Support user's terminal settings for erase char and for kill char.
Erase char is typically <delete> or <backspace>, both of which are
already explicitly handled so probably no effect there. Kill char
(generally ^U these days) will be honored unless it is a printable
character (don't know whether there are any troglodytes out there
who still use '@' for that...). The current handling for ESC works
the same if there is any input to kill, but yields 'cancelled' when
there isn't.
That's for message window getline(), which operates char-by-char.
The popup getline() uses a curses routine to get an entire string
and already honors kill char but treats ESC as input of ^[.
The position bars shown by curses when the map is clipped weren't
being drawn as intended (integer arithmetic). Changing parentheses
was enough to get it working, but it didn't handle the edge case
where non-zero got rounded to 0 (so when map was panned down, the
uppermost character of the vertical position bar still showed '*',
falsely indicating that top of map was currently within view.
Followup to 1c03d0970115c776d1c4791fea3c33f70b0b5378; that had been
too easy. When map was clipped and panned to the side, the highlight
for hero's spot was shown next to the '@' instead of on it.
Using ':' to have search string matching toggle items chosen for
selection would show selection highlighting on the current page for
items matched off-page.
I noticed the wrapping issue while testing out the 'bad fruit' fix,
then the other things while fixing it.
1) inventory entries too wide for narrow persistent inventory window
wrapped without any control; normally can't be seen except for the
last entry when the list is short enough to leave at least one line
available; it looked fairly reasonable with window borders Off, but
when On the last char of the first line and first char of second
line were clobbered by the border box;
2) when there were too many entries to fit within the height, those
after the last one which fit were appended to it for borders Off
(or written on bottom line and then overwritten by the border box
for borders On); noticed because the selector letter is highlighted
with inverse video, even when written at an unexpected place;
3) suppress the inverse video hightlighting of inventory letters since
they can't be selected from that 'menu';
4) for borders Off, the top line was left blank as if a border was
going to be drawn there;
5) since the entries are truncated due to the narrow window (on a
modest sized display), strip off leading "a", "an", or "the" prefix
for inventory entries (written to curses perm_invent window only);
lets a couple more characters of more interesting stuff be seen.
Make some progress on a couple of next minor release checklist
items, hopefully without introducing too many new bugs. This
is just the initial commit, and work continues.
Checklist items:
Savefiles compatible between Windows versions, whether 64-bit
or 32-bit in little-endian field format.
Selection of file formats:
historical (structlevel saves),
lendian (little-endian, fieldlevel saves),
and just for proof-of-concept, ascii fieldlevel saves
(the ascii is huge! 10x bigger than little-endian).
For the fieldlevel save, all complex data structures recursively
get broken down until until it is one of the simple types that
can't be broken down any further, and that gets when it gets
written to the output file.
New files needed for this build:
hand-coded:
include/sfprocs.h
src/sfbase.c - really a dispatcher to one of the
output/input format routines.
src/sflendian.c - little-endian output writer/reader.
src/sfascii.c - ascii text output writer/reader.
auto-coded (generated):
include/sfproto.h
src/sfdata.c
This is just one approach. I'm sure there are countless others
and they have different pros and cons.
For producing the auto-coded files a utility called
universal-ctags, that is actively maintained and evolving,
was used to do all the heavy-lifting of parsing the
NetHack C sources to tabulate the data fields, and store
them in an intermediate file called util/nethack.tags
(not required for building NetHack if you already have a
generated include/sfproto.h and src/sfdata.c)
util/readtags (also not required for building NetHack
itself) will decipher the nethack.tags file and produce
the functions that can deal with the NetHack struct data
fields.
You can obtain the source for universal-ctags by cloning it
from here:
https://github.com/universal-ctags/ctags.git
The combination universal-ctags + util/readtags has been
tried and tested under both Windows and Linux, so it is
not tied to a particular platform.
Note: util/readtags will work only with universal-ctags
output, so other ctags are unlikely to work as-is.
Universal-ctags can be build from source very easily
under Linux, or under Windows using visual studio.
Most of the entries for '?' looked awful because curses was using
((terminal_width / 2) - 2) for the window width ('- 2' was to make
for for a border around the popup window, regardless of what the
'windowborder' option was set to). Splitting text that has been
manually formatted for 80 columns "worked" but looked bad when not
required.
Some of the help files are using 79 characters on a few lines,
producing wrapped text when displayed. Those would look better if
limited them to 78 or if curses can be modified to suppress the
window border when the entire display is being covered by a popup.
tty ignores map column #0 (0-based index), like the core, and draws
the map in screen columns 1 (1-based index) through 79, leaving screen
column 80 blank. curses was drawing all 80 map columns and since #0
was always unused, screen column 1 was blank and the map was shown in
2 through 80. Change curses to work like tty.
This was too easy; there may be problems lurking. One known issue: it
should be made smarter about when clipping/panning is necessary since
it thinks that a full 80 columns are needed but 79 suffice.
