Moving clouds on the plane of air
Reusing the plane of water air bubbles code
This commit is contained in:
@@ -139,26 +139,26 @@ GEOMETRY:center,center
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# This map has no visible outer boundary, and
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# is all "air".
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MAP
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AAAAAAAAAAAAAAAAAAAAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAACCCCCCAAAAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAACCAACCCCCAAAAAACCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAACCACCCCCCCAAAAACCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAACCCCAAACCAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAACCCCAAAAAACCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAACCCCCCCAAAACCACCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAACCCCAAAAAAACCACAACCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCAACCCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCAAACCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAACACACCCCCAAACCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCCCCAAAACCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAACACCCCCCCCAAACCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCAACCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAACACCCCCCCCCCACCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCCCCCCCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAACCCCCCAAACCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAACAAAAAACCAAAAAACCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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ENDMAP
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# Use up and down regions to partition the level into three parts;
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# teleportation can't cross from one part into another.
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@@ -292,7 +292,7 @@ boolean resuming;
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}
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restore_attrib();
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/* underwater and waterlevel vision are done here */
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if (Is_waterlevel(&u.uz))
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if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
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movebubbles();
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else if (Underwater)
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under_water(0);
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2
src/do.c
2
src/do.c
@@ -1286,7 +1286,7 @@ boolean at_stairs, falling, portal;
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}
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/* initial movement of bubbles just before vision_recalc */
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if (Is_waterlevel(&u.uz))
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if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
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movebubbles();
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if (level_info[new_ledger].flags & FORGOTTEN) {
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309
src/mkmaze.c
309
src/mkmaze.c
@@ -344,7 +344,8 @@ fixup_special()
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was_waterlevel = FALSE;
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u.uinwater = 0;
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unsetup_waterlevel();
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} else if (Is_waterlevel(&u.uz)) {
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}
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if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) {
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level.flags.hero_memory = 0;
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was_waterlevel = TRUE;
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/* water level is an odd beast - it has to be set up
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@@ -922,98 +923,110 @@ movebubbles()
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struct trap *btrap;
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static const struct rm water_pos =
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{ cmap_to_glyph(S_water), WATER, 0, 0, 0, 0, 0, 0, 0 };
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static const struct rm air_pos =
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{ cmap_to_glyph(S_cloud), AIR, 0, 0, 0, 1, 0, 0, 0 };
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/* set up the portal the first time bubbles are moved */
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if (!wportal) set_wportal();
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vision_recalc(2);
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/* keep attached ball&chain separate from bubble objects */
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if (Punished) unplacebc();
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/*
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* Pick up everything inside of a bubble then fill all bubble
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* locations.
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*/
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if (Is_waterlevel(&u.uz)) {
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for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
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if (b->cons) panic("movebubbles: cons != null");
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for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
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for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
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if (b->bm[j + 2] & (1 << i)) {
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if (!isok(x,y)) {
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impossible("movebubbles: bad pos (%d,%d)", x,y);
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continue;
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}
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/* keep attached ball&chain separate from bubble objects */
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if (Punished) unplacebc();
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/* pick up objects, monsters, hero, and traps */
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if (OBJ_AT(x,y)) {
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struct obj *olist = (struct obj *) 0, *otmp;
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struct container *cons = (struct container *)
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alloc(sizeof(struct container));
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/*
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* Pick up everything inside of a bubble then fill all bubble
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* locations.
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*/
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while ((otmp = level.objects[x][y]) != 0) {
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remove_object(otmp);
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otmp->ox = otmp->oy = 0;
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otmp->nexthere = olist;
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olist = otmp;
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for (b = up ? bbubbles : ebubbles; b; b = up ? b->next : b->prev) {
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if (b->cons) panic("movebubbles: cons != null");
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for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
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for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
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if (b->bm[j + 2] & (1 << i)) {
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if (!isok(x,y)) {
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impossible("movebubbles: bad pos (%d,%d)", x,y);
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continue;
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}
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cons->x = x;
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cons->y = y;
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cons->what = CONS_OBJ;
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cons->list = (genericptr_t) olist;
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cons->next = b->cons;
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b->cons = cons;
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/* pick up objects, monsters, hero, and traps */
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if (OBJ_AT(x,y)) {
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struct obj *olist = (struct obj *) 0, *otmp;
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struct container *cons = (struct container *)
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alloc(sizeof(struct container));
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while ((otmp = level.objects[x][y]) != 0) {
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remove_object(otmp);
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otmp->ox = otmp->oy = 0;
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otmp->nexthere = olist;
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olist = otmp;
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}
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cons->x = x;
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cons->y = y;
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cons->what = CONS_OBJ;
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cons->list = (genericptr_t) olist;
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cons->next = b->cons;
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b->cons = cons;
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}
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if (MON_AT(x,y)) {
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struct monst *mon = m_at(x,y);
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struct container *cons = (struct container *)
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alloc(sizeof(struct container));
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cons->x = x;
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cons->y = y;
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cons->what = CONS_MON;
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cons->list = (genericptr_t) mon;
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cons->next = b->cons;
