Move the nine #undef's common to all qt_*.cpp sources into qt_pre.h.
Make "hack.h" usage consistent; always enclose withing 'extern "C {'
and '}' even though only some of the sources care.
The end of game disclosure for inventory was passing want_reply==True
to the inventory display routine. I don't know why because you can't
select anything. This resulted in Qt disclosure showing inventory
with the [Ok] button disabled and blank boxes instead of object
glyphs beside the inv letters. Changing to want_reply==False fixes
both aspects of that.
It has no apparent effect on tty or curses; on X11 (where [Ok] was
already enabled) it disables the [Search] button, a plus. I don't
know whether it might mess up final disclosure for inventory on
WindowsGUI. Or whether any interface which uses perm_invent window
for final inventory disclosure (if there are any) will be adversely
affected.
The core is mapping #annotate to ^N, which has no effect when
number_pad is Off. The Qt menu setup saw it as the way to run
that command, which will only work when number_pad is On. This
fixes the menu and didn't break the large subset of other menu
commands I've tried, but I haven't gotten through half of them yet.
An earlier tweak worked to prevent unnecessary line wrapping
for ^X output in a menu, but #enhance and '+' both had problems
with their last column. This seems to work better but is still
based on thrashing about rather than knowledge of how things are
supposed to operate.
In case you haven't seen it, the Qt screen layout is (a bigger
instance of):
+--------------------+------+--------------------------------+
| messages |invent| status |
| |subset| |
| | | |
| | | |
+------------------------------------------------------------+
| map |
| |
...
| |
+------------------------------------------------------------+
where some status fields include an icon and the inventory subset is
a miniature map showing a paper doll-style display of object tiles
for worn and wielded items. The two separating lines in the top half
can be dragged to resize the three windows there. The default message
window width to too small to see full text of some messages but can
be scrolled left and right. The window for the equipped subset of
inventory is unconditionally present; 'perm_invent' is a no-op.
Paper doll inventory layout (view with fixed-width font...):
Old New two-hand dual-wield
x H b x H b x H b . H b
S " w S " w W " W X " w
G C G G C q G C q G C q
= A = = A = = A = = A =
. U . l U L l U L l U L
. F . . F . . F . . F .
Legend:
'.' = blank, b = blindfold, '"' = amulet, '=' = left and right rings,
w/W = primary weapon, x/X = alternate/secondary weapon, q = quiver,
H = helmet, S = shield, G = gloves, C = cloak, A = suit, U = shirt,
F = boots, l = leash, L = active light source (lamp/candle/Sunsword).
Slots which don't have something equipped are shown blank.
'q' was missing; 'G' used to be shown on both sides. 'l' and 'L' are
new; for either, it picks the first one in inventory that's in active
use. The 'S' and 'x' slots vary depending upon weapon situation
since wearing a shield, wielding a two-handed weapon, and engaging in
two-weapon combat are all mutually exclusive.
Noticed while working on Qt's version of persistent inventory
window (paper doll-style display of equipment in use), leashing
or unleashing a pet wasn't updating persistent inventory. Leash
descriptions format differently when in use so immediate update
is warranted.
The Qt menu entries which were executing nethack's help command
(the '?' menu) were doing so because their command keystroke was
a meta-character and such characters are being converted to '?'
to indicate an error in conversion to Latin1 character set. The
old Qt3 code didn't perform any such conversion.
This fix feels fragile because there are two different places
deciding how to disambiguate partial extended commands (the code
for Qt's '#' handling and a new routine in the core). Qt menus
now send '#' and enough letters to satisfy '#' handling for any
command which uses M-c or has no regular keystroke nor M-c one.
(If it were to send the full extended command name, the letters
after the unambiguous prefix would be left in the input queue to
be processed as subsequent commands.)
There is a fundamental problem that this doesn't address: if
the player uses BIND directives in the run-time config file, the
Qt menu bindings will break unless the BINDs are all done before
selecting windowtype. Qt's menu bindings translate a click on
a menu entry into the keystroke used to invoke the corresponding
command, so using BIND to change that after the menus are set up
will result in the wrong commands being executed.
Changes affecting everybody (using Qt): rename game->Save to
game->Save-and-exit and game->Quit to game->Quit-without-saving.
OSX-specific changes: add separate nethack->Quit and change
game->Quit-without-saving to game->_Quit-without-saving to prevent
that from being hijacked for the nethack menu. nethack->Quit menu
entry works. Command+Q is a keyboard shortcut for it. They bring
up a menu with choices of "Quit without saving" and "Cancel and
return to game". It's not the same as the handler for the window
Close button, which used to offer "Save" or "Cancel" (with the
latter triggering an infinite loop) but now offers "Save and exit"
or "Quit without saving". They don't share any code. The
game->_Quit-without-saving entry doesn't work; it runs nethack's '?'
command like a bunch of other broken menu entries. If it did work,
it would give nethack's "Really quit?" prompt and proceed from there.
The "Quit without saving" response for nethack->Quit confirmation
bypasses that and just quits.
Also OSX, add a second 'about' entry. The first one is hijacked and
added to the nethack menu, the second is help->_About_Qt_NetHack_
and avoids hijacking. Both nethack->About and help->_About_ bring
up the same dialog box showing version and assorted other info.
A lot of flailing about with for relatively small amount of progress.
