The #showgold command now mentions (known) gold socked away in
containers in your inventory as of 706b1a9. Since the gold info in the
attributes display and dumplog matches the output of #showgold
otherwise, update it to do the same thing. Also refactored doprgold a
bit to be a little more compact, as opposed to enumerating all the
different combinations of gold/no gold in open inventory/containers.
This eliminated some string constants that were broken up into multiple
constants/lines (like "line 1 " "line 2"), which NetHack code style
seems to prefer to avoid.
If environment had TTYINV=4 (perm_invent shows worn/wielded only),
disclosing inventory at end of game only showed worn and wielded
items instead of full inventory. Didn't matter whether perm_invent
is On or which interface is in use or whether game was built with
TTY_PERM_INVENT enabled.
This is an alternate way to deal with pull request #876, where
splitting a stack that has a name assigned updated perm_invent when
cloning the name and ran into trouble with shop billing when trying
to format for persistent inventory display.
The PR#876 fix has been left in place but wouldn't have been needed
if this had gone in first.
dump_create_nhwindow() has been returning a bogus value. In the past
that didn't make any difference but after some recent perm_invent
changes, it started triggering a panic when writing the inventory
portion of DUMPLOG.
The changes to invent.c just avoid attempting to create a window that
won't be used.
Make the experimental perm_invent control via TTYINV in player's
environment work for any interface that supports persisntent inventory
(only tested with curses), not just for tty+TTY_PERM_INVENT. The
value is a bitmap but the only combination value that makes any sense
is 3 for tty.
0 - normal
1 - show gold
2 - 'sparse' (list all 52 letters; ones not is use show blank item)
4 - only items in use (approximation of '*' command)
Note that the bits were set up for tty use, and 'normal' for tty is
to hide gold instead of show it. When there's no value for TTYINV in
the environment, the default value is 0 for tty and 1 for others to
retain existing behavior.
Sparse has no effect for non-tty. In-use will display gold even if
the show-gold bit is clear if gold happens to be quivered or wielded.
(That fixes current tty misbehavior.)
Fix the reported problem of a crash when using the curses interface
when examining inventory while carrying only gold, and a blank menu
for tty in the same circumstance. Triggered by changes made for
TTY_PERM_INVENT but doesn't require that to be enabled.
Not fixed: with curses, starting with perm_invent Off and toggling it
On (with sufficient screen real estate to show it) doesn't display it.
Doing something to update it like pickup or drop causes it to appear.
(^R isn't enough.)
invent.c: In function 'getobj':
invent.c:1579:29: warning: 'cnt' may be used uninitialized [-Wmaybe-uninitialized]
1579 | if (cnt < 1 || otmp->quan <= cnt)
| ~~~~~~~~^~~~~~~~~~~~~~~~~~~~
invent.c:1529:10: note: 'cnt' was declared here
1529 | long cnt;
| ^~~
../win/X11/winstat.c: In function 'update_fancy_status_field':
../win/X11/winstat.c:1920:28: warning: declaration of 'active' shadows a global declaration [-Wshadow]
1920 | static boolean active = FALSE;
| ^~~~~~
In file included from ../include/hack.h:196,
from ../win/X11/winstat.c:36:
../include/wintype.h:180:5: note: shadowed declaration is here
180 | active = 0x001,
| ^~~~~~
This replaces the old pushq/saveq arrays (which were used to save
the keys pressed by the user for repeating a previous command)
with a new command queue. This means there's no hard-coded limit
to the saved keys, and it can repeat extended commands which are
not bound to any key.
The only effect of a new moon was to make hearing a cockatrice's
hissing (whichs happens with 1 in 3 chance) always start the turn to
stone sequence instead just having a 1 in 10 chance to do so, but
that was negated by carrying a lizard corpse.
Keep the hiss-always-starts-petficiation part and remove the
carrying-a-lizard-corpse-negates-that part. So the effect of a new
moon no longer gets controlled by the contents of hero's inventory.
Just-picked-up gold was included in the list of items in the just-picked
category for most category-based menus like 'D' or #loot, but special
handling of gold for 'I'/#inventtype (to accomodate the 'goldX' option)
caused it to be excluded from consideration as a just-picked item.
Include recently picked up gold in 'P'/justpicked when doing type
inventory, consist with other category-menu-based actions.
