Commit Graph

6663 Commits

Author SHA1 Message Date
PatR
98d381de46 post-3.6 bug: scrambled dip message
Reported directly to devteam:  constructing a verb by applying
"ing" to "dip <item> into" (when attempting to dip into '-')
didn't work too well.  It yielded
 |You mime dip <item> intoing something.
instead of
 |You mime dipping <item> into something.
2021-03-15 01:10:39 -07:00
PatR
73efacb2bc genocide failure for already genocided creature
Reported seven years ago:  when class genoicde (blessed scroll)
attempts to genocide something that has already been wiped out
 |All foos are already nonexistent.
should be simplified to
 |Foos are already nonexistent.

I think the redundant "All" was just there to avoid capitalization
handling for the monster species but that's trivial to deal with.
2021-03-14 15:18:24 -07:00
PatR
72b021c871 boulder path for rolling boulder trap
Reported six and a half years ago (by paxed), don't use a boulder
path start starts up a pit or hole.  Extended to avoid teleport
too.
2021-03-14 15:12:46 -07:00
PatR
946df19ea2 \#perminv, 2 of 2: implementation
Add new '|' command, aka #perminv, which allows the player to
send menu scrolling keystrokes to the persistent inventory window.

Implemented for X11, where its usefulness is limited, and for
curses, where it is more needed and also more fully functional.
The interface can either prompt for one keystroke, act upon it,
and return to normal play, or it can loop for multiple keystrokes
until player types <return> or <escape>.  X11 does the former if
the 'slow' application resource is False so that prompting uses
popups, and the latter when 'slow' is True where prompting is in
a fixed spot and doesn't end up causing the persistent inventory
window to be stacked behind the map window.  curses always does
the loop-until-done approach.  It also accepts up and down arrow
keys to scroll one line at a time.

Also adds two new menu scrolling commands, menu_shift_right (key
'}' by default) and menu_shift_left ('{') if wincap2 flags contain
WC2_MENU_SHIFT.  Shifting allows different substrings of too-long
lines to be seen.

For X11, neither works because their handling requires a horizontal
scrollbar and for some reason that escapes me our menus don't have
one of those.  If they did, shifts could work for all menus but a
shifted window would hide the selection letters.  So shifting would
be most usefully done as:  pan right, read more of any long lines,
immediately pan back to the left.

For curses, they only apply to the persistent inventory window.
Shift right redraws it with class headers and inventory letters
shown normally but the item descriptions omit their leftmost
portion, showing more text towards the end.  Shift left reverses
that and does nothing if the beginning is already in view.  Forward
and backward scrolling while shifted leave the shift in place.
2021-03-13 18:18:53 -08:00
PatR
dd49431296 \#perminv, 1 of 2: groundwork
Give the window-port side of *_update_inventory() an argument.
Calls in the core still omit that; invent.c's update_inventory()
is the only place that cares.
2021-03-13 18:17:00 -08:00
PatR
fd8529b12a duplicate options parsing for menu keys
I'm sure that this could be improved but it is better than before....
2021-03-10 13:17:19 -08:00
PatR
d8bef90009 options key parsing
OPTIONS=menu_previous_page:\mv
  BINDINGS=M-v:menu_previous_page
both worked, but
  OPTIONS=menu_previous_page:M-v
  BINDINGS=\mv:menu_previous_page
both failed.  Make all four variations work.  Tiny change made large
by the need to move some things around.

The option definition for menu_first_page had a couple of its flag
bits swapped.  I didn't try to figure out whether that had any impact.
2021-03-10 12:28:09 -08:00
PatR
28b7a70b33 fix a couple of options affecting perm_invent
When the 'O' command is used to change either 'menu_headings' or
'sortloot', inventory display can change so persistent inventory
needs to be updated.

Oddly, the flag to indicate initial options processing remained
True after options had been processed, but that ultimately didn't
matter here.  It's fixed now anyway.

