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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-30 14:32:21 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-30 14:32:21 +0000
commit0e65534b50e40a32611842551af39a089eff48af (patch)
treebd03973481f7ac07748fc1d15a119d680982f0ac /crawl-ref/source/dungeon.cc
parentf69da63b88187593335b68ac29356b561662997c (diff)
downloadcrawl-ref-0e65534b50e40a32611842551af39a089eff48af.tar.gz
crawl-ref-0e65534b50e40a32611842551af39a089eff48af.zip
Enable Chaos Knights of Lugonu starting out in the Abyss.
I've marked these characters with GDT_GAME_START, so that * the player starts out on an altar to Lugonu * there's an exit back to the Dungeon near-by * returning into the Dungeon always places them into the entry vault on level 1 * no abyssal runes are ever generated * item generation matches that of level 1 * monster spawn rates are that of the orb run to enforce a quick return into the Dungeon Once the player returns to the Dungeon (via an exit or with Lugonu's first power) char_direction is properly set to GDT_DESCENDING and from then on the game continues as if they had started in the Dungeon. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6245 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dungeon.cc')
-rw-r--r--crawl-ref/source/dungeon.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index 09cd0d6cce..3a5d8035a9 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -278,7 +278,7 @@ static callback_map level_type_post_callbacks;
*********************************************************************/
bool builder(int level_number, int level_type)
{
- const std::set<std::string> uniq_tags = you.uniq_map_tags;
+ const std::set<std::string> uniq_tags = you.uniq_map_tags;
const std::set<std::string> uniq_names = you.uniq_map_names;
// N tries to build the level, after which we bail with a capital B.
@@ -3052,9 +3052,9 @@ static void _builder_items(int level_number, char level_type, int items_wanted)
// Guarantee that the knife is uncursed and non-special.
if (item_no != NON_ITEM)
{
- mitm[item_no].plus = 0;
- mitm[item_no].plus2 = 0;
- mitm[item_no].flags = 0; // no id, no race/desc, no curse
+ mitm[item_no].plus = 0;
+ mitm[item_no].plus2 = 0;
+ mitm[item_no].flags = 0; // no id, no race/desc, no curse
mitm[item_no].special = 0; // no ego type
}
}