After player has responded to a getline prompt, echo the prompt
and the line of text response to the message window. Uses pline()
so also gets put into core's message history for dumplog.
More issues. The incorrectly rendered map after panning is one
I haven't seen before. Normally I only have a clipped map if I
force double size tiles rather and hadn't noticed this behavior
for that case, so manually resizing--and/or the scrollbars which
get added when that occurs--may be what triggers it.
des.region() accepted booleans for the joined field, whereas des.room
accepted xchars. These were only being used as truth values, so this
converts the room ones into booleans for consistency. I don't think
accidentally using an int or a boolean wrongly would actually crash the
level generator, but consistency is good.
This converts an schar field in struct mkroom into a boolean; on most
systems these are probably 1-byte types and save files won't be broken,
but it might be best to treat this as a save breaker anyway.
Its value is only used as a boolean, so there's no real need to keep it
as a confusing int.
Shouldn't be a save-breaking change; it doesn't look like g.coder is
saved.
Give a message for each boolean option toggled via 'O'. It may
help catch mistakes sooner if/when player types wrong menu letter.
Only applies to 'O', not booleans manipulated during config file
or NETHACKOPTIONS processing.
"Demote" wizmgender from an obscure wizard mode extended command
to an obscure wizard mode boolean option. Behaves the same except
that no message is given when the value gets toggled.
Due to a logic bug introduced when engraving became an occupation - the
code that tests to see whether the player is writing with a weapon that
will get dulled wasn't correctly checking that they were actually
carving an engraving.
Fix a latent bug in unreachable code. As the comment preceding
the cited code states, hero polymorphed into an eel isn't offered
a chance to use #monster to hide, so program execution won't ever
get to the bad code. Using formatting routine The() where message
delivery routine pline_The() is intended is certainly a bug though.
Fixes#462
X11_yn_function() issues a pline() to put the prompt and player's
response into the message window. Change it to use visctrl() to
make sure that the response character is ledgible when something
like the '&' command allows an arbitrary answer.
This patch adds a leading space and two extra trailing spaces
to the prompt when it's being issued via popup, but that hasn't
affected the issue mentioned next....
The popup prompting when the 'slow' resource is False doesn't
always resize properly. I saw both too wide and too narrow
[What do you want to throw? [abc] ]b
[ In what direction? ]
and
[Really quit? [yn] (n) ]y
[Dump core? [ynq] (q) ]n (size seemed right, but hard to tell)
[Do you want your posses] (might have shown one more letter;
resize doodad in window's bottom right
corner on OSX oscures the rightmost
column--which is ordinarily a space)
The truncated one did accept responses. If I answered 'n' then
the next question was truncated too, but for 'y' (plus ensuing
feedback) it would be sized correctly for the question after that.
To be clear: the popup width issue was present before this change
and is still present after it. The code already has a hack that's
intended to deal with this but it doesn't do the job for me.
If 'perm_invent' is preset in player's options, have X11 show the
persistent inventory window from the start instead of waiting for
an 'i' command. moveloop() prolog needed a tweak do deal with it
cleanly.
Require WC_PERM_INVENT in order to honor the perm_invent option.
X11 and curses already set that, tty and curses don't support it,
so only Windows GUI needed to be updated for it.
When persistent inventory window is up, remove it if 'perm_invent'
option gets set to False. This has a side-effect of fixing the
end-of-game prompting problem it caused.
Objects shot, thrown, or kicked by the hero or by monsters stop
short if they try to pass over a sink; make objects launched by
an explosion behave similarly.
This hack prevents the perm_invent window for X11 on OSX from
creeping every time it gets updated. It is far from perfect and
at the very least ought be handled via user settable X resources
rather than hardcoded values, but it's as much effort as I'm likely
to spend.
Add a new file containing a list of issues that ought to be fixed.
The initial entries are things I noticed while experimenting with
perm_invent; there is lots of older stuff that could/should be
there too. I'm not sure whether the first one is OSX-specific; the
others aren't.
Get rid of some obsolete qsort hackery. Use of prototypes makes
it unnecessary. Even before that it was the only one of a dozen
instances of qsort() usage that cared about pre-ANSI implementation.
