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	Fix #145: add a shading cheat
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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; | ||||
|   | ||||
| @@ -5,6 +5,7 @@ | ||||
| namespace hr { | ||||
|  | ||||
| EX bool camelotcheat; | ||||
| EX bool shadingcheat; | ||||
|  | ||||
| EX colortable minecolors = { | ||||
|   0xFFFFFF, 0xF0, 0xF060, 0xF00000,  | ||||
|   | ||||
| @@ -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)")); | ||||
|  | ||||
|   | ||||
| @@ -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; | ||||
|       } | ||||
|   | ||||
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	 Joseph C. Sible
					Joseph C. Sible