When SCORE_ON_BOTL is enabled, you could tell how much gold is
inside a container with unknown contents by having 'showsore' On
and watching how much the score changed on the status line when
picking the container up.
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.
name_to_mon() has a bunch of alternate monster names, such as
"gray-elf" to match "grey-elf" and "ki rin" to match "ki-rin". Those
worked as intended when they occurred at the end of a wish, but only
worked in the middle if their length was the same or one character
less than the canonical name in mons[].mname.
djinni figurine -> h - a figurine of a djinni
genie figurine -> i - a figurine of a djinni
figurine of mumak -> j - a figurine of a mumak
mumak figurine -> k - a figurine of a mumak
figurine of mumakil -> l - a figurine of a mumak
mumakil figurine -> nothing fitting that description exists
(The one-less case worked because its following space ended up being
implicitly removed when skipping ahead by the length of mons[].mname;
subsequent explicit removal didn't find a space so was a no-op.)
Setting up the flag for the submerged condition was unnecessarily
complicated. The display code distinguishes between being inside
water on Plane of Water and being underwater elsewhere (I'm not
sure why...) but as far as hero and player are concerned, being
submerged in water is the same on the Water level as anywhere else.
It actually is different; levitation and flying can't take the hero
above the surface because there isn't one, but that doesn't mean
that 'submerged' should be suppressed from status there.
If 'sinking-into-lava' is disabled as a displayed status condition
but general 'trapped' is enabled, then display 'trapped' when in lava.
Similarly, if 'grabbed-by-eel' is disabled but more general 'held' is
enabled, display 'held' when grabbed.
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.
This is foundation work for changes to follow at a future date.
- Don't display 'Held' when swallowed.
- Don't display 'Held' when the hero is doing the holding; add a condition display
entry "UHold" for that (the opt_in option is "holding")
- Allow resorting of the 'O' menu for status condition fields. Default is alphabetical, but you
can sort by condition field ranking now.
Most of the additional ones are "opt-in" meaning that unless you add them
to your config file to enable them, they won't show up.
Two that aren't "opt-in", but can be "opted-out" (as can they all) are
cond_grab (for an eel grabbing you and drowing being imminent) and
cond_lava which leads to a fatality.
All the ones that already existed are "opt-out" options, meaning that
they will still show if you do nothing.
Here's the complete list of status conditions following this patch:
config option internal default mask id mask text1 tex2 text3
"cond_barehanded" bl_bareh opt_in BL_MASK_BAREH 0x00000001L Bare Bar Bh
"cond_blind" bl_blind opt_out BL_MASK_BLIND 0x00000002L Blind Blnd Bl
"cond_busy" bl_busy opt_in BL_MASK_BUSY 0x00000004L Busy Bsy By
"cond_conf" bl_conf opt_out BL_MASK_CONF 0x00000008L Conf Cnf Cf
"cond_deaf" bl_deaf opt_out BL_MASK_DEAF 0x00000010L Deaf Def Df
"cond_iron" bl_elf_iron opt_out BL_MASK_ELF_IRON 0x00000020L Iron Irn Fe
"cond_fly" bl_fly opt_out BL_MASK_FLY 0x00000040L Fly Fly Fl
"cond_foodPois" bl_foodpois opt_out BL_MASK_FOODPOIS 0x00000080L FoodPois Fpois Poi
"cond_glowhands" bl_glowhands opt_in BL_MASK_GLOWHANDS 0x00000100L Glow Glo Gl
"cond_grab" bl_grab opt_out BL_MASK_GRAB 0x00000200L Grab Grb Gr
"cond_hallu" bl_hallu opt_out BL_MASK_HALLU 0x00000400L Hallu Hal Hl
"cond_held" bl_held opt_in BL_MASK_HELD 0x00000800L Held Hld Hd
"cond_ice" bl_icy opt_in BL_MASK_ICY 0x00001000L Icy Icy Ic
"cond_lava" bl_inlava opt_out BL_MASK_INLAVA 0x00002000L Lava Lav La
"cond_lev" bl_lev opt_out BL_MASK_LEV 0x00004000L Lev Lev Lv
"cond_paralyze" bl_parlyz opt_in BL_MASK_PARLYZ 0x00008000L Parlyz Para Par
"cond_ride" bl_ride opt_out BL_MASK_RIDE 0x00010000L Ride Rid Rd
"cond_sleep" bl_sleeping opt_in BL_MASK_SLEEPING 0x00020000L Zzz Zzz Zz
"cond_slime" bl_slime opt_out BL_MASK_SLIME 0x00040000L Slime Slim Slm
"cond_slip" bl_slippery opt_in BL_MASK_SLIPPERY 0x00080000L Slip Sli Sl
"cond_stone" bl_stone opt_out BL_MASK_STONE 0x00100000L Stone Ston Sto
"cond_strngl" bl_strngl opt_out BL_MASK_STRNGL 0x00200000L Strngl Stngl Str
"cond_stun" bl_stun opt_out BL_MASK_STUN 0x00400000L Stun Stun St
