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author | dshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-06-17 17:38:36 +0000 |
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committer | dshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-06-17 17:38:36 +0000 |
commit | 23c5277317de657f8376d1b5f33144948a811a42 (patch) | |
tree | de39ce9e4c369e1f42ddf291695d25b1c5c44c55 /crawl-ref/source/view.cc | |
parent | a9a5ce7479fc6358f96aadad9654d35f2a573782 (diff) | |
download | crawl-ref-23c5277317de657f8376d1b5f33144948a811a42.tar.gz crawl-ref-23c5277317de657f8376d1b5f33144948a811a42.zip |
[1738010] Stash-tracker now also tracks traps and other dungeon features.
Changed env.grid to dungeon_feature_type. (The special-level builder still
stores map characters directly into env.grid and then translates them to
features.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1592 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/view.cc')
-rw-r--r-- | crawl-ref/source/view.cc | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc index 9a0044dfea..1b34462ffb 100644 --- a/crawl-ref/source/view.cc +++ b/crawl-ref/source/view.cc @@ -325,7 +325,8 @@ static void get_symbol( int x, int y, // Note anything we see that's notable if ((x || y) && Feature[object].notable) - seen_notable_thing( object, x, y ); + seen_notable_thing( static_cast<dungeon_feature_type>(object), + x, y ); } else { @@ -467,7 +468,7 @@ screen_buffer_t colour_code_map( int x, int y, bool item_colour, if (!(map_flags & MAP_GRID_KNOWN)) return (BLACK); - const int grid_value = grd[x][y]; + const dungeon_feature_type grid_value = grd[x][y]; unsigned tc = travel_colour? get_travel_colour(x, y) @@ -493,7 +494,7 @@ screen_buffer_t colour_code_map( int x, int y, bool item_colour, int feature_colour = DARKGREY; feature_colour = is_terrain_seen(x, y)? Feature[grid_value].seen_colour - : Feature[grid_value].map_colour; + : Feature[grid_value].map_colour; if (feature_colour != DARKGREY) tc = feature_colour; @@ -2003,7 +2004,7 @@ bool find_ray( int sourcex, int sourcey, int targetx, int targety, // Smoke will now only block LOS after two cells of smoke. This is // done by updating with a second array. void losight(FixedArray < unsigned int, 19, 19 > &sh, - FixedArray < unsigned char, 80, 70 > &gr, int x_p, int y_p) + FixedArray < dungeon_feature_type, 80, 70 > &gr, int x_p, int y_p) { raycast(); // go quadrant by quadrant |