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