diff --git a/README b/README index c8e676c8e..0592a5efc 100644 --- a/README +++ b/README @@ -4,12 +4,12 @@ NetHack 3.6 is an enhancement to the dungeon exploration game NetHack, which is a distant descendent of Rogue and Hack, and a direct descendent of NetHack 3.4 as there was no NetHack 3.5 release. -NetHack 3.6.2 contains a collection of more than 220 bug fixes to NetHack 3.6.1. -The file doc/fixes36.2 in the source distribution has a full list of them. The -text in there was written for the development team's own use and is provided -"as is", so please do not ask us to further explain the entries in that file. -Some entries might be considered "spoilers", particularly in the "new features" -section. +NetHack 3.6.2 contains a collection of about 320 bug fixes to NetHack 3.6.1 +and more than 20 enhancements. The file doc/fixes36.2 in the source +distribution has a full list of them. The text in there was written for the +development team's own use and is provided "as is", so please do not ask us +to further explain the entries in that file. Some entries might be considered +"spoilers", particularly in the "new features" section. Below you will find some other general notes that were not considered spoilers: @@ -18,6 +18,7 @@ spoilers: * sys/winnt/nttty performance improvements mainly through the introduction of a back buffer approach * a couple of windows crash bug fixes +* adoption of the curses window port that was in use in the community - - - - - - - - - - - @@ -166,6 +167,6 @@ In our own patches, we will assume that your code is synchronized with ours. -- Good luck, and happy Hacking -- -# $NHDT-Date: 1546383333 2019/01/01 22:55:33 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.48 $ +# $NHDT-Date: 1557077369 2019/05/05 17:29:29 $ $NHDT-Branch: NetHack-3.6.2 $:$NHDT-Revision: 1.55 $ # Copyright (c) 2012 by Michael Allison # NetHack may be freely redistributed. See license for details. diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index ca1b8b15c..08f4027d1 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -126,7 +126,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -192,7 +192,7 @@ you have seen on the current dungeon level; as you explore more - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -258,7 +258,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -324,7 +324,7 @@ Intelligence affects your ability to cast spells and read - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -390,7 +390,7 @@ ical attacks. Many dungeons show only your experience level - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -456,7 +456,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -522,7 +522,7 @@ nasty and vicious. Sometimes, however, they can be helpful. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -588,7 +588,7 @@ symbol at the chosen location, conditionally check for "More - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -654,7 +654,7 @@ if you remember a monster there). - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -720,7 +720,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -786,7 +786,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -852,7 +852,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -918,7 +918,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -984,7 +984,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1050,7 +1050,7 @@ (R)UNIX is a registered trademark of The Open Group. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1116,7 +1116,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1182,7 +1182,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1248,7 +1248,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1314,7 +1314,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1380,7 +1380,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1446,7 +1446,7 @@ Ride (or stop riding) a saddled creature. Autocompletes. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1512,7 +1512,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1578,7 +1578,7 @@ u', and `u' if number_pad is on. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1644,7 +1644,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1710,7 +1710,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1776,7 +1776,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1842,7 +1842,7 @@ stuck for a few turns trying to climb out. Traps don't appear on - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1908,7 +1908,7 @@ ing the "#chat" command while standing on it. Using an item - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -1974,7 +1974,7 @@ magic items can help you locate them before they locate you - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2040,7 +2040,7 @@ you, which makes pets useful for low-level characters. