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.
Make monsters with magic and gaze attacks avoid hero,
just like spitters and breathers already did.
Some small code cleanup related to the ranged attacks.
Entering a count to repeat an action stopped working for counts greater
than 2 after 93db2a8: the unconditional call to reset_cmd_vars at the
top of rhack was resetting many more variables than had previously been
cleared at that point, including g.multi (which in this context tracks
how many more times the requested action should be repeated). As a
result any count would perform the requested action twice at most.
Reduce the list of variables zeroed out at the start of rhack back to
what it was before 93db2a8.
M-<key> shortcuts with altmeta enabled weren't working when preceded by
a count (e.g. 2 M-j for "jump twice"): g.program_state.getting_a_command
determined whether <esc> should be read as staring a potential meta key
combination, and was being reset by readchar on the first digit entered
without being reactivated for subsequent input. As a result, by the
time the player entered the actual command to be modified by the count,
readchar wasn't bothering to look for M-<key> sequences.
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.
The earlier commit just removed monsters from migrating_mons and left
them orphaned. Also it ignored migrating objects.
Actually release the monsters that can no longer arrive at their
migration destinations. Release their inventories too.
Release objects that can no longer arrive at migration destinations.
The earlier attempt to prevent the Wizard from immediately teleporting
(and giving a vanishes and reappears message before the player has had
a chance to see the level) when you arrive on the Plane of Earth ended
up being worse. He just stayed put, so no vanish and reappear but no
other activity either.
When the hero enters the planes branch, all the rest of the dungeon
gets discarded since it can no longer be reached. At the time that
that takes place, throw away any migrating monsters waiting to arrive
on any of those levels.
When entering the Plane of Earth (or level teleporting directly to
another endgame level in wizard mode), if the Wizard came off the
migrating_mons list instead being re-created from scratch, he would
be placed randomly on the level instead of next to the arrival point.
If his mstrategy field still had the STRAT_WAITFORU bit set and you
didn't move to where he could see you, he might never come after you,
at least until some future harassment event chose 'resurrect'.
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.
Reformat most of optlist.h. In the process, fix a couple of
conditionally included items which were mis-classified as set_in_game
when excluded. Add "permablind" as an alias for the "blind" option.
[I don't understand the size value of 70 for #if BACKWARD_COMPAT
{curses,DEC,IBM,Mac}_graphics but didn't alter that.]
Include 'pickup_types' in the behavior section; it's useful from
turn 1 and does get adjusted from time to time during play.
Include 'color' in the map section, but hide it for wc_tiled_map.
Include 'showscore' and 'statuslines=2|3' in the status section.
I didn't rebuild with SCORE_ON_BOTL enabled so the showscore part
hasn't been tested.
Not related to changes to 'O' but noticed because of those. The menu
for selecting which status conditions to include on the status line
starts with a special entry for sorting that shouldn't be selected by
the select all and toggle all actions.
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.
When you see a dwarf wield a pick-axe,
|The dwarf wields a pick-axe!
avoid the exclamation point if that dwarf just intends to dig.
|The dwarf wields a pick-axe.
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
When the hero zaps a wand of digging down in an undiggable level, it
creates a pit. When a fleeing monster did the same thing, it had no
effect. Bring this closer to the behavior experienced by the hero: if a
monster tries to use a wand of digging to create a hole in an undiggable
floor, a pit will be made (and the monster will fall into it, if not a
flyer).
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