This time I'm putting things in as-is before making a few tweaks.
The pull request was three or four separate changes. I used the
patch instead so they've been collected into one commit.
Highlighting for monsters shown due to extended monster detection and
for lava shown in black and white didn't work because that keys off
of 'iflags.use_inverse' (actually a macro for 'iflags.wc_inverse') and
curses wasn't enabling that window-capability option. To be fair, it
was probably unconditional at the time the curses interface was first
developed. It checked for whether a monster was supposed to be drawn
with inverse highlighting but wouldn't draw it that way because the
flag was always false. Inverse b&w lava is relatively new and curses
hadn't been taught about it.
Various other things such as pets (if hilite_pet is on) and object
piles (if hilite_pile is on) get highlighted with inverse video when
use_color is off, regardless of whether use_inverse is on or off.
That's probably a bug.
Fixes#230
Incorporate github pull request #230, support for DECgraphics-style
line drawing in the curses interface. I've rewritten the
curses_convert_glyph() part so that it doesn't require C99 and
doesn't reinitialize its pair of arrays for every character written
to the map. The DECgraphics conversion is now a straight char for
char one, DEC line drawing code to ACS, without regard to what map
symbol is intended or what 'cursesgraphics' uses for that symbol.
Fully support the mouse_support option for curses, via 'O' as well as
via config file. At the moment, mouse_support:1 and mouse_support:2
are equivalent.
Also, fix the screen-to-map coordinate translation. When the mouse
is active and over the map, the pointer's cursor becomes a cross-hair
(may very by platform) and the character cell chosen for a click
seems to be a few pixels to the right of the center of the '+'.
Support user's terminal settings for erase char and for kill char.
Erase char is typically <delete> or <backspace>, both of which are
already explicitly handled so probably no effect there. Kill char
(generally ^U these days) will be honored unless it is a printable
character (don't know whether there are any troglodytes out there
who still use '@' for that...). The current handling for ESC works
the same if there is any input to kill, but yields 'cancelled' when
there isn't.
That's for message window getline(), which operates char-by-char.
The popup getline() uses a curses routine to get an entire string
and already honors kill char but treats ESC as input of ^[.
Fixes#197Fixes#195
Add a call to nonl() to tell curses not to convert carriage return (^M)
to newline. Line input accepts both ^J and ^M as end of line/end of
input, but the core's command processing treats ^M as "unknown command"
(by default; someone could use the BIND option to assign some command
to that character). The end result is that accidentally pressing the
<return> or <enter> key (or Ctrl+M key combination) won't make the hero
run towards the bottom of the screen as if the user had typed ^J. The
curses docs also claim that it allows more optimization during screen
updating by making ^J work as plain linefeed rather than ^M^J newline.
The tty interface can achieve this (the 'do not convert ^M to ^J part',
not the 'more optimization' part) by issuing the command 'stty -icrnl'
(on Unix or sufficiently Unix-like system) prior to running nethack,
but that has no effect when using the curses interface (at least with
ncurses on OSX where I've tested it).
A better fix would be to look up the current terminal settings at
program startup and only call nonl() if -crnl was in effect so that
curses and tty would behave the same in this regard, but curses is
supposed to let us avoid those sorts of messy details....
Fixes#193
Under curses interface, make characters which are both entry selectors
and menu commands function as a selector. Needed to support using ':'
to look inside a container when applying/looting it via menu, instead
of performing a menu search operation. (There was another case like
this but I can't remember what the circumstances are. The fix is
general enough to cover it, whatever it is.)
For menus which don't have ':' as a choice, make sure search prompt
doesn't offer garbage default input when built with EDIT_GETLIN.
Bug? If player has 'popup_dialog' option On, EDIT_GETLIN is ignored.
Plain curses I/O doesn't seem to offer a way to implement it.
Autodescribe feedback and multi-digit count prompts are always shown
on the last line of the message window and are suppressed from message
history (both ^P and DUMPLOG). When the message window is using all
available lines, the last one was being overwritten (until the count
or the feedback was completed or dismissed, then last line returned).
