Several window ports that support perm_invent were
using a call back to the core display_inventory()
function.
While calling from the window port back to core functions
is arguably not ideal in the first place, it was recently
brought to light that code NetHack-3.7 code changes to
display_inventory() actually caused it to stop repopulating
the perm_invent window as intended under certain circumstances.
For now, provide an alternative function, repopulate_perminvent(),
that hopefullshould still work the way it did previously.
There will likely be some additional changes after this to
further improve things, at some point.
For now though, this
Resolves#1454
Uncursed genocide while hallucinating deliberately reports hero's
role to the player as the affected target, but it was also showing
that for livelog and #chronicle.
Making the true target be visible for #chronicle gives away a little
information but that should be inconsequential in this siutation
since the player specifies the target.
Not sure why this report got misclassified as spam.
The existing messages made sense for brief dips into water, but
didn't make sense when using an oilskin sack for an extended
period underwater (and also assumed that the player was able to
see the sack). This commit changes the message to make sense
(and to be less spamy) if the hero enters water and remains there,
and prevents oilskin sacks self-IDing if the hero is blind and
thus can't see the water.
The previous code made incorrect assumptions about Qt6's file hierarchy. Reuse automatic configuration (with pkg-config) for Qt5, and replace '5' by '6'.
Also fix a typo in multiw-2.370.
It makes sense that a vegetable would do less damage than a hard
object would, as they're generally fairly soft, so it seems like a
likely thing for players to try if they're *intentionally* trying
to hit for zero damage (which could be useful in certain niche
cases, e.g. to wake up a sleeping monster without damaging it).
If the hero is in a form without fingers but is wearing two rings (put
on before shape change), examining inventory and selecting a third
ring shows an item action menu entry of "P - [both ring fingers in use]"
(as of a couple of days ago). Change that to plug in appropriate body
part for finger.
Using 'i'+menu choice for suit+'T' to try to take off a suit that is
covered by a cloak (or shirt covered by suit and/or cloak) wouldn't
do anything. It should report that you need to take off the outer
garment first and then not take the chosen item off.
There is probably a simpler fix. It took me a long time to figure
where things were going wrong and them cobble this together.
A big chunk of the diff for invent.c is just identation, surrounding
a one-line change there.
Change the menu entry for putting on a towel to "Put this on to blindfold
yourself" since "Use this ..." seems ambiguous.
Also, for the 'P' and 'R' item actions, list amulets before rings like
most other routines that can deal with both.
Update item actions for rings, amulets, and eyewear. Make 'P' for an
accessory that isn't worn behave similarly to recently modified 'W',
and make 'R' for an accessory that is worn be more specific.
In the context-sensitive menu when picking an item of armor from an
inventory listing, distinguish between wear-this-armor from could-
wear-this-armor-if-something-else-wasn't-already-worn-in-its-slot.
Issue reported by NullCGT: throwing a crackable item against the
ceiling would cause it to vanish if it became [more] cracked but not
yet fully shattered.
Fixes#1453
Github issue #1326 states:
"dc9fe0d8bc
aims to nerf scrolls of scare monster a bit, making humans and uniques immune.
But in actuality this change also affects all elves, and also makes them immune
to musical instruments, including the objectively scary drums of earthquake.
This is possibly unintentional (I don't see why elves would be immune to bugles
but dwarves wouldn't), and in my experience (playing EvilHack which ports this
commit) it makes elves really annoying, and seems to contradict the commit's
message about getting "most of the effect in the early game when you're usually
dealing with normal monsters" (elves are fairly common starting from around Sokoban).
[...]
Also the commit has a comment saying "humans aren't monsters" presumably referring
to the scroll of scare monster, but read scrolls can still scare most @, or uniques
for that matter."
Resolves#1326