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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-07-14 20:26:05 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-07-14 20:26:05 +0000 |
commit | 26f8d2de7b69e5cc901b293f76dd0ded073ad1b7 (patch) | |
tree | 87209d39e974b90f25cc2da991c7156cf91c8720 /crawl-ref/source/player.cc | |
parent | 258300c2d7b30f3ccdcd43b804b4ff9055dae917 (diff) | |
download | crawl-ref-26f8d2de7b69e5cc901b293f76dd0ded073ad1b7.tar.gz crawl-ref-26f8d2de7b69e5cc901b293f76dd0ded073ad1b7.zip |
Tweak Shoals algorithm to place the islands a bit more central and away from
the border (so they're not cut off anymore).
Also add a new feature type DNGN_OPEN_SEA that is an impassible feature only
intended for the Shoals border. Will need special handling for confusion, I
guess.
I've also tweaked the level generation, so Shoals vaults don't need to be
connected anymore (the algorithm just adds superfluous floor corridors), but
I still get loads of corridors on the bottom level - frustratingly enough
only inside the map border, and they (usually) don't even contain any stairs
or other features. It's maddening!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10213 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r-- | crawl-ref/source/player.cc | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc index 2f726ade12..1d13865abd 100644 --- a/crawl-ref/source/player.cc +++ b/crawl-ref/source/player.cc @@ -2944,7 +2944,7 @@ void forget_map(unsigned char chance_forgotten, bool force) && chance_forgotten < 100); const int radius = (use_lab_check && you.species == SP_MINOTAUR) ? 40*40 : 25*25; - for (rectangle_iterator ri(1); ri; ++ri) + for (rectangle_iterator ri(0); ri; ++ri) { if (!see_grid(*ri) && (force || x_chance_in_y(chance_forgotten, 100) |