (beam.name == "ball of vapour")
{
- explosion1( beam );
+ _explosion1( beam );
return;
}
}
-static bool beam_term_on_target(bolt &beam, int x, int y)
+static bool _beam_term_on_target(bolt &beam, int x, int y)
{
if (beam.flavour == BEAM_LINE_OF_SIGHT)
{
@@ -2542,7 +2542,7 @@ void beam_drop_object( bolt &beam, item_def *item, int x, int y )
// Returns true if the beam hits the player, fuzzing the beam if necessary
// for monsters without see invis firing tracers at the player.
-static bool found_player(const bolt &beam, int x, int y)
+static bool _found_player(const bolt &beam, int x, int y)
{
const bool needs_fuzz =
beam.is_tracer && !beam.can_see_invis && you.invisible();
@@ -2565,9 +2565,9 @@ int affect(bolt &beam, int x, int y)
if (beam.is_tracer) // tracers always stop on walls.
return (BEAM_STOP);
- if (affects_wall(beam, grd[x][y]))
+ if (_affects_wall(beam, grd[x][y]))
{
- rangeUsed += affect_wall(beam, x, y);
+ rangeUsed += _affect_wall(beam, x, y);
}
// if it's still a wall, quit - we can't do anything else to a
// wall (but we still might be able to do something to any
@@ -2579,8 +2579,8 @@ int affect(bolt &beam, int x, int y)
if (mid != NON_MONSTER)
{
monsters *mon = &menv[mid];
- if (affect_mon_in_wall(beam, NULL, x, y))
- rangeUsed += affect_monster( beam, mon );
+ if (_affect_mon_in_wall(beam, NULL, x, y))
+ rangeUsed += _affect_monster( beam, mon );
else if (you.can_see(mon))
{
mprf("The %s protects %s from harm.",
@@ -2597,10 +2597,10 @@ int affect(bolt &beam, int x, int y)
// if not a tracer, place clouds
if (!beam.is_tracer)
- rangeUsed += affect_place_clouds(beam, x, y);
+ rangeUsed += _affect_place_clouds(beam, x, y);
// if player is at this location, try to affect unless term_on_target
- if (found_player(beam, x, y))
+ if (_found_player(beam, x, y))
{
// Done this way so that poison blasts affect the target once (via
// place_cloud) and explosion spells only affect the target once
@@ -2609,10 +2609,10 @@ int affect(bolt &beam, int x, int y)
if (!beam.is_big_cloud
&& (!beam.is_explosion || beam.in_explosion_phase))
{
- rangeUsed += affect_player( beam );
+ rangeUsed += _affect_player( beam );
}
- if (beam_term_on_target(beam, x, y))
+ if (_beam_term_on_target(beam, x, y))
return (BEAM_STOP);
}
@@ -2633,10 +2633,10 @@ int affect(bolt &beam, int x, int y)
if (!beam.is_big_cloud
&& (!beam.is_explosion || beam.in_explosion_phase))
{
- rangeUsed += affect_monster( beam, &menv[mid] );
+ rangeUsed += _affect_monster( beam, &menv[mid] );
}
- if (beam_term_on_target(beam, x, y))
+ if (_beam_term_on_target(beam, x, y))
return (BEAM_STOP);
}
}
@@ -2644,15 +2644,15 @@ int affect(bolt &beam, int x, int y)
return (rangeUsed);
}
-static bool is_fiery(const bolt &beam)
+static bool _is_fiery(const bolt &beam)
{
return (beam.flavour == BEAM_FIRE || beam.flavour == BEAM_HELLFIRE
|| beam.flavour == BEAM_LAVA);
}
-static bool is_superhot(const bolt &beam)
+static bool _is_superhot(const bolt &beam)
{
- if (!is_fiery(beam))
+ if (!_is_fiery(beam))
return (false);
return beam.name == "bolt of fire"
@@ -2661,7 +2661,7 @@ static bool is_superhot(const bolt &beam)
&& beam.in_explosion_phase);
}
-static bool affects_wall(const bolt &beam, int wall)
+static bool _affects_wall(const bolt &beam, int wall)
{
// digging
if (beam.flavour == BEAM_DIGGING)
@@ -2672,7 +2672,7 @@ static bool affects_wall(const bolt &beam, int wall)
if (beam.flavour == BEAM_DISINTEGRATION && beam.damage.num >= 3)
return (true);
- if (is_fiery(beam) && wall == DNGN_WAX_WALL)
+ if (_is_fiery(beam) && wall == DNGN_WAX_WALL)
return (true);
// eye of devastation?
