Reported directly to devteam: using '#adjust a a' to collect
invent stacks compatible with the one in slot 'a' all into 'a' gave
feedback of "Merging: a - ..." even though "Collecting: a - ..."
was intended. Also, if there weren't any such compatible stacks,
so that the whole operation didn't accomplish anything, it reported
"Collecting a - ..." without the intended colon between the action
and the inventory letter.
Test case was trivial: start with a stack of 2 of something in 'a'
and use '#adjust 1a b' to split into two stacks, then '#adjust a a'
to collect them back again.
While fixing this, I noticed that '#adjust a b' and '#adjust b a'
(from same starting situation) just swapped a and b instead of the
intended behavior of merging them back together.
The new change to reset discoveries and monster-stats when exiting
the tutorial used dynamic data which wouldn't be freed if player
used #quit and declined to resume the regular game.
It turns out that such a leak was already present for start-of-game
inventory that gets stashed away during the tutorial.
In both cases, it could happen at most once per game so wasn't a big
deal as far as memory leaks go.
Reported by AndrioCelos, a handful of objects in the tutorial can
be discovered via use, and such discoveries were carrying over to
normal play when the tutorial ended.
This causes the hero to forget such discoveries. The player will
still be able to remember them. The proper fix would be to discard
the initialized but not-yet-started game when entering the tutorial
and then start a whole new one when exiting so that saving and
restoring game state would become unnecessary. This doesn't do that.
This also causes monster birth and death statistics to be reset when
exiting the tutorial. Affects the #vanquished command and potentially
extinctionist play.
Closes#1134
The constructed value for 'windowcolors' didn't specify the option
value correctly. If windowcolors was not at its default value, the
new RC file created by #saveoptions would contain a value for it
that didn't work when read back the next time nethack was run.
This works, but a non-default windowcolors value shown by the 'm O'
menu won't fit on an 80 column display. curses wraps it ok, but in
a manner that doesn't look good for that menu.
There's a bunch of reformatting here. The actual changes are at the
end of the diff.
When processing
|OPTIONS=windowcolors:window-type foreground-color/background-color
parse the color values and use their names rather than the player's
raw options text. Affects the feedback from 'm O' and is essential
for the next feature.
Accept either "gray" or "grey" where colortable[] always uses "gray"
(half a dozen or so instances), and accept dash or underscore where
colortable[] always uses dash (many instances).
Also, complain about 'window-type' if it isn't recognized as one of
menu, message, status, or text. [For curses, the complaint gets
written to stdout and is then immediately erased as it goes into full
screen mode. That's a general problem, not specific to this option.]
Recently, a config file complaint when windowcolors was used multiple
times was fixed.
This adds a complaint when windowcolors was specified for the
same type of window multiple times thus superseding a previous
setting.
Make sure the windowcolors option can be specified more than
once without a config file warning.
Make the struct holding the details a little more extendable.
Previously when wishing for "ring of protection from shape shifters",
you got a random ring instead of the protection from shape changers,
because the string matching alias was "protection from shape shifters"
without the object class. Now, we'll check if the wish matched any
object class, but not existing object or alias, and try matching
the aliases again, but only those of the already matching obj class.
Add an alias for the ring of increase accuracy: "ring of accuracy",
and tests for it.
symbols.c:429:7: warning: integer constant not in range of enumerated type 'enum symparse_range' [-Wassign-enum]
429 | { 0, 0, (const char *) 0 } /* fence post */
| ^
windows.c:1765:32: warning: integer constant not in range of enumerated type 'enum from_core_requests' [-Wassign-enum]
1765 | { 0, 0, { NO_COLOR, ATR_NONE }}};
| ^
read.c:148:13: warning: suspicious concatenation of string literals in an array initialization; did you mean to separate the elements with a comma? [-Wstring-concatenation]
147 | "Ms. Palm's House of Negotiable Affection--A Very Reputable"
|
| ,
148 | " House Of Disrepute",
| ^
read.c:147:9: note: place parentheses around the string literal to silence warning
147 | "Ms. Palm's House of Negotiable Affection--A Very Reputable"
| ^
1 warning generated.
Pull request by elunna with assistance by entrez tried to fix up
wand of striking discovery when the wand is zapped by a monster.
The fix didn't match the intended behavior (which may or may not be
the desired behavior...), so this skips the code in the pull request.
