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Version 1.6.1 build 1
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draconisPW committed May 24, 2024
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29 changes: 15 additions & 14 deletions Manual.html
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Expand Up @@ -151,7 +151,7 @@
<header id="pageheader">
<div style="display: flex; align-items: baseline;">
<h1>The PWMAngband Manual</h1>
<span class="version">v1.6.0</span>
<span class="version">v1.6.1</span>
</div>
<img src="lib/icons/att.svg" style="height: 4rem;">
</header>
Expand All @@ -175,7 +175,7 @@ <h1><a class="toc-backref" href="#id18">1&nbsp;&nbsp;&nbsp;Welcome to PWMAngband
also post compliments, complaints, suggestions, bug reports, and interesting
experiences. Don't be shy!</p>
<p>PWMAngband forum: <a class="reference external" href="http://www.mangband.org/forum/viewforum.php?f=9">http://www.mangband.org/forum/viewforum.php?f=9</a></p>
<p>Angband forum: <a class="reference external" href="http://angband.oook.cz">http://angband.oook.cz</a></p>
<p>Angband forum: <a class="reference external" href="https://angband.live/forums/">https://angband.live/forums/</a></p>
<div class="contents topic" id="table-of-contents">
<p class="topic-title">Table of Contents :</p>
<ul class="auto-toc simple">
Expand Down Expand Up @@ -1199,12 +1199,12 @@ <h4><a class="toc-backref" href="#id56">2.2.6.6&nbsp;&nbsp;&nbsp;Don't forget yo
<div class="section" id="frequently-asked-questions">
<h2><a class="toc-backref" href="#id57">2.3&nbsp;&nbsp;&nbsp;Frequently Asked Questions</a></h2>
<p>The best way to get answers to your questions is to post them on the
<a class="reference external" href="http://angband.oook.cz/forum">Angband forum</a> or <a class="reference external" href="https://mangband.org/forum/">MAngband forum</a>.</p>
<a class="reference external" href="https://angband.live/forums/">Angband forum</a> or <a class="reference external" href="https://mangband.org/forum/">MAngband forum</a>.</p>
<div class="section" id="issues-and-problems">
<h3><a class="toc-backref" href="#id58">2.3.1&nbsp;&nbsp;&nbsp;Issues and problems</a></h3>
<div class="section" id="how-do-i-report-a-bug">
<h4><a class="toc-backref" href="#id59">2.3.1.1&nbsp;&nbsp;&nbsp;How do I report a bug?</a></h4>
<p>Post on the <a class="reference external" href="http://angband.oook.cz/forum">Angband forum</a> or <a class="reference external" href="https://mangband.org/forum/">MAngband forum</a>.</p>
<p>Post on the <a class="reference external" href="https://angband.live/forums/">Angband forum</a> or <a class="reference external" href="https://mangband.org/forum/">MAngband forum</a>.</p>
<p>Be sure to include everything you can figure out to reproduce the bug.</p>
<p>Savefiles that show the problem might be requested, because they help tracking
bugs down.</p>
Expand Down Expand Up @@ -6428,7 +6428,7 @@ <h3><a class="toc-backref" href="#id159">3.5.17&nbsp;&nbsp;&nbsp;Help Commands</
just text files in a particular format, and that other help files may be
available on the Net. In particular, there are a variety of spoiler files
which do not come with the standard distribution. Check the place you got
PWMAngband from or ask on the Angband forums, angband.oook.cz, about them.</dd>
PWMAngband from or ask on the Angband forums, angband.live, about them.</dd>
</dl>
<!-- -->
<dl class="docutils">
Expand Down Expand Up @@ -6461,7 +6461,7 @@ <h3><a class="toc-backref" href="#id160">3.5.18&nbsp;&nbsp;&nbsp;Extra Commands<
<dd>This command dumps a &quot;snap-shot&quot; of the current screen to a file,
including encoded color information. The command has two variants: html,
suitable for viewing in a web browser; forum embedded html for vBulletin,
suitable for pasting in web forums like <a class="reference external" href="http://angband.oook.cz/forums">http://angband.oook.cz/forums</a>.</dd>
suitable for pasting in web forums like <a class="reference external" href="https://angband.live/forums/">https://angband.live/forums/</a>.</dd>
</dl>
<!-- -->
<dl class="docutils">
Expand Down Expand Up @@ -7084,7 +7084,7 @@ <h3><a class="toc-backref" href="#id174">3.7.3&nbsp;&nbsp;&nbsp;Inscribing items
picking up ammunition after a shootout. If there is a number
immediately after the 'g', then the amount picked up automatically
will be limited. If you have inscribed a spellbook with '=g4' and have
