undefined reference to g.variables if certain parts of
drawing.c are included in host-side utilities, so
surround the offending code in
-> #if !defined(CROSSCOMPILE) || defined(CROSSCOMPILE_TARGET)
A few symbol-related modifications:
- fulfill a request from a blind player to allow them to
specify a unique/recognizable character for all pets and/or
the player in the config file for use when using a screen
reader (S_player_override, S_pet_override). Requires sysconf
setting ACCESSIBILITY to be set to have an effect, although
they can still be specified in the config file.
- Config file SYMBOLS entries were not working properly on
the rogue level. Allow ROGUESYMBOLS as well as SYMBOLS to be
specified in the config file independently.
- When values are moved into showsyms[], the overriding SYMBOLS
or ROGUESYMBOLS entry from the config file is used if there is
one; if there is no overriding value for a particular symbol,
the loaded symset value is used; if there is no symset entry
loaded for the symbol then a default symbol is used.
Fixes#235
For initial options under curses, specifying 'DECgraphics' as a
boolean rather than as 'symset:DECgraphics' wasn't overriding the
new default 'symset:curses'. Since previously DECgraphics was
rejected for curses, it's possible that no one noticed.
Change the way symbol sets are loaded to make them have the same order
as they appear in the symbols file rather than being reversed.
Revise dat/symbols so that the new ordering yields a result similar
to the old ordering, more or less. I've added a few set descriptions.
The only substantive change is marking DECgraphics as primary-only
(not available on rogue level) and adding new set DECgraphics_2 which
is commented out near the end.
Define symbol handling H_MAC since one of the sets specifies
'handling: MAC'. All H_MAC is used for now is to avoid showing
MACgraphics as a symset when compiled without MAC_GRAPHICS_ENV (which
was used for pre-OSX Mac by the old code in sys/mac/), so it will be
hidden for everyone.
I left handling H_CURS even though curses doesn't implement anything
for it. It could do something when rendering the map or assign a
function to 'cursesgraphics_mode_callback' for special init or both
but hasn't needed to. Since curses is now supporting DECgraphics,
define 'decgraphics_mode_callback' for it. No value is being
assigned so that doesn't do anything; curses seems to be setting up
the primary character set as text and secondary one as line-drawing
without the need for that hook.
With the added set descriptions, 'O's symset menu looked horrible for
curses due to the way curses decides to set the width of menus and
the resulting line wrapping which took place because of a too-narrow
menu. I've added a chunk of code to the options handling code which
shouldn't really be there but makes the menu much easier to read.
Lastly, do some formatting cleanup in files.c.
This time I'm putting things in as-is before making a few tweaks.
The pull request was three or four separate changes. I used the
patch instead so they've been collected into one commit.
The 'O' handling for bouldersym was updating the display value for
boulder even if the value had been rejected, and if it still had the
default of '\0', the map would end up with <NUL> characters. (When
examined via '//' or ';', those matched dummy monster class #0 and
led to the impossible "Alphabet soup: 'an("")'" that was suppressed
yesterday.)
Attempting to set bouldersym to ^@ or \0 would also be rejected as
duplicating a monster symbol. That is now accepted and used to reset
the boulder symbol to default. However, other control characters are
also accepted--not due to this patch, they already are, and from a
config file in addition to via 'O'--so bouldersym can still disrupt
the map. But that's no different from putting control characters
into a symbol set or setting them from config file via S_foo:^C.
and over the hero. 3.6.0's clairvoyance tried to show things in
a non-standard sequence, which was intentional but had unintended
side-effects like the disappearing monsters complained about in the
report. To make it work as intended would have required --More--
whenever it kicked in, which is much too intrusive when it happens
every N turns rather than when explicitly casting the spell.
Redo it substantially, and give preference to monsters over objects,
objects over traps, and traps over underlying terrain like normal
vision-based display does. It now detects all monsters within its
bounding box but shows ones which aren't directly in view as
"unseen monster" unless via spell cast at skilled or expert, or at
basic when also having intrinsic clairvoyance.
They aren't walls.
Noticed while working on a potential change for far-look while
swallowed, zap beams have a bogus description of "wall" that
showed up when looking at '/' and '\\'. I'm guessing that vbeam
and hbeam were cloned from actual wall symbols and then lslant
and rslant got cloned from them. There doesn't seem to be any
other reason for the description, which is both wrong and applies
to symbols which aren't on the screen at a time when the player
can use far-look to examine them. It's been this way since the
creation of the second cvs repository used to start the current
git one; I didn't attempt to go back any farther than that.
Symbol set parsing rejected S_darkroom and S_vibrating_square.
Now it will accept them.
The fact that this bug wasn't noticed indicates that none of the
3.6.0 symbol sets (other than "Default symbols") is specifying a
value for either of these symbols.
This also changes the default vibrating square value from yellow
'^' (caret) to purple '~' (tilde). I don't think there's any risk
of mistaking it for a long worm tail (brown '~') and it emphasizes
that it isn't really a trap.
Previous boulder symbol fix unearthed another problem:
When no boulder symbol was defined in config file, the default
iflags.bouldersym null value was used as a symbol.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
When a gas cloud that deals damage is created, it uses
a poison cloud glyph instead of the cloud glyph.
(A bright green '#', or a bright-green recolor of the
cloud tile)
The plane of fire has random "stinking clouds", or
fumaroles, centered on lava pools.
Also make poison cloud glyph override lava, pool and
moat glyphs.
This reverts commit 7f0f43e6f9 and some related
subsequent commits.
This compiles, but I have not done extensive testing.
Conflicts:
include/config.h
include/decl.h
include/extern.h
include/global.h
include/tradstdc.h
include/wintty.h
src/drawing.c
src/files.c
src/hacklib.c
src/mapglyph.c
src/options.c
sys/winnt/nttty.c
win/tty/getline.c
win/tty/topl.c
win/tty/wintty.c
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
Michael pointed out what needed to be fixed in order to change gold
on rogue level from regular "$" back to intended "*". This was post-3.4.3
code so no fixes entry needed.
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.
Pat Rankin wrote:
> I was about to also suggest that there
> be a rogue/non-rogue (with perhaps a third choice meaning "both")
> attribute. That way we could keep the rogue choices from being
> listed in the "symset" menu and the non-rogue choices from the
> "roguesymset" menu. Players who deliberately wanted to switch
> over would need to modify the attribute, possibly on a cloned set.
> Or perhaps they could just explicitly set their desired choices
> via NETHACKOPTIONS or .nethackrc and not use the 'O' menues--the
> new attribute doesn't necessary have to block which sets get used
> where, just filter menu entries to display the most applicable
> candidates.
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.
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.
Pat Rankin wrote:
> When 'symbols' is missing from the playground, or is an empty
> file, picking either the symset or roguesymset option via the
> 'O' command just goes right back to the game display (or next
> pending compound option) without giving any feedback.
>