summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/terrain.cc
blob: a3e6fbf0da3ab47775fa1a9804ec771ce799a71c (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
/**
 * @file
 * @brief Terrain related functions.
**/

#include "AppHdr.h"

#include "externs.h"
#include "terrain.h"

#include <algorithm>
#include <sstream>

#include "areas.h"
#include "cloud.h"
#include "coordit.h"
#include "dgn-overview.h"
#include "dgnevent.h"
#include "directn.h"
#include "dungeon.h"
#include "map_knowledge.h"
#include "feature.h"
#include "fprop.h"
#include "godabil.h"
#include "itemprop.h"
#include "items.h"
#include "libutil.h"
#include "message.h"
#include "misc.h"
#include "mon-place.h"
#include "coord.h"
#include "mon-util.h"
#include "ouch.h"
#include "player.h"
#include "random.h"
#include "religion.h"
#include "species.h"
#include "spl-transloc.h"
#include "env.h"
#include "state.h"
#include "strings.h"
#include "tileview.h"
#include "travel.h"
#include "transform.h"
#include "traps.h"
#include "view.h"
#include "viewchar.h"
#include "mapmark.h"

static bool _revert_terrain_to(coord_def pos, dungeon_feature_type newfeat);

actor* actor_at(const coord_def& c)
{
    if (!in_bounds(c))
        return NULL;
    if (c == you.pos())
        return &you;
    return monster_at(c);
}

int count_neighbours_with_func(const coord_def& c, bool (*checker)(dungeon_feature_type))
{
    int count = 0;
    for (adjacent_iterator ai(c); ai; ++ai)
    {
        if (checker(grd(*ai)))
            count++;
    }
    return count;
}

bool feat_is_malign_gateway_suitable(dungeon_feature_type feat)
{
    return feat == DNGN_FLOOR || feat == DNGN_SHALLOW_WATER;
}

bool feat_is_wall(dungeon_feature_type feat)
{
    return feat >= DNGN_MINWALL && feat <= DNGN_MAXWALL;
}

bool feat_is_stone_stair(dungeon_feature_type feat)
{
    switch (feat)
    {
    case DNGN_STONE_STAIRS_UP_I:
    case DNGN_STONE_STAIRS_UP_II:
    case DNGN_STONE_STAIRS_UP_III:
    case DNGN_STONE_STAIRS_DOWN_I:
    case DNGN_STONE_STAIRS_DOWN_II:
    case DNGN_STONE_STAIRS_DOWN_III:
        return true;
    default:
        return false;
    }
}

bool feat_is_staircase(dungeon_feature_type feat)
{
    if (feat_is_stone_stair(feat))
        return true;

    // All branch entries/exits are staircases, except for Zot and Vaults entry.
    if (feat == DNGN_ENTER_VAULTS
        || feat == DNGN_RETURN_FROM_VAULTS
        || feat == DNGN_ENTER_ZOT
        || feat == DNGN_RETURN_FROM_ZOT)
    {
        return false;
    }

    if (feat == DNGN_EXIT_DUNGEON)
        return true;

    return feat >= DNGN_ENTER_FIRST_BRANCH && feat <= DNGN_ENTER_LAST_BRANCH
           || feat >= DNGN_RETURN_FROM_FIRST_BRANCH
              && feat <= DNGN_RETURN_FROM_LAST_BRANCH;
}

bool feat_is_portal(dungeon_feature_type feat)
{
    return feat == DNGN_MALIGN_GATEWAY
#if TAG_MAJOR_VERSION == 34
        || feat == DNGN_ENTER_PORTAL_VAULT
        || feat == DNGN_EXIT_PORTAL_VAULT
#endif
        || feat >= DNGN_ENTER_FIRST_PORTAL && feat <= DNGN_ENTER_LAST_PORTAL
        || feat >= DNGN_EXIT_FIRST_PORTAL && feat <= DNGN_EXIT_LAST_PORTAL;
}

// Returns true if the given dungeon feature is a stair, i.e., a level
// exit.
bool feat_is_stair(dungeon_feature_type gridc)
{
    return feat_is_travelable_stair(gridc) || feat_is_gate(gridc);
}

// Returns true if the given dungeon feature is a travelable stair, i.e.,
// it's a level exit with a consistent endpoint.
bool feat_is_travelable_stair(dungeon_feature_type feat)
{
    switch (feat)
    {
    case DNGN_STONE_STAIRS_DOWN_I:
    case DNGN_STONE_STAIRS_DOWN_II:
    case DNGN_STONE_STAIRS_DOWN_III:
    case DNGN_ESCAPE_HATCH_DOWN:
    case DNGN_STONE_STAIRS_UP_I:
    case DNGN_STONE_STAIRS_UP_II:
    case DNGN_STONE_STAIRS_UP_III:
    case DNGN_ESCAPE_HATCH_UP:
    case DNGN_EXIT_DUNGEON:
    case DNGN_ENTER_HELL:
    case DNGN_EXIT_HELL:
    case DNGN_ENTER_DIS:
    case DNGN_ENTER_GEHENNA:
    case DNGN_ENTER_COCYTUS:
    case DNGN_ENTER_TARTARUS:
#if TAG_MAJOR_VERSION == 34
    case DNGN_ENTER_DWARF:
    case DNGN_RETURN_FROM_DWARF:
    case DNGN_ENTER_FOREST:
    case DNGN_RETURN_FROM_FOREST:
    case DNGN_ENTER_BLADE:
    case DNGN_RETURN_FROM_BLADE:
#endif
    case DNGN_ENTER_ORC:
    case DNGN_ENTER_LAIR:
    case DNGN_ENTER_SLIME:
    case DNGN_ENTER_VAULTS:
    case DNGN_ENTER_CRYPT:
    case DNGN_ENTER_ZOT:
    case DNGN_ENTER_TEMPLE:
    case DNGN_ENTER_SNAKE:
    case DNGN_ENTER_ELF:
    case DNGN_ENTER_TOMB:
    case DNGN_ENTER_SWAMP:
    case DNGN_ENTER_SHOALS:
    case DNGN_ENTER_SPIDER:
    case DNGN_ENTER_DEPTHS:
    case DNGN_RETURN_FROM_ORC:
    case DNGN_RETURN_FROM_LAIR:
    case DNGN_RETURN_FROM_SLIME:
    case DNGN_RETURN_FROM_VAULTS:
    case DNGN_RETURN_FROM_CRYPT:
    case DNGN_RETURN_FROM_ZOT:
    case DNGN_RETURN_FROM_TEMPLE:
    case DNGN_RETURN_FROM_SNAKE:
    case DNGN_RETURN_FROM_ELF:
    case DNGN_RETURN_FROM_TOMB:
    case DNGN_RETURN_FROM_SWAMP:
    case DNGN_RETURN_FROM_SHOALS:
    case DNGN_RETURN_FROM_SPIDER:
    case DNGN_RETURN_FROM_DEPTHS:
        return true;
    default:
        return false;
    }
}

// Returns true if the given dungeon feature is an escape hatch.
bool feat_is_escape_hatch(dungeon_feature_type feat)
{
    switch (feat)
    {
    case DNGN_ESCAPE_HATCH_DOWN:
    case DNGN_ESCAPE_HATCH_UP:
        return true;
    default:
        return false;
    }
}

