add fixes37.0 entries for the expanded-glyphs
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@@ -1330,3 +1330,37 @@ artilist.h is used to generate appropriate artifact enum values by the C
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preprocessor during compile
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remove requirement of object probabilities adding to 1000
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delete obsolete variable 'g.monstermoves' (copperwater pull request #579)
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expand glyphs to map wall styles that can vary between main, mines, gehennom,
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knox and sokoban; tile interfaces were already doing that on the fly
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by swapping several tiles in and out on those levels
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expand glyphs to map altars that can vary between unaligned, chaotic,
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neutral, lawful and shrines; tty was already doing that on the fly
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per map cell via display code
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explosion types are mapped and can vary between dark, noxious, muddy, wet,
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magical, fiery and frosty; tile interfaces already had unique tiles
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for each and tty was altering the color on the fly via per map cell
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via display code
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expand glyphs to uniquely represent things that are at the top of a pile of
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objects (piletops); some window ports were already doing that on the
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fly via a glyphmap flag, but NetHack itself had no awareness beyond
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setting the glyphmap flag within the display code
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expand glyphs to uniquely represent male and female variations of monsters,
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pets, ridden monsters, detected monsters and the statues of monsters;
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tile interfaces were already mapping them uniquely via a glyphmap flag
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and mapping to separate tiles within the window port code, but NetHack
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itself had very little awareness beyond setting the glyphmap flag
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within the display code
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added glyph_to_body_corpsenm(glyph) and glyph_to_statue_corpsenm(glyph)
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macros to display.h for use by pager.c; the game core code is better
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off using such display macros/functions for all glyph_to_* mappings
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that are needed, rather than resorting to direct references of glyph
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offsets that could change as the set of glyphs expands or gets adjusted
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map_glyphinfo() now simply references an internal array that maps each unique
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glyph to a color, a ttychar, or a tile, also to a set of glyphflags
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that confirm some unique characteristics of that glyph; the glyph
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mappings are set at game init/restore after config file processing, and
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are reset upon level change, or when some game options are adjusted
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in-game that could have an impact on the mappings, but they remain
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stable between those events
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added MG_MALE glyphflag to complement the MG_FEMALE glyphflag that was there
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