Fix wizmakemap leaving genocided monsters on map

If a genocided monster was in "limbo" (migrating to the same level),
wizmakemap put it back on map.
This commit is contained in:
Pasi Kallinen
2019-10-26 19:58:02 +03:00
parent 757eca7fd9
commit d201d302b7
2 changed files with 2 additions and 0 deletions
+1
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@@ -207,6 +207,7 @@ mimic immitating a slime mold would change fruit type when player assigned new
parsing for the argument to 'scores' option was sloppy; "3a/o" (slash) and parsing for the argument to 'scores' option was sloppy; "3a/o" (slash) and
"3a 1o" (space and digit one, not lowercase L) both worked but "3a o" "3a 1o" (space and digit one, not lowercase L) both worked but "3a o"
(just space) was supposed to but didn't (just space) was supposed to but didn't
wizmakemap could leave genocided monsters on map
Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
+1
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@@ -861,6 +861,7 @@ wiz_makemap(VOID_ARGS)
u_on_rndspot((u.uhave.amulet ? 1 : 0) /* 'going up' flag */ u_on_rndspot((u.uhave.amulet ? 1 : 0) /* 'going up' flag */
| (was_in_W_tower ? 2 : 0)); | (was_in_W_tower ? 2 : 0));
losedogs(); losedogs();
kill_genocided_monsters();
/* u_on_rndspot() might pick a spot that has a monster, or losedogs() /* u_on_rndspot() might pick a spot that has a monster, or losedogs()
might pick the hero's spot (only if there isn't already a monster might pick the hero's spot (only if there isn't already a monster
there), so we might have to move hero or the co-located monster */ there), so we might have to move hero or the co-located monster */