add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
I stated out by changing dat/opthelp to stop shouting the boolean
defaults: [TRUE] -> [True], [FALSE] -> [False]. I ended up doing
a partical reconcilliation between ?g (dynamic list of options)
and ?h (dat/opthelp). There were several inapplicable options in
the dynamic list, so this changes option_help() to avoid those.
I barely glanced at the compound options so they may not sync up.
If you set COLNO larger than BUFSZ, few places cause a buffer overrun.
Add a new buffer size definition, COLBUFSZ, which is the larger of
COLNO and BUFSZ, used in places that care about a screen-wide string.
The pull request changed \ and ` output to unconditionally show
discoveries in alphabetical order. That's nearly useless except
when looking at prediscovered weapons and armor that fighter
types start out knowing.
This allows the player to choose sorting order via the new
'sortdiscoveries' option. In addition to setting it via
config file or 'O', it can be set via 'm' prefix for \ and `.
Choices are:
o - sort by class, by order of discovery in class (default);
s - sort by 'sortloot' classification which groups sub-class
items (so all helmets before any other armor, then all
gloves, then boots, and so on); within each sub-class, or
whole class for classes which don't subdivide so usefully,
partly-discovered types (where a name has been assigned)
come before fully ID'd types;
c - sort by class, alphabetically within class;
a - sort alphabetically across all classes.
Turned out to be a large amount of work for fairly little gain,
although I suspect that 'sortdiscoveries:s' will eventually be
more popular than the default.
Invalidates existing save files so that current sort setting can
persist across save/restore cycles.
Closes#334
'? k' shows menu controls in a fancy layout and '? i' lists the
same things in basic layout but both only showed the keys that
can be changed via option settings. Add <return>, <space>, and
<escape> so that all relevant keys are listed together whether
re-bindable or not. The description of <space> is accurate for
tty and curses but possibly not for other interfaces.
This also reorders how the controls are listed, moving next page
and previous page before first page and last page, and placing
invert between select and deselect rather than after both.
When ?i shows key bindings, at the end of each group (movement,
prefixes, general, game, debug) report any commands for that
group which don't have any key assigned. Movement and prefixes
all have keys; they'd be pretty useless without and key bindings
won't override movement commands. For general, the "keyless" are
|#exploremode
|#herecmdmenu
|#therecmdmenu
after this adds the relevant flag to their command definitions;
for game, "#terrain" is the only one; the debug section has 20.
There is a known problem that I've going to pretend that I didn't
notice: if I use BIND=D:takeoffall then 'A' becomes unassigned,
'D' invokes #takeoffall, "#droptype" becomes keyless, and ?i
reports those correctly. But if I use BIND=M:takeoffall, 'A'
becomes unassigned, 'M' continues to be its usual prefix, and
the "#takeoffall" command is nowhere to be seen. The code that
tracks assignments is letting that case fall through the cracks.
'M' ends up assigned to both and the ?i code deliberately only
shows the first.
While testing some addtional ?i (list of key assignments)
changes, I wanted to give every key a binding. When I tried
BIND=M-^A:exploremode
the text to key conversion didn't like that. This adds support
for M-^x and M-C-x plus variations where dashes are omitted.
This adds support for ^? even though that isn't really a
control character. I bound #terrain to it and surprising--to
me at least--the <delete> key worked to invoke that command.
Also changes 'char txt2key(...)' to be 'uchar txt2key(...)'.
"Name of your starting pet when it is a kitten" could be
construed as meaning that it will no longer apply once the
kitten grows into a housecat. Use "if" instead of "when".
The 'other settings' were in alphabetical order except for
"status condition fields" which presumably started out as
"condition fields". Move it into proper place for current
description.
The revamped options handling was't doing dynamic help properly.
After listing the booleans, it listed them again amongest the
compound options. Since their description field is Null, that
could be a big problem. sprintf(buf,"%s",NULL) on OSX produces
"(null)" but most sprintf()'s would probably crash instead.
The 'other' options (autopickup exceptions, menucolors, &c) were
not listed at all. (I don't remember whether that was also the
case before the revamp.) Now they're listed but not explained.
The 'msg_window' description was unhelpful; this replaces it.
A couple of others were longer than necessary so they've been
shortened. The rest of optlist.h is reformatting wide lines.
Recently added 'safe_wait' option was included in the Guidebook
but not in dat/opthelp; add it.
Condense the Qt status slightly, moving Alignment field from the
Conditons line to the Characteristics line and the Time and Score
fields from their own possibly blank line to the HP,&c,Gold line.
That's for statuslines:2, which is the default. statuslines:3
restores the previous layout. I tried to make that become the
default for Qt but it got messy fast and I gave up.
