Move Orcus shopkeeper removal from fixup_special into stock_room
The plan is to unify special room filling code and cause special rooms to be filled as the very last stage of level creation. Since this will occur after fixup_special, it was necessary to address the one remaining piece of code in there that affects special room filling. (The Medusa code remaining in there doesn't have to do with special rooms.)
This commit is contained in:
committed by
Pasi Kallinen
parent
5d73b2be08
commit
a35cbf3816
@@ -574,15 +574,6 @@ fixup_special()
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g.level.flags.graveyard = 1;
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} else if (Is_stronghold(&u.uz)) {
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g.level.flags.graveyard = 1;
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} else if (on_level(&u.uz, &orcus_level)) {
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struct monst *mtmp, *mtmp2;
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/* it's a ghost town, get rid of shopkeepers */
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for (mtmp = fmon; mtmp; mtmp = mtmp2) {
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mtmp2 = mtmp->nmon;
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if (mtmp->isshk)
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mongone(mtmp);
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}
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} else if (on_level(&u.uz, &baalzebub_level)) {
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/* custom wallify the "beetle" potion of the level */
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baalz_fixup();
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@@ -774,6 +774,12 @@ register struct mkroom *sroom;
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* monsters will sit on top of objects and not the other way around.
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*/
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/* Hack for Orcus's level: it's a ghost town, get rid of shopkeepers */
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if (on_level(&u.uz, &orcus_level)) {
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struct monst* mtmp = shop_keeper(rmno);
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mongone(mtmp);
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}
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g.level.flags.has_shop = TRUE;
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}
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