> The new ^V wizmode menu is nice, but it is rather misleading; most of
> the levels it lists are "you can't get there from here". Would it be
> possible either to make it only list levels that can be reached
> directly, or alternatively to allow you to reach the ones you
> ordinarily couldn't (maybe by forcefully changing u.uz.dnum to yoink
> you into the right branch, and even summarily issuing you with an
> Amulet if you ask to teleport to the endgame).[...]; being able to bamf
> quickly to Minetown from DL 1, for example, would be damn useful in > testing stuff.
Allow fairly free roaming of the dungeon via the wizard mode teleport menu.
the message history saver needs the windows to stick around until save
is completed. This usually the case, but end_of_input() was calling
exit_nhwindows prematurely. This is actually an old bug (calling it early,
but wasn't harmful until other recent changes).
I wrote to the devteam early last week:
> Given my understanding of travel, it's supposed to be somewhat intelligent,
> and "convenient", and should, therefore avoid walking into water, lava,
> traps, or other things that distant movement would avoid, even if you're
> right next it. Unless... the travel destination is the "bad" location
> next to you when the travel starts.
To that end...
- add a context (iflags in 3.4.3 to maintain savefile compat) flag to
differenciate the first travel step from later steps, to allow the
detection of the final sentence, above.
- several changes to set/reset the travel1 flag as needed
- add code to findtravelpath to treat the first step specially if it's
the only step, allowing forced travel into a "bad" location
- correct the "don't travel over traps" code, which was getting confused
because hero's starting location was being avoided
- add code to avoid traveling into water and lava, duplicating
checks used for non-travel running
- fix some strange "guess" travel behavior: avoid zigzag paths when there's
a more direct path (even though the number of moves is the same)
- trunk change adds a new DISP_ALL tmp_at type, and uses it in some debug
code for travel, debug changes not added to the 3.4.3 branch
There was a great deal of inconsistency in
different menus on how headings were displayed.
This allows the user to select what they like best.
I was motivated to do this, because I wasn't satisfied
with the appearance of ATR_INVERSE in the menus
on win32tty, and several of them specified it.
Introduce a new set of functions to manage delayed killers in the trunk, used
in addressing the various reports of delayed killer confusion. Since existing
delayed killers are related to player properties, the delayed killers are
keyed by uprop indexes. I did this to avoid adding yet another set of
similar identifiers.
- the new delayed_killer() is used for stoning, sliming, sickness, and
delayed self-genocide while polymorphed. Some other timed events don't
use it (and didn't use the old delayed_killer variable) because they
use a fixed message when the timeout occurs.
- A new data structure, struct kinfo, is used to track both delayed and
immediate killers. This encapsulates all the info involved with
identifying a killer. The structure contains a buffer, which subsumes the
old killer_buf and several other buffers that didn't/couldn't use killer_buf.
- the killer list is saved and restored as part of the game state.
- the special case of usick_cause was removed and a delayed killer list
entry is now used in its place
- common code dealing with (un)sliming is moved to a new make_slimed function
- attempted to update all make dependencies for new end.c -> lev.h
dependency, sorry if I messed any up
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
same order as youprop.h and enlightenment.
There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.
Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code. Portions of this patch
were written by Michael Allison.
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.
This patch:
- collects all context/tracking related fields from flags
into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
This is an initial round of SAFERHANGUP hangup changes. It introduces
SAFERHANGUP, provides the core framework, and enables it for UNIX.
Window-port changes are provided for win/tty, win/X11 and win/gnome. Qt
changes should be forthcoming after having Warwick look at them.
window.doc is updated so windowport maintainers have an clue what needs to
be done to support SAFERHANGUP.
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
> "Program in disorder - perhaps you'd better #quit.
> rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.
[confirmed: moveloop -> deferred_goto -> goto_level ->
losedogs -> mon_arrive -> rloc -> impossible]
This patch:
- causes rloc() to return TRUE if successful,
or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
the failed rloc()
- allows the x,y parameters to mkcorpstat() to
be 0,0 in order to trigger random placement of the
corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
then you'll have a debug-mode command #migratemons to
store the number of random monsters that you specify
on the migrating monsters chain.
Although the overlay stuff is destined to be
removed someday, this patch just makes the
use of STATIC_DCL, STATIC_OVL consistent
in the trunk.