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2106,7 +2106,7 @@ displayed at the location where you think it is. That will - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2172,7 +2172,7 @@ When you use "#name" on an object which has already been named, - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2238,7 +2238,7 @@ simply elect to throw a spear. To shoot an arrow, you should - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2304,7 +2304,7 @@ what to throw, you will be prompted for a direction rather than - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2370,7 +2370,7 @@ times also referred to as "restricted", because you won't be able - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2436,7 +2436,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2502,7 +2502,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2568,7 +2568,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2634,7 +2634,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2700,7 +2700,7 @@ `r' (read). The `+' command lists each spell you know along with - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2766,7 +2766,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2832,7 +2832,7 @@ they win the game. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2898,7 +2898,7 @@ that playing Monk or Priest characters should violate this - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -2964,7 +2964,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3030,7 +3030,7 @@ file so setting HACKDIR to override that is not usually - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3096,7 +3096,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3162,7 +3162,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3228,7 +3228,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3294,7 +3294,7 @@ tent. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3360,7 +3360,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3426,7 +3426,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3492,7 +3492,7 @@ yourself or next to you, show a menu of possible actions for - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3558,7 +3558,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3624,7 +3624,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3690,7 +3690,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3756,7 +3756,7 @@ to search twelve times), precede it with the letter `n' - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3822,7 +3822,7 @@ or more of the following letters. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3888,7 +3888,7 @@ size will always be at least that big; default value is 5. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -3954,7 +3954,7 @@ teleport - update the map after movement has finished; - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4020,7 +4020,7 @@ fault on). Persistent. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4086,14 +4086,14 @@ make inadvertent mouse clicks on the map window. Persistent. - NetHack 3.6 March 24, 2019 - + NetHack 3.6 April 9, 2019 NetHack Guidebook 63 + NetHack Guidebook 63 verbose @@ -4152,7 +4152,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4217,13 +4217,13 @@ font_map if NetHack can, it should use a font by the chosen name for the + NetHack 3.6 April 9, 2019 NetHack 3.6 March 24, 2019 - NetHack Guidebook 65 @@ -4284,7 +4284,7 @@ If NetHack can, it should pop up dialog boxes, or use prompts - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4350,7 +4350,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4413,15 +4413,21 @@ If NetHack can, it should wrap long lines of text if they don't fit in the visible area of the window. + wraptext + If NetHack can, it should wrap long lines of text if they don't + fit in the visible area of the window. NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 + NetHack Guidebook 68 + NetHack Guidebook 68 @@ -4481,15 +4487,16 @@ soundcard (default on, PC NetHack only). Cannot be set with the `O' + NetHack 3.6 April 9, 2019 NetHack 3.6 March 24, 2019 - NetHack Guidebook 69 + NetHack Guidebook 69 command. @@ -4548,7 +4555,7 @@ up_exception option should be followed by a regular expression - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4614,7 +4621,7 @@ Below are the special commands you can rebind. Some of them - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4680,7 +4687,7 @@ `?'. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4746,7 +4753,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4812,7 +4819,7 @@ area, when the message matches a user-defined pattern. - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4875,10 +4882,10 @@ The pattern should be a regular expression. Allowed colors are black, red, green, brown, blue, magenta, - cyan, gray, orange, lightgreen, yellow, lightblue, + cyan, gray, orange, light-green, yellow, light-blue, light- - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4888,11 +4895,13 @@ - lightmagenta, lightcyan, and white. + magenta, light-cyan, and white. And no-color, the default + foreground color, which isn't necessarily the same as any of + the other colors. Allowed attributes are none, bold, dim, underline, blink, and - inverse. Note that the platform used may interpret the at- - tributes any way it wants. + inverse. "Normal" is a synonym for "none". Note that the + platform used may interpret the attributes any way it wants. Here's an example of menu colors using NetHack's internal pat- tern matching facility: @@ -4942,9 +4951,7 @@ - - - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -4954,6 +4961,8 @@ + + 9.13. Configuring Status Hilites Your copy of NetHack may have been compiled with support for @@ -4963,38 +4972,70 @@ The format for defining status colors is: - OPTION=hilite_status: