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authorSteve Melenchuk <smelenchuk@gmail.com>2013-11-05 18:20:09 -0700
committerSteve Melenchuk <smelenchuk@gmail.com>2013-11-05 18:25:24 -0700
commitc575ec780f51b7f8664ead7477c239215ffa1223 (patch)
tree29c7e220c587eaba6a30aad6aef3021a2fe9209f /crawl-ref/source/lev-pand.cc
parentf07a810f8ea556a26e6e9094a704d1e19f9dfb7b (diff)
downloadcrawl-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.cc17
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);
-}