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:
nethack.rankin
2006-01-29 04:32:04 +00:00
parent 0a52d1879f
commit e2dd0a12ae
4 changed files with 22 additions and 11 deletions

View File

@@ -181,6 +181,8 @@ only count successful statue creations against the monster limit in sp_lev.c
unseen wand of striking zapped by unseen monster became known if it hit a door
tweak knight quest messages
guidebook grammar bits
special level loader wasn't able to place random door in 1x1 room; could
trigger divide-by-0 crash for user-developed custom levels
Platform- and/or Interface-Specific Fixes