Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them. It's uglier but it won't break compile for pre-ANSI compilers.
This covers many files in src/ that only have one or two such split
strings. There are several more files which have three or more. Those
will eventually be '(2 of 2)'.
Noticed along the way: the fake mail message/subject
Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address. Doesn't anybody enable fake mail anymore?
I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.
If color or dark_room options were toggled during gameplay, and then
the game is saved and restored with different options, the dark room
glyphs were wrong.
Reported by both Boudewijn and Pat.
As reported by Pat:
> After leaving a level and then returning, I'm seeing lit
> room squares as blank
> Options all have their default settings
OPTIONS=nocolor is the default; we should probably change this
sometime, because nearly everyone plays with color.
%o[hij] relied on makesingular() converting "the Eyes of the Overworld"
into "the Eye of the Overworld" to recognize when it should use
they/them/their instead of it/it/its, but makesingular() was changed to
keep "eyes" intract instead of stripping the 's'. So qtext_pronoun()
needs to check for "Eyes" itself.
Add summary lines for the deliver-by-window messages of the Healer
quest. Also, replace a bunch of hard-coded pronouns for leader,
nemesis, and in one case, patron deity in the Healer messages plus
the three roles which precede it (Arc, Bar, Cav).
The breakfast+coffee+doughnut one is by the far the longest we've had,
but I decided not to try trimming any of it out. It was at the start
of a 10 page stretch that has six good passages, but I've only included
three of them.
I've got passages for two more books queued up, but transcribing and
proofreading is a chore....
Add new entries to the menu used for the '/' command: describe nearby
monsters, describe all shown monsters, describe nearby objects, and
describe all shown objects. It makes a text window listing monsters--
or objects--currently displayed on the map, showing lines of
X r,c monster-or-object description
where 'X' is symbol (monster or object class letter for tty), 'r,c' is
row and column separated by comma, and description is similar to what
using '/y' or ';' manually would provide (how-seen info is omitted
when listing monsters).
Originally intended for blind players using screen readers to describe
what is displayed, but will probably get used by other players too.
The map doesn't use a separate set of glyphs for objects which are the
tops of piles, so the information that there are additional objects
beneath the ones shown isn't available to '/' and ';'. That feels like
a bug to me....
If you've just received the "dead bat revives as a vampire" message,
suppress the rather obscure "Maybe not..." message given when an unseen
creature gets life-saved since it ends up being out of sequence. You
could get them both when the death/revival was sensed via telepathy
without being in sight.
Also, some formatting cleanup and a couple miscellaneous code tweaks.
Implement the requested feature to have an automatic annotation on the
dungeon level with the quest entry portal where you sense the leader
summoning you. It stays even after entering the portal (which results
in another automatic annotation of "portal to quest"), up until you
return to that level after having completed the quest.
Add a second one for the quest home level once the leader has given
you the go ahead to start the quest. After completing the quest that
one remains but its wording is changed.
This ought to haved incremented EDITLEVEL but I decided to risk leaving
current save files viable. That should work ok for anyone who isn't
overriding the default definition of Bitfield(), although odd behavior
could conceivably occur. New games have nothing to worry about.
Fix a couple of instances of a mis-indented block comment which happens
to be immediately preceded by an end-of-line comment. Change a couple of
| if (condition)
| something;
| else {
| other_stuff;
| }
to have braces around the 'then' part. Remove some gratuitous 'register'
declarations.
Make both pairs of iron boots weigh the same (kicking boots become
heavier). Make boots of water walking weigh the same as levitation
and elven boots (slightly lighter; 3/4 as much as speed, fumbling,
and mundane high boots).
Clean up some of the epitaphs. Mostly to always use two spaces when
separating sentences.
A lot of them have terminating punctuation, and a lot of them don't.
I mostly left those alone; should they be made consistent?
Allow one item to be taken out of a pile, and leave framework in place
for partial splits so that all monsters will take up to their capacity,
rather than leaving the whole pile if it's too big to take all at once.
Betatesters noticed the death message could overflow the text tombstone,
because the helpless reason was also shown there.
So don't show the helpless at all in the tombstone. The helpless is
still put in the record, logfile, and as a separate while-field in xlogfile.
Changes to be committed:
modified: Files
deleted: sys/winnt/Makefile.bcc
modified: sys/winnt/Makefile.gcc
modified: win/win32/winMS.h
Since borland Makefile isn't operational, remove it for
this release as recommended.
Changes to install.nt pending.
Reported by Stefan:
> I just did the valkyrie quest. When I arrived on quest goal, I took only
> a few steps away from the upstairs and Lord Surtur jumped me. One of the
> monsters in his lair had stepped on one of the guaranteed squeaky boards
Squeaky boards (and other noisy things) woke up monsters that were
meditating. Unfortunately this also woke up such meditating monsters
as the Wiz, or the quest nemesis.
Prevent unique monsters with waiting strategy being woken up by the noise.
Manually reformat objects.c so that it's a bit easier to work with,
prior to possibly modifying it. I wrote objects[] and obj_descr[].*
to files before and after and they were byte-for-byte identical, so
the revised objects.c hasn't introduced any changes. It was done
from scratch rather than reverting to the pre-clang-format edition.
There was nothing particularly wrong with the uniform spacing
produced by the automated reformat, but organizing things in columns
and/or controlling where the line splits occur make changes and
comparisons easier.
artilist.h and monst.c should probably be redone too, but I don't
think I going to get around to tackling them.
Previous boulder symbol fix unearthed another problem:
When no boulder symbol was defined in config file, the default
iflags.bouldersym null value was used as a symbol.
Boulder symbol could not be changed in config file with
"SYMBOLS=S_boulder:0" because the glyph code was checking
iflags.bouldersym; that is only set if boulder symbol
is changed with the deprecated "OPTIONS=boulder:0" way.