In the Qt status panel the six characteristics and the older
status conditions all have icons (similar to map tiles) drawn
above their values. (The 3.6 era conditions that I added all
have blank icons and are in need of artwork. 3.7 conditions
aren't implemented.)
Int, Stun, and Conf all feature a brain oriented towards the
player's right shoulder. The intelligence one is just a bare
brain, the stunned one features a black cloud over it, and the
confusion one has something over it that is cloud-like but
shaped differently from Stun as well has being white rather
than black; I'm not sure what that depicts. This transposes
the Confusion icon so that it faces the player's left shoulder
instead of right. Not a very emphatic suggestion of confusion
but seems a useful difference without requiring any artistic
competence.
Menu hackery: change a couple of menu entry names on OSX to
control where they end up.
Move nethack's 'O' command from its hijacked position (due to name
"Options") of "nethack->Preferences..." to "Game->Run-time options".
Move persistent Qt settings on OSX from "Game->Qt settings" to
"nethack->Preferences...".
The Qt settings dialog (now accessed as Preferences...) desperately
needs a title and/or other explanatory text but I haven't figured
out how do to that. The values set with it are persistent, with
apparently quite a few choices for where to save them for future
runs. I used it to increase the size of text in the status window,
and found my settings stored in binary file
~/Library/Preferences/org.nethack.NetHack.plist
The subdirectories ~/Library and ~/Library/Preferences are
standard OSX per-user things. The file name is derived from values
set up in main routine: qt_main.cpp is setting OrganizationDomain
to "nethack.org" and ApplicationName to "NetHack". I've added a
value for ApplicationVersion but don't know whether anything cares
about it.
An earlier change resulted in place_worm_tail_randomly() sometimes
removing a long worm from the map unintentionally. It was still on
the monster list so if wizard mode sanity_check option was On, there
would be warnings of a monster which isn't on the map.
The change which triggered this was necessary so I'm inclined to
blame place_worm_tail_randomly() laziness.
This is a superset of the pull request's fix.
Fixes#377
Instead of an additional options file directive to end the last
section of a CHOOSE directive, simplify by using an empty-name
section, [], instead. So
...
CHOOSE one,two
[one]
...
[two]
...
[]
...
As with the short-lived END-CHOOSE directive, if no [] is present
then the rest of the file is part of the last choice.
Add an optional way to terminate the last section after a CHOOSE
directive in the run-time options file so that it's possible to
revert to common options. If no END-CHOOSE directive is present
then the last CHOOSE section continues until the end of the file.
(All existing uses of CHOOSE already behave that way.)
Change the Guidebook to refer to OPTIONS=x, AUTOPICKUP_EXCEPTION=y,
CHOOSE=z, and so on as "directives" rather than "statements". It
just feels like a better fit.
Add ^X (as "Attributes (extended status)") to the "Info" drop down
menu, also Overview, and Annotate.
Attributes and Overview work, Annotate results in running southeast.
Existing entries Conduct, Adjust, and Skills execute nethack's '?'
command so I didn't bother holding back on adding Annotate. Other
existing entries (Inventory, Discoveries, Spells, and Name) work.
If there's any sort of pattern involved, I'm not seeing it.
The Game menu has "Save", which shows up and works, but that's
supposed to be followed by "Quit" which doesn't show up when the
menu is used. This doesn't attempt to deal with that.
Command+q keystroke, which should close the application, behaves
the same as previously mentioned "quit nethack" in nethack menu:
runs nethack's '?' command and then resumes play.
Prevent an infinite loop that occurred if player clicked on the
close window button and then tried to cancel out of that in the
dialog it brings up.
I don't know whether Qt interface on platforms other than OSX
need this but they're getting it. The choices are changed from
"Save" or "Cancel" to "Save and exit" or "Quit without saving".
Since save allows subsequent restore, not being able to cancel
out of the application shutdown should only be an inconvenience.
Unresolved issues:
I don't know whether there's any other way to bring up that dialog,
where Cancel might be a viable choice. If so, handling that might
be tricky. Quit should definitely be available as an alterative
to Save, but that type of dialog doesn't seem to allow more than
two choices.
Picking "nethack" from application menu and then "quit nethack"
from the resulting pull down menu results in executing nethack's
help command (the '?' menu) and then just resumes play.
Add Michael's fix for control+x.
The enum name of the argument suggests that option+x should have
been sending control characters but that wasn't the case for me.
Before this fix, both control+x and option+x behaved like dead
keys, not transmitting anything for nethack to use. After this
fix, control+x sends ^X as desired but option+x is still dead.
The presence of longer lines has made the 'about' box become wider
so combine the first two short lines into one longer one.
Switching to the longer nethack version string resulted in "This
is NetHack MacOSX Nethack ..." so remove the initial "NetHack"
from the 'about' box's format string. That version string also
includes a final period; strip that off since "with Qt 5.x.y."
follows it to end the sentence.
Still some issues:
The application menu has first entry "nethack" which ought to be
capitalized but I haven't been able to figure out how to accomplish
that.
Some code in qt_main.cpp tries to add an extra instance of "about
NetHack" to the game window's "Help" menu but it doesn't show up.
