Sourced from xnethack. Seems like an excellent candidate for
replacement, since the quote gets across what shades are and also
hints at their weakness.
This commit adds entries for the following items:
- Credit card
- Silver bell
- Bell
- Walking shoes
- Iron shoes
- Hard shoes
- Dragonbane
- Gauntlets of Power
- Gauntlets of Fumbling
- Gauntlets of Dexterity
- Potion of Sickness
- Splashes of Venom (Various)
- Shields (Various)
The following monsters also now have associated entries:
- Stalker
It turned out that using '^' as a group accelerator (new behavior for
the 'whatis' command to view traps) already worked for curses and Qt.
Fix that for tty and X11. I don't know the situation for WinGUI.
Offering any of the menu paging keystrokes as group accelerators
should be avoided if there's any chance that the menu will need more
that one page. The menu for '/' is short though so losing "^ to go
back to first page" for it isn't an issue.
Having source files with the same name in different subdirectories
won't work because their object files would conflict, but don't allow
the failure to be because depend.awk left out the conflicting rules.
No change in behavior from the most recent commit.
Pull request from NullCGT: applying gold from inventory will flip
one coin and report "heads" or "tails". If impaired, that coin will
be dropped, otherwise it will remain part of the stack in inventory.
Can be done via 'a $' or with context-senstive item action via 'i $ a'.
I've used 'git merge --squash' and 'git commit -C <commit#>' to
flatten four commits into one and it seems to have accomplished what
I wanted, including retaining the log message from <commit#>.
I also changed
|You flip a gold piece. The gold pieces slips between your fingers.
to
|You flip a gold piece. It slips between your fingers.
when impaired and applying one from a stack.
Closes#1107
Applying one or more gold pieces now flips one of them, which will
cause it to come up heads or tails. This is NetHack, so there are
special cases for flipping a coin underwater or while fumbling or
greasy.
I've tried to future-proof this commit so that the code will not
need to be modified if other items are eventually added to the
coin class.
If memory serves, there was a patch for this on the bilious patch
database, but I was unable to locate it or who the original author
was. In any case, the code is entirely original.
Reported by entrez: it was possible for #overview to show a line of
just "." if a temple was known and its altar was unknown and no other
features such as thrones or fountains were known on the level.
It now lists "M temples and N altars" when both are present and the
case that yielded "." becomes "a temple". That's an improvement but
there might be edge cases it gets wrong. A listing of "a temple and
an altar" is ambiguous because there isn't any way to tell whether the
altar it mentions is inside the temple. That seems acceptable to me.
I think it should include more alignment information about temples and
altars, instead of just adding "to <your god>" when all known altars
are of hero's alignment, but this doesn't attempt to address that.
From a comment w/ diff in the pull request by entrez, combine the
show-full-map flag (available in wizard mode and explore mode) with
the bitmask for map-only, map-and-traps, map-and-traps-and-objects
flags for #terrain mode (and getpos() help) instead of passing that
as a separate argument. No change in behavior unless I messed up.
Only show the '/' menu choice for context-sensitive inventory item
action if data.base look up for the item will find something. Lack
of '/' is as informative as "you don't know anything about that".
Harder to implement than expected but seems to be working ok.
This also changes the menu for the '/' command, replacing cryptic /^
and /" with /t and /T so that listing near traps or all traps is more
like listing near|all objects|monsters. I put caret and double-quote
in as group accelerators; double-quote works on tty, caret gets
intercepted as "menu first page" so doesn't. I didn't check other
interfaces since supporting that doesn't seem to be worth the bother.
Also a little bit of reformatting.
Pull request from NullCGT: add '/' to look up selected item in its
context-sensitive inventory action menu.
The whatis_item branch added an extraneous file: util/tileset.bmp;
this commit removes it.
Closes#1106
Adds an option to the inventory item menu which allows a user to
look up an item in the database. This uses the existing whatis
command.
A minor secondary change is switching the failed database lookup
message to second person. The use of a first person pronoun here
has always been very strange, and switching to second person centers
the player in the action.
Rest of 'not PR #1102'. Resizing the terminal while getpos was in
operation recalculated the map from scratch instead of redrawing what
the core considers to already be shown. And it was always operating
while an asynchronous signal was excuting which could potentially
clobber whatever was running at the time the signal arrived.
This uses same redrawing as the prior '^R during getpos()' fix. It
also only performs the resize while tty_nhgetch() is waiting for
input. If that is the situation at the time that the signal arrives
then it will resize immediately (while in the asynchronous signal
handler); if not, it will set a flag and tty_nhgetch() will do the
resize the next time it gets called.
This builds with TTY_PERM_INVENT enabled and doesn't seem to be any
worse than before, but there are bugs with that. The only way I could
get perminv to appear was to save and restore, then perm_invent was
honored for both RC file and mO command. And once I managed to get it
to display, moving an item from a lower case slot to slot 'A', made
that item vanish; nothing appeared in the invent's right hand panel.
Both of those misbehaviors already happen prior to this commit. I
also saw an abort+panictrace if I resized while at the "Dump core?"
prompt when running the pre-commit code and didn't see that with the
post-commit code (although the prompt wasn't shown so I couldn't tell
that it was waiting for an answer). The abort probably sounds scarier
than it warrants; I suspect that the pre-commit code just treated the
resize as answering 'y' for some reason, possibly a stale value in the
variable it uses.
This fixes the part of pull request #1102 by entrez dealing with the
map refresh side of things. It was pulled out of a much larger patch
that also deals with terminal window resize for tty.
Using ^R when getpos() is in operation, whether actually picking a
position for something or browsing the map during #terrain or post
detection magic, it was reconstructing the known map and positioning
the cursor on the hero instead redrawing the selected terrain subset
or detected objects/monsters/whatever. There's already a routine to
redraw the current view of the map without recalculating it, but it
wasn't being used for ^R during getpos operation.
Wand of make invisible doesn't make you permanently invisible,
just for a short duration. Potion of invisibility makes you
invisible for much longer period, or if blessed, has a small
chance of giving permanent invisibility.
This makes the wand actually useful, and improves the spell
too.
Skeletons are extremely rare, and not generated at random,
and bone devils are basically just a speed bump when they appear.
Make both more interesting.
Idea by copperwater <aosdict@gmail.com>