fix issue #1309 - secret doors in Garden rooms
Issue reported by elunna: when a room gets converted into a theme room with fill type Garden, its walls are changed to trees but any secret doors in those walls are still displayed as regular walls. This adds a new D_ARBOREAL flag for secret doors, used to force them to be displayed as a tree instead of a wall. Fixes #1309
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@@ -1071,7 +1071,10 @@ end
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-- postprocess callback: turn room walls into trees
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function make_garden_walls(data)
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local sel = data.sel:grow();
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-- change walls to trees
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des.replace_terrain({ selection = sel, fromterrain="w", toterrain = "T" });
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-- update secret doors; attempting to change to AIR will set arboreal flag
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des.replace_terrain({ selection = sel, fromterrain="S", toterrain = "A" });
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end
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-- postprocess callback: make a trap
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@@ -219,6 +219,9 @@ struct rm {
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#define D_LOCKED 0x08
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#define D_TRAPPED 0x10
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/* secret doors aren't trapped or nonpasswall; overload D_TRAPPED and
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W_NONPASSWALL for 'arboreal' secret doors (in garden theme room) */
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#define D_ARBOREAL D_TRAPPED
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#define D_SECRET 0x20 /* only used by sp_lev.c, NOT in rm-struct */
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/*
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@@ -1588,7 +1588,7 @@ do_vicinity_map(
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void
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cvt_sdoor_to_door(struct rm *lev)
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{
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int newmask = lev->doormask & ~WM_MASK;
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int newmask = lev->doormask & ~(WM_MASK | D_ARBOREAL);
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if (Is_rogue_level(&u.uz)) {
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/* rogue didn't have doors, only doorways */
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@@ -2289,6 +2289,13 @@ back_to_glyph(coordxy x, coordxy y)
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case CORR:
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idx = (ptr->waslit || flags.lit_corridor) ? S_litcorr : S_corr;
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break;
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case SDOOR:
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if ((ptr->doormask & D_ARBOREAL) != 0) {
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idx = S_tree;
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break;
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}
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FALLTHROUGH;
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/*FALLTHRU*/
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case HWALL:
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case VWALL:
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case TLCORNER:
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@@ -2300,7 +2307,6 @@ back_to_glyph(coordxy x, coordxy y)
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case TDWALL:
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case TLWALL:
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case TRWALL:
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case SDOOR:
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idx = ptr->seenv ? wall_angle(ptr) : S_stone;
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break;
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case DOOR:
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@@ -3579,6 +3585,10 @@ wall_angle(struct rm *lev)
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break;
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case SDOOR:
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if ((lev->doormask & D_ARBOREAL) != 0) {
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idx = S_tree;
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break;
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}
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if (lev->horizontal)
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goto horiz;
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FALLTHROUGH;
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12
src/mkmaze.c
12
src/mkmaze.c
@@ -76,8 +76,16 @@ boolean
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set_levltyp(coordxy x, coordxy y, schar newtyp)
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{
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if (isok(x, y) && newtyp >= STONE && newtyp < MAX_TYPE) {
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if (CAN_OVERWRITE_TERRAIN(levl[x][y].typ)) {
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schar oldtyp = levl[x][y].typ;
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schar oldtyp = levl[x][y].typ;
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/* hack for secret doors in garden theme rooms */
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if (oldtyp == SDOOR && newtyp == AIR) {
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/* levl[][].typ stays SDOOR rather than change to AIR */
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levl[x][y].doormask |= D_ARBOREAL;
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return TRUE;
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}
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if (CAN_OVERWRITE_TERRAIN(oldtyp)) {
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/* typ==ICE || (typ==DRAWBRIDGE_UP && drawbridgemask==DB_ICE) */
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boolean was_ice = is_ice(x, y);
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