Commit Graph

521 Commits

Author SHA1 Message Date
PatR
563ed2f7db OPTIONS=scores:own
From a beta tester six years ago:  specifying 'scores:own' resulted
in an option setting of 'scores:3 top/2 around/own' when player
wanted 'scores:0 top/0 around/own'.  Change it so that when fewer
than all three fields are given new values, the others are reset
rather than having their old values merge with new settings.

Also, 'scores:none' can be used to get 'scores:0 top/0 around/!own'
to skip the scores at the end without skipping notification of
whether the ending game's score made it into the top N list.
Options parsing accepts '!scores' and then ignores the negation.
Changing the optlist flags for 'scores' to allow negation resulted
in a complaint about missing value; I gave up instead of pursuing
that.  'scores:none' should suffice.

Setting 'scores:!top/own' or 'scores:!around/own' would behave as
'scores:1 top/!own' or 'scores:1 around/!own', respectively.
'scores:!top/!around/own' behaved as 'scores:1 top/1 around/own'
(note affect of two prior negations on final field compared to
single negation in the earlier two variations).  This fixes those.
2021-04-16 15:35:25 -07:00
PatR
cf62687630 remove curse vs saddle
Prayer reward can already uncurse a cursed saddle because hero is
stuck on it.  Allow scroll/spell of remove curse to do so too.

The original riding implementation in slash'em operated with the
saddle in hero's inventory rather than in the steed's, so it would
have handled this without any extra effort.  Presumeably that was
overlooked when incorporating riding into nethack changed it to
have saddle be part of the steed's inventory instead of hero's.
2021-04-14 12:51:20 -07:00
PatR
5d6ab55372 opening magic vs holding monster
Zapping wand of opening or spell of knock at engulfer while swallowed
would make the engulfer expel the hero; this change makes zapping
other holders release their hold.  Zapping self now achieves the same
effect, as does breaking a non-empty wand of opening.  When poly'd
hero is holding a monster rather than being held, that monster will
be released.

Engulfers can't re-engulf for 1 or 2 turns after releasing the hero
in order to prevent hero from being immediately re-engulfed.  Impose
the same limitation on other holders.
2021-04-13 13:51:57 -07:00
PatR
8bd08ebb71 level teleporters vs Ft.Ludios
From newsgroup discussion where slash'em changes have revealed a
latent nethack bug:  prevent placing level teleporters in single-
level branches.  The Knox level doesn't have any level teleporters
(or random traps) but wizard mode wishing could create them there.
They wouldn't do anything because the only possible destination
would be the same level.  Pushing a boulder onto one used to trigger
an infinite loop (and still does in slash'em, which has other
single-level branches besides Ft.Ludios) trying to relocate it.

Boulder pushing was changed 15 years ago to prevent the infinite
loop and to avoid giving "the boulder disappears" message when a
level teleporter failed, but rolling boulder traversal lacked that
same change--it wasn't vulnerable to looping but could give an
inaccurate message claiming that the boulder disappeared when it
actually didn't.  Fixing this is a bit late; rolling boulder trap
creation was recently changed to not choose a path that rolls over
teleportation or level tele traps any more.
2021-04-12 13:25:52 -07:00
PatR
506ce2081a Qt extended command selection
Simplify extended command selection under Qt by allowing the
autocomplete subset be one of the choices for its [filter].  That's
the same subset as X11 uses, where #q is unambiguous for #quit
instead of competing with #quaff and #quiver.

Unlike under X11, the player can use [filter] to switch to the full
command set and get access to a few commands which have no useable
key and aren't flagged to autocomplete.  (Mostly obscure wizard mode
commands but #exploremode is in that situation.)

