PatR [Sun, 6 Mar 2016 09:02:18 +0000 (01:02 -0800)]
more bz130 - muse of horns
The bug report was actually about letting monsters use fire horns
without checking whether they could actually use wind instruments.
The previous fix probably handled most cases by excluding animals
and mindless creatures, but this is a more specific fix for MUSE
of fire and frost horns--they must pass the same test as the hero
and it's not limited to stopping being turned into slime.
PatR [Sun, 6 Mar 2016 03:57:25 +0000 (19:57 -0800)]
fix bz130 - muse: sliming and fire horns
There was no check for being capable of using items when an attempt
to cure being turned into green slime picked scroll, wand, or horn
of fire.
Also, implement a 'TODO' in the same section of code. Monsters
can enter fire traps to cure themselves from slime. I made that
be for monsters smart enough to use items too, even though there's
no actual item involved.
PatR [Thu, 3 Mar 2016 08:07:57 +0000 (00:07 -0800)]
fix #H4262 - mon weapon attacks for non-weapon dmg
Let monsters who have a weapon attack for non-physical damage dish
out physical damage instead of doing the drain life or drain
strength they usually do if they happen to be wielding cockatrice
corpses or a couple of particular aritfacts that do more harm
than just level drain. (Other artifacts are candidates, but I
don't think it's worth checking for them since the monsters
involved have such a small chance of acquiring and wielding them.)
Also switch to physical if monster's ability has been cancelled.
Only barrow wight, Nazgul, and erinys are affected. Yeenoghu and
the Master Assassin have a weapon attack for physical damage and
another one for non-physical damage (not necessarily delivered in
that order). They haven't been changed--only the physical damage
attack has a chance to apply their weapon's special damage.
PatR [Wed, 2 Mar 2016 23:01:21 +0000 (15:01 -0800)]
monmove.c tweaks
While looking at #H4265 ("Bug - Monsters opening doors" about
feedback naming the unseen monster who opened a door), I didn't
find the the problem. But I did notice a couple of suspicious
constructs. Fix an assignment that gave a boolean variable a
value of 16, and add parentheses around 'a & b' in (a & b && c).
The latter isn't incorrect, it just looks strange.
PatR [Wed, 2 Mar 2016 08:37:56 +0000 (00:37 -0800)]
address #H4266 - build problem with clang Modules
Report states that using OSX Xcode IDE results in use of 'clang
Modules', whatever those are, and role.c's 'filter' struct ends up
conflicting with a function declared by <curses.h> (or possibly
<ncurses.h> since one includes the other). src/role.c does not
include <curses.h>, so this smacks of the problems caused by using
precompiled headers on pre-OSX Mac.
Instead of trying to import nethack into Xcode, I temporarily
inserted '#include <curses.h>' at the end of unixconf.h. gcc did
complain about 'filter' in role.c (but not in invent.c, despite
-Wshadow), and then complained about termcap.c using TRUE when it
wasn't defined (after in had been #undef'd, where there's a comment
stating that it won't be used in the rest of that file), and also
complained about static function winch() in wintty.c conflicting
with external winch() in curses.
This renames 'filter' and 'winch()' to things that won't conflict.
Also, our winch() is a signal handler but had the wrong signature
for one. And the troublesome use of TRUE was in code that was
supposed to be dealing with int rather than boolean.
PatR [Mon, 29 Feb 2016 02:47:01 +0000 (18:47 -0800)]
fix #H4219 - renegade Angel banter
Lawful angels deliver taunt messages from a pool of messages which
might mention the lawful god; demons and non-lawful angels draw from
another pool which doesn't mention any gods. Since it is odd for a
'renegade' angel to claim to be operating for its god, choose taunts
from the other pool of messages for renegade lawful angels.
Not related: some formatting fixups in include/mextra.h.
PatR [Mon, 29 Feb 2016 01:42:12 +0000 (17:42 -0800)]
monk vs shuriken
One entry among many in #H4216: make shuriken be a pre-discovered
item for monk role. The word "shuriken" comes from Japanese and
martial-arts monk is primarily Chinese, but shuriken/throwing-star
is a martial-arts type of weapon and monks get a multi-shot bonus
for it (even though they can't advance its skill beyond basic...).
PatR [Sun, 28 Feb 2016 00:23:24 +0000 (16:23 -0800)]
address #H4247 & #4248 - theft of quest artifact
Two different reports complaining that having the Wizard steal the
hero's quest artifact is a bad thing. This doesn't change that,
but it does make all quest artifacts become equal targets so that
wishing for other roles' artifacts doesn't offer such a safe way to
have whichever special attributes they provide.