@@ -2683,7 +2683,7 @@ static bool affects_wall(const bolt &beam, int wall)
}
// return amount of extra range used up by affectation of this wall.
-static int affect_wall(bolt &beam, int x, int y)
+static int _affect_wall(bolt &beam, int x, int y)
{
int rangeUsed = 0;
@@ -2725,21 +2725,21 @@ static int affect_wall(bolt &beam, int x, int y)
// END DIGGING EFFECT
// FIRE effect
- if (is_fiery(beam))
+ if (_is_fiery(beam))
{
const int wgrd = grd[x][y];
if (wgrd != DNGN_WAX_WALL)
return (0);
- if (!is_superhot(beam))
+ if (!_is_superhot(beam))
{
if (beam.flavour != BEAM_HELLFIRE)
{
if (see_grid(x, y))
- beam_mpr(MSGCH_PLAIN,
- "The wax appears to soften slightly.");
+ _beam_mpr(MSGCH_PLAIN,
+ "The wax appears to soften slightly.");
else if (player_can_smell())
- beam_mpr(MSGCH_PLAIN, "You smell warm wax.");
+ _beam_mpr(MSGCH_PLAIN, "You smell warm wax.");
}
return (BEAM_STOP);
@@ -2747,11 +2747,11 @@ static int affect_wall(bolt &beam, int x, int y)
grd[x][y] = DNGN_FLOOR;
if (see_grid(x, y))
- beam_mpr(MSGCH_PLAIN, "The wax bubbles and burns!");
+ _beam_mpr(MSGCH_PLAIN, "The wax bubbles and burns!");
else if (player_can_smell())
- beam_mpr(MSGCH_PLAIN, "You smell burning wax.");
+ _beam_mpr(MSGCH_PLAIN, "You smell burning wax.");
- place_cloud(CLOUD_FIRE, x, y, random2(10) + 15, whose_kill(beam));
+ place_cloud(CLOUD_FIRE, x, y, random2(10) + 15, _whose_kill(beam));
beam.obvious_effect = true;
@@ -2812,11 +2812,11 @@ static int affect_wall(bolt &beam, int x, int y)
return (rangeUsed);
}
-static int affect_place_clouds(bolt &beam, int x, int y)
+static int _affect_place_clouds(bolt &beam, int x, int y)
{
if (beam.in_explosion_phase)
{
- affect_place_explosion_clouds( beam, x, y );
+ _affect_place_explosion_clouds( beam, x, y );
return (0); // return value irrelevant for explosions
}
@@ -2854,45 +2854,45 @@ static int affect_place_clouds(bolt &beam, int x, int y)
// POISON BLAST
if (beam.name == "blast of poison")
- place_cloud( CLOUD_POISON, x, y, random2(4) + 2, whose_kill(beam) );
+ place_cloud( CLOUD_POISON, x, y, random2(4) + 2, _whose_kill(beam) );
// FIRE/COLD over water/lava
if ( (grd[x][y] == DNGN_LAVA && beam.flavour == BEAM_COLD)
|| (grid_is_watery(grd[x][y]) && beam.flavour == BEAM_FIRE) )
{
- place_cloud( CLOUD_STEAM, x, y, 2 + random2(5), whose_kill(beam) );
+ place_cloud( CLOUD_STEAM, x, y, 2 + random2(5), _whose_kill(beam) );
}
if (beam.flavour == BEAM_COLD && grid_is_watery(grd[x][y]))
{
- place_cloud( CLOUD_COLD, x, y, 2 + random2(5), whose_kill(beam) );
+ place_cloud( CLOUD_COLD, x, y, 2 + random2(5), _whose_kill(beam) );
}
// GREAT BLAST OF COLD
if (beam.name == "great blast of cold")
- place_cloud( CLOUD_COLD, x, y, random2(5) + 3, whose_kill(beam) );
+ place_cloud( CLOUD_COLD, x, y, random2(5) + 3, _whose_kill(beam) );
// BALL OF STEAM
if (beam.name == "ball of steam")
{
- place_cloud( CLOUD_STEAM, x, y, random2(5) + 2, whose_kill(beam) );
+ place_cloud( CLOUD_STEAM, x, y, random2(5) + 2, _whose_kill(beam) );
}
