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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-31 18:26:52 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-31 18:26:52 +0000
commit900c6efcaf6fb292d518249ffe65abf92a01afc2 (patch)
treecb8703a9093d1aab380766f9924d60d9239ff988 /crawl-ref/source/dungeon.cc
parente02748aa46423607dd0710cf44efeb855bf3acb4 (diff)
downloadcrawl-ref-900c6efcaf6fb292d518249ffe65abf92a01afc2.tar.gz
crawl-ref-900c6efcaf6fb292d518249ffe65abf92a01afc2.zip
Code cleanup and renaming of static methods, mostly for decks.cc and
dungeon.cc. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3984 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dungeon.cc')
-rw-r--r--crawl-ref/source/dungeon.cc1603
1 files changed, 814 insertions, 789 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index 6cd5d3e109..f49b9b619e 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -107,141 +107,141 @@ struct dist_feat
};
// DUNGEON BUILDERS
-static void build_dungeon_level(int level_number, int level_type);
-static void reset_level();
-static bool valid_dungeon_level(int level_number, int level_type);
-
-static bool find_in_area(int sx, int sy, int ex, int ey,
- dungeon_feature_type feature);
-static bool make_box(int room_x1, int room_y1, int room_x2, int room_y2,
- dungeon_feature_type floor=DNGN_UNSEEN,
- dungeon_feature_type wall=DNGN_UNSEEN,
- dungeon_feature_type avoid=DNGN_UNSEEN);
-static void replace_area(int sx, int sy, int ex, int ey,
- dungeon_feature_type replace,
- dungeon_feature_type feature,
- unsigned mmask = 0);
-static builder_rc_type builder_by_type(int level_number, char level_type);
-static builder_rc_type builder_by_branch(int level_number);
-static builder_rc_type builder_normal(int level_number, char level_type, spec_room &s);
-static builder_rc_type builder_basic(int level_number);
-static void builder_extras(int level_number, int level_type);
-static void builder_items(int level_number, char level_type, int items_wanted);
-static void builder_monsters(int level_number, char level_type, int mon_wanted);
-static void place_specific_stair(dungeon_feature_type stair,
- const std::string &tag = "",
- int dl = 0,
- bool vault_only = false);
-static void place_branch_entrances(int dlevel, char level_type);
-static void place_extra_vaults();
-static void place_minivaults(const std::string &tag = "",
- int fewest = -1, int most = -1,
- bool force = false);
-static void place_traps( int level_number );
-static void place_fog_machines( int level_number );
-static void prepare_swamp();
-static void prepare_shoals( int level_number );
-static void prepare_water( int level_number );
-static void check_doors();
-static void hide_doors();
-static void make_trail(int xs, int xr, int ys, int yr,int corrlength,
- int intersect_chance,
- int no_corr, dungeon_feature_type begin,
- dungeon_feature_type end=DNGN_UNSEEN);
-static bool make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel);
-static void place_pool(dungeon_feature_type pool_type, unsigned char pool_x1,
- unsigned char pool_y1, unsigned char pool_x2,
- unsigned char pool_y2);
-static void many_pools(dungeon_feature_type pool_type);
-static bool join_the_dots(const coord_def &from, const coord_def &to,
- unsigned mmask, bool early_exit = false);
-static bool join_the_dots_rigorous(const coord_def &from,
- const coord_def &to,
- unsigned mapmask,
- bool early_exit = false);
-
-static void build_river(dungeon_feature_type river_type); //mv
-static void build_lake(dungeon_feature_type lake_type); //mv
-
-static void spotty_level(bool seeded, int iterations, bool boxy);
-static void bigger_room();
-static void plan_main(int level_number, int force_plan);
-static char plan_1();
-static char plan_2();
-static char plan_3();
-static char plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
- char forbid_y2, dungeon_feature_type force_wall);
-static char plan_5();
-static char plan_6(int level_number);
-static bool octa_room(spec_room &sr, int oblique_max,
- dungeon_feature_type type_floor);
-static void portal_vault_level(int level_number);
-static void labyrinth_level(int level_number);
-static void box_room(int bx1, int bx2, int by1, int by2,
- dungeon_feature_type wall_type);
-static int box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors);
-static void city_level(int level_number);
-static void diamond_rooms(int level_number);
-
-static void pick_float_exits(vault_placement &place,
- std::vector<coord_def> &targets);
-static void connect_vault(const vault_placement &vp);
+static void _build_dungeon_level(int level_number, int level_type);
+static void _reset_level();
+static bool _valid_dungeon_level(int level_number, int level_type);
+
+static bool _find_in_area(int sx, int sy, int ex, int ey,
+ dungeon_feature_type feature);
+static bool _make_box(int room_x1, int room_y1, int room_x2, int room_y2,
+ dungeon_feature_type floor=DNGN_UNSEEN,
+ dungeon_feature_type wall=DNGN_UNSEEN,
+ dungeon_feature_type avoid=DNGN_UNSEEN);
+static void _replace_area(int sx, int sy, int ex, int ey,
+ dungeon_feature_type replace,
+ dungeon_feature_type feature,
+ unsigned mmask = 0);
+static builder_rc_type _builder_by_type(int level_number, char level_type);
+static builder_rc_type _builder_by_branch(int level_number);
+static builder_rc_type _builder_normal(int level_number, char level_type,
+ spec_room &s);
+static builder_rc_type _builder_basic(int level_number);
+static void _builder_extras(int level_number, int level_type);
+static void _builder_items(int level_number, char level_type, int items_wanted);
+static void _builder_monsters(int level_number, char level_type, int mon_wanted);
+static void _place_specific_stair(dungeon_feature_type stair,
+ const std::string &tag = "",
+ int dl = 0, bool vault_only = false);
+static void _place_branch_entrances(int dlevel, char level_type);
+static void _place_extra_vaults();
+static void _place_minivaults(const std::string &tag = "",
+ int fewest = -1, int most = -1,
+ bool force = false);
+static void _place_traps( int level_number );
+static void _place_fog_machines( int level_number );
+static void _prepare_swamp();
+static void _prepare_shoals( int level_number );
+static void _prepare_water( int level_number );
+static void _check_doors();
+static void _hide_doors();
+static void _make_trail(int xs, int xr, int ys, int yr,int corrlength,
+ int intersect_chance,
+ int no_corr, dungeon_feature_type begin,
+ dungeon_feature_type end=DNGN_UNSEEN);
+static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel);
+static void _place_pool(dungeon_feature_type pool_type, unsigned char pool_x1,
+ unsigned char pool_y1, unsigned char pool_x2,
+ unsigned char pool_y2);
+static void _many_pools(dungeon_feature_type pool_type);
+static bool _join_the_dots(const coord_def &from, const coord_def &to,
+ unsigned mmask, bool early_exit = false);
+static bool _join_the_dots_rigorous(const coord_def &from,
+ const coord_def &to,
+ unsigned mapmask,
+ bool early_exit = false);
+
+static void _build_river(dungeon_feature_type river_type); //mv
+static void _build_lake(dungeon_feature_type lake_type); //mv
+
+static void _spotty_level(bool seeded, int iterations, bool boxy);
+static void _bigger_room();
+static void _plan_main(int level_number, int force_plan);
+static char _plan_1();
+static char _plan_2();
+static char _plan_3();
+static char _plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
+ char forbid_y2, dungeon_feature_type force_wall);
+static char _plan_5();
+static char _plan_6(int level_number);
+static bool _octa_room(spec_room &sr, int oblique_max,
+ dungeon_feature_type type_floor);
+static void _portal_vault_level(int level_number);
+static void _labyrinth_level(int level_number);
+static void _box_room(int bx1, int bx2, int by1, int by2,
+ dungeon_feature_type wall_type);
+static int _box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors);
+static void _city_level(int level_number);
+static void _diamond_rooms(int level_number);
+
+static void _pick_float_exits(vault_placement &place,
+ std::vector<coord_def> &targets);
+static void _connect_vault(const vault_placement &vp);
// ITEM & SHOP FUNCTIONS
-static void place_shops(int level_number, int nshops = 0);
-static object_class_type item_in_shop(unsigned char shop_type);
-static bool treasure_area(int level_number, unsigned char ta1_x,
- unsigned char ta2_x, unsigned char ta1_y,
- unsigned char ta2_y);
-static void big_room(int level_number);
-static void chequerboard(spec_room &sr, dungeon_feature_type target,
- dungeon_feature_type floor1,
- dungeon_feature_type floor2);
-static void roguey_level(int level_number, spec_room &sr);
-static void morgue(spec_room &sr);
+static void _place_shops(int level_number, int nshops = 0);
+static object_class_type _item_in_shop(unsigned char shop_type);
+static bool _treasure_area(int level_number, unsigned char ta1_x,
+ unsigned char ta2_x, unsigned char ta1_y,
+ unsigned char ta2_y);
// SPECIAL ROOM BUILDERS
-static void special_room(int level_number, spec_room &sr);
-static void specr_2(spec_room &sr);
-static void beehive(spec_room &sr);
-static void jelly_pit(int level_number, spec_room &sr);
+static void _special_room(int level_number, spec_room &sr);
+static void _specr_2(spec_room &sr);
+static void _big_room(int level_number);
+static void _chequerboard(spec_room &sr, dungeon_feature_type target,
+ dungeon_feature_type floor1,
+ dungeon_feature_type floor2);
+static void _roguey_level(int level_number, spec_room &sr);
+static void _morgue(spec_room &sr);
+static void _beehive(spec_room &sr);
+static void _jelly_pit(int level_number, spec_room &sr);
// VAULT FUNCTIONS
-static bool build_secondary_vault(int level_number, int vault,
- int rune_subst = -1,
- bool generating_level = true,
- bool clobber = false,
- bool make_no_exits = false,
- const coord_def &where = coord_def(-1, -1));
-static bool build_vaults(int level_number, int vault_number,
- int rune_subst = -1, bool build_only = false,
- bool check_vault_place = false,
- bool generating_level = true, bool clobber = false,
- bool make_no_exits = false,
- const coord_def &where = coord_def(-1, -1));
-static bool build_minivaults(int level_number, int force_vault,
- bool level_builder = true, bool clobber = false,
- bool make_no_exits = false,
- const coord_def &where = coord_def() );
-static int vault_grid( vault_placement &,
- int level_number, int vx, int vy, int altar_count,
- FixedVector < object_class_type, 7 > &acq_item_class,
- int vgrid, std::vector<coord_def> &targets,
- int &num_runes, int rune_subst = -1, bool foll = false);
-
-static int dgn_random_map_for_place(bool wantmini);
-static void dgn_load_colour_grid();
-static void dgn_map_colour_fixup();
+static bool _build_secondary_vault(int level_number, int vault,
+ int rune_subst = -1,
+ bool generating_level = true,
+ bool clobber = false,
+ bool make_no_exits = false,
+ const coord_def &where = coord_def(-1, -1));
+static bool _build_vaults(int level_number, int vault_number,
+ int rune_subst = -1, bool build_only = false,
+ bool check_vault_place = false,
+ bool generating_level = true, bool clobber = false,
+ bool make_no_exits = false,
+ const coord_def &where = coord_def(-1, -1));
+static bool _build_minivaults(int level_number, int force_vault,
+ bool level_builder = true, bool clobber = false,
+ bool make_no_exits = false,
+ const coord_def &where = coord_def() );
+static int _vault_grid( vault_placement &,
+ int level_number, int vx, int vy, int altar_count,
+ FixedVector < object_class_type, 7 > &acq_item_class,
+ int vgrid, std::vector<coord_def> &targets,
+ int &num_runes, int rune_subst = -1, bool foll = false);
+
+static int _dgn_random_map_for_place(bool wantmini);
+static void _dgn_load_colour_grid();
+static void _dgn_map_colour_fixup();
// ALTAR FUNCTIONS
-static dungeon_feature_type pick_an_altar();
-static void place_altar();
-static void place_altars();
+static dungeon_feature_type _pick_an_altar();
+static void _place_altar();
+static void _place_altars();
typedef std::list<coord_def> coord_list;
// MISC FUNCTIONS
-static void dgn_set_floor_colours();
+static void _dgn_set_floor_colours();
//////////////////////////////////////////////////////////////////////////
// Static data
@@ -253,7 +253,7 @@ std::vector<vault_placement> level_vaults;
static int vault_chance = 9;
static int minivault_chance = 3;
static bool dgn_level_vetoed = false;
-static bool use_random_maps = true;
+static bool use_random_maps = true;
static bool dgn_check_connectivity = false;
static int dgn_zones = 0;
@@ -273,12 +273,12 @@ struct dgn_colour_override_manager
{
dgn_colour_override_manager()
{
- dgn_load_colour_grid();
+ _dgn_load_colour_grid();
}
~dgn_colour_override_manager()
{
- dgn_map_colour_fixup();
+ _dgn_map_colour_fixup();
}
};
@@ -306,24 +306,24 @@ bool builder(int level_number, int level_type)
dgn_level_vetoed = false;
- reset_level();
+ _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();
+ _build_dungeon_level(level_number, level_type);
+ _dgn_set_floor_colours();
#ifdef DEBUG_DIAGNOSTICS
if (dgn_level_vetoed)
mapgen_report_map_veto();
#endif
- if (!dgn_level_vetoed && valid_dungeon_level(level_number, level_type))
+ if (!dgn_level_vetoed && _valid_dungeon_level(level_number, level_type))
{
- dgn_map_colour_fixup();
+ _dgn_map_colour_fixup();
return (true);
}
@@ -358,7 +358,7 @@ void level_clear_vault_memory()
dgn_map_mask.init(0);
}
-static void dgn_load_colour_grid()
+static void _dgn_load_colour_grid()
{
dgn_colour_grid.reset(new dungeon_colour_grid);
dungeon_colour_grid &dcgrid(*dgn_colour_grid);
@@ -371,7 +371,7 @@ static void dgn_load_colour_grid()
}
}
-static void dgn_map_colour_fixup()
+static void _dgn_map_colour_fixup()
{
if (!dgn_colour_grid.get())
return;
@@ -460,7 +460,7 @@ void dgn_set_grid_colour_at(const coord_def &c, int colour)
}
}
-static void dgn_register_vault(const map_def &map)
+static void _dgn_register_vault(const map_def &map)
{
if (!map.has_tag("allow_dup"))
you.uniq_map_names.insert(map.name);
@@ -474,7 +474,7 @@ static void dgn_register_vault(const map_def &map)
}
}
-static inline bool dgn_grid_is_passable(dungeon_feature_type grid)
+static inline bool _dgn_grid_is_passable(dungeon_feature_type grid)
{
// Rock wall check is superfluous, but is the most common case.
return !(grid == DNGN_ROCK_WALL
@@ -482,17 +482,17 @@ static inline bool dgn_grid_is_passable(dungeon_feature_type grid)
&& grid != DNGN_SECRET_DOOR));
}
-static inline bool dgn_square_is_passable(const coord_def &c)
+static inline bool _dgn_square_is_passable(const coord_def &c)
{
- return (!(dgn_map_mask(c) & MMT_OPAQUE) && dgn_grid_is_passable(grd(c)));
+ return (!(dgn_map_mask(c) & MMT_OPAQUE) && _dgn_grid_is_passable(grd(c)));
}
-static inline void dgn_point_record_stub(const coord_def &) { }
+static inline void _dgn_point_record_stub(const coord_def &) { }
template <class point_record>
-static void dgn_fill_zone( const coord_def &c, int zone, point_record &prec,
- bool (*passable)(const coord_def &)
- = dgn_square_is_passable)
+static void _dgn_fill_zone( const coord_def &c, int zone, point_record &prec,
+ bool (*passable)(const coord_def &)
+ = _dgn_square_is_passable)
{
// No bounds checks, assuming the level has at least one layer of
// rock border.
@@ -508,7 +508,7 @@ static void dgn_fill_zone( const coord_def &c, int zone, point_record &prec,
continue;
prec(cp);
- dgn_fill_zone(cp, zone, prec);
+ _dgn_fill_zone(cp, zone, prec);
}
}
@@ -541,7 +541,7 @@ static void dgn_fill_zone( const coord_def &c, int zone, point_record &prec,
// x>3.x x...x
// xxxxx xxxxx
//
-static int dgn_count_disconnected_zones()
+static int _dgn_count_disconnected_zones()
{
memset(travel_point_distance, 0, sizeof(travel_distance_grid_t));
int nzones = 0;
@@ -549,16 +549,18 @@ static int dgn_count_disconnected_zones()
for (int x = 0; x < GXM; ++x)
{
if (travel_point_distance[x][y]
- || !dgn_square_is_passable(coord_def(x, y)))
+ || !_dgn_square_is_passable(coord_def(x, y)))
+ {
continue;
+ }
- dgn_fill_zone(coord_def(x, y), ++nzones, dgn_point_record_stub);
+ _dgn_fill_zone(coord_def(x, y), ++nzones, _dgn_point_record_stub);
}
return (nzones);
}
-static void fixup_pandemonium_stairs()
+static void _fixup_pandemonium_stairs()
{
for (int i = 0; i < GXM; i++)
for (int j = 0; j < GYM; j++)
@@ -580,7 +582,7 @@ static void fixup_pandemonium_stairs()
}
}
-static void mask_vault(const vault_placement &place, unsigned mask)
+static void _mask_vault(const vault_placement &place, unsigned mask)
{
for (int y = place.pos.y + place.size.y - 1; y >= place.pos.y; --y)
for (int x = place.pos.x + place.size.x - 1; x >= place.pos.x; --x)
@@ -590,22 +592,22 @@ static void mask_vault(const vault_placement &place, unsigned mask)
}
}
-static void register_place(const vault_placement &place)
+static void _register_place(const vault_placement &place)
{
- dgn_register_vault(place.map);
+ _dgn_register_vault(place.map);
- mask_vault(place, MMT_VAULT | MMT_NO_DOOR);
+ _mask_vault(place, MMT_VAULT | MMT_NO_DOOR);
if (place.map.has_tag("no_monster_gen"))
- mask_vault(place, MMT_NO_MONS);
+ _mask_vault(place, MMT_NO_MONS);
if (place.map.has_tag("no_item_gen"))
- mask_vault(place, MMT_NO_ITEM);
+ _mask_vault(place, MMT_NO_ITEM);
if (place.map.has_tag("no_pool_fixup"))
- mask_vault(place, MMT_NO_POOL);
+ _mask_vault(place, MMT_NO_POOL);
if (!place.map.has_tag("transparent"))
- mask_vault(place, MMT_OPAQUE);
+ _mask_vault(place, MMT_OPAQUE);
// Now do per-square by-symbol masking
for (int y = place.pos.y + place.size.y - 1; y >= place.pos.y; --y)
@@ -635,7 +637,7 @@ static void register_place(const vault_placement &place)
env.rock_colour = place.map.rock_colour;
}
-static bool ensure_vault_placed(bool vault_success)
+static bool _ensure_vault_placed(bool vault_success)
{
if (!vault_success)
dgn_level_vetoed = true;
@@ -644,7 +646,7 @@ static bool ensure_vault_placed(bool vault_success)
return (vault_success);
}
-static coord_def find_level_feature(int feat)
+static coord_def _find_level_feature(int feat)
{
for (int y = 1; y < GYM; ++y)
for (int x = 1; x < GXM; ++x)
@@ -656,7 +658,7 @@ static coord_def find_level_feature(int feat)
return coord_def(0, 0);
}
-static bool has_connected_downstairs_from(const coord_def &c)
+static bool _has_connected_downstairs_from(const coord_def &c)
{
flood_find<feature_grid, coord_predicate> ff(env.grid, in_bounds);
ff.add_feat(DNGN_STONE_STAIRS_DOWN_I);
@@ -668,24 +670,24 @@ static bool has_connected_downstairs_from(const coord_def &c)
return (where.x || !ff.did_leave_vault());
}
-static bool is_level_stair_connected()
+static bool _is_level_stair_connected()
{
- coord_def up = find_level_feature(DNGN_STONE_STAIRS_UP_I);
+ coord_def up = _find_level_feature(DNGN_STONE_STAIRS_UP_I);
if (up.x && up.y)
- return has_connected_downstairs_from(up);
+ return _has_connected_downstairs_from(up);
return (false);
}
-static bool valid_dungeon_level(int level_number, int level_type)
+static bool _valid_dungeon_level(int level_number, int level_type)
{
if (level_number == 0 && level_type == LEVEL_DUNGEON)
- return is_level_stair_connected();
+ return _is_level_stair_connected();
return (true);
}
-static void reset_level()
+static void _reset_level()
{
level_clear_vault_memory();
dgn_colour_grid.reset(NULL);
@@ -746,17 +748,17 @@ static void reset_level()
env.rock_colour = BLACK;
}
-static void build_layout_skeleton(int level_number, int level_type,
- spec_room &sr)
+static void _build_layout_skeleton(int level_number, int level_type,
+ spec_room &sr)
{
- builder_rc_type skip_build = builder_by_type(level_number, level_type);
+ builder_rc_type skip_build = _builder_by_type(level_number, level_type);
if (skip_build == BUILD_QUIT) // quit immediately
return;
if (skip_build == BUILD_CONTINUE)
{
- skip_build = builder_by_branch(level_number);
+ skip_build = _builder_by_branch(level_number);
if (skip_build == BUILD_QUIT || dgn_level_vetoed)
return;
@@ -767,18 +769,18 @@ static void build_layout_skeleton(int level_number, int level_type,
// do 'normal' building. Well, except for the swamp and shoals.
