Commit Graph
100 Commits
Author SHA1 Message Date
nethack.allison 1820d8c689 blind player updates (trunk only)
This takes the PC config file commented symbol value
recommendations from <Someone> for blind players
and puts them into a symset.

[note to devteam: They look odd. I thought perhaps that
something was code wrong, but I went back to 3.4.3
and uncommented the config file stuff. They look the
same there, still odd, especially corridors.
Does anyone have any of the e-mail from <Someone> that might give an indication of what is supposed
to be seen on the display?  I wonder if those config
file options fell out of synch with the code long ago]
2006-09-23 04:40:15 +00:00
nethack.allison d1c3312cf0 comment bits 2006-09-22 12:29:42 +00:00
nethack.allison 719721e017 more symbol set stuff (trunk only)
- 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".
2006-09-22 02:00:30 +00:00
nethack.allison 72011cb75f more followup (trunk only)
make the handling recognition use an int instead of string.
2006-09-21 05:53:08 +00:00
nethack.allison f0bf6c7653 more follow-up (trunk only)
Based on feedback, make the load_symset() call easier
to follow.
2006-09-21 03:47:00 +00:00
nethack.allison b5648a7bb3 symhandling follow-up (trunk only) 2006-09-21 03:11:06 +00:00
nethack.allison 347aadee88 fixes update (trunk only) 2006-09-21 02:35:56 +00:00
nethack.allison 5d0228ed70 yet more followup (trunk only)
- a reference to roguesymset should be 'symbols'
- another symset name update
2006-09-21 02:13:26 +00:00
nethack.allison 6133b14fb7 more followup (trunk only)
More symset name correction
2006-09-21 02:01:56 +00:00
nethack.allison 1e60eab7cd pcmain followup (trunk only)
Specify a valid symset.
2006-09-21 01:57:25 +00:00
nethack.allison b972732dd8 Files followup (trunk only) 2006-09-21 01:48:22 +00:00
nethack.allison 253bf359af drawing overhaul (trunk only)
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
2006-09-21 01:46:15 +00:00
nethack.allison 94b66d0be5 New file: dat/symbols 2006-09-21 01:33:24 +00:00
nethack.allison 67b34944e3 dos port chdir fix
I don't know if this was introduced post 3.4.3 or not, but the
DOS port was doing a chdir at the start, but not doing one
at the finish of the game, so you ended up in the same
directory as the NetHack.exe executable post-game.

It was doing the chdir even if NOCWD_ASSUMPTIONS was
defined.
2006-09-18 23:18:54 +00:00
nethack.allison 04470da94c very minor optimization in mapglyph
Perform the multiple tests in macro once and use the
result throughout the function.
2006-09-17 14:23:17 +00:00
nethack.allison 61f6e7b7c6 build fix w/o REINCARNATION defined 2006-09-17 04:40:06 +00:00
nethack.allison 1cf4c373fc fix for #H229
<Someone> wrote:
>>comments:
>>When you commit suicide with a potion of oil (lit), sometimes nethack
>>reports an `obj_is_local' error just after disclosing all the game
>>variables. This has been found in-game (don't ask) and reproduced in
>>wizard mode and in-game (start-scumming).
>
> 0) a neutral human wizard (the scrolls/spellbooks burning, potions boiling ;))
> 1) wish up 3 potions of oil (so that the 2 remaining will definitely kill you)
> 2) a'pply one of them
> 3) stand 1 square away from a wall, like "| @"
> 4) throw the lit potion into the wall (`h' in this case)
> 5) answer `yes' on all prompts.

The thrown potion of oil, which was extracted from any chain
during the throw, still had its timers attached when the call to
splatter_burning_oil() was made. If that killed the hero, a
panic would result during bones file creation (saving timers)
because (obj->where == OBJ_FREE) on the potion.

Remove the timer prior to splattering the oil inside.
2006-09-11 04:03:59 +00:00
nethack.allison 80a5f0d4dd #H226: Poor grammar when engraving under water 2006-09-10 14:20:31 +00:00
nethack.allison ea80f61b6f bug W343-3 fix (trunk only)
Incorporate part of <Someone>'s changes to address
the main part of bug W343-3.

One other patch yet to come needs to provide a way
to limit the IBMGraphics symbols to various subsets that are
available on some international versions of Windows. Pat
suggested that we not incorporate that patch as is, so I'll be
working on an overhaul of the {DEC|IBM|MACgraphics mechanism.

