The relatively recent change to lev_comp do deal with apparent junk
in some places in its generated data has triggered a bunch of
"cast to 'vA' (aka 'const char *') from smaller integer type 'int'
[-Wint-to-pointer-cast]"
from clang when building with USE_OLDARGS. Probably should have
added a zillion explicit casts to long and 'L' suffix for 0 rather
than trying to handle both int and long. Or maybe just turned off
that particular warning, which must be coming from -Wall or -Wextra.
This modification has no effect for USE_STDARG or USE_VARARGS configs.
We still don't know whether this will be of any help against
disconnected processes that hog the CPU instead of exiting, but I
don't think it imposes significant overhead on ones which aren't
disconnected. Install it before it suffers from more bit rot.
Stop pretending that long and int are the same size when picking status
highlight rule for gold or time or experience-points.
Also, K&R compilation might lack <limits.h>, so let XXXconf.h define the
necessary macro(s) (currently just LONG_MAX) so that it can be skipped.
While the fuzzer was running, amidst the continual screen updating I
caught a glimpse of "Cn" and was puzzled about how the hero became
cancelled. I quickly realized it actually meant confused, but I
think "Cf" is a better abbreviation for that. I've also changed "Ha"
to "Hl" for hallucination and "Ri" to "Rd" for riding. The rest is
formatting.
Salvage part of an old patch. Swapping places with any long worm,
even a baby one, always failed with "You stop. Foo is in the way!"
This lets you swap places with tame baby long worms, and adult ones
if they have no tail (which won't happen unless there are more than
32 long worms on the current level--even if a long worm appears to
be only a head, there is normally a hidden tail segment at the same
location).
Although choose_classes_menu() is only used for objects, it is written
to handle monsters too. My change to give <space> special handling
might have broken selecting ghosts if it's ever used for monsters so
fix that.
More on clearing pickup_types so that autopickup reverts to picking up
evertyhing: for menustyle:Full and Partial, add a menu entry for 'all
classes' as an alternative to unselecting every class already set.
Also, Full and Partial had no way to include venom. Now it's a choice
when in wizard mode. There's still no way--other than switching to
Traditional or Combination--during normal play (where venom objects can
exist if they were wished for in wizard mode and then left in bones).
'sz' is the size of the buffer; 'if (count < sz) buf[count++] = c;'
can fill the entire buffer, leaving count==sz, so buf[count] = '\0';
would be out of bounds.
Formatting was way off. Indentation these days should be multiples
of 4 spaces, never tabs.