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bringris:: refactored clear_map

This commit is contained in:
Zeno Rogue 2024-11-17 18:36:49 +01:00
parent 1bdcbcc2a0
commit 04b6d43427

View File

@ -171,6 +171,7 @@ void shift_block(int dir, bool camera_only = false);
void rotate_block(int dir, bool camera_only = false);
void start_new_game();
void clear_map();
void save();
void load();
@ -1918,13 +1919,8 @@ void reset_view() {
set_view();
pView = tView;
}
void start_new_game() {
timerstart = time(NULL);
for(auto& p: piecelist) p.count = 0;
void clear_map() {
for(auto lev: level) for(int z=0; z<=camera_level+1; z++) {
cell *c = get_at(lev, -z);
setdist(c, 7, nullptr);
@ -1934,7 +1930,7 @@ void start_new_game() {
c->wall = waBarrier, c->land = laBarrier;
else if(z <= camera_level)
c->wall = waNone;
else
else
c->wall = waWaxWall, c->land = laCanvas, c->landparam = 0xC000C0;
}
@ -1944,8 +1940,17 @@ void start_new_game() {
c->land = laCanvas;
c->wall = waWaxWall;
c->landparam = (get_hipso(z) & 0xFCFCFC) >> 2;
}
}
}
void start_new_game() {
timerstart = time(NULL);
for(auto& p: piecelist) p.count = 0;
clear_map();
at = get_at(get_center(), -cur.well_size - 1);
next_shape_id = choose_piece();