Tin handling code used tin->cknown to indicate that the variety
(soup, deep fried, pureed, &c) was known, but neither object
identification nor end of game disclosure was setting cknown for
that type of object.
^I behaves as if cknown is set, so the problem was hidden during
times when anyone was likely to be paying attention.
Try to make the tracebacks generated via PANICTRACE's libc method
be more readable. There tends to be a lot of blank space in the
middle of lines, depending on the length of the program's or
libraries' file names, which can make lines wrap and the whole
thing sometimes be harder to make out. Narrow it by squeezing out
some spaces from each line before writing to reduce the chance of
line wrapping. That isn't guaranteed to make things ledgible but
seems to help quite a bit. Also, force the line number inserted
by nethack to be two digits so when spanning from line 9 to line 10
it doesn't cause the field positions to shift by a column. (Using
'#panic' doesn't have enough stack frames to illustrate that.)
I think the original libc formatting was designed for the address
column to hold a 32-bit value ('0x' prefix and 8 hex digits), and
eventually extending that to handle 64 bits ('0x' prefix and 16 hex
digits) made things wider than intended. But the gradual increase
in the length of function names we use is also a factor.
Instead of an assortment of bits, assign numeric indices to the
potential achievements and keep an array of those in the order they
were attained. So disclosure might show the same subset occurring
differently in different games depending on the player's actions.
The encoded field in xlogfile doesn't care about that and remains
the same.
Modifies 'struct u', so EDITLEVEL has been incremented and existing
save files are invalidated.
Move enlightenment and conduct from cmd.c to insight.c. Also move
vanquished monsters plus genocided and/or extinct monsters from end.c
to there. And move the one-line stethoscope/probing feedback for
self and for monsters from priest.c to there.
Achievement feedback has been overhauled a bit. When no achievements
have been recorded, the header for them (after conducts) won't be
shown, and when at least one has been recorded, make the prompt for
asking whether to disclose conduct be about disclosing conduct and
achievements. Also, describe achievements in the Guidebook.
I ran out of gas before updating Guidebook.tex; it will catch up to
Guidebook.mn eventually.
Some of the MS-DOS Makefiles haven't been updated yet so linking
without insight.{o,obj} will break there.
groundwork only - window port interface change
This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.
There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.
While not a path exactly, the dumplog file isn't placed somewhere
fixed so being able to see where it is placed could be useful.
This cascaded a bit during testing. Fix one of the warnings from
hardfought (fqn_prefix_names[]). And a few more that came up with
SYSCF disabled (panictrace_gdb, two unused variables if files.c).
For ^X and final disclosure, report external issues that affect game
play: midnight, other night, new or full moon, and Friday the 13th.
The 'new feature' entry in the fixes file rambles a bit but if it
heads off even one spurious bug report, it'll have been worth it.
savebones() sets all the fruit indices negative, then resets to the
normal positive value for each fruit it actually writes into the bones
file. But if 'perm_invent' is enabled and something triggers an
update_inventory() while bones saving is in progress, object formatting
for the inventory display won't be able to find any fruits, resulting
in impossible "Bad fruit #N". Fix is to turn off 'perm_invent' when
the game ends, so it won't be On when bones are written. Disclosure
uses a popup for inventory so persistent window is obsolete by then
anyway.
[I don't know what is triggering update_inventory() while savebones()
is executing. Also, I don't see where the fruits whose index stayed
negative--because there aren't any on level being saved--get purged.
Maybe when those bones are loaded by another game?]
Make some progress on a couple of next minor release checklist
items, hopefully without introducing too many new bugs. This
is just the initial commit, and work continues.
Checklist items:
Savefiles compatible between Windows versions, whether 64-bit
or 32-bit in little-endian field format.
Selection of file formats:
historical (structlevel saves),
lendian (little-endian, fieldlevel saves),
and just for proof-of-concept, ascii fieldlevel saves
(the ascii is huge! 10x bigger than little-endian).
For the fieldlevel save, all complex data structures recursively
get broken down until until it is one of the simple types that
can't be broken down any further, and that gets when it gets
written to the output file.
