more Guidebook.mn tweaks

The sample map was being rendered in a proportional-width font for
Guidebook.mn -> Guidebook.ps -> Guidebook.pdf so looked awful.  It
is quite hard to believe that no one ever noticed this.  I wasn't
sure how to force tty font, but it is straightforward to pick
constant-width variant of Roman which seems to be 'roff's universal
font.

Prevent ".nethackrc" from being hyphenated and split across lines.
Ditto for other file names in the same section even though they
hadn't been positioned in spots where they got split.  I put same
thing into Guidebook.tex but I don't know whether their embedded
dots will become a problem there.

Loads of unmatched double quotes were confusing Emacs' nroff-mode
(which unlike tex-mode for Guidebook.tex, wasn't being activated
by default for Guidebook.mn).  Supply missing closing quote for a
bunch of things, convert literal '"' to '\(dq' for ones that aren't
intended to have matching close quote.  And change a bunch of
instances of "text" to ``text'' for rendering as quoted strings.
(There are a lot of single-quoted characters 'c' which should
probably be `c' instead, but I haven't touched those.)

There were several '\e' to render the 'escape' character, but that
is something which can be changed at will.  Use '\\' to explicitly
show backslash instead.  Change several ' - ' and '--' to '\(em'
for M-sized dash.  Right now they all have <space>\(em<space> but
the spaces probably shouldn't be there.

Change instances of 'number_pad' to '.op number_pad' to have it
rendered as an option name.

Remove the obsolete sentence which said that "Elbereth" might be
conditionally excluded.  (This change also made in Guidebook.tex.)

Split some wide lines (wide in the source, not after rendering),
although this wasn't done exhaustively.  For the re-split lines,
put each sentence on its own line as suggested by 'roff' man page.
This commit is contained in:
PatR
2018-04-16 16:29:01 -07:00
parent 0942c1c3c8
commit 24c62868c4
2 changed files with 235 additions and 123 deletions

View File

@@ -1,4 +1,4 @@
.\" $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.254 $ $NHDT-Date: 1523867058 2018/04/16 08:24:18 $
.\" $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.255 $ $NHDT-Date: 1523921339 2018/04/16 23:28:59 $
.\"
.\" This is an excerpt from the 'roff' man page from the 'groff' package.
.\" NetHack's Guidebook.mn currently does *not* adhere to these guidelines.
@@ -279,6 +279,7 @@ replaces the ``You see ...'' descriptions of text adventure games.
Figure 1 is a sample of what a NetHack screen might look like.
The way the screen looks for you depends on your platform.
.
.ft CR \" set font to constant-width Roman
.TS S
center tab(~);
a.
@@ -299,6 +300,7 @@ Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
_
.TE
.ft \" revert to previous font
.ce 1
Figure 1
.
@@ -347,7 +349,7 @@ coincide. Your alignment influences how other
monsters react toward you. Monsters of a like alignment are more likely
to be non-aggressive, while those of an opposing alignment are more likely
to be seriously offended at your presence.
.lp "Dungeon Level
.lp "Dungeon Level"
How deep you are in the dungeon. You start at level one and the number
increases as you go deeper into the dungeon. Some levels are special,
and are identified by a name and not a number. The Amulet of Yendor is
@@ -355,7 +357,7 @@ reputed to be somewhere beneath the twentieth level.
.lp "Gold "
The number of gold pieces you are openly carrying. Gold which you have
concealed in containers is not counted.
.lp "Hit Points
.lp "Hit Points"
Your current and maximum hit points. Hit points indicate how much
damage you can take before you die. The more you get hit in a fight,
the lower they get. You can regain hit points by resting, or by using
@@ -365,7 +367,7 @@ number your hit points can reach.
Spell points. This tells you how much mystic energy (\fImana\fP)
you have available for spell casting. Again, resting will regenerate the
amount available.
.lp "Armor Class
.lp "Armor Class"
A measure of how effectively your armor stops blows from unfriendly
creatures. The lower this number is, the more effective the armor; it
is quite possible to have negative armor class.
