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
(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
apply.c:495:22: warning: variable 'optr' set but not used [-Wunused-but-set-variable]
struct permonst *optr;
^
1 warning generated.
cmd.c:4577:26: warning: variable 'how' set but not used [-Wunused-but-set-variable]
const char *dothat, *how;
^
cmd.c:4578:29: warning: variable 'viawindow' set but not used [-Wunused-but-set-variable]
boolean prefixhandling, viawindow;
^
2 warnings generated.
Reported by entrez: if magic whistle summoned a pet onto a trap, the
messages produced could be in the wrong sequence or contradictory.
The code was collecting counts and name-of-first for shift (was seen
before whistling, seen at different spot after), for appear (wasn't
seen before, now is), and for disappear (was seen before, now isn't)
before dealing with a trap at arrival location. The trap could issue
a message (including pet killed, pet sent away--teleport trap, hole,
&c--or pet changed shape--which occurred after its name/old shape was
saved for use when it was the only one in its category), and finally
the summary message was issued.
Change the code to handle arriving in a trap before the collection
into the three categories that provide feedback, and skip the latter
if any message was given during mintrap(). That handles the most
glaring anomalies like killed followed by shifted location or takes
on new shape followed by old shape shifted or appeared. But it no
longer gives specific shift/appear/disappear feedback for those cases.
Pets that don't land on traps or who land on ones that don't issue
any feedback aren't affected.
The accessibility aspect of this--message feedback in order to avoid
tedious screen reading of the map--will need to be satisfied by the
trap feedback unless/until someone comes up with a better solution.
One possibility is an option to allow player to have rloc() always
issue its vanish and appear messages. Right now it does so when magic
whistle hasn't been discovered yet, then avoids that hyper-verbosity
(if hero has multiple pets) once it has. Or the whistle code could
count the number of pets first, then behave as if such an option is in
effect when the count is small and only resort to the current summary
method if the count is larger than some threshold.
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).
Give more information when magic whistle is already discovered and
applying it affects multiple pets, without much increase in verbosity.
For each of the three categories
1) was already in view and moves to another spot still in view,
2) was out of view and arrives at a spot within view,
3) was in view but gets sent to a spot out of view,
show the pet by name (which might be "your <monst>" if it hasn't been
named) when there is just one, or "two creatures", "three...", "four...",
"several...", or "many..." when there are more than one. The first
category with more than 1 says "creatures". When there are additional
categories with more than 1, their part of the message says "others" if
prior part(s) already mention "creatures", or it says "other creatures"
if the prior part(s) only list pets by name.
For example
|Three creatures appear.
|Fido shifts location and Fang appears.
|Your pony shifts location and two other creatures appear.
|Many creatures shift locations, several others appear, and two others
disappear.
|Two creatures appear and two others disappear.
Restore old behavior of magic whistle causing pets to be moved to
different locations even when already adjacent to the hero.
This lets rloc() give its relatively new, more verbose messages if
a magic whistle isn't discovered yet but suppresses those when
already discovered in order to issue its own message. For a single
pet that starts within view and arrives elsewhere within view it says
"shifts location" rather than "vanishes and reappears". For multiple
pets, it gives one summary message instead of a separate one for each
pet affected by whistling.
Add some basic functions to iterate through the monster list,
ignoring dead monsters. Mainly just to allow splitting up code
into discrete functions.
Not quite happy with the get_iter_mons_xy - should probably have
a pointer to iterator data struct, which gets passed through instead,
but this works for now.
If poly_when_stoned() is true, an uninitialized buffer kbuf[] is passed to instapetrify().
Although instapetrify() doesn't access it in that situation for now,
it should be initialized anyway for readability.
When applying some tools (whips, polearms, grapples), or rubbing
a lamp, or when fireassist is on and you fire something without
wielded launcher, the automatic wielding should take as much time
as wielding the item normally does.
Fixes#696
Remove the conduct-specific aspect of receiving spells as prayer boon.
Anyone now has a 25% chance of having the spell directly implanted
into their head, not just characters who have maintained illiterate
conduct. It can now also restore a forgotten spell or refresh one
that is nearly forgotten. It still tries to choose a spell which
isn't already known (new: or was known but has been forgotten) but if
it picks one that is known and doesn't need refreshing, a redundant
book will be given, same as the behavior in earlier versions.
The chance for receiving a blank spellbook is higher when that item
is undiscovered. When given as a prayer reward, make it become
discovered even if hero doesn't read it so that it will be less likely
to be given again. There's a 1% chance for that auto-discovery to
happen with other bestowed books. Unlike blank boots, having the book
be discovered doesn't lessen their chance of being repeat gifts.
