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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-07-14 20:26:05 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-07-14 20:26:05 +0000
commit26f8d2de7b69e5cc901b293f76dd0ded073ad1b7 (patch)
tree87209d39e974b90f25cc2da991c7156cf91c8720 /crawl-ref/source/stuff.cc
parent258300c2d7b30f3ccdcd43b804b4ff9055dae917 (diff)
downloadcrawl-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/stuff.cc')
-rw-r--r--crawl-ref/source/stuff.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/crawl-ref/source/stuff.cc b/crawl-ref/source/stuff.cc
index 6d3d0ec719..bb949801dd 100644
--- a/crawl-ref/source/stuff.cc
+++ b/crawl-ref/source/stuff.cc
@@ -143,8 +143,8 @@ rectangle_iterator::rectangle_iterator( int x_border_dist, int y_border_dist )
if (y_border_dist < 0)
y_border_dist = x_border_dist;
- topleft.set( x_border_dist, y_border_dist );
- bottomright.set( GXM - x_border_dist - 1, GYM - y_border_dist - 1 );
+ topleft.set(x_border_dist, y_border_dist);
+ bottomright.set(GXM - x_border_dist - 1, GYM - y_border_dist - 1);
current = topleft;
}
@@ -245,12 +245,12 @@ void radius_iterator::step_back()
const int miny = std::max(Y_BOUND_1+1, center.y - radius);
location.x--;
- if ( location.x < minx )
+ if (location.x < minx)
{
location.x = maxx;
location.y--;
- if ( location.y < miny )
- iter_done = true; // hmm
+ if (location.y < miny)
+ iter_done = true;
}
}