"cond_submerged" bl_submerged opt_in BL_MASK_SUBMERGED 0x00800000L Sub Sub Sw
"cond_termIll" bl_termill opt_out BL_MASK_TERMILL 0x01000000L TermIll Ill Ill
"cond_tethered" bl_tethered opt_in BL_MASK_TETHERED 0x02000000L Teth Tth Te
"cond_trap" bl_trapped opt_in BL_MASK_TRAPPED 0x04000000L Trap Trp Tr
"cond_unconscious" bl_unconsc opt_in BL_MASK_UNCONSC 0x08000000L Out Out KO
"cond_woundedl" bl_woundedl opt_in BL_MASK_WOUNDEDL 0x10000000L Legs Leg Lg
groundwork only - window port interface change
This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.
There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.
When I expanded the Guidebook's sample configuration file I added
several status_hilite options. I decided that I'd better test what
was written and discovered that if Xp had an up or changed rule as
well as one or more percentage rules, it was showing bogus changes
whenever the integer value of the percentage changed. The fix
turned out to be simple but it took a while to figure out.
I ultimately left the status_hilite settings out of the sample
options, because they tended to be too wide for Guidebook.txt's
formatting rather than because they weren't working as expected.
Extend support for highlight rules that specify percentages from HP
and spell power to experience level and experience points. For both
of those, the percentage is based on progress from the start of the
current Xp level to the start of the next Xp level. 100% isn't
possible so is used to enable highlighting a special case: 1 point
shy of next level, most likely to occur after losing a level.
This is something I had in mind a long time ago and then forgot all
about until fiddling with the final disclosure of experience points
recently. It turned out to be trickier than expected because it needs
to check whether Xp should have a status update when it hasn't changed
but Exp has gone up. The latter might hit a percentage threshold that
switches to another highlight rule. Fortunately changes to Exp, at
least that aren't part of level gain or loss (which always trigger
status updating), are all funnelled through a single place (I hope).
The curses interface wouldn't build with HILITE_STATUS disabled. I
started adapting it to handle genl_status_update() but that was taking
too much effort with each niggling detail leading to another. This
goes the opposite direction: forcing the old STATUS_VIA_WINDOWPORT
behavior without having that #define available. That dragged along a
bunch of unexpected changes too.
Take care of a minor 'TODO' and make another stab at getting truncated
encumbrance and/or level-description to reset to full size when enough
space becomes available.
Put the prototypes for routines in botl.c into the same order as the
corresponding functions are in the file. Also a few were missing and
another few used STATIC_OVL when STATIC_DCL was appropriate.
When the 'time' option is on and context.botl isn't already set,
call a simpler status update routine that ignores all other fields.
When that flag is already set, full status update takes care of time
along with the other fields.
Expected to reduce bottom lines processing time but not screen I/O.
Only lightly tested.
I finally figured out why status gets updated periodically even if
none of the fields have changed. Once a temporary highlight times
out, it starts a cycle of timeouts every 'statushilites' turns. When
I worked on this before, it was convoluted but not this convoluted.
In moveloop, if 'context.botl' call bot; in bot
call evaluate_and_notify_windowport;
for each field, call evaluate_and_notify_windowport_field:
call hilite_reset_needed and set 'reset' to the result;
if 'reset' is True then do status_update
and set 'curr->chg' and 'prev->chg' to True.
Then in moveloop call status_eval_next_unhilite:
for each field
if 'curr->chg' set 'curr->time' to moves+hilite_delta;
on the call after hilite_delta ('statushilites') moves,
call hilite_reset_needed which returns True if there is any
rule for temporary highlight and set 'context.botl'.
Go back to start. If multiple fields had temporary timeouts and
they were activated on different turns so expired on different turns
you could conceivably end up with context.botl being set every turn.
My first writeup trying to explain all this was wrong. I won't
testify about the accuracy of this one in court....
