diff options
author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-07 23:25:16 +0000 |
---|---|---|
committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-07 23:25:16 +0000 |
commit | 99578a522dbdc7ae3b19a6ec06c61193bcd08e65 (patch) | |
tree | 5fe01979ad2537458dd1ce059275747be311ee60 /crawl-ref/source/misc.cc | |
parent | e8a014fe9b602a577e9497ab1b3ef1dd4f50a600 (diff) | |
download | crawl-ref-99578a522dbdc7ae3b19a6ec06c61193bcd08e65.tar.gz crawl-ref-99578a522dbdc7ae3b19a6ec06c61193bcd08e65.zip |
Change floor_property (blood, sanctuary) to flags, and add two new
settings: vault and highlight.
Vault means a grid is part of a vault (set in dungeon.cc), and currently
used to exempt vault grids when shifting labyrinths.
Highlight is a meta flag currently only used to highlight labyrinth
changes on the 'X' map in wizard mode, but I can think of a couple of
other uses, mostly for debugging purposes.
Also replace a few for loops in the lab shift function with
rectangle_iterators.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7414 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/misc.cc')
-rw-r--r-- | crawl-ref/source/misc.cc | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc index 4eecb216f0..1b950bc588 100644 --- a/crawl-ref/source/misc.cc +++ b/crawl-ref/source/misc.cc @@ -1105,7 +1105,7 @@ static bool allow_bleeding_on_square(const coord_def& where) { // No bleeding onto sanctuary ground, please. // Also not necessary if already covered in blood. - if (env.map(where).property != FPROP_NONE) + if (is_bloodcovered(where) || is_sanctuary(where)) return (false); // No spattering into lava or water. @@ -1143,10 +1143,10 @@ static void maybe_bloodify_square(const coord_def& where, int amount, where.x, where.y, amount); #endif if (allow_bleeding_on_square(where)) - env.map(where).property = FPROP_BLOODY; + env.map(where).property |= FPROP_BLOODY; // If old or new blood on square, the smell reaches further. - if (env.map(where).property == FPROP_BLOODY) + if (testbits(env.map(where).property, FPROP_BLOODY)) blood_smell(12, where); else // Still allow a lingering smell. blood_smell(7, where); @@ -1191,7 +1191,7 @@ static void _spatter_neighbours(const coord_def& where, int chance) if (one_chance_in(chance)) { - env.map(*ai).property = FPROP_BLOODY; + env.map(*ai).property |= FPROP_BLOODY; _spatter_neighbours(*ai, chance+1); } } @@ -1232,7 +1232,7 @@ void generate_random_blood_spatter_on_level() startprob = min_prob + random2(max_prob); if (allow_bleeding_on_square(c)) - env.map(c).property = FPROP_BLOODY; + env.map(c).property |= FPROP_BLOODY; _spatter_neighbours(c, startprob); } } |