Add threshold relationships <= and >= so that the change to make <
and > perform their expected comparison can be resolved. "Point
release shouldn't force players to update their config files" does
not carry sufficient weight given that they already had to do that
to turn on status highlighting when going from 3.6.0 to 3.6.1. The
3.6.2 release notes can warn them about the need to update their
status highlight options if they're currently using '<' and/or '>'.
Entering new hilite rules via the 'O' command accepted '=' prefix
for numbers, but rules from config files did not. Now they do.
The '=' prefix is optional in both situations.
With 'O', percent rules and absolute rules had separate menu entries
so picking one was already choosing the rule type, but entering a
numeric value without percent sign (for percent) or with one (for
absolute) would change the type on the fly. If someone has already
picked percentage they shouldn't be required to append '%' to the
digits, so that is now optional. If explicitly included with the
number after having picked absolute, the value is rejected. It is
trivial to back up in those menus and choose the alternate type if
someone changes his/her mind part way through.
If a status field has both persistent (percent, absolute, always)
and temporary highlights (up, down, changed), give the temporary one
precedence when the value has changed. To do that with 3.6.1, the
rules for temporary had to follow the ones for persistent highlights
since whichever matched last was the one used. Now their order
relative to each other doesn't matter. If a value increases and
there is both an 'up' rule and a 'changed' rule, the more specific
'up' takes precedence, regardless of their relative order; likewise
for decreases and 'down' vs 'changed'.
There were a couple more tweaks needed to support negative values;
I overlooked the 'O' menu handling before. >-1% and <101% now work
for both the config file and interactive adding via 'O' methods of
defining highlight rules, although new >=0% and <=100% will be
clearer to anyone examining a rule set.
'enum relationship' was forcing LT_VALUE to be -1 but that fact was
never utilized anywhere, and the code was using magic number -2 to
mean "no relationship yet". This adds NO_LTEQGT to replace the
latter and gives it value -1. EQ_VALUE is still 0 so effectively
the default if a highlight hasn't been fully set up yet. LT_VALUE
is now just another positive value along with GT_VALUE, LE_VALUE, &c.
The Guidebook hasn't caught up with the code yet.
The rule choosing code used when deciding how to highlight something
only supports 'int' fields and relies on 'long' having the same bits.
It needs to be extended to support 'long' properly. Fixing should
be straightforward (except maybe for the initialization of min/max
best fit handling) but this doesn't address that. Also, data type
for encumbrance/carrying-capacity should be changed from unsigned to
plain int so that no extra handling for just one field will be needed.
From Bart...
When we are creating the console font for testing character widths,
we were not specifying width. Because of this, the created font's
average width might be larger then what we expect and we might
falsely detect that the font was inappropriate for playing Nethack.
Fix provides the width that we are expecting when creating the font.
Reported internally, if a prayer resulted in 'fix all troubles' and
one of those was TROUBLE_STUCK_IN_WALL but safe_teleds() couldn't find
any place to relocate the hero to, nothing was done and STUCK_IN_WALL
would be found again as the next trouble to fix. Since safe_teleds()
eventually resorts to trying every single spot on the map, there was
no other result possible than failing to find an available spot again,
nothing would be done, and next trouble would be STUCK_IN_WALL, ad
naseum.
I started out with a fix that looked for secret corridors to expose
and doors to open, to make more space available, then try to move a
monster off the level, then try digging out rock and/or walls and
smashing boulders. None of those guarantee success and I got bogged
down by the digging case. This was going to be a last resort if all
of those still failed to make somewhere to move the hero, but for now,
at least, I'm skipping all that other stuff and going directly to the
last resort: give the hero Passes_walls ability for a short time, and
let him or her find own way out of trouble. The next trouble to fix
won't be STUCK_IN_WALL because Passes_walls makes that a non-issue.
I'm not thrilled with the new messages involved but want to get this
behind me.
Changes to be committed:
modified: doc/fixes36.1
modified: include/unixconf.h
modified: sys/share/ioctl.c
github pull request #19 made reference to resulting code behaviour
being better when windows were resized when USE_WIN_IOCTL was defined.
The logic for including the necessary enabling code in the build in
sys/share/ioctl.c was an explicit "opt-in" strategy, so anything not
deliberately and explicitly listed was not able to take advantae
of the potentially useful code. The need to add #defines to that
list would have been perpetual as new platforms came online, and
unnecessarily restrictive for everything else.
This switches the logic to include the code by default now,
and thus
unless there is an explicit "opt-out" by uncommenting
AVOID_WIN_IOCTL in include/unixconf.h
Some platforms, and we have no way of knowing which ones, may have
to ensure that AVOID_WIN_IOCTL is #define'd.
Incorporate some git information into NetHack so that it
is potentially visible to a player. That's useful when
collecting details about the version that they are
running and, if the gitinfo is present, it can tie the
code to a specific git commit in the repository.
