melting ice (trunk only)
add a new melt_ice_away timer for ice created via zapping a wand/spell of cold. Some follow-up adjustments to the length of time before the ice melts may be necessary. Ideally, I'd like to have it so that the shorter the length of time since the ice was created, the lesser the chance that it will melt out from under you. Likewise, the longer it has been, the more risky it will be to venture onto it. At the moment, however, each spot of ice is just getting a somewhat random time always greater than 50, which is less than ideal.
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@@ -1309,7 +1309,8 @@ static const ttable timeout_funcs[NUM_TIME_FUNCS] = {
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TTAB(revive_mon, (timeout_proc)0, "revive_mon"),
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TTAB(burn_object, cleanup_burn, "burn_object"),
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TTAB(hatch_egg, (timeout_proc)0, "hatch_egg"),
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TTAB(fig_transform, (timeout_proc)0, "fig_transform")
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TTAB(fig_transform, (timeout_proc)0, "fig_transform"),
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TTAB(melt_ice_away, (timeout_proc)0, "melt_ice_away")
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};
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#undef TTAB
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@@ -1554,6 +1555,36 @@ obj_stop_timers(obj)
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obj->timed = 0;
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}
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/*
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* Stop all timers of index func_index at this spot.
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*
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*/
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void
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spot_stop_timers(x,y,func_index)
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xchar x,y;
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short func_index;
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{
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timer_element *curr, *prev, *next_timer=0;
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long where = (((long)x << 16) | ((long)y));
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for (prev = 0, curr = timer_base; curr; curr = next_timer) {
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next_timer = curr->next;
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if (curr->kind == TIMER_LEVEL &&
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curr->func_index == func_index && curr->arg == (genericptr_t)where) {
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if (prev)
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prev->next = curr->next;
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else
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timer_base = curr->next;
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if (timeout_funcs[curr->func_index].cleanup)
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(*timeout_funcs[curr->func_index].cleanup)(curr->arg,
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curr->timeout);
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free((genericptr_t) curr);
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} else {
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prev = curr;
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}
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}
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}
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/* Insert timer into the global queue */
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STATIC_OVL void
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@@ -1904,7 +1904,7 @@ glovecheck: target = which_armor(mtmp, W_ARMG);
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!see_it && distu(mtmp->mx, mtmp->my) <= 3*3)
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You("smell smoke.");
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if (is_ice(mtmp->mx,mtmp->my))
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melt_ice(mtmp->mx,mtmp->my);
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melt_ice(mtmp->mx,mtmp->my, (char *)0);
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if (see_it) seetrap(trap);
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break;
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@@ -2440,7 +2440,7 @@ struct obj *box; /* null for floor trap */
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if (!box && burn_floor_paper(u.ux, u.uy, see_it, TRUE) && !see_it)
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You("smell paper burning.");
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if (is_ice(u.ux, u.uy))
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melt_ice(u.ux, u.uy);
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melt_ice(u.ux, u.uy, (char *)0);
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}
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STATIC_OVL void
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42
src/zap.c
42
src/zap.c
@@ -3479,12 +3479,14 @@ register int dx,dy;
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}
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void
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melt_ice(x, y)
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melt_ice(x, y, msg)
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xchar x, y;
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const char *msg;
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{
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struct rm *lev = &levl[x][y];
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struct obj *otmp;
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if (!msg) msg = "The ice crackles and melts.";
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if (lev->typ == DRAWBRIDGE_UP)
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lev->drawbridgemask &= ~DB_ICE; /* revert to DB_MOAT */
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else { /* lev->typ == ICE */
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@@ -3496,11 +3498,12 @@ xchar x, y;
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#endif
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lev->icedpool = 0;
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}
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spot_stop_timers(x, y, MELT_ICE_AWAY); /* no more ice to melt away */
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obj_ice_effects(x, y, FALSE);
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unearth_objs(x, y);
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if (Underwater) vision_recalc(1);
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newsym(x,y);
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if (cansee(x,y)) Norep("The ice crackles and melts.");
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if (cansee(x,y)) Norep(msg);
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if ((otmp = sobj_at(BOULDER, x, y)) != 0) {
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if (cansee(x,y)) pline("%s settles...", An(xname(otmp)));
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do {
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@@ -3515,6 +3518,38 @@ xchar x, y;
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spoteffects(TRUE); /* possibly drown, notice objects */
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}
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/*
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* Start a melt_ice timer.
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*/
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void
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start_melt_ice_timeout(x,y)
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xchar x,y;
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{
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long when, where;
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short action = MELT_ICE_AWAY;
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for (when = 50L; when < 2000L; when++)
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if (!rn2(3)) break;
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where = (((long)x << 16) | ((long)y));
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(void) start_timer(when, TIMER_LEVEL, action, (genericptr_t)where);
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}
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/*
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* Called when ice has melted completely away.
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*/
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void
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melt_ice_away(arg, timeout)
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genericptr_t arg;
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long timeout; /* unused */
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{
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xchar x,y;
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long where = (long)arg;
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y = (xchar)(where & 0xFFFF);
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x = (xchar)((where >> 16) & 0xFFFF);
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/* melt_ice does newsym when appropriate */
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melt_ice(x,y,"Some ice melts away.");
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}
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/* Burn floor scrolls, evaporate pools, etc... in a single square. Used
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* both for normal bolts of fire, cold, etc... and for fireballs.
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* Sets shopdamage to TRUE if a shop door is destroyed, and returns the
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@@ -3541,7 +3576,7 @@ boolean *shopdamage;
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if (cansee(x,y)) newsym(x,y);
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}
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if(is_ice(x, y)) {
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melt_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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const char *msgtxt = "You hear hissing gas.";
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if(lev->typ != POOL) { /* MOAT or DRAWBRIDGE_UP */
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@@ -3627,6 +3662,7 @@ boolean *shopdamage;
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}
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}
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}
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start_melt_ice_timeout(x,y);
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obj_ice_effects(x,y,TRUE);
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}
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if(closed_door(x, y)) {
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