Instead of duplicating the bits of spoteffects() which are relevant
to pools of water and lava when standing still, split spoteffects in two
in order to call the relevant half directly.
<email deleted>, escaping from being stuck
by lava via jumping--or simply walking--got you out of the lava while being
at the same location. You could then stay there for as long as you liked
without falling back in. This makes a lava and water check on turns where
time passes but hero hasn't moved, performing a subset of spoteffects().
I think the water case only matters when using wizard mode to wish for a
pool or moat, which gets created at hero's feet without making him fall in
(unlike wishing for lava, where hero does immediately fall in).
From a bug report, trying
to invoke a wielded artifact after changing alignment resulted in "the
<artifact> evades your grasp" but it remained wielded, contradicting the
message. This adjusts the message in touch_artifact() if the object is
already in inventory, and adds retouch_object() to handle cases where
failing to be able to touch ought to force unwearing/unwielding.
The majority of our calls to strncpy are in the form
(void) strncpy(dst, src, n);
dst[n] = '\0';
so add a new routine, copynchars, which does that. A few calls care
about strncpy's return value and at least one relies on it only copying a
substring without also terminating the output, but most don't care about
either and none seem to care that `n' ought to have type size_t instead of
int. The new routine matches our usage better, but I haven't gone through
to change the existing strncpy calls.
Dying at a shop doorway, or at the free spot one step in, while not
owing the shopkeeper anything would yield "<shk> gratefully inherites all
your possessions" but leave those possesions where the next hero could
just pick them up for free. Move them all the way inside the shop, as
happens when the hero dies while owing the shk. Also, if hero has gold
left after shopkeeper takes any payment owed, force it to go into shk's
inventory instead of having it end up in the pile of other stuff.
finish_paybill() duplicated much of drop_upon_death(), but not the
two-weapon hack to avoid curse() causing hero's secondary weapon to be
dropped while in the midst of removing it from inventory (but unlike the
old 3.4.1 panic for that, this one just triggered a warning about nonzero
worn mask). It also lacked the named fruit fixup, whatever that does.
Make finish_paybill() call drop_upon_death() instead of copying it.
Some groundwork useful for the interface code I've been working on.
If we already have some direction to name-of-direction code somewhere, I
couldn't find it.
Reported to the beta-testers list by <Someone> last April:
restoring a normal game save file in explore mode let you keep the file,
then after exploring and quitting without saving, you could restore it
again in normal mode and take advantage of whatever information you'd
gained. This makes nethack -X (or playmode:explore) defer the switch to
explore mode when used while restoring a normal mode save file. It now
performs a normal restore (with save file deletion) and then acts as if
the user had given the 'X' command interactively, requiring confirmation
to actually switch into explore mode.
Reorganize the recent wizard mode control: move set_playmode() from
xxxmain.c to the core, and have it call new authorize_wizard_mode() to do
the port-specific part. If the set_playmode() call during startup doesn't
result in running in wizard mode (either because not allowed or user
didn't request it), it will be called again during restore if the save
file is from a wizard mode game.
For ports which check character name for authorization, players will
have to use `nethack -u whatever -D' (or options for name and playmode) to
restore a wizard mode save file if WIZARD has been changed from "wizard".
plname[] from a wizard mode saved game will always have that value, so if
it's not the right one players will need to get authorized by the startup
code before loading the save file.
From a bug report, applying a bullwhip
towards a monster to try to steal its weapon would report that a cursed
cockatrice corpse was welded to the monster's hands even though corpses
wielded by the player never become welded. Code for monsters deciding
what to wield knew that corpses don't weld; everywhere else seems to
assume that they only wield weldable weapons. Add a routine to check
whether a wielded item is welded, similar to what's done for the hero. I
fixed a couple of other spots besides use_whip() but didn't hunt all over.
From a bug report: you could vomit when polymorphed into a rat but real life
rats can't/don't vomit. The latter was confirmed by <Someone> and <Someone>.
While testing a fix for this, I discovered a couple of other problems.
