Fairly old pull request from copperwater: add new paranoid_confirm
setting 'trap'.
The old commit suffered from bit rot and merging needed too much
fixing up despite there not being many bands of change in the commit's
diffs. I ultimately redid it from scratch, although the two biggest
chunks of code started with copy+paste of the pull request's commit.
It operates like paranoid:pray. Setting paranoid:trap adds a new
"Really step into <trap>?" y/n prompt when attempting to move
into/onto a known trap, even if an object covers it on the map.
Setting both 'paranoid:Confirm trap' turns that into a yes/no prompt.
(Adding 'Confirm' affects other paranoid confirmations; in addition
to requiring yes<return> rather than just y to accept, it also forces
no<return> to reject.)
However, moving into a known trap that is considered to be harmless
behaves as if no trap was present. Some of the trap classification
might be out of date; several types of traps have undergone changes
since implementation of the original pull request, notably anti-magic
field. When the hero is hallucinating, all known traps are considered
harmful since the map no longer reliably describes them.
Preceding a movement command with the 'm' prefix also behaves as if
no trap was present, bypassing confirmation for that move, similar to
how paranoid:swim currently behaves. Being stunned or confused also
behaves as if no trap was present, taking priority over hallucination.
This updates the documentation.
Supersedes #259Closes#259
Update the 'optmenu' data file to describe the simple options menu
(new paragraph containing just a one sentence) as well as the full
options menu (still several paragraphs). Visible by choosing '?' in
the full options menu or the 'how to set options' choice in the main
help menu.
Add a line to the simple options menu about how to get the full
options menu. Only shown if you type '?' to toggle on "show help";
taken away again if you use '?' to toggle back to "hide help".
Add support for
|OPTIONS=paranoid_confirm:+foo !bar
to enable confirmation for foo and disable it for bar while leaving
other settings intact. Drop support for
|OPTIONS=!paranoid_confirm:bar
since paranoid_confirm:-bar and paranoid_confirm:+!bar accomplish the
same thing. !paranoid_confirm still works as paranoid_confirm:none.
Update the documentation for paranoid_confirmation. It doesn't spell
out all the ins and outs but should cover enough for actual use.
The revised Guidebook.tex is untested.
The command name is expected to be short and the menu description is
expected to be short, but use a bigger buffer for the combination of
the two just in case.
In the paranoid_confirm submenu for 'm O', dynamically substitute the
correct key into the description of the 'swim' choice if #reqmenu is
bound to something other than 'm'.
Introduce
OPTIONS=paranoid_confirm:+foo bar
to add the 'foo' and 'bar' bits to any confirmation bits already set and
OPTIONS=paranoid_confirm:-foo bar
to clear the 'foo' and 'bar' bits without changing any others that are
already set. Values '+foo +bar' or '+foo -bar' or '!foo bar' aren't
accepted.
OPTIONS=paranoid_confirm:foo bar
still replaces existing settings with just the specified bits.
OPTIONS=!paranoid_confirm:foo bar
is treated like 'paranoid_confirm:-foo bar', although I'm wondering
whether that was good idea. Negation combined with plus or minus is
rejected.
Replace the handling for 'prayconfirm' to use 'paranoid_confirm:+pray'
and '!prayconfirm' with 'paranoid_confirm:-pray'. Issue a warning
(which is described as "error" but it still works) about it being
deprecated when that out of date boolean is used.
Reorder swim and AutoAll in the paranoid_confirm menu so that the ones
that add a new 'y' question (pray and AutoAll) are together and the
two that change game play (swim and Remove) without asking questions
are together. (The description of swim in its menu entry now mentions
the 'm' prefix and should probably plug in the value instead since it
might be bound to some other key.)
Undefine the macros defined for option.c's use prior to end of file.
Issue most recently reported by Xdminsy (previously reported by
others): it is too easy to accidentally pick choice 'A' in object
class selection menus for menustyle:Full. Previous change relevant
to this was to exclude choices 'A' and 'a' from being set by '.'
(choose all entries) and '~' (toggle all entries). That was an
improvement but doesn't help with pressing shift when meaning to
type 'a' by those who type faster than they cogitate.
This implements a suggestion by janne-hmp: add new choice for the
paranoid_confirmation option, 'Autoall' (synonym 'Autoselect-all').
If the player sets this and includes 'A' among the choices for
class selection, prompt to confirm whether to honor it. Like
confirmation for praying, it adds an extra y/n prompt rather than
change an existing y/n prompt into a yes/n or yes/no one. If the
player declines, then nothing is selected and the operation is
cancelled rather than putting the menu back up to choose again.
OPTIONS=paranoid_confirm:autoall requires at least two letters
('au') even if the 'a' is capitalized. paranoid_confirm:a means
confirm attacking peaceful monsters. And it should be
OPTIONS=paranoid_confirm:autoall pray swim
if someone just wants to add autoall to the default paranoid bits.
