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.
Bug report was:
> "Completed sokoban" achievement was logged when picking up
> a randomly generated bag of holding in the gnomish mines.
The picking-up code was missing checks for the branches, so
you could get the achievements outside the correct branches.
Apparently some screen readers keep reading the status lines
at the bottom of the screen when parts of those change.
Add an option to prevent updates to those lines.
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.
farlook was changed (end of December) to use doname instead of xname
to yield more info for items which had already been seen up close,
but it gave away info about ones which hadn't. So doname was changed
(end of April) to use "some" instead of precise quantity (when the
quantity is greater than 1) for the latter, but that doesn't work
well with corpse_xname() when the hero is blind, yielding "a some
<foo> corpses". While testing the first fix attempt, I noticed that
pickup gave "you can only lift some of the some <foo> corpses".
This fix is far from perfect. farlook can still say "some <item>s"
but lookhere and pickup always say "N <item>s". Picking up a stack
while blind will show "N <item>s" in inventory display, but dropping
it while still blind will revert to "some <item>s" for farlook.
drain_item() always assumed player was responsible, so called
costly_alteration() to adjust shop price of disenchanted item.
If it was unpaid and the effect was caused by a disenchanter
attack rather than by the hero, the feedback was nonsensical.
This also lets a disenchanter hit worn rings, amulet, or blindfold
if no armor gets targetted. Amulets, blindfolds, and most rings
have no charge to be drained, but several types of rings do.
Apparently the compiler for OSX 10.11 + Xcode 7.3.1 is defaulting
to C99 (or C11?) because it is enabling a gcc warning that is
included by -Wextra (newer name for obscure -W) for C99 or later.
lev_comp.y:2276:20: warning: shifting a negative signed value is undefined
[-Wshift-negative-value]
(yyval.i) = SP_OBJ_PACK(-1, (yyvsp[(1) - (1)].i));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../include/sp_lev.h:248:33: note: expanded from macro 'SP_OBJ_PACK'
\#define SP_OBJ_PACK(o, c) (((o) << 8) + ((char) (c)))
\ ~~~ ^
SP_MONST_PACK() and SP_OBJ_PACK() are both called with -1, and
SP_MAPCHAR_PACK() is called with either -1 or -2. The revised
macros add 10 when encoding and subtract it when decoding so that
they can handle -1 through -10 without shifting negative values.
There were also several bitwise ANDs that the bulk reformatting
misclassified as casts of hardcoded addresses.
"Your pair of speed boots glow silver for a moment." should be
"Your pair of speed boots glows silver for a moment.". The fix
reverses a post-3.6.0 change to is_plural(). Also, add new
pair_of() to test for object formatted as "pair of Bars". For verb
usage, that's definitely singular, but for pronoun usage, sometimes
plural seems better (although it might actually be incorrect).
I fixed up the formatting of a block comment in obj.h, but it is
still a candidate for tab cleanup.
The #tip command tries to reduce verbosity by formatting drop messages
with just the object name instead of with full sentences, yielding
Objects spill out: obj1, obj2, obj3, ..., objN.
where the trailing comma or period is included with each successive
object. If an intervening message occurs, such "25 zorkmids are
added to your credit", the rest of the objects will no longer be
extending the original sentence and end up looking silly.
Objects spill out: obj1, obj2,--More--
25 zorkmids are added to your credit. obj3, ..., objN.
This fix causes the post-interruption messages to revert to verbose
format.
Objects spill out: obj1, obj2,--More--
25 zorkmids are added to your credit.--More--
obj3 drops to the floor.--More--
...
objN drops to the floor.
The interrupting message still follows the comma of the partial
sentence, but I don't see any sane way to fix that other than to
abandon the terse format altogether, and doing that makes #tip way
too verbose when the container has a lot of items in it. But #tip
inside shops now does that, since there will always be buy/not-
interested feedback interrupting the terse format in that situation.
For other situations, a full sentence message might end up following
a partial sentence list of dropped items.
There was a more significant bug. Dropping a hero-owned container
with gold in it onto shop floor sold the gold to shk, giving hero
credit. Subsequent #tip gave the hero credit for that same gold
when it spilled out. addtobill(obj) relies on obj->ox,oy to
determine whether events are taking place in a shop, and #tip was
relying on placement onto floor to set those, too late for shop
billing. The fix yields suboptimal results: you're given credit
when you drop the container, then during #tip when you spill the
contents, credit for the gold is removed, then new credit for it
is given. That's down to shop insanity, not tipping behavior.
My old monkey patch was a bit more extensive than Pasi's, although
it didn't originally include letting apes be tameable with bananas.
No sense in throwing it away:
1) Make monkeys and apes be omnivores instead of carnivores.
2) Make bananas be preferred food for herbivore/omnivore subset
of Y-class, so excludes carniverous ape, owlbear, and yeti.
[Sasquatch remain omnivorous but aren't tameable with bananas.]
3) While updating befriend_with_food(), make horses be affected
only by food they might eat, not by meat and corpses and tins.
So they'll be somewhat harder to cope with for characters not
strong enough to kill them. [Dogs and cats are unchanged.]
Not included (not even implemented...):
0) Allow archeologists to choose monkey for starting pet.
[The one in "Raiders of the Lost Ark" didn't actually belong
to Indiana Jones but spent a lot of time accompanying him.]
Bananas are quite rare, and none of the simians are very strong,
so this won't be in any way overpowered - just a bit of flavor.
I think this was originally Derek's change from Sporkhack, but
similar ones have been done in the community multiple times
in the past.
Config file handling remembers the name of the last config file
read in order for options processing to use it in messages, but
it was also reused as default config file name if user-supplied
config file name failed access() test. So the SYSCF file became
the default user config file after it was used. The config file
handling was a real mess.
This patch fixes it for Unix but there is a lot of scope for
typos in the changes for other platforms. Testing is needed.
Make the whatdoes ('&' or '?f') command support the 'altmeta' option
for meta-characters generated by two character seqeunce 'ESC char'.
Also, make it be more descriptive when reporting "no such command"
by including the numeric value it operated on when failing to match
any command. That might provide a way for us to get some extra
information when players report problems with odd keystrokes: we ask
them to type such at the "what command?" prompt and then tell us what
numbers come up.
It's been given a help file to deal with assorted idiosyncracies
which can come up when querying what keys do. Unfortunately that
ended up being way more verbose than intended.
Installation of the extra data file has only been done for Unix.
Other platforms will get "can't open file" if they respond with
'&' or '?' to the "what command?" prompt. The command will still
work though, just without the extra text.