[As a side pointless experiment, I was able
to build a working 8086 port of 3.4.2 after
this change that worked correctly in limited
testing right up until it came time to enter
Ft. Ludios., where it couldn't allocated the
required amount of memory.]
the cmdassist message shows all the valid directions even if you are
polymorphed into a grid bug. I noticed this when I typed a diagonal
direction as a grid bug and got the dialog, telling me the key I just typed
was valid, but it wasn't. Limit the keys to those valid for grid bugs.
This is derived from the proposed patch and feedback to it. This applies
the last-position cache behavior without an option, making the behavior
more like it is for interfaces with a mouse, where holding the mouse still
acts the same way as the travel cache. The code is not #ifdef'd either.
This allows the use of the right mouse button to
look at things on the screen when the
'clicklook' option is set.
Concept came from a patch for 3.4.0
that I saw referenced on r.g.r.n
[see http://www.steelskies.com/nethack.php]
but the implementation is different.
Unix code does not always go thru hangup() when EOF is encountered.
There is a similar end_of_input() that is sometimes called instead, which
was missing a test of program_state.something_worth_saving.
The number_pad option can now optionally hold a value
{0,1, 2 } for {off, on, DOS-mode} but plain number_pad and
!number_pad in config files still work as before.
When number_pad:2 is set, iflags.num_pad_mode is set to 1
which triggers the following behaviour:
> '5', M('5') and M('0') are mapped in rhack()
>in cmd.c, only when they are entered as a command. When used as a
>number, like in the 'n' command, no mapping takes place. '0' is
>already mapped to 'i' by the core. The
>only difference [<Someone>] left in (deliberately) is when you press Ctrl-0;
>this used to map to C('i'), which is an invalid command; now
>keep it '0' (which is interpreted as 'i' by the core.)
> The `prompt' buffer in tty_yn_function still only holds QBUFSZ
> characters. But fixing the tty incarnation wouldn't be good enough;
> all the other interfaces would need to handle it too. I think it
> should be fixed in the core instead. Prompt strings simply should
> not be allowed to become so lengthy.
Another step in the fight against prompt sting buffer overflows.
The goes after the ones that may not have been found yet.
This makes yn_function a real core function and removes
the #define yn_function macro.
The yn_function validates the prompt string buffer being
passed prior to calling (*windowprocs.win_yn_function)(),
and if necessary, truncating it and adding "...".
This won't help if the overflow occurs in the core in
a buffer that is still QBUFSZ in size, but it will help if
a BUFSZ buffer is being passed to one of the query
functions.
Another fix to address the complaints about two-handed weapons being
rendered useless by 3.4.1's change to require free hands in order to apply
containers. Some players now fear to wield two-handed weapons because a
curse would make accessing their bag impossible, which is doubly nasty if
that's where they have scrolls of remove curse or potions of holy water
intended to deal with cursed items. The same situation applies for cursed
one-handed weapon combined with cursed shield, so some are now claiming
that 3.4.1 has made two-weapon combat be even more attractive than before.
This implements #tip, a new command that causes a container at the
current location or carried in inventory to have its contents emptied
onto the floor. Hero's hands don't need to be free at the time but tipping
a floor container requires limbs; tipping an inventory container doesn't
need hands or even limbs. The contained items don't pass through inventory
during the process, so don't cause objects (loadstones, crysknives, scrolls
of scare monster?) to go through their special handling unless it's part of
normally dropping to the floor. Tipping a bag of tricks behaves the same
as applying it (one monster is released, and it only becomes empty if
that happened to be the last charge) and items tipped out of a cursed bag
of holding have their normal cursed bag chance (1/13) of being destroyed.
Tipping an inventory container while levitating or during unskilled riding
behaves similar to normal drop--from a height, so some fragile items break.
Players have wanted this feature to get gray stones out of chests or
heavy corpses out of ice boxes but I didn't care much about that; losing
access to your bag is more significant. I'm pretty sure that there was a
user patch to do something like this floating around at one time, but I
couldn't find it when I looked, so I implemented #tip totally from scratch.
Bug? Extended commands which lack meta-key shortcuts are not listed
in the help files displayed by the '?' command....
Prevent burying a ball from ending your punishment.
When you bury the ball, internally NetHack Punishment
ceases, but a new trap type of TT_BURIEDBALL immediately
kicks in (acting similar to TT_INFLOOR in some ways).
You can eventually work the ball free (or teleport, etc.),
but that will just return you back to normal Punishment.
- Move the code for keystroke handling into its own source file.
- Compile and link it as a dynamic link library.
