Pull request from entrez: if breaking a wand of digging or playing
a drum of earthquake destroys an altar, provoke the god's wrath.
Likewise for shop damage, have the shopkeeper demand payment for
repairs.
Also revise the handling for some digging messages.
Closes#1137
When testing 'm )' I noticed that weapon and alternate weapon weren't
offering the chance to toggle two-weapon mode. When already on,
providing it as a choice to toggle it off is simple, but when at is
off that isn't the case. There are lots of reasons why attempting
to toggle it on might fail and it is silly to offer as a choice if
failure is sure to occur. This tries to filter out the majority of
reasons why the player can't toggle it on when deciding whether to
include 'X' as a choice.
Make the various item-in-use commands put up a menu--which allows
choosing an item for context-sensitive item action--if/when preceded
by the 'm' prefix. Some of them do that even without the prefix ('*',
'[', or '=' when more than one ring is worn). By default '(' shows
primary weapon, then secondary one if dual-wielding. 'm (' shows a
menu of primary, alternate whether dual-wielding it or not, and quiver.
For '*' and for persistent inventory with perminv_mode==inuse, show
the items in a specific order and within four labelled groups rather
than within their object classes:
|Accessories
| amulet
| right ring
| left ring
| blindfold
|Wielded/Readied Weapons
| primary weapon
| alternate or secondary weapon
| quiver/ammo pouch
|Armor
| suit
| cloak
| shield
| helmet
| gloves
| boots
| shirt
|Miscellaneous
| lit candles and/or lamps
| attached leashes
The accessories come first due to the default 'packorder' position
for amulets; weapons before armor likewise. If you wield a potion or
quiver some gold, those non-')' items will appear in the weapons
section since the ordering is based on slot rather than object class.
Pull request from AndrioCelos: for feedback during pickup, add a
separate message from stressed instead of sharing the burdened one
and issue messages at higher encumbrance levels.
This 'tweak' will probably need more tweaking to reduce verbosity
when picking up multiple items in one operation.
Closes#1135
Issue reported by entrez: on tty, ^C while a menu was open followed
by 'yes' to "Really quit?" would lead to a bad window panic.
Brought on by screen erasure changes included with recent SIGWINCH
(window resize signal) changes.
Closes#1145
NetHack has historically had problems (both in terms of interface
and in terms of gameplay exploits) caused by unidentified items
not stacking with identified items. The 3.7 change to cause items
picked up by monsters to become unidentified has exacerbated this,
e.g. there's an undesirable strategy in which players give
ammunition to hostile monsters in order to unidentify it, allowing
it to stack with other unidentified ammunition so that the whole
stack can be enchanted with a single scroll.
This commit makes it possible to stack items with different
identification statuses (unles Blind), in effect causing the
unidentified items to be identified by comparing them to the
identified items (this is consistent with the mechanic via which
two stacks of unidentified items can be determined to be the same
as each other). The hope is that this will prevent any gain from
exploits involving intentionally unidentifying (or intentionally
failing to identify) items, that it will prevent interface clutter
caused by (e.g.) a Ranger's main projectiles becoming partially
unidentified as a nymph picks them up and subsequently failing to
stack, and that it will reduce the incentive to backtrack to an
altar to merge, e.g., a stack of formally-known-uncursed and a
stack of informally-known-uncursed food rations to stack.
'/ e' (or '/ `') lists nearby engravings (including headstones) that
the hero has read or felt (even if currently covered up) or can see
on the map;
'/ E' (or '/ |') lists all such on the level.
If the hero remembers an engraving and then monsters scuff it out of
existence, it will magically disappear from the list of remembered
engravings when deleted. I don't think that's worth bothering with.
[During testing, my pet seemed extremely reluctant to step on a
corridor engraving. That could have been coincidence but it seemed
to keep happening until I moved so close that it had no choice. I
wasn't carrying tripe.]
