Follow-up Comment #1, bug #10286 (project wormux):
I don't think this is a problem. This is bad luck.
I don't plan to fix this, but if a consensus that it should be fixed is
reached, I imagine having an array containing higher ground level per map:
- on loading, for each abscissa, note the ordinate of the highest
non-transparent point
- on ground being blasted, for each abscissa, and for the highest blasted
ordinate to the lowest, check if it was the upper non-transparent point, and
if yes, decrement the ordinate.
When a bonus box is dropped, for all abscissa of it, check that at least one
pixel is not transparent (ie ordinate not 0 or under water).
It could also be used to place characters.
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