// Returns true if the given dungeon feature can be considered a gate.
bool feat_is_gate(dungeon_feature_type feat)
{
    switch (feat)
    {
    case DNGN_ENTER_ABYSS:
    case DNGN_EXIT_THROUGH_ABYSS:
    case DNGN_EXIT_ABYSS:
    case DNGN_ABYSSAL_STAIR:
    case DNGN_ENTER_LABYRINTH:
    case DNGN_ENTER_PANDEMONIUM:
    case DNGN_EXIT_PANDEMONIUM:
    case DNGN_TRANSIT_PANDEMONIUM:
    case DNGN_ENTER_VAULTS:
    case DNGN_RETURN_FROM_VAULTS:
    case DNGN_ENTER_ZOT:
    case DNGN_RETURN_FROM_ZOT:
    case DNGN_ENTER_HELL:
    case DNGN_EXIT_HELL:
    case DNGN_ENTER_DIS:
    case DNGN_ENTER_GEHENNA:
    case DNGN_ENTER_COCYTUS:
    case DNGN_ENTER_TARTARUS:
        return true;
    case DNGN_MALIGN_GATEWAY:
        return false;
    default:
        return feat_is_portal(feat);
    }
}

command_type feat_stair_direction(dungeon_feature_type feat)
{
    if (feat >= DNGN_ENTER_FIRST_PORTAL && feat <= DNGN_ENTER_LAST_PORTAL
        || feat >= DNGN_ENTER_FIRST_BRANCH && feat <= DNGN_ENTER_LAST_BRANCH)
    {
        return CMD_GO_DOWNSTAIRS;
    }
    if (feat >= DNGN_EXIT_FIRST_PORTAL && feat <= DNGN_EXIT_LAST_PORTAL
        || feat >= DNGN_RETURN_FROM_FIRST_BRANCH && feat <= DNGN_RETURN_FROM_LAST_BRANCH)
    {
        return CMD_GO_UPSTAIRS;
    }

    switch (feat)
    {
    case DNGN_STONE_STAIRS_UP_I:
    case DNGN_STONE_STAIRS_UP_II:
    case DNGN_STONE_STAIRS_UP_III:
    case DNGN_ESCAPE_HATCH_UP:
    case DNGN_EXIT_DUNGEON:
    case DNGN_ENTER_SHOP:
    case DNGN_EXIT_HELL:
#if TAG_MAJOR_VERSION == 34
    case DNGN_EXIT_PORTAL_VAULT:
#endif
        return CMD_GO_UPSTAIRS;

#if TAG_MAJOR_VERSION == 34
    case DNGN_ENTER_PORTAL_VAULT:
#endif
    case DNGN_ENTER_HELL:
    case DNGN_ENTER_LABYRINTH:
    case DNGN_STONE_STAIRS_DOWN_I:
    case DNGN_STONE_STAIRS_DOWN_II:
    case DNGN_STONE_STAIRS_DOWN_III:
    case DNGN_ESCAPE_HATCH_DOWN:
    case DNGN_ENTER_DIS:
    case DNGN_ENTER_GEHENNA:
    case DNGN_ENTER_COCYTUS:
    case DNGN_ENTER_TARTARUS:
    case DNGN_ENTER_ABYSS:
    case DNGN_EXIT_THROUGH_ABYSS:
    case DNGN_EXIT_ABYSS:
    case DNGN_ABYSSAL_STAIR:
    case DNGN_ENTER_PANDEMONIUM:
    case DNGN_EXIT_PANDEMONIUM:
    case DNGN_TRANSIT_PANDEMONIUM:
        return CMD_GO_DOWNSTAIRS;

    default:
        return CMD_NO_CMD;
    }
}

bool feat_is_opaque(dungeon_feature_type feat)
{
    return feat <= DNGN_MAXOPAQUE
#if TAG_MAJOR_VERSION == 34
                || feat == DNGN_TREE
#endif
    ;
}

bool feat_is_solid(dungeon_feature_type feat)
{
    return feat <= DNGN_MAXSOLID;
}

bool cell_is_solid(const coord_def &c)
{
    return feat_is_solid(grd(c));
}

bool feat_has_solid_floor(dungeon_feature_type feat)
{
    return !feat_is_solid(feat) && feat != DNGN_DEEP_WATER
           && feat != DNGN_LAVA;
}

bool feat_has_dry_floor(dungeon_feature_type feat)
{
    return feat_has_solid_floor(feat) && feat != DNGN_SHALLOW_WATER;
}

bool feat_is_door(dungeon_feature_type feat)
{
    return feat == DNGN_CLOSED_DOOR || feat == DNGN_RUNED_DOOR
           || feat == DNGN_OPEN_DOOR || feat == DNGN_SEALED_DOOR;
}

bool feat_is_closed_door(dungeon_feature_type feat)
{
    return feat == DNGN_CLOSED_DOOR || feat == DNGN_RUNED_DOOR
           || feat == DNGN_SEALED_DOOR;
}

bool feat_is_sealed(dungeon_feature_type feat)
{
    return feat == DNGN_SEALED_STAIRS_DOWN || feat == DNGN_SEALED_STAIRS_UP
           || feat == DNGN_SEALED_DOOR;
}

bool feat_is_statue_or_idol(dungeon_feature_type feat)
{
    return feat == DNGN_ORCISH_IDOL || feat == DNGN_GRANITE_STATUE;
}

bool feat_is_rock(dungeon_feature_type feat)
{
    return feat == DNGN_ORCISH_IDOL
           || feat == DNGN_GRANITE_STATUE
           || feat >= DNGN_ROCK_WALL
              && feat <= DNGN_CLEAR_PERMAROCK_WALL;
}

bool feat_is_permarock(dungeon_feature_type feat)
{
    return feat == DNGN_PERMAROCK_WALL || feat == DNGN_CLEAR_PERMAROCK_WALL;
}

bool feat_is_trap(dungeon_feature_type feat, bool undiscovered_too)
{
    return feat == DNGN_TRAP_MECHANICAL || feat == DNGN_TRAP_TELEPORT
           || feat == DNGN_TRAP_ALARM   || feat == DNGN_TRAP_ZOT
           || feat == DNGN_PASSAGE_OF_GOLUBRIA // FIXME
           || feat == DNGN_TRAP_SHAFT || feat == DNGN_TRAP_WEB
           || undiscovered_too && feat == DNGN_UNDISCOVERED_TRAP;
}

bool feat_is_water(dungeon_feature_type feat)
{
    return feat == DNGN_SHALLOW_WATER
           || feat == DNGN_DEEP_WATER
           || feat == DNGN_OPEN_SEA;
}

bool feat_is_watery(dungeon_feature_type feat)
{
    return feat_is_water(feat) || feat == DNGN_FOUNTAIN_BLUE;
}

bool feat_is_lava(dungeon_feature_type feat)
{
    return feat == DNGN_LAVA || feat == DNGN_LAVA_SEA;
}

// Returns GOD_NO_GOD if feat is not an altar, otherwise returns the
// GOD_* type.
god_type feat_altar_god(dungeon_feature_type feat)
{
#if TAG_MAJOR_VERSION == 34
    if (feat == DNGN_ALTAR_GOZAG)
        return GOD_GOZAG;
    if (feat == DNGN_ALTAR_QAZLAL)
        return GOD_QAZLAL;
#endif
    if (feat >= DNGN_ALTAR_FIRST_GOD && feat <= DNGN_ALTAR_LAST_GOD)
        return static_cast<god_type>(feat - DNGN_ALTAR_FIRST_GOD + 1);

    return GOD_NO_GOD;
}

// Returns DNGN_FLOOR for non-gods, otherwise returns the altar for the
// god.
dungeon_feature_type altar_for_god(god_type god)
{
    if (god == GOD_NO_GOD || god >= NUM_GODS)
        return DNGN_FLOOR;  // Yeah, lame. Tell me about it.