Also, sort the WC2_xxx options in a couple of places.
2021-03-10 11:22:22 -08:00
PatR
cc855d6973 signal induced panictrace under curses
When panictrace feedback occurs due to catching a signal rather
than controlled panic, the backtrace is useless when running the
curses interface unless the terminal gets reset first.  Let's
just hope that the signal triggering a panictrace doesn't occur
while resetting the terminal.
2021-03-09 07:45:58 -08:00
PatR
554297dd4a fix #K3274 - applied polearm locates hidden mon
without using any time.  Targetting an apparently empty spot at
valid polearm range where a monster happens to be hiding reports
"Wait!  There's something there you can't see!" and displays the
remembered, unseen monster glyph, then aborts the attack attempt.
It would use a turn if the polearm became wielded in the attempt
but not if it was already wielded.  Make latter case take time.
2021-03-07 15:08:08 -08:00
PatR
8adb4aa219 blinded Archon gaze bit
From yesterday (old #H3841), the alternate message given when a
monster is being hit by a blind Archon's gaze was checking the
wrong monster for blindness.
2021-03-04 18:07:23 -08:00
PatR
d7be7031a1 Discworld: Sourcery
Include the page number for Sourcery's second passage.  While
in there, add another passage.

For wishing, recognize "sorcery" as an alternate spelling.
2021-03-03 16:38:49 -08:00
PatR
621c9436bc discoveries/#known sorting fix
If the sort order for sortdiscoveries was s ('sortloot' order)
and any artifacts or unique items were discovered, using '\'
to see all discoveries included "Discovered Items" as a spurious
class header between the real header for the last object class with
discoveries and the discoveries for that class:
 |Discoveries, sortloot order (by class with some sub-class groupings)
 |
 |Artifacts
 |  Sunsword [lawful long sword]
 |Potions
 |  water (clear)
 |Gems/Stones
 |Discovered items
 |  diamond (white)
 |  flint stone (gray)

"Discovered items" is supposed to only be shown when sorting
alphabetically across all classes and there are artifacts and/or
unique items before the regular discovered objects.
2021-03-03 15:03:31 -08:00
PatR
cd43027a49 fix #H3841 - inconsistent Archon gaze behavior
From six years ago:  hero is "blinded by the Archon's radiance"
even if the attacking Archon has been blinded, but monsters hit
by same thing were protected from it by that blindness.  Make
monsters attacked by Archons be affected similarly to the hero.

Hypothetical case of hero-as-Archon versus monster is ignored
because hero can't polymorph into that shape.
2021-03-03 14:40:19 -08:00
PatR
10a9d358c5 hypothetical buffer overruns
doprtool() and doprinuse() collect the inventory letters of all
applicable items into a buffer capable of holding 52 letters plus
terminator.  It is possible to have more than 52 items (ignoring
gold) so theoretically possible to have more than 52 separate lit
candles.  Guard against that.

The easiest way to get an item in the overflow slot is to carry
52 non-boulders, polymorph into a giant, and pick up a boulder.
Assigning the latter to one of the three weapon slots would not
impact doprtool() but it will impact doprinuse().  However, that
wasn't enough to cause a crash for me; evidently the overflow
clobbered something innocuous.  (52+boulder is not the only way
to get something into slot '#', just the only guaranteed one I
can think of offhand.)

This also removes a bunch of 'register' type qualifiers.
2021-02-27 17:13:17 -08:00
nhmall
2cf54f54ad bit 2021-02-26 09:47:54 -05:00
nhmall
558b7c27d8 read_simplemail() when SERVER_ADMIN_MSG is defined
Some warnings were mentioned

Add a prototype ahead of the function
Use a non-const copy of SERVER_ADMIN_MSG

quick-tested by:
- uncommenting the following in include/unixconf.h
  /* #define SERVER_ADMIN_MSG "adminmsg" */
- building NetHack
- creating a test message:
  echo "server_admin: system is going down at 2 pm" >~/nh/install/games/lib/nethackdir/adminmsg
- playtested and received the desired message
2021-02-26 09:05:52 -05:00
PatR
f6a30e7b05 partly fix github issue #446 - monk gender
The monk role can be either male or female but the monk fake
player monster was flagged as male-only.  Allow both genders.

The male and female monk tiles are identical though and this
doesn't address that.

