Pat wrote:
> <Someone> has a patch (we've added a couple of
> his earlier ones) which changes the statue display from a single
> one size fits all "`" to a gray monster symbol instead.
> But I think the idea is a good one, and along with the
> bouldersym option could make the fairly hard to
> distinguish back-tick character go away.
Sources tagged before applying NETHACK_PRE_STATUE,
and afterwards with NETHACK_POST_STATUE for easy
rollback.
- 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
I noticed that the NetHack version being reported in the
system's event log was old:
Faulting application nethackw.exe, version 3.4.2.0,
faulting module nethackw.exe, version 3.4.2.0, fault address 0x001648eb.
Move some internals-related code out of port-specific main so that
it isn't duplicated a bunch of times. One minor side-effect of this
change is that if you auto-pickup something at the very start of a game,
it will happen after any full moon/new moon/Friday 13th message rather
than before. There's a second change for some: the shared main() used
by several of the micro ports had a small difference in game play--if you
saved a game while on an engraving, it would automatically be read when
you resume--that will now occur for everybody [Elbereth weenies rejoice!].
pcmain() was also calling update_inventory() at start of play. That's
unnecessary for new games, where inventory initialization triggers a call
to it for each item added to your pack; but I wasn't sure about restored
games, so everybody gets it there now.
The Mac and BeOS ports evidently haven't been touched it some time;
they still referenced flags.move which got replaced by context.move quite
a while back. The Windows GUI code has a declaration for mswin_moveloop()
which appears to be non-existant, but I left it alone. I assume that the
Qt interface uses the existing main() routines; at least I couldn't find
any start of game code specific to it. vmsmain's revised main() is the
only one which has been tested.
From a bug report: fix a typo for mouse
position handling in set_button_values(). I have no way to test this,
nor can I tell whether it could have ever impacted anyone. The old code
clearly had a mistake and the fix is obvious.
On Mon, 03 Jan 2005 12:04:29 +0000, <email deleted> wrote:
> Dear NetHack win32 developers,
>
> This bug does not affect the win32 binaries that you distribute but it
> does affect NetHack 3.4.3 if I build it from source. The difference may
> be due to different compilers or whatever. I'm using mingw32-gcc v3.2
>
> I don't quite understand what's going on (I never was much good at
> win32 programming), but it appears that the WM_KEYDOWN message for
> AltGr-4 is being translated into a WM_CHAR message with a wParam of
> 128. I don't understand why that should be, but anyway. The problem
> then occurs when NetHack casts wParam to char which, since char is
> signed, gives -128. onListChar() then passes -128 to isdigit() which
> causes the crash. The fix appears to be to simply drop the cast:
Also
> <email deleted>
> Newsgroups: rec.games.roguelike.nethack
> Subject: Changing tile set for item list?
> Date: 1 Jan 2005 20:03:08 -0800
> <email deleted>
>
> I'm using the windows interface for Nethack 3.4, and I've successfully
> changed the tileset used by changing defaults.nh. The only problem is,
> the item list (i.e. The list that comes up when I press "i") still uses
> the old tiles. Is there any way to change the list so it uses the new
> tiles? I've searched the guidebook to no avail. I'm debating if it is
> even possible.
>
> Thanks for the help,
> -Zmann
trunk patch:
- menu: display custom tiles if map is not ASCII
- menu: display '-'/'+'/'#' in place of a tile if map is ASCII
- fix isdigit() crash on AltGr-4 with mingw
It looks kinda weird with huge tiles (e.g. absurd96) but that could
be just me. Comments/suggestions are welcome.
-<Someone>
- 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 isn't really a bug, but I find it does make the map scrolling in
the generic X11 version a lot less distracting. The original behavior
produces certain boundaries where, when the cursor moves back and forth
across that boundary, the map scrolls with each crossing. This is
particularly annoying in places like Sokoban where the player makes that
kind of movement frequently causing large jumps of the map each time.
Changing the border and delta constants in winmap.c as below eliminates
that behavior, as well as making the cursor easier to track by tending
to recenter it whenever the map shifts.
It appears that the Athena text widget in recent XFree86 distributions
does not properly honor the XawtextScrollWhenNeeded flag, so the text
widget created by X11_display_file() does not have a vertical scroll bar
when the text does not entirely fit in the window. I have seen this bug
in XFree86 versions from 4.0.2 through 4.3.0. Using XawtextScrollAlways
for the vertical scrollbar ensures it will always appear.
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.
<Someone> discovered that it is possible to
have wins[WIN_MESSAGE] be null during
a hangup, not sure why yet.
Put a guard in to prevent de-referencing a null pointer.
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
I noticed a few panic messages contained newlines, and one included a naked
carriage return. panic() adds a newline itself, and also generally ensures
the message will be on a new line (the initial "oops" ensures the message
itself will be on a new lines). This patch removes the unneeded characters.
This hack simply causes ^C to be ignored completely by the gnome interface.
Gnome really cannot handle interrupts, and the window port interface does
not currently provide a way for the gnome interface to just quit. Allowing
the gnome interface to prompt would require a complete overhall to the the
way window ports work.
Not all of the extended commands worked in the gnome interface because
'#' just caused the next character to be treated as a meta character (this
was a hack I added a while back when none of the extended commands worked).
Resolved by finally adding an extended command menu to the gnome interface.
- updated some formatting so I could read the code
- fixed startup player selection menus so accelerators work
- added necessary calls to make sure selected menu item is visible
- also removed some dead code
The tty menu code wasn't totally reentrant, causing it to free memory
that wasn't on the heap if you had your inventory displayed, ^C then
ask to see the inventory again. Solved this by converting the buffer used
by process_menu_window to be heap-allocated. If the Quit code could return at
this point, this would still be very bad, but since it doesn't, this is OK.
Internals of gnome_yn_function should treat key inputs as 'int' until
returning them, to avoid truncating and not sign extending as needed on
platforms where char is unsigned.
Add a menu item for Quiver. While testing this, found the Quit menu
item still said that you quit using shift-q, so I updated that too.
Trunk change includes some other exit related fixes that don't apply to
the 3.4.3 branch.
cosmetic changes to allow qt_win.cpp to compile cleanly using gcc -Wall.
This corresponds to a debian report that doesn't mention a debian bug ID.
The changes are not identical to the suggested debian patch.
Too much code was being shared between the extended command window
and the popup dialogs for player selection, causing an uninitialized
variable to be referenced, often resulting in a core dump.
Add support for hilite_pet to X11 text map mode (hilite_pet was already
supported when tiles were enabled). While testing this, I found a missing
newsym() in the code implementing the creation of a "tame" monster.
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.