Use the 'm' Prefix to make wizwish show the history menu.
Also entries wished via WIZKIT are added to the history.
While debugging, I often need to wish the same thing multiple
times, and typing or pasting it with mouse is annoying...
Move the monster spell definitions there, and use hackery
(similar to objects.h) to generate enum and data from
the header file.
I have not tested Windows, VMS, or Amiga builds.
In function 'create_monster',
inlined from 'lspo_monster' at sp_lev.c:3385:5:
sp_lev.c:2169:32: warning: 'tmpmons.m_lev_adj' may be used uninitialized [-Wmaybe-uninitialized]
2169 | if (mtmp->m_lev + m->m_lev_adj > 49)
| ~^~~~~~~~~~~
sp_lev.c: In function 'lspo_monster':
sp_lev.c:3217:13: note: 'tmpmons.m_lev_adj' was declared here
3217 | monster tmpmons;
| ^~~~~~~
luaconf.h hardcodes #define LUA_32BITS 0 which overrides the
command-line flag. m68k-amigaos-gcc supports long long so 32-bit
mode is not needed anyway.
Replace bundled Spencer regex with a fetch-regex build step that
clones https://github.com/garyhouston/regex.git, generates the
required .ih and regex.h headers via mkh, and copies the result
into sys/amiga/regex/.
Usage: make CROSS_TO_AMIGA=1 fetch-regex
The fetched sources are not tracked in git.
- bmp2iff_host: convert nhtiles.bmp to Amiga IFF tile files. Uses
the AMIV UI palette in pens 0-15, remaining pens filled with tile
colors sorted by frequency.
Usage: bmp2iff_host -planes N input.bmp output.iff
- xpm2iff_host: convert XPM to IFF for tomb.iff (RIP screen).
Adapted from xpm2iff.c, Copyright (c) 1995 Gregg Wonderly.
- Auto-select tiles32.iff (5 planes) or tiles16.iff (4 planes)
based on screen color depth at runtime.
- Fix NO_GLYPH in amiv_lprint_glyph: return early to prevent
blitting with uninitialised data (caused black spots).
- Add AmigaFont symbol set to dat/symbols for AMII text mode.
Add Henry Spencer's BSD regex implementation (from ixemul) to provide
POSIX regular expressions for the Amiga port, enabling menu coloring
and config file pattern matching.
Copyright (c) 1992 Henry Spencer, The Regents of the University of
California. BSD license.
Update the Amiga Intuition window port (AMII/AMIV) for the 3.7
window_procs API. Key changes:
- Update all window function signatures for 3.7
- Add assembly trampolines for AmigaOS register-based callbacks
- Convert all K&R function definitions to C99
- Add cross-compilation build system (cross-pre1/pre2/post.370)
using bebbo's m68k-amigaos-gcc with -noixemul -std=gnu17 -m68000
- Clipping fixes: viewport centering, simplified ScrollRaster,
duplicate Ctrl-R suppression, glyph buffer invalidation
- Add menucolor support in menu rendering
- Move native txt2iff.c and xpm2iff.c to outdated/
- Add nethack.cnf and README.amiga
Move the active Amiga source files back into their proper locations.
Legacy native build files (Makefile.ami, Build.ami, etc.) remain
in outdated/ as they are not used by the cross-compilation build.
cliparound() was called before rhack(), triggering a map redraw with
stale vision data followed by a second correct redraw. Move it after
vision_recalc() so the map is redrawn once with correct data.
The non-macro q_path() function wrappers in vision.c pass the first
two arguments in the wrong order to the _q*_path() functions, swapping
rows and columns. This causes the Bresenham line-of-sight code to use
column values as row indices into viz_clear_rows[ROWNO], producing
out-of-bounds access and infinite loops.
NO_MACRO_CPATH selects these broken function wrappers. It was only
defined for Amiga (in config1.h), so the bug never triggered on other
platforms. Remove the define to use the correct macro versions.
Add a new parameter to des.monster, m_lev_adj, which is a level
adjustment for the monster. This only applies to the monster's
level, so basically only affects the spellcasting, it does not
change the monster's hit die or inventory.
Change one of the shamans in Orctown to be 3 levels higher.
Add a livelog/#chronicle message for quest leader opening the quest.
A similar message for being expelled doesn't seem possible to be
triggered.
Log the initial visit to each level in the quest branch. They record
when the hero actually visits the quest levels, beyond the new one
about permission to do the quest.
Change 'v' from #versionshort to #chronicle.
Change 'V' from #history to #versionshort.
History can still be accessed either directly with the extended command,
or via the help menu.
Versionshort now accepts the m-prefix, and then shows the longer version.
Normally energy regen is 1d2 or 1d3, so wearing the amulet increases
that to 1d4 or 1d5. The only way to get energy regeneration is via
The Eye of the Aethiopica, so you cannot have both at the same time.
Allows the user to configure a key binding to toggle any boolean
option, for example:
BIND=':toggle(price_quotes)
BIND=v:toggle(autodig)
The option must be settable in-game.
As of the change to allow for item probabilities that don't add up
to 1000, it's become a little difficult to figure out the exact
probabilities from the source code, which makes it hard to balance
item generation. Adding a tool to list the probabilities helps.
Part of the problem is that changing an item's probability without
balancing it elsewhere is usually wrong: doing that would in effect
take the probability equally from (or add the probability equally
to) all other items in the class, which might break the balancing
of those items due to the probability change.
As such, it is usually better to make an intentional decision about
which items should be less and which items should be more likely to
generate, then change them in a balancing way (meaning that the
probabilities of objects that weren't intentionally changed remain
unchanged). Doing a complex such change makes arithmetic errors
fairly likely, though, so it's useful to have a command that verifies
that it's been done correctly.
This command is primarily intended as a development aid, so it's
included only in debug builds and pre-release builds (the same as
other similar commands like #wizmondiff).
Armor is now slightly more likely to generate outside Gehennom (at
the expense of gems that generate via random generation rather than
mineralisation or level rules).
Basic nonmagical armor (especially body armor) has had its generation
probabilities reduced *relative to other armor*, but outside
Gehennom, it is no less likely to generate (because armor in general
is now more likely to generate outside Gehennom). It is slightly less
likely to generate in Gehennom (but isn't typically needed in
quantity there).
Armor that has extrinsics is more likely to generate, both due to
having increased probability relative to other armor, and due to the
increased proportion of generated items being armor: this is the
primary goal of this change.
The intention behind this change is to increase the chance that
players naturally find useful armor (especially armor that they might
not have been planning to use, but that they can adapt their strategy
to make use of), rather than needing to wish for it: the chance of
finding useful armor is higher both in the Dungeons (due to the
increased probability) and in Gehennom (because it is more biased
towards armor that might be useful at that stage of the game). In
practice, in 3.6.x (prior to this change and to wishing changes), it
was quite common for players to wish up an entire set of armor at the
Castle, ignoring almost everything they'd found so far that game; I'm
hoping this change encourages more wish variety rather than spending
the majority of wishes on armor.
Key bindings were stored as a fixed-size array, indexed by the input
character, pointing to the extended commands. This changes that into
a linked list of an intermediary struct Cmd_bind, storing the input key
and the pointer to the command.
This is just code cleanup for future enhancements, and should have
no effect on gameplay.