Add a #saveoptions extended command, to allow saving configuration
settings from within the game. This is still highly experimental,
and gives plenty of warnings before asking to overwrite the file.
Lack of option saving is one of the biggest complaints new players
have, so this should help with it. More experienced players with
highly customized config file should not use this feature, as it
completely rewrites the file, removing all comments and non-config
lines.
Make the default options menu only show the most important
options, split into categories. The full, traditional menu
can be accessed by using the m-prefix.
Extend the wizard mode #migratemons command. Instead of just asking
for how many random new monsters to be sent to the next level, first
describe how many migrating monsters there already are, then if that's
non-zero ask whether to show them. Choices are 'c' for ones scheduled
to arrive at the current level if hero leaves and returns, 'n' for
ones aimed at the next level, 'o' for ones that aren't in either of
those two categories, 'a' for all migrating monsters, and 'q' to skip.
After that, ask how many to make for the next level. The default for
that is still zero.
For the 'o' and 'a' cases, they're displayed in the reverse order of
when they went onto migrating_mons, not sorted by destination level.
The new test in m_detach(mon) to check whether mon was already detached
is being tripped for trolls who died, revived, and died again. Clear
out the MON_DETACH bit when saving montraits.
Check for the possibility of dead monsters on fmon when removing
everything from fmon. Mustn't pass a pending dead monster to
mongone() and get rid of it twice.
The bookkeeping for number of dead or removed monsters got out of sync
if a shopkeeper, temple priest, or vault guard on the migrating_mons
list who was scheduled to return to the current level got passed to
mongone() when #wizmakemap destroyed the current level in order to
replace it.
When getting rid of such monsters, first put them on fmon. Once 'gone'
they'll still be on that list and dmonsfree() will include them in the
tally of dead or removed monsters and hopefully the count will match
the number it thinks were pending.
This works for a vault guard; I didn't try for shopkeeper or priest.
Ditch pet(s) so that they won't kill stuff and open up map spots while
you're waiting for guard activity; enter vault away from the wall
nearest to 'civilization'; fill the level with lichens or other junk;
wait for guard to arrive; don't drop gold. After a short while the
guard will try to teleport next to you but with the level full will
end up in limbo instead (migrating, scheduled to come back to current
level). Then perform #wizmakemap. Prior to this patch, there will be
an impossible about N removed not matching N+1 pending; after it, no
such impossible.
... unless there's some other form that would override the choice,
such as a worn dragon armor, lycanthropy, or vampirism.
The polymorph will be in effect for 10-24 turns.
back into play with bad data
I don't have a test case to verify the fix, and I'm not absolutely
certain that the cause has been correctly diagnosed, but I think the
problem was caused by a guard being sent into limbo because the map
was too full to place it, then while it was on the migrating monsters
list waiting for a chance to come back the fuzzer executed #wizmakemap.
If the hero left the level and subsequently returned, the guard would
arrive back but monst->mextra->egd contained data for the previous
incarnation of the level that's invalid for wizmakemap's replacement.
Treat any shopkeeper, temple priest, or vault guard who is not on his
'home' level like the Wizard has been treated since 3.6.0. When
leaving the level they're on, put them on the migrating monsters list
scheduled to return to present position instead of stashing them in
the level's data file. That way they can be accessed from any dungeon
level, so wizmakemap can pull ones for the level it's replacing off
the migrating monsters list when removing the old level's monsters,
handling both migration-pending and already-arrived-on-another-level.
Bonus fix: put monsters who are on the migrating_mons list solely in
order to be accessible from other levels back first when returning to
the level they're on so that pets and the hero can't hijack their spot
when those arrive. The Wizard has been vulnerable to that.
Not fixed: #wizfliplevel command needs to flip parts of shk->mextra->
eshk and priest->mextra->epri for shk or priest on migrating_mons.
Vault guards don't contain anything flippable when migrating, but do
have coordinates that need fixing up while they're maintaining a
temporary corridor to/from the vault.
Change u.{dx,dy,dz} from schar to int and get rid of unused u.di.