@@ -432,7 +434,7 @@ so far. Each symbol on the screen represents something. You can set
various graphics options to change some of the symbols the game uses;
otherwise, the game will use default symbols. Here is a list of what the
default symbols mean:
.lp "- and |
.lp "- and | "
The walls of a room, or an open door. Or a grave (|).
.lp .
The floor of a room, ice, or a doorless doorway.
@@ -467,7 +469,7 @@ A ring.
A potion.
.lp (
A useful item (pick-axe, key, lamp...).
.lp """
.lp \(dq \" \(dq == double quote
An amulet or a spider web.
.lp *
A gem or rock (possibly valuable, possibly worthless).
@@ -481,9 +483,9 @@ An altar, or an iron chain.
A fountain.
.lp }
A pool of water or moat or a pool of lava.
.lp "\e
.lp \\
An opulent throne.
.lp "a-zA-Z and other symbols
.lp "a-zA-Z and other symbols"
Letters and certain other symbols represent the various inhabitants
of the Mazes of Menace. Watch out, they can be nasty and vicious.
Sometimes, however, they can be helpful.
@@ -587,7 +589,8 @@ one-step movement commands cause you to fight monsters; the others
(below) are ``safe.''
.sd
.\" note: the two number pad layouts are separated by a tab on each line;
.\" converting those tabs to spaces will screw up the formatting
.\" converting those tabs to spaces will screw up the formatting;
.\" the '(if ... set)' line starts with <backslash><space><tab>
.TS S
center;
c c.
@@ -626,9 +629,9 @@ make ``#travel'' command show a menu of interesting targets in sight.
Prefix: fight a monster (even if you only guess one is there).
.lp M[yuhjklbn]
Prefix: move far, no pickup.
.lp "g[yuhjklbn]
.lp "g[yuhjklbn]"
Prefix: move until something interesting is found.
.lp "G[yuhjklbn] or <CONTROL->[yuhjklbn]
.lp "G[yuhjklbn] or <CONTROL->[yuhjklbn]"
Prefix: same as `g', but forking of corridors is not considered interesting.
.lp _
Travel to a map location via a shortest-path algorithm.
@@ -733,8 +736,7 @@ E- - write in the dust with your fingers.
.lp ""
Engraving the word ``Elbereth'' will cause most monsters to not attack
you hand-to-hand (but if you attack, you will rub it out); this is
often useful to give yourself a breather. (This feature may be compiled out
of the game, so your version might not have it.)
often useful to give yourself a breather.
.lp f
Fire one of the objects placed in your quiver (or quiver sack, or that you
have at the ready). You may select
@@ -917,6 +919,8 @@ Z. - to cast at yourself, use `.' for the direction.
.ed
.lp ^Z
Suspend the game
.\" .UX: print "UNIX" now and a trademark footnote at bottom of current page;
.\" 2nd arg (literal '(') _precedes_ it, 1st arg (quoted string) follows it
.UX " versions with job control only)." (
.lp :
Look at what is here.
@@ -938,7 +942,7 @@ Tell what weapon you are wielding.
Tell what armor you are wearing.
.lp =
Tell what rings you are wearing.
.lp """
.lp \(dq \" \(dq == double quote
Tell what amulet you are wearing.
.lp (
Tell what tools you are using.
@@ -957,12 +961,14 @@ the order in which your spells are listed, either by sorting the entire
list or by picking one spell from the menu then picking another to swap
places with it. Swapping pairs of spells changes their casting letters,
so the change lasts after the current `+' command finishes. Sorting
the whole list is temporary. To make the most recent sort order persist
the whole list is temporary.
To make the most recent sort order persist
beyond the current `+' command, choose the sort option again and then
pick "reassign casting letters". (Any spells learned after that will
pick ``reassign casting letters''.
(Any spells learned after that will
be added to the end of the list rather than be inserted into the sorted
ordering.)
.lp "\e
.lp \\
Show what types of objects have been discovered.
.lp `
Show discovered types for one class of objects.
@@ -987,7 +993,7 @@ 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
occupied \(em and won't merge \(em the item there will swap slots with the one
being moved.
``#adjust'' can also be used to split a stack of objects; when
choosing the item to adjust, enter a count prior to its letter.