field-name/behavior/color&attributes + OPTION=hilite_status:field-name/behavior/color&attributes - 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%: + For example, the following line in your configuration 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 + 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. + (That example is actually specifying red&normal for <=30% and no- + color&normal for >30%.) - OPTION=hilite_status: wisdom/down/red/up/green + For another example, the following line in your configura- + tion file will cause wisdom to be displayed red if it drops and + green if it rises: - 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 + OPTION=hilite_status:wisdom/down/red/up/green - 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- + Allowed colors are black, red, green, brown, blue, magenta, + cyan, gray, orange, light-green, yellow, light-blue, light-magen- + ta, light-cyan, and white. And "no-color", the default fore- + ground color on the display, which is not necessarily the same as + black or white or any of the other colors. + + Allowed attributes are none, bold, dim, underline, blink, + and inverse. "Normal" is a synonym for "none"; they should not + be used in combination with any of the other attributes. + + To specify both a color and an attribute, use `&' to combine + them. To specify multiple attributes, use `+' to combine those. + For example: "magenta&inverse+dim". + Note that the display may substitute or ignore particular + attributes depending upon its capabilities, and in general may + interpret the attributes any way it wants. For example, on some + display systems a request for bold might yield blink or vice ver- + sa. On others, issuing an attribute request while another is al- + ready set up will replace the earlier attribute rather than com- + bine with it. Since NetHack issues attribute requests sequen- + tially (at least with the tty interface) rather than all at once, + the only way a situation like that can be controlled is to speci- + fy just one attribute. + + You can adjust the appearance of the following status + fields: + NetHack 3.6 April 9, 2019 + + + NetHack Guidebook 77 + + title dungeon-level experience-level + strength gold experience + dexterity hitpoints HD + constitution hitpoints-max time + intelligence power hunger + wisdom power-max carrying-capacity + charisma armor-class condition + alignment score + + 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, + 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, @@ -5033,35 +5074,19 @@ when value is below or above the percentage. Use prefix `<' or `>' to match when strictly below or above. (The numeric limit is relaxed slightly for those: >-1% and - <101% are allowed.) Only valid for "hitpoints" and "pow- + <101% are allowed.) Only valid for "hitpoints" and "pow- er" fields. * absolute value sets the attribute when the field value matches that number. The number must be 0 or higher, ex- - cept for "armor-class' which allows negative values, and - may optionally be preceded by `='. If the number is pre- - ceded by `<=' or `>=' instead, it also matches when value - is below or above. If the prefix is `<' or `>', only + cept for "armor-class' which allows negative values, and + may optionally be preceded by `='. If the number is pre- + ceded by `<=' or `>=' instead, it also matches when value + is below or above. If the prefix is `<' or `>', only match when strictly above or below. - * text match sets the attribute when the field value matches - the text. Text matches can only be used for "alignment", - "carrying-capacity", "hunger", "dungeon-level", and "ti- - tle". For title, only the role's rank title is tested; - the character's name is ignored. - 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- + NetHack 3.6 April 9, 2019 tushilites to 0. Example hilites: @@ -5070,54 +5095,64 @@ - - - - - - - NetHack 3.6 March 24, 2019 - - - - - NetHack Guidebook 78 - 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 + * text match sets the attribute when the field value matches + the text. Text matches can only be used for "alignment", + "carrying-capacity", "hunger", "dungeon-level", and "ti- + tle". For title, only the role's rank title is tested; + the character's name is ignored. + + 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: + + + + + + NetHack Guidebook 78 + + + + 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 + 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- + 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- + 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 prefix form \m switches on the meta bit in the - symbol value, and the ^ prefix causes the following character to + lowing character literally. Thus \ needs to be represented as + \\. The special prefix 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 @@ -5125,15 +5160,6 @@ ------------------------------------------------------------------------ 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) @@ -5142,7 +5168,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -5152,6 +5178,15 @@ + " 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) ) S_boomleft (boomerang open left) ( S_boomright (boomerang open right) ` S_boulder (boulder) @@ -5191,15 +5226,6 @@ { 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 (horizontal beam [zap animation]) - # S_hcdbridge (horizontal raised drawbridge) - + S_hcdoor (closed door in horizontal wall) . S_hodbridge (horizontal lowered drawbridge) | S_hodoor (open door in horizontal wall) ^ S_hole (hole) @@ -5208,7 +5234,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -5218,6 +5244,15 @@ + S_ghost (ghost) + H S_giant (giant humanoid) + G S_gnome (gnome) + ' S_golem (golem) + | S_grave (grave) + g S_gremlin (gremlin) + - S_hbeam (horizontal beam [zap animation]) + # S_hcdbridge (horizontal raised drawbridge) + + S_hcdoor (closed door in horizontal wall) - S_hwall (horizontal wall) . S_ice (ice) i S_imp (imp or minor demon) @@ -5257,15 +5292,6 @@ = S_ring (ring) ` S_rock (boulder or statue) r S_rodent (rodent) - ^ S_rolling_boulder_trap (rolling boulder trap) - . S_room (floor of a room) - / S_rslant (diagonal beam [zap animation]) - ^ 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) @@ -5274,7 +5300,7 @@ - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -5284,6 +5310,15 @@ + ^ S_rolling_boulder_trap (rolling boulder trap) + . S_room (floor of a room) + / S_rslant (diagonal beam [zap animation]) + ^ 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_ss3 (magic shield 3 of 4) * S_ss4 (magic shield 4 of 4) ^ S_statue_trap (statue trap) @@ -5323,6 +5358,25 @@ . S_vodbridge (vertical lowered drawbridge) - S_vodoor (open door in vertical wall) v S_vortex (vortex) + X S_xorn (xorn) + Y S_yeti (apelike creature) + Z S_zombie (zombie) + z S_zruty (zruty) + + + + NetHack 3.6 April 9, 2019 + + NetHack 3.6 March 24, 2019 + + + + + NetHack Guidebook 82 + + NetHack Guidebook 82 + + | S_vwall (vertical wall) / S_wand (wand) } S_water (water) @@ -5332,77 +5386,52 @@ ~ 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) - - - - NetHack 3.6 March 24, 2019 - - - - - - NetHack Guidebook 82 - - - - There is one additional class of object, described as - "strange object", which will occasionally be the shape taken on + There is one additional class of object, described as + "strange object", which will occasionally be the shape taken on by mimics and shown as `]' for maps displayed as text characters. Although the displayed character is the same as the default value - for "S_mimic_def", it is a different symbol and there is no cor- + for "S_mimic_def", it is a different symbol and there is no cor- responding "S_strange_object" symbol nor any way to assign an al- ternate value for it. 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- + 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 + 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 + 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 + 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 of- - ficial distributions of NetHack is a symset called NHAccess. Se- - lecting 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: + While it is not difficult for experienced users to edit the + defaults.nh file to accomplish this, novices may find this task symset:NHAccess Load a symbol set appropriate for use by blind players. - roguesymset:NHAccess + NetHack 3.6 April 9, 2019 Load a symbol set for the rogue level that is appropriate for @@ -5410,12 +5439,22 @@ + NetHack Guidebook 83 NetHack Guidebook 83 + somewhat daunting. Included within the "symbols" file of all of- + ficial distributions of NetHack is a symset called NHAccess. Se- + lecting 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: + Load a symbol set for the rogue level that is appropriate for use by blind players. menustyle:traditional @@ -5425,88 +5464,93 @@ 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 + 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- + Automatically describe the terrain under the cursor when tar- geting. mention_walls - Give feedback messages when walking towards a wall or when + 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 + 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 + 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 + 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- + 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 debug mode (commonly referred to as wizard mode). A value of a single asterisk (*) allows anyone to start a game in debug mode. + NetHack 3.6 April 9, 2019 NetHack 3.6 March 24, 2019 - NetHack Guidebook 84 + NetHack Guidebook 84 + + 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 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 + 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- + SUPPORT = A string explaining how to get local support (no de- fault value). - RECOVER = A string explaining how to recover a game on this + 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. + 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- + 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 + 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: @@ -5515,22 +5559,14 @@ ENTRYMAX = Maximum number of entries in the score file. - POINTSMIN = Minimum number of points to get an entry in the + 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- + 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. "3.6.2-0") + NetHack 3.6 April 9, 2019 %u - game UID %t - game start time, UNIX