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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@@ -541,6 +541,7 @@ dig(void)
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if (IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) {
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lev->doormask = D_NODOOR;
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b_trapped("door", NO_PART);
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recalc_block_point(dpx, dpy);
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newsym(dpx, dpy);
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}
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cleanup:
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@@ -1682,7 +1683,7 @@ zap_dig(void)
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pline_The("door is razed!");
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watch_dig((struct monst *) 0, zx, zy, TRUE);
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room->doormask = D_NODOOR;
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unblock_point(zx, zy); /* vision */
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recalc_block_point(zx, zy); /* vision */
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digdepth -= 2;
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if (maze_dig)
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break;
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