From: nethack.rankin Date: Sat, 25 Mar 2006 05:16:24 +0000 (+0000) Subject: wizard mode level teleport (trunk only) X-Git-Tag: MOVE2GIT~1084 X-Git-Url: https://granicus.if.org/sourcecode?a=commitdiff_plain;h=5e79d10377ebf5edc76e8544d65bbd89718674a5;p=nethack wizard mode level teleport (trunk only) Responding with '?' to the "what level?" prompt when using ^V in wizard mode brings up a menu of special level destinations that lets you move across dungeon branches. But getting in and out of Fort Ludios didn't work, and jumping to the endgame forced you to arrive on the Plane of Earth. Now Fort Ludios will not be selectable in the menu until after the portal ordinarily used to reach it has been created (so you'll need a level between Bigroom and Medusa with a vault on it to be created before you can bypass the magic portal and jump directly to the Fort), and you can go directly to any of the elemental planes, including Astral, without stopping at Earth first (the Wizard will be there to greet you, whichever level you pick). Also, this limits the menu to endgame entries once you are in the endgame. (Previously, picking a non-endgame level would yield "you can't get there from here"; you can still get that, if you really want to see it for some reason, by giving a destination level number outside the range of -1 to -5 instead of using the menu.) I hadn't realized that this feature has been around since 3.4.2 until I couldn't find any new feature entry for in the current fixes file.... --- diff --git a/dat/knox.des b/dat/knox.des index 4f9e8caa5..b7f2e9acc 100644 --- a/dat/knox.des +++ b/dat/knox.des @@ -1,4 +1,4 @@ -# SCCS Id: @(#)knox.des 3.5 1994/08/20 +# SCCS Id: @(#)knox.des 3.5 2006/03/20 # Copyright (c) 1989 by Jean-Christophe Collet # Copyright (c) 1992 by Izchak Miller # NetHack may be freely redistributed. See license for details. @@ -32,6 +32,9 @@ ENDMAP NON_DIGGABLE:(00,00,75,19) # Portal arrival point BRANCH:(08,16,08,16),(0,0,0,0) +# accessible via ^V in wizard mode; arrive near the portal +TELEPORT_REGION:(06,16,09,17),(0,0,0,0),up +TELEPORT_REGION:(06,16,09,17),(0,0,0,0),down # Throne room, with Croesus on the throne REGION:(37,08,46,11),lit,"throne" MONSTER:'@',"Croesus",(43,10),hostile diff --git a/doc/fixes35.0 b/doc/fixes35.0 index c350a109d..becb1db13 100644 --- a/doc/fixes35.0 +++ b/doc/fixes35.0 @@ -128,6 +128,7 @@ prevent scroll of charging that has already disappeared from showing in the picklist of things to charge doors break instead of absorbing the blast of a broken wand of striking avoid "Something's in the way" message with unidentified wand of locking +better handling for Fort Ludios and endgame in wizard mode's `^V ?' menu Platform- and/or Interface-Specific Fixes diff --git a/src/do.c b/src/do.c index 422ded7f0..e72504a45 100644 --- a/src/do.c +++ b/src/do.c @@ -1,4 +1,4 @@ -/* SCCS Id: @(#)do.c 3.5 2006/02/15 */ +/* SCCS Id: @(#)do.c 3.5 2006/03/20 */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -995,9 +995,11 @@ boolean at_stairs, falling, portal; if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel)) newlevel->dlevel = dunlevs_in_dungeon(newlevel); if (newdungeon && In_endgame(newlevel)) { /* 1st Endgame Level !!! */ - if (u.uhave.amulet) - assign_level(newlevel, &earth_level); - else return; + if (!u.uhave.amulet) return; /* must have the Amulet */ +#ifdef WIZARD + if (!wizard) /* wizard ^V can bypass Earth level */ +#endif + assign_level(newlevel, &earth_level); /* (redundant) */ } new_ledger = ledger_no(newlevel); if (new_ledger <= 0) diff --git a/src/dungeon.c b/src/dungeon.c index 854639c67..b3ee9ab2c 100644 --- a/src/dungeon.c +++ b/src/dungeon.c @@ -1,4 +1,4 @@ -/* SCCS Id: @(#)dungeon.c 3.5 2006/02/24 */ +/* SCCS Id: @(#)dungeon.c 3.5 2006/03/20 */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -49,6 +49,10 @@ STATIC_DCL int FDECL(possible_places, (int, boolean *, struct proto_dungeon *)); STATIC_DCL xchar