Commit Graph

3568 Commits

Author SHA1 Message Date
nethack.rankin
4e8bf12014 fix #H1232 - hole in ice is described as moat [2 of 2] (trunk only)
Adding an extra parse rule changes yacc's tables and has produced a
large diff for a small update.
2007-08-03 01:09:13 +00:00
nethack.rankin
4c83db0294 fix #H1232 - hole in ice is described as moat [1 of 2] (trunk only)
From a bug report, when ice on the Valkyrie
quest home level was melted and a boulder filled the resulting pool, that
pool was described as a moat.  This was actually a terrain issue rather
than a formatting glitch, so instead of tweaking waterbody_name() with an
extra special case, extend the level compiler to allow specifying ice as
frozen pool instead of always being frozen moat.  There's no provision
for having both types of ice on the same level, just a level-wide flag to
control which of the two applies for ice on that level.

     This change has a side-effect for the V quest levels:  once ice has
been melted, a second blast of fire will now boil away the pool and leave
a pit.  The unfrozen water locations on the home level already behaved
that way (ie, they are pools rather than moats) so this should be ok.  I
also added <Someone>'s suggestion to make one of the two drawbridges
on the goal level start in random state instead of always being open.
2007-08-03 01:05:50 +00:00
nethack.rankin
1a1373c3d7 rogue level display symbols (trunk only)
Michael pointed out what needed to be fixed in order to change gold
on rogue level from regular "$" back to intended "*".  This was post-3.4.3
code so no fixes entry needed.
2007-07-31 03:00:41 +00:00
nethack.rankin
03eb70acab fix segfault from splitting 1hp long worm
Fix the crash From a bug report, where
having the hit that cuts a long worm into two also take the original down
to 1 HP would result in clone_mon() returning null and nethack crashing due
to a segmentation fault or access violation.  The same thing could happen
if there's been enough long worms created to get them flagged as extinct.

     This bug was only present in 3.4.3.  Prior to that, cut_worm() did
its own monster creation inline instead of calling clone_mon(), ignoring
extinction and too-low hit points.
2007-07-28 03:26:45 +00:00
nethack.rankin
aac603a446 more F move (trunk only)
Using F prefix when trying to move into a wall or closed door yielded
"you attack thin air".  Like the recently fixed F-vs-boulder case, give
more appropriate feedback.  Also like F-vs-boulder, initiate digging if
wielding a pick-axe.  (Also handles axes versus trees and closed doors).

     One thing which isn't handled but possibly should be:  F vs closed
door when not wielding a pick or other axe might attempt to force the door.
(Right now it gives "you harmlessly attack the door".)
2007-07-19 08:20:20 +00:00
nethack.rankin
16ad2bd0b8 treasure drop drop (trunk only)
From the newsgroup:  objects created when killing a monster over
water weren't being affected by falling into the water.  The objects were
being created directly on the floor instead of being dropped as if they'd
been in the monster's inventory.  This fixes the random "treasure drop"
item, but special items--like dragon scales and the miscellaneous golem
remains--produced by make_corpse() are still put directly onto the floor.

