I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
When a gas cloud that deals damage is created, it uses
a poison cloud glyph instead of the cloud glyph.
(A bright green '#', or a bright-green recolor of the
cloud tile)
The plane of fire has random "stinking clouds", or
fumaroles, centered on lava pools.
Also make poison cloud glyph override lava, pool and
moat glyphs.
This reverts commit 7f0f43e6f9 and some related
subsequent commits.
This compiles, but I have not done extensive testing.
Conflicts:
include/config.h
include/decl.h
include/extern.h
include/global.h
include/tradstdc.h
include/wintty.h
src/drawing.c
src/files.c
src/hacklib.c
src/mapglyph.c
src/options.c
sys/winnt/nttty.c
win/tty/getline.c
win/tty/topl.c
win/tty/wintty.c
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
Michael pointed out what needed to be fixed in order to change gold
on rogue level from regular "$" back to intended "*". This was post-3.4.3
code so no fixes entry needed.
This patch attempts to add some levels of unicode support
to NetHack.
The master on/off switch for any Unicode support is
defining UNICODE_SUPPORT in config.h. Currently
there is code support for two subsets of unicode support:
UNICODE_DRAWING
If UNICODE_DRAWING is defined, then the data
structures used to house drawing symbols are expanded
to the size of wchar_t, big enough to hold unicode characters.
A typdef called `nhsym' is involved and if UNICODE_DRAWING
is defined, it is wchar_t, otherwise it is uchar.
UNICODE_WIDEWINPORT
If UNICODE_WIDEWINPORT is defined, then the data
structures inside the window port are expanded to the size of
wchar_t, big enough to hold unicode characters. Both map
symbols and text within the window port are expanded, in order
for potential support for displaying multinational characters some
day, but this patch only provides viewing of map symbols.
A typdef called `nhwchar' is involved and if UNICODE_WIDEWINPORT
is defined, it is wchar_t, otherwise it is char.
The only window port with code support for UNICODE_WIDEWINPORT
currently is the TTY port. Don't enable UNICODE_WIDEWINPORT
unless:
- it is a TTY port
- the underlying platform specific routines can
handle the larger data structures.
Don't enable UNICODE_SUPPORT unless:
- your compiler can handle wchar_t.
- your compiler can accept L'a' characters.
- your compiler can accept L"wide" strings.
Note that if your compiler can handle the above, you could
enable the larger data structures (currently if TTY) even if your
platform can't actually display unicode or UTF-8, by messing
with u_putch() in win/tty/wintty.c to only deal regular chars.
That should be the only function that actually pushes wide characters
out to the display.
If you enable UNICODE_SUPPORT, and your platform is capable
you will need to turn on the unicode run-time option to be able to
load unicode character sets from the symbol file, to be able to
push unicode characters to the display. You'll also want to load
a unicode symbol set once the unicode option is toggled on. In
a config file you would do that via these two lines:
OPTIONS=unicode
OPTIONS=symset:Unicode_non_US
The repository was stamped with NETHACK_PRE_UNICODE
prior to applying this patch, and stamped with
NETHACK_POST_UNICODE afterwards. The code differences
between those two tagged versions are this patch.
Pat Rankin wrote:
> I was about to also suggest that there
> be a rogue/non-rogue (with perhaps a third choice meaning "both")
> attribute. That way we could keep the rogue choices from being
> listed in the "symset" menu and the non-rogue choices from the
> "roguesymset" menu. Players who deliberately wanted to switch
> over would need to modify the attribute, possibly on a cloned set.
> Or perhaps they could just explicitly set their desired choices
> via NETHACKOPTIONS or .nethackrc and not use the 'O' menues--the
> new attribute doesn't necessary have to block which sets get used
> where, just filter menu entries to display the most applicable
> candidates.
Clean up the preprocessing associated with the
loadable symbol stuff.
Base it on new LOADSYMSETS, rather than on the
previously existing ASCIIGRAPH preprocessor define.
- reduce the number of symbol tables for each graphics
set {PRIMARY, ROGUESET} from three {map, oc, mon}
tables for each of the display symbols, the loadable symbols,
and the rogue symbols, to one continguous table for
each:
showsyms: the current display symbols
l_syms: the loaded, alterable symbols
r_syms: the rogue symbols
- Modify mapglyph so that the index into the symbolt table is
available as a return value (it was a void function), rather than
just the char converted from the glyph.
- That makes it possible for a window port to use the same
index value to extract from another table (perhaps a unicode
table) for a different set of display symbols. The index
is much more useful than trying to convert the character
into another type of symbol, as some contributed patches
have done.
- It is much easier to load a single alternative flat table to
make substitutions, since the corresponding value just
has to get placed into the same index offset in the
alternative table.
This also fixes a bug I found in botl.c, where you could
go to the rogue level, and the bottom line gold symbol
was not being updated with the new character as it should.
The reason was because the gold value had not changed,
only the field symbol used had changed.
This updates multiple ports to place a (void) cast on
the mapglyph call, now that it returns a value, so this
is going to generate a lot of diff e-mails.
