Remove all references to the unused vision tables in the main source
and unix build. Leave makedefs able to generate the vision tables.
makdefs will be cleaned up in a different commit, once all ports
are clear of dependencies.
ensure that monster female name variation ends up as a female during ^G
arbitrate when there is a conflict between gender term (male or female) and
a gender-tied monster name (cavewoman) during ^G; gender term wins
remove unintentionally left M2_MALE flag on dwarf lord/lady/leader
provide a way to verify gender information relayed from the core
in debug mode on tty via #wizmgender debugging extended command
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
Binding 'repeat' (DOAGAIN, or redo) to a different key than ^A
didn't work as intended because the code that used it was
checking for DOAGAIN (a key value from config.h) instead of
g.Cmd.spkeys[NHKF_DOAGAIN] (the key currently bound to repeat).
Contrary to the github issue, re-bound prefix keys worked ok for
me if followed by a direction. However, they behaved strangely
if followed by anything else. If the keystroke was stolen from
some other command and that command hadn't been bound to another
key, following the prefix with a non-direction could end up
executing the command that used to own the key. For example,
BIND=d:nopickup
to use 'd' to move without auto-pickup would work if you used
d<direction> but if you used d<something-else> if would execute
the drop command.
The NHKF_REQMENU prefix could be bound to some key other than
'm' but it only worked as intended if the new key was a movement
prefix.
This also makes DOAGAIN be unconditional. If it is deleted or
commented out in config.h, the default binding will be '\000' so
unusable (freeing up ^A for something), but still be available
to be bound to some key (perhaps even ^A).
This also includes an unrelated change to mdlib.c. The comments
added to config.h will force a full rebuild. Changing mdlib.c
now rather than separately will avoid forcing that twice.
Fixes#426
For farlook description of a monster, and for "killed by monster"
when game ends, include an indication of the monster's health:
uninjured full health
barely wounded 95%+ health
slightly wounded 80%+
wounded 20%..80%
heavily wounded 20%-
nearly deceased 5%-, or 1HP for really weak monsters
These descriptions and the criteria for choosing which one will
probably need some tuning.
Messages referring to the monster, including combat, do not
include the extra verbosity.
I stated out by changing dat/opthelp to stop shouting the boolean
defaults: [TRUE] -> [True], [FALSE] -> [False]. I ended up doing
a partical reconcilliation between ?g (dynamic list of options)
and ?h (dat/opthelp). There were several inapplicable options in
the dynamic list, so this changes option_help() to avoid those.
I barely glanced at the compound options so they may not sync up.
Cap overall AC at -99 instead of -128. Put the same limit of 99
on enchantment and charge count of individual objects.
^X now reports if/when AC has reached its limit since players
could see that reaching that limit and then enchanting worn items
will change the worn items but not the total. (Same thing would
have happened with -128, just without any explanation and less
likely to accomplish.)
Won't affect normal play for any reasonable definition of normal.
If you set COLNO larger than BUFSZ, few places cause a buffer overrun.
Add a new buffer size definition, COLBUFSZ, which is the larger of
COLNO and BUFSZ, used in places that care about a screen-wide string.
The pull request changed \ and ` output to unconditionally show
discoveries in alphabetical order. That's nearly useless except
when looking at prediscovered weapons and armor that fighter
types start out knowing.
This allows the player to choose sorting order via the new
'sortdiscoveries' option. In addition to setting it via
config file or 'O', it can be set via 'm' prefix for \ and `.
Choices are:
o - sort by class, by order of discovery in class (default);
s - sort by 'sortloot' classification which groups sub-class
items (so all helmets before any other armor, then all
gloves, then boots, and so on); within each sub-class, or
whole class for classes which don't subdivide so usefully,
partly-discovered types (where a name has been assigned)
come before fully ID'd types;
c - sort by class, alphabetically within class;
a - sort alphabetically across all classes.
Turned out to be a large amount of work for fairly little gain,
although I suspect that 'sortdiscoveries:s' will eventually be
more popular than the default.
Invalidates existing save files so that current sort setting can
persist across save/restore cycles.
Closes#334
Adopt the patch to show the writing on any alchemy smocks in
hero's inventory during end of game disclosure.
I also added one more saying among the choices for alchemy
smock/apron. It's based on a T-shirt descibed in a movie.
(I remember the description of the text but I don't remember
noticing anybody wearing the T-shirt that lead to that.)
Since so many of the smock quotes are about cooking, it seems
better to add it as an alchemy quote instead of just another
T-shirt where there'd be no context to explain it.
Closes#417
Death will revive faster than the other riders.
Make all the riders revive after 67 turns, instead of 500.
There was practically a zero chance a rider would revive at 500,
so keep it somewhat sensible.
number_pad==1 adds
'5' => 'G'
M-5 => 'g'
'0' => 'i'
number_pad==2 swaps 5 and M-5 and adds M-0
'5' => 'g'
M-5 => 'G'
'0' => 'i'
M-0 => 'I'
M-5 and M-0 were missing from the bound key handling; they still
used hardcoded digits even though the actions for plain 5 and
plain 0 can be bound to other keys these days. This implements
the M-5 variation as NHKF_RUSH2. Changing numpad from 1 to 2
or vice versa will swap the NHKF_RUN2 and NHKF_RUSH2 actions
regardless of what keys they're assigned to. I haven't done
anything for unimplemented NHKF_DOINV2 though (and am not
planning to in case someone else wants to jump in...).
This also fixes the description of the 'I' command. The extended
command name for that still misleadingly refers to "type" rather
than "class" though.
While testing some addtional ?i (list of key assignments)
changes, I wanted to give every key a binding. When I tried
BIND=M-^A:exploremode
the text to key conversion didn't like that. This adds support
for M-^x and M-C-x plus variations where dashes are omitted.
This adds support for ^? even though that isn't really a
control character. I bound #terrain to it and surprising--to
me at least--the <delete> key worked to invoke that command.
Also changes 'char txt2key(...)' to be 'uchar txt2key(...)'.
Provide a hook to inhibit unixconf.h from defining SUSPEND
without the need to modify it: #define NOSUSPEND in config.h
or add -DNOSUSPEND to CFLAGS. Similar to long-standing NOSHELL
for inhibiting SHELL.