Allow a way to configure NetHack to run entirely from a USB stick
or other removable device in a way that allows everything to
reside entirely on the USB stick, and nothing on the computer's
hard drive. That could be done in versions prior to 3.6.3.
Sample:
i: is a USB stick
i:\nhdist contains the NetHack Windows distribution and a sysconf
file dropped into that distribution with the following entry in it:
portable_device_top = nethack
No device is included in the portable_device_top entry, the device
is always the device that the nethack exe resides on. If you try
to specify a device in the portable_device_top path, the device
portion will be ignored.
portable_device_top specifies the folder on the device that is writable
by NetHack and as such it cannot be the same folder that the executable
resides in.
i:\nhdist\nethack --showpaths
Variable playground locations:
[hackdir ]="i:\nethack\"
[leveldir ]="i:\nethack\"
[savedir ]="i:\nethack\"
[bonesdir ]="i:\nethack\"
[datadir ]="i:\nhdist\"
[scoredir ]="i:\nethack\"
[lockdir ]="i:\nethack\"
[sysconfdir]="i:\nhdist\"
[configdir ]="i:\nethack\"
[troubledir]="i:\nethack\"
NetHack's system configuration file (in sysconfdir):
"i:\nhdist\sysconf"
The loadable symbols file (in sysconfdir):
"i:\nhdist\symbols"
Basic data files (in datadir) are collected inside:
"i:\nhdist\nhdat363"
No end-of-game disclosure file (disabled).
Writable folder for portable device config (sysconf portable_device_top):
"i:\nethack\"
Your personal configuration file (in configdir):
"i:\nethack\.nethackrc"
Without that sysconf file in the NetHack distribution folder on the
USB stick with the 'portable_device_top = ' entry, the paths
return to the default locations for 3.6.3 on Windows:
i:\nhdist\nethack --showpaths
Variable playground locations:
[hackdir ]="C:\Users\JaneDoe\NetHack\3.6\"
[leveldir ]="C:\Users\JaneDoe\AppData\Local\NetHack\3.6\"
[savedir ]="C:\Users\JaneDoe\AppData\Local\NetHack\3.6\"
[bonesdir ]="C:\ProgramData\NetHack\3.6\"
[datadir ]="i:\nhdist\"
[scoredir ]="C:\ProgramData\NetHack\3.6\"
[lockdir ]="C:\ProgramData\NetHack\3.6\"
[sysconfdir]="C:\ProgramData\NetHack\3.6\"
[configdir ]="C:\Users\JaneDoe\NetHack\"
[troubledir]="C:\Users\JaneDoe\NetHack\3.6\"
NetHack's system configuration file (in sysconfdir):
"C:\ProgramData\NetHack\3.6\sysconf"
The loadable symbols file (in sysconfdir):
"C:\ProgramData\NetHack\3.6\symbols"
Basic data files (in datadir) are collected inside:
"i:\nhdist\nhdat363"
No end-of-game disclosure file (disabled).
Your personal configuration file (in configdir):
"C:\Users\JaneDoe\NetHack\.nethackrc"
the prompting on Windows wasn't working correctly if a prior game had crashed
and the self-recover feature was trying to kick in. This impacts tty, curses,
and mswin (GUI).
Performance profiling showed that multiple strcmpi() calls were
occurring each and every time a character was going to the map.
This update:
- honors the WC_COLOR capability
- It allows a window-port to control individual color availability should the window-port wish to do so.
- Makes checking on the individual colors for the active window-port is a straightforward table lookup at the CLR_ offset.
iflags.use_color remains a master on/off switch for use of color, regardless of the capability
compiled into the game (default TRUE).
The has_color() routine, which is now a shared routine in src/windows.c, could likely be made
into a simple macro to eliminate the function call, but this update does not go that far.
This hits a lot of port files due to the window-port interface change, mostly cookie-cutter.
Add 'eating' (synonym 'continue') to the list of things that can be
set via paranoid_confirmation to require "yes" instead of "y" when
the user is prompted about something, in this case "Continue eating?".
dat/opthelp was missing a few of the paranoid_confirmation choices.
A reddit thread about an unaligned altar in an aligned temple was
a tipoff that mimics posing as altars didn't have any particular
alignment. The look-at code was misusing an operloaded field of the
underlying terrain. Pick an alignment at random when taking on the
appearance of an altar, store it in the mimic's mon->mextra->mcorpsenm
field, and have look-at use that.
