PatR 3cd9d1afd8 X11 status overhaul
I started out adding a few new status conditions to X11's "fancy status"
(the default) to gauge how difficult it was going to be.  In the process
I found several latent bugs.  After fixing those, I decided that the same
status conditions should be added to the alternate "tty-style status".
Lots more latent bugs, some of the same nature, others different.  Things
spiraled until the code change is very substantial.

Code for the old two-line status is still present but I don't know how
to activate it.  Unlike tty-style status, it composes and displays two
lines of text and isn't capable of highlighting portions of that text,
so it would be considered deprecated anyway.

All testing was done with the default NetHack.ad (except when turning
'fancy_status' off) so I don't know whether the new code might override
previously customizable status settings.  I'm not sure whether this list
covers all the fixes....

both tty-style and fancy
  add new status conditions 'grabbed' (by eel), 'held', 'trapped', and
    'sinking-into-lava' (others will eventually follow); grab and lava
    are on by default, the others have to be enabled via options

both tty-style (not handled) and fancy (faulty boolean logic)
  polymorphing didn't change Xp to HD (silver lining: rehumanizing
    didn't need to reverse it)

tty-style only; fancy was ok
  force white text (on black background) instead of settling for gray
  turning on optional showexp, showscore, and/or time worked but turning
    them back off again didn't remove the relevant fields
  polymorphing when showexp was on didn't suppress Exp-points

tty-style only; fancy uses different layout
  condense conditions into simple left-to-right space separated list
    instead of giving them specific locations and having gaps of blank
    space for conditions that aren't in effect

tty-style only; not applicable for fancy (status_hilites not implemented)
  all highlights stuck if 'statushilites' was reset to 0 to disable them
  displaying anything with bold attribute stuck; it wouldn't revert to
    normal text if a different highlight rule without bold was used for
    subsequent updates
  avoid inverting leading space that separates from preceding field when
    highlighting with inverse video attribute
  add support for 'dim' attribute using gray foreground (only viable
    after the fix for white foreground)

fancy only
  reorganize the field layout so that things line up nicely instead of
    having columns with six, seven, or eight lines be spread over same
    amount of vertical space
  line up the values of the six characteristics, similar to how vertical
    status works in curses: all two digits; when exceptional strength is
    present, the '18' lines up and rest goes past implicit right margin
  use status conditions as provided by core instead of duplicating them
    (other fields still duplicate stuff done in botl.c); doing this
    required forcing 'VIA_WINDOWPORT()' if built without STATUS_HILITES
2020-03-14 03:47:27 -07:00
2018-12-10 22:39:11 -05:00
2020-03-14 03:47:27 -07:00
2020-03-14 03:47:27 -07:00
2020-03-14 11:28:32 +02:00
2020-03-06 20:30:15 +02:00
2020-03-14 03:47:27 -07:00
2015-05-25 09:21:31 +09:00
2020-03-07 14:36:03 -05:00
2019-12-04 22:15:44 -05:00
2020-03-06 11:00:51 -05:00

         NetHack 3.7.0 work-in-progress -- General information

NetHack 3.7 is an enhancement to the dungeon exploration game NetHack,
which is a distant descendent of Rogue and Hack, and a direct descendent of
NetHack 3.6.

NetHack 3.7.0 work-in-progress is not a release of NetHack. As a .0 version,
and still very early in its development cycle, there has already been changes
made, and there will continue to be many more prior to an eventual release.
The file doc/fixes37.0 in the source distribution will be updated with a list
of fixes as they are committed.

In short -- there are likely to be bugs. Don't treat NetHack-3.7 branch as
released code, and if stability is paramount, then the most recent 
NetHack 3.6.6 release is safest for you.

We're making the .0 work-in-progress available so that you can observe, test
out, and contribute to its development. Constructive suggestions, GitHub pull
requests, and bug reports are all welcome and encouraged.

The file doc/fixes37.0 in the source distribution has a full list of bug-fixes
included so far, as well as brief mentions of some of the other code changes.
The text in there was written for the development team's own use and is
provided  "as is", so please do not ask us to further explain the entries in
that file. Some entries might be considered "spoilers", particularly in the 
"new features" section.

