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author | Steve Melenchuk <smelenchuk@gmail.com> | 2014-05-14 10:42:56 -0600 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-05-14 11:05:04 -0600 |
commit | f79658290cfba25e9b1108889a64994f933d6e1f (patch) | |
tree | 08847e99d719e89487540106eea654850868ddf6 /crawl-ref/source/areas.cc | |
parent | edb40d360931499a73b11273a2af2a7e1d5fe4f4 (diff) | |
download | crawl-ref-f79658290cfba25e9b1108889a64994f933d6e1f.tar.gz crawl-ref-f79658290cfba25e9b1108889a64994f933d6e1f.zip |
Melt away lava orcs.
When you strip away the fundamentally broken tension mechanic, you're
left with a species that is essentially "Hill Orcs WITH FIRE". No effort
has come forward with code to fix either aspect of them despite the
length of time they've been around in trunk, and the code is littered
with a very large number of special cases in their presence.
Current lava orcs should be able to finish their games fine, but new
starts are disallowed.
There are a couple of bits I've left present but which will have no
function for the moment, mostly related to interactions with lava (as
there are a couple of species proposals floating around that benefit
from having those interactions).
Diffstat (limited to 'crawl-ref/source/areas.cc')
-rw-r--r-- | crawl-ref/source/areas.cc | 13 |
1 files changed, 12 insertions, 1 deletions
diff --git a/crawl-ref/source/areas.cc b/crawl-ref/source/areas.cc index e4bc197fcb..b41f7baf9e 100644 --- a/crawl-ref/source/areas.cc +++ b/crawl-ref/source/areas.cc @@ -44,7 +44,9 @@ enum areaprop_flag APROP_QUAD = (1 << 8), APROP_DISJUNCTION = (1 << 9), APROP_SOUL_AURA = (1 << 10), +#if TAG_MAJOR_VERSION == 34 APROP_HOT = (1 << 11), +#endif APROP_GOLD = (1 << 12), }; @@ -88,7 +90,10 @@ void areas_actor_moved(const actor* act, const coord_def& oldpos) (you.entering_level || act->halo_radius2() > -1 || act->silence_radius2() > -1 || act->liquefying_radius2() > -1 || act->umbra_radius2() > -1 - || act->heat_radius2() > -1)) +#if TAG_MAJOR_VERSION == 34 + || act->heat_radius2() > -1 +#endif + )) { // Not necessarily new, but certainly potentially interesting. invalidate_agrid(true); @@ -142,6 +147,7 @@ static void _actor_areas(actor *a) no_areas = false; } +#if TAG_MAJOR_VERSION == 34 if ((r = a->heat_radius2()) >= 0) { _agrid_centres.push_back(area_centre(AREA_HOT, a->pos(), r)); @@ -150,6 +156,7 @@ static void _actor_areas(actor *a) _set_agrid_flag(*ri, APROP_HOT); no_areas = false; } +#endif } /** @@ -251,8 +258,10 @@ static area_centre_type _get_first_area(const coord_def& f) return AREA_SANCTUARY; if (a & APROP_SILENCE) return AREA_SILENCE; +#if TAG_MAJOR_VERSION == 34 if (a & APROP_HOT) return AREA_HOT; +#endif if (a & APROP_HALO) return AREA_HALO; if (a & APROP_UMBRA) @@ -764,6 +773,7 @@ int monster::umbra_radius2() const } } +#if TAG_MAJOR_VERSION == 34 ///////////// // Heat aura (lava orcs). @@ -800,6 +810,7 @@ bool actor::heated() const { return ::heated(pos()); } +#endif ///////////// // Gold aura (Gozag). |