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authorharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2007-04-12 14:19:56 +0000
committerharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2007-04-12 14:19:56 +0000
commit2269f51342b63e5b8670da098b71998d4b4dd901 (patch)
tree2cb1bc0cc8a57e75bbc858e59cf0c9d705785142 /crawl-ref/source/mon-pick.cc
parent0e5f00f8997011546d2010e975bcce3ccd78be91 (diff)
downloadcrawl-ref-2269f51342b63e5b8670da098b71998d4b4dd901.tar.gz
crawl-ref-2269f51342b63e5b8670da098b71998d4b4dd901.zip
Added a new Island branch, based on dpeg's ideas.
In any given game, either the Islands or the Swamp will be generated (50% chance of each) as Lair subbranches. The Islands have a ranged-attackers theme and are 5 levels deep. THIS IMPLEMENTATION IS INCOMPLETE, so beware! The following things need to be added: 1. A level-5 vault to contain the islands rune (the rune is coded, but it doesn't show up yet - so for now, if you get the Islands, you'll be stuck with one less rune.) A unique Cyclops, Polyphemus, to guard it might be a nice idea. Perhaps we should block controlled teleport until he's dead, too. 2. Making the island structure depth-dependent (i.e., more islands on deeper levels.) 3. Shallow water fractalisation. 4. Probably more stuff I forgot. I also put in various minor fixes. Breaks savefiles, possibly highscores too. I'll put in a savefile version bump later. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1289 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/mon-pick.cc')
-rw-r--r--crawl-ref/source/mon-pick.cc61
1 files changed, 61 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-pick.cc b/crawl-ref/source/mon-pick.cc
index b06023d686..a8e9d89e9c 100644
--- a/crawl-ref/source/mon-pick.cc
+++ b/crawl-ref/source/mon-pick.cc
@@ -1874,6 +1874,67 @@ int mons_tomb_rare(int mcls)
}
} // end mons_tomb_rare()
+int mons_islands_level(int mcls)
+{
+ int mlev = absdungeon_depth(BRANCH_ISLANDS, 1);
+ switch (mcls)
+ {
+ case MONS_BUTTERFLY:
+ case MONS_PLANT:
+ break;
+
+ case MONS_CENTAUR:
+ case MONS_ETTIN:
+ case MONS_SHEEP:
+ mlev++;
+ break;
+ case MONS_CENTAUR_WARRIOR:
+ case MONS_CYCLOPS: // will have a sheep band
+ case MONS_YAKTAUR:
+ mlev += 2;
+ break;
+ case MONS_STONE_GIANT:
+ case MONS_YAKTAUR_CAPTAIN:
+ case MONS_OKLOB_PLANT:
+ mlev += 4;
+ break;
+ default:
+ mlev += 99;
+ }
+ return mlev;
+}
+
+int mons_islands_rare(int mcls)
+{
+ switch (mcls)
+ {
+ case MONS_PLANT:
+ return 150;
+
+ case MONS_ETTIN:
+ case MONS_CENTAUR:
+ return 50;
+
+ case MONS_SHEEP:
+ case MONS_BUTTERFLY:
+ case MONS_YAKTAUR:
+ return 35;
+
+ case MONS_CYCLOPS:
+ case MONS_CENTAUR_WARRIOR:
+ return 20;
+
+ case MONS_STONE_GIANT:
+ case MONS_YAKTAUR_CAPTAIN:
+ return 10;
+
+ case MONS_OKLOB_PLANT:
+ return 5;
+ default:
+ return 0;
+ }
+}
+
int mons_swamp_level(int mcls)
{
int mlev = absdungeon_depth(BRANCH_SWAMP, 1);