mtmp->cham was NON_PM, which select_newcham_form interpreted as a completely
random form. This also resulted Vlad getting a random shape, and not getting
the Candelabrum, making the game unwinnable.
Changes to be committed:
modified: src/version.c
modified: sys/share/cppregex.cpp
modified: sys/share/pmatchregex.c
modified: sys/share/posixregex.c
modified: util/makedefs.c
Some options in 3.6.0 are determined by what you link with.
The choice of regex support is one.
Let #version show that linked option along with the compile-time options.
Change "Shall I pick your priest/priestess' race, gender, ..." prompt
to "... priest/priestess's ...".
Unfortunately that makes it long enough to push the cursor onto the
next line for basic 80 column display. If caveman/cavewoman's wasn't
already longer I think I would have left the clumsier phrasing/spelling.
Change end of game disclosure's display for strength, dexterity, &c to
always show the maximum possible value instead of only when the final
value was less than maximum. For both end of game and ^X, change the
description from "limit" to "innate limit" if the current value exceeds
limit due to worn items (gauntlets of power, +N ring of adornment, &c).
Error reported in display.c in current master code is gone,
but the menucolors stuff generated the following warnings when TEXTCOLOR wasn't defined.
..\win\tty\wintty.c(1688) : warning C4013: 'term_start_color' undefined; assuming extern returning int
..\win\tty\wintty.c(1711) : warning C4013: 'term_end_color' undefined; assuming extern returning int
When reading a passage from a tribute novel, put the final attribution
line "[$TITLE, by Terry Pratchett]" into message history, comparable to
the summary line for deliver-by-window quest messages.
Flesh out _The_Last_Hero_. Due to its publishing history (no ordinary
paperback, some lists of "other books by this author" miscategorize it
as being co-written by the illustrator) it's most likely not as widely
read as the other Discworld books.
Changes to be committed:
modified: src/display.c
The work for getting this working fully is now moving to the background_tiles branch.
In master, we just return the standard lit room tile for now, no change in behavior.
No ports utilize the new parameter as yet.
Add MG_OBJPILE flag, which windowports can use to check if a location
has more than one object stack. If use_inverse is on, TTY will use
inverse to show such piles. If a boulder is the topmost item on a pile,
then the object pile flag is not used; mainly because boulders are "solid",
boulders dropped by monsters are nearly always over other objects, and so
that special levels such a Sokoban can "hide" items under the boulders.
TODO: a "pilemark", analogous to "petmark", perhaps a green plus sign,
which can be used by windowports with tiles.
Changes to be committed:
modified: doc/window.doc
modified: include/qt_win.h
modified: include/trampoli.h
modified: include/winX.h
modified: include/wingem.h
modified: include/winprocs.h
modified: include/wintty.h
modified: src/display.c
modified: src/windows.c
modified: sys/amiga/winami.p
modified: sys/amiga/winfuncs.c
modified: sys/amiga/winproto.h
modified: sys/wince/mswproc.c
modified: sys/wince/winMS.h
modified: win/Qt/qt_win.cpp
modified: win/X11/winmap.c
modified: win/chain/wc_chainin.c
modified: win/chain/wc_chainout.c
modified: win/chain/wc_trace.c
modified: win/gem/wingem.c
modified: win/gem/wingem1.c
modified: win/gnome/gnbind.c
modified: win/tty/wintty.c
modified: win/win32/mswproc.c
modified: win/win32/winMS.h
print_glyph now takes a second parameter.
Tiles on tiled ports always looked odd on places like the plane of air
where the background color of the tile didn't match the general background
of the surrounding area.
3.6 made that even worse and more glaringly noticeable with the introduction
of darkened room tiles.
The code to actually send something useful through the new parameter
for window ports to take advantage if they want will follow.
Remove second 'alt_i' initialization, which was first in implementation.
Superseded by the preceding line, which came later. Works either way,
but the conditional initalization avoids the two extra loop iterations
when they're not useful.
Fix two things with the ';' and '/' commands, both for looking at blank
space. The list of possibilies included "a dark part of a room or the
dark part of a room" even though the code involved goes out of its way
to avoid redundant clauses. S_stone let dark part be prefixed by 'a',
S_room and S_darkroom forced it to be 'the' which is better phrasing
but outsmarted the redundancy check. Make S_stone's use of "dark part
of a room" force 'the' too.
That's trivial; this is more complicated: the new maze variations
exposed/aggravated an issue that's been there all along. In a non-
WALLIFIED maze, doing look-at on the solid stone in-place-of-wall
next to you reported "dark part of a room" which is clearly wrong when
you can tell it's not a room. (The same thing happens in any ordinary
corridor, but players rarely try to identify blank space next to them
it that circumstance so it hasn't mattered very much.) This change
results in look-at listing "unexplored" and "stone" as additional
possibilities when looking at blank spots. Final description will be
"unexplored" instead of dark room if you haven't seen the spot, "stone"
if you have and that's what it is, or "dark part of a room" otherwise.
The special level loader has been using __FUNCTION__ in error messages
for a few months now, but that is a gcc extension (evidently picked up
by other compilers since only Borland had an issue so far). The
standard way to do the same thing is with __func__, but that's C99 so
we should avoid it. (__FUNCTION__ came earlier; gcc supports both.)
This switches to convential C code to achieve the same effect, using
the name 'nhFunc' rather than __FUNCTION__:
void foo()
{
static const char nhFunc[] = "foo";
... code that might report problem in nhFunc ...
return;
}
This has only been added to the functions which actually reference it,
not a blanket intrusion into every routine. In special level loader's
case, the reference is hidden in the opvar_free() macro which is used
quite a lot.
At first I used a macro:
void foo()
{
#define nhFunc "foo"
... code that might report problem in nhFunc ...
return;
#undef nhFunc
}
but using an actual variable avoids duplicate copies of the function
name string when used more than once inside a given function, and it
can't accidentally carry over into the next function due to missing or
misspelled #undef.
If we someday switch alloc() to give more specific information than
__FILE__, the macro variation would be better since the function name
won't be used most of the time (ie, when MONITOR_HEAP isn't defined).