timestamp format %T - current time, UNIX timestamp format @@ -5538,9 +5574,6 @@ %D - current time, YYYYMMDDhhmmss format - NetHack 3.6 March 24, 2019 - - @@ -5548,55 +5581,58 @@ + 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. "3.6.2-0") %n - player name %N - first character of player name 10. Scoring - NetHack maintains a list of the top scores or scorers on + 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 + 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 + 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 + 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 + 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 + 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 + 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 + "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. + 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" - 11.1. Debug mode - Debug mode, also known as wizard mode, is undocumented aside - from this brief description and the various "debug mode only" + NetHack 3.6 April 9, 2019 commands listed among the command descriptions. It is intended for tracking down problems within the program rather than to pro- vide god-like powers to your character, and players who attempt @@ -5604,9 +5640,6 @@ It is initiated by starting the game with the -D command-line - NetHack 3.6 March 24, 2019 - - @@ -5614,55 +5647,62 @@ + 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 and the various "debug mode only" + commands listed among the command descriptions. It is intended + vide god-like powers to your character, and players who attempt + debugging are expected 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). Attempting to start a game in debug mode when not - allowed or not available will result in falling back to explore + 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). 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 + 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 + Main events in the course of the game development are described below: - Jay Fenlason wrote the original Hack, with help from Kenny + 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 + 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- + 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 + 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. + incorporating many of the added features, and produced NetHack - 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 + NetHack 3.6 April 9, 2019 of them and Kevin Darcy later joined the main NetHack Development Team to produce subsequent revisions of 3.0. @@ -5673,70 +5713,70 @@ NetHack 3.6 March 24, 2019 - - - NetHack Guidebook 87 - 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 + 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 + + 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 NetHack Development Team which now included - Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, - Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, + Headed by Mike Stephenson and coordinated by Izchak Miller + and Janet Walz, the NetHack Development Team which now included + Ken Arromdee, 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 + 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 + 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- + 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 + 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. + 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 NetHack De- - velopment Team and tile support was then added to other plat- + 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 NetHack De- + velopment Team and tile support was then added to other plat- forms. - The 3.2 NetHack Development Team, comprised of Michael Alli- - son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin - Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er- - ic 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 NetHack Development Team remained 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 NetHack 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 - - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -5746,56 +5786,63 @@ + The 3.2 NetHack Development Team, comprised of Michael Alli- + son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin + Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er- + ic 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 NetHack Development + Team remained 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 NetHack 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 + 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 + 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- + 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 NetHack Development Team and in- + 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 NetHack Development Team and in- corporated 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 + was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. - The 3.3 NetHack Development Team, consisting of Michael Al- - lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, - Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor- - ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet - Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 + The 3.3 NetHack Development