When travel destination is one step away the code stops probing
for a path and reverts to normal movement, but it wasn't handling
the case where the one step was an impossible diagonal except for
hero being a grid bug. If the situation was a diagonal that's
too narrow to squeeze through, travel would end and regular move
would fail.
I've rejected the suggested fix and done it differently, without
attempting to figure out why the change to end_running() would
have been wrong. Clearly it was code that called end_running()
which needed to be fixed.
The test case was
..x|.
..|@.
.....
while carrying enough that directly moving from '@' to 'x' will
not be allowed. '@' would move one step south west and then stop
because findtravelpath() had ended travel due to single step move.
A similar case is
###
|x-#-
|0@.|
where 'x' is a doorway with intact open door and '0' is a boulder.
Prior to this fix, player would get "a boulder blocks the way" and
not move. After, '@' will move northeast then northwest then west
to get into orthogonal position and finally south into the doorway.
Even though it definitely fixes both mentioned test cases, I won't
be surprised if this results in regressions for other situations.
Requesting a lookup of "arc ranks" or "wizard ranks" will show a
list of the rank titles and the experience levels that use them
for the specified role. Looking up a specific rank title such
as "curator" works for many of them, but some such as "wizard"
already match existing entries and continue to do so. There is
just a bare list of the titles with the levels they apply to, no
attempt at flavor text.
Also, add a lookup key for "novel" and "paperback book" which
have been yielding the "no match" result. It lists all 41 of
the Discworld titles. Again, just a bare list, no added flavor.
These all look ok on tty, curses, Qt (which watches for any line
containing four consecutive spaces while collecting the text to
be displayed and switches to fixed-width font if it is sees that),
and X11 (which specifies fixed-width font for popup text windows
in default NetHack.ad file). It might not look good on Windows
GUI if that is using a proportional font.
Change how menu choice 'A' (auto-select everything) works. It will
now auto-select all things that match any other choices (object
class(es) or BUCX state(s) or possibly unpaid status). So it still
skips the second menu of specific objects. And it still picks all
objects when it is the only choice or if player uses '.' to select
it along with all the rest of the first menu's possibilities.
This change won't help anyone who picks 'A' without really meaning
to. (Maybe add a paranoid_confirm setting to for full-menu-A?)
Affects container apply/#loot and Drop-multiple. The invent.c part
is just formatting.
Change Trollsbane versus troll corpse revival: instead of revival
failing if Trollsbane is wielded at time of revival attempt, mark
the corpse no-revive if killed by Trollsbane (whether by the hero
or a monster).
If a no-revive corpse is within view when time to revive occurs,
give "the troll corpse twitches feebly" even when the hero isn't
responsible. That used to only apply if the hero zapped the
corpse with undead turning, which would have become inoperative
because now being zapped by undead turning clears the no-revive
flag and revives as normal. In other words, undead turning magic
overrides killed-by-Trollsbane or non-ice troll having been in an
ice box.
Report states that the dungeon overview menu doesn't honor the
'menu_headings' option. However, dungeon overview is not a menu.
Despite that, switch its hardcoded use of bold and inverse to use
the option value instead. It doesn't really need two different
highlights and this allows user to control which video attribute
gets used. If someone wants different highlighting for overview
than for menus, they're out of luck.
fix github issue #483 - map display while engulfed
Report raises two issues:
1) if you perform magic mapping while engulfed (or underwater) the
map got updated and player could view it with cursor+autodescribe,
but when done viewing it did not switch back to the limited engulfed
(or underwater) display.
2) when picking a teleport destination while engulfed/underwater you
have to pick the spot while seeing only the limited view of the map
that is shown while engulfed/underwater.
This fixes #1. I'm inclined to classify #2 as traditional behavior
and am not going to try to figure out a fix for it.
Homemade tin would yield a flat 50 points of nutrition even when
made from a corpse that provides less than 50 points. Take the
minimum of the two amounts instead of always 50.
fix pull request #479 - statues of stoning-immunes
Statues on Medusa's level are supposed to be from petrified creatures
rather than somebody's artwork, so creatures that can't be turned to
stone aren't eligible. However, creatures who change form when hit
with stoning damage (foo golems to stone golem) were being allowed.
Also, statues in cockatrice nest rooms are supposed to be from former
characters and take their names from the high scores file. But when
'record' is empty, the statue would be of a random creature instead
of being changed into a player character, so both not the latter and
possibly something that can't be petrified.
