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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-27 14:00:53 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-27 14:00:53 +0000 |
commit | 826f76090eeb25a0ea8dbc0ff52968ce14732015 (patch) | |
tree | 8659c41c2db87f12605aff2817b42752bc8b343b /crawl-ref/source/effects.cc | |
parent | 12c403b697ccdab148c55ab2d634f3ee424c0cc0 (diff) | |
download | crawl-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.cc | 8 |
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]; } |