Remove just added getdir_ok2click; it was declared as int but being
assigned booleans. Rename getloc_click to getdir_click and have
getdir() use it for both input and output.
A simulated mouse is becoming quite a nuisance for something which
will probably never be used by anyone in actual play.
When getdir is given '_' as a direction, it calls getpos to get a
map location rather than just a direction. Have getdir()'s caller
explicitly enable that so using '_' for other than #therecmdmenu
doesn't produce a delta that's farther than one step away.
One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
|
-----------------------
| | |
coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
(user-side decisions really, but as it stands right now
user-side decisions/options are made and processed by the core)
add a parameter to add_menu so color can be passed
release_hold() checked for (Upolyd && sticks(g.youmonst.data)) before
checking for (u.uswallow) and it could set u.ustuck to Null while
u.uswallow remained set to 1. dmove_core() was accessing u.ustuck->mx
and u.ustuck->my after that, resulting in a crash.
This fixes that particular case but there might be others that also
assume sticky poly'd hero should be handled before swallowed hero.
Being swallowed/engulfed needs to be handled first.
If is mon not sensed or seen and you use #wizkill to kill it, report
"You kill an unseen mon." rather than just "You kill the mon." Also,
override hallucination when identifying the victim.
apply.c:495:22: warning: variable 'optr' set but not used [-Wunused-but-set-variable]
struct permonst *optr;
^
1 warning generated.
cmd.c:4577:26: warning: variable 'how' set but not used [-Wunused-but-set-variable]
const char *dothat, *how;
^
cmd.c:4578:29: warning: variable 'viawindow' set but not used [-Wunused-but-set-variable]
boolean prefixhandling, viawindow;
^
2 warnings generated.
The old code to supply a list of directions if a prefix was followed
by a non-direction didn't work as intended anymore. Add some more
precise feedback for gGF mis-use and comment out some code that never
gets executed.
A number_pad user can get a complaint about 'G' when using '5' followed
by a non-directional command. Too bad for them.
Supersedes pull request #803
The #therecmdmenu command calls getdir() which issues an "in what
direction?" prompt. This allows you to answer with "_" instead of a
regular direction, then it will call getpos() to allow you to move
the cursor and type "," (or ";") to behave as if a left-click had
been done or type "." (or ":") to behave as right-click.
Ordinarily I would think of the 'normal' getpos() response of "."
as suitable for left-click, then one of the other getpos finishers
for right-click, but comma is left of period on a standard keyboard
and that seems useful for remembering which is used for which click.
Left clicking on a spot farther than one step away offers travel,
throw iff lined up, and also click-look as choices. If you right
click farther than one step away, it will only offer click-look.
The look choice for either left or right click isn't inhibited by
having the clicklook option set to False. After all, player is
explicitly choosing the menu entry to look at something.
New getdir.mouse can be bound to some other key than "_" and the
getpos.pick* responses could already be re-bound, but there's no
separate getdir.left/right that could be used to bind different keys
from those used for the four getpos responses.
Still more PR #777. Commit c4c6c3d73a broke #therecmdmenu travel,
throw, and far-look. It was restricting dx and dy unnecessarily
and that resulted in not specifying the correct location when the
destination was farther than one step away.
Testing those properly requires a mouse. I've implemented a way
to simulate a left or right click at getdir()'s prompt (only useful
for #therecmdmenu). That will be committed separately.
More PR #777: there's no need for there_cmd_menu() to pass absolute
<x,y> instead of <dx,dy> for a couple of actions. Those actions can
reconstruct <x,y> by adding <dx,dy> to <u.ux,u.uy>.
For the description of what a keystroke does, augment 'm' (or whatever
key has been bound to #reqmenu) to replace the default description
|m prefix: request menu or modify command (#reqmenu).
with
|m movement prefix: move without autopickup and without attacking
|m non-movement prefix: request menu or modify command (#reqmenu).
The text is delivered by pline so tty will issue --More-- between the
two lines.
