adopt pull request #328 - steam clouds

This adds a superset of the code from github pull request #328
to create a short-lived cloud of steam when fire hits a pool or
fountain.  The original code required C99; this doesn't.  It also
allowed vapor clouds on the Plane of Water where they don't work
sanely becaure regions don't understand air bubble movement and/or
vice versa.  This inhibits the clouds there [the same ought to be
done for scrolls of stinking cloud].  It also left as-is the code
that reported when fountains got used up even though conceptually
the steam should interfere with being able to see that.  This adds
a glyph-check hack to augment cansee() so that fountains that boil
away entirely are hidden at the time.

Regions that block line of slight should be calling block_point()
when created and unblock_point() when removed but a naive attempt
to introduce that didn't work as expected so I'm giving up on.

Fixes #328
This commit is contained in:
PatR
2020-04-17 14:56:47 -07:00
parent 263ee3015f
commit 274321d4ec
4 changed files with 49 additions and 22 deletions

View File

@@ -268,6 +268,7 @@ wizard mode #wizborn command
include more skill information in ^X output when dual-wielding
item-using monsters will zap wand of undead turning at corpse-wielding hero
when the corpse is harmful
boiling a pool or fountain now creates a temporary cloud of steam
Platform- and/or Interface-Specific New Features

View File

@@ -204,15 +204,22 @@ boolean isyou;
if (yn("Dry up fountain?") == 'n')
return;
}
/* FIXME: sight-blocking clouds should use block_point() when
being created and unblock_point() when going away, then this
glyph hackery wouldn't be necessary */
if (cansee(x, y)) {
int glyph = glyph_at(x, y);
if (!glyph_is_cmap(glyph) || glyph_to_cmap(glyph) != S_cloud)
pline_The("fountain dries up!");
}
/* replace the fountain with ordinary floor */
levl[x][y].typ = ROOM, levl[x][y].flags = 0;
levl[x][y].blessedftn = 0;
if (cansee(x, y))
pline_The("fountain dries up!");
g.level.flags.nfountains--;
/* The location is seen if the hero/monster is invisible
or felt if the hero is blind. */
newsym(x, y);
g.level.flags.nfountains--;
if (isyou && in_town(x, y))
(void) angry_guards(FALSE);
}

View File

@@ -310,8 +310,11 @@ NhRegion *reg;
continue;
if (MON_AT(i, j) && inside_region(reg, i, j))
add_mon_to_reg(reg, g.level.monsters[i][j]);
if (reg->visible && cansee(i, j))
newsym(i, j);
if (reg->visible) {
/*block_point(i, j);*/
if (cansee(i, j))
newsym(i, j);
}
}
/* Check for player now... */
if (inside_region(reg, u.ux, u.uy))
@@ -345,8 +348,12 @@ NhRegion *reg;
if (reg->visible)
for (x = reg->bounding_box.lx; x <= reg->bounding_box.hx; x++)
for (y = reg->bounding_box.ly; y <= reg->bounding_box.hy; y++)
if (isok(x, y) && inside_region(reg, x, y) && cansee(x, y))
newsym(x, y);
if (isok(x, y) && inside_region(reg, x, y)) {
/*if (!sobj_at(BOULDER, x, y))
unblock_point(x, y);*/
if (cansee(x, y))
newsym(x, y);
}
free_region(reg);
}
@@ -532,7 +539,8 @@ update_player_regions()
register int i;
for (i = 0; i < g.n_regions; i++)
if (!g.regions[i]->attach_2_u && inside_region(g.regions[i], u.ux, u.uy))
if (!g.regions[i]->attach_2_u
&& inside_region(g.regions[i], u.ux, u.uy))
set_hero_inside(g.regions[i]);
else
clear_hero_inside(g.regions[i]);
@@ -996,23 +1004,25 @@ genericptr_t p2 UNUSED;
return TRUE; /* OK, it's gone, you can free it! */
}
/* returns True if p2 is killed by region p1, False otherwise */
boolean
inside_gas_cloud(p1, p2)
genericptr_t p1;
genericptr_t p2;
{
NhRegion *reg;
struct monst *mtmp;
int dam;
NhRegion *reg = (NhRegion *) p1;
struct monst *mtmp = (struct monst *) p2;
int dam = reg->arg.a_int;
/*
* Gas clouds can't be targetted at water locations, but they can
* start next to water and spread over it.
*/
reg = (NhRegion *) p1;
dam = reg->arg.a_int;
if (p2 == (genericptr_t) 0) { /* This means *YOU* Bozo! */
if (dam < 1)
return FALSE; /* if no damage then there's nothing to do here... */
if (!mtmp) { /* hero is indicated by Null rather than by &youmonst */
if (m_poisongas_ok(&g.youmonst) == M_POISONGAS_OK)
return FALSE;
if (!Blind) {

View File

@@ -4475,21 +4475,29 @@ short exploding_wand_typ;
if (is_ice(x, y)) {
melt_ice(x, y, (char *) 0);
} else if (is_pool(x, y)) {
boolean on_water_level = Is_waterlevel(&u.uz);
const char *msgtxt = (!Deaf)
? "You hear hissing gas." /* Deaf-aware */
: (type >= 0)
? "That seemed remarkably uneventful."
: (const char *) 0;
? "You hear hissing gas." /* Deaf-aware */
: (type >= 0)
? "That seemed remarkably uneventful."
: (char *) 0;
if (lev->typ != POOL) { /* MOAT or DRAWBRIDGE_UP */
if (see_it)
/* don't create steam clouds on Plane of Water; air bubble
movement and gas regions don't understand each other */
if (!on_water_level)
create_gas_cloud(x, y, rnd(3), 0); /* radius 1..3, no damg */
if (lev->typ != POOL) { /* MOAT or DRAWBRIDGE_UP or WATER */
if (on_water_level)
msgtxt = (see_it || !Deaf) ? "Some water boils." : 0;
else if (see_it)
msgtxt = "Some water evaporates.";
} else {
rangemod -= 3;
lev->typ = ROOM, lev->flags = 0;
t = maketrap(x, y, PIT);
if (t)
t->tseen = 1;
/*if (t) -- this was before the vapor cloud was added --
t->tseen = 1;*/
if (see_it)
msgtxt = "The water evaporates.";
}
@@ -4498,6 +4506,7 @@ short exploding_wand_typ;
if (lev->typ == ROOM)
newsym(x, y);
} else if (IS_FOUNTAIN(lev->typ)) {
create_gas_cloud(x, y, rnd(2), 0); /* radius 1..2, no damage */
if (see_it)
pline("Steam billows from the fountain.");
rangemod -= 1;