<Someone> wishes to add a couple of new options to the wince port ("run fullscreen" and "do not use CE software keyboard").
The wincap field was full, so this adds a second field for
additional options.
This is derived from the proposed patch and feedback to it. This applies
the last-position cache behavior without an option, making the behavior
more like it is for interfaces with a mouse, where holding the mouse still
acts the same way as the travel cache. The code is not #ifdef'd either.
This allows the use of the right mouse button to
look at things on the screen when the
'clicklook' option is set.
Concept came from a patch for 3.4.0
that I saw referenced on r.g.r.n
[see http://www.steelskies.com/nethack.php]
but the implementation is different.
hilite_pet on Win32 (tty) wasn't respecting
the setting of "use_inverse" (plain "inverse" at the
time I think).
In response, we made it respect the setting. The
"use_inverse" setting is off by default however,
so we've now had about three complaints about
hilite_pet not working.
So I'm changing the default value for win32 tty
to having "use_inverse" set to TRUE.
They can still override it in the config file
that way.
In May 2002, <Someone> wrote:
>In src/options.c, there are these options with their descriptions:
>
>#####################
>{ "font_size_map", "the size of the map font", 20, DISP_IN_GAME },
> /*WC*/
>{ "font_size_menu", "the size of the map font", 20, DISP_IN_GAME
> }, /*WC*/
>{ "font_size_message", "the size of the map font", 20,
> DISP_IN_GAME }, /*WC*/
>{ "font_size_status", "the size of the map font", 20, DISP_IN_GAME
> }, /*WC*/
>{ "font_size_text", "the size of the map font", 20, DISP_IN_GAME
> }, /*WC*/ #####################
>
>Surely all those descriptions shouldn't be the same?
The number_pad option can now optionally hold a value
{0,1, 2 } for {off, on, DOS-mode} but plain number_pad and
!number_pad in config files still work as before.
When number_pad:2 is set, iflags.num_pad_mode is set to 1
which triggers the following behaviour:
> '5', M('5') and M('0') are mapped in rhack()
>in cmd.c, only when they are entered as a command. When used as a
>number, like in the 'n' command, no mapping takes place. '0' is
>already mapped to 'i' by the core. The
>only difference [<Someone>] left in (deliberately) is when you press Ctrl-0;
>this used to map to C('i'), which is an invalid command; now
>keep it '0' (which is interpreted as 'i' by the core.)
Even though the in game help now lists the actual disclosure values
instead of "all" as the default value, implement support for "all" (also
for "none") since doing so is trivial.
"List of game options" from `? f' misaligns the entries for runmode
and scroll_amount (at least for tty display). Shorten their descriptions
so that they fit without squeezing out spaces.
- Move the code for keystroke handling into its own source file.
- Compile and link it as a dynamic link library.
- Dynamically load the keystroke handler at runtime
- Add support for specifying a different handler in defaults.nh
so that internationalization issues can be dealt with without
rebuilding nethack, just supply alternative handlers in HACKDIR.
The following exported functions need to be present in
the keystroke handler .dll:
ProcessKeystroke - returns an ascii value to NetHack
NHkbhit - allows peeking to see if a key/mouse press is waiting
SourceWhere - returns location for souce code for a keystroke handler
SourceAuthor - returns author information for a keystroke handler
KeyHandlerName - returns the full or short name of the keystroke handling dll.
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
the ptr and calculating the distance from beginning of array
a few plines that were without punctuation. There may be more non-DEBUG
pline or pline-like things that are still missing punctuation. They are
almost impossible to find after the fact, since they could be anywhere,
including in various dat files and functions that pass strings and formats
into other functions that call pline.
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.
(from <Someone>):
I guess that this:
mcam += iflags.wc_scroll_amount;
should be his:
mcam += iflags.wc_scroll_amount - 1;
In words: If scroll amount is 1, the behaviour should be as it was
before the option existed, which means: no addition to mcam.
> - I'd like to see another option added: scroll_amount. In
> combination with scroll_margin, this would control the amount
> of squares the screen is scrolled when the scroll_margin is
> reached (currently, this amount is 1, but if I recall
> correctly, it used to be more). For example, if both were 5,
> when you came within 5 spaces of the left screen border, the
> screen would shift 5 spaces to the right).
Provide some command assistance for newbies, but
suppress it with !cmdassist in the config file.
If someone misinterprets the Guidebook ^D, ^T
type command notation, this will pop up some
further information to possibly assist them and
explain the notation.
Several flags added since 3.4.0 were destined for flags
(to be saved with the game) but were placed in iflags for
savefile compatibility. These include:
boolean lootabc; /* use "a/b/c" rather than "o/i/b" when looting */
boolean showrace; /* show hero glyph by race rather than by role */
boolean travelcmd; /* allow travel command */
int runmode; /* update screen display during run moves */
This patch has no effect unless you define this in your port's
XXconf.h file.
#define SAVEFILE_340_CONVERT /* allow moving of some iflags fields to flags
without destroying savefile compatibility */
Without it, the new flags remain in "iflags." With it, the flags are moved to
"flags" and the structures are converted when the save file is read. There
is no reverse compatibility. If you save the game after conversion, you
can't load the savefile on 3.4.0, only 3.4.1.
