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asteroids:: theming, changed look to invisible floors + grid, provided validity rules
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@ -410,6 +410,9 @@ const char *ruindesc =
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"Once a beautiful city... but now overrun by the mighty Raiders of unknown origin.\n\n"
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"Raiders cannot be harmed with mundane weapons, but each color has its movement restrictions.";
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const char *rock_description =
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"Shoot the Space Rocks for score. Large Rocks will split into two smaller rocks.";
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monstertype minf[motypes] = {
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#define MONSTER(a,b,c,d,e,f,g,h) {a,b,c,e,g,h},
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#include "content.cpp"
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@ -1257,9 +1257,9 @@ LAND( 0x30FF30, "Irradiated Field", laVariant, ZERO, itVarTreasure, RESERVED,
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// add new content here
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LAND( 0x202020, "Asteroids", laAsteroids, ZERO, itAsteroid, RESERVED, NODESCYET)
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ITEM( '*', 0xFFFFFF, "Ice Diamond", itAsteroid, IC_TREASURE, ZERO, RESERVED, osNone, NODESCYET)
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MONSTER('A', 0x606040, "Asteroid", moAsteroid, ZERO, RESERVED, moAsteroid, NODESCYET)
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LAND( 0x202020, "Space Rocks", laAsteroids, ZERO, itAsteroid, RESERVED, rock_description)
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ITEM( '!', 0xFFD0D0, "Fuel", itAsteroid, IC_TREASURE, ZERO, RESERVED, osNone, rock_description)
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MONSTER('A', 0x606040, "Space Rock", moAsteroid, ZERO, RESERVED, moAsteroid, rock_description)
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//shmupspecials
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MONSTER( '@', 0xC0C0C0, "Rogue", moPlayer, ZERO | CF_PLAYER, RESERVED, moNone, "In the Shoot'em Up mode, you are armed with thrown Knives.")
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2
game.cpp
2
game.cpp
@ -3305,6 +3305,8 @@ bool makeEmpty(cell *c) {
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;
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else if(c->wall == waGiantRug)
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;
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else if(c->wall == waInvisibleFloor)
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;
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else if(c->wall == waDock)
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;
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else if(c->land == laDocks)
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@ -5466,7 +5466,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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queuechr(V, 1, ch, darkenedby(asciicol, darken), 2);
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}
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if(vid.grid || (DIM == 3 && c->land == laAsteroids)) {
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if(vid.grid || c->land == laAsteroids) {
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dynamicval<ld> lw(vid.linewidth, vid.linewidth);
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vid.linewidth *= scalefactor;
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@ -2379,6 +2379,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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break;
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case laAsteroids:
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c->wall = waInvisibleFloor;
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break;
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case landtypes: break;
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@ -1001,6 +1001,7 @@ namespace lv {
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land_validity_t pattern_special = {3, qm3, "Special pattern implemented for this geometry."};
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land_validity_t not_3d = {0, q0, "This land does not make much sense in 3D."};
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land_validity_t not_binary = {0, q0, "This land does not make much sense in binary tiling."};
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land_validity_t shmup_only = {0, q0, "This land works only in the shmup mode."};
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}
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// old Daily Challenges should keep their validity forever
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@ -1023,6 +1024,12 @@ land_validity_t& land_validity(eLand l) {
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return disabled;
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#endif
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if(l == laAsteroids) {
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if(!shmup::on) return shmup_only;
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if(!bounded) return bounded_only;
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return specially_designed;
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}
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if(DIM == 3) {
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if(l == laWarpCoast) return ugly_version;
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if(l == laWineyard && hyperbolic && !binarytiling && S7 == 6) return lv::pattern_special;
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