if (!player_in_branch(BRANCH_SWAMP) &&
!player_in_branch(BRANCH_SHOALS))
- skip_build = builder_normal(level_number, level_type, sr);
+ skip_build = _builder_normal(level_number, level_type, sr);
if (!dgn_level_vetoed && skip_build == BUILD_CONTINUE)
{
- skip_build = builder_basic(level_number);
+ skip_build = _builder_basic(level_number);
if (!dgn_level_vetoed && skip_build == BUILD_CONTINUE)
- builder_extras(level_number, level_type);
+ _builder_extras(level_number, level_type);
}
}
}
-static int num_items_wanted(int level_number)
+static int _num_items_wanted(int level_number)
{
if (level_number > 5 && one_chance_in(500 - 5 * level_number))
return 10 + random2avg( 90, 2 ); // rich level!
@@ -787,7 +789,7 @@ static int num_items_wanted(int level_number)
}
-static int num_mons_wanted(int level_type)
+static int _num_mons_wanted(int level_type)
{
if (level_type == LEVEL_ABYSS ||
player_in_branch( BRANCH_ECUMENICAL_TEMPLE ))
@@ -806,7 +808,7 @@ static int num_mons_wanted(int level_type)
return mon_wanted;
}
-static void fixup_walls()
+static void _fixup_walls()
{
// If level part of Dis -> all walls metal;
// If part of vaults -> walls depend on level;
@@ -838,11 +840,11 @@ static void fixup_walls()
vault_wall = DNGN_STONE_WALL;
}
- replace_area(0,0,GXM-1,GYM-1,DNGN_ROCK_WALL,vault_wall);
+ _replace_area(0,0,GXM-1,GYM-1,DNGN_ROCK_WALL,vault_wall);
}
}
-static void fixup_branch_stairs()
+static void _fixup_branch_stairs()
{
// Top level of branch levels - replaces up stairs
// with stairs back to dungeon or wherever:
@@ -892,7 +894,7 @@ static void fixup_branch_stairs()
}
}
-static void fixup_duplicate_stairs()
+static void _fixup_duplicate_stairs()
{
// This function ensures that there is no more than one of each up and down
// stone stairs I, II, and III. More than three stairs will result in
@@ -925,8 +927,8 @@ static void fixup_duplicate_stairs()
for (unsigned int i = 0; i < 2; i++)
{
- FixedVector<coord_def, max_stairs>& stair_list = (i == 0) ?
- up_stairs : down_stairs;
+ FixedVector<coord_def, max_stairs>& stair_list = (i == 0) ? up_stairs
+ : down_stairs;
unsigned int num_stairs;
dungeon_feature_type base;
@@ -1014,13 +1016,13 @@ static void fixup_duplicate_stairs()
}
}
-static void dgn_verify_connectivity(unsigned nvaults)
+static void _dgn_verify_connectivity(unsigned nvaults)
{
// After placing vaults, make sure parts of the level have not been
// disconnected.
if (!dgn_level_vetoed && dgn_zones && nvaults != level_vaults.size())
{
- const int newzones = dgn_count_disconnected_zones();
+ const int newzones = _dgn_count_disconnected_zones();
#ifdef DEBUG_DIAGNOSTICS
std::ostringstream vlist;
@@ -1047,11 +1049,11 @@ static void dgn_verify_connectivity(unsigned nvaults)
}
}
-static void build_dungeon_level(int level_number, int level_type)
+static void _build_dungeon_level(int level_number, int level_type)
{
spec_room sr;
- build_layout_skeleton(level_number, level_type, sr);
+ _build_layout_skeleton(level_number, level_type, sr);
if (you.level_type == LEVEL_LABYRINTH
|| you.level_type == LEVEL_PORTAL_VAULT
@@ -1063,7 +1065,7 @@ static void build_dungeon_level(int level_number, int level_type)
// 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)
- specr_2(sr);
+ _specr_2(sr);
// now place items, monster, gates, etc.
// stairs must exist by this point. Some items and monsters
@@ -1071,21 +1073,21 @@ static void build_dungeon_level(int level_number, int level_type)
// time to make the swamp or shoals {dlb}:
if (player_in_branch( BRANCH_SWAMP ))
- prepare_swamp();
+ _prepare_swamp();
else if (player_in_branch(BRANCH_SHOALS))
- prepare_shoals( level_number );
+ _prepare_shoals( level_number );
if (dgn_level_vetoed)
return;
- check_doors();
+ _check_doors();
if (!player_in_branch( BRANCH_DIS ) && !player_in_branch( BRANCH_VAULTS ))
- hide_doors();
+ _hide_doors();
// change pre-rock (105) to rock, and pre-floor (106) to floor
- replace_area( 0,0,GXM-1,GYM-1, DNGN_BUILDER_SPECIAL_WALL, DNGN_ROCK_WALL );
- replace_area( 0,0,GXM-1,GYM-1, DNGN_BUILDER_SPECIAL_FLOOR, DNGN_FLOOR );
+ _replace_area( 0,0,GXM-1,GYM-1, DNGN_BUILDER_SPECIAL_WALL, DNGN_ROCK_WALL );
+ _replace_area( 0,0,GXM-1,GYM-1, DNGN_BUILDER_SPECIAL_FLOOR, DNGN_FLOOR );
const unsigned nvaults = level_vaults.size();
@@ -1095,48 +1097,50 @@ static void build_dungeon_level(int level_number, int level_type)
// 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))
- place_minivaults();
- place_branch_entrances( level_number, level_type );
- place_extra_vaults();
- dgn_verify_connectivity(nvaults);
+ _place_minivaults();
+ _place_branch_entrances( level_number, level_type );
+ _place_extra_vaults();
+ _dgn_verify_connectivity(nvaults);
if (dgn_level_vetoed)
return;
- place_traps(level_number);
- place_fog_machines(level_number);
+ _place_traps(level_number);
+ _place_fog_machines(level_number);
// place items
- builder_items(level_number, level_type, num_items_wanted(level_number));
+ _builder_items(level_number, level_type, _num_items_wanted(level_number));
// place monsters
- builder_monsters(level_number, level_type, num_mons_wanted(level_type));
+ _builder_monsters(level_number, level_type, _num_mons_wanted(level_type));
// place shops, if appropriate
if ( level_type == LEVEL_DUNGEON && your_branch().has_shops )
- place_shops(level_number);
+ _place_shops(level_number);
- fixup_walls();
- fixup_branch_stairs();
+ _fixup_walls();
+ _fixup_branch_stairs();
- place_altars();
+ _place_altars();
link_items();
- if (!player_in_branch(BRANCH_COCYTUS) &&
- !player_in_branch(BRANCH_SWAMP) &&
- !player_in_branch(BRANCH_SHOALS))
- prepare_water( level_number );
+ if (!player_in_branch(BRANCH_COCYTUS)
+ && !player_in_branch(BRANCH_SWAMP)
+ && !player_in_branch(BRANCH_SHOALS))
+ {
+ _prepare_water( level_number );
+ }
// Translate stairs for pandemonium levels:
if (level_type == LEVEL_PANDEMONIUM)
- fixup_pandemonium_stairs();
+ _fixup_pandemonium_stairs();
- fixup_duplicate_stairs();
+ _fixup_duplicate_stairs();
} // end builder()
-static char fix_black_colour(char incol)
+static char _fix_black_colour(char incol)
{
if ( incol == BLACK )
return LIGHTGREY;
@@ -1153,7 +1157,7 @@ void dgn_set_colours_from_monsters()
env.floor_colour = LIGHTGREY;
}
else
- env.floor_colour = fix_black_colour((char)mcolour[env.mons_alloc[9]]);
+ env.floor_colour = _fix_black_colour((char)mcolour[env.mons_alloc[9]]);
if (env.mons_alloc[8] < 0 || env.mons_alloc[8] == MONS_PROGRAM_BUG
@@ -1163,10 +1167,10 @@ void dgn_set_colours_from_monsters()
env.rock_colour = BROWN;
}
else
- env.rock_colour = fix_black_colour((char)mcolour[env.mons_alloc[8]]);
+ env.rock_colour = _fix_black_colour((char)mcolour[env.mons_alloc[8]]);
}
-static void dgn_set_floor_colours()
+static void _dgn_set_floor_colours()
{
unsigned char old_floor_colour = env.floor_colour;
unsigned char old_rock_colour = env.rock_colour;
@@ -1195,7 +1199,7 @@ static void dgn_set_floor_colours()
env.rock_colour = BROWN;
}
-static void check_doors()
+static void _check_doors()
{
for (int x = 1; x < GXM-1; x++)
for (int y = 1; y < GYM-1; y++)
@@ -1221,7 +1225,7 @@ static void check_doors()
}
} // end check_doors()
-static void hide_doors()
+static void _hide_doors()
{
unsigned char dx = 0, dy = 0; // loop variables
unsigned char wall_count = 0; // clarifies inner loop {dlb}
@@ -1255,8 +1259,8 @@ static void hide_doors()
} // end hide_doors()
// Places a randomized ellipse with centre (x,y) and half axes a and b
-static void place_ellipse(int x, int y, int a, int b,
- dungeon_feature_type feat, int margin)
+static void _place_ellipse(int x, int y, int a, int b,
+ dungeon_feature_type feat, int margin)
{
for (int i = std::max(x-a,margin); i < std::min(x+a,GXM-margin); ++i)
for (int j = std::max(y-b,margin); j < std::min(y+b, GYM-margin); ++j)
@@ -1267,8 +1271,8 @@ static void place_ellipse(int x, int y, int a, int b,
}
}
-static int count_feature_in_box(int x0, int y0, int x1, int y1,
- dungeon_feature_type feat)
+static int _count_feature_in_box(int x0, int y0, int x1, int y1,
+ dungeon_feature_type feat)
{
int result = 0;
for ( int i = x0; i < x1; ++i )
@@ -1277,24 +1281,25 @@ static int count_feature_in_box(int x0, int y0, int x1, int y1,
if ( grd[i][j] == feat )
++result;
}
+
return result;
}
-static int count_antifeature_in_box(int x0, int y0, int x1, int y1,
- dungeon_feature_type feat)
+static int _count_antifeature_in_box(int x0, int y0, int x1, int y1,
+ dungeon_feature_type feat)
{
- return (x1-x0)*(y1-y0) - count_feature_in_box(x0,y0,x1,y1,feat);
+ return (x1-x0)*(y1-y0) - _count_feature_in_box(x0,y0,x1,y1,feat);
}
// count how many neighbours of grd[x][y] are the feature feat.
-static int count_neighbours(int x, int y, dungeon_feature_type feat)
+static int _count_neighbours(int x, int y, dungeon_feature_type feat)
{
- return count_feature_in_box(x-1, y-1, x+2, y+2, feat);
+ return _count_feature_in_box(x-1, y-1, x+2, y+2, feat);
}
-static void replace_in_grid(int x1, int y1, int x2, int y2,
- dungeon_feature_type oldfeat,
- dungeon_feature_type newfeat)
+static void _replace_in_grid(int x1, int y1, int x2, int y2,
+ dungeon_feature_type oldfeat,
+ dungeon_feature_type newfeat)
{
for ( int x = x1; x < x2; ++x )
for ( int y = y1; y < y2; ++y )
@@ -1304,7 +1309,7 @@ static void replace_in_grid(int x1, int y1, int x2, int y2,
}
}
-static void connected_flood(int margin, int i, int j, bool taken[GXM][GYM])
+static void _connected_flood(int margin, int i, int j, bool taken[GXM][GYM])
{
if (i < margin || i >= GXM - margin || j < margin || j >= GYM - margin
|| taken[i][j])
@@ -1315,11 +1320,11 @@ static void connected_flood(int margin, int i, int j, bool taken[GXM][GYM])
taken[i][j] = true;
for ( int idelta = -1; idelta <= 1; ++idelta )
for ( int jdelta = -1; jdelta <= 1; ++jdelta )
- connected_flood(margin, i + idelta, j + jdelta, taken);
+ _connected_flood(margin, i + idelta, j + jdelta, taken);
}
// yes, yes, this can probably use travel to avoid duplicating code.
-static int count_connected(int margin)
+static int _count_connected(int margin)
{
bool taken[GXM][GYM];
@@ -1337,14 +1342,14 @@ static int count_connected(int margin)
if ( !taken[i][j] )
{
++count;
- connected_flood(margin,i,j,taken);
+ _connected_flood(margin,i,j,taken);
}
return count;
}
-static void place_base_islands(int margin, int num_islands, int estradius,
- coord_def centres[10])
+static void _place_base_islands(int margin, int num_islands, int estradius,
+ coord_def centres[10])
{
for (int i = 0; i < num_islands; ++i)
{
@@ -1379,14 +1384,15 @@ static void place_base_islands(int margin, int num_islands, int estradius,
}
if ( random2(num_islands) && island_distance )
--island_distance;
- } while ( !centre_ok );
+ }
+ while ( !centre_ok );
// place an ellipse around the new coordinate
- place_ellipse( centres[i].x, centres[i].y, a, b, DNGN_FLOOR, margin);
+ _place_ellipse( centres[i].x, centres[i].y, a, b, DNGN_FLOOR, margin);
}
}
-static void prepare_shoals(int level_number)
+static void _prepare_shoals(int level_number)
{
// dpeg's algorithm.
// We could have just used spotty_level() and changed rock to
@@ -1410,13 +1416,13 @@ static void prepare_shoals(int level_number)
for (int y = margin; y < GYM-margin; ++y)
grd[x][y] = DNGN_DEEP_WATER;
- place_base_islands(margin, num_islands, estradius, centres);
+ _place_base_islands(margin, num_islands, estradius, centres);
}
- while ( ++num_tries < 100 && count_connected(margin) != num_islands );
+ 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));
+ num_tries, _count_connected(margin));
#endif
// Adding shallow water at deep water adjacent to floor.
@@ -1424,7 +1430,7 @@ static void prepare_shoals(int level_number)
for ( int i = margin; i < GXM - margin; ++i)
for ( int j = margin; j < GYM - margin; ++j)
if (grd[i][j] == DNGN_DEEP_WATER
- && count_neighbours(i, j, DNGN_FLOOR) > random2(random2(3)+1))
+ && _count_neighbours(i, j, DNGN_FLOOR) > random2(random2(3)+1))
{
grd[i][j] = DNGN_SHALLOW_WATER;
}
@@ -1461,8 +1467,8 @@ static void prepare_shoals(int level_number)
// LAVA is a placeholder for cells which will become shallow water
// at the end of the current iteration.
// WATER_STUCK is a placeholder for last iteration's generated water.
- replace_in_grid(margin, margin, GXM-margin, GYM-margin,
- DNGN_SHALLOW_WATER, DNGN_WATER_STUCK);
+ _replace_in_grid(margin, margin, GXM-margin, GYM-margin,
+ DNGN_SHALLOW_WATER, DNGN_WATER_STUCK);
for ( int iteration = 0; iteration < 6; ++iteration )
{
@@ -1470,16 +1476,16 @@ static void prepare_shoals(int level_number)
for ( int y = margin; y < GYM - margin; ++y )
if ( grd[x][y] == DNGN_DEEP_WATER )
{
- int badness = count_neighbours(x, y, DNGN_WATER_STUCK);
+ int badness = _count_neighbours(x, y, DNGN_WATER_STUCK);
if ( random2(badness) >= 2 && coinflip() )
grd[x][y] = DNGN_LAVA;
}
- replace_in_grid(margin, margin, GXM-margin, GYM-margin,
- DNGN_LAVA, DNGN_WATER_STUCK);
+ _replace_in_grid(margin, margin, GXM-margin, GYM-margin,
+ DNGN_LAVA, DNGN_WATER_STUCK);
}
- replace_in_grid(margin, margin, GXM-margin, GYM-margin,
- DNGN_WATER_STUCK, DNGN_SHALLOW_WATER);
+ _replace_in_grid(margin, margin, GXM-margin, GYM-margin,
+ DNGN_WATER_STUCK, DNGN_SHALLOW_WATER);
if ( at_bottom )
{
@@ -1492,12 +1498,12 @@ static void prepare_shoals(int level_number)
int vaultidx;
do
{
- vaultidx = dgn_random_map_for_place(true);
+ vaultidx = _dgn_random_map_for_place(true);
}
while ( vaultidx == -1
|| !map_by_index(vaultidx)->has_tag("has_rune") );
- build_minivaults( level_number, vaultidx, true, false, false,
+ _build_minivaults( level_number, vaultidx, true, false, false,
centres[1] );
for ( int i = 2; i < num_islands; ++i )
@@ -1505,13 +1511,13 @@ static void prepare_shoals(int level_number)
// Place (non-rune) minivaults on the other islands
do
{
- vaultidx = dgn_random_map_for_place(true);
+ vaultidx = _dgn_random_map_for_place(true);
}
while ( vaultidx == -1
|| map_by_index(vaultidx)->has_tag("has_rune") );
- build_minivaults( level_number, vaultidx, true, false, false,
- centres[i] );
+ _build_minivaults( level_number, vaultidx, true, false, false,
+ centres[i] );
}
}
else
@@ -1543,7 +1549,7 @@ static void prepare_shoals(int level_number)
}
}
-static void prepare_swamp()
+static void _prepare_swamp()
{
const int margin = 10;
@@ -1574,7 +1580,7 @@ static void prepare_swamp()
// Gives water which is next to ground/shallow water a chance of being
// shallow. Checks each water space.
