Report states that the dungeon overview menu doesn't honor the
'menu_headings' option. However, dungeon overview is not a menu.
Despite that, switch its hardcoded use of bold and inverse to use
the option value instead. It doesn't really need two different
highlights and this allows user to control which video attribute
gets used. If someone wants different highlighting for overview
than for menus, they're out of luck.
Fixes#481
Report raises two issues:
1) if you perform magic mapping while engulfed (or underwater) the
map got updated and player could view it with cursor+autodescribe,
but when done viewing it did not switch back to the limited engulfed
(or underwater) display.
2) when picking a teleport destination while engulfed/underwater you
have to pick the spot while seeing only the limited view of the map
that is shown while engulfed/underwater.
This fixes#1. I'm inclined to classify #2 as traditional behavior
and am not going to try to figure out a fix for it.
Fixes#483
Homemade tin would yield a flat 50 points of nutrition even when
made from a corpse that provides less than 50 points. Take the
minimum of the two amounts instead of always 50.
Fixes#478
Statues on Medusa's level are supposed to be from petrified creatures
rather than somebody's artwork, so creatures that can't be turned to
stone aren't eligible. However, creatures who change form when hit
with stoning damage (foo golems to stone golem) were being allowed.
Also, statues in cockatrice nest rooms are supposed to be from former
characters and take their names from the high scores file. But when
'record' is empty, the statue would be of a random creature instead
of being changed into a player character, so both not the latter and
possibly something that can't be petrified.
I've taken the Medusa part as-is but did the cockatrice nest part
differently. It rejected statues of non-stonable creatures in case
the named character attempt failed. I've changed things so that when
a named player character can't be created, it will use an unnamed one
instead of random creature. The issue of maybe ending up with a non-
stonable form goes away because all player characters are vulnerable.
Fixes#479
Player's pet killed a troll with Trollsbane and the corpse later
revived. He assumed that killing a troll with Trollsbane is what
prevents troll corpse revival but that is inhibited by the hero
be wielding Trollsbane at the time revival is attempted.
Having killed-by-Trollsbane be the reason for blocking revival
would be much better but looks like a lot of work for something
which was supposed to be a one-line enhancement to an under-used
artifact. This extends revival inhibition to having anyone on
the level be wielding Trollsbane rather than just the hero.
Not a proper fix but I think it's better than nothing.
Closes#475
when wearing an amulet. Wearing any amulet while having the
Protected attribute was conferring an amulet of guarding's +2 MC
bonus. Mattered when Protected via worn ring(s) of protection or
wearing Mitre of Holiness or wielding Tsurugi of Muramasa for
hero, or the latter two or being a high priest[ess] for monsters.
(Being Proteced via cloak of protection already yields maximum MC,
or via amulet of guarding yields intended result.)
The fixes37.0 entry oversimplifies.
Fixes#477
A polymorphed hero who exploded when attacking thin air would use a
radius based on experience level rather than the fixed radius that
the monster form itself used. When exploding at a monster it didn't
wake other monsters at all.
Fixes#465
When wights were given a cold attack back in January, their
difficulty rating wasn't re-evaluated. The dummy monstr.c
produced by 'makedefs -m' puts it at 8 rather than previous 7.
Adopt a feature mentioned in the xNetHack release announcement.
If you use the fire ('f') command when wielding a throw-and-return
weapon while your quiver is empty and the 'autoquiver' option is
Off, throw the wielded weapon instead of prompting to fill the
quiver. It will usually return and be re-wielded, so be ready to
fire again.
Implemented from scratch.
Apply visibility fixups for monsters triggering door trap
explosions or digging through doors similar to the monster-opens-
door-handling from a couple of days. Again, the issue is that
hero/player can see a closed door in situations where they can't
see an open one, and messages about the door being opened or
destroyed need to take that into account when seeing a closed
door go away.
Not as thoroughly tested as monster just opening closed door.
It was possible to wish for a secret door, if done at a wall or
door location, but not for a regular door. Add that. (Dig
followed by locking magic possibly followed by open or by kick
could cover most of the details without wish support, but there
wasn't any way to force a closed or locked door to be trapped.)
