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authorSteve Melenchuk <smelenchuk@gmail.com>2014-07-26 17:54:05 -0600
committerSteve Melenchuk <smelenchuk@gmail.com>2014-07-26 17:54:05 -0600
commited6adb91d2154da1d5e4ee08eb45e4b2a8585911 (patch)
tree911ac1c72d3bd585ca54f271ca3eb1cc2b268bb2 /crawl-ref/source/dungeon.h
parenteac0335949a95aeaab132a3cfa76bb806aacb9e3 (diff)
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Veto a level if the primary vault's exits fail to connect.
This doesn't solve the underlying problem, whatever it is, but it should stop games from reaching an unplayable state.
Diffstat (limited to 'crawl-ref/source/dungeon.h')
-rw-r--r--crawl-ref/source/dungeon.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/dungeon.h b/crawl-ref/source/dungeon.h
index 8e237e5f2a..d581ac8a7b 100644
--- a/crawl-ref/source/dungeon.h
+++ b/crawl-ref/source/dungeon.h
@@ -139,7 +139,7 @@ public:
void reset();
void apply_grid();
void draw_at(const coord_def &c);
- void connect(bool spotty = false) const;
+ int connect(bool spotty = false) const;
string map_name_at(const coord_def &c) const;
dungeon_feature_type feature_at(const coord_def &c);
bool is_exit(const coord_def &c);