#define GLYPH_ZAP_OFF ((MAXEXPCHARS * EXPL_MAX) + GLYPH_EXPLODE_OFF)
#define GLYPH_SWALLOW_OFF ((NUM_ZAP << 2) + GLYPH_ZAP_OFF)
#define GLYPH_WARNING_OFF ((NUMMONS << 3) + GLYPH_SWALLOW_OFF)
-#define MAX_GLYPH (WARNCOUNT + GLYPH_WARNING_OFF)
+#define GLYPH_STATUE_OFF (WARNCOUNT + GLYPH_WARNING_OFF)
+#define MAX_GLYPH (NUMMONS + GLYPH_STATUE_OFF)
#define NO_GLYPH MAX_GLYPH
/* This has the unfortunate side effect of needing a global variable */
/* to store a result. 'otg_temp' is defined and declared in decl.{ch}. */
+#define random_obj_to_glyph() \
+ ((otg_temp = random_object()) == CORPSE ? \
+ random_monster() + GLYPH_BODY_OFF : \
+ otg_temp + GLYPH_OBJ_OFF)
+
#define obj_to_glyph(obj) \
+ ((obj)->otyp == STATUE ? \
+ statue_to_glyph(obj) : \
+ Hallucination ? \
+ random_obj_to_glyph() : \
+ (obj)->otyp == CORPSE ? \
+ (int) (obj)->corpsenm + GLYPH_BODY_OFF : \
+ (int) (obj)->otyp + GLYPH_OBJ_OFF)
+
+
+#define obj_to_glyph_vanilla(obj) \
(Hallucination ? \
((otg_temp = random_object()) == CORPSE ? \
random_monster() + GLYPH_BODY_OFF : \
(int) (obj)->corpsenm + GLYPH_BODY_OFF : \
(int) (obj)->otyp + GLYPH_OBJ_OFF))
+
+/* MRKR: Statues now have glyphs corresponding to the monster they */
+/* brepresent and look like monsters when you are hallucinating. */
+
+#define statue_to_glyph(obj) \
+ (Hallucination ? \
+ random_monster() + GLYPH_MON_OFF : \
+ (int) (obj)->corpsenm + GLYPH_STATUE_OFF)
+
#define cmap_to_glyph(cmap_idx) ((int) (cmap_idx) + GLYPH_CMAP_OFF)
#define explosion_to_glyph(expltype,idx) \
((((expltype) * MAXEXPCHARS) + ((idx) - S_explode1)) + GLYPH_EXPLODE_OFF)
cmap_to_glyph(trap_to_defsym(what_trap((trap)->ttyp)))
/* Not affected by hallucination. Gives a generic body for CORPSE */
+/* MRKR: ...and the generic statue */
#define objnum_to_glyph(onum) ((int) (onum) + GLYPH_OBJ_OFF)
#define monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_MON_OFF)
#define detected_monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_DETECT_OFF)
glyph_is_pet(glyph) ? ((glyph)-GLYPH_PET_OFF) : \
glyph_is_detected_monster(glyph) ? ((glyph)-GLYPH_DETECT_OFF) : \
glyph_is_ridden_monster(glyph) ? ((glyph)-GLYPH_RIDDEN_OFF) : \
+ glyph_is_statue(glyph) ? ((glyph)-GLYPH_STATUE_OFF) : \
NO_GLYPH)
#define glyph_to_obj(glyph) \
(glyph_is_body(glyph) ? CORPSE : \
+ glyph_is_statue(glyph) ? STATUE : \
glyph_is_normal_object(glyph) ? ((glyph)-GLYPH_OBJ_OFF) : \
NO_GLYPH)
#define glyph_to_trap(glyph) \
((glyph) >= GLYPH_PET_OFF && (glyph) < (GLYPH_PET_OFF+NUMMONS))
#define glyph_is_body(glyph) \
((glyph) >= GLYPH_BODY_OFF && (glyph) < (GLYPH_BODY_OFF+NUMMONS))
+
+#define glyph_is_statue(glyph) \
+ ((glyph) >= GLYPH_STATUE_OFF && (glyph) < (GLYPH_STATUE_OFF+NUMMONS))
+#define GLYPH_STATUE_VANILLA ((int) GLYPH_OBJ_OFF + STATUE)
+#define glyph_is_statue_vanilla(glyph) ( glyph == GLYPH_STATUE_VANILLA)
+
