Instead of
" a-z and
" A-Z and
" @&':;
for the lists of characters used to show monsters, followed by
" I
for special "remembered, unseen monster", change the capital letter
line
" a-z and
" A-HJ-Z and
" @&':;
to emphasize that 'I' is used differently from other letters.
Also, add the trailing "and"s to the LaTeX version. I haven't seen
what the result looks like.
Extend paranoid_confirm:trap to also ask for confirmation when
attempting to enter a gas cloud region (scroll of stinking cloud,
breath from green dragons or iron golems, steam clouds from boiling
water, vapor left by fog cloud movement, no doubt several others).
Like with traps, can be overridden for a given move by using the
'm' prefix. Unlike traps, doesn't try to guess whether moving into
a region will be harmless.
Doesn't affect movement into cloud terrain (Plane of Air).
Update the Guidebook to describe the revised behavior of
paranoid_confirm:trap and to mention how #terrain deals with regions.
'any_visible_region()' got mixed in with this but isn't used yet.
Affects extern.h and region.c.
A recent change accidentally put a dash where a hyphen (default
value for S_golem) is intended. I'm not sure whether verbatim is
necessary here, but it ought to work.
The description of the default map display was out of date:
Sinks aren't conditional anymore, and were changed from '#' to '{'.
Statues were still listed as '`' but aren't displayed as that.
Room and corridor engravings weren't mentioned.
Wall of water and wall of lava weren't mentioned.
Drawbridge portcullis ('#' when closed) and span ('.' when open)
weren't mentioned.
This splits introductory "- and |" into two entries.
I've forced CR font (similar to TeX's tt font) for the initial
character of all the entries.
The formatting of letters for monsters left something to be desired
so I've tried to redo it. The 'roff edition seems ok (as least when
there's no page break in the middle of it) but I'm not sure how the
LaTeX version will fare. I didn't try to include the trailing "and"
on the first two lines the way the 'roff version does since I wasn't
sure how to accomplish that.
The construct "\\'#rrggbb'" seemed strange and while fixing that
I made several other changes. There's an escape sequence for
apostrophe but "#rrggbb" doesn't actually need any quoting in the
first place (except for "\#" in the TeX version).
There was unwanted indentation after the OPTIONS=windowcolors line
in the 'roff version. For the TeX version, avoid 'verbatim' since
it contains both literal text and placeholders that are now being
distinguished with italics.
Also, "trueblack" is Windows-specific rather than an ordinary named
color.
Add options 'showvers' (boolean) and 'versinfo' (numeric mask) to
show nethack's version on the status lines during play. It won't be
particularly interesting to ordinary players but should be useful
when making screenshots or video to be streamed, or for someone who
switches between git branches or between nethack and variants.
I worked on this several months back but it was combined with
unfinished changes to 'hitpointbar'. I've separated it out so that
it can be put into use. When enabled, one or more components of
"<name> <branch> <version>" will be shown right justified after
status conditions. At present the default is "<branch>" if that is
available and overall status isn't 'released', or "<version>" if
'released' or if branch isn't available. That might need some
refinement.
It works as intended for tty and curses, although some abbreviation
mechanism would be useful if/when the program resorts to abbreviating
status conditions to make things narrow enough to fit.
For X11, it works ok for fancy_status:True (the default, controlled
via NetHack.ad settings) but is messed up for tty-style status. The
text is positioned correctly but there are gaps in it, making it
appear garbled, similar to what I saw when I tried and failed to
implement statuslines:3 for X11. [It might be due to having empty
condition widgets be 1 pixel wide instead of being totally removed
but I don't think the situation is that simple.]
For Qt, if the text needs to be truncated in order to fit, the center
portion of the string will be shown, discarding parts from the left
and right. That ought to discard from left and retain rightmost
portion instead.
For win32|mswin|Win GUI, no attempt to support it has been included.
Things should be ok when 'showvers' is left as False (the default)
but I don't know what will happen if that gets toggled to True. At a
minimum, the version info won't be right justified. The information,
or at least some of it, is displayed in the game window's title bar
so there isn't any pressing need to add it to status, but toggling
the option will need to behave sensibly if it doesn't already.
Adds a new extended command #lookaround, which will describe
the map around the hero they can see or remember.
Adds a new boolean option mention_map, which will give a message
when an interesting map location in sight changes.
Add a new boolean option showdamage, if on, outputs a message
like "[HP -2, 14 left]" - several variants have something similar,
but I chose the message based on how eSpeak said it, while keeping
it short.
add CRASHREPORT for Windows
add ^P info to report (via DUMPLOG)
new options: crash_email, crash_name, crash_urlmax
new game command: #bugreport
new config option: CRASHREPORT_EXEC_NOSTDERR
new command line option: --bidshow
deleted helper scripts:
NetHackCrashReport.Javascript
nhcrashreport.lua
misc:
update CRASHREPORTURL (will need to be updated before release)
update bitrot in winchain
winchain for Windows
add missing synch_wait for NetHackW --showpaths
add PANICTRACE (and CRASHREPORT) in mdlib.c:build_opts
missing:
packaging (Windows needs the pdb file)
no testing with MSVC command line build
port status:
linux: working, but glibc's backtrace doesn't show static functions
Windows VS: working. pdb file is large - looking into options
MacOS: working
msdos: not supported
VMS: not supported
MSVC: planned, but not attempted
MSYS2: working, but libbacktrace not showing symbols (yet?)
"blue potion" wasn't a very good example for an item in a container;
plain "blue" isn't a potion description.
Add an extra sentence to make the association between a container's
"item count" that's really a stack count and the fact that inventory
slots are for stacks rather than for individual items too.
