fix #K112 - fumbling vs autoopen
Report complained that having autoopen not work when fumbling was inconvenient and mentioned that the "ouch! you bump into a door" result didn't take any time. This updates the documentation to state that autoopen won't work while fumbling (so the inconvenient behavior persists) but changes movement so that bumping into a door now takes time. (Despite "ouch!", it doesn't inflict any damage.) Also, document the recently added autounlock option.
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@@ -45,7 +45,7 @@
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%.au
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\author{Original version - Eric S. Raymond\\
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(Edited and expanded for 3.6 by Mike Stephenson and others)}
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\date{December 18, 2019}
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\date{January 7, 2020}
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\maketitle
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@@ -1765,36 +1765,82 @@ dark areas are only displayed if they are within one space of you.
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Walls and corridors remain on the map as you explore them.
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%.pg
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Secret corridors are hidden. You can find them with the `{\tt s}' (search)
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command.
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Secret corridors are hidden and appear to be solid rock.
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You can find them with the `{\tt s}' (search) command when adjacent
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to them.
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Multiple search attempts may be needed.
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When searching is successful, secret corridors become ordinary open
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corridor locations.
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Mapping magic reveals secret corridors, so converts them into ordinary
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corridors and shows them as such.
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%.hn 2
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\subsection*{Doorways}
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%.pg
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Doorways connect rooms and corridors. Some doorways have no doors;
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you can walk right through. Others have doors in them, which may be
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open, closed, or locked. To open a closed door, use the `{\tt o}' (open)
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Doorways connect rooms and corridors.
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Some doorways have no doors; you can walk right through.
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Others have doors in them, which may be open, closed, or locked.
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To open a closed door, use the `{\tt o}' (open)
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command; to close it again, use the `{\tt c}' (close) command.
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%.pg
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You can get through a locked door by using a tool to pick the lock
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with the `{\tt a}' (apply) command, or by kicking it open with the
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`{\tt \^{}D}' (kick) command.
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By default the
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{\it autoopen}
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option is enabled, so simply attempting to walk onto a closed door's
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location will attempt to open it without needing `{\tt o}'.
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Opening via
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{\it autoopen}
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will not work if you are {\it confused\/} or {\it stunned\/} or suffer from
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the {\it fumbling\/} attribute.
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%.pg
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Open doors cannot be entered diagonally; you must approach them
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straight on, horizontally or vertically. Doorways without doors are
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not restricted in this fashion.
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straight on, horizontally or vertically.
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Doorways without doors are
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not restricted in this fashion except on one particular level
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%.\" the rogue level
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(described by ``{\tt \#overview}'' as ``a primitive area'').
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%.pg
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Doors can be useful for shutting out monsters. Most monsters cannot
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open doors, although a few don't need to (for example, ghosts can walk through
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doors).
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Unlocking magic exists but usually won't be available early on.
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You can get through a locked door without magic by first using an
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unlocking tool with the `{\tt a}' (apply) command, and then opening it.
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By default the
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{\it autounlock}
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option is also enabled, so if you attempt to open (via `{\tt o}' or
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{\it autoopen})
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a locked door while carrying an unlocking tool, you'll be asked whether
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to use it on the door's lock.
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Alternatively, you can break a closed door (whether locked or not) down
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by kicking it via the ``{\tt \^{}D}'' (kick) command.
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Kicking down a door destroys it and makes a lot of noise which might
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wake sleeping monsters.
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%.pg
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Secret doors are hidden. You can find them with the `{\tt s}' (search)
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command. Once found they are in all ways equivalent to normal doors.
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Some closed doors are booby-trapped and will explode if an attempt is made
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to open (when unlocked) or unlock (when locked) or kick down.
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Like kicking, an explosion destroys the door and makes a lot of noise.
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The ``{\tt \#untrap}'' command can be used to search a door for traps but
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might take multiple attempts to find one.
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When one is found, you'll be asked whether to try to disarm it.
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If you accede, success will eliminate the trap but
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failure will set off the trap's explosion.
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(If you decline, you effectively forget that a trap was found there.)
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%.pg
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Closed doors can be useful for shutting out monsters.
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Most monsters cannot open closed doors, although a few don't need to
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(for example, ghosts can walk through doors and fog clouds can flow
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under them).
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Some monsters who can open doors can also use unlocking tools.
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And some (giants) can smash doors.
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%.pg
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Secret doors are hidden and appear to be ordinary wall (from inside a
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room) or solid rock (from outside).
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You can find them with the `{\tt s}' (search) command but it might
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take multiple tries.
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Once found they are in all ways equivalent to normal doors.
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Mapping magic does not reveal secret doors.
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%.hn 2
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\subsection*{Traps (`{\tt \^{}}')}
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@@ -3187,7 +3233,8 @@ Automatically dig if you are wielding a digging tool and moving into a place
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that can be dug (default false). Persistent.
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%.lp
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\item[\ib{autoopen}]
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Walking into a door attempts to open it (default true). Persistent.
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Walking into a closed door attempts to open it (default true).
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Persistent.
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%.lp
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\item[\ib{autopickup}]
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Automatically pick up things onto which you move (default on). Persistent.
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@@ -3206,6 +3253,12 @@ with the `Q' command instead.
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If no weapon is found or the option is
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false, the `t' (throw) command is executed instead. Persistent.
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%.lp
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\item[\ib{autounlock}]
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Walking into a locked door or looting a locked container while carrying
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an unlocking tool (such as a key) will ask whether to use that tool to
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unlock the door or container (default true).
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Persistent.
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%.lp
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\item[\ib{blind}]
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Start the character permanently blind (default false). Persistent.
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%.lp
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