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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-14 22:04:34 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-14 22:04:34 +0000
commit39f1638a065766fa67c70871c95a0a8400f044f1 (patch)
tree29de7d191f59b1c55842b25bee2f225e5de1b169 /crawl-ref/source/dungeon.cc
parent1c7787b17cee82ed787ff5fed1eea5c943c0cd64 (diff)
downloadcrawl-ref-39f1638a065766fa67c70871c95a0a8400f044f1.tar.gz
crawl-ref-39f1638a065766fa67c70871c95a0a8400f044f1.zip
Apply Horst von Brand's (first) patch 1887488: gcc-4.3 compile failures.
I'm not sure what to do about the rest of that tracker item. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4233 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dungeon.cc')
-rw-r--r--crawl-ref/source/dungeon.cc355
1 files changed, 178 insertions, 177 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index c2a3424072..1ce6162c22 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -30,6 +30,7 @@
#include <time.h>
#include <set>
#include <sstream>
+#include <algorithm>
#include "AppHdr.h"
#include "abyss.h"
@@ -297,7 +298,7 @@ bool builder(int level_number, int level_type)
{
const std::set<std::string> uniq_tags = you.uniq_map_tags;
const std::set<std::string> uniq_names = you.uniq_map_names;
-
+
// N tries to build the level, after which we bail with a capital B.
int tries = 20;
while (tries-- > 0)
@@ -305,16 +306,16 @@ bool builder(int level_number, int level_type)
#ifdef DEBUG_DIAGNOSTICS
mapgen_report_map_build_start();
#endif
-
+
dgn_level_vetoed = false;
-
+
_reset_level();
// If we're getting low on available retries, disable random vaults
// and minivaults (special levels will still be placed).
if (tries < 5)
use_random_maps = false;
-
+
_build_dungeon_level(level_number, level_type);
_dgn_set_floor_colours();
@@ -495,7 +496,7 @@ static bool _dgn_fill_zone(
bool ret = false;
std::list<coord_def> points[2];
int cur = 0;
-
+
// No bounds checks, assuming the level has at least one layer of
// rock border.
@@ -510,14 +511,14 @@ static bool _dgn_fill_zone(
if (iswanted && iswanted(c))
ret = true;
-
+
for (int yi = -1; yi <= 1; ++yi)
{
for (int xi = -1; xi <= 1; ++xi)
{
if (!xi && !yi)
continue;
-
+
const coord_def cp(c.x + xi, c.y + yi);
if (!map_bounds(cp)
|| travel_point_distance[cp.x][cp.y] || !passable(cp))
@@ -533,7 +534,7 @@ static bool _dgn_fill_zone(
points[cur].clear();
cur = !cur;
}
- return (ret);
+ return (ret);
}
static bool _is_exit_stair(const coord_def &c)
@@ -555,15 +556,15 @@ static bool _is_exit_stair(const coord_def &c)
// vault).
//
// Before:
-//
+//
// xxxxx xxxxx
// x<..x x.2.x
// x.1.x xxxxx 3 isolated zones
// x>..x x.3.x
// xxxxx xxxxx
-//
+//
// After:
-//
+//
// xxxxx xxxxx
// x<1.x x.2.x
// VVVVVVVVVVoooV 3 isolated zones, but the isolated zones are different.
@@ -596,7 +597,7 @@ static int _dgn_count_disconnected_zones(bool choose_stairless)
// If we want only stairless zones, screen out zones that did
// have stairs.
if (choose_stairless && found_exit_stair)
- --nzones;
+ --nzones;
}
return (nzones);
@@ -615,7 +616,7 @@ static void _fixup_pandemonium_stairs()
else
grd[i][j] = DNGN_FLOOR;
}
-
+
if (grd[i][j] >= DNGN_ENTER_LABYRINTH
&& grd[i][j] <= DNGN_ESCAPE_HATCH_DOWN)
{
@@ -637,7 +638,7 @@ static void _mask_vault(const vault_placement &place, unsigned mask)
static void _register_place(const vault_placement &place)
{
_dgn_register_vault(place.map);
-
+
_mask_vault(place, MMT_VAULT | MMT_NO_DOOR);
if (place.map.has_tag("no_monster_gen"))
_mask_vault(place, MMT_NO_MONS);
@@ -665,7 +666,7 @@ static void _register_place(const vault_placement &place)
dgn_Map_Mask[x][y] &= ~((short)spec->map_mask.flags_unset);
}
}
-
+
set_branch_flags(place.map.branch_flags.flags_set, true);
unset_branch_flags(place.map.branch_flags.flags_unset, true);
@@ -734,7 +735,7 @@ static void _reset_level()
dgn_Build_Method.clear();
level_clear_vault_memory();
dgn_colour_grid.reset(NULL);
-
+
vault_chance = 9;
minivault_chance = 3;
use_random_maps = true;
@@ -844,7 +845,7 @@ static int _num_mons_wanted(int level_type)
mon_wanted += roll_dice( 3, 8 );
else if (player_in_branch( BRANCH_HALL_OF_BLADES ))
mon_wanted += roll_dice( 6, 8 );
-
+
if (mon_wanted > 60)
mon_wanted = 60;
@@ -954,7 +955,7 @@ static void _fixup_duplicate_stairs()
for (int y = 1; y < GYM; y++)
{
const coord_def c(x,y);
- if (grd(c) >= DNGN_STONE_STAIRS_DOWN_I &&
+ if (grd(c) >= DNGN_STONE_STAIRS_DOWN_I &&
grd(c) <= DNGN_STONE_STAIRS_DOWN_III &&
num_down_stairs < max_stairs)
{
@@ -1047,12 +1048,12 @@ static void _fixup_duplicate_stairs()
{
int s1 = s % num_stairs;
int s2 = (s1 + 1) % num_stairs;
- ASSERT(grd(stair_list[s2]) >= base &&
+ ASSERT(grd(stair_list[s2]) >= base &&
grd(stair_list[s2]) <= base + 3);
if (grd(stair_list[s1]) == grd(stair_list[s2]))
{
- grd(stair_list[s2]) = (dungeon_feature_type)(base +
+ grd(stair_list[s2]) = (dungeon_feature_type)(base +
(grd(stair_list[s2])-base+1) % 3);
}
}
@@ -1122,7 +1123,7 @@ static void _build_dungeon_level(int level_number, int level_type)
{
return;
}
-
+
// hook up the special room (if there is one, and it hasn't
// been hooked up already in roguey_level())
if (sr.created && !sr.hooked_up)
@@ -1140,7 +1141,7 @@ static void _build_dungeon_level(int level_number, int level_type)
if (dgn_level_vetoed)
return;
-
+
_check_doors();
if (!player_in_branch( BRANCH_DIS ) && !player_in_branch( BRANCH_VAULTS ))
@@ -1154,7 +1155,7 @@ static void _build_dungeon_level(int level_number, int level_type)
// Any further vaults must make sure not to disrupt level layout.
dgn_check_connectivity = true;
-
+
// Try to place minivaults that really badly want to be placed. Still
// no guarantees, seeing this is a minivault.
if (!player_in_branch(BRANCH_SHOALS))
@@ -1169,13 +1170,13 @@ static void _build_dungeon_level(int level_number, int level_type)
// any vault-placement activity must happen before this check.
