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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-27 13:27:15 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-27 13:27:15 +0000 |
commit | aaa1bacdf65cbd572379f98897745eb07161d6b0 (patch) | |
tree | c3cececa2a7a0ecc2fe095f54f7656e3f7ef0e1f /crawl-ref/source/dungeon.cc | |
parent | a86d2a52392ed50ba63ed9712c05f3574e45d695 (diff) | |
download | crawl-ref-aaa1bacdf65cbd572379f98897745eb07161d6b0.tar.gz crawl-ref-aaa1bacdf65cbd572379f98897745eb07161d6b0.zip |
Update documentation on coding conventions, and apply a few of them. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5295 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dungeon.cc')
-rw-r--r-- | crawl-ref/source/dungeon.cc | 52 |
1 files changed, 28 insertions, 24 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc index 88a75085c2..01589b1c8f 100644 --- a/crawl-ref/source/dungeon.cc +++ b/crawl-ref/source/dungeon.cc @@ -797,10 +797,12 @@ static void _build_layout_skeleton(int level_number, int level_type, if (!dgn_level_vetoed && skip_build == BUILD_CONTINUE) { - // do 'normal' building. Well, except for the swamp and shoals. - if (!player_in_branch(BRANCH_SWAMP) && - !player_in_branch(BRANCH_SHOALS)) + // 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); + } if (!dgn_level_vetoed && skip_build == BUILD_CONTINUE) { @@ -851,7 +853,7 @@ static void _fixup_walls() || player_in_branch( BRANCH_VAULTS ) || player_in_branch( BRANCH_CRYPT )) { - // always the case with Dis {dlb} + // Always the case with Dis {dlb} dungeon_feature_type vault_wall = DNGN_METAL_WALL; if (player_in_branch( BRANCH_VAULTS )) @@ -859,13 +861,13 @@ static void _fixup_walls() vault_wall = DNGN_ROCK_WALL; const int bdepth = player_branch_depth(); - if ( bdepth > 2 ) + if (bdepth > 2) vault_wall = DNGN_STONE_WALL; - if ( bdepth > 4 ) + if (bdepth > 4) vault_wall = DNGN_METAL_WALL; - if ( bdepth > 6 && one_chance_in(10)) + if (bdepth > 6 && one_chance_in(10)) vault_wall = DNGN_GREEN_CRYSTAL_WALL; } else if (player_in_branch( BRANCH_CRYPT )) @@ -881,9 +883,9 @@ static void _fixup_branch_stairs() { // Top level of branch levels - replaces up stairs // with stairs back to dungeon or wherever: - if ( your_branch().exit_stairs != NUM_FEATURES && - player_branch_depth() == 1 && - you.level_type == LEVEL_DUNGEON ) + if (your_branch().exit_stairs != NUM_FEATURES + && player_branch_depth() == 1 + && you.level_type == LEVEL_DUNGEON) { const dungeon_feature_type exit = your_branch().exit_stairs; for (int x = 1; x < GXM; x++) @@ -892,9 +894,11 @@ static void _fixup_branch_stairs() && grd[x][y] <= DNGN_ESCAPE_HATCH_UP) { if (grd[x][y] == DNGN_STONE_STAIRS_UP_I) + { env.markers.add( new map_feature_marker(coord_def(x,y), grd[x][y])); + } grd[x][y] = exit; } } @@ -1001,14 +1005,14 @@ static bool _fixup_stone_stairs(bool preserve_vault_stairs) if (num_stairs <= 3) break; - if (preserve_vault_stairs && - (dgn_Map_Mask(stair_list[s2]) & MMT_VAULT)) + if (preserve_vault_stairs + && (dgn_Map_Mask(stair_list[s2]) & MMT_VAULT)) { continue; } flood_find<feature_grid, coord_predicate> ff(env.grid, - in_bounds); + in_bounds); ff.add_feat(grd(stair_list[s2])); @@ -1096,8 +1100,8 @@ static bool _fixup_stone_stairs(bool preserve_vault_stairs) { int s1 = s % num_stairs; int s2 = (s1 + 1) % num_stairs; - ASSERT(grd(stair_list[s2]) >= base && - grd(stair_list[s2]) <= base + 3); + ASSERT(grd(stair_list[s2]) >= base + && grd(stair_list[s2]) <= base + 3); if (grd(stair_list[s1]) == grd(stair_list[s2])) { @@ -1358,7 +1362,7 @@ static void _hide_doors() for (dx = 1; dx < GXM-1; dx++) for (dy = 1; dy < GYM-1; dy++) { - // only one out of four doors are candidates for hiding {gdl}: + // Only one out of four doors are candidates for hiding {gdl}: if (grd[dx][dy] == DNGN_CLOSED_DOOR && one_chance_in(4) && unforbidden(coord_def(dx, dy), MMT_NO_DOOR)) { @@ -1507,10 +1511,10 @@ static void _place_base_islands(int margin, int num_islands, int estradius, break; } } - if ( random2(num_islands) && island_distance ) + 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); @@ -1973,7 +1977,7 @@ static int _dgn_random_map_for_place(bool wantmini) const level_id lid = level_id::current(); int vault = random_map_for_place(lid, wantmini); - // disallow entry vaults for tutorial (complicates things) + // Disallow entry vaults for tutorial (only complicates things). if (vault == -1 && lid.branch == BRANCH_MAIN_DUNGEON && lid.depth == 1 && !Options.tutorial_left) @@ -1984,7 +1988,7 @@ static int _dgn_random_map_for_place(bool wantmini) return (vault); } -// returns BUILD_SKIP if we should skip further generation, +// 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) @@ -2050,7 +2054,7 @@ 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) + while (chance && random2(100) < chance || nvaults-- > 0) { const int vault = _dgn_random_map_for_place(true); if (vault == -1) @@ -2185,9 +2189,9 @@ static builder_rc_type _builder_normal(int level_number, char level_type, static builder_rc_type _builder_basic(int level_number) { int temp_rand; - int doorlevel = random2(11); + int doorlevel = random2(11); int corrlength = 2 + random2(14); - int roomsize = 4 + random2(5) + random2(6); + int roomsize = 4 + random2(5) + random2(6); int no_corr = (one_chance_in(100) ? 500 + random2(500) : 30 + random2(200)); int intersect_chance = (one_chance_in(20) ? 400 : random2(20)); @@ -2332,7 +2336,7 @@ static void _builder_extras( int level_number, int level_type ) else if (level_number > 8 && one_chance_in(12)) { _build_lake( (river_type != DNGN_SHALLOW_WATER) ? river_type - : DNGN_DEEP_WATER ); + : DNGN_DEEP_WATER ); } } |