Commit Graph

82 Commits

Author SHA1 Message Date
Pasi Kallinen
adf070eb04 Use is_pit macro to check for (spiked) pit 2018-09-15 17:19:26 +03:00
nhmall
64a771da4b add prototype
(cherry picked from commit 438cfd3815)
2018-05-15 06:31:22 -04:00
nhmall
cc1d43fad4 integrate aklys feature introduced in 3.6.1 into display
(cherry picked from commit 3fe8325f14)
2018-05-15 06:29:40 -04:00
PatR
78fe5fbb05 display glitch: warning vs remembered,unseen
Noticed while testing the fix for the recently reported clairvoyance
bug.  I saw a '1' move onto an 'I', then when it moved again the 'I'
reappeared.  The remembered unseen monster couldn't be there anymore
if the warned-of monster was able to walk through that spot, so
remove any 'I' when showing a warning (digit) to stop remembering an
unseen monster at the warning spot.

Nobody has ever reported this so fixing it isn't urgent, but fixing
it is trivial so I'm doing it in now (without the clairvoyance fix).
2018-04-26 15:07:00 -07:00
Pasi Kallinen
2548d68dd3 Fix some warnings
Remove an unused variable, add missing FALLTHRUs, and use the same
FALLTHRU wording where it wasn't recognized by gcc
2018-03-30 19:42:50 +03:00
Pasi Kallinen
4b7aea0eac Fold invisible glyph unmapping into single function 2017-10-07 16:24:49 +03:00
PatR
0e18cf31e8 displaying detected tame monsters
This started out as a fix for '#H5460 - minor monster detection bug'
but that report turned out to be wrong.  It claimed that pets weren't
highlighted as pets if the only way to observe them was via extended
monster detection, but the code (both 3.6.0 and current) indicates
otherwise.  Detected monster highlighting is bypassed for pets.

Reorganize the code slightly to emphasize that this is intentional:
tameness trumps remote detection when choosing which highlight method.
For tty, if hilite_pet and use_inverse are both enabled or both
disabled, you can't see the difference anyway.  At least I can't....

That report also wanted the use_inverse option to be changed (I guess
it's overloaded for multiple things) so I haven't marked #H5460 as
closed.
2017-05-29 16:37:30 -07:00
PatR
fccd29dfd4 fix #H4343 - obscure tty bug while swallowed
When --More-- was written to leftmost column of line 2 while the
hero was swallowed, after player acknowledged it and the top line
was cleared, the cursor ended up in the wrong place.  I still
don't understand what in the world is going on here, but adding
'flush_screen(0)' after 'swallowed(1)' in docorner() makes the
problem go away.  Why is the behavior different when --More-- is
in the first column than when it's anywhere else?

After that fix, I commented the whole thing out.  The swallowed
optimization is just not significant enough to justify peeking at
core internals.

Core bit:  prior to those two changes, I tried inserting 'bot()'
into swallowed().  It moved the mis-positioned cursor from the
end of the second status line to on the map just right of the
bottom right corner of the swallowed display.  That didn't fix
anything, but I've left it in place.  bot() to update status is
needed following cls(); now it happens before redrawing the map
instead of at some point after.
2016-05-18 16:36:18 -07:00
PatR
f768e1fd51 water vs ice
Like lava, see/feel adjacent ice when underwater.  Unlike lava,
no special display hacks involved.
2016-05-13 08:48:27 -07:00
PatR
888695c328 water vs lava
When underwater, map adjacent lava as lava rather than as "not water".
The Valkyrie quest has lava adjacent to water and the hero ought to
be able recognize it while immersed so she doesn't try to climb out
of water directly into lava.