Fixes #466
2021-02-25 14:11:03 -08:00
PatR
3be4e49552 [lack of] autopickup inside shops
When being inside a shop inhibits autopickup, menion that in ^X
feedback about autopickup.
2021-02-23 02:42:28 -08:00
PatR
27a0351cd2 fix #H3734 - "see an angry guard" when that guard
is invisible and hero can't see him/her.  Reported for 3.4.3 in
late 2014....
2021-02-23 02:04:21 -08:00
PatR
d6d42f56b2 "If you see me running, try to keep up."
Noticed while poking about in read.c for the ^G feedback change:
a relatively recently added apron slogan turns out to be a near
duplicate of an existing T-shirt slogan.  Change the apron one a
little, although they're still nearly identical.
2021-02-20 17:24:25 -08:00
PatR
b9ed4407de ^G feedback
For ^G, if someone replies with empty input to the "Create which
monster?" prompt, give alternate feedback than "I've never heard
of such monsters." before reprompting.
2021-02-20 17:15:58 -08:00
copperwater
18dc88505d Convert room 'joined' and 'needjoining' into booleans
des.region() accepted booleans for the joined field, whereas des.room
accepted xchars. These were only being used as truth values, so this
converts the room ones into booleans for consistency. I don't think
accidentally using an int or a boolean wrongly would actually crash the
level generator, but consistency is good.

This converts an schar field in struct mkroom into a boolean; on most
systems these are probably 1-byte types and save files won't be broken,
but it might be best to treat this as a save breaker anyway.
2021-02-19 17:09:41 +02:00
copperwater
fa3041c9f9 Make g.coder->lvl_is_joined a boolean
Its value is only used as a boolean, so there's no real need to keep it
as a confusing int.

Shouldn't be a save-breaking change; it doesn't look like g.coder is
saved.
2021-02-19 17:09:41 +02:00
nhmall
f716dd8211 Merge branch 'fix-engraving-impossible' of https://github.com/copperwater/NetHack into copperwater-pr464 2021-02-19 07:46:45 -05:00
Patric Mueller
bea69f39f3 Output message when changing fastmove mode while cursor targetting 2021-02-19 10:40:41 +01:00
PatR
bb57bf16f1 'O' feedback for booleans
Give a message for each boolean option toggled via 'O'.  It may
help catch mistakes sooner if/when player types wrong menu letter.

Only applies to 'O', not booleans manipulated during config file
or NETHACKOPTIONS processing.
2021-02-19 00:24:45 -08:00
PatR
f480803970 'wizmgender' flag
"Demote" wizmgender from an obscure wizard mode extended command
to an obscure wizard mode boolean option.  Behaves the same except
that no message is given when the value gets toggled.
2021-02-18 23:54:30 -08:00
copperwater
3219ed1aa8 Fix: engraving with non-blade dulled the weapon anyway
Due to a logic bug introduced when engraving became an occupation - the
code that tests to see whether the player is writing with a weapon that
will get dulled wasn't correctly checking that they were actually
carving an engraving.
2021-02-19 00:25:45 -05:00
PatR
a646764cc7 fix github issue #462 - line not displayed
Fix a latent bug in unreachable code.  As the comment preceding
the cited code states, hero polymorphed into an eel isn't offered
a chance to use #monster to hide, so program execution won't ever
get to the bad code.  Using formatting routine The() where message
delivery routine pline_The() is intended is certainly a bug though.

Fixes #462
2021-02-17 14:27:00 -08:00
PatR
8fff588ab3 X11 persistent inventory again: initial display
If 'perm_invent' is preset in player's options, have X11 show the
persistent inventory window from the start instead of waiting for
an 'i' command.  moveloop() prolog needed a tweak do deal with it
cleanly.

