This is useful for debugging and it allows the index
to be used directly instead of calculated in a
monsndx() function, which has been removed.
I left monsndx() in as a simple short-hand macro for the value
and didn't change the use cases, the reasoning being that this:
monsndx(mon->data)
is arguably a little easier on the eyes than:
mon->data->pmidx
LOW_PM, NON_PM, SPECIAL_PM have been included in the 'enum monnums'
now, instead of as individual macro definitions.
I chose to add the pmidx field as an instance of the enum declaration,
because that has very advantageous results in some debuggers, where it is
then shown as:
pmidx PM_GRAND_MASTER (349) monnums
instead of the less-informative:
pmidx 349 int
Adding the element count to the extern declaration for mons from:
'extern struct permonst *mons[];'
to the more specific declaration to that in src/monst.c:
'extern struct permonst *mons[NUMMONS + 1];'
then allows navigation through the mons array in one of the debuggers.
Sometimes I annotate a level with a note like "watch out, chameleon
below", which is useful to remind myself of some danger or thing to
remember when returning to the level -- but if saving and restoring on
the level itself there's no reminder of that annotation. If you restore
on a level with an annotation, print it as part of the "welcome back"
message.
This implements the mechanics to use the ctrl_nhwindow() interface
capability to pass down a setting change from the core to the active
window port, without resorting to accessing a core global variable
from within the window port, and without altering the interface..
The passed setting is honored in the tty and curses window ports.
X11 and mswin receive and store the values, but no implementation
to change the menu prompt style is there yet.
Qt does not store the values or have an implementation.
The setting change is done in allmain.c immediately after
creating the WIN_INVEN window.
This fixes one of the two problems I encountered while testing tty
resize changes: 'perm_inv' wouldn't work in a new game, whether set
via config file or via 'm O', but would work if enabled (via either
method) during a restored game.
The problem with nothing appearing in the invent window's 'A' and 'B'
slots (top of right-hand panel) is still present. Earlier I had
assumed that 'A'..'Z' were all nonfunctional but slot 'C' works (and
is shown in the expected place). That's slightly more mysterious....
Testing is difficult because I have to switch to a teeny tiny font in
order to give the terminal window enough lines for TTY_PERM_INVENT to
allow 'perm_inv'.
When calling panic() or impossible(), create the option
of opening a browser window with most of the fields
already populated. Code for MacOS and linux is included;
other ports are affected by argument change to early_init
which are done but not tested.
To enable, define CRASHREPORT in config.h and set
CRASHREPORTURL in sysconf to (for the moment at least)
http[s]://www.nethack.org/common/contactcr.html
Adds --grep-defined option to makedefs for Makefiles.
Adds "bid" (binary identifier), an MD4 of the main nethack
binary. This is ONLY for helping (in the future) contact.html
to set the "NetHack from" field automatically for our own
binaries. This can be faked, but the user can lie so nothing
lost. There's nothing magic about MD4; other ports can use
anything that prodcues a long apparently random string we can
match against.
- new option --bidshow for us to get the MD4 of a
released binary so I can add it to the website.
Only available in wizard mode and not in nethack.6.
- typo macos -> macosx in hints file
No support for packaging builds as I'm not sure what that
would look like.
Adds a javascript helper for MacOS.
Adds a lua helper for linux (and builds and installs
nhlua).
I was looking to see what the impact of converting glyph_to_cmap() to
a function might have and noticed a couple of places where the macro
edition is passed a non-trivial argument. Since it evaluates that
argument many times, there is hidden overhead. Fetch the glyph once
and pass that to glyph_to_cmap().
This will no longer be very useful--but won't need to be reverted--if
PR #1022 gets incorporated.
do_positionbar() has bugs (only matters for MS-DOS).
Replace tests against tutorial_dnum with 'In_tutorial()' predicate.
Give a message when entering the tutorial (via level change mechanism).
Likewise, give a message when resuming regular play.
If player uses #quit or ^C in the tutorial, ask whether to cut the
tutorial short and resume regular play; skip "Really quit?" if the
answer is yes. Behavior is a bit odd for ^C + yes; it just sits there
until player types something.
Reported by copperwater: entering the tutorial sets 'u.nofollowers',
changing to the tutorial level saves a copy of 'u', post-level change
from entering the tutorial level resets u.followers, but subsequently
changing levels to return to the original level 1 restores 'u' from
the saved copy with has 'u.nofollowers==True', overriding the reset.
Move the nofollowers flag from 'u' to 'iflags'. Invalides save and
bones files.
Fixes#1027
Pull request from saltwaterterrapin: record current move's pending
movement points in save file. They were being thrown away during
save and hero given 12 at time of restore. Hero had to have had at
least 12 in order for player to issue the S command, but might have
had more than that if able to move faster than normal speed.
This implements it differently from the suggested commit. Add new
field umovement to 'struct u' instead of using youmonst.movement and
needing to save and restore that separately.
Invalidates existing save and bones files.
