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.
on Sunday, April 4, 2004 at 20:27:06:
> On occassion when restoring a game where the
> character is wielding Sting, floor glyphs
> will show up before the --more-- prompt.
> These floor glyphs usually correspond to the
> location of monsters (sometimes they are just
> cavern features such as walls). Some of these
> floor glyphs are not in the character's line
> of sight upon restoring.
Also in this patch is a restore of Sting's ability
to glow blue.
- gcc warned that the "anything" initializer needed more braces
- gcc also warned of a couple unused variables
- WIN_STATUS, when STATUS_VIA_WINDOWPORT is not defined, had no type
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.
Introduce a new set of functions to manage delayed killers in the trunk, used
in addressing the various reports of delayed killer confusion. Since existing
delayed killers are related to player properties, the delayed killers are
keyed by uprop indexes. I did this to avoid adding yet another set of
similar identifiers.
- the new delayed_killer() is used for stoning, sliming, sickness, and
delayed self-genocide while polymorphed. Some other timed events don't
use it (and didn't use the old delayed_killer variable) because they
use a fixed message when the timeout occurs.
- A new data structure, struct kinfo, is used to track both delayed and
immediate killers. This encapsulates all the info involved with
identifying a killer. The structure contains a buffer, which subsumes the
old killer_buf and several other buffers that didn't/couldn't use killer_buf.
- the killer list is saved and restored as part of the game state.
- the special case of usick_cause was removed and a delayed killer list
entry is now used in its place
- common code dealing with (un)sliming is moved to a new make_slimed function
- attempted to update all make dependencies for new end.c -> lev.h
dependency, sorry if I messed any up
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.
This patch:
- collects all context/tracking related fields from flags
into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
The NOCWD_ASSUMPTIONS conditional code allows readonly
parts of NetHack to be separated from areas that require write-access.
This allows the recent panic log needed a prefix.
Replace "feature_toggle" implementation with an easier-to-understand
boolean option called "lootabc".
Provide "showrace", an option to display the hero by race glyph rather
than by role glyph.
Document the above.
Remove some obsolete Mac options.
This adds a generic feature_toggle mechanism to
the game. Code that wants to offer two different
ways of doing something can add an entry to
feature_toggles[] (in decl.c), and create a
preprocessor macro for its array index in decl.h.
Then the code can test it using
if (feature_toggle(FEATURE_NAME))
..do_this..
else
..do_that..
The player can toggle the alternate code path
on using OPTIONS=feature_toggle:feature_name_1 feature_name_2 ...
This seems better than creating brand new options
for controlling features (ala prayconfirm, which
could switch to this single option feature_toggle
mechanism as well)
My first use of it is to allow toggling of the selectors
on the loot menu, which I'm hesitant to just change back
because now people are actively using the new selectors and
the complaints would be really loud if the interface were
to just switch back after they adjusted.
The default behaviour is the new behaviour "iob", but with an
OPTIONS=feature_toggle:loot_menu_selectors
in your config file, it will revert to using "abc" as it did
in 3.3.1. I'll add a Guidebook page of "features/behaviour
that can be toggled" later.
The toggles can only be done in defaults.nh, and are
not saved with the game.
>
> I'd like the default for "Would you like to see your <whatever>"
> at the end of a game to be "y" instead of "n". I haven't asked
> for full disclosure in order to have it skipped if I press the
> space bar once too often by mistake.
This changes the way the flags.end_disclose array is used to
allow what this request is asking for. It should be backward
compatible with previous "disclose" options.
The order that the end_disclore options are stored:
inventory, attribs, vanquished, genocided, conduct
There is an array in flags:
end_disclose[NUM_DISCLOSURE_OPT];
with option settings for the each of the following:
iagvc [see disclosure_options in decl.c]:
Legal setting values in that array are:
DISCLOSE_PROMPT_DEFAULT_YES ask with default answer yes
DISCLOSE_PROMPT_DEFAULT_NO ask with default answer no
DISCLOSE_YES_WITHOUT_PROMPT always disclose and don't ask
DISCLOSE_NO_WITHOUT_PROMPT never disclose and don't ask
Those setting values can be used in the option
string as a prefix to each disclosure option
to get the desired behaviour for that option.
For backward compatibility, no prefix is actually required,
and the presence of a i,a,g,v, or c without a prefix sets
the corresponding value to DISCLOSE_YES_WITHOUT_PROMPT;
The actual prefixes used are controlled by the following in flag.h:
#define DISCLOSE_PROMPT_DEFAULT_YES 'y'
#define DISCLOSE_PROMPT_DEFAULT_NO 'n'
#define DISCLOSE_YES_WITHOUT_PROMPT '+'
#define DISCLOSE_NO_WITHOUT_PROMPT '-'
As far as the docs go, I don't know if I've got the *roff
stuff right. The TeX stuff looks okay when I converted it to .pdf.
This increments EDITLEVEL. If that is a problem, I can
add a routine to restore.c to perform a conversion of the old
values in flags. Let me know.
Incorporate a slightly cleaned up version of <Someone>'s patch to enable a
"pettype:none" startup option that allows one to start the game without a pet.