stinking cloud vs drawbridge
While looking at something else, I noticed that newsym() was checking for pool and lava by examining the terrain type directly rather than using the pool and lava checks, so it would never show a gas cloud at a closed drawbridge (the spot in front of the portcullis). Level's terrain at a closed drawbridge spot is DRAWBRIDGE_UP; need to look at drawbridgemask field to figure out whether the accessible terrain at that spot is moat or lava.
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@@ -171,6 +171,7 @@ overview information for former hero was not being set properly when bones
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in Guidebook.mn and Guidebook.txt, the 'I' command mis-described `IX' as
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displaying inventory items whose bless/curse state is "known"
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(Guidebook.tex correctly had "unknown")
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poison gas (stinking cloud) wasn't shown at drawbridge-up spot
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Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 display.c $NHDT-Date: 1525056598 2018/04/30 02:49:58 $ $NHDT-Branch: master $:$NHDT-Revision: 1.92 $ */
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/* NetHack 3.6 display.c $NHDT-Date: 1540502147 2018/10/25 21:15:47 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.94 $ */
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/* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */
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/* and Dave Cohrs, 1990. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -512,6 +512,7 @@ warning_of(mon)
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struct monst *mon;
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{
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int wl = 0, tmp = 0;
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if (mon_warning(mon)) {
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tmp = (int) (mon->m_lev / 4); /* match display.h */
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wl = (tmp > WARNCOUNT - 1) ? WARNCOUNT - 1 : tmp;
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@@ -755,38 +756,36 @@ register int x, y;
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/* normal region shown only on accessible positions, but poison clouds
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* also shown above lava, pools and moats.
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*/
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if (reg != NULL && (ACCESSIBLE(lev->typ)
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|| (reg->glyph == cmap_to_glyph(S_poisoncloud)
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&& (lev->typ == LAVAPOOL || lev->typ == POOL
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|| lev->typ == MOAT)))) {
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if (reg && (ACCESSIBLE(lev->typ)
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|| (reg->glyph == cmap_to_glyph(S_poisoncloud)
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&& is_pool_or_lava(x, y)))) {
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show_region(reg, x, y);
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return;
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}
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if (x == u.ux && y == u.uy) {
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if (canspotself()) {
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_map_location(x, y, 0); /* map *under* self */
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int see_self = canspotself();
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/* update map information for <u.ux,u.uy> (remembered topology
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and object/known trap/terrain glyph) but only display it if
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hero can't see him/herself, then show self if appropriate */
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_map_location(x, y, !see_self);
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if (see_self)
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display_self();
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} else
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/* we can see what is there */
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_map_location(x, y, 1);
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} else {
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mon = m_at(x, y);
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worm_tail = is_worm_tail(mon);
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see_it =
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mon && (worm_tail ? (!mon->minvis || See_invisible)
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: (mon_visible(mon)) || tp_sensemon(mon)
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|| MATCH_WARN_OF_MON(mon));
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see_it = mon && (mon_visible(mon)
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|| (!worm_tail && (tp_sensemon(mon)
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|| MATCH_WARN_OF_MON(mon))));
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if (mon && (see_it || (!worm_tail && Detect_monsters))) {
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if (mon->mtrapped) {
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struct trap *trap = t_at(x, y);
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int tt = trap ? trap->ttyp : NO_TRAP;
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/* if monster is in a physical trap, you see the trap too
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*/
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if (tt == BEAR_TRAP || is_pit(tt)
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|| tt == WEB) {
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trap->tseen = TRUE;
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}
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/* if monster is in a physical trap, you see trap too */
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if (tt == BEAR_TRAP || is_pit(tt) || tt == WEB)
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trap->tseen = 1;
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}
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_map_location(x, y, 0); /* map under the monster */
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/* also gets rid of any invisibility glyph */
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@@ -795,7 +794,7 @@ register int x, y;
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worm_tail);
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} else if (mon && mon_warning(mon) && !is_worm_tail(mon)) {
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display_warning(mon);
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} else if (glyph_is_invisible(levl[x][y].glyph)) {
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} else if (glyph_is_invisible(lev->glyph)) {
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map_invisible(x, y);
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} else
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_map_location(x, y, 1); /* map the location */\
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@@ -808,19 +807,17 @@ register int x, y;
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if (canspotself())
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display_self();
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} else if ((mon = m_at(x, y))
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} else if ((mon = m_at(x, y)) != 0
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&& ((see_it = (tp_sensemon(mon) || MATCH_WARN_OF_MON(mon)
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|| (see_with_infrared(mon)
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&& mon_visible(mon))))
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&& mon_visible(mon)))) != 0
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|| Detect_monsters)) {
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/* Monsters are printed every time. */
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/* This also gets rid of any invisibility glyph */
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/* Seen or sensed monsters are printed every time.
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This also gets rid of any invisibility glyph. */
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display_monster(x, y, mon, see_it ? 0 : DETECTED,
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is_worm_tail(mon) ? TRUE : FALSE);
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} else if ((mon = m_at(x, y)) && mon_warning(mon)
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&& !is_worm_tail(mon)) {
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} else if (mon && mon_warning(mon) && !is_worm_tail(mon)) {
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display_warning(mon);
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}
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/*
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* If the location is remembered as being both dark (waslit is false)
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@@ -828,7 +825,6 @@ register int x, y;
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*
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* (1) A dark location that the hero could see through night
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* vision.
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*
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* (2) Darkened while out of the hero's sight. This can happen
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* when cursed scroll of light is read.
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*
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@@ -844,7 +840,7 @@ register int x, y;
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* These checks and changes must be here and not in back_to_glyph().
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* They are dependent on the position being out of sight.
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*/
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else if (Is_rogue_level(&u.uz)) {
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} else if (Is_rogue_level(&u.uz)) {
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if (lev->glyph == cmap_to_glyph(S_litcorr) && lev->typ == CORR)
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show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
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else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM
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@@ -852,8 +848,7 @@ register int x, y;
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show_glyph(x, y, lev->glyph = cmap_to_glyph(S_stone));
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else
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goto show_mem;
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}
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else if (!lev->waslit || (flags.dark_room && iflags.use_color)) {
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} else if (!lev->waslit || (flags.dark_room && iflags.use_color)) {
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if (lev->glyph == cmap_to_glyph(S_litcorr) && lev->typ == CORR)
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show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
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else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM)
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