Fine-tune lycanthropy feedback by combining "you are a werecritter"
and "you are in beast form" into one message. Also, add some new
feedback when lycanthropy and intrinsic polymorph are blocked by
intrinsic unchanging.
Changes to be committed:
modified: include/config.h
modified: include/extern.h
modified: include/flag.h
modified: include/global.h
modified: include/ntconf.h
modified: include/wintty.h
modified: src/cmd.c
modified: src/files.c
modified: src/options.c
modified: sys/share/pcmain.c
modified: sys/share/pcsys.c
modified: sys/share/pcunix.c
modified: sys/winnt/Makefile.gcc
modified: sys/winnt/Makefile.msc
modified: sys/winnt/nttty.c
new file: sys/winnt/stubs.c
modified: sys/winnt/winnt.c
modified: util/makedefs.c
modified: win/tty/wintty.c
Adjust the code and the command line Makefile so that
you no longer have to choose whether to build the tty
version NetHack.exe, or the gui version NetHackW.exe.
Both will now be built in a single 'nmake install' pass.
For those pro players who really want to try their hand
at that zen samurai, without needing to reroll thousands
of times to start with blindfold. Nudist starts without
any armor, and keeps tabs whether you wore any during
the game, for even more bragging rights.
Also makes the Book of the Dead readable even while
blind, for obvious reasons.
Explore mode is now an extended command #exploremode.
There's no sense that a command used max. once per game, and
in normal games not at all, takes up a key. So, analogous to
the 'x' command (swap weapons), 'X' now toggles two-weapon
combat.
Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
When hiding as a monster, say so during the #monster command and
also list being hidden in the status section of enlightenment/^X.
Also, prevent hiding on the floor or ceiling on the planes of air
and water. (Didn't apply to monsters, who only hide on ROOM spots.)
Half the change to dohide() is just revised indentation.
Change extcmd_via_menu() so that the code which guards against overflow
when gathering menu entries is always present. Now only the explanatory
message when overflow is discovered remains conditional upon DEBUG || BETA.
And make MAX_EXT_CMD actually be the maximum number of extended commands
supported by the menu, instead of MAX_EXT_CMD-2 (which was an off-by-one
bug; capacity for MAX_EXT_CMD-1 was available, but the last slot was always
left unused except if/when unchecked overflow occured).
When the 'extmenu' boolean was set, typing '#' in wizard mode triggered
a crash. The total number of extended commands exceeded the capacity of
extcmd_via_menu() and the code it had to check for that was only in effect
if DEBUG was defined. This boosts the limit from 40 (actally 38) to 50 (48)
and enables the checking code for BETA as well as for DEBUG.
Almost all of this diff is indentation.
branch only. This adds a check when setting a new fruit so that if no fruits
have been created since the last time the option has been set, the current
fruit is overwritten. Result: the user cannot repeatedly set the fruit
option and overflow the maximum fruit number.
Change the post-3.4.3 extended command "#terrain" so that it can be
used in normal play rather than just in wizard mode. It's inspired by
a command in 'crawl' that lets you view the bare map without monsters,
objects, and traps so that you can see the floor at locations which have
been covered up by those things.
normal play
redraw map to show the known portion of it without displaying
monsters, objects, or traps; after player responds to --More--, the
map returns to normal.
explore mode
put up a menu so player can choose between the known portion of
the map as above or the full map. If the level isn't fully explored
then the latter provides information to the player that he hasn't
earned yet, but the _hero_ doesn't learn anything and after --More--
the map reverts to what it showed before. (In other words, unlike
with magic mapping, the unknown portion doesn't become known.)
wizard mode
put up a menu so player can choose among four alternatives: the
two above, the text representation of the map's internal levl[][].typ
codes, or a legend explaining those codes. (Originally, I wanted to
be able to toggle back and forth between these last two, but looking
at one and dismissing it, then reissuing #terrain to look at the
other is much simpler to implement and is good enough.)
My #terrain patch had a typo on the command line and was going
to include doc/fixes35.0 as the log text for a half-dozen files. I
aborted the commit but most of them had already made it into the cvs
repository. This reverts those changes so that the entire patch can
be re-comitted with the right log text. Ugh...
Levitation side-effects get skipped if Levitation toggles while it
is blocked, so BFlying (the reason Flying is blocked) could become stale
in some situations. Enlightment feedback about latent flight capability
was the only thing affected.
