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authorRobert Vollmert <rvollmert@gmx.net>2009-10-17 07:51:25 +0200
committerRobert Vollmert <rvollmert@gmx.net>2009-10-17 07:51:25 +0200
commitdcc94e4df24a1111124d87532aaa263f55edf58d (patch)
treedf911326b4c245006eb94761f76e1af4093bd2fc /crawl-ref/source/beam.cc
parent4b9dbd4fc204e70ef70f57ec0096981787844f82 (diff)
downloadcrawl-ref-dcc94e4df24a1111124d87532aaa263f55edf58d.tar.gz
crawl-ref-dcc94e4df24a1111124d87532aaa263f55edf58d.zip
Naming consistency.
Mostly rename functions from terrain.h that accept features of typ dgn_feature_type from grid_is_* to feat_is_*.
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r--crawl-ref/source/beam.cc38
1 files changed, 19 insertions, 19 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 224ac15eb0..83736773da 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -1433,7 +1433,7 @@ static void _munge_bounced_bolt(bolt &old_bolt, bolt &new_bolt,
// is shot into an inside corner.
ray_def test_ray = temp_ray;
test_ray.advance(true);
- if (in_bounds(test_ray.pos()) && !grid_is_solid(test_ray.pos()))
+ if (in_bounds(test_ray.pos()) && !cell_is_solid(test_ray.pos()))
break;
shift = 0.0;
@@ -1651,15 +1651,15 @@ void bolt::bounce()
{
do
ray.regress();
- while (grid_is_solid(grd(ray.pos())));
+ while (feat_is_solid(grd(ray.pos())));
bounce_pos = ray.pos();
ray.advance_and_bounce();
range_used += 2;
}
- while (range_used < range && grid_is_solid(grd(ray.pos())));
+ while (range_used < range && feat_is_solid(grd(ray.pos())));
- if (!grid_is_solid(grd(ray.pos())))
+ if (!feat_is_solid(grd(ray.pos())))
_munge_bounced_bolt(old_bolt, *this, old_ray, ray);
}
@@ -1698,7 +1698,7 @@ void bolt::digging_wall_effect()
msg_generated = true;
}
}
- else if (grid_is_wall(feat))
+ else if (feat_is_wall(feat))
finish_beam();
}
@@ -1832,7 +1832,7 @@ void bolt::affect_wall()
else if (flavour == BEAM_DISINTEGRATION || flavour == BEAM_NUKE)
nuke_wall_effect();
- if (grid_is_solid(pos()))
+ if (cell_is_solid(pos()))
finish_beam();
}
@@ -1847,13 +1847,13 @@ coord_def bolt::pos() const
void bolt::hit_wall()
{
const dungeon_feature_type feat = grd(pos());
- ASSERT( grid_is_solid(feat) );
+ ASSERT( feat_is_solid(feat) );
if (is_tracer && YOU_KILL(thrower) && in_bounds(target) && !passed_target
&& pos() != target && pos() != source && foe_info.count == 0
&& flavour != BEAM_DIGGING && flavour <= BEAM_LAST_REAL
&& bounces == 0 && reflections == 0 && see_cell(target)
- && !grid_is_solid(grd(target)))
+ && !feat_is_solid(grd(target)))
{
// Okay, with all those tests passed, this is probably an instance
// of the player manually targetting something whose line of fire
@@ -1909,7 +1909,7 @@ void bolt::hit_wall()
{
do
ray.regress();
- while (ray.pos() != source && grid_is_solid(ray.pos()));
+ while (ray.pos() != source && cell_is_solid(ray.pos()));
// target is where the explosion is centered, so update it.
if (is_explosion && !is_tracer)
@@ -1928,7 +1928,7 @@ void bolt::affect_cell(bool avoid_self)
fake_flavour();
const coord_def old_pos = pos();
- const bool was_solid = grid_is_solid(grd(pos()));
+ const bool was_solid = feat_is_solid(grd(pos()));
bool avoid_monster = (avoid_self && this->thrower == KILL_MON_MISSILE);
bool avoid_player = (avoid_self && this->thrower != KILL_MON_MISSILE);
@@ -1974,7 +1974,7 @@ void bolt::affect_cell(bool avoid_self)
affect_monster(m);
}
- if (!grid_is_solid(grd(pos())))
+ if (!feat_is_solid(grd(pos())))
affect_ground();
}
@@ -2112,7 +2112,7 @@ void bolt::do_fire()
break;
}
- ASSERT((!grid_is_solid(grd(pos())) || avoid_self)
+ ASSERT((!feat_is_solid(grd(pos())) || avoid_self)
|| is_tracer && affects_wall(grd(pos())));
const bool was_seen = seen;
@@ -2886,7 +2886,7 @@ void mimic_alert(monsters *mimic)
bool bolt::is_bouncy(dungeon_feature_type feat) const
{
- if (real_flavour == BEAM_CHAOS && grid_is_solid(feat))
+ if (real_flavour == BEAM_CHAOS && feat_is_solid(feat))
return (true);
if (is_enchantment())
@@ -3172,12 +3172,12 @@ void bolt::affect_place_clouds()
// Fire/cold over water/lava
if (feat == DNGN_LAVA && flavour == BEAM_COLD
- || grid_is_watery(feat) && is_fiery())
+ || feat_is_watery(feat) && is_fiery())
{
place_cloud(CLOUD_STEAM, p, 2 + random2(5), whose_kill(), killer());
}
- if (grid_is_watery(feat) && flavour == BEAM_COLD
+ if (feat_is_watery(feat) && flavour == BEAM_COLD
&& damage.num * damage.size > 35)
{
place_cloud(CLOUD_COLD, p, damage.num * damage.size / 30 + 1,
@@ -3204,7 +3204,7 @@ void bolt::affect_place_explosion_clouds()
// First check: fire/cold over water/lava.
if (grd(p) == DNGN_LAVA && flavour == BEAM_COLD
- || grid_is_watery(grd(p)) && is_fiery())
+ || feat_is_watery(grd(p)) && is_fiery())
{
place_cloud(CLOUD_STEAM, p, 2 + random2(5), whose_kill(), killer());
return;
@@ -5684,9 +5684,9 @@ void bolt::determine_affected_cells(explosion_map& m, const coord_def& delta,
const dungeon_feature_type dngn_feat = grd(loc);
// Check to see if we're blocked by a wall.
- if (grid_is_wall(dngn_feat)
+ if (feat_is_wall(dngn_feat)
|| dngn_feat == DNGN_SECRET_DOOR
- || grid_is_closed_door(dngn_feat))
+ || feat_is_closed_door(dngn_feat))
{
// Special case: explosion originates from rock/statue
// (e.g. Lee's Rapid Deconstruction) - in this case, ignore
@@ -5695,7 +5695,7 @@ void bolt::determine_affected_cells(explosion_map& m, const coord_def& delta,
return;
}
- if (grid_is_solid(dngn_feat) && !grid_is_wall(dngn_feat) && stop_at_statues)
+ if (feat_is_solid(dngn_feat) && !feat_is_wall(dngn_feat) && stop_at_statues)
return;
// Hmm, I think we're OK.