In the past couple of days the code for '/' and ';' to examine
objects was changed to handle ROCK_CLASS differently (as part of
revising looking at map spots showing the engraving symbol). It
could potentially set up a static buffer in the object classes loop
and then overwrite that when processing another class. I couldn't
trigger any feedback anomalies, even when changing bouldersym to
various values including class characters both before and after '`',
but this redoes the suspect code to make it more robust.
Also, refine the test for whether a screen symbol matches an object
symbol.
'/ e' (or '/ `') lists nearby engravings (including headstones) that
the hero has read or felt (even if currently covered up) or can see
on the map;
'/ E' (or '/ |') lists all such on the level.
If the hero remembers an engraving and then monsters scuff it out of
existence, it will magically disappear from the list of remembered
engravings when deleted. I don't think that's worth bothering with.
[During testing, my pet seemed extremely reluctant to step on a
corridor engraving. That could have been coincidence but it seemed
to keep happening until I moved so close that it had no choice. I
wasn't carrying tripe.]
Report headstone engraving when using farlook to examine a grave:
| a grave (grave whose headstone reads: "foo")
or
| a grave (grave whose headstone you haven't read)
Make the farlook of ordinary engravings operate more like farlook of
other things:
| a boulder or a statue or an engraving (engraving with text: "bar")
rather than
| a boulder or a statue or an engraving with text: "bar"
The "or a statue" phrase will now be suppressed because statues aren't
shown as backtick anymore, so the parenthesized form isn't quite as
long as it would otherwise have been. If OPTIONS=boulder:symbol is in
use, the "a boulder" part will be gone too.
| an engraving (engraving with text: "bar")
or
| an engraving (engraving that you haven't read)
Make quicklook include engraving text. It's quick because it doesn't
ask the player to pick additional spots or whether to look up relevant
data.base quote, not because it skimps on useful information.
Autodescribe still does not include engraving text.
Instead of just accepting an attribute, it's now possible to
use a color, or both color and attribute, for example:
OPTIONS=menu_headings:inverse
OPTIONS=menu_headings:red
OPTIONS=menu_headings:red&underline
Default is still just inverse.
This lets the player change the menu heading color without
needing to use menu colors for them.
Also makes it so the core uses NO_COLOR instead of 0, for all
the menu lines which don't have any prefedefined color.
Tested for tty, curses, x11, qt, and win32
Use fruit_from_name instead of checking gp.pl_fruit directly so that
changing the fruitname won't cause fruits already in the player's
inventory to stop working with lookup.
Modifying an() [actually just_an()] to treat "<thickness> ice" and
"frozen <hallucinatory liquid>" as special cases which shouldn't be
prefixed with "a" or "an" affected using something like "shaved ice"
or "frozen yogurt" as named fruit.
|a) shaved ice
|b) frozen yogurt (weapon in hand)
now have article "a" preceding them:
|a) a shaved ice
|b) a frozen yogurt (weapon in hand)
However, the existing cases
|c) iron bars
|d) an iron bars (weapon in hand)
still get item 'c' wrong. 'd' is slightly odd but that's because the
fruit name is ambiguous as to whether it's singular or plural.
Classify nearby ice as "solid" (no melt timer), "sturdy" (more than
1000 turns left), "steady" (101 to 1000 turns left), "unsteady" (51
to 100 turns left), "thin" (15 to 50 turns left), or "slushy" (1 to
14 turns left, matching walking on ice with the Warning attribute).
[I'm not thrilled with "steady" and particularly "unsteady".]
I was originally going to do this just for probing downward, but ended
up also doing it for look-here and getpos's autodescribe. It nearly
got out of hand and touched more files than anticipated.
'mention_decor' ought to treat moving from ice firmer than thin to
thin or slushy, from thin to slushy, from slushy to any other, and
from thin to firmer as if moving onto different terrain but I haven't
attempted to tackle that.
The melt timer could work more like a candle's burn timer, triggering
at intermediate stages and resetting itself, so that ice which changes
to a weaker state under the hero could be reported to the player. But
this doesn't implement that.
Simplify the code that checks whether '/' should be included in an
inventory item action menu. Initially it was overloading the
'supplemental_name' argument to provide an alternate return value and
when that was discarded, some of the convolutions it needed stuck
around. Since there was no primary return value, just switch to that.
Looking up a custom fruitname in the encyclopedia will now yield
the encyclopedia entry for "fruit" if another matching database
entry is not found. This preserves the fun associated with naming
fruits after existing objects, while also preventing a failure to
find.
Only show the '/' menu choice for context-sensitive inventory item
action if data.base look up for the item will find something. Lack
of '/' is as informative as "you don't know anything about that".
Harder to implement than expected but seems to be working ok.
