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author | Robert Vollmert <rvollmert@gmx.net> | 2009-10-17 07:51:25 +0200 |
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committer | Robert Vollmert <rvollmert@gmx.net> | 2009-10-17 07:51:25 +0200 |
commit | dcc94e4df24a1111124d87532aaa263f55edf58d (patch) | |
tree | df911326b4c245006eb94761f76e1af4093bd2fc /crawl-ref/source/player.cc | |
parent | 4b9dbd4fc204e70ef70f57ec0096981787844f82 (diff) | |
download | crawl-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/player.cc')
-rw-r--r-- | crawl-ref/source/player.cc | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc index 4cccea0a48..8f3343270a 100644 --- a/crawl-ref/source/player.cc +++ b/crawl-ref/source/player.cc @@ -233,11 +233,11 @@ bool move_player_to_grid( const coord_def& p, bool stepped, bool allow_shift, bool merfolk_check = false; if (you.species == SP_MERFOLK) { - if (grid_is_water(new_grid)) + if (feat_is_water(new_grid)) merfolk_check = true; // Safer water effects. - if (grid_is_water(new_grid) && !grid_is_water(old_grid)) + if (feat_is_water(new_grid) && !feat_is_water(old_grid)) { // Check for fatal stat loss due to transforming. // Also handles the warning message. @@ -258,8 +258,8 @@ bool move_player_to_grid( const coord_def& p, bool stepped, bool allow_shift, need_doll_update = true; #endif } - else if (!grid_is_water(new_grid) && grid_is_water(old_grid) - && !is_grid_dangerous(new_grid)) + else if (!feat_is_water(new_grid) && feat_is_water(old_grid) + && !is_feat_dangerous(new_grid)) { unmeld_one_equip(EQ_BOOTS); you.redraw_evasion = true; @@ -273,7 +273,7 @@ bool move_player_to_grid( const coord_def& p, bool stepped, bool allow_shift, { // XXX: at some point we're going to need to fix the swimming // code to handle burden states. - if (is_grid_dangerous(new_grid)) + if (is_feat_dangerous(new_grid)) { // Lava and dangerous deep water (ie not merfolk). const coord_def entry = (stepped) ? you.pos() : p; @@ -337,7 +337,7 @@ bool move_player_to_grid( const coord_def& p, bool stepped, bool allow_shift, if (trap_def* ptrap = find_trap(you.pos())) ptrap->trigger(you, !stepped); // blinking makes it hard to evade - command_type stair_dir = grid_stair_direction(new_grid); + command_type stair_dir = feat_stair_direction(new_grid); if (stepped && stair_dir != CMD_NO_CMD && new_grid != DNGN_ENTER_SHOP @@ -361,7 +361,7 @@ bool move_player_to_grid( const coord_def& p, bool stepped, bool allow_shift, std::string stair_str = feature_description(new_grid, NUM_TRAPS, false, DESC_CAP_THE, false); - std::string prep = grid_preposition(new_grid, true, &you); + std::string prep = feat_preposition(new_grid, true, &you); mprf("%s slides away as you move %s it!", stair_str.c_str(), prep.c_str()); @@ -380,7 +380,7 @@ bool player_can_swim() return (you.can_swim()); } -bool is_grid_dangerous(int grid) +bool is_feat_dangerous(dungeon_feature_type grid) { return (!player_is_airborne() && (grid == DNGN_LAVA @@ -5581,7 +5581,7 @@ void dec_napalm_player() { if (you.duration[DUR_LIQUID_FLAMES] > 1) { - if (grid_is_watery(grd(you.pos()))) + if (feat_is_watery(grd(you.pos()))) { mpr("The flames go out!", MSGCH_WARN); you.duration[DUR_LIQUID_FLAMES] = 0; @@ -6260,7 +6260,7 @@ bool player::is_levitating() const bool player::in_water() const { return (!airborne() && !beogh_water_walk() - && grid_is_water(grd(you.pos()))); + && feat_is_water(grd(you.pos()))); } bool player::can_swim() const @@ -6303,7 +6303,7 @@ bool player::floundering() const bool player::can_pass_through_feat(dungeon_feature_type grid) const { - return !grid_is_solid(grid); + return !feat_is_solid(grid); } size_type player::body_size(int psize, bool base) const |