This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
Remove trailing spaces, and remove tabs from the files that had
trailing spaces.
Also, rndorcname() was using a random value to terminate a loop
and was recalculating a new one each iteration.
Elbereth now has to be on a square by itself; it's hard to justify
why text before it would prevent it working if text after it fails
to prevent it working.
Extend #stats beyond just monsters and objects. Have it display
memory usage for traps, engravings, light sources, timers, pending
shop wall/floor repair, regions, bones tracking, named object types,
and dungeon overview.
No doubt there are other memory consumers that I've overlooked.
Requested during beta testing last year, include a menu entry of
"- - your bare hands" (or "your gloved hands") for wielding,
"- - empty quiver" for readying quiver,
"- - your fingertip" for engraving, or
"- - your fingers" for applying grease
if the user responds with '?' or '*' at the
"What do you want to {wield|ready|write with|grease}? [- abc or ?*]"
getobj prompt. (First dash is inventory selector 'letter', second
dash is menu separator between the letter and its choice description.)
Relatively small number of continuation fixes needed for this subset.
Quite a bit of mangling to engrave.c unrelated to continuation lines,
with three or four coding changes.
Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them. It's uglier but it won't break compile for pre-ANSI compilers.
This covers many files in src/ that only have one or two such split
strings. There are several more files which have three or more. Those
will eventually be '(2 of 2)'.
Noticed along the way: the fake mail message/subject
Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address. Doesn't anybody enable fake mail anymore?
I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
* derek-elbereth:
ensure that the 'safe' objects remain safe
finish up the changes to trigger erosion on use
initial pass for toning down Elbereth
Conflicts:
dat/castle.des
dat/sokoban.des
include/extern.h
src/engrave.c
src/mklev.c
src/monmove.c
src/zap.c
Replace most uses of isspace() with a simple test for ' ' after
processing the string buffer with mungspaces (which replaces tab
with space, converts instances of consecutive whitespace into a
single space, and removes leading and trailing spaces). The uses
where this wasn't done now cast their argument to (uchar) so that
platforms with signed chars will never pass negative values to it.
I didn't mess with the menu coloring code (except for casts to the
isspace() argument); it almost certainly could benefit from using
mungspaces. I did mess with the symset processing quite a bit,
and hope I haven't accidentally broken anything. Default symbols
and DECgraphics symbols still parse and display ok, so the rest of
dat/symbols should be ok too. I didn't test symbols in the user's
config file because I don't remember how that's supposed to work.
Message tidbit when engraving with a weapon which becomes too dull to
finish the whole text: add missing final period to
You are only able to write "<partial text>".
I think that proper usage puts the period in front of the quote rather than
after, but that could make it look as if the period ended up inside the
partial engraving.
Pat noted that I neglected to drop the SCCS lines on the files I've been
committing, so clean up those and any others I could find where the SCCS
line date is out of date.
The ceiling on the Plane of Water is always "water above", not "sky"
when inside air bubbles and "water's surface" when outside. Also, support
throwing things upwards on the planes of air and water and when underwater
instead of silently dropping the missile in such cases.
This is mainly groundwork for a tangential bit of a forthcoming
levitation fix.
Add an entry to the set of randomly placed engravings. The revival
of Doctor Who, which seems to be referred to as Series 1 through Series 4
ignoring umpteen years of earlier versions, showed graphiti of "BAD WOLF"
intermittently throughout season two and brought it back for the finale
of season four. As far as I noticed, it was always written in all caps.
Readability tweak; use `WAND_BACKFIRE_CHANCE'. This code for giving
cursed wand a chance to explode when engraving is in the branch too, but
the macro wasn't added there.
It's possible for the player to put escape sequences into strings via
dogname/catname/fruit options (or probably interactively by using "\233"
instead of "\033["--the two character 7-bit version wouldn't work because
its leading ESC gets treated as player's request to abort current input,
but the 8-bit version probably works, I just can't test it because I don't
know how to type such things with this terminal emulator). Such sequences
can do funny things like clear the screen and say "game over" (or worse
with creative abuse of some terminals' "answer back" capability--when
reproducing the reported situation, I kept things simple and had my dog's
name underlined and fruit name blinking; they displayed correctly but
nethack was confused about how long they were since it doesn't expect to
be given characters which don't advance the cursor). This fix still lets
users experiment with such stuff during their own games, but it replaces
suspect characters while loading bones data, so if one player creates a
bones file with suspect strings in it, another can--I hope--be able to
use that file safely.
