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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-30 14:32:21 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-30 14:32:21 +0000
commit0e65534b50e40a32611842551af39a089eff48af (patch)
treebd03973481f7ac07748fc1d15a119d680982f0ac /crawl-ref/source/misc.cc
parentf69da63b88187593335b68ac29356b561662997c (diff)
downloadcrawl-ref-0e65534b50e40a32611842551af39a089eff48af.tar.gz
crawl-ref-0e65534b50e40a32611842551af39a089eff48af.zip
Enable Chaos Knights of Lugonu starting out in the Abyss.
I've marked these characters with GDT_GAME_START, so that * the player starts out on an altar to Lugonu * there's an exit back to the Dungeon near-by * returning into the Dungeon always places them into the entry vault on level 1 * no abyssal runes are ever generated * item generation matches that of level 1 * monster spawn rates are that of the orb run to enforce a quick return into the Dungeon Once the player returns to the Dungeon (via an exit or with Lugonu's first power) char_direction is properly set to GDT_DESCENDING and from then on the game continues as if they had started in the Dungeon. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6245 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/misc.cc')
-rw-r--r--crawl-ref/source/misc.cc14
1 files changed, 7 insertions, 7 deletions
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc
index 5d3e01675f..a7a8002049 100644
--- a/crawl-ref/source/misc.cc
+++ b/crawl-ref/source/misc.cc
@@ -1475,8 +1475,8 @@ bool check_annotation_exclusion_warning()
void up_stairs(dungeon_feature_type force_stair,
entry_cause_type entry_cause)
{
- dungeon_feature_type stair_find =
- force_stair? force_stair : grd[you.x_pos][you.y_pos];
+ dungeon_feature_type stair_find = (force_stair ? force_stair
+ : grd[you.x_pos][you.y_pos]);
const branch_type old_where = you.where_are_you;
const level_area_type old_level_type = you.level_type;
@@ -1822,7 +1822,7 @@ void down_stairs( int old_level, dungeon_feature_type force_stair,
// reaching the Abyss.
if (grd[you.x_pos][you.y_pos] == DNGN_ENTER_ABYSS)
mark_milestone("abyss.enter", "entered the Abyss!");
- else if (grd[you.x_pos][you.y_pos] == DNGN_EXIT_ABYSS)Picture
+ else if (grd[you.x_pos][you.y_pos] == DNGN_EXIT_ABYSS)
mark_milestone("abyss.exit", "escaped from the Abyss!");
}
#endif
@@ -2024,7 +2024,7 @@ void down_stairs( int old_level, dungeon_feature_type force_stair,
if (entered_branch)
{
- if ( branches[you.where_are_you].entry_message )
+ if (branches[you.where_are_you].entry_message)
mpr(branches[you.where_are_you].entry_message);
else
mprf("Welcome to %s!", branches[you.where_are_you].longname);
@@ -2052,7 +2052,7 @@ void down_stairs( int old_level, dungeon_feature_type force_stair,
if (god_gives_permanent_followers(you.religion))
you.friendly_pickup = Options.default_friendly_pickup;
- switch(you.level_type)
+ switch (you.level_type)
{
case LEVEL_DUNGEON:
xom_is_stimulated(49);
@@ -2137,7 +2137,7 @@ void down_stairs( int old_level, dungeon_feature_type force_stair,
if (player_in_hell())
{
you.where_are_you = BRANCH_MAIN_DUNGEON;
- you.your_level = you.hell_exit - 1;
+ you.your_level = you.hell_exit - 1;
}
break;
@@ -2158,7 +2158,7 @@ void down_stairs( int old_level, dungeon_feature_type force_stair,
if (player_in_hell())
{
you.where_are_you = BRANCH_MAIN_DUNGEON;
- you.hell_exit = 26;
+ you.hell_exit = 26;
you.your_level = 26;
}
}