if (beam.flavour == BEAM_MIASMA)
{
- place_cloud( CLOUD_MIASMA, x, y, random2(5) + 2, whose_kill(beam) );
+ place_cloud( CLOUD_MIASMA, x, y, random2(5) + 2, _whose_kill(beam) );
}
// POISON GAS
if (beam.name == "poison gas")
- place_cloud( CLOUD_POISON, x, y, random2(4) + 3, whose_kill(beam) );
+ place_cloud( CLOUD_POISON, x, y, random2(4) + 3, _whose_kill(beam) );
return (0);
}
// following two functions used with explosions:
-static void affect_place_explosion_clouds(bolt &beam, int x, int y)
+static void _affect_place_explosion_clouds(bolt &beam, int x, int y)
{
cloud_type cl_type;
int duration;
@@ -2902,7 +2902,7 @@ static void affect_place_explosion_clouds(bolt &beam, int x, int y)
|| ((grd[x][y] == DNGN_DEEP_WATER || grd[x][y] == DNGN_SHALLOW_WATER)
&& beam.flavour == BEAM_FIRE) )
{
- place_cloud( CLOUD_STEAM, x, y, 2 + random2(5), whose_kill(beam) );
+ place_cloud( CLOUD_STEAM, x, y, 2 + random2(5), _whose_kill(beam) );
return;
}
@@ -2965,19 +2965,19 @@ static void affect_place_explosion_clouds(bolt &beam, int x, int y)
break;
}
- place_cloud( cl_type, x, y, duration, whose_kill(beam) );
+ place_cloud( cl_type, x, y, duration, _whose_kill(beam) );
}
// then check for more specific explosion cloud types.
if (beam.name == "ice storm")
{
- place_cloud( CLOUD_COLD, x, y, 2 + random2avg(5, 2), whose_kill(beam) );
+ place_cloud( CLOUD_COLD, x, y, 2 + random2avg(5, 2), _whose_kill(beam) );
}
if (beam.name == "stinking cloud")
{
duration = 1 + random2(4) + random2( (beam.ench_power / 50) + 1 );
- place_cloud( CLOUD_STINK, x, y, duration, whose_kill(beam) );
+ place_cloud( CLOUD_STINK, x, y, duration, _whose_kill(beam) );
}
if (beam.name == "great blast of fire")
@@ -2987,7 +2987,7 @@ static void affect_place_explosion_clouds(bolt &beam, int x, int y)
if (duration > 20)
duration = 20 + random2(4);
- place_cloud( CLOUD_FIRE, x, y, duration, whose_kill(beam) );
+ place_cloud( CLOUD_FIRE, x, y, duration, _whose_kill(beam) );
if (grd[x][y] == DNGN_FLOOR && mgrd[x][y] == NON_MONSTER
&& one_chance_in(4))
@@ -2997,7 +2997,7 @@ static void affect_place_explosion_clouds(bolt &beam, int x, int y)
}
}
-static void affect_items(bolt &beam, int x, int y)
+static void _affect_items(bolt &beam, int x, int y)
{
object_class_type objs_vulnerable = OBJ_UNASSIGNED;
@@ -3043,13 +3043,13 @@ static void affect_items(bolt &beam, int x, int y)
}
}
-static int beam_ouch_agent(const bolt &beam)
+static int _beam_ouch_agent(const bolt &beam)
{
return YOU_KILL(beam.thrower)? 0 : beam.beam_source;
}
// A little helper function to handle the calling of ouch()...
-static void beam_ouch( int dam, bolt &beam )
+static void _beam_ouch( int dam, bolt &beam )
{
// The order of this is important.
if (YOU_KILL( beam.thrower ) && beam.aux_source.empty())
@@ -3073,7 +3073,7 @@ static void beam_ouch( int dam, bolt &beam )
// [ds] Apply a fuzz if the monster lacks see invisible and is trying to target
// an invisible player. This makes invisibility slightly more powerful.
