Skip to content

Commit

Permalink
Set wooden door & barricade draw priority higher than hole
Browse files Browse the repository at this point in the history
  • Loading branch information
zenzombie committed May 4, 2024
1 parent 816c6d0 commit 78a0f0b
Show file tree
Hide file tree
Showing 2 changed files with 3 additions and 2 deletions.
1 change: 1 addition & 0 deletions changes/descent-doors.md
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
Fixed a bug where a closed wooden door or barricade would no longer be visibile but would block line of sight and blinking when a hole is created under them by a potion of descent or pit bloat. They will now remain visible.
4 changes: 2 additions & 2 deletions src/brogue/Globals.c
Original file line number Diff line number Diff line change
Expand Up @@ -324,7 +324,7 @@ const floorTileType tileCatalog[NUMBER_TILETYPES] = {
/*CARPET*/ {G_CARPET, &carpetForeColor, &carpetBackColor, 85, 0, DF_EMBERS,0,0, 0, NO_LIGHT, (T_IS_FLAMMABLE), (TM_VANISHES_UPON_PROMOTION), "the carpet", "Ornate carpeting fills this room, a relic of ages past."},
/*MARBLE_FLOOR*/ {G_CARPET, &marbleForeColor, &marbleBackColor, 85, 0, DF_EMBERS,0,0, 0, NO_LIGHT, 0, 0, "the marble ground", "Light from the nearby crystals catches the grain of the lavish marble floor."},
/*WALL*/ {G_WALL, &wallForeColor, &wallBackColor, 0, 0, DF_PLAIN_FIRE,0,0, 0, NO_LIGHT, (T_OBSTRUCTS_EVERYTHING), (TM_STAND_IN_TILE), "a stone wall", "The rough stone wall is firm and unyielding."},
/*DOOR*/ {G_CLOSED_DOOR, &doorForeColor, &doorBackColor, 25, 50, DF_EMBERS,0,DF_OPEN_DOOR, 0, NO_LIGHT, (T_OBSTRUCTS_VISION | T_OBSTRUCTS_GAS | T_IS_FLAMMABLE), (TM_STAND_IN_TILE | TM_VANISHES_UPON_PROMOTION | TM_PROMOTES_ON_STEP | TM_VISUALLY_DISTINCT), "a wooden door", "you pass through the doorway."},
/*DOOR*/ {G_CLOSED_DOOR, &doorForeColor, &doorBackColor, 8, 50, DF_EMBERS,0,DF_OPEN_DOOR, 0, NO_LIGHT, (T_OBSTRUCTS_VISION | T_OBSTRUCTS_GAS | T_IS_FLAMMABLE), (TM_STAND_IN_TILE | TM_VANISHES_UPON_PROMOTION | TM_PROMOTES_ON_STEP | TM_VISUALLY_DISTINCT), "a wooden door", "you pass through the doorway."},
/*OPEN_DOOR*/ {G_OPEN_DOOR, &doorForeColor, &doorBackColor, 25, 50, DF_EMBERS,0,DF_CLOSED_DOOR, 10000, NO_LIGHT, (T_IS_FLAMMABLE), (TM_STAND_IN_TILE | TM_VANISHES_UPON_PROMOTION | TM_VISUALLY_DISTINCT), "an open door", "you pass through the doorway."},
/*SECRET_DOOR*/ {G_WALL, &wallForeColor, &wallBackColor, 0, 50, DF_EMBERS,DF_SHOW_DOOR,0, 0, NO_LIGHT, (T_OBSTRUCTS_EVERYTHING | T_IS_FLAMMABLE), (TM_STAND_IN_TILE | TM_VANISHES_UPON_PROMOTION | TM_IS_SECRET), "a stone wall", "The rough stone wall is firm and unyielding."},
/*LOCKED_DOOR*/ {G_CLOSED_IRON_DOOR,&ironDoorForeColor, &ironDoorBackColor, 15, 50, DF_EMBERS,0,DF_OPEN_IRON_DOOR_INERT, 0, NO_LIGHT, (T_OBSTRUCTS_EVERYTHING), (TM_STAND_IN_TILE | TM_VANISHES_UPON_PROMOTION | TM_PROMOTES_WITH_KEY | TM_LIST_IN_SIDEBAR | TM_VISUALLY_DISTINCT | TM_BRIGHT_MEMORY | TM_INTERRUPT_EXPLORATION_WHEN_SEEN | TM_INVERT_WHEN_HIGHLIGHTED), "a locked iron door", "you search your pack but do not have a matching key."},
