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author | wheals <shm.mark@gmail.com> | 2014-02-13 17:30:40 -0500 |
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committer | Shmuale Mark <shm.mark@gmail.com> | 2014-03-29 23:49:58 -0400 |
commit | 7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af (patch) | |
tree | 0e6ab1b961470ecea3ef8472d8d61489a40f2bce /crawl-ref/source/dgn-swamp.cc | |
parent | efe43552feae675eb0654e67188a19492e8ea6e9 (diff) | |
download | crawl-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-swamp.cc')
-rw-r--r-- | crawl-ref/source/dgn-swamp.cc | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/dgn-swamp.cc b/crawl-ref/source/dgn-swamp.cc index 3ae5ca6969..73fae893ac 100644 --- a/crawl-ref/source/dgn-swamp.cc +++ b/crawl-ref/source/dgn-swamp.cc @@ -38,7 +38,7 @@ static dungeon_feature_type _swamp_feature_for_height(int height) height > (8 - you.depth * 2) ? DNGN_SHALLOW_WATER : height > -8 ? DNGN_FLOOR : height > -10 ? DNGN_SHALLOW_WATER : - DNGN_MANGROVE; + DNGN_TREE; } static void _swamp_apply_features(int margin) @@ -51,7 +51,7 @@ static void _swamp_apply_features(int margin) if (c.x < margin || c.y < margin || c.x >= GXM - margin || c.y >= GYM - margin) { - grd(c) = DNGN_MANGROVE; + grd(c) = DNGN_TREE; } else grd(c) = _swamp_feature_for_height(dgn_height_at(c)); |