-static void prepare_water( int level_number )
+static void _prepare_water( int level_number )
{
int i, j, k, l; // loop variables {dlb}
unsigned char which_grid; // code compaction {dlb}
@@ -1609,8 +1615,8 @@ static void prepare_water( int level_number )
}
} // end prepare_water()
-static bool find_in_area(int sx, int sy, int ex, int ey,
- dungeon_feature_type feature)
+static bool _find_in_area(int sx, int sy, int ex, int ey,
+ dungeon_feature_type feature)
{
int x,y;
@@ -1630,15 +1636,15 @@ static bool find_in_area(int sx, int sy, int ex, int ey,
// stamp a box. can avoid a possible type, and walls and floors can
// be different (or not stamped at all)
// Note that the box boundaries are INclusive.
-static bool make_box(int room_x1, int room_y1, int room_x2, int room_y2,
- dungeon_feature_type floor,
- dungeon_feature_type wall,
- dungeon_feature_type avoid)
+static bool _make_box(int room_x1, int room_y1, int room_x2, int room_y2,
+ dungeon_feature_type floor,
+ dungeon_feature_type wall,
+ dungeon_feature_type avoid)
{
int bx,by;
// check for avoidance
- if (find_in_area(room_x1, room_y1, room_x2, room_y2, avoid))
+ if (_find_in_area(room_x1, room_y1, room_x2, room_y2, avoid))
return false;
// draw walls
@@ -1670,17 +1676,17 @@ static bool make_box(int room_x1, int room_y1, int room_x2, int room_y2,
// take care of labyrinth, abyss, pandemonium
// returns 1 if we should skip further generation,
// -1 if we should immediately quit, and 0 otherwise.
-static builder_rc_type builder_by_type(int level_number, char level_type)
+static builder_rc_type _builder_by_type(int level_number, char level_type)
{
if (level_type == LEVEL_PORTAL_VAULT)
{
- portal_vault_level(level_number);
+ _portal_vault_level(level_number);
return (BUILD_QUIT);
}
if (level_type == LEVEL_LABYRINTH)
{
- labyrinth_level(level_number);
+ _labyrinth_level(level_number);
return (BUILD_QUIT);
}
@@ -1727,17 +1733,18 @@ static builder_rc_type builder_by_type(int level_number, char level_type)
end(1, false, "Failed to find Pandemonium level %s!\n",
pandemon_level_names[which_demon]);
- ensure_vault_placed( build_vaults(level_number, vault) );
+ _ensure_vault_placed( _build_vaults(level_number, vault) );
}
else
{
- plan_main(level_number, 0);
+ _plan_main(level_number, 0);
int vault = random_map_for_tag("pan", true);
ASSERT( vault != -1 );
- if (vault == -1)
- end(1, false, "Failed to build Pandemonium minivault!\n");
+ // never output because of above assert
+// if (vault == -1)
+// end(1, false, "Failed to build Pandemonium minivault!\n");
- build_minivaults(level_number, vault);
+ _build_minivaults(level_number, vault);
}
return BUILD_SKIP;
@@ -1747,7 +1754,7 @@ static builder_rc_type builder_by_type(int level_number, char level_type)
return BUILD_CONTINUE;
}
-static void portal_vault_level(int level_number)
+static void _portal_vault_level(int level_number)
{
std::string trimmed_name = trimmed_string(you.level_type_name);
ASSERT(!trimmed_name.empty());
@@ -1783,7 +1790,8 @@ static void portal_vault_level(int level_number)
if (vault == -1)
mprf(MSGCH_DIAGNOSTICS, "No such %s, try again.",
level_name);
- } while (vault == -1);
+ }
+ while (vault == -1);
}
#endif
@@ -1791,11 +1799,11 @@ static void portal_vault_level(int level_number)
vault = random_map_for_tag(level_name, false);
if (vault != -1)
- ensure_vault_placed( build_vaults(level_number, vault) );
+ _ensure_vault_placed( _build_vaults(level_number, vault) );
else
{
- plan_main(level_number, 0);
- place_minivaults(level_name, 1, 1, true);
+ _plan_main(level_number, 0);
+ _place_minivaults(level_name, 1, 1, true);
if (level_vaults.empty())
{
@@ -1817,21 +1825,21 @@ static void portal_vault_level(int level_number)
dlua.callfn(i->second.c_str(), 0, 0);
}
-static int random_portal_vault(const std::string &tag)
+static int _random_portal_vault(const std::string &tag)
{
return random_map_for_tag(tag, false, true);
}
-static bool place_portal_vault(int stair, const std::string &tag, int dlevel)
+static bool _place_portal_vault(int stair, const std::string &tag, int dlevel)
{
- const int vault = random_portal_vault(tag);
+ const int vault = _random_portal_vault(tag);
if (vault == -1)
return (false);
- return build_secondary_vault(dlevel, vault, stair);
+ return _build_secondary_vault(dlevel, vault, stair);
}
-static int dgn_random_map_for_place(bool wantmini)
+static int _dgn_random_map_for_place(bool wantmini)
{
const level_id lid = level_id::current();
int vault = random_map_for_place(lid, wantmini);
@@ -1850,13 +1858,13 @@ static int dgn_random_map_for_place(bool wantmini)
// returns BUILD_SKIP if we should skip further generation,
// BUILD_QUIT if we should immediately quit, and BUILD_CONTINUE
// otherwise.
-static builder_rc_type builder_by_branch(int level_number)
+static builder_rc_type _builder_by_branch(int level_number)
{
- const int vault = dgn_random_map_for_place(false);
+ const int vault = _dgn_random_map_for_place(false);
if (vault != -1)
{
- ensure_vault_placed( build_vaults(level_number, vault) );
+ _ensure_vault_placed( _build_vaults(level_number, vault) );
return BUILD_SKIP;
}
@@ -1868,7 +1876,7 @@ static builder_rc_type builder_by_branch(int level_number)
case BRANCH_HIVE:
case BRANCH_SLIME_PITS:
case BRANCH_ORCISH_MINES:
- spotty_level(false, 100 + random2(500), false);
+ _spotty_level(false, 100 + random2(500), false);
return BUILD_SKIP;
default:
@@ -1877,7 +1885,7 @@ static builder_rc_type builder_by_branch(int level_number)
return BUILD_CONTINUE;
}
-static void place_minivaults(const std::string &tag, int lo, int hi, bool force)
+static void _place_minivaults(const std::string &tag, int lo, int hi, bool force)
{
const level_id curr = level_id::current();
// Dungeon-style branches only, thankyouverymuch.
@@ -1895,7 +1903,8 @@ 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);
+
+ _build_minivaults(you.your_level, vault);
}
return;
}
@@ -1906,7 +1915,7 @@ static void place_minivaults(const std::string &tag, int lo, int hi, bool force)
const int vault = random_map_in_depth(level_id::current(), true);
if (vault != -1)
{
- build_minivaults(you.your_level, vault);
+ _build_minivaults(you.your_level, vault);
used.insert(vault);
}
}
@@ -1914,7 +1923,7 @@ static void place_minivaults(const std::string &tag, int lo, int hi, bool force)
int chance = you.your_level == 0? 50 : 100;
while ((chance && random2(100) < chance) || nvaults-- > 0)
{
- const int vault = dgn_random_map_for_place(true);
+ const int vault = _dgn_random_map_for_place(true);
if (vault == -1)
break;
@@ -1926,7 +1935,7 @@ static void place_minivaults(const std::string &tag, int lo, int hi, bool force)
break;
}
- build_minivaults(you.your_level, vault);
+ _build_minivaults(you.your_level, vault);
used.insert(vault);
chance /= 4;
}
@@ -1935,15 +1944,15 @@ static void place_minivaults(const std::string &tag, int lo, int hi, bool force)
// returns 1 if we should dispense with city building,
// 0 otherwise. Also sets special_room if one is generated
// so that we can link it up later.
-static builder_rc_type builder_normal(int level_number, char level_type,
- spec_room &sr)
+static builder_rc_type _builder_normal(int level_number, char level_type,
+ spec_room &sr)
{
UNUSED( level_type );
bool skipped = false;
bool done_city = false;
- int vault = dgn_random_map_for_place(false);
+ int vault = _dgn_random_map_for_place(false);
// Can't have vaults on you.where_are_you != BRANCH_MAIN_DUNGEON levels
if (vault == -1
@@ -1966,22 +1975,22 @@ static builder_rc_type builder_normal(int level_number, char level_type,
if (vault != -1)
{
- ensure_vault_placed( build_vaults(level_number, vault) );
+ _ensure_vault_placed( _build_vaults(level_number, vault) );
return BUILD_SKIP;
}
if (player_in_branch( BRANCH_DIS ))
{
- city_level(level_number);
+ _city_level(level_number);
return BUILD_SKIP;
}
if (player_in_branch( BRANCH_VAULTS ))
{
if (one_chance_in(3))
- city_level(level_number);
+ _city_level(level_number);
else
- plan_main(level_number, 4);
+ _plan_main(level_number, 4);
return BUILD_SKIP;
}
@@ -1989,20 +1998,20 @@ static builder_rc_type builder_normal(int level_number, char level_type,
{
if (one_chance_in(16))
{
- spotty_level(false, 0, coinflip());
+ _spotty_level(false, 0, coinflip());
return BUILD_SKIP;
}
if (one_chance_in(16))
{
- bigger_room();
+ _bigger_room();
return BUILD_SKIP;
}
}
if (level_number > 2 && level_number < 23 && one_chance_in(3))
{
- plan_main(level_number, 0);
+ _plan_main(level_number, 0);
minivault_chance = 3;
return BUILD_SKIP;
}
@@ -2014,7 +2023,7 @@ static builder_rc_type builder_normal(int level_number, char level_type,
if (!skipped && one_chance_in(7))
{
// sometimes roguey_levels generate a special room
- roguey_level(level_number, sr);
+ _roguey_level(level_number, sr);
minivault_chance = 4;
}
else
@@ -2022,9 +2031,9 @@ static builder_rc_type builder_normal(int level_number, char level_type,
if (!skipped && level_number > 13 && one_chance_in(8))
{
if (one_chance_in(3))
- city_level(level_number);
+ _city_level(level_number);
else
- plan_main(level_number, 4);
+ _plan_main(level_number, 4);
done_city = true;
}
}
@@ -2032,13 +2041,13 @@ static builder_rc_type builder_normal(int level_number, char level_type,
// maybe create a special room, if roguey_level hasn't done it
// already.
if (!sr.created && level_number > 5 && !done_city && one_chance_in(5))
- special_room(level_number, sr);
+ _special_room(level_number, sr);
return BUILD_CONTINUE;
}
// returns 1 if we should skip extras(), otherwise 0
-static builder_rc_type builder_basic(int level_number)
+static builder_rc_type _builder_basic(int level_number)
{
int temp_rand;
int doorlevel = random2(11);
@@ -2047,33 +2056,33 @@ static builder_rc_type builder_basic(int level_number)
int no_corr = (one_chance_in(100) ? 500 + random2(500) : 30 + random2(200));
int intersect_chance = (one_chance_in(20) ? 400 : random2(20));
- make_trail( 35, 30, 35, 20, corrlength, intersect_chance, no_corr,
- DNGN_STONE_STAIRS_DOWN_I, DNGN_STONE_STAIRS_UP_I );
+ _make_trail( 35, 30, 35, 20, corrlength, intersect_chance, no_corr,
+ DNGN_STONE_STAIRS_DOWN_I, DNGN_STONE_STAIRS_UP_I );
- make_trail( 10, 15, 10, 15, corrlength, intersect_chance, no_corr,
- DNGN_STONE_STAIRS_DOWN_II, DNGN_STONE_STAIRS_UP_II );
+ _make_trail( 10, 15, 10, 15, corrlength, intersect_chance, no_corr,
+ DNGN_STONE_STAIRS_DOWN_II, DNGN_STONE_STAIRS_UP_II );
- make_trail(50,20,10,15,corrlength,intersect_chance,no_corr,
- DNGN_STONE_STAIRS_DOWN_III, DNGN_STONE_STAIRS_UP_III);
+ _make_trail( 50, 20, 10, 15, corrlength, intersect_chance, no_corr,
+ DNGN_STONE_STAIRS_DOWN_III, DNGN_STONE_STAIRS_UP_III);
if (one_chance_in(4))
{
- make_trail( 10, 20, 40, 20, corrlength, intersect_chance, no_corr,
- DNGN_ESCAPE_HATCH_DOWN );
+ _make_trail( 10, 20, 40, 20, corrlength, intersect_chance, no_corr,
+ DNGN_ESCAPE_HATCH_DOWN );
}
if (one_chance_in(4))
{
- make_trail( 50, 20, 40, 20, corrlength, intersect_chance, no_corr,
- DNGN_ESCAPE_HATCH_UP );
+ _make_trail( 50, 20, 40, 20, corrlength, intersect_chance, no_corr,
+ DNGN_ESCAPE_HATCH_UP );
}
if (level_number > 1 && one_chance_in(16))
- big_room(level_number);
+ _big_room(level_number);
if (random2(level_number) > 6 && one_chance_in(3))
- diamond_rooms(level_number);
+ _diamond_rooms(level_number);
// make some rooms:
int i, no_rooms, max_doors;
@@ -2095,7 +2104,7 @@ static builder_rc_type builder_basic(int level_number)
ex = sx + 2 + random2(roomsize);
ey = sy + 2 + random2(roomsize);
- if (!make_room(sx,sy,ex,ey,max_doors, doorlevel))
+ if (!_make_room(sx,sy,ex,ey,max_doors, doorlevel))
{
time_run++;
i--;
@@ -2119,7 +2128,7 @@ static builder_rc_type builder_basic(int level_number)
ex = sx + 5 + random2(6);
ey = sy + 5 + random2(6);
- if (!make_room(sx,sy,ex,ey,max_doors, doorlevel))
+ if (!_make_room(sx,sy,ex,ey,max_doors, doorlevel))
{
time_run++;
i--;
@@ -2135,20 +2144,20 @@ static builder_rc_type builder_basic(int level_number)
return BUILD_CONTINUE;
}
-static void builder_extras( int level_number, int level_type )
+static void _builder_extras( int level_number, int level_type )
{
UNUSED( level_type );
if (one_chance_in(15))
{
- place_specific_stair(DNGN_ENTER_LABYRINTH, "lab_entry",
- level_number, true);
+ _place_specific_stair(DNGN_ENTER_LABYRINTH, "lab_entry",
+ level_number, true);
}
if (level_number > 6 && one_chance_in(10))
{
- many_pools( level_number < 11 || coinflip() ?
- DNGN_DEEP_WATER : DNGN_LAVA );
+ _many_pools( level_number < 11 || coinflip() ?