Team, consisting of Michael Al- + lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, + Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor- + ber, 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- + 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. + 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 - The 3.4 NetHack Development Team initially consisted of - Michael Allison, 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 release of NetHack 3.4.0 in March 2002. - As with version 3.3, various people contributed to the game + NetHack 3.6 April 9, 2019 as a whole as well as supporting ports on the different platforms that NetHack runs on: @@ -5805,34 +5852,42 @@ NetHack 3.6 March 24, 2019 - - - NetHack Guidebook 89 + bug list, 3.3 proved stable enough to last for more than a year + and a half. + + The 3.4 NetHack Development Team initially consisted of + Michael Allison, 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 release of NetHack 3.4.0 in March 2002. + + As with version 3.3, various people contributed to the game + Pat Rankin maintained 3.4 for VMS. - Michael Allison maintained NetHack 3.4 for the MS-DOS plat- + 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- + 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 + 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- + 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 + 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 + 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 af- @@ -5841,34 +5896,25 @@ 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 NetHack Development Team 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 + for more than a decade. The NetHack Development Team 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 con- - tinue to be developed, maintained, and enjoyed by the community + and its successors originally by Daniel Thaler and then by Alex + Smith, and Dynahack by Tung Nguyen. Some of those variants con- + tinue 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 NetHack Development Team'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. - 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 NetHack Development Team consisted of - - NetHack 3.6 March 24, 2019 + NetHack 3.6 April 9, 2019 @@ -5876,55 +5922,61 @@ NetHack Guidebook 90 + NetHack Guidebook 90 + 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 NetHack Development Team'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. - Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, - Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen- - son, Janet Walz, and Paul Winner. In early 2015, ahead of the + In January 2015, preparation began for the release of + + At the beginning of development for what would eventually + get released as 3.6.0, the NetHack Development Team consisted of + Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, + Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen- + son, 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. 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. NetHack + icant inspirations for many of the humorous and fun features + found in the game, author Terry Pratchett, passed away. NetHack 3.6.0 introduced 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 + 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 late April 2018, several hundred bug fixes for 3.6.0 and - some new features were assembled and released as NetHack 3.6.1. + In late April 2018, several hundred bug fixes for 3.6.0 and + some new features were assembled and released as NetHack 3.6.1. The NetHack Development Team at the time of release of 3.6.1 con- - sisted 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 + sisted 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 NetHack Development Team, as well as Steve VanDevender + The NetHack Development Team, as well as Steve VanDevender and Kevin Smolkowski, ensured that NetHack 3.6 continued to oper- ate on various UNIX flavors and maintained the X11 interface. - Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main- + 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- + 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 + 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 @@ -5933,26 +5985,34 @@ Andy Thomson for hardfought.org. Thanks to all those unnamed dun- geoneers who invest their time and effort into annual NetHack + NetHack 3.6 April 9, 2019 NetHack 3.6 March 24, 2019 - - - NetHack Guidebook 91 - tournaments such as Junethack, The November NetHack Tournament - and in days past, devnull.net (gone for now, but not forgotten). + 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/. + + + again to M. Drew Streib and Pasi Kallinen for providing a public + NetHack server at nethack.alt.org. Thanks to Keith Simpson and + geoneers who invest their time and effort into annual NetHack + tournaments such as Junethack, The November NetHack Tournament + and in days past, devnull.net (gone for now, but not forgotten). - - - - - - - - - - - From time to time, some depraved individual out there in - netland sends a particularly intriguing modification to help out + From time to time, some depraved individual out there in + netland sends a particularly intriguing modification to help