Allows the fire-command to autowield a launcher; it will now
do either swapweapon or wield an appropriate launcher, if you
have ammo quivered.
This assistance can be turned off with the fireassist boolean option.
Adds a rudimentary command queue, which allows the code to add keys
or extended commands into the queue, and they're executed as if
the user did them. Time passes normally when doing the queue,
and the queue will get cleared if hero is interrupted.
Change the default value of autopickup to off. Having it on is
harmful for new players, making them very easily burdened.
We can't expect new players to know how to configure
pickup_types, pickup_burden, and pickup exceptions.
Change the default value of color to on. We can safely assume
new users have a terminal that supports color, and most people
want color.
Quit is not a commmand you usually need very often, and generally
don't want to use by accident.
Apparently, on Spanish keyboard layout, n-with-tilde is interpreted
by the Windows NetHack as M-q, and the key is next to l. Loot also
asks for confirmation, just like quit.
Prevent stuff like this by not binding the quit command to any key.
Adopt a feature mentioned in the xNetHack release announcement.
If you use the fire ('f') command when wielding a throw-and-return
weapon while your quiver is empty and the 'autoquiver' option is
Off, throw the wielded weapon instead of prompting to fill the
quiver. It will usually return and be re-wielded, so be ready to
fire again.
Implemented from scratch.
Guidebook.tex already uses mixed case for "Special Thanks"
but it put Dungeoneers into a new section--one on par with
Credits--rather than have that be a continuation of the
Special Thanks subsection. Split the difference: make
Dungeoneers be a second subsection of Credits in both.
Previous update added one change to Guidebook.tex which was omitted
from Guidebook.mn, so catch up.
Don't try to list the interfaces or ports which support each menu
command key. Just have a generic "not every command is implemented
by every interface" instead.
Flesh out the one sentence menu_search description.
Update an example which shows changing menu_first_page to '{' now
that '{' has a default use for something else (menu_shift_left).
Since 'menu_first_page:^' is the opposite of 'menu_last_page:|' and
'\' shares the same key as '|' with opposite shift state, switch
the example to 'menu_first_page:\'.
Interaction with persistent inventory window was documented for
the '|' key a week ago but nothing was specified for '#perminv'.
menu_shift_left and menu_shift_right for X11 are now explicitly
for the perm_invent menu only.
Add new '|' command, aka #perminv, which allows the player to
send menu scrolling keystrokes to the persistent inventory window.
Implemented for X11, where its usefulness is limited, and for
curses, where it is more needed and also more fully functional.
The interface can either prompt for one keystroke, act upon it,
and return to normal play, or it can loop for multiple keystrokes
until player types <return> or <escape>. X11 does the former if
the 'slow' application resource is False so that prompting uses
popups, and the latter when 'slow' is True where prompting is in
a fixed spot and doesn't end up causing the persistent inventory
window to be stacked behind the map window. curses always does
the loop-until-done approach. It also accepts up and down arrow
keys to scroll one line at a time.
Also adds two new menu scrolling commands, menu_shift_right (key
'}' by default) and menu_shift_left ('{') if wincap2 flags contain
WC2_MENU_SHIFT. Shifting allows different substrings of too-long
lines to be seen.
For X11, neither works because their handling requires a horizontal
scrollbar and for some reason that escapes me our menus don't have
one of those. If they did, shifts could work for all menus but a
shifted window would hide the selection letters. So shifting would
be most usefully done as: pan right, read more of any long lines,
immediately pan back to the left.
For curses, they only apply to the persistent inventory window.
Shift right redraws it with class headers and inventory letters
shown normally but the item descriptions omit their leftmost
portion, showing more text towards the end. Shift left reverses
that and does nothing if the beginning is already in view. Forward
and backward scrolling while shifted leave the shift in place.
Under curses interface, provide a way to get a little more space
for perm_invent without turning off windowborders entirely.
Possible 'windowborders' values:
0 = no borders, max screen space available for useful info
1 = full borders, two lines and two columns wasted for each window
2 = contingent borders, show if screen is big enough, else hide
New:
3 = as 1 except no borders for perm_invent window
4 = as 2 except never borders for perm_invent window
3 and 4 let the map, message, and status windows have borders while
providing two extra lines and two extra columns on each line for
persistent inventory. It's not much but better than nothing when
borders are enabled.
Document m\ and m`.
Several years ago there was a suggestion--aka complaint--that
"menustyle:Traditional was the only alternative for early versions"
was too vague and requested that the version be included. It was
probably accurate at the time it was included, but I've changed it
from "early versions" to "very early versions" now. :-}
Another one from several years ago. Document 'pickup_types:.'
as a way to set pickup_types to a value that won't ever cause
anything to be picked up, in order to leave all autopickup
decisions to player's autopickup exceptions.
Actually implementing pickup_types:none would require just as
much documentation plus extra code.
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.
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
'? 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.
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.
The command rename "#seegold" to "#showgold" that also revised
a few of the short command desctipions didn't include a Guidebook
update. So here one is.
