PatR [Thu, 12 Nov 2020 12:30:25 +0000 (04:30 -0800)]
fix #K2924 - breaking a wand without free hands
Breaking a wand didn't require the hero to have free hands.
That's definitely a bug when they're both welded to the same
two-handed weapon. It's debatable when welded separately to
a one-handed weapon and to a shield but simpler to pretend
there's no such distinction.
This also makes glass wand join balsa wand as "fragile". Hero
doesn't need as much strength to break them as other wands and
the wording for breaking them is slightly different.
My fixes entry initially had a trailing space. When I took
that out, I spotted a couple of others so take those out too.
PatR [Mon, 9 Nov 2020 00:38:01 +0000 (16:38 -0800)]
Qt paper doll's depiction of two-handed weapon
When wielding a two-handed weapon, Qt's paper doll shows uwep
in the shield slot as well as in the weapon slot to reflect
that it's occupying both hands. Make the shield slot's copy
be a mirror image of the weapon's tile so that it looks less
like wielding two weapons.
PatR [Mon, 9 Nov 2020 00:07:42 +0000 (16:07 -0800)]
fix github issue #408 - stuck to distant mimic
Attacking a concealed mimic at range by applying a polearm
could make the hero be stuck to that mimic in addition to
bringing it out of hiding. Only do that when adjacent.
This also adds a new sanity check when setting u.ustuck.
It may get triggered by other sticking activity since only
attacking has been tested. The check must be explicitly
enabled by setting the wizard mode 'sanity_check' option.
PatR [Fri, 6 Nov 2020 00:03:05 +0000 (16:03 -0800)]
github pull request #406 - polyfodder() macro
Some eggs and tins could cause an out of bounds index into the
mons[] array. Post-3.6 bug: the faulty part of the test is only
relevant for 3.7 genetic engineer monster. Earlier versions just
called pm_to_cham() which does it's own index validation.
PatR [Thu, 5 Nov 2020 23:35:30 +0000 (15:35 -0800)]
Qt text windows
Text window search behaved very strangely: at some point after
selecting [Search], entering a search string, having the string
entry popup go away, and having the search performed, but before
the result could be shown, the text window got pushed behind the
main window (map+messages+paperdoll+status). Clicking on the
main window's minimize button hid the main window and gave access
to the text window behind it. That was still functional even
after having been inaccessible; another search could be performed
and/or it could be dismissed. I still don't know what causes
that or how to properly fix it, but using raise() is a workaround
to bring it to the front where it belongs. Unfortunately you can
see it go away and come back so searching for text is distracting.
Allow <return> (when not searching) to dismiss all text windows
including RIP. Accept ctrl+[ as ESC.
Make text window searching be case-insensitive.
Searching wouldn't find a match on the first line of text. Now
it will.
This also includes an attempt to fix github issue #400 (typing a
pickup command while "things that are here" popup text window is
displayed seems to hang the program), but since I can't reproduce
that, I can't tell whether the fix works. The issue description
says that pickup started executing and "things here" couldn't be
dismissed which is different from "things here" being behind the
map waiting for it to be dismissed. The attempted fix is for text
window handling to tell Qt that it wants control of the keyboard,
so nethack shouldn't see any attempted pickup command.
PatR [Thu, 5 Nov 2020 22:36:13 +0000 (14:36 -0800)]
Qt string requestor
Some enhancements to the widget used to get player input for
getline() and also menu search and text window search.
give caller control of [cancel] and [okay] button names;
give caller a say in how wide the string input box should be
instead of basing that on the length of the prompt string
(needs more work...);
use fixed-width font for displaying the user's input;
clean up the widget layout a little bit.
src/Makefile needs a dependency update for Qt (not included).
PatR [Tue, 3 Nov 2020 22:25:06 +0000 (14:25 -0800)]
ignitable() macro
ignitable() was excluding magic lamp and then every place that
used it did so as 'ignitable(obj) || obj->otyp == MAGIC_LAMP'
so just include magic lamp.
I noticed that while hunting for an explanation for report #K2734
where returning to a previously visited level triggered the
warning "begin_burn: unexpected eggs". I've decided that the
zombie apocalypse is probably the cause. It inserted a new type
of timer in the list of such but it didn't bump EDITLEVEL to
invalidate save and bones files which relied on indices into the
old list. I'm not sure whether we should bump that now.
PatR [Sun, 1 Nov 2020 21:46:16 +0000 (13:46 -0800)]
Qt hitpointbar coloring
A couple of colors used by the Qt hitpointbar didn't look very good.
