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authorAdam Borowski <kilobyte@angband.pl>2013-12-08 00:40:17 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-12-08 00:40:17 +0100
commita57ff3c274eeaf142cd938e8342f3387f59d1ef8 (patch)
tree05148ca3af5adc0ad809205b4dff7db94113d04d /crawl-ref/source/abyss.cc
parent41f05873621d4ae19ed2d1a3cb315882012221cb (diff)
downloadcrawl-ref-a57ff3c274eeaf142cd938e8342f3387f59d1ef8.tar.gz
crawl-ref-a57ff3c274eeaf142cd938e8342f3387f59d1ef8.zip
Make the abyssal stair chance fixed.
It increased with depth, we'd expect the reverse.
Diffstat (limited to 'crawl-ref/source/abyss.cc')
-rw-r--r--crawl-ref/source/abyss.cc30
1 files changed, 12 insertions, 18 deletions
diff --git a/crawl-ref/source/abyss.cc b/crawl-ref/source/abyss.cc
index 579705fca6..6225d3dddb 100644
--- a/crawl-ref/source/abyss.cc
+++ b/crawl-ref/source/abyss.cc
@@ -1175,11 +1175,6 @@ static void _update_abyss_terrain(const coord_def &p,
}
}
-static int _abyssal_stair_chance()
-{
- return you.char_direction == GDT_GAME_START ? 0 : 2500 - (200 * you.depth / 3);
-}
-
static void _nuke_all_terrain(bool vaults)
{
for (rectangle_iterator ri(MAPGEN_BORDER); ri; ++ri)
@@ -1214,9 +1209,6 @@ static void _abyss_apply_terrain(const map_bitmask &abyss_genlevel_mask,
const int exit_chance = you.runes[RUNE_ABYSSAL] ? 1250
: 7500 - 1250 * (you.depth - 1);
- // Except for the altar on the starting position, don't place any altars.
- const int altar_chance = you.char_direction != GDT_GAME_START ? 10000 : 0;
-
int exits_wanted = 0;
int altars_wanted = 0;
bool use_abyss_exit_map = true;
@@ -1260,22 +1252,24 @@ static void _abyss_apply_terrain(const map_bitmask &abyss_genlevel_mask,
// Place abyss exits, stone arches, and altars to liven up the scene
// (only on area creation, not on morphing).
- (_abyss_check_place_feat(p, exit_chance,
+ _abyss_check_place_feat(p, exit_chance,
&exits_wanted,
&use_abyss_exit_map,
DNGN_EXIT_ABYSS,
abyss_genlevel_mask)
||
- _abyss_check_place_feat(p, altar_chance,
- &altars_wanted,
- NULL,
- _abyss_pick_altar(),
- abyss_genlevel_mask)
+ you.char_direction != GDT_GAME_START
+ && _abyss_check_place_feat(p, 10000,
+ &altars_wanted,
+ NULL,
+ _abyss_pick_altar(),
+ abyss_genlevel_mask)
||
- (level_id::current().depth < brdepth[BRANCH_ABYSS] &&
- _abyss_check_place_feat(p, _abyssal_stair_chance(), NULL, NULL,
- DNGN_ABYSSAL_STAIR,
- abyss_genlevel_mask)));
+ you.char_direction != GDT_GAME_START
+ && level_id::current().depth < brdepth[BRANCH_ABYSS]
+ && _abyss_check_place_feat(p, 2400, NULL, NULL,
+ DNGN_ABYSSAL_STAIR,
+ abyss_genlevel_mask);
}
if (ii)
dprf(DIAG_ABYSS, "Nuked %d features", ii);