Mostly add a paragraph clarifying the classification of WONTFIX for
a reported bug ('I' unseen monster clobbers remembered object at the
location). It felt like it needed a parallel paragraph for monsters.
A couple of \e to \\ changes, a whole bunch of ^ to \(ha changes
(similar character but bigger so easier to see), ~ to \(ti (ditto),
and - to \- (first is a hyphen, second is a minus sign which is
bigger; see the difference for "- and | The walls of a room...").
As well as horizontal walls, open doors, top and bottom of swallow
and explode octagons, I changed command line switches -s, -X, and -D
to use minus sign. I was unsure whether the umpteen M-C should be
changed too. Since it was less work to leave them as-is, that's
what I did. I also left ^C with smaller circumflex punctation
instead of changing to bigger circumflex character for same reason.
The [much smaller] Guidebook.tex changes need testing.
Not fixed:
I think the sentence "you can type 'nethack -s all' on most versions"
is very misleading. Using 'versions' to refer to the various ports
rather than different releases is iffy, but my complaint is that
"typing something" sounds like an action you would perform while in
the game. Access to a command line and figuring out how to invoke
nethack from there is probably not something where "most versions"
applies any more. But I don't know how to rephrase that succinctly.
If I did, I would have just changed it....
The Guidebook.tex band in it breaks the creation of Guidebook.tex.
! Not a letter.
l.2701 \hyphenation{.
nethackrc}
?
For these simple one-time situations, just use \mbox{} to prevent
them from hyphenation instead.
The sample map was being rendered in a proportional-width font for
Guidebook.mn -> Guidebook.ps -> Guidebook.pdf so looked awful. It
is quite hard to believe that no one ever noticed this. I wasn't
sure how to force tty font, but it is straightforward to pick
constant-width variant of Roman which seems to be 'roff's universal
font.
Prevent ".nethackrc" from being hyphenated and split across lines.
Ditto for other file names in the same section even though they
hadn't been positioned in spots where they got split. I put same
thing into Guidebook.tex but I don't know whether their embedded
dots will become a problem there.
Loads of unmatched double quotes were confusing Emacs' nroff-mode
(which unlike tex-mode for Guidebook.tex, wasn't being activated
by default for Guidebook.mn). Supply missing closing quote for a
bunch of things, convert literal '"' to '\(dq' for ones that aren't
intended to have matching close quote. And change a bunch of
instances of "text" to ``text'' for rendering as quoted strings.
(There are a lot of single-quoted characters 'c' which should
probably be `c' instead, but I haven't touched those.)
There were several '\e' to render the 'escape' character, but that
is something which can be changed at will. Use '\\' to explicitly
show backslash instead. Change several ' - ' and '--' to '\(em'
for M-sized dash. Right now they all have <space>\(em<space> but
the spaces probably shouldn't be there.
Change instances of 'number_pad' to '.op number_pad' to have it
rendered as an option name.
Remove the obsolete sentence which said that "Elbereth" might be
conditionally excluded. (This change also made in Guidebook.tex.)
Split some wide lines (wide in the source, not after rendering),
although this wasn't done exhaustively. For the re-split lines,
put each sentence on its own line as suggested by 'roff' man page.
Remove trailing spaces from doc/fixes36.1 (only a couple),
doc/Guidebook.mn (several), and doc/Guidebook.tex (many). I re-split
some lines made wider by embedded formatting directives, but tried to
avoid getting carried away with that.
I think I added one missing period to Guidebook.mn and one missing
comma to Guidebook.tex. Aside from that, they should format the same
as they did before this patch.
Make the suggested change that only adjusting something into its own
slot be the way to collect/merge compatible stacks with it, instead
of any #adjust without a split count. This removes the previous
special case for a count that matches the stack size. Having to
know the exact count was not a burden on the player, but being able
to move things around without merging with other stacks makes more
sense than the original behavior or the hack to work-around that
behavior.
The report stated that '#adjust a c' after '#adjust 1a b' moved all
the original 'a' to 'c' instead of leaving the one in 'b' alone.
That's true, but it is also the intended behavior. Splitting off
with a count explicitly avoids gathering compatible stacks (but
does merge into the destination if compatible, instead of swapping).
Moving a whole stack gathers compatible ones and puts the whole
merged group into the destination.
But that leaves a gap in functionality: there's no way to get the
don't-collect-other-stacks without splitting; there ought to be.
So, allow the player to specify full count to move a stack from one
slot to another without collecting compatible stacks (the behavior
when no count is given) or splitting (the behavior when count is
less than full amount). In the example above, if 'a' started with
5 doodads and had 4 left after splitting one to 'b', '#adjust 4a c'
will move those 4 (all of 'a') to 'c' without merging 'b' into them.
The method is a bit obscure but it's also something which doesn't
come up very often.
Add a new boolean option herecmd_menu. If this is on, and using
a windowport that supports mouse, clicking on your character pops
up a menu of actions doable in that location. Basically this is
nothing new, as almost all of the same actions were done before
on the mouse click.
You can also pop up the context menu with the #herecmdmenu
extended command
Turning the boolean option force_invmenu makes all the commands
that ask for an inventory item pop up a menu instead of asking
a text query. This should be much more friendlier to new
players, and is very useful for window ports on systems
with touch screens and no physical keyboard, such as cell phones.
Polymorph control gives the player a chance to accept or reject a form
change due to lycanthropy, but if it occurs during combat or movement
the player might type 'y' before realizing that the prompt is pending.
Provide a paranoid_confirmation setting for 'Were-change' to allow a
player to require "yes" instead of 'y' for that.
The existing setting 'wand' is renamed to 'wand-break' and now requires
at least two letters in the config file options instead of just 1. The
spelling of its synonym is changed from 'breakwand' to 'break-wand';
it can be shorted to as few as 2 letters (same as before) but if more
than 5 are present, the new dash is required.
Both 'wand-break' and 'Were-change' are placed before 'pray' in the 'O'
menu for paranoid_confirmation so that all the "yes" vs 'y' settings
are grouped together.
Bonus fixes:
Reverting from were-critter form to human (due to timeout) did not give
a player with polymorph control the option of remaining in creature
form; now it does.
The 'O' command's menu would not show "wand" (now "wand-break") in the
current value of paranoid_confirmation. (A post 3.6.0 issue, so no
fixes entry included.)
The revised Guidebook.mn has been tested; Guidebook.tex has not.
Allows the user to define arbitrarily named optional sections
in the config file, and select which of those sections are used.
For example:
OPTIONS=color
CHOOSE=char A,char B
[char A]
OPTIONS=role:arc,race:dwa,align:law,gender:fem
[char B]
OPTIONS=role:wiz,race:elf,align:cha,gender:mal
Previously the "fast-moving" when getting a target location
was always by 8 units. If this option is on, fast-moving
will instead skip the same map glyphs. This should be much more
useful for blind players.