These are displayed in discoveries, and a new 'price_quotes' option
allows them to be displayed for un-IDed objects in other contexts
too (the idea is that you turn on the option while identifying
objects and off for general play).
Invalidates existing save files.
Show the invocation items in the unique items section of the
discoveries list even when they're only flagged as encountered rather
than fully discovered. The Amulet of Yendor is excluded; it has to
be fully discovered to be shown in that section.
The ` command already supports selecting 'u' for unique items as a
pseudo-class. Add support for 'r' as synonym to match the recent
addition of 'relics' to the Guidebook.
The unique item category includes the Amulet of Yendor in addition
to the three invocation items. 'r' shows it too, once it has been
fully IDed. I'm ambivalent as to whether the Guidebook's Relics
section should mention it.
This has been laying around for a few weeks. I meant to do more but
have forgotten what the rest would have been.
Don't mark generic objects as dknown.
Potion of object detection and then looking at a generic object glyph
on the map would try to "discover" the generic object, and the loop
in discover_object would go too far, overwriting the exclusion_zones
pointer.
Take the easy route and just prevent discovery of generic objects;
there are probably other places where the generic objects should
be handled too, but the fuzzer hasn't hit them.
Issue reported by ars3niy: assigning names to types of objects,
or clearing such, did not update persistent inventory window. Also,
the sequence
assign-a-name,
name-as-' '-to-unname,
assign-a-name again,
unname again
would result in impossible: "named object not in disco".
This fixes the impossibility. The fix for #1470 has already taken
care of the presistent inventory issue.
Fixes#1469
This fixes a couple of bugs: a long-standing bug in which writing a
scroll by label could fail even if you've already seen a scroll with
that label (due to the game not tracking whether or not you've seen a
scroll if it doesn't have a name); and a somewhat newer bug in which
spellbooks auto-identified by Wizard knowledge were marked as having
been encountered (rather than as known but not encountered).
Breaks save file compatibility, but not bones files.
This is the third of a series of savefile-related changes.
This adds early-days experimental support for a completely optional
'sfctool' utility (savefile conversion tool), to be able to export
a savefile's contents into a more portable format. There are likely
to be bugs at this stage. In this initial first-attempt, the export
format is a very simple ascii output.
NetHack can be built entirely, without also building this tool.
NetHack has no dependencies on the tool.
Attempts were made to minimize duplication of existing NetHack code.
To achieve that, unfortunately, #ifdef SFCTOOL and #ifndef SFCTOOL
had to be sprinkled around through some of the existing NetHack
source code, so that it could be re-used for building the utility.
The process for building the sfctool typically recompiles the source
files with #define SFCTOOL and a distinct object file with SF- is
produced.
sfctool notes:
Universal ctags is used and required to produce the sfctool utility.
Some targets were added to the Unix and Windows Makefiles to
facilitate the build process.
make sfctool
That should build a copy in util.
Note: At present, the Unix Makefiles do not copy sfctool over to the
NetHack playground during 'make install' or 'make update'.
Until that gets resolved by someone, The tool will
have to be manually copied there by the builder/admin if
desired.
cp util/sfctool ~/nh/install/games/lib/nethackdir/sfctool
Also, a separate Visual Studio sfctool.sln solution was written and
placed in sys/windows/vs. That has has only very limited testing.
Usage:
i) To convert an existing savefile to an exportascii format
that co-resides with the savefile:
sfctool -c savefile
That *must* be executed on the same platform / architecture /
data model that produced the save file in the first place.
ii) To unconvert an existing exportascii format export file to a
historical format savefile that can then be used by NetHack:
sfctool -u savefile
That must be executed on the same target platform / architecture /
data model that was used to build the NetHack that will
utilize the save file that results.
A Windows example:
sfctool -c Fred.NetHack-saved-game
That should result in creation of Fred.NetHack-saved-game.exportascii
from existing savefile:
%USERPROFILE%\AppData\Local\NetHack\3.7\Fred.NetHack-saved-game
A Unix example:
sfctool -c 1000wizard
That should result in creation of 1000wizard.exportascii.gz
from existing savefile in the playground save directory:
1000wizard.gz
Current Mechanics:
1. Makefile recipe, or script uses universal ctags to produce
util/sf.tags.
2. util/sftags is built and executed to read util/sf.tags and
generate: include/sfproto.h and src/sfdata.c.
