Commit Graph

33 Commits

Author SHA1 Message Date
RainRat
a3658f85ac fix typos 2024-02-28 20:15:56 -08:00
PatR
2e64d35dd2 S_goodpos symbol and tile
Change the goodpos symbol, which is used to mark valid locations for
some operations when getpos() is having the player pick a spot, from
green question mark to blue dollar sign.  Dollar sign is the default
keystroke to toggle those markers off and on.
2024-02-16 14:14:05 -08:00
PatR
e723a4aafa rename engraving symbols and tiles
"engraved part of a room" and "engraved part of a corridor" sound
silly.  Change to "engraving in a room" and "engraving in a corridor".
Still displayed to player as just "engraving".

An orhpaned wintype.h tweak got dragged in.  Renumbers to_core_flags.
2023-11-20 00:47:12 -08:00
PatR
33034ebaba revise the two engraving tiles
With 16x16 tiles on X11 or Qt, I couldn't see the (dark blue?)
engraving marks on either the room engraving tile or the corridor one.
Change those marks to yellow so that the contrast with floor more.

The corrdidor engraving tile was based on the lit corridor tile.
Change that to be midway between the lit (centered solid dot) and
unlit corridor (centered hollow dot) tiles.  It no longer directly
matches either one but it also can't sometimes match the wrong one.
2023-11-09 13:52:19 -08:00
nhmall
32ca917d2c sym-changes - add engravings to the map
1. Add "engraved room floor" pchar sym (S_engroom). The symbol that
displays at the engraved part of a room (not a corridor though).
The default symbol is '`' which is currently never shown if people
have defined the boulder symbol to '0' and statues are displayed as
monster symbols. It is bright blue.

Add some stylized variations of the S_engroom symset to some of
the symsets.

2. Add "engraved corridor" pchar sym (S_engrcorr). The symbol that
displays at the engraved part of a corridor. The default symbol is
'#', and it matches the symbol for corridor from for whatever the
current symset uses. It is bright blue to match the color of the
S_engroom symbol. Using the normal corridor symbol for display
preserves the lines of the corridor so is not as visually-disruptive
as a smaller symbol would be. Explicit entries that match the S_corr
symbol have been added to the symset file.

Magic mapping and clairvoyance impacts yet to be determined.

The Guidebook updates will come later.
2023-03-05 17:35:49 -05:00
PatR
042d40faac generic objects refinement
Give generic objects a name as well as a description to avoid some
potential object formatting problems.  Also remove the 'unique' flag
from them to avoid confusion.  Not exhaustively tested.
2023-02-07 16:47:42 -08:00
Pasi Kallinen
7401b44fa1 Walls of lava
Add "walls of lava", basically lava which blocks vision and
require a bit more than just levitation or flight to move through.

No levels use this yet, as testing isn't thorough enough.
2023-02-06 19:23:42 +02:00
nhmall
a22b56174f fix actual problem of #955 by counting the tiles 2023-01-12 08:51:59 -05:00
PatR
a7756a1327 fix github issue #955 - tile2bmp bounds failure
Issue reported by argrath:  building with 'address sanitizing'
reported tile2bmp writing out of array bounds after the addition
of the generic object tiles.

'MAGICTILENO' in tile2bmp.c is extremely fragile.  It was already
inaccurate before the generic tiles, but had a big enough value to
handle the final row of tiles prior to that.

Fixes #955
2023-01-12 03:12:56 -08:00
PatR
d1217b9f25 add glyphs+tiles for door+chest traps
When trap detection finds trapped doors and trapped chests, it shows
those as bear traps.  When the hero comes within view, they revert to
normal and the detected trap is forgotten.  This doesn't change that,
it is just groundwork to be able to show them distinctly.  Like the
TT_BEARTRAP patch, it increments EDITLEVEL so this seemed like a good
time to put the groudwork in place.

