Commit Graph

465 Commits

Author SHA1 Message Date
nhmall
c9673b3d9e more window port interface adjustments
further adjustments to the window port interface to pass a pointer
to a glyph_info struct which describes not just the glyph number
itself, but also the ttychar, the color, the glyphflags, and the
symset index.

This affects two existing window port calls that get passed glyphs
and does the parameter consistently for both of them using the
glyph_info struct pointer:
	print_glyph()
	add_menu().

The recently added glyphmod parameter is now unnecessary and has been
removed.
2021-01-05 10:09:37 -05:00
nhmall
fd13f2a2f2 monster gender-related follow-ups
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
2020-12-27 10:45:13 -05:00
nhmall
0c3b9642e4 pmnames mons gender naming plus a window port interface change
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.
2020-12-26 11:23:23 -05:00
PatR
62e6064a54 help: dynamic keylist
Make '?i' show special commands (primarily prefixes) without any
key assigned (^A and ^C are possible by undefining DOAGAIN and
defining NO_SIGNAL, respectively, not sure about any others) or
are blocked because another special command earlier in the list
is bound to the same key or player has tried to bind one to an
active movement command (ie, key used for movement by the current
number_pad setting).
2020-12-25 14:39:13 -08:00
PatR
0ec355bdb4 fix github issue #426 - binding special commands
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
2020-12-25 13:57:05 -08:00
Pasi Kallinen
957990c14d More futureproofing hypotheticals
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.
2020-12-20 12:32:29 +02:00
PatR
4cf6727b4e re-implement pull req #334 - sorting discoveries
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
2020-12-19 17:45:49 -08:00
PatR
00c4e832c5 click_to_cmd() vs #therecmdmenu
Clicking on an adjacent location while 'herecmd_menu' is On
didn't run therecmd as intended.  If it had, maybe somebody
would have noticed how broken it is.  This reorganizes the mouse
click handling but leaves therecmd commented out since it hasn't
been fixed.

The #therecmdmenu command and tentative click handling for
adjacent spots should probably be removed.  They've been in place
for slightly over three years and nobody has ever reported that
they don't work properly.
2020-12-17 11:38:18 -08:00
PatR
d27b8cb043 adopt some orphan commands
'? i' shows three keyless commands in the General section.  This
makes M-X the key for #exploremode.  #herecmdmenu and #therecmdmenu
are still keyless but now autocomplete.

A ridiculous amount of documentation for a three line code change.
2020-12-16 19:22:04 -08:00
PatR
48d39b2ffd allow #exploremode from wizard mode
Allow changing form debug mode to explore mode without resorting
to a debugger.  The same caveat, "you won't be able to change back,"
applies as when in normal play.

Character's name will remain "wizard" rather than reverting to
whatever it would have been if not starting in wizard mode.
2020-12-16 03:07:55 -08:00
PatR
5a6cf6a20f '? i' refinement
Make the key bindings help better able to decide whether a key
binding actually works.  If you bind some command to a key that is
used by default for a prefix, the commands array will indicate that
it (the bound key) runs the bound command.  But if you don't bind
some other key to the prefix action, typing that earlier key will
perform the prefix action instead.  The code for displaying the
list of key bindings needs to know that for the case where no other
key runs the command.

BINDINGS=M:takeoffall
will still report 'A'==takeoffall, which continues to work, but it
would not show 'M'==takeoffall because 'M' is still used to run
without autopickup which takes precedence over ordinary commands.

BINDINGS=A:nothing
BINDINGS=M:takeoffall
would omit any mention of takeoffall in the '? i' output.  Now it
will show #takeoffall as a keyless command at the end of the 'Game
commands' section.
2020-12-15 16:33:51 -08:00
PatR
788e21ac43 have <del> run #terrain
Having recently noticed that using <del> aka <delete> aka <rubout>
could work as a command, assign it to #terrain.  #terrain was the
only command in the "game" subset of commands as shown by '? i'
that didn't have any key assignment.