3. util/sfctool is built from the following:
generated file compiled with -DSFCTOOL:
src/sfdata.c -> sfdata.o
existing files compiled with -DSFCTOOL:
util/sfctool.c -> sfctool.o
util/sfexpasc.c -> sfexpasc.o
src/alloc.c -> sf-alloc.o
src/monst.c -> sf-monst.o
src/objects.c -> sf-objects.o
src/sfbase.c -> sfbase.o
src/sfstruct.c -> sfstruct.o
src/nhlua.c -> sf-nhlua.o
util/panic.c -> panic.o
src/date.c -> sf-date.o
src/decl.c -> sf-decl.o
src/artifact.c -> sf-artifact.o
src/dungeon.c -> sf-dungeon.o
src/end.c -> sf-end.o
src/engrave.c -> sf-engrave.o
src/cfgfiles.c -> sf-cfgfiles.o
src/files.c -> sf-files.o
src/light.c -> sf-light.o
src/mdlib.c -> sf-mdlib.o
src/mkmaze.c -> sf-mkmaze.o
src/mkroom.c -> sf-mkroom.o
src/o_init.c -> sf-o_init.o
src/region.c -> sf-region.o
src/restore.c -> sf-restore.o
src/rumors.c -> sf-rumors.o
src/sys.c -> sf-sys.o
src/timeout.c -> sf-timeout.o
src/track.c -> sf-track.o
src/version.c -> sf-version.o
src/worm.c -> sf-worm.o
src/strutil.c -> strutil.o
This is the second of a series of changes related to save/restore.
No EDITLEVEL bump has been included, because although the code
is changed extensively by this, the content of the savefiles have
not been changed.
Push the use of the structlevel bwrite() and mread() function use
out of the core and into sfstruct.c. This is groundwork for upcoming
changes.
In the core, replace the bwrite() and mread() calls with the
use of type-specific savefile output (Sfo) and savefile
input (Sfi) macros. The macros are defined in a new header file
savefile.h, which also contains the prototypes for the sfo_* and
sfi_* functions that the macros ultimately expand to. The functions
themselves are in src/sfbase.c.
On C99, each Sfo or Sfi macro expansion refers directly to the
corresponding type-specific sfo_* or sfi_* function.
If C23 or later is is use, the majority (all but 3 types) of the
macros refer to a single _Generic output routine sfo(nhfp, dt, tag),
and a single _Generic input routine sfi(nhfp, dt, tag), which handles
the dispatch of the type-specific underlying functions. This was
somewhat experimental, but turned out to be practical because the
compiler would gripe if the type for a variable was not included in
the _Generic when passed as an argument, so it could be fixed.
This alters the savefile verication process by having a common set
return values for the related functions such as uptodate(),
check_version(), etc. The new return values return more information
about savefile incompatibilities, beyond failure/sucess. The
additional information will be useful for an upcoming addition.
The expanded return values are:
SF_UPTODATE (0) everything matched and looks good
SF_OUTDATED (1) savefile is outdated
SF_CRITICAL_BYTE_COUNT_MISMATCH (2) critical size count mismatch
SF_DM_IL32LLP64_ON_ILP32LL64 (3) Windows x64 savefile on x86
SF_DM_I32LP64_ON_ILP32LL64 (4) Unix 64 savefile on x86
SF_DM_ILP32LL64_ON_I32LP64 (5) x86 savefile on Unix 64
SF_DM_ILP32LL64_ON_IL32LLP64 (6) x86 savefile on Windows x64
SF_DM_I32LP64_ON_IL32LLP64 (7) Unix 64 savefile on Windows x64
SF_DM_IL32LLP64_ON_I32LP64 (8) Windows x64 savefile on Unix 64
SF_DM_MISMATCH (9) some other mismatch
The callers in the core have been adjusted to deal with the expanded
return values.
Other miscellaneous inclusions:
- go.oracle_loc -> svo.oracle_loc.
- add a bit (1UL << 30) to called SFCTOOL_BIT as groundwork
for changes to follow.
This is the first of several savefile-related changes to
follow later. This one is groundwork for those later changes.
Remove internal compression schemes (RLECOMP and ZEROCOMP)
and discard the savefile_info struct that was primarily used to
convey which internal compression schemes had been in use.
Relocate some struct definitions into appropriate header files
for use by code to come in later changes.
