From 26f8d2de7b69e5cc901b293f76dd0ded073ad1b7 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Tue, 14 Jul 2009 20:26:05 +0000 Subject: 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 --- crawl-ref/source/player.cc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'crawl-ref/source/player.cc') diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc index 2f726ade12..1d13865abd 100644 --- a/crawl-ref/source/player.cc +++ b/crawl-ref/source/player.cc @@ -2944,7 +2944,7 @@ void forget_map(unsigned char chance_forgotten, bool force) && chance_forgotten < 100); const int radius = (use_lab_check && you.species == SP_MINOTAUR) ? 40*40 : 25*25; - for (rectangle_iterator ri(1); ri; ++ri) + for (rectangle_iterator ri(0); ri; ++ri) { if (!see_grid(*ri) && (force || x_chance_in_y(chance_forgotten, 100) -- cgit v1.2.3-54-g00ecf