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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-10 15:29:56 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-10 15:29:56 +0000
commitf6b8a1eea325bf2a8e9e81bf8d57c84d22787e6c (patch)
treed460601ff4a8306957df99184cf69d31df171f23 /crawl-ref/source/dungeon.cc
parent8fcf9242d71cf3fa44ad46bc5e37313e8b6b73b9 (diff)
downloadcrawl-ref-f6b8a1eea325bf2a8e9e81bf8d57c84d22787e6c.tar.gz
crawl-ref-f6b8a1eea325bf2a8e9e81bf8d57c84d22787e6c.zip
Clean-up (renaming static methods and comments) in a number of files.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5703 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dungeon.cc')
-rw-r--r--crawl-ref/source/dungeon.cc146
1 files changed, 73 insertions, 73 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index 1c9190d730..0fb14bb8e6 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -1234,10 +1234,10 @@ static void _build_dungeon_level(int level_number, int level_type)
_place_traps(level_number);
_place_fog_machines(level_number);
- // place items
+ // Place items.
_builder_items(level_number, level_type, _num_items_wanted(level_number));
- // place monsters
+ // Place monsters.
_builder_monsters(level_number, level_type, _num_mons_wanted(level_type));
_fixup_walls();
@@ -1351,7 +1351,7 @@ static void _check_doors()
grd[x][y] = ((solid_count < 2) ? DNGN_FLOOR : DNGN_CLOSED_DOOR);
}
-} // end check_doors()
+}
static void _hide_doors()
{
@@ -1361,7 +1361,7 @@ 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))
{
@@ -1379,14 +1379,14 @@ static void _hide_doors()
if (grd[dx][dy + 1] == DNGN_ROCK_WALL)
wall_count++;
- // if door is attached to more than one wall, hide it {dlb}:
+ // If door is attached to more than one wall, hide it. {dlb}
if (wall_count > 1)
grd[dx][dy] = DNGN_SECRET_DOOR;
}
}
-} // end hide_doors()
+}
-// Places a randomized ellipse with centre (x,y) and half axes a and b
+// 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)
{
@@ -1419,7 +1419,7 @@ int count_antifeature_in_box(int x0, int y0, int x1, int y1,
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.
+// Count how many neighbours of grd[x][y] are the feature feat.
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);
@@ -1446,18 +1446,18 @@ 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 )
+ for (int idelta = -1; idelta <= 1; ++idelta)
+ for (int jdelta = -1; jdelta <= 1; ++jdelta)
_connected_flood(margin, i + idelta, j + jdelta, taken);
}
-// yes, yes, this can probably use travel to avoid duplicating code.
+// Yes, yes, this can probably use travel to avoid duplicating code.
static int _count_connected(int margin)
{
bool taken[GXM][GYM];
- for ( int i = margin; i < GXM - margin; ++i )
- for ( int j = margin; j < GYM - margin; ++j )
+ for (int i = margin; i < GXM - margin; ++i)
+ for (int j = margin; j < GYM - margin; ++j)
{
taken[i][j] = (grd[i][j] == DNGN_DEEP_WATER
|| grd[i][j] == DNGN_SHALLOW_WATER);
@@ -1465,9 +1465,9 @@ static int _count_connected(int margin)
int count = 0;
- for ( int i = margin; i < GXM - margin; ++i )
- for ( int j = margin; j < GYM - margin; ++j )
- if ( !taken[i][j] )
+ for (int i = margin; i < GXM - margin; ++i)
+ for (int j = margin; j < GYM - margin; ++j)
+ if (!taken[i][j])
{
++count;
_connected_flood(margin,i,j,taken);
@@ -1501,8 +1501,8 @@ static void _place_base_islands(int margin, int num_islands, int estradius,
for (int j = 0; j < i; ++j)
{
- // calculate the distance from the centers of
- // previous islands
+ // Calculate the distance from the centers of
+ // previous islands.
if ( distance(centres[i].x, centres[i].y,
centres[j].x, centres[j].y) < island_distance )
{
@@ -1708,7 +1708,7 @@ static void _prepare_swamp()
}
}
}
-} // end prepare_swamp()
+}
// Gives water which is next to ground/shallow water a chance of being
// shallow. Checks each water space.
