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author | Adam Borowski <kilobyte@angband.pl> | 2013-12-08 00:40:17 +0100 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2013-12-08 00:40:17 +0100 |
commit | a57ff3c274eeaf142cd938e8342f3387f59d1ef8 (patch) | |
tree | 05148ca3af5adc0ad809205b4dff7db94113d04d /crawl-ref/source/abyss.cc | |
parent | 41f05873621d4ae19ed2d1a3cb315882012221cb (diff) | |
download | crawl-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.cc | 30 |
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); |