Also, reformat a couple of comments.
When a compound option was given an erroneous parameter,
for example "OPTIONS=runmode:foo",
you first got "Unknown runmode parameter 'foo", and
then "Unknown option 'runmode:foo'".
Prevent the Unknown option complaint, if we actually did
find a match.
Options which show lists of possible values using '.CC' were
unintentionally being rendered with bold font. I tracked it
down to "figure 3" which has been in place for quite a while.
The font setting and resetting wasn't working as I expected.
This change yields the intended results.
Using ^I to identify inventory and picking '_' (or '^I' or full
menu) would update persistent inventory window after identifying
everything, but picking specific items (even everything as long
as '_' was excluded) to identify wasn't doing that.
I moved some fixes37.0 entries around to group the persistent
inventory ones together. One involved hold_another_object so I
group those too. I didn't look very hard to try to find others
that could fit with these.
Under curses interface, provide a way to get a little more space
for perm_invent without turning off windowborders entirely.
Possible 'windowborders' values:
0 = no borders, max screen space available for useful info
1 = full borders, two lines and two columns wasted for each window
2 = contingent borders, show if screen is big enough, else hide
New:
3 = as 1 except no borders for perm_invent window
4 = as 2 except never borders for perm_invent window
3 and 4 let the map, message, and status windows have borders while
providing two extra lines and two extra columns on each line for
persistent inventory. It's not much but better than nothing when
borders are enabled.
The new options processing had a memory leak: 'parser.inbuf'.
Also, reorder some routines to fit in the corresponding comment
sections (with new sections for wizkit and symset) and reorder
some prototypes to match their order in the file.
copperwater commented 8 hours ago:
Instead of inexplicably paralyzing the player for the duration of their
engraving. Many a character has died by trying to engrave something and
then sitting there diligently writing it while monsters surround and
attack them. (This was especially prominent back in the 3.4.3 era when
repeated Elbereths were viable, but it still occurs today with e.g.
using a hard stone to engrave Elbereth). There were also some other
oddities - for instance, if something teleported the player away while
they were engraving, they would continue to "engrave" (be paralyzed) on
their new location, but would not produce any text there; the full
engraving would be placed on their initial position.
In this commit, I have converted engraving to use the occupation
framework, which treats it as an interruptible activity. This
necessitated some logical restructuring, mostly involving the engraving
being written out in chunks as the player spends more uninterrupted time
on it.
I've tried to keep this free of regressions except for those inherent to
the occupation system.
What has NOT changed:
o The rate of engraving is still 10 characters per turn, or 1 character
using slow methods.
o The formulas for determining how much a bladed weapon or marker can
engrave before getting exhausted are kept. Though this is a bit
convoluted, and if it's not considered important to preserve the
existing behavior, I would recommend simplifying it by decreasing the
maximum engraving length for weapons by 1 so that each point of
enchantment simply gets you 2 characters' worth of engraving (e.g. a
-2 weapon will only engrave 1 or 2 characters before dulling to -3,
rather than giving it a third "grace character".
o The input buffer is still modified based on confusion/blindness/etc
only at the time when the player inputs it (if they gain a
debilitating status while engraving, it will not affect the text). My
personal preference is to make the text affected in scenarios like
that, but it's not strictly necessary to do here, so I didn't.
o Wand messages such as "The floor is riddled by bullet holes", and
blinding from engraving lightning, still appear before the hero starts
to take any time engraving. As noted above, getting blinded by the
wand still has no effect on accurately engraving the text, unless the
hero was already blind or impaired.
What has changed:
o Moving off the engraving or losing the object being engraved with
causes the player to stop engraving.
o Wands can still engrave an arbitrary amount of text using a single
charge, but if the hero is interrupted and decides to start engraving
again, they will consume a second charge.
As it adds a new field to g.context, this is a save-breaking change.
Instead of inexplicably paralyzing the player for the duration of their
engraving. Many a character has died by trying to engrave something and
then sitting there diligently writing it while monsters surround and
attack them. (This was especially prominent back in the 3.4.3 era when
repeated Elbereths were viable, but it still occurs today with e.g.
using a hard stone to engrave Elbereth). There were also some other
oddities - for instance, if something teleported the player away while
they were engraving, they would continue to "engrave" (be paralyzed) on
their new location, but would not produce any text there; the full
engraving would be placed on their initial position.
