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
Give demon lords and other monsters who teleport to your location a
oneshot arrival message. Brought about by the report of the late "<demon>
appears" message delivered during its bribery demand, after the character
had already been able to see it for long enough to extract gold from a bag.
Now, if you can't see or sense a monster before it teleports to you, and
you can see or sense it after, you'll get "<monster> suddenly appears!".
The message will be given at most once for any given monster, and it won't
be shown at all if you already see/sense the monster before it teleports or
still don't see/sense it afterwards. The fixes entry is deliberately a bit
vague (and I put it in the new feature section rather than the fix section).
The change from long to unsigned long for monst.mstrategy may bring
some lint complaints along with it. The various constants (STRAT_xxx) used
to populate it are still signed. I didn't increment EDITLEVEL for this;
existing data should still work ok.
Allow config file entries to adjust win32 console colours.
The following entries in a config file are examples:
OPTIONS=palette:black-0-0-0
OPTIONS=palette:red-210-0-0
OPTIONS=palette:green-80-200-0
OPTIONS=palette:brown-180-100-0
OPTIONS=palette:blue-0-0-200
OPTIONS=palette:magenta-128-0-128
OPTIONS=palette:cyan-50-180-180
OPTIONS=palette:gray-192-192-192
OPTIONS=palette:dark gray-100-100-100
OPTIONS=palette:orange-255-128-0
OPTIONS=palette:bright green-0-255-0
OPTIONS=palette:yellow-255-255-0
OPTIONS=palette:bright blue-100-100-240
OPTIONS=palette:bright magenta-255-0-255
OPTIONS=palette:bright cyan-0-255-255
OPTIONS=palette:white-255-255-255
This uses an undocumented way to adjust the console
colours in a win32 console application. The method and
code snippet used comes from www.catch22.net by James Brown.
This page:
http://www.catch22.net/about.asp
states the following:
"you do not have to pay anything to use the software, and there are no
licencing terms for any sourcecode that you may download from this site.
This means you can freely use any sourcecode or portions of code in
your applications, whether they be free software or professional, retail
products."
Turn being unconscious (via several reasons, including fainted from
hunger) into a pseudo-property named `Unaware' and use it in several
places where only being asleep was checked. #H202 was about a stunned
character who got the recovery message when it timed out while fainted.
This suppresses messages for several difficulties when they begin or end
while hero is Unaware. Messages about fatal illness, sliming, or
petrification aren't suppressed; they're too important to hide from the
player. "You feel ..." messages come out as "You dream that you feel ..."
when Unaware; fairly lame but hopefully adequate.
From a bug report, having hallucination time out while
mimicking an orange (instead of gold, after eating a mimic corpse), you'd
still get the hallucinatory end-of-mimicking message about not wanting to
be peeled. If hallucination state is toggled, update the pending message
and change the hero's appearance. In practice, only the orange-to-gold
case can occur. Anything which might trigger gold-to-orange will have
terminated the hero's mimickery befort that happens.
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)
This 3rd part deals with region functions switching
some arguments from type genericptr_t to 'anything'.
Like the previous 2 parts, this needs to increment
EDITLEVEL in patchlevel.h.
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)
This 2nd part deals with timeout functions switching
some arguments from type genericptr_t to 'anything'.
Like part 1, this needs to increment EDITLEVEL in patchlevel.h.
[the problem in the earlier rev was tracked to cleanup_burn(),
where arg was holding a (genericptr_t) timer id, and
passed directly to del_light_source() as is.]
P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.
This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.
This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
Hide pointer formatting in alloc.c by eliminating the need for callers
to know how big a buffer is required. I generally prefer the caller to
pass in its own buffer for this sort of thing, but in this case the usage
is almost entirely for debugging so using static buffers results in less
clutter in the rest of the code.
Move the new VOID_ARGS and some other argument manipulation stuff
from global.h to tradstdc.h where it feels like a better fit. Make the
definition of VOID_ARGS more general; it should work nearly everwhere
these days even if it is only needed for one configuration. XXXconf.h
can redefine it as empty if necessary.