Provide user control over screen updating for multi-step movement
(run via shift, control, &c and also travel). [See cvs history for
fixes34.1 for more details.]
by <Someone>
(the following text accompanies the patch at <Someone>'s web page)
add more configurability to the new msg_window option of [..]3.4.0.
It allows the configuration option to take an optional parameter to
specify the style of message history display to use.
allows the following configuration options:
msg_window:s - single message (as was the default in 3.3.0)
msg_window:c - combination; two messages in 'single', then as 'full'
msg_window:f - full window; oldest message first
msg_window:r - full window reversed; newest message first
In the event of no parameter being provided,
the patch is compatible with the current 3.4.0 behaviour:
msg_window = 'full'
!msg_window = 'single'
msg_window can be configured for these options in the
Options menu (Shift-O)
msg_window stores the current window type in the non-persistent
iflags structure, which means that savefile/bones files should be
100% compatible with Vanilla, but at the disadvantage that your
customisations to msg_window will be replaced with your
defaults.nh (or ~/.nethackrc) value every time you restart a saved game.
Credits:
The patch draws inspiration (and code snippets) extensively
from <Someone>'s original msg_window patch, [...] as well as <Someone>'s code for reverse ordering implemented until recently in
Slash'em.
Add "travel" boolean option to enable/disable travel command.
Add "mouse_support" wincap option to enable/disable mouse.
- When running the win32 tty version full-screen, some people
complained about the square mouse cursor.
Newsgroups: rec.games.roguelike.nethack
Subject: Re: Getting rid of the cursor?
<email deleted> <email deleted>
Followup-To:
On Thu, 04 Apr 2002 00:20:06 <email deleted> wrote:
> Ok, let me be more specific: when playing the windows non-GUI version, is
> there a way to get rid of the large rectangular white cursor?
>
> <email deleted> wrote in message
> <email deleted>
>> Can you get rid of the cursor in the windows version? I really hate that
>> thing.
>>
<email deleted>
>Newsgroups: rec.games.roguelike.nethack
>Subject: Disabling Mouse Input
>
>I purchased an older P120 laptop to be able to play Nethack at the hotel.
>I find that I rest my thumbs on the mouse touch pad all too often and my
>@ moves unexpectedly at times. I took a peruse through defaults.nh, but
>came up empty.
>
>Anyone know if mouse input can be disabled?
>
>MRSisson
Replace "feature_toggle" implementation with an easier-to-understand
boolean option called "lootabc".
Provide "showrace", an option to display the hero by race glyph rather
than by role glyph.
Document the above.
Remove some obsolete Mac options.
This adds a generic feature_toggle mechanism to
the game. Code that wants to offer two different
ways of doing something can add an entry to
feature_toggles[] (in decl.c), and create a
preprocessor macro for its array index in decl.h.
Then the code can test it using
if (feature_toggle(FEATURE_NAME))
..do_this..
else
..do_that..
The player can toggle the alternate code path
on using OPTIONS=feature_toggle:feature_name_1 feature_name_2 ...
This seems better than creating brand new options
for controlling features (ala prayconfirm, which
could switch to this single option feature_toggle
mechanism as well)
My first use of it is to allow toggling of the selectors
on the loot menu, which I'm hesitant to just change back
because now people are actively using the new selectors and
the complaints would be really loud if the interface were
to just switch back after they adjusted.
The default behaviour is the new behaviour "iob", but with an
OPTIONS=feature_toggle:loot_menu_selectors
in your config file, it will revert to using "abc" as it did
in 3.3.1. I'll add a Guidebook page of "features/behaviour
that can be toggled" later.
The toggles can only be done in defaults.nh, and are
not saved with the game.
> while testing the new wc_-Features for Gem I noticed
> in nh340b11 options.c parse_options there is a bug.
> If a optionname starts with "font" a opts+=4; is
> performed on it, but if via string_for_opt an
> error occurs badoption is reporting i.E.
> Bad Syntax: _menu use "?g" ...
> instead of font_menu.
>
> Possible fixes include shift the pointer back (bad)
> or use another pointer.
>
> <Someone>
- splash_screen (boolean for whether to display splash screen at startup)
- player_selection:dialog|prompts
Also moves the font and window manipulation stuff in defaults.nh
further down the file, so that a tty users doesn't have to wade
through it all to find the character adjustment samples.
part 1 touches core files
ntconf.h changes differ slightly from Yitzhak's original.
Makes Borland happy with current sources.
Hides "rawio" on Graphical Port which doesn't do anything with rawio
Add option windowcolors to control foreground/background
color of menu, message, status, and text windows.
(foreground color is the text color).
The value of the colors is window port specific, the
core code handles the storing of the strings only.
Note: actual option setting code in parseoptions already does this correctly
- avoid testing the same options values vs multiple boolopts entries
- apply similar change for complex option testing
- remove some dead code
also corrects a cut-and-paste error that I made in options.c
The following options can be set in the game now:
WC_HILITE_PET
WC_ALIGN_MESSAGE
WC_ALIGN_STATUS
WC_SCROLL_MARGIN
WC_MAP_MODE
WC_FONT_MESSAGE
WC_FONT_STATUS
WC_FONT_MENU
WC_FONT_TEXT
WC_FONTSIZ_MESSAGE
WC_FONTSIZ_STATUS
WC_FONTSIZ_MENU
WC_FONTSIZ_TEXT