Add Hojita Discordia's Dungeon Map overview as
conditional code for experimentation and testing.
Everything is guarded by
#ifdef DUNGEON_OVERVIEW
#endif
The notes that accompanied the original patch follow.
Dungeon Map Overview Patch for Nethack 3.4.3
Version 3
=============================================================================
Changelist:
v3: Changed #level to #annotate to avoid #levelchange collision. Fixed
handling of elemental planes and astral plane (oops). Changed
formatting to be slightly closer to print_dungeon()'s. Should be
"final" version for 3.4.3.
v2: Added tracking of trees. Changed ctrl-m command to ctrl-o. Portals
displayed as "sealed" instead of "closed".
v1: First release.
(Note: all versions are mutually save compatible.)
=============================================================================
This patch creates a dungeon map overview that is recorded as the player
explores the dungeon. I was tired of returning to a game a few days later
and having no idea what the dungeon looked like. Trying to name pieces
of armor with shorthand didn't work so well as an intermediate solution
either, especially around nymphs.
It can be assumed that this map is in the mind of the hero and thus
can't be stolen, can be read when blind, or when buried, or when the hero
doesn't have any hands, or eyes, or hands free, or...etc. On the other hand,
this implies that the hero doesn't remember all of the details ("a fountain",
"some fountains", "many fountains") and that the map is subject to amnesia
when applicable.
This overview tracks fountains, altars, stores, temples, sinks, thrones,
trees, and dungeon branches. It attempts to not spoil the player nor
reveal more information than the hero knows. For this reason, it only
tracks dungeon features found in the guidebook and dungeon branches.
This patch breaks save file compatibility. Sorry.
Added commands
=============================================================================
#overview (ctrl-o, if not in wizard mode) - displays overview
#annotate (ctrl-n, if using numpad) - names current level
Example Output From #overview
=============================================================================
The Dungeons of Doom: levels 1 to level 15
Level 1:
A fountain
Level 3: (My stash.)
An altar, some fountains
Stairs down to The Gnomish Mines
Level 7:
Many fountains
Level 8:
Stairs up to Sokoban, level 7
Level 15:
A general store
Sealed portal to The Quest
The Gnomish Mines: levels 4 to level 7
Level 7: <- You are here
Many stores, some fountains, a temple
More Details
=============================================================================
The overview shows only levels that have anything interesting to display and
doesn't show branches that don't have any interesting levels.
To avoid the map revealing more information than the hero knows, the overview
only displays things that the hero has seen or touched. (If the hero
blinds herself, levitates above a known fountain, and obliterates it with a
wand of digging, the overview will still say that there is a fountain.)
This is done, sadly, by adding 6 bits to the rm struct to track the last
known dungeon type. On the other hand, this change could potentially allow
a window port to do something like drawing an item and a fountain on the same
square.
Things That Could Be Better And Maybe Some Feedback Would Help
=============================================================================
"<- You Are Here" is pretty goofy
-...but an indicator of some sort is nice.
=============================================================================
Many thanks to all the kind folks on r.g.r.n. who had very good feedback
about this patch, in particular L (for the trees), <Someone> Papaganou (for the
#annotate suggestion and some formatting feedback), and <Someone> (for the suggestion
of just overriding ctrl-o instead of using the very broken ctrl-m.)
=============================================================================
20060311. Hojita Discordia. (My usenet email is bogus. Sorry.)
Allow health food stores to carry eggs and tins of veggy contents in
their stock. The tins will almost always contain spinach because random
tins containing meat are converted into that.
Also, allow health food stores to be placed with the level compiler
(not tested) and to be forcibly placed in wizard mode via SHOPTYPE setting
of "V". Increments EDITLEVEL in patchlevel.h because lighting store in
Minetown got renumbered and the special level for it needs to be rebuilt.
o Add support for zlib compression via ZLIB_COMP in config.h (ZLIB_COMP
and COMPRESS are mutually exclusive).
o rlecomp and zerocomp are run time options available if RLECOMP and
ZEROCOMP are defined, but not turned on by default if either COMPRESS
or ZLIB_COMP are defined.
o Add information to the save file about internal compression options
used when writing the save file, particularly rlecomp and zerocomp
support.
o Automatically adjust rlecomp and zerocomp (if support compiled in)
when reading in an existing savefile that was saved with those options
turned on. Still allows writing out of savefile in preferred format.
o In order to support zlib and not conflict with compress and uncompress
routines there, the NetHack internal functions were changed to
nh_uncompress and nh_compress as done in the zlib contribution received
in 1999 from <Someone>.
I tagged the sources NETHACK_3_5_0_PREZLIB prior to applying these
changes.
For now, the code is conditional on BARGETHROUGH
being defined, while it gets tested further. While behavior is
different with and without BARGETHROUGH defined, savefiles
are the same either way.
After this patch is applied, only the riders have the M3_DISPLACES
bit set, but the Wizard and Vlad probably should too. Any others?
Add config.h experimental option AUTOPICKUP_EXCEPTIONS.
It's an interface-only change which allows you to add lines to your
config file to selectively avoid autopickup of items based on their
text description that is displayed when you pick them up. It does
it by matching a pattern against the xname singular return value.
