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/monstuff.cc | 50 ++++++++++++++++++++++---------------------- 1 file changed, 25 insertions(+), 25 deletions(-) (limited to 'crawl-ref/source/monstuff.cc') diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc index 80d4e11a78..9e011a1e9b 100644 --- a/crawl-ref/source/monstuff.cc +++ b/crawl-ref/source/monstuff.cc @@ -277,7 +277,7 @@ bool curse_an_item( bool decay_potions, bool quiet ) void monster_drop_ething(monsters *monster, bool mark_item_origins, int owner_id) { - const bool hostile_grid = grid_destroys_items(grd(monster->pos())); + const bool hostile_grid = feat_destroys_items(grd(monster->pos())); bool destroyed = false; @@ -313,7 +313,7 @@ void monster_drop_ething(monsters *monster, bool mark_item_origins, } if (destroyed) - mprf(MSGCH_SOUND, grid_item_destruction_message(grd(monster->pos()))); + mprf(MSGCH_SOUND, feat_item_destruction_message(grd(monster->pos()))); } int fill_out_corpse(const monsters* monster, item_def& corpse, @@ -395,7 +395,7 @@ int place_monster_corpse(const monsters *monster, bool silent, // Don't attempt to place corpses within walls, either. // Currently, this only applies to (shapeshifter) rock worms. - if (grid_is_wall(grd(monster->pos()))) + if (feat_is_wall(grd(monster->pos()))) return (-1); item_def corpse; @@ -409,7 +409,7 @@ int place_monster_corpse(const monsters *monster, bool silent, if (corpse_class == -1 || (!force && coinflip())) return (-1); - if (grid_destroys_items(grd(monster->pos()))) + if (feat_destroys_items(grd(monster->pos()))) { item_was_destroyed(corpse); return (-1); @@ -2797,7 +2797,7 @@ bool swap_check(monsters *monster, coord_def &loc, bool quiet) loc = you.pos(); // Don't move onto dangerous terrain. - if (is_grid_dangerous(grd(monster->pos()))) + if (is_feat_dangerous(grd(monster->pos()))) { canned_msg(MSG_UNTHINKING_ACT); return (false); @@ -3500,7 +3500,7 @@ static void _mons_indicate_level_exit(const monsters *mon) simple_monster_message(mon, " passes through the gate."); else if (is_travelable_stair(gridc)) { - command_type dir = grid_stair_direction(gridc); + command_type dir = feat_stair_direction(gridc); simple_monster_message(mon, make_stringf(" %s the %s.", dir == CMD_GO_UPSTAIRS ? "goes up" : @@ -3804,7 +3804,7 @@ static bool _find_siren_water_target(monsters *mon) for (radius_iterator ri(mon->pos(), LOS_RADIUS, true, false); ri; ++ri) { - if (!grid_is_water(grd(*ri))) + if (!feat_is_water(grd(*ri))) continue; // In the first iteration only count water grids that are @@ -3895,7 +3895,7 @@ static bool _find_wall_target(monsters *mon) // Target grid might have changed since we started, like if the // player destroys the wall the monster wants to hide in. - if (grid_is_solid(targ_pos) + if (cell_is_solid(targ_pos) && monster_habitable_grid(mon, grd(targ_pos))) { // Wall is still good. @@ -3923,7 +3923,7 @@ static bool _find_wall_target(monsters *mon) for (radius_iterator ri(mon->pos(), LOS_RADIUS, true, false); ri; ++ri) { - if (!grid_is_solid(*ri) + if (!cell_is_solid(*ri) || !monster_habitable_grid(mon, grd(*ri))) { continue; @@ -4362,7 +4362,7 @@ static void _handle_behaviour(monsters *mon) mon->foe = MHITNOT; } - if (mons_wall_shielded(mon) && grid_is_solid(mon->pos())) + if (mons_wall_shielded(mon) && cell_is_solid(mon->pos())) { // Monster is safe, so its behaviour can be simplified to fleeing. if (mon->behaviour == BEH_CORNERED || mon->behaviour == BEH_PANIC @@ -4815,7 +4815,7 @@ static void _handle_behaviour(monsters *mon) mon->foe = new_foe; } - if (mon->travel_target == MTRAV_WALL && grid_is_solid(mon->pos())) + if (mon->travel_target == MTRAV_WALL && cell_is_solid(mon->pos())) { if (mon->behaviour == BEH_FLEE) { @@ -5263,11 +5263,11 @@ static void _handle_movement(monsters *monster) bool leftright = false; coord_def t = monster->pos() + coord_def(mmov.x, 0); - if (in_bounds(t) && grid_is_rock(grd(t)) && !grid_is_permarock(grd(t))) + if (in_bounds(t) && feat_is_rock(grd(t)) && !feat_is_permarock(grd(t))) updown = true; t = monster->pos() + coord_def(0, mmov.y); - if (in_bounds(t) && grid_is_rock(grd(t)) && !grid_is_permarock(grd(t))) + if (in_bounds(t) && feat_is_rock(grd(t)) && !feat_is_permarock(grd(t))) leftright = true; if (updown && (!leftright || coinflip())) @@ -5280,11 +5280,11 @@ static void _handle_movement(monsters *monster) bool left = false; bool right = false; coord_def t = monster->pos() + coord_def(-1, mmov.y); - if (in_bounds(t) && grid_is_rock(grd(t)) && !grid_is_permarock(grd(t))) + if (in_bounds(t) && feat_is_rock(grd(t)) && !feat_is_permarock(grd(t))) left = true; t = monster->pos() + coord_def(1, mmov.y); - if (in_bounds(t) && grid_is_rock(grd(t)) && !grid_is_permarock(grd(t))) + if (in_bounds(t) && feat_is_rock(grd(t)) && !feat_is_permarock(grd(t))) right = true; if (left && (!right || coinflip())) @@ -5297,11 +5297,11 @@ static void _handle_movement(monsters *monster) bool up = false; bool down = false; coord_def t = monster->pos() + coord_def(mmov.x, -1); - if (in_bounds(t) && grid_is_rock(grd(t)) && !grid_is_permarock(grd(t))) + if (in_bounds(t) && feat_is_rock(grd(t)) && !feat_is_permarock(grd(t))) up = true; t = monster->pos() + coord_def(mmov.x, 1); - if (in_bounds(t) && grid_is_rock(grd(t)) && !grid_is_permarock(grd(t))) + if (in_bounds(t) && feat_is_rock(grd(t)) && !feat_is_permarock(grd(t))) down = true; if (up && (!down || coinflip())) @@ -5798,7 +5798,7 @@ static bool _siren_movement_effect(const monsters *monster) const coord_def newpos = you.pos() + dir; - if (!in_bounds(newpos) || is_grid_dangerous(grd(newpos)) + if (!in_bounds(newpos) || is_feat_dangerous(grd(newpos)) || !you.can_pass_through_feat(grd(newpos))) { do_resist = true; @@ -5949,7 +5949,7 @@ static bool _handle_special_ability(monsters *monster, bolt & beem) if (!inside_level_bounds(t)) continue; - if (!grid_is_solid(grd(t))) + if (!feat_is_solid(grd(t))) { monster->hit_points = -1; used = true; @@ -7423,7 +7423,7 @@ static void _monster_regenerate(monsters *monster) || cloud_type_at(monster->pos()) == CLOUD_FIRE)) || (monster->type == MONS_WATER_ELEMENTAL - && grid_is_watery(grd(monster->pos()))) + && feat_is_watery(grd(monster->pos()))) || (monster->type == MONS_AIR_ELEMENTAL && env.cgrid(monster->pos()) == EMPTY_CLOUD @@ -8868,7 +8868,7 @@ static bool _mon_can_move_to_pos(const monsters *monster, return (false); } else if (!monster->can_pass_through_feat(target_grid) - || no_water && grid_is_water(target_grid)) + || no_water && feat_is_water(target_grid)) { return (false); } @@ -8901,7 +8901,7 @@ static bool _mon_can_move_to_pos(const monsters *monster, // Fire elementals avoid water and cold. if (monster->type == MONS_FIRE_ELEMENTAL - && (grid_is_watery(target_grid) + && (feat_is_watery(target_grid) || targ_cloud_type == CLOUD_COLD)) { return (false); @@ -9124,10 +9124,10 @@ static bool _monster_move(monsters *monster) std::vector adj_move; for (adjacent_iterator ai(monster->pos()); ai; ++ai) { - if (!grid_is_solid(*ai)) + if (!cell_is_solid(*ai)) { adj_move.push_back(*ai); - if (grid_is_watery(grd(*ai))) + if (feat_is_watery(grd(*ai))) adj_water.push_back(*ai); } } @@ -9190,7 +9190,7 @@ static bool _monster_move(monsters *monster) // Normal/smart monsters know about secret doors, since they live in // the dungeon. if (grd(newpos) == DNGN_CLOSED_DOOR - || grid_is_secret_door(grd(newpos)) && mons_intel(monster) >= I_NORMAL) + || feat_is_secret_door(grd(newpos)) && mons_intel(monster) >= I_NORMAL) { if (mons_is_zombified(monster)) { -- cgit v1.2.3-54-g00ecf