Minor bug fix: for a spell implanted from scratch, the book remains
unknown. That's ok; it's actually more interesting than discovering
a book you haven't seen yet. But after acquiring and reading the book
you could get "you know <spell> quite well already" and the book would
stay undiscovered even though you were just told what spell it's for.
If you want to declare a pointer which the address pointed to is constant,
you should declare it as like `static const char *const var = "...";`.
This commit supplies missing `const` and prevents some programming
error in the future.
moveloop() has been calling restore_attrib() every turn, and
restore_attrib() loops through all six characteristics every time
to check for ones that have temporary adjustments timing out. But
ATIME(characteristic) is never set anywhere and no time outs would
occur. So delete the call to restore_attrib() from moveloop().
This leaves that no-longer-called routine in place and updates it
to handle Wounded_legs properly in case it ever does get used.
Also, add a comment about "restore ability" not fixing temporarily
lost characteristics due to hunger or wounded legs. And update
unfixable_trouble_count() to check for those so that restore ability
won't say "you feel great" when it fails to fix them.
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 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.
'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.
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.
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.
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
Reported by G7Nation; attacking walls and such with a polearm just
gave lackluster "you miss; nobody's there" feedback.
Make applying a polearm at some non-monster locations give feedback
similar to using 'F'orcefight with melee weapons. Was
|You miss; there is no one there to hit.
now
|You uselessly attack the closed door.
Also, extend the supported locations to include dungeon furniture.
Was
|You attack thin air. ('F')
now
|You harmlessly attack the throne. ('F')
|You uselessly attack the throne. ('a')
This doesn't address #613: attempting to hit non-visible locations
with an applied polearm.
Closes#614
It's redundant with g.moves, so there is no more need for it.
Way, way back, it looks like g.moves and g.monstermoves can and did
desync, where g.moves would track the amount of moves the player had
gotten (and would therefore increase faster if the player were hasted)
and g.monstermoves would track the amount of monster move cycles, aka
turns. But this has not been the case for a long time, and they both
increment together in the same location in allmain.c. There are no
longer any cases where they will not be the same value.
This is a save-breaking change because it changes struct
instance_globals, but I have not updated the editlevel in this commit.
While testing some corpse/statue name manipulation changes I managed
to trigger a panic during end-of-game cleanup. Using a bullwhip to
snatch a wielded cockatrice corpse from a monster's inventory into
the hero's inventory and being turned to stone due to lack of gloves
took the corpse out of the monster's inventory but didn't place it
anywhere. If no life-saving took place, it led to an "obj_is_local"
panic during timer cleanup when freeing the level.
This patch includes some of the stuff I've been testing rather than
just the fix for the panic (which is the very last bit of the diff).
Applying a novel to flip through its pages described them as having
"ink" rather than "magical ink" but that wasn't a very suitable way
to distinguish them from spellbooks since their ink never fades.
The Book of the Dead's pages "glowed faintly red" even when the
hero couldn't see them.
Fixes#513
Restore some old behavior for the apply command that was changed
by the "getobj refactor" patch. You couldn't attempt to apply
potions to determine whether they were oil, couldn't apply gray
stones once touchstone was discovered, and attempting to apply
arbitrary items gave "that is a silly thing to apply" rather
than "sorry, I don't know how to use that."
The message given when attempting to light a lantern with no power
left described it as a lamp. Change that to lantern. Also, "has
run out of power" duplicates the message given when it burns out;
change that part to "is out of power".
Your lamp has run out of power. -> Your lantern is out of power.
Fixes#489
Zapping wand of opening or spell of knock at engulfer while swallowed
would make the engulfer expel the hero; this change makes zapping
other holders release their hold. Zapping self now achieves the same
effect, as does breaking a non-empty wand of opening. When poly'd
hero is holding a monster rather than being held, that monster will
be released.
Engulfers can't re-engulf for 1 or 2 turns after releasing the hero
in order to prevent hero from being immediately re-engulfed. Impose
the same limitation on other holders.
without using any time. Targetting an apparently empty spot at
valid polearm range where a monster happens to be hiding reports
"Wait! There's something there you can't see!" and displays the
remembered, unseen monster glyph, then aborts the attack attempt.
It would use a turn if the polearm became wielded in the attempt
but not if it was already wielded. Make latter case take time.
We have a struct called mkroom and a function called mkroom()
so c++ complains about the mkroom() function hiding the
initializer for the struct.
Similarly, we have a struct called attack and a function
called attack().
There may be a more elegant way of eliminating those two
warnings, but renaming mkroom() to do_mkroom() and
attack() to do_attack() was straightforward enough.
If an empty lamp was hit by fire, the feedback was "the lamp
catches fire!" even though it wouldn't light.
ingite_items() imperfectly duplicated catch_lit(). Just call
the latter. The resulting message will be slightly different
but that's insignificant.