This also changes the menu for the '/' command, replacing cryptic /^
and /" with /t and /T so that listing near traps or all traps is more
like listing near|all objects|monsters. I put caret and double-quote
in as group accelerators; double-quote works on tty, caret gets
intercepted as "menu first page" so doesn't. I didn't check other
interfaces since supporting that doesn't seem to be worth the bother.
Also a little bit of reformatting.
Adds an option to the inventory item menu which allows a user to
look up an item in the database. This uses the existing whatis
command.
A minor secondary change is switching the failed database lookup
message to second person. The use of a first person pronoun here
has always been very strange, and switching to second person centers
the player in the action.
1. Add "engraved room floor" pchar sym (S_engroom). The symbol that
displays at the engraved part of a room (not a corridor though).
The default symbol is '`' which is currently never shown if people
have defined the boulder symbol to '0' and statues are displayed as
monster symbols. It is bright blue.
Add some stylized variations of the S_engroom symset to some of
the symsets.
2. Add "engraved corridor" pchar sym (S_engrcorr). The symbol that
displays at the engraved part of a corridor. The default symbol is
'#', and it matches the symbol for corridor from for whatever the
current symset uses. It is bright blue to match the color of the
S_engroom symbol. Using the normal corridor symbol for display
preserves the lines of the corridor so is not as visually-disruptive
as a smaller symbol would be. Explicit entries that match the S_corr
symbol have been added to the symset file.
Magic mapping and clairvoyance impacts yet to be determined.
The Guidebook updates will come later.
Add "walls of lava", basically lava which blocks vision and
require a bit more than just levitation or flight to move through.
No levels use this yet, as testing isn't thorough enough.
When hallucinating, random object selection for objects was including
the new generic objects. It was already excluding 'strange object'
by using 'rn2(NUM_OBJECTS - 1) + 1' to skip objects[0]; changing that
to be 'rn2(NUM_OBJECTS - MAXOCLASSES) + MAXOCLASSES' will skip the
first 18 objects, 'strange object' plus the 17 generic objects.
(I'm trying to convince myself that there's no off-by-1 or off-by-N
error and think I've succeeded.)
Try to fix a fuzzer issue. I wasn't able to reproduce it so am not
sure whether this actually fixes it. A mimic seemed to be mimicking
object #1 (generic ILLOBJ_CLASS object which shouldn't occur) rather
than #0 (strange object). Strange object always has dknown==1 and
generic objects should always have dknown==0 but farlook of mystery
object #1 had its dknown flag set.
An earlier fix to force non-Null oc_name when formatting objects in
order to pacify the static analyzer might have been the reason that
the problem couldn't be reproduced.
This includes a few miscellaneous changes made while unsuccessfully
hunting for the problem.
A number of C compiler suites have a math.h library that includes a yn()
function name that conflicts with NetHack's yn() macro:
"The y0(), y1(), and yn() functions are Bessel functions of the second kind,
for orders 0, 1, and n, respectively. The argument x must be positive. The
argument n should be greater than or equal to zero. If n is less than zero,
there will be a negative exponent in the result."
At one point, isaac64.h included math.h, although that has since been removed.
Some libraries used in NetHack (Qt for one) do include math.h and that required
build work-arounds to avoid the conflict.
Rename the NetHack macro from yn() to y_n() and avoid the math.h conflict
altogether, eliminating the need for that particular work-around.
Redo the way coordinate pairs are lined up for /m /O &c.
Original
| <8,9> $ gold pieces
| <10,10> * rocks
| <9,12> % newt corpse
Previous
| <8, 9> $ gold pieces
| <10,10> * rocks
| <9,12> % newt corpse
Now
| <8,9> $ gold pieces
| <10,10> * rocks
| <9,12> % newt corpse
Override right justification instead of inserting a space. It looks
better for the situation where all y values are 1 digit.
When /m or /M or /o or /O shows monsters or objects with locations
displayed as map coordinates, make those line up by their commas.
Old
| <8,9> $ gold pieces
| <10,10> * rocks
| <9,12> % newt corpse
New
| <8, 9> $ gold pieces
| <10,10> * rocks
| <9,12> % newt corpse
(The data is gathered by row so implicitly sorted by y.)
If someone is crazy enough to set ROWNO to three digits, values
will only line up by the comma when all values have row less than
100 or all are 100+. Setting COLNO to three digits isn't an issue
unless the total witdh of "<" + xxx + "," + yy ">" is more than 8
(which would push object class letter and object description one or
more extra columns to the right, messing up overall alignment but
still showing accurate data).
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
^ ^
Instead of using a compile-time macro to suppress inclusion of the
menu entry to show UNIX command-line usage in the help menu, use a
sysconf setting instead.
