Changes to be committed:
modified: include/decl.h
modified: include/dungeon.h
modified: include/extern.h
modified: include/hack.h
modified: src/decl.c
modified: src/do_name.c
modified: src/dog.c
modified: src/dokick.c
modified: src/makemon.c
modified: src/mkmaze.c
modified: src/mkobj.c
modified: src/pager.c
This commit is an attempt to address the complaints about
the orc town variation taking away lots of stuff that is
normally available in mine town. The statement in the level
description says "A tragic accident has occurred in Frontier
Town...It has been overrun by orcs."
The changes in this commit attempt to uphold that premise,
while making things a bit more interesting and perhaps
more palatable for the player.
This update does the following in keeping with the mythos:
- While many of the orcs still remain to wander about the
level, many of the orcs took off deeper into the mines with
some of the stuff that they plundered. You may now be
able to hunt some of it down.
- Adds some appearance of this particular horde of marauding
orcs working as part of a larger collective.
- This evolves the Orc Town mine town variation into a
a feature over multiple levels of The Gnomish Mines,
rather than just the single-level "feature" that it was
previously.
- You may have to work longer and a bit harder for some
things than other mine town variations, but at least with
these changes, there is hope that some of it may be found
elsewhere.
Game mechanics notes (maybe spoily?)
- Add mechanism to place objects into limbo (okay, really
place them onto the migrating_objs list for transferring
between levels etc.) and destine them
to become part of the monster inventory of a particular
species. In this particular usage case, it's using the
M2_ORC flag setting to identify the recipients.
- At present, there is no mechanism in the level compiler
for placing objects onto the migrating objects, nor
with more sophisticated landing logic, so a somewhat
kludgy hard-coded fixup and supporting routines were used.
Some day the need for that might change if additional
capabilities move to the level compiler.
This is a NetHack-3.6.2-beta01 update. Please give it a workout.
Fixes#127
Bug report #H7156 listed three items, all relating to perm_invent:
1) it shouldn't persist across save/restore since restore might be
on a system which doesn't have enough room to display it (report
actually complained that config file setting was ignored when
restoring old games, which is an expected side-effect for options
that persist across save/restore);
2) permanent inventory wasn't updated when using scroll of charging;
3) attempts to update permanent inventory during restore could lead
to crash if it tries to access shop cost for unpaid items.
Items (2) and (3) have already been fixed. This fixes (1).
Replace 'flags.perm_invent' with a dummy flag, preserving save files
while removing it from flags. Add 'iflags.perm_invent' to hold the
value of the perm_invent option.
The win32 files that are updated here haven't been tested. Whichever
branch contains the curses interface needs to be updated; ditto for
any other pending/potential interfaces which support perm_invent.
This adds BL_RESET to status_update to send a flag to a window
port that every field should be updated because something has
happened in the core to make current values shown to be
untrustworthy or potentially obliterated.
That is now distinguished from BL_FLUSH, which now has no
bearing on whether every field needs to be redone, and instead
can be used by a window port indicator that it is time to render
any buffered status field changes to the display.
tty port now sets WC2_FLUSH_STATUS indicator for BL_FLUSH support
and now does one rendering per bot() call, instead of up to 22.
Side note: The tty hitpoint bar code was relying on the old
behavior of redrawing everything upon BL_FLUSH apparently, so it
initially had some color change lag issues, corrected by marking
BL_STATUS as dirty (in need of updating) in tty_status_update()
whenever BL_HP was marked as dirty.
Don't display the selection to identify all items if there are none.
Complete an item marked ToDo in cmd.c: allow selection of one or more
particular items to permanently identify rather than just all or nothing.
Fixes#111
Casting stone-to-flesh at a random statue animates it as a monster
(created via direct call to makemon()) at an adjacent or nearby spot
if there is already a monster at the statue's spot, but doing so on
a statue of a petrified monster (create attempt via montraits() which
called makemon() without the ADJACENTOK flag) turned it into a corpse
instead. Pass an extra argument to montraits() so that it behaves
the same normal statue animation for stone-to-flesh without changing
how it behaves when reviving corpses for undead-turning.
