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author | Steve Melenchuk <smelenchuk@gmail.com> | 2013-11-02 20:31:31 -0600 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2013-11-12 06:41:06 +0100 |
commit | 1b62a5d5613b076a70117541fb9b0aa831dcf122 (patch) | |
tree | b11ad58c0f1b8af3f10987b2c5846560cfe54e0a /crawl-ref/source/travel.cc | |
parent | c7c129ded1e36e56fc4b992bc773c2d77c90be18 (diff) | |
download | crawl-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.cc | 8 |
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) |