The new code provoked several warnings; this fixes one of them.
Moving the declaration of 'rolecount' would have been sufficient,
but I've gone another way.
Take a first step towards making the mons[] array be readonly.
The only other place that updates it is when changing succubus and
incubus AD_SSEX attacks to AD_SEDU ones and that can be handled
via existing getmattk(), but so far has proven to be trickier than
anticipated.
Back out '#include "date.h"' so that cursinit.c won't be recompiled
every time any other file(s) need to be compiled. It doesn't need
patchlevel.h either. There is already a straightforward way to fetch
the copyright banner lines from version.c.
The splash screen (ascii art spelling "NetHack" preceding the normal
copyright lines) was invisible when showing white text on white-ish
background. Make it honor !guicolor.
"Shall I pick a character's role, race, gender and alignment for you?
[ynaq] (y) " was too wide to accept the answer on the same line on
an 80-column display so "(y) " was placed on the second line. That's
constructed in the core; change the construction to omit " a" when
using "character" rather than a role name. (tty shortens it by omitting
the default " (y)"; with " a" gone, it could revert to normal prompt.)
Also a bit of lint cleanup and some reformatting of cursinit.c....
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).
I think the only code change was in the function for the help command.
Due to the new player selection dialog I did, it was possible
to rename your character - but this didn't rename the lock files
and tried to load a save from the wrong name.
This is a bit of a hack, but seems to work and didn't seem to
cause problems for the tty.
For OPTIONS=role:Valk,race:!human,align:!lawful (where first+second
contradicts third or vice versa), you'd get
Shall I pick your Dwarven Valkyrie's for you?
where the what-to-pick field names are empty. Now, align:!lawful
gets overridden, producing
Shall I pick your Dwarven Valkyrie's alignment for you?
and then you'll end up lawful regardless of whether you answer yes
or no. That may be suboptimal but does emphasize that the original
alignment constraint couldn't be honored. (Things just fell out
that way and I haven't tried to make it behave any other way.)
While testing the fix, I noticed that OPTIONS=role:Valk,race:random
prompted
Shall I pick your Valkyrie's race and alignment for you?
instead of honoring 'race:random' without asking, so I've tried to
fix that too.
Role selection has become insanely complex, so one or the other of
these fixes has probably broken some other permuation of partial
specification. Both of the changes here have been done in the core
without touching any interface-specific role selection code.
Report states that using OSX Xcode IDE results in use of 'clang
Modules', whatever those are, and role.c's 'filter' struct ends up
conflicting with a function declared by <curses.h> (or possibly
<ncurses.h> since one includes the other). src/role.c does not
include <curses.h>, so this smacks of the problems caused by using
precompiled headers on pre-OSX Mac.
Instead of trying to import nethack into Xcode, I temporarily
inserted '#include <curses.h>' at the end of unixconf.h. gcc did
complain about 'filter' in role.c (but not in invent.c, despite
-Wshadow), and then complained about termcap.c using TRUE when it
wasn't defined (after in had been #undef'd, where there's a comment
stating that it won't be used in the rest of that file), and also
complained about static function winch() in wintty.c conflicting
with external winch() in curses.
This renames 'filter' and 'winch()' to things that won't conflict.
Also, our winch() is a signal handler but had the wrong signature
for one. And the troublesome use of TRUE was in code that was
supposed to be dealing with int rather than boolean.
Instead of just using 'random' as the default choice if the user hits
<return> when picking role, race, gender, or alignment, flag it as
pre-selected in the menu so that it can be seen to be the default.
Someday somebody is going to have to fix up the interaction between
PICK_ONE menu and pre-selected choice....
Like the just fixed naming for discoveries list, there are several
other add_menu() calls which specify <space> instead of 0 as a useless
selector on separator lines. These others are all for role selection,
where menus don't get big enough to need next-page.
I don't know what I was thinking at the time, although it must have
seemed like a good idea for some reason....
Change "Shall I pick your priest/priestess' race, gender, ..." prompt
to "... priest/priestess's ...".
Unfortunately that makes it long enough to push the cursor onto the
next line for basic 80 column display. If caveman/cavewoman's wasn't
already longer I think I would have left the clumsier phrasing/spelling.
Honor things like OPTIONS:role=!tourist and NETHACKOPTIONS='race=!orc'
when performing interactive role selection. I don't think it was
completely correct when players let the program choose, but it must
have been close enough because we haven't gotten any complaints.
The post-3.4.3 interactive selection was ignoring options-base filtering
entirely and did get complaints for the pre-beta.
Role selection has a ton of code which bloats the program without doing
anything useful for actual game play. It ought to be split off into a
separate front end.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
Add questpgr formatting codes to support pronouns for leader,
nemesis, deity, and artifact.
%lh -> "he" or "she" for leader; %nh for nemesis; %dh for hero's god;
%li -> "him" or "her"; likewise %ni, %di;
%lj -> "his" or "her"; and %nj, %dj;
H, I, and J modifiers yield capitalized form of same.
%oh -> "it" or "they" for artifact (Eyes of the Overworld is plural);
%oi -> "it" or "them";
%oj -> "its" or "their"; plus capitalization with uppercase modifiers.
Also, %O yields shortened artifact name ("the Foo" in place of "the Foo
of Bar"). These provide support for terser summary lines, but can also
be used in the regular quest text passages.
A couple of nemeses don't specify gender. The random choices need
to be made early so that the leaders' messages can get them right. This
chooses during role initialization and then uses that result once the
corresponding monster is eventually created. It does the same for leader
even though no current leader needs it, and for deity too.
[This verbose description is being committed with role.c only;
the dozen or so other affected files will use a much shorter one.]