Report headstone engraving when using farlook to examine a grave:
| a grave (grave whose headstone reads: "foo")
or
| a grave (grave whose headstone you haven't read)
Make the farlook of ordinary engravings operate more like farlook of
other things:
| a boulder or a statue or an engraving (engraving with text: "bar")
rather than
| a boulder or a statue or an engraving with text: "bar"
The "or a statue" phrase will now be suppressed because statues aren't
shown as backtick anymore, so the parenthesized form isn't quite as
long as it would otherwise have been. If OPTIONS=boulder:symbol is in
use, the "a boulder" part will be gone too.
| an engraving (engraving with text: "bar")
or
| an engraving (engraving that you haven't read)
Make quicklook include engraving text. It's quick because it doesn't
ask the player to pick additional spots or whether to look up relevant
data.base quote, not because it skimps on useful information.
Autodescribe still does not include engraving text.
When using the 'm' prefix with #overview to get a menu of visited
levels and then picking one to annotate, replace the generic prompt
"what do you want to call this dungeon level?" with more specific
location information. Location details are visible while within the
menu but as soon as you choose something that goes away.
Pull request from entrez: when issuing the "welcome back" message
when restoring, print the current level's player-suppliedannotation
if there is one. Doesn't show automatically generated annotations
like "Oralce of Delphi" or "a sink" or "stairs to the Gnomish Mines".
Closes#1142
'm O' is a prime candidate for using ':' to select a menu item since
you can use that to avoid scrolling through many pages, but typing ':'
would immediately overwrite two or three lines of the menu with a
status refresh. curses doesn't suffer from this problem. X11 and Qt
show menus in separate windows do don't either. Not sure about WinGUI.
I think that this may have been reported in the past, but if so I don't
recall by whom, or why it wasn't addressed.
Remove menu_color support from the window port side of the interface.
The window port just has to honor the color parameter that was added
to the add_menu() interface definition in June 2022 commit
2770223d10, and let the core-side of
the interface handle things.
To that end, this does the following:
Removes the #define of add_menu() from include/winprocs.h and add a
real core-side add_menu() function to windows.c which acts as a
trampoline to the window port win_add_menu() function, while providing
a single location to adjust the parameters passed to the window port
function. get_menu_coloring() is now called in there.
Moves get_menu_coloring() from options.c into windows.c and makes it
static.
Removes all the calls to get_menu_coloring() from the tty, Qt, X11,
curses, and win32 interfaces and adjusts their code to simply honor
the color parameter in add_menu, similar to what the menu_headings
change from earlier today did.
Instead of just accepting an attribute, it's now possible to
use a color, or both color and attribute, for example:
OPTIONS=menu_headings:inverse
OPTIONS=menu_headings:red
OPTIONS=menu_headings:red&underline
Default is still just inverse.
This lets the player change the menu heading color without
needing to use menu colors for them.
Also makes it so the core uses NO_COLOR instead of 0, for all
the menu lines which don't have any prefedefined color.
Tested for tty, curses, x11, qt, and win32
Pull request by entrez: have monsters and the hero use the same code
when deciding whether to destroy a missile that hits a monster after
being thrown or shot.
Closes#1129
Suggestion from entrez: If dipping something in a sink while hands
are slippery happens to cause that sink to break, only remind player
about still being Glib if the item was '-' or uarmg.
Redo one of the fixes entries: dipping a potion into a sink does not
dilute it. The potion is used up and gives a hint about what it does
so player might discover it.
If hero has slippery hands, include '-' among likely candidates for
item to #dip when dipping at a pool, fountain, or sink location.
When dipping an item (including hands), have a modest chance for the
sink to be destroyed--which turns it into a fountain--each time so
that it can't be used to blank scrolls an unlimited number of items.
(Pools can already be used for that, but you need to obtain water
walking ability or else drop most of your stuff and enter the water;
sinks weren't imposing any such requirements or risks.)
Pull request from entrez: when at a fountain, pool, or sink location,
the #dip command will allow #dip to pick terrain and player to choose
pseudo-item '-' for hands. Also allow dipping actual items in sinks.