Fixes#106
If dipping a worn amulet into a potion of polymorph turns it into an
amulet of change, the game panics while trying to use up that amulet
when the new one hasn't replaced the old one in inventory yet. Simply
reordering the relevant code isn't sufficient to fix things: once it
is in inventory and can be successfully used up, later code would end
up deferencing a stale pointer because it was unaware of the deletion.
Build fix, avoid use of 'class'
include\hack.h(199): error C2236: unexpected token 'class'. Did you forget a ';'?
include\hack.h(199): error C2332: 'class': missing tag name
include\hack.h(199): error C2027: use of undefined type 'sortloot_item::<unnamed-tag>'
When objects are in the same class, sortloot orders them by their
formatted name. It was reformatting each object every time it got
compared to another object. Change that to remember the formatted
name so that any given object is formatted at most once (during the
current sort; future sorts will need to format it again).
Armor and weapon classes are subdivided into smaller subclasses
and the formatting plus alpha compare is only done for items in
the same subclass, so helms come out before cloaks and don't get
their names compared, for instance. [That was from my 'revamp'
rather than the original implementation.] This adds a couple more
subclass sets: food (named fruit, 'other' food, tins, eggs, corpses,
globs) and tools (containers, pseudo-containers [bag of tricks and
horn of plenty once those have become discovered; prior to discovery,
bag of tricks is classified as a container and horn of plenty as an
instrument], instruments, 'other' tools).
The main difference, aside from the formatting efficiency improvement,
is to change the previous sort order
| pink potion
| potion of enlightenment
| purple-red potion
to be
| pink potion
| purple-red potion
| potion of enlightenment
by grouping undiscovered items before discovered items when class and
subclass match. So discovery state is essentially a sub-subclass and
formatting plus string comparison is only done for members of the
same sub-subclass. There are actually four state values: unseen
(which applies to particular objects rather than to their type),
unknown (not discovered and not named), named (not discovered but has
player-assigned type name), and discovered (either fully discovered
or considered not interesting to discover [no alternate description,
not nameable]).
My testing was primarily done with pickup ('m,' with menustyle:T)
and sortloot:Loot (the default) plus !sortpack (not the default and
not a setting I ordinarily use, but less verbose without the class
separators). It won't astonish me if oddities crop up with other
usage combinations.
Yesterday's sortloot() overhaul didn't include some cockatrice corpse
handling for pickup. If there's an object class filter in place and
pickup has been told to care about cockatrice corpses, have sortloot()
include them in the loot array even if food class isn't accepted by
the filter. In the pre-sortloot days, and in 3.6.[01] which didn't
attempt to deliver a filtered subset of loot, the check for such
corpses was done before pickup checks the filter. They need to be in
the loot array to retain the same behavior.
H7205 - full-pack identify might skip items if perm_invent is on
because updating the inventory window might reorder 'invent'
while the identify code is in the midst of traversing it;
H7120 - pickup that doesn't pick anything up can change the glyph
shown on the map because the pile might be reordered such
that a different item is on top;
H5216 - performing a sortloot operation on a pile and then switching
back to sortloot:none doesn't restore pile's original order.
The 'revamp' that changed the contributed sortloot feature to switch
to simpler usage (object list itself was sorted rather than having a
parallel array that needed to be constructed, sorted, traversed, and
discarded) turns out to have too many problems. This reverts to a
hybrid solution that constructs an array for traversal, leaving the
linked list in its original order, but hides most of the details of
that from sortloot() callers. The 'revamp' benefit of being able to
use normal list traversal is lost, as is the potential to skip
sorting when the list turns out to already be in the desired order.
This could stand to have a lot more testing than it's had so far.
