Commit Graph

39 Commits

Author SHA1 Message Date
nethack.rankin
2ba506b385 version feedback (trunk only)
Show the 'v' output (full version number plus build date-time) as
the first line of '#version' output (build time configuration settings).
It isn't simple to do that when generating dat/options (there's some
port-specific tweaking going), so do it at run-time by processing that
file one line at a time instead of passing it through a pager routine.

     This also inserts an "About NetHack" entry as the first choice in
the menu for '?', the way that most Windows programs have interactive
help organized.  Picking that gives the same output as using #version.

'make depend' manually updated for Unix and VMS (add dlb.h to version.*).
2011-09-23 07:33:18 +00:00
keni
d80fcaada4 PANICTRACE (stacktrace on panic or signal) + bits
On crash signal or panic(), use a configurable method to get a stacktrace
the user can easily report to us.  Currently only for Unix/Linux and only
ifdef BETA.  Hopefully ports can add additional methods.

Bits:
- linux hints file had PREFIX definition in the wrong place
- sample sysconf file used wrong delimiter for WIZARDS
- fix grammar error in support message when using sysconf.wizards
- options.c comment typo
- capitalize "Crash test" output from #panic command
2010-01-15 19:54:37 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
71219bf093 mimic statues & 2009 startup banner (trunk only)
A mimic posing as a statue was displayed as a tengu statue (and
recognizeable as such now that statues are displayed as the corresponding
monster rather than rock-class back tick), but the lookat code described
it as a giant ant statue (since there was no obj->corpsenm available to
indicate the monster type, it defaulted to 0).  This adds monst->mextra
field `mcorpsenm' so that mimics have a place to remember what sort of
statue or corpse they are mimicking.  And it picks a random monster type
when they take such forms so that the old tengu hack becomes irrelevant.

     newmextra() and newoextra() initialized pointers via memset(...,0)
which is not portable; switch to explicit assignments.  The wizard mode
code to display memory used for monsters and objects added in amounts
for the miscellaneous things pointed to by monst->mextra and obj->oextra
structs but didn't include memory for those structs themselves; add it.
Simplify monster save/restore slightly; there's no need for extra zeroes
to represent monst->mextra->X sizes when monst->mextra is null.

     Update the startup banner for 2009.  I should have done this with a
separate patch but I'm taking a shortcut.  :-]
2009-01-31 08:03:41 +00:00
nethack.rankin
35493a3545 current_fruit (trunk only)
I almost abandoned this when Michael beat me to it, but besides
handling the fruit rename bug it also moves `current_fruit' into the
context structure to eliminate separate save/restore for that.
2008-07-21 00:03:41 +00:00
nethack.rankin
17f63949bc probing while swallowed (trunk only)
Reported recently by <Someone>:  probing feedback while engulfed
shouldn't claim that the monster is not carrying anything when the hero
is inside of it.  The simple case where it's not carrying anything else
was a trivial one line change; handling inventory plus hero was trickier
and I wouldn't have bothered if I'd realized what it was going to take.
But it's done now; trivial case
        The purple worm is not carrying anything besides you.
and harder case
        The purple worm's possessions:
        Weapons
        a - an uncursed dagger
        Swallowed Creature
        > - human archeologist called wizard
2008-03-21 03:12:14 +00:00
keni
6f0e178368 more SYSCF and related bits - cleanup and features
infrastructure for "system options" - things currently specified at build
 time that should be changeable at install time or run time but not really
 under user control
generalize contact info so it can be localized and it doesn't have to be
 an email address
move recently introduced WIZARDS into sysopt
drop bogus OPTIONS=wizards possibility
new function build_english_list() to comma-ize and add 'or' from a whitespace separated list: A.  A or B.  A, B, or C.
syscf file now handles: WIZARDS SUPPORT RECOVER
 SUPPORT specifies local support information
 RECOVER will eventually supply port-specific and/or localized info on how
  to run recover (or get it run for you).
Note: in sys/msdos I changed sys.o (generated from pcsys.c) to pcsys.o
Note: sys/msdos/Makefile.GCC has 2 rules for sys.o (now pcsys.o)
2008-01-31 00:56:59 +00:00
nethack.rankin
bdb0930316 invisibility vs blindness
Reported a month ago by <email deleted>, putting on
a cloak of invisibility while blind and then using ';' or '/' to examine
yourself revealed that you had become invisible.  This fix just changes
the lookat() output when you can't see that you can't see yourself.  :-)
Probing and stethoscope still reveal invisibility, as will any message
which uses x_monnam() to identify the hero.  (First part is intentional;
last part seems not worth bothering about--I'm not even sure that the
player can arrange to trigger it.)
2007-10-26 02:00:43 +00:00
nethack.rankin
24f3e005f1 howmonseen - monster visibility (trunk only)
Pull some code out of lookat() so that it can be used elsewhere.
howmonseen(mon) returns a bitmask of the ways that hero can see mon.
2007-05-12 01:30:00 +00:00
nethack.rankin
1bb8545563 endgame: high altars, offering the Amulet to Moloch (trunk only)
Several small related changes that ended up being not quite so small:

     Allow the Amulet of Yendor to be offered on the altar in the temple
of Moloch's Sanctum level; doing so is fatal.  Fake ones can be offered
too, but that doesn't do anything special (they act the same as they do in
the temples on the Astral level).  Unlike in the endgame, the Amulet and
its fakes aren't listed as likely candidate for #offer's pick-an-object
prompt; like the endgame, corpses must be carried rather than being on
the altar in order to be sacrificed.

     Prevent non-chaotics from destroying the chaotic high altar on the
Astral level via same-race sacrifice.  From a bug report.  (Chaotics converting non-chaotic high altars
via same method was already handled.  I think the behavior for ordinary
altars if wrong here; why should a chaotic altar be destroyed this way?)

     Prevent demon princes and demon lords from being summoned in the
endgame.  Lesser demons answer instead.  Mostly prevents Yeenoghu from
being summoned by a chaotic who performs same-race sacrified on the
chaotic high altar, but might affect the Wizard and arch-liches too.

     Identify (via ':', ';', '/') altars in temples on the Astral and
Sanctum levels as "high altars" rather than just as "altars".  '/' and ';'
commands now work on those when you're adjacent, like they do when used on
adjacent high priests; from farther away, the altars' alignment is still
suppressed.
2006-12-05 03:09:13 +00:00
nethack.allison
7f0f43e6f9 add some unicode support (trunk only)
This patch attempts to add some levels of unicode support
to NetHack.

The master on/off switch for any Unicode support is
defining UNICODE_SUPPORT in config.h. Currently
there is code support for two subsets of unicode support:

UNICODE_DRAWING

If UNICODE_DRAWING is defined, then the data
structures used to house drawing symbols are expanded
to the size of wchar_t, big enough to hold unicode characters.
A typdef called `nhsym' is involved and if UNICODE_DRAWING
is defined, it is wchar_t, otherwise it is uchar.

UNICODE_WIDEWINPORT

If UNICODE_WIDEWINPORT is defined, then the data
structures inside the window port are expanded to the size of
wchar_t, big enough to hold unicode characters.  Both map
symbols and text within the window port are expanded, in order
for potential support for displaying multinational characters some
day, but this patch only provides viewing of map symbols.
A typdef called `nhwchar' is involved and if UNICODE_WIDEWINPORT
is defined, it is wchar_t, otherwise it is char.

The only window port with code support for UNICODE_WIDEWINPORT
currently is the TTY port.  Don't enable UNICODE_WIDEWINPORT
unless:
- it is a TTY port
- the underlying platform specific routines can
handle the larger data structures.

Don't enable UNICODE_SUPPORT unless:
- your compiler can handle wchar_t.
- your compiler can accept L'a' characters.
- your compiler can accept L"wide" strings.

Note that if your compiler can handle the above, you could
enable the larger data structures (currently if TTY) even if your
platform can't actually display unicode or UTF-8, by messing
with u_putch() in win/tty/wintty.c to only deal regular chars.
That should be the only function that actually pushes wide characters
out to the display.

If you enable UNICODE_SUPPORT, and your platform is capable
you will need to turn on the unicode run-time option to be able to
load unicode character sets from the symbol file, to be able to
push unicode characters to the display. You'll also want to load
a unicode symbol set once the unicode option is toggled on. In
a config file you would do that via these two lines:
OPTIONS=unicode
OPTIONS=symset:Unicode_non_US

The repository was stamped with NETHACK_PRE_UNICODE
prior to applying this patch, and stamped with
NETHACK_POST_UNICODE afterwards. The code differences
between those two tagged versions are this patch.
2006-10-17 23:55:42 +00:00
nethack.allison
8fc01eb6b1 window port change - putmixed() (trunk only)
Add putmixed() to the window port. It allows map symbols to
be included in the string by encoding them in a unique fashion.
This was done because Unicode symbols, for instance, could be
longer than the size of a char.