#if TAG_MAJOR_VERSION == 34
    if (god == GOD_GOZAG)
        return DNGN_ALTAR_GOZAG;
    if (god == GOD_QAZLAL)
        return DNGN_ALTAR_QAZLAL;
#endif

    return static_cast<dungeon_feature_type>(DNGN_ALTAR_FIRST_GOD + god - 1);
}

// Returns true if the dungeon feature supplied is an altar.
bool feat_is_altar(dungeon_feature_type grid)
{
    return feat_altar_god(grid) != GOD_NO_GOD;
}

bool feat_is_player_altar(dungeon_feature_type grid)
{
    // An ugly hack, but that's what religion.cc does.
    return !you_worship(GOD_NO_GOD) && feat_altar_god(grid) == you.religion;
}

bool feat_is_branch_stairs(dungeon_feature_type feat)
{
    return feat >= DNGN_ENTER_FIRST_BRANCH && feat <= DNGN_ENTER_LAST_BRANCH
        || feat >= DNGN_ENTER_DIS && feat <= DNGN_ENTER_TARTARUS;
}

bool feat_is_branchlike(dungeon_feature_type feat)
{
    return feat_is_branch_stairs(feat)
        || feat == DNGN_ENTER_HELL
        || feat == DNGN_ENTER_ABYSS
        || feat == DNGN_EXIT_THROUGH_ABYSS
        || feat == DNGN_ENTER_PANDEMONIUM;
}

bool feat_is_tree(dungeon_feature_type feat)
{
    return feat == DNGN_TREE;
}

bool feat_is_metal(dungeon_feature_type feat)
{
    return feat == DNGN_METAL_WALL || feat == DNGN_GRATE;
}

bool feat_is_bidirectional_portal(dungeon_feature_type feat)
{
    return get_feature_dchar(feat) == DCHAR_ARCH
           && feat_stair_direction(feat) != CMD_NO_CMD
           && feat != DNGN_ENTER_ZOT
           && feat != DNGN_RETURN_FROM_ZOT
           && feat != DNGN_RETURN_FROM_VAULTS
           && feat != DNGN_EXIT_HELL;
}

bool feat_is_fountain(dungeon_feature_type feat)
{
    return feat >= DNGN_FOUNTAIN_BLUE && feat <= DNGN_DRY_FOUNTAIN;
}

bool feat_is_reachable_past(dungeon_feature_type feat)
{
    return feat > DNGN_MAX_NONREACH;
}

// For internal use by find_connected_identical only.
static void _find_connected_identical(const coord_def &d,
                                      dungeon_feature_type ft,
                                      set<coord_def>& out)
{
    if (grd(d) != ft)
        return;

    string prop = env.markers.property_at(d, MAT_ANY, "connected_exclude");

    if (!prop.empty())
    {
        // Don't treat this square as connected to anything. Ignore it.
        // Continue the search in other directions.
        return;
    }

    if (out.insert(d).second)
    {
        _find_connected_identical(coord_def(d.x+1, d.y), ft, out);
        _find_connected_identical(coord_def(d.x-1, d.y), ft, out);
        _find_connected_identical(coord_def(d.x, d.y+1), ft, out);
        _find_connected_identical(coord_def(d.x, d.y-1), ft, out);
    }
}

// Find all connected cells containing ft, starting at d.
void find_connected_identical(const coord_def &d, set<coord_def>& out)
{
    string prop = env.markers.property_at(d, MAT_ANY, "connected_exclude");

    if (!prop.empty())
        out.insert(d);
    else
        _find_connected_identical(d, grd(d), out);
}

void get_door_description(int door_size, const char** adjective, const char** noun)
{
    const char* descriptions[] =
    {
        "miniscule " , "buggy door",
        ""           , "door",
        "large "     , "door",
        ""           , "gate",
        "huge "      , "gate",
    };

    int max_idx = static_cast<int>(ARRAYSZ(descriptions) - 2);
    const unsigned int idx = min(door_size*2, max_idx);

    *adjective = descriptions[idx];
    *noun = descriptions[idx+1];
}

coord_def get_random_stair()
{
    vector<coord_def> st;
    for (rectangle_iterator ri(1); ri; ++ri)
    {
        const dungeon_feature_type feat = grd(*ri);
        if (feat_is_travelable_stair(feat) && !feat_is_escape_hatch(feat)
            && (crawl_state.game_is_zotdef() || feat != DNGN_EXIT_DUNGEON)
            && feat != DNGN_EXIT_HELL)
        {
            st.push_back(*ri);
        }
    }
    if (st.empty())
        return coord_def();        // sanity check: shouldn't happen
    return st[random2(st.size())];
}

static unique_ptr<map_mask_boolean> _slime_wall_precomputed_neighbour_mask;

static void _precompute_slime_wall_neighbours()
{
    map_mask_boolean &mask(*_slime_wall_precomputed_neighbour_mask.get());
    for (rectangle_iterator ri(1); ri; ++ri)
    {
        if (grd(*ri) == DNGN_SLIMY_WALL)
        {
            for (adjacent_iterator ai(*ri); ai; ++ai)
                mask(*ai) = true;
        }
    }
}

unwind_slime_wall_precomputer::unwind_slime_wall_precomputer(bool docompute)
    : did_compute_mask(false)
{
    if (!(env.level_state & LSTATE_SLIMY_WALL))
        return;

    if (docompute && !_slime_wall_precomputed_neighbour_mask.get())
    {
        did_compute_mask = true;
        _slime_wall_precomputed_neighbour_mask.reset(
            new map_mask_boolean(false));
        _precompute_slime_wall_neighbours();
    }
}

unwind_slime_wall_precomputer::~unwind_slime_wall_precomputer()
{
    if (did_compute_mask)
        _slime_wall_precomputed_neighbour_mask.reset(NULL);
}

bool slime_wall_neighbour(const coord_def& c)
{
    if (!(env.level_state & LSTATE_SLIMY_WALL))
        return false;

    if (_slime_wall_precomputed_neighbour_mask.get())
        return (*_slime_wall_precomputed_neighbour_mask)(c);

    for (adjacent_iterator ai(c); ai; ++ai)
        if (env.grid(*ai) == DNGN_SLIMY_WALL)
            return true;
    return false;
}

bool feat_destroys_item(dungeon_feature_type feat, const item_def &item,
                        bool noisy)
{
    switch (feat)
    {
    case DNGN_SHALLOW_WATER:
    case DNGN_DEEP_WATER:
        if (noisy)
            mprf(MSGCH_SOUND, "You hear a splash.");
        return false;

    case DNGN_LAVA:
        if (noisy)
            mprf(MSGCH_SOUND, "You hear a sizzling splash.");
        return true;

    default:
        return false;
    }
}

// For checking whether items would be inaccessible when they wouldn't technically be
// destroyed - ignores Merfolk/Fedhas ability to access items in deep water.
bool feat_virtually_destroys_item(dungeon_feature_type feat,
                                  const item_def &item,  bool noisy)
{
    const bool destroyed = feat_destroys_item(feat, item, noisy);
    return destroyed || feat == DNGN_DEEP_WATER;
}

static coord_def _dgn_find_nearest_square(
    const coord_def &pos,
    void *thing,
    bool (*acceptable)(const coord_def &, void *thing),
    bool (*traversable)(const coord_def &) = NULL)
{
    memset(travel_point_distance, 0, sizeof(travel_distance_grid_t));

    vector<coord_def> points[2];
    int iter = 0;
    points[iter].push_back(pos);

    while (!points[iter].empty())
    {
        // Iterate each layer of BFS in random order to avoid bias.
        shuffle_array(points[iter]);
        for (vector<coord_def>::iterator i = points[iter].begin();
             i != points[iter].end(); ++i)
        {
            const coord_def &p = *i;

            if (p != pos && acceptable(p, thing))
                return p;

            travel_point_distance[p.x][p.y] = 1;
            for (int yi = -1; yi <= 1; ++yi)
                for (int xi = -1; xi <= 1; ++xi)
                {
                    if (!xi && !yi)
                        continue;

                    const coord_def np = p + coord_def(xi, yi);
                    if (!in_bounds(np) || travel_point_distance[np.x][np.y])
                        continue;

                    if (traversable && !traversable(np))
                        continue;

                    points[!iter].push_back(np);
                }
        }

        points[iter].clear();
        iter = !iter;
    }

    return coord_def(0, 0); // Not found.
}

static bool _item_safe_square(const coord_def &pos, void *item)
{
    const dungeon_feature_type feat = grd(pos);
    return feat_is_traversable(feat)
           && !feat_destroys_item(feat, *static_cast<item_def *>(item));
}

static bool _item_traversable_square(const coord_def &pos)
{
    return !cell_is_solid(pos);
}

