Add 'o' to "i a v g c" disclosure set, to display final dungeon
overview at end of game. It lists all levels visited rather than just
those that #overview considers to be interesting, but it doesn't reveal
any undiscovered aspects of those levels except for the presence of bones.
(I think revealing shops and altars and such would be worthwhile, but the
data for that isn't handy at the time.) If the game ends due to death,
the bones section of the current level will have "you, <reason you died>"
(before any real bones entries for that level). That occurs before bones
file creation so it doesn't give away whether bones are being saved.
end.c includes some unrelated lint cleanup.
Guidebook.{mn,tex} updates the section for autopickup_exceptions as
well as for disclose. It had some odd looking indentation due to various
explicit paragraph breaks. I took "experimental" out of its description
since it was moved out of the experimental section of config.h long ago.
The revised Guidebook.tex is untested.
1) add graves to the dungeon features being tracked;
2) report on known bones (determined by seeing map spot(s) where previous
hero(es) died since there's no guarantee of graves or ghosts);
3) add automatic annotations for oracle, sokoban, bigroom, rogue level,
Ft.Ludios, castle, valley, and Moloch's sanctum. For bigroom and rogue
level you just need to visit that level, for the others you need to get
far enough along to learn something specific (oracle: her room, sokoban:
annotation is either "solved" or "unsolved" depending upon whether all
the holes and pits have been filled, fort and castle: see the drawbridge,
valley and sanctum: see inside the tended temple). Discovering the
relevant locations via magic mapping counts as "far enough along".
There should probably also be automatic annotations for Medusa and the
vibrating square but I'm not sure what criteria should be used for the
former or what phrasing to use for the latter. Demon lord/prince lairs fall
into similar category as Medusa.
TODO: add final #overview as an end of game disclosure option. (I was
planning this even before I saw that nitrohack has implemented it....)
Reformat the DUNGEON_OVERVIEW code in dungeon.c. It's clear from the
way lines were wrapping that the original author used an editor that let
him set tab expansion to columns of four, and when they're treated as the
conventional eight then some longish lines won't fit. Switch to using a
mix of tabs and four spaces instead of all tab characters.
I've separated out my more interesting changes (which will come later).
However, there are a bunch of minor ones included:
1) the lastseentyp array is reused for each level visited, but it wasn't
being reinitialized when creating a new level, so remembered fountains,
altars, and so forth could be erroneously propogated across levels
(the original contributed patch may not have suffered from this because
it handled last-seen data differently than the code which is in place);
2) add 3.5.0 health food store to the list of recognized shop types;
3) make an #annotate value of a single space delete any old annotation
without adding a new one, the way monster and object naming works;
4) the code to discard overview data for a branch of the dungeon which
can no longer be reached (quest expulsion) wasn't capable of doing so
for the very first level (a hypothetical problem since level 1 isn't in
the quest...) and didn't free memory used for user-supplied annotations;
5) reorganize dooverview() where Michael's compiler reported that a
variable might be used before being initialized (it wasn't, but it also
wasn't even needed to achieve the intended result);
6) redo the #overview formatting macros so that they'll work with pre-ANSI
compilers that don't support concatenation of adjacent string literals;
7) function-like macro ADDNTOBUF() was used without terminating semi-colon,
which confused emacs when indenting, so this rewrites it such that it
expects ordinary termination and will work correctly if ever used in the
form 'if (some_condition) ADDNTOBUF(args); else ...';
8) comment out water/ice/lava with #if 0 ... #endif rather than /* ... */.
Noticed while looking into whether I could use DUNGEON_OVERVIEW data
for something useful, it was recording accurate terrain type for locations
covered by mimics who were mimicking furniture (such as stairs or altars).
Hero should remember the fake terrain rather than whatever is actually
underneath the mimic.
No fixes entry; user-contributed DUNGEON_OVERVIEW is post-3.4.3 code.
The ceiling on the Plane of Water is always "water above", not "sky"
when inside air bubbles and "water's surface" when outside. Also, support
throwing things upwards on the planes of air and water and when underwater
instead of silently dropping the missile in such cases.
This is mainly groundwork for a tangential bit of a forthcoming
levitation fix.
The dungeon_overview bits in the rm structure were being
clobbered by a run-length encoding save/restore because
they weren't taken into consideration.
This patch pulls that data out of the rm structure completely.
It also adjusts the run-length encoding checks to take the
candig bit into consideration and adds a comment to rm.h
reminding people to make run-length encoding adjustments
in save.c for any new bits that get added.
From the newsgroup: someone using <Someone>'s level-flip patch
(to transpose special levels left-to-right or top-to-bottom or both in
order to get more variety from them) ended up in solid rock. When
climbing the stairs up from the Valley to the Castle, goto_level() was
hardcoded to find a spot in the extreme lower right corner. If the level
is turned upside down, solid rock from an unused row at the top edge of
the map ends up at the bottom, and the placement code could put the hero
there. That code only checked for walls and monsters being in the way,
not rock. Also, if the level is flipped side-to-side than hero ends up
in same area as the upstairs rather than on opposite side of the Castle.
This switches to the same teleport-region code used for other level
changes which don't arrive on stairs; such regions get flipped along with
map by that patch (I hope). Even though no such fix is currently needed
for unmodified nethack, this change gets rid of the special case Castle
placement code entirely, simplifying both goto_level() and u_on_sstairs()
in the process.
