Commit Graph

244 Commits

Author SHA1 Message Date
nhmall
7e6fc4e4ed autodescribe fix follow-up 2022-07-04 01:14:34 -04:00
nhmall
15602af8b4 autodescribe fix for 'I'
> Attempting to look at 'I' (remembered, unseen monster)
> with farlook/quicklook/getpos autodescribe mis-reports it
> as "unexplored area".
2022-07-03 22:26:21 -04:00
nhmall
3004cf2d34 be more consistent with coordinates 2022-07-02 09:10:03 -04:00
nhmall
30b557f7d5 change xchar to other typedefs
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
2022-06-30 23:48:18 -04:00
nhmall
2770223d10 interface groundwork for core-side color decisions
(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
2022-06-25 13:21:51 -04:00
PatR
6b5c3fa979 more '&m'
For what a key does, when operating on 'm' which produces two lines
of output, append a command to the first line so that the combination
forms a complete sentence.  Also, expand on the explanattion of what
is going on in dowhatdoes().
2022-06-21 16:22:44 -07:00
PatR
778eb2603d better feedback for '& m' and '? f m'
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.
2022-06-13 04:41:31 -07:00
nhmall
be76727265 granular verbose message suppression mechanics
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).
2022-06-09 13:53:20 -04:00
Michael Meyer
0585fee5ff Designate high altars with dedicated altarmask bit
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...
2022-05-05 10:26:58 -04:00
PatR
4ab68767bf show trapped doors,chests as themselves \
instead of as fake bear traps

Use the new traps and their tiles when confused gold detection finds
trapped doors and trapped chests.  (Large boxes can be trapped too;
they use the trapped chest trap and corresponding tile rather than
have their own.)

Usually these pseudo-traps go away when as soon as they are within
line of sight.  (While testing, I noticed that seeing a trapped door
from outside its room rather than inside didn't behave that way.
The door was created by wizard mode wishing; I don't know whether
that was a factor.)

I also discovered that secret doors weren't being handled correctly.
They can't be trapped because of their use of both the doormask and
wall_info overlays of levl[][].flags, but I had a secret door be
falsely displayed as a trap.  This fixes that.

We should have obj->tknown and rm->D_TRAPKNOWN so that the hero won't
forget about these traps after declining to attempt to untrap them.
But that's more work than I care to tackle.
2022-04-27 17:16:23 -07:00
PatR
d1217b9f25 add glyphs+tiles for door+chest traps
When trap detection finds trapped doors and trapped chests, it shows
those as bear traps.  When the hero comes within view, they revert to
normal and the detected trap is forgotten.  This doesn't change that,
it is just groundwork to be able to show them distinctly.  Like the
TT_BEARTRAP patch, it increments EDITLEVEL so this seemed like a good
time to put the groudwork in place.

There shouldn't be any visible changes even though internal glyph and
tile values have been renumbered after inserting two new entries.
Adding traps after S_vibrating_square was quite a hassle and suffered
though a couple of off-by-one errors that weren't trivial to find and
fix.
2022-04-27 11:22:12 -07:00
Pasi Kallinen
27ea4b7e52 nit: Indented function end brace 2022-03-23 12:08:46 +02:00
Pasi Kallinen
8e91320d2f Use u_at macro 2022-02-23 20:28:55 +02:00
Pasi Kallinen
5786ddadbb Use IS_WATERWALL and is_waterwall 2022-02-23 12:53:09 +02:00
PatR
82accf9169 more sleeping monster
Extend the PR#660 change that shows whether a monster is asleep when
examined by farlook/quicklook/autodescribe to monsters that aren't
moving due to timed sleep as well as those that are asleep for an
unspecified amount of time.  Unfortunately 'mfrozen' isn't specific
about why a monster can't move so the phrasing is less than ideal.
2022-02-22 12:12:13 -08:00
Kestrel Gregorich-Trevor
355ed43a29 pull request #660 from NullCGT - sleeping monsters
Indicate to players that monsters are sleeping.