The Guidebook hasn't been updated to describe the new choice since
it seems likely that it might undergo adjustments.
Closes#1065
Revise the menu that asks whether to run the tutorial so that it will
accept ESC for "no".
Also, in its hint about how to suppress the menu, change vague "the
config file" to the actual configuration file name. (This might need
a new 'sysconf' directive to control what's shown on servers where
the player doesn't have access to the file system, but the vague
description wasn't adequate for single player systems.)
The #genocided command was revealing extinct monster species when used
during normal play. That was not intended, so stop. Change to only
reveal them in wizard or explore modes and also during end-of-game
disclosure but suppress them during normal play.
The full description of #genocided is now dynamically updated for '# ?'
during normal play to remove its reference to extinctions. Also, check
for skipping wizard mode commands before doing description searching.
\#genocided was out of alphabetical order in the full commands list.
Both it and #vanquished should have had the GENERALCMD flag; they
don't affect game state.
Change #genocided to use the sort order currently set for #vanquished,
and allow 'm #genocided' to put up the same menu as 'm #vanquished'.
(Not quite the same. Sorting by count of monster deaths isn't
appropriate for listing genocides where an arbitrary number may have
been killed before the genocide occurred. If the preferred order for
vanquished is set that way, alphabetical will be used for genocided.)
Setting the order via menu for either command sets the order for both,
but doing so via #genocided doesn't offer the count-high-to-low and
count-low-to-high choices. During disclosure, you can answer 'a' when
asked whether to disclose genocided and extinct monster types and like
for vanquished monsters, that lets you choose an order at end-of-game.
Doing so won't affect disclosing of vanquished monsters--it'll be too
late for them.
A chunk of this diff is due to moving the #wizborn code out of the
middle of #vanquished handling.
Guidebook.ms has been updated but Guidebook.tex is lagging.
sounds can be set in the config file or on the fly with the Options menu.
This also adds a mechanism for specifying a terminology preference
for a boolean option in the options menu.
The choices are: Term_False, Term_Off, Term_Disabled
Term_False, the default, will use the terms "false" and "true" in the
Options menu.
Term_Off will use the terms "off" and "on" in the Options menu.
Term_Disabled will use the terms "disabled" and "enabled" in the Options
menu.
I didn't review any of the existing options to see if one of the new
alternative terms might be a better fit. They were all left at the default.
Issue reported by argrath: if getoptstr() executed its loop to
find the latest phase that set a role/race/gender/alignment option
value, the first iteration of the loop would use an index that's
out of bounds.
The code in question is wrong but happens to not be used, so the
out of bounds access doesn't occur. Fix the value for the first
iteration in case the offending code eventually gets used.
Fixes#960
Groundwork for a more versatile interface for using
sound libraries. A lot of sound libraries work across
multiple platforms.
The current NetHack sound stuff is quite limited.
Binaries can have a variety of window ports linked into
them, and it makes sense to have something similar for
sound.
This tries to set things up in a more soundlib-centric way,
rather than inserting things in a platform-centric way.
It establishes a new top-level directory sound (akin to win
for the window interface routines, or "window-port") where
sound-related additions and sndprocs and support files can be
added and used across platforms.
The default interface is nosound and the 'nosound' interface
is in src/sounds.c
The interface for 'windsound', which contains the same minimal
USER_SOUNDS support using built-in routines that has been in the
windows port for a long time is added to
sound/windsound/windsound.c.
For now, the sound interface support for 'qtsound' has been added
to the existing Qt files win/Qt/qt_bind.h and win/Qt/qt_bind.cpp,
and a note has been placed in sound/qtsound/README.md to avoid
confusion.
New header file added: include/sndprocs.h.
If you used the commandline to ask for an interface that doesn't exist
or isn't available, you'd get complaints about it not being recognized
twice. First before any other options, then again after regular
option processing has taken place. Clear the command line setting if
the first attempt gets rejected so that it won't be retried later and
be rejected again. Probably the game should just quit if setting the
interface fails.
Allow the preferred sort order for the vanquished monsters list to
be specified in the run-time config file
|OPTIONS=sortvanquished:X
where X is t, d, a, c, n, or z. It can also be set to 'A' or 'C'
but those aren't documented and aren't offered as choices when
setting the value interactively, which can be done via 'm O' or by
using 'm #vanquished'.
Guidebook.mn has been updated but Guidebook.tex is lagging again.
Keep track of how a role|race|gender|alignment option got its value
so that role:!Tourist in .nethackrc and role:!Priest in NETHACKOPTIONS
yield 'role:!Priest' rather than merging into 'role:!Priest !Tourist'.
