For status on the left or right of the map, show conditions in columns
rather than just space separated. Shows two conditions per line, 12
characters wide, unless the overall status becomes too tall for its
window. If that happens, they'll be condensed back to three per line,
8 characters wide. Hunger and encumbrance are always 12 characters
wide when non-blank.
old:
|Hungry Burdened
|Blind Conf Lev
new:
|Hungry Burdened
|Blind Conf
|Lev
(As before, if hunger is blank then encumbrance is left justified.
If they're both blank, their line is omitted and conditions move up.)
If an old port is resurrected to work with current version code, its files
can be relocated to the appropriate sys or win folder as required.
In the meantime, the burden of upkeep can be avoided for the stuff in the
outdated folder for now.
drawing.c doesn't include extern.h, so the def_char_... functions
it defines aren't preceded by a prototype. Having such guaantees
that code in other files sees the same argument types as in the
defining code.
An Undefined reference to decgraphics_mode_callback was possible
if built for tty only.
drawing.c had an #include "tcap.h" which is what actually defined
TERMLIB. It isn't needed in drawing.c anymore, but it is needed
in symbols.c, in order to get the define for TERMLIB so that
decgraphics_mode_callback variable gets defined.
The undefined reference was from win/tty/termcap.h in code that
was #ifdef TERMLIB, but win/tty/termcap.h has the #include "tcap.h"
Replace the octagonal amulet placeholder for the two new tiles.
Give the "cubical amulet" a hint of being cube shaped and rename
"pentagonal amulet" to "perforated amulet" because it's easier to
draw that way.
Bump EDITLEVEL now for the extra objects and monsters because I
forgot to do so earlier.
Adds two monsters originally from slash'em. I used the slash'em
tiles this time, also its code as a starting point but made various
revisions. Both the tiles could benefit from some touch-ups.
displacer beast: blue 'f'. Attempting a melee hit (ie, trying to
move to its spot) has a 50:50 chance for it to swap places with you.
Fairly tough monster to begin with, then half your ordinary attacks
effectively miss and if you try to face a mob by retreating to a
corridor or backing into a corner you can end up being drawn back
into the open. I added bargethrough capability, and also it won't
be fooled about hero's location by Displacement. [It only swaps
places during combat when contact is initiated by the hero, not
when attacked by another monster or when attacking.]
genetic engineer: green 'Q'. Its attack causes the target to be
polymorphed unless that target resists. Hero will almost always
have magic resistance by the time this monster is encountered, but
it can make conflict become risky by hitting and polymorphing other
monsters. Slash'em flagged it hell-only but I took that flag off;
I also took away its ability to teleport. Slash'em polymorphs the
hero if a genetic engineer corpse is eaten; that's included and I
introduced that for monsters too.
I added both of these to the list of candidates for monster spell
'summon nasties' and for post-Wizard harassment.
I also gave all the 'f's infravision. Probably only matters if the
hero polymorphs into a feline.
Displacer beast is originally from AD&D which depicts it as a six-
legged cougar with a pair of tentacles; it has Displacement rather
be able to affect an attacker's location. I think genetic engineer
is original to slash'em where it expands Q class but seems mainly to
be the base monster for Dr.Frankenstein (a unique monster with a
one-level side-branch lair in slash'em's incarnation of Gehennom).
The lines intended as comments which weren't treated as comments
were the problem with the revised tiles. Taking them out fixes the
"psychedelic" tiles map for X11.
The two new amulets still need their own distinct artwork. Probably
at least one could be 'borrowed' from the slash'em sources although
it wouldn't match either of the new descriptions (assuming any of
them do; their too tiny for me to see well enough to tell).
Switch win/share/*.c from hack.h to config.h plus miscellaenous
other headers. It's possible that there is conditional code that
didn't get exercised in my testing. The Unix Makefiles don't deal
with safeproc.c or tileset.c so I just compiled those without any
attempt to link.
We haven't added any new objects or monsters in a really long time.
This adds two new useful amulets, putting more pressure on the
decision over which type of amulet to wear.
amulet of flying: idea from slash'em, implemented from scratch.
Should be self-explanatory. Polymorphing into a form capable of
eating amulets and then eating one does not confer intrinsic
flight. (I've no idea how slash'em behaves is in that regard.)
amulet of guarding: adds +2 AC, which is fairly negligible, also
+2 MC, which is not. Initially called amulet of protection but MC
of 2 is referred to as 'guarded' by enlightenment so I changed it.