#define glyph_is_ridden_monster(glyph) \
((glyph) >= GLYPH_RIDDEN_OFF && (glyph) < (GLYPH_RIDDEN_OFF+NUMMONS))
#define glyph_is_detected_monster(glyph) \
((glyph) >= GLYPH_OBJ_OFF && (glyph) < (GLYPH_OBJ_OFF+NUM_OBJECTS))
#define glyph_is_object(glyph) \
(glyph_is_normal_object(glyph) \
+ || glyph_is_statue(glyph) \
|| glyph_is_body(glyph))
#define glyph_is_trap(glyph) \
((glyph) >= (GLYPH_CMAP_OFF+trap_to_defsym(1)) && \
#define MG_DETECT 0x04
#define MG_PET 0x08
#define MG_RIDDEN 0x10
+#define MG_STATUE 0x20
/* sellobj_state() states */
#define SELL_NORMAL (0)
register int x = obj->ox, y = obj->oy;
register int glyph = obj_to_glyph(obj);
- if (level.flags.hero_memory)
+ if (level.flags.hero_memory) {
+
+ /* MRKR: While hallucinating, statues are seen as random monsters */
+ /* but remembered as random objects. */
+
+ if (Hallucination && obj->otyp == STATUE) {
+ levl[x][y].glyph = random_obj_to_glyph();
+ }
+ else {
levl[x][y].glyph = glyph;
+ }
+ }
if (show) show_glyph(x, y, glyph);
}
* the definition.
*/
- if (glyph >= GLYPH_WARNING_OFF) { /* a warning */
+ if (glyph >= GLYPH_WARNING_OFF
+ && glyph < GLYPH_STATUE_OFF) { /* a warning */
text = "warning"; offset = glyph - GLYPH_WARNING_OFF;
} else if (glyph >= GLYPH_SWALLOW_OFF) { /* swallow border */
text = "swallow border"; offset = glyph - GLYPH_SWALLOW_OFF;
-/* SCCS Id: @(#)mapglyph.c 3.5 2006/09/17 */
+/* SCCS Id: @(#)mapglyph.c 3.5 2006/10/01 */
/* Copyright (c) David Cohrs, 1991 */
/* NetHack may be freely redistributed. See license for details. */
* Warning: For speed, this makes an assumption on the order of
* offsets. The order is set in display.h.
*/
- if ((offset = (glyph - GLYPH_WARNING_OFF)) >= 0) { /* a warning flash */
+ if ((offset = (glyph - GLYPH_STATUE_OFF)) >= 0) { /* a statue */
+ idx = mons[offset].mlet + SYM_OFF_M;
+# ifdef ROGUE_COLOR
+ if (has_rogue_color)
+ color = CLR_RED;
+ else
+# endif
+ obj_color(STATUE);
+ special |= MG_STATUE;
+ } else if ((offset = (glyph - GLYPH_WARNING_OFF)) >= 0) { /* a warning flash */
idx = offset + SYM_OFF_W;
# ifdef ROGUE_COLOR
if (has_rogue_color)
sym = showsyms[glyph_to_cmap(glyph)];
} else if (glyph_is_trap(glyph)) {
sym = showsyms[trap_to_defsym(glyph_to_trap(glyph))];
+ } else if (glyph_is_statue(glyph)) {
+ sym = showsyms[(int)mons[glyph_to_mon(glyph)].mlet + SYM_OFF_M];
} else if (glyph_is_object(glyph)) {
sym = showsyms[(int)objects[glyph_to_obj(glyph)].oc_class + SYM_OFF_O];
if (sym == '`' && iflags.bouldersym && (int)glyph_to_obj(glyph) == BOULDER)
extern int amii_numcolors;
#endif
+#include "display.h"
+
boolean restoring = FALSE;
static NEARDATA struct fruit *oldfruit;
static NEARDATA long omoves;
fobjtmp = otmp->nobj;
place_object(otmp, otmp->ox, otmp->oy);
}
+
+ /* statue patch: imagine we're loading a vanilla nh file */
+ for(x=0; x<COLNO; x++)
+ for(y=0; y<ROWNO; y++)
