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:
copperwater
2020-05-21 21:04:06 -04:00
committed by Pasi Kallinen
parent 5d73b2be08
commit a35cbf3816
2 changed files with 6 additions and 9 deletions

View File

@@ -574,15 +574,6 @@ fixup_special()
g.level.flags.graveyard = 1;
} else if (Is_stronghold(&u.uz)) {
g.level.flags.graveyard = 1;
} else if (on_level(&u.uz, &orcus_level)) {
struct monst *mtmp, *mtmp2;
/* it's a ghost town, get rid of shopkeepers */
for (mtmp = fmon; mtmp; mtmp = mtmp2) {
mtmp2 = mtmp->nmon;
if (mtmp->isshk)
mongone(mtmp);
}
} else if (on_level(&u.uz, &baalzebub_level)) {
/* custom wallify the "beetle" potion of the level */
baalz_fixup();

View File

@@ -774,6 +774,12 @@ register struct mkroom *sroom;
* monsters will sit on top of objects and not the other way around.
*/
/* Hack for Orcus's level: it's a ghost town, get rid of shopkeepers */
if (on_level(&u.uz, &orcus_level)) {
struct monst* mtmp = shop_keeper(rmno);
mongone(mtmp);
}
g.level.flags.has_shop = TRUE;
}