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

@@ -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);
}