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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/overmap.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/overmap.cc')
-rw-r--r--crawl-ref/source/overmap.cc68
1 files changed, 8 insertions, 60 deletions
diff --git a/crawl-ref/source/overmap.cc b/crawl-ref/source/overmap.cc
index 0dfa0c47fe..117e8d96d6 100644
--- a/crawl-ref/source/overmap.cc
+++ b/crawl-ref/source/overmap.cc
@@ -425,68 +425,16 @@ void seen_staircase( unsigned char which_staircase, const coord_def& pos )
// - stairs returning to dungeon - predictable
// - entrances to the hells - always in vestibule
- branch_type which_branch = BRANCH_MAIN_DUNGEON;
-
- switch ( which_staircase )
+ int i;
+ for ( i = 0; i < NUM_BRANCHES; ++i )
{
- case DNGN_ENTER_ORCISH_MINES:
- which_branch = BRANCH_ORCISH_MINES;
- break;
- case DNGN_ENTER_HIVE:
- which_branch = BRANCH_HIVE;
- break;
- case DNGN_ENTER_LAIR:
- which_branch = BRANCH_LAIR;
- break;
- case DNGN_ENTER_SLIME_PITS:
- which_branch = BRANCH_SLIME_PITS;
- break;
- case DNGN_ENTER_VAULTS:
- which_branch = BRANCH_VAULTS;
- break;
- case DNGN_ENTER_CRYPT:
- which_branch = BRANCH_CRYPT;
- break;
- case DNGN_ENTER_HALL_OF_BLADES:
- which_branch = BRANCH_HALL_OF_BLADES;
- break;
- case DNGN_ENTER_ZOT:
- which_branch = BRANCH_HALL_OF_ZOT;
- break;
- case DNGN_ENTER_TEMPLE:
- which_branch = BRANCH_ECUMENICAL_TEMPLE;
- break;
- case DNGN_ENTER_SNAKE_PIT:
- which_branch = BRANCH_SNAKE_PIT;
- break;
- case DNGN_ENTER_ELVEN_HALLS:
- which_branch = BRANCH_ELVEN_HALLS;
- break;
- case DNGN_ENTER_TOMB:
- which_branch = BRANCH_TOMB;
- break;
- case DNGN_ENTER_SWAMP:
- which_branch = BRANCH_SWAMP;
- break;
- case DNGN_ENTER_DIS:
- which_branch = BRANCH_DIS;
- break;
- case DNGN_ENTER_GEHENNA:
- which_branch = BRANCH_GEHENNA;
- break;
- case DNGN_ENTER_COCYTUS:
- which_branch = BRANCH_COCYTUS;
- break;
- case DNGN_ENTER_TARTARUS:
- which_branch = BRANCH_TARTARUS;
- break;
- default:
- break;
+ if ( branches[i].entry_stairs == which_staircase )
+ {
+ stair_level[branches[i].id] = level_id::current();
+ break;
+ }
}
-
- ASSERT(which_branch != BRANCH_MAIN_DUNGEON);
-
- stair_level[which_branch] = level_id::current();
+ ASSERT( i != NUM_BRANCHES );
}
// if player has seen an altar; record it