The wish request can include "trapped" (or "untrapped", the
default) and/or one of the 5 door states: "locked", "closed",
"open", "broken", or "doorless" (default is "closed"). If more
than one state is specified, the last one in the wish text
overrides others. If trapped is specified with open or broken or
doorless, it will be ignored.
Allow "looted" when wishing for a fountain, sink, throne, or tree.
For the ones with multiple loot tracking bits, it sets them all.
Explicitly reject a wish for a wall rather than claiming nothing
of that description exists.
Formatting: wrap various wide lines.
Report from roughly two and half years ago was about "<monster>
opens the door" without displaying <monster>.
Monster movement first decides whether a monster can pass closed
door. If so, the monster is placed at the door spot, a message
is given about that movement (unlock, open, smash down, &c), and
finally the map is updated.
Changing the sequence to update the map before issuing the door
message was not sufficient to fix this. In the corridor plus
closed door plus lit room map fragment shown here, when 'O' moved
to '+', you would see it there if the hero is at '1' or '2', but
not if at '3', '4', or '5'; open door was shown instead. But the
message described 'O' accurately rather than as "it" for all those
hero locations.
: -----
: #O+1...
: |2...
: |3...
: |4...
: |5...
: -----
For 3,4,5 the #vision command shows the closed door as 3 before
the O move, but blank (0) after. In other words, the closed door
is within line of sight but once opened, the doorway spot isn't.
It makes sense that the closed door behaves like a wall but I'm
not sure whether the behavior for an open door's breach does too.
I had an awful workaround that successfully displayed the monster,
but it wouldn't show the same thing if the door was already open,
so I've changed the situation to yield "You see a door open."
For !force_invmenu when attempting a command that needs an object,
if inventory is completely empty
What do you want to <foo>? [*]
will report "Never mind" and stop asking if player presses return
or report "Not carrying anything" and reprompt if player types '*'.
But for force_invmenu, it would report
Not carrying anything. Never mind.
without any reprompting in between the two messages. Just skip
the second message in that situation.
Perhaps the first case should avoid reprompting too but I haven't
gone that far.
Incorporate the changes from pull request #467, which itself
incorporates a fix for issue #441. Allows hands/self to be an
acceptable but hidden choice (don't think any command actually
needs this). When 'force_invent' option is on, show all the
acceptable but usually hidden choices if no ordinary candidates
are available instead of having an empty menu. Also, omit
force_invent's "* - (list everything)" extra menu entry if the
menu already contains everything.
Cleans up a couple of whitespace issues too. I changed at least
one more and added a couple of comments. I'm not sure about the
comment change that I made in hack.h; the original said "foo is
identical to foo" but the revision might not be accurate.
Fixes#467Fixes#441
The pull request that fixed a couple of instances where it was
possible to have multiple entries for gold in inventory indirectly
pointed out that the error checking was clumsy. If you executed
the #adjust command while having two '$' items in inventory, you
were told twice that you had multiple stacks of gold in inventory.
Change how that's handled so that the warning appears at most once
for any given #adjust command. Also avoids having #adjust's use
of getobj() re-scan entire invent for every item in invent.
Also, if player did manage to get two or more '$' entries, #adjust
would allow moving any but the last to a letter entry. Once in a
letter, further #adjust with count specified could split the letter
gold entries into even more gold entries. Now, if the player picks
gold as the #adjust 'from' item (which is only possible when there
are wrong letter gold entries or multiple ones or both) then #adjust
will now force 'to' slot to be '$' (without asking player to pick).
Lastly, the inventory check for multiple and/or wrong slot gold is
now performed by wizard mode sanity_check() in addition to #adjust.
for invalid 'O' values when option error messages are issued after
theme rooms have left iflags.in_lua set. The pull request just
turned the flag off but lua code turns back on and off after that
for other dungeon levels. nhlua probably shouldn't be sharing the
same error routine as options processing, or at least it should
toggle the flag on and off at need instead of pretending that it
can be global.
