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author | haranp <haranp@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-04-12 14:19:56 +0000 |
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committer | haranp <haranp@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-04-12 14:19:56 +0000 |
commit | 2269f51342b63e5b8670da098b71998d4b4dd901 (patch) | |
tree | 2cb1bc0cc8a57e75bbc858e59cf0c9d705785142 /crawl-ref/source/mon-pick.cc | |
parent | 0e5f00f8997011546d2010e975bcce3ccd78be91 (diff) | |
download | crawl-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.cc | 61 |
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); |