Temporary map views for detection or #terrain allow moving the cursor
around to get the brief location description provided by getpos's
autodescribe feature and were doing so by forcing the 'autodescribe'
option to True, then leaving it that way. Save the option value prior
to such operations and restore it after instead of leaving it changed.
I couldn't reproduce the reported problem of the "In what direction?"
being issued after the screen was cleared, but bypassing pline() in
favor of putstr(WIN_MESSAGE) for tty prompts did also bypass
if (vision_full_recalc) vision_recalc(0);
if (u.ux) flush_screen(1);
done in pline(). Inadvertent loss of the latter could conceivably be
responsible for the problem. If so, the escape code used by cl_end()
may be broken for somebody's termcap or terminfo setup since clearing
to the end of the line in the message window shouldn't erase the rest
of the screen.
Regardless, the prompting change also bypassed the ability to show
the prompt with raw_printf() if the display wasn't fully intialized
yet, so some change to the revised prompting was necessary anyway.
Switching back from putstr(WIN_MESSAGE) to pline() resulted in
duplicated entries in DUMPLOG message history, one with bare prompt
followed by another with response appended, so more tweaking was
needed. The result is use of new custompline() instead of normal
pline(). custompline() accepts some message handling flags to give
more control over pline()'s behavior. It's a more general variation
of Norep() but its caller needs to specify an extra argument.
Update DUMPLOG's message history to include player responses to
most queries. For tty, both getlin() and yn_function(). For other
interfaces, only yn_function() is covered. (It's intercepted by a
core routine that can take care of the logging; getlin() isn't.)
Also includes saved messages from previous session(s), for the
interfaces which support that (tty), to fill out the logging when
a game ends shortly after a save/restore cycle.
The tty interface was using pline() to display prompt strings.
Having 'MSGTYPE=hide "#"' or 'MSGTYPE=hide "yn"' in .nethackrc
would suppress many prompt strings (in the two examples mentioned,
entering extended commands or the vast majority of yes/no questions,
respectively) and generally lead to substantial confusion even if
done intentionally, so switch to putstr(WIN_MESSAGE) instead.
Noticed on nethack.alt.org; the Bell of Opening could trigger a
segfault if applied near a trap door or bear trap (and a few others)
that had no monster at the trap location. Reproducible if done
while mounted; {open,close}{fall,hold}ingtrap() would try to access
monst->mx and monst->my of a Null monst pointer if given one when
u.usteed was non-Null.
To-be-3.6.1 bug, caused by a patch (of mine...) incorporated about
a week after 3.6.0 was released that was intended to be for naming
Sting or Orcist. Any artifact creation ended up breaking illiterate
conduct whether user-assigned naming was involved or not (because
oname() is always used to apply the name, not just when do_name() is
executing).
This should be handled differently but I don't want to go through
the dozen and half or so calls to oname() to add an extra argument.
The dumplog data was including a final tombstone unconditionally,
which looked awfully strange for characters who didn't die. Make
it conditional, like actual end-of-game tombstone. (One difference
though: dumplog has a tombstone for hero who died from genocide,
end-of-game does not. I think the latter should display one even
though no grave gets generated.) [Potential for future enhancement:
add some alternate ascii art in place of tombstone for survivors.]
The list of genocided and/or extincted species was never shown
since caller passed 'a' to list_genocided() and it expected 'y'.
Also, once shown, the list entries were lacking indentation that
other sections of the dump generally have.
Both vanquished monsters and genocided/extinct monsters included
a blank line separator even when there was no feedback, making a
noticeable gap in the dumplog text. Have them report "no creatures
vanquished" and "no species genocided", when applicable, so that
their separator lines always have something to separate.
When dumping, omit a couple of blank lines each from vanquished
creatures list, genocided species list, and tombstone so the
relevant sections of the dump are more compact.
When a female dwarf grows (via level gain) into a dwarf lord, it
changes sex as well as base monster form because all dwarf lords
are male. The earlier fix for #H4276 (16-Mar-2016, to give an
alternate grow-up message acknowledging the change) used the wrong
monster form (monst's old one instead of new one).
Fix a couple of typos, change one entry which referenced internal
coding issues to a more general description for end-users, and remove
a duplicate about color handling for status hilites and menucolors.
(I've only skimmed through the first section. There are likely more
inconsistencies in the file.)
"They say that an ooze will bite your boots and a rockmole will eat them."
'rockmole' should be two words. Also, rock moles won't eat leather
boots, so change 'will eat' to 'might eat'.
Back when dead green slime left a corpse, gelatinous cubes wouldn't
eat that, but they would eat globs of green slime without being
affected. Add the missing glob check so g.cubes will engulf globs
of green slime instead of eating those.
Bug report was:
> "Completed sokoban" achievement was logged when picking up
> a randomly generated bag of holding in the gnomish mines.
The picking-up code was missing checks for the branches, so
you could get the achievements outside the correct branches.
Apparently some screen readers keep reading the status lines
at the bottom of the screen when parts of those change.
Add an option to prevent updates to those lines.
For "the poison was deadly" against hero, hit points were set to -1
(which gets displayed as 0 when shown) but the status lines weren't
being updated, so stale positive HP value was visible during final
disclosure.
Adds two new configurable keys to the cursor targeting: 'A' (getpos.menu)
and 'a' (getpos.menu.cansee). First one shows a menu of all interesting
glyphs on the map, second one shows only those in sight.
Travel command also now obeys the "request menu" -prefix, showing
the menu with interesting targets in sight, and then traveling there.
Idea via the NetHack accessibility research by Alexei Pepers.
This is a modified version of Jason Dorje Short's key rebinding
patch, and allows also binding special keys, such as the ones
used in getloc and getpos.
One of the ways to play NetHack on nethack.alt.org is via a HTML
terminal in browser. Unfortunately this means several ctrl-key
combinations cannot be entered, because the browser intercepts
those. Similar thing applies to some international keyboard layouts
on Windows. With this patch, the user can just rebind the command
to a key that works best for them.
I've tested this on Linux TTY, X11, and Windows TTY and GUI.
With menustyle set to "full" or "partial", using 'D' when not
carrying anything gave no feedback. (Modes "traditional" and
"combination" give "you have nothing to drop" via ggetobj().)
Also, there's no need to reset in-progress armor removal, lock
picking, or trap setting if you don't actually drop anything.
The inventory they're set to operate on or with stays intact.
Yet another accessibility feature. When asked for a location
to travel, and autodescribe is on, the location description
has "(no travel path)" appended, if there is no known path
to that location.