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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/effects.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/effects.cc')
-rw-r--r--crawl-ref/source/effects.cc44
1 files changed, 22 insertions, 22 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index 2647a39a63..0c96386338 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -2219,11 +2219,11 @@ bool acquirement(object_class_type class_wanted, int agent,
}
}
- if (grid_destroys_items(grd(you.pos())))
+ if (feat_destroys_items(grd(you.pos())))
{
// How sad (and stupid).
if (!silenced(you.pos()) && !quiet)
- mprf(MSGCH_SOUND, grid_item_destruction_message(grd(you.pos())));
+ mprf(MSGCH_SOUND, feat_item_destruction_message(grd(you.pos())));
if (agent > GOD_NO_GOD && agent < NUM_GODS)
{
@@ -2818,7 +2818,7 @@ static void _hell_effects()
static bool _is_floor(const dungeon_feature_type feat)
{
- return (!grid_is_solid(feat) && !grid_destroys_items(feat));
+ return (!feat_is_solid(feat) && !feat_destroys_items(feat));
}
// This function checks whether we can turn a wall into a floor space and
@@ -2829,7 +2829,7 @@ static bool _is_floor(const dungeon_feature_type feat)
// . # 2
// #x# or .x. -> 0x1
// . # 3
-static bool _grid_is_flanked_by_walls(const coord_def &p)
+static bool _feat_is_flanked_by_walls(const coord_def &p)
{
const coord_def adjs[] = { coord_def(p.x-1,p.y),
coord_def(p.x+1,p.y),
@@ -2841,10 +2841,10 @@ static bool _grid_is_flanked_by_walls(const coord_def &p)
if (!in_bounds(adjs[i]))
return (false);
- return (grid_is_wall(grd(adjs[0])) && grid_is_wall(grd(adjs[1]))
+ return (feat_is_wall(grd(adjs[0])) && feat_is_wall(grd(adjs[1]))
&& _is_floor(grd(adjs[2])) && _is_floor(grd(adjs[3]))
|| _is_floor(grd(adjs[0])) && _is_floor(grd(adjs[1]))
- && grid_is_wall(grd(adjs[2])) && grid_is_wall(grd(adjs[3])));
+ && feat_is_wall(grd(adjs[2])) && feat_is_wall(grd(adjs[3])));
}
// Sometimes if a floor is turned into a wall, a dead-end will be created.
@@ -2875,7 +2875,7 @@ static bool _deadend_check_wall(const coord_def &p)
// The grids to the left and right of p are walls. (We already know that
// they are symmetric, so only need to check one side. We also know that
// the other direction, here up/down must then be non-walls.)
- if (grid_is_wall(grd[p.x-1][p.y]))
+ if (feat_is_wall(grd[p.x-1][p.y]))
{
// Run the check twice, once in either direction.
for (int i = -1; i <= 1; i++)
@@ -2889,9 +2889,9 @@ static bool _deadend_check_wall(const coord_def &p)
const coord_def d(p.x+1, p.y+2*i);
if (in_bounds(a) && in_bounds(b)
- && grid_is_wall(grd(a)) && grid_is_wall(grd(b))
+ && feat_is_wall(grd(a)) && feat_is_wall(grd(b))
&& (!in_bounds(c) || !in_bounds(d)
- || !grid_is_wall(grd(c)) || !grid_is_wall(grd(d))))
+ || !feat_is_wall(grd(c)) || !feat_is_wall(grd(d))))
{
return (false);
}
@@ -2910,9 +2910,9 @@ static bool _deadend_check_wall(const coord_def &p)
const coord_def d(p.x+2*i, p.y+1);
if (in_bounds(a) && in_bounds(b)
- && grid_is_wall(grd(a)) && grid_is_wall(grd(b))
+ && feat_is_wall(grd(a)) && feat_is_wall(grd(b))
&& (!in_bounds(c) || !in_bounds(d)
- || !grid_is_wall(grd(c)) || !grid_is_wall(grd(d))))
+ || !feat_is_wall(grd(c)) || !feat_is_wall(grd(d))))
{
return (false);
}
@@ -2940,7 +2940,7 @@ static bool _deadend_check_wall(const coord_def &p)
// as well.
