Rework stairs structure

Use a linked list to store stair and ladder information, instead
of having fixed up/down stairs/ladders and a single "special" (branch)
stair.

Breaks saves and bones.

Adds information to migrating objects and monsters for the dungeon
and level where they are migrating from.
This commit is contained in:
Pasi Kallinen
2020-11-09 18:50:02 +02:00
parent e23f764d11
commit 6ec55a3624
34 changed files with 552 additions and 361 deletions

View File

@@ -3362,6 +3362,7 @@ char *buf;
int ltyp = lev->typ, cmap = -1;
const char *dfeature = 0;
static char altbuf[BUFSZ];
stairway *stway = stairway_at(x,y);
if (IS_DOOR(ltyp)) {
switch (lev->doormask) {
@@ -3402,15 +3403,13 @@ char *buf;
a_gname(),
align_str(Amask2align(lev->altarmask & ~AM_SHRINE)));
dfeature = altbuf;
} else if ((x == xupstair && y == yupstair)
|| (x == g.sstairs.sx && y == g.sstairs.sy && g.sstairs.up))
} else if (stway && !stway->isladder && stway->up)
cmap = S_upstair; /* "staircase up" */
else if ((x == xdnstair && y == ydnstair)
|| (x == g.sstairs.sx && y == g.sstairs.sy && !g.sstairs.up))
else if (stway && !stway->isladder && !stway->up)
cmap = S_dnstair; /* "staircase down" */
else if (x == xupladder && y == yupladder)
else if (stway && stway->isladder && stway->up)
cmap = S_upladder; /* "ladder up" */
else if (x == xdnladder && y == ydnladder)
else if (stway && stway->isladder && !stway->up)
cmap = S_dnladder; /* "ladder down" */
else if (ltyp == DRAWBRIDGE_DOWN)
cmap = S_vodbridge; /* "lowered drawbridge" */