Fixes#471
Assigning a partial stack of gold to quiver (Qnn$) resulted in
an extra '$' slot in inventory, one for the unquivered part and
another for the quivered part.
Throwing a non-quivered partial stack of gold at self (tnn$.)
also resulted in an extra '$' slot after throwing at self was
rejected.
For the first case, reject the quiver-subset-of-gold attempt.
For both cases, recombine the two stacks back to original amount.
Fixes#469
If a monster read a scroll of earth and got killed in the process,
there would be an "dealloc_obj: obj not free" panic when trying to
use up the scroll. It was dropped to the ground with any other
possessions and no longer in the monster's inventory at the time
m_useup() was called. Use up the scroll before performing its
effects.
The patch does something similar for potion of polymorph, but if
newcham() can kill the monster then there are other problems
besides trying to use up the potion. I kept that in anyway.
Fixes#468
Post-3.6 change to monster inventory handling could result in hero
remaining mounted on an unsaddled steed (if saddle was removed via
opening magic).
Hero falling out of saddle would fall to the ground and take damage
even if levitating or flying without steed's help after dismount.
Fixes#470
Reported directly to devteam: constructing a verb by applying
"ing" to "dip <item> into" (when attempting to dip into '-')
didn't work too well. It yielded
|You mime dip <item> intoing something.
instead of
|You mime dipping <item> into something.
Reported seven years ago: when class genoicde (blessed scroll)
attempts to genocide something that has already been wiped out
|All foos are already nonexistent.
should be simplified to
|Foos are already nonexistent.
I think the redundant "All" was just there to avoid capitalization
handling for the monster species but that's trivial to deal with.
Add new '|' command, aka #perminv, which allows the player to
send menu scrolling keystrokes to the persistent inventory window.
Implemented for X11, where its usefulness is limited, and for
curses, where it is more needed and also more fully functional.
The interface can either prompt for one keystroke, act upon it,
and return to normal play, or it can loop for multiple keystrokes
until player types <return> or <escape>. X11 does the former if
the 'slow' application resource is False so that prompting uses
popups, and the latter when 'slow' is True where prompting is in
a fixed spot and doesn't end up causing the persistent inventory
window to be stacked behind the map window. curses always does
the loop-until-done approach. It also accepts up and down arrow
keys to scroll one line at a time.
Also adds two new menu scrolling commands, menu_shift_right (key
'}' by default) and menu_shift_left ('{') if wincap2 flags contain
WC2_MENU_SHIFT. Shifting allows different substrings of too-long
lines to be seen.
For X11, neither works because their handling requires a horizontal
scrollbar and for some reason that escapes me our menus don't have
one of those. If they did, shifts could work for all menus but a
shifted window would hide the selection letters. So shifting would
be most usefully done as: pan right, read more of any long lines,
immediately pan back to the left.
For curses, they only apply to the persistent inventory window.
Shift right redraws it with class headers and inventory letters
shown normally but the item descriptions omit their leftmost
portion, showing more text towards the end. Shift left reverses
that and does nothing if the beginning is already in view. Forward
and backward scrolling while shifted leave the shift in place.
Give the window-port side of *_update_inventory() an argument.
Calls in the core still omit that; invent.c's update_inventory()
is the only place that cares.
OPTIONS=menu_previous_page:\mv
BINDINGS=M-v:menu_previous_page
both worked, but
OPTIONS=menu_previous_page:M-v
BINDINGS=\mv:menu_previous_page
both failed. Make all four variations work. Tiny change made large
by the need to move some things around.
The option definition for menu_first_page had a couple of its flag
bits swapped. I didn't try to figure out whether that had any impact.
When the 'O' command is used to change either 'menu_headings' or
'sortloot', inventory display can change so persistent inventory
needs to be updated.
Oddly, the flag to indicate initial options processing remained
True after options had been processed, but that ultimately didn't
matter here. It's fixed now anyway.
Also, sort the WC2_xxx options in a couple of places.
