mklev.c formatting and comments

I made these to 3.7.0- and decided to bring them back to 3.6.2+
because of the 'TODO'.
This commit is contained in:
PatR
2019-06-11 18:54:32 -07:00
parent 9ee6e1c839
commit cf088d2126

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 mklev.c $NHDT-Date: 1550800390 2019/02/22 01:53:10 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.59 $ */
/* NetHack 3.6 mklev.c $NHDT-Date: 1560304468 2019/06/12 01:54:28 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.61 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Alex Smith, 2017. */
/* NetHack may be freely redistributed. See license for details. */
@@ -735,8 +735,8 @@ makelevel()
h = 1;
if (check_room(&vault_x, &w, &vault_y, &h, TRUE)) {
fill_vault:
add_room(vault_x, vault_y, vault_x + w, vault_y + h, TRUE, VAULT,
FALSE);
add_room(vault_x, vault_y, vault_x + w, vault_y + h,
TRUE, VAULT, FALSE);
level.flags.has_vault = 1;
++room_threshold;
fill_room(&rooms[nroom - 1], FALSE);
@@ -1681,22 +1681,30 @@ struct mkroom *croom;
#define y_maze_min 2
/*
* Major level transmutation: add a set of stairs (to the Sanctum) after
* an earthquake that leaves behind a a new topology, centered at inv_pos.
* Major level transmutation: add a set of stairs (to the Sanctum) after
* an earthquake that leaves behind a new topology, centered at inv_pos.
* Assumes there are no rooms within the invocation area and that inv_pos
* is not too close to the edge of the map. Also assume the hero can see,
* which is guaranteed for normal play due to the fact that sight is needed
* to read the Book of the Dead.
* to read the Book of the Dead. [That assumption is not valid; it is
* possible that "the Book reads the hero" rather than vice versa if
* attempted while blind (in order to make blind-from-birth conduct viable).]
*/
void
mkinvokearea()
{
int dist;
xchar xmin = inv_pos.x, xmax = inv_pos.x;
xchar ymin = inv_pos.y, ymax = inv_pos.y;
xchar xmin = inv_pos.x, xmax = inv_pos.x,
ymin = inv_pos.y, ymax = inv_pos.y;
register xchar i;
/* slightly odd if levitating, but not wrong */
pline_The("floor shakes violently under you!");
/*
* TODO:
* Suppress this message if player has dug out all the walls
* that would otherwise be affected.
*/
pline_The("walls around you begin to bend and crumble!");
display_nhwindow(WIN_MESSAGE, TRUE);
@@ -1755,8 +1763,7 @@ int dist;
/* clip at existing map borders if necessary */
if (!within_bounded_area(x, y, x_maze_min + 1, y_maze_min + 1,
x_maze_max - 1, y_maze_max - 1)) {
/* only outermost 2 columns and/or rows may be truncated due to edge
*/
/* outermost 2 columns and/or rows may be truncated due to edge */
if (dist < (7 - 2))
panic("mkinvpos: <%d,%d> (%d) off map edge!", x, y, dist);
return;