     The check to prevent small monsters from dropping big objects was
overly complex, possibly due to the 3.1.x weight threshold bug which was
just recently fixed.  Food rations and leashes pass the weight test so
don't need to be special cased; spears, polearms, and morning stars fail
the weight test.  (Javelins are an exception; they pass the weight test
so are allowed to be dropped by small monsters now since spears aren't
special cased any more.)
2007-07-19 07:02:46 +00:00
nethack.rankin
83bb85c8af more fighting boulders (trunk only)
Followup to yesterday's "you attack thin air" fix for when there's a
boulder at the target location:  if wielding a pick-axe or mattock and you
use F to explicitly try to attack a boulder, dig the boulder to break it.
Also, treat statues like boulders:  F at them gets "you harmlessly attack
a statue" for non-pick weapon, or digs/breaks statue when wielding a pick.
Classified as a new feature in the fixes file.
2007-07-17 13:52:27 +00:00
nethack.rankin
65905e6ce9 minimal_xname() fix (trunk only)
ansimpleoname() and siblings always reported statue and figurine
type to be "of a giant ant" because the corpsenm field was left as 0.
Explicitly set it to -1 in the minimal object and teach xname() to leave
off the monster type in that situation, yielding just "a statue" or "a
figurine".  [It's tempting to classify this as an xname() bug since other
object types which use corpsenm do so in doname().]  No fixes entry; this
is post-3.4.3 code.
2007-07-17 13:35:54 +00:00
nethack.rankin
f17e97bac6 extremely porous boulders (trunk only)
This is another item from "#Q397: List of Bugs from #nethack" sent
in Janurary by <email deleted> and containing a list
of things collected from the IRC channel associated with nethack.alt.org's
public server.  Using F prefix and moving toward a boulder would give
"You attack thin air."  Now that'll be "You harmlessly attack a boulder."
2007-07-17 01:07:37 +00:00
nethack.rankin
ce018468c4 crossing long worms' tails (trunk only)
This is one of the items from "#Q397: List of Bugs from #nethack" sent
in Janurary by <email deleted> and containing a list
of things collected from the IRC channel associated with nethack.alt.org's
public server.  Moving diagonally between segments of a worm tail is
conceptually passing right through the worm's body.  This patch prevents
moving in such a fashion for both the hero and monsters (it's still
possible to fight in that position though).  It only applies when the two
tail segments are consecutive.

|......  In the diagram here, where tail segments are represented by
|.w1?..  digits indicating relative sequence number, the @ can still
|..@2..  move between segments 2 and 5 to reach !, but can no longer
|.65!3.  move between 1 and 2 to reach ?.  [However, if there is a
|...4..  monster at the ? spot, it can still hit @ and vice versa.]

     Missiles and wand zaps still pass through such diagonals without
noticing or affecting the worm.  I'm not sure whether this ought to be
extended to change that--it might get pretty messy since it would need
to be considered during monsters' targetting as well as during the path
traversal itself.
2007-07-17 00:29:44 +00:00
nethack.rankin
557650ac55 seeing a monster make itself invisible
From the newsgroup:  you could get "suddenly you cannot see the <mon>"
even though it remained visible.  Cited case was for an orc who drank a
potion of invisibility while being observed by a hero wielding Sting, which
causes orcs to be displayed even when they're invisible.  But it could also
happen when non-blind telepathy or extended monster detection is in effect.
2007-07-16 06:44:57 +00:00
nethack.rankin
e58458ef42 "fix" #H894 - reading mail violates illiterate conduct (trunk only)
From a bug report, reading a scroll
of mail violates illiterate conduct and he requests that it not do so.
I didn't go that far, since unlike needing to read the Book of the Dead
to be able to finish the game, reading scrolls of mail is completely
voluntary and someone attempting voluntary challanges can choose not to
do it.  Instead, this issues a prompt to require confirmation if reading
such a scroll will be the first violation of that conduct.  Ordinary
players can answer no and then use '!' to read mail from a shell.  I'm not
sure what'll happen to players on public servers who aren't given access
to a shell.  Usually they wouldn't be able to get mail either, so more
elaborate servers like the one at nethack.alt.org which allow players to
use mail to communicate with each other will have to come up with their
own solution (perhaps by providing a mail-reader-only shell).
2007-07-14 00:37:51 +00:00
nethack.rankin
1a9c99797a displacing grid bugs (trunk only)
From a bug report, you could swap places with a pet grid bug when
you're making a diagonal move.  Now you can't.  [Completely ignored:  it
is possible to swap places with pets which are incapable of movement....]

