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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2007-10-02 06:52:08 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2007-10-02 06:52:08 +0000
commitb153e8bfc653f4ac0e28cfe7901d3f32006b06e9 (patch)
treee3bb56c2235eef2d93f5a3d714007b953130d5bb /crawl-ref/source/terrain.cc
parent3d2b0998bdf89936687648f81c1ce68fc35080ef (diff)
downloadcrawl-ref-b153e8bfc653f4ac0e28cfe7901d3f32006b06e9.tar.gz
crawl-ref-b153e8bfc653f4ac0e28cfe7901d3f32006b06e9.zip
Added floor_special and floor_reserved to dngn_feature_names[], to make
the array match up with the enums. Don't describe the weapon with which an unseen monster is attacking. Added methods can_see() and visible_to() to the actor, player and monster classes, which take care of calling mons_player_visible(), player_monster_visible(), mons_monster_visible() and mons_near(). Re-arranged the first 12 dungeon_feature_type enumerations so that similar features are contiguous (i.e., closed door and secret door are next to each other), and added DNGN_MAXOPAQUE (one less than DNGN_MINSEE), DNGN_MINWALL and DNGN_MAXWALL. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2293 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/terrain.cc')
-rw-r--r--crawl-ref/source/terrain.cc12
1 files changed, 2 insertions, 10 deletions
diff --git a/crawl-ref/source/terrain.cc b/crawl-ref/source/terrain.cc
index 8355657edc..ecb1a70092 100644
--- a/crawl-ref/source/terrain.cc
+++ b/crawl-ref/source/terrain.cc
@@ -33,15 +33,7 @@
bool grid_is_wall( dungeon_feature_type grid )
{
- return (grid == DNGN_ROCK_WALL
- || grid == DNGN_STONE_WALL
- || grid == DNGN_METAL_WALL
- || grid == DNGN_GREEN_CRYSTAL_WALL
- || grid == DNGN_WAX_WALL
- || grid == DNGN_PERMAROCK_WALL
- || grid == DNGN_CLEAR_ROCK_WALL
- || grid == DNGN_CLEAR_STONE_WALL
- || grid == DNGN_CLEAR_PERMAROCK_WALL);
+ return (grid >= DNGN_MINWALL && grid <= DNGN_MAXWALL);
}
bool grid_is_stone_stair(dungeon_feature_type grid)
@@ -164,7 +156,7 @@ command_type grid_stair_direction(dungeon_feature_type grid)
bool grid_is_opaque( dungeon_feature_type grid )
{
- return (grid < DNGN_MINSEE && grid != DNGN_ORCISH_IDOL);
+ return (grid < DNGN_MINSEE);
}
bool grid_is_solid( dungeon_feature_type grid )