Switch to lighter green because the named value for that is too dark.
It was using the wrong value for orange; the right one isn't too dark
after all.
PatR [Sat, 31 Oct 2020 22:34:47 +0000 (15:34 -0700)]
Qt: yn dialog bit
Take care of a Qt TODO: when using 'popup_dialog' and entering
a count during a yn#aq question, change the default answer button
from 'n' to 'y' since ending the count with <return> accepts it.
PatR [Sat, 31 Oct 2020 00:46:21 +0000 (17:46 -0700)]
more alignment conversion
The overview code could reveal the true alignment of an altar
if hero saw a mimic pretending to be an altar on that spot, or
reveal junk for the alignment when mimicking at altar on some
other spot.
Avoid passing macros that might evaluate their arguments more
than once to other macros which might also do that. The hidden
code expansion can easily get out of hand (although in this case
it was modest).
Also, get rid of the unused MSA_foo alignment values since two
of them had the values swapped. Lastly, make Amask2align() more
robust in case a value with the shrine bit set gets passed to it.
PatR [Thu, 29 Oct 2020 01:07:27 +0000 (18:07 -0700)]
Qt character selection hackery
Tweak the Qt character selection widget format a bit. Forcing
the 'logo' string to be taller has resulted in stretching the
window enough to fit all the roles without a scrollbar. (On my
monitor on my OSX system, that is. It won't necessarily be an
improvement for anybody else but shouldn't break anything.)
The TODO item about making it taller so that role list fits is
still there.
PatR [Wed, 28 Oct 2020 08:43:53 +0000 (01:43 -0700)]
Qt: character selection
For Qt's character selection widget, only allow the [Play] button
to be used when the character name field is non-blank. When that
field is blank, show "(required)" there.
Catch up with SYSCF for checking generic names like "player".
Fix up handling for some conditionally unused variables.
PatR [Tue, 27 Oct 2020 22:10:22 +0000 (15:10 -0700)]
Qt: new game vs saved game selection
If player got Qt's saved game selection widget at startup but
picked "new game" there, the save file for the last character
in the list of saved games would be clobbered with the new
character's game if a save was performed. It wasn't necessarily
easy to spot because saved game selection shows the character
name from inside the file rather than from the file name, so the
next restore would look normal except for one older character
missing.
Noticed while testing: when you used the character selection
widget (either by picking "new game" in saved game selection or
because there aren't any save files), if you blanked out the
name field or it was already blanked because a generic name like
"player" had been specified, then clicked on "play", the program
would get stuck in a loop somewhere. I didn't try to figure out
where, just changed qt_askname() to revert to original name if
it ended up with a blank one.
PatR [Tue, 27 Oct 2020 05:37:40 +0000 (22:37 -0700)]
Qt saved game selection
This fixes the Qt popup widget for selecting among saved games.
The character name from each applicable save file is shown in a
button and clicking on one of those buttons restores corresponding
file. Previously all the buttons were written on top of each
other so only the final name was visible and the button for the
initial name received the click. The widget also has [quit] and
[new game] buttons.
This fixes restoring an existing save file if no character name
is supplied on the command line in the options. It does not fix
the problem where picking [new game] remembers the file name of
the last saved game in the popup's list and overwrites that file
(after requesting confirmation to do so) if/when you eventually
save. The resulting file will contain the character just saved
but be named for the earlier one. It may not be obvious because
on subsequent restores it will list names from inside the files
rather than deduce those from file names, so the clobbered/
misnamed file will just show up as the former new character.
PatR [Mon, 26 Oct 2020 19:44:40 +0000 (12:44 -0700)]
Qt popup dialog input vs '&'
I'm not sure whether any yn_function() calls include ampersand
in the list of acceptable choices but if any did, the button
for that character would have shown up blank. (Clicking on it
would have successfully produced '&' as player's input though.)
PatR [Sun, 25 Oct 2020 22:47:49 +0000 (15:47 -0700)]
Qt hitpointbar
Add support for the 'hitpointbar' to the Qt interface. Rather
than rendering the status title (name+rank or name+monster_species)
using inverse video for leading substring to produce distinct left
and right sides, draw a horizontal bar above that field.
The left portion (current health) is thicker and uses red for <10%
or <5hp, orange for <25% or <10hp, yellow for <50%, green for <75%,
blue for <100%, and black for 100%.