    * Checks for the presence of the Unicode
      APIs.  If GetVersion() returns the 31st bit set, NetHack is running on
      a 95-based version of Windows.  The Unicode APIs are not available
     and NetHack will revert to the pre-patch behavior. This fix isn't needed
      on 95-based Windows anyway.
    * Fixes console output for text strings.
      The character is converted according to the user's configured IEM code
      page and passed to the Unicode version of WriteConsoleOutputCharacter.
    * Fixes console output for map symbols.
      The character is converted according to a fixed mapping containing
      code page 437 plus the symbols in the space from 00 to 1F.  A fixed
      table is used so that a player using Lucida Console can get full
      IBMgraphics (original set, i.e. level 3) regardless of the code page.
      A table is used instead of MultiByteToWideChar so that the space from
      00 to 1F will be converted correctly; this is necessary for correct
      display of the Rogue level.
2006-09-09 20:36:12 +00:00
nethack.allison 94bc5885b1 console colour follow up 2
If you specified one or more palete options in the config file,
but not all 16, you ended up with black for any you didn't
specify - oops.

This patch ensures that the table has a full complement
of 16 colours by initializing it to the windows default colours
just ahead of the first palette option encountered.

As before, if the config file has no palette option in it,
no calls to change the palette are made at all. If the
undocumented method breaks in a future release of
Windows, then avoiding palette options will work
around the problem.
2006-09-09 19:38:25 +00:00
nethack.allison 4c4304cc62 console colour follow up
Make sure it works on earlier versions of windows
where GetConsoleWindow() is not present.
2006-09-05 12:46:47 +00:00
nethack.allison 817cae4518 adjustment of win32 console colours (trunk only)
Allow config file entries to adjust win32 console colours.

The following entries in a config file are examples:
OPTIONS=palette:black-0-0-0
OPTIONS=palette:red-210-0-0
OPTIONS=palette:green-80-200-0
OPTIONS=palette:brown-180-100-0
OPTIONS=palette:blue-0-0-200
OPTIONS=palette:magenta-128-0-128
OPTIONS=palette:cyan-50-180-180
OPTIONS=palette:gray-192-192-192
OPTIONS=palette:dark gray-100-100-100
OPTIONS=palette:orange-255-128-0
OPTIONS=palette:bright green-0-255-0
OPTIONS=palette:yellow-255-255-0
OPTIONS=palette:bright blue-100-100-240
OPTIONS=palette:bright magenta-255-0-255
OPTIONS=palette:bright cyan-0-255-255
OPTIONS=palette:white-255-255-255

This uses an undocumented way to adjust the console
colours in a win32 console application. The method and
code snippet used comes from www.catch22.net by James Brown.

This page:
      http://www.catch22.net/about.asp
states the following:
"you do not have to pay anything to use the software, and there are no
 licencing terms for any sourcecode that you may download from this site.
This means you can freely use any sourcecode or portions of code in
your applications, whether they be free software or professional, retail
products."
2006-09-03 04:17:09 +00:00
nethack.allison 90fba2f9f9 cmdassist for wishing 2006-08-26 04:03:27 +00:00
nethack.allison fcf38a5e35 recover (trunk only)
Bring recover process up to date with current save file contents
(self_recover and external recover)
2006-08-04 03:58:46 +00:00
nethack.allison 7f826cd288 more set_corpsenm (trunk only)
Use set_corpsenm() in a few more places.
2006-07-30 20:08:57 +00:00
nethack.allison 557f94c83a win32 makefile gui build with <email deleted> wrote:
> Command line compile of tiled Nethack breaks, at the end, with an error:
>
> Linking....
>        link /DEBUG  /INCREMENTAL:NO /NOLOGO kernel32.lib
> ws2_32.lib mswsock.lib advapi32.lib bufferoverflowu.lib user32.lib
> gdi32.lib comdlg32.lib winspool.lib /STACK:2048 user32.lib
> winmm.lib  -out:..\binary\NetHackW.exe
> @NetHackW.lnk winhack.o : error LNK2019: unresolved external symbol
> __imp__InitCommonControlsEx@4 referenced
> in function <email deleted>
2006-07-18 13:24:20 +00:00
nethack.allison e822fc1c60 install.nt clarification 2006-07-16 18:48:34 +00:00
nethack.allison 96c6163019 cast int64 to smaller types (trunk only)
The devteam feedback was to place casts in the code
in question.

