- fix several cases where a point was unblocked by unblock_point wasn't
called, directly or indirectly
No "corridor disappears" message if Vault guard dies off-level
slip while mounting and levitating at will should not cause damage
if you see a monster jump into a trap in a secret corridor, it's not secret
+fixed a few places where unblock_point wasn't called but should have been
Platform- and/or Interface-Specific Fixes
case SCORR:
You_hear(hollow_str, "passage");
lev->typ = CORR;
+ unblock_point(rx,ry);
if (Blind) feel_location(rx,ry);
else newsym(rx,ry);
return res;
levl[zx][zy].doormask = D_NODOOR;
} else
levl[zx][zy].doormask = D_ISOPEN;
+ unblock_point(zx, zy);
newsym(zx, zy);
(*(int*)num)++;
} else if(levl[zx][zy].typ == SCORR) {
levl[zx][zy].typ = CORR;
+ unblock_point(zx, zy);
newsym(zx, zy);
(*(int*)num)++;
} else if ((ttmp = t_at(zx, zy)) != 0) {
if (*in_rooms(x, y, SHOPBASE))
add_damage(x, y, 0L);
levl[x][y].doormask = D_NODOOR;
+ unblock_point(x,y);
newsym(x,y);
break;
}
if (cansee(bhitpos.x, bhitpos.y))
pline_The("boulder crashes through a door.");
levl[bhitpos.x][bhitpos.y].doormask = D_BROKEN;
+ if (dist) unblock_point(bhitpos.x, bhitpos.y);
}
}
tmp_at(DISP_END, 0);