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.
Stop attempting to catch up for lost time for shop damage repair
when getlev() loads a previousl visited level. Normal shopkeeper
behavior will take care of that.
Also, fixes the display related aspects of shop damage repair
interacting with ball and chain. They don't happen when its done
while the map is being shown.
Reported by entrez, restoring a saved game runs the shop wall/floor
damage repair routine. It was taking place before attached ball
and chain were fully restored so the repair routine treated them as
ordinary objects if they happened to be in a wall gap that gets
fixed on the same turn as restore takes place. They could end up
being moved to a spot that's too far from the hero and then trigger
an impossible "b&c distance".
This restores ball and chain before shop damage repair takes place
so the repair routine deals with them sanely and the impossible won't
occur any more. However, the repair still happens before the current
level's map has been displayed and that looks pretty strange during
the shopkeeper's message. Also, if the hero and the ball start on
opposite sides of the gap, after the gap is repaired the ball will
still be shown as a remembered object at its old spot even though it
ends up being located at the hero's feet.
Closes#726
but more work is needed...
When punished, the ball gets formatted as
| heavy iron ball (chained to you)
but the chain was just "iron chain". Since iron golems leave some
of those behind, doname() shouldn't just assume that you know which
chain is locked to your leg. Change the formatting for uchain to
| iron chain (attached to you)
If setworn() issues "Setworn: mask = 1234.", format the number in
hexadecimal so that the high bits are easier to decipher. Noticed
when experimenting with ball and chain where the decimal values of
their worn-masks are beyond the range of powers of 2 I recognize.
Issue #722 posted by copperwater and commented on by Entrez: both
shk_your() and the() inserted "the" in front of a unique monster's
corpse, yielding "the Lord Surtur's corpse glows iridescently" and
"the Lord Surtur's corpse drops to the floor."
Teach both of those routines to skip "the" when used for monsters
with personal names. It now omits "the" for "Medusa's corpse" but
still gives "the Oracle's corpse".
shk_your() operates on an object and can deal explicitly with corpses
of named monsters. the() operates on text and has to guess whether
it is being used in a similar situation. Right now the guess is just
"is there an apostrophe present?" and might need further refinement.
Fixes#722
Allow selecting an item from inventory and show a menu of actions
applicable for that particular item. Some of the entries might
be slightly spoilerish (eg. it'll reveal that you can read T-shirts),
but the improved usability for new players is more than worth it.
Generally known as "item actions", this was first implemented
in AceHack by Alex Smith.
Pull request from entrez makes object detection of statues that are
actually mimics show the statue's monster type instead of always
depicting tengus.
Fixes#725
Cursed potions of object detection were showing all mimics disguised as
statues as 'i' glyphs, because object_detect used PM_TENGU as the
corpsenm of any mimic disguise. Instead, use MCORPSENM when available
so that hidden mimics will be mapped with glyphs corresponding to their
actual disguises.
detecting monsters when none are present
Give some feedback for monster detection if drinking from a fountain
fails to find any monsters. Potion or spell gives "strange feeling"
feedback in that situation but fountain didn't report anything.
Fixes#724
When the fountain quaffing monster detection effect was triggered on a
level without any monsters, no message would be printed. I think this
was the only scenario where drinking from a fountain wouldn't print
anything, so it stood out as unusual.
Print a messsage in the case monster detection fails, to make it
consistent with other fountain effects and ensure it's clear the hero
did still drink from the fountain on that turn. I used "the water
tastes like nothing" for the (sort of tenuous) connection to there being
nothing living on the level, but there might be a better message to put
in there.
Running #wizloadlua to run Lua scripts that use coordinates in any way
would work differently if you were on certain levels for the first time
versus leaving and returning to them. This is because various bits of
level creation routines can leave xstart and ystart set to non-zero
values, which are then zeroed at some point when leaving and returning
to the level.
Since xstart and ystart are only relevant to level creation and lua
commands, this fixes the problem by zeroing them after leaving mklev
routines. (Saving them with the level doesn't work because xstart and
ystart are relative to the last used des.map, of which there could be
multiple, e.g. in Asmodeus's level or if two map-based themed rooms
happen to generate. I can envision a more complex solution in which
every des.map used in the level can be associated with an identifier,
whose xstart and ystart are saved for use by later post-level-creation
lua scripts, but currently I just want to make them consistent between
level visits.)