Healing magic which cured sickness failed to heal Vomiting (potion or
spell; unicorn horn deals with them separately). Enlightenment failed to
report Vomiting (it's not shown on the status line). Most significant was
that vomiting_dialogue() called vomit() twice (also make_confused() and
make_stunned() three times for every once intended). It was dividing the
remaining turns by 3 and then using that value to decide what to do, but
only message display took into account that the same divided value would
occur on 3 consecutive turns (or just 2 for the final countdown to 0,
because dialog routine gets called before timed-property decrement).
From a bug report: if you
attempted to engrave with an empty wand while levitating, it wouldn't use
a turn unless you successfully wrested an extra charge out of the wand.
So you could always get such charge in a single elapsed turn of game time
if you didn't care about zapping in any particular direction; extremely
useful for wishing.
Noticed when checking this: when you did wrest the extra charge,
the engraving code accessed freed memory for the wand after it had been
used up.
Lastly, wands producing certain effects always become discovered,
even when you don't yet know what they look like. (This part of the patch
is trunk-only since it utilizes the routine which fixes similar case for
zapping.)
The last of my intended hangup overhaul. Once hangup is detected,
replace currently loaded windowing routines with stubs that never do any
terminal I/O. Real interface routines call their siblings directly rather
than via the windowprocs pointers, so this shouldn't pull the rug out from
under them, but it also can't prevent whatever they have in progress at
the time of hangup from attempting further I/O once the handler returns.
[We might want to change nhwindows_hangup() into winprocs.hangup_nhwindows()
so that each interface has more control over its own fate.]
This assumes that user input of ESC and menu selection result of -1
everywhere in the core will eventually cause active function calls to
unwind their way back to moveloop() rather than to continually re-prompt.
(This assumption is not a new one, just a bit more explicit now.)
[See cvs log for src/cmd.c for more complete description.]
This turns clearlocks() into a no-op during the period when the UNIX
port is asking the user to confirm whether to overwrite an existing game.
Also, this removes the duplication of code and function between hangup()
and end_of_input(), and it simplifies the check for whether hangups are
supported by adding new macro HANGUPHANDLING. (I don't think global.h is
the best place to be defining that but I couldn't figure out where else
it would fit, other than repeating for individual xxxconf.h files.) And
adds a couple more done_hup checks to try to cope with situations where
rhack() is being bypassed. Lastly, having readchar() return EOF was
ignored for non-UNIX configs; now everybody gets ESC instead of letting
EOF be seen further inside the core.
While looking at a bug report from two months ago about how having
hangup take place while at the "destroy old game?" prompt causes an
interrupted game to become unrecoverable, I decided to try to clean up
convoluted hangup() a bit. Didn't achieve much there, but did notice that
the Unix port was handling SIGXCPU (whatever that is...) inconsistently.
This attempts to fix that, but I have no way to test it.
The original bug report is still unresolved.
makedefs ought to add something for SAFERHANGUP and NOSAVEONHANGUP
to the #version output.
[ This is the missing bit from the patch on Monday which accidentally
included all of extern.h as its log entry message. ]
Simplify the insertion into and removal from of gold in inventory for
the !GOLDOBJ configuration. If GOLDOBJ ever becomes unconditional this
will be superfluous, but in the mean time it unclutters the container and
drop code. Also, tweak a recent getobj() hack so that its purpose might
be a bit clearer.
Some miscellaneous changes preparatory to enhancing the container
interface. This also fixes a minor inconsistency in object manipulation:
askchain() wouldn't let you split a stack of welded weapons but getobj()
would, so you couldn't get rid of part of the stack using 'D' or #loot,
but you could with 'd' (and post-3.4.3, with #adjust). Now getobj() will
behave like askchain(); if you have 3 cursed daggers welded to your hand,
you won't be able to drop 1 or 2 of them anymore.