+ DNGN_DEEP_WATER : DNGN_LAVA );
return;
}
@@ -2169,25 +2178,25 @@ static void builder_extras( int level_number, int level_type )
river_type = DNGN_LAVA;
if (coinflip())
- build_river( river_type );
+ _build_river( river_type );
else
- build_lake( river_type );
+ _build_lake( river_type );
}
else if (player_in_branch( BRANCH_COCYTUS ))
{
river_type = DNGN_DEEP_WATER;
if (coinflip())
- build_river( river_type );
+ _build_river( river_type );
else
- build_lake( river_type );
+ _build_lake( river_type );
}
if (level_number > 8 && one_chance_in(16))
- build_river( river_type );
+ _build_river( river_type );
else if (level_number > 8 && one_chance_in(12))
{
- build_lake( (river_type != DNGN_SHALLOW_WATER) ? river_type
+ _build_lake( (river_type != DNGN_SHALLOW_WATER) ? river_type
: DNGN_DEEP_WATER );
}
}
@@ -2211,7 +2220,7 @@ static bool _shaft_is_in_corridor(int x, int y)
return false;
}
-static void place_traps(int level_number)
+static void _place_traps(int level_number)
{
int i;
int num_traps = num_traps_for_place(level_number);
@@ -2258,7 +2267,7 @@ static void place_traps(int level_number)
} // end "for i"
} // end place_traps()
-static void place_fog_machines(int level_number)
+static void _place_fog_machines(int level_number)
{
int i;
int num_fogs = num_fogs_for_place(level_number);
@@ -2293,7 +2302,7 @@ static void place_fog_machines(int level_number)
} // end "for i"
} // end place_traps()
-static void place_specific_feature(dungeon_feature_type feat)
+static void _place_specific_feature(dungeon_feature_type feat)
{
int sx, sy;
@@ -2307,19 +2316,19 @@ static void place_specific_feature(dungeon_feature_type feat)
grd[sx][sy] = feat;
}
-static void place_specific_stair(dungeon_feature_type stair,
- const std::string &tag,
- int dlevel,
- bool vault_only)
+static void _place_specific_stair(dungeon_feature_type stair,
+ const std::string &tag,
+ int dlevel,
+ bool vault_only)
{
- if ((tag.empty() || !place_portal_vault(stair, tag, dlevel))
+ if ((tag.empty() || !_place_portal_vault(stair, tag, dlevel))
&& !vault_only)
{
- place_specific_feature(stair);
+ _place_specific_feature(stair);
}
}
-static void place_extra_vaults()
+static void _place_extra_vaults()
{
if (!player_in_branch(BRANCH_MAIN_DUNGEON)
&& use_random_maps
@@ -2332,12 +2341,12 @@ static void place_extra_vaults()
if (vault != -1 && map_by_index(vault)->orient == MAP_ENCOMPASS)
vault = -1;
- if (vault != -1 && build_secondary_vault(you.your_level, vault, -1))
+ if (vault != -1 && _build_secondary_vault(you.your_level, vault, -1))
vault_chance = 0;
}
}
-static void place_branch_entrances(int dlevel, char level_type)
+static void _place_branch_entrances(int dlevel, char level_type)
{
int sx, sy;
@@ -2348,15 +2357,15 @@ static void place_branch_entrances(int dlevel, char level_type)
{
// stair to HELL
if (dlevel >= 20 && dlevel <= 27)
- place_specific_stair(DNGN_ENTER_HELL, "hell_entry", dlevel);
+ _place_specific_stair(DNGN_ENTER_HELL, "hell_entry", dlevel);
// stair to PANDEMONIUM
if (dlevel >= 20 && dlevel <= 50 && (dlevel == 23 || one_chance_in(4)))
- place_specific_stair(DNGN_ENTER_PANDEMONIUM, "pan_entry", dlevel);
+ _place_specific_stair(DNGN_ENTER_PANDEMONIUM, "pan_entry", dlevel);
// stairs to ABYSS
if (dlevel >= 20 && dlevel <= 30 && (dlevel == 24 || one_chance_in(3)))
- place_specific_stair(DNGN_ENTER_ABYSS, "abyss_entry", dlevel);
+ _place_specific_stair(DNGN_ENTER_ABYSS, "abyss_entry", dlevel);
// level 26: replaces all down stairs with staircases to Zot:
if (dlevel == 26)
@@ -2388,15 +2397,15 @@ static void place_branch_entrances(int dlevel, char level_type)
entry_tag += "_entry";
lowercase(entry_tag);
- place_specific_stair( branches[i].entry_stairs, entry_tag, dlevel);
+ _place_specific_stair( branches[i].entry_stairs, entry_tag, dlevel);
}
}
}
-static void make_trail(int xs, int xr, int ys, int yr, int corrlength,
- int intersect_chance, int no_corr,
- dungeon_feature_type begin,
- dungeon_feature_type end)
+static void _make_trail(int xs, int xr, int ys, int yr, int corrlength,
+ int intersect_chance, int no_corr,
+ dungeon_feature_type begin,
+ dungeon_feature_type end)
{
int x_start, y_start; // begin point
int x_ps, y_ps; // end point
@@ -2552,7 +2561,7 @@ static void make_trail(int xs, int xr, int ys, int yr, int corrlength,
grd[x_ps][y_ps] = end;
}
-static int good_door_spot(int x, int y)
+static int _good_door_spot(int x, int y)
{
if ((!grid_is_solid(grd[x][y]) && grd[x][y] < DNGN_ENTER_PANDEMONIUM)
|| grd[x][y] == DNGN_CLOSED_DOOR)
@@ -2564,7 +2573,7 @@ static int good_door_spot(int x, int y)
}
// return TRUE if a room was made successfully
-static bool make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
+static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
{
int find_door = 0;
int diag_door = 0;
@@ -2573,21 +2582,21 @@ static bool make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
// check top & bottom for possible doors
for (rx = sx; rx <= ex; rx++)
{
- find_door += good_door_spot(rx,sy);
- find_door += good_door_spot(rx,ey);
+ find_door += _good_door_spot(rx,sy);
+ find_door += _good_door_spot(rx,ey);
}
// check left and right for possible doors
for (ry = sy+1; ry < ey; ry++)
{
- find_door += good_door_spot(sx,ry);
- find_door += good_door_spot(ex,ry);
+ find_door += _good_door_spot(sx,ry);
+ find_door += _good_door_spot(ex,ry);
}
- diag_door += good_door_spot(sx,sy);
- diag_door += good_door_spot(ex,sy);
- diag_door += good_door_spot(sx,ey);
- diag_door += good_door_spot(ex,ey);
+ diag_door += _good_door_spot(sx,sy);
+ diag_door += _good_door_spot(ex,sy);
+ diag_door += _good_door_spot(sx,ey);
+ diag_door += _good_door_spot(ex,ey);
if ((diag_door + find_door) > 1 && max_doors == 1)
return false;
@@ -2596,7 +2605,7 @@ static bool make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
return false;
// look for 'special' rock walls - don't interrupt them
- if (find_in_area(sx,sy,ex,ey,DNGN_BUILDER_SPECIAL_WALL))
+ if (_find_in_area(sx,sy,ex,ey,DNGN_BUILDER_SPECIAL_WALL))
return false;
// convert the area to floor
@@ -2655,7 +2664,7 @@ static bool make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
return true;
} //end make_room()
-static int pick_unique(int lev)
+static int _pick_unique(int lev)
{
int which_unique =
((lev > 19) ? random_range(MONS_LOUISE, MONS_BORIS) :
@@ -2685,7 +2694,7 @@ static int pick_unique(int lev)
// There is a hidden dependency on the player's actual
// location (through your_branch().)
// Return the number of uniques placed.
-static int place_uniques(int level_number, char level_type)
+static int _place_uniques(int level_number, char level_type)
{
int not_used = 0;
// Unique beasties:
@@ -2710,7 +2719,7 @@ static int place_uniques(int level_number, char level_type)
break;
}
- which_unique = pick_unique(level_number);
+ which_unique = _pick_unique(level_number);
}
// usually, we'll have quit after a few tries. Make sure we don't
@@ -2733,8 +2742,8 @@ static int place_uniques(int level_number, char level_type)
return num_placed;
}
-static int place_monster_vector(std::vector<int> montypes,
- int level_number, int num_to_place)
+static int _place_monster_vector(std::vector<int> montypes,
+ int level_number, int num_to_place)
{
int result = 0;
int not_used = 0;
@@ -2751,7 +2760,7 @@ static int place_monster_vector(std::vector<int> montypes,
}
-static void place_aquatic_monsters(int level_number, char level_type)
+static void _place_aquatic_monsters(int level_number, char level_type)
{
int lava_spaces = 0, water_spaces = 0;
std::vector<int> swimming_things(4u, NON_MONSTER);
@@ -2775,9 +2784,9 @@ static void place_aquatic_monsters(int level_number, char level_type)
swimming_things[i] = MONS_SALAMANDER;
}
- place_monster_vector(swimming_things, level_number,
- std::min(random2avg(9, 2)
- + (random2(lava_spaces) / 10), 15));
+ _place_monster_vector(swimming_things, level_number,
+ std::min(random2avg(9, 2)
+ + (random2(lava_spaces) / 10), 15));
}
if (water_spaces > 49)
@@ -2802,14 +2811,14 @@ static void place_aquatic_monsters(int level_number, char level_type)
if (player_in_branch( BRANCH_COCYTUS ))
swimming_things[3] = MONS_WATER_ELEMENTAL;
- place_monster_vector(swimming_things, level_number,
- std::min(random2avg(9, 2)
- + (random2(water_spaces) / 10), 15));
+ _place_monster_vector(swimming_things, level_number,
+ std::min(random2avg(9, 2)
+ + (random2(water_spaces) / 10), 15));
}
}
-static void builder_monsters(int level_number, char level_type, int mon_wanted)
+static void _builder_monsters(int level_number, char level_type, int mon_wanted)
{
int not_used = 0;
if (level_type == LEVEL_PANDEMONIUM
@@ -2825,10 +2834,10 @@ static void builder_monsters(int level_number, char level_type, int mon_wanted)
MONS_PROGRAM_BUG, 0, MMT_NO_MONS );
}
- place_uniques(level_number, level_type);
+ _place_uniques(level_number, level_type);
if ( !player_in_branch(BRANCH_CRYPT) ) // no water creatures in the Crypt
- place_aquatic_monsters(level_number, level_type);
+ _place_aquatic_monsters(level_number, level_type);
else
{
if (one_chance_in(3))
@@ -2839,7 +2848,7 @@ static void builder_monsters(int level_number, char level_type, int mon_wanted)
}
}
-static void builder_items(int level_number, char level_type, int items_wanted)
+static void _builder_items(int level_number, char level_type, int items_wanted)
{
UNUSED( level_type );
@@ -2903,7 +2912,7 @@ static void builder_items(int level_number, char level_type, int items_wanted)
// to a closed door, and normal rock wall to pre-floor.
// Anything that might otherwise block the hallway is changed
// to pre-floor.
-static void specr_2(spec_room &sr)
+static void _specr_2(spec_room &sr)
{
int bkout = 0;
int cx = 0, cy = 0;
@@ -3007,9 +3016,9 @@ static void specr_2(spec_room &sr)
// Fill special room sr with monsters from the pit_list at density%...
// then place a "lord of the pit" of lord_type at (lordx, lordy).
-static void fill_monster_pit( spec_room &sr, FixedVector<pit_mons_def,
- MAX_PIT_MONSTERS> &pit_list, int density,
- int lord_type, int lordx, int lordy )
+static void _fill_monster_pit( spec_room &sr, FixedVector<pit_mons_def,
+ MAX_PIT_MONSTERS> &pit_list, int density,
+ int lord_type, int lordx, int lordy )
{
int i, x, y;
@@ -3072,7 +3081,7 @@ static void fill_monster_pit( spec_room &sr, FixedVector<pit_mons_def,
}
}
-static void special_room(int level_number, spec_room &sr)
+static void _special_room(int level_number, spec_room &sr)
{
char spec_room_type = SROOM_LAIR_KOBOLD;
int lev_mons;
@@ -3095,8 +3104,8 @@ static void special_room(int level_number, spec_room &sr)
int room_y2 = room_y1 + 4 + random2avg(6,2);
// do special walls & floor
- make_box( room_x1, room_y1, room_x2, room_y2,
- DNGN_BUILDER_SPECIAL_FLOOR, DNGN_BUILDER_SPECIAL_WALL );
+ _make_box( room_x1, room_y1, room_x2, room_y2,
+ DNGN_BUILDER_SPECIAL_FLOOR, DNGN_BUILDER_SPECIAL_WALL );
// set up passed in spec_room structure
sr.created = true;
@@ -3260,21 +3269,21 @@ static void special_room(int level_number, spec_room &sr)
break;
case SROOM_BEEHIVE:
- beehive(sr);
+ _beehive(sr);
break;
case SROOM_MORGUE:
- morgue(sr);
+ _morgue(sr);
break;
case SROOM_JELLY_PIT:
- jelly_pit(level_number, sr);
+ _jelly_pit(level_number, sr);
break;
}
} // end special_room()
// fills a special room with bees
-static void beehive(spec_room &sr)
+static void _beehive(spec_room &sr)
{
int x,y;
@@ -3355,9 +3364,9 @@ static bool _may_overwrite_pos(const int i, const int j)
return (mgrd[i][j] == NON_MONSTER && igrd[i][j] == NON_ITEM);
}
-static bool safe_minivault_place(int v1x, int v1y,
- const vault_placement &place,
- bool clobber)
+static bool _safe_minivault_place(int v1x, int v1y,
+ const vault_placement &place,
+ bool clobber)
{
if (clobber)
return (true);
@@ -3388,8 +3397,8 @@ static bool safe_minivault_place(int v1x, int v1y,
return (true);
}
-static bool connected_minivault_place(int v1x, int v1y,
- const vault_placement &place)
+static bool _connected_minivault_place(int v1x, int v1y,
+ const vault_placement &place)
{
/* must not be completely isolated: */
const bool water_ok = place.map.has_tag("water_ok");
@@ -3409,8 +3418,8 @@ static bool connected_minivault_place(int v1x, int v1y,
return (false);
}
-static bool find_minivault_place(const vault_placement &place,
- int &v1x, int &v1y, bool clobber)
+static bool _find_minivault_place(const vault_placement &place,
+ int &v1x, int &v1y, bool clobber)
{
// [ds] The margin around the edges of the map where the minivault
// won't be placed. Purely arbitrary as far as I can see.
@@ -3422,18 +3431,18 @@ static bool find_minivault_place(const vault_placement &place,
v1x = random_range( margin, GXM - margin - place.size.x );
v1y = random_range( margin, GYM - margin - place.size.y );
- if (!safe_minivault_place( v1x, v1y, place, clobber ))
+ if (!_safe_minivault_place( v1x, v1y, place, clobber ))
continue;
- if (connected_minivault_place(v1x, v1y, place))
+ if (_connected_minivault_place(v1x, v1y, place))
return (true);
}
return (false);
}
-static bool build_minivaults(int level_number, int force_vault,
- bool building_level, bool clobber,
- bool make_no_exits, const coord_def &where)
+static bool _build_minivaults(int level_number, int force_vault,
+ bool building_level, bool clobber,
+ bool make_no_exits, const coord_def &where)
{
int altar_count = 0;
@@ -3447,7 +3456,7 @@ static bool build_minivaults(int level_number, int force_vault,
acq_item_class[6] = OBJ_MISCELLANY;
if (dgn_check_connectivity && !dgn_zones)
- dgn_zones = dgn_count_disconnected_zones();
+ dgn_zones = _dgn_count_disconnected_zones();
map_type vgrid;
vault_placement place;
@@ -3462,7 +3471,7 @@ static bool build_minivaults(int level_number, int force_vault,
v1x = tl.x;
v1y = tl.y;
}
- else if (!find_minivault_place(place, v1x, v1y, clobber))
+ else if (!_find_minivault_place(place, v1x, v1y, clobber))
return (false);
place.pos = coord_def(v1x, v1y);
@@ -3474,7 +3483,7 @@ static bool build_minivaults(int level_number, int force_vault,
mapgen_report_map_use(place.map);
#endif
- register_place(place);
+ _register_place(place);
// these two are throwaways:
int num_runes = 0;
@@ -3489,12 +3498,12 @@ static bool build_minivaults(int level_number, int force_vault,
if (feat == ' ')
continue;
const dungeon_feature_type oldgrid = grd[vx][vy];
- altar_count = vault_grid( place,
- level_number, vx, vy,
- altar_count,
- acq_item_class,
- feat, target_connections,
- num_runes );
+ altar_count = _vault_grid( place,
+ level_number, vx, vy,
+ altar_count,
+ acq_item_class,
+ feat, target_connections,
+ num_runes );
if (!building_level)
{
link_items();
@@ -3510,18 +3519,18 @@ static bool build_minivaults(int level_number, int force_vault,
if (!make_no_exits)
{
if (target_connections.empty() && place.map.has_tag("mini_float"))
- pick_float_exits(place, target_connections);
+ _pick_float_exits(place, target_connections);
if (!target_connections.empty())
- connect_vault(place);
+ _connect_vault(place);
}
return (true);
} // end build_minivaults()
-static void build_rooms(const dgn_region_list &excluded,
- const std::vector<coord_def> &connections_needed,
- int nrooms)
+static void _build_rooms(const dgn_region_list &excluded,
+ const std::vector<coord_def> &connections_needed,
+ int nrooms)
{
int which_room = 0;
const bool exclusive = !one_chance_in(10);
@@ -3554,7 +3563,7 @@ static void build_rooms(const dgn_region_list &excluded,
if (connections.size())
{
const coord_def c = connections[0];
- if (join_the_dots(c, myroom.random_edge_point(), MMT_VAULT))
+ if (_join_the_dots(c, myroom.random_edge_point(), MMT_VAULT))
connections.erase( connections.begin() );
}
@@ -3581,14 +3590,14 @@ static void build_rooms(const dgn_region_list &excluded,
}
const coord_def end = myroom.end();
- replace_area(myroom.pos.x, myroom.pos.y, end.x, end.y,
- DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area(myroom.pos.x, myroom.pos.y, end.x, end.y,
+ DNGN_ROCK_WALL, DNGN_FLOOR);
if (which_room > 0)
{
- join_the_dots_rigorous( myroom.random_edge_point(),
- rom[which_room - 1].random_edge_point(),
- MMT_VAULT );
+ _join_the_dots_rigorous( myroom.random_edge_point(),
+ rom[which_room - 1].random_edge_point(),
+ MMT_VAULT );
}
which_room++;
@@ -3598,7 +3607,7 @@ static void build_rooms(const dgn_region_list &excluded,
}
}
-static int away_from_edge(int x, int left_edge, int right_edge)
+static int _away_from_edge(int x, int left_edge, int right_edge)
{
if (x < left_edge)
return (1);
@@ -3608,8 +3617,8 @@ static int away_from_edge(int x, int left_edge, int right_edge)
return (coinflip()? 1 : -1);
}
-static coord_def dig_away_dir(const vault_placement &place,
- const coord_def &pos)
+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 =
@@ -3646,8 +3655,8 @@ static coord_def dig_away_dir(const vault_placement &place,
{
if (place.size.x == 1)
{
- dig_dir.x = away_from_edge(pos.x, MAPGEN_BORDER * 2,
- GXM - MAPGEN_BORDER * 2);
+ dig_dir.x = _away_from_edge(pos.x, MAPGEN_BORDER * 2,
+ GXM - MAPGEN_BORDER * 2);
}
else
dig_dir.x = pos.x == place.pos.x? -1 : 1;
@@ -3657,8 +3666,8 @@ static coord_def dig_away_dir(const vault_placement &place,
{
if (place.size.y == 1)
{
- dig_dir.y = away_from_edge(pos.y, MAPGEN_BORDER * 2,
- GYM - MAPGEN_BORDER * 2);
+ dig_dir.y = _away_from_edge(pos.y, MAPGEN_BORDER * 2,
+ GYM - MAPGEN_BORDER * 2);
}
else
dig_dir.y = pos.y == place.pos.y? -1 : 1;
@@ -3667,10 +3676,10 @@ static coord_def dig_away_dir(const vault_placement &place,
return (dig_dir);
}
-static void dig_away_from(vault_placement &place, const coord_def &pos)
+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;
+ coord_def dig_dir = _dig_away_dir(place, pos);
+ coord_def dig_at = pos;
bool dug = false;
for (int i = 0; i < GXM; i++)
@@ -3709,22 +3718,22 @@ static void dig_away_from(vault_placement &place, const coord_def &pos)
}
}
-static void dig_vault_loose( vault_placement &place,
- std::vector<coord_def> &targets )
+static void _dig_vault_loose( vault_placement &place,
+ std::vector<coord_def> &targets )
{
for (int i = 0, size = targets.size(); i < size; ++i)
- dig_away_from(place, targets[i]);
+ _dig_away_from(place, targets[i]);
}
-static bool grid_needs_exit(int x, int y)
+static bool _grid_needs_exit(int x, int y)
{
return (!grid_is_solid(x, y)
|| grd[x][y] == DNGN_CLOSED_DOOR
|| grd[x][y] == DNGN_SECRET_DOOR);
}
-static bool map_grid_is_on_edge(const vault_placement &place,
- const coord_def &c)
+static bool _map_grid_is_on_edge(const vault_placement &place,
+ const coord_def &c)
{
for (int xi = c.x - 1; xi <= c.x + 1; ++xi)
for (int yi = c.y - 1; yi <= c.y + 1; ++yi)
@@ -3736,27 +3745,27 @@ static bool map_grid_is_on_edge(const vault_placement &place,
return (false);
}
-static void pick_internal_float_exits(const vault_placement &place,
- std::vector<coord_def> &exits)
+static void _pick_internal_float_exits(const vault_placement &place,
+ std::vector<coord_def> &exits)
{
for (int y = place.pos.y + 1; y < place.pos.y + place.size.y - 1; ++y)
for (int x = place.pos.x + 1; x < place.pos.x + place.size.x - 1; ++x)
- if (grid_needs_exit(x, y)
- && map_grid_is_on_edge(place, coord_def(x, y)))
+ if (_grid_needs_exit(x, y)
+ && _map_grid_is_on_edge(place, coord_def(x, y)))
{
exits.push_back( coord_def(x, y) );
}
}
-static void pick_float_exits(vault_placement &place,
- std::vector<coord_def> &targets)
+static void _pick_float_exits(vault_placement &place,
+ std::vector<coord_def> &targets)
{
std::vector<coord_def> possible_exits;
for (int y = place.pos.y; y < place.pos.y + place.size.y; ++y)
{
- if (grid_needs_exit(place.pos.x, y))
+ if (_grid_needs_exit(place.pos.x, y))
possible_exits.push_back( coord_def(place.pos.x, y) );
- if (grid_needs_exit(place.pos.x + place.size.x - 1, y))
+ if (_grid_needs_exit(place.pos.x + place.size.x - 1, y))
{
possible_exits.push_back(
coord_def(place.pos.x + place.size.x - 1, y) );
@@ -3765,17 +3774,17 @@ static void pick_float_exits(vault_placement &place,
for (int x = place.pos.x + 1; x < place.pos.x + place.size.x - 1; ++x)
{
- if (grid_needs_exit(x, place.pos.y))
+ 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))
+ if (_grid_needs_exit(x, place.pos.y + place.size.y - 1))
{
possible_exits.push_back(
coord_def(x, place.pos.y + place.size.y - 1) );
}
}
- pick_internal_float_exits(place, possible_exits);
+ _pick_internal_float_exits(place, possible_exits);
if (possible_exits.empty())
{
@@ -3799,9 +3808,9 @@ static void pick_float_exits(vault_placement &place,
}
}
-static std::vector<coord_def> external_connection_points(
- const vault_placement &place,
- const std::vector<coord_def> &target_connections)
+static std::vector<coord_def> _external_connection_points(
+ const vault_placement &place,
+ const std::vector<coord_def> &target_connections)
{
std::vector<coord_def> ex_connection_points;
@@ -3812,13 +3821,13 @@ static std::vector<coord_def> external_connection_points(
for (int i = 0, size = target_connections.size(); i < size; ++i)
{
const coord_def &p = target_connections[i];
- ex_connection_points.push_back(p + dig_away_dir(place, p));
+ ex_connection_points.push_back(p + _dig_away_dir(place, p));
}
return (ex_connection_points);
}
-static coord_def find_random_grid(int grid, unsigned mask)
+static coord_def _find_random_grid(int grid, unsigned mask)
{
for (int i = 0; i < 100; ++i)
{
@@ -3833,22 +3842,22 @@ static coord_def find_random_grid(int grid, unsigned mask)
return coord_def(0, 0);
}
-static void connect_vault(const vault_placement &vp)
+static void _connect_vault(const vault_placement &vp)
{
- std::vector<coord_def> exc = external_connection_points(vp, vp.exits);
+ std::vector<coord_def> exc = _external_connection_points(vp, vp.exits);
for (int i = 0, size = exc.size(); i < size; ++i)
{
const coord_def &p = exc[i];
- const coord_def floor = find_random_grid(DNGN_FLOOR, MMT_VAULT);
+ const coord_def floor = _find_random_grid(DNGN_FLOOR, MMT_VAULT);
if (!floor.x && !floor.y)
continue;
- join_the_dots(p, floor, MMT_VAULT, true);
+ _join_the_dots(p, floor, MMT_VAULT, true);
}
}
-static dungeon_feature_type dgn_find_rune_subst(const std::string &tag)
+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);
@@ -3880,12 +3889,12 @@ static dungeon_feature_type dgn_find_rune_subst(const std::string &tag)
return (DNGN_FLOOR);
}
-static dungeon_feature_type dgn_find_rune_subst_tags(const std::string &tags)
+static dungeon_feature_type _dgn_find_rune_subst_tags(const std::string &tags)
{
std::vector<std::string> words = split_string(" ", tags);
for (int i = 0, size = words.size(); i < size; ++i)
{
- const dungeon_feature_type feat = dgn_find_rune_subst(words[i]);
+ const dungeon_feature_type feat = _dgn_find_rune_subst(words[i]);
if (feat != DNGN_FLOOR)
return (feat);
}
@@ -3923,7 +3932,7 @@ bool dgn_place_map(int map, bool generating_level, bool clobber,
// For encompass maps, clear the entire level.