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b->cons = cons;
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if(mon->wormno)
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remove_worm(mon);
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else
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remove_monster(x, y);
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newsym(x,y); /* clean up old position */
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mon->mx = mon->my = 0;
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}
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if (!u.uswallow && x == u.ux && y == u.uy) {
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struct container *cons = (struct container *)
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alloc(sizeof(struct container));
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cons->x = x;
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cons->y = y;
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cons->what = CONS_HERO;
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cons->list = (genericptr_t) 0;
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cons->next = b->cons;
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b->cons = cons;
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}
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if ((btrap = t_at(x,y)) != 0) {
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struct container *cons = (struct container *)
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alloc(sizeof(struct container));
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cons->x = x;
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cons->y = y;
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cons->what = CONS_TRAP;
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cons->list = (genericptr_t) btrap;
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cons->next = b->cons;
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b->cons = cons;
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}
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levl[x][y] = water_pos;
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block_point(x,y);
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}
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if (MON_AT(x,y)) {
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struct monst *mon = m_at(x,y);
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struct container *cons = (struct container *)
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alloc(sizeof(struct container));
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cons->x = x;
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cons->y = y;
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cons->what = CONS_MON;
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cons->list = (genericptr_t) mon;
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cons->next = b->cons;
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b->cons = cons;
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if(mon->wormno)
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remove_worm(mon);
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else
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remove_monster(x, y);
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newsym(x,y); /* clean up old position */
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mon->mx = mon->my = 0;
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}
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if (!u.uswallow && x == u.ux && y == u.uy) {
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struct container *cons = (struct container *)
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alloc(sizeof(struct container));
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cons->x = x;
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cons->y = y;
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cons->what = CONS_HERO;
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cons->list = (genericptr_t) 0;
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cons->next = b->cons;
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b->cons = cons;
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}
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if ((btrap = t_at(x,y)) != 0) {
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struct container *cons = (struct container *)
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alloc(sizeof(struct container));
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cons->x = x;
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cons->y = y;
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cons->what = CONS_TRAP;
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cons->list = (genericptr_t) btrap;
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cons->next = b->cons;
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b->cons = cons;
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}
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levl[x][y] = water_pos;
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block_point(x,y);
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}
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}
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} else if (Is_airlevel(&u.uz)) {
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for (x = 0; x < COLNO; x++)
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for (y = 0; y < ROWNO; y++) {
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levl[x][y] = air_pos;
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unblock_point(x,y);
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}
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}
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/*
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@@ -1032,7 +1045,7 @@ movebubbles()
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}
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/* put attached ball&chain back */
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if (Punished) placebc();
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if (Is_waterlevel(&u.uz) && Punished) placebc();
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vision_full_recalc = 1;
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}
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@@ -1076,7 +1089,7 @@ int fd, mode;
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{
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register struct bubble *b;
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if (!Is_waterlevel(&u.uz)) return;
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if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz)) return;
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if (perform_bwrite(mode)) {
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int n = 0;
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@@ -1101,7 +1114,7 @@ register int fd;
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register int i;
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int n;
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if (!Is_waterlevel(&u.uz)) return;
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if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz)) return;
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set_wportal();
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mread(fd,(genericptr_t)&n,sizeof(int));
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@@ -1177,6 +1190,7 @@ setup_waterlevel()
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register int x, y;
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register int xskip, yskip;
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register int water_glyph = cmap_to_glyph(S_water);
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register int air_glyph = cmap_to_glyph(S_air);
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/* ouch, hardcoded... */
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@@ -1189,12 +1203,18 @@ setup_waterlevel()
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for (x = xmin; x <= xmax; x++)
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for (y = ymin; y <= ymax; y++)
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levl[x][y].glyph = water_glyph;
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levl[x][y].glyph = Is_waterlevel(&u.uz) ? water_glyph : air_glyph;
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/* make bubbles */
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xskip = 10 + rn2(10);
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yskip = 4 + rn2(4);
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if (Is_waterlevel(&u.uz)) {
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xskip = 10 + rn2(10);
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yskip = 4 + rn2(4);
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} else {
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xskip = 6 + rn2(4);
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yskip = 3 + rn2(3);
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}
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for (x = bxmin; x <= bxmax; x += xskip)
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for (y = bymin; y <= bymax; y += yskip)
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mk_bubble(x,y,rn2(7));
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@@ -1280,67 +1300,76 @@ register boolean ini;
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register int x, y, i, j, colli = 0;
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struct container *cons, *ctemp;
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/* move bubble */
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if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
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/* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
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dx = sgn(dx);
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dy = sgn(dy);
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/* clouds move slowly */
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if (!Is_airlevel(&u.uz) || !rn2(6)) {
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/* move bubble */
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if (dx < -1 || dx > 1 || dy < -1 || dy > 1) {
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/* pline("mv_bubble: dx = %d, dy = %d", dx, dy); */
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dx = sgn(dx);
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dy = sgn(dy);
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}
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/*
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* collision with level borders?
