When a zombie (or lich) kills a monster in melee without a weapon,
the monster can rise few turns later as a zombie.
The only creatures that can be zombified are ones that actually have
a zombie counterpart monster. A zombie cannot turn a jackal into
a zombie, for instance. But it could turn a shopkeeper into a human
zombie, or a dwarf king into a dwarf zombie.
Zombies will fight with monsters that can be turned into zombies.
Originally this was a SliceHack feature, but this is based on xNetHack
version of it, with some modifications.
When we save gamestate as part of making an insurance snapshot, we will
save message history which will clear toplines but leaving window state
in tack including the need for more.
When fuzzing, we would increment ttyDisplay->inmore but then prematurely
exit more() leaving ttyDisplay->inmore set.
Under various conditions, we can request to remember the topline when
the topline had not yet been acknowledged leaving toplin state in an
inappropriate state.
When stopping in the debugger after having called impossible, the windowing
state will have been modified since the assertion was hit. This made
examining state that caused the nhassert to fire no longer possible.
To avoid this issue, we now detect the debugger and stop in the debugger
prior to impossible.
_snprintf and snprintf have one very important semantic difference.
_snprintf does NOT add terminating null character when the buffer limit
is reached while snprintf guarantees a terminating null character. It
was a mistake to make this naming change hiding the fact that the
semantics don't match what the developer might expect.
When the game windows were initialized, the anhk icon for alignment
was centered relative to Lawful/Neutral/Chaotic label but during
the first status update it noticeably shifted left. Non-blank
hunger or encumbrance states could change from centered to left
justified when they were present and the icon was replaced. Oddly,
resetting the 'centered' attribute for the widget wasn't sufficient
to fix this. Running the resize code for that widget did. Another
case of trial and error to make things work the way they ought.
Also, don't highlight a change in alignment or dungeon location as
"got worse" if the internal numeric value went down instead of up;
always highlight as "got better" for those two fields. There ought
to be a third choice for just "changed" but that would have been
more complicated.
Three-way swap: move blindfold to alt-weapon slot, alt-weapon to
quiver slot, and quiver to former blindfold slot. Affects first
and third rows of the 6x3 grid.
Before |After
x H b | b H q
S a w | S a w
G C q | G C x
[x=alt-weapon, H=helmet, b=blindfold, S=shield, a=amulet, w=weapon,
G=gloves, C=cloak, q=quiver; bottom three rows not changed so not
shown.]
New for Qt, moving the mouse over one of the slots in the paperdoll
inventory subset and letting it pause there will use Qt's tool tip
mechanism to give a description of the item under the pointer, if
there is one, or of what the slot would contain when there isn't.
So "e - uncursed leather gloves (being worn)" or "no gloves" when
the pointer is over the glove slot. If you do something with the
keyboard to make the paperdoll change while the mouse is still
hovering, you'll need to move the pointer slightly to have Qt
recheck for tool tip at that spot. It may be feasible to force
an immediate update, but I'm satisfied with how it's working.
Interestingly, you can move pointer and hover while yn_function()
has asked you to pick an inventory item and is waiting for an
answer. Mostly useful for Take-off/Remove or #adjust.
The toolbar contains do-Again, Pick up, Drop, Kick, Throw, Fire,
Eat, and Rest. Insert Search in front of Rest since it's useful
in its own right and some players prefer it even when resting.
Includes a new 12x13 icon; a tiny magnifying glass shown straight
on is something I can manage.
Both the toolbar button for pick up and the action menu entry for
pick up were labeled "Get". That's confusing for an experienced
player who is looking for "Pick up". Rename both of them.
Also, consolidate repetitive code used to set up toolbar buttons.
An issue in the core made the "Zz" button in the Qt toolbar only
work if rest_on_space was enabled. cmd_from_func() was returning
' ' instead of '.' for the keystroke to run the rest command.
Because some Makefile.top dependencies triggered the build
of the host native lua library, the cross-compiles were
building it needlessly.
Make it a make variable so that it can be overridden by
cross-compile recipes in sys/unix/hints/include/cross-*.2020