When there was only one supported interface included in the program,
feedback of
|Supported windowing system:
|"tty" (traditional text with optional line-drawing)
was missing the intended final period. When there were more than
one, the clause describing the default could be preceded by a
spurious space.
|Supported windowing systems:
|"tty" (traditional text with optional line-drawing) and "Qt" , with a
|default of "tty".
There was a fixup for " , " but it only worked as intended when
that was on the last line, not when the default's text spanned lines.
This adds description of "Windows GUI" to the mswin entry. X11 could
have its formal name "The X Windows System" as the description but I
didn't add that since it just seems like extra verbosity. Apparently
Qt doesn't stand for anything else so still has no extra description.
options.c gave some unused variable warnings in the 'msg_window'
parsing if compiled without having tty enabled.
The 'msg_window' option should be available if either tty or curses
is the interface in use, hidden otherwise. The code to parse it
was included if TTY_GRAPHICS is enabled, so it worked in curses for
a tty+curses binary but not curses without tty one. This fixes that.
It is still displayed by 'O' when X11 or Qt is in use if the binary
also supports tty or curses. I've left that as is.
Started out removing some trailing spaces and ended up making various
substantive changes.
Don't include tty by default since the sample make command shows how
to enable it and there isn't any easy way to disable it other than
not requesting it to begin with. (Due to using defined/not-defined
rather than values in the 'if' directives, WANT_WIN_TTY=0 is the same
as WANT_WIN_TTY=1 rather than it's inverse.)
That resulted in all the interfaces starting commented out, so add
some make code to make sure that at least one is enabled. If none,
it silently enables tty.
The sequence
|CXX=compilerA
|LINK=$(CXX)
|#CXX=compilerB
wouldn't work if 'make' substitutes immediately (I can't recall
offhand whether it does) and the first CXX was commented out in
order to uncomment the second one. The default CXX value would be
used instead of the #CXX=foo one even if it was uncommented. Just
move LINK= after it.
Build logic has been tested. Final install and packaging for
distribution have not (but weren't touched so shouldn't be affected).
Testing some hints revisions resulted in some bafflement which
turned out to be caused by 'make spotless' in the dat subdirectory
not removing 'options'. It wasn't removing several other generated
files either. That used to work but got clobbered when the lua
special levels replaced levcomp and dgncomp.
The change to use fixed-width fonts for menus wasn't working
optimally because the font got changed after menu construction
had measured the necessary width and height amounts. ^X output,
which uses a menu instead of a text window for tty's benefit
(probably curses too; I don't remember), had a couple of lines
which were wrapping unnecessarily.
This fix avoids that, but the extra '+20' shouldn't be needed.
Unfortunately lines in menus are effectively double-spaced, which
looks bad, and I've no idea how to fix that.
Make the same change to outdated/win/Qt3/qt3_win.cpp for the
"about nethack" popup that was just made to win/Qt/qt_main.cpp so
that the out of date URLs won't be overlooked if the Qt 3 interface
ever gets resurrected.
Not tested and most likely will never matter.
When chatting to the quest leader to try to gain access to the
rest of the quest, if your experience level is good enough but
your alignment strength isn't, in wizard mode you'll get prompted
about whether to have piety boosted. Normally you would answer
'y' and be able to go to lower quest levels. But if you answer
'n' you'll immediately be prompted a second time. Not because
the no response didn't register but because the if/else-if/else
logic checks twice for whether your alignment is inadequate and
if you answered no the first time it will still be too low the
second, with the first answer not carrying over.
Fixes#376
Update the 'about' popup to reflect current information.
When I start Qt nethack on OSX 10.11, the horizontal application
menu for nethack that's rendered across the top of the desktop won't
respond to mouse clicks, not even if I click on nethack's title bar
or inside its game window first. But if I give another application
focus (which swaps top-edge menu to one for that other application)
and then click on nethack's title bar to give focus back to nethack
(which also swaps back to the top menu for it), clicking on that menu
begins working. I have no idea what's going on there.
Picking "nethack" in the application menu gives a pull down menu with
"about nethack" as the first entry. When choosing that, the revised
popup looks like
| Qt NetHack is a version of NetHack
| built using the Qt 5 GUI toolkit.
|
| This is NetHack 3.7.0-22 with Qt 5.11.3.
|
| NetHack's Qt interface originally developed by
| Warwick Allison.
|
| Qt:
| https://qt.io/
| NetHack:
| https://www.nethack.org/
The line with Warwick's name is wrapping and I don't know how to
make the popup wide enough to avoid that. The old edition had a
"Homepage" URL for him instead of that sentence but the URL was out
of date. It also had an obsolete URL for Qt and none at all for
NetHack itself.
This was changed in the Guidebook and dat/history some time back but
the value in the code was overlooked. Switch protocol from http to
https and add trailing slash.
When hunger state is "not hungry" (so omitted from the status line),
say so in the status section of ^X output. Mainly so that wizard
mode can append the internal nutrition value without inserting an
entire line that [previously] wouldn't be present in regular play.
Show an internal value for encumbrance too, although that would be
better if it also included some indication of the amount where the
encumbrance state changes. Encumbrance is confusing and I didn't
pursue that.
I noticed that Qt status showed both Lev and Fly at the same time
when they should be mutually exclusive (Levitation overrides Flying).