(By that reasoning, rings of protection ought to be called rings of
warding; oh, well.) Successfully eating one confers +2 AC without
any MC benefit. When wearing one of these, rings of protection
only confer AC, their +1 MC gets superseded rather than combined.
Monsters will wear an amulet of guarding and gain both the AC and
MC benefit, but if not cursed and they acquire one of life-saving or
reflection, they'll swap. They won't wear an amulet of flying.
I cloned two extra copies of the tile for one of the existing amulets
and ran sys/share/objects.txt through renumtiles.pl. The result
appears to be ok but on X11 the tiles map ends up looking psychedelic
so something beyond the tile art itself needs to be fixed here.
Add some prototypes and add a new include to a couple of files that
use config.h instead of hack.h. So sys/unix/Makefile.src has been
changed slightly.
Screen erasure leaves the map set to spaces. If S_unexplored is
something other than <space>, tty wasn't drawing with S_unexplored
after a menu or long message line got erased following temporary
overwrite of part of the map.
This seems to work but is not the correct way to do things.
clear_screen(), cl_eos(), and cl_end() should all be taught to
flag the map as needing to be refreshed after they erase part of it.
tty_clear_nhwindow(WIN_BASE) is also lacking since it erases the
message line, full map, and status lines but leaves their internal
windows with stale data about what is shown instead of marking them
blank.
Add support for black&white ice (3.7.0 feature) similar to already
supported black&white lava: show in inverse video if it uses the
same character as floor (in the ice case; as water in the lava case).
Inverse for monster detection, black&white lava, and now black&white
ice was being done unconditionally but has been changed so that the
user can disable it by toggling the 'use_inverse' run-time option.
[Bug noticed in the process: if you move an inverse video cursor
onto inverse video detected monster/lava/ice (when doing farlook, for
instance), the cursor disappears. I'm not sure how to address that.]
The extra column that the core sometimes uses for bookkeeping and
that was drawn as stone until recently when changed to blank space
(an unintentional left margin) is now gone for both the tiles map
and the text map. It's still part of the internal data but the map
window width and the map rendering exclude it.
This was too easy. There are bound to be bugs lurking....
Revert the change from impossible() to panic() that I made recently
and add code to allow continuing to succeed. The raw_print issued
there doesn't seem to go anywhere, but the game switches from tiles
map to text map and runs sanely.
Also, there was a second place that initialized the text map to all
spaces rather than S_unexplored. Change it to call the routine that
was already fixed for this.
X11 was still initializing a blank map to 'stone' instead of to
'unexplored'. When the core started forcing 'unexplored' as part
of cls(), you could see the S_stone background show up and then be
overwritten with S_unexplored.
Also, X11 is [still] drawing unused column 0. That was also 'stone'
but has been changed to 'nothing' so is now blank for both tiles map
and text map (regardless of S_unexplored value). The extra useless
column doesn't look too bad normally but does if a vertical scroll
bar is added to support a clipped map.
Add 'tethered' and 'holding' as displable status conditions for X11.
For tty-style status, they're ordinary. For 'fancy status', tethered
is displayed in the 'trapped' slot (since they'll never both be shown
at the same time) and holding is displayed in the 'held' slot (same
situation).
It's more proof of concept for overloading of status conditions than
adding useful specific conditions. This was the third iteration; the
first two were either too fragile or used even more code. It could
probably be simplified by making some mutally exclusive conditions be
more like hunger and encumbrance instead of being distinct flags
X11's "fancy status" does its own highlighting that predates
STATUS_HILITES, showing things which have changed in inverse video
for a turn. However, it excluded conditions plus hunger and
encumbrance. Make it highlight those similarly when they come On
(and when they change from one non-blank state to another in the
case of hunger or encumbrance). There's no corresponding
unhighlight when going Off because they're blanked out instead.
I started out adding a few new status conditions to X11's "fancy status"
(the default) to gauge how difficult it was going to be. In the process
I found several latent bugs. After fixing those, I decided that the same
status conditions should be added to the alternate "tty-style status".
Lots more latent bugs, some of the same nature, others different. Things
spiraled until the code change is very substantial.
Code for the old two-line status is still present but I don't know how
to activate it. Unlike tty-style status, it composes and displays two
lines of text and isn't capable of highlighting portions of that text,
so it would be considered deprecated anyway.