There shouldn't be any visible changes even though internal glyph and
tile values have been renumbered after inserting two new entries.
Adding traps after S_vibrating_square was quite a hassle and suffered
though a couple of off-by-one errors that weren't trivial to find and
fix.
2022-04-27 11:22:12 -07:00
nhmall
b6250b412d fix error checking during tile processing
noticed following a patch last night
2021-10-28 16:08:59 -04:00
nhmall
9919bd2ed9 other.txt updates
altar tile differentiation
- contributed by Michael Meyer
2021-09-26 15:59:26 -04:00
nhmall
47df95d8b8 remove unneeded per level flag
this is now taken care of in back_to_glyph (via altar_to_glyph)
2021-09-22 21:17:21 -04:00
nhmall
39260880ef yet more expanded-glyphs altar follow-up
The 5 glyphs are now unaligned_altar, chaotic_altar, neutral_altar,
lawful_altar, and high_altar. The latter is only mapped if you are
on astral or sanctum levels.
2021-09-22 15:47:17 -04:00
nhmall
1f6c1d0f42 expand the glyphs
The walls for the mines, gehennom, knox, and sokoban had been
changed at the "tile"-level, with no awareness of the core game,
or non-tile interfaces.
- Expand the glyphs to include a set of walls for the main level
as well as each of those mentioned above.

Altars had been adjusted at the map_glyphinfo() level to substitute
some color variations on-the-fly for unaligned, chaotic, neutral,
lawful altars, and shrines. The tile interface had no awareness of
the feature.
- Expand the glyphs to include each of the altar variations that
had been implemented in the display code for tty-only. This required
the addition of four placeholder tiles in other.txt. Someone with
artistic skill will hopefully alter the additional tiles to better
reflect their intended purpose.

Explosions had unique tiles in the tile window port, and the display
code for tty tinkered with the colors, but the game had very little
awareness of the different types of explosions.
- Expand the glyphs to include each of the explosion types: dark,
noxious, muddy, wet, magical, fiery and frosty.

Pile-markers to represent a pile had been introduced at the
display-level, without little to no awareness by the core game.
- Expand the glyphs to include piletops, including objects,
bodys, and statues.

Recently male and female variations of tiles and monsters had been
had been introduced, but the mechanics had been mostly done at the
display-level through a marker flag. The window port interface then
had to increment the tile mapped to the glyph to get the female version
of the tile.
- Expand the glyphs to include the male and female versions of the
monsters, and their corresponding pet versions, ridden, detected
versions and statues of them.

Direct references to GLYPH_BODY_OFF and GLYPH_STATUE_OFF
in object_from_map() in pager.c were getting incomplete results.
- Add macros glyph_to_body_corpsenm(glyph) and
glyph_to_statue_corpsenm(glyph) macros for obtaining the corpsenm
value after passing the glyph_is_body() or glyph_is_statue() test.

Other relevant notes:

- The tile ordering in the win/share/*.txt tile files has been altered,
other.txt in particular.

- tilemap.c has had a lot of alterations to accommodate the expanded
glyphs. Output that is useful for troubleshooting will end up in
tilemappings.lst if OBTAIN_TILEMAP is defined during build.
It lists all of the glyphs and which tile it gets mapped to, and also
lists each tile and some of the references to it by various glyphs.

- An array glyphmap[MAXGLYPH] is now used. It has an entry for each
glyph, ordered by glyph, and once reset_glyphs(glyph) has been run, it
contains the mapped symindex, default color, glyphflags, and tile
index.
If USE_TILES is defined during build, the tile.c produced from the
tilemap utility populates the tileidx field of each array element with
a glyph-to-tile mapping for the glyph. Later on, when reset_glyphmap()
is run, the other fields of each element will get populated.

- The glyph-to-tile mapping is an added field available to a window
port via the glyphinfo struct passed in the documented interface. The
old glyph2tile[] array is gone. The various active window ports that
had been using glyph2tile[] have been updated to use the new interface
mechanism. Disclaimer: There may be some bug fixing or tidying
required in the window port code.

- reset_glyphmap() is called after config file options parsing
has finished, because some config file settings can impact the results
produced by reset_glyphmap().

- Everything that passes the glyph_is_cmap(glyph) test must
return a valid cmap value from glyph_to_cmap(glyph).

- An 'extern glyph_info glyphmap[MAX_GLYPH];' is inserted into the
top of only the files which need awareness of it, not inserted into
display.h. Presently, the only files that actually need to directly
reference the glyphmap[] array are display.c, o_init.c (for shuffling
the tiles), and the generated tile.c (if USE_TILES is defined).