I wasted a bunch of time trying to track down a Qt problem but it
turned out to be a core issue. If Flying is set first (which won't
happen if both are set in the same #wizinstrinsic operation), setting
Levitation via #wizintrinsic was attempting to update the flag that
indicates that Flying is blocked, but doing so too soon and failing.
Setting Lev via other means while Fly was already set didn't have
this problem so it wouldn't occur during normal play.
Also, #timeout lists timed properties which can have a timeout value
in normal play, then a separator, followed by properties that can
only become timed due to #wizintrinsic. Move Displacement from the
second group to the first now that it can be obtained as a timed
value by eating a displacer beast corpse.
The check for mon's max HP being at least as high as its level
turns out to be wishful thinking. Just disable it. Maybe we'll
flag critters who got or gave up HP during cloning and let them be
exceptions, then turn it back on, but not now. Or maybe reduce
mon->m_lev when cloning. That would weaken them though.
Keep the 1 extra HP that an earlier fix for this check gave to
monsters who rolled the minimum possible value while being created
(Nd8 that yielded N boosted to N+1, 1d4 for 1 boosted to 2).
The status lines are out of date. This brings status conditions
up to 3.6.0 level: adding Stoned, Slimed, Strangled, Deaf,
Levitating, Flying, Riding. It also reorders a few things:
put encumbrance after hunger, put Confused after Stunned, and
Blind after Hallucinating. Also renames Sick to FoodPois and
Ill to TermIll.
So, the portion of status devoted to conditions is now (left to
right on one line):
Satiated/[omitted]/Hungry/Weak/Fainting/Fainted,
[omitted]/Burdened/Stressed/Strained/Overtaxed/Overloaded,
Stone, Slime, Strngl, FoodPois, TermIll,
Stun, Conf, Hallu, Blind, Deaf,
Lev, Fly, Ride.
It's actually two lines. The upper line has a 40x40 or so icon
(aka tile, defined in qt_xpms.h rather than a data file) above
the corresponding text on the lower line. I created a blank icon
and used it for all the added conditions. At some point someone
with artistic talent will need to draw a bunch of things.
Using hints/macosx10.10-qt,
| make QTDIR={path} WANT_WIN_X11=1 USE_XPM=1
now builds a combined tty+Qt+X11 binary. Linking the X11 code
works a lot better when the Makefile tells the linker where the
X11 libraries are....
This reconciles some of the differences between macosx10.10 and
macosx10.10-qt but there are still lots more (including lack of
WANT_WIN_CURSES in the latter). And now 10.10 has differences
with the half dozen or so other macosx10.* hints.
Tin handling code used tin->cknown to indicate that the variety
(soup, deep fried, pureed, &c) was known, but neither object
identification nor end of game disclosure was setting cknown for
that type of object.
^I behaves as if cknown is set, so the problem was hidden during
times when anyone was likely to be paying attention.
Adopt the suggestion that candy bar stacks which get split should
keep the same wrapper text for both halves of the stack. The patch
stuck with using obj->o_id to manage the wrapper which prior to the
patch wasn't a factor in merging and splitting. Switch to obj->spe
instead, comparable to tin varities, so mergability is already
taken care of.
End of game disclosure tacks on T-shirt text to formatted items.
Do the same for candy bar wrappers.
Qt menus have [ok][cancel][all][none][other stuff] buttons across
the top but it was disabling [cancel] for inventory viewing and
other pick-none menus. Enable that so that [cancel] is a viable
alternative to typing ESC or clicking on [ok] for dismissing the
menu without picking anything.
This greatly improves the '?' choice when using the '#' prefix
to select an extended command. It isn't perfect, because the
<text><spaces><more text> layout (using spaces to pad the first
column so that the second one lines up) produces at least one
line where <more text> is so long that it wraps, and instead of
| <text><spaces><start of more text>
| <blank><spaces><rest of more text>
that selectable menu entries have, the continuation is
| <text><spaces><start of more text>
|<rest of more text>
(made slightly worse by the fact that <text> is indented a little
and <rest...> isn't.
This affects the aesthetics of all NHW_MENU windows, not just the
one that desparately needed help. Maybe the core should send some
hint on a menu or text window by menu or text window basis about
whether or not fixed-width font is preferable to variable one.
This lets combined X11 and Qt compile cleanly (when set up with
hints/macosx10.10-qt and built with 'make WANT_WIN_X11=1 USE_XPM=1')
but linking fails at present. (It can't find X11 library routines
despite specifying the same -L/opt/X11/lib that X11 without Qt uses.
The C++ linker is being used but the code that calls those routines
is compiled as C, not C++ so name mangling shouldn't be an issue.)
Recently combat between monster mind flayer and headless monster was
changed to skip extra tentable-for-drain_intelligence attacks after
hitting with one for no effect. Do the same for monster mind flayer
against headless poly'd hero and for hero poly'd into mind flayer
versus headless monster. As before, it only applies to additional
actions during the current attack. As soon as the attack is over,
the ineffectiveness of intelligence drain upon target is forgotten.
Qt's implementation of '#' puts up a rectangular grid of buttons
containing command names from the alphabetized extcmdlist[]:
| # ? adjust annotate
| apply attributes autopickup call
| cast ...
When 3.6 put all commands into that list, the hardcoded 4 columns
resulted in so many rows that the grid wouldn't fit on the screen
(at least not on my smallish laptop screen). There's no scrollbar
so the commands beyond "takeoff" were inaccessible off the bottom.