Default is HIDEUSAGE=0, to include the entry for command-line usage.
Set HIDEUSAGE=1 to exclude that. Does not affect 'nethack --usage'
if player actually has access to the command-line.
Write up a description of how the command line works on UNIX and put
that in new file dat/usagehlp. Add support for
|nethack --usage | --help | -? | ?
to display it and exit.
Also add a menu entry for nethack's help command to show it during
play. That can be suppressed by uncommenting new '#define HIDE_USAGE'
in config.h since it won't be useful on servers that don't give
players access to command lines.
New genl_display_file() just writes to stdout. opt_usage(), which
calls it, might need some suid/sgid handling to make sure the output
is done as the player rather than as nethack.
doc/nethack.6 is already out of date again.
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() */
Update the menu for the help command to change
"i - using the 'O' command to set options"
to
"i - using the '#optionsfull' or 'm O' command to set options"
(examples assume default key bindings but the actual help menu shows
currently bound keys; the "or 'foo'" part is omitted if #optionsfull
is bound to a key).
dat/opthelp should probably be updated to describe how doset_simple
works since that is different from normal menus and explicitly
contradicts the existing description for boolean settings being
deferred until the menu gets dismissed. Any changes need to make
sense if displayed in the context of picking '?' in #optionsfull.
Maybe a separate help file and separate entry for it in '?' menu?
Change trappers and lurkers above to remove digestion damage. They
fold themselves around rather than swallow the victim. There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim. In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.
This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).
There are several minor fixes mixed in with this. I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
'>' commands refursed to work; release the held creature first
and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
"the <item> vanishes into the ochre jelly's /currents/".
This needs a lot more testing. I found and fixed multiple minor
details before my own testing burned out.
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.
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
(user-side decisions really, but as it stands right now
user-side decisions/options are made and processed by the core)
add a parameter to add_menu so color can be passed
For what a key does, when operating on 'm' which produces two lines
of output, append a command to the first line so that the combination
forms a complete sentence. Also, expand on the explanattion of what
is going on in dowhatdoes().
For the description of what a keystroke does, augment 'm' (or whatever
key has been bound to #reqmenu) to replace the default description
|m prefix: request menu or modify command (#reqmenu).
with
|m movement prefix: move without autopickup and without attacking
|m non-movement prefix: request menu or modify command (#reqmenu).
The text is delivered by pline so tty will issue --More-- between the
two lines.
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).
High altars and normal temple altars had identical altarmasks, so
there was no way to distinguish between the two based on the altarmask
alone. Instead, anywhere it was necessary to determine whether an altar
was a high altar included a check whether the hero was currently the
Astral Plane or Moloch's Sanctum, and assumed any temple altar was the
high altar.
Since there's an extra, unused bit in altarmask anyway, use it to
explicitly mark high altars -- the lua level files already distinguish
between normal temple altars and so-called 'sanctum' altars anyway, so
rather than throwing away this distinction when generating the level,
keep it in the altarmask and use it in place of various u.uz checks.
I think this would require incrementing EDITLEVEL again...
instead of as fake bear traps
Use the new traps and their tiles when confused gold detection finds
trapped doors and trapped chests. (Large boxes can be trapped too;
they use the trapped chest trap and corresponding tile rather than
have their own.)
Usually these pseudo-traps go away when as soon as they are within
line of sight. (While testing, I noticed that seeing a trapped door
from outside its room rather than inside didn't behave that way.
The door was created by wizard mode wishing; I don't know whether
that was a factor.)
I also discovered that secret doors weren't being handled correctly.
They can't be trapped because of their use of both the doormask and
wall_info overlays of levl[][].flags, but I had a secret door be
falsely displayed as a trap. This fixes that.
We should have obj->tknown and rm->D_TRAPKNOWN so that the hero won't
forget about these traps after declining to attempt to untrap them.
But that's more work than I care to tackle.
When trap detection finds trapped doors and trapped chests, it shows
those as bear traps. When the hero comes within view, they revert to
normal and the detected trap is forgotten. This doesn't change that,
it is just groundwork to be able to show them distinctly. Like the
TT_BEARTRAP patch, it increments EDITLEVEL so this seemed like a good
time to put the groudwork in place.
There shouldn't be any visible changes even though internal glyph and
tile values have been renumbered after inserting two new entries.
Adding traps after S_vibrating_square was quite a hassle and suffered
though a couple of off-by-one errors that weren't trivial to find and
fix.
Extend the PR#660 change that shows whether a monster is asleep when
examined by farlook/quicklook/autodescribe to monsters that aren't
moving due to timed sleep as well as those that are asleep for an
unspecified amount of time. Unfortunately 'mfrozen' isn't specific
about why a monster can't move so the phrasing is less than ideal.