fix weight of containers in special levels
make the raven medusa level shortsighted
fix possible segfault in lev_comp when map was too tall
+fix "the ice is bridged with ice" when freezing castle's moat or Medusa's sea
Platform- and/or Interface-Specific Fixes
case ZT_COLD:
if (is_pool(x, y) || is_lava(x, y)) {
- boolean lava = is_lava(x, y);
- boolean moat = is_moat(x, y);
+ boolean lava = is_lava(x, y),
+ moat = is_moat(x, y);
if (lev->typ == WATER) {
/* For now, don't let WATER freeze. */
You_hear("a soft crackling.");
rangemod -= 1000; /* stop */
} else {
+ char buf[BUFSZ];
+
+ Strcpy(buf, waterbody_name(x, y)); /* for MOAT */
rangemod -= 3;
if (lev->typ == DRAWBRIDGE_UP) {
lev->drawbridgemask &= ~DB_UNDER; /* clear lava */
lev->drawbridgemask |= (lava ? DB_FLOOR : DB_ICE);
} else {
if (!lava)
- lev->icedpool =
- (lev->typ == POOL ? ICED_POOL : ICED_MOAT);
- lev->typ = (lava ? ROOM : ICE);
+ lev->icedpool = (lev->typ == POOL) ? ICED_POOL
+ : ICED_MOAT;
+ lev->typ = lava ? ROOM : ICE;
}
bury_objs(x, y);
if (see_it) {
if (lava)
Norep("The lava cools and solidifies.");
else if (moat)
- Norep("The %s is bridged with ice!",
- waterbody_name(x, y));
+ Norep("The %s is bridged with ice!", buf);
else
Norep("The water freezes.");
newsym(x, y);