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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@@ -2035,8 +2035,11 @@ seffect_magic_mapping(struct obj **sobjp)
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for (x = 1; x < COLNO; x++)
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for (y = 0; y < ROWNO; y++)
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if (levl[x][y].typ == SDOOR)
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if (levl[x][y].typ == SDOOR) {
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cvt_sdoor_to_door(&levl[x][y]);
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if (Is_rogue_level(&u.uz))
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unblock_point(x, y);
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}
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/* do_mapping() already reveals secret passages */
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}
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gk.known = TRUE;
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