Require WC_PERM_INVENT in order to honor the perm_invent option.
X11 and curses already set that, tty and curses don't support it,
so only Windows GUI needed to be updated for it.
2021-02-14 00:57:34 -08:00
PatR
8c0e3b2a8d monster missiles vs sinks
Missiles shot or thrown by monsters already stop at sinks; give
a message if they haven't exhausted their range and hero sees.
2021-02-13 15:16:15 -08:00
PatR
5a8c978b1e scatter() vs sinks
Objects shot, thrown, or kicked by the hero or by monsters stop
short if they try to pass over a sink; make objects launched by
an explosion behave similarly.
2021-02-13 15:15:21 -08:00
Pasi Kallinen
b1097df86d Make runmode option complain, add some tests for it 2021-02-12 19:41:46 +02:00
PatR
2e69789e6d mkroom.c oddity
Replace a strange pline() with impossible().

Remove some ancient MAC special handling for getenv("SHOPTYPE").
2021-02-11 15:38:26 -08:00
PatR
79ca1dc422 mklev.c's mkroom qsort
Get rid of some obsolete qsort hackery.  Use of prototypes makes
it unnecessary.  Even before that it was the only one of a dozen
instances of qsort() usage that cared about pre-ANSI implementation.

Also, reformat a couple of comments.
2021-02-11 15:18:12 -08:00
Pasi Kallinen
7f51e59770 Don't complain about unknown option if param is wrong
When a compound option was given an erroneous parameter,
for example "OPTIONS=runmode:foo",
you first got "Unknown runmode parameter 'foo", and
then "Unknown option 'runmode:foo'".

Prevent the Unknown option complaint, if we actually did
find a match.
2021-02-11 18:22:18 +02:00
nhmall
e512e98966 Merge branch 'copperwater-pr460' into NetHack-3.7 2021-02-10 19:53:07 -05:00
Pasi Kallinen
cc25f40d69 Add lua tests for config file parsing
Bare-bones for now, more tests needed.
2021-02-10 19:22:16 +02:00
Pasi Kallinen
9576154690 Add in_lua flag
In preparation of making config errors available to lua scripts,
instead outputting them via pline.
2021-02-10 17:06:12 +02:00
PatR
3aaa565eb6 wiz_identify vs perm_invent
Using ^I to identify inventory and picking '_' (or '^I' or full
menu) would update persistent inventory window after identifying
everything, but picking specific items (even everything as long
as '_' was excluded) to identify wasn't doing that.

I moved some fixes37.0 entries around to group the persistent
inventory ones together.  One involved hold_another_object so I
group those too.  I didn't look very hard to try to find others
that could fit with these.
2021-02-09 15:07:16 -08:00
PatR
71bb01c328 curses persistent inventory window tweak
Under curses interface, provide a way to get a little more space
for perm_invent without turning off windowborders entirely.

Possible 'windowborders' values:
 0 = no borders, max screen space available for useful info
 1 = full borders, two lines and two columns wasted for each window
 2 = contingent borders, show if screen is big enough, else hide
New:
 3 = as 1 except no borders for perm_invent window
 4 = as 2 except never borders for perm_invent window

3 and 4 let the map, message, and status windows have borders while
providing two extra lines and two extra columns on each line for
persistent inventory.  It's not much but better than nothing when
borders are enabled.
2021-02-08 16:34:29 -08:00
PatR
e411dce04f plug config file parsing memory leak
The new options processing had a memory leak:  'parser.inbuf'.

Also, reorder some routines to fit in the corresponding comment
sections (with new sections for wizkit and symset) and reorder
some prototypes to match their order in the file.
2021-02-08 13:16:54 -08:00
nhmall
449786dd93 Merge branch 'engraving-occupation' of https://github.com/copperwater/NetHack into copperwater-pr460 2021-02-08 08:39:50 -05:00
copperwater
9c6a5fc423 Make engraving an occupation
Instead of inexplicably paralyzing the player for the duration of their
engraving. Many a character has died by trying to engrave something and
then sitting there diligently writing it while monsters surround and
attack them. (This was especially prominent back in the 3.4.3 era when
repeated Elbereths were viable, but it still occurs today with e.g.
using a hard stone to engrave Elbereth). There were also some other
oddities - for instance, if something teleported the player away while
they were engraving, they would continue to "engrave" (be paralyzed) on
their new location, but would not produce any text there; the full
engraving would be placed on their initial position.

