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.
Something that pops up in the newsgroup periodically, with <Someone>
inevitably pointing out the bit of code that the user needs to tweak,
about control of feedback when hero is walking across floor objects.
Implement new option ``pile_limit'' which allows user to set the point
at which the game switches from listing the objects to giving "there are
several/many objects here". Default is 5, same as previous hard-coded
value (1 object gets listed via pline, 2..4 are listed in a corner popup,
5 or more objects yields a pline message instead). Setting pile_limit
to 0 means no limit, so objects will always be listed regardless of pile
size. Setting it to 1 effectively forces no listing since any non-empty
pile size is always at least that big, so can produce "there is an object
here" even though that's no briefer than a pline() to show one object.
Update the brief explore mode section (it hasn't been a conditional
feature for quite some time, there's an extra way to access it now, and
new game started with -X is different from switching via the 'X' command)
in the Guidebook, and add a short debug mode subsection there.
[see cvs log for src/options.c for some additional info]
Relief for the command-line impaired. Allow player to request
explore or wizard mode via run-time config file or NETHACKOPTIONS.
Validation is left to xxxmain() and has been updated for Unix, VMS, and
ports which share pcmain. Mac and Be appear to allow any user to access
wizard mode, and may not need any modification, although they'll continue
to have the old buglet of running with both wizard and discover flags set
if player uses `nethack -X -D'. This may or may not work as-is for the
Qt interface depending upon whether it goes through one of the xxxmain()'s
mentioned above [someone needs to make sure that it doesn't allow Qt on
Unix to bypass the (username == WIZARD_NAME) test when user requests
wizard mode].
The shortest extended commands were being formatted differently in
Guidebook.txt than longer ones, looking a little odd. Force them to seem
longer so that they all end up with similar formatting.
Untested; based on how short option names are handled. And I have no
idea whether the TeX version ought to have something similar done; I lack
the means to view it. (In theory I could format it into Postscript,
transfer the result to a PC [a different one than what I'm using as a
terminal], convert it into PDF there, then use Acrobat to look at it. In
practice, that's more effort than I care to expend for something so minor.)
This is an overhaul to the NetHack drawing mechanism.
- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.
- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects
- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.
- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.
- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.
- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c
- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.
- 'symset' config file option loads a desired symbol set for
everything but the rogue level.
- 'roguesymset' config file option loads a desired symbol set
for the rogue level.
- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
S_fountain:\xf4 \
S_boulder:0
- 'symbols' file has the following structure:
start: DECgraphics
Handling: DEC
S_vwall: \xf8 # meta-x, vertical rule
S_hwall: \xf1 # meta-q, horizontal rule
finish
start: IBMgraphics
Handling: IBM
S_vwall: \xb3 # meta-3, vertical rule
S_hwall: \xc4 # meta-D, horizontal rule
finish
- 'symbols' file added to the source tree in the dat directory
- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
From a bug report, applying a pick-axe will
wield it in place of the primary weapon but wouldn't update the alternate
weapon. Make objects which become wielded when applied (pick, lamp, whip,
grappling hook, pole-arm) honor the pushweapon option (where the previously
wielded weapon becomes the alternate weapon without use of 'x' command) the
same as when explicitly wielded. Old behavior matched the documentation,
but that seemed overly restrictive.
Add the capability of sorting the entire spellbook by various criteria,
augmenting the existing ability to swap pairs of spells. In the menu that's
put up for the '+' command, add a non-spell entry after the last known spell
+ - [sort spells]
Selecting that brings up a new menu
View known spells list sorted
a + by casting letter
b - alphabetically
c - by level, low to high
d - by level, high to low
e - by skill group, alphabetized within each group
f - by skill group, low to high level within group
g - by skill group, high to low level within group
h - maintain current ordering
z - reassign casting letters to retain current order
'a' corresponds to the normal ordering; 'b' through 'g' cause the order
to change, but during the current invocation of the '+' command only.
(Entry 'h' is a no-op, something aside from ESC to get out without doing
anything. 'a' is only a no-op if you haven't picked any of 'b' through
'g' yet.) After making a choice, you're taken back to the '+' command to
view the spells in the requested order. And once back there, you can pick
'+' again to come back to this menu, where picking 'z' will cause casting
letters to be shuffled such that present display order becomes the actual
spellbook order. Newly learned spells get appended to the end as usual;
the most recent sorting order isn't sticky even if finished off with 'z'.
No doubt seeing it in action will be clearer than this description.
This also updates the Guidebook to mention the spell retention field added
to the '+' menu some weeks back.
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em. It is
extremely useful while using ranged weapons. When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
[See cvs log for patchlevel.h for longer description.]
