Something else noticed while looking for something unrelated. The
original code is correct but I think the revised code is a little
easier to take in when looking at it.
An end of line comment that spans multiple lines needs to start the
continuation line(s) with '*' or clang-format will convert it into
a block comment that follows the initial line.
foo(); /* call foo
but not bar */
would become
foo();
/*
* call foo but not bar
*/
however
foo(); /* call foo
* but not bar */
would stay as-is.
All that for a one-line change, and then I've changed this particular
instance to be
/* call foo but not bar */
foo();
There are lots of these that should eventually be fixed. I just
happened to notice this one when looking for something else.
explosion that reveals a secret door
Make the fix to feedback when an exploding potion of oil reveals a
door and then destroys it not affect other zap_over_floor feedback.
This incorporates the followup comment from entrez.
3.7 has a new size prefix for globs that 3.6 didn't. The code that
decides whether player is naming slime molds after an actual object
needs to know about it.
A couple of things I noticed when trying--and failing, so far--to figure
out the revive panic:
1) revive() treated y==0 as out of map bounds (x==0 is out of bounds
but y==0 isn't);
2) get_mon_location() might yield stale coordinates for steed (but
moot since that's only used for mobile lights and no light emitting
monster can wear a saddle; didn't affect light emitting objects
carried or worn by monsters).
When using 'm #wizkill' to kill monster(s) off without giving the
hero any credit or blame, temporarily force context.mon_moving On
so that collateral damage (other monsters killed by targetted gas
spore's explosion) also don't give the hero any credit or blame.
Make sure that some message identifying the monster is given when
targetted monster is killed even if hero can't see or sense it.
Add a way to get rid of specific monsters in wizard mode without
fighting, zapping, &c. #wizkill command lets you kill creatures by
picking them with getpos().
You can pick multiple monsters by targetting them one after another.
You don't have to be able to see or sense them but if you target a
spot that has no monster, the command ends.
By default, the hero gets credit or blame as if having killed the
targets but #wizkill can be preceded by 'm' prefix to treat their
deaths as if they had been caused by a monster.
I meant to wish for a "wand of cold" and accidentally typed "wand of
ice". Instead of being told that there's no such thing or receiving
a random wand, the spot I was standing on was changed to ice.
Only check for a terrain-change wish if an object class hasn't been
stripped from the wish text.
I noticed a comment about -eau pluralizing as -eaux, e.g. "gateau" ->
"gateaux", was not consistent with the actual output of makeplural.
Same thing with "VAX" -> "VAXen" in the line below it; they're very old
comments, so maybe they were originally meant to point out some plurals
makeplural got wrong? Since they predate the addition of "oxen" and
"geese" to one_off[] (and the array itself), it seems like the other
special cases mentioned in the comments would also have been wrong at
the time they were written.
Address this horrifying pastry-related oversight by adding handling for
'-eaux' plurals to makeplural, with an exception for 'bureau' (plural
'bureaus'; according to the dictionary, 'bureaux' is an acceptable
variant but 'bureaus' is more common, at least in American English).
There's also an exception for 'Bordeaux' (as in a bottle of the wine),
since the singular and plural are the same.
A bit surprised this wasn't already in there, since 'gateau' is a real
food item and seems like a much more likely fruit name than some of the
inedible items makeplural has special rules for.
Also add " au " to compounds[] in singplur_compound, so that 'gateau au
chocolat' will pluralize correctly to 'gateaux au chocolat'. Without
that change, the result is 'gateau au chocolats'.
Having the preprocessor rename a variable called 'index' to one
called 'strchr' is not the source of any bugs (in execution; it can
cause pain when trying to ask a debugger to display the value and
then be told no such thing exists). Change the name to 'indx' to
avoid any confusion.
If we switch to strchr() we should still avoid using 'index' as a
variable name.
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.
Construct a synoposis line if a message flagged for delivery by pline
gets changed to delivery by window and doesn't already have one.
deliver_by_pline(), deliver_by_window(), and deliver_splev_message()
were doing more work than necessary.
I wasted a bunch of time yesterday trying to figure out why a maze
level in Gehennom wasn't being shown with orange walls and ended up
reformatting a few glyph handling macros while hunting for the problem.
It turned out that the wall color choosing was working as intended.
I was looking at a maze bordered by solid stone (pale blue with Qt's
tiles, unlike tty's blank space) rather than by walls.
Anyway, a couple of the macros have had a little bit of common code
factored out rather than just be reformatted so I'm putting this in.
[For future, maybe stone should be given branch-specific coloring
similar to walls?]
The change to add a menu choice for naming an adjacent monster via
\#therecmdmenu was unintentionally requiring that the monster have
monst->mextra. So it worked on pets (regardless of whether they
were already named) because they have mextra for 'edog' extension,
but not on the majority of monsters. And when it failed the program
would crash with a 'segmentation fault' error.
Fix the check for whether a target monster already had a name when
deciding to use "name <mon>" or "rename <mon>" in the menu entry.
Reported by jeremyhetzler and confirmed by k2: dead monsters weren't
leaving corpses at the spot they died.
Don't set a monster's mx,my coordinates to 0,0 when taking it off the
map (unless it is migrating to another level; mx==0 is the bit of data
used to indicate that). Corpse drop happens after that and expects
the dead monster's former map coordinates to be intact.
Fixes#764
Pull request from vultur-cadens: some of the quest nemeses death
messages mention releasing noxious gas or noxious fumes so create
a poison gas cloud for them.
Closes#763
When wormgone() takes a long worm off the map, clear its stale mx,my
coordinates. None of its callers need those anymore.
Also a bit of potential long worm clean up that occurred to me when
I looked at object bypass handling. Expected to be a no-op here.
The change to zero out a monster's map coordinates when it is taken
off the map yesterday messed up migration between levels inside the
Wizard's tower. (Didn't apply when accompanying the hero between
levels, so probably unlikely to be noticed.)
Noticed while moving some replicated code into its own routine.
Instead of always retaining a blank spellbook when failing to write a
novel, make 2/3 chance to retain and 1/3 chance to destroy. Same odds
(but separate chance) to attempt to write the Great Yendorian Novel
versus awful fan fiction.
Pull request by entrez: don't create a Pratchett novel by writing
"novel" or "paperback book" on a known blank spellbook with a magic
marker.
Blanking a novel produces a blank spellbook; there isn't any blank
novel. That's intentional. Writing "novel" on a blank spellbook
and getting a randomly chosen Pratchett one wasn't intentional.
Closes#761