@@ -1007,9 +1013,13 @@ splitting (count given) will ignore the source stack's name when
deciding whether to merge with the destination stack.
.lp #annotate
Allows you to specify one line of text to associate with the current
dungeon level. All levels with annotations are displayed by the
``#overview'' command. Autocompletes. Default key is 'M-A', and '^N'
if number_pad is on.
dungeon level.
All levels with annotations are displayed by the
``#overview'' command.
Autocompletes.
Default key is 'M-A', and '^N' if
.op number_pad
is on.
.lp #apply
Apply (use) a tool such as a pick-axe, a key, or a lamp. Default key is 'a'.
.lp ""
@@ -1033,7 +1043,9 @@ Talk to someone. Default key is 'M-c'.
.lp #close
Close a door. Default key is 'c'.
.lp #conduct
List voluntary challenges you have maintained. Autocompletes. Default key is 'M-C'.
List voluntary challenges you have maintained.
Autocompletes.
Default key is 'M-C'.
.lp ""
See the section below entitled ``Conduct'' for details.
.lp "#dip "
@@ -1060,7 +1072,9 @@ Force a lock. Autocompletes. Default key is 'M-f'.
.lp #glance
Show what type of thing a map symbol corresponds to. Default key is ';'.
.lp #help
Show the help menu. Default key is '?', and 'h' if number_pad is on.
Show the help menu. Default key is '?', and 'h' if
.op number_pad
is on.
.lp #herecmdmenu
Show a menu of possible actions in your current location.
.lp #history
@@ -1072,9 +1086,16 @@ Inventory specific item types. Default key is 'I'.
.lp #invoke
Invoke an object's special powers. Autocompletes. Default key is 'M-i'.
.lp #jump
Jump to another location. Autocompletes. Default key is 'M-j', and 'j' if number_pad is on.
Jump to another location.
Autocompletes.
Default key is 'M-j', and 'j' if
.op number_pad
is on.
.lp #kick
Kick something. Default key is '^D', and 'k' if number_pad is on.
Kick something.
Default key is '^D', and 'k' if
.op number_pad
is on.
.lp #known
Show what object types have been discovered. Default key is '\\'.
.lp #knownclass
@@ -1089,7 +1110,10 @@ Look at what is here, under you. Default key is ':'.
Loot a box or bag on the floor beneath you, or the saddle
from a steed standing next to you. Autocompletes.
Precede with the `m' prefix to skip containers at your location
and go directly to removing a saddle. Default key is 'M-l', and 'l' if number_pad is on.
and go directly to removing a saddle.
Default key is 'M-l', and 'l' if
.op number_pad
is on.
.lp #monpolycontrol
Control monster polymorphs. Autocompletes. Wizard-mode only.
.lp #monster
@@ -1149,13 +1173,16 @@ Since using this command by accident would throw away the current game,
you are asked to confirm your intent before quitting. By default a
response of 'y' acknowledges that intent. You can set the
.op paranoid_confirmation
option to require a response of "yes" instead.
option to require a response of ``yes'' instead.
.lp #quiver
Select ammunition for quiver. Default key is 'Q'.
.lp #read
Read a scroll, a spellbook, or something else. Default key is 'r'.
.lp #redraw
Redraw the screen. Default key is '^R', and '^L' if number_pad is on.
Redraw the screen.
Default key is '^R', and '^L' if
.op number_pad
is on.
.lp #remove
Remove an accessory (ring, amulet, etc). Default key is 'R'.
.lp #ride
@@ -1169,7 +1196,7 @@ Search for traps and secret doors around you. Default key is 's'.
.lp #seeall
Show all equipment in use. Default key is '*'.
.lp #seeamulet
Show the amulet currently worn. Default key is '"'.
Show the amulet currently worn. Default key is '\(dq'. \" double quote
.lp #seearmor
Show the armor currently worn. Default key is '['.
.lp #seegold
@@ -1221,7 +1248,7 @@ Using the ``request menu'' prefix shows a menu of interesting targets in sight
without asking to move the cursor. When picking a target with cursor and
the
.op autodescribe
-option is on, the top line will show "(no travel path)" if
option is on, the top line will show ``(no travel path)'' if
your character does not know of a path to that location.