// Moves an item on the floor to the nearest adjacent floor-space.
static bool _dgn_shift_item(const coord_def &pos, item_def &item)
{
    // First try to avoid pushing things through solid features...
    coord_def np = _dgn_find_nearest_square(pos, &item, _item_safe_square,
                                            _item_traversable_square);
    // ... but if we have to, so be it.
    if (!in_bounds(np) || np == pos)
        np = _dgn_find_nearest_square(pos, &item, _item_safe_square);

    if (in_bounds(np) && np != pos)
    {
        int index = item.index();
        move_item_to_grid(&index, np);
        return true;
    }
    return false;
}

bool is_critical_feature(dungeon_feature_type feat)
{
    return feat_stair_direction(feat) != CMD_NO_CMD
           || feat_altar_god(feat) != GOD_NO_GOD
           || feat == DNGN_MALIGN_GATEWAY;
}

bool is_valid_border_feat(dungeon_feature_type feat)
{
    return feat <= DNGN_MAXWALL && feat >= DNGN_MINWALL
        || feat_is_tree(feat)
        || feat == DNGN_OPEN_SEA
        || feat == DNGN_LAVA_SEA;
}

// This is for randomly generated mimics.
// Other features can be defined as mimic in vaults.
bool is_valid_mimic_feat(dungeon_feature_type feat)
{
    // Don't risk trapping the player inside a portal vault.
    if (feat >= DNGN_EXIT_FIRST_PORTAL && feat <= DNGN_EXIT_LAST_PORTAL
#if TAG_MAJOR_VERSION == 34
        || feat == DNGN_EXIT_PORTAL_VAULT
#endif
        )
    {
        return false;
    }

    // There's only one branch exit.
    if (you.depth == 1 && feat_is_travelable_stair(feat)
        && feat_stair_direction(feat) == CMD_GO_UPSTAIRS)
    {
        return false;
    }

    if (feat_is_portal(feat) || feat_is_gate(feat))
        return true;

    if (feat_is_stone_stair(feat) || feat_is_branch_stairs(feat))
        return true;

    if (feat == DNGN_ENTER_SHOP)
        return true;

    return false;
}

// Those can never be mimiced.
bool feat_cannot_be_mimic(dungeon_feature_type feat)
{
    if (feat == DNGN_FLOOR || feat == DNGN_SHALLOW_WATER
        || feat == DNGN_DEEP_WATER)
    {
        return true;
    }
    return false;
}

static bool _is_feature_shift_target(const coord_def &pos, void*)
{
    return grd(pos) == DNGN_FLOOR && !dungeon_events.has_listeners_at(pos)
                && !actor_at(pos);
}

// Moves everything at src to dst. This is not a swap operation: src will be
// left with the same feature it started with, and should be overwritten with
// something new. Assumes there are no actors in the destination square.
//
// Things that are moved:
// 1. Dungeon terrain (set to DNGN_UNSEEN)
// 2. Actors (including the player)
// 3. Items
// 4. Clouds
// 5. Terrain properties
// 6. Terrain colours
// 7. Vault (map) mask
// 8. Vault id mask
// 9. Map markers, dungeon listeners, shopping list
//10. Player's knowledge
void dgn_move_entities_at(coord_def src, coord_def dst,
                          bool move_player,
                          bool move_monster,
                          bool move_items)
{
    if (!in_bounds(dst) || !in_bounds(src) || src == dst)
        return;

    move_notable_thing(src, dst);

    dungeon_feature_type dfeat = grd(src);
    if (dfeat == DNGN_ENTER_SHOP)
    {
        if (shop_struct *s = get_shop(src))
        {
            env.tgrid(dst)    = env.tgrid(s->pos);
            env.tgrid(s->pos) = NON_ENTITY;
            // Can't leave the source square as a shop now that all
            // the bookkeeping data has moved.
            grd(src)          = DNGN_FLOOR;
            s->pos = dst;
        }
        else // Destroy invalid shops.
            dfeat = DNGN_FLOOR;
    }
    else if (feat_is_trap(dfeat, true))
    {
        if (trap_def *trap = find_trap(src))
        {
            env.tgrid(dst) = env.tgrid(trap->pos);
            env.tgrid(trap->pos) = NON_ENTITY;
            // Can't leave the source square as a trap now that all
            // the bookkeeping data has moved.
            grd(src)          = DNGN_FLOOR;
            trap->pos = dst;
        }
        else // Destroy invalid traps.
            dfeat = DNGN_FLOOR;
    }

    grd(dst) = dfeat;

    if (move_monster || move_player)
        ASSERT(!actor_at(dst));

    if (move_monster)
    {
        if (monster* mon = monster_at(src))
        {
            mon->moveto(dst);
            if (mon->type == MONS_ELDRITCH_TENTACLE)
            {
                if (mon->props.exists("base_position"))
                {
                    coord_def delta = dst - src;
                    coord_def base_pos = mon->props["base_position"].get_coord();
                    base_pos += delta;
                    mon->props["base_position"].get_coord() = base_pos;
                }

            }
            mgrd(dst) = mgrd(src);
            mgrd(src) = NON_MONSTER;
        }
    }

    if (move_player && you.pos() == src)
        you.shiftto(dst);

    if (move_items)
        move_item_stack_to_grid(src, dst);

    move_cloud_to(src, dst);

    // Move terrain colours and properties.
    env.pgrid(dst) = env.pgrid(src);
    env.grid_colours(dst) = env.grid_colours(src);
#ifdef USE_TILE
    env.tile_bk_fg(dst) = env.tile_bk_fg(src);
    env.tile_bk_bg(dst) = env.tile_bk_bg(src);
    env.tile_bk_cloud(dst) = env.tile_bk_cloud(src);
#endif
    env.tile_flv(dst) = env.tile_flv(src);

    // Move vault masks.
    env.level_map_mask(dst) = env.level_map_mask(src);
    env.level_map_ids(dst) = env.level_map_ids(src);

    // Move markers, dungeon listeners and shopping list.
    env.markers.move(src, dst);
    dungeon_events.move_listeners(src, dst);
    shopping_list.move_things(src, dst);

