tiles2x11 didn't complain about the tile definitions of the renamed
objects. It seems to me that all processors of win/share/*.txt
ought to be sharing the same code instead of apparently rolling
their own. (Maybe the issue was issuing diagnostic messages rather
than noticing the name mismatches? I haven't looked.)
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.
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.
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.
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.
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.
It's confusing and served no purpose; a spoiled player knew what it is,
an unspoiled player might think it was a hook-hand or something. Now
they all show up as grappling hook.
groundwork only - window port interface change
This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.
There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.
the prompting on Windows wasn't working correctly if a prior game had crashed
and the self-recover feature was trying to kick in. This impacts tty, curses,
and mswin (GUI).
Performance profiling showed that multiple strcmpi() calls were
occurring each and every time a character was going to the map.
This update:
- honors the WC_COLOR capability
- It allows a window-port to control individual color availability should the window-port wish to do so.
- Makes checking on the individual colors for the active window-port is a straightforward table lookup at the CLR_ offset.
iflags.use_color remains a master on/off switch for use of color, regardless of the capability
compiled into the game (default TRUE).
The has_color() routine, which is now a shared routine in src/windows.c, could likely be made
into a simple macro to eliminate the function call, but this update does not go that far.
This hits a lot of port files due to the window-port interface change, mostly cookie-cutter.
With 3.7+ aspirations of improving savefile interoperability between 32-bit
and 64-bit builds, as well as between platforms, it is better to not have
the underlying struct/array content be conditional.
This splits off some of the MAIL code into MAIL_STRUCTURES code. In theory,
since MAIL_STRUCTURES is unconditionally included, the macro could
just go away and leave that code unconditional, but this commit doesn't
go that far.
Moved the code page 437 mapping table to winnt.c so that it could be
used in window and console clients.
Added check that fonts support unicode values we use from code page 437.
Use unicode to draw text if font supports it otherwise use ASCII.
Modify win/share/tilemap.c so that generated source file src/tile.c
uses similar formatting to the other sources. Mainly, avoid tabs and
use 4 columns indentation instead of 8 columns in the short routine
near the end.
tilemap.c still treats STATUES_LOOK_LIKE_MONSTERS as conditional.
The main sources made that unconditional prior to release of 3.6.0.