Give wizard mode player control over how a level gets transposed by
prompting for the desired outcome.
Refreshing the screen showed that remembered, no longer in view wall
corners and T walls were shown with their old orientation instead of
being transposed along with the level. This fixes that, but does so
by adding a chunk of code that will be irrelevant for normal play.
When a special level is created, there's a chance it gets flipped
horizontally and/or vertically.
Add new level flags "noflip", "noflipx", and "noflipy" to prevent
flipping the level. Add a wiz-mode command #wizlevelflip to test
the flipping on current level - although this doesn't flip everything,
as level flipping is meant to happen during level creation.
[...]
| Change selection_free(foo) to also free(foo) after freeing foo's
| fields. Every use was already
| selection_free(foo);
| free(foo);
| except for the two instances of memory leak.
And except for the three which aren't in sp_lev.c, one of which was
dealing with memory managed by Lua. This time it seems to be working
as intended.
This reverts commit 1b7ac93930.
I just got a crash from within Lua when loading mine town and it
appears to be memory related, so back out the "plug leaks" commit
for the time being.
selection_floodfill() would free the contents of its temporary
selection structure when the check function was Null but neglected
to free the allocated structure itself. I don't know whether that
was ever triggered.
generate_way_out_method() did likewise when trying to make a hole
or trapdoor. It reused the 'ov3' pointer without freeing it first.
'heaputil' reported instances of non-freed memory that were
allocated at line 3612 by selection_clone(), only called within
generate_way_out_method().
Change selection_free(foo) to also free(foo) after freeing foo's
fields. Every use was already
selection_free(foo);
free(foo);
except for the two instances of memory leak.
Some cleanup when chasing a memory leak. get_table_str() and
get_table_str_opt() return a value from dupstr() and it wasn't always
being freed. I'm not sure that I found the problem--maybe it involved
pointers turned over to Lua garbage collection--but did find a couple
of suspicious things in dungeon setup.
Instead of hardcoding the "prize" type and then watching for that
to be created, specify it in the level description.
Also, instead of giving both Sokoban end levels 50:50 chance for
either prize, bias the one that used to always have the bag of
holding to now have 75% chance for that and 25% chance for amulet
of reflection, with the other one having those chances reversed.
So still 50:50 overall.
Also change a bunch of automatic arrays with initializers to static
so that they won't be reinitialized every time their block is entered.
get_table_buc() is changed to support bless/curse specifiers for
"not-cursed", "not-uncursed", and "not-blessed" but they aren't used
yet.
This turned out to be a lot more work than I anticipated, but it is
definitely simpler (other than having #wizmakemap take achievements
away if you replace the level that contains the 'prize', which wasn't
handled before).
I cheated and made Mine's End into a no-bones level because the new
flagging scheme for luckstone, bag, and amulet can't carry over from
one game to another. It probably should have been no-bones all along.
Sokoban didn't have this issue because it's already no-bones.
Existing save files are invalidated.
Unix Makefile.utl wasn't aware of the dependency of makedefs.o on
src/mdlib.c so didn't rebuild makedefs when it should have.
Eliminate several warnings:
mdlib.c - #if inside the arguments to macro Sprintf();
nhlua.c - nhl_error() ends with a call to lua_error() which doesn't
return, but neither of them were declared that way;
nhlsel.c - because of the previous, the 'else error' case of
l_selection_ellipse() led to complaints about uninitialized
variables;
sp_lev.c - missing 'const'.
I did minimal testing which went ok, but revisiting a couple of levels
gave me un-freed memory allocated by restore.c line 1337. (I haven't
looked at that at all.)
Game is playable, and should compile on linux and Windows.
Assumes you have a lua 5.3 library available.
Removes level compiler and associated files.
Replaces special level des-files with lua scripts.
Exposes some NetHack internals to lua:
- des-table with commands to create special levels
- nh-table with NetHack core commands
- nhc-table with some constants
- u-table with some player-specific data (u-struct)
- selection userdata
Adds some rudimentary tests.
Adds new extended command #wizloadlua to run a specific script,
and #wizloaddes to run a specific level-creation script.
nhlib.lua is loaded for every lua script.
Download and untar lua:
mkdir lib
cd lib
curl -R -O http://www.lua.org/ftp/lua-5.3.5.tar.gz
tar zxf lua-5.3.5.tar.gz
Then make nethack normally.
Fixes#210
Subject was 'Bad loop condition in sp_lev.c'. Some object creation
code had handling for something that couldn't happen due to the logic
leading up to it. I couldn't figure out any way to make it useful so
just remove the dead code.
Make some progress on a couple of next minor release checklist
items, hopefully without introducing too many new bugs. This
is just the initial commit, and work continues.
Checklist items:
Savefiles compatible between Windows versions, whether 64-bit
or 32-bit in little-endian field format.
Selection of file formats:
historical (structlevel saves),
lendian (little-endian, fieldlevel saves),
and just for proof-of-concept, ascii fieldlevel saves
(the ascii is huge! 10x bigger than little-endian).
For the fieldlevel save, all complex data structures recursively
get broken down until until it is one of the simple types that
can't be broken down any further, and that gets when it gets
written to the output file.
New files needed for this build:
hand-coded:
include/sfprocs.h
src/sfbase.c - really a dispatcher to one of the
output/input format routines.
src/sflendian.c - little-endian output writer/reader.
src/sfascii.c - ascii text output writer/reader.
auto-coded (generated):
include/sfproto.h
src/sfdata.c
This is just one approach. I'm sure there are countless others
and they have different pros and cons.
For producing the auto-coded files a utility called
universal-ctags, that is actively maintained and evolving,
was used to do all the heavy-lifting of parsing the
NetHack C sources to tabulate the data fields, and store
them in an intermediate file called util/nethack.tags
(not required for building NetHack if you already have a
generated include/sfproto.h and src/sfdata.c)
util/readtags (also not required for building NetHack
itself) will decipher the nethack.tags file and produce
the functions that can deal with the NetHack struct data
fields.
You can obtain the source for universal-ctags by cloning it
from here:
https://github.com/universal-ctags/ctags.git
The combination universal-ctags + util/readtags has been
tried and tested under both Windows and Linux, so it is
not tied to a particular platform.
Note: util/readtags will work only with universal-ctags
output, so other ctags are unlikely to work as-is.
Universal-ctags can be build from source very easily
under Linux, or under Windows using visual studio.
if one of the random objects happened to be a luckstone then
it and the explicit one got marked as a prize.
Following this change, only one will be marked as the prize,
but a follow-up on the order of things in mines.des may be
warranted to ensure it is the explicitly placed luckstone.