Closes #660
2022-02-22 11:36:40 -08:00
Pasi Kallinen
91e2d3633e Use macro for a location next to hero 2022-02-12 11:05:10 +02:00
PatR
cfcfc3429f water description tweaks
Fix a comment typo and add a couple of extra comments.  The two minor
code changes don't affect behavior but might improve clarity.
2022-02-09 11:55:08 -08:00
PatR
445573a01f enhanced water description
Redo how do_screen_description() handles water.  Mainly by using
waterbody_name() for farlook/quicklook and autodescribe to get
hallucinatory descriptions, but it replaces some old hackery with
quite a bit of new hackery.  Applies to lava and ice too.  The latter
is now "frozen <foo>" when hallucinating, where <foo> has a small
chance to be "water" but will usually be something like "tea" or
"clotted blood".
2022-02-09 04:16:27 -08:00
PatR
50d8463b71 <Mon> suddenly appears! vs ^G
For ^G, throttle the monster creation feedback.  Don't say "suddenly"
and don't exclaim the message, just say "<Mon> appears."  Also, use
Norep() so creating lots of similar monsters at once only gives a few
messages (just one unless varied by "next to you" vs "nearby" vs no
qualifier for farther away).  And for mimics created as objects or
furniture, report the sudden appearance of new object or furniture.
2022-02-07 15:55:04 -08:00
PatR
f233f1d18c water description
The wall of water goaded me into updating waterbody_name().  It's
mostly the same, aside from being moved from mkmaze.c to pager.c and
adding "{wall of|limitless} water" instead of plain "water" for WATER
terrain.  I'm not very happy with "limitless" for the Plane of Water
because limits imposed by air bubbles are all over the place.  "Wall
of water" might work ok for that level.

Water on Medusa's level is now described as "shallow sea" rather than
lame "water".  The two unusual pools on the Samurai home level are
described as "pond" rather than previous "water" which replaced 3.6's
ridiculous "moat".  When lava is hallucinated, it is described as
"molten <substance>" (yielding silly things like "molten yoghurt"),
rather than just "<substance>" to distinguish it from hallucinated
water.  'autodescribe' doesn't use waterbody_name() though.
2022-02-06 13:20:15 -08:00
PatR
5f14f0ff57 options help one more time...
Move the help text for the 'O' command from the code into its own file
and allow that to be accessed from the '?' menu as well as by choosing
entry '?' in the 'O' menu.

sys/unix/Makefile.top has been updated to handle new 'optmenu', others
need to catch up.  The game will still build and run without the file
but asking for options menu help won't work until they do.
2022-01-19 14:22:21 -08:00
Pasi Kallinen
68b822e4dc Add "user canceled" as extended command return value
Instead of returning ECMD_OK, the commands now return ECMD_CANCEL
when user declined to pick a direction or an object to act on.

Note that this can be ORed with ECMD_TIME, if the command still
took a turn.

For now this has no gameplay meaning.
2022-01-08 20:04:57 +02:00
Pasi Kallinen
c54c857372 Reuse code to limit look region 2022-01-04 13:10:33 +02:00
Pasi Kallinen
d53cd28d46 Make extended commands return defined flags
Instead of returning 0 or 1, we'll now use ECMD_OK or ECMD_TURN.
These have the same meaning as the hardcoded numbers; ECMD_TURN
means the command uses a turn.

In future, could add eg. a flag denoting "user cancelled command"
or "command failed", and should clear eg. the cmdq.

Mostly this was simply replacing return values with the defines
in the extended commands, so hopefully I didn't break anything.
2021-12-30 19:16:33 +02:00
PatR
495cda17b7 some reformatting
Replace some
  (foo &&
   bar)
that had crept back into the code with
  (foo
   && bar)
to match the reformatting which took place before 3.6.0.  There are a
couple of lines ending in '||' still present but they look intentional.
isaac64.c has some trailing '|' bit operators that could/should be
moved to the start of the next line but I didn't touch that file.

