From Bart...
When we are creating the console font for testing character widths,
we were not specifying width. Because of this, the created font's
average width might be larger then what we expect and we might
falsely detect that the font was inappropriate for playing Nethack.
Fix provides the width that we are expecting when creating the font.
I tracked down the widest lines, which sometimes occur due to mis-indent
of block comments (see tradstdc.h for an example), and fixed those up.
For the files affected, I also converted tabs to spaces.
When reading a novel, select a random passage which hasn't been shown
already. Once you've run through all the passages, it resets to get
them all again (with new random order that might happen to the be same
order if there aren't many passages). Switching to a different novel--
even another copy of the same one--will cause the previous passage
selection to be discarded and restarted from scratch if the prior book
is read again. Passage tracking for the most recently read novel is
kept across save and restore. (That means I needed to bump EDITLEVEL,
so it will need to be reset to 0 again before release.)
> Somebody has changed versioning so that the game incorrectly states
> 3.6.1 in messages. It looks like someone updated patchlevel instead of
> editlevel?
Yes, that was me. I meant to increment EDITLEVEL and nobody noticed
the mistake until now....
This changes PATCHLEVEL back to the correct value of 0, and implicitly
resets EDITLEVEL to 0 for release (by not changing it to 1 as it was
supposed to have been for the past 3-4 weeks).
Data files from Oct. 18 through today are actually compatible but will
be rejected once anyone rebuilds with this fix, same as would happen
when EDITLEVEL changs. Data files from before Oct. 18 will be
incompatible but be accepted by nethack but not work correctly due to
a change in the 'context' structure.
Replace the code that Dean objected to with something a little bit more
robust. It doesn't rely on the two stacks being adjacent or having the
same inventory letter. It is still vulnerable to having another
splitobj() occur between the offending split and its attempted unsplit,
or to either of the two halves of a split being extracted from their
object chain. As before, failure to unsplit only results in the two
halves of the split remaining separate stacks, not anything more drastic
like the panic() that prompted all this.
Simplification of hallucinated currency names got mixed in with this
patch. I haven't bothered separating it back out.
Whoever reset PATCHLEVEL to 0 jumped the gun. This patch increments it
since change to the 'context' structure breaks save file compatibility,
so it will need to undergo another reset before release.
I did my best to exempt some of the bigger aligned blocks from the reformatting
using the /* clang-format off */ and /* clang-format on */ tags. Probably some
that shouldn't have been formatted were anyway; if you encounter them, please
fix.
The clang-format tags were left in on the basis that it's much easier to prune
those out later than to put them back in, and it means that, modulo my custom
version of clang-format, I should be able to run clang-format on the source tree
again without changing anything, now that Pat has fixed the VA_DECL issues.
Give 20 experience points the first time the hero reads a passage
from a tribute novel. It's enough to go from level 1 to 2 or from
2 to 3. By the time a book store is found, that's too trivial for
most to care about, but it's potentially useful to a pacifist.
For those pro players who really want to try their hand
at that zen samurai, without needing to reroll thousands
of times to start with blindfold. Nudist starts without
any armor, and keeps tabs whether you wore any during
the game, for even more bragging rights.
Also makes the Book of the Dead readable even while
blind, for obvious reasons.
This is an enabling patch for upcoming work. It breaks
save/bones so editlevel is incremented.
I'd like to a second overloadable int field in struct obj,
instead of just the one that is typically overloaded - corpsenm.
The second one can be used for things that are being tallied
up as opposed to a static one time assignment for reference/linkage
purposes.
The differentiation will allow both uses to co-exist for the
same object.