PatR [Sun, 24 Jan 2016 00:16:36 +0000 (16:16 -0800)]
formatting for 'O' commmand menu
For !menu_tab_sep, the boolean options were formatted with a different
width than the compound and 'other' options when the menu for 'O' was
active. Use the same format string for all of them, consider them all
when constructing it, and construct it just once instead of every time.
PatR [Sat, 23 Jan 2016 23:23:45 +0000 (15:23 -0800)]
tipped ice box corpses
Reported directly to devteam, with patch: tipping corpses out of an
ice box wasn't restarting their rot timers, producing corpses that
would last indefinitely.
PatR [Sat, 23 Jan 2016 08:20:15 +0000 (00:20 -0800)]
tribute: Wyrd Sisters
I stumbled across why the Death Quotes hadn't been getting displayed
evenly before being recycled: ones I've added since 3.6.0--probably
even before the release--were unintentionally missing their '%e passage'
directive, so attempted look-up for those returned the very last one
(terminated by '%e title'). The recent change to read_passage() has
made '%e passage' be optional for one-line death quote passages, so
this patch doesn't bother putting them in.
PatR [Sat, 23 Jan 2016 02:09:05 +0000 (18:09 -0800)]
tty role selection - 'random' default
Instead of just using 'random' as the default choice if the user hits
<return> when picking role, race, gender, or alignment, flag it as
pre-selected in the menu so that it can be seen to be the default.
Someday somebody is going to have to fix up the interaction between
PICK_ONE menu and pre-selected choice....
PatR [Fri, 22 Jan 2016 07:47:42 +0000 (23:47 -0800)]
X11 menus
Make the six buttons (ok, cancel, all, none, invert, search) on
menus for X11 all have the same width.
'ok' should probably be changed to 'okay' to be consistent with
X11_getlin(). (Another inconsistency: the extended commands
menu uses 'dismiss' rather than 'cancel'.)
PatR [Fri, 22 Jan 2016 07:13:49 +0000 (23:13 -0800)]
X11_getlin()
Two cosmetic changes for the X11 version of the getlin() routine:
1) Make the text entry box big enough to hold 60 characters before
sliding the beginning input off the left edge, instead of just 13,
so that user can see much more of what is being typed;
2) Make the cancel button be a little wider, and the okay button be
the same width as the cancel button so they look a little nicer.
PatR [Thu, 21 Jan 2016 10:12:47 +0000 (02:12 -0800)]
fix #H4204 - shapeshifter taking vampire form
When a chameleon/doppelganger/sandestin took vampire or vampire lord
shape, it stopped taking on new shapes. Vampire shapeshifting was
being applied to all vampires rather than just to is_vampshifter().
When is_vampshifter() is false, the vampire is some other shapeshifter
or Protection_from_shape_changers is in effect, so vampire shifting
doesn't apply.
While testing, I noticed that vampires/lords only turned into bats/
wolves during initial creation. They did turn into fog clouds in
order to pass closed doors but the other alternate forms were ignored.
That's fixed too.
PatR [Wed, 20 Jan 2016 02:16:13 +0000 (18:16 -0800)]
overriding message suppression, revisited
This is more robust than the previous hack. The issue of whether to
use it in other places is still unexplored. Ultimately it's the user's
fault if overzealous message suppression hides something important.
[For an eerie game, try 'MSGTYPE=hide .'.]
PatR [Tue, 19 Jan 2016 15:13:18 +0000 (07:13 -0800)]
fix #H4028 - ':' sometimes doesn't work
User had
MSGTTYPE=norep "You see here"
and complained that once the message had been given while walking
over an object, using ':' to intentionally look at something would
end up doing nothing if its feedback was a repeat of "You see here".
Trying to classify which actions should deliberately override
no-repeat (or no-show) will be an ordeal. This fixes the case for
the ':' command where the user obviously expects feedback. I think
it could be done better but am settling for something quick and easy.
PatR [Tue, 19 Jan 2016 03:27:53 +0000 (19:27 -0800)]
whatis_coord - rename 'getpos_coord' option
Rename the option for adding coordinates to autodescribe feedback for
the '/' and ';' commands from 'getpos_coord' to 'whatis_coord', after
the '/' command that uses it instead of after the internal routine
that implements it. The 'whatis' name was only in dat/hh as far as I
could find, so this changes it to 'what-is' and also updates dat/help
and the Guidebook to mention the name too.
