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renamed waBlandDie to waHappyDie
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707292a7e4
commit
a2a1acfd8d
@ -1601,7 +1601,7 @@ void celldrawer::draw_features() {
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poly_outline = OUTLINE_DEFAULT;
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}
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else if(among(c->wall, waRichDie, waBlandDie)) {
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else if(among(c->wall, waRichDie, waHappyDie)) {
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color_t col = darkena(winf[c->wall].color, 0, 0xFF);
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ld footphase;
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@ -986,15 +986,15 @@ EX namespace dice {
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int pct = hrand(100);
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int pct2 = hrand(6000);
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if(pct < 3) {
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c->wall = waBlandDie;
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c->wall = waHappyDie;
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generate_specific(c, &d4, 0, 99);
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}
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else if(pct < 6) {
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c->wall = waBlandDie;
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c->wall = waHappyDie;
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generate_specific(c, &d8, 0, 1);
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}
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else if(pct < (items[itOrbLuck] ? 8 : 9)) {
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c->wall = waBlandDie;
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c->wall = waHappyDie;
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generate_specific(c, &d20, 0, 1);
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}
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else if(pct < 14) {
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@ -1704,7 +1704,7 @@ WALL('d', 0x7F6A10, "Unhappy Die", waRichDie, WF_WALL | WF_PUSHABLE, RESERVED, 0
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"Sentent dice like to be in a position such that their highest number is on top, or somewhere close. "
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"Unfortunately, someone has rolled this one into a wrong position, and did not fix this. "
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"It will reward you if you roll it so that the highest number is on top again!")
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WALL('d', 0x106010, "Happy Die", waBlandDie, WF_WALL | WF_PUSHABLE, RESERVED, 0, sgNone,
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WALL('d', 0x106010, "Happy Die", waHappyDie, WF_WALL | WF_PUSHABLE, RESERVED, 0, sgNone,
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"A happy sentent die. You can roll it.")
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MONSTER('d', 0x603010, "Animated Die", moAnimatedDie, ZERO, RESERVED, moHexDemon,
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6
game.cpp
6
game.cpp
@ -379,13 +379,13 @@ EX void pushThumper(const movei& mi) {
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cto->wall = waCrateOnTarget;
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th->wall = waCrateTarget;
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}
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else if(among(w, waRichDie, waBlandDie)) {
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else if(among(w, waRichDie, waHappyDie)) {
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th->wall = waNone;
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cto->wall = w;
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animateMovement(mi, LAYER_BOAT);
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dice::roll(mi);
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if(w == waRichDie && dice::data[cto].happy() > 0) {
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cto->wall = waBlandDie;
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cto->wall = waHappyDie;
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if(cto->land == laDice && th->land == laDice) {
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items[itDice]++;
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addMessage(XLAT("The die is now happy, and you are rewarded!"));
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@ -403,7 +403,7 @@ EX void pushThumper(const movei& mi) {
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}
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EX bool canPushThumperOn(cell *tgt, cell *thumper, cell *player) {
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if(among(thumper->wall, waRichDie, waBlandDie) && ctof(tgt))
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if(among(thumper->wall, waRichDie, waHappyDie) && ctof(tgt))
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return false;
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if(tgt->wall == waBoat || tgt->wall == waStrandedBoat) return false;
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if(isReptile(tgt->wall)) return false;
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6
orbs.cpp
6
orbs.cpp
@ -1102,13 +1102,13 @@ void blowoff(const movei& mi) {
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}
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if(ct->monst == moAnimatedDie && dice::data[ct].happy() > 0) {
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ct->monst = moNone;
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ct->wall = waBlandDie;
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ct->wall = waHappyDie;
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if(ct->land == laDice && cf->land == laDice) {
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cf->item = itDice;
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addMessage(XLAT("The die is now happy, and you are rewarded!"));
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}
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}
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if(die && ct->wall == waBlandDie) {
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if(die && ct->wall == waHappyDie) {
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/* pushMonster already awarded us -- place the reward on cf instead */
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cf->item = itDice;
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items[itDice]--;
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@ -1147,7 +1147,7 @@ EX movei blowoff_destination(cell *c, int& di) {
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if(d<c->type) for(int e=d; e<d+c->type; e++) {
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int di = e % c->type;
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cell *c2 = c->move(di);
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if((c->monst == moAnimatedDie || c->wall == waBlandDie || c->wall == waRichDie) && ctof(c2)) continue;
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if((c->monst == moAnimatedDie || c->wall == waHappyDie || c->wall == waRichDie) && ctof(c2)) continue;
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if(c2 && c2->cpdist > c->cpdist && passable(c2, c, P_BLOW)) return movei(c, c2, di);
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}
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return movei(c, c, NO_SPACE);
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