More symbols: I left out a word on the continutation line for S_stone
and S_tool has been forcing narrow space where ordinary <comma><space>
was intended.
Guidebook.tex not tested. The \, in the continuation of S_stone is
a narrow space in LaTeX. It should be \hspace{ width of '(' } but
I don't remember how to measure something in LaTeX or TeX.
Guidebook.mn is getting two small changes: I forgot about the
guideline that each sentence be on its own line. Also, this adds the
fix for wide lines in the dungeoneers list although the reordering
accompanying a recent change might have made that moot (unless some
future reordering puts wide names on the same line again, assuming
that was the issue).
The table listing symset entries was ok for ps/pdf output but for
plain text output it was wrapping to a second line for S_xan,
S_pet_override, and S_player_override and also going past the right
margin for some others. I've shortened the text for those three
and narrowed the first column to give more room for the third column,
bringing all the lines within their margin.
The entry for S_stone was rather surprising: "dark part of a room".
It now says "solid rock or unexplored terrain or dark part of a room"
and needed to span two lines.
The first column has been labeled "Default" but that was why that
column was wider than necessary. It now has a label of two spaces
and is left justified instead of being centered. It is also now
forcing constant-width Roman as the font and every character in that
column should be the same size so one reason for centering is removed.
The title used to be centered but always looked a bit off due to the
fact that the three columns have differing widths and/or because of
the over-wide lines changing the location of "center". It is now
left justified and looks a little bit like it's labeling the first
column. Perhaps it needs a blank line separating it from the rest.
Guidebook.tex is lagging again.
Creation of guardian angel bypasses tamedog() and marks it tame
directly but it wasn't updating the map after changing the monster.
So if 'hilite_pet' was On when entering the Astral Plane level, the
angel appeared to be ordinary monster rather than a tame one until
it moved or the screen was redrawn. Also, the message about it
appearing was issued before marking it tame, so a tiny bit of code
reordering has been done to get the sequence correct.
This sample comment attending the sample SYMBOLS statement fit ok in
the pdf output but wrapped to another line in the plain text output,
so shorten it.
S_xan, S_pet_override, and S_player_override still wrap, but by a bit
less than before. Their width causes the line of dashes at the top
of the table to wrap too.
Guidebook.tex is still lagging behind.
I think it was issued by tbl but it wasn't about any of the tables.
warning: numeric expression expected (got 'R')
was complaining about
.lp SYMBOLS, ROGUESYMBOLS
Exclosing the paragraph label within quotes to make it one argument
to the lp macro or command would have fixed this, but I've split
them into two paragraphs. And reordered several of the paragraphs
which were alphabetized just enough to make the out of order ones
seem like mistakes.
Guidebook.tex needs to catch up.
A few symbol-related modifications:
- fulfill a request from a blind player to allow them to
specify a unique/recognizable character for all pets and/or
the player in the config file for use when using a screen
reader (S_player_override, S_pet_override). Requires sysconf
setting ACCESSIBILITY to be set to have an effect, although
they can still be specified in the config file.
- Config file SYMBOLS entries were not working properly on
the rogue level. Allow ROGUESYMBOLS as well as SYMBOLS to be
specified in the config file independently.
- When values are moved into showsyms[], the overriding SYMBOLS
or ROGUESYMBOLS entry from the config file is used if there is
one; if there is no overriding value for a particular symbol,
the loaded symset value is used; if there is no symset entry
loaded for the symbol then a default symbol is used.
Make paranoid_query() (yn question requiring explicit "yes" answer)
protect itself from overly long prompt strings. I'm not aware of
any specific overflowing queries so I temporary reduced QBUFSZ within
paranoid_query() in order to test.
For EDIT_GETLIN, don't use previous response as default if we loop
after neither "yes" nor "no" was given for paranoid confirm.
Fixes#238
For the three fields in the 'scores' option's argument: top, around,
and own, if any was separated from preceding one by space(s) rather
than slash and lacked a count prefix, the argument parsing skipped
over it. So "10t/3a/o" and "10t 3a 1o" worked but "10t 3a o" ignored
the 'o'. The issue report was about 'own' but there's nothing special
about 'own' itself; just that it doesn't warrant a count prefix and is
usually last (in other words, normally preceded by one or both of the
other two) so more likely to trip over this.
[I thought there was another report about 'scores' misbehaving (from
quite a while ago) but couldn't find one. If it exists, it might have
been about the same thing.]
Mimic-as-slime_mold needs to keep track of the fruit index the same
way that mimic-as-corpse keeps track of corpse's monster type. The
mimic description was changing (for '/' and ';' feedback) whenever
the player assiged a new fruit name.
That wasn't noticeable when applying a stethoscope because
mimic-as-slime_mold always yielded "that fruit is really a mimic".
Change it to report the fruit's type instead of generic "fruit".
For 'O's menu, make the current symbol set be pre-selected so that
the set in use is clearly marked while contemplating changing it.
Using Return or Enter will pick it again; Escape is now needed to
deliberately not make any selection.
Also, change several symbol set initializations to use the new method
of deciding whether the default symbols are still in place.
Fix a couple of bugs I stumbled across while testing something else.
The sell prompt for a container dropped in a shop had phrasing issues.
This fixes a couple but there are more. The message composition
assumes that contents fall into two categories: those already owned
by the shop and those the shopkeeper is offering to buy from the hero.
But there is a third: stuff the shopkeeper doesn't care about so
won't buy. The count_contents() routine can supply total contents or
shop-owned contents. Subtracting one from the other yields combined
hero-owned without any way to separate out shk-cares and don't-care.
