Make WALLIFIED_MAZE into a level flag.
It should now be randomly disabled for a 3rd of Gehennom, to make things a tad more interesting there. It's also disabled in Baalzebub's lair, to make things a little more interesting. Still don't know why the beetle is disappearing.
This commit is contained in:
18
src/sp_lev.c
18
src/sp_lev.c
@@ -520,12 +520,11 @@ schar filling;
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for (x = x1; x <= x2; x++)
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for (y = y1; y <= y2; y++) {
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#ifndef WALLIFIED_MAZE
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levl[x][y].typ = STONE;
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#else
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levl[x][y].typ =
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(y < 2 || ((x % 2) && (y % 2))) ? STONE : filling;
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#endif
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if (level.flags.corrmaze)
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levl[x][y].typ = STONE;
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else
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levl[x][y].typ =
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(y < 2 || ((x % 2) && (y % 2))) ? STONE : filling;
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}
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}
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@@ -2948,6 +2947,7 @@ spo_level_flags(coder)
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if (lflags & GRAVEYARD) level.flags.graveyard = 1;
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if (lflags & ICEDPOOLS) icedpools = TRUE;
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if (lflags & SOLIDIFY) coder->solidify = TRUE;
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if (lflags & CORRMAZE) level.flags.corrmaze = TRUE;
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opvar_free(flagdata);
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}
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@@ -4114,11 +4114,7 @@ spo_mazewalk(coder)
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if (!isok(x,y)) return;
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if (OV_i(ftyp) < 1) {
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#ifndef WALLIFIED_MAZE
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OV_i(ftyp) = CORR;
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#else
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OV_i(ftyp) = ROOM;
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#endif
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OV_i(ftyp) = level.flags.corrmaze ? CORR : ROOM;
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}
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/* don't use move() - it doesn't use W_NORTH, etc. */
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