detonate() tells the player the new sector designation (wasteland or
sea) when damage exceeds 100. But it neglected to update the bmap.
Fix that.
#include "file.h"
#include "land.h"
#include "lost.h"
#include "file.h"
#include "land.h"
#include "lost.h"
#include "misc.h"
#include "nat.h"
#include "news.h"
#include "misc.h"
#include "nat.h"
#include "news.h"
int rad;
struct nstr_sect ns;
struct nstr_item ni;
int rad;
struct nstr_sect ns;
struct nstr_item ni;
mpr(bombown, "Releasing RV's for %s detonation...\n",
airburst ? "airburst" : "groundburst");
mpr(bombown, "Releasing RV's for %s detonation...\n",
airburst ? "airburst" : "groundburst");
sect.sct_type = SCT_WASTE;
bp = "turned %s into a radioactive wasteland\n";
}
sect.sct_type = SCT_WASTE;
bp = "turned %s into a radioactive wasteland\n";
}
+ changed |= map_set(player->cnum, sect.sct_x, sect.sct_y,
+ dchr[sect.sct_type].d_mnem, 0);
} else {
sprintf(buf, "did %d%%%% damage in %%s\n", damage);
bp = buf;
} else {
sprintf(buf, "did %d%%%% damage in %%s\n", damage);
bp = buf;
+ if (changed)
+ writebmap(player->cnum);
+
snxtitem_dist(&ni, EF_PLANE, x, y, rad);
while (nxtitem(&ni, &plane)) {
if ((own = plane.pln_own) == 0)
snxtitem_dist(&ni, EF_PLANE, x, y, rad);
while (nxtitem(&ni, &plane)) {
if ((own = plane.pln_own) == 0)