PatR [Wed, 18 Dec 2019 03:08:26 +0000 (19:08 -0800)]
ceiling hiders vs '>'
Poly'd hero hiding on the ceiling was told "you can't go down here"
if using '>' at a spot that didn't have down stairs, trap door, hole,
or pit. Let '>' bring a ceiling hider out of hiding; lurker above
resumes flying, piercer falls to floor or whatever is underneath it.
PatR [Wed, 18 Dec 2019 02:14:08 +0000 (18:14 -0800)]
wizard mode wishing for terrain
Fix some issues noticed when experimenting with ceiling hiders.
They're all blind (at least without the monks' Eyes) and some of
the behavior while blind seemed to be incorrect (though some that
I thought was wrong turned out to be ok; feel_newsym() won't update
the map if the hero can't reach the floor). Fixing that made me
notice that some terrain side-effects (being underwater or stuck in
lava) weren't getting disabled when the underlying terrain wasn't
the corresponding type anymore.
nhmall [Tue, 17 Dec 2019 05:41:55 +0000 (00:41 -0500)]
allow run-from-removable-device configuration on Windows
Allow a way to configure NetHack to run entirely from a USB stick
or other removable device in a way that allows everything to
reside entirely on the USB stick, and nothing on the computer's
hard drive. That could be done in versions prior to 3.6.3.
Sample:
i: is a USB stick
i:\nhdist contains the NetHack Windows distribution and a sysconf
file dropped into that distribution with the following entry in it:
portable_device_top = nethack
No device is included in the portable_device_top entry, the device
is always the device that the nethack exe resides on. If you try
to specify a device in the portable_device_top path, the device
portion will be ignored.
portable_device_top specifies the folder on the device that is writable
by NetHack and as such it cannot be the same folder that the executable
resides in.
i:\nhdist\nethack --showpaths
Variable playground locations:
[hackdir ]="i:\nethack\"
[leveldir ]="i:\nethack\"
[savedir ]="i:\nethack\"
[bonesdir ]="i:\nethack\"
[datadir ]="i:\nhdist\"
[scoredir ]="i:\nethack\"
[lockdir ]="i:\nethack\"
[sysconfdir]="i:\nhdist\"
[configdir ]="i:\nethack\"
[troubledir]="i:\nethack\"
NetHack's system configuration file (in sysconfdir):
"i:\nhdist\sysconf"
The loadable symbols file (in sysconfdir):
"i:\nhdist\symbols"
Basic data files (in datadir) are collected inside:
"i:\nhdist\nhdat363"
No end-of-game disclosure file (disabled).
Writable folder for portable device config (sysconf portable_device_top):
"i:\nethack\"
Your personal configuration file (in configdir):
"i:\nethack\.nethackrc"
Without that sysconf file in the NetHack distribution folder on the
USB stick with the 'portable_device_top = ' entry, the paths
return to the default locations for 3.6.3 on Windows:
i:\nhdist\nethack --showpaths
Variable playground locations:
[hackdir ]="C:\Users\JaneDoe\NetHack\3.6\"
[leveldir ]="C:\Users\JaneDoe\AppData\Local\NetHack\3.6\"
[savedir ]="C:\Users\JaneDoe\AppData\Local\NetHack\3.6\"
[bonesdir ]="C:\ProgramData\NetHack\3.6\"
[datadir ]="i:\nhdist\"
[scoredir ]="C:\ProgramData\NetHack\3.6\"
[lockdir ]="C:\ProgramData\NetHack\3.6\"
[sysconfdir]="C:\ProgramData\NetHack\3.6\"
[configdir ]="C:\Users\JaneDoe\NetHack\"
[troubledir]="C:\Users\JaneDoe\NetHack\3.6\"
NetHack's system configuration file (in sysconfdir):
"C:\ProgramData\NetHack\3.6\sysconf"
The loadable symbols file (in sysconfdir):
"C:\ProgramData\NetHack\3.6\symbols"
Basic data files (in datadir) are collected inside:
"i:\nhdist\nhdat363"
No end-of-game disclosure file (disabled).
