Changes most of the special keys used in the main input loop
into extended commands:
- movement keys are now bound to extended commands, eg.
#movewest and so on.
- m-prefix is now #reqmenu extended command, still bound to
the 'm' key.
- run, rush, and fight are now extended commands, still bound
to the same keys as previously.
- nopickup and runnopickup keys are removed.
Nopickup was using 'm' key, the same as the m-prefix, so
allow #reqmenu to modify movement commands to disable pickup.
- multiple prefix commands are allowed. This lets user to
use #reqmenu, followed by #run, followed by movement to simulate
runnopickup behaviour. (If necessary, adding runnopickup back
as an extended command would be easy)
There are no longer distinct gendered versions of monsters, so femalenum
is unused (i.e. set to NON_PM) for all roles and races. Take a pass at
removing all uses of/references to femalenum, and rename 'malenum' to
'mnum' since it no longer has any particular association with
gender or sex.
I don't care for this very much at all, but making it shorter will
reduce its usefullness. It addresses one of the struggles exhibited
in the "a man and his cat" youtube video, where he was baffled when
selecting booleans didn't change their values and he later used Esc
instead of Enter after eventually finding number_pad.
This inserts some explanatory text (around three dozen lines,
unfortunately) at the start of 'O's menu. Some of it is general menu
stuff, some is specific options stuff, and some attempts to fend off
various bug reports about options that do or don't persist across
save and restore or RC revisions that seem to have no effect.
The new introductory text can be disabled by turning off cmdassist.
Players who already do that don't need to see this. Many who ignore
cmdassist and occasionally endure an outburst of compass directions
are likely to be goaded into turning it off. I hope we won't need a
new 'optassist' for players who want to skip this but leave cmdassist
in general on.
It doesn't attempt to address his attempt to use arrow keys (possibly
arrows overloaded on number pad keys, or perhaps just digits on the
number pad while numpad mode was off) to navigate the menu then having
the Windows port 'helpfully' change those into hjkl which resulted in
selecting and subsequently unintentionally toggling some options on
the first page. One was 'color' which he did notice and then re-run
'O' to successfully toggle it back on. There was at least one other
which he either didn't notice to didn't both to reverse.
In file included from ../include/hack.h:217,
from ../win/Qt/qt_plsel.cpp:18:
../win/Qt/qt_plsel.cpp: In member function ‘void nethack_qt_::NetHackQtPlayerSelector::populate_roles()’:
../win/Qt/qt_plsel.cpp:378:53: warning: enumerated and non-enumerated type in conditional expression [-Wextra]
378 | gf = monnum_to_glyph(roles[i].malenum, is_f ? FEMALE : MALE);
../include/display.h:610:27: note: in definition of macro ‘monnum_to_glyph’
610 | ((gnd == MALE) ? GLYPH_MON_MALE_OFF : GLYPH_MON_FEM_OFF))
| ^~~
../win/Qt/qt_plsel.cpp: In member function ‘void nethack_qt_::NetHackQtPlayerSelector::populate_races()’:
../win/Qt/qt_plsel.cpp:407:53: warning: enumerated and non-enumerated type in conditional expression [-Wextra]
407 | gf = monnum_to_glyph(races[j].malenum, is_f ? FEMALE : MALE);
../include/display.h:610:27: note: in definition of macro ‘monnum_to_glyph’
610 | ((gnd == MALE) ? GLYPH_MON_MALE_OFF : GLYPH_MON_FEM_OFF))
| ^~~
Wounded_legs was changed from (HWounded_legs || EWounded_legs) to
just (HWounded_legs), but when the timeout code decremented the timer
to 0, HWounded_legs became 0 and heal_legs() operated as if there was
nothing to repair and hero didn't recover from temporarily lost Dex.
Change Wounded_legs back to (HWounded_legs || EWounded_legs).
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.
Always give a message when creating a detected monster
during gameplay (as opposed to during level creation).
To prevent the message, use the MM_NOMSG flag for makemon.
Most places already handled their own messaging, but there
were some, such as bag of tricks, create monster magic
and random monsters created during gameplay that didn't.
... instead of hard-coding them to 50. New allocated value is
(COLNO*ROWNO)/30, which is slightly higher (56), and that formula
seems to work for hypothetical larger maps too.
