v2.3.1: magical fire is now cleared if frost is merely next to it

This commit is contained in:
Evan Debenham
2024-01-24 14:21:57 -05:00
parent 910eb58be7
commit 63ea27a80a
@@ -186,15 +186,19 @@ public class MagicalFireRoom extends SpecialRoom {
if (fire != null && fire.volume > 0 && fire.cur[cell] > 0){ if (fire != null && fire.volume > 0 && fire.cur[cell] > 0){
fire.clear(cell); fire.clear(cell);
} }
if (freeze != null && freeze.volume > 0 && freeze.cur[cell] > 0){
freeze.clear(cell); //clears itself if there is frost/blizzard on or next to it
cur[cell] = 0; for (int k : PathFinder.NEIGHBOURS9) {
clearAll = true; if (freeze != null && freeze.volume > 0 && freeze.cur[cell+k] > 0) {
} freeze.clear(cell);
if (bliz != null && bliz.volume > 0 && bliz.cur[cell] > 0){ cur[cell] = 0;
bliz.clear(cell); clearAll = true;
cur[cell] = 0; }
clearAll = true; if (bliz != null && bliz.volume > 0 && bliz.cur[cell+k] > 0) {
bliz.clear(cell);
cur[cell] = 0;
clearAll = true;
}
} }
l.passable[cell] = cur[cell] == 0 && (Terrain.flags[l.map[cell]] & Terrain.PASSABLE) != 0; l.passable[cell] = cur[cell] == 0 && (Terrain.flags[l.map[cell]] & Terrain.PASSABLE) != 0;
} }