If moving on ice causes the hero to hurtle an extra step in a random
direction, don't allow that to be backward to where hero started.
Also, if hero is in grid bug form, only allow hurtling forward.
It was allowing slips in a diagonal direction, which seems wrong
for grid bug, and even when it slipped in an orthogonal direction,
buffered screen updating made the combined step+hurtle appear to be
a single diagonal step.
I'm not a fan of this seemingly simple change. The hurtle/second
step comes after the "you slip on the ice" vs "you slip off the ice"
messaging and might put the hero in a location which contradicts it.
new .h files: hacklib.h selvar.h stairs.h
new .c files: calendar.c, getpos.c, report.c, selvar.c, stairs.c,
strutil.c, wizcmds.c
cleanup of hacklib.c and mdlib.c
hacklib contains functions that do not have to link with the core
relocate wiz commands from cmd.c to wizcmds.c
relocate CRASHREPORT stuff to report.c
relocate getpos stuff from do_name.c to getpos.c
remove temporary struct definition from extern.h
cross-compile PRE-section split into cross-pre1.370 and cross-pre2.370
Windows sys/windows/Makefile.nmake and sys/windows/Makefile.mingw32 and
visual studio project file updates
Unix sys/unix/Makefile.src, sys/unix/Makefile.utl
populate selvar.c and selvar.h
build on MS-DOS (not cross-compile) Makefile updates
for sys/msdos/Makefile.GCC (untested)
vms updates for above (untested)
Adds a new extended command #lookaround, which will describe
the map around the hero they can see or remember.
Adds a new boolean option mention_map, which will give a message
when an interesting map location in sight changes.
DUMPLOG requests the DUMPLOG feature as it does now
DUMPLOG_CORE requests the internal buffering only (used for CRASHREPORT)
This allows CRASHREPORT to access recent messages without performing
any file I/O.
Check the various uarm, uwep, and so forth pointers to make sure that
they point to items in hero's inventory and that those items have the
corresponding W_ARM, W_WEP, &c bit set in their owornmask field.
Also check whether any other items in inventory have the same bit set.
[Some of this is already handled by sanity_check_worn() in mkobj.c.]
Also validate two-weapon combat mode. I don't recall ever seeing any
problems reported about it though.
Does not validate ball and chain. Those should have their own sanity
checks that validate a bunch of other stuff besides just worn slots.
They already get some checking by the normal object tests.
This works ok with 'sanity_check' set and items worn and wielded
normally. The only insane situation tested was by reverting the
confused-looting-with-quivered-gold fix from earlier today. I haven't
used a debugger to force other such problems so this isn't very
thoroughly tested.
add CRASHREPORT for Windows
add ^P info to report (via DUMPLOG)
new options: crash_email, crash_name, crash_urlmax
new game command: #bugreport
new config option: CRASHREPORT_EXEC_NOSTDERR
new command line option: --bidshow
deleted helper scripts:
NetHackCrashReport.Javascript
nhcrashreport.lua
misc:
update CRASHREPORTURL (will need to be updated before release)
update bitrot in winchain
winchain for Windows
add missing synch_wait for NetHackW --showpaths
add PANICTRACE (and CRASHREPORT) in mdlib.c:build_opts
missing:
packaging (Windows needs the pdb file)
no testing with MSVC command line build
port status:
linux: working, but glibc's backtrace doesn't show static functions
Windows VS: working. pdb file is large - looking into options
MacOS: working
msdos: not supported
VMS: not supported
MSVC: planned, but not attempted
MSYS2: working, but libbacktrace not showing symbols (yet?)
AFAICT, we only used the first char of the "command_line" string.
Just turn it into int to hold the key the main input loop parse() got.
Shouldn't have any functional difference.
- add nhl_pcall_handle() to wrap all nhl_pcall calls that didn't check
return value and either panic() or impossible()
- add --loglua (unix only) to dump Lua memory and steps info to livelog
- remove old logging
- set memory and step limits on all Lua VMs
Two variations:
IndexOk(idx, array) validate that idx is a valid index into the array
IndexOkT(idx, array) validate that idx is a valid index into the
array, excluding the final Terminator element
Update several places where lazy lastseentyp[] might be an issue.
I think it isn't updated in a timely fashion when newsym() shows
a spot covered by an object or trap, but didn't manage to find any
cases where that caused a problem. This is more in the nature of
a precaution.
Allow 'm p' to pay via menu when menustyle is traditional and to pay
via the old sequence when it's combination, full, or partial. Also
revise the "Itemized billing?" prompt to accept 'm' as well as 'ynq'.
Answering 'm' will switch from the old sequence to the menu (whether
you got to that prompt via m-less 'p' for traditional or 'm p' for
other styles).
Make the various item-in-use commands put up a menu--which allows
choosing an item for context-sensitive item action--if/when preceded
by the 'm' prefix. Some of them do that even without the prefix ('*',
'[', or '=' when more than one ring is worn). By default '(' shows
primary weapon, then secondary one if dual-wielding. 'm (' shows a
menu of primary, alternate whether dual-wielding it or not, and quiver.