    // Move player's knowledge.
    env.map_knowledge(dst) = env.map_knowledge(src);
    env.map_seen.set(dst, env.map_seen(src));
    StashTrack.move_stash(src, dst);
}

static bool _dgn_shift_feature(const coord_def &pos)
{
    const dungeon_feature_type dfeat = grd(pos);
    if (!is_critical_feature(dfeat) && !env.markers.find(pos, MAT_ANY))
        return false;

    const coord_def dest =
        _dgn_find_nearest_square(pos, NULL, _is_feature_shift_target);

    dgn_move_entities_at(pos, dest, false, false, false);
    return true;
}

static void _dgn_check_terrain_items(const coord_def &pos, bool preserve_items)
{
    const dungeon_feature_type feat = grd(pos);

    int item = igrd(pos);
    while (item != NON_ITEM)
    {
        const int curr = item;
        item = mitm[item].link;

        if (!feat_is_solid(feat) && !feat_destroys_item(feat, mitm[curr]))
            continue;

        // Game-critical item.
        if (preserve_items || mitm[curr].is_critical())
            _dgn_shift_item(pos, mitm[curr]);
        else
        {
            feat_destroys_item(feat, mitm[curr], true);
            item_was_destroyed(mitm[curr]);
            destroy_item(curr);
        }
    }
}

static void _dgn_check_terrain_monsters(const coord_def &pos)
{
    if (monster* m = monster_at(pos))
        m->apply_location_effects(pos);
}

// Clear blood or mold off of terrain that shouldn't have it.  Also clear
// of blood if a bloody wall has been dug out and replaced by a floor,
// or if a bloody floor has been replaced by a wall.
static void _dgn_check_terrain_covering(const coord_def &pos,
                                     dungeon_feature_type old_feat,
                                     dungeon_feature_type new_feat)
{
    if (!testbits(env.pgrid(pos), FPROP_BLOODY)
        && !is_moldy(pos))
    {
        return;
    }

    if (new_feat == DNGN_UNSEEN)
    {
        // Caller has already changed the grid, and old_feat is actually
        // the new feat.
        if (old_feat != DNGN_FLOOR && !feat_is_solid(old_feat))
        {
            env.pgrid(pos) &= ~(FPROP_BLOODY);
            remove_mold(pos);
        }
    }
    else
    {
        if (feat_is_solid(old_feat) != feat_is_solid(new_feat)
            || feat_is_water(new_feat) || new_feat == DNGN_LAVA
            || is_critical_feature(new_feat))
        {
            env.pgrid(pos) &= ~(FPROP_BLOODY);
            remove_mold(pos);
        }
    }
}

static void _dgn_check_terrain_player(const coord_def pos)
{
    if (pos != you.pos())
        return;

    if (you.can_pass_through(pos))
        move_player_to_grid(pos, false);
    else
        you_teleport_now(true);
}

void dungeon_terrain_changed(const coord_def &pos,
                             dungeon_feature_type nfeat,
                             bool affect_player,
                             bool preserve_features,
                             bool preserve_items,
                             int colour)
{
    if (grd(pos) == nfeat)
        return;

    _dgn_check_terrain_covering(pos, grd(pos), nfeat);

    if (nfeat != DNGN_UNSEEN)
    {
        if (preserve_features)
            _dgn_shift_feature(pos);

        unnotice_feature(level_pos(level_id::current(), pos));

        grd(pos) = nfeat;
        env.grid_colours(pos) = colour;
        // Reset feature tile
        env.tile_flv(pos).feat = 0;
        env.tile_flv(pos).feat_idx = 0;

        if (is_notable_terrain(nfeat) && you.see_cell(pos))
            seen_notable_thing(nfeat, pos);

        // Don't destroy a trap which was just placed.
        if (nfeat < DNGN_TRAP_MECHANICAL || nfeat > DNGN_UNDISCOVERED_TRAP)
            destroy_trap(pos);
    }

    _dgn_check_terrain_items(pos, preserve_items);
    _dgn_check_terrain_monsters(pos);

    if (affect_player)
        _dgn_check_terrain_player(pos);

    set_terrain_changed(pos);

    // Deal with doors being created by changing features.
    tile_init_flavour(pos);
}

static void _announce_swap_real(coord_def orig_pos, coord_def dest_pos)
{
    const dungeon_feature_type orig_feat = grd(dest_pos);

    const string orig_name =
        feature_description_at(dest_pos, false,
                            you.see_cell(orig_pos) ? DESC_THE : DESC_A,
                            false);

    string prep = feat_preposition(orig_feat, false);

    string orig_actor, dest_actor;
    if (orig_pos == you.pos())
        orig_actor = "you";
    else if (const monster* m = monster_at(orig_pos))
    {
        if (you.can_see(m))
            orig_actor = m->name(DESC_THE);
    }

    if (dest_pos == you.pos())
        dest_actor = "you";
    else if (const monster* m = monster_at(dest_pos))
    {
        if (you.can_see(m))
            dest_actor = m->name(DESC_THE);
    }

    ostringstream str;
    str << orig_name << " ";
    if (you.see_cell(orig_pos) && !you.see_cell(dest_pos))
    {
        str << "suddenly disappears";
        if (!orig_actor.empty())
            str << " from " << prep << " " << orig_actor;
    }
    else if (!you.see_cell(orig_pos) && you.see_cell(dest_pos))
    {
        str << "suddenly appears";
        if (!dest_actor.empty())
            str << " " << prep << " " << dest_actor;
    }
    else
    {
        str << "moves";
        if (!orig_actor.empty())
            str << " from " << prep << " " << orig_actor;
        if (!dest_actor.empty())
            str << " to " << prep << " " << dest_actor;
    }
    str << "!";
    mpr(str.str().c_str());
}

static void _announce_swap(coord_def pos1, coord_def pos2)
{
    if (!you.see_cell(pos1) && !you.see_cell(pos2))
        return;

    const dungeon_feature_type feat1 = grd(pos1);
    const dungeon_feature_type feat2 = grd(pos2);

    if (feat1 == feat2)
        return;

    const bool notable_seen1 = is_notable_terrain(feat1) && you.see_cell(pos1);
    const bool notable_seen2 = is_notable_terrain(feat2) && you.see_cell(pos2);
    coord_def orig_pos, dest_pos;

    if (notable_seen1 && notable_seen2)
    {
        _announce_swap_real(pos1, pos2);
        _announce_swap_real(pos2, pos1);
    }
    else if (notable_seen1)
        _announce_swap_real(pos2, pos1);
    else if (notable_seen2)
        _announce_swap_real(pos1, pos2);
    else if (you.see_cell(pos2))
        _announce_swap_real(pos1, pos2);
    else
        _announce_swap_real(pos2, pos1);
}

bool swap_features(const coord_def &pos1, const coord_def &pos2,
                   bool swap_everything, bool announce)
{
    ASSERT_IN_BOUNDS(pos1);
    ASSERT_IN_BOUNDS(pos2);
    ASSERT(pos1 != pos2);

    if (is_sanctuary(pos1) || is_sanctuary(pos2))
        return false;

    const dungeon_feature_type feat1 = grd(pos1);
    const dungeon_feature_type feat2 = grd(pos2);

    if (is_notable_terrain(feat1) && !you.see_cell(pos1)
        && env.map_knowledge(pos1).known())
    {
        return false;
    }

    if (is_notable_terrain(feat2) && !you.see_cell(pos2)
        && env.map_knowledge(pos2).known())
    {
        return false;
    }

    const unsigned short col1 = env.grid_colours(pos1);
    const unsigned short col2 = env.grid_colours(pos2);

    const terrain_property_t prop1 = env.pgrid(pos1);
    const terrain_property_t prop2 = env.pgrid(pos2);

    trap_def* trap1 = find_trap(pos1);
    trap_def* trap2 = find_trap(pos2);

    shop_struct* shop1 = get_shop(pos1);
    shop_struct* shop2 = get_shop(pos2);

    // Find a temporary holding place for pos1 stuff to be moved to
    // before pos2 is moved to pos1.
    coord_def temp(-1, -1);
    for (int x = X_BOUND_1 + 1; x < X_BOUND_2; x++)
    {
        for (int y = Y_BOUND_1 + 1; y < Y_BOUND_2; y++)
        {
            coord_def pos(x, y);
            if (pos == pos1 || pos == pos2)
                continue;

            if (!env.markers.find(pos, MAT_ANY)
                && !is_notable_terrain(grd(pos))
                && env.cgrid(pos) == EMPTY_CLOUD)
            {
                temp = pos;
                break;
            }
        }
        if (in_bounds(temp))
            break;
    }

    if (!in_bounds(temp))
    {
        mprf(MSGCH_ERROR, "swap_features(): No boring squares on level?");
        return false;
    }

    // OK, now we guarantee the move.