Monster and object names, engravings, and named fruits are handled.
For the last, if uncensored string matches one already present then it
leaves that alone, so bones data created with same OPTIONS=fruit:whatever
as being used in the current game will continue to keep the same value.
#Q85: Bug: wrest a wand in one turn through engraving
From a bug report: engraving with an empty wand while not levitating, then using
ESC to abort when asked for the text to write, let you attempt to wrest
the last charge without using up a turn. Between the time this report was
sent and received, someone else reported similar issue with levitation,
where no prompting occurs. The fix for it also fixed the original problem.
Somewhat inadvertently though, since you can now no longer write in the
dust with a empty wand. I'm going to leave it this way; all that's needed
is some feedback about failing to engrave.
From a bug report: if you
attempted to engrave with an empty wand while levitating, it wouldn't use
a turn unless you successfully wrested an extra charge out of the wand.
So you could always get such charge in a single elapsed turn of game time
if you didn't care about zapping in any particular direction; extremely
useful for wishing.
Noticed when checking this: when you did wrest the extra charge,
the engraving code accessed freed memory for the wand after it had been
used up.
Lastly, wands producing certain effects always become discovered,
even when you don't yet know what they look like. (This part of the patch
is trunk-only since it utilizes the routine which fixes similar case for
zapping.)
There's some discussion in the newsgroup about an engraving bug, and
while verifying that it's reproducible I've come across an unintentional
change between the current code and 3.4.3. A recent change made engraving
use accessible(), and that routine wasn't yielding an appropriate value
when applied to a raised drawbridge if the terrain in front of it was ice
or floor (ie, moat or lava had been filled in). Several places which used
the ACCESSIBLE() macro instead of the function suffer from same problem.
This doesn't attempt to address the newsgroup bug (which is that an
engraving written on a lowered bridge transfers to the underlying terrain
if the bridge is raised, even when that terrain is water or lava; the
converse case applies too, an engraving on the ground gets transfered to
the bridge when it lowers).
Also from the newsgroup (2nd from "Three bugfixes for Xorns" [I got
the subject wrong on the previous spell of protection patch]): when
phazing through walls or rock you could engrave as if it was ordinary
floor. Again I didn't use the user's patch; it left closed doors, raised
drawbridge, and iron bars as locations where engraving was still feasible
and said "you can't write in solid rock" even if you were inside a tree.
[The 3rd of "3 xorn fixes" was for misleading feedback when attempting to
engrave while underwater; we've already fixed that one.]
There was a suggestion that you should be able to engrave within solid
rock if you use a wand of digging, and that seems like a pretty good idea,
but the check for location comes before the check for writing instrument so
would be tricky to implement.
I think being asleep or unconscious ought to override vision the way
that being blinded does, but that's a more ambitious change than I care to
tackle. This replaces You("see ...") with You_see("..."), comparable to
You_hear(). It catches the reported door case and several variations of
light sources burning out while on the floor rather than in inventory, but
it probably misses some other cases. zap_over_floor() in particular is
highly suspect.
A post-3.4.3 change dealing with reaching into pits resulted in "you
sit on the air" if you used the #sit command after escaping a pit trap.
Change can_reach_floor() so that caller explicitly controls whether being
on the brink of a pit is a condition that prevents reaching the floor.
This also splits a fairly common message about not being able to reach the
floor into a separate routine.
There is still oddness here: if you're polymorphed into a flyer,
#sit yields "you sit down" followed by "you fly over a pit" (latter occurs
when escaping trap activation). A ceiling hider behaves similarly, but
the second message is "you escape a pit" and doesn't sound quite as silly.
Perhaps #sit should pass TOOKPLUNGE to dotrap(), or maybe there's some
better way to handle this?
Pointed out by <Someone>: engraving with a cursed wand should pose a
risk of having it explode just like zapping does. [At the moment when one
explodes, any existing engraving doesn't get changed.] Suggested by someone
(<Someone>?) some time back: explosion due to recharging could be consolidated
with explosion due to zapping cursed wands. And noted by <Someone> in the
newsgroup: '+' in an engraving--perhaps written by someone trying to leave
bones file notes--should have a chance of being partially rubbed out to '-'.