Warning messages from within Qt were issued to stderr complaining
about trying to render something off the screen (once each time the
'#' command grid was generated).
It was also including wizard mode commands when not in wizard mode.
Suppress those when they're not applicable, and change the grid to
use 6 columns then and 8 for wizard mode. The appropriate amount
ought to be calculated on the fly but these values work ok with the
current command list. (On my screen; if something smaller is used,
the original problem could come back, just not as severe as before.)
Having an alphabetized list go across rows instead of down columns
feels counter-intuitive so transpose the grid.
| # autopickup ...
| ? call
| adjust cast
| annotate ...
| apply
[Having another button next to <cancel> that lets the user switch
back and forth between the two orientations could be worthwhile.
A full-fledged wc/wc2 option for that doesn't seem warranted.]
The commands can be selected by typing their names as an alternative
to mouse click. The input widget supports <backspace> but lacked
handling for <delete> so add that.
When typing a command by its name, a new grid showing only matching
candidates gets displayed so that you can switch back to mouse input.
It looks pretty bad but does work as intended. I didn't touch that;
however, it looks different now due to the columns-vs-rows change.
The menu after picking "?" looks worse. It assumes a fixed width
font and tries to align things in two columns with spaces, but the
result when using a variable width font is ugly. This makes no
attempt to address that.
After installing qt511-qtbase and qt511-qtmultimedia from macports
on my OSX 10.11 system (there is a qt513 but it requires OSX 10.12),
I can build the Qt interface with hints/macosx10.10-qt by overriding
QTDIR. It doesn't actually need the extra CFLAGS, and without those
I wonder whether the multimedia package is needed either, but I've
left them in. I have changed them to not be passed to the C sources
though, just the C++ ones.
I haven't tried combining with X11 or adding curses.
Give better feedback if reading a scroll of identify when it is the
only item in inventory (making that empty when scroll is used up).
Reading a cursed scroll of identify used to always ID 1 item besides
itself. Change it to behave like confused identify--only identifying
itself--if read when the scroll hasn't been discovered yet. Same as
before when scroll has already been discovered: identify 1 item.
I looked for places where changing "{blinding,acid} venom" into
"splash of {blinding,acid} venom" might make messages become too
verbose. Turns out to have been unnecessary work because the full
name won't be used unless you get a venom object in inventory and
formally identify it. Wizard mode, or bones from wizard mode, is
necessary for that to happen so the possibility can be ignored.
[The name change is still useful for wizard mode wishing though.]
Many messages use hard-coded "venom" instead of xname() so won't
be affected even if such identification takes place. However,
thitmon() was producing
|The <mon> is hit by the splash of venom.
|The splash of venom blinds the <mon>.
which seems rather redundant even without the longer full object
name. So change the second message to be generated as
|The venom blinds the <mon>.
It also shortens "cream pie" in first line to "pie" in second one.
Prevent corpses left by cancelled trolls from reviving. Their
revival is an innate ability but is clearly a magical one, so make
that be subject to cancellation magic.
Change existing corpses that are scheduled to revive to rot instead
if they get cancelled as objects. Rider corpses are excluded.
Uncancel an ice troll whose corpse is put into an ice box.
Commit e9f53ab7f6 at the end of May
to fix corpses taken out of ice boxes by monsters changed removing
corpses from ice boxes by anybody to always give them rot-away
timers, even for trolls. Make an exception for ice troll corpses:
give those revive timers instead.
A reddit thread mentioned that throwing rocks at unicorns behaved
the same as throwing gems at them: not treated as an attack and if
teleporting away is allowed, they will. Change to treat shooting
gems and glass at unicorns with a sling as an attack rather than as
just giving the gem or piece of glass to them, and treat throwing
or shooting rocks and gray stones as an attack too.
If picked up by blind hero while not yet seen, gems and glass
format as "gem" and rocks and gray stones format as "stone" so the
player can always tell the difference. Forgetting to unwield a
sling before interacting with a unicorn is on the player's head.
Fix at least one typo. Change a few quoted and/or italicized words
to fixed width (tty) font. In the "Curses and Blessings" subsection,
mention dropping objects onto altars and the terms "BUC" and "BUCX".
tiles2x11 didn't complain about the tile definitions of the renamed
objects. It seems to me that all processors of win/share/*.txt
ought to be sharing the same code instead of apparently rolling
their own. (Maybe the issue was issuing diagnostic messages rather
than noticing the name mismatches? I haven't looked.)
Update the help menu entry for wizard mode commands to reflect the
recent change to #wizrumorcheck. This messes up the formatting a
bit (by introducing a continuation line) but the no longer precise
command name warrants it.
I tried wishing for "splashes of venom" but was told that no such
thing exists even though "splashs of venom" and "2 splash of venom"
both work to produce "2 splashes of venom". After the spurious
failure, retrying with EDIT_GETLIN enabled showed that "splashes"
had been singularized to "splashe" so fix that.
"2 splashes of venom" IDed to "2 uncursed blinding venoms" because
the base name omits "splash of" prefix. And due to that, explicitly
wishing for "splash of {acid,blinding} venom" didn't work either.
Change the names to include the prefix, and add a hack to makedefs
to keep generating the old macro names without the prefix. (Wishing
for "{acid,blinding} venom" still works due to post-3.6.6 changes
to " of " matching.)