    (void) move_notable_thing(pos1, temp);
    env.markers.move(pos1, temp);
    dungeon_events.move_listeners(pos1, temp);
    grd(pos1) = DNGN_UNSEEN;
    env.pgrid(pos1) = 0;

    (void) move_notable_thing(pos2, pos1);
    env.markers.move(pos2, pos1);
    dungeon_events.move_listeners(pos2, pos1);
    env.pgrid(pos1) = prop2;
    env.pgrid(pos2) = prop1;

    (void) move_notable_thing(temp, pos2);
    env.markers.move(temp, pos2);
    dungeon_events.move_listeners(temp, pos2);

    // Swap features and colours.
    grd(pos2) = feat1;
    grd(pos1) = feat2;

    env.grid_colours(pos1) = col2;
    env.grid_colours(pos2) = col1;

    // Swap traps.
    if (trap1)
        trap1->pos = pos2;
    if (trap2)
        trap2->pos = pos1;

    // Swap shops.
    if (shop1)
        shop1->pos = pos2;
    if (shop2)
        shop2->pos = pos1;

    if (!swap_everything)
    {
        _dgn_check_terrain_items(pos1, false);
        _dgn_check_terrain_monsters(pos1);
        _dgn_check_terrain_player(pos1);
        set_terrain_changed(pos1);

        _dgn_check_terrain_items(pos2, false);
        _dgn_check_terrain_monsters(pos2);
        _dgn_check_terrain_player(pos2);
        set_terrain_changed(pos2);

        if (announce)
            _announce_swap(pos1, pos2);
        return true;
    }

    // Swap items.
    for (stack_iterator si(pos1); si; ++si)
        si->pos = pos1;

    for (stack_iterator si(pos2); si; ++si)
        si->pos = pos2;

    // Swap monsters.
    // Note that trapping nets, etc., move together
    // with the monster/player, so don't clear them.
    const int m1 = mgrd(pos1);
    const int m2 = mgrd(pos2);

    mgrd(pos1) = m2;
    mgrd(pos2) = m1;

    if (monster_at(pos1))
    {
        menv[mgrd(pos1)].set_position(pos1);
        menv[mgrd(pos1)].clear_far_constrictions();
    }
    if (monster_at(pos2))
    {
        menv[mgrd(pos2)].set_position(pos2);
        menv[mgrd(pos2)].clear_far_constrictions();
    }

    // Swap clouds.
    move_cloud(env.cgrid(pos1), temp);
    move_cloud(env.cgrid(pos2), pos1);
    move_cloud(env.cgrid(temp), pos2);

    if (pos1 == you.pos())
    {
        you.set_position(pos2);
        you.clear_far_constrictions();
        viewwindow();
    }
    else if (pos2 == you.pos())
    {
        you.set_position(pos1);
        you.clear_far_constrictions();
        viewwindow();
    }

    set_terrain_changed(pos1);
    set_terrain_changed(pos2);

    if (announce)
        _announce_swap(pos1, pos2);

    return true;
}

static bool _ok_dest_cell(const actor* orig_actor,
                          const dungeon_feature_type orig_feat,
                          const coord_def dest_pos)
{
    const dungeon_feature_type dest_feat = grd(dest_pos);

    if (orig_feat == dest_feat)
        return false;

    if (is_notable_terrain(dest_feat))
        return false;

    if (find_trap(dest_pos))
        return false;

    actor* dest_actor = actor_at(dest_pos);

    if (orig_actor && !orig_actor->is_habitable_feat(dest_feat))
        return false;
    if (dest_actor && !dest_actor->is_habitable_feat(orig_feat))
        return false;

    return true;
}

bool slide_feature_over(const coord_def &src, coord_def preferred_dest,
                        bool announce)
{
    ASSERT_IN_BOUNDS(src);

    const dungeon_feature_type orig_feat = grd(src);
    const actor* orig_actor = actor_at(src);

    if (in_bounds(preferred_dest)
        && _ok_dest_cell(orig_actor, orig_feat, preferred_dest))
    {
        ASSERT(preferred_dest != src);
    }
    else
    {
        int squares = 0;
        for (adjacent_iterator ai(src); ai; ++ai)
        {
            if (_ok_dest_cell(orig_actor, orig_feat, *ai)
                && one_chance_in(++squares))
            {
                preferred_dest = *ai;
            }
        }
    }

    if (!in_bounds(preferred_dest))
        return false;

    ASSERT(preferred_dest != src);
    return swap_features(src, preferred_dest, false, announce);
}

/**
 * Apply harmful environmental effects from the current tile terrain to the
 * player.
 *
 * @param entry     The terrain type in question.
 */
void fall_into_a_pool(dungeon_feature_type terrain)
{
    if (terrain == DNGN_DEEP_WATER)
    {
        if (beogh_water_walk() || form_likes_water())
            return;

        if (species_likes_water(you.species) && !you.transform_uncancellable)
        {
            emergency_untransform();
            return;
        }
    }

    mprf("You fall into the %s!",
         (terrain == DNGN_LAVA)       ? "lava" :
         (terrain == DNGN_DEEP_WATER) ? "water"
                                      : "programming rift");

    more();
    clear_messages();
    if (terrain == DNGN_LAVA)
    {
        if (you.species == SP_MUMMY)
            mpr("You burn to ash...");
        else
            mpr("The lava burns you to a cinder!");
        ouch(INSTANT_DEATH, NON_MONSTER, KILLED_BY_LAVA);
    }
    else if (terrain == DNGN_DEEP_WATER)
    {
        mpr("You sink like a stone!");

        if (you.is_artificial() || you.is_undead)
            mpr("You fall apart...");
        else
            mpr("You drown...");

        ouch(INSTANT_DEATH, NON_MONSTER, KILLED_BY_WATER);
    }
}

typedef map<string, dungeon_feature_type> feat_desc_map;
static feat_desc_map feat_desc_cache;

void init_feat_desc_cache()
{
    for (int i = 0; i < NUM_FEATURES; i++)
    {
        dungeon_feature_type feat = static_cast<dungeon_feature_type>(i);
        string               desc = feature_description(feat);

        lowercase(desc);
        if (!feat_desc_cache.count(desc))
            feat_desc_cache[desc] = feat;
    }
}

dungeon_feature_type feat_by_desc(string desc)
{
    lowercase(desc);

    if (desc[desc.size() - 1] != '.')
        desc += ".";

    feat_desc_map::iterator i = feat_desc_cache.find(desc);

    if (i != feat_desc_cache.end())
        return i->second;

    return DNGN_UNSEEN;
}

// If active is true, the player is just stepping onto the feature, with the
// message: "<feature> slides away as you move <prep> it!"
// Else, the actor is already on the feature:
// "<feature> moves from <prep origin> to <prep destination>!"
string feat_preposition(dungeon_feature_type feat, bool active, const actor* who)
{
    const bool         airborne = !who || who->airborne();
    const command_type dir      = feat_stair_direction(feat);

