Commit Graph

11280 Commits

Author SHA1 Message Date
PatR
03d7d64d15 create monster creating concealed mimic
From an old bug report (sent directly to devteam, June of 2017):
wand or scroll of create monster becomes discovered if it makes
a mimic that is concealed as an object or as furniture within
the hero's view.  Fixing this in the general case [when does
seeing a mimic as something other than a monster mean that the
mimic is being seen?] is a massive can of worms, but fixing this
specific case is trivial.
2020-11-20 18:56:35 -08:00
PatR
f7a3e7884c daily Qt status window update...
Highlight changes to dungeon location or alignment in blue instead
of green or red since neither the old value nor the new can be
classified as better than the other.  Likewise when changing
between regular Hp and Xp (or Xp/Exp) to or from you-as-mon Hp and
HD when polymorph or rehumanization takes place.

When toggling Score On, start out highlighted in blue instead of
green.  When toggling it Off, don't highlight the blank space
where it had been in red.  At the moment there's a quirk here;
if it is highlighted in green (from recent change) or blue (from
having just been toggled on) at the time it gets toggled off, the
space stays green or blue until that highlight times out.  (It has
occurred to me that the bogus red highlight might have been added
to deliberately overwrite stale green highlights.  If so, a better
fix should be achievable.)

For the title (plname and rank or plname and monster-species),
capitalize the player name since core's botl() and at least some
other interfaces do that.

TODO:  toggling Exp needs work.  The field used for deciding
up/down changes gets swapped and the update in progress compares
apples and oranges.  [This wasn't an issue in the original Qt
implementation where Xp and Exp were two separate fields.]
2020-11-19 04:48:15 -08:00
PatR
7b50590654 rename #wizlevelflip to #wizfliplevel
Since ^V is dead key for me with Qt on OSX, I use #wizlevelport
instead.  It's annoying to have to type all the way up to the
'p' for it to become distinct.  Rename the biggest conflict,
\#wizlevelflip to #wizfliplevel.  I still have to type as far
as the first 'e' for #wizlevelport but 6 characters are easier
to type than 10.

It wasn't in the Guidebook so I've left things that way.  I am
adding it to 'wizhelp' though.
2020-11-19 01:57:13 -08:00
PatR
27b93148c0 ki-rin's horn
Let ki-rin cure themselves (of being stunned, confused, or blinded)
with their own horn, and make them be poison resistant.  They
aren't unicorns but their horn is very much like a unicorn horn.
They're flagged no-corpse so this hasn't changed them to leave
behind a horn upon death.

They were flagged as animals who neighed but they are also spell
casters.  I took the animal flag off (they're still no-hands so
shouldn't be able to use items; also, unicorns aren't flagged as
animals either) and changed sound to 'ms_spell'.
2020-11-18 11:16:21 -08:00
PatR
db90e7907c Qt: yet more status...
Fix the minor problem of the status lines moving up or down a
tiny amount when using the condensed (statuslines:2) layout and
the condition line changed from empty to non-empty or vice versa.
The widget used as filler when no conditions are shown needed to
have non-empty label text (single space suffices) and also has
to have its font set to the same value as the rest of status.
(I previously tried a label of " " and also "_" but had left the
font with its default value.)

The adjustments to the prefix string when the value of Xp/Exp
("Level" -> "Lvl" -> "L") or Score ("Score" -> "Scr" -> "S") was
too wide needed some fixing up.  If shrinkage was needed, it was
setting the value multiple times and any extra times confused
field highlighting because it seemed to be assigning same value
rather than a changed one.

