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authorSteve Melenchuk <smelenchuk@gmail.com>2013-11-02 20:31:31 -0600
committerAdam Borowski <kilobyte@angband.pl>2013-11-12 06:41:06 +0100
commit1b62a5d5613b076a70117541fb9b0aa831dcf122 (patch)
treeb11ad58c0f1b8af3f10987b2c5846560cfe54e0a /crawl-ref/source/travel.cc
parentc7c129ded1e36e56fc4b992bc773c2d77c90be18 (diff)
downloadcrawl-ref-1b62a5d5613b076a70117541fb9b0aa831dcf122.tar.gz
crawl-ref-1b62a5d5613b076a70117541fb9b0aa831dcf122.zip
Transform the lower half of D into a new branch: the Depths.
D is now 16 levels (the unsealed part was 14 levels previously), and the Depths are six levels. Vaults is enterable from Depths:2-5; Abyss, Hell, and Pan portals are available for the entire length of the branch. Right now the monster set is identical to Vaults except for the absence of Vaults-specific humans. D's monster set has also been truncated, mainly on the out-of-depth front. It's my intent that this serve as a starting point for figuring out what monsters we want to split between the two branches.
Diffstat (limited to 'crawl-ref/source/travel.cc')
-rw-r--r--crawl-ref/source/travel.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/travel.cc b/crawl-ref/source/travel.cc
index 1cd63d2b8f..d5135fdb17 100644
--- a/crawl-ref/source/travel.cc
+++ b/crawl-ref/source/travel.cc
@@ -2041,7 +2041,7 @@ static int _get_nearest_level_depth(uint8_t branch)
// Hell needs special treatment, because we can't walk up
// Hell and its branches to the main dungeon.
- if (branch == BRANCH_DUNGEON
+ if (branch == BRANCH_DEPTHS
&& (player_in_branch(BRANCH_VESTIBULE)
|| player_in_branch(BRANCH_COCYTUS)
|| player_in_branch(BRANCH_TARTARUS)
@@ -3337,7 +3337,7 @@ void LevelInfo::update_stair(const coord_def& stairpos, const level_pos &p,
si->guessed_pos = guess;
if (!guess && p.id.branch == BRANCH_VESTIBULE
- && id.branch == BRANCH_DUNGEON)
+ && id.branch == BRANCH_DEPTHS)
{
travel_hell_entry = p;
}
@@ -3504,7 +3504,7 @@ void LevelInfo::correct_stair_list(const vector<coord_def> &s)
si.grid = grd(si.position);
si.destination.id = level_id::get_next_level_id(s[i]);
if (si.destination.id.branch == BRANCH_VESTIBULE
- && id.branch == BRANCH_DUNGEON
+ && id.branch == BRANCH_DEPTHS
&& travel_hell_entry.is_valid())
{
si.destination = travel_hell_entry;
@@ -3641,7 +3641,7 @@ void LevelInfo::load(reader& inf, int minorVersion)
void LevelInfo::fixup()
{
// The only fixup we do now is for the hell entry.
- if (id.branch != BRANCH_DUNGEON || !travel_hell_entry.is_valid())
+ if (id.branch != BRANCH_DEPTHS || !travel_hell_entry.is_valid())
return;
for (int i = 0, count = stairs.size(); i < count; ++i)