For MONST_P and OBJ_P, I left "void*" as is but I'm pretty sure that
the lack of space in between the two components was never part of the
issue there. (The Ultrix system I used to have access to is long gone.
It was chugging along on autopilot, effectively defenseless, at the time
a linux box on the same subnet got hacked. It probably would have been
shut down for Y2K anyway if it had lasted til then.)
The latest Micrsoft compilers complain when a function is
assigned to a function pointer, and the function's argument
list does not match the prototype precisely.
It was evem complaining about the difference between this:
int x()
{
[...]
}
and a prototype of
int x(void);
when assigning that function's address to a function pointer.
This quiets those warnings, without suppressing the mismatch
check altogether for more serious mismatches.
<Someone> reported that he applied an unID'd bag and it became
discovered as a bag of tricks even though a spellbook appeared on the floor
next to him rather than having a monster show up (the monster was a mimic).
Suppress the bag discovery unless you can see or sense a monster appear.
(This doesn't really achieve much for most players, who'll recognize the
bag because they know that only one type of container doesn't prompt to
take things out and/or put things in, but I think it does make sense.)
While mucking with bag of tricks I decided that to be consistent with
the behavior of other containers, the #tip command should release all the
monsters in the bag instead of just one.
And after doing that, I realized that horn of plenty ought to behave
much the same, so #tip will operate on it now. However, it won't be listed
as a likely candidate in the "which item?" prompt unless/until it has been
discovered. (Attempting to empty any other type of horn yields "nothing
happens", same as for a horn of plenty with no charges left.) Emptying a
horn of plenty in a shop can be extremely verbose, but I don't think that
qualifies as a bug and don't currently have any plans to alter it.
Several polymorph tweaks, most dealing with specifying form under
polymorph control or for wizard #polyself:
1) allow "were<critter>" and "human were<critter>" for your type of
<critter> when you're inflicted with lycanthropy; now you'll toggle
shape rather than be told "you cannot polymorph into that".
2) allow your own role; now you'll become a new man (or whatever race)
rather than get "you can't".
3) allow "human" to force a new man (or whatever) regardless of race.
No change for human characters, but elves, dwarves, and such can now
use either their own race or "human". (They never become humans.)
4) for wizard #polyself only, override the 20% chance of becoming a new
man instead of taking on the selected form. (This implicitly prevents
the annoying "your new form isn't healthy enough to survive" death
since your experience level won't drop below 1.)
5) remove a redundant drowning check in polyself(); it's already handled
in polymon() and polyman(for newman()) via spoteffects().
This also gets rid of an old use of 0 as not-a-valid-monster (not
responisble for any bugs though since giant ants aren't lycanthropes).
The user (<email deleted>) who recently suggested a
dump command for containers also wanted atmospheric sounds on levels which
have altars. Right now we'd have to find unattended altars the hard way
(by scanning the entire level) but we could add a counter (or set of
counters, one per alignment) like for fountains and sinks if we really
wanted to do that. [Now that I think about it, the #overview patch may
have already done something of the sort.] But what noises would an altar
be expected to produce? This only adds sounds for temples, where the
attending priest can be the source of the noise.
I'm not real thrilled with the initial set of sounds, particularly
the hallucinating one, but the implementation works. The "carcass" one is
a little clumsy; it's intended to add a hint for new players who haven't
figured out what the #offer command does.
Saving the game while punished, not carrying the attached ball,
and while swallowed by a purple worm resulted in losing the
ball and chain.
Since the required information was not being written to the
save file at all, I couldn't come up with a clean way to do this
for the branch, and preserve save file format. I could think
of lots of kludgy ways to do it (insert ball and chain into
the hero's inventory prior to saving, and remove it on restore, etc.)
When the hero receives the quest artifact "got it" message, set the
artifact's dknown bit in case the hero is blinded. That message describes
the object by name, effectively the same as seeing it up close. (This
would have prevented the "now wearing an Eyes of the Overworld" grammar bug
for monks but not for non-monks, so the previous fix is still necessary.)
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em. It is
extremely useful while using ranged weapons. When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
[See cvs log for patchlevel.h for longer description.]
