Defined strbuf_t and related routines to support dynamically sized
strings. Modified strip_newline() to strip the last newline in a string
instead of the first.
Simplified splash window code using new strbuf_t.
Prior to exiting game, re-enable getreturn and call wait_synch() in
case there is buffered raw prints that must be displayed to user.
Poly'd into a giant with a full inventory that already contains at
least one boulder, moving onto a boulder (that can't be pushed due
to a wall or other obstacle) yielded
You try to move the boulder, but in vain.
However, you can easily pick it up.
You are carrying too much stuff to pick up another boulder.
You see here a boulder.
The second and third statements contradict each other. Make the
code that dishes out the second message smarter. If autopickup is
set for it and you will pick up the boulder:
However, you easily pick it up.
If autopickup is not set for it but would have worked if it was:
However, you could easily pick it up.
If your inventory is full and you have a boulder (or are in Sokoban)
However, you easily push it aside.
That last one is instead of "however, you can squeeze yourself into
a small opening" that you'd get if not a giant and not carrying much.
Reading a scroll while blind is permitted if you know its label, but
message is "as you pronounce the words, the scroll vanishes" unless
you are poly'd into a form which can't make sounds, in which case you
"cogitate" rather than "pronouce". Switch to the cogitate variant if
you are suffering from strangulation.
Casting spells didn't even have the distinction; you could cast them
without regard to speech capability. Check for that. Unlike with
scrolls, now you can't cast if you can't speak (or grunt or bark or
whatever) instead of having a variant description of the action, so
this is a bigger change.
The dialog shows the player's name, race, role, gender, and
alignment in a single window, similar to the Qt4 dialog.
Also allows randomizing the character selection.
Use the dialog by setting OPTIONS=player_selection:dialog
Accidentally caused by my grappling hook fix 2 months ago, attempting
to jump over water made hero enter that water and drown (or crawl out).
hurtle_step() was originally intended to be used for recoil while
levitating, but it is used in other situations where not levitating
and behavior for the two circumstances should be different.
This doesn't fix things properly, just gets jumping working again.
Make #untrap while carrying the non-cursed (for rogues) or blessed
(for non-rogues) Key work the same as #invoke has been doing (without
regard to its bless/curse state): when used on trapped door or chest,
that trap will always be found and disarming it will always succeed.
It should work when carried by monsters too: if they try to open a
trapped door while carrying the Key (must be blessed since they're
not rogues) the trap will be automatically disarmed. (Caveat: that
hasn't been adequately tested.)
TODO (maybe...): change the #invoke property to detect unseen/secret
door detection instead of #untrap. The latter isn't completely
redundant; it works when the Key is cursed. But quest artifacts
strongly resist becoming cursed so that isn't a particularly useful
distinction.
Also, trap hints when wielding the Key without gloves didn't notice
adjacent door and chest traps. Now it does. And the behavior is
slightly different: known traps covered by objects or monsters are
treated like unknown traps as far as the hot/cold hints go.
Originally by Ray Chason for 3.4.3, based on the Qt windowport by
Warwick Allison. The look and feel is mostly the same.
Some improvements over the Qt 3 interface are:
* Panes are resizable
* Full support for IBMgraphics, and walls and corridors are drawn with
graphical primitives for a continuous appearance no matter what the font
says
* Lots of irritating glitches fixed
* Menus support proportional fonts correctly
Adding this because the old Qt windowport cannot be compiled on Qt4,
even with Qt3 compatibility stuff.
TODO:
- background map glyphs
- status hilites
- menucolors
If the key is wielded and touching skin (that is, you're not
wearing gloves), it will give heat-related messages like
minesweeper, counting the undetected traps around player.
thitu() is mostly used for arrows and darts "thrown" by traps, but
scatter() uses it on items launched by a land mine explosion. Traps
had no need for potion handling, but scattering does. Changing thitu()
to call potionhit() required that more information be passed to the
latter in case killer reason was needed, and thitu()'s callers needed
to be updated since it now might use up its missile (only when that's
a potion, so scatter() is only caller which actually needed to care).
Quite a bit of work--especially the testing--for something which will
never be noticed in actual play. In hindsight, it would have been
much simpler just to make scatter destroy all potions rather than
allow the 1% chance of remaining intact (via obj_resists()), or else
leave any intact ones at the explosion spot instead of launching them.
Reported directly to devteam, player threw a troll corpse into lava and
then later got messages about it reviving and burning to death. Items
thrown, kicked, or dropped into lava were being subjected to fire damage
(so scrolls burned up, potions boiled, non-fireproofed flammable weapons
and armor eroded), but corpses and a lot of other stuff not subject to
erosion remained unaffected. This makes things that are made out of
wood, cloth, flesh and other flammable stuff burn up (when in lava, not
when hit by fire).
Some roles' quest message when returning the nemesis lair refer to
sensing the presence/aura/whatever of the quest artifact, but it might
not be there anymore. In reported case, the nemesis had picked it up
and later fled up the stairs to another level. Other situations are
possible; it's feasible for the hero to already have it. So provide
an alternate message, and some extra code to decide whether to use it.
