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author | Steve Melenchuk <smelenchuk@gmail.com> | 2013-11-05 18:20:09 -0700 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2013-11-05 18:25:24 -0700 |
commit | c575ec780f51b7f8664ead7477c239215ffa1223 (patch) | |
tree | 29c7e220c587eaba6a30aad6aef3021a2fe9209f /crawl-ref/source/lev-pand.cc | |
parent | f07a810f8ea556a26e6e9094a704d1e19f9dfb7b (diff) | |
download | crawl-ref-c575ec780f51b7f8664ead7477c239215ffa1223.tar.gz crawl-ref-c575ec780f51b7f8664ead7477c239215ffa1223.zip |
Prune and simplify Pan monster generation logic.
There's not much preventing normal monster generation algorithms from
being used here, so they're used now; this has the benefit of
simplifying some vault syntax as well.
Diffstat (limited to 'crawl-ref/source/lev-pand.cc')
-rw-r--r-- | crawl-ref/source/lev-pand.cc | 17 |
1 files changed, 1 insertions, 16 deletions
diff --git a/crawl-ref/source/lev-pand.cc b/crawl-ref/source/lev-pand.cc index d4320a3065..e7527887fb 100644 --- a/crawl-ref/source/lev-pand.cc +++ b/crawl-ref/source/lev-pand.cc @@ -43,7 +43,7 @@ static colour_t _pan_rock_colour() void init_pandemonium(void) { - for (int pc = 0; pc < 10; ++pc) + for (int pc = 0; pc < PAN_MONS_ALLOC; ++pc) { env.mons_alloc[pc] = random_choose( MONS_NEQOXEC, @@ -115,18 +115,3 @@ void init_pandemonium(void) env.floor_colour = _pan_floor_colour(); env.rock_colour = _pan_rock_colour(); } - -void pandemonium_mons(void) -{ - // must leave allowance for monsters rare on pandemonium (wizards, etc.) - monster_type pan_mons = env.mons_alloc[random2(10)]; - - if (one_chance_in(40)) - pan_mons = pick_monster_no_rarity(BRANCH_PANDEMONIUM); - - mgen_data mg(pan_mons); - mg.place = level_id(BRANCH_PANDEMONIUM); - mg.flags |= MG_PERMIT_BANDS; - - mons_place(mg); -} |