The submenu of 'm O' for recently added option 'perminv_mode' didn't
have color 0 changed to NO_COLOR. On tty the entries came out blue,
on X11 they were nearly invisible. Qt and curses didn't seem to care.
I checked all the add_menu() calls in src/*.c and managed to refrain
from the impulse to reformat, mostly.
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
Various places checking for whether a monster was on the map based on
mstate flags were inconsistent about which ones they checked (and then
place_monster() was additionally inconsistent with all of them about
which bits were cleared when placing a monster onto the map). I think
some places were also more convoluted than is now necessary because they
date back to mstate being an alias for mspare1, which it shared with
migflags before those became two separate dedicated fields (MSTATE_MASK
also dates back to this and is no longer used, so I removed it).
I tried to go through all the MON_foo mstate bits, understand when/why
they are set, and make the various functions I noticed more consistent
(with each other, and with my understanding of how the bits work) about
how they are treated. I don't know for a fact that I understood
everything right -- some diagnostic bits that aren't used for much of
anything, like MON_OBLITERATE, had me mystified until I read the 5ee78c5
commit message -- but this patch hasn't caused any new problems (sanity
check or otherwise) with the fuzzer in my testing so far. All the same,
it could probably use review by someone who has a good sense of what the
mstate bits mean.
The sysconf EXPLORERS list restricting access to explore mode was being
evaluated and used when a player used the #exploremode command in-game,
or when specifying -X or OPTIONS=playmode:explore on the command line
when resuming a normal game, but not when starting an entirely new game.
When SYSCF is avilable, check for authorization early, similar to debug
mode authorization, to restrict access to explore mode to EXPLORERS
under (hopefully) all circumstances.
This allowed eg. throwing the iron ball anywhere on the map,
by first throwing something else, using the "simulated mouse click"
to select any map location, and then throwing the iron ball and
also using the mouse click feature to select any location.
Currently the only function that actually uses the simulated
mouse click feature is #therecmdmenu
From a comment w/ diff in the pull request by entrez, combine the
show-full-map flag (available in wizard mode and explore mode) with
the bitmask for map-only, map-and-traps, map-and-traps-and-objects
flags for #terrain mode (and getpos() help) instead of passing that
as a separate argument. No change in behavior unless I messed up.
This was causing a really annoying to track down bug where
the fuzzer threw the attached iron ball and it could end up
anywhere on the level, emitting a sanity check error.
For Autoselect-all confirmation, accept yes|n|q (or yes|no|quit)
rather than just yes|n (or yes|no). An extra query routine is needed
to support it, but the existing paranoid_query() can just call the
new paranoid_ynq() with an extra argument, keeping things painless.
For menustyle:full plus paranoid_confirmation:Autoall, if you include
'A' in the class filtering choices then you're prompted for whether
you really meant it. (Same behavior as in the past few weeks.) Yes
auto-selects items matching all other chosen classes, or from all
classes if 'A' is the only choice. (Again, same behavior.) n|no
moves on to menu:full's second menu. If anything else was chosen
along with 'A', that's what the second menu will offer. (Same as
past few weeks but revised from initial implementation.) If 'A' was
the only choice, it will now use 'a' and offer a choice of everything
in the second menu. (That's a change; it used to cancel if declining
to honor 'A' and nothing else was present.) Now <return> without
answering or q|quit or ESC skips the second menu, whether or not the
rejected 'A' was the only choice made in the first menu. (New.)
Other paranoid confirmations still just accept yes and n|no responses,
treating ESC as n|no.
When testing the high priest livelog/#chronicle feedback I used #wizkill
on the Sanctum level to kill Moloch's high priestess and immediately
level teleported to the Astral level to target the other high priests.
I got impossible "dmonsfree: 0 removed doesn't match 1 pending" there.
The "temporary?" levltyp[] array became desynchronized from the level
types enum with the addition of lava walls. This caused all level types
past that to be given the wrong description when it was used.
Add an explicit length to the array so that future additions to the enum
should produce a compiler warning if it's not updated at the same time.
Normally when sanity_check is enabled it will take place for every
command executed. Avoid that when the command is ^P because if a
sanity warning is a recurring one and the msg_window setting is
single or combination (tty-only) which shows one message, ^P will
just repeat each new warning without having any chance to cycle back
to earlier messages.
The #genocided command was revealing extinct monster species when used
during normal play. That was not intended, so stop. Change to only
reveal them in wizard or explore modes and also during end-of-game
disclosure but suppress them during normal play.
The full description of #genocided is now dynamically updated for '# ?'
during normal play to remove its reference to extinctions. Also, check
for skipping wizard mode commands before doing description searching.
\#genocided was out of alphabetical order in the full commands list.