When panictrace feedback occurs due to catching a signal rather
than controlled panic, the backtrace is useless when running the
curses interface unless the terminal gets reset first. Let's
just hope that the signal triggering a panictrace doesn't occur
while resetting the terminal.
without using any time. Targetting an apparently empty spot at
valid polearm range where a monster happens to be hiding reports
"Wait! There's something there you can't see!" and displays the
remembered, unseen monster glyph, then aborts the attack attempt.
It would use a turn if the polearm became wielded in the attempt
but not if it was already wielded. Make latter case take time.
From yesterday (old #H3841), the alternate message given when a
monster is being hit by a blind Archon's gaze was checking the
wrong monster for blindness.
If the sort order for sortdiscoveries was s ('sortloot' order)
and any artifacts or unique items were discovered, using '\'
to see all discoveries included "Discovered Items" as a spurious
class header between the real header for the last object class with
discoveries and the discoveries for that class:
|Discoveries, sortloot order (by class with some sub-class groupings)
|
|Artifacts
| Sunsword [lawful long sword]
|Potions
| water (clear)
|Gems/Stones
|Discovered items
| diamond (white)
| flint stone (gray)
"Discovered items" is supposed to only be shown when sorting
alphabetically across all classes and there are artifacts and/or
unique items before the regular discovered objects.
From six years ago: hero is "blinded by the Archon's radiance"
even if the attacking Archon has been blinded, but monsters hit
by same thing were protected from it by that blindness. Make
monsters attacked by Archons be affected similarly to the hero.
Hypothetical case of hero-as-Archon versus monster is ignored
because hero can't polymorph into that shape.
doprtool() and doprinuse() collect the inventory letters of all
applicable items into a buffer capable of holding 52 letters plus
terminator. It is possible to have more than 52 items (ignoring
gold) so theoretically possible to have more than 52 separate lit
candles. Guard against that.
The easiest way to get an item in the overflow slot is to carry
52 non-boulders, polymorph into a giant, and pick up a boulder.
Assigning the latter to one of the three weapon slots would not
impact doprtool() but it will impact doprinuse(). However, that
wasn't enough to cause a crash for me; evidently the overflow
clobbered something innocuous. (52+boulder is not the only way
to get something into slot '#', just the only guaranteed one I
can think of offhand.)
This also removes a bunch of 'register' type qualifiers.
Some warnings were mentioned
Add a prototype ahead of the function
Use a non-const copy of SERVER_ADMIN_MSG
quick-tested by:
- uncommenting the following in include/unixconf.h
/* #define SERVER_ADMIN_MSG "adminmsg" */
- building NetHack
- creating a test message:
echo "server_admin: system is going down at 2 pm" >~/nh/install/games/lib/nethackdir/adminmsg
- playtested and received the desired message
The monk role can be either male or female but the monk fake
player monster was flagged as male-only. Allow both genders.
The male and female monk tiles are identical though and this
doesn't address that.
Fixes#466
Noticed while poking about in read.c for the ^G feedback change:
a relatively recently added apron slogan turns out to be a near
duplicate of an existing T-shirt slogan. Change the apron one a
little, although they're still nearly identical.
For ^G, if someone replies with empty input to the "Create which
monster?" prompt, give alternate feedback than "I've never heard
of such monsters." before reprompting.
des.region() accepted booleans for the joined field, whereas des.room
accepted xchars. These were only being used as truth values, so this
converts the room ones into booleans for consistency. I don't think
accidentally using an int or a boolean wrongly would actually crash the
level generator, but consistency is good.
This converts an schar field in struct mkroom into a boolean; on most
systems these are probably 1-byte types and save files won't be broken,
but it might be best to treat this as a save breaker anyway.
Its value is only used as a boolean, so there's no real need to keep it
as a confusing int.
Shouldn't be a save-breaking change; it doesn't look like g.coder is
saved.
Give a message for each boolean option toggled via 'O'. It may
help catch mistakes sooner if/when player types wrong menu letter.
Only applies to 'O', not booleans manipulated during config file
or NETHACKOPTIONS processing.
"Demote" wizmgender from an obscure wizard mode extended command
to an obscure wizard mode boolean option. Behaves the same except
that no message is given when the value gets toggled.