3 * Summary: Terrain related functions.
4 * Written by: Linley Henzell
16 typedef FixedArray
<bool, GXM
, GYM
> map_mask_boolean
;
18 // Precomputes slime wall neighbours for all squares on the map. Handy if
19 // you need to make a lot of slime wall checks (such as for travel).
20 class unwind_slime_wall_precomputer
23 unwind_slime_wall_precomputer(bool docompute
= true);
24 ~unwind_slime_wall_precomputer();
26 bool did_compute_mask
;
29 actor
* actor_at(const coord_def
& c
);
31 int count_neighbours_with_func (const coord_def
& c
, bool (*checker
)(dungeon_feature_type
));
32 bool feat_is_test (dungeon_feature_type feat
, bool (*checker
)(dungeon_feature_type
));
33 bool feat_is_test (const coord_def
& c
, bool (*checker
)(dungeon_feature_type
));
35 bool fall_into_a_pool(const coord_def
& entry
, bool allow_shift
,
36 dungeon_feature_type terrain
);
38 bool cell_is_solid(int x
, int y
);
39 bool cell_is_solid(const coord_def
&c
);
41 bool feat_is_malign_gateway_suitable (dungeon_feature_type feat
);
42 bool feat_is_wall(dungeon_feature_type feat
);
43 bool feat_is_opaque(dungeon_feature_type feat
);
44 bool feat_is_solid(dungeon_feature_type feat
);
45 bool feat_is_floor(dungeon_feature_type feat
);
46 bool feat_has_solid_floor(dungeon_feature_type feat
);
47 bool feat_is_door(dungeon_feature_type feat
);
48 bool feat_is_closed_door(dungeon_feature_type feat
);
49 bool feat_is_secret_door(dungeon_feature_type feat
);
50 bool feat_is_statue_or_idol(dungeon_feature_type feat
);
51 bool feat_is_rock(dungeon_feature_type feat
);
52 bool feat_is_permarock(dungeon_feature_type feat
);
53 bool feat_is_stone_stair(dungeon_feature_type feat
);
54 bool feat_is_staircase(dungeon_feature_type feat
);
55 bool feat_is_escape_hatch(dungeon_feature_type feat
);
56 bool feat_is_trap(dungeon_feature_type feat
, bool undiscovered_too
= false);
57 command_type
feat_stair_direction(dungeon_feature_type feat
);
58 bool feat_sealable_portal(dungeon_feature_type feat
);
59 bool feat_is_portal(dungeon_feature_type feat
);
60 bool feat_is_tree(dungeon_feature_type feat
);
62 bool feat_is_stair(dungeon_feature_type feat
);
63 bool feat_is_travelable_stair(dungeon_feature_type feat
);
64 bool feat_is_escape_hatch(dungeon_feature_type feat
);
65 bool feat_is_gate(dungeon_feature_type feat
);
67 std::string
feat_preposition(dungeon_feature_type feat
, bool active
= false,
68 const actor
* who
= NULL
);
69 std::string
stair_climb_verb(dungeon_feature_type feat
);
71 bool feat_is_water(dungeon_feature_type feat
);
72 bool feat_is_watery(dungeon_feature_type feat
);
73 god_type
feat_altar_god(dungeon_feature_type feat
);
74 dungeon_feature_type
altar_for_god(god_type god
);
75 bool feat_is_altar(dungeon_feature_type feat
);
76 bool feat_is_player_altar(dungeon_feature_type grid
);
78 bool feat_is_branch_stairs(dungeon_feature_type feat
);
79 bool feat_is_bidirectional_portal(dungeon_feature_type feat
);
80 void find_connected_identical(const coord_def
& d
, dungeon_feature_type ft
,
81 std::set
<coord_def
>& out
);
82 std::set
<coord_def
> connected_doors(const coord_def
& d
);
84 bool slime_wall_neighbour(const coord_def
& c
);
86 void get_door_description(int door_size
, const char** adjective
,
88 // Returns info about the grid a secret door is mimicing. Returns true
89 // if it finds a grid position to mimic, which will be stored in gc.
90 // feat will always be set, even if no square to mimic is found.
91 bool find_secret_door_info(const coord_def
&where
,
92 dungeon_feature_type
*feat
,
94 dungeon_feature_type
grid_secret_door_appearance(const coord_def
&where
);
95 dungeon_feature_type
grid_appearance(const coord_def
&gc
);
96 bool feat_destroys_item(dungeon_feature_type feat
, const item_def
&item
, bool noisy
= false);
97 bool feat_virtually_destroys_item(dungeon_feature_type feat
, const item_def
&item
, bool noisy
= false);
99 // Terrain changed under 'pos', perform necessary effects.
100 void dungeon_terrain_changed(const coord_def
&pos
,
101 dungeon_feature_type feat
= DNGN_UNSEEN
,
102 bool affect_player
= true,
103 bool preserve_features
= false,
104 bool preserve_items
= false);
106 // Moves everything on the level at src to dst.
107 void dgn_move_entities_at(coord_def src
,
113 bool swap_features(const coord_def
&pos1
, const coord_def
&pos2
,
114 bool swap_everything
= false, bool announce
= true);
116 bool slide_feature_over(const coord_def
&src
,
117 coord_def prefered_dest
= coord_def(-1, -1),
118 bool announce
= true);
120 bool is_critical_feature(dungeon_feature_type feat
);
122 void init_feat_desc_cache();
123 dungeon_feature_type
feat_by_desc(std::string desc
);
125 dungeon_feature_type
dungeon_feature_by_name(const std::string
&name
);
126 std::vector
<std::string
> dungeon_feature_matches(const std::string
&name
);
127 const char *dungeon_feature_name(dungeon_feature_type rfeat
);
128 void nuke_wall(const coord_def
& p
);