While in the affected files, I tried to shorten most overly wide lines
(the right margin is supposed to at column 78 and there are quite a
few lines which are 79 characters long, but I left most of those
rather than introduce new line splits).  Also replace a handful of
tabs with spaces.  I was a little surprised not find any trailing
spaces (in the dozen or so files being updated).  I didn't look for
trailing arithmetic or '?'/':' operators which aught to be moved to
the start of the next line.
2021-12-14 07:43:40 -08:00
nhmall
1f6c1d0f42 expand the glyphs
The walls for the mines, gehennom, knox, and sokoban had been
changed at the "tile"-level, with no awareness of the core game,
or non-tile interfaces.
- Expand the glyphs to include a set of walls for the main level
as well as each of those mentioned above.

Altars had been adjusted at the map_glyphinfo() level to substitute
some color variations on-the-fly for unaligned, chaotic, neutral,
lawful altars, and shrines. The tile interface had no awareness of
the feature.
- Expand the glyphs to include each of the altar variations that
had been implemented in the display code for tty-only. This required
the addition of four placeholder tiles in other.txt. Someone with
artistic skill will hopefully alter the additional tiles to better
reflect their intended purpose.

Explosions had unique tiles in the tile window port, and the display
code for tty tinkered with the colors, but the game had very little
awareness of the different types of explosions.
- Expand the glyphs to include each of the explosion types: dark,
noxious, muddy, wet, magical, fiery and frosty.

Pile-markers to represent a pile had been introduced at the
display-level, without little to no awareness by the core game.
- Expand the glyphs to include piletops, including objects,
bodys, and statues.

Recently male and female variations of tiles and monsters had been
had been introduced, but the mechanics had been mostly done at the
display-level through a marker flag. The window port interface then
had to increment the tile mapped to the glyph to get the female version
of the tile.
- Expand the glyphs to include the male and female versions of the
monsters, and their corresponding pet versions, ridden, detected
versions and statues of them.

Direct references to GLYPH_BODY_OFF and GLYPH_STATUE_OFF
in object_from_map() in pager.c were getting incomplete results.
- Add macros glyph_to_body_corpsenm(glyph) and
glyph_to_statue_corpsenm(glyph) macros for obtaining the corpsenm
value after passing the glyph_is_body() or glyph_is_statue() test.

Other relevant notes:

- The tile ordering in the win/share/*.txt tile files has been altered,
other.txt in particular.

- tilemap.c has had a lot of alterations to accommodate the expanded
glyphs. Output that is useful for troubleshooting will end up in
tilemappings.lst if OBTAIN_TILEMAP is defined during build.
It lists all of the glyphs and which tile it gets mapped to, and also
lists each tile and some of the references to it by various glyphs.

- An array glyphmap[MAXGLYPH] is now used. It has an entry for each
glyph, ordered by glyph, and once reset_glyphs(glyph) has been run, it
contains the mapped symindex, default color, glyphflags, and tile
index.
If USE_TILES is defined during build, the tile.c produced from the
tilemap utility populates the tileidx field of each array element with
a glyph-to-tile mapping for the glyph. Later on, when reset_glyphmap()
is run, the other fields of each element will get populated.

- The glyph-to-tile mapping is an added field available to a window
port via the glyphinfo struct passed in the documented interface. The
old glyph2tile[] array is gone. The various active window ports that
had been using glyph2tile[] have been updated to use the new interface
mechanism. Disclaimer: There may be some bug fixing or tidying
required in the window port code.

- reset_glyphmap() is called after config file options parsing
has finished, because some config file settings can impact the results
produced by reset_glyphmap().

- Everything that passes the glyph_is_cmap(glyph) test must
return a valid cmap value from glyph_to_cmap(glyph).

- An 'extern glyph_info glyphmap[MAX_GLYPH];' is inserted into the
top of only the files which need awareness of it, not inserted into
display.h. Presently, the only files that actually need to directly
reference the glyphmap[] array are display.c, o_init.c (for shuffling
the tiles), and the generated tile.c (if USE_TILES is defined).

- Added an MG_MALE glyphflag to complement the MG_FEMALE glyphflag.

- Provide an array for wall colorizations. reset_glyphmap() will draw
the colors from this array: int array wallcolors[sokoban_walls + 1];
The indices of the wallcolors array are main_walls (0), mines_walls
(1), gehennom_walls (2), knox_walls (3), and sokoban_walls (4).
In future, a config file option for adjusting the wall colors and/or
an 'O' option menu to do the same could be added. Right now, the
initializaton of the wallcolors[] array entries in display.c leaves the
walls at CLR_GRAY, matching the defsym color.