static bool _deadend_check_floor(const coord_def &p)
{
- if (grid_is_wall(grd[p.x-1][p.y]))
+ if (feat_is_wall(grd[p.x-1][p.y]))
{
for (int i = -1; i <= 1; i++)
{
@@ -3028,7 +3028,7 @@ void change_labyrinth(bool msg)
// directions, and by floor on the two remaining sides.
for (rectangle_iterator ri(c1, c2); ri; ++ri)
{
- if (is_terrain_seen(*ri) || !grid_is_wall(grd(*ri)))
+ if (is_terrain_seen(*ri) || !feat_is_wall(grd(*ri)))
continue;
// Skip on grids inside vaults so as not to disrupt them.
@@ -3036,7 +3036,7 @@ void change_labyrinth(bool msg)
continue;
// Make sure we don't accidentally create "ugly" dead-ends.
- if (_grid_is_flanked_by_walls(*ri) && _deadend_check_floor(*ri))
+ if (_feat_is_flanked_by_walls(*ri) && _deadend_check_floor(*ri))
targets.push_back(*ri);
}
@@ -3090,7 +3090,7 @@ void change_labyrinth(bool msg)
{
const coord_def c(targets[count]);
// Maybe not valid anymore...
- if (!grid_is_wall(grd(c)) || !_grid_is_flanked_by_walls(c))
+ if (!feat_is_wall(grd(c)) || !_feat_is_flanked_by_walls(c))
continue;
// Use the adjacent floor grids as source and destination.
@@ -3152,7 +3152,7 @@ void change_labyrinth(bool msg)
if (std::abs(p.x-c.x) + std::abs(p.y-c.y) <= 1)
continue;
- if (_grid_is_flanked_by_walls(p) && _deadend_check_wall(p))
+ if (_feat_is_flanked_by_walls(p) && _deadend_check_wall(p))
points.push_back(p);
}
@@ -3186,7 +3186,7 @@ void change_labyrinth(bool msg)
int wall_count = 0;
coord_def old_adj(c);
for (adjacent_iterator ai(c); ai; ++ai)
- if (grid_is_wall(grd(*ai)) && one_chance_in(++wall_count))
+ if (feat_is_wall(grd(*ai)) && one_chance_in(++wall_count))
old_adj = *ai;
if (old_adj != c && !is_bloodcovered(old_adj))
@@ -3205,10 +3205,10 @@ void change_labyrinth(bool msg)
// Rather than use old_grid directly, replace with an adjacent
// wall type, preferably stone, rock, or metal.
old_grid = grd[p.x-1][p.y];
- if (!grid_is_wall(old_grid))
+ if (!feat_is_wall(old_grid))
{
old_grid = grd[p.x][p.y-1];
- if (!grid_is_wall(old_grid))
+ if (!feat_is_wall(old_grid))
{
if (msg)
{
@@ -3272,7 +3272,7 @@ void change_labyrinth(bool msg)
// and move them to a random adjacent non-wall grid.
for (rectangle_iterator ri(c1, c2); ri; ++ri)
{
- if (!grid_is_wall(grd(*ri)) || igrd(*ri) == NON_ITEM)
+ if (!feat_is_wall(grd(*ri)) || igrd(*ri) == NON_ITEM)
continue;
if (msg)
@@ -4041,7 +4041,7 @@ static void _catchup_monster_moves(monsters *mon, int turns)
const coord_def next(pos + inc);
const dungeon_feature_type feat = grd(next);
- if (grid_is_solid(feat)
+ if (feat_is_solid(feat)
|| monster_at(next)
|| !monster_habitable_grid(mon, feat))
{
@@ -4335,7 +4335,7 @@ void collect_radius_points(std::vector<std::vector<coord_def> > &radius_points,
if (visited_indices.find(idx) == visited_indices.end()
&& in_bounds(temp.first)
- && !grid_is_solid(temp.first))
+ && !cell_is_solid(temp.first))
{
fringe.push(temp);
}