Both it and #vanquished should have had the GENERALCMD flag; they
don't affect game state.
Change #genocided to use the sort order currently set for #vanquished,
and allow 'm #genocided' to put up the same menu as 'm #vanquished'.
(Not quite the same. Sorting by count of monster deaths isn't
appropriate for listing genocides where an arbitrary number may have
been killed before the genocide occurred. If the preferred order for
vanquished is set that way, alphabetical will be used for genocided.)
Setting the order via menu for either command sets the order for both,
but doing so via #genocided doesn't offer the count-high-to-low and
count-low-to-high choices. During disclosure, you can answer 'a' when
asked whether to disclose genocided and extinct monster types and like
for vanquished monsters, that lets you choose an order at end-of-game.
Doing so won't affect disclosing of vanquished monsters--it'll be too
late for them.
A chunk of this diff is due to moving the #wizborn code out of the
middle of #vanquished handling.
Guidebook.ms has been updated but Guidebook.tex is lagging.
I was working on this at the time 3.6.0 was released and set it aside
until later. Later has finally arrived. Redo the Blind, Blinded,
Blindfolded,&c macros to make more complete use of intrinsic property
handling. Blinded was being treated as a number which could be added
to or subtracted from; now that has to be done via TIMEOUT mask
because it has FROMOUTSIDE (OPTIONS:blind) and FROMFORM (poly'd into
!haseyes() form) bits included. Object definitions for blindfold and
towel now specify the BLINDED property; overriding blindness via the
Eyes of the Overworld is accomplished via props[BLINDED].blocked.
Code generated for the scores of Blind and !Blind tests throughout
the program should be smaller.
One bug that has been fixed is that putting on the Eyes of the
Overworld cured permanent blindness (from OPTIONS:blind). The
u.uroleplay.blind flag was cleared and stayed so after taking them
off. Putting the Eyes on still breaks blind-from-birth conduct but
now blindness will resume when they are removed.
This was untested at the time it was set aside and is only lightly
tested now. A large number of the changes here are just to switch
from Blinded to BlindedTimeout for current timed value and to call
set_itimeout() for setting a new value.
Require the 'm' prefix to treat #overview as a menu with selectable
entries. During end-of-game disclosure it shows every level that was
visited, but during play it only shows levels which have annotations
(typically automatically generated ones). The menu wasn't offering
any chance to add an annotation to levels without such, so force
'm #overview' to show every visited level. Continue to avoid that
(and also avoid the clutter introduced by menu entry selector letters)
for normal #overview.
to program_state.input_state
Rename program_state.getting_a_command and give it an int value
instead of treating it as boolean. Start using to it for Qt to
suppress commands initiated from the drop down menus in the title bar
if nethack isn't expecting to get a command from the user. Those menu
choices inject extended command text into the input stream and should
be avoided when entering text or waiting for a menu to be dismissed.
These menus would be better if they grayed out unavailable choices
when pulled down instead of accepting any choice and then treating
that no good. I'm not going to try to figure out to do that with Qt.
And this workaround for the menus doesn't have any affect on the
toolbar buttons below the title bar. Those execute core commands
directly and when I tried to use jacket routines instead, the tool bar
stopped showing up so I've given up.
This won't fix the reported problem of getting stuck in a loop.
Setting protection from shape changers via wizintrinsics
caused a sanity error on the next turn, if any monsters affected
by it were in changed shaped on the level.
Call rescham after setting the timeout, so the monsters will
immediately revert to their own form.
Using #retravel when no destination was set up just silenty finished,
effectively a no-op. Could happen for the first travel attempt on
the current dungeon level, or after most recent #travel successfully
reached and cleared its destination.
Using #retravel when already at previously set but unreached--via
travel--destination, or explicitly picking your own spot as travel
destination using #travel, actually traveled from your current spot
to the same spot. Usually nothing interesting occurred and you got
no feedback. However, if you happened to be stuck in a trap at that
spot you tried to walk out of it and got trap feedback about that.
(Then probably right back into the trap if you succeeded in escaping
it. I didn't try to test that.)
1. Add "engraved room floor" pchar sym (S_engroom). The symbol that
displays at the engraved part of a room (not a corridor though).
The default symbol is '`' which is currently never shown if people
have defined the boulder symbol to '0' and statues are displayed as
monster symbols. It is bright blue.
Add some stylized variations of the S_engroom symset to some of
the symsets.
2. Add "engraved corridor" pchar sym (S_engrcorr). The symbol that
displays at the engraved part of a corridor. The default symbol is
'#', and it matches the symbol for corridor from for whatever the
current symset uses. It is bright blue to match the color of the
S_engroom symbol. Using the normal corridor symbol for display
preserves the lines of the corridor so is not as visually-disruptive
as a smaller symbol would be. Explicit entries that match the S_corr
symbol have been added to the symset file.
Magic mapping and clairvoyance impacts yet to be determined.
The Guidebook updates will come later.