| 27 | }; |
| 28 | |
| 29 | staticfn boolean |
| 30 | rm_waslit(void) |
| 31 | { |
| 32 | coordxy x, y; |
| 33 | |
| 34 | if (levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit) |
| 35 | return TRUE; |
| 36 | for (x = u.ux - 2; x < u.ux + 3; x++) |
| 37 | for (y = u.uy - 1; y < u.uy + 2; y++) |
| 38 | if (isok(x, y) && levl[x][y].waslit) |
| 39 | return TRUE; |
| 40 | return FALSE; |
| 41 | } |
| 42 | |
| 43 | /* Change level topology. Messes with vision tables and ignores things like |
| 44 | * boulders in the name of a nice effect. Vision will get fixed up again |