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U1047 - mimics mimicking closed doors on the rogue level
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Since the rogue level does not have closed doors, mimicking one there makes
no sense.  Similar to what wand of locking does there, make mimics that end
up there mimic a wall instead of a door.
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cohrs committed May 22, 2004
1 parent c6d488f commit 1fbd886
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Showing 2 changed files with 5 additions and 2 deletions.
1 change: 1 addition & 0 deletions doc/fixes35.0
Original file line number Diff line number Diff line change
Expand Up @@ -67,6 +67,7 @@ when a giant carrying a boulder dies in a pit, ensure that the corpse is
when blind and levitating > shouldn't say "stairs" if player has not seen them
a slow-moving monster hidden under a rotting corpse was not immediately
displayed when the corpse rotted away
mimic that ends up on the rogue level should not mimic a closed door


Platform- and/or Interface-Specific Fixes
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6 changes: 4 additions & 2 deletions src/makemon.c
Original file line number Diff line number Diff line change
Expand Up @@ -1665,6 +1665,8 @@ register struct monst *mtmp;
* If there is a wall to the left that connects to this
* location, then the mimic mimics a horizontal closed door.
* This does not allow doors to be in corners of rooms.
* Since rogue has no closed doors, mimic a wall there
* (yes, mimics can end up on this level by various means).
*/
if (mx != 0 &&
(levl[mx-1][my].typ == HWALL ||
Expand All @@ -1674,9 +1676,9 @@ register struct monst *mtmp;
levl[mx-1][my].typ == TDWALL ||
levl[mx-1][my].typ == CROSSWALL||
levl[mx-1][my].typ == TUWALL ))
appear = S_hcdoor;
appear = Is_rogue_level(&u.uz) ? S_hwall : S_hcdoor;
else
appear = S_vcdoor;
appear = Is_rogue_level(&u.uz) ? S_vwall : S_vcdoor;

if(!mtmp->minvis || See_invisible)
block_point(mx,my); /* vision */
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