Adopt the suggestion that it be scrolled up a line instead of being
overwritten. [I haven't been able to reproduce the reported problem
where shorter overlaid text left some of longer underlying text visible
but that should now become moot.]
Bonus fix: while testing, I noticed that if your screen only has room
for a one-line message window and you used ESC to cancel 'pick a spot
with cursor' prompting before moving the cursor, the prompt was left
intact on the message line. tty erases it in that situation, but the
clear_nhwindow(WIN_MESSAGE) was a no-op for curses because it usually
doesn't erase old messages. This changes the curses behavior when the
core asks it to erase the message window: now it forces one blank line
of fake autodesribe feedback (causing the prompt or other most recent
message to scroll off top), then removes that fake feedback (leaving
a blank message line). For multi-line message window, the old messages
scroll up by one line sooner than they would when waiting for the next
real message but are otherwise unaffected.
The curses interface wouldn't build with HILITE_STATUS disabled. I
started adapting it to handle genl_status_update() but that was taking
too much effort with each niggling detail leading to another. This
goes the opposite direction: forcing the old STATUS_VIA_WINDOWPORT
behavior without having that #define available. That dragged along a
bunch of unexpected changes too.
I've noticed many instances of the game pausing and not being sure why,
then pressing <space> and having it resume. The curses interface had
a tendency to put its equivalent of the --More-- prompt, >>, somewhere
where that wasn't visible, either off the right hand edge (possibly) or
underneath the window borders if those were enabled. Especially the
very last one it issues prior to exit. (An extra one compared to tty
behavior.)
This ended up being a pretty substantial overhaul of message window
handling. I wouldn't be surprised if it has off-by-one errors which
happen to be paired up and cancel each other out. ">>" is still drawn
in orange if guicolor is on, now in inverse video when that is off.
If it happens to be drawn at the same screen location in consecutive
instances, the first ">" will toggle between blink and not blink so
that there'll be no doubt as to whether the keypress registered when
dismissing it (moot if the text preceding it is different but there's
no attempt to be smart enough to check that, just screen placement).
The curses interface was using 'moves' as if it meant "moves" rather
than "turns". Typing ESC at >> (curses' terser version of --More--)
prompt would suppress messages for the rest of the current turn rather
than just the rest of the current move. So if the hero got an extra
move due to being Fast, there would be no feedback during that move.
Have the curses interface save and restore message history for use
by ^P. It doesn't spit the saved messages out into the visible
message window after restore; that's too distracting.
Using ^P right after resize or 'O' of align_message, align_status,
statuslines, or windowborders would result in
'curses_display_nhmenu: attempt to display empty menu'
because some memory cleanup I added several weeks back was being
executed when the curses interface tore down and recreated its
internal windows.
This fixes ^P handling by making sure that that menu (which is just
text but uses a menu to support '>'/'<'/'^'/'|' scrolling) will never
be empty and it also fixes the window deletion to not throw away
message history until it's final deletion at exit time.
^P uses a popup window to display previous messages and it was never
deleting that window, just creating a new one each time. Same with
the routine which displays an external help file. Using either or
combination of both close to 5000 times would probably make internal
window creation get stuck in an infinite loop. Delete those windows
after they're used so it'll never be put to the test.
The memory cleanup I added for map/status/messages/invent was only
being preformed at end of game, not when saving. Fix that too.
More groundwork for overhauling the status display for curses, plus
a few functional changes. It was doing a full status update for
every changed field (except conditions), instead of waiting for a
flush directive after gathering multiple changes at a time. Since
it already does gather every change, the fix to wait is trivial.
This decouples 'hitpointbar' from 'statushilites'. When highlighting
is off, it uses inverse video only. When on, it behaves as before:
using inverse video plus the most recent color used to highlight HP
(which can vary if that has rules to highlight changes or percentage
thresholds) but ignoring any HP attribute(s). This also enables the
latent 'statuslines' option and changes 'windowborders' option from
being settable at startup only to changeable during play.
