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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/dungeon.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/dungeon.cc')
-rw-r--r--crawl-ref/source/dungeon.cc56
1 files changed, 28 insertions, 28 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index 1fd256c3fa..3cd7471f5c 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -1467,7 +1467,7 @@ static bool _branch_entrances_are_connected()
for (int x = 0; x < GXM; ++x)
{
coord_def gc(x,y);
- if (!grid_is_branch_stairs(grd(gc)))
+ if (!feat_is_branch_stairs(grd(gc)))
continue;
if (!_has_connected_stone_stairs_from(gc))
return (false);
@@ -1732,21 +1732,21 @@ static void _check_doors()
for (int x = 1; x < GXM-1; x++)
for (int y = 1; y < GYM-1; y++)
{
- if (!grid_is_closed_door(grd[x][y]))
+ if (!feat_is_closed_door(grd[x][y]))
continue;
int solid_count = 0;
- if (grid_is_solid( grd[x - 1][y] ))
+ if (feat_is_solid( grd[x - 1][y] ))
solid_count++;
- if (grid_is_solid( grd[x + 1][y] ))
+ if (feat_is_solid( grd[x + 1][y] ))
solid_count++;
- if (grid_is_solid( grd[x][y - 1] ))
+ if (feat_is_solid( grd[x][y - 1] ))
solid_count++;
- if (grid_is_solid( grd[x][y + 1] ))
+ if (feat_is_solid( grd[x][y + 1] ))
solid_count++;
grd[x][y] = (solid_count < 2 ? DNGN_FLOOR
@@ -1859,7 +1859,7 @@ static int _count_connected(int margin)
for (int i = margin; i < GXM - margin; ++i)
for (int j = margin; j < GYM - margin; ++j)
- taken[i][j] = grid_is_water(grd[i][j]);
+ taken[i][j] = feat_is_water(grd[i][j]);
int count = 0;
@@ -3181,8 +3181,8 @@ static void _make_trail(int xs, int xr, int ys, int yr, int corrlength,
static int _good_door_spot(int x, int y)
{
- if (!grid_is_solid(grd[x][y]) && grd[x][y] < DNGN_ENTER_PANDEMONIUM
- || grid_is_closed_door(grd[x][y]))
+ if (!feat_is_solid(grd[x][y]) && grd[x][y] < DNGN_ENTER_PANDEMONIUM
+ || feat_is_closed_door(grd[x][y]))
{
return 1;
}
@@ -3240,8 +3240,8 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
{
// left side
if (grd[sx-1][ry] == DNGN_FLOOR
- && grid_is_solid(grd[sx-1][ry-1])
- && grid_is_solid(grd[sx-1][ry+1]))
+ && feat_is_solid(grd[sx-1][ry-1])
+ && feat_is_solid(grd[sx-1][ry+1]))
{
if (x_chance_in_y(doorlevel, 10))
grd[sx-1][ry] = DNGN_CLOSED_DOOR;
@@ -3249,8 +3249,8 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
// right side
if (grd[ex+1][ry] == DNGN_FLOOR
- && grid_is_solid(grd[ex+1][ry-1])
- && grid_is_solid(grd[ex+1][ry+1]))
+ && feat_is_solid(grd[ex+1][ry-1])
+ && feat_is_solid(grd[ex+1][ry+1]))
{
if (x_chance_in_y(doorlevel, 10))
grd[ex+1][ry] = DNGN_CLOSED_DOOR;
@@ -3262,8 +3262,8 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
{
// top
if (grd[rx][sy-1] == DNGN_FLOOR
- && grid_is_solid(grd[rx-1][sy-1])
- && grid_is_solid(grd[rx+1][sy-1]))
+ && feat_is_solid(grd[rx-1][sy-1])
+ && feat_is_solid(grd[rx+1][sy-1]))
{
if (x_chance_in_y(doorlevel, 10))
grd[rx][sy-1] = DNGN_CLOSED_DOOR;
@@ -3271,8 +3271,8 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
// bottom
if (grd[rx][ey+1] == DNGN_FLOOR
- && grid_is_solid(grd[rx-1][ey+1])
