Rewrite much of the paragraph about the run-time config file.
Remove mention of '-p @' since it doesn't actually work.
Expand 'nethack -s' a bit.
Revise --showpaths.
Shuffle --scores, --version, --showpaths, and --usage into the same
order as usage feedback lists them, primarily scores first and usage
last.
Throwing while levitating or getting hit for knockback effect could
move hero carrying unpaid items out of a shop. If that happened,
sanity_check complained that unpaid items weren't in a tended shop.
Check for entering and leaving special rooms during recoil same as
gets done for ordinary movement. Leaving a shop via recoil or
knockback while owing a bill now gets treated as robbery immediately
rather than waiting until hero voluntarily moves to another spot
after recoil has finished.
Split some lines that began with one sentence and then continued with
another so that each sentence has its own line as per 'roff guidelines.
Change the continuation lines in the files and environment sections
to begin with <backslash><space><tab> instead of just <tab>, again to
meet the guidelines (don't begin lines with whitespace). This had a
side-effect of suppressing some space insertion for justifying right
margin of right-hand column on some of the lines. That hadn't looked
very good anyway.
Add new file 'usagehlp' to the files section.
Also add previously unmentioned Guidebook[.txt], but it's hard to
explain why it probably won't be present....
Update the bones file entry.
'cmdhelp' isn't used anymore. Should it be moved to outdated/dat and
the Makefile install steps be updated to stop bothering with it?
Pull request from entrez: memory freed when changing levels could be
accessed if the level change happened when hero caused an engulfer to
expel him onto a level teleporter. Wouldn't happen when monsters are
moving because hero's level change will be deferred. Wouldn't happen
for trap doors and holes, but could happen for magic portal if hero
got swallowed while on one after coming through from other side.
Fixes#937
Pull request from vultur-cadens: using autodescribe with cursor
movement to browse the map during gold detection didn't give any
feedback for fake piles of gold that get drawn at trap locations.
(After detection finishes, using autodescribe with ; or // reports
on such piles normally.)
Fixes#940
It turns out that there are some objects marked unpaid that aren't
carried by the hero, so the recent sanity check for unpaid/no_charge
could complain. Unpaid items dropped on the shop boundary (gap in
shop wall, doorway, shk's free spot) stayed unpaid when dropped onto
the floor, similar to recent change for pushed shop-owned boulders.
Don't give sanity complaints for those. They could be all the way
inside a shop too, where unpaid items in a gap in the shop wall got
pushed into the shop when the wall was repaired. (Possibly those
should come off the bill instead of remaining unpaid.)
Teleporting items out of a shop was marking them unpaid instead of
treating that as robbery. That's a bug caught by the sanity check.
rloco() was also marking shop items which got teleported from one
spot inside the shop to another spot inside the same shop as unpaid.
Fix both of those things. Also, if an unpaid item on the boundary
gets teleported all the way inside, take it off the bill.
Change 'I u' to mention whether there are additional unpaid items on
the floor somewhere since they won't be part of unpaid inventory and
they're not on the used-up bill either. It might occasionally help
the player figure out why the shopkeeper won't let the hero out of
the shop.
Issue reported by AndrioCelos: bullwhip using monster was able to
snatch hero's weapon when hero was engulfed.
Fix is trivial: when a monster is choosing an item to use, don't
pick bullwhip if hero is engulfed. Regular attack attempts already
skip engulfed hero.
Fixes#935
Issue reported by Melon2007: when non-deaf hero heard an unseen
monster read a scroll, the monster's type was identified accurately
(unless distorted by hallucination). That was intentional but it
doesn't seem plausible for the hero's hearing to be that acute.
Change it to report the monster type accurately if not hallucinating
and monster is the same species as the hero (as the current form if
hero is poly'd), otherwise report it as "someone" when it's humanoid,
otherwise as "something".
Also, if the monster is heard at a spot that would be visible if
hero could see, draw a "remembered, unseen monster" glyph there.
Fixes#934
Using '-u name' rather than '-uname' was being treated as '--usage'
for any value of 'name'.
'-uname' worked as intended unless name was 'sage' (or leading
substring of it). That's still the case after this fix, where the
space after -u is now necessary for that special case name.
Pull request from argrath: remove a bunch of '#ifdef LINT' code
snippets that no longer serve any useful purpose.
