diff --git a/.mailmap b/.mailmap deleted file mode 100644 index e0f587ff5..000000000 --- a/.mailmap +++ /dev/null @@ -1,6 +0,0 @@ -PatR nethack.rankin -nhmall nethack.allison -keni keni -David Cohrs cohrs -Derek S. Ray Derek -Alex Kompel Alex Kompel diff --git a/dat/history b/dat/history index e5c206cc7..ce404b6eb 100644 --- a/dat/history +++ b/dat/history @@ -71,8 +71,8 @@ then added to other platforms. The 3.2 development team, comprised of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Steve -Linhart, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and -Paul Winner, released version 3.2 in April of 1996. +Linhart, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, +and Paul Winner, released version 3.2 in April of 1996. Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members @@ -110,8 +110,8 @@ Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000. -Version 3.3 offered many firsts. It was the first version to separate race -and profession. The Elf class was removed in preference to an elf race, +Version 3.3 offered many firsts. It was the first version to separate race +and profession. The Elf class was removed in preference to an elf race, and the races of dwarves, gnomes, and orcs made their first appearance in the game alongside the familiar human race. Monk and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, @@ -172,102 +172,100 @@ would never be a 3.4.4, 3.5, or 3.5.0 official release version. In January 2015, preparation began for the release of NetHack 3.6. At the beginning of development for what would eventually get released -as 3.6.0, the development team consisted of Michael Allison, -Warwick Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken Lorber, +as 3.6.0, the development team consisted of Warwick Allison, +Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner. Leading up to the release of 3.6.0 in early 2015, new members Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack development team. -In January 2015, preparation began for the release of NetHack 3.6. The 3.6 -version merges work done by the development team since the previous release -with some of the beloved community patches. Many bugs were fixed and some -code was restructured. +The 3.6 versions of the game are special in a particular way. Near the end +of the development of 3.6.0, one of the significant inspirations for many +of the humorous and fun features found in the game, author Terry Pratchett, +passed away. The 3.6 versions of the game include a tribute to him. + +3.6.0 was released in December 2015, and merged work done by the development +team since the release of 3.4.3 with some of the beloved community patches. +Many bugs were fixed and some code was restructured. + +In 2018, several hundred bug fixes for 3.6.0 and some new features +were assembled and released as NetHack 3.6.1. The development team at +the time of release of 3.6.1 consisted of Warwick Allison, +Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Pasi Kallinen, +Ken Lorber, Dean Luick, Patric Mueller, Pat Rankin, Derek S. Ray, +Alex Smith, Mike Stephenson, Janet Walz and Paul Winner. The development team, as well as Steve VanDevender and Kevin Smolkowski -ensured that NetHack 3.6 continued to operate on various Unix flavors +ensured that NetHack 3.6.1 continued to operate on various Unix flavors as well as maintaining the X11 interface. Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained the port -of NetHack 3.6 for Mac. +of NetHack 3.6.1 for Mac OSX. -Michael Allison, Derek S. Ray, Yitzhak Sapir, Alex Kompel, Dion Nicolaas, -and David Cohrs maintained the port of NetHack 3.6 for Microsoft Windows. +Michael Allison, David Cohrs, Barton House, Pasi Kallinen, Alex Kompel, +Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the port of +NetHack 3.6.1 for Microsoft Windows. -Pat Rankin attempted to keep the VMS port running for NetHack 3.6, +Pat Rankin attempted to keep the VMS port running for NetHack 3.6.1, hindered by limited access. Kevin Smolkowski has updated and tested it for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX. -The 3.6 version of the game is special in a particular way. Near the end of -the development of 3.6.0, one of the significant inspirations for many of -the humorous and fun features found in the game, author Terry Pratchett, -passed away. The 3.6 version of the game includes a tribute to him. +Ray Chason resurrected the msdos port for 3.6.1 and contributed the +necessary updates to the community at large. -The 3.6 development team consisting of Michael Allison, Warwick Allison, -Ken Arromdee, David Cohrs, Jessie Collet, Sean Hunt, Pasi Kallinen, -Ken Lorber, Dean Luick, Pat Rankin, Derek Ray, Mike Stephenson, -Janet Walz, and Paul Winner released 3.6.1 as a bug fix release in -January 2016. - -An official NetHack web site continues to be maintained by Ken Lorber at +The official NetHack web site is maintained by Ken Lorber at http://www.nethack.org/. --- -SHOUT-OUTS - -The devteam would like to give a special "shout-out" to thank the generous -people primarily responsible for the public NetHack servers available for -playing the game at nethack.alt.org and devnull.net. In addition to -providing a way for the public to play a game of NetHack from almost -anywhere, they have hosted annual NetHack tournaments for many, many years. - -On behalf of the NetHack community, thank you very much to -M. Drew Streib, Pasi Kallinen and Robin Bandy. +On behalf of the NetHack community, thank you very much once again to +M. Drew Streib, Pasi Kallinen and Robin Bandy for providing public +NetHack servers at nethack.alt.org and devnull.net and/or for hosting annual +NetHack tournaments. - - - - - - - - - - From time to time, some depraved individual out there in netland sends a -particularly intriguing modification to help out with the game. The Gods of -the Dungeon sometimes make note of the names of the worst of these miscreants -in this, the list of Dungeoneers: +particularly intriguing modification to help out with the game. The gods +of the dungeon sometimes make note of the names of the worst of these +miscreants in this, the list of Dungeoneers: - Adam Aronow Janet Walz Nathan Eady - Alex Kompel Janne Salmijarvi Norm Meluch + Adam Aronow J. Ali Harlow Mikko Juola + Alex Kompel Janet Walz Nathan Eady + Alex Smith Janne Salmijarvi Norm Meluch Andreas Dorn Jean-Christophe Collet Olaf Seibert Andy Church Jeff Bailey Pasi Kallinen Andy Swanson Jochen Erwied Pat Rankin - Ari Huttunen John Kallen Paul Winner - Barton House John Rupley Pierre Martineau - Benson I. Margulies John S. Bien Ralf Brown - Bill Dyer Johnny Lee Ray Chason - Boudewijn Waijers Jon W{tte Richard Addison - Bruce Cox Jonathan Handler Richard Beigel - Bruce Holloway Joshua Delahunty Richard P. Hughey - Bruce Mewborne Keizo Yamamoto Rob Menke - Carl Schelin Ken Arnold Robin Bandy - Chris Russo Ken Arromdee Robin Johnson - David Cohrs Ken Lorber Roderick Schertler - David Damerell Ken Washikita Roland McGrath - David Gentzel Kevin Darcy Ron Van Iwaarden - David Hairston Kevin Hugo Ronnen Miller - Dean Luick Kevin Sitze Ross Brown - Del Lamb Kevin Smolkowski Sascha Wostmann - Derek S. Ray Kevin Sweet Scott Bigham - Deron Meranda Lars Huttar Scott R. Turner - Dion Nicolaas Leon Arnott Sean Hunt - Dylan O'Donnell M. Drew Streib Stephen Spackman - Eric Backus Malcolm Ryan Stefan Thielscher - Eric Hendrickson Mark Gooderum Stephen White - Eric R. Smith Mark Modrall Steve Creps - Eric S. Raymond Marvin Bressler Steve Linhart - Erik Andersen Matthew Day Steve VanDevender - Frederick Roeber Merlyn LeRoy Teemu Suikki - Gil Neiger Michael Allison Tim Lennan - Greg Laskin Michael Feir Timo Hakulinen - Greg Olson Michael Hamel Tom Almy - Gregg Wonderly Michael Sokolov Tom West - Hao-yang Wang Mike Engber Warren Cheung - Helge Hafting Mike Gallop Warwick Allison - Irina Rempt-Drijfhout Mike Passaretti Yitzhak Sapir - Izchak Miller Mike Stephenson - J. Ali Harlow Mikko Juola + Ari Huttunen John Kallen Patric Mueller + Barton House John Rupley Paul Winner + Benson I. Margulies John S. Bien Pierre Martineau + Bill Dyer Johnny Lee Ralf Brown + Boudewijn Waijers Jon W{tte Ray Chason + Bruce Cox Jonathan Handler Richard Addison + Bruce Holloway Joshua Delahunty Richard Beigel + Bruce Mewborne Keizo Yamamoto Richard P. Hughey + Carl Schelin Ken Arnold Rob Menke + Chris Russo Ken Arromdee Robin Bandy + David Cohrs Ken Lorber Robin Johnson + David Damerell Ken Washikita Roderick Schertler + David Gentzel Kevin Darcy Roland McGrath + David Hairston Kevin Hugo Ron Van Iwaarden + Dean Luick Kevin Sitze Ronnen Miller + Del Lamb Kevin Smolkowski Ross Brown + Derek S. Ray Kevin Sweet Sascha Wostmann + Deron Meranda Lars Huttar Scott Bigham + Dion Nicolaas Leon Arnott Scott R. Turner + Dylan O'Donnell M. Drew Streib Sean Hunt + Eric Backus Malcolm Ryan Stephen Spackman + Eric Hendrickson Mark Gooderum Stefan Thielscher + Eric R. Smith Mark Modrall Stephen White + Eric S. Raymond Marvin Bressler Steve Creps + Erik Andersen Matthew Day Steve Linhart + Frederick Roeber Merlyn LeRoy Steve VanDevender + Gil Neiger Michael Allison Teemu Suikki + Greg Laskin Michael Feir Tim Lennan + Greg Olson Michael Hamel Timo Hakulinen + Gregg Wonderly Michael Sokolov Tom Almy + Hao-yang Wang Mike Engber Tom West + Helge Hafting Mike Gallop Warren Cheung + Irina Rempt-Drijfhout Mike Passaretti Warwick Allison + Izchak Miller Mike Stephenson Yitzhak Sapir + diff --git a/dat/opthelp b/dat/opthelp index eb9aeeb84..7d328d4a9 100644 --- a/dat/opthelp +++ b/dat/opthelp @@ -2,6 +2,7 @@ Boolean options not under specific compile flags (with default values in []): (You can learn which options exist in your version by checking your current option setting, which is reached via the 'O' cmd.) +acoustics can your character hear anything [TRUE] autodescribe describe the terrain under cursor [FALSE] autodig dig if moving and wielding digging tool [FALSE] autoopen walking into a door attempts to open it [TRUE] @@ -9,23 +10,31 @@ autopickup automatically pick up objects you move over [TRUE] autoquiver when firing with an empty quiver, select some [FALSE] suitable inventory weapon to fill the quiver BIOS allow the use of IBM ROM BIOS calls [FALSE] +blind your character is permanently blind [FALSE] +bones allow loading bones files [TRUE] +clicklook look at map by clicking right mouse button [FALSE] cmdassist give help for errors on direction & other commands [TRUE] confirm ask before hitting tame or peaceful monsters [TRUE] -DECgraphics use DEC/VT line-drawing characters for the dungeon [FALSE] +dark_room show floor not in sight in different color [TRUE] eight_bit_tty send 8-bit characters straight to terminal [FALSE] extmenu use a menu for selecting extended commands (#) [FALSE] fixinv try to retain the same letter for the same object [TRUE] +force_invmenu commands asking for inventory item show a menu [FALSE] goldX when filtering objects by bless/curse state, [FALSE] whether to classify gold as X (unknown) or U (uncursed) help print all available info when using the / command [TRUE] -IBMgraphics use IBM extended characters for the dungeon [FALSE] +herecmd_menu show menu of some possible commands when clicking + on yourself or next to you with mouse [FALSE] ignintr ignore interrupt signal, including breaks [FALSE] implicit_uncursed omit "uncursed" from inventory, if possible [TRUE] legacy print introductory message [TRUE] lit_corridor show a dark corridor as lit if in sight [FALSE] lootabc use a/b/c rather than o/i/b when looting [FALSE] -menu_overlay overlay menus on the screen and align to right [TRUE] mail enable the mail daemon [TRUE] +mention_walls give feedback when walking against a wall [FALSE] +menu_objsyms show object symbols in menus if it is selectable [FALSE] +menu_overlay overlay menus on the screen and align to right [TRUE] +nudist start your character without armor [FALSE] null allow nulls to be sent to your terminal [TRUE] try turning this option off (forcing NetHack to use its own delay code) if moving objects seem to teleport across rooms @@ -36,16 +45,15 @@ pushweapon when wielding a new weapon, put your previously [FALSE] rawio allow the use of raw I/O [FALSE] rest_on_space count the space bar as a rest character [FALSE] safe_pet prevent you from (knowingly) attacking your pet(s) [TRUE] +sanity_check perform data sanity checks [FALSE] showexp display your accumulated experience points [FALSE] showrace show yourself by your race rather than by role [FALSE] silent don't use your terminal's bell sound [TRUE] sortpack group similar kinds of objects in inventory [TRUE] -sound enable messages about what your character hears [TRUE] - (note: this has nothing to do with your computer's audio - capabilities, and the game resets it periodically) sparkle display sparkly effect for resisted magical [TRUE] attacks (e.g. fire attack on fire-resistant monster) standout use standout mode for --More-- on messages [FALSE] +status_updates update the status lines [TRUE] time display elapsed game time, in moves [FALSE] tombstone print tombstone when you die [TRUE] toptenwin print topten in a window rather than stdout [FALSE] @@ -54,6 +62,8 @@ travel enable the command to travel to a map location via [TRUE] use_darkgray use bold black instead of blue for black glyphs. [TRUE] use_inverse display detected monsters in highlighted manner [FALSE] verbose print more commentary during the game [TRUE] +whatis_menu show menu when getting a map location [FALSE] +whatis_moveskip skip same glyphs when getting a map location [FALSE] There are further boolean options controlled by compilation flags. @@ -74,6 +84,7 @@ showscore display your approximate accumulated score [FALSE] Boolean options if TEXTCOLOR was set at compile time: color use different colors for objects on screen [TRUE for micros] hilite_pet display pets in a highlighted manner [FALSE] +hilite_pile display item piles in a highlighted manner [FALSE] Boolean option if TIMED_DELAY was set at compile time (tty interface only): timed_delay on unix and VMS, use a timer instead of sending [TRUE] @@ -92,6 +103,9 @@ preload_tiles control whether tiles get pre-loaded into RAM at [TRUE] the start of the game. Doing so enhances performance of the tile graphics, but uses more memory. +Boolean option if TTY_TILES_ESCCODES was set at compile time (tty only): +vt_tiledata insert extra data escae code markers into output [FALSE] + Any Boolean option can be negated by prefixing it with a '!' or 'no'. diff --git a/doc/.gitignore b/doc/.gitignore index 7bdb35836..44d9deb27 100644 --- a/doc/.gitignore +++ b/doc/.gitignore @@ -1 +1,6 @@ Guidebook +Guidebook.aux +Guidebook.log +Guidebook.pdf +Guidebook.synctex.gz + diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn index ef2bfd9c4..3a46b8d5d 100644 --- a/doc/Guidebook.mn +++ b/doc/Guidebook.mn @@ -1,11 +1,11 @@ -.\" $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.241 $ $NHDT-Date: 1512473628 2017/12/05 11:33:48 $ +.\" $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.251 $ $NHDT-Date: 1523736800 2018/04/14 20:13:20 $ .ds h0 "NetHack Guidebook .ds h1 .ds h2 % .ds vr "NetHack 3.6 .ds f0 "\*(vr .ds f1 -.ds f2 "February 22, 2016 +.ds f2 "April 14, 2018 .\" labeled paragraph start (should be part of tmac.n, but I don't want to .\" make changes to that file) .\" .PS word @@ -1244,7 +1244,7 @@ On other systems, if typing `Alt' plus another key transmits a two character sequence consisting of an \fBEscape\fP followed by the other key, you may set the .op altmeta -option to have nethack combine them into meta+key. +option to have NetHack combine them into meta+key. .lp M-? #? (not supported by all platforms) .lp M-2 @@ -1303,20 +1303,17 @@ If the .op number_pad option is on, some additional letter commands are available: .lp h -Help menu: display one of several help texts available, like ``?''. +#help .lp j -Jump to another location. Same as ``#jump'' or ``M-j''. +#jump .lp k -Kick something (usually a door). Same as `^D'. +#kick .lp l -Loot a box or bag on the floor beneath you, or the saddle -from a steed standing next to you. Same as ``#loot'' or ``M-l''. +#loot .lp N -Name a monster, an individual object, or a type of object. Same -as ``#name'' (or ``M-n'') which is the same as the `C' -command. +#name .lp u -Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-u''. +#untrap .hn 1 Rooms and corridors @@ -1367,7 +1364,7 @@ complete all of the levels according to the traditional rules of Sokoban. Some allowances are permitted in case the player gets stuck; however, they will lower your luck. .hn 2 -Stairs (`<', `>') +Stairs and ladders (`<', `>') .pg In general, each level in the dungeon will have a staircase going up (`<') to the previous level and another going down (`>') to the next @@ -1395,8 +1392,6 @@ and some other monsters will follow along if they're close enough when you travel up or down stairs, and occasionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby. -.hn 2 -Ladders (`<', `>') .pg Ladders serve the same purpose as staircases, and the two types of inter-level connections are nearly indistinguishable during game play. @@ -3049,67 +3044,68 @@ Where to align or place the message window (top, bottom, left, or right) .lp align_status Where to align or place the status window (top, bottom, left, or right). .lp ascii_map -NetHack should display an ascii character map if it can. +If NetHack can, it should display an ascii character map if it can. .lp color -NetHack should display color if it can for different monsters, -objects, and dungeon features +If NetHack can, it should display color if it can for different monsters, +objects, and dungeon features. .lp eight_bit_tty -NetHack should pass eight-bit character values (for example, specified with the +If NetHack can, it should pass eight-bit character values (for example, +specified with the .op traps option) straight through to your terminal (default off). .lp font_map -NetHack should use a font by the chosen name for the map window. +if NetHack can, it should use a font by the chosen name for the map window. .lp font_menu -NetHack should use a font by the chosen name for menu windows. +If NetHack can, it should use a font by the chosen name for menu windows. .lp font_message -NetHack should use a font by the chosen name for the message window. +If NetHack can, it should use a font by the chosen name for the message window. .lp font_status -NetHack should use a font by the chosen name for the status window. +If NetHack can, it should use a font by the chosen name for the status window. .lp font_text -NetHack should use a font by the chosen name for text windows. +If NetHack can, it should use a font by the chosen name for text windows. .lp font_size_map -NetHack should use this size font for the map window. +If NetHack can, it should use this size font for the map window. .lp font_size_menu -NetHack should use this size font for menu windows. +If NetHack can, it should use this size font for menu windows. .lp font_size_message -NetHack should use this size font for the message window. +If NetHack can, it should use this size font for the message window. .lp font_size_status -NetHack should use this size font for the status window. +If NetHack can, it should use this size font for the status window. .lp font_size_text -NetHack should use this size font for text windows. +If NetHack can, it should use this size font for text windows. .lp fullscreen -NetHack 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 -NetHack should use a large font. +If NetHack can, it should use a large font. .lp map_mode -NetHack should display the map in the manner specified. +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 -NetHack 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 -NetHack should pop up dialog boxes for input. +If NetHack can, it should pop up dialog boxes for input. .lp preload_tiles -NetHack should preload tiles into memory. +If NetHack can, it should preload tiles into memory. For example, in the protected mode MSDOS version, control whether tiles get pre-loaded into RAM at the start of the game. Doing so enhances performance of the tile graphics, but uses more memory. (default on). Cannot be set with the `O' command. .lp scroll_amount -NetHack should scroll the display by this number of cells +If NetHack can, it should scroll the display by this number of cells when the hero reaches the scroll_margin. .lp scroll_margin -NetHack should scroll the display when the hero or cursor +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 -NetHack should display a menu of existing saved games for the player to +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. .lp splash_screen -NetHack 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 -NetHack should display a tiled map if it can. +If NetHack can, it should display a tiled map if it can. .lp tile_file Specify the name of an alternative tile file to override the default. .lp tile_height @@ -3119,15 +3115,15 @@ Specify the preferred width of each tile in a tile capable port .lp use_darkgray Use bold black instead of blue for black glyphs (TTY only). .lp use_inverse -NetHack should display inverse when the game specifies it. +If NetHack can, it should display inverse when the game specifies it. .lp vary_msgcount -NetHack should display this number of messages at a time in +If NetHack can, it should display this number of messages at a time in the message window. .lp windowcolors -NetHack should display windows with the specified foreground/background +If NetHack can, it should display windows with the specified foreground/background colors if it can. .lp wraptext -NetHack port should wrap long lines of text if they don't fit in +If NetHack can, it should wrap long lines of text if they don't fit in the visible area of the window. .hn 2 Platform-specific Customization options @@ -3144,7 +3140,7 @@ On Amiga, this option controls whether typing `Alt' plus another key functions as a meta-shift for that key (default on). .lp altmeta On other (non-Amiga) systems where this option is available, it can be -set to tell nethack to convert a two character sequence beginning with +set to tell NetHack to convert a two character sequence beginning with 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. @@ -3152,7 +3148,7 @@ Note that typing one or more digits as a count prefix prior to a command--preceded by \fBn\fP if the .op number_pad option is set--is also subject to this conversion, so attempting to -abort the count by typing ESC will leave nethack waiting for another +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. .lp "BIOS " @@ -4224,16 +4220,6 @@ successors originally by \fBDaniel Thaler\fP and then by \fBAlex Smith\fP, and Dynahack by \fBTung Nguyen\fP. Some of those variants continue to be developed, maintained, and enjoyed by the community to this day. .pg -At the beginning of development for what would eventually get released -as 3.6.0, the development team consisted of \fBWarwick Allison\fP, -\fBMichael Allison\fP, \fBKen Arromdee\fP, -\fBDavid Cohrs\fP, \fBJessie Collet\fP, -\fBKen Lorber\fP, \fBDean Luick\fP, \fBPat Rankin\fP, -\fBMike Stephenson\fP, \fBJanet Walz\fP, and \fBPaul Winner\fP. -Leading up to the release of 3.6.0 in early 2015, new members -\fBSean Hunt\fP, \fBPasi Kallinen\fP, and \fBDerek S. Ray\fP -joined the NetHack development team. -.pg In September 2014, an interim snapshot of the code under development was released publicly by other parties. Since that code was a work-in-progress and had not gone through the process of debugging it as a suitable release, @@ -4243,43 +4229,65 @@ was posted on the devteam's official nethack.org website to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release version. .pg -In November 2014, preparation began for the release of NetHack 3.6. The 3.6 -version merges work done by the development team since the previous release -with some of the beloved community patches. Many bugs were fixed and a -large amount of code was restructured. +In January 2015, preparation began for the release of NetHack 3.6. +.pg +At the beginning of development for what would eventually get released +as 3.6.0, the development team consisted of \fBWarwick Allison\fP, +\fBMichael Allison\fP, \fBKen Arromdee\fP, +\fBDavid Cohrs\fP, \fBJessie Collet\fP, +\fBKen Lorber\fP, \fBDean Luick\fP, \fBPat Rankin\fP, +\fBMike Stephenson\fP, \fBJanet Walz\fP, and \fBPaul Winner\fP. +In early 2015, ahead of the release of 3.6.0, new members +\fBSean Hunt\fP, \fBPasi Kallinen\fP, and \fBDerek S. Ray\fP +joined the NetHack development team. +.pg +The 3.6 versions of the game are special in a particular way. Near the end of +the development of 3.6.0, one of the significant inspirations for many of +the humorous and fun features found in the game, author Terry Pratchett, +passed away. The 3.6 versions of the game include a tribute to him. +.pg +3.6.0 was released in December 2015, and merged work done by the development +team since the release of 3.4.3 with some of the beloved community +patches. Many bugs were fixed and some code was restructured. +.pg +In 2018, several hundred bug fixes for 3.6.0 and some new features +were assembled and released as NetHack 3.6.1. The development team at +the time of release of 3.6.1 consisted of +\fBWarwick Allison\fP,\fBMichael Allison\fP, \fBKen Arromdee\fP, +\fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBPasi Kallinen\fP, +\fBKen Lorber\fP, \fBDean Luick\fP, \fBPatric Mueller\fP, +\fBPat Rankin\fP, \fBDerek S. Ray\fP, \fBAlex Smith\fP, +\fBMike Stephenson\fP, \fBJanet Walz\fP, and \fBPaul Winner\fP. .pg The development team, as well as \fBSteve VanDevender\fP and -\fBKevin Smolkowski\fP ensured that NetHack 3.6 continued to operate on +\fBKevin Smolkowski\fP, ensured that NetHack 3.6 continued to operate on various Unix flavors and maintained the X11 interface. .pg \fBKen Lorber\fP, \fBHaoyang Wang\fP, \fBPat Rankin\fP, and \fBDean Luick\fP -maintained the port of NetHack 3.6 for Mac. +maintained the port of NetHack 3.6 for Mac OSX. .pg -\fBMichael Allison\fP, \fBDerek S. Ray\fP, \fBYitzhak Sapir\fP, -\fBAlex Kompel\fP, and \fBDion Nicolaas\fP maintained the port of +\fBMichael Allison\fP, \fBDavid Cohrs\fP, \fBBarton House\fP, +\fBPasi Kallinen\fP, \fBAlex Kompel\fP, \fBDion Nicolaas\fP, +\fBDerek S. Ray\fP and \fBYitzhak Sapir\fP maintained the port of NetHack 3.6 for Microsoft Windows. .pg -The 3.6 development team consisting of -\fBMichael Allison\fP, \fBWarwick Allison\fP, \fBKen Arromdee\fP, -\fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBSean Hunt\fP, -\fBPasi Kallinen\fP, \fBKen Lorber\fP, \fBDean Luick\fP, \fBPat Rankin\fP, -\fBMike Stephenson\fP, \fBDerek S. Ray\fP, \fBJanet Walz\fP, and -\fBPaul Winner\fP -released 3.6.1 as a bug fix release in January 2016. +\fBPat Rankin\fP attempted to keep the VMS port running for NetHack 3.6.1, +hindered by limited access. \fBKevin Smolkowski\fP has updated and tested it +for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha +and Integrity (aka Itanium aka IA64) but not VAX. +.pg +\fBRay Chason\fP resurrected the msdos port for 3.6.1 and contributed the +necessary updates to the community at large. .pg The official NetHack web site is maintained by \fBKen Lorber\fP at http://www.nethack.org/. .pg .hn 2 -SHOUT-OUTS +SPECIAL THANKS .pg -The devteam would like to give a special "shout-out" to thank the generous -people primarily responsible for the public NetHack servers available for -playing the game at nethack.alt.org and devnull.net. In addition to providing -a way for the public to play a game of NetHack from almost anywhere, they -have hosted annual NetHack tournaments for many, many years. -.pg -On behalf of the NetHack community, thank you very much to -\fBM. Drew Streib\fP, \fBPasi Kallinen\fP and \fBRobin Bandy\fP. +On behalf of the NetHack community, thank you very much once +again to \fBM. Drew Streib\fP, \fBPasi Kallinen\fP and \fBRobin Bandy\fP +for providing public NetHack servers at nethack.alt.org and devnull.net +and/or for hosting annual NetHack tournaments. .pg - - - - - - - - - - .pg @@ -4292,36 +4300,46 @@ in this, the list of Dungeoneers: center; c c c. .\"TABLE_START -Adam Aronow Erik Andersen Kevin Sitze Ray Chason -Alex Kompel Frederick Roeber Kevin Smolkowski Richard Addison -Alex Smith Gil Neiger Kevin Sweet Richard Beigel -Andreas Dorn Greg Laskin Lars Huttar Richard P. Hughey -Andy Church Greg Olson Leon Arnott Rob Menke -Andy Swanson Gregg Wonderly M. Drew Streib Robin Bandy -Ari Huttunen Hao-yang Wang Malcolm Ryan Robin Johnson -Barton House Helge Hafting Mark Gooderum Roderick Schertler -Benson I. Margulies Irina Rempt-Drijfhout Mark Modrall Roland McGrath -Bill Dyer Izchak Miller Marvin Bressler Ron Van Iwaarden -Boudewijn Waijers J. Ali Harlow Matthew Day Ronnen Miller -Bruce Cox Janet Walz Merlyn LeRoy Ross Brown -Bruce Holloway Janne Salmijarvi Michael Allison Sascha Wostmann -Bruce Mewborne Jean-Christophe Collet Michael Feir Scott Bigham -Carl Schelin Jeff Bailey Michael Hamel Scott R. Turner -Chris Russo Jochen Erwied Michael Sokolov Sean Hunt -David Cohrs John Kallen Mike Engber Stephen Spackman -David Damerell John Rupley Mike Gallop Stefan Thielscher -David Gentzel John S. Bien Mike Passaretti Stephen White -David Hairston Johnny Lee Mike Stephenson Steve Creps -Dean Luick Jon W{tte Mikko Juola Steve Linhart -Del Lamb Jonathan Handler Nathan Eady Steve VanDevender -Derek S. Ray Joshua Delahunty Norm Meluch Teemu Suikki -Deron Meranda Keizo Yamamoto Olaf Seibert Tim Lennan -Dion Nicolaas Ken Arnold Pasi Kallinen Timo Hakulinen -Dylan O'Donnell Ken Arromdee Pat Rankin Tom Almy -Eric Backus Ken Lorber Patric Mueller Tom West -Eric Hendrickson Ken Washikita Paul Winner Warren Cheung -Eric R. Smith Kevin Darcy Pierre Martineau Warwick Allison -Eric S. Raymond Kevin Hugo Ralf Brown Yitzhak Sapir +Adam Aronow J. Ali Harlow Mikko Juola +Alex Kompel Janet Walz Nathan Eady +Alex Smith Janne Salmijarvi Norm Meluch +Andreas Dorn Jean-Christophe Collet Olaf Seibert +Andy Church Jeff Bailey Pasi Kallinen +Andy Swanson Jochen Erwied Pat Rankin +Ari Huttunen John Kallen Patric Mueller +Barton House John Rupley Paul Winner +Benson I. Margulies John S. Bien Pierre Martineau +Bill Dyer Johnny Lee Ralf Brown +Boudewijn Waijers Jon W{tte Ray Chason +Bruce Cox Jonathan Handler Richard Addison +Bruce Holloway Joshua Delahunty Richard Beigel +Bruce Mewborne Keizo Yamamoto Richard P. Hughey +Carl Schelin Ken Arnold Rob Menke +Chris Russo Ken Arromdee Robin Bandy +David Cohrs Ken Lorber Robin Johnson +David Damerell Ken Washikita Roderick Schertler +David Gentzel Kevin Darcy Roland McGrath +David Hairston Kevin Hugo Ron Van Iwaarden +Dean Luick Kevin Sitze Ronnen Miller +Del Lamb Kevin Smolkowski Ross Brown +Derek S. Ray Kevin Sweet Sascha Wostmann +Deron Meranda Lars Huttar Scott Bigham +Dion Nicolaas Leon Arnott Scott R. Turner +Dylan O'Donnell M. Drew Streib Sean Hunt +Eric Backus Malcolm Ryan Stephen Spackman +Eric Hendrickson Mark Gooderum Stefan Thielscher +Eric R. Smith Mark Modrall Stephen White +Eric S. Raymond Marvin Bressler Steve Creps +Erik Andersen Matthew Day Steve Linhart +Frederick Roeber Merlyn LeRoy Steve VanDevender +Gil Neiger Michael Allison Teemu Suikki +Greg Laskin Michael Feir Tim Lennan +Greg Olson Michael Hamel Timo Hakulinen +Gregg Wonderly Michael Sokolov Tom Almy +Hao-yang Wang Mike Engber Tom West +Helge Hafting Mike Gallop Warren Cheung +Irina Rempt-Drijfhout Mike Passaretti Warwick Allison +Izchak Miller Mike Stephenson Yitzhak Sapir .\"TABLE_END Do not delete this line. .TE diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index 48c122a7e..ef75f76e8 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -45,16 +45,16 @@ %.au \author{Original version - Eric S. Raymond\\ (Edited and expanded for 3.6 by Mike Stephenson and others)} -\date{February 22, 2016} +\date{April 14, 2018} \maketitle %.hn 1 \section{Preface - Version 3.6} %.pg -This version of the game is special in a particular way. Near the end of -the development of 3.6, one of the significant inspirations for many of the -humorous and fun features found in the game, author {\it Terry Pratchett}, +This version of the game is special in a particular way. Near the end of +the development of 3.6, one of the significant inspirations for many of the +humorous and fun features found in the game, author {\it Terry Pratchett}, passed away. We have dedicated this version of the game in his memory. %.pg @@ -63,23 +63,23 @@ passed away. We have dedicated this version of the game in his memory. %.pg -Recently, you have begun to find yourself unfulfilled and distant -in your daily occupation. Strange dreams of prospecting, stealing, -crusading, and combat have haunted you in your sleep for many months, -but you aren't sure of the reason. You wonder whether you have in -fact been having those dreams all your life, and somehow managed to +Recently, you have begun to find yourself unfulfilled and distant +in your daily occupation. Strange dreams of prospecting, stealing, +crusading, and combat have haunted you in your sleep for many months, +but you aren't sure of the reason. You wonder whether you have in +fact been having those dreams all your life, and somehow managed to forget about them until now. Some nights you awaken suddenly -and cry out, terrified at the vivid recollection of the strange and -powerful creatures that seem to be lurking behind every corner of the -dungeon in your dream. Could these details haunting your dreams be real? -As each night passes, you feel the desire to enter the mysterious caverns -near the ruins grow stronger. Each morning, however, you quickly put -the idea out of your head as you recall the tales of those who entered -the caverns before you and did not return. Eventually you can resist -the yearning to seek out the fantastic place in your dreams no longer. -After all, when other adventurers came back this way after spending time -in the caverns, they usually seemed better off than when they passed -through the first time. And who was to say that all of those who did +and cry out, terrified at the vivid recollection of the strange and +powerful creatures that seem to be lurking behind every corner of the +dungeon in your dream. Could these details haunting your dreams be real? +As each night passes, you feel the desire to enter the mysterious caverns +near the ruins grow stronger. Each morning, however, you quickly put +the idea out of your head as you recall the tales of those who entered +the caverns before you and did not return. Eventually you can resist +the yearning to seek out the fantastic place in your dreams no longer. +After all, when other adventurers came back this way after spending time +in the caverns, they usually seemed better off than when they passed +through the first time. And who was to say that all of those who did not return had not just kept going? %.pg @@ -88,23 +88,23 @@ which, if you can find it, will bring you great wealth. One legend you were told even mentioned that the one who finds the amulet will be granted immortality by the gods. The amulet is rumored to be somewhere beyond the Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the -legends, you immediately realize that there is some profound and -undiscovered reason that you are to descend into the caverns and seek -out that amulet of which they spoke. Even if the rumors of the amulet's -powers are untrue, you decide that you should at least be able to sell the -tales of your adventures to the local minstrels for a tidy sum, especially -if you encounter any of the terrifying and magical creatures of -your dreams along the way. You spend one last night fortifying yourself -at the local inn, becoming more and more depressed as you watch the odds -of your success being posted on the inn's walls getting lower and lower. +legends, you immediately realize that there is some profound and +undiscovered reason that you are to descend into the caverns and seek +out that amulet of which they spoke. Even if the rumors of the amulet's +powers are untrue, you decide that you should at least be able to sell the +tales of your adventures to the local minstrels for a tidy sum, especially +if you encounter any of the terrifying and magical creatures of +your dreams along the way. You spend one last night fortifying yourself +at the local inn, becoming more and more depressed as you watch the odds +of your success being posted on the inn's walls getting lower and lower. %.pg -\nd In the morning you awake, collect your belongings, and -set off for the dungeon. After several days of uneventful -travel, you see the ancient ruins that mark the entrance to the -Mazes of Menace. It is late at night, so you make camp at the entrance -and spend the night sleeping under the open skies. In the morning, you -gather your gear, eat what may be your last meal outside, and enter the +\nd In the morning you awake, collect your belongings, and +set off for the dungeon. After several days of uneventful +travel, you see the ancient ruins that mark the entrance to the +Mazes of Menace. It is late at night, so you make camp at the entrance +and spend the night sleeping under the open skies. In the morning, you +gather your gear, eat what may be your last meal outside, and enter the dungeon\ldots %.hn 1 @@ -113,7 +113,7 @@ dungeon\ldots %.pg You have just begun a game of {\it NetHack}. Your goal is to grab as much treasure as you can, retrieve the Amulet of Yendor, and escape the -Mazes of Menace alive. +Mazes of Menace alive. %.pg Your abilities and strengths for dealing with the hazards of adventure @@ -245,8 +245,8 @@ The armor and weapons fashioned by the Orcs are typically of inferior quality. %.hn 1 \section{What do all those things on the screen mean?} %.pg -On the screen is kept a map of where you have been and what you have -seen on the current dungeon level; as you explore more of the level, +On the screen is kept a map of where you have been and what you have +seen on the current dungeon level; as you explore more of the level, it appears on the screen in front of you. %.pg @@ -571,15 +571,15 @@ more info). \section{Commands} %.pg -Commands can initiated by typing one or two characters to which +Commands can be initiated by typing one or two characters to which the command is bound to, or typing the command name in the extended commands entry. Some commands, like ``{\tt search}'', do not require that any more information be collected by {\it NetHack\/}. Other commands might require additional information, for example a direction, or an object to be used. For those commands that -require additional information, {\it NetHack\/} will present you with either -a menu of choices, or with a command line prompt requesting information. Which -you are presented with will depend chiefly on how you have set the +require additional information, {\it NetHack\/} will present you with either +a menu of choices, or with a command line prompt requesting information. +Which you are presented with will depend chiefly on how you have set the `{\it menustyle\/}' option. @@ -728,10 +728,10 @@ Travel to a map location via a shortest-path algorithm.\\ The shortest path is computed over map locations the hero knows about (e.g. seen or previously traversed). If there is no known path, a guess is made instead. -Stops on most of +Stops on most of the same conditions as the `G' command, but without picking up -objects, similar to the `M' command. For ports with mouse -support, the command is also invoked when a mouse-click takes place on a +objects, similar to the `M' command. For ports with mouse +support, the command is also invoked when a mouse-click takes place on a location other than the current position. %.lp \item[\tb{.}] @@ -746,7 +746,7 @@ process. Confirmation is required. \item[\tb{A}] Remove one or more worn items, such as armor.\\ %.lp "" -Use `{\tt T}' (take off) to take off only one piece of armor +Use `{\tt T}' (take off) to take off only one piece of armor or `{\tt R}' (remove) to take off only one accessory. %.lp \item[\tb{\^{}A}] @@ -1240,7 +1240,7 @@ Show mobile light sources. Autocompletes. Wizard-mode only. Look at what is here, under you. Default key is '{\tt :}'. %.lp \item[\tb{\#loot}] -Loot a box or bag on the floor beneath you, or the saddle +Loot a box or bag on the floor beneath you, or the saddle from a steed standing next to you. Autocompletes. Default key is '{\tt M-l}', and '{\tt l}' if {\it number\verb+_+pad\/} is on. Precede with the `{\tt m}' prefix to skip containers at your location @@ -1450,7 +1450,7 @@ Go up a staircase. Default key is '{\tt <}'. List vanquished monsters. Autocompletes. Wizard-mode only. %.lp \item[\tb{\#version}] -Print compile time options for this version of {\it NetHack}. +Print compile time options for this version of {\it NetHack\/}. Autocompletes. Default key is '{\tt M-v}'. %.lp \item[\tb{\#versionshort}] @@ -1535,9 +1535,9 @@ on the {\it Amiga\/}, set the {\it altmeta\/} option to get this behavior. On other systems, if typing `Alt' plus another key transmits a two character sequence consisting of an {\tt Escape} followed by the other key, you may set the {\it altmeta\/} -option to have nethack combine them into meta\+key. +option to have {\it NetHack\/} combine them into meta\+key. \blist{} -%.lp +%.lp \item[\tb{M-?}] {\tt\#?} (not supported by all platforms) %.lp @@ -1621,28 +1621,24 @@ option to have nethack combine them into meta\+key. \nd If the {\it number\verb+_+pad\/} option is on, some additional letter commands are available: \blist{} -%.lp +%.lp \item[\tb{h}] -Help menu: display one of several help texts available, like ``{\tt ?}''. +{\tt\#help} %.lp \item[\tb{j}] -Jump to another location. Same as ``{\tt \#jump}'' or ``{\tt M-j}''. +{\tt\#jump} %.lp \item[\tb{k}] -Kick something (usually a door). Same as `{\tt \^{}D}'. +{\tt\#kick} %.lp \item[\tb{l}] -Loot a box or bag on the floor beneath you, or the saddle -from a steed standing next to you. Same as ``{\tt \#loot}'' or ``{\tt M-l}''. +{\tt\#loot} %.lp \item[\tb{N}] -Name an object or type of object. Same as ``{\tt \#name}'' or ``{\tt M-n}''. -Name a monster, an individual object, or a type of object. Same -as ``{\tt \#name}'' (or ``{\tt M-n}'') which is the same as the `{\tt C}' -command. +{\tt\#name} %.lp \item[\tb{u}] -Untrap a trap, door, or chest. Same as ``{\tt \#untrap}'' or ``{\tt M-u}''. +{\tt\#untrap} \elist %.hn 1 @@ -1651,7 +1647,7 @@ Untrap a trap, door, or chest. Same as ``{\tt \#untrap}'' or ``{\tt M-u}''. %.pg Rooms and corridors in the dungeon are either lit or dark. Any lit areas within your line of sight will be displayed; -dark areas are only displayed if they are within one space of you. +dark areas are only displayed if they are within one space of you. Walls and corridors remain on the map as you explore them. %.pg @@ -1706,7 +1702,7 @@ Sokoban. Some allowances are permitted in case the player gets stuck; however, they will lower your luck. %.hn 2 -\subsection*{Stairs (`{\tt <}', `{\tt >}')} +\subsection*{Stairs and ladders (`{\tt <}', `{\tt >}')} %.pg In general, each level in the dungeon will have a staircase going up @@ -1730,7 +1726,7 @@ some ``special'' levels, or loaded from the remains of an earlier game for a ``bones'' level as briefly described below). Monsters are only active on the current level; those on other levels are essentially placed into stasis. - + %.pg Ordinarily when you climb a set of stairs, you will arrive on the corresponding staircase at your destination. However, pets (see below) @@ -1739,9 +1735,6 @@ you travel up or down stairs, and occasionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby. -%.hn 2 -\subsection*{Ladders (`{\tt <}', `{\tt >}')} - %.pg Ladders serve the same purpose as staircases, and the two types of inter-level connections are nearly indistinguishable during game play. @@ -1848,7 +1841,7 @@ Remember: discretion is the better part of valor. %.pg In most circumstances, if you attempt to attack a peaceful monster by -moving into its location, you'll be asked to confirm your intent. By +moving into its location, you'll be asked to confirm your intent. By default an answer of `{\tt y}' acknowledges that intent, which can be error prone if you're using `{\tt y}' to move. You can set the {\it paranoid\verb+_+confirmation\/} @@ -1936,7 +1929,7 @@ last victory. %.pg When you find something in the dungeon, it is common to want to pick -it up. In {\it NetHack}, this is accomplished automatically by walking over +it up. In {\it NetHack\/}, this is accomplished automatically by walking over the object (unless you turn off the {\it autopickup\/} option (see below), or move with the `{\tt m}' prefix (see above)), or manually by using the `{\tt ,}' command. @@ -1956,7 +1949,7 @@ will get slower and you'll burn calories faster, requiring food more frequently to cope with it. Eventually, you'll be so overloaded that you'll either have to discard some of what you're carrying or collapse under its weight. %.pg -NetHack will tell you how badly you have loaded yourself. The symbols +{\it NetHack\/} will tell you how badly you have loaded yourself. The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are displayed on the bottom line display to indicate your condition. @@ -2195,7 +2188,7 @@ 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 +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 @@ -2699,7 +2692,7 @@ command allows you to view all options and change most of them. You can also set options automatically by placing them in a configuration file, or in the ``NETHACKOPTIONS'' environment variable. Some versions of {\it NetHack\/} also have front-end programs that allow -you to set options before starting the game or a global configuration +you to set options before starting the game or a global configuration for system administrators. %.hn 2 @@ -2708,7 +2701,7 @@ for system administrators. %.pg The default name of the configuration file varies on different operating systems. On DOS and Windows, it is ``defaults.nh'' -in the same folder as nethack.exe or nethackW.exe. On Unix, Linux +in the same folder as {\it nethack.exe\/} or {\it nethackW.exe\/}. On Unix, Linux and Mac OS X it is ``.nethackrc'' in the user's home directory. The file may not exist, but it is a normal ASCII text file and can be created with any text editor. @@ -2753,8 +2746,8 @@ Example: %.lp \item[\bb{HACKDIR}] -Default location of files NetHack needs. On Windows HACKDIR -defaults to the location of the NetHack.exe or NetHackw.exe file +Default location of files {\it NetHack\/} needs. On Windows HACKDIR +defaults to the location of the {\it NetHack.exe\/} or {\it NetHackw.exe\/} file so setting HACKDIR to override that is not usually necessary or recommended. %.lp \item[\bb{LEVELDIR}] @@ -2841,7 +2834,7 @@ See the ``Configuring Menu Colors`` section. %.lp \item[\bb{SYMBOLS}] Override one or more symbols in the symbols files. -See the ``Modifying NetHack Symbols'' section. +See the ``Modifying {\it NetHack\/} Symbols'' section. %.pg Example: %.sd @@ -3020,7 +3013,7 @@ Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button (default off). %.lp \item[\ib{cmdassist}] -Have the game provide some additional command assistance for new +Have the game provide some additional command assistance for new players if it detects some anticipated mistakes (default on). %.lp \item[\ib{confirm}] @@ -3089,7 +3082,7 @@ The example sets %.lp "" Note that the vanquished monsters list includes all monsters killed by -traps and each other as well as by you. +traps and each other as well as by you. And the dungeon overview shows all levels you had visited but does not reveal things about them that you hadn't discovered. %.lp @@ -3100,7 +3093,7 @@ Cannot be set with the `{\tt O}' command. \item[\ib{extmenu}] Changes the extended commands interface to pop-up a menu of available commands. It is keystroke compatible with the traditional interface except that it does -not require that you hit Enter. It is implemented only by the tty port +not require that you hit Enter. It is implemented only by the tty port (default off), when the game has been compiled to support tty graphics. %.lp \item[\ib{female}] @@ -3121,7 +3114,7 @@ Name a fruit after something you enjoy eating (ex.\ ``{\tt fruit:mango}'') (default ``{\tt slime mold}''). Basically a nostalgic whimsy that {\it NetHack\/} uses from time to time. You should set this to something you find more appetizing than slime mold. Apples, oranges, pears, bananas, and -melons already exist in {\it NetHack}, so don't use those. +melons already exist in {\it NetHack\/}, so don't use those. %.lp \item[\ib{gender}] Your starting gender ({\tt gender:male} or {\tt gender:female}). @@ -3130,7 +3123,7 @@ still denote your gender using the ``{\tt male}'' and ``{\tt female}'' options, the ``{\tt gender}'' option will take precedence. The default is to randomly pick an appropriate gender. If you prefix the value with `{\tt !}' or ``{\tt no}'', you will -exclude that gender from being picked randomly. +exclude that gender from being picked randomly. Cannot be set with the `{\tt O}' command. Persistent. %.lp \item[\ib{goldX}] @@ -3300,7 +3293,7 @@ Allows you to change the way recalled messages are displayed. For backward compatibility, no value needs to be specified (which defaults to {\it full\/}), or it can be negated (which defaults -to {\it single\/}). +to {\it single\/}). %.lp \item[\ib{name}] Set your character's name (defaults to your user name). You can also @@ -3431,12 +3424,14 @@ or overLoaded), you will be asked if you want to continue. %.lp \item[\ib{pickup\verb+_+thrown}] If this option is on and ``{\it autopickup\/}'' is also on, try to pick up -things that you threw, even if they aren't in ``{\it pickup\verb+_+types\/}'' or +things that you threw, even if they aren't in +``{\it pickup\verb+_+types\/}'' or match an autopickup exception. Default is on. Persistent. %.lp \item[\ib{pickup\verb+_+types}] -Specify the object types to be picked up when ``{\it autopickup\/}'' -is on. Default is all types. You can use ``{\it autopickup\verb+_+exception\/}'' +Specify the object types to be picked up when ``{\it autopickup\/}'' +is on. Default is all types. You can use +``{\it autopickup\verb+_+exception\/}'' configuration file lines to further refine ``{\it autopickup\/}'' behavior. Persistent. %.lp @@ -3467,7 +3462,7 @@ become wielded. Persistent. \item[\ib{race}] Selects your race (for example, ``{\tt race:human}''). Default is random. If you prefix the value with `{\tt !}' or ``{\tt no}'', you will -exclude that race from being picked randomly. +exclude that race from being picked randomly. Cannot be set with the `{\tt O}' command. Persistent. %.lp \item[\ib{rest\verb+_+on\verb+_+space}] @@ -3511,7 +3506,7 @@ The possible values are: %.ed This option only affects the game's screen display, not the actual -results of moving. The default is {\it run\/}; versions prior to 3.4.1 +results of moving. The default is {\it run\/}; versions prior to 3.4.1 used {\it teleport\/} only. Whether or not the effect is noticeable will depend upon the window port used or on the type of terminal. Persistent. %.lp @@ -3575,8 +3570,8 @@ See ``{\it Configuring Status Hilites\/}'' for further information. Allow updates to the status lines at the bottom of the screen (default true). %.lp \item[\ib{suppress\verb+_+alert}] -This option may be set to a NetHack version level to suppress -alert notification messages about feature changes for that +This option may be set to a {\it NetHack\/} version level to suppress +alert notification messages about feature changes for that and prior versions (ex.\ ``{\tt suppress\verb+_+alert:3.3.1}'') %.lp \item[\ib{symset}] @@ -3598,9 +3593,9 @@ program.) Persistent. Draw a tombstone graphic upon your death (default on). Persistent. %.lp \item[\ib{toptenwin}] -Put the ending display in a NetHack window instead of on stdout (default off). +Put the ending display in a {\it NetHack\/} window instead of on stdout (default off). Setting this option makes the score list visible when a windowing version -of NetHack is started without a parent window, but it no longer leaves +of {\it NetHack\/} is started without a parent window, but it no longer leaves the score list around after game end on a terminal or emulating window. %.lp \item[\ib{travel}] @@ -3676,8 +3671,8 @@ Select which windowing system to use, such as ``{\tt tty}'' or ``{\tt X11}'' Cannot be set with the `{\tt O}' command. %.lp \item[\ib{zerocomp}] -When writing out a save file, perform zero-comp compression of the -contents. Not all ports support zero-comp compression. It has no effect +When writing out a save file, perform zero-comp compression of the +contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file. \elist @@ -3690,10 +3685,10 @@ used to customize and change the characteristics of the windowtype that you have chosen. Character strings that are too long may be truncated. Not all window ports will adjust for all settings listed -here. You can safely add any of these options to your -config file, and if the window port is capable of adjusting +here. You can safely add any of these options to your +config file, and if the window port is capable of adjusting to suit your preferences, it will attempt to do so. If it -can't it will silently ignore it. You can find out if an +can't it will silently ignore it. You can find out if an option is supported by the window port that you are currently using by checking to see if it shows up in the Options list. Some options are dynamic and can be specified during the game @@ -3708,91 +3703,94 @@ with the `{\tt O}' command. Where to align or place the status window (top, bottom, left, or right). %.lp \item[\ib{ascii\verb+_+map}] -NetHack should display an ascii map if it can. +If {\it NetHack\/} can, it should display an ascii map. %.lp \item[\ib{color}] -NetHack should display color if it can for different monsters, -objects, and dungeon features +If {\it NetHack\/} can, it should display color for different monsters, +objects, and dungeon features. + %.lp \item[\ib{eight\verb+_+bit\verb+_+tty}] -Pass eight-bit character values (for example, specified with the {\it -traps \/} option) straight through to your terminal (default off). +Pass eight-bit character values (for example, specified with the +{\it traps \/} option) straight through to your terminal (default off). %.lp \item[\ib{font\verb+_+map}] -NetHack should use a font by the chosen name for the map window. +If {\it NetHack\/} can, it should use a font by the chosen name for the +map window. %.lp \item[\ib{font\verb+_+menu}] -NetHack should use a font by the chosen name for menu windows. +If {\it NetHack\/} can, it should use a font by the chosen name for menu +windows. %.lp \item[\ib{font\verb+_+message}] -NetHack should use a font by the chosen name for the message window. +If {\it NetHack\/} can, it should use a font by the chosen name for the message window. %.lp \item[\ib{font\verb+_+status}] -NetHack should use a font by the chosen name for the status window. +If {\it NetHack\/} can, it should use a font by the chosen name for the status window. %.lp \item[\ib{font\verb+_+text}] -NetHack should use a font by the chosen name for text windows. +If {\it NetHack\/} can, it should use a font by the chosen name for text windows. %.lp \item[\ib{font\verb+_+size\verb+_+map}] -NetHack should use this size font for the map window. +If {\it NetHack\/} can, it should use this size font for the map window. %.lp \item[\ib{font\verb+_+size\verb+_+menu}] -NetHack should use this size font for menu windows. +If {\it NetHack\/} can, it should use this size font for menu windows. %.lp \item[\ib{font\verb+_+size\verb+_+message}] -NetHack should use this size font for the message window. +If {\it NetHack\/} can, it should use this size font for the message window. %.lp \item[\ib{font\verb+_+size\verb+_+status}] -NetHack should use this size font for the status window. +If {\it NetHack\/} can, it should use this size font for the status window. %.lp \item[\ib{font\verb+_+size\verb+_+text}] -NetHack should use this size font for text windows. +If {\it NetHack\/} can, it should use this size font for text windows. %.lp \item[\ib{fullscreen}] -NetHack should try and display on the entire screen rather than in a window. +If {\it NetHack\/} can, it should try and display on the entire screen rather than in a window. %.lp \item[\ib{large\verb+_+font}] -NetHack should use a large font. +If {\it NetHack\/} can, it should use a large font. %.lp \item[\ib{map\verb+_+mode}] -NetHack should display the map in the manner specified. +If {\it NetHack\/} can, it should display the map in the manner specified. %.lp \item[\ib{mouse\verb+_+support}] Allow use of the mouse for input and travel. %.lp \item[\ib{player\verb+_+selection}] -NetHack should pop up dialog boxes or use prompts for character selection. +If {\it NetHack\/} can, it should pop up dialog boxes or use prompts for character selection. %.lp \item[\ib{popup\verb+_+dialog}] -NetHack should pop up dialog boxes for input. +If {\it NetHack\/} can, it should pop up dialog boxes for input. %.lp \item[\ib{preload\verb+_+tiles}] -NetHack should preload tiles into memory. +If {\it NetHack\/} can, it should preload tiles into memory. For example, in the protected mode MSDOS version, control whether tiles get pre-loaded into RAM at the start of the game. Doing so enhances performance of the tile graphics, but uses more memory. (default on). Cannot be set with the `{\tt O}' command. %.lp \item[\ib{scroll\verb+_+amount}] -NetHack should scroll the display by this number of cells +If {\it NetHack\/} can, it should scroll the display by this number of cells when the hero reaches the scroll\verb+_+margin. %.lp \item[\ib{scroll\verb+_+margin}] -NetHack should scroll the display when the hero or cursor +If {\it 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 \item[\ib{selectsaved}] -NetHack should display a menu of existing saved games for the player to +If {\it 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 \item[\ib{softkeyboard}] -Display an onscreen keyboard. Handhelds are most likely to support this option. +If {\it NetHack\/} can, it should display an onscreen keyboard. Handhelds are most likely to support this option. %.lp \item[\ib{splash\verb+_+screen}] -NetHack should display an opening splash screen when it starts up (default yes). +If {\it NetHack\/} can, it should display an opening splash screen when it starts up (default yes). %.lp \item[\ib{tiled\verb+_+map}] -NetHack should display a tiled map if it can. +If {\it NetHack\/} can, it should display a tiled map if it can. %.lp \item[\ib{tile\verb+_+file}] Specify the name of an alternative tile file to override the default. @@ -3807,25 +3805,26 @@ Specify the preferred width of each tile in a tile capable port Use bold black instead of blue for black glyphs (TTY only). %.lp \item[\ib{use\verb+_+inverse}] -NetHack should display inverse when the game specifies it. +If {\it NetHack\/} can, it should display inverse when the game specifies it. %.lp \item[\ib{vary\verb+_+msgcount}] -NetHack should display this number of messages at a time in the message window. +If {\it NetHack\/} can, it should display this number of messages at a time +in the message window. %.lp \item[\ib{windowcolors}] -NetHack should display windows with the specified foreground/background -colors if it can. +If {\it NetHack\/} can, it should display windows with the specified +foreground/background colors if it can. %.lp \item[\ib{wraptext}] -NetHack port should wrap long lines of text if they don't fit in -the visible area of the window. +If {\it NetHack\/} can, it should wrap long lines of text if they don't fit +in the visible area of the window. \elist %.hn 2 \subsection*{Platform-specific Customization options} %.pg -Here are explanations of options that are used by specific platforms +Here are explanations of options that are used by specific platforms or ports to customize and change the port behavior. \blist{} @@ -3842,7 +3841,7 @@ functions as a meta-shift for that key (default on). %.lp \item[\ib{altmeta}] On other (non-Amiga) systems where this option is available, it can be -set to tell nethack to convert a two character sequence beginning with +set to tell {\it NetHack\/} to convert a two character sequence beginning with ESC into a meta-shifted version of the second character (default off). %.lp "" @@ -3850,7 +3849,7 @@ 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 -abort the count by typing ESC will leave nethack waiting for another +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. %.lp @@ -3858,20 +3857,20 @@ finish cancelling such a count. At other prompts a single ESC suffices. Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM (default off, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only). -%.lp +%.lp \item[\ib{flush}] (default off, {\it Amiga NetHack \/} only). -%.lp +%.lp \item[\ib{Macgraphics}] (default on, {\it Mac NetHack \/} only). -%.lp +%.lp \item[\ib{page\verb+_+wait}] (default off, {\it Mac NetHack \/} only). %.lp \item[\ib{rawio}] Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `{\tt \^{}P}' as a printer toggle -without it) (default off, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only). +without it) (default off, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only). Note: DEC Rainbows hang if this is turned on. Cannot be set with the `{\tt O}' command. %.lp @@ -3882,17 +3881,18 @@ Cannot be set with the `{\tt O}' command. \item[\ib{subkeyvalue}] ({\it Win32 tty NetHack \/} only). May be used to alter the value of keystrokes that the operating system -returns to NetHack to help compensate for international keyboard issues. +returns to {\it NetHack\/} to help compensate for international keyboard +issues. OPTIONS=subkeyvalue:171/92 -will return 92 to NetHack, if 171 was originally going to be returned. +will return 92 to {\it NetHack\/}, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set with the `{\tt O}' command. %.lp \item[\ib{video}] Set the video mode used ({\it PC\/ NetHack\/} only). -Values are {\it autodetect\/}, {\it default\/}, or {\it vga\/}. -Setting {\it vga\/} (or {\it autodetect\/} with vga hardware present) will cause -the game to display tiles. +Values are {\it autodetect\/}, {\it default\/}, or {\it vga\/}. +Setting {\it vga\/} (or {\it autodetect\/} with vga hardware present) will +cause the game to display tiles. Cannot be set with the `{\tt O}' command. %.lp \item[\ib{videocolors}] @@ -3918,9 +3918,9 @@ Cannot be set with the `{\tt O}' command. %.pg Regular expressions are normally POSIX extended regular expressions. It is -possible to compile NetHack without regular expression support on a platform where +possible to compile {\it NetHack\/} without regular expression support on a platform where there is no regular expression library. While this is not true of any modern -platform, if your NetHack was built this way, patterns are instead glob +platform, if your {\it NetHack\/} was built this way, patterns are instead glob patterns. This applies to Autopickup exceptions, Message types, Menu colors, and User sounds. @@ -3944,7 +3944,7 @@ The {\it autopickup\verb+_+exception\/} option should be followed by a regular expression to be used as a pattern to match against the singular form of the description of an object at your location. -In addition, some characters are treated specially if they occur as the first +In addition, some characters are treated specially if they occur as the first character in the pattern, specifically: %.sd @@ -4172,7 +4172,7 @@ the pattern to match. The pattern should be a regular expression. \elist %.lp "" -Here's an example of message types using NetHack's internal +Here's an example of message types using {\it NetHack's\/} internal pattern matching facility: \begin{verbatim} @@ -4236,7 +4236,7 @@ Note that the platform used may interpret the attributes any way it wants. %.lp "" -Here's an example of menu colors using NetHack's internal +Here's an example of menu colors using {\it NetHack's\/} internal pattern matching facility: \begin{verbatim} @@ -4265,7 +4265,7 @@ displayed with the ``uncursed'' description. \subsection*{Configuring User Sounds} %.pg -Some platforms allow you to define sound files to be played when a message +Some platforms allow you to define sound files to be played when a message that matches a user-defined pattern is delivered to the message window. At this time the Qt port and the win32tty and win32gui ports support the use of user sounds. @@ -4301,8 +4301,8 @@ The pattern should be a regular expression. \subsection*{Configuring Status Hilites} %.pg -Your copy of NetHack may have been compiled with support for {\it Status Hilites}. -If so, you can customize your game display by setting thresholds to +Your copy of {\it NetHack\/} may have been compiled with support for {\it Status Hilites}. +If so, you can customize your game display by setting thresholds to change the color or appearance of fields in the status display. %.pg The format for defining status colors is: @@ -4403,7 +4403,7 @@ Note that the platform used may interpret the attributes any way it wants. %.lp "" -The in-game options menu can help you determine the correct syntax for a +The in-game options menu can help you determine the correct syntax for a config file. %.lp "" @@ -4426,13 +4426,13 @@ Example hilites: %.lp %.hn 2 -\subsection*{Modifying NetHack Symbols} +\subsection*{Modifying {\it NetHack\/} Symbols} %.pg -NetHack can load entire symbol sets from the symbol file. +{\it NetHack\/} can load entire symbol sets from the symbol file. %.pg -The options that are used to select a particular symbol set from the +The options that are used to select a particular symbol set from the symbol file are: \blist{} @@ -4443,12 +4443,12 @@ Set the name of the symbol set that you want to load. %.lp \item[\ib{roguesymset}] -Set the name of the symbol set that you want to load for display +Set the name of the symbol set that you want to load for display on the rogue level. \elist -You can also override one or more symbols using the {\it SYMBOLS\/} config -file option. Symbols are specified as {\it name:value\/} pairs. Note that +You can also override one or more symbols using the {\it SYMBOLS\/} config +file option. Symbols are specified as {\it name:value\/} pairs. Note that {\it NetHack\/} escape-processes the {\it value\/} string in conventional C fashion. This means that `\verb+\+' is a prefix to take the following character literally. Thus `\verb+\+' needs to be represented as `\verb+\\+'. @@ -4461,11 +4461,11 @@ character. \small \begin{longtable}{lll} \caption[]{NetHack Symbols}\\ -Default & Symbol Name & Description\\ +Default & Symbol Name & Description\\ \hline \hline \endhead \verb@ @ & S\verb+_+air & (air)\\ -\verb@_@ & S\verb+_+altar & (altar)\\ +\_ & S\verb+_+altar & (altar)\\ \verb@"@ & S\verb+_+amulet & (amulet)\\ \verb@A@ & S\verb+_+angel & (angelic being)\\ \verb@a@ & S\verb+_+ant & (ant or other insect)\\ @@ -4474,7 +4474,7 @@ Default & Symbol Name & Description\\ \verb@[@ & S\verb+_+armour & (suit or piece of armor)\\ \verb@^@ & S\verb+_+arrow\verb+_+trap & (arrow trap)\\ \verb@0@ & S\verb+_+ball & (iron ball)\\ -\verb@#@ & S\verb+_+bars & (iron bars)\\ +\# & S\verb+_+bars & (iron bars)\\ \verb@B@ & S\verb+_+bat & (bat or bird)\\ \verb@^@ & S\verb+_+bear\verb+_+trap & (bear trap)\\ \verb@-@ & S\verb+_+blcorn & (bottom left corner)\\ @@ -4486,10 +4486,10 @@ Default & Symbol Name & Description\\ \verb@-@ & S\verb+_+brcorn & (bottom right corner)\\ \verb@C@ & S\verb+_+centaur & (centaur)\\ \verb@_@ & S\verb+_+chain & (iron chain)\\ -\verb@#@ & S\verb+_+cloud & (cloud)\\ +\# & S\verb+_+cloud & (cloud)\\ \verb@c@ & S\verb+_+cockatrice & (cockatrice)\\ -\verb@$@ & S\verb+_+coin & (pile of coins)\\ -\verb@#@ & S\verb+_+corr & (corridor)\\ +\$ & S\verb+_+coin & (pile of coins)\\ +\# & S\verb+_+corr & (corridor)\\ \verb@-@ & S\verb+_+crwall & (wall)\\ \verb@-@ & S\verb+_+darkroom & (dark room)\\ \verb@^@ & S\verb+_+dart\verb+_+trap & (dart trap)\\ @@ -4515,8 +4515,8 @@ Default & Symbol Name & Description\\ \verb@f@ & S\verb+_+feline & (cat or other feline)\\ \verb@^@ & S\verb+_+fire\verb+_+trap & (fire trap)\\ \verb@!@ & S\verb+_+flashbeam & (flash beam)\\ -\verb@%@ & S\verb+_+food & (piece of food)\\ -\verb@{@ & S\verb+_+fountain & (fountain)\\ +\% & S\verb+_+food & (piece of food)\\ +\{ & S\verb+_+fountain & (fountain)\\ \verb@F@ & S\verb+_+fungus & (fungus or mold)\\ \verb@*@ & S\verb+_+gem & (gem or rock)\\ \verb@ @ & S\verb+_+ghost & (ghost)\\ @@ -4526,11 +4526,11 @@ Default & Symbol Name & Description\\ \verb@|@ & S\verb+_+grave & (grave)\\ \verb@g@ & S\verb+_+gremlin & (gremlin)\\ \verb@-@ & S\verb+_+hbeam & (wall)\\ -\verb@#@ & S\verb+_+hcdbridge & (horizontal raised drawbridge)\\ +\# & S\verb+_+hcdbridge & (horizontal raised drawbridge)\\ \verb@+@ & S\verb+_+hcdoor & (closed door)\\ \verb@.@ & S\verb+_+hodbridge & (horizontal lowered drawbridge)\\ \verb@|@ & S\verb+_+hodoor & (open door)\\ -\verb@^@ & S\verb+_+hole & (hole)\\ +\verb\^\ & S\verb+_+hole & (hole)\\ \verb~@~ & S\verb+_+human & (human or elf)\\ \verb@h@ & S\verb+_+humanoid & (humanoid)\\ \verb@-@ & S\verb+_+hwall & (horizontal wall)\\ @@ -4547,7 +4547,7 @@ Default & Symbol Name & Description\\ \verb@^@ & S\verb+_+level\verb+_+teleporter & (level teleporter)\\ \verb@L@ & S\verb+_+lich & (lich)\\ \verb@y@ & S\verb+_+light & (light)\\ -\verb@#@ & S\verb+_+litcorr & (lit corridor)\\ +\# & S\verb+_+litcorr & (lit corridor)\\ \verb@:@ & S\verb+_+lizard & (lizard)\\ \verb@\@ & S\verb+_+lslant & (wall)\\ \verb@^@ & S\verb+_+magic\verb+_+portal & (magic portal)\\ @@ -4562,7 +4562,7 @@ Default & Symbol Name & Description\\ \verb@o@ & S\verb+_+orc & (orc)\\ \verb@p@ & S\verb+_+piercer & (piercer)\\ \verb@^@ & S\verb+_+pit & (pit)\\ -\verb@#@ & S\verb+_+poisoncloud & (poison cloud)\\ +\# & S\verb+_+poisoncloud & (poison cloud)\\ \verb@^@ & S\verb+_+polymorph\verb+_+trap & (polymorph trap)\\ \verb@}@ & S\verb+_+pool & (water)\\ \verb@!@ & S\verb+_+potion & (potion)\\ @@ -4578,14 +4578,14 @@ Default & Symbol Name & Description\\ \verb@^@ & S\verb+_+rust\verb+_+trap & (rust trap)\\ \verb@R@ & S\verb+_+rustmonst & (rust monster or disenchanter)\\ \verb@?@ & S\verb+_+scroll & (scroll)\\ -\verb@#@ & S\verb+_+sink & (sink)\\ +\# & S\verb+_+sink & (sink)\\ \verb@^@ & S\verb+_+sleeping\verb+_+gas\verb+_+trap & (sleeping gas trap)\\ \verb@S@ & S\verb+_+snake & (snake)\\ \verb@s@ & S\verb+_+spider & (arachnid or centipede)\\ \verb@^@ & S\verb+_+spiked\verb+_+pit & (spiked pit)\\ \verb@^@ & S\verb+_+squeaky\verb+_+board & (squeaky board)\\ \verb@0@ & S\verb+_+ss1 & (magic shield 1 of 4)\\ -\verb@#@ & S\verb+_+ss2 & (magic shield 2 of 4)\\ +\# & S\verb+_+ss2 & (magic shield 2 of 4)\\ \verb+@+ & S\verb+_+ss3 & (magic shield 3 of 4)\\ \verb@*@ & S\verb+_+ss4 & (magic shield 4 of 4)\\ \verb@^@ & S\verb+_+statue\verb+_+trap & (statue trap)\\ @@ -4608,7 +4608,7 @@ Default & Symbol Name & Description\\ \verb@^@ & S\verb+_+trap\verb+_+door & (trap door)\\ \verb@t@ & S\verb+_+trapper & (trapper or lurker above)\\ \verb@-@ & S\verb+_+trcorn & (top right corner)\\ -\verb@#@ & S\verb+_+tree & (tree)\\ +\# & S\verb+_+tree & (tree)\\ \verb@T@ & S\verb+_+troll & (troll)\\ \verb@|@ & S\verb+_+trwall & (wall)\\ \verb@-@ & S\verb+_+tuwall & (wall)\\ @@ -4618,7 +4618,7 @@ Default & Symbol Name & Description\\ \verb@<@ & S\verb+_+upstair & (staircase up)\\ \verb@V@ & S\verb+_+vampire & (vampire)\\ \verb@|@ & S\verb+_+vbeam & (wall)\\ -\verb@#@ & S\verb+_+vcdbridge & (vertical raised drawbridge)\\ +\# & S\verb+_+vcdbridge & (vertical raised drawbridge)\\ \verb@+@ & S\verb+_+vcdoor & (closed door)\\ \verb@.@ & S\verb+_+venom & (splash of venom)\\ \verb@^@ & S\verb+_+vibrating\verb+_+square & (vibrating square)\\ @@ -4643,11 +4643,12 @@ Default & Symbol Name & Description\\ %.lp %.hn 2 -\subsection*{Configuring NetHack for Play by the Blind} +\subsection*{Configuring {\it NetHack\/} for Play by the Blind} %.pg -NetHack can be set up to use only standard ASCII characters for making -maps of the dungeons. This makes the MS-DOS versions of NetHack completely +{\it NetHack\/} can be set up to use only standard ASCII characters for making +maps of the dungeons. This makes the MS-DOS versions of {\it NetHack\/} +completely accessible to the blind who use speech and/or Braille access technologies. Players will require a good working knowledge of their screen-reader's review features, and will have to know how to navigate horizontally and @@ -4662,10 +4663,10 @@ gives you the row and column of your review cursor and the PC cursor. These co-ordinates are often useful in giving players a better sense of the overall location of items on the screen. %.pg -NetHack can also be compiled with support for sending the game messages +{\it 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 -has been compiled with the capability. When compiling NetHack from source +extended command shows "external program as a message handler", your {\it NetHack\/} +has been compiled with the capability. When compiling {\it NetHack\/} from source on Linux and other POSIX systems, define {\it MSGHANDLER\/} to enable it. To use the capability, set the environment variable {\it NETHACK\_MSGHANDLER\/} to an executable, which will be executed with the game message as the program's @@ -4673,12 +4674,12 @@ only parameter. %.pg While it is not difficult for experienced users to edit the {\it defaults.nh\/} file to accomplish this, novices may find this task somewhat daunting. -Included within the symbol file of all official distributions of NetHack +Included within the symbol file of all official distributions of {\it NetHack\/} is a symset called {\it NHAccess\/}. Selecting that symset in your -configuration file will cause the game to run in a manner accessible -to the blind. After you have gained some experience with the game -and with editing files, you may want to alter settings via {\it SYMBOLS=\/} -in your configuration file to better suit your preferences. +configuration file will cause the game to run in a manner accessible +to the blind. After you have gained some experience with the game +and with editing files, you may want to alter settings via {\it SYMBOLS=\/} +in your configuration file to better suit your preferences. The most crucial settings to make the game accessible are: %.pg \blist{} @@ -4687,7 +4688,7 @@ The most crucial settings to make the game accessible are: Load a symbol set appropriate for use by blind players. %.lp \item[\ib{roguesymset:NHAccess}] -Load a symbol set for the rogue level that is appropriate for +Load a symbol set for the rogue level that is appropriate for use by blind players. %.lp \item[\ib{menustyle:traditional}] @@ -4698,8 +4699,8 @@ Show menus on a cleared screen and aligned to the left edge. %.lp \item[\ib{number\verb+_+pad}] A lot of speech access programs use the number-pad to review the screen. -If this is the case, disable the number\verb+_+pad option and use the traditional -Rogue-like commands. +If this is the case, disable the number\verb+_+pad option and use the +traditional Rogue-like commands. %.lp \item[\ib{autodescribe}] Automatically describe the terrain under the cursor when targeting. @@ -4730,12 +4731,12 @@ seen via the {\tt \#attributes} command. \subsection*{Global Configuration for System Administrators} %.pg -If NetHack is compiled with the SYSCF option, a system administrator -should set up a global configuration; this is a file in the +If {\it NetHack\/} is compiled with the SYSCF option, a system administrator +should set up a global configuration; this is a file in the same format as the traditional per-user configuration file (see above). This file should be named sysconf and placed in the same directory as -the other NetHack support files. +the other {\it NetHack\/} support files. The options recognized in this file are listed below. Any option not set uses a compiled-in default (which may not be appropriate for your system). @@ -5006,7 +5007,7 @@ was responsible for the VMS version of {\it NetHack\/} 3.1. \medskip \nd {\it Dean Luick}, with help from {\it David Cohrs}, developed {\it NetHack\/} 3.1 for X11. -{\it Warwick Allison} wrote a tiled version of NetHack for the Atari; +{\it Warwick Allison} wrote a tiled version of {\it NetHack\/} for the Atari; he later contributed the tiles to the DevTeam and tile support was then added to other platforms. @@ -5044,7 +5045,7 @@ Working independently, {\it Stephen White} wrote {\it NetHack Plus}. and his own {\it NetHack$--$} to produce {\it SLASH}. {\it Larry Stewart-Zerba} and {\it Warwick Allison} improved the spell casting system with the Wizard Patch. -{\it Warwick Allison} also ported NetHack to use the Qt interface. +{\it Warwick Allison} also ported {\it NetHack\/} to use the Qt interface. %.pg \medskip @@ -5052,7 +5053,7 @@ casting system with the Wizard Patch. to produce {\it Slash'em\/}, and with the help of {\it Kevin Hugo}, added more features. Kevin later joined the -DevTeam and incorporated the best of these ideas into NetHack 3.3. +DevTeam and incorporated the best of these ideas into {\it NetHack\/} 3.3. %.pg \medskip @@ -5061,34 +5062,34 @@ simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. %.pg \medskip -The 3.3 development team, consisting of {\it Michael Allison}, {\it Ken Arromdee}, -{\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy}, -{\it Timo Hakulinen}, {\it Kevin Hugo}, {\it Steve Linhart}, {\it Ken Lorber}, -{\it Dean Luick}, {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, -{\it Janet Walz}, and {\it Paul Winner}, released 3.3.0 in +The 3.3 development team, consisting of {\it Michael Allison}, {\it Ken Arromdee}, +{\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy}, +{\it Timo Hakulinen}, {\it Kevin Hugo}, {\it Steve Linhart}, {\it Ken Lorber}, +{\it Dean Luick}, {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, +{\it Janet Walz}, and {\it Paul Winner}, released 3.3.0 in December 1999 and 3.3.1 in August of 2000. %.pg \medskip -Version 3.3 offered many firsts. It was the first version to separate race -and profession. The Elf class was removed in preference to an elf race, -and the races of dwarves, gnomes, and orcs made their first appearance in -the game alongside the familiar human race. Monk and Ranger roles joined -Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, +Version 3.3 offered many firsts. It was the first version to separate race +and profession. The Elf class was removed in preference to an elf race, +and the races of dwarves, gnomes, and orcs made their first appearance in +the game alongside the familiar human race. Monk and Ranger roles joined +Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, Wizards. It was also the first version -to allow you to ride a steed, and was the first version to have a publicly -available web-site listing all the bugs that had been discovered. Despite +to allow you to ride a steed, and was the first version to have a publicly +available web-site listing all the bugs that had been discovered. Despite that constantly growing bug list, 3.3 proved stable enough to last for more than a year and a half. %.pg \medskip -The 3.4 development team initially consisted of +The 3.4 development team initially consisted of {\it Michael Allison}, {\it Ken Arromdee}, {\it David Cohrs}, {\it Jessie Collet}, {\it Kevin Hugo}, {\it Ken Lorber}, -{\it Dean Luick}, {\it Pat Rankin}, {\it Mike Stephenson}, -{\it Janet Walz}, and {\it Paul Winner}, with {\it Warwick Allison} joining -just before the release of NetHack 3.4.0 in March 2002. +{\it Dean Luick}, {\it Pat Rankin}, {\it Mike Stephenson}, +{\it Janet Walz}, and {\it Paul Winner}, with {\it Warwick Allison} joining +just before the release of {\it NetHack\/} 3.4.0 in March 2002. %.pg \medskip @@ -5102,7 +5103,8 @@ runs on: %.pg \medskip -\nd {\it Michael Allison} maintained NetHack 3.4 for the MS-DOS platform. +\nd {\it Michael Allison} maintained {\it NetHack\/} 3.4 for the MS-DOS +platform. {\it Paul Winner} and {\it Yitzhak Sapir} provided encouragement. %.pg @@ -5112,17 +5114,20 @@ enhanced the Macintosh port of 3.4. %.pg \medskip -\nd {\it Michael Allison}, {\it David Cohrs}, {\it Alex Kompel}, {\it Dion Nicolaas}, and -{\it Yitzhak Sapir} maintained and enhanced 3.4 for the Microsoft Windows platform. -{\it Alex Kompel} contributed a new graphical interface for the Windows port. +\nd {\it Michael Allison}, {\it David Cohrs}, {\it Alex Kompel}, +{\it Dion Nicolaas}, and +{\it Yitzhak Sapir} maintained and enhanced 3.4 for the Microsoft Windows +platform. +{\it Alex Kompel} contributed a new graphical interface for the Windows port. {\it Alex Kompel} also contributed a Windows CE port for 3.4.1. %.pg \medskip -\nd {\it Ron Van Iwaarden} was the sole maintainer of NetHack for OS/2 the past +\nd {\it Ron Van Iwaarden} was the sole maintainer of {\it NetHack\/} for +OS/2 the past several releases. Unfortunately Ron's last OS/2 machine stopped working in -early 2006. A great many thanks to Ron for keeping NetHack alive on OS/2 -all these years. +early 2006. A great many thanks to Ron for keeping {\it NetHack\/} alive on +OS/2 all these years. %.pg \medskip @@ -5137,75 +5142,100 @@ resurrected it for 3.3.1. %.pg \medskip -The release of NetHack 3.4.3 in December 2003 marked the beginning of a -long release hiatus. 3.4.3 proved to be a remarkably stable version that -provided continued enjoyment by the community for more than a decade. The -devteam slowly and quietly continued to work on the game behind the scenes -during the tenure of 3.4.3. It was during that same period that several new -variants emerged within the NetHack community. Notably sporkhack by -Derek S. Ray, unnethack by Patric Mueller, nitrohack and its successors -originally by Daniel Thaler and then by Alex Smith, and -Dynahack by Tung Nguyen. Some of those variants continue to be developed, -maintained, and enjoyed by the community to this day. +The release of {\it NetHack\/} 3.4.3 in December 2003 marked the beginning of +a long release hiatus. 3.4.3 proved to be a remarkably stable version that +provided continued enjoyment by the community for more than a decade. The +devteam slowly and quietly continued to work on the game behind the scenes +during the tenure of 3.4.3. It was during that same period that several new +variants emerged within the {\it NetHack\/} community. Notably sporkhack by +Derek S. Ray, {\it unnethack\/} by Patric Mueller, {\it nitrohack\/} and its +successors originally by Daniel Thaler and then by Alex Smith, and +{\it Dynahack\/} by Tung Nguyen. Some of those variants continue to be +developed, maintained, and enjoyed by the community to this day. + +%.pg +\medskip +In September 2014, an interim snapshot of the code under development was +released publicly by other parties. Since that code was a work-in-progress +and had not gone through the process of debugging it as a suitable release, +it was decided that the version numbers present on that code snapshot would +be retired and never used in an official {\it NetHack\/} release. An +announcement was posted on the devteam's official {\it nethack.org\/} website +to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 +official release version. + +%.pg +\medskip +In January 2015, preparation began for the release of NetHack 3.6. %.pg \medskip At the beginning of development for what would eventually get released -as 3.6.0, the development team consisted of {\it Warwick Allison}, +as 3.6.0, the development team consisted of {\it Warwick Allison}, {\it Michael Allison}, {\it Ken Arromdee}, -{\it David Cohrs}, {\it Jessie Collet}, -{\it Ken Lorber}, {\it Dean Luick}, {\it Pat Rankin}, +{\it David Cohrs}, {\it Jessie Collet}, +{\it Ken Lorber}, {\it Dean Luick}, {\it Pat Rankin}, {\it Mike Stephenson}, {\it Janet Walz}, and {\it Paul Winner}. -Leading up to the release of 3.6.0 in early 2015, new members +In early 2015, ahead of the release of 3.6.0, new members {\it Sean Hunt}, {\it Pasi Kallinen}, and {\it Derek S. Ray} -joined the NetHack development team. +joined the {\it NetHack\/} development team. %.pg \medskip -In September 2014, an interim snapshot of the code under development was -released publicly by other parties. Since that code was a work-in-progress -and had not gone through the process of debugging it as a suitable release, -it was decided that the version numbers present on that code snapshot would -be retired and never used in an official NetHack release. An announcement -was posted on the devteam's official nethack.org website to that effect, -stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release -version. +The 3.6 versions of the game are special in a particular way. Near the end of +the development of 3.6.0, one of the significant inspirations for many of +the humorous and fun features found in the game, author Terry Pratchett, +passed away. The 3.6 versions of the game include a tribute to him. %.pg \medskip -In November 2014, preparation began for the release of NetHack 3.6. The 3.6 -version merges work done by the development team since the previous release -with some of the beloved community patches. Many bugs were fixed and a -large amount of code was restructured. +3.6.0 was released in December 2015, and merged work done by the development +team since the release of 3.4.3 with some of the beloved community +patches. Many bugs were fixed and some code was restructured. %.pg \medskip -The development team, as well as {\it Steve VanDevender} and -{\it Kevin Smolkowski} ensured that NetHack 3.6 continued to operate on -various Unix flavors and maintained the X11 interface. - -%.pg -{\it Ken Lorber}, {\it Haoyang Wang}, {\it Pat Rankin}, and {\it Dean Luick} -maintained the port of NetHack 3.6 for Mac. +In 2018, several hundred bug fixes for 3.6.0 and some new features +were assembled and released as NetHack 3.6.1. The development team at +the time of release of 3.6.1 consisted of {\it Michael Allison}, +{\it Ken Arromdee}, {\it David Cohrs}, {\it Jessie Collet}, +{\it Pasi Kallinen}, {\it Ken Lorber}, {\it Dean Luick}, +{\it Patric Mueller}, {\it Pat Rankin}, {\it Derek S. Ray}, +{\it Alex Smith}, {\it Mike Stephenson}, {\it Janet Walz}, and +{\it Paul Winner}. %.pg \medskip -{\it Michael Allison}, {\it Derek S. Ray}, {\it Yitzhak Sapir}, -{\it Alex Kompel}, and {\it Dion Nicolaas} maintained the port of -NetHack 3.6 for Microsoft Windows. +The development team, as well as {\it Steve VanDevender} and +{\it Kevin Smolkowski}, ensured that {\it NetHack\/} 3.6 continued to +operate on various Unix flavors and maintained the X11 interface. + +%.pg +{\it Ken Lorber}, {\it Haoyang Wang}, {\it Pat Rankin}, and {\it Dean Luick} +maintained the port of {\it NetHack\/} 3.6 for Mac OSX. %.pg \medskip -The 3.6 development team consisting of -{\it Michael Allison}, {\it Warwick Allison}, {\it Ken Arromdee}, -{\it David Cohrs}, {\it Jessie Collet}, {\it Sean Hunt}, -{\it Pasi Kallinen}, {\it Ken Lorber}, {\it Dean Luick}, {\it Pat Rankin}, -{\it Mike Stephenson}, {\it Derek S. Ray}, {\it Janet Walz}, and {\it Paul Winner} -released 3.6.1 as a bug fix release in January 2016. +{\it Michael Allison}, {\it David Cohrs}, {\it Barton House}, +{\it Pasi Kallinen}, {\it Alex Kompel}, {\it Dion Nicolaas}, +{\it Derek S. Ray} and {\it Yitzhak Sapir} +maintained the port of {\it NetHack\/} 3.6 for Microsoft Windows. %.pg \medskip -\nd The official NetHack web site is maintained by {\it Ken Lorber} at +{\it Pat Rankin} attempted to keep the VMS port running for NetHack 3.6.1, +hindered by limited access. {it Kevin Smolkowski} has updated and tested it +for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha +and Integrity (aka Itanium aka IA64) but not VAX. + +%.pg +\medskip +{\it Ray Chason} resurrected the msdos port for 3.6.1 and contributed the +necessary updates to the community at large. + +%.pg +\medskip +\nd The official {\it NetHack\/} web site is maintained by {\it Ken Lorber} at {\catcode`\#=11 \special{html:}} http:{\tt /}{\tt /}www.nethack.org{\tt /}. @@ -5215,16 +5245,13 @@ http:{\tt /}{\tt /}www.nethack.org{\tt /}. %.pg %.hn 2 -\subsection*{Shout Outs} -\nd The devteam would like to give a special "shout-out" to thank the generous -people primarily responsible for the public NetHack servers available for -playing the game at nethack.alt.org and devnull.net. In addition to providing -a way for the public to play a game of NetHack from almost anywhere, they -have hosted annual NetHack tournaments for many, many years. -%.pg -\nd On behalf of the NetHack community, thank you very much to -{\it M. Drew Streib}, {\it Pasi Kallinen} and {\it Robin Bandy}. +\subsection*{Special Thanks} +\nd On behalf of the {\it NetHack\/} community, thank you very much once +again to {\it M. Drew Streib}, {\it Pasi Kallinen} and {\it Robin Bandy} for +providing public {\it NetHack\/} servers at {\it nethack.alt.org\/} and +{\it devnull.net\/} and/or for hosting annual {\it NetHack\/} tournaments. \clearpage + %.hn \section*{Dungeoneers} %.pg @@ -5236,36 +5263,46 @@ in this, the list of Dungeoneers: \begin{center} \begin{tabular}{llll} %TABLE_START -Adam Aronow & Erik Andersen & Kevin Sitze & Ray Chason\\ -Alex Kompel & Frederick Roeber & Kevin Smolkowski & Richard Addison\\ -Alex Smith & Gil Neiger & Kevin Sweet & Richard Beigel\\ -Andreas Dorn & Greg Laskin & Lars Huttar & Richard P. Hughey\\ -Andy Church & Greg Olson & Leon Arnott & Rob Menke\\ -Andy Swanson & Gregg Wonderly & M. Drew Streib & Robin Bandy\\ -Ari Huttunen & Hao-yang Wang & Malcolm Ryan & Robin Johnson\\ -Barton House & Helge Hafting & Mark Gooderum & Roderick Schertler\\ -Benson I. Margulies & Irina Rempt-Drijfhout & Mark Modrall & Roland McGrath\\ -Bill Dyer & Izchak Miller & Marvin Bressler & Ron Van Iwaarden\\ -Boudewijn Waijers & J. Ali Harlow & Matthew Day & Ronnen Miller\\ -Bruce Cox & Janet Walz & Merlyn LeRoy & Ross Brown\\ -Bruce Holloway & Janne Salmij\"{a}rvi & Michael Allison & Sascha Wostmann\\ -Bruce Mewborne & Jean-Christophe Collet & Michael Feir & Scott Bigham\\ -Carl Schelin & Jeff Bailey & Michael Hamel & Scott R. Turner\\ -Chris Russo & Jochen Erwied & Michael Sokolov & Sean Hunt\\ -David Cohrs & John Kallen & Mike Engber & Stephen Spackman\\ -David Damerell & John Rupley & Mike Gallop & Stefan Thielscher\\ -David Gentzel & John S. Bien & Mike Passaretti & Stephen White\\ -David Hairston & Johnny Lee & Mike Stephenson & Steve Creps\\ -Dean Luick & Jon W\{tte & Mikko Juola & Steve Linhart\\ -Del Lamb & Jonathan Handler & Nathan Eady & Steve VanDevender\\ -Derek S. Ray & Joshua Delahunty & Norm Meluch & Teemu Suikki\\ -Deron Meranda & Keizo Yamamoto & Olaf Seibert & Tim Lennan\\ -Dion Nicolaas & Ken Arnold & Pasi Kallinen & Timo Hakulinen\\ -Dylan O'Donnell & Ken Arromdee & Pat Rankin & Tom Almy\\ -Eric Backus & Ken Lorber & Patric Mueller & Tom West\\ -Eric Hendrickson & Ken Washikita & Paul Winner & Warren Cheung\\ -Eric R. Smith & Kevin Darcy & Pierre Martineau & Warwick Allison\\ -Eric S. Raymond & Kevin Hugo & Ralf Brown & Yitzhak Sapir +Adam Aronow & J. Ali Harlow & Mikko Juola\\ +Alex Kompel & Janet Walz & Nathan Eady\\ +Alex Smith & Janne Salmij\"{a}rvi & Norm Meluch\\ +Andreas Dorn & Jean-Christophe Collet & Olaf Seibert\\ +Andy Church & Jeff Bailey & Pasi Kallinen\\ +Andy Swanson & Jochen Erwied & Pat Rankin\\ +Ari Huttunen & John Kallen & Patric Mueller\\ +Barton House & John Rupley & Paul Winner\\ +Benson I. Margulies & John S. Bien & Pierre Martineau\\ +Bill Dyer & Johnny Lee & Ralf Brown\\ +Boudewijn Waijers & Jon W\{tte & Ray Chason\\ +Bruce Cox & Jonathan Handler & Richard Addison\\ +Bruce Holloway & Joshua Delahunty & Richard Beigel\\ +Bruce Mewborne & Keizo Yamamoto & Richard P. Hughey\\ +Carl Schelin & Ken Arnold & Rob Menke\\ +Chris Russo & Ken Arromdee & Robin Bandy\\ +David Cohrs & Ken Lorber & Robin Johnson\\ +David Damerell & Ken Washikita & Roderick Schertler\\ +David Gentzel & Kevin Darcy & Roland McGrath\\ +David Hairston & Kevin Hugo & Ron Van Iwaarden\\ +Dean Luick & Kevin Sitze & Ronnen Miller\\ +Del Lamb & Kevin Smolkowski & Ross Brown\\ +Derek S. Ray & Kevin Sweet & Sascha Wostmann\\ +Deron Meranda & Lars Huttar & Scott Bigham\\ +Dion Nicolaas & Leon Arnott & Scott R. Turner\\ +Dylan O'Donnell & M. Drew Streib & Sean Hunt\\ +Eric Backus & Malcolm Ryan & Stephen Spackman\\ +Eric Hendrickson & Mark Gooderum & Stefan Thielscher\\ +Eric R. Smith & Mark Modrall & Stephen White\\ +Eric S. Raymond & Marvin Bressler & Steve Creps\\ +Erik Andersen & Matthew Day & Steve Linhart\\ +Frederick Roeber & Merlyn LeRoy & Steve VanDevender\\ +Gil Neiger & Michael Allison & Teemu Suikki\\ +Greg Laskin & Michael Feir & Tim Lennan\\ +Greg Olson & Michael Hamel & Timo Hakulinen\\ +Gregg Wonderly & Michael Sokolov & Tom Almy\\ +Hao-yang Wang & Mike Engber & Tom West\\ +Helge Hafting & Mike Gallop & Warren Cheung\\ +Irina Rempt-Drijfhout & Mike Passaretti & Warwick Allison\\ +Izchak Miller & Mike Stephenson & Yitzhak Sapir %TABLE_END Do not delete this line. \end{tabular} \end{center} diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index dfde235b4..308a7aa2b 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -1,4686 +1,4654 @@ + A Guide to the Mazes of Menace + (Guidebook for NetHack) + + Original version - Eric S. Raymond + (Edited and expanded for 3.6 by Mike Stephenson and others) + +Preface - Version 3.6 + + This version of the game is special in a particular way. +Near the end of the development of 3.6, one of the significant +inspirations for many of the humorous and fun features found in +the game, author Terry Pratchett, passed away. We have dedicated +this version of the game in his memory. + +1. Introduction + + Recently, you have begun to find yourself unfulfilled and +distant in your daily occupation. Strange dreams of prospecting, +stealing, crusading, and combat have haunted you in your sleep +for many months, but you aren't sure of the reason. You wonder +whether you have in fact been having those dreams all your life, +and somehow managed to forget about them until now. Some nights +you awaken suddenly and cry out, terrified at the vivid recollec- +tion of the strange and powerful creatures that seem to be lurk- +ing behind every corner of the dungeon in your dream. Could +these details haunting your dreams be real? As each night pass- +es, you feel the desire to enter the mysterious caverns near the +ruins grow stronger. Each morning, however, you quickly put the +idea out of your head as you recall the tales of those who en- +tered the caverns before you and did not return. Eventually you +can resist the yearning to seek out the fantastic place in your +dreams no longer. After all, when other adventurers came back +this way after spending time in the caverns, they usually seemed +better off than when they passed through the first time. And who +was to say that all of those who did not return had not just kept +going? + + Asking around, you hear about a bauble, called the Amulet of +Yendor by some, which, if you can find it, will bring you great +wealth. One legend you were told even mentioned that the one who +finds the amulet will be granted immortality by the gods. The +amulet is rumored to be somewhere beyond the Valley of Gehennom, +deep within the Mazes of Menace. Upon hearing the legends, you +immediately realize that there is some profound and undiscovered +reason that you are to descend into the caverns and seek out that +amulet of which they spoke. Even if the rumors of the amulet's + +powers are untrue, you decide that you should at least be able to +sell the tales of your adventures to the local minstrels for a +tidy sum, especially if you encounter any of the terrifying and +magical creatures of your dreams along the way. You spend one +last night fortifying yourself at the local inn, becoming more +and more depressed as you watch the odds of your success being +posted on the inn's walls getting lower and lower. + + In the morning you awake, collect your belongings, and set +off for the dungeon. After several days of uneventful travel, +you see the ancient ruins that mark the entrance to the Mazes of +Menace. It is late at night, so you make camp at the entrance +and spend the night sleeping under the open skies. In the morn- +ing, you gather your gear, eat what may be your last meal out- +side, and enter the dungeon... + +2. What is going on here? + + You have just begun a game of NetHack. Your goal is to grab +as much treasure as you can, retrieve the Amulet of Yendor, and +escape the Mazes of Menace alive. + + Your abilities and strengths for dealing with the hazards of +adventure will vary with your background and training: + + Archeologists understand dungeons pretty well; this enables +them to move quickly and sneak up on the local nasties. They +start equipped with the tools for a proper scientific expedition. + + Barbarians are warriors out of the hinterland, hardened to +battle. They begin their quests with naught but uncommon +strength, a trusty hauberk, and a great two-handed sword. + + Cavemen and Cavewomen start with exceptional strength but, +unfortunately, with neolithic weapons. + + Healers are wise in medicine and apothecary. They know the +herbs and simples that can restore vitality, ease pain, anes- +thetize, and neutralize poisons; and with their instruments, they +can divine a being's state of health or sickness. Their medical +practice earns them quite reasonable amounts of money, with which +they enter the dungeon. + + Knights are distinguished from the common skirmisher by +their devotion to the ideals of chivalry and by the surpassing +excellence of their armor. + + Monks are ascetics, who by rigorous practice of physical and +mental disciplines have become capable of fighting as effectively +without weapons as with. They wear no armor but make up for it +with increased mobility. + + Priests and Priestesses are clerics militant, crusaders ad- +vancing the cause of righteousness with arms, armor, and arts +thaumaturgic. Their ability to commune with deities via prayer +occasionally extricates them from peril, but can also put them in +it. + + Rangers are most at home in the woods, and some say slightly +out of place in a dungeon. They are, however, experts in archery +as well as tracking and stealthy movement. + + Rogues are agile and stealthy thieves, with knowledge of +locks, traps, and poisons. Their advantage lies in surprise, +which they employ to great advantage. + + Samurai are the elite warriors of feudal Nippon. They are +lightly armored and quick, and wear the dai-sho, two swords of +the deadliest keenness. + + Tourists start out with lots of gold (suitable for shopping +with), a credit card, lots of food, some maps, and an expensive +camera. Most monsters don't like being photographed. + + Valkyries are hardy warrior women. Their upbringing in the +harsh Northlands makes them strong, inures them to extremes of +cold, and instills in them stealth and cunning. + + Wizards start out with a knowledge of magic, a selection of +magical items, and a particular affinity for dweomercraft. Al- +though seemingly weak and easy to overcome at first sight, an ex- +perienced Wizard is a deadly foe. + + You may also choose the race of your character: + + Dwarves are smaller than humans or elves, but are stocky and +solid individuals. Dwarves' most notable trait is their great +expertise in mining and metalwork. Dwarvish armor is said to be +second in quality not even to the mithril armor of the Elves. + + Elves are agile, quick, and perceptive; very little of what +goes on will escape an Elf. The quality of Elven craftsmanship +often gives them an advantage in arms and armor. + + Gnomes are smaller than but generally similar to dwarves. +Gnomes are known to be expert miners, and it is known that a se- +cret underground mine complex built by this race exists within +the Mazes of Menace, filled with both riches and danger. + + Humans are by far the most common race of the surface world, +and are thus the norm to which other races are often compared. +Although they have no special abilities, they can succeed in any +role. + + Orcs are a cruel and barbaric race that hate every living +thing (including other orcs). Above all others, Orcs hate Elves + +with a passion unequalled, and will go out of their way to kill +one at any opportunity. The armor and weapons fashioned by the +Orcs are typically of inferior quality. + +3. What do all those things on the screen mean? + + On the screen is kept a map of where you have been and what +you have seen on the current dungeon level; as you explore more +of the level, it appears on the screen in front of you. + + When NetHack's ancestor rogue first appeared, its screen +orientation was almost unique among computer fantasy games. +Since then, screen orientation has become the norm rather than +the exception; NetHack continues this fine tradition. Unlike +text adventure games that accept commands in pseudo-English sen- +tences and explain the results in words, NetHack commands are all +one or two keystrokes and the results are displayed graphically +on the screen. A minimum screen size of 24 lines by 80 columns +is recommended; if the screen is larger, only a 21x80 section +will be used for the map. + + NetHack can even be played by blind players, with the assis- +tance of Braille readers or speech synthesisers. Instructions +for configuring NetHack for the blind are included later in this +document. + + NetHack generates a new dungeon every time you play it; even +the authors still find it an entertaining and exciting game de- +spite having won several times. + + NetHack offers a variety of display options. The options +available to you will vary from port to port, depending on the +capabilities of your hardware and software, and whether various +compile-time options were enabled when your executable was creat- +ed. The three possible display options are: a monochrome charac- +ter interface, a color character interface, and a graphical in- +terface using small pictures called tiles. The two character in- +terfaces allow fonts with other characters to be substituted, but +the default assignments use standard ASCII characters to repre- +sent everything. There is no difference between the various dis- +play options with respect to game play. Because we cannot repro- +duce the tiles or colors in the Guidebook, and because it is com- +mon to all ports, we will use the default ASCII characters from +the monochrome character display when referring to things you +might see on the screen during your game. + + In order to understand what is going on in NetHack, first +you must understand what NetHack is doing with the screen. The +NetHack screen 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. + +-------------------------------------------------------------------- + The bat bites! + + ------ + |....| ---------- + |.<..|####...@...$.| + |....-# |...B....+ + |....| |.d......| + ------ -------|-- + + Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral + Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak + +-------------------------------------------------------------------- + Figure 1 + +3.1. The status lines (bottom) + + The bottom two lines of the screen contain several cryptic +pieces of information describing your current status. If either +status line becomes longer than the width of the screen, you +might not see all of it. Here are explanations of what the vari- +ous status items mean (though your configuration may not have all +the status items listed below): + +Rank + Your character's name and professional ranking (based on the + experience level, see below). + +Strength + A measure of your character's strength; one of your six ba- + sic attributes. A human character's attributes can range + from 3 to 18 inclusive; non-humans may exceed these limits + (occasionally you may get super-strengths of the form 18/xx, + and magic can also cause attributes to exceed the normal + limits). The higher your strength, the stronger you are. + Strength affects how successfully you perform physical + tasks, how much damage you do in combat, and how much loot + you can carry. + +Dexterity + Dexterity affects your chances to hit in combat, to avoid + traps, and do other tasks requiring agility or manipulation + of objects. + +Constitution + Constitution affects your ability to recover from injuries + and other strains on your stamina. When strength is low or + modest, constitution also affects how much you can carry. + With sufficiently high strength, the contribution to carry- + ing capacity from your constitution no longer matters. + +Intelligence + Intelligence affects your ability to cast spells and read + spellbooks. + +Wisdom + Wisdom comes from your practical experience (especially when + dealing with magic). It affects your magical energy. + +Charisma + Charisma affects how certain creatures react toward you. In + particular, it can affect the prices shopkeepers offer you. + +Alignment + Lawful, Neutral, or Chaotic. Often, Lawful is taken as good + and Chaotic as evil, but legal and ethical do not always co- + incide. 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. + +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 reputed to be some- + where beneath the twentieth level. + +Gold + The number of gold pieces you are openly carrying. Gold + which you have concealed in containers is not counted. + +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 certain magical items or + spells. The number in parentheses is the maximum number + your hit points can reach. + +Power + Spell points. This tells you how much mystic energy (mana) + you have available for spell casting. Again, resting will + regenerate the amount available. +Armor Class + A measure of how effectively your armor stops blows from un- + friendly creatures. The lower this number is, the more ef- + fective the armor; it is quite possible to have negative ar- + mor class. +Experience + Your current experience level and experience points. As you + adventure, you gain experience points. At certain experi- + ence point totals, you gain an experience level. The more + experienced you are, the better you fight and withstand mag- + ical attacks. Many dungeons show only your experience level + here. +Time + The number of turns elapsed so far, displayed if you have + the time option set. +Status + Hunger: your current hunger status. Values are Satiated, + Not Hungry (or Normal), Hungry, Weak, and Fainting. Not + shown when Normal. + Encumbrance: an indication of how what you are carrying af- + fects your ability to move. Values are Unencumbered, Encum- + bered, Stressed, Strained, Overtaxed, and Overloaded. Not + shown when Unencumbered. + Fatal conditions: Stone (aka Petrifying, turning to stone), + Slime (turning into green slime), Strngl (being strangled), + FoodPois (suffering from acute food poisoning), TermIll + (suffering from a terminal illness). - A Guide to the Mazes of Menace - (Guidebook for NetHack) + Non-fatal conditions: Blind (can't see), Deaf (can't hear), + Stun (stunned), Conf (confused), Hallu (hallucinating). + Movement modifiers: Lev (levitating), Fly (flying), Ride + (riding). - Original version - Eric S. Raymond - (Edited and expanded for 3.6 by Mike Stephenson and others) + Other conditions and modifiers exist, but there isn't enough + room to display them with the other status fields. The `^X' + command shows all relevant status conditions. +3.2. The message line (top) + The top line of the screen is reserved for messages that de- +scribe things that are impossible to represent visually. If you +see a ``--More--'' on the top line, this means that NetHack has +another message to display on the screen, but it wants to make +certain that you've read the one that is there first. To read +the next message, just press the space bar. - Preface - Version 3.6 + To change how and what messages are shown on the message +line, see ``Configuring Message Types`` and the verbose option. - This version of the game is special in a particular way. - Near the end of the development of 3.6, one of the significant - inspirations for many of the humorous and fun features found in - the game, author Terry Pratchett, passed away. We have dedicated - this version of the game in his memory. +3.3. The map (rest of the screen) - 1. Introduction + The rest of the screen is the map of the level as you have +explored it so far. Each symbol on the screen represents some- +thing. 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: - Recently, you have begun to find yourself unfulfilled and - distant in your daily occupation. Strange dreams of prospecting, - stealing, crusading, and combat have haunted you in your sleep - for many months, but you aren't sure of the reason. You wonder - whether you have in fact been having those dreams all your life, - and somehow managed to forget about them until now. Some nights - you awaken suddenly and cry out, terrified at the vivid recollec- - tion of the strange and powerful creatures that seem to be lurk- - ing behind every corner of the dungeon in your dream. Could - these details haunting your dreams be real? As each night pass- - es, you feel the desire to enter the mysterious caverns near the - ruins grow stronger. Each morning, however, you quickly put the - idea out of your head as you recall the tales of those who en- - tered the caverns before you and did not return. Eventually you - can resist the yearning to seek out the fantastic place in your - dreams no longer. After all, when other adventurers came back - this way after spending time in the caverns, they usually seemed - better off than when they passed through the first time. And who - was to say that all of those who did not return had not just kept - going? +- and | + The walls of a room, or an open door. Or a grave (|). +. The floor of a room, ice, or a doorless doorway. - Asking around, you hear about a bauble, called the Amulet of - Yendor by some, which, if you can find it, will bring you great - wealth. One legend you were told even mentioned that the one who - finds the amulet will be granted immortality by the gods. The - amulet is rumored to be somewhere beyond the Valley of Gehennom, - deep within the Mazes of Menace. Upon hearing the legends, you - immediately realize that there is some profound and undiscovered - reason that you are to descend into the caverns and seek out that - amulet of which they spoke. Even if the rumors of the amulet's +# A corridor, or iron bars, or a tree, or possibly a kitchen + sink (if your dungeon has sinks), or a drawbridge. +> Stairs down: a way to the next level. - NetHack Guidebook 1 +< Stairs up: a way to the previous level. ++ A closed door, or a spellbook containing a spell you may be + able to learn. +@ Your character or a human. +$ A pile of gold. +^ A trap (once you have detected it). - NetHack Guidebook 2 +) A weapon. +[ A suit or piece of armor. +% Something edible (not necessarily healthy). - powers are untrue, you decide that you should at least be able to - sell the tales of your adventures to the local minstrels for a - tidy sum, especially if you encounter any of the terrifying and - magical creatures of your dreams along the way. You spend one - last night fortifying yourself at the local inn, becoming more - and more depressed as you watch the odds of your success being - posted on the inn's walls getting lower and lower. +? A scroll. +/ A wand. - In the morning you awake, collect your belongings, and set - off for the dungeon. After several days of uneventful travel, - you see the ancient ruins that mark the entrance to the Mazes of - Menace. It is late at night, so you make camp at the entrance - and spend the night sleeping under the open skies. In the morn- - ing, you gather your gear, eat what may be your last meal out- - side, and enter the dungeon... += A ring. +! A potion. - 2. What is going on here? +( A useful item (pick-axe, key, lamp...). - You have just begun a game of NetHack. Your goal is to grab - as much treasure as you can, retrieve the Amulet of Yendor, and - escape the Mazes of Menace alive. +" An amulet or a spider web. - Your abilities and strengths for dealing with the hazards of - adventure will vary with your background and training: +* A gem or rock (possibly valuable, possibly worthless). - Archeologists understand dungeons pretty well; this enables - them to move quickly and sneak up on the local nasties. They - start equipped with the tools for a proper scientific expedition. +` A boulder or statue. - Barbarians are warriors out of the hinterland, hardened to - battle. They begin their quests with naught but uncommon - strength, a trusty hauberk, and a great two-handed sword. +0 An iron ball. - Cavemen and Cavewomen start with exceptional strength but, - unfortunately, with neolithic weapons. +_ An altar, or an iron chain. - Healers are wise in medicine and apothecary. They know the - herbs and simples that can restore vitality, ease pain, anes- - thetize, and neutralize poisons; and with their instruments, they - can divine a being's state of health or sickness. Their medical - practice earns them quite reasonable amounts of money, with which - they enter the dungeon. +{ A fountain. - Knights are distinguished from the common skirmisher by - their devotion to the ideals of chivalry and by the surpassing - excellence of their armor. +} A pool of water or moat or a pool of lava. - Monks are ascetics, who by rigorous practice of physical and - mental disciplines have become capable of fighting as effectively - without weapons as with. They wear no armor but make up for it - with increased mobility. +\ An opulent throne. +a-zA-Z and other symbols + Letters and certain other symbols represent the various in- + habitants of the Mazes of Menace. Watch out, they can be + nasty and vicious. Sometimes, however, they can be helpful. +I This marks the last known location of an invisible or other- + wise unseen monster. Note that the monster could have + moved. The `F' and `m' commands may be useful here. - NetHack 3.6 February 22, 2016 + You need not memorize all these symbols; you can ask the +game what any symbol represents with the `/' command (see the +next section for more info). +4. Commands + Commands can be initiated by typing one or two characters to +which the command is bound to, or typing the command name in the +extended commands entry. Some commands, like ``search'', do not +require that any more information be collected by NetHack. Other +commands might require additional information, for example a di- +rection, or an object to be used. For those commands that re- +quire additional information, NetHack will present you with ei- +ther a menu of choices or with a command line prompt requesting +information. Which you are presented with will depend chiefly on +how you have set the menustyle option. + For example, a common question, in the form ``What do you +want to use? [a-zA-Z ?*]'', asks you to choose an object you are +carrying. Here, ``a-zA-Z'' are the inventory letters of your +possible choices. Typing `?' gives you an inventory list of +these items, so you can see what each letter refers to. In this +example, there is also a `*' indicating that you may choose an +object not on the list, if you wanted to use something unexpect- +ed. Typing a `*' lists your entire inventory, so you can see the +inventory letters of every object you're carrying. Finally, if +you change your mind and decide you don't want to do this command +after all, you can press the ESC key to abort the command. + You can put a number before some commands to repeat them +that many times; for example, ``10s'' will search ten times. If +you have the number_pad option set, you must type `n' to prefix a +count, so the example above would be typed ``n10s'' instead. +Commands for which counts make no sense ignore them. In addi- +tion, movement commands can be prefixed for greater control (see +below). To cancel a count or a prefix, press the ESC key. - NetHack Guidebook 3 + The list of commands is rather long, but it can be read at +any time during the game through the `?' command, which accesses +a menu of helpful texts. Here are the default key bindings for +your reference: +? Help menu: display one of several help texts available. +/ The ``whatis'' command, to tell what a symbol represents. + You may choose to specify a location or type a symbol (or + even a whole word) to explain. Specifying a location is + done by moving the cursor to a particular spot on the map + and then pressing one of `.', `,', `;', or `:'. `.' will + explain the symbol at the chosen location, conditionally + check for ``More info?'' depending upon whether the help op- + tion is on, and then you will be asked to pick another loca- + tion; `,' will explain the symbol but skip any additional + information, then let you pick another location; `;' will + skip additional info and also not bother asking you to + choose another location to examine; `:' will show additional + info, if any, without asking for confirmation. When picking + a location, pressing the ESC key will terminate this com- + mand, or pressing `?' will give a brief reminder about how + it works. - Priests and Priestesses are clerics militant, crusaders ad- - vancing the cause of righteousness with arms, armor, and arts - thaumaturgic. Their ability to commune with deities via prayer - occasionally extricates them from peril, but can also put them in - it. + If the autodescribe option is on, a short description of + what you see at each location is shown as you move the cur- + sor. Typing `#' while picking a location will toggle that + option on or off. The whatis_coord option controls whether + the short description includes map coordinates. - Rangers are most at home in the woods, and some say slightly - out of place in a dungeon. They are, however, experts in archery - as well as tracking and stealthy movement. + Specifying a name rather than a location always gives any + additional information available about that name. - Rogues are agile and stealthy thieves, with knowledge of - locks, traps, and poisons. Their advantage lies in surprise, - which they employ to great advantage. + You may also request a description of nearby monsters, all + monsters currently displayed, nearby objects, or all ob- + jects. The whatis_coord option controls which format of map + coordinate is included with their descriptions. - Samurai are the elite warriors of feudal Nippon. They are - lightly armored and quick, and wear the dai-sho, two swords of - the deadliest keenness. +& Tell what a command does. - Tourists start out with lots of gold (suitable for shopping - with), a credit card, lots of food, some maps, and an expensive - camera. Most monsters don't like being photographed. +< Go up to the previous level (if you are on a staircase or + ladder). - Valkyries are hardy warrior women. Their upbringing in the - harsh Northlands makes them strong, inures them to extremes of - cold, and instills in them stealth and cunning. +> Go down to the next level (if you are on a staircase or lad- + der). + +[yuhjklbn] + Go one step in the direction indicated (see Figure 2). If + you sense or remember a monster there, you will fight the + monster instead. Only these one-step movement commands + cause you to fight monsters; the others (below) are + ``safe.'' + + y k u 7 8 9 + \ | / \ | / + h- . -l 4- . -6 + / | \ / | \ + b j n 1 2 3 + (if number_pad is set) + + Figure 2 + +[YUHJKLBN] + Go in that direction until you hit a wall or run into some- + thing. + +m[yuhjklbn] + Prefix: move without picking up objects or fighting (even + if you remember a monster there). + + A few non-movement commands use the `m' prefix to request + operating via menu (to temporarily override the + menustyle:Traditional option). Primarily useful for `,' + (pickup) when there is only one class of objects present + (where there won't be any ``what kinds of objects?'' prompt, + so no opportunity to answer `m' at that prompt). + + A few other commands (eat food, offer sacrifice, apply tin- + ning-kit) use the `m' prefix to skip checking for applicable + objects on the floor and go straight to checking inventory, + or (for ``#loot'' to remove a saddle), skip containers and + go straight to adjacent monsters. The prefix will make + ``#travel'' command show a menu of interesting targets in + sight. + +F[yuhjklbn] + Prefix: fight a monster (even if you only guess one is + there). - Wizards start out with a knowledge of magic, a selection of - magical items, and a particular affinity for dweomercraft. Al- - though seemingly weak and easy to overcome at first sight, an ex- - perienced Wizard is a deadly foe. +M[yuhjklbn] + Prefix: move far, no pickup. - You may also choose the race of your character: +g[yuhjklbn] + Prefix: move until something interesting is found. + +G[yuhjklbn] or [yuhjklbn] + Prefix: same as `g', but forking of corridors is not con- + sidered interesting. - Dwarves are smaller than humans or elves, but are stocky and - solid individuals. Dwarves' most notable trait is their great - expertise in mining and metalwork. Dwarvish armor is said to be - second in quality not even to the mithril armor of the Elves. +_ Travel to a map location via a shortest-path algorithm. - Elves are agile, quick, and perceptive; very little of what - goes on will escape an Elf. The quality of Elven craftsmanship - often gives them an advantage in arms and armor. + The shortest path is computed over map locations the hero + knows about (e.g. seen or previously traversed). If there + is no known path, a guess is made instead. Stops on most of + the same conditions as the `G' command, but without picking + up objects, similar to the `M' command. For ports with + mouse support, the command is also invoked when a mouse- + click takes place on a location other than the current posi- + tion. + +. Wait or rest, do nothing for one turn. - Gnomes are smaller than but generally similar to dwarves. - Gnomes are known to be expert miners, and it is known that a se- - cret underground mine complex built by this race exists within - the Mazes of Menace, filled with both riches and danger. +a Apply (use) a tool (pick-axe, key, lamp...). - Humans are by far the most common race of the surface world, - and are thus the norm to which other races are often compared. - Although they have no special abilities, they can succeed in any - role. + If used on a wand, that wand will be broken, releasing its + magic in the process. Confirmation is required. - Orcs are a cruel and barbaric race that hate every living - thing (including other orcs). Above all others, Orcs hate Elves +A Remove one or more worn items, such as armor. + Use `T' (take off) to take off only one piece of armor or + `R' (remove) to take off only one accessory. - NetHack 3.6 February 22, 2016 +^A Redo the previous command. +c Close a door. +C Call (name) a monster, an individual object, or a type of + object. + Same as extended command ``#name''. +^C Panic button. Quit the game. - NetHack Guidebook 4 +d Drop something. + Ex. ``d7a'' means drop seven items of object a. +D Drop several things. - with a passion unequalled, and will go out of their way to kill - one at any opportunity. The armor and weapons fashioned by the - Orcs are typically of inferior quality. + In answer to the question - 3. What do all those things on the screen mean? + ``What kinds of things do you want to drop? [!