I've taken the Medusa part as-is but did the cockatrice nest part
differently. It rejected statues of non-stonable creatures in case
the named character attempt failed. I've changed things so that when
a named player character can't be created, it will use an unnamed one
instead of random creature. The issue of maybe ending up with a non-
stonable form goes away because all player characters are vulnerable.
PatR [Mon, 29 Mar 2021 18:48:24 +0000 (11:48 -0700)]
"fix" github issue #475 - Trollsbane
Player's pet killed a troll with Trollsbane and the corpse later
revived. He assumed that killing a troll with Trollsbane is what
prevents troll corpse revival but that is inhibited by the hero
be wielding Trollsbane at the time revival is attempted.
Having killed-by-Trollsbane be the reason for blocking revival
would be much better but looks like a lot of work for something
which was supposed to be a one-line enhancement to an under-used
artifact. This extends revival inhibition to having anyone on
the level be wielding Trollsbane rather than just the hero.
Not a proper fix but I think it's better than nothing.
PatR [Mon, 29 Mar 2021 17:46:29 +0000 (10:46 -0700)]
fix github issue #477 - incorrect MC calculation
when wearing an amulet. Wearing any amulet while having the
Protected attribute was conferring an amulet of guarding's +2 MC
bonus. Mattered when Protected via worn ring(s) of protection or
wearing Mitre of Holiness or wielding Tsurugi of Muramasa for
hero, or the latter two or being a high priest[ess] for monsters.
(Being Proteced via cloak of protection already yields maximum MC,
or via amulet of guarding yields intended result.)
PatR [Mon, 29 Mar 2021 16:35:43 +0000 (09:35 -0700)]
pull request #465 - explding hero waking monsters
A polymorphed hero who exploded when attacking thin air would use a
radius based on experience level rather than the fixed radius that
the monster form itself used. When exploding at a monster it didn't
wake other monsters at all.
PatR [Mon, 29 Mar 2021 16:17:33 +0000 (09:17 -0700)]
'O' vs 'altmeta'
I accidentally toggled the 'altmeta' option On and got this
non sequitur result when trying to toggle it back Off:
|The altmeta option may not both have a value and be negated.
PatR [Sun, 28 Mar 2021 00:24:13 +0000 (17:24 -0700)]
wight difficulty
When wights were given a cold attack back in January, their
difficulty rating wasn't re-evaluated. The dummy monstr.c
produced by 'makedefs -m' puts it at 8 rather than previous 7.
PatR [Sat, 27 Mar 2021 01:33:03 +0000 (18:33 -0700)]
update doc/Guidebook.txt after several revisions
I tried to follow the directions for the cron generated update
but the first step yielded
fatal: Not possible to fast-forward, aborting.
so I just diff'd the cron-NetHack-3.7 branch's Guidebook.txt
and the NetHack-3.7 one, applied that diff as a patch to my
copy of NetHack-3.7, and am committing it as an ordinary change.
PatR [Fri, 26 Mar 2021 23:19:24 +0000 (16:19 -0700)]
'f' for aklys
Adopt a feature mentioned in the xNetHack release announcement.
If you use the fire ('f') command when wielding a throw-and-return
weapon while your quiver is empty and the 'autoquiver' option is
Off, throw the wielded weapon instead of prompting to fill the
quiver. It will usually return and be re-wielded, so be ready to
fire again.
PatR [Tue, 23 Mar 2021 20:54:58 +0000 (13:54 -0700)]
Guidebook.mn SPECIAL THANKS - no need to shout
Guidebook.tex already uses mixed case for "Special Thanks"
but it put Dungeoneers into a new section--one on par with
Credits--rather than have that be a continuation of the
Special Thanks subsection. Split the difference: make
Dungeoneers be a second subsection of Credits in both.
PatR [Tue, 23 Mar 2021 15:52:36 +0000 (08:52 -0700)]
more monster/door interaction
Apply visibility fixups for monsters triggering door trap
explosions or digging through doors similar to the monster-opens-
door-handling from a couple of days. Again, the issue is that
hero/player can see a closed door in situations where they can't
see an open one, and messages about the door being opened or
destroyed need to take that into account when seeing a closed
door go away.
Not as thoroughly tested as monster just opening closed door.
PatR [Mon, 22 Mar 2021 22:31:29 +0000 (15:31 -0700)]
wizard mode wishing for doors
It was possible to wish for a secret door, if done at a wall or
door location, but not for a regular door. Add that. (Dig
followed by locking magic possibly followed by open or by kick
could cover most of the details without wish support, but there
wasn't any way to force a closed or locked door to be trapped.)
