Side note: Here's a correction for the commit
message for 330287da42:
The original incorrectly stated 'CONDITION_SIZE' (which
doesn't exist) instead of CONDITION_COUNT in one of the
paragraphs.
--- snip ---
eliminate the uses of the manually maintained BL_MASK_BITS
Use CONDITION_COUNT 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];
}
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];
}
Level teleporting to current level doesn't give any feedback but
is usually done intentionally to abort the level teleport. Being
on the bottom level of branch and attempting to teleport even lower
failed silently like choosing the current level. Have it give some
feedback about not being able to go any lower.
A quote about "winning team" doesn't fit nethack very well but this
is too good to pass up. I considered adding "/Rule Six/" as a false
rumor, but the rumors don't offer any way to specify attribution.
Also, give full attribution for another Douglas Adams quote that's
used for a random ungraving.
Whether the monster-vs-monster hits or misses, hiders
are revealed the same way. Unify that part of the code.
Use git show --patience to have a better view of the changes.
It was possible to create a pit on top of iron bars, by first creating
a pit next to the bars, going down into the pit, and then digging sideways
towards the bars. This did not destroy the iron bars.
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.
The #wizgenesis command can also accept a quantity in the input prompt,
previously it only accepted a command repeat prefix.
(via UnNetHack, originally from NetHack4)
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.
Give better feedback than "<Monster> rummages through something"
when hero sees a monster looting a container.
Have monster take out up to 4 items at a time instead of always 1.
(Hero can take out an arbitrary number in one move.)
When deciding what to try to take out, 'count' (now 'nitems') was
initialized to 1 instead of 0, giving the monster a 1 out of N+1
chance of not trying to take anything out. It wasn't clear whether
that was intentional (there's already a chance for not taking things
out when deciding whether to use the container). I kept that result
in and made it more explicit now.
When deciding whether the chosen item could be moved from container
to monster's inventory, the can_carry(item) check was counting the
weight of the item twice, once explicitly when considering adding it
to minvent but also implicitly as part of the carried container's
weight already in minvent.