The plan is to unify special room filling code and cause special rooms
to be filled as the very last stage of level creation. Since this will
occur after fixup_special, it was necessary to address the one remaining
piece of code in there that affects special room filling. (The Medusa
code remaining in there doesn't have to do with special rooms.)
g.level.flags.graveyard = 1;
} else if (Is_stronghold(&u.uz)) {
g.level.flags.graveyard = 1;
- } else if (on_level(&u.uz, &orcus_level)) {
- struct monst *mtmp, *mtmp2;
-
- /* it's a ghost town, get rid of shopkeepers */
- for (mtmp = fmon; mtmp; mtmp = mtmp2) {
- mtmp2 = mtmp->nmon;
- if (mtmp->isshk)
- mongone(mtmp);
- }
} else if (on_level(&u.uz, &baalzebub_level)) {
/* custom wallify the "beetle" potion of the level */
baalz_fixup();
* monsters will sit on top of objects and not the other way around.
*/
+ /* Hack for Orcus's level: it's a ghost town, get rid of shopkeepers */
+ if (on_level(&u.uz, &orcus_level)) {
+ struct monst* mtmp = shop_keeper(rmno);
+ mongone(mtmp);
+ }
+
g.level.flags.has_shop = TRUE;
}