Mostly attempting to clean up potential error handling but I don't
have any error cases to test with. Doesn't seem to break anything
when there aren't any errors....
Switch the verb from "name" to "call" for type-naming. Format menu
choices for name or call of unique items more carefully.
Read actions got some extra details so move them out of the main
item-action routine to avoid cluttering it up.
Avoid "r - Study the spellbook" for novels. It's changed for known
Book of the Dead too, but I'm not sure "r - Examine the tome" conveys
"read" sufficiently. ("Read" and "peruse" seem too mundane for it;
perhaps it should revert to "study" even though the hero isn't
attempting to learn a spell from it.)
Change "r - cast the spell on this scroll" to "r - read this scroll
to activate its magic". Leave off the last phrase if it's a known
scroll of blank paper or scroll of mail.
When you're swallowed and throw a missile that kills the swallower,
the thrown missile is picked up by the swallower before death.
This caused a panic when you threw a potion, which was first picked up
by the swallower, which upon death dropped the potion on the floor,
but then throw code was trying to destroy the potion ...
From 6 year old email: m_detach (monster death or removal from play)
and relmon (monster migrating to another level) both take a monster
off the map but they weren't consistent with each other. Change them
to use a common routine for that.
I'm not sure whether the inconsistencies resulted in any bugs. The
email was concerned about handling for monsters that emit light, but
those aren't actually common to the two removal methods and turned
out to be ok.
This attempts to make item-actions, #herecmd, and #therecmd be more
robust. When rhack() or yn_function() take queued input off cmdq
and get something unexpected, discard the rest of the queue.
It also fixes the two crash cases that entrez reported. There are
bound to be others though.
I think a lot of actions that can be executed by queued input are
going to need nomul(0) calls to handle repeat counts that should be
ended early if something unexpected happens or something expected
fails to happen. But that clears cmdq so may be tricky to decide
where to use.
Fix eat floor food and drink from dungeon feature via #herecmdmenu.
That uses queued commands, but those two actions were changed to
skip the floor when queued input was present because asking about
floor items interfered with context-sensitive inventory item-actions.
I was misled by a comment that says it couldn't insert an m-prefix;
that was for treating the 'm' key as typed text rather than as a
command. There's no problem with inserting a #reqmenu command which
is what 'm' is these days. So item actions can force 'm' to skip the
floor and go directly to inventory, also the #eat and #quaff commands
don't have to alter their behavior when queued input is pending so
the #herecmdmenu usage for them gets fixed.
For Qt with 'popup_dialog' off, if I typed "#quit" then the prompt
"Really quit?" was displayed in the message window as expected.
But if I typed "#" and then clicked on [quit], sometimes the prompt
wasn't visible even though the program was waiting for me to answer
it. I've noticed this a time or two in the past and just pretended
that it hadn't happened; since I usually enter extended commands by
typing their name, it didn't stand out much. Testing #repeat with
extended commands brought it back to mind.
I don't understand what's going on, but this one-line patch seems
to solve it. (With a multi-line message window, clear_nhwindow()
doesn't erase anything, but for Qt it does update the most recent
entry.)
Using '&#' or '?f#' showed "# perform an extended command (##)".
The "(##)" part looks rather silly and is not helpful. Expand the
text a little and omit command name for that particular command:
"# enter and perform an extended command".
The comment preceding new 'savech_extcmd()' said that the core didn't
care whether it was given the full command name or just enough leading
substring to be unambiguous. Then it tested the string against
"repeat" which contradicts that comment. Didn't seem to be an actual
problem because "#repeat" is not flagged for auto-completion, but fix
the code to match the intent of the comment and reword the comment to
match the code.
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....
Picking a potion from inventory and then picking 'quaff this potion'
from the context menu needed handling similar to eat/offer/tin: skip
floor candidates. If you were on a fountain or sink, picked a potion
from inventory and then the quaff option for it, you weren't prompted
to drink from the fountain but you were prompted for what potion to
drink instead of using the one that had already been picked to
initiate drinkig.
If you used ^A to repeat a command which had taken no time, the
repeat execution would take time. This fixes that. Also, give some
feedback when trying to repeat an invalid command.