four or more copies in your pack, you will not automatially pick up
four or more copies in your pack, you will not automatically pick up
any more copies when you have the 'pickup if in inventory' option
enabled. If you have three copies in your pack with that inscription
and happen to find a pile of two copies, you'll automatically pick up
Expand Down Expand Up @@ -7407,16 +7407,16 @@ <h4><a class="toc-backref" href="#id181">3.7.7.3&nbsp;&nbsp;&nbsp;SDL2</a></h4>
<h1><a class="toc-backref" href="#id182">4&nbsp;&nbsp;&nbsp;Meta</a></h1>
<div class="section" id="version-information">
<h2><a class="toc-backref" href="#id183">4.1&nbsp;&nbsp;&nbsp;Version Information</a></h2>
<p>PWMAngband 1.6.0 is based on Angband 4.2.x and MAngband 1.5.x. The latest
build for PWMAngband 1.6.0 is build 2.</p>
<p>PWMAngband 1.6.1 is based on Angband 4.2.x and MAngband 1.5.x. The latest
build for PWMAngband 1.6.1 is build 1.</p>
<p>Angband information was last updated for Angband 4.2.x.
MAngband information was last updated for MAngband 1.5.x.
PWMAngband information was last updated for PWMAngband 1.6.0.</p>
PWMAngband information was last updated for PWMAngband 1.6.1.</p>
<div class="section" id="angband-version-information">
<h3><a class="toc-backref" href="#id184">4.1.1&nbsp;&nbsp;&nbsp;Angband Version Information</a></h3>
<p>Detailed information about current and previous versions can be found at
<a class="reference external" href="http://angband.github.io/angband">http://angband.github.io/angband</a>. Also additional information can be found at
the Angband forums (<a class="reference external" href="http://angband.oook.cz">http://angband.oook.cz</a>).</p>
the Angband forums (<a class="reference external" href="https://angband.live/forums/">https://angband.live/forums/</a>).</p>
<p>This file was last updated for Angband 3.1.2 and remains here mainly
for historical purposes.</p>
<p>Angband has an incredibly complex history, and is the result of a lot
Expand Down Expand Up @@ -8136,6 +8136,7 @@ <h3><a class="toc-backref" href="#id196">4.1.10&nbsp;&nbsp;&nbsp;Previous Versio
<li>PWMAngband 1.3.0 : 09/28/2019 (Angband 4.1.3 + MAngband 1.4.0)</li>
<li>PWMAngband 1.4.0 : 09/08/2020 (Angband 4.2.x + MAngband 1.4.0)</li>
<li>PWMAngband 1.5.0 : 09/10/2021 (Angband 4.2.x + MAngband 1.5.x)</li>
<li>PWMAngband 1.6.0 : 09/20/2023 (Angband 4.2.x + MAngband 1.5.x)</li>
</ul>
</div>
</div>
Expand Down Expand Up @@ -8183,7 +8184,7 @@ <h2><a class="toc-backref" href="#id197">4.2&nbsp;&nbsp;&nbsp;Copying and licenc
<p>Currently some of the tiles in the 64x64.png tilesheet were resized from tiles
made by David Gervais for the 32x32 set.</p>
</li>
<li><p class="first">The sounds are licenced under the Creative Commons Attribution-NonCommercial-Sharealike
<li><p class="first">The sounds are licenced under the Creative Commons Attribution 4.0
licence. They were created by Dubtrain &lt;<a class="reference external" href="mailto:angband&#64;dubtrain.com">angband&#64;dubtrain.com</a>&gt;. You can find
them in Wave format at <a class="reference external" href="http://www.dubtrain.com/angband/">http://www.dubtrain.com/angband/</a>.</p>
</li>
Expand Down Expand Up @@ -8772,8 +8773,8 @@ <h3><a class="toc-backref" href="#id202">5.1.3&nbsp;&nbsp;&nbsp;Larger changes</
Many people have done this - there are over 100 variants of Angband:
<a class="reference external" href="http://angbandplus.github.io/AngbandPlus/">http://angbandplus.github.io/AngbandPlus/</a>
Should you get to this point, the best thing to do is to discuss your ideas on
the Angband forums at <a class="reference external" href="http://angband.oook.cz">http://angband.oook.cz</a>. The people there are typically
keen to hear new ideas and ways to play.</p>
the Angband forums at <a class="reference external" href="https://angband.live/forums/">https://angband.live/forums/</a>. The people there are
typically keen to hear new ideas and ways to play.</p>
</div>
</div>
<div class="section" id="compiling-instructions">
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1 change: 1 addition & 0 deletions changes.txt
Original file line number Diff line number Diff line change
Expand Up @@ -67,6 +67,7 @@ Angband 4.2.x:
- Move some assertions
- Include number in stack for monster's reaction to player theft
- Have more logic accommodate multiple traps in a square
- Correct some logic where square_isknown() is used