_dgn_verify_connectivity(nvaults);
-
+
if (dgn_level_vetoed)
return;
-
+
_place_traps(level_number);
_place_fog_machines(level_number);
-
+
// place items
_builder_items(level_number, level_type, _num_items_wanted(level_number));
@@ -1345,7 +1346,7 @@ static int _count_feature_in_box(int x0, int y0, int x1, int y1,
if ( grd[i][j] == feat )
++result;
}
-
+
return result;
}
@@ -1423,18 +1424,18 @@ static void _place_base_islands(int margin, int num_islands, int estradius,
b = std::min(b, (GYM - margin) / 2);
int a = b + roll_dice(2,b)/3; // more wide than tall
- a = std::min(a, (GXM - margin) / 2);
-
+ a = std::min(a, (GXM - margin) / 2);
+
int island_distance = estradius*estradius * (2 + num_islands/3);
-
+
bool centre_ok;
do
{
centre_ok = true;
centres[i].x = a + random2(GXM-2*a-1);
- centres[i].y = b + random2(GYM-2*b-1);
-
+ centres[i].y = b + random2(GYM-2*b-1);
+
for (int j = 0; j < i; ++j)
{
// calculate the distance from the centers of
@@ -1444,13 +1445,13 @@ static void _place_base_islands(int margin, int num_islands, int estradius,
{
centre_ok = false;
break;
- }
+ }
}
if ( random2(num_islands) && island_distance )
--island_distance;
}
while ( !centre_ok );
-
+
// place an ellipse around the new coordinate
_place_ellipse( centres[i].x, centres[i].y, a, b, DNGN_FLOOR, margin);
}
@@ -1466,7 +1467,7 @@ static void _prepare_shoals(int level_number)
const bool at_bottom = (your_branch().depth == player_branch_depth());
int num_islands = player_branch_depth() + 1;
-
+
if ( at_bottom )
num_islands += random2(3);
@@ -1479,16 +1480,16 @@ static void _prepare_shoals(int level_number)
for (int x = margin; x < GXM-margin; ++x)
for (int y = margin; y < GYM-margin; ++y)
grd[x][y] = DNGN_DEEP_WATER;
-
+
_place_base_islands(margin, num_islands, estradius, centres);
}
while ( ++num_tries < 100 && _count_connected(margin) != num_islands );
-
+
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "Num tries: %d Connected components: %d",
num_tries, _count_connected(margin));
#endif
-
+
// Adding shallow water at deep water adjacent to floor.
// Randomisation: place shallow water if at least 1d(1d3) floor neighbours
for ( int i = margin; i < GXM - margin; ++i)
@@ -1503,7 +1504,7 @@ static void _prepare_shoals(int level_number)
for (int banks = 0; banks < 8; ++banks)
{
int xsize = 3+random2(3); // random rectangle
- int ysize = 3+random2(3);
+ int ysize = 3+random2(3);
int xb = random2(GXM - 2 * margin - 10) + margin + 2;
int yb = random2(GYM - 2 * margin - 10) + margin + 2;
@@ -1557,7 +1558,7 @@ static void _prepare_shoals(int level_number)
grd[centres[0].x ][centres[0].y] = DNGN_STONE_STAIRS_UP_I;
grd[centres[0].x+1][centres[0].y] = DNGN_STONE_STAIRS_UP_II;
grd[centres[0].x-1][centres[0].y] = DNGN_STONE_STAIRS_UP_III;
-
+
// Place the rune
int vaultidx;
do
@@ -1579,14 +1580,14 @@ static void _prepare_shoals(int level_number)
}
while ( vaultidx == -1
|| map_by_index(vaultidx)->has_tag("has_rune") );
-
+
_build_minivaults( level_number, vaultidx, true, false, false,
centres[i] );
}
}
else
{
- // Place stairs randomly. No elevators.
+ // Place stairs randomly. No elevators.