Internals bit: don't use 'X == cmd_from_func(do_repeat)' to decide
whether key X is the key for #repeat. Both X and Y might be bound to
that action and cmd_from_func() could return Y rather than X.
There is another ^A bug that I haven't figured out how to fix:
t ESC start to throw but don't finish
^A nothing seems to happen
^A "You don't have that object."
The first ^A repeats 't', doesn't display a prompt for what to throw,
but does request input for it. The second ^A fulfills that input and
doesn't match any inventory item. Either 't' shouldn't have been put
into the do-again buffer or do-again handling should have ceased when
it was taken out and there was no further remembered input, so that
normal prompting would resume. My tentative attempts for both those
approaches didn't work.
Issue #734 reported as "parse function" by Meklon2007: the change
yesterday intended to make ^A work for commands that were preceded
by a prefix was triggering a crash if used after a keystroke that's
not assigned to any command.
'M^A' or '~^A' would segfault by derefencing a null pointer when
checking whether 'M' or '~' was a prefix. This prevents the check
attempt from doing that, but a better fix would be to not put the
invalid command keystroke into the do-again buffer in the first
place.
Fixes#734
Instead of hardcoding the lava terrain change in core, if the stairs
are created in a fixed location, force the terrain to room floor first.
Move the surrounding lava changing to room floor to the Val-goal lua
file.
Reported by luxidream via the web contact form and also as github
issue #732: using the repeat command after F+direction would take a
step in direction if there was no target to fight.
The direction was being repeated without the F prefix. It wasn't
specific to F; m+dir misbehaved too. This fix seems to work but it
should be replaced with something more robust.
Fixes#732
placed on lava spot on Valkyrie goal level
Reported by k2, arriving at the final level of the Valkyrie quest
can issue a recently added impossible
| mkstairs: placing stairs up on molten lava at <68,13>
The report said it was easy to reproduce, but it took me multiple
tries (so not hard to do, but not a sure thing on any given attempt).
The stairs on that level are placed at specific coordinates that
are outside the pre-mapped area, so there's no guarantee that their
spot will be suitable for stairs. The underlying terrian changes
from lava to stair, but only after the warning about molten lava.
This hack solves that particular level but is not a general solution
for this type of thing. When about to make stairs on a lava spot,
change that spot to normal floor first. Plus 50:50 chance to change
each adjacent lava spot to floor too so that there's decent chance
for some elbow room upon arrival.
Also, turn the no-flip attribute off for that level so that 'fixed'
location of the stairs can occur in four different places.
Fixes#730
after charging causes a ring to explode
Reported by gebulmer: if charging exploded a ring, the ring's memory
got freed but the stale pointer was passed to cap_spe() which accessed
it again. Fix by setting the object pointer to Null after using up
the ring. This was a post-3.6 bug.
Fixes#731
Make being offered floor food and declining behave similarly to
being offered a chance to drink from or dip into a fountain and
declining: insert "else" into
| "You don't have anything [else] to {eat | offer | tin}."
when there is nothing applicable in inventory.
Simplify the recently added handling for inserting "else" into
| You don't have anything [else] to {drink | dip into}.
after declining to use a fountain/pool/sink at the spot when not
carrying any potions.
Allow the player to precede q/#quaff or M-d/#dip with the 'm' prefix
to skip asking about fountains, sinks, or pools if one of those
happens to be present, similar to how using it for e/#eat skips food
on the floor and goes straight to inventory.
If you use it and don't have any potions, you'll get "you don't have
anything to drink" or "you don't have anything to dip into", same as
when there is no suitable dungeon feature present combined with no
potions. However, if an applicable dungeon feature is present and
you don't use the prefix but answer 'no' to drink from fountain,&c
and you don't have any potions, "else" will be inserted into the
message: "you don't have anything else to drink".
A big part of the diff is just a change in indentation level for
code that is now inside 'if (!iflags.menu_requested) {' ... '}'.
rhack() normally calls parse(), parse() sets context.move to True
assuming that the player's next action will take game time, then
when it returns, rhack() sets context.move back to False if the
assumption turned out to be incorrect. But when performing actions
after picking something in inventory, rhack() doesn't call parse()
so context.move is left at False.