In normal and explore modes, the [filter] button just toggles between
two sets of commands (all normal mode commands vs autocomplete normal
mode commands).  In wizard mode there are four choices and you might
need to click on [filter] up to three times to step through to the
target one among four sets (all commands, all normal mode commands,
autocomplete commands for both normal and wizard, full subset of just
the wizard mode commands).
2021-04-11 14:55:45 -07:00
PatR
7856f5a5d8 tweaks to a few command flags
The #twoweapon command was flagged as autocomplete back when using
an extended command was the only way to execute it.  Take that off
since simple 'X' suffices.  Do the same for wizard mode commands
that can be invoked with control characters.  Probably ought to do
the same for #overview too but this change doesn't.

I started to add the autocomplete flag for #exploremode but that
would require an extra letter for #enhance so I decided not to.

There are some wizard mode commands that can't be executed under
X11 because they aren't flagged to autocomplete and its extended
command selection widget only offers autocomplete commands as
choices.  I haven't attempted to change that.

Always require paranoid confirmation for #panic rather than just
when it has been enabled for #quit.
2021-04-11 14:13:52 -07:00
PatR
4445e06d1c Qt text windows
For Qt, always render text windows with fixed width font instead
of switching from proportional to fixed when the text contains
any line(s) with four consecutive spaces.  That was really meant
for menu lines without selector letters which want to be lined
up under or over ones with such, and wasn't a very good heuristic
for text windows.

Most of the text files for the '?' command happen to have such
lines so are already being shown with fixed-width font.  data.base
entries were hit or miss; most have attribution lines indented by
four or more spaces but some don't, so display was inconsistent:
some were shown with fixed-width font and some with proportional.
2021-04-08 11:42:55 -07:00
PatR
28f112fb17 fix pull request #485 - genetic engineer attacks
Pull request fixed two genetic engineer problems:
1) lack of "you hit <foo>" message when you were poly'd into one;
2) lack of shield effect animation ('sparkle') when a genetic
   engineer hit magic resistant hero.

That opened a can o' worms.
3) hero lacking see invisible, poly'd into genetic engineer, and
   turning target into an invisible stalker got no feedback about
   the target vanishing.

A genetic engineer attacking a monster would polymorph it turn
after turn.
4) put back the teleport capability I removed when bringing it over
   from slash'em;
5) have genetic engineer teleport away after polymorphing someone.

The various mhitm_ad_XXXX() routines used g.vis to have caller
decide visibility, but hmonas() for poly'd hero didn't set that so
some messages--not just attack induced polymorph--were based on
visibility of earlier monster vs monster activity.
6) have hmonas() set up g.vis even though it doesn't use that.

There may have been one or two other minor fixes before I managed
to force the lid back onto the can.

Fixes #485
2021-04-04 20:06:45 -07:00
PatR
7d77267f93 fix pull request #487 - one-step diagonal travel
When travel destination is one step away the code stops probing
for a path and reverts to normal movement, but it wasn't handling
the case where the one step was an impossible diagonal except for
hero being a grid bug.  If the situation was a diagonal that's
too narrow to squeeze through, travel would end and regular move
would fail.

I've rejected the suggested fix and done it differently, without
attempting to figure out why the change to end_running() would
have been wrong.  Clearly it was code that called end_running()
which needed to be fixed.

The test case was
 ..x|.
 ..|@.
 .....
while carrying enough that directly moving from '@' to 'x' will
not be allowed.  '@' would move one step south west and then stop
because findtravelpath() had ended travel due to single step move.
A similar case is
   ###
  |x-#-
  |0@.|
where 'x' is a doorway with intact open door and '0' is a boulder.
Prior to this fix, player would get "a boulder blocks the way" and
not move.  After, '@' will move northeast then northwest then west
to get into orthogonal position and finally south into the doorway.

Even though it definitely fixes both mentioned test cases, I won't
be surprised if this results in regressions for other situations.

