Revise the menucolor parsing (color and attribute portion, not the
regexp part) to switch to the string matching used for wishing in
order to allow space in the "light <foo>" entries instead of forcing
the two words to be run together. Having them be run together still
works, as does use of dash or underscore to separate the two words.
So the canonical form for light blue is now "light blue" instead of
"lightblue", but all of "light blue", "lightblue", "light-blue", and
"light_blue" match it. (So do weird things like "--li-gh_-_tbl ue _"
but I won't lose any sleep over that.)
Almost all of this if formatting; mostly blank line after declarations
but also there was new stuff that didn't match the recent reformat.
Make Orcrist glow light blue when orcs are present, just like Sting.
(Sting supposedly glowed because it was made by the elves of Gondolin
rather than any particular attribute built into it, and Orcrist was
made there too. I think it also glowed in the Hobbit; that was how
Bilbo recognized what the situation was when he first saw Sting glow.
Maybe it was the other sword rather than Orcrist, but they were treated
as being functionally equivalent.)
Also make Grimtooth glow red when elves are present. That's from thin
air, to give it some novelty. Unlike Sting, whose double-damage bonus
is restricted to orc targets, Grimtooth's weak 1d6 bonus still applies
to all targets.
ckunpaid() had the same coding error as allow_category(). A hero-owned
container holding hero-owned contents followed in invent an any unpaid
object was mis-classified unpaid.
to polymorphed into something which is hiding under an object.
Also, make the attempt to name a floor object while hallucinating give
a more interesting result.
Implement Boudewijn's suggestion that #name be extended to allow naming
something of the floor. I'm sure he wants this so that he can avoid
picking up gray stones, but it's something I started to implement years
ago (probably at an earlier suggestion from him...) and then forgot all
about.
This changes the #name menu to be
m - a monster
i - a particular object in inventory
o - the type of an object in inventory
f - the type of an object upon the floor
d - the type of an object on discoveries list
a - record an annotation for the current level
What do you want to name?
with the i and o choices omitted when inventory is empty. If the
'lootabc' option is set it will use a through f instead, but then the
last three entries change letters when inventory is empty. 'y' and 'n'
are still accelerators (effectively hidden choices) for the i and o
entries, corresponding to the answers for the 3.4.3 and earlier "name
an individual object?" prompt.
The floor choice asks you to pick a location. If you pick yourself,
then the top object of the pile underneath you is targetted. Otherwise,
the target must be an object glyph, and the object must have its dknown
bit set, so have previously been seen up close or revealed via blessed
potion of object detection. To make it be more useful, targetting an
object on an adjacent square will set the dknown bit. (Just the top
object if there is a pile there.) There's no cockatrice corpse touch
check since you aren't actually touching anything, just looking.
The setting of dknown bit for an adjacent object has been extended to
the '/' and ';' commands for examining things on the screen as well.
It's only done for adjacent spots you actively select, not all 8 spots
around you.
Give an alternate message if Sting starts or stops glowing while the
hero can't see. It probably ought to give an immediate message when
blindness toggles but that looks like it could get messy.
Having an 'o' die or migrate off level should probably also redo the
Sting message immediately, otherwise we see things like:
The little dog kills the goblin.
The little dog eats a goblin corpse.
Sting stops glowing.
(There could be lots of additional intervening messages depending on
other monster activity at the time.) Calling see_monsters() in the
relevant places--probably m_detach() and migrate_to_level()--would
address this but won't do because that could result in hallucinating
monsters changing appearance mid-turn.
'Du' in a shop was listing hero-owned containers that didn't contain
any unpaid items. At least one unpaid item must be carried; bug
manifested iff one or more unpaid items followed the container in
the invent list.
Recently revised allow_category() was using count_unpaid() for
container contents incorrectly, inadvertently checking the rest of
inventory after the container in addition to its contents.
MSGTYPE allows the user to define how messages in the message
area behave. For example:
MSGTYPE=stop "You swap places with "
would always make that message prompt for -more-. Allowed types
are "show" (normal message), "hide" (do not show), "stop" (wait
for user), and "norep" (do not repeat message).
Adding this, because it's relatively simple, proven to work, and
it seemed to be the major thing betatesters felt was lacking when
compared to NAO.
hacklib.c took a beating in the reformatting, so clean it up.
A tweak to the anti-predictability hack in setrandom() is the only
change in the actual code.
gcc complained about mixing && with || without parantheses. After
scratching my head a bit, I think this change yields the intended
result.
'omit_buc' is a bad option name. It's cryptic and it doesn't even
describe the function. At a minimum it ought to be changed to
'omit_uncursed' to accurately describe what it does.
'implicit_uncursed' or 'explicit_uncursed' (with opposite boolean
value) would be even more precise but probably not any clearer.
The option defaults to on, which is the old-style behaviour.
Turning the option off will never omit the "uncursed" -status
from inventory lines. This is pretty much required if users
want to use menucolors based on the BUC state.
The code that intended to have mimics occasionally take on the form
of "strange object" always produced downstairs instead because
S_MIMIC_DEF is greater than MAXOCLASSES.
This problem was present in 3.4.3. I didn't try to go back to see
how long it's been there, but strange objects used to occur once
upon a time. Either nobody noticed that they'd gone away or there's
an alternate way to produce them.
