I couldn't find the original depend.awk (which started out on vms) and
didn't feel like attempting to recreate it, so did this the old fashioned
way (grep,&c of src/*.c). I think that all of the various Makefiles need
one or more of these changes. Adding context.h to the hack.h dependencies
and emin.h to monst.{o|obj} are the most significant ones.
<Someone> wrote:
> Some keypad input tweaks for Smartphone port:
> - added "Type Cmd" command that allows to type arbitrary commands using
> phone keypad
> - added Q(quiver) command to "Attack" layout
> - fixed F command to prompt for direction
>
>
>>2) I can't find a way to do the equivalent of d<number><item> and the
>>same for picking up (for example when multiple rations are on top of each
>>other and you can only afford 1)
>>
>>3) I can't find a way to change the quiver (the Q command)
o Add support for zlib compression via ZLIB_COMP in config.h (ZLIB_COMP
and COMPRESS are mutually exclusive).
o rlecomp and zerocomp are run time options available if RLECOMP and
ZEROCOMP are defined, but not turned on by default if either COMPRESS
or ZLIB_COMP are defined.
o Add information to the save file about internal compression options
used when writing the save file, particularly rlecomp and zerocomp
support.
o Automatically adjust rlecomp and zerocomp (if support compiled in)
when reading in an existing savefile that was saved with those options
turned on. Still allows writing out of savefile in preferred format.
o In order to support zlib and not conflict with compress and uncompress
routines there, the NetHack internal functions were changed to
nh_uncompress and nh_compress as done in the zlib contribution received
in 1999 from <Someone>.
I tagged the sources NETHACK_3_5_0_PREZLIB prior to applying these
changes.
Disable processing of double-click messages if the first click
causes map to scroll. The problem is that if the first click scrolls
the map the second click is going to scroll it even further
(before it is redrawn) which is very confusing for the user.
This provides the core support needed for status field highlighting.
This patch doesn't actually perform status field highlighting for any port,
but provides the core hooks for doing so.
The syntax is:
OPTIONS=hilite_status:{fieldname}/{threshold}/{below}/{above}
where {fieldname} is the name of a status field.
{threshold} is the value used as the threshold to trigger a display
change. It can also be set to "updown" to trigger
a display change whenever it rises or whenever it falls.
If you end the threshold value with %, then it signifies
that you want to trigger the display change based on the
percentage of maximum.
{below}, {above}
are the color or display attribute that you want to use when
the field value is underneath the threshold. Supported display
fields are: normal, inverse, bold, black, red, green,
brown, blue, magenta, cyan, gray, orange,
bright-green, yellow, bright-blue, bright-magenta,
bright-cyan, or white.
Valid field names are:
alignment, armor-class, carrying-capacity,
charisma, condition, constitution, dexterity,
dungeon-level, experience-level, experience,
gold, HD, hitpoints-max, hitpoints, hunger,
intelligence, power-max, power, score,
strength, time, title, wisdom
Refer to window.doc for details. Guidebook updates to come later.
Add the ability to select the windowtype on the command line on Unix using
a new -wwindowtype option. I had thought the proposed patch could core
dump, but the default windowtype selection occurs earlier and ensures
that raw_print will always work. So, the only problem with the proposed
patch was it didn't move the linux and sco special-case code until after
the selection was made. That special-case code really should be moved to
to wintty.c, IMO since it doesn't affect other windowtypes.
Introduction of a new set of window port status display
routines. The new routines are conditional on
STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.
If a Key-down event didn't meet the expected criteria,
the event was ignored in the "peek" loop, but it was
never removed from the input queue either, so it
remained at the top of the queue.
It isn't clear if this fixes the dedicated arrow keys
hanging, but if those were resulting in strange
event values too, it just might.
The autocompletion was working, but you couldn't tell
because the text was overwritten with blanks. This was
a recent glitch created during fix for other cursor problems.
This brings things much closer to correct operation (I hope).