NetHack was trying to suppress warn_unused_result
in include/tradstdc.h, by defining warn_unused_result
to an empty string. That began causing a build error
in a system-supplied header file cdefs.h
when using 20.10 ubuntu impish.
Try skipping that in tradstdc.h for any linux, unless
the NetHack build defines GCC_URWARN to force it into
play.
Document 'HWounded_legs' vs 'EWounded_legs'; they aren't used the way
other properties use their intrinsic and extrinsic values. And they
switch from hero to steed when riding. (Can't start riding when
hero's legs are wounded and the steed's legs magically heal when hero
dismounts, so existing wounds never transfer from one to the other.)
Having one leg become injured when the other already was would cure
the other leg but keep the longer of their two timeouts for the new
injury. Eliminate that mystery cure. Since their timeouts aren't
tracked separately, the best that can be done is to make both legs
eventually recover at the same time.
Make ^X report which leg is the wounded one when only one of them is.
(It already implicitly reports the both-legs case by using plural.)
When zapping a wand of probing downward while riding, include wounded
leg feedback for the steed.
Simplify wounded leg feedback when probing self a little bit.
Make drinking blessed potions of full healing cure wounded legs for
hero when not mounted or for steed when mounted. (The latter is a
bit strange--hero drinks potion, steed gets affected--but it's magic.)
Make drinking uncursed potions of full healing or blessed potions of
extra healing cure wounded legs for hero (but not steed; the magic
either isn't that strong or maybe not that reliable...).
It was possible to toggle ascii_map On (which toggles tiled_map Off)
and Off (so tiled_map On) during play, but tiled_map was marked as
config-file only so the converse pair of operations weren't allowed.
Allow tiled_map to be toggled On or Off during play.
When USE_TILES is disabled, don't let wc_tiled_map be the default.
Qt is capable of showing an (ugly) ascii map, and will do so if built
with NO_TILE_C after this fix (it defaults to tiles without this),
but it requires that a tiles file be loaded because it displays tiles
in other places besides the map, like role selection. So it can't
skip them when wc_ascii_map is set.
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.
Wield a polearm and use 'f'ire to automatically hit with it,
if there's a single valid target.
With fireassist-option, will swapweapon to a polearm.
This only applies if quiver is empty and autoquiver is off.
Since wearing red dragon scales/mail confers infravision, give that
ability to red dragons. Matters when the hero is polymorphed into one.
Also give it to the Chromatic Dragon, where I don't think it matters.
'moves' is actually turns and there hasn't been any straightforward
way to track actual hero moves. Add hero_seq for that. It isn't a
counter but is distinct each time the hero makes a move. I wanted
it for curses ^P support but so far use it for checking stethoscope
usage and for shopkeeper behavior when items in a shop are broken by
the hero.
Increment EDITLEVEL due to change in save file contents.
Fix a segfault when polymorphed into a dragon and using ^X.
One inconsistency I've spotted that I hadn't noticed earlier: if
you wear red dragon scales/mail you obtain infravision ability, but
if polymorph into a red dragon, you don't.
Special abilities conferred by wearing dragon armor was implemented in
a somewhat half-assed fashion; extend it to 3/4-assed. Abilities came
from wearing dragon armor but not from being poly'd into a dragon or
for monsters that were wearing dragon armor or actually were dragons.
This covers much of that.
There are umpteen calls of 'resists_foo(mon)' and some are now
'resists_foo(mon) || defended(mon, AD_FOO)' but the second part ought
to be incorporated into update_mon_intrinics() so that the extra
'|| defended()' doesn't have to be spread all over the place and the
ones being put in now could/should be removed.
While testing, I noticed that a monster wielding Fire Brand did not
resist being hit by a wand of fire. This fixes that and should also
fix various comparable situations for other artifacts. But so far it
has only been done for zapping (and any other actions which use the
zapping code). Folding defended() checks into update_mon_intrinsics()
matters more than that probably sounds.
When testing the urgent message for having weapon be snagged by a
bullwhip, in between the occasional weapon grabs (which mention
flicking the bullwhip) I saw lots of regular attacks that said
"<mon> swings his bullwhip." That is accurate but seems odd, so
change it to "<mon> lashes his bullwhip." Do same for the hero.
