AFAICT, we only used the first char of the "command_line" string.
Just turn it into int to hold the key the main input loop parse() got.
Shouldn't have any functional difference.
doengrave was the largest function by far, so split it up into smaller
ones. Use a structure to hold the dozens of variables needed all over it.
Should have no difference in behaviour, but I haven't tested everything.
There were few places where the object weight was not updated:
- container when the contents were broken by impact
- starting to eat but getting stopped by rotten food
- using lua, container when putting an object inside it
- when a single egg of a larger stack hatched
Juiblex could expel the hero over water, they'd get relocated to
a safe location, but Juiblex was still thinking they were at
the location it expelled them.
Run GC on the themeroom lua states, as they're not freed
until end of game.
Allocate the exact amount of data we use instead of padding it.
Free our state data after closing the lua state; doing it
the other way is the way to madness, which was kept at bay
by the padded allocation amount.
Adds a new boolean option, spot_monsters. If on, every time
the hero notices a monster which was out of sight before,
a message is given. Combine with accessiblemsg to get the
monster location:
(3north): You see a newt.
Breaks saves and bones.
Monsters were using escape items when they couldn't move due to
being surrounded by other monsters. This was most evident in
Fort Ludios, where the alarm woke up all the monsters and they
would then read all the teleport scrolls.
Usually this doesn't matter, as special rooms full of monsters
are asleep.
Hardcode this fix for the Ludios only, otherwise you could trap
two monsters next to each other in a boulder fort, and they
would be happy to stay in there...
Adds a new boolean option, accessiblemsg. If on, some game messages
are prefixed with direction or location information, for example:
(west): The newt bites!
(northwest): You find a hidden door.
I added the info to the most common messages, but several are
still missing it.
Callgrind showed recalc_mapseen was three times more expensive (in terms
of instructions read) than anything else in our codebase. It was being
called in every vision change, re-evaluating the last seen map terrain
type for every map location in sight.
Remove updating the lastseen info in the vision code, and make a small
change so newsym() uses update_lastseentyp.
From my short tests, this seems to work correctly ...
Fuzzer encountered an error because the game couldn't place
a level region; allow placing the stairs to the left or right
edge of the fixed map part, just in case the randomly generated
map didn't extend out of it.
Fix the teleport region preventing falling into the orctown.
... and have more than 1 billed item, and using non-traditional
menustyle.
I opted to add an extra field to the bill struct, because
that made the code cleaner.
Breaks saves and bones.
There were 6 brown 'd' monsters; move wolf and werewolf to grey,
and warg to black, as those colors had no canines.
The wolf tiles are already greyish; changed warg tile to be
slightly darker.
There are many red major demons, and hezrous and vrocks
now emit poison gas, so change the symbol color to green.
Also adjust vrock tiles to have green. The hezrou tiles
already are green.
The tracks left by hero were cleared when player saved and
restored the game, or changed levels. Now the tracks are
saved in the dungeon level, so changing levels keeps the tracks
left by hero in that level.
Also increased the length of tracks from 50 to 100, and
simplify the tracking function.
Thing not done: fade out old tracks when returning to a level.
Breaks saves and bones.
When a pet ate a mimic corpse and started mimicking a monster,
and the user then used #wizmakemap, the sanity checker complained
about "non-mimic posing as foo" - the code was clearing the
pet eating counter, but didn't clear the appearance.
Instead of just accepting an attribute, it's now possible to
use a color, or both color and attribute, for example:
OPTIONS=menu_headings:inverse
OPTIONS=menu_headings:red
OPTIONS=menu_headings:red&underline
Default is still just inverse.
This lets the player change the menu heading color without
needing to use menu colors for them.
Also makes it so the core uses NO_COLOR instead of 0, for all
the menu lines which don't have any prefedefined color.
Tested for tty, curses, x11, qt, and win32