I was thinking about iflags rather than context and didn't realize
that the change to maxinum number of passages would breal save files.
Put the tribute context back to 3.6.0 size.
Anyone who grabbed from public git yesterday is potentially in for
some temporary trouble. That's the risk they take for trying to stay
on the bleeding edge.
Death Quotes have reached the current limit of 30 passages per 'book'.
Instead of increasing that, change the selection code to be able to
operate on a subset (dropped from 30 down to 20) at a time while
keeping the excess available for later selection.
Chatting with Death (more than 20 times since he also delivers non-
tribute messages) should cycle through 20 of his 30 passages without
repeating. After that, another subset of 20 out of the 30 will be
chosen, independent of the first set so might contain all, some, or
none of the 10 that left out before.
Sometimes you can see a hidden monster without bringing it out of
hiding (wand of probing, blessed potion of monster detection) but
look_at wasn't mentioning the fact that the monster was hidden and
probing described mimics accurately but lumped all hiders together
as "concealed". Describe all hidden monsters more consistently.
Reported directly to devteam, the 'R' command would let you take off
a suit from under a cloak or a shirt from under a suit and/or a cloak,
and it didn't require any extra turns. 'T' doesn't allow either of
those. ('A' lets you take off a suit from under a cloak, adding in
extra turns to implicitly take the cloak off and put it back on,
but doesn't allow the same for shirt.)
'R' also let you attempt to take off embedded dragon scales if you
were wearing 2 or more accessories (or just 1 with paranoid_confirm
set for takeoff/remove), which triggered impossible "select_off:
<scales object> (embedded in skin)???".
When the extended command menu auto-scrolls as the player types in
characters, scroll so that all matching entries come into view rather
than just the first one. For example, it someone types 'w', instead
of just highlighting and showing "wipe", it will highlight "wipe"
(because that has become the default response when <return> is used)
but also show "wiz-this", "wiz-that", and "wmode". It actually shows
one extra entry beyond the last matching one--so you can see that
there aren't any more ambiguous choices--except for 'w' where "wmode"
is the very last extended command.
Previously, on subsequent popups of the extended command menu, the
scrollbar's slider was left drawn in the position it was in during
the previous time even though menu content wasn't scrolled. Now it's
forced back to the top (non-scrolled) position when that menu is
popped up.
Changes to be committed:
modified: doc/fixes36.1
modified: src/pager.c
fix bug bz54; this bug had no web ID
Report:
For /, asking via cursor can't find special named entries like "Hachi"
because the entry for the monster type like "dog" gets used instead.
Change:
Instead of "More info?", when applicable it will now do:
More info about "hachi"? [yn] (n) n
More info about "little dog"? [yn] (n)
Changes to be committed:
modified: include/extern.h
modified: src/allmain.c
modified: src/detect.c
modified: src/display.c
Bug bz22 (no corresponding web id) reported quite some time ago.
Reported:
Warning stays on when a "lurker above" is co-located with a
boulder, even when you are adjacent to the spot. Even though
you see the warning symbol and not the boulder, an attempt
to move in that direction tries to move the boulder, rather
than attack the creature you know to be there. What's more,
you can get the
"You hear a monster on the other side of the boulder..."
preventing anything from happening if there is a monster on
the other side of the spot. The player doesn't necessarily
even know there is a boulder there at the time (because
warning trumps the boulder display) so it can all be somewhat
confusing.
Change:
- Split off a section of the search0() code for monsters into
a separately callable function, arbitrarily named mfind0(),
which takes a special arg for this particular scenario.
- If you have Warning and you get adjacent to an unseen hider
such as a lurker above with the Warning glyph still displayed,
a specific search is carried out for the obviously present monster.
- The boulder concerns in the original report should become moot
after this.
When the extended command menu is big enough to need a scrollbar,
leave more elbow room when forcing its height to fit on screen.
The last entry was frequently obscured by OSX's "docking tray"
desktop decoration and the resize hotspot (bottom right corner of
the menu popup) could be hard to access.
I'm not particularly happy with this code. There really has to be
a better way to accomplish what's needed.
Newer compiler found new things to complain about.
NHinternal/shared/sys/share/flexhack.h has been updated.
Generated sys/share/ sources have to be committed separately so
they happen after this update fills in new banner comment for
their source.
Another OS upgrade (OSX 10.6.8 -> 10.8.5) with different toolset,
another change in compiler behavior. Earlier 'gcc -Wwrite-strings'
didn't complain about passing string literals as 'char *' paremeters
if there was no prototype in scope. This one found one or two of
those in options.c and several in makedefs.c (fix coming soon in a
separate commit...). This adds some missing prototypes and reorders
the existing ones to match their order within the file. There were
also several functions which were declared static in their advance
declarations but not in the definitions, which can be confusing when
reading the source.