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em. It is
extremely useful while using ranged weapons. When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
(Autopickup exceptions weren't around when the patch was first developed
and while those can be used for this purpose if you're willing to name
every object prior to throwing it, pickup_thrown is much more convenient.
Especially when you run out of weapons and resort to throwing pick-axes,
unicorn horns, and spare suits of banded mail at that floating eye who
rudely refuses to die.) If you drop a previously thrown object (after
getting it back into your inventory again, of course), its was_thrown bit
will be clear and subsequent walking over it behaves in the regular
autopickup manner. There's no special stacking handling; if a thrown
object lands on a compatable object and they stack, the combined stack is
subject to pickup_thrown handling.
The original patch updated makedefs to add an entry for pickup_thrown
patch to the options list displayed by #version; I've left that out. It
also cleared the was_thrown bit in the pickup code, resulting in being
sticky for boomerangs and Mjollnir (where throwing, catching, and then
dropping those would result in behaving as if they had most recently been
thrown rather than dropped). I've moved that to the add-to-inventory code
instead to fix this. The original patch also put the pickup_thrown bit
into iflags instead of flags in order to avoid invalidating save files;
I've moved it to flags where it belongs and added a patchlevel.h update.
I've also reworded the Guidebook entries slightly. [The original patch
can be obtained from <Someone>'s "NetHack Patch Database" at
http://bilious.homelinux.org/ under the "browse" heading. I didn't hang
on the exact URL; sorry.]
I think objects stolen from the hero should have their was_thrown bit
set (or else add a new was_stolen bit, which seems like overkill) so that
recovering stolen objects will become simpler after the thief has been
tracked down and dealt with, but I haven't done that here.
The code to have Izchak recognize the Candelabrum of Invocation
instead of just being uninterested in an item not stocked in his shop was
being skipped when the character is hallucinating. Make it work for any
lighting store (slash'em sometimes has another candle shop, run by a
randomly named shopkeeper), and make it recogize Izchak even when
hallucinating. Also, have him give a message about the need for 7 candles
if the candelabrum doesn't already have them attached.
Fix the bug From a bug report.alt.org server, where killing a monster by closing the
castle drawbridge resulted in a panic after the dead monster's possessions
were dropped into the moat and a potion of acid exploded in the process.
water_damage() deleted the object but had no way to tell flooreffects()
that it was gone, so flooreffects() couldn't tell its own caller not to
place and stack the object. After that, a chunk of freed memory became
part of the floor objects chain and eventually triggered a panic which
tried to make a save file but whose reason didn't get logged properly.
Provide a common routine that always does the right
thing with respect to timers and weight when altering
obj->corpsenm, and use it throughout the code.
Provide a command to easily verify that the rumor true/false
boundary offsets are correct for the rumors file.
If the boundary is pointing mid-line, the rumor at the boundary
won't decrypt properly.
Add Hojita Discordia's Dungeon Map overview as
conditional code for experimentation and testing.
Everything is guarded by
#ifdef DUNGEON_OVERVIEW
#endif
The notes that accompanied the original patch follow.
Dungeon Map Overview Patch for Nethack 3.4.3
Version 3
=============================================================================
Changelist:
v3: Changed #level to #annotate to avoid #levelchange collision. Fixed
handling of elemental planes and astral plane (oops). Changed
formatting to be slightly closer to print_dungeon()'s. Should be
"final" version for 3.4.3.
v2: Added tracking of trees. Changed ctrl-m command to ctrl-o. Portals
displayed as "sealed" instead of "closed".
v1: First release.
(Note: all versions are mutually save compatible.)
=============================================================================
This patch creates a dungeon map overview that is recorded as the player
explores the dungeon. I was tired of returning to a game a few days later
and having no idea what the dungeon looked like. Trying to name pieces
of armor with shorthand didn't work so well as an intermediate solution
either, especially around nymphs.
It can be assumed that this map is in the mind of the hero and thus
can't be stolen, can be read when blind, or when buried, or when the hero
doesn't have any hands, or eyes, or hands free, or...etc. On the other hand,
this implies that the hero doesn't remember all of the details ("a fountain",
"some fountains", "many fountains") and that the map is subject to amnesia
when applicable.
