Special levels: mkmap roomno cleanup and room removal after map
mkmap creates mines-style full-level maps, so it should wipe out all the room numbers in the level away. Also, it uses temporary rooms for making sure the map is fully joined together; those temporary rooms were left on the map, but should've been cleared away. When putting down map-parts on the level, don't remove the room data which would be under that map; the map may have holes in them (using the "x" map char), so a room may still exist there. I don't think it matters if there is any room data which doesn't have any room numbers referring to it in the level. (Usually the special levels use map right after level_init anyway, so there wouldn't be any rooms in the level)
This commit is contained in:
@@ -6649,9 +6649,6 @@ TODO: g.coder->croom needs to be updated
|
||||
else if (splev_init_present && levl[x][y].typ == ICE)
|
||||
levl[x][y].icedpool = icedpools ? ICED_POOL : ICED_MOAT;
|
||||
}
|
||||
if (g.coder->lvl_is_joined && !g.in_mk_themerooms)
|
||||
remove_rooms(g.xstart, g.ystart,
|
||||
g.xstart + g.xsize, g.ystart + g.ysize);
|
||||
}
|
||||
|
||||
skipmap:
|
||||
|
||||
Reference in New Issue
Block a user