.lp #turn
Turn undead away. Autocompletes. Default key is 'M-t'.
@@ -1233,7 +1260,10 @@ Note that you must
use suitable weapons for this type of combat, or it will
be automatically turned off.
.lp #untrap
Untrap something (trap, door, or chest). Default key is 'M-u', and 'u' if number_pad is on.
Untrap something (trap, door, or chest).
Default key is 'M-u', and 'u' if
.op number_pad
is on.
.lp ""
In some circumstances it can also be used to rescue trapped monsters.
.lp "#up "
@@ -1274,7 +1304,10 @@ Default key is '^I'.
.lp #wizintrinsic
Set intrinsic. Autocompletes. Wizard-mode only.
.lp #wizlevelport
Teleport to another level. Autocompletes. Wizard-mode only. Default key is '^V'.
Teleport to another level.
Autocompletes.
Wizard-mode only.
Default key is '^V'.
.lp #wizmap
Map the level. Autocompletes. Wizard-mode only. Default key is '^F'.
.lp #wizrumorcheck
@@ -1310,7 +1343,9 @@ option to have NetHack combine them into meta+key.
.lp M-?
#? (not supported by all platforms)
.lp M-2
#twoweapon (unless the number_pad option is enabled)
#twoweapon (unless the
.op number_pad
option is enabled)
.lp M-a
#adjust
.lp M-A
@@ -1505,7 +1540,7 @@ outside the shop.
While the shopkeeper watches you like a hawk, he will generally ignore
any other customers.
.lp * 2
If a shop is "closed for inventory", it will not open of its own accord.
If a shop is ``closed for inventory'', it will not open of its own accord.
.lp * 2
Shops do not get restocked with new items, regardless of inventory depletion.
.
@@ -1541,7 +1576,7 @@ moving into its location, you'll be asked to confirm your intent. By
default an answer of 'y' acknowledges that intent,
which can be error prone if you're using 'y' to move. You can set the
.op paranoid_confirmation
option to require a response of "yes" instead.
option to require a response of ``yes'' instead.
.pg
If you can't see a monster (if it is invisible, or if you are blinded),
the symbol `I' will be shown when you learn of its presence.
@@ -1721,8 +1756,8 @@ 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 \(em a general defense rating, not necessarily due to
wearing of armor \(em is 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.
@@ -1777,7 +1812,7 @@ for `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
once \(em or hold several missiles in your hand \(em 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
@@ -1844,7 +1879,7 @@ 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
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
secondary is just an item in your inventory that's been designated
as alternate weapon.)
@@ -2280,6 +2315,8 @@ for system administrators.
.hn 2
Using a configuration file
.pg
.\" hw: don't hyphenate file names
.hw .nethackrc defaults.nh nethack.exe nethackW.exe
The default name of the configuration file varies on different
operating systems.
On DOS and Windows, it is ``defaults.nh''
@@ -2317,7 +2354,10 @@ in a single OPTIONS statement.
Example:
.sd
\fBOPTIONS=dogname:Fido\fP
\fBOPTIONS=!legacy,autopickup,pickup_types:$"=/!?+\fP
.\" '\(dq' == double quote; including a literal double quote here works
.\" for formatting but confuses Emacs' nroff-mode into thinking
.\" that the \fP is part of a string rather than a font toggle
\fBOPTIONS=!legacy,autopickup,pickup_types:$\(dq=/!?+\fP
.ed
.lp HACKDIR
Default location of files NetHack needs. On Windows HACKDIR
@@ -2820,7 +2860,8 @@ When moving by numbers, to enter a count prefix for those commands
which accept one (such as ``12s'' to search twelve times), precede it
with the letter `n' (``n12s'').
.lp packorder
Specify the order to list object types in (default ``")[%?+!=/(*`0_'').
.\" \(dq == double quote; literal '"' formats ok but confuses Emacs' nroff-mode
Specify the order to list object types in (default ``\(dq)[%?+!=/(*`0_'').
The value of this option should be a string containing the
symbols for the various object types. Any omitted types are filled in
at the end from the previous order.
