Revisit the Valkyrie goal level hack
Instead of hardcoding the lava terrain change in core, if the stairs are created in a fixed location, force the terrain to room floor first. Move the surrounding lava changing to room floor to the Val-goal lua file.
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@@ -392,7 +392,7 @@ put_lregion_here(
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break;
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case LR_DOWNSTAIR:
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case LR_UPSTAIR:
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mkstairs(x, y, (char) rtype, (struct mkroom *) 0);
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mkstairs(x, y, (char) rtype, (struct mkroom *) 0, FALSE);
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break;
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case LR_BRANCH:
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place_branch(Is_branchlev(&u.uz), x, y);
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@@ -1043,10 +1043,10 @@ makemaz(const char *s)
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wallification(2, 2, g.x_maze_max, g.y_maze_max);
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mazexy(&mm);
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mkstairs(mm.x, mm.y, 1, (struct mkroom *) 0); /* up */
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mkstairs(mm.x, mm.y, 1, (struct mkroom *) 0, FALSE); /* up */
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if (!Invocation_lev(&u.uz)) {
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mazexy(&mm);
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mkstairs(mm.x, mm.y, 0, (struct mkroom *) 0); /* down */
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mkstairs(mm.x, mm.y, 0, (struct mkroom *) 0, FALSE); /* down */
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} else { /* choose "vibrating square" location */
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stairway *stway;
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int trycnt = 0;
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