From a bug report. The first report complained about levitation
allowing you to move through water on the Plane of Water, something that's
come up in the newsgroup lots of times (mostly about how levitation is
the best way to get around, only occasionally wondering why it works:
water walking doesn't work there because there's no surface, so where are
you levitating such that you're kept dry?) The second report complained
about being told you were floating up if you put on a ring of levitation
while stuck inside a wall (perhaps after being stranded when polymorph
into xorn form ended).
This implements intrinsic blocking for levitation and also for
flying. Being inside solid rock (or closed door) anywhere and being in
water on the Plane of Water are the things that do it for levitation;
those two and levitating are what do it for flying. Entering such
terrain turns off ability to float/fly, and leaving there turns it back
on; starting levitation blocks flight, ending it unblocks (levitation
has always overridden flying's ability to reach the floor). Being able
to phase through rock doesn't prevent levitation and flight from being
blocked while in rock; you aren't floating or flying in that situation.
Simplify many of the intrinsics macros from
#define xxx_resistance (Hxxx || Exxx || resists_xxx(&youmonst))
down to
#define xxx_resistance (Hxxx || Exxx)
by setting or clearing an extra bit in Hxxx during polymorph so that the
resists_xxx() check becomes implicit.
Unfornately there were lots of places in the code that treat Hxxx
as a timeout number--primarily for Stunned, Confused, and Hallucination;
Stunned happens to be one of the revised macros--rather than as a bit
mask, so this patch needed a lot more changes than originally antipated.
Use the grave accent (back tick) character as the keystroke for a
new command which prompts for an object class and then shows a subset of
the discovered objects list covering just the selected class. Similar
to the 'I' variant of 'i' for viewing inventory, and mainly useful once
the '\' discoveries list has grown long.
Something I've had in mind for a long time and finally gotten around
to implementing: when you fill in the last pit or hole of a sokoban level,
it's considered to be completed so luck penalties for unsokobanish things
(breaking a boulder, dropping everything and squeezing onto a boulder's
spot, reading a scroll of earth) stop being assessed and most Sokoban-
specific movement restrictions (against pushing boulders diagonally,
squeezing diagonally between boulders, floating over a pit or hole without
falling in, digging of new holes by monsters) are lifted. Teleporting,
level teleporting, and phasing through walls are still prohibited when in
the sokoban branch of the dungeon. (Keeping the non-phasing one in place
prevents taking a shortcut to the final prize in order to bypass the
treasure zoo monsters.)
This adds level.flags.sokoban_rules, defines Sokoban macro to access
it, and replaces most In_sokoban(&u.uz) tests to check it instead. It
gets set when a sokoban level is pre-mapped at the end of level creation,
and if it is set then whenever a trap is deleted, the flag gets cleared
if there are no more pits or holes present on the level.
While looking at fixing the mfrozen issue for monsters (there's no
way to tell whether it's been caused by sleep or paralysis, necessitating
that some messages be vague or suppressed when actions impact monsters
who can't move), I noticed a drawbridge bug for the hero. It was using
the misleadingly named Sleeping intrinsic incorrectly. When that is
nonzero, the hero is prone to falling asleep at random intervals, not
necessarily asleep right now. I've always intended to rename it to
something that's not misleading, but hadn't ever gotten around to doing
so, until now: change the SLEEPING property to SLEEPY and the Sleeping
intrinsic/attribute to Sleepy.
This may be moot for the drawbridge. I can't remember any hero ever
jumping to safety instead of being crushed by either the bridge or its
portcullis, and I'm sure sleepiness hasn't been a factor. So I haven't
included any fixes entry about misusing Sleeping when it meant u.usleep
(or better yet, unconscious(); or even better, Unaware [a post-3.4.3
pseudo-property that tests both unconscious() and fainted() when checking
whether hero is incapacitated]).
When requiring "no" to reject in addition to "yes" to confirm one
of the paranoid_confirmation prompts, only loop a handful of times before
giving up and rejecting (in case there's some hangup-like situation that
isn't hangup enough to switch over to using ESC for further input).
There's no "that's enough tries" feedback; after 6 tries it just stops
asking for a yes or no answer and behaves as if it had gotten no.
A couple of extensions to the paranoid_confirmation option:
1) add paranoid_confirmation:Confirm -- setting this means that any
prompt where the other paranoid_confirm flags have been set to require
a yes response instead of y to confirm also require explicit no rather
than arbitrary non-yes to reject. It will reprompt if you don't answer
"yes" or "no" (unless you use ESC, which is treated the same as "no").
