Record reaching experience level 3, 6, 10, 14, 18, 22, 26, and 30,
the levels where the character gets a new rank title, and report
those as achievements at end of game. These achievements persist
even if enough levels to lose a rank are lost, and if lost ranks
are regained the original achievement is the one that gets tracked
and disclosed.
Introducing two new xlogfile fields "achieveX" and "conductX" which encode
achievements and conducts as a series of comma-separated strings which are
more easily parseable and also somewhat interpretable independent from knowing
the source code.
Example for a player that died shortly after picking up the luckstone from the
gnomisch mines:
achieveX=entered_the_gnomish_mines,entered_mine_town,entered_a_shop,entered_a_temple,obtained_the_luckstone_from_the_mines
conductX=polyless,polyselfless,wishless,artiwishless,genocideless
Introduce eight achievements that can be attained by more players.
Entered Gnomish Mines - self explanatory
Entered Mine Town - the town portion, not just the level
Entered a shop - any tended shop on any level
Entered a temple - likewise for temple
Consulted the Oracle - bought at least one major or minor oracle
Read a Discworld Novel - read at least one passage
Entered Sokoban - like mines
Entered the Big Room - not always possible since not always present
The novel and bigroom ones aren't always achieveable since novels are
only guaranteed if a book or scroll shop gets created and bigroom is
only guaranteed in wizard mode. No one ever claimed that every
possible achievement can be attained in a single game. (If one for
entering the Fort Ludios level--or perhaps entering the Fort itself--
eventually gets add, that won't be possible in every game either.)
The mine town one probably needs some tweaking. Two of the town's
seven variants have no town boundary (despite a rectangular area of
pre-defined map) and at present simply arriving on either of those
levels is enough to be credited with the entered-town achievement.
Bump EDITLEVEL because u.uachieved[] has increased in size. This
time it has been expanded to the maximum that xlogfile's bitmask of
achievements can handle, enough for up to 9 more achievements without
another EDITLEVEL increment.
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.
When disclosing conduct at end of game (but not during except in
wizard mode), display achievements too. They're also included in
dumplog if it's enabled. Previously they were only output as an
extra field in xlogfile.
Prevent extremely long command line arguments from overflowing local
buffers in raw_printf or config_error_add. The increased buffer
sizes they recently got to deal with long configuration file values
aren't sufficient to handle command line induced overflows.
choose_windows(core): copy and truncate the window_type argument in
case it gets passed to config_error_add().
process_options(unix): report bad values with "%.60s" so that vsprintf
will implicitly truncate when formatted by raw_printf().
Dungeon level wasn't included in ^X output, so it wasn't actually
giving all status fields and attempting to rely on it when turning
off 'status_updates' was leaving a gap in feedback for the player.
Add an extra line to the first section where character's name and
patron deity are reported, giving current location.
|You are in the Dungeons of Doom, on level 5.
or
|You are in the endgame, on the Elemental Plane of Fire.
The information is more explicit than the basic status field, but
you can already get similar information via #overview so it isn't
giving away extra info.
Augmented death reason with appended "while <helpless-reason>" was
broken in 3.6.0 and got fixed shortly after release (too late to
prevent high-score files from being corrupted). Then within a
couple of weeks it got broken again, and doesn't work in 3.6.1
either (but in this case, it is omitted instead of being cloned
to all following score entries). The problem is in both record
and logfile, but not xlogfile, so we could create a fix up routine
that would use the last to repair record (and perhaps logfile).
But having two fixup routines would probably lead to confusion.
The problem this time was bad logic in the fix for
|alter name of monster causing hero's death if name contains
| characters that could cause confusion when using record,
| logfile, or xlogfile later
killerformat() was going out of bounds of the input string and
using up all of 'siz' so that there was never room to append the
", while helpless" suffix.
Prevent commas, equal signs, and tabs in reason for death. Comma
can make while-helpless reason ambiguous in record and basic logfile.
Equal sign can do the same for fixrecord.awk, the awk program that
can be used to fix up corrupted 3.6.0 record files, if it resorts to
constructing logfile records out of xlogfile records. And tab could
break parsing of xlogfile (it should already be excluded though; the
code that lets players assign names to monsters uses mungspaces(), and
one of the things that does is to convert any tab into a space before
squeezing consecutive spaces down to one).
The name alteration shows up for tombstone as well as for file entries.
That could be changed but hardly seems worth the effort. Perhaps the
name sanitizing ought to be moved to the initial naming? At least then
it would be pretty obvious that it was intentional rather by mistake.
Avoid the possibility of a user-supplied name interfering with killer
reason truncation. A monster named ", while" that killed the hero
would result in "killed by <mon-type> called " being displayed on the
tombstone after stripping while-helpless reason to shorten the text.
If a character dies with 'multi' at a non-zero value, the reason for
helplessness is appended to the cause of death. But that was taking
place in writeentry(), which is used for every score entry while
rewriting 'record' when a new high score is added. So whenever a new
score with helplessness was added, all existing entries got corrupted
by having the newest game's reason for helplessness tacked on.
Append the helplessness reason while formatting the cause of death
instead of when writing out score and logfile entries. xlogfile is
handled a little differently in case the cause of death plus reason
for helplessness is too long so truncated for record and logfile.
Full reason is still put into xlogfile.
A couple of reports asked what weird unit of measure was used for the
'realtime' value in xlogfile. It was just seconds, but was accumulating
incorrectly whenever game-state got saved for the checkpoint option.
Now it really is seconds, or rather whatever unit you get for the delta
of two time_t values; usually seconds but not guaranteed to be that.
This should avoid two of the three bogus clang complaints about
retaining the address of a stack variable after it has gone out of
scope.
Plus a recreation of some formatting I did a while back and then
accidentally clobbered before committing.
The automated reformatting put a space in casts of the form
'(type)(expression)', yielding '(type) (expression)', but it didn't
do that for '(typedef)(expression)'. There are lots of instances of
'(boolean)(expression)'; (uchar) and (xchar) also occur. I haven't
noticed other types, but I haven't looked in very many files yet.
Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them. It's uglier but it won't break compile for pre-ANSI compilers.
This covers many files in src/ that only have one or two such split
strings. There are several more files which have three or more. Those
will eventually be '(2 of 2)'.
Noticed along the way: the fake mail message/subject
Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address. Doesn't anybody enable fake mail anymore?
I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.
Betatesters noticed the death message could overflow the text tombstone,
because the helpless reason was also shown there.
So don't show the helpless at all in the tombstone. The helpless is
still put in the record, logfile, and as a separate while-field in xlogfile.
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!
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.