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-rw-r--r--crawl-ref/source/terrain.cc24
1 files changed, 12 insertions, 12 deletions
diff --git a/crawl-ref/source/terrain.cc b/crawl-ref/source/terrain.cc
index c9fd96f293..7ca50696e5 100644
--- a/crawl-ref/source/terrain.cc
+++ b/crawl-ref/source/terrain.cc
@@ -301,7 +301,7 @@ void get_door_description(int door_size, const char** adjective, const char** no
*noun = descriptions[idx+1];
}
-dungeon_feature_type grid_secret_door_appearance( int gx, int gy )
+dungeon_feature_type grid_secret_door_appearance( const coord_def& where )
{
dungeon_feature_type ret = DNGN_FLOOR;
@@ -312,7 +312,7 @@ dungeon_feature_type grid_secret_door_appearance( int gx, int gy )
if ((abs(dx) + abs(dy)) % 2 == 0)
continue;
- const dungeon_feature_type targ = grd[gx + dx][gy + dy];
+ const dungeon_feature_type targ = grd[where.x + dx][where.y + dy];
if (!grid_is_wall( targ ))
continue;
@@ -394,7 +394,7 @@ static bool _dgn_shift_item(const coord_def &pos, item_def &item)
if (in_bounds(np) && np != pos)
{
int index = item.index();
- move_item_to_grid(&index, np.x, np.y);
+ move_item_to_grid(&index, np);
return (true);
}
return (false);
@@ -426,7 +426,7 @@ static bool _dgn_shift_feature(const coord_def &pos)
if (dfeat == DNGN_ENTER_SHOP)
{
- if (shop_struct *s = get_shop(pos.x, pos.y))
+ if (shop_struct *s = get_shop(pos))
{
s->x = dest.x;
s->y = dest.y;
@@ -553,7 +553,7 @@ void dungeon_terrain_changed(const coord_def &pos,
{
monster_teleport( &menv[ mgrd(you.pos()) ], true, false);
}
- move_player_to_grid(pos.x, pos.y, false, true, false);
+ move_player_to_grid(pos, false, true, false);
}
}
else
@@ -564,7 +564,7 @@ void dungeon_terrain_changed(const coord_def &pos,
}
// Returns true if we manage to scramble free.
-bool fall_into_a_pool( int entry_x, int entry_y, bool allow_shift,
+bool fall_into_a_pool( const coord_def& entry, bool allow_shift,
unsigned char terrain )
{
bool escape = false;
@@ -627,13 +627,13 @@ bool fall_into_a_pool( int entry_x, int entry_y, bool allow_shift,
else
{
// back out the way we came in, if possible
- if (grid_distance( you.x_pos, you.y_pos, entry_x, entry_y ) == 1
- && (entry_x != empty[0] || entry_y != empty[1])
- && mgrd[entry_x][entry_y] == NON_MONSTER)
+ if (grid_distance( you.pos(), entry ) == 1
+ && (entry.x != empty[0] || entry.y != empty[1])
+ && mgrd(entry) == NON_MONSTER)
{
escape = true;
- empty[0] = entry_x;
- empty[1] = entry_y;
+ empty[0] = entry.x;
+ empty[1] = entry.y;
}
else // zero or two or more squares away, with no way back
{
@@ -655,7 +655,7 @@ bool fall_into_a_pool( int entry_x, int entry_y, bool allow_shift,
if (in_bounds(pos) && !is_grid_dangerous(grd(pos)))
{
mpr("You manage to scramble free!");
- move_player_to_grid( empty[0], empty[1], false, false, true );
+ move_player_to_grid( pos, false, false, true );
if (terrain == DNGN_LAVA)
expose_player_to_element( BEAM_LAVA, 14 );