Pat Rankin wrote:
> Symbol set definitions need a description attribute, above and
> beyond allowing comments in the file, for inclusion in the 'O'
> command's menu entries for selecting them.
[...]
> mapglyph.c isn't the proper place to decide whether to define
> ROGUE_COLOR. That may need to become a symbol attribute,
> which we'd then specify on the Epyx rogue set(s).
Implement both of the suggestions above.
Pat Rankin wrote:
> When 'symbols' is missing from the playground, or is an empty
> file, picking either the symset or roguesymset option via the
> 'O' command just goes right back to the game display (or next
> pending compound option) without giving any feedback.
>
- Instead of checking for the Rogue level, check which
graphics are engaged (PRIMARY or ROGUESET) in the
SYMHANDLING() macro.
- track which graphics are active through 'currentgraphics'.
- Instead of symset and roguesymset and symhandling and roguehandling
variables, have symset and symhandling be arrays of two, with the
following indexes:
PRIMARY
ROGUESET
That reduced the amount of repeated code.
(Not to be confused with the 'symset' and 'roguesymset' config file options
both of which still exist)
- the symbol routines were adjusted to pass
the index , rather than 'rogueflag' and coding to roguesymset etc.
Other than fixing bugs that are encountered, this is probably
the last of the symbol stuff, with the exception of
making the symset and roguesymset config file options
accept the keyword value "default".
- tile2x11 would not build because drawing.c now depended on strcmpi which
was (via STRNCMPI not being defined) defined to strncmpi which is
implemented in hacklib.c which needs panic which is defined in... I gave up
on tracking down all the loose ends and changed the strcmpi to strcmp,
which means the handling is case sensitive, but it avoids a bunch of
changes to the way the util/Makefile.
- the symhandling changes introduced a chicken and the egg problem for
ASCIIGRAPH on Unix platforms, which was getting the defn from tcap.h but
that does not get included earlier enough nor often enough. I added a defn
to unixconf.h to mimic ntconf.h, since ASCIIGRAPH is normally defined on Unix.
- options.c included an unused decl for a function named graphics_opts
- Unix Makefile was not installing "symbols". I'm assuming this isn't
supposed to get the DLB treatment.
This is an overhaul to the NetHack drawing mechanism.
- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.
- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects
- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.
- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.
- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.
- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c
- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.
- 'symset' config file option loads a desired symbol set for
everything but the rogue level.
- 'roguesymset' config file option loads a desired symbol set
for the rogue level.
- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
S_fountain:\xf4 \
S_boulder:0
- 'symbols' file has the following structure:
start: DECgraphics
Handling: DEC
S_vwall: \xf8 # meta-x, vertical rule
S_hwall: \xf1 # meta-q, horizontal rule
finish
start: IBMgraphics
Handling: IBM
S_vwall: \xb3 # meta-3, vertical rule
S_hwall: \xc4 # meta-D, horizontal rule
finish
- 'symbols' file added to the source tree in the dat directory
- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
Fix the problems From a bug report. So having
OPTIONS=IBMgraphcs
OPTIONS=noDECgraphics
would yield an ASCII display instead of showing IBMgraphics, but IBMgraphics
flag in the Options list would falsely show as on. Manually toggling it off
put things back into sync.
Avoiding the false setting is completely trivial. And fixing the
inappropriate override turns out to be easy too, unless I've bungled this.
One thing it does not do is try to warn about attempts to set conflicting
options like
OPTIONS=IBMgraphcs
OPTIONS=DECgraphics
Fixing that seems to be too messy to bother with, particularly since the
game runs ok (leaving the setting handled last in place).
The default symbol for lit and unlit corridors are the same. This makes
the lit_corridor option a no-op where the defaults are used and also means
that using a light scroll/spell a corridor has no obvious effect. To
address that, I special-cased the lit corridor symbol and change its color
to bright white when its the same symbol as the unlit corridor symbol (I
didn't change the default color since I thought that made the lit corridor
look strange using the windows console interface).
<Someone> wrote:
- If I set the 'boulder' option, shouldn't I be able to give the
symbol I define for them at the crystal ball "object or
monster symbol" prompt and have it work?
- Could ']' be added as a synonym for 'm', as with genocide?
- set boulder symbol to '3'; use '/' or ';' to examine a
boulder. Result is "unknown creature causing you disquiet
co-located with a boulder" even though there's no warning
glyph '3' there.
<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.
part 1 touches core files
ntconf.h changes differ slightly from Yitzhak's original.
Makes Borland happy with current sources.
Hides "rawio" on Graphical Port which doesn't do anything with rawio
This was caused by character set incompatibility between message and map
windows. Apparently, Nethack is using IBM character set (CP 437) but fonts
were create for Windows ANSI codepage. I fixed most of it by changing
character set of the fonts except for the Rogue level. I had to make changes
to src/drawing.c for Rogue level since most of Windows fonts are not capable
of displaying control characters (char. code<0x20)
And of course, disabling IBMGraphics option fixes it all.