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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-27 14:00:53 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-27 14:00:53 +0000
commit826f76090eeb25a0ea8dbc0ff52968ce14732015 (patch)
tree8659c41c2db87f12605aff2817b42752bc8b343b /crawl-ref/source/effects.cc
parent12c403b697ccdab148c55ab2d634f3ee424c0cc0 (diff)
downloadcrawl-ref-826f76090eeb25a0ea8dbc0ff52968ce14732015.tar.gz
crawl-ref-826f76090eeb25a0ea8dbc0ff52968ce14732015.zip
* Add special tiles for the special runes (hells, demon lords).
* Really use Cocytus tiles for the Ice Cave. * Add a small lab vault containing the trapdoor spider because it just fits. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7655 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r--crawl-ref/source/effects.cc8
1 files changed, 6 insertions, 2 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index 7d35debce6..10087e2ddb 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -2508,6 +2508,7 @@ void change_labyrinth(bool msg)
}
#ifdef WIZARD
+ // Remove old highlighted areas to make place for the new ones.
for (rectangle_iterator ri(1); ri; ++ri)
env.map(*ri).property &= ~(FPROP_HIGHLIGHT);
#endif
@@ -2609,6 +2610,9 @@ void change_labyrinth(bool msg)
// Rather than use old_grid directly, replace with an adjacent
// wall type, preferably stone, rock, or metal.
+ // TODO: Blood is currently left on the grid even though it turned
+ // into a wall or floor. Rather, it should be nudged aside to
+ // a grid of similar type.
old_grid = grd[p.x-1][p.y];
if (!grid_is_wall(old_grid))
{
@@ -2623,13 +2627,13 @@ void change_labyrinth(bool msg)
old_grid = DNGN_STONE_WALL;
}
else if (old_grid != DNGN_ROCK_WALL && old_grid != DNGN_STONE_WALL
- && old_grid != DNGN_METAL_WALL)
+ && old_grid != DNGN_METAL_WALL && !one_chance_in(3))
{
old_grid = grd[p.x][p.y+1];
}
}
else if (old_grid != DNGN_ROCK_WALL && old_grid != DNGN_STONE_WALL
- && old_grid != DNGN_METAL_WALL)
+ && old_grid != DNGN_METAL_WALL && !one_chance_in(3))
{
old_grid = grd[p.x+1][p.y];
}