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
Umpteenth revision of the X11 extended command menu. Add a new
resource to NetHack.ad to control its initial size.
I still hope there's a better way to do this, but this is my last
shot at it.
The three line change I made previously to implement highlighting for
prompts that ask for single-character input was easy and worked well
for a tiles map, but it didn't look very good for a text map. This
handles both text map and tile map and also adds a configurable
'highlight_prompt' X resource to let the user enable or disable the
feature. The resource template file (win/X11/NetHack.ad, copied to
$HACKDIR during install) now has it enabled by default.
The highlighting--more specifically, the "lowlighting" when no prompt
is active--still looks bad if the map window has a vertical scrollbar
on left edge. I don't have any inspiration about how to fix that up.
Update X11's status display to include the expanded set of status
conditions. This time the order is
Petrifying <hunger> Blind
Slimed <encumbrance> Deaf
Strangled Levitating Stunned
Food Pois Flying Confused
Term Ill Riding Hallucinating
with the application defaults file specifying red text for the first
column and black for the other two. Previously it was all one column
with seven entries. [Slimed was missing along with the six new ones
(deaf, stone, strngl, lev, fly, ride) and both types of sickness were
shown as 'FoodPois' or 'Ill' or 'FoodPois Ill' on one line.]
So now basic bot2, #if STATUS_VIA_WINDOWPORT genl_status_update, and
#if !STATUS_VIA_WINDOWPORT X11 fancy status have three different
orderings. genl_status_update has hunger and encumbrance first
because all the other status conditions are grouped together as one
bitmask item. bot2 has 'lev', 'fly', 'ride' last so that they're
the first things to be sacrificed if the string of status conditions
ends up being truncated. (genl_status_update also has those last.)
In addition to updating status conditions, I reordered the Hp, Pw, &c
section too so that it's closer to tty in organization.
Hit points Maximum HP
Power Maximum Power
Armor Class Alignment
Exp.Level Exp.Points (if 'showexp')
Gold Moves (if 'time')
Score (if 'showscore')
I didn't have SCORE_OR_BOTL set so haven't seen the last one, but
it's in the same position as it was before.
Prompted by a question from Pat a long time back, this change finally allows
tiles or text map mode to be chosen dynamically at runtime (using the
"tiled_map" option) rather than having to pick it via an X resource and
keep your selection until you exit. This brings map mode selection up to a
level similar to most other graphical window ports.
In addition, the map mode automatically switches to text on the Rogue
level, also like other graphical window ports.
The default mode for the X11 binary is now tiles, once again, like most (all?)
other graphical window ports.
The patch also removes some dead X11 code that is unlikely to be useful again.
Steve VanDevender noticed that fixing the default text window font
caused the rip window to use this font as well, due to intricacies
of X11 resource relationships.