From 48cd573e327dfe84e71b69556425499f89053b42 Mon Sep 17 00:00:00 2001 From: PatR Date: Fri, 31 May 2019 03:42:06 -0700 Subject: [PATCH] Planes of Water and Air Make the Plane of Water be water all the way to edge instead of having stone on left, top, and right. The Plane of Air already has air all the way to edge (including unused/unuseable column #0) but does so via code rather than the level description file so Water does that now too. The edges of the Plane of Air were cloudless (3 columns on the left, 2 rows on the top, and 2 columns on the right; don't recall about the bottom) and that looked pretty strange. Those rows and columns are beyond the range of bubble/cloud movement so just make some of those spots randomly be sight-blocking cloud terrain instead of all open air. It isn't integrated with the moving clouds but looks fairly good when the hero moves along the edge of the level. Using wizard mode to leave Water or Air and later return resulted in no clouds on the Air level and bubbles as usual on the Water level. I still don't understand why, but on return to those levels run the bubble creation routine as if the old discarded bubbles or clouds were being restored. --- doc/fixes36.3 | 4 ++- src/do.c | 9 ++++-- src/mkmaze.c | 82 +++++++++++++++++++++++++++++++++++---------------- 3 files changed, 67 insertions(+), 28 deletions(-) diff --git a/doc/fixes36.3 b/doc/fixes36.3 index 640903d5b..fbb80dd07 100644 --- a/doc/fixes36.3 +++ b/doc/fixes36.3 @@ -1,4 +1,4 @@ -$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.27 $ $NHDT-Date: 1559130050 2019/05/29 11:40:50 $ +$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.28 $ $NHDT-Date: 1559299314 2019/05/31 10:41:54 $ This fixes36.3 file is here to capture information about updates in the 3.6.x lineage following the release of 3.6.2 in May 2019. Please note, however, @@ -33,6 +33,8 @@ if hero dies while a thrown or kicked object is in transit, put that object fix a memory leak that occurred if player used wizard mode to leave and return to the Plane of Air or Plane of Water (not possible in normal play) free sortloot data if object handling is short-circuited by cockatrice corpse +on the Plane of Water, make water go all the way to the edges of the level +on the Plane of Air, make clouds disrupt line of sight along the edges Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository diff --git a/src/do.c b/src/do.c index 9c887c037..c899676ef 100644 --- a/src/do.c +++ b/src/do.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 do.c $NHDT-Date: 1559088523 2019/05/29 00:08:43 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.190 $ */ +/* NetHack 3.6 do.c $NHDT-Date: 1559299314 2019/05/31 10:41:54 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.191 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /*-Copyright (c) Derek S. Ray, 2015. */ /* NetHack may be freely redistributed. See license for details. */ @@ -1374,7 +1374,7 @@ boolean at_stairs, falling, portal; created instead), we need to discard them to avoid a memory leak; so bubbles are now discarded as we leave the level they're used on */ if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) - save_waterlevel(fd, FREE_SAVE); /* note: doesn't use 'fd' */ + save_waterlevel(-1, FREE_SAVE); bclose(fd); if (cant_go_back) { /* discard unreachable levels; keep #0 */ @@ -1434,6 +1434,11 @@ boolean at_stairs, falling, portal; reseed_random(rn2_on_display_rng); minit(); /* ZEROCOMP */ getlev(fd, hackpid, new_ledger, FALSE); + /* when in wizard mode, it is possible to leave from and return to + any level in the endgame; above, we discarded bubble/cloud info + when leaving Plane of Water or Air so recreate some now */ + if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) + restore_waterlevel(-1); (void) nhclose(fd); oinit(); /* reassign level dependent obj probabilities */ } diff --git a/src/mkmaze.c b/src/mkmaze.c index a660faf99..bdab684ef 100644 --- a/src/mkmaze.c +++ b/src/mkmaze.