Change the inner workings of the experimental TTY_PERM_INVENT.
Switch to delivering the content to tty for the experimental perm_invent
via the existing window port interface (start_menu(), add_menu(), end_menu).
This also adds a new window port interface call ctrl_nhwindow() for
delivering information to the window port, and/or obtaining specific
information from the window port. The information and requests can
be extended as required. To be documented later once the changes settle
down.
Due to the intrusive nature of these changes and the possibility of
some bugs in the new code, I'm going to leave TTY_PERM_INVENT commented
out in the repository for a day or two. Anyone wishing to test it out
can do so by uncommenting TTY_PERM_INVENT in config.h.
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
Reported by entrez: dropping items with the 'D' command sets
obj->bypass which prevents an otherwise compatible item from merging
with non-bypass floor stack.
'D' sets the bypass bit to avoid trouble if a dropped item triggers
an explosion that destroys some of inventory (making straightforward
invent traversal be unreliable). Having bypass set prevented merging
with a floor stack that had that flag bit clear. That was very
noticeable if a subset of a stack was picked up and then 'D' used to
drop it again, resulting in two stacks instead of recombining into
the original.
Change the test for mergability to ignore bypass so items will merge
when one has it set and other doesn't. And when successfully merging
set bypass on the combined stack if either part had that set.
(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
> Setting TTTINV in the environment no longer has any effect
> for me.
Variable was set immediately prior to the all-zeros
initialization. Fix the ordering of the two statements.
This starts the tty perm_invent just in time later in the
startup rather than initializing it with the other
game windows.
This also splits the duties:
The core will inquire from the window port about how many
inventory slots it can fill.
The core will handle figuring out the inventory text and
inventory letters, and will do the traversing of internal
data structures like obj chains, and passing customization
options on to the window port.
The window port will look after placing each inventory slot's
text at an appropriate location on the screen.
This, in theory, makes the core-portion available for
window ports other than tty to use, though none currently do.
The decision of what goes in an inventory slot is all left up
to the core with the update_invent_slot interface.
Documentation updates will come later, not at this time.
With a debugging pline() in place, I could see that tty perm_invent
was being redrawn for each item added to hero's initial inventory.
Avoid that. There is an update_inventory() call just prior to
entering moveloop() which handles all of starting invent as a unit.
Reported by entrez: buying an unpaid item using itemized billing used
to result in the price information for unpaid items disappearing when
they get shown by perm_invent. (Their status as unpaid didn't change;
persistent inventory just got redrawn without cost information.) The
fix for that didn't handle buying a used-up item. There's no invent
update for the gone-item item but there is one for moving gold out of
hero's inventory to add to shopkeeper's inventory. The vanishing
price phenomenon applied to that situation too.
I can't think of any situation where persistent inventory would want
to hide unpaid status and/or cost, so always prevent those from being
excluded during perm_invent update.
Switch to using a macro invocation Verbos(n, s) in place of the
flags.verbose checks.
Provide the mechanics for individual suppression of any of the
existing messages that were considered verbose.
Mechanics only - this code update does not provide any means of
setting the suppression bits.
iflags.verbose = 0
is still a master suppression of all the verbose messages.
iflags.verbose = 1
turns on the verbose messages only for those whose suppression
bit is 0 (not set).
When taking stuff out of a container, specifying a subset count for
an item and getting the pickup_burden prompt, answering 'q' undid the
subset split but answering 'n' did not. If the item in question was
a stack of gold, the container would end up with two stacks. That
action could be repeated as long as any of the stacks was big enough
to trigger pickup_burden confirmation so an arbitrary number of gold
stacks could be produced. (Eventually they would be too small for a
subset to cause an increase in encumbrance, or possibly all reduced
to just one gold piece, then no more stacks could be created.)
Situation occurred for all menustyles; traditional and via-menu needed
separate fixes. It didn't occur for pickup off the floor.
Report was for 3.6.6 but the bug was still present in dev version.
When using 'A'/autopick with the 'items you just picked up' category,
instead of autoselecting all items within that category, it selected
every item in your inventory (like it used to work before 3.7). Just
blew up a bag of holding because of this.
While testing the fix for that, I noticed 'P' wasn't working at all
with menustyle:traditional -- you could select it as a filter, but it
didn't actually get applied to anything, so it would end up prompting
you for every item in inventory. Fix both those things.
