Core issue noticed while working on some Qt stuff. If hangup
occurred while prompting for "right or left?" ring finger, the
hangup yn_function() would return ESC and the accessory-on routine
would not see '\0', 'r', or 'l' so reprompt. Endlessly.
The Qt interface highlights the last message issued (using a
mechanism for selection, as if for copy+paste or similar operation)
but it was staying highlighted until another message was eventually
given. Having an old message seem to stick around is annoying and
is particularly bad when the message is a prompt. If the player's
answer doesn't cause a message to be shown then it seems as if the
prompt is still pending.
This removes the highlighting (by bulk unselecting) once the player
gives another input keystroke or mouse click.
It would be much better if the selecting/highlighting was for all
messages issued since last time highlighting was cleared. Figuring
out how to do that correctly is more effort than I want to expend.
Make ASCII control characters ^[, ^\, ^], ^^, and ^_ work on Qt,
at least partly. Mainly for ^[ to be treated as ESC, which works
if you're aborting a count on the map but doesn't cancel out of
menus [yet?]. I didn't attempt to make ^@ send NUL.
Also, fix the hardcoded macros (activated by F1: rest 100 turns,
F2: search 20 times, and Tab: ^A to do-again). The first two sent
'n' before the count so wouldn't work as intended with number_pad
off, and the third was executing twice as if Tab sent two ^A's
instead of just one. Resting and searching might have been getting
duplicated too; I don't know how to simulate the relevant keys.
(I temporarily swapped definitions for F2 and Tab to test the
number_pad fix but hadn't done that earlier when I discovered the
Tab bug.)
Menus have [ok], [cancel], [all], [none], [invert], and [search]
buttons across their top but the [all], [none], and [invert] choices
didn't redraw the menu after making changes to the pending selections
so it seemed as if they weren't doing anything. Subsequently picking
[ok] revealed otherwise.
[search] is broken (instead of accepting a search string, the letters
I type are being used to toggle individual entries as I type). This
doesn't attempt to address that.
The turn-to-slime countdown is one of the ones that uses turns/2
to stretch the sequence out longer and it was displaying the hero
as green slime when there was another turn before it happened.
(In theory anyway. I could not get my hero to be shown as slime
and still have one move left, even when hasted.)
Make the hero mimic green slime starting on the last turn before
being polymorphed instead of next to last.
Fixes#380
I was actually using fprintf(stderr,...) when testing and didn't
retry this bit after changing it to raw_printf(...). It's commented
out but needs fixing.
I've been trying to figure out how to make ^[ be treated as ESC but
so far have failed. That key combination just acts like a dead key.
But one bit of cp_key.cpp can be implemented instead of ignored.
No change in behavior because the keyboard-state value isn't being
used anywhere.
Infrastructure bits: Qt tombstone uses a short buffer; make sure that
the plname value fits instead of relying on snprintf() to truncate it.
A warning about gold, if any, was iffy but this should guarantee no
reason for future complaint. Year was safe but a compiler sensitive
to buffer overflows wouldn't know that.
Actual bugs: Qt used money in inventory for gold amount on tombstone;
that overlooks gold in containers and will be 0 by tombstone stage if
bones get saved. Year was recalculated from current date+time instead
of using the value that gets passed in--blindly flagging that variable
as UNUSED was a mistake.
../win/Qt/qt_menu.cpp: In member function ‘virtual void nethack_qt_::NetHackQtTextWindow::UseRIP(int, time_t)’:
../win/Qt/qt_menu.cpp:680:54: warning: ‘%s’ directive output may be truncated writing up to 31 bytes into a region of size 17 [-Wformat-truncation=]
680 | snprintf(rip_line[NAME_LINE], STONE_LINE_LEN+1, "%s", g.plname);
| ^~ ~~~~~~~~
In file included from /usr/include/stdio.h:867,
from ../include/global.h:9,
from ../include/config.h:608,
from ../include/hack.h:10,
from ../win/Qt/qt_menu.cpp:8:
/usr/include/x86_64-linux-gnu/bits/stdio2.h:67:35: note: ‘__builtin_snprintf’ output between 1 and 32 bytes into a destination of size 17
67 | return __builtin___snprintf_chk (__s, __n, __USE_FORTIFY_LEVEL - 1,
| ~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
68 | __bos (__s), __fmt, __va_arg_pack ());
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~../win/Qt/qt_menu.cpp: In member function ‘virtual void nethack_qt_::NetHackQtTextWindow::UseRIP(int, time_t)’:
../win/Qt/qt_menu.cpp:680:54: warning: ‘%s’ directive output may be truncated writing up to 31 bytes into a region of size 17 [-Wformat-truncation=]
680 | snprintf(rip_line[NAME_LINE], STONE_LINE_LEN+1, "%s", g.plname);
| ^~ ~~~~~~~~
In file included from /usr/include/stdio.h:867,
from ../include/global.h:9,
from ../include/config.h:608,
from ../include/hack.h:10,
from ../win/Qt/qt_menu.cpp:8:
/usr/include/x86_64-linux-gnu/bits/stdio2.h:67:35: note: ‘__builtin_snprintf’ output between 1 and 32 bytes into a destination of size 17
67 | return __builtin___snprintf_chk (__s, __n, __USE_FORTIFY_LEVEL - 1,
| ~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
68 | __bos (__s), __fmt, __va_arg_pack ());
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Qt is capable of using an ascii map, and does so on the rogue level.
