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authorAdam Borowski <kilobyte@angband.pl>2012-06-05 12:44:56 +0200
committerAdam Borowski <kilobyte@angband.pl>2012-06-05 16:42:50 +0200
commitf609fe6accdd2449efa1040219cb1ced0fcb3ec7 (patch)
tree1ebc4fe31c8d2088614b0aca129289913fc97621 /crawl-ref/source/env.h
parent92f49e89f3b8357d4217568449dd4f33de581aa6 (diff)
downloadcrawl-ref-f609fe6accdd2449efa1040219cb1ced0fcb3ec7.tar.gz
crawl-ref-f609fe6accdd2449efa1040219cb1ced0fcb3ec7.zip
Let Sunlight linger for a while, don't track monsters with spotlights.
It was strange that the light would magically follow everyone who was in the initial spot for a duration -- with five independent spotlights no less. Sunlight now creates a stationary halo instead. Evaporating water is no longer instant, but the area potentially evaporated is bigger, to compensate. The old cross-shaped area is guaranteed, the rest of haloed stuff (ie, corners of the 3x3 space) have a 50% chance. Also, the 1/100 chance to spawn a plant per evaporated square of shallow water is no more, it was too obscure.
Diffstat (limited to 'crawl-ref/source/env.h')
-rw-r--r--crawl-ref/source/env.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/env.h b/crawl-ref/source/env.h
index 2c9a29a049..fb642f2cd6 100644
--- a/crawl-ref/source/env.h
+++ b/crawl-ref/source/env.h
@@ -105,6 +105,7 @@ struct crawl_environment
int forest_awoken_until;
int density;
int absdepth0;
+ std::vector<std::pair<coord_def, int> > sunlight;
// Volatile level flags, not saved.
uint32_t level_state;