- The shift to only moving the cursor on input (<Someone>'s
changes) had a lot of complications, among them was
that sometimes, there is no more input. When the program was
exiting, or bombing the cursor synch never got done, so the
final messages could end up strewn any place the cursor
happened to be dwelling.
- There were two competing output systems in use: the
wintty stuff for the game, and the msmsg and error stuff
used by the sys/share/pcsys, sys/share/pctty, and
sys/share/pcunix routines. Those were meant to mimic
output to stdout, where stuff just got sent to a sequential
display. Over time, there were calls mixed in that depended
on the cursor tracked stuff from the core game, so you
really couldn't be sure where things were going to display.
It wasn't as much of an issue before, because the cursor
really did get moved around as expected. Everything
now ends up in the same output system.
- I even found a use of the real putchar() because
sys/share/pcunix didn't #include wintty.h the same
as the other files, and the macro never got defined.
Who knows where that character was being put -
the game certainly couldn't track it.
While everything I knew to be wrong yesterday is
now working, there may be some other glitches
lurking that I haven't discovered yet.
Please: test, test, test.
<Someone> wrote:
> Using the MCVS IDE I couldn't compile NetHack any longer, due to a
> misplaced #endif and a library not included in the DSP file.
> Here's a patch for both problems for 3.5.0.
> The 3.4.x verison only suffered from the first problem. Patch also
> attached.
There were still some significant startup message problems
with win32tty.
I've spent a lot of time in the debugger tracing through them all.
I think I've got them all worked out now, certainly the ones that
I was aware of. There may be some I haven't discovered.
Testing welcomed of course!
This patch also attempts to diagnose the error where someone tries
to execute NetHack directly out of a zip file, and provide
them with a (hopefully) helpful message similar to what we
might end up telling them if they wrote in. If you want
to test that part, you can comment out the line in the
Makefile that adds "dungeon" to nhdat, and delete the nhdat
in your binary and src directories, and "make install".
Then add the value of your TEMP environment variable as a
DATADIR statement in defaults.nh (here's mine):
DATADIR=C:\DOCUME~1\ALLISO~1\LOCALS~1\Temp
The diagnostic code engages if the game fails to open
dungeon. It then checks to see if it the game dir is the
TEMP directory for your system, and if so it prints the
message.
the win32 cursor restriction stuff messed up any
messages displayed during abnormal start conditions
where the window system never got initialized properly.
among them:
- messages relating to lock files or games in progress
- dungeon errors
- early panic messages
From Newsgroups: rec.games.roguelike.nethack :
> <email deleted>
> Subject: question for windows tty users
>
> I am trying to hunt down a bug, and want to know if I have
> encountered another one of those bizarre "features" that only
> occur on my computer (I seem to get a lot of them).
>
> I can reproduce this bug, or whatever it is, in the official
> Windows binary like this: Start the tty version of NetHack by
> double clicking on the program. You won't see the bug if you
> start it from the command line. When the game asks, "Who are
> you?" press ^C. NetHack will respond with "^C abort. Hit
> <Enter> to end," and then it hangs. Pressing Enter does
> nothing, and the program does not end.
>
> Can anybody else reproduce this behaviour? Thanks in advance.
>
> -- <Someone>
Use fqname buffer 1 for restoring the save file (just like save does when
creating it) so the value won't change out from under the code in unixmain.
- Also moved a tty-specific hack in docompress_file that was causing
the 'y' response to the "keep the save file" prompt to be echoed twice.
fix by <Someone>, updated by <Someone> on r.g.r.n.
changes the colours of the windows tty port so that blue and
bright blue, and cyan and bright cyan are distinguishable. The chief
benefit of this is that floating eyes no longer look like shocking
spheres.
1. Switch to low-level console routines for performance improvements.
2. Instead of moving the cursor around like a real tty, just track the
destination coordinates of where the cursor should be, and
defer the movement until user input is expected.
Credit to <Someone> for #2.