%= BUCXaium]'' - On the screen is kept a map of where you have been and what - you have seen on the current dungeon level; as you explore more - of the level, it appears on the screen in front of you. + you should type zero or more object symbols possibly fol- + lowed by `a' and/or `i' and/or `u' and/or `m'. In addition, + one or more of the blessed/uncursed/cursed groups may be + typed. - When NetHack's ancestor rogue first appeared, its screen - orientation was almost unique among computer fantasy games. - Since then, screen orientation has become the norm rather than - the exception; NetHack continues this fine tradition. Unlike - text adventure games that accept commands in pseudo-English sen- - tences and explain the results in words, NetHack commands are all - one or two keystrokes and the results are displayed graphically - on the screen. A minimum screen size of 24 lines by 80 columns - is recommended; if the screen is larger, only a 21x80 section - will be used for the map. + DB - drop all objects known to be blessed. + DU - drop all objects known to be uncursed. + DC - drop all objects known to be cursed. + DX - drop all objects of unknown B/U/C status. + Da - drop all objects, without asking for confirmation. + Di - examine your inventory before dropping anything. + Du - drop only unpaid objects (when in a shop). + Dm - use a menu to pick which object(s) to drop. + D%u - drop only unpaid food. - NetHack can even be played by blind players, with the assis- - tance of Braille readers or speech synthesisers. Instructions - for configuring NetHack for the blind are included later in this - document. +^D Kick something (usually a door). - NetHack generates a new dungeon every time you play it; even - the authors still find it an entertaining and exciting game de- - spite having won several times. +e Eat food. - NetHack offers a variety of display options. The options - available to you will vary from port to port, depending on the - capabilities of your hardware and software, and whether various - compile-time options were enabled when your executable was creat- - ed. The three possible display options are: a monochrome charac- - ter interface, a color character interface, and a graphical in- - terface using small pictures called tiles. The two character in- - terfaces allow fonts with other characters to be substituted, but - the default assignments use standard ASCII characters to repre- - sent everything. There is no difference between the various dis- - play options with respect to game play. Because we cannot repro- - duce the tiles or colors in the Guidebook, and because it is com- - mon to all ports, we will use the default ASCII characters from - the monochrome character display when referring to things you - might see on the screen during your game. + Normally checks for edible item(s) on the floor, then if + none are found or none are chosen, checks for edible item(s) + in inventory. Precede `e' with the `m' prefix to bypass at- + tempting to eat anything off the floor. - In order to understand what is going on in NetHack, first - you must understand what NetHack is doing with the screen. The - NetHack screen 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. +E Engrave a message on the floor. + E- - write in the dust with your fingers. + 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 ver- + sion might not have it.) +f Fire one of the objects placed in your quiver (or quiver + sack, or that you have at the ready). You may select ammu- + nition with a previous `Q' command, or let the computer pick + something appropriate if autoquiver is true. - NetHack 3.6 February 22, 2016 +i List your inventory (everything you're carrying). +I List selected parts of your inventory, usually be specifying + the character for a particular set of objects, like `[' for + armor or `!' for potions. + I* - list all gems in inventory; + Iu - list all unpaid items; + Ix - list all used up items that are on your shopping bill; + IB - list all items known to be blessed; + IU - list all items known to be uncursed; + IC - list all items known to be cursed; + IX - list all items whose bless/curse status is known; + I$ - count your money. +o Open a door. +O Set options. - NetHack Guidebook 5 + A menu showing the current option values will be displayed. + You can change most values simply by selecting the menu en- + try for the given option (ie, by typing its letter or click- + ing upon it, depending on your user interface). For the + non-boolean choices, a further menu or prompt will appear + once you've closed this menu. The available options are + listed later in this Guidebook. Options are usually set be- + fore the game rather than with the `O' command; see the sec- + tion on options below. +^O Show overview or show dungeon layout + In normal play and in explore mode, a shortcut for the + ``#overview'' extended command to list interesting dungeon + levels visited. - -------------------------------------------------------------------- - The bat bites! + In debug mode, an extra command which lists the placement of + all special levels. - ------ - |....| ---------- - |.<..|####...@...$.| - |....-# |...B....+ - |....| |.d......| - ------ -------|-- +p Pay your shopping bill. +P Put on an accessory (ring, amulet, or blindfold). + This command may also be used to wear armor. The prompt for + which inventory item to use will only list accessories, but + choosing an unlisted item of armor will attempt to wear it. + (See the `W' command below. It lists armor as the inventory + choices but will accept an accessory and attempt to put that + on.) - Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral - Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak +^P Repeat previous message. - -------------------------------------------------------------------- - Figure 1 + Subsequent ^P's repeat earlier messages. The behavior can + be varied via the msg_window option. +q Quaff (drink) something (potion, water, etc). - 3.1. The status lines (bottom) +Q Select an object for your quiver, quiver sack, or just gen- + erally at the ready (only one of these is available at a + time). You can then throw this (or one of these) using the + `f' command. - The bottom two lines of the screen contain several cryptic - pieces of information describing your current status. If either - status line becomes longer than the width of the screen, you - might not see all of it. Here are explanations of what the vari- - ous status items mean (though your configuration may not have all - the status items listed below): + (In versions prior to 3.3 this was the command to quit the + game, which has been moved to ``#quit''.) - Rank - Your character's name and professional ranking (based on the - experience level, see below). +r Read a scroll or spellbook. - Strength - A measure of your character's strength; one of your six ba- - sic attributes. A human character's attributes can range - from 3 to 18 inclusive; non-humans may exceed these limits - (occasionally you may get super-strengths of the form 18/xx, - and magic can also cause attributes to exceed the normal - limits). The higher your strength, the stronger you are. - Strength affects how successfully you perform physical - tasks, how much damage you do in combat, and how much loot - you can carry. +R Remove a worn accessory (ring, amulet, or blindfold). - Dexterity - Dexterity affects your chances to hit in combat, to avoid - traps, and do other tasks requiring agility or manipulation - of objects. + If you're wearing more than one, you'll be prompted for + which one to remove. When you're only wearing one, then by + default it will be removed without asking, but you can set + the paranoid_confirmation option to require a prompt. - Constitution - Constitution affects your ability to recover from injuries - and other strains on your stamina. When strength is low or - modest, consitution also affects how much you can carry. - With sufficiently high strength, the contribution to carry- - ing capacity from your constitution no longer matters. + This command may also be used to take off armor. The prompt + for which inventory item to remove only lists worn acces- + sories, but an item of worn armor can be chosen. (See the + `T' command below. It lists armor as the inventory choices + but will accept an accessory and attempt to remove it.) +^R Redraw the screen. - NetHack 3.6 February 22, 2016 +s Search for secret doors and traps around you. It usually + takes several tries to find something. +S Save (and suspend) the game. The game will be restored au- + tomatically the next time you play. +t Throw an object or shoot a projectile. +T Take off armor. + If you're wearing more than one piece, you'll be prompted + for which one to take off. (Note that this treats a cloak + covering a suit and/or a shirt, or a suit covering a shirt, + as if the underlying items weren't there.) When you're only + wearing one, then by default it will be taken off without - NetHack Guidebook 6 + asking, but you can set the paranoid_confirmation option to + require a prompt. + This command may also be used to remove accessories. The + prompt for which inventory item to take off only lists worn + armor, but a worn accessory can be chosen. (See the `R' + command above. It lists accessories as the inventory choic- + es but will accept an item of armor and attempt to take it + off.) +^T Teleport, if you have the ability. - Intelligence - Intelligence affects your ability to cast spells and read - spellbooks. +v Display version number. - Wisdom - Wisdom comes from your practical experience (especially when - dealing with magic). It affects your magical energy. +V Display the game history. - Charisma - Charisma affects how certain creatures react toward you. In - particular, it can affect the prices shopkeepers offer you. +w Wield weapon. - Alignment - Lawful, Neutral, or Chaotic. Often, Lawful is taken as good - and Chaotic as evil, but legal and ethical do not always co- - incide. 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. + w- - wield nothing, use your bare hands. - 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 reputed to be some- - where beneath the twentieth level. + Some characters can wield two weapons at once; use the `X' + command (or the ``#twoweapon'' extended command) to do so. - Gold - The number of gold pieces you are openly carrying. Gold - which you have concealed in containers is not counted. +W Wear armor. - 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 certain magical items or - spells. The number in parentheses is the maximum number - your hit points can reach. + This command may also be used to put on an accessory (ring, + amulet, or blindfold). The prompt for which inventory item + to use will only list armor, but choosing an unlisted acces- + sory will attempt to put it on. (See the `P' command above. + It lists accessories as the inventory choices but will ac- + cept an item of armor and attempt to wear it.) - Power - Spell points. This tells you how much mystic energy (mana) - you have available for spell casting. Again, resting will - regenerate the amount available. +x Exchange your wielded weapon with the item in your alternate + weapon slot. - Armor Class - A measure of how effectively your armor stops blows from un- - friendly creatures. The lower this number is, the more ef- - fective the armor; it is quite possible to have negative ar- - mor class. + The latter is used as your secondary weapon when engaging in + two-weapon combat. Note that if one of these slots is emp- + ty, the exchange still takes place. - Experience - Your current experience level and experience points. As you - adventure, you gain experience points. At certain experi- - ence point totals, you gain an experience level. The more +X Toggle two-weapon combat, if your character can do it. Also + available via the ``#twoweapon'' extended command. + (In versions prior to 3.6 this was the command to switch + from normal play to "explore mode", also known as "discovery + mode", which has now been moved to ``#exploremode''.) - NetHack 3.6 February 22, 2016 +^X Display basic information about your character. + Displays name, role, race, gender (unless role name makes + that redundant, such as Caveman or Priestess), and align- + ment, along with your patron deity and his or her opposi- + tion. It also shows most of the various items of informa- + tion from the status line(s) in a less terse form, including + several additional things which don't appear in the normal + status display due to space considerations. +z Zap a wand. + z. - to aim at yourself, use `.' for the direction. - NetHack Guidebook 7 +Z Zap (cast) a spell. + Z. - to cast at yourself, use `.' for the direction. +^Z Suspend the game (UNIX(R) versions with job control only). - experienced you are, the better you fight and withstand mag- - ical attacks. Many dungeons show only your experience level - here. +: Look at what is here. - Time - The number of turns elapsed so far, displayed if you have - the time option set. +; Show what type of thing a visible symbol corresponds to. - Status - Hunger: your current hunger status. Values are Satiated, - Not Hungry (or Normal), Hungry, Weak, and Fainting. Not - shown when Normal. +, Pick up some things from the floor beneath you. - Encumbrance: an indication of how what your are carrying af- - fects your ability to move. Values are Unencumbered, Encum- - bered, Stressed, Strained, Overtaxed, and Overloaded. Not - shown when Unencumbered. + May be preceded by `m' to force a selection menu. - Fatal conditions: Stone (aka Petrifying, turning to stone), - Slime (turning into green slime), Strngl (being strangled), - FoodPois (suffering from acute food poisoning), TermIll - (suffering from a terminal illness). +@ Toggle the autopickup option on and off. - Non-fatal conditions: Blind (can't see), Deaf (can't hear), - Stun (stunned), Conf (confused), Hallu (hallucinating). +^ Ask for the type of a trap you found earlier. - Movement modifiers: Lev (levitating), Fly (flying), Ride - (riding). +) Tell what weapon you are wielding. - Other conditions and modifiers exist, but there isn't enough - room to display them with the other status fields. The `^X' - command shows all relevant status conditions. +[ Tell what armor you are wearing. - 3.2. The message line (top) += Tell what rings you are wearing. - The top line of the screen is reserved for messages that de- - scribe things that are impossible to represent visually. If you - see a ``--More--'' on the top line, this means that NetHack has - another message to display on the screen, but it wants to make - certain that you've read the one that is there first. To read - the next message, just press the space bar. +" Tell what amulet you are wearing. - To change how and what messages are shown on the message - line, see ``Configuring Message Types`` and the verbose option. +( Tell what tools you are using. - 3.3. The map (rest of the screen) +* Tell what equipment you are using. - The rest of the screen is the map of the level as you have - explored it so far. Each symbol on the screen represents some- - thing. 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: + Combines the preceding five type-specific commands into one. +$ Count your gold pieces. ++ List the spells you know. + Using this command, you can also rearrange the order in + which your spells are listed, either by sorting the entire + list or by picking one spell from the menu then picking an- + other 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 be- + yond the current `+' command, choose the sort option again + and then pick "reassign casting letters". (Any spells - NetHack 3.6 February 22, 2016 +__________ +(R)UNIX is a registered trademark of AT&T. + learned after that will be added to the end of the list + rather than be inserted into the sorted ordering.) +\ Show what types of objects have been discovered. +` Show discovered types for one class of objects. +! Escape to a shell. - NetHack Guidebook 8 +# Perform an extended command. + As you can see, the authors of NetHack used up all the let- +ters, so this is a way to introduce the less frequently used com- +mands. What extended commands are available depends on what fea- +tures the game was compiled with. +#adjust + Adjust inventory letters (most useful when the fixinv option + is ``on''). Autocompletes. Default key is 'M-a'. - - and | - The walls of a room, or an open door. Or a grave (|). + This command allows you to move an item from one particular + inventory slot to another so that it has a letter which is + more meaningful for you or that it will appear in a particu- + lar location when inventory listings are displayed. You can + move to a currently empty slot, or if the destination is oc- + cupied--and won't merge--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. - . The floor of a room, ice, or a doorless doorway. + Adjusting without a count used to collect all compatible + stacks when moving to the destination. That behavior has + been changed; to gather compatible stacks, ``#adjust'' a + stack into its own inventory slot. If it has a name as- + signed, other stacks with the same name or with no name will + merge provided that all their other attributes match. If it + does not have a name, only other stacks with no name are el- + igible. In either case, otherwise compatible stacks with a + different name will not be merged. This contrasts with us- + ing ``#adjust'' to move from one slot to a different slot. + In that situation, moving (no count given) a compatible + stack will merge if either stack has a name when the other + doesn't and give that name to the result, while splitting + (count given) will ignore the source stack's name when de- + ciding whether to merge with the destination stack. - # A corridor, or iron bars, or a tree, or possibly a kitchen - sink (if your dungeon has sinks), or a drawbridge. +#annotate + Allows you to specify one line of text to associate with the + current dungeon level. All levels with annotations are dis- + played by the ``#overview'' command. Autocompletes. Default + key is 'M-A', and '^N' if number_pad is on. - > Stairs down: a way to the next level. +#apply + Apply (use) a tool such as a pick-axe, a key, or a lamp. De- + fault key is 'a'. - < Stairs up: a way to the previous level. + If the tool used acts on items on the floor, using the `m' + prefix skips those items. - + A closed door, or a spellbook containing a spell you may be - able to learn. + If used on a wand, that wand will be broken, releasing its + magic in the process. Confirmation is required. - @ Your character or a human. +#attributes + Show your attributes. Default key is '^X'. - $ A pile of gold. +#autopickup + Toggle the autopickup -option on/off. Default key is '@'. - ^ A trap (once you have detected it). +#call + Call (name) a monster, or an object in inventory, on the + floor, or in the discoveries list, or add an annotation for + the current level (same as ``#annotate''). Default key is + 'C'. - ) A weapon. +#cast + Cast a spell. Default key is 'Z'. - [ A suit or piece of armor. +#chat + Talk to someone. Default key is 'M-c'. - % Something edible (not necessarily healthy). +#close + Close a door. Default key is 'c'. - ? A scroll. +#conduct + List voluntary challenges you have maintained. Autocom- + pletes. Default key is 'M-C'. - / A wand. + See the section below entitled ``Conduct'' for details. - = A ring. +#dip + Dip an object into something. Autocompletes. Default key is + 'M-d'. - ! A potion. +#down + Go down a staircase. Default key is '>'. - ( A useful item (pick-axe, key, lamp...). +#drop + Drop an item. Default key is 'd'. - " An amulet or a spider web. +#droptype + Drop specific item types. Default key is 'D'. - * A gem or rock (possibly valuable, possibly worthless). +#eat + Eat something. Default key is 'e'. The `m' prefix skips + eating items on the floor. - ` A boulder or statue. +#engrave + Engrave writing on the floor. Default key is 'E'. - 0 An iron ball. +#enhance + Advance or check weapon and spell skills. Autocompletes. De- + fault key is 'M-e'. + +#exploremode + Enter the explore mode. - _ An altar, or an iron chain. +#fire + Fire ammunition from quiver. Default key is 'f'. - { A fountain. +#force + Force a lock. Autocompletes. Default key is 'M-f'. - } A pool of water or moat or a pool of lava. +#glance + Show what type of thing a map symbol corresponds to. Default + key is ';'. - \ An opulent throne. +#help + Show the help menu. Default key is '?', and 'h' if num- + ber_pad is on. +#herecmdmenu + Show a menu of possible actions in your current location. +#history + Show long version and game history. Default key is 'V'. +#inventory + Show your inventory. Default key is 'i'. - NetHack 3.6 February 22, 2016 +#inventtype + Inventory specific item types. Default key is 'I'. +#invoke + Invoke an object's special powers. Autocompletes. Default + key is 'M-i'. +#jump + Jump to another location. Autocompletes. Default key is 'M- + j', and 'j' if number_pad is on. +#kick + Kick something. Default key is '^D', and 'k' if number_pad + is on. +#known + Show what object types have been discovered. Default key is + '\'. - NetHack Guidebook 9 +#knownclass + Show discovered types for one class of objects. Default key + is '`'. +#levelchange + Change your experience level. Autocompletes. Wizard-mode on- + ly. - a-zA-Z and other symbols - Letters and certain other symbols represent the various in- - habitants of the Mazes of Menace. Watch out, they can be - nasty and vicious. Sometimes, however, they can be helpful. +#lightsources + Show mobile light sources. Autocompletes. Wizard-mode only. - I This marks the last known location of an invisible or other- - wise unseen monster. Note that the monster could have - moved. The `F' and `m' commands may be useful here. +#look + Look at what is here, under you. Default key is ':'. - You need not memorize all these symbols; you can ask the - game what any symbol represents with the `/' command (see the - next section for more info). +#loot + 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. +#monpolycontrol + Control monster polymorphs. Autocompletes. Wizard-mode only. - 4. Commands +#monster + Use a monster's special ability (when polymorphed into mon- + ster form). Autocompletes. Default key is 'M-m'. - Commands are initiated by typing one or two characters. - Some commands, like ``search'', do not require that any more in- - formation be collected by NetHack. Other commands might require - additional information, for example a direction, or an object to - be used. For those commands that require additional information, - NetHack will present you with either a menu of choices or with a - command line prompt requesting information. Which you are pre- - sented with will depend chiefly on how you have set the menustyle - option. +#name + Name a monster, an individual object, or a type of object. + Same as #call. Autocompletes. Default keys are 'N', 'M-n', + and 'M-N'. - For example, a common question, in the form ``What do you - want to use? [a-zA-Z ?*]'', asks you to choose an object you are - carrying. Here, ``a-zA-Z'' are the inventory letters of your - possible choices. Typing `?' gives you an inventory list of - these items, so you can see what each letter refers to. In this - example, there is also a `*' indicating that you may choose an - object not on the list, if you wanted to use something unexpect- - ed. Typing a `*' lists your entire inventory, so you can see the - inventory letters of every object you're carrying. Finally, if - you change your mind and decide you don't want to do this command - after all, you can press the ESC key to abort the command. +#offer + Offer a sacrifice to the gods. Autocompletes. Default key is + 'M-o'. The `m' prefix skips offering items on the altar. - You can put a number before some commands to repeat them - that many times; for example, ``10s'' will search ten times. If - you have the number_pad option set, you must type `n' to prefix a - count, so the example above would be typed ``n10s'' instead. - Commands for which counts make no sense ignore them. In addi- - tion, movement commands can be prefixed for greater control (see - below). To cancel a count or a prefix, press the ESC key. + You'll need to find an altar to have any chance at success. + Corpses of recently killed monsters are the fodder of + choice. - The list of commands is rather long, but it can be read at - any time during the game through the `?' command, which accesses - a menu of helpful texts. Here are the commands for your refer- - ence: +#open + Open a door. Default key is 'o'. - ? Help menu: display one of several help texts available. +#options + Show and change option settings. Default key is 'O'. +#overview + Display information you've discovered about the dungeon. + Any visited level (unless forgotten due to amnesia) with an + annotation is included, and many things (altars, thrones, + fountains, and so on; extra stairs leading to another dun- + geon branch) trigger an automatic annotation. If dungeon + overview is chosen during end-of-game disclosure, every vis- + ited level will be included regardless of annotations. Auto- + completes. Default keys are '^O', and 'M-O'. +#panic + Test the panic routine. Autocompletes. Wizard-mode only. +#pay + Pay your shopping bill. Default key is 'p'. - NetHack 3.6 February 22, 2016 +#pickup + Pick up things at the current location. Default key is ','. + The `m' prefix forces use of a menu. +#polyself + Polymorph self. Autocompletes. Wizard-mode only. +#pray + Pray to the gods for help. Autocompletes. Default key is 'M- + p'. + Praying too soon after receiving prior help is a bad idea. + (Hint: entering the dungeon alive is treated as having re- + ceived help. You probably shouldn't start off a new game by + praying right away.) Since using this command by accident + can cause trouble, there is an option to make you confirm + your intent before praying. It is enabled by default, and + you can reset the paranoid_confirmation option to disable + it. +#prevmsg + Show previously displayed game messages. Default key is + '^P'. - NetHack Guidebook 10 +#puton + Put on an accessory (ring, amulet, etc). Default key is 'P'. +#quaff + Quaff (drink) something. Default key is 'q'. +#quit + Quit the program without saving your game. Autocompletes. + Default key is 'M-q'. - / The ``what-is'' command, to tell what a symbol represents. - You may choose to specify a location or type a symbol (or - even a whole word) to explain. Specifying a location is - done by moving the cursor to a particular spot on the map - and then pressing one of `.', `,', `;', or `:'. `.' will - explain the symbol at the chosen location, conditionally - check for ``More info?'' depending upon whether the help op- - tion is on, and then you will be asked to pick another loca- - tion; `,' will explain the symbol but skip any additional - information, then let you pick another location; `;' will - skip additional info and also not bother asking you to - choose another location to examine; `:' will show additional - info, if any, without asking for confirmation. When picking - a location, pressing the ESC key will terminate this com- - mand, or pressing `?' will give a brief reminder about how - it works. + 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 paranoid_confirmation option to re- + quire a response of "yes" instead. - If the autodescribe option is on, a short description of - what you see at each location is shown as you move the cur- - sor. Typing `#' while picking a location will toggle that - option on or off. The whatis_coord option controls whether - the short description includes map coordinates. +#quiver + Select ammunition for quiver. Default key is 'Q'. - Specifying a name rather than a location always gives any - additional information available about that name. +#read + Read a scroll, a spellbook, or something else. Default key + is 'r'. - You may also request a description of nearby monsters, all - monsters currently displayed, nearby objects, or all ob- - jects. The whatis_coord option controls which format of map - coordinate is included with their descriptions. +#redraw + Redraw the screen. Default key is '^R', and '^L' if num- + ber_pad is on. - & Tell what a command does. +#remove + Remove an accessory (ring, amulet, etc). Default key is 'R'. - < Go up to the previous level (if you are on a staircase or - ladder). +#ride + Ride (or stop riding) a saddled creature. Autocompletes. De- + fault key is 'M-R'. - > Go down to the next level (if you are on a staircase or lad- - der). +#rub + Rub a lamp or a stone. Autocompletes. Default key is 'M-r'. - [yuhjklbn] - Go one step in the direction indicated (see Figure 2). If - you sense or remember a monster there, you will fight the - monster instead. Only these one-step movement commands - cause you to fight monsters; the others (below) are - ``safe.'' +#save + Save the game. Default key is 'S'. - y k u 7 8 9 - \ | / \ | / - h- . -l 4- . -6 - / | \ / | \ - b j n 1 2 3 - (if number_pad is set) +#search + Search for traps and secret doors around you. Default key is + 's'. - Figure 2 +#seeall + Show all equipment in use. Default key is '*'. +#seeamulet + Show the amulet currently worn. Default key is '"'. - NetHack 3.6 February 22, 2016 +#seearmor + Show the armor currently worn. Default key is '['. +#seegold + Count your gold. Default key is '$'. +#seenv + Show seen vectors. Autocompletes. Wizard-mode only. +#seerings + Show the ring(s) currently worn. Default key is '='. +#seespells + List and reorder known spells. Default key is '+'. - NetHack Guidebook 11 +#seetools + Show the tools currently in use. Default key is '('. +#seetrap + Show the type of a trap near you. Default key is '^'. +#seeweapon + Show the weapon currently wielded. Default key is ')'. - [YUHJKLBN] - Go in that direction until you hit a wall or run into some- - thing. +#shell + Do a shell escape. Default key is '!'. - m[yuhjklbn] - Prefix: move without picking up objects or fighting (even - if you remember a monster there) +#sit + Sit down. Autocompletes. Default key is 'M-s'. - F[yuhjklbn] - Prefix: fight a monster (even if you only guess one is - there) +#stats + Show memory statistics. Autocompletes. Wizard-mode only. - M[yuhjklbn] - Prefix: move far, no pickup. +#suspend + Suspend the game. Default key is '^Z'. - g[yuhjklbn] - Prefix: move until something interesting is found. +#swap + Swap wielded and secondary weapons. Default key is 'x'. - G[yuhjklbn] or [yuhjklbn] - Prefix: same as `g', but forking of corridors is not con- - sidered interesting. +#takeoff + Take off one piece of armor. Default key is 'T'. - _ Travel to a map location via a shortest-path algorithm. +#takeoffall + Remove all armor. Default key is 'A'. - The shortest path is computed over map locations the hero - knows about (e.g. seen or previously traversed). If there - is no known path, a guess is made instead. Stops on most of - the same conditions as the `G' command, but without picking - up objects, similar to the `M' command. For ports with - mouse support, the command is also invoked when a mouse- - click takes place on a location other than the current posi- - tion. +#teleport + Teleport around the level. Default key is '^T'. - . Rest, do nothing for one turn. +#terrain + Show bare map without displaying monsters, objects, or + traps. Autocompletes. - a Apply (use) a tool (pick-axe, key, lamp...). +#therecmdmenu + Show a menu of possible actions in a location next to you. - A Remove one or more worn items, such as armor. +#throw + Throw something. Default key is 't'. - Use `T' (take off) to take off only one piece of armor or - `R' (remove) to take off only one accessory. +#timeout + Look at the timeout queue. Autocompletes. Wizard-mode only. - ^A Redo the previous command. +#tip + Tip over a container (bag or box) to pour out its contents. + Autocompletes. Default key is 'M-T'. The `m' prefix makes + the command use a menu. - c Close a door. +#travel + Travel to a specific location on the map. Default key is + '_'. Using the ``request menu'' prefix shows a menu of in- + teresting targets in sight without asking to move the cur- + sor. When picking a target with cursor and the autodescribe + -option is on, the top line will show "(no travel path)" if + your character does not know of a path to that location. - C Call (name) a monster, an individual object, or a type of - object. +#turn + Turn undead away. Autocompletes. Default key is 'M-t'. - Same as extended command ``#name''. +#twoweapon + Toggle two-weapon combat on or off. Autocompletes. Default + keys are 'X', and 'M-2'. - ^C Panic button. Quit the game. + Note that you must use suitable weapons for this type of + combat, or it will be automatically turned off. +#untrap + Untrap something (trap, door, or chest). Default key is 'M- + u', and 'u' if number_pad is on. + In some circumstances it can also be used to rescue trapped + monsters. +#up + Go up a staircase. Default key is '<'. - NetHack 3.6 February 22, 2016 +#vanquished + List vanquished monsters. Autocompletes. Wizard-mode only. +#version + Print compile time options for this version of NetHack. Au- + tocompletes. Default key is 'M-v'. +#versionshort + Show version string. Default key is 'v'. +#vision + Show vision array. Autocompletes. Wizard-mode only. +#wait + Rest one move while doing nothing. Default key is '.', and ' + ' if rest_on_space is on. - NetHack Guidebook 12 +#wear + Wear a piece of armor. Default key is 'W'. +#whatdoes + Tell what a key does. Default key is '&'. +#whatis + Show what type of thing a symbol corresponds to. Default key + is '/'. - d Drop something. +#wield + Wield a weapon. Default key is 'w'. - Ex. ``d7a'' means drop seven items of object a. +#wipe + Wipe off your face. Autocompletes. Default key is 'M-w'. - D Drop several things. +#wizdebug_bury + Bury objects under and around you. Autocompletes. Wizard- + mode only. - In answer to the question +#wizdebug_traveldisplay + Toggle travel display. Autocompletes. Wizard-mode only. - ``What kinds of things do you want to drop? [!%= BUCXaium]'' +#wizdetect + Search a room. Autocompletes. Wizard-mode only. Default key + is '^E'. - you should type zero or more object symbols possibly fol- - lowed by `a' and/or `i' and/or `u' and/or `m'. In addition, - one or more of the blessed/uncursed/cursed groups may be - typed. +#wizgenesis + Create a monster. Autocompletes. Wizard-mode only. Default + key is '^G'. - DB - drop all objects known to be blessed. - DU - drop all objects known to be uncursed. - DC - drop all objects known to be cursed. - DX - drop all objects of unknown B/U/C status. - Da - drop all objects, without asking for confirmation. - Di - examine your inventory before dropping anything. - Du - drop only unpaid objects (when in a shop). - Dm - use a menu to pick which object(s) to drop. - D%u - drop only unpaid food. +#wizidentify + Identify all items in inventory. Autocompletes. Wizard-mode + only. Default key is '^I'. - ^D Kick something (usually a door). +#wizintrinsic + Set intrinsic. Autocompletes. Wizard-mode only. - e Eat food. +#wizlevelport + Teleport to another level. Autocompletes. Wizard-mode only. + Default key is '^V'. - E Engrave a message on the floor. +#wizmap + Map the level. Autocompletes. Wizard-mode only. Default key + is '^F'. - E- - write in the dust with your fingers. +#wizrumorcheck + Verify rumor boundaries. Autocompletes. Wizard-mode only. - 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 ver- - sion might not have it.) +#wizsmell + Smell monster. Autocompletes. Wizard-mode only. - f Fire one of the objects placed in your quiver (or quiver - sack, or that you have at the ready). You may select ammu- - nition with a previous `Q' command, or let the computer pick - something appropriate if autoquiver is true. +#wizwhere + Show locations of special levels. Autocompletes. Wizard-mode + only. - i List your inventory (everything you're carrying). +#wizwish + Wish for something. Autocompletes. Wizard-mode only. Default + key is '^W'. - I List selected parts of your inventory, usually be specifying - the character for a particular set of objects, like `[' for - armor or `!' for potions. +#wmode + Show wall modes. Autocompletes. Wizard-mode only. +#zap + Zap a wand. Default key is 'z'. +#? + Help menu: get the list of available extended commands. + If your keyboard has a meta key (which, when pressed in com- +bination with another key, modifies it by setting the `meta' +[8th, or `high'] bit), you can invoke many extended commands by +meta-ing the first letter of the command. In NT, OS/2, PC and ST +NetHack, the `Alt' key can be used in this fashion; on the Amiga, +set the altmeta option to get this behavior. On other systems, +if typing `Alt' plus another key transmits a two character se- +quence consisting of an Escape followed by the other key, you may +set the altmeta option to have NetHack combine them into +meta+key. +M-? #? (not supported by all platforms) +M-2 #twoweapon (unless the number_pad option is enabled) - NetHack 3.6 February 22, 2016 +M-a #adjust +M-A #annotate +M-c #chat +M-C #conduct +M-d #dip - NetHack Guidebook 13 +M-e #enhance +M-f #force +M-i #invoke - I* - list all gems in inventory; - Iu - list all unpaid items; - Ix - list all used up items that are on your shopping bill; - IB - list all items known to be blessed; - IU - list all items known to be uncursed; - IC - list all items known to be cursed; - IX - list all items whose bless/curse status is known; - I$ - count your money. +M-j #jump - o Open a door. +M-l #loot - O Set options. +M-m #monster - A menu showing the current option values will be displayed. - You can change most values simply by selecting the menu en- - try for the given option (ie, by typing its letter or click- - ing upon it, depending on your user interface). For the - non-boolean choices, a further menu or prompt will appear - once you've closed this menu. The available options are - listed later in this Guidebook. Options are usually set be- - fore the game rather than with the `O' command; see the sec- - tion on options below. +M-n #name - p Pay your shopping bill. +M-o #offer - P Put on an accessory (ring, amulet, or blindfold). +M-O #overview - This command may also be used to wear armor. The prompt for - which inventory item to use will only list accessories, but - choosing an unlisted item of armor will attempt to wear it. - (See the `W' command below. It lists armor as the inventory - choices but will accept an accessory and attempt to put that - on.) +M-p #pray - ^P Repeat previous message. +M-q #quit - Subsequent ^P's repeat earlier messages. The behavior can - be varied via the msg_window option. +M-r #rub - q Quaff (drink) something (potion, water, etc). +M-R #ride - Q Select an object for your quiver, quiver sack, or just gen- - erally at the ready (only one of these is available at a - time). You can then throw this (or one of these) using the - `f' command. +M-s #sit - (In versions prior to 3.3 this was the command to quit the - game, which has been moved to ``#quit''.) +M-t #turn - r Read a scroll or spellbook. +M-T #tip - R Remove a worn accessory (ring, amulet, or blindfold). +M-u #untrap +M-v #version +M-w #wipe + If the number_pad option is on, some additional letter com- +mands are available: - NetHack 3.6 February 22, 2016 +h #help +j #jump +k #kick +l #loot +N #name - NetHack Guidebook 14 +u #untrap +5. Rooms and corridors + Rooms and corridors in the dungeon are either lit or dark. +Any lit areas within your line of sight will be displayed; dark +areas are only displayed if they are within one space of you. +Walls and corridors remain on the map as you explore them. - If you're wearing more than one, you'll be prompted for - which one to remove. When you're only wearing one, then by - default it will be removed without asking, but you can set - the paranoid_confirmation option to require a prompt. + Secret corridors are hidden. You can find them with the `s' +(search) command. - This command may also be used to take off armor. The prompt - for which inventory item to remove only lists worn acces- - sories, but an item of worn armor can be chosen. (See the - `T' command below. It lists armor as the inventory choices - but will accept an accessory and attempt to remove it.) +5.1. Doorways - ^R Redraw the screen. + Doorways connect rooms and corridors. Some doorways have no +doors; you can walk right through. Others have doors in them, +which may be open, closed, or locked. To open a closed door, use +the `o' (open) command; to close it again, use the `c' (close) +command. - s Search for secret doors and traps around you. It usually - takes several tries to find something. + You can get through a locked door by using a tool to pick +the lock with the `a' (apply) command, or by kicking it open with +the `^D' (kick) command. - S Save (and suspend) the game. The game will be restored au- - tomatically the next time you play. + Open doors cannot be entered diagonally; you must approach +them straight on, horizontally or vertically. Doorways without +doors are not restricted in this fashion. - t Throw an object or shoot a projectile. + Doors can be useful for shutting out monsters. Most mon- +sters cannot open doors, although a few don't need to (ex. ghosts +can walk through doors). - T Take off armor. + Secret doors are hidden. You can find them with the `s' +(search) command. Once found they are in all ways equivalent to - If you're wearing more than one piece, you'll be prompted - for which one to take off. (Note that this treats a cloak - covering a suit and/or a shirt, or a suit covering a shirt, - as if the underlying items weren't there.) When you're only - wearing one, then by default it will be taken off without - asking, but you can set the paranoid_confirmation option to - require a prompt. +normal doors. - This command may also be used to remove accessories. The - prompt for which inventory item to take off only lists worn - armor, but a worn accessory can be chosen. (See the `R' - command above. It lists accessories as the inventory choic- - es but will accept an item of armor and attempt to take it - off.) +5.2. Traps (`^') - ^T Teleport, if you have the ability. + There are traps throughout the dungeon to snare the unwary +delver. For example, you may suddenly fall into a pit and be +stuck for a few turns trying to climb out. Traps don't appear on +your map until you see one triggered by moving onto it, see some- +thing fall into it, or you discover it with the `s' (search) com- +mand. Monsters can fall prey to traps, too, which can be a very +useful defensive strategy. - v Display version number. + There is a special pre-mapped branch of the dungeon based on +the classic computer game ``Sokoban.'' The goal is to push the +boulders into the pits or holes. With careful foresight, it is +possible to complete all of the levels according to the tradi- +tional rules of Sokoban. Some allowances are permitted in case +the player gets stuck; however, they will lower your luck. - V Display the game history. +5.3. Stairs and ladders (`<', `>') - w Wield weapon. + In general, each level in the dungeon will have a staircase +going up (`<') to the previous level and another going down (`>') +to the next level. There are some exceptions though. For in- +stance, fairly early in the dungeon you will find a level with +two down staircases, one continuing into the dungeon and the oth- +er branching into an area known as the Gnomish Mines. Those +mines eventually hit a dead end, so after exploring them (if you +choose to do so), you'll need to climb back up to the main dun- +geon. - w- - wield nothing, use your bare hands. + When you traverse a set of stairs, or trigger a trap which +sends you to another level, the level you're leaving will be de- +activated and stored in a file on disk. If you're moving to a +previously visited level, it will be loaded from its file on disk +and reactivated. If you're moving to a level which has not yet +been visited, it will be created (from scratch for most random +levels, from a template for some ``special'' levels, or loaded +from the remains of an earlier game for a ``bones'' level as +briefly described below). Monsters are only active on the cur- +rent level; those on other levels are essentially placed into +stasis. + + Ordinarily when you climb a set of stairs, you will arrive +on the corresponding staircase at your destination. However, +pets (see below) and some other monsters will follow along if +they're close enough when you travel up or down stairs, and occa- +sionally one of these creatures will displace you during the +climb. When that occurs, the pet or other monster will arrive on +the staircase and you will end up nearby. + + Ladders serve the same purpose as staircases, and the two +types of inter-level connections are nearly indistinguishable +during game play. + +5.4. Shops and shopping + + Occasionally you will run across a room with a shopkeeper +near the door and many items lying on the floor. You can buy +items by picking them up and then using the `p' command. You can +inquire about the price of an item prior to picking it up by us- +ing the ``#chat'' command while standing on it. Using an item +prior to paying for it will incur a charge, and the shopkeeper +won't allow you to leave the shop until you have paid any debt +you owe. + + You can sell items to a shopkeeper by dropping them to the +floor while inside a shop. You will either be offered an amount +of gold and asked whether you're willing to sell, or you'll be +told that the shopkeeper isn't interested (generally, your item +needs to be compatible with the type of merchandise carried by +the shop). + + If you drop something in a shop by accident, the shopkeeper +will usually claim ownership without offering any compensation. +You'll have to buy it back if you want to reclaim it. + + Shopkeepers sometimes run out of money. When that happens, +you'll be offered credit instead of gold when you try to sell +something. Credit can be used to pay for purchases, but it is +only good in the shop where it was obtained; other shopkeepers +won't honor it. (If you happen to find a "credit card" in the +dungeon, don't bother trying to use it in shops; shopkeepers will +not accept it.) + + The `$' command, which reports the amount of gold you are +carrying (in inventory, not inside bags or boxes), will also show +current shop debt or credit, if any. The `Iu' command lists un- +paid items (those which still belong to the shop) if you are car- +rying any. The `Ix' command shows an inventory-like display of +any unpaid items which have been used up, along with other shop +fees, if any. + +5.4.1. Shop idiosyncracies + + Several aspects of shop behavior might be unexpected. + +* The price of a given item can vary due to a variety of factors. + +* A shopkeeper treats the spot immediately inside the door as if + it were outside the shop. + +* While the shopkeeper watches you like a hawk, he will generally + ignore any other customers. + +* If a shop is "closed for inventory", it will not open of its + own accord. + +* Shops do not get restocked with new items, regardless of inven- + tory depletion. + +6. Monsters + + Monsters you cannot see are not displayed on the screen. +Beware! You may suddenly come upon one in a dark place. Some +magic items can help you locate them before they locate you +(which some monsters can do very well). + + The commands `/' and `;' may be used to obtain information +about those monsters who are displayed on the screen. The com- +mand ``#name'' (by default bound to `C'), allows you to assign a +name to a monster, which may be useful to help distinguish one +from another when multiple monsters are present. Assigning a +name which is just a space will remove any prior name. + + The extended command ``#chat'' can be used to interact with +an adjacent monster. There is no actual dialog (in other words, +you don't get to choose what you'll say), but chatting with some +monsters such as a shopkeeper or the Oracle of Delphi can produce +useful results. + +6.1. Fighting + + If you see a monster and you wish to fight it, just attempt +to walk into it. Many monsters you find will mind their own +business unless you attack them. Some of them are very dangerous +when angered. Remember: discretion is the better part of valor. + + In most circumstances, if you attempt to attack a peaceful +monster by moving into its location, you'll be asked to confirm +your intent. By default an answer of 'y' acknowledges that in- +tent, which can be error prone if you're using 'y' to move. You +can set the paranoid_confirmation option to require a response of +"yes" instead. + + 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. If you attempt to walk into it, you will try to fight +it just like a monster that you can see; of course, if the mon- +ster has moved, you will attack empty air. If you guess that the +monster has moved and you don't wish to fight, you can use the +`m' command to move without fighting; likewise, if you don't re- +member a monster but want to try fighting anyway, you can use the +`F' command. + +6.2. Your pet + + You start the game with a little dog (`d'), cat (`f'), or +pony (`u'), which follows you about the dungeon and fights mon- +sters with you. Like you, your pet needs food to survive. It +usually feeds itself on fresh carrion and other meats. If you're + +worried about it or want to train it, you can feed it, too, by +throwing it food. A properly trained pet can be very useful un- +der certain circumstances. + + Your pet also gains experience from killing monsters, and +can grow over time, gaining hit points and doing more damage. +Initially, your pet may even be better at killing things than +you, which makes pets useful for low-level characters. + + Your pet will follow you up and down staircases if it is +next to you when you move. Otherwise your pet will be stranded +and may become wild. Similarly, when you trigger certain types +of traps which alter your location (for instance, a trap door +which drops you to a lower dungeon level), any adjacent pet will +accompany you and any non-adjacent pet will be left behind. Your +pet may trigger such traps itself; you will not be carried along +with it even if adjacent at the time. + +6.3. Steeds + + Some types of creatures in the dungeon can actually be rid- +den if you have the right equipment and skill. Convincing a wild +beast to let you saddle it up is difficult to say the least. +Many a dungeoneer has had to resort to magic and wizardry in or- +der to forge the alliance. Once you do have the beast under your +control however, you can easily climb in and out of the saddle +with the ``#ride'' command. Lead the beast around the dungeon +when riding, in the same manner as you would move yourself. It +is the beast that you will see displayed on the map. + + Riding skill is managed by the ``#enhance'' command. See +the section on Weapon proficiency for more information about +that. + + Use the `a' (apply) command and pick a saddle in your inven- +tory to attempt to put that saddle on an adjacent creature. If +successful, it will be transferred to that creature's inventory. + + Use the ``#loot'' command while adjacent to a saddled crea- +ture to try to remove the saddle from that creature. If success- +ful, it will be transferred to your inventory. + +6.4. Bones levels + + You may encounter the shades and corpses of other adventur- +ers (or even former incarnations of yourself!) and their personal +effects. Ghosts are hard to kill, but easy to avoid, since +they're slow and do little damage. You can plunder the deceased +adventurer's possessions; however, they are likely to be cursed. +Beware of whatever killed the former player; it is probably still +lurking around, gloating over its last victory. + +7. Objects + + When you find something in the dungeon, it is common to want +to pick it up. In NetHack, this is accomplished automatically by +walking over the object (unless you turn off the autopickup op- +tion (see below), or move with the `m' prefix (see above)), or +manually by using the `,' command. + + If you're carrying too many items, NetHack will tell you so +and you won't be able to pick up anything more. Otherwise, it +will add the object(s) to your pack and tell you what you just +picked up. + + As you add items to your inventory, you also add the weight +of that object to your load. The amount that you can carry de- +pends on your strength and your constitution. The stronger and +sturdier you are, the less the additional load will affect you. +There comes a point, though, when the weight of all of that stuff +you are carrying around with you through the dungeon will encum- +ber you. Your reactions will get slower and you'll burn calories +faster, requiring food more frequently to cope with it. Eventu- +ally, you'll be so overloaded that you'll either have to discard +some of what you're carrying or collapse under its weight. + + NetHack will tell you how badly you have loaded yourself. +The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and +`Overloaded' are displayed on the bottom line display to indicate +your condition. + + When you pick up an object, it is assigned an inventory let- +ter. Many commands that operate on objects must ask you to find +out which object you want to use. When NetHack asks you to +choose a particular object you are carrying, you are usually pre- +sented with a list of inventory letters to choose from (see Com- +mands, above). + + Some objects, such as weapons, are easily differentiated. +Others, like scrolls and potions, are given descriptions which +vary according to type. During a game, any two objects with the +same description are the same type. However, the descriptions +will vary from game to game. + + When you use one of these objects, if its effect is obvious, +NetHack will remember what it is for you. If its effect isn't +extremely obvious, you will be asked what you want to call this +type of object so you will recognize it later. You can also use +the ``#name'' command, for the same purpose at any time, to name +all objects of a particular type or just an individual object. +When you use ``#name'' on an object which has already been named, +specifying a space as the value will remove the prior name in- +stead of assigning a new one. + +7.1. Curses and Blessings + + Any object that you find may be cursed, even if the object +is otherwise helpful. The most common effect of a curse is being +stuck with (and to) the item. Cursed weapons weld themselves to +your hand when wielded, so you cannot unwield them. Any cursed +item you wear is not removable by ordinary means. In addition, +cursed arms and armor usually, but not always, bear negative en- +chantments that make them less effective in combat. Other cursed +objects may act poorly or detrimentally in other ways. + + Objects can also be blessed. Blessed items usually work +better or more beneficially than normal uncursed items. For ex- +ample, a blessed weapon will do more damage against demons. + + Objects which are neither cursed nor blessed are referred to +as uncursed. They could just as easily have been described as +unblessed, but the uncursed designation is what you will see +within the game. A ``glass half full versus glass half empty'' +situation; make of that what you will. + + There are magical means of bestowing or removing curses upon +objects, so even if you are stuck with one, you can still have +the curse lifted and the item removed. Priests