The right portion (missing maximum health) is thinner and runs
from white (paired with red), light gray (paired with orange),
dark gray (with yellow), plain gray (which turns out to be darker
than dark gray, with green), dark blue (with blue), and black (but
black is never shown for injury portion because that's suppressed
when at full health).
Qt already supports a square frame around the hero's map tile that
changes color according to health. Turning the hitpointbar option
Off or On has no effect on that.
PatR [Sat, 24 Oct 2020 10:17:19 +0000 (03:17 -0700)]
disclosure prompt phrasing
With to-be-3.7, if game ends without any achievements, the conduct
disclosure prompt is the same as it has always been
Do you want to see your conduct?
If it ends after attaining one achievement (probably entering the
mines or acquiring the second rank title when gaining Xp level 3)
you're asked
Do you want to see your conduct and achievement?
which looks awkward after the fact if 'y' reveals multiple conducts.
Instead of deciding whether to pluralize "conduct(s)", simplify the
prompt when one or more achievements have been attained to be
Do you want to see your conduct and achievements?
That works even when there is only one achievement.
PatR [Sat, 24 Oct 2020 03:15:01 +0000 (20:15 -0700)]
fix #K2622 - fire/frost horn feedback for monster
When a monster used a fire horn or frost horn to attack the hero,
the feedback claimed that the attack was being directed at itself.
The error occurred in code that was added to 3.7 during 3.6
development but wasn't present in 3.6.x so fixes entry is in the
"exposed by git" section.
PatR [Sat, 24 Oct 2020 02:43:10 +0000 (19:43 -0700)]
fix #K2617 - metallivores eating iron bars
Monsters with rust attacks (rust monster) and corrosion attacks
(black pudding, gray ooze) can eat or otherwise destroy iron bars
but xorns could only move through the iron bars spot without being
able to eat the metal there. Change xorn to eat bars instead of
phazing through them. Lets rock moles eat bars too.
Hero polymorphed into a rust monster would eat bars if trying to
move to their location but couldn't do so if already there (maybe
was in xorn form and now in rust monster form). Xorns could pass
through them but not eat them. Allow hero metallivores to eat
bars at the current location via 'e', similar to eating food off
the floor. Hero as rock mole behaves like rust monster.
Pasi Kallinen [Wed, 21 Oct 2020 18:04:03 +0000 (21:04 +0300)]
Mild Zombie Apocalypse
When a zombie (or lich) kills a monster in melee without a weapon,
the monster can rise few turns later as a zombie.
The only creatures that can be zombified are ones that actually have
a zombie counterpart monster. A zombie cannot turn a jackal into
a zombie, for instance. But it could turn a shopkeeper into a human
zombie, or a dwarf king into a dwarf zombie.
Zombies will fight with monsters that can be turned into zombies.
Originally this was a SliceHack feature, but this is based on xNetHack
version of it, with some modifications.
Bart House [Sat, 13 Jul 2019 17:53:53 +0000 (10:53 -0700)]
Removing assertion that does not hold under all scenarios.
When we save gamestate as part of making an insurance snapshot, we will
save message history which will clear toplines but leaving window state
in tack including the need for more.
Bart House [Fri, 12 Jul 2019 04:04:29 +0000 (21:04 -0700)]
Fixed bug with inmore and toplin state management.
When fuzzing, we would increment ttyDisplay->inmore but then prematurely
exit more() leaving ttyDisplay->inmore set.
Under various conditions, we can request to remember the topline when
the topline had not yet been acknowledged leaving toplin state in an
inappropriate state.
Bart House [Sat, 13 Jul 2019 23:00:14 +0000 (16:00 -0700)]
Add stopping in the debugger when nhassert() is hit in the windows port.
When stopping in the debugger after having called impossible, the windowing
state will have been modified since the assertion was hit. This made
examining state that caused the nhassert to fire no longer possible.
To avoid this issue, we now detect the debugger and stop in the debugger
prior to impossible.
Bart House [Fri, 12 Jul 2019 03:46:19 +0000 (20:46 -0700)]
Remove the remapping of snprintf to _snprintf when compiling with MSC.
_snprintf and snprintf have one very important semantic difference.
_snprintf does NOT add terminating null character when the buffer limit
is reached while snprintf guarantees a terminating null character. It
was a mistake to make this naming change hiding the fact that the
semantics don't match what the developer might expect.