-static bool fuzz_invis_tracer(bolt &beem)
+static bool _fuzz_invis_tracer(bolt &beem)
{
// Did the monster have a rough idea of where you are?
int dist = grid_distance(beem.target_x, beem.target_y,
@@ -3083,7 +3083,7 @@ static bool fuzz_invis_tracer(bolt &beem)
if (dist > 2)
return (false);
- const int beam_src = beam_source(beem);
+ const int beam_src = _beam_source(beem);
if (beam_src != MHITNOT && beam_src != MHITYOU)
{
// Monsters that can sense invisible
@@ -3122,9 +3122,9 @@ bool test_beam_hit(int attack, int defence)
|| random2(attack) >= random2avg(defence, 2));
}
-static std::string beam_zapper(const bolt &beam)
+static std::string _beam_zapper(const bolt &beam)
{
- const int bsrc = beam_source(beam);
+ const int bsrc = _beam_source(beam);
if (bsrc == MHITYOU)
return ("self");
else if (bsrc == MHITNOT)
@@ -3134,7 +3134,7 @@ static std::string beam_zapper(const bolt &beam)
}
// return amount of extra range used up by affectation of the player
-static int affect_player( bolt &beam )
+static int _affect_player( bolt &beam )
{
// digging -- don't care.
if (beam.flavour == BEAM_DIGGING)
@@ -3145,7 +3145,7 @@ static int affect_player( bolt &beam )
{
// check can see player
if (beam.can_see_invis || !you.invisible()
- || fuzz_invis_tracer(beam))
+ || _fuzz_invis_tracer(beam))
{
if (beam.attitude != ATT_HOSTILE)
{
@@ -3158,7 +3158,7 @@ static int affect_player( bolt &beam )
beam.foe_power += you.experience_level;
}
}
- return (range_used_on_hit(beam));
+ return (_range_used_on_hit(beam));
}
// Trigger an interrupt, so travel will stop on misses
@@ -3204,7 +3204,7 @@ static int affect_player( bolt &beam )
return (0); // no extra used by miss!
}
}
- else if (beam_is_blockable(beam))
+ else if (_beam_is_blockable(beam))
{
// non-beams can be blocked or dodged
if (you.equip[EQ_SHIELD] != -1
@@ -3274,10 +3274,10 @@ static int affect_player( bolt &beam )
if (beam.flavour != BEAM_TELEPORT && you.level_type == LEVEL_ABYSS)
xom_is_stimulated(255);
- return (range_used_on_hit(beam));
+ return (_range_used_on_hit(beam));
}
- ench_animation( beam.flavour );
+ _ench_animation( beam.flavour );
// these colors are misapplied - see mons_ench_f2() {dlb}
switch (beam.flavour)
@@ -3395,7 +3395,7 @@ static int affect_player( bolt &beam )
break;
}
you.banished = true;
- you.banished_by = beam_zapper(beam);
+ you.banished_by = _beam_zapper(beam);
beam.obvious_effect = true;
break; // banishment to the abyss
@@ -3411,7 +3411,7 @@ static int affect_player( bolt &beam )
if (beam.aux_source.empty())
beam.aux_source = "by nerve-wracking pain";
- beam_ouch( roll_dice( beam.damage ), beam );
+ _beam_ouch( roll_dice( beam.damage ), beam );
beam.obvious_effect = true;
break;
@@ -3427,7 +3427,7 @@ static int affect_player( bolt &beam )
if (beam.aux_source.empty())
beam.aux_source = "by dispel undead";
- beam_ouch( roll_dice( beam.damage ), beam );
+ _beam_ouch( roll_dice( beam.damage ), beam );
beam.obvious_effect = true;
break;
@@ -3437,7 +3437,7 @@ static int affect_player( bolt &beam )
if (beam.aux_source.empty())
beam.aux_source = "a disintegration bolt";
- beam_ouch( roll_dice( beam.damage ), beam );
+ _beam_ouch( roll_dice( beam.damage ), beam );
beam.obvious_effect = true;
break;
@@ -3476,7 +3476,7 @@ static int affect_player( bolt &beam )
// regardless of affect, we need to know if this is a stopper
// or not - it seems all of the above are.