+ if ( level.objects[x][y] != 0 &&
+ level.objects[x][y]->otyp == STATUE &&
+ glyph_is_statue_vanilla(levl[x][y].glyph)) {
+ levl[x][y].glyph = obj_to_glyph(level.objects[x][y]);
+ }
}
/* Things that were marked "in_use" when the game was saved (ex. via the
#define HUP
#endif
+
+/* compute object glyphs for vanilla nethack -- statue patch */
+void
+make_glyphs_vanilla(lev)
+xchar lev;
+{
+ int x,y;
+
+ for (x = 0; x < COLNO; x++)
+ for (y = 0; y < ROWNO; y++)
+ if ( level.objects[x][y] != 0 &&
+ level.objects[x][y]->otyp == STATUE &&
+ glyph_is_statue(levl[x][y].glyph))
+ levl[x][y].glyph = obj_to_glyph_vanilla(level.objects[x][y]);
+}
+
+
/* need to preserve these during save to avoid accessing freed memory */
static unsigned ustuck_id = 0, usteed_id = 0;
short tlev;
#endif
+ /* make remembered glyphs correct fo rloading into vanilla nh */
+ make_glyphs_vanilla(lev);
+
/* if we're tearing down the current level without saving anything
(which happens upon entrance to the endgame or after an aborted
restore attempt) then we don't want to do any actual I/O */
tx = u.ux+u.dx; ty = u.uy+u.dy;
mtmp = m_at(tx, ty);
+ if ((!mtmp || mtmp->mundetected) &&
+ (otmp = vobj_at(tx, ty)) && otmp->otyp == STATUE) {
+
+ /* Talking to a statue */
+
+ if (!Blind) {
+ if (Hallucination) {
+ /* if you're hallucinating, you can't tell it's a statue */
+ pline_The("%s seems not to notice you.", rndmonnam());
+ }
+ else {
+ pline_The("statue seems not to notice you.");
+ }
+ }
+ return(0);
+ }
+
if (!mtmp || mtmp->mundetected ||
mtmp->m_ap_type == M_AP_FURNITURE ||
mtmp->m_ap_type == M_AP_OBJECT)
(mon != shkp || carried(statue))) ? xname(statue) :
"statue");
pline("%s %s!", upstart(statuename), comes_to_life);
+ } else if (Hallucination) { /* They don't know it's a statue */
+ pline_The("%s suddenly seems more animated.", rndmonnam());
} else if (cause == ANIMATE_SHATTER) {
if (cansee(x, y))
Sprintf(statuename, "%s%s", shk_your(tmpbuf, statue),
(the sound could be implicit) */
maybelearnit = cansee(obj->ox, obj->oy) || !Deaf;
if (obj->otyp == BOULDER) {
- fracture_rock(obj);
- } else if (obj->otyp == STATUE) {
- (void) break_statue(obj);
+ if (cansee(obj->ox, obj->oy))
+ pline_The("boulder falls apart.");
+ else if (!Deaf)
+ You_hear("a crumbling sound.");
+ fracture_rock(obj);
+ }
+ else if (obj->otyp == STATUE) {
+ if (break_statue(obj)) {
+ if (cansee(obj->ox, obj->oy)) {
+ if (Hallucination)
+ pline_The("%s shatters.", rndmonnam());
+ else
+ pline_The("statue shatters.");
+ } else if (!Deaf) {
+ You_hear("a crumbling sound.");
+ }
+ }
} else {
if (context.mon_moving ?
!breaks(obj, obj->ox, obj->oy) :
tilenum++;
}
+ /* statue patch: statues still use the same glyph as in vanilla */
+
+ for ( i = 0; i < NUMMONS; i++) {
+ tilemap[GLYPH_STATUE_OFF+i] = tilemap[GLYPH_OBJ_OFF+STATUE];
+ }
+
lastothtile = tilenum - 1;
}