From the newsgroup: you weren't charged anything if you broke the
lock of a box or chest which was owned by a shop. Force the hero to pay
for the damaged container; any contents remain owned by the shop and don't
affect the cost of the forced purchase. This existing entry in fixes35.0
is adequate to cover the fix:
various actions--such as enchanting--performed on an unpaid shop object
either force the hero to buy the item (when its value is lowered) or
increase the current bill (when its value is raised)
Newsgroup posts mention "boulder forts" from time to time, where the
player surrounds the hero with boulders in order to prevent the majority
of monsters from being able to attack. Since the hero can shoot or throw
or zap over/around/through boulders, monsters ought to be able to do so
too. This makes the test for whether a monster is lined up properly for
its ranged attacks try harder when the original line-of-sight check fails.
If there aren't any terrain obstacles found, it allows a chance to attack
based on the number of locations in the path that contain any boulders.
Giants and any monster carrying a boulder-destroying wand of striking get
to ignore boulders, overriding the random chance.
Make all stackable weapons capable of multi-shot volleys when thrown.
Affects knives, spears & javelins, and boomerangs; requires advanced skill
assignment (skilled: 1-2 missiles per throw, expert: 1-3 missiles) or
role-specific bonus (ranger class's general +1 bonus is the only one that
applies to any of these weapon types). For monsters, prince-caste get 1-3
missiles and lord-caste get 1-2, as before, with fake player monsters now
also getting 1-2; those counts apply to all stackable weapons regardless
of whether the species or role ordinarily uses whatever is being thrown.
Related changes: monks now get a role-based +1 count for shuriken,
throwing 1-2 instead of just one (they're only allowed to achieve basic
skill so won't reach any higher volley count). Monster monks and ninjas
get that too; ninjas now get the same for darts and they're guaranteed
weapons in starting inventory. Also, fake player rogues now sometimes
get orcish daggers instead of short sword, providing a decent chance to
occasionally have Grimtooth be randomly generated on the Astral level.
Potentially controversial: wizards can still become expert in dagger
skill and receive the to-hit and damage bonuses for that when throwing as
well as when wielding, but the number of missiles for them has now been
reduced to 1-2 (in other words, going from skilled to expert no longer
improves the max count for the volley amount for wizard role). They're
supposed to be spellcasters; being able to throw up to three +7 daggers
at a pop was a big temptation for resorting to brute force, particularly
since they'll already want highest dagger skill for wielding Magicbane.
To do: throwing multiple boomerangs either needs to behave as if
they're all in flight before the first returns, or else the volley needs
to be cut short if one comes back and isn't successfully caught. The
latter is a lot easier to do but the former fits better with what multi-
shot volley is supposed to represent. Another alternative is to change
them to no longer be stackable, then this sequencing issue goes away.
To do too: make worm teeth and crysknives become stackable like the
other knife-skill weapons.
Move the code to use a nethack menu for restoring a saved game. It
was inline in tty_askname() but is now a separate routine, restore_menu()
in restore.c. There was no port-specific code and only a small amount of
tty-specific code; it should be useable by anyone (but Qt doesn't have to
switch over if it doesn't want to).
The original behaved strangely if there were exactly 26 saved chars;
the "start new game" menu entry ended up using "{" as selection character.
There wasn't any comparable problem at 52; it was limiting the menu to 51
games. Now it will allow 52 (with "start a new game" bumped into "#" if
there are that many), and adds an explicit quit entry (unless there are
52 or more games so that # is already used by new-game, then quit remains
implicit rather than resort to some other none-of-the-above character).
First cut at implementing SELECTSAVED for VMS. Unfortunately, it only
works by default if the player is using a [probably] shared account called
"games" or "nethack", and displaying a menu of games available to restore
will likely have the side-effect of encouraging other players sharing that
account to steal each others saved games. To use it with a normal account,
the player has to include "-ugames" or "-unethack" on the command line
(or OPTIONS=name:games in config file) to force the program to reach the
"Who are you?" stage.
I've added a flag argument to set_savefile_name() so regularization
can be suppressed, allowing it to be used to construct a wildcarded file
specification. I'm using that for VMS and have attempted to put in place
for WIN32CON, but the latter is not tested.
