long dash formatting in the Guidebook

Guidebook.mn had a mixture of literal "--" and \(em to insert an
M-sized dash.  The literal was poor usage but the 'em' directives
were using " \(em " for source readability.  Unfortunately those
spaces ended up being included in the output where a long dash
shouldn't be surrounded by such.  This changes both to be
|start\(emmiddle\(emend
for proper usage without unwanted spaces.  The 'roff source becomes
harder to read so such phrases have been moved onto separate lines
instead of just staying within the flow of words.  (I tried
|start
|\(em
|middle
|\(em
|end
but the newlines became unwanted spaces in the output.)

Guidebook.tex incorrectly had a numeric range dash ("--") instead
of long dash punctuation ("---") in the places where the 'roff
version had literal "--".  I also moved the quite readable
|start---middle---end
phrases and a handful of whole sentences to separate lines to match
the Guidebook.mn source more closely.

One trivial text change is "you will forget" to "you will have
forgotten" in the bit about what happens to remembered objects
when the "remembered, unseen monster" glyph is taken off the map
since forgetting happens when that glyph is put on.
This commit is contained in:
PatR
2020-06-20 18:07:36 -07:00
parent ce1f8f6a41
commit 1d631a701d
2 changed files with 77 additions and 57 deletions

View File

@@ -1,4 +1,4 @@
.\" $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.379 $ $NHDT-Date: 1592607019 2020/06/19 22:50:19 $
.\" $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.381 $ $NHDT-Date: 1592701649 2020/06/21 01:07:29 $
.\"
.\" This is an excerpt from the 'roff' man page from the 'groff' package.
.\" Guidebook.mn currently does *not* fully adhere to these guidelines.
@@ -1083,8 +1083,8 @@ slot to another so that it has a letter which is more meaningful for you
or that it will appear in a particular location when inventory listings
are displayed.
You can move to a currently empty slot, or if the destination is
occupied \(em and won't merge \(em the item there will swap slots with the one
being moved.
occupied\(emand won't merge\(emthe
item there will swap slots with the one being moved.
\(lq#adjust\(rq can also be used to split a stack of objects; when
choosing the item to adjust, enter a count prior to its letter.
.lp ""
@@ -1856,16 +1856,17 @@ Shops do not get restocked with new items, regardless of inventory depletion.
.hn 2
Movement feedback
.pg
Moving around the map usually provides no feedback--other than drawing the
hero at the new location--unless you step on an object or pile of objects,
Moving around the map usually provides no
feedback\(emother than drawing the hero at the new location\(emunless
you step on an object or pile of objects,
or on a trap, or attempt to move onto a spot where a monster is located.
There are several options which can be used to augment the normal feedback.
.pg
The
.op pile_limit
option controls how many objects can be in a pile--sharing the same map
location--for the game to state \(lqthere are objects here\(rq
instead of listing them.
option controls how many objects can be in a
pile\(emsharing the same map location\(emfor
the game to state \(lqthere are objects here\(rq instead of listing them.
The default is \f(CR5\fP.
Setting it to \f(CR1\fP would always give that message instead of listing
any objects.
@@ -2048,9 +2049,9 @@ Moving to a location where you can't see or sense a monster any more
will result in it disappearing from your map, similarly if it is the
one who moved rather than you.
.pg
However, if you encounter a monster which you can't see or sense \(em
perhaps it is invisible and has just tapped you on the noggin \(em
a special \(lqremembered, unseen monster\(rq marker will be displayed at
However, if you encounter a monster which you can't see or
sense\(emperhaps it is invisible and has just tapped you on the noggin\(ema
special \(lqremembered, unseen monster\(rq marker will be displayed at
the location where you think it is.
That will persist until you have
proven that there is no monster there, even if the unseen monster
@@ -2175,11 +2176,14 @@ Most weapons are subject to some type of damage like rust.
Such \(lqerosion\(rq damage can be repaired.
.pg
The chance that an attack will successfully hit a monster, and the amount
of damage such a hit will do, depends upon many factors. Among them are:
of damage such a hit will do, depends upon many factors.
Among them are:
type of weapon, quality of weapon (enchantment and/or erosion), experience
level, strength, dexterity, encumbrance, and proficiency (see below). The