for ( int i = 0; i < 3; ++i )
{
int x, y;
@@ -1596,10 +1597,10 @@ static void _prepare_shoals(int level_number)
y = random2(GYM);
}
while ( grd[x][y] != DNGN_FLOOR );
-
+
grd[x][y]
= static_cast<dungeon_feature_type>(DNGN_STONE_STAIRS_DOWN_I + i);
-
+
do
{
x = random2(GXM);
@@ -1654,7 +1655,7 @@ static void _prepare_water( int level_number )
{
if (!unforbidden(coord_def(i, j), MMT_NO_POOL))
continue;
-
+
if (grd[i][j] == DNGN_DEEP_WATER)
{
for (k = -1; k < 2; k++)
@@ -1665,7 +1666,7 @@ static void _prepare_water( int level_number )
// must come first {dlb}
if (which_grid == DNGN_SHALLOW_WATER
- && one_chance_in( 8 + level_number ))
+ && one_chance_in( 8 + level_number ))
{
grd[i][j] = DNGN_SHALLOW_WATER;
}
@@ -1747,7 +1748,7 @@ static builder_rc_type _builder_by_type(int level_number, char level_type)
_portal_vault_level(level_number);
return (BUILD_QUIT);
}
-
+
if (level_type == LEVEL_LABYRINTH)
{
_labyrinth_level(level_number);
@@ -1789,7 +1790,7 @@ static builder_rc_type _builder_by_type(int level_number, char level_type)
"mnoleg", "lom_lobon", "cerebov", "gloorx_vloq"
};
- const int vault =
+ const int vault =
random_map_for_tag(pandemon_level_names[which_demon], false);
ASSERT(vault != -1);
@@ -1807,7 +1808,7 @@ static builder_rc_type _builder_by_type(int level_number, char level_type)
// never output because of above assert
// if (vault == -1)
// end(1, false, "Failed to build Pandemonium minivault!\n");
-
+
_build_minivaults(level_number, vault);
}
@@ -1907,7 +1908,7 @@ static int _dgn_random_map_for_place(bool wantmini)
{
const level_id lid = level_id::current();
int vault = random_map_for_place(lid, wantmini);
-
+
// disallow entry vaults for tutorial (complicates things)
if (vault == -1
&& lid.branch == BRANCH_MAIN_DUNGEON
@@ -1958,7 +1959,7 @@ static void _place_minivaults(const std::string &tag, int lo, int hi, bool force
if (lo == -1)
lo = hi = 1;
-
+
int nvaults = random_range(lo, hi);
if (!tag.empty())
{
@@ -1967,7 +1968,7 @@ static void _place_minivaults(const std::string &tag, int lo, int hi, bool force
const int vault = random_map_for_tag(tag, true);
if (vault == -1)
return;
-
+
_build_minivaults(you.your_level, vault);
}
return;
@@ -1983,7 +1984,7 @@ static void _place_minivaults(const std::string &tag, int lo, int hi, bool force
used.insert(vault);
}
}
-
+
int chance = you.your_level == 0? 50 : 100;
while ((chance && random2(100) < chance) || nvaults-- > 0)
{
@@ -1998,7 +1999,7 @@ static void _place_minivaults(const std::string &tag, int lo, int hi, bool force
{
break;
}
-
+
_build_minivaults(you.your_level, vault);
used.insert(vault);
chance /= 4;
@@ -2029,7 +2030,7 @@ static builder_rc_type _builder_normal(int level_number, char level_type,
// but only ORIENT: encompass primary vaults in other
// branches. Other kinds of vaults can still be placed in
// other branches as secondary vaults.
- //
+ //
if (vault != -1 && !player_in_branch(BRANCH_MAIN_DUNGEON)
&& map_by_index(vault)->orient != MAP_ENCOMPASS)
{
@@ -2231,7 +2232,7 @@ static void _builder_extras( int level_number, int level_type )
= (one_chance_in( 5 + level_number ) ? DNGN_SHALLOW_WATER
: DNGN_DEEP_WATER);
- if (level_number > 11
+ if (level_number > 11
&& (one_chance_in(5) || (level_number > 15 && !one_chance_in(5))))
{
river_type = DNGN_LAVA;
@@ -2243,7 +2244,7 @@ static void _builder_extras( int level_number, int level_type )
if (coinflip())
_build_river( river_type );
- else
+ else
_build_lake( river_type );
}
else if (player_in_branch( BRANCH_COCYTUS ))
@@ -2252,7 +2253,7 @@ static void _builder_extras( int level_number, int level_type )
if (coinflip())
_build_river( river_type );
- else
+ else
_build_lake( river_type );
}
@@ -2262,7 +2263,7 @@ static void _builder_extras( int level_number, int level_type )
{
_build_lake( (river_type != DNGN_SHALLOW_WATER) ? river_type
: DNGN_DEEP_WATER );
- }
+ }
}
static bool _shaft_is_in_corridor(int x, int y)
@@ -2273,7 +2274,7 @@ static bool _shaft_is_in_corridor(int x, int y)
{
return true;
}
-
+
// now check vertical neighbouring squares
if ((!inside_level_bounds(x, y-1) || grd[x][y-1] < DNGN_SHALLOW_WATER)
&& (!inside_level_bounds(x, y+1) || grd[x][y+1] < DNGN_SHALLOW_WATER))
@@ -2312,7 +2313,7 @@ static void _place_traps(int level_number)
trap_type &trap_type = env.trap[i].type;
trap_type = random_trap_for_place(level_number);
-
+
if (trap_type == TRAP_SHAFT && level_number <= 7)
{
// Disallow shaft construction in corridors!
@@ -2320,7 +2321,7 @@ static void _place_traps(int level_number)
{
// choose again!
trap_type = random_trap_for_place(level_number);
-
+
// If we get shaft a second time, turn it into an alarm trap.
if (trap_type == TRAP_SHAFT)
trap_type = TRAP_ALARM;
@@ -2404,7 +2405,7 @@ static void _place_extra_vaults()
// ORIENT: encompass maps are unsuitable as secondary vaults.
if (vault != -1 && map_by_index(vault)->orient == MAP_ENCOMPASS)
vault = -1;
-
+
if (vault != -1 && _build_secondary_vault(you.your_level, vault, -1))
vault_chance = 0;
}
@@ -2460,7 +2461,7 @@ static void _place_branch_entrances(int dlevel, char level_type)
std::string entry_tag = std::string(branches[i].abbrevname);
entry_tag += "_entry";
lowercase(entry_tag);
-
+
_place_specific_stair( branches[i].entry_stairs, entry_tag, dlevel);
}
}
@@ -2479,8 +2480,8 @@ static void _make_trail(int xs, int xr, int ys, int yr, int corrlength,
// temp positions