     This imposes the same restriction on the astral Riders when they're
exchanging places with monsters in their way.
2007-07-13 23:40:43 +00:00
nethack.rankin
382bbf7f8e drawbridge tuning
Reported recently by <email deleted>:  opening or
closing the castle drawbridge by playing the tune wasn't using up a turn.
2007-07-09 00:53:59 +00:00
nethack.rankin
a3ddcba9a7 crop rotation (trunk only)
More tuning to throttle pudding farming (plus endgame Rider farming).
Earlier changes made cloned black puddings less likely to leave corpses,
to cut down on sacrifice fodder a bit, and cloned anything less likely to
drop random items when killed; this one makes killing cloned or revived
monsters be worth less experience as the number killed goes up, to cut
down on final score inflation.  [With several boulders and magic missile
or a polearm, it's possible to kill any of the Riders repeatedly with
virtually no risk of even getting hit, much less of getting killed.  Now
if you kill Pestilence 240 times it will be worth 62720 points instead of
297840 (not including doubling bonus for ascension), with an additional
19 points per kill instead of 1241 after that, requiring a couple orders
more magnitude of abuse--excuse me, superhuman "patience"--to get the
score to reach the overflow threshold.]

     While testing this, I got "The Famine's corpse glows iridescently."
This fixes that too.  Also, previously unused kill count for experience()
had an off by one error; was including ``+ 1'' even though mvitals[].died
has already been incremented by the time that that code uses it.
2007-07-08 23:51:17 +00:00
nethack.rankin
f847518f4a fix #H620 - dangerous/disruptive strings in bones data
It's possible for the player to put escape sequences into strings via
dogname/catname/fruit options (or probably interactively by using "\233"
instead of "\033["--the two character 7-bit version wouldn't work because
its leading ESC gets treated as player's request to abort current input,
but the 8-bit version probably works, I just can't test it because I don't
know how to type such things with this terminal emulator).  Such sequences
can do funny things like clear the screen and say "game over" (or worse
with creative abuse of some terminals' "answer back" capability--when
reproducing the reported situation, I kept things simple and had my dog's
name underlined and fruit name blinking; they displayed correctly but
nethack was confused about how long they were since it doesn't expect to
be given characters which don't advance the cursor).  This fix still lets
users experiment with such stuff during their own games, but it replaces
suspect characters while loading bones data, so if one player creates a
bones file with suspect strings in it, another can--I hope--be able to
use that file safely.

     Monster and object names, engravings, and named fruits are handled.
For the last, if uncensored string matches one already present then it
leaves that alone, so bones data created with same OPTIONS=fruit:whatever
as being used in the current game will continue to keep the same value.
2007-06-29 01:18:51 +00:00
nethack.rankin
7333ca4705 couple of DUNGEON_OVERVIEW fixes (trunk only)
New hero would remember part of old one's terrain discoveries (such
as presence of fountains) for bones levels.  Also, some topology changes
(such as fountain destruction) can be detected by touch while blinded but
dungeon overview continued to remember the old feature.  Post-3.4.3 code.
2007-06-26 03:10:39 +00:00
nethack.rankin
a7e312aedc Amulet-covetting monsters attack Wizard
Another entry in $cvsroot/shared/bugs/buglist, this one reported by
<email deleted>:  if the Wizard had the Amulet and used
his "double trouble" spell, his clone would attack him in order to try to
get the Amulet.  This prevents any monster who's after the Amulet from
attacking the Wizard to get it.
2007-06-21 02:35:30 +00:00
nethack.rankin
d34e557df5 very old death drop bug
From an entry in $cvsroot/shared/bugs/buglist From a bug report:
when item weights were all scaled up by a factor of 10 for 3.1.0, the
code controlling random item drops by monsters still limited small ones
to dropping things of 3 weight units of less.  Scale that up to 30.
2007-06-21 02:15:26 +00:00
nethack.rankin
b93175b125 more precise dipping prompt (trunk only)
Someone in the newsgroup accidentally dipped the wrong item into a
fountain and wants the second prompt to be "Dip <obj> into the fountain?"
instead of just "Dip _it_ into the fountain?", hoping that he would have
noticed that he had selected the wrong object.  I think he's fooling
himself there, but this gives a brief object name for fountain, pool, and
potion prompts.
2007-06-21 01:32:41 +00:00
nethack.rankin
ed1e29f9ca drowned in a moat on the Plane of Water (trunk only)
From the newsgroup:  drowning on the Plane of Water gave cause of
death as "drowned in a moat".  There was already some post-3.4.3 code to
handle naming of moat on Juiblex level as "swamp", but it wasn't used for
drowning's cause of death and we were still getting "drowned in a moat"
there too.  Now the Plane of Water yields "drowned in deep water" and
Juiblex's level yields "drowned in a swamp".
2007-06-19 03:58:36 +00:00
nethack.rankin
acc0aa3ff3 WIZKIT overflow tweak (trunk only)
Redo the $WIZKIT overflow handling from a few days ago.  Instead of
having two migration codes which both mean "with the hero", combine them
and add a mask flag to control scattering at the destination to be able to
get the alternate behavior.
2007-06-19 03:13:20 +00:00
nethack.rankin
d1387f2b6b WIZKIT inventory overflow (trunk only)
Wizard mode's $WIZKIT can specify an unlimited number of items to
add to starting inventory and they'd be put there without regard to the
number of slots in use, potentially resulting in an arbitrary number of
'#' slot items.  Cap at 52 slots, same as when picking up, and put any
excess items at the hero's feet.  It's slightly tricky because the level
hasn't been created yet at the time the wizkit gets processed.
2007-06-16 04:18:14 +00:00
nethack.rankin
2ad3afee05 GOLDOBJ pickup handling (trunk only)
For GOLDOBJ configuration, relax the 52 object limit for inventory
when gold uses the special $ slot instead of a letter.  Takes care of an
old buglist entry from the beta testers.  [It will need to be revisited
if we ever implement multiple coin types that can't all fit in one slot.]

