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.
This commit is contained in:
PatR
2018-10-25 14:15:55 -07:00
parent 742ec3dd49
commit b7b261e8e1
2 changed files with 28 additions and 32 deletions

View File

@@ -171,6 +171,7 @@ overview information for former hero was not being set properly when bones
in Guidebook.mn and Guidebook.txt, the 'I' command mis-described `IX' as
displaying inventory items whose bless/curse state is "known"
(Guidebook.tex correctly had "unknown")
poison gas (stinking cloud) wasn't shown at drawbridge-up spot
Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 display.c $NHDT-Date: 1525056598 2018/04/30 02:49:58 $ $NHDT-Branch: master $:$NHDT-Revision: 1.92 $ */
/* 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 $ */
/* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */
/* and Dave Cohrs, 1990. */
/* NetHack may be freely redistributed. See license for details. */
@@ -512,6 +512,7 @@ warning_of(mon)
struct monst *mon;
{
int wl = 0, tmp = 0;
if (mon_warning(mon)) {
tmp = (int) (mon->m_lev / 4); /* match display.h */
wl = (tmp > WARNCOUNT - 1) ? WARNCOUNT - 1 : tmp;
@@ -755,38 +756,36 @@ register int x, y;
/* normal region shown only on accessible positions, but poison clouds
* also shown above lava, pools and moats.
*/
if (reg != NULL && (ACCESSIBLE(lev->typ)
|| (reg->glyph == cmap_to_glyph(S_poisoncloud)
&& (lev->typ == LAVAPOOL || lev->typ == POOL
|| lev->typ == MOAT)))) {
if (reg && (ACCESSIBLE(lev->typ)
|| (reg->glyph == cmap_to_glyph(S_poisoncloud)
&& is_pool_or_lava(x, y)))) {
show_region(reg, x, y);
return;
}
if (x == u.ux && y == u.uy) {
if (canspotself()) {
_map_location(x, y, 0); /* map *under* self */
int see_self = canspotself();
/* update map information for <u.ux,u.uy> (remembered topology
and object/known trap/terrain glyph) but only display it if
hero can't see him/herself, then show self if appropriate */
_map_location(x, y, !see_self);
if (see_self)
display_self();
} else
/* we can see what is there */
_map_location(x, y, 1);
} else {
mon = m_at(x, y);
worm_tail = is_worm_tail(mon);
see_it =
mon && (worm_tail ? (!mon->minvis || See_invisible)
: (mon_visible(mon)) || tp_sensemon(mon)
|| MATCH_WARN_OF_MON(mon));
see_it = mon && (mon_visible(mon)
|| (!worm_tail && (tp_sensemon(mon)
|| MATCH_WARN_OF_MON(mon))));
if (mon && (see_it || (!worm_tail && Detect_monsters))) {
if (mon->mtrapped) {
struct trap *trap = t_at(x, y);
int tt = trap ? trap->ttyp : NO_TRAP;
/* if monster is in a physical trap, you see the trap too
*/
if (tt == BEAR_TRAP || is_pit(tt)
|| tt == WEB) {
trap->tseen = TRUE;
}
/* if monster is in a physical trap, you see trap too */
if (tt == BEAR_TRAP || is_pit(tt) || tt == WEB)
trap->tseen = 1;
}
_map_location(x, y, 0); /* map under the monster */
/* also gets rid of any invisibility glyph */
@@ -795,7 +794,7 @@ register int x, y;
worm_tail);
} else if (mon && mon_warning(mon) && !is_worm_tail(mon)) {
display_warning(mon);
} else if (glyph_is_invisible(levl[x][y].glyph)) {
} else if (glyph_is_invisible(lev->glyph)) {
map_invisible(x, y);
} else
_map_location(x, y, 1); /* map the location */\
@@ -808,19 +807,17 @@ register int x, y;
if (canspotself())
display_self();
} else if ((mon = m_at(x, y))
} else if ((mon = m_at(x, y)) != 0
&& ((see_it = (tp_sensemon(mon) || MATCH_WARN_OF_MON(mon)
|| (see_with_infrared(mon)
&& mon_visible(mon))))
&& mon_visible(mon)))) != 0
|| Detect_monsters)) {
/* Monsters are printed every time. */
/* This also gets rid of any invisibility glyph */
/* Seen or sensed monsters are printed every time.
This also gets rid of any invisibility glyph. */
display_monster(x, y, mon, see_it ? 0 : DETECTED,
is_worm_tail(mon) ? TRUE : FALSE);
} else if ((mon = m_at(x, y)) && mon_warning(mon)
&& !is_worm_tail(mon)) {
} else if (mon && mon_warning(mon) && !is_worm_tail(mon)) {
display_warning(mon);
}
/*
* If the location is remembered as being both dark (waslit is false)
@@ -828,7 +825,6 @@ register int x, y;
*
* (1) A dark location that the hero could see through night
* vision.
*
* (2) Darkened while out of the hero's sight. This can happen
* when cursed scroll of light is read.
*
@@ -844,7 +840,7 @@ register int x, y;
* These checks and changes must be here and not in back_to_glyph().
* They are dependent on the position being out of sight.
*/
else if (Is_rogue_level(&u.uz)) {
} else if (Is_rogue_level(&u.uz)) {
if (lev->glyph == cmap_to_glyph(S_litcorr) && lev->typ == CORR)
show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM
@@ -852,8 +848,7 @@ register int x, y;
show_glyph(x, y, lev->glyph = cmap_to_glyph(S_stone));
else
goto show_mem;
}
else if (!lev->waslit || (flags.dark_room && iflags.use_color)) {
} else if (!lev->waslit || (flags.dark_room && iflags.use_color)) {
if (lev->glyph == cmap_to_glyph(S_litcorr) && lev->typ == CORR)
show_glyph(x, y, lev->glyph = cmap_to_glyph(S_corr));
else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM)