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authorwheals <shm.mark@gmail.com>2014-02-13 17:30:40 -0500
committerShmuale Mark <shm.mark@gmail.com>2014-03-29 23:49:58 -0400
commit7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af (patch)
tree0e6ab1b961470ecea3ef8472d8d61489a40f2bce /crawl-ref/source/dgn-proclayouts.cc
parentefe43552feae675eb0654e67188a19492e8ea6e9 (diff)
downloadcrawl-ref-7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af.tar.gz
crawl-ref-7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af.zip
Remove mangroves, make single trees block LOS.
Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp.
Diffstat (limited to 'crawl-ref/source/dgn-proclayouts.cc')
-rw-r--r--crawl-ref/source/dgn-proclayouts.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/dgn-proclayouts.cc b/crawl-ref/source/dgn-proclayouts.cc
index c8cf8cd83d..dd4a5d137a 100644
--- a/crawl-ref/source/dgn-proclayouts.cc
+++ b/crawl-ref/source/dgn-proclayouts.cc
@@ -148,7 +148,7 @@ RiverLayout::operator()(const coord_def &p, const uint32_t offset) const
if (!(hash % 5))
feat = DNGN_DEEP_WATER;
if (!(hash % 23))
- feat = DNGN_MANGROVE;
+ feat = DNGN_TREE;
return ProceduralSample(p, feat, changepoint);
}
return layout(p, offset);
@@ -394,7 +394,7 @@ UnderworldLayout::operator()(const coord_def &p, const uint32_t offset) const
// TODO: The abyss doesn't support all of these yet but would be nice if:
// * Clusters of plants around water edge
- // * Hot and wet areas are "tropical" with plants/trees/mangroves (and steam)
+ // * Hot and wet areas are "tropical" with plants/trees (and steam)
// * Extremely hot or cold areas should generate fire or ice clouds respectively.
// If an "ice" feature were ever created this would be a good place for it.
// * Wet cities have
@@ -467,7 +467,7 @@ UnderworldLayout::operator()(const coord_def &p, const uint32_t offset) const
if (is_river)
{
if (forest > 0.5 && wet > 0.5)
- feat = DNGN_MANGROVE;
+ feat = DNGN_TREE;
}
else
feat = DNGN_TREE;