Other anomalous messages, such as looking down on the dead body of a
nemesis who didn't leave a corpse, can still occur.
If user can make NETHACKOPTIONS point to a file, that user could then
get the file contents via the extended config file error reporting.
Add CONFIG_ERROR_SECURE compile-time option to make that case output
only the first error, no line number or error context.
Show the original line from the config file, followed by the line number and
a specific error message. Also show all errors from the config file before
waiting for key press.
Report was for a blinded horse which ate a carrot but remained blind.
This fixes that, and also lets blinded carnivorous pets eat carrots.
Gelatinous cubes now handle carrots too, but since they lack eyses
there won't be any noticeable effect for them.
Files modified:
include/extern.h
src/pline.c, priest.c, potion.c, mkobj.c
A bunch of calls to pline() in pline.c started triggering warnings
either as-is or possibly after the changes to tradstdc.h. Fixing
them in place would include intrusive VA_PASSx() like in lev_main.c.
Moving them to other files is much simpler (and they didn't
particularly belong in pline.c in the first place, although I didn't
actually find any better place for them....).
The probing/stethoscope feedback went to priest.c, where there's a
comment stating that it should move to wherever englightenment ends
up once that is moved out of its completely inappropriate current
home in cmd.c. (Holdover from when ^X was wizard-mode only but even
the other wizard mode commands don't really belong with the command
processing code.)
Compound option whatis_filter, filters the eligible map locations
when getting a cursor location for targeting. Accepts 'n' (none),
'v' (map locations in view), or 'a' (map locations in the same area,
eg. room or corridor).
Add some new routines for dealing with fruit. I had hoped they would
let the existing fruit handling be simplified quite a bit, but the
improvement wasn't great. However, they're also groundwork for fixing
an old bug.
The different menustyle settings have been offering different degrees
of support for BUCX filtering:
Full : multi-drop, container-in, container-out
Trad, Combo: multi-drop
Partial : none (to be expected; it explicitly jumps past class
filtering, where BUCX gets handled, to a menu of all objects)
This adds pickup, container-in, container-out, multi-unwear/unwield,
and object-ID for Trad and Combo, and multi-unwear/unwield for Full.
(Full behaves like Partial for pickup--not sure why--and for object-ID,
bypassing filters to go straight to a menu of all applicable items.)
There are probably several new bugs--this stuff is very convoluted....
I think this finally quashes the "cursed without otmp" issue.
Various ways of destroying wielded weapon used setnotworn() rather
than unwield(), so the previous change to have unwield() clear the
pending W_WEP bit from takeoff.mask wasn't sufficient to prevent
'A' moving on from another item (blindfold--it's the only thing
processed before primary weapon) to weapon which wasn't there any
more. Also, if weapon was already set in takeoff.what to be
processed on the next move, clearing W_WEP from takeoff.mask wasn't
sufficient either.
Move the previous unwield() 'fix' to setworn() and setnotworn() and
extend it to include cancel_don() if the item being replaced or
removed is in progress or scheduled for next. (Most of the time,
remove_worn_item() has already done that before setworn() or
setnotworn() is called.)
This adds new utility routine strNsubst(), a more versatile version
of the existing strsubst(), that can replace the Nth occurrence of
a substring rather than just the first, and replaces all occurrences
if N is 0.
When working on vampire shape-shifting messages a few days ago I
noticed that a constructed pline/sprintf format was vulnerable to
the player giving the vampire a name with '%' in it and included
a fix for that. This fixes two other instances of the same
vulnerability: a monster with reflection triggering a floating
eye's gaze and the hero using a silver weapon against a silver-
hating monster.
I didn't do a lot of experimenting with the failure, just assigned
the name "foo%s" to the floating eye or the weapon. The resulting
feedback for the relevant messages was garbled due to parameters
being substituted in the wrong place. When that caused there to be
too few arguments to satisfy the format, the final message included
"null" for the missing one rather than triggering a crash while
trying to format something arbitrary from the stack.
I don't think these bugs provided sufficient user control to be
vulnerable to stack manipulation that does something naughty.
I found the dynamic format strings by searching for "%%". There
may be others scattered around the code which don't have that as
an indicator....
Report was about "Pet vampire" but the relevant aspect was that the
vampire had been assigned a name, not that it was tame:
You observe a Hilda where a Hilda was.
Investigating this has uncovered two other bugs, one potentially
serious. m_monnam() overrides hallucination but seems to be getting
used to some situations where hallucination should be honored (several
instances). Dynamically constructed format strings are including
monster or object names in the format (rather than the usual use as
arguments), so player assigned names containing percent signs could
cause havoc (a few instances). This fixes some of the former and one
of the latter, but doesn't deal with various other cases revealed by
grep.
When writing the known portion of the current level's map into
dumplog, discard any blank rows at the top (there will already be
one blank line separating it from the text that precedes) and keep
at most one blank row at the bottom (sometimes there won't be any).
Report was for
You finish taking off your boots.
You float gently to the altar. [destination was a red herring]
[take some action to run through moveloop() for next turn]
Your movements are slowed slightly because of your load.