    if (dir == CMD_NO_CMD)
    {
        if (feat == DNGN_STONE_ARCH)
            return "beside";
        else if (feat_is_solid(feat)) // Passwall?
        {
            if (active)
                return "inside";
            else
                return "around";
        }
        else if (!airborne)
        {
            if (feat == DNGN_LAVA || feat_is_water(feat))
            {
                if (active)
                    return "into";
                else
                    return "around";
            }
            else
            {
                if (active)
                    return "onto";
                else
                    return "under";
            }
        }
    }

    if (dir == CMD_GO_UPSTAIRS && feat_is_escape_hatch(feat))
    {
        if (active)
            return "under";
        else
            return "above";
    }

    if (airborne)
    {
        if (active)
            return "over";
        else
            return "beneath";
    }

    if (dir == CMD_GO_DOWNSTAIRS
        && (feat_is_staircase(feat) || feat_is_escape_hatch(feat)))
    {
        if (active)
            return "onto";
        else
            return "beneath";
    }
    else
        return "beside";
}

string stair_climb_verb(dungeon_feature_type feat)
{
    ASSERT(feat_stair_direction(feat) != CMD_NO_CMD);

    if (feat_is_staircase(feat))
        return "climb";
    else if (feat_is_escape_hatch(feat))
        return "use";
    else
        return "pass through";
}

/** Find the feature with this name.
 *
 *  @param name The name (not the user-visible one) to be matched.
 *  @returns DNGN_UNSEEN if name is "", DNGN_FLOOR if the name is for a
 *           dead/forbidden god, and the first entry in the enum with a
 *           matching name otherwise.
 */
dungeon_feature_type dungeon_feature_by_name(const string &name)
{
    if (name.empty())
        return DNGN_UNSEEN;

    for (unsigned i = 0; i < NUM_FEATURES; ++i)
    {
        dungeon_feature_type feat = static_cast<dungeon_feature_type>(i);

        if (!is_valid_feature_type(feat))
            continue;

        if (get_feature_def(feat).vaultname == name)
        {

            if (feat_is_altar(feat)
                && is_unavailable_god(feat_altar_god(feat)))
            {
                return DNGN_FLOOR;
            }

            return feat;
        }
    }

    return DNGN_UNSEEN;
}

/** Find feature names that contain this name.
 *
 *  @param name The string to be matched.
 *  @returns a list of matching names.
 */
vector<string> dungeon_feature_matches(const string &name)
{
    vector<string> matches;

    if (name.empty())
        return matches;

    for (unsigned i = 0; i < NUM_FEATURES; ++i)
    {
        dungeon_feature_type feat = static_cast<dungeon_feature_type>(i);

        if (!is_valid_feature_type(feat))
            continue;

        const char *featname = get_feature_def(feat).vaultname;
        if (strstr(featname, name.c_str()))
            matches.push_back(featname);
    }

    return matches;
}

/** Get the lua/wizmode name for a feature.
 *
 *  @param rfeat The feature type to be found.
 *  @returns NULL if rfeat is not defined, the vaultname of the corresponding
 *           feature_def otherwise.
 */
const char *dungeon_feature_name(dungeon_feature_type rfeat)
{
    if (!is_valid_feature_type(rfeat))
        return NULL;

    return get_feature_def(rfeat).vaultname;
}

void destroy_wall(const coord_def& p)
{
    if (!in_bounds(p))
        return;

    // Blood does not transfer onto floor.
    if (is_bloodcovered(p))
        env.pgrid(p) &= ~(FPROP_BLOODY);

    remove_mold(p);

    _revert_terrain_to(p, (player_in_branch(BRANCH_SWAMP) ? DNGN_SHALLOW_WATER
                                                          : DNGN_FLOOR));
    env.level_map_mask(p) |= MMT_TURNED_TO_FLOOR;
}

/**
 * Check if an actor can cling to a cell.
 *
 * Wall clinging is done only on orthogonal walls.
 *
 * @param pos The coordinates of the cell.
 *
 * @return Whether the cell is clingable.
 */
bool cell_is_clingable(const coord_def pos)
{
    for (orth_adjacent_iterator ai(pos); ai; ++ai)
        if (feat_is_wall(env.grid(*ai)) || feat_is_closed_door(env.grid(*ai)))
            return true;