FDECL(pick_level, (boolean *, int)); STATIC_DCL boolean FDECL(place_level, (int, struct proto_dungeon *)); #ifdef WIZARD +STATIC_DCL boolean FDECL(unplaced_floater, (struct dungeon *)); +STATIC_DCL boolean FDECL(unreachable_level, (d_level *,BOOLEAN_P)); +STATIC_DCL void FDECL(tport_menu, (winid,char *,struct lchoice *, + d_level *,BOOLEAN_P)); STATIC_DCL const char *FDECL(br_string, (int)); STATIC_DCL void FDECL(print_branch, (winid, int, int, int, BOOLEAN_P, struct lchoice *)); #endif @@ -1510,6 +1514,68 @@ const char *nam; #ifdef WIZARD +STATIC_OVL boolean +unplaced_floater(dptr) +struct dungeon *dptr; +{ + branch *br; + int idx = (int)(dptr - dungeons); + + /* if other floating branches are added, this will need to change */ + if (idx != knox_level.dnum) return FALSE; + for (br = branches; br; br = br->next) + if (br->end1.dnum == n_dgns && br->end2.dnum == idx) return TRUE; + return FALSE; +} + +STATIC_OVL boolean +unreachable_level(lvl_p, unplaced) +d_level *lvl_p; +boolean unplaced; +{ + s_level *dummy; + + if (unplaced) return TRUE; + if (In_endgame(&u.uz) && !In_endgame(lvl_p)) return TRUE; + if ((dummy = find_level("dummy")) != 0 && on_level(lvl_p, &dummy->dlevel)) + return TRUE; + return FALSE; +} + +static void +tport_menu(win, entry, lchoices, lvl_p, unreachable) +winid win; +char *entry; +struct lchoice *lchoices; +d_level *lvl_p; +boolean unreachable; +{ + char tmpbuf[BUFSZ]; + anything any; + + lchoices->lev[lchoices->idx] = lvl_p->dlevel; + lchoices->dgn[lchoices->idx] = lvl_p->dnum; + lchoices->playerlev[lchoices->idx] = depth(lvl_p); + any.a_void = 0; + if (unreachable) { + /* not selectable, but still consumes next menuletter; + prepend padding in place of missing menu selector */ + Sprintf(tmpbuf, " %s", entry); + entry = tmpbuf; + } else { + any.a_int = lchoices->idx + 1; + } + add_menu(win, NO_GLYPH, &any, lchoices->menuletter, + 0, ATR_NONE, entry, MENU_UNSELECTED); + /* this assumes there are at most 52 interesting levels */ + if (lchoices->menuletter == 'z') + lchoices->menuletter = 'A'; + else + lchoices->menuletter++; + lchoices->idx++; + return; +} + /* Convert a branch type to a string usable by print_dungeon(). */ STATIC_OVL const char * br_string(type) @@ -1526,17 +1592,16 @@ br_string(type) /* Print all child branches between the lower and upper bounds. */ STATIC_OVL void -print_branch(win, dnum, lower_bound, upper_bound, bymenu, lchoices) +print_branch(win, dnum, lower_bound, upper_bound, bymenu, lchoices_p) winid win; int dnum; int lower_bound; int upper_bound; boolean bymenu; - struct lchoice *lchoices; + struct lchoice *lchoices_p; { branch *br; char buf[BUFSZ]; - anything any; /* This assumes that end1 is the "parent". */ for (br = branches; br; br = br->next) { @@ -1546,18 +1611,10 @@ print_branch(win, dnum, lower_bound, upper_bound, bymenu, lchoices) br_string(br->type), dungeons[br->end2.dnum].dname, depth(&br->end1)); - if (bymenu) { - lchoices->lev[lchoices->idx] = br->end1.dlevel; - lchoices->dgn[lchoices->idx] = br->end1.dnum; - lchoices->playerlev[lchoices->idx] = depth(&br->end1); - any.a_void = 0; - any.a_int = lchoices->idx + 1; - add_menu(win, NO_GLYPH, &any, lchoices->menuletter, - 0, ATR_NONE, buf, MENU_UNSELECTED); - if (lchoices->menuletter == 'z') lchoices->menuletter = 'A'; - else lchoices->menuletter++; - lchoices->idx++; - } else + if (bymenu) + tport_menu(win, buf, lchoices_p, &br->end1, + unreachable_level(&br->end1, FALSE)); + else putstr(win, 0, buf); } } @@ -1572,7 +1629,8 @@ xchar *rdgn; { int i, last_level, nlev; char buf[BUFSZ]; - boolean first; + const char *descr; + boolean first, unplaced; s_level *slev; dungeon *dptr; branch *br; @@ -1587,12 +1645,16 @@ xchar *rdgn; } for (i = 0, dptr = dungeons; i < n_dgns; i++, dptr++) { + if (bymenu && In_endgame(&u.uz) && i != astral_level.dnum) continue; + unplaced = unplaced_floater(dptr); + descr = unplaced ? "depth" : "level"; nlev = dptr->num_dunlevs; if (nlev > 