I left out the Guidebook updates when I checked in the number_pad
changes yesterday. I no longer have any way to preview either format but
at least LaTeX doesn't give any warnings about the TeX one. I suspect that
the list of valid settings is going to be too wide; it will likely need to
become an actual item list or table to make the descriptions wrap sensibly.
doc/Guidebook.txt hasn't been updated in a long time. Can someone
generate an up-to-date copy and check it in?
Accept OPTIONS=pettype:horse quietly instead of issuing "unrecognized
pet type 'horse'" message. It doesn't actually do anything from player's
perspective--knights always get a pony and other roles always get a cat or
dog, as before.
I had a much more elaborate version which recognized "pony" (plus
"kitten", "little dog", "puppy" and assorted other variations of the
acceptable types), but it was absurd overkill for something that never
come up during actual play. If someone tries to specify "kitten" and gets
"unrecongized type", it shouldn't take him longer to figure out "cat" is
what's needed even without resorting to actually reading the Guidebook.
Can someone generate an up to date Guidebook.txt and check it in?
o Add support for zlib compression via ZLIB_COMP in config.h (ZLIB_COMP
and COMPRESS are mutually exclusive).
o rlecomp and zerocomp are run time options available if RLECOMP and
ZEROCOMP are defined, but not turned on by default if either COMPRESS
or ZLIB_COMP are defined.
o Add information to the save file about internal compression options
used when writing the save file, particularly rlecomp and zerocomp
support.
o Automatically adjust rlecomp and zerocomp (if support compiled in)
when reading in an existing savefile that was saved with those options
turned on. Still allows writing out of savefile in preferred format.
o In order to support zlib and not conflict with compress and uncompress
routines there, the NetHack internal functions were changed to
nh_uncompress and nh_compress as done in the zlib contribution received
in 1999 from <Someone>.
I tagged the sources NETHACK_3_5_0_PREZLIB prior to applying these
changes.
- always write plname into save file, no longer conditional
- add 'selectsaved' wincap option to control the display of
a menu of save files for ports/platforms that support it.
- add support for win32 tty using normal nethack menus.
- the win/tty/wintty code is generalized enough that any
tty port could support the option if the appropriate port-specific
code hooks for wildcard file lookups are added to src/file.c
specifically in the get_saved_games() routine. There is posix
code in there from Warwick already, and there is findfirst/findnext
code in there from win32. Warwick has the posix code only
enabled for Qt at present, but with wintty support, that could be expanded
to other Unix environments quite easily I would think.
Here is what the tty support looks like:
NetHack, Copyright 1985-2005
By Stichting Mathematisch Centrum and M. Stephenson.
See license for details.
Select one of your saved games
a - Bob
b - Fred
c - June
d - mine3
e - Sirius
f - Start a new character
(end)
The following files existed in the NetHack SAVEDIR directory
at the time:
ALLISONMI-Bob.NetHack-saved-game
ALLISONMI-Fred.NetHack-saved-game
ALLISONMI-June.NetHack-saved-game
ALLISONMI-mine3.NetHack-saved-game
ALLISONMI-Sirius.NetHack-saved-game
Note that despite the file names, the actual character name
is drawn from the savefile.
The WIN32CON support passes
USER-*.NetHack-saved-game
to findfirst/findnext where USER is your login name of course.
Allow the #adjust command to be used to split an inventory stack
as well as for moving things to specific slot letters. Splitting is
accomplished by specifying a count along with the letter of the stack to
operate on, similar to when dropping a stack with 'd'. The comment above
doorganize() has more details.
This change will make it possible for users to split stacks of cursed
loadstones which they couldn't easily do before, but I don't see anything
wrong with that. It was always possible to have multiple stacks of load-
stones by starting with ones that had different curse/bless status, so this
hasn't introduced a totally new situation. On the other hand, I haven't
tested this with the GOLDOBJ configuration and am not sure whether there is
any need to prevent gold from being split there. The getobj() call doesn't
specify COIN_CLASS so perhaps it's irrelevant (unless it ought to be
changed the other direction by adding that to intentionally allow gold to
be split?).
Since "weapons and spell skills" is grammatically suspect and
"weapons and spells skills" sounds odd, change to "weapon and spell skills"
in both the Guidebook and the game's online descriptions. The #enhance
command itself uses "current skills" and doesn't need any alteration.
Per <Someone>'s request, make the game's description of the ``#enhance''
command be the same as in the Guidebook by mentioning spell skills.
Combining weapons plural with spell singular isn't right, but I'm not
sure which way to change that so am leaving it alone. On the other hand,
the poor grammar used to describe the ``#conduct'' command is easy to fix.
B02006 autopickup_exception documentation
>Should the documentation say what priority order is used if two conflict?
