redo achievement tracking
Instead of an assortment of bits, assign numeric indices to the potential achievements and keep an array of those in the order they were attained. So disclosure might show the same subset occurring differently in different games depending on the player's actions. The encoded field in xlogfile doesn't care about that and remains the same. Modifies 'struct u', so EDITLEVEL has been incremented and existing save files are invalidated.
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
/* NetHack 3.6 spell.c $NHDT-Date: 1546565814 2019/01/04 01:36:54 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.88 $ */
|
||||
/* NetHack 3.6 spell.c $NHDT-Date: 1581322667 2020/02/10 08:17:47 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.102 $ */
|
||||
/* Copyright (c) M. Stephenson 1988 */
|
||||
/* NetHack may be freely redistributed. See license for details. */
|
||||
|
||||
@@ -259,6 +259,7 @@ struct obj *book2;
|
||||
/* successful invocation */
|
||||
mkinvokearea();
|
||||
u.uevent.invoked = 1;
|
||||
record_achievement(ACH_INVK);
|
||||
/* in case you haven't killed the Wizard yet, behave as if
|
||||
you just did */
|
||||
u.uevent.udemigod = 1; /* wizdead() */
|
||||
|
||||
Reference in New Issue
Block a user