Closes#1112
Pull request from entrez: the mstate field in struct mon defines many
bits but didn't use some of them consistently.
Initially they were intended to be examined via debugger, where being
inconsistent might lead to confusion but not have a negative impact on
gameplay. However, some of them have morphed into affecting gameplay.
Closes#1116
'nethack --show' is rejected, which is ok, but the feedback is
'prscore: bad arguments (2)' which is pretty confusing.
Reject any --s unless it's the start of --scores or --showpath[s].
'nethack --show' will be rejected as "Unknown option: --show."
'nethack -show' is still accepted and will report that it can't find
any scores for how as it always has (assuming that there aren't any
score entries for "how" :-).
Remainder of 'database-suggestions' pull request by entrez: named
fruit lookup when checking for data.base entries.
I'll admit that not sure what this actually accomplishes and am not
interested enough to figure it out myself.
This is the first time I've ever managed to do something useful with
'git cherry-pick', although I haven't tried much after early failures.
The other part of the pull request was dealt with manually earlier,
commit bc9518ca16.
Closes#1109
Part of the pull request by entrez, changing a few data.base entries
recently introduced by PR #1108.
Changes ice box to a different quote, but I've re-applied the prior
quote to ice terrain rather than delete it. Also replace a UTF
apropostophe in the ice quote which escaped the previous purge of
such things.
Replaces the C.S.Lewis quote for Demonbane with a one-liner from the
Bible. I realized a bit late that Demonbane is no longer a sword and
never given to lawful Angels as starting gear anymore, consequently
the new quote doesn't fit very well.
The PR changed the helm of brilliance entry to be for all helms and
this rejects that. Instead, it adds a few generic helmet descriptions
and changes the helm of brilliance quote--now misquote--to be useful
to players, describing it as crystal rather than steel.
Pull request 1109 is still open--there's a second commit in it dealing
with fruit name handling that this commit doesn't touch.
Pull request from vultur-cadens: make thrown potion of sickness more
consistently effective but less powerful. It is no longer blocked
by a target monster's innate magic resistance but it now only halves
current HP without also halving maximum HP, and the message about the
target "looking rather ill" is skipped if it only has 1HP so doesn't
take any damage.
Closes#1103
Pull request from bernhardreiter: NetHack.ad has a comment about
needing to use an external tool such as XV or PBMplus rather than
the NetHack.double_tile_size resource if nethack is built with the
USE_XPM configuration. Add some more detail since using 'hints' when
setting up the Makefiles can define that behind the builder's back.
The extra detail won't be useful to players who obtain prebuilt
binaries that incorporate the X11 interface. The comment in config.h
(see preceding pull request) won't be either, and maybe should be
moved to NetHack.ad where such users will be able to see it.
Fixes#1114.
I did this several months ago to avoid a sanity check warning (and
consequent fuzzer panic) when an engulfer expels the hero on a full
level. I was hoping to refine it but never went back; install it
now before forgetting about it entirely.
If a chameleon changes from wall-phazer to engulfer while in a spot
the hero can't move onto and engulfs him/her, expelling the hero
after the engulfer has taken the hero's spot might be forced to put
the hero on top of the engulfer or another monster when unable to
use the engulfer's former spot. Rather than try to figure out all
the possible ways this might happen and attempt to deal with each
of them, just prevent an engulf attack from succeeding if the hero
wouldn't be able to move to the engulfer's spot. (Does not prevent
an air elemental over water from engulfing the hero.)
Don't attempt to switch to CR font (used to get fixed-width characters
when generating output that uses proportional width ones) when output
is already fixed-width (plain text).
The most recent release of groff (version 1.23) complains when a font
can't be found, then keeps going. Earlier versions just silently kept
going. Failing to load the CR font when already producing fixed-width
chars makes 'keep going' acceptable but the font-load-failure warnings
are a nuisance.