I also tried to make changing 'statuslines' back and forth on the
fly work but failed. I left the code in as #if DYNAMIC_STATUSLINES
but that isn't defined anywhere. For the time being at least,
'statuslines' is config file or NETHACKOPTIONS only for Qt, not
changeable via 'O' like for curses and tty.
Change the option description for 'statuslines'. That depended
upon whether curses was compiled in when it should depend on which
interface is active. This moves the alternate info to Guidebook.
Add support for the 'hitpointbar' to the Qt interface. Rather
than rendering the status title (name+rank or name+monster_species)
using inverse video for leading substring to produce distinct left
and right sides, draw a horizontal bar above that field.
The left portion (current health) is thicker and uses red for <10%
or <5hp, orange for <25% or <10hp, yellow for <50%, green for <75%,
blue for <100%, and black for 100%.
The right portion (missing maximum health) is thinner and runs
from white (paired with red), light gray (paired with orange),
dark gray (with yellow), plain gray (which turns out to be darker
than dark gray, with green), dark blue (with blue), and black (but
black is never shown for injury portion because that's suppressed
when at full health).
Qt already supports a square frame around the hero's map tile that
changes color according to health. Turning the hitpointbar option
Off or On has no effect on that.
options.c
options.c: In function ‘match_optname’:
options.c:5734:27: warning: declaration of ‘opt_name’ shadows a global declaration [-Wshadow]
const char *user_string, *opt_name;
^~~~~~~~
In file included from options.c:52:0:
../include/optlist.h:56:1: note: shadowed declaration is here
opt_##a,
^
../include/optlist.h:307:5: note: in expansion of macro ‘NHOPTC’
NHOPTC(name, PL_NSIZ, opt_in, set_gameview, No, Yes, No, No, NoAlias,
^~~~~~
Expand the use of the sys/unix Makefiles to be used for both normal
local builds and installs, as well as cross-compiles for other
platforms/targets.
Up until now, the primary unix Makefiles have treated util/host-side
component compiles, links and target object files just the same as
the game component compiles, links, and target object files.
Unfortunately, that meant that cross-compile effort typically had
to re-invent Makefiles specific to the cross-compile, creating a
maintenance burden and deviation from the typical local unix build
and providing a daunting obstacle to those that want to establish
build for a target environment/platform.
This change distinguishes between util/host-side component builds,
links, and component builds and targets object files destined for
the game (and other target platforms) in the Makefiles.
In theory, this will ease the effort for people that want to try to
resurrect NetHack perhaps on an old platform where it is no longer
viable to build NetHack-3.7 on the platform itself using old, outdated
compile tools, possibly with an old, outdated C dialect.
Some details:
- Game-related targets in the Makefiles (as opposed to util/host-side
targets that will be executed on the host), which could be destined
for another platform in a cross-compile scenario are prefixed with
$(TARGETPFX) so that they are distinguished.
The default scenario where no cross-compiler is involved, is to
define TARGETPFX to nothing, and therefore meant to have no effect.
- Game-related compile and link commands in the Makefiles and their
associated command line flags are distinguished from util/host-side
compile and link commands in the Makefiles by using $(TARGET_CC),
$(TARGET_CFLAGS), $(TARGET_LINK), $(TARGET_LFLAGS), $(TARGET_CXX),
$(TARGET_CXXFLAGS), $(TARGET_LIBS).
Those are used in the Makefile in place of $(CC), $(CFLAGS), $(LINK),
$(LFLAGS), $(CXX), $(CXXFLAGS), $(LIBS).
The default scenario where no cross-compiler is involved, defines
the TARGET_ version of those Makefile variables to match their
typical non-TARGET_ ounterparts.
- The dependency lists in the Makefiles includes the $(TARGETPFX)
prefix for stuff that would potentially be produced from a
cross-compile build.
- It adds pregame targets and $(PREGAME) variable, so that hints files
can add some additional stuff if required for a cross-compile
scenario.
The default scenario where no cross-compiler is involved doesn't
do anything for $(PREGAME).
- It adds $(BUILDMORE) target and variable, so that hints files
can add some additional things to be built for a cross-compile
scenario.
- It adds a "package" target and $(PACKAGE) variable, so that hints files
can add steps for the target platform in a cross-compile
scenario.
The "install" target assumes local build and placement and
isn't really applicable to a cross-compile scenario where the results
really just need to be bundled up for transport to the target platform.
- Also, this adds a pair of include files that can be updated with some
cross-compile recipes as they evolve. They are named "cross-pre.2020"
(for stuff to be included in the PRE section) and "cross-post.2020"
for stuff to be included in the POST section via sys/unix/setup.sh.
Those are included in sys/unix/hints/linux.2020 and
sys/unix/hints/macOS.2020 hints files.
Similar to how the pick-an-attribute menu for menu colors and
status highlights shows the attribute names using the attribute
so that you can see how it looks (or whether it is supported),
have the pick-a-color menu show the color names in the
corresponding color. Does so by temporarily removing any
user-specified menu colors and setting up another list of such
for matching color names.
