Commit Graph

18 Commits

Author SHA1 Message Date
nethack.rankin
d592b9c4ae sokoban completion (trunk only)
Something I've had in mind for a long time and finally gotten around
to implementing:  when you fill in the last pit or hole of a sokoban level,
it's considered to be completed so luck penalties for unsokobanish things
(breaking a boulder, dropping everything and squeezing onto a boulder's
spot, reading a scroll of earth) stop being assessed and most Sokoban-
specific movement restrictions (against pushing boulders diagonally,
squeezing diagonally between boulders, floating over a pit or hole without
falling in, digging of new holes by monsters) are lifted.  Teleporting,
level teleporting, and phasing through walls are still prohibited when in
the sokoban branch of the dungeon.  (Keeping the non-phasing one in place
prevents taking a shortcut to the final prize in order to bypass the
treasure zoo monsters.)

     This adds level.flags.sokoban_rules, defines Sokoban macro to access
it, and replaces most In_sokoban(&u.uz) tests to check it instead.  It
gets set when a sokoban level is pre-mapped at the end of level creation,
and if it is set then whenever a trap is deleted, the flag gets cleared
if there are no more pits or holes present on the level.
2011-08-30 22:13:27 +00:00
keni
beba2bec99 add a note about a useless var (from <Someone>) 2010-08-17 14:11:39 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
a2257ebb1a mimics as doors on rogue level
From a bug report.5 years ago? and again today:
mimics appear on the rogue level even though they're lowercase letter
monsters.  <Someone> notes that during level generation, mimics pretending to
be closed doors are sometimes substituted for trapped actual doors.  That
should be avoided on the rogue level both because its doorways are always
empty (enforced after the fact in extralev.c code rather than in the door
making code) and because mimics aren't uppercase letter monsters (so
should only ever appear there if they've travelled from another level).
2009-02-22 01:37:09 +00:00
nethack.allison
96c6163019 cast int64 to smaller types (trunk only)
The devteam feedback was to place casts in the code
in question.

This puts explicit casts on some code that was being
compiled into 'int64' then stuffed into smaller types with
VC2005.
2006-07-11 12:38:16 +00:00
nethack.rankin
4956ab8892 invocation vs being trapped
I can't find the report about this; I must have deleted it after
reading, or else recently reread something so old that I'm not going back
far enough now.  When you perform the invocation ritual to create the
stairs down to Moloch's Sanctum, any trap at your location gets deleted.
But if you were in a trapped state at the time then you got left in that
state.  Descending stairs doesn't check for traps so you wouldn't notice
unless you tried to move around on the same level first.  Then you'd get
"you're stuck in a pit/beartrap/web" even though it wasn't there anymore.
2006-05-30 04:07:34 +00:00
nethack.allison
660d3589c5 experimental - dungeon overview (trunk only)
Add Hojita Discordia's Dungeon Map overview as
conditional code for experimentation and testing.
Everything is guarded by
#ifdef DUNGEON_OVERVIEW
#endif

The notes that accompanied the original patch follow.

Dungeon Map Overview Patch for Nethack 3.4.3
Version 3
=============================================================================
Changelist:
    v3: Changed #level to #annotate to avoid #levelchange collision.  Fixed
        handling of elemental planes and astral plane (oops).  Changed
	formatting to be slightly closer to print_dungeon()'s.  Should be
	"final" version for 3.4.3.
    v2: Added tracking of trees.  Changed ctrl-m command to ctrl-o.  Portals
        displayed as "sealed" instead of "closed".
    v1: First release.
    (Note: all versions are mutually save compatible.)
=============================================================================
This patch creates a dungeon map overview that is recorded as the player
explores the dungeon.  I was tired of returning to a game a few days later
and having no idea what the dungeon looked like.  Trying to name pieces
of armor with shorthand didn't work so well as an intermediate solution
either, especially around nymphs.

It can be assumed that this map is in the mind of the hero and thus
can't be stolen, can be read when blind, or when buried, or when the hero
doesn't have any hands, or eyes, or hands free, or...etc. On the other hand,
this implies that the hero doesn't remember all of the details ("a fountain",
"some fountains", "many fountains") and that the map is subject to amnesia
when applicable.

This overview tracks fountains, altars, stores, temples, sinks, thrones,
trees, and dungeon branches.  It attempts to not spoil the player nor
reveal more information than the hero knows.  For this reason, it only
tracks dungeon features found in the guidebook and dungeon branches.

This patch breaks save file compatibility.  Sorry.

Added commands
=============================================================================
#overview (ctrl-o, if not in wizard mode) - displays overview
#annotate (ctrl-n, if using numpad) - names current level

Example Output From #overview
=============================================================================
The Dungeons of Doom: levels 1 to level 15
   Level 1:
      A fountain
   Level 3: (My stash.)
      An altar, some fountains
      Stairs down to The Gnomish Mines
   Level 7:
      Many fountains
   Level 8:
      Stairs up to Sokoban, level 7
   Level 15:
      A general store
      Sealed portal to The Quest
The Gnomish Mines: levels 4 to level 7
   Level 7: <- You are here
      Many stores, some fountains, a temple

More Details
=============================================================================
The overview shows only levels that have anything interesting to display and
doesn't show branches that don't have any interesting levels.