'statuslines' can have a value of 2 (the default) or 3 and applies to
'align_status:bottom' or 'top'; it's ignored for 'left' and 'right'.
At the moment, setting it to 3 only allows status condition overflow
to wrap from the end of line to 2 to the beginning of line 3, and if
window borders are drawn they'll clobber the last character on line 2
and first one on line 3. There's no point in trying to fix that
because it will go away when the main status overhaul changes go in.
Condition wrapping for vertical orientation (left or right placement)
was already subject to the same phenomenon and will be superseded too.
This also changes the meaning of the 'windowborders' value so could
impact players using source from git (or possibly beta binaries for
Windows, but not for OSX where curses interface wasn't included).
Old:
0 = unspecified, 1 = On, 2 = Off, 3 = Auto (On if display is big
enough, Off otherwise; reevaluated after dynamic resizing);
Unspecified got changed to 3 during curses windowing initialization.
New:
0 = Off, 1 = On, 2 = Auto;
0 gets changed to 2 for default value at start of options processing.
So old value of 2 is changing meaning and explicit old value of 3 is
becoming invalid. Implicit 3 changes to default 2. Explicit 3 could
be the subject of a fixup but there isn't much point since 2 can't
have a similar fix. Users who are using old 2 or explicit 3 will need
to update their run-time config files.
This adds 'statuslines' to the Guidebook and moves some other recently
added documentation of curses options from among the general options
(section 9.4) to "Window Port Customization options" (section 9.5).
None of them have been added to dat/opthelp which seems to be missing
all the wincap options.
Originally I made a lot of changes (mostly moving C99 declarations to
start of their blocks) to the old '#if 0' code at end of cursstat.c,
but have tossed those, except for one subtle bug that assumed 'int'
and 'long' are the same size.
Miscellaenous stuff either groundwork for or noticed while updating
curses status. The status changes themselves need some more testing.
One or two of the comments refer to that revised status which hasn't
been checked in yet.
Honor hilite_status rules specifying color even if curses-specific
option 'guicolor' is off.
Update status from scratch when 'O' is used to manipulate hilite_status
rules.
The curses interface was ignoring video attributes (bold, inverse, &c)
when color is toggled off or if built with TEXTCOLOR disabled. Honor
attributes regardless of whether color is displayed.
Also, toggling 'hilite_pet' On during play wouldn't do anything if the
curses-specific 'petattr' option had been left as None. (It worked as
intended if set in starting options.)
Extend the earlier support for Delete/Rubout in getline() to the
text entry for extended commands. In other words, treat <delete>
and <backspace> as synonyms in both places.
Some reformatting too, but only in a couple of the files.
The curses interface already has a hack to keep 'Count: 12', 'Count:
123' intermediate multi-digit counts out of its message recall history
for ^P, but it was flushing real messages when getpos()'s 'autodescribe'
reported what the cursor moved over. Overload the count hack to support
putstr(WIN_MESSAGE, ATR_NOHISTORY, text)
(which is what custompline(SUPPRESS_HISTORY, ...) eventually calls).
The conditional logic for when to create the 'count_window' was pretty
convoluted. This simplification has the same semantics but I don't
have PDCURSES to actually verify that.
Move the curses global variable defininitions to cursmain.c.
Make the references to those global variables extern in
include/wincurs.h
Get rid of a warning:
../win/curses/cursmesg.c:379:9: warning: declaration shadows a
variable in the global scope [-Wshadow] int orig_cursor = curs_set(0);
Kludge for Visual Studio compiler: Add a stub- file for use
in Windows curses port builds to ensure that a needed #pragma
is invoked prior to compiling the file pdcscrn.c in the
PDCurses source distribution. All command line options and
compile of the file. It is unreasonable to expect a NetHack
builder to have to tinker with the PDCurses source files in
order to build NetHack. This kludge means the NetHack builder
doesn't have to.
The file stub-pdcscrn.c contains only two lines:
#pragma warning(disable : 4996)
#include "pdcscrn.c"
Some day, if the PDCurses sources corrects the issue, this
can go away.