This puts explicit casts on some code that was being
compiled into 'int64' then stuffed into smaller types with
VC2005.
2006-07-11 12:38:16 +00:00
nethack.allison 7394b0a353 ntconf vc2005 warnings bit 2006-07-11 12:29:51 +00:00
nethack.allison e9a6ed3766 recent dead code(trunk only)
remove function zero_anything() completely, as it isn't needed any longer
2006-07-11 12:28:19 +00:00
nethack.allison 0abece54c1 more dos bits 2006-07-10 02:10:22 +00:00
nethack.allison 00768fce8b bits
- catch up on a couple of DOS bits
- fix a copy-and-paste error on hack.c function
2006-07-09 22:17:57 +00:00
nethack.allison 999424aecc more zeroany (trunk only) 2006-07-09 17:39:43 +00:00
nethack.allison dafb1c089e another pointer to long conversion (trunk only)
botl.c conversions. All the ports seem to be using genl_status_update(),
rather than a window port specific version, so botl.c was the only place
this had to be adjusted.

Also a uudecode cast for the result of strlen, since it isn't using
config.h
2006-07-09 16:42:21 +00:00
nethack.allison 003aea0ce3 zeroany [trunk only]
Avoid function call when clearing 'anything' union.
2006-07-09 16:25:39 +00:00
nethack.allison 98a09101b1 remove pointer to long conversions - part 3 of 3 (trunk only)
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)

This 3rd part deals with region functions switching
some arguments from type genericptr_t to 'anything'.

Like the previous 2 parts, this needs to increment
 EDITLEVEL in patchlevel.h.
2006-07-09 01:23:26 +00:00
nethack.allison d611cd76c5 remove pointer to long conversions - part 2 of 3 (trunk only)
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)

This 2nd part deals with timeout functions switching
some arguments from type genericptr_t to 'anything'.

Like part 1, this needs to increment EDITLEVEL in patchlevel.h.
2006-07-09 01:02:51 +00:00
nethack.allison 9c79bb2758 remove pointer to long conversions - part 1 of 3 rev 2 (trunk only)
[the problem in the earlier rev was tracked to cleanup_burn(),
where arg was holding a (genericptr_t) timer id, and
passed directly to del_light_source() as is.]

P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.

This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
2006-07-08 23:31:39 +00:00
nethack.allison 90f640a935 back out part1 patch (trunk only)
I got an unexpected access violation since
checking in that patch, so I'm backing out the
change while investigating.
2006-07-08 20:16:13 +00:00
nethack.allison 699330928d remove pointer to long conversions - part 1 of 3 (trunk only)
P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.

This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
2006-07-08 18:24:01 +00:00
nethack.allison 4b1c4728d6 region memory
<Someone> wrote on Tuesday, July 27, 2004 at 06:46:15
> In the region.c function rest_regions allocates storage for the possible
> enter_msg and leave_msg strings. But the function free_region does not relese
> this storage.

Also ensures that some code that is currently ifdef'd out
makes copies of the strings into memory from alloc()
to ensure that no problems with free() result if the function
gets passed a literal string.
2006-07-03 14:30:01 +00:00
nethack.allison 230d150350 region memory
<Someone> wrote on Tuesday, July 27, 2004 at 06:46:15
> In the region.c function rest_regions allocates storage for the possible
> enter_msg and leave_msg strings. But the function free_region does not relese
> this storage.

Also ensures that some code that is currently ifdef'd out
makes copies of the strings into memory from alloc()
to ensure that no problems with free() result if the function
gets passed a literal string.
2006-07-03 14:21:21 +00:00
nethack.allison b8d744819b more fmt_ptr (trunk only) 2006-07-02 19:16:58 +00:00
nethack.allison a98151cf9a more fmt_ptr (trunk only) 2006-07-02 19:09:42 +00:00
nethack.allison 3d164b6d02 fmt_ptr (trunk only)
fmt_ptr() is no longer dependant on WIZARD or MONITOR_HEAP,
so that it can be used in panic messages.
2006-07-02 18:43:35 +00:00
nethack.allison 13eeae9523 startup menu crash follow up (trunk only)
Pat:
Either both editions [of bot()] should reset those botl flags
or neither one should.
2006-07-01 19:32:27 +00:00
nethack.allison 2b8903cd7a <Someone> wrote:
> NetHack feedback form submitted by
> <email deleted> on Friday, June 30, 2006 at 17:31:12
> ---------------------------------------------------------------------------
>
> mailversion:1.35
>
> nhversion:3.4.3
>
> nhfrom:Our 3.4.3 source release, unmodified

