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).
Game is playable, and should compile on linux and Windows.
Assumes you have a lua 5.3 library available.
Removes level compiler and associated files.
Replaces special level des-files with lua scripts.
Exposes some NetHack internals to lua:
- des-table with commands to create special levels
- nh-table with NetHack core commands
- nhc-table with some constants
- u-table with some player-specific data (u-struct)
- selection userdata
Adds some rudimentary tests.
Adds new extended command #wizloadlua to run a specific script,
and #wizloaddes to run a specific level-creation script.
nhlib.lua is loaded for every lua script.
Download and untar lua:
mkdir lib
cd lib
curl -R -O http://www.lua.org/ftp/lua-5.3.5.tar.gz
tar zxf lua-5.3.5.tar.gz
Then make nethack normally.
One of the comments for pull request #234 mentions that the colors
for sleep and poison are backwards. Yellow dragons had green breath.
Green dragons would have had yellow breath if they used the normal
zap symbols, but they use the poison cloud one which is green so
they had green breath. I rarely have color enabled and had never
noticed. (At the moment I can't find where the switch from zap to
cloud is being done.)
Pull request #234 is based on #231, about control of the shield
effect animation when resisting. But it changes struct flags so
would break 3.6.x save file compatibility.
The pull request #226 commentary follows:
One major limitation of the autopickup exception system is that you can't
define an exception from an exception, despite both menucolors and msgtypes
prioritizing rules based on the order they are defined in .nethackrc. This
is because the "always pickup" and "never pickup" exceptions are tracked in
different lists, and at runtime, when the player steps over an object, the
game checks these lists seperately, with "never pickup" taking precedence.
This means that if you want to pick up some but not all items matching a
given expression, you may need to write a long and kludgy list of regexes
to get the behavior you want.
I've edited the autopickup exception code to remove this necessity: now
the exceptions are stored in one list, and conflicts between them are
resolved based on their relative position in that list. Whether an
exception was inclusive or exclusive was already tracked individually;
I don't know why they were stored separately in the first place. This
edit makes the system both more convenient and more consistent with the
semantics of menucolors and msgtypes.
With these changes, the 33 autopickup exception rules in the wiki article
linked above may be replaced with the following 7 much simpler rules for
the exact same effect:
AUTOPICKUP_EXCEPTION=">.* corpse.*"
AUTOPICKUP_EXCEPTION="<.* newt corpse.*"
AUTOPICKUP_EXCEPTION="<.* lichen corpse.*"
AUTOPICKUP_EXCEPTION="<.* lizard corpse.*"
AUTOPICKUP_EXCEPTION="<.* floating eye corpse.*"
AUTOPICKUP_EXCEPTION="<.* wraith corpse.*
AUTOPICKUP_EXCEPTION=">.*\>.*"
closes#226
Report stated:
"Poes deliberately slither onto a polymorph trap!" ... it's only one cat, er,
black naga. Why does the parser treat the name as plural? There are lots of
singular words and names that end in -s or -es!
H9249 1780
new domove_core() assessment results
potentially smudge engravings
Proceed to wipe engraving after domove_core() now, but only under
all of the following conditions:
- you can reach the floor
- preceding domove_core() move attempt was marked as
having succeeded in domove_core()
- there is actually an engraving there to impact at
your original spot, or your new spot, or both
They're never modified. Minor complication: &zeroobj is used as
a special not-Null-but-not-an-object value in multiple places and
needs to have 'const' removed with a cast in that situation.