Executive summary: using Unix (or VMS) with tty, start up via
nethack -u player
and follow the prompts. Seeing this in action will be much clearer than
any description. It might work as is with Mac and Be too, where you
don't need to bother with "-u player" to get "who are you?". Only half
of it will work with other ports using tty so far, and it does nothing
for ports which don't use tty.
I started out attempting to add an option which would let you defer
picking your character name until after you'd picked role and race and
so forth (so that you could let the game pick randomly, then use your own
role- or race- or gender-specific name for the result) but threw my ends
up in frustration. Instead, this allows you to specify race and/or gender
and/or alignment before role when interactively choosing them (ie, after
giving 'n' to the "shall I pick for you?" prompt), by adding extra menu
entries to the role menu, with similar entries in the other menus so you
can actually bounce back and forth picking whichever of the four role/race/
gender/alignment attributes in any order. (<Someone> has a patch to
control the order of the four prompts via option setting, but it's not as
versatile as this ended up being.)
That works pretty well, so I added a confirmation prompt when you're
done (which can be bypassed by picking new 'a' instead 'y' at the "shall
I pick your character's role [ynaq]?" prompt). And I introduced a chance
to rename the character during that confirmation, with a quite modest
amount of spaghetti being added into main() to support it. Picking a new
name which matches a save file will result restoring the saved game just
as if you'd used that name from the start. [One thing which hasn't been
resolved yet is whether anything special needs to be done when changing
name to or from "wizard", particulary for ports which allow/reject wizard
mode access based on character name rather than user name.]
Right now, renaming is only available if you've gone through the
"who are you?" prompt (thereby demonstrating that you're allowed to use
an arbitrary name), since some multi-user sites may be using scripting to
force the character name for players who share an account. There should
be a new SYSCF option to let sites explicitly allow renaming, but this
had already grown pretty big so that is deferred. (And I haven't yet
implemented sysconf for VMS so wouldn't have been able to test it....)
Unfortunately, role selection has been implemented in the interface
code instead of in the core--a big mistake, in my opinion, even if some
interfaces can give easy point and click control to the player--so this
has only been implemented for tty.
Also, renaming needs to manipulate lock files in the case where the
file name is based on the character name. I moved the file name part
into getlock() itself, removing some clutter from main(). But getlock()
handling in pcmain.c is something I won't touch with a pole of any length.
It needs to be cleaned up before the rename capability can be activated
for ports that use that main(). The rest of the rename support there is
present but bracketed by #if 0.
Lastly, the handling of generic character names like "player" and
"games" has been moved into plnamesuffix(), again to eliminate a bit of
clutter from main(). And plnamesuffix()'s potential for uncontrolled
recursion (if player keeps giving -Role instead of Name to askname()) has
been replaced by iteration. It could still go on forever if the player
is persistent or askname() goes haywire, but I don't think we really care.
The interface-specific changes are limited to player_selection() and
askname(), so folks can add this to other interfaces as desired without
flailing all over the place. But the changes to tty's player_selection()
were quite extensive. (Fortunately, some of it is just fixing up the
indentation to match changes in block nesting.) Like tty, win32 and gem
use build_plselection_prompt(). It now returns a string ending in "[ynaq]"
rather than just "[ynq]" so if they don't bother with these changes, they
should either fix that up or at least accept 'a' as a synonym for 'y'
during the initial "shall I pick your character's role?" prompt.
From a bug report, specifying role and race
along with invalid alignment for that role/race combination resulted in a
prompt of "pick the alignment of your chaotic human Valkyrie". This fixes
that particular problem, but the role selection code is incomprehensible
and I don't have a lot of confidence about whether other combinations have
similar trouble.
This also fixes an obvious typo in ok_align(). Unfortunately I can't
figure out what to do with the if-then-else block in root_plselection_prompt
which has identical code for its `then' and `else' halves (in the alignment
code that the new ok_align() test skips).
Support negation syntax to restrict unwanted race, role, gender, align
options:
OPTIONS=role:!knight, role:!tourist, race:!orc
prevents them from being picked randomly or
appearing in the pick lists at the start of the game.
<Someone> wrote:
> The "/* Fix up the quest nemesis */" code in role_init()
> adds M3_WAITFORU but _doesn't_ remove M3_CLOSE;
> since the Master of Thieves as the Rogue Quest Leader is
> defined with that flag, he keeps it when acting as the Tourist
> Quest Nemesis. Thus, when STRAT_WAITFORU
> is cleared by your actions, STRAT_CLOSE may stay in
> place making him stay meditating when another Nemesis
> wouldn't.
<Someone> complained that his compiler was giving these
warnings:
cmd.c:2119: warning: declaration of `expl' shadows a global declaration
dungeon.c:292: warning: declaration of `rand' shadows a global declaration
exper.c💯 warning: declaration of `exp' shadows a global declaration
files.c:278: warning: declaration of `basename' shadows a global declaration
hack.c:1102: warning: declaration of `expl' shadows a global declaration
pickup.c:2081: warning: declaration of `select' shadows a global declaration
role.c:1060: warning: declaration of `conj' shadows a global declaration
A core fixup if the the port startup code sets an invalid flags.female when
starting a new game. The old comment regarding being unable to change
flags.female was not completely correct. The flags.pantheon can be used to
differenciate new games from a restored game.
Building with an old version of gcc with various warnings enabled
generated a lot of noise. Most of it was due to not guarding string
literals with `const', but there were a couple of actual problems too.
Add absent prototypes to some core routines.
Also add some port function() to function(void) in some win32 routines.
Also updates the Borland C Makefile for win32.