Fixes #487
2021-04-04 17:23:46 -07:00
PatR
b65c93cdff menustyle:full's 'A' choice
Change how menu choice 'A' (auto-select everything) works.  It will
now auto-select all things that match any other choices (object
class(es) or BUCX state(s) or possibly unpaid status).  So it still
skips the second menu of specific objects.  And it still picks all
objects when it is the only choice or if player uses '.' to select
it along with all the rest of the first menu's possibilities.

This change won't help anyone who picks 'A' without really meaning
to.  (Maybe add a paranoid_confirm setting to for full-menu-A?)

Affects container apply/#loot and Drop-multiple.  The invent.c part
is just formatting.
2021-04-02 12:26:41 -07:00
PatR
a86ebb943a revised Trollsbane fixes37.0 entry 2021-04-02 11:26:59 -07:00
PatR
770afba463 github issue #481 - highlighting for #overview
Report states that the dungeon overview menu doesn't honor the
'menu_headings' option.  However, dungeon overview is not a menu.

Despite that, switch its hardcoded use of bold and inverse to use
the option value instead.  It doesn't really need two different
highlights and this allows user to control which video attribute
gets used.  If someone wants different highlighting for overview
than for menus, they're out of luck.

Fixes #481
2021-04-01 14:10:30 -07:00
PatR
dcdce2aab1 fix github issue #483 - map display while engulfed
Report raises two issues:
1) if you perform magic mapping while engulfed (or underwater) the
map got updated and player could view it with cursor+autodescribe,
but when done viewing it did not switch back to the limited engulfed
(or underwater) display.
2) when picking a teleport destination while engulfed/underwater you
have to pick the spot while seeing only the limited view of the map
that is shown while engulfed/underwater.

This fixes #1.  I'm inclined to classify #2 as traditional behavior
and am not going to try to figure out a fix for it.

Fixes #483
2021-04-01 13:43:21 -07:00
PatR
39bd259bd3 fix pull request #478 - homemade tin nutrition
Homemade tin would yield a flat 50 points of nutrition even when
made from a corpse that provides less than 50 points.  Take the
minimum of the two amounts instead of always 50.

Fixes #478
2021-04-01 13:09:00 -07:00
Patric Mueller
2805a135a3 Indent items in perm_invent window
Add a space in front of items in the perm_invent window as in the inventory
window.
2021-04-01 21:57:10 +02:00
Patric Mueller
495aaf33f6 Fix menu headings using default text color
Rendering menu headings used the NetHack internal NO_COLOR macro which mapped
to dark gray instead of the default text color.

Fixes #480
2021-04-01 21:49:56 +02:00
PatR
6c22520b1a fix pull request #479 - statues of stoning-immunes
Statues on Medusa's level are supposed to be from petrified creatures
rather than somebody's artwork, so creatures that can't be turned to
stone aren't eligible.  However, creatures who change form when hit
with stoning damage (foo golems to stone golem) were being allowed.
Also, statues in cockatrice nest rooms are supposed to be from former
characters and take their names from the high scores file.  But when
'record' is empty, the statue would be of a random creature instead
of being changed into a player character, so both not the latter and
possibly something that can't be petrified.

I've taken the Medusa part as-is but did the cockatrice nest part
differently.  It rejected statues of non-stonable creatures in case
the named character attempt failed.  I've changed things so that when
a named player character can't be created, it will use an unnamed one
instead of random creature.  The issue of maybe ending up with a non-
stonable form goes away because all player characters are vulnerable.

Fixes #479
2021-04-01 12:12:05 -07:00
PatR
3cd45b7c44 "fix" github issue #475 - Trollsbane
Player's pet killed a troll with Trollsbane and the corpse later
revived.  He assumed that killing a troll with Trollsbane is what
prevents troll corpse revival but that is inhibited by the hero
be wielding Trollsbane at the time revival is attempted.

Having killed-by-Trollsbane be the reason for blocking revival
would be much better but looks like a lot of work for something
which was supposed to be a one-line enhancement to an under-used
artifact.  This extends revival inhibition to having anyone on
the level be wielding Trollsbane rather than just the hero.
Not a proper fix but I think it's better than nothing.

