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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/spells1.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/spells1.cc')
-rw-r--r--crawl-ref/source/spells1.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/crawl-ref/source/spells1.cc b/crawl-ref/source/spells1.cc
index 4d0389e9eb..0e71583ffb 100644
--- a/crawl-ref/source/spells1.cc
+++ b/crawl-ref/source/spells1.cc
@@ -164,10 +164,10 @@ int blink(int pow, bool high_level_controlled_blink, bool wizard_blink)
// Allow wizard blink to send player into walls, in case the
// user wants to alter that grid to something else.
- if (wizard_blink && grid_is_solid(grd(beam.target)))
+ if (wizard_blink && feat_is_solid(grd(beam.target)))
grd(beam.target) = DNGN_FLOOR;
- if (grid_is_solid(grd(beam.target)) || monster_at(beam.target))
+ if (feat_is_solid(grd(beam.target)) || monster_at(beam.target))
{
mpr("Oops! Maybe something was there already.");
random_blink(false);
@@ -522,7 +522,7 @@ bool conjure_flame(int pow, const coord_def& where)
return (false);
}
- if (grid_is_solid(where))
+ if (cell_is_solid(where))
{
if (grd(where) == DNGN_WAX_WALL)
mpr("The flames aren't hot enough to melt wax walls!");
@@ -1446,7 +1446,7 @@ void cast_fly(int power)
mpr("You fly up into the air.");
// Merfolk boots unmeld if flight takes us out of water.
- if (you.species == SP_MERFOLK && grid_is_water(grd(you.pos())))
+ if (you.species == SP_MERFOLK && feat_is_water(grd(you.pos())))
unmeld_one_equip(EQ_BOOTS);
}
else
@@ -1536,6 +1536,6 @@ void manage_fire_shield()
// Place fire clouds all around you
for ( adjacent_iterator ai; ai; ++ai )
- if (!grid_is_solid(grd(*ai)) && env.cgrid(*ai) == EMPTY_CLOUD)
+ if (!feat_is_solid(grd(*ai)) && env.cgrid(*ai) == EMPTY_CLOUD)
place_cloud( CLOUD_FIRE, *ai, 1 + random2(6), KC_YOU );
}