Make some progress on a couple of next minor release checklist
items, hopefully without introducing too many new bugs. This
is just the initial commit, and work continues.
Checklist items:
Savefiles compatible between Windows versions, whether 64-bit
or 32-bit in little-endian field format.
Selection of file formats:
historical (structlevel saves),
lendian (little-endian, fieldlevel saves),
and just for proof-of-concept, ascii fieldlevel saves
(the ascii is huge! 10x bigger than little-endian).
For the fieldlevel save, all complex data structures recursively
get broken down until until it is one of the simple types that
can't be broken down any further, and that gets when it gets
written to the output file.
New files needed for this build:
hand-coded:
include/sfprocs.h
src/sfbase.c - really a dispatcher to one of the
output/input format routines.
src/sflendian.c - little-endian output writer/reader.
src/sfascii.c - ascii text output writer/reader.
auto-coded (generated):
include/sfproto.h
src/sfdata.c
This is just one approach. I'm sure there are countless others
and they have different pros and cons.
For producing the auto-coded files a utility called
universal-ctags, that is actively maintained and evolving,
was used to do all the heavy-lifting of parsing the
NetHack C sources to tabulate the data fields, and store
them in an intermediate file called util/nethack.tags
(not required for building NetHack if you already have a
generated include/sfproto.h and src/sfdata.c)
util/readtags (also not required for building NetHack
itself) will decipher the nethack.tags file and produce
the functions that can deal with the NetHack struct data
fields.
You can obtain the source for universal-ctags by cloning it
from here:
https://github.com/universal-ctags/ctags.git
The combination universal-ctags + util/readtags has been
tried and tested under both Windows and Linux, so it is
not tied to a particular platform.
Note: util/readtags will work only with universal-ctags
output, so other ctags are unlikely to work as-is.
Universal-ctags can be build from source very easily
under Linux, or under Windows using visual studio.
Add "Gateway to Moloch's Sanctum" to the vibrating square level if you
step on the square or detect/magic map it as a pseudo-trap, an extra
hint for players who manage to get that far but then don't know what
to do next. (I think I may also add a randomly placed floor engraving
along the lines of "For a good time, consult the Oracle of Delphi."
as a gag variant of "For a good time, call <name> at <phone number>."
Not very thematic for Gehennom but could conceivably nudge someone in
the right direction. But it could give away the level for experienced
players who haven't located the vibrating square yet.)
The annotation sticks until the one for "Moloch's Sanctum" gets added.
That happens when the temple on the sanctum level is entered or the
altar there has become mapped (in view or via magic mapping).
Could break existing 3.7.0- save files (but probably won't, since
at least two bits were available unless using an ancient 'Bitfield()
allocates whole bytes' configuration). That's the reason I didn't
put this into 3.6.2+.
The #overview command can provide some feedback about levels loaded
from bones files; that data wasn't being released at end of game.
(There are two copies of that data, one set always in memory with
the overview data [final_resting_place field in the 'mapseen' data],
and another set with portions attached to each relevant level [via
level.bonesinfo]. Neither set was being properly freed; this only
addresses one of them, so far. The per-level data can probably be
eliminated--for post-3.6--since DUNGEON_OVERVIEW isn't a conditional
feature as it was when that was implemented.)
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.
This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.
98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
when level teleporting or digging. Level teleporting while levitation
was blocked due to being inside solid rock didn't notice that it should
be unblocked until you moved from whatever type of terrain you landed
on (room, for instance) to some other type (such as corridor). Digging
down to make a pit or hole while inside solid rock converts that spot
to floor so should also check whether to unblock levitation/flying, and
not fall if unblocking occurs.
Dungeon level wasn't included in ^X output, so it wasn't actually
giving all status fields and attempting to rely on it when turning
off 'status_updates' was leaving a gap in feedback for the player.
Add an extra line to the first section where character's name and
patron deity are reported, giving current location.
|You are in the Dungeons of Doom, on level 5.
or
|You are in the endgame, on the Elemental Plane of Fire.
The information is more explicit than the basic status field, but
you can already get similar information via #overview so it isn't
giving away extra info.
The #wizwhere command (formerly ^O) has given the location of the
invocation position when on the relevant level for ages. It was
extended in 3.6.0 to give magic portal location when on the any
of the four elemental plane levels. Extend it again to show the
location of any magic portal when on a level which has one (so an
extra line of feedback at end of ^O output for quest entry, quest
home, Ft.Ludios entry once that's been assigned, and Ft.Ludios).