For condensed layout that moves Alignment to the Characteristics
line, add a vertical separator line between Charisma and Alignment.
2020-11-18 08:56:20 -08:00
nhw_cron
55d2e359f5 This is cron-daily v1-Jan-20-2020. files updated: Files 2020-11-18 08:26:44 -05:00
nhmall
9aeb4db3b2 wasm-bug-fixes-2 github PR #412 2020-11-18 08:21:07 -05:00
nhmall
75c66d2881 Merge branch 'wasm-bug-fixes-2' of https://github.com/apowers313/NetHack into wasm-bug-fixes-2 2020-11-18 08:18:16 -05:00
Adam Powers
37361001f4 pre-fix @PatR 'SHELLERS on VMS' change 2020-11-17 23:58:12 -08:00
Adam Powers
c021293983 remove unnecesssary JavaScript code 2020-11-17 21:10:27 -08:00
Adam Powers
8c06dccd92 allow repeated running 2020-11-17 21:06:58 -08:00
PatR
87a6616998 more Qt status
The slightly condensed (statuslines:2) status layout puts additional
width pressure on "Level:NN/nnnnnnnn" and "Score:nnnnnnnn" so add
some code to conditionally shorten the field prefix if the value of
the field is wider than the widget it's displayed in.
2020-11-17 18:55:16 -08:00
Pasi Kallinen
e100d1a137 More unpolyable unifying
... and fix the potion dipping case.
2020-11-17 18:00:43 +02:00
nhmall
03d1eed0b5 daily cron doc/Guidebook.txt update 2020-11-17 09:14:47 -05:00
PatR
cb8baa1d1c Qt status overhaul: add support for 'statuslines'
Condense the Qt status slightly, moving Alignment field from the
Conditons line to the Characteristics line and the Time and Score
fields from their own possibly blank line to the HP,&c,Gold line.

That's for statuslines:2, which is the default.  statuslines:3
restores the previous layout.  I tried to make that become the
default for Qt but it got messy fast and I gave up.

I also tried to make changing 'statuslines' back and forth on the
fly work but failed.  I left the code in as #if DYNAMIC_STATUSLINES
but that isn't defined anywhere.  For the time being at least,
'statuslines' is config file or NETHACKOPTIONS only for Qt, not
changeable via 'O' like for curses and tty.

Change the option description for 'statuslines'.  That depended
upon whether curses was compiled in when it should depend on which
interface is active.  This moves the alternate info to Guidebook.
2020-11-17 05:07:09 -08:00
PatR
98075ebfe8 auto-cursing helmet vs perm_invent
I though that I noticed a problem but later couldn't reproduce
it, so this might not be redundant.  Update persistent inventory
when putting on a helmet causes it to become cursed.

Minor change:  if blind at the time, hero loses knowledge of BUC
state.
2020-11-16 18:08:02 -08:00
Pasi Kallinen
d81e1672aa Unify unpolyable objects to single define 2020-11-16 18:42:12 +02:00
PatR
7395d1eda1 Qt status display
Move gold from in front of HP to the end of the line they're on,
and change its label from "Au:" to "Gold:".  That makes both HP
and gold easier to see, by having HP first and by having gold
be shown after a blank column (where 'Exp' was once displayed
separately from 'Xp').

Get rid of the obsolete 'exp' widget, replacing it with 'blank1'.
Used to force 6 columns for HP, Energy, AC, Xp+Exp, blank, Gold
so that the row lines up with the six characteristics above it.

Handle Blind the same way as all the other On/Off conditions
instead of setting its label dynamically every time status gets
updated.  The Qt3 code in outdated/ used to do things that way
and there doesn't seem to be any reason to have changed it.
Maybe someone (Ray?) had planned to show "Blindfolded" instead
of "Blind" when that's the only reason for being blind.

Reorder the widget declarations and initializations to match
their display order, and add a lot of comments.
2020-11-16 03:06:39 -08:00
PatR
5c291bc540 honor sysconf SHELLERS on VMS
I was looking into adding a confirmation prompt for '!' and it
isn't very promising due to sequencing issues.  (The check for
whether '!' is allowed should happen before the prompt about
running it but the latter should take place in the core rather
than in the port code.)  In the mean time, I noticed that VMS was
ignoring the SHELLERS value from SYSCF.

Untested implementation of a SHELLERS check on VMS.  Even if it
works, it should not be using $USER as the user name to verify.

Tweaks the Unix implementation of check_user_string() but doesn't
switch the testing loop to the simpler version used by VMS which
is derived from the generic users test used by Qt.
2020-11-15 18:28:20 -08:00
PatR
126d1f6bb6 Qt character selection buglet
Testing for generic character name wasn't robust enough.  Looking
for whether "game" is a generic name would work when compared
with the list "game games" but falsely report 'no' for the list
"games game".  The first matching substring isn't followed by a
space and the routine wasn't checking for other matches in the
rest of the list.  Check again with a subset list starting after
the next space beyond the false hit; repeat as needed.
2020-11-15 18:19:53 -08:00
Pasi Kallinen
ccb5bc4b55 Avoid hard-coded bit twiddling 2020-11-15 19:56:35 +02:00
Pasi Kallinen
d6384f4061 Use enums instead of magic values 2020-11-15 19:32:21 +02:00
PatR
560d324a2f Qt screen layout
Simplify a recent change to the screen layout.  Qt can calculate
the details and the recent code resulted in a slight amount of
blank space between the paperdoll and its resize hotspot.

