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.
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.
Document m\ and m`.
Several years ago there was a suggestion--aka complaint--that
"menustyle:Traditional was the only alternative for early versions"
was too vague and requested that the version be included. It was
probably accurate at the time it was included, but I've changed it
from "early versions" to "very early versions" now. :-}
Redo the fake ESC handling for curses' wgetnstr() so that it
applies to all popup prompts rather than just to "Who are you?",
in case the player sets the 'popup_dialog' option.
Move the check for monsters that want to stay away from hero
due to having a ranged attack into a separate function.
Add monsters with polearms and breath attacks to it.
Monsters with breath attacks stay away only if they haven't
used their breath recently, or if they are injured.
further adjustments to the window port interface to pass a pointer
to a glyph_info struct which describes not just the glyph number
itself, but also the ttychar, the color, the glyphflags, and the
symset index.
This affects two existing window port calls that get passed glyphs
and does the parameter consistently for both of them using the
glyph_info struct pointer:
print_glyph()
add_menu().
The recently added glyphmod parameter is now unnecessary and has been
removed.
Noticed when implementing restore-via-menu for curses a couple
of days ago: The "Who are you?" prompt wouldn't let me cancel
out via <escape>. I created a character named '\033' which was
displayed as "^[" during play and produced a save file shown by
'ls' as "501?.Z".
To fix this properly, we will need to replace use of wgetnstr()
with something of our own. That's more work than I feel like
tackling. This fakes ESC handling if the player is willing to
type <escape><return> rather than just <escape> when terminating
the prompt.
Update makdefs source and its man page.
Remove all mentions of the vision table files from:
o .gitattributes
o .gitignore
o Files
o Cross-compiling
Add a brief note in the fixes file.
Clone the tty SELECTSAVED code in curses. If you would be getting
the "who are you?" prompt (perhaps via 'nethack -u player') and
you have at least one save file, you'll get a menu of save files
(plus entries for 'new game' and 'quit') to choose from. Requires
'#define SELECTDSAVED' at build time (only ntconf.h does that by
default) and when present, can be disabled by setting 'selectsaved'
to False in NETHACKOPTIONS or .nethackrc.
Another one from several years ago. Document 'pickup_types:.'
as a way to set pickup_types to a value that won't ever cause
anything to be picked up, in order to leave all autopickup
decisions to player's autopickup exceptions.
Actually implementing pickup_types:none would require just as
much documentation plus extra code.
Reported by a beta tester four years ago: if you telepathically
observed a pet eat a mimic corpse and temporarily change shape,
you were told that you sensed it happening but the map continued
to show its true form (because telepathy overrides mimicking).
Attempting to force the map to show the alternate shape in that
situation was hopeless, so give an alternate message instead.
While trying to fix this, I noticed my dog mimicking a throne
several times. The list of alternate shapes for quickmimic
included SINK which happens to have the same value as S_throne.
Change that to S_sink.
Being able to swap places with peaceful monsters instead of just
with pets made it possible to cause them to flee. Shopkeepers
wouldn't abandon the shop door but temple priests would attack
if hero tried to chat while they were fleeing.
The block of sanity check code that is causing impossible warnings
about the Wizard mimicking a monster was initially only used for
furniture and objects specifically because of the Wizard. When it
got extended to check for mimicking monsters, an exception for the
Wizard was needed but not added.
Fixes#432
ensure that monster female name variation ends up as a female during ^G
arbitrate when there is a conflict between gender term (male or female) and
a gender-tied monster name (cavewoman) during ^G; gender term wins