For example:
autopickup_exception = "*corpse" will avoid picking up corpses, even if
food (%) is in your pickup_types.
autopickup_exception = "*brown*"
will avoid picking up any brown items (why, I do not know)
autopickup_exception = "*loadstone"
will NOT avoid picking up loadstones, unless they are already
identified, because the xname string will be "gray stone", so no
match there.
The matching has no knowledge of in-game objects, it is just
a text pattern match, thus it is an interface change, not a gameplay
change, and it is meant as a convenience for players.
This solution is mostly a band-aid. Make sure information set by join_map
that is overlaid by the MAP is cleared out. This ensures that place_branch
will never consider invalid data. A new function, remove_rooms(), with a
helper, remove_room(), takes care of this, but only for rooms created by
join_map, which addresses the only known case that causes this problem.
There's a possibility that some other strange behavior, especially in
minetn-6, will be fixed by this as well. The problem of disconnected caves
on minetn-6 is not yet addressed.
Also, add a check to lev_comp.y to make sure the required fg semantics of
joined levels (fg must be ROOM or CORR) are actually met. Doesn't affect
any levels currently included in the distro, but might address levels
others are trying to make.
This patch gives game and savefile compatibility
whether GOLDOBJ is defined or not.
You can build with GOLDOBJ defined or not, and
still load your saved games. Rebuild with the
opposite, and load the same game.
That way GOLDOBJ can be experimented with
more easily.
1. Leave the "you" struct and the "monst"
struct the same under the hood between
GOLDOBJ and !GOLDOBJ.
2. Always write out gold as an
object on the player and monster
inventory chains.
On a restore of the savefile with GOLDOBJ
not defined, take the gold objects out of
the inventory chains and put it into u.ugold
or mtmp->mgold as appropriate.
On a restore of the savefile with GOLDOBJ
defined, nothing special is done.
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
the ptr and calculating the distance from beginning of array
Make the support of user sounds apparent in the
#version command. Also add a small section on
them to the Guidebook.
(The doc/Guidebook.mn version of this section
needs testing)
Add a missing check to makedefs so it prints a warning about misplaced %Es.
Fix a couple places in quest.txt pointed out by the new warning.
There's no visible effect on play, since the code that actually reads the
message keeps reading until the next %C.
> Oops:
>
> "NetHack.exe - Entry Point Not Found
>
> The procedure entry point Process32Next could not be located in the dynamic link
> library KERNEL32.dll."
>
> And the program refuses to run. Same goes for NetHackW.exe.
>
> Windows NT 4 (to be precise: 4.00.1381, SP6)
> IE 5.0 (to be precise: 5.00.2919.6307)
>
> The Help for Process32Next shows the following compatibility list:
> QuickInfo
> Windows NT: Requires version 5.0 or later.
> Windows: Requires Windows 95 or later.
> Windows CE: Unsupported.
> Header: Declared in tlhelp32.h.
> Import Library: Use kernel32.lib.
It turns out that the processentry32 structure contents
are slightly different on 2000/XP than they are on
95/98/Me according to the docs.
szExeFile
Pointer to a null-terminated string that specifies the name
of the executable file for the process.
Windows 2000/XP: The file name does not include the path.
Windows 95/98/Me: The file name includes the path.
Ensure that we check for the target values at the end of
the string.
makedefs has been listing TIMED_DELAY as one of the options which
affects save file contents even though that hasn't been the case for
a long time. Unfortunately, simply fixing that by itself would break
save file compatibility for anyone who has been building with it set.
This workaround prevents the fix from doing that. And now folks can
rebuild after toggling TIMED_DELAY without unnecessarily invalidating
save and bones files.
On mazelike levels, containers had to be listed before their objects. But,
for roomfilled levels, containers had to be listed _after_ the objects. All
our current levels that use containers with objects are mazelike, so I
changed the room behavior, updating the comment in lev_comp.y to match.
Other items/monsters are still processed in reverse on roomfilled special
levels, but I think this is OK.
Allow the special level and dungeon compilers to handle input
files which have CR+LF delimited lines. Apparently Cygwin doesn't
convert MSDOS style line ends into newlines the way stdio should
do for text I/O. The resulting unexpected CR characters result in
syntax errors.
And explicitly using '\n' on both the lex and yacc sides of
MAP processing allows removal of the old NEWLINE hack for Mac MPW.
It won't matter what numeric value that character escape sequence
has internally.
-Allow overriding of OPTIONS_FILE in makdefs.c
-Change obsolete WIN32_GRAPHICS to the correct MSWIN_GRAPHICS
-Remove the 8514 and VESA screen control stuff since it never existed.
in util/lev_main.c:write_maze(), line which reads
"Write(fd, &(pt->ngold), sizeof(pt->naltar));"
should read
"Write(fd, &(pt->ngold), sizeof(pt->ngold));"
Add absent prototypes to some core routines.
Also add some port function() to function(void) in some win32 routines.
Also updates the Borland C Makefile for win32.
This patch allows the digits 0-9 to be used to indicate line numbers
in the MAP...ENDMAP arrays of level files. This makes it a wee
bit easier to place features. The digits get stripped out before
the map is interpreted.