     Also for GOLDOBJ, prevents nymphs and monkeys from stealing coins,
since allowing that made their steal-item attack be a complete superset
of leprechaun's steal-gold attack.
2007-06-16 02:22:01 +00:00
nethack.rankin
e753fb50f2 fixes35.0 typo (trunk only) 2007-06-10 03:25:06 +00:00
nethack.rankin
283b681072 fix #H348 - "you trip over it" after non-"it" message (trunk only)
Reported to us by <email deleted>:
  'You are beginning to feel hungry.  You trip over it.'
and also recently in the newsgroup by "<Someone>":
  There is ice here.  *You see here an electric eel corpse.*
  Bib hits the electric eel.  Bib misses the electric eel.
  Bib misses the electric eel.  The electric eel misses Bib.
  The electric eel misses Bib.  *You trip over it.*

     slip_or_trip() was oversimplifying things by assuming that if there
is one object at the hero's location, a message about what that object is
has just been given.  Any timeout message which precedes Fumbling (lots
of candiates besides hunger) could intervene, as could monster activity
between the hero's move and timeout handling.  Aside from the reported
cases, that code hadn't been updated to account for the new pile_limit
option which could be set to 1 and force a popup display instead of the
usual "you see <an item> here".  This fix adds a flag that can be used
to track the most recent message.  It is cleared by pline for every
message, so pline's caller sets it _after_ the message of interest has
been displayed.
2007-06-10 03:01:31 +00:00
nethack.rankin
8dbbd1d2d0 monster polearm usage (trunk only)
From newsgroup discussion, reproduced with current dev code (the
missing capitalization is a post-3.4.3 buglet):

  The orc tries to wield a halberd.
  the orc's bow is welded to her hand!
  The orc thrusts a halberd.  You are almost hit by a halberd.

Caused by overloading polearm attacks with throwing.  The monster throwing
code didn't enforce that a polearm must be successfully wielded.
2007-06-09 02:18:44 +00:00
nethack.rankin
8a1d074686 #adjust bounds bug
Noticed while looking at something else:  doorganize() goes out of
array bounds for alphabet[] when inventory contains something in the '#'
slot, or in the '$' slot for GOLDOBJ config.  Both # and $ pass the
(let <= 'Z') test, then produce a negative result for (let - 'A' + 26).
In my case, it was harmlessly clobbering the tail end of buf[] but it
could potentially be a lot worse.
2007-06-05 02:45:09 +00:00
nethack.rankin
e08b97597c igniting unpaid potions of oil (trunk only)
From another many year old news posting:  if you picked up a stack
of potions of oil in a shop and then applied them, one potion was split
off and started burning but you were forced to pay for all of them.
Split the to-be-lit one off first so that the remainder of the stack
stays as ordinary unpaid shop goods.

