The change to make mail objects and monsters separate from mail
delivery (so that toggling the latter wouldn't invalidate save
and bones files) made it possible to wish for scrolls of mail,
find such in bones left by someone who did, or write such via
magic marker. That was probably unintentional but I've left it
as-is. The problem was that reading such scrolls issued a
warning: "What weird effect is this?" because reading scrolls
of mail was only allowed when interacting with MAIL was enabled.
The issue suggested replacing #if MAIL with #if MAIL_STRUCTURES
in seffects(), and then insert #if MAIL in the part of reading
that deals with 'real' (or randomly faked for micros) mail. I've
done both of those, and also added a couple of message variations
for the unreal cases.
Closes#427
For farlook description of a monster, and for "killed by monster"
when game ends, include an indication of the monster's health:
uninjured full health
barely wounded 95%+ health
slightly wounded 80%+
wounded 20%..80%
heavily wounded 20%-
nearly deceased 5%-, or 1HP for really weak monsters
These descriptions and the criteria for choosing which one will
probably need some tuning.
Messages referring to the monster, including combat, do not
include the extra verbosity.
This got out of hand pretty quickly. can_reach_floor() had
different criteria than trap activation. Objects dropped at a
hole locations that don't fall through were treated as if they
were at the bottom of an abyss, so couldn't be examined or
picked up.
This a bunch of changes; it is bound to introduce some new bugs.
Turns out it was nearly as simple as I originally thought.
I just missed one significant detail the first time around.
This leaves DYNAMIC_STATUSLINES as conditionl but now enables
it by default. Using 'O' to change 'statuslines' from 2 to 3
or vice versa now works for Qt as well as for curses and tty.
I stated out by changing dat/opthelp to stop shouting the boolean
defaults: [TRUE] -> [True], [FALSE] -> [False]. I ended up doing
a partical reconcilliation between ?g (dynamic list of options)
and ?h (dat/opthelp). There were several inapplicable options in
the dynamic list, so this changes option_help() to avoid those.
I barely glanced at the compound options so they may not sync up.
Cap overall AC at -99 instead of -128. Put the same limit of 99
on enchantment and charge count of individual objects.
^X now reports if/when AC has reached its limit since players
could see that reaching that limit and then enchanting worn items
will change the worn items but not the total. (Same thing would
have happened with -128, just without any explanation and less
likely to accomplish.)
Won't affect normal play for any reasonable definition of normal.
If you set COLNO larger than BUFSZ, few places cause a buffer overrun.
Add a new buffer size definition, COLBUFSZ, which is the larger of
COLNO and BUFSZ, used in places that care about a screen-wide string.
The pull request changed \ and ` output to unconditionally show
discoveries in alphabetical order. That's nearly useless except
when looking at prediscovered weapons and armor that fighter
types start out knowing.
This allows the player to choose sorting order via the new
'sortdiscoveries' option. In addition to setting it via
config file or 'O', it can be set via 'm' prefix for \ and `.
Choices are:
o - sort by class, by order of discovery in class (default);
s - sort by 'sortloot' classification which groups sub-class
items (so all helmets before any other armor, then all
gloves, then boots, and so on); within each sub-class, or
whole class for classes which don't subdivide so usefully,
partly-discovered types (where a name has been assigned)
come before fully ID'd types;
c - sort by class, alphabetically within class;
a - sort alphabetically across all classes.
Turned out to be a large amount of work for fairly little gain,
although I suspect that 'sortdiscoveries:s' will eventually be
more popular than the default.
Invalidates existing save files so that current sort setting can
persist across save/restore cycles.
Closes#334
This themed room boasts two shops, a weapons and an armor store,
that can generate in a number of different configurations.
Makes the random corridor joining routine obey unjoined areas.
Fixes a bug in shopkeeper naming routine, where multiple shops
of the same type on the same level might reuse the shopkeeper name.
This is modified and consolidated commit from xNetHack by
copperwater <aosdict@gmail.com>.
Don't let hero at water or lava location swap places with a
pet that can't survive there. This was a regression to 3.4.3
behavior introduced when displacer beast monster was added.
I can't remember whether the regression was intentional at the
time, but guess not because I'm fairly sure that I would have
included a comment about it.
Add some more checks to sanity_check_single_mon(). If mon->data
is discovered to be bad, panic instead of just issuing a warning
since a subsequent crash would be inevitable. Make sure hidden
ceiling hiders have a ceiling to hide at (so not on the planes of
air or water; some quest levels should probably be classified as
"no ceiling" but currently aren't). Perform a few mimic checks.
Protection from shape changers had a couple of minor bugs. A mimic
hidden at a spot the hero couldn't see would be allowed to remain
hidden (and stay that way once within view because protection from
shape changers isn't re-checked during ordinary activity). Also,
if a pet was shape-changed while eating a mimic corpse at the time
protection from shape changers started, it would fall into untimed
sleep as part of being forced back to normal shape [rescham()] if
its location could be seen.