If a lint that handles C99 is ever produced, persumably it won't
need the fairly ridiculous hacks for 'static' and 'long'/'long *'.
Closes#928
Pull request from entrez: boulders owned by shops could be used up
(plugging hole in floor) or stolen (pushed through unrepaired gap in
shop wall) without cost. Not very common because shops rarely have
boulders in them.
Fixes#925
Instead of using a compile-time macro to suppress inclusion of the
menu entry to show UNIX command-line usage in the help menu, use a
sysconf setting instead.
Default is HIDEUSAGE=0, to include the entry for command-line usage.
Set HIDEUSAGE=1 to exclude that. Does not affect 'nethack --usage'
if player actually has access to the command-line.
Add -w|--windowtype.
Also --scores and --directory as recognized variations of -s and -d.
Add -@. The existing description of '-p @' seems to be inaccurate,
and random role but still having to supply race+gender+alignment
isn't very useful anyway. The bit about maybe needing to quote @ with
backslash might still be useful if moved to -@ though.
Add -A|-Arc -B|-Bar ... -W|Wiz since they hadn't been listed. I put
them on their own line instead of cluttering up the main program
invocation even further.
Move '-u character-name' before '-D' since that order matters on some
platforms.
Move --showpaths and --version to a separate command invocation since
combining them with any other stuff ends up ignoring that other stuff.
I didn't add --dumpenums.
The description of config file name and location under '-dec and -ibm'
is out of date, particularly for Windows.
Make the existing '#vanquished' command be available during regular
play, with M-V bound to it. 'm #vanquished' or 'm M-V' brings up
the sorting menu that you get when answering 'a' rather than 'y' at
the end-of-game "disclose vanquished creatures?" prompt.
The original #vanquished came from slash'em, where it was available
in normal play. When added to nethack, it was put in as wizard-mode-
only. I added the sorting capability several years ago.
The chosen sort is remembered and re-used if not reset but only for
the remainder of the current session. It probably ought of become
a run-time option so be settable in advance and across sessions but
I haven't done that.
Pull request from entrez: attempting to unname a unique monster or
shopkeeper by assigning a new name of <space> was rejected as
intended, but the rejection message is phrased strangely when <space>
gets inserted as the name that won't be assigned.
Fixes#917
Give an extra +1 to potential multi-shot to rangers wielding the
Longbow of Diana and shooting any type of arrow. When an elf ranger
has been wielding an elven bow to shoot elvish arrows or an orc
ranger has been wielding an orcish bow to shoot orcish arrows, they
lose their racial bonus but won't lose any multi-shot capability by
switching to their quest artifact. Human and gnome rangers gain the
+1 bonus. (I have no idea how a gnome could wield a longbow. One
would need a step ladder to hold it vertically, and could only draw
the string back a stubby arm's length if they held if horizonally.)
That bonus gets applied before feeding the multi-shot counter to
rnd() so doesn't mean an extra arrow every time. And you have to
be wielding your own quest artifact--in addition to it being the
appropriate launcher for the ammo you're shooting--so doesn't provide
any multi-shot benefit to other types of characters who wish for it.
The #showgold command now does mention known contained gold in your
inventory, so the various lines in the Guidebook which explicitly state
that it doesn't needed to be updated. Wish I had noticed this in time
to put it into the previous Guidebook patch I submitted, but what can
you do.
Reissuing getlin() with a different prompt wasn't reliably resizing the
X11 prompt widget. After a lot of hacking away at win/X11/dialogs.c I
eventually tried setting the response portion of the widget first and
got much better results, enough to throw away the tentative changes to
dialogs.c.
There's still a lot of room from improvement but I think it would need
to replace the ghostview prompting instead of trying to massage that.
Add minor detail to recently added map description in doc/window.txt:
origin is in upper left and positive y goes downward, so not typical
Cartesian x,y coordinate plane.
Issue reported by vultur-cadens: one of the checks for whether a
shade would be harmed by an attack was erroneously inside a block
of code that only executed when you could see the attack. Basic
physical damage wasn't affected but some monster (or poly'd hero)
damage types that shouldn't affect shades didn't when seen but did
when unseen.