     This also fixes an old bug with bill_dummy_object sometimes charging
a different price than the player got quoted when an object was picked up.
2007-06-03 02:33:34 +00:00
nethack.rankin
66f95ef37c Heart of Ahriman hack (trunk only)
From a four year old news posting:  hero was levitating via #invoke
on the Heart of Ahriman, then dropping that artifact yielded:
  You drop a gray stone named The Heart of Ahriman.
  You float gently to the floor.
  A gray stone named The Heart of Ahriman hits the floor.
That might be strictly correct, assuming that both hero and stone fall at
the same speed; if the stone was dropped from perhaps waist height then
the hero's feet would touch first.  But it looks strange, like a cartoon
where something hangs in midair until someone notices that it should fall.

     Removing the artifact from inventory causes the #invoke property to
toggle off.  Unfortunately it has to be done here before the object can
be placed at its destination.  Modifying message order seemed unviable;
this fix fiddles with the Levitation property in order to defer hero's
descent until after object handling is finished.  Now same setup gives:
  You drop a gray stone named The Heart of Ahriman.
  A gray stone named The Heart of Ahriman hits the floor.
  You float gently to the floor.
  You see here a gray stone named The Heart of Ahriman.
2007-06-03 01:05:43 +00:00
nethack.rankin
9abdff361b astral high priests revisited (trunk only)
Prevent remote ID of the three high priests on the Astral Plane via
wand of probing or via their own actions (observing "high priest of Foo
drinks a potion of speed" and so forth).  When not immediately adjacent,
you'll get "the high priestess" instead of "the high priestess of Foo".
2007-06-02 23:30:57 +00:00
nethack.rankin
2772b099eb punctuation tidbit
The prompt to a hero with lycanthropy and polymorph control about
whether to change into beast form had an extra space between the question
and the [yn] answer choices.
2007-06-02 23:18:56 +00:00
nethack.rankin
61cd699405 monst vs steed tidbit
I came across an old bug report which stated that steeds missed out
on their chance to counterattack if the hero had just taken some action
other than moving.
        [1: monster attacks steed instead of hero ]
        [2: if monster died while attacking, return 1 ]
        if (i & MM_DEF_DIED || u.ux != u.ux0 || u.uy != u.uy0)
                return (0);
        [4: otherwise, steed counterattacks monster ]
Sometime since whatever version the 2001 report was for, but before the
current cvs repository was set up someone addressed this by changing it
to be
        if (i & MM_DEF_DIED || !u.umoved)
                return (0);
but I think that fixed the wrong thing.  I believe that the original code
was attempting to make sure that the steed was still in position to be
able to counterattack.  There's no reason to care about the hero's most
recent action; he had to have done something that caused time to elapse
in order for the other monster to have initiated an attack in the first.
(The new range check is actually redundant; mattackm() also enforces it.)
2007-06-02 22:00:29 +00:00
nethack.rankin
2f9d711237 fix #H363 - reviving corpses of hiding monsters (trunk only)
From a bug report, reviving a snake corpse
produced a snake monster which was hidden under nothing--it hid under its
own corpse and wasn't revealed when that corpse got used up.  Rather than
fiddling with sequencing to remove the corpse before making the monster,
force any monster who revives in hidden state to unhide.
2007-05-31 01:42:48 +00:00
nethack.rankin
8d880dd143 unicorn horn vs sustain ability (trunk only)
Forwarded from newsgroup by <Someone> in February, 2005:  non-cursed
unicorn horn fixes lost Str/Con/&c stats even when ring of sustain ability
is supposedly locking those at current value.  This makes unicorn horn
honor the Fixed_abil intrinsic.  The potion and spell of restore ability
still override that, so they now have potential for use even after player
has acquired a unihorn.  Prayer also continues to override Fixed_abil.
Major prayer result to heal crippled strength now attempts to uncurse a
ring of sustain ability (or gloves or weapon covering it up--similar
situation as with cursed levitation).  Minor prayer result to fix lost
stats resets those without attempting to do anything about Fixed_abil.
2007-05-29 03:52:02 +00:00
nethack.rankin
ef3f758569 dull spellbook (trunk only)
Something else <Someone> forwarded from the newsgroup long time ago:
attempting to read a dull spellbook ought to have a chance of making the
hero fall asleep.
2007-05-29 02:51:47 +00:00
nethack.rankin
0ba059f749 Hallucination vs gaze attacks (trunk only)
Suggested by <Someone> in March, 2005 based on newsgroup discussion
at the time:  hallucination protects against touch of death attack by
disrupting how the hero's brain reacts, so why not against gaze attacks
too?  This gives hallucinating hero 75% chance of being unaffected by
gazes.  If unaffected or if the gazer has been cancelled, the gaze will
fail with some feedback.  Previously, all cancelled gazes failed but only
Medusa's gave feedback.

