U1047 - mimics mimicking closed doors on the rogue level

Since the rogue level does not have closed doors, mimicking one there makes
no sense.  Similar to what wand of locking does there, make mimics that end
up there mimic a wall instead of a door.
This commit is contained in:
cohrs
2004-05-22 01:10:01 +00:00
parent c6d488fb8d
commit 1fbd886068
2 changed files with 5 additions and 2 deletions

View File

@@ -67,6 +67,7 @@ when a giant carrying a boulder dies in a pit, ensure that the corpse is
when blind and levitating > shouldn't say "stairs" if player has not seen them
a slow-moving monster hidden under a rotting corpse was not immediately
displayed when the corpse rotted away
mimic that ends up on the rogue level should not mimic a closed door
Platform- and/or Interface-Specific Fixes

View File

@@ -1665,6 +1665,8 @@ register struct monst *mtmp;
* If there is a wall to the left that connects to this
* location, then the mimic mimics a horizontal closed door.
* This does not allow doors to be in corners of rooms.
* Since rogue has no closed doors, mimic a wall there
* (yes, mimics can end up on this level by various means).
*/
if (mx != 0 &&
(levl[mx-1][my].typ == HWALL ||
@@ -1674,9 +1676,9 @@ register struct monst *mtmp;
levl[mx-1][my].typ == TDWALL ||
levl[mx-1][my].typ == CROSSWALL||
levl[mx-1][my].typ == TUWALL ))
appear = S_hcdoor;
appear = Is_rogue_level(&u.uz) ? S_hwall : S_hcdoor;
else
appear = S_vcdoor;
appear = Is_rogue_level(&u.uz) ? S_vwall : S_vcdoor;
if(!mtmp->minvis || See_invisible)
block_point(mx,my); /* vision */