Could also get "attack passes harmlessly through the shade" when
an unseen attack for physical damage hit and failed to deal damage.
fixes#907
Pull request from entrez: explicitly throwing 1 out of stack of more
than 1 and then having the throw be rejected by tageting yourself did
not recombine the split, resulting in stacks of 1 and N-1 that both
had the same inventory letter. Undo the split if throwing fails.
A similar fix was made for gold a year and a half ago by commit
c3ccd93a88.
fixes#904
Pull request by Theyflower: carrying a loadstone prevents big
monsters from hitting their target for knockback effect, same as
wielding Giantslayer.
The PR code needed fixing (unintended switch from 'otmp' to 'obj')
so I didn't use the commeit. The PR code also required that the
loadstone be blessed which sounds nethackish but would mean that
nobody would ever notice. Allow carrying any loadstone to prevent
being knocked back. It will still be a rare accident or uncommon
tactical decision. (It doesn't happen if the target is flying or
levitating because those checks deliberately come first.)
supersedes #906closes#906
A giant mummy starts out with a mummy wrapping but couldn't wear it.
Allow humanoids who are bigger than human size (including poly'd hero
when applicable) to wear such cloaks. They won't do so if they are
invisible and the cloak would let hero start seeing them.
Something that FIQ once pointed out: the fact that map column 0 is
not shown wasn't explicitly described anywhere. Add a paragraph for
NHW_MAP to doc/window.txt and describe it there.
I hadn't ever used #saveoptions before and when I checked to see
whether the autounlock:none changes were being handled properly, I
discovered that options set via 'm O' weren't being handled at all.
This includes some miscellaneous reformatting of things noticed
while tracking down the problem.
Add a stack of 2 tins of spinach near the leader on the monk quest
start level and another stack of 2 blessed tins of spinach at a
random spot on the monk quest locate level, to compensate for the
inability to gain strength from giant corpses if they adhere to
vegan or vegetarian conduct. paxed supplied the 'tinplace' magic.
4 tins of spinach aren't nearly enough to get to 18/100, but by
uncursing the first pair, if necessary, and waiting until strength
is at least 18, they can be eaten to add 4..40 (average 22) points
of exceptional strength. (Players choosing either of those conducts
for other roles or foodless for any role are on their own as far as
boosting Str goes, same as before.)
The special level loader needed to be modified to handle tins of
spinach. It now accepts "spinach" as a fake monster type for an
object of type "tin". Also added support for empty tins since it
involved the same code, and use of fake monster type "empty" with
object type "egg" to be able to create generic (unhatchable) eggs.
(Wishing for "egg" produces those by default but it also accepts
explicit "empty egg" by coincidence.)
Pull request from entrez: poly'd hero who digests a creature has a
change to gain an intrinsic from it. I put the fixes entry in the
New Features section.
I was a bit concerned that g.afternmv might be cleared during the
turns the hero is busy digesting, leaving a stale value for
g.corpsenm_digested, but I don't think that that can happen.
Fixes#883
Issue reported by eakaye: for a 'hugs' attack to succeed, the
monster must have at least three attacks and the two preceding the
hug attack need to both hit. Guardian nagas had three attacks but
the first was melee 'bite' and the second was ranged 'spit'. Those
are mutually exclusive, so they would never both hit and nagas never
grabbed their prey.
Make the spit attack be first, the bite attack be second, insert a
touch attack for 0 damage third, and make the hug be fourth. Also,
change their hug damage type from 'phys' to 'wrap'. The first and
2nd+3rd+4th are still mutually exclusive.
The resulting message feedback left something to be desired and has
been tweaked.
The difficulty-level formula used by deprecated 'makedefs -m' now
generates 17 rather than 16 for guardian naga so I changed revised
monster to match. They are definitely more difficult now that their
constriction attack has a chance to hit.
Fixes#894
Reported directly to devteam, mounted hero whose steed got hit
for knockback effect triggered impossible "no monster to remove".
In addition to fixing that, this makes a knockback attempt at a
hero who is stuck to a cursed saddle knock the hero and steed back
instead of knocking the hero out of the saddle.
mhurtle_step() should be able to use u.ux0,u.uy0 to update the
hero's old location after moving the hero in order to move the
steed, but the value was different from what was expected and the
map showed stale steed symbol when I used that. I'm not sure what
is going on there; saving u.ux,u.uy before moving the hero worked
as intended so I didn't pursue it.