@@ -2829,23 +2870,23 @@ A space separated list of specific situations where alternate
prompting is desired. The default is paranoid_confirmation:pray.
.PS Were-change
.PL Confirm
for any prompts which are set to require "yes" rather than 'y', also
require "no" to reject instead of accepting any non-yes response as no
for any prompts which are set to require ``yes'' rather than 'y', also
require ``no'' to reject instead of accepting any non-yes response as no
.PL quit
require "yes" rather than 'y' to confirm quitting
require ``yes'' rather than 'y' to confirm quitting
the game or switching into non-scoring explore mode;
.PL die
require "yes" rather than 'y' to confirm dying (not
require ``yes'' rather than 'y' to confirm dying (not
useful in normal play; applies to explore mode);
.PL bones
require "yes" rather than 'y' to confirm saving
require ``yes'' rather than 'y' to confirm saving
bones data when dying in debug mode;
.PL attack
require "yes" rather than 'y' to confirm attacking a peaceful monster;
require ``yes'' rather than 'y' to confirm attacking a peaceful monster;
.PL wand-break
require "yes" rather than 'y' to confirm breaking a wand;
require ``yes'' rather than 'y' to confirm breaking a wand;
.PL Were-change
require "yes" rather than 'y' to confirm changing form due to lycanthropy
require ``yes'' rather than 'y' to confirm changing form due to lycanthropy
when hero has polymorph control;
.PL pray
require 'y' to confirm an attempt to pray rather
@@ -2895,11 +2936,13 @@ configuration file lines to further refine
behavior. Persistent.
.lp pile_limit
When walking across a pile of objects on the floor, threshold at which
the message "there are few/several/many objects here" is given instead
of showing a popup list of those objects. A value of 0 means "no limit"
(always list the objects); a value of 1 effectively means "never show
the objects" since the pile size will always be at least that big;
default value is 5. Persistent.
the message ``there are few/several/many objects here'' is given instead
of showing a popup list of those objects.
A value of 0 means ``no limit''
(always list the objects); a value of 1 effectively means ``never show
the objects'' since the pile size will always be at least that big;
default value is 5.
Persistent.
.lp playmode
Values are `normal', `explore', or `debug'.
Allows selection of explore mode (also known as discovery mode) or debug
@@ -3067,11 +3110,12 @@ next and previous targets, allows filtering the possible targets.
.ei
.ed
.lp ""
The area-filter tries to be slightly predictive - if you're standing on a doorway,
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.
.lp ""
Filtering can also be changed when getting a location with the ``getpos.filter''
key.
Filtering can also be changed when getting a location with the
``getpos.filter'' key.
.lp whatis_menu
When getting a location on the map, and using a key to cycle through
next and previous targets, use a menu instead to pick a target.
@@ -3140,7 +3184,8 @@ If NetHack can, it should use this size font for the status window.
.lp font_size_text
If NetHack can, it should use this size font for text windows.
.lp fullscreen
If NetHack can, it should try and display on the entire screen rather than in a window.
If NetHack can, it should try and display on the entire screen rather than
in a window.
.lp large_font
If NetHack can, it should use a large font.
.lp map_mode
@@ -3148,7 +3193,8 @@ If NetHack can, it should display the map in the manner specified.
.lp mouse_support
Allow use of the mouse for input and travel.
.lp player_selection
If NetHack can, it should pop up dialog boxes, or use prompts for character selection.
If NetHack can, it should pop up dialog boxes, or use prompts for character
selection.
.lp popup_dialog
If NetHack can, it should pop up dialog boxes for input.
.lp preload_tiles
@@ -3164,12 +3210,15 @@ when the hero reaches the scroll_margin.
If NetHack can, it should scroll the display when the hero or cursor
is this number of cells away from the edge of the window.
.lp selectsaved
If NetHack can, it should display a menu of existing saved games for the player to
choose from at game startup, if it can. Not all ports support this option.
If NetHack can, it should display a menu of existing saved games for the
player to choose from at game startup, if it can.
Not all ports support this option.
.lp softkeyboard
Display an onscreen keyboard. Handhelds are most likely to support this option.
Display an onscreen keyboard.
Handhelds are most likely to support this option.