- Most of the display-level kludges for some of the on-the-fly
interface features have been removed from map_glyphinfo() as they
aren't needed any longer. These glyph expansions adhere more closely to
the original glyph mechanics of the game.

- Because the glyphs are re-ordered and expanded, an update to
editlevel will be required upon merge of these changes.
2021-09-18 19:51:04 -04:00
PatR
ffddb3ecf9 append_str(pager.c) again
More for issue #524.

The revised append_str() was still vulnerable to unsigned subtraction
overflowing from small negative value to huge positive one, if caller
ever passed an outbuf buffer which already had more than BUFSZ
characters in it.

Also the semantics were changed.  If there wasn't room for the whole
" or "+string to be appended, it used to add as much as would fit.
The revised version changed that to all-or-nothing.  This changes it
back, although players will probably never know the difference.
2021-05-31 15:28:19 -07:00
nhmall
174cd59616 potential buffer overflow in append_str
fixes #524
2021-05-31 10:21:44 -04:00
PatR
53888a713c add ^ and " choices to / command
Like /m for nearby monsters and /O for all objects, implement /^
and /" to view a list of nearby traps or all known traps.  Only
lists discovered traps (or mimics immitating traps, or detected
door or chest traps iff still shown as such on map), but lists
map traps even when an object or monster at the same location is
blocking view of them.

For traps on the Water and Air levels that have been mapped, they
will only be listed when within line of sight so that this feature
can't be used to track portal location as it moves around.  However,
when within line of sight it does allow the portal to be recognized
if that has become covered.
2021-05-30 17:31:47 -07:00
PatR
09b71fcc95 suppress monster health
For the time being at least, take out "uninjured/barely wounded/
slightly wounded/wounded/heavily wounded/nearly dead" description
on monsters examined with ';' or '//' or '/m' and on final tombstone
and logfile entry if hero gets directly killed by a monster.

Maybe it will be revisited later....
2021-05-09 12:54:45 -07:00
nhmall
5b1d668c44 enable -Wformat-nonliteral for linux and equivalent for windows compilers
Whitelist all the verified existing triggers:
makedefs.c: In function ‘name_file’
attrib.c: one compiler balks at a ? b : c for fmtstring
cmd.c: In function ‘extcmd_via_menu’
cmd.c: In function ‘wiz_levltyp_legend’
do.c: In function ‘goto_level’
do_name.c: In function ‘coord_desc’
dungeon.c: In function ‘overview_stats’
eat.c:  one compiler balks at a ? b : c for fmtstring
end.c:  one compiler balks at a ? b : c for fmtstring
engrave.c: In function ‘engr_stats’
hack:c one compiler balks at a ? b : c for fmtstring
hacklib.c: one compiler balks at a ? b : c for fmtstring
insight.c: one compiler balks at a ? b : c for fmtstring
invent.c: In function ‘let_to_name’
light.c: In function ‘light_stats’
mhitm.c: In function ‘missmm’
options.c: In function ‘handler_symset’
options.c: In function ‘basic_menu_colors’
options.c: In function ‘optfn_o_autopickup_exceptions’
options.c: In function ‘optfn_o_menu_colors’
options.c: In function ‘optfn_o_message_types’
options.c: In function ‘optfn_o_status_cond’
options.c: In function ‘optfn_o_status_hilites’
options.c: In function ‘doset’
options.c: In function ‘doset_add_menu’
options.c: In function ‘show_menu_controls’
options.c: In function ‘handle_add_list_remove’
pager.c: In function ‘do_supplemental_info’
pager.c: In function ‘dohelp’
region.c: In function ‘region_stats’
rumors.c: sscanf usage
sounds.c: In function ‘domonnoise’
spell.c: In function ‘dospellmenu’
timeout.c: In function ‘timer_stats’
topten.c: In function ‘outentry’, fscanf, sscanf, fprintf usage
windows.c: In function ‘genl_status_update’
zap.c: one compiler balks at a ? b : c for fmtstring
win/curses/cursstat.c: In function ‘curses_status_update’
win/tty/wintty.c: In function ‘tty_status_update’
win/win32/mswproc.c: In function ‘mswin_status_update’
2021-02-02 19:03:12 -05:00
nhmall
f963c5aca7 switch source tree from k&r to c99 2021-01-26 21:06:16 -05:00
Dean Luick
f63d435c6d Fix text replacement warning
Using strncpy to cut off copying a terminating NUL yields a gcc
warning.  Just use memcpy instead.
2021-01-20 22:37:37 -06:00
Dean Luick
3ef0f889e6 Fix gcc sprintf warnings
Gcc 9 has become more vocal with sprintf buffer overflow
checking.  Remove these sprintf warnings by changing the
offending calls to a snprintf wrapper that will explicitly
check the result.
2021-01-16 19:44:56 -06:00
nhmall
bcf49b85c3 fix another regression in pager.c 2021-01-07 15:52:38 -05:00
Pasi Kallinen
de5da621ac Fix glyph lookup
Seems to have been a mistake in c9673b3d9e
2021-01-07 21:53:56 +02:00
nhmall
c9673b3d9e more window port interface adjustments
further adjustments to the window port interface to pass a pointer
to a glyph_info struct which describes not just the glyph number
itself, but also the ttychar, the color, the glyphflags, and the
symset index.