- return (range_used_on_hit(beam));
+ return (_range_used_on_hit(beam));
// END enchantment beam
}
@@ -3570,7 +3570,7 @@ static int affect_player( bolt &beam )
{
if (random2(100) < 90 - (3 * player_AC()))
{
- curare_hits_player( beam_ouch_agent(beam), 1 + random2(3) );
+ curare_hits_player( _beam_ouch_agent(beam), 1 + random2(3) );
was_affected = true;
}
}
@@ -3628,19 +3628,19 @@ static int affect_player( bolt &beam )
beam.foe_hurt++;
}
- beam_ouch( hurted, beam );
+ _beam_ouch( hurted, beam );
- return (range_used_on_hit( beam ));
+ return (_range_used_on_hit( beam ));
}
-static int beam_source(const bolt &beam)
+static int _beam_source(const bolt &beam)
{
return MON_KILL(beam.thrower) ? beam.beam_source :
beam.thrower == KILL_MISC ? MHITNOT :
MHITYOU;
}
-static int name_to_skill_level(const std::string& name)
+static int _name_to_skill_level(const std::string& name)
{
skill_type type = SK_THROWING;
@@ -3661,7 +3661,7 @@ static int name_to_skill_level(const std::string& name)
return (2 * you.skills[type]);
}
-static void update_hurt_or_helped(bolt &beam, monsters *mon)
+static void _update_hurt_or_helped(bolt &beam, monsters *mon)
{
if (beam.attitude != mons_attitude(mon))
{
@@ -3687,7 +3687,7 @@ static void update_hurt_or_helped(bolt &beam, monsters *mon)
}
// return amount of range used up by affectation of this monster
-static int affect_monster(bolt &beam, monsters *mon)
+static int _affect_monster(bolt &beam, monsters *mon)
{
const int tid = mgrd[mon->x][mon->y];
const int mons_type = menv[tid].type;
@@ -3737,9 +3737,9 @@ static int affect_monster(bolt &beam, monsters *mon)
"crumbles away!");
}
beam.obvious_effect = true;
- update_hurt_or_helped(beam, mon);
+ _update_hurt_or_helped(beam, mon);
mon->hit_points = 0;
- monster_die(mon, beam);
+ _monster_die(mon, beam);
return (BEAM_STOP);
}
@@ -3760,7 +3760,7 @@ static int affect_monster(bolt &beam, monsters *mon)
beam.fr_power += mons_power(mons_type);
}
- return (range_used_on_hit(beam));
+ return (_range_used_on_hit(beam));
}
// BEGIN non-tracer enchantment
@@ -3796,24 +3796,24 @@ static int affect_monster(bolt &beam, monsters *mon)
}
- behaviour_event( mon, ME_ANNOY, beam_source(beam) );
+ behaviour_event( mon, ME_ANNOY, _beam_source(beam) );
}
else
{
- behaviour_event( mon, ME_ALERT, beam_source(beam) );
+ behaviour_event( mon, ME_ALERT, _beam_source(beam) );
}
// !@#*( affect_monster_enchantment() has side-effects on
// the beam structure which screw up range_used_on_hit(),
// so call it now and store.
- int rangeUsed = range_used_on_hit(beam);
+ int rangeUsed = _range_used_on_hit(beam);
// Doing this here so that the player gets to see monsters
// "flicker and vanish" when turning invisible....
- ench_animation( beam.flavour, mon );
+ _ench_animation( beam.flavour, mon );
// now do enchantment affect
- int ench_result = affect_monster_enchantment(beam, mon);
+ int ench_result = _affect_monster_enchantment(beam, mon);
if (mon->alive())
{
switch (ench_result)
@@ -3827,7 +3827,7 @@ static int affect_monster(bolt &beam, monsters *mon)
beam.msg_generated = true;
break;
default:
- update_hurt_or_helped(beam, mon);
+ _update_hurt_or_helped(beam, mon);
break;
}
}
@@ -3921,7 +3921,7 @@ static int affect_monster(bolt &beam, monsters *mon)
}
}
// either way, we could hit this monster, so return range used
- return (range_used_on_hit(beam));
+ return (_range_used_on_hit(beam));
}
// END non-enchantment (could still be tracer)
@@ -3968,7 +3968,7 @@ static int affect_monster(bolt &beam, monsters *mon)
// Don't annoy friendlies if the player's beam did no damage.