Fix an off-by-one bug in the paperdoll resize routine.  (The one
pixel margin at the top was being overlooked.)
2020-11-15 08:59:08 -08:00
PatR
0f6b3fb6eb Qt hitpointbar tweak
When the hitpointbar is showing thick blue + thin dark blue (75%
or better health but less than 100%) and partial healing occurs,
the dark blue portion was momentarily visible pushed off the
right edge of the bar, resulting in slight flicker as the right
half of the bar got redrawn.  I haven't noticed anything similar
for the paler injured-side colors, nor any temporary gap between
the two sides when losing health.

Also, remove a workaround that was needed at one point but isn't
needed anymore.  (I don't remember the circumstances.)
2020-11-15 08:34:19 -08:00
nhmall
f965d187b8 support for build with current Lua version 5.4.1
This may require
	make spotless
	make fetch-lua
for some platforms.
2020-11-15 11:08:10 -05:00
Patric Mueller
56494d3479 Fix an implicit-fallthrough and maybe-uninitialized warning 2020-11-15 16:07:43 +01:00
Pasi Kallinen
0dc44ad210 Update comment about xchar 2020-11-15 14:25:45 +02:00
Pasi Kallinen
deb730d9b5 More hypothetical type mismatches 2020-11-15 13:51:47 +02:00
Pasi Kallinen
7cfc5a7142 Fix buffer underrun in curses 2020-11-15 13:22:45 +02:00
Pasi Kallinen
289c8d654d Futureproofing hypothetical type mismatches
If we ever want huge maps with COLNO or ROWNO larger than signed char,
this will at least allow the game to compile and start when typedef'ing
xchar to int. Trying to use huge maps exposes more bugs.
2020-11-14 13:53:09 +02:00
PatR
08310c8a71 Qt status
Try to set the initial window sizes to be big enough to show the
full welcome line in the message window when the Qt settings
(Preferences on OSX) specify Large font (Huge/Medium/Small/Tiny
seemed ok but I wasn't systematic about checking them).

While at it, I added a long comment about the status window format
and noticed a bug with experience formatting there.  Again only
seemed to matter for Large font but the change to fix ignores font
size.

Plus add a couple of Qt "issues", one old and one just discovered.
2020-11-13 17:15:04 -08:00
PatR
e647eab6dc fix github issue #410 - mon throwing c'trice egg
If a monster threw a cocktrice egg that hit and petrified another
monster, the hero would credit (experience) and blame (possible
alignment penalty, &c) for it.

Fixes #410
2020-11-13 16:52:45 -08:00
PatR
6cbd2c5d85 warning fixes
Using 'ladder' as a variable conflicts with 'struct flag flags'
because of a macro in rm.h.  Also remove or hide a couple of
unused variables.

The hack.c diff is unrelated; just a reformatting bit that I had
laying around.
2020-11-13 14:11:54 -08:00
Pasi Kallinen
6ec55a3624 Rework stairs structure
Use a linked list to store stair and ladder information, instead
of having fixed up/down stairs/ladders and a single "special" (branch)
stair.

Breaks saves and bones.

Adds information to migrating objects and monsters for the dungeon
and level where they are migrating from.
2020-11-13 20:27:17 +02:00
PatR
e23f764d11 fix #K2924 - breaking a wand without free hands
Breaking a wand didn't require the hero to have free hands.
That's definitely a bug when they're both welded to the same
two-handed weapon.  It's debatable when welded separately to
a one-handed weapon and to a shield but simpler to pretend
there's no such distinction.

This also makes glass wand join balsa wand as "fragile".  Hero
doesn't need as much strength to break them as other wands and
the wording for breaking them is slightly different.

My fixes entry initially had a trailing space.  When I took
that out, I spotted a couple of others so take those out too.
2020-11-12 04:30:25 -08:00
PatR
6b37efa9e1 Qt paper doll's depiction of two-handed weapon
When wielding a two-handed weapon, Qt's paper doll shows uwep
in the shield slot as well as in the weapon slot to reflect
that it's occupying both hands.  Make the shield slot's copy
be a mirror image of the weapon's tile so that it looks less
like wielding two weapons.
2020-11-08 16:38:01 -08:00
PatR
ea0ef81ecd fix github issue #408 - stuck to distant mimic
Attacking a concealed mimic at range by applying a polearm
could make the hero be stuck to that mimic in addition to
bringing it out of hiding.  Only do that when adjacent.

