The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
Instead of using index() macro defined to strchr, use C99 strchr.
Instead of using rindex() macro defined to strrchr, use C99 strrchr.
If you want to try building on a platform that doesn't offer those
two functions, these are available:
define NOT_C99 /* to make some non-C99 code available */
define NEED_INDEX /* to define a macro for index() */
define NEED_RINDX /* to define a macro for rindex() */
This replaces the old pushq/saveq arrays (which were used to save
the keys pressed by the user for repeating a previous command)
with a new command queue. This means there's no hard-coded limit
to the saved keys, and it can repeat extended commands which are
not bound to any key.
Fix '#repeat' for tty; both it and ^A can repeat an extended command.
Fix both for curses; they can repeat an extended command instead of
just repeating the initial '#' to start getting an extended command.
X11 (tested), Qt (tested), and probably Windows GUI (not tested)
behave the same as before: ^A (or #repeat) after an extended command
just repeats the # to run the dialog to get an extended command.
I hope this introduces fewer bugs than it fixes but I don't think I'd
bet on that....
Change curses' use of menuitem_invert_test() to match the recently
changed tty behavior: when menuinvertmode is 1 the test excludes
special menu items that are flagged 'skip-invert' while handling
select-all and select-page as well as invert-all and invert-page,
and when that option is 2 then it also operates on deselect-all and
deselect-page.
Have curses catch up with tty, X11, and Qt: if a menu of objects has
any heavy iron balls, their entries can be toggled on or off by using
'0' as a group accelerator. That's been supported by tty and X11 for
ages and by Qt since yesterday. This also supports having any digit
as a group accelerator so that the 'O' hack to pick number_pad mode by
typing the digit that matches the value description works (except for
menu entry for mode -1; '5' happens to work for that one but doesn't
match its description).
The extended command input prompt was behaving in an unintended way:
Typing #a<enter> executed #adjust. Spaces in the entry prevented matching
any command. No error message was given when no command was matched.
Fix all of those, so it behaves more like the tty.
Clean up the tty, curses, and X11 windowport code, so they don't use
the extcmdlist array directly, but query with extcmds_match
and extcmds_getentry.
Have curses call the core get_count() routine instead rolling its
own so that backspace and delete are supported. That part was
trivial to accomplish. Unfortunately it brought the disappearing
menu phenomenon back so it became more complicated overall.
This fixes the disappearing menu, but not curses menu count entry
failing to honor backspace/delete. Entering two or more digits
to get a "Count:12" message, followed by non-digit which removes
that, resulted in the menu for apply/loot in-out container operation
vanishing while it was still waiting for a choice. (Typing a choice
blindly did work.)
The code intended to handle this. I don't understand why refresh()
wasn't working. Reordering stuff didn't help until I changed that
from refresh() to wrefresh(win).
The original Count:123 display was limited to 25 characters and
menus to half the main window, so they didn't overlap. I made the
count display wider--because it is now also used for 'autodescribe'
feedback when moving the cursor around the map--so made something
that originally was impossible become possible. One line of the
menu does get erased while "Count:" is displayed, but then gets put
back by the wrefresh().
Give the window-port side of *_update_inventory() an argument.
Calls in the core still omit that; invent.c's update_inventory()
is the only place that cares.
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.
Redo the fake ESC handling for curses' wgetnstr() so that it
applies to all popup prompts rather than just to "Who are you?",
in case the player sets the 'popup_dialog' option.
further adjustments to the window port interface to pass a pointer
to a glyph_info struct which describes not just the glyph number
itself, but also the ttychar, the color, the glyphflags, and the
symset index.
This affects two existing window port calls that get passed glyphs
and does the parameter consistently for both of them using the
glyph_info struct pointer:
print_glyph()
add_menu().
The recently added glyphmod parameter is now unnecessary and has been
removed.
Remove a couple of leftover references to mapglyph() from the
curses code (present inside '#if 0' blocks). I've tried to
substitute code which should work but have no idea whether it
actually will.
Menus with wide header or separator lines were rendered wide enough
to avoid wrapping those lines, but ones with narrow header/separators
and wide selectable entries were limited to half the display even
though lots of lines that would fit with full width were being wrapped.
Change the latter behavior.
Menus are right justified with the edge of the map when narrower than
it, left justified otherwise, and if the display is wider than the map,
they'll extend beyond its right edge. (That hasn't actually changed;
it's just that left-justification is more likely now that menus will
be wide enough to show wide inventory lines without wrapping.)
Get rid of my ridiculous hack to force wider menu for the 'symset'
and 'roguesymset' sub-menus of 'O' since it's no longer useful.
There's still room for improvement. If any lines need to be wrapped
despite using the full width, or perhaps are just a lot wider than
most of the entries, menu width could be narrowed to just enough for
'normal' lines to fit so that one or two really long entries don't
distort the menu. That's a bit more complicated than I want to deal
with right now. [If implemented, it would be relevant for tty too.]
Have the 'menucolors' option control menu color pattern matching
(instead of curses-specific 'guicolor') for all menus, not just for
the persistent inventory window.
With 'popup_dialog' On, a prompt which exactly fills the available
width would start the next line with a space (to separate the prompt
from user's answer) and then have the cursor waiting after it. That's
unlike other behavior in the curses interface where the line split
would be instead of the separating space rather than in addition to it.
Old:
|long prompt?|
| X__________|
New:
|long prompt?|
|X___________|
where the X represents the cursor sitting over the start of blank space
waiting for user's answer.
With 'popup_dialog' On, a one line popup with question and likely
responses and default answer was shown, but without having the
cursor displayed at the end of emphasize that it was waiting for an
answer. Make the popup be one character wider so that there is room
to show the cursor. No effect when 'popup_dialog' is Off and prompts
are shown at the bottom of the message window; those already have the
cursor sitting at the end.
Make final inventory disclosure use a full width menu instead of
the default 38-column width with lots of wrapping. Also, increase
that default from 38 to 40 for the rest of the time. Commit
9f6588af49 made the 38 vs 40 portion
matter much less but I decided to keep it in anyway.
When a menu or 'things that are here' popup has only a couple of
lines and they happen to be narrow, a sized-to-fit window isn't
always easy to spot when it is shown over the ends of old messages
rather than over the map, even with a border box around it. Give
such windows a minimum size of 5x25 so that they always stand out
enough to be immediately seen. This will cause more message text to
be rewritten occasionally (after dismissing the menu or text window)
but the curses interface seems to discount that as something to be
concerned about.