Noticed when I tried to create a male monster of a species that permits
both males and females (i.e. not a single-gender or neuter species),
half the time the monster ended up female anyway. This was because
get_table_montype picks a random monster gender for such species, and
lspo_monster just sets it to that, making it impossible to deliberately
have a monster of a certain gender.
This fixes that by defaulting the "female" table argument to random
instead of false, and then checking to see whether the level file set it
to something other than random. If so, it uses that value.
I debated whether this should allow a level designer to make a monster
of a gender that conflicts with their species, such as a male nymph, but
erred on the side of respecting the species. So attempting to specify a
male nymph, etc. will still result in a female one.
I was looking into "The Lord Surtur's corpse" and got side-tracked by
something else: move a priest hack for avoiding "aligned" in a corpse
description from corpse_xname() to obj_pmname(). The old variation
always picked "priest corpse" over "priestess corpse". The new one
will use either one of those if the corpse is flagged as such, or use
"cleric corpse" (avoiding "aligned cleric corpse") if it's flagged as
random.
Hide 'altkeyhandling' from the 'O' menu for !WIN32 builds. If
present in run-time config file it will be parsed and then ignored.
Instead of showing "unknown" for the value of the 'hilite_status'
compound option, show "none" if there are no highlighting rules, or
a pointer to other option "status highlight rules" when there are.
Deal with a few function parameters that are used for some
combination of build-time config settings and unused for others.
Remove redundant 'if (K)' from there_cmd_menu(). The !K case doesn't
get there and that test's presence fools the compiler (oldish clang)
into warning that 'npick' might be used uninitialized.
Change 'O's sub-menu for selecting new msg_window option setting to
work similar to the one for menustyle: show a description of what
the values mean with a two-line, two-column menu entry. Also make
its current value be pre-selected.
msg_window is a bit more complicated than menustyle because only
some interfaces support it and curses only supports two of the four
choices. It currently has one hard-coded reference to "^P" (in the
tty-specific 'combination' choice). Changing that is feasible but
seems like more trouble than it'd be worth.
Implement the suggestion by entrez to avoid "while helpless" in the
reason for the second death if hero gets killed, life-saved, and
killed again at the same time. Life saving sets 'multi' to -1 which
prevents the hero from moving again until next turn and is intended
to make the sequencing of "you survived that attempt on your life"
work if you're being interrupted during some multi-turn activity.
It used to behave differently when the first death occurred while
engaged in some voluntary multi-turn activity. I've removed that
because I couldn't figure out why; it might need to be put back.
My fixes to the travel stuck oscillation did not fix all of them,
and I've even seen a 3-step loop - which my fixes cannot detect.
I guess there could be arbitrary-sized loops too.
To definitely fix this, keep track of all the map locations travel
has moved the hero through, and if it tries to go on a location already
used, stop travel and give the unsure -message.
menuitem_invert_test() is intended for invert-all/invert-page/
select-all/select-page but was being called for group accelerators.
In the #wizidentify menu, the 'all' choice specifies ^I as a group
accelerator but that stopped working on tty when it recently became
flagged as skip-invert.
Use 'fuzzymatch(,," -",)' when checking whether the name specified
in a player's wish text matches an artifact name so that extra or
omitted spaces and dashes are ignored. Wishing for "firebrand" will
yield "Fire Brand" and "demon bane" will yield "Demonbane".
Allow wishes for quantity up to 20 to be granted when asking for
flint. Like rocks, flints are mainly useful as sling ammo.
Also, remove the hardcoded assumption that globs weigh 20 when wish
handling computes glob weight based on user-specified count and/or
relative size.
dissolves
"The glob of <type> dissippates completely" was misspelled. Instead
of just fixing the spelling, switch to a different term since
dissipate is also being used for gas clouds and globs aren't gaseous.
sengr_at() is used as a boolean, declared as int, and returns FALSE
if there is no engraving present. Change the declaration to boolean.
Also, using fuzzymatch() without any list of ignorable characters
just to get case-insensitve matching didn't make sense so switch to
strcmpi().