PatR [Mon, 22 Feb 2021 01:30:09 +0000 (17:30 -0800)]
X11 popup yn_function resizing
When X11_yn_function() re-uses a popup widget to issue a prompt
and get the player's response, make it resize properly. I'm not
sure why the old hack for that apparently worked for some folks
and not for me, or why this does work for me. At least it does.
Also, make the minimum popup width be 25 characters so that
really short prompts don't result in tiny popups. Since the
popup appears at whatever spot the pointer happens to be sitting,
it isn't always immediately noticeable when the player is using
the keyboard rather than the pointer.
PatR [Sun, 21 Feb 2021 01:24:25 +0000 (17:24 -0800)]
"If you see me running, try to keep up."
Noticed while poking about in read.c for the ^G feedback change:
a relatively recently added apron slogan turns out to be a near
duplicate of an existing T-shirt slogan. Change the apron one a
little, although they're still nearly identical.
PatR [Sun, 21 Feb 2021 01:15:58 +0000 (17:15 -0800)]
^G feedback
For ^G, if someone replies with empty input to the "Create which
monster?" prompt, give alternate feedback than "I've never heard
of such monsters." before reprompting.
PatR [Sun, 21 Feb 2021 00:25:12 +0000 (16:25 -0800)]
X11 getline refinement
X11_getlin() echoing its prompt and response to message window
truncates combined value to maximum allowed pline (rather than
having pline truncate it). But it was truncating the response
as if the prompt was maximum allowed length instead of its actual
length, so possibly hiding some of the user's text unnecessarily.
PatR [Fri, 19 Feb 2021 23:38:31 +0000 (15:38 -0800)]
X11 getline: log prompt and response
After player has responded to a getline prompt, echo the prompt
and the line of text response to the message window. Uses pline()
so also gets put into core's message history for dumplog.
PatR [Fri, 19 Feb 2021 22:11:32 +0000 (14:11 -0800)]
X11 update
More issues. The incorrectly rendered map after panning is one
I haven't seen before. Normally I only have a clipped map if I
force double size tiles rather and hadn't noticed this behavior
for that case, so manually resizing--and/or the scrollbars which
get added when that occurs--may be what triggers it.
copperwater [Thu, 18 Feb 2021 23:55:10 +0000 (18:55 -0500)]
Convert room 'joined' and 'needjoining' into booleans
des.region() accepted booleans for the joined field, whereas des.room
accepted xchars. These were only being used as truth values, so this
converts the room ones into booleans for consistency. I don't think
accidentally using an int or a boolean wrongly would actually crash the
level generator, but consistency is good.
This converts an schar field in struct mkroom into a boolean; on most
systems these are probably 1-byte types and save files won't be broken,
but it might be best to treat this as a save breaker anyway.
PatR [Fri, 19 Feb 2021 07:54:30 +0000 (23:54 -0800)]
'wizmgender' flag
"Demote" wizmgender from an obscure wizard mode extended command
to an obscure wizard mode boolean option. Behaves the same except
that no message is given when the value gets toggled.
copperwater [Fri, 19 Feb 2021 05:25:45 +0000 (00:25 -0500)]
Fix: engraving with non-blade dulled the weapon anyway
Due to a logic bug introduced when engraving became an occupation - the
code that tests to see whether the player is writing with a weapon that
will get dulled wasn't correctly checking that they were actually
carving an engraving.
PatR [Wed, 17 Feb 2021 22:27:00 +0000 (14:27 -0800)]
fix github issue #462 - line not displayed
Fix a latent bug in unreachable code. As the comment preceding
the cited code states, hero polymorphed into an eel isn't offered
a chance to use #monster to hide, so program execution won't ever
get to the bad code. Using formatting routine The() where message
delivery routine pline_The() is intended is certainly a bug though.