monster's armor class \(em a general defense rating, not necessarily due to
wearing of armor \(em is a factor too; also, some monsters are particularly
level, strength, dexterity, encumbrance, and proficiency (see below).
The monster's armor
class\(ema general defense rating, not necessarily due to wearing of
armor\(emis
a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
.pg
Many weapons can be wielded in one hand; some require both hands.
@@ -2242,8 +2246,8 @@ for \(oqQ\(cq runs out.
Some characters have the ability to fire a volley of multiple items in a
single turn.
Knowing how to load several rounds of ammunition at
once \(em or hold several missiles in your hand \(em and still hit a
target is not an easy task.
once\(emor hold several missiles in your hand\(emand
still hit a target is not an easy task.
Rangers are among those who are adept
at this task, as are those with a high level of proficiency in the
relevant weapon skill (in bow skill if you're wielding one to
@@ -2312,15 +2316,18 @@ and which to ignore.
.hn 3
Two-Weapon combat
.pg
Some characters can use two weapons at once. Setting things up to
Some characters can use two weapons at once.
Setting things up to
do so can seem cumbersome but becomes second nature with use.
To wield two weapons, you need to use the \(lq#twoweapon\(rq command.
But first you need to have a weapon in each hand.
(Note that your two weapons are not fully equal; the one in the
hand you normally wield with is considered primary and the other
one is considered secondary. The most noticeable difference is
after you stop \(em or before you begin, for that matter \(em wielding
two weapons at once. The primary is your wielded weapon and the
one is considered secondary.
The most noticeable difference is after you
stop\(emor before you begin, for that matter\(emwielding
two weapons at once.
The primary is your wielded weapon and the
secondary is just an item in your inventory that's been designated
as alternate weapon.)
.pg
@@ -2560,7 +2567,9 @@ Spellbooks (\(oq+\(cq)
Spellbooks are tomes of mighty magic.
When studied with the \(oqr\(cq (read)
command, they transfer to the reader the knowledge of a spell (and
therefore eventually become unreadable) \(em unless the attempt backfires.
therefore eventually become
unreadable)\(emunless
the attempt backfires.
Reading a cursed spellbook or one with mystic runes beyond
your ken can be harmful to your health!
.pg
@@ -2726,13 +2735,13 @@ Persistence of Objects
Normally, if you have seen an object at a particular map location and
move to another location where you can't directly see that object any
more, it will continue to be displayed on your map.
That remains the case even if it is not actually there any more \(em
perhaps a monster has picked it up or it has rotted away \(em
until you can see or feel that location again.
That remains the case even if it is not actually there any
more\(emperhaps a monster has picked it up or it has rotted away\(emuntil
you can see or feel that location again.
One notable exception is that if the object gets covered by the
\(lqremembered, unseen monster\(rq marker.
When that marker is later removed
after you've verified that no monster is there, you will forget that
after you've verified that no monster is there, you will have forgotten that
there was any object there regardless of whether the unseen monster
actually took the object.
If the object is still there, then once you see or feel that location
@@ -4003,9 +4012,10 @@ next and previous targets, allows filtering the possible targets.
.CC a "in same area only"
.ei
.ed
The area-filter tries to be slightly predictive \(em if you're standing
on a doorway,
it will consider the area on the side of the door you were last moving towards.
The area-filter tries to be slightly
predictive\(emif
you're standing on a doorway, it will consider the area on the side of
the door you were last moving towards.
.lp ""
Filtering can also be changed when getting a location with the
\(lqgetpos.filter\(rq key.
@@ -4213,9 +4223,10 @@ ESC into a meta-shifted version of the second character (default off).
.lp ""
This conversion is only done for commands, not for other input prompts.
Note that typing one or more digits as a count prefix prior to a
command \(em preceded by \fBn\fP if the
command\(empreceded by \fBn\fP if the
.op number_pad
option is set \(em is also subject to this conversion, so attempting to
option is set\(emis
also subject to this conversion, so attempting to
abort the count by typing ESC will leave NetHack waiting for another
character to complete the two character sequence.
Type a second ESC to finish cancelling such a count.