The encoding of the map symbols in this patch is done by
prefixing a glyph value with \GXXXX, where XXXX is a
random value for the current game. The reason for the random
prefix is to minimize the possibility that a player can trigger
the escape sequence processing within text under their control
(dog names, etc.) the way they could if the sequence was fixed
in the source code. The random prefix remains the same throughout
the lifetime of a game because message window strings are
saved in the save file.

(There was actually a bug present because of the embedded
character even before the recent symbol changes, because if
someone was using a  different set of characters between games,
the saved messages would reflect the original characters, rather
than the current. That bug was introduced with the ability to
save messages to the savefile.)

A window port does not have to supply an XXX_putmixed() routine,
it can use genl_putmixed() which uses the old behavior of
embedding the sequence as a character within the string
and calling putstr(). genl_putmixed() takes care of the decoding
of the escape sequence.

This also #ifdef's out code in pager.c for converting a glyph
to a character, and uses mapglyph() to do that instead. Does
anyone see a problem with doing that through mapglyph instead
of repeating similar code within pager.c?
2006-10-17 23:06:31 +00:00
nethack.allison
a0986b1e30 statue patch (trunk only)
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.
2006-10-01 21:17:38 +00:00
nethack.allison
374e9fbbb4 more symbol stuff (trunk only)
- 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.
2006-10-01 19:30:08 +00:00
nethack.allison
253bf359af drawing overhaul (trunk only)
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
2006-09-21 01:46:15 +00:00
nethack.allison
999424aecc more zeroany (trunk only) 2006-07-09 17:39:43 +00:00
nethack.rankin
254b521add senseself()/canspotself()
Make the names of the macros for handling the hero be similar to those
for monsters (where mis-use of `sensemon()' was the cause of a recently
reported bug).  `senseself()' becomes more restrictive in what it specifies,
and current uses of it are replaced by new `canspotself()'.
2005-06-18 04:38:50 +00:00
cohrs
a85d3bf01c #M32: Astral vision vs normal vision
While wearing EotO, ";" and selecting a monster behind a wall would display
"normal vision" as well as "astral vision".  This is because cansee() gets
set for things seen via astral vision.  However, couldsee() is only set for
things that could be seen normally, so check both values.
2005-04-15 19:42:08 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.rankin
8b5d31eb01 fix "singular of null?" warning for info lookup
Guard against the pathological cases of ", <anything>" and
" called <anything>" strings that a user could type in to indirectly
trigger impossible().  Now they'll yield "no info about such things".
2003-08-14 02:40:24 +00:00
nethack.allison
cec8e1ee31 clicklook (main trunk only)
This allows the use of the right mouse button to
look at things on the screen when the
'clicklook' option is set.

Concept came from a patch for 3.4.0
that I saw referenced on r.g.r.n
[see http://www.steelskies.com/nethack.php]
but the implementation is different.
2003-06-30 02:09:04 +00:00
cohrs
3d7d2f569e U423 - uninitialized memory access in dolookup
fix a case where "cc", which is only set when looking from_screen,
in a case where from_screen is not set.
2003-04-17 03:44:02 +00:00
nethack.allison
5122409416 Several things that break savefile compatibility
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
  the ptr and calculating the distance from beginning of array
2003-03-05 04:39:47 +00:00
nethack.rankin
3c98250c96 data.base revision
Add the wizard entry submitted by <Someone>.  It doesn't fit
perfectly but seems better than getting the generic human (or other
race) entry.  It pointed out that "gnomish wizard" is ambiguous between
a type of monster and a player character race/role combination.  I had
to add a special case to the code to make that work out right.

     This also makes all the roles that have the their entry match any
race; conversely, match the race's monster for roles that don't have an
entry (caveman, healer, monk, priest, and samurai; we really should get
them their own).  Previously many of the non-human ones yielded "I don't
have any information on such things" and at least one (elven priest)
yielded the generic human entry.
2002-12-18 20:09:33 +00:00
nethack.rankin
cd62daa465 fix U88 - invisible hero didn't sense self via ESP
If the character was invisible without being able to see invisible,
his location on the map showed any object there or underlying topology
instead of the hero even when monsters could be seen with infravision,
ESP, or sustained monster detection.  The ESP case required an amulet
or helm or quest artifact to be noticeable because being blind overrides
being unable to see invisible, so the more common form of telepathy
didn't exhibit this behavior.
2002-10-04 02:46:02 +00:00
nethack.allison
8631cba725 newbie in-game assistance with Guidebook notation
Provide some command assistance for newbies, but
suppress it with !cmdassist in the config file.

