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
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@@ -268,6 +268,7 @@ wizard mode #wizborn command
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include more skill information in ^X output when dual-wielding
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item-using monsters will zap wand of undead turning at corpse-wielding hero
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when the corpse is harmful
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boiling a pool or fountain now creates a temporary cloud of steam
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Platform- and/or Interface-Specific New Features
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@@ -204,15 +204,22 @@ boolean isyou;
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if (yn("Dry up fountain?") == 'n')
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return;
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}
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/* FIXME: sight-blocking clouds should use block_point() when
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being created and unblock_point() when going away, then this
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glyph hackery wouldn't be necessary */
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if (cansee(x, y)) {
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int glyph = glyph_at(x, y);
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if (!glyph_is_cmap(glyph) || glyph_to_cmap(glyph) != S_cloud)
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pline_The("fountain dries up!");
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}
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/* replace the fountain with ordinary floor */
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levl[x][y].typ = ROOM, levl[x][y].flags = 0;
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levl[x][y].blessedftn = 0;
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if (cansee(x, y))
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pline_The("fountain dries up!");
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g.level.flags.nfountains--;
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/* The location is seen if the hero/monster is invisible
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or felt if the hero is blind. */
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newsym(x, y);
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g.level.flags.nfountains--;
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if (isyou && in_town(x, y))
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(void) angry_guards(FALSE);
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}
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32
src/region.c
32
src/region.c
@@ -310,8 +310,11 @@ NhRegion *reg;
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continue;
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if (MON_AT(i, j) && inside_region(reg, i, j))
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add_mon_to_reg(reg, g.level.monsters[i][j]);
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if (reg->visible && cansee(i, j))
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newsym(i, j);
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if (reg->visible) {
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/*block_point(i, j);*/
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if (cansee(i, j))
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newsym(i, j);
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}
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}
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/* Check for player now... */
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if (inside_region(reg, u.ux, u.uy))
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@@ -345,8 +348,12 @@ NhRegion *reg;
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if (reg->visible)
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for (x = reg->bounding_box.lx; x <= reg->bounding_box.hx; x++)
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for (y = reg->bounding_box.ly; y <= reg->bounding_box.hy; y++)
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if (isok(x, y) && inside_region(reg, x, y) && cansee(x, y))
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newsym(x, y);
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if (isok(x, y) && inside_region(reg, x, y)) {
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/*if (!sobj_at(BOULDER, x, y))
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unblock_point(x, y);*/
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if (cansee(x, y))
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newsym(x, y);
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}
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free_region(reg);
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}
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@@ -532,7 +539,8 @@ update_player_regions()
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register int i;
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for (i = 0; i < g.n_regions; i++)
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if (!g.regions[i]->attach_2_u && inside_region(g.regions[i], u.ux, u.uy))
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if (!g.regions[i]->attach_2_u
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&& inside_region(g.regions[i], u.ux, u.uy))
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set_hero_inside(g.regions[i]);
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else
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clear_hero_inside(g.regions[i]);
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@@ -996,23 +1004,25 @@ genericptr_t p2 UNUSED;
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return TRUE; /* OK, it's gone, you can free it! */
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}
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/* returns True if p2 is killed by region p1, False otherwise */
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boolean
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inside_gas_cloud(p1, p2)
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genericptr_t p1;
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genericptr_t p2;
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{
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NhRegion *reg;
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struct monst *mtmp;
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int dam;
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NhRegion *reg = (NhRegion *) p1;
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struct monst *mtmp = (struct monst *) p2;
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int dam = reg->arg.a_int;
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/*
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* Gas clouds can't be targetted at water locations, but they can
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* start next to water and spread over it.
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*/
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reg = (NhRegion *) p1;
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dam = reg->arg.a_int;
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if (p2 == (genericptr_t) 0) { /* This means *YOU* Bozo! */
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if (dam < 1)
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return FALSE; /* if no damage then there's nothing to do here... */
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if (!mtmp) { /* hero is indicated by Null rather than by &youmonst */
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if (m_poisongas_ok(&g.youmonst) == M_POISONGAS_OK)
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return FALSE;
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if (!Blind) {
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25
src/zap.c
25
src/zap.c
@@ -4475,21 +4475,29 @@ short exploding_wand_typ;
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if (is_ice(x, y)) {
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melt_ice(x, y, (char *) 0);
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} else if (is_pool(x, y)) {
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boolean on_water_level = Is_waterlevel(&u.uz);
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const char *msgtxt = (!Deaf)
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? "You hear hissing gas." /* Deaf-aware */
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: (type >= 0)
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? "That seemed remarkably uneventful."
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: (const char *) 0;
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? "You hear hissing gas." /* Deaf-aware */
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: (type >= 0)
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? "That seemed remarkably uneventful."
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: (char *) 0;
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if (lev->typ != POOL) { /* MOAT or DRAWBRIDGE_UP */
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if (see_it)
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/* don't create steam clouds on Plane of Water; air bubble
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movement and gas regions don't understand each other */
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if (!on_water_level)
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create_gas_cloud(x, y, rnd(3), 0); /* radius 1..3, no damg */
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if (lev->typ != POOL) { /* MOAT or DRAWBRIDGE_UP or WATER */
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if (on_water_level)
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msgtxt = (see_it || !Deaf) ? "Some water boils." : 0;
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else if (see_it)
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msgtxt = "Some water evaporates.";
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} else {
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rangemod -= 3;
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lev->typ = ROOM, lev->flags = 0;
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t = maketrap(x, y, PIT);
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if (t)
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t->tseen = 1;
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/*if (t) -- this was before the vapor cloud was added --
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t->tseen = 1;*/
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if (see_it)
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msgtxt = "The water evaporates.";
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}
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@@ -4498,6 +4506,7 @@ short exploding_wand_typ;
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if (lev->typ == ROOM)
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newsym(x, y);
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} else if (IS_FOUNTAIN(lev->typ)) {
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create_gas_cloud(x, y, rnd(2), 0); /* radius 1..2, no damage */
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if (see_it)
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pline("Steam billows from the fountain.");
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rangemod -= 1;
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