Juiblex' frozen "moat"

<Someone> reported that freezing the swamp on Juiblex' level would result
in message about a frozen moat.  Avoid this by using waterbody_name
to to determine if it's a moat or not.
This commit is contained in:
cohrs
2004-03-26 18:20:49 +00:00
parent 54feb64a0e
commit e424ca4ba3
2 changed files with 7 additions and 9 deletions

View File

@@ -59,6 +59,7 @@ try to restrict whistles and musical instruments to monsters that can blow
thrown potions can sometimes hit a steed's saddle
sync default documentation of "null" option with the code
tripping over a cockatrice corpse didn't petrify, even when not wearing boots
do not call swamps on the Juiblex level "moat" when freezing
Platform- and/or Interface-Specific Fixes

View File

@@ -3645,10 +3645,7 @@ boolean *shopdamage;
}
else if(abstype == ZT_COLD && (is_pool(x,y) || is_lava(x,y))) {
boolean lava = is_lava(x,y);
boolean moat = (!lava && (lev->typ != POOL) &&
(lev->typ != WATER) &&
!Is_medusa_level(&u.uz) &&
!Is_waterlevel(&u.uz));
const char *moat = waterbody_name(x, y);
if (lev->typ == WATER) {
/* For now, don't let WATER freeze. */
@@ -3670,12 +3667,12 @@ boolean *shopdamage;
}
bury_objs(x,y);
if(cansee(x,y)) {
if(moat)
Norep("The moat is bridged with ice!");
else if(lava)
Norep("The lava cools and solidifies.");
if(lava)
Norep("The lava cools and solidifies.");
else if(strcmp(moat, "moat") == 0)
Norep("The %s is bridged with ice!", moat);
else
Norep("The water freezes.");
Norep("The water freezes.");
newsym(x,y);
} else if(!Deaf && !lava)
You_hear("a crackling sound.");