Add new '|' command, aka #perminv, which allows the player to
send menu scrolling keystrokes to the persistent inventory window.
Implemented for X11, where its usefulness is limited, and for
curses, where it is more needed and also more fully functional.
The interface can either prompt for one keystroke, act upon it,
and return to normal play, or it can loop for multiple keystrokes
until player types <return> or <escape>. X11 does the former if
the 'slow' application resource is False so that prompting uses
popups, and the latter when 'slow' is True where prompting is in
a fixed spot and doesn't end up causing the persistent inventory
window to be stacked behind the map window. curses always does
the loop-until-done approach. It also accepts up and down arrow
keys to scroll one line at a time.
Also adds two new menu scrolling commands, menu_shift_right (key
'}' by default) and menu_shift_left ('{') if wincap2 flags contain
WC2_MENU_SHIFT. Shifting allows different substrings of too-long
lines to be seen.
For X11, neither works because their handling requires a horizontal
scrollbar and for some reason that escapes me our menus don't have
one of those. If they did, shifts could work for all menus but a
shifted window would hide the selection letters. So shifting would
be most usefully done as: pan right, read more of any long lines,
immediately pan back to the left.
For curses, they only apply to the persistent inventory window.
Shift right redraws it with class headers and inventory letters
shown normally but the item descriptions omit their leftmost
portion, showing more text towards the end. Shift left reverses
that and does nothing if the beginning is already in view. Forward
and backward scrolling while shifted leave the shift in place.
Looking up scrollbars did not work as intended. The code wanted an
ancestor widget that had both horizontal and vertical scrollbars,
but menus either have none or just vertical. The lookup code found
some top level widget and returned bad data.
OPTIONS=menu_previous_page:\mv
BINDINGS=M-v:menu_previous_page
both worked, but
OPTIONS=menu_previous_page:M-v
BINDINGS=\mv:menu_previous_page
both failed. Make all four variations work. Tiny change made large
by the need to move some things around.
The option definition for menu_first_page had a couple of its flag
bits swapped. I didn't try to figure out whether that had any impact.
When the 'O' command is used to change either 'menu_headings' or
'sortloot', inventory display can change so persistent inventory
needs to be updated.
Oddly, the flag to indicate initial options processing remained
True after options had been processed, but that ultimately didn't
matter here. It's fixed now anyway.
Also, sort the WC2_xxx options in a couple of places.
When panictrace feedback occurs due to catching a signal rather
than controlled panic, the backtrace is useless when running the
curses interface unless the terminal gets reset first. Let's
just hope that the signal triggering a panictrace doesn't occur
while resetting the terminal.
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.
If the sort order for sortdiscoveries was s ('sortloot' order)
and any artifacts or unique items were discovered, using '\'
to see all discoveries included "Discovered Items" as a spurious
class header between the real header for the last object class with
discoveries and the discoveries for that class:
|Discoveries, sortloot order (by class with some sub-class groupings)
|
|Artifacts
| Sunsword [lawful long sword]
|Potions
| water (clear)
|Gems/Stones
|Discovered items
| diamond (white)
| flint stone (gray)
"Discovered items" is supposed to only be shown when sorting
alphabetically across all classes and there are artifacts and/or
unique items before the regular discovered objects.
From six years ago: hero is "blinded by the Archon's radiance"
even if the attacking Archon has been blinded, but monsters hit
by same thing were protected from it by that blindness. Make
monsters attacked by Archons be affected similarly to the hero.
Hypothetical case of hero-as-Archon versus monster is ignored
because hero can't polymorph into that shape.
doprtool() and doprinuse() collect the inventory letters of all
applicable items into a buffer capable of holding 52 letters plus
terminator. It is possible to have more than 52 items (ignoring
gold) so theoretically possible to have more than 52 separate lit
candles. Guard against that.
The easiest way to get an item in the overflow slot is to carry
52 non-boulders, polymorph into a giant, and pick up a boulder.
Assigning the latter to one of the three weapon slots would not
impact doprtool() but it will impact doprinuse(). However, that
wasn't enough to cause a crash for me; evidently the overflow
clobbered something innocuous. (52+boulder is not the only way
to get something into slot '#', just the only guaranteed one I
can think of offhand.)
This also removes a bunch of 'register' type qualifiers.
Revert part of commit f6a30e7b05
that moved a fixes entry from the 'fixes to 3.6.x' section
into the 'post-3.6.x, exposed by git' section. It wasn't due
to the conversion of engraving from multi-turn action into an
occupation, it was fixing a bug that had been around for 5 or 6
years. Moot now; the conversion to occupation removed it.
