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.
This commit is contained in:
29
src/invent.c
29
src/invent.c
@@ -1,4 +1,4 @@
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/* NetHack 3.7 invent.c $NHDT-Date: 1698090922 2023/10/23 19:55:22 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.456 $ */
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/* NetHack 3.7 invent.c $NHDT-Date: 1698264784 2023/10/25 20:13:04 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.457 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Derek S. Ray, 2015. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -4224,7 +4224,7 @@ dfeature_at(coordxy x, coordxy y, char *buf)
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else if (is_lava(x, y))
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cmap = S_lava; /* "molten lava" */
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else if (is_ice(x, y))
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cmap = S_ice; /* "ice" */
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dfeature = ice_descr(x, y, altbuf), cmap = -1; /* "ice" */
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else if (is_pool(x, y))
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dfeature = "pool of water";
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else if (IS_SINK(ltyp))
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@@ -4330,19 +4330,28 @@ look_here(
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if (dfeature && !strncmp(dfeature, "altar ", 6)) {
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/* don't say "altar" twice, dfeature has more info */
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You("try to feel what is here.");
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} else if (SURFACE_AT(u.ux, u.uy) == ICE) {
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/* using describe_decor() to handle ice is simpler than
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replicating it in the conditional message construction */
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if (!flags.mention_decor || iflags.prev_decor == ICE)
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force_decor(FALSE);
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/* plain "ice" if blind and levitating, otherwise "solid ice" &c;
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"There is [thin ]ice here. You try to feel what is on it." */
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You("try to feel what is on it.");
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skip_dfeature = TRUE; /* ice already described */
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} else {
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const char *where = (Blind && !can_reach_floor(TRUE))
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? "lying beneath you"
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: "lying here on the ",
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*onwhat = (Blind && !can_reach_floor(TRUE))
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? ""
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: surface(u.ux, u.uy);
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boolean cant_reach = !can_reach_floor(TRUE);
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const char *surf = surface(u.ux, u.uy),
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*where = cant_reach ? "lying beneath you"
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: "lying here on the ",
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*onwhat = cant_reach ? "" : surf;
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You("try to feel what is %s%s.", drift ? "floating here" : where,
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drift ? "" : onwhat);
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if (dfeature && !drift && !strcmp(dfeature, surf))
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skip_dfeature = TRUE; /* terrain feature already identified */
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}
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if (dfeature && !drift && !strcmp(dfeature, surface(u.ux, u.uy)))
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dfeature = 0; /* ice already identified */
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trap = t_at(u.ux, u.uy);
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if (!can_reach_floor(trap && is_pit(trap->ttyp))) {
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pline("But you can't reach it!");
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