fix "wonky secret door" in Cav quest

The earlier fix for hoizontal vs vertical doors would have worked for
the Cav quest (lower left in leader's chamber) where door handling
occurs before wallification, but it wasn't working for minend-3 (east
wall of entry room) which already had walls.  The more recent fix
solved the second case but broke the first one.  I think this actually
solves both modes of door classification.  I hope....
This commit is contained in:
PatR
2018-02-23 07:25:37 -08:00
parent 094c7f5c1b
commit 7a3ff2be54
2 changed files with 29 additions and 16 deletions

View File

@@ -576,6 +576,9 @@ try again to fix achievement recording bug with mines and sokoban prizes
the fix for secret doors on special levels always having vertical orientation
resulted in some--but not all--secret doors within vertical walls
being displayed as horizontal walls while still hidden
and the previous fix for the for secret doors didn't work if the level hadn't
been wallified yet (Cav quest) so horizontal wall with secret door
mis-displayed as a vertical wall segment could occur
the fix intended for "a shop object stolen from outside the shop (via
grappling hook) would be left marked as 'unpaid'" broke normal pickup,
preventing any picked up item from merging with compatible stack

View File

@@ -1,4 +1,4 @@
/* 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 $ */
/* 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 $ */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
@@ -4207,7 +4207,7 @@ genericptr_t arg;
{
xchar typ = *(xchar *) arg;
xchar x = dx, y = dy;
boolean left_or_right, up_and_down;
boolean wleft, wright, wup, wdown;
if (!IS_DOOR(levl[x][y].typ) && levl[x][y].typ != SDOOR)
levl[x][y].typ = (typ & D_SECRET) ? SDOOR : DOOR;
@@ -4231,21 +4231,31 @@ genericptr_t arg;
*
* A secret door with no adjacent walls is also feasible and makes
* even less sense. It will be displayed as a vertical wall while
* hidden and become a vertical door when found.
* hidden and become a vertical door when found. Before resorting
* to that, we check for solid rock which hasn't been wallified
* yet (cf lower leftside of leader's room in Cav quest).
*/
left_or_right = ((isok(x - 1, y) && (IS_WALL(levl[x - 1][y].typ)
|| IS_DOOR(levl[x - 1][y].typ)
|| levl[x - 1][y].typ == SDOOR))
|| (isok(x + 1, y) && (IS_WALL(levl[x + 1][y].typ)
|| IS_DOOR(levl[x + 1][y].typ)
|| levl[x + 1][y].typ == SDOOR)));
up_and_down = ((isok(x, y - 1) && (IS_WALL(levl[x][y - 1].typ)
|| IS_DOOR(levl[x][y - 1].typ)
|| levl[x][y - 1].typ == SDOOR))
&& (isok(x, y + 1) && (IS_WALL(levl[x][y + 1].typ)
|| IS_DOOR(levl[x][y + 1].typ)
|| levl[x][y + 1].typ == SDOOR)));
levl[x][y].horizontal = (left_or_right && !up_and_down) ? 1 : 0;
wleft = (isok(x - 1, y) && (IS_WALL(levl[x - 1][y].typ)
|| IS_DOOR(levl[x - 1][y].typ)
|| levl[x - 1][y].typ == SDOOR));
wright = (isok(x + 1, y) && (IS_WALL(levl[x + 1][y].typ)
|| IS_DOOR(levl[x + 1][y].typ)
|| levl[x + 1][y].typ == SDOOR));
wup = (isok(x, y - 1) && (IS_WALL(levl[x][y - 1].typ)
|| IS_DOOR(levl[x][y - 1].typ)
|| levl[x][y - 1].typ == SDOOR));
wdown = (isok(x, y + 1) && (IS_WALL(levl[x][y + 1].typ)
|| IS_DOOR(levl[x][y + 1].typ)
|| levl[x][y + 1].typ == SDOOR));
if (!wleft && !wright && !wup && !wdown) {
/* out of bounds is treated as implicit wall; should be academic
because we don't expect to have doors so near the level's edge */
wleft = (!isok(x - 1, y) || IS_DOORJOIN(levl[x - 1][y].typ));
wright = (!isok(x + 1, y) || IS_DOORJOIN(levl[x + 1][y].typ));
wup = (!isok(x, y - 1) || IS_DOORJOIN(levl[x][y - 1].typ));
wdown = (!isok(x, y + 1) || IS_DOORJOIN(levl[x][y + 1].typ));
}
levl[x][y].horizontal = ((wleft || wright) && !(wup && wdown)) ? 1 : 0;
levl[x][y].doormask = typ;
SpLev_Map[x][y] = 1;
}