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.
PatR [Thu, 28 Jan 2016 01:51:02 +0000 (17:51 -0800)]
fix #4206 - feedback for pet's weapon
The report that a tame Archon got two "<pet>'s long sword is not
affected" messages thought there was some duplication error when a
flaming sphere exploded, which was incorrect. Since an Archon has
two weapon attacks, getting that message twice just meant that both
attacks hit. However, the player has only 1/6 chance to suffering
passive fire damage to weapon, where monster-on-monster or monster-
on-polyd-hero was inflicting that for every successful hit, so
there was a bug here after all. Give monsters the same 1/6 chance.
Also, add even more verbosity to that message--now that it won't be
delivered so often--to mention what didn't affect the item.
While investigating this, I noticed that hitting a steam vortex
with a flammable weapon was doing fire damage to that weapon. Fire
damage in the steam vortex definition makes some sense in that it
allows fire resistance to give protection, but dishing out actual
fire damage makes no sense and is now prevented for passive counter-
effects.
PatR [Wed, 27 Jan 2016 03:25:21 +0000 (19:25 -0800)]
fix 2nd part of #H4188 - monst fleeing up on lvl 1
The code to handle monsters fleeing up the upstairs on level 1 was
expecting those stairs to be normal upstairs but they are actually
sstairs like the ones down into the mines. So monsters fled to the
Plane of Earth instead of escaping the dungeon as intended.
PatR [Wed, 27 Jan 2016 02:32:17 +0000 (18:32 -0800)]
fix #4189 - burning glob of green slime
When destroy_item() or destroy_mitem() burned up a glob of green slime,
they had the message index and damage amount reversed. This could give
a nonsense message ("the glob of green slime freezes and shatters") or
go out of array bounds and wreak havoc. Even if the message index had
been correct, fatal damage would have produced an incorrect cause of
death since it would have used a potion or scroll string.
Now globs will boil and explode like potions, and damage will be
proportional to the size (weight) of the glob, which seems to be the
original intent.
PatR [Wed, 27 Jan 2016 01:39:41 +0000 (17:39 -0800)]
revert fix for #H4041 - decl for has_color()
Since the attempted fix for the warning about has_color() being
implicitly declared introduced a worse problem of conflicting
declaration in cases where it's already declared, back that change
out.
PatR [Wed, 27 Jan 2016 01:32:05 +0000 (17:32 -0800)]
prompting for #dip
I noticed that my paniclog had a "Query truncated" entry from testing
the post-3.6.0 changes to #dip prompting. For
"What do you want to dip <the object> into? [xyz or ?*] "
the use of safe_qbuf() didn't account for getobj() appending the list
of choices, so wasn't ensuring that the formatted object name combined
with the other text couldn't overflow QBUFSZ.
I had a more elaborate fix than this that still used safe_qbuf(), but
the extra complexity just wasn't worth it. This potentially truncates
the formatted object description more severely than necessary but is
simple enough to be comprehensible.
No fixes36.1 entry. This is updating a post-3.6.0 revision.
PatR [Tue, 26 Jan 2016 02:18:35 +0000 (18:18 -0800)]
fix part of #H2343 - youmonst.movement vs poly
From a July 2011 report listing multiple movement anomalies, fix one
of the easier ones. If you polymorph from a fast from into a slow
one, pending movement points can let the slow form get in some moves
it shouldn't.
I've deliberately avoided adjusting pending movement when you change
into a faster form, which will get it's own movement boost on the
next turn.
PatR [Mon, 25 Jan 2016 00:23:33 +0000 (16:23 -0800)]
mind flayer's damage
From a followup to #H2247, April 2011... Physical damage from a mind
flayer attack was inflicted in the AD_DRIN case for hitmu(), then
being inflicted again in the common code after the switch statement.
The new comment explaining the reason for non-standard damage is just
a guess.
PatR [Sun, 24 Jan 2016 04:16:37 +0000 (20:16 -0800)]
fix #4191 - flags.verbose vs level change messages
Suppress the "you climb/fly up the stairs/ladder" message if the
'verbose' option is off (unless punishment is going to augment the
message by "with great effort").
PatR [Sun, 24 Jan 2016 03:38:28 +0000 (19:38 -0800)]
fix #H4205 - take-off of covered items
Bug report subject was "menu interface things" but this isn't related
to menus, just getobj(). Make the requested change to not list worn
suit as a likely candidate for T (and R) if a worn cloak is going to
prevent it from being removed. (Suit can still be picked, but the
take-off operation for it will be refused, same as when it was being
listed as a candidate.)
In discussion about the request, there was a separate suggestion that
cloaks shouldn't interfere with removing things underneath since
they're generally sleeveless. I haven't done that; I think it is
better to keep the layering as it is.
The bug report also asked for the likely candidates when writing with
a magic marker to exclude non-blank scrolls and books. That has been
implemented already (post-3.6.0).
PatR [Sun, 24 Jan 2016 03:15:38 +0000 (19:15 -0800)]
another vampire shape-shifting bit
Chameleon impersonating a vampire and vampire subject to protection
from shape changers weren't the only ways to have a vampire monster
which isn't a vampshifter. One-shot polymorph could produce that too.
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.