Level temperature
Allow setting a per-level "temperature": hot, cold, or temperate via special level flags. Currently it only affects some messages in Gehennom, but it could be expanded to ice melting, water freezing, or monster generation, for example. Invalidates saves and bones.
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@@ -231,7 +231,7 @@ hells = {
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function ()
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local cwid = math.random(4);
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des.level_init({ style = "solidfill", fg = " ", lit = 0 });
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des.level_flags("mazelevel", "noflip");
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des.level_flags("mazelevel", "noflip", "cold");
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des.level_init({ style = "maze", wallthick = 1, corrwid = cwid });
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local outside_walls = selection.match(" ");
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local icey = selection.negate():percentage(10):grow():filter_mapchar(".");
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@@ -7,7 +7,7 @@
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des.level_init({ style = "solidfill", fg = " " });
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des.level_flags("mazelevel", "noteleport", "hardfloor", "nommap");
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des.level_flags("mazelevel", "noteleport", "hardfloor", "nommap", "temperate");
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des.map([[
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----------------------------------------------------------------------------
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@@ -1085,6 +1085,8 @@ slightly more interesting Gehennom filler levels
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don't reveal color of potions, gems, or spellbooks that haven't been seen up
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close (seeing faraway monster operate on an object counts as up close)
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fix freeing a worn object when forced to drop it by falling down stairs
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allow setting per-level "temperature": hot, cold, or temperate, currently
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only affects some messages
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -532,6 +532,9 @@ Set flags for this level.
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| noflip | Prevent flipping the level.
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| noflipx | Prevent flipping the level horizontally.
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| noflipy | Prevent flipping the level vertically.
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| hot | Level is hot. Dungeon flag "hellish" automatically sets this.
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| cold | Level is cold.
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| temperate | Level is neither hot nor cold.
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|===
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Example:
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@@ -17,7 +17,7 @@
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* Incrementing EDITLEVEL can be used to force invalidation of old bones
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* and save files.
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*/
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#define EDITLEVEL 69
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#define EDITLEVEL 70
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/*
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* Development status possibilities.
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@@ -386,6 +386,7 @@ struct levelflags {
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normal mode descendant of such) */
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Bitfield(corrmaze, 1); /* Whether corridors are used for the maze
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rather than ROOM */
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schar temperature; /* +1 == hot, -1 == cold */
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};
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typedef struct {
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26
src/do.c
26
src/do.c
@@ -1360,6 +1360,7 @@ goto_level(
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char *annotation;
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int dist = depth(newlevel) - depth(&u.uz);
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boolean do_fall_dmg = FALSE;
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schar prev_temperature = gl.level.flags.temperature;
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if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel))
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newlevel->dlevel = dunlevs_in_dungeon(newlevel);
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@@ -1711,8 +1712,7 @@ goto_level(
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display_nhwindow(WIN_MESSAGE, FALSE);
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#endif
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You_hear("groans and moans everywhere.");
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} else
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hellish_smoke_mesg(); /* "It is hot here. You smell smoke..." */
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}
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record_achievement(ACH_HELL); /* reached Gehennom */
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}
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@@ -1759,9 +1759,6 @@ goto_level(
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}
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} else if (In_quest(&u.uz)) {
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onquest(); /* might be reaching locate|goal level */
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} else if (In_V_tower(&u.uz)) {
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if (newdungeon && In_hell(&u.uz0))
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pline_The("heat and smoke are gone.");
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} else if (Is_knox(&u.uz)) {
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/* alarm stops working once Croesus has died */
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if (new || !gm.mvitals[PM_CROESUS].died) {
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@@ -1803,6 +1800,17 @@ goto_level(
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}
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}
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if (prev_temperature != gl.level.flags.temperature) {
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if (gl.level.flags.temperature)
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hellish_smoke_mesg();
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else if (prev_temperature > 0)
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pline_The("heat %s gone.",
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In_hell(&u.uz0)
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? "and smoke are" : "is");
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else if (prev_temperature < 0)
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You("are out of the cold.");
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}
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/* this was originally done earlier; moved here to be logged after
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any achievement related to entering a dungeon branch
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[TODO: if an achievement for receiving quest call from leader
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@@ -1858,8 +1866,12 @@ RESTORE_WARNING_FORMAT_NONLITERAL
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void
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hellish_smoke_mesg(void)
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{
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if (Inhell && !Is_valley(&u.uz))
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pline("It is hot here. You %s smoke...",
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if (gl.level.flags.temperature)
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pline("It is %s here.",
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gl.level.flags.temperature > 0 ? "hot" : "cold");
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if (In_hell(&u.uz) && gl.level.flags.temperature > 0)
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pline("You %s smoke...",
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olfaction(gy.youmonst.data) ? "smell" : "sense");
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}
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@@ -3694,6 +3694,12 @@ lspo_level_flags(lua_State *L)
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gc.coder->allow_flips &= ~1;
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else if (!strcmpi(s, "noflip"))
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gc.coder->allow_flips = 0;
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else if (!strcmpi(s, "temperate"))
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gl.level.flags.temperature = 0;
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else if (!strcmpi(s, "hot"))
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gl.level.flags.temperature = 1;
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else if (!strcmpi(s, "cold"))
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gl.level.flags.temperature = -1;
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else {
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char buf[BUFSZ];
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Sprintf(buf, "Unknown level flag %s", s);
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@@ -6798,6 +6804,7 @@ sp_level_coder_init(void)
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(void) memset((genericptr_t) SpLev_Map, 0, sizeof SpLev_Map);
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gl.level.flags.is_maze_lev = 0;
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gl.level.flags.temperature = In_hell(&u.uz) ? 1 : 0;
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reset_xystart_size();
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