// Hostiles will still take umbrage.
if (hurt_final > 0 || !mons_friendly(mon) || !YOU_KILL(beam.thrower))
- behaviour_event(mon, ME_ANNOY, beam_source(beam) );
+ behaviour_event(mon, ME_ANNOY, _beam_source(beam) );
}
// explosions always 'hit'
@@ -3993,7 +3993,7 @@ static int affect_monster(bolt &beam, monsters *mon)
}
// The monster may block the beam.
- if (!engulfs && beam_is_blockable(beam))
+ if (!engulfs && _beam_is_blockable(beam))
{
const int shield_block = mon->shield_bonus();
if (shield_block > 0)
@@ -4012,7 +4012,7 @@ static int affect_monster(bolt &beam, monsters *mon)
}
}
- update_hurt_or_helped(beam, mon);
+ _update_hurt_or_helped(beam, mon);
conduct.enabled = true;
@@ -4048,7 +4048,7 @@ static int affect_monster(bolt &beam, monsters *mon)
if (mon->hit_points < 1)
{
- monster_die(mon, beam);
+ _monster_die(mon, beam);
}
else
{
@@ -4065,7 +4065,7 @@ static int affect_monster(bolt &beam, monsters *mon)
if (levels > 4)
levels = 4;
- sticky_flame_monster( tid, whose_kill(beam), levels );
+ _sticky_flame_monster( tid, _whose_kill(beam), levels );
}
@@ -4090,7 +4090,7 @@ static int affect_monster(bolt &beam, monsters *mon)
int num_success = 0;
if ( YOU_KILL(beam.thrower) )
{
- const int skill_level = name_to_skill_level(beam.name);
+ const int skill_level = _name_to_skill_level(beam.name);
if ( skill_level + 25 > random2(50) )
num_success++;
if ( skill_level > random2(50) )
@@ -4103,7 +4103,7 @@ static int affect_monster(bolt &beam, monsters *mon)
{
if ( num_success == 2 )
num_levels++;
- poison_monster( mon, whose_kill(beam), num_levels );
+ poison_monster( mon, _whose_kill(beam), num_levels );
}
}
@@ -4111,7 +4111,7 @@ static int affect_monster(bolt &beam, monsters *mon)
if (beam.name.find("curare") != std::string::npos)
{
if (beam.ench_power == AUTOMATIC_HIT
- && curare_hits_monster( beam, mon, whose_kill(beam), 2 ))
+ && curare_hits_monster( beam, mon, _whose_kill(beam), 2 ))
{
wake_mimic = false;
}
@@ -4123,10 +4123,10 @@ static int affect_monster(bolt &beam, monsters *mon)
beogh_follower_convert(mon, true);
}
- return (range_used_on_hit(beam));
+ return (_range_used_on_hit(beam));
}
-static int affect_monster_enchantment(bolt &beam, monsters *mon)
+static int _affect_monster_enchantment(bolt &beam, monsters *mon)
{
bool death_check = false;
@@ -4191,7 +4191,7 @@ static int affect_monster_enchantment(bolt &beam, monsters *mon)
simple_monster_message(mon, " wobbles for a moment.");
}
else
- monster_die(mon, beam);
+ _monster_die(mon, beam);
beam.obvious_effect = true;
return (MON_AFFECTED);
@@ -4383,7 +4383,7 @@ static int affect_monster_enchantment(bolt &beam, monsters *mon)
return (mons_ench_f2(mon, beam));
if (mon->hit_points < 1)
- monster_die(mon, beam);
+ _monster_die(mon, beam);
else
{
print_wounds(mon);
@@ -4397,7 +4397,7 @@ static int affect_monster_enchantment(bolt &beam, monsters *mon)
// extra range used on hit
-static int range_used_on_hit(bolt &beam)
+static int _range_used_on_hit(bolt &beam)
{
// non-beams can only affect one thing (player/monster)
if (!beam.is_beam)
@@ -4462,7 +4462,7 @@ static int range_used_on_hit(bolt &beam)
from missile() and beam() in beam.cc. Explosions which do not follow from
beams (eg scrolls of immolation) bypass this function.
*/
-static void explosion1(bolt &pbolt)
+static void _explosion1(bolt &pbolt)
{
int ex_size = 1;
// convenience
@@ -4704,7 +4704,7 @@ void explosion( bolt &beam, bool hole_in_the_middle,
// corners where a simple 'line of sight' isn't quite
// enough. This might be slow for really big explosions,
// as the recursion runs approximately as R^2
- explosion_map(beam, 0, 0, 0, 0, r);
+ _explosion_map(beam, 0, 0, 0, 0, r);
// go through affected cells, drawing effect and
// calling affect() and affect_items() for each.
@@ -4726,7 +4726,7 @@ void explosion( bolt &beam, bool hole_in_the_middle,
{
// do center -- but only if its affected
if (!hole_in_the_middle)
- explosion_cell(beam, 0, 0, drawing);
+ _explosion_cell(beam, 0, 0, drawing);
// do the rest of it
for(int rad = 1; rad <= r; rad ++)
@@ -4735,20 +4735,20 @@ void explosion( bolt &beam, bool hole_in_the_middle,
for (int ay = 1 - rad; ay <= rad - 1; ay += 1)
{
if (explode_map[-rad+9][ay+9])
- explosion_cell(beam, -rad, ay, drawing);
+ _explosion_cell(beam, -rad, ay, drawing);
if (explode_map[rad+9][ay+9])
- explosion_cell(beam, rad, ay, drawing);
+ _explosion_cell(beam, rad, ay, drawing);
}
// do top & bottom
for (int ax = -rad; ax <= rad; ax += 1)
{
if (explode_map[ax+9][-rad+9])
- explosion_cell(beam, ax, -rad, drawing);
+ _explosion_cell(beam, ax, -rad, drawing);
if (explode_map[ax+9][rad+9])
- explosion_cell(beam, ax, rad, drawing);
+ _explosion_cell(beam, ax, rad, drawing);
}
// new-- delay after every 'ring' {gdl}
@@ -4784,7 +4784,7 @@ void explosion( bolt &beam, bool hole_in_the_middle,
more();
}
-static void explosion_cell(bolt &beam, int x, int y, bool drawOnly)
+static void _explosion_cell(bolt &beam, int x, int y, bool drawOnly)
{
bool random_beam = false;
int realx = beam.target_x + x;
@@ -4814,9 +4814,9 @@ static void explosion_cell(bolt &beam, int x, int y, bool drawOnly)
// now affect items
if (!drawOnly)
{
- affect_items(beam, realx, realy);
- if (affects_wall(beam, grd[realx][realy]))
- affect_wall(beam, realx, realy);
+ _affect_items(beam, realx, realy);
+ if (_affects_wall(beam, grd[realx][realy]))
+ _affect_wall(beam, realx, realy);
}
if (drawOnly)
@@ -4843,7 +4843,7 @@ static void explosion_cell(bolt &beam, int x, int y, bool drawOnly)
}
}
-static void explosion_map( bolt &beam, int x, int y,
+static void _explosion_map( bolt &beam, int x, int y,
int count, int dir, int r )
{
// 1. check to see out of range
@@ -4864,7 +4864,7 @@ static void explosion_map( bolt &beam, int x, int y,
// solid cells at the center of the explosion.
if (dngn_feat <= DNGN_MAXWALL)
{
- if (!(x==0 && y==0) && !affects_wall(beam, dngn_feat))
+ if (!(x==0 && y==0) && !_affects_wall(beam, dngn_feat))
return;
}
@@ -4881,8 +4881,8 @@ static void explosion_map( bolt &beam, int x, int y,
if (x * spreadx[i] < 0 || y * spready[i] < 0)
cadd = 17;
- explosion_map( beam, x + spreadx[i], y + spready[i],
- count + cadd, opdir[i], r );
+ _explosion_map( beam, x + spreadx[i], y + spready[i],
+ count + cadd, opdir[i], r );
}
}
}