Yesterday's sortloot() overhaul didn't include some cockatrice corpse
handling for pickup. If there's an object class filter in place and
pickup has been told to care about cockatrice corpses, have sortloot()
include them in the loot array even if food class isn't accepted by
the filter. In the pre-sortloot days, and in 3.6.[01] which didn't
attempt to deliver a filtered subset of loot, the check for such
corpses was done before pickup checks the filter. They need to be in
the loot array to retain the same behavior.
H7205 - full-pack identify might skip items if perm_invent is on
because updating the inventory window might reorder 'invent'
while the identify code is in the midst of traversing it;
H7120 - pickup that doesn't pick anything up can change the glyph
shown on the map because the pile might be reordered such
that a different item is on top;
H5216 - performing a sortloot operation on a pile and then switching
back to sortloot:none doesn't restore pile's original order.
The 'revamp' that changed the contributed sortloot feature to switch
to simpler usage (object list itself was sorted rather than having a
parallel array that needed to be constructed, sorted, traversed, and
discarded) turns out to have too many problems. This reverts to a
hybrid solution that constructs an array for traversal, leaving the
linked list in its original order, but hides most of the details of
that from sortloot() callers. The 'revamp' benefit of being able to
use normal list traversal is lost, as is the potential to skip
sorting when the list turns out to already be in the desired order.
This could stand to have a lot more testing than it's had so far.
Add threshold relationships <= and >= so that the change to make <
and > perform their expected comparison can be resolved. "Point
release shouldn't force players to update their config files" does
not carry sufficient weight given that they already had to do that
to turn on status highlighting when going from 3.6.0 to 3.6.1. The
3.6.2 release notes can warn them about the need to update their
status highlight options if they're currently using '<' and/or '>'.
Entering new hilite rules via the 'O' command accepted '=' prefix
for numbers, but rules from config files did not. Now they do.
The '=' prefix is optional in both situations.
With 'O', percent rules and absolute rules had separate menu entries
so picking one was already choosing the rule type, but entering a
numeric value without percent sign (for percent) or with one (for
absolute) would change the type on the fly. If someone has already
picked percentage they shouldn't be required to append '%' to the
digits, so that is now optional. If explicitly included with the
number after having picked absolute, the value is rejected. It is
trivial to back up in those menus and choose the alternate type if
someone changes his/her mind part way through.
If a status field has both persistent (percent, absolute, always)
and temporary highlights (up, down, changed), give the temporary one
precedence when the value has changed. To do that with 3.6.1, the
rules for temporary had to follow the ones for persistent highlights
since whichever matched last was the one used. Now their order
relative to each other doesn't matter. If a value increases and
there is both an 'up' rule and a 'changed' rule, the more specific
'up' takes precedence, regardless of their relative order; likewise
for decreases and 'down' vs 'changed'.
There were a couple more tweaks needed to support negative values;
I overlooked the 'O' menu handling before. >-1% and <101% now work
for both the config file and interactive adding via 'O' methods of
defining highlight rules, although new >=0% and <=100% will be
clearer to anyone examining a rule set.
'enum relationship' was forcing LT_VALUE to be -1 but that fact was
never utilized anywhere, and the code was using magic number -2 to
mean "no relationship yet". This adds NO_LTEQGT to replace the
latter and gives it value -1. EQ_VALUE is still 0 so effectively
the default if a highlight hasn't been fully set up yet. LT_VALUE
is now just another positive value along with GT_VALUE, LE_VALUE, &c.
The Guidebook hasn't caught up with the code yet.
The rule choosing code used when deciding how to highlight something
only supports 'int' fields and relies on 'long' having the same bits.
It needs to be extended to support 'long' properly. Fixing should
be straightforward (except maybe for the initialization of min/max
best fit handling) but this doesn't address that. Also, data type
for encumbrance/carrying-capacity should be changed from unsigned to
plain int so that no extra handling for just one field will be needed.
From Bart...
When we are creating the console font for testing character widths,
we were not specifying width. Because of this, the created font's
average width might be larger then what we expect and we might
falsely detect that the font was inappropriate for playing Nethack.
Fix provides the width that we are expecting when creating the font.