water flow into pits (trunk only)

water should flow into chasms from Drum of Earthquake.
Exploding wands of digging had been handled in the trunk earlier.
This commit is contained in:
nethack.allison
2004-06-08 11:06:44 +00:00
parent baf8d3f416
commit 87507aed42
3 changed files with 17 additions and 1 deletions
+1 -1
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@@ -38,7 +38,7 @@ don't place randomly-placed aquatic monsters in lava on special levels
hiding monsters don't hide under cockatrice/chickatrice corpses hiding monsters don't hide under cockatrice/chickatrice corpses
"sound" option renamed to "acoustics" "sound" option renamed to "acoustics"
deafness now a full-fledged attribute deafness now a full-fledged attribute
water should flow into pits from broken wand of digging water should flow into pits from broken wand of digging and drum of earthquake
objects that fall thru trapdoors, et al, can break on impact objects that fall thru trapdoors, et al, can break on impact
support engraving in blood in special level files support engraving in blood in special level files
many instances of physical damage were not taking Half_physical_damage many instances of physical damage were not taking Half_physical_damage
+5
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@@ -2822,6 +2822,11 @@ do_break_wand(obj)
watch_dig((struct monst *)0, x, y, TRUE); watch_dig((struct monst *)0, x, y, TRUE);
if (*in_rooms(x,y,SHOPBASE)) shop_damage = TRUE; if (*in_rooms(x,y,SHOPBASE)) shop_damage = TRUE;
} }
/*
* Let liquid flow into the newly created pits.
* Adjust corresponding code in music.c for
* drum of earthquake if you alter this sequence.
*/
typ = fillholetyp(x,y); typ = fillholetyp(x,y);
if (typ != ROOM) { if (typ != ROOM) {
levl[x][y].typ = typ; levl[x][y].typ = typ;
+11
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@@ -221,6 +221,7 @@ int force;
struct obj *otmp; struct obj *otmp;
struct trap *chasm; struct trap *chasm;
int start_x, start_y, end_x, end_y; int start_x, start_y, end_x, end_y;
schar filltype;
start_x = u.ux - (force * 2); start_x = u.ux - (force * 2);
start_y = u.uy - (force * 2); start_y = u.uy - (force * 2);
@@ -278,6 +279,16 @@ do_pit: chasm = maketrap(x,y,PIT);
chasm->tseen = 1; chasm->tseen = 1;
levl[x][y].doormask = 0; levl[x][y].doormask = 0;
/*
* Let liquid flow into the newly created chasm.
* Adjust corresponding code in apply.c for
* exploding wand of digging if you alter this sequence.
*/
filltype = fillholetyp(x,y);
if (filltype != ROOM) {
levl[x][y].typ = filltype;
liquid_flow(x, y, filltype, chasm, (char *)0);
}
mtmp = m_at(x,y); mtmp = m_at(x,y);