bz 406/#H4298 revisited

Redo the Ft.Ludios entry hack to suppress the lit walls on the left
and top rather than to light the upper-right corner.  Only noticeable
if carrying a lit candle.  Usually, that is.  This simpler hack could
be detected visually from the treasure room side of the walls involved
but normally won't be.
This commit is contained in:
PatR
2019-01-12 17:43:52 -08:00
parent dec0829ab5
commit 61409fb769
2 changed files with 25 additions and 28 deletions

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@@ -1,4 +1,4 @@
# NetHack 3.6 knox.des $NHDT-Date: 1547262478 2019/01/12 03:07:58 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.12 $
# NetHack 3.6 knox.des $NHDT-Date: 1547343821 2019/01/13 01:43:41 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.13 $
# Copyright (c) 1989 by Jean-Christophe Collet
# Copyright (c) 1992 by Izchak Miller
# NetHack may be freely redistributed. See license for details.
@@ -71,30 +71,28 @@ REGION:(03,10,07,13),lit,"zoo",filled,irregular
# and `unfilled' is a kludge to force an ordinary room to remain a room
REGION:(06,15,09,16),unlit,"ordinary",unfilled
# Run away! Or at least look away!
# 3.6.2: Entering level carrying a lit candle would show the whole entry
# chamber except for its top right corner even though some of the revealed
# spots are farther away than that is. This is because the lit treasure zoo
# is forcing the walls around it to be lit too (see light_region(sp_lev.c)),
# and lit walls show up when light reaches the spot next to them. The unlit
# corner is beyond candle range and isn't flagged as lit so it doesn't show
# up until light reaches it rather than when light gets next to it.
#
# Due to a quirk in how lit regions work, entering the arrival chamber
# with a lit candle reveals the left and left-top walls even though
# they're beyond the range of a candle's light, but the closer upper-right
# corner shows as blank (legitmately since that spot two steps away
# diagonally is beyond candle radius). Explicity lighting the problematic
# spot hides that quirk. Without a light source, it doesn't become mapped
# until you move next to it; with one, it becomes mapped when the spot
# adjacent to it becomes lit, matching the observable behavior of the rest
# of the entry chamber.
REGION:(10,14,10,14),lit,"ordinary"
# Unfortunately, a single lit spot actually lights a 3x3 area around that
# spot, resulting in the wall corner showing even without a candle and
# making some unexpected lit spots on that other side of the wall.
# Making an explicitly unlit box around the lit spot hides _that_ quirk.
REGION:(09,13,09,15),unlit,"ordinary"
REGION:(09,13,11,13),unlit,"ordinary"
REGION:(11,13,11,15),unlit,"ordinary"
# (We don't need to close the box across the bottom.)
#REGION:(09,15,11,15),unlit,"ordinary"
# [Note: expanding unlit arrival region to (05,14,09,16) did not solve this
# issue in other direction, to make the walls unlit and obey candle radius.]
# We now take you back to your regularly scheduled level description....
# Force left and top walls of the arrival chamber to be unlit in order to
# hide this lighting quirk.
REGION:(05,14,05,17),unlit,"ordinary"
REGION:(05,14,09,14),unlit,"ordinary"
# (Entering the treasure zoo while blind and then regaining sight might
# expose the new oddity of these walls not appearing when on the lit side
# but that's even less likely to occur than the rare instance of entering
# the level with a candle. They'll almost always be mapped from the arrival
# side before entering the treasure zoo.
#
# A prior workaround lit the top right corner wall and then jumped through
# hoops to suppress the extra light in the 3x3 lit area that produced.
# This is simpler and makes the short range candle light behave more like
# it is expected to work.)
# Barracks
REGION:(62,03,71,04),lit,"barracks",filled,irregular

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@@ -1,4 +1,4 @@
$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.227 $ $NHDT-Date: 1547262477 2019/01/12 03:07:57 $
$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.228 $ $NHDT-Date: 1547343820 2019/01/13 01:43:40 $
This fixes36.2 file is here to capture information about updates in the 3.6.x
lineage following the release of 3.6.1 in April 2018. Please note, however,
@@ -331,9 +331,8 @@ setting SEDUCE=0 made all succubus and incubus attacks be described as
smiling engagingly or seductively rather than hitting or missing
entering Ft.Ludios with a lit candle lit up the entire entry room except for
one corner spot; that corner is beyond candle radius but other spots
even further away were being shown; add a hack to knox.des to make
that corner show up too, although a proper fix should make the other
walls not be seen until approached
even further away were being shown; force the walls to unlit in order
to prevent those wall spots from showing so soon
Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository