When the hero has random clairvoyance, the code used
| (moves % 15) == 0 && rn2(2) != 0
(where 'moves' is actually the turn number) to decide when it would
kick in and show a portion of the map. If the hero was fast enough
to get an extra move when the turn value met the (moves % 15) == 0
condition then clairvoyance could happen twice (or more if poly'd)
on the same turn.
The changes (one new field, reordering a few others) in 'struct
context' invalidate existing 3.7.0-x save files.
Fixes#266
Some support of new code #defines to faciliate cross-compiling:
OPTIONS_AT_RUNTIME If this is defined, code to support obtaining
the compile time options and features is
included. If you define this, you'll also have
to compile sys/mdlib.c and link the resulting
object file into your game binary/executable.
CROSSCOMPILE Flags that this is a cross-compiled NetHack build,
where there are two stages:
1. makedefs and some other utilities are compiled
on the host platform and executed there to generate
some output files and header files needed by the
game.
2. the NetHack game files are compiled by a
cross-compiler to generate binary/executables for
a different platform than the one the build is
being run on. The executables produced for the
target platform may not be able to execute on the
build platform, except perhaps via a software
emulator.
The 2-stage process (1. host, 2.target) can be done
on the same platform to test the cross-compile
process. In that case, the host and target platforms
would be the same.
CROSSCOMPILE_HOST Separates/identifies code paths that should only be
be included in the compile on the host side, for
utilities that will be run on the host as part of
stage 1 to produce output files needed to build the
game. Examples are the code for makedefs, tile
conversion utilities, uudecode, dlb, etc.
CROSSCOMPILE_TARGET Separates/identifies code paths that should be
included on the build for the target platform
during stage 2, the cross-compiler stage. That
includes most of the pieces of the game itself
but the code is only flagged as such if it must
not execute on the host.
If you don't define any of those, things should build as before.
One follow-on change that is likely required is setting the new dependency
makedefs has on src/mdlib.c in Makefiles etc.
More information about the changes:
makedefs
- splinter off some of makedefs functionality into a separate file
called src/mdlib.c.
- src/mdlib.c, while included during the compile of makedefs.c
for producing the makedefs utility, can also be compiled
as a stand-alone object file for inclusion in the link step
of your NetHack game build. The src/mdlib.c code can then
deliver the same functionality that it provided to makedefs
right to your NetHack game code at run-time.
For example, do_runtime_info() will provide the caller with
the features and options that were built into the game.
Previously, that information was produced at build time on the
host and stored in a dat file. Under a cross-compile situation,
those values are highly suspect and might not even reflect the
correct options and setting for the cross-compiled target
platform's binary/executable. The compile of those values and
the functionality to obtain them needs to move to the target
cross-compiler stage of the build (stage 2).
- date information on the target-side binary is produced from
the cross-compiler preprocessor pre-defined macros __DATE__
and __TIME__, as they reflect the actual compile time of the
cross-compiled target and not host-side execution of a utility
to produce them. The cross-compiler itself, through those
pre-defined preprocessor macros, provides them to the target
platform binary/executable. They reflect the actual build
time of the target binary/executable (not values produced
at the time the makefiles utility was built and the
appropriate option selected to store them in a text file.)
- most Makefiles should not require adding the new file
src/mdlib.c because util/makedefs.c has a preprocessor
include "../src/mdlib.c" to draw in its contents. As previously
stated though, the Makefile dependency may be required:
makedefs.o: ../util/makedefs.c ../src/mdlib.c
^^^^^^^^^^^^^^^
Add
--showpaths
early option to show where NetHack is expecting to find certain files
without starting up a game. It exits afterwards.
Windows sample (for illustration only, locations may differ for you):
Variable playground locations:
[hackdir ]="C:\Users\JohnDoe\NetHack\3.6\"
[leveldir ]="C:\Users\JohnDoe\AppData\Local\NetHack\3.6\"
[savedir ]="C:\Users\JohnDoe\AppData\Local\NetHack\3.6\"
[bonesdir ]="C:\ProgramData\NetHack\3.6\"
[datadir ]="C:\personal\nhdev\363\test\binary\"
[scoredir ]="C:\ProgramData\NetHack\3.6\"
[lockdir ]="C:\ProgramData\NetHack\3.6\"
[sysconfdir]="C:\ProgramData\NetHack\3.6\"
[configdir ]="C:\Users\JohnDoe\NetHack\3.6\"
[troubledir]="C:\Users\JohnDoe\NetHack\3.6\"
Your system configuration file (in sysconfdir):
"C:\Users\JohnDoe\NetHack\3.6\sysconf"
Your system symbols file (in sysconfdir):
"C:\Users\JohnDoe\NetHack\3.6\symbols"
Your personal configuration file (in configdir):
"C:\Users\JohnDoe\NetHack\3.6\.nethackrc"
Linux (for illustration only, locations may differ for you):
Your system configuration file:
"/home/johndoe/nh/install/games/lib/nethackdir/sysconf"
Your system symbols file:
"/home/johndoe/nh/install/games/lib/nethackdir/symbols"
Your personal configuration file:
"/home/johndoe/.nethackrc"
phase_of_moon and friday_13th determined using rn2() instead of local
time if fuzzing. Don't reseed using init_random() if fuzzing. Allow
set_random to be called outside of hacklib. rn2_on_display_rng uses
rn2 if fuzzing so that we have a single source of random that we can
ensure is reproducible. Implement rul() that returns a random unsigned
long. Fix bug in fuzzer handling of ntposkey which would cause us to use
unitialized values for x and y. Added command line arguments to allow
auto starting and stopping of fuzzer. Add a logging facility for the
fuzzer to use to record activity. Added some scripts used to automate
fuzzer testing on windows.
The curses interface wouldn't build with HILITE_STATUS disabled. I
started adapting it to handle genl_status_update() but that was taking
too much effort with each niggling detail leading to another. This
goes the opposite direction: forcing the old STATUS_VIA_WINDOWPORT
behavior without having that #define available. That dragged along a
bunch of unexpected changes too.
When the 'time' option is on and context.botl isn't already set,
call a simpler status update routine that ignores all other fields.
When that flag is already set, full status update takes care of time
along with the other fields.
Expected to reduce bottom lines processing time but not screen I/O.
Only lightly tested.
I went through the places that set context.botl/botlx in src/a*.c to
see whether I could find any unnecessary status updates. I didn't
find anything interesting, mostly some minor sequencing issues plus
a couple of redundant sets (call foo() which includes setting botl,
then explicitly set botl after it returns). If you issue pline first
and then set context.botl, bottom lines won't be updated until the
next message or next pass through moveloop. If you order those the
other way around, status will be updated as the message describing
the reason for the update is being delivered.