PatR [Sat, 17 Oct 2020 18:10:00 +0000 (11:10 -0700)]
Qt status window icon alignment
When the game windows were initialized, the anhk icon for alignment
was centered relative to Lawful/Neutral/Chaotic label but during
the first status update it noticeably shifted left. Non-blank
hunger or encumbrance states could change from centered to left
justified when they were present and the icon was replaced. Oddly,
resetting the 'centered' attribute for the widget wasn't sufficient
to fix this. Running the resize code for that widget did. Another
case of trial and error to make things work the way they ought.
Also, don't highlight a change in alignment or dungeon location as
"got worse" if the internal numeric value went down instead of up;
always highlight as "got better" for those two fields. There ought
to be a third choice for just "changed" but that would have been
more complicated.
PatR [Fri, 16 Oct 2020 01:22:26 +0000 (18:22 -0700)]
Qt paperdoll - slight reorganization
Three-way swap: move blindfold to alt-weapon slot, alt-weapon to
quiver slot, and quiver to former blindfold slot. Affects first
and third rows of the 6x3 grid.
Before |After
x H b | b H q
S a w | S a w
G C q | G C x
[x=alt-weapon, H=helmet, b=blindfold, S=shield, a=amulet, w=weapon,
G=gloves, C=cloak, q=quiver; bottom three rows not changed so not
shown.]
PatR [Wed, 14 Oct 2020 23:06:25 +0000 (16:06 -0700)]
Qt paperdoll - tool tips used to describe items
New for Qt, moving the mouse over one of the slots in the paperdoll
inventory subset and letting it pause there will use Qt's tool tip
mechanism to give a description of the item under the pointer, if
there is one, or of what the slot would contain when there isn't.
So "e - uncursed leather gloves (being worn)" or "no gloves" when
the pointer is over the glove slot. If you do something with the
keyboard to make the paperdoll change while the mouse is still
hovering, you'll need to move the pointer slightly to have Qt
recheck for tool tip at that spot. It may be feasible to force
an immediate update, but I'm satisfied with how it's working.
Interestingly, you can move pointer and hover while yn_function()
has asked you to pick an inventory item and is waiting for an
answer. Mostly useful for Take-off/Remove or #adjust.
PatR [Wed, 14 Oct 2020 10:02:55 +0000 (03:02 -0700)]
Qt toolbar: add button for 'search'
The toolbar contains do-Again, Pick up, Drop, Kick, Throw, Fire,
Eat, and Rest. Insert Search in front of Rest since it's useful
in its own right and some players prefer it even when resting.
Includes a new 12x13 icon; a tiny magnifying glass shown straight
on is something I can manage.
PatR [Tue, 13 Oct 2020 21:05:52 +0000 (14:05 -0700)]
Qt "Get" -> "Pick up"
Both the toolbar button for pick up and the action menu entry for
pick up were labeled "Get". That's confusing for an experienced
player who is looking for "Pick up". Rename both of them.
Also, consolidate repetitive code used to set up toolbar buttons.
PatR [Tue, 13 Oct 2020 20:41:57 +0000 (13:41 -0700)]
Qt toolbar 'rest' button
An issue in the core made the "Zz" button in the Qt toolbar only
work if rest_on_space was enabled. cmd_from_func() was returning
' ' instead of '.' for the keystroke to run the rest command.
PatR [Sat, 10 Oct 2020 18:46:02 +0000 (11:46 -0700)]
fix github issue #399 - [not] fixing chest lock
Use ansimpleoname() instead of doname() to describe the key or
lock pick or credit card when reporting "You can't fix a chest's
broken lock with a <foo>." doname() includes BUC status when
known and feedback mentioning a particular bless/curse state on
the tool that can't be used to fix the lock suggests that some
other bless/curse state might be viable.
nhmall [Sat, 10 Oct 2020 12:55:43 +0000 (08:55 -0400)]
silence some util/makdefs.c src/mdlib warnings
In file included from makedefs.c:213:0:
../src/mdlib.c: In function ‘runtime_info_init’:
../src/mdlib.c:808:12: warning: variable ‘timeresult’ set but not used [-Wunused-but-set-variable]
time_t timeresult;
^~~~~~~~~~
makedefs.c: In function ‘do_date’:
makedefs.c:1140:16: warning: unused variable ‘ind’ [-Wunused-variable]
const char ind[] = " ";
^~~
makedefs.c:1139:9: warning: unused variable ‘steps’ [-Wunused-variable]
int steps = 0;
^~~~~
makedefs.c: In function ‘do_monstr’:
makedefs.c:1934:12: warning: variable ‘j’ set but not used [-Wunused-but-set-variable]
int i, j;
^