The current WIN32CON and UNIX+QT_GRAPHICS methods of collecting save
file names is bug-prone if used on a shared playground directory. Counting
matching file names first, then allocating memory and retraversing the
directory to copy those names into the allocated memory has a window of
vulnerability where the number of matching files could increase between the
counting and the copying.
Something's wrong with the way lava was being handled in moveloop().
If you were trapped in lava (ie, moved into some but didn't die on the
spot thanks to fire resistance), you could sink and ultimately die without
ever taking another actual turn (typing ``i<space>'' repeatedly is an easy
way to reproduce). [`didmove' was only being checked for the sinking
deeper case and not for the decrement which ultimately leads to the fully
sunk case.] On the other hand, if you could manage to start an occupation
and avoid being interrupted, you would never sink while it was in progress.
[Lava handling followed ``if (multi && occupation) { ...; continue; }''.]
While testing some other code (lava vs slime, coming shortly) I ended
up with the cursor sitting on the status line while the game was waiting
for me to enter my next move. I don't really understand what's going on
there, and moving the lava handling before bot() might have hidden that
particular problem now by changing the point at which Slime will get taken
off the status line, but this attempts to fix it anyway.
From a bug report: you
can dip a worn item such as shirt or suit into a potion of polymorph and
it will become unworn--but as of a couple of days ago, unworn only if the
transformed object's new form can't be worn in the same slot--even if it
is covered by a cursed worn item (suit or cloak). It didn't seem like
trying to fix that special case would be very worthwhile; this fixes the
more general situation of "you could dip worn items even though they were
covered up by other worn items".
In the same report: you could apply grease to rings while wearing
cursed gloves. The code already prevented greasing a suit when it was
covered by a cloak (regardless of whether that cloak was cursed), and a
shirt when it was covered by a suit or cloak or both. This moves that
code into a separate routine which is used for dipping as well as for
applying grease, and now handles rings vs gloves.
Since covered rings, shirt, or suit are no longer eligible to be
dipped or greased, this also makes "?" for the pick-an-item prompt leave
such things out of the list of likely candidates.
From a bug report. That's hard to fix in the general case because armor
and tools might not fit back into the same equipment slot, but most other
types of worn items can be re-worn after being transformed. This makes
any transformed worn item stay worn if it is wearable in the same slot.
Eliminate the somewhat redundant "You die..." following "You turned
to stone..." when becoming petrified by touching a cockatrice (reported
by <email deleted> for kicking, but occurs for weaponless hitting too).
Also, if a cockatrice killed you with normal damage, your tombstone would
erroneously report petrification and presumeably there'd be a statue
instead of a ghost in the resulting bones file. This fixes both things.
Using #tip (post-3.4.3 code) on a container that's on a shop floor
didn't handle ownership correctly. Bag of tricks could be emptied for
free, and contents of other containers were being sold to the shop even
when the shop already owned them. This fixes bag of tricks and makes a
first cut at doing so for regular containers.
Message handling when #tipping any bag of tricks was also suboptimal
since the decision about message delivery was made again as each charge
released something instead of waiting until the whole bag was emptied.
So you could get inappropriate "nothing seems to happen" before or after
a monster visibily popped up if something unseen was also produced.
Some code I recently added was misusing count_unpaid() and would
traverse some or all of inventory instead of just container's contents
when looking for unpaid items. Add mew routine `is_unpaid(obj)' to do
what I was intending to do with count_unpaid().
Use verbalize instead of pline for shop "thank you, scum" message
(From a bug report. Suppress shop "you sneaky cad" message
when removing a hero-owned pick-axe from a container inside a shop if the
shk is unable to speak; also give it at most one time per move (taking
multiple pick-axes out of a bag at once was way too verbose). Honor
addtobill's silent flag for the bill overflow message when/if that occurs.
Also adds a safe_qbuf usage for the #tip command that I had pending
for pickup.c.
Inventory display adds "(unpaid, N zorkmids)" to carried unpaid
items, but it didn't show anything comparable for indirect unpaid ones
(hero-owned containers holding shop-owned objects). Now it will include
"(contents, N zorkmids)" in such cases.