int dir_x = 0;
- int dir_y = 0;
- int dir_x2, dir_y2;
+ int dir_y = 0;
+ int dir_x2, dir_y2;
do
{
@@ -2493,7 +2494,7 @@ static void _make_trail(int xs, int xr, int ys, int yr, int corrlength,
// assign begin feature
if (begin != DNGN_UNSEEN)
grd[x_start][y_start] = begin;
-
+
x_ps = x_start;
y_ps = y_start;
@@ -2750,7 +2751,7 @@ static int _pick_unique(int lev)
{
which_unique = MONS_POLYPHEMUS;
}
-
+
return (which_unique);
}
@@ -2792,7 +2793,7 @@ static int _place_uniques(int level_number, char level_type)
break;
// note: unique_creatures 40 + used by unique demons
- if (place_monster( not_used, which_unique, level_number,
+ if (place_monster( not_used, which_unique, level_number,
BEH_SLEEP, MHITNOT, false, 1, 1, true,
PROX_ANYWHERE, MONS_PROGRAM_BUG, 0, MMT_NO_MONS ))
{
@@ -2813,16 +2814,16 @@ static int _place_monster_vector(std::vector<int> montypes,
int not_used = 0;
for (int i = 0; i < num_to_place; i++)
if (place_monster( not_used, montypes[random2(montypes.size())],
- level_number, BEH_SLEEP, MHITNOT,
+ level_number, BEH_SLEEP, MHITNOT,
false, 1, 1, true, PROX_ANYWHERE,
MONS_PROGRAM_BUG, 0, MMT_NO_MONS ))
{
++result;
}
-
+
return result;
}
-
+
static void _place_aquatic_monsters(int level_number, char level_type)
{
@@ -2844,7 +2845,7 @@ static void _place_aquatic_monsters(int level_number, char level_type)
for (int i = 0; i < 4; i++)
{
swimming_things[i] = MONS_LAVA_WORM + random2(3);
- if (one_chance_in(30))
+ if (one_chance_in(30))
swimming_things[i] = MONS_SALAMANDER;
}
@@ -3105,10 +3106,10 @@ static void _fill_monster_pit( spec_room &sr, FixedVector<pit_mons_def,
#if DEBUG_DIAGNOSTICS
for (i = 0; i < num_types; i++)
{
- const int delta = ((i > 0) ? pit_list[i].rare - pit_list[i - 1].rare
+ const int delta = ((i > 0) ? pit_list[i].rare - pit_list[i - 1].rare
: pit_list[i].rare);
- const float perc = (static_cast<float>( delta ) * 100.0)
+ const float perc = (static_cast<float>( delta ) * 100.0)
/ static_cast<float>( rare_sum );
mprf( MSGCH_DIAGNOSTICS, "%6.2f%%: %s", perc,
@@ -3254,10 +3255,10 @@ static void _special_room(int level_number, spec_room &sr)
if (one_chance_in(4))
continue;
- mons_place( mons_alloc[random2(10)], BEH_SLEEP, MHITNOT,
+ mons_place( mons_alloc[random2(10)], BEH_SLEEP, MHITNOT,
true, x, y );
}
-
+
break;
case SROOM_LAIR_KOBOLD:
@@ -3327,8 +3328,8 @@ static void _special_room(int level_number, spec_room &sr)
}
// place guardian {dlb}:
- mons_place( MONS_GUARDIAN_NAGA, BEH_SLEEP, MHITNOT, true,
- sr.x1 + random2( sr.x2 - sr.x1 ),
+ mons_place( MONS_GUARDIAN_NAGA, BEH_SLEEP, MHITNOT, true,
+ sr.x1 + random2( sr.x2 - sr.x1 ),
sr.y1 + random2( sr.y2 - sr.y1 ) );
break;
@@ -3382,7 +3383,7 @@ static void _beehive(spec_room &sr)
// the hive is chock full of bees!
- mons_place( one_chance_in(7) ? MONS_KILLER_BEE_LARVA
+ mons_place( one_chance_in(7) ? MONS_KILLER_BEE_LARVA
: MONS_KILLER_BEE,
BEH_SLEEP, MHITNOT, true, x, y );
}
@@ -3434,7 +3435,7 @@ static bool _safe_minivault_place(int v1x, int v1y,
{
if (clobber)
return (true);
-
+
const bool water_ok = place.map.has_tag("water_ok");
const std::vector<std::string> &lines = place.map.map.get_lines();
for (int vx = v1x; vx < v1x + place.size.x; vx++)
@@ -3452,12 +3453,12 @@ static bool _safe_minivault_place(int v1x, int v1y,
// nor water, if !water_ok.
if (_may_overwrite_feature(dfeat, water_ok))
return (false);
-
+
// Don't overwrite items or monsters, either!
if (igrd[vx][vy] != NON_ITEM || mgrd[vx][vy] != NON_MONSTER)
return (false);
}
-
+
return (true);
}
@@ -3467,13 +3468,13 @@ static bool _connected_minivault_place(int v1x, int v1y,
/* must not be completely isolated: */
const bool water_ok = place.map.has_tag("water_ok");
const std::vector<std::string> &lines = place.map.map.get_lines();
-
+
for (int vx = v1x; vx < v1x + place.size.x; vx++)
for (int vy = v1y; vy < v1y + place.size.y; vy++)
{
if (lines[vy - v1y][vx - v1x] == ' ')
continue;
-
+
// Overwrite floor, doors or water, but not rock walls.
if (_may_overwrite_feature(grd[vx][vy], water_ok, false))
return (true);
@@ -3521,7 +3522,7 @@ static bool _build_minivaults(int level_number, int force_vault,
if (dgn_check_connectivity && !dgn_zones)
dgn_zones = _dgn_count_disconnected_zones(false);
-
+
map_type vgrid;
vault_placement place;
vault_main(vgrid, place, force_vault);
@@ -3548,12 +3549,12 @@ static bool _build_minivaults(int level_number, int force_vault,
#endif
_register_place(place);
-
+
// these two are throwaways:
int num_runes = 0;
std::vector<coord_def> &target_connections = place.exits;
-
+
// paint the minivault onto the grid
for (int vx = v1x; vx < v1x + place.size.x; vx++)
for (int vy = v1y; vy < v1y + place.size.y; vy++)
@@ -3584,7 +3585,7 @@ static bool _build_minivaults(int level_number, int force_vault,
{
if (target_connections.empty() && place.map.has_tag("mini_float"))
_pick_float_exits(place, target_connections);
-
+
if (!target_connections.empty())
_connect_vault(place);
}
@@ -3630,7 +3631,7 @@ static void _build_rooms(const dgn_region_list &excluded,
if (_join_the_dots(c, myroom.random_edge_point(), MMT_VAULT))
connections.erase( connections.begin() );
}
-
+
if (i > 0 && exclusive)
{
const coord_def end = myroom.end();
@@ -3685,7 +3686,7 @@ static coord_def _dig_away_dir(const vault_placement &place,
const coord_def &pos)
{
// Figure out which way we need to go to dig our way out of the vault.
