more github issue #606 - wall repair vs doors
Fix the vault repair issue that could lead to "wall_angle: unknown" warning. Unlike shop repair, the original wall info isn't available so this recreates it. The extra 'flags' field added yesterday could be eliminated but this leaves it in place. Fixes #606
This commit is contained in:
@@ -377,6 +377,7 @@ extern int back_to_glyph(xchar, xchar);
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extern int zapdir_to_glyph(int, int, int);
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extern int glyph_at(xchar, xchar);
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extern void reglyph_darkroom(void);
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extern void xy_set_wall_state(int, int);
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extern void set_wall_state(void);
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extern void unset_seenv(struct rm *, int, int, int, int);
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extern int warning_of(struct monst *);
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110
src/display.c
110
src/display.c
@@ -2799,13 +2799,66 @@ set_crosswall(int x, int y)
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return wmode;
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}
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/* called for every <x,y> by set_wall_state() and for specific <x,y> during
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vault wall repair */
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void
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xy_set_wall_state(int x, int y)
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{
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int wmode;
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struct rm *lev = &levl[x][y];
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switch (lev->typ) {
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case SDOOR:
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wmode = set_wall(x, y, (int) lev->horizontal);
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break;
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case VWALL:
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wmode = set_wall(x, y, 0);
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break;
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case HWALL:
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wmode = set_wall(x, y, 1);
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break;
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case TDWALL:
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wmode = set_twall(x, y, x, y - 1, x - 1, y + 1, x + 1, y + 1);
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break;
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case TUWALL:
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wmode = set_twall(x, y, x, y + 1, x + 1, y - 1, x - 1, y - 1);
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break;
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case TLWALL:
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wmode = set_twall(x, y, x + 1, y, x - 1, y - 1, x - 1, y + 1);
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break;
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case TRWALL:
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wmode = set_twall(x, y, x - 1, y, x + 1, y + 1, x + 1, y - 1);
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break;
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case TLCORNER:
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wmode = set_corn(x - 1, y - 1, x, y - 1, x - 1, y, x + 1, y + 1);
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break;
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case TRCORNER:
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wmode = set_corn(x, y - 1, x + 1, y - 1, x + 1, y, x - 1, y + 1);
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break;
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case BLCORNER:
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wmode = set_corn(x, y + 1, x - 1, y + 1, x - 1, y, x + 1, y - 1);
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break;
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case BRCORNER:
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wmode = set_corn(x + 1, y, x + 1, y + 1, x, y + 1, x - 1, y - 1);
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break;
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case CROSSWALL:
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wmode = set_crosswall(x, y);
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break;
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default:
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wmode = -1; /* don't set wall info */
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break;
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}
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if (wmode >= 0)
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lev->wall_info = (lev->wall_info & ~WM_MASK) | wmode;
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}
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/* Called from mklev. Scan the level and set the wall modes. */
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void
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set_wall_state(void)
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{
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int x, y;
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int wmode;
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struct rm *lev;
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#ifdef WA_VERBOSE
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for (x = 0; x < MAX_TYPE; x++)
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@@ -2813,57 +2866,8 @@ set_wall_state(void)
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#endif
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for (x = 0; x < COLNO; x++)
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for (lev = &levl[x][0], y = 0; y < ROWNO; y++, lev++) {
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switch (lev->typ) {
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case SDOOR:
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wmode = set_wall(x, y, (int) lev->horizontal);
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break;
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case VWALL:
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wmode = set_wall(x, y, 0);
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break;
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case HWALL:
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wmode = set_wall(x, y, 1);
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break;
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case TDWALL:
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wmode = set_twall(x, y, x, y - 1, x - 1, y + 1, x + 1, y + 1);
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break;
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case TUWALL:
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wmode = set_twall(x, y, x, y + 1, x + 1, y - 1, x - 1, y - 1);
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break;
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case TLWALL:
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wmode = set_twall(x, y, x + 1, y, x - 1, y - 1, x - 1, y + 1);
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break;
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case TRWALL:
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wmode = set_twall(x, y, x - 1, y, x + 1, y + 1, x + 1, y - 1);
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break;
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case TLCORNER:
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wmode =
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set_corn(x - 1, y - 1, x, y - 1, x - 1, y, x + 1, y + 1);
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break;
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case TRCORNER:
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wmode =
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set_corn(x, y - 1, x + 1, y - 1, x + 1, y, x - 1, y + 1);
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break;
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case BLCORNER:
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wmode =
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set_corn(x, y + 1, x - 1, y + 1, x - 1, y, x + 1, y - 1);