> comments:
> telnet nethack.alt.org with the terminal set to 21 rows.
> Choose to pick a char, not accept pot luck, and game segfaults.
> (same happens from linux console)

I was able to reproduce something similar in win32 by setting
the console to 21 rows. As he stated, don't let the game pick you
character for you to reproduce the problem. As soon as I chose
Archeologist the problem occurred:

Where:
  In hack.c, weight_cap()
  	if (Levitation || Is_airlevel(&u.uz)    /* <email deleted> */
  #ifdef STEED
			|| (u.usteed && strongmonst(u.usteed->data))
  #endif
	)

Variables:
	carrcap	200
	u.usteed	0x00000000
	&u.uz	0x005e54aa
	youmonst.data	0x00000000

Examination of the preprocessor output of that section
of code reveals that
"Levitation" becomes:
    (u.uprops[47].intrinsic || u.uprops[47].extrinsic ||
	((youmonst.data)->mlet == 5))
so it is the is_floater(youmonst.data) causing the crash.

Call stack:
  weight_cap() line 2300 + 24 bytes
  inv_weight() line 2342 + 5 bytes
  calc_capacity(int 0) line 2354 + 5 bytes
  near_capacity() line 2365 + 7 bytes
  bot() line 607 + 5 bytes
  docorner(int 47, int 19) line 2378
  erase_menu_or_text(int 5, WinDesc * 0x00a22550, char 0) line 994 + 25     bytes
  tty_dismiss_nhwindow(int 5) line 1664 + 15 bytes
  tty_select_menu(int 5, int 1, mi * * 0x0006fc40) line 2248 + 9 bytes
  tty_player_selection() line 442 + 16 bytes
  pcmain(int 3, char * * 0x00a20eb0) line 457
  main(int 3, char * * 0x00a20eb0) line 91 + 13 bytes

This adds a check for a valid youmonst.data in
bot().
2006-07-01 18:44:18 +00:00
nethack.allison c7c6295cbf region ttl field size change (trunk only)
make region ttl field a long instead of short to get rid of lint warnings
about a possible loss of data
2006-06-28 02:34:02 +00:00
nethack.allison 7ea8507d26 remove duplication
Janet pointed out that I must have just hought I was seeing double :-)
2006-06-27 00:17:35 +00:00
nethack.allison 54a27aa9e8 fixes34.4 catch up 2006-06-26 20:19:40 +00:00
nethack.allison 6adc731634 Install.nt updates
- Additional information for using MS VC++ 2005 Express Edition in
  combination with the Platform SDK.
2006-06-26 11:02:36 +00:00
nethack.allison 174b985267 Allow makefile build with VC2005 (trunk only) 2006-06-25 22:40:58 +00:00
nethack.allison d09c374239 function pointer assignment warnings in VC2005
The latest Micrsoft compilers complain when a function is
assigned to a function pointer, and the function's argument
list does not match the prototype precisely.
It was evem complaining about the difference between this:
     int x()
     {
        [...]
     }
and a prototype of
     int x(void);
when assigning that function's address to a function pointer.

This quiets those warnings, without suppressing the mismatch
check altogether for more serious mismatches.
2006-06-25 19:54:31 +00:00
nethack.allison d8528f7e2f throwing and breaking glass wand in shop (trunk only)
<email deleted> wrote:
> - when in a hardware store, I put a glass wand out of a sack (the glass wand
> will cost you 266 zorkmids) and threw it in the shop => shattered into a
> thousand pieces BUT if I try to pay, I do not owe the shopkeeper anything !!!
> If I break a potion with a /oS, I have to pay !
2006-06-14 23:44:16 +00:00
nethack.allison 8fc541006b win32 embedded version info
I noticed that the NetHack version being reported in the
system's event log was old:
Faulting application nethackw.exe, version 3.4.2.0,
faulting module nethackw.exe, version 3.4.2.0, fault address 0x001648eb.
2006-06-14 10:48:09 +00:00
nethack.allison ffee0012e9 scroll learning follow-up (trunk only) 2006-06-14 02:53:13 +00:00
nethack.allison a6324a8480 another null scroll reference (trunk only) 2006-06-14 02:38:53 +00:00
nethack.allison 8f230fad1c fix null pointer reference (trunk only)
This problem only existed in post 3.4.3 code, so no fixes entry.
2006-06-13 21:59:55 +00:00
nethack.allison f139b67e43 build warning
- remove an unreferenced variable
- continue with recent code trend towards having DEADMONSTER()
  check in its own if/continue statement in a few more places
2006-06-11 18:27:55 +00:00
nethack.allison b41b9035bb follow-up for lost ball and chain 2006-06-07 01:46:41 +00:00
nethack.allison 9ca2d7c030 lost ball and chain (trunk only)
Saving the game while punished, not carrying the attached ball,
and while swallowed by a purple worm resulted in losing the
ball and chain.

