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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-01 14:32:57 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-01 14:32:57 +0000
commit6e6f15e72a505631d8ce778da9a54024c774bfc9 (patch)
tree9524dcc562497091bb1964d601717b1756944e0a /crawl-ref/source/dungeon.h
parent033b2f5904e3a87e5ce2605b2779be860bf46682 (diff)
downloadcrawl-ref-6e6f15e72a505631d8ce778da9a54024c774bfc9.tar.gz
crawl-ref-6e6f15e72a505631d8ce778da9a54024c774bfc9.zip
Fix wizard mode being unable to create monsters of nonfloor habitat.
Changed labyrinth handling for minotaurs: Instead of being magic mappable, labyrinths are plain mappable. Yes, that makes everything much easier, but allowing magic mapping and yet you still have to trudge along by hand (rather than use autotravel) is worse. To make up for it, we might want to boost the monster minotaur (trying to defend its home against a rival?) Or we could just remove the difference altogether... Cleaned up debug.cc a bit. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5401 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dungeon.h')
-rw-r--r--crawl-ref/source/dungeon.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/dungeon.h b/crawl-ref/source/dungeon.h
index fa7ad5e945..3fbfc3b481 100644
--- a/crawl-ref/source/dungeon.h
+++ b/crawl-ref/source/dungeon.h
@@ -326,7 +326,8 @@ int count_neighbours(int x, int y, dungeon_feature_type feat);
class mons_spec;
bool dgn_place_monster(mons_spec &mspec,
int monster_level, int vx, int vy,
- bool generate_awake, bool patrolling = false);
+ bool force_pos = false, bool generate_awake = false,
+ bool patrolling = false);
bool set_level_flags(unsigned long flags, bool silent = false);
bool unset_level_flags(unsigned long flags, bool silent = false);