The wish request can include "trapped" (or "untrapped", the
default) and/or one of the 5 door states: "locked", "closed",
"open", "broken", or "doorless" (default is "closed"). If more
than one state is specified, the last one in the wish text
overrides others. If trapped is specified with open or broken or
doorless, it will be ignored.
Allow "looted" when wishing for a fountain, sink, throne, or tree.
For the ones with multiple loot tracking bits, it sets them all.
Explicitly reject a wish for a wall rather than claiming nothing
of that description exists.
PatR [Sun, 21 Mar 2021 09:33:20 +0000 (02:33 -0700)]
fix #H6928 - monster vs closed door messaging
Report from roughly two and half years ago was about "<monster>
opens the door" without displaying <monster>.
Monster movement first decides whether a monster can pass closed
door. If so, the monster is placed at the door spot, a message
is given about that movement (unlock, open, smash down, &c), and
finally the map is updated.
Changing the sequence to update the map before issuing the door
message was not sufficient to fix this. In the corridor plus
closed door plus lit room map fragment shown here, when 'O' moved
to '+', you would see it there if the hero is at '1' or '2', but
not if at '3', '4', or '5'; open door was shown instead. But the
message described 'O' accurately rather than as "it" for all those
hero locations.
: -----
: #O+1...
: |2...
: |3...
: |4...
: |5...
: -----
For 3,4,5 the #vision command shows the closed door as 3 before
the O move, but blank (0) after. In other words, the closed door
is within line of sight but once opened, the doorway spot isn't.
It makes sense that the closed door behaves like a wall but I'm
not sure whether the behavior for an open door's breach does too.
I had an awful workaround that successfully displayed the monster,
but it wouldn't show the same thing if the door was already open,
so I've changed the situation to yield "You see a door open."
PatR [Sat, 20 Mar 2021 17:52:46 +0000 (10:52 -0700)]
another getobj/force_invmenu fix
For !force_invmenu when attempting a command that needs an object,
if inventory is completely empty
What do you want to <foo>? [*]
will report "Never mind" and stop asking if player presses return
or report "Not carrying anything" and reprompt if player types '*'.
But for force_invmenu, it would report
Not carrying anything. Never mind.
without any reprompting in between the two messages. Just skip
the second message in that situation.
Perhaps the first case should avoid reprompting too but I haven't
gone that far.
PatR [Sat, 20 Mar 2021 16:42:31 +0000 (09:42 -0700)]
github pull request #467 - getobj() changes
Incorporate the changes from pull request #467, which itself
incorporates a fix for issue #441. Allows hands/self to be an
acceptable but hidden choice (don't think any command actually
needs this). When 'force_invent' option is on, show all the
acceptable but usually hidden choices if no ordinary candidates
are available instead of having an empty menu. Also, omit
force_invent's "* - (list everything)" extra menu entry if the
menu already contains everything.
Cleans up a couple of whitespace issues too. I changed at least
one more and added a couple of comments. I'm not sure about the
comment change that I made in hack.h; the original said "foo is
identical to foo" but the revision might not be accurate.
PatR [Fri, 19 Mar 2021 14:14:21 +0000 (07:14 -0700)]
More Guidebook menu_* settings
Previous update added one change to Guidebook.tex which was omitted
from Guidebook.mn, so catch up.
Don't try to list the interfaces or ports which support each menu
command key. Just have a generic "not every command is implemented
by every interface" instead.
Flesh out the one sentence menu_search description.
Update an example which shows changing menu_first_page to '{' now
that '{' has a default use for something else (menu_shift_left).
Since 'menu_first_page:^' is the opposite of 'menu_last_page:|' and
'\' shares the same key as '|' with opposite shift state, switch
the example to 'menu_first_page:\'.
PatR [Wed, 17 Mar 2021 17:36:42 +0000 (10:36 -0700)]
multiple gold stacks in invent
The pull request that fixed a couple of instances where it was
possible to have multiple entries for gold in inventory indirectly
pointed out that the error checking was clumsy. If you executed
the #adjust command while having two '$' items in inventory, you
were told twice that you had multiple stacks of gold in inventory.
Change how that's handled so that the warning appears at most once
for any given #adjust command. Also avoids having #adjust's use
of getobj() re-scan entire invent for every item in invent.