Replace static in_line[] and out_line[] with local variables that are
released when the quest pager code returns to caller. QTEXT_IN_SIZ
was already removed from makedefs; now QTEXT_OUTSIZ is removed from
nethack. Use regular BUFSZ for them instead of trying to maintain a
separate size for quest text.
If a trap is created on top of another trap, maketrap reuses
the trap struct in place, instead of deleting and recreating it.
If a squeaky trap was created on top of another trap, maketrap
first set the trap type to squeaky board, and then tried to
look through all squeaky boards on the level, to determine
what note the new trap should play. Unfortunately, the union
with the trap note most likely contained a rolling boulder
coordinate or something else outside the 12 note range, so
then the tavail-array lookup would cause a segfault.
Suppress some mostly longstanding "unused parameter" warnings where
the usage was generally conditional.
restlevl() had a conditional closing brace that confused the recent
reformat, resulting in some code inside a funciton ending up flush
against the left border (first column, that is, as if outside of the
function).
Fixes a bug reported by ais523. Rather than account for individual
segments, I opted just to make them unleashable, because it's not very
useful behaviour anyhow.
Most of the time, rloc() is used for teleporting monsters and it's not a
big deal if they can't find somewhere to go. In a few cases, it is. I
went through all the callsites and made calls to rloc() not cause
impossible()s if they don't need to.
Fixes a bug/suite of bugs reported by ais523.
Also clean up come ternaries while I'm here.
My first attempt to fix was to add AD_SLEE to explode(), but that failed
because do_break_wand() already does the sleeping portion. I don't
generally like the duplication between explode() and do_break_wand as a
result, but I consider that issue a project for another day.
Have genl_putmsghistory() pass the message to pline() for the !restoring
case, so that quest summary lines are delivered as ordinary messages.
No effect on tty or win32, which have their own putmsghistory routines.
But for X11, which has a multi-line message window but no save/restore
implementation for its contents, this makes the quest summary lines
actually show up somewhere. (I looked at maybe implementing
X11_getmsghistory() and X11_putmsghistory() but don't have the energy to
tackle it.)
Other interfaces which lack their own history save/restore will see the
quest summary messages too. Presumeably they'll all have multi-line
history windows so the extra line won't be displacing the most recent
message. If not, they'll essentially get the long quest messages twice,
once in full via popup window, then the one-line summary via pline.
When dumping quest messages at startup via DEBUGFILES=questpgr.c,
give a single message for each one, instead of a pline showing the
message number and delivery protocol followed by a popup message
window containing the text. This puts the number and protocol info
at the start/top of the popup window, bypassing the pline (and the
extra --More-- given for tty).
Make the post-3.4.3 '#terrain' command be more versatile by allowing the
player to choose between floor-only, floor+traps, and floor+traps+objects
so that it is possible to view known traps covered by objects or monsters
and remembered objects covered by monsters. The extra explore mode and
wizard mode choices aren't affected.
Move the message given when a monster digs through a closed door
or a secret corridor into a separate routine. In theory, nethack
should determine whether there is a path between the new opening
and the hero's location in order to decide whether a draft can
be felt. (I don't think anyone is likely to implement that--I'm
certainly not. Checking whether the hero is in a room with no
breaches in its walls could at least catch being inside a vault.)
While at it, add some USA-centric puns about feeling the prospect
of imminent military conscription instead of air current if it
happens while hallucinating.
Make the variadic functions look more like ordinary code rather than
have the function opening brace be hidden inside the VA_DECL() macro.
That brace is still there, but VA_DECL() now needs to be followed by
a visible brace (which introduces a nested block rather than the
start of the funciton). VA_END() now provides a hidden closing brace
to end the nested block, and the existing closing brace still matches
the one in VA_DECL().
Sample usage:
void foo VA_DECL(int, arg) --macro expansion has a hidden opening brace
{ --new, explicit opening brace (actually introduces a nested block)
VA_START(bar);
...code for foo...
VA_END(); --expansion now provides a closing brace for the nested block
} --existing closing brace, still pairs with the hidden one in VA_DECL()
This should help if/when another round of reformatting ever takes place,
and also with editors or other tools that do brace/bracket/parenthesis
matching.
I had forgotten that there were variadic functions in sys/* and ended
up modifying a lot more files than intended. The majority of changes
to those just inserted a new '{' line so that revised VA_END()'s '}'
won't introduce a syntax error. A couple of them needed VA_END() moved
so that local variables wouldn't go out of scope too soon. Only the
Unix ones have been tested.
Reported by the keymasher: "stone at (48,8) is undiggable". Bigroom 4
has a tree at that spot and the whole level is flagged as undiggable.
Undiggable trees were supported on arboreal levels (where their terrain
type is STONE rather than TREE), but not elsewhere. Monster movement
uses IS_ROCK(), which is true for TREEs, but may_dig() uses IS_STWALL(),
which is false for TREEs so doesn't consider the location as being of
interest and fails to disallow digging. But mdig_tunnel() bypasses
may_dig() and tests the NONDIGGABLE bit directly, disallowing digging.
(If this sounds confusing, it's a stroll in the park compared to the
code itself. Apologies for the mixed metaphore.)
Digging away a secret corridor could leave rocks, which doesn't make
a whole lot of sense. Now a monster's dig attempt will reveal the
location as a corridor instead.
This also moves an assignment out of a macro invocation where it was
inviting trouble if that macro gets modified. And reorganizes an 'if'
to put cheaper tests sooner.