PatR [Tue, 16 Feb 2021 03:09:00 +0000 (19:09 -0800)]
X11's yn_function() echoing its response
X11_yn_function() issues a pline() to put the prompt and player's
response into the message window. Change it to use visctrl() to
make sure that the response character is ledgible when something
like the '&' command allows an arbitrary answer.
This patch adds a leading space and two extra trailing spaces
to the prompt when it's being issued via popup, but that hasn't
affected the issue mentioned next....
The popup prompting when the 'slow' resource is False doesn't
always resize properly. I saw both too wide and too narrow
[What do you want to throw? [abc] ]b
[ In what direction? ]
and
[Really quit? [yn] (n) ]y
[Dump core? [ynq] (q) ]n (size seemed right, but hard to tell)
[Do you want your posses] (might have shown one more letter;
resize doodad in window's bottom right
corner on OSX oscures the rightmost
column--which is ordinarily a space)
The truncated one did accept responses. If I answered 'n' then
the next question was truncated too, but for 'y' (plus ensuing
feedback) it would be sized correctly for the question after that.
To be clear: the popup width issue was present before this change
and is still present after it. The code already has a hack that's
intended to deal with this but it doesn't do the job for me.
PatR [Sun, 14 Feb 2021 08:57:34 +0000 (00:57 -0800)]
X11 persistent inventory again: initial display
If 'perm_invent' is preset in player's options, have X11 show the
persistent inventory window from the start instead of waiting for
an 'i' command. moveloop() prolog needed a tweak do deal with it
cleanly.
Require WC_PERM_INVENT in order to honor the perm_invent option.
X11 and curses already set that, tty and curses don't support it,
so only Windows GUI needed to be updated for it.
PatR [Sun, 14 Feb 2021 03:17:20 +0000 (19:17 -0800)]
X11 perm_invent: handle 'O' toggling off perm_invent
When persistent inventory window is up, remove it if 'perm_invent'
option gets set to False. This has a side-effect of fixing the
end-of-game prompting problem it caused.
PatR [Sat, 13 Feb 2021 23:15:21 +0000 (15:15 -0800)]
scatter() vs sinks
Objects shot, thrown, or kicked by the hero or by monsters stop
short if they try to pass over a sink; make objects launched by
an explosion behave similarly.
PatR [Fri, 12 Feb 2021 23:07:51 +0000 (15:07 -0800)]
X11: persistent inventory issues and hack for OSX
This hack prevents the perm_invent window for X11 on OSX from
creeping every time it gets updated. It is far from perfect and
at the very least ought be handled via user settable X resources
rather than hardcoded values, but it's as much effort as I'm likely
to spend.
Add a new file containing a list of issues that ought to be fixed.
The initial entries are things I noticed while experimenting with
perm_invent; there is lots of older stuff that could/should be
there too. I'm not sure whether the first one is OSX-specific; the
others aren't.
PatR [Thu, 11 Feb 2021 23:18:12 +0000 (15:18 -0800)]
mklev.c's mkroom qsort
Get rid of some obsolete qsort hackery. Use of prototypes makes
it unnecessary. Even before that it was the only one of a dozen
instances of qsort() usage that cared about pre-ANSI implementation.
Pasi Kallinen [Thu, 11 Feb 2021 16:22:14 +0000 (18:22 +0200)]
Don't complain about unknown option if param is wrong
When a compound option was given an erroneous parameter,
for example "OPTIONS=runmode:foo",
you first got "Unknown runmode parameter 'foo", and
then "Unknown option 'runmode:foo'".
Prevent the Unknown option complaint, if we actually did
find a match.
PatR [Thu, 11 Feb 2021 02:48:21 +0000 (18:48 -0800)]
nroff Guidebook fix
Options which show lists of possible values using '.CC' were
unintentionally being rendered with bold font. I tracked it
down to "figure 3" which has been in place for quite a while.
The font setting and resetting wasn't working as I expected.
This change yields the intended results.
