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#1 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,433
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Dodgy code notes
I'm just going to keep a record here as I find them & at some stage I'll submit a pull request to fix them all up:
genroom.c build_crossed room b runs east/east locate room b followed by locate room b build_pit 2 headings for corners - looking at it again its probably right, just written in a way that isn't exactly clear. Last edited by wobbly; March 12, 2020 at 07:55. |
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#2 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,655
Donated: $60
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Thanks, this is an unglamorous but useful task.
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#3 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,433
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gencave.c
I don't think the odds in the note actually match the function. Code:
/* We generate a rarity number to figure out how exotic to make the * room. This number has a depth/DUN_UNUSUAL chance of being > 0, * a depth^2/DUN_UNUSUAL^2 chance of being > 1, up to MAX_RARITY. */ i = 0; rarity = 0; while (i == rarity && i < dun->profile->max_rarity) { if (randint0(dun_unusual) < 50 + c->depth / 2) rarity++; i++; } |
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#4 |
Adept
Join Date: Aug 2019
Posts: 116
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There's misleading comments for the brands and slays fields of struct object at line 447 and 448 of object.h.
Code:
bool *brands; /**< Array of brand structures */ bool *slays; /**< Array of slay structures */ |
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#5 |
Apprentice
Join Date: Jul 2020
Posts: 50
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Notes on the zborg 2.40 | konijn_ | Development | 0 | April 19, 2018 15:09 |
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