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authorBrendan Hickey <brendan@bhickey.net>2013-03-05 22:37:50 -0800
committerBrendan Hickey <brendan@bhickey.net>2013-03-05 22:37:50 -0800
commit3a20b2bb2bb0725606e013485027f0674ecb918a (patch)
treefe564c71f5d9f8af8fe44c4096279d5e56c4c26c /crawl-ref/source/dgn-proclayouts.h
parentd9a21ef806f9b2c4a71d3dd6cf383cb82b58efbe (diff)
downloadcrawl-ref-3a20b2bb2bb0725606e013485027f0674ecb918a.tar.gz
crawl-ref-3a20b2bb2bb0725606e013485027f0674ecb918a.zip
City Layout
A preliminary vaults-style abyss city layout. Needs holes punched in the walls before it can go into use. Trapping players sucks.
Diffstat (limited to 'crawl-ref/source/dgn-proclayouts.h')
-rw-r--r--crawl-ref/source/dgn-proclayouts.h9
1 files changed, 9 insertions, 0 deletions
diff --git a/crawl-ref/source/dgn-proclayouts.h b/crawl-ref/source/dgn-proclayouts.h
index d66145cde6..eb400412ea 100644
--- a/crawl-ref/source/dgn-proclayouts.h
+++ b/crawl-ref/source/dgn-proclayouts.h
@@ -202,4 +202,13 @@ class ClampLayout : public ProceduralLayout
const bool bursty;
};
+class CityLayout : public ProceduralLayout
+{
+ public:
+ CityLayout() {}
+ ProceduralSample operator()(const coord_def &p,
+ const uint32_t offset = 0) const;
+ private:
+};
+
#endif /* PROC_LAYOUTS_H */