Rearrange the tests for edibility of non-food so that touching an
artifact won't happen unless the object could be eaten.
Add a bit of bulletproofing for rust monsters trying to eat a
rustproofed item and spitting it out. Wishing for rustproof iron
ring, cursing it, wearing it, and attempting to eat it as a rust
monster would remove the rustproofing and spit it onto the floor,
ignoring the cursed state as far as taking it off goes. That was
an issue in 3.4.3 and probably in 3.6.0, but in current code the
'rustproof' part of the wish would be ignored for an item which
isn't subject to erosion damage, so hero-as-rust monster will
successfully eat the ring instead of spitting it out.
This eliminates nearly 40 warnings, most by suppressing complaints of
used function arguments but a few for unused local variables. There's
also some reformatting thrown in....
There are still 18 warnings about uses of XtSetArg(), about assigning
const to non-const.
The dialog shows the player's name, race, role, gender, and
alignment in a single window, similar to the Qt4 dialog.
Also allows randomizing the character selection.
Use the dialog by setting OPTIONS=player_selection:dialog
X11 supports both ascii map and tiled map and is able to switch back
and forth during play. 'O' shows both of them as boolean options, but
toggling ascii_map did nothing since tiled_map retained whatever value
it had at the time. For core options handling, make toggling either
ascii_map or tiled_map also set the other one to the opposite value,
so ascii on forces tiled off and vice versa.
The X11 interface reads file NetHack.ad (after cd'ing to the playground
directory, where 'make install' puts a copy) and feeds the contents to
X Windows for use as default resources to override the compiled in
defaults. When use of #define was introduced into NetHack.ad (back in
September, 2016) this was severely hobbled and startup spit out a lot
complaints to stderr about invalid resource values. This implements
rudimentary macro expansion for '#define name value' within the data
stream that's fed to X, getting back decent default values and
eliminating the invalid value complaints.
Fix several warnings about using 'void *' for a function pointer and
a couple of unused variables. Add a_nfunc for 'int NDECL((*func))'
alternative for union anything. Make the enum list of union anything
types actually match the alternatives (field a_uchar was missing from
enums, enum mask32 had no corresponding a_mask32 field).
Add another command, #therecmdmenu, so that the context menu for an
adjacent spot can be tested without mouse support. It revealed that
you could get an empty menu if nothing applicable was at target spot.
Add a few adjacent actions: lock/unlock door if carrying suitable
implement, search door for traps, examine known trap (door/ceiling,
not door), #untrap known trap, mount saddled critter, remove saddle.
Make "kick door" be the last choice for closed door instead of first.
Add one 'here' action: dismount.
Both #herecmdmenu and #therecmdmenu interact strangely with ^A, but
differently from each other. I didn't make any attempt to solve this.
There's no documentation for #therecmdmenu.
Add a new boolean option herecmd_menu. If this is on, and using
a windowport that supports mouse, clicking on your character pops
up a menu of actions doable in that location. Basically this is
nothing new, as almost all of the same actions were done before
on the mouse click.
You can also pop up the context menu with the #herecmdmenu
extended command
Expand "You bump into it." into something more comprehensive when
encountering an unseen monster while hurtling. Tested with jumping
but other forms of hurtling should behave the same.
Accidentally caused by my grappling hook fix 2 months ago, attempting
to jump over water made hero enter that water and drown (or crawl out).
hurtle_step() was originally intended to be used for recoil while
levitating, but it is used in other situations where not levitating
and behavior for the two circumstances should be different.
This doesn't fix things properly, just gets jumping working again.
Black is a better choice given that the map background
will always be black. This also creates a better polished
experience when all window backgrounds are set to black.
It was possible to arbitrarily boost strength (up to its race-specific
limit) by wearing a ring of sustain ability, becoming weak from hunger
(but not actually losing strength due to Fixed_abil), removing the ring,
eating enough to stop being Weak, then repeat as desired. I think you
could substitute polymorph for wearing ring, and rehumanize for removing
ring and get similar results, although that would be more tedious.
My first attempt to fix this was a lot more complicated. This one puts
the temporary strength loss in ATEMP(A_STR) where it carries over from
normal form to polymophed form and back. Fixed_abil doesn't prevent the
loss any more, nor its recovery.
One side-effect of the change is that the possibility of dying when
becoming weak from hunger (if Str gets down to 3, further attempts to
lower it take away HP instead of Str) no longer exists. Using ATEMP()
instead of directly manipulating ABASE() means that current strength is
less but underlying base strength does not actually drop any more.
Make #untrap while carrying the non-cursed (for rogues) or blessed
(for non-rogues) Key work the same as #invoke has been doing (without
regard to its bless/curse state): when used on trapped door or chest,
that trap will always be found and disarming it will always succeed.
It should work when carried by monsters too: if they try to open a
trapped door while carrying the Key (must be blessed since they're
not rogues) the trap will be automatically disarmed. (Caveat: that
hasn't been adequately tested.)
TODO (maybe...): change the #invoke property to detect unseen/secret
door detection instead of #untrap. The latter isn't completely
redundant; it works when the Key is cursed. But quest artifacts
strongly resist becoming cursed so that isn't a particularly useful
distinction.
Also, trap hints when wielding the Key without gloves didn't notice
adjacent door and chest traps. Now it does. And the behavior is
slightly different: known traps covered by objects or monsters are
treated like unknown traps as far as the hot/cold hints go.