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Merge pull request #423 from josephcsible/shadingcheat

Fix #145: add a shading cheat
This commit is contained in:
Zeno Rogue 2025-08-19 10:33:19 +02:00 committed by GitHub
commit 6859c24ae1
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4 changed files with 31 additions and 17 deletions

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@ -96,6 +96,7 @@ EX colortable westwall_colors = { 0x211F6F, 0x413F8F };
EX colortable endorian_colors = { 0x202010, 0x404030, 0x0000D0 };
EX colortable canopy_colors = { 0x60C060, 0x489048 };
EX colortable camelot_cheat_colors = { 0x606060, 0xC0C0C0 };
EX colortable haunted_cheat_colors = { 0x609F60, 0xC0FFC0, 0x003F00 };
/** return the special colortable for the given cell -- color menu uses this to know that a colortable should be edited */
EX colortable* special_colortable_for(cell *c) {
@ -105,7 +106,8 @@ EX colortable* special_colortable_for(cell *c) {
if(c->land == laWestWall) return &westwall_colors;
if(c->land == laEndorian && !c->wall) return &endorian_colors;
if(c->land == laEndorian && c->wall == waCanopy) return &canopy_colors;
if(c->land == laCamelot && camelotcheat) return &camelot_cheat_colors;
if(c->land == laCamelot && (camelotcheat || shadingcheat)) return &camelot_cheat_colors;
if(isHaunted(c->land) && shadingcheat) return &haunted_cheat_colors;
return nullptr;
}
@ -275,6 +277,8 @@ void celldrawer::setcolors() {
case laCaribbean:
if(c->wall != waCIsland && c->wall != waCIsland2)
fcol = floorcolors[c->land];
else if(shadingcheat)
fcol = celldistAlt(c) % 2 ? winf[waCIsland].color : winf[waCIsland2].color;
break;
case laReptile:
@ -429,11 +433,10 @@ void celldrawer::setcolors() {
int d = ((eubinary||c->master->alt) ? celldistAltRelative(c) : 0);
#if CAP_TOUR
if(!tour::on) camelotcheat = false;
if(camelotcheat)
fcol = get_color_auto3(d, camelot_cheat_colors);
else
#endif
if(d < 0) {
if(camelotcheat || shadingcheat)
fcol = get_color_auto3(d, camelot_cheat_colors);
else if(d < 0) {
fcol = floorcolors[c->land];
}
else {
@ -512,18 +515,24 @@ void celldrawer::setcolors() {
if(c->wall == waSmallTree) wcol = 0x608000;
}
if(isHaunted(c->land)) {
int itcolor = 0;
for(int i=0; i<c->type; i++) if(c->move(i) && c->move(i)->item)
itcolor = 1;
if(c->item) itcolor |= 2;
fcol = floorcolors[laHaunted] + 0x202020 * itcolor;
forCellEx(c2, c) if(c2->monst == moFriendlyGhost)
fcol = gradient(fcol, fghostcolor(c2), 0, .25, 1);
if(c->monst == moFriendlyGhost)
fcol = gradient(fcol, fghostcolor(c), 0, .5, 1);
if(shadingcheat) {
int d = getHauntedDepth(c);
if(d == 0) fcol = haunted_cheat_colors[2];
else fcol = get_color_auto3(d, haunted_cheat_colors, 1);
} else {
int itcolor = 0;
for(int i=0; i<c->type; i++) if(c->move(i) && c->move(i)->item)
itcolor = 1;
if(c->item) itcolor |= 2;
fcol = floorcolors[laHaunted] + 0x202020 * itcolor;
forCellEx(c2, c) if(c2->monst == moFriendlyGhost)
fcol = gradient(fcol, fghostcolor(c2), 0, .25, 1);
if(c->monst == moFriendlyGhost)
fcol = gradient(fcol, fghostcolor(c), 0, .5, 1);
}
if (!higher_contrast) {
if(c->wall == waSmallTree) wcol = 0x004000;
else if(c->wall == waBigTree) wcol = 0x008000;

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@ -5,6 +5,7 @@
namespace hr {
EX bool camelotcheat;
EX bool shadingcheat;
EX colortable minecolors = {
0xFFFFFF, 0xF0, 0xF060, 0xF00000,

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@ -3342,6 +3342,9 @@ EX namespace mapeditor {
}
else dialog::addBreak(100);
dialog::addBoolItem_action(XLAT("shading cheat"), shadingcheat, 'h');
dialog::addInfo(XLAT("(useful in Camelot, Caribbean, and Haunted Woods)"));
dialog::addBoolItem_action(XLAT("simple pattern generation"), reptilecheat, 'p');
dialog::addInfo(XLAT("(e.g. pure Reptile pattern)"));

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@ -409,6 +409,7 @@ EX void initgame() {
if(!autocheat && !cheater && geometry == gNormal) patterns::whichShape = 0;
hauntedWarning = false;
if(!autocheat) {
shadingcheat = false;
timerghost = true;
gen_wandering = true;
}