The monk role can be either male or female but the monk fake
player monster was flagged as male-only. Allow both genders.
The male and female monk tiles are identical though and this
doesn't address that.
Fixes#466
When X11_yn_function() re-uses a popup widget to issue a prompt
and get the player's response, make it resize properly. I'm not
sure why the old hack for that apparently worked for some folks
and not for me, or why this does work for me. At least it does.
Also, make the minimum popup width be 25 characters so that
really short prompts don't result in tiny popups. Since the
popup appears at whatever spot the pointer happens to be sitting,
it isn't always immediately noticeable when the player is using
the keyboard rather than the pointer.
After player has responded to a getline prompt, echo the prompt
and the line of text response to the message window. Uses pline()
so also gets put into core's message history for dumplog.
Give a message for each boolean option toggled via 'O'. It may
help catch mistakes sooner if/when player types wrong menu letter.
Only applies to 'O', not booleans manipulated during config file
or NETHACKOPTIONS processing.
"Demote" wizmgender from an obscure wizard mode extended command
to an obscure wizard mode boolean option. Behaves the same except
that no message is given when the value gets toggled.
X11_yn_function() issues a pline() to put the prompt and player's
response into the message window. Change it to use visctrl() to
make sure that the response character is ledgible when something
like the '&' command allows an arbitrary answer.
This patch adds a leading space and two extra trailing spaces
to the prompt when it's being issued via popup, but that hasn't
affected the issue mentioned next....
The popup prompting when the 'slow' resource is False doesn't
always resize properly. I saw both too wide and too narrow
[What do you want to throw? [abc] ]b
[ In what direction? ]
and
[Really quit? [yn] (n) ]y
[Dump core? [ynq] (q) ]n (size seemed right, but hard to tell)
[Do you want your posses] (might have shown one more letter;
resize doodad in window's bottom right
corner on OSX oscures the rightmost
column--which is ordinarily a space)
The truncated one did accept responses. If I answered 'n' then
the next question was truncated too, but for 'y' (plus ensuing
feedback) it would be sized correctly for the question after that.
To be clear: the popup width issue was present before this change
and is still present after it. The code already has a hack that's
intended to deal with this but it doesn't do the job for me.
If 'perm_invent' is preset in player's options, have X11 show the
persistent inventory window from the start instead of waiting for
an 'i' command. moveloop() prolog needed a tweak do deal with it
cleanly.
Require WC_PERM_INVENT in order to honor the perm_invent option.
X11 and curses already set that, tty and curses don't support it,
so only Windows GUI needed to be updated for it.
When persistent inventory window is up, remove it if 'perm_invent'
option gets set to False. This has a side-effect of fixing the
end-of-game prompting problem it caused.
Objects shot, thrown, or kicked by the hero or by monsters stop
short if they try to pass over a sink; make objects launched by
an explosion behave similarly.
This hack prevents the perm_invent window for X11 on OSX from
creeping every time it gets updated. It is far from perfect and
at the very least ought be handled via user settable X resources
rather than hardcoded values, but it's as much effort as I'm likely
to spend.
Add a new file containing a list of issues that ought to be fixed.
The initial entries are things I noticed while experimenting with
perm_invent; there is lots of older stuff that could/should be
there too. I'm not sure whether the first one is OSX-specific; the
others aren't.
Using ^I to identify inventory and picking '_' (or '^I' or full
menu) would update persistent inventory window after identifying
everything, but picking specific items (even everything as long
as '_' was excluded) to identify wasn't doing that.
I moved some fixes37.0 entries around to group the persistent
inventory ones together. One involved hold_another_object so I
group those too. I didn't look very hard to try to find others
that could fit with these.
Under curses interface, provide a way to get a little more space
for perm_invent without turning off windowborders entirely.
Possible 'windowborders' values:
0 = no borders, max screen space available for useful info
1 = full borders, two lines and two columns wasted for each window
2 = contingent borders, show if screen is big enough, else hide
New:
3 = as 1 except no borders for perm_invent window
4 = as 2 except never borders for perm_invent window
3 and 4 let the map, message, and status windows have borders while
providing two extra lines and two extra columns on each line for
persistent inventory. It's not much but better than nothing when
borders are enabled.
copperwater commented 8 hours ago:
Instead of inexplicably paralyzing the player for the duration of their
engraving. Many a character has died by trying to engrave something and
then sitting there diligently writing it while monsters surround and
attack them. (This was especially prominent back in the 3.4.3 era when
repeated Elbereths were viable, but it still occurs today with e.g.
using a hard stone to engrave Elbereth). There were also some other
oddities - for instance, if something teleported the player away while
they were engraving, they would continue to "engrave" (be paralyzed) on
their new location, but would not produce any text there; the full
engraving would be placed on their initial position.
