Commit Graph

25 Commits

Author SHA1 Message Date
nethack.allison
253bf359af drawing overhaul (trunk only)
This is an overhaul to the NetHack drawing mechanism.

- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.

- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects

- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.

- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.

- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.

- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c

- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.

- 'symset' config file option loads a desired symbol set for
everything but the rogue level.

- 'roguesymset' config file option loads a desired symbol set
for the rogue level.

- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
	  S_fountain:\xf4 \
	  S_boulder:0

- 'symbols' file has the following structure:
start: DECgraphics
	Handling: DEC
	S_vwall: \xf8			# meta-x, vertical rule
	S_hwall: \xf1			# meta-q, horizontal rule
finish
start: IBMgraphics
	Handling: IBM
	S_vwall: \xb3			# meta-3, vertical rule
	S_hwall: \xc4			# meta-D, horizontal rule
finish

- 'symbols' file added to the source tree in the dat directory

- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
2006-09-21 01:46:15 +00:00
nethack.allison
999424aecc more zeroany (trunk only) 2006-07-09 17:39:43 +00:00
nethack.rankin
254b521add senseself()/canspotself()
Make the names of the macros for handling the hero be similar to those
for monsters (where mis-use of `sensemon()' was the cause of a recently
reported bug).  `senseself()' becomes more restrictive in what it specifies,
and current uses of it are replaced by new `canspotself()'.
2005-06-18 04:38:50 +00:00
cohrs
a85d3bf01c #M32: Astral vision vs normal vision
While wearing EotO, ";" and selecting a monster behind a wall would display
"normal vision" as well as "astral vision".  This is because cansee() gets
set for things seen via astral vision.  However, couldsee() is only set for
things that could be seen normally, so check both values.
2005-04-15 19:42:08 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.rankin
8b5d31eb01 fix "singular of null?" warning for info lookup
Guard against the pathological cases of ", <anything>" and
" called <anything>" strings that a user could type in to indirectly
trigger impossible().  Now they'll yield "no info about such things".
2003-08-14 02:40:24 +00:00
nethack.allison
cec8e1ee31 clicklook (main trunk only)
This allows the use of the right mouse button to
look at things on the screen when the
'clicklook' option is set.

Concept came from a patch for 3.4.0
that I saw referenced on r.g.r.n
[see http://www.steelskies.com/nethack.php]
but the implementation is different.
2003-06-30 02:09:04 +00:00
cohrs
3d7d2f569e U423 - uninitialized memory access in dolookup
fix a case where "cc", which is only set when looking from_screen,
in a case where from_screen is not set.
2003-04-17 03:44:02 +00:00
nethack.allison
5122409416 Several things that break savefile compatibility
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
  the ptr and calculating the distance from beginning of array
2003-03-05 04:39:47 +00:00
nethack.rankin
3c98250c96 data.base revision
Add the wizard entry submitted by <Someone>.  It doesn't fit
perfectly but seems better than getting the generic human (or other
race) entry.  It pointed out that "gnomish wizard" is ambiguous between
a type of monster and a player character race/role combination.  I had
to add a special case to the code to make that work out right.

     This also makes all the roles that have the their entry match any
race; conversely, match the race's monster for roles that don't have an
entry (caveman, healer, monk, priest, and samurai; we really should get
them their own).  Previously many of the non-human ones yielded "I don't
have any information on such things" and at least one (elven priest)
yielded the generic human entry.
2002-12-18 20:09:33 +00:00
nethack.rankin
cd62daa465 fix U88 - invisible hero didn't sense self via ESP
If the character was invisible without being able to see invisible,
his location on the map showed any object there or underlying topology
instead of the hero even when monsters could be seen with infravision,
ESP, or sustained monster detection.  The ESP case required an amulet
or helm or quest artifact to be noticeable because being blind overrides
being unable to see invisible, so the more common form of telepathy
didn't exhibit this behavior.
2002-10-04 02:46:02 +00:00
nethack.allison
8631cba725 newbie in-game assistance with Guidebook notation
Provide some command assistance for newbies, but
suppress it with !cmdassist in the config file.