This affects two existing window port calls that get passed glyphs
and does the parameter consistently for both of them using the
glyph_info struct pointer:
	print_glyph()
	add_menu().

The recently added glyphmod parameter is now unnecessary and has been
removed.
2021-01-05 10:09:37 -05:00
nhmall
0c3b9642e4 pmnames mons gender naming plus a window port interface change
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.

replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.

consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)

consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).

related function or macro additions:
    pmname(pm, gender) to get the gender variation of the permonst name. It
    guards against monsters that haven't got anything except NEUTRAL naming
    and falls back to the NEUTRAL version if FEMALE and MALE versions are
    missing.

    Ugender to obtain the current hero gender.
    Mgender(mtmp) to obtain the gender of a monster

While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
    pmname(ptr, gidx)
      where -ptr is a permonst *
            -gidx is an index into the pmnames array field of the
             permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.

Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.

male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.

tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.

statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.

I expect some refinement will be required after broad play-testing puts it to
the test.

    consolidate caveman,cavewoman and priest,priestess monst.c entries etc

This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.

Window Port Interface Change

Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.

The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.

win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.

Interface change additional info:

    print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
            -- Print the glyph at (x,y) on the given window.  Glyphs are
               integers at the interface, mapped to whatever the window-
               port wants (symbol, font, color, attributes, ...there's
               a 1-1 map between glyphs and distinct things on the map).
            -- bkglyph is a background glyph for potential use by some
               graphical or tiled environments to allow the depiction
               to fall against a background consistent with the grid
               around x,y. If bkglyph is NO_GLYPH, then the parameter
               should be ignored (do nothing with it).
                -- glyphmod provides extended information about the glyph
               that window ports can use to enhance the display in
               various ways.
                    unsigned int glyphmod[NUM_GLYPHMOD]
               where:
                    glyphmod[GM_TTYCHAR]  is the text characters associated
                                          with the original NetHack display.

                    glyphmod[GM_FLAGS]    are the special flags that denote
                                          additional information that window
                                          ports can use.

                    glyphmod[GM_COLOR] is the text character
                                       color associated with the original
                                       NetHack display.

Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
2020-12-26 11:23:23 -05:00
PatR
1971adbe45 feedback for monsters' health
For farlook description of a monster, and for "killed by monster"
when game ends, include an indication of the monster's health:
  uninjured          full health
  barely wounded     95%+ health
  slightly wounded   80%+
  wounded            20%..80%
  heavily wounded    20%-
  nearly deceased     5%-, or 1HP for really weak monsters
These descriptions and the criteria for choosing which one will
probably need some tuning.