Add a 'screen' choice to the option to show coordinates as row,column
rather than x,y or compass direction(s). Revise the /m, /M, /o, /O
operations of 'what-is' to honor the whatis_coord option (mostly; a
value of 'none' gets overridden by 'map' to force coordinates).
Also, update the description of the functionality of the '/' command
in the Guidebook. The .mn version is tested, the .tex one isn't.
PatR [Sun, 17 Jan 2016 01:36:48 +0000 (17:36 -0800)]
tribute streamlining
Chatting with Death doesn't always deliver a tribute Death Quote but
when it does, it wasn't giving each of them once before reusing them
even though they should have been treated the same as passage
selections from a novel. I'm still not sure why it wasn't working
as intended, but after some revision to the tribute parsing code, now
it is. If you #chat with Death enough times to get 20 tribute quotes,
you will see each of the 20 quotes once (in random order), then
further chatting will give them again (in different random order).
Pasi Kallinen [Sat, 16 Jan 2016 17:04:27 +0000 (19:04 +0200)]
X11: Match new extcmd immediately if no match was found
When entering an extended command, allow the user just type
and match a new command immediately, if no match was found,
instead of needing to wait the 2.5 seconds.
Pasi Kallinen [Sat, 16 Jan 2016 07:45:08 +0000 (09:45 +0200)]
Limit aggravate to inside or outside of the Wizard's tower
There have been several comments on IRC how the Wizard is a very
light sleeper now; aggravate cast by monsters makes him wake up
and come out of the tower. So, lets limit aggravate to either
outside or inside of the tower, depending on which side the player is.
PatR [Sat, 16 Jan 2016 04:56:12 +0000 (20:56 -0800)]
more new status - X11 'fancy' status
Update X11's status display to include the expanded set of status
conditions. This time the order is
Petrifying <hunger> Blind
Slimed <encumbrance> Deaf
Strangled Levitating Stunned
Food Pois Flying Confused
Term Ill Riding Hallucinating
with the application defaults file specifying red text for the first
column and black for the other two. Previously it was all one column
with seven entries. [Slimed was missing along with the six new ones
(deaf, stone, strngl, lev, fly, ride) and both types of sickness were
shown as 'FoodPois' or 'Ill' or 'FoodPois Ill' on one line.]
So now basic bot2, #if STATUS_VIA_WINDOWPORT genl_status_update, and
#if !STATUS_VIA_WINDOWPORT X11 fancy status have three different
orderings. genl_status_update has hunger and encumbrance first
because all the other status conditions are grouped together as one
bitmask item. bot2 has 'lev', 'fly', 'ride' last so that they're
the first things to be sacrificed if the string of status conditions
ends up being truncated. (genl_status_update also has those last.)
In addition to updating status conditions, I reordered the Hp, Pw, &c
section too so that it's closer to tty in organization.
Hit points Maximum HP
Power Maximum Power
Armor Class Alignment
Exp.Level Exp.Points (if 'showexp')
Gold Moves (if 'time')
Score (if 'showscore')
I didn't have SCORE_OR_BOTL set so haven't seen the last one, but
it's in the same position as it was before.
Pasi Kallinen [Fri, 15 Jan 2016 11:47:16 +0000 (13:47 +0200)]
Fix bz65: Water behaves strangely when hurtling out of air bubble
When levitating on the plane of water, get an unattached iron ball,
and throw it. You'll hurtle in the opposite direction, out of the air
bubble and into water, but don't drown.
PatR [Fri, 15 Jan 2016 11:30:40 +0000 (03:30 -0800)]
more new status - update genl_status_update
Make genl_status_update behave approximately the same as basic bot2
when processing the second status line. Preferred order:
Dlvl Gold Hp(HpMax) Pw(PwMax) AC Xp Time Conditions
Alternate orders if above exceeds COLNO (note several extra spaces
get sequeezed out). First one is used if everything except time fits,
second one is used if everything except experience (which can be wide
if 'showexp' option is on) and time fits, third is last resort:
Dlvl Gold Hp(HpMax) Pw(PwMax) AC Xp Conditions Time
Dlvl Gold Hp(HpMax) Pw(PwMax) AC Conditions Xp Time
Hp(HpMax) Pw(PwMax) AC Conditions Dlvl Gold Xp Time
Basic bot2 currently has Conditions as
Stone Slime Strngl FoodPois TermIll <hunger> <encumbrance> Blind Deaf
Stun Conf Hallu Lev Fly Ride
genl_status_update has
<hunger> <encumbrance> Stone Slime Strngl FoodPois TermIll Blind Deaf
Stun Conf Hallu Lev Fly Ride
which is as close as it can get with the current field organization.