Having float_down() do the next encumbrance check instead of
waiting for moveloop() to do so was straightforward. However,
while testing I noticed the reverse situation (not due to the fix
for the above) when putting on levitation boots
Your movements are now unencumbered.
You finish your dressing maneuver.
You start to float in the air!
Having float_up() do the encumbrance check isn't adequate to fix
this, because it takes multiple turns to put on boots but the
properties they confer are enabled immediately, so moveloop() runs
while hero is already levitating even though the game hasn't told
the player about it yet. Fix is a hack to defer the effect of
levitation on encumbrance until the boots are fully worn, which
might lead to strangeness somewhere. It's also boot-specific so
will need to be updated if some other multi-turn armor that confers
levitation ever gets added.
Some discussion in the newsgroup about nearby peaceful monsters becoming
hostile if they observed the hero attacking a peaceful monster made me
look at the code and I spotted a couple of problems. An auto array was
being initialized in an inner block--some pre-ANSI compilers couldn't
handle that. Worse, it was inside a loop and may or may not have
resulted in unnecessary setup each iteration. Make it static. Oddly,
the array had the same name as a function but `gcc -Wshadow' either
didn't notice or didn't care.
A more significant problem was that mon->mpeaceful was being set to 0
without checking whether mon->mtame was set, potentially resulting in
humanoid pets being both tame and hostile at the same time. This change
prevents that but doesn't do anything interesting about pets who observe
attacks against peacefuls. (I also wonder why chaotic peacefuls now get
upset by seeing other peacefuls be attacked; it seems out of character.)
There was also a check for non-humanoid peacefuls seeing another of the
same species be attacked, but it was checking for an exact match without
regard for littler or bigger incarnations of the same species. I've
added the latter.
This also reformats a couple of block comments.
I couldn't reproduce the reported problem of the "In what direction?"
being issued after the screen was cleared, but bypassing pline() in
favor of putstr(WIN_MESSAGE) for tty prompts did also bypass
if (vision_full_recalc) vision_recalc(0);
if (u.ux) flush_screen(1);
done in pline(). Inadvertent loss of the latter could conceivably be
responsible for the problem. If so, the escape code used by cl_end()
may be broken for somebody's termcap or terminfo setup since clearing
to the end of the line in the message window shouldn't erase the rest
of the screen.
Regardless, the prompting change also bypassed the ability to show
the prompt with raw_printf() if the display wasn't fully intialized
yet, so some change to the revised prompting was necessary anyway.
Switching back from putstr(WIN_MESSAGE) to pline() resulted in
duplicated entries in DUMPLOG message history, one with bare prompt
followed by another with response appended, so more tweaking was
needed. The result is use of new custompline() instead of normal
pline(). custompline() accepts some message handling flags to give
more control over pline()'s behavior. It's a more general variation
of Norep() but its caller needs to specify an extra argument.
Update DUMPLOG's message history to include player responses to
most queries. For tty, both getlin() and yn_function(). For other
interfaces, only yn_function() is covered. (It's intercepted by a
core routine that can take care of the logging; getlin() isn't.)
Also includes saved messages from previous session(s), for the
interfaces which support that (tty), to fill out the logging when
a game ends shortly after a save/restore cycle.
The tty interface was using pline() to display prompt strings.
Having 'MSGTYPE=hide "#"' or 'MSGTYPE=hide "yn"' in .nethackrc
would suppress many prompt strings (in the two examples mentioned,
entering extended commands or the vast majority of yes/no questions,
respectively) and generally lead to substantial confusion even if
done intentionally, so switch to putstr(WIN_MESSAGE) instead.
Separate the message logging out of pline so that other things (for
instance, one-line summary for quest block messages) can be logged.
The code that utilizes this isn't ready for prime time yet.
For FREE_ALL_MEMORY, release DUMPLOG message history when saving.
(Actually, this frees it unconditionally rather just doing so for
FREE_ALL_MEMORY.) It was being freed when logged at end of game,
but not during save. If dumplog message history and interface
message history get integrated, the existing message history
save/restore handling should become applicable instead.
setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
Adds two new configurable keys to the cursor targeting: 'A' (getpos.menu)
and 'a' (getpos.menu.cansee). First one shows a menu of all interesting
glyphs on the map, second one shows only those in sight.
Travel command also now obeys the "request menu" -prefix, showing
the menu with interesting targets in sight, and then traveling there.
Idea via the NetHack accessibility research by Alexei Pepers.
This is a modified version of Jason Dorje Short's key rebinding
patch, and allows also binding special keys, such as the ones
used in getloc and getpos.
One of the ways to play NetHack on nethack.alt.org is via a HTML
terminal in browser. Unfortunately this means several ctrl-key
combinations cannot be entered, because the browser intercepts
those. Similar thing applies to some international keyboard layouts
on Windows. With this patch, the user can just rebind the command
to a key that works best for them.
I've tested this on Linux TTY, X11, and Windows TTY and GUI.
Yet another accessibility feature. When asked for a location
to travel, and autodescribe is on, the location description
has "(no travel path)" appended, if there is no known path
to that location.