     This will give players another way to defeat Medusa, but since it
isn't foolproof and there are several sure fire ways already, I don't
think it'll hurt play balance there.  It may be useful to avoid getting
repeatedly stunned by Archons though.
2007-05-29 02:00:25 +00:00
nethack.rankin
2d06a1d617 destroy_mitem message tidbit (trunk only)
"the kobold's potion of healing boils and explodes!"
Should be capitalized.  Post-3.4.3 code; branch isn't using yname() here.
2007-05-28 03:38:12 +00:00
nethack.rankin
695fc96e99 makeplural/makesingular vtense fix (trunk only)
"The death ray hit it."  Changes to vtense() during the makeplural
makesingular overhaul four weeks ago contained a typo, or rather a set of
matching thinkos.
2007-05-28 03:30:26 +00:00
nethack.rankin
f8fcaf8cbd engulfing at dangerous location (trunk only)
From a bug report, 2005:
engulfers affected by conflict might swallow and kill monsters in pools
(not mentioned:  or lava or traps) and move to that spot, then not drown
til next move.  Make drowning and trap checks when engulf attack succeeds
instead of waiting for next turn.

     [This was #2 of the 3 minor bugs; the others have already been fixed.
They were:  (1) placing and exploding a land mine on a lowered drawbridge
would leave a pit instead of destroying the bridge; and (3) cause of death
string "killed by Mr. Izchak, the shopkeeper" should omit "Mr.".]
2007-05-28 01:35:25 +00:00
nethack.rankin
bb5ade4293 confirmation for polearm attacks (trunk only)
From a bug report, 2005:  applying a
polearm towards a monster ignores the `confirm' option.  It's a wielded
weapon attack but is handled internally as a throw since it's also a
ranged attack.  The report included a small patch for use_pole() but I'm
calling the regular attack confirmation routine instead.

     Also, move the penalty for samurai attacking peaceful monsters into
the same routine that handles knight attacking defenseless monsters so
that they're more consistent.
2007-05-28 00:20:43 +00:00
cohrs
2b29d99315 digging/chopping a drawbridge
<Someone> mentioned this back in 12/05.  Digging a closed drawbridge would
result in a "This wall is too hard..." message.
2007-05-27 22:56:02 +00:00
nethack.rankin
e8012786d0 fix C343-22 - #untrap while levitating (trunk only)
Revise untrap() to handle being unable to reach the floor.  That
whole routine is a mess and should probably be rewritten.

     Included at no extra charge:  #untrap didn't check whether player
picked a spot off the edge of the map so could go out of array bounds.
2007-05-27 03:07:24 +00:00
nethack.rankin
bc4ccd0f44 kick/joust monster positioning (trunk only)
From a 7.5 year old news posting (with a reply by Kevin Hugo speaking
on behalf of slash'em...):  when a monster "nimbly jumps to evade" hero's
kick, it can pass through walls and grid bugs can jump off their grid.
Likewise when a joust or staggering blow knocks a monster back, it could
move grid bugs diagonally.  This fixes both cases.

