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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-29 00:54:15 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-29 00:54:15 +0000 |
commit | 86bae0c1a3a28bc81c0fb66576e63c0a965c292c (patch) | |
tree | 360f93338d3a9978c03842451c494765f221d471 /crawl-ref/source/mtransit.cc | |
parent | 4df1ff7d51ee4c57b53af69e9f5e7db3ee72ab1a (diff) | |
download | crawl-ref-86bae0c1a3a28bc81c0fb66576e63c0a965c292c.tar.gz crawl-ref-86bae0c1a3a28bc81c0fb66576e63c0a965c292c.zip |
Prevent shafts from being created in corridors, at least until
around dungeon level 7.
Rename ROCK_STAIRS to ESCAPE_HATCH, as well as the corresponding
function, since I think that the escape hatches are such a cool
concept that we won't be going back, and the current coding name
is a bit confusing.
Clean up dungeon.cc. I'll probably have to add stuff into our
new conventions file as I've been making up a lot of new rules
in trying to make the code more readable. (Rules concerning
nested brackets, and function indentation, etc.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3927 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/mtransit.cc')
-rw-r--r-- | crawl-ref/source/mtransit.cc | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/mtransit.cc b/crawl-ref/source/mtransit.cc index 20c5510bc1..2048ae8d0b 100644 --- a/crawl-ref/source/mtransit.cc +++ b/crawl-ref/source/mtransit.cc @@ -210,8 +210,8 @@ void place_transiting_items() pos.y = random_range(Y_BOUND_1 + 1, Y_BOUND_2 - 1); } - const coord_def where_to_go = - dgn_find_nearby_stair(DNGN_ROCK_STAIRS_DOWN, pos, true); + const coord_def where_to_go + = dgn_find_nearby_stair(DNGN_ESCAPE_HATCH_DOWN, pos, true); // List of items we couldn't place if (!copy_item_to_grid(*item, where_to_go.x, where_to_go.y)) @@ -258,7 +258,7 @@ bool follower::place(bool near_player) && in_bounds(m.pos())) { const coord_def where_to_go = - dgn_find_nearby_stair(DNGN_ROCK_STAIRS_DOWN, + dgn_find_nearby_stair(DNGN_ESCAPE_HATCH_DOWN, m.pos(), true); if (monster_habitable_grid(&m, grd(where_to_go))) |