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.
This commit is contained in:
Pasi Kallinen
2022-04-15 18:52:46 +03:00
parent a15b587b81
commit cb02ce88c5
5 changed files with 17 additions and 24 deletions

View File

@@ -392,7 +392,7 @@ put_lregion_here(
break;
case LR_DOWNSTAIR:
case LR_UPSTAIR:
mkstairs(x, y, (char) rtype, (struct mkroom *) 0);
mkstairs(x, y, (char) rtype, (struct mkroom *) 0, FALSE);
break;
case LR_BRANCH:
place_branch(Is_branchlev(&u.uz), x, y);
@@ -1043,10 +1043,10 @@ makemaz(const char *s)
wallification(2, 2, g.x_maze_max, g.y_maze_max);
mazexy(&mm);
mkstairs(mm.x, mm.y, 1, (struct mkroom *) 0); /* up */
mkstairs(mm.x, mm.y, 1, (struct mkroom *) 0, FALSE); /* up */
if (!Invocation_lev(&u.uz)) {
mazexy(&mm);
mkstairs(mm.x, mm.y, 0, (struct mkroom *) 0); /* down */
mkstairs(mm.x, mm.y, 0, (struct mkroom *) 0, FALSE); /* down */
} else { /* choose "vibrating square" location */
stairway *stway;
int trycnt = 0;