Make the names of the macros for handling the hero be similar to those
for monsters (where mis-use of `sensemon()' was the cause of a recently
reported bug). `senseself()' becomes more restrictive in what it specifies,
and current uses of it are replaced by new `canspotself()'.
While wearing EotO, ";" and selecting a monster behind a wall would display
"normal vision" as well as "astral vision". This is because cansee() gets
set for things seen via astral vision. However, couldsee() is only set for
things that could be seen normally, so check both values.
Guard against the pathological cases of ", <anything>" and
" called <anything>" strings that a user could type in to indirectly
trigger impossible(). Now they'll yield "no info about such things".
This allows the use of the right mouse button to
look at things on the screen when the
'clicklook' option is set.
Concept came from a patch for 3.4.0
that I saw referenced on r.g.r.n
[see http://www.steelskies.com/nethack.php]
but the implementation is different.
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
the ptr and calculating the distance from beginning of array
Add the wizard entry submitted by <Someone>. It doesn't fit
perfectly but seems better than getting the generic human (or other
race) entry. It pointed out that "gnomish wizard" is ambiguous between
a type of monster and a player character race/role combination. I had
to add a special case to the code to make that work out right.
This also makes all the roles that have the their entry match any
race; conversely, match the race's monster for roles that don't have an
entry (caveman, healer, monk, priest, and samurai; we really should get
them their own). Previously many of the non-human ones yielded "I don't
have any information on such things" and at least one (elven priest)
yielded the generic human entry.
If the character was invisible without being able to see invisible,
his location on the map showed any object there or underlying topology
instead of the hero even when monsters could be seen with infravision,
ESP, or sustained monster detection. The ESP case required an amulet
or helm or quest artifact to be noticeable because being blind overrides
being unable to see invisible, so the more common form of telepathy
didn't exhibit this behavior.
Provide some command assistance for newbies, but
suppress it with !cmdassist in the config file.
If someone misinterprets the Guidebook ^D, ^T
type command notation, this will pop up some
further information to possibly assist them and
explain the notation.
Several flags added since 3.4.0 were destined for flags
(to be saved with the game) but were placed in iflags for
savefile compatibility. These include:
boolean lootabc; /* use "a/b/c" rather than "o/i/b" when looting */
boolean showrace; /* show hero glyph by race rather than by role */
boolean travelcmd; /* allow travel command */
int runmode; /* update screen display during run moves */
This patch has no effect unless you define this in your port's
XXconf.h file.
#define SAVEFILE_340_CONVERT /* allow moving of some iflags fields to flags
without destroying savefile compatibility */
Without it, the new flags remain in "iflags." With it, the flags are moved to
"flags" and the structures are converted when the save file is read. There
is no reverse compatibility. If you save the game after conversion, you
can't load the savefile on 3.4.0, only 3.4.1.
[ I didn't keep a copy of the message which reported this
so don't have any reference number for it. ]
If you used '/' to look at multiple items one after another,
then looking at floor or other item represented by the same '.' as
venom could result in subsequent things being falsely categorized as
possibly venom. The subsequent items needed to have less than two
possible descriptions, and the triggering item needed to be a plain
dot rather than the graphic dot used for floor with IBMgraphics and
DECgraphics.
Suggested by <Someone>: when examining an `@' monster, only include
"or you" in the description if you might reasonably expect to be seen
as something else. So if you're playing as a human or an elf, or if
you're polymorphed regardless of race, the ordinary description of
"human or elf" doesn't need to add "or you". And the setting of the
`showrace' option only matters if the `@' comes from prompting the
user instead of picking a symbol from the map.
This does not fix a reported bug where you
can't attack a hidden creature that is
co-located with a boulder, but it might
assist the player in understanding what is
going on.
<email deleted>
Sent: Thursday, June 13, 2002 12:03 PM
Subject: Beta 1 comments
>A minor thing, but it'd be nice if the "trapped" now in lookat()
>had a defsyms[trap_to_defsym(tt)].explanation to tell you _how_
>the monster's trapped.
Reported to the mailing list. If you set your monster symbol options, and
use ';' and select a known invisible monster by screen, a crash would occur
accessing a null pointer.
A suggestion from <Someone>
- since newsym marks physical traps that have a monster trapped as seen,
and the ^ command will tell you what it is, lookat() can tell you about the
trap too
One from <Someone>'s list: there's no particular reason for
the High Priest of Moloch in the temple on the sanctum level in
Gehennom to have his identity concealed when he's detected from
a distance. I also changed the concealment of the Astral Plane
to stop when you're adjacent to the priest, since #chat--among
other things, such as simply entering the temple--provides other
means of identifying which temple it is once you're there.
Files patched:
include/extern.h
src/do_name.c, pager.c