It also doesn't write the value into new config file for #saveoptions
if that value comes from environment or command line (not applicable
since the command line arguments for role,&c don't go through options
handling). Also, the old config file value takes precedence over
the current game's value file so that 'role:random' doesn't become
'role:Healer' or such in a new config after the random value gets
picked for play.
This only tracks the role, race, gender, and alignment options but the
concept could be extended to all options. The data would need to be
saved and restored if values set interactively need to be retained in
restore sessions (doesn't apply to role,&c since those don't change
during play).
Due to the unorthodox values for role, race, gender, and alignment,
specifying a negated value or set of values in NETHACKOPTIONS wasn't
overriding a specific value set in the run-time config file. The
command line should take priority, then environment, then config file,
lastly builtin defaults.
This could probably use some improvement. It now treats role:!val
as if there was no val role and the entry was role:random rather than
previous role:none (affects prompting).
[I've just realized that role:!foo in environment will be combined
with role:!bar in config file rather than replacing it. I'm not sure
how to deal with that.]
Using role:!wizard to limit which roles would be candidates for
random selection didn't work as I expected. It required a separate
option setting for role to exclude. This implements how I thought
it worked:
|OPTIONS=role:!ranger !samurai !wizard
will exclude multiple roles with a space-separated list in a single
option setting. It also adds support for
|OPTIONS=!role:ranger samurai wizard
to do the same thing. (OPTIONS=!role:!ranger isn't allowed.)
I thought 'OPTIONS=role:barbarian caveman knight' could be used to
limit random selection to those choices, but that doesn't work and
I haven't attempted to implement it.
This also renames the 'align' option to 'alignment'. That made the
truncation to 'align' become ambiguous, so it got added back as an
alias for the full name.
Guidebook.tex is lagging; I'm burned out.
The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
This fixes the problem with reporting "the <foo> option may not
both have a value and be negated" to stdout if delivered before the
interface has been set up, so possibly not be seen. It has been
using pline_The() but that uses rawprint() during startup.
Unfortunately testing it has uncovered another config file error
reporting issue and this one won't be so easy to fix. For a logical
line that uses backslash+newline continuations to span multiple
physical lines, when there is a problem it reports the line number
and text of the last segment rather than of the first or of the
specific segment containing the problem. That isn't necessarily
wrong but is suboptimal.
Option parsing rejected
|OPTIONS=!cond_X
for all valid X.
Using the menu to unselect all condition options treated that as not
having made any choice and didn't make any changes. That would be
reasonable if nothing was preselected, but things are so unselecting
all of them is a choice. (A bizarre one, but still should be viable.)
Mostly this deals with including cond_X options when #saveoptions is
used to write a new RC file. It now produces something like
|OPTIONS=!cond_barehanded,cond_blind,!cond_busy,cond_conf,!cond_deaf,\
| cond_iron,cond_fly,cond_foodPois,!cond_glowhands,cond_grab,\
| cond_hallucinat,!cond_held,!cond_ice,cond_lava,cond_levitate,\
| !cond_paralyzed,cond_ride,!cond_sleep,cond_slime,!cond_slip,\
| cond_stone,cond_strngl,cond_stun,!cond_submerged,cond_termIll,\
| !cond_tethered,!cond_trap,!cond_unconscious,!cond_woundedlegs,\
| !cond_holding
after the last alphabetical option and before the bound keys, menu
colors, and others which aren't simple OPTIONS=X settings. This only
happens if there is already one or more OPTIONS=cond_X entries in the
old file when it was read or if 'mO' gets used to make any changes.
Not fixed: after my RC had something similar to the above and before
I changed status conditions to accept negation, I was getting several
"the cond_ option may not both have a value and be negated" messages
written to stdout instead of the config file error handler. So they
vanished when the screen was initialized without providing a --More--
prompt to acknowledge that they have been seen.
Instead of using index() macro defined to strchr, use C99 strchr.
Instead of using rindex() macro defined to strrchr, use C99 strrchr.
If you want to try building on a platform that doesn't offer those
two functions, these are available:
define NOT_C99 /* to make some non-C99 code available */
define NEED_INDEX /* to define a macro for index() */
define NEED_RINDX /* to define a macro for rindex() */
Force windowtype to be the first option written to new RC file since
its value can affect how other options are processed. (Only saved if
comes from existing RC file, not command line.) doset() lists a few
compound options before the rest too. Combine the two sets of want-
to-be-first and move the handling for that to optlist.h where the only
cost is that the options are no longer in alphabetical order.
I hadn't ever used #saveoptions before and when I checked to see
whether the autounlock:none changes were being handled properly, I
discovered that options set via 'm O' weren't being handled at all.
This includes some miscellaneous reformatting of things noticed
while tracking down the problem.
Because the existing error was the default case in a switch/case
statement only reachable if the option matched one of the expected ones
in the list, it wasn't actually reachable: something totally out of
left-field wouldn't match one of the expected options so never hit the
switch, and something that did match one of the expected options would
by definition have a first character handled by one of the cases in the
switch/case.