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 mkmaze.c $NHDT-Date: 1559227829 2019/05/30 14:50:29 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.72 $ */ +/* NetHack 3.6 mkmaze.c $NHDT-Date: 1559299316 2019/05/31 10:41:56 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.73 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /*-Copyright (c) Pasi Kallinen, 2018. */ /* NetHack may be freely redistributed. See license for details. */ @@ -1493,10 +1493,22 @@ movebubbles() } } } else if (Is_airlevel(&u.uz)) { - for (x = 0; x < COLNO; x++) - for (y = 0; y < ROWNO; y++) { + boolean xedge, yedge; + + for (x = 1; x <= (COLNO - 1); x++) + for (y = 0; y <= (ROWNO - 1); y++) { levl[x][y] = air_pos; unblock_point(x, y); + /* all air or all cloud around the perimeter of the Air + level tends to look strange; break up the pattern */ + xedge = (boolean) (x < bxmin || x > bxmax); + yedge = (boolean) (y < bymin || y > bymax); + if (xedge || yedge) { + if (!rn2(xedge ? 3 : 5)) { + levl[x][y].typ = CLOUD; + block_point(x, y); + } + } } } @@ -1589,6 +1601,14 @@ int fd; if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz)) return; + if (fd == -1) { /* special handling for restore in goto_level() */ + if (!wizard) + impossible("restore_waterlevel: returning to %s?", + Is_waterlevel(&u.uz) ? "Water" : "Air"); + setup_waterlevel(); + return; + } + set_wportal(); mread(fd, (genericptr_t) &n, sizeof n); mread(fd, (genericptr_t) &xmin, sizeof xmin); @@ -1655,26 +1675,37 @@ set_wportal() STATIC_OVL void setup_waterlevel() { - int x, y; - int xskip, yskip; - int water_glyph = cmap_to_glyph(S_water), - air_glyph = cmap_to_glyph(S_air); + int x, y, xskip, yskip, typ, glyph; - /* ouch, hardcoded... */ + if (!Is_waterlevel(&u.uz) && !Is_airlevel(&u.uz)) + panic("setup_waterlevel(): [%d:%d] neither 'Water' nor 'Air'", + (int) u.uz.dnum, (int) u.uz.dlevel); + /* ouch, hardcoded... (file scope statics and used in bxmin,bymax,&c) */ xmin = 3; ymin = 1; + /* use separate statements so that compiler won't complain about min() + comparing two constants; the alternative is to do this in the + preprocessor: #if (20 > ROWNO-1) ymax=ROWNO-1 #else ymax=20 #endif */ xmax = 78; + xmax = min(xmax, (COLNO - 1) - 1); ymax = 20; - - /* set hero's memory to water */ - - for (x = xmin; x <= xmax; x++) - for (y = ymin; y <= ymax; y++) - levl[x][y].glyph = Is_waterlevel(&u.uz) ? water_glyph : air_glyph; + ymax = min(ymax, (ROWNO - 1)); + + /* entire level is remembered as one glyph and any unspecified portion + should default to level's base element rather than to usual stone */ + glyph = cmap_to_glyph(Is_waterlevel(&u.uz) ? S_water : S_air); + typ = Is_waterlevel(&u.uz) ? WATER : AIR; + + /* set unspecified terrain (stone) and hero's memory to water or air */ + for (x = 1; x <= COLNO - 1; x++) + for (y = 0; y <= ROWNO - 1; y++) { + levl[x][y].glyph = glyph; + if (levl[x][y].typ == STONE) + levl[x][y].typ = typ; + } /* make bubbles */ - if (Is_waterlevel(&u.uz)) { xskip = 10 + rn2(10); yskip = 4 + rn2(4); @@ -1694,7 +1725,6 @@ unsetup_waterlevel() struct bubble *b, *bb; /* free bubbles */ - for (b = bbubbles; b; b = bb) { bb = b->next; free((genericptr_t) b); @@ -1713,14 +1743,15 @@ int x, y, n; * in situ, either. The first two elements tell the dimensions of * the bubble's bounding box. */ - static uchar bm2[] = { 2, 1, 0x3 }, - bm3[] = { 3, 2, 0x7, 0x7 }, - bm4[] = { 4, 3, 0x6, 0xf, 0x6 }, - bm5[] = { 5, 3, 0xe, 0x1f, 0xe }, - bm6[] = { 6, 4, 0x1e, 0x3f, 0x3f, 0x1e }, - bm7[] = { 7, 4, 0x3e, 0x7f, 0x7f, 0x3e }, - bm8[] = { 8, 4, 0x7e, 0xff, 0xff, 0x7e }, - *bmask[] = { bm2, bm3, bm4, bm5, bm6, bm7, bm8 }; + static const uchar + bm2[] = { 2, 1, 0x3 }, + bm3[] = { 3, 2, 0x7, 0x7 }, + bm4[] = { 4, 3, 0x6, 0xf, 0x6 }, + bm5[] = { 5, 3, 0xe, 0x1f, 0xe }, + bm6[] = { 6, 4, 0x1e, 0x3f, 0x3f, 0x1e }, + bm7[] = { 7, 4, 0x3e, 0x7f, 0x7f, 0x3e }, + bm8[] = { 8, 4, 0x7e, 0xff, 0xff, 0x7e }, + *const bmask[] = { bm2, bm3, bm4, bm5, bm6, bm7, bm8 }; struct bubble *b; if (x >= bxmax || y >= bymax) @@ -1911,7 +1942,8 @@ boolean ini; b->dy = -b->dy; break; case 3: - b->dy = -b->dy; /* fall through */ + b->dy = -b->dy; + /*FALLTHRU*/ case 2: b->dx = -b->dx; break; -- 2.40.0