Refine the code from pull request #777 by changing act_on_act() to
take 3 arguments instead of 6. x,y and dx,dy are mutually exclusive
so it doesn't need both pairs provided that the caller is adjusted
to pass the ones appropriate for the action, and dir is easily
derived from dx,dy for the couple of cases that use it.
Targetting any of the eight surrounding spots while swallowed will
kill the engulfer. Picking a spot farther away reports "no monster
there" even if there does happen to be one at the chosen spot.
When using 'm #wizkill' to kill monster(s) off without giving the
hero any credit or blame, temporarily force context.mon_moving On
so that collateral damage (other monsters killed by targetted gas
spore's explosion) also don't give the hero any credit or blame.
Make sure that some message identifying the monster is given when
targetted monster is killed even if hero can't see or sense it.
Add a way to get rid of specific monsters in wizard mode without
fighting, zapping, &c. #wizkill command lets you kill creatures by
picking them with getpos().
You can pick multiple monsters by targetting them one after another.
You don't have to be able to see or sense them but if you target a
spot that has no monster, the command ends.
By default, the hero gets credit or blame as if having killed the
targets but #wizkill can be preceded by 'm' prefix to treat their
deaths as if they had been caused by a monster.
When picking an item from inventory and then picking 'I - adjust
inventory by splitting this stack' in the item-action menu,
yn_function("Split off how many?") is used to start getting the
count without needing to wait for <return>. It includes the response
in message history (so review of history will see that first digit).
The code then uses get_count() to obtain any additional digits. Tell
the latter to store "Count: N" in message history if N is different
from the first digit.
That's not as good as updating message history to replace the entry
showing the prompt with the first digit with one that shows the full
count but at least it's accurate when the count is 10 or more.
The change to add a menu choice for naming an adjacent monster via
\#therecmdmenu was unintentionally requiring that the monster have
monst->mextra. So it worked on pets (regardless of whether they
were already named) because they have mextra for 'edog' extension,
but not on the majority of monsters. And when it failed the program
would crash with a 'segmentation fault' error.
Fix the check for whether a target monster already had a name when
deciding to use "name <mon>" or "rename <mon>" in the menu entry.
It's possible to get a strange command result of ECMD_CANCEL+ECMD_TIME.
If/when that happens don't just treat it as cancel, make sure that time
elapses.
If an invalid command is provided, clear the do-again queue so that ^A
won't attempt to try the same invalid command again.
This is enough to prevent abuse by denying access to functions and
denial of service (RAM and instruction step limits), but not enough
to allow restricted use of things that require finer control (e.g.
filesystem access).
If something goes wrong, the whole thing can be turned off, for
now, in config.h (see NHL_SANDBOX).
None of the current functionality requires changes to build systems;
some of the possible future functionality may require some #defines
- TBD. There is lots of dead code (#ifdef notyet) for bits of that
additional functionality; we can rip it out if we don't want those
additions or we can complete (parts of) it depending on our needs.
All current uses of Lua are connected to sandboxes and guarded with
nhl_pcall (sandbox and lua_pcall wrapper); options and limits can
be set at the callsites in the passed nhl_sandbox_info. Some of
the error handling may be wrong - panic() vs. impossible() vs
silence.
Memory and instruction step limits should be tuned prior to release;
there's no point tuning them now.
There's no 'w-' or 'Q-' for alternate weapon, but context-sensitive
inventory is starting from the object rather than the command so can
finesse that. 'A' does allow alternate weapon to be directly unset
(aka reset to bare/gloved hands) but is not friendly to being passed
queued input.
This adds an extra internal command which only handles unset uswapwep,
even though that is something which is awfully specialized to get it's
own command. Users don't see this command so that shouldn't matter.
More context-sensitive inventory support. While examining inventory,
if you pick an item other than gold and it has a quantity of more
than 1, "I - Adjust inventory by splitting this stack" will be one
of the menu choices.
Breaking doorganize() into two parts was much easier than expected,
but the new internal command added to be an alternate for the first
part had more niggling details than anticipated.
Message history only shows the first digit with "Split off how many?"
if the player enters more than that.
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....
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.
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.