Don't recompute sct_coastal in desi(), just use it

No need to recompute it since sct_coastal was redesigned to be
reliable in 4.3.0 (commit 7b947943),
This commit is contained in:
Markus Armbruster 2008-02-17 08:56:14 +01:00
parent 44f6656e2f
commit d3a3aa4306

View file

@ -97,25 +97,13 @@ desi(void)
continue; continue;
if (sect.sct_type == SCT_SANCT) if (sect.sct_type == SCT_SANCT)
breaksanct++; breaksanct++;
if ((des == SCT_HARBR) || (des == SCT_BHEAD)) { if ((des == SCT_HARBR || des == SCT_BHEAD) && !sect.sct_coastal) {
for (n = 1; n <= 6; n++) { pr("%s does not border on water.\n",
getsect(nstr.x + diroff[n][0], xyas(nstr.x, nstr.y, player->cnum));
nstr.y + diroff[n][1], &check); if (player->god)
if (check.sct_type == SCT_WATER) pr("But if it's what you want ...\n");
break; else
if (check.sct_type == SCT_BSPAN) continue;
break;
if (check.sct_type == SCT_BTOWER)
break;
}
if (n > 6) {
pr("%s does not border on water.\n",
xyas(nstr.x, nstr.y, player->cnum));
if (player->god)
pr("But if it's what you want ...\n");
else
continue;
}
} }
if (sect.sct_type == SCT_SANCT && !player->god) if (sect.sct_type == SCT_SANCT && !player->god)
continue; continue;