So failing to load tiles doesn't need to quit; it can continue in
text mode.
Not extensively tested. This disables the paper doll when the ascii
map is forced (either via options settings or due to tiles loading
failure, but not when simply on the rogue level) rather than trying
to display it with object class characters.
Playground setup: Qt does not use external files pet_mark.xbm and
pilemark.xbm, it has pixmaps for those compiled in via qt_xpms.h.
Presumably because the pet mark heart has two sizes there.
When items in the paper doll inventory subset (primary worn and
wielded items) have known BUC state, indicate what that is. It
now draws a one pixel wide white border around each doll tile,
and if BUC is known, that border gets its color changed (red for
known cursed, yellow for known uncursed, cyan for known blessed).
That isn't very visual so the first pixel inside the tile is
overwritten with the same color, and alternating pixels are also
overwritten for the second rectangle within. The 2..3 pixel wide
border is visible without cluttering the tile for 'normal' sized
paper doll. The tiles are allowed to be scrunched down to as
small as 6x6 so there won't be much left after 1 or 2 around the
edge are replaced.
Initially I was going to try to highlight welded items but the
more general BUC highlighting is simpler and usually more useful
to the player.
The qt_map.* bits are just reformatting. I was looking at pet
and pile annotations as a way to do BUC annotations but decided
not to attempt that.
During hallucination, actions which triggered update of persistent
inventory made Qt's display of map tiles for equipped objects have
those tiles switch randomly, but ordinary move-by-move fluctations
applied to floor objects left them alone.
Initially I took out hallucination of inventory items altogether,
but ended up putting that back and changing the floor hallucination
to affect Qt's paper doll too. The display.h change isn't needed
but I've left it in.
Enhance the "Qt Settings" dialog box to provide control over the
paper doll subset of inventory displayed between the message and
status windows (above the map). A ton of flailing about for a
fairly small but useful change in functionality.
Old dialog (no title):
| [ ] Zoomed -- check box
| "Width:" [ ] -- number entry spinner
| "Height:" [ ] -- ditto
| "Font:" [ ] -- Huge:18pt, Large:14, Medium:12, Small:10, Tiny:8
| [ Dismiss ] -- button
New dialog:
| "Qt NetHack Settings"
|
| "Map:" [ ] "Zoomed" -- check box
| "Tile Width" [ ] -- number entry spinner
| "Tile Height" [ ] -- ditto
| "Invent:" [ ] "Shown" -- check box
| "Doll Width" [ ] -- number entry spinner
| "Doll Height" [ ] -- ditto
| "Font:" [ ] -- Huge:18pt, Large:14, Medium:12, Small:10, Tiny:8
| [ Dismiss ] -- button
The inventory subset can now be suppressed. When shown (the default),
its size can be set independently of the map tiles' size. I've set
the default to be 32x32 tiles instead of 16x16 used for the map.
The settings are saved and restored automatically by Qt, and persist
not just across save/restore cycles but into new games. (That's not
a change, just a reminder.)
add builds that tests tty, curses, X11, and Qt5 on
all of the following:
linux-xenial, linux-bionic, linux-focal
Also still tests "nocommon" on earlier gcc versions.
Add a focal with gcc9 build to test that compiler version.
Here are the test builds:
linux-xenial-gcc-win-all
linux-bionic-gcc-win-all
linux-focal-clang-win-all
linux-xenial-gcc-nocommon
linux-focal-gcc9-win-all
linux-xenial-gcc-minimal
windows-visualstudio
windows-mingw
msdos-linux-focal-djgpp-crosscompile