- Dynamically load the keystroke handler at runtime
- Add support for specifying a different handler in defaults.nh
so that internationalization issues can be dealt with without
rebuilding nethack, just supply alternative handlers in HACKDIR.
The following exported functions need to be present in
the keystroke handler .dll:
ProcessKeystroke - returns an ascii value to NetHack
NHkbhit - allows peeking to see if a key/mouse press is waiting
SourceWhere - returns location for souce code for a keystroke handler
SourceAuthor - returns author information for a keystroke handler
KeyHandlerName - returns the full or short name of the keystroke handling dll.
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
the ptr and calculating the distance from beginning of array
I don't know whether there were any other odd situations besides moving
onto known traps being caused by the out of date value in flags.run; several
places do check to see whether it's 8.
Provide a way to have a port-specific debug-mode commands
if PORT_DEBUG is defined at build time.
Add a win32 keystroke checking routine to assist debugging
of international keyboards.
Fix a problem with the way NetHack was handling
international keyboards by letting ToAscii() come
up with an input character based on the virtual key,
and the shift and caps lock state.
For "traditional" menu style, pickup and #loot/apply can't accept an 'm'
response to bring up a menu upon request when all items involved are of
the same class, because the prompt where that response is allowed only
gets issued when multiple classes are present.
Building with an old version of gcc with various warnings enabled
generated a lot of noise. Most of it was due to not guarding string
literals with `const', but there were a couple of actual problems too.
<email deleted> on Saturday, January 4, 2003 at 12:16:29
comments: I just noticed that, while wearing a -1 ring of adornment, a potion
of enlightenment gave the intrinsic "You are adorned." Shouldn't it be more
accurately, "You are unadorned." or something similar?
<Someone> wrote:
I happened to be playing under X11 for a change this weekend, and I
noticed that, since the direction help of cmdassist uses (sort of)
ASCII art, it looks rather peculiar in a proportional font. Could it
be made to use the menu font instead?
use get_adjacent_loc() rather than getdir() directly for some things where
you want to ensure valid adjacent coordinates are returned
<email deleted> wrote:
>>> [...]
>>> I've noticed that the loot adjacent spot code doesn't have any
>>> isok(x,y) test, so will risk crashing if used at the edge of
>>> the screen (whether deliberately, or accidentally due to being
>>> confused or stunned when picking the direction).
>> Would this not be a problem elsewhere, such as use_leash() too?
> Yes, that looks like the same risk. getdir() doesn't validate
> that the <u.ux+u.dx, u.uy,u.dy> is safe and neither does m_at(),
> so their callers need to.
>
> I did manage to provoke a crash with #loot on the plane of earth,
> although an accidental case would be a lot less likely to happen.
Override confusion and hallucination when revealing the map with
<ctrl/F> in wizard mode. This also renames the `#poly' extended command
to `#polyself' and adds several one-line comments.
Given no objections to Pat's suggestion, putting back in the change to make
the newest debug commands consistent with the others, removing the space
from the former and the underscore from the latter.
The ^X attributes were always showing "neuter" when polymorphed
into a non-humanoid creature. This fix also suppresses the extra
"gender (base)" entry when that has the same value as the preceding
"gender" entry, it eliminates the redundant label "deity" from the
three entries in the deities section, and it capitalizes the alignment
names that nethack uses as proper nouns.
This patch also introduces the capability of skipping the second
screen of enlightenment attributes (given for explore and wizard modes)
by terminating the first screen with ESC (or however else menus can be
explicitly cancelled for any given interface). That has no noticeable
effect during normal play.
The recent change to include increased damage and increased
chance to hit in all enlightenment feedback instead of just at end
of game feels too specific compared to most of the other feedback.
Instead of giving exact plus/minus values, give a generalized
categorization of the amount. The exact value is given at game end
as in existing 3.4.0 behavior, and also given when in wizard mode.
> In my final attributes;
> "You had +1 bonus to hit."
> Surely "You had a ..." ?
Also moves the hit and damage bonus feedback from the "troubles"
section to the "physical attributes" section and delivers it for
every enlightenment rather than just after the game is over.
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
to work with any call to getdir().
When cmdassist is set, instead of the
message:
"What a strange direction!"
you get a screen of help showing the valid direction keys.
!cmdassist will suppress the extra help information.
Provide some command assistance for newbies, but
suppress it with !cmdassist in the config file.
If someone misinterprets the Guidebook ^D, ^T
type command notation, this will pop up some
further information to possibly assist them and
explain the notation.