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god_type grid_altar_god( dungeon_feature_type grid );
dungeon_feature_type altar_for_god( god_type god );
bool grid_is_branch_stairs( dungeon_feature_type grid );
god_type grid_altar_god(dungeon_feature_type grid);
dungeon_feature_type altar_for_god(god_type god);
bool grid_is_branch_stairs(dungeon_feature_type grid);
// Returns 0 if grid is not an altar, else it returns the GOD_* type.
god_type grid_altar_god( dungeon_feature_type grid )
// Returns GOD_NO_GOD if grid is not an altar, otherwise returns the
// GOD_* type.
god_type grid_altar_god(dungeon_feature_type grid)
// Returns DNGN_FLOOR for non-gods, otherwise returns the altar for the god.
dungeon_feature_type altar_for_god( god_type god )
// Returns DNGN_FLOOR for non-gods, otherwise returns the altar for the
// god.
dungeon_feature_type altar_for_god(god_type god)
// Monsters can only drown in lava or water, so monsters that are
// "submerged" in other features (air elementals in air, trapdoor
// spiders in the floor) are exempt from this check.
if (feat < DNGN_LAVA || feat > DNGN_WATER_STUCK)
// Treat monsters who are submerged due to drowning as visible, so
// we get proper messages when they die. Monsters can only drown in
// lava or deep water, so monsters that are "submerged" in other
// features (air elementals in air, trapdoor spiders in the floor)
// are exempt from this check.
if (feat != DNGN_LAVA && feat != DNGN_DEEP_WATER)
for ( int x = margin; x < GXM - margin; ++x )
for ( int y = margin; y < GYM - margin; ++y )
if ( grd[x][y] == DNGN_DEEP_WATER )
for (int x = margin; x < GXM - margin; ++x)
for (int y = margin; y < GYM - margin; ++y)
if (grd[x][y] == DNGN_DEEP_WATER)
if ((grd(you.pos()) == DNGN_DEEP_WATER
|| grd(you.pos()) == DNGN_SHALLOW_WATER)
&& player_likes_water())
{
if (grid_is_water(grid) && player_likes_water())