This also adds a new sanity check when setting u.ustuck.
It may get triggered by other sticking activity since only
attacking has been tested.  The check must be explicitly
enabled by setting the wizard mode 'sanity_check' option.

Fixes #408
2020-11-08 16:07:42 -08:00
Adam Powers
beb189e6cb delinting 2020-11-07 16:13:14 -08:00
PatR
0eee7b7edc Qt paper doll comments 2020-11-07 02:32:50 -08:00
PatR
ca5cc4bb4b Qt: update a couple of source comments 2020-11-06 16:48:35 -08:00
PatR
096511b509 github pull request #406 - polyfodder() macro
Some eggs and tins could cause an out of bounds index into the
mons[] array.  Post-3.6 bug: the faulty part of the test is only
relevant for 3.7 genetic engineer monster.  Earlier versions just
called pm_to_cham() which does it's own index validation.

Fixes #406
2020-11-05 16:03:05 -08:00
PatR
e4106bb161 Qt text windows
Text window search behaved very strangely:  at some point after
selecting [Search], entering a search string, having the string
entry popup go away, and having the search performed, but before
the result could be shown, the text window got pushed behind the
main window (map+messages+paperdoll+status).  Clicking on the
main window's minimize button hid the main window and gave access
to the text window behind it.  That was still functional even
after having been inaccessible; another search could be performed
and/or it could be dismissed.  I still don't know what causes
that or how to properly fix it, but using raise() is a workaround
to bring it to the front where it belongs.  Unfortunately you can
see it go away and come back so searching for text is distracting.

Allow <return> (when not searching) to dismiss all text windows
including RIP.  Accept ctrl+[ as ESC.

Make text window searching be case-insensitive.

Searching wouldn't find a match on the first line of text.  Now
it will.

This also includes an attempt to fix github issue #400 (typing a
pickup command while "things that are here" popup text window is
displayed seems to hang the program), but since I can't reproduce
that, I can't tell whether the fix works.  The issue description
says that pickup started executing and "things here" couldn't be
dismissed which is different from "things here" being behind the
map waiting for it to be dismissed.  The attempted fix is for text
window handling to tell Qt that it wants control of the keyboard,
so nethack shouldn't see any attempted pickup command.
2020-11-05 15:35:30 -08:00
PatR
24ec7f232c Qt string requestor
Some enhancements to the widget used to get player input for
getline() and also menu search and text window search.

give caller control of [cancel] and [okay] button names;
give caller a say in how wide the string input box should be
  instead of basing that on the length of the prompt string
  (needs more work...);
use fixed-width font for displaying the user's input;
clean up the widget layout a little bit.

src/Makefile needs a dependency update for Qt (not included).
2020-11-05 14:36:13 -08:00
PatR
702e52b431 Qt str_copy()
The Qt interface's routine to perform a bounded string copy
ignored the limit when copying and only honored the limit to
lie about the return length.
2020-11-05 14:28:17 -08:00
PatR
bf2094d3dd remove obsolete 3.6 compat - Schroedinger's cat
Remove unneeded code.  Noticed while looking for an explanation
of the reported attempt to light eggs.
2020-11-04 10:17:21 -08:00
Pasi Kallinen
c9ac5bc48a Increase EDITLEVEL post Zombie Apocalypse
I forgot to increase EDITLEVEL, as the Zombie Apocalypse added a timeout
routine, messing up saves and bones.
2020-11-04 11:36:52 +02:00
PatR
c8d05ac352 ignitable() macro
ignitable() was excluding magic lamp and then every place that
used it did so as 'ignitable(obj) || obj->otyp == MAGIC_LAMP'
so just include magic lamp.

I noticed that while hunting for an explanation for report #K2734
where returning to a previously visited level triggered the
warning "begin_burn: unexpected eggs".  I've decided that the
zombie apocalypse is probably the cause.  It inserted a new type
of timer in the list of such but it didn't bump EDITLEVEL to
invalidate save and bones files which relied on indices into the
old list.  I'm not sure whether we should bump that now.
2020-11-03 14:25:06 -08:00
Adam Powers
9fa0c9cfd2 bump version 2020-11-01 16:41:38 -08:00
Adam Powers
d6d0e6dc60 fix bug due to fancy logic 2020-11-01 16:36:19 -08:00
Adam Powers
9275fc2428 return string for msg history 2020-11-01 16:35:44 -08:00