Do it a slightly different way that should successfully raise an
unexpected value error for 'OPTIONS=autounlock:foobar'. I didn't remove
the default case entirely, because it could still catch an error if
some new value is added to unlocktypes[] without a corresponding case
being added to the switch statement.
The autounlock handler included an explicit 'none' option, a choice that
gave it a different UX from similar existing compound option handlers
(e.g. paranoid_confirm or pickup_types), which set 'none' simply by
deselecting all options. It didn't make the menu any easier to use (at
least in my experience), since in order to go from some combination of
options to 'none', you'd have to deselect everything anyway (which on
its own was enough to set 'none', so there was no reason to explicitly
select it after doing so).
Make the autounlock handler work like other compound option handlers,
such that deselecting all options is the way to set 'none', and there is
no explicit 'none' option included in the list.
The menu to interactively set the windowborders option for curses
uses 'a'..'e' for choosing 0..4. Accept '0'..'4' (via unseen group
accellerator) too.
options.c: In function ‘option_help’:
options.c:8820:55: warning: ‘%s’ directive writing up to 255 bytes into a region of size 220 [-Wformat-overflow=]
8820 | Sprintf(buf, "Set options as OPTIONS=<options> in %s", configfile);
| ^~ ~~~~~~~~~~
make pmatchregex regex_error_desc return type match cppregex.cpp and
posixregex.c
make the extern declaration for loadsyms[] in options.c match the
one in symbols.c.
Renaming got_from_config[] (something that was done in the past)
to set_in_config[] (something to do in the future) is sufficient to
remove any confusion about why it is being set from 'O'. Since that
is the name of an enum value, use opt_set_in_config[] instead.
For a compound option's value that uses getlin(), cancelling with
ESC wasn't dismissing the menu and could eventually result in a
"No window slots!" panic. Clean up properly after ESC.
doset() and doset_simple() were sharing a format string but those
weren't the same if the longest option name differed. Stop sharing.
doset_simple() didn't support menu_tab_sep. Now it does. (Tested
with Qt; really needs to be tested with WinGUI. Enabling that is
expected to produce strange looking results with tty or curses.)
The pull request included some changes that were neither accidental nor
unintentional, so only a subset of the changes from pull request #869
submitted by klorpa were manually applied.
behaviour -> behavior
speach -> speech
knowlege -> knowledge
incrments -> increments
stethscope -> stethoscope
staiway -> stairway
arifact -> artifact
extracing -> extracting
The uses of "iff" were left alone.
Close#869
Move the guts of doset_simple() into a separate routine. Initially
that was just to avoid having to increase indentation when replacing
'goto' with 'do { ... } until ()'. It ends up making the flow of
control easier to see.
doset() and doset_simple() each had their own static flag indicating
whether 'fmtstr_doset' had been assigned a value. Redundant
assignment produced the same value so it wasn't an actual problem.
doset_simple() probably needs to add menu_tab_sep support for WinGUI.
Qt is able to get by without it, but that's because it forces use of
fixed-width font when any line in a menu or text window has 4 or more
consecutive spaces. I don't think WinGUI does that.
initoptions(), including initoptions_finish(), was running to
completion with the default window system before windowtype from the
command was parsed and activated. When the default window system
is tty without MS-DOS the map type gets set to ascii; command line
--windowtype:X11 doesn't switch it back to the X11 default of tiled.
So,
| NETHACKOPTIONS=windowtype:X11 nethack
ran nethack in tiles mode but
| nethack --windowtype:X11
ran it in text mode (assuming .nethackrc left tiles vs text with the
default setting).
I think this fix is quite iffy but it seems to work as intended....
It reclassifies '--windowtype' as an "early option" in unixmain.c,
and the options.c code ultimately processes it twice.
Instead of hardcoding mouse button actions, allow the user to
bind mouse buttons to extended commands. For example the new
defaults are:
BIND=mouse1:therecmdmenu
BIND=mouse2:clicklook
Currently a bit rudimentary; the defaults should be OK, but
documentation is bit lacking, and in-game binding and option
saving are missing.
Allowed commands to bind are "nothing", "therecmdmenu", "clicklook",
and "mouseaction". Clicklook replaces the "clicklook" boolean option,
and mouseaction does what mouse 1 button used to do - a context sensitive
action.
Redo the fix for using doset(#optionsfull) to toggle perm_invent
under curses. Move it to curses code and let the core be unaware
of it. It does the perm_invent update twice when creating the
window for that.
The #name default key was 'N', but that gets bound to #runsoutheast
when not using number_pad. Swap around the default #name key to M-n,
and bind the 'N' to it in commands_init instead.
The number_pad option wasn't getting saved because it has a separate
handler - mark the option as changed even if the value did not change
so it will be saved to the config.