and Priestesses +have an innate sensitivity to this property in any object, so +they can more easily avoid cursed objects than other character +roles. + + An item with unknown status will be reported in your inven- +tory with no prefix. An item which you know the state of will be +distinguished in your inventory by the presence of the word +``cursed'', ``uncursed'' or ``blessed'' in the description of the +item. In some cases ``uncursed'' will be omitted as being redun- +dant when enough other information is displayed. The implic- +it_uncursed option can be used to control this; toggle it off to +have ``uncursed'' be displayed even when that can be deduced from +other attributes. + +7.2. Weapons (`)') + + Given a chance, most monsters in the Mazes of Menace will +gratuitously try to kill you. You need weapons for self-defense +(killing them first). Without a weapon, you do only 1-2 hit +points of damage (plus bonuses, if any). Monk characters are an +exception; they normally do much more damage with bare hands than +they do with weapons. + + There are wielded weapons, like maces and swords, and thrown +weapons, like arrows and spears. To hit monsters with a weapon, +you must wield it and attack them, or throw it at them. You can +simply elect to throw a spear. To shoot an arrow, you should +first wield a bow, then throw the arrow. Crossbows shoot cross- +bow bolts. Slings hurl rocks and (other) stones (like gems). + + Enchanted weapons have a ``plus'' (or ``to hit enhancement'' +which can be either positive or negative) that adds to your +chance to hit and the damage you do to a monster. The only way +to determine a weapon's enchantment is to have it magically iden- +tified somehow. Most weapons are subject to some type of damage +like rust. Such ``erosion'' damage can be repaired. + + 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 (en- +chantment 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 +vulnerable to certain types of weapons. + + Many weapons can be wielded in one hand; some require both +hands. When wielding a two-handed weapon, you can not wear a +shield, and vice versa. When wielding a one-handed weapon, you +can have another weapon ready to use by setting things up with +the `x' command, which exchanges your primary (the one being +wielded) and alternate weapons. And if you have proficiency in +the ``two weapon combat'' skill, you may wield both weapons si- +multaneously as primary and secondary; use the `#twoweapon' ex- +tended command to engage or disengage that. Only some types of +characters (barbarians, for instance) have the necessary skill +available. Even with that skill, using two weapons at once in- +curs a penalty in the chance to hit your target compared to using +just one weapon at a time. + + There might be times when you'd rather not wield any weapon +at all. To accomplish that, wield `-', or else use the `A' com- +mand which allows you to unwield the current weapon in addition +to taking off other worn items. + + Those of you in the audience who are AD&D players, be aware +that each weapon which existed in AD&D does roughly the same dam- +age to monsters in NetHack. Some of the more obscure weapons +(such as the aklys, lucern hammer, and bec-de-corbin) are defined +in an appendix to Unearthed Arcana, an AD&D supplement. + + The commands to use weapons are `w' (wield), `t' (throw), +`f' (fire, an alternative way of throwing), `Q' (quiver), `x' +(exchange), `#twoweapon', and `#enhance' (see below). + +7.2.1. Throwing and shooting + + You can throw just about anything via the `t' command. It +will prompt for the item to throw; picking `?' will list things +in your inventory which are considered likely to be thrown, or +picking `*' will list your entire inventory. After you've chosen +what to throw, you will be prompted for a direction rather than +for a specific target. The distance something can be thrown de- +pends mainly on the type of object and your strength. Arrows can + +be thrown by hand, but can be thrown much farther and will be +more likely to hit when thrown while you are wielding a bow. + + You can simplify the throwing operation by using the `Q' +command to select your preferred ``missile'', then using the `f' +command to throw it. You'll be prompted for a direction as +above, but you don't have to specify which item to throw each +time you use `f'. There is also an option, autoquiver, which has +NetHack choose another item to automatically fill your quiver (or +quiver sack, or have at the ready) when the inventory slot used +for `Q' runs out. + + Some characters have the ability to fire a volley of multi- +ple 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 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, or in sling skill if you're wielding +one to shoot stones). The number of items that the character has +a chance to fire varies from turn to turn. You can explicitly +limit the number of shots by using a numeric prefix before the +`t' or `f' command. For example, ``2f'' (or ``n2f'' if using +number_pad mode) would ensure that at most 2 arrows are shot even +if you could have fired 3. If you specify a larger number than +would have been shot (``4f'' in this example), you'll just end up +shooting the same number (3, here) as if no limit had been speci- +fied. Once the volley is in motion, all of the items will travel +in the same direction; if the first ones kill a monster, the oth- +ers can still continue beyond that spot. + +7.2.2. Weapon proficiency + + You will have varying degrees of skill in the weapons avail- +able. Weapon proficiency, or weapon skills, affect how well you +can use particular types of weapons, and you'll be able to im- +prove your skills as you progress through a game, depending on +your role, your experience level, and use of the weapons. + + For the purposes of proficiency, weapons have been divided +up into various groups such as daggers, broadswords, and +polearms. Each role has a limit on what level of proficiency a +character can achieve for each group. For instance, wizards can +become highly skilled in daggers or staves but not in swords or +bows. + + The `#enhance' extended command is used to review current +weapons proficiency (also spell proficiency) and to choose which +skill(s) to improve when you've used one or more skills enough to +become eligible to do so. The skill rankings are ``none'' (some- +times also referred to as ``restricted'', because you won't be +able to advance), ``unskilled'', ``basic'', ``skilled'', and +``expert''. Restricted skills simply will not appear in the list + +shown by `#enhance'. (Divine intervention might unrestrict a +particular skill, in which case it will start at unskilled and be +limited to basic.) Some characters can enhance their barehanded +combat or martial arts skill beyond expert to ``master'' or +``grand master''. + + Use of a weapon in which you're restricted or unskilled will +incur a modest penalty in the chance to hit a monster and also in +the amount of damage done when you do hit; at basic level, there +is no penalty or bonus; at skilled level, you receive a modest +bonus in the chance to hit and amount of damage done; at expert +level, the bonus is higher. A successful hit has a chance to +boost your training towards the next skill level (unless you've +already reached the limit for this skill). Once such training +reaches the threshold for that next level, you'll be told that +you feel more confident in your skills. At that point you can +use `#enhance' to increase one or more skills. Such skills are +not increased automatically because there is a limit to your to- +tal overall skills, so you need to actively choose which skills +to enhance and which to ignore. + +7.2.3. Two-Weapon combat + + 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 ``#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 +secondary is just an item in your inventory that's been designat- +ed as alternate weapon.) + + If your primary weapon is wielded but your off hand is empty +or has the wrong weapon, use the sequence 'x', 'w', 'x' to first +swap your primary into your off hand, wield whatever you want as +secondary weapon, then swap them both back into the intended +hands. If your secondary or alternate weapon is correct but your +primary one is not, simply use 'w' to wield the primary. Lastly, +if neither hand holds the correct weapon, use 'w', 'x', 'w' to +first wield the intended secondary, swap it to off hand, and then +wield the primary. + + The whole process can be simplified via use of the push- +weapon option. When it is enabled, then using 'w' to wield some- +thing causes the currently wielded weapon to become your alter- +nate weapon. So the sequence 'w', 'w' can be used to first wield +the weapon you intend to be secondary, and then wield the one you +want as primary which will push the first into secondary posi- +tion. + + When in two-weapon combat mode, using the ``#twoweapon'' +command toggles back to single-weapon mode. Throwing or dropping +either of the weapons or having one of them be stolen or de- +stroyed will also make you revert to single-weapon combat. + +7.3. Armor (`[') + + Lots of unfriendly things lurk about; you need armor to pro- +tect yourself from their blows. Some types of armor offer better +protection than others. Your armor class is a measure of this +protection. Armor class (AC) is measured as in AD&D, with 10 be- +ing the equivalent of no armor, and lower numbers meaning better +armor. Each suit of armor which exists in AD&D gives the same +protection in NetHack. Here is an (incomplete) list of the armor +classes provided by various suits of armor: + + dragon scale mail 1 + plate mail 3 + crystal plate mail 3 + bronze plate mail 4 + splint mail 4 + banded mail 4 + dwarvish mithril-coat 4 + elven mithril-coat 5 + chain mail 5 + orcish chain mail 6 + scale mail 6 + dragon scales 7 + studded leather armor 7 + ring mail 7 + orcish ring mail 8 + leather armor 8 + leather jacket 9 + no armor 10 + + You can also wear other pieces of armor (ex. helmets, boots, +shields, cloaks) to lower your armor class even further, but you +can only wear one item of each category (one suit of armor, one +cloak, one helmet, one shield, and so on) at a time. + + If a piece of armor is enchanted, its armor protection will +be better (or worse) than normal, and its ``plus'' (or minus) +will subtract from your armor class. For example, a +1 chain +mail would give you better protection than normal chain mail, +lowering your armor class one unit further to 4. When you put on +a piece of armor, you immediately find out the armor class and +any ``plusses'' it provides. Cursed pieces of armor usually have +negative enchantments (minuses) in addition to being unremovable. + + Many types of armor are subject to some kind of damage like +rust. Such damage can be repaired. Some types of armor may in- +hibit spell casting. + + The commands to use armor are `W' (wear) and `T' (take off). +The `A' command can also be used to take off armor as well as +other worn items. + +7.4. Food (`%') + + Food is necessary to survive. If you go too long without +eating you will faint, and eventually die of starvation. Some +types of food will spoil, and become unhealthy to eat, if not +protected. Food stored in ice boxes or tins (``cans'') will usu- +ally stay fresh, but ice boxes are heavy, and tins take a while +to open. + + When you kill monsters, they usually leave corpses which are +also ``food.'' Many, but not all, of these are edible; some also +give you special powers when you eat them. A good rule of thumb +is ``you are what you eat.'' + + Some character roles and some monsters are vegetarian. Veg- +etarian monsters will typically never eat animal corpses, while +vegetarian players can, but with some rather unpleasant side-ef- +fects. + + You can name one food item after something you like to eat +with the fruit option. + + The command to eat food is `e'. + +7.5. Scrolls (`?') + + Scrolls are labeled with various titles, probably chosen by +ancient wizards for their amusement value (ex. ``READ ME,'' or +``THANX MAUD'' backwards). Scrolls disappear after you read them +(except for blank ones, without magic spells on them). + + One of the most useful of these is the scroll of identify, +which can be used to determine what another object is, whether it +is cursed or blessed, and how many uses it has left. Some ob- +jects of subtle enchantment are difficult to identify without +these. + + A mail daemon may run up and deliver mail to you as a scroll +of mail (on versions compiled with this feature). To use this +feature on versions where NetHack mail delivery is triggered by +electronic mail appearing in your system mailbox, you must let +NetHack know where to look for new mail by setting the ``MAIL'' +environment variable to the file name of your mailbox. You may +also want to set the ``MAILREADER'' environment variable to the +file name of your favorite reader, so NetHack can shell to it +when you read the scroll. On versions of NetHack where mail is +randomly generated internal to the game, these environment vari- +ables are ignored. You can disable the mail daemon by turning +off the mail option. + + The command to read a scroll is `r'. + +7.6. Potions (`!') + + Potions are distinguished by the color of the liquid inside +the flask. They disappear after you quaff them. + + Clear potions are potions of water. Sometimes these are +blessed or cursed, resulting in holy or unholy water. Holy water +is the bane of the undead, so potions of holy water are good +things to throw (`t') at them. It is also sometimes very useful +to dip (``#dip'') an object into a potion. + + The command to drink a potion is `q' (quaff). + +7.7. Wands (`/') + + Wands usually have multiple magical charges. Some types of +wands require a direction in which to zap them. You can also zap +them at yourself (just give a `.' or `s' for the direction). Be +warned, however, for this is often unwise. Other types of wands +don't require a direction. The number of charges in a wand is +random and decreases by one whenever you use it. + + When the number of charges left in a wand becomes zero, at- +tempts to use the wand will usually result in nothing happening. +Occasionally, however, it may be possible to squeeze the last few +mana points from an otherwise spent wand, destroying it in the +process. A wand may be recharged by using suitable magic, but +doing so runs the risk of causing it to explode. The chance for +such an explosion starts out very small and increases each time +the wand is recharged. + + In a truly desperate situation, when your back is up against +the wall, you might decide to go for broke and break your wand. +This is not for the faint of heart. Doing so will almost cer- +tainly cause a catastrophic release of magical energies. + + When you have fully identified a particular wand, inventory +display will include additional information in parentheses: the +number of times it has been recharged followed by a colon and +then by its current number of charges. A current charge count of +-1 is a special case indicating that the wand has been cancelled. + + The command to use a wand is `z' (zap). To break one, use +the `a' (apply) command. + +7.8. Rings (`=') + + Rings are very useful items, since they are relatively per- +manent magic, unlike the usually fleeting effects of potions, +scrolls, and wands. + + Putting on a ring activates its magic. You can wear only +two rings, one on each ring finger. + + Most rings also cause you to grow hungry more rapidly, the +rate varying with the type of ring. + + The commands to use rings are `P' (put on) and `R' (remove). + +7.9. Spellbooks (`+') + + Spellbooks are tomes of mighty magic. When studied with the +`r' (read) command, they transfer to the reader the knowledge of +a spell (and 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! + + A spell (even when learned) can also backfire when you cast +it. If you attempt to cast a spell well above your experience +level, or if you have little skill with the appropriate spell +type, or cast it at a time when your luck is particularly bad, +you can end up wasting both the energy and the time required in +casting. + + Casting a spell calls forth magical energies and focuses +them with your naked mind. Some of the magical energy released +comes from within you. Casting temporarily drains your magical +power, which will slowly be recovered, and causes you to need ad- +ditional food. Casting of spells also requires practice. With +practice, your skill in each category of spell casting will im- +prove. Over time, however, your memory of each spell will dim, +and you will need to relearn it. + + Some spells require a direction in which to cast them, simi- +lar to wands. To cast one at yourself, just give a `.' or `s' +for the direction. A few spells require you to pick a target lo- +cation rather than just specify a particular direction. Other +spells don't require any direction or target. + + Just as weapons are divided into groups in which a character +can become proficient (to varying degrees), spells are similarly +grouped. Successfully casting a spell exercises its skill group; +using the `#enhance' command to advance a sufficiently exercised +skill will affect all spells within the group. Advanced skill +may increase the potency of spells, reduce their risk of failure +during casting attempts, and improve the accuracy of the estimate +for how much longer they will be retained in your memory. Skill +slots are shared with weapons skills. (See also the section on +``Weapon proficiency''.) + + Casting a spell also requires flexible movement, and wearing +various types of armor may interfere with that. + + The command to read a spellbook is the same as for scrolls, +`r' (read). The `+' command lists each spell you know along with + +its level, skill category, chance of failure when casting, and an +estimate of how strongly it is remembered. The `Z' (cast) com- +mand casts a spell. + +7.10. Tools (`(') + + Tools are miscellaneous objects with various purposes. Some +tools have a limited number of uses, akin to wand charges. For +example, lamps burn out after a while. Other tools are contain- +ers, which objects can be placed into or taken out of. + + The command to use tools is `a' (apply). + +7.10.1. Containers + + You may encounter bags, boxes, and chests in your travels. +A tool of this sort can be opened with the ``#loot'' extended +command when you are standing on top of it (that is, on the same +floor spot), or with the `a' (apply) command when you are carry- +ing it. However, chests are often locked, and are in any case +unwieldy objects. You must set one down before unlocking it by +using a key or lock-picking tool with the `a' (apply) command, by +kicking it with the `^D' command, or by using a weapon to force +the lock with the ``#force'' extended command. + + Some chests are trapped, causing nasty things to happen when +you unlock or open them. You can check for and try to deactivate +traps with the ``#untrap'' extended command. + +7.11. Amulets (`"') + + Amulets are very similar to rings, and often more powerful. +Like rings, amulets have various magical properties, some benefi- +cial, some harmful, which are activated by putting them on. + + Only one amulet may be worn at a time, around your neck. + + The commands to use amulets are the same as for rings, `P' +(put on) and `R' (remove). + +7.12. Gems (`*') + + Some gems are valuable, and can be sold for a lot of gold. +They are also a far more efficient way of carrying your riches. +Valuable gems increase your score if you bring them with you when +you exit. + + Other small rocks are also categorized as gems, but they are +much less valuable. All rocks, however, can be used as projec- +tile weapons (if you have a sling). In the most desperate of +cases, you can still throw them by hand. + +7.13. Large rocks (``') + + Statues and boulders are not particularly useful, and are +generally heavy. It is rumored that some statues are not what +they seem. + + Very large humanoids (giants and their ilk) have been known +to use boulders as weapons. + + For some configurations of the program, statues are no +longer shown as ``' but by the letter representing the monster +they depict instead. + +7.14. Gold (`$') + + Gold adds to your score, and you can buy things in shops +with it. There are a number of monsters in the dungeon that may +be influenced by the amount of gold you are carrying (shopkeepers +aside). + +8. Conduct + + As if winning NetHack were not difficult enough, certain +players seek to challenge themselves by imposing restrictions on +the way they play the game. The game automatically tracks some +of these challenges, which can be checked at any time with the +#conduct command or at the end of the game. When you perform an +action which breaks a challenge, it will no longer be listed. +This gives players extra ``bragging rights'' for winning the game +with these challenges. Note that it is perfectly acceptable to +win the game without resorting to these restrictions and that it +is unusual for players to adhere to challenges the first time +they win the game. + + Several of the challenges are related to eating behavior. +The most difficult of these is the foodless challenge. Although +creatures can survive long periods of time without food, there is +a physiological need for water; thus there is no restriction on +drinking beverages, even if they provide some minor food bene- +fits. Calling upon your god for help with starvation does not +violate any food challenges either. + + A strict vegan diet is one which avoids any food derived +from animals. The primary source of nutrition is fruits and veg- +etables. The corpses and tins of blobs (`b'), jellies (`j'), and +fungi (`F') are also considered to be vegetable matter. Certain +human food is prepared without animal products; namely, lembas +wafers, cram rations, food rations (gunyoki), K-rations, and C- +rations. Metal or another normally indigestible material eaten +while polymorphed into a creature that can digest it is also con- +sidered vegan food. Note however that eating such items still +counts against foodless conduct. + + Vegetarians do not eat animals; however, they are less se- +lective about eating animal byproducts than vegans. In addition +to the vegan items listed above, they may eat any kind of pudding +(`P') other than the black puddings, eggs and food made from eggs +(fortune cookies and pancakes), food made with milk (cream pies +and candy bars), and lumps of royal jelly. Monks are expected to +observe a vegetarian diet. + + Eating any kind of meat violates the vegetarian, vegan, and +foodless conducts. This includes tripe rations, the corpses or +tins of any monsters not mentioned above, and the various other +chunks of meat found in the dungeon. Swallowing and digesting a +monster while polymorphed is treated as if you ate the creature's +corpse. Eating leather, dragon hide, or bone items while poly- +morphed into a creature that can digest it, or eating monster +brains while polymorphed into a mind flayer, is considered eating +an animal, although wax is only an animal byproduct. + + Regardless of conduct, there will be some items which are +indigestible, and others which are hazardous to eat. Using a +swallow-and-digest attack against a monster is equivalent to eat- +ing the monster's corpse. Please note that the term ``vegan'' is +used here only in the context of diet. You are still free to +choose not to use or wear items derived from animals (e.g. +leather, dragon hide, bone, horns, coral), but the game will not +keep track of this for you. Also note that ``milky'' potions may +be a translucent white, but they do not contain milk, so they are +compatible with a vegan diet. Slime molds or player-defined +``fruits'', although they could be anything from ``cherries'' to +``pork chops'', are also assumed to be vegan. + + An atheist is one who rejects religion. This means that you +cannot #pray, #offer sacrifices to any god, #turn undead, or +#chat with a priest. Particularly selective readers may argue +that playing Monk or Priest characters should violate this con- +duct; that is a choice left to the player. Offering the Amulet +of Yendor to your god is necessary to win the game and is not +counted against this conduct. You are also not penalized for be- +ing spoken to by an angry god, priest(ess), or other religious +figure; a true atheist would hear the words but attach no special +meaning to them. + + Most players fight with a wielded weapon (or tool intended +to be wielded as a weapon). Another challenge is to win the game +without using such a wielded weapon. You are still permitted to +throw, fire, and kick weapons; use a wand, spell, or other type +of item; or fight with your hands and feet. + + In NetHack, a pacifist refuses to cause the death of any +other monster (i.e. if you would get experience for the death). +This is a particularly difficult challenge, although it is still +possible to gain experience by other means. + + An illiterate character cannot read or write. This includes +reading a scroll, spellbook, fortune cookie message, or t-shirt; +writing a scroll; or making an engraving of anything other than a +single ``x'' (the traditional signature of an illiterate person). +Reading an engraving, or any item that is absolutely necessary to +win the game, is not counted against this conduct. The identity +of scrolls and spellbooks (and knowledge of spells) in your +starting inventory is assumed to be learned from your teachers +prior to the start of the game and isn't counted. + + There are several other challenges tracked by the game. It +is possible to eliminate one or more species of monsters by geno- +cide; playing without this feature is considered a challenge. +When the game offers you an opportunity to genocide monsters, you +may respond with the monster type ``none'' if you want to de- +cline. You can change the form of an item into another item of +the same type (``polypiling'') or the form of your own body into +another creature (``polyself'') by wand, spell, or potion of +polymorph; avoiding these effects are each considered challenges. +Polymorphing monsters, including pets, does not break either of +these challenges. Finally, you may sometimes receive wishes; a +game without an attempt to wish for any items is a challenge, as +is a game without wishing for an artifact (even if the artifact +immediately disappears). When the game offers you an opportunity +to make a wish for an item, you may choose ``nothing'' if you +want to decline. + +9. Options + + Due to variations in personal tastes and conceptions of how +NetHack should do things, there are options you can set to change +how NetHack behaves. + +9.1. Setting the options + + Options may be set in a number of ways. Within the game, +the `O' command allows you to view all options and change most of +them. You can also set options automatically by placing them in +a configuration file, or in the NETHACKOPTIONS environment vari- +able. Some versions of NetHack also have front-end programs that +allow you to set options before starting the game or a global +configuration for system administrators. + +9.2. Using a configuration file + + The default name of the configuration file varies on differ- +ent operating systems. On DOS and Windows, it is ``defaults.nh'' +in the same folder as nethack.exe or nethackW.exe. On Unix, Linux +and Mac OS X it is ``.nethackrc'' in the user's home directory. +The file may not exist, but it is a normal ASCII text file and +can be created with any text editor. + + Any line in the configuration file starting with `#' is +treated as a comment. Empty lines are ignored. + + Any line beginning with `[' and ending in `]' is considered +a section marker. The text between the square brackets is the +section name. Lines after a section marker belong to that sec- +tion, and are ignored unless a CHOOSE -statement was used to se- +lect that section. Section names are case insensitive. + + You can use different configuration statements in the file, +some of which can be used multiple times. In general, the state- +ments are written in capital letters, followed by an equals sign, +followed by settings particular to that statement. Here is a list +of allowed statements: + +OPTIONS + There are two types of options, boolean and compound options. + Boolean options toggle a setting on or off, while compound op- + tions take more diverse values. Prefix a boolean option with + `no' or `!' to turn it off. For compound options, the option + name and value are separated by a colon. Some options are per- + sistent, and apply only to new games. You can specify multiple + OPTIONS statements, and multiple options in a single OPTIONS + statement. + + Example: + + OPTIONS=dogname:Fido + OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+ + +HACKDIR + Default location of files NetHack needs. On Windows HACKDIR de- + faults to the location of the NetHack.exe or NetHackw.exe file + so setting HACKDIR to override that is not usually necessary or + recommended. + +LEVELDIR + The location that in-progress level files are stored. Defaults + to HACKDIR, must be writeable. + +SAVEDIR + The location where saved games are kept. Defaults to HACKDIR, + must be writeable. + +BONESDIR + The location that bones files are kept. Defaults to HACKDIR, + must be writeable. + +LOCKDIR + The location that file synchronization locks are stored. De- + faults to HACKDIR, must be writeable. + +TROUBLEDIR + The location that a record of game aborts and self-diagnosed + + game problems is kept. Defaults to HACKDIR, must be writeable. + +AUTOCOMPLETE + Enable or disable an extended command autocompletion. Autocom- + pletion has no effect for the X11 windowport. You can specify + multiple autocompletions. To enable autocompletion, list the + extended command. Prefix the command with ``!'' to disable the + autocompletion for that command. + + Example: + + AUTOCOMPLETE=zap,!annotate - Some characters can wield two weapons at once; use the `X' - command (or the ``#twoweapon'' extended command) to do so. +AUTOPICKUP_EXCEPTION + Set exceptions to the pickup_types option. See the ``Configur- + ing Autopickup Exceptions'' section. - W Wear armor. +BINDINGS + Change the key bindings of some special keys, menu accelera- + tors, or extended commands. You can specify multiple bindings. + Format is key followed by the command, separated by a colon. + See the ``Changing Key Bindings`` section for more information. + Example: + BIND=^X:getpos.autodescribe +CHOOSE + Chooses at random one of the comma-separated parameters as an + active section name. Lines in other sections are ignored. - NetHack 3.6 February 22, 2016 + Example: + OPTIONS=color + CHOOSE=char A,char B + [char A] + OPTIONS=role:arc,race:dwa,align:law,gender:fem + [char B] + OPTIONS=role:wiz,race:elf,align:cha,gender:mal +MSGTYPE + Change the way messages are shown in the top status line. See + the ``Configuring Message Types`` section. +MENUCOLOR + Highlight menu lines with different colors. See the ``Config- + uring Menu Colors`` section. +SYMBOLS + Override one or more symbols in the symbols files. See the + ``Modifying NetHack Symbols'' section. - NetHack Guidebook 15 + Example: + SYMBOLS=S_boulder:0 +WIZKIT + Wizard-mode extra items, in a text file containing item names, + one per line, up to a maximum of 128 lines. Each line is pro- + cessed by the function that handles wishing. - This command may also be used to put on an accessory (ring, - amulet, or blindfold). The prompt for which inventory item - to use will only list armor, but choosing an unlisted acces- - sory will attempt to put it on. (See the `P' command above. - It lists accessories as the inventory choices but will ac- - cept an item of armor and attempt to wear it.) + Example: - x Exchange your wielded weapon with the item in your alternate - weapon slot. + WIZKIT=~/wizkit.txt - The latter is used as your secondary weapon when engaging in - two-weapon combat. Note that if one of these slots is emp- - ty, the exchange still takes place. +SOUNDDIR + Define the directory that contains the sound files. See the + ``Configuring User Sounds'' section. - X Toggle two-weapon combat, if your character can do it. Also - available via the ``#twoweapon'' extended command. +SOUND + Define a sound mapping. See the ``Configuring User Sounds'' + section. - (In versions prior to 3.6 this was the command to switch - from normal play to "explore mode", also known as "discovery - mode", which has now been moved to ``#explore''.) + Here is a short example of config file contents: - ^X Display basic information about your character. + # Set your character's role, race, gender, and alignment. + OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful - Displays name, role, race, gender (unless role name makes - that redundant, such as Caveman or Priestess), and align- - ment, along with your patron deity and his or her opposi- - tion. It also shows most of the various items of informa- - tion from the status line(s) in a less terse form, including - several additional things which don't appear in the normal - status display due to space considerations. + # Turn on autopickup, and set automatically picked up object types + OPTIONS=autopickup,pickup_types:$"=/!?+ + # Show colored text if possible + OPTIONS=color + # Show lit corridors differently + OPTIONS=lit_corridor - z Zap a wand. + # No startup splash screen. Windows GUI only. + OPTIONS=!splash_screen - z. - to aim at yourself, use `.' for the direction. +9.3. Using the NETHACKOPTIONS environment variable - Z Zap (cast) a spell. + The NETHACKOPTIONS variable is a comma-separated list of +initial values for the various options. Some can only be turned +on or off. You turn one of these on by adding the name of the +option to the list, and turn it off by typing a `!' or ``no'' be- +fore the name. Others take a character string as a value. You +can set string options by typing the option name, a colon or +equals sign, and then the value of the string. The value is ter- +minated by the next comma or the end of string. - Z. - to cast at yourself, use `.' for the direction. + For example, to set up an environment variable so that ``au- +toquiver'' is on, ``autopickup'' is off, the name is set to +``Blue Meanie'', and the fruit is set to ``papaya'', you would +enter the command - ^Z Suspend the game (UNIX(R) versions with job control only). + % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya" - : Look at what is here. +in csh (note the need to escape the ! since it's special to the +shell), or - ; Show what type of thing a visible symbol corresponds to. + $ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya" + $ export NETHACKOPTIONS - , Pick up some things from the floor beneath you. +in sh or ksh. + + NETHACKOPTIONS can also be set to the full name of a config- +uration file you want to use (possibly preceded by an `@'). - May be preceded by `m' to force a selection menu. +9.4. Customization options - @ Toggle the autopickup option on and off. + Here are explanations of what the various options do. Char- +acter strings that are too long may be truncated. Some of the +options listed may be inactive in your dungeon. + Some options are persistent, and are saved and reloaded +along with the game. Changing a persistent option in the config- +uration file applies only to new games. + +acoustics + Enable messages about what your character hears (default on). + Note that this has nothing to do with your computer's audio ca- + pabilities. Persistent. + +align + Your starting alignment (align:lawful, align:neutral, or + align:chaotic). You may specify just the first letter. The + default is to randomly pick an appropriate alignment. If you + prefix the value with `!' or ``no'', you will exclude that + alignment from being picked randomly. Cannot be set with the + `O' command. Persistent. + +autodescribe + Automatically describe the terrain under cursor when asked to + get a location on the map. The whatis_coord option controls + whether the description includes map coordinates. + +autodig + Automatically dig if you are wielding a digging tool and moving + into a place that can be dug (default false). Persistent. + +autoopen + Walking into a door attempts to open it (default true). Persis- + tent. + +autopickup + Automatically pick up things onto which you move (default on). + Persistent. See pickup_types to refine the behavior. + +autoquiver + This option controls what happens when you attempt the `f' + (fire) command with an empty quiver (or quiver sack or have + nothing at the ready). When true, the computer will fill your + quiver or quiver sack or make ready some suitable weapon. Note + that it will not take into account the blessed/cursed status, + + enchantment, damage, or quality of the weapon; you are free to + manually fill your quiver or quiver sack or make ready with the + `Q' command instead. If no weapon is found or the option is + false, the `t' (throw) command is executed instead. Persis- + tent. (default false) + +blind + Start the character permanently blind. Persistent. (default + false) + +bones + Allow saving and loading bones files. Persistent. (default + true) + +boulder + Set the character used to display boulders (default is the + ``large rock'' class symbol, ``'). + +catname + Name your starting cat (ex. ``catname:Morris''). Cannot be set + with the `O' command. + +character + Synonym for ``role'' to pick the type of your character (ex. + ``character:Monk''). See role for more details. + +checkpoint + Save game state after each level change, for possible recovery + after program crash (default on). Persistent. + +checkspace + Check free disk space before writing files to disk (default + on). You may have to turn this off if you have more than 2 GB + free space on the partition used for your save and level files + (because too much space might overflow the calculation and end + up looking like insufficient space). Only applies when MFLOPPY + was defined during compilation. + +clicklook + Allows looking at things on the screen by navigating the mouse + over them and clicking the right mouse button (default off). + +cmdassist + Have the game provide some additional command assistance for + new players if it detects some anticipated mistakes (default + on). + +confirm + Have user confirm attacks on pets, shopkeepers, and other + peaceable creatures (default on). Persistent. + +dark_room + Show out-of-sight areas of lit rooms (default off). Persis- + tent. + +disclose + Controls what information the program reveals when the game + ends. Value is a space separated list of prompting/category + pairs (default is `ni na nv ng nc no', prompt with default re- + sponse of `n' for each candidate). Persistent. The possibili- + ties are: + + i - disclose your inventory; + a - disclose your attributes; + v - summarize monsters that have been vanquished; + g - list monster species that have been genocided; + c - display your conduct; + o - display dungeon overview. + + Each disclosure possibility can optionally be preceded by a + prefix which lets you refine how it behaves. Here are the + valid prefixes: + + y - prompt you and default to yes on the prompt; + n - prompt you and default to no on the prompt; + + - disclose it without prompting; + - - do not disclose it and do not prompt. + + The listing of vanquished monsters can be sorted, so there are + two additional choices for `v': + + ? - prompt you and default to ask on the prompt; + # - disclose it without prompting, ask for sort order. + + Asking refers to picking one of the orderings from a menu. The + `+' disclose without prompting choice, or being prompted and + answering `y' rather than `a', will default to showing monsters + in the traditional order, from high level to low level. + + Omitted categories are implicitly added with `n' prefix. Spec- + ified categories with omitted prefix implicitly use `+' prefix. + Order of the disclosure categories does not matter, program + display for end-of-game disclosure follows a set sequence. + + (ex. ``disclose:yi na +v -g o'') The example sets inventory to + prompt and default to yes, attributes to prompt and default to + no, vanquished to disclose without prompting, genocided to not + disclose and not prompt, conduct to implicitly prompt and de- + fault to no, and overview to disclose without prompting. + + Note that the vanquished monsters list includes all monsters + killed by traps and each other as well as by you. And the dun- + geon overview shows all levels you had visited but does not re- + veal things about them that you hadn't discovered. + +dogname + Name your starting dog (ex. ``dogname:Fang''). Cannot be set + with the `O' command. + +extmenu + Changes the extended commands interface to pop-up a menu of + available commands. It is keystroke compatible with the tradi- + tional interface except that it does not require that you hit + Enter. It is implemented only by the tty port (default off), + when the game has been compiled to support tty graphics. + +female + An obsolete synonym for ``gender:female''. Cannot be set with + the `O' command. + +fixinv + An object's inventory letter sticks to it when it's dropped + (default on). If this is off, dropping an object shifts all + the remaining inventory letters. Persistent. + +force_invmenu + Commands asking for an inventory item show a menu instead of a + text query with possible menu letters. Default is off. + +fruit + Name a fruit after something you enjoy eating (ex. ``fruit:man- + go'') (default ``slime mold''). Basically a nostalgic whimsy + that NetHack uses from time to time. You should set this to + something you find more appetizing than slime mold. Apples, + oranges, pears, bananas, and melons already exist in NetHack, + so don't use those. + +gender + Your starting gender (gender:male or gender:female). You may + specify just the first letter. Although you can still denote + your gender using the ``male'' and ``female'' options, the + ``gender'' option will take precedence. The default is to ran- + domly pick an appropriate gender. If you prefix the value with + `!' or ``no'', you will exclude that gender from being picked + randomly. Cannot be set with the `O' command. Persistent. + +goldX + When filtering objects based on bless/curse state (BUCX), + whether to treat gold pieces as X (unknown bless/curse state, + when `on') or U (known to be uncursed, when `off', the de- + fault). Gold is never blessed or cursed, but it is not de- + scribed as ``uncursed'' even when the implicit_uncursed option + is `off'. + +help + If more information is available for an object looked at with + the `/' command, ask if you want to see it (default on). Turn- + ing help off makes just looking at things faster, since you + aren't interrupted with the ``More info?'' prompt, but it also + means that you might miss some interesting and/or important in- + formation. Persistent. + +herecmd_menu + When using a windowport that supports mouse and clicking on + yourself or next to you, show a menu of possible actions for + the location. Same as herecmdmenu and therecmdmenu commands. + +hilite_pet + Visually distinguish pets from similar animals (default off). + The behavior of this option depends on the type of windowing + you use. In text windowing, text highlighting or inverse video + is often used; with tiles, generally displays a heart symbol + near pets. + +hilite_pile + Visually distinguish piles of objects from individual objects + (default off). The behavior of this option depends on the type + of windowing you use. In text windowing, text highlighting or + inverse video is often used; with tiles, generally displays a + small plus-symbol beside the object on the top of the pile. + +hitpointbar + Show a hit point bar graph behind your name and title. Only + available for TTY and Windows GUI, and only when statushilites + is on. + +horsename + Name your starting horse (ex. ``horsename:Trigger''). Cannot + be set with the `O' command. + +ignintr + Ignore interrupt signals, including breaks (default off). Per- + sistent. + +implicit_uncursed + Omit "uncursed" from inventory lists, if possible (default on). + +legacy + Display an introductory message when starting the game (default + on). Persistent. + +lit_corridor + Show corridor squares seen by night vision or a light source + held by your character as lit (default off). Persistent. + +lootabc + Use the old `a', `b', and `c' keyboard shortcuts when looting, + rather than the mnemonics `o', `i', and `b' (default off). + Persistent. + +mail + Enable mail delivery during the game (default on). Persistent. + +male + An obsolete synonym for ``gender:male''. Cannot be set with + the `O' command. + +mention_walls + Give feedback when walking against a wall (default off). + +menucolors + Enable coloring menu lines (default off). See ``Configuring + Menu Colors'' on how to configure the colors. + +menustyle + Controls the interface used when you need to choose various ob- + jects (in response to the Drop command, for instance). The + value specified should be the first letter of one of the fol- + lowing: traditional, combination, full, or partial. Tradi- + tional was the only interface available for early versions; it + consists of a prompt for object class characters, followed by + an object-by-object prompt for all items matching the selected + object class(es). Combination starts with a prompt for object + class(es) of interest, but then displays a menu of matching ob- + jects rather than prompting one-by-one. Full displays a menu + of object classes rather than a character prompt, and then a + menu of matching objects for selection. Partial skips the ob- + ject class filtering and immediately displays a menu of all ob- + jects. Persistent. + +menu_deselect_all + Menu character accelerator to deselect all items in a menu. + Implemented by the Amiga, Gem, X11 and tty ports. Default '-'. + +menu_deselect_page + Menu character accelerator to deselect all items on this page + of a menu. Implemented by the Amiga, Gem and tty ports. De- + fault '\'. + +menu_first_page + Menu character accelerator to jump to the first page in a menu. + Implemented by the Amiga, Gem and tty ports. Default '^'. + +menu_headings + Controls how the headings in a menu are highlighted. Values + are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'. + Not all ports can actually display all types. + +menu_invert_all + Menu character accelerator to invert all items in a menu. Im- + plemented by the Amiga, Gem, X11 and tty ports. Default '@'. + +menu_invert_page + Menu character accelerator to invert all items on this page of + a menu. Implemented by the Amiga, Gem and tty ports. Default + '~'. + +menu_last_page + Menu character accelerator to jump to the last page in a menu. + Implemented by the Amiga, Gem and tty ports. Default '|'. + +menu_next_page + Menu character accelerator to goto the next menu page. Imple- + mented by the Amiga, Gem and tty ports. Default '>'. + +menu_objsyms + Show object symbols in menu headings in menus where the object + symbols act as menu accelerators (default off). + +menu_overlay + Do not clear the screen before drawing menus, and align menus + to the right edge of the screen. Only for the tty port. (de- + fault on) + +menu_previous_page + Menu character accelerator to goto the previous menu page. Im- + plemented by the Amiga, Gem and tty ports. Default '<'. + +menu_search + Menu character accelerator to search for a menu item. Imple- + mented by the Amiga, Gem, X11 and tty ports. Default ':'. + +menu_select_all + Menu character accelerator to select all items in a menu. Im- + plemented by the Amiga, Gem, X11 and tty ports. Default '.'. + +menu_select_page + Menu character accelerator to select all items on this page of + a menu. Implemented by the Amiga, Gem and tty ports. Default + ','. + +msghistory + The number of top line messages to save (and recall with ^P) + (default 20). Cannot be set with the `O' command. + +msg_window + Allows you to change the way recalled messages are displayed. + (It is currently implemented for tty only.) The possible val- + ues are: + + s - single message (default; only choice prior to 3.4.0); + c - combination, two messages as `single', then as `full'; + f - full window, oldest message first; + r - full window reversed, newest message first. + + For backward compatibility, no value needs to be specified + (which defaults to `full'), or it can be negated (which de- + faults to `single'). + +name + Set your character's name (defaults to your user name). You + can also set your character's role by appending a dash and one + or more letters of the role (that is, by suffixing one of -A -B + -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the + role, then a random one will be automatically chosen. Cannot + + be set with the `O' command. + +news + Read the NetHack news file, if present (default on). Since the + news is shown at the beginning of the game, there's no point in + setting this with the `O' command. + +nudist + Start the character with no armor (default false). Persistent. + +null + Send padding nulls to the terminal (default on). Persistent. + +number_pad + Use digit keys instead of letters to move (default 0 or off). + Valid settings are: + + 0 - move by letters; `yuhjklbn' + 1 - move by numbers; digit `5' acts as `G' movement prefix + 2 - like 1 but `5' works as `g' prefix instead of as `G' + 3 - by numbers using phone key layout; 123 above, 789 below + 4 - combines 3 with 2; phone layout plus MSDOS compatibility + -1 - by letters but use `z' to go northwest, `y' to zap wands + + For backward compatibility, omitting a value is the same as + specifying 1 and negating number_pad is the same as specifying + 0. (Settings 2 and 4 are for compatibility with MSDOS or old + PC Hack; in addition to the different behavior for `5', `Alt-5' + acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo- + date some QWERTZ keyboards which have the location of the `y' + and `z' keys swapped.) 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''). + +packorder + Specify the order to list object types in (default + ``")[%?+!=/(*`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. + +paranoid_confirmation + A space separated list of specific situations where alternate + prompting is desired. The default is paranoid_confirma- + tion:pray. + + Confirm - for any prompts which are set to require "yes" + rather than 'y', also require "no" to reject in- + stead of accepting any non-yes response as no + quit - require "yes" rather than 'y' to confirm quitting + the game or switching into non-scoring explore + mode; + die - require "yes" rather than 'y' to confirm dying + + (not useful in normal play; applies to explore + mode); + bones - require "yes" rather than 'y' to confirm saving + bones data when dying in debug mode; + attack - require "yes" rather than 'y' to confirm attack- + ing a peaceful monster; + wand-break - require "yes" rather than 'y' to confirm breaking + a wand; + Were-change - require "yes" rather than 'y' to confirm changing + form due to lycanthropy when hero has polymorph + control; + pray - require 'y' to confirm an attempt to pray rather + than immediately praying; on by default; + Remove - require selection from inventory for 'R' and 'T' + commands even when wearing just one applicable + item. + all - turn on all of the above. + + By default, the pray choice is enabled, the others disabled. + To disable it without setting any of the other choices, use + ``paranoid_confirmation:none''. To keep it enabled while set- + ting any of the others, include it in the list, such as ``para- + noid_confirmation:attack pray Remove''. + +perm_invent + If true, always display your current inventory in a window. + This only makes sense for windowing system interfaces that im- + plement this feature. Persistent. + +pettype + Specify the type of your initial pet, if you are playing a + character class that uses multiple types of pets; or choose to + have no initial pet at all. Possible values are ``cat'', + ``dog'', ``horse'', and ``none''. If the choice is not allowed + for the role you are currently playing, it will be silently ig- + nored. For example, ``horse'' will only be honored when play- + ing a knight. Cannot be set with the `O' command. + +pickup_burden + When you pick up an item that would exceed this encumbrance + level (Unencumbered, Burdened, streSsed, straiNed, overTaxed, + or overLoaded), you will be asked if you want to continue. + (Default `S'). Persistent. + +pickup_thrown + If this option is on and autopickup is also on, try to pick up + things that you threw, even if they aren't in pickup_types or + match an autopickup exception. Default is on. Persistent. + +pickup_types + Specify the object types to be picked up when autopickup is on. + Default is all types. You can use autopickup_exception config- + uration file lines to further refine autopickup behavior. Per- + sistent. + +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. + +playmode + Values are `normal', `explore', or `debug'. Allows selection + of explore mode (also known as discovery mode) or debug mode + (also known as wizard mode) instead of normal play. Debug mode + might only be allowed for someone logged in under a particular + user name (on multi-user systems) or specifying a particular + character name (on single-user systems) or it might be disabled + entirely. Requesting it when not allowed or not possible re- + sults in explore mode instead. Default is normal play. + +pushweapon + Using the `w' (wield) command when already wielding something + pushes the old item into your alternate weapon slot (default + off). Likewise for the `a' (apply) command if it causes the + applied item to become wielded. Persistent. + +race + Selects your race (for example, ``race:human''). Default is + random. If you prefix the value with `!' or ``no'', you will + exclude that race from being picked randomly. Cannot be set + with the `O' command. Persistent. + +rest_on_space + Make the space bar a synonym for the `.' (#wait) command (de- + fault off). Persistent. + +role + Pick your type of character (ex. ``role:Samurai''); synonym for + ``character''. See ``name'' for an alternate method of speci- + fying your role. Normally only the first letter of the value + is examined; `r' is an exception with ``Rogue'', ``Ranger'', + and ``random'' values. If you prefix the value with `!' or + ``no'', you will exclude that role from being picked randomly. + Cannot be set with the `O' command. Persistent. + +roguesymset + This option may be used to select one of the named symbol sets + found within ``symbols'' to alter the symbols displayed on the + screen on the rogue level. + +rlecomp + When writing out a save file, perform run length compression of + the map. Not all ports support run length compression. It has + no effect on reading an existing save file. + +runmode + Controls the amount of screen updating for the map window when + engaged in multi-turn movement (running via shift+direction or + control+direction and so forth, or via the travel command or + mouse click). The possible values are: + + teleport - update the map after movement has finished; + run - update the map after every seven or so steps; + walk - update the map after each step; + crawl - like walk, but pause briefly after each step. + + This option only affects the game's screen display, not the ac- + tual results of moving. The default is `run'; versions prior + to 3.4.1 used `teleport' only. Whether or not the effect is + noticeable will depend upon the window port used or on the type + of terminal. Persistent. + +safe_pet + Prevent you from (knowingly) attacking your pets (default on). + Persistent. + +scores + Control what parts of the score list you are shown at the end + (ex. ``scores:5 top scores/4 around my score/own scores''). + Only the first letter of each category (`t', `a', or `o') is + necessary. Persistent. + +showexp + Show your accumulated experience points on bottom line (default + off). Persistent. + +showrace + Display yourself as the glyph for your race, rather than the + glyph for your role (default off). Note that this setting af- + fects only the appearance of the display, not the way the game + treats you. Persistent. + +showscore + Show your approximate accumulated score on bottom line (default + off). Persistent. + +silent + Suppress terminal beeps (default on). Persistent. + +sortloot + Controls the sorting behavior of the pickup lists for inventory + and #loot commands and some others. Persistent. The possible + values are: + + full - always sort the lists; + loot - only sort the lists that don't use inventory letters, + like with the #loot and pickup commands; + none - show lists the traditional way without sorting. + +sortpack + Sort the pack contents by type when displaying inventory (de- + fault on). Persistent. + +sparkle + Display a sparkly effect when a monster (including yourself) is + hit by an attack to which it is resistant (default on). Per- + sistent. + +standout + Boldface monsters and ``--More--'' (default off). Persistent. + +statushilites + Controls how many turns status hilite behaviors highlight the + field. If negated or set to zero, disables status hiliting. + See ``Configuring Status Hilites'' for further information. + +status_updates + Allow updates to the status lines at the bottom of the screen + (default true). + +suppress_alert + This option may be set to a NetHack version level to suppress + alert notification messages about feature changes for that and + prior versions (ex. ``suppress_alert:3.3.1''). + +symset + This option may be used to select one of the named symbol sets + found within ``symbols'' to alter the symbols displayed on the + screen. Use ``symset:default'' to explicitly select the de- + fault symbols. + +time + Show the elapsed game time in turns on bottom line (default + off). Persistent. + +timed_delay + When pausing momentarily for display effect, such as with ex- + plosions and moving objects, use a timer rather than sending + extra characters to the screen. (Applies to ``tty'' interface + only; ``X11'' interface always uses a timer based delay. The + default is on if configured into the program.) Persistent. + +tombstone + Draw a tombstone graphic upon your death (default on). Persis- + tent. + +toptenwin + Put the ending display in a NetHack window instead of on stdout + (default off). Setting this option makes the score list visi- + ble when a windowing version of NetHack is started without a + parent window, but it no longer leaves the score list around + after game end on a terminal or emulating window. + +travel + Allow the travel command (default on). Turning this option off + will prevent the game from attempting unintended moves if you + make inadvertent mouse clicks on the map window. Persistent. + +verbose + Provide more commentary during the game (default on). Persis- + tent. + +whatis_coord + When using the `/' or `;' commands to look around on the map + with autodescribe on, display coordinates after the descrip- + tion. Also works in other situations where you are asked to + pick a location. + + The possible settings are: + + c - compass ('east' or '3s' or '2n,4w'); + f - full compass ('east' or '3south' or '2north,4west'); + m - map (map column x=0 is not used); + s - screen [row,column] (row is offset to match tty usage); + n - none (no coordinates shown) [default]. + + The whatis_coord option is also used with the `/m', `/M', `/o', + and `/O' sub-commands of `/', where the `none' setting is