Dying in a shop while carrying partly eaten food would place that food
on the floor without marking it no_charge. But marking it that way
wouldn't have helped because as bones data gets saved, every object on
the level has its no_charge flag cleared. So 'no_charge' needs to be
explicitly set for partly eaten food in tended shops as a bones level
gets loaded.
Most of the shk.c diff is reformatting, but it does change the
get_pricing_units() routine to lie that the quantity is zero for
partly eaten food so that when multiplying with price it won't matter
whether the price has been forced to zero or been left non-zero.
One of the comments for pull request #234 mentions that the colors
for sleep and poison are backwards. Yellow dragons had green breath.
Green dragons would have had yellow breath if they used the normal
zap symbols, but they use the poison cloud one which is green so
they had green breath. I rarely have color enabled and had never
noticed. (At the moment I can't find where the switch from zap to
cloud is being done.)
Pull request #234 is based on #231, about control of the shield
effect animation when resisting. But it changes struct flags so
would break 3.6.x save file compatibility.
Change the way symbol sets are loaded to make them have the same order
as they appear in the symbols file rather than being reversed.
Revise dat/symbols so that the new ordering yields a result similar
to the old ordering, more or less. I've added a few set descriptions.
The only substantive change is marking DECgraphics as primary-only
(not available on rogue level) and adding new set DECgraphics_2 which
is commented out near the end.
Define symbol handling H_MAC since one of the sets specifies
'handling: MAC'. All H_MAC is used for now is to avoid showing
MACgraphics as a symset when compiled without MAC_GRAPHICS_ENV (which
was used for pre-OSX Mac by the old code in sys/mac/), so it will be
hidden for everyone.
I left handling H_CURS even though curses doesn't implement anything
for it. It could do something when rendering the map or assign a
function to 'cursesgraphics_mode_callback' for special init or both
but hasn't needed to. Since curses is now supporting DECgraphics,
define 'decgraphics_mode_callback' for it. No value is being
assigned so that doesn't do anything; curses seems to be setting up
the primary character set as text and secondary one as line-drawing
without the need for that hook.
With the added set descriptions, 'O's symset menu looked horrible for
curses due to the way curses decides to set the width of menus and
the resulting line wrapping which took place because of a too-narrow
menu. I've added a chunk of code to the options handling code which
shouldn't really be there but makes the menu much easier to read.
Lastly, do some formatting cleanup in files.c.
Move a declaration that became mid-block when a preceding 'if () {'
got removed to top of block suppress warning about C99 feature.
Add new entry for the curses symset change to fixes36.3.
Highlighting for monsters shown due to extended monster detection and
for lava shown in black and white didn't work because that keys off
of 'iflags.use_inverse' (actually a macro for 'iflags.wc_inverse') and
curses wasn't enabling that window-capability option. To be fair, it
was probably unconditional at the time the curses interface was first
developed. It checked for whether a monster was supposed to be drawn
with inverse highlighting but wouldn't draw it that way because the
flag was always false. Inverse b&w lava is relatively new and curses
hadn't been taught about it.
Various other things such as pets (if hilite_pet is on) and object
piles (if hilite_pile is on) get highlighted with inverse video when
use_color is off, regardless of whether use_inverse is on or off.
That's probably a bug.
In launch_obj, the code first got the trap, then called ohitmon
(which can delete the trap by doing mondied -> fill_pit ->
flooreffects -> deltrap), then after that used the trap variable.
Trigger a land mine while being polymorphed into a monster that
automatically hides (eg. scorpion). Have the statue on the land mine
shatter and all items on that square scatter away. Avoid falling
into the pit left by the land mine.
... when the guard is angry, and he's in the vault or in his corridor,
you're not in the vault nor in his corridor, and the level is full
so the guard cannot relocate.
Noticed while investigating the message loop. If I had level files
from an interrupted game and was asked "Destroy old game?" when
starting a new one, answering 'n' left the terminal in an unusable
state. Executing 'stty sane' (invisibly since input echo was off)
repaired things but the user shouldn't have to do that.
Change unixtty.c's error() to shut down windowing if that has been
initialized. This might need some tweaking for tty, which will now
clear the screen before showing the startup error message. Other
systems besides unix use unixtty.c so are affected, but I think the
change doesn't introduce anything that should cause trouble (aside
from the potential screen erasure).
Scatter did not consider the ball or chain, and moved them around, causing
ball and chain sanity error.
One way to trigger was being punished, with chain on a land mine and having
a monster trigger the mine. Now the chain will shatter, unpunishing the hero.
Fixes#26
Report stated that the attempt to look up the player's username
(on Unix) failed (reason unknown) and nethack refused to allow the
player to execute the #explore command even though sysconf was set
to use character names (CHECK_PLNAME=1) instead of user names.
Setting EXPLORERS to "*" overcomes this glitch, but the fix moves
a bit of code around to honor CHECK_PLNAME before fetching username
so that that isn't necessary.
I ended up doing some formattng clean up (replace tabs with spaces,
whitespace cleanup in 'port_insert_pastebuf()'). The actual change
to fix#26 is only a few lines.
Fixes#227
Travel, <ctrl><direction>, <g|G><direction> all stop on engravings,
but <shift><direction> told the player what the engraving said and
kept going. The message output is buffered until map update or
another message, so player couldn't tell where hero was at the time
the engraving got shown. Make <shift> running stop on engravings.
Fix the first part of github issue 229. sortloot_classify() tries to
group musical instruments separately from other tools, but missing
'break' in a 'switch' prevented that from happening--they were mixed
together.
Since that grouping isn't documented anywhere, only source divers
would ever notice that it wasn't working as intended.
when polymorph causes loss of levitation boots or water walking boots
while over water. If discarding stuff while trying to crawl out got
rid of the taken-off boots, they wouldn't be in inventory any more
when break_armor() tried to drop them after taking them off.