[I can't post comments on github anymore since I declined to switch
to their 2-factor authentication. But I can still read submissions
without logging in.]
This also tries to fix a couple of inconsistencies between zapping
by the hero versus by a monster. If the zap "boinged" :-) due to
target's magic resistance, zap by hero didn't discover the wand but
zap by monster did. Conversely, a zap by the hero that reached a
target and missed did discover it but one by a monster did not.
Now a zap of not-yet-discovered wand of striking by the hero which
hits, whether or not the hit gets resisted, will become discovered
provided that the spot where target is hit can be seen (the target
itself need not be), and one which misses or which can't be seen
hitting something will no longer be.
Supersedes #1223Closes#1223
Reported directly to devteam: if a magic trap gave its uncurse
effect, scroll of remove curse could become discovered.
Turns out that it would happen if hero was wielding a stack of
unholy water potions. It didn't matter whether they were known
as water or known to be cursed or whether hero was carrying any
scrolls of remove curse.
Using
|OPTIONS=windowtype:Foo
|OPTIONS=perm_invent
or
|NETHACKOPTIONS='perm_invent,windowtype:Foo'
would enable perm_invent if interface "Foo" supported it, but using
|OPTIONS=perm_invent
|OPTIONS=windowtype:Foo
or
|NETHACKOPTIONS='windowtype:Foo,perm_invent'
or combined
|OPTIONS=perm_invent
|NETHACKOPTIONS='windowtype:Foo'
would only enable perm_invent if both "Foo" and the default interface
supported it.
Using '--windowtyp:Foo' on the command line didn't have this issue
because command line interface selection replaces the default one
before configuration file and environment options are processed.
From a reddit thread: a 'mausoleum' theme room picked a vampire for
its occupant and applied the wait-for-you strategy to it. Hero's ESP
or monster detection showed a meditating vampire bat. Change monster
creation by the special level loader (which also handles theme rooms)
to force such a creature into its normal vampire form.
That revealed an older bug which wouldn't have been exercized prior
to theme rooms: a meditating vampire could and would shape change
without ceasing meditation. Make it not shape change rather come out
of its trance.
If moving on ice causes the hero to hurtle an extra step in a random
direction, don't allow that to be backward to where hero started.
Also, if hero is in grid bug form, only allow hurtling forward.
It was allowing slips in a diagonal direction, which seems wrong
for grid bug, and even when it slipped in an orthogonal direction,
buffered screen updating made the combined step+hurtle appear to be
a single diagonal step.
I'm not a fan of this seemingly simple change. The hurtle/second
step comes after the "you slip on the ice" vs "you slip off the ice"
messaging and might put the hero in a location which contradicts it.
NOSTATICCORE - an option for Linux to get a better backtrace
updatedepend - an easier alternative to "make depend"
- .gitignore: ignore new temporary .*.c files
- hints/linux.370: add NOSTATICCORE and instructions
- Makefile.src:
-- If NOSTATICCORE defined, run core .c files through awk to
remove static attribute from functions.
-- add updatedepend target and related bits
Replace tabs, split 'if (condtion) do_something' across two lines,
insert lots of spaces in things like 'if(condition){'. I changed
a lot of C++ style comments to traditional C style, but left quite
a few of those as-is.
This also rewrites the code that pull request #1216 purports to fix.
I still can't make sense of the original and the patched edition.
Supersedes #1216Closes#1216
The prolog comment for hurtle() ends with
* dx and dy should be the direction of the hurtle, not of the original
* kick or throw and be only.
The clause "and be only" is incomplete and was added sometime between
3.3.0 and 3.4.0.
I suspect it was meant to say "and be only -1 or 0 or +1" but the code
enforces that with sgn(dx) and sgn(dy) so if that's the case, it isn't
necessary. Whether that guess is right or wrong, remove the clause
since as it stands now, it makes no sense.
Reported almost 9 years ago: if an adjacent statue was in a pit,
you could use a pick-axe to break it even though if you managed to
move to the pit location without falling in, you wouldn't be able
to reach objects there including the statue.
Allow a pick to reach if hero is in a conjoined pit, or if it is a
mattock rather than an ordinary pick-axe. Otherwise you'll get the
"you swing at thin air" result. Similarly when hero is in a pit and
and adjacent statue or boulder is on the floor: mattock will work
but pick-axe now yields "you can't reach".