Noticed while working on Qt's extended command handling, there
are an awful lot of "seeXYZ" commands. Keep the inventory display
ones (named versions of ')' to show wielded weapon(s), '[' for
worn armor, '"' for worn amulet, &c) and rename the others:
| #seenv -> #wizseenv debugging command
| #seespells -> #showspells '+' command
| #seetrap -> #showtrap '^' command
Also, expand the descriptions of #shell and #suspend a bit in
the Guidebook. LaTeX version is untested.
This is in response to the bug report we got however long ago
about the map display breaking when the [unfamiliar to player]
rogue level was reached. It probably wouldn't have helped back
then since the subset of players who read the documentation is
about same subset as those who expect the Spanish Inquisition.
I wasn't sure whether appending "'s" to an italicized word
should be italicized itself and made it revert to the regular
font instead. That should be changed if it's incorrect usage.
|ascii_map:
|If NetHack can, it should display an ascii character map if it can.
|tiled_map:
|If NetHack can, it should display a tiled map if it can.
Remove the "if {NetHack,it} can" redundancy and expand a little bit.
Also, alphabetize "tiled_map" as if the underscore were a space
instead of something that happens to collate after letters.
As usual, the Guidebook.tex changes are untested.
Condense the Qt status slightly, moving Alignment field from the
Conditons line to the Characteristics line and the Time and Score
fields from their own possibly blank line to the HP,&c,Gold line.
That's for statuslines:2, which is the default. statuslines:3
restores the previous layout. I tried to make that become the
default for Qt but it got messy fast and I gave up.
I also tried to make changing 'statuslines' back and forth on the
fly work but failed. I left the code in as #if DYNAMIC_STATUSLINES
but that isn't defined anywhere. For the time being at least,
'statuslines' is config file or NETHACKOPTIONS only for Qt, not
changeable via 'O' like for curses and tty.
Change the option description for 'statuslines'. That depended
upon whether curses was compiled in when it should depend on which
interface is active. This moves the alternate info to Guidebook.
Instead of an additional options file directive to end the last
section of a CHOOSE directive, simplify by using an empty-name
section, [], instead. So
...
CHOOSE one,two
[one]
...
[two]
...
[]
...
As with the short-lived END-CHOOSE directive, if no [] is present
then the rest of the file is part of the last choice.
Add an optional way to terminate the last section after a CHOOSE
directive in the run-time options file so that it's possible to
revert to common options. If no END-CHOOSE directive is present
then the last CHOOSE section continues until the end of the file.
(All existing uses of CHOOSE already behave that way.)
Change the Guidebook to refer to OPTIONS=x, AUTOPICKUP_EXCEPTION=y,
CHOOSE=z, and so on as "directives" rather than "statements". It
just feels like a better fit.
Fix at least one typo. Change a few quoted and/or italicized words
to fixed width (tty) font. In the "Curses and Blessings" subsection,
mention dropping objects onto altars and the terms "BUC" and "BUCX".
Give an implied explanation for the seemingly odd copyright info in
the source files and the run-time startup banner.
The extra Hack version number, the release dates, and the newsgroup
creation are from
https://homepages.cwi.nl/~aeb/games/hack/hack.html
which is the "Brouwer's /Hack/ page at CWI" external link near the
end of Andries Brouwer's Wikipedia page.
Fixes#369.
Fixes#370.
The default entries inserted by makedefs -s (starting in 3.6.6,
to guard against having an empty data file which led to divide by
zero crash when nethack picked a random entry) lacked a terminating
newline so the first entry from the file (for the usual case when
that data file wasn't empty) got implicitly concatenated to it.
If the first entry got chosen during play, the initial portion
corresponding to the default entry was decrypted properly but the
concatenated portion corresponding to file's first line didn't.
So gibberish was appended to default engraving or epitaph or bogus
monster; also, the input file's first line would never appear.
The newline fix in makedefs is different from pull request #370
but accomplishes the same thing.
The bulk of the patch is an enhancement to #wizrumorcheck to show
first (default inserted by makedefs), second (first in input file)
and last engravings, epitaphs, and bogusmons in addition to rumors.
The command name has become a little misleading but the limited
functionality doesn't call for separate commands.
Fix two of the unresolved issues from the previous reconciliation
between dat/history and doc/Guidebook.*: synchronize the list of
devteam members for 3.0 and also the information about Izchak's
death.
Add a description of the Y2K situation. It's been moved to its
own paragraph and rephrased from the earlier draft(s), both the
introduction and a switch from present to past tense. Parentheses
around a whole paragraph look a bit odd but including the paragraph
without them also looks unusual because the context is so different
from adjacent paragraphs. Maybe use "Note: Blah blah..." instead
of "(Blah blah...)"?
Redo the paragraph about 3.0 version numbering since the situation
was more complex than I realized.
A check into github issue 364 confirmed that
ba6edbe5dc
had incorrectly updated the bwrite sizeof entry for sysflags.
