I noticed a couple of things wrong--that I was fairly sure that I
had working correctly before--and after fixing the second one, the
first has mysteriously disappeared.
First problem, which may or may not still be a problem: extra spaces
were being removed from the second line of 2-line status even though
there were still 4 or 5 available spaces to the right of the status
conditions. It was behaving as if it thought the line was narrower
than actual size, or conversely, that the sum of the widths of the
fields plus the extra spaces was bigger than it actually was.
Second problem, fixed here. The code to put '+' in the far right
column of the last status line when there is at least one condition
all the way off the display wasn't working right when windowborders
were displayed. That's down to curses wrapping to the next line but
user can't see it due to the window border overwriting. Single char
overflow stayed on same line, but two or more wrapped and then the
'x' coordinate didn't match tests for 'too wide'. Perform explicit
truncation instead of leaving that up to curses. Also truncate
encumbrance when warranted since it's feasible for it to overflow.
Anyone using a display narrower than 80 columns might still run
into odd status behavior because other fields than conditions and
encumbrance could go past the end of line. But they shouldn't be
wasting screen real estate with windowborders, and without borders,
curses will keep the cursor in the bottom right corner when the
program tries to go past, which should keep things reasonably sane.
curses uses 'reversed' (LIFO) style when displaying previous messages.
Use the existing (previously tty-only) 'msg_window' option to also
support 'full' (FIFO). The actual code needed as just a couple of
lines; tweaking options parsing and the documentation was more work.
Using ^P right after resize or 'O' of align_message, align_status,
statuslines, or windowborders would result in
'curses_display_nhmenu: attempt to display empty menu'
because some memory cleanup I added several weeks back was being
executed when the curses interface tore down and recreated its
internal windows.
This fixes ^P handling by making sure that that menu (which is just
text but uses a menu to support '>'/'<'/'^'/'|' scrolling) will never
be empty and it also fixes the window deletion to not throw away
message history until it's final deletion at exit time.
^P uses a popup window to display previous messages and it was never
deleting that window, just creating a new one each time. Same with
the routine which displays an external help file. Using either or
combination of both close to 5000 times would probably make internal
window creation get stuck in an infinite loop. Delete those windows
after they're used so it'll never be put to the test.
The memory cleanup I added for map/status/messages/invent was only
being preformed at end of game, not when saving. Fix that too.
I've overhauled the status display for curses. Horizontal layout
supports both 2 lines and 3 lines which can be changed dynamically
via using 'O' to set 'statuslines'. Fields are spread out a little
more than they used to be, making it more readable--at least to me--
but the extra spaces get squeezed out when lines become too long.
If 'showexp' is on and either conditions or hunger+encumbrance go
off the right edge, experience points are suppressed (but the option
is left on, so they'll come back once there is room).
For traditional 2-line hozizontal status, if hunger+encumbrance+
conditions go off the right edge even after experience points are
knocked out, there will be a '+' in the rightmost column if there
are any conditions that are all the way off. At present it doesn't
use the tty method of switching to abbreviated condition names to
reduce their legnth. I'll probably tackle that eventually if no one
beats me to it.
For 3-line horizonal status, there was an older implementation (but
disabled via #if 0) with gold and score moving to the third line.
(I'm not sure how status conditions were handled.) This one ignored
that and modified 2-line from scratch, moving alignment from line one
to line 2 and level description, time, and conditions from line 2 to
line 3. It looks like this (view with a fixed-width font...).
Wizard the Hatamoto St:16 Dx:15 Co:18 In:8 Wi:11 Ch:7 S:25
Lawful $:21 HP:25(25) Pw:6(6) AC:4 Xp:2/21 Hungry Burdened
Dlvl:1 T:36 Blind Lev
Score is actually right aligned with the edge but I've deleted several
spaces to keep the line shorter here. The status conditions line up
with the hunger slot as that shifts due to changes in gold/HP/power/AC/
experience, and conditions prefer that column even when hunger and/or
encumbrance are blank. Howver, if the number of conditions increase to
the point where they would go off the edge, the whole list shifts left
instead of trying to stay lined up with hunger. (It's just coincidence
that the lefthand parts of lines 2 and 3 seem to line up in this sample.
In general, they don't.)
The vertical layout has reordered most of the fields and now has a few
blank lines to separate those fields into some groups for readability.
Lines have the form of
Field-name : Value
and when highlights apply, now they only affect the value portion.
Single digit characteristics are padded with a leading space so that
all six of them line up (for "18/xx", "/xx" protrudes to the right).
HP and Pw are aligned with each other. Hunger and encumbrance share a
line. When there are more than three conditions, they're shown three
per line instead of wrapping across lines. And if too many lines are
present, it will squeeze out enough blank ones to fit.
To see the vertical status, you need a display size of at least 106
columns with 'windowborders' explicitly off, or 110 with them on; also
set option 'align_status' to 'right' or 'left'. (With borders on,
including the default 'auto' setting, the vertical status appears at
width of 108 columns, but does so by hiding 2 columns of the map; using
110 columns avoids that.) Resizing from outside the game or changing
align_status via 'O' both cause dynamic reconfiguration of the layout;
there's no need to save, make config changes, then restore.
