v0.3.5: (sort of) fixed distortion traps messing with weak floor rooms

This commit is contained in:
Evan Debenham 2016-03-26 19:45:45 -04:00
parent 2378f45fbb
commit ccba55ce69
2 changed files with 6 additions and 2 deletions

View File

@ -167,9 +167,10 @@ public abstract class Level implements Bundlable {
public int color1 = 0x004400; public int color1 = 0x004400;
public int color2 = 0x88CC44; public int color2 = 0x88CC44;
//FIXME this is sloppy. Should be able to keep track of this without static variables
protected static boolean pitRoomNeeded = false; protected static boolean pitRoomNeeded = false;
protected static boolean weakFloorCreated = false; public static boolean weakFloorCreated = false;
private static final String VERSION = "version"; private static final String VERSION = "version";
private static final String MAP = "map"; private static final String MAP = "map";

View File

@ -27,6 +27,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Statistics;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.RegularLevel;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.ui.GameLog; import com.shatteredpixel.shatteredpixeldungeon.ui.GameLog;
import com.shatteredpixel.shatteredpixeldungeon.windows.WndError; import com.shatteredpixel.shatteredpixeldungeon.windows.WndError;
@ -279,6 +280,8 @@ public class InterlevelScene extends PixelScene {
Dungeon.depth--; Dungeon.depth--;
Level level = Dungeon.newLevel(); Level level = Dungeon.newLevel();
//FIXME this only partially addresses issues regarding weak floors.
RegularLevel.weakFloorCreated = false;
Dungeon.switchLevel( level, level.entrance ); Dungeon.switchLevel( level, level.entrance );
} }