The SYSFLAGS and MFLOPPY code is all in the outdated part of the tree, so just
remove it rather than re-correct it.
Closes#364Closes#207
Rephrase a few things and mention the extra boulder(s) since
that feature is a fundamental difference with actual Sokoban.
Fix typo/thinko: "Others rules can...".
Change one instance of /Sokoban/ in italics to ordinary text.
Other conduct descriptions don't use such so it looked odd.
Track sokoban cheating (taking actions that incur a luck penalty).
The pull request only reported the number of times (possibly zero)
that the player broke nethack's sokoban rules when reporting the
"you obtained the Sokoban prize" achievement, which is when the
count is most meaningful, but this implements it as a full-fledged
conduct instead. This way the #conduct command can be used after
"creative nethacking" to check immediately whether an action has
violated the Sokoban rules so a player willing to put in a bit of
effort can eventually learn which actions have a negative impact.
The new conduct is only shown during games where the character has
entered the Sokoban branch, but once that has happened it gets shown
no matter the location at the time of #conduct or end of game.
Most of this wasn't in the pull request: expanding the Guidebook to
give more information about sokoban and its conduct.
Bump EDITLEVEL to invalidate to-be-3.7 save files because u.uconduct
has been extended.
Fixes#355
The new sound stuff needed some fixing up.
Guidebook.mn - list start no longer specified the longest key;
in the Postscript/PDF output, the new longer one was partially
overwritten by the text which followed and in the text output,
things didn't line up cleanly anymore.
Guidebook.tex - former last list entry which became next-to-last
was missing a necessary line break. [not tested]
both - sentence punctuation: change period to semi-colon in former
last entry that's now next-to-last; vice versa in new last entry.
fixes#361
Also, experminental introduction of vt_sounddata to enable tty to pass
a sound file index to the terminal side of things where perhaps someone
can add code to something like hterm to take the information relayed by
NetHack to trigger user_sounds locally even if playing on a server.
Compile time option TTY_SOUND_ESCCODES required to build that support in.
It should be independent of TTY_TILE_ESCCODES.
Eliminate most of the minor differences between dat/history and the
end section of doc/Guidebook.txt which didn't seem to be intentional.
Several commas, a couple of past/present tense discrepancies, and
various clauses or whole sentences which were in one but not the
other. There are still differences which this doesn't address.
Also a couple of actual changes. Make the Guidebook refer to itself
as "this document" rather than "this paper". Change "dozens of
people's work" to "scores of people's work". Add a new sentence
describing the version numbering scheme used by 3.0, which wasn't
3.0.x yet.
Warwick did the heavy lifting of the first tiles implementation. But
I was the one who suggested changing his terminology to "tiles" even
though that doesn't match the term's traditional usage in computer
graphics. Since then, our [mis-]usage has spread beyond nethack and
its variants. [This isn't just bragging; I recall several years ago
that someone thought our implementation of tiles for MS-DOS was the
original implementation. Their search of the newsgroup archives didn't
find Warwick's original announcement--Atari binaries and/or a source
patch in between releases--because the term "tiles" wasn't in use yet.]
I'm not sure whether Dean's font preceded Warwick's icons, but the
concept did. If the description of their implemenations is backwards
than that bit should be reworded.
Also, add a sentence explaining why NetHack++ "was quickly renamed
NetHack--".
Guidebook.mn had a mixture of literal "--" and \(em to insert an
M-sized dash. The literal was poor usage but the 'em' directives
were using " \(em " for source readability. Unfortunately those
spaces ended up being included in the output where a long dash
shouldn't be surrounded by such. This changes both to be
|start\(emmiddle\(emend
for proper usage without unwanted spaces. The 'roff source becomes
harder to read so such phrases have been moved onto separate lines
instead of just staying within the flow of words. (I tried
|start
|\(em
|middle
|\(em
|end
but the newlines became unwanted spaces in the output.)
Guidebook.tex incorrectly had a numeric range dash ("--") instead
of long dash punctuation ("---") in the places where the 'roff
version had literal "--". I also moved the quite readable
|start---middle---end
phrases and a handful of whole sentences to separate lines to match
the Guidebook.mn source more closely.
One trivial text change is "you will forget" to "you will have
forgotten" in the bit about what happens to remembered objects
when the "remembered, unseen monster" glyph is taken off the map
since forgetting happens when that glyph is put on.
"if will" should be "it will". The pull request only fixes this
for Guidebook.tex but it is also present in Guidebook.mn. The typo
made it from one to the other via copy+paste.
Fixes#358
Record reaching experience level 3, 6, 10, 14, 18, 22, 26, and 30,
the levels where the character gets a new rank title, and report
those as achievements at end of game. These achievements persist
even if enough levels to lose a rank are lost, and if lost ranks
are regained the original achievement is the one that gets tracked
and disclosed.
Generally speaking there's no reason to wait or search next to
a hostile monster, so let's just prevent those actions. You can
still do those commands by prefixing them with the 'm' prefix.