Since the required information was not being written to the
save file at all, I couldn't come up with a clean way to do this
for the branch, and preserve save file format. I could think
of lots of kludgy ways to do it (insert ball and chain into
the hero's inventory prior to saving, and remove it on restore, etc.)
2006-06-03 17:55:24 +00:00
nethack.allison d046be66bc lost ball and chain (trunk only)
Saving the game while punished, not carrying the attached ball,
and while swallowed by a purple worm resulted in losing the
ball and chain.

Since the required information was not being written to the
save file at all, I couldn't come up with a clean way to do this
for the branch, and preserve save file format. I could think
of lots of kludgy ways to do it (insert ball and chain into
the hero's inventory prior to saving, and remove it on restore, etc.)
2006-06-03 17:48:22 +00:00
nethack.allison ac49eb5b84 build warning
a recent patch triggered a new warning:
cmd.c(995) : warning C4101: 'numbuf' : unreferenced local variable
2006-05-30 05:07:16 +00:00
nethack.allison d21d3d5ca8 elven boots
<email deleted> wrote:
> While levitating, I put on an unknown pair of boots.  They turned out to be
> elven boots.  I received the message, "You finish your dressing maneuver.  You
> walk very quietly."  Incidentally, I was hallucinating at the time.
>
> It seems to me that levitating individuals shouldn't be able to tell that they
> walk quietly.
2006-05-19 18:35:11 +00:00
nethack.allison a6c608403b grammar bit
<Someone> wrote:
> You find an anti-magic field.
> Where do you want to jump?  (For instructions type a ?)
> You pass right over _a_ anti-magic field.
2006-05-17 20:15:46 +00:00
nethack.allison 1fcbfd85c9 additonal oextra care
Be deliberately careful with copies taken of
oextra pointers and clear the pointer if it
truly is a redundant copy that will become
invalid if/when the original holder is deallocated.
2006-05-13 20:19:06 +00:00
nethack.allison b660a0b079 xorn comment 2006-05-12 02:27:52 +00:00
nethack.allison 6f9da60b95 Delphi follow-up 2 (trunk only)
oops, Pat pointed out that I altered the logic.
2006-05-12 01:59:56 +00:00
nethack.allison 4e2b302368 Delphi follow-up (trunk only) 2006-05-11 21:22:06 +00:00
nethack.allison 45b59990cd Delphi msg (trunk only)
<email deleted> wrote:
> * Angering the Oracle then entering her room still gives
> "Hello, <Dudley>, welcome to Delphi!"
2006-05-10 23:13:28 +00:00
nethack.allison e0e3bf2453 selling candelabrum in lighting store
<email deleted> wrote:
> * You can't sell a candelabrum (with candles attached) to a lighting store.

You still can't sell the candelabrum after this, but acknowledge
the situation by having Izchak say something unique.
2006-05-10 03:31:53 +00:00
nethack.allison 52586db3ae set_corpsenm()
Provide a common routine that always does the right
thing with respect to timers and weight when altering
obj->corpsenm, and use it throughout the code.
2006-05-09 23:10:22 +00:00
nethack.allison c0731a8809 #H85: create_object() bugs
From a bug report.c was first creating  a corpse
complete with revive timer if it was a troll, or without
a timer if it was a lizard or lichen corpse. Then it might
change the corpse type, leaving strange corpse
types that revived, or that lasted forever.
2006-05-09 01:31:55 +00:00
nethack.allison 1a01343c63 dungeon open failure
We've been getting numerous complaints from people
about "dungeon failure", often related to attempts
to start NetHack from within various zip utilities
that present a folder-like view.

