secret door detection

There was an old bug where a wand of secret door detection was identified
even though it didn't find anything.

It was unconfirmed, but I had no trouble confirming it.  It happened because
the wand worked on squares that were couldsee() but which (because they weren't
lit) you couldn't actually see.  The wand would detect the secret corridor and
then not display it because it was out of sight.

I fixed it to display the corridor, in sight or not (I could have had it not
detect anything, but the wand is fairly weak already.)
This commit is contained in:
arromdee
2002-01-26 02:26:28 +00:00
parent e3e4c3b0cf
commit 5182c9110e
2 changed files with 5 additions and 0 deletions

View File

@@ -406,6 +406,8 @@ correctly handle polymorphed quest leader
swallowing zombies/mummies whole makes you sick, like when eating them normally
impose additional teleport restrictions on the no-teleport Plane of Air
landmines set off by pushed boulders have same effects as stepping on them
secret corridor detected out of vision range is still displayed (prevents bug
where wand of secret door detection found nothing but still identified)
Platform- and/or Interface-Specific Fixes

View File

@@ -957,10 +957,13 @@ genericptr_t num;
if(levl[zx][zy].typ == SDOOR) {
cvt_sdoor_to_door(&levl[zx][zy]); /* .typ = DOOR */
magic_map_background(zx, zy, 0);
newsym(zx, zy);
(*(int*)num)++;
} else if(levl[zx][zy].typ == SCORR) {
levl[zx][zy].typ = CORR;
unblock_point(zx,zy);
magic_map_background(zx, zy, 0);
newsym(zx, zy);
(*(int*)num)++;
} else if ((ttmp = t_at(zx, zy)) != 0) {