summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/tilereg.cc
diff options
context:
space:
mode:
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/tilereg.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/tilereg.cc')
-rw-r--r--crawl-ref/source/tilereg.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/tilereg.cc b/crawl-ref/source/tilereg.cc
index af00afb78b..28158b4a97 100644
--- a/crawl-ref/source/tilereg.cc
+++ b/crawl-ref/source/tilereg.cc
@@ -2336,7 +2336,7 @@ void MapRegion::pack_buffers()
for (int y = m_min_gy; y <= m_max_gy; y++)
{
map_feature f = (map_feature)m_buf[x + y * mx];
- map_colour c = m_colours[f];
+ map_colour c = m_colours[f];
float pos_x = x - m_min_gx;
float pos_y = y - m_min_gy;