This extends the highlighting data structure to track the current
rule that's in use. And for that to make sense, it eliminates the
merging of settings from multiple matching rules. So anybody with
hit-points/up/inverse
hit-points/up/green
hit-points/up/bold
will need to manually merge their rules like
hit-points/up/green&inverse+bold
or else whichever rule matches last will be the only one in effect.
There are a lot of miscellaneous changes made as I flailed about.
The three most significant ones are that there is no guesswork over
what kind of highlight rule is in effect, status_eval_next_unhilite
will only set a timeout value if the current rule is for a temporary
highlight, and hilite_reset_needed will only return True if a timeout
is for a temporary highlight (probably moot after the _next_unhilite
change).
Status formatting used to truncate the Name portion of "Name the Rank"
or "Name the Monster-type" at 10 characters even if the rank or monster
portion left room for more. Change that to keep as much of the name as
will fit. The truncation might vary over time as new experience levels
produce new rank titles of differing lengths, but I don't think that's
a problem. For truncated names, it still keeps at least 10 characters
even if that leaves the field longer than the target length for title
(which used to be 29 but now is 30).
I've overhauled the status display for curses. Horizontal layout
supports both 2 lines and 3 lines which can be changed dynamically
via using 'O' to set 'statuslines'. Fields are spread out a little
more than they used to be, making it more readable--at least to me--
but the extra spaces get squeezed out when lines become too long.
If 'showexp' is on and either conditions or hunger+encumbrance go
off the right edge, experience points are suppressed (but the option
is left on, so they'll come back once there is room).
For traditional 2-line hozizontal status, if hunger+encumbrance+
conditions go off the right edge even after experience points are
knocked out, there will be a '+' in the rightmost column if there
are any conditions that are all the way off. At present it doesn't
use the tty method of switching to abbreviated condition names to
reduce their legnth. I'll probably tackle that eventually if no one
beats me to it.
For 3-line horizonal status, there was an older implementation (but
disabled via #if 0) with gold and score moving to the third line.
(I'm not sure how status conditions were handled.) This one ignored
that and modified 2-line from scratch, moving alignment from line one
to line 2 and level description, time, and conditions from line 2 to
line 3. It looks like this (view with a fixed-width font...).
Wizard the Hatamoto St:16 Dx:15 Co:18 In:8 Wi:11 Ch:7 S:25
Lawful $:21 HP:25(25) Pw:6(6) AC:4 Xp:2/21 Hungry Burdened
Dlvl:1 T:36 Blind Lev
Score is actually right aligned with the edge but I've deleted several
spaces to keep the line shorter here. The status conditions line up
with the hunger slot as that shifts due to changes in gold/HP/power/AC/
experience, and conditions prefer that column even when hunger and/or
encumbrance are blank. Howver, if the number of conditions increase to
the point where they would go off the edge, the whole list shifts left
instead of trying to stay lined up with hunger. (It's just coincidence
that the lefthand parts of lines 2 and 3 seem to line up in this sample.
In general, they don't.)
The vertical layout has reordered most of the fields and now has a few
blank lines to separate those fields into some groups for readability.
Lines have the form of
Field-name : Value
and when highlights apply, now they only affect the value portion.
Single digit characteristics are padded with a leading space so that
all six of them line up (for "18/xx", "/xx" protrudes to the right).
HP and Pw are aligned with each other. Hunger and encumbrance share a
line. When there are more than three conditions, they're shown three
per line instead of wrapping across lines. And if too many lines are
present, it will squeeze out enough blank ones to fit.
To see the vertical status, you need a display size of at least 106
columns with 'windowborders' explicitly off, or 110 with them on; also
set option 'align_status' to 'right' or 'left'. (With borders on,
including the default 'auto' setting, the vertical status appears at
width of 108 columns, but does so by hiding 2 columns of the map; using
110 columns avoids that.) Resizing from outside the game or changing
align_status via 'O' both cause dynamic reconfiguration of the layout;
there's no need to save, make config changes, then restore.
It took me a while to track this down: if you use 'O' to create
hilite_status rule(s) for status condition(s) and you specify multiple
attributes in the rule creation menu, it accepts them but it was
parsing the new rule(s) incorrectly and only supported one attribute.
if (mask & bit)
something;
else if (mask & other_bit)
something_else;
else if (mask & yet_another_bit) ...
effectively stops at the first bit matched. (At the time that that
was written, the menu leading to it only accepted a single attribute.)