Color was only being tracked for locations that had the pile of
objects flag set. And hilite_pile made a monster on a pile take
on the color of the top object of the pile.
This restores the tracking of color for the whole map, and makes
highlighted piles be drawn in inverse like highligted pets. The
drawing routine doesn't know the difference (but could tell, if
necessary, by testing whether the glyph is an object or a monster).
Also, variables 'inbuf', 'inptr', and 'incount' were global; limit
their scope to winmap.c.
Force a screen redraw if the tiled_map option is toggled via the 'O'
command. The X11 interface switches map modes even without this, but
conceptually it's something that must be done when the option setting
is changed.
The three line change I made previously to implement highlighting for
prompts that ask for single-character input was easy and worked well
for a tiles map, but it didn't look very good for a text map. This
handles both text map and tile map and also adds a configurable
'highlight_prompt' X resource to let the user enable or disable the
feature. The resource template file (win/X11/NetHack.ad, copied to
$HACKDIR during install) now has it enabled by default.
The highlighting--more specifically, the "lowlighting" when no prompt
is active--still looks bad if the map window has a vertical scrollbar
on left edge. I don't have any inspiration about how to fix that up.
If the user hasn't explicitly loaded application defaults (which I
haven't been doing), the X11 interface behaves differently if invoked
via the shell script than if the executable is run directly, because
the script sets up a path so that X can find $HACKDIR/NetHack.ad.
This hides the difference by reading in that file during initialization
and feeding its contents to XtAppInitialize as fallback resources.
The scroll bar on the message window doesn't work for me, just like
the one on the extend commands menu. Moving the pointer to it does
change the cursor, but neither trying to drag the slider nor clicking
above it will make it do anything. However, at some point I managed
to accidentally scroll the message window, and new messages never
restored it to the unscrolled state. New messages were hidden until
enough even newer ones had been delivered to push the hidden ones
into view. So this adds key translations to scroll the message
window via the arrow keys. Clicking on the scroll bar doesn't change
focus to the right place, so I have to click the text display area of
the message window. That triggers a beep (I suspect it's interpreted
as an attempt to move the hero beyond the map.) But then the messages
can be scrolled via the cursor keys. Getting focus back to the map
seems tricky since doing it via pointer is interpreted as a travel
command. Not quite optimal....
Anyway, being able to scroll the message window let me figure out how
to unscroll it when new messages are delivered.
For the 'slow' config (prompting for single-char input done on a
fixed line at the top of the map rather than via a popup window),
invert the background and foreground when creating it so that it
looks like part of the map, then invert again when a prompt is
active in order to highlight that prompt.
weight() didn't know how to calculate a glob's weight. When one glob
absorbs another, that isn't used, but when the hero eats part of a
glob, it is, and the result was incorrect.
For make install or update, dlb.o was being recompiled unnecessarily
when building util/dlb because the dependency in Makefile.utl listed
hack.h instead of config.h for it. Then attempting to run nethack
under debugger control could cause debugger complaints about dlb.o
being newer than nethack.
Updated for unix and vms.
Setting CHECK_PLNAME to 1 makes WIZARDS, EXPLORERS, and SHELLERS
check the player name instead of the user's login name.
This is mostly useful for public servers which have external
login system and don't create user accounts for players.
Another one from 4.5 years ago: the Tsurugi of Muramasa ought to
be able to split puddings in keeping with its special attack effect
of slicing things in two. The suggestion was more extreme: always
split instead of kill. This generalizes the less extreme version;
METAL weapons (scalpel and tsurugi) can now split puddings like IRON
weapons do even though their user faces no risk of having the weapon
become rusty. Sam's quest artifact receives no special treatment.
Bashing puddings with wielded iron-tipped projectiles was splitting
them. This prevents that (and also for metal-tipped ya).
Every role has a specific spell that they having an easier time
casting. Samurai's special spell is clairvoyance but samurai is
restricted in divination spells. Requested about 4.5 years ago:
allow samurai to achieve basic skill in divination.
Similar for barbarian, special spell is haste self but escape spells
are restricted. All the other roles can already get at least basic
in their special spell's category.
There were several choices:
1) leave things as they are;
2) give those two roles different special spells;
3) allow them to reach basic in the spell category of the existing
special spell;
4) #2 for one of those roles, #3 for the other.
I went with #3. To compensate, reduce attack spell skill limit from
skilled to basic for both. (#4 might be better, since the reason to
want divination enhanced is most likely identify and magic mapping,
not interest in clairvoyance.)
Free askname's widgets after use and free getlin's and yn_function's
persistent widgets at end of game.
When loading an entire text file into one long string in memory,
use strcpy on a pointer to the end of the string instead of having
strcat repeatedly churn through the entire string as it grows for
each line. [Since that's only used for small help files (biggest
is dat/history), this optimization is probably not noticeable.]
Also, a handful of new comments and quite a bit of reformatting.