From dcc94e4df24a1111124d87532aaa263f55edf58d Mon Sep 17 00:00:00 2001 From: Robert Vollmert Date: Sat, 17 Oct 2009 07:51:25 +0200 Subject: Naming consistency. Mostly rename functions from terrain.h that accept features of typ dgn_feature_type from grid_is_* to feat_is_*. --- crawl-ref/source/beam.cc | 38 +++++++++++++++++++------------------- 1 file changed, 19 insertions(+), 19 deletions(-) (limited to 'crawl-ref/source/beam.cc') diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc index 224ac15eb0..83736773da 100644 --- a/crawl-ref/source/beam.cc +++ b/crawl-ref/source/beam.cc @@ -1433,7 +1433,7 @@ static void _munge_bounced_bolt(bolt &old_bolt, bolt &new_bolt, // is shot into an inside corner. ray_def test_ray = temp_ray; test_ray.advance(true); - if (in_bounds(test_ray.pos()) && !grid_is_solid(test_ray.pos())) + if (in_bounds(test_ray.pos()) && !cell_is_solid(test_ray.pos())) break; shift = 0.0; @@ -1651,15 +1651,15 @@ void bolt::bounce() { do ray.regress(); - while (grid_is_solid(grd(ray.pos()))); + while (feat_is_solid(grd(ray.pos()))); bounce_pos = ray.pos(); ray.advance_and_bounce(); range_used += 2; } - while (range_used < range && grid_is_solid(grd(ray.pos()))); + while (range_used < range && feat_is_solid(grd(ray.pos()))); - if (!grid_is_solid(grd(ray.pos()))) + if (!feat_is_solid(grd(ray.pos()))) _munge_bounced_bolt(old_bolt, *this, old_ray, ray); } @@ -1698,7 +1698,7 @@ void bolt::digging_wall_effect() msg_generated = true; } } - else if (grid_is_wall(feat)) + else if (feat_is_wall(feat)) finish_beam(); } @@ -1832,7 +1832,7 @@ void bolt::affect_wall() else if (flavour == BEAM_DISINTEGRATION || flavour == BEAM_NUKE) nuke_wall_effect(); - if (grid_is_solid(pos())) + if (cell_is_solid(pos())) finish_beam(); } @@ -1847,13 +1847,13 @@ coord_def bolt::pos() const void bolt::hit_wall() { const dungeon_feature_type feat = grd(pos()); - ASSERT( grid_is_solid(feat) ); + ASSERT( feat_is_solid(feat) ); if (is_tracer && YOU_KILL(thrower) && in_bounds(target) && !passed_target && pos() != target && pos() != source && foe_info.count == 0 && flavour != BEAM_DIGGING && flavour <= BEAM_LAST_REAL && bounces == 0 && reflections == 0 && see_cell(target) - && !grid_is_solid(grd(target))) + && !feat_is_solid(grd(target))) { // Okay, with all those tests passed, this is probably an instance // of the player manually targetting something whose line of fire @@ -1909,7 +1909,7 @@ void bolt::hit_wall() { do ray.regress(); - while (ray.pos() != source && grid_is_solid(ray.pos())); + while (ray.pos() != source && cell_is_solid(ray.pos())); // target is where the explosion is centered, so update it. if (is_explosion && !is_tracer) @@ -1928,7 +1928,7 @@ void bolt::affect_cell(bool avoid_self) fake_flavour(); const coord_def old_pos = pos(); - const bool was_solid = grid_is_solid(grd(pos())); + const bool was_solid = feat_is_solid(grd(pos())); bool avoid_monster = (avoid_self && this->thrower == KILL_MON_MISSILE); bool avoid_player = (avoid_self && this->thrower != KILL_MON_MISSILE); @@ -1974,7 +1974,7 @@ void bolt::affect_cell(bool avoid_self) affect_monster(m); } - if (!grid_is_solid(grd(pos()))) + if (!feat_is_solid(grd(pos()))) affect_ground(); } @@ -2112,7 +2112,7 @@ void bolt::do_fire() break; } - ASSERT((!grid_is_solid(grd(pos())) || avoid_self) + ASSERT((!feat_is_solid(grd(pos())) || avoid_self) || is_tracer && affects_wall(grd(pos()))); const bool was_seen = seen; @@ -2886,7 +2886,7 @@ void mimic_alert(monsters *mimic) bool bolt::is_bouncy(dungeon_feature_type feat) const { - if (real_flavour == BEAM_CHAOS && grid_is_solid(feat)) + if (real_flavour == BEAM_CHAOS && feat_is_solid(feat)) return (true); if (is_enchantment()) @@ -3172,12 +3172,12 @@ void bolt::affect_place_clouds() // Fire/cold over water/lava if (feat == DNGN_LAVA && flavour == BEAM_COLD - || grid_is_watery(feat) && is_fiery()) + || feat_is_watery(feat) && is_fiery()) { place_cloud(CLOUD_STEAM, p, 2 + random2(5), whose_kill(), killer()); } - if (grid_is_watery(feat) && flavour == BEAM_COLD + if (feat_is_watery(feat) && flavour == BEAM_COLD && damage.num * damage.size > 35) { place_cloud(CLOUD_COLD, p, damage.num * damage.size / 30 + 1, @@ -3204,7 +3204,7 @@ void bolt::affect_place_explosion_clouds() // First check: fire/cold over water/lava. if (grd(p) == DNGN_LAVA && flavour == BEAM_COLD - || grid_is_watery(grd(p)) && is_fiery()) + || feat_is_watery(grd(p)) && is_fiery()) { place_cloud(CLOUD_STEAM, p, 2 + random2(5), whose_kill(), killer()); return; @@ -5684,9 +5684,9 @@ void bolt::determine_affected_cells(explosion_map& m, const coord_def& delta, const dungeon_feature_type dngn_feat = grd(loc); // Check to see if we're blocked by a wall. - if (grid_is_wall(dngn_feat) + if (feat_is_wall(dngn_feat) || dngn_feat == DNGN_SECRET_DOOR - || grid_is_closed_door(dngn_feat)) + || feat_is_closed_door(dngn_feat)) { // Special case: explosion originates from rock/statue // (e.g. Lee's Rapid Deconstruction) - in this case, ignore @@ -5695,7 +5695,7 @@ void bolt::determine_affected_cells(explosion_map& m, const coord_def& delta, return; } - if (grid_is_solid(dngn_feat) && !grid_is_wall(dngn_feat) && stop_at_statues) + if (feat_is_solid(dngn_feat) && !feat_is_wall(dngn_feat) && stop_at_statues) return; // Hmm, I think we're OK. -- cgit v1.2.3-54-g00ecf