Compilation/documentation
-------------------------
Expand Down
2 changes: 1 addition & 1 deletion docs/_templates/layout.html
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
<header id="pageheader">
<div style="display: flex; align-items: baseline;">
<h1>The PWMAngband Manual</h1>
<span class="version">v1.6.0</span>
<span class="version">v1.6.1</span>
</div>
<img src="lib/icons/att.svg" style="height: 4rem;">
</header>
83 changes: 83 additions & 0 deletions src/server/cave-square.c
Original file line number Diff line number Diff line change
Expand Up @@ -354,6 +354,16 @@ bool square_isperm(struct chunk *c, struct loc *grid)
}


/*
* True if the square is a permanent wall.
*/
bool square_isperm_p(struct player *p, struct loc *grid)
{
return (tf_has(f_info[square_p(p, grid)->feat].flags, TF_PERMANENT) &&
tf_has(f_info[square_p(p, grid)->feat].flags, TF_ROCK));
}


bool square_isunpassable(struct chunk *c, struct loc *grid)
{
return (square_isperm(c, grid) || square_ispermfake(c, grid));
Expand Down Expand Up @@ -459,6 +469,16 @@ bool square_isrubble(struct chunk *c, struct loc *grid)
}


/*
* True if the square is rubble.
*/
bool square_isrubble_p(struct player *p, struct loc *grid)
{
return (!tf_has(f_info[square_p(p, grid)->feat].flags, TF_WALL) &&
tf_has(f_info[square_p(p, grid)->feat].flags, TF_ROCK));
}


/*
* True if the square is hard rubble.
*/
Expand Down Expand Up @@ -491,6 +511,15 @@ bool square_isopendoor(struct chunk *c, struct loc *grid)
}


/*
* True if the square is an open door.
*/
bool square_isopendoor_p(struct player *p, struct loc *grid)
{
return (tf_has(f_info[square_p(p, grid)->feat].flags, TF_CLOSABLE));
}


bool square_home_isopendoor(struct chunk *c, struct loc *grid)
{
return (tf_has(f_info[square(c, grid)->feat].flags, TF_DOOR_HOME) &&
Expand All @@ -507,6 +536,15 @@ bool square_iscloseddoor(struct chunk *c, struct loc *grid)
}


/*
* True if the square is a closed door.
*/
bool square_iscloseddoor_p(struct player *p, struct loc *grid)
{
return tf_has(f_info[square_p(p, grid)->feat].flags, TF_DOOR_CLOSED);
}


bool square_basic_iscloseddoor(struct chunk *c, struct loc *grid)
{
return (tf_has(f_info[square(c, grid)->feat].flags, TF_DOOR_CLOSED) &&
Expand All @@ -529,6 +567,14 @@ bool square_isbrokendoor(struct chunk *c, struct loc *grid)
}


bool square_isbrokendoor_p(struct player *p, struct loc *grid)
{
return (tf_has(f_info[square_p(p, grid)->feat].flags, TF_DOOR_ANY) &&
tf_has(f_info[square_p(p, grid)->feat].flags, TF_PASSABLE) &&
!tf_has(f_info[square_p(p, grid)->feat].flags, TF_CLOSABLE));
}


/*
* True if the square is a door.
*
Expand Down Expand Up @@ -659,6 +705,12 @@ bool square_istree(struct chunk *c, struct loc *grid)
}


bool square_istree_p(struct player *p, struct loc *grid)
{
return tf_has(f_info[square_p(p, grid)->feat].flags, TF_TREE);
}


bool square_isstrongtree(struct chunk *c, struct loc *grid)
{
return (tf_has(f_info[square(c, grid)->feat].flags, TF_TREE) &&
Expand Down Expand Up @@ -1078,6 +1130,26 @@ bool square_seemsdiggable(struct chunk *c, struct loc *grid)
}


/*
* True if a square seems diggable: this includes diggable squares as well as permanent walls,
* closed doors and mountain tiles.
*/
bool square_seemsdiggable_p(struct player *p, struct loc *grid)
{
int feat = square_p(p, grid)->feat;

return ((tf_has(f_info[feat].flags, TF_GRANITE) && !tf_has(f_info[feat].flags, TF_DOOR_ANY)) ||
feat_is_magma(feat) || feat_is_quartz(feat) || tf_has(f_info[feat].flags, TF_SAND) ||
tf_has(f_info[feat].flags, TF_ICE) || tf_has(f_info[feat].flags, TF_DARK) ||
(tf_has(f_info[feat].flags, TF_DOOR_ANY) && tf_has(f_info[feat].flags, TF_ROCK)) ||
(!tf_has(f_info[feat].flags, TF_WALL) && tf_has(f_info[feat].flags, TF_ROCK)) ||
tf_has(f_info[feat].flags, TF_TREE) || tf_has(f_info[feat].flags, TF_WEB) ||
(tf_has(f_info[feat].flags, TF_DOOR_CLOSED) && !tf_has(f_info[feat].flags, TF_DOOR_HOME)) ||
(tf_has(f_info[feat].flags, TF_PERMANENT) && tf_has(f_info[feat].flags, TF_ROCK)) ||
tf_has(f_info[feat].flags, TF_MOUNTAIN));
}