Style/usage bit: avoid using "another" twice in the same sentence.
Fix a typo in the spelling of "contents".
Adds a new boolean option, spot_monsters. If on, every time
the hero notices a monster which was out of sight before,
a message is given. Combine with accessiblemsg to get the
monster location:
(3north): You see a newt.
Breaks saves and bones.
Adds a new boolean option, accessiblemsg. If on, some game messages
are prefixed with direction or location information, for example:
(west): The newt bites!
(northwest): You find a hidden door.
I added the info to the most common messages, but several are
still missing it.
Add pickup_stolen option to autopick items stolen from you by a nymph or
monkey, even if they don't match your normal autopickup settings.
Replace was_dropped, was_thrown with a 2-bit bitfield that can contain
values LOST_DROPPED, LOST_THROWN, and LOST_STOLEN (or 0), since they
should all be mutually exclusive anyway as they track the most recent
way the item left the hero's inventory.
[Rebase/merge conflict fixed up. PR]
This is based on a feature in UnNetHack (and I think some other variants
as well). If the hero intentionally drops an item with 'pickup_dropped'
disabled, don't autopick it back up when walking over that square again.
Typically when the player drops an item, it's because she doesn't want
it in her inventory any more, and this option stops autopickup from
defeating that goal (especially useful for tasks like stash management
without a container). Players have come up with workarounds to this
problem like toggling autopickup when approaching their stash pile or
adding name-based autopickup exceptions to allow them to exclude
individual items from autopickup, but this behavior should reduce the
need for those things.
I think 'pickup_dropped' is a little unfortunate because it suggests
equivalence to 'pickup_thrown' (i.e. any dropped items will be
automatically picked up regardless of autopickup exceptions). Calling
it something like 'nopick_dropped' might be better, but as far as I can
tell options cannot start with the word 'no' because it's interpreted as
a negation of the rest of the option name.
Make the various item-in-use commands put up a menu--which allows
choosing an item for context-sensitive item action--if/when preceded
by the 'm' prefix. Some of them do that even without the prefix ('*',
'[', or '=' when more than one ring is worn). By default '(' shows
primary weapon, then secondary one if dual-wielding. 'm (' shows a
menu of primary, alternate whether dual-wielding it or not, and quiver.
Instead of just accepting an attribute, it's now possible to
use a color, or both color and attribute, for example:
OPTIONS=menu_headings:inverse
OPTIONS=menu_headings:red
OPTIONS=menu_headings:red&underline
Default is still just inverse.
This lets the player change the menu heading color without
needing to use menu colors for them.
Also makes it so the core uses NO_COLOR instead of 0, for all
the menu lines which don't have any prefedefined color.
Tested for tty, curses, x11, qt, and win32
Fairly old pull request from copperwater: add new paranoid_confirm
setting 'trap'.
The old commit suffered from bit rot and merging needed too much
fixing up despite there not being many bands of change in the commit's
diffs. I ultimately redid it from scratch, although the two biggest
chunks of code started with copy+paste of the pull request's commit.
It operates like paranoid:pray. Setting paranoid:trap adds a new
"Really step into <trap>?" y/n prompt when attempting to move
into/onto a known trap, even if an object covers it on the map.
Setting both 'paranoid:Confirm trap' turns that into a yes/no prompt.
(Adding 'Confirm' affects other paranoid confirmations; in addition
to requiring yes<return> rather than just y to accept, it also forces
no<return> to reject.)
However, moving into a known trap that is considered to be harmless
behaves as if no trap was present. Some of the trap classification
might be out of date; several types of traps have undergone changes
since implementation of the original pull request, notably anti-magic
field. When the hero is hallucinating, all known traps are considered
harmful since the map no longer reliably describes them.
Preceding a movement command with the 'm' prefix also behaves as if
no trap was present, bypassing confirmation for that move, similar to
how paranoid:swim currently behaves. Being stunned or confused also
behaves as if no trap was present, taking priority over hallucination.
This updates the documentation.
Supersedes #259Closes#259
When calling panic() or impossible(), create the option
of opening a browser window with most of the fields
already populated. Code for MacOS and linux is included;
other ports are affected by argument change to early_init
which are done but not tested.
To enable, define CRASHREPORT in config.h and set
CRASHREPORTURL in sysconf to (for the moment at least)
http[s]://www.nethack.org/common/contactcr.html
Adds --grep-defined option to makedefs for Makefiles.
Adds "bid" (binary identifier), an MD4 of the main nethack
binary. This is ONLY for helping (in the future) contact.html
to set the "NetHack from" field automatically for our own
binaries. This can be faked, but the user can lie so nothing
lost. There's nothing magic about MD4; other ports can use
anything that prodcues a long apparently random string we can
match against.
- new option --bidshow for us to get the MD4 of a
released binary so I can add it to the website.
Only available in wizard mode and not in nethack.6.
- typo macos -> macosx in hints file
No support for packaging builds as I'm not sure what that
would look like.
Adds a javascript helper for MacOS.
Adds a lua helper for linux (and builds and installs
nhlua).
Update the documentation for
OPTIONS=status_hilite:hitpoints/criticalhp/<color&attributes>
A criticalhp rule now overrides up/down/changed rules as well as
absolute/percentage/always rules.
The 'status' section early in the Guidebook says that encumbrance is
one of "Unencumbered, Encumbered, Stressed" and so on. The second in
the list should say "Burdened" rather than "Encumbered".
Backslash doesn't need to be escaped by backslash inside a verbatim
block (presumably the first character is an exception). The doubled
backslashes in SOUNDDIR example were producing doubled backslashes in
the output.
There didn't seem to be any other instances of this.