generating_level = true;
fixup = true;
- reset_level();
+ _reset_level();
dungeon_events.clear();
}
else
@@ -3937,17 +3946,17 @@ bool dgn_place_map(int map, bool generating_level, bool clobber,
if (mdef->is_minivault())
{
- did_map = build_minivaults(you.your_level, map, generating_level,
- clobber, make_no_exits, where);
+ did_map = _build_minivaults(you.your_level, map, generating_level,
+ clobber, make_no_exits, where);
}
else
{
dungeon_feature_type rune_subst = DNGN_FLOOR;
if (mdef->has_tag_suffix("_entry"))
- rune_subst = dgn_find_rune_subst_tags(mdef->tags);
- did_map = build_secondary_vault(you.your_level, map, rune_subst,
- generating_level, clobber,
- make_no_exits, where);
+ rune_subst = _dgn_find_rune_subst_tags(mdef->tags);
+ did_map = _build_secondary_vault(you.your_level, map, rune_subst,
+ generating_level, clobber,
+ make_no_exits, where);
}
// Activate any markers within the map.
@@ -3986,26 +3995,26 @@ bool dgn_place_map(int map, bool generating_level, bool clobber,
* Places a vault somewhere in an already built level if possible.
* Returns true if the vault was successfully placed.
*/
-static bool build_secondary_vault(int level_number, int vault,
- int rune_subst, bool generating_level,
- bool clobber, bool no_exits,
- const coord_def &where)
+static bool _build_secondary_vault(int level_number, int vault,
+ int rune_subst, bool generating_level,
+ bool clobber, bool no_exits,
+ const coord_def &where)
{
- if (build_vaults(level_number, vault, rune_subst, true, true,
- generating_level, clobber, no_exits, where))
+ if (_build_vaults(level_number, vault, rune_subst, true, true,
+ generating_level, clobber, no_exits, where))
{
const vault_placement &vp = level_vaults[ level_vaults.size() - 1 ];
- connect_vault(vp);
+ _connect_vault(vp);
return (true);
}
return (false);
}
-static bool build_vaults(int level_number, int force_vault, int rune_subst,
- bool build_only, bool check_collisions,
- bool generating_level, bool clobber,
- bool make_no_exits, const coord_def &where)
+static bool _build_vaults(int level_number, int force_vault, int rune_subst,
+ bool build_only, bool check_collisions,
+ bool generating_level, bool clobber,
+ bool make_no_exits, const coord_def &where)
{
int altar_count = 0;
FixedVector < char, 10 > stair_exist;
@@ -4023,7 +4032,7 @@ static bool build_vaults(int level_number, int force_vault, int rune_subst,
acq_item_class[6] = OBJ_MISCELLANY;
if (dgn_check_connectivity && !dgn_zones)
- dgn_zones = dgn_count_disconnected_zones();
+ dgn_zones = _dgn_count_disconnected_zones();
map_type vgrid;
vault_placement place;
@@ -4051,13 +4060,13 @@ static bool build_vaults(int level_number, int force_vault, int rune_subst,
continue;
const dungeon_feature_type oldgrid = grd[vx][vy];
- altar_count = vault_grid( place,
- level_number, vx, vy, altar_count,
- acq_item_class,
- vgrid[vy][vx],
- target_connections,
- num_runes,
- rune_subst );
+ altar_count = _vault_grid( place,
+ level_number, vx, vy, altar_count,
+ acq_item_class,
+ vgrid[vy][vx],
+ target_connections,
+ num_runes,
+ rune_subst );
if (!generating_level)
{
// Have to link items each square at a time, or
@@ -4072,10 +4081,10 @@ static bool build_vaults(int level_number, int force_vault, int rune_subst,
}
place.map.map.apply_overlays(place.pos);
- register_place(place);
+ _register_place(place);
if (gluggy == MAP_FLOAT && target_connections.empty())
- pick_float_exits(place, target_connections);
+ _pick_float_exits(place, target_connections);
if (make_no_exits)
target_connections.clear();
@@ -4113,7 +4122,7 @@ static bool build_vaults(int level_number, int force_vault, int rune_subst,
if (dis_wallify)
{
- plan_4(v1x, v1y, v2x, v2y, DNGN_METAL_WALL);
+ _plan_4(v1x, v1y, v2x, v2y, DNGN_METAL_WALL);
}
else
{
@@ -4128,12 +4137,12 @@ static bool build_vaults(int level_number, int force_vault, int rune_subst,
nrooms += 10;
std::vector<coord_def> ex_connection_points =
- external_connection_points(place, target_connections);
+ _external_connection_points(place, target_connections);
- build_rooms(excluded_regions, ex_connection_points, nrooms);
+ _build_rooms(excluded_regions, ex_connection_points, nrooms);
// Excavate and connect the vault to the rest of the level.
- dig_vault_loose(place, target_connections);
+ _dig_vault_loose(place, target_connections);
}
unsigned char pos_x, pos_y;
@@ -4188,8 +4197,8 @@ static bool build_vaults(int level_number, int force_vault, int rune_subst,
return (true);
} // end build_vaults()
-static void dgn_place_item_explicit(const item_spec &spec,
- int x, int y, int level)
+static void _dgn_place_item_explicit(const item_spec &spec,
+ int x, int y, int level)
{
// Dummy object?
if (spec.base_type == OBJ_UNASSIGNED)
@@ -4224,15 +4233,15 @@ static void dgn_place_item_explicit(const item_spec &spec,
}
}
-static void dgn_place_multiple_items(item_list &list,
+static void _dgn_place_multiple_items(item_list &list,
int x, int y, int level)
{
const int size = list.size();
for (int i = 0; i < size; ++i)
- dgn_place_item_explicit(list.get_item(i), x, y, level);
+ _dgn_place_item_explicit(list.get_item(i), x, y, level);
}
-static void dgn_place_item_explicit(int index, int x, int y,
+static void _dgn_place_item_explicit(int index, int x, int y,
vault_placement &place,
int level)
{
@@ -4248,13 +4257,13 @@ static void dgn_place_item_explicit(int index, int x, int y,
}
const item_spec spec = sitems.get_item(index);
- dgn_place_item_explicit(spec, x, y, level);
+ _dgn_place_item_explicit(spec, x, y, level);
}
-static void dgn_give_mon_spec_items(mons_spec &mspec,
- const int mindex,
- const int mid,
- const int monster_level)
+static void _dgn_give_mon_spec_items(mons_spec &mspec,
+ const int mindex,
+ const int mid,
+ const int monster_level)
{
monsters &mon(menv[mindex]);
@@ -4384,15 +4393,15 @@ bool dgn_place_monster(mons_spec &mspec,
menv[mindex].colour = mspec.colour;
if (mspec.items.size() > 0)
- dgn_give_mon_spec_items(mspec, mindex, mid, monster_level);
+ _dgn_give_mon_spec_items(mspec, mindex, mid, monster_level);
}
return (placed);
}
return (false);
}
-static bool dgn_place_monster( const vault_placement &place, mons_spec &mspec,
- int monster_level, int vx, int vy)
+static bool _dgn_place_monster( const vault_placement &place, mons_spec &mspec,
+ int monster_level, int vx, int vy)
{
const bool generate_awake
= mspec.generate_awake || place.map.has_tag("generate_awake");
@@ -4400,20 +4409,20 @@ static bool dgn_place_monster( const vault_placement &place, mons_spec &mspec,
return dgn_place_monster(mspec, monster_level, vx, vy, generate_awake);
}
-static bool dgn_place_one_monster( const vault_placement &place,
- mons_list &mons, int monster_level,
- int vx, int vy)
+static bool _dgn_place_one_monster( const vault_placement &place,
+ mons_list &mons, int monster_level,
+ int vx, int vy)
{
for (int i = 0, size = mons.size(); i < size; ++i)
{
mons_spec spec = mons.get_monster(i);
- if (dgn_place_monster(place, spec, monster_level, vx, vy))
+ if (_dgn_place_monster(place, spec, monster_level, vx, vy))
return (true);
}
return (false);
}
-static monster_type random_evil_statue()
+static monster_type _random_evil_statue()
{
switch (random2(3))
{
@@ -4473,7 +4482,7 @@ dungeon_feature_type map_feature(map_def *map, const coord_def &c, int rawfeat)
(rawfeat == '[') ? DNGN_STONE_STAIRS_UP_III :
(rawfeat == 'A') ? DNGN_STONE_ARCH :
(rawfeat == 'B') ? DNGN_ALTAR_ZIN :
- (rawfeat == 'C') ? pick_an_altar() : // f(x) elsewhere {dlb}
+ (rawfeat == 'C') ? _pick_an_altar() : // f(x) elsewhere {dlb}
(rawfeat == 'F') ? DNGN_GRANITE_STATUE :
(rawfeat == 'I') ? DNGN_ORCISH_IDOL :
(rawfeat == 'G') ? DNGN_GRANITE_STATUE :
@@ -4488,16 +4497,16 @@ dungeon_feature_type map_feature(map_def *map, const coord_def &c, int rawfeat)
// returns altar_count - seems rather odd to me to force such a return
// when I believe the value is only used in the case of the ecumenical
// temple - oh, well... {dlb}
-static int vault_grid( vault_placement &place,
- int level_number,
- int vx, int vy,
- int altar_count,
- FixedVector < object_class_type, 7 > &acq_item_class,
- int vgrid,
- std::vector<coord_def> &targets,
- int &num_runes,
- int rune_subst,
- bool following )
+static int _vault_grid( vault_placement &place,
+ int level_number,
+ int vx, int vy,
+ int altar_count,
+ FixedVector < object_class_type, 7 > &acq_item_class,
+ int vgrid,
+ std::vector<coord_def> &targets,
+ int &num_runes,
+ int rune_subst,
+ bool following )
{
int not_used;
@@ -4512,10 +4521,10 @@ static int vault_grid( vault_placement &place,
}
else if (f.glyph >= 0)
{
- altar_count = vault_grid( place, level_number, vx, vy,
- altar_count, acq_item_class,
- f.glyph, targets, num_runes,
- rune_subst, true );
+ altar_count = _vault_grid( place, level_number, vx, vy,
+ altar_count, acq_item_class,
+ f.glyph, targets, num_runes,
+ rune_subst, true );
}
else if (f.shop >= 0)
place_spec_shop(level_number, vx, vy, f.shop);
@@ -4531,10 +4540,10 @@ static int vault_grid( vault_placement &place,
grd[vx][vy] = DNGN_FLOOR;
mons_list &mons = mapsp->get_monsters();
- dgn_place_one_monster(place, mons, level_number, vx, vy);
+ _dgn_place_one_monster(place, mons, level_number, vx, vy);
item_list &items = mapsp->get_items();
- dgn_place_multiple_items(items, vx, vy, level_number);
+ _dgn_place_multiple_items(items, vx, vy, level_number);
return (altar_count);
}
@@ -4542,7 +4551,7 @@ static int vault_grid( vault_placement &place,
if (vgrid == 'F' && one_chance_in(100))
{
vgrid = '.';
- place_monster( not_used, random_evil_statue(), 30, BEH_HOSTILE,
+ place_monster( not_used, _random_evil_statue(), 30, BEH_HOSTILE,
MHITNOT, true, vx, vy, false);
}
@@ -4574,7 +4583,7 @@ static int vault_grid( vault_placement &place,
(vgrid == 'B') ?
static_cast<dungeon_feature_type>(
DNGN_ALTAR_FIRST_GOD + altar_count) :// see below
- (vgrid == 'C') ? pick_an_altar() : // f(x) elsewhere {dlb}
+ (vgrid == 'C') ? _pick_an_altar() : // f(x) elsewhere {dlb}
(vgrid == 'F') ? DNGN_GRANITE_STATUE :
(vgrid == 'I') ? DNGN_ORCISH_IDOL :
(vgrid == 'G') ? DNGN_GRANITE_STATUE :
@@ -4708,7 +4717,7 @@ static int vault_grid( vault_placement &place,
// defghijk - items
if (vgrid >= 'd' && vgrid <= 'k')
- dgn_place_item_explicit(vgrid - 'd', vx, vy, place, level_number);
+ _dgn_place_item_explicit(vgrid - 'd', vx, vy, place, level_number);
if (vgrid == 'S' || vgrid == 'H')
{
@@ -4739,7 +4748,7 @@ static int vault_grid( vault_placement &place,
if (vgrid != '8' && vgrid != '9' && vgrid != '0')
monster_type_thing = place.map.mons.get_monster(vgrid - '1');
- dgn_place_monster(place, monster_type_thing, monster_level, vx, vy);
+ _dgn_place_monster(place, monster_type_thing, monster_level, vx, vy);
}
// again, this seems odd, given that this is just one of many
@@ -4747,9 +4756,9 @@ static int vault_grid( vault_placement &place,
return (altar_count);
} // end vault_grid()
-static void replace_area( int sx, int sy, int ex, int ey,
- dungeon_feature_type replace,
- dungeon_feature_type feature, unsigned mapmask)
+static void _replace_area( int sx, int sy, int ex, int ey,
+ dungeon_feature_type replace,
+ dungeon_feature_type feature, unsigned mapmask)
{
int x,y;
for (x = sx; x <= ex; x++)
@@ -4785,8 +4794,8 @@ struct coord_comparator
typedef std::set<coord_def, coord_comparator> coord_set;
-static void jtd_init_surrounds(coord_set &coords, unsigned mapmask,
- const coord_def &c)
+static void _jtd_init_surrounds(coord_set &coords, unsigned mapmask,
+ const coord_def &c)
{
for (int yi = -1; yi <= 1; ++yi)
for (int xi = -1; xi <= 1; ++xi)
@@ -4806,9 +4815,9 @@ static void jtd_init_surrounds(coord_set &coords, unsigned mapmask,
}
}
-static bool join_the_dots_pathfind(coord_set &coords,
- const coord_def &from, const coord_def &to,
- unsigned mapmask, bool early_exit)
+static bool _join_the_dots_pathfind(coord_set &coords,
+ const coord_def &from, const coord_def &to,
+ unsigned mapmask, bool early_exit)
{
coord_def curr = from;
while (true)
@@ -4819,7 +4828,7 @@ static bool join_the_dots_pathfind(coord_set &coords,
if (curr == to)
break;
- jtd_init_surrounds(coords, mapmask, curr);
+ _jtd_init_surrounds(coords, mapmask, curr);
if (coords.empty())
break;
@@ -4846,23 +4855,23 @@ static bool join_the_dots_pathfind(coord_set &coords,
return (true);
}
-static bool join_the_dots_rigorous(const coord_def &from,
- const coord_def &to,
- unsigned mapmask,
- bool early_exit)
+static bool _join_the_dots_rigorous(const coord_def &from,
+ const coord_def &to,
+ unsigned mapmask,
+ bool early_exit)
{
memset(travel_point_distance, 0, sizeof(travel_distance_grid_t));
const coord_comparator comp(to);
coord_set coords(comp);
- const bool found = join_the_dots_pathfind(coords, from, to, mapmask,
- early_exit);
+ const bool found = _join_the_dots_pathfind(coords, from, to, mapmask,
+ early_exit);
return (found);
}
-static bool join_the_dots( const coord_def &from, const coord_def &to,
- unsigned mapmask, bool early_exit)
+static bool _join_the_dots( const coord_def &from, const coord_def &to,
+ unsigned mapmask, bool early_exit)
{
if (from == to)
return (true);
@@ -4924,9 +4933,9 @@ static bool join_the_dots( const coord_def &from, const coord_def &to,
return (at == to);
} // end join_the_dots()
-static void place_pool(dungeon_feature_type pool_type, unsigned char pool_x1,
- unsigned char pool_y1, unsigned char pool_x2,
- unsigned char pool_y2)
+static void _place_pool(dungeon_feature_type pool_type, unsigned char pool_x1,
+ unsigned char pool_y1, unsigned char pool_x2,
+ unsigned char pool_y2)
{
int i, j;
unsigned char left_edge, right_edge;
@@ -4977,7 +4986,7 @@ static void place_pool(dungeon_feature_type pool_type, unsigned char pool_x1,
}
} // end place_pool()
-static void many_pools(dungeon_feature_type pool_type)
+static void _many_pools(dungeon_feature_type pool_type)
{
if (player_in_branch( BRANCH_COCYTUS ))
@@ -4995,16 +5004,16 @@ static void many_pools(dungeon_feature_type pool_type)
const int k = i + 2 + roll_dice( 2, 9 );
const int l = j + 2 + roll_dice( 2, 9 );
- if ( count_antifeature_in_box(i, j, k, l, DNGN_FLOOR) == 0 )
+ if ( _count_antifeature_in_box(i, j, k, l, DNGN_FLOOR) == 0 )
{
- place_pool(pool_type, i, j, k, l);
+ _place_pool(pool_type, i, j, k, l);
pools++;
}
}
} // end many_pools()
//jmf: generate altar based on where you are, or possibly randomly
-static dungeon_feature_type pick_an_altar()
+static dungeon_feature_type _pick_an_altar()
{
dungeon_feature_type altar_type;
int temp_rand; // probability determination {dlb}
@@ -5096,7 +5105,7 @@ static dungeon_feature_type pick_an_altar()
return (altar_type);
} // end pick_an_altar()
-static void place_altars()
+static void _place_altars()
{
// No altars before level 5.
