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authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-06-17 17:38:36 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-06-17 17:38:36 +0000
commit23c5277317de657f8376d1b5f33144948a811a42 (patch)
treede39ce9e4c369e1f42ddf291695d25b1c5c44c55 /crawl-ref/source/view.cc
parenta9a5ce7479fc6358f96aadad9654d35f2a573782 (diff)
downloadcrawl-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.cc9
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