When the color option is disabled and lava uses the same symbol as
pool or as water (which is the case for default ascii, DECgraphics,
and IBMgraphics), apply the detected-monster display effect to lava.
For tty, this will draw it in inverse video if the use_inverse
option is enabled.  (Assumes non-tty will nearly always be using
color so not care.)  Creating a separate mapglyph special attribute
for B&W lava instead of overloading MG_DETECT ought to be done but
I didn't want to modify any interface code.
2016-05-13 07:22:08 -07:00
PatR
55feae7ad1 unseen-monster vs pool of water
From a bug report sent directly to devteam 16-Jan-2015 (subject:
"NH343 (NAO version) - display bug"), if the hero was blind and
levitating and searched next to 'I' (text) or '?' (tiles) which
was displayed on top of a known pool and the remembered unseen
monster was no longer there, the 'I'/'?' was removed but the spot
was redrawn as floor rather than water.
2016-04-29 18:32:46 -07:00
nhmall
78857961d2 some of Ray Chason's MSDOS and other fixes 2016-03-05 14:44:50 -05:00
nhmall
85582590ab Warning and adjacent hiders
Changes to be committed:
	modified:   include/extern.h
	modified:   src/allmain.c
	modified:   src/detect.c
	modified:   src/display.c

Bug bz22 (no corresponding web id) reported quite some time ago.

Reported:
    Warning stays on when a "lurker above" is co-located with a
    boulder, even when you are adjacent to the spot.  Even though
    you see the warning symbol and not the boulder, an attempt
    to move in that  direction tries to move the boulder, rather
    than attack the creature you know to be there.  What's more,
    you can get the
    "You hear a  monster on the other side of the boulder..."
    preventing anything from happening if there is a monster on
    the other side of the spot.  The player doesn't necessarily
    even know there is a boulder there at the time (because
    warning trumps the boulder display) so it can all be somewhat
    confusing.

Change:
    - Split off a section of the search0() code for monsters into
      a separately callable function, arbitrarily named mfind0(),
      which takes a special arg for this particular scenario.
    - If you have Warning and you get adjacent to an unseen hider
      such as a lurker above with the Warning glyph still displayed,
      a specific search is carried out for the obviously present monster.
    - The boulder concerns in the original report should become moot
      after this.
2016-02-14 17:45:20 -05:00
Pasi Kallinen
854fe40609 Fix bz175: Pile mark is shown when potion is destroyed
Original bug report:

> When killing something that's carrying a potion, or death-drops a potion,
> or stands on top of a potion, with a force bolt or a wand of striking,
> "you hear something shatter" or "a potion of foo shatters" but the corpse
> is inverse as if it's (still) a pile.

Unfortunately the newsym() checks for already existing glyph, and
the gbuf doesn't distinguish between object piles and single items,
so newsym doesn't mark the location for update.

This is a dirty hack to force the newsym to update the glyph.
The glyph buffering should be revisited in a future version.
2016-01-10 18:33:41 +02:00
Pasi Kallinen
db4120012d Make mimics mimicing walls or trees also block light 2016-01-06 01:44:18 +02:00
Pasi Kallinen
2c0f24896f Unify blind feel_location or newsym info single func 2015-11-09 21:37:28 +02:00
PatR
915dd89270 more src reformatting
Fixing up mis-indented block comments, but hit some files that hadn't
had the earlier mixture of tab replacement, etc, so it's bigger than I
expected.  If I get to it, they'll be another round of this tomorrow.
2015-11-06 03:14:50 -08:00
PatR
3986546325 formatting: src/a*.c - d*.c continuation lines
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half.  The automated reformat got
confused by comments in the midst of such lines.
  foo ||
  bar
was converted to
  foo
  || bar
but
  foo ||
  /* comment */
  bar
stayed as is.

Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
2015-10-19 17:32:21 -07:00
Pasi Kallinen
95983f6ae6 Use macros for monster appearances 2015-10-18 13:55:11 +03:00
Pasi Kallinen
af1c77808b Comment typofixes, pt 4 2015-10-17 18:47:31 +03:00
Pasi Kallinen
f8b48490aa Comment typofixes 2015-10-17 12:28:52 +03:00
Pasi Kallinen
c1ef2e19df Fix more dark_room and nocolor
Fixes for example the case of searching while blind, as
reported by Boudewijn.
2015-07-10 16:04:04 +03:00
nhmall
b33c3381e6 update master's version of display.c
Incorporate a few pieces of in-progress code into master
so that it isn't left in an odd state, thus prompting
patches.
2015-06-16 06:23:28 -04:00
PatR
f6e46d286d another recent bit of lint 2015-06-16 02:42:17 -07:00
nhmall
b9ab9aae2a use NO_GLYPH as an indicator to ignore background glyph
Changes to be committed:
	modified:   doc/window.doc
	modified:   src/display.c
2015-06-09 21:56:28 -04:00
nhmall
b2f9ba5de3 default to original background
Changes to be committed:
	modified:   src/display.c

The work for getting this working fully is now moving to the background_tiles branch.
In master, we just return the standard lit room tile for now, no change in behavior.
No ports utilize the new parameter as yet.
2015-06-09 21:33:08 -04:00
nhmall
85e80f1e3e provide bkglyphs
Changes to be committed:
	modified:   src/display.c
2015-06-08 20:10:43 -04:00
nhmall
c3a77914a9 Modify the window interface for print_glyph
Changes to be committed:
	modified:   doc/window.doc
	modified:   include/qt_win.h
	modified:   include/trampoli.h
	modified:   include/winX.h
	modified:   include/wingem.h
	modified:   include/winprocs.h
	modified:   include/wintty.h
	modified:   src/display.c
	modified:   src/windows.c
	modified:   sys/amiga/winami.p
	modified:   sys/amiga/winfuncs.c
	modified:   sys/amiga/winproto.h
	modified:   sys/wince/mswproc.c
	modified:   sys/wince/winMS.h
	modified:   win/Qt/qt_win.cpp
	modified:   win/X11/winmap.c
	modified:   win/chain/wc_chainin.c
	modified:   win/chain/wc_chainout.c
	modified:   win/chain/wc_trace.c
	modified:   win/gem/wingem.c
	modified:   win/gem/wingem1.c
	modified:   win/gnome/gnbind.c
	modified:   win/tty/wintty.c
	modified:   win/win32/mswproc.c
	modified:   win/win32/winMS.h

print_glyph now takes a second parameter.

Tiles on tiled ports always looked odd on places like the plane of air
where the background color of the tile didn't match the general background
of the surrounding area.

3.6 made that even worse and more glaringly noticeable with the introduction
of darkened room tiles.

The code to actually send something useful through the new parameter
for window ports to take advantage if they want will follow.
2015-06-08 19:37:26 -04:00
Pasi Kallinen
f86bbca9b6 Show detected pets with correct glyph
When detecting monsters with blessed potion of monster detection,
show pets with the correct glyph; highlights them if hilite_pet is on.
2015-06-04 18:02:23 +03:00
Pasi Kallinen
cf28b8ad71 Fix Rogue-level lighting bugs caused by dark room
Found by Boudewijn
2015-06-03 17:27:40 +03:00
PatR
37763d030e add warning glow for Orcrist & Grimtooth
Make Orcrist glow light blue when orcs are present, just like Sting.
(Sting supposedly glowed because it was made by the elves of Gondolin
rather than any particular attribute built into it, and Orcrist was
made there too.  I think it also glowed in the Hobbit; that was how
Bilbo recognized what the situation was when he first saw Sting glow.
Maybe it was the other sword rather than Orcrist, but they were treated
as being functionally equivalent.)

Also make Grimtooth glow red when elves are present.  That's from thin
air, to give it some novelty.  Unlike Sting, whose double-damage bonus
is restricted to orc targets, Grimtooth's weak 1d6 bonus still applies
to all targets.
2015-05-29 17:42:15 -07:00
PatR
29617ada12 Sting's glow while blind
Give an alternate message if Sting starts or stops glowing while the
hero can't see.  It probably ought to give an immediate message when
blindness toggles but that looks like it could get messy.

