Fixed more vault generation infelicities.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@599 c06c8d41-db1a-0410-9941-cceddc491573
7J3H7JY6AUO2UHNF6DAHDZI4O33JMTUUTYTPRM3CKNPUOF2RQOGAC else if (dug && grd(dig_at) == DNGN_FLOOR)break;
else if (grd(dig_at) == DNGN_FLOOR && i > 0){// If the floor square has at least two non-solid squares,// we're done.int adjacent_count = 0;for (int yi = -1; yi <= 1; ++yi){for (int xi = -1; xi <= 1; ++xi){if (!xi && !yi)continue;if (!grid_is_solid(dig_at + coord_def(xi, yi))&& ++adjacent_count >= 2){return;}}}}
const int v1x = place.x + 1;const int v1y = place.y + 1;const int v2x = place.x + place.width;const int v2y = place.y + place.height;
const int v1x = place.x;const int v1y = place.y;const int v2x = place.x + place.width - 1;const int v2y = place.y + place.height - 1;
std::vector<coord_def> ex_connection_points;// Giving target_connections directly to build_rooms causes// problems with long, skinny vaults where paths to the exit// tend to cut through the vault. By backing out of the vault// one square, we improve connectability.for (int i = 0, size = target_connections.size(); i < size; ++i){const coord_def &p = target_connections[i];ex_connection_points.push_back(p + dig_away_dir(place, p));}
############################################################################### Entry vaults############################################################################### A dummy vault included purely to make the others less likely.NAME: dummy_entryTAGS: entryORIENT: floatMAPxENDMAP############################################################################### Lemuel's entry vaults.NAME: lemuel_001TAGS: entryORIENT: southwest# Can't rotate - the aspect ratio makes it look hideous.FLAGS: no_rotateMAPxxxxxxxxxxxx.@.xxxxxxxxxxxxxxxxxx.x.xxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxx.x.xxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxx.x.xxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxx.x.xxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxx.............xxxxxxxx.............xxxxxxxx.....[{(.....xxxxxxxx.............xxxxxxxx.............xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxENDMAP############################################################################### Another Lemuel entry vaultNAME: lemuel_002TAGS: entryORIENT: float# dungeon.cc isn't very clever with non-rectangular geometries...MAP......x@x..........xxx.xxx.......xx.....xx.....xx.......xx...xx.........xx.xx...........xxx.............xx......{......xx.....[.(.....xx......<......xx.............xxx...........xx.xx.........xx...xx.......xx.....xx.....xx.......xx...xx.........xx.xx...........x@x......ENDMAP############################################################################### lemuel_003
NAME: lemuel_003TAGS: entryORIENT: float# The map will be padded out to the right with rock.# This is the sort of map that would benefit a lot from non-rectangular vaults.MAPxxxxxxxxxxxxxxxxxx{xxxxxxxxx.xxxxxxxxx.xxxxxxxxx.xxxxxxxxx.xxxxxxxxx[...........(xxxxxxxxx.xxxxxxxxxxxxxxx.xxxxxxxxx.xxxxxxxxx.xxxxxxxxx.xxxxxxxxxG.Gxxxxxxxxx.xxxxxxxxxx.xxxxxxxxx@xENDMAP############################################################################### lemuel_004NAME: lemuel_004TAGS: entryORIENT: floatMAPxxxxxxxxxxx@xxxxxxxxxxxxxxxxx.xxxxxxxx..............xxxx..............xxxx..xx.xxxxxxx..xxxx..x.......(x..xxxx...........x...@xx..x........x..xxxx..x...{....x..xxxx..x........x..xx@...x...........xxxx..x[.......x..xxxx..xxxxxxx.xx..xxxx..............xxxx..............xxxxxxxx.xxxxxxxxxxxxxxxxx@xxxxxxxxxxxENDMAP############################################################################### Regular vaults##############################################################################