Forces the 'menucolors' option On while the pick-a-color menu is
in use, then restores the previous setting along with the user's
menu colorings. Might need some way to avoid setting that for a
configuration where colors don't work.
In addition to 'true', 'yes', 'on' and 'false', 'no', 'off',
accept 1 and 0 for the value of a boolean option. Other numeric
values are rejected rather than treated as non-zero.
Relax the parsing for true, false, yes, no to accept one or more
letters instead of requiring at least three for true and false
and full word for yes and no. Full word is still required for
on and off.
Don't report two errors for the same mistake:
|% NETHACKOPTIONS='legacy:flase' ./nethack
| * Illegal parameter for a boolean.
| * Unknown option 'legacy:flase'.
|2 errors in NETHACKOPTIONS.
is changed to
| * 'legacy:flase' is not valid for a boolean.
|1 error in NETHACKOPTIONS.
The revised options processing from however long ago broke using
'O' to change 'symset'. ('roguesymset' worked ok.) Picking it
in the main 'O' menu behaved as it nothing had been picked. The
symset-specific submenu wasn't offered to the player because a
two-line block of code was omitted.
It seems amazing that no one has noticed in all this time.
options.c gave some unused variable warnings in the 'msg_window'
parsing if compiled without having tty enabled.
The 'msg_window' option should be available if either tty or curses
is the interface in use, hidden otherwise. The code to parse it
was included if TTY_GRAPHICS is enabled, so it worked in curses for
a tty+curses binary but not curses without tty one. This fixes that.
It is still displayed by 'O' when X11 or Qt is in use if the binary
also supports tty or curses. I've left that as is.
A check into github issue 364 confirmed that
ba6edbe5dc
had incorrectly updated the bwrite sizeof entry for sysflags.
The SYSFLAGS and MFLOPPY code is all in the outdated part of the tree, so just
remove it rather than re-correct it.
Closes#364Closes#207
Option parsing for booleans tried to accept "optname:true" or
"optname:yes" or "optname:false" or "optname:no" but it didn't work
because boolean options with a value were rejected before getting
to that. Make parsing for booleans get far enough to handle those
values, treat them as case-insensitive, and add "on" and "off" as
additional choices. "true" and "false" can be truncated to 3
letters, the other values need to be fully spelled out but are all
only 2 or 3 letters long.
If regex_compile() fails, free the regexp before doing anything else
in case failure reason is "out of memory". Feedback to the user is
highly likely to panic or crash after memory runs out; this should
let the regex failure message be issued and the game continue.
User sound regular expressions were never freed. This frees them
when FREE_ALL_MEMORY is enabled.
Fix for $USER, $LOGNAME, getlogin() values that have dashes in them:
keep dash and whatever follows as part of the name instead of stripping
it off for role/race/gender/alignment.
Before:
% USER=test-bar-fem ./nethack
|Shall I pick your female Barbarian's race and alignment for you?
and character ended up named 'test'.
After:
% USER=test-bar-fem ./nethack
|Shall I pick character's race, role, gender and alignment for you?
and character ends up named 'test-bar-fem'. However,
% ./nethack -u test-bar-fem
still behaves like the 'before' case.
|Shall I pick your female Barbarian's race and alignment for you?
Dash handling is only changed when the dash comes from user name (or
from envionment overriding user name), not from direct player input
or run-time config file.
I added -Wmissing-prototypes to my CFLAGS and got a bunch of warnings.
This fixes the core ones (there are more for X11 that I haven't looked
at yet). While fixing these, I discovered a few option processing
issues: the non-Amiga 'altmeta' should be settable while the game is
in progress (not sure about the Amiga variation so left that as-is),
'altmeta' and 'menucolor' are booleans so shouldn't have had optfn_XXX
functions; 'MACgraphics' and 'subkeyvalue' were conditionally defined
differently in options.c than in optlist.h.
The old parseoptions() would get a FALSE return from parse_role_opts() and
then exit FALSE.
The new parseoptions() was printing an error message due to the FALSE return
value, and then exiting FALSE.
Have it behave the original way following parse_role_opts().
combine boolean and compound options into a single allopt[] array for
processing in options.c.
move the definitions of the options into new include/optlist.h file which
uses a set of macros to define them appropriately.
during compile of options.c each option described in include/optlist.h:
1. automatically results in a function prototype for an optfn called
optfn_xxxx (xxxx is the option name).
2. automatically results in an opt_xxxx enum value for referencing
its index throughout options.c (xxxx is the option name).