Change safe_qbuf() so that instead of picking one of three strings
for sprintf() to plug into a prompt string, it actually constructs the
full prompt string itself. Also pass in the unformatted object and a pair
of formatting functions instead of performing dual formatting in advance.
The actual formatting is done via new routine short_oname() which also
takes an object and a pair of formatting routines plus a target length.
It uses the first routine, typically xname() or doname(), and formats the
object, then if the result is too long it makes some transformations, and
tries again. If truncating "called foo" and "named bar" down to 12 chars
and omitting "uncursed, rustproof, thoroughly corroded" attributes still
result in a string that's too long, it uses the other formatting routine.
The latter calls one of several jacket routines around simple_typename()
to produce a short result.
This has been through about four incarnations now and has gotten a
bit less testing each time, but I need to get it in place before I end up
running out of gas and abandoning it. I've got some changes to shk.c
(where safe_qbuf is needed but not currently used) that now need to be
redone and will come eventually.
From the newsgroup: if a pet was hiding under an object next to you
when you changed levels, it could arrive hidden at the destination if there
was something available to hide under there too, and sometimes you'd start
the new level with a hidden monster glyph at its location. I was able to
reproduce that once with current trunk code, but while trying to figure
out what is actually happening I've been unable to make it happen again.
However, it doesn't make sense for a monster to be able to remain in hiding
during the level change in the first place, so this patch prevents that.
(I'd still like to know how/why map_invisible() is sometimes getting called.
[The test character was a level 1 tourist without auto-search capability.]
I'm reasonably sure that it won't happen any more once this fix in place.)
This also brings adjacent pets out of hiding when they accompany you
during ascension or dungeon escape, but it seems that that wasn't actually
necessary. The end of game disclosure already lists such by name rather
than as "it", contrary to my expectations. (I had forgotten that end-of-
game forces true names so that blindness and hallucination don't interfere
with disclosure; obviously that ends up handling hidden monsters too.)
This patch attempts to add some levels of unicode support
to NetHack.
The master on/off switch for any Unicode support is
defining UNICODE_SUPPORT in config.h. Currently
there is code support for two subsets of unicode support:
UNICODE_DRAWING
If UNICODE_DRAWING is defined, then the data
structures used to house drawing symbols are expanded
to the size of wchar_t, big enough to hold unicode characters.
A typdef called `nhsym' is involved and if UNICODE_DRAWING
is defined, it is wchar_t, otherwise it is uchar.
UNICODE_WIDEWINPORT
If UNICODE_WIDEWINPORT is defined, then the data
structures inside the window port are expanded to the size of
wchar_t, big enough to hold unicode characters. Both map
symbols and text within the window port are expanded, in order
for potential support for displaying multinational characters some
day, but this patch only provides viewing of map symbols.
A typdef called `nhwchar' is involved and if UNICODE_WIDEWINPORT
is defined, it is wchar_t, otherwise it is char.
The only window port with code support for UNICODE_WIDEWINPORT
currently is the TTY port. Don't enable UNICODE_WIDEWINPORT
unless:
- it is a TTY port
- the underlying platform specific routines can
handle the larger data structures.
Don't enable UNICODE_SUPPORT unless:
- your compiler can handle wchar_t.
- your compiler can accept L'a' characters.
- your compiler can accept L"wide" strings.
Note that if your compiler can handle the above, you could
enable the larger data structures (currently if TTY) even if your
platform can't actually display unicode or UTF-8, by messing
with u_putch() in win/tty/wintty.c to only deal regular chars.
That should be the only function that actually pushes wide characters
out to the display.
If you enable UNICODE_SUPPORT, and your platform is capable
you will need to turn on the unicode run-time option to be able to
load unicode character sets from the symbol file, to be able to
push unicode characters to the display. You'll also want to load
a unicode symbol set once the unicode option is toggled on. In
a config file you would do that via these two lines:
OPTIONS=unicode
OPTIONS=symset:Unicode_non_US
The repository was stamped with NETHACK_PRE_UNICODE
prior to applying this patch, and stamped with
NETHACK_POST_UNICODE afterwards. The code differences
between those two tagged versions are this patch.