A recent newsgroup or reddit complaint stated that only 75% of a
monks attacks used martial arts. It turned out to be true; the
'valid_weapon_attack' intended to control whether skill gets
exercised was being overloaded for skill use. So the monk's 1..4
base damage used skill for 2..4 but not for 1. That was never
intended (nor for other roles and other skills; a damage value of
1 is meant to miss out on a chance to train the skill for future
enhancement but should still get a skill bonus or penalty for the
current attack).
If hero is a monk who is wearing a suit, have ^X mention the to-hit
penalty for that in the status section even though it isn't a normal
status line item. Combat feedback makes it annoyingly obvious, but
player might forget if MSGTYPE=hide is used to suppress the "Your
armor is rather cumbersome..." message.
For Qt, if unable to load either nhfiles.bmp or x11tiles, quit after
giving the can't-load-tiles feedback instead of continuing on and
eventually triggering a segfault.
macosx10.10-qt was derived from an out of date version of
macosx10.10. This tries to make combined X11+Qt behave sanely but
I have no way of testing it.
It appears to require homebrew, at least that's what the construct
$(shell brew ...) to set up QTDIR suggests. That seems iffy and
should at least be documented.
It includes tty along with Qt but lacks support for including the
curses interface so definitely needs more updating.
and run it.
We need to do some about preserving the Makefiles as they were before
the obsolete code went away, because many of the bits that that
obsolete code depended on are now going away too.
Noticed when the comment about "this can go away when compatibility
with 3.6.x is no longer needed" was modified recently. Make it and
the code it applied to go away.
The recently added sanity check for monster maximum HP was giving
false complaints when Nd8 monster had N mhpmax. Most noticeable
for level 1 monsters (level 0 monsters use 1d4 instead of 0d8 and
weren't affected) but possible for higher level ones if they were
unlucky--from their own perspective--with all their d8 rolls.
Give level N monsters a minimum of N+1 HP, so minimum of 2 for
level 1 monsters, making 1/8 of those stronger. Same minimum for
level 0 monsters, 25% of which will become stronger now. (The pull
request's patch gave every Nd8 monster 1 extra HP; this only does
so for Nd8 and 1d4 ones which have rolled lowest possible amount.)
Also relax the sanity check so that existing to-be-3.7 save files
don't continue to trigger sanity complaints for existing monsters
that have the old minimum.
Fixes 365
When a mind flayer scores a hit against a headless target (or worm's
tail), there's a message that says that the attack hits and that the
target is unharmed. Since an ordinary mind flayer has 3 such attacks
per turn and a master mind flayer has 5, it can become excessively
verbose.
This doesn't eliminate the attacks until a hit fails to do harm, so
ordinary misses still get repeated if they happen first. Once a
successful hit doesn't do anything, any remaining AT_TENT+AD_DRIN
attacks are silently skipped. That way feedback isn't as verbose
and mind flayers don't seem to be quite so stupid about using their
tentacles when those won't work. Unfortunately they need to relearn
the lesson every turn they attack.
hitting a hidden monster didn't reveal that monster. It stayed
hidden despite the feedback describing it as if it could be seen.
The pull request's two line fix handled a monster's blast hitting
another monster but left two related issues as-is: monster's blast
hitting hidden poly'd hero left hero unrevealed and poly'd hero's
blast left hidden monster unrevealed. Same code, different bug:
poly'd hero's blast affected mindless monsters.
This unhides an affected target before the message about it being
hit rather than after. That would look better if preceded by a
message describing the object (mimic or hides-under) or furniture
(mimic) or empty spot (ceiling hider) as being or concealing a
monster but I didn't put in sufficient effort to accomplish that.
Fixes#367Fixes#362
If the Wizard fled up the stairs on level 1 and escaped the dungeon
(which can only happen if he isn't carrying the Amulet or any of
the invocation items), the number_of_wizards counter wasn't being
decremented. If that was the only Wizard, he couldn't be brought
back into play because he wasn't on the migrating monsters list, and
he wouldn't appear on the Plane of Earth when the hero eventually
went there. If that was one of two, the remaining one couldn't use
Double Trouble anymore. (I'm not sure about Earth handling in that
situation; should be moot now.)
Wizard mode blessed genocide of "*" when the Wizard is on current
level caused the same problem.
Fix by keeping the number_of_wizards counter up to date if mongone()
is called for the Wizard, handling both cases. Also, don't let the
Wizard escape the dungeon unless he's one of two at the time, making
the first case no longer possible.
If wizard mode blessed genocide of "*" is used on the level where
the quest nemesis is present, the killed-the-nemesis feedback will
now be given. I'm not completely convinced that this was the right
thing to do, but it only applies to wizard mode so may not matter.
Fixes#372
Give an implied explanation for the seemingly odd copyright info in
the source files and the run-time startup banner.
The extra Hack version number, the release dates, and the newsgroup
creation are from
https://homepages.cwi.nl/~aeb/games/hack/hack.html
which is the "Brouwer's /Hack/ page at CWI" external link near the
end of Andries Brouwer's Wikipedia page.
A recent fixes entry reported things incorrectly. The invocation
failure message inappropriately referring to the Bell and Candelabrum
as artifacts was given when reading the Book after both of those have
been used to set things up and either or both of them are cursed, not
when they weren't used before the Book.