out with the game. The NetHack Development Team sometimes makes note - of the names of the worst of these miscreants in this, the list + 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 @@ -5984,6 +6044,8 @@ Eric Hendrickson Mark Gooderum Stephen White Eric R. Smith Mark Modrall Steve Creps Eric S. Raymond Marvin Bressler Steve Linhart + NetHack 3.6 April 9, 2019 + NetHack Guidebook 92 Erik Andersen Matthew Day Steve VanDevender Frederick Roeber Merlyn LeRoy Teemu Suikki Gil Neiger Michael Allison Tim Lennan @@ -5996,7 +6058,7 @@ Izchak Miller Mike Stephenson J. Ali Harlow Mikko Juola - Brand and product names are trademarks or registered trade- + Brand and product names are trademarks or registered trade- marks of their respective holders. @@ -6004,3 +6066,5 @@ + + NetHack 3.6 April 9, 2019 \ No newline at end of file diff --git a/src/display.c b/src/display.c index 6d72d1d70..1dbf762f1 100644 --- a/src/display.c +++ b/src/display.c @@ -1,4 +1,4 @@ -/* NetHack 3.6 display.c $NHDT-Date: 1554045810 2019/03/31 15:23:30 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.99 $ */ +/* NetHack 3.6 display.c $NHDT-Date: 1556835736 2019/05/02 22:22:16 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.101 $ */ /* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */ /* and Dave Cohrs, 1990. */ /* NetHack may be freely redistributed. See license for details. */ @@ -37,9 +37,15 @@ * background * * If the location is out of sight, display in order: - * sensed monsters (telepathy) + * sensed monsters (via telepathy or persistent detection) + * warning (partly-sensed monster shown as an abstraction) * memory * + * "Remembered, unseen monster" is handled like an object rather + * than a monster, and stays displayed whether or not it is in sight. + * It is removed when a visible or sensed or warned-of monster gets + * shown at its location or when searching or fighting reveals that + * no monster is there. * * * Here is a list of the major routines in this file to be used externally: @@ -309,9 +315,9 @@ register int x, y; if (!g.level.flags.hero_memory) return; - if ((trap = t_at(x, y)) != 0 && trap->tseen && !covers_traps(x, y)) + if ((trap = t_at(x, y)) != 0 && trap->tseen && !covers_traps(x, y)) { map_trap(trap, 0); - else if (levl[x][y].seenv) { + } else if (levl[x][y].seenv) { struct rm *lev = &levl[x][y]; map_background(x, y, 0); @@ -320,8 +326,9 @@ register int x, y; if (!lev->waslit && lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM) lev->glyph = cmap_to_glyph(S_stone); - } else + } else { levl[x][y].glyph = cmap_to_glyph(S_stone); /* default val */ + } } /* @@ -332,7 +339,7 @@ register int x, y; * * Internal to display.c, this is a #define for speed. */ -#define _map_location(x, y, show) \ +#define _map_location(x, y, show) \ { \ register struct obj *obj; \ register struct trap *trap; \ @@ -440,8 +447,7 @@ xchar worm_tail; /* mon is actually a worm tail */ } } - /* If the mimic is unsuccessfully mimicing something, display the monster. - */ + /* If mimic is unsuccessfully mimicing something, display the monster. */ if (!mon_mimic || sensed) { int num; @@ -461,13 +467,13 @@ xchar worm_tail; /* mon is actually a worm tail */ } else if (sightflags == DETECTED) { if (worm_tail) num = detected_monnum_to_glyph( - what_mon(PM_LONG_WORM_TAIL, rn2_on_display_rng)); + what_mon(PM_LONG_WORM_TAIL, rn2_on_display_rng)); else num = detected_mon_to_glyph(mon, rn2_on_display_rng); } else { if (worm_tail) num = monnum_to_glyph( - what_mon(PM_LONG_WORM_TAIL, rn2_on_display_rng)); + what_mon(PM_LONG_WORM_TAIL, rn2_on_display_rng)); else num = mon_to_glyph(mon, rn2_on_display_rng); } @@ -618,10 +624,9 @@ xchar x, y; * floor symbol. * * Similarly, if the hero digs a hole in a wall or feels a - * location - * that used to contain an unseen monster. In these cases, - * there's no reason to assume anything was underneath, so - * just show the appropriate floor symbol. If something was + * location that used to contain an unseen monster. In these + * cases, there's no reason to assume anything was underneath, + * so just show the appropriate floor symbol. If something was * embedded in the wall, the glyph will probably already * reflect that. Don't change the symbol in this case. * @@ -860,7 +865,7 @@ register int x, y; else goto show_mem; } else { - show_mem: + show_mem: show_glyph(x, y, lev->glyph); } } @@ -910,24 +915,22 @@ int x, y; * but explode() wants to delay]. * * Call: - * (DISP_BEAM, glyph) open, initialize glyph - * (DISP_FLASH, glyph) open, initialize glyph - * (DISP_ALWAYS, glyph) open, initialize glyph - * (DISP_CHANGE, glyph) change glyph - * (DISP_END, 0) close & clean up (second argument doesn't - * matter) - * (DISP_FREEMEM, 0) only used to prevent memory leak during - * exit) + * (DISP_BEAM, glyph) open, initialize glyph + * (DISP_FLASH, glyph) open, initialize glyph + * (DISP_ALWAYS, glyph) open, initialize glyph + * (DISP_CHANGE, glyph) change glyph + * (DISP_END, 0) close & clean up (2nd argument doesn't matter) + * (DISP_FREEMEM, 0) only used to prevent memory leak during exit) * (x, y) display the glyph at the location * - * DISP_BEAM - Display the given glyph at each location, but do not erase - * any until the close call. - * DISP_TETHER- Display a tether glyph at each