Quest artifacts are actually higher priority targets for theft than
the Amulet. I suspect that probably wasn't originally intended,
but I left things that way. Taking quest artifacts leaves the hero
more vulnerable to future thefts, and once they're gone the Amulet
has priority over the invocation tools.
PatR [Fri, 26 Feb 2016 23:16:49 +0000 (15:16 -0800)]
segment feedback when probing long worms
When using a stethoscope or wand of probing on a long worm, report
the number of segments it has in the feedback given.
Some of the extra bhitpos and/or notonhead assigments may not be
necessary. They were added when I was trying to figure out the
question of why probing of a tail segment revealed a long worm's
inventory even though the code explicitly prevents that. (Answer:
it didn't; I had misinterpreted bz 12 to think that that was what
was being reported. You need to use wand of probing--or "insigtful"
Magicbane hit--on the head in order to see its inventory or be told
"not carrying anything".)
PatR [Fri, 26 Feb 2016 22:37:07 +0000 (14:37 -0800)]
fix bz 12 - long worm inventory feedback
I initially misunderstood this bug report about a nymph who was
polymorphed into a long worm while carrying a cursed figurine.
It wasn't about a long worm having inventory or about probing of
the worm's tail revealing that it had inventory, it was about the
message given when the cursed figurine activated itself. If that
happened while the head was out of view but at least one tail
segment was visible, the message about the new monster emerging
from the long worm's backpack implied that that pack was carried
by the tail segment.
Only give the emerge-from-backpack message when the worm's head
is visible. Likewise if a carried egg hatches.
PatR [Wed, 24 Feb 2016 09:02:59 +0000 (01:02 -0800)]
new featurette: '-' in inventory menu
Requested during beta testing last year, include a menu entry of
"- - your bare hands" (or "your gloved hands") for wielding,
"- - empty quiver" for readying quiver,
"- - your fingertip" for engraving, or
"- - your fingers" for applying grease
if the user responds with '?' or '*' at the
"What do you want to {wield|ready|write with|grease}? [- abc or ?*]"
getobj prompt. (First dash is inventory selector 'letter', second
dash is menu separator between the letter and its choice description.)
PatR [Mon, 22 Feb 2016 23:50:34 +0000 (15:50 -0800)]
nasty() again
Even out the summoning distribution by adding more lawful candidates.
There used to be only 4; now there are 10. Chaotics have 14, so are
still more likely to get "neutral or own alignment" and stop, but the
difference is now pretty small once you factor in the 18 neutral ones.
PatR [Sat, 20 Feb 2016 02:15:45 +0000 (18:15 -0800)]
fix #H4246 - nasty() bugs
In theory nasty() could summon 200 critters at a time, although the
chance seems fairly remote. But it was biased towards having lawfuls
summon more critters than others since there are fewer lawfuls in the
nasties[] list. This puts a cap of 8 successful makemon() calls,
enough to completely surround the hero. More than 8 monsters can be
generated, if any of the makemon() calls produces a group. (I think
fire giants are the only thing in nasties[] that ever come in groups.)
It's still biased toward lawful summoners trying more times hoping to
produce a lawful creature and generating chaotic ones in the process.
The bug report also thought there was some problem between chaotic
and unaligned or with the Wizard, but unaligned is treated as if it
were chaotic (due to use of sgn() in the two or three places where
alignment type is manipulated) so that isn't an actual problem.
PatR [Fri, 19 Feb 2016 18:41:35 +0000 (10:41 -0800)]
repair tribute save-breaking change
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.
PatR [Thu, 18 Feb 2016 22:46:25 +0000 (14:46 -0800)]
tribute passage limit
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.
PatR [Wed, 17 Feb 2016 01:36:51 +0000 (17:36 -0800)]
looking at hidden monsters
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.
PatR [Wed, 17 Feb 2016 00:06:02 +0000 (16:06 -0800)]
fix for 'R' on armor ignoring 'T's restrictions
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)???".
PatR [Mon, 15 Feb 2016 08:59:33 +0000 (00:59 -0800)]
X11 extended command menu scrolling
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.
nhmall [Sun, 14 Feb 2016 22:45:20 +0000 (17:45 -0500)]
Warning and adjacent hiders
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.
PatR [Sun, 14 Feb 2016 02:06:50 +0000 (18:06 -0800)]
extended command menu for X11
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.
PatR [Sat, 13 Feb 2016 09:59:51 +0000 (01:59 -0800)]
src lint
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.
PatR [Tue, 9 Feb 2016 03:01:26 +0000 (19:01 -0800)]
fix #H4237 - color ignored for X11 text map
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.
PatR [Tue, 9 Feb 2016 01:03:24 +0000 (17:03 -0800)]
wc_tiled_map
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.