Messages on tty which bypass message history weren't handling long
lines properly. If the text wrapped to line 2, that continuation
portion was left on the screen after whatever operation that put it
here was finished. (To reproduce: assign a long name to a monster
with a long type name so that the combined length exceeds the display
width, then move the cursor over it with ';' or '/' while autodescribe
is On.)
This time prompting isn't adversely affected.
This effectively reverts 1ad2415315
because it was interfering with prompts that spanned more than one
line (by inserting '--More-- + erase' between displaying of prompt and
getting input for the answer).
So we're back to the situation where autodescribe feedback when moving
the cursor will leave text on the second line if it generates text too
wide for one line. (^R redraws the screen correctly.)
Messages on tty which bypass message history weren't handling long
lines properly. If the text wrapped to line 2, that continuation
portion was left on the screen after whatever operation that put it
here was finished. (To reproduce: assign a long name to a monster
with a long type name so that the combined length exceeds the display
width, then move the cursor over it with ';' or '/' while autodescribe
is On.)
EDIT_GETLIN is more complicated on curses than on tty due to way that
long lines are handled....
Using ESC to get rid of the default response removed it from the
answer buffer but didn't erase back to the end of actual prompt,
making it look as if it was still there. Fixing that for a one-line
prompt+answer was needed and would have been easy but it also needs to
be prepared to go back to prior lines. Both the prompt and the answer
could conceivably span lines although in practice it will usually just
be one line or else prompt+answer combined spanning to a second line.
This hasn't been exhaustively tested been seems to be working correctly.
Fixes#197Fixes#195
Add a call to nonl() to tell curses not to convert carriage return (^M)
to newline. Line input accepts both ^J and ^M as end of line/end of
input, but the core's command processing treats ^M as "unknown command"
(by default; someone could use the BIND option to assign some command
to that character). The end result is that accidentally pressing the
<return> or <enter> key (or Ctrl+M key combination) won't make the hero
run towards the bottom of the screen as if the user had typed ^J. The
curses docs also claim that it allows more optimization during screen
updating by making ^J work as plain linefeed rather than ^M^J newline.
The tty interface can achieve this (the 'do not convert ^M to ^J part',
not the 'more optimization' part) by issuing the command 'stty -icrnl'
(on Unix or sufficiently Unix-like system) prior to running nethack,
but that has no effect when using the curses interface (at least with
ncurses on OSX where I've tested it).
A better fix would be to look up the current terminal settings at
program startup and only call nonl() if -crnl was in effect so that
curses and tty would behave the same in this regard, but curses is
supposed to let us avoid those sorts of messy details....
Only changes pm.h content if ENUM_PM is defined when compiling
util/makedefs.c
While NON_PM and LOW_PM could be included, it would require
for the makedefs.c compile, as well as an
around their macro definitions in permonst.h so for now those
particular lines are commented out in makedefs.c
Fixes#193
Under curses interface, make characters which are both entry selectors
and menu commands function as a selector. Needed to support using ':'
to look inside a container when applying/looting it via menu, instead
of performing a menu search operation. (There was another case like
this but I can't remember what the circumstances are. The fix is
general enough to cover it, whatever it is.)
For menus which don't have ':' as a choice, make sure search prompt
doesn't offer garbage default input when built with EDIT_GETLIN.
Bug? If player has 'popup_dialog' option On, EDIT_GETLIN is ignored.
Plain curses I/O doesn't seem to offer a way to implement it.
After going back and forth between prompts causing message lines
to be overwritten and to be skipped, this yoyo might have finally
run out of string. Fingers crossed....
Fix a 'FIXME': don't follow a message with two spaces in anticipation
of combining with the next one, precede the next one with two spaces
when they're being combined. Keeps nethack's message window <mx,my>
coordinates in sync with curses' internal coordinates.
Back in February, my e991dd1b0c added
ESC (when there's no input) as an early return for curses' getline,
but it neglected to clean up some allocated memory.
Fix a problem introduced by f218e3f15e
and/or a19e64e470. Sometimes the line
after a prompt would be empty and the next message get shown on the
line after that. a19e64e470 was intended to fix the opposite problem
so probably overshot the mark....
Sometimes curses tears down and recreates all its windows (when the
display is resized, for instance) and after doing that it repopulates
the message window with data saved for use by ^P. But it was showing
the oldest messages available rather than the most recent ones.
There is still room for improvement. That process combines short
messages but the refresh is based on the available number of lines;
combining messages can result in lines at the bottom of the message
window being left blank. This could be fixed by reverse-scrolling the
window and inserting more messages at the top, or by combining short
messages in history data instead of at refresh time. The second seems
easier but won't handle changing the message window's width sensibly,
and neither method handles wrapped, long lines well. A More>> prompt
(possibly more than one) is issued if the refresh shows too many lines
(either because long messages already took multiple lines or because
the window has become narrower and ones which used to fit now need to
be wrapped).