simplify achievement tracking for special objects

This turned out to be a lot more work than I anticipated, but it is
definitely simpler (other than having #wizmakemap take achievements
away if you replace the level that contains the 'prize', which wasn't
handled before).

I cheated and made Mine's End into a no-bones level because the new
flagging scheme for luckstone, bag, and amulet can't carry over from
one game to another.  It probably should have been no-bones all along.
Sokoban didn't have this issue because it's already no-bones.

Existing save files are invalidated.
This commit is contained in:
PatR
2020-01-24 13:54:23 -08:00
parent dba6c20e2d
commit 0166239a22
12 changed files with 85 additions and 71 deletions

View File

@@ -737,9 +737,9 @@ initoptions_init()
/* for "special achievement" tracking (see obj.h,
create_object(sp_lev.c), addinv_core1(invent.c) */
iflags.mines_prize_type = LUCKSTONE;
iflags.soko_prize_type1 = BAG_OF_HOLDING;
iflags.soko_prize_type2 = AMULET_OF_REFLECTION;
g.context.achieveo.mines_prize_type = LUCKSTONE;
g.context.achieveo.soko_prize_typ1 = BAG_OF_HOLDING;
g.context.achieveo.soko_prize_typ2 = AMULET_OF_REFLECTION;
/* assert( sizeof flags.inv_order == sizeof def_inv_order ); */
(void) memcpy((genericptr_t) flags.inv_order,