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authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-08-11 20:56:55 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-08-11 20:56:55 +0000
commite9e1be789c12cdbaaaeb048251dae0dc22a320ba (patch)
treef62f547aba1d78f1bcbf4b6d09b5c9a1bbc2913b /crawl-ref/source/mon-pick.cc
parent4c51cdab684e245dd8f050171294dcbc5c471bfe (diff)
downloadcrawl-ref-e9e1be789c12cdbaaaeb048251dae0dc22a320ba.tar.gz
crawl-ref-e9e1be789c12cdbaaaeb048251dae0dc22a320ba.zip
Give Lugonu Banishment and Corruption. I've left the old Bend Space in, because
there needs to be an invocation that can train Invocations, and Banishment is too costly to use for everyday training. Corruption is still a first-cut, needs more work and playtesting: - Terrain modification is one-time only. Creeping modification requires too much savegame magic. - The monsters gated in during the corruption effect are occasionally hostile, but mostly neutral. Neutrals will attack hostile monsters and also pets, but will leave other neutrals and the player alone (in general). A neutral that wants to go somewhere, but finds the player in the way will still take a swing at the player. - Beams are still not fixed to handle neutrals correctly (so neutrals do not target and shoot right yet), will fix soon. Breaks save compatibility. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1990 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/mon-pick.cc')
-rw-r--r--crawl-ref/source/mon-pick.cc16
1 files changed, 8 insertions, 8 deletions
diff --git a/crawl-ref/source/mon-pick.cc b/crawl-ref/source/mon-pick.cc
index db5eb88d53..50ad85f64b 100644
--- a/crawl-ref/source/mon-pick.cc
+++ b/crawl-ref/source/mon-pick.cc
@@ -20,29 +20,29 @@
// NB - When adding new branches or levels above 50, you must
// change pre-game deletion routine in new_game in newgame.cc
-int mons_level(int mcls)
+int mons_level(int mcls, const level_id &place)
{
int monster_level = 0;
- if (you.level_type == LEVEL_ABYSS)
+ if (place.level_type == LEVEL_ABYSS)
monster_level = ((mons_abyss(mcls)) ? 51 : 0);
- else if (you.level_type == LEVEL_PANDEMONIUM)
+ else if (place.level_type == LEVEL_PANDEMONIUM)
monster_level = ((mons_pan(mcls)) ? 52 : 0);
- else
- monster_level = your_branch().mons_level_function(mcls);
+ else if (place.level_type == LEVEL_DUNGEON)
+ monster_level = branches[place.branch].mons_level_function(mcls);
return monster_level;
}
// higher values returned means the monster is "more common"
// a return value of zero means the monster will never appear {dlb}
-int mons_rarity(int mcls)
+int mons_rarity(int mcls, const level_id &place)
{
// now, what about pandemonium ??? {dlb}
- if (you.level_type == LEVEL_ABYSS)
+ if (place.level_type == LEVEL_ABYSS)
return mons_rare_abyss(mcls);
else
- return your_branch().mons_rarity_function(mcls);
+ return branches[place.branch].mons_rarity_function(mcls);
}
bool mons_abyss(int mcls)