- Added an MG_MALE glyphflag to complement the MG_FEMALE glyphflag.

- Provide an array for wall colorizations. reset_glyphmap() will draw
the colors from this array: int array wallcolors[sokoban_walls + 1];
The indices of the wallcolors array are main_walls (0), mines_walls
(1), gehennom_walls (2), knox_walls (3), and sokoban_walls (4).
In future, a config file option for adjusting the wall colors and/or
an 'O' option menu to do the same could be added. Right now, the
initializaton of the wallcolors[] array entries in display.c leaves the
walls at CLR_GRAY, matching the defsym color.

- Most of the display-level kludges for some of the on-the-fly
interface features have been removed from map_glyphinfo() as they
aren't needed any longer. These glyph expansions adhere more closely to
the original glyph mechanics of the game.

- Because the glyphs are re-ordered and expanded, an update to
editlevel will be required upon merge of these changes.
2021-09-18 19:51:04 -04:00
nhmall
2baadd6a29 header files sym.h and defsym.h
There were multiple symbol-related lists that had to be kept
in sync in various places.

Consolidate some of that into a single new file
    defsym.h
with a set of morphing macros that can be custom-called from
the various places that use the sym info without maintaining
multiple occurrences. Most maintenance can be done there.

Rename monsym.h to sym.h since it looks after some
symbols not related to monsters now too.

The defsym.h header file is included in multiple places to
produce different code depending on its use and the controlling
macro definitions in place prior to including it.

Its purpose is to have a definitive source for
pchar, objclass and mon symbol maintenance.

The controlling macros used to morph the resulting code are
used in these places:
  - in include/sym.h for enums of some S_ symbol values
    (define PCHAR_ENUM, MONSYMS_ENUM prior to #include defsym.h)
  - in include/objclass.h for enums of some S_ symbol values
    (define OBJCLASS_ENUM prior to #include defsym.h)
  - in src/symbols.c for parsing S_ entries in config files
    (define PCHAR_PARSE, MONSYMS_PARSE, OBJCLASS_PARSE prior
    to #include defsym.h)
  - in src/drawing.c for initializing some data structures/arrays
    (define PCHAR_DRAWING, MONSYMS_DRAWING, OBJCLASS_DRAWING prior
    to #include defsym.h)
  - in win/share/tilemap.c for processing a tile file
    (define PCHAR_TILES prior to #include defsym.h).
2021-08-10 13:35:25 -04:00
Pasi Kallinen
c9d075910e Slightly better stone tile
Replacing the placeholder stone tile with something that has
similar color scheme to the dungeon walls.
2021-08-04 13:58:54 +03:00
Pasi Kallinen
267ac5add2 Add colored branch stairs
Different color for stairs that go to another dungeon branch.

Adds four new glyphs, S_br{up,dn}{stair,ladder}, which use the
same character as normal stairs/ladders, but yellow color.
In tiles, the up/down arrow is yellow-green instead of while-blue.

This feature has been around a lot and is in several different
variants, but this is implemented from scratch so tiles work too.
2021-07-27 17:21:01 +03:00
nhmall
d37fa196b2 make a distinction between rock and unexplored area
This adds a pair of new glyphs: GLYPH_UNEXPLORED and GLYPH_NOTHING

GLYPH_UNEXPLORED is meant to be the glyph for areas of the map that
haven't been explored yet.

GLYPH_NOTHING is a glyph that represents that which cannot be seen,
for instance the dark part of a room when the dark_room option is
not set.  Since the symbol for stone can now be overridden to
a players choice, it no longer made sense using S_stone for the
dark areas of the room with dark_room off. This allows the same
intended result even if S_stone symbol is mapped to something visible.

GLYPH_UNEXPLORED is what areas of the map get initialized to now
instead of STONE.

This adds a pair of new symbols: S_unexplored and S_nothing.

S_nothing is meant to be left as an unseen character (space) in
order to achieve the intended effect on the display.

S_unexplored is the symbol that is mapped to GLYPH_UNEXPLORED, and
is a distinct symbol from S_stone, even if they are set to the same
character. They don't have to be set to the same character.