Closes #475
2021-03-29 11:48:24 -07:00
PatR
d007decbe8 fix github issue #477 - incorrect MC calculation
when wearing an amulet.  Wearing any amulet while having the
Protected attribute was conferring an amulet of guarding's +2 MC
bonus.  Mattered when Protected via worn ring(s) of protection or
wearing Mitre of Holiness or wielding Tsurugi of Muramasa for
hero, or the latter two or being a high priest[ess] for monsters.
(Being Proteced via cloak of protection already yields maximum MC,
or via amulet of guarding yields intended result.)

The fixes37.0 entry oversimplifies.

Fixes #477
2021-03-29 10:46:29 -07:00
PatR
1e9fc3ddb3 pull request #465 - explding hero waking monsters
A polymorphed hero who exploded when attacking thin air would use a
radius based on experience level rather than the fixed radius that
the monster form itself used.  When exploding at a monster it didn't
wake other monsters at all.

Fixes #465
2021-03-29 09:35:43 -07:00
PatR
f0b63ae20c 'O' vs 'altmeta'
I accidentally toggled the 'altmeta' option On and got this
non sequitur result when trying to toggle it back Off:
|The altmeta option may not both have a value and be negated.
2021-03-29 09:17:33 -07:00
PatR
a71d3185bf 'f' for aklys
Adopt a feature mentioned in the xNetHack release announcement.
If you use the fire ('f') command when wielding a throw-and-return
weapon while your quiver is empty and the 'autoquiver' option is
Off, throw the wielded weapon instead of prompting to fill the
quiver.  It will usually return and be re-wielded, so be ready to
fire again.

Implemented from scratch.
2021-03-26 16:19:24 -07:00
Pasi Kallinen
54eb25ad2e Show extended command name in key help
(In the "?f")
2021-03-26 17:57:59 +02:00
PatR
f209cac5f6 fix #H6928 - monster vs closed door messaging
Report from roughly two and half years ago was about "<monster>
opens the door" without displaying <monster>.

Monster movement first decides whether a monster can pass closed
door.  If so, the monster is placed at the door spot, a message
is given about that movement (unlock, open, smash down, &c), and
finally the map is updated.

Changing the sequence to update the map before issuing the door
message was not sufficient to fix this.  In the corridor plus
closed door plus lit room map fragment shown here, when 'O' moved
to '+', you would see it there if the hero is at '1' or '2', but
not if at '3', '4', or '5'; open door was shown instead.  But the
message described 'O' accurately rather than as "it" for all those
hero locations.
:   -----
: #O+1...
:   |2...
:   |3...
:   |4...
:   |5...
:   -----

For 3,4,5 the #vision command shows the closed door as 3 before
the O move, but blank (0) after.  In other words, the closed door
is within line of sight but once opened, the doorway spot isn't.
It makes sense that the closed door behaves like a wall but I'm
not sure whether the behavior for an open door's breach does too.

I had an awful workaround that successfully displayed the monster,
but it wouldn't show the same thing if the door was already open,
so I've changed the situation to yield "You see a door open."
2021-03-21 02:33:20 -07:00
PatR
fb7b7d5721 another getobj/force_invmenu fix
For !force_invmenu when attempting a command that needs an object,
if inventory is completely empty
 What do you want to <foo>? [*]
will report "Never mind" and stop asking if player presses return
or report "Not carrying anything" and reprompt if player types '*'.
But for force_invmenu, it would report
 Not carrying anything.  Never mind.
without any reprompting in between the two messages.  Just skip
the second message in that situation.

