Recently reported to the list, a fireproof container dropped in lava would
catch fire and burn. Add the missing check; this looks an oversight when
the idea of fireproof was added, since other fireproof objects get handled
later in the cascading if().
<Someone> reported the longstanding behavior that when dragging, the chain
does not always remain directly between the player and the ball. This occurs
when the player zigzags. Added a check to the simple drag code to try to
keep the chain directly between the player and the ball. But, don't do this
if the player is walking thru rock or if it would move the chain into rock.
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 recently forwarded a discussion that Elbereth was ignored unless there
was an object on its location. Mostly. It was also respected if the hero
was Displaced, no matter where the hero was. No one commented on his
message, which I took for assent to address this. Removed the qualifiers, so
now Elbereth is always respected, just like a scroll of scare monster.
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.
>
<Someone> noticed that when a monster escaped upladder in the wizard
tower, it ended up outside the tower. This is due to the "wander" code in
monster migration. Rather than add code to try to keep the monster from
crossing the undiggable wall, just add REGIONs on the tower levels within the
area, which then utilizes the existing in-a-room constraint behavior of
monster migration. Of course, one can still fill a tower level with fodder,
and then when another monster climbs the ladder, it will still end up
outside the tower.
A first cut at adding some user-level documentation to dat/symbols.
It should probably include a brief example (not verbose description) of
how to specify values in the various supported formats (decimal, octal,
hexadecimal, simple string, string including escape sequeces?). Perhaps
a pointer to the Guidebook too. :-}
This takes the PC config file commented symbol value
recommendations from <Someone> for blind players
and puts them into a symset.
[note to devteam: They look odd. I thought perhaps that
something was code wrong, but I went back to 3.4.3
and uncommented the config file stuff. They look the
same there, still odd, especially corridors.
Does anyone have any of the e-mail from <Someone> that might give an indication of what is supposed
to be seen on the display? I wonder if those config
file options fell out of synch with the code long ago]
This may become moot if ASCIIGRAPH and/or ROGUE_COLOR setup changes.
But right now, the initialization was failing except when all three of
TEXTCOLOR, ASCIIGRAPH, and REINCARNATION were defined.
Noticed while synchronizing my code: Readme's list of directories
still had sys/amiga/ship, which is long gone, and lacked sys/wince/ceinc
and sys/wince/ceinc/sys, which have been around for quite a while now.
- 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".
stinking clouds extend their timers, causing the "ttl == 0" check in
visible_region_at to be inappropriate; technically it was never quite
right, since the ttl is set to 0 one turn before removal is considered. But
with the Eyes on, this caused a visible change in the region although the
region still existed. Introduced a new -2L value to designate that the
region is being removed (-1L means it's permanent), which is what
visible_region_at was really trying to test.
- the cause of of the odd "~" with DECgraphics appears to have been caused
by the Is_rogue_level(&u.uz) tests occurring before rogue_level was
initialized. Perhaps there's a better way to deal with this than what I did?
- 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
I don't know if this was introduced post 3.4.3 or not, but the
DOS port was doing a chdir at the start, but not doing one
at the finish of the game, so you ended up in the same
directory as the NetHack.exe executable post-game.
It was doing the chdir even if NOCWD_ASSUMPTIONS was
defined.
> Give demon lords and other monsters who teleport to your location a
> oneshot arrival message. [...]
> The fixes entry is deliberately a bit vague (and I put it in the new
> feature section rather than the fix section).
And apparently I neglected to commit it with the rest of that patch last
week.
<Someone> wrote:
>>comments:
>>When you commit suicide with a potion of oil (lit), sometimes nethack
>>reports an `obj_is_local' error just after disclosing all the game
>>variables. This has been found in-game (don't ask) and reproduced in
>>wizard mode and in-game (start-scumming).
>
> 0) a neutral human wizard (the scrolls/spellbooks burning, potions boiling ;))
> 1) wish up 3 potions of oil (so that the 2 remaining will definitely kill you)
> 2) a'pply one of them
> 3) stand 1 square away from a wall, like "| @"
> 4) throw the lit potion into the wall (`h' in this case)
> 5) answer `yes' on all prompts.
The thrown potion of oil, which was extracted from any chain
during the throw, still had its timers attached when the call to
splatter_burning_oil() was made. If that killed the hero, a
panic would result during bones file creation (saving timers)
because (obj->where == OBJ_FREE) on the potion.
Remove the timer prior to splattering the oil inside.
Incorporate part of <Someone>'s changes to address
the main part of bug W343-3.
One other patch yet to come needs to provide a way
to limit the IBMGraphics symbols to various subsets that are
available on some international versions of Windows. Pat
suggested that we not incorporate that patch as is, so I'll be
working on an overhaul of the {DEC|IBM|MACgraphics mechanism.
* Checks for the presence of the Unicode
APIs. If GetVersion() returns the 31st bit set, NetHack is running on
a 95-based version of Windows. The Unicode APIs are not available
and NetHack will revert to the pre-patch behavior. This fix isn't needed
on 95-based Windows anyway.
* Fixes console output for text strings.
The character is converted according to the user's configured IEM code
page and passed to the Unicode version of WriteConsoleOutputCharacter.
* Fixes console output for map symbols.
The character is converted according to a fixed mapping containing
code page 437 plus the symbols in the space from 00 to 1F. A fixed
table is used so that a player using Lucida Console can get full
IBMgraphics (original set, i.e. level 3) regardless of the code page.
A table is used instead of MultiByteToWideChar so that the space from
00 to 1F will be converted correctly; this is necessary for correct
display of the Rogue level.
If you specified one or more palete options in the config file,
but not all 16, you ended up with black for any you didn't
specify - oops.
This patch ensures that the table has a full complement
of 16 colours by initializing it to the windows default colours
just ahead of the first palette option encountered.
As before, if the config file has no palette option in it,
no calls to change the palette are made at all. If the
undocumented method breaks in a future release of
Windows, then avoiding palette options will work
around the problem.
If you get "you have summoned <demon>" after making a same-race
sacrifice, treat that as having been the "<demon> appears" message so that
the latter won't be given if it subsequently teleports to you after you've
moved out of sight of it. There are probably some more cases like this
still lurking in the code.
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, being hit with a
yellow light explosion while fainted from lack of food caused blindness
but being hit while sleeping did not. Make being in fainted state become
a protection against light-induced blindness.
A couple of short quotes which needed a good home. The first is a
bit of verse from a short story, the second is part of the opening theme
song of the TV series "Monk". (That's the main character's surname, not
his profession/vocation :-).
Also make the change to the actual monk entry suggested by <Someone>.
From a bug report, the fallback selection criteria
(used when everything is extinct?) in rndmonnum() was excluding hell-only
monsters when outside of Gehennom, but failed to exclude never-in-hell ones
when inside. [Some of the never-in-hell monsters are Angels, but the rest
are all cold based creatures. That must date to when fire resistance was
required for the hero, which is no longer the case. Should those cold
monsters retain their never-in-hell setting?]
This also fixes a latent copy/paste bug in the unused mons[] definition
of Cerberus (it was the only unique monster which failed to specify G_NOGEN).