This modifies 'makedefs -v' to check for the presence of a data file
called dat/gitinfo.txt and if it is there, parse out its
contents, then write additional lines to include/date.h beyond
what 'makedefs -v' was previously putting in there, similar to
this sample:
#define NETHACK_GIT_SHA "0c84e564c78e2024e562d39539376ce2e21eec8e"
#define NETHACK_GIT_BRANCH "NetHack-3.6.0"
The contents of an appropriate dat/gitinfo.txt are as follows,
and trailing/leading whitespace is not significant:
githash = 0c84e564c78e2024e562d39539376ce2e21eec8e
gitbranch = NetHack-3.6.0
It also adjusts the contents of the 'v' version information to
include the additional git info when available.
Also adds some hooks DEVEL/hooksdir and a perl file to DEVEL
for simplifying and automating the deposit of dat/gitinfo.txt
so that it generally reflects the most current git commit.
DEVEL/gitinfo.pl can be used to build dat/gitinfo.txt at any
time without doing a commit, merge, or checkout.
perl DEVEL/gitinfo.pl
command line --version and -version support
To complement the extra information being provided in the
version by the 'v' command, this also adds support for the
following new command line arguments:
--version
-version Output the NetHack version string then exit.
--version:paste Output the NetHack version string and also copy it to
-version:paste the platform's paste buffer for insertion somewhere,
then exit.
If the paste variation of -version is requested on a platform that
hasn't incorporated any support for the capability, it will deliver
the version info then an error message, prior to exiting.
To support the extended -version:paste variation, a port needs to:
- provide a port-specific routine to perform
the paste buffer copy in a port code file.
- #define RUNTIME_PASTEBUF_SUPPORT in the include/portconf.h header file.
--skeleton--
void port_insert_pastebuf(buf)
char *buf;
{
/* insert code to copy the version info from buf into
platform's paste buffer in a supported way */
}
macosx and Windows have both added support for RUNTIME_PASTEBUF_SUPPORT
An inventory of unpaid items where more than one was present would
show
|> bag's contents N zorkmids
if any of the items were inside a container whose contents aren't
known. But if there was only one item (so container must be owned
by hero) the 'Iu' output menu was skipped for pline and yielded
|> scroll of magic mapping 133 zorkmids
Force the menu display if the lone unpaid item is inside a container
whose contents are unknown.
I'm not sure whether a hero-owned container can have both unknown
contents and an unpaid item in normal play. I managed it while
trying to fix a reported problem--except I can no longer find the
relevant report--where itemized shop billing also revealed unseen
container contents (for any number of items, not just 1). That isn't
fixed yet, but I want to get the simpler 'Iu' part out of the way.
Report was for dual-wielding hitting an enchanter and assumed that
a resistant artifact as primary weapon was protecting vulnerable
secondary weapon. Actual reason was simpler.
When in normal form, dual-wielding attacks against creatures which
cause erosion to the weapon which hits them would only inflict the
passive erosion damage to the primary weapon, even if it missed and
secondary hit. Make primary attack always trigger passive counter-
attack--before second swing now, rather than after--even if it misses,
and secondary attack trigger another one if that hits. Both weapons
are now subject to passive erosion (but only when they actually hit);
when secondary weapon hits, hero gets a double dose of counter-attack.
Hero poly'd into a monster with multiple weapon attacks (various
leaders: dwarf lord, orc-captain, and so forth) would try to emulate
dual wielding and first hit with uwep then with uswapwep. But it
would do that even if uswapwep was a bow or stack of darts that the
player had no itention of using for hand-to-hand. Stick with repeat
hits by uwep when uswapwep seems inappropriate.
Splitting a pudding while dual-wielding would only do so when hit by
uwep of appropriate material, never when hit by uswapwep. So silver
saber and longsword could split if longsword was primary but never
split if saber was primary. Check material and splitting separately
for each hit. It's now possible to split twice with one dual-weapon
attack if both weapons hit and both are made of the right material
(iron or 'metal'; among relevant objects the latter is only used for
tsurugi and scapel).
The special level loader would allow the level description to specify
an alternate monster appearance for any type of monster, and if one
was specified for a mimic then that mimic would be polymorphed into
the appearance instead of masquerading as it. This changes it to
only use an appearance for mimics, the Wizard, vampires, and general
shapeshifters (chameleons, doppelgangers, sandestins). The mimic
case doesn't work as expected: map display shows the symbol for the
specified shape but farlook describes it as a mimic. The Wizard case
hasn't been tested. The chameleon and vampshifter cases seem to work.
It also allowed shapechangers (including vampires) to be given an
object or furniture appearance. I didn't try things out to find out
what what their behavior would be if/when that happened.
I'm not sure whether the farlook issue for mimics-as-monsters is with
the pager code or the monster name formatting code. (Possibly the
mimic just needs to be flagged has 'hidden' as well has having an
alternate appearance.) I'm not going to worry about it since none of
our special levels attempt to give mimics a monster shape. Mimicking
a monster is a feature for clones of the Wizard, not for mimics,
although it might be nice if the latter worked correctly someday.