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authorAdam Borowski <kilobyte@angband.pl>2012-04-12 03:09:08 +0200
committerAdam Borowski <kilobyte@angband.pl>2012-04-12 03:09:08 +0200
commit64d4ef277c5500fa5b4f65a6a96768605ec6fd75 (patch)
tree8487dfd6b4af109efadcc60a88fccfb433f69d5a /crawl-ref/source/dgn-layouts.cc
parent7ff52721aa186489a3a27074a2e95e9f0471eb02 (diff)
parent3e11d7d1fd1154c0c458eb8482c56aae6c69b7ea (diff)
downloadcrawl-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.cc20
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);