Tweaking layout probabilities and order of layout consideration.
authorMartin Read <martin@blackswordsonics.com>
Tue, 24 Sep 2013 19:46:17 +0000 (20:46 +0100)
committerMartin Read <martin@blackswordsonics.com>
Tue, 24 Sep 2013 19:46:17 +0000 (20:46 +0100)
map.c

diff --git a/map.c b/map.c
index 9743b3f..7ecca79 100644 (file)
--- a/map.c
+++ b/map.c
@@ -144,17 +144,17 @@ void build_level(void)
      * the saved RNG state at game reload. */
     memcpy(saved_state, rng_state, sizeof saved_state);
     theme_roll = zero_die(depth + 50);
-    if (zero_die(2))
+    if (!zero_die(4))
     {
         current_layout = LAYOUT_CAVE_INTRUSIONS;
     }
-    else if (depth < 5)
+    else if ((depth >= 15) && !zero_die(6))
     {
-        current_layout = LAYOUT_CLASSIC_CAVE;
+        current_layout = LAYOUT_CAVE_SHRINE;
     }
-    else if (!zero_die(3) && (depth >= 15))
+    else
     {
-        current_layout = LAYOUT_CAVE_SHRINE;
+        current_layout = LAYOUT_CLASSIC_CAVE;
     }
     if ((theme_roll < 50) || (depth < 10))
     {