.lp splash_screen
If NetHack can, it should display an opening splash screen when it starts up (default yes).
If NetHack can, it should display an opening splash screen when it starts
up (default yes).
.lp tiled_map
If NetHack can, it should display a tiled map if it can.
.lp tile_file
@@ -3186,8 +3235,8 @@ If NetHack can, it should display inverse when the game specifies it.
If NetHack can, it should display this number of messages at a time in
the message window.
.lp windowcolors
If NetHack can, it should display windows with the specified foreground/background
colors if it can.
If NetHack can, it should display windows with the specified
foreground/background colors if it can.
.lp wraptext
If NetHack can, it should wrap long lines of text if they don't fit in
the visible area of the window.
@@ -3198,8 +3247,8 @@ Here are explanations of options that are used by specific platforms or ports
to customize and change the port behavior.
.lp altkeyhandler
Select an alternate keystroke handler dll to load (Win32 tty NetHack only).
The name of the handler is specified without the .dll extension and without any
path information.
The name of the handler is specified without the .dll extension and without
any path information.
Cannot be set with the `O' command.
.lp altmeta
On Amiga, this option controls whether typing `Alt' plus another key
@@ -3211,12 +3260,13 @@ 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--preceded by \fBn\fP if the
command \(em preceded by \fBn\fP if the
.op number_pad
option is set--is also subject to this conversion, so attempting to
option is set \(em is 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. 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 "BIOS "
Use BIOS calls to update the screen
display quickly and to read the keyboard (allowing the use of arrow
@@ -3331,8 +3381,9 @@ Changing Key Bindings
.pg
It is possible to change the default key bindings of some special commands,
menu accelerator keys, and extended commands, by using BIND stanzas in the
configuration file. Format is key, followed by the command to bind to, separated
by a colon. The key can be a single character (``x''), a control key (``^X'',
configuration file.
Format is key, followed by the command to bind to, separated by a colon.
The key can be a single character (``x''), a control key (``^X'',
``C-x''), a meta key (``M-x''), or a three-digit decimal ASCII code.
.pg
For example:
@@ -3358,13 +3409,25 @@ to same keys, only one of those commands will be available. Special command
can only be bound to a single key.
.pg
.lp count
Prefix key to start a count, to repeat a command this many times. With number_pad only. Default is 'n'.
Prefix key to start a count, to repeat a command this many times.
With
.op number_pad
only.
Default is 'n'.
.lp doinv
Show inventory. With number_pad only. Default is '0'.
Show inventory.
With
.op number_pad
only.
Default is '0'.
.lp fight
Prefix key to force fight a direction. Default is 'F'.
.lp fight.numpad
Prefix key to force fight a direction. With number_pad only. Default is '-'.
Prefix key to force fight a direction.
With
.op number_pad
only.
Default is '-'.
.lp getdir.help
When asked for a direction, the key to show the help. Default is '?'.
.lp getdir.self
@@ -3374,57 +3437,91 @@ When asked for a direction, the key to target yourself. Default is 's'.
.lp getpos.autodescribe
When asked for a location, the key to toggle autodescribe. Default is '#'.
.lp getpos.all.next
When asked for a location, the key to go to next closest interesting thing. Default is 'a'.
When asked for a location, the key to go to next closest interesting thing.
Default is 'a'.
.lp getpos.all.prev
When asked for a location, the key to go to previous closest interesting thing. Default is 'A'.
When asked for a location, the key to go to previous closest interesting
thing.
Default is 'A'.
.lp getpos.door.next
When asked for a location, the key to go to next closest door or doorway. Default is 'd'.
When asked for a location, the key to go to next closest door or doorway.
Default is 'd'.
.lp getpos.door.prev
When asked for a location, the key to go to previous closest door or doorway. Default is 'D'.
When asked for a location, the key to go to previous closest door or doorway.
Default is 'D'.
.lp getpos.help
When asked for a location, the key to show help. Default is '?'.
.lp getpos.mon.next
When asked for a location, the key to go to next closest monster. Default is 'm'.
When asked for a location, the key to go to next closest monster.
Default is 'm'.
.lp getpos.mon.prev
When asked for a location, the key to go to previous closest monster. Default is 'M'.
