Update the menu for the help command to change
"i - using the 'O' command to set options"
to
"i - using the '#optionsfull' or 'm O' command to set options"
(examples assume default key bindings but the actual help menu shows
currently bound keys; the "or 'foo'" part is omitted if #optionsfull
is bound to a key).
dat/opthelp should probably be updated to describe how doset_simple
works since that is different from normal menus and explicitly
contradicts the existing description for boolean settings being
deferred until the menu gets dismissed. Any changes need to make
sense if displayed in the context of picking '?' in #optionsfull.
Maybe a separate help file and separate entry for it in '?' menu?
Pull request from entrez: when the hero breaks a non-empty wand of
sleep and gets hit by the resulting explosion, don't describe it as
"the sleep /ray/ hits you."
Closes#856
Apply the patch from entrez that makes pet gelatinous cubes who eat
containers engulf rather than digest the contents, like non-tame
g.cubes. Unlike the latter, tame ones will immediately drop the
stuff they just engulfed and might subsequently eat it all anyway.
Inspired by the diff from entrez. I didn't care for 'time'. I don't
like 'novelty' much either, but it is a little more accurate since
there is no time factor involved with just-picked-up.
Fix the reported problem of a crash when using the curses interface
when examining inventory while carrying only gold, and a blank menu
for tty in the same circumstance. Triggered by changes made for
TTY_PERM_INVENT but doesn't require that to be enabled.
Not fixed: with curses, starting with perm_invent Off and toggling it
On (with sufficient screen real estate to show it) doesn't display it.
Doing something to update it like pickup or drop causes it to appear.
(^R isn't enough.)
Change trappers and lurkers above to remove digestion damage. They
fold themselves around rather than swallow the victim. There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim. In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.
This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).
There are several minor fixes mixed in with this. I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
'>' commands refursed to work; release the held creature first
and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
"the <item> vanishes into the ochre jelly's /currents/".
This needs a lot more testing. I found and fixed multiple minor
details before my own testing burned out.
Issue reported by GorillaSapiens: you get notified if a lamp burns
out even if you're blind at the time.
That is intended behavior; you can feel the heat or lack of heat
from a lamp or candle. But the comment from copperwater pointed out
that you shouldn't be able to feel that for a brass lantern.
This suppresses the "power has run out" feedback if blind at the
time. However, applying a lantern to turn it on or off still gives
the on/off feedback on the assumption that there's a switch and you
can feel its position. When hero is blind and lantern is out of
power, trying to turn it on yields "nothing seems to happen". It's
not completely consistent since you would feel the switch in its On
position but claiming that the lantern is on would be a lie.
The basic on and off messages referred to "lamp" even when using a
brass lantern. I thought that that had been fixed a long time ago.
Fixes#842
Using #loot while in a pit allows looting containers in that pit.
Using open and specifying the hero's spot when not in a pit allows
looting containers at hero's spot. But using open while in a pit
complained about not being able to reach out of the pit before player
had a chance to give hero's spot at the place of interest, so did not
allow looting any container there.
Get a target spot before rejecting use of 'open' while in a pit.
The alternate prompt might be tty-centric.
Hitting a monster with a wielded potion of paralysis or sleep
was practically useless, because it almost always also hit you.
Negate the chance and make it depend on your dex.
Add a #saveoptions extended command, to allow saving configuration
settings from within the game. This is still highly experimental,
and gives plenty of warnings before asking to overwrite the file.
Lack of option saving is one of the biggest complaints new players
have, so this should help with it. More experienced players with
highly customized config file should not use this feature, as it
completely rewrites the file, removing all comments and non-config
lines.
Make the default options menu only show the most important
options, split into categories. The full, traditional menu
can be accessed by using the m-prefix.
Issue reported by schauveau: when the command line specifies the
'--nethackrc=file' option (Unix, including linux and OSX, only) the
value of 'file' was set in pointer g.cmdline_rcfile and the options
parsing made a copy of that pointer rather than of what it pointed
to, then freed g.cmdline_rcfile before using the copy. So it ended
up using a pointer to freed memory.
Stick with copying the pointer but defer freeing the original until
after its copy is no longer needed.
Fixes#832
Make potions of healing and extra healing more useful in the early
game, by upping the average amount of health restored.
Make amulet of life saving restore between 60 and 170 health,
depending on constitution. Previously life saving was the best way
to heal back up to full, even if you had thousands of hp.
The only effect of a new moon was to make hearing a cockatrice's
hissing (whichs happens with 1 in 3 chance) always start the turn to
stone sequence instead just having a 1 in 10 chance to do so, but
that was negated by carrying a lizard corpse.
