Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
A priest quest message that was supposed to say "brotherhood" or
"sisterhood" said "itood" instead. Text "%shood" used the post-3.4.3 'h'
modifier to substitute a pronoun in place of the %s value. That's only
a valid modifier when it follows %d (deity), %l (leader), %n (nemesis),
or %o (artifact). Change the substitution routine to leave it as an 'h'
when it follows anything else. [No fixes entry needed.]
Pat noted that I neglected to drop the SCCS lines on the files I've been
committing, so clean up those and any others I could find where the SCCS
line date is out of date.
Add questpgr formatting codes to support pronouns for leader,
nemesis, deity, and artifact.
%lh -> "he" or "she" for leader; %nh for nemesis; %dh for hero's god;
%li -> "him" or "her"; likewise %ni, %di;
%lj -> "his" or "her"; and %nj, %dj;
H, I, and J modifiers yield capitalized form of same.
%oh -> "it" or "they" for artifact (Eyes of the Overworld is plural);
%oi -> "it" or "them";
%oj -> "its" or "their"; plus capitalization with uppercase modifiers.
Also, %O yields shortened artifact name ("the Foo" in place of "the Foo
of Bar"). These provide support for terser summary lines, but can also
be used in the regular quest text passages.
A couple of nemeses don't specify gender. The random choices need
to be made early so that the leaders' messages can get them right. This
chooses during role initialization and then uses that result once the
corresponding monster is eventually created. It does the same for leader
even though no current leader needs it, and for deity too.
[Make use of recent message history changes.]
Add support to makedefs and the core for including a line of summary
text with quest messages that don't use pline() delivery. The multi-line
record structure of quest.txt begins each entry with %C and ends with %E.
makedefs now examines the %E lines looking for "[anything]" and adds that
to quest.dat where deliver_by_window() can find it. The square brackets
are required in the input and intentionally carried along to the output.
putmsghistory() is used to put the summary text into the message history
buffer for use by ^P, without being displayed first. (So this is a no-op
for interfaces which haven't implemented putmsghistory yet. Maybe
genl_putmsghistory() should pass such text to pline() as a quick hack?)
This adds a few summary lines to quest.txt so that the feature can
be tested. Most of them were written by <Someone> nearly three years
ago. I'm planning to add a couple of new control codes that'll allow some
of them to expand into shorter text. (The one where the Archeologist
leader tells you that the nemesis stole the artifact so your mission is
to find the goal level, defeat the nemesis, and return with the artifact
ends up being roughly 160 characters long.)
The majority of our calls to strncpy are in the form
(void) strncpy(dst, src, n);
dst[n] = '\0';
so add a new routine, copynchars, which does that. A few calls care
about strncpy's return value and at least one relies on it only copying a
substring without also terminating the output, but most don't care about
either and none seem to care that `n' ought to have type size_t instead of
int. The new routine matches our usage better, but I haven't gone through
to change the existing strncpy calls.
Suggested by <email deleted>. The level compiler allows
MESSAGE directives to provide text given upon initial entry to particular
levels. Modify the code that delivers them to support quest pager text
substitution. It could also be tweaked to support deliver-by-popup-window
in addition to deliver-by-pline, but I didn't go that far.
He also suggested revising the message for the Plane of Air, but it
seems ok to me. Instead, I've changed the message for the Astral Plane to
announce that it holds "the High Temple of <your deity>" rather than the
quite lame "the High Temples of the aligned gods".
Fix the wizard mode crash From a bug report. Move the WIZKIT
message suppression to a lower level instead of trying to guard against
present and future pline() calls in the wishing code. The way that was
being handling wasn't suitable for dealing with quest feedback.
This also includes a couple of additional wishing synonyms.
I noticed a few panic messages contained newlines, and one included a naked
carriage return. panic() adds a newline itself, and also generally ensures
the message will be on a new line (the initial "oops" ensures the message
itself will be on a new lines). This patch removes the unneeded characters.
Duuuh. Of course adding objects already changed the editlevel.
Anyway, here's the fix I was working on. It only matters in a very obscure
situation. (Also, the quest leader still speaks no matter what he's
polymorphed into.)