In this commit, I have converted engraving to use the occupation
framework, which treats it as an interruptible activity. This
necessitated some logical restructuring, mostly involving the engraving
being written out in chunks as the player spends more uninterrupted time
on it.
I've tried to keep this free of regressions except for those inherent to
the occupation system.
What has NOT changed:
- The rate of engraving is still 10 characters per turn, or 1 character
using slow methods.
- The formulas for determining how much a bladed weapon or marker can
engrave before getting exhausted are kept. Though this is a bit
convoluted, and if it's not considered important to preserve the
existing behavior, I would recommend simplifying it by decreasing the
maximum engraving length for weapons by 1 so that each point of
enchantment simply gets you 2 characters' worth of engraving (e.g. a
-2 weapon will only engrave 1 or 2 characters before dulling to -3,
rather than giving it a third "grace character".
- The input buffer is still modified based on confusion/blindness/etc
only at the time when the player inputs it (if they gain a
debilitating status while engraving, it will not affect the text). My
personal preference is to make the text affected in scenarios like
that, but it's not strictly necessary to do here, so I didn't.
- Wand messages such as "The floor is riddled by bullet holes", and
blinding from engraving lightning, still appear before the hero starts
to take any time engraving. As noted above, getting blinded by the
wand still has no effect on accurately engraving the text, unless the
hero was already blind or impaired.
What has changed:
- Moving off the engraving or losing the object being engraved with
causes the player to stop engraving.
- Wands can still engrave an arbitrary amount of text using a single
charge, but if the hero is interrupted and decides to start engraving
again, they will consume a second charge.
As it adds a new field to g.context, this is a save-breaking change.
Implement a better fix for commit 2f4f7d22d ("Fix align type
mixup wth align mask") which was reverted in commit 4e35e8b5a
("Revert "Fix align type mixup wth align mask"").
In the present code, the field align in both struct altar and
struct monster is not an aligntyp, but an align mask with extra flags.
Change the type to match its actual use and improve the naming.
Consolidate duplicated code into a single routine.
Change the return type of induced_align() to be unsigned to match
amask usage.
Change the special level align mask values to be separate from
the normal align mask values.
A formatting bit that grew a little. An end of line comment that
spans on two or more lines
foo(); /* call
foo() */
will confuse clang-format if the continuation lines don't begin
with an asterisk
foo(); /* call
* foo() */
Instead of just doing that, I changed display_pickinv() to add a
comment for each of its arguments.
Update some code from four weeks ago. One of two hold_potion()
calls was followed by update_inventory() but the other wasn't.
Have hold_potion() do that itself. I'm not sure that this is
needed and haven't convinced myself that it's not.
Prevent the "X Error (bad Atom)" situation that causes an
"X Error" panic.
The issue isn't fixed. This fails to implement the intended
functionality of having the X server remember the persistent
inventory window's location across games (until the next time
that the X server restarts). Worse, on OSX the window creeps
each time it is updated (visually it seems to be moving down by
the height of the window's title bar).
That's not as bad as having it move to the pointer's location as
it did in 3.6.1, but prior to the commit which introduced this
code that had been fixed and it stayed put during the current
game, so more work is definitely needed.
2015 commit 27d8b631cd incorrectly altered a test
/* Chop engraving down to size if necessary */
if (len > maxelen) {
for (sp = ebuf; (maxelen && *sp); sp++)
-> if (!isspace(*sp)) maxelen--;
if (!maxelen && *sp) {
*sp = (char)0;
if (multi) nomovemsg = "You cannot write any more.";
was changed to:
/* Chop engraving down to size if necessary */
if (len > maxelen) {
for (sp = ebuf; (maxelen && *sp); sp++)
-> if (*sp == ' ') maxelen--;
if (!maxelen && *sp) {
*sp = (char)0;
if (multi) nomovemsg = "You cannot write any more.";
Fixes#457