The dungeon failure was actually misleading. The
real problem was a dlb file open failure, but the
return value of dlb_init() was not being checked
in pcmain.

This moves the dlb_init earlier in the startup,
checks for failure, and provides some feedback
around the common zip utility problem for win32.
2006-05-07 14:32:04 +00:00
nethack.allison 13944ab03b win32 Makefile updates
- DLB wasn't defined during util builds, including makedefs.
- spotless wasn't spotless
2006-05-06 19:13:35 +00:00
nethack.allison a3b216e475 work around win32 rumor issues (#H80)
With makedefs changed to open the files as binary, the
rumors generation and retrieval seems to work consistently.

win32tty
T start=000067 (000043), end=020658 (0050b2), size=020591 (00506f)
F start=020658 (0050b2), end=043641 (00aa79), size=022983 (0059c7)
T 000067 A blindfold can be very useful if you're telepathic.
F 020658 "So when I die, the first thing I will see in heaven is a score list?"

win32gui
T start=000067 (000043), end=020658 (0050b2), size=020591 (00506f)
F start=020658 (0050b2), end=043641 (00aa79), size=022983 (0059c7)
T 000067 A blindfold can be very useful if you're telepathic.
F 020658 "So when I die, the first thing I will see in heaven is a score list?"
2006-05-02 22:10:54 +00:00
nethack.allison e80408bec2 wizrumorcheck update for trunk 2006-05-02 12:50:09 +00:00
nethack.allison 376f9ba047 debug mode #wizrumorcheck
Provide a command to easily verify that the rumor true/false
boundary offsets are correct for the rumors file.
If the boundary is pointing mid-line, the rumor at the boundary
won't decrypt properly.
2006-05-01 01:49:18 +00:00
nethack.allison 10066ff08e guidebook autopickup_exceptions
autopickup_exceptions is no longer in the experimental section of config.h
2006-04-30 17:55:09 +00:00
nethack.allison 3e2f7f946d fix W343-1 open win32 bug from known bugs page
W343-1 Redirecting score output through a pipe doesn't work.
2006-04-25 01:16:54 +00:00
nethack.allison 660d3589c5 experimental - dungeon overview (trunk only)
Add Hojita Discordia's Dungeon Map overview as
conditional code for experimentation and testing.
Everything is guarded by
#ifdef DUNGEON_OVERVIEW
#endif

The notes that accompanied the original patch follow.

Dungeon Map Overview Patch for Nethack 3.4.3
Version 3
=============================================================================
Changelist:
    v3: Changed #level to #annotate to avoid #levelchange collision.  Fixed
        handling of elemental planes and astral plane (oops).  Changed
	formatting to be slightly closer to print_dungeon()'s.  Should be
	"final" version for 3.4.3.
    v2: Added tracking of trees.  Changed ctrl-m command to ctrl-o.  Portals
        displayed as "sealed" instead of "closed".
    v1: First release.
    (Note: all versions are mutually save compatible.)
=============================================================================
This patch creates a dungeon map overview that is recorded as the player
explores the dungeon.  I was tired of returning to a game a few days later
and having no idea what the dungeon looked like.  Trying to name pieces
of armor with shorthand didn't work so well as an intermediate solution
either, especially around nymphs.

It can be assumed that this map is in the mind of the hero and thus
can't be stolen, can be read when blind, or when buried, or when the hero
doesn't have any hands, or eyes, or hands free, or...etc. On the other hand,
this implies that the hero doesn't remember all of the details ("a fountain",
"some fountains", "many fountains") and that the map is subject to amnesia
when applicable.

This overview tracks fountains, altars, stores, temples, sinks, thrones,
trees, and dungeon branches.  It attempts to not spoil the player nor
reveal more information than the hero knows.  For this reason, it only
tracks dungeon features found in the guidebook and dungeon branches.

This patch breaks save file compatibility.  Sorry.

Added commands
=============================================================================
#overview (ctrl-o, if not in wizard mode) - displays overview
#annotate (ctrl-n, if using numpad) - names current level

Example Output From #overview
=============================================================================
The Dungeons of Doom: levels 1 to level 15
   Level 1:
      A fountain
   Level 3: (My stash.)
      An altar, some fountains
      Stairs down to The Gnomish Mines
   Level 7:
      Many fountains
   Level 8:
      Stairs up to Sokoban, level 7
   Level 15:
      A general store
      Sealed portal to The Quest
The Gnomish Mines: levels 4 to level 7
   Level 7: <- You are here
      Many stores, some fountains, a temple

More Details
=============================================================================
The overview shows only levels that have anything interesting to display and
doesn't show branches that don't have any interesting levels.

