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authorEnne Walker <enne.walker@gmail.com>2010-05-29 16:24:10 -0400
committerEnne Walker <enne.walker@gmail.com>2010-05-30 08:50:37 -0400
commitca6e3ae38efee3e21d22494140094d71344cdac4 (patch)
tree2f40b5085806fbf3c765f705071f69a8221e76ae /crawl-ref/source/tilereg-dgn.cc
parent575cfb8db1e87084ae13b9799f74a3b6be75c0c8 (diff)
downloadcrawl-ref-ca6e3ae38efee3e21d22494140094d71344cdac4.tar.gz
crawl-ref-ca6e3ae38efee3e21d22494140094d71344cdac4.zip
Use tileidx_t for tile indices. Also, cleanup.
This new type defines to unsigned int, but it cleans up a lot of the int/unsigned int/short confusion all over the codebase for tile indices. This commit also cleans up tiles code to use coord_def more and to change function signatures to pass const refs and non-const pointers.
Diffstat (limited to 'crawl-ref/source/tilereg-dgn.cc')
-rw-r--r--crawl-ref/source/tilereg-dgn.cc12
1 files changed, 6 insertions, 6 deletions
diff --git a/crawl-ref/source/tilereg-dgn.cc b/crawl-ref/source/tilereg-dgn.cc
index d2904a8fa9..bd7bcc1e57 100644
--- a/crawl-ref/source/tilereg-dgn.cc
+++ b/crawl-ref/source/tilereg-dgn.cc
@@ -117,7 +117,7 @@ void DungeonRegion::pack_buffers()
if (!crawl_view.in_grid_los(m_overlays[i].gc))
continue;
- int idx = m_overlays[i].idx;
+ tileidx_t idx = m_overlays[i].idx;
if (idx >= TILE_MAIN_MAX)
continue;
@@ -212,7 +212,7 @@ void DungeonRegion::render()
const coord_def gc = show2grid(ep);
coord_def pc;
- to_screen_coords(gc, pc);
+ to_screen_coords(gc, &pc);
// center this coord, which is at the top left of gc's cell
pc.x += dx / 2;
@@ -252,7 +252,7 @@ void DungeonRegion::draw_minibars()
// that gives coords by pixel (the current one), one that gives
// them by grid.
coord_def player_on_screen;
- to_screen_coords(you.pos(), player_on_screen);
+ to_screen_coords(you.pos(), &player_on_screen);
static const float tile_width = wx / mx;
static const float tile_height = wy / my;
@@ -843,13 +843,13 @@ int tile_click_cell(const coord_def &gc, unsigned char mod)
return (click_travel(gc, mod & MOD_CTRL));
}
-void DungeonRegion::to_screen_coords(const coord_def &gc, coord_def &pc) const
+void DungeonRegion::to_screen_coords(const coord_def &gc, coord_def *pc) const
{
int cx = gc.x - m_cx_to_gx;
int cy = gc.y - m_cy_to_gy;
- pc.x = sx + ox + cx * dx;
- pc.y = sy + oy + cy * dy;
+ pc->x = sx + ox + cx * dx;
+ pc->y = sy + oy + cy * dy;
}
bool DungeonRegion::on_screen(const coord_def &gc) const