Also, if player did manage to get two or more '$' entries, #adjust
would allow moving any but the last to a letter entry. Once in a
letter, further #adjust with count specified could split the letter
gold entries into even more gold entries. Now, if the player picks
gold as the #adjust 'from' item (which is only possible when there
are wrong letter gold entries or multiple ones or both) then #adjust
will now force 'to' slot to be '$' (without asking player to pick).
Lastly, the inventory check for multiple and/or wrong slot gold is
now performed by wizard mode sanity_check() in addition to #adjust.
PatR [Wed, 17 Mar 2021 15:22:32 +0000 (08:22 -0700)]
more data.base
Add some missing monster types for the recent male/female/neuter
name split. "vampire lady" was missing but getting false hit on
"*lady, offler" entry for Discworld's Lady Luck, aka The Lady,
goddess, god. "{dwarf,gnome,kobold} lady" got the corresponding
"{dwarf,gnome,kobold}" entry but "ogre lady" got "Lady Luck"; all
wildcard matches that are affected by their ordering in the file.
The pull request adopted yesterday added "battle axe" but it was
missing a hyphen so didn't match. I've fixed that and moved it
from the generic "weapon" entry to the more specific "axe" one.
I accidentally omitted the addition of "luckstone" but since the
luck quote is about bad luck, having it match that would be too
misleading for novice players so am now intentionally omitting it.
PatR [Wed, 17 Mar 2021 08:44:16 +0000 (01:44 -0700)]
pull request #472 - data.base enhancements
Improves the consistency of quote citations. Mostly by adding
missing commas but there are a handful or more substantial
corrections.
Pull request changed one "G.K. Chesterton" to "G. K. Chesterton"
but I went the other way. There are roughly 60 citations with
two or three initials, and about 50 omit the space, only 10-ish
included it. I changed those to match the rest. It's slightly
less visual clutter when reading an entry.
Also adds some new keys that previously had no entry to now match
some existing entries.
I added various comments and also inserted a few blank lines to
separate paragraphs but made no attempt to be thorough about that.
PatR [Wed, 17 Mar 2021 01:45:56 +0000 (18:45 -0700)]
fix pull request #471 - error message segfault
for invalid 'O' values when option error messages are issued after
theme rooms have left iflags.in_lua set. The pull request just
turned the flag off but lua code turns back on and off after that
for other dungeon levels. nhlua probably shouldn't be sharing the
same error routine as options processing, or at least it should
toggle the flag on and off at need instead of pretending that it
can be global.
PatR [Tue, 16 Mar 2021 19:29:22 +0000 (12:29 -0700)]
fix pull request #469 - multiple '$' invent slots
Assigning a partial stack of gold to quiver (Qnn$) resulted in
an extra '$' slot in inventory, one for the unquivered part and
another for the quivered part.
Throwing a non-quivered partial stack of gold at self (tnn$.)
also resulted in an extra '$' slot after throwing at self was
rejected.
For the first case, reject the quiver-subset-of-gold attempt.
For both cases, recombine the two stacks back to original amount.
PatR [Tue, 16 Mar 2021 18:20:16 +0000 (11:20 -0700)]
fix pull request #468 - scroll of earth panic
If a monster read a scroll of earth and got killed in the process,
there would be an "dealloc_obj: obj not free" panic when trying to
use up the scroll. It was dropped to the ground with any other
possessions and no longer in the monster's inventory at the time
m_useup() was called. Use up the scroll before performing its
effects.
The patch does something similar for potion of polymorph, but if
newcham() can kill the monster then there are other problems
besides trying to use up the potion. I kept that in anyway.
PatR [Tue, 16 Mar 2021 16:13:55 +0000 (09:13 -0700)]
X11 perm_invent positioning
Change the '|'/#perminv final positioning for X11 to be the same
as for curses: finishing with <escape> leaves the current view,
with <return> resets to unscrolled.
Actually getting ESC and RET to the right place wasn't trivial;
down the rabbit hole and out the other side. Using yn_function()
to get the #perminv keystrokes is less than ideal. (curses also
started that way but switched to raw character input for this.)
PatR [Mon, 15 Mar 2021 08:10:39 +0000 (01:10 -0700)]
post-3.6 bug: scrambled dip message
Reported directly to devteam: constructing a verb by applying
"ing" to "dip <item> into" (when attempting to dip into '-')
didn't work too well. It yielded
|You mime dip <item> intoing something.
instead of
|You mime dipping <item> into something.
