mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-20 23:50:27 +00:00
3d::binary:: make the land barriers more like planes by pushing them by a number depending on btwidth
This commit is contained in:
parent
4633231721
commit
225282a3eb
@ -87,14 +87,22 @@ namespace binary {
|
||||
if(parent->c7) h->c7 = newCell(t, h);
|
||||
h->cdata = NULL;
|
||||
h->zebraval = side;
|
||||
if(DIM == 3) {
|
||||
h->emeraldval = 0;
|
||||
if(DIM == 3 && h->c7) {
|
||||
if(!parent->emeraldval) parent->emeraldval = currentmap->gamestart()->land;
|
||||
eLand z = eLand(parent->emeraldval);
|
||||
int chance = 0;
|
||||
if(specialland == laCrossroads4) chance = wallchance(parent->c7, deep_ocean_at(parent->c7, parent->c7));
|
||||
if(specialland == laCrossroads4) {
|
||||
eLand x = parent->c7->land;
|
||||
parent->c7->land = z;
|
||||
chance = wallchance(parent->c7, deep_ocean_at(parent->c7, parent->c7));
|
||||
parent->c7->land = x;
|
||||
}
|
||||
if(chaosmode) chance = 1000;
|
||||
if(chance && hrand(40000) < chance)
|
||||
h->c7->land = getNewLand(parent->c7->land);
|
||||
h->emeraldval = getNewLand(z);
|
||||
else
|
||||
h->c7->land = parent->c7->land;
|
||||
h->emeraldval = z;
|
||||
}
|
||||
#if DEBUG_BINARY_TILING
|
||||
xcode[h] = expected_xcode(parent, d);
|
||||
|
2
cell.cpp
2
cell.cpp
@ -67,7 +67,7 @@ hrmap_hyperbolic::hrmap_hyperbolic() {
|
||||
binary::xcode[&h] = (1 << 16);
|
||||
binary::rxcode[1<<16] = &h;
|
||||
#endif
|
||||
h.zebraval = 0,
|
||||
h.zebraval = 0, h.emeraldval = 0,
|
||||
h.c7 = newCell(DIM == 3 ? S7 : 6, origin);
|
||||
}
|
||||
#endif
|
||||
|
@ -2452,6 +2452,14 @@ void setdist(cell *c, int d, cell *from) {
|
||||
|
||||
if(d >= BARLEV) {
|
||||
|
||||
if(binarytiling && DIM == 3 && !c->land) {
|
||||
ld z = vid.binary_width;
|
||||
cell *cseek = c;
|
||||
int step = 0;
|
||||
while(z < 3.999 && step < 10) cseek = cseek->cmove(S7-1), z *= 2;
|
||||
if(cseek->master->emeraldval) setland(c, eLand(cseek->master->emeraldval));
|
||||
}
|
||||
|
||||
if(!c->land && from && from->land != laElementalWall && from->land != laHauntedWall && from->land != laOceanWall &&
|
||||
from->land != laBarrier && !quotient) {
|
||||
if(!hasbardir(c)) setland(c, from->land);
|
||||
|
Loading…
Reference in New Issue
Block a user