Implement the request that a wielded+thrown aklys be given the same
inventory letter when it returns and is caught and rewielded, even for
the !fixinv setting where inventory letters don't stick. Works for
Valkyrie-thrown Mjollnir and returning (ie, didn't hit) boomerangs as
well as for aklys.
I'm not sure how useful this really is, because on the rare occasions
that it either doesn't return or fails to be caught, it won't be given
the same letter when subsequently picked up. So the player who relies
on it will still be vulnerable to using the wrong letter next time a
throw is attempted. But at least picking it up explicitly displays
the new inventory letter, unlike catching it upon return.
Instead of having the demon lair levels unconditionally no-teleport,
grant demon lords and princes the ability to suppress teleportation
in Gehennom on the level they are on.
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
Give wizard mode player control over how a level gets transposed by
prompting for the desired outcome.
Refreshing the screen showed that remembered, no longer in view wall
corners and T walls were shown with their old orientation instead of
being transposed along with the level. This fixes that, but does so
by adding a chunk of code that will be irrelevant for normal play.
Eliminate the cache that was supporting rndmonst() and pick a random
monster in a single pass through mons[] via "weighted reservoir
sampling", a term I'm not familiar with.
It had a couple of bugs: if the first monster examined happened to
be given a weighting of 0, rn2() would divide by 0. I didn't try
to figure out how to trigger that. But the second one was easy to
trigger: if all eligible monsters were extinct or genocided, it
would issue a warning even though the situation isn't impossible.
Aside from fixing those, the rest is mostly as-is. I included a bit
of formatting in decl.c, moved some declarations to not require C99,
and changed a couple of macros to not hide and duplicate a call to
level_difficulty().
Fixes#286
When a special level is created, there's a chance it gets flipped
horizontally and/or vertically.
Add new level flags "noflip", "noflipx", and "noflipy" to prevent
flipping the level. Add a wiz-mode command #wizlevelflip to test
the flipping on current level - although this doesn't flip everything,
as level flipping is meant to happen during level creation.
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.
Mounting a steed while legs are wounded would offer to cure them
but wasn't going through the heal_legs() routine so didn't update
the status line when Wounded_legs condition is enabled.
Move some common code for describing left/right/both legs into a
new routine used for feedback by jumping, kicking, and ridiing.
For ^X, distinguish between one wounded leg and both but don't
bother with left vs right when it is just one.
MS_MOO was placed among the humanoid sounds, resulting in a minotaur
being able to articulate "I'm hungry". Move it to the animal sounds,
which causes almost all the sounds to be renumbered.
Give MS_MOO to rothes.
Change mumak from MS_ROAR to new sound MS_TRUMPET and mastodon from
silent to that.
I changed MS_ORC from a synonym for MS_GRUNT into a distinct type
which also just grunts. Grunt is in the animal group of sounds and
orc is now in the 'other' group (neither animal nor understandable
humanoid). [There are a bunch of other humanoid monsters (gnomes and
ogres, for example) that still use MS_GRUNT. They aren't animals so
that's not right.]
Have pets who beg for food but happen to have 'other' sounds between
animal and humanoid be described as looking hungry instead of being
skipped.
Hat tipped to a peaceful humanoid will behave as non-peaceful if
Conflict is active (without giving the monster a resistance check).
Despite mons[].msound getting new values, save files should be ok.
Allow #tip to do something if you pick your worn helmet instead of
a container. It's mostly just a variation of #chat but probably adds
several new bugs....
Setting or clearing u.ustuck now requires that context.botl be set,
so make a new routine to take care of both instead of manipulating
that pointer directly.
There are two executables int the windows binary, each of which
have different options and capabilities. Sharing of one dat/options
file hasn't really been an accurate approach.
Produce that information dynamically for the Windows exe files.
This impacts alt-v results.
The "you have a sad feeling for a moment" message was only given when
one monster kills another (and the latter is an unseen pet). Give it
for drowning too. There are probably a bunch of other circumstances
which warrant it as well but I've settled for handling minliquid().
[...]
| Change selection_free(foo) to also free(foo) after freeing foo's
| fields. Every use was already
| selection_free(foo);
| free(foo);
| except for the two instances of memory leak.
And except for the three which aren't in sp_lev.c, one of which was
dealing with memory managed by Lua. This time it seems to be working
as intended.
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.
Instead of an assortment of bits, assign numeric indices to the
potential achievements and keep an array of those in the order they
were attained. So disclosure might show the same subset occurring
differently in different games depending on the player's actions.
The encoded field in xlogfile doesn't care about that and remains
the same.
Modifies 'struct u', so EDITLEVEL has been incremented and existing
save files are invalidated.
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.
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.
Those tests were only checking the permonst mflags2 field
so anytime those tests were used in the code, they came
up false for things like an elven ranger. An elven ranger
should return true for an is_elf() test, as an example.
That happens because the profession monsters in monst.c
are defined with M2_HUMAN.
This augments those is_*() race tests to also check for a
matching player race as well.
After casting a spell, a monster got a chance to make a regular attack
despite the apparent attempt to set up a return value indicating that
it wouldn't move.
When looking over the return value situation, I noticed 'wormhitu()'
for the first time. It gives worms additional attacks when the hero
is adjacent to some of the tail, that only works if the head is within
reach of a melee attack. The hidden tail segment at head's location
always met that criterium so gave an extra attack that didn't make
sense; change wormhitu() to skip that segment.
Do some formatting in mcastu.c; no change in actual code there.
Fixes#285