All testing was done with the default NetHack.ad (except when turning
'fancy_status' off) so I don't know whether the new code might override
previously customizable status settings. I'm not sure whether this list
covers all the fixes....
both tty-style and fancy
add new status conditions 'grabbed' (by eel), 'held', 'trapped', and
'sinking-into-lava' (others will eventually follow); grab and lava
are on by default, the others have to be enabled via options
both tty-style (not handled) and fancy (faulty boolean logic)
polymorphing didn't change Xp to HD (silver lining: rehumanizing
didn't need to reverse it)
tty-style only; fancy was ok
force white text (on black background) instead of settling for gray
turning on optional showexp, showscore, and/or time worked but turning
them back off again didn't remove the relevant fields
polymorphing when showexp was on didn't suppress Exp-points
tty-style only; fancy uses different layout
condense conditions into simple left-to-right space separated list
instead of giving them specific locations and having gaps of blank
space for conditions that aren't in effect
tty-style only; not applicable for fancy (status_hilites not implemented)
all highlights stuck if 'statushilites' was reset to 0 to disable them
displaying anything with bold attribute stuck; it wouldn't revert to
normal text if a different highlight rule without bold was used for
subsequent updates
avoid inverting leading space that separates from preceding field when
highlighting with inverse video attribute
add support for 'dim' attribute using gray foreground (only viable
after the fix for white foreground)
fancy only
reorganize the field layout so that things line up nicely instead of
having columns with six, seven, or eight lines be spread over same
amount of vertical space
line up the values of the six characteristics, similar to how vertical
status works in curses: all two digits; when exceptional strength is
present, the '18' lines up and rest goes past implicit right margin
use status conditions as provided by core instead of duplicating them
(other fields still duplicate stuff done in botl.c); doing this
required forcing 'VIA_WINDOWPORT()' if built without STATUS_HILITES
Separate out the reformatting from other changes I'm working on
for X11 "fancy status". Splits a few wide lines but mostly just
switches to the X11 idiom of combining
XSetArg(arglist[argcount], ...);
argcount++;
onto one line:
XSetArg(arglist[argcount], ...); argcount++;
combine boolean and compound options into a single allopt[] array for
processing in options.c.
move the definitions of the options into new include/optlist.h file which
uses a set of macros to define them appropriately.
during compile of options.c each option described in include/optlist.h:
1. automatically results in a function prototype for an optfn called
optfn_xxxx (xxxx is the option name).
2. automatically results in an opt_xxxx enum value for referencing
its index throughout options.c (xxxx is the option name).
3. is used to initialize an element of the allopt[] array at index
opt_xxxx (xxxx is the option name) based on the settings in the
NHOPTB, NHOPTC, NHOPTP macros. Those macros only live during the
compilation of include/optlist.h.
each optfn_xxxx() function can be called with a req id of: do_init, do_set,
get_val or do_handler.
req do_init is called from options_init, and if initialization or memory
allocation or other initialization for that particular option is needed,
it can be done in response to the init req.
req do_set is called from parseoptions() for each option it encounters
and the optfn_xxxx() function is expected to react and set the option
based on the string values that parseoptions() passes to it.
req get_val expects each optfn_xxxx() function to write the current
option value into the buffer it is passed.
req do_handler is called during doset() operations in response to player
selections most likely from the 'O' option-setting menu, but only if the
option is identified as having do_handler support in the allopts[]
'has_handler' boolean flag. Not every optfn_xxxx() does.
function special_handling() is eliminated. It's code has been redistributed
to individual handler functions for the option or purpose that they serve.
moved reglyph_darkroom() function from options.c to display.c
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.
Use CONDITION_SIZE which does not require manual updating.
Also attempts to adjust win32 graphics window port for
the new fields.
That port has its own field names and should be adjusted
to using the following which are declared extern in
include/botl.h.
struct conditions[CONDITION_COUNT];
int cond_idx[CONDITION_COUNT];
The former contains the fields that were port-specifically
added to the win32 graphical port and more, plus it is
centrally maintained and currently utilized by tty and curses.
The cond_idx[] array contains the ranked ordering of the
condition fields from highest ranking to lowest. Instead
of indexing like this:
int i;
for (i = 0; i < CONDITION_COUNT; ++i) {
...conditons[i].enabled;
...condtions[i].text[0];
}
you can use the ranked ordering like this:
int i, ci;
for (i = 0; i < CONDITION_COUNT; ++i) {
ci = cond_idx[i];
...conditons[ci].enabled;
...condtions[ci].text[0];
}
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
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.
Like lava when that looks the same as water with color Off, render ice
in inverse video if it looks the same as the floor of a room. (I tried
bold first but the result didn't look very good.)
Done for tty and curses; others may want to follow suit.
set_tile_type frees tileset memory not in use for the current tile
type (paletted or full color).
stretch_tile and free_tile support resizing tiles at run time.