The Castle's existing from-below region covers the rightmost half-
dozen or so columns across all rows, so offers a bigger landing zone than
just the bottom corner. That could be tweaked within castle.des but I
don't think it needs to be.
More warning bits that never got committed.
More appropriate compiler flags for warning checks (macosx only for the moment).
The changes in dgn*[lc] just rename line_number to nh_line_number to avoid a
clash, so no need to regenerate the lex output.
From a bug report, it was possible
to fall from above the quest locate level to below it even though it has
nondiggable floors (hence no trapdoors or holes to pass through). Since
the game can't verify that it is nondiggable (which could vary on a role
by role basis depending upon their quest descriptions) when it is not the
current level, restrict falling past it only when it hasn't been visited
yet. Impose the same restriction for random level teleport. This enforces
proper sequencing of the quest feedback, which was the more significant
thing that went wrong in the reported case (player finally got the full
locate level message on a return visit, when descending from above, after
having already cleared out that level on his way back up from falling).
Once the locate level has been reached or passed, it is no longer a
barrier to falling or random teleport. (When it is eventually visited,
there's no attempt to remember whether it allows holes, since that
information and the corresponding fall check would need to be extended to
every level in the dungeon. Also, controlled teleport is still allowed to
bypass it even when it hasn't yet been visited, so the "enforces proper
sequencing" claim above is an exaggeration.)
some rather complex boolean operations needed more parentheses to avoid
warnings. I think I put them in the right places.
A couple other items: naked assignments in if stmts, and an extra function decl
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.)
Responding with '?' to the "what level?" prompt when using ^V in
wizard mode brings up a menu of special level destinations that lets you
move across dungeon branches. But getting in and out of Fort Ludios
didn't work, and jumping to the endgame forced you to arrive on the Plane
of Earth. Now Fort Ludios will not be selectable in the menu until after
the portal ordinarily used to reach it has been created (so you'll need a
level between Bigroom and Medusa with a vault on it to be created before
you can bypass the magic portal and jump directly to the Fort), and you
can go directly to any of the elemental planes, including Astral, without
stopping at Earth first (the Wizard will be there to greet you, whichever
level you pick). Also, this limits the menu to endgame entries once you
are in the endgame. (Previously, picking a non-endgame level would yield
"you can't get there from here"; you can still get that, if you really
want to see it for some reason, by giving a destination level number
outside the range of -1 to -5 instead of using the menu.)
I hadn't realized that this feature has been around since 3.4.2 until
I couldn't find any new feature entry for in the current fixes file....
On the first move of the game and the first move after each level
change, the "previous position's coordinates" <u.ux0, u.uy0> had bogus
values: zero at start, last location on old level otherwise. They're
never used to undo a level change, so the last location on the old level
isn't interesting. Set them to match current location, as if you'd just
rested on the new spot. I'm not aware of any bugs attributable to this.
<Someone> complained that his compiler was giving these
warnings:
cmd.c:2119: warning: declaration of `expl' shadows a global declaration
dungeon.c:292: warning: declaration of `rand' shadows a global declaration
exper.c💯 warning: declaration of `exp' shadows a global declaration
files.c:278: warning: declaration of `basename' shadows a global declaration
hack.c:1102: warning: declaration of `expl' shadows a global declaration
pickup.c:2081: warning: declaration of `select' shadows a global declaration
role.c:1060: warning: declaration of `conj' shadows a global declaration
> The new ^V wizmode menu is nice, but it is rather misleading; most of
> the levels it lists are "you can't get there from here". Would it be
> possible either to make it only list levels that can be reached
> directly, or alternatively to allow you to reach the ones you
> ordinarily couldn't (maybe by forcefully changing u.uz.dnum to yoink
> you into the right branch, and even summarily issuing you with an
> Amulet if you ask to teleport to the endgame).[...]; being able to bamf
> quickly to Minetown from DL 1, for example, would be damn useful in > testing stuff.
Allow fairly free roaming of the dungeon via the wizard mode teleport menu.
There were still some significant startup message problems
with win32tty.
I've spent a lot of time in the debugger tracing through them all.
I think I've got them all worked out now, certainly the ones that
I was aware of. There may be some I haven't discovered.
Testing welcomed of course!
This patch also attempts to diagnose the error where someone tries
to execute NetHack directly out of a zip file, and provide
them with a (hopefully) helpful message similar to what we
might end up telling them if they wrote in. If you want
to test that part, you can comment out the line in the
Makefile that adds "dungeon" to nhdat, and delete the nhdat
in your binary and src directories, and "make install".
Then add the value of your TEMP environment variable as a
DATADIR statement in defaults.nh (here's mine):
DATADIR=C:\DOCUME~1\ALLISO~1\LOCALS~1\Temp
The diagnostic code engages if the game fails to open
dungeon. It then checks to see if it the game dir is the
TEMP directory for your system, and if so it prints the
message.
There was a great deal of inconsistency in
different menus on how headings were displayed.
This allows the user to select what they like best.
I was motivated to do this, because I wasn't satisfied
with the appearance of ATR_INVERSE in the menus
on win32tty, and several of them specified it.
From the newsgroup a while back - special levels w/o a specific alignment
should inherit their alignment from the dungeon. Some places explicitly
checked the dungeon if the level alignment wasn't set, at least one did not.