Walls of lava

Add "walls of lava", basically lava which blocks vision and
require a bit more than just levitation or flight to move through.

No levels use this yet, as testing isn't thorough enough.
This commit is contained in:
Pasi Kallinen
2023-02-06 19:23:39 +02:00
parent b85fb2a197
commit 7401b44fa1
17 changed files with 338 additions and 289 deletions

View File

@@ -1078,7 +1078,7 @@ test_move(
/* FIXME: should be using lastseentyp[x][y] rather than seen vector
*/
if ((levl[x][y].seenv && is_pool_or_lava(x, y)) /* known pool/lava */
&& (IS_WATERWALL(levl[x][y].typ) /* never enter wall of water */
&& ((IS_WATERWALL(levl[x][y].typ) || levl[x][y].typ == LAVAWALL) /* never enter wall of liquid */
/* don't enter pool or lava (must be one of the two to
get here) unless flying or levitating or have known
water-walking for pool or known lava-walking and
@@ -1630,6 +1630,8 @@ u_simple_floortyp(coordxy x, coordxy y)
if (is_waterwall(x, y))
return WATER; /* wall of water, fly/lev does not matter */
if (levl[x][y].typ == LAVAWALL)
return LAVAWALL; /* wall of lava, fly/lev does not matter */
if (!u_in_air) {
if (is_pool(x, y))
return POOL;
@@ -1644,7 +1646,8 @@ static boolean
swim_move_danger(coordxy x, coordxy y)
{
schar newtyp = u_simple_floortyp(x, y);
boolean liquid_wall = IS_WATERWALL(newtyp);
boolean liquid_wall = IS_WATERWALL(newtyp)
|| newtyp == LAVAWALL;
if ((newtyp != u_simple_floortyp(u.ux, u.uy))
&& !Stunned && !Confusion && levl[x][y].seenv
@@ -2164,7 +2167,7 @@ avoid_moving_on_liquid(
|| gc.context.travel)
/* and you know you won't fall in */
&& (in_air || Known_lwalking || (is_pool(x, y) && Known_wwalking))
&& !IS_WATERWALL(levl[x][y].typ)) {
&& !(IS_WATERWALL(levl[x][y].typ) || levl[x][y].typ == LAVAWALL)) {
/* XXX: should send 'is_clinger(gy.youmonst.data)' here once clinging
polyforms are allowed to move over water */
return FALSE; /* liquid is safe to traverse */
@@ -2679,7 +2682,8 @@ switch_terrain(void)
{
struct rm *lev = &levl[u.ux][u.uy];
boolean blocklev = (IS_ROCK(lev->typ) || closed_door(u.ux, u.uy)
|| IS_WATERWALL(lev->typ)),
|| IS_WATERWALL(lev->typ)
|| lev->typ == LAVAWALL),
was_levitating = !!Levitation, was_flying = !!Flying;
if (blocklev) {