@@ -1765,8 +1765,8 @@ static bool _find_in_area(int sx, int sy, int ex, int ey,
return (false);
}
-// stamp a box. can avoid a possible type, and walls and floors can
-// be different (or not stamped at all)
+// 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,
@@ -1775,11 +1775,11 @@ static bool _make_box(int room_x1, int room_y1, int room_x2, int room_y2,
{
int bx,by;
- // check for avoidance
+ // Check for avoidance.
if (_find_in_area(room_x1, room_y1, room_x2, room_y2, avoid))
- return false;
+ return (false);
- // draw walls
+ // Draw walls.
if (wall != 0)
{
for (bx = room_x1; bx <= room_x2; bx++)
@@ -1794,7 +1794,7 @@ static bool _make_box(int room_x1, int room_y1, int room_x2, int room_y2,
}
}
- // draw floor
+ // Draw floor.
if (floor != 0)
{
for (bx = room_x1 + 1; bx < room_x2; bx++)
@@ -1802,7 +1802,7 @@ static bool _make_box(int room_x1, int room_y1, int room_x2, int room_y2,
grd[bx][by] = floor;
}
- return true;
+ return (true);
}
// Take care of labyrinth, abyss, pandemonium.
@@ -1833,14 +1833,14 @@ static builder_rc_type _builder_by_type(int level_number, char level_type)
int which_demon = -1;
// Could do spotty_level, but that doesn't always put all paired
// stairs reachable from each other which isn't a problem in normal
- // dungeon but could be in Pandemonium
+ // dungeon but could be in Pandemonium.
if (one_chance_in(4))
{
do
{
which_demon = random2(4);
- // makes these things less likely as you find more
+ // Makes these things less likely as you find more.
if (one_chance_in(4))
{
which_demon = -1;
@@ -1882,7 +1882,7 @@ static builder_rc_type _builder_by_type(int level_number, char level_type)
return BUILD_SKIP;
}
- // must be normal dungeon
+ // Must be normal dungeon.
return BUILD_CONTINUE;
}
@@ -2073,7 +2073,7 @@ static void _place_minivaults(const std::string &tag, int lo, int hi, bool force
}
}
-// returns 1 if we should dispense with city building,
+// 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,
@@ -2084,7 +2084,7 @@ static builder_rc_type _builder_normal(int level_number, char level_type,
bool skipped = false;
int vault = _dgn_random_map_for_place(false);
- // Can't have vaults on you.where_are_you != BRANCH_MAIN_DUNGEON levels
+ // Can't have vaults on you.where_are_you != BRANCH_MAIN_DUNGEON levels.
if (vault == -1
&& use_random_maps
&& one_chance_in(vault_chance))
@@ -2095,7 +2095,7 @@ static builder_rc_type _builder_normal(int level_number, char level_type,
// but only ORIENT: encompass primary vaults in other
// branches. Other kinds of vaults can still be placed in
// other branches as secondary vaults.
- //
+
if (vault != -1 && !player_in_branch(BRANCH_MAIN_DUNGEON)
&& map_by_index(vault)->orient != MAP_ENCOMPASS)
{
@@ -2184,7 +2184,7 @@ static builder_rc_type _builder_normal(int level_number, char level_type,
return BUILD_CONTINUE;
}
-// returns 1 if we should skip extras(), otherwise 0
+// Returns 1 if we should skip extras(), otherwise 0.
static builder_rc_type _builder_basic(int level_number)
{
int temp_rand;
@@ -2299,8 +2299,8 @@ static void _builder_extras( int level_number, int level_type )
return;
}
- //mv: it's better to be here so other dungeon features
- // are not overriden by water
+ //mv: It's better to be here so other dungeon features are not overridden
+ // by water.
dungeon_feature_type river_type
= (one_chance_in( 5 + level_number ) ? DNGN_SHALLOW_WATER
: DNGN_DEEP_WATER);
@@ -2347,16 +2347,17 @@ static bool _shaft_is_in_corridor(int x, int y)
if ((!inside_level_bounds(x-1, y) || grd[x-1][y] < DNGN_SHALLOW_WATER)
&& (!inside_level_bounds(x+1, y) || grd[x+1][y] < DNGN_SHALLOW_WATER))
{
- return true;
+ return (true);
}
// Now check vertical neighbouring squares.
if ((!inside_level_bounds(x, y-1) || grd[x][y-1] < DNGN_SHALLOW_WATER)
&& (!inside_level_bounds(x, y+1) || grd[x][y+1] < DNGN_SHALLOW_WATER))
{
- return true;
+ return (true);
}
- // No corridor found.