Tested by temporarily changing tty_procs.status_init and .status_update
to use genl_* instead of tty_*.
Pasi Kallinen [Fri, 15 Jan 2016 10:37:58 +0000 (12:37 +0200)]
Warning glyph description is wrong when trap symbol is same
This fixes bz23: Warning glyph info wrong with TRAPS=50, even
though you don't set the trap symbols via TRAPS anymore, the
bug still existed. To trigger it, use SYMBOL=S_arrow_trap:2
and look at monster that appears as warning '2'.
PatR [Thu, 14 Jan 2016 03:13:10 +0000 (19:13 -0800)]
status line update
Adding deafness to the status line spurred me on to something I've
wanted to do for a long time. This adds 'Stone' and 'Strngl' as
new status conditions, and moves the five fatal ones: "Stone Slime
Strngl FoodPois TermIll" to the front of the status list since
information about them is more important than any of the others.
"Ill" has been renamed "TermIll"; "Df" has been renamed "Deaf";
"Lev", "Fly", and "Ride" are three additional new conditions, with
Lev and Fly being mutually exclusive. After the fatal ones, the
order of the rest is now
<hunger> <encumbrance> Blind Deaf Stun Conf Hallu Lev Fly Ride
To handle the longer potential status line, the basic bot2() is now
smarter. If the line is wider than the map, 'T:moves' is moved from
the middle to the end. If the line without time is still wider than
the map, then experience (HD if polyd, Xp:M/nnnnnn is showexp is on,
or Exp:M) is moved in front of time at the end. If the line without
experience and time is still wider than the map, dungeon level plus
gold is moved from the beginning to be in front of experience. The
fields are just reordered, not truncated, so if the interface code
can display lines wider than the map they'll retain the extra info.
The gist is than health and associated fields (Hp, Pw, Ac) get first
priority, status conditions get second priority, then the rest. In
the usual case where there aren't many conditions, status display is
the same as it has been in the past.
STATUS_VIA_WINDOWPORT has been updated too, and it builds for tty
and X11. But the bot2() revision to reorder sections has not been
implemented for that.
win/win32/mswproc.c has been updated but not tested.
STATUS_VIA_WINDOWPORT without STATUS_HILITES had several compile
problems; now fixed for core and tty. STATUS_VIA_WINDOWPORT with
STATUS_HILITES has not been tested.
PatR [Wed, 13 Jan 2016 07:10:31 +0000 (23:10 -0800)]
getpos autodescribe
Move the details of autodescribe out of getpos into a separate
routine.
I think 'cartesian' mode should be renamed 'compass' mode, and
'absolute' mode perhaps should be 'map' mode. And we should have
a new 'screen' mode which shows rows,columns (1..N rather than
0..N-1). For tty, row is line+2; message and prompting "window"
is row 1, line 0 of map is row 2. Columns are straightforward
since column 0 of the map isn't used for map display: column 1
of map is column 1 of screen. Non-tty mostly shouldn't care and
might as well use the same conversion.
PatR [Wed, 13 Jan 2016 01:50:32 +0000 (17:50 -0800)]
getobj() magic marker candidate items
When applying a magic marker, only list known blank scrolls and known
blank spellbooks as likely candidates to write on. Accepts any scroll
or book (but non-blank ones will get rejected by the writing code).
Attempting to choose some other class of item yields "that is a silly
thing to write on", same as before.
This was requested during beta testing and I'd swear that I checked it
in a long time ago, but it wasn't here.
PatR [Tue, 12 Jan 2016 10:15:35 +0000 (02:15 -0800)]
X11 extended command menu
Restore the ability to select extended commands by keystroke.
The key translation stuff had gotten attached to the wrong widget.
When using keys to highlight an entry in the extended command menu,
don't reset the key-by-key handling so quickly. (On second and
subsequent keystrokes, if you waited more than 0.5 second, the new
key started picking an extended command from scratch rather than
continuing the current one, making it pretty hard to disambiguate
commands which have the same initial letter. Now the delay
threshold is 2.5 seconds. In theory that should become a user-
preference resource but I don't think it's worth the effort.)
Display the help choice in response to '?'.
Clean up the formatting of the top two buttons (dismiss + help).
Start with a scroll bar if the menu is too big to fit on the screen.