- bool x_edge =
+ bool x_edge =
pos.x == place.pos.x || pos.x == place.pos.x + place.size.x - 1;
bool y_edge =
pos.y == place.pos.y || pos.y == place.pos.y + place.size.y - 1;
@@ -3713,7 +3714,7 @@ static coord_def _dig_away_dir(const vault_placement &place,
else
y_edge = false;
}
-
+
coord_def dig_dir;
if (x_edge)
{
@@ -3745,11 +3746,11 @@ static void _dig_away_from(vault_placement &place, const coord_def &pos)
coord_def dig_dir = _dig_away_dir(place, pos);
coord_def dig_at = pos;
bool dug = false;
-
+
for (int i = 0; i < GXM; i++)
{
dig_at += dig_dir;
-
+
if (dig_at.x < MAPGEN_BORDER || dig_at.x > (GXM - MAPGEN_BORDER - 1)
|| dig_at.y < MAPGEN_BORDER || dig_at.y > (GYM - MAPGEN_BORDER - 1))
{
@@ -3805,7 +3806,7 @@ static bool _map_grid_is_on_edge(const vault_placement &place,
if (!place.map.in_map(coord_def(xi, yi) - place.pos))
return (true);
}
-
+
return (false);
}
@@ -3840,7 +3841,7 @@ static void _pick_float_exits(vault_placement &place,
{
if (_grid_needs_exit(x, place.pos.y))
possible_exits.push_back( coord_def(x, place.pos.y) );
-
+
if (_grid_needs_exit(x, place.pos.y + place.size.y - 1))
{
possible_exits.push_back(
@@ -3877,7 +3878,7 @@ static std::vector<coord_def> _external_connection_points(
const std::vector<coord_def> &target_connections)
{
std::vector<coord_def> ex_connection_points;
-
+
// Giving target_connections directly to build_rooms causes
// problems with long, skinny vaults where paths to the exit
// tend to cut through the vault. By backing out of the vault
@@ -3925,12 +3926,12 @@ static dungeon_feature_type _dgn_find_rune_subst(const std::string &tag)
{
const std::string suffix("_entry");
const std::string::size_type psuffix = tag.find(suffix);
-
+
if (psuffix == std::string::npos)
return (DNGN_FLOOR);
-
+
const std::string key = tag.substr(0, psuffix);
-
+
if (key == "bzr")
return (DNGN_ENTER_PORTAL_VAULT);
else if (key == "lab")
@@ -3966,14 +3967,14 @@ static dungeon_feature_type _dgn_find_rune_subst_tags(const std::string &tags)
}
// Places a map on the current level (minivault or regular vault).
-//
+//
// You can specify the centre of the map using "where" for floating vaults
// and minivaults. "where" is ignored for other vaults. XXX: it might be
// nice to specify a square that is not the centre, but is identified by
// a marker in the vault to be placed.
//
// NOTE: encompass maps will destroy the existing level!
-//
+//
// generating_level: If true, assumes that this is in the middle of normal
// level generation, and does not link items or handle
// changing terrain.
@@ -3984,7 +3985,7 @@ bool dgn_place_map(int map, bool generating_level, bool clobber,
bool make_no_exits, const coord_def &where)
{
const dgn_colour_override_manager colour_man;
-
+
const map_def *mdef = map_by_index(map);
bool did_map = false;
bool fixup = false;
@@ -4051,7 +4052,7 @@ bool dgn_place_map(int map, bool generating_level, bool clobber,
if (fixup || !generating_level)
setup_environment_effects();
-
+
return (did_map);
}
@@ -4098,14 +4099,14 @@ static bool _build_vaults(int level_number, int force_vault, int rune_subst,
if (dgn_check_connectivity && !dgn_zones)
dgn_zones = _dgn_count_disconnected_zones(false);
-
+
map_type vgrid;
vault_placement place;
std::vector<coord_def> &target_connections = place.exits;
if (map_bounds(where))
place.pos = where;
-
+
const int gluggy = vault_main(vgrid, place, force_vault,
check_collisions, clobber);
@@ -4161,7 +4162,7 @@ static bool _build_vaults(int level_number, int force_vault, int rune_subst,
#ifdef DEBUG_DIAGNOSTICS
if (crawl_state.map_stat_gen)
mapgen_report_map_use(place.map);
-#endif
+#endif
// If the map takes the whole screen or we were only requested to
// build the vault, our work is done.
@@ -4195,7 +4196,7 @@ static bool _build_vaults(int level_number, int force_vault, int rune_subst,
excluded_regions.push_back( dgn_region::absolute(v1x, v1y, v2x, v2y) );
int nrooms = random_range(15, 90);
-
+
// Try harder for floating vaults, which tend to complicate room
// building somewhat.
if (gluggy == MAP_FLOAT)
@@ -4203,7 +4204,7 @@ static bool _build_vaults(int level_number, int force_vault, int rune_subst,
std::vector<coord_def> ex_connection_points =
_external_connection_points(place, target_connections);
-
+
_build_rooms(excluded_regions, ex_connection_points, nrooms);
// Excavate and connect the vault to the rest of the level.
@@ -4244,7 +4245,7 @@ static bool _build_vaults(int level_number, int force_vault, int rune_subst,
j + ((i == 0) ? DNGN_STONE_STAIRS_DOWN_I
: DNGN_STONE_STAIRS_UP_I));
- if (stair_exist[stair - DNGN_STONE_STAIRS_DOWN_I] == 1)
+ if (stair_exist[stair - DNGN_STONE_STAIRS_DOWN_I] == 1)
continue;
do
@@ -4285,9 +4286,9 @@ static void _dgn_place_item_explicit(const item_spec &spec,
}
const int item_made =
- items( spec.allow_uniques, spec.base_type, spec.sub_type, true,
+ items( spec.allow_uniques, spec.base_type, spec.sub_type, true,
level, spec.race, 0, spec.ego );
-
+
if (item_made != NON_ITEM && item_made != -1)
{
mitm[item_made].x = x;
@@ -4311,7 +4312,7 @@ static void _dgn_place_item_explicit(int index, int x, int y,
int level)