When asked for a location, the key to go to previous closest monster.
Default is 'M'.
.lp getpos.obj.next
When asked for a location, the key to go to next closest object. Default is 'o'.
When asked for a location, the key to go to next closest object.
Default is 'o'.
.lp getpos.obj.prev
When asked for a location, the key to go to previous closest object. Default is 'O'.
When asked for a location, the key to go to previous closest object.
Default is 'O'.
.lp getpos.menu
When asked for a location, and using one of the next or previous keys to cycle through targets, toggle showing a menu instead. Default is '!'.
When asked for a location, and using one of the next or previous keys to
cycle through targets, toggle showing a menu instead.
Default is '!'.
.lp getpos.moveskip
When asked for a location, and using the shifted movement keys or meta-digit keys to fast-move around, move by skipping the same glyphs instead of by 8 units. Default is '*'.
When asked for a location, and using the shifted movement keys or meta-digit
keys to fast-move around, move by skipping the same glyphs instead of
by 8 units.
Default is '*'.
.lp getpos.filter
When asked for a location, change the filtering mode when using one of the next
or previous keys to cycle through targets. Toggles between no filtering, in view
only, and in the same area only. Default is '"'.
When asked for a location, change the filtering mode when using one of
the next or previous keys to cycle through targets. Toggles between no
filtering, in view only, and in the same area only.
Default is '\(dq'. \" double quote
.lp getpos.pick
When asked for a location, the key to choose the location, and possibly ask for more info. Default is '.'.
When asked for a location, the key to choose the location, and possibly
ask for more info.
Default is '.'.
.lp getpos.pick.once
When asked for a location, the key to choose the location, and skip asking for more info. Default is ','.
When asked for a location, the key to choose the location, and skip asking
for more info.
Default is ','.
.lp getpos.pick.quick
When asked for a location, the key to choose the location, skip asking for more info, and exit the location asking loop. Default is ';'.
When asked for a location, the key to choose the location, skip asking for
more info, and exit the location asking loop.
Default is ';'.
.lp getpos.pick.verbose
When asked for a location, the key to choose the location, and show more info without asking. Default is ':'.
When asked for a location, the key to choose the location, and show more
info without asking.
Default is ':'.
.lp getpos.self
When asked for a location, the key to go to your location. Default is '@'.
When asked for a location, the key to go to your location.
Default is '@'.
.lp getpos.unexplored.next
When asked for a location, the key to go to next closest unexplored location. Default is 'x'.
When asked for a location, the key to go to next closest unexplored location.
Default is 'x'.
.lp getpos.unexplored.prev
When asked for a location, the key to go to previous closest unexplored location. Default is 'X'.
When asked for a location, the key to go to previous closest unexplored
location.
Default is 'X'.
.lp getpos.valid
When asked for a location, the key to go to show valid target locations. Default is '$'.
When asked for a location, the key to go to show valid target locations.
Default is '$'.
.lp getpos.valid.next
When asked for a location, the key to go to next closest valid location. Default is 'z'.
When asked for a location, the key to go to next closest valid location.
Default is 'z'.
.lp getpos.valid.prev
When asked for a location, the key to go to previous closest valid location. Default is 'Z'.
When asked for a location, the key to go to previous closest valid location.
Default is 'Z'.
.lp nopickup
Prefix key to move without picking up items. Default is 'm'.
.lp redraw
Key to redraw the screen. Default is '^R'.
.lp redraw.numpad
Key to redraw the screen. With number_pad only. Default is '^L'.
Key to redraw the screen.
With
.op number_pad
only.
Default is '^L'.
.lp repeat
Key to repeat previous command. Default is '^A'.
.lp reqmenu
@@ -3432,9 +3529,14 @@ Prefix key to request menu from some commands. Default is 'm'.
.lp run
Prefix key to run towards a direction. Default is 'G'.
.lp run.nopickup
Prefix key to run towards a direction without picking up items on the way. Default is 'M'.
Prefix key to run towards a direction without picking up items on the way.
Default is 'M'.
.lp run.numpad
Prefix key to run towards a direction. With number_pad only. Default is '5'.