If someone misinterprets the Guidebook ^D, ^T
type command notation, this will pop up some
further information to possibly assist them and
explain the notation.
2002-08-04 16:48:15 +00:00
nethack.allison
a849315988 no message 2002-07-29 17:57:57 +00:00
nethack.allison
46721b5a91 flag changes
Several flags added since 3.4.0 were destined for flags
(to be saved with the game) but were placed in iflags for
savefile compatibility.  These include:
 boolean  lootabc;	/* use "a/b/c" rather than "o/i/b" when looting */
 boolean  showrace;	/* show hero glyph by race rather than by role */
 boolean  travelcmd;	/* allow travel command */
 int	 runmode;	/* update screen display during run moves */

This patch has no effect unless you define this in your port's
XXconf.h file.
#define SAVEFILE_340_CONVERT	/* allow moving of some iflags fields to flags
					without destroying savefile compatibility */
Without it, the new flags remain in "iflags."  With it, the flags are moved to
"flags" and the structures are converted when the save file is read. There
is no reverse compatibility.  If you save the game after conversion, you
can't load the savefile on 3.4.0, only 3.4.1.
2002-07-28 16:03:00 +00:00
nethack.rankin
c740d732cc phantom venom
[ I didn't keep a copy of the message which reported this
  so don't have any reference number for it. ]

     If you used '/' to look at multiple items one after another,
then looking at floor or other item represented by the same '.' as
venom could result in subsequent things being falsely categorized as
possibly venom.  The subsequent items needed to have less than two
possible descriptions, and the triggering item needed to be a plain
dot rather than the graphic dot used for floor with IBMgraphics and
DECgraphics.
2002-07-25 23:55:06 +00:00
nethack.rankin
72dbd302c0 do_look at self
Suggested by <Someone>:  when examining an `@' monster, only include
"or you" in the description if you might reasonably expect to be seen
as something else.  So if you're playing as a human or an elf, or if
you're polymorphed regardless of race, the ordinary description of
"human or elf" doesn't need to add "or you".  And the setting of the
`showrace' option only matters if the `@' comes from prompting the
user instead of picking a symbol from the map.
2002-07-25 23:34:47 +00:00
nethack.allison
24cb5a7e3e do_look at warning co-located with boulder
This does not fix a reported bug where you
can't attack a hidden creature that is
co-located with a boulder, but it might
assist the player in understanding what is
going on.
2002-07-14 15:59:04 +00:00
nethack.allison
40940991bb change GOLD_CLASS to COIN_CLASS 2002-07-08 23:25:53 +00:00
nethack.allison
65325f4067 lookat() trapped detail
<email deleted>
Sent: Thursday, June 13, 2002 12:03 PM
Subject: Beta 1 comments
>A minor thing, but it'd be nice if the "trapped" now in lookat()
>had a defsyms[trap_to_defsym(tt)].explanation to tell you _how_
>the monster's trapped.
2002-06-30 00:52:49 +00:00
cohrs
3db1e7858f fix crash when using ';' to look at I monsters
Reported to the mailing list.  If you set your monster symbol options, and
use ';' and select a known invisible monster by screen, a crash would occur
accessing a null pointer.
2002-06-24 05:10:44 +00:00
cohrs
91b2bab5d5 R804 - fix crash caused by looking at a unique boulder symbol
The code only handled the case where the boulder symbol was non-unique.
Add code to handle the case where the boulder sym is the first match.
2002-04-19 02:28:20 +00:00
cohrs
c850007966 trapped monsters
A suggestion from <Someone>
- since newsym marks physical traps that have a monster trapped as seen,
and the ^ command will tell you what it is, lookat() can tell you about the
trap too
2002-04-14 06:44:46 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
nethack.rankin
43a1eadc9c lookat of high priests
One from <Someone>'s list:  there's no particular reason for
the High Priest of Moloch in the temple on the sanctum level in
Gehennom to have his identity concealed when he's detected from
a distance.  I also changed the concealment of the Astral Plane
to stop when you're adjacent to the priest, since #chat--among
other things, such as simply entering the temple--provides other
means of identifying which temple it is once you're there.

Files patched:
  include/extern.h
  src/do_name.c, pager.c
2002-01-19 06:52:03 +00:00
jwalz
fc0fcc4342 *** empty log message *** 2002-01-05 21:05:52 +00:00