add glyphs+tiles for door+chest traps
When trap detection finds trapped doors and trapped chests, it shows those as bear traps. When the hero comes within view, they revert to normal and the detected trap is forgotten. This doesn't change that, it is just groundwork to be able to show them distinctly. Like the TT_BEARTRAP patch, it increments EDITLEVEL so this seemed like a good time to put the groudwork in place. There shouldn't be any visible changes even though internal glyph and tile values have been renumbered after inserting two new entries. Adding traps after S_vibrating_square was quite a hassle and suffered though a couple of off-by-one errors that weren't trivial to find and fix.
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@@ -75,13 +75,13 @@ struct symsetentry {
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*/
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#define MAXDCHARS (S_water - S_stone + 1) /* mapped dungeon characters */
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#define MAXTCHARS (S_vibrating_square - S_arrow_trap + 1) /* trap chars */
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#define MAXTCHARS (TRAPNUM - 1) /* trap chars */
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#define MAXECHARS (S_expl_br - S_vbeam + 1) /* mapped effects characters */
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#define MAXEXPCHARS 9 /* number of explosion characters */
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#define DARKROOMSYM (Is_rogue_level(&u.uz) ? S_stone : S_darkroom)
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#define is_cmap_trap(i) ((i) >= S_arrow_trap && (i) <= S_polymorph_trap)
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#define is_cmap_trap(i) ((i) >= S_arrow_trap && (i) < S_arrow_trap + MAXTCHARS)
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#define is_cmap_drawbridge(i) ((i) >= S_vodbridge && (i) <= S_hcdbridge)
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#define is_cmap_door(i) ((i) >= S_vodoor && (i) <= S_hcdoor)
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#define is_cmap_wall(i) ((i) >= S_stone && (i) <= S_trwall)
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