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author | Michael Gagno <evilmike@gmail.com> | 2012-07-03 02:04:23 -0700 |
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committer | Michael Gagno <evilmike@gmail.com> | 2012-07-03 02:04:23 -0700 |
commit | def1dad7634c73ff1475d29cc69851b09c53f4ae (patch) | |
tree | 8e5698b7b2dd28df16f1fab6f4ed1ddbc5452150 /crawl-ref/source/dgn-swamp.cc | |
parent | 7fd43ee287bdbe89594d88f7ebd3b750a716e14a (diff) | |
download | crawl-ref-def1dad7634c73ff1475d29cc69851b09c53f4ae.tar.gz crawl-ref-def1dad7634c73ff1475d29cc69851b09c53f4ae.zip |
Changes to the Swamp layout.
Trees have been made much more common. They form large, solid masses, and
elongated walls. The borders of the level are also a lot more solid than
before. The Swamp level builder itself is the same as before; I have only
tweaked a few numbers.
This leads to a few things:
- Levels are more compact than before. They won't feel as much like one big
room, although they are still quite open.
- Levels are smaller. The borders around the edges of the level are bigger,
and more of the level is taken up by solid features.
- Different levels appear distinct from each other.
- It's sometimes possible to get disconnected areas (with stairs).
I find that last point somewhat undesirable, but these changes are only an
experiment right now.
Diffstat (limited to 'crawl-ref/source/dgn-swamp.cc')
-rw-r--r-- | crawl-ref/source/dgn-swamp.cc | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/crawl-ref/source/dgn-swamp.cc b/crawl-ref/source/dgn-swamp.cc index 2550f2d55e..0894525319 100644 --- a/crawl-ref/source/dgn-swamp.cc +++ b/crawl-ref/source/dgn-swamp.cc @@ -25,18 +25,17 @@ static void _swamp_slushy_patches(int depth_multiplier) random_range(2, 6), int_range(8 + depth_offset, 17 + depth_offset), - margin); + margin); } } } static dungeon_feature_type _swamp_feature_for_height(int height) { - return height >= 14? DNGN_DEEP_WATER : - height > 0? DNGN_SHALLOW_WATER : + return height >= 14 ? DNGN_DEEP_WATER : + height > 0 ? DNGN_SHALLOW_WATER : height > -9 ? DNGN_FLOOR : - height > -13 ? DNGN_SHALLOW_WATER : - height > -17 && coinflip() ? DNGN_SHALLOW_WATER : + height > -10 ? DNGN_SHALLOW_WATER : DNGN_SWAMP_TREE; } @@ -49,7 +48,9 @@ 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_SWAMP_TREE; + } else grd(c) = _swamp_feature_for_height(dgn_height_at(c)); } @@ -62,7 +63,7 @@ void dgn_build_swamp_level() env.level_layout_types.insert("swamp"); const int swamp_depth = you.depth - 1; - dgn_initialise_heightmap(-17); + dgn_initialise_heightmap(-19); _swamp_slushy_patches(swamp_depth * 3); dgn_smooth_heights(); _swamp_apply_features(2); |