Prior to this, on OSX, the full menu would be constructed but any
of it that was 'displayed' beneath the bottom of the screen was
inaccessible because it couldn't be dragged higher and couldn't be
resized to get a scroll bar (since the way to resize on OSX is by
dragging the bottom right corner--which was off the screen).
The problems I mentioned recently are still present: when scroll
bar is present, I can click beneath it and it moves down, but
neither dragging it up nor clicking above it will move it back up.
Fortunately the recently implemented up and down arrows both work,
even after clicking/dragging starts failing.
There was a lot of trial and error involved here. Most of it
eventually got phased out, but the mystery of 'defaultDistance'
(which is reported to be 0 but is actually 4) remains. The screen
height stuff at the end ought to be fixed up if someone can figure
out how to get the width of a horizontal scroll bar or the height
of a title bar. (I'm sure I used to know how to do the latter,
but that was 25 or so years ago, and in Fortran with Xlib rather
than Xt or Xaw....)
PatR [Sun, 10 Jan 2016 22:42:06 +0000 (14:42 -0800)]
getpos() 'm','M' and 'o','O'
Always include the hero's location in the set of spots for 'm',&c to
cycle through. This way the set will never be empty so checks for that
can be dropped, and choosing initial index becomes trivial (set to 0,
then increment to reach nearest spot of interest or decrement to reach
farthest). Also, it makes it easier for player to see when successive
'm's,&c have been through all the interesting locations if there are
multiple monsters or objects clumped near the last one in the cycle.
Pasi Kallinen [Sun, 10 Jan 2016 16:27:34 +0000 (18:27 +0200)]
Fix bz175: Pile mark is shown when potion is destroyed
Original bug report:
> When killing something that's carrying a potion, or death-drops a potion,
> or stands on top of a potion, with a force bolt or a wand of striking,
> "you hear something shatter" or "a potion of foo shatters" but the corpse
> is inverse as if it's (still) a pile.
Unfortunately the newsym() checks for already existing glyph, and
the gbuf doesn't distinguish between object piles and single items,
so newsym doesn't mark the location for update.
This is a dirty hack to force the newsym to update the glyph.
The glyph buffering should be revisited in a future version.
Pasi Kallinen [Sun, 10 Jan 2016 08:35:27 +0000 (10:35 +0200)]
TTY: Add compile-time option for tile data hinting
Several people have asked if 3.6.0 supports playing with tiles on
a public server. Because there's no way for the user's end to know
what that white @ is, this adds special console escape codes for
tile hinting.
The idea was originally a patch called TelnetTiles by Justin Hiltscher,
but this expanded version comes via NAO, where it's been in use for years.
This is basically an interim hack, which should go away when/if
we support actual client-server model.
PatR [Sat, 9 Jan 2016 23:28:25 +0000 (15:28 -0800)]
fix #H4083 - globs preID'd as "uncursed"
I think there was also a report about this during beta testing.
Killing an ooze, slime, or pudding left a glob of same which had its
bknown flag pre-set so was immediately shown as "uncursed" even to
non-priests. Use another way to maximize glob mergability: allow
globs to merge even when one has bknown set and the other doesn't.
PatR [Sat, 9 Jan 2016 21:57:15 +0000 (13:57 -0800)]
fix #H4187 - doppelgangers posing as Riders...
... never transform and can leave Rider corpses
Riders can't be polymorphed, and the code to prevent that was also
preventing doppelgangers in Rider form from changing shape.
Using ring of protection from shape changers effectively turned such
doppelgangers into actual Riders which would leave self-reviving
corpses. That didn't prevent Riders from appearing on the Astral
Plane though.
Pasi Kallinen [Fri, 8 Jan 2016 20:17:37 +0000 (22:17 +0200)]
TTY: Add menu_overlay option
This was a request from a blind player. It's hard to find
the left edge of the menu when it's drawn on the map, so
clear the screen and align menus to the left edge of the screen
when this option is turned off.
PatR [Fri, 8 Jan 2016 08:38:34 +0000 (00:38 -0800)]
integrate 'msgtype' option and Norep()
Allow 'msgtype=show' for messages that nethack uses Norep() for.
I don't know whether anyone will ever want to do that, but if felt
strange to have two different message suppression mechanisms that
were completely disconnected from each other.
For a user with no msgtype filter, there'll be no difference in
behavior.
PatR [Thu, 7 Jan 2016 09:53:06 +0000 (01:53 -0800)]
fix #H4181 - strange death messages
"Petrified by <foo>, while getting stoned." -- multi_reason "while
getting stoned" explains why no last-second recovery could be made,
but doesn't explain how the petrification happened, so suppress it.
