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.
Fixes#179
The Valkyrie goal level has two drawbridges and one of them was set to
have 50:50 chance to be closed (raised). But 'random' for drawbridge
open/closed (or lowered/raised) state was always choosing open (lowered).
This fixes that and also changes that level to have the old settings
(southern open, northern 50:50) for 75% of the time and new settings
(both 50:50) for 25% of the time. So there's now a 12.5% chance that
both will be closed instead of both always being open (due to the bug
with handling random).
Fixes#177
The monst struct has 'mintrinsics' field which attempts to handle
both mon->data->mresists and extrinsics supplied by worn armor, but
polymorph/shape-change was clobbering the extrinsics side of things.
Potentially fixing that by changing newcham() to use set_mon_data(...,1)
instead of (...,0) solved that but exposed two other bugs. Intrinsics
from the old form carried over to the new form along with extrinsics
from worn armor, and update_mon_intrinsics() for armor being destroyed
or dropped only worked as intended if the armor->owornmask was cleared
beforehand--some places were clearing it after, so extrinsics from worn
gear could persist even after that gear was gone.
So, fixing the set_mon_data() call in newcham() was a no go. This
fixes update_mon_intrinsics() and adopts the suggested code from
github pull request #177 to have mon->mintrinsics only handle worn
gear instead of trying to overload innate intrinsics with that. This
is a superset of that; the flag argument to set_mon_data() is gone
and mon->mintrinsics has been renamed mon->mextrinsics. (The routine
update_mon_intrinsics() ought to be renamed too, but I didn't do that.)
It was possible to have the guaranteed luckstone at Mines' End become
merged with a random one and lose its specialness for achievement
tracking. Mark it 'nomerge' when created and clear that if/when the
achievement is recorded.
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.
Iron bars can be destroyed in some circumstances (hit by yellow
dragon breath or thrown potion of acid, being eaten by rust monser
or black pudding, or by poly'd hero in those forms) and should act
like walls for diggable/non-diggable purposes. But they aren't
walls, so the non-diggable flag was not being set for them by the
special level loader. Even once that was changed, they weren't
being handled consistently. Some places checked for non-diggable
directly (zap_over_floor of acid breath, potion of acid hitting bars)
and started working as intended, others used may_dig() to check
non-diggable (poly'd hero attempting to eat iron bars) but it doesn't
handle iron bars, and still others didn't check at all (bars-eating
monster who moved onto bars location in expectation of eating those
next).
Fixes#132
This is based on the commit for github pull request #132, which
indicates that the 'grow' pattern is reversed from what the .des
file specifies. I don't understand how this is really supposed
to work and the only place nethack uses it is on the Valkyrie Home
level, which seems to be created roughly the same both before and
after this change.
Fixes#123
Make sure wallification doesn't go out of bounds when operating
near the map edge. The top and left edges were ok (although the
left edge could uselessly try to wallify unused column 0) but the
right and bottom ones weren't validating the map boundary. None
of the 3.6.x levels were affected.
I've done this a little differently from the suggested commit in
the pull request.
Special levels with FLAGS:inaccessibles could trigger a panic if
a large enough area was subjected to floodfill handling. The buffer
intended to be enough to hold an entire level wasn't big enough when
individual coordinates were being added multiple times. I don't
really understand what this code is doing but the recommended fix
does work to prevent the panic.
None of the levels included with 3.6.x were affected.
Fixes#114
Report and contributed fix described lack of support for room type
"ant hole" in the code that loads special levels (and mentioned that
none of our des files attempted to use that room type so it isn't
noticeable in unmodified version of the game). The fix overlooked
a couple of other missing room types (leprechaun hall and cockatrice
nest) so I didn't use the pull-request's commit (so not sure what
github's automated updating will make of 'Fixes #114').
The cavemen quest description includes an 'S' in the lower right
corner of the MAP...ENDMAP section of the locate level. It produced
a secret door as intended but did not have horizontal vs vertical set
because the latter was only being done for DOOR directives. Instead
of adding an explicit directive, make the loading code set horizontal
vs vertical for all doors.
This fixes the orientation of that secret door in the Cav locate
level, but I noticed that it showed up an a visible horizontal wall
when the spots on either side were still blank. It's behaving as
if the door is on a lit spot and the adjacent walls are unlit (this
misbehavior was already present before the current change; it was
just shown incorrectly as a visible vertical wall before).