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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-27 13:27:15 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-27 13:27:15 +0000
commitaaa1bacdf65cbd572379f98897745eb07161d6b0 (patch)
treec3cececa2a7a0ecc2fe095f54f7656e3f7ef0e1f /crawl-ref/source/dungeon.cc
parenta86d2a52392ed50ba63ed9712c05f3574e45d695 (diff)
downloadcrawl-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.cc52
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 );
}
}