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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 rotate_block(int dir, bool camera_only = false);
void start_new_game(); void start_new_game();
void clear_map();
void save(); void save();
void load(); void load();
@ -1919,12 +1920,7 @@ void reset_view() {
pView = tView; pView = tView;
} }
void start_new_game() { void clear_map() {
timerstart = time(NULL);
for(auto& p: piecelist) p.count = 0;
for(auto lev: level) for(int z=0; z<=camera_level+1; z++) { for(auto lev: level) for(int z=0; z<=camera_level+1; z++) {
cell *c = get_at(lev, -z); cell *c = get_at(lev, -z);
setdist(c, 7, nullptr); setdist(c, 7, nullptr);
@ -1945,6 +1941,15 @@ void start_new_game() {
c->wall = waWaxWall; c->wall = waWaxWall;
c->landparam = (get_hipso(z) & 0xFCFCFC) >> 2; 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); at = get_at(get_center(), -cur.well_size - 1);
next_shape_id = choose_piece(); next_shape_id = choose_piece();