While working on that, I discovered that monsters using a polearm
for a ranged attack always showed "<mon> thrusts <a polearm>" even
for ones that aren't defined as piercing so should be swung rather
that thrust. And they're allowed to do that when adjacent where
there isn't enough room to thrust or swing a long polearm. Now it's
"<mon> bashes with <a polearm>" in that situation.
Dragon scales and dragon scale mails will provide some extra effects
when worn:
- blue: very fast speed
- black: level-drain resistance
- green: sickness resistance
- gold: hallucination resistance
- orange: free action
- red: infravision
- white: slow digestion
- yellow: stoning resistance
gray and silver don't have extra effects - those two are already the
best ones, so don't need any.
If messages aren't currently being skipped due to --More--ESC when a
message flagged as urgent is issued and that urgent message itself
triggers --More-- to have the user acknowledge the previous message,
and the user types ESC at this new --More--, message suppression
starts. With the overly simplistic existing code from a few days
ago, it was too late for the current message to override that. Since
the urgent message gets buffered like any other (until another message
needs the top line or until input is needed), it wouldn't be shown
when the next message came along and discovered suppression in effect.
I'm not sure that all the changes here are necessary; there was some
flailing about involved. But it seems to behave as intended now.
When shortening/splitting wide lines I noticed that the save and
restore code for regions had a bunch of those and they could be
shortened by using an intermediate variable. Easier to read too.
Also, change several 'unsigned int' to just 'unsigned' as is used in
most of the rest of the code.
At one point I omitted a (genericptr_t) cast (which should no longer
be necessary...) and discovered that bwrite() wasn't declaring the
input buffer it never modifies as 'const'.
If you have a function named like that, and it goes and
changes the monster state, that's just wrong.
Move waking up the monster from the hit into separate function.
Teleporting a monster only updated the map. Give a message
so blind players can get the same information.
Making a monster invisible gives the same message, if you
cannot detect invisible.
Several other places where monsters teleported themselves
now also give the same message.
Keep track of the highest value that u.uhpmax and u.uenmax have
attained, in new u.uhppeak and u.uenpeak. They aren't used for
anything yet. u.mhmax (max HP while polymorphed) isn't interesting
enough to track.
Not save and bones compatible so increments EDITLEVEL.
Reported by entrez: applying a bullwhip towards a medium or small
peaceful monster used to be an attack but that stopped working when
'safepet' was extended to peacefuls in order for the hero to be able
to swap places which those. Also, side-effects were different when
hero applied the whip from within a pit compared to when not in one.
This allows the hero trapped in a pit to try to snag furniture or a
boulder even when a small or medium is present, and escaping that
pit if successful. (It still snags big monsters in preference to
furniture/boulder at their location.) When no such non-monster
target is available, it attacks the monster if hostile or peaceful
but not when tame. When revealing a previously unseen monster it
prevents snagging that monster's wielded weapon because hero couldn't
possibly target the weapon in that situation.
This makes other changes, mostly dealing with finding and exposing
concealed monsters, which may introduce some new bugs.
Since I was already in the right place, implement snagging an item
off the floor while flying. It isn't necessary since a flyer can
pick things up off the floor directly, but there isn't any pressing
reason to disallow it. Supersedes the commit in pull request #632
by RojjaCebolla.
Closes#632
Solve the uneven distribution situation that has been present for
picking random rumors for a long time and for random engravings,
epitaphs, and hallucinatory monster names since 3.6.0. This relies
on the previous partial solution where short lines have been padded
to a longer length. When that length is N and random seek lands in
a long line of length L, retry if the position is in the first L-N
characters. Put differently, it if takes more than N characters to
reach the next newline, reject that random seek and try again. This
effectively makes long lines behave as if they had the same length
of N as the short lines have been padded to and when all lines are
the same length, all entries have the same chance to be chosen.
Give a better message than "Unknown config statement" if SOUNDDIR or
SOUND directives are found in the configuration file being loaded by
an executable built without support for USER_SOUNDS. And just give
it for the first occurrence since when present there will likely be
multiple SOUND instances.
It doesn't attempt to deal with the case where the current interface
does not support sound but USER_SOUNDS is enabled because another
interface in the same executable does.