Perhaps the first case should avoid reprompting too but I haven't
gone that far.
2021-03-20 10:52:46 -07:00
PatR
a06f5ec494 multiple gold stacks in invent
The pull request that fixed a couple of instances where it was
possible to have multiple entries for gold in inventory indirectly
pointed out that the error checking was clumsy.  If you executed
the #adjust command while having two '$' items in inventory, you
were told twice that you had multiple stacks of gold in inventory.
Change how that's handled so that the warning appears at most once
for any given #adjust command.  Also avoids having #adjust's use
of getobj() re-scan entire invent for every item in invent.

Also, if player did manage to get two or more '$' entries, #adjust
would allow moving any but the last to a letter entry.  Once in a
letter, further #adjust with count specified could split the letter
gold entries into even more gold entries.  Now, if the player picks
gold as the #adjust 'from' item (which is only possible when there
are wrong letter gold entries or multiple ones or both) then #adjust
will now force 'to' slot to be '$' (without asking player to pick).

Lastly, the inventory check for multiple and/or wrong slot gold is
now performed by wizard mode sanity_check() in addition to #adjust.
2021-03-17 10:36:42 -07:00
PatR
a203ff9feb fix pull request #471 - error message segfault
for invalid 'O' values when option error messages are issued after
theme rooms have left iflags.in_lua set.  The pull request just
turned the flag off but lua code turns back on and off after that
for other dungeon levels.  nhlua probably shouldn't be sharing the
same error routine as options processing, or at least it should
toggle the flag on and off at need instead of pretending that it
can be global.

Fixes #471
2021-03-16 18:45:56 -07:00
PatR
c3ccd93a88 fix pull request #469 - multiple '$' invent slots
Assigning a partial stack of gold to quiver (Qnn$) resulted in
an extra '$' slot in inventory, one for the unquivered part and
another for the quivered part.

Throwing a non-quivered partial stack of gold at self (tnn$.)
also resulted in an extra '$' slot after throwing at self was
rejected.

For the first case, reject the quiver-subset-of-gold attempt.
For both cases, recombine the two stacks back to original amount.

Fixes #469
2021-03-16 12:29:22 -07:00
PatR
c6e6d65e43 fix pull request #468 - scroll of earth panic
If a monster read a scroll of earth and got killed in the process,
there would be an "dealloc_obj: obj not free" panic when trying to
use up the scroll.  It was dropped to the ground with any other
possessions and no longer in the monster's inventory at the time
m_useup() was called.  Use up the scroll before performing its
effects.

The patch does something similar for potion of polymorph, but if
newcham() can kill the monster then there are other problems
besides trying to use up the potion.  I kept that in anyway.

Fixes #468
2021-03-16 11:20:16 -07:00
PatR
0cca010ff1 fix pull request #470 - two riding fixes
Post-3.6 change to monster inventory handling could result in hero
remaining mounted on an unsaddled steed (if saddle was removed via
opening magic).

Hero falling out of saddle would fall to the ground and take damage
even if levitating or flying without steed's help after dismount.

Fixes #470
2021-03-16 11:01:43 -07:00
PatR
23642b40d8 X11 persistent inventory horizontal scrolling
Enable a horizontal scrollbar for the perm_invent window so that
the '}' and '{' menu commands work for it.
2021-03-16 09:12:18 -07:00
PatR
c9eb9908f8 fixes37.0 entry about scrambled dipping message
The "you mime dip <item> intoing something" message was already
present in 3.6, not introduced by the post-3.6 "getobj refactor".
2021-03-15 01:26:46 -07:00
PatR
98d381de46 post-3.6 bug: scrambled dip message
Reported directly to devteam:  constructing a verb by applying
"ing" to "dip <item> into" (when attempting to dip into '-')
didn't work too well.  It yielded
 |You mime dip <item> intoing something.
instead of
 |You mime dipping <item> into something.
2021-03-15 01:10:39 -07:00
PatR
73efacb2bc genocide failure for already genocided creature
Reported seven years ago:  when class genoicde (blessed scroll)
attempts to genocide something that has already been wiped out
 |All foos are already nonexistent.
should be simplified to
 |Foos are already nonexistent.

