more baalz - digging in front of the "eyes"
like the leg hackery, if the baalz level gets flipped during creation the fixup that modifies the locations in front of the eyes to allow digging needs to deal with that too.
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@@ -673,6 +673,7 @@ when creating random contents for a container, explicitly exclude artifacts
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don't give lance or mattock as starting equipment when creating soldiers
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fixup for the insect "legs" (some extraneous walls inside solid stone) on the
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baalz level didn't work as intended if that level was flipped
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handle flipped level when fixing up the baalz level "eyes" too
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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14
src/mkmaze.c
14
src/mkmaze.c
@@ -404,9 +404,17 @@ baalz_fixup(void)
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g.bughack.delarea.x2 = x, g.bughack.delarea.y2 = y;
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} else if (levl[x][y].typ == IRONBARS) {
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/* novelty effect; allowing digging in front of 'eyes' */
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levl[x - 1][y].wall_info &= ~W_NONDIGGABLE;
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if (isok(x - 2, y))
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levl[x - 2][y].wall_info &= ~W_NONDIGGABLE;
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if (isok(x - 1, y)
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&& (levl[x - 1][y].wall_info & W_NONDIGGABLE) != 0) {
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levl[x - 1][y].wall_info &= ~W_NONDIGGABLE;
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if (isok(x - 2, y))
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levl[x - 2][y].wall_info &= ~W_NONDIGGABLE;
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} else if (isok(x + 1, y)
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&& (levl[x + 1][y].wall_info & W_NONDIGGABLE) != 0) {
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levl[x + 1][y].wall_info &= ~W_NONDIGGABLE;
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if (isok(x + 2, y))
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levl[x + 2][y].wall_info &= ~W_NONDIGGABLE;
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}
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}
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wallification(max(g.bughack.inarea.x1 - 2, 1),
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