Add a theme room with multiple visible teleportation traps
which will always teleport to specific locations in the same level.
Teleport trap change from xNetHack by copperwater <aosdict@gmail.com>.
Fairly old pull request from copperwater: add new paranoid_confirm
setting 'trap'.
The old commit suffered from bit rot and merging needed too much
fixing up despite there not being many bands of change in the commit's
diffs. I ultimately redid it from scratch, although the two biggest
chunks of code started with copy+paste of the pull request's commit.
It operates like paranoid:pray. Setting paranoid:trap adds a new
"Really step into <trap>?" y/n prompt when attempting to move
into/onto a known trap, even if an object covers it on the map.
Setting both 'paranoid:Confirm trap' turns that into a yes/no prompt.
(Adding 'Confirm' affects other paranoid confirmations; in addition
to requiring yes<return> rather than just y to accept, it also forces
no<return> to reject.)
However, moving into a known trap that is considered to be harmless
behaves as if no trap was present. Some of the trap classification
might be out of date; several types of traps have undergone changes
since implementation of the original pull request, notably anti-magic
field. When the hero is hallucinating, all known traps are considered
harmful since the map no longer reliably describes them.
Preceding a movement command with the 'm' prefix also behaves as if
no trap was present, bypassing confirmation for that move, similar to
how paranoid:swim currently behaves. Being stunned or confused also
behaves as if no trap was present, taking priority over hallucination.
This updates the documentation.
Supersedes #259Closes#259
I don't know whether we'll ever run the code through clang-format
again, but in case we do, end-of-line comments which span lines
should begin continuation lines with '*', otherwise they get turned
into block comments beginning on the next line.
|code; /* start
| end */
gets changed to
|code;
|/* start end */
but
|code; /* start
| * end */
stays as-is.
One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
|
-----------------------
| | |
coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
When trap detection finds trapped doors and trapped chests, it shows
those as bear traps. When the hero comes within view, they revert to
normal and the detected trap is forgotten. This doesn't change that,
it is just groundwork to be able to show them distinctly. Like the
TT_BEARTRAP patch, it increments EDITLEVEL so this seemed like a good
time to put the groudwork in place.
There shouldn't be any visible changes even though internal glyph and
tile values have been renumbered after inserting two new entries.
Adding traps after S_vibrating_square was quite a hassle and suffered
though a couple of off-by-one errors that weren't trivial to find and
fix.
Instead of returning monster's mtrapped-state, return specific
trap return values.
Add one extra trap return value, for when a monster was
moved by the trap.
For testing mhurtle, which is used for jousting or
bare-handed combat.
Improve mhurtle_step to handle bumping into another monster,
and when the monster gets killed or stuck in a trap.
Give the enum lists in several header files explicit values. Adding
or removing new entries will be more tedious, but doing that is rare
and being able to grep the headers for numeric values in addition to
names is very useful.
rm.h also has a bunch of tabs replaced with spaces.
I did my best to exempt some of the bigger aligned blocks from the reformatting
using the /* clang-format off */ and /* clang-format on */ tags. Probably some
that shouldn't have been formatted were anyway; if you encounter them, please
fix.
The clang-format tags were left in on the basis that it's much easier to prune
those out later than to put them back in, and it means that, modulo my custom
version of clang-format, I should be able to run clang-format on the source tree
again without changing anything, now that Pat has fixed the VA_DECL issues.
There is a quote in data.base for squeaky board traps:
A floorboard creaked. Galder had spent many hours tuning them,
always a wise precaution with an ambitious assistant who walked
like a cat.
D flat. That meant he was just to the right of the door.
"Ah, Trymon," he said, without turning, and noted with some
satisfaction the faint indrawing of breath behind him. "Good
of you to come. Shut the door, will you?"
[ The Light Fantastic, by Terry Pratchett ]
This patch makes each squeaky board trap on a level produce
a unique sound. If you had visited the trap yourself prior
to hearing a monster on it, you could actually know where
a monster was by the unique pitch of the squeak.
If someone wants further refinement of the roles, this could
be adjusted to only work for musically adept roles/species,
with the others only hearing a generic squeak. As it stands
right now, everyone benefits. Does anyone thing the
separation by role or species would be good? If so, which
roles/species are musically proficient, and which are not?
Since this patch increments editlevel anyway, it also sneaks in a
context structure change for an upcoming patch.
This one turned out to be more effort than I had
originally anticipated.
We had a bug report requesting that zapping a wand of digging
laterally while in a pit should dig beside you. That seemed
like a reasonable enough request, but this ended up with
the following results:
- needed to check where this should not be permitted, or at
least where there should be special-case code because there is
something such as furniture on the surface above the dig
point.
- now tracks conjoined pits through new fields in the trap
structure, hence the pathlevel increment. The array of
8 boolean values represents each of the 8 directions
around a pit.
- Previously, pits could be adjacent to each other as two
individual pits, in which case moving between them
results in a fall as you went into the next pit. That
behavior is preserved.
- Pits created either by zapping a wand of digging
laterally while in a pit, or by "clearing debris"
between two adjacent pits via a pick-axe, sets the
conjoined fields for those two pits. You cannot
create a brand new adjacent pit via pick-axe, only
with the wand.
- The hero can pass between conjoined pits without
falling.
- dighole() was hijacked for adjacent pit digging,
so the ability to pass coordinates to it and
its downstream functions was added (dig_up_grave()
for example). dighole() does pretty much everything
appropriately for this adjacent digging, more so
than calling digactualhole() directly.
- moving into a conjoined pit that has spikes still
does damage, but less so that "falling" into the
spiked pit, and you "step on" the spikes rather
than falling into them.
- Not done: should pits with the conjoined fields
set be referred to as 'trenches' rather than pits
in messages and identifications?