I think the redundant "All" was just there to avoid capitalization
handling for the monster species but that's trivial to deal with.
2021-03-14 15:18:24 -07:00
PatR
72b021c871 boulder path for rolling boulder trap
Reported six and a half years ago (by paxed), don't use a boulder
path start starts up a pit or hole.  Extended to avoid teleport
too.
2021-03-14 15:12:46 -07:00
PatR
946df19ea2 \#perminv, 2 of 2: implementation
Add new '|' command, aka #perminv, which allows the player to
send menu scrolling keystrokes to the persistent inventory window.

Implemented for X11, where its usefulness is limited, and for
curses, where it is more needed and also more fully functional.
The interface can either prompt for one keystroke, act upon it,
and return to normal play, or it can loop for multiple keystrokes
until player types <return> or <escape>.  X11 does the former if
the 'slow' application resource is False so that prompting uses
popups, and the latter when 'slow' is True where prompting is in
a fixed spot and doesn't end up causing the persistent inventory
window to be stacked behind the map window.  curses always does
the loop-until-done approach.  It also accepts up and down arrow
keys to scroll one line at a time.

Also adds two new menu scrolling commands, menu_shift_right (key
'}' by default) and menu_shift_left ('{') if wincap2 flags contain
WC2_MENU_SHIFT.  Shifting allows different substrings of too-long
lines to be seen.

For X11, neither works because their handling requires a horizontal
scrollbar and for some reason that escapes me our menus don't have
one of those.  If they did, shifts could work for all menus but a
shifted window would hide the selection letters.  So shifting would
be most usefully done as:  pan right, read more of any long lines,
immediately pan back to the left.

For curses, they only apply to the persistent inventory window.
Shift right redraws it with class headers and inventory letters
shown normally but the item descriptions omit their leftmost
portion, showing more text towards the end.  Shift left reverses
that and does nothing if the beginning is already in view.  Forward
and backward scrolling while shifted leave the shift in place.
2021-03-13 18:18:53 -08:00
PatR
160344feaa scrollbar handling by X11
Looking up scrollbars did not work as intended.  The code wanted an
ancestor widget that had both horizontal and vertical scrollbars,
but menus either have none or just vertical.  The lookup code found
some top level widget and returned bad data.
2021-03-12 18:06:43 -08:00
PatR
d8bef90009 options key parsing
OPTIONS=menu_previous_page:\mv
  BINDINGS=M-v:menu_previous_page
both worked, but
  OPTIONS=menu_previous_page:M-v
  BINDINGS=\mv:menu_previous_page
both failed.  Make all four variations work.  Tiny change made large
by the need to move some things around.

The option definition for menu_first_page had a couple of its flag
bits swapped.  I didn't try to figure out whether that had any impact.
2021-03-10 12:28:09 -08:00
PatR
28b7a70b33 fix a couple of options affecting perm_invent
When the 'O' command is used to change either 'menu_headings' or
'sortloot', inventory display can change so persistent inventory
needs to be updated.

Oddly, the flag to indicate initial options processing remained
True after options had been processed, but that ultimately didn't
matter here.  It's fixed now anyway.

Also, sort the WC2_xxx options in a couple of places.
2021-03-10 11:22:22 -08:00
PatR
cc855d6973 signal induced panictrace under curses
When panictrace feedback occurs due to catching a signal rather
than controlled panic, the backtrace is useless when running the
curses interface unless the terminal gets reset first.  Let's
just hope that the signal triggering a panictrace doesn't occur
while resetting the terminal.
2021-03-09 07:45:58 -08:00
PatR
554297dd4a fix #K3274 - applied polearm locates hidden mon
without using any time.  Targetting an apparently empty spot at
valid polearm range where a monster happens to be hiding reports
"Wait!  There's something there you can't see!" and displays the
remembered, unseen monster glyph, then aborts the attack attempt.
It would use a turn if the polearm became wielded in the attempt
but not if it was already wielded.  Make latter case take time.
2021-03-07 15:08:08 -08:00
PatR
621c9436bc discoveries/#known sorting fix
If the sort order for sortdiscoveries was s ('sortloot' order)
and any artifacts or unique items were discovered, using '\'
to see all discoveries included "Discovered Items" as a spurious
class header between the real header for the last object class with
discoveries and the discoveries for that class:
 |Discoveries, sortloot order (by class with some sub-class groupings)
 |
 |Artifacts
 |  Sunsword [lawful long sword]
 |Potions
 |  water (clear)
 |Gems/Stones
 |Discovered items
 |  diamond (white)
 |  flint stone (gray)

