level teleporters vs Ft.Ludios
From newsgroup discussion where slash'em changes have revealed a latent nethack bug: prevent placing level teleporters in single- level branches. The Knox level doesn't have any level teleporters (or random traps) but wizard mode wishing could create them there. They wouldn't do anything because the only possible destination would be the same level. Pushing a boulder onto one used to trigger an infinite loop (and still does in slash'em, which has other single-level branches besides Ft.Ludios) trying to relocate it. Boulder pushing was changed 15 years ago to prevent the infinite loop and to avoid giving "the boulder disappears" message when a level teleporter failed, but rolling boulder traversal lacked that same change--it wasn't vulnerable to looping but could give an inaccurate message claiming that the boulder disappeared when it actually didn't. Fixing this is a bit late; rolling boulder trap creation was recently changed to not choose a path that rolls over teleportation or level tele traps any more.
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@@ -618,6 +618,7 @@ extern boolean On_W_tower_level(d_level *);
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extern boolean In_W_tower(int, int, d_level *);
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extern void find_hell(d_level *);
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extern void goto_hell(boolean, boolean);
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extern boolean single_level_branch(d_level *);
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extern void assign_level(d_level *, d_level *);
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extern void assign_rnd_level(d_level *, d_level *, int);
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extern unsigned int induced_align(int);
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