PatR [Tue, 9 Feb 2016 00:32:07 +0000 (16:32 -0800)]
revise X11 highlight yn prompting
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.
PatR [Sun, 7 Feb 2016 08:36:46 +0000 (00:36 -0800)]
X11 default resources
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.
PatR [Sun, 7 Feb 2016 02:25:42 +0000 (18:25 -0800)]
X11 scrolling message window
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.
PatR [Sun, 7 Feb 2016 02:00:27 +0000 (18:00 -0800)]
X11 highlight yn prompting
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.
PatR [Fri, 5 Feb 2016 23:46:24 +0000 (15:46 -0800)]
glob weight recalc
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.
PatR [Fri, 5 Feb 2016 22:41:16 +0000 (14:41 -0800)]
Makefile.utl dependency bug for dlb.o
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.
PatR [Fri, 5 Feb 2016 09:25:12 +0000 (01:25 -0800)]
tsurugi vs puddings
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).
PatR [Fri, 5 Feb 2016 08:25:39 +0000 (00:25 -0800)]
spell skils for role-specific special spell
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.)
PatR [Fri, 5 Feb 2016 01:55:20 +0000 (17:55 -0800)]
more X11 memory management
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.
Pasi Kallinen [Thu, 4 Feb 2016 07:56:51 +0000 (09:56 +0200)]
Add git mailmap file to canonize committer names
Without rewriting the complete commit history, we cannot adjust
the committer names or emails. Luckily git allows mapping committer
names and email via the .mailmap file in the repo.
Most visible difference is when using "git shortlog -sne"
PatR [Thu, 4 Feb 2016 07:39:24 +0000 (23:39 -0800)]
lint cleanup to pacify gcc
I upgraded from OSX 10.5.8 via 10.6.3 to 10.6.8, plus Xcode to whatever
version was on the 10.6 dvd, and ended up with a more recent version of
gcc that is configured to use 64 bit longs and 64 bit pointers (by
default; presumably that can be changed if necessary). It triggered
several warnings about converting int to pointer of different size or
vice versa even when explicit casts were in use, and a couple of other
things.
David Cohrs [Wed, 3 Feb 2016 19:50:03 +0000 (11:50 -0800)]
vortexes and unsolid monsters need not avoid webs
Based on a bug report from beta testers in 2010. mintrap()
already had partial checks for this (now fire vortex also burns
a web, as per suggestion in the bug report) but mfndpos()
lacked checks so mintrap() code was almost never exercised.
PatR [Wed, 3 Feb 2016 07:44:58 +0000 (23:44 -0800)]
fix #H4094 - shopkeeper "it" message
Most shop messages use shkname() to give the shopkeeper's accurate
name (or hallucinatory substitute) even if he or she can't be seen.
stolen_value() was using mon_nam(), which calls shkname() if the
monster is a shopkeeper who can be seen, but produces "it" when not
seen. Change it to use shkname() like the rest of the shop routines.
Also, replace Monnam() (quite a few instances) with new Shknam() to
do the same duty when the name is at the start of a sentence.
There was also a very obscure bug where if you could see two
shopkeepers at the same time, you could probe the map one spot at
a time with repeated use of the 'p' command to locate monsters in
general and other shopkeepers in particular. Very tedious and not
very useful, but now fixed.
nhmall [Wed, 3 Feb 2016 02:00:26 +0000 (21:00 -0500)]
tile names in other.txt
Changes to be committed:
modified: win/share/other.txt
modified: win/share/tilemap.c
modified: win/share/tiletext.c
On 2/2/2016 7:27 AM, paxed wrote:
> https://www.reddit.com/r/nethack/comments/43n8i2/can_anyone_tell_me_what_these_zigzag_tiles_are/
>
> Looks like the tiles in question have been labeled as "wall" since
> 3.4.3 at least
>
Put better labels on the 'other' tileset and accept those
labels in the tile processing utilities.
PatR [Tue, 2 Feb 2016 23:19:31 +0000 (15:19 -0800)]
X11 memory management
The big memory allocation for tiles that was unfreed according to
heaputil was actually freed by X according to a comment in the code.
But free it explicitly for #if MONITOR_HEAP so that the alloc/free
tracking stays accurate.
Also, the cached extended commands menu was not being freed, so take
care of that. I wasn't sure where to handle it; I ended up making it
happen when the map window is torn down.
PatR [Tue, 2 Feb 2016 01:30:09 +0000 (17:30 -0800)]
NH_HEAPLOG vs tile utilities
I just tried to build with MONITOR_HEAP defined in unixconf.h plus
WANT_WIN_X11=1 for make. tile2x11 wouldn't link. It doesn't use
alloc() and free(), but it does link with drawing.o, and drawing.o
has calls to free(), so MONITOR_HEAP makes it need nhfree() from
alloc.o.
