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* Remove mangroves, make single trees block LOS.wheals2014-03-291-2/+2
| | | | | | | | | | | Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp.
* Correct missing #include "foo.h" from foo.ccSamuel Bronson2013-04-061-0/+2
| | | | (Also had to fix a prototype in ctest.h)
* Rework process_disconnected_vaults()-related logic for Swamp layouts.Steve Melenchuk2012-08-051-3/+0
| | | | | | | | | | | | | | | | | | | | | | | | This makes two significant changes: - The call to process_disconnected_vaults() is deferred until after a primary vault is connected to the rest of the level (this also saves an extra call to dgn_place_stone_stairs()). - process_disconnected_vaults() now refuses to fill in all parts of vaults, not just parts of vaults designated as opaque - this distinction meant that transparent vaults were inappropriately getting filled in. This part of the process_disconnected_vaults() logic is only being called as part of Swamp layouts. Without these changes, it was possible for a transparent Swamp rune vault, even one that could have been connected to the rest of the level, to get filled in by the process_disconnected_vaults() call. Now, the vault is connected to the rest of the level before process_disconnected_vaults() is called, and if it is connected to an area isolated from stairs, the vault itself remains an isolated area and triggers a veto later on in the building proces. Hence, it is now impossible for a disconnected or filled-in rune vault to be generated in Swamp, and this commit fixes #6039.
* Make Swamp levels smaller.Michael Gagno2012-07-041-1/+1
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* Vary the amount of shallow water in Swamp by depth.Michael Gagno2012-07-031-2/+2
| | | | | | | | | You'll get a bit less on Swamp:1-2, about the same on Swamp:3-4, and slightly more on Swamp:5. Deep water stays the same. The effect here is gradual, but you will notice it if you compare Swamp:1 to Swamp:5. Terrain-wise, this makes the branch somewhat easier than it was before, at least in the early levels.
* Rename swamp trees to mangroves.Michael Gagno2012-07-031-3/+3
| | | | | Since these are opaque (and therefore behave differently from normal trees), a renaming is warranted.
* Changes to the Swamp layout.Michael Gagno2012-07-031-6/+7
| | | | | | | | | | | | | | | | | | | Trees have been made much more common. They form large, solid masses, and elongated walls. The borders of the level are also a lot more solid than before. The Swamp level builder itself is the same as before; I have only tweaked a few numbers. This leads to a few things: - Levels are more compact than before. They won't feel as much like one big room, although they are still quite open. - Levels are smaller. The borders around the edges of the level are bigger, and more of the level is taken up by solid features. - Different levels appear distinct from each other. - It's sometimes possible to get disconnected areas (with stairs). I find that last point somewhat undesirable, but these changes are only an experiment right now.
* Use branch depth rather than absolute depth as the authoritative one.Adam Borowski2012-01-031-2/+2
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* Split trees into trees-on-land and trees-on-water.Adam Borowski2011-01-051-3/+3
| | | | | | This gets rid of the hacks where the same tree would turn to either floor or shallow water depending on the branch it is in. Also, only a few methods of destroying trees obeyed the water rule.
* Rename 'unforbidden' to 'map_masked' and invert logic accordingly.Vsevolod Kozlov2010-12-181-1/+1
| | | | Inverted logic right in the function name is rather confusing.
* Convert env.level_layout_type into std::set<std::string> level_layout_types.Vsevolod Kozlov2010-12-141-1/+1
| | | | | This lets one layout specify multiple layout types, which can be useful in combination with layout_* vault tags. Nothing uses this as of yet.
* Remove old Swamp layout code that was surrounded by #ifdef OLD_SWAMP_LAYOUT.Vsevolod Kozlov2010-11-271-39/+0
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* Add support for vaults in the Abyss, save vault metadata in the level save.Darshan Shaligram2010-06-061-4/+4
| | | | | | Vault metadata that was previously discarded at level generation time is now saved in the level file instead. This can be quite costly (~30k per level) if the level has large vaults. The abyss can now use vaults as general scenery (tagged "abyss") or to place the rune ("abyss_rune"). abyss.des currently includes stub vaults for testing.
* Make the enums for trees use singular form, just like all other features.Adam Borowski2010-03-091-3/+3
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* code cleanup: fix #ifdef/#if usage inconsistenciesSteven Noonan2010-02-251-1/+1
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Set build method and layout type for swamp builder.Darshan Shaligram2010-01-171-0/+3
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* Discard Swamp heightmap after building level so it doesn't get saved and ↵Darshan Shaligram2010-01-171-0/+1
| | | | waste space.
* Experimental level builder changes for Swamp.Darshan Shaligram2010-01-161-0/+108
The Swamp now gets a border of trees and uses trees instead of walls. Swamp:5 vaults may need tweaking to fit in better.