location, and the tethered - * object at the farthest location, but do not erase any - * until the return trip or close. - * DISP_FLASH - Display the given glyph at each location, but erase the - * previous location's glyph. - * DISP_ALWAYS- Like DISP_FLASH, but vision is not taken into account. + * DISP_BEAM - Display the given glyph at each location, but do not erase + * any until the close call. + * DISP_TETHER - Display a tether glyph at each location, and the tethered + * object at the farthest location, but do not erase any + * until the return trip or close. + * DISP_FLASH - Display the given glyph at each location, but erase the + * previous location's glyph. + * DISP_ALWAYS - Like DISP_FLASH, but vision is not taken into account. */ #define TMP_AT_MAX_GLYPHS (COLNO * 2) @@ -956,7 +959,7 @@ int x, y; if (!tglyph) tmp = &tgfirst; else /* nested effect; we need dynamic memory */ - tmp = (struct tmp_glyph *) alloc(sizeof(struct tmp_glyph)); + tmp = (struct tmp_glyph *) alloc(sizeof *tmp); tmp->prev = tglyph; tglyph = tmp; tglyph->sidx = 0; @@ -1584,8 +1587,8 @@ int cursor_on_u; /* Prevent infinite loops on errors: * flush_screen->print_glyph->impossible->pline->flush_screen */ - static boolean flushing = 0; - static boolean delay_flushing = 0; + static int flushing = 0; + static int delay_flushing = 0; register int x, y; if (cursor_on_u == -1) @@ -1602,7 +1605,7 @@ int cursor_on_u; for (y = 0; y < ROWNO; y++) { register gbuf_entry *gptr = &g.gbuf[y][x = g.gbuf_start[y]]; - for (; x <= g.gbuf_stop[y]; gptr++, x++) + if (gptr->gnew) { print_glyph(WIN_MAP, x, y, gptr->glyph, get_bk_glyph(x, y)); gptr->gnew = 0; @@ -1843,7 +1846,7 @@ xchar x, y; struct rm *lev = &levl[x][y]; if (iflags.use_background_glyph && lev->seenv != 0 - && g.gbuf[y][x].glyph != cmap_to_glyph(S_stone)) { + && g.gbuf[y][x].glyph != cmap_to_glyph(S_stone)) { switch (lev->typ) { case SCORR: case STONE: @@ -1894,10 +1897,8 @@ xchar x, y; return bkglyph; } -/* ------------------------------------------------------------------------- - */ -/* Wall Angle -------------------------------------------------------------- - */ +/* ------------------------------------------------------------------------ */ +/* Wall Angle ------------------------------------------------------------- */ #ifdef WA_VERBOSE @@ -1943,6 +1944,7 @@ check_pos(x, y, which) int x, y, which; { int type; + if (!isok(x, y)) return which; type = levl[x][y].typ; @@ -1977,8 +1979,11 @@ int x1, y1, x2, y2, x3, y3; { int wmode, is_1, is_2, is_3; +#ifndef WA_VERBOSE + /* non-verbose more_than_one() doesn't use these */ nhUse(x0); nhUse(y0); +#endif is_1 = check_pos(x1, y1, WM_T_LONG); is_2 = check_pos(x2, y2, WM_T_BL); @@ -2157,8 +2162,7 @@ set_wall_state() #endif /* WA_VERBOSE */ } -/* ------------------------------------------------------------------------- - */ +/* ------------------------------------------------------------------------ */ /* This matrix is used here and in vision.c. */ unsigned char seenv_matrix[3][3] = { { SV2, SV1, SV0 }, { SV3, SVALL, SV7 }, @@ -2189,8 +2193,7 @@ int x0, y0, x1, y1; /* from, to; abs(x1-x0)==1 && abs(y0-y1)==1 */ lev->seenv &= ~seenv_matrix[dy + 1][dx + 1]; } -/* ------------------------------------------------------------------------- - */ +/* ------------------------------------------------------------------------ */ /* T wall types, one for each row in wall_matrix[][]. */ #define T_d 0 @@ -2304,7 +2307,7 @@ struct rm *lev; goto do_twall; case TDWALL: row = wall_matrix[T_d]; - do_twall: + do_twall: switch (lev->wall_info & WM_MASK) { case 0: if (seenv == SV4) { @@ -2338,13 +2341,14 @@ struct rm *lev; break; case WM_T_BL: #if 0 /* older method, fixed */ - if (only(seenv, SV4|SV5)) { + if (only(seenv, SV4 | SV5)) { col = T_tlcorn; - } else if ((seenv & (SV0|SV1|SV2)) - && only(seenv, SV0|SV1|SV2|SV6|SV7)) { + } else if ((seenv & (SV0 | SV1 | SV2)) + && only(seenv, SV0 | SV1 | SV2 | SV6 | SV7)) { col = T_hwall; } else if ((seenv & SV3) - || ((seenv & (SV0|SV1|SV2)) && (seenv & (SV4|SV5)))) { + || ((seenv & (SV0 | SV1 | SV2)) + && (seenv & (SV4 | SV5)))) { col = T_tdwall; } else { if (seenv != SV6) @@ -2364,13 +2368,14 @@ struct rm *lev; break; case WM_T_BR: #if 0 /* older method, fixed */ - if (only(seenv, SV5|SV6)) { + if (only(seenv, SV5 | SV6)) { col = T_trcorn; - } else if ((seenv & (SV0|SV1|SV2)) - && only(seenv, SV0|SV1|SV2|SV3|SV4)) { + } else if ((seenv & (SV0 | SV1 | SV2)) + && only(seenv, SV0 | SV1 | SV2 | SV3 | SV4)) { col = T_hwall; } else if ((seenv & SV7) - || ((seenv & (SV0|SV1|SV2)) && (seenv & (SV5|SV6)))) { + || ((seenv & (SV0 | SV1 | SV2)) + && (seenv & (SV5 | SV6)))) { col = T_tdwall; } else { if (seenv != SV4) @@ -2401,7 +2406,7 @@ struct rm *lev; case SDOOR: if (lev->horizontal) goto horiz; - /* fall through */ + /*FALLTHRU*/ case VWALL: switch (lev->wall_info & WM_MASK) { case 0: @@ -2422,7 +2427,7 @@ struct rm *lev; break; case HWALL: - horiz: + horiz: switch (lev->wall_info & WM_MASK) { case 0: idx = seenv ? S_hwall : S_stone; @@ -2513,10 +2518,10 @@ struct rm *lev; goto do_crwall; case WM_X_BR: row = cross_matrix[C_br]; - do_crwall: - if (seenv == SV4) + do_crwall: + if (seenv == SV4) { idx = S_stone; - else { + } else { seenv = seenv & ~SV4; /* strip SV4 */ if (seenv == SV0) { col = C_brcorn;