View File

@@ -1177,8 +1177,8 @@ slot to another so that it has a letter which is more meaningful for you
or that it will appear in a particular location when inventory listings
are displayed.
You can move to a currently empty slot, or if the destination is
occupied---and won't merge---the item there will swap slots with the one
being moved.
occupied---and won't merge---the
item there will swap slots with the one being moved.
``{\tt \#adjust}'' can also be used to split a stack of objects; when
choosing the item to adjust, enter a count prior to its letter.\\
%.lp ""
@@ -2014,17 +2014,18 @@ Shops do not get restocked with new items, regardless of inventory depletion.
\subsubsection*{Movement feedback}
%.pg
Moving around the map usually provides no feedback--other than drawing the
hero at the new location--unless you step on an object or pile of objects,
Moving around the map usually provides no
feedback---other than drawing the hero at the new location---unless
you step on an object or pile of objects,
or on a trap, or attempt to move onto a spot where a monster is located.
There are several options which can be used to augment the normal feedback.
%.pg
The
{\it pile\verb+_+limit\/}
option controls how many objects can be in a pile--sharing the same map
location--for the game to state ``there are objects here''
instead of listing them.
option controls how many objects can be in a
pile---sharing the same map location---for
the game to state ``there are objects here'' instead of listing them.
The default is {\tt 5}.
Setting it to {\tt 1} would always give that message instead of listing
any objects.
@@ -2228,8 +2229,8 @@ one who moved rather than you.
%.pg
However, if you encounter a monster which you can't see or
sense---perhaps it is invisible and has just tapped you on the
noggin---a special ``remembered, unseen monster'' marker will be displayed at
sense---perhaps it is invisible and has just tapped you on the noggin---a
special ``remembered, unseen monster'' marker will be displayed at
the location where you think it is.
That will persist until you have
proven that there is no monster there, even if the unseen monster
@@ -2367,8 +2368,9 @@ The chance that an attack will successfully hit a monster, and the amount
of damage such a hit will do, depends upon many factors. Among them are:
type of weapon, quality of weapon (enchantment and/or erosion), experience
level, strength, dexterity, encumbrance, and proficiency (see below). The
monster's armor class---a general defense rating, not necessarily due to
wearing of armor---is a factor too; also, some monsters are particularly
monster's armor
class---a general defense rating, not necessarily due to wearing of armor---is
a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
%.pg
@@ -2432,8 +2434,9 @@ for `{\tt Q}' runs out.
%.pg
Some characters have the ability to fire a volley of multiple items in a
single turn. Knowing how to load several rounds of ammunition at
once---or hold several missiles in your hand---and still hit a
target is not an easy task. Rangers are among those who are adept
once---or hold several missiles in your hand---and
still hit a target is not an easy task.
Rangers are among those who are adept
at this task, as are those with a high level of proficiency in the
relevant weapon skill (in bow skill if you're wielding one to
shoot arrows, in crossbow skill if you're wielding one to shoot bolts,
@@ -2508,9 +2511,11 @@ To wield two weapons, you need to use the ``{\tt \#twoweapon}'' command.
But first you need to have a weapon in each hand.
(Note that your two weapons are not fully equal; the one in the
hand you normally wield with is considered primary and the other
one is considered secondary. The most noticeable difference is
after you stop---or before you begin, for that matter---wielding
two weapons at once. The primary is your wielded weapon and the
one is considered secondary.
The most noticeable difference is after you
stop---or before you begin, for that matter---wielding
two weapons at once.
The primary is your wielded weapon and the
secondary is just an item in your inventory that's been designated
as alternate weapon.)
@@ -2769,7 +2774,8 @@ The commands to use rings are `{\tt P}' (put on) and `{\tt R}' (remove).
%.pg
Spellbooks are tomes of mighty magic. When studied with the `{\tt r}' (read)
command, they transfer to the reader the knowledge of a spell (and
therefore eventually become unreadable)---unless the attempt backfires.
therefore eventually become
unreadable)---unless the attempt backfires.
Reading a cursed spellbook or one with mystic runes beyond
your ken can be harmful to your health!
@@ -2957,12 +2963,12 @@ Normally, if you have seen an object at a particular map location and
move to another location where you can't directly see that object any
more, it will continue to be displayed on your map.
That remains the case even if it is not actually there any
more---perhaps a monster has picked it up or it has rotted
away---until you can see or feel that location again.
more---perhaps a monster has picked it up or it has rotted away---until
you can see or feel that location again.
One notable exception is that if the object gets covered by the
``remembered, unseen monster'' marker.
When that marker is later removed
after you've verified that no monster is there, you will forget that
after you've verified that no monster is there, you will have forgotten that
there was any object there regardless of whether the unseen monster
actually took the object.
If the object is still there, then once you see or feel that location
@@ -4340,9 +4346,10 @@ The possible settings are:
%.ei
%.ed
%.lp ""
The area-filter tries to be slightly predictive -- if you're standing
on a doorway, it will consider the area on the side of the door you
were last moving towards.\\
The area-filter tries to be slightly
predictive---if
you're standing on a doorway, it will consider the area on the side of
the door you were last moving towards.\\
%.lp ""
Filtering can also be changed when getting a location with
the ``getpos.filter'' key.
@@ -4612,10 +4619,12 @@ ESC into a meta-shifted version of the second character (default off).
This conversion is only done for commands, not for other input prompts.
Note that typing one or more digits as a count prefix prior to a
command---preceded by {\tt n} if the {\it number\verb+_+pad\/}
option is set---is also subject to this conversion, so attempting to
option is set---is
also subject to this conversion, so attempting to
abort the count by typing ESC will leave {\it NetHack\/} waiting for another
character to complete the two character sequence. Type a second ESC to
finish cancelling such a count. At other prompts a single ESC suffices.
character to complete the two character sequence.
Type a second ESC to finish cancelling such a count.
At other prompts a single ESC suffices.
%.lp
\item[\ib{BIOS}]
Use BIOS calls to update the screen display quickly and to read the keyboard