Add putmixed() to the window port. It allows map symbols to
be included in the string by encoding them in a unique fashion.
This was done because Unicode symbols, for instance, could be
longer than the size of a char.
The encoding of the map symbols in this patch is done by
prefixing a glyph value with \GXXXX, where XXXX is a
random value for the current game. The reason for the random
prefix is to minimize the possibility that a player can trigger
the escape sequence processing within text under their control
(dog names, etc.) the way they could if the sequence was fixed
in the source code. The random prefix remains the same throughout
the lifetime of a game because message window strings are
saved in the save file.
(There was actually a bug present because of the embedded
character even before the recent symbol changes, because if
someone was using a different set of characters between games,
the saved messages would reflect the original characters, rather
than the current. That bug was introduced with the ability to
save messages to the savefile.)
A window port does not have to supply an XXX_putmixed() routine,
it can use genl_putmixed() which uses the old behavior of
embedding the sequence as a character within the string
and calling putstr(). genl_putmixed() takes care of the decoding
of the escape sequence.
This also #ifdef's out code in pager.c for converting a glyph
to a character, and uses mapglyph() to do that instead. Does
anyone see a problem with doing that through mapglyph instead
of repeating similar code within pager.c?
From the newsgroup: if you were wielding a cockatrice corpse without
gloves while polymorphed into something capable of doing that, then were
turned to stone when rehumanizing, you'd be left wielding the untouchable
corpse if life-saving kept the game going. This causes it to stop being
wielded if you get that far. Likewise for monsters.
From the newsgroup: it was possible to saddle, mount, and ride on a
sleeping jabberwork without it ever waking up. Movement was checking for
timed sleep (!mon->mcanmove, set when mon->mfrozen contains a timer count
for either sleep or paralysis) but not indefinite sleep (mon->msleeping).
This moves the checking into its own routine which handles both types.
And it gives monsters a chance to wake up when they get saddled or mounted.
Extend the identifying information used to prefix paniclog entries
from version + date to version + date + time + userid + mode (where mode
is 'D' for wizard mode, 'X' for discover mode, and '-' for normal play).
hacklib.c ended up getting more of a revision than I intended, but
the date/time handling routines now have less clutter. I hope I didn't
break anything in the process.
<Someone> pointed out that bugles, although noisy, only affect soldiers.
This didn't make sense to me either. Added code so they will also affect
monsters near the bugler.
Clean up the preprocessing associated with the
loadable symbol stuff.
Base it on new LOADSYMSETS, rather than on the
previously existing ASCIIGRAPH preprocessor define.
- reduce the number of symbol tables for each graphics
set {PRIMARY, ROGUESET} from three {map, oc, mon}
tables for each of the display symbols, the loadable symbols,
and the rogue symbols, to one continguous table for
each:
showsyms: the current display symbols
l_syms: the loaded, alterable symbols
r_syms: the rogue symbols
- Modify mapglyph so that the index into the symbolt table is
available as a return value (it was a void function), rather than
just the char converted from the glyph.
- That makes it possible for a window port to use the same
index value to extract from another table (perhaps a unicode
table) for a different set of display symbols. The index
is much more useful than trying to convert the character
into another type of symbol, as some contributed patches
have done.
- It is much easier to load a single alternative flat table to
make substitutions, since the corresponding value just
has to get placed into the same index offset in the
alternative table.
This also fixes a bug I found in botl.c, where you could
go to the rogue level, and the bottom line gold symbol
was not being updated with the new character as it should.
The reason was because the gold value had not changed,
only the field symbol used had changed.
This updates multiple ports to place a (void) cast on
the mapglyph call, now that it returns a value, so this
is going to generate a lot of diff e-mails.
About six weeks back, <email deleted> suggested that
bear traps should deal out damage and be escapable via opening magic.