Your personal configuration file (in configdir):
"C:\Users\JaneDoe\NetHack\.nethackrc"
Patric Mueller [Sun, 15 Dec 2019 19:38:44 +0000 (20:38 +0100)]
Fix compilation on platforms that split the ncurses and tinfo libraries
Some platforms compile ncurses in such a way that the tinfo library needs to
be separately linked in (e.g. Gentoo).
The tinfo library is a low-level library being used by and bundled with
ncurses.
Adding '-ltinfo' to WINTTYLIB in the hint files was considered the most robust
solution to this problem. This still works on systems with ncurses 5.9.
Using pkg-config was ruled out as the default build of ncurses doesn't install
the necessary files.
When picking up from floor or removing from container fails because
there aren't any inventory slots available, pickup/take-out stops.
But the message
|Your knapsack can't accomodate any more items.
is inaccurate if there is gold beyond the stopping point. Actually
continuing in order to pickup/take-out gold would require substantial
changes, but varying the message to be
|Your knapsack can't accomodate any more items (except gold).
when stopping is a one line fix. The parenthesized remark is only
added if there is actually some gold after the current object and is
given regardless of whether autopickup happens to be targetting it.
PatR [Fri, 13 Dec 2019 23:58:56 +0000 (15:58 -0800)]
allow teleport onto the vibrating square
Cherry-pick 3.7.0's 4a3d5f95d9e724a77cb94ff885b333c8c1c70b0d
(github pull request #252). Slightly tricky because the fix entry
nowgoes into a different file. fixes37.0 will need fixing up.
PatR [Fri, 13 Dec 2019 22:01:28 +0000 (14:01 -0800)]
polymorphed steed phrasing
When you ride your steed into a polymorph trap and it changes into a
creature that can still wear the saddle, the message is
|You have to adjust youself in the saddle on <foo>.
which sounds as if the game is telling the player that he or she needs
to do something. Simplify it to
|You adjust yourself in the saddle on <foo>.
PatR [Fri, 6 Dec 2019 20:59:18 +0000 (12:59 -0800)]
PANICTRACE memory leak
Changing from BETA to RELEASED resulted in turning off PANICTRACE
and that exposed a minor memory leak. Only applies to program exit
so doesn't impact play.
nhmall [Wed, 4 Dec 2019 04:32:12 +0000 (23:32 -0500)]
fix self-recover prompting on windows
the prompting on Windows wasn't working correctly if a prior game had crashed
and the self-recover feature was trying to kick in. This impacts tty, curses,
and mswin (GUI).
PatR [Sun, 1 Dec 2019 04:19:10 +0000 (20:19 -0800)]
fix #H9479 - worn dented pot can't be taken off
Taking off no-delay helmets, gloves, and boots were unintentionally
taking off suit instead and stayed worn themselves. As far as I
saw, only helmet types "fedora" and "dented pot" were applicable;
all gloves and boots have a small multi-turn delay. This was an
unintended side-effect of the first "slippery gloves" commit so
happened about three weeks ago.
nhmall [Sat, 30 Nov 2019 16:44:07 +0000 (11:44 -0500)]
has_color() performance fixes
Performance profiling showed that multiple strcmpi() calls were
occurring each and every time a character was going to the map.
This update:
- honors the WC_COLOR capability
- It allows a window-port to control individual color availability should the window-port wish to do so.
- Makes checking on the individual colors for the active window-port is a straightforward table lookup at the CLR_ offset.
iflags.use_color remains a master on/off switch for use of color, regardless of the capability
compiled into the game (default TRUE).
The has_color() routine, which is now a shared routine in src/windows.c, could likely be made
into a simple macro to eliminate the function call, but this update does not go that far.
