filling antholes
From a bug report: when creating a level, anthole rooms can be generated even when no ants are left, unlike beehives which get suppressed once killer bees are gone. Also, if some ants are available but the type chosen for the current level isn't (in his case, soldier ants had been genocided), the anthole was filled will random monsters instead of picking another type of ant. This fixes both issues. Random monsters will only occur if the last type of ant gets used up while filling an anthole that was started when some ants were available, same as how monster generation for beehives and barracks works.
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@@ -1150,6 +1150,7 @@ E void NDECL(obj_sanity_check);
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E void FDECL(mkroom, (int));
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E void FDECL(fill_zoo, (struct mkroom *));
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E struct permonst *NDECL(antholemon);
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E boolean FDECL(nexttodoor, (int,int));
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E boolean FDECL(has_dnstairs, (struct mkroom *));
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E boolean FDECL(has_upstairs, (struct mkroom *));
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