We've had a few pull requests fixing format/argument mismatches
lately. I did't notice when PRINTF_F(format_index,first_arg_index)
attribute use and the checking gcc and clang do with it got removed,
but that was very useful. Putting it back triggers a whole bunch
of "format string is not literal" warnings, but that's because
'-Wformat-nonliteral' was explicitly added to the *.2020 hints.
Checking pline/You/&c arguments in the cases where the format is a
literal is more valuable than the complaints for sprintf being fed
a generated format, so reinstate PRINTF_F usage and turn off the
check for non-literal format strings.
A shop-owned glob picked up by the hero was added to shop's bill
and if that shrank to nothing it moved from the unpaid portion to
used-up portion as intended. But once there it retained obj->owt
of 0 and if 'sanity_check' was enabled, that triggered a warning
every move until finally paid for. Both the 'Ix' list of used-up
items and itemized shop billing revealed a weight of 0 aum if
'wizweight' was enabled.
Keep track of the weight a glob had when it becomes unpaid, then
reset from 0 to that amount if it becomes used-up. This overloads
the obj->oextra->omid field which is an unsigned int previously
only used for corpses. Now for globs it is pre-bill obj->owt which
is also unsigned int. I didn't add new oextra access functions for
it; it is only used in two places and existing omid ones suffice.
Function the() wasn't supposed to be used for monsters because many
of the ones with capitalized names confuse it, but over time multiple
instances of the(mon_nam()) have crept into the code. Instead of
ripping those out, modify the() to handle that situation better.
Pull request #636 by entrez dealt with this with one extra line of
code, but could end up scanning all the names in mons[] repeatedly
if the("Capitalized string") gets called a lot. This uses a similar
one line fix but calls a whole new routine that scans through mons[]
once collecting all the relevant special case names. As a bonus,
it does the same for hallucinatory monster names which name_to_mon()
couldn't handle.
Fixes#626
Incorporate the functionality of the loadable DLL's (nhraykey.dll,
nhdefkey.dll, and nh340key.dll) into the consoletty.c code and
remove the dll building
Globs never rotted away but did become tainted after a relatively
short while, which seemed like a contradiction. Change them to never
be tainted but shrink by 1 unit of weight approximately every 25
turns. An ordinary glob (one that hasn't combined with any others)
starts out weighing 20 units, so it takes about 500 turns to vanish.
That's roughly twice as long as a corpse takes to rot away.
Shrinking globs give feedback when in hero's invent or in a container
in hero's inventory, but rarely (when going from an exact multiple
of 20 weight units; that is, from integral number of N globs to
N-1 + 19/20, or if weight reduction triggers an encumbrance change).
When a glob goes away completely, there is feedback for those two
circumstances and also for seeing the glob vanish from the floor.
I haven't touched how much nutrition eating a glob confers. I have
changed formatting of glob names to use "small", "medium", "large",
"very large" instead of "small", [no adjective], "large", &c. You
still need to have at least five globs coalesced together for the
adjective to become "medium", same amount as before.
I don't think EDITLEVEL needs to be modified but have incremented it
anyway to play things safe.
I thought there were more places that checked for "it" and substituted
"someone" or "something". Perhaps there are and I'm just not finding
them now. Anyway, this extends x_monnam() and adds some_mon_nam() and
Some_Monnam() to do that during monster name formatting instead of
having various bits of code try fix it up after the fact. The fixups
could be fooled by monsters given the name "it" or "It"; x_monnam()
won't be.
Reported by eakaye. Selection of equipment when creating a soldier
or watchperson can pick a polearm, but random selection among those
had a chance to choose dwarvish mattock which doesn't use polearms
skill and isn't appropriate for a human soldier or watchperson.
Not mentioned, but lance was in the same boat.
Change the selection to only pick something which uses polearms
skill, then make that moot by moving lance and dwarvish mattock out
of the midst of the polearms so that they're no longer candidates
for special case rejection.
A couple of other things which might have had a similar issue were
already ok. Giving a polearm when creating a troll selects between
a few choices rather than among all the polearms. And wishing for
"polearm" only considers items which use polearms skill.
While changing objects.h to reorder the two non-polearms, I removed
a bunch of tabs that were present in the scroll definitions.
EDITLEVEL is incremented due to objects[] reordering, so existing
save and bones files will be invalidated.
Fixes#623