{
item_list &sitems = place.map.items;
-
+
if (index < 0 || index >= static_cast<int>(sitems.size()))
{
// Non-fatal, but we warn even in non-debug mode so there's incentive
@@ -4413,7 +4414,7 @@ static void _dgn_give_mon_spec_items(mons_spec &mspec,
}
}
}
-
+
bool dgn_place_monster(mons_spec &mspec,
int monster_level, int vx, int vy,
@@ -4462,7 +4463,7 @@ bool dgn_place_monster(mons_spec &mspec,
}
return (placed);
}
- return (false);
+ return (false);
}
static bool _dgn_place_monster( const vault_placement &place, mons_spec &mspec,
@@ -4470,7 +4471,7 @@ static bool _dgn_place_monster( const vault_placement &place, mons_spec &mspec,
{
const bool generate_awake
= mspec.generate_awake || place.map.has_tag("generate_awake");
-
+
return dgn_place_monster(mspec, monster_level, vx, vy, generate_awake);
}
@@ -4506,7 +4507,7 @@ dungeon_feature_type map_feature(map_def *map, const coord_def &c, int rawfeat)
if (rawfeat == ' ')
return (NUM_FEATURES);
-
+
keyed_mapspec *mapsp = map? map->mapspec_for_key(rawfeat) : NULL;
if (mapsp)
{
@@ -4529,7 +4530,7 @@ dungeon_feature_type map_feature(map_def *map, const coord_def &c, int rawfeat)
(rawfeat == 'v') ? DNGN_METAL_WALL :
(rawfeat == 'b') ? DNGN_GREEN_CRYSTAL_WALL :
(rawfeat == 'a') ? DNGN_WAX_WALL :
- (rawfeat == 'm') ? DNGN_CLEAR_ROCK_WALL :
+ (rawfeat == 'm') ? DNGN_CLEAR_ROCK_WALL :
(rawfeat == 'n') ? DNGN_CLEAR_STONE_WALL :
(rawfeat == 'o') ? DNGN_CLEAR_PERMAROCK_WALL :
(rawfeat == '+') ? DNGN_CLOSED_DOOR :
@@ -4546,7 +4547,7 @@ dungeon_feature_type map_feature(map_def *map, const coord_def &c, int rawfeat)
(rawfeat == ']') ? DNGN_STONE_STAIRS_DOWN_III :
(rawfeat == '[') ? DNGN_STONE_STAIRS_UP_III :
(rawfeat == 'A') ? DNGN_STONE_ARCH :
- (rawfeat == 'B') ? DNGN_ALTAR_ZIN :
+ (rawfeat == 'B') ? DNGN_ALTAR_ZIN :
(rawfeat == 'C') ? _pick_an_altar() : // f(x) elsewhere {dlb}
(rawfeat == 'F') ? DNGN_GRANITE_STATUE :
(rawfeat == 'I') ? DNGN_ORCISH_IDOL :
@@ -4598,7 +4599,7 @@ static int _vault_grid( vault_placement &place,
const trap_type trap
= (f.trap == TRAP_INDEPTH) ? random_trap_for_place(level_number)
: static_cast<trap_type>(f.trap);
-
+
place_specific_trap(vx, vy, trap);
}
else
@@ -4619,7 +4620,7 @@ static int _vault_grid( vault_placement &place,
place_monster( not_used, _random_evil_statue(), 30, BEH_HOSTILE,
MHITNOT, true, vx, vy, false);
}
-
+
// first, set base tile for grids {dlb}:
grd[vx][vy] = ((vgrid == -1) ? grd[vx][vy] :
(vgrid == 'x') ? DNGN_ROCK_WALL :
@@ -4628,7 +4629,7 @@ static int _vault_grid( vault_placement &place,
(vgrid == 'v') ? DNGN_METAL_WALL :
(vgrid == 'b') ? DNGN_GREEN_CRYSTAL_WALL :
(vgrid == 'a') ? DNGN_WAX_WALL :
- (vgrid == 'm') ? DNGN_CLEAR_ROCK_WALL :
+ (vgrid == 'm') ? DNGN_CLEAR_ROCK_WALL :
(vgrid == 'n') ? DNGN_CLEAR_STONE_WALL :
(vgrid == 'o') ? DNGN_CLEAR_PERMAROCK_WALL :
(vgrid == '+') ? DNGN_CLOSED_DOOR :
@@ -4724,7 +4725,7 @@ static int _vault_grid( vault_placement &place,
which_class = OBJ_ORBS;
which_type = ORB_ZOT;
}
- else if (vgrid == '|'
+ else if (vgrid == '|'
|| (vgrid == 'P' && (!possible_rune || num_runes > 0))
|| (vgrid == 'O' && num_runes > 0))
{
@@ -4738,7 +4739,7 @@ static int _vault_grid( vault_placement &place,
grd[vx][vy] = static_cast<dungeon_feature_type>(rune_subst);
break;
}
-
+
which_class = OBJ_MISCELLANY;
which_type = MISC_RUNE_OF_ZOT;
num_runes++;
@@ -4758,7 +4759,7 @@ static int _vault_grid( vault_placement &place,
}
else if (you.level_type == LEVEL_ABYSS)
spec = RUNE_ABYSSAL;
- else
+ else
spec = you.where_are_you;
}
@@ -4767,7 +4768,7 @@ static int _vault_grid( vault_placement &place,
which_depth = MAKE_GOOD_ITEM;
else if (vgrid == '*')
which_depth = 5 + (level_number * 2);
-
+
item_made = items( 1, which_class, which_type, true,
which_depth, spec );
@@ -4870,7 +4871,7 @@ struct coord_comparator
const coord_def del = a - b;
return std::abs(del.x) * GYM + std::abs(del.y);
}
-
+
bool operator () (const coord_def &a, const coord_def &b) const
{
return dist(a, target) < dist(b, target);
@@ -4887,7 +4888,7 @@ static void _jtd_init_surrounds(coord_set &coords, unsigned mapmask,
{
if (!xi == !yi)
continue;
-
+
const coord_def cx(c.x + xi, c.y + yi);
if (!in_bounds(cx) || travel_point_distance[cx.x][cx.y]
|| !unforbidden(cx, mapmask))
@@ -4909,15 +4910,15 @@ static bool _join_the_dots_pathfind(coord_set &coords,
{
int &tpd = travel_point_distance[curr.x][curr.y];
tpd = !tpd? -1000 : -tpd;
-
+
if (curr == to)
break;
-
+
_jtd_init_surrounds(coords, mapmask, curr);
if (coords.empty())
break;
-
+
curr = *coords.begin();
coords.erase(coords.begin());
}
@@ -4929,14 +4930,14 @@ static bool _join_the_dots_pathfind(coord_set &coords,
{
if (unforbidden(curr, mapmask))
grd(curr) = DNGN_FLOOR;
-
+
const int dist = travel_point_distance[curr.x][curr.y];
ASSERT(dist < 0 && dist != -1000);
curr += coord_def(-dist / 4 - 2, (-dist % 4) - 2);
}
if (unforbidden(curr, mapmask))
grd(curr) = DNGN_FLOOR;
-
+
return (true);
}
@@ -5026,7 +5027,7 @@ static void _place_pool(dungeon_feature_type pool_type, unsigned char pool_x1,
unsigned char left_edge, right_edge;
// don't place LAVA pools in crypt.. use shallow water instead.