Starting out replacing ambiguous pronoun "it" since it might seem
to be referring to "--More--" rather than to "...", then ended up
rewriting whole paragraph.
Fixes#369.
Fixes#370.
The default entries inserted by makedefs -s (starting in 3.6.6,
to guard against having an empty data file which led to divide by
zero crash when nethack picked a random entry) lacked a terminating
newline so the first entry from the file (for the usual case when
that data file wasn't empty) got implicitly concatenated to it.
If the first entry got chosen during play, the initial portion
corresponding to the default entry was decrypted properly but the
concatenated portion corresponding to file's first line didn't.
So gibberish was appended to default engraving or epitaph or bogus
monster; also, the input file's first line would never appear.
The newline fix in makedefs is different from pull request #370
but accomplishes the same thing.
The bulk of the patch is an enhancement to #wizrumorcheck to show
first (default inserted by makedefs), second (first in input file)
and last engravings, epitaphs, and bogusmons in addition to rumors.
The command name has become a little misleading but the limited
functionality doesn't call for separate commands.
Fix two of the unresolved issues from the previous reconciliation
between dat/history and doc/Guidebook.*: synchronize the list of
devteam members for 3.0 and also the information about Izchak's
death.
Add a description of the Y2K situation. It's been moved to its
own paragraph and rephrased from the earlier draft(s), both the
introduction and a switch from present to past tense. Parentheses
around a whole paragraph look a bit odd but including the paragraph
without them also looks unusual because the context is so different
from adjacent paragraphs. Maybe use "Note: Blah blah..." instead
of "(Blah blah...)"?
Redo the paragraph about 3.0 version numbering since the situation
was more complex than I realized.
|alloc.c:159:1: warning: no previous prototype for function 'dupstr'
after adding -Wmissing-prototypes to my CFLAGS (plus MONITOR_HEAP
defined in config.h).
I don't why I never noticed this before. It wasn't triggered by any
recent changes.
Rephrase a few things and mention the extra boulder(s) since
that feature is a fundamental difference with actual Sokoban.
Fix typo/thinko: "Others rules can...".
Change one instance of /Sokoban/ in italics to ordinary text.
Other conduct descriptions don't use such so it looked odd.
Noticed when checking the sokoban conduct's counter. Breaking
a line of boulders in one zap reported seeing the first but only
hearing the others, despite the first one being gone by the time
the second one was hit and so on down the line for the rest.
Track sokoban cheating (taking actions that incur a luck penalty).
The pull request only reported the number of times (possibly zero)
that the player broke nethack's sokoban rules when reporting the
"you obtained the Sokoban prize" achievement, which is when the
count is most meaningful, but this implements it as a full-fledged
conduct instead. This way the #conduct command can be used after
"creative nethacking" to check immediately whether an action has
violated the Sokoban rules so a player willing to put in a bit of
effort can eventually learn which actions have a negative impact.
The new conduct is only shown during games where the character has
entered the Sokoban branch, but once that has happened it gets shown
no matter the location at the time of #conduct or end of game.
Most of this wasn't in the pull request: expanding the Guidebook to
give more information about sokoban and its conduct.
Bump EDITLEVEL to invalidate to-be-3.7 save files because u.uconduct
has been extended.
Fixes#355
The new sound stuff needed some fixing up.
Guidebook.mn - list start no longer specified the longest key;
in the Postscript/PDF output, the new longer one was partially
overwritten by the text which followed and in the text output,
things didn't line up cleanly anymore.
Guidebook.tex - former last list entry which became next-to-last
was missing a necessary line break. [not tested]
both - sentence punctuation: change period to semi-colon in former
last entry that's now next-to-last; vice versa in new last entry.
Add the "if these walls could talk" gag. Use an array of message
strings rather than switch/cases of pline calls, and add a couple
more messages.
Also, only give wall feedback if the map indicates a wall (so not
while blind unless the wall is already known) and prevent chat from
pinpointing secret doors (via lack of wall feedback when they're
shown as walls).
After writing the log message for the bell change, I decided to
test the Book and found some issues:
1) reading it while blind discovered the book's type but wasn't
marking the book object as if it had become seen (dknown);
2) reading it while blind gave sighted feedback if it was cursed;
3) reading (blind or not) when either of the other two invocation
tools are cursed referred to those as "artifacts" even though
they aren't artifacts; the discoveries list describes them as
"unique items" but that makes for a clumsy message--use "relics"
instead.
Allow a hero in silver-hating form to ring the Bell of Opening when
on the vibrating square so be able to perform the invocation ritual.
But only at that location and only if the stairs aren't there yet.
This is about on par with being able to read the Book of the Dead
while blind although that isn't limited to a specific location.
The report about problems after stone-to-flesh on a petrified
long worm included stethoscope feedback of 0(-1) hit points, after
life-draining. I was unable to reproduce a maximum hp of -1 and hope
that it was a side-effect of the [already fixed] stale mon->wormno
value used when resurrecting the long worm. Anyway, this changes
life-draining to never take mon->hpmax below mon->m_lev + 1 (the +1
is needed to cope with m_lev==0 monsters). The same limit is also
applied to monster life-saving but more to avoid replicating the
arbitrary minimum of 10 (four instances) then because it might be
less than m_lev+1 somehow.
