On mazelike levels, containers had to be listed before their objects. But,
for roomfilled levels, containers had to be listed _after_ the objects. All
our current levels that use containers with objects are mazelike, so I
changed the room behavior, updating the comment in lev_comp.y to match.
Other items/monsters are still processed in reverse on roomfilled special
levels, but I think this is OK.
and forth between weapon and pick-axe and never move
uncontrolled teleports did not handle leashed pets
minetown fountain warnings shouldn't prevent finding gems/coins in fountain
+order of container and objects was different for mazelike and roomfilled levels
Platform- and/or Interface-Specific Fixes
} else
r->monsters = 0;
- /* read the objects */
+ /* read the objects, in same order as mazes */
Fread((genericptr_t) &r->nobject, 1, sizeof(r->nobject), fd);
if ((n = r->nobject) != 0) {
r->objects = NewTab(object, n);
- while (n--) {
- r->objects[(int)n] = New(object);
- load_one_object(fd, r->objects[(int)n]);
+ for (j = 0; j < n; ++j) {
+ r->objects[j] = New(object);
+ load_one_object(fd, r->objects[j]);
}
} else
r->objects = 0;
}
| COBJECT_ID object_desc
{
- /* 1: is contents of next object with 2 */
+ /* 1: is contents of preceeding object with 2 */
/* 2: is a container */
/* 0: neither */
tmpobj[nobj-1]->containment = 2;