This doesn't do anything about the first part, but it does allow opening
magic (wand of opening, spell of knock, blessed Bell of Opening) to get
the hero out of bear traps and webs if zapped either at self or downwards.
Zaps across the floor which hit monsters will free them from such traps,
with a chance that releasing a hostile monster will pacify it (using
existing #untrap code). Conversely, if you are at a web or bear trap
location but not currently trapped, closing magic (wand of locking, spell
of wizard lock) will cause the trap to activate; you may or may not become
trapped. Likewise for zaps at monsters who are at such locations, which
is treated as an attack.
Opening magic which hits the hero or a monster located at a trap door
or falling rock trap spot will cause the trap to activate; as above, it's
an attack for the monster case. At the moment, zapping opening magic
downwards at the hero's location (but not zapping at self or at monsters)
will also cause holes, pits, and spiked pits to activate. (Zapping down
triggers falling rock traps and zapping up doesn't; that'll need to be
changed.) Zapping opening down while mounted will untrap, if stuck in a
web or bear trap, and will trap, for the falling cases, in precedence over
releasing the saddle and forcibly dismounting. The latter still occurs
when there is no applicable trap present though.
Zapping locking magic downwards at a hole location will convert the
hole into a trap door. Zapping breaking magic (wand of striking, spell of
force bolt) down at a trap door location will convert the trap door into a
hole. (Neither conversion currently alters the made-by-you flag for the
trap. However, the rationalization that distinctive style is what makes
made-by-you recognizable suggests that conversion should clear the flag.)
Lastly, the old behavior (which pre-dated bare holes) of destroying trap
doors when zapping down at them with locking magic has been removed--it
didn't seem to fit very well with the new cases. I'm starting to have
second thoughts about that but am going to commit this before discovery of
some more niggling details drags it out for another six weeks.
Pat Rankin wrote:
> Symbol set definitions need a description attribute, above and
> beyond allowing comments in the file, for inclusion in the 'O'
> command's menu entries for selecting them.
[...]
> mapglyph.c isn't the proper place to decide whether to define
> ROGUE_COLOR. That may need to become a symbol attribute,
> which we'd then specify on the Epyx rogue set(s).
Implement both of the suggestions above.
- Instead of checking for the Rogue level, check which
graphics are engaged (PRIMARY or ROGUESET) in the
SYMHANDLING() macro.
- track which graphics are active through 'currentgraphics'.
- Instead of symset and roguesymset and symhandling and roguehandling
variables, have symset and symhandling be arrays of two, with the
following indexes:
PRIMARY
ROGUESET
That reduced the amount of repeated code.
(Not to be confused with the 'symset' and 'roguesymset' config file options
both of which still exist)
- the symbol routines were adjusted to pass
the index , rather than 'rogueflag' and coding to roguesymset etc.
Other than fixing bugs that are encountered, this is probably
the last of the symbol stuff, with the exception of
making the symset and roguesymset config file options
accept the keyword value "default".
This is an overhaul to the NetHack drawing mechanism.
- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.
- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects
- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.
- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.
- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.
- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c
- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.
- 'symset' config file option loads a desired symbol set for
everything but the rogue level.
- 'roguesymset' config file option loads a desired symbol set
for the rogue level.
- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
S_fountain:\xf4 \
S_boulder:0
- 'symbols' file has the following structure:
start: DECgraphics
Handling: DEC
S_vwall: \xf8 # meta-x, vertical rule
S_hwall: \xf1 # meta-q, horizontal rule
finish
start: IBMgraphics
Handling: IBM
S_vwall: \xb3 # meta-3, vertical rule
S_hwall: \xc4 # meta-D, horizontal rule
finish
- 'symbols' file added to the source tree in the dat directory
- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
From a bug report, having hallucination time out while
mimicking an orange (instead of gold, after eating a mimic corpse), you'd
still get the hallucinatory end-of-mimicking message about not wanting to
be peeled. If hallucination state is toggled, update the pending message
and change the hero's appearance. In practice, only the orange-to-gold
case can occur. Anything which might trigger gold-to-orange will have
terminated the hero's mimickery befort that happens.