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.
When a game is restored while hero is Gehennom, give the "It is hot
here. You smell smoke..." message after the welcome back message.
For both entering Gehennom and restoring there, switch from "smell" to
"sense" in the second part of that message if poly'd into a form that
doesn't have sense of smell.
Some unrelated stuff that got caught up in this diff:
1) move welcome()'s call to l_nhcore_call() to the start of the routine
instead of placing that after a potential early return;
2) remove a redundant glyphmap flags reset line; the routine being
called starts by setting its flags field to 0 for level change so
caller doesn't need to do that;
3) look_here() is just a formatting bit.
When probing a trapped container, report that it is trapped.
Done with a one-line message in the zap code and also in the title
of the contents display if it isn't empty.
For wizard mode wishing, if both "trapped" and "broken" are specified,
produce an untrapped container with a broken lock.
Also for wizard mode wishing, ignore "trapped" if player wishes for
"trapped secret door".
High altars and normal temple altars had identical altarmasks, so
there was no way to distinguish between the two based on the altarmask
alone. Instead, anywhere it was necessary to determine whether an altar
was a high altar included a check whether the hero was currently the
Astral Plane or Moloch's Sanctum, and assumed any temple altar was the
high altar.
Since there's an extra, unused bit in altarmask anyway, use it to
explicitly mark high altars -- the lua level files already distinguish
between normal temple altars and so-called 'sanctum' altars anyway, so
rather than throwing away this distinction when generating the level,
keep it in the altarmask and use it in place of various u.uz checks.
I think this would require incrementing EDITLEVEL again...
When not wielding anything, ^X reports "you are empty handed" if
wearing gloves or "you are bare handed" if no gloves. The ')',
'w-', and 'A)' commands were using "empty handed" unconditionally.
Make them be consisitent with ^X.
After this, body part HANDED is no longer used anywhere except in
body_part().
Reported directly to devteam: when a Rider revived, its corpse
didn't get used up.
The change to have delobj() never destroy Rider corpses, like it
won't destroy the Amulet or invocation items, didn't take into
account that they should be destroyed when Riders revive from them.
Add delobj_core() to be able to do that without changing existing
delobj() usage.
I'm surprised hardfought players haven't been all over this one.
If you have 'fixinv' set to Off and and an inventory of three items,
they'll always be a and b and c. #adjust had you pick 'from' slot
among [abc] and the prompt for 'to' was supposed to show the letter
you picked plus 'd' for 'move to last'. But it was only showing
the 'from' letter itself as likely candidate, omitting the last+1
choice. (Anything after the last letter in use could be picked and
yield the right result, only the list of likely candidate slots in
the prompt wrong.)
Fixed more by trial and error than by understanding why the old code
didn't do what was intended.
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.
For context-sensitve inventory, if player picks the item occupying
the quiver slot, offer '-' as a choice. Like for wielded weapon,
picking that will clear the slot. Also, don't include the 'Q' for
quivering it choice since it is already quivered.
Unlike nethack4, we don't currently have a way to explicitly clear
uswapwep. The sequence #swap, #wield '-', #swap won't work if
primary weapon is cursed and isn't safe to use if alternate one is.
It would be simple enough to just directly call setuswapwep(NULL)
and untwoweapon() in the item-action routine instead of queuing up
some command to do it but that feels a bit unclean. Adding yet
another internal command for it would work too but this one wouldn't
be for variant user-interaction of an existing command.
The fire command could claim that time passed when it hadn't (fill
quiver with ammo, which takes no time, then queue commands to switch
to matching launcher, which should also take no time while queueing,
only during subsequent execution).
If quiver is empty or has ammo in it, give wielded thrown-and-return
weapon (aklys) priority over filling quiver or switching to ammo's
launcher. Don't do that if quiver has non-ammo in it, otherwise
players running Valks who wield Mjollnir with super strength but
want to throw quivered daggers would complain.
When player is being asked what to fill the quiver with, use the
\#quiver command to do that. Using it honors a count to split a
stack, handles switching uwep or uswapwep to uquiver, and gives
feedback. This is actually a fairly substantial change.
For 'fireassist', when switching to a launcher that isn't already
uswapwep pick one known to be blessed or uncursed over one having
unknown BUC status. But use the latter as last resort.