Condense the clunky one entry per line table of suits of armor and
their AC values in Guidebook.mn. Guidebook.tex uses a two-column table
that I've left alone.
Mention all the other types of armor instead of leaving out gloves and
shirts. For armor commands, mention that P and R work.
Rings: describe their interaction with gloves. For ring commands,
include a pointer to amulets.
Amulets: for amulet commands, mention that A, W, and T work.
Tools: mention that some can be worn and include a pointer to amulets
for the relevant commands. Also, that some can be wielded as weapons.
Boulders and statues: boulders can be pushed and smashed, statues can
be smashed.
Gold: not subject to blessing or cursing. goldX option affects BUCX
filtering.
This adds a pair of new glyphs: GLYPH_UNEXPLORED and GLYPH_NOTHING
GLYPH_UNEXPLORED is meant to be the glyph for areas of the map that
haven't been explored yet.
GLYPH_NOTHING is a glyph that represents that which cannot be seen,
for instance the dark part of a room when the dark_room option is
not set. Since the symbol for stone can now be overridden to
a players choice, it no longer made sense using S_stone for the
dark areas of the room with dark_room off. This allows the same
intended result even if S_stone symbol is mapped to something visible.
GLYPH_UNEXPLORED is what areas of the map get initialized to now
instead of STONE.
This adds a pair of new symbols: S_unexplored and S_nothing.
S_nothing is meant to be left as an unseen character (space) in
order to achieve the intended effect on the display.
S_unexplored is the symbol that is mapped to GLYPH_UNEXPLORED, and
is a distinct symbol from S_stone, even if they are set to the same
character. They don't have to be set to the same character.
Hopefully there are minimal bugs, but it is a deviation from a
fairly long-standing approach so there could be some unintended
glitches that will need repair.
"The 'm' prefix before a movement command can be used" is awkwardly
worded.
"Various ... variations" is redundant all by itself but doubly so
when "various" is used again two sentences later.
mention_decor is missing a sentence between "Normally only shown
when obscured" and then an exception when it is enabled.
Somewhat similar to 'mention_walls', 'mention_decor' is a way to
request additional feedback when moving around the map. It reports
furniture or unusual terrain when you step on that. Normally stepping
on furniture only mentions it when it is covered by object(s). And
moving onto (rather than into) water or lava or ice doesn't bother
saying anything at all. With the new option set there will be a
message. It uses Norep so won't repeat when moving from one water
spot to another or one lava spot to another or one ice spot to another
unless there has been at least one intervening message. There is also
a one-shot message when moving from water or lava or ice onto ordinary
terrain (not Norep, just once since there's no land to land message).
Having the verbose flag Off doesn't inhibit these new messages but it
does shorten them: "A fountain." instead of "There is a fountain here."
The Guidebook gets a new subsection "Movement feedback" of the "Rooms
and corridors" section and it covers more than just 'mention_decor'.
As usual, Guidebook.tex is untested.
'mention_decor' persists across save/restore, so 'struct flags' has
changed and EDITLEVEL is being bumped, hence save files are invalided.
Move 'implicit_uncursed' and 'mention_walls' from iflags to flags to
make their current setting persist across save/restore. Invalidates
existing save files.
Report complained that having autoopen not work when fumbling was
inconvenient and mentioned that the "ouch! you bump into a door"
result didn't take any time. This updates the documentation to
state that autoopen won't work while fumbling (so the inconvenient
behavior persists) but changes movement so that bumping into a door
now takes time. (Despite "ouch!", it doesn't inflict any damage.)
Also, document the recently added autounlock option.
Bite the bullet and add a special purpose boolean option to control
game behavior for random clairvoyance. When objects or monsters are
discovered, it normally issues "you sense your surroundings" and
performs a getpos() operation which allows the player to browse the
map by moving the cursor around and getting 'autodescribe' feedback.
But there have been complaints that once the hero has the Amulet
(which triggers random clairvoyance even though hero isn't flagged
as having that attribute) the message and pause-to-browse become too
intrusive.
This was initially combined with the 'timed clairvoyance' fix because
they both bump EDITLEVEL to invalidate existing save files, but their
details don't interact so I separated them.
Add 'eating' (synonym 'continue') to the list of things that can be
set via paranoid_confirmation to require "yes" instead of "y" when
the user is prompted about something, in this case "Continue eating?".
dat/opthelp was missing a few of the paranoid_confirmation choices.
Expand the sample configuration file a little and prevent it from
going past the right margin in Guidebook.txt.
Replace all instances of "config file" with "configuration file".
Reformat the "notes" at the end of the table of map symbols.
Unfortunately Guidebook.pdf from Guidebook.ps from Guidebook.mn
puts a page break between the header line "notes" and the two
actual notes.
Value 1 for 'mouse_support' was not just exceeding the margin of
Guidebook.txt but wrapping to the next line. Shorten it.
Guidebook.tex had a typo "in the foler" (where 'folder' was meant)
and Guidebook.mn didn't have that phrase at all.
Remove a few trailing spaces.
More symbols: I left out a word on the continutation line for S_stone
and S_tool has been forcing narrow space where ordinary <comma><space>
was intended.