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Caravel Forum : DROD Boards : Feature Requests : Highlight trapdoors
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stigant
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icon Highlight trapdoors (0)  
I think this would be relatively easy to implement. If the user clicks on a red door, then all remaining trapdoors are highlighted like yellow doors are highlighted when you click on an orb. The main advantage being that you don't have to search through a huge slab of tar to find that last red door.

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09-27-2005 at 05:24 PM
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Alneyan
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icon Re: Highlight trapdoors (0)  
Well, the advantage you speak of is also a disadvantage, in that it allows to bypass a puzzle (seek and destroy that hidden trap door). Some architects might wish to use this sort of trick, when using "mandatory" clues, for example.

On the other hand, those puzzles are often overused, and mandatory clues can be done another way, so I'm all for being able to see where that last trapdoor is.
09-27-2005 at 05:45 PM
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Chris
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icon Re: Highlight trapdoors (+1)  
It's very easy to add that feature by adding 8 lines to DROD/RoomWidget.cpp:

--- RoomWidget.cpp.~1~	2005-09-27 19:07:33.000000000 +0200
+++ RoomWidget.cpp	2005-09-27 19:07:25.000000000 +0200
@@ -461,6 +461,14 @@
 		const UINT wOSquare = this->pRoom->GetOSquare(wX,wY);
 		switch (wOSquare)
 		{
+			case T_TRAPDOOR:
+			{
+				for (UINT wY=0; wY<this->pRoom->wRoomRows; ++wY)
+					for (UINT wX=0; wX<this->pRoom->wRoomCols; ++wX)
+						if (this->pRoom->GetOSquare(wX,wY) == T_TRAPDOOR)
+							AddShadeEffect(wX,wY,Fuschia);
+				break;
+			}
 			//Highlight tunnel exit.
 			case T_TUNNEL_E: case T_TUNNEL_W: case T_TUNNEL_N: case T_TUNNEL_S:
 			{

09-27-2005 at 06:11 PM
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Banjooie
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icon Re: Highlight trapdoors (0)  
it allows to bypass a puzzle (seek and destroy that hidden trap door)

...Which is a /good thing/.
09-27-2005 at 06:12 PM
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Alneyan
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icon Re: Highlight trapdoors (0)  
*Sighs* I pointed out why it was a bad thing in the first paragraph of my post, and why it was a good thing in the second paragraph. Ultimately, I think the pros outweight the cons.

The wonders of "quote reply", where you only address a small part of a post.
09-27-2005 at 06:50 PM
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Banjooie
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icon Re: Highlight trapdoors (0)  
Eh. Wasn't sure which way your post was leaning. I am just violently against trapdoors hidden under tar, regardless of that handy little mod Doom made to completely circumvent this kind of puzzle.
09-27-2005 at 06:55 PM
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Alneyan
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icon Re: Highlight trapdoors (0)  
Heh; I know that feeling.

My point was that such puzzles are not *necessarily* bad, and can be put to good use (especially with clues that need to be found). Problem is, those good uses are seldom seen, and instead most hidden trap door puzzles are dull, frustrating, a major annoyance... (Add further expletives as needed)

All puzzle elements can be poorly used (brains filling a whole room are a sad example), but trap doors seem a particularly common choice for that sort of thing. Shame.
09-27-2005 at 07:03 PM
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Krishh
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icon Re: Highlight trapdoors (0)  
Well, required clues can easily be done with scripting. (just do something obscure like a combination of five positions with set sword orientations with no indication of whether or not you have found a right one until the whole puzzle is done comes to my mind in a moment)and Doom has an unbreakable code lock even without scripting (as far as code locks go anyway) here.

So that's another point for this idea.

[Last edited by Krishh at 09-27-2005 07:46 PM : spelling]
09-27-2005 at 07:45 PM
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Doom
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icon Re: Highlight trapdoors (0)  
I wonder how my name can come up twice in different relations in a topic called "Highlight trapdoors" :king
By the way, Rabscuttle thought of transparent tar first.
09-28-2005 at 05:18 AM
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