- if (pool_type == DNGN_LAVA
+ if (pool_type == DNGN_LAVA
&& (player_in_branch(BRANCH_CRYPT) || player_in_branch(BRANCH_TOMB)))
{
pool_type = DNGN_SHALLOW_WATER;
@@ -5103,7 +5104,7 @@ static dungeon_feature_type _pick_an_altar()
dungeon_feature_type altar_type;
int temp_rand; // probability determination {dlb}
- if (player_in_branch( BRANCH_SLIME_PITS )
+ if (player_in_branch( BRANCH_SLIME_PITS )
|| player_in_branch( BRANCH_ECUMENICAL_TEMPLE )
|| you.level_type == LEVEL_LABYRINTH)
{
@@ -5247,7 +5248,7 @@ static void _place_altar()
for (int i = px - 2; i <= px + 2; i++)
for (int j = py - 2; j <= py + 2; j++)
grd[i][j] = DNGN_FLOOR;
-
+
grd[px][py] = _pick_an_altar();
break;
}
@@ -5271,7 +5272,7 @@ static void _place_shops(int level_number, int nshops)
nshops = MAX_SHOPS;
#else
nshops = ((temp_rand > 28) ? 0 : // 76.8%
- (temp_rand > 4) ? 1 // 19.2%
+ (temp_rand > 4) ? 1 // 19.2%
: random_range(1, MAX_RANDOM_SHOPS)); // 0.4%
if (nshops == 0 || level_number < 3)
@@ -5316,7 +5317,7 @@ static bool _need_varied_selection(shop_type shop)
return (shop == SHOP_BOOK);
}
-void place_spec_shop( int level_number,
+void place_spec_shop( int level_number,
int shop_x, int shop_y,
int force_s_type, bool representative )
{
@@ -5341,7 +5342,7 @@ void place_spec_shop( int level_number,
env.shop[i].level = level_number * 2;
env.shop[i].type = static_cast<shop_type>(
- (force_s_type != SHOP_RANDOM) ? force_s_type
+ (force_s_type != SHOP_RANDOM) ? force_s_type
: random2(NUM_SHOPS));
if (env.shop[i].type == SHOP_FOOD)
@@ -5356,7 +5357,7 @@ void place_spec_shop( int level_number,
}
else
env.shop[i].greed = 15 + random2avg(19, 2) + random2(level_number);
-
+
// allow bargains in bazaars, prices randomly between 60% and 95%
if (you.level_type == LEVEL_PORTAL_VAULT && you.level_type_name == "bazaar")
{
@@ -5402,7 +5403,7 @@ void place_spec_shop( int level_number,
{
int help = random2(item_level) + 1;
item_level += help;
-
+
if (item_level > level_number * 5)
item_level = level_number * 5;
}
@@ -5516,7 +5517,7 @@ static object_class_type _item_in_shop(unsigned char shop_type)
static void _spotty_level(bool seeded, int iterations, bool boxy)
{
dgn_Build_Method = "spotty_level";
-
+
// assumes starting with a level full of rock walls (1)
int i, j, k, l;
@@ -5525,7 +5526,7 @@ static void _spotty_level(bool seeded, int iterations, bool boxy)
for (i = DNGN_STONE_STAIRS_DOWN_I; i < DNGN_ESCAPE_HATCH_UP; i++)
{
if (i == DNGN_ESCAPE_HATCH_DOWN
- || (i == DNGN_STONE_STAIRS_UP_I
+ || (i == DNGN_STONE_STAIRS_UP_I
&& !player_in_branch( BRANCH_SLIME_PITS )))
{
continue;
@@ -5610,7 +5611,7 @@ static void _spotty_level(bool seeded, int iterations, bool boxy)
static void _bigger_room()
{
dgn_Build_Method = "bigger_room";
-
+
unsigned char i, j;
for (i = 10; i < (GXM - 10); i++)
@@ -5623,7 +5624,7 @@ static void _bigger_room()
_many_pools(DNGN_DEEP_WATER);
if (one_chance_in(3))
- {
+ {
if (coinflip())
_build_river( DNGN_DEEP_WATER );
else
@@ -5645,7 +5646,7 @@ static void _bigger_room()
static void _plan_main(int level_number, int force_plan)
{
dgn_Build_Method = "plan_main";
-
+
// possible values for do_stairs:
// 0 - stairs already done
// 1 - stairs already done, do spotty
@@ -5691,7 +5692,7 @@ static void _plan_main(int level_number, int force_plan)
static char _plan_1()
{
dgn_Build_Method = "plan_1";
-
+
int temp_rand = 0; // probability determination {dlb}
unsigned char width = (10 - random2(7)); // value range of [4,10] {dlb}
@@ -5761,7 +5762,7 @@ static char _plan_1()
static char _plan_2()
{
dgn_Build_Method = "plan_2";
-
+
char width2 = (5 - random2(5)); // value range of [1,5] {dlb}
_replace_area(10, (35 - width2), (GXM - 10), (35 + width2),
@@ -5775,7 +5776,7 @@ static char _plan_2()
static char _plan_3()
{
dgn_Build_Method = "plan_3";
-
+
/* Draws a room, then another and links them together, then another and etc
Of course, this can easily end up looking just like a make_trail level.
*/
@@ -5867,7 +5868,7 @@ static char _plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
char forbid_y2, dungeon_feature_type force_wall)
{
dgn_Build_Method = "plan_4";
-
+
// a more chaotic version of city level
int temp_rand; // req'd for probability checking
@@ -5972,7 +5973,7 @@ static char _plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
static char _plan_5()
{
dgn_Build_Method = "plan_5";
-
+
unsigned char imax = 5 + random2(20); // value range of [5,24] {dlb}
for (unsigned char i = 0; i < imax; i++)
@@ -5992,7 +5993,7 @@ static char _plan_5()
static char _plan_6(int level_number)
{
dgn_Build_Method = "plan_6";
-
+
spec_room sr;
// circle of standing stones (well, kind of)
@@ -6027,11 +6028,11 @@ static char _plan_6(int level_number)
grd[10][35] = DNGN_STONE_STAIRS_UP_II;
grd[10][36] = DNGN_STONE_STAIRS_UP_III;
- // This "back door" is often one of the easier ways to get out of
- // pandemonium... the easiest is to use the banish spell.
+ // This "back door" is often one of the easier ways to get out of
+ // pandemonium... the easiest is to use the banish spell.
