"if will" should be "it will". The pull request only fixes this
for Guidebook.tex but it is also present in Guidebook.mn. The typo
made it from one to the other via copy+paste.
Fixes#358
Record reaching experience level 3, 6, 10, 14, 18, 22, 26, and 30,
the levels where the character gets a new rank title, and report
those as achievements at end of game. These achievements persist
even if enough levels to lose a rank are lost, and if lost ranks
are regained the original achievement is the one that gets tracked
and disclosed.
Generally speaking there's no reason to wait or search next to
a hostile monster, so let's just prevent those actions. You can
still do those commands by prefixing them with the 'm' prefix.
A couple of indentation adjustments: a bit more space for continued
lines in the table for suits of armor, and restore the indentation of
the list of Achievements in the Postscript version (lost when dealing
with the wouldn't-span-page-boundary issue).
> Todo: redo the recently revised Achievements table again. Current
> formatting isn't spanning page boundaries, resulting in a big chunk
> of blank space preceding it so that it will start on the next page.
The '.SD i' environment was causing this, and also changing the font
somehow when forcing the text to start on the next page (but not when
it fit on current page?). Taking '.SD i' out loses the indentation
that Guidebook.ps had (one of the explicit differences between it and
Guidebook.txt), which looks a little inferior, but fixes the page
boundary issue.
This adds a new figure that shows the 3-line status. Also expands
a couple of status items.
In the commands section, redo the hjkl direction diagram to make
"Figure 2" (now Figure 3) line up with the rest of the table. Lot's
of trial and error involved, and the plain text version didn't come
out as expected (but still looks better than before).
Modify suit of armor table to wrap an additional line and make the
table narrower. Having the pair of columns closer together is a bit
easier on eyes when tracking from the suit names to the AC number.
Todo: redo the recently revised Achievements table again. Current
formatting isn't spanning page boundaries, resulting in a big chunk
of blank space preceding it so that it will start on the next page.
(Only noticeable at the moment with the Postscript output; plain
text had enough room on its current page to not need to force next.)
Guidebook.tex is lagging again.
Introduce eight achievements that can be attained by more players.
Entered Gnomish Mines - self explanatory
Entered Mine Town - the town portion, not just the level
Entered a shop - any tended shop on any level
Entered a temple - likewise for temple
Consulted the Oracle - bought at least one major or minor oracle
Read a Discworld Novel - read at least one passage
Entered Sokoban - like mines
Entered the Big Room - not always possible since not always present
The novel and bigroom ones aren't always achieveable since novels are
only guaranteed if a book or scroll shop gets created and bigroom is
only guaranteed in wizard mode. No one ever claimed that every
possible achievement can be attained in a single game. (If one for
entering the Fort Ludios level--or perhaps entering the Fort itself--
eventually gets add, that won't be possible in every game either.)
The mine town one probably needs some tweaking. Two of the town's
seven variants have no town boundary (despite a rectangular area of
pre-defined map) and at present simply arriving on either of those
levels is enough to be credited with the entered-town achievement.
Bump EDITLEVEL because u.uachieved[] has increased in size. This
time it has been expanded to the maximum that xlogfile's bitmask of
achievements can handle, enough for up to 9 more achievements without
another EDITLEVEL increment.
Set up variable 'fF' once and use it to conditionalize between
fixed-width font Guidebook.txt and proportional-width font
Guidebook.ps instead of making the width comparison of 'f' and 'F'
each time. There are four instances where it is used; three that
suppress some indentation for the plain text output and one that
manually wraps a couple of long lines for it.
This change shouldn't produce different output from before (last
night) and doesn't need any corresponding change in Guidebook.tex.
Redo the Achievements section in Guidebook.mn to be more compact.
It's also become more complicated because it formats Guidebook.txt
differently from Guidebook.ps/.pdf.
Finally add the Achievements section to Guidebook.tex to catch up.
Not as complicated but also not tested.
