Commit Graph

13 Commits

Author SHA1 Message Date
Sean Hunt
4f59f5c6fd Make WIZARD unconditional. 2015-02-27 19:33:22 -05:00
Sean Hunt
ad82ca80f3 Make DUNGEON_OVERVIEW unconditional. 2015-02-27 19:33:20 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
96a0e8e6fe more #H166 - quest locate level message
More tweaking brought about by the report of falling through a
trapdoor above the quest locate level and landing below it (which won't
happen randomly any more, but can still be achieved via controlled level
teleport).  You don't get any message for the locate level when arriving
from below, and giving the full initial message if you manage to make a
return visit from above produces silly results.  This adjusts the logic
for delivering those messages; once you've been on the level, you won't
get the full initial message later even if it wasn't given the first time.
You will still get the shorter secondary message, up until the nemesis has
been killed.  (In some cases it might not make much sense since its wording
is based on the assumption that you've already seen the full message.)

     The handling for these messages will never be completely correct
unless the messages themselves are rewritten (and the result would
probably end up with really wishy-washy phrasing so there's not much point).
They assume that you'll be arriving via the stairs, even for the case where
you do come from above rather than unexpectedly from below, and they can
be misleading or confusing if you arrive someplace else.  We could improve
things by having alternate FIRSTLOCATE and NEXTLOCATE messages for use when
not on--or next to, for the case where a pet displaces your arrival--the
stairs.  But I'm not going to attempt to compose those.
2006-08-06 05:16:23 +00:00
nethack.rankin
4ebc37a371 quest artifact handling (trunk only)
When the hero receives the quest artifact "got it" message, set the
artifact's dknown bit in case the hero is blinded.  That message describes
the object by name, effectively the same as seeing it up close.  (This
would have prevented the "now wearing an Eyes of the Overworld" grammar bug
for monks but not for non-monks, so the previous fix is still necessary.)
2006-05-18 02:50:33 +00:00
nethack.allison
660d3589c5 experimental - dungeon overview (trunk only)
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.)
2006-04-20 00:57:45 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
47f4cf21aa doomed quest
Your quest leader would tell you to return later, even after you
were converted, which would be futile, and could mislead new
players.

This patch:
1. Causes the quest leader to banish you the first time you
encounter him/her following a conversion, since you cannot ever
complete the quest anyway in the current game.
2. Adds a new general QT_BANISHED message to be delivered, in
which you are told that you won't be able to get the Amulet without
the Bell now.

This helps resolve the complaint about not knowing that your game
cannot be won.
2002-08-31 20:14:17 +00:00
cohrs
d645467f40 permanent inventory window updates
Addresses the follwing missing updates:
- Quest Artifact identification by Quest Leader.
- Rust damage from a rust trap.
- Remove curse as a result of prayer (both fixing TROUBLE_CURSED_* and
  the blessed-remove-curse boon.)
- Charging via PYEC
2002-02-19 05:10:31 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
arromdee
166affb0f9 polymorphed quest leader
Duuuh.  Of course adding objects already changed the editlevel.

Anyway, here's the fix I was working on.  It only matters in a very obscure
situation.  (Also, the quest leader still speaks no matter what he's
polymorphed into.)
2002-01-21 22:15:22 +00:00
jwalz
07ef833934 *** empty log message *** 2002-01-05 21:05:52 +00:00