Commit Graph

190 Commits

Author SHA1 Message Date
nethack.rankin
2c0a072ef1 main() reorganization (trunk only)
Move some internals-related code out of port-specific main so that
it isn't duplicated a bunch of times.  One minor side-effect of this
change is that if you auto-pickup something at the very start of a game,
it will happen after any full moon/new moon/Friday 13th message rather
than before.  There's a second change for some:  the shared main() used
by several of the micro ports had a small difference in game play--if you
saved a game while on an engraving, it would automatically be read when
you resume--that will now occur for everybody [Elbereth weenies rejoice!].
pcmain() was also calling update_inventory() at start of play.  That's
unnecessary for new games, where inventory initialization triggers a call
to it for each item added to your pack; but I wasn't sure about restored
games, so everybody gets it there now.

     The Mac and BeOS ports evidently haven't been touched it some time;
they still referenced flags.move which got replaced by context.move quite
a while back.  The Windows GUI code has a declaration for mswin_moveloop()
which appears to be non-existant, but I left it alone.  I assume that the
Qt interface uses the existing main() routines; at least I couldn't find
any start of game code specific to it.  vmsmain's revised main() is the
only one which has been tested.
2006-04-02 07:35:30 +00:00
nethack.rankin
039e051323 mextra tweaks (trunk only)
Add new_mname/free_mname functions to make monster name handling be
more like the other extended data and to hide mextra details a bit more.
Add some casts where int and unsigned are being intermixed.  Simplify
christen_monst(); it ought to be changed to have type `void' but I wanted
to avoid modifying another ten or so files.
2006-01-08 06:19:42 +00:00
nethack.allison
0dc071bee8 mextra changes
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.

Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
   mname, egd, epri, eshk, emin, edog

Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.

Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file

The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.

Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h

Adds a macro for checking for whether a monster has
a name:
	has_name(monst)

This fixes the magic trap panic
   expels() -> spoteffects() -> dotrap() ->
	domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
2006-01-06 05:46:03 +00:00
nethack.rankin
cc06912040 redundant includes
Remove several duplicate includes I discovered while reconciling the
vms Makefile.  All of these are already being brought in via hack.h so don't
need to be explicitly included after it.
2005-12-15 03:48:09 +00:00
nethack.allison
ab1872b928 zlib support; also internal compression changes
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.
2005-01-22 15:28:15 +00:00
nethack.allison
15ae774a78 selectsaved option (trunk only)
- always write plname into save file, no longer conditional
- add 'selectsaved' wincap option to control the display of
  a menu of save files for ports/platforms that support it.
- add support for win32 tty using normal nethack menus.
- the win/tty/wintty code is generalized enough that any
  tty port could support the option if the appropriate port-specific
  code hooks for wildcard file lookups are added to src/file.c
  specifically in the get_saved_games() routine. There is posix
  code in there from Warwick already, and there is findfirst/findnext
  code in there from win32. Warwick has the posix code only
  enabled for Qt at present, but with wintty support, that could be expanded
  to other Unix environments quite easily I would think.

Here is what the tty support looks like:

    NetHack, Copyright 1985-2005
         By Stichting Mathematisch Centrum and M. Stephenson.
         See license for details.

    Select one of your saved games
    a - Bob
    b - Fred
    c - June
    d - mine3
    e - Sirius
    f - Start a new character
    (end)

The following files existed in the NetHack SAVEDIR directory
at the time:
    ALLISONMI-Bob.NetHack-saved-game
    ALLISONMI-Fred.NetHack-saved-game
    ALLISONMI-June.NetHack-saved-game
    ALLISONMI-mine3.NetHack-saved-game
    ALLISONMI-Sirius.NetHack-saved-game
Note that despite the file names, the actual character name
is drawn from the savefile.

