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.
The inability to wish for a blessed +2 fireproof speed boots really was a bug.
Prefixes are checked for inside a loop which should allow them to be in any
order; for some reason +nnn and empty were outside that loop.
Also adding the secret door detection fix to betabugs 3.3.0. (Is it safe to
hand-modify betabugs 3.3.2?)
+ attributes may exceed 18 for non-humans
+ update spell casting paragraph to loosely describe 3.3 style spell casting
+ correct description of the output of the '+' command
+ note default value for 'mail' option
- allow spaces between the different possibilities
- add a missing null at the end of the list of prefixes to prevent index()
from going crazy
- slight re-wording of the Guidebook
>
> 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.
getobj used display_inventory when "?" was selected. However, any count
entered via the menu interface was lost. Provide a new internal function
that can return both a letter and a count
There was an old bug where a wand of secret door detection was identified
even though it didn't find anything.
It was unconfirmed, but I had no trouble confirming it. It happened because
the wand worked on squares that were couldsee() but which (because they weren't
lit) you couldn't actually see. The wand would detect the secret corridor and
then not display it because it was out of sight.
I fixed it to display the corridor, in sight or not (I could have had it not
detect anything, but the wand is fairly weak already.)
Make pushing a boulder onto a landmine share code with the trap case,
resulting in pits, waking sleepers, et al.
Don't leave a boulder suspended over the new pit, fill it.
Make sure any remaining boulder is placed on top of the pile.
If player sets off landmine, monsters killed are credited to/blamed on player.
From a bug report. I can't test this fix, but
inspection of the code shows that his suggested fix is clearly
necessary. Once `bp' gets incremented, storing via `bp[BUFSZ-1]'
writes beyond the bounds of `buf' and clobbers something.
The player can teleport objects and monsters on no-teleport
levels, a strange quirk which I think has become entranched as
a feature. When swallowed or engulfed, teleporting the monster
from inside ends up teleporting the character along with that
monster. Some players have been exploting this on Plane of Air
to avoid facing elementals and dragons and whatnot by repeatedly
teleporting any vortex that engulfs them until they land somewhere
in the vicinity of the portal leading to Plane of Fire.
This patch divides the Plane of Air into three zones that
teleportation can't cross. You'll arrive in the left-hand 30% of
the level, as before, but no longer at a specific spot. The exit
portal is in the right-hand 30% as before (although it used to
have more range, perhaps 40%). Teleporting within the left 30%
always arrives in that same area; within the central 40% always
remains within that same area; and teleporting within the right
30% always sticks in that area. So it's still possible to get
around quite a bit via multiple teleports, but you'll need to walk
at least across the two unmarked boundaries to actually traverse
the whole level.
A moderately long description for a very short patch....
Duuuh. Of course adding objects already changed the editlevel.
Anyway, here's the fix I was working on. It only matters in a very obscure
situation. (Also, the quest leader still speaks no matter what he's
polymorphed into.)
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.
If you get interrupted while reading a spellbook and then
the book gets destroyed or you change levels, the object pointer
remembered for the book will be invalid and could accidentally
match one subsequently allocated to some other book. That would
result in "you continue your efforts to memorize the spell" when
starting to read that other book; it would also end up bypassing
the reading difficulty check and reuse the old book's delay counter.
I don't remember who reported this. It was quite some time
ago and I have an abandoned patch dated last March from when I
first started to fix it.
Files patched:
include/extern.h
src/save.c, shk.c, spell.c
This patch, based on code sent to us by <Someone> well over a year ago, addresses
bugs recently resurfaced. Namely, that lava does not generally do anything
to monsters or objects that land in java. Newly renamed minliquid() handles
both water and lava, and new fire_damage() is used similar to water_damage().
Players wielding a lance while riding will "joust" monsters
they attack.
Note that monsters don't get pushed into inaccessable tiles such
as walls, doors, iron bars, water, or lava; they stay at the edge.
Further refinements are possible for these cases.
so that it will not be included in the diff between
the versions.
Also note that the -ko option in effect for that file
causes it to leave the value at whatever is
checked in from now on.
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