Since <delete> might be swapped with <backspace> on some terminals
and is a keypad key on the typical PC keyboard, it might not work
reliably depending on nethack's number_pad mode or the hardware
Num-Lock setting.  Players in either of those situations haven't
lost anything; they can still use extended command #terrain.
2020-12-14 01:00:19 -08:00
PatR
fd5ef1ecaa more key bindings
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.
2020-12-10 15:06:26 -08:00
PatR
3e183d0c6a yet more key bindings - lack of same...
When ?i shows key bindings, at the end of each group (movement,
prefixes, general, game, debug) report any commands for that
group which don't have any key assigned.  Movement and prefixes
all have keys; they'd be pretty useless without and key bindings
won't override movement commands. For general, the "keyless" are
|#exploremode
|#herecmdmenu
|#therecmdmenu
after this adds the relevant flag to their command definitions;
for game, "#terrain" is the only one; the debug section has 20.

There is a known problem that I've going to pretend that I didn't
notice:  if I use BIND=D:takeoffall then 'A' becomes unassigned,
'D' invokes #takeoffall, "#droptype" becomes keyless, and ?i
reports those correctly.  But if I use BIND=M:takeoffall, 'A'
becomes unassigned, 'M' continues to be its usual prefix, and
the "#takeoffall" command is nowhere to be seen.  The code that
tracks assignments is letting that case fall through the cracks.
'M' ends up assigned to both and the ?i code deliberately only
shows the first.
2020-12-10 01:07:07 -08:00
PatR
e1406a8c08 txt2key() - parsing key binding specifications
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(...)'.
2020-12-09 16:52:54 -08:00
PatR
1bec4a66cd keylist help (? i) fixes
I was implementing a routine to show all the key bindings
when I discovered that we already have one.  This fixes a few
small problems:  'n' prefix for number entry was missing for
number_pad mode.  Meta+<direction> for running in number_pad
mode was missing too.  ^A was present but being suppressed by
lack of #define for obsolete #if REDO.  And ^C was shown as ^c
while all other ^ characters appear in upper case.  Once ^A
appeared as the line before it, the inconsistency stood out.

I also changed the slightly verbose "Shift-<direction>" and
"Ctrl-<direction>" entries below the direction grid to use plus
instead of minus signs.  Plus emphasizes that two things are
combined so seems more intuitive.  (I left "M-c" alone.)
2020-12-08 15:58:02 -08:00
PatR
76b1b0f256 extended command help
The two or three (wizard mode) menu choices at the start of
the '# ?' help menu look enough like headers that it can be
confusing.  They're asking about changing the view of commands
to what those entries describe, but if considered as headers
they're describing the opposite of what is currently displayed.
Make them more verbose to try to clarify the situation.

This also moves the 'm' flag in front of the 'A' in the middle
column (of name, flag(s), description) when they both apply.
2020-12-07 03:08:32 -08:00
PatR
0ba4184206 couple more command tweaks
Rename "seegold" to "showgold".  The character to invoke it ('$')
is similar to those for the various "seeXYZ" commands ('[','=',&c)
but unlike them, it isn't part of "seeall" ('*').

Expand or replace the one-line description of several commands
(shell, showgold, showtrap, suspend, versionshort).
2020-12-04 02:58:03 -08:00
PatR
516af11dc7 reduce the number of #seeXYZ commands
Noticed while working on Qt's extended command handling, there
are an awful lot of "seeXYZ" commands.  Keep the inventory display
ones (named versions of ')' to show wielded weapon(s), '[' for
worn armor, '"' for worn amulet, &c) and rename the others:
| #seenv     -> #wizseenv     debugging command
| #seespells -> #showspells   '+' command
| #seetrap   -> #showtrap     '^' command

Also, expand the descriptions of #shell and #suspend a bit in
the Guidebook.  LaTeX version is untested.
2020-11-30 16:16:14 -08:00
PatR
7b50590654 rename #wizlevelflip to #wizfliplevel
Since ^V is dead key for me with Qt on OSX, I use #wizlevelport
instead.  It's annoying to have to type all the way up to the
'p' for it to become distinct.  Rename the biggest conflict,
\#wizlevelflip to #wizfliplevel.  I still have to type as far
as the first 'e' for #wizlevelport but 6 characters are easier
to type than 10.