The WIN32CON support passes
    USER-*.NetHack-saved-game
to findfirst/findnext where USER is your login name of course.
2005-01-09 21:40:24 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
0843550e37 coaligned unicorn in bones
<Someone> wrote:
>> If the previous character was non-neutral, the unicorn would have
>> started off as hostile.  When a bones file is loaded, I don't think
>> hostiles are made non-hostile, although the reverse is certainly true
>> (pets of the deceased are usually hostile).
>
>  In the general case, they are, or rather their hostility is
>  re-evaluated with respect to the new character; see the peace_minded()
>  call in getlev(). However, co-aligned unicorns always being created
>  peaceful is a special case in makemon(), _not_ part of peace_minded(),
>  so they'd just have the usual chance of being made peaceful or not
>  depending on alignment strength, as for any other co-aligned monster
>  not explicitly declared always peaceful or always hostile.
2004-12-17 00:56:35 +00:00
nethack.allison
13e9e30acc #U986: <email deleted> wrote
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.
2004-06-04 03:56:27 +00:00
nethack.allison
6644c4086f polywarn (trunk only)
This patch increments editlevel making existing save and bones files useless.

Add polywarn() code to grant the ability to detect certain monster
types while polymorphed into other specific monster types.

If you polymorph into a vampire or vampire lord, you are able to
sense humans.

And just for fun, if you polymorph into a purple worm, you are able to
sense shriekers :-)
2004-06-03 04:20:13 +00:00
nethack.allison
e54760e29d attribute check timer (trunk only)
Move the counter for the next attribute check to the context
structure.

This increments patchlevel so previous save and bones
files are unuseable after applying.
2004-05-25 02:16:22 +00:00
nethack.allison
7bab241f17 flag adjustments (trunk only)
Move all system or port specific flags to sysflags which is used only if
SYSFLAGS is defined, and leave everything else in flags unconditional.
2003-11-09 11:48:38 +00:00
nethack.allison
27749e572e more context (trunk only)
- reading spellbooks
- taking off
2003-10-08 03:31:06 +00:00
cohrs
9c24966fe2 message history followup
Add a couple missing prototypes
removed an unused variable
2003-10-06 02:55:55 +00:00
nethack.allison
f6f6c1f0d5 saving message history (trunk only)
On September 11, 2003 "<Someone>" wrote:
> When we're going to have a different save file format, could
> the last messages in the message history be saved as well, so
> ^P would work the same before and after saving (possibly
> including a few less messages to make room for the startup
> messages?).

This seemed like a reasonable request. This patch:
- adds the core support required.
- adds the tty supporting routines.
2003-10-05 13:43:16 +00:00
cohrs
559be58c21 conflicting delayed killers
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
2003-09-29 19:24:20 +00:00
nethack.allison
22ce5ed6f2 trunk only: preserving context (src files)
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
2003-09-21 11:52:54 +00:00
nethack.allison
9091855c66 monster birth limits followup 2003-09-06 11:01:05 +00:00
nethack.allison
237a8fbce7 monster birth limits exceeded by bones load
Bones loading was only checking to see if a
monster was marked extinct, it wasn't adding
up the born count of a species in the current
game with the number of that species on the
bones level being loaded. That made it possible
to exceed the correct number of nazgul and
erinys via bones.

This adds a common routine called propagate()
that makemon() and restmonchn(ghostly) share,
for incrementing the born count and checking for
extinction, etc.

When a bones level is loaded, restmonchn()
will flag an illegal monster (duplicated unique,
or too many of a species) by setting the
individual monster's mhpmax to the cookie
value DEFUNCT_MONSTER. Before getbones() finishes
loading the bones level, it will purge those
monsters from the chain.
2003-09-05 20:39:35 +00:00
nethack.allison
3f7873514e B04002 fix for misplaced pet loyalty
<Someone> wrote:
>This _must_ be a bug: if a character leaves a pet corpse in a
>bonesfile, someone getting those bones will receive
>"So this is how you repay loyalty?"  should he sacrifice it, even
>though the loyalty wasn't shown to _him_."

Clear the appropriate fields from the attached monst structure
when loading bones.
2003-07-06 14:13:06 +00:00
cohrs
f6bb38f22b compilation bit
quiet a new gcc warning
2003-04-13 04:09:32 +00:00
nethack.allison
e1aa6d5148 GOLDOBJ compat (main trunk only)
This patch gives game and savefile compatibility
whether GOLDOBJ is defined or not.

You can build with GOLDOBJ defined or not, and
still load your saved games. Rebuild with the
opposite, and load the same game.

That way GOLDOBJ can be experimented with
more easily.