if (you.your_level < 4)
@@ -5113,27 +5122,27 @@ static void place_altars()
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "Placing an altar");
#endif
- place_altar();
+ _place_altar();
// Reduce the chance and try to place another.
prob /= 5;
}
}
}
-static void place_altar()
+static void _place_altar()
{
for ( int numtry = 0; numtry < 5000; ++numtry )
{
int px = 15 + random2(55);
int py = 15 + random2(45);
- const int numfloors = count_feature_in_box(px-2, py-2, px+3, py+3,
- DNGN_FLOOR);
+ const int numfloors = _count_feature_in_box(px-2, py-2, px+3, py+3,
+ DNGN_FLOOR);
const int numgood =
- count_feature_in_box(px-2, py-2, px+3, py+3, DNGN_ROCK_WALL) +
- count_feature_in_box(px-2, py-2, px+3, py+3, DNGN_CLOSED_DOOR) +
- count_feature_in_box(px-2, py-2, px+3, py+3, DNGN_SECRET_DOOR) +
- count_feature_in_box(px-2, py-2, px+3, py+3, DNGN_FLOOR);
+ _count_feature_in_box(px-2, py-2, px+3, py+3, DNGN_ROCK_WALL) +
+ _count_feature_in_box(px-2, py-2, px+3, py+3, DNGN_CLOSED_DOOR) +
+ _count_feature_in_box(px-2, py-2, px+3, py+3, DNGN_SECRET_DOOR) +
+ _count_feature_in_box(px-2, py-2, px+3, py+3, DNGN_FLOOR);
if ( numgood < 5*5 || numfloors == 0 )
continue;
@@ -5154,12 +5163,12 @@ static void place_altar()
for (int j = py - 2; j <= py + 2; j++)
grd[i][j] = DNGN_FLOOR;
- grd[px][py] = pick_an_altar();
+ grd[px][py] = _pick_an_altar();
break;
}
} // end place_altar()
-static void place_shops(int level_number, int nshops)
+static void _place_shops(int level_number, int nshops)
{
int temp_rand = 0; // probability determination {dlb}
int timeout = 0;
@@ -5205,7 +5214,7 @@ static void place_shops(int level_number, int nshops)
if (allow_bazaars && level_number > 9 && level_number < 27
&& one_chance_in(30 - level_number))
{
- place_specific_stair(DNGN_ENTER_PORTAL_VAULT,
+ _place_specific_stair(DNGN_ENTER_PORTAL_VAULT,
"bzr_entry", level_number, true);
allow_bazaars = false;
}
@@ -5217,7 +5226,7 @@ static void place_shops(int level_number, int nshops)
}
} // end place_shops()
-static bool need_varied_selection(shop_type shop)
+static bool _need_varied_selection(shop_type shop)
{
return (shop == SHOP_BOOK);
}
@@ -5284,7 +5293,7 @@ void place_spec_shop( int level_number,
// for books shops, store how many copies of a given book are on display
int stocked[NUM_BOOKS];
- if (need_varied_selection(env.shop[i].type))
+ if (_need_varied_selection(env.shop[i].type))
{
for (int k = 0; k < NUM_BOOKS; k++)
stocked[k] = 0;
@@ -5318,12 +5327,12 @@ void place_spec_shop( int level_number,
while (true)
{
const int subtype = representative? j : OBJ_RANDOM;
- orb = items( 1, item_in_shop(env.shop[i].type), subtype, true,
+ orb = items( 1, _item_in_shop(env.shop[i].type), subtype, true,
one_chance_in(4)? MAKE_GOOD_ITEM : item_level,
MAKE_ITEM_RANDOM_RACE );
// try for a better selection
- if (orb != NON_ITEM && need_varied_selection(env.shop[i].type))
+ if (orb != NON_ITEM && _need_varied_selection(env.shop[i].type))
{
if (!one_chance_in(stocked[mitm[orb].sub_type] + 1))
orb = NON_ITEM; // try again
@@ -5352,7 +5361,7 @@ void place_spec_shop( int level_number,
// increase stock of this subtype by 1, unless it is an artefact
// (allow for several artefacts of the same underlying subtype)
// - the latter is currently unused but would apply to e.g. jewellery
- if (need_varied_selection(env.shop[i].type) && !is_artefact(mitm[orb]))
+ if (_need_varied_selection(env.shop[i].type) && !is_artefact(mitm[orb]))
stocked[mitm[orb].sub_type]++;
if (representative && mitm[orb].base_type == OBJ_WANDS)
@@ -5378,7 +5387,7 @@ void place_spec_shop( int level_number,
activate_notes(note_status);
} // end place_spec_shop()
-static object_class_type item_in_shop(unsigned char shop_type)
+static object_class_type _item_in_shop(unsigned char shop_type)
{
switch (shop_type)
{
@@ -5419,7 +5428,7 @@ static object_class_type item_in_shop(unsigned char shop_type)
return (OBJ_RANDOM);
} // end item_in_shop()
-static void spotty_level(bool seeded, int iterations, bool boxy)
+static void _spotty_level(bool seeded, int iterations, bool boxy)
{
// assumes starting with a level full of rock walls (1)
int i, j, k, l;
@@ -5511,7 +5520,7 @@ static void spotty_level(bool seeded, int iterations, bool boxy)
}
} // end spotty_level()
-static void bigger_room()
+static void _bigger_room()
{
unsigned char i, j;
@@ -5522,14 +5531,14 @@ static void bigger_room()
grd[i][j] = DNGN_FLOOR;
}
- many_pools(DNGN_DEEP_WATER);
+ _many_pools(DNGN_DEEP_WATER);
if (one_chance_in(3))
{
if (coinflip())
- build_river( DNGN_DEEP_WATER );
+ _build_river( DNGN_DEEP_WATER );
else
- build_lake( DNGN_DEEP_WATER );
+ _build_lake( DNGN_DEEP_WATER );
}
int pair_count = coinflip() ? 4 : 3;
@@ -5537,14 +5546,14 @@ static void bigger_room()
for (j = 0; j < pair_count; j++)
for (i = 0; i < 2; i++)
{
- place_specific_stair( static_cast<dungeon_feature_type>(
- j + ((i==0) ? DNGN_STONE_STAIRS_DOWN_I
- : DNGN_STONE_STAIRS_UP_I)) );
+ _place_specific_stair( static_cast<dungeon_feature_type>(
+ j + ((i == 0) ? DNGN_STONE_STAIRS_DOWN_I
+ : DNGN_STONE_STAIRS_UP_I)) );
}
} // end bigger_room()
// various plan_xxx functions
-static void plan_main(int level_number, int force_plan)
+static void _plan_main(int level_number, int force_plan)
{
// possible values for do_stairs:
// 0 - stairs already done
@@ -5559,17 +5568,17 @@ static void plan_main(int level_number, int force_plan)
if (!force_plan)
force_plan = 1 + random2(12);
- do_stairs = ((force_plan == 1) ? plan_1() :
- (force_plan == 2) ? plan_2() :
- (force_plan == 3) ? plan_3() :
- (force_plan == 4) ? plan_4(0, 0, 0, 0, NUM_FEATURES) :
- (force_plan == 5) ? (one_chance_in(9) ? plan_5()
- : plan_3()) :
- (force_plan == 6) ? plan_6(level_number)
- : plan_3());
+ do_stairs = ((force_plan == 1) ? _plan_1() :
+ (force_plan == 2) ? _plan_2() :
+ (force_plan == 3) ? _plan_3() :
+ (force_plan == 4) ? _plan_4(0, 0, 0, 0, NUM_FEATURES) :
+ (force_plan == 5) ? (one_chance_in(9) ? _plan_5()
+ : _plan_3()) :
+ (force_plan == 6) ? _plan_6(level_number)
+ : _plan_3());
if (do_stairs == 3 || do_stairs == 1)
- spotty_level(true, 0, coinflip());
+ _spotty_level(true, 0, coinflip());
if (do_stairs == 2 || do_stairs == 3)
{
@@ -5578,28 +5587,28 @@ static void plan_main(int level_number, int force_plan)
for (j = 0; j < pair_count; j++)
for (i = 0; i < 2; i++)
{
- place_specific_stair( static_cast<dungeon_feature_type>(
- j + ((i==0) ? DNGN_STONE_STAIRS_DOWN_I
- : DNGN_STONE_STAIRS_UP_I)) );
+ _place_specific_stair( static_cast<dungeon_feature_type>(
+ j + ((i == 0)? DNGN_STONE_STAIRS_DOWN_I
+ : DNGN_STONE_STAIRS_UP_I)));
}
}
if (one_chance_in(20))
- replace_area(0,0,GXM-1,GYM-1,DNGN_ROCK_WALL,special_grid);
+ _replace_area(0, 0, GXM-1, GYM-1, DNGN_ROCK_WALL, special_grid);
} // end plan_main()
-static char plan_1()
+static char _plan_1()
{
int temp_rand = 0; // probability determination {dlb}
unsigned char width = (10 - random2(7)); // value range of [4,10] {dlb}
- replace_area(10, 10, (GXM - 10), (10 + width), DNGN_ROCK_WALL, DNGN_FLOOR);
- replace_area(10, (60 - width), (GXM - 10), (GYM - 10),
- DNGN_ROCK_WALL, DNGN_FLOOR);
- replace_area(10, 10, (10 + width), (GYM - 10), DNGN_ROCK_WALL, DNGN_FLOOR);
- replace_area((60 - width), 10, (GXM - 10), (GYM - 10),
- DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area(10, 10, (GXM - 10), (10 + width), DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area(10, (60 - width), (GXM - 10), (GYM - 10),
+ DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area(10, 10, (10 + width), (GYM - 10), DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area((60 - width), 10, (GXM - 10), (GYM - 10),
+ DNGN_ROCK_WALL, DNGN_FLOOR);
// possible early returns {dlb}:
temp_rand = random2(4);
@@ -5612,10 +5621,10 @@ static char plan_1()
{
unsigned char width2 = (coinflip()? (1 + random2(5)) : 5);
- replace_area(10, (35 - width2), (GXM - 10), (35 + width2),
- DNGN_ROCK_WALL, DNGN_FLOOR);
- replace_area((40 - width2), 10, (40 + width2), (GYM - 10),
- DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area(10, (35 - width2), (GXM - 10), (35 + width2),
+ DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area((40 - width2), 10, (40 + width2), (GYM - 10),
+ DNGN_ROCK_WALL, DNGN_FLOOR);
}
// possible early returns {dlb}:
@@ -5647,7 +5656,7 @@ static char plan_1()
((temp_rand > 1) ? DNGN_FLOOR : // 5/7
(temp_rand > 0) ? DNGN_DEEP_WATER// 1/7
: DNGN_LAVA); // 1/7
- octa_room(sr, oblique_max, floor_type);
+ _octa_room(sr, oblique_max, floor_type);
}
}
@@ -5656,19 +5665,19 @@ static char plan_1()
} // end plan_1()
// just a cross:
-static char plan_2()
+static char _plan_2()
{
char width2 = (5 - random2(5)); // value range of [1,5] {dlb}
- replace_area(10, (35 - width2), (GXM - 10), (35 + width2),
- DNGN_ROCK_WALL, DNGN_FLOOR);
- replace_area((40 - width2), 10, (40 + width2), (GYM - 10),
- DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area(10, (35 - width2), (GXM - 10), (35 + width2),
+ DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area((40 - width2), 10, (40 + width2), (GYM - 10),
+ DNGN_ROCK_WALL, DNGN_FLOOR);
return (one_chance_in(4) ? 2 : 3);
} // end plan_2()
-static char plan_3()
+static char _plan_3()
{
/* Draws a room, then another and links them together, then another and etc
@@ -5691,17 +5700,17 @@ static char plan_3()
romx2[which_room] = romx1[which_room] + 2 + random2(8);
romy2[which_room] = romy1[which_room] + 2 + random2(8);
- if (exclusive && count_antifeature_in_box(romx1[which_room] - 1,
- romy1[which_room] - 1,
- romx2[which_room] + 1,
- romy2[which_room] + 1,
- DNGN_ROCK_WALL))
+ if (exclusive && _count_antifeature_in_box(romx1[which_room] - 1,
+ romy1[which_room] - 1,
+ romx2[which_room] + 1,
+ romy2[which_room] + 1,
+ DNGN_ROCK_WALL))
{
continue;
}
- replace_area(romx1[which_room], romy1[which_room], romx2[which_room],
- romy2[which_room], DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area(romx1[which_room], romy1[which_room], romx2[which_room],
+ romy2[which_room], DNGN_ROCK_WALL, DNGN_FLOOR);
if (which_room > 0 && !exclusive2)
{
@@ -5715,11 +5724,11 @@ static char plan_3()
const int prev_ry1 = romy1[which_room - 1];
const int prev_ry2 = romy2[which_room - 1];
- join_the_dots( coord_def(rx1 + random2( rx2 - rx1 ),
- ry1 + random2( ry2 - ry1 )),
- coord_def(prev_rx1 + random2(prev_rx2 - prev_rx1),
- prev_ry1 + random2(prev_ry2 - prev_ry1)),
- MMT_VAULT );
+ _join_the_dots( coord_def(rx1 + random2( rx2 - rx1 ),
+ ry1 + random2( ry2 - ry1 )),
+ coord_def(prev_rx1 + random2(prev_rx2 - prev_rx1),
+ prev_ry1 + random2(prev_ry2 - prev_ry1)),
+ MMT_VAULT );
}
which_room++;
@@ -5745,12 +5754,12 @@ static char plan_3()
const int prev_ry1 = romy1[i - 1];
const int prev_ry2 = romy2[i - 1];
- join_the_dots( coord_def( rx1 + random2( rx2 - rx1 ),
- ry1 + random2( ry2 - ry1 ) ),
- coord_def(
- prev_rx1 + random2( prev_rx2 - prev_rx1 ),
- prev_ry1 + random2( prev_ry2 - prev_ry1 ) ),
- MMT_VAULT );
+ _join_the_dots( coord_def( rx1 + random2( rx2 - rx1 ),
+ ry1 + random2( ry2 - ry1 ) ),
+ coord_def(
+ prev_rx1 + random2( prev_rx2 - prev_rx1 ),
+ prev_ry1 + random2( prev_ry2 - prev_ry1 ) ),
+ MMT_VAULT );
}
}
}
@@ -5758,8 +5767,8 @@ static char plan_3()
return 2;
} // end plan_3()
-static char plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
- char forbid_y2, dungeon_feature_type force_wall)
+static char _plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
+ char forbid_y2, dungeon_feature_type force_wall)
{
// a more chaotic version of city level
int temp_rand; // req'd for probability checking
@@ -5788,7 +5797,7 @@ static char plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
: DNGN_METAL_WALL); // odds: 3 in 18 {dlb}
}
- replace_area(10, 10, (GXM - 10), (GYM - 10), DNGN_ROCK_WALL, DNGN_FLOOR);
+ _replace_area(10, 10, (GXM - 10), (GYM - 10), DNGN_ROCK_WALL, DNGN_FLOOR);
// replace_area can also be used to fill in:
for (i = 0; i < number_boxes; i++)
@@ -5815,7 +5824,7 @@ static char plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
}
}
- if (count_antifeature_in_box(b1x-1, b1y-1, b2x+1, b2y+1, DNGN_FLOOR))
+ if (_count_antifeature_in_box(b1x-1, b1y-1, b2x+1, b2y+1, DNGN_FLOOR))
continue;
if (force_wall == NUM_FEATURES)
@@ -5835,9 +5844,9 @@ static char plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
temp_rand = random2(210);
if (temp_rand > 71) // odds: 138 in 210 {dlb}
- replace_area(b1x, b1y, b2x, b2y, DNGN_FLOOR, drawing);
+ _replace_area(b1x, b1y, b2x, b2y, DNGN_FLOOR, drawing);
else // odds: 72 in 210 {dlb}
- box_room(b1x, b2x - 1, b1y, b2y - 1, drawing);
+ _box_room(b1x, b2x - 1, b1y, b2y - 1, drawing);
}
if (forbid_x1 == 0 && one_chance_in(4)) // a market square
@@ -5856,31 +5865,31 @@ static char plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
if (one_chance_in(10))
feature = coinflip()? DNGN_DEEP_WATER : DNGN_LAVA;
- octa_room(sr, oblique_max, feature);
+ _octa_room(sr, oblique_max, feature);
}
return 2;
} // end plan_4()
-static char plan_5()
+static char _plan_5()
{
unsigned char imax = 5 + random2(20); // value range of [5,24] {dlb}
for (unsigned char i = 0; i < imax; i++)
{
- join_the_dots(
+ _join_the_dots(
coord_def( random2(GXM - 20) + 10, random2(GYM - 20) + 10 ),
coord_def( random2(GXM - 20) + 10, random2(GYM - 20) + 10 ),
MMT_VAULT );
}
if (!one_chance_in(4))
- spotty_level(true, 100, coinflip());
+ _spotty_level(true, 100, coinflip());
return 2;
} // end plan_5()
-static char plan_6(int level_number)
+static char _plan_6(int level_number)
{
spec_room sr;
@@ -5890,18 +5899,18 @@ static char plan_6(int level_number)
sr.y1 = 10;
sr.y2 = (GYM - 10);
- octa_room(sr, 14, DNGN_FLOOR);
+ _octa_room(sr, 14, DNGN_FLOOR);
- replace_area(23, 23, 26, 26, DNGN_FLOOR, DNGN_STONE_WALL);
- replace_area(23, 47, 26, 50, DNGN_FLOOR, DNGN_STONE_WALL);
- replace_area(55, 23, 58, 26, DNGN_FLOOR, DNGN_STONE_WALL);
- replace_area(55, 47, 58, 50, DNGN_FLOOR, DNGN_STONE_WALL);
- replace_area(39, 20, 43, 23, DNGN_FLOOR, DNGN_STONE_WALL);
- replace_area(39, 50, 43, 53, DNGN_FLOOR, DNGN_STONE_WALL);
- replace_area(20, 30, 23, 33, DNGN_FLOOR, DNGN_STONE_WALL);
- replace_area(20, 40, 23, 43, DNGN_FLOOR, DNGN_STONE_WALL);
- replace_area(58, 30, 61, 33, DNGN_FLOOR, DNGN_STONE_WALL);
- replace_area(58, 40, 61, 43, DNGN_FLOOR, DNGN_STONE_WALL);
+ _replace_area(23, 23, 26, 26, DNGN_FLOOR, DNGN_STONE_WALL);
+ _replace_area(23, 47, 26, 50, DNGN_FLOOR, DNGN_STONE_WALL);
+ _replace_area(55, 23, 58, 26, DNGN_FLOOR, DNGN_STONE_WALL);