To avoid the map revealing more information than the hero knows, the overview
only displays things that the hero has seen or touched.  (If the hero
blinds herself, levitates above a known fountain, and obliterates it with a
wand of digging, the overview will still say that there is a fountain.)

This is done, sadly, by adding 6 bits to the rm struct to track the last
known dungeon type.  On the other hand, this change could potentially allow
a window port to do something like drawing an item and a fountain on the same
square.

Things That Could Be Better And Maybe Some Feedback Would Help
=============================================================================
"<- You Are Here" is pretty goofy
    -...but an indicator of some sort is nice.
=============================================================================
Many thanks to all the kind folks on r.g.r.n. who had very good feedback
about this patch, in particular L (for the trees), <Someone> Papaganou (for the
#annotate suggestion and some formatting feedback), and <Someone> (for the suggestion
of just overriding ctrl-o instead of using the very broken ctrl-m.)
=============================================================================
20060311. Hojita Discordia. (My usenet email is bogus. Sorry.)
2006-04-20 00:57:45 +00:00
nethack.allison 08d4a0c0fa comment bit (trunk only) 2006-04-20 00:50:37 +00:00
nethack.allison 857a46c295 another safe_oname() bit (trunk only) 2006-04-15 15:49:00 +00:00
nethack.allison 78ef9ef991 safe_oname (trunk only)
There were routines that were passed the
object name as an argument.  Before the oextra
patch, ONAME() always returned a valid pointer
to a location within the obj struct. The oextra
patch worked around those cases by
using a temporary variable that was either set
to ONAME (if the obj passed the has_oname() test),
or to ""  (pointer to an empty string) if no name was
present.

Since that might be a common thing to do, provide
the safe_oname() routine that you can use as a
function parameter without having to worry about
about whether ONAME(obj) is valid, and without
the need for the temporary variable.
2006-04-15 15:40:27 +00:00
nethack.allison c16a87d367 increment editlevel
That last merge update should have included this.
2006-04-15 13:40:11 +00:00
nethack.allison d156b95e0d oextra follow-up - merging (trunk only)
It seemed inappropriate to allocate and tack on an oextra
structure just to mark it as unmergable, and the oextra
struct itself wouldn't be released until a save/restore took
place.

This uses one of the freed up oattached bits to prevent the merge.
2006-04-15 13:37:58 +00:00
nethack.allison e7948e258c oextra obj.h follow-up (trunk only)
Just add some notes to obj.h around oextra.
2006-04-15 13:09:57 +00:00
nethack.allison b76a0fe091 drum of earthquake follow-up 2006-04-14 17:01:18 +00:00
nethack.allison f55210be79 code change - oextra
move oattached and oname and other things that vary
the size of the obj structure into a separate
non-adjacent oextra structure, similar to what has
already been done for mextra. The obj structure
itself becomes a fixed size.

New macros:

#define ONAME(o)	((o)->oextra->oname)
#define OMID(o)		((o)->oextra->omid)
#define OMONST(o)	((o)->oextra->omonst)
#define OLONG(o)	((o)->oextra->olong)
#define OMAILCMD(o)	((o)->oextra->omailcmd)

#define has_oname(o)	((o)->oextra && ONAME(o))
#define has_omid(o)	((o)->oextra && OMID(o))
#define has_omonst(o)	((o)->oextra && OMONST(o))
#define has_olong(o)	((o)->oextra && OLONG(o))
#define has_omailcmd(o)	((o)->oextra && OMAILCMD(o))

changed macros:
has_name(mon) becomes has_mname(mon)  to correspond.

The CVS repository was tagged with
	NETHACK_PRE_OEXTRA
before commiting these, and
tagged with
	NETHACK_POST_OEXTRA
immediately after. The diff
between those two tags is this oextra patch.

The associated mail daemon changes to use an oextra
structure instead of a hidden command located in the
name after the terminating NUL, have not been tried
or tested.
2006-04-14 16:23:56 +00:00
nethack.allison f9314448f7 hostile prisoner chat
<email deleted> wrote:
> * #chatting to hostile prisoners gives "This will teach you not to disturb me!"
> This only makes sense for djinn and water demons.