Condense the clunky one entry per line table of suits of armor and
their AC values in Guidebook.mn. Guidebook.tex uses a two-column table
that I've left alone.
Mention all the other types of armor instead of leaving out gloves and
shirts. For armor commands, mention that P and R work.
Rings: describe their interaction with gloves. For ring commands,
include a pointer to amulets.
Amulets: for amulet commands, mention that A, W, and T work.
Tools: mention that some can be worn and include a pointer to amulets
for the relevant commands. Also, that some can be wielded as weapons.
Boulders and statues: boulders can be pushed and smashed, statues can
be smashed.
Gold: not subject to blessing or cursing. goldX option affects BUCX
filtering.
Confusion on my part. "Entered Gehennom" achievement is recorded if
you enter the Valley of the Dead rather than requiring that you get
past that level.
Guidebook.tex is still lagging but not forgotten.
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.
Move enlightenment and conduct from cmd.c to insight.c. Also move
vanquished monsters plus genocided and/or extinct monsters from end.c
to there. And move the one-line stethoscope/probing feedback for
self and for monsters from priest.c to there.
Achievement feedback has been overhauled a bit. When no achievements
have been recorded, the header for them (after conducts) won't be
shown, and when at least one has been recorded, make the prompt for
asking whether to disclose conduct be about disclosing conduct and
achievements. Also, describe achievements in the Guidebook.
I ran out of gas before updating Guidebook.tex; it will catch up to
Guidebook.mn eventually.
Some of the MS-DOS Makefiles haven't been updated yet so linking
without insight.{o,obj} will break there.
"The 'm' prefix before a movement command can be used" is awkwardly
worded.
"Various ... variations" is redundant all by itself but doubly so
when "various" is used again two sentences later.
mention_decor is missing a sentence between "Normally only shown
when obscured" and then an exception when it is enabled.
Somewhat similar to 'mention_walls', 'mention_decor' is a way to
request additional feedback when moving around the map. It reports
furniture or unusual terrain when you step on that. Normally stepping
on furniture only mentions it when it is covered by object(s). And
moving onto (rather than into) water or lava or ice doesn't bother
saying anything at all. With the new option set there will be a
message. It uses Norep so won't repeat when moving from one water
spot to another or one lava spot to another or one ice spot to another
unless there has been at least one intervening message. There is also
a one-shot message when moving from water or lava or ice onto ordinary
terrain (not Norep, just once since there's no land to land message).
Having the verbose flag Off doesn't inhibit these new messages but it
does shorten them: "A fountain." instead of "There is a fountain here."
The Guidebook gets a new subsection "Movement feedback" of the "Rooms
and corridors" section and it covers more than just 'mention_decor'.
As usual, Guidebook.tex is untested.
'mention_decor' persists across save/restore, so 'struct flags' has
changed and EDITLEVEL is being bumped, hence save files are invalided.
Move 'implicit_uncursed' and 'mention_walls' from iflags to flags to
make their current setting persist across save/restore. Invalidates
existing save files.
Report complained that having autoopen not work when fumbling was
inconvenient and mentioned that the "ouch! you bump into a door"
result didn't take any time. This updates the documentation to
state that autoopen won't work while fumbling (so the inconvenient
behavior persists) but changes movement so that bumping into a door
now takes time. (Despite "ouch!", it doesn't inflict any damage.)
Also, document the recently added autounlock option.
Bite the bullet and add a special purpose boolean option to control
game behavior for random clairvoyance. When objects or monsters are
discovered, it normally issues "you sense your surroundings" and
performs a getpos() operation which allows the player to browse the
map by moving the cursor around and getting 'autodescribe' feedback.
But there have been complaints that once the hero has the Amulet
(which triggers random clairvoyance even though hero isn't flagged
as having that attribute) the message and pause-to-browse become too
intrusive.
This was initially combined with the 'timed clairvoyance' fix because
they both bump EDITLEVEL to invalidate existing save files, but their
details don't interact so I separated them.