Merge remote-tracking branch 'origin/NetHack-3.6.0'
This commit is contained in:
42
src/sp_lev.c
42
src/sp_lev.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 sp_lev.c $NHDT-Date: 1514769572 2018/01/01 01:19:32 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.95 $ */
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/* NetHack 3.6 sp_lev.c $NHDT-Date: 1519399521 2018/02/23 15:25:21 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.96 $ */
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/* Copyright (c) 1989 by Jean-Christophe Collet */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -4213,7 +4213,7 @@ genericptr_t arg;
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{
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xchar typ = *(xchar *) arg;
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xchar x = dx, y = dy;
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boolean left_or_right, up_and_down;
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boolean wleft, wright, wup, wdown;
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if (!IS_DOOR(levl[x][y].typ) && levl[x][y].typ != SDOOR)
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levl[x][y].typ = (typ & D_SECRET) ? SDOOR : DOOR;
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@@ -4237,21 +4237,31 @@ genericptr_t arg;
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*
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* A secret door with no adjacent walls is also feasible and makes
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* even less sense. It will be displayed as a vertical wall while
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* hidden and become a vertical door when found.
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* hidden and become a vertical door when found. Before resorting
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* to that, we check for solid rock which hasn't been wallified
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* yet (cf lower leftside of leader's room in Cav quest).
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*/
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left_or_right = ((isok(x - 1, y) && (IS_WALL(levl[x - 1][y].typ)
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|| IS_DOOR(levl[x - 1][y].typ)
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|| levl[x - 1][y].typ == SDOOR))
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|| (isok(x + 1, y) && (IS_WALL(levl[x + 1][y].typ)
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|| IS_DOOR(levl[x + 1][y].typ)
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|| levl[x + 1][y].typ == SDOOR)));
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up_and_down = ((isok(x, y - 1) && (IS_WALL(levl[x][y - 1].typ)
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|| IS_DOOR(levl[x][y - 1].typ)
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|| levl[x][y - 1].typ == SDOOR))
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&& (isok(x, y + 1) && (IS_WALL(levl[x][y + 1].typ)
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|| IS_DOOR(levl[x][y + 1].typ)
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|| levl[x][y + 1].typ == SDOOR)));
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levl[x][y].horizontal = (left_or_right && !up_and_down) ? 1 : 0;
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wleft = (isok(x - 1, y) && (IS_WALL(levl[x - 1][y].typ)
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|| IS_DOOR(levl[x - 1][y].typ)
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|| levl[x - 1][y].typ == SDOOR));
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wright = (isok(x + 1, y) && (IS_WALL(levl[x + 1][y].typ)
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|| IS_DOOR(levl[x + 1][y].typ)
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|| levl[x + 1][y].typ == SDOOR));
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wup = (isok(x, y - 1) && (IS_WALL(levl[x][y - 1].typ)
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|| IS_DOOR(levl[x][y - 1].typ)
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|| levl[x][y - 1].typ == SDOOR));
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wdown = (isok(x, y + 1) && (IS_WALL(levl[x][y + 1].typ)
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|| IS_DOOR(levl[x][y + 1].typ)
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|| levl[x][y + 1].typ == SDOOR));
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if (!wleft && !wright && !wup && !wdown) {
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/* out of bounds is treated as implicit wall; should be academic
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because we don't expect to have doors so near the level's edge */
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wleft = (!isok(x - 1, y) || IS_DOORJOIN(levl[x - 1][y].typ));
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wright = (!isok(x + 1, y) || IS_DOORJOIN(levl[x + 1][y].typ));
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wup = (!isok(x, y - 1) || IS_DOORJOIN(levl[x][y - 1].typ));
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wdown = (!isok(x, y + 1) || IS_DOORJOIN(levl[x][y + 1].typ));
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}
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levl[x][y].horizontal = ((wleft || wright) && !(wup && wdown)) ? 1 : 0;
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levl[x][y].doormask = typ;
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SpLev_Map[x][y] = 1;
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}
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