This was hidden by making the inventory command take game time if
the player picked an item and set up an action to be done with it
even though the action hadn't taken place yet. So time was being
accounted for but if the hero didn't get consecutive moves then
monsters got their turn between the shouldn't-take-time inventory
command and the ought-to-behave-like-normal-command queued action.
My initial attempt to fix this (before figuring out how context.move
works) by stopping inventory from taking time didn't work because
queued item-actions stopped taking time too, or rather the fact that
they took no time became exposed. This second attempt doesn't have
that problem and I think it is correct.
Normally dipping gets the thing to dip first and what to dip it
into second and the item-action handling knows that. I'm not sure
why that wasn't working as intended and I couldn't figure out how
to make it do that, so went another way: this adds an internal
extended command that executes an alternate dip routine which gets
the potion to dip into first and the thing to dip into it second.
The #dip command should allow an 'm' prefix to skip fountains and
pools, similar to how eating accepts it to skip food on the floor.
But this doesn't implement that.
Picking a corpse while looking at inventory issued a menu that had
entry for eating that and if on an altar another one for offering
that. Picking the eat or offer choice worked as long as there
weren't any other corpses on the ground or altar. If there were
others, they'd be skipped but you'd get prompted for which item in
inventory to eat or offer instead of operating on the one that was
used to initiate the action.
For context-sensitive actions when picking an item from inventory,
exclude drop and wield from the choices if the item is being worn.
Move 'O'ffer into alphabetical order.
Formatting: fix a couple of cases of '&&' or '||' placed at the end
of first half of a split line instead of at the start of second half.
Issue reported by Meklon2007: picking a container from inventory
didn't offer #tip as a possible use of the item.
Implemented in commit 7b351bc20d
but I forgot to close the issue, so this adds a fixes entry for
it in order to do that.
Closes#727
Add a menu option for #tip when selecting a container from inventory.
Also, move the recently added 'unwield' option to the order it gets
placed in the menu for primary weapon: before 'a' because it's
spelled '-'.
Noticed when adding a 'tip container' choice to item-actions for
context sensitive inventory (update pending). Putting items into a
container with menustyle traditional and then takiing them out with
the #tip command while 'sanity_check' is On would produce warnings
once they were on the floor.
askchain() uses object bypassing to be able to cope with multi-drop
potentially changing invent, and it tried to reset that when done.
But it did so with the original object list (invent in this case)
and that doesn't reset individual objects that have been moved to
any other list. The between-turn resetting of bypass bits wasn't
doing so for container contents. The sanity check wasn't--still
isn't--checking those either, so it wasn't noticeable while items
were still inside the container. But taking them out with #tip
doesn't touch any bypass bits, so between-turn reset isn't triggered
and the items that came out of the container with bypass set
continued to have it set while on floor. sanity_check complained.
Change clear_bypasses() to handle container contents, and change
askchain() to call it instead of just clearing bypasses for whatever
is left of its input chain. (The latter probably isn't necessary
now that the between-turn cleanup deals with contents.)
Add '-' choice if player picks wielded weapon. 'w-' is effectively
the unwield command but a normal inventory list doesn't present '-'
as something that can be picked, so there's no context menu entry
that can suggest wielding it.
Make 't' clearer. Don't offer it as a choice when selected item is
worn, distinguish between throwing and shooting, and introduce a bit
of plural handling.
Since we aren't using a magic 'A' command to "equip" and "unequip",
make the uses of P/R/T/W match up with how they normally operate so
that player can learn them while using item menus.
Do something similar for offer vs sacrifice.
When asking for an inventory subset for one of the meta-classes that
can generate output which spans object classes (so B,U,C,X, and P),
insert a title at the start of the resulting inventory list. (Iu and
Ix produce alternate output that already includes a title.)
Also, stop handling '$' differently for menustyles traditional and
combination from full and partial. 'I$' was running the '$' command
for the first two styles but just showing the inventory entry for
gold for the last two. Change to the latter for all styles.
While testing the new mouse action menus, it was quite annoying
to try and hit some shorter entries. Make all the selectable entries
the same maximum length, and with text left justified.