Also, dropping a ring of polymorph into a sink can transform it, and
one possible outcome is an altar. In this case, the alignment is
part of the location's topology, but code setting that up was using
Align2amask(rn2(foo)). That's a macro which evaluates its argument
more than once. The first evaluation was effectively a no-op. If
the second evaluation picked lawful then the result was lawful as
intended. But if the second picked non-lawful and the third picked
lawful, the result would end up as none-of-the-above (a value of 3
when it needs to be a single-bit mask of 1, 2, or 4).
All Is_*_level tests during early startup would test as true until
dungeon_topology was initialized in a new game or restored from
a save file. That could result in some unexpected code paths being
taken.
While not a path exactly, the dumplog file isn't placed somewhere
fixed so being able to see where it is placed could be useful.
This cascaded a bit during testing. Fix one of the warnings from
hardfought (fqn_prefix_names[]). And a few more that came up with
SYSCF disabled (panictrace_gdb, two unused variables if files.c).
Fixes#240
Monster versus monster (melee and throwing) didn't handle shades
(need silver or blessed weapon to take damage) or silver feedback
(extra info when silver-haters are hit).
I did a lot of test, revise, re-test but didn't always re-test
everything that had previously been tested, so bugs that I thought
were quashed might have crept in.
Now if a missile weapon "passes harmlessly through the shade" it
will continue on and maybe hit something else. (Regular misses
still stop at the missed target.)
A couple of minor ball&chain changes accidentally got included.
Move makeplural(body_part(FINGER)) into its own routine, with option
to substitute gloves when wearing such.
Wearing slippery gloves (ie, wearing gloves while having slippery
fingers) wouldn't let you put on a ring because you can't take the
gloves off, but removing a worn ring lacked the same restriction.
After changing that, teach prayer that slippery gloves is another
reason why a ring of levitation can't be removed.
Add
--showpaths
early option to show where NetHack is expecting to find certain files
without starting up a game. It exits afterwards.
Windows sample (for illustration only, locations may differ for you):
Variable playground locations:
[hackdir ]="C:\Users\JohnDoe\NetHack\3.6\"
[leveldir ]="C:\Users\JohnDoe\AppData\Local\NetHack\3.6\"
[savedir ]="C:\Users\JohnDoe\AppData\Local\NetHack\3.6\"
[bonesdir ]="C:\ProgramData\NetHack\3.6\"
[datadir ]="C:\personal\nhdev\363\test\binary\"
[scoredir ]="C:\ProgramData\NetHack\3.6\"
[lockdir ]="C:\ProgramData\NetHack\3.6\"
[sysconfdir]="C:\ProgramData\NetHack\3.6\"
[configdir ]="C:\Users\JohnDoe\NetHack\3.6\"
[troubledir]="C:\Users\JohnDoe\NetHack\3.6\"
Your system configuration file (in sysconfdir):
"C:\Users\JohnDoe\NetHack\3.6\sysconf"
Your system symbols file (in sysconfdir):
"C:\Users\JohnDoe\NetHack\3.6\symbols"
Your personal configuration file (in configdir):
"C:\Users\JohnDoe\NetHack\3.6\.nethackrc"
Linux (for illustration only, locations may differ for you):
Your system configuration file:
"/home/johndoe/nh/install/games/lib/nethackdir/sysconf"
Your system symbols file:
"/home/johndoe/nh/install/games/lib/nethackdir/symbols"
Your personal configuration file:
"/home/johndoe/.nethackrc"
Slippery fingers would transfer from bare hands to gloved hands if
you put gloves on. The reverse, transfering from gloves to bare
hands when taking gloves off, was already being prevented for
directly taking them off, but still allowed the slipperiness to
transfer when gloves were lost. This prevents putting on gloves
when fingers are slippery and attempts to handle cases where gloves
get unworn by ways other than 'T' (or 'R') or 'A'.
There's no slippery attribute for objects (way too much work for too
little value); slippery gloves is just the combination of wearing
gloves and having slippery fingers (which now has to have happened
while already wearing those gloves). This changes inventory to use
"(being worn; slippery)" when applicable and much of the patch deals
with funnelling Glib changes through new make_glib() to try to make
sure that persistent inventory adds or removes "; slippery" right
away when changes happen.
If gloves are taken off involuntarily (shapechange to a form that
can't wear them, destruction via scroll of destroy armor or monster
spell of same or via overenchantment, theft), slippery fingers ends
right away instead of the usual few turns later.
make typedef of boolean match mingw header files
link with shell32 and ole32 as Makefile.msc now had to do
kludge some stuff missing from mingw headers in sys/winnt/windmain.c