des = sp->sct_type;
if (des == SCT_BSPAN || des == SCT_BTOWER)
knockdown(sp);
- if ((des == SCT_BHEAD || des == SCT_BTOWER) && !opt_EASY_BRIDGES)
+ if (IS_BRIDGE_HEAD(des) && !opt_EASY_BRIDGES)
bridgefall(sp);
}
if (nnx == sp->sct_x && nny == sp->sct_y)
continue;
getsect(nnx, nny, &bh_sect);
- if (bh_sect.sct_type == SCT_BHEAD &&
- bh_sect.sct_newtype == SCT_BHEAD)
- break;
- if (bh_sect.sct_type == SCT_BTOWER)
- break;
/* With EASY_BRIDGES, it just has to be next to any
land */
if (opt_EASY_BRIDGES) {
if (bh_sect.sct_type != SCT_WATER &&
bh_sect.sct_type != SCT_BSPAN)
break;
+ } else {
+ if (IS_BRIDGE_HEAD(bh_sect.sct_type)
+ && bh_sect.sct_newtype == bh_sect.sct_type)
+ break;
}
}
if (j > 6) {