Keep the hiss-always-starts-petficiation part and remove the
carrying-a-lizard-corpse-negates-that part. So the effect of a new
moon no longer gets controlled by the contents of hero's inventory.
Pull request from entrez: nothing happened--except spending a wand
charge--if a monster zapped a wand of digging down at a spot where
holes can't be dug. If a pit can be dug there, dig one and then trap
the monster in it. No-op if a pit or other trap is already present.
Closes#796
hero is invisible without being able to see invisible
Issue reported by EndHack: you could see your hands glow red when
reading a scroll of confuse monster or casting the spell of confuse
monster even if you were unable to see yourself.
Switch to the blind feedback (tingling instead of glowing red) if
invisible without see invisible.
Also, have uncursed scroll or low skilled spell confer 1..2 turns
of glowing hands instead of always just 1. (Blessed/highly skilled
stays at 2..9 turns.)
Fixes#828
If the first monster on the migrating_mons list couldn't arrive and
was put back on the list to try again later, 'later' would happen
immediately and the program looped forever trying and failing to
bring that monster to the level.
Defer repeat attempts at migration until losedogs() has been through
the whole migrating_mons list. mon_arrive() now populates a new
list called failed_arrivals and losedog() moves its contents, if any,
to migrating_mons prior to returning.
Pull request from Kufat: combine a pair of single item skills into
one skill by changing scimitar to use saber skill and removing no
longer used scimitar skill.
I don't think skill values end up in save files but decided to
increment EDITLEVEL to be safe.
Closes#817
Pull request from entrez: don't allow an amorphous engulfer who
has swallowed the hero to move to a closed door location. If some
hypothetical amorphous holder existed, it could move to such a spot
while holding the hero adjacent.
Closes#821
When a monster at least two sizes larger hits another one,
there's a chance the smaller defender will be knocked back.
This applies also to hero, attacking when polymorphed to
a large monster, or defending from a large monster.
Most of the monsters that can knock back are giants and dragons.
Idea and some of the code from EvilHack.
Save and restore or recovery or both could mess up the stair data
about where stairs went. I'm not entirely sure what is going on here
but the steps to reproduce by Meklon2007 worked and the suggested fix
by entrez solved the problem.
Closes#812
Issue reported by youkan700: for shopkeepers, taming via magic harp
behaved differently than taming via scroll or spell.
Make magic harp's taming be the same as [non-cursed] scroll of taming
and spell of charm monster: angry shopkeepers will be pacified (even
though they can't be tamed).
Also, add something I've been sitting on for ages: when taming magic
hits an already tame monster, give that monster a chance to become
tamer. Not significant for monsters that eat (unless being starved
for some reason) but matters for ones who don't eat. For tameness N
(which has a maximum of 20), if N is less than 10, have any taming
yield a 10-N out of 10 chance to increase the tameness by 1. So the
closer a pet is to becoming feral, the more likely for it to improve
tameness a little.
Closes#819
When a vault guard was created it was producing a "guard appears"
message, then the vault code immediately produced a "vault's guard
enters" message. Suppress the creation message.
While testing that, I noticed that if the hero was blind and lacked
telepathy, "someone enters" started the guard interrogation sequence
but if hero answered and dropped gold, the way out wasn't discernable.
Put a "remembered, unseen monster" glyph at the guard's spot in the
breeched vault wall. The player will need to do <search><move> over
and over to actually follow the guard but at least will know where to
start doing that.
Reported direclty to devteam by a hardfought player:
|placing tame fire vortex <56,18> over itself at <56,18>, [...]
An old map fixup when an engulfer and its victim temporarily share
the same map location got impacted by changes made a month or two
back for removing dead or migrated monsters from the map. The old
fixup (for putting the engulfer back after removing the victim also
removed it) was no longer needed and using it resulted in a warning
from place_monster() about putting a monster on top of itself.
Apply the diff from entrez to deal with out of array bounds access by
wand or spell zap when deciding whether to bounce if that zap reached
the extreme edge of the map (not just the edge of the portion of the
map in use by current level).
Fix wizard mode issues pointed out by the #wizmakemap fix. If a
shopkeeper or temple priest is on a different level and its home
level gets flipped, monst eshk or epri data became invalid and would
cause trouble if the shk or priest ever made it back to home level.
If a vault guard is maintaining a temporary corridor and the level
gets flipped, the data became invalid. If you used #wizfliplevel
while the guard was leading you out, the corridor spots would be
flipped along with the rest of the map but the guards's temporary
corridor data didn't match. Breaches in the vault walls would be
sealed, then the guard would just mill around, never finishing
leading the hero out.