PatR [Tue, 9 Feb 2021 23:07:16 +0000 (15:07 -0800)]
wiz_identify vs perm_invent
Using ^I to identify inventory and picking '_' (or '^I' or full
menu) would update persistent inventory window after identifying
everything, but picking specific items (even everything as long
as '_' was excluded) to identify wasn't doing that.
I moved some fixes37.0 entries around to group the persistent
inventory ones together. One involved hold_another_object so I
group those too. I didn't look very hard to try to find others
that could fit with these.
PatR [Tue, 9 Feb 2021 00:34:29 +0000 (16:34 -0800)]
curses persistent inventory window tweak
Under curses interface, provide a way to get a little more space
for perm_invent without turning off windowborders entirely.
Possible 'windowborders' values:
0 = no borders, max screen space available for useful info
1 = full borders, two lines and two columns wasted for each window
2 = contingent borders, show if screen is big enough, else hide
New:
3 = as 1 except no borders for perm_invent window
4 = as 2 except never borders for perm_invent window
3 and 4 let the map, message, and status windows have borders while
providing two extra lines and two extra columns on each line for
persistent inventory. It's not much but better than nothing when
borders are enabled.
PatR [Mon, 8 Feb 2021 21:16:54 +0000 (13:16 -0800)]
plug config file parsing memory leak
The new options processing had a memory leak: 'parser.inbuf'.
Also, reorder some routines to fit in the corresponding comment
sections (with new sections for wizkit and symset) and reorder
some prototypes to match their order in the file.
nhmall [Mon, 8 Feb 2021 13:41:23 +0000 (08:41 -0500)]
make engraving an occupation pr#460
copperwater commented 8 hours ago:
Instead of inexplicably paralyzing the player for the duration of their
engraving. Many a character has died by trying to engrave something and
then sitting there diligently writing it while monsters surround and
attack them. (This was especially prominent back in the 3.4.3 era when
repeated Elbereths were viable, but it still occurs today with e.g.
using a hard stone to engrave Elbereth). There were also some other
oddities - for instance, if something teleported the player away while
they were engraving, they would continue to "engrave" (be paralyzed) on
their new location, but would not produce any text there; the full
engraving would be placed on their initial position.
In this commit, I have converted engraving to use the occupation
framework, which treats it as an interruptible activity. This
necessitated some logical restructuring, mostly involving the engraving
being written out in chunks as the player spends more uninterrupted time
on it.
I've tried to keep this free of regressions except for those inherent to
the occupation system.
What has NOT changed:
o The rate of engraving is still 10 characters per turn, or 1 character
using slow methods.
o The formulas for determining how much a bladed weapon or marker can
engrave before getting exhausted are kept. Though this is a bit
convoluted, and if it's not considered important to preserve the
existing behavior, I would recommend simplifying it by decreasing the
maximum engraving length for weapons by 1 so that each point of
enchantment simply gets you 2 characters' worth of engraving (e.g. a
-2 weapon will only engrave 1 or 2 characters before dulling to -3,
rather than giving it a third "grace character".
o The input buffer is still modified based on confusion/blindness/etc
only at the time when the player inputs it (if they gain a
debilitating status while engraving, it will not affect the text). My
personal preference is to make the text affected in scenarios like
that, but it's not strictly necessary to do here, so I didn't.
o Wand messages such as "The floor is riddled by bullet holes", and
blinding from engraving lightning, still appear before the hero starts
to take any time engraving. As noted above, getting blinded by the
wand still has no effect on accurately engraving the text, unless the
hero was already blind or impaired.
What has changed:
o Moving off the engraving or losing the object being engraved with
causes the player to stop engraving.
o Wands can still engrave an arbitrary amount of text using a single
charge, but if the hero is interrupted and decides to start engraving
again, they will consume a second charge.
