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.
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@@ -59,6 +59,7 @@ try to restrict whistles and musical instruments to monsters that can blow
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thrown potions can sometimes hit a steed's saddle
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sync default documentation of "null" option with the code
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tripping over a cockatrice corpse didn't petrify, even when not wearing boots
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do not call swamps on the Juiblex level "moat" when freezing
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Platform- and/or Interface-Specific Fixes
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15
src/zap.c
15
src/zap.c
@@ -3645,10 +3645,7 @@ boolean *shopdamage;
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}
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else if(abstype == ZT_COLD && (is_pool(x,y) || is_lava(x,y))) {
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boolean lava = is_lava(x,y);
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boolean moat = (!lava && (lev->typ != POOL) &&
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(lev->typ != WATER) &&
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!Is_medusa_level(&u.uz) &&
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!Is_waterlevel(&u.uz));
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const char *moat = waterbody_name(x, y);
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if (lev->typ == WATER) {
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/* For now, don't let WATER freeze. */
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@@ -3670,12 +3667,12 @@ boolean *shopdamage;
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}
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bury_objs(x,y);
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if(cansee(x,y)) {
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if(moat)
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Norep("The moat is bridged with ice!");
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else if(lava)
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Norep("The lava cools and solidifies.");
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if(lava)
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Norep("The lava cools and solidifies.");
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else if(strcmp(moat, "moat") == 0)
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Norep("The %s is bridged with ice!", moat);
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else
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Norep("The water freezes.");
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Norep("The water freezes.");
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newsym(x,y);
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} else if(!Deaf && !lava)
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You_hear("a crackling sound.");
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