fix #H30 - rn2(0) from off by 1 bug in special level door creation
From a bug report, the placement
of random doors by the code that loads special levels would attempt to
evaluate rn2(0) and either get a divide by zero crash (normal build) or an
impossible warning (DEBUG enabled when compiing rnd.c, done automatically
when BETA is defined). The problem was only noticable for random door in
a 1x1 room; none of our distributed levels specify such a thing so regular
users won't have encountered this bug. It's a one line fix.
Altar placement in temples also had a quirk of a similar nature. It
wouldn't trigger rn2(0) problems but would always place the altar to left
of mid-point in rooms with even width and above the center point in ones
with even height. Now the placement is randomized so that sometimes it'll
be to the right and/or below mid-point in such cases.
This also simplifies a couple other instances of similar expressions
that I spotted.
This commit is contained in:
@@ -181,6 +181,8 @@ only count successful statue creations against the monster limit in sp_lev.c
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unseen wand of striking zapped by unseen monster became known if it hit a door
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tweak knight quest messages
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guidebook grammar bits
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special level loader wasn't able to place random door in 1x1 room; could
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trigger divide-by-0 crash for user-developed custom levels
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Platform- and/or Interface-Specific Fixes
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