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ru:: secret passages opened from below
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@ -55,7 +55,10 @@ struct ruwall {
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string help;
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string help;
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};
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};
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enum eWall { wAir, wWall, wBouncy, wSpike, wWater, wFrozen, wDoor, wSmashedDoor, wLockedDoor, wFountain, wBluePortal, wOrangePortal, wPlatform, wStaircase, wColumn, wForge, wWoodWall, wShopDoor, wGUARD };
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enum eWall {
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wAir, wWall, wBouncy, wSpike, wWater, wFrozen, wDoor, wSmashedDoor,
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wLockedDoor, wFountain, wBluePortal, wOrangePortal, wPlatform, wStaircase,
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wColumn, wForge, wWoodWall, wShopDoor, wSecretPassage, wGUARD };
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flagtype W_BLOCK = 1;
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flagtype W_BLOCK = 1;
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flagtype W_TRANS = 2;
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flagtype W_TRANS = 2;
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@ -88,6 +91,7 @@ ruwall walls[qwall] = {
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{"forge", "&", 0xB0202080, W_TRANS | W_PAIN, "Used by runesmiths."},
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{"forge", "&", 0xB0202080, W_TRANS | W_PAIN, "Used by runesmiths."},
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{"wooden wall", "#", 0xFF8000FF, W_BLOCK | W_STABLE, "These kinds of tough walls can be destroyed with fire."},
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{"wooden wall", "#", 0xFF8000FF, W_BLOCK | W_STABLE, "These kinds of tough walls can be destroyed with fire."},
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{"shop door", "#", 0xFFD500FF, W_TRANS, "A powerful door, to protect against shoplifters."},
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{"shop door", "#", 0xFFD500FF, W_TRANS, "A powerful door, to protect against shoplifters."},
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{"secret passage", "#", 0xFFFF40FF, W_PLATFORM | W_BLOCKBIRD, "You have discovered a secret passage from the other side."},
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};
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};
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int sel = 1;
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int sel = 1;
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@ -1124,6 +1124,7 @@ ROOM Mazes of Menace
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A staircase
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A staircase
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W wooden wall
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W wooden wall
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S shop door
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S shop door
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P secret passage
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MAP
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MAP
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################################################################################
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################################################################################
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################################################################################
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################################################################################
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@ -1136,8 +1137,8 @@ MAP
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###..........#####...............#######.......###############...........#######
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###..........#####...............#######.......###############...........#######
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###..........+...+...............+.....+.......###############...........#######
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###..........+...+...............+.....+.......###############...........#######
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###..........+...+...............+.....+.......###################--############
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###..........+...+...............+.....+.......###################--############
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###..........#####...............########--#######################AA############
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###..........#####...............#################################AA############
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###..........#####...............########..............###########AA############
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###..........#####...............########PP............###########AA############
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###..........#####A.............A########..............###########AA############
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###..........#####A.............A########..............###########AA############
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.##..........#####A.............A####################..#######....AA........####
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.##..........#####A.............A####################..#######....AA........####
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.##..........#####...............####################--#######....AA........####
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.##..........#####...............####################--#######....AA........####
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@ -149,6 +149,11 @@ void render_room_walls(room *r) {
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int cc = c >> 3;
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int cc = c >> 3;
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if(cc == wSecretPassage && r->at(x, y-1) == wWall) {
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current_room->replace_block(x, y, wAir);
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current_room->replace_block(x, y-1, wSecretPassage);
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}
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if((c & 7) == 0)
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if((c & 7) == 0)
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asciiletter(x*block_x, y*block_y, (x+1)*block_x, (y+1)*block_y, walls[cc].glyph, walls[cc].color);
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asciiletter(x*block_x, y*block_y, (x+1)*block_x, (y+1)*block_y, walls[cc].glyph, walls[cc].color);
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