Along with the game improvements and bug fixes, NetHack 3.7 strives to make
some general architectural improvements to the game or to its building 
process. Among them:

 *  Remove barriers to building NetHack on one platform and operating system,
    for later execution on another (possibly quite different) platform and/or
    operating system. That capability is generally known as "cross-compiling."
    See the file "Cross-compiling" in the top-level folder for more information
    on that.

 *  Replace the build-time "yacc and lex"-based level compiler, the "yacc and 
    lex"-based dungeon compiler, and the quest text file processing done
    by NetHack's "makedefs" utility, with Lua text alternatives that are 
    loaded and processed by the game during play.

 *  Write game savefiles and bonesfiles in a more portable and consistent way
    to open up the possibility of utilizing them between different platforms,
    such as between your desktop computer and your hand-held device.

 *  Add support to make the game restartable without exit (a.k.a. "play again"
    support). Toward that end, many previously scattered and separate variables
    have been gathered into a central 'g' structure in decl.h/decl.c. That
    will benefit the porting effort to some platforms that are under
    consideration.

Here are some other general notes on the changes in NetHack 3.7 that were not
considered spoilers:
 -  automatic annotation "gateway to Moloch's Sanctum" for vibrating square
        level once that square's location becomes known (found or magic
        mapped); goes away once sanctum temple is found (entered or high altar
        mapped)
 -  savefile: add support to deconstruct internal data structures down into
        their individual fields and save those fields instead of the entire
        struct
 -  savefile: use little-endian format for fields where that makes a difference
 
                        - - - - - - - - - - -

Please read items (1), (2) and (3) BEFORE doing anything with your new code.

1.  Unpack the code in a dedicated new directory.  We will refer to that
    directory as the 'Top' directory.  It makes no difference what you
    call it.

2.  Having unpacked, you should have a file called 'Files' in your Top
    directory.

    This file contains the list of all the files you now SHOULD
    have in each directory.  Please check the files in each directory
    against this list to make sure that you have a complete set.

    This file also contains a list of what files are created during
    the build process.

    The names of the directories listed should not be changed unless you
    are ready to go through the makefiles and the makedefs program and change
    all the directory references in them.

3.  Before you do anything else, please read carefully the file called
    "license" in the 'dat' subdirectory.  It is expected that you comply
    with the terms of that license, and we are very serious about it.

4.  If you are attempting to build NetHack on one platform/processor, to
    produce a game on a different platform/processor it may behoove you to
    read the file "Cross-compiling" in your Top directory.

5.  If everything is in order, you can now turn to trying to get the program
    to compile and run on your particular system.  It is worth mentioning
    that the default configuration is SysV/Sun/Solaris2.x (simply because
    the code was housed on such a system).

    The files sys/*/Install.* were written to guide you in configuring the
    program for your operating system.  The files win/*/Install.* are
    available, where necessary, to help you in configuring the program
    for particular windowing environments.  Reading them, and the man pages,
    should answer most of your questions.


    At the time of the most recent official release, NetHack 3.6, it had
    been tested to run/compile on:

        Intel Pentium or better (or clone) running Linux, BSDI, or
                Windows (7 through 10)
        Intel 80386 or greater (or clone) boxes running Linux, or BSDI
        Mac OS X 10.11 (follow the instructions in sys/unix, not sys/mac)
        OpenVMS (aka VMS) V8.4 on Alpha and on Integrity/Itanium/IA64

    Instructions have been provided by way of community contribution on:
        msdos protected mode using djgpp including a Linux-host djgpp 
        cross-compile

    Previous versions of NetHack were tested and known to run on the
    following systems, but it is unknown if they can still build and
    execute NetHack 3.6 or NetHack 3.7:

        Apple Macintosh running MacOS 7.5 or higher, LinuxPPC, BeOS 4.0
        Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC
        AT&T 3B1 running System V (3.51)
        AT&T 3B2/600 & 3B2/622 running System V R3.2.1
        AT&T 3B2/1000 Model 80 running System V R3.2.2
        AT&T 3B4000 running System V
        AT&T 6386 running System V R3.2
        Commodore Amiga running AmigaDOS 3.0 or higher with SAS/C 6.x
                (but see Makefile.ami about DICE and Manx)
        Data General AViiON systems running DG/UX
        DEC Alpha/VMS (aka OpenVMS AXP), running V1.x through V7.1
        DEC VAX/VMS, running V4.6 through V7.1
        DEC vaxen running BSD, Ultrix
        Decstations running Ultrix 3.1, 4.x
        Encore Multimax running UMAX 4.2
        Gould NP1 running UTX 3/2
        HP 9000s300 running HP-UX
        HP 9000s700 running HP-UX 9.x, 10.x, 11.x
        H/PC Pro devices running Windows CE 2.11 and higher.
        IBM PC/RT and RS/6000 running AIX 3.x
        IBM PS/2 and AT compatibles running OS/2 - 2.0 and up with GCC emx
        IBM PS/2 and AT compatibles running OS/2 1.1 - 2.0 (and probably
           Warp) with Microsoft 6.0, and OS/2 2.0 and up with IBM CSet++ 2.0.
        Intel 80386 or greater (or clone) running 386BSD
        Intel 80386 or greater (or clone) boxes running MS-DOS with DPMI.
        Intel x86 running a version of Windows prior to XP.
        Mips M2000 running RiscOS 4.1
        NeXT running Mach (using BSD configuration)
        Palm Size PC 1.1 devices running Windows CE 2.11
        Pocket PC devices running Windows CE 3.0 and higher
        Pyramid 9820x running OSx 4.4c
        SGI Iris running IRIX
        Stardent Vistra 800 running SysV R4.0
        Stride 460 running UniStride 2.1
        Sun-3s, -4s, and -386is running SunOS 3.x
        Sun-3s and -386is running SunOS 4.x
        Sun SPARC based machine running SunOS 4.x, Solaris 2.x, or Solaris 7
        Valid Logic Systems SCALD-System

    Previous versions, using a cross-compiler hosted on another platform,
    such as  win32, could also build the following from source:
        Pocket PC devices running Windows CE 3.0 and higher
        H/PC Pro devices running Windows CE 2.11 and higher
        Palm Size PC 1.1 devices running Windows CE 2.11

    Unless otherwise mentioned, the compiler used was the OS-vendor's
    C compiler.

                        - - - - - - - - - - -

If you have problems building the game, or you find bugs in it, we recommend
filing a bug report from our "Contact Us" web page at:
    https://www.nethack.org/common/contact.html
Please include the version information from #version or the command line
option --version in the appropriate field.

A public repository of the latest NetHack code that we've made
available can be obtained via git here:
    https://github.com/NetHack/NetHack
      or
    https://sourceforge.net/p/nethack/NetHack/

When sending correspondence, please observe the following:
o Please be sure to include your machine type, OS, and patchlevel.
o Please avoid sending us binary files (e.g. save files or bones files).
  If you have found a bug and think that your save file would aid in solving
  the problem, send us a description in words of the problem, your machine
  type, your operating system, and the version of NetHack.  Tell us that you
  have a save file, but do not actually send it.
  You may then be contacted by a member of the development team with the
  address of a specific person to send the save file to.
o Though we make an effort to reply to each bug report, it may take some
  time before you receive feedback.  This is especially true during the
  period immediately after a new release, when we get the most bug reports.
o We don't give hints for playing the game.
o Don't bother to ask when the next version will be out or you can expect
  to receive a stock answer.

If you want to submit a patch for the NetHack source code via email directly,
you can direct it to this address:
    nethack-bugs (at) nethack.org

If a feature is not accepted you are free, of course, to post the patches
to the net yourself and let the marketplace decide their worth.

All of this amounts to the following:  If you decide to apply a free-lanced
patch to your 3.6 code, you are welcome to do so, of course, but we won't
be able to provide support or receive bug reports for it.

In our own patches, we will assume that your code is synchronized with ours.

                  -- Good luck, and happy Hacking --

# $NHDT-Date: 1583508658 2020/03/06 15:30:58 $ $NHDT-Branch: NetHack-3.6-Mar2020 $:$NHDT-Revision: 1.80 $
# Copyright (c) 2012 by Michael Allison
# NetHack may be freely redistributed.  See license for details.
Description
Fork of NetHack with Twitch Integration
Readme 165 MiB
Languages
C 89.5%
Lua 4.4%
C++ 4%
Perl 0.5%
Makefile 0.5%
Other 0.7%