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* 1 = horizontal border, 2 = vertical, 3 = corner
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*/
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if (b->x <= bxmin) colli |= 2;
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if (b->y <= bymin) colli |= 1;
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if ((int) (b->x + b->bm[0] - 1) >= bxmax) colli |= 2;
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if ((int) (b->y + b->bm[1] - 1) >= bymax) colli |= 1;
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if (b->x < bxmin) {
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pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin);
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b->x = bxmin;
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}
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if (b->y < bymin) {
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pline("bubble ymin: y = %d, ymin = %d", b->y, bymin);
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b->y = bymin;
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}
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if ((int) (b->x + b->bm[0] - 1) > bxmax) {
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pline("bubble xmax: x = %d, xmax = %d",
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b->x + b->bm[0] - 1, bxmax);
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b->x = bxmax - b->bm[0] + 1;
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}
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if ((int) (b->y + b->bm[1] - 1) > bymax) {
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pline("bubble ymax: y = %d, ymax = %d",
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b->y + b->bm[1] - 1, bymax);
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b->y = bymax - b->bm[1] + 1;
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}
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/* bounce if we're trying to move off the border */
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if (b->x == bxmin && dx < 0) dx = -dx;
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if (b->x + b->bm[0] - 1 == bxmax && dx > 0) dx = -dx;
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if (b->y == bymin && dy < 0) dy = -dy;
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if (b->y + b->bm[1] - 1 == bymax && dy > 0) dy = -dy;
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b->x += dx;
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b->y += dy;
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}
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/*
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* collision with level borders?
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* 1 = horizontal border, 2 = vertical, 3 = corner
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*/
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if (b->x <= bxmin) colli |= 2;
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if (b->y <= bymin) colli |= 1;
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if ((int) (b->x + b->bm[0] - 1) >= bxmax) colli |= 2;
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if ((int) (b->y + b->bm[1] - 1) >= bymax) colli |= 1;
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if (b->x < bxmin) {
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pline("bubble xmin: x = %d, xmin = %d", b->x, bxmin);
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b->x = bxmin;
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}
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if (b->y < bymin) {
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pline("bubble ymin: y = %d, ymin = %d", b->y, bymin);
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b->y = bymin;
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}
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if ((int) (b->x + b->bm[0] - 1) > bxmax) {
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pline("bubble xmax: x = %d, xmax = %d",
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b->x + b->bm[0] - 1, bxmax);
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b->x = bxmax - b->bm[0] + 1;
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}
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if ((int) (b->y + b->bm[1] - 1) > bymax) {
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pline("bubble ymax: y = %d, ymax = %d",
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b->y + b->bm[1] - 1, bymax);
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b->y = bymax - b->bm[1] + 1;
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}
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/* bounce if we're trying to move off the border */
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if (b->x == bxmin && dx < 0) dx = -dx;
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if (b->x + b->bm[0] - 1 == bxmax && dx > 0) dx = -dx;
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if (b->y == bymin && dy < 0) dy = -dy;
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if (b->y + b->bm[1] - 1 == bymax && dy > 0) dy = -dy;
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b->x += dx;
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b->y += dy;
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/* void positions inside bubble */
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/* draw the bubbles */
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for (i = 0, x = b->x; i < (int) b->bm[0]; i++, x++)
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for (j = 0, y = b->y; j < (int) b->bm[1]; j++, y++)
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if (b->bm[j + 2] & (1 << i)) {
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if (Is_waterlevel(&u.uz)) {
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levl[x][y].typ = AIR;
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levl[x][y].lit = 1;
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unblock_point(x,y);
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} else if (Is_airlevel(&u.uz)) {
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levl[x][y].typ = CLOUD;
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levl[x][y].lit = 1;
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block_point(x,y);
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}
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}
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/* replace contents of bubble */
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for (cons = b->cons; cons; cons = ctemp) {
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ctemp = cons->next;
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cons->x += dx;
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cons->y += dy;
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if (Is_waterlevel(&u.uz)) {
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/* replace contents of bubble */
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for (cons = b->cons; cons; cons = ctemp) {
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ctemp = cons->next;
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cons->x += dx;
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cons->y += dy;
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switch(cons->what) {
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switch(cons->what) {
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case CONS_OBJ: {
|
||||
struct obj *olist, *otmp;
|
||||
|
||||
@@ -1381,13 +1410,13 @@ register boolean ini;
|
||||
default:
|
||||
impossible("mv_bubble: unknown bubble contents");
|
||||
break;
|
||||
}
|
||||
free((genericptr_t)cons);
|
||||
}
|
||||
free((genericptr_t)cons);
|
||||
b->cons = 0;
|
||||
}
|
||||
b->cons = 0;
|
||||
|
||||
/* boing? */
|
||||
|
||||
switch (colli) {
|
||||
case 1: b->dy = -b->dy; break;
|
||||
case 3: b->dy = -b->dy; /* fall through */
|
||||
|
||||
Reference in New Issue
Block a user