It wasn't in the Guidebook so I've left things that way.  I am
adding it to 'wizhelp' though.
2020-11-19 01:57:13 -08:00
Pasi Kallinen
6ec55a3624 Rework stairs structure
Use a linked list to store stair and ladder information, instead
of having fixed up/down stairs/ladders and a single "special" (branch)
stair.

Breaks saves and bones.

Adds information to migrating objects and monsters for the dungeon
and level where they are migrating from.
2020-11-13 20:27:17 +02:00
PatR
267228d0dd Qt toolbar 'rest' button
An issue in the core made the "Zz" button in the Qt toolbar only
work if rest_on_space was enabled.  cmd_from_func() was returning
' ' instead of '.' for the keystroke to run the rest command.
2020-10-13 13:41:57 -07:00
PatR
264cbed2cc Qt menu sanity
The Qt menu entries which were executing nethack's help command
(the '?' menu) were doing so because their command keystroke was
a meta-character and such characters are being converted to '?'
to indicate an error in conversion to Latin1 character set.  The
old Qt3 code didn't perform any such conversion.

This fix feels fragile because there are two different places
deciding how to disambiguate partial extended commands (the code
for Qt's '#' handling and a new routine in the core).  Qt menus
now send '#' and enough letters to satisfy '#' handling for any
command which uses M-c or has no regular keystroke nor M-c one.
(If it were to send the full extended command name, the letters
after the unambiguous prefix would be left in the input queue to
be processed as subsequent commands.)

There is a fundamental problem that this doesn't address:  if
the player uses BIND directives in the run-time config file, the
Qt menu bindings will break unless the BINDs are all done before
selecting windowtype.  Qt's menu bindings translate a click on
a menu entry into the keystroke used to invoke the corresponding
command, so using BIND to change that after the menus are set up
will result in the wrong commands being executed.
2020-08-10 07:24:16 -07:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
22b4ed0be5 Lev vs Fly via #wizintrinsic
I noticed that Qt status showed both Lev and Fly at the same time
when they should be mutually exclusive (Levitation overrides Flying).
I wasted a bunch of time trying to track down a Qt problem but it
turned out to be a core issue.  If Flying is set first (which won't
happen if both are set in the same #wizinstrinsic operation), setting
Levitation via #wizintrinsic was attempting to update the flag that
indicates that Flying is blocked, but doing so too soon and failing.
Setting Lev via other means while Fly was already set didn't have
this problem so it wouldn't occur during normal play.

Also, #timeout lists timed properties which can have a timeout value
in normal play, then a separator, followed by properties that can
only become timed due to #wizintrinsic.  Move Displacement from the
second group to the first now that it can be obtained as a timed
value by eating a displacer beast corpse.
2020-08-01 06:11:20 -07:00
PatR
e63fed627c obj->oextra->{omid,olong}
Change obj->oextra->omid from a usually-Null pointer field in
oextra to a simple 'unsigned' that doesn't need any allocation
beyond obj->oextra itself.  Value 0 means that it is not in use;
it is used to hold a monst.m_id and those are always non-zero.

Delete unused obj->oextra->olong.  'olong' used to be the last
field in struct obj, put there to force alignment of anything
which followed it back when obj structures were over-allocated to
append extra information.  It had a comment about being used for
temporary gold but whatever that was, temporary gold was gone long
before obj->oextra got introduced.

Bump EDITLEVEL since this invalidates existing 3.7 save files.