Remove the two struct size-related fields from version_info and
from the nmakedefs_s. Instead, include a series of bytes near the
beginning of the savefile, representing the size of each
struct or base data type that impacts the historical savefile
content. Those are referred to as the "critical bytes".
(Related note: the "you" struct required two bytes, low and high,
due to its size).
Compare those critical bytes in a savefile against the NetHack
build that is reading the savefile. This allows mismatch detection
early in the savefile-reading process, and a clean exit, rather than
proceeding to read nonsensical values from the file. Include some
feedback on what the first mismatch was when encountering
one.
For arrays stored in the savefile, use loop-logic in the core
to write/read the array elements one at a time, rather than in
a single blob. This will be required for changes to follow later.
(impacts artiexist[], artidisco[], svd.dungeons[], svl.level_info[],
svl.level.locations[][], msrooms[] field of mapseen, svb.bases[],
svb.disco[] objects[], svm.mvitals[], svs.spl_book[], svd.doors[],
go.oracle_loc[], utrack[], wgrowtime[])
This also adds data model to the long version information.
This invalidates existing save and bones files due to the changes in
the information at the start of the file.
The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
This should prevent the unexplained situation in doclassdisco(the
back-tick command) from triggering a crash, but doesn't solve the
underlying problem. And the new impossible() will be escalated to
panic() by the fuzzer, so will still cause it to die.
Still no idea why the class input letter 'c' ended up with value
'I', leading to 'oclass' being MAXOCLASSES and going out of array
bounds during during doclassdisco()'s final loop.
A few add_menu_heading() calls were added to the '\' and '`' commands
which use a text window rather than a menu. For some reason they were
using create_nhwindow(NHW_MENU) but only populating it with text so
the heading lines sent as menu entries were lost. (Might panic with
Qt; I didn't check.)
Instead of just accepting an attribute, it's now possible to
use a color, or both color and attribute, for example:
OPTIONS=menu_headings:inverse
OPTIONS=menu_headings:red
OPTIONS=menu_headings:red&underline
Default is still just inverse.
This lets the player change the menu heading color without
needing to use menu colors for them.
Also makes it so the core uses NO_COLOR instead of 0, for all
the menu lines which don't have any prefedefined color.
Tested for tty, curses, x11, qt, and win32
When playing as a Samurai, add things like "osaku" to the discoveries
list even though they don't have separate descriptions to be used
when not yet discovered. Non-magic ones are pre-discovered and
players can now use the '\' command to figure out what things like
"tanko" mean without resorting to '/?'.
"wooden harp" has been getting changed to "koto (harp)"; make that be
| koto [wooden harp] (koto)
"magic harp" has been staying as "magic harp (harp)"; add it to the
list of Japanese item names. Since it's magic it isn't pre-discovered.
Once discovered it becomes
| magic koto [magic harp] (koto)
Those two needed special case handling, none of the other items did
aside from forcing them to be discoverable when lacking descriptions.
The discoveries list now has things like
| wakizashi [short sword]
| naginata [glaive] (single-edged polearm)
| gunyoki [food ration]
if--and only if--the hero is a Samurai.
Try to fix a fuzzer issue. I wasn't able to reproduce it so am not
sure whether this actually fixes it. A mimic seemed to be mimicking
object #1 (generic ILLOBJ_CLASS object which shouldn't occur) rather
than #0 (strange object). Strange object always has dknown==1 and
generic objects should always have dknown==0 but farlook of mystery
object #1 had its dknown flag set.
An earlier fix to force non-Null oc_name when formatting objects in
order to pacify the static analyzer might have been the reason that
the problem couldn't be reproduced.
This includes a few miscellaneous changes made while unsuccessfully
hunting for the problem.
A number of C compiler suites have a math.h library that includes a yn()
function name that conflicts with NetHack's yn() macro:
"The y0(), y1(), and yn() functions are Bessel functions of the second kind,
for orders 0, 1, and n, respectively. The argument x must be positive. The
argument n should be greater than or equal to zero. If n is less than zero,
there will be a negative exponent in the result."
At one point, isaac64.h included math.h, although that has since been removed.
Some libraries used in NetHack (Qt for one) do include math.h and that required
build work-arounds to avoid the conflict.
Rename the NetHack macro from yn() to y_n() and avoid the math.h conflict
altogether, eliminating the need for that particular work-around.
