These warning are in 3rd party library builds (one
in Lua relating to padding due to alignment), and
a few in pdcurses. We won't be addressing the code
in those.
update the macro definition
[re-do full commit message due to errors in last one]
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.
flags.verbose = 0
is still a master suppression of all the verbose messages.
flags.verbose = 1
turns on the verbose messages only for those whose suppression
bit is 0 (not set).
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).
starting screen (Issue #783)
On 2022-06-01 12:22 p.m., NetSysFire wrote:
> Steps to reproduce:
>
>1. Get any prompt and answer it. In my case it was a horribly old
> save I forgot about or when I wiztested something and forgot
> about that save, too.
>2. See that the copyright information got overwritten by the prompt:
>
>There is already a game in progress under your name. Destroy old game? [yn] (n)
> By Stichting Mathematisch Centrum and M. Stephenson.
> Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31.
> See license for details.
>
>
> Shall I pick character's race, role, gender and alignment for you? [ynaq]
>
> Expected behavior:
>
> Redraw after a prompt was answered, so the prompt vanishes and the
> entirety of the starting screen will be shown.
>
> NetHack, Copyright 1985-2022
> By Stichting Mathematisch Centrum and M. Stephenson.
> Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31.
> See license for details.
>
>
> Shall I pick character's race, role, gender and alignment for you? [ynaq]
>
> Proposed severity: low. Not gamebreaking, it is cosmetic only and does
> not have any other consequences.
>
The Copyright notice is placed by tty internal routines writing onto
the BASE_WINDOW fairly early in the startup sequence.
The prompt to "Destroy old game? [yn] (n)" is using the in-game
routine to write to the message window at the top of the screen and
prompt there, just like in-game prompts and messages.
If the player answered 'y' to that, the prompt for
"Shall I pick character's race, role, gender and alignment..."
appeared immediately after. That one, however, is written using
the BASE_WINDOW routines in tty, like the copyright notice.
This change does the following:
It moves the copyright lines down a little bit leaving room for the
"Destroy.." prompts.
It places the "Shall I pick characters's..." prompt further down the
screen by default, leaving some room for about 3 raw_print startup
messages after the copyright notice, just in case there are any.
The "Shall I pick character's..." prompt will still appear immediately
if there is a prompt such as "Destroy old game?..."
There were a couple of other issues around raw_print startup messages
too. Those are delivered using a raw_print mechanism to ensure they
are written even if the window-port is not fully operational. However,
they were only on the screen for the blink of an eye. This call
sequence in restore.c made them disappear almost immediately:
docrt() -> cls()
Put in a mechanism to detect the presence of raw_print messages
from the early startup, and if there were some, wait for a
keypress before obliterating the unread notifications.
Someone mentioned in #nethack today that a vampire had turned into a fog
cloud, moved under a door, then turned back into a vampire while still
sharing a space with a closed door. There already existed some code
intended to prevent this in cases where the vampire is killed in one
form and revives in another, but voluntary transformations (from
decide_to_shapeshift) weren't included. The existing code in mondead
and vamp_stone also apparently missed a minor edge case: because the
code between the definition of in_door and its use included an expels
call, it would be outdated/incorrect in cases where expels() placed the
fog cloud onto a closed door.
From a reddit thread: NAO's list of causes of death shows
|killed by handling a(n) ring of shock resistance
|killed by handling a(n) wand of fire
along with various other rings and wands and the poster wondered how
that could have killed characters. Someone quickly figured out that
the heroes involved had lycanthropy and the items listed happened
to be silver in those games.
Avoid that sort of confusion in future by specifying "handling a
silver ring" or "handling a silver wand" instead of the specific
type of item when inflicting silver damage. It still uses specific
item for other classes of objects where silver isn't shuffled among
potential items at start of game.
Replace the old message "you feel dizzy for a moment, but the sensation
passes" when going through a magic portal. The sensation doesn't just
pass anymore; you arrived stunned these days. Suggested by entrez.
All the quest artifacts are named "The <something> of <someone>".
Change xname() to force "the" instead of "The" when that occurs in
the middle of "a skeleton key named The Master Key of Thievery" or
"a pair of lenses named The Eyes of the Overworld".
