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authorShmuale Mark <shm.mark@gmail.com>2014-03-08 19:50:33 -0500
committerShmuale Mark <shm.mark@gmail.com>2014-03-08 20:42:05 -0500
commit15be66f726488cb2783819566f7efceab7069a2e (patch)
tree190b9ea8e40b5905c5aa54e7b9194b6cda6176c3 /crawl-ref/source/abyss.h
parent428849b03052c4253dbc0b0a2ced2c1bbc12745d (diff)
downloadcrawl-ref-15be66f726488cb2783819566f7efceab7069a2e.tar.gz
crawl-ref-15be66f726488cb2783819566f7efceab7069a2e.zip
Make all abyss teleports shift the Abyss (minmay).
Partly this is to (somewhat) make the Abyss a little easier. Teleports still take longer than orbrun teleports to kick in on average, and in general letting the player know what an action will do is a good thing. But the main reason is that, due to maprot, same-area abyss teleports are a pretty awful interface screw. You are prevented from remembering what monsters were around (this was quite annoying when being marked was more common in the abyss), and though you can see for one second what direction you came from, immediately after the screen refreshes and you can't anymore. Possibly this could lead to improving/removing altogether maprot.
Diffstat (limited to 'crawl-ref/source/abyss.h')
-rw-r--r--crawl-ref/source/abyss.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/abyss.h b/crawl-ref/source/abyss.h
index 332a0aa569..bb736b9bad 100644
--- a/crawl-ref/source/abyss.h
+++ b/crawl-ref/source/abyss.h
@@ -31,7 +31,7 @@ void push_features_to_abyss();
void generate_abyss();
void maybe_shift_abyss_around_player();
-void abyss_teleport(bool new_area);
+void abyss_teleport();
void save_abyss_uniques();
bool is_level_incorruptible(bool quiet = false);
bool lugonu_corrupt_level(int power);