In this commit, I have converted engraving to use the occupation
framework, which treats it as an interruptible activity. This
necessitated some logical restructuring, mostly involving the engraving
being written out in chunks as the player spends more uninterrupted time
on it.

I've tried to keep this free of regressions except for those inherent to
the occupation system.

What has NOT changed:
- The rate of engraving is still 10 characters per turn, or 1 character
  using slow methods.
- The formulas for determining how much a bladed weapon or marker can
  engrave before getting exhausted are kept. Though this is a bit
  convoluted, and if it's not considered important to preserve the
  existing behavior, I would recommend simplifying it by decreasing the
  maximum engraving length for weapons by 1 so that each point of
  enchantment simply gets you 2 characters' worth of engraving (e.g. a
  -2 weapon will only engrave 1 or 2 characters before dulling to -3,
  rather than giving it a third "grace character".
- The input buffer is still modified based on confusion/blindness/etc
  only at the time when the player inputs it (if they gain a
  debilitating status while engraving, it will not affect the text). My
  personal preference is to make the text affected in scenarios like
  that, but it's not strictly necessary to do here, so I didn't.
- Wand messages such as "The floor is riddled by bullet holes", and
  blinding from engraving lightning, still appear before the hero starts
  to take any time engraving. As noted above, getting blinded by the
  wand still has no effect on accurately engraving the text, unless the
  hero was already blind or impaired.

What has changed:
- Moving off the engraving or losing the object being engraved with
  causes the player to stop engraving.
- Wands can still engrave an arbitrary amount of text using a single
  charge, but if the hero is interrupted and decides to start engraving
  again, they will consume a second charge.

As it adds a new field to g.context, this is a save-breaking change.
2021-02-08 00:11:07 -05:00
Dean Luick
5eaf028c0f Re-fix altar compiler warning
Implement a better fix for commit 2f4f7d22d ("Fix align type
mixup wth align mask") which was reverted in commit 4e35e8b5a
("Revert "Fix align type mixup wth align mask"").

In the present code, the field align in both struct altar and
struct monster is not an aligntyp, but an align mask with extra flags.
Change the type to match its actual use and improve the naming.

Consolidate duplicated code into a single routine.

Change the return type of induced_align() to be unsigned to match
amask usage.

Change the special level align mask values to be separate from
the normal align mask values.
2021-02-07 22:25:25 -06:00
PatR
ebc2dfdcf2 display_pickinv
A formatting bit that grew a little.  An end of line comment that
spans on two or more lines
  foo(); /* call
            foo() */
will confuse clang-format if the continuation lines don't begin
with an asterisk
  foo(); /* call
          * foo() */
Instead of just doing that, I changed display_pickinv() to add a
comment for each of its arguments.
2021-02-07 14:58:08 -08:00
PatR
eb0588583f potion dipping tweak
Update some code from four weeks ago.  One of two hold_potion()
calls was followed by update_inventory() but the other wasn't.
Have hold_potion() do that itself.  I'm not sure that this is
needed and haven't convinced myself that it's not.
2021-02-06 16:34:41 -08:00
nhmall
4e0a1e0462 during engraving, spaces were counted instead of non-spaces
2015 commit 27d8b631cd incorrectly altered a test

	/* Chop engraving down to size if necessary */
	if (len > maxelen) {
	    for (sp = ebuf; (maxelen && *sp); sp++)
->		if (!isspace(*sp)) maxelen--;
	    if (!maxelen && *sp) {
		*sp = (char)0;
		if (multi) nomovemsg = "You cannot write any more.";

was changed to:

	/* Chop engraving down to size if necessary */
        if (len > maxelen) {
	    for (sp = ebuf; (maxelen && *sp); sp++)
->		if (*sp == ' ') maxelen--;
	    if (!maxelen && *sp) {
		*sp = (char)0;
		if (multi) nomovemsg = "You cannot write any more.";

Fixes #457
2021-02-06 18:49:16 -05:00
nhmall
4e35e8b5a6 Revert "Fix align type mixup wth align mask"
This reverts commit 2f4f7d22d3
for now while the matter is investigated further.

Also closes #459
2021-02-06 14:54:54 -05:00