fix B02001 - WIZKIT artifacts
Fix the reported bug of artifacts created via wizard mode WIZKIT being "forgotten" and possibly duplicated during play. Perform artifact initialization before $WIZKIT processing; role info needed by the former is already sufficiently set up by that point.
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@@ -33,6 +33,7 @@ jumping over a sokobon pit would result in the player next to, not in, the pit
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don't let arrow, rock or dart traps provide an infinite number of objects
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dropping from height or throwing a normal container may damage contents
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some Magicbane messages treated "erinys" as plural
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initialize artifacts before processing $WIZKIT
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Platform- and/or Interface-Specific Fixes
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)allmain.c 3.4 2002/01/04 */
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/* SCCS Id: @(#)allmain.c 3.4 2003/04/02 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -495,10 +495,11 @@ newgame()
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* and init_artifacts() */
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init_dungeons(); /* must be before u_init() to avoid rndmonst()
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* creating odd monsters for initial tins and
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* eggs */
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* creating odd monsters for any tins and eggs
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* in hero's initial inventory */
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init_artifacts(); /* before u_init() in case $WIZKIT specifies
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* any aritfacts */
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u_init();
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init_artifacts();
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#ifndef NO_SIGNAL
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(void) signal(SIGINT, (SIG_RET_TYPE) done1);
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