This change isn't applied to user-assigned names; they're used as-is.
I tried to polymorph a shopkeeper into a long worm (which isn't
allowed) and EDIT_GETLIN preserved "long worm" for default input
on the first retry. I just pressed <return> without modifying the
preloaded input, so a cycle of repitition occurred until eventually
it returned Null. But then the outer caller also retried, starting
it all over (at least without preserving the old failed input this
time).
Change it so that if the same unacceptible input is given twice in
a row, or empty input even once, preload the buffer for the next
retry with "random". Player can still edit that but if <return> is
used then an acceptable random choice gets made.
Only applies to the "what type of monster?" for polymorph target
when monpolycontrol is On since that's where two levels of retrying
happens.
Pull request from entrez: the just-picked-up flag on recently
picked up items was being reset when you stepped on other items
without picking anything else up.
Closes#784
With reset_justpicked called unconditionally near the top of pickup, it
was impossible to pick up some items, walk over to a chest, and use 'P'
to deposit the items with autopickup on: pickup is called with every
move, and autopickup allowed execution to reach the reset_justpicked
call whenever the hero stepped on a square with an item in it. As a
result, stepping onto a square with a container would clear all the
justpicked flags in inventory (pressing ',' and then declining to pick
anything up would have a similar effect).
Instead, call reset_justpicked only when the hero (or autopickup) has
actually selected an item to pick up. This makes the code a bit more
complicated than before -- I don't think there's a way to do it with
just one reset_justpicked call any more, due to the structure of pickup
and the need to call reset_justpicked before actually putting any items
into inventory -- but it means that justpicked info will be much less
ephemeral and more useful when managing stashes, etc.
Wishing for a door is intended to retain the existing 'horizontal' value
of the surrounding wall or door (see comment in the wizterrainwish
'door' case). However, the field was being reset by mistake, causing
all door wishes to create vertical doors. Preserve it as intended.
Pull request from entrez: the change to show the result of a wish in
its gamelog/livelog event resulted in a segfault if that result was
&zeroobj. It occurs for wizard mode wishes producing terrain changes
instead of objects.
Closes#787
The new livelogging of wish results caused a segfault when attempting to
handle the results of a wizard mode terrain wish, since a successful
terrain wish returns a nonzero obj which nonetheless is just a dummy
object. Move the existing check for that further up to skip all the
livelogging stuff entirely, since such wishes will never happen in a
real game and exist purely for debugging purposes.
K3610 reported to devteam:
When you see a monster wield a cursed two-handed weapon,
the weapon "welds itself to the foo's hand" instead of its "hands."
Observed on hill orcs wielding a cursed two-handed sword.
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.
Wishing for "N <size> globs [of pudding type]" produces 1 glob
starting at <size> and then multiples weight by N (so possibly
increasing <size>). When not it wizard mode, N can be replaced by
a random amount to prevent the total weight from being huge. When
N was less than 6, it was possible for that random amount to be
larger than what the player asked for.
Change the way the random amount is calculated so that it won't
ever be larger than what player specified. Also for wizard mode
prompt whether to make the substitution so that the player can
choose to abide by the limit or to obtain a huge glob for whatever
testing is being conducted.
Extend the log event for a wish to include what was produced. It
would be better to show the item as fully ID'd but then #chronicle
gives away information.
The backslash+newline pairs were inserted for this log message. In
the game and in dumplog those two lines are each one wide line. The
turn numbers shown are actually arbitrary since ^W takes no time.
|Logged events:
| Turn
| 1: wizard the chaotic male orcish Wizard entered the dungeon
| 2: made his first wish - "protection", got "a tattered cape"
| 3: made his first artifact wish - "blessed +2 rustproof magicbane",\
got "an athame named Magicbane"
| 4: wished for "master key of thievery", got "a key named The Master\
Key of Thievery"
Pull request from vultur-cadens: if a wish is declined by asking
for "nothing" or "none" or "nil", log that for gamelog/livelog as a
declined wish. Likewise when specifying monster species or class to
genocide as "none" or "nothing" or ESC, log it as declined genocide.
Closes#768
I forgot to do this with yesterday's post garbage collection fix
update. Record lua warnings in paniclog during normal play too, not
just when in wizard mode.