+ _replace_area(55, 47, 58, 50, DNGN_FLOOR, DNGN_STONE_WALL);
+ _replace_area(39, 20, 43, 23, DNGN_FLOOR, DNGN_STONE_WALL);
+ _replace_area(39, 50, 43, 53, DNGN_FLOOR, DNGN_STONE_WALL);
+ _replace_area(20, 30, 23, 33, DNGN_FLOOR, DNGN_STONE_WALL);
+ _replace_area(20, 40, 23, 43, DNGN_FLOOR, DNGN_STONE_WALL);
+ _replace_area(58, 30, 61, 33, DNGN_FLOOR, DNGN_STONE_WALL);
+ _replace_area(58, 40, 61, 43, DNGN_FLOOR, DNGN_STONE_WALL);
grd[35][32] = DNGN_STONE_WALL;
grd[46][32] = DNGN_STONE_WALL;
@@ -5933,8 +5942,8 @@ static char plan_6(int level_number)
return 0;
} // end plan_6()
-static bool octa_room(spec_room &sr, int oblique_max,
- dungeon_feature_type type_floor)
+static bool _octa_room(spec_room &sr, int oblique_max,
+ dungeon_feature_type type_floor)
{
int x,y;
@@ -5951,10 +5960,8 @@ static bool octa_room(spec_room &sr, int oblique_max,
for (x = sr.x1; x < sr.x2; x++)
{
for (y = sr.y1 + oblique; y < sr.y2 - oblique; y++)
- {
if (grd[x][y] == DNGN_BUILDER_SPECIAL_WALL)
return false;
- }
if (oblique > 0)
oblique--;
@@ -5990,9 +5997,9 @@ static bool octa_room(spec_room &sr, int oblique_max,
return true;
} // end octa_room()
-static void find_maze_neighbours(const coord_def &c,
- const dgn_region &region,
- coord_list &ns)
+static void _find_maze_neighbours(const coord_def &c,
+ const dgn_region &region,
+ coord_list &ns)
{
std::vector<coord_def> coords;
@@ -6015,10 +6022,10 @@ static void find_maze_neighbours(const coord_def &c,
}
}
-static void labyrinth_maze_recurse(const coord_def &c, const dgn_region &where)
+static void _labyrinth_maze_recurse(const coord_def &c, const dgn_region &where)
{
coord_list neighbours;
- find_maze_neighbours(c, where, neighbours);
+ _find_maze_neighbours(c, where, neighbours);
coord_list deferred;
for (coord_list::iterator i = neighbours.begin();
@@ -6032,18 +6039,18 @@ static void labyrinth_maze_recurse(const coord_def &c, const dgn_region &where)
grd(c + (nc - c) / 2) = DNGN_FLOOR;
if (!one_chance_in(5))
- labyrinth_maze_recurse(nc, where);
+ _labyrinth_maze_recurse(nc, where);
else
deferred.push_back(nc);
}
for (coord_list::iterator i = deferred.begin(); i != deferred.end(); ++i)
- labyrinth_maze_recurse(*i, where);
+ _labyrinth_maze_recurse(*i, where);
}
-static void labyrinth_build_maze(coord_def &e, const dgn_region &lab)
+static void _labyrinth_build_maze(coord_def &e, const dgn_region &lab)
{
- labyrinth_maze_recurse(lab.random_point(), lab);
+ _labyrinth_maze_recurse(lab.random_point(), lab);
do
{
@@ -6052,7 +6059,7 @@ static void labyrinth_build_maze(coord_def &e, const dgn_region &lab)
while (grd(e) != DNGN_FLOOR);
}
-static void labyrinth_place_items(const coord_def &end)
+static void _labyrinth_place_items(const coord_def &end)
{
int num_items = 8 + random2avg(9, 2);
for (int i = 0; i < num_items; i++)
@@ -6082,25 +6089,25 @@ static void labyrinth_place_items(const coord_def &end)
}
}
-static void labyrinth_place_exit(const coord_def &end)
+static void _labyrinth_place_exit(const coord_def &end)
{
- labyrinth_place_items(end);
+ _labyrinth_place_items(end);
mons_place( MONS_MINOTAUR, BEH_SLEEP, MHITNOT, true, end.x, end.y );
grd(end) = DNGN_ESCAPE_HATCH_UP;
}
-static void init_minivault_placement(int vault, vault_placement &place)
+static void _init_minivault_placement(int vault, vault_placement &place)
{
map_type vgrid;
vault_main(vgrid, place, vault);
}
-static void change_walls_from_centre(const dgn_region &region,
- const coord_def &centre,
- bool rectangular,
- unsigned mmask,
- dungeon_feature_type wall,
- const std::vector<dist_feat> &ldist)
+static void _change_walls_from_centre(const dgn_region &region,
+ const coord_def &centre,
+ bool rectangular,
+ unsigned mmask,
+ dungeon_feature_type wall,
+ const std::vector<dist_feat> &ldist)
{
if (ldist.empty())
return;
@@ -6138,11 +6145,11 @@ static void change_walls_from_centre(const dgn_region &region,
// replaced by feat2, and so on. A distance of 0 indicates the end of the
// list of distances.
//
-static void change_walls_from_centre(const dgn_region &region,
- const coord_def &c,
- bool rectangular,
- dungeon_feature_type wall,
- ...)
+static void _change_walls_from_centre(const dgn_region &region,
+ const coord_def &c,
+ bool rectangular,
+ dungeon_feature_type wall,
+ ...)
{
std::vector<dist_feat> ldist;
@@ -6159,10 +6166,10 @@ static void change_walls_from_centre(const dgn_region &region,
ldist.push_back(dist_feat(dist, feat));
}
- change_walls_from_centre(region, c, rectangular, MMT_VAULT, wall, ldist);
+ _change_walls_from_centre(region, c, rectangular, MMT_VAULT, wall, ldist);
}
-static void place_extra_lab_minivaults(int level_number)
+static void _place_extra_lab_minivaults(int level_number)
{
std::set<int> vaults_used;
while (true)
@@ -6172,14 +6179,14 @@ static void place_extra_lab_minivaults(int level_number)
break;
vaults_used.insert(vault);
- if (!build_minivaults(level_number, vault))
+ if (!_build_minivaults(level_number, vault))
break;
}
}
// Checks if there is a square with the given mask within radius of pos.
-static bool has_vault_in_radius(const coord_def &pos, int radius,
- unsigned mask)
+static bool _has_vault_in_radius(const coord_def &pos, int radius,
+ unsigned mask)
{
for (int yi = -radius; yi <= radius; ++yi)
for (int xi = -radius; xi <= radius; ++xi)
@@ -6198,7 +6205,7 @@ static bool has_vault_in_radius(const coord_def &pos, int radius,
// * At least 25 squares away from the exit.
// * At least 4 squares away from the nearest vault.
// * Floor (well, obviously).
-static coord_def labyrinth_find_entry_point(const dgn_region &reg,
+static coord_def _labyrinth_find_entry_point(const dgn_region &reg,
const coord_def &end)
{
const int min_distance = 20 * 20;
@@ -6212,7 +6219,7 @@ static coord_def labyrinth_find_entry_point(const dgn_region &reg,
if ((place - end).abs() < min_distance)
continue;
- if (has_vault_in_radius(place, 4, MMT_VAULT))
+ if (_has_vault_in_radius(place, 4, MMT_VAULT))
continue;
return (place);
@@ -6221,15 +6228,15 @@ static coord_def labyrinth_find_entry_point(const dgn_region &reg,
return (unfound);
}
-static void labyrinth_place_entry_point(const dgn_region &region,
- const coord_def &pos)
+static void _labyrinth_place_entry_point(const dgn_region &region,
+ const coord_def &pos)
{
- const coord_def p = labyrinth_find_entry_point(region, pos);
+ const coord_def p = _labyrinth_find_entry_point(region, pos);
if (in_bounds(p))
env.markers.add(new map_feature_marker(p, DNGN_ENTER_LABYRINTH));
}
-static void labyrinth_level(int level_number)
+static void _labyrinth_level(int level_number)
{
dgn_region lab = dgn_region::absolute( LABYRINTH_BORDER,
LABYRINTH_BORDER,
@@ -6241,15 +6248,15 @@ static void labyrinth_level(int level_number)
vault_placement place;
if (vault != -1)
- init_minivault_placement(vault, place);
+ _init_minivault_placement(vault, place);
coord_def end;
- labyrinth_build_maze(end, lab);
+ _labyrinth_build_maze(end, lab);
- if (vault == -1 || !build_minivaults(level_number, vault))
+ if (vault == -1 || !_build_minivaults(level_number, vault))
{
vault = -1;
- labyrinth_place_exit(end);
+ _labyrinth_place_exit(end);
}
else
{
@@ -6264,7 +6271,7 @@ static void labyrinth_level(int level_number)
{
if (grd[x][y] == DNGN_ESCAPE_HATCH_UP)
{
- labyrinth_place_items(coord_def(x, y));
+ _labyrinth_place_items(coord_def(x, y));
break;
}
}
@@ -6277,15 +6284,15 @@ static void labyrinth_level(int level_number)
if (vault != -1)
end = place.pos + place.size / 2;
- place_extra_lab_minivaults(level_number);
+ _place_extra_lab_minivaults(level_number);
- change_walls_from_centre(lab, end, false,
- DNGN_ROCK_WALL,
- 15 * 15, DNGN_METAL_WALL,
- 34 * 34, DNGN_STONE_WALL,
- 0);
+ _change_walls_from_centre(lab, end, false,
+ DNGN_ROCK_WALL,
+ 15 * 15, DNGN_METAL_WALL,
+ 34 * 34, DNGN_STONE_WALL,
+ 0);
- labyrinth_place_entry_point(lab, end);
+ _labyrinth_place_entry_point(lab, end);
// turn rock walls into undiggable stone or metal:
// dungeon_feature_type wall_xform =
@@ -6296,7 +6303,7 @@ static void labyrinth_level(int level_number)
link_items();
} // end labyrinth_level()
-static bool is_wall(int x, int y)
+static bool _is_wall(int x, int y)
{
unsigned char feat = grd[x][y];
@@ -6317,13 +6324,17 @@ static bool is_wall(int x, int y)
}
-static int box_room_door_spot(int x, int y)
+static int _box_room_door_spot(int x, int y)
{
// if there is a door near us embedded in rock, we have to be a door too.
- if (grd[x-1][y] == DNGN_CLOSED_DOOR && is_wall(x-1,y-1) && is_wall(x-1,y+1)
- || grd[x+1][y] == DNGN_CLOSED_DOOR && is_wall(x+1,y-1) && is_wall(x+1,y+1)
- || grd[x][y-1] == DNGN_CLOSED_DOOR && is_wall(x-1,y-1) && is_wall(x+1,y-1)
- || grd[x][y+1] == DNGN_CLOSED_DOOR && is_wall(x-1,y+1) && is_wall(x+1,y+1))
+ if ( grd[x-1][y] == DNGN_CLOSED_DOOR
+ && _is_wall(x-1,y-1) && _is_wall(x-1,y+1)
+ || grd[x+1][y] == DNGN_CLOSED_DOOR
+ && _is_wall(x+1,y-1) && _is_wall(x+1,y+1)
+ || grd[x][y-1] == DNGN_CLOSED_DOOR
+ && _is_wall(x-1,y-1) && _is_wall(x+1,y-1)
+ || grd[x][y+1] == DNGN_CLOSED_DOOR
+ && _is_wall(x-1,y+1) && _is_wall(x+1,y+1))
{
grd[x][y] = DNGN_CLOSED_DOOR;
return 2;
@@ -6331,10 +6342,10 @@ static int box_room_door_spot(int x, int y)
// to be a good spot for a door, we need non-wall on two sides and
// wall on two sides.
- bool nor = is_wall(x, y-1);
- bool sou = is_wall(x, y+1);
- bool eas = is_wall(x-1, y);
- bool wes = is_wall(x+1, y);
+ bool nor = _is_wall(x, y-1);
+ bool sou = _is_wall(x, y+1);
+ bool eas = _is_wall(x-1, y);
+ bool wes = _is_wall(x+1, y);
if (nor == sou && eas == wes && nor != eas)
return 1;
@@ -6342,7 +6353,7 @@ static int box_room_door_spot(int x, int y)
return 0;
}
-static int box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors)
+static int _box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors)
{
int good_doors[200]; // 1 == good spot, 2 == door placed!
int spot;
@@ -6360,14 +6371,14 @@ static int box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors)
// top & bottom
for (i = bx1+1; i < bx2; i++)
{
- good_doors[spot_count ++] = box_room_door_spot(i, by1);
- good_doors[spot_count ++] = box_room_door_spot(i, by2);
+ good_doors[spot_count ++] = _box_room_door_spot(i, by1);
+ good_doors[spot_count ++] = _box_room_door_spot(i, by2);
}
// left & right
for (i = by1+1; i < by2; i++)
{
- good_doors[spot_count ++] = box_room_door_spot(bx1, i);
- good_doors[spot_count ++] = box_room_door_spot(bx2, i);
+ good_doors[spot_count ++] = _box_room_door_spot(bx1, i);
+ good_doors[spot_count ++] = _box_room_door_spot(bx2, i);
}
if (new_doors == 0)
@@ -6433,8 +6444,8 @@ static int box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors)
}
-static void box_room(int bx1, int bx2, int by1, int by2,
- dungeon_feature_type wall_type)
+static void _box_room(int bx1, int bx2, int by1, int by2,
+ dungeon_feature_type wall_type)
{
// hack -- avoid lava in the crypt. {gdl}
if ((player_in_branch( BRANCH_CRYPT ) || player_in_branch( BRANCH_TOMB ))
@@ -6446,16 +6457,16 @@ static void box_room(int bx1, int bx2, int by1, int by2,
int temp_rand, new_doors, doors_placed;
// do top & bottom walls
- replace_area(bx1,by1,bx2,by1,DNGN_FLOOR,wall_type);
- replace_area(bx1,by2,bx2,by2,DNGN_FLOOR,wall_type);
+ _replace_area(bx1,by1,bx2,by1,DNGN_FLOOR,wall_type);
+ _replace_area(bx1,by2,bx2,by2,DNGN_FLOOR,wall_type);
// do left & right walls
- replace_area(bx1,by1+1,bx1,by2-1,DNGN_FLOOR,wall_type);
- replace_area(bx2,by1+1,bx2,by2-1,DNGN_FLOOR,wall_type);
+ _replace_area(bx1,by1+1,bx1,by2-1,DNGN_FLOOR,wall_type);
+ _replace_area(bx2,by1+1,bx2,by2-1,DNGN_FLOOR,wall_type);
// sometimes we have to place doors, or else we shut in other
// buildings' doors
- doors_placed = box_room_doors(bx1, bx2, by1, by2, 0);
+ doors_placed = _box_room_doors(bx1, bx2, by1, by2, 0);
temp_rand = random2(100);
new_doors = (temp_rand > 45) ? 2 :
@@ -6468,10 +6479,10 @@ static void box_room(int bx1, int bx2, int by1, int by2,
new_doors -= doors_placed;
if (new_doors > 0)
- box_room_doors(bx1, bx2, by1, by2, new_doors);
+ _box_room_doors(bx1, bx2, by1, by2, new_doors);
}
-static void city_level(int level_number)
+static void _city_level(int level_number)
{
int temp_rand; // probability determination {dlb}
// remember, can have many wall types in one level
@@ -6493,7 +6504,7 @@ static void city_level(int level_number)
if (one_chance_in(100))
wall_type = DNGN_GREEN_CRYSTAL_WALL;
- make_box( 7, 7, GXM-7, GYM-7, DNGN_FLOOR );
+ _make_box( 7, 7, GXM-7, GYM-7, DNGN_FLOOR );
for (i = 0; i < 5; i++)
for (j = 0; j < 4; j++)
@@ -6517,17 +6528,19 @@ static void city_level(int level_number)
if (one_chance_in(250))
wall_type_room = DNGN_GREEN_CRYSTAL_WALL;
- box_room(x1, x2, y1, y2, wall_type_room);
+ _box_room(x1, x2, y1, y2, wall_type_room);
// inner room - neat.
if (x2 - x1 > 5 && y2 - y1 > 5 && one_chance_in(8))
{
- box_room(x1 + 2, x2 - 2, y1 + 2, y2 - 2, wall_type);
+ _box_room(x1 + 2, x2 - 2, y1 + 2, y2 - 2, wall_type);
// treasure area.. neat.
if (one_chance_in(3))
- treasure_area(level_number, x1 + 3, x2 - 3,
- y1 + 3, y2 - 3);
+ {
+ _treasure_area(level_number, x1 + 3, x2 - 3,
+ y1 + 3, y2 - 3);
+ }
}
}
}
@@ -6537,16 +6550,16 @@ static void city_level(int level_number)
for (j = 0; j < stair_count; j++)
for (i = 0; i < 2; i++)
{
- place_specific_stair( static_cast<dungeon_feature_type>(
- j + ((i == 0) ? DNGN_STONE_STAIRS_DOWN_I
- : DNGN_STONE_STAIRS_UP_I)) );
+ _place_specific_stair( static_cast<dungeon_feature_type>(
+ j + ((i == 0) ? DNGN_STONE_STAIRS_DOWN_I
+ : DNGN_STONE_STAIRS_UP_I)) );
}
} // end city_level()
-static bool treasure_area(int level_number, unsigned char ta1_x,
- unsigned char ta2_x, unsigned char ta1_y,
- unsigned char ta2_y)
+static bool _treasure_area(int level_number, unsigned char ta1_x,
+ unsigned char ta2_x, unsigned char ta1_y,
+ unsigned char ta2_y)
{
int x_count = 0;
int y_count = 0;
@@ -6580,7 +6593,7 @@ static bool treasure_area(int level_number, unsigned char ta1_x,
return true;
} // end treasure_area()
-static void diamond_rooms(int level_number)
+static void _diamond_rooms(int level_number)
{
char numb_diam = 1 + random2(10);
dungeon_feature_type type_floor = DNGN_DEEP_WATER;
@@ -6622,7 +6635,7 @@ static void diamond_rooms(int level_number)
oblique_max = (sr.x2 - sr.x1) / 2; //random2(20) + 5;
- if (!octa_room(sr, oblique_max, type_floor))
+ if (!_octa_room(sr, oblique_max, type_floor))
{
runthru++;
if (runthru > 9)
@@ -6636,7 +6649,7 @@ static void diamond_rooms(int level_number)
} // end "for(bk...)"