Fix the strangeness where typing ':' in a menu window initiated
the menu search operation but typing ':' in a text window saw
the shift key be pressed but not the ';' that went with it, even
though they both called the same key decoding routine. That made
typing ':' to initiate text search be impossible. Menu windows
did more input focus manipulation in their constructor. Mimicking
that in text windows fixes the problem with keys not being seen by
the text window's keystroke handler.
Hidden tail segment was taken off the map as intended but the
check and warning in place_wormtail_randonly() didn't expect
to see that. A post-3.6 issue.
Also fix the spelling error in the warning message.
Clicking on an adjacent location while 'herecmd_menu' is On
didn't run therecmd as intended. If it had, maybe somebody
would have noticed how broken it is. This reorganizes the mouse
click handling but leaves therecmd commented out since it hasn't
been fixed.
The #therecmdmenu command and tentative click handling for
adjacent spots should probably be removed. They've been in place
for slightly over three years and nobody has ever reported that
they don't work properly.
'? i' shows three keyless commands in the General section. This
makes M-X the key for #exploremode. #herecmdmenu and #therecmdmenu
are still keyless but now autocomplete.
A ridiculous amount of documentation for a three line code change.
Allow changing form debug mode to explore mode without resorting
to a debugger. The same caveat, "you won't be able to change back,"
applies as when in normal play.
Character's name will remain "wizard" rather than reverting to
whatever it would have been if not starting in wizard mode.
Make the key bindings help better able to decide whether a key
binding actually works. If you bind some command to a key that is
used by default for a prefix, the commands array will indicate that
it (the bound key) runs the bound command. But if you don't bind
some other key to the prefix action, typing that earlier key will
perform the prefix action instead. The code for displaying the
list of key bindings needs to know that for the case where no other
key runs the command.
BINDINGS=M:takeoffall
will still report 'A'==takeoffall, which continues to work, but it
would not show 'M'==takeoffall because 'M' is still used to run
without autopickup which takes precedence over ordinary commands.
BINDINGS=A:nothing
BINDINGS=M:takeoffall
would omit any mention of takeoffall in the '? i' output. Now it
will show #takeoffall as a keyless command at the end of the 'Game
commands' section.
Tell the player the spell casting letter when learning a new spell:
|You add "knock" to your repertoire, as 'e'.
Comparable to "k - ring mail" when picking up a suit of ring mail
puts it into inventory slot k.
Override the 'implicit_uncursed' option when formatting an item
of equipment for its paper doll tool tip. Each tile is outlined
in yellow if known to be uncursed; force "uncursed" in the tool
tip text for the same situation.
Also add or revise some comments.
Removed some of the temporary changes necessary due to 4 hour delay.
Added the specification of the working directory to avoid the change
in working directory behavior that occurs when checking out one
repository vs. two.
We want the build to assume the same basic layout as the lua repository.
The sources are immediately at the top of the repository and not in
a subdirectory called 'src'.
The wizard of Yendor tried teleporting to the stairs on the
plane of Earth, but there are none there.
This was caused by the stairs structure reworking.
Fixes#422
Adopt the patch to show the writing on any alchemy smocks in
hero's inventory during end of game disclosure.
I also added one more saying among the choices for alchemy
smock/apron. It's based on a T-shirt descibed in a movie.
(I remember the description of the text but I don't remember
noticing anybody wearing the T-shirt that lead to that.)
Since so many of the smock quotes are about cooking, it seems
better to add it as an alchemy quote instead of just another
T-shirt where there'd be no context to explain it.
Closes#417
Change "_Quit-without-saving" in the Game dropdown menu to be
"\177Quit-without-saving". That makes the prefix used on OSX to
prevent matching "^[&]?[Qq][Uu][Ii][Tt].*" be invisible.
Also change the order of the choices for the command+Q and
application dropdown menu entry "quit nethack" so that "cancel
and return to game" is the default for arbitrary response to the
confirmation prompt. <return> and <space> select "quit without
saving". Note that the nethack dropdown menu is OSX-specific
(a Qt feature to emulate other OSX applications) and its
nethack->Quit action is separate-from/in-addition-to Game->Quit
menu action mentioned above (which runs nethack's #quit command).
Having recently noticed that using <del> aka <delete> aka <rubout>
could work as a command, assign it to #terrain. #terrain was the
only command in the "game" subset of commands as shown by '? i'
that didn't have any key assignment.
Since <delete> might be swapped with <backspace> on some terminals
and is a keypad key on the typical PC keyboard, it might not work
reliably depending on nethack's number_pad mode or the hardware
Num-Lock setting. Players in either of those situations haven't
lost anything; they can still use extended command #terrain.