Commit Graph

4062 Commits

Author SHA1 Message Date
PatR
a32002eb88 X11 getline: log prompt and response
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.
2021-02-19 15:38:31 -08:00
copperwater
18dc88505d Convert room 'joined' and 'needjoining' into booleans
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.
2021-02-19 17:09:41 +02:00
nhmall
fb0b535cde fixes37.0 entry for pr#464 2021-02-19 07:49:10 -05:00
Patric Mueller
bea69f39f3 Output message when changing fastmove mode while cursor targetting 2021-02-19 10:40:41 +01:00
PatR
bb57bf16f1 'O' feedback for booleans
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.
2021-02-19 00:24:45 -08:00
PatR
f480803970 'wizmgender' flag
"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.
2021-02-18 23:54:30 -08:00
PatR
31b0847bd7 X11's yn_function() echoing its response
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.
2021-02-15 19:09:00 -08:00
PatR
8fff588ab3 X11 persistent inventory again: initial display
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.
2021-02-14 00:57:34 -08:00
PatR
36179da82f X11 perm_invent: handle 'O' toggling off perm_invent
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.
2021-02-13 19:17:20 -08:00
PatR
5a8c978b1e scatter() vs sinks
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.
2021-02-13 15:15:21 -08:00
PatR
be9a2c2907 X11: persistent inventory issues and hack for OSX
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.
2021-02-12 15:07:51 -08:00
nhmall
7a8be551e9 Guidebook date was behind on recent updates so give it a bump 2021-02-11 10:38:43 -05:00
PatR
fedc2d5abe nroff Guidebook fix
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.
2021-02-10 18:48:21 -08:00
nhmall
e512e98966 Merge branch 'copperwater-pr460' into NetHack-3.7 2021-02-10 19:53:07 -05:00
Pasi Kallinen
da92e0349b Fix lua doc copypaste error 2021-02-10 22:06:36 +02:00
Pasi Kallinen
cc25f40d69 Add lua tests for config file parsing
Bare-bones for now, more tests needed.
2021-02-10 19:22:16 +02:00
PatR
3aaa565eb6 wiz_identify vs perm_invent
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.
2021-02-09 15:07:16 -08:00
nhw_cron
0639fd619d This is cron-daily v1-Jan-20-2020. guidebook updated: doc/Guidebook.txt 2021-02-08 21:17:44 -05:00
PatR
71bb01c328 curses persistent inventory window tweak
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.
2021-02-08 16:34:29 -08:00
nhmall
afc16f116e make engraving an occupation pr#460
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.
2021-02-08 08:41:23 -05:00
PatR
67d94d2930 partial fix for #K3262 - X11 perm_invent panic
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.
2021-02-06 16:04:44 -08:00
nhmall
4e0a1e0462 during engraving, spaces were counted instead of non-spaces
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
2021-02-06 18:49:16 -05:00
Pasi Kallinen
d817564a6a Lua: set and get config options
Still needs more work, especially the error handling.
2021-02-06 19:02:25 +02:00
PatR
74213666bf curses: honor menu_next_page/&c option settings
tty and X11 honor the menu_xxx options.  Qt currently doesn't
support menu manipulation by keyboard.  curses does support that
but was only handling the default menu keys.
2021-02-05 01:04:48 -08:00
PatR
52ae2b9df3 prevent lua crash upon init failure
panic() instead, so not much help to the player.
2021-02-03 17:09:35 -08:00
nhmall
7445435a36 unify code for extracting an object from a monster's inventory PR #455
Closes #455
2021-02-01 09:41:21 -05:00
nhmall
e7d2ecb85d wording bit 2021-01-31 21:34:23 -05:00
nhmall
1bf122ff1d fixes37.0 catch up for macOS Xcode issue 2021-01-31 21:32:03 -05:00
PatR
38e69519d1 fix #K3257 - lichens' sticky attack holds hero
in the air.  can_reach_floor() was changed relatively recently
to return False if hero was held by a monster.  It wasn't
necessarily because the monster was lifting him or her off the
floor though.  Restricted movement could produce same effect.

Change the new behavior to only happen when holder has used a
hug attack, so that being held by a fungus or mimic doesn't
prevent access to the floor.

This may need to be revisited because the idea that the hero's
arms have been pinned by a hugging monster contradicts the
ability to attack that monster.  However, it matches the long-
standing inability to attack any other adjacent monster in
that circumstance.
2021-01-30 17:19:17 -08:00
PatR
aacea63f7c squeaky board message grammar bit
"You hear a [BCDG] note squeak in the distance" is ok, but
"you hear a [AEF] note squeak in the distance" isn't.

Squeaky board notes already had correct a/an handling but that
particular message explicitly suppressed it.
2021-01-30 16:42:36 -08:00
nhmall
143a7b3a06 another doc/options.doc update 2021-01-30 12:28:23 -05:00
nhmall
513bf63300 doc/options.doc update 2021-01-30 12:18:49 -05:00
PatR
407acbf987 fix class discovery for fully discovered class
This was caused by a post-3.6 change I made when adding sorting
capability to '`' (and to '\' but that wasn't affected).  Cited
case was lack of "water" when all potions had been discovered.
Some other classes (but not all) were vulnerable too.
2021-01-28 17:10:18 -08:00
nhmall
9d93e1e52a follow-up bits 2021-01-27 21:04:51 -05:00
PatR
8a965b8cf9 \#wizintrinsic timeout values
Tell/remind wizard mode player how to specify timeout amounts
when using #wizintrinsic to set temporary timeouts.
2021-01-24 13:55:19 -08:00
PatR
8af63bf1a4 fix github issue #447 - casting area-effect spell
at self when blind.  Spell targetting would let player pick
hero's own spot but casting would reject it when blind because
hero didn't sense any monster there.  The player wanted to cast
skilled fireball at self to cure being turned into slime but
wasn't allowed.  (Targetting an adjacent spot would work for
fireball, but is only feasible when telepathy reveals a monster
there.)