This hits a lot of port files due to the window-port interface change, mostly cookie-cutter.
PatR [Fri, 29 Nov 2019 19:38:42 +0000 (11:38 -0800)]
fix teetering typo
do.c:1005:54: warning: address of function 'uescaped_shaft' will always
evaluate to 'true' [-Wpointer-bool-conversion]
if (trap && (uteetering_at_seen_pit(trap) || uescaped_shaft)) {
~~ ^~~~~~~~~~~~~~
PatR [Thu, 28 Nov 2019 00:27:13 +0000 (16:27 -0800)]
paranoid_confirmation:eating
Add 'eating' (synonym 'continue') to the list of things that can be
set via paranoid_confirmation to require "yes" instead of "y" when
the user is prompted about something, in this case "Continue eating?".
dat/opthelp was missing a few of the paranoid_confirmation choices.
nhmall [Wed, 27 Nov 2019 22:19:55 +0000 (17:19 -0500)]
number pad changes from pull request #247
Below is the accompanying text from the pull request on
GitHub https://github.com/NetHack/NetHack/pull/247:
> This fixes the issue brought up in https://www.reddit.com/r/nethack/comments/dv3pae/curses_and_the_numberpad/?st=k3hgply6&sh=dbc2bf7d .
>
> I don't know why the "regular" (tty) method doesn't seem to work for him,
> but I'm going to chalk it up to a PDCurses oddity. What I do know, however,
> is that the alternate method I added a year ago or maybe longer, that allows
> numpad usage even with number_pad:0 (to retain the default keybindings in case
> an user is used to them, while keeping number pad behaviour making sense,
> similar to NetHack4+friends) was only partially implemented, for some reason.
> This adds the rest of the keys, meaning that this means of key interpretation
> should be more realible. KEY_A2/B1/B3/C2 are not standard keys in the Curses
> documentation, and is thus behind an ifdef -- but PDCurses, amongst other
> implementations, makes use of them.
>
> As a side effect, Home/End/PgUp/PgDn are now interpreted as diagonal movement,
> since some terminals interpret number_pad keys that way. I do not consider this
> a problem since they went unused in normal gameplay anyway (This does not
> interfere with menus or similar).
PatR [Wed, 27 Nov 2019 19:24:23 +0000 (11:24 -0800)]
fix part of #H9467 - clairvoyance vs sensed mons
When a monster is drawn on the map, remove any "remembered, unseen
monster" glyph being shown at the same spot. Clairvoyance shows
all monsters in vicinty, then ones which can't be seen are replaced
with the 'I' glyph (which is on the object layer or the display,
not the monster layer show is subject to different update behavior).
But subsequent monster refresh didn't get rid of it when a sensed
monster was displayed over it. (3.6.1 included a similar fix for
warned-of monsters.)
Also during clairvoyance, don't draw an 'I' at a spot that will
immediately be refreshed with a monster because 'I' clobbers any
remembered object at the same location.
Fix alternate number pad interpretation only working for diagonals
This fixes the issue brought up at https://www.reddit.com/r/nethack/comments/dv3pae/curses_and_the_numberpad/?st=k3hgply6&sh=dbc2bf7d .
I don't know why the "regular" (tty) method doesn't seem to work for him,
but I'm going to chalk it up to a PDCurses oddity. What I do know, however,
is that the alternate method I added a year ago or maybe longer, that allows
numpad usage even with number_pad:0 (to retain the default keybindings in case
an user is used to them, while keeping number pad behaviour making sense,
similar to NetHack4+friends) was only partially implemented, for some reason.
This adds the rest of the keys, meaning that this means of key interpretation
should be more realible. KEY_A2/B1/B3/C2 are not standard keys in the Curses
documentation, and is thus behind an ifdef -- but PDCurses, amongst other
implementations, makes use of them.
As a side effect, Home/End/PgUp/PgDn are now interpreted as diagonal movement,
since some terminals interpret number_pad keys that way. I do not consider this
a problem since they went unused in normal gameplay anyway (This does not
interfere with menus or similar).