New files needed for this build:
hand-coded:
include/sfprocs.h
src/sfbase.c - really a dispatcher to one of the
output/input format routines.
src/sflendian.c - little-endian output writer/reader.
src/sfascii.c - ascii text output writer/reader.
auto-coded (generated):
include/sfproto.h
src/sfdata.c
This is just one approach. I'm sure there are countless others
and they have different pros and cons.
For producing the auto-coded files a utility called
universal-ctags, that is actively maintained and evolving,
was used to do all the heavy-lifting of parsing the
NetHack C sources to tabulate the data fields, and store
them in an intermediate file called util/nethack.tags
(not required for building NetHack if you already have a
generated include/sfproto.h and src/sfdata.c)
util/readtags (also not required for building NetHack
itself) will decipher the nethack.tags file and produce
the functions that can deal with the NetHack struct data
fields.
You can obtain the source for universal-ctags by cloning it
from here:
https://github.com/universal-ctags/ctags.git
The combination universal-ctags + util/readtags has been
tried and tested under both Windows and Linux, so it is
not tied to a particular platform.
Note: util/readtags will work only with universal-ctags
output, so other ctags are unlikely to work as-is.
Universal-ctags can be build from source very easily
under Linux, or under Windows using visual studio.
Carried containers could have their contents-known state and/or
lock-known state changed without persistent inventory window being
updated to show the new information.
This also changes the behavior when player has hero zap self with
wand of locking or wizard lock spell. If it doesn't trigger a
holding trap then the effect will hit inventory, similar to how
opening/knock operates (releasing hero from holding trap or hiting
inventory when that doesn't happen).
Fixes#196
If you didn't die from turning into green slime but then died because
green slimes had been genocided, the message given assumed that you
had just seen "OK, you don't die" from answering No to "Really die?".
Its wording didn't make sense if the reason you didn't die was an
amulet of life-saving. Give a different message for that case.
Also, if you survive turning into slime (via either method) and either
green slimes are still around or you answer No to "Really die?" when
they've been genocided, give a message after "You survived that attempt
on your life" pointing out that you have done so in green slime form.
Useful since prior to 3.6.2 you would have reverted to original form--
despite the Slimed countdown saying you had turned into green slime.
If you died while Punished but with attached ball and chain temporarily
off the map (changing levels and when swallowed are the cases I looked
at; there may be others), the ball and chain objects would not appear
in bones (for the falling-down-stairs case; bones are never saved if
hero dies while swallowed) and they weren't being freed. Put them
back on the map so that they'll be included in bones and also freed as
part of normal map cleanup.
This caused a problem if the attached ball had state OBJ_FREE due to
being thrown rather than being temporarily off the map. 'thrownobj'
was being deallocated without first cancelling punishment, so uball
object was freed via thrownobj pointer but stale uball pointer still
referenced it. Unpunishing would introduce sequencing issues because
that would need to be after attribute disclosure. So instead of
deallocating thrown or kicked object, put it/them (can't actually have
both at the same time) back on the map. This has a side-effect of
saving thrown Mjollnir in bones if it kills hero when failing to be
caught upon return. (I thought that that had been fixed ages ago?)
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.
This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.
98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
The curses interface wouldn't build with HILITE_STATUS disabled. I
started adapting it to handle genl_status_update() but that was taking
too much effort with each niggling detail leading to another. This
goes the opposite direction: forcing the old STATUS_VIA_WINDOWPORT
behavior without having that #define available. That dragged along a
bunch of unexpected changes too.
When the 'time' option is on and context.botl isn't already set,
call a simpler status update routine that ignores all other fields.
When that flag is already set, full status update takes care of time
along with the other fields.
Expected to reduce bottom lines processing time but not screen I/O.
Only lightly tested.
Back in December, a change was made to suppress status when u.uhp == -1.
But if the hero died with exactly that amount, the status display would
be blanked out during end of game disclosure. Force u.uhp to be 0 when
dying. That was already happening if death occurred while hero still
had positive HP, but not when damage took him/her to negative.
Do late message suppression in a different fashion. Also, there are
more messages than shk taking hero's possessions and guard taking
hero's gold that need to be suppressed if regular message delivery
is no longer possible: "do not pass Go", "you arise from the grave
as a foo", "the corridor disappears", "you are encased in the rock".
Those last two are from vault handling but take place in a convoluted
manner: paygd -> mongone -> grddead -> clear_fcorr.