All the miscellaneous tile utilities seem to link with drawing.o, so
they all need alloc.o too, and that drags in util/panic.o as well.
I've only changed it for Unix where I can actually test the change
but other platforms probably should do this too. Or we need to redo
drawing.c so that the small subset of stuff utilities want is
separate from the code the core uses for that same stuff.
PatR [Mon, 1 Feb 2016 02:22:31 +0000 (18:22 -0800)]
fix bz16 - book becoming cursed while being read
Attempting to read a cursed spellbook fails with a nasty effect. But
a non-cursed book can become cursed while being read (malignant aura
after Wizard has been killed). Assuming no interruption for other
reasons, the read would finish, the spell be learned, and then the
nasty effect would be given. This changes things so that if the book
being read becomes cursed and the hero notices (book's bknown flag is
set), the read-in-progress will be interrupted. Resuming will take
the attempting-to-read-a-cursed-book path. Unfortunately, if the
hero doesn't notice, the old behavior still applies. Maybe the new
behavior should happen even if bknown isn't set (but then player
won't be told why the interruption occurred).
PatR [Sun, 31 Jan 2016 03:39:29 +0000 (19:39 -0800)]
X11 menus - support pre-selected menu entries
X11 had been ignoring add_menu(..., MENU_SELECTED) to specify a
pre-selected menu entry. This adds support for that.
Attempt to implement pre-selected entry for PICK_ONE menu sanely by
returning the pre-selected entry instead of toggling it off if the
user chooses it explicitly. Inner workings of menus are convoluted
so I'm not sure it's 100% correct, although testing hasn't found any
problems. (tty currently returns 0 for "nothing picked" when
explicitly picking a pre-selected entry in a PICK_ONE menu, and the
core jumps through hoops to handle it. That can't be cleaned up until
all interfaces which support pre-selected entries achieve sanity.)
Make "random" be chosen for <return> or <enter> during role selection
and highlight it to reflect that. (Role selection for X11 uses its
own code instead of nethack menus, so pre-selection isn't applicable.)
PatR [Sat, 30 Jan 2016 01:14:42 +0000 (17:14 -0800)]
crash fix
After the recent shopkeeper fix, I wanted to find out what happens if
you turn to stone in the spot inside the shop door. It didn't go too
well--a change of mine from three weeks ago caused a crash due to
passing a null pointer to strcmp(). Death from being turned to stone
or from starvation when there was no while-helpless reason (probably
not possible for starving) triggered it. This fixes that.
As far as the test goes, the shopkeeper takes your inventory and moves
it all the way into the shop, and a statue of the petrified hero is
left without contents in the spot in front of the door. That shk was
awfully quick....
PatR [Sat, 30 Jan 2016 00:06:32 +0000 (16:06 -0800)]
fix glob fixes
The impossible about partly eaten glob having more nutrition than
an untouched one after another glob had been absorbed into it was
not a 3.6.0 bug, it was an interim situation when I converted glob
nutrition to be based on glob weight rather than on the creature
corpse weight. So take that fixes36.1 entry out.
Add one about black puddings that was included in the glob patch.
David Cohrs [Fri, 29 Jan 2016 02:38:53 +0000 (18:38 -0800)]
avoid crash for long lines in nethackrc
read_config_file() has used a buffer of size (4 * BUFSZ) since 3.4.x
so parse_config_line() needs a buffer of the same size to avoid
buffer overrun. Allows my old .nethackrc to work again.
PatR [Fri, 29 Jan 2016 02:13:25 +0000 (18:13 -0800)]
revisit #H4083 - glob ID and merging
Globs on the floor used different criteria (anything goes) than globs
in inventory (mostly requiring same ownership when in shops and same
curse/bless state--other stuff generally isn't applicable) when
deciding whether two globs should merge. That was okay as long as
the globs on the floor were from being left behind when a pudding or
ooze was killed, but not if the player had picked some up, dipped
them in holy or unholy water, and dropped them again. This changes
things so that globs on the floor use the same criteria as globs in
inventory when deciding whether to coallesce.
Also, my earlier fix was modifying globs in the mergeable() test (to
make bknown and rknown match) rather than during actual merge, which
would be a problem if the merger didn't take place for some reason.
Pasi Kallinen [Thu, 28 Jan 2016 17:44:29 +0000 (19:44 +0200)]
X11: Attach translations also to menuform
Without this, the keyboard commands don't work in the extended
command window on Linux. If the translations are removed from
menuformview, then the keyboard commands don't work on Mac.
Having the translations in both doesn't seem to hurt.