While testing the one-line fix, I noticed that the message line
(tty) showed stale data (autodescribe info for target spot) as
the fireball I cast (when not blind) bounced around the vicinity.
Normally that's cleared when a message is issued or the when the
next command is requested, but skilled fireball causes multiple
explosion animations before either of those situations.
2021-01-24 13:00:44 -08:00
Patric Mueller
f4e9104957 Bones levels information in xlogfile and enlightenment
- record number of encountered bones levels in xlogfile
  - add bonesless to extended conducts field in xlogfile
  - show bones levels information in enlightenment at end of game or in
    explore and wizmode
2021-01-22 00:22:09 +01:00
Pasi Kallinen
44bb68fe82 Curses: Select menu items via mouse 2021-01-21 12:53:02 +02:00
PatR
e0a6ab5e6b fix #K3251 - "some bugs: empty lamp catching fire"
If an empty lamp was hit by fire, the feedback was "the lamp
catches fire!" even though it wouldn't light.

ingite_items() imperfectly duplicated catch_lit().  Just call
the latter.  The resulting message will be slightly different
but that's insignificant.
2021-01-20 14:37:49 -08:00
PatR
d1e4623a0e X11: selectsaved
Implement the 'selectsaved' option for X11.  Requires that
SELECTSAVED be defined at compile time.

Behaves the same as for tty and curses except that if you
choose 'quit', the intended "until next time..." message doesn't
get delivered anywhere.
2021-01-19 16:59:36 -08:00
PatR
648162b536 fix github issue #400 - Qt text windows hanging
Text windows only accept a few keys (<escape>, <return>, ':', now
<space>) and if they got other keys they passed those up the call
chain, arriving at the map where they were treated as commands
and were executed while the text window was still displayed.  The
cited example was ',' for pickup while the "things that are here"
popup was shown.  The 'foreign' key's command might be executed
successfully but the undismissed popup could become hung.

This fixes that ('foreign' keys will be ignored).  It also lets
<space> be used to dismiss text windows.

Slightly better but far from perfect:  if you perform a search,
then after it runs you need to type <escape> once, or <return>
or <space> twice, or else search again and pick [done] on the
search popup and then <return> or <space> once, to dismiss a
text window via keyboard.  (Prior to this, typing <escape> or
searching again and picking [done] followed by <return> were the
only ways.)  Also, searching for an empty string will now be
treated as if [done] had been picked.

Fixes #400
2021-01-14 15:10:41 -08:00
PatR
c131e6df18 'selectsaved' bug fix
I have to manually uncompress save files before running nethack
under gdb control or they can't be opened.  Normally that works ok,
but if the 'selectsaved' option is enabled, the code to look up
character names from their save files was mangling the file names
when stripping off the non-existent compression suffix, so couldn't
open them.
2021-01-13 17:24:27 -08:00
Pasi Kallinen
e41c029262 Give barrow wights a cold touch
Their attack is described as "the icy touch froze his bones"
in Lord of the Rings
2021-01-13 21:29:07 +02:00
PatR
4216a7aa97 fix #K3241 - potion dip drop due to pickup_burden
Dipping a unicorn horn to transform a potion causes that potion
to be removed from and re-inserted into inventory.  If the hero
was above 'pickup_burden' threshold prior to dipping and
removing the old potion brought encumbrance back under that,
attempting to add the new one back would drop it instead of
re-exceeding the threshold.
2021-01-11 16:19:50 -08:00
PatR
c2989be3fc dowhatdoes ('&') vs prefix characters
I noticed that the & command was claiming that ^A is an unknown
command.  Unlike the old static version, or the replaced-before-
ever-released conditional version, the fully dynamic variation
of '&' didn't know about any of the special commands:  prefix
letters, ESC, and ^A.
2021-01-08 12:44:45 -08:00
PatR
2f76d0e701 Qt: ^V on OSX
I can't take credit for this and still have no idea why it is
needed, but it fixes use of ^V as a command and as input to
to the regular version of yn_function().  In particular, '&'
command reports it as ^V.  Unfortunately when 'popup_dialog' is
set, no control characters seem to be accepted by the part of
NetHackQtYnDialog(Exec+KeyPressEvent) responsible for arbitrary
input.

It also causes getlin() to terminate but I can't think of any
situation where ^V would be considered to be valid input for
getlin() so won't worry about that.

I put it in as '#if MACOSX' because I don't know whether any
other Qt platforms need it.
2021-01-08 01:37:38 -08:00
nhmall
82c544b935 more Guidebook.tex 2021-01-07 18:28:33 -05:00
nhmall
b13966c161 TeX corrections in Guidebook 2021-01-07 18:18:14 -05:00
nhw_cron
86925ed248 This is cron-daily v1-Jan-20-2020. guidebook updated: doc/Guidebook.txt 2021-01-07 17:50:23 -05:00
PatR
39fbf083a2 Guidebook update
Document m\ and m`.

Several years ago there was a suggestion--aka complaint--that
"menustyle:Traditional was the only alternative for early versions"
was too vague and requested that the version be included.  It was
probably accurate at the time it was included, but I've changed it
from "early versions" to "very early versions" now.  :-}
2021-01-06 18:54:42 -08:00