"Discovered items" is supposed to only be shown when sorting
alphabetically across all classes and there are artifacts and/or
unique items before the regular discovered objects.
2021-03-03 15:03:31 -08:00
PatR
cd43027a49 fix #H3841 - inconsistent Archon gaze behavior
From six years ago:  hero is "blinded by the Archon's radiance"
even if the attacking Archon has been blinded, but monsters hit
by same thing were protected from it by that blindness.  Make
monsters attacked by Archons be affected similarly to the hero.

Hypothetical case of hero-as-Archon versus monster is ignored
because hero can't polymorph into that shape.
2021-03-03 14:40:19 -08:00
PatR
10a9d358c5 hypothetical buffer overruns
doprtool() and doprinuse() collect the inventory letters of all
applicable items into a buffer capable of holding 52 letters plus
terminator.  It is possible to have more than 52 items (ignoring
gold) so theoretically possible to have more than 52 separate lit
candles.  Guard against that.

The easiest way to get an item in the overflow slot is to carry
52 non-boulders, polymorph into a giant, and pick up a boulder.
Assigning the latter to one of the three weapon slots would not
impact doprtool() but it will impact doprinuse().  However, that
wasn't enough to cause a crash for me; evidently the overflow
clobbered something innocuous.  (52+boulder is not the only way
to get something into slot '#', just the only guaranteed one I
can think of offhand.)

This also removes a bunch of 'register' type qualifiers.
2021-02-27 17:13:17 -08:00
PatR
05da754b02 fixes37.0 entry about engraving
Revert part of commit f6a30e7b05
that moved a fixes entry from the 'fixes to 3.6.x' section
into the 'post-3.6.x, exposed by git' section.  It wasn't due
to the conversion of engraving from multi-turn action into an
occupation, it was fixing a bug that had been around for 5 or 6
years.  Moot now; the conversion to occupation removed it.
2021-02-26 00:13:22 -08:00
PatR
f6a30e7b05 partly fix github issue #446 - monk gender
The monk role can be either male or female but the monk fake
player monster was flagged as male-only.  Allow both genders.

The male and female monk tiles are identical though and this
doesn't address that.

Fixes #466
2021-02-25 14:11:03 -08:00
PatR
3be4e49552 [lack of] autopickup inside shops
When being inside a shop inhibits autopickup, menion that in ^X
feedback about autopickup.
2021-02-23 02:42:28 -08:00
PatR
27a0351cd2 fix #H3734 - "see an angry guard" when that guard
is invisible and hero can't see him/her.  Reported for 3.4.3 in
late 2014....
2021-02-23 02:04:21 -08:00
PatR
8195334d65 X11 popup yn_function resizing
When X11_yn_function() re-uses a popup widget to issue a prompt
and get the player's response, make it resize properly.  I'm not
sure why the old hack for that apparently worked for some folks
and not for me, or why this does work for me.  At least it does.

Also, make the minimum popup width be 25 characters so that
really short prompts don't result in tiny popups.  Since the
popup appears at whatever spot the pointer happens to be sitting,
it isn't always immediately noticeable when the player is using
the keyboard rather than the pointer.
2021-02-21 17:30:09 -08:00
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