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author | Adam Borowski <kilobyte@angband.pl> | 2012-04-12 03:09:08 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2012-04-12 03:09:08 +0200 |
commit | 64d4ef277c5500fa5b4f65a6a96768605ec6fd75 (patch) | |
tree | 8487dfd6b4af109efadcc60a88fccfb433f69d5a /crawl-ref/source/dgn-layouts.cc | |
parent | 7ff52721aa186489a3a27074a2e95e9f0471eb02 (diff) | |
parent | 3e11d7d1fd1154c0c458eb8482c56aae6c69b7ea (diff) | |
download | crawl-ref-64d4ef277c5500fa5b4f65a6a96768605ec6fd75.tar.gz crawl-ref-64d4ef277c5500fa5b4f65a6a96768605ec6fd75.zip |
Merge branch 'master' into portal_branches
Diffstat (limited to 'crawl-ref/source/dgn-layouts.cc')
-rw-r--r-- | crawl-ref/source/dgn-layouts.cc | 20 |
1 files changed, 12 insertions, 8 deletions
diff --git a/crawl-ref/source/dgn-layouts.cc b/crawl-ref/source/dgn-layouts.cc index 9e5a09361d..7d075f64be 100644 --- a/crawl-ref/source/dgn-layouts.cc +++ b/crawl-ref/source/dgn-layouts.cc @@ -163,7 +163,8 @@ void dgn_build_bigger_room_level(void) // A more chaotic version of city level. void dgn_build_chaotic_city_level(dungeon_feature_type force_wall) { - env.level_build_method += make_stringf(" chaotic_city [%d]", (int) force_wall); + env.level_build_method += make_stringf(" chaotic_city [%s]", + force_wall == NUM_FEATURES ? "any" : dungeon_feature_name(force_wall)); env.level_layout_types.insert("city"); int number_boxes = 5000; @@ -457,8 +458,8 @@ static void _builder_extras(int level_number) static bool _octa_room(dgn_region& region, int oblique_max, dungeon_feature_type type_floor) { - env.level_build_method += make_stringf(" octa_room [%d %d]", oblique_max, - (int) type_floor); + env.level_build_method += make_stringf(" octa_room [%d %s]", oblique_max, + dungeon_feature_name(type_floor)); int x,y; @@ -466,7 +467,8 @@ static bool _octa_room(dgn_region& region, int oblique_max, coord_def br = region.end(); // Hack - avoid lava in the crypt {gdl} - if ((player_in_branch(BRANCH_CRYPT) || player_in_branch(BRANCH_TOMB)) + if ((player_in_branch(BRANCH_CRYPT) || player_in_branch(BRANCH_TOMB) + || player_in_branch(BRANCH_COCYTUS)) && type_floor == DNGN_LAVA) { type_floor = DNGN_SHALLOW_WATER; @@ -1028,8 +1030,8 @@ static void _many_pools(dungeon_feature_type pool_type) const int num_pools = 20 + random2avg(9, 2); int pools = 0; - env.level_build_method += make_stringf(" many_pools [%d %d]", (int)pool_type, - num_pools); + env.level_build_method += make_stringf(" many_pools [%s %d]", + dungeon_feature_name(pool_type), num_pools); for (int timeout = 0; pools < num_pools && timeout < 30000; ++timeout) { @@ -1071,7 +1073,8 @@ static void _build_river(dungeon_feature_type river_type) //mv if (player_in_branch(BRANCH_CRYPT) || player_in_branch(BRANCH_TOMB)) return; - env.level_build_method += make_stringf(" river [%d]", (int) river_type); + env.level_build_method += make_stringf(" river [%s]", + dungeon_feature_name(river_type)); // Made rivers less wide... min width five rivers were too annoying. -- bwr width = 3 + random2(4); @@ -1118,7 +1121,8 @@ static void _build_lake(dungeon_feature_type lake_type) //mv if (player_in_branch(BRANCH_CRYPT) || player_in_branch(BRANCH_TOMB)) return; - env.level_build_method += make_stringf(" lake [%d]", (int) lake_type); + env.level_build_method += make_stringf(" lake [%s]", + dungeon_feature_name(lake_type)); x1 = 5 + random2(GXM - 30); y1 = 5 + random2(GYM - 30); |