As it adds a new field to g.context, this is a save-breaking change.
copperwater [Mon, 8 Feb 2021 04:21:31 +0000 (23:21 -0500)]
Make engraving an occupation
Instead of inexplicably paralyzing the player for the duration of their
engraving. Many a character has died by trying to engrave something and
then sitting there diligently writing it while monsters surround and
attack them. (This was especially prominent back in the 3.4.3 era when
repeated Elbereths were viable, but it still occurs today with e.g.
using a hard stone to engrave Elbereth). There were also some other
oddities - for instance, if something teleported the player away while
they were engraving, they would continue to "engrave" (be paralyzed) on
their new location, but would not produce any text there; the full
engraving would be placed on their initial position.
In this commit, I have converted engraving to use the occupation
framework, which treats it as an interruptible activity. This
necessitated some logical restructuring, mostly involving the engraving
being written out in chunks as the player spends more uninterrupted time
on it.
I've tried to keep this free of regressions except for those inherent to
the occupation system.
What has NOT changed:
- The rate of engraving is still 10 characters per turn, or 1 character
using slow methods.
- The formulas for determining how much a bladed weapon or marker can
engrave before getting exhausted are kept. Though this is a bit
convoluted, and if it's not considered important to preserve the
existing behavior, I would recommend simplifying it by decreasing the
maximum engraving length for weapons by 1 so that each point of
enchantment simply gets you 2 characters' worth of engraving (e.g. a
-2 weapon will only engrave 1 or 2 characters before dulling to -3,
rather than giving it a third "grace character".
- The input buffer is still modified based on confusion/blindness/etc
only at the time when the player inputs it (if they gain a
debilitating status while engraving, it will not affect the text). My
personal preference is to make the text affected in scenarios like
that, but it's not strictly necessary to do here, so I didn't.
- Wand messages such as "The floor is riddled by bullet holes", and
blinding from engraving lightning, still appear before the hero starts
to take any time engraving. As noted above, getting blinded by the
wand still has no effect on accurately engraving the text, unless the
hero was already blind or impaired.
What has changed:
- Moving off the engraving or losing the object being engraved with
causes the player to stop engraving.
- Wands can still engrave an arbitrary amount of text using a single
charge, but if the hero is interrupted and decides to start engraving
again, they will consume a second charge.
As it adds a new field to g.context, this is a save-breaking change.
Dean Luick [Mon, 8 Feb 2021 04:25:25 +0000 (22:25 -0600)]
Re-fix altar compiler warning
Implement a better fix for commit 2f4f7d22d ("Fix align type
mixup wth align mask") which was reverted in commit 4e35e8b5a
("Revert "Fix align type mixup wth align mask"").
In the present code, the field align in both struct altar and
struct monster is not an aligntyp, but an align mask with extra flags.
Change the type to match its actual use and improve the naming.
Consolidate duplicated code into a single routine.
Change the return type of induced_align() to be unsigned to match
amask usage.
Change the special level align mask values to be separate from
the normal align mask values.
PatR [Sun, 7 Feb 2021 22:58:08 +0000 (14:58 -0800)]
display_pickinv
A formatting bit that grew a little. An end of line comment that
spans on two or more lines
foo(); /* call
foo() */
will confuse clang-format if the continuation lines don't begin
with an asterisk
foo(); /* call
* foo() */
Instead of just doing that, I changed display_pickinv() to add a
comment for each of its arguments.
PatR [Sun, 7 Feb 2021 00:34:41 +0000 (16:34 -0800)]
potion dipping tweak
Update some code from four weeks ago. One of two hold_potion()
calls was followed by update_inventory() but the other wasn't.
Have hold_potion() do that itself. I'm not sure that this is
needed and haven't convinced myself that it's not.
PatR [Sun, 7 Feb 2021 00:04:44 +0000 (16:04 -0800)]
partial fix for #K3262 - X11 perm_invent panic
Prevent the "X Error (bad Atom)" situation that causes an
"X Error" panic.