/*
* True if the square can be webbed.
*/
Expand Down Expand Up @@ -1134,6 +1206,17 @@ bool square_isprojectable(struct chunk *c, struct loc *grid)
}


/*
* True if any projectable can pass through the square.
*/
bool square_isprojectable_p(struct player *p, struct loc *grid)
{
if (!player_square_in_bounds(p, grid)) return false;

return feat_is_projectable(square_p(p, grid)->feat);
}


/*
* True if the square could be used as a feeling square.
*/
Expand Down
8 changes: 8 additions & 0 deletions src/server/cave.h
Original file line number Diff line number Diff line change
Expand Up @@ -238,6 +238,7 @@ extern bool square_istrappable(struct chunk *c, struct loc *grid);
extern bool square_isobjectholding(struct chunk *c, struct loc *grid);
extern bool square_isrock(struct chunk *c, struct loc *grid);
extern bool square_isperm(struct chunk *c, struct loc *grid);
extern bool square_isperm_p(struct player *p, struct loc *grid);
extern bool square_isunpassable(struct chunk *c, struct loc *grid);
extern bool square_isborder(struct chunk *c, struct loc *grid);
extern bool square_ispermborder(struct chunk *c, struct loc *grid);
Expand All @@ -252,14 +253,18 @@ extern bool square_ismineral(struct chunk *c, struct loc *grid);
extern bool square_hasgoldvein(struct chunk *c, struct loc *grid);
extern bool square_hasgoldvein_p(struct player *p, struct loc *grid);
extern bool square_isrubble(struct chunk *c, struct loc *grid);
extern bool square_isrubble_p(struct player *p, struct loc *grid);
extern bool square_ishardrubble(struct chunk *c, struct loc *grid);
extern bool square_issecretdoor(struct chunk *c, struct loc *grid);
extern bool square_isopendoor(struct chunk *c, struct loc *grid);
extern bool square_isopendoor_p(struct player *p, struct loc *grid);
extern bool square_home_isopendoor(struct chunk *c, struct loc *grid);
extern bool square_iscloseddoor(struct chunk *c, struct loc *grid);
extern bool square_iscloseddoor_p(struct player *p, struct loc *grid);
extern bool square_basic_iscloseddoor(struct chunk *c, struct loc *grid);
extern bool square_home_iscloseddoor(struct chunk *c, struct loc *grid);
extern bool square_isbrokendoor(struct chunk *c, struct loc *grid);
extern bool square_isbrokendoor_p(struct player *p, struct loc *grid);
extern bool square_isdoor(struct chunk *c, struct loc *grid);
extern bool square_isdoor_p(struct player *p, struct loc *grid);
extern bool square_isstairs(struct chunk *c, struct loc *grid);
Expand All @@ -274,6 +279,7 @@ extern bool square_isknown(struct player *p, struct loc *grid);
extern bool square_isnotknown(struct player *p, struct chunk *c, struct loc *grid);
extern bool square_ismark(struct player *p, struct loc *grid);
extern bool square_istree(struct chunk *c, struct loc *grid);
extern bool square_istree_p(struct player *p, struct loc *grid);
extern bool square_isstrongtree(struct chunk *c, struct loc *grid);
extern bool square_iswitheredtree(struct chunk *c, struct loc *grid);
extern bool square_isdirt(struct chunk *c, struct loc *grid);
Expand Down Expand Up @@ -316,11 +322,13 @@ extern bool square_isemptyfloor(struct chunk *c, struct loc *grid);
extern bool square_canputitem(struct chunk *c, struct loc *grid);
extern bool square_isdiggable(struct chunk *c, struct loc *grid);
extern bool square_seemsdiggable(struct chunk *c, struct loc *grid);
extern bool square_seemsdiggable_p(struct player *p, struct loc *grid);
extern bool square_iswebbable(struct chunk *c, struct loc *grid);
extern bool square_is_monster_walkable(struct chunk *c, struct loc *grid);
extern bool square_ispassable(struct chunk *c, struct loc *grid);
extern bool square_ispassable_p(struct player *p, struct loc *grid);
extern bool square_isprojectable(struct chunk *c, struct loc *grid);
extern bool square_isprojectable_p(struct player *p, struct loc *grid);
extern bool square_allowsfeel(struct chunk *c, struct loc *grid);
extern bool square_allowslos(struct chunk *c, struct loc *grid);
extern bool square_isstrongwall(struct chunk *c, struct loc *grid);
Expand Down
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