PatR [Mon, 15 Mar 2021 08:05:19 +0000 (01:05 -0700)]
curses perm_invent comment
Stripping article ("a ", "an ", "the ") off inventory items to
squeeze a little more info into truncated persistent inventory
was initially case insensitve. That was removed because it isn't
needed but the comment still reflected it.
PatR [Sun, 14 Mar 2021 22:18:24 +0000 (15:18 -0700)]
genocide failure for already genocided creature
Reported seven years ago: when class genoicde (blessed scroll)
attempts to genocide something that has already been wiped out
|All foos are already nonexistent.
should be simplified to
|Foos are already nonexistent.
I think the redundant "All" was just there to avoid capitalization
handling for the monster species but that's trivial to deal with.
PatR [Sun, 14 Mar 2021 02:18:53 +0000 (18:18 -0800)]
\#perminv, 2 of 2: implementation
Add new '|' command, aka #perminv, which allows the player to
send menu scrolling keystrokes to the persistent inventory window.
Implemented for X11, where its usefulness is limited, and for
curses, where it is more needed and also more fully functional.
The interface can either prompt for one keystroke, act upon it,
and return to normal play, or it can loop for multiple keystrokes
until player types <return> or <escape>. X11 does the former if
the 'slow' application resource is False so that prompting uses
popups, and the latter when 'slow' is True where prompting is in
a fixed spot and doesn't end up causing the persistent inventory
window to be stacked behind the map window. curses always does
the loop-until-done approach. It also accepts up and down arrow
keys to scroll one line at a time.
Also adds two new menu scrolling commands, menu_shift_right (key
'}' by default) and menu_shift_left ('{') if wincap2 flags contain
WC2_MENU_SHIFT. Shifting allows different substrings of too-long
lines to be seen.
For X11, neither works because their handling requires a horizontal
scrollbar and for some reason that escapes me our menus don't have
one of those. If they did, shifts could work for all menus but a
shifted window would hide the selection letters. So shifting would
be most usefully done as: pan right, read more of any long lines,
immediately pan back to the left.
For curses, they only apply to the persistent inventory window.
Shift right redraws it with class headers and inventory letters
shown normally but the item descriptions omit their leftmost
portion, showing more text towards the end. Shift left reverses
that and does nothing if the beginning is already in view. Forward
and backward scrolling while shifted leave the shift in place.
PatR [Sun, 14 Mar 2021 02:17:00 +0000 (18:17 -0800)]
\#perminv, 1 of 2: groundwork
Give the window-port side of *_update_inventory() an argument.
Calls in the core still omit that; invent.c's update_inventory()
is the only place that cares.
PatR [Sat, 13 Mar 2021 02:06:43 +0000 (18:06 -0800)]
scrollbar handling by X11
Looking up scrollbars did not work as intended. The code wanted an
ancestor widget that had both horizontal and vertical scrollbars,
but menus either have none or just vertical. The lookup code found
some top level widget and returned bad data.
PatR [Wed, 10 Mar 2021 20:28:09 +0000 (12:28 -0800)]
options key parsing
OPTIONS=menu_previous_page:\mv
BINDINGS=M-v:menu_previous_page
both worked, but
OPTIONS=menu_previous_page:M-v
BINDINGS=\mv:menu_previous_page
both failed. Make all four variations work. Tiny change made large
by the need to move some things around.
The option definition for menu_first_page had a couple of its flag
bits swapped. I didn't try to figure out whether that had any impact.
PatR [Wed, 10 Mar 2021 19:22:22 +0000 (11:22 -0800)]
fix a couple of options affecting perm_invent
When the 'O' command is used to change either 'menu_headings' or
'sortloot', inventory display can change so persistent inventory
needs to be updated.
Oddly, the flag to indicate initial options processing remained
True after options had been processed, but that ultimately didn't
matter here. It's fixed now anyway.
Also, sort the WC2_xxx options in a couple of places.
PatR [Tue, 9 Mar 2021 15:45:58 +0000 (07:45 -0800)]
signal induced panictrace under curses
When panictrace feedback occurs due to catching a signal rather
than controlled panic, the backtrace is useless when running the
curses interface unless the terminal gets reset first. Let's
just hope that the signal triggering a panictrace doesn't occur
while resetting the terminal.
