report ice's thaw state
Classify nearby ice as "solid" (no melt timer), "sturdy" (more than 1000 turns left), "steady" (101 to 1000 turns left), "unsteady" (51 to 100 turns left), "thin" (15 to 50 turns left), or "slushy" (1 to 14 turns left, matching walking on ice with the Warning attribute). [I'm not thrilled with "steady" and particularly "unsteady".] I was originally going to do this just for probing downward, but ended up also doing it for look-here and getpos's autodescribe. It nearly got out of hand and touched more files than anticipated. 'mention_decor' ought to treat moving from ice firmer than thin to thin or slushy, from thin to slushy, from slushy to any other, and from thin to firmer as if moving onto different terrain but I haven't attempted to tackle that. The melt timer could work more like a candle's burn timer, triggering at intermediate stages and resetting itself, so that ice which changes to a weaker state under the hero could be reported to the player. But this doesn't implement that.
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 decl.h $NHDT-Date: 1686726249 2023/06/14 07:04:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.333 $ */
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/* NetHack 3.7 decl.h $NHDT-Date: 1698264758 2023/10/25 20:12:38 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.339 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Michael Allison, 2007. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -322,6 +322,10 @@ struct instance_globals_d {
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but that would require all xname() and doname() calls to be modified */
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int distantname;
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/* pickup.c */
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boolean decor_fumble_override;
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boolean decor_levitate_override;
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boolean havestate;
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unsigned long magic; /* validate that structure layout is preserved */
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};
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