"object lost" panic occurred when hero's worn amulet of magical
breathing was stolen. This prevents drown() -> emergency_disrobe()
from dropping an item while in the midst of it being stolen, avoiding
the possibility of it no longer being in inventory when the theft
completes. There may be variations other than drowning that lead to
unwear -> drop-or-destroy that are still vulnerable, and this fix can
potentially cause items to vanish from hangup save files.
It also has a side-effect of not being able to drop levitation boots
to lighten encumbrance enough to crawl out of water if the drowning
occurs while they are being taken off, not just when being stolen,
even though they should be easily droppable in such circumstance. The
hero will just need to drop other things instead.
Confusion between 'o_status_cond' and 'pfx_cond_'. Still confusing
but I think now working as intended and expected.
If any cond_xyz option has been loaded from the RC file or changed via
'm O', #saveoptions still saves the full set rather than just the ones
that are different from their default value.
Classify nearby ice as "solid" (no melt timer), "sturdy" (more than
1000 turns left), "steady" (101 to 1000 turns left), "unsteady" (51
to 100 turns left), "thin" (15 to 50 turns left), or "slushy" (1 to
14 turns left, matching walking on ice with the Warning attribute).
[I'm not thrilled with "steady" and particularly "unsteady".]
I was originally going to do this just for probing downward, but ended
up also doing it for look-here and getpos's autodescribe. It nearly
got out of hand and touched more files than anticipated.
'mention_decor' ought to treat moving from ice firmer than thin to
thin or slushy, from thin to slushy, from slushy to any other, and
from thin to firmer as if moving onto different terrain but I haven't
attempted to tackle that.
The melt timer could work more like a candle's burn timer, triggering
at intermediate stages and resetting itself, so that ice which changes
to a weaker state under the hero could be reported to the player. But
this doesn't implement that.
When probing is zapped downward while hero is at a water or lava spot
and hero isn't beneath the surface, show any objects 'hidden' by the
water or lava at that spot.
While testing something else, I noticed rolling boulders
just ignored walls and trees; in normal play this isn't
a problem - but should probably make boulders handle other
terrain too. Lava and water is already handled correctly.
Report suggested that "can not" should be "cannot". Both forms are
acceptable. This switches them to use contractions for various "You
<verb> not subject" phrases: "You can't subject", "hadn't", and so
forth. Not exhaustively tested; there may be some sentences where the
informal contraction makes things worse rather than better.
The goal here was compactness rather than efficiency since the code
involved doesn't execute very often.
Recent changes to wand of probing cause it to map unseen terrain when
zapped into the dark (or while blind) and also to reveal tin contents
if the beam hits such. Extend that to discover secret doors, secret
corridors, and traps whether the spot can be seen or not, and also to
reveal egg contents. Previously, secret corridors were converted into
regular corridors when they couldn't be seen but left as is if their
spot could be seen; now they're found and converted either way.
Issue the kaboom sound effect if zapping a magical trap with wand or
spell of cancellation causes it to go "Kaboom!"
A couple of chunks of code has been moved out of zap_updown() and
bhit() into new routine zap_map().
It turned out that using '^' as a group accelerator (new behavior for
the 'whatis' command to view traps) already worked for curses and Qt.
Fix that for tty and X11. I don't know the situation for WinGUI.
Offering any of the menu paging keystrokes as group accelerators
should be avoided if there's any chance that the menu will need more
that one page. The menu for '/' is short though so losing "^ to go
back to first page" for it isn't an issue.
Pull request from NullCGT: applying gold from inventory will flip
one coin and report "heads" or "tails". If impaired, that coin will
be dropped, otherwise it will remain part of the stack in inventory.
Can be done via 'a $' or with context-senstive item action via 'i $ a'.
I've used 'git merge --squash' and 'git commit -C <commit#>' to
flatten four commits into one and it seems to have accomplished what
I wanted, including retaining the log message from <commit#>.
I also changed
|You flip a gold piece. The gold pieces slips between your fingers.
to
|You flip a gold piece. It slips between your fingers.
when impaired and applying one from a stack.
Closes#1107