To avoid the map revealing more information than the hero knows, the overview
only displays things that the hero has seen or touched.  (If the hero
blinds herself, levitates above a known fountain, and obliterates it with a
wand of digging, the overview will still say that there is a fountain.)

This is done, sadly, by adding 6 bits to the rm struct to track the last
known dungeon type.  On the other hand, this change could potentially allow
a window port to do something like drawing an item and a fountain on the same
square.

Things That Could Be Better And Maybe Some Feedback Would Help
=============================================================================
"<- You Are Here" is pretty goofy
    -...but an indicator of some sort is nice.
=============================================================================
Many thanks to all the kind folks on r.g.r.n. who had very good feedback
about this patch, in particular L (for the trees), <Someone> Papaganou (for the
#annotate suggestion and some formatting feedback), and <Someone> (for the suggestion
of just overriding ctrl-o instead of using the very broken ctrl-m.)
=============================================================================
20060311. Hojita Discordia. (My usenet email is bogus. Sorry.)
2006-04-20 00:57:45 +00:00
nethack.rankin
e1ef0f1042 filling antholes
From a bug report:  when creating a
level, anthole rooms can be generated even when no ants are left, unlike
beehives which get suppressed once killer bees are gone.  Also, if some
ants are available but the type chosen for the current level isn't (in his
case, soldier ants had been genocided), the anthole was filled will random
monsters instead of picking another type of ant.  This fixes both issues.
Random monsters will only occur if the last type of ant gets used up while
filling an anthole that was started when some ants were available, same as
how monster generation for beehives and barracks works.
2006-03-09 05:39:38 +00:00
nethack.rankin
e2dd0a12ae fix #H30 - rn2(0) from off by 1 bug in special level door creation
From a bug report, the placement
of random doors by the code that loads special levels would attempt to
evaluate rn2(0) and either get a divide by zero crash (normal build) or an
impossible warning (DEBUG enabled when compiing rnd.c, done automatically
when BETA is defined).  The problem was only noticable for random door in
a 1x1 room; none of our distributed levels specify such a thing so regular
users won't have encountered this bug.  It's a one line fix.

     Altar placement in temples also had a quirk of a similar nature.  It
wouldn't trigger rn2(0) problems but would always place the altar to left
of mid-point in rooms with even width and above the center point in ones
with even height.  Now the placement is randomized so that sometimes it'll
be to the right and/or below mid-point in such cases.

     This also simplifies a couple other instances of similar expressions
that I spotted.
2006-01-29 04:32:04 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
6dc1bbd544 giant carrying boulder dies while trapped in a pit (trunk only)
<Someone> wrote:
> "You kill the invisible storm giant.  The boulder fills a pit."
> [...] why did I find the corpse *lying on* and not *buried in* the
> former pit?

Ensure that the corpse ends up buried in that case.
2004-04-11 18:39:14 +00:00
cohrs
18f39cfcdd B01005 - infinite objects from traps
Added a random factor to arrow, dart and rock traps so they'll eventually
stop producing new objects.  Also fixed a bug in mklev that set the trap
"once" flag even for traps where it wasn't currently appropriate.
2003-03-27 03:01:38 +00:00
nethack.allison
3c227928f9 function name format
From <Someone>:
[functions that don't start in leftmost column ]

apply.c:int unfixable_trouble_count(is_horn)
artifact.c:void arti_speak(obj)
botl.c:int xlev_to_rank(xlev)
botl.c:int rank_to_xlev(rank)
display.c:void map_location(x,y,show)
hack.c:static void findtravelpath()
hack.c:void unmul(msg_override)
hack.c:long money_cnt(otmp)
mklev.c:CFDECLSPEC do_comp(vx,vy)
pickup.c:long carry_count(obj, container, count, telekinesis, wt_before, wt_after)
pickup.c:boolean mon_beside(x,y)
shk.c:long money2mon(mon, amount)
shk.c:boolean same_price(obj1, obj2)
shk.c:void finish_paybill()
trap.c:boolean delfloortrap(ttmp)
weapon.c:void give_may_advance_msg(skill)
do_name.c:char *coyotename(mtmp, buf)

(This with a pruned 'egrep '^[[:alnum:]]+ .*\(.*\)$' *.c' in src/; I
haven't looked outside that directory, but generally speaking once you
go beyond there you're widening your search anyway.)
2002-08-12 22:24:05 +00:00
nethack.allison
c6c17bc00f more Windows CE 2002-07-23 04:52:48 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
nethack.allison
2c26f0ceea Removed some unneeded preprocessor conditional code.
It was Windows CE stuff that hasn't been integrated into the sources tree yet.
2002-01-17 02:17:17 +00:00
nethack.allison
e02ab47597 Changes to existing files by the win32 port additions. 2002-01-13 05:53:39 +00:00
jwalz
c9de3aadb7 *** empty log message *** 2002-01-05 21:05:49 +00:00