"Died of starvation, while fainted from lack of food." -- nethack
does not display this; presumeably the IRC death notices for NAO are
generated from xlogfile entries. Change 'while fainted from lack of
food' to 'while fainted' at time of death if reason for death is
starvation. The longer version is accurate but sounds fairly silly.
When starvation is set in motion, set it up before checking whether
the initial faint triggers falling on a wielded cockatrice corpse, so
that fainting isn't applied after recovery in case of life-saving.
PatR [Thu, 7 Jan 2016 01:57:39 +0000 (17:57 -0800)]
fix #4138 - 'text bug' for freezing moat
Freezing a moat--unlike other types of water--substitutes the type
of water (because that isn't "moat" for Medusa's level) in the freeze
message but was doing so after changing the affected terrain to ICE,
yielding "The ice is bridged with ice."
PatR [Thu, 7 Jan 2016 00:47:30 +0000 (16:47 -0800)]
getpos() for objects
Extend the 'm' and 'M' functionality (move cursor to nearest monster
or farthest monster, respectively, then to next nearest/next farthest
when used successively) to 'o' and 'O' for objects.
'M' was picking the wrong monster (nearest) on first use; now fixed.
Hero is now included in the monster list, and will be the last one
reached if you cycle all the way through in either direction. (Makes
it easier to tell that you have actually been all the way through.
Unfortunately, objects don't have any seen-'em-all indicator. Perhaps
the hero's coordinates should go on that list too?)
PatR [Wed, 6 Jan 2016 23:37:46 +0000 (15:37 -0800)]
get_count() cleanup
Fix several warnings. Accept ASCII RUBOUT (aka DELETE) in addition
to backspace. [Should use erase_char (and add support for kill_char)
but that means pushing get_count() into the interface code.] Guard
against user causing the count to wrap if someone ever adds a call to
get_count() which doesn't specifying a maximum value.
PatR [Wed, 6 Jan 2016 08:45:46 +0000 (00:45 -0800)]
tribute: Equal Rites revisited
The number of passages felt a little light, so split one of the
long-ish ones into two. The punchline that now ends the first one was
being watered down by continuing the text, and an interesting bit that
was left out can be added to finish the second part. They both lose
some context but I think they work ok separately.
PatR [Wed, 6 Jan 2016 08:07:54 +0000 (00:07 -0800)]
provisional fix for bz239 - '[tty] Enter key...'
'... inconsistency in character creation menus'.
During role selection, the final 'is this ok?' menu has 'yes'
preselected so accepted <return> or <enter> to answer yes. The
pick-role, pick-race, &c menus prior to getting to that stage didn't
have a default, so using <enter> meant nothing was chosen, and choosing
nothing was treated as a request to quit. This changes that so it's a
request for 'random' instead.
'Provisional fix' because it ought to do this by making 'random' be a
pre-selected menu entry so that the default choice is visible. But
that takes more effort than I'm inclined to expend on this.
PatR [Wed, 6 Jan 2016 07:19:14 +0000 (23:19 -0800)]
fix getpos() m,M to move to next monster
Fixing a couple of warnings led to discovery of a couple of real bugs.
Warnings:
1) -Wshadow warning for 'dist2' variable blocking access to dist2()
function.
2) Declaration not at top of block not allowed for C89/C90 (let alone
for pre-ANSI).
Bugs:
3) there might be 0 visible monsters, in which case the code prior to
qsort will call alloc(0). I think ANSI requires malloc(0) to return
a unique pointer which can be freed, but pre-ANSI malloc might
return Null to satisfy it, leading to panic from nethack's alloc().
4) visible monsters in direct line with hero horizontally or vertically
were unintentionally skipped when collecting monster locations.
I think looking at monsters is the wrong way to implement this. It
should be scanning the map for monster glyphs instead. (Coin toss as
to whether it should also treat statues-shown-as-monsters as if they
were monsters while doing this. I'm leaning towards yes. And what
about warning glyphs and instances of the remembered-invisible monster
glyph? They aren't interesting to look at but they might provide a
shortcut to positioning the cursor near something else.)
Using '^' to move to next trap moves from hero's position to end of
hero's line, then columns 1 to N of next line, and so on to bottom
right, then top left columns 1 to N, second line 1 to N, on down to
hero's line. Having 'm' traverse monsters from nearest to farthest
feels like a noticeable inconsistency between the two. Especially if
you move the cursor with direction or topology keystrokes prior to 'm'.