2) add paranoid_confirmation:bones -- control whether the "save bones?"
prompt in wizard mode requires yes instead of just y. The original user-
developed paranoid_confirm patch required yes unconditionally here, and
I left that out thinking it was undesireable. But after testing the
"your body rises from the dead as <undead>..." fix a couple of days ago,
where you now get an extra message and consequent --More-- prompt just
before "save bones?", I've changed my mind about its usefulness, provided
that it's settable rather than unconditional.
Handling paranoid_confirmation:bones outside of wizard mode is a
bit tricky. Right now, it can still be seen via 'O' if it has been set
in NETHACKOPTIONS, but it won't show up in the menu if you use 'O' to
interactively change the value of paranoid_confirmation. I'm not sure
whether that's the right way to go; it might be better to let non-wizard
users uselessly toggle it on and off rather than only partially hide it.
Or maybe it should be hidden from the current value even when it's set.
Or decline to set it in first place, despite external option settings.
Some time ago we received a patch submission which attempted to
handle the Alt key for terminals or emulators which transmit two char
sequence "ESC c" when Alt+c is pressed, but I can't find it. I don't
remember the details but recall that it had at least once significant
problem (perhaps just that it was unconditional, although it may have
been implemented in a way which interferred with using ESC to cancel).
This patch reimplements the desired fix, making the new behavior be
conditional on a boolean option: altmeta. That option already exists
for the Amiga port, where it deals with low-level keyboard handling but
essentially affects the same thing: whether Alt+key can be used as a
shortcut for various extended commands. This one affects how the core
processes commands, and is only available if ALTMETA is defined at
compile time. I've defined that for Unix and VMS; other ports don't
seem to need it. (I'm not sure whether "options" created by makedefs
ought to mention it. So far, it doesn't since this isn't something
users are expected to tweak. The setting of the non-Amiga altmeta
option doesn't get saved and restored, so won't affect saved data if
someone does toggle ALTMETA and then rebuild.)
When [non-Amiga] altmeta is set, nethack's core will give special
handling to ESC, but only during top level command processing. If ESC
is seen while reading a command, it will be consumed and then the next
character seen will have its meta bit set. This introduces a potential
problem: typing ESC as a command will result in waiting for another
character instead of reporting that that isn't a valid command. Since it
isn't a valid command, this shouldn't be a big deal, but starting a count
intended to prefix your next command and then typing ESC after deciding
to abort that count runs into the same situation: nethack will wait for
another character to complete the two character sequence expected for
"ESC c". There's not much that can be done with this, other than have
the Guidebook mention that an extra ESC is needed to cancel the pending
count, because digits followed by ESC could actually be a numeric prefix
for Alt+something rather than an attempt to abort the count.
From a bug report, using Alt+5 when number_pad mode
is set to MSDOS compatibility (where Alt+5 is supposed to function as the
'G' movement prefix) didn't work correctly. The code that did M-5 to G
conversion was being executed after the code which should have gotten G's
direction, resulting in strange behavior, probably using stale values for
u.dx and u.dy. (With current dev code, I evidently had u.dx==0 && u.dy==0
so was getting "You can't get there from here..." which is actually pretty
amusing in the current context. 3.4.3 didn't have that feedback so I'm
not sure what happened in it; possibly just silent refusal to move.)
[Short writeup; see 'cvs log' of flag.h or options.c for the long one.]
This is a reworking of user contributed patch known as Paranoid_Quit.
Add a new compound option, paranoid_confirmation, accepting a space
separated list of values "quit die attack pray Remove"; default is "pray".
paranoid:quit - yes vs y for "really quit?" and "enter explore mode?"
paranoid:die - yes vs y for "die?" in explore mode or wizard mode
paranoid:attack - yes vs y for "really attack <peacful monster>?"
paranoid:pray - y to pray; supersedes prayconfirm boolean; on by default
paranoid:Remove - always issue an inventory prompt for 'R' an 'T', even
when only one applicable item is currently worn.
Being a cavewoman polymorphed into a male creature revealed multiple
mistakes in the post-3.4.3 ^X code, including the initial title text.
It was using current gender in several places where it should have been
using the saved value that applies when not polymorphed, leading to
confusion as to whether you'd changed genders if/when current and saved
ones were different. More noticeable with gender-distinct role names.
Also noticed while testing polyself changes, a few polymorph related
items weren't being listed as reasons for having some polymorph related
intrinsics during wizard mode enlightenment (a post-3.4.3 feature).
There may be other intrinsics conferred by items where you aren't told
about the item being responsible; I didn't look around for them, just
noticed these three: Unchanging (via amulet), Polymorph (via ring), and
Protection from Shape Changers (also via ring).