1. Leave the "you" struct and the "monst"
   struct the same under the hood between
   GOLDOBJ and !GOLDOBJ.

2. Always write out gold as an
   object on the player and monster
   inventory chains.

On a restore of the savefile with GOLDOBJ
not defined,  take the gold objects out of
the inventory chains and put it into u.ugold
or mtmp->mgold as appropriate.

On a restore of the savefile with GOLDOBJ
defined, nothing special is done.
2003-04-11 22:32:08 +00:00
nethack.allison
96b149208f B20007 age of potion of oil from bones
First From a bug report.4.1 beta 20.
2003-03-17 01:20:41 +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
cohrs
cb38d0882d B14001 - Stinking clouds in bonesfiles
Incorporate a fix from <Someone> that resets the timestamp on
stinking clouds left in bones files.  This does allow the cloud's ttl to
restart.  Extended it to reset the player_inside flag.

Then noticed that the only placed that called in_out_region was domove().
Added calls when changing levels (which causes player_inside to be set
correctly if the cloud covers the location where the player starts on the
bones level), teleporting, and inside hurtle_step.  There are still other
places that fail to call in_out_region, which others may choose to tackle.

I split out the remaining stinking cloud bug reported in the same e-mail
into a separate betabug.  That one probably cannot be addressed without
changing the level file format to track the creator.
2002-10-16 06:30:36 +00:00
nethack.rankin
b00a9dcd4a level file handling and trickery feedback
1) consolidate all core usage of `errno' in files.c;
2) give more feedback for any failure by create_levelfile or open_levelfile,
   similar to what was being done for problems during level change;
3) include trickery info in paniclog (many instances of "trickery" seem to
   be due to disk or quota problems rather than user misbehavior...).

The create_levelfile call in pcmain probably ought to be changed to use
error feedback, but in the meantime this should continue working.

Perhaps error() should be modified to update paniclog too, but I didn't
want to go through all its port-specific incarnations making changes.
2002-08-23 14:52:25 +00:00
nethack.rankin
b840adcb62 trickery bulletproofing
Prevent the pardoning of trickery in wizard mode from attempting
to continue when there's no longer any current level.  Also prevent
the ZEROCOMP configuration from trying to read from file descriptor -1
in case there're any other places which still let that slip through.
And fix an oddity in the VMS port's error() routine which has gone
unnoticed for years.
2002-08-22 03:05:18 +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
warwick
7b5618e03c Enclose savefile format change by STORE_PLNAME_IN_FILE macro. 2002-07-22 09:13:04 +00:00
warwick
16b7d4a099 Store plname in save files (and restore it).
Move get_saved_games() functionality to files.c
Use moved get_saved_games() functionality in Qt windowport.
[also some non-enabled perminv code in Qt windowport]
2002-07-22 06:25:52 +00:00
nethack.allison
40940991bb change GOLD_CLASS to COIN_CLASS 2002-07-08 23:25:53 +00:00
cohrs
f5b4406f8d entering discover mode while restoring a game
Reported directly to the list.  If you are not the wizard and start nethack
on the command line with the -D flag (or -X), the game reports that you're
entering discover mode but does not actually do it.  The flags.explore in
the save file overwrote the new value.  Save the flag while reading flags
if discover mode was requested.
2002-06-07 21:24:52 +00:00
cohrs
94837b78d4 hangups with temp gold in inventory
- Implement Michael's suggestion of marking temp gold put in inventory
so it can be cleaned up during restore.
2002-05-21 05:04:09 +00:00
nethack.allison
51f9892b3b Allow MICRO and WIN32 code paths to diverge
There's still a lot of overlap for 3.4.1, but not
100% any longer and it facilitates some improvements
- Allow error save files on WIN32
2002-03-30 19:09:56 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
kmhugo
b22af87dea Mac pragma tuneup
The Macintosh CodeWarrior port does not need nor support
the undefined pragmas.
2002-02-02 05:40:40 +00:00
dean
84b72da0eb update unused pragmas Update some of the mac pragmas for unused variables for the MPW compilers. 2002-01-23 06:14:21 +00:00
arromdee
166affb0f9 polymorphed quest leader
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.)
2002-01-21 22:15:22 +00:00
jwalz
61a28eb13b *** empty log message *** 2002-01-05 21:05:52 +00:00