Add 17 fake objects to objects[], one for each object class. All
specific color as gray. They're grouped at the start--actually near
the start since "strange object" is still objects[0]--rather than
being among the objects for each class. init_object() knows to start
at [MAXOCLASSES] instead of [0]; other code that loops through every
object might need adjusting.
For potions, non-stone gems, and non-novel/non-Book_of_the_Dead
spellbooks that don't have obj->dknown set, display the corresponding
generic object rather the object itself. Fixes the longstanding bug
of seeing color for not-yet-seen objects whose primary distinguishing
characteristic is their color. Walking next to a generic object
while able to see its spot will set dknown and redraw as specific.
It's slightly disconcerting to have objects change as you reach them;
I hope it's just a matter of becoming used to that. (If there is any
code still changing the hero's location manually instead of using
u_on_newpos(), it should be changed to use that routine.)
Most of the new tiles are just a big rendering of punctuation
characters. The potion, gem, and spellbook ones could be cloned from
a specific object in their class and then have the color removed. I
started out that way but wasn't happy with the result. I'm not
artisticly inclined; hopefully someone else will do better. Each of
them is preceded by a comment beginning with "#_"; the underscore
isn't required, just being used to make the comments stand out a bit.
Invalidates existing save and bones files.
Also includes support by paxed for polearm targeting using the
frame color.
Also renames USE_TILES to TILES_IN_GLYPHMAP which is a more
accurate description.
Not all window interfaces have full support for the color framing
of the background square yet.
MS-DOS needs further work (to bring it to both VESA and VGA, with
and without tiles.
Windows GUI is missing support.
X11 and Qt have been started, but may require further refinement.
Replace FIRST_GEM and LAST_GEM with FIRST_REAL_GEM, LAST_REAL_GEM,
FIRST_GLASS_GEM, and LAST_GLASS_GEM and define those along with
objects[] rather than separately. Do the latter for FIRST_AMULET
and LAST_AMULET too. Also new FIRST_SPELL and LAST_SPELL used to
compute MAXSPELLS. (That value looks wrong to me, but this defines
it with the same value as before. If it gets fixed, EDITLEVEL will
need to be incremented.)
This started as just proof of concept that extra information could
be collected as objects[] gets initialized at compile time.
Move the new stuff from PR #946 out of xname() into new routine
armor_simple_name().
Noticed while testing: tweak 'call object type' so that it doesn't
list instances of pre-discovered armor as likely candidates since
assigning a name to such wasn't showing up in the discoveries list.
Add "silver shield" as wishing synonym for "polished silver shield".
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
^ ^
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() */
find_skates was still in use for its one intended case, but objdescr_is
has been around for a few years now and can do just as good a job
without having to hardcode the first and last boots in objects[].
This replaces the old pushq/saveq arrays (which were used to save
the keys pressed by the user for repeating a previous command)
with a new command queue. This means there's no hard-coded limit
to the saved keys, and it can repeat extended commands which are
not bound to any key.
(user-side decisions really, but as it stands right now
user-side decisions/options are made and processed by the core)
add a parameter to add_menu so color can be passed
This should have been broken up into multiple pieces but they're
all lumped together. I did ultimately throw away a fourth change.
Implement artiexist[].bones and artiexist[].rndm artifact creation
tracking bits that were added recently. Doesn't need to increment
EDITLEVEL this time.
Add a new wizard mode feature: if you use `a to show discovered
artifacts, it will prompt about whether to show the tracking bits
for all artifacts instead. If not using menustyle traditional,
you need at least one artifact to have been discovered in order to
have 'a' choice available when selecting what class of discovered
objects to show for the '`' command.
artifact_gift(), aritfact_wish(), and so forth return a value that
none of the existing callers use, so cast their calls to (void).
If any artifacts are discovered and menustyle traditional is in use,
the player can type `a to get the artifact subset of discovered items.
Likewise with `u to for unique items (the invocation tools and the
real Amulet). For normal object classes, `<class> works for every
class, even when there aren't any discoveries for it (where you get
told "you haven't discovered any yet" if you pick such). But `a
and `u were only allowed if at least one thing in the corresponding
category had been discovered. Change to allow it even when none have
been. The feedback of "you haven't discovered any {unique items,
artifacts} yet" was already in place.
Doesn't apply for picking the class via menu. Menus don't have any
concept of "allowed as a response even though not listed as a choice".