I noticed "you were wielding two weapons at once" in end of game
disclosure from a newsgroup ascension post for the Spork variant and
thought we ought to show that too. Well we already do. This moves it
from an attribute entry for magical enlightenment to a status entry for
^X display since it's something the hero and the player should already
always know. In the process I added feedback for being weaponless and
then went further and added some feedback about what weapon is wielded.
This is stuff that could/would be shown on the status line if there were
room, and fits with the post-3.4.3 ^X expansion of cryptic status stuff.
The "new ^X output" entry in the new features section of fixes35.0
covers this too.
On crash signal or panic(), use a configurable method to get a stacktrace
the user can easily report to us. Currently only for Unix/Linux and only
ifdef BETA. Hopefully ports can add additional methods.
Bits:
- linux hints file had PREFIX definition in the wrong place
- sample sysconf file used wrong delimiter for WIZARDS
- fix grammar error in support message when using sysconf.wizards
- options.c comment typo
- capitalize "Crash test" output from #panic command
PORTS: Please make sure I've done the right thing for/to your code.
This patch adds a new winproc that lets the window port approve or cancel
the suspend request - this should take care of the Mac Qt lockup issue.
In addition, Unix suspend is restricted to accounts that can use the shell
if SYSCF is defined.
Someone in the newsgroup has a keyboard where typing '#' is difficult
or impossible to do, and mentioned that he could use Alt+r to get #rub but
was playing a knight and had no way to get #ride. Turns out that there
are several normal-mode extended commands that lacked a meta shortcut.
Since meta chars are case sensitive, I've added Alt+R for #ride, plus
M-A for #annotate, M-O for #overview, M-C for #conduct, and M-T for #tip.
Unfortunately, I've been unable to test them. It turns out that
nethack mode in PuTTY doesn't change the Alt key into a meta shift, it
causes the digits on the number pad to send vi-style movement letters
(with support for shift+digit and ctrl+digit to send modified letters).
That seems relatively useless to me, and I haven't figured out how to
force on high bit for arbitrary characters so can't activate nethack's
meta-key shortcuts.
The Guidebook has been updated via copy+paste and is untested too.
A mimic posing as a statue was displayed as a tengu statue (and
recognizeable as such now that statues are displayed as the corresponding
monster rather than rock-class back tick), but the lookat code described
it as a giant ant statue (since there was no obj->corpsenm available to
indicate the monster type, it defaulted to 0). This adds monst->mextra
field `mcorpsenm' so that mimics have a place to remember what sort of
statue or corpse they are mimicking. And it picks a random monster type
when they take such forms so that the old tengu hack becomes irrelevant.
newmextra() and newoextra() initialized pointers via memset(...,0)
which is not portable; switch to explicit assignments. The wizard mode
code to display memory used for monsters and objects added in amounts
for the miscellaneous things pointed to by monst->mextra and obj->oextra
structs but didn't include memory for those structs themselves; add it.
Simplify monster save/restore slightly; there's no need for extra zeroes
to represent monst->mextra->X sizes when monst->mextra is null.
Update the startup banner for 2009. I should have done this with a
separate patch but I'm taking a shortcut. :-]
From a bug report, attempting to move
diagonally when poly'd into grid bug form doesn't give any useful
feedback in the general case, and in the specific case of using 'u' to
try to move northeast with vi-style keys, it performs #untrap instead.
Diagonal directions were being classified as non-movement when in grid
bug form, so the feedback was usually just "unknown command". But 'u'
is bound to untrap as a a convenience to players who use num_pad-style
movement keys. (Move commands don't actually reach the assigned key
part of command handling, so for forms other than grid bug, !num_pad 'u'
moves NE despite the untrap function given to that key.)
Split the diagonal handling out from movement command recognition.
It now gives "you can't get there from here..." if player tries to move
diagonally as a grid bug. For direction prompts, it now gives "you can't
orient yourself that direction" instead of popping up the command assist
display. (In the prompt string showing likely candidate directions for
digging, diagonal handling for grid bugs is academic because they aren't
strong enough to wield pick-axes.)
From a bug report, wearing
(or removing) an amulet of restful sleep was overriding permanent
sleepiness which had been obtained previously via eating another amulet.
The setting of timeout clobbered the non-timeout bits for that intrinsic.
This also adds the timeout counter for sleepiness to enlightenment
feedback in wizard mode. Unrelated: rephrase enlightenment feedback for
adornment to more accurately describe what that does.