} // end diamond_rooms()
-static void big_room(int level_number)
+static void _big_room(int level_number)
{
dungeon_feature_type type_floor = DNGN_FLOOR;
dungeon_feature_type type_2 = DNGN_FLOOR;
@@ -6657,7 +6670,7 @@ static void big_room(int level_number)
// usually floor, except at higher levels
if (!one_chance_in(5) || level_number < 8 + random2(8))
{
- octa_room(sr, oblique, DNGN_FLOOR);
+ _octa_room(sr, oblique, DNGN_FLOOR);
return;
}
@@ -6670,7 +6683,7 @@ static void big_room(int level_number)
: DNGN_LAVA);
}
- octa_room(sr, oblique, type_floor);
+ _octa_room(sr, oblique, type_floor);
}
// what now?
@@ -6680,7 +6693,7 @@ static void big_room(int level_number)
sr.y2 = sr.y1 + 20 + random2(8);
// check for previous special
- if (find_in_area(sr.x1, sr.y1, sr.x2, sr.y2, DNGN_BUILDER_SPECIAL_WALL))
+ if (_find_in_area(sr.x1, sr.y1, sr.x2, sr.y2, DNGN_BUILDER_SPECIAL_WALL))
return;
if (level_number > 7 && one_chance_in(4))
@@ -6690,8 +6703,8 @@ static void big_room(int level_number)
}
// make the big room.
- replace_area(sr.x1, sr.y1, sr.x2, sr.y2, DNGN_ROCK_WALL, type_floor);
- replace_area(sr.x1, sr.y1, sr.x2, sr.y2, DNGN_CLOSED_DOOR, type_floor);
+ _replace_area(sr.x1, sr.y1, sr.x2, sr.y2, DNGN_ROCK_WALL, type_floor);
+ _replace_area(sr.x1, sr.y1, sr.x2, sr.y2, DNGN_CLOSED_DOOR, type_floor);
if (type_floor == DNGN_FLOOR)
{
@@ -6713,7 +6726,7 @@ static void big_room(int level_number)
// sometimes make it a chequerboard
if (one_chance_in(4))
{
- chequerboard( sr, type_floor, type_floor, type_2 );
+ _chequerboard( sr, type_floor, type_floor, type_2 );
}
// sometimes make an inside room w/ stone wall.
else if (one_chance_in(6))
@@ -6735,7 +6748,7 @@ static void big_room(int level_number)
if (j >= l - 3)
break;
- box_room(i, k, j, l, DNGN_STONE_WALL);
+ _box_room(i, k, j, l, DNGN_STONE_WALL);
}
while (level_number < 1500); // ie forever
@@ -6744,9 +6757,9 @@ static void big_room(int level_number)
// helper function for chequerboard rooms
// note that box boundaries are INclusive
-static void chequerboard( spec_room &sr, dungeon_feature_type target,
- dungeon_feature_type floor1,
- dungeon_feature_type floor2 )
+static void _chequerboard( spec_room &sr, dungeon_feature_type target,
+ dungeon_feature_type floor1,
+ dungeon_feature_type floor2 )
{
int i, j;
@@ -6761,7 +6774,7 @@ static void chequerboard( spec_room &sr, dungeon_feature_type target,
}
} // end chequerboard()
-static void roguey_level(int level_number, spec_room &sr)
+static void _roguey_level(int level_number, spec_room &sr)
{
int bcount_x, bcount_y;
int cn = 0;
@@ -6793,8 +6806,8 @@ static void roguey_level(int level_number, spec_room &sr)
for (i = 0; i < 25; i++)
{
- replace_area( rox1[i], roy1[i], rox2[i], roy2[i],
- DNGN_ROCK_WALL, DNGN_FLOOR );
+ _replace_area( rox1[i], roy1[i], rox2[i], roy2[i],
+ DNGN_ROCK_WALL, DNGN_FLOOR );
// inner room?
if (rox2[i] - rox1[i] > 5 && roy2[i] - roy1[i] > 5
@@ -6802,20 +6815,20 @@ static void roguey_level(int level_number, spec_room &sr)
{
if (!one_chance_in(4))
{
- box_room( rox1[i] + 2, rox2[i] - 2, roy1[i] + 2,
- roy2[i] - 2, (coinflip() ? DNGN_STONE_WALL
+ _box_room( rox1[i] + 2, rox2[i] - 2, roy1[i] + 2,
+ roy2[i] - 2, (coinflip() ? DNGN_STONE_WALL
: DNGN_ROCK_WALL) );
}
else
{
- box_room( rox1[i] + 2, rox2[i] - 2, roy1[i] + 2,
- roy2[i] - 2, DNGN_METAL_WALL );
+ _box_room( rox1[i] + 2, rox2[i] - 2, roy1[i] + 2,
+ roy2[i] - 2, DNGN_METAL_WALL );
}
if (coinflip())
{
- treasure_area( level_number, rox1[i] + 3, rox2[i] - 3,
- roy1[i] + 3, roy2[i] - 3 );
+ _treasure_area( level_number, rox1[i] + 3, rox2[i] - 3,
+ roy1[i] + 3, roy2[i] - 3 );
}
}
}
@@ -6895,30 +6908,42 @@ static void roguey_level(int level_number, spec_room &sr)
sr.x2 = rox2[spec_room_done];
sr.y1 = roy1[spec_room_done];
sr.y2 = roy2[spec_room_done];
- special_room( level_number, sr );
+ _special_room( level_number, sr );
// make the room 'special' so it doesn't get overwritten
// by something else (or put monsters in walls, etc..).
// top
- replace_area(sr.x1-1, sr.y1-1, sr.x2+1,sr.y1-1, DNGN_ROCK_WALL, DNGN_BUILDER_SPECIAL_WALL);
- replace_area(sr.x1-1, sr.y1-1, sr.x2+1,sr.y1-1, DNGN_FLOOR, DNGN_BUILDER_SPECIAL_FLOOR);
- replace_area(sr.x1-1, sr.y1-1, sr.x2+1,sr.y1-1, DNGN_CLOSED_DOOR, DNGN_BUILDER_SPECIAL_FLOOR);
+ _replace_area(sr.x1-1, sr.y1-1, sr.x2+1,sr.y1-1,
+ DNGN_ROCK_WALL, DNGN_BUILDER_SPECIAL_WALL);
+ _replace_area(sr.x1-1, sr.y1-1, sr.x2+1,sr.y1-1,
+ DNGN_FLOOR, DNGN_BUILDER_SPECIAL_FLOOR);
+ _replace_area(sr.x1-1, sr.y1-1, sr.x2+1,sr.y1-1,
+ DNGN_CLOSED_DOOR, DNGN_BUILDER_SPECIAL_FLOOR);
// bottom
- replace_area(sr.x1-1, sr.y2+1, sr.x2+1,sr.y2+1, DNGN_ROCK_WALL, DNGN_BUILDER_SPECIAL_WALL);
- replace_area(sr.x1-1, sr.y2+1, sr.x2+1,sr.y2+1, DNGN_FLOOR, DNGN_BUILDER_SPECIAL_FLOOR);
- replace_area(sr.x1-1, sr.y2+1, sr.x2+1,sr.y2+1, DNGN_CLOSED_DOOR, DNGN_BUILDER_SPECIAL_FLOOR);
+ _replace_area(sr.x1-1, sr.y2+1, sr.x2+1,sr.y2+1,
+ DNGN_ROCK_WALL, DNGN_BUILDER_SPECIAL_WALL);
+ _replace_area(sr.x1-1, sr.y2+1, sr.x2+1,sr.y2+1,
+ DNGN_FLOOR, DNGN_BUILDER_SPECIAL_FLOOR);
+ _replace_area(sr.x1-1, sr.y2+1, sr.x2+1,sr.y2+1,
+ DNGN_CLOSED_DOOR, DNGN_BUILDER_SPECIAL_FLOOR);
// left
- replace_area(sr.x1-1, sr.y1-1, sr.x1-1, sr.y2+1, DNGN_ROCK_WALL, DNGN_BUILDER_SPECIAL_WALL);
- replace_area(sr.x1-1, sr.y1-1, sr.x1-1, sr.y2+1, DNGN_FLOOR, DNGN_BUILDER_SPECIAL_FLOOR);
- replace_area(sr.x1-1, sr.y1-1, sr.x1-1, sr.y2+1, DNGN_CLOSED_DOOR, DNGN_BUILDER_SPECIAL_FLOOR);
+ _replace_area(sr.x1-1, sr.y1-1, sr.x1-1, sr.y2+1,
+ DNGN_ROCK_WALL, DNGN_BUILDER_SPECIAL_WALL);
+ _replace_area(sr.x1-1, sr.y1-1, sr.x1-1, sr.y2+1,
+ DNGN_FLOOR, DNGN_BUILDER_SPECIAL_FLOOR);
+ _replace_area(sr.x1-1, sr.y1-1, sr.x1-1, sr.y2+1,
+ DNGN_CLOSED_DOOR, DNGN_BUILDER_SPECIAL_FLOOR);
// right
- replace_area(sr.x2+1, sr.y1-1, sr.x2+1, sr.y2+1, DNGN_ROCK_WALL, DNGN_BUILDER_SPECIAL_WALL);
- replace_area(sr.x2+1, sr.y1-1, sr.x2+1, sr.y2+1, DNGN_FLOOR, DNGN_BUILDER_SPECIAL_FLOOR);
- replace_area(sr.x2+1, sr.y1-1, sr.x2+1, sr.y2+1, DNGN_CLOSED_DOOR, DNGN_BUILDER_SPECIAL_FLOOR);
+ _replace_area(sr.x2+1, sr.y1-1, sr.x2+1, sr.y2+1,
+ DNGN_ROCK_WALL, DNGN_BUILDER_SPECIAL_WALL);
+ _replace_area(sr.x2+1, sr.y1-1, sr.x2+1, sr.y2+1,
+ DNGN_FLOOR, DNGN_BUILDER_SPECIAL_FLOOR);
+ _replace_area(sr.x2+1, sr.y1-1, sr.x2+1, sr.y2+1,
+ DNGN_CLOSED_DOOR, DNGN_BUILDER_SPECIAL_FLOOR);
}
int stair_count = coinflip() ? 2 : 1;
@@ -6926,13 +6951,13 @@ static void roguey_level(int level_number, spec_room &sr)
for (int j = 0; j < stair_count; j++)
for (i = 0; i < 2; i++)
{
- place_specific_stair( static_cast<dungeon_feature_type>(
- j + ((i==0) ? DNGN_STONE_STAIRS_DOWN_I
- : DNGN_STONE_STAIRS_UP_I)) );
+ _place_specific_stair( static_cast<dungeon_feature_type>(
+ j + ((i == 0) ? DNGN_STONE_STAIRS_DOWN_I
+ : DNGN_STONE_STAIRS_UP_I)) );
}
} // end roguey_level()
-static void morgue(spec_room &sr)
+static void _morgue(spec_room &sr)
{
int temp_rand = 0; // probability determination {dlb}
int x,y;
@@ -6954,7 +6979,7 @@ static void morgue(spec_room &sr)
}
} // end morgue()
-static void jelly_pit(int level_number, spec_room &sr)
+static void _jelly_pit(int level_number, spec_room &sr)
{
FixedVector< pit_mons_def, MAX_PIT_MONSTERS > pit_list;
const int lordx = sr.x1 + random2(sr.x2 - sr.x1);
@@ -6993,7 +7018,7 @@ static void jelly_pit(int level_number, spec_room &sr)
pit_list[5].rare = 1 + (level_number - 15) / 4;
}
- fill_monster_pit( sr, pit_list, 90, MONS_PROGRAM_BUG, lordx, lordy );
+ _fill_monster_pit( sr, pit_list, 90, MONS_PROGRAM_BUG, lordx, lordy );
}
bool place_specific_trap(int spec_x, int spec_y, trap_type spec_type)
@@ -7228,7 +7253,7 @@ void define_zombie( int mid, int ztype, int cs, int power )
menv[mid].colour = mons_class_colour(cs);
} // end define_zombie()
-static void build_river( dungeon_feature_type river_type ) //mv
+static void _build_river( dungeon_feature_type river_type ) //mv
{
int i,j;
int y, width;
@@ -7237,7 +7262,7 @@ static void build_river( dungeon_feature_type river_type ) //mv
return;
// if (one_chance_in(10))
- // build_river(river_type);
+ // _build_river(river_type);
// Made rivers less wide... min width five rivers were too annoying. -- bwr
width = 3 + random2(4);
@@ -7273,7 +7298,7 @@ static void build_river( dungeon_feature_type river_type ) //mv
}
} // end build_river()
-static void build_lake(dungeon_feature_type lake_type) //mv
+static void _build_lake(dungeon_feature_type lake_type) //mv
{
int i, j;
int x1, y1, x2, y2;
@@ -7282,7 +7307,7 @@ static void build_lake(dungeon_feature_type lake_type) //mv
return;
// if (one_chance_in (10))
- // build_lake(lake_type);
+ // _build_lake(lake_type);
x1 = 5 + random2(GXM - 30);
y1 = 5 + random2(GYM - 30);
@@ -7347,7 +7372,7 @@ struct nearest_point
}
};
-inline static bool dgn_square_travel_ok(const coord_def &c)
+inline static bool _dgn_square_travel_ok(const coord_def &c)
{
const dungeon_feature_type feat = grd(c);
return (is_traversable(feat) || grid_is_trap(feat)
@@ -7355,7 +7380,7 @@ inline static bool dgn_square_travel_ok(const coord_def &c)
}
// Fill travel_point_distance out from all stone stairs on the level.
-static coord_def dgn_find_closest_to_stone_stairs(coord_def base_pos)
+static coord_def _dgn_find_closest_to_stone_stairs(coord_def base_pos)
{
memset(travel_point_distance, 0, sizeof(travel_distance_grid_t));
init_travel_terrain_check(false);
@@ -7364,12 +7389,12 @@ static coord_def dgn_find_closest_to_stone_stairs(coord_def base_pos)
for (int x = 0; x < GXM; ++x)
{
if (!travel_point_distance[x][y] && grid_is_stone_stair(grd[x][y]))
- dgn_fill_zone(coord_def(x, y), 1, np, dgn_square_travel_ok);
+ _dgn_fill_zone(coord_def(x, y), 1, np, _dgn_square_travel_ok);
}
return (np.nearest);
}
-static coord_def dgn_find_feature_marker(dungeon_feature_type feat)
+static coord_def _dgn_find_feature_marker(dungeon_feature_type feat)
{
std::vector<map_marker*> markers = env.markers.get_all();
for (int i = 0, size = markers.size(); i < size; ++i)
@@ -7385,9 +7410,9 @@ static coord_def dgn_find_feature_marker(dungeon_feature_type feat)
return (unfound);
}
-static coord_def dgn_find_labyrinth_entry_point()
+static coord_def _dgn_find_labyrinth_entry_point()
{
- return (dgn_find_feature_marker(DNGN_ENTER_LABYRINTH));
+ return (_dgn_find_feature_marker(DNGN_ENTER_LABYRINTH));
}
coord_def dgn_find_nearby_stair(dungeon_feature_type stair_to_find,
@@ -7404,21 +7429,21 @@ coord_def dgn_find_nearby_stair(dungeon_feature_type stair_to_find,
if (stair_to_find == DNGN_ESCAPE_HATCH_UP
|| stair_to_find == DNGN_ESCAPE_HATCH_DOWN)
{
- const coord_def pos(dgn_find_closest_to_stone_stairs(base_pos));
+ const coord_def pos(_dgn_find_closest_to_stone_stairs(base_pos));
if (in_bounds(pos))
return (pos);
}
if (stair_to_find == DNGN_STONE_ARCH)
{
- const coord_def pos(dgn_find_feature_marker(stair_to_find));
+ const coord_def pos(_dgn_find_feature_marker(stair_to_find));
if (in_bounds(pos) && grd(pos) == stair_to_find)
return (pos);
}
if (stair_to_find == DNGN_ENTER_LABYRINTH)
{
- const coord_def pos(dgn_find_labyrinth_entry_point());
+ const coord_def pos(_dgn_find_labyrinth_entry_point());
if (in_bounds(pos))
return (pos);
@@ -7431,7 +7456,7 @@ coord_def dgn_find_nearby_stair(dungeon_feature_type stair_to_find,
if (stair_to_find == your_branch().exit_stairs)
{
- const coord_def pos(dgn_find_feature_marker(DNGN_STONE_STAIRS_UP_I));
+ const coord_def pos(_dgn_find_feature_marker(DNGN_STONE_STAIRS_UP_I));
if (in_bounds(pos) && grd(pos) == stair_to_find)
return (pos);
}