- reduce the number of symbol tables for each graphics
set {PRIMARY, ROGUESET} from three {map, oc, mon}
tables for each of the display symbols, the loadable symbols,
and the rogue symbols, to one continguous table for
each:
showsyms: the current display symbols
l_syms: the loaded, alterable symbols
r_syms: the rogue symbols
- Modify mapglyph so that the index into the symbolt table is
available as a return value (it was a void function), rather than
just the char converted from the glyph.
- That makes it possible for a window port to use the same
index value to extract from another table (perhaps a unicode
table) for a different set of display symbols. The index
is much more useful than trying to convert the character
into another type of symbol, as some contributed patches
have done.
- It is much easier to load a single alternative flat table to
make substitutions, since the corresponding value just
has to get placed into the same index offset in the
alternative table.
This also fixes a bug I found in botl.c, where you could
go to the rogue level, and the bottom line gold symbol
was not being updated with the new character as it should.
The reason was because the gold value had not changed,
only the field symbol used had changed.
This updates multiple ports to place a (void) cast on
the mapglyph call, now that it returns a value, so this
is going to generate a lot of diff e-mails.
This is an overhaul to the NetHack drawing mechanism.
- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.
- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects
- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.
- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.
- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.
- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c
- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.
- 'symset' config file option loads a desired symbol set for
everything but the rogue level.
- 'roguesymset' config file option loads a desired symbol set
for the rogue level.
- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
S_fountain:\xf4 \
S_boulder:0
- 'symbols' file has the following structure:
start: DECgraphics
Handling: DEC
S_vwall: \xf8 # meta-x, vertical rule
S_hwall: \xf1 # meta-q, horizontal rule
finish
start: IBMgraphics
Handling: IBM
S_vwall: \xb3 # meta-3, vertical rule
S_hwall: \xc4 # meta-D, horizontal rule
finish
- 'symbols' file added to the source tree in the dat directory
- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
<Someone>, I think, noticed there was no copyright on the window.doc.
Add one. I don't recall when I originally wrote it, but I last changed
it in 2003, so that's the year I'm putting in. Anyone else that wants to
share the blame, please add your name and update the year as needed.
- always write plname into save file, no longer conditional
- add 'selectsaved' wincap option to control the display of
a menu of save files for ports/platforms that support it.
- add support for win32 tty using normal nethack menus.
- the win/tty/wintty code is generalized enough that any
tty port could support the option if the appropriate port-specific
code hooks for wildcard file lookups are added to src/file.c
specifically in the get_saved_games() routine. There is posix
code in there from Warwick already, and there is findfirst/findnext
code in there from win32. Warwick has the posix code only
enabled for Qt at present, but with wintty support, that could be expanded
to other Unix environments quite easily I would think.
Here is what the tty support looks like:
NetHack, Copyright 1985-2005
By Stichting Mathematisch Centrum and M. Stephenson.
See license for details.
Select one of your saved games
a - Bob
b - Fred
c - June
d - mine3
e - Sirius
f - Start a new character
(end)
The following files existed in the NetHack SAVEDIR directory
at the time:
ALLISONMI-Bob.NetHack-saved-game
ALLISONMI-Fred.NetHack-saved-game
ALLISONMI-June.NetHack-saved-game
ALLISONMI-mine3.NetHack-saved-game
ALLISONMI-Sirius.NetHack-saved-game
Note that despite the file names, the actual character name
is drawn from the savefile.
The WIN32CON support passes
USER-*.NetHack-saved-game
to findfirst/findnext where USER is your login name of course.
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.
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.
On September 11, 2003 "<Someone>" wrote:
> When we're going to have a different save file format, could
> the last messages in the message history be saved as well, so
> ^P would work the same before and after saving (possibly
> including a few less messages to make room for the startup
> messages?).
This seemed like a reasonable request. This patch:
- adds the core support required.
- adds the tty supporting routines.
This is an initial round of SAFERHANGUP hangup changes. It introduces
SAFERHANGUP, provides the core framework, and enables it for UNIX.
Window-port changes are provided for win/tty, win/X11 and win/gnome. Qt
changes should be forthcoming after having Warwick look at them.
window.doc is updated so windowport maintainers have an clue what needs to
be done to support SAFERHANGUP.
<Someone> wishes to add a couple of new options to the wince port ("run fullscreen" and "do not use CE software keyboard").
The wincap field was full, so this adds a second field for
additional options.
> - I'd like to see another option added: scroll_amount. In
> combination with scroll_margin, this would control the amount
> of squares the screen is scrolled when the scroll_margin is
> reached (currently, this amount is 1, but if I recall
> correctly, it used to be more). For example, if both were 5,
> when you came within 5 spaces of the left screen border, the
> screen would shift 5 spaces to the right).
Add "travel" boolean option to enable/disable travel command.
Add "mouse_support" wincap option to enable/disable mouse.
- When running the win32 tty version full-screen, some people
complained about the square mouse cursor.
Newsgroups: rec.games.roguelike.nethack
Subject: Re: Getting rid of the cursor?
<email deleted> <email deleted>
Followup-To:
On Thu, 04 Apr 2002 00:20:06 <email deleted> wrote:
> Ok, let me be more specific: when playing the windows non-GUI version, is
> there a way to get rid of the large rectangular white cursor?
>
> <email deleted> wrote in message
> <email deleted>
>> Can you get rid of the cursor in the windows version? I really hate that
>> thing.
>>
<email deleted>
>Newsgroups: rec.games.roguelike.nethack
>Subject: Disabling Mouse Input
>
>I purchased an older P120 laptop to be able to play Nethack at the hotel.
>I find that I rest my thumbs on the mouse touch pad all too often and my
>@ moves unexpectedly at times. I took a peruse through defaults.nh, but
>came up empty.
>
>Anyone know if mouse input can be disabled?
>
>MRSisson
- splash_screen (boolean for whether to display splash screen at startup)
- player_selection:dialog|prompts
Also moves the font and window manipulation stuff in defaults.nh
further down the file, so that a tty users doesn't have to wade
through it all to find the character adjustment samples.
Add option windowcolors to control foreground/background
color of menu, message, status, and text windows.
(foreground color is the text color).
The value of the colors is window port specific, the
core code handles the storing of the strings only.
I was asked how a window-port controls which options are
set to SET_IN_FILE, DISP_IN_GAME, or SET_IN_GAME.
This provides a run-time way to change an option's SET_IN_FILE,
DISP_IN_GAME, or SET_IN_GAME status through code, rather
than clog up options.c with a lot of compile-time #ifdefs
for different ports to offer different default option settings.
Update the documentation to reflect this.
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.
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.