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/misc.cc | 40 ++++++++++++++++++++-------------------- 1 file changed, 20 insertions(+), 20 deletions(-) (limited to 'crawl-ref/source/misc.cc') diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc index 849c875820..fc9cefbf0b 100644 --- a/crawl-ref/source/misc.cc +++ b/crawl-ref/source/misc.cc @@ -1041,7 +1041,7 @@ void split_potions_into_decay( int obj, int amount, bool need_msg ) // Only bother creating a distinct stack of potions // if it won't get destroyed right away. - if (!grid_destroys_items(grd(you.pos()))) + if (!feat_destroys_items(grd(you.pos()))) { item_def potion2; potion2.base_type = OBJ_POTIONS; @@ -1080,7 +1080,7 @@ static bool allow_bleeding_on_square(const coord_def& where) } // The good gods like to keep their altars pristine. - if (is_good_god(grid_altar_god(grd(where)))) + if (is_good_god(feat_altar_god(grd(where)))) return (false); return (true); @@ -1221,7 +1221,7 @@ void search_around(bool only_adjacent) // Must have LOS, with no translucent walls in the way. if (see_cell_no_trans(*ri)) { - // Maybe we want distance() instead of grid_distance()? + // Maybe we want distance() instead of feat_distance()? int dist = grid_distance(*ri, you.pos()); // Don't exclude own square; may be levitating. @@ -1267,7 +1267,7 @@ void search_around(bool only_adjacent) bool merfolk_change_is_safe(bool quiet) { // If already transformed, no subsequent transformation necessary. - if (!player_is_airborne() && grid_is_water(grd(you.pos()))) + if (!player_is_airborne() && feat_is_water(grd(you.pos()))) return (true); std::set r; @@ -1290,7 +1290,7 @@ void merfolk_start_swimming() static void exit_stair_message(dungeon_feature_type stair, bool /* going_up */) { - if (grid_is_escape_hatch(stair)) + if (feat_is_escape_hatch(stair)) mpr("The hatch slams shut behind you."); } @@ -1300,9 +1300,9 @@ static void climb_message(dungeon_feature_type stair, bool going_up, if (old_level_type != LEVEL_DUNGEON) return; - if (grid_is_portal(stair)) + if (feat_is_portal(stair)) mpr("The world spins around you as you enter the gateway."); - else if (grid_is_escape_hatch(stair)) + else if (feat_is_escape_hatch(stair)) { if (going_up) mpr("A mysterious force pulls you upwards."); @@ -1668,7 +1668,7 @@ static bool _stair_moves_pre(dungeon_feature_type stair) if (stair != grd(you.pos())) return (false); - if (grid_stair_direction(stair) == CMD_NO_CMD) + if (feat_stair_direction(stair) == CMD_NO_CMD) return (false); if (!you.duration[DUR_REPEL_STAIRS_CLIMB]) @@ -1739,7 +1739,7 @@ void up_stairs(dungeon_feature_type force_stair, } // Probably still need this check here (teleportation) -- bwr - if (grid_stair_direction(stair_find) != CMD_GO_UPSTAIRS) + if (feat_stair_direction(stair_find) != CMD_GO_UPSTAIRS) { if (stair_find == DNGN_STONE_ARCH) mpr("There is nothing on the other side of the stone arch."); @@ -1759,15 +1759,15 @@ void up_stairs(dungeon_feature_type force_stair, if (!player_is_airborne() && you.confused() && old_level_type == LEVEL_DUNGEON - && !grid_is_escape_hatch(stair_find) + && !feat_is_escape_hatch(stair_find) && coinflip()) { const char* fall_where = "down the stairs"; - if (!grid_is_staircase(stair_find)) + if (!feat_is_staircase(stair_find)) fall_where = "through the gate"; mprf("In your confused state, you trip and fall back %s.", fall_where); - if (!grid_is_staircase(stair_find)) + if (!feat_is_staircase(stair_find)) ouch(1, NON_MONSTER, KILLED_BY_FALLING_THROUGH_GATE); else ouch(1, NON_MONSTER, KILLED_BY_FALLING_DOWN_STAIRS); @@ -1775,7 +1775,7 @@ void up_stairs(dungeon_feature_type force_stair, return; } - if (you.burden_state == BS_OVERLOADED && !grid_is_escape_hatch(stair_find) + if (you.burden_state == BS_OVERLOADED && !feat_is_escape_hatch(stair_find) && !is_gate(stair_find)) { mpr("You are carrying too much to climb upwards."); @@ -2004,7 +2004,7 @@ static void _player_change_level_downstairs(dungeon_feature_type stair_find, && (you.level_type != LEVEL_PANDEMONIUM || stair_find != DNGN_TRANSIT_PANDEMONIUM) && (you.level_type != LEVEL_PORTAL_VAULT - || !grid_is_stone_stair(stair_find))) + || !feat_is_stone_stair(stair_find))) { you.level_type = LEVEL_DUNGEON; } @@ -2065,7 +2065,7 @@ void down_stairs( int old_level, dungeon_feature_type force_stair, int shaft_level = -1; // Probably still need this check here (teleportation) -- bwr - if (grid_stair_direction(stair_find) != CMD_GO_DOWNSTAIRS && !shaft) + if (feat_stair_direction(stair_find) != CMD_GO_DOWNSTAIRS && !shaft) { if (stair_find == DNGN_STONE_ARCH) mpr("There is nothing on the other side of the stone arch."); @@ -2284,18 +2284,18 @@ void down_stairs( int old_level, dungeon_feature_type force_stair, if (!player_is_airborne() && you.confused() - && !grid_is_escape_hatch(stair_find) + && !feat_is_escape_hatch(stair_find) && force_stair != DNGN_ENTER_ABYSS && coinflip()) { const char* fall_where = "down the stairs"; - if (!grid_is_staircase(stair_find)) + if (!feat_is_staircase(stair_find)) fall_where = "through the gate"; mprf("In your confused state, you trip and fall %s.", fall_where); // Note that this only does damage; it doesn't cancel the level // transition. - if (!grid_is_staircase(stair_find)) + if (!feat_is_staircase(stair_find)) ouch(1, NON_MONSTER, KILLED_BY_FALLING_THROUGH_GATE); else ouch(1, NON_MONSTER, KILLED_BY_FALLING_DOWN_STAIRS); @@ -2388,7 +2388,7 @@ void down_stairs( int old_level, dungeon_feature_type force_stair, case LEVEL_DUNGEON: // Xom thinks it's funny if you enter a new level via shaft // or escape hatch, for shafts it's funnier the deeper you fell. - if (shaft || grid_is_escape_hatch(stair_find)) + if (shaft || feat_is_escape_hatch(stair_find)) xom_is_stimulated(shaft_depth * 50); else xom_is_stimulated(14); @@ -3097,7 +3097,7 @@ void reveal_secret_door(const coord_def& p) dungeon_feature_type door = grid_secret_door_appearance(p); // Former secret doors become known but are still hidden to monsters // until opened. - grd(p) = grid_is_opaque(door) ? DNGN_DETECTED_SECRET_DOOR + grd(p) = feat_is_opaque(door) ? DNGN_DETECTED_SECRET_DOOR : DNGN_OPEN_DOOR; viewwindow(true, false); learned_something_new(TUT_SEEN_SECRET_DOOR, p); -- cgit v1.2.3-54-g00ecf