Setting CHECK_PLNAME to 1 makes WIZARDS, EXPLORERS, and SHELLERS
check the player name instead of the user's login name.
This is mostly useful for public servers which have external
login system and don't create user accounts for players.
Rename the option for adding coordinates to autodescribe feedback for
the '/' and ';' commands from 'getpos_coord' to 'whatis_coord', after
the '/' command that uses it instead of after the internal routine
that implements it. The 'whatis' name was only in dat/hh as far as I
could find, so this changes it to 'what-is' and also updates dat/help
and the Guidebook to mention the name too.
Add a 'screen' choice to the option to show coordinates as row,column
rather than x,y or compass direction(s). Revise the /m, /M, /o, /O
operations of 'what-is' to honor the whatis_coord option (mostly; a
value of 'none' gets overridden by 'map' to force coordinates).
Also, update the description of the functionality of the '/' command
in the Guidebook. The .mn version is tested, the .tex one isn't.
I've seen some complaints about not being able to kick with ^d
so add kick as an extended command.
Also add the missing #exploremode command to the Guidebook.
This was a request from a blind player. It's hard to find
the left edge of the menu when it's drawn on the map, so
clear the screen and align menus to the left edge of the screen
when this option is turned off.
Originally this was called the window edge patch.
Another issue from old beta-tester mail: #annotate and #overview were
missing from the list of extended commands. M-A and M-O were listed
but marked "(if supported)" even though they've become unconditional.
Same for M-R, although in its case #ride wasn't missing.
Some old beta-tester mail suggested mentioning the implicit_uncursed
option in the "Curses and Blessings" section; this patch does that.
It also mentions that option in the "Configuring Menu Colors" section
since anyone trying to specify a color for " uncursed " will want
objects to be explicitly described as "uncursed".
The changes to the LaTeX version haven't been tested. The generated
plain text version has a lot of spurious changes due to the padding
method it uses to right-justify short lines.
Make the preface have an unnumbered header and force a new paragraph
for its text;
remove the unterminated switch to bold font;
change "Terry Pratchett" from bold to italics to match Guidebook.tex's
setting.
Allow 'P' and 'R' commands to accept armor and wear/take-off the chosen
item, and 'W' and 'T' commands to accept accessories and put-on/remove
the item. The which-object prompt only lists the type(s) of items that
traditionally go with each command, as does an inventory menu if the
user picks '?', but items of the alternate type(s) can be chosen, by
unshown letter or by the inventory menu given for '*'.
There shouldn't be much difference if you continue picking items that
go with the original commands, although you will somestimes get
"which object? [*]" when the only choices are for alternate command.
And you won't see the all-four-accessories-are-already-worn message
for 'P' unless you also have something worn in all seven armor slots.
The Guidebook.mn changes have been tested (that's how/why I noticed
the preface glitch) but the corresponding Guidebook.tex ones haven't.
Changes to be committed:
modified: dat/history
modified: doc/Guidebook.mn
modified: doc/Guidebook.tex
- include new 3.6.0 beta testers in dungeoneers list
MSGTYPE allows the user to define how messages in the message
area behave. For example:
MSGTYPE=stop "You swap places with "
would always make that message prompt for -more-. Allowed types
are "show" (normal message), "hide" (do not show), "stop" (wait
for user), and "norep" (do not repeat message).
Adding this, because it's relatively simple, proven to work, and
it seemed to be the major thing betatesters felt was lacking when
compared to NAO.
The option defaults to on, which is the old-style behaviour.
Turning the option off will never omit the "uncursed" -status
from inventory lines. This is pretty much required if users
want to use menucolors based on the BUC state.
Allow the 'I' command to show inventory of known blessed items via
pseudo object classes B, C, U, and X. That's instead of an showing
inventory of specific object class. The two can't be combined
because 'I' operates on single character input.
I had to modify tty_yn_function to prevent it from forcing a BUCX
character into lower case (simply using lower case would cause a
conflict with 'u' and 'x' for inventory of shopping bill), and did
that by checking whether any of the acceptable response characters
are upper case. Pretty straightforward and shouldn't impact any
other uses that don't specify upper case choices.
I did the same thing for X11. Other interfaces most likely need
to do something similar. If they don't, a response of 'B' or 'C'
(for menustyle:traditional or menustyle:combination) will simply
not work, without causing any problems, same as typing an invalid
choice, and 'U' or 'X' will give shop feedback instead of the
requested subset of inventory.
The Guidebook revisions are untested.
Adds the "sortloot" compound option, with possible values
of "none", "loot", or "full". It controls the sorting of
item pickup lists for inventory and looting.