baalz hack fixup fix...

I saw a lich in solid wall at one of the spots which gehennom.des
marks with a pool (so that baalz_fixup() can find the two spots that
need post-wallification fixup).  I could understand the special level
loader placing a swimming or flying monster there, but don't know
whether it might do that for a lich (which doesn't need to breathe)
so am not sure whether this actually fixes what I observed.

The lich was there for far too long to have been a shapechanger, but
when I went back to the save file it was no longer there, producing
another puzzle.
This commit is contained in:
PatR
2016-04-25 00:58:44 -07:00
parent 6a3d82ced6
commit 4c6c2b02ed
2 changed files with 9 additions and 3 deletions

View File

@@ -228,6 +228,7 @@ post-3.6.0: more sortloot revisions
post-3.6.0: fix inventory menu for response of '?' to getobj (more sortloot
revamp fallout)
post-3.6.0: rings covered by non-cursed gloves not listed as 'R' candidates
post-3.6.0: in baalz_fixup, move any monster away from the two fake pool spots
Platform- and/or Interface-Specific Fixes

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 mkmaze.c $NHDT-Date: 1449269918 2015/12/04 22:58:38 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.42 $ */
/* NetHack 3.6 mkmaze.c $NHDT-Date: 1461571093 2016/04/25 07:58:13 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.47 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -372,6 +372,7 @@ d_level *lev;
STATIC_OVL void
baalz_fixup()
{
struct monst *mtmp;
int x, y, lastx, lasty;
/*
@@ -381,8 +382,8 @@ baalz_fixup()
* 'lastx - 1' and 'lasty - 1' for ending don't-clean column and row)
* and the interior is protected against that (in wall_cleanup()).
*
* Assumes level.flags.corrmaze, otherwise the bug legs will have
* already been "cleaned" away by general wallification.
* Assumes level.flags.corrmaze is True, otherwise the bug legs will
* have already been "cleaned" away by general wallification.
*/
/* find low and high x for to-be-wallified portion of level */
@@ -432,12 +433,16 @@ baalz_fixup()
&& isok(x, y + 1) && levl[x][y + 1].typ == TUWALL) {
levl[x][y].typ = BRCORNER;
levl[x][y + 1].typ = HWALL;
if ((mtmp = m_at(x, y)) != 0) /* something at temporary pool... */
(void) rloc(mtmp, FALSE);
}
x = bughack.delarea.x2, y = bughack.delarea.y2;
if (isok(x, y) && levl[x][y].typ == TLWALL
&& isok(x, y - 1) && levl[x][y - 1].typ == TDWALL) {
levl[x][y].typ = TRCORNER;
levl[x][y - 1].typ = HWALL;
if ((mtmp = m_at(x, y)) != 0) /* something at temporary pool... */
(void) rloc(mtmp, FALSE);
}
/* reset bughack region; set low end to <COLNO,ROWNO> so that