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.
Fix the popup versions of qt_yn_function() to handle control
characters by using the same key press event decoding routine
and menus and extended commands. Moves 'keyValue()' to
qt_key.cpp and its declaration to qt_key.h, requring several
files to start using #include "qt_key.h".
'make depend' update to follow.
The gone but still referenced state of amiconf.h broke 'make depend'.
Fixing that turns it into a comment in the generated dependencies
but that ran into a problem with it being followed by fnamesiz.h
instead of being last in the list containing it. So in addition to
the depend fix, move #include "fnamesiz.h" from config.h to global.h
in order to have it come before amiconf.h.
I noticed that the & command was claiming that ^A is an unknown
command. Unlike the old static version, or the replaced-before-
ever-released conditional version, the fully dynamic variation
of '&' didn't know about any of the special commands: prefix
letters, ESC, and ^A.
I can't take credit for this and still have no idea why it is
needed, but it fixes use of ^V as a command and as input to
to the regular version of yn_function(). In particular, '&'
command reports it as ^V. Unfortunately when 'popup_dialog' is
set, no control characters seem to be accepted by the part of
NetHackQtYnDialog(Exec+KeyPressEvent) responsible for arbitrary
input.
It also causes getlin() to terminate but I can't think of any
situation where ^V would be considered to be valid input for
getlin() so won't worry about that.
I put it in as '#if MACOSX' because I don't know whether any
other Qt platforms need it.
Started out adding spe==2 for eggs but ended up changing other
things too.
FIXME? The line "special for uball and amulet" baffles me:
uball->spe is set to 1 during punishment (with an ambiguous
comment "special ball (see save)"), and back to 0 afterwards, but
otherwise seems to be unused.
"and amulet" is ambiguous; it should either be "and the Amulet"
or "and amulets". I assume it probably referred to the former but
it doesn't seem to be used for either kind as far as I can tell.