Clears the secret flag in the specified room, and recursively, all connected rooms
| 3057 | |
| 3058 | // Clears the secret flag in the specified room, and recursively, all connected rooms |
| 3059 | void ClearSecretFlags(room *rp) { |
| 3060 | int p; |
| 3061 | portal *pp; |
| 3062 | |
| 3063 | rp->flags &= ~RF_SECRET; |
| 3064 | |
| 3065 | for (p = 0, pp = rp->portals; p < rp->num_portals; p++, pp++) { |
| 3066 | room *rp2 = &Rooms[pp->croom]; |
| 3067 | if (rp2->flags & RF_SECRET) |
| 3068 | ClearSecretFlags(rp2); |
| 3069 | } |
| 3070 | } |
| 3071 | // Prints out a message when you've found a secret |
| 3072 | #define SECRET_COLOR GR_RGB(0, 128, 255) |
| 3073 | void DoSecretForPlayer(room *rp, object *objp) { |