level_difficulty comment: Wizard's Tower

Add a comment addressing something I recently mentioned in the
newsgroup.
This commit is contained in:
PatR
2016-05-25 17:31:57 -07:00
parent b8d1f44272
commit 5b85a16436

View File

@@ -854,7 +854,7 @@ init_dungeons()
* its branch. First, the depth of the entry point:
*
* depth of branch from "parent" dungeon
* + -1 or 1 depending on a up or down stair or
* + -1 or 1 depending on an up or down stair or
* 0 if portal
*
* Followed by the depth of the top of the dungeon:
@@ -1606,6 +1606,25 @@ level_difficulty()
* The same applies to Vlad's Tower, although the increment
* there is inconsequential compared to overall depth.
*/
#if 0
/*
* The inside of the Wizard's Tower is also effectively a
* builds-up area, reached from a portal an arbitrary distance
* below rather than stairs 1 level beneath the entry level.
*/
else if (On_W_tower_level(&u.uz) && In_W_tower(some_X, some_Y, &u.uz))
res += (fakewiz1.dlev - u.uz.dlev);
/*
* Handling this properly would need more information here:
* an inside/outside flag, or coordinates to calculate it.
* Unfortunately level difficulty may be wanted before
* coordinates have been chosen so simply extending this
* routine to take extra arguments is not sufficient to cope.
* The difference beyond naive depth-from-surface is small
* relative to the overall depth, so just ignore complications
* posed by W_tower.
*/
#endif /*0*/
}
return (xchar) res;
}