Re: [NetHack/NetHack] Prompts can overwrite copyright notice on the
starting screen (Issue #783) On 2022-06-01 12:22 p.m., NetSysFire wrote: > Steps to reproduce: > >1. Get any prompt and answer it. In my case it was a horribly old > save I forgot about or when I wiztested something and forgot > about that save, too. >2. See that the copyright information got overwritten by the prompt: > >There is already a game in progress under your name. Destroy old game? [yn] (n) > By Stichting Mathematisch Centrum and M. Stephenson. > Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31. > See license for details. > > > Shall I pick character's race, role, gender and alignment for you? [ynaq] > > Expected behavior: > > Redraw after a prompt was answered, so the prompt vanishes and the > entirety of the starting screen will be shown. > > NetHack, Copyright 1985-2022 > By Stichting Mathematisch Centrum and M. Stephenson. > Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31. > See license for details. > > > Shall I pick character's race, role, gender and alignment for you? [ynaq] > > Proposed severity: low. Not gamebreaking, it is cosmetic only and does > not have any other consequences. > The Copyright notice is placed by tty internal routines writing onto the BASE_WINDOW fairly early in the startup sequence. The prompt to "Destroy old game? [yn] (n)" is using the in-game routine to write to the message window at the top of the screen and prompt there, just like in-game prompts and messages. If the player answered 'y' to that, the prompt for "Shall I pick character's race, role, gender and alignment..." appeared immediately after. That one, however, is written using the BASE_WINDOW routines in tty, like the copyright notice. This change does the following: It moves the copyright lines down a little bit leaving room for the "Destroy.." prompts. It places the "Shall I pick characters's..." prompt further down the screen by default, leaving some room for about 3 raw_print startup messages after the copyright notice, just in case there are any. The "Shall I pick character's..." prompt will still appear immediately if there is a prompt such as "Destroy old game?..." There were a couple of other issues around raw_print startup messages too. Those are delivered using a raw_print mechanism to ensure they are written even if the window-port is not fully operational. However, they were only on the screen for the blink of an eye. This call sequence in restore.c made them disappear almost immediately: docrt() -> cls() Put in a mechanism to detect the presence of raw_print messages from the early startup, and if there were some, wait for a keypress before obliterating the unread notifications.
This commit is contained in:
@@ -693,6 +693,7 @@ const struct instance_globals g_init = {
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/* per-level glyph mapping flags */
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0L, /* glyphmap_perlevel_flags */
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0, /* early_raw_messages */
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IVMAGIC /* used to validate that structure layout has been preserved */
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};
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@@ -462,6 +462,8 @@ raw_printf(const char *line, ...)
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va_start(the_args, line);
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vraw_printf(line, the_args);
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va_end(the_args);
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if (!g.program_state.beyond_savefile_load)
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g.early_raw_messages++;
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}
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DISABLE_WARNING_FORMAT_NONLITERAL
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@@ -489,6 +491,8 @@ vraw_printf(const char *line, va_list the_args)
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#if defined(MSGHANDLER)
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execplinehandler(line);
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#endif
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if (!g.program_state.beyond_savefile_load)
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g.early_raw_messages++;
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}
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void
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@@ -870,6 +870,17 @@ dorecover(NHFILE* nhfp)
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run_timers(); /* expire all timers that have gone off while away */
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g.program_state.restoring = 0; /* affects bot() so clear before docrt() */
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if (g.early_raw_messages && !g.program_state.beyond_savefile_load) {
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/*
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* We're about to obliterate some potentially important
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* startup messages, so give the player a chance to see them.
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*/
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g.early_raw_messages = 0;
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wait_synch();
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}
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g.program_state.beyond_savefile_load = 0;
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docrt();
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clear_nhwindow(WIN_MESSAGE);
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