+
+ // No corridor (found).
return false;
}
@@ -2404,8 +2405,8 @@ static void _place_traps(int level_number)
}
grd[env.trap[i].x][env.trap[i].y] = DNGN_UNDISCOVERED_TRAP;
- } // end "for i"
-} // end place_traps()
+ }
+}
static void _place_fog_machines(int level_number)
{
@@ -2527,7 +2528,7 @@ static void _place_branch_entrances(int dlevel, char level_type)
player_in_branch(branches[i].parent_branch) &&
player_branch_depth() == branches[i].startdepth )
{
- // place a stair
+ // Place a stair.
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "Placing stair to %s",
branches[i].shortname);
@@ -2726,7 +2727,7 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
find_door += _good_door_spot(rx,ey);
}
- // check left and right for possible doors
+ // Check left and right for possible doors.
for (ry = sy+1; ry < ey; ry++)
{
find_door += _good_door_spot(sx,ry);
@@ -2739,14 +2740,14 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
diag_door += _good_door_spot(ex,ey);
if ((diag_door + find_door) > 1 && max_doors == 1)
- return false;
+ return (false);
if (find_door == 0 || find_door > max_doors)
- return false;
+ return (false);
// Look for 'special' rock walls - don't interrupt them.
if (_find_in_area(sx,sy,ex,ey,DNGN_BUILDER_SPECIAL_WALL))
- return false;
+ return (false);
// Convert the area to floor.
for (rx = sx; rx <= ex; rx++)
@@ -2801,8 +2802,8 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel)
}
}
- return true;
-} //end make_room()
+ return (true);
+}
static monster_type _pick_unique(int lev)
{
@@ -2919,6 +2920,7 @@ static void _place_aquatic_monsters(int level_number, char level_type)
{
if (grd[x][y] == DNGN_LAVA)
lava_spaces++;
+
if (grd[x][y] == DNGN_DEEP_WATER || grd[x][y] == DNGN_SHALLOW_WATER)
water_spaces++;
}
@@ -3453,7 +3455,7 @@ static void _special_room(int level_number, spec_room &sr)
}
} // end special_room()
-// Fills a special room with bees
+// Fills a special room with bees.
static void _beehive(spec_room &sr)
{
int x,y;
@@ -3578,7 +3580,7 @@ static bool _safe_minivault_place(int v1x, int v1y,
static bool _connected_minivault_place(int v1x, int v1y,
const vault_placement &place)
{
- // must not be completely isolated:
+ // Must not be completely isolated.
const bool water_ok = place.map.has_tag("water_ok");
const std::vector<std::string> &lines = place.map.map.get_lines();
@@ -4171,10 +4173,8 @@ bool dgn_place_map(int map, bool generating_level, bool clobber,
return (did_map);
}
-/*
- * Places a vault somewhere in an already built level if possible.
- * Returns true if the vault was successfully placed.
- */
+// 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,
@@ -5161,7 +5161,7 @@ static void _place_pool(dungeon_feature_type pool_type, unsigned char pool_x1,
int i, j;
unsigned char left_edge, right_edge;
- // Don't place LAVA pools in crypt.. use shallow water instead.