PatR [Sun, 7 Mar 2021 23:08:08 +0000 (15:08 -0800)]
fix #K3274 - applied polearm locates hidden mon
without using any time. Targetting an apparently empty spot at
valid polearm range where a monster happens to be hiding reports
"Wait! There's something there you can't see!" and displays the
remembered, unseen monster glyph, then aborts the attack attempt.
It would use a turn if the polearm became wielded in the attempt
but not if it was already wielded. Make latter case take time.
PatR [Fri, 5 Mar 2021 02:07:23 +0000 (18:07 -0800)]
blinded Archon gaze bit
From yesterday (old #H3841), the alternate message given when a
monster is being hit by a blind Archon's gaze was checking the
wrong monster for blindness.
PatR [Wed, 3 Mar 2021 23:03:31 +0000 (15:03 -0800)]
discoveries/#known sorting fix
If the sort order for sortdiscoveries was s ('sortloot' order)
and any artifacts or unique items were discovered, using '\'
to see all discoveries included "Discovered Items" as a spurious
class header between the real header for the last object class with
discoveries and the discoveries for that class:
|Discoveries, sortloot order (by class with some sub-class groupings)
|
|Artifacts
| Sunsword [lawful long sword]
|Potions
| water (clear)
|Gems/Stones
|Discovered items
| diamond (white)
| flint stone (gray)
"Discovered items" is supposed to only be shown when sorting
alphabetically across all classes and there are artifacts and/or
unique items before the regular discovered objects.
PatR [Wed, 3 Mar 2021 22:40:19 +0000 (14:40 -0800)]
fix #H3841 - inconsistent Archon gaze behavior
From six years ago: hero is "blinded by the Archon's radiance"
even if the attacking Archon has been blinded, but monsters hit
by same thing were protected from it by that blindness. Make
monsters attacked by Archons be affected similarly to the hero.
Hypothetical case of hero-as-Archon versus monster is ignored
because hero can't polymorph into that shape.
PatR [Sun, 28 Feb 2021 01:13:17 +0000 (17:13 -0800)]
hypothetical buffer overruns
doprtool() and doprinuse() collect the inventory letters of all
applicable items into a buffer capable of holding 52 letters plus
terminator. It is possible to have more than 52 items (ignoring
gold) so theoretically possible to have more than 52 separate lit
candles. Guard against that.
The easiest way to get an item in the overflow slot is to carry
52 non-boulders, polymorph into a giant, and pick up a boulder.
Assigning the latter to one of the three weapon slots would not
impact doprtool() but it will impact doprinuse(). However, that
wasn't enough to cause a crash for me; evidently the overflow
clobbered something innocuous. (52+boulder is not the only way
to get something into slot '#', just the only guaranteed one I
can think of offhand.)
This also removes a bunch of 'register' type qualifiers.
PatR [Sat, 27 Feb 2021 01:06:40 +0000 (17:06 -0800)]
X11 menu handling
In a couple of places, call menu_popdown instead of duplicating
its contents. I'm fairly sure that executing the is_active bit
that the duplications omitted is safe.
nhmall [Fri, 26 Feb 2021 14:05:52 +0000 (09:05 -0500)]
read_simplemail() when SERVER_ADMIN_MSG is defined
Some warnings were mentioned
Add a prototype ahead of the function
Use a non-const copy of SERVER_ADMIN_MSG
quick-tested by:
- uncommenting the following in include/unixconf.h
/* #define SERVER_ADMIN_MSG "adminmsg" */
- building NetHack
- creating a test message:
echo "server_admin: system is going down at 2 pm" >~/nh/install/games/lib/nethackdir/adminmsg
- playtested and received the desired message
PatR [Fri, 26 Feb 2021 08:13:22 +0000 (00:13 -0800)]
fixes37.0 entry about engraving
Revert part of commit f6a30e7b05c9e45b58a8410afb9daf6b7c599180
that moved a fixes entry from the 'fixes to 3.6.x' section
into the 'post-3.6.x, exposed by git' section. It wasn't due
to the conversion of engraving from multi-turn action into an
occupation, it was fixing a bug that had been around for 5 or 6
years. Moot now; the conversion to occupation removed it.
PatR [Wed, 24 Feb 2021 22:41:51 +0000 (14:41 -0800)]
tribute bit: Sourcery passage 4
Fix a mistake that led to a bad fix for a perceived mistake that
wasn't really there.
I think having a comma after "moment" would make things clearer,
but style-wise that's optional and leaving it out restores the
book's original wording.
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.