Hopefully there are minimal bugs, but it is a deviation from a
fairly long-standing approach so there could be some unintended
glitches that will need repair.
2020-02-08 00:48:03 -05:00
nhmall
b49359ddef more other tile name fix-ups
Changes to be committed:
	modified:   win/share/other.txt
2016-02-02 21:19:29 -05:00
nhmall
207ad50ae8 tile names in other.txt
Changes to be committed:
	modified:   win/share/other.txt
	modified:   win/share/tilemap.c
	modified:   win/share/tiletext.c

On 2/2/2016 7:27 AM, paxed wrote:
> https://www.reddit.com/r/nethack/comments/43n8i2/can_anyone_tell_me_what_these_zigzag_tiles_are/
>
> Looks like the tiles in question have been labeled as "wall" since
> 3.4.3 at least
>

Put better labels on the 'other' tileset and accept those
labels in the tile processing utilities.
2016-02-02 21:00:26 -05:00
nhmall
379f8abb54 stop light penetration on sokoban, gehennom tiles
Changes to be committed:
	modified:   win/share/monsters.txt
	modified:   win/share/objects.txt
	modified:   win/share/other.txt
2015-06-11 07:27:08 -04:00
nhmall
53363e05b9 add missing tile and correct clobbered header file 2015-05-24 21:10:22 -04:00
nhmall
0827c0df9d Update the tile RGB values and mappings
Changes to be committed:
	modified:   win/share/monsters.txt
	modified:   win/share/objects.txt
	modified:   win/share/other.txt
	modified:   win/share/tile2bmp.c
	modified:   win/share/tiletext.c
2015-04-19 17:17:03 -04:00
nhmall
56c4475c20 extend the tty statue patch to tiles
Changes to be committed:
	modified:   doc/fixes35.0
	modified:   win/share/gifread.c
	modified:   win/share/monsters.txt
	modified:   win/share/objects.txt
	modified:   win/share/other.txt
	modified:   win/share/tile2bmp.c
	modified:   win/share/tilemap.c

The tty code already had the statue patch included, where
statues are represented by stone versions similar in
appearance to their monster likeness.

This extends it to tiles.

A new pass through the monsters.txt file is done
in tile2bmp to include new modified tiles to the output
file that are gray-scaled versions for mapping to the
NetHack statue glyphs.
2015-04-19 13:31:59 -04:00
Pasi Kallinen
3979e012f7 Renumber other.txt tiles 2015-04-07 21:34:57 +03:00
Pasi Kallinen
c967dabc0b Clive Crous' Dark Room patch
This patch adds a new glyph that represents dark parts of room,
splitting the dual functionality of the "unexplored/dark area" glyph.
2015-04-07 21:01:21 +03:00
Pasi Kallinen
1c2f2af357 Indicator glyph for good target positions
Add a new glyph, S_goodpos, to indicate valid locations
instead of reusing the camera flash beam glyph.
2015-04-07 18:18:54 +03:00
Pasi Kallinen
71401a7db8 Add poison cloud glyph, fumaroles to fire plane.
When a gas cloud that deals damage is created, it uses
a poison cloud glyph instead of the cloud glyph.
(A bright green '#', or a bright-green recolor of the
cloud tile)

The plane of fire has random "stinking clouds", or
fumaroles, centered on lava pools.

Also make poison cloud glyph override lava, pool and
moat glyphs.
2015-04-05 12:31:55 +03:00
warwick
751cbf93ae Tile un-placehold 2002-01-21 10:41:42 +00:00
warwick
72879f0584 Change Mines tiles.
This is a long-overdue change to the Mines wall tiles. I was never happy
with the Mines walls being just brown normal-walls.
2002-01-18 08:16:07 +00:00
nethack.allison
50b24456cd > There is a tile in monster.txt that is still
> marked as "placeholder."  It is the tile for Neferet the Green,
> a green-colored wizard for the updated Wizard's quest.
It's not great, but the best I can do without her looking like some
sort of Zombie (most of the tiles try to follow rules - dark-green=zombie,
green=gnome, blue=dwarf, etc. in order that the player can recognize the
patterns, rather than concentrating too much on the details).
2002-01-14 11:43:13 +00:00
jwalz
f11fe6f2d1 *** empty log message *** 2002-01-05 21:06:02 +00:00