The report mentioned whistles but I had forgotten all about them by
the time I tried to deal with musical instruments. Plain whistles
had deaf handling but magic whistles didn't.
Fixes#240
Monster versus monster (melee and throwing) didn't handle shades
(need silver or blessed weapon to take damage) or silver feedback
(extra info when silver-haters are hit).
I did a lot of test, revise, re-test but didn't always re-test
everything that had previously been tested, so bugs that I thought
were quashed might have crept in.
Now if a missile weapon "passes harmlessly through the shade" it
will continue on and maybe hit something else. (Regular misses
still stop at the missed target.)
A couple of minor ball&chain changes accidentally got included.
Menus with wide header or separator lines were rendered wide enough
to avoid wrapping those lines, but ones with narrow header/separators
and wide selectable entries were limited to half the display even
though lots of lines that would fit with full width were being wrapped.
Change the latter behavior.
Menus are right justified with the edge of the map when narrower than
it, left justified otherwise, and if the display is wider than the map,
they'll extend beyond its right edge. (That hasn't actually changed;
it's just that left-justification is more likely now that menus will
be wide enough to show wide inventory lines without wrapping.)
Get rid of my ridiculous hack to force wider menu for the 'symset'
and 'roguesymset' sub-menus of 'O' since it's no longer useful.
There's still room for improvement. If any lines need to be wrapped
despite using the full width, or perhaps are just a lot wider than
most of the entries, menu width could be narrowed to just enough for
'normal' lines to fit so that one or two really long entries don't
distort the menu. That's a bit more complicated than I want to deal
with right now. [If implemented, it would be relevant for tty too.]
Add
--showpaths
early option to show where NetHack is expecting to find certain files
without starting up a game. It exits afterwards.
Windows sample (for illustration only, locations may differ for you):
Variable playground locations:
[hackdir ]="C:\Users\JohnDoe\NetHack\3.6\"
[leveldir ]="C:\Users\JohnDoe\AppData\Local\NetHack\3.6\"
[savedir ]="C:\Users\JohnDoe\AppData\Local\NetHack\3.6\"
[bonesdir ]="C:\ProgramData\NetHack\3.6\"
[datadir ]="C:\personal\nhdev\363\test\binary\"
[scoredir ]="C:\ProgramData\NetHack\3.6\"
[lockdir ]="C:\ProgramData\NetHack\3.6\"
[sysconfdir]="C:\ProgramData\NetHack\3.6\"
[configdir ]="C:\Users\JohnDoe\NetHack\3.6\"
[troubledir]="C:\Users\JohnDoe\NetHack\3.6\"
Your system configuration file (in sysconfdir):
"C:\Users\JohnDoe\NetHack\3.6\sysconf"
Your system symbols file (in sysconfdir):
"C:\Users\JohnDoe\NetHack\3.6\symbols"
Your personal configuration file (in configdir):
"C:\Users\JohnDoe\NetHack\3.6\.nethackrc"
Linux (for illustration only, locations may differ for you):
Your system configuration file:
"/home/johndoe/nh/install/games/lib/nethackdir/sysconf"
Your system symbols file:
"/home/johndoe/nh/install/games/lib/nethackdir/symbols"
Your personal configuration file:
"/home/johndoe/.nethackrc"
Slippery fingers would transfer from bare hands to gloved hands if
you put gloves on. The reverse, transfering from gloves to bare
hands when taking gloves off, was already being prevented for
directly taking them off, but still allowed the slipperiness to
transfer when gloves were lost. This prevents putting on gloves
when fingers are slippery and attempts to handle cases where gloves
get unworn by ways other than 'T' (or 'R') or 'A'.
There's no slippery attribute for objects (way too much work for too
little value); slippery gloves is just the combination of wearing
gloves and having slippery fingers (which now has to have happened
while already wearing those gloves). This changes inventory to use
"(being worn; slippery)" when applicable and much of the patch deals
with funnelling Glib changes through new make_glib() to try to make
sure that persistent inventory adds or removes "; slippery" right
away when changes happen.
If gloves are taken off involuntarily (shapechange to a form that
can't wear them, destruction via scroll of destroy armor or monster
spell of same or via overenchantment, theft), slippery fingers ends
right away instead of the usual few turns later.
When I expanded the Guidebook's sample configuration file I added
several status_hilite options. I decided that I'd better test what
was written and discovered that if Xp had an up or changed rule as
well as one or more percentage rules, it was showing bogus changes
whenever the integer value of the percentage changed. The fix
turned out to be simple but it took a while to figure out.
I ultimately left the status_hilite settings out of the sample
options, because they tended to be too wide for Guidebook.txt's
formatting rather than because they weren't working as expected.
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.
Noticed that "multiple" was misspelled for entry about menu action
':' misbehaving under curses, but the phrasing for whole entry was
difficult to comprehend so try to word it better.
[This one is in the highlights list with the old wording.]
Reported directly to devteam, the POSIX_TYPES subset (most? all
these days?) of Unix that defines USE_FCNTL was unlocking lock file
'perm' when done with it but wasn't explicitly closing it unless
the unlocking failed. Triggered a valgrind complaint and could have
posed a problem if restart gets implemented for this configuraiton.
Feedback when playing music while hallucinating misspelled
"butterflies".
Other bits in the same code (not part of #H9407):
All feedback messages while impaired gave "You produce <something>"
which was immediately followed by many of the instruments giving
their own "You produce <some other thing>." Change the verb for the
playing-while-impaired messages to avoid having two consecutive
"you produce" ones.
Also, multiple impairments (two or more of stunned, confused, and
hallucinating) always gave the generic "what you produce is far
from music" message. Have them sometimes ignore excess impairments
to give the message for one of those.
Game is playable, and should compile on linux and Windows.
Assumes you have a lua 5.3 library available.
Removes level compiler and associated files.
Replaces special level des-files with lua scripts.
Exposes some NetHack internals to lua:
- des-table with commands to create special levels
- nh-table with NetHack core commands
- nhc-table with some constants
- u-table with some player-specific data (u-struct)
- selection userdata
Adds some rudimentary tests.
Adds new extended command #wizloadlua to run a specific script,
and #wizloaddes to run a specific level-creation script.
nhlib.lua is loaded for every lua script.
Download and untar lua:
mkdir lib
cd lib
curl -R -O http://www.lua.org/ftp/lua-5.3.5.tar.gz
tar zxf lua-5.3.5.tar.gz
Then make nethack normally.
Wizard mode shows the number of points needed to reach the next level
(unless already maxxed out at 30) for ^X and end of game disclosure.
Do it in normal play for the latter too. (I think it would ok to do
that for ^X too but haven't gone that far.)
Even when it was wizard mode only, the phrasing for past tense had a
minor grammar bug, and it could make the line a little too long for
tty and curses (not sure about others) when level was high, resulting
in wrapped text. That looked bad for tty, which first tries removing
indentation (just 1 space in this case), making that line outdented
as well as wrapped. So change the phrasing slightly when experience
level is 'too high'. I had a version which formatted, measured, and
re-formatted if necessary but that was overkill; simple hardcoded
rephrasing suffices particularly when measuring was against assumed
display width (80) rather than actual width.
Turns the "fix" in commit 319dcf4746
handled removing the default answer for single-line-prompt plus
multi-line-answer but not for multi-line-prompt plus long-enough-
answer-to-reach-another-line. The logic wasn't quite right and I
misunderstood what is stored in linestarts[] so even correct logic
wouldn't have solved things.