I don't have a clue what they should say, this only deals with
what they shouldn't say.
2006-04-14 15:26:45 +00:00
nethack.allison b9db663de1 drum of earthquake - monster portion
<Someone> wrote:
> When applying a drum of earthquake, should you "fall into a chasm" if
> you're already at the bottom of a pit? (Likewise monsters.)

monster already in a pit won't "fall into a chasm" from drum of earthquake
2006-04-14 14:33:01 +00:00
nethack.allison 914c66b10a drum of earthquake - hero portion
<Someone> wrote:
> When applying a drum of earthquake, should you "fall into a chasm" if
> you're already at the bottom of a pit? (Likewise monsters.)

hero already in a pit won't "fall into a chasm" from drum of earthquake
2006-04-14 13:53:33 +00:00
nethack.allison cc31b25634 don't reveal surface when Blind and levitating
<email deleted> wrote the following on April 10, 2006:
> When blind and levitating, you can produce a message - "You try to feel what
> is lying here on the ice. But you can't reach it!" - which reveals too much
> about the terrain below you.
2006-04-11 02:00:38 +00:00
nethack.allison ecb98e019c eating gold in front of the vault guard (trunk only)
<email deleted> wrote:
> Eating gold in a vault (or polymorphing a pile of gold into 1 gold piece)
> doesn't anger the guard.

This addresses the eating part of that report, but the hero
has to get caught doing it.
2006-03-26 05:23:46 +00:00
nethack.allison 62b430601f wording bit in fixes35.0 2006-03-26 03:56:37 +00:00
nethack.allison 280823536c clear pits in temporary corridor
From a bug report, then leave the corridor (causing it to
> vanish), the pit will be embedded in rock instead of being removed.

clear any pits that the hero digs in the vault guard's temporary corridor
2006-03-26 03:52:46 +00:00
nethack.allison 05ce448135 prevent possible minor MAIL abuse
<email deleted> wrote:
> * MAIL Abuse: one can polymorph into a gelatinous cube, send themselves lots of
> scrolls of mail, and eat them, gaining free nutrition.
2006-03-25 21:06:49 +00:00
nethack.allison e063031f00 digging conjoined pits follow-up (trunk only)
Pat Rankin wrote:
>      Isn't an array of booleans overkill?  A single byte bitmap
> could achieve the same result.
2006-03-25 18:59:53 +00:00
nethack.allison 6ef8efcefb digging conjoined pits (trunk only)
This one turned out to be more effort than I had
originally anticipated.

We had a bug report requesting that zapping a wand of digging
laterally while in a pit should dig beside you. That seemed
like a reasonable enough request, but this ended up with
the following results:
- needed to check where this should not be permitted, or at
  least where there should be special-case code because there is
  something such as furniture on the surface above the dig
  point.
- now tracks conjoined pits through new fields in the trap
  structure, hence the pathlevel increment. The array of
  8 boolean values represents each of the 8 directions
  around a pit.
- Previously, pits could be adjacent to each other as two
  individual pits, in which case moving between them
  results in a fall as you went into the next pit. That
  behavior is preserved.
- Pits created either by zapping a wand of digging
  laterally while in a pit, or by "clearing debris"
  between two adjacent pits via a pick-axe, sets the
  conjoined fields for those two pits. You cannot
  create a brand new adjacent pit via pick-axe, only
  with the wand.
- The hero can pass between conjoined pits without
  falling.
- dighole() was hijacked for adjacent pit digging,
  so the ability to pass coordinates to it and
  its downstream functions was added (dig_up_grave()
  for example). dighole() does pretty much everything
  appropriately for this adjacent digging, more so
  than calling digactualhole() directly.
- moving into a conjoined pit that has spikes still
  does damage, but less so that "falling" into the
  spiked pit, and you "step on" the spikes rather
  than falling into them.
- Not done: should pits with the conjoined fields
  set be referred to as 'trenches' rather than pits
  in messages and identifications?
2006-03-19 23:59:03 +00:00
nethack.allison 3299e318ca digactualhole() bit
I'm pretty sure this check at_u should be included since x,y
can be passed to digactualhole().  The lack of any related
bug reports suggest that at_u is currently always
true for any code that calls digactualhole().
2006-03-19 23:13:11 +00:00