1) - Sprintf(buf, "%s: levels %d to %d", dptr->dname, dptr->depth_start, - dptr->depth_start + nlev - 1); + Sprintf(buf, "%s: %s %d to %d", dptr->dname, makeplural(descr), + dptr->depth_start, dptr->depth_start + nlev - 1); else - Sprintf(buf, "%s: level %d", dptr->dname, dptr->depth_start); + Sprintf(buf, "%s: %s %d", dptr->dname, descr, + dptr->depth_start); /* Most entrances are uninteresting. */ if (dptr->entry_lev != 1) { @@ -1621,24 +1683,10 @@ xchar *rdgn; Sprintf(buf, " %s: %d", slev->proto, depth(&slev->dlevel)); if (Is_stronghold(&slev->dlevel)) Sprintf(eos(buf), " (tune %s)", tune); - if (bymenu) { - /* If other floating branches are added, this will need to change */ - if (i != knox_level.dnum) { - lchoices.lev[lchoices.idx] = slev->dlevel.dlevel; - lchoices.dgn[lchoices.idx] = i; - } else { - lchoices.lev[lchoices.idx] = depth(&slev->dlevel); - lchoices.dgn[lchoices.idx] = 0; - } - lchoices.playerlev[lchoices.idx] = depth(&slev->dlevel); - any.a_void = 0; - any.a_int = lchoices.idx + 1; - add_menu(win, NO_GLYPH, &any, lchoices.menuletter, - 0, ATR_NONE, buf, MENU_UNSELECTED); - if (lchoices.menuletter == 'z') lchoices.menuletter = 'A'; - else lchoices.menuletter++; - lchoices.idx++; - } else + if (bymenu) + tport_menu(win, buf, &lchoices, &slev->dlevel, + unreachable_level(&slev->dlevel, unplaced)); + else putstr(win, 0, buf); last_level = slev->dlevel.dlevel; @@ -1647,24 +1695,8 @@ xchar *rdgn; print_branch(win, i, last_level, MAXLEVEL, bymenu, &lchoices); } - /* Print out floating branches (if any). */ - for (first = TRUE, br = branches; br; br = br->next) { - if (br->end1.dnum == n_dgns) { - if (first) { - if (!bymenu) { - putstr(win, 0, ""); - putstr(win, 0, "Floating branches"); - } - first = FALSE; - } - Sprintf(buf, " %s to %s", - br_string(br->type), dungeons[br->end2.dnum].dname); - if (!bymenu) - putstr(win, 0, buf); - } - } if (bymenu) { - int n; + int n; menu_item *selected; int idx; @@ -1683,6 +1715,20 @@ xchar *rdgn; return 0; } + /* Print out floating branches (if any). */ + for (first = TRUE, br = branches; br; br = br->next) { + if (br->end1.dnum == n_dgns) { + if (first) { + putstr(win, 0, ""); + putstr(win, 0, "Floating branches"); + first = FALSE; + } + Sprintf(buf, " %s to %s", + br_string(br->type), dungeons[br->end2.dnum].dname); + putstr(win, 0, buf); + } + } + /* I hate searching for the invocation pos while debugging. -dean */ if (Invocation_lev(&u.uz)) { putstr(win, 0, ""); diff --git a/src/teleport.c b/src/teleport.c index d0927778c..85a1f7825 100644 --- a/src/teleport.c +++ b/src/teleport.c @@ -1,4 +1,4 @@ -/* SCCS Id: @(#)teleport.c 3.5 2003/12/12 */ +/* SCCS Id: @(#)teleport.c 3.5 2006/03/18 */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -621,17 +621,16 @@ level_tele() newlevel.dnum = destdnum; newlevel.dlevel = destlev; if (In_endgame(&newlevel) && !In_endgame(&u.uz)) { - Sprintf(buf, "Destination is earth level"); - if (!u.uhave.amulet) { - struct obj *obj = mksobj(AMULET_OF_YENDOR, - TRUE, FALSE); - if (obj) { - obj = addinv(obj); - Strcat(buf, " with the amulet"); - } + struct obj *amu; + + if (!u.uhave.amulet && + (amu = mksobj(AMULET_OF_YENDOR, TRUE, FALSE)) != 0) { + /* ordinarily we'd use hold_another_object() + for something like this, but we don't want + fumbling or already full pack to interfere */ + amu = addinv(amu); + prinv("Endgame prerequisite:", amu, 0L); } - assign_level(&newlevel, &earth_level); - pline("%s.", buf); } force_dest = TRUE; } else @@ -664,7 +663,7 @@ level_tele() /* if in Knox and the requested level > 0, stay put. * we let negative values requests fall into the "heaven" loop. */ - if (Is_knox(&u.uz) && newlev > 0) { + if (Is_knox(&u.uz) && newlev > 0 && !force_dest) { You(shudder_for_moment); return; } @@ -690,7 +689,7 @@ level_tele() if (u.utrap && u.utraptype == TT_BURIEDBALL) buried_ball_to_punishment(); - if (!next_to_u()) { + if (!next_to_u() && !force_dest) { You(shudder_for_moment); return; }