    return false;
}

/**
 * Check if an actor can cling from a cell to another.
 *
 * "clinging" to a wall means being orthogonally (left, right, up, down) next
 * to it. A spider can cling to several squares. A move is allowed if the
 * spider clings to an adjacent wall square or the same wall square before and
 * after moving. Being over floor or shallow water and next to a wall counts as
 * clinging to that wall (no further action needed).
 *
 * Example:
 * ~ = deep water
 * * = deep water the spider can reach
 *
 *  #####
 *  ~~#~~
 *  ~~~*~
 *  **s#*
 *  #####
 *
 * Look at Mantis #2704 for more examples.
 *
 * @param from The coordinates of the starting position.
 * @param to The coordinates of the destination.
 *
 * @return Whether it is possible to cling from one cell to another.
 */
bool cell_can_cling_to(const coord_def& from, const coord_def to)
{
    if (!in_bounds(to))
        return false;

    for (orth_adjacent_iterator ai(from); ai; ++ai)
    {
        if (feat_is_wall(env.grid(*ai)))
        {
            for (orth_adjacent_iterator ai2(to, false); ai2; ++ai2)
                if (feat_is_wall(env.grid(*ai2)) && distance2(*ai, *ai2) <= 1)
                    return true;
        }
    }

        return false;
}

const char* feat_type_name(dungeon_feature_type feat)
{
    if (feat_is_door(feat))
        return "door";
    if (feat_is_wall(feat))
        return "wall";
    if (feat == DNGN_GRATE)
        return "grate";
    if (feat_is_tree(feat))
        return "tree";
    if (feat_is_statue_or_idol(feat))
        return "statue";
    if (feat_is_water(feat))
        return "water";
    if (feat_is_lava(feat))
        return "lava";
    if (feat_is_altar(feat))
        return "altar";
    if (feat_is_trap(feat))
        return "trap";
    if (feat_is_escape_hatch(feat))
        return "escape hatch";
    if (feat_is_portal(feat) || feat_is_gate(feat))
        return "portal";
    if (feat_is_travelable_stair(feat))
        return "staircase";
    if (feat == DNGN_ENTER_SHOP || feat == DNGN_ABANDONED_SHOP)
        return "shop";
    if (feat_is_fountain(feat))
        return "fountain";
    if (feat == DNGN_UNSEEN)
        return "unknown terrain";
    return "floor";
}

void set_terrain_changed(const coord_def p)
{
    if (cell_is_solid(p))
    {
        int cl = env.cgrid(p);
        if (cl != EMPTY_CLOUD)
            delete_cloud(cl);
    }

    if (grd(p) == DNGN_SLIMY_WALL)
        env.level_state |= LSTATE_SLIMY_WALL;
    else if (grd(p) == DNGN_OPEN_DOOR)
    {
        // Restore colour from door-change markers
        vector<map_marker*> markers = env.markers.get_markers_at(p);
        for (int i = 0, size = markers.size(); i < size; ++i)
        {
            if (markers[i]->get_type() == MAT_TERRAIN_CHANGE)
            {
                map_terrain_change_marker* marker =
                    dynamic_cast<map_terrain_change_marker*>(markers[i]);

                if (marker->change_type == TERRAIN_CHANGE_DOOR_SEAL
                    && marker->colour != BLACK)
                {
                    // Restore the unsealed colour.
                    dgn_set_grid_colour_at(p, marker->colour);
                    break;
                }
            }
        }
    }

    env.map_knowledge(p).flags |= MAP_CHANGED_FLAG;

    dungeon_events.fire_position_event(DET_FEAT_CHANGE, p);

    los_terrain_changed(p);

    for (orth_adjacent_iterator ai(p); ai; ++ai)
        if (actor *act = actor_at(*ai))
            act->check_clinging(false, feat_is_door(grd(p)));
}

bool is_boring_terrain(dungeon_feature_type feat)
{
    if (!is_notable_terrain(feat))
        return true;

    // Altars in the temple are boring.
    if (feat_is_altar(feat) && player_in_branch(BRANCH_TEMPLE))
        return true;

    // Only note the first entrance to the Abyss/Pan/Hell
    // which is found.
    if ((feat == DNGN_ENTER_ABYSS || feat == DNGN_ENTER_PANDEMONIUM
         || feat == DNGN_ENTER_HELL)
         && overview_knows_num_portals(feat) > 1)
    {
        return true;
    }

    return false;
}

dungeon_feature_type orig_terrain(coord_def pos)
{
    const map_marker *mark = env.markers.find(pos, MAT_TERRAIN_CHANGE);
    if (!mark)
        return grd(pos);

    const map_terrain_change_marker *terch
        = dynamic_cast<const map_terrain_change_marker *>(mark);
    ASSERTM(terch, "%s has incorrect class", mark->debug_describe().c_str());

    return terch->old_feature;
}

void temp_change_terrain(coord_def pos, dungeon_feature_type newfeat, int dur,
                         terrain_change_type type, const monster* mon)
{
    dungeon_feature_type old_feat = grd(pos);
    vector<map_marker*> markers = env.markers.get_markers_at(pos);
    for (int i = 0, size = markers.size(); i < size; ++i)
    {
        if (markers[i]->get_type() == MAT_TERRAIN_CHANGE)
        {
            map_terrain_change_marker* marker =
                    dynamic_cast<map_terrain_change_marker*>(markers[i]);

            // If change type matches, just modify old one; no need to add new one
            if (marker->change_type == type)
            {
                if (marker->new_feature == newfeat)
                {
                    if (marker->duration < dur)
                    {
                        marker->duration = dur;
                        if (mon)
                            marker->mon_num = mon->mid;
                    }
                }
                else
                {
                    marker->new_feature = newfeat;
                    marker->duration = dur;
                    if (mon)
                        marker->mon_num = mon->mid;
                }
                return;
            }
            else
                old_feat = marker->old_feature;
        }
    }

    // If we are trying to change terrain into what it already is, don't actually
    // add another marker (unless the current terrain is due to some OTHER marker)
    if (grd(pos) == newfeat && newfeat == old_feat)
        return;

    int col = env.grid_colours(pos);
    map_terrain_change_marker *marker =
        new map_terrain_change_marker(pos, old_feat, newfeat, dur, type,
                                      mon ? mon->mid : 0, col);
    env.markers.add(marker);
    env.markers.clear_need_activate();
    dungeon_terrain_changed(pos, newfeat, true, false, true);
}

static bool _revert_terrain_to(coord_def pos, dungeon_feature_type newfeat)
{
    vector<map_marker*> markers = env.markers.get_markers_at(pos);

    bool found_marker = false;
    for (int i = 0, size = markers.size(); i < size; ++i)
    {
        if (markers[i]->get_type() == MAT_TERRAIN_CHANGE)
        {
            found_marker = true;
            map_terrain_change_marker* marker =
                    dynamic_cast<map_terrain_change_marker*>(markers[i]);

            // Don't revert sealed doors to normal doors if we're trying to
            // remove the door altogether
            // Same for destroyed trees
            if ((marker->change_type == TERRAIN_CHANGE_DOOR_SEAL
                || marker->change_type == TERRAIN_CHANGE_FORESTED)
                && newfeat == DNGN_FLOOR)
            {
                env.markers.remove(marker);
            }
            else
            {
                newfeat = marker->old_feature;
                if (marker->new_feature == grd(pos))
                    env.markers.remove(marker);
            }
        }
    }

    grd(pos) = newfeat;
    set_terrain_changed(pos);

    if (found_marker)
    {
        tile_clear_flavour(pos);
        tile_init_flavour(pos);
    }

    return true;
}

bool revert_terrain_change(coord_def pos, terrain_change_type ctype)
{
    vector<map_marker*> markers = env.markers.get_markers_at(pos);
    dungeon_feature_type newfeat = DNGN_UNSEEN;
    int colour = BLACK;

    for (int i = 0, size = markers.size(); i < size; ++i)
    {
        if (markers[i]->get_type() == MAT_TERRAIN_CHANGE)
        {
            map_terrain_change_marker* marker =
                    dynamic_cast<map_terrain_change_marker*>(markers[i]);

            if (marker->change_type == ctype)
            {
                if (marker->colour != BLACK)
                    colour = marker->colour;
                if (!newfeat)
                    newfeat = marker->old_feature;
                env.markers.remove(marker);
            }
            else
            {
                // If we had an old colour, give it to the other marker.
                if (colour != BLACK)
                    marker->colour = colour;
                colour = BLACK;
                newfeat = marker->new_feature;
            }
        }
    }

    // Don't revert opened sealed doors.
    if (feat_is_door(newfeat) && grd(pos) == DNGN_OPEN_DOOR)
        newfeat = DNGN_UNSEEN;

    if (newfeat != DNGN_UNSEEN)
    {
        dungeon_terrain_changed(pos, newfeat, true, false, true, colour);
        return true;
    }
    else
        return false;
}

bool is_temp_terrain(coord_def pos)
{
    vector<map_marker*> markers = env.markers.get_markers_at(pos);

    for (int i = 0, size = markers.size(); i < size; ++i)
    {
        if (markers[i]->get_type() == MAT_TERRAIN_CHANGE)
            return true;
    }

    return false;
}

bool plant_forbidden_at(const coord_def &p, bool connectivity_only)
{
    // ....  Prevent this arrangement by never placing a plant in a way that
    // #P##  locally disconnects two adjacent cells.  We scan clockwise around
    // ##.#  p looking for maximal contiguous sequences of traversable cells.
    // #?##  If we find more than one (and they don't join up cyclically),
    //       reject the configuration so the plant doesn't disconnect floor.
    //
    // ...   We do reject many non-problematic cases, such as this one; dpeg
    // #P#   suggests doing a connectivity check in ruination after placing
    // ...   plants, and removing cut-point plants then.

    // First traversable index, last consecutive traversable index, and
    // the next traversable index after last+1.
    int first = -1, last = -1, next = -1;
    int passable = 0;
    for (int i = 0; i < 8; i++)
    {
        coord_def q = p + Compass[i];

        if (feat_is_traversable(grd(q), true))
        {
            ++passable;
            if (first < 0)
                first = i;
            else if (last >= 0 && next < 0)
            {
                // Found a maybe-disconnected traversable cell.  This is only
                // acceptable if it might connect up at the end.
                if (first == 0)
                    next = i;
                else
                    return true;
            }
        }
        else
        {
            if (first >= 0 && last < 0)
                last = i - 1;
            else if (next >= 0)
                return true;
        }
    }

    // ?#.  Forbid this arrangement when the ? squares are walls.
    // #P#  If multiple plants conspire to do something similar, that's
    // ##?  fine: we just want to avoid the most common occurrences.
    //      This would be an info leak (that at least one ? is not a wall)
    //      were it not for the previous check.

    return passable <= 1 && !connectivity_only;
}