Messages referring to the monster, including combat, do not
include the extra verbosity.
2020-12-23 10:43:58 -08:00
PatR
0d0900b3a4 dowhatis formatting for Qt
The '/' command's variants /o, /O, /m, and /M use spaces to
align output in columns and that looks quite bad if rendered in
a proportional font.  Qt normally uses proportional font for
text windows but it watches the supplied lines for any with four
consecutive spaces and forces fixed-width font if it sees any.
So changing the existing separator line from "" to "    " makes
Qt format the dowhatis data as intended.
2020-12-11 17:15:21 -08:00
PatR
3e183d0c6a yet more key bindings - lack of same...
When ?i shows key bindings, at the end of each group (movement,
prefixes, general, game, debug) report any commands for that
group which don't have any key assigned.  Movement and prefixes
all have keys; they'd be pretty useless without and key bindings
won't override movement commands. For general, the "keyless" are
|#exploremode
|#herecmdmenu
|#therecmdmenu
after this adds the relevant flag to their command definitions;
for game, "#terrain" is the only one; the debug section has 20.

There is a known problem that I've going to pretend that I didn't
notice:  if I use BIND=D:takeoffall then 'A' becomes unassigned,
'D' invokes #takeoffall, "#droptype" becomes keyless, and ?i
reports those correctly.  But if I use BIND=M:takeoffall, 'A'
becomes unassigned, 'M' continues to be its usual prefix, and
the "#takeoffall" command is nowhere to be seen.  The code that
tracks assignments is letting that case fall through the cracks.
'M' ends up assigned to both and the ?i code deliberately only
shows the first.
2020-12-10 01:07:07 -08:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
nhmall
e2ccebb0cf move some text strings from drawing.c over to the file that uses them 2020-05-06 11:15:25 -04:00
Pasi Kallinen
e215f09ddb Fix even more warnings 2020-04-06 13:34:07 +03:00
PatR
616029561b moat vs water
Far-look and getpos's autodescribe feedback described the castle moat
as "water" and Juiblex's swamp similarly.  Describe them as "moat"
and as "swamp" instead.
2020-04-01 14:22:47 -07:00
nhmall
d81c096ce6 window port interface change - add mbehavior flags to start_menu()
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.

This is foundation work for changes to follow at a future date.
2020-02-20 20:12:51 -05:00
nhmall
d37fa196b2 make a distinction between rock and unexplored area
This adds a pair of new glyphs: GLYPH_UNEXPLORED and GLYPH_NOTHING

GLYPH_UNEXPLORED is meant to be the glyph for areas of the map that
haven't been explored yet.

GLYPH_NOTHING is a glyph that represents that which cannot be seen,
for instance the dark part of a room when the dark_room option is
not set.  Since the symbol for stone can now be overridden to
a players choice, it no longer made sense using S_stone for the
dark areas of the room with dark_room off. This allows the same
intended result even if S_stone symbol is mapped to something visible.

GLYPH_UNEXPLORED is what areas of the map get initialized to now
instead of STONE.

This adds a pair of new symbols: S_unexplored and S_nothing.

S_nothing is meant to be left as an unseen character (space) in
order to achieve the intended effect on the display.

S_unexplored is the symbol that is mapped to GLYPH_UNEXPLORED, and
is a distinct symbol from S_stone, even if they are set to the same
character. They don't have to be set to the same character.

Hopefully there are minimal bugs, but it is a deviation from a
fairly long-standing approach so there could be some unintended
glitches that will need repair.
2020-02-08 00:48:03 -05:00
PatR
7c3ae74c27 hallucinatory water and lava terrain
When browsing the map while hallucinating and looking at a pool, a
moat, or 'other' water or at molten lava, report with hallucinatory
liquids rather than the ordinary substance.  Likewise when browsing
self on map or using ^X would report "sinking into lava".
2020-01-11 09:34:01 -08:00
PatR
92994f6d71 data.base lookup fix
Changing data.base lookup to accept leading spaces as an alternative
to the normal leading tab ended up adding an invalid integrity check.
Lines without any leading space or tab were considered to be in error
but empty lines are present so need to be accepted.
2020-01-11 08:45:45 -08:00