     Offhand I can't think of any other non-standard movement situations
which might need similar handling, but it wouldn't surprise me if there
are some.  Leashed movement is close but I don't think maybe_mnexto helps.
2007-05-26 05:56:26 +00:00
nethack.rankin
04f9ebfc38 latex Guidebook [2 of 2] (trunk only)
The documentation for symset also changed Guidebook.tex to use the
hyperref package, which the old DECUS TeX distribution I'm using doesn't
have.  I can't remember any discussion about inserting URLs into the
Guidebook and using LaTeX to generate html output.  If there was, no
comments to that effect made it into the .tex file or the cvs log text.
So I'm guessing that \usepackage{hyperref} was a work-around for the
font issue (below) and that the latter was a side-effect of converting
from deprecated \documentstyle{} to recommended \documentclass{}.

     I tried installing hyperref after tracking it down, but using it
generated complaints about several other packages either being too old
or missing entirely.  Coping with them would be too much hassle.  I also
tried just commenting it out, but that results in a font warning that I
assume isn't present when it gets used.  I managed to cobble together
a fix for that, but since hyperref.sty isn't actually needed by our
Guidebook, it was simpler to revert to the way things were done back in
the old days....
2007-05-26 02:36:38 +00:00
nethack.rankin
df053999a9 latex Guidebook [1 of 2] (trunk only)
Last fall when Michael added the symset stuff to supersede the old
handling for IBMgraphics and DECgraphics, Guidebook.tex was changed to
support multi-page tables in the output.  But that requires that the
input be processed twice, because it requires feedback stored in
Guidebook.aux and the first pass can't rely on that file being present
or up to date.  This updates the Unix, VMS, and OS/2 makefiles to do
two-pass processing.  (I didn't see latex usage anywhere else, and the
branch version doesn't include the formatting change which needs this.)
2007-05-26 02:35:50 +00:00
nethack.rankin
8cada647d3 C/#name followup too (trunk only)
Rephrase "a type of object" to "the type of an object" in the menu.
#name
  What do you want to name?
  a - a monster
  b - a particular object in inventory
  c - the type of an object in inventory
  d - the type of an object on discoveries list
2007-05-25 03:26:56 +00:00
nethack.rankin
2f85f1a04c C/#name followup (trunk only)
Update #name's description for extended command help, `# ?'.
2007-05-25 02:47:29 +00:00
nethack.rankin
86a1e8b1b1 C/#name menu, calling old discoveries [2 of 2] (trunk only)
Implement <Someone>'s menu-mode for #name, primarily because it
is the natural place to add [re]naming entries in the discoveries list,
something that was requested in the newsgroup ten or so years ago.  The
latter allows changing the type name of something which has previously
been named and is no longer being carried.

     This also makes the C command become a synonym for #name or vice
versa; one or the other could now be reassigned to something else.
2007-05-25 02:02:44 +00:00
nethack.rankin
97928335ae C/#name menu, calling old discoveries [1 of 2] (trunk only)
Implement <Someone>'s menu-mode for #name, primarily because it
is the natural place to add [re]naming entries in the discoveries list,
something that was requested in the newsgroup ten or so years ago.  The
latter allows changing the type name of something which has previously
been named and is no longer being carried.

     This also makes the C command become a synonym for #name or vice
versa; one or the other could now be reassigned to something else.

#name
  What do you want to name?
  a - a monster
  b - a particular object in inventory
  c - a type of object in inventory
  d - a type of object on discoveries list

Menu group accelerators provide unseen alternate choices:  C for monster,
y for individual object, n for object type (and d for discoveries, but
that's only interesting if inventory is empty so that usual b & c are
omitted and discoveries entry moves up to b).  These alternates allow
`#name y' and `#name n' to work the same as before, for users who have
trouble retraining their fingers.  Using C to name a monster now takes an
extra keystroke, but using `C C' for it could make that be less annoying.
2007-05-25 02:01:54 +00:00