at self when blind. Spell targetting would let player pick
hero's own spot but casting would reject it when blind because
hero didn't sense any monster there. The player wanted to cast
skilled fireball at self to cure being turned into slime but
wasn't allowed. (Targetting an adjacent spot would work for
fireball, but is only feasible when telepathy reveals a monster
there.)
While testing the one-line fix, I noticed that the message line
(tty) showed stale data (autodescribe info for target spot) as
the fireball I cast (when not blind) bounced around the vicinity.
Normally that's cleared when a message is issued or the when the
next command is requested, but skilled fireball causes multiple
explosion animations before either of those situations.
I should have reenabled curses before committing an earlier change;
it broke compile.
Make all optfn_FOO() be static in options.c;
fix newly added prototype for optfn_cursesgraphics();
fix conditionals for optfn_palette(), both prototype and function.
Also, add missing prototype for a sound routine.
By default, enable the SELECTSAVED option for everyone instead
of just for Windows or Qt. And make Qt obey the 'selectsaved'
run-time option.
It can be disabled in config.h if necessary.
Not sure whether it was because I hadn't build without curses
in a long time or because of recent changes in warning settings
in the hints, but optfn_cursesgraphics() first drew a complaint
about lack of prototype, then after I added one and made it be
static, about a static routine not being used.
Animations render by changing map state and calling delay. When we delay,
we must ensure map windoow has been updated to show latest state before
we delay.
Changed when we update the map window back buffer. We now defer all
back buffer renderig until mswin_map_update is called. We update
the window only within the main message loop thus we should only
get fully coherent map state rendered prior to getting input.
For whatever reason, Qt relies on late #define of SELECTSAVED
inside files.c.
The prototype in extern.h is therefore not picked up with
as a result of #include "hack.h"
Options were:
1. remove the conditional #if defined(SELECTSAVED) around the
prototype in extern.h entirely
2. Move the forced #define of SELECTSAVED above the #include "hack.h"
3. Alter the conditional in extern.h to also include the condition for
the forced #define of SELECTSAVED inside files.c
This goes with option #3.
display.c: In function ‘redraw_map’:
display.c:1460:15: warning: variable ‘glyph’ set but not used [-Wunused-but-set-variable]
1460 | int x, y, glyph;
| ^~~~~
get the warning flags on linux and macOS into better alignment
move the compiler flags into hints/include/compiler.2020 so that
maintenance changes can be made there and take effect for both
linux and macOS
this will likely trigger some initial new code warnings to be
investigated on either or both platforms
Let users of #wizintrinsic set a specific amount by which they want to
increment each particular timeout, by entering a count/typing in
numerals before selecting the item in the list. I think doing it this
way should be pretty intuitive to players who are familiar with the
'enter count -> make selection' flow of normal inventory menus in
NetHack, and is simpler than using a separate prompt, as was mentioned
as a possibility in a comment.
When an intrinsic is selected without entering a count, the increment
will continue to default to the previous value of 30; this value is set
via the DEFAULT_TIMEOUT_INCR macro.
I also deleted a redundant declaration of wiz_intrinsic; the duplicate
seems to have been added by mistake in ff6139c6c5.
- record number of encountered bones levels in xlogfile
- add bonesless to extended conducts field in xlogfile
- show bones levels information in enlightenment at end of game or in
explore and wizmode
Commit 7054e06e42 ("NetHack minor release checklist items - savefiles")
consolidated valid file checking into the function viable_nhfile(). This
commit removes unused variables left over from that change.
There is no longer any compiler reason to disable nhUse - remove
nhUse's conditional definition.
Update the nhUse definition to "use" a variable without it needing
to be an integer.
This change removes some gcc compiler unused variable and parameter
warnings.
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.
Implement the 'selectsaved' option for X11. Requires that
SELECTSAVED be defined at compile time.
Behaves the same as for tty and curses except that if you
choose 'quit', the intended "until next time..." message doesn't
get delivered anywhere.
Another mystery. Candles and oil lamps have obj->spe set to 1
but that isn't used by begin_burn() and such so I don't know why.
Magic lamp has spe set to 1 to indicate that there is a djinni
inside, but letting the djinni out converts it into an oil lamp.
I don't know if there is any case where it might actually be 0.
(Wishing yields an oil lamp rather than an empty magic lamp so
that isn't it. Cancellation magic doesn't affect it either.)
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.
Use a wrapper around snprintf to consilidate all use, add
error checking, and remove gcc 9 warnings about not checking
the result.
Replace the prevous use of snprintf added to weapon.c with the
new scheme.
Update a second spot that has a gcc sprintf warning. While
there, simplify the code.
when taming is used to pacify hostile shopkeeper. I haven't
figured out how to reproduce and eliminate the double dismissal,
but this will prevent the second one from issuing duplicate "the
Kops (disappointed) vanish into thin air" and also from trigging
the warning "dmonsfree: N removed doesn't match 2N pending."
The first dismissal leaves defunct Kops on the monster list, as
expected; second dismissal found them still there and sent them
away again instead of skipping them as already gone.
Text windows only accept a few keys (<escape>, <return>, ':', now
<space>) and if they got other keys they passed those up the call
chain, arriving at the map where they were treated as commands
and were executed while the text window was still displayed. The
cited example was ',' for pickup while the "things that are here"
popup was shown. The 'foreign' key's command might be executed
successfully but the undismissed popup could become hung.
This fixes that ('foreign' keys will be ignored). It also lets
<space> be used to dismiss text windows.
Slightly better but far from perfect: if you perform a search,
then after it runs you need to type <escape> once, or <return>
or <space> twice, or else search again and pick [done] on the
search popup and then <return> or <space> once, to dismiss a
text window via keyboard. (Prior to this, typing <escape> or
searching again and picking [done] followed by <return> were the
only ways.) Also, searching for an empty string will now be
treated as if [done] had been picked.
Fixes#400
I have to manually uncompress save files before running nethack
under gdb control or they can't be opened. Normally that works ok,
but if the 'selectsaved' option is enabled, the code to look up
character names from their save files was mangling the file names
when stripping off the non-existent compression suffix, so couldn't
open them.
Dipping a unicorn horn to transform a potion causes that potion
to be removed from and re-inserted into inventory. If the hero
was above 'pickup_burden' threshold prior to dipping and
removing the old potion brought encumbrance back under that,
attempting to add the new one back would drop it instead of
re-exceeding the threshold.
After reading a passage from a novel,
[<title>, by Terry Pratchett]
gets added to message history. Change that to be
[<title>, by Terry Pratchett; passage #n]
to make tracking down the seemingly endless mistakes a tiny bit
easier.
uball->spe used to be used during restore way back in 2.3e.
There hasn't been any any point in setting it when starting
punishment and clearing it when ending punishment for decades
so get rid of that.
Nearly as ancient--but not quite--back in 3.10 patchlevel N,
obj->spe was set to -1 when the Amulet of Yendor was saved in
a bones file. That was to flag it as fake, before the cheap
plastic imitation got added as a separate object.
So obj->spe isn't "special for uball and amulet" any more.
The inclusion shouldn't really come before *conf.h because the
things it sets up could depend on those. This is better, but
having Amiga 90% dead and 10% comatose seems to be more trouble
that it's worth.