Pull request from AndrioCelos: for feedback during pickup, add a
separate message from stressed instead of sharing the burdened one
and issue messages at higher encumbrance levels.
This 'tweak' will probably need more tweaking to reduce verbosity
when picking up multiple items in one operation.
Closes#1135
"engraved part of a room" and "engraved part of a corridor" sound
silly. Change to "engraving in a room" and "engraving in a corridor".
Still displayed to player as just "engraving".
An orhpaned wintype.h tweak got dragged in. Renumbers to_core_flags.
In the past couple of days the code for '/' and ';' to examine
objects was changed to handle ROCK_CLASS differently (as part of
revising looking at map spots showing the engraving symbol). It
could potentially set up a static buffer in the object classes loop
and then overwrite that when processing another class. I couldn't
trigger any feedback anomalies, even when changing bouldersym to
various values including class characters both before and after '`',
but this redoes the suspect code to make it more robust.
Also, refine the test for whether a screen symbol matches an object
symbol.
The other three elemental planes go all the way to the map edges.
Fire was 76x20 rather than full 79x21. This adds new two columns on
the left (necessitating some coordinate adjustments) and one on the
right plus one new row on the bottom. Not particularly interesting,
just padding.
With CLIPPING disabled you should need a terminal or window with at
least 25 lines to change the 'statuslines' option from 2 to 3, but
it was being allowed on tty when there were only 24 lines available.
I think the other interfaces always have clipping capability enabled
so aren't affected.
Not many level maps extend to the bottom row (line 22 for a 1-based
count) so it wasn't likely to be noticed during play. That points
that maps which don't use all rows and/or all columns could get by
without clipping by adjusting their position. However, implementing
adaptive clipping is not something that I'm going to try to tackle.
Issue reported by entrez: on tty, ^C while a menu was open followed
by 'yes' to "Really quit?" would lead to a bad window panic.
Brought on by screen erasure changes included with recent SIGWINCH
(window resize signal) changes.
Closes#1145
NetHack has historically had problems (both in terms of interface
and in terms of gameplay exploits) caused by unidentified items
not stacking with identified items. The 3.7 change to cause items
picked up by monsters to become unidentified has exacerbated this,
e.g. there's an undesirable strategy in which players give
ammunition to hostile monsters in order to unidentify it, allowing
it to stack with other unidentified ammunition so that the whole
stack can be enchanted with a single scroll.
This commit makes it possible to stack items with different
identification statuses (unles Blind), in effect causing the
unidentified items to be identified by comparing them to the
identified items (this is consistent with the mechanic via which
two stacks of unidentified items can be determined to be the same
as each other). The hope is that this will prevent any gain from
exploits involving intentionally unidentifying (or intentionally
failing to identify) items, that it will prevent interface clutter
caused by (e.g.) a Ranger's main projectiles becoming partially
unidentified as a nymph picks them up and subsequently failing to
stack, and that it will reduce the incentive to backtrack to an
altar to merge, e.g., a stack of formally-known-uncursed and a
stack of informally-known-uncursed food rations to stack.
'/ e' (or '/ `') lists nearby engravings (including headstones) that
the hero has read or felt (even if currently covered up) or can see
on the map;
'/ E' (or '/ |') lists all such on the level.
If the hero remembers an engraving and then monsters scuff it out of
existence, it will magically disappear from the list of remembered
engravings when deleted. I don't think that's worth bothering with.
[During testing, my pet seemed extremely reluctant to step on a
corridor engraving. That could have been coincidence but it seemed
to keep happening until I moved so close that it had no choice. I
wasn't carrying tripe.]
Report headstone engraving when using farlook to examine a grave:
| a grave (grave whose headstone reads: "foo")
or
| a grave (grave whose headstone you haven't read)
Make the farlook of ordinary engravings operate more like farlook of
other things:
| a boulder or a statue or an engraving (engraving with text: "bar")
rather than
| a boulder or a statue or an engraving with text: "bar"
The "or a statue" phrase will now be suppressed because statues aren't
shown as backtick anymore, so the parenthesized form isn't quite as
long as it would otherwise have been. If OPTIONS=boulder:symbol is in
use, the "a boulder" part will be gone too.
| an engraving (engraving with text: "bar")
or
| an engraving (engraving that you haven't read)
Make quicklook include engraving text. It's quick because it doesn't
ask the player to pick additional spots or whether to look up relevant
data.base quote, not because it skimps on useful information.
Autodescribe still does not include engraving text.
When using the 'm' prefix with #overview to get a menu of visited
levels and then picking one to annotate, replace the generic prompt
"what do you want to call this dungeon level?" with more specific
location information. Location details are visible while within the
menu but as soon as you choose something that goes away.
Pull request from entrez: when issuing the "welcome back" message
when restoring, print the current level's player-suppliedannotation
if there is one. Doesn't show automatically generated annotations
like "Oralce of Delphi" or "a sink" or "stairs to the Gnomish Mines".
Closes#1142
Sometimes I annotate a level with a note like "watch out, chameleon
below", which is useful to remind myself of some danger or thing to
remember when returning to the level -- but if saving and restoring on
the level itself there's no reminder of that annotation. If you restore
on a level with an annotation, print it as part of the "welcome back"
message.
'm O' is a prime candidate for using ':' to select a menu item since
you can use that to avoid scrolling through many pages, but typing ':'
would immediately overwrite two or three lines of the menu with a
status refresh. curses doesn't suffer from this problem. X11 and Qt
show menus in separate windows do don't either. Not sure about WinGUI.
I think that this may have been reported in the past, but if so I don't
recall by whom, or why it wasn't addressed.
Apparently, color option is meant to apply only to the map, so doesn't
need to appear here, and the reference on the previous commit was wrong.
<curses guicolor>
on: map, menu items, menu headings, menu prompt/title can all feature color, as can
menu borders, menu-selector letters.
off: map, menu headings, menu prompt and menu items (menucolors on) can still feature color,
but all other non-map features such as menu borders, menu-selector
letters will not have color.
<menucolors>
on: menu items can have colors if they match one of the regex in config
file; menu headings, menu prompt can also be in color (based on menu_headings option).
off: menu items won't have colors, but menu headings, menu prompt still
will feature colors (based on menu_headings option); those are not impacted by turning
off menucolors.
<color>
off: map, menu items, menu headings, menu prompt/title all, everything should have color suppressed.
<curses guicolor>
on: map, menu items, menu headings, menu prompt/title can all feature color, as can
menu borders, menu-selector letters.
off: map, menu headings, menu prompt and menu items (menucolors on) can still feature color,
but all other non-map features such as menu borders, menu-selector
letters will not have color.
<menucolors>
on: menu items can have colors if they match one of the regex in config
file; menu headings, menu prompt can also be in color (based on menu_headings option).
off: menu items won't have colors, but menu headings, menu prompt still
will feature colors (based on menu_headings option); those are not impacted by turning
off menucolors.
It was impossible to select entry 62 in the allopt[] array
from the 'm O' menu, apparently because of a collision with
the ascii value of a question mark.
Entry 62 was currently the guicolor option.