- && grid_is_solid(grd[rx+1][ey+1]))
+ && feat_is_solid(grd[rx-1][ey+1])
+ && feat_is_solid(grd[rx+1][ey+1]))
{
if (x_chance_in_y(doorlevel, 10))
grd[rx][ey+1] = DNGN_CLOSED_DOOR;
@@ -3493,7 +3493,7 @@ static void _place_aquatic_monsters(int level_number, char level_type)
if (grd[x][y] == DNGN_LAVA)
lava_spaces++;
- if (grid_is_water(grd[x][y]))
+ if (feat_is_water(grd[x][y]))
water_spaces++;
}
@@ -3983,7 +3983,7 @@ static void _dig_away_from(vault_placement &place, const coord_def &pos)
{
if (!xi && !yi)
continue;
- if (!grid_is_solid(dig_at + coord_def(xi, yi))
+ if (!cell_is_solid(dig_at + coord_def(xi, yi))
&& ++adjacent_count >= 2)
{
return;
@@ -4002,12 +4002,12 @@ static void _dig_vault_loose( vault_placement &place,
static bool _grid_needs_exit(int x, int y)
{
- return (!grid_is_solid(x, y)
- || grid_is_closed_door(grd[x][y])
+ return (!cell_is_solid(x, y)
+ || feat_is_closed_door(grd[x][y])
|| grd[x][y] == DNGN_SECRET_DOOR);
}
-static bool _map_grid_is_on_edge(const vault_placement &place,
+static bool _map_feat_is_on_edge(const vault_placement &place,
const coord_def &c)
{
for (int xi = c.x - 1; xi <= c.x + 1; ++xi)
@@ -4026,7 +4026,7 @@ static void _pick_internal_float_exits(const vault_placement &place,
for (int y = place.pos.y + 1; y < place.pos.y + place.size.y - 1; ++y)
for (int x = place.pos.x + 1; x < place.pos.x + place.size.x - 1; ++x)
if (_grid_needs_exit(x, y)
- && _map_grid_is_on_edge(place, coord_def(x, y)))
+ && _map_feat_is_on_edge(place, coord_def(x, y)))
{
exits.push_back( coord_def(x, y) );
}
@@ -6328,7 +6328,7 @@ bool octa_room(spec_room &sr, int oblique_max,
if (grd[x][y] == DNGN_FLOOR && type_floor == DNGN_SHALLOW_WATER)
grd[x][y] = DNGN_SHALLOW_WATER;
- if (grd[x][y] == DNGN_CLOSED_DOOR && !grid_is_solid(type_floor))
+ if (grd[x][y] == DNGN_CLOSED_DOOR && !feat_is_solid(type_floor))
grd[x][y] = DNGN_FLOOR; // ick
}
@@ -6475,7 +6475,7 @@ static void _change_labyrinth_border(const dgn_region &region,
if (!in_bounds(c)) // paranoia
continue;
- if (grd(c) == wall || !grid_is_wall(grd(c)))
+ if (grd(c) == wall || !feat_is_wall(grd(c)))
continue;
// All border grids have neighbours without any access to floor.
@@ -6886,7 +6886,7 @@ static void _labyrinth_level(int level_number)
static bool _is_wall(int x, int y)
{
- return grid_is_wall(grd[x][y]);
+ return feat_is_wall(grd[x][y]);
}
static int _box_room_door_spot(int x, int y)
@@ -7698,7 +7698,7 @@ struct nearest_point
inline static bool _dgn_square_travel_ok(const coord_def &c)
{
const dungeon_feature_type feat = grd(c);
- return (is_traversable(feat) || grid_is_trap(feat)
+ return (is_traversable(feat) || feat_is_trap(feat)
|| feat == DNGN_SECRET_DOOR);
}
@@ -7711,7 +7711,7 @@ static coord_def _dgn_find_closest_to_stone_stairs(coord_def base_pos)
for (int y = 0; y < GYM; ++y)
for (int x = 0; x < GXM; ++x)
{
- if (!travel_point_distance[x][y] && grid_is_stone_stair(grd[x][y]))
+ if (!travel_point_distance[x][y] && feat_is_stone_stair(grd[x][y]))
_dgn_fill_zone(coord_def(x, y), 1, np, _dgn_square_travel_ok);
}