Remove a bunch of tabs from obj.h and save.c.
2020-04-24 09:29:52 -07:00
nhmall
d8a409c34f windows build fix
src\cmd.c(505) : error C4703: potentially uninitialized local pointer variable 'efp' used
NMAKE : fatal error U1077
2020-04-19 13:40:20 -04:00
Pasi Kallinen
43d331c4eb Nerf unicorn horn
Unicorn horns are just too good. Nerf it in similar way several
other variants have done: don't let it restore attribute loss.

This makes potion of restore ability more valuable, and the
int loss from the (nerfed) mind flayers matter more.
2020-04-15 22:45:47 +03:00
Pasi Kallinen
6b9c9bb170 In-game doc the extended commands accepting 'm' prefix 2020-04-13 11:10:59 +03:00
Pasi Kallinen
ac94c44b0b Prevent searching or waiting next to a hostile
Generally speaking there's no reason to wait or search next to
a hostile monster, so let's just prevent those actions. You can
still do those commands by prefixing them with the 'm' prefix.
2020-04-12 17:32:29 +03:00
Pasi Kallinen
99519c4e5b Fix more warnings 2020-04-06 10:25:17 +03:00
PatR
300d987bdf warning fix
A couple of the new prototypes used 'char' where 'CHAR_P' is needed.

Also, move them out of middle of long block of command declarations.
I started to reorder the prototypes into the order in which those
functions appear in the file but gave that up pretty quickly.
2020-04-05 14:31:01 -07:00
Pasi Kallinen
01e35397de Fix warnings
Add missing prototypes and rename one shadowed declaration.
2020-04-05 21:36:38 +03:00
PatR
a2338e92aa groundwork: u.uinwater manipulation
Toggle u.uinwater on or off in just one place.
2020-04-03 01:04:27 -07:00
Pasi Kallinen
f13ee3c9bc Fix birth statistics for pets after #wizmakemap 2020-03-31 20:19:33 +03:00
Pasi Kallinen
d5aa6e04e4 Fix wizmakemap and teleport region 2020-03-27 08:48:29 +02:00
PatR
debeadfbbe minor #wizmakemap fix - revoked achievements
When replacing Mines' End or top of Sokoban, the achievement for
finding the special prize there is reset.  But the code to do so was
accidentally inside the monster processing loop and got repeated for
each monster on the old instance of the level (essentially a no-op
after the first one though).  That code had been updated more than
once without noticing.  Move it out of the loop.
2020-03-08 14:51:22 -07:00
Pasi Kallinen
f5d9324f28 Fix wizmakemap to consider monster birth counts and uniques
Also add a new wizmode command #wizborn to show those.
2020-03-07 21:35:26 +02:00
PatR
04d15b099b level flip comment bit 2020-02-24 17:29:32 -08:00
PatR
194b174bbc flipping current level with #wizlevelflip
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.
2020-02-24 17:07:01 -08:00
Pasi Kallinen
509576a8b7 Minor tweaks to level flipping 2020-02-23 15:06:44 +02:00
PatR
12016966b1 build warning 2020-02-21 13:45:17 -08:00
Pasi Kallinen
88aa0793dc Allow flipping levels horizontally or vertically
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.
2020-02-21 18:16:14 +02:00
nhmall
d81c096ce6 window port interface change - add mbehavior flags to start_menu()
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.
2020-02-20 20:12:51 -05:00
PatR
3981e3e6e5 controlling u.ustuck
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.
2020-02-16 13:04:12 -08:00
PatR
804499d9be add some new, easier achievements
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.
2020-02-12 14:35:37 -08:00
PatR
d462bdffca redo achievement tracking
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.
2020-02-10 00:17:54 -08:00
Pasi Kallinen
c585c65042 Add some stair helper functions 2020-02-08 17:08:26 +02:00
PatR
84daf75981 'travel' option
Change '!travel' to only prevent travel-by-mouse and leave '_' alone.
2020-02-07 14:37:51 -08:00
PatR
b4d8475b95 populate insight.c
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.
2020-02-06 17:42:15 -08:00