Change map terrain changing from macro to function
The function handles setting lava lit, and removing ice melt timers.
This commit is contained in:
@@ -1446,7 +1446,8 @@ make_grave(int x, int y, const char *str)
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if ((levl[x][y].typ != ROOM && levl[x][y].typ != GRAVE) || t_at(x, y))
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return;
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/* Make the grave */
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levl[x][y].typ = GRAVE;
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if (!set_levltyp(x, y, GRAVE))
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return;
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/* Engrave the headstone */
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del_engr_at(x, y);
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if (!str)
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18
src/mklev.c
18
src/mklev.c
@@ -620,7 +620,7 @@ makeniche(int trap_type)
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else {
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/* inaccessible niches occasionally have iron bars */
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if (!rn2(5) && IS_WALL(levl[xx][yy].typ)) {
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levl[xx][yy].typ = IRONBARS;
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(void) set_levltyp(xx, yy, IRONBARS);
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if (rn2(3))
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(void) mkcorpstat(CORPSE, (struct monst *) 0,
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mkclass(S_HUMAN, 0), xx,
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@@ -1271,8 +1271,8 @@ place_branch(branch *br, /* branch to place */
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: !br->end1_up;
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stairway_add(x, y, goes_up, FALSE, dest);
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(void) set_levltyp(x, y, STAIRS);
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levl[x][y].ladder = goes_up ? LA_UP : LA_DOWN;
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levl[x][y].typ = STAIRS;
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}
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/*
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* Set made_branch to TRUE even if we didn't make a stairwell (i.e.
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@@ -1635,10 +1635,7 @@ mkstairs(xchar x, xchar y,
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dest.dlevel = u.uz.dlevel + (up ? -1 : 1);
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stairway_add(x, y, up ? TRUE : FALSE, FALSE, &dest);
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if (levl[x][y].typ == ICE)
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spot_stop_timers(x, y, MELT_ICE_AWAY);
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levl[x][y].typ = STAIRS;
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(void) set_levltyp(x,y, STAIRS);
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levl[x][y].ladder = up ? LA_UP : LA_DOWN;
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}
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@@ -1733,7 +1730,8 @@ mkfount(int mazeflag, struct mkroom *croom)
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} while (occupied(m.x, m.y) || bydoor(m.x, m.y));
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/* Put a fountain at m.x, m.y */
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levl[m.x][m.y].typ = FOUNTAIN;
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if (!set_levltyp(m.x, m.y, FOUNTAIN))
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return;
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/* Is it a "blessed" fountain? (affects drinking from fountain) */
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if (!rn2(7))
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levl[m.x][m.y].blessedftn = 1;
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@@ -1764,7 +1762,8 @@ mksink(struct mkroom *croom)
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return;
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/* Put a sink at m.x, m.y */
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levl[m.x][m.y].typ = SINK;
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if (!set_levltyp(m.x, m.y, SINK))
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return;
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g.level.flags.nsinks++;
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}
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@@ -1782,7 +1781,8 @@ mkaltar(struct mkroom *croom)
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return;
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/* Put an altar at m.x, m.y */
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levl[m.x][m.y].typ = ALTAR;
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if (!set_levltyp(m.x, m.y, ALTAR))
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return;
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/* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
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al = rn2((int) A_LAWFUL + 2) - 1;
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46
src/mkmaze.c
46
src/mkmaze.c
@@ -67,6 +67,52 @@ is_solid(int x, int y)
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return (boolean) (!isok(x, y) || IS_STWALL(levl[x][y].typ));
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}
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/* set map terrain type, handling lava lit, ice melt timers, etc */
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boolean
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set_levltyp(xchar x, xchar y, schar typ)
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{
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if (isok(x, y)) {
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if ((typ < MAX_TYPE) && CAN_OVERWRITE_TERRAIN(levl[x][y].typ)) {
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boolean was_ice = (levl[x][y].typ == ICE);
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levl[x][y].typ = typ;
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if (typ == LAVAPOOL)
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levl[x][y].lit = 1;
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if (was_ice && typ != ICE)
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spot_stop_timers(x, y, MELT_ICE_AWAY);
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return TRUE;
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}
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#ifdef EXTRA_SANITY_CHECKS
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} else {
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impossible("set_levltyp(%i,%i,%i) !isok", x, y, typ);
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#endif /*EXTRA_SANITY_CHECKS*/
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}
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return FALSE;
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}
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/* set map terrain type and light state */
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boolean
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set_levltyp_lit(xchar x, xchar y, schar typ, schar lit)
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{
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boolean ret = set_levltyp(x, y, typ);
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if (ret && isok(x, y)) {
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/* LAVAPOOL handled in set_levltyp */
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if ((typ != LAVAPOOL) && (lit != SET_LIT_NOCHANGE)) {
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#ifdef EXTRA_SANITY_CHECKS
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if (lit < SET_LIT_NOCHANGE || lit > 1)
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impossible("set_levltyp_lit(%i,%i,%i,%i)", x, y, typ, lit);
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#endif /*EXTRA_SANITY_CHECKS*/
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if (lit == SET_LIT_RANDOM)
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lit = rn2(2);
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levl[x][y].lit = lit;
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}
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}
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return ret;
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}
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/*
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* Return 1 (not TRUE - we're doing bit vectors here) if we want to extend
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* a wall spine in the (dx,dy) direction. Return 0 otherwise.