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break;
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case BRCORNER:
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wmode =
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set_corn(x + 1, y, x + 1, y + 1, x, y + 1, x - 1, y - 1);
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break;
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case CROSSWALL:
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wmode = set_crosswall(x, y);
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break;
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default:
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wmode = -1; /* don't set wall info */
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break;
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}
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if (wmode >= 0)
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lev->wall_info = (lev->wall_info & ~WM_MASK) | wmode;
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}
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for (y = 0; y < ROWNO; y++)
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xy_set_wall_state(x, y);
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#ifdef WA_VERBOSE
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/* check if any bad positions found */
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40
src/vault.c
40
src/vault.c
@@ -306,7 +306,7 @@ invault(void)
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if (++u.uinvault % VAULT_GUARD_TIME == 0 && !guard) {
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/* if time ok and no guard now. */
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char buf[BUFSZ];
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register int x, y, gx, gy;
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int x, y, gx, gy, typ;
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xchar rx, ry;
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long umoney;
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@@ -319,15 +319,15 @@ invault(void)
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x = u.ux;
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y = u.uy;
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if (levl[x][y].typ != ROOM) { /* player dug a door and is in it */
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if (levl[x + 1][y].typ == ROOM)
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if (levl[x + 1][y].typ == ROOM) {
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x = x + 1;
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else if (levl[x][y + 1].typ == ROOM)
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} else if (levl[x][y + 1].typ == ROOM) {
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y = y + 1;
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else if (levl[x - 1][y].typ == ROOM)
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} else if (levl[x - 1][y].typ == ROOM) {
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x = x - 1;
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else if (levl[x][y - 1].typ == ROOM)
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} else if (levl[x][y - 1].typ == ROOM) {
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y = y - 1;
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else if (levl[x + 1][y + 1].typ == ROOM) {
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} else if (levl[x + 1][y + 1].typ == ROOM) {
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x = x + 1;
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y = y + 1;
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} else if (levl[x - 1][y - 1].typ == ROOM) {
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@@ -507,14 +507,14 @@ invault(void)
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EGD(guard)->fcbeg = 0;
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EGD(guard)->fakecorr[0].fx = x;
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EGD(guard)->fakecorr[0].fy = y;
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EGD(guard)->fakecorr[0].ftyp = levl[x][y].typ;
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EGD(guard)->fakecorr[0].flags = levl[x][y].flags;
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if (!IS_WALL(levl[x][y].typ)) {
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/* the initial guard location happens to be a dug door */
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typ = levl[x][y].typ;
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if (!IS_WALL(typ)) {
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/* guard arriving at non-wall implies a door; vault wall was
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dug into an empty doorway (which could subsequently have
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been plugged with an intact door by use of locking magic) */
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int vlt = EGD(guard)->vroom;
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xchar lowx = g.rooms[vlt].lx, hix = g.rooms[vlt].hx;
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xchar lowy = g.rooms[vlt].ly, hiy = g.rooms[vlt].hy;
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int typ = levl[x][y].typ;
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if (x == lowx - 1 && y == lowy - 1)
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typ = TLCORNER;
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@@ -529,11 +529,18 @@ invault(void)
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else if (x == lowx - 1 || x == hix + 1)
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typ = VWALL;
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EGD(guard)->fakecorr[0].ftyp = typ;
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/* we lack access to the original wall_info bit mask for this
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former wall location so recreate it */
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levl[x][y].typ = typ; /* wall; will be changed to door below */
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levl[x][y].wall_info = 0; /* will be reset too via doormask */
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xy_set_wall_state(x, y); /* set WA_MASK bits in .wall_info */
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}
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EGD(guard)->fakecorr[0].ftyp = typ;
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EGD(guard)->fakecorr[0].flags = levl[x][y].flags;
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/* guard's entry point where confrontation with hero takes place */
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levl[x][y].typ = DOOR;
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levl[x][y].doormask = D_NODOOR;
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unblock_point(x, y); /* doesn't block light */
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unblock_point(x, y); /* empty doorway doesn't block light */
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EGD(guard)->fcend = 1;
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EGD(guard)->warncnt = 1;
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}
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@@ -595,11 +602,10 @@ wallify_vault(struct monst *grd)
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: VWALL;
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else /* not left or right side, must be top or bottom */
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typ = HWALL;
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levl[x][y].typ = typ;
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/* FIXME? both rm.doormask and rm.wall_info overlay
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rm.flags, so clearing doormask clobbers wall_info
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rather than reset it to the proper value. Do we care? */
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levl[x][y].doormask = 0;
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levl[x][y].wall_info = 0;
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xy_set_wall_state(x, y); /* set WA_MASK bits in .wall_info */
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/*
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* hack: player knows walls are restored because of the
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* message, below, so show this on the screen.
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