Some github feedback pointed out that getting annotation input from
the player behaved differently from similar input for naming of
monsters and objects. The complaint stated that hitting <return>
without supplying any input removed the old annotation, where other
naming would leave the old name intact. 3.6.0 did misbehave that
way; current code does too if EDIT_GETLIN is disabled but behaves
as desired when it's enabled. (There's nothing that I can spot in
donamelevel() to explain why. I'm confused. Is tty_getlin()
returning the default answer instead of empty if that default text
is deleted at the prompt and no new text entered prior to <return>?)
Make donamelevel() work like mon/obj naming. Empty input leaves
existing annotation, if any, intact.
The automatic annotations supplied for various special levels were
treating the quest leader's summons as being mutually exclusive with
the other things of interest. It's not, so wasn't shown if the entry
portal was on either the bigroom level or the rogue level. Handle it
differently from the rest so that it can stack with annotations for
those levels. (The annotation for the portal itself, which doesn't
get added until traversed, was already handled differently and shown
correctly on those levels.)
Noticed while testing something. Final disclosure of dungeon
overview showed "Level 1: <- You were here", which looked a bit odd
when the game ended by climbing the stairs to escape the dungeon.
Change the annotation when escaping to be "<- You left from here".
'Here' will usually be level 1, but not always.
Show user-supplied annotations within double quotes rather than
parentheses.
Take out a 'FIXME' comment of mine that would end up giving away
information if actually implemented.
The code to apply an automatic annotation to the knox level was looking
for a drawbridge like on the castle level, but knox doesn't have any
drawbridge. Look for its door instead. (It's initially a secret door,
so won't be revealed via magic mapping. It needs to be found or
destroyed to get mapped as a door or empty doorway in order to trigger
the annotation.)
Also, give a tiny bit of variation to the knox level layout. It used
to have both the throne and the secret door on the lower of two similar
rows and the door into the treasure vault on the upper one. Now each
of the three can be on either of those two rows (independently of each
other), making eight possibilities. This doesn't accomplish much,
other than to make the secret door locations not always be at the same
fixed spot.
Extend #stats beyond just monsters and objects. Have it display
memory usage for traps, engravings, light sources, timers, pending
shop wall/floor repair, regions, bones tracking, named object types,
and dungeon overview.
No doubt there are other memory consumers that I've overlooked.
Avoid the possibility of a user-supplied name interfering with killer
reason truncation. A monster named ", while" that killed the hero
would result in "killed by <mon-type> called " being displayed on the
tombstone after stripping while-helpless reason to shorten the text.
Reported by a beta tester months ago: it was possible to recognize
your god's temple on the Astral Plane by stepping into its doorway,
since #overview would show "temple of <your god>" (only if just one
temple had been entered and the altar in it was the only one you'd
seen and it was for your own god; #overview doesn't show "temple of
<other god>", just "a temple"). After this fix it will just show
"a temple" even when you can see the temple's altar, so #overview
can't be used as a shortcut to finding the right temple.
While testing the fix I discovered that amnesia wasn't handled when
forgetting the current level's map, only when other levels got
flagged as forgotten. The number of altars, fountains, and so on
are recalculated when #overview is executed, so current-level amnesia
worked for those. But data about known rooms is not recalculated,
so the number of temples and shops you'd visited on the level stayed
instead of being forgotten. The fix is a bit iffy for the case where
you only forget random spots scattered across the level's map rather
than the whole thing; this just wipes #overview memory of every room
even if parts of rooms are still remembered.
Fixing up mis-indented block comments, but hit some files that hadn't
had the earlier mixture of tab replacement, etc, so it's bigger than I
expected. If I get to it, they'll be another round of this tomorrow.
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half. The automated reformat got
confused by comments in the midst of such lines.
foo ||
bar
was converted to
foo
|| bar
but
foo ||
/* comment */
bar
stayed as is.
Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them. It's uglier but it won't break compile for pre-ANSI compilers.
This covers many files in src/ that only have one or two such split
strings. There are several more files which have three or more. Those
will eventually be '(2 of 2)'.
Noticed along the way: the fake mail message/subject
Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address. Doesn't anybody enable fake mail anymore?
I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.