I wanted to be able to specify -windowtype:foo on the command line so
that I didn't have to use "NETHACKOPTIONS='windowtype:foo' nethack"
and it turned out that such an option already exists, as "-wfoo".
I either never knew about that or had completely forgotten it. Anyway,
this makes specifying windowtype be more versatile.
"-wX11" still works; now "-w X11", "-windowtype=X11", "-windowtype:X11"
work too, with "--" variations of the latter too also supported. The
long name can be truncated to any leading substring of "windowtype",
although it has to be at least "wi" for "--"; "--w" is rejected.
Also, any errors reported while processing the command line are
treated like config file processing errors rather than just delivered
with raw_printf(). On tty at least, they used to vanish when the
screen cleared to start the game, with no chance to read them. Here's
an example from after this change. It sets windowtype to tty and then
overrides that with X11.
|% ./nethack --w:Qt --win tty -wX11 -windowtype
|
|
| * Unknown option: --w:Qt.
| * Window type [nothing] not recognized. Choices are: tty, curses, X11, Qt.
|
|2 errors on command line.
|
|
|Hit return to continue:
This should probably be better integrated with argcheck() or vice
versa but the only change to that was a couple of formatting bits.
Anything that already worked should continue to work just the same,
aside from the improvement to the error feedback.
In the name of accessibility: Prevent moving into dangerous liquids.
Now with themed rooms, water and lava are more common, and it's
unreasonable to expect blind players to check every step for those.
With paranoid:swim, just prevent normal walking into those liquids,
unless you prefix the movement with 'm', or if the liquid would not
harm you.
Doesn't completely prevent an accidental dunking - for example
if the hero is impaired or couldn't see the liquid.
This comes from xNetHack by copperwater <aosdict@gmail.com>
with some changes to the code.
If the first monster the hero kills is killed by the hero's first hit
with a wielded weapon, report the hit first and kill second instead of
the other way around. Not as hard to manage as I feared, but bound to
be more fragile than the simpler handling that produced the odd order.
Also while testing it I knocked something into a polymorph trap and it
changed form without any feedback. Give foo-changes-into-bar message
if the hero is moving and can see it happening. It isn't needed with
a monster moves deliberately into a polymorph trap but probably would
be useful when that's is unintentional.
The "<hero> enters the dungeon" log message had a trailing period but
other log messages don't have sentence punctuation, so take that off.
When a thrown item lands in a pool of water, it immediately
rusts - but don't give that message unless the hero is at the same
location and also under the water. My reasoning: hero can't see items
under water, and by the time the item rusts, it's in the water.
I don't try to toggle 'number_pad' very often, but when I do I almost
always type '0' instead of 'a' for Off or '1' instead of 'b' for On
on the first attempt. The menu shows
| a - 0 (off)
| b - 1 (on)
| c - 2 (on, MSDOS compatible)
| d - 3 (on, phone-style digit layout)
| e - 4 (on, phone-style layout, MSDOS compatible)
| f - -1 (off, 'z' to move upper-left, 'y' to zap wands)
This change makes '0' through '4' be undocumented group accelerators
for 'a' through 'e' (and '5' for 'f') in the sub-menu put up by 'O'.
tty and X11 worked as-is for '0' and required what amounts to a pair
of one-line changes to handle the other digits.
It doesn't work for curses and Qt (no idea about Windows GUI) because
they insist on treating any typed digit as the start of a count even
if one or more menu entries include that digit as a group accelerator.
(They also fail to support '0' as the group accelerator for iron-ball
class in the menu for multiple-drop.)
MONITOR_HEAP+heaputil pointed out some unreleased memory. The livelog
stuff wasn't being freed. Not surpringly the data used for collecting
and formatting build-options that just got changed from strdup() to
dupstr() wasn't being freed. And a couple of date/version bits.
mdlib.c was avoiding alloc() and dupstr() because mdlib.o gets linked
with makedefs and makedefs used to need to avoid those. But makedefs
doesn't avoid those anymore, so mdlib.c doesn't need to either.
Replace a couple of other strdup() calls in other files too.
The livelog message for losing a level had an off-by-1 error, showing
the level the hero ended up at rather than the level that was lost.
There was a message for regaining a previously lost level when rank
title stayed the same but no such message if the title changed (the
achievement of gaining a particular title only occurs once).
Say "regained" rather than "gained" when gaining a previously lost
level. (Blessed potions of full healing regain levels but can also
reduce u.ulevelmax so a different way to remember peak experience
level has been added.)
Report level change due to polymorphing into new man/woman/elf/&c.
I hadn't realized that that hasn't been recording achievement for new
rank when applicable and decided to leave things that way.
Report gender change when putting on an amulet of change or becoming
a new man/&c unless hero is polymorphed at the time or experience
level is also changing.
Call growl even if you are deaf, because growling also
wakes up nearby monsters. Just make growl not show the message
if you can't hear or see the monster.
Log all level gains and loses. For the existing logging of changes
in rank, mention the level number with the new title. Classifying
level loss as "minor achievement" seems weird but I didn't see any
choice more appropriate.
Make '#chronicle' autocomplete. That makes "#ch" ambiguous, but
better to have to type #cha to chat than to have to completely spell
out #chronicle. (Changing it to #journal would make #j ambigious
but might still be an improvement.)
Call display_nhwindow(WIN_MAP) after curs_on_u(). Instead of calling
it a second time, it's simplest to just update status before updating
the map.
If anything is still leaving the cursor dangling at the end of status
I think it will now dangle at the last updated position on the map.
Log game events, such as entering a new dungeon level, breaking
a conduct, or killing a unique monster, in a new "Major events"
chronicle. The entries record the turn when the event happened.
The log can be viewed with #chronicle -command, and the entries
also show up in the end-of-game dump, if that is available.
This feature is on by default, but can be disabled by
defining NO_CHRONICLE compile-time option.
This also contains "live logging", writing the events as they
happen into a single livelog-file. This is mostly useful for
public servers. The livelog is off by default, and must be
compiled in with LIVELOG, and then turned on in sysconf.
Mostly this a version of livelogging from the Hardfought server,
with some changes.
Redo how do_screen_description() handles water. Mainly by using
waterbody_name() for farlook/quicklook and autodescribe to get
hallucinatory descriptions, but it replaces some old hackery with
quite a bit of new hackery. Applies to lava and ice too. The latter
is now "frozen <foo>" when hallucinating, where <foo> has a small
chance to be "water" but will usually be something like "tea" or
"clotted blood".
Allow a wizard mode wish for "wall of water" to create WATER terrain.
Previously there was no way to do that. Wishing for "pool" and "moat"
work but "water" for terrain isn't supported because it yields a potion.
Trying to use #reqmenu/#rush/#run/#fight prefixes by their extended
command names didn't work because rhack()'s post-processing was stuck
dealing with the entry for the '#' key after using doextcmd() to run
any command. Use a static variable (actually a global one since I put
it into struct g) to notify rhack() of the command that ultimately got
executed.
For ^G, throttle the monster creation feedback. Don't say "suddenly"
and don't exclaim the message, just say "<Mon> appears." Also, use
Norep() so creating lots of similar monsters at once only gives a few
messages (just one unless varied by "next to you" vs "nearby" vs no
qualifier for farther away). And for mimics created as objects or
furniture, report the sudden appearance of new object or furniture.