PatR [Mon, 25 Nov 2019 23:01:40 +0000 (15:01 -0800)]
alignment of mimicked or polymorphed altars
A reddit thread about an unaligned altar in an aligned temple was
a tipoff that mimics posing as altars didn't have any particular
alignment. The look-at code was misusing an operloaded field of the
underlying terrain. Pick an alignment at random when taking on the
appearance of an altar, store it in the mimic's mon->mextra->mcorpsenm
field, and have look-at use that.
Also, dropping a ring of polymorph into a sink can transform it, and
one possible outcome is an altar. In this case, the alignment is
part of the location's topology, but code setting that up was using
Align2amask(rn2(foo)). That's a macro which evaluates its argument
more than once. The first evaluation was effectively a no-op. If
the second evaluation picked lawful then the result was lawful as
intended. But if the second picked non-lawful and the third picked
lawful, the result would end up as none-of-the-above (a value of 3
when it needs to be a single-bit mask of 1, 2, or 4).
PatR [Sun, 24 Nov 2019 23:33:16 +0000 (15:33 -0800)]
fix #H9462 - segfault with levitation boots
This is similar to the helm of opposite alignment case fixed some
time ago. Deferring the setting of foo->known until an item is fully
worn (because it used to get set earlier but gave away information if
the wear operation was interrupted) didn't take into account that foo
might end up Null in various circumstances. So Boots_on() needs to
validate uarmf before setting uarmf->known in case putting on boots
of levitation while on a sink caused them to come right back off.
I put similar validation into all foo_on() just in case (as far as
I'm aware, only Boots_on() and Helmet_on() actually need that).
PatR [Sat, 23 Nov 2019 17:28:08 +0000 (09:28 -0800)]
more #H9375 - Rider bargethrough
I think the previous expression would allow moving (via swapping
places) from a pool to solid rock or closed door which was not what
was intended (but moot since there aren't any pools on the Astral
level). This revised expression does what is intended: can only
swap to a pool location if already located in/over (the Riders fly?
they should probably be non-breathing) another pool.
PatR [Sat, 23 Nov 2019 02:16:59 +0000 (18:16 -0800)]
fix #H9375 - unintended Rider corpse suppression
Don't let Riders swap places with something (fog or ooze, perhaps)
located at a closed door spot because if it gets killed there, there
won't be any corpse and it will stop auto-reviving.
Just avoid moving to spots where mondied() won't place a corpse
instead of worrying about whether a bargethrough creature (if there
ever are any besides the Riders) might be able to survive at the
destination (so ignore pass-walls, door-opening, swimming, &c).
PatR [Fri, 22 Nov 2019 10:46:28 +0000 (02:46 -0800)]
docall fix
Noticed while testing something: hero drank a potion of see invisible
and nearby invisible monster could now be seen--in theory--but I was
asked what to call the potion while the updated map was buffered. So
I didn't see the invisible monster until after naming the potion.
pline() flushes buffered map updates, but getlin() doesn't. I didn't
change that, but I've made docall() do so since the updated map may
make a difference in what the player can tell about whatever is being
'called'.
PatR [Fri, 22 Nov 2019 01:43:55 +0000 (17:43 -0800)]
fix part of #H9397 - hallucinatory mon names
Fix the issue where a hallucinatory monster name which begins with
a slash is having that stripped off as if it was a gendor and/or
personal-name flag.
The main issue was pronouns ignoring hallucination and this doesn't
attempt to address that.
Also, add new hallucinatory name "leathery-winged avian" which has
been lurking for a while.
PatR [Mon, 18 Nov 2019 22:28:25 +0000 (14:28 -0800)]
yet more --showpaths (dumplog)
Provide a little more information when dumplog is unavailable.
While testing various permutations, I encountered a couple of
problems with conditionally declared variables.