Add vision sanity checking, fix more vision
- Add a vision sanity checking routine - Recalc block point when digging a door for temporary clouds - Add recalc_block_point after cvt_sdoor_to_door, because doorways on the Rogue level have no doors, and otherwise the sanity checking would complain. This doesn't actually change how the Rogue level vision works, as it uses a different vision system - Monster using a trap in a secret corridor revealed the corridor, but didn't unblock the vision unless you saw the location
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@@ -1651,6 +1651,7 @@ findone(coordxy zx, coordxy zy, genericptr_t whatfound)
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flash_glyph_at(zx, zy, cmap_to_glyph(sym), FOUND_FLASH_COUNT);
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cvt_sdoor_to_door(lev); /* set lev->typ = DOOR */
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recalc_block_point(zx, zy);
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magic_map_background(zx, zy, 0);
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foundone(zx, zy, back_to_glyph(zx, zy));
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found_p->num_sdoors++;
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@@ -2040,6 +2041,7 @@ dosearch0(int aflag) /* intrinsic autosearch vs explicit searching */
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if (rnl(7 - fund))
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continue;
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cvt_sdoor_to_door(&levl[x][y]); /* .typ = DOOR */
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recalc_block_point(x, y);
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exercise(A_WIS, TRUE);
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nomul(0);
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feel_location(x, y); /* make sure it shows up */
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