3. is used to initialize an element of the allopt[] array at index
opt_xxxx (xxxx is the option name) based on the settings in the
NHOPTB, NHOPTC, NHOPTP macros. Those macros only live during the
compilation of include/optlist.h.
each optfn_xxxx() function can be called with a req id of: do_init, do_set,
get_val or do_handler.
req do_init is called from options_init, and if initialization or memory
allocation or other initialization for that particular option is needed,
it can be done in response to the init req.
req do_set is called from parseoptions() for each option it encounters
and the optfn_xxxx() function is expected to react and set the option
based on the string values that parseoptions() passes to it.
req get_val expects each optfn_xxxx() function to write the current
option value into the buffer it is passed.
req do_handler is called during doset() operations in response to player
selections most likely from the 'O' option-setting menu, but only if the
option is identified as having do_handler support in the allopts[]
'has_handler' boolean flag. Not every optfn_xxxx() does.
function special_handling() is eliminated. It's code has been redistributed
to individual handler functions for the option or purpose that they serve.
moved reglyph_darkroom() function from options.c to display.c
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.
This is foundation work for changes to follow at a future date.
Most of the additional ones are "opt-in" meaning that unless you add them
to your config file to enable them, they won't show up.
Two that aren't "opt-in", but can be "opted-out" (as can they all) are
cond_grab (for an eel grabbing you and drowing being imminent) and
cond_lava which leads to a fatality.
All the ones that already existed are "opt-out" options, meaning that
they will still show if you do nothing.
Here's the complete list of status conditions following this patch:
config option internal default mask id mask text1 tex2 text3
"cond_barehanded" bl_bareh opt_in BL_MASK_BAREH 0x00000001L Bare Bar Bh
"cond_blind" bl_blind opt_out BL_MASK_BLIND 0x00000002L Blind Blnd Bl
"cond_busy" bl_busy opt_in BL_MASK_BUSY 0x00000004L Busy Bsy By
"cond_conf" bl_conf opt_out BL_MASK_CONF 0x00000008L Conf Cnf Cf
"cond_deaf" bl_deaf opt_out BL_MASK_DEAF 0x00000010L Deaf Def Df
"cond_iron" bl_elf_iron opt_out BL_MASK_ELF_IRON 0x00000020L Iron Irn Fe
"cond_fly" bl_fly opt_out BL_MASK_FLY 0x00000040L Fly Fly Fl
"cond_foodPois" bl_foodpois opt_out BL_MASK_FOODPOIS 0x00000080L FoodPois Fpois Poi
"cond_glowhands" bl_glowhands opt_in BL_MASK_GLOWHANDS 0x00000100L Glow Glo Gl
"cond_grab" bl_grab opt_out BL_MASK_GRAB 0x00000200L Grab Grb Gr
"cond_hallu" bl_hallu opt_out BL_MASK_HALLU 0x00000400L Hallu Hal Hl
"cond_held" bl_held opt_in BL_MASK_HELD 0x00000800L Held Hld Hd
"cond_ice" bl_icy opt_in BL_MASK_ICY 0x00001000L Icy Icy Ic
"cond_lava" bl_inlava opt_out BL_MASK_INLAVA 0x00002000L Lava Lav La
"cond_lev" bl_lev opt_out BL_MASK_LEV 0x00004000L Lev Lev Lv
"cond_paralyze" bl_parlyz opt_in BL_MASK_PARLYZ 0x00008000L Parlyz Para Par
"cond_ride" bl_ride opt_out BL_MASK_RIDE 0x00010000L Ride Rid Rd
"cond_sleep" bl_sleeping opt_in BL_MASK_SLEEPING 0x00020000L Zzz Zzz Zz
"cond_slime" bl_slime opt_out BL_MASK_SLIME 0x00040000L Slime Slim Slm
"cond_slip" bl_slippery opt_in BL_MASK_SLIPPERY 0x00080000L Slip Sli Sl
"cond_stone" bl_stone opt_out BL_MASK_STONE 0x00100000L Stone Ston Sto
"cond_strngl" bl_strngl opt_out BL_MASK_STRNGL 0x00200000L Strngl Stngl Str
"cond_stun" bl_stun opt_out BL_MASK_STUN 0x00400000L Stun Stun St
"cond_submerged" bl_submerged opt_in BL_MASK_SUBMERGED 0x00800000L Sub Sub Sw
"cond_termIll" bl_termill opt_out BL_MASK_TERMILL 0x01000000L TermIll Ill Ill
"cond_tethered" bl_tethered opt_in BL_MASK_TETHERED 0x02000000L Teth Tth Te
"cond_trap" bl_trapped opt_in BL_MASK_TRAPPED 0x04000000L Trap Trp Tr
"cond_unconscious" bl_unconsc opt_in BL_MASK_UNCONSC 0x08000000L Out Out KO
"cond_woundedl" bl_woundedl opt_in BL_MASK_WOUNDEDL 0x10000000L Legs Leg Lg