Add magic traps to the list of traps marked with victims early
These can generate on dlvl1 and be immediately fatal, so should be marked to prevent near-unavoidable early game instadeaths.
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+6
-4
@@ -1724,9 +1724,11 @@ mktrap(
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nonlethal, even indirectly. We also exclude all of the
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nonlethal, even indirectly. We also exclude all of the
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later/fancier traps because they tend to have special
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later/fancier traps because they tend to have special
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considerations (e.g. webs, portals), often are indirectly
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considerations (e.g. webs, portals), often are indirectly
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lethal, and tend not to generate on shallower levels anyway.
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lethal, and tend not to generate on shallower levels anyway
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Finally, pits are excluded because it's weird to see an item
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(exception: magic traps can generate on dlvl 1 and be
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in a pit and yet not be able to identify that the pit is there. */
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immediately lethal). Finally, pits are excluded because it's
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weird to see an item in a pit and yet not be able to identify
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that the pit is there. */
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if (kind != NO_TRAP && !(mktrapflags & MKTRAP_NOVICTIM)
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if (kind != NO_TRAP && !(mktrapflags & MKTRAP_NOVICTIM)
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&& lvl <= (unsigned) rnd(4)
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&& lvl <= (unsigned) rnd(4)
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&& kind != SQKY_BOARD && kind != RUST_TRAP
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&& kind != SQKY_BOARD && kind != RUST_TRAP
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@@ -1735,7 +1737,7 @@ mktrap(
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which case tx,ty==launch.x,y; no boulder => no dead predecessor */
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which case tx,ty==launch.x,y; no boulder => no dead predecessor */
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&& !(kind == ROLLING_BOULDER_TRAP
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&& !(kind == ROLLING_BOULDER_TRAP
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&& t->launch.x == t->tx && t->launch.y == t->ty)
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&& t->launch.x == t->tx && t->launch.y == t->ty)
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&& !is_pit(kind) && kind < HOLE) {
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&& !is_pit(kind) && (kind < HOLE || kind == MAGIC_TRAP)) {
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mktrap_victim(t);
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mktrap_victim(t);
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}
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}
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}
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}
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