Expand All @@ -337,7 +337,7 @@ const floorTileType tileCatalog[NUMBER_TILETYPES] = {
/*CRYSTAL_WALL*/ {G_CRYSTAL, &wallCrystalColor, &wallCrystalColor, 0, 0, DF_PLAIN_FIRE,0,0, 0, CRYSTAL_WALL_LIGHT,(T_OBSTRUCTS_PASSABILITY | T_OBSTRUCTS_ITEMS | T_OBSTRUCTS_GAS | T_OBSTRUCTS_SURFACE_EFFECTS | T_OBSTRUCTS_DIAGONAL_MOVEMENT), (TM_STAND_IN_TILE | TM_REFLECTS_BOLTS),"a crystal formation", "You feel the crystal's glossy surface and admire the dancing lights beneath."},
/*PORTCULLIS_CLOSED*/ {G_PORTCULLIS, &gray, &floorBackColor, 10, 0, DF_PLAIN_FIRE,0,DF_OPEN_PORTCULLIS, 0, NO_LIGHT, (T_OBSTRUCTS_PASSABILITY | T_OBSTRUCTS_ITEMS), (TM_STAND_IN_TILE | TM_VANISHES_UPON_PROMOTION | TM_IS_WIRED | TM_LIST_IN_SIDEBAR | TM_VISUALLY_DISTINCT | TM_CONNECTS_LEVEL), "a heavy portcullis", "The iron bars rattle but will not budge; they are firmly locked in place."},
/*PORTCULLIS_DORMANT*/ {G_FLOOR, &floorForeColor, &floorBackColor, 95, 0, DF_PLAIN_FIRE,0,DF_ACTIVATE_PORTCULLIS, 0, NO_LIGHT, (0), (TM_VANISHES_UPON_PROMOTION | TM_IS_WIRED), "the ground", ""},
/*WOODEN_BARRICADE*/ {G_BARRICADE, &doorForeColor, &floorBackColor, 10, 100,DF_WOODEN_BARRICADE_BURN,0,0, 0, NO_LIGHT, (T_OBSTRUCTS_PASSABILITY | T_OBSTRUCTS_ITEMS | T_IS_FLAMMABLE), (TM_STAND_IN_TILE | TM_VANISHES_UPON_PROMOTION | TM_VISUALLY_DISTINCT | TM_CONNECTS_LEVEL),"a dry wooden barricade","The wooden barricade is firmly set but has dried over the years. Might it burn?"},
/*WOODEN_BARRICADE*/ {G_BARRICADE, &doorForeColor, &floorBackColor, 8, 100,DF_WOODEN_BARRICADE_BURN,0,0, 0, NO_LIGHT, (T_OBSTRUCTS_PASSABILITY | T_OBSTRUCTS_ITEMS | T_IS_FLAMMABLE), (TM_STAND_IN_TILE | TM_VANISHES_UPON_PROMOTION | TM_VISUALLY_DISTINCT | TM_CONNECTS_LEVEL),"a dry wooden barricade","The wooden barricade is firmly set but has dried over the years. Might it burn?"},
/*PILOT_LIGHT_DORMANT*/ {G_TORCH, &torchLightColor, &wallBackColor, 0, 0, DF_PLAIN_FIRE,0,DF_PILOT_LIGHT, 0, TORCH_LIGHT, (T_OBSTRUCTS_EVERYTHING), (TM_STAND_IN_TILE | TM_VANISHES_UPON_PROMOTION | TM_IS_WIRED), "a wall-mounted torch", "The torch is anchored firmly to the wall, and sputters quietly in the gloom."},
/*PILOT_LIGHT*/ {G_FIRE, &fireForeColor, &wallBackColor, 0, 0, DF_PLAIN_FIRE,0,0, 0, TORCH_LIGHT, (T_OBSTRUCTS_EVERYTHING | T_IS_FIRE), (TM_STAND_IN_TILE | TM_LIST_IN_SIDEBAR), "a fallen torch", "The torch lies at the foot of the wall, spouting gouts of flame haphazardly."},
/*HAUNTED_TORCH_DORMANT*/ {G_TORCH, &torchColor, &wallBackColor, 0, 0, DF_PLAIN_FIRE,0,DF_HAUNTED_TORCH_TRANSITION,0, TORCH_LIGHT, (T_OBSTRUCTS_EVERYTHING), (TM_STAND_IN_TILE | TM_VANISHES_UPON_PROMOTION | TM_IS_WIRED), "a wall-mounted torch", "The torch is anchored firmly to the wall and sputters quietly in the gloom."},
Expand Down

0 comments on commit 78a0f0b

Please sign in to comment.