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27
src/sp_lev.c
27
src/sp_lev.c
@@ -329,7 +329,8 @@ lvlfill_solid(schar filling, schar lit)
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for (x = 2; x <= g.x_maze_max; x++)
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for (y = 0; y <= g.y_maze_max; y++) {
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SET_TYPLIT(x, y, filling, lit);
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if (!set_levltyp_lit(x, y, filling, lit))
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continue;
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/* TODO: consolidate this w lspo_map ? */
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levl[x][y].flags = 0;
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levl[x][y].horizontal = 0;
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@@ -350,7 +351,7 @@ lvlfill_swamp(schar fg, schar bg, schar lit)
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for (y = 0; y <= g.y_maze_max; y += 2) {
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int c = 0;
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SET_TYPLIT(x, y, fg, lit);
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(void) set_levltyp_lit(x, y, fg, lit);
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if (levl[x + 1][y].typ == bg)
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++c;
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if (levl[x][y + 1].typ == bg)
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@@ -360,13 +361,13 @@ lvlfill_swamp(schar fg, schar bg, schar lit)
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if (c == 3) {
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switch (rn2(3)) {
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case 0:
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SET_TYPLIT(x + 1,y, fg, lit);
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(void) set_levltyp_lit(x + 1,y, fg, lit);
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break;
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case 1:
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SET_TYPLIT(x, y + 1, fg, lit);
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(void) set_levltyp_lit(x, y + 1, fg, lit);
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break;
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case 2:
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SET_TYPLIT(x + 1, y + 1, fg, lit);
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(void) set_levltyp_lit(x + 1, y + 1, fg, lit);
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break;
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default:
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break;
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@@ -1664,7 +1665,8 @@ create_door(room_door *dd, struct mkroom *broom)
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impossible("create_door: Can't find a proper place!");
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return;
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}
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levl[x][y].typ = (dd->secret ? SDOOR : DOOR);
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if (!set_levltyp(x, y, (dd->secret ? SDOOR : DOOR)))
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return;
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levl[x][y].doormask = dd->mask;
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}
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@@ -2278,7 +2280,6 @@ create_altar(altar* a, struct mkroom* croom)
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xchar x = -1, y = -1;
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unsigned int amask;
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boolean croom_is_temple = TRUE;
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int oldtyp;
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if (croom) {
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get_free_room_loc(&x, &y, croom, a->coord);
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@@ -2293,13 +2294,11 @@ create_altar(altar* a, struct mkroom* croom)
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}
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/* check for existing features */
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oldtyp = levl[x][y].typ;
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if (!CAN_OVERWRITE_TERRAIN(oldtyp))
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if (!set_levltyp(x, y, ALTAR))
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return;
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amask = sp_amask_to_amask(a->sp_amask);
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levl[x][y].typ = ALTAR;
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levl[x][y].altarmask = amask;
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if (a->shrine < 0)
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@@ -4801,7 +4800,9 @@ sel_set_ter(int x, int y, genericptr_t arg)
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terrain terr;
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terr = *(terrain *) arg;
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SET_TYPLIT(x, y, terr.ter, terr.tlit);
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if (!set_levltyp_lit(x, y, terr.ter, terr.tlit))
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return;
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/* TODO: move this below into set_levltyp? */
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/* handle doors and secret doors */
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if (levl[x][y].typ == SDOOR || IS_DOOR(levl[x][y].typ)) {
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if (levl[x][y].typ == SDOOR)
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@@ -5167,10 +5168,10 @@ lspo_replace_terrain(lua_State *L)
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if (selection_getpoint(x, y,sel)) {
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if (mf) {
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if (mapfrag_match(mf, x, y) && (rn2(100)) < chance)
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SET_TYPLIT(x, y, totyp, tolit);
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(void) set_levltyp_lit(x, y, totyp, tolit);
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} else {
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if (levl[x][y].typ == fromtyp && rn2(100) < chance)
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SET_TYPLIT(x, y, totyp, tolit);
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(void) set_levltyp_lit(x, y, totyp, tolit);
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}
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}
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13
src/trap.c
13
src/trap.c
@@ -348,7 +348,6 @@ maketrap(int x, int y, int typ)
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boolean oldplace;
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struct trap *ttmp;
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struct rm *lev = &levl[x][y];
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boolean was_ice = (lev->typ == ICE);
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if ((ttmp = t_at(x, y)) != 0) {
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if (undestroyable_trap(ttmp->ttyp))
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@@ -447,21 +446,19 @@ maketrap(int x, int y, int typ)
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: 0L);
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lev->doormask = 0; /* subsumes altarmask, icedpool... */
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if (IS_ROOM(lev->typ)) /* && !IS_AIR(lev->typ) */
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lev->typ = ROOM;
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(void) set_levltyp(x, y, ROOM);
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/*
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* some cases which can happen when digging
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* down while phazing thru solid areas
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*/
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else if (lev->typ == STONE || lev->typ == SCORR)
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lev->typ = CORR;
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(void) set_levltyp(x, y, CORR);
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else if (IS_WALL(lev->typ) || lev->typ == SDOOR)
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lev->typ = g.level.flags.is_maze_lev ? ROOM
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: g.level.flags.is_cavernous_lev ? CORR
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: DOOR;
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(void) set_levltyp(x, y, g.level.flags.is_maze_lev ? ROOM
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: g.level.flags.is_cavernous_lev ? CORR
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: DOOR);
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unearth_objs(x, y);
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if (was_ice && lev->typ != ICE)
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spot_stop_timers(x, y, MELT_ICE_AWAY);
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break;
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}
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