I went through the places that set context.botl/botlx in src/a*.c to
see whether I could find any unnecessary status updates. I didn't
find anything interesting, mostly some minor sequencing issues plus
a couple of redundant sets (call foo() which includes setting botl,
then explicitly set botl after it returns). If you issue pline first
and then set context.botl, bottom lines won't be updated until the
next message or next pass through moveloop. If you order those the
other way around, status will be updated as the message describing
the reason for the update is being delivered.
I've noticed (with curses interface) that there are a lot of
update_status(BL_FLUSH) calls when nothing on the status lines
has changed. It happens while just wondering around, not due to
deliberate botlx update. This eliminates one of the causes.
Updating hero's experience points or score (via u.urexp) was
requesting a bottom lines refresh even if the relevant options to
see those changed values was off. The botl code would send a flush
directive even though nothing visible was modified. (I have a fix
for that too, but am holding back while hoping to find some of the
other causes of unnecessary botl requests.)
It took me a while to track this down: if you use 'O' to create
hilite_status rule(s) for status condition(s) and you specify multiple
attributes in the rule creation menu, it accepts them but it was
parsing the new rule(s) incorrectly and only supported one attribute.
if (mask & bit)
something;
else if (mask & other_bit)
something_else;
else if (mask & yet_another_bit) ...
effectively stops at the first bit matched. (At the time that that
was written, the menu leading to it only accepted a single attribute.)
More groundwork for overhauling the status display for curses, plus
a few functional changes. It was doing a full status update for
every changed field (except conditions), instead of waiting for a
flush directive after gathering multiple changes at a time. Since
it already does gather every change, the fix to wait is trivial.
This decouples 'hitpointbar' from 'statushilites'. When highlighting
is off, it uses inverse video only. When on, it behaves as before:
using inverse video plus the most recent color used to highlight HP
(which can vary if that has rules to highlight changes or percentage
thresholds) but ignoring any HP attribute(s). This also enables the
latent 'statuslines' option and changes 'windowborders' option from
being settable at startup only to changeable during play.
'statuslines' can have a value of 2 (the default) or 3 and applies to
'align_status:bottom' or 'top'; it's ignored for 'left' and 'right'.
At the moment, setting it to 3 only allows status condition overflow
to wrap from the end of line to 2 to the beginning of line 3, and if
window borders are drawn they'll clobber the last character on line 2
and first one on line 3. There's no point in trying to fix that
because it will go away when the main status overhaul changes go in.
Condition wrapping for vertical orientation (left or right placement)
was already subject to the same phenomenon and will be superseded too.
This also changes the meaning of the 'windowborders' value so could
impact players using source from git (or possibly beta binaries for
Windows, but not for OSX where curses interface wasn't included).
Old:
0 = unspecified, 1 = On, 2 = Off, 3 = Auto (On if display is big
enough, Off otherwise; reevaluated after dynamic resizing);
Unspecified got changed to 3 during curses windowing initialization.
New:
0 = Off, 1 = On, 2 = Auto;
0 gets changed to 2 for default value at start of options processing.
So old value of 2 is changing meaning and explicit old value of 3 is
becoming invalid. Implicit 3 changes to default 2. Explicit 3 could
be the subject of a fixup but there isn't much point since 2 can't
have a similar fix. Users who are using old 2 or explicit 3 will need
to update their run-time config files.
This adds 'statuslines' to the Guidebook and moves some other recently
added documentation of curses options from among the general options
(section 9.4) to "Window Port Customization options" (section 9.5).
None of them have been added to dat/opthelp which seems to be missing
all the wincap options.
Originally I made a lot of changes (mostly moving C99 declarations to
start of their blocks) to the old '#if 0' code at end of cursstat.c,
but have tossed those, except for one subtle bug that assumed 'int'
and 'long' are the same size.
Miscellaenous stuff either groundwork for or noticed while updating
curses status. The status changes themselves need some more testing.
One or two of the comments refer to that revised status which hasn't
been checked in yet.
decode_mixed() writes its output into a 'char *' buffer that's passed
in to it and then returns that buffer. Some excessively paranoid
error checking forced to return 'const char *'. Relax that and use
'char *' so callers can work with the result without extra casts.
Change the generic status line location "End Game" to relevant element
name "Earth", "Air", &c. ("Plane of <element>" might be too long if
hungry and encumbered and afflicted by conditions. "Astral Plane" is
already specific so not affected.)
Honor hilite_status rules specifying color even if curses-specific
option 'guicolor' is off.
Update status from scratch when 'O' is used to manipulate hilite_status
rules.
Fix:
../sys/winnt/nhraykey.c: In function 'CheckInput':
../sys/winnt/nhraykey.c:459:37: warning: type of 'mode' defaults to 'int' [-Wimplicit-int]
int __declspec(dllexport) __stdcall CheckInput(hConIn, ir, count, numpad,
^~~~~~~~~~
The curses interface was ignoring video attributes (bold, inverse, &c)
when color is toggled off or if built with TEXTCOLOR disabled. Honor
attributes regardless of whether color is displayed.
Also, toggling 'hilite_pet' On during play wouldn't do anything if the
curses-specific 'petattr' option had been left as None. (It worked as
intended if set in starting options.)