version 1.23 | | version 1.24 |
---|
| | |
------------------------------------------------------------------------------ | | ------------------------------------------------------------------------------ |
Changes for CVS: | | Changes for CVS: |
| | |
| | server/weather.c: |
| | More weather routines: |
| | |
| | Now the game will attempt to completely reformat the world, and modify it |
| | with the weather and elevation. When dynamiclevel is set to 5 or above, |
| | the game looks at each tile, and the weather conditions present in that |
| | tile. It then consults a table of different terrain types, and what |
| | conditions they prefer to grow under. If the conditions match the spot, |
| | and there is nothing special about the spot (like a house, or a road), |
| | then we drop the new tile type on the overlay map on that location. |
| | |
| | Tuning of this can be done at the top of weather.c, by changing the |
| | weather_tile array. |
| | |
| | Also.. add a feather_map() routine which tries to break up the blockiness |
| | of some of the weather effects by spreading the tiles around. |
| | |
| | This code works.. but needs tuning, and probably a little more testing. |
| | Some of the conditions for the various tiles really need to be looked at, |
| | and fiddled with. |
| | garbled 2002-12-08 |
| | |
common/exp.c: Fix bug were drain attacks added exp. | | common/exp.c: Fix bug were drain attacks added exp. |
MSW 2002-12-05 | | MSW 2002-12-05 |
| | |