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authorAdam Borowski <kilobyte@angband.pl>2013-03-20 03:29:01 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-03-20 03:29:01 +0100
commit630cb13277100dd2dfbdd6881b64086b5580405f (patch)
tree3415e70d076511f58e6498c8c2020dff7f0b1387 /crawl-ref/source/mon-pick.h
parent93f01275cadbe79330f1b8329fe58ea556035773 (diff)
downloadcrawl-ref-630cb13277100dd2dfbdd6881b64086b5580405f.tar.gz
crawl-ref-630cb13277100dd2dfbdd6881b64086b5580405f.zip
Rewrite zombie selection.
It now uses regular mon_pick instead of an extremely quirky loop that spins around with a low chance of success, relaxing requirements slowly. If there are no zombifiables for the given branch, monsters from parallel branches get allowed too. Note that there are two code paths for zombie selection, the other one being requesting a zombie via mapdef. REAL CHANGE: depth is actually obeyed now, rather than merely kind of. This gets rid of all those rat and kobold zombies later on, at the cost of severely reducing variety in some cases. The base depth is current level+4, like before.
Diffstat (limited to 'crawl-ref/source/mon-pick.h')
-rw-r--r--crawl-ref/source/mon-pick.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-pick.h b/crawl-ref/source/mon-pick.h
index 6f0217dae7..55383463d5 100644
--- a/crawl-ref/source/mon-pick.h
+++ b/crawl-ref/source/mon-pick.h
@@ -19,6 +19,7 @@ int mons_depth(monster_type mcls, branch_type branch);
monster_type pick_monster(level_id place, mon_pick_vetoer veto = nullptr);
monster_type pick_monster_no_rarity(branch_type branch);
monster_type pick_monster_by_hash(branch_type branch, uint32_t hash);
+monster_type pick_monster_all_branches(int absdepth0, mon_pick_vetoer veto = nullptr);
bool branch_has_monsters(branch_type branch);
int branch_ood_cap(branch_type branch);