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/dungeon.cc | 56 ++++++++++++++++++++++----------------------- 1 file changed, 28 insertions(+), 28 deletions(-) (limited to 'crawl-ref/source/dungeon.cc') diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc index 1fd256c3fa..3cd7471f5c 100644 --- a/crawl-ref/source/dungeon.cc +++ b/crawl-ref/source/dungeon.cc @@ -1467,7 +1467,7 @@ static bool _branch_entrances_are_connected() for (int x = 0; x < GXM; ++x) { coord_def gc(x,y); - if (!grid_is_branch_stairs(grd(gc))) + if (!feat_is_branch_stairs(grd(gc))) continue; if (!_has_connected_stone_stairs_from(gc)) return (false); @@ -1732,21 +1732,21 @@ static void _check_doors() for (int x = 1; x < GXM-1; x++) for (int y = 1; y < GYM-1; y++) { - if (!grid_is_closed_door(grd[x][y])) + if (!feat_is_closed_door(grd[x][y])) continue; int solid_count = 0; - if (grid_is_solid( grd[x - 1][y] )) + if (feat_is_solid( grd[x - 1][y] )) solid_count++; - if (grid_is_solid( grd[x + 1][y] )) + if (feat_is_solid( grd[x + 1][y] )) solid_count++; - if (grid_is_solid( grd[x][y - 1] )) + if (feat_is_solid( grd[x][y - 1] )) solid_count++; - if (grid_is_solid( grd[x][y + 1] )) + if (feat_is_solid( grd[x][y + 1] )) solid_count++; grd[x][y] = (solid_count < 2 ? DNGN_FLOOR @@ -1859,7 +1859,7 @@ static int _count_connected(int margin) for (int i = margin; i < GXM - margin; ++i) for (int j = margin; j < GYM - margin; ++j) - taken[i][j] = grid_is_water(grd[i][j]); + taken[i][j] = feat_is_water(grd[i][j]); int count = 0; @@ -3181,8 +3181,8 @@ static void _make_trail(int xs, int xr, int ys, int yr, int corrlength, static int _good_door_spot(int x, int y) { - if (!grid_is_solid(grd[x][y]) && grd[x][y] < DNGN_ENTER_PANDEMONIUM - || grid_is_closed_door(grd[x][y])) + if (!feat_is_solid(grd[x][y]) && grd[x][y] < DNGN_ENTER_PANDEMONIUM + || feat_is_closed_door(grd[x][y])) { return 1; } @@ -3240,8 +3240,8 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel) { // left side if (grd[sx-1][ry] == DNGN_FLOOR - && grid_is_solid(grd[sx-1][ry-1]) - && grid_is_solid(grd[sx-1][ry+1])) + && feat_is_solid(grd[sx-1][ry-1]) + && feat_is_solid(grd[sx-1][ry+1])) { if (x_chance_in_y(doorlevel, 10)) grd[sx-1][ry] = DNGN_CLOSED_DOOR; @@ -3249,8 +3249,8 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel) // right side if (grd[ex+1][ry] == DNGN_FLOOR - && grid_is_solid(grd[ex+1][ry-1]) - && grid_is_solid(grd[ex+1][ry+1])) + && feat_is_solid(grd[ex+1][ry-1]) + && feat_is_solid(grd[ex+1][ry+1])) { if (x_chance_in_y(doorlevel, 10)) grd[ex+1][ry] = DNGN_CLOSED_DOOR; @@ -3262,8 +3262,8 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel) { // top if (grd[rx][sy-1] == DNGN_FLOOR - && grid_is_solid(grd[rx-1][sy-1]) - && grid_is_solid(grd[rx+1][sy-1])) + && feat_is_solid(grd[rx-1][sy-1]) + && feat_is_solid(grd[rx+1][sy-1])) { if (x_chance_in_y(doorlevel, 10)) grd[rx][sy-1] = DNGN_CLOSED_DOOR; @@ -3271,8 +3271,8 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel) // bottom if (grd[rx][ey+1] == DNGN_FLOOR - && grid_is_solid(grd[rx-1][ey+1]) - && grid_is_solid(grd[rx+1][ey+1])) + && feat_is_solid(grd[rx-1][ey+1]) + && feat_is_solid(grd[rx+1][ey+1])) { if (x_chance_in_y(doorlevel, 10)) grd[rx][ey+1] = DNGN_CLOSED_DOOR; @@ -3493,7 +3493,7 @@ static void _place_aquatic_monsters(int level_number, char level_type) if (grd[x][y] == DNGN_LAVA) lava_spaces++; - if (grid_is_water(grd[x][y])) + if (feat_is_water(grd[x][y])) water_spaces++; } @@ -3983,7 +3983,7 @@ static void _dig_away_from(vault_placement &place, const coord_def &pos) { if (!xi && !yi) continue; - if (!grid_is_solid(dig_at + coord_def(xi, yi)) + if (!cell_is_solid(dig_at + coord_def(xi, yi)) && ++adjacent_count >= 2) { return; @@ -4002,12 +4002,12 @@ static void _dig_vault_loose( vault_placement &place, static bool _grid_needs_exit(int x, int y) { - return (!grid_is_solid(x, y) - || grid_is_closed_door(grd[x][y]) + return (!cell_is_solid(x, y) + || feat_is_closed_door(grd[x][y]) || grd[x][y] == DNGN_SECRET_DOOR); } -static bool _map_grid_is_on_edge(const vault_placement &place, +static bool _map_feat_is_on_edge(const vault_placement &place, const coord_def &c) { for (int xi = c.x - 1; xi <= c.x + 1; ++xi) @@ -4026,7 +4026,7 @@ static void _pick_internal_float_exits(const vault_placement &place, for (int y = place.pos.y + 1; y < place.pos.y + place.size.y - 1; ++y) for (int x = place.pos.x + 1; x < place.pos.x + place.size.x - 1; ++x) if (_grid_needs_exit(x, y) - && _map_grid_is_on_edge(place, coord_def(x, y))) + && _map_feat_is_on_edge(place, coord_def(x, y))) { exits.push_back( coord_def(x, y) ); } @@ -6328,7 +6328,7 @@ bool octa_room(spec_room &sr, int oblique_max, if (grd[x][y] == DNGN_FLOOR && type_floor == DNGN_SHALLOW_WATER) grd[x][y] = DNGN_SHALLOW_WATER; - if (grd[x][y] == DNGN_CLOSED_DOOR && !grid_is_solid(type_floor)) + if (grd[x][y] == DNGN_CLOSED_DOOR && !feat_is_solid(type_floor)) grd[x][y] = DNGN_FLOOR; // ick } @@ -6475,7 +6475,7 @@ static void _change_labyrinth_border(const dgn_region ®ion, if (!in_bounds(c)) // paranoia continue; - if (grd(c) == wall || !grid_is_wall(grd(c))) + if (grd(c) == wall || !feat_is_wall(grd(c))) continue; // All border grids have neighbours without any access to floor. @@ -6886,7 +6886,7 @@ static void _labyrinth_level(int level_number) static bool _is_wall(int x, int y) { - return grid_is_wall(grd[x][y]); + return feat_is_wall(grd[x][y]); } static int _box_room_door_spot(int x, int y) @@ -7698,7 +7698,7 @@ struct nearest_point inline static bool _dgn_square_travel_ok(const coord_def &c) { const dungeon_feature_type feat = grd(c); - return (is_traversable(feat) || grid_is_trap(feat) + return (is_traversable(feat) || feat_is_trap(feat) || feat == DNGN_SECRET_DOOR); } @@ -7711,7 +7711,7 @@ static coord_def _dgn_find_closest_to_stone_stairs(coord_def base_pos) for (int y = 0; y < GYM; ++y) for (int x = 0; x < GXM; ++x) { - if (!travel_point_distance[x][y] && grid_is_stone_stair(grd[x][y])) + if (!travel_point_distance[x][y] && feat_is_stone_stair(grd[x][y])) _dgn_fill_zone(coord_def(x, y), 1, np, _dgn_square_travel_ok); } -- cgit v1.2.3-54-g00ecf