This overview tracks fountains, altars, stores, temples, sinks, thrones,
trees, and dungeon branches. It attempts to not spoil the player nor
reveal more information than the hero knows. For this reason, it only
tracks dungeon features found in the guidebook and dungeon branches.
This patch breaks save file compatibility. Sorry.
Added commands
=============================================================================
#overview (ctrl-o, if not in wizard mode) - displays overview
#annotate (ctrl-n, if using numpad) - names current level
Example Output From #overview
=============================================================================
The Dungeons of Doom: levels 1 to level 15
Level 1:
A fountain
Level 3: (My stash.)
An altar, some fountains
Stairs down to The Gnomish Mines
Level 7:
Many fountains
Level 8:
Stairs up to Sokoban, level 7
Level 15:
A general store
Sealed portal to The Quest
The Gnomish Mines: levels 4 to level 7
Level 7: <- You are here
Many stores, some fountains, a temple
More Details
=============================================================================
The overview shows only levels that have anything interesting to display and
doesn't show branches that don't have any interesting levels.
To avoid the map revealing more information than the hero knows, the overview
only displays things that the hero has seen or touched. (If the hero
blinds herself, levitates above a known fountain, and obliterates it with a
wand of digging, the overview will still say that there is a fountain.)
This is done, sadly, by adding 6 bits to the rm struct to track the last
known dungeon type. On the other hand, this change could potentially allow
a window port to do something like drawing an item and a fountain on the same
square.
Things That Could Be Better And Maybe Some Feedback Would Help
=============================================================================
"<- You Are Here" is pretty goofy
-...but an indicator of some sort is nice.
=============================================================================
Many thanks to all the kind folks on r.g.r.n. who had very good feedback
about this patch, in particular L (for the trees), <Someone> Papaganou (for the
#annotate suggestion and some formatting feedback), and <Someone> (for the suggestion
of just overriding ctrl-o instead of using the very broken ctrl-m.)
=============================================================================
20060311. Hojita Discordia. (My usenet email is bogus. Sorry.)
There were routines that were passed the
object name as an argument. Before the oextra
patch, ONAME() always returned a valid pointer
to a location within the obj struct. The oextra
patch worked around those cases by
using a temporary variable that was either set
to ONAME (if the obj passed the has_oname() test),
or to "" (pointer to an empty string) if no name was
present.
Since that might be a common thing to do, provide
the safe_oname() routine that you can use as a
function parameter without having to worry about
about whether ONAME(obj) is valid, and without
the need for the temporary variable.
It seemed inappropriate to allocate and tack on an oextra
structure just to mark it as unmergable, and the oextra
struct itself wouldn't be released until a save/restore took
place.
This uses one of the freed up oattached bits to prevent the merge.
The revised newmail() wouldn't compile (Strncpy doesn't exist, `buf'
was an array of pointers rather than of char). Simplify it substantially,
and adjust the one caller (vms) that relied on the old convoluted bit.
move oattached and oname and other things that vary
the size of the obj structure into a separate
non-adjacent oextra structure, similar to what has
already been done for mextra. The obj structure
itself becomes a fixed size.
New macros:
#define ONAME(o) ((o)->oextra->oname)
#define OMID(o) ((o)->oextra->omid)
#define OMONST(o) ((o)->oextra->omonst)
#define OLONG(o) ((o)->oextra->olong)
#define OMAILCMD(o) ((o)->oextra->omailcmd)
#define has_oname(o) ((o)->oextra && ONAME(o))
#define has_omid(o) ((o)->oextra && OMID(o))
#define has_omonst(o) ((o)->oextra && OMONST(o))
#define has_olong(o) ((o)->oextra && OLONG(o))
#define has_omailcmd(o) ((o)->oextra && OMAILCMD(o))
changed macros:
has_name(mon) becomes has_mname(mon) to correspond.
The CVS repository was tagged with
NETHACK_PRE_OEXTRA
before commiting these, and
tagged with
NETHACK_POST_OEXTRA
immediately after. The diff
between those two tags is this oextra patch.
