ceiling and surface relocations and adjustments
relocate surface(), ceiling(), and avoid_ceiling() to dungeon.c adjacent to has_ceiling() etc. astral and fire, like airlevel and waterlevel return FALSE for has_ceiling() if a caller does happen to call ceiling() on fire level, return "flames above" if a caller does happen to call ceiling() on quest level, return a more-generic "expanse above", instead of the word "ceiling" add "stairs" return to surface() remove recent update to engrave.c to special-case "stairs" since surface() will return that now
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@@ -713,6 +713,9 @@ extern boolean Can_fall_thru(d_level *);
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extern boolean Can_dig_down(d_level *);
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extern boolean Can_rise_up(coordxy, coordxy, d_level *);
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extern boolean has_ceiling(d_level *);
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extern boolean avoid_ceiling(d_level *);
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extern const char *surface(coordxy, coordxy);
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extern const char *ceiling(coordxy, coordxy);
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extern boolean In_quest(d_level *);
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extern boolean In_mines(d_level *);
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extern branch *dungeon_branch(const char *);
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@@ -815,8 +818,6 @@ extern char *random_engraving(char *);
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extern void wipeout_text(char *, int, unsigned);
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extern boolean can_reach_floor(boolean);
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extern void cant_reach_floor(coordxy, coordxy, boolean, boolean);
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extern const char *surface(coordxy, coordxy);
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extern const char *ceiling(coordxy, coordxy);
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extern struct engr *engr_at(coordxy, coordxy);
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extern struct engr *sengr_at(const char *, coordxy, coordxy, boolean);
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extern void u_wipe_engr(int);
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@@ -2351,7 +2352,6 @@ extern void punish(struct obj *);
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extern void unpunish(void);
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extern boolean cant_revive(int *, boolean, struct obj *);
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extern boolean create_particular(void);
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extern boolean avoid_ceiling(d_level *);
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/* ### rect.c ### */
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