//
- // Note, that although "level_number > 20" will work for most
- // trips to pandemonium (through regular portals), it won't work
+ // Note, that although "level_number > 20" will work for most
+ // trips to pandemonium (through regular portals), it won't work
// for demonspawn who gate themselves there. -- bwr
if (((player_in_branch( BRANCH_MAIN_DUNGEON ) && level_number > 20)
|| you.level_type == LEVEL_PANDEMONIUM)
@@ -6048,7 +6049,7 @@ static bool _octa_room(spec_room &sr, int oblique_max,
dungeon_feature_type type_floor)
{
dgn_Build_Method = "octa_room";
-
+
int x,y;
// hack - avoid lava in the crypt {gdl}
@@ -6112,7 +6113,7 @@ static void _find_maze_neighbours(const coord_def &c,
{
if (!!xi == !!yi)
continue;
-
+
const coord_def cp(c.x + xi, c.y + yi);
if (region.contains(cp))
coords.push_back(cp);
@@ -6138,10 +6139,10 @@ static void _labyrinth_maze_recurse(const coord_def &c, const dgn_region &where)
const coord_def &nc = *i;
if (grd(nc) != DNGN_ROCK_WALL)
continue;
-
+
grd(nc) = DNGN_FLOOR;
grd(c + (nc - c) / 2) = DNGN_FLOOR;
-
+
if (!one_chance_in(5))
_labyrinth_maze_recurse(nc, where);
else
@@ -6182,7 +6183,7 @@ static void _labyrinth_place_items(const coord_def &end)
/* (temp_rand == 8) */ : OBJ_STAVES);
const int treasure_item =
- items( 1, glopop, OBJ_RANDOM, true,
+ items( 1, glopop, OBJ_RANDOM, true,
you.your_level * 3, MAKE_ITEM_RANDOM_RACE );
if (treasure_item != NON_ITEM)
@@ -6256,7 +6257,7 @@ static void _change_walls_from_centre(const dgn_region &region,
...)
{
std::vector<dist_feat> ldist;
-
+
va_list args;
va_start(args, wall);
@@ -6346,14 +6347,14 @@ static void _labyrinth_level(int level_number)
LABYRINTH_BORDER,
GXM - LABYRINTH_BORDER - 1,
GYM - LABYRINTH_BORDER - 1 );
-
+
// First decide if we're going to use a Lab minivault.
int vault = random_map_for_tag("minotaur", true, false);
vault_placement place;
-
+
if (vault != -1)
_init_minivault_placement(vault, place);
-
+
coord_def end;
_labyrinth_build_maze(end, lab);
@@ -6384,7 +6385,7 @@ static void _labyrinth_level(int level_number)
place.pos = rplace.pos;
place.size = rplace.size;
}
-
+
if (vault != -1)
end = place.pos + place.size / 2;
@@ -6397,13 +6398,13 @@ static void _labyrinth_level(int level_number)
0);
_labyrinth_place_entry_point(lab, end);
-
+
// turn rock walls into undiggable stone or metal:
// dungeon_feature_type wall_xform =
// ((random2(50) > 10) ? DNGN_STONE_WALL // 78.0%
// : DNGN_METAL_WALL); // 22.0%
//replace_area(0, 0, GXM - 1, GYM - 1, DNGN_ROCK_WALL, wall_xform, vaults);
-
+
link_items();
} // end labyrinth_level()
@@ -6500,7 +6501,7 @@ static int _box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors)
for (i = 0; i < spot_count; i++)
if (good_doors[i] == 1)
j++;
-
+
if (new_doors > j)
new_doors = j;
@@ -7094,7 +7095,7 @@ static void _jelly_pit(int level_number, spec_room &sr)
pit_list[i].type = MONS_PROGRAM_BUG;
pit_list[i].rare = 0;
}
-
+
#if DEBUG_DIAGNOSTICS
mprf( MSGCH_DIAGNOSTICS, "Build: Jelly Pit" );
#endif
@@ -7365,7 +7366,7 @@ static void _build_river( dungeon_feature_type river_type ) //mv
if (player_in_branch( BRANCH_CRYPT ) || player_in_branch( BRANCH_TOMB ))
return;
- // if (one_chance_in(10))
+ // if (one_chance_in(10))
// _build_river(river_type);
// Made rivers less wide... min width five rivers were too annoying. -- bwr
@@ -7445,7 +7446,7 @@ static void _build_lake(dungeon_feature_type lake_type) //mv
if (j >= 5 && j <= GYM - 5 && i >= 5 && i <= GXM - 5)
{
// Note that vaults might have been created in this area!
- // So we'll avoid the silliness of monsters and items
+ // So we'll avoid the silliness of monsters and items
// on lava and deep water grids. -- bwr
if (!one_chance_in(200) && _may_overwrite_pos(i,j))
grd[i][j] = lake_type;
@@ -7511,7 +7512,7 @@ static coord_def _dgn_find_feature_marker(dungeon_feature_type feat)
}
}
coord_def unfound;
- return (unfound);
+ return (unfound);
}
static coord_def _dgn_find_labyrinth_entry_point()
@@ -7529,7 +7530,7 @@ coord_def dgn_find_nearby_stair(dungeon_feature_type stair_to_find,
stair_to_find,
dungeon_feature_name(stair_to_find));
#endif
-
+
if (stair_to_find == DNGN_ESCAPE_HATCH_UP
|| stair_to_find == DNGN_ESCAPE_HATCH_DOWN)
{
@@ -7557,7 +7558,7 @@ coord_def dgn_find_nearby_stair(dungeon_feature_type stair_to_find,
#endif
stair_to_find = DNGN_FLOOR;
}
-
+
if (stair_to_find == your_branch().exit_stairs)
{
const coord_def pos(_dgn_find_feature_marker(DNGN_STONE_STAIRS_UP_I));
@@ -7720,7 +7721,7 @@ bool dgn_region::overlaps(const dgn_region &other) const
{
// The old overlap check checked only two corners - top-left and
// bottom-right. I'm hoping nothing actually *relied* on that stupid bug.
-
+
return (between(pos.x, other.pos.x, other.pos.x + other.size.x - 1)
|| between(pos.x + size.x - 1, other.pos.x,
other.pos.x + other.size.x - 1))
@@ -7755,7 +7756,7 @@ bool dgn_region::overlaps(const map_mask &mask) const
if (mask[x][y])
return (true);
}
-
+
return (false);
}