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author | Adam Borowski <kilobyte@angband.pl> | 2012-06-05 12:44:56 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2012-06-05 16:42:50 +0200 |
commit | f609fe6accdd2449efa1040219cb1ced0fcb3ec7 (patch) | |
tree | 1ebc4fe31c8d2088614b0aca129289913fc97621 /crawl-ref/source/env.h | |
parent | 92f49e89f3b8357d4217568449dd4f33de581aa6 (diff) | |
download | crawl-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.h | 1 |
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; |