Record reaching experience level 3, 6, 10, 14, 18, 22, 26, and 30,
the levels where the character gets a new rank title, and report
those as achievements at end of game. These achievements persist
even if enough levels to lose a rank are lost, and if lost ranks
are regained the original achievement is the one that gets tracked
and disclosed.
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only confer AC, their +1 MC gets superseded rather than combined.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.
When dual-wielding and both weapons use the same skill, the weapon
feedback by ^X was inadvertently skipping the part where it would
tell the player whether either the weapons' skill or two-weapon
skill or both had already been trained enough to to be advanced.
Most of the diff is change in indentation.
Report weapon skill in the ^X status section when dual-wielding,
The effective skill level is the lower of the weapon's skill and
two-weapon skill, separately for primary and secondary. It's a
much bigger chunk of code than most enlightenment/^X features so
I put it in its own routine.
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.
Mounting a steed while legs are wounded would offer to cure them
but wasn't going through the heal_legs() routine so didn't update
the status line when Wounded_legs condition is enabled.
Move some common code for describing left/right/both legs into a
new routine used for feedback by jumping, kicking, and ridiing.
For ^X, distinguish between one wounded leg and both but don't
bother with left vs right when it is just one.
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.
The you-acquired-the-Amulet achievement uses alternate wording when
you were carrying it but just gave it up via #offer to ascend. That
wording looks much better when displayed right before "You ascended!",
without entered-endgame and entered-astral (and maybe always-blind or
never-wore-armor) achievements in between. That was and still is done
by taking it away. Adding it back in the desired spot is simpler than
leaving it out while tracking whether it was removed.
Effectively, ACH_UWIN (ascension) is forced to be very last--where it
will always be anyway, but at one point the blind and nudist ones came
after it--and ACH_AMUL (you obtained the Amulet) is sorted to right
before that. For non-ascending games, the Amulet achievement is left
in the position where it was attained.
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.
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.