From 5b85a16436d8867436ef9fb7ebefafdebdff83d0 Mon Sep 17 00:00:00 2001 From: PatR Date: Wed, 25 May 2016 17:31:57 -0700 Subject: [PATCH] level_difficulty comment: Wizard's Tower Add a comment addressing something I recently mentioned in the newsgroup. --- src/dungeon.c | 21 ++++++++++++++++++++- 1 file changed, 20 insertions(+), 1 deletion(-) diff --git a/src/dungeon.c b/src/dungeon.c index 3a948ffac..8a93b5e5c 100644 --- a/src/dungeon.c +++ b/src/dungeon.c @@ -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; }