In this commit, I have converted engraving to use the occupation
framework, which treats it as an interruptible activity. This
necessitated some logical restructuring, mostly involving the engraving
being written out in chunks as the player spends more uninterrupted time
on it.
I've tried to keep this free of regressions except for those inherent to
the occupation system.
What has NOT changed:
o The rate of engraving is still 10 characters per turn, or 1 character
using slow methods.
o The formulas for determining how much a bladed weapon or marker can
engrave before getting exhausted are kept. Though this is a bit
convoluted, and if it's not considered important to preserve the
existing behavior, I would recommend simplifying it by decreasing the
maximum engraving length for weapons by 1 so that each point of
enchantment simply gets you 2 characters' worth of engraving (e.g. a
-2 weapon will only engrave 1 or 2 characters before dulling to -3,
rather than giving it a third "grace character".
o The input buffer is still modified based on confusion/blindness/etc
only at the time when the player inputs it (if they gain a
debilitating status while engraving, it will not affect the text). My
personal preference is to make the text affected in scenarios like
that, but it's not strictly necessary to do here, so I didn't.
o Wand messages such as "The floor is riddled by bullet holes", and
blinding from engraving lightning, still appear before the hero starts
to take any time engraving. As noted above, getting blinded by the
wand still has no effect on accurately engraving the text, unless the
hero was already blind or impaired.
What has changed:
o Moving off the engraving or losing the object being engraved with
causes the player to stop engraving.
o Wands can still engrave an arbitrary amount of text using a single
charge, but if the hero is interrupted and decides to start engraving
again, they will consume a second charge.
As it adds a new field to g.context, this is a save-breaking change.
Prevent the "X Error (bad Atom)" situation that causes an
"X Error" panic.
The issue isn't fixed. This fails to implement the intended
functionality of having the X server remember the persistent
inventory window's location across games (until the next time
that the X server restarts). Worse, on OSX the window creeps
each time it is updated (visually it seems to be moving down by
the height of the window's title bar).
That's not as bad as having it move to the pointer's location as
it did in 3.6.1, but prior to the commit which introduced this
code that had been fixed and it stayed put during the current
game, so more work is definitely needed.
2015 commit 27d8b631cd incorrectly altered a test
/* Chop engraving down to size if necessary */
if (len > maxelen) {
for (sp = ebuf; (maxelen && *sp); sp++)
-> if (!isspace(*sp)) maxelen--;
if (!maxelen && *sp) {
*sp = (char)0;
if (multi) nomovemsg = "You cannot write any more.";
was changed to:
/* Chop engraving down to size if necessary */
if (len > maxelen) {
for (sp = ebuf; (maxelen && *sp); sp++)
-> if (*sp == ' ') maxelen--;
if (!maxelen && *sp) {
*sp = (char)0;
if (multi) nomovemsg = "You cannot write any more.";
Fixes#457
tty and X11 honor the menu_xxx options. Qt currently doesn't
support menu manipulation by keyboard. curses does support that
but was only handling the default menu keys.
in the air. can_reach_floor() was changed relatively recently
to return False if hero was held by a monster. It wasn't
necessarily because the monster was lifting him or her off the
floor though. Restricted movement could produce same effect.
Change the new behavior to only happen when holder has used a
hug attack, so that being held by a fungus or mimic doesn't
prevent access to the floor.
This may need to be revisited because the idea that the hero's
arms have been pinned by a hugging monster contradicts the
ability to attack that monster. However, it matches the long-
standing inability to attack any other adjacent monster in
that circumstance.
"You hear a [BCDG] note squeak in the distance" is ok, but
"you hear a [AEF] note squeak in the distance" isn't.
Squeaky board notes already had correct a/an handling but that
particular message explicitly suppressed it.
This was caused by a post-3.6 change I made when adding sorting
capability to '`' (and to '\' but that wasn't affected). Cited
case was lack of "water" when all potions had been discovered.
Some other classes (but not all) were vulnerable too.
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.
- 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
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.
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.
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.