+ // Don't place LAVA pools in crypt... use shallow water instead.
if (pool_type == DNGN_LAVA
&& (player_in_branch(BRANCH_CRYPT) || player_in_branch(BRANCH_TOMB)))
{
@@ -5323,7 +5323,7 @@ static dungeon_feature_type _pick_an_altar()
}
return (altar_type);
-} // end pick_an_altar()
+}
static void _place_altars()
{
@@ -5364,7 +5364,7 @@ static void _place_altar()
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 )
+ if (numgood < 5*5 || numfloors == 0)
continue;
bool mon_there = false;
@@ -5376,7 +5376,7 @@ static void _place_altar()
mon_there = true;
}
- if ( mon_there )
+ if (mon_there)
continue;
for (int i = px - 2; i <= px + 2; i++)
@@ -5386,7 +5386,7 @@ static void _place_altar()
grd[px][py] = _pick_an_altar();
break;
}
-} // end place_altar()
+}
static void _place_shops(int level_number, int nshops)
{
@@ -5812,7 +5812,7 @@ static void _bigger_room()
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)
@@ -5860,7 +5860,7 @@ static void _plan_main(int level_number, int force_plan)
if (one_chance_in(20))
_replace_area(0, 0, GXM-1, GYM-1, DNGN_ROCK_WALL, special_grid);
-} // end plan_main()
+}
static char _plan_1(int level_number)
{
@@ -5874,7 +5874,7 @@ static char _plan_1(int level_number)
_ensure_vault_placed(success);
return 0;
-} // end plan_2()
+}
static char _plan_2(int level_number)
{
@@ -5888,7 +5888,7 @@ static char _plan_2(int level_number)
_ensure_vault_placed(success);
return 0;
-} // end plan_2()
+}
static char _plan_3()
{
@@ -5979,7 +5979,7 @@ static char _plan_3()
}
return 2;
-} // end plan_3()
+}
// A more chaotic version of city level.
static char _plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
@@ -6085,7 +6085,7 @@ static char _plan_4(char forbid_x1, char forbid_y1, char forbid_x2,
}
return 2;
-} // end plan_4()
+}
static char _plan_5()
{
@@ -6495,7 +6495,7 @@ static void _labyrinth_level(int level_number)
_labyrinth_place_entry_point(lab, end);
link_items();
-} // end labyrinth_level()
+}
static bool _is_wall(int x, int y)
{
@@ -6511,9 +6511,9 @@ static bool _is_wall(int x, int y)
case DNGN_CLEAR_ROCK_WALL:
case DNGN_CLEAR_STONE_WALL:
case DNGN_CLEAR_PERMAROCK_WALL:
- return true;
+ return (true);
default:
- return false;
+ return (false);
}
}
@@ -6577,7 +6577,7 @@ static int _box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors)
if (new_doors == 0)
{
- // count # of doors we HAD to place
+ // Count # of doors we HAD to place.
for (i = 0; i < spot_count; i++)
if (good_doors[i] == 2)
doors_placed++;
@@ -6684,7 +6684,7 @@ static void _city_level(int level_number)
int temp_rand; // probability determination {dlb}
// Remember, can have many wall types in one level.
dungeon_feature_type wall_type;
- // simplifies logic of innermost loop {dlb}
+ // Simplifies logic of innermost loop. {dlb}
dungeon_feature_type wall_type_room;
int xs = 0, ys = 0;
@@ -6752,7 +6752,7 @@ static void _city_level(int level_number)
: 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,
@@ -6797,7 +6797,7 @@ static void _diamond_rooms(int level_number)
int runthru = 0;
int i, oblique_max;
- // I guess no diamond rooms in either of these places {dlb}:
+ // I guess no diamond rooms in either of these places. {dlb}
if (player_in_branch( BRANCH_DIS ) || player_in_branch( BRANCH_TARTARUS ))
return;
@@ -6969,7 +6969,7 @@ static void _chequerboard( spec_room &sr, dungeon_feature_type target,
if (grd[i][j] == target)
grd[i][j] = (((i + j) % 2) ? floor2 : floor1);
}
-} // end chequerboard()
+}
static void _roguey_level(int level_number, spec_room &sr, bool make_stairs)
{
@@ -7585,7 +7585,7 @@ coord_def dgn_find_nearby_stair(dungeon_feature_type stair_to_find,
}
}
- if ( found )
+ if (found)
return result;
// Third pass: look for any clear terrain and abandon the idea of