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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-26 12:35:56 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-26 12:35:56 +0000
commit760d182372b577060b2a48baef13d97e3f5e11b6 (patch)
treec7ee6b836aa661870f72e57ae162983032c6e5ff /crawl-ref/source/maps.cc
parent92a5149b413abe69641720581624b5f867e663e5 (diff)
downloadcrawl-ref-760d182372b577060b2a48baef13d97e3f5e11b6.tar.gz
crawl-ref-760d182372b577060b2a48baef13d97e3f5e11b6.zip
Add a "patrolling" flag to monster creation in mapdef and dungeon.cc,
and add it to Orb Guardians in Zot:5. At least in theory, they should now be returning to their starting points if you flee and stay away for long enough. "In theory" because the bad monster pathfinding prevents them from actually finding their way back. We've got the same problem with minotaurs in labyrinths, who've also got this flag set. Because of these restrictions it's almost impossible to test whether it would work without such problems. In any case, it's there for later. Also: spacing and commenting fixes in dungeon.cc. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5253 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/maps.cc')
-rw-r--r--crawl-ref/source/maps.cc18
1 files changed, 9 insertions, 9 deletions
diff --git a/crawl-ref/source/maps.cc b/crawl-ref/source/maps.cc
index 2aeadcf73d..9caa13ee6c 100644
--- a/crawl-ref/source/maps.cc
+++ b/crawl-ref/source/maps.cc
@@ -54,29 +54,29 @@ static std::vector<map_def> vdefs;
/* ******************** BEGIN PUBLIC FUNCTIONS ******************* */
-// remember (!!!) - if a member of the monster array isn't specified
+// Remember (!!!) - if a member of the monster array isn't specified
// within a vault subroutine, assume that it holds a random monster
// -- only in cases of explicit monsters assignment have I listed
// out random monster insertion {dlb}
-// make sure that vault_n, where n is a number, is a vault which can be put
+// Make sure that vault_n, where n is a number, is a vault which can be put
// anywhere, while other vault names are for specific level ranges, etc.
-int vault_main(
- map_type vgrid,
- vault_placement &place,
- int which_vault,
- bool check_place,
- bool clobber)
+int vault_main( map_type vgrid,
+ vault_placement &place,
+ int which_vault,
+ bool check_place,
+ bool clobber)
{
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "Generating level: %s (%d,%d)",
vdefs[which_vault].name.c_str(),
place.pos.x, place.pos.y);
+
if (crawl_state.map_stat_gen)
mapgen_report_map_try(vdefs[which_vault]);
#endif
- // first, fill in entirely with walls and null-terminate {dlb}:
+ // First, fill in entirely with walls and null-terminate {dlb}:
for (int vx = 0; vx < MAP_SIDE; vx++)
{
for (int vy = 0; vy < MAP_SIDE; vy++)