displaying generic objects

Add 17 fake objects to objects[], one for each object class.  All
specific color as gray.  They're grouped at the start--actually near
the start since "strange object" is still objects[0]--rather than
being among the objects for each class.  init_object() knows to start
at [MAXOCLASSES] instead of [0]; other code that loops through every
object might need adjusting.

For potions, non-stone gems, and non-novel/non-Book_of_the_Dead
spellbooks that don't have obj->dknown set, display the corresponding
generic object rather the object itself.  Fixes the longstanding bug
of seeing color for not-yet-seen objects whose primary distinguishing
characteristic is their color.  Walking next to a generic object
while able to see its spot will set dknown and redraw as specific.
It's slightly disconcerting to have objects change as you reach them;
I hope it's just a matter of becoming used to that.  (If there is any
code still changing the hero's location manually instead of using
u_on_newpos(), it should be changed to use that routine.)

Most of the new tiles are just a big rendering of punctuation
characters.  The potion, gem, and spellbook ones could be cloned from
a specific object in their class and then have the color removed.  I
started out that way but wasn't happy with the result.  I'm not
artisticly inclined; hopefully someone else will do better.  Each of
them is preceded by a comment beginning with "#_"; the underscore
isn't required, just being used to make the comments stand out a bit.

Invalidates existing save and bones files.
This commit is contained in:
PatR
2023-01-10 14:33:21 -08:00
parent 3f3c581f65
commit 85c908cb03
13 changed files with 994 additions and 529 deletions

View File

@@ -66,10 +66,38 @@
#error Unproductive inclusion of objects.h
#endif /* OBJECTS_DESCR_INIT || OBJECTS_INIT || OBJECTS_ENUM */
#define GENERIC(desc, class, gen_enum) \
OBJECT(OBJ(NoDes, desc), \
BITS(0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, P_NONE, 0), \
0, class, 0, 0, 0, 0, 0, 0, 0, 0, 0, CLR_GRAY, gen_enum)
/* dummy object[0] -- description [2nd arg] *must* be NULL */
OBJECT(OBJ("strange object", NoDes),
BITS(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, P_NONE, 0),
0, ILLOBJ_CLASS, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, STRANGE_OBJECT),
/* slots [1] through [MAXOCLASSES-1] are indexed by class; some are
used for display purposes, most aren't used; none are actual objects;
note that 'real' strange object is in slot [0] but ILLOBJ_CLASS is 1
so we add a dummy for it in slot [1] to simplify accessing the rest;
there isn't any entry for RANDOM_CLASS (0) */
GENERIC("strange", ILLOBJ_CLASS, GENERIC_ILLOBJ), /* [1] */
GENERIC("weapon", WEAPON_CLASS, GENERIC_WEAPON), /* [2] */
GENERIC("armor", ARMOR_CLASS, GENERIC_ARMOR), /* [3] */
GENERIC("ring", RING_CLASS, GENERIC_RING), /* [4] */
GENERIC("amulet", AMULET_CLASS, GENERIC_AMULET), /* [5] */
GENERIC("tool", TOOL_CLASS, GENERIC_TOOL), /* [6] */
GENERIC("food", FOOD_CLASS, GENERIC_FOOD), /* [7] */
GENERIC("potion", POTION_CLASS, GENERIC_POTION), /* [8] */
GENERIC("scroll", SCROLL_CLASS, GENERIC_SCROLL), /* [9] */
GENERIC("spellbook", SPBOOK_CLASS, GENERIC_SPBOOK), /* [10] */
GENERIC("wand", WAND_CLASS, GENERIC_WAND), /* [11] */
GENERIC("coin", COIN_CLASS, GENERIC_COIN), /* [12] */
GENERIC("gem", GEM_CLASS, GENERIC_GEM), /* [13] */
GENERIC("large rock", ROCK_CLASS, GENERIC_ROCK), /* [14] bldr+statue */
GENERIC("iron ball", BALL_CLASS, GENERIC_BALL), /* [15] */
GENERIC("iron chain", CHAIN_CLASS, GENERIC_CHAIN), /* [16] */
GENERIC("venom", VENOM_CLASS, GENERIC_VENOM), /* [17] */
#undef GENERIC
/* weapons ... */
#define WEAPON(name,desc,kn,mg,bi,prob,wt, \
@@ -1045,6 +1073,7 @@ FOOD("tin", 75, 0, 10, 1, METAL, 0, HI_METAL, TIN),
power, POTION_CLASS, prob, 0, 20, cost, 0, 0, 0, 0, 10, color, sn)
POTION("gain ability", "ruby", 1, 0, 42, 300, CLR_RED,
POT_GAIN_ABILITY),
MARKER(FIRST_POTION, POT_GAIN_ABILITY)
POTION("restore ability", "pink", 1, 0, 40, 100, CLR_BRIGHT_MAGENTA,
POT_RESTORE_ABILITY),
POTION("confusion", "orange", 1, CONFUSION, 42, 100, CLR_ORANGE,
@@ -1097,6 +1126,7 @@ POTION("oil", "murky", 0, 0, 30, 250, CLR_BROWN,
*/
POTION("water", "clear", 0, 0, 92, 100, CLR_CYAN,
POT_WATER),
MARKER(LAST_POTION, POT_WATER)
#undef POTION
/* scrolls ... */
@@ -1338,6 +1368,11 @@ SPELL("freeze sphere", "hardcover",
*/
SPELL("blank paper", "plain", P_NONE, 18, 0, 0, 0, 0, HI_PAPER,
SPE_BLANK_PAPER),
/* LAST_SPELL is used to calculate MAXSPELL, allocation size of spl_book[];
by including blank paper, which has no actual spell, we ensure that
even if hero learns every spell, spl_book[] will have at least one
unused slot at end; an unused slot is needed for use as terminator */
MARKER(LAST_SPELL, SPE_BLANK_PAPER)
/* tribute book for 3.6 */
OBJECT(OBJ("novel", "paperback"),
BITS(0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, P_NONE, PAPER),
@@ -1348,10 +1383,6 @@ OBJECT(OBJ("Book of the Dead", "papyrus"),
BITS(0, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, P_NONE, PAPER),
0, SPBOOK_CLASS, 0, 0, 20, 10000, 0, 0, 0, 7, 20, HI_PAPER,
SPE_BOOK_OF_THE_DEAD),
/* LAST_SPELL is used to compute MAXSPELL and should probably be
SPE_BLANK_PAPER-1 since there's no need for spl_book[] slots for
blank, novel, and Book of the Dead */
MARKER(LAST_SPELL, SPE_BOOK_OF_THE_DEAD)
#undef SPELL
/* wands ... */
@@ -1488,7 +1519,7 @@ GEM("worthless piece of blue glass", "blue",
GEM("worthless piece of red glass", "red",
77, 1, 0, 6, 5, GLASS, CLR_RED, WORTHLESS_RED_GLASS),
GEM("worthless piece of yellowish brown glass", "yellowish brown",
77, 1, 0, 6, 5, GLASS, CLR_BROWN, WORTHLESS_YELLOWISH_BROWN_GLASS),
77, 1, 0, 6, 5, GLASS, CLR_BROWN, WORTHLESS_YELLOWBROWN_GLASS),
GEM("worthless piece of orange glass", "orange",
76, 1, 0, 6, 5, GLASS, CLR_ORANGE, WORTHLESS_ORANGE_GLASS),
GEM("worthless piece of yellow glass", "yellow",