Closes#1024
Treat a trap object that has become the focus of trap setting
occupation as if it had already been used up. (No discernable change
in behavior unless someone adds an artifact bear trap or landmine
that talks.)
Shouldn't 'trapinfo' be part of 'context' and be saved and restored?
(If so, it will need to include o_id and undergo pointer fixup during
restore.) When trap arming is in progress hero will be too busy for
player to issue S(ave) command but a hangup save could take place.
Start to add supporting code to windsound and macsound. The latter
remains commented out because I haven't had a chance to try
it on macOS yet.
In order to test it out, I added two more stock sounds:
sa2_xplevelup and sa2_xpleveldown.
rename display_gamewindows() to init_sound_and_display_gamewindows()
(I know that's getting pretty long-named).
move activate_chosen_soundlib() into init_sound_and_display_gamewindows()
from moveloop_preamble().
Also included was a missing break in a switch related to sounds.
Underwater vision was updated only once per turn, so if the hero had
more than one move per turn it could cause some spots to be left behind
on the map. For example, after moving around underwater while very fast
for a while:
}
}}}
}}}}
} }}@}
} }}}
Not only does the radius of vision appear to "smear" temporarily, but if
the hero moves fast enough, isolated spots can be left entirely behind
(since the normal underwater vision update only clears nearby spots, not
the entire map). Both these effects are visible in the example above.
The fix in this commit is to update the frequency of underwater vision
updates to "once-per-time-taken" rather than "once-per-turn", so that it
updates with every move. I'm not sure if it needs to happen more
frequently than that (i.e. in the "once-per-input" section) but I might
be overlooking something.
Also add missing punctuation to the message for applying a lamp
underwater.
Groundwork for a more versatile interface for using
sound libraries. A lot of sound libraries work across
multiple platforms.
The current NetHack sound stuff is quite limited.
Binaries can have a variety of window ports linked into
them, and it makes sense to have something similar for
sound.
This tries to set things up in a more soundlib-centric way,
rather than inserting things in a platform-centric way.
It establishes a new top-level directory sound (akin to win
for the window interface routines, or "window-port") where
sound-related additions and sndprocs and support files can be
added and used across platforms.
The default interface is nosound and the 'nosound' interface
is in src/sounds.c
The interface for 'windsound', which contains the same minimal
USER_SOUNDS support using built-in routines that has been in the
windows port for a long time is added to
sound/windsound/windsound.c.
For now, the sound interface support for 'qtsound' has been added
to the existing Qt files win/Qt/qt_bind.h and win/Qt/qt_bind.cpp,
and a note has been placed in sound/qtsound/README.md to avoid
confusion.
New header file added: include/sndprocs.h.
Add 17 fake objects to objects[], one for each object class. All
specific color as gray. They're grouped at the start--actually near
the start since "strange object" is still objects[0]--rather than
being among the objects for each class. init_object() knows to start
at [MAXOCLASSES] instead of [0]; other code that loops through every
object might need adjusting.
For potions, non-stone gems, and non-novel/non-Book_of_the_Dead
spellbooks that don't have obj->dknown set, display the corresponding
generic object rather the object itself. Fixes the longstanding bug
of seeing color for not-yet-seen objects whose primary distinguishing
characteristic is their color. Walking next to a generic object
while able to see its spot will set dknown and redraw as specific.
It's slightly disconcerting to have objects change as you reach them;
I hope it's just a matter of becoming used to that. (If there is any
code still changing the hero's location manually instead of using
u_on_newpos(), it should be changed to use that routine.)
Most of the new tiles are just a big rendering of punctuation
characters. The potion, gem, and spellbook ones could be cloned from
a specific object in their class and then have the color removed. I
started out that way but wasn't happy with the result. I'm not
artisticly inclined; hopefully someone else will do better. Each of
them is preceded by a comment beginning with "#_"; the underscore
isn't required, just being used to make the comments stand out a bit.
Invalidates existing save and bones files.
The DUMP_ENUMS definition of 'MARKER()' had the expansion of its
arguments backwards but isn't even needed, so get rid of it rather
than reverse them. nethack --dumpenums handles them separately
from object definitions.
Replace FIRST_GEM and LAST_GEM with FIRST_REAL_GEM, LAST_REAL_GEM,
FIRST_GLASS_GEM, and LAST_GLASS_GEM and define those along with
objects[] rather than separately. Do the latter for FIRST_AMULET
and LAST_AMULET too. Also new FIRST_SPELL and LAST_SPELL used to
compute MAXSPELLS. (That value looks wrong to me, but this defines
it with the same value as before. If it gets fixed, EDITLEVEL will
need to be incremented.)
This started as just proof of concept that extra information could
be collected as objects[] gets initialized at compile time.
The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
I made more things in dump_enums() static and/or const. In the
process I discovered both compile problems for NODUMPENUMS and when
fixed, link problems for NODUMPENUMS+ENHANCED_SYMBOLS.
