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.
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
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
Death will revive faster than the other riders.
Make all the riders revive after 67 turns, instead of 500.
There was practically a zero chance a rider would revive at 500,
so keep it somewhat sensible.
number_pad==1 adds
'5' => 'G'
M-5 => 'g'
'0' => 'i'
number_pad==2 swaps 5 and M-5 and adds M-0
'5' => 'g'
M-5 => 'G'
'0' => 'i'
M-0 => 'I'
M-5 and M-0 were missing from the bound key handling; they still
used hardcoded digits even though the actions for plain 5 and
plain 0 can be bound to other keys these days. This implements
the M-5 variation as NHKF_RUSH2. Changing numpad from 1 to 2
or vice versa will swap the NHKF_RUN2 and NHKF_RUSH2 actions
regardless of what keys they're assigned to. I haven't done
anything for unimplemented NHKF_DOINV2 though (and am not
planning to in case someone else wants to jump in...).
This also fixes the description of the 'I' command. The extended
command name for that still misleadingly refers to "type" rather
than "class" though.
While testing some addtional ?i (list of key assignments)
changes, I wanted to give every key a binding. When I tried
BIND=M-^A:exploremode
the text to key conversion didn't like that. This adds support
for M-^x and M-C-x plus variations where dashes are omitted.
This adds support for ^? even though that isn't really a
control character. I bound #terrain to it and surprising--to
me at least--the <delete> key worked to invoke that command.
Also changes 'char txt2key(...)' to be 'uchar txt2key(...)'.
Provide a hook to inhibit unixconf.h from defining SUSPEND
without the need to modify it: #define NOSUSPEND in config.h
or add -DNOSUSPEND to CFLAGS. Similar to long-standing NOSHELL
for inhibiting SHELL.