If someone misinterprets the Guidebook ^D, ^T
type command notation, this will pop up some
further information to possibly assist them and
explain the notation.
2002-08-04 16:48:15 +00:00
nethack.allison
a849315988 no message 2002-07-29 17:57:57 +00:00
nethack.allison
46721b5a91 flag changes
Several flags added since 3.4.0 were destined for flags
(to be saved with the game) but were placed in iflags for
savefile compatibility.  These include:
 boolean  lootabc;	/* use "a/b/c" rather than "o/i/b" when looting */
 boolean  showrace;	/* show hero glyph by race rather than by role */
 boolean  travelcmd;	/* allow travel command */
 int	 runmode;	/* update screen display during run moves */

This patch has no effect unless you define this in your port's
XXconf.h file.
#define SAVEFILE_340_CONVERT	/* allow moving of some iflags fields to flags
					without destroying savefile compatibility */
Without it, the new flags remain in "iflags."  With it, the flags are moved to
"flags" and the structures are converted when the save file is read. There
is no reverse compatibility.  If you save the game after conversion, you
can't load the savefile on 3.4.0, only 3.4.1.
2002-07-28 16:03:00 +00:00
nethack.rankin
c740d732cc phantom venom
[ I didn't keep a copy of the message which reported this
  so don't have any reference number for it. ]

     If you used '/' to look at multiple items one after another,
then looking at floor or other item represented by the same '.' as
venom could result in subsequent things being falsely categorized as
possibly venom.  The subsequent items needed to have less than two
possible descriptions, and the triggering item needed to be a plain
dot rather than the graphic dot used for floor with IBMgraphics and
DECgraphics.
2002-07-25 23:55:06 +00:00
nethack.rankin
72dbd302c0 do_look at self
Suggested by <Someone>:  when examining an `@' monster, only include
"or you" in the description if you might reasonably expect to be seen
as something else.  So if you're playing as a human or an elf, or if
you're polymorphed regardless of race, the ordinary description of
"human or elf" doesn't need to add "or you".  And the setting of the
`showrace' option only matters if the `@' comes from prompting the
user instead of picking a symbol from the map.
2002-07-25 23:34:47 +00:00
nethack.allison
24cb5a7e3e do_look at warning co-located with boulder
This does not fix a reported bug where you
can't attack a hidden creature that is
co-located with a boulder, but it might
assist the player in understanding what is
going on.
2002-07-14 15:59:04 +00:00
nethack.allison
40940991bb change GOLD_CLASS to COIN_CLASS 2002-07-08 23:25:53 +00:00
nethack.allison
65325f4067 lookat() trapped detail
<email deleted>
Sent: Thursday, June 13, 2002 12:03 PM
Subject: Beta 1 comments
>A minor thing, but it'd be nice if the "trapped" now in lookat()
>had a defsyms[trap_to_defsym(tt)].explanation to tell you _how_
>the monster's trapped.
2002-06-30 00:52:49 +00:00
cohrs
3db1e7858f fix crash when using ';' to look at I monsters
Reported to the mailing list.  If you set your monster symbol options, and
use ';' and select a known invisible monster by screen, a crash would occur
accessing a null pointer.
2002-06-24 05:10:44 +00:00
cohrs
91b2bab5d5 R804 - fix crash caused by looking at a unique boulder symbol
The code only handled the case where the boulder symbol was non-unique.
Add code to handle the case where the boulder sym is the first match.
2002-04-19 02:28:20 +00:00
cohrs
c850007966 trapped monsters
A suggestion from <Someone>
- since newsym marks physical traps that have a monster trapped as seen,
and the ^ command will tell you what it is, lookat() can tell you about the
trap too
2002-04-14 06:44:46 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
nethack.rankin
43a1eadc9c lookat of high priests
One from <Someone>'s list:  there's no particular reason for
the High Priest of Moloch in the temple on the sanctum level in
Gehennom to have his identity concealed when he's detected from
a distance.  I also changed the concealment of the Astral Plane
to stop when you're adjacent to the priest, since #chat--among
other things, such as simply entering the temple--provides other
means of identifying which temple it is once you're there.

Files patched:
  include/extern.h
  src/do_name.c, pager.c
2002-01-19 06:52:03 +00:00
jwalz
fc0fcc4342 *** empty log message *** 2002-01-05 21:05:52 +00:00