Moved decl.c globals into instance globals.
This commit is contained in:
58
src/mklev.c
58
src/mklev.c
@@ -144,11 +144,11 @@ boolean is_room;
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croom->hy = hiy;
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croom->rtype = rtype;
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croom->doorct = 0;
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/* if we're not making a vault, doorindex will still be 0
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/* if we're not making a vault, g.doorindex will still be 0
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* if we are, we'll have problems adding niches to the previous room
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* unless fdoor is at least doorindex
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* unless fdoor is at least g.doorindex
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*/
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croom->fdoor = doorindex;
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croom->fdoor = g.doorindex;
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croom->irregular = FALSE;
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croom->nsubrooms = 0;
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@@ -253,7 +253,7 @@ boolean nxcor;
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/* find positions cc and tt for doors in croom and troom
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and direction for a corridor between them */
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if (troom->hx < 0 || croom->hx < 0 || doorindex >= DOORMAX)
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if (troom->hx < 0 || croom->hx < 0 || g.doorindex >= DOORMAX)
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return;
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if (troom->lx > croom->hx) {
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dx = 1;
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@@ -306,10 +306,10 @@ boolean nxcor;
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if (okdoor(tt.x, tt.y) || !nxcor)
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dodoor(tt.x, tt.y, troom);
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if (smeq[a] < smeq[b])
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smeq[b] = smeq[a];
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if (g.smeq[a] < g.smeq[b])
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g.smeq[b] = g.smeq[a];
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else
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smeq[a] = smeq[b];
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g.smeq[a] = g.smeq[b];
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}
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void
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@@ -324,12 +324,12 @@ makecorridors()
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break; /* allow some randomness */
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}
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for (a = 0; a < g.nroom - 2; a++)
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if (smeq[a] != smeq[a + 2])
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if (g.smeq[a] != g.smeq[a + 2])
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join(a, a + 2, FALSE);
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for (a = 0; any && a < g.nroom; a++) {
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any = FALSE;
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for (b = 0; b < g.nroom; b++)
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if (smeq[a] != smeq[b]) {
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if (g.smeq[a] != g.smeq[b]) {
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join(a, b, FALSE);
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any = TRUE;
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}
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@@ -354,11 +354,11 @@ register struct mkroom *aroom;
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int i;
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if (aroom->doorct == 0)
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aroom->fdoor = doorindex;
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aroom->fdoor = g.doorindex;
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aroom->doorct++;
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for (tmp = doorindex; tmp > aroom->fdoor; tmp--)
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for (tmp = g.doorindex; tmp > aroom->fdoor; tmp--)
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doors[tmp] = doors[tmp - 1];
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for (i = 0; i < g.nroom; i++) {
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@@ -372,7 +372,7 @@ register struct mkroom *aroom;
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broom->fdoor++;
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}
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doorindex++;
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g.doorindex++;
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doors[aroom->fdoor].x = x;
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doors[aroom->fdoor].y = y;
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}
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@@ -487,7 +487,7 @@ int trap_type;
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int dy, xx, yy;
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struct trap *ttmp;
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if (doorindex < DOORMAX) {
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if (g.doorindex < DOORMAX) {
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while (vct--) {
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aroom = &rooms[rn2(g.nroom)];
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if (aroom->rtype != OROOM)
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@@ -628,11 +628,11 @@ clear_level_structures()
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rooms[0].hx = -1;
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g.nsubroom = 0;
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subrooms[0].hx = -1;
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doorindex = 0;
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g.doorindex = 0;
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init_rect();
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init_vault();
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xdnstair = ydnstair = xupstair = yupstair = 0;
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sstairs.sx = sstairs.sy = 0;
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g.sstairs.sx = g.sstairs.sy = 0;
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xdnladder = ydnladder = xupladder = yupladder = 0;
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g.made_branch = FALSE;
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clear_regions();
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@@ -660,7 +660,7 @@ makelevel()
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if (slev && !Is_rogue_level(&u.uz)) {
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makemaz(slev->proto);
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return;
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} else if (dungeons[u.uz.dnum].proto[0]) {
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} else if (g.dungeons[u.uz.dnum].proto[0]) {
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makemaz("");
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return;
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} else if (In_mines(&u.uz)) {
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@@ -984,11 +984,11 @@ mklev()
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if (getbones())
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return;
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in_mklev = TRUE;
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g.in_mklev = TRUE;
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makelevel();
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bound_digging();
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mineralize(-1, -1, -1, -1, FALSE);
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in_mklev = FALSE;
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g.in_mklev = FALSE;
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/* has_morgue gets cleared once morgue is entered; graveyard stays
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set (graveyard might already be set even when has_morgue is clear
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[see fixup_special()], so don't update it unconditionally) */
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@@ -1161,14 +1161,14 @@ xchar x, y; /* location */
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if (br->type == BR_PORTAL) {
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mkportal(x, y, dest->dnum, dest->dlevel);
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} else if (make_stairs) {
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sstairs.sx = x;
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sstairs.sy = y;
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sstairs.up =
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g.sstairs.sx = x;
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g.sstairs.sy = y;
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g.sstairs.up =
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(char) on_level(&br->end1, &u.uz) ? br->end1_up : !br->end1_up;
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assign_level(&sstairs.tolev, dest);
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assign_level(&g.sstairs.tolev, dest);
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sstairs_room = br_room;
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levl[x][y].ladder = sstairs.up ? LA_UP : LA_DOWN;
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levl[x][y].ladder = g.sstairs.up ? LA_UP : LA_DOWN;
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levl[x][y].typ = STAIRS;
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}
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/*
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@@ -1217,7 +1217,7 @@ xchar x, y;
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boolean near_door = bydoor(x, y);
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return ((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL)
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&& doorindex < DOORMAX && !near_door);
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&& g.doorindex < DOORMAX && !near_door);
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}
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void
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@@ -1225,7 +1225,7 @@ dodoor(x, y, aroom)
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int x, y;
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struct mkroom *aroom;
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{
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if (doorindex >= DOORMAX) {
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if (g.doorindex >= DOORMAX) {
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impossible("DOORMAX exceeded?");
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return;
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}
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@@ -1661,8 +1661,8 @@ struct mkroom *croom;
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/*
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* Major level transmutation: add a set of stairs (to the Sanctum) after
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* an earthquake that leaves behind a a new topology, centered at inv_pos.
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* Assumes there are no rooms within the invocation area and that inv_pos
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* an earthquake that leaves behind a a new topology, centered at g.inv_pos.
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* Assumes there are no rooms within the invocation area and that g.inv_pos
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* is not too close to the edge of the map. Also assume the hero can see,
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* which is guaranteed for normal play due to the fact that sight is needed
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* to read the Book of the Dead.
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@@ -1671,8 +1671,8 @@ void
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mkinvokearea()
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{
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int dist;
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xchar xmin = inv_pos.x, xmax = inv_pos.x;
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xchar ymin = inv_pos.y, ymax = inv_pos.y;
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xchar xmin = g.inv_pos.x, xmax = g.inv_pos.x;
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xchar ymin = g.inv_pos.y, ymax = g.inv_pos.y;
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register xchar i;
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pline_The("floor shakes violently under you!");
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