Prefix key to run towards a direction.
With
.op number_pad
only.
Default is '5'.
.lp rush
Prefix key to rush towards a direction. Default is 'g'.
.hn 2
@@ -3448,7 +3550,7 @@ look like this:
.si
MSGTYPE=type "pattern"
.ei
.PS "message type"
.PS "pattern"
.PL type
how the message should be shown;
.PL pattern
@@ -3458,14 +3560,16 @@ the pattern to match.
The pattern should be a regular expression.
.lp ""
Allowed types are:
.sd
.si
show - show message normally.
hide - never show the message.
stop - wait for user with more-prompt.
norep - show the message once, but not again if no other message is shown in between.
.ei
.ed
.PS "norep"
.PL show
show message normally;
.PL hide
never show the message;
.PL stop
wait for user with more-prompt;
.PL norep
show the message once, but not again if no other message is shown in between.
.PE
.lp ""
Here's an example of message types using NetHack's internal
pattern matching facility:
@@ -3475,9 +3579,11 @@ MSGTYPE=stop "You feel hungry."
MSGTYPE=hide "You displaced *."
.ei
.ed
specifies that whenever a message "You feel hungry" is shown,
specifies that whenever a message ``You feel hungry'' is shown,
the user is prompted with more-prompt, and a message matching
"You displaced <something>." is not shown at all.
``You displaced <something>.'' is not shown at all.
.\" historical trivia: "You displaced Fido." was the sort of message you
.\" got when swapping places with your pet, but that was changed long ago...
.lp ""
The order of the defined MSGTYPE-lines is important; the last matching
rule is used. Put the general case first, exceptions below them.
@@ -3522,16 +3628,16 @@ MENUCOLOR="* cursed *"=red
MENUCOLOR="* cursed *(being worn)"=red&underline
.ei
.ed
specifies that any menu line with " blessed " contained
in it will be shown in green color, lines with " cursed " will be
shown in red, and lines with " cursed " followed by "(being worn)"
specifies that any menu line with `` blessed '' contained
in it will be shown in green color, lines with `` cursed '' will be
shown in red, and lines with `` cursed '' followed by ``(being worn)''
on the same line will be shown in red color and underlined.
You can have multiple MENUCOLOR entries in your config file,
and the last MENUCOLOR-line in your config file that matches
a menu line will be used for the line.
.pg
Note that if you intend to have one or more color specifications match
" uncursed ", you will probably want to turn the
`` uncursed '', you will probably want to turn the
.op implicit_uncursed
option off so that all items known to be uncursed are actually
displayed with the ``uncursed'' description.
@@ -3708,7 +3814,7 @@ Default Symbol Name Description
\_ \_ \_
\ S_air (air)
\&_ S_altar (altar)
" S_amulet (amulet)
\(dq S_amulet (amulet)
A S_angel (angelic being)
a S_ant (ant or other insect)
^ S_anti_magic_trap (anti-magic field)
@@ -3871,7 +3977,7 @@ v S_vortex (vortex)
/ S_wand (wand)
} S_water (water)
) S_weapon (weapon)
" S_web (web)
\(dq S_web (web)
w S_worm (worm)
~ S_worm_tail (long worm tail)
W S_wraith (wraith)
@@ -3904,7 +4010,7 @@ overall location of items on the screen.
.pg
NetHack can also be compiled with support for sending the game messages
to an external program, such as a text-to-speech synthesizer. If the #version
extended command shows "external program as a message handler", your NetHack
extended command shows ``external program as a message handler'', your NetHack
has been compiled with the capability. When compiling NetHack from source
on Linux and other POSIX systems, define MSGHANDLER to enable it. To use
the capability, set the environment variable NETHACK_MSGHANDLER to an
@@ -3932,7 +4038,9 @@ This will assist in the interface to speech synthesizers.
Show menus on a cleared screen and aligned to the left edge.
.lp number_pad
A lot of speech access programs use the number-pad to review the screen.
If this is the case, disable the number_pad option and use the traditional
If this is the case, disable the
.op number_pad
option and use the traditional
Rogue-like commands.
.lp autodescribe
Automatically describe the terrain under the cursor when targeting.