The associated mail daemon changes to use an oextra
structure instead of a hidden command located in the
name after the terminating NUL, have not been tried
or tested.
<Someone> suggested that digging down on a land mine with a pick-axe ought
to set if off. I agree; this implements that and also for bear traps. In
the bear trap case, if you dig down once trapped, you will destroy that
trap explicitly rather than replace it with a pit, so it's now possible to
escape from one without leaving another trap in your wake. Once the bear
trap is gone, further digging there will make a pit as usual. While stuck
in one, digging down poses a modest risk of harming yourself.
|You now wield a pick-axe.
|You start digging downward. A bear trap closes on your foot!
|You start digging downward. You destroy the bear trap with your pick-axe.
|You continue digging downward. You dig a pit in the floor.
|You start digging downward. You dig a hole through the floor.
|You fall through...
[It seems a bit strange that finishing a pit discards all digging context,
so that resuming within the pit in order to make a hole "starts" digging
rather than "continues" it.]
Digging down with a wand or spell will disarm these two types of traps
and then leave the corresponding object (which may or may not fall through
the resulting hole, like any other object there). Digging to the side via
magic while trapped in a pit will also disarm such traps when it encounters
them. (When not in a pit, a digging beam which simply passes over an armed
bear trap or land mine won't have any effect on the trap.) Digging to the
side via tool behaves somewhat oddly ("no room for the rubble"?) and will
probably need some tweaking before eventual release; at present it doesn't
reach adjacent traps so didn't need any land mine or bear trap handling.
I put the fixes entry in the new features section.
<Someone> reported that thitu() was adding d20 damage for silver object
hitting silver-hating hero even though all the callers were using dmgval()
which also does that, resulting in doubled silver bonus/penalty. This
fixes that (including for boomerangs thrown by player, which weren't using
dmgval(), to handle a hyptothetical silver boomerang). While testing it,
I noticed that there was no "the silver sears your flesh" message when a
monster hit you with a wielded silver weapon, so this fixes that too.
(How did we miss that? And how did <Someone>? :-)
Move some internals-related code out of port-specific main so that
it isn't duplicated a bunch of times. One minor side-effect of this
change is that if you auto-pickup something at the very start of a game,
it will happen after any full moon/new moon/Friday 13th message rather
than before. There's a second change for some: the shared main() used
by several of the micro ports had a small difference in game play--if you
saved a game while on an engraving, it would automatically be read when
you resume--that will now occur for everybody [Elbereth weenies rejoice!].
pcmain() was also calling update_inventory() at start of play. That's
unnecessary for new games, where inventory initialization triggers a call
to it for each item added to your pack; but I wasn't sure about restored
games, so everybody gets it there now.
The Mac and BeOS ports evidently haven't been touched it some time;
they still referenced flags.move which got replaced by context.move quite
a while back. The Windows GUI code has a declaration for mswin_moveloop()
which appears to be non-existant, but I left it alone. I assume that the
Qt interface uses the existing main() routines; at least I couldn't find
any start of game code specific to it. vmsmain's revised main() is the
only one which has been tested.
Something I encountered while playing slash'em a while back, but
relevant to nethack: "Its orcish spears shatter from the force of your
blow!". I was using a two-handed weapon (at skilled or expert level) to
fight an invisible monster which was wielding a stack of multiple spears
(slash'em gives them out in groups of 3 for monsters' starting inventory).
After killing it, I found 2 orcish spears along with an invisible corpse
of somebody-or-other the Kobold King. The message suggested that the
whole spear stack had been destroyed (and the weapon shattering code in
hmon_hitmon() clearly expects that to be the case), but only one of them
had actually gotten used up.
I can't recall whether "shatter" was actually given as singular or
plural at the time; nethack handles that aspect correctly. Only object
destruction needed tweaking.
<email deleted> wrote:
> Eating gold in a vault (or polymorphing a pile of gold into 1 gold piece)
> doesn't anger the guard.
This addresses the eating part of that report, but the hero
has to get caught doing it.