over- + ridden with `map'. + +whatis_filter + When getting a location on the map, and using the keys to cycle + through next and previous targets, allows filtering the possi- + ble targets. + + n - no filtering [default] + v - in view only + a - in same area only + + 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. + + Filtering can also be changed when getting a location with the + ``getpos.filter'' key. + +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. (default off) + +whatis_moveskip + When getting a location on the map, and using shifted movement + keys or meta-digit keys to fast-move, instead of moving 8 units + at a time, move by skipping the same glyphs. (default off) + +windowtype + Select which windowing system to use, such as ``tty'' or + ``X11'' (default depends on version). Cannot be set with the + `O' command. + +zerocomp + When writing out a save file, perform zero-comp compression of + the contents. Not all ports support zero-comp compression. It + has no effect on reading an existing save file. + +9.5. Window Port Customization options + + Here are explanations of the various options that are used +to customize and change the characteristics of the windowtype +that you have chosen. Character strings that are too long may be +truncated. Not all window ports will adjust for all settings +listed here. You can safely add any of these options to your +config file, and if the window port is capable of adjusting to +suit your preferences, it will attempt to do so. If it can't it +will silently ignore it. You can find out if an option is sup- +ported by the window port that you are currently using by check- +ing to see if it shows up in the Options list. Some options are +dynamic and can be specified during the game with the `O' com- +mand. + +align_message + Where to align or place the message window (top, bottom, left, + or right) + +align_status + Where to align or place the status window (top, bottom, left, + or right). + +ascii_map + If NetHack can, it should display an ascii character map if it + can. + +color + If NetHack can, it should display color if it can for different + monsters, objects, and dungeon features + +eight_bit_tty + If NetHack can, it should pass eight-bit character values (for + example, specified with the traps option) straight through to + your terminal (default off). + +font_map + if NetHack can, it should use a font by the chosen name for the + map window. + +font_menu + If NetHack can, it should use a font by the chosen name for + menu windows. + +font_message + If NetHack can, it should use a font by the chosen name for the + message window. + +font_status + If NetHack can, it should use a font by the chosen name for the + status window. + +font_text + If NetHack can, it should use a font by the chosen name for + text windows. + +font_size_map + If NetHack can, it should use this size font for the map win- + dow. - __________ - (R)UNIX is a registered trademark of AT&T. +font_size_menu + If NetHack can, it should use this size font for menu windows. +font_size_message + If NetHack can, it should use this size font for the message + window. + +font_size_status + If NetHack can, it should use this size font for the status + window. + +font_size_text + If NetHack can, it should use this size font for text windows. + +fullscreen + If NetHack can, it should try and display on the entire screen + rather than in a window. + +large_font + If NetHack can, it should use a large font. + +map_mode + If NetHack can, it should display the map in the manner speci- + fied. + +mouse_support + Allow use of the mouse for input and travel. + +player_selection + If NetHack can, it should pop up dialog boxes, or use prompts + for character selection. + +popup_dialog + If NetHack can, it should pop up dialog boxes for input. + +preload_tiles + If NetHack can, it should preload tiles into memory. For exam- + ple, in the protected mode MSDOS version, control whether tiles + + get pre-loaded into RAM at the start of the game. Doing so en- + hances performance of the tile graphics, but uses more memory. + (default on). Cannot be set with the `O' command. + +scroll_amount + If NetHack can, it should scroll the display by this number of + cells when the hero reaches the scroll_margin. + +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 win- + dow. - NetHack 3.6 February 22, 2016 +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. +softkeyboard + Display an onscreen keyboard. Handhelds are most likely to + support this option. + +splash_screen + If NetHack can, it should display an opening splash screen when + it starts up (default yes). + +tiled_map + If NetHack can, it should display a tiled map if it can. + +tile_file + Specify the name of an alternative tile file to override the + default. + +tile_height + Specify the preferred height of each tile in a tile capable + port. + +tile_width + Specify the preferred width of each tile in a tile capable port + +use_darkgray + Use bold black instead of blue for black glyphs (TTY only). + +use_inverse + If NetHack can, it should display inverse when the game speci- + fies it. + +vary_msgcount + If NetHack can, it should display this number of messages at a + time in the message window. + +windowcolors + If NetHack can, it should display windows with the specified + foreground/background colors if it can. + +wraptext + If NetHack can, it should wrap long lines of text if they don't + fit in the visible area of the window. + +9.6. Platform-specific Customization options + + Here are explanations of options that are used by specific +platforms or ports to customize and change the port behavior. + +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. Cannot be + set with the `O' command. + +altmeta + On Amiga, this option controls whether typing `Alt' plus anoth- + er key functions as a meta-shift for that key (default on). + +altmeta + On other (non-Amiga) systems where this option is available, it + can be set to tell NetHack to convert a two character sequence + beginning with 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 n if the number_pad option is + set--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 sec- + ond ESC to finish cancelling such a count. At other prompts a + single ESC suffices. + +BIOS + Use BIOS calls to update the screen display quickly and to read + the keyboard (allowing the use of arrow keys to move) on ma- + chines with an IBM PC compatible BIOS ROM (default off, OS/2, + PC, and ST NetHack only). + +flush + (default off, AMIGA NetHack only). + +MACgraphics + (default on, Mac NetHack only). + +page_wait + (default on, Mac NetHack only). + +rawio + Force raw (non-cbreak) mode for faster output and more bullet- + proof input (MS-DOS sometimes treats `^P' as a printer toggle + without it) (default off, OS/2, PC, and ST NetHack only). + Note: DEC Rainbows hang if this is turned on. Cannot be set + + with the `O' command. + +soundcard + (default on, PC NetHack only). Cannot be set with the `O' com- + mand. + +subkeyvalue + (Win32 tty NetHack only). May be used to alter the value of + keystrokes that the operating system returns to NetHack to help + compensate for international keyboard issues. OPTIONS=subkey- + value:171/92 will return 92 to NetHack, if 171 was originally + going to be returned. You can use multiple subkeyvalue state- + ments in the config file if needed. Cannot be set with the `O' + command. + +video + Set the video mode used (PC NetHack only). Values are `autode- + tect', `default', or `vga'. Setting `vga' (or `autodetect' + with vga hardware present) will cause the game to display + tiles. Cannot be set with the `O' command. + +videocolors + Set the color palette for PC systems using NO_TERMS (default + 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order + of colors is red, green, brown, blue, magenta, cyan, + bright.white, bright.red, bright.green, yellow, bright.blue, + bright.magenta, and bright.cyan. Cannot be set with the `O' + command. + +videoshades + Set the intensity level of the three gray scales available (de- + fault dark normal light, PC NetHack only). If the game display + is difficult to read, try adjusting these scales; if this does + not correct the problem, try !color. Cannot be set with the + `O' command. + +9.7. Regular Expressions + + Regular expressions are normally POSIX extended regular ex- +pressions. It is possible to compile NetHack without regular ex- +pression support on a platform where there is no regular expres- +sion library. While this is not true of any modern platform, if +your NetHack was built this way, patterns are instead glob pat- +terns. This applies to Autopickup exceptions, Message types, Menu +colors, and User sounds. + +9.8. Configuring Autopickup Exceptions + + You can further refine the behavior of the autopickup option +beyond what is available through the pickup_types option. + + By placing autopickup_exception lines in your configuration +file, you can define patterns to be checked when the game is +about to autopickup something. + +autopickup_exception + Sets an exception to the pickup_types option. The autopick- + up_exception option should be followed by a regular expression + to be used as a pattern to match against the singular form of + the description of an object at your location. + + In addition, some characters are treated specially if they oc- + cur as the first character in the pattern, specifically: + + < - always pickup an object that matches rest of pattern; + > - never pickup an object that matches rest of pattern. + + A `never pickup' rule takes precedence over an `always pickup' + rule if both match. + + Exceptions can be set with the `O' command, but ones set that + way will not be preserved across saves and restores. + +Here are some examples: + + autopickup_exception="<*arrow" + autopickup_exception=">*corpse" + autopickup_exception=">* cursed*" + + The first example above will result in autopickup of any +type of arrow. The second example results in the exclusion of +any corpse from autopickup. The last example results in the ex- +clusion of items known to be cursed from autopickup. + +9.9. Changing Key Bindings + + 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'', ``C- +x''), a meta key (``M-x''), or a three-digit decimal ASCII code. + + For example: + + BIND=^X:getpos.autodescribe + BIND={:menu_first_page + BIND=v:loot + +Extended command keys + You can bind multiple keys to the same extended command. Unbind + a key by using ``nothing'' as the extended command to bind to. + You can also bind the ``'', ``'', and ``'' + keys. + +Menu accelerator keys + The menu control or accelerator keys can also be rebound via + OPTIONS-lines in the config file. You cannot bind object sym- + bols into menu accelerators. + +Special command keys + Below are the special commands you can rebind. Some of them can + be bound to same keys with no problems, others are in the same + "context", and if bound to same keys, only one of those com- + mands will be available. Special command can only be bound to a + single key. + +count + Prefix key to start a count, to repeat a command this many + times. With number_pad only. Default is 'n'. + +doinv + Show inventory. With number_pad only. Default is '0'. + +fight + Prefix key to force fight a direction. Default is 'F'. + +fight.numpad + Prefix key to force fight a direction. With number_pad only. + Default is '-'. + +getdir.help + When asked for a direction, the key to show the help. Default + is '?'. + +getdir.self + When asked for a direction, the key to target yourself. Default + is '.'. + +getdir.self2 + When asked for a direction, the key to target yourself. Default + is 's'. +getpos.autodescribe + When asked for a location, the key to toggle autodescribe. De- + fault is '#'. +getpos.all.next + When asked for a location, the key to go to next closest inter- + esting thing. Default is 'a'. +getpos.all.prev + When asked for a location, the key to go to previous closest + interesting thing. Default is 'A'. - NetHack Guidebook 16 +getpos.door.next + When asked for a location, the key to go to next closest door + or doorway. Default is 'd'. +getpos.door.prev + When asked for a location, the key to go to previous closest + door or doorway. Default is 'D'. +getpos.help + When asked for a location, the key to show help. Default is + '?'. - ^ Ask for the type of a trap you found earlier. +getpos.mon.next + When asked for a location, the key to go to next closest mon- + ster. Default is 'm'. - ) Tell what weapon you are wielding. +getpos.mon.prev + When asked for a location, the key to go to previous closest + monster. Default is 'M'. - [ Tell what armor you are wearing. +getpos.obj.next + When asked for a location, the key to go to next closest ob- + ject. Default is 'o'. - = Tell what rings you are wearing. +getpos.obj.prev + When asked for a location, the key to go to previous closest + object. Default is 'O'. - " Tell what amulet you are wearing. +getpos.menu + When asked for a location, and using one of the next or previ- + ous keys to cycle through targets, toggle showing a menu in- + stead. Default is '!'. - ( Tell what tools you are using. +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 '*'. - * Tell what equipment you are using. +getpos.filter + When asked for a location, change the filtering mode when using + one of the next or previous keys to cycle through targets. Tog- + gles between no filtering, in view only, and in the same area + only. Default is '"'. - Combines the preceding five type-specific commands into one. +getpos.pick + When asked for a location, the key to choose the location, and + possibly ask for more info. Default is '.'. - $ Count your gold pieces. +getpos.pick.once + When asked for a location, the key to choose the location, and + skip asking for more info. Default is ','. - + List the spells you know. +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. De- + fault is ';'. - Using this command, you can also rearrange the order in - which your spells are listed, either by sorting the entire - list or by picking one spell from the menu then picking an- - other 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 be- - yond the current `+' command, choose the sort option again - and then 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.) +getpos.pick.verbose + When asked for a location, the key to choose the location, and + show more info without asking. Default is ':'. - \ Show what types of objects have been discovered. +getpos.self + When asked for a location, the key to go to your location. De- + fault is '@'. - ` Show discovered types for one class of objects. +getpos.unexplored.next + When asked for a location, the key to go to next closest unex- + plored location. Default is 'x'. - ! Escape to a shell. +getpos.unexplored.prev + When asked for a location, the key to go to previous closest + unexplored location. Default is 'X'. - # Perform an extended command. +getpos.valid + When asked for a location, the key to go to show valid target + locations. Default is '$'. - As you can see, the authors of NetHack used up all the let- - ters, so this is a way to introduce the less frequently used - commands. What extended commands are available depends on - what features the game was compiled with. +getpos.valid.next + When asked for a location, the key to go to next closest valid + location. Default is 'z'. - #adjust - Adjust inventory letters (most useful when the fixinv option - is ``on''). +getpos.valid.prev + When asked for a location, the key to go to previous closest + valid location. Default is 'Z'. - This command allows you to move an item from one particular - inventory slot to another so that it has a letter which is - more meaningful for you or that it will appear in a particu- - lar location when inventory listings are displayed. ``#ad- - just'' can also be used to split a stack of objects; when +nopickup + Prefix key to move without picking up items. Default is 'm'. +redraw + Key to redraw the screen. Default is '^R'. - NetHack 3.6 February 22, 2016 +redraw.numpad + Key to redraw the screen. With number_pad only. Default is + '^L'. +repeat + Key to repeat previous command. Default is '^A'. +reqmenu + Prefix key to request menu from some commands. Default is 'm'. +run + Prefix key to run towards a direction. Default is 'G'. +run.nopickup + Prefix key to run towards a direction without picking up items + on the way. Default is 'M'. - NetHack Guidebook 17 +run.numpad + Prefix key to run towards a direction. With number_pad only. + Default is '5'. +rush + Prefix key to rush towards a direction. Default is 'g'. +9.10. Configuring Message Types - choosing the item to adjust, enter a count prior to its let- - ter. + You can change the way the messages are shown in the message +area, when the message matches a user-defined pattern. - #annotate - Allows you to specify one line of text to associate with the - current dungeon level. All levels with annotations are dis- - played by the ``#overview'' command. + In general, the config file entries to configure the message +types look like this: MSGTYPE=type "pattern" - #chat - Talk to someone. +type - how the message should be shown; +pattern - the pattern to match. - #conduct - List voluntary challenges you have maintained. + The pattern should be a regular expression. - See the section below entitled ``Conduct'' for details. + Allowed types are: - #dip - Dip an object into something. + 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. - #enhance - Advance or check weapon and spell skills. + Here's an example of message types using NetHack's internal + pattern matching facility: - #exploremode - Enter the explore mode. + MSGTYPE=stop "You feel hungry." + MSGTYPE=hide "You displaced *." - #force - Force a lock. + specifies that whenever a message "You feel hungry" is shown, + the user is prompted with more-prompt, and a message matching + "You displaced ." is not shown at all. - #invoke - Invoke an object's special powers. + The order of the defined MSGTYPE-lines is important; the last + matching rule is used. Put the general case first, exceptions + below them. - #jump - Jump to another location. +9.11. Configuring Menu Colors - #kick - Kick something. + Some platforms allow you to define colors used in menu lines +when the line matches a user-defined pattern. At this time the +tty, win32tty and win32gui support this. - #loot - Loot a box or bag on the floor beneath you, or the saddle - from a steed standing next to you. + In general, the config file entries to configure the menu +color mappings look like this: - #monster - Use a monster's special ability (when polymorphed into mon- - ster form). + MENUCOLOR="pattern"=color&attribute - #name - Name a monster, an individual object, or a type of object. - Same as `C'. + pattern - the pattern to match; + color - the color to use for lines matching the pat- + tern; + attribute - the attribute to use for lines matching the + pattern. The attribute is optional, and if + left out, you must also leave out the preced- + ing ampersand. If no attribute is defined, + no attribute is used. - #offer - Offer a sacrifice to the gods. + The pattern should be a regular expression. - You'll need to find an altar to have any chance at success. - Corpses of recently killed monsters are the fodder of + Allowed colors are black, red, green, brown, blue, magenta, + cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- + ta, lightcyan, and white. + Allowed attributes are none, bold, dim, underline, blink, and + inverse. Note that the platform used may interpret the at- + tributes any way it wants. - NetHack 3.6 February 22, 2016 + Here's an example of menu colors using NetHack's internal pat- + tern matching facility: + MENUCOLOR="* blessed *"=green + MENUCOLOR="* cursed *"=red + MENUCOLOR="* cursed *(being worn)"=red&underline + 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 under- + lined. 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. + Note that if you intend to have one or more color specifica- +tions match " uncursed ", you will probably want to turn the im- +plicit_uncursed option off so that all items known to be uncursed +are actually displayed with the ``uncursed'' description. +9.12. Configuring User Sounds - NetHack Guidebook 18 + Some platforms allow you to define sound files to be played +when a message that matches a user-defined pattern is delivered +to the message window. At this time the Qt port and the win32tty +and win32gui ports support the use of user sounds. + The following config file entries are relevant to mapping +user sounds to messages: +SOUNDDIR + The directory that houses the sound files to be played. - choice. +SOUND + An entry that maps a sound file to a user-specified message + pattern. Each SOUND entry is broken down into the following + parts: - #overview - Display information you've discovered about the dungeon. - Any visited level (unless forgotten due to amnesia) with an - annotation is included, and many things (altars, thrones, - fountains, and so on; extra stairs leading to another dun- - geon branch) trigger an automatic annotation. If dungeon - overview is chosen during end-of-game disclosure, every vis- - ited level will be included regardless of annotations. + MESG - message window mapping (the only one supported in + 3.6); + pattern - the pattern to match; + sound file - the sound file to play; + volume - the volume to be set while playing the sound file. - #pray - Pray to the gods for help. + The pattern should be a POSIX extended regular expression. - Praying too soon after receiving prior help is a bad idea. - (Hint: entering the dungeon alive is treated as having re- - ceived help. You probably shouldn't start off a new game by - praying right away.) Since using this command by accident - can cause trouble, there is an option to make you confirm - your intent before praying. It is enabled by default, and - you can reset the paranoid_confirmation option to disable - it. +9.13. Configuring Status Hilites - #quit - Quit the program without saving your game. + Your copy of NetHack may have been compiled with support for +``Status Hilites''. If so, you can customize your game display +by setting thresholds to change the color or appearance of fields +in the status display. - 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 paranoid_confirmation option to re- - quire a response of "yes" instead. + The format for defining status colors is: - #ride - Ride (or stop riding) a saddled creature. + OPTION=hilite_status: field-name/behavior/color&attributes - #rub - Rub a lamp or a stone. + For example, the following line in your config file will +cause the hitpoints field to display in the color red if your +hitpoints drop to or below a threshold of 30%: - #sit - Sit down. - - #terrain - Show bare map without displaying monsters, objects, or - traps. - - #tip - Tip over a container (bag or box) to pour out its contents. - - #turn - Turn undead. - - #twoweapon - Toggle two-weapon combat on or off. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 19 - - - - Note that you must use suitable weapons for this type of - combat, or it will be automatically turned off. - - #untrap - Untrap something (trap, door, or chest). - - In some circumstances it can also be used to rescue trapped - monsters. - - #version - Print compile time options for this version of NetHack. - - #wipe - Wipe off your face. - - #? - Help menu: get the list of available extended commands. - - If your keyboard has a meta key (which, when pressed in com- - bination with another key, modifies it by setting the `meta' - [8th, or `high'] bit), you can invoke many extended commands by - meta-ing the first letter of the command. In NT, OS/2, PC and ST - NetHack, the `Alt' key can be used in this fashion; on the Amiga, - set the altmeta option to get this behavior. On other systems, - if typing `Alt' plus another key transmits a two character se- - quence consisting of an Escape followed by the other key, you may - set the altmeta option to have nethack combine them into - meta+key. - - M-? #? (not supported by all platforms) - - M-2 #twoweapon (unless the number_pad option is enabled) - - M-a #adjust - - M-A #annotate - - M-c #chat - - M-C #conduct - - M-d #dip - - M-e #enhance - - M-f #force - - M-i #invoke - - M-j #jump - - M-l #loot - - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 20 - - - - M-m #monster - - M-n #name - - M-o #offer - - M-O #overview - - M-p #pray - - M-q #quit - - M-r #rub - - M-R #ride - - M-s #sit - - M-t #turn - - M-T #tip - - M-u #untrap - - M-v #version - - M-w #wipe - - If the number_pad option is on, some additional letter com- - mands are available: - - h Help menu: display one of several help texts available, - like ``?''. - - j Jump to another location. Same as ``#jump'' or ``M-j''. - - k Kick something (usually a door). Same as `^D'. - - l Loot a box or bag on the floor beneath you, or the saddle - from a steed standing next to you. Same as ``#loot'' or - ``M-l''. - - N Name a monster, an individual object, or a type of object. - Same as ``#name'' (or ``M-n'') which is the same as the `C' - command. - - u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M- - u''. - - - 5. Rooms and corridors - - Rooms and corridors in the dungeon are either lit or dark. - Any lit areas within your line of sight will be displayed; dark - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 21 - - - - areas are only displayed if they are within one space of you. - Walls and corridors remain on the map as you explore them. - - Secret corridors are hidden. You can find them with the `s' - (search) command. - - 5.1. Doorways - - Doorways connect rooms and corridors. Some doorways have no - doors; you can walk right through. Others have doors in them, - which may be open, closed, or locked. To open a closed door, use - the `o' (open) command; to close it again, use the `c' (close) - command. - - You can get through a locked door by using a tool to pick - the lock with the `a' (apply) command, or by kicking it open with - the `^D' (kick) command. - - Open doors cannot be entered diagonally; you must approach - them straight on, horizontally or vertically. Doorways without - doors are not restricted in this fashion. - - Doors can be useful for shutting out monsters. Most mon- - sters cannot open doors, although a few don't need to (ex. ghosts - can walk through doors). - - Secret doors are hidden. You can find them with the `s' - (search) command. Once found they are in all ways equivalent to - normal doors. - - 5.2. Traps (`^') - - There are traps throughout the dungeon to snare the unwary - delver. For example, you may suddenly fall into a pit and be - stuck for a few turns trying to climb out. Traps don't appear on - your map until you see one triggered by moving onto it, see some- - thing fall into it, or you discover it with the `s' (search) com- - mand. Monsters can fall prey to traps, too, which can be a very - useful defensive strategy. - - There is a special pre-mapped branch of the dungeon based on - the classic computer game ``Sokoban.'' The goal is to push the - boulders into the pits or holes. With careful foresight, it is - possible to complete all of the levels according to the tradi- - tional rules of Sokoban. Some allowances are permitted in case - the player gets stuck; however, they will lower your luck. - - 5.3. Stairs (`<', `>') - - In general, each level in the dungeon will have a staircase - going up (`<') to the previous level and another going down (`>') - to the next level. There are some exceptions though. For in- - stance, fairly early in the dungeon you will find a level with - two down staircases, one continuing into the dungeon and the - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 22 - - - - other branching into an area known as the Gnomish Mines. Those - mines eventually hit a dead end, so after exploring them (if you - choose to do so), you'll need to climb back up to the main dun- - geon. - - When you traverse a set of stairs, or trigger a trap which - sends you to another level, the level you're leaving will be de- - activated and stored in a file on disk. If you're moving to a - previously visited level, it will be loaded from its file on disk - and reactivated. If you're moving to a level which has not yet - been visited, it will be created (from scratch for most random - levels, from a template for some ``special'' levels, or loaded - from the remains of an earlier game for a ``bones'' level as - briefly described below). Monsters are only active on the cur- - rent level; those on other levels are essentially placed into - stasis. - - Ordinarily when you climb a set of stairs, you will arrive - on the corresponding staircase at your destination. However, - pets (see below) and some other monsters will follow along if - they're close enough when you travel up or down stairs, and occa- - sionally one of these creatures will displace you during the - climb. When that occurs, the pet or other monster will arrive on - the staircase and you will end up nearby. - - 5.4. Ladders (`<', `>') - - Ladders serve the same purpose as staircases, and the two - types of inter-level connections are nearly indistinguishable - during game play. - - 5.5. Shops and shopping - - Occasionally you will run across a room with a shopkeeper - near the door and many items lying on the floor. You can buy - items by picking them up and then using the `p' command. You can - inquire about the price of an item prior to picking it up by us- - ing the ``#chat'' command while standing on it. Using an item - prior to paying for it will incur a charge, and the shopkeeper - won't allow you to leave the shop until you have paid any debt - you owe. - - You can sell items to a shopkeeper by dropping them to the - floor while inside a shop. You will either be offered an amount - of gold and asked whether you're willing to sell, or you'll be - told that the shopkeeper isn't interested (generally, your item - needs to be compatible with the type of merchandise carried by - the shop). - - If you drop something in a shop by accident, the shopkeeper - will usually claim ownership without offering any compensation. - You'll have to buy it back if you want to reclaim it. - - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 23 - - - - Shopkeepers sometimes run out of money. When that happens, - you'll be offered credit instead of gold when you try to sell - something. Credit can be used to pay for purchases, but it is - only good in the shop where it was obtained; other shopkeepers - won't honor it. (If you happen to find a "credit card" in the - dungeon, don't bother trying to use it in shops; shopkeepers will - not accept it.) - - The `$' command, which reports the amount of gold you are - carrying (in inventory, not inside bags or boxes), will also show - current shop debt or credit, if any. The `Iu' command lists un- - paid items (those which still belong to the shop) if you are car- - rying any. The `Ix' command shows an inventory-like display of - any unpaid items which have been used up, along with other shop - fees, if any. - - 5.5.1. Shop idiosyncracies - - Several aspects of shop behavior might be unexpected. - - * The price of a given item can vary due to a variety of factors. - - * A shopkeeper treats the spot immediately inside the door as if - it were outside the shop. - - * While the shopkeeper watches you like a hawk, he will generally - ignore any other customers. - - * If a shop is "closed for inventory", it will not open of its - own accord. - - * Shops do not get restocked with new items, regardless of inven- - tory depletion. - - - 6. Monsters - - Monsters you cannot see are not displayed on the screen. - Beware! You may suddenly come upon one in a dark place. Some - magic items can help you locate them before they locate you - (which some monsters can do very well). - - The commands `/' and `;' may be used to obtain information - about those monsters who are displayed on the screen. The com- - mand ``#name'', or its synonym `C', allows you to assign a name - to a monster, which may be useful to help distinguish one from - another when multiple monsters are present. Assigning a name - which is just a space will remove any prior name. - - The extended command ``#chat'' can be used to interact with - an adjacent monster. There is no actual dialog (in other words, - you don't get to choose what you'll say), but chatting with some - monsters such as a shopkeeper or the Oracle of Delphi can produce - useful results. - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 24 - - - - 6.1. Fighting - - If you see a monster and you wish to fight it, just attempt - to walk into it. Many monsters you find will mind their own - business unless you attack them. Some of them are very dangerous - when angered. Remember: discretion is the better part of valor. - - In most circumstances, if you attempt to attack a peaceful - monster by moving into its location, you'll be asked to confirm - your intent. By default an answer of 'y' acknowledges that in- - tent, which can be error prone if you're using 'y' to move. You - can set the paranoid_confirmation option to require a response of - "yes" instead. - - 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. If you attempt to walk into it, you will try to fight - it just like a monster that you can see; of course, if the mon- - ster has moved, you will attack empty air. If you guess that the - monster has moved and you don't wish to fight, you can use the - `m' command to move without fighting; likewise, if you don't re- - member a monster but want to try fighting anyway, you can use the - `F' command. - - 6.2. Your pet - - You start the game with a little dog (`d'), cat (`f'), or - pony (`u'), which follows you about the dungeon and fights mon- - sters with you. Like you, your pet needs food to survive. It - usually feeds itself on fresh carrion and other meats. If you're - worried about it or want to train it, you can feed it, too, by - throwing it food. A properly trained pet can be very useful un- - der certain circumstances. - - Your pet also gains experience from killing monsters, and - can grow over time, gaining hit points and doing more damage. - Initially, your pet may even be better at killing things than - you, which makes pets useful for low-level characters. - - Your pet will follow you up and down staircases if it is - next to you when you move. Otherwise your pet will be stranded - and may become wild. Similarly, when you trigger certain types - of traps which alter your location (for instance, a trap door - which drops you to a lower dungeon level), any adjacent pet will - accompany you and any non-adjacent pet will be left behind. Your - pet may trigger such traps itself; you will not be carried along - with it even if adjacent at the time. - - 6.3. Steeds - - Some types of creatures in the dungeon can actually be rid- - den if you have the right equipment and skill. Convincing a wild - beast to let you saddle it up is difficult to say the least. - Many a dungeoneer has had to resort to magic and wizardry in - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 25 - - - - order to forge the alliance. Once you do have the beast under - your control however, you can easily climb in and out of the sad- - dle with the `#ride' command. Lead the beast around the dungeon - when riding, in the same manner as you would move yourself. It - is the beast that you will see displayed on the map. - - Riding skill is managed by the `#enhance' command. See the - section on Weapon proficiency for more information about that. - - 6.4. Bones levels - - You may encounter the shades and corpses of other adventur- - ers (or even former incarnations of yourself!) and their personal - effects. Ghosts are hard to kill, but easy to avoid, since - they're slow and do little damage. You can plunder the deceased - adventurer's possessions; however, they are likely to be cursed. - Beware of whatever killed the former player; it is probably still - lurking around, gloating over its last victory. - - - 7. Objects - - When you find something in the dungeon, it is common to want - to pick it up. In NetHack, this is accomplished automatically by - walking over the object (unless you turn off the autopickup op- - tion (see below), or move with the `m' prefix (see above)), or - manually by using the `,' command. - - If you're carrying too many items, NetHack will tell you so - and you won't be able to pick up anything more. Otherwise, it - will add the object(s) to your pack and tell you what you just - picked up. - - As you add items to your inventory, you also add the weight - of that object to your load. The amount that you can carry de- - pends on your strength and your constitution. The stronger and - sturdier you are, the less the additional load will affect you. - There comes a point, though, when the weight of all of that stuff - you are carrying around with you through the dungeon will encum- - ber you. Your reactions will get slower and you'll burn calories - faster, requiring food more frequently to cope with it. Eventu- - ally, you'll be so overloaded that you'll either have to discard - some of what you're carrying or collapse under its weight. - - NetHack will tell you how badly you have loaded yourself. - The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and - `Overloaded' are displayed on the bottom line display to indicate - your condition. - - When you pick up an object, it is assigned an inventory let- - ter. Many commands that operate on objects must ask you to find - out which object you want to use. When NetHack asks you to - choose a particular object you are carrying, you are usually pre- - sented with a list of inventory letters to choose from (see - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 26 - - - - Commands, above). - - Some objects, such as weapons, are easily differentiated. - Others, like scrolls and potions, are given descriptions which - vary according to type. During a game, any two objects with the - same description are the same type. However, the descriptions - will vary from game to game. - - When you use one of these objects, if its effect is obvious, - NetHack will remember what it is for you. If its effect isn't - extremely obvious, you will be asked what you want to call this - type of object so you will recognize it later. You can also use - the ``#name'' command, or its synonym `C', for the same purpose - at any time, to name all objects of a particular type or just an - individual object. When you use ``#name'' on an object which has - already been named, specifying a space as the value will remove - the prior name instead of assigning a new one. - - 7.1. Curses and Blessings - - Any object that you find may be cursed, even if the object - is otherwise helpful. The most common effect of a curse is being - stuck with (and to) the item. Cursed weapons weld themselves to - your hand when wielded, so you cannot unwield them. Any cursed - item you wear is not removable by ordinary means. In addition, - cursed arms and armor usually, but not always, bear negative en- - chantments that make them less effective in combat. Other cursed - objects may act poorly or detrimentally in other ways. - - Objects can also be blessed. Blessed items usually work - better or more beneficially than normal uncursed items. For ex- - ample, a blessed weapon will do more damage against demons. - - Objects which are neither cursed nor blessed are referred to - as uncursed. They could just as easily have been described as - unblessed, but the uncursed designation is what you will see - within the game. A ``glass half full versus glass half empty'' - situation; make of that what you will. - - There are magical means of bestowing or removing curses upon - objects, so even if you are stuck with one, you can still have - the curse lifted and the item removed. Priests and Priestesses - have an innate sensitivity to this property in any object, so - they can more easily avoid cursed objects than other character - roles. - - An item with unknown status will be reported in your inven- - tory with no prefix. An item which you know the state of will be - distinguished in your inventory by the presence of the word - ``cursed'', ``uncursed'' or ``blessed'' in the description of the - item. In some cases ``uncursed'' will be omitted as being redun- - dant when enough other information is displayed. The implic- - it_uncursed option can be used to control this; toggle it off to - have ``uncursed'' be displayed even when that can be deduced from - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 27 - - - - other attributes. - - 7.2. Weapons (`)') - - Given a chance, most monsters in the Mazes of Menace will - gratuitously try to kill you. You need weapons for self-defense - (killing them first). Without a weapon, you do only 1-2 hit - points of damage (plus bonuses, if any). Monk characters are an - exception; they normally do much more damage with bare hands than - they do with weapons. - - There are wielded weapons, like maces and swords, and thrown - weapons, like arrows and spears. To hit monsters with a weapon, - you must wield it and attack them, or throw it at them. You can - simply elect to throw a spear. To shoot an arrow, you should - first wield a bow, then throw the arrow. Crossbows shoot cross- - bow bolts. Slings hurl rocks and (other) stones (like gems). - - Enchanted weapons have a ``plus'' (or ``to hit enhancement'' - which can be either positive or negative) that adds to your - chance to hit and the damage you do to a monster. The only way - to determine a weapon's enchantment is to have it magically iden- - tified somehow. Most weapons are subject to some type of damage - like rust. Such ``erosion'' damage can be repaired. - - 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 (en- - chantment 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 - vulnerable to certain types of weapons. - - Many weapons can be wielded in one hand; some require both - hands. When wielding a two-handed weapon, you can not wear a - shield, and vice versa. When wielding a one-handed weapon, you - can have another weapon ready to use by setting things up with - the `x' command, which exchanges your primary (the one being - wielded) and alternate weapons. And if you have proficiency in - the ``two weapon combat'' skill, you may wield both weapons si- - multaneously as primary and secondary; use the `#twoweapon' ex- - tended command to engage or disengage that. Only some types of - characters (barbarians, for instance) have the necessary skill - available. Even with that skill, using two weapons at once in- - curs a penalty in the chance to hit your target compared to using - just one weapon at a time. - - There might be times when you'd rather not wield any weapon - at all. To accomplish that, wield `-', or else use the `A' com- - mand which allows you to unwield the current weapon in addition - to taking off other worn items. - - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 28 - - - - Those of you in the audience who are AD&D players, be aware - that each weapon which existed in AD&D does roughly the same dam- - age to monsters in NetHack. Some of the more obscure weapons - (such as the aklys, lucern hammer, and bec-de-corbin) are defined - in an appendix to Unearthed Arcana, an AD&D supplement. - - The commands to use weapons are `w' (wield), `t' (throw), - `f' (fire, an alternative way of throwing), `Q' (quiver), `x' - (exchange), `#twoweapon', and `#enhance' (see below). - - 7.2.1. Throwing and shooting - - You can throw just about anything via the `t' command. It - will prompt for the item to throw; picking `?' will list things - in your inventory which are considered likely to be thrown, or - picking `*' will list your entire inventory. After you've chosen - what to throw, you will be prompted for a direction rather than - for a specific target. The distance something can be thrown de- - pends mainly on the type of object and your strength. Arrows can - be thrown by hand, but can be thrown much farther and will be - more likely to hit when thrown while you are wielding a bow. - - You can simplify the throwing operation by using the `Q' - command to select your preferred ``missile'', then using the `f' - command to throw it. You'll be prompted for a direction as - above, but you don't have to specify which item to throw each - time you use `f'. There is also an option, autoquiver, which has - NetHack choose another item to automatically fill your quiver (or - quiver sack, or have at the ready) when the inventory slot used - for `Q' runs out. - - Some characters have the ability to fire a volley of multi- - ple 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 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, or in sling skill if you're wielding - one to shoot stones). The number of items that the character has - a chance to fire varies from turn to turn. You can explicitly - limit the number of shots by using a numeric prefix before the - `t' or `f' command. For example, ``2f'' (or ``n2f'' if using - number_pad mode) would ensure that at most 2 arrows are shot even - if you could have fired 3. If you specify a larger number than - would have been shot (``4f'' in this example), you'll just end up - shooting the same number (3, here) as if no limit had been speci- - fied. Once the volley is in motion, all of the items will travel - in the same direction; if the first ones kill a monster, the oth- - ers can still continue beyond that spot. - - - - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 29 - - - - 7.2.2. Weapon proficiency - - You will have varying degrees of skill in the weapons avail- - able. Weapon proficiency, or weapon skills, affect how well you - can use particular types of weapons, and you'll be able to im- - prove your skills as you progress through a game, depending on - your role, your experience level, and use of the weapons. - - For the purposes of proficiency, weapons have been divided - up into various groups such as daggers, broadswords, and - polearms. Each role has a limit on what level of proficiency a - character can achieve for each group. For instance, wizards can - become highly skilled in daggers or staves but not in swords or - bows. - - The `#enhance' extended command is used to review current - weapons proficiency (also spell proficiency) and to choose which - skill(s) to improve when you've used one or more skills enough to - become eligible to do so. The skill rankings are ``none'' (some- - times also referred to as ``restricted'', because you won't be - able to advance), ``unskilled'', ``basic'', ``skilled'', and - ``expert''. Restricted skills simply will not appear in the list - shown by `#enhance'. (Divine intervention might unrestrict a - particular skill, in which case it will start at unskilled and be - limited to basic.) Some characters can enhance their barehanded - combat or martial arts skill beyond expert to ``master'' or - ``grand master''. - - Use of a weapon in which you're restricted or unskilled will - incur a modest penalty in the chance to hit a monster and also in - the amount of damage done when you do hit; at basic level, there - is no penalty or bonus; at skilled level, you receive a modest - bonus in the chance to hit and amount of damage done; at expert - level, the bonus is higher. A successful hit has a chance to - boost your training towards the next skill level (unless you've - already reached the limit for this skill). Once such training - reaches the threshold for that next level, you'll be told that - you feel more confident in your skills. At that point you can - use `#enhance' to increase one or more skills. Such skills are - not increased automatically because there is a limit to your to- - tal overall skills, so you need to actively choose which skills - to enhance and which to ignore. - - 7.2.3. Two-Weapon combat - - 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 ``#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 - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 30 - - - - secondary is just an item in your inventory that's been designat- - ed as alternate weapon.) - - If your primary weapon is wielded but your off hand is empty - or has the wrong weapon, use the sequence 'x', 'w', 'x' to first - swap your primary into your off hand, wield whatever you want as - secondary weapon, then swap them both back into the intended - hands. If your secondary or alternate weapon is correct but your - primary one is not, simply use 'w' to wield the primary. Lastly, - if neither hand holds the correct weapon, use 'w', 'x', 'w' to - first wield the intended secondary, swap it to off hand, and then - wield the primary. - - The whole process can be simplified via use of the push- - weapon option. When it is enabled, then using 'w' to wield some- - thing causes the currently wielded weapon to become your alter- - nate weapon. So the sequence 'w', 'w' can be used to first wield - the weapon you intend to be secondary, and then wield the one you - want as primary which will push the first into secondary posi- - tion. - - When in two-weapon combat mode, using the ``#twoweapon'' - command toggles back to single-weapon mode. Throwing or dropping - either of the weapons or having one of them be stolen or de- - stroyed will also make you revert to single-weapon combat. - - 7.3. Armor (`[') - - Lots of unfriendly things lurk about; you need armor to pro- - tect yourself from their blows. Some types of armor offer better - protection than others. Your armor class is a measure of this - protection. Armor class (AC) is measured as in AD&D, with 10 be- - ing the equivalent of no armor, and lower numbers meaning better - armor. Each suit of armor which exists in AD&D gives the same - protection in NetHack. Here is an (incomplete) list of the armor - classes provided by various suits of armor: - - dragon scale mail 1 - plate mail 3 - crystal plate mail 3 - bronze plate mail 4 - splint mail 4 - banded mail 4 - dwarvish mithril-coat 4 - elven mithril-coat 5 - chain mail 5 - orcish chain mail 6 - scale mail 6 - dragon scales 7 - studded leather armor 7 - ring mail 7 - orcish ring mail 8 - leather armor 8 - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 31 - - - - leather jacket 9 - no armor 10 - - You can also wear other pieces of armor (ex. helmets, boots, - shields, cloaks) to lower your armor class even further, but you - can only wear one item of each category (one suit of armor, one - cloak, one helmet, one shield, and so on) at a time. - - If a piece of armor is enchanted, its armor protection will - be better (or worse) than normal, and its ``plus'' (or minus) - will subtract from your armor class. For example, a +1 chain - mail would give you better protection than normal chain mail, - lowering your armor class one unit further to 4. When you put on - a piece of armor, you immediately find out the armor class and - any ``plusses'' it provides. Cursed pieces of armor usually have - negative enchantments (minuses) in addition to being unremovable. - - Many types of armor are subject to some kind of damage like - rust. Such damage can be repaired. Some types of armor may in- - hibit spell casting. - - The commands to use armor are `W' (wear) and `T' (take off). - The `A' command can also be used to take off armor as well as - other worn items. - - 7.4. Food (`%') - - Food is necessary to survive. If you go too long without - eating you will faint, and eventually die of starvation. Some - types of food will spoil, and become unhealthy to eat, if not - protected. Food stored in ice boxes or tins (``cans'') will usu- - ally stay fresh, but ice boxes are heavy, and tins take a while - to open. - - When you kill monsters, they usually leave corpses which are - also ``food.'' Many, but not all, of these are edible; some also - give you special powers when you eat them. A good rule of thumb - is ``you are what you eat.'' - - Some character roles and some monsters are vegetarian. Veg- - etarian monsters will typically never eat animal corpses, while - vegetarian players can, but with some rather unpleasant side-ef- - fects. - - You can name one food item after something you like to eat - with the fruit option. - - The command to eat food is `e'. - - 7.5. Scrolls (`?') - - Scrolls are labeled with various titles, probably chosen by - ancient wizards for their amusement value (ex. ``READ ME,'' or - ``THANX MAUD'' backwards). Scrolls disappear after you read them - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 32 - - - - (except for blank ones, without magic spells on them). - - One of the most useful of these is the scroll of identify, - which can be used to determine what another object is, whether it - is cursed or blessed, and how many uses it has left. Some ob- - jects of subtle enchantment are difficult to identify without - these. - - A mail daemon may run up and deliver mail to you as a scroll - of mail (on versions compiled with this feature). To use this - feature on versions where NetHack mail delivery is triggered by - electronic mail appearing in your system mailbox, you must let - NetHack know where to look for new mail by setting the ``MAIL'' - environment variable to the file name of your mailbox. You may - also want to set the ``MAILREADER'' environment variable to the - file name of your favorite reader, so NetHack can shell to it - when you read the scroll. On versions of NetHack where mail is - randomly generated internal to the game, these environment vari- - ables are ignored. You can disable the mail daemon by turning - off the mail option. - - The command to read a scroll is `r'. - - 7.6. Potions (`!') - - Potions are distinguished by the color of the liquid inside - the flask. They disappear after you quaff them. - - Clear potions are potions of water. Sometimes these are - blessed or cursed, resulting in holy or unholy water. Holy water - is the bane of the undead, so potions of holy water are good - things to throw (`t') at them. It is also sometimes very useful - to dip (``#dip'') an object into a potion. - - The command to drink a potion is `q' (quaff). - - 7.7. Wands (`/') - - Wands usually have multiple magical charges. Some types of - wands require a direction in which to zap them. You can also zap - them at yourself (just give a `.' or `s' for the direction). Be - warned, however, for this is often unwise. Other types of wands - don't require a direction. The number of charges in a wand is - random and decreases by one whenever you use it. - - When the number of charges left in a wand becomes zero, at- - tempts to use the wand will usually result in nothing happening. - Occasionally, however, it may be possible to squeeze the last few - mana points from an otherwise spent wand, destroying it in the - process. A wand may be recharged by using suitable magic, but - doing so runs the risk of causing it to explode. The chance for - such an explosion starts out very small and increases each time - the wand is recharged. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 33 - - - - In a truly desperate situation, when your back is up against - the wall, you might decide to go for broke and break your wand. - This is not for the faint of heart. Doing so will almost cer- - tainly cause a catastrophic release of magical energies. - - When you have fully identified a particular wand, inventory - display will include additional information in parentheses: the - number of times it has been recharged followed by a colon and - then by its current number of charges. A current charge count of - -1 is a special case indicating that the wand has been cancelled. - - The command to use a wand is `z' (zap). To break one, use - the `a' (apply) command. - - 7.8. Rings (`=') - - Rings are very useful items, since they are relatively per- - manent magic, unlike the usually fleeting effects of potions, - scrolls, and wands. - - Putting on a ring activates its magic. You can wear only - two rings, one on each ring finger. - - Most rings also cause you to grow hungry more rapidly, the - rate varying with the type of ring. - - The commands to use rings are `P' (put on) and `R' (remove). - - 7.9. Spellbooks (`+') - - Spellbooks are tomes of mighty magic. When studied with the - `r' (read) command, they transfer to the reader the knowledge of - a spell (and 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! - - A spell (even when learned) can also backfire when you cast - it. If you attempt to cast a spell well above your experience - level, or if you have little skill with the appropriate spell - type, or cast it at a time when your luck is particularly bad, - you can end up wasting both the energy and the time required in - casting. - - Casting a spell calls forth magical energies and focuses - them with your naked mind. Some of the magical energy released - comes from within you. Casting temporarily drains your magical - power, which will slowly be recovered, and causes you to need ad- - ditional food. Casting of spells also requires practice. With - practice, your skill in each category of spell casting will im- - prove. Over time, however, your memory of each spell will dim, - and you will need to relearn it. - - Some spells require a direction in which to cast them, simi- - lar to wands. To cast one at yourself, just give a `.' or `s' - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 34 - - - - for the direction. A few spells require you to pick a target lo- - cation rather than just specify a particular direction. Other - spells don't require any direction or target. - - Just as weapons are divided into groups in which a character - can become proficient (to varying degrees), spells are similarly - grouped. Successfully casting a spell exercises its skill group; - using the `#enhance' command to advance a sufficiently exercised - skill will affect all spells within the group. Advanced skill - may increase the potency of spells, reduce their risk of failure - during casting attempts, and improve the accuracy of the estimate - for how much longer they will be retained in your memory. Skill - slots are shared with weapons skills. (See also the section on - ``Weapon proficiency''.) - - Casting a spell also requires flexible movement, and wearing - various types of armor may interfere with that. - - The command to read a spellbook is the same as for scrolls, - `r' (read). The `+' command lists each spell you know along with - its level, skill category, chance of failure when casting, and an - estimate of how strongly it is remembered. The `Z' (cast) com- - mand casts a spell. - - 7.10. Tools (`(') - - Tools are miscellaneous objects with various purposes. Some - tools have a limited number of uses, akin to wand charges. For - example, lamps burn out after a while. Other tools are contain- - ers, which objects can be placed into or taken out of. - - The command to use tools is `a' (apply). - - 7.10.1. Containers - - You may encounter bags, boxes, and chests in your travels. - A tool of this sort can be opened with the ``#loot'' extended - command when you are standing on top of it (that is, on the same - floor spot), or with the `a' (apply) command when you are carry- - ing it. However, chests are often locked, and are in any case - unwieldy objects. You must set one down before unlocking it by - using a key or lock-picking tool with the `a' (apply) command, by - kicking it with the `^D' command, or by using a weapon to force - the lock with the ``#force'' extended command. - - Some chests are trapped, causing nasty things to happen when - you unlock or open them. You can check for and try to deactivate - traps with the ``#untrap'' extended command. - - 7.11. Amulets (`"') - - Amulets are very similar to rings, and often more powerful. - Like rings, amulets have various magical properties, some benefi- - cial, some harmful, which are activated by putting them on. - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 35 - - - - Only one amulet may be worn at a time, around your neck. - - The commands to use amulets are the same as for rings, `P' - (put on) and `R' (remove). - - 7.12. Gems (`*') - - Some gems are valuable, and can be sold for a lot of gold. - They are also a far more efficient way of carrying your riches. - Valuable gems increase your score if you bring them with you when - you exit. - - Other small rocks are also categorized as gems, but they are - much less valuable. All rocks, however, can be used as projec- - tile weapons (if you have a sling). In the most desperate of - cases, you can still throw them by hand. - - 7.13. Large rocks (``') - - Statues and boulders are not particularly useful, and are - generally heavy. It is rumored that some statues are not what - they seem. - - Very large humanoids (giants and their ilk) have been known - to use boulders as weapons. - - For some configurations of the program, statues are no - longer shown as ``' but by the letter representing the monster - they depict instead. - - 7.14. Gold (`$') - - Gold adds to your score, and you can buy things in shops - with it. There are a number of monsters in the dungeon that may - be influenced by the amount of gold you are carrying (shopkeepers - aside). - - - 8. Conduct - - As if winning NetHack were not difficult enough, certain - players seek to challenge themselves by imposing restrictions on - the way they play the game. The game automatically tracks some - of these challenges, which can be checked at any time with the - #conduct command or at the end of the game. When you perform an - action which breaks a challenge, it will no longer be listed. - This gives players extra ``bragging rights'' for winning the game - with these challenges. Note that it is perfectly acceptable to - win the game without resorting to these restrictions and that it - is unusual for players to adhere to challenges the first time - they win the game. - - Several of the challenges are related to eating behavior. - The most difficult of these is the foodless challenge. Although - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 36 - - - - creatures can survive long periods of time without food, there is - a physiological need for water; thus there is no restriction on - drinking beverages, even if they provide some minor food bene- - fits. Calling upon your god for help with starvation does not - violate any food challenges either. - - A strict vegan diet is one which avoids any food derived - from animals. The primary source of nutrition is fruits and veg- - etables. The corpses and tins of blobs (`b'), jellies (`j'), and - fungi (`F') are also considered to be vegetable matter. Certain - human food is prepared without animal products; namely, lembas - wafers, cram rations, food rations (gunyoki), K-rations, and C- - rations. Metal or another normally indigestible material eaten - while polymorphed into a creature that can digest it is also con- - sidered vegan food. Note however that eating such items still - counts against foodless conduct. - - Vegetarians do not eat animals; however, they are less se- - lective about eating animal byproducts than vegans. In addition - to the vegan items listed above, they may eat any kind of pudding - (`P') other than the black puddings, eggs and food made from eggs - (fortune cookies and pancakes), food made with milk (cream pies - and candy bars), and lumps of royal jelly. Monks are expected to - observe a vegetarian diet. - - Eating any kind of meat violates the vegetarian, vegan, and - foodless conducts. This includes tripe rations, the corpses or - tins of any monsters not mentioned above, and the various other - chunks of meat found in the dungeon. Swallowing and digesting a - monster while polymorphed is treated as if you ate the creature's - corpse. Eating leather, dragon hide, or bone items while poly- - morphed into a creature that can digest it, or eating monster - brains while polymorphed into a mind flayer, is considered eating - an animal, although wax is only an animal byproduct. - - Regardless of conduct, there will be some items which are - indigestible, and others which are hazardous to eat. Using a - swallow-and-digest attack against a monster is equivalent to eat- - ing the monster's corpse. Please note that the term ``vegan'' is - used here only in the context of diet. You are still free to - choose not to use or wear items derived from animals (e.g. - leather, dragon hide, bone, horns, coral), but the game will not - keep track of this for you. Also note that ``milky'' potions may - be a translucent white, but they do not contain milk, so they are - compatible with a vegan diet. Slime molds or player-defined - ``fruits'', although they could be anything from ``cherries'' to - ``pork chops'', are also assumed to be vegan. - - An atheist is one who rejects religion. This means that you - cannot #pray, #offer sacrifices to any god, #turn undead, or - #chat with a priest. Particularly selective readers may argue - that playing Monk or Priest characters should violate this con- - duct; that is a choice left to the player. Offering the Amulet - of Yendor to your god is necessary to win the game and is not - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 37 - - - - counted against this conduct. You are also not penalized for be- - ing spoken to by an angry god, priest(ess), or other religious - figure; a true atheist would hear the words but attach no special - meaning to them. - - Most players fight with a wielded weapon (or tool intended - to be wielded as a weapon). Another challenge is to win the game - without using such a wielded weapon. You are still permitted to - throw, fire, and kick weapons; use a wand, spell, or other type - of item; or fight with your hands and feet. - - In NetHack, a pacifist refuses to cause the death of any - other monster (i.e. if you would get experience for the death). - This is a particularly difficult challenge, although it is still - possible to gain experience by other means. - - An illiterate character cannot read or write. This includes - reading a scroll, spellbook, fortune cookie message, or t-shirt; - writing a scroll; or making an engraving of anything other than a - single ``x'' (the traditional signature of an illiterate person). - Reading an engraving, or any item that is absolutely necessary to - win the game, is not counted against this conduct. The identity - of scrolls and spellbooks (and knowledge of spells) in your - starting inventory is assumed to be learned from your teachers - prior to the start of the game and isn't counted. - - There are several other challenges tracked by the game. It - is possible to eliminate one or more species of monsters by geno- - cide; playing without this feature is considered a challenge. - When the game offers you an opportunity to genocide monsters, you - may respond with the monster type ``none'' if you want to de- - cline. You can change the form of an item into another item of - the same type (``polypiling'') or the form of your own body into - another creature (``polyself'') by wand, spell, or potion of - polymorph; avoiding these effects are each considered challenges. - Polymorphing monsters, including pets, does not break either of - these challenges. Finally, you may sometimes receive wishes; a - game without an attempt to wish for any items is a challenge, as - is a game without wishing for an artifact (even if the artifact - immediately disappears). When the game offers you an opportunity - to make a wish for an item, you may choose ``nothing'' if you - want to decline. - - - 9. Options - - Due to variations in personal tastes and conceptions of how - NetHack should do things, there are options you can set to change - how NetHack behaves. - - 9.1. Setting the options - - Options may be set in a number of ways. Within the game, - the `O' command allows you to view all options and change most of - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 38 - - - - them. You can also set options automatically by placing them in - the NETHACKOPTIONS environment variable or in a configuration - file. Some versions of NetHack also have front-end programs that - allow you to set options before starting the game or a global - configuration for system administrators. - - 9.2. Using the NETHACKOPTIONS environment variable - - The NETHACKOPTIONS variable is a comma-separated list of - initial values for the various options. Some can only be turned - on or off. You turn one of these on by adding the name of the - option to the list, and turn it off by typing a `!' or ``no'' be- - fore the name. Others take a character string as a value. You - can set string options by typing the option name, a colon or - equals sign, and then the value of the string. The value is ter- - minated by the next comma or the end of string. - - For example, to set up an environment variable so that ``au- - toquiver'' is on, ``autopickup'' is off, the name is set to - ``Blue Meanie'', and the fruit is set to ``papaya'', you would - enter the command - - % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya" - - in csh (note the need to escape the ! since it's special to the - shell), or - - $ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya" - $ export NETHACKOPTIONS - - in sh or ksh. - - 9.3. Using a configuration file - - Any line in the configuration file starting with `#' is - treated as a comment. Any line in the configuration file start- - ing with ``OPTIONS='' may be filled out with options in the same - syntax as in NETHACKOPTIONS. Any line starting with ``SYMBOLS='' - is taken as defining the corresponding symbol in a different syn- - tax, a sequence of decimal numbers giving the character position - in the current font to be used in displaying each entry. Such a - sequence can be continued to multiple lines by putting a `\' at - the end of each line to be continued. - - Any line starting with ``AUTOPICKUP_EXCEPTION='' is taken as - defining an exception to the pickup_types option. There is a - section of this Guidebook that discusses that. - - The default name of the configuration file varies on differ- - ent operating systems. On DOS and Windows, it is ``defaults.nh'' - in the same folder as nethack.exe or nethackW.exe. On Unix, Linux - and Mac OS X it is ``.nethackrc'' in the user's home directory. - NETHACKOPTIONS can also be set to the full name of a file you - want to use (possibly preceded by an `@'). - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 39 - - - - Here is a short example of config file contents: - - # Set your character's role, race, gender, and alignment. - OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful - - # Turn on autopickup, and set automatically picked up object types - OPTIONS=autopickup,pickup_types:$"=/!?+ - # Show colored text if possible - OPTIONS=color - # Show lit corridors differently - OPTIONS=lit_corridor - - # No startup splash screen. Windows GUI only. - OPTIONS=!splash_screen - - 9.4. Customization options - - Here are explanations of what the various options do. Char- - acter strings that are too long may be truncated. Some of the - options listed may be inactive in your dungeon. - - Some options are persistent, and are saved and reloaded - along with the game. Changing a persistent option in the config- - uration file applies only to new games. - - acoustics - Enable messages about what your character hears (default on). - Note that this has nothing to do with your computer's audio ca- - pabilities. Persistent. - - align - Your starting alignment (align:lawful, align:neutral, or - align:chaotic). You may specify just the first letter. The - default is to randomly pick an appropriate alignment. If you - prefix the value with `!' or ``no'', you will exclude that - alignment from being picked randomly. Cannot be set with the - `O' command. Persistent. - - autodescribe - Automatically describe the terrain under cursor when asked to - get a location on the map. The whatis_coord option controls - whether the description includes map coordinates. - - autodig - Automatically dig if you are wielding a digging tool and moving - into a place that can be dug (default false). Persistent. - - autoopen - Walking into a door attempts to open it (default true). Persis- - tent. - - autopickup - Automatically pick up things onto which you move (default on). - Persistent. See pickup_types to refine the behavior. - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 40 - - - - autoquiver - This option controls what happens when you attempt the `f' - (fire) command with an empty quiver (or quiver sack or have - nothing at the ready). When true, the computer will fill your - quiver or quiver sack or make ready some suitable weapon. Note - that it will not take into account the blessed/cursed status, - enchantment, damage, or quality of the weapon; you are free to - manually fill your quiver or quiver sack or make ready with the - `Q' command instead. If no weapon is found or the option is - false, the `t' (throw) command is executed instead. Persis- - tent. (default false) - - blind - Start the character permanently blind. Persistent. (default - false) - - bones - Allow saving and loading bones files. Persistent. (default - true) - - boulder - Set the character used to display boulders (default is the - ``large rock'' class symbol, ``'). - - catname - Name your starting cat (ex. ``catname:Morris''). Cannot be set - with the `O' command. - - character - Synonym for ``role'' to pick the type of your character (ex. - ``character:Monk''). See role for more details. - - checkpoint - Save game state after each level change, for possible recovery - after program crash (default on). Persistent. - - checkspace - Check free disk space before writing files to disk (default - on). You may have to turn this off if you have more than 2 GB - free space on the partition used for your save and level files - (because too much space might overflow the calculation and end - up looking like insufficient space). Only applies when MFLOPPY - was defined during compilation. - - clicklook - Allows looking at things on the screen by navigating the mouse - over them and clicking the right mouse button (default off). - - cmdassist - Have the game provide some additional command assistance for - new players if it detects some anticipated mistakes (default - on). - - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 41 - - - - confirm - Have user confirm attacks on pets, shopkeepers, and other - peaceable creatures (default on). Persistent. - - dark_room - Show out-of-sight areas of lit rooms (default off). Persis- - tent. - - disclose - Controls what information the program reveals when the game - ends. Value is a space separated list of prompting/category - pairs (default is `ni na nv ng nc no', prompt with default re- - sponse of `n' for each candidate). Persistent. The possibili- - ties are: - - i - disclose your inventory; - a - disclose your attributes; - v - summarize monsters that have been vanquished; - g - list monster species that have been genocided; - c - display your conduct; - o - display dungeon overview. - - Each disclosure possibility can optionally be preceded by a - prefix which lets you refine how it behaves. Here are the - valid prefixes: - - y - prompt you and default to yes on the prompt; - n - prompt you and default to no on the prompt; - + - disclose it without prompting; - - - do not disclose it and do not prompt. - - Omitted categories are implicitly added with `n' prefix. Spec- - ified categories with omitted prefix implicitly use `+' prefix. - Order of the disclosure categories does not matter, program - display for end-of-game disclosure follows a set sequence. - - (ex. ``disclose:yi na +v -g o'') The example sets inventory to - prompt and default to yes, attributes to prompt and default to - no, vanquished to disclose without prompting, genocided to not - disclose and not prompt, conduct to implicitly prompt and de- - fault to no, and overview to disclose without prompting. - - Note that the vanquished monsters list includes all monsters - killed by traps and each other as well as by you. And the dun- - geon overview shows all levels you had visited but does not re- - veal things about them that you hadn't discovered. - - dogname - Name your starting dog (ex. ``dogname:Fang''). Cannot be set - with the `O' command. - - extmenu - Changes the extended commands interface to pop-up a menu of - available commands. It is keystroke compatible with the - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 42 - - - - traditional interface except that it does not require that you - hit Enter. It is implemented only by the tty port (default - off), when the game has been compiled to support tty graphics. - - female - An obsolete synonym for ``gender:female''. Cannot be set with - the `O' command. - - fixinv - An object's inventory letter sticks to it when it's dropped - (default on). If this is off, dropping an object shifts all - the remaining inventory letters. Persistent. - - fruit - Name a fruit after something you enjoy eating (ex. ``fruit:man- - go'') (default ``slime mold''). Basically a nostalgic whimsy - that NetHack uses from time to time. You should set this to - something you find more appetizing than slime mold. Apples, - oranges, pears, bananas, and melons already exist in NetHack, - so don't use those. - - gender - Your starting gender (gender:male or gender:female). You may - specify just the first letter. Although you can still denote - your gender using the ``male'' and ``female'' options, the - ``gender'' option will take precedence. The default is to ran- - domly pick an appropriate gender. If you prefix the value with - `!' or ``no'', you will exclude that gender from being picked - randomly. Cannot be set with the `O' command. Persistent. - - help - If more information is available for an object looked at with - the `/' command, ask if you want to see it (default on). Turn- - ing help off makes just looking at things faster, since you - aren't interrupted with the ``More info?'' prompt, but it also - means that you might miss some interesting and/or important in- - formation. Persistent. - - hilite_pet - Visually distinguish pets from similar animals (default off). - The behavior of this option depends on the type of windowing - you use. In text windowing, text highlighting or inverse video - is often used; with tiles, generally displays a heart symbol - near pets. - - hilite_pile - Visually distinguish piles of objects from individual objects - (default off). The behavior of this option depends on the type - of windowing you use. In text windowing, text highlighting or - inverse video is often used; with tiles, generally displays a - small plus-symbol beside the object on the top of the pile. - - horsename - Name your starting horse (ex. ``horsename:Trigger''). Cannot - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 43 - - - - be set with the `O' command. - - ignintr - Ignore interrupt signals, including breaks (default off). Per- - sistent. - - implicit_uncursed - Omit "uncursed" from inventory lists, if possible (default on). - - legacy - Display an introductory message when starting the game (default - on). Persistent. - - lit_corridor - Show corridor squares seen by night vision or a light source - held by your character as lit (default off). Persistent. - - lootabc - Use the old `a', `b', and `c' keyboard shortcuts when looting, - rather than the mnemonics `o', `i', and `b' (default off). - Persistent. - - mail - Enable mail delivery during the game (default on). Persistent. - - male - An obsolete synonym for ``gender:male''. Cannot be set with - the `O' command. - - mention_walls - Give feedback when walking against a wall (default off). - - menucolors - Enable coloring menu lines (default off). See ``Configuring - Menu Colors'' on how to configure the colors. - - menustyle - Controls the interface used when you need to choose various ob- - jects (in response to the Drop command, for instance). The - value specified should be the first letter of one of the fol- - lowing: traditional, combination, full, or partial. Tradi- - tional was the only interface available for early versions; it - consists of a prompt for object class characters, followed by - an object-by-object prompt for all items matching the selected - object class(es). Combination starts with a prompt for object - class(es) of interest, but then displays a menu of matching ob- - jects rather than prompting one-by-one. Full displays a menu - of object classes rather than a character prompt, and then a - menu of matching objects for selection. Partial skips the ob- - ject class filtering and immediately displays a menu of all ob- - jects. Persistent. - - menu_deselect_all - Menu character accelerator to deselect all items in a menu. - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 44 - - - - Implemented by the Amiga, Gem, X11 and tty ports. Default '-'. - - menu_deselect_page - Menu character accelerator to deselect all items on this page - of a menu. Implemented by the Amiga, Gem and tty ports. De- - fault '\'. - - menu_first_page - Menu character accelerator to jump to the first page in a menu. - Implemented by the Amiga, Gem and tty ports. Default '^'. - - menu_headings - Controls how the headings in a menu are highlighted. Values - are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'. - Not all ports can actually display all types. - - menu_invert_all - Menu character accelerator to invert all items in a menu. Im- - plemented by the Amiga, Gem, X11 and tty ports. Default '@'. - - menu_invert_page - Menu character accelerator to invert all items on this page of - a menu. Implemented by the Amiga, Gem and tty ports. Default - '~'. - - menu_last_page - Menu character accelerator to jump to the last page in a menu. - Implemented by the Amiga, Gem and tty ports. Default '|'. - - menu_next_page - Menu character accelerator to goto the next menu page. Imple- - mented by the Amiga, Gem and tty ports. Default '>'. - - menu_objsyms - Show object symbols in menu headings in menus where the object - symbols act as menu accelerators (default off). - - menu_overlay - Do not clear the screen before drawing menus, and align menus - to the right edge of the screen. Only for the tty port. (de- - fault on) - - menu_previous_page - Menu character accelerator to goto the previous menu page. Im- - plemented by the Amiga, Gem and tty ports. Default '<'. - - menu_search - Menu character accelerator to search for a menu item. Imple- - mented by the Amiga, Gem, X11 and tty ports. Default ':'. - - menu_select_all - Menu character accelerator to select all items in a menu. Im- - plemented by the Amiga, Gem, X11 and tty ports. Default '.'. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 45 - - - - menu_select_page - Menu character accelerator to select all items on this page of - a menu. Implemented by the Amiga, Gem and tty ports. Default - ','. - - msghistory - The number of top line messages to save (and recall with ^P) - (default 20). Cannot be set with the `O' command. - - msg_window - Allows you to change the way recalled messages are displayed. - (It is currently implemented for tty only.) The possible val- - ues are: - - s - single message (default; only choice prior to 3.4.0); - c - combination, two messages as `single', then as `full'; - f - full window, oldest message first; - r - full window reversed, newest message first. - - For backward compatibility, no value needs to be specified - (which defaults to `full'), or it can be negated (which de- - faults to `single'). - - name - Set your character's name (defaults to your user name). You - can also set your character's role by appending a dash and one - or more letters of the role (that is, by suffixing one of -A -B - -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the - role, then a random one will be automatically chosen. Cannot - be set with the `O' command. - - news - Read the NetHack news file, if present (default on). Since the - news is shown at the beginning of the game, there's no point in - setting this with the `O' command. - - nudist - Start the character with no armor (default false). Persistent. - - null - Send padding nulls to the terminal (default on). Persistent. - - number_pad - Use digit keys instead of letters to move (default 0 or off). - Valid settings are: - - 0 - move by letters; `yuhjklbn' - 1 - move by numbers; digit `5' acts as `G' movement prefix - 2 - like 1 but `5' works as `g' prefix instead of as `G' - 3 - by numbers using phone key layout; 123 above, 789 below - 4 - combines 3 with 2; phone layout plus MSDOS compatibility - -1 - by letters but use `z' to go northwest, `y' to zap wands - - For backward compatibility, omitting a value is the same as - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 46 - - - - specifying 1 and negating number_pad is the same as specifying - 0. (Settings 2 and 4 are for compatibility with MSDOS or old - PC Hack; in addition to the different behavior for `5', `Alt-5' - acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo- - date some German keyboards which have the location of the `y' - and `z' keys swapped.) 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''). - - packorder - Specify the order to list object types in (default - ``")[%?+!=/(*`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. - - paranoid_confirmation - A space separated list of specific situations where alternate - prompting is desired. The default is paranoid_confirma- - tion:pray. - - Confirm - for any prompts which are set to require "yes" rather - than 'y', also require "no" to reject instead of ac- - cepting any non-yes response as no - quit - require "yes" rather than 'y' to confirm quitting the - game or switching into non-scoring explore mode; - die - require "yes" rather than 'y' to confirm dying (not - useful in normal play; applies to explore mode); - bones - require "yes" rather than 'y' to confirm saving bones - data when dying in debug mode; - attack - require "yes" rather than 'y' to confirm attacking a - peaceful monster; - pray - require 'y' to confirm an attempt to pray rather than - immediately praying; on by default; - wand - require "yes" rather than 'y' to confirm breaking a - wand; - Remove - require selection from inventory for 'R' and 'T' com- - mands even when wearing just one applicable item. - - By default, the pray choice is enabled, the others disabled. - To disable it without setting any of the other choices, use - ``paranoid_confirmation:none''. To keep it enabled while set- - ting any of the others, include it in the list, such as ``para- - noid_confirmation:attack pray Remove''. - - perm_invent - If true, always display your current inventory in a window. - This only makes sense for windowing system interfaces that im- - plement this feature. Persistent. - - pettype - Specify the type of your initial pet, if you are playing a - character class that uses multiple types of pets; or choose to - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 47 - - - - have no initial pet at all. Possible values are ``cat'', - ``dog'', ``horse'', and ``none''. If the choice is not allowed - for the role you are currently playing, it will be silently ig- - nored. For example, ``horse'' will only be honored when play- - ing a knight. Cannot be set with the `O' command. - - pickup_burden - When you pick up an item that would exceed this encumbrance - level (Unencumbered, Burdened, streSsed, straiNed, overTaxed, - or overLoaded), you will be asked if you want to continue. - (Default `S'). Persistent. - - pickup_thrown - If this option is on and autopickup is also on, try to pick up - things that you threw, even if they aren't in pickup_types or - match an autopickup exception. Default is on. Persistent. - - pickup_types - Specify the object types to be picked up when autopickup is on. - Default is all types. You can use autopickup_exception config- - uration file lines to further refine autopickup behavior. Per- - sistent. - - 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. - - playmode - Values are `normal', `explore', or `debug'. Allows selection - of explore mode (also known as discovery mode) or debug mode - (also known as wizard mode) instead of normal play. Debug mode - might only be allowed for someone logged in under a particular - user name (on multi-user systems) or specifying a particular - character name (on single-user systems) or it might be disabled - entirely. Requesting it when not allowed or not possible re- - sults in explore mode instead. Default is normal play. - - pushweapon - Using the `w' (wield) command when already wielding something - pushes the old item into your alternate weapon slot (default - off). Likewise for the `a' (apply) command if it causes the - applied item to become wielded. Persistent. - - race - Selects your race (for example, ``race:human''). Default is - random. If you prefix the value with `!' or ``no'', you will - exclude that race from being picked randomly. Cannot be set - with the `O' command. Persistent. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 48 - - - - rest_on_space - Make the space bar a synonym for the `.' (rest) command (de- - fault off). Persistent. - - role - Pick your type of character (ex. ``role:Samurai''); synonym for - ``character''. See ``name'' for an alternate method of speci- - fying your role. Normally only the first letter of the value - is examined; `r' is an exception with ``Rogue'', ``Ranger'', - and ``random'' values. If you prefix the value with `!' or - ``no'', you will exclude that role from being picked randomly. - Cannot be set with the `O' command. Persistent. - - roguesymset - This option may be used to select one of the named symbol sets - found within ``symbols'' to alter the symbols displayed on the - screen on the rogue level. - - rlecomp - When writing out a save file, perform run length compression of - the map. Not all ports support run length compression. It has - no effect on reading an existing save file. - - runmode - Controls the amount of screen updating for the map window when - engaged in multi-turn movement (running via shift+direction or - control+direction and so forth, or via the travel command or - mouse click). The possible values are: - - teleport - update the map after movement has finished; - run - update the map after every seven or so steps; - walk - update the map after each step; - crawl - like walk, but pause briefly after each step. - - This option only affects the game's screen display, not the ac- - tual results of moving. The default is `run'; versions prior - to 3.4.1 used `teleport' only. Whether or not the effect is - noticeable will depend upon the window port used or on the type - of terminal. Persistent. - - safe_pet - Prevent you from (knowingly) attacking your pets (default on). - Persistent. - - scores - Control what parts of the score list you are shown at the end - (ex. ``scores:5 top scores/4 around my score/own scores''). - Only the first letter of each category (`t', `a', or `o') is - necessary. Persistent. - - showexp - Show your accumulated experience points on bottom line (default - off). Persistent. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 49 - - - - showrace - Display yourself as the glyph for your race, rather than the - glyph for your role (default off). Note that this setting af- - fects only the appearance of the display, not the way the game - treats you. Persistent. - - showscore - Show your approximate accumulated score on bottom line (default - off). Persistent. - - silent - Suppress terminal beeps (default on). Persistent. - - sortloot - Controls the sorting behavior of the pickup lists for inventory - and #loot commands and some others. Persistent. The possible - values are: - - full - always sort the lists; - loot - only sort the lists that don't use inventory letters, - like with the #loot and pickup commands; - none - show lists the traditional way without sorting. - - sortpack - Sort the pack contents by type when displaying inventory (de- - fault on). Persistent. - - sparkle - Display a sparkly effect when a monster (including yourself) is - hit by an attack to which it is resistant (default on). Per- - sistent. - - standout - Boldface monsters and ``--More--'' (default off). Persistent. - - statushilites - Enable coloring of status fields (default off). See ``Config- - uring Status Hilites'' for futher information. - - suppress_alert - This option may be set to a NetHack version level to suppress - alert notification messages about feature changes for that and - prior versions (ex. ``suppress_alert:3.3.1''). - - symset - This option may be used to select one of the named symbol sets - found within ``symbols'' to alter the symbols displayed on the - screen. Use ``symset:default'' to explicitly select the de- - fault symbols. - - time - Show the elapsed game time in turns on bottom line (default - off). Persistent. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 50 - - - - timed_delay - When pausing momentarily for display effect, such as with ex- - plosions and moving objects, use a timer rather than sending - extra characters to the screen. (Applies to ``tty'' interface - only; ``X11'' interface always uses a timer based delay. The - default is on if configured into the program.) Persistent. - - tombstone - Draw a tombstone graphic upon your death (default on). Persis- - tent. - - toptenwin - Put the ending display in a NetHack window instead of on stdout - (default off). Setting this option makes the score list visi- - ble when a windowing version of NetHack is started without a - parent window, but it no longer leaves the score list around - after game end on a terminal or emulating window. - - travel - Allow the travel command (default on). Turning this option off - will prevent the game from attempting unintended moves if you - make inadvertent mouse clicks on the map window. Persistent. - - verbose - Provide more commentary during the game (default on). Persis- - tent. - - whatis_coord - When using the `/' or `;' commands to look around on the map - with autodescribe on, display coordinates after the descrip- - tion. Also works in other situations where you are asked to - pick a location. - - The possibile settings are: - - c - compass ('east' or '3s' or '2n,4w'); - m - map (map column x=0 is not used); - s - screen [row,column] (row is offset to match tty usage); - n - none (no coordinates shown) [default]. - - The whatis_coord option is also used with the `/m', `/M', `/o', - and `/O' sub-commands of `/', where the `none' setting is over- - ridden with `map'. - - windowtype - Select which windowing system to use, such as ``tty'' or - ``X11'' (default depends on version). Cannot be set with the - `O' command. - - zerocomp - When writing out a save file, perform zero-comp compression of - the contents. Not all ports support zero-comp compression. It - has no effect on reading an existing save file. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 51 - - - - 9.5. Window Port Customization options - - Here are explanations of the various options that are used - to customize and change the characteristics of the windowtype - that you have chosen. Character strings that are too long may be - truncated. Not all window ports will adjust for all settings - listed here. You can safely add any of these options to your - config file, and if the window port is capable of adjusting to - suit your preferences, it will attempt to do so. If it can't it - will silently ignore it. You can find out if an option is sup- - ported by the window port that you are currently using by check- - ing to see if it shows up in the Options list. Some options are - dynamic and can be specified during the game with the `O' com- - mand. - - align_message - Where to align or place the message window (top, bottom, left, - or right) - - align_status - Where to align or place the status window (top, bottom, left, - or right). - - ascii_map - NetHack should display an ascii character map if it can. - - color - NetHack should display color if it can for different monsters, - objects, and dungeon features - - eight_bit_tty - NetHack should pass eight-bit character values (for example, - specified with the traps option) straight through to your ter- - minal (default off). - - font_map - NetHack should use a font by the chosen name for the map win- - dow. - - font_menu - NetHack should use a font by the chosen name for menu windows. - - font_message - NetHack should use a font by the chosen name for the message - window. - - font_status - NetHack should use a font by the chosen name for the status - window. - - font_text - NetHack should use a font by the chosen name for text windows. - - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 52 - - - - font_size_map - NetHack should use this size font for the map window. - - font_size_menu - NetHack should use this size font for menu windows. - - font_size_message - NetHack should use this size font for the message window. - - font_size_status - NetHack should use this size font for the status window. - - font_size_text - NetHack should use this size font for text windows. - - fullscreen - NetHack should try and display on the entire screen rather than - in a window. - - large_font - NetHack should use a large font. - - map_mode - NetHack should display the map in the manner specified. - - mouse_support - Allow use of the mouse for input and travel. - - player_selection - NetHack should pop up dialog boxes, or use prompts for charac- - ter selection. - - popup_dialog - NetHack should pop up dialog boxes for input. - - preload_tiles - NetHack should preload tiles into memory. For example, in the - protected mode MSDOS version, control whether tiles get pre- - loaded into RAM at the start of the game. Doing so enhances - performance of the tile graphics, but uses more memory. (de- - fault on). Cannot be set with the `O' command. - - scroll_amount - NetHack should scroll the display by this number of cells when - the hero reaches the scroll_margin. - - scroll_margin - NetHack should scroll the display when the hero or cursor is - this number of cells away from the edge of the window. - - selectsaved - NetHack 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. - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 53 - - - - softkeyboard - Display an onscreen keyboard. Handhelds are most likely to - support this option. - - splash_screen - NetHack should display an opening splash screen when it starts - up (default yes). - - tiled_map - NetHack should display a tiled map if it can. - - tile_file - Specify the name of an alternative tile file to override the - default. - - tile_height - Specify the preferred height of each tile in a tile capable - port. - - tile_width - Specify the preferred width of each tile in a tile capable port - - use_darkgray - Use bold black instead of blue for black glyphs (TTY only). - - use_inverse - NetHack should display inverse when the game specifies it. - - vary_msgcount - NetHack should display this number of messages at a time in the - message window. - - windowcolors - NetHack should display windows with the specified fore- - ground/background colors if it can. - - wraptext - NetHack port should wrap long lines of text if they don't fit - in the visible area of the window. - - 9.6. Platform-specific Customization options - - Here are explanations of options that are used by specific - platforms or ports to customize and change the port behavior. - - 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. Cannot be - set with the `O' command. - - altmeta - On Amiga, this option controls whether typing `Alt' plus anoth- - er key functions as a meta-shift for that key (default on). - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 54 - - - - altmeta - On other (non-Amiga) systems where this option is available, it - can be set to tell nethack to convert a two character sequence - beginning with 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 n if the number_pad option is - set--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 sec- - ond ESC to finish cancelling such a count. At other prompts a - single ESC suffices. - - BIOS - Use BIOS calls to update the screen display quickly and to read - the keyboard (allowing the use of arrow keys to move) on ma- - chines with an IBM PC compatible BIOS ROM (default off, OS/2, - PC, and ST NetHack only). - - flush - (default off, AMIGA NetHack only). - - MACgraphics - (default on, Mac NetHack only). - - page_wait - (default on, Mac NetHack only). - - rawio - Force raw (non-cbreak) mode for faster output and more bullet- - proof input (MS-DOS sometimes treats `^P' as a printer toggle - without it) (default off, OS/2, PC, and ST NetHack only). - Note: DEC Rainbows hang if this is turned on. Cannot be set - with the `O' command. - - soundcard - (default on, PC NetHack only). Cannot be set with the `O' com- - mand. - - subkeyvalue - (Win32 tty NetHack only). May be used to alter the value of - keystrokes that the operating system returns to NetHack to help - compensate for international keyboard issues. OPTIONS=subkey- - value:171/92 will return 92 to NetHack, if 171 was originally - going to be returned. You can use multiple subkeyvalue state- - ments in the config file if needed. Cannot be set with the `O' - command. - - video - Set the video mode used (PC NetHack only). Values are `autode- - tect', `default', or `vga'. Setting `vga' (or `autodetect' - with vga hardware present) will cause the game to display - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 55 - - - - tiles. Cannot be set with the `O' command. - - videocolors - Set the color palette for PC systems using NO_TERMS (default - 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order - of colors is red, green, brown, blue, magenta, cyan, - bright.white, bright.red, bright.green, yellow, bright.blue, - bright.magenta, and bright.cyan. Cannot be set with the `O' - command. - - videoshades - Set the intensity level of the three gray scales available (de- - fault dark normal light, PC NetHack only). If the game display - is difficult to read, try adjusting these scales; if this does - not correct the problem, try !color. Cannot be set with the - `O' command. - - 9.7. Regular Expressions - - Regular expressions are normally POSIX extended regular ex- - pressions. It is possible to compile NetHack without regular ex- - pression support on a platform where there is no regular expres- - sion library. While this is not true of any modern platform, if - your NetHack was built this way, patterns are instead glob pat- - terns. This applies to Autopickup exceptions, Message types, Menu - colors, and User sounds. - - 9.8. Configuring Autopickup Exceptions - - You can further refine the behavior of the autopickup option - beyond what is available through the pickup_types option. - - By placing autopickup_exception lines in your configuration - file, you can define patterns to be checked when the game is - about to autopickup something. - - autopickup_exception - Sets an exception to the pickup_types option. The autopick- - up_exception option should be followed by a regular expression - to be used as a pattern to match against the singular form of - the description of an object at your location. - - In addition, some characters are treated specially if they oc- - cur as the first character in the pattern, specifically: - - < - always pickup an object that matches rest of pattern; - > - never pickup an object that matches rest of pattern. - - A `never pickup' rule takes precedence over an `always pickup' - rule if both match. - - Exceptions can be set with the `O' command, but ones set that - way will not be preserved across saves and restores. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 56 - - - - Here are some examples: - - autopickup_exception="<*arrow" - autopickup_exception=">*corpse" - autopickup_exception=">* cursed*" - - The first example above will result in autopickup of any - type of arrow. The second example results in the exclusion of - any corpse from autopickup. The last example results in the ex- - clusion of items known to be cursed from autopickup. - - 9.9. Configuring Message Types - - You can change the way the messages are shown in the message - area, when the message matches a user-defined pattern. - - In general, the config file entries to configure the message - types look like this: MSGTYPE=type "pattern" - - type - how the message should be shown; - pattern - the pattern to match. - - The pattern should be a regular expression. - - Allowed types are: - - 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. - - Here's an example of message types using NetHack's internal - pattern matching facility: - - MSGTYPE=stop "You feel hungry." - MSGTYPE=hide "You displaced *." - - specifies that whenever a message "You feel hungry" is shown, - the user is prompted with more-prompt, and a message matching - "You displaced ." is not shown at all. - - The order of the defined MSGTYPE-lines is important; the last - matching rule is used. Put the general case first, exceptions - below them. - - 9.10. Configuring Menu Colors - - Some platforms allow you to define colors used in menu lines - when the line matches a user-defined pattern. At this time the - tty, win32tty and win32gui support this. - - In general, the config file entries to configure the menu - color mappings look like this: - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 57 - - - - MENUCOLOR="pattern"=color&attribute - - pattern - the pattern to match; - color - the color to use for lines matching the pat- - tern; - attribute - the attribute to use for lines matching the - pattern. The attribute is optional, and if - left out, you must also leave out the preced- - ing ampersand. If no attribute is defined, - no attribute is used. - - The pattern should be a regular expression. - - Allowed colors are black, red, green, brown, blue, magenta, - cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- - ta, lightcyan, and white. - - Allowed attributes are none, bold, dim, underline, blink, and - inverse. Note that the platform used may interpret the at- - tributes any way it wants. - - Here's an example of menu colors using NetHack's internal pat- - tern matching facility: - - MENUCOLOR="* blessed *"=green - MENUCOLOR="* cursed *"=red - MENUCOLOR="* cursed *(being worn)"=red&underline - - 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 under- - lined. 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. - - Note that if you intend to have one or more color specifica- - tions match " uncursed ", you will probably want to turn the im- - plicit_uncursed option off so that all items known to be uncursed - are actually displayed with the ``uncursed'' description. - - 9.11. Configuring User Sounds - - Some platforms allow you to define sound files to be played - when a message that matches a user-defined pattern is delivered - to the message window. At this time the Qt port and the win32tty - and win32gui ports support the use of user sounds. - - The following config file entries are relevant to mapping - user sounds to messages: - - SOUNDDIR - The directory that houses the sound files to be played. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 58 - - - - SOUND - An entry that maps a sound file to a user-specified message - pattern. Each SOUND entry is broken down into the following - parts: - - MESG - message window mapping (the only one supported in - 3.6); - pattern - the pattern to match; - sound file - the sound file to play; - volume - the volume to be set while playing the sound file. - - The pattern should be a POSIX extended regular expression. - - 9.12. Configuring Status Hilites - - Your copy of NetHack may have been compiled with support for - ``Status Hilites''. If so, you can customize your game display - by setting thresholds to change the color or appearance of fields - in the status display. - - For example, the following line in your config file will - cause the hitpoints field to display in the color red if your - hitpoints drop to or below a threshold of 30%: - - OPTION=hilite_status: hitpoints/30%/red/normal - - For another example, the following line in your config file - will cause wisdom to be displayed red if it drops and green if it - rises. - - OPTION=hilite_status: wisdom/updown/red/green - - You can adjust the display of the following status fields: - title strength dexterity - constitution intelligence wisdom - charisma alignment score - carrying-capacity gold power - power-max experience-level armor-class - HD time hunger - hitpoints hitpoints-max dungeon-level - experience condition - - Allowed colors are black, red, green, brown, blue, magenta, - cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- - ta, lightcyan, and white. - - Allowed attributes are bold, inverse, normal. Note that the - platform used may interpret the attributes any way it wants. - - Behaviours can occur based on percentage thresholds, updown, or - absolute values. The in-game options menu can help you deter- - mine the correct syntax for a config file. - - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 59 - - - - The whole feature can be disabled by setting option sta- - tushilites off. - - 9.13. Modifying NetHack Symbols - - NetHack can load entire symbol sets from the symbol file. - - The options that are used to select a particular symbol set - from the symbol file are: - - symset - Set the name of the symbol set that you want to load. - - roguesymset - Set the name of the symbol set that you want to load for dis- - play on the rogue level. - - You can also override one or more symbols using the SYMBOLS - config file option. Symbols are specified as name:value pairs. - Note that NetHack escape-processes the value string in conven- - tional C fashion. This means that \ is a prefix to take the fol- - lowing character literally. Thus \ needs to be represented as \\. - The special escape form \m switches on the meta bit in the symbol - value, and the \^ prefix causes the following character to be - treated as a control character. - - NetHack Symbols - Default Symbol Name Description - ------------------------------------------------------------------------ - S_air (air) - _ S_altar (altar) - " S_amulet (amulet) - A S_angel (angelic being) - a S_ant (ant or other insect) - ^ S_anti_magic_trap (anti-magic field) - [ S_armor (suit or piece of armor) - [ S_armour (suit or piece of armor) - ^ S_arrow_trap (arrow trap) - 0 S_ball (iron ball) - # S_bars (iron bars) - B S_bat (bat or bird) - ^ S_bear_trap (bear trap) - - S_blcorn (bottom left corner) - b S_blob (blob) - + S_book (spellbook) - ) S_boomleft (boomerang open left) - ( S_boomright (boomerang open right) - ` S_boulder (boulder) - - S_brcorn (bottom right corner) - C S_centaur (centaur) - _ S_chain (iron chain) - # S_cloud (cloud) - c S_cockatrice (cockatrice) - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 60 - - - - $ S_coin (pile of coins) - # S_corr (corridor) - - S_crwall (wall) - ^ S_dart_trap (dart trap) - & S_demon (major demon) - * S_digbeam (dig beam) - > S_dnladder (ladder down) - > S_dnstair (staircase down) - d S_dog (dog or other canine) - D S_dragon (dragon) - ; S_eel (sea monster) - E S_elemental (elemental) - / S_explode1 (explosion top left) - - S_explode2 (explosion top center) - `\' S_explode3 (explosion top right) - | S_explode4 (explosion middle left) - S_explode5 (explosion middle center) - | S_explode6 (explosion middle right) - `\' S_explode7 (explosion bottom left) - - S_explode8 (explosion bottom center) - / S_explode9 (explosion bottom right) - e S_eye (eye or sphere) - ^ S_falling_rock_trap (falling rock trap) - f S_feline (cat or other feline) - ^ S_fire_trap (fire trap) - ! S_flashbeam (flash beam) - % S_food (piece of food) - { S_fountain (fountain) - F S_fungus (fungus or mold) - * S_gem (gem or rock) - S_ghost (ghost) - H S_giant (giant humanoid) - G S_gnome (gnome) - ' S_golem (golem) - | S_grave (grave) - g S_gremlin (gremlin) - - S_hbeam (wall) - # S_hcdbridge (horizontal raised drawbridge) - + S_hcdoor (closed door) - | S_hodoor (open door) - ^ S_hole (hole) - @ S_human (human or elf) - h S_humanoid (humanoid) - - S_hwall (horizontal wall) - i S_imp (imp or minor demon) - J S_jabberwock (jabberwock) - j S_jelly (jelly) - k S_kobold (kobold) - K S_kop (Keystone Kop) - ^ S_land_mine (land mine) - } S_lava (molten lava) - l S_leprechaun (leprechaun) - ^ S_level_teleporter (level teleporter) - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 61 - - - - L S_lich (lich) - y S_light (light) - # S_litcorr (lit corridor) - : S_lizard (lizard) - `\' S_lslant (wall) - ^ S_magic_portal (magic portal) - ^ S_magic_trap (magic trap) - m S_mimic (mimic) - ] S_mimic_def (mimic) - M S_mummy (mummy) - N S_naga (naga) - n S_nymph (nymph) - O S_ogre (ogre) - o S_orc (orc) - p S_piercer (piercer) - ^ S_pit (pit) - # S_poisoncloud (poison cloud) - ^ S_polymorph_trap (polymorph trap) - } S_pool (water) - ! S_potion (potion) - P S_pudding (pudding or ooze) - q S_quadruped (quadruped) - Q S_quantmech (quantum mechanic) - = S_ring (ring) - ` S_rock (boulder or statue) - r S_rodent (rodent) - ^ S_rolling_boulder_trap (rolling boulder trap) - / S_rslant (wall) - ^ S_rust_trap (rust trap) - R S_rustmonst (rust monster or disenchanter) - ? S_scroll (scroll) - # S_sink (sink) - ^ S_sleeping_gas_trap (sleeping gas trap) - S S_snake (snake) - s S_spider (arachnid or centipede) - ^ S_spiked_pit (spiked pit) - ^ S_squeaky_board (squeaky board) - 0 S_ss1 (magic shield 1 of 4) - # S_ss2 (magic shield 2 of 4) - @ S_ss3 (magic shield 3 of 4) - * S_ss4 (magic shield 4 of 4) - ^ S_statue_trap (statue trap) - S_stone (dark part of a room) - - S_sw_bc (swallow bottom center) - `\' S_sw_bl (swallow bottom left) - / S_sw_br (swallow bottom right) - | S_sw_ml (swallow middle left) - | S_sw_mr (swallow middle right) - - S_sw_tc (swallow top center) - / S_sw_tl (swallow top left) - `\' S_sw_tr (swallow top right) - - S_tdwall (wall) - ^ S_teleportation_trap (teleportation trap) - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 62 - - - - S_throne (opulent throne) - - S_tlcorn (top left corner) - | S_tlwall (wall) - ( S_tool (useful item (pick-axe key lamp...)) - ^ S_trap_door (trap door) - t S_trapper (trapper or lurker above) - - S_trcorn (top right corner) - # S_tree (tree) - T S_troll (troll) - | S_trwall (wall) - - S_tuwall (wall) - U S_umber (umber hulk) - u S_unicorn (unicorn or horse) - < S_upladder (ladder up) - < S_upstair (staircase up) - V S_vampire (vampire) - | S_vbeam (wall) - # S_vcdbridge (vertical raised drawbridge) - + S_vcdoor (closed door) - ^ S_vibrating_square (vibrating square) - - S_vodoor (open door) - v S_vortex (vortex) - | S_vwall (vertical wall) - / S_wand (wand) - } S_water (water) - ) S_weapon (weapon) - " S_web (web) - w S_worm (worm) - ~ S_worm_tail (long worm tail) - W S_wraith (wraith) - x S_xan (xan or other mythical/fantastic insect) - X S_xorn (xorn) - Y S_yeti (apelike creature) - Z S_zombie (zombie) - z S_zruty (zruty) - - 9.14. Configuring NetHack for Play by the Blind - - NetHack can be set up to use only standard ASCII characters - for making maps of the dungeons. This makes the MS-DOS versions - of NetHack completely accessible to the blind who use speech - and/or Braille access technologies. Players will require a good - working knowledge of their screen-reader's review features, and - will have to know how to navigate horizontally and vertically - character by character. They will also find the search capabili- - ties of their screen-readers to be quite valuable. Be certain to - examine this Guidebook before playing so you have an idea what - the screen layout is like. You'll also need to be able to locate - the PC cursor. It is always where your character is located. - Merely searching for an @-sign will not always find your charac- - ter since there are other humanoids represented by the same sign. - Your screen-reader should also have a function which gives you - the row and column of your review cursor and the PC cursor. - These co-ordinates are often useful in giving players a better - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 63 - - - - sense of the overall location of items on the screen. - - While it is not difficult for experienced users to edit the - defaults.nh file to accomplish this, novices may find this task - somewhat daunting. Included within the ``symbols'' file of all - official distributions of NetHack is a symset called NHAccess. - Selecting that symset in your configuration file will cause the - game to run in a manner accessible to the blind. After you have - gained some experience with the game and with editing files, you - may want to alter settings via SYMBOLS= in your configuration - file to better suit your preferences. The most crucial settings - to make the game accessible are: - - symset:NHAccess - Load a symbol set appropriate for use by blind players. - - roguesymset:NHAccess - Load a symbol set for the rogue level that is appropriate for - use by blind players. - - menustyle:traditional - This will assist in the interface to speech synthesizers. - - 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 Rogue-like commands. - - 9.15. Global Configuration for System Administrators - - If NetHack is compiled with the SYSCF option, a system ad- - ministrator should set up a global configuration; this is a file - in the same format as the traditional per-user configuration file - (see above). This file should be named sysconf and placed in the - same directory as the other NetHack support files. The options - recognized in this file are listed below. Any option not set us- - es a compiled-in default (which may not be appropriate for your - system). - - WIZARDS = A space-separated list of user names who are allowed - to play in wizard mode (the debugging mode, not the magic-using - role). A value of a single asterisk (*) allows anyone to start - a game in wizard mode. - - SHELLERS = A list of users who are allowed to use the shell es- - cape command (!). The syntax is the same as WIZARDS. - - EXPLORERS = A list of users who are allowed to use the explore - mode. The syntax is the same as WIZARDS. - - MAXPLAYERS = Limit the maximum number of games that can be run- - ning at the same time. - - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 64 - - - - SUPPORT = A string explaining how to get local support (no de- - fault value). - - RECOVER = A string explaining how to recover a game on this - system (no default value). - - SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE - option. When disabled, incubi and succubi behave like nymphs. - - CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ- - ARDS, and SHELLERS check for the player name instead of the us- - er's login name. - - CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the - UID (used identification number) checking for save files (to - verify that the user who is restoring is the same one who - saved). - - The following options affect the score file: - - PERSMAX = Maximum number of entries for one person. - - ENTRYMAX = Maximum number of entries in the score file. - - POINTSMIN = Minimum number of points to get an entry in the - score file. - - PERS_IS_UID = 0 or 1 to use user names or numeric userids, re- - spectively, to identify unique people for the score file. - - MAX_STATUENAME_RANK = Maximum number of score file entries to - use for random statue names (default is 10). - - 10. Scoring - - NetHack maintains a list of the top scores or scorers on - your machine, depending on how it is set up. In the latter case, - each account on the machine can post only one non-winning score - on this list. If you score higher than someone else on this - list, or better your previous score, you will be inserted in the - proper place under your current name. How many scores are kept - can also be set up when NetHack is compiled. - - Your score is chiefly based upon how much experience you - gained, how much loot you accumulated, how deep you explored, and - how the game ended. If you quit the game, you escape with all of - your gold intact. If, however, you get killed in the Mazes of - Menace, the guild will only hear about 90% of your gold when your - corpse is discovered (adventurers have been known to collect - finder's fees). So, consider whether you want to take one last - hit at that monster and possibly live, or quit and stop with - whatever you have. If you quit, you keep all your gold, but if - you swing and live, you might find more. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 65 - - - - If you just want to see what the current top players/games - list is, you can type nethack -s all on most versions. - - - 11. Explore mode - - NetHack is an intricate and difficult game. Novices might - falter in fear, aware of their ignorance of the means to survive. - Well, fear not. Your dungeon comes equipped with an ``explore'' - or ``discovery'' mode that enables you to keep old save files and - cheat death, at the paltry cost of not getting on the high score - list. - - There are two ways of enabling explore mode. One is to - start the game with the -X command-line switch or with the play- - mode:explore option. The other is to issue the ``#exploremode'' - extended command while already playing the game. Starting a new - game in explore mode provides your character with a wand of wish- - ing in initial inventory; switching during play does not. The - other benefits of explore mode are left for the trepid reader to - discover. - - 11.1. Debug mode - - Debug mode, also known as wizard mode, is undocumented aside - from this brief description. It is intended for tracking down - problems within the program rather than to provide god-like pow- - ers to your character, and players who attempt debugging are ex- - pected to figure out how to use it themselves. It is initiated - by starting the game with the -D command-line switch or with the - playmode:debug option. - - For some systems, the player must be logged in under a par- - ticular user name to be allowed to use debug mode; for others, - the hero must be given a particular character name (but may be - any role; there's no connection between ``wizard mode'' and the - Wizard role). And on any system, the program might have been - configured to omit debug mode entirely. Attempting to start a - game in debug mode when not allowed or not available will result - in falling back to explore mode instead. - - - 12. Credits - - The original hack game was modeled on the Berkeley UNIX - rogue game. Large portions of this paper were shamelessly - cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy - and Kenneth C. R. C. Arnold. Small portions were adapted from - Further Exploration of the Dungeons of Doom, by Ken Arromdee. - - NetHack is the product of literally dozens of people's work. - Main events in the course of the game development are described - below: - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 66 - - - - Jay Fenlason wrote the original Hack, with help from Kenny - Woodland, Mike Thome and Jon Payne. - - Andries Brouwer did a major re-write, transforming Hack into - a very different game, and published (at least) three versions - (1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet. - - Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, - producing PC HACK 1.01e, added support for DEC Rainbow graphics - in version 1.03g, and went on to produce at least four more ver- - sions (3.0, 3.2, 3.51, and 3.6). - - R. Black ported PC HACK 3.51 to Lattice C and the Atari - 520/1040ST, producing ST Hack 1.03. - - Mike Stephenson merged these various versions back together, - incorporating many of the added features, and produced NetHack - 1.4. He then coordinated a cast of thousands in enhancing and - debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. - - Later, Mike coordinated a major rewrite of the game, heading - a team which included Ken Arromdee, Jean-Christophe Collet, Steve - Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep- - oint, and Janet Walz, to produce NetHack 3.0c. - - NetHack 3.0 was ported to the Atari by Eric R. Smith, to - OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three - of them and Kevin Darcy later joined the main development team to - produce subsequent revisions of 3.0. - - Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm - Meluch, Stephen Spackman and Pierre Martineau designed overlay - code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the - Macintosh. Along with various other Dungeoneers, they continued - to enhance the PC, Macintosh, and Amiga ports through the later - revisions of 3.0. - - Headed by Mike Stephenson and coordinated by Izchak Miller - and Janet Walz, the development team which now included Ken Ar- - romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt - Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric - Raymond, and Eric Smith undertook a radical revision of 3.0. - They re-structured the game's design, and re-wrote major parts of - the code. They added multiple dungeons, a new display, special - individual character quests, a new endgame and many other new - features, and produced NetHack 3.1. - - Ken Lorber, Gregg Wonderly and Greg Olson, with help from - Richard Addison, Mike Passaretti, and Olaf Seibert, developed - NetHack 3.1 for the Amiga. - - Norm Meluch and Kevin Smolkowski, with help from Carl Sche- - lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported - NetHack 3.1 to the PC. - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 67 - - - - Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike - Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny - Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack - 3.1 for the Macintosh, porting it for MPW. Building on their de- - velopment, Barton House added a Think C port. - - Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port- - ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua - Delahunty, was responsible for the VMS version of NetHack 3.1. - Michael Allison ported NetHack 3.1 to Windows NT. - - Dean Luick, with help from David Cohrs, developed NetHack - 3.1 for X11. Warwick Allison wrote a tiled version of NetHack - for the Atari; he later contributed the tiles to the DevTeam and - tile support was then added to other platforms. - - The 3.2 development team, comprised of Michael Allison, Ken - Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, - Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric - Smith, Mike Stephenson, Janet Walz, and Paul Winner, released - version 3.2 in April of 1996. - - Version 3.2 marked the tenth anniversary of the formation of - the development team. In a testament to their dedication to the - game, all thirteen members of the original development team re- - mained on the team at the start of work on that release. During - the interval between the release of 3.1.3 and 3.2, one of the - founding members of the development team, Dr. Izchak Miller, was - diagnosed with cancer and passed away. That release of the game - was dedicated to him by the development and porting teams. - - During the lifespan of NetHack 3.1 and 3.2, several enthusi- - asts of the game added their own modifications to the game and - made these ``variants'' publicly available: - - Tom Proudfoot and Yuval Oren created NetHack++, which was - quickly renamed NetHack--. Working independently, Stephen White - wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and - his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War- - wick Allison improved the spell casting system with the Wizard - Patch. Warwick Allison also ported NetHack to use the Qt inter- - face. - - Warren Cheung combined SLASH with the Wizard Patch to pro- - duce Slash'em, and with the help of Kevin Hugo, added more fea- - tures. Kevin later joined the DevTeam and incorporated the best - of these ideas in NetHack 3.3. - - The final update to 3.2 was the bug fix release 3.2.3, which - was released simultaneously with 3.3.0 in December 1999 just in - time for the Year 2000. - - The 3.3 development team, consisting of Michael Allison, Ken - Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 68 - - - - Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean - Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and - Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August - of 2000. - - Version 3.3 offered many firsts. It was the first version to - separate race and profession. The Elf class was removed in pref- - erence to an elf race, and the races of dwarves, gnomes, and orcs - made their first appearance in the game alongside the familiar - human race. Monk and Ranger roles joined Archeologists, Barbar- - ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, - Tourists, Valkyries and of course, Wizards. It was also the - first version to allow you to ride a steed, and was the first - version to have a publicly available web-site listing all the - bugs that had been discovered. Despite that constantly growing - bug list, 3.3 proved stable enough to last for more than a year - and a half. - - The 3.4 development team initially consisted of Michael Al- - lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken - Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and - Paul Winner, with Warwick Allison joining just before the re- - lease of NetHack 3.4.0 in March 2002. - - As with version 3.3, various people contributed to the game - as a whole as well as supporting ports on the different platforms - that NetHack runs on: - - Pat Rankin maintained 3.4 for VMS. - - Michael Allison maintained NetHack 3.4 for the MS-DOS plat- - form. Paul Winner and Yitzhak Sapir provided encouragement. - - Dean Luick, Mark Modrall, and Kevin Hugo maintained and en- - hanced the Macintosh port of 3.4. - - Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, - and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft - Windows platform. Alex Kompel contributed a new graphical inter- - face for the Windows port. Alex Kompel also contributed a Win- - dows CE port for 3.4.1. - - Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 - the past several releases. Unfortunately Ron's last OS/2 machine - stopped working in early 2006. A great many thanks to Ron for - keeping NetHack alive on OS/2 all these years. - - Janne Salmijarvi and Teemu Suikki maintained and enhanced - the Amiga port of 3.4 after Janne Salmijarvi resurrected it for - 3.3.1. - - Christian ``Marvin'' Bressler maintained 3.4 for the Atari - after he resurrected it for 3.3.1. - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 69 - - - - The release of NetHack 3.4.3 in December 2003 marked the be- - ginning of a long release hiatus. 3.4.3 proved to be a remarkably - stable version that provided continued enjoyment by the community - for more than a decade. The devteam slowly and quietly continued - to work on the game behind the scenes during the tenure of 3.4.3. - It was during that same period that several new variants emerged - within the NetHack community. Notably sporkhack by Derek S. Ray, - unnethack by Patric Mueller, nitrohack and its successors origi- - nally by Daniel Thaler and then by Alex Smith, and Dynahack by - Tung Nguyen. Some of those variants continue to be developed, - maintained, and enjoyed by the community to this day. - - At the beginning of development for what would eventually - get released as 3.6.0, the development team consisted of Warwick - Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col- - let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet - Walz, and Paul Winner. Leading up to the release of 3.6.0 in - early 2015, new members Sean Hunt, Pasi Kallinen, and Derek S. - Ray joined the NetHack development team. - - In September 2014, an interim snapshot of the code under de- - velopment was released publicly by other parties. Since that code - was a work-in-progress and had not gone through the process of - debugging it as a suitable release, it was decided that the ver- - sion numbers present on that code snapshot would be retired and - never used in an official NetHack release. An announcement was - posted on the devteam's official nethack.org website to that ef- - fect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 - official release version. - - In November 2014, preparation began for the release of - NetHack 3.6. The 3.6 version merges work done by the development - team since the previous release with some of the beloved communi- - ty patches. Many bugs were fixed and a large amount of code was - restructured. - - The development team, as well as Steve VanDevender and Kevin - Smolkowski ensured that NetHack 3.6 continued to operate on vari- - ous Unix flavors and maintained the X11 interface. - - Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main- - tained the port of NetHack 3.6 for Mac. - - Michael Allison, Derek S. Ray, Yitzhak Sapir, Alex Kompel, - and Dion Nicolaas maintained the port of NetHack 3.6 for Mi- - crosoft Windows. - - The 3.6 development team consisting of Michael Allison, War- - wick Allison, Ken Arromdee, David Cohrs, Jessie Collet, Sean - Hunt, Pasi Kallinen, Ken Lorber, Dean Luick, Pat Rankin, Mike - Stephenson, Derek S. Ray, Janet Walz, and Paul Winner released - 3.6.1 as a bug fix release in January 2016. - - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 70 - - - - The official NetHack web site is maintained by Ken Lorber at - http://www.nethack.org/. - - SHOUT-OUTS - - The devteam would like to give a special "shout-out" to - thank the generous people primarily responsible for the public - NetHack servers available for playing the game at nethack.alt.org - and devnull.net. In addition to providing a way for the public to - play a game of NetHack from almost anywhere, they have hosted an- - nual NetHack tournaments for many, many years. - - On behalf of the NetHack community, thank you very much to - M. Drew Streib, Pasi Kallinen and Robin Bandy. - - - - - - - - - - - - - - From time to time, some depraved individual out there in - netland sends a particularly intriguing modification to help out - with the game. The Gods of the Dungeon sometimes make note of - the names of the worst of these miscreants in this, the list of - Dungeoneers: - - Adam Aronow Janet Walz Nathan Eady - Alex Kompel Janne Salmijarvi Norm Meluch - Andreas Dorn Jean-Christophe Collet Olaf Seibert - Andy Church Jeff Bailey Pasi Kallinen - Andy Swanson Jochen Erwied Pat Rankin - Ari Huttunen John Kallen Paul Winner - Barton House John Rupley Pierre Martineau - Benson I. Margulies John S. Bien Ralf Brown - Bill Dyer Johnny Lee Ray Chason - Boudewijn Waijers Jon W{tte Richard Addison - Bruce Cox Jonathan Handler Richard Beigel - Bruce Holloway Joshua Delahunty Richard P. Hughey - Bruce Mewborne Keizo Yamamoto Rob Menke - Carl Schelin Ken Arnold Robin Bandy - Chris Russo Ken Arromdee Robin Johnson - David Cohrs Ken Lorber Roderick Schertler - David Damerell Ken Washikita Roland McGrath - David Gentzel Kevin Darcy Ron Van Iwaarden - David Hairston Kevin Hugo Ronnen Miller - Dean Luick Kevin Sitze Ross Brown - Del Lamb Kevin Smolkowski Sascha Wostmann - Derek S. Ray Kevin Sweet Scott Bigham - Deron Meranda Lars Huttar Scott R. Turner - Dion Nicolaas Leon Arnott Sean Hunt - Dylan O'Donnell M. Drew Streib Stephen Spackman - Eric Backus Malcolm Ryan Stefan Thielscher - Eric Hendrickson Mark Gooderum Stephen White - Eric R. Smith Mark Modrall Steve Creps - Eric S. Raymond Marvin Bressler Steve Linhart - Erik Andersen Matthew Day Steve VanDevender - - - - NetHack 3.6 February 22, 2016 - - - - - - NetHack Guidebook 71 - - - - Frederick Roeber Merlyn LeRoy Teemu Suikki - Gil Neiger Michael Allison Tim Lennan - Greg Laskin Michael Feir Timo Hakulinen - Greg Olson Michael Hamel Tom Almy - Gregg Wonderly Michael Sokolov Tom West - Hao-yang Wang Mike Engber Warren Cheung - Helge Hafting Mike Gallop Warwick Allison - Irina Rempt-Drijfhout Mike Passaretti Yitzhak Sapir - Izchak Miller Mike Stephenson - J. Ali Harlow Mikko Juola - - Brand and product names are trademarks or registered trademarks - of their respective holders. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NetHack 3.6 February 22, 2016 + OPTION=hilite_status: hitpoints/<30%/red/normal + For another example, the following line in your config file +will cause wisdom to be displayed red if it drops and green if it +rises. + + OPTION=hilite_status: wisdom/down/red/up/green + + You can adjust the display of the following status fields: + title strength dexterity + constitution intelligence wisdom + charisma alignment score + carrying-capacity gold power + power-max experience-level armor-class + HD time hunger + hitpoints hitpoints-max dungeon-level + experience condition + + The pseudo-field `characteristics' can be used to set all six + of Str, Dex, Con, Int, Wis, and Cha at once. `HD' is `hit + dice', an approximation of experience level displayed when + polymorphed. `experience', `time', and `score' are condition- + ally displayed depending upon your other option settings. + + Instead of a behavior, `condition' takes the following condi- + tion flags: stone, slime, strngl, foodpois, termill, blind, + deaf, stun, conf, hallu, lev, fly, and ride. You can use `ma- + jor_troubles' as an alias for stone through termill, `mi- + nor_troubles' for blind through hallu, `movement' for lev, fly, + and ride, and `all' for every condition. + + Allowed behaviors are "always", "up", "down", "changed", a per- + centage or absolute number threshold, or a text to match + against. + + * "always" will set the default attributes for that field. + + * "up" and "down" set the field attributes for when the + field value changes upwards or downwards. This attribute + times out after statushilites turns. + + * "changed" sets the field attribute for when the field val- + ue changes. This attribute times out after statushilites + turns. + + * percentage sets the field attribute when the field value + matches the percentage. If the percentage is prefixed with + '<' or '>', it also matches when value is below or above + the percentage. Only valid for `power' and `hitpoints' + fields. + + * absolute value sets the attribute when the field value + matches that number. If the number is prefixed with '<' or + '>', it also matches when value is below or above. + + * text match sets the attribute when the field value matches + the text. Text matches can only be used for `alignment', + `carrying-capacity', and `dungeon-level'. + + Allowed colors are black, red, green, brown, blue, magenta, + cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- + ta, lightcyan, and white. + + Allowed attributes are bold, inverse, underline, blink, dim, + and normal. Note that the platform used may interpret the at- + tributes any way it wants. + + The in-game options menu can help you determine the correct + syntax for a config file. + + The whole feature can be disabled by setting option sta- + tushilites to 0. + + Example hilites: + + OPTION=hilite_status: gold/up/yellow/down/brown + OPTION=hilite_status: characteristics/up/green/down/red + OPTION=hilite_status: hitpoints/100%/gray&normal + OPTION=hilite_status: hitpoints/<100%/green&normal + OPTION=hilite_status: hitpoints/<66%/yellow&normal + OPTION=hilite_status: hitpoints/<50%/orange&normal + OPTION=hilite_status: hitpoints/<33%/red&bold + OPTION=hilite_status: hitpoints/<15%/red&inverse + OPTION=hilite_status: condition/major/orange&inverse + OPTION=hilite_status: condition/lev+fly/red&inverse + +9.14. Modifying NetHack Symbols + + NetHack can load entire symbol sets from the symbol file. + + The options that are used to select a particular symbol set +from the symbol file are: + +symset + Set the name of the symbol set that you want to load. + +roguesymset + Set the name of the symbol set that you want to load for dis- + play on the rogue level. + + You can also override one or more symbols using the SYMBOLS +config file option. Symbols are specified as name:value pairs. +Note that NetHack escape-processes the value string in conven- +tional C fashion. This means that \ is a prefix to take the fol- +lowing character literally. Thus \ needs to be represented as \\. +The special escape form \m switches on the meta bit in the symbol +value, and the \^ prefix causes the following character to be +treated as a control character. + + NetHack Symbols +Default Symbol Name Description +------------------------------------------------------------------------ + S_air (air) + _ S_altar (altar) + " S_amulet (amulet) + A S_angel (angelic being) + a S_ant (ant or other insect) + ^ S_anti_magic_trap (anti-magic field) + [ S_armor (suit or piece of armor) + [ S_armour (suit or piece of armor) + ^ S_arrow_trap (arrow trap) + 0 S_ball (iron ball) + # S_bars (iron bars) + B S_bat (bat or bird) + ^ S_bear_trap (bear trap) + - S_blcorn (bottom left corner) + b S_blob (blob) + + S_book (spellbook) + ) S_boomleft (boomerang open left) + ( S_boomright (boomerang open right) + ` S_boulder (boulder) + - S_brcorn (bottom right corner) + C S_centaur (centaur) + _ S_chain (iron chain) + # S_cloud (cloud) + c S_cockatrice (cockatrice) + $ S_coin (pile of coins) + # S_corr (corridor) + - S_crwall (wall) + # S_darkroom (dark room) + ^ S_dart_trap (dart trap) + & S_demon (major demon) + * S_digbeam (dig beam) + + > S_dnladder (ladder down) + > S_dnstair (staircase down) + d S_dog (dog or other canine) + D S_dragon (dragon) + ; S_eel (sea monster) + E S_elemental (elemental) + / S_explode1 (explosion top left) + - S_explode2 (explosion top center) + `\' S_explode3 (explosion top right) + | S_explode4 (explosion middle left) + S_explode5 (explosion middle center) + | S_explode6 (explosion middle right) + `\' S_explode7 (explosion bottom left) + - S_explode8 (explosion bottom center) + / S_explode9 (explosion bottom right) + e S_eye (eye or sphere) + ^ S_falling_rock_trap (falling rock trap) + f S_feline (cat or other feline) + ^ S_fire_trap (fire trap) + ! S_flashbeam (flash beam) + % S_food (piece of food) + { S_fountain (fountain) + F S_fungus (fungus or mold) + * S_gem (gem or rock) + S_ghost (ghost) + H S_giant (giant humanoid) + G S_gnome (gnome) + ' S_golem (golem) + | S_grave (grave) + g S_gremlin (gremlin) + - S_hbeam (wall) + # S_hcdbridge (horizontal raised drawbridge) + + S_hcdoor (closed door) + | S_hodoor (open door) + ^ S_hole (hole) + @ S_human (human or elf) + h S_humanoid (humanoid) + - S_hwall (horizontal wall) + i S_imp (imp or minor demon) + I S_invisible (invisible monster) + J S_jabberwock (jabberwock) + j S_jelly (jelly) + k S_kobold (kobold) + K S_kop (Keystone Kop) + ^ S_land_mine (land mine) + } S_lava (molten lava) + l S_leprechaun (leprechaun) + ^ S_level_teleporter (level teleporter) + L S_lich (lich) + y S_light (light) + # S_litcorr (lit corridor) + : S_lizard (lizard) + `\' S_lslant (wall) + + ^ S_magic_portal (magic portal) + ^ S_magic_trap (magic trap) + m S_mimic (mimic) + ] S_mimic_def (mimic) + M S_mummy (mummy) + N S_naga (naga) + n S_nymph (nymph) + O S_ogre (ogre) + o S_orc (orc) + p S_piercer (piercer) + ^ S_pit (pit) + # S_poisoncloud (poison cloud) + ^ S_polymorph_trap (polymorph trap) + } S_pool (water) + ! S_potion (potion) + P S_pudding (pudding or ooze) + q S_quadruped (quadruped) + Q S_quantmech (quantum mechanic) + = S_ring (ring) + ` S_rock (boulder or statue) + r S_rodent (rodent) + ^ S_rolling_boulder_trap (rolling boulder trap) + / S_rslant (wall) + ^ S_rust_trap (rust trap) + R S_rustmonst (rust monster or disenchanter) + ? S_scroll (scroll) + # S_sink (sink) + ^ S_sleeping_gas_trap (sleeping gas trap) + S S_snake (snake) + s S_spider (arachnid or centipede) + ^ S_spiked_pit (spiked pit) + ^ S_squeaky_board (squeaky board) + 0 S_ss1 (magic shield 1 of 4) + # S_ss2 (magic shield 2 of 4) + @ S_ss3 (magic shield 3 of 4) + * S_ss4 (magic shield 4 of 4) + ^ S_statue_trap (statue trap) + S_stone (dark part of a room) + ] S_strange_obj (strange object) + - S_sw_bc (swallow bottom center) + `\' S_sw_bl (swallow bottom left) + / S_sw_br (swallow bottom right) + | S_sw_ml (swallow middle left) + | S_sw_mr (swallow middle right) + - S_sw_tc (swallow top center) + / S_sw_tl (swallow top left) + `\' S_sw_tr (swallow top right) + - S_tdwall (wall) + ^ S_teleportation_trap (teleportation trap) + S_throne (opulent throne) + - S_tlcorn (top left corner) + | S_tlwall (wall) + ( S_tool (useful item (pick-axe key lamp...)) + + ^ S_trap_door (trap door) + t S_trapper (trapper or lurker above) + - S_trcorn (top right corner) + # S_tree (tree) + T S_troll (troll) + | S_trwall (wall) + - S_tuwall (wall) + U S_umber (umber hulk) + u S_unicorn (unicorn or horse) + < S_upladder (ladder up) + < S_upstair (staircase up) + V S_vampire (vampire) + | S_vbeam (wall) + # S_vcdbridge (vertical raised drawbridge) + + S_vcdoor (closed door) + ^ S_vibrating_square (vibrating square) + - S_vodoor (open door) + v S_vortex (vortex) + | S_vwall (vertical wall) + / S_wand (wand) + } S_water (water) + ) S_weapon (weapon) + " S_web (web) + w S_worm (worm) + ~ S_worm_tail (long worm tail) + W S_wraith (wraith) + x S_xan (xan or other mythical/fantastic insect) + X S_xorn (xorn) + Y S_yeti (apelike creature) + Z S_zombie (zombie) + z S_zruty (zruty) + +9.15. Configuring NetHack for Play by the Blind + + NetHack can be set up to use only standard ASCII characters +for making maps of the dungeons. This makes the MS-DOS versions +of NetHack completely accessible to the blind who use speech +and/or Braille access technologies. Players will require a good +working knowledge of their screen-reader's review features, and +will have to know how to navigate horizontally and vertically +character by character. They will also find the search capabili- +ties of their screen-readers to be quite valuable. Be certain to +examine this Guidebook before playing so you have an idea what +the screen layout is like. You'll also need to be able to locate +the PC cursor. It is always where your character is located. +Merely searching for an @-sign will not always find your charac- +ter since there are other humanoids represented by the same sign. +Your screen-reader should also have a function which gives you +the row and column of your review cursor and the PC cursor. +These co-ordinates are often useful in giving players a better +sense of the overall location of items on the screen. + + 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 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 executable, which will be executed with the game message as +the program's only parameter. + + While it is not difficult for experienced users to edit the +defaults.nh file to accomplish this, novices may find this task +somewhat daunting. Included within the ``symbols'' file of all +official distributions of NetHack is a symset called NHAccess. +Selecting that symset in your configuration file will cause the +game to run in a manner accessible to the blind. After you have +gained some experience with the game and with editing files, you +may want to alter settings via SYMBOLS= in your configuration +file to better suit your preferences. The most crucial settings +to make the game accessible are: + +symset:NHAccess + Load a symbol set appropriate for use by blind players. + +roguesymset:NHAccess + Load a symbol set for the rogue level that is appropriate for + use by blind players. + +menustyle:traditional + This will assist in the interface to speech synthesizers. + +nomenu_overlay + Show menus on a cleared screen and aligned to the left edge. + +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 Rogue-like commands. + +autodescribe + Automatically describe the terrain under the cursor when tar- + geting. + +mention_walls + Give feedback messages when walking towards a wall or when + travel command was interrupted. + +whatis_coord:compass + When targeting with cursor, describe the cursor position with + coordinates relative to your character. + +whatis_filter:area + When targeting with cursor, filter possible locations so only + those in the same area (eg. same room, or same corridor) are + considered. + +whatis_moveskip + When targeting with cursor and using fast-move, skip the same + glyphs instead of moving 8 units at a time. + +nostatus_updates + Prevent updates to the status lines at the bottom of the + screen, if your screen-reader reads those lines. The same in- + formation can be seen via the #attributes command. + +9.16. Global Configuration for System Administrators + + If NetHack is compiled with the SYSCF option, a system ad- +ministrator should set up a global configuration; this is a file +in the same format as the traditional per-user configuration file +(see above). This file should be named sysconf and placed in the +same directory as the other NetHack support files. The options +recognized in this file are listed below. Any option not set us- +es a compiled-in default (which may not be appropriate for your +system). + + WIZARDS = A space-separated list of user names who are allowed + to play in wizard mode (the debugging mode, not the magic-using + role). A value of a single asterisk (*) allows anyone to start + a game in wizard mode. + + SHELLERS = A list of users who are allowed to use the shell es- + cape command (!). The syntax is the same as WIZARDS. + + EXPLORERS = A list of users who are allowed to use the explore + mode. The syntax is the same as WIZARDS. + + MAXPLAYERS = Limit the maximum number of games that can be run- + ning at the same time. + + SUPPORT = A string explaining how to get local support (no de- + fault value). + + RECOVER = A string explaining how to recover a game on this + system (no default value). + + SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE + option. When disabled, incubi and succubi behave like nymphs. + + CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ- + ARDS, and SHELLERS check for the player name instead of the us- + er's login name. + + CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the + UID (used identification number) checking for save files (to + verify that the user who is restoring is the same one who + saved). + + The following options affect the score file: + + PERSMAX = Maximum number of entries for one person. + + ENTRYMAX = Maximum number of entries in the score file. + + POINTSMIN = Minimum number of points to get an entry in the + score file. + + PERS_IS_UID = 0 or 1 to use user names or numeric userids, re- + spectively, to identify unique people for the score file. + + MAX_STATUENAME_RANK = Maximum number of score file entries to + use for random statue names (default is 10). + + DUMPLOGFILE = A filename where the end-of-game dumplog is + saved. Not defining this will prevent dumplog from being cre- + ated. Only available if your game is compiled with DUMPLOG. Al- + lows the following placeholders: + + %% - literal '%' + %v - version (eg. "3.6.1-0") + %u - game UID + %t - game start time, UNIX timestamp format + %T - current time, UNIX timestamp format + %d - game start time, YYYYMMDDhhmmss format + %D - current time, YYYYMMDDhhmmss format + %n - player name + %N - first character of player name + +10. Scoring + + NetHack maintains a list of the top scores or scorers on +your machine, depending on how it is set up. In the latter case, +each account on the machine can post only one non-winning score +on this list. If you score higher than someone else on this +list, or better your previous score, you will be inserted in the +proper place under your current name. How many scores are kept +can also be set up when NetHack is compiled. + + Your score is chiefly based upon how much experience you +gained, how much loot you accumulated, how deep you explored, and +how the game ended. If you quit the game, you escape with all of +your gold intact. If, however, you get killed in the Mazes of +Menace, the guild will only hear about 90% of your gold when your +corpse is discovered (adventurers have been known to collect +finder's fees). So, consider whether you want to take one last +hit at that monster and possibly live, or quit and stop with +whatever you have. If you quit, you keep all your gold, but if +you swing and live, you might find more. + + If you just want to see what the current top players/games +list is, you can type nethack -s all on most versions. + +11. Explore mode + + NetHack is an intricate and difficult game. Novices might +falter in fear, aware of their ignorance of the means to survive. +Well, fear not. Your dungeon comes equipped with an ``explore'' +or ``discovery'' mode that enables you to keep old save files and +cheat death, at the paltry cost of not getting on the high score +list. + + There are two ways of enabling explore mode. One is to +start the game with the -X command-line switch or with the play- +mode:explore option. The other is to issue the ``#exploremode'' +extended command while already playing the game. Starting a new +game in explore mode provides your character with a wand of wish- +ing in initial inventory; switching during play does not. The +other benefits of explore mode are left for the trepid reader to +discover. + +11.1. Debug mode + + Debug mode, also known as wizard mode, is undocumented aside +from this brief description. It is intended for tracking down +problems within the program rather than to provide god-like pow- +ers to your character, and players who attempt debugging are ex- +pected to figure out how to use it themselves. It is initiated +by starting the game with the -D command-line switch or with the +playmode:debug option. + + For some systems, the player must be logged in under a par- +ticular user name to be allowed to use debug mode; for others, +the hero must be given a particular character name (but may be +any role; there's no connection between ``wizard mode'' and the +Wizard role). And on any system, the program might have been +configured to omit debug mode entirely. Attempting to start a +game in debug mode when not allowed or not available will result +in falling back to explore mode instead. + +12. Credits + + The original hack game was modeled on the Berkeley UNIX +rogue game. Large portions of this paper were shamelessly +cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy +and Kenneth C. R. C. Arnold. Small portions were adapted from +Further Exploration of the Dungeons of Doom, by Ken Arromdee. + + NetHack is the product of literally dozens of people's work. +Main events in the course of the game development are described +below: + + Jay Fenlason wrote the original Hack, with help from Kenny +Woodland, Mike Thome and Jon Payne. + + Andries Brouwer did a major re-write, transforming Hack into +a very different game, and published (at least) three versions +(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet. + + Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, +producing PC HACK 1.01e, added support for DEC Rainbow graphics +in version 1.03g, and went on to produce at least four more ver- +sions (3.0, 3.2, 3.51, and 3.6). + + R. Black ported PC HACK 3.51 to Lattice C and the Atari +520/1040ST, producing ST Hack 1.03. + + Mike Stephenson merged these various versions back together, +incorporating many of the added features, and produced NetHack +1.4. He then coordinated a cast of thousands in enhancing and +debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. + + Later, Mike coordinated a major rewrite of the game, heading +a team which included Ken Arromdee, Jean-Christophe Collet, Steve +Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep- +oint, and Janet Walz, to produce NetHack 3.0c. + + NetHack 3.0 was ported to the Atari by Eric R. Smith, to +OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three +of them and Kevin Darcy later joined the main development team to +produce subsequent revisions of 3.0. + + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm +Meluch, Stephen Spackman and Pierre Martineau designed overlay +code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the +Macintosh. Along with various other Dungeoneers, they continued +to enhance the PC, Macintosh, and Amiga ports through the later +revisions of 3.0. + + Headed by Mike Stephenson and coordinated by Izchak Miller +and Janet Walz, the development team which now included Ken Ar- +romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt +Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric +Raymond, and Eric Smith undertook a radical revision of 3.0. +They re-structured the game's design, and re-wrote major parts of +the code. They added multiple dungeons, a new display, special +individual character quests, a new endgame and many other new +features, and produced NetHack 3.1. + + Ken Lorber, Gregg Wonderly and Greg Olson, with help from +Richard Addison, Mike Passaretti, and Olaf Seibert, developed +NetHack 3.1 for the Amiga. + + Norm Meluch and Kevin Smolkowski, with help from Carl Sche- +lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported +NetHack 3.1 to the PC. + + Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike +Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny + +Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack +3.1 for the Macintosh, porting it for MPW. Building on their de- +velopment, Barton House added a Think C port. + + Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port- +ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua +Delahunty, was responsible for the VMS version of NetHack 3.1. +Michael Allison ported NetHack 3.1 to Windows NT. + + Dean Luick, with help from David Cohrs, developed NetHack +3.1 for X11. Warwick Allison wrote a tiled version of NetHack +for the Atari; he later contributed the tiles to the DevTeam and +tile support was then added to other platforms. + + The 3.2 development team, comprised of Michael Allison, Ken +Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, +Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric +Smith, Mike Stephenson, Janet Walz, and Paul Winner, released +version 3.2 in April of 1996. + + Version 3.2 marked the tenth anniversary of the formation of +the development team. In a testament to their dedication to the +game, all thirteen members of the original development team re- +mained on the team at the start of work on that release. During +the interval between the release of 3.1.3 and 3.2, one of the +founding members of the development team, Dr. Izchak Miller, was +diagnosed with cancer and passed away. That release of the game +was dedicated to him by the development and porting teams. + + During the lifespan of NetHack 3.1 and 3.2, several enthusi- +asts of the game added their own modifications to the game and +made these ``variants'' publicly available: + + Tom Proudfoot and Yuval Oren created NetHack++, which was +quickly renamed NetHack--. Working independently, Stephen White +wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and +his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War- +wick Allison improved the spell casting system with the Wizard +Patch. Warwick Allison also ported NetHack to use the Qt inter- +face. + + Warren Cheung combined SLASH with the Wizard Patch to pro- +duce Slash'em, and with the help of Kevin Hugo, added more fea- +tures. Kevin later joined the DevTeam and incorporated the best +of these ideas in NetHack 3.3. + + The final update to 3.2 was the bug fix release 3.2.3, which +was released simultaneously with 3.3.0 in December 1999 just in +time for the Year 2000. + + The 3.3 development team, consisting of Michael Allison, Ken +Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, +Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean +Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and + +Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August +of 2000. + + Version 3.3 offered many firsts. It was the first version to +separate race and profession. The Elf class was removed in pref- +erence to an elf race, and the races of dwarves, gnomes, and orcs +made their first appearance in the game alongside the familiar +human race. Monk and Ranger roles joined Archeologists, Barbar- +ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, +Tourists, Valkyries and of course, Wizards. It was also the +first version to allow you to ride a steed, and was the first +version to have a publicly available web-site listing all the +bugs that had been discovered. Despite that constantly growing +bug list, 3.3 proved stable enough to last for more than a year +and a half. + + The 3.4 development team initially consisted of Michael Al- +lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken +Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and +Paul Winner, with Warwick Allison joining just before the re- +lease of NetHack 3.4.0 in March 2002. + + As with version 3.3, various people contributed to the game +as a whole as well as supporting ports on the different platforms +that NetHack runs on: + + Pat Rankin maintained 3.4 for VMS. + + Michael Allison maintained NetHack 3.4 for the MS-DOS plat- +form. Paul Winner and Yitzhak Sapir provided encouragement. + + Dean Luick, Mark Modrall, and Kevin Hugo maintained and en- +hanced the Macintosh port of 3.4. + + Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, +and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft +Windows platform. Alex Kompel contributed a new graphical inter- +face for the Windows port. Alex Kompel also contributed a Win- +dows CE port for 3.4.1. + + Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 +the past several releases. Unfortunately Ron's last OS/2 machine +stopped working in early 2006. A great many thanks to Ron for +keeping NetHack alive on OS/2 all these years. + + Janne Salmijarvi and Teemu Suikki maintained and enhanced +the Amiga port of 3.4 after Janne Salmijarvi resurrected it for +3.3.1. + + Christian ``Marvin'' Bressler maintained 3.4 for the Atari +after he resurrected it for 3.3.1. + + The release of NetHack 3.4.3 in December 2003 marked the be- +ginning of a long release hiatus. 3.4.3 proved to be a remarkably + +stable version that provided continued enjoyment by the community +for more than a decade. The devteam slowly and quietly continued +to work on the game behind the scenes during the tenure of 3.4.3. +It was during that same period that several new variants emerged +within the NetHack community. Notably sporkhack by Derek S. Ray, +unnethack by Patric Mueller, nitrohack and its successors origi- +nally by Daniel Thaler and then by Alex Smith, and Dynahack by +Tung Nguyen. Some of those variants continue to be developed, +maintained, and enjoyed by the community to this day. + + In September 2014, an interim snapshot of the code under de- +velopment was released publicly by other parties. Since that code +was a work-in-progress and had not gone through the process of +debugging it as a suitable release, it was decided that the ver- +sion numbers present on that code snapshot would be retired and +never used in an official NetHack release. An announcement was +posted on the devteam's official nethack.org website to that ef- +fect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 +official release version. + + In January 2015, preparation began for the release of +NetHack 3.6. + + At the beginning of development for what would eventually +get released as 3.6.0, the development team consisted of Warwick +Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col- +let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet +Walz, and Paul Winner. In early 2015, ahead of the release of +3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek S. Ray +joined the NetHack development team. + + The 3.6 versions of the game are special in a particular +way. Near the end of the development of 3.6.0, one of the signif- +icant inspirations for many of the humorous and fun features +found in the game, author Terry Pratchett, passed away. The 3.6 +versions of the game include a tribute to him. + + 3.6.0 was released in December 2015, and merged work done by +the development team since the release of 3.4.3 with some of the +beloved community patches. Many bugs were fixed and some code was +restructured. + + In 2018, several hundred bug fixes for 3.6.0 and some new +features were assembled and released as NetHack 3.6.1. The devel- +opment team at the time of release of 3.6.1 consisted of Warwick +Allison,Michael Allison, Ken Arromdee, David Cohrs, Jessie Col- +let, Pasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat +Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, +and Paul Winner. + + The development team, as well as Steve VanDevender and Kevin +Smolkowski, ensured that NetHack 3.6 continued to operate on var- +ious Unix flavors and maintained the X11 interface. + + Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main- +tained the port of NetHack 3.6 for Mac OSX. + + Michael Allison, David Cohrs, Barton House, Pasi Kallinen, +Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main- +tained the port of NetHack 3.6 for Microsoft Windows. + + Pat Rankin attempted to keep the VMS port running for +NetHack 3.6.1, hindered by limited access. Kevin Smolkowski has +updated and tested it for the most recent version of OpenVMS +(V8.4 as of this writing) on Alpha and Integrity (aka Itanium aka +IA64) but not VAX. + + Ray Chason resurrected the msdos port for 3.6.1 and contrib- +uted the necessary updates to the community at large. + + The official NetHack web site is maintained by Ken Lorber at +http://www.nethack.org/. + +12.1. SPECIAL THANKS + + On behalf of the NetHack community, thank you very much once +again to M. Drew Streib, Pasi Kallinen and Robin Bandy for pro- +viding public NetHack servers at nethack.alt.org and devnull.net +and/or for hosting annual NetHack tournaments. + + - - - - - - - - - - + + From time to time, some depraved individual out there in +netland sends a particularly intriguing modification to help out +with the game. The Gods of the Dungeon sometimes make note of +the names of the worst of these miscreants in this, the list of +Dungeoneers: + + Adam Aronow J. Ali Harlow Mikko Juola + Alex Kompel Janet Walz Nathan Eady + Alex Smith Janne Salmijarvi Norm Meluch + Andreas Dorn Jean-Christophe Collet Olaf Seibert + Andy Church Jeff Bailey Pasi Kallinen + Andy Swanson Jochen Erwied Pat Rankin + Ari Huttunen John Kallen Patric Mueller + Barton House John Rupley Paul Winner + Benson I. Margulies John S. Bien Pierre Martineau + Bill Dyer Johnny Lee Ralf Brown + Boudewijn Waijers Jon W{tte Ray Chason + Bruce Cox Jonathan Handler Richard Addison + Bruce Holloway Joshua Delahunty Richard Beigel + Bruce Mewborne Keizo Yamamoto Richard P. Hughey + Carl Schelin Ken Arnold Rob Menke + Chris Russo Ken Arromdee Robin Bandy + David Cohrs Ken Lorber Robin Johnson + David Damerell Ken Washikita Roderick Schertler + David Gentzel Kevin Darcy Roland McGrath + David Hairston Kevin Hugo Ron Van Iwaarden + Dean Luick Kevin Sitze Ronnen Miller + Del Lamb Kevin Smolkowski Ross Brown + Derek S. Ray Kevin Sweet Sascha Wostmann + Deron Meranda Lars Huttar Scott Bigham + Dion Nicolaas Leon Arnott Scott R. Turner + Dylan O'Donnell M. Drew Streib Sean Hunt + Eric Backus Malcolm Ryan Stephen Spackman + Eric Hendrickson Mark Gooderum Stefan Thielscher + Eric R. Smith Mark Modrall Stephen White + Eric S. Raymond Marvin Bressler Steve Creps + Erik Andersen Matthew Day Steve Linhart + Frederick Roeber Merlyn LeRoy Steve VanDevender + Gil Neiger Michael Allison Teemu Suikki + Greg Laskin Michael Feir Tim Lennan + Greg Olson Michael Hamel Timo Hakulinen + Gregg Wonderly Michael Sokolov Tom Almy + Hao-yang Wang Mike Engber Tom West + Helge Hafting Mike Gallop Warren Cheung +Irina Rempt-Drijfhout Mike Passaretti Warwick Allison + Izchak Miller Mike Stephenson Yitzhak Sapir + +Brand and product names are trademarks or registered trademarks +of their respective holders. diff --git a/doc/fixes36.1 b/doc/fixes36.1 index f48947ce9..c4ce6bbd0 100644 --- a/doc/fixes36.1 +++ b/doc/fixes36.1 @@ -80,7 +80,7 @@ change "unlockable chest" to "broken chest" so that it won't be misunderstood use doname instead of xname when using '/' or ';' to look at objects on map when a pet moves reluctantly, name the top item of the pile it is reluctant to step on if the hero sees or remembers any object(s) at that spot -ensure sufficient messages are given to clarify the transition from detected +ensure sufficient messages are given to clarify the transition from detected vampire bats to fog clouds in Vlad's tower fix "killing by kicking something weird" when kicking an object causes death avoid accessing mextra fields which haven't been allocated @@ -519,7 +519,7 @@ change the deity's "congratulations" message upon ascension to something which sounds a bit more archaic to fit better with the other messages prayer boon of 'fix all troubles' could get stuck in an infinite loop for TROUBLE_STUCK_IN_WALL if there was no spot to teleport into available -It shouldn't be considered hypocrisy if you speed up your pet while standing +It shouldn't be considered hypocrisy if you speed up your pet while standing on Elbereth fix 'object lost' panic if hero with lycanthropy but in human form is wielding a potion of unholy water which gets boiled/exploded by fire, causing @@ -532,6 +532,13 @@ when #force reports that a chest's lock is already broken or already unlocked, already known, rather than as "a broken chest" or "an unlocked chest" honor wish for "locked", "unlocked", or "broken" chest or box honor wish for "empty" container including statue, bag-o-tricks, horn-o-plenty +gas spore explosion killing a gas spore which triggers a recursive explosion + would have killer reason for outer call clobbered by inner one; when + they were both "gas spore's explosion" it wouldn't be noticeable (see + corresponding post-3.6.0 entry for more...) +wizard mode 'sanity_check' gave spurious "mon not on map" warnings when mounted +at the prompt for entering a level annotation, responding with + erroneously removed old annotation; use to do that Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository @@ -600,6 +607,9 @@ the fix for secret doors on special levels always having vertical orientation and the previous fix for the for secret doors didn't work if the level hadn't been wallified yet (Cav quest) so horizontal wall with secret door mis-displayed as a vertical wall segment could occur +and both the previous fixes only worked if the level description contained + an explicit DOOR directive rather than just '+' or 'S' on the map + (as with lower right area of Cav 'locate' level) the fix intended for "a shop object stolen from outside the shop (via grappling hook) would be left marked as 'unpaid'" broke normal pickup, preventing any picked up item from merging with compatible stack @@ -614,6 +624,18 @@ when clairvoyance lets you move the cursor to examine the map (if it occurs prevent Mjollnir from being auto-quivered if it's been thrown without return and then picked back up while quiver slot is empty plural of "fox" is not "foxen" +gas spore explosion killing a gas spore which triggers a recursive explosion + would have killer reason for outer call clobbered by inner one; + "You are hit by the gas spore's explosion!" (inner call, followed by) + "You are hit by the !" (outer call, possibly repeated for multiple + explosions causing multiple levels of recursion) +if multiple bands of blank lines were squeezed out of DUMPLOG's map, spurious + blank lines appeared in the final map output +cursor positioning autodescribe of a statue while hallucinating was blank +tty+EDIT_GETLIN: if prompt plus existing output buffer contents (result of + a prior getlin() used as default input) was long enough to wrap to + second line, the wrap point could be different from when the previous + input was typed, resulting it strange erase-char/kill-chars behavior Platform- and/or Interface-Specific Fixes @@ -809,6 +831,8 @@ a prayer result which results in uncursing some or all of the hero's items wielded aklys behaves like Mjollnir when thrown--it usually returns; unlike Mjollnir, it isn't limited to Valkyries or need gauntlets of power (so far, hero-only; an aklys won't return if thrown by a monster) +allow 'm' prefix for wizard mode level teleport command (^V) to bypass prompt + for destination and use menu of special level locations Platform- and/or Interface-Specific New Features @@ -831,6 +855,8 @@ win32gui: save and load map colors from registry X11: add new character selection dialog, and obey player_selection:dialog unix: reduce makefile verbosity by default win32gui: new player selection dialog +tty, X11, qt4, win32gui: compile-time option to allow some prompts remember + the input NetHack Community Patches (or Variation) Included @@ -843,7 +869,7 @@ Ray Chason's fix: window interfaces that support transparency may give away Ray Chason's xprname should honor iflags.menu_tab_sep Ray Chason's punctuation for "That foo is really a mimic." Ray Chason's proper background tiles for lava and water -Ray Chason's MS-DOS port restored to functionality with credit to Reddit user +Ray Chason's MS-DOS port restored to functionality with credit to Reddit user b_helyer for the fix to sys/share/pcmain.c Ray Chason's MSDOS port support for some VESA modes Ray Chason's Qt4 windowport diff --git a/doc/tmac.n b/doc/tmac.n index 270a78a06..f56339d05 100644 --- a/doc/tmac.n +++ b/doc/tmac.n @@ -53,6 +53,13 @@ .\" occurred when the the "fo" trap position was reset just beneath .\" the current line; the footnote overflow trap would kick in and .\" never be closed. +.\" ********** +.\" Version 1.6.361 April 15, 2018 +.\" The version distributed with NetHack 3.6.1 has changed the +.\" trademark notice for "UNIX"(tm) [ux macro] to reflect current +.\" ownership: The Open Group. [The pd and vx macros are also long +.\" out of date: DEC -> Compaq -> HP -> ? but haven't been changed; +.\" need confirmation that Hewlett Packard is the current owner.] .\" .\" .\" ********** @@ -618,7 +625,8 @@ . nr ux +1 \" mark footnote as dropped \\&\\$2\\s-1UNIX\\s0\\*(rg\\$1 . fn \" put out the footnote -\\&\\*(rgUNIX is a registered trademark of AT&T. +.\" was "\\&\\*(rgUNIX is a registered trademark of AT&T." +\\&\\*(rgUNIX is a registered trademark of The Open Group. . ef \" short and sweet ... .