Having an 'o' die or migrate off level should probably also redo the
Sting message immediately, otherwise we see things like:
  The little dog kills the goblin.
  The little dog eats a goblin corpse.
  Sting stops glowing.
(There could be lots of additional intervening messages depending on
other monster activity at the time.)  Calling see_monsters() in the
relevant places--probably m_detach() and migrate_to_level()--would
address this but won't do because that could result in hallucinating
monsters changing appearance mid-turn.
2015-05-28 18:36:51 -07:00
PatR
911745a5ea trickier lint cleanup
Suppress some mostly longstanding "unused parameter" warnings where
the usage was generally conditional.

restlevl() had a conditional closing brace that confused the recent
reformat, resulting in some code inside a funciton ending up flush
against the left border (first column, that is, as if outside of the
function).
2015-05-24 23:49:05 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
nhmall
fcfab90907 fix a panic and infinite recursion
Changes to be committed:
	modified:   src/ball.c
	modified:   src/display.c
	modified:   src/mon.c
2015-04-29 23:53:31 -04:00
Pasi Kallinen
460538b618 Fix dark room glyphs when searching
Searching while blind showed room glyphs as lit even when
dark_room option was on.
2015-04-19 10:47:05 +03:00
Pasi Kallinen
5a08671fc0 Prevent illegal positions for tmp_at
It seems like m_throw() can call tmp_at() with !isok coordinates,
so prevent those in both functions
2015-04-15 20:35:52 +03:00
Pasi Kallinen
04dd85e138 Fix magic mapped dark room symbols 2015-04-10 22:43:13 +03:00
Pasi Kallinen
c967dabc0b Clive Crous' Dark Room patch
This patch adds a new glyph that represents dark parts of room,
splitting the dual functionality of the "unexplored/dark area" glyph.
2015-04-07 21:01:21 +03:00
Pasi Kallinen
2643a5c311 Show stinking cloud valid positions 2015-04-05 13:51:30 +03:00
Pasi Kallinen
71401a7db8 Add poison cloud glyph, fumaroles to fire plane.
When a gas cloud that deals damage is created, it uses
a poison cloud glyph instead of the cloud glyph.
(A bright green '#', or a bright-green recolor of the
cloud tile)

The plane of fire has random "stinking clouds", or
fumaroles, centered on lava pools.

Also make poison cloud glyph override lava, pool and
moat glyphs.
2015-04-05 12:31:55 +03:00
Pasi Kallinen
1b25fe74d8 Remove last mention of DUNGEON_OVERVIEW 2015-03-17 18:46:53 +02:00
Derek S. Ray
66289b13ab remove and transfer INVISIBLE_OBJECTS to branch 2015-03-17 18:46:49 +02:00
Sean Hunt
eca41ae060 Make DUNGEON_OVERVIEW unconditional. 2015-03-17 18:46:12 +02:00
Sean Hunt
9759f5bf6d Make STEED unconditional. 2015-03-17 18:45:49 +02:00
keni
25cd007c48 Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-03-17 18:45:12 +02:00
nethack.rankin
73a934f6f6 mimics vs DUNGEON_OVERVIEW (trunk only)
Noticed while looking into whether I could use DUNGEON_OVERVIEW data
for something useful, it was recording accurate terrain type for locations
covered by mimics who were mimicking furniture (such as stairs or altars).
Hero should remember the fake terrain rather than whatever is actually
underneath the mimic.

     No fixes entry; user-contributed DUNGEON_OVERVIEW is post-3.4.3 code.
2011-12-05 03:17:36 +00:00
nethack.rankin
bf7c2872b1 WA_VERBOSE
Some old wall display debugging code which gets enabled when
WA_VERBOSE is defined was missing the three terrain types (tree, iron
bars, grave) added way back in 3.3.0.  It's extermely unlikely that
anyone other than Dean might actually ever be impacted by this....

     This compiles with WA_VERBOSE enabled but is otherwise untested.
I haven't bothered with a fixes entry.
2011-12-01 03:55:14 +00:00