Sanity checking now tests whether a monster's max HP is less than
its level + 1 so if there are ways other than life-drain attacks for
it to drop that low, the fuzzer will choke. The new check also tests
whether a monster's current HP is greater than max HP.
Polymophred hero killing a golem or vortex by vampire bite reported
"<Mon> dies." Give an alternate message since those aren't alive.
Eliminate most of the minor differences between dat/history and the
end section of doc/Guidebook.txt which didn't seem to be intentional.
Several commas, a couple of past/present tense discrepancies, and
various clauses or whole sentences which were in one but not the
other. There are still differences which this doesn't address.
Also a couple of actual changes. Make the Guidebook refer to itself
as "this document" rather than "this paper". Change "dozens of
people's work" to "scores of people's work". Add a new sentence
describing the version numbering scheme used by 3.0, which wasn't
3.0.x yet.
Adopt the contribution to use "you can't read the words" when
trying to read a novel when blind rather than defaulting to
spellbooks' "you can't read the mystic runes." An unseen novel
is already described as "a book" instead of "a spellbook" so the
alternate feedback doesn't give away any information.
Warwick did the heavy lifting of the first tiles implementation. But
I was the one who suggested changing his terminology to "tiles" even
though that doesn't match the term's traditional usage in computer
graphics. Since then, our [mis-]usage has spread beyond nethack and
its variants. [This isn't just bragging; I recall several years ago
that someone thought our implementation of tiles for MS-DOS was the
original implementation. Their search of the newsgroup archives didn't
find Warwick's original announcement--Atari binaries and/or a source
patch in between releases--because the term "tiles" wasn't in use yet.]
I'm not sure whether Dean's font preceded Warwick's icons, but the
concept did. If the description of their implemenations is backwards
than that bit should be reworded.
Also, add a sentence explaining why NetHack++ "was quickly renamed
NetHack--".
Guidebook.mn had a mixture of literal "--" and \(em to insert an
M-sized dash. The literal was poor usage but the 'em' directives
were using " \(em " for source readability. Unfortunately those
spaces ended up being included in the output where a long dash
shouldn't be surrounded by such. This changes both to be
|start\(emmiddle\(emend
for proper usage without unwanted spaces. The 'roff source becomes
harder to read so such phrases have been moved onto separate lines
instead of just staying within the flow of words. (I tried
|start
|\(em
|middle
|\(em
|end
but the newlines became unwanted spaces in the output.)
Guidebook.tex incorrectly had a numeric range dash ("--") instead
of long dash punctuation ("---") in the places where the 'roff
version had literal "--". I also moved the quite readable
|start---middle---end
phrases and a handful of whole sentences to separate lines to match
the Guidebook.mn source more closely.
One trivial text change is "you will forget" to "you will have
forgotten" in the bit about what happens to remembered objects
when the "remembered, unseen monster" glyph is taken off the map
since forgetting happens when that glyph is put on.
"if will" should be "it will". The pull request only fixes this
for Guidebook.tex but it is also present in Guidebook.mn. The typo
made it from one to the other via copy+paste.
Fixes#358
Option parsing for booleans tried to accept "optname:true" or
"optname:yes" or "optname:false" or "optname:no" but it didn't work
because boolean options with a value were rejected before getting
to that. Make parsing for booleans get far enough to handle those
values, treat them as case-insensitive, and add "on" and "off" as
additional choices. "true" and "false" can be truncated to 3
letters, the other values need to be fully spelled out but are all
only 2 or 3 letters long.
montraits() didn't have any handling for long worm tails, makemon()
didn't have any provision for creating a long worm without a tail,
replmon() uses place_wegs() to put tail segments on the map when
replacing a dummy new monster with the mtraits one but place_wsegs()
wasn't updating the head segment since it isn't put on the map.
That turned out to be key because there is always an extra segment
co-located with the monster and when its coordinates were wrong,
worm_known() gave bad results for visibility checking. The
statue-goes-away message was the one for not being able to see the
monster that it just animated into, even though 'w' appeared at the
spot. It took quite a while to track down what was going on there.
Sanity checking for worms has been updated and could conceivably
start triggering complaints about things that it used ignore.
A thieving monster could be killed while the hero was busy taking
off armor which needs multiple turns (normally a suit) and if that
happened on the same turn as the take-off finished, the warning
"stealarm(): dead monster stealing" was issued. Cited case was
having the thief be killed by a stinking cloud but it could happen
if the death was caused by a pet or by some other monster trying
to attack the hero. If the thief died sooner, the situation was
silently ignored. So this could have been fixed by just getting
rid of the impossible() feedback.
'stealmid' and 'stealoid' should have been static in steal.c rather
than global and as such should have been moved into 'struct g'.
This moves them there and then takes advantage of having access to
'stealmid' outside of steal.c. That's just a minor optimization
since m_detach() could call new thiefdead() unconditionally and the
latter could check whether the dead monster matches 'stealmid'.
Fixes#354
If a monster uses the 'summon insects' spell (which will resort to
snakes if all 'a' class critters are genocided or extinct) while the
hero is hallucinating, report the summoning of something unusual
rather than of insects or snakes. I bypassed "random creature"
direct to "hallucinatory creature" for the something unusual.
Fixes#351