>(For example, how ">*orcish" and "<*arrow" handle an orcish arrow; from
>experimentation, > always takes precedent over < , but I could be
>missing something.)
B02005 autopickup_exception option menu
> It'd be nice if you were returned to the menu after adding an exception
> via O so that you can set several with one command.
Oops, I spotted a typo that I made in the new text.
For the branch, there is no need to re-synch, as the
the generated .txt version is also patched with this patch.
Guidebook used both "behavior" and "behaviour". I think this was the
only word not using the US-English spelling. Also fixed a spacing bit
in Michael's latest rev to the .mn version.
There was a great deal of inconsistency in
different menus on how headings were displayed.
This allows the user to select what they like best.
I was motivated to do this, because I wasn't satisfied
with the appearance of ATR_INVERSE in the menus
on win32tty, and several of them specified it.
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
same order as youprop.h and enlightenment.
There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.
Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code. Portions of this patch
were written by Michael Allison.
- Guidebook typo
- wizard mode prompt
[...]
> 2/3) In Guidebook* the lines subkeyval (Win32 tty NetHackonly).
> May be used to alter the value of should read subkeyval (Win32
> tty NetHack only). May be used to alter the value of
>
> 3/3) I miss a hint for the new wizmode feature levelteleport by
> menu. Neither wizhelp nor the dialog tell you about it. Maybe if
> (++trycnt == 2) Strcat(qbuf, " [type a number or ?]"); in
> teleport.c:589 could provide a hint.
>
> <Someone>
<Someone> wishes to add a couple of new options to the wince port ("run fullscreen" and "do not use CE software keyboard").
The wincap field was full, so this adds a second field for
additional options.
This allows the use of the right mouse button to
look at things on the screen when the
'clicklook' option is set.
Concept came from a patch for 3.4.0
that I saw referenced on r.g.r.n
[see http://www.steelskies.com/nethack.php]
but the implementation is different.
The number_pad option can now optionally hold a value
{0,1, 2 } for {off, on, DOS-mode} but plain number_pad and
!number_pad in config files still work as before.
When number_pad:2 is set, iflags.num_pad_mode is set to 1
which triggers the following behaviour:
> '5', M('5') and M('0') are mapped in rhack()
>in cmd.c, only when they are entered as a command. When used as a
>number, like in the 'n' command, no mapping takes place. '0' is
>already mapped to 'i' by the core. The
>only difference [<Someone>] left in (deliberately) is when you press Ctrl-0;
>this used to map to C('i'), which is an invalid command; now
>keep it '0' (which is interpreted as 'i' by the core.)
Proposed by Michael Allison.
Seconded by Pat Rankin.
(it can always be withdrawn if there is a later objection)
-Author of Spanish NetHack
-Author of some NT keyboard internationalization fixes
-Author of "Hell patch"
Another fix to address the complaints about two-handed weapons being
rendered useless by 3.4.1's change to require free hands in order to apply
containers. Some players now fear to wield two-handed weapons because a
curse would make accessing their bag impossible, which is doubly nasty if
that's where they have scrolls of remove curse or potions of holy water
intended to deal with cursed items. The same situation applies for cursed
one-handed weapon combined with cursed shield, so some are now claiming
that 3.4.1 has made two-weapon combat be even more attractive than before.
This implements #tip, a new command that causes a container at the
current location or carried in inventory to have its contents emptied
onto the floor. Hero's hands don't need to be free at the time but tipping
a floor container requires limbs; tipping an inventory container doesn't
need hands or even limbs. The contained items don't pass through inventory
during the process, so don't cause objects (loadstones, crysknives, scrolls
of scare monster?) to go through their special handling unless it's part of
normally dropping to the floor. Tipping a bag of tricks behaves the same
as applying it (one monster is released, and it only becomes empty if
that happened to be the last charge) and items tipped out of a cursed bag
of holding have their normal cursed bag chance (1/13) of being destroyed.
Tipping an inventory container while levitating or during unskilled riding
behaves similar to normal drop--from a height, so some fragile items break.
Players have wanted this feature to get gray stones out of chests or
heavy corpses out of ice boxes but I didn't care much about that; losing
access to your bag is more significant. I'm pretty sure that there was a
user patch to do something like this floating around at one time, but I
couldn't find it when I looked, so I implemented #tip totally from scratch.
Bug? Extended commands which lack meta-key shortcuts are not listed
in the help files displayed by the '?' command....
mention msg_window in the Guidebook and long online help. I didn't update
hh since that only has one-liners. Also made the msg_window default clear
in the Guidebook and opthelp. Plus, an update to Guidebook.txt in hopes
that it won't need another before release.