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.)
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@@ -406,6 +406,8 @@ correctly handle polymorphed quest leader
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swallowing zombies/mummies whole makes you sick, like when eating them normally
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impose additional teleport restrictions on the no-teleport Plane of Air
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landmines set off by pushed boulders have same effects as stepping on them
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secret corridor detected out of vision range is still displayed (prevents bug
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where wand of secret door detection found nothing but still identified)
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Platform- and/or Interface-Specific Fixes
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@@ -957,10 +957,13 @@ genericptr_t num;
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if(levl[zx][zy].typ == SDOOR) {
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cvt_sdoor_to_door(&levl[zx][zy]); /* .typ = DOOR */
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magic_map_background(zx, zy, 0);
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newsym(zx, zy);
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(*(int*)num)++;
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} else if(levl[zx][zy].typ == SCORR) {
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levl[zx][zy].typ = CORR;
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unblock_point(zx,zy);
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magic_map_background(zx, zy, 0);
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newsym(zx, zy);
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(*(int*)num)++;
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} else if ((ttmp = t_at(zx, zy)) != 0) {
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