\} .. diff --git a/include/config.h b/include/config.h index e4bb58b07..e7c471928 100644 --- a/include/config.h +++ b/include/config.h @@ -514,6 +514,11 @@ typedef unsigned char uchar; but it isn't necessary for successful operation of the program */ #define FREE_ALL_MEMORY /* free all memory at exit */ +/* EDIT_GETLIN makes the string input in TTY, Qt4, and X11 + so some prompts will remember the previously input text + (within the same session) */ +/* #define EDIT_GETLIN */ + /* Section 4b - Features causing save file incompatibility * Features listed in this section change the format of save and/or * bones files, so in addition to the warning at the start of Section 4 diff --git a/include/lev.h b/include/lev.h index b4dd30a82..d55f63375 100644 --- a/include/lev.h +++ b/include/lev.h @@ -25,10 +25,12 @@ struct container { genericptr_t list; }; -#define CONS_OBJ 0 -#define CONS_MON 1 -#define CONS_HERO 2 -#define CONS_TRAP 3 +enum bubble_contains_types { + CONS_OBJ = 0, + CONS_MON, + CONS_HERO, + CONS_TRAP +}; struct bubble { xchar x, y; /* coordinates of the upper left corner */ diff --git a/include/monst.h b/include/monst.h index d918897de..e323f80cc 100644 --- a/include/monst.h +++ b/include/monst.h @@ -19,13 +19,15 @@ * that there are enough situations which might make a monster change its * weapon that this is impractical. --KAA */ -#define NO_WEAPON_WANTED 0 -#define NEED_WEAPON 1 -#define NEED_RANGED_WEAPON 2 -#define NEED_HTH_WEAPON 3 -#define NEED_PICK_AXE 4 -#define NEED_AXE 5 -#define NEED_PICK_OR_AXE 6 +enum wpn_chk_flags { + NO_WEAPON_WANTED = 0, + NEED_WEAPON, + NEED_RANGED_WEAPON, + NEED_HTH_WEAPON, + NEED_PICK_AXE, + NEED_AXE, + NEED_PICK_OR_AXE +}; /* The following flags are used for the second argument to display_minventory * in invent.c: @@ -39,6 +41,13 @@ #define MINV_NOLET 0x04 #define MINV_ALL 0x08 +enum m_ap_types { + M_AP_NOTHING = 0, /* mappearance unused--monster appears as itself */ + M_AP_FURNITURE, /* stairs, a door, an altar, etc. */ + M_AP_OBJECT, /* an object */ + M_AP_MONSTER /* a monster */ +}; + struct monst { struct monst *nmon; struct permonst *data; @@ -56,11 +65,7 @@ struct monst { coord mtrack[MTSZ]; /* monster track */ int mhp, mhpmax; unsigned mappearance; /* for undetected mimics and the wiz */ - uchar m_ap_type; /* what mappearance is describing: */ -#define M_AP_NOTHING 0 /* mappearance unused--monster appears as itself */ -#define M_AP_FURNITURE 1 /* stairs, a door, an altar, etc. */ -#define M_AP_OBJECT 2 /* an object */ -#define M_AP_MONSTER 3 /* a monster */ + uchar m_ap_type; /* what mappearance is describing, m_ap_types */ schar mtame; /* level of tameness, implies peaceful */ unsigned short mintrinsics; /* low 8 correspond to mresists */ diff --git a/include/objclass.h b/include/objclass.h index 3f7218092..caa65adf5 100644 --- a/include/objclass.h +++ b/include/objclass.h @@ -6,6 +6,39 @@ #define OBJCLASS_H /* [misnamed] definition of a type of object */ +enum obj_material_types { + LIQUID = 1, /* currently only for venom */ + WAX, + VEGGY, /* foodstuffs */ + FLESH, /* ditto */ + PAPER, + CLOTH, + LEATHER, + WOOD, + BONE, + DRAGON_HIDE, /* not leather! */ + IRON, /* Fe - includes steel */ + METAL, /* Sn, &c. */ + COPPER, /* Cu - includes brass */ + SILVER, /* Ag */ + GOLD, /* Au */ + PLATINUM, /* Pt */ + MITHRIL, + PLASTIC, + GLASS, + GEMSTONE, + MINERAL +}; + +enum obj_armor_types { + ARM_SUIT = 0, + ARM_SHIELD, /* needed for special wear function */ + ARM_HELM, + ARM_GLOVES, + ARM_BOOTS, + ARM_CLOAK, + ARM_SHIRT +}; struct objclass { short oc_name_idx; /* index of actual name */ @@ -40,28 +73,7 @@ struct objclass { /*Bitfield(oc_subtyp,3);*/ /* Now too big for a bitfield... see below */ - Bitfield(oc_material, 5); -#define LIQUID 1 /* currently only for venom */ -#define WAX 2 -#define VEGGY 3 /* foodstuffs */ -#define FLESH 4 /* ditto */ -#define PAPER 5 -#define CLOTH 6 -#define LEATHER 7 -#define WOOD 8 -#define BONE 9 -#define DRAGON_HIDE 10 /* not leather! */ -#define IRON 11 /* Fe - includes steel */ -#define METAL 12 /* Sn, &c. */ -#define COPPER 13 /* Cu - includes brass */ -#define SILVER 14 /* Ag */ -#define GOLD 15 /* Au */ -#define PLATINUM 16 /* Pt */ -#define MITHRIL 17 -#define PLASTIC 18 -#define GLASS 19 -#define GEMSTONE 20 -#define MINERAL 21 + Bitfield(oc_material, 5); /* one of obj_material_types */ #define is_organic(otmp) (objects[otmp->otyp].oc_material <= WOOD) #define is_metallic(otmp) \ @@ -84,13 +96,6 @@ struct objclass { schar oc_subtyp; #define oc_skill oc_subtyp /* Skills of weapons, spellbooks, tools, gems */ #define oc_armcat oc_subtyp /* for armor */ -#define ARM_SHIELD 1 /* needed for special wear function */ -#define ARM_HELM 2 -#define ARM_GLOVES 3 -#define ARM_BOOTS 4 -#define ARM_CLOAK 5 -#define ARM_SHIRT 6 -#define ARM_SUIT 0 uchar oc_oprop; /* property (invis, &c.) conveyed */ char oc_class; /* object class */ diff --git a/include/sp_lev.h b/include/sp_lev.h index 87fe076df..fdd4274a4 100644 --- a/include/sp_lev.h +++ b/include/sp_lev.h @@ -146,43 +146,47 @@ enum opcode_defs { * mean. */ /* MONSTER */ -#define SP_M_V_PEACEFUL 0 -#define SP_M_V_ALIGN 1 -#define SP_M_V_ASLEEP 2 -#define SP_M_V_APPEAR 3 -#define SP_M_V_NAME 4 +enum sp_mon_var_flags { + SP_M_V_PEACEFUL = 0, + SP_M_V_ALIGN, + SP_M_V_ASLEEP, + SP_M_V_APPEAR, + SP_M_V_NAME, + SP_M_V_FEMALE, + SP_M_V_INVIS, + SP_M_V_CANCELLED, + SP_M_V_REVIVED, + SP_M_V_AVENGE, + SP_M_V_FLEEING, + SP_M_V_BLINDED, + SP_M_V_PARALYZED, + SP_M_V_STUNNED, + SP_M_V_CONFUSED, + SP_M_V_SEENTRAPS, -#define SP_M_V_FEMALE 5 -#define SP_M_V_INVIS 6 -#define SP_M_V_CANCELLED 7 -#define SP_M_V_REVIVED 8 -#define SP_M_V_AVENGE 9 -#define SP_M_V_FLEEING 10 -#define SP_M_V_BLINDED 11 -#define SP_M_V_PARALYZED 12 -#define SP_M_V_STUNNED 13 -#define SP_M_V_CONFUSED 14 -#define SP_M_V_SEENTRAPS 15 - -#define SP_M_V_END 16 /* end of variable parameters */ + SP_M_V_END +}; /* OBJECT */ -#define SP_O_V_SPE 0 -#define SP_O_V_CURSE 1 -#define SP_O_V_CORPSENM 2 -#define SP_O_V_NAME 3 -#define SP_O_V_QUAN 4 -#define SP_O_V_BURIED 5 -#define SP_O_V_LIT 6 -#define SP_O_V_ERODED 7 -#define SP_O_V_LOCKED 8 -#define SP_O_V_TRAPPED 9 -#define SP_O_V_RECHARGED 10 -#define SP_O_V_INVIS 11 -#define SP_O_V_GREASED 12 -#define SP_O_V_BROKEN 13 -#define SP_O_V_COORD 14 -#define SP_O_V_END 15 /* end of variable parameters */ +enum sp_obj_var_flags { + SP_O_V_SPE = 0, + SP_O_V_CURSE, + SP_O_V_CORPSENM, + SP_O_V_NAME, + SP_O_V_QUAN, + SP_O_V_BURIED, + SP_O_V_LIT, + SP_O_V_ERODED, + SP_O_V_LOCKED, + SP_O_V_TRAPPED, + SP_O_V_RECHARGED, + SP_O_V_INVIS, + SP_O_V_GREASED, + SP_O_V_BROKEN, + SP_O_V_COORD, + + SP_O_V_END +}; /* When creating objects, we need to know whether * it's a container and/or contents. diff --git a/include/you.h b/include/you.h index f8ab39029..d2390d2e2 100644 --- a/include/you.h +++ b/include/you.h @@ -254,6 +254,15 @@ struct Align { extern const struct Align aligns[]; /* table of available alignments */ +enum utraptypes { + TT_BEARTRAP = 0, + TT_PIT, + TT_WEB, + TT_LAVA, + TT_INFLOOR, + TT_BURIEDBALL +}; + /*** Information about the player ***/ struct you { xchar ux, uy; /* current map coordinates */ @@ -270,13 +279,7 @@ struct you { int ulevel; /* 1 to MAXULEV */ int ulevelmax; unsigned utrap; /* trap timeout */ - unsigned utraptype; /* defined if utrap nonzero */ -#define TT_BEARTRAP 0 -#define TT_PIT 1 -#define TT_WEB 2 -#define TT_LAVA 3 -#define TT_INFLOOR 4 -#define TT_BURIEDBALL 5 + unsigned utraptype; /* defined if utrap nonzero. one of utraptypes */ char urooms[5]; /* rooms (roomno + 3) occupied now */ char urooms0[5]; /* ditto, for previous position */ char uentered[5]; /* rooms (roomno + 3) entered this turn */ diff --git a/src/apply.c b/src/apply.c index c28e01087..45223a487 100644 --- a/src/apply.c +++ b/src/apply.c @@ -3300,10 +3300,12 @@ struct obj *obj; goto wanexpl; case WAN_FIRE: expltype = EXPL_FIERY; + /*FALLTHRU*/ case WAN_COLD: if (expltype == EXPL_MAGICAL) expltype = EXPL_FROSTY; dmg *= 2; + /*FALLTHRU*/ case WAN_MAGIC_MISSILE: wanexpl: explode(u.ux, u.uy, -(obj->otyp), dmg, WAND_CLASS, expltype); diff --git a/src/artifact.c b/src/artifact.c index a7678551a..377a533b4 100644 --- a/src/artifact.c +++ b/src/artifact.c @@ -940,15 +940,21 @@ winid tmpwin; /* supplied by dodiscover() */ * stun attack. As of 3.4.1, those effects can occur but * will be slightly less likely than they were in 3.3.x.] */ + +enum mb_effect_indices { + MB_INDEX_PROBE = 0, + MB_INDEX_STUN, + MB_INDEX_SCARE, + MB_INDEX_CANCEL, + + NUM_MB_INDICES +}; + #define MB_MAX_DIEROLL 8 /* rolls above this aren't magical */ -static const char *const mb_verb[2][4] = { +static const char *const mb_verb[2][NUM_MB_INDICES] = { { "probe", "stun", "scare", "cancel" }, { "prod", "amaze", "tickle", "purge" }, }; -#define MB_INDEX_PROBE 0 -#define MB_INDEX_STUN 1 -#define MB_INDEX_SCARE 2 -#define MB_INDEX_CANCEL 3 /* called when someone is being hit by Magicbane */ STATIC_OVL boolean diff --git a/src/botl.c b/src/botl.c index 78e9b7e59..9186715ff 100644 --- a/src/botl.c +++ b/src/botl.c @@ -1355,7 +1355,6 @@ int *colorptr; /* there are hilites set here */ int max_pc = 0, min_pc = 100; int max_val = 0, min_val = LARGEST_INT; - boolean changed = FALSE; boolean exactmatch = FALSE; hl = blstats[idx][fldidx].thresholds; @@ -1382,14 +1381,11 @@ int *colorptr; case BL_TH_UPDOWN: if (chg < 0 && hl->rel == LT_VALUE) { merge_bestcolor(&bestcolor, hl->coloridx); - changed = TRUE; } else if (chg > 0 && hl->rel == GT_VALUE) { merge_bestcolor(&bestcolor, hl->coloridx); - changed = TRUE; } else if (hl->rel == EQ_VALUE && chg) { merge_bestcolor(&bestcolor, hl->coloridx); min_val = max_val = hl->value.a_int; - changed = TRUE; } break; case BL_TH_VAL_ABSOLUTE: @@ -2740,7 +2736,7 @@ choose_value: if (behavior == BL_TH_VAL_PERCENTAGE || behavior == BL_TH_VAL_ABSOLUTE) { - char inbuf[BUFSZ], buf[BUFSZ]; + char inbuf[BUFSZ] = DUMMY, buf[BUFSZ]; int val; boolean skipltgt = FALSE; boolean gotnum = FALSE; @@ -2902,7 +2898,7 @@ choose_value: hilite.rel = TXT_VALUE; Strcpy(hilite.textmatch, rolelist[rv]); } else { - char inbuf[BUFSZ]; + char inbuf[BUFSZ] = DUMMY; inbuf[0] = '\0'; getlin(qry_buf, inbuf); diff --git a/src/cmd.c b/src/cmd.c index da690f23e..218946864 100644 --- a/src/cmd.c +++ b/src/cmd.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 cmd.c $NHDT-Date: 1518861485 2018/02/17 09:58:05 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.278 $ */ +/* NetHack 3.6 cmd.c $NHDT-Date: 1523306904 2018/04/09 20:48:24 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.281 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -750,7 +750,7 @@ wiz_mon_polycontrol(VOID_ARGS) STATIC_PTR int wiz_level_change(VOID_ARGS) { - char buf[BUFSZ]; + char buf[BUFSZ] = DUMMY; int newlevel; int ret; @@ -3697,7 +3697,7 @@ static int wiz_migrate_mons() { int mcount = 0; - char inbuf[BUFSZ]; + char inbuf[BUFSZ] = DUMMY; struct permonst *ptr; struct monst *mtmp; d_level tolevel; @@ -4049,6 +4049,8 @@ int NDECL((*cmd_func)); || cmd_func == doloot /* travel: pop up a menu of interesting targets in view */ || cmd_func == dotravel + /* wizard mode ^V */ + || cmd_func == wiz_level_tele /* 'm' prefix allowed for some extended commands */ || cmd_func == doextcmd || cmd_func == doextlist) return TRUE; @@ -4118,7 +4120,8 @@ register char *cmd; break; case NHKF_RUN2: if (!Cmd.num_pad) - break; /* else FALLTHRU */ + break; + /*FALLTHRU*/ case NHKF_RUN: if (movecmd(lowc(cmd[1]))) { context.run = 3; @@ -4128,7 +4131,8 @@ register char *cmd; break; case NHKF_FIGHT2: if (!Cmd.num_pad) - break; /* else FALLTHRU */ + break; + /*FALLTHRU*/ /* Effects of movement commands and invisible monsters: * m: always move onto space (even if 'I' remembered) * F: always attack space (even if 'I' not remembered) @@ -4527,14 +4531,16 @@ const char *msg; break; case NHKF_RUN2: if (!Cmd.num_pad) - break; /* else FALLTHRU */ + break; + /*FALLTHRU*/ case NHKF_RUN: case NHKF_RUN_NOPICKUP: dothat = "run"; break; case NHKF_FIGHT2: if (!Cmd.num_pad) - break; /* else FALLTHRU */ + break; + /*FALLTHRU*/ case NHKF_FIGHT: dothat = "fight"; how = ""; /* avoid "fight at yourself" */ @@ -5449,7 +5455,7 @@ const char *prompt; to give the go-ahead for this query; default is "no" unless the ParanoidConfirm flag is set in which case there's no default */ if (be_paranoid) { - char qbuf[QBUFSZ], ans[BUFSZ]; + char qbuf[QBUFSZ], ans[BUFSZ] = DUMMY; const char *promptprefix = "", *responsetype = ParanoidConfirm ? "(yes|no)" : "(yes) [no]"; diff --git a/src/detect.c b/src/detect.c index d835bd86d..7a6b6eb47 100644 --- a/src/detect.c +++ b/src/detect.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 detect.c $NHDT-Date: 1519281847 2018/02/22 06:44:07 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.80 $ */ +/* NetHack 3.6 detect.c $NHDT-Date: 1522891623 2018/04/05 01:27:03 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.81 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -1802,7 +1802,7 @@ int default_glyph, which_subset; void dump_map() { - int x, y, glyph, skippedrows; + int x, y, glyph, skippedrows, lastnonblank; int subset = TER_MAP | TER_TRP | TER_OBJ | TER_MON; int default_glyph = cmap_to_glyph(level.flags.arboreal ? S_tree : S_stone); char buf[BUFSZ]; @@ -1820,19 +1820,22 @@ dump_map() toprow = TRUE; for (y = 0; y < ROWNO; y++) { blankrow = TRUE; /* assume blank until we discover otherwise */ + lastnonblank = -1; /* buf[] index rather than map's x */ for (x = 1; x < COLNO; x++) { int ch, color; unsigned special; - glyph = reveal_terrain_getglyph(x,y, FALSE, u.uswallow, + glyph = reveal_terrain_getglyph(x, y, FALSE, u.uswallow, default_glyph, subset); (void) mapglyph(glyph, &ch, &color, &special, x, y); buf[x - 1] = ch; - if (ch != ' ') + if (ch != ' ') { blankrow = FALSE; + lastnonblank = x - 1; + } } if (!blankrow) { - buf[x - 2] = '\0'; + buf[lastnonblank + 1] = '\0'; if (toprow) { skippedrows = 0; toprow = FALSE; @@ -1840,6 +1843,7 @@ dump_map() for (x = 0; x < skippedrows; x++) putstr(0, 0, ""); putstr(0, 0, buf); /* map row #y */ + skippedrows = 0; } else { ++skippedrows; } diff --git a/src/dig.c b/src/dig.c index d1a557648..6575563b2 100644 --- a/src/dig.c +++ b/src/dig.c @@ -16,12 +16,14 @@ STATIC_DCL int FDECL(adj_pit_checks, (coord *, char *)); STATIC_DCL void FDECL(pit_flow, (struct trap *, SCHAR_P)); /* Indices returned by dig_typ() */ -#define DIGTYP_UNDIGGABLE 0 -#define DIGTYP_ROCK 1 -#define DIGTYP_STATUE 2 -#define DIGTYP_BOULDER 3 -#define DIGTYP_DOOR 4 -#define DIGTYP_TREE 5 +enum dig_types { + DIGTYP_UNDIGGABLE = 0, + DIGTYP_ROCK, + DIGTYP_STATUE, + DIGTYP_BOULDER, + DIGTYP_DOOR, + DIGTYP_TREE +}; STATIC_OVL boolean rm_waslit() diff --git a/src/display.c b/src/display.c index a16b8909f..d946ec965 100644 --- a/src/display.c +++ b/src/display.c @@ -391,6 +391,7 @@ xchar worm_tail; /* mon is actually a worm tail */ default: impossible("display_monster: bad m_ap_type value [ = %d ]", (int) mon->m_ap_type); + /*FALLTHRU*/ case M_AP_NOTHING: show_glyph(x, y, mon_to_glyph(mon)); break; diff --git a/src/do_name.c b/src/do_name.c index ae57474f9..ea25eb3e7 100644 --- a/src/do_name.c +++ b/src/do_name.c @@ -1109,7 +1109,7 @@ char *monnambuf, *usrbuf; STATIC_OVL void do_mname() { - char buf[BUFSZ], monnambuf[BUFSZ], qbuf[QBUFSZ]; + char buf[BUFSZ] = DUMMY, monnambuf[BUFSZ], qbuf[QBUFSZ]; coord cc; int cx, cy; struct monst *mtmp = 0; @@ -1188,7 +1188,7 @@ void do_oname(obj) register struct obj *obj; { - char *bufp, buf[BUFSZ], bufcpy[BUFSZ], qbuf[QBUFSZ]; + char *bufp, buf[BUFSZ] = DUMMY, bufcpy[BUFSZ], qbuf[QBUFSZ]; const char *aname; short objtyp; @@ -1443,7 +1443,7 @@ void docall(obj) struct obj *obj; { - char buf[BUFSZ], qbuf[QBUFSZ]; + char buf[BUFSZ] = DUMMY, qbuf[QBUFSZ]; char **str1; if (!obj->dknown) diff --git a/src/dokick.c b/src/dokick.c index c1976dbc8..363a13894 100644 --- a/src/dokick.c +++ b/src/dokick.c @@ -846,6 +846,7 @@ dokick() pline("%s burps loudly.", Monnam(u.ustuck)); break; } + /*FALLTHRU*/ default: Your("feeble kick has no effect."); break; @@ -1327,7 +1328,8 @@ schar loc; } else if (In_endgame(&u.uz) || Is_botlevel(&u.uz)) { cc->y = cc->x = 0; break; - } /* else fall to the next cases */ + } + /*FALLTHRU*/ case MIGR_STAIRS_UP: case MIGR_LADDER_UP: cc->x = u.uz.dnum; diff --git a/src/dothrow.c b/src/dothrow.c index 0c889cd29..b1fd07350 100644 --- a/src/dothrow.c +++ b/src/dothrow.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 dothrow.c $NHDT-Date: 1520103267 2018/03/03 18:54:27 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.133 $ */ +/* NetHack 3.6 dothrow.c $NHDT-Date: 1522967321 2018/04/05 22:28:41 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.135 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -360,8 +360,14 @@ dofire() * If quiver is empty, we use autoquiver to fill it when the * corresponding option is on. If the option is off or if * autoquiver doesn't select anything, we ask what to throw. - * For the last, if player's response is a stack, we put - * that stack into quiver slot provided it's not wielded. + * Then we put the chosen item into the quiver slot unless + * it is already in another slot. [Matters most if it is a + * stack but also matters for single item if this throw gets + * aborted (ESC at the direction prompt). Already wielded + * item is excluded because wielding might be necessary + * (Mjollnir) or make the throw behave differently (aklys), + * and alt-wielded item is excluded because switching slots + * would end two-weapon combat even if throw gets aborted.] */ if (!ok_to_throw(&shotlimit)) return 0; @@ -957,6 +963,7 @@ boolean hitsroof; Your("%s fails to protect you.", helm_simple_name(uarmh)); goto petrify; } + /*FALLTHRU*/ case CREAM_PIE: case BLINDING_VENOM: pline("You've got it all over your %s!", body_part(FACE)); @@ -2014,6 +2021,7 @@ boolean in_view; default: /* glass or crystal wand */ if (obj->oclass != WAND_CLASS) impossible("breaking odd object?"); + /*FALLTHRU*/ case CRYSTAL_PLATE_MAIL: case LENSES: case MIRROR: diff --git a/src/dungeon.c b/src/dungeon.c index bb7bce9b1..36d4f93e0 100644 --- a/src/dungeon.c +++ b/src/dungeon.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 dungeon.c $NHDT-Date: 1517912411 2018/02/06 10:20:11 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.83 $ */ +/* NetHack 3.6 dungeon.c $NHDT-Date: 1523308357 2018/04/09 21:12:37 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.87 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -966,7 +966,7 @@ init_dungeons() instead of 0, so adjust the start point to shift endgame up */ if (dunlevs_in_dungeon(&x->dlevel) > 1 - dungeons[i].depth_start) dungeons[i].depth_start -= 1; - /* TO DO: strip "dummy" out all the way here, + /* TODO: strip "dummy" out all the way here, so that it's hidden from feedback. */ } @@ -1848,8 +1848,8 @@ xchar *rdgn; branch *br; anything any; struct lchoice lchoices; - winid win = create_nhwindow(NHW_MENU); + if (bymenu) { start_menu(win); lchoices.idx = 0; @@ -1952,26 +1952,35 @@ xchar *rdgn; Sprintf(buf, "Invocation position @ (%d,%d), hero @ (%d,%d)", inv_pos.x, inv_pos.y, u.ux, u.uy); putstr(win, 0, buf); - } - /* - * The following is based on the assumption that the inter-level portals - * created by the level compiler (not the dungeon compiler) only exist - * one per level (currently true, of course). - */ - else if (Is_earthlevel(&u.uz) || Is_waterlevel(&u.uz) - || Is_firelevel(&u.uz) || Is_airlevel(&u.uz)) { + } else { struct trap *trap; + + /* if current level has a magic portal, report its location; + this assumes that there is at most one magic portal on any + given level; quest and ft.ludios have pairs (one in main + dungeon matched with one in the corresponding branch), the + elemental planes have singletons (connection to next plane) */ + *buf = '\0'; for (trap = ftrap; trap; trap = trap->ntrap) if (trap->ttyp == MAGIC_PORTAL) break; - putstr(win, 0, ""); if (trap) - Sprintf(buf, "Portal @ (%d,%d), hero @ (%d,%d)", trap->tx, - trap->ty, u.ux, u.uy); - else - Sprintf(buf, "No portal found."); - putstr(win, 0, buf); + Sprintf(buf, "Portal @ (%d,%d), hero @ (%d,%d)", + trap->tx, trap->ty, u.ux, u.uy); + + /* only report "no portal found" when actually expecting a portal */ + else if (Is_earthlevel(&u.uz) || Is_waterlevel(&u.uz) + || Is_firelevel(&u.uz) || Is_airlevel(&u.uz) + || Is_qstart(&u.uz) || at_dgn_entrance("The Quest") + || Is_knox(&u.uz)) + Strcpy(buf, "No portal found."); + + /* only give output if we found a portal or expected one and didn't */ + if (*buf) { + putstr(win, 0, ""); + putstr(win, 0, buf); + } } display_nhwindow(win, TRUE); @@ -2039,15 +2048,28 @@ donamelevel() if (!(mptr = find_mapseen(&u.uz))) return 0; + nbuf[0] = '\0'; +#ifdef EDIT_GETLIN + if (mptr->custom) { + (void) strncpy(nbuf, mptr->custom, BUFSZ); + nbuf[BUFSZ - 1] = '\0'; + } +#else if (mptr->custom) { char tmpbuf[BUFSZ]; + Sprintf(tmpbuf, "Replace annotation \"%.30s%s\" with?", mptr->custom, - strlen(mptr->custom) > 30 ? "..." : ""); + (strlen(mptr->custom) > 30) ? "..." : ""); getlin(tmpbuf, nbuf); } else +#endif getlin("What do you want to call this dungeon level?", nbuf); - if (index(nbuf, '\033')) + + /* empty input or ESC means don't add or change annotation; + space-only means discard current annotation without adding new one */ + if (!*nbuf || *nbuf == '\033') return 0; + /* strip leading and trailing spaces, compress out consecutive spaces */ (void) mungspaces(nbuf); /* discard old annotation, if any */ @@ -2056,7 +2078,8 @@ donamelevel() mptr->custom = (char *) 0; mptr->custom_lth = 0; } - /* add new annotation, unless it's empty or a single space */ + /* add new annotation, unless it's all spaces (which will be an + empty string after mungspaces() above) */ if (*nbuf && strcmp(nbuf, " ")) { mptr->custom = dupstr(nbuf); mptr->custom_lth = strlen(mptr->custom); @@ -2590,7 +2613,7 @@ recalc_mapseen() } if (is_drawbridge_wall(x, y) < 0) break; - /* else FALLTHRU */ + /*FALLTHRU*/ case DBWALL: case DRAWBRIDGE_DOWN: if (Is_stronghold(&u.uz)) diff --git a/src/eat.c b/src/eat.c index dc33cca8a..6fc3d3402 100644 --- a/src/eat.c +++ b/src/eat.c @@ -1812,7 +1812,7 @@ struct obj *otmp; make_vomiting((long) rn1(context.victual.reqtime, 5), FALSE); break; } - /* else FALLTHRU */ + /*FALLTHRU*/ default: if (otmp->otyp == SLIME_MOLD && !otmp->cursed && otmp->spe == context.current_fruit) { diff --git a/src/end.c b/src/end.c index 322ab4636..5b929e61f 100644 --- a/src/end.c +++ b/src/end.c @@ -1572,23 +1572,28 @@ int status; extern const int monstr[]; -static const char *vanqorders[] = { +enum vanq_order_modes { + VANQ_MLVL_MNDX = 0, + VANQ_MSTR_MNDX, + VANQ_ALPHA_SEP, + VANQ_ALPHA_MIX, + VANQ_MCLS_HTOL, + VANQ_MCLS_LTOH, + VANQ_COUNT_H_L, + VANQ_COUNT_L_H, + + NUM_VANQ_ORDER_MODES +}; + +static const char *vanqorders[NUM_VANQ_ORDER_MODES] = { "traditional: by monster level, by internal monster index", -#define VANQ_MLVL_MNDX 0 "by monster toughness, by internal monster index", -#define VANQ_MSTR_MNDX 1 "alphabetically, first unique monsters, then others", -#define VANQ_ALPHA_SEP 2 "alphabetically, unique monsters and others intermixed", -#define VANQ_ALPHA_MIX 3 "by monster class, high to low level within class", -#define VANQ_MCLS_HTOL 4 "by monster class, low to high level within class", -#define VANQ_MCLS_LTOH 5 "by count, high to low, by internal index within tied count", -#define VANQ_COUNT_H_L 6 "by count, low to high, by internal index within tied count", -#define VANQ_COUNT_L_H 7 }; static int vanq_sortmode = VANQ_MLVL_MNDX; diff --git a/src/engrave.c b/src/engrave.c index 6bb71b9cd..1c38ac5e6 100644 --- a/src/engrave.c +++ b/src/engrave.c @@ -708,6 +708,7 @@ doengrave() "A few ice cubes drop from the wand."); if (!oep || (oep->engr_type != BURN)) break; + /*FALLTHRU*/ case WAN_CANCELLATION: case WAN_MAKE_INVISIBLE: if (oep && oep->engr_type != HEADSTONE) { diff --git a/src/explode.c b/src/explode.c index 86462a189..fcda5f956 100644 --- a/src/explode.c +++ b/src/explode.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 explode.c $NHDT-Date: 1513297345 2017/12/15 00:22:25 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.55 $ */ +/* NetHack 3.6 explode.c $NHDT-Date: 1522454717 2018/03/31 00:05:17 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.56 $ */ /* Copyright (C) 1990 by Ken Arromdee */ /* NetHack may be freely redistributed. See license for details. */ @@ -44,7 +44,7 @@ int expltype; boolean shopdamage = FALSE, generic = FALSE, physical_dmg = FALSE, do_hallu = FALSE, inside_engulfer, grabbed, grabbing; coord grabxy; - char hallu_buf[BUFSZ]; + char hallu_buf[BUFSZ], killr_buf[BUFSZ]; short exploding_wand_typ = 0; if (olet == WAND_CLASS) { /* retributive strike */ @@ -114,7 +114,9 @@ int expltype; */ if (olet == MON_EXPLODE) { - str = killer.name; + /* when explode() is called recursively, killer.name might change so + we need to retain a copy of the current value for this explosion */ + str = strcpy(killr_buf, killer.name); do_hallu = (Hallucination && (strstri(str, "'s explosion") || strstri(str, "s' explosion"))); diff --git a/src/fountain.c b/src/fountain.c index c020c394b..616d42b47 100644 --- a/src/fountain.c +++ b/src/fountain.c @@ -330,6 +330,7 @@ drinkfountain() dofindgem(); break; } + /*FALLTHRU*/ case 28: /* Water Nymph */ dowaternymph(); break; @@ -445,6 +446,7 @@ register struct obj *obj; dofindgem(); break; } + /*FALLTHRU*/ case 25: /* Water gushes forth */ dogushforth(FALSE); break; @@ -616,6 +618,7 @@ drinksink() pline("From the murky drain, a hand reaches up... --oops--"); break; } + /*FALLTHRU*/ default: You("take a sip of %s %s.", rn2(3) ? (rn2(2) ? "cold" : "warm") : "hot", diff --git a/src/invent.c b/src/invent.c index 1cd0cdd1a..0831f9881 100644 --- a/src/invent.c +++ b/src/invent.c @@ -1593,7 +1593,7 @@ unsigned *resultflags; int oletct, iletct, unpaid, oc_of_sym; char sym, *ip, olets[MAXOCLASSES + 5], ilets[MAXOCLASSES + 10]; char extra_removeables[3 + 1]; /* uwep,uswapwep,uquiver */ - char buf[BUFSZ], qbuf[QBUFSZ]; + char buf[BUFSZ] = DUMMY, qbuf[QBUFSZ]; if (!invent) { You("have nothing to %s.", word); @@ -1867,6 +1867,7 @@ nextclass: switch (sym) { case 'a': allflag = 1; + /*FALLTHRU*/ case 'y': tmp = (*fn)(otmp); if (tmp < 0) { @@ -1883,6 +1884,7 @@ nextclass: cnt += tmp; if (--mx == 0) goto ret; + /*FALLTHRU*/ case 'n': if (nodot) dud++; diff --git a/src/mail.c b/src/mail.c index af5773af1..8fae06005 100644 --- a/src/mail.c +++ b/src/mail.c @@ -691,7 +691,7 @@ struct obj *otmp; { #ifdef SHELL /* can't access mail reader without spawning subprocess */ const char *txt, *cmd; - char *p, buf[BUFSZ], qbuf[BUFSZ]; + char *p, buf[BUFSZ] = DUMMY, qbuf[BUFSZ]; int len; /* there should be a command in OMAILCMD */ diff --git a/src/makemon.c b/src/makemon.c index 77a886b4d..c7302b9a0 100644 --- a/src/makemon.c +++ b/src/makemon.c @@ -668,10 +668,13 @@ register struct monst *mtmp; /* MAJOR fall through ... */ case 0: (void) mongets(mtmp, WAN_MAGIC_MISSILE); + /*FALLTHRU*/ case 1: (void) mongets(mtmp, POT_EXTRA_HEALING); + /*FALLTHRU*/ case 2: (void) mongets(mtmp, POT_HEALING); + /*FALLTHRU*/ case 3: (void) mongets(mtmp, WAN_STRIKING); } diff --git a/src/mcastu.c b/src/mcastu.c index e2fdfad66..ff026eab3 100644 --- a/src/mcastu.c +++ b/src/mcastu.c @@ -5,30 +5,34 @@ #include "hack.h" /* monster mage spells */ -#define MGC_PSI_BOLT 0 -#define MGC_CURE_SELF 1 -#define MGC_HASTE_SELF 2 -#define MGC_STUN_YOU 3 -#define MGC_DISAPPEAR 4 -#define MGC_WEAKEN_YOU 5 -#define MGC_DESTRY_ARMR 6 -#define MGC_CURSE_ITEMS 7 -#define MGC_AGGRAVATION 8 -#define MGC_SUMMON_MONS 9 -#define MGC_CLONE_WIZ 10 -#define MGC_DEATH_TOUCH 11 +enum mcast_mage_spells { + MGC_PSI_BOLT = 0, + MGC_CURE_SELF, + MGC_HASTE_SELF, + MGC_STUN_YOU, + MGC_DISAPPEAR, + MGC_WEAKEN_YOU, + MGC_DESTRY_ARMR, + MGC_CURSE_ITEMS, + MGC_AGGRAVATION, + MGC_SUMMON_MONS, + MGC_CLONE_WIZ, + MGC_DEATH_TOUCH +}; /* monster cleric spells */ -#define CLC_OPEN_WOUNDS 0 -#define CLC_CURE_SELF 1 -#define CLC_CONFUSE_YOU 2 -#define CLC_PARALYZE 3 -#define CLC_BLIND_YOU 4 -#define CLC_INSECTS 5 -#define CLC_CURSE_ITEMS 6 -#define CLC_LIGHTNING 7 -#define CLC_FIRE_PILLAR 8 -#define CLC_GEYSER 9 +enum mcast_cleric_spells { + CLC_OPEN_WOUNDS = 0, + CLC_CURE_SELF, + CLC_CONFUSE_YOU, + CLC_PARALYZE, + CLC_BLIND_YOU, + CLC_INSECTS, + CLC_CURSE_ITEMS, + CLC_LIGHTNING, + CLC_FIRE_PILLAR, + CLC_GEYSER +}; STATIC_DCL void FDECL(cursetxt, (struct monst *, BOOLEAN_P)); STATIC_DCL int FDECL(choose_magic_spell, (int)); @@ -86,7 +90,7 @@ int spellval; case 23: if (Antimagic || Hallucination) return MGC_PSI_BOLT; - /* else FALL THROUGH */ + /*FALLTHRU*/ case 22: case 21: case 20: @@ -141,7 +145,7 @@ int spellnum; case 14: if (rn2(3)) return CLC_OPEN_WOUNDS; - /* else FALL THROUGH */ + /*FALLTHRU*/ case 13: return CLC_GEYSER; case 12: diff --git a/src/mhitm.c b/src/mhitm.c index f920bb0d5..d569623ac 100644 --- a/src/mhitm.c +++ b/src/mhitm.c @@ -573,6 +573,7 @@ struct attack *mattk; Sprintf(buf, "%s squeezes", magr_name); break; } + /*FALLTHRU*/ default: Sprintf(buf, "%s hits", magr_name); } diff --git a/src/mhitu.c b/src/mhitu.c index 8bd4c33e1..68bf643eb 100644 --- a/src/mhitu.c +++ b/src/mhitu.c @@ -1316,7 +1316,7 @@ register struct attack *mattk; return 3; break; } - /* else FALLTHRU */ + /*FALLTHRU*/ case AD_SITM: /* for now these are the same */ case AD_SEDU: if (is_animal(mtmp->data)) { @@ -1553,7 +1553,8 @@ register struct attack *mattk; done(DIED); dmg = 0; break; - } /* else FALLTHRU */ + } + /*FALLTHRU*/ default: /* case 16: ... case 5: */ You_feel("your life force draining away..."); permdmg = 1; /* actual damage done below */ diff --git a/src/minion.c b/src/minion.c index e690d22d1..f15bef3d7 100644 --- a/src/minion.c +++ b/src/minion.c @@ -298,7 +298,7 @@ long bribe(mtmp) struct monst *mtmp; { - char buf[BUFSZ]; + char buf[BUFSZ] = DUMMY; long offer; long umoney = money_cnt(invent); diff --git a/src/mkmaze.c b/src/mkmaze.c index 21f59ae68..e053a6ffc 100644 --- a/src/mkmaze.c +++ b/src/mkmaze.c @@ -500,7 +500,7 @@ fixup_special() s_level *sp = find_level(r->rname.str); lev = sp->dlevel; } - /* fall into... */ + /*FALLTHRU*/ case LR_UPSTAIR: case LR_DOWNSTAIR: @@ -1198,11 +1198,6 @@ fumaroles() * other source files, but they are all so nicely encapsulated here. */ -#define CONS_OBJ 0 -#define CONS_MON 1 -#define CONS_HERO 2 -#define CONS_TRAP 3 - static struct bubble *bbubbles, *ebubbles; static struct trap *wportal; diff --git a/src/mkobj.c b/src/mkobj.c index ee6928111..672b7d586 100644 --- a/src/mkobj.c +++ b/src/mkobj.c @@ -278,7 +278,7 @@ struct obj *box; n = 0; break; } - /*else FALLTHRU*/ + /*FALLTHRU*/ case BAG_OF_HOLDING: n = 1; break; @@ -884,6 +884,7 @@ boolean artif; case LARGE_BOX: otmp->olocked = !!(rn2(5)); otmp->otrapped = !(rn2(10)); + /*FALLTHRU*/ case ICE_BOX: case SACK: case OILSKIN_SACK: diff --git a/src/mon.c b/src/mon.c index 7e82ba651..ae1493989 100644 --- a/src/mon.c +++ b/src/mon.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 mon.c $NHDT-Date: 1514769571 2018/01/01 01:19:31 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.246 $ */ +/* NetHack 3.6 mon.c $NHDT-Date: 1522540516 2018/03/31 23:55:16 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.250 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -86,14 +86,21 @@ mon_sanity_check() if (DEADMONSTER(mtmp)) continue; x = mtmp->mx, y = mtmp->my; - if (!isok(x, y) && !(mtmp->isgd && x == 0 && y == 0)) + if (!isok(x, y) && !(mtmp->isgd && x == 0 && y == 0)) { impossible("mon (%s) claims to be at <%d,%d>?", fmt_ptr((genericptr_t) mtmp), x, y); - else if (level.monsters[x][y] != mtmp) + } else if (mtmp == u.usteed) { + /* steed is in fmon list but not on the map; its + coordinates should match hero's location */ + if (x != u.ux || y != u.uy) + impossible("steed (%s) claims to be at <%d,%d>?", + fmt_ptr((genericptr_t) mtmp), x, y); + } else if (level.monsters[x][y] != mtmp) { impossible("mon (%s) at <%d,%d> is not there!", fmt_ptr((genericptr_t) mtmp), x, y); - else if (mtmp->wormno) + } else if (mtmp->wormno) { sanity_check_worm(mtmp); + } } for (x = 0; x < COLNO; x++) @@ -105,6 +112,9 @@ mon_sanity_check() if (!m) impossible("map mon (%s) at <%d,%d> not in fmon list!", fmt_ptr((genericptr_t) mtmp), x, y); + else if (mtmp == u.usteed) + impossible("steed (%s) is on the map at <%d,%d>!", + fmt_ptr((genericptr_t) mtmp), x, y); else if ((mtmp->mx != x || mtmp->my != y) && mtmp->data != &mons[PM_LONG_WORM]) impossible("map mon (%s) at <%d,%d> is found at <%d,%d>?", @@ -3040,7 +3050,8 @@ struct monst *mon; int shiftflags; { struct permonst *ptr = 0; - unsigned mndx, was_female = mon->female; + int mndx; + unsigned was_female = mon->female; boolean msg = FALSE, dochng = FALSE; if ((shiftflags & SHIFT_MSG) @@ -3266,7 +3277,7 @@ struct monst *mon; /* for debugging: allow control of polymorphed monster */ if (wizard && iflags.mon_polycontrol) { - char pprompt[BUFSZ], buf[BUFSZ]; + char pprompt[BUFSZ], buf[BUFSZ] = DUMMY; int monclass; Sprintf(pprompt, "Change %s @ %s into what kind of monster?", diff --git a/src/muse.c b/src/muse.c index 5745839b5..402f7250f 100644 --- a/src/muse.c +++ b/src/muse.c @@ -1005,7 +1005,7 @@ try_again: goto try_again; if (!rn2(3)) return WAN_TELEPORTATION; - /* else FALLTHRU */ + /*FALLTHRU*/ case 0: case 1: return SCR_TELEPORTATION; @@ -1013,7 +1013,7 @@ try_again: case 10: if (!rn2(3)) return WAN_CREATE_MONSTER; - /* else FALLTHRU */ + /*FALLTHRU*/ case 2: return SCR_CREATE_MONSTER; case 3: diff --git a/src/music.c b/src/music.c index 6ecd43630..071d33635 100644 --- a/src/music.c +++ b/src/music.c @@ -302,7 +302,7 @@ int force; case THRONE: if (cansee(x, y)) pline_The("throne falls into a chasm."); - /* Falls into next case */ + /*FALLTHRU*/ case ROOM: case CORR: /* Try to make a pit */ do_pit: @@ -478,10 +478,10 @@ struct obj *instr; pc_speaker(&itmp, "C"); #endif -#define PLAY_NORMAL 0 -#define PLAY_STUNNED 1 -#define PLAY_CONFUSED 2 -#define PLAY_HALLU 4 +#define PLAY_NORMAL 0x00 +#define PLAY_STUNNED 0x01 +#define PLAY_CONFUSED 0x02 +#define PLAY_HALLU 0x04 mode = PLAY_NORMAL; if (Stunned) mode |= PLAY_STUNNED; @@ -609,7 +609,7 @@ int do_play_instrument(instr) struct obj *instr; { - char buf[BUFSZ], c = 'y'; + char buf[BUFSZ] = DUMMY, c = 'y'; char *s; int x, y; boolean ok; diff --git a/src/objnam.c b/src/objnam.c index 5eb969e42..6d2b30a1a 100644 --- a/src/objnam.c +++ b/src/objnam.c @@ -453,6 +453,7 @@ unsigned cxn_flags; /* bitmask of CXN_xxx values */ case WEAPON_CLASS: if (is_poisonable(obj) && obj->opoisoned) Strcpy(buf, "poisoned "); + /*FALLTHRU*/ case VENOM_CLASS: case TOOL_CLASS: if (typ == LENSES) @@ -3710,7 +3711,7 @@ typfnd: otmp->spe = (rn2(10) ? -1 : 0); break; } - /* fall through, if wizard */ + /*FALLTHRU*/ default: otmp->spe = spe; } diff --git a/src/options.c b/src/options.c index 1228f1a90..ca8888e55 100644 --- a/src/options.c +++ b/src/options.c @@ -27,11 +27,13 @@ NEARDATA struct instance_flags iflags; /* provide linkage */ #define PREFER_TILED FALSE #endif -#define MESSAGE_OPTION 1 -#define STATUS_OPTION 2 -#define MAP_OPTION 3 -#define MENU_OPTION 4 -#define TEXT_OPTION 5 +enum window_option_types { + MESSAGE_OPTION = 1, + STATUS_OPTION, + MAP_OPTION, + MENU_OPTION, + TEXT_OPTION +}; #define PILE_LIMIT_DFLT 5 @@ -2836,7 +2838,7 @@ boolean tinitial, tfrom_file; fullname = "pickup_types"; if (match_optname(opts, fullname, 8, TRUE)) { char ocl[MAXOCLASSES + 1], tbuf[MAXOCLASSES + 1], qbuf[QBUFSZ], - abuf[BUFSZ]; + abuf[BUFSZ] = DUMMY; int oc_sym; boolean badopt = FALSE, compat = (strlen(opts) <= 6), use_menu; @@ -4100,7 +4102,7 @@ int doset() /* changing options via menu by Per Liboriussen */ { static boolean made_fmtstr = FALSE; - char buf[BUFSZ], buf2[BUFSZ]; + char buf[BUFSZ], buf2[BUFSZ] = DUMMY; const char *name; int i = 0, pass, boolcount, pick_cnt, pick_idx, opt_indx; boolean *bool_p; @@ -4779,7 +4781,7 @@ boolean setinitial, setfromfile; iflags.menu_headings = mhattr; } else if (!strcmp("msgtype", optname)) { int opt_idx, nmt, mttyp; - char mtbuf[BUFSZ]; + char mtbuf[BUFSZ] = DUMMY; msgtypes_again: nmt = msgtype_count(); @@ -4841,7 +4843,7 @@ boolean setinitial, setfromfile; } } else if (!strcmp("menucolors", optname)) { int opt_idx, nmc, mcclr, mcattr; - char mcbuf[BUFSZ]; + char mcbuf[BUFSZ] = DUMMY; menucolors_again: nmc = count_menucolors(); @@ -4912,7 +4914,7 @@ boolean setinitial, setfromfile; } } else if (!strcmp("autopickup_exception", optname)) { int opt_idx, pass, totalapes = 0, numapes[2] = { 0, 0 }; - char apebuf[1 + BUFSZ]; /* so &apebuf[1] is BUFSZ long for getlin() */ + char apebuf[1 + BUFSZ] = DUMMY; /* so &apebuf[1] is BUFSZ long for getlin() */ struct autopickup_exception *ape; ape_again: diff --git a/src/pager.c b/src/pager.c index 5b57c27d4..9b6192a04 100644 --- a/src/pager.c +++ b/src/pager.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 pager.c $NHDT-Date: 1519529752 2018/02/25 03:35:52 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.120 $ */ +/* NetHack 3.6 pager.c $NHDT-Date: 1523142395 2018/04/07 23:06:35 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.123 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -418,6 +418,9 @@ char *buf, *monbuf; if ((mtmp = m_at(x, y)) != 0) { look_at_monster(buf, monbuf, mtmp, x, y); pm = mtmp->data; + } else if (Hallucination) { + /* 'monster' must actually be a statue */ + Strcpy(buf, rndmonnam((char *) 0)); } } else if (glyph_is_object(glyph)) { look_at_object(buf, x, y, glyph); /* fill in buf[] */ @@ -481,7 +484,7 @@ char *buf, *monbuf; Strcpy(buf, "stone"); break; } - /*else FALLTHRU*/ + /*FALLTHRU*/ default: Strcpy(buf, defsyms[glyph_to_cmap(glyph)].explanation); break; @@ -1033,7 +1036,7 @@ coord *click_cc; { boolean quick = (mode == 1); /* use cursor; don't search for "more info" */ boolean clicklook = (mode == 2); /* right mouse-click method */ - char out_str[BUFSZ]; + char out_str[BUFSZ] = DUMMY; const char *firstmatch = 0; struct permonst *pm = 0; int i = '\0', ans = 0; diff --git a/src/pickup.c b/src/pickup.c index 0f53d8cbb..119f3bf2e 100644 --- a/src/pickup.c +++ b/src/pickup.c @@ -149,7 +149,7 @@ struct obj *objs; boolean here; int *menu_on_demand; { - char ilets[36], inbuf[BUFSZ]; /* FIXME: hardcoded ilets[] length */ + char ilets[36], inbuf[BUFSZ] = DUMMY; /* FIXME: hardcoded ilets[] length */ int iletct, oclassct; boolean not_everything, filtered; char qbuf[QBUFSZ]; diff --git a/src/polyself.c b/src/polyself.c index 227b7d7f7..5111ec41e 100644 --- a/src/polyself.c +++ b/src/polyself.c @@ -384,7 +384,7 @@ void polyself(psflags) int psflags; { - char buf[BUFSZ]; + char buf[BUFSZ] = DUMMY; int old_light, new_light, mntmp, class, tryct; boolean forcecontrol = (psflags == 1), monsterpoly = (psflags == 2), draconian = (uarm && Is_dragon_armor(uarm)), diff --git a/src/pray.c b/src/pray.c index 646de494c..d0cb794ae 100644 --- a/src/pray.c +++ b/src/pray.c @@ -957,6 +957,7 @@ aligntyp g_align; switch (min(action, 5)) { case 5: pat_on_head = 1; + /*FALLTHRU*/ case 4: do fix_worst_trouble(trouble); @@ -1056,7 +1057,7 @@ aligntyp g_align; break; } } - /* Otherwise, falls into next case */ + /*FALLTHRU*/ case 2: if (!Blind) You("are surrounded by %s glow.", an(hcolor(NH_GOLDEN))); @@ -1148,7 +1149,8 @@ aligntyp g_align; if (u.ualign.record >= PIOUS && !u.uevent.uhand_of_elbereth) { gcrownu(); break; - } /* else FALLTHRU */ + } + /*FALLTHRU*/ case 6: { struct obj *otmp; int sp_no, trycnt = u.ulevel + 1; diff --git a/src/questpgr.c b/src/questpgr.c index b96edbc3c..cf6fbdd38 100644 --- a/src/questpgr.c +++ b/src/questpgr.c @@ -471,6 +471,7 @@ char *in_line, *out_line; /* pluralize */ case 'P': cvt_buf[0] = highc(cvt_buf[0]); + /*FALLTHRU*/ case 'p': Strcpy(cvt_buf, makeplural(cvt_buf)); break; @@ -478,6 +479,7 @@ char *in_line, *out_line; /* append possessive suffix */ case 'S': cvt_buf[0] = highc(cvt_buf[0]); + /*FALLTHRU*/ case 's': Strcpy(cvt_buf, s_suffix(cvt_buf)); break; diff --git a/src/read.c b/src/read.c index 34dd9a32e..753b6e6be 100644 --- a/src/read.c +++ b/src/read.c @@ -1435,7 +1435,7 @@ struct obj *sobj; /* scroll, or fake spellbook object for scroll-like spell */ if (sblessed) do_class_genocide(); else - do_genocide(!scursed | (2 * !!Confusion)); + do_genocide((!scursed) | (2 * !!Confusion)); break; case SCR_LIGHT: if (!confused || rn2(5)) { @@ -1551,6 +1551,7 @@ struct obj *sobj; /* scroll, or fake spellbook object for scroll-like spell */ /* do_mapping() already reveals secret passages */ } known = TRUE; + /*FALLTHRU*/ case SPE_MAGIC_MAPPING: if (level.flags.nommap) { Your("%s spins as %s blocks the spell!", body_part(HEAD), @@ -2017,7 +2018,7 @@ STATIC_OVL void do_class_genocide() { int i, j, immunecnt, gonecnt, goodcnt, class, feel_dead = 0; - char buf[BUFSZ]; + char buf[BUFSZ] = DUMMY; boolean gameover = FALSE; /* true iff killed self */ for (j = 0;; j++) { @@ -2169,7 +2170,7 @@ int how; /* 3 = forced genocide of player */ /* 5 (4 | 1) = normal genocide from throne */ { - char buf[BUFSZ]; + char buf[BUFSZ] = DUMMY; register int i, killplayer = 0; register int mndx; register struct permonst *ptr; @@ -2425,7 +2426,7 @@ struct obj *from_obj; boolean create_particular() { - char buf[BUFSZ], *bufp, monclass; + char buf[BUFSZ] = DUMMY, *bufp, monclass; char *tmpp; int which, tryct, i, firstchoice = NON_PM; struct permonst *whichpm = NULL; diff --git a/src/shk.c b/src/shk.c index c81c788b2..a835fa345 100644 --- a/src/shk.c +++ b/src/shk.c @@ -3101,6 +3101,7 @@ xchar x, y; switch (sell_response ? sell_response : ynaq(qbuf)) { case 'q': sell_response = 'n'; + /*FALLTHRU*/ case 'n': if (container) dropped_container(obj, shkp, FALSE); @@ -3110,6 +3111,7 @@ xchar x, y; break; case 'a': sell_response = 'y'; + /*FALLTHRU*/ case 'y': if (container) dropped_container(obj, shkp, TRUE); diff --git a/src/sit.c b/src/sit.c index a6c6a0906..fa36d0ff7 100644 --- a/src/sit.c +++ b/src/sit.c @@ -396,18 +396,21 @@ attrcurse() You_feel("warmer."); break; } + /*FALLTHRU*/ case 2: if (HTeleportation & INTRINSIC) { HTeleportation &= ~INTRINSIC; You_feel("less jumpy."); break; } + /*FALLTHRU*/ case 3: if (HPoison_resistance & INTRINSIC) { HPoison_resistance &= ~INTRINSIC; You_feel("a little sick!"); break; } + /*FALLTHRU*/ case 4: if (HTelepat & INTRINSIC) { HTelepat &= ~INTRINSIC; @@ -416,18 +419,21 @@ attrcurse() Your("senses fail!"); break; } + /*FALLTHRU*/ case 5: if (HCold_resistance & INTRINSIC) { HCold_resistance &= ~INTRINSIC; You_feel("cooler."); break; } + /*FALLTHRU*/ case 6: if (HInvis & INTRINSIC) { HInvis &= ~INTRINSIC; You_feel("paranoid."); break; } + /*FALLTHRU*/ case 7: if (HSee_invisible & INTRINSIC) { HSee_invisible &= ~INTRINSIC; @@ -435,18 +441,21 @@ attrcurse() : "thought you saw something"); break; } + /*FALLTHRU*/ case 8: if (HFast & INTRINSIC) { HFast &= ~INTRINSIC; You_feel("slower."); break; } + /*FALLTHRU*/ case 9: if (HStealth & INTRINSIC) { HStealth &= ~INTRINSIC; You_feel("clumsy."); break; } + /*FALLTHRU*/ case 10: /* intrinsic protection is just disabled, not set back to 0 */ if (HProtection & INTRINSIC) { @@ -454,12 +463,14 @@ attrcurse() You_feel("vulnerable."); break; } + /*FALLTHRU*/ case 11: if (HAggravate_monster & INTRINSIC) { HAggravate_monster &= ~INTRINSIC; You_feel("less attractive."); break; } + /*FALLTHRU*/ default: break; } diff --git a/src/sounds.c b/src/sounds.c index 5b6f085aa..4860915a9 100644 --- a/src/sounds.c +++ b/src/sounds.c @@ -113,8 +113,8 @@ dosounds() You_hear("someone searching."); break; } - /* fall into... (yes, even for hallucination) */ } + /*FALLTHRU*/ case 0: You_hear("the footsteps of a guard on patrol."); break; @@ -662,7 +662,8 @@ register struct monst *mtmp; else pline_msg = "mews."; break; - } /* else FALLTHRU */ + } + /*FALLTHRU*/ case MS_GROWL: pline_msg = mtmp->mpeaceful ? "snarls." : "growls!"; break; @@ -764,7 +765,7 @@ register struct monst *mtmp; } break; } - /* else FALLTHRU */ + /*FALLTHRU*/ case MS_HUMANOID: if (!mtmp->mpeaceful) { if (In_endgame(&u.uz) && is_mplayer(ptr)) diff --git a/src/sp_lev.c b/src/sp_lev.c index 9ddce65cd..94ba6c1fd 100644 --- a/src/sp_lev.c +++ b/src/sp_lev.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 sp_lev.c $NHDT-Date: 1519399521 2018/02/23 15:25:21 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.96 $ */ +/* NetHack 3.6 sp_lev.c $NHDT-Date: 1522701334 2018/04/02 20:35:34 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.97 $ */ /* Copyright (c) 1989 by Jean-Christophe Collet */ /* NetHack may be freely redistributed. See license for details. */ @@ -52,6 +52,7 @@ STATIC_DCL void FDECL(set_wall_property, (XCHAR_P, XCHAR_P, XCHAR_P, XCHAR_P, STATIC_DCL void NDECL(shuffle_alignments); STATIC_DCL void NDECL(count_features); STATIC_DCL void NDECL(remove_boundary_syms); +STATIC_DCL void FDECL(set_door_orientation, (int, int)); STATIC_DCL void FDECL(maybe_add_door, (int, int, struct mkroom *)); STATIC_DCL void NDECL(link_doors_rooms); STATIC_DCL void NDECL(fill_rooms); @@ -702,7 +703,55 @@ remove_boundary_syms() } } -void +/* used by sel_set_door() and link_doors_rooms() */ +STATIC_OVL void +set_door_orientation(x, y) +int x, y; +{ + boolean wleft, wright, wup, wdown; + + /* If there's a wall or door on either the left side or right + * side (or both) of this secret door, make it be horizontal. + * + * It is feasible to put SDOOR in a corner, tee, or crosswall + * position, although once the door is found and opened it won't + * make a lot sense (diagonal access required). Still, we try to + * handle that as best as possible. For top or bottom tee, using + * horizontal is the best we can do. For corner or crosswall, + * either horizontal or vertical are just as good as each other; + * we produce horizontal for corners and vertical for crosswalls. + * For left or right tee, using vertical is best. + * + * A secret door with no adjacent walls is also feasible and makes + * even less sense. It will be displayed as a vertical wall while + * hidden and become a vertical door when found. Before resorting + * to that, we check for solid rock which hasn't been wallified + * yet (cf lower leftside of leader's room in Cav quest). + */ + wleft = (isok(x - 1, y) && (IS_WALL(levl[x - 1][y].typ) + || IS_DOOR(levl[x - 1][y].typ) + || levl[x - 1][y].typ == SDOOR)); + wright = (isok(x + 1, y) && (IS_WALL(levl[x + 1][y].typ) + || IS_DOOR(levl[x + 1][y].typ) + || levl[x + 1][y].typ == SDOOR)); + wup = (isok(x, y - 1) && (IS_WALL(levl[x][y - 1].typ) + || IS_DOOR(levl[x][y - 1].typ) + || levl[x][y - 1].typ == SDOOR)); + wdown = (isok(x, y + 1) && (IS_WALL(levl[x][y + 1].typ) + || IS_DOOR(levl[x][y + 1].typ) + || levl[x][y + 1].typ == SDOOR)); + if (!wleft && !wright && !wup && !wdown) { + /* out of bounds is treated as implicit wall; should be academic + because we don't expect to have doors so near the level's edge */ + wleft = (!isok(x - 1, y) || IS_DOORJOIN(levl[x - 1][y].typ)); + wright = (!isok(x + 1, y) || IS_DOORJOIN(levl[x + 1][y].typ)); + wup = (!isok(x, y - 1) || IS_DOORJOIN(levl[x][y - 1].typ)); + wdown = (!isok(x, y + 1) || IS_DOORJOIN(levl[x][y + 1].typ)); + } + levl[x][y].horizontal = ((wleft || wright) && !(wup && wdown)) ? 1 : 0; +} + +STATIC_OVL void maybe_add_door(x, y, droom) int x, y; struct mkroom *droom; @@ -711,7 +760,7 @@ struct mkroom *droom; add_door(x, y, droom); } -void +STATIC_OVL void link_doors_rooms() { int x, y; @@ -720,6 +769,11 @@ link_doors_rooms() for (y = 0; y < ROWNO; y++) for (x = 0; x < COLNO; x++) if (IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR) { + /* in case this door was a '+' or 'S' from the + MAP...ENDMAP section without an explicit DOOR + directive, set/clear levl[][].horizontal for it */ + set_door_orientation(x, y); + for (tmpi = 0; tmpi < nroom; tmpi++) { maybe_add_door(x, y, &rooms[tmpi]); for (m = 0; m < rooms[tmpi].nsubrooms; m++) { @@ -4213,7 +4267,6 @@ genericptr_t arg; { xchar typ = *(xchar *) arg; xchar x = dx, y = dy; - boolean wleft, wright, wup, wdown; if (!IS_DOOR(levl[x][y].typ) && levl[x][y].typ != SDOOR) levl[x][y].typ = (typ & D_SECRET) ? SDOOR : DOOR; @@ -4222,46 +4275,7 @@ genericptr_t arg; if (typ < D_CLOSED) typ = D_CLOSED; } - - /* If there's a wall or door on either the left side or right - * side (or both) of this secret door, make it be horizontal. - * - * It is feasible to put SDOOR in a corner, tee, or crosswall - * position, although once the door is found and opened it won't - * make a lot sense (diagonal access required). Still, we try to - * handle that as best as possible. For top or bottom tee, using - * horizontal is the best we can do. For corner or crosswall, - * either horizontal or vertical are just as good as each other; - * we produce horizontal for corners and vertical for crosswalls. - * For left or right tee, using vertical is best. - * - * A secret door with no adjacent walls is also feasible and makes - * even less sense. It will be displayed as a vertical wall while - * hidden and become a vertical door when found. Before resorting - * to that, we check for solid rock which hasn't been wallified - * yet (cf lower leftside of leader's room in Cav quest). - */ - wleft = (isok(x - 1, y) && (IS_WALL(levl[x - 1][y].typ) - || IS_DOOR(levl[x - 1][y].typ) - || levl[x - 1][y].typ == SDOOR)); - wright = (isok(x + 1, y) && (IS_WALL(levl[x + 1][y].typ) - || IS_DOOR(levl[x + 1][y].typ) - || levl[x + 1][y].typ == SDOOR)); - wup = (isok(x, y - 1) && (IS_WALL(levl[x][y - 1].typ) - || IS_DOOR(levl[x][y - 1].typ) - || levl[x][y - 1].typ == SDOOR)); - wdown = (isok(x, y + 1) && (IS_WALL(levl[x][y + 1].typ) - || IS_DOOR(levl[x][y + 1].typ) - || levl[x][y + 1].typ == SDOOR)); - if (!wleft && !wright && !wup && !wdown) { - /* out of bounds is treated as implicit wall; should be academic - because we don't expect to have doors so near the level's edge */ - wleft = (!isok(x - 1, y) || IS_DOORJOIN(levl[x - 1][y].typ)); - wright = (!isok(x + 1, y) || IS_DOORJOIN(levl[x + 1][y].typ)); - wup = (!isok(x, y - 1) || IS_DOORJOIN(levl[x][y - 1].typ)); - wdown = (!isok(x, y + 1) || IS_DOORJOIN(levl[x][y + 1].typ)); - } - levl[x][y].horizontal = ((wleft || wright) && !(wup && wdown)) ? 1 : 0; + set_door_orientation(x, y); /* set/clear levl[x][y].horizontal */ levl[x][y].doormask = typ; SpLev_Map[x][y] = 1; } diff --git a/src/spell.c b/src/spell.c index 0447da70b..2b0e83dd6 100644 --- a/src/spell.c +++ b/src/spell.c @@ -1343,26 +1343,31 @@ losespells() * are learned, they get inserted into sorted order rather than be * appended to the end of the list? */ -static const char *spl_sortchoices[] = { +enum spl_sort_types { + SORTBY_LETTER = 0, + SORTBY_ALPHA, + SORTBY_LVL_LO, + SORTBY_LVL_HI, + SORTBY_SKL_AL, + SORTBY_SKL_LO, + SORTBY_SKL_HI, + SORTBY_CURRENT, + SORTRETAINORDER, + + NUM_SPELL_SORTBY +}; + +static const char *spl_sortchoices[NUM_SPELL_SORTBY] = { "by casting letter", -#define SORTBY_LETTER 0 "alphabetically", -#define SORTBY_ALPHA 1 "by level, low to high", -#define SORTBY_LVL_LO 2 "by level, high to low", -#define SORTBY_LVL_HI 3 "by skill group, alphabetized within each group", -#define SORTBY_SKL_AL 4 "by skill group, low to high level within group", -#define SORTBY_SKL_LO 5 "by skill group, high to low level within group", -#define SORTBY_SKL_HI 6 "maintain current ordering", -#define SORTBY_CURRENT 7 /* a menu choice rather than a sort choice */ "reassign casting letters to retain current order", -#define SORTRETAINORDER 8 }; static int spl_sortmode = 0; /* index into spl_sortchoices[] */ static int *spl_orderindx = 0; /* array of spl_book[] indices */ diff --git a/src/steed.c b/src/steed.c index f5cd50bc5..0fc14296c 100644 --- a/src/steed.c +++ b/src/steed.c @@ -485,6 +485,7 @@ int reason; /* Player was thrown off etc. */ switch (reason) { case DISMOUNT_THROWN: verb = "are thrown"; + /*FALLTHRU*/ case DISMOUNT_FELL: You("%s off of %s!", verb, mon_nam(mtmp)); if (!have_spot) diff --git a/src/teleport.c b/src/teleport.c index bd3ada997..53516977f 100644 --- a/src/teleport.c +++ b/src/teleport.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 teleport.c $NHDT-Date: 1455140444 2016/02/10 21:40:44 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.66 $ */ +/* NetHack 3.6 teleport.c $NHDT-Date: 1523306912 2018/04/09 20:48:32 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.73 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -609,12 +609,22 @@ level_tele() Strcpy(qbuf, "To what level do you want to teleport?"); do { + if (iflags.menu_requested) { + /* wizard mode 'm ^V' skips prompting on first pass + (note: level Tport via menu won't have any second pass) */ + iflags.menu_requested = FALSE; + if (wizard) + goto levTport_menu; + } if (++trycnt == 2) { if (wizard) Strcat(qbuf, " [type a number, name, or ? for a menu]"); else Strcat(qbuf, " [type a number or name]"); } + *buf = '\0'; /* EDIT_GETLIN: if we're on second or later pass, + the previous input was invalid so don't use it + as getlin()'s preloaded default answer */ getlin(qbuf, buf); if (!strcmp(buf, "\033")) { /* cancelled */ if (Confusion && rnl(5)) { @@ -629,9 +639,12 @@ level_tele() goto random_levtport; } if (wizard && !strcmp(buf, "?")) { - schar destlev = 0; - xchar destdnum = 0; + schar destlev; + xchar destdnum; + levTport_menu: + destlev = 0; + destdnum = 0; newlev = (int) print_dungeon(TRUE, &destlev, &destdnum); if (!newlev) return; diff --git a/src/trap.c b/src/trap.c index 1855a722a..1a0bb24e7 100644 --- a/src/trap.c +++ b/src/trap.c @@ -2465,7 +2465,7 @@ register struct monst *mtmp; mtmp->mtrapped = 1; break; } - /* fall though */ + /*FALLTHRU*/ default: if (mptr->mlet == S_GIANT /* exclude baby dragons and relatively short worms */ diff --git a/src/uhitm.c b/src/uhitm.c index 8f9e3a0b9..565260f37 100644 --- a/src/uhitm.c +++ b/src/uhitm.c @@ -2396,6 +2396,7 @@ register struct monst *mon; || youmonst.data->mlet == S_ORC || youmonst.data->mlet == S_GNOME) && !weapon_used) goto use_weapon; + /*FALLTHRU*/ case AT_NONE: case AT_BOOM: diff --git a/src/vault.c b/src/vault.c index 296116c53..90a20a0bf 100644 --- a/src/vault.c +++ b/src/vault.c @@ -230,7 +230,7 @@ invault() guard = findgd(); if (++u.uinvault % VAULT_GUARD_TIME == 0 && !guard) { /* if time ok and no guard now. */ - char buf[BUFSZ]; + char buf[BUFSZ] = DUMMY; register int x, y, dd, gx, gy; int lx = 0, ly = 0; long umoney; diff --git a/src/wizard.c b/src/wizard.c index 3f58433c8..6821ea912 100644 --- a/src/wizard.c +++ b/src/wizard.c @@ -391,7 +391,7 @@ register struct monst *mtmp; mtmp->mhp += rnd(8); return 1; } - /* fall through :-) */ + /*FALLTHRU*/ case STRAT_NONE: /* harass */ if (!rn2(!mtmp->mflee ? 5 : 33)) diff --git a/src/write.c b/src/write.c index b73bfb10b..c9047589f 100644 --- a/src/write.c +++ b/src/write.c @@ -95,7 +95,7 @@ dowrite(pen) register struct obj *pen; { register struct obj *paper; - char namebuf[BUFSZ], *nm, *bp; + char namebuf[BUFSZ] = DUMMY, *nm, *bp; register struct obj *new_obj; int basecost, actualcost; int curseval; diff --git a/src/zap.c b/src/zap.c index 233ebfee7..ef5a68c66 100644 --- a/src/zap.c +++ b/src/zap.c @@ -2408,6 +2408,7 @@ boolean ordinary; case WAN_LIGHT: /* (broken wand) */ /* assert( !ordinary ); */ damage = d(obj->spe, 25); + /*FALLTHRU*/ case EXPENSIVE_CAMERA: if (!damage) damage = 5; @@ -4138,7 +4139,8 @@ boolean say; /* Announce out of sight hit/miss events if true */ switch (bounce) { case 0: - dx = -dx; /* fall into... */ + dx = -dx; + /*FALLTHRU*/ case 1: dy = -dy; break; @@ -5050,7 +5052,8 @@ int triesleft; void makewish() { - char buf[BUFSZ], promptbuf[BUFSZ]; + static char buf[BUFSZ] = DUMMY; + char promptbuf[BUFSZ]; struct obj *otmp, nothing; int tries = 0; diff --git a/sys/share/dgn_lex.c b/sys/share/dgn_lex.c index 9ca4a445d..752fcd55a 100644 --- a/sys/share/dgn_lex.c +++ b/sys/share/dgn_lex.c @@ -503,7 +503,7 @@ int yy_flex_debug = 0; #define YY_MORE_ADJ 0 #define YY_RESTORE_YY_MORE_OFFSET char *yytext; -/* NetHack 3.6 dgn_comp.l $NHDT-Date: 1455415233 2016/02/14 02:00:33 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.19 $ */ +/* NetHack 3.6 dgn_comp.l $NHDT-Date: 1522193682 2018/03/27 23:34:42 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.20 $ */ /* Copyright (c) 1989 by Jean-Christophe Collet */ /* Copyright (c) 1990 by M. Stephenson */ /* NetHack may be freely redistributed. See license for details. */ @@ -617,7 +617,7 @@ extern int yywrap FDECL(FDECL_dummy, (void )); #ifndef YY_NO_UNPUT -static void yyunput FDECL(FDECL_dummy, (int c,char *buf_ptr )); +void yyunput FDECL(FDECL_dummy, (int c,char *buf_ptr )); #endif #ifndef yytext_ptr @@ -1282,7 +1282,7 @@ static yy_state_type yy_try_NUL_trans (yy_current_state ) #ifndef YY_NO_UNPUT -static void yyunput (c,yy_bp ) +void yyunput (c,yy_bp ) int c; char * yy_bp; { diff --git a/sys/share/lev_lex.c b/sys/share/lev_lex.c index ffaf0ae3e..02a754e3d 100644 --- a/sys/share/lev_lex.c +++ b/sys/share/lev_lex.c @@ -1024,7 +1024,7 @@ int yy_flex_debug = 0; #define YY_MORE_ADJ 0 #define YY_RESTORE_YY_MORE_OFFSET char *yytext; -/* NetHack 3.6 lev_comp.l $NHDT-Date: 1455415237 2016/02/14 02:00:37 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.27 $ */ +/* NetHack 3.6 lev_comp.l $NHDT-Date: 1522193683 2018/03/27 23:34:43 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.28 $ */ /* Copyright (c) 1989 by Jean-Christophe Collet */ /* NetHack may be freely redistributed. See license for details. */ @@ -1161,7 +1161,7 @@ extern int yywrap FDECL(FDECL_dummy, (void )); #ifndef YY_NO_UNPUT -static void yyunput FDECL(FDECL_dummy, (int c,char *buf_ptr )); +void yyunput FDECL(FDECL_dummy, (int c,char *buf_ptr )); #endif #ifndef yytext_ptr @@ -2525,7 +2525,7 @@ static yy_state_type yy_try_NUL_trans (yy_current_state ) #ifndef YY_NO_UNPUT -static void yyunput (c,yy_bp ) +void yyunput (c,yy_bp ) int c; char * yy_bp; { diff --git a/sys/unix/Makefile.doc b/sys/unix/Makefile.doc index e2a8131fa..88ec632b1 100644 --- a/sys/unix/Makefile.doc +++ b/sys/unix/Makefile.doc @@ -27,9 +27,11 @@ PSCMD = groff # Use the "cat" GUIDECMD if nroff and/or tbl and/or col are not installed # Not appropriate for creating Guidebook.txt. # GUIDECMD = cat Guidebook.txt -# The following works better with groff-1.18, eg on Linux -# GUIDECMD = $(GUIDE_PREFORMAT) | nroff -c -Tascii | $(COLCMD) -GUIDECMD = $(GUIDE_PREFORMAT) | nroff | $(COLCMD) +# +# Single page. Might need adjustment to .pl value +# GUIDECMD= $(GUIDE_PREFORMAT) | perl -pe 's/^(.mt)$$/.pl 4720v\n.in 0\n.po 8\n.ll 64m\n$$1/' | nroff -c -Tascii | $(COLCMD) +# +GUIDECMD = $(GUIDE_PREFORMAT) | nroff -c -Tascii | $(COLCMD) # Only generate output for the current configuration: NHGREP = $(MAKEDEFS) --grep --input - --output - diff --git a/sys/unix/Makefile.utl b/sys/unix/Makefile.utl index ca7124a40..6dba4e97c 100644 --- a/sys/unix/Makefile.utl +++ b/sys/unix/Makefile.utl @@ -1,5 +1,5 @@ # Makefile for NetHack's utility programs. -# NetHack 3.6 Makefile.utl $NHDT-Date: 1454712070 2016/02/05 22:41:10 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.29 $ +# NetHack 3.6 Makefile.utl $NHDT-Date: 1522193681 2018/03/27 23:34:41 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.34 $ # Root of source tree: NHSROOT=.. @@ -271,12 +271,18 @@ lev_yacc.c: lev_comp.y lev_lex.c: lev_comp.l $(LEX) $(FLEXDIST) lev_comp.l - sed -e 's#"$(LEXYYC)"#"$@"#' -e 's# *$$##' $(LEXYYC) > $@ \ + sed -e 's#"$(LEXYYC)"#"$@"#' -e 's# *$$##' \ + -e 's#static void yyunput#void yyunput#' $(LEXYYC) > $@ \ && rm $(LEXYYC) # note: flex code construction using m4 macros results in some trailing # spaces; is basic RE substitute for # and we don't bother stripping trailing tabs because that gets messy; # make expands into which is RE end-of-line. +# flex also creates yyunput() as a static routine, but lev_comp doesn't +# use it so compiler complaints can ensue; recent flex versions honor +# NO_YY_UNPUT to suppress it, but older ones don't; making it global to +# avoid an "unused function" warning is simpler than trying to remove +# the whole thing (although full 'lint' may still complain). # with all of extern.h's functions to complain about, we drown in # 'defined but not used' without -u @@ -308,7 +314,8 @@ dgn_yacc.c: dgn_comp.y dgn_lex.c: dgn_comp.l $(LEX) $(FLEXDIST) dgn_comp.l - sed -e 's#"$(LEXYYC)"#"$@"#' -e 's# *$$##' $(LEXYYC) > $@ \ + sed -e 's#"$(LEXYYC)"#"$@"#' -e 's# *$$##' \ + -e 's#static void yyunput#void yyunput#' $(LEXYYC) > $@ \ && rm $(LEXYYC) # note: is basic RE substitute for diff --git a/util/makedefs.c b/util/makedefs.c index 48a906846..1c8e5fcba 100644 --- a/util/makedefs.c +++ b/util/makedefs.c @@ -2789,6 +2789,7 @@ do_objs() prefix = -1; break; } + /*FALLTHRU*/ default: Fprintf(ofp, "#define\t"); } diff --git a/win/Qt4/qt4streq.cpp b/win/Qt4/qt4streq.cpp index 5d03bb996..abe910ff7 100644 --- a/win/Qt4/qt4streq.cpp +++ b/win/Qt4/qt4streq.cpp @@ -83,6 +83,9 @@ bool NetHackQtStringRequestor::Get(char* buffer, int maxchar) resize(fontMetrics().width(prompt.text())*2+50,fontMetrics().height()*4); } +#ifdef EDIT_GETLIN + input.setText(buffer); +#endif centerOnMain(this); show(); input.setFocus(); diff --git a/win/X11/winX.c b/win/X11/winX.c index 6b285a2e5..7c3c600f5 100644 --- a/win/X11/winX.c +++ b/win/X11/winX.c @@ -1623,7 +1623,11 @@ char *input; slide left hiding some chars at the beginning of the response but making room to type more. [Prior to 3.6.1, width wasn't specifiable and answer box always got sized to match the width of the prompt.] */ +#ifdef EDIT_GETLIN + SetDialogResponse(getline_dialog, input, 60); /* set default answer */ +#else SetDialogResponse(getline_dialog, nhStr(""), 60); /* set default answer */ +#endif positionpopup(getline_popup, TRUE); /* center,bottom */ nh_XtPopup(getline_popup, (int) XtGrabExclusive, getline_dialog); diff --git a/win/tty/getline.c b/win/tty/getline.c index a73fa4060..f471d853f 100644 --- a/win/tty/getline.c +++ b/win/tty/getline.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 getline.c $NHDT-Date: 1490908467 2017/03/30 21:14:27 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.31 $ */ +/* NetHack 3.6 getline.c $NHDT-Date: 1523619111 2018/04/13 11:31:51 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.35 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -56,8 +56,19 @@ getlin_hook_proc hook; cw->flags &= ~WIN_STOP; ttyDisplay->toplin = 3; /* special prompt state */ ttyDisplay->inread++; + + /* issue the prompt */ custompline(OVERRIDE_MSGTYPE | SUPPRESS_HISTORY, "%s ", query); - *obufp = 0; +#ifdef EDIT_GETLIN + /* bufp is input/output; treat current contents (presumed to be from + previous getlin()) as default input */ + addtopl(obufp); + bufp = eos(obufp); +#else + /* !EDIT_GETLIN: bufp is output only; init it to empty */ + *bufp = '\0'; +#endif + for (;;) { (void) fflush(stdout); Strcat(strcat(strcpy(toplines, query), " "), obufp); @@ -285,6 +296,7 @@ tty_get_ext_cmd() * ? ext_cmd_getlin_hook * : (getlin_hook_proc) 0); */ + buf[0] = '\0'; hooked_tty_getlin("#", buf, in_doagain ? (getlin_hook_proc) 0 : ext_cmd_getlin_hook); (void) mungspaces(buf); diff --git a/win/tty/termcap.c b/win/tty/termcap.c index 5add02ac3..586818f0d 100644 --- a/win/tty/termcap.c +++ b/win/tty/termcap.c @@ -1171,6 +1171,7 @@ int n; case ATR_ULINE: if (nh_US) return nh_US; + /*FALLTHRU*/ case ATR_BOLD: case ATR_BLINK: #if defined(TERMLIB) && defined(TEXTCOLOR) @@ -1192,6 +1193,7 @@ int n; case ATR_ULINE: if (nh_UE) return nh_UE; + /*FALLTHRU*/ case ATR_BOLD: case ATR_BLINK: return nh_HE; diff --git a/win/tty/wintty.c b/win/tty/wintty.c index 0ad6d2aa6..63d1aac8c 100644 --- a/win/tty/wintty.c +++ b/win/tty/wintty.c @@ -1527,7 +1527,7 @@ winid window; case NHW_MAP: /* cheap -- clear the whole thing and tell nethack to redraw botl */ context.botlx = 1; - /* fall into ... */ + /*FALLTHRU*/ case NHW_BASE: clear_screen(); break; @@ -1917,7 +1917,8 @@ struct WinDesc *cw; /* special case: '0' is also the default ball class */ if (!counting && index(gacc, morc)) goto group_accel; - /* fall through to count the zero */ + /* fall through to count the zero */ + /*FALLTHRU*/ case '1': case '2': case '3': @@ -2197,6 +2198,7 @@ boolean blocking; /* with ttys, all windows are blocking */ tty_display_nhwindow(WIN_MESSAGE, TRUE); return; } + /*FALLTHRU*/ case NHW_BASE: (void) fflush(stdout); break; diff --git a/win/win32/mswproc.c b/win/win32/mswproc.c index c0cd44f5d..30b1f5b2b 100644 --- a/win/win32/mswproc.c +++ b/win/win32/mswproc.c @@ -1657,8 +1657,13 @@ mswin_getlin(const char *question, char *input) mswin_clear_nhwindow(WIN_MESSAGE); mswin_putstr_ex(WIN_MESSAGE, ATR_BOLD, question, 0); mswin_putstr_ex(WIN_MESSAGE, ATR_BOLD, " ", 1); +#ifdef EDIT_GETLIN + mswin_putstr_ex(WIN_MESSAGE, ATR_BOLD, input, 0); + len = strlen(input); +#else input[0] = '\0'; len = 0; +#endif ShowCaret(mswin_hwnd_from_winid(WIN_MESSAGE)); done = FALSE; while (!done) {