- added support for new options
- fixed couple of typos in options.c
- added sunken edge around message window
- added capability to replace font in the font table (if we will want to
change font sizes dynamically later)
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.
As Warwick suggested, instead of having fixed tile
sizes as options, allow specification of the size
explicitly.
Also, at Yitzhak's suggestion, provide a hook for
overriding the port's tile file name. That name,
and the contents of the file it points to, will
be window-port specific of course.
Turns lots of duplicated "flags.move = 0; nomul(0);" code into
a single instance, fixing the ones that weren't complete.
Doesn't feel_locations when only testing.
<Someone> wrote:
>I also note that it's weird for your nose to stop tingling and your
>sense of smell to return to normal, if flags.beginner prevented your
>realising that your nose was tingling in the first place.
- watch messages if you can't see the watch now start "You hear"
- unseen spellcaster messages are shown as "Something", to remove
some silly message pairs.
- unseen spellcaster that casts at itself causes no message
- recalc vision before spoteffects messsages, to avoid invalid "It"
to allow common parsing in the core, and direct access to the
results by the window port.
Notes:
o Adds a new field, wincap, to the window_procs
structure for setting bits related to the preference
features that the window port supports. This allows
run-time determination of whether a particular option
setting is applicable to the running window port. A
window-port is free to support as many, or as few,
of the available options as it wants. Ensure that
only the ones supported have their corresponding bit
set in window_proc.wincap. [see chart in
doc/window.doc for help with that.]
o The settings I stuck into wincap for each window
port are almost certainly not accurate, so each port
team should review them. You should only include
the ones that you will actually react to and make
adjustments for if the user changes that option.
Without the setting in wincap, the option won't even
show up in the 'O'ptions menu.
o preference_update() added to the window-port
interface, so that the window-port can be notified
if an option of interest (an option with its
corresponding bit set in wincap field) is
changed.
o provided a genl_preference_update() routine in
windows.c and used it for all the existing
window ports since they don't have a functional
one of their own yet.
o this messes around heavily with iflags and the options
arrays in options.c
o I hope I didn't break any port's existing code. I
tried not to. The Mac however, in particular, should
be looked at because it suffered a namespace collision
with what I was working on around fontname. It had
Mac specific font stuff in options.c. Please test
the Mac.
The inability to wish for a blessed +2 fireproof speed boots really was a bug.
Prefixes are checked for inside a loop which should allow them to be in any
order; for some reason +nnn and empty were outside that loop.
Also adding the secret door detection fix to betabugs 3.3.0. (Is it safe to
hand-modify betabugs 3.3.2?)
SPLEVTYPE can have a value like "minetn-3,minend-2,soko2-2" and allows
someone in debug mode to select specific instances of random levels to use
in a test game. Invalid values found in SPLEVTYPE are silently ignored.
- allow spaces between the different possibilities
- add a missing null at the end of the list of prefixes to prevent index()
from going crazy
- slight re-wording of the Guidebook
The autodig code still requires lots of interaction, because of all the
digging messages. Make these messages behave more like boulder pushing
messages, where they only display if the previous move wasn't a push.
>
> I'd like the default for "Would you like to see your <whatever>"
> at the end of a game to be "y" instead of "n". I haven't asked
> for full disclosure in order to have it skipped if I press the
> space bar once too often by mistake.
This changes the way the flags.end_disclose array is used to
allow what this request is asking for. It should be backward
compatible with previous "disclose" options.
The order that the end_disclore options are stored:
inventory, attribs, vanquished, genocided, conduct
There is an array in flags:
end_disclose[NUM_DISCLOSURE_OPT];
with option settings for the each of the following:
iagvc [see disclosure_options in decl.c]:
Legal setting values in that array are:
DISCLOSE_PROMPT_DEFAULT_YES ask with default answer yes
DISCLOSE_PROMPT_DEFAULT_NO ask with default answer no
DISCLOSE_YES_WITHOUT_PROMPT always disclose and don't ask
DISCLOSE_NO_WITHOUT_PROMPT never disclose and don't ask
Those setting values can be used in the option
string as a prefix to each disclosure option
to get the desired behaviour for that option.
For backward compatibility, no prefix is actually required,
and the presence of a i,a,g,v, or c without a prefix sets
the corresponding value to DISCLOSE_YES_WITHOUT_PROMPT;
The actual prefixes used are controlled by the following in flag.h:
#define DISCLOSE_PROMPT_DEFAULT_YES 'y'
#define DISCLOSE_PROMPT_DEFAULT_NO 'n'
#define DISCLOSE_YES_WITHOUT_PROMPT '+'
#define DISCLOSE_NO_WITHOUT_PROMPT '-'
As far as the docs go, I don't know if I've got the *roff
stuff right. The TeX stuff looks okay when I converted it to .pdf.
This increments EDITLEVEL. If that is a problem, I can
add a routine to restore.c to perform a conversion of the old
values in flags. Let me know.
getobj used display_inventory when "?" was selected. However, any count
entered via the menu interface was lost. Provide a new internal function
that can return both a letter and a count
was added, specific to menustyle:combination in
menu_drop(), which short-circuited a redundant
prompt that <Someone> had complained about by returning
immediately if a special code came back from
ggetobj() in ggoresults.
The top of menu_drop, however, had created a
u_gold object and inserted it into the invent
chain, so you can't just return. You have
to use a "goto" to get to drop_done, so that
the object is cleaned up.
There was an old bug where a wand of secret door detection was identified
even though it didn't find anything.
It was unconfirmed, but I had no trouble confirming it. It happened because
the wand worked on squares that were couldsee() but which (because they weren't
lit) you couldn't actually see. The wand would detect the secret corridor and
then not display it because it was out of sight.
I fixed it to display the corridor, in sight or not (I could have had it not
detect anything, but the wand is fairly weak already.)