The issue isn't fixed. This fails to implement the intended
functionality of having the X server remember the persistent
inventory window's location across games (until the next time
that the X server restarts). Worse, on OSX the window creeps
each time it is updated (visually it seems to be moving down by
the height of the window's title bar).
That's not as bad as having it move to the pointer's location as
it did in 3.6.1, but prior to the commit which introduced this
code that had been fixed and it stayed put during the current
game, so more work is definitely needed.
/* Chop engraving down to size if necessary */
if (len > maxelen) {
for (sp = ebuf; (maxelen && *sp); sp++)
-> if (!isspace(*sp)) maxelen--;
if (!maxelen && *sp) {
*sp = (char)0;
if (multi) nomovemsg = "You cannot write any more.";
was changed to:
/* Chop engraving down to size if necessary */
if (len > maxelen) {
for (sp = ebuf; (maxelen && *sp); sp++)
-> if (*sp == ' ') maxelen--;
if (!maxelen && *sp) {
*sp = (char)0;
if (multi) nomovemsg = "You cannot write any more.";
PatR [Fri, 5 Feb 2021 09:04:48 +0000 (01:04 -0800)]
curses: honor menu_next_page/&c option settings
tty and X11 honor the menu_xxx options. Qt currently doesn't
support menu manipulation by keyboard. curses does support that
but was only handling the default menu keys.
PatR [Thu, 4 Feb 2021 09:35:58 +0000 (01:35 -0800)]
some options tidying
Somehow several arrays of compound option values ended up in
between defining menu_cmd_t and using menu_cmd_t. Reorder them.
Also, add a terminator to the list of menu commands so that it
could potentially be used manipulated from other source files
that don't have access to the array size.
nhmall [Wed, 3 Feb 2021 20:31:57 +0000 (15:31 -0500)]
unused-but-set-variable warning in qt_main.cpp
../win/Qt/qt_main.cpp: In member function ‘virtual void nethack_qt_::NetHackQtMainWindow::closeEvent(QCloseEvent*)’:
../win/Qt/qt_main.cpp:1377:9: warning: variable ‘ok’ set but not used [-Wunused-but-set-variable]
1377 | int ok = 0;
| ^~
nhmall [Wed, 3 Feb 2021 18:18:43 +0000 (13:18 -0500)]
clear a number of Qt build warnings on linux related to compiler flags
option ‘-Wimplicit’ is valid for C/ObjC but not for C++
option ‘-Wimplicit-function-declaration’ is valid for C/ObjC but not for C++
option ‘-Wimplicit-int’ is valid for C/ObjC but not for C++
option ‘-Wmissing-prototypes’ is valid for C/ObjC but not for C++
option ‘-Wmissing-parameter-type’ is valid for C/ObjC but not for C++
option ‘-Wold-style-definition’ is valid for C/ObjC but not for C++
option ‘-Wstrict-prototypes’ is valid for C/ObjC but not for C++
nhmall [Wed, 3 Feb 2021 17:56:55 +0000 (12:56 -0500)]
variable set but not used warning in qt_yndlg.cpp
../win/Qt/qt_yndlg.cpp: In member function ‘char nethack_qt_::NetHackQtYnDialog::Exec()’:
../win/Qt/qt_yndlg.cpp:80:9: warning: variable ‘ch_per_line’ set but not used [-Wunused-but-set-variable]
80 | int ch_per_line=6;
| ^~~~~~~~~~~
nhmall [Wed, 3 Feb 2021 15:55:07 +0000 (10:55 -0500)]
Qt c++ function name shadow warnings
We have a struct called mkroom and a function called mkroom()
so c++ complains about the mkroom() function hiding the
initializer for the struct.
Similarly, we have a struct called attack and a function
called attack().
There may be a more elegant way of eliminating those two
warnings, but renaming mkroom() to do_mkroom() and
attack() to do_attack() was straightforward enough.