The uft8map.c portion has no changes, just reformatting.
..\src\allmain.c(1061): warning C4221: nonstandard extension used: 'ed': cannot be initialized using address of automatic variable 'omdump'
..\src\allmain.c(1056): note: see declaration of 'omdump'
Resolves#916
Instead of using index() macro defined to strchr, use C99 strchr.
Instead of using rindex() macro defined to strrchr, use C99 strrchr.
If you want to try building on a platform that doesn't offer those
two functions, these are available:
define NOT_C99 /* to make some non-C99 code available */
define NEED_INDEX /* to define a macro for index() */
define NEED_RINDX /* to define a macro for rindex() */
This replaces the old pushq/saveq arrays (which were used to save
the keys pressed by the user for repeating a previous command)
with a new command queue. This means there's no hard-coded limit
to the saved keys, and it can repeat extended commands which are
not bound to any key.
... unless there's some other form that would override the choice,
such as a worn dragon armor, lycanthropy, or vampirism.
The polymorph will be in effect for 10-24 turns.
Change the inner workings of the experimental TTY_PERM_INVENT.
Switch to delivering the content to tty for the experimental perm_invent
via the existing window port interface (start_menu(), add_menu(), end_menu).
This also adds a new window port interface call ctrl_nhwindow() for
delivering information to the window port, and/or obtaining specific
information from the window port. The information and requests can
be extended as required. To be documented later once the changes settle
down.
Due to the intrusive nature of these changes and the possibility of
some bugs in the new code, I'm going to leave TTY_PERM_INVENT commented
out in the repository for a day or two. Anyone wishing to test it out
can do so by uncommenting TTY_PERM_INVENT in config.h.
One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
|
-----------------------
| | |
coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
This starts the tty perm_invent just in time later in the
startup rather than initializing it with the other
game windows.
This also splits the duties:
The core will inquire from the window port about how many
inventory slots it can fill.
The core will handle figuring out the inventory text and
inventory letters, and will do the traversing of internal
data structures like obj chains, and passing customization
options on to the window port.
The window port will look after placing each inventory slot's
text at an appropriate location on the screen.
This, in theory, makes the core-portion available for
window ports other than tty to use, though none currently do.
The decision of what goes in an inventory slot is all left up
to the core with the update_invent_slot interface.
Documentation updates will come later, not at this time.
The permanent inventory will be automatically shown if the terminal size
allows.
But only output an error message if the player requested it via
perm_invent option.
Add a rudimentary experimental always-up inventory display
capability to tty when the perm_invent option is in effect.
It requires an additional 28 rows available on the terminal
underneath the bottom status line.
It hasn't been optimized for performance as of yet.
Switch to using a macro invocation Verbos(n, s) in place of the
flags.verbose checks.
Provide the mechanics for individual suppression of any of the
existing messages that were considered verbose.
Mechanics only - this code update does not provide any means of
setting the suppression bits.
iflags.verbose = 0
is still a master suppression of all the verbose messages.
iflags.verbose = 1
turns on the verbose messages only for those whose suppression
bit is 0 (not set).
When a game is restored while hero is Gehennom, give the "It is hot
here. You smell smoke..." message after the welcome back message.
For both entering Gehennom and restoring there, switch from "smell" to
"sense" in the second part of that message if poly'd into a form that
doesn't have sense of smell.
Some unrelated stuff that got caught up in this diff:
1) move welcome()'s call to l_nhcore_call() to the start of the routine
instead of placing that after a potential early return;
2) remove a redundant glyphmap flags reset line; the routine being
called starts by setting its flags field to 0 for level change so
caller doesn't need to do that;
3) look_here() is just a formatting bit.
A new feature, enabled by default to maximize testing, but one which can
be disabled by commenting it out in config.h
With this, some additional information is added to the glyphmap entries
in a new optional substructure called u with these fields:
ucolor RGB color for use with truecolor terminals/platforms.
A ucolor value of zero means "not set." The actual
rgb value of 0 has the 0x1000000 bit set.
u256coloridx 256 color index value for use with 256 color
terminals, the closest color match to ucolor.
utf8str Custom representation via utf-8 string (can be null).
There is a new symset included in the symbols file, called enhanced1.
Some initial code has been added to parse individual
OPTIONS=glyph:glyphid/R-G-B entries in the config file.
The glyphid can, in theory, either be an individual glyph (G_* glyphid)
for a single glyph, or it can be an existing symbol S_ value
(monster, object, or cmap symbol) to store the custom representation for
all the glyphs that match that symbol.
Examples:
OPTIONS=glyph:G_fountain/U+03A8/0-150-255
(Your platform/terminal font needs to be able to include/display the
character, of course.)
The NetHack core code does parsing and storing the customized
entries, and adding them to the glyphmap data structure.
Any window port can utilize the additional information in the glyphinfo
that is passed to them, once code is added to do so.
Also, consolidate some symbol-related code into symbols.c, and remove it from
files.c and options.c