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.
Compound option whatis_filter, filters the eligible map locations
when getting a cursor location for targeting. Accepts 'n' (none),
'v' (map locations in view), or 'a' (map locations in the same area,
eg. room or corridor).
Add some new routines for dealing with fruit. I had hoped they would
let the existing fruit handling be simplified quite a bit, but the
improvement wasn't great. However, they're also groundwork for fixing
an old bug.
Remove the assumption of property index values from the list of
property names. Move the properties that can't have timed values
in normal play to after those which can. (Mainly only matters for
the #wizintrinsic command.)
Bug fix: #wizintrinsic variable 'any' wasn't initialized properly
if 'a_int' is smaller than a long or a pointer. The separator line
I've added was ending up as a menu choice.
Extend the wizard mode #timeout command: show timeouts for all 67
intrinsics rather than just a handful. Most won't appear because
they don't have any way to receive a timed value. Except for...
Extend the wizard mode #wizintrinsic command: allow setting a
brief (30 turn) timeout for any/every intrinsic, not just for
deafness. It ought to prompt for duration, but that's more effort
than I'm willing to expend. This might turn up lots of quirks that
the code isn't prepared to handle (like setting life-saving to
non-zero will break the assumption that it comes from worn amulet).
Perhaps some will warrant fixing, others just a shrug.
There are still some timed events that aren't listed by #timeout:
remaining duration to stay polymorphed in current form, number of
turns until it's safe to pray, luck decay, number of turns until
next attribute exercise/abuse check, probably others that I'm
overlooking.
Bug fix: while testing, I observed
Your limbs have turned to stone.
You have turned to stone.
You can hear again.
You are a statue.
when deafness and petrification were timing out at the same time.
This modifies the stoning and sliming countdowns to extend deafness
duration a little if it's about to time out at the tail end of the
stoning or sliming sequence, so that "you can hear again" won't
happen until after life-saving. There are probably other variations
of simultaneous or near simultaneous timeout that interact oddly.
Report was for 'F' followed by '.' reporting "cmdassist: Invalid
direction key!" and then by a direction grid (which happened to
include '.' for self). That behavior applied for all the movement
prefix keys ('m', 'G', &c). When 'cmdassist' was off, "F." would
yield "Unknown command 'F.'." instead.
Now you'll get "You can't fight yourself.", either instead of the
"invalid direction key" part of cmdassist feedback (followed by a
direction grid which excludes up, down, and self since they aren't
applicable for prefix keys) or of the "unknown command" result.
Likewise, "You can't run upward." or "You can't rush downward."
for "G<" and "g>", respectively.
Report was for losing strength when sitting on a throne, but the
message issue was more general than that. Character was wearing
gauntlets of power, so no visible change in strength took place,
but player was told "you're already as weak as you can get" (because
the attempt to reduce strength didn't change current strength;
however, it did change the hero's underlying strength, observable
once the gloves were removed).
There was a beta report last January that was related: in that case
the player thought that gauntlets of power were preventing blessed
potion of gain ability from raising strength, but it was actually
giving a misleading message claiming that strength was already as
high as it could get.
Fix: vary the message when something prevents an attribute change
from being noticeable.
Noticed while working on something else:
You entered the dungeon N turns ago
was missing the terminating period, and when polymorphed into a
1 hit die critter, plural "hit dice" is incorrect. 0 hit dice is
confusing even when fully spelled out, so include an explanatory
remark with it.
Don't include score (available if configured with SCORE_ON_BOTL)
unless player has the 'showscore' option enabled. The value is
an approximation--accurate as far as it goes, but the value can
change depending upon how the game ends. Someone who asks to have
it displayed on the status line will probably be used to that, but
others might start reporting bugs for it.
Update DUMPLOG's message history to include player responses to
most queries. For tty, both getlin() and yn_function(). For other
interfaces, only yn_function() is covered. (It's intercepted by a
core routine that can take care of the logging; getlin() isn't.)
Also includes saved messages from previous session(s), for the
interfaces which support that (tty), to fill out the logging when
a game ends shortly after a save/restore cycle.
The tty interface was using pline() to display prompt strings.
Having 'MSGTYPE=hide "#"' or 'MSGTYPE=hide "yn"' in .nethackrc
would suppress many prompt strings (in the two examples mentioned,
entering extended commands or the vast majority of yes/no questions,
respectively) and generally lead to substantial confusion even if
done intentionally, so switch to putstr(WIN_MESSAGE) instead.
The previous fix to use highc(UNCTRL(x)) worked for ^A through ^Z,
but not for NUL (yielded ^` instead of usual ^@) or ^[ through ^_
(yielded lowercase ^{ and so on). The problem was UNCTRL(); it
shouldn't have been forcing on the lowercase bit to begin with.
Also, the code that used UNMETA() for formatting wouldn't work as
intended for M-control char since it stripped off the 8th bit but
didn't apply any fixup for control chars.
Just get rid of ISCTRL/ISMETA/UNCTRL/UNMETA and use the existing
visctrl() routine instead. (Its 3.6.0 edition didn't handle
M-control char, but the to-be-3.6.1 branch has done so since a
week or two after the 3.6.0 release.)
Adds two new configurable keys to the cursor targeting: 'A' (getpos.menu)
and 'a' (getpos.menu.cansee). First one shows a menu of all interesting
glyphs on the map, second one shows only those in sight.
Travel command also now obeys the "request menu" -prefix, showing
the menu with interesting targets in sight, and then traveling there.
Idea via the NetHack accessibility research by Alexei Pepers.
This is a modified version of Jason Dorje Short's key rebinding
patch, and allows also binding special keys, such as the ones
used in getloc and getpos.
One of the ways to play NetHack on nethack.alt.org is via a HTML
terminal in browser. Unfortunately this means several ctrl-key
combinations cannot be entered, because the browser intercepts
those. Similar thing applies to some international keyboard layouts
on Windows. With this patch, the user can just rebind the command
to a key that works best for them.
I've tested this on Linux TTY, X11, and Windows TTY and GUI.
Yet another accessibility feature. When asked for a location
to travel, and autodescribe is on, the location description
has "(no travel path)" appended, if there is no known path
to that location.
Previous fix was 'me' to eat from inventory without checking current
location for edible items. The report describing the need for that
also mentioned that you could #loot while blind and without gloves
and not touch any objects except for the container you pick to loot.
This adds a corpse touch check, plus `m#loot' to skip floor containers
and go directly to using #loot for adjacent saddled creature. That,
as well as the open command, will reveal adjacent container in some
circumstances but I'm going to pretend that that doesn't matter.
doloot() has turned into spaghetti. We should probably add #unsaddle
or something of the sort and return #loot to container-access only.
Accept the 'm' prefix for eat, offer, and apply.
Allows 'me' to eat from inventory without checking for floor food.
Primarily for use after blind character used 'm<dir>' to move
somewhere without touching a suspected cockatrice corpse there.
'm#offer' and 'ma<let>' accomplish similar floor-object-skipping
when offering a sacrifice or applying a tinning-kit. (All three
commands share floorfood() to pick the item to use.)
Report suggested replacing pick-from-floor followed by pick-from-
invent with use of slash'em-style pick-from-invent with explicit
pick-from-floor choice in list of inventory letters "[abc or ,]"
(slash'em used period for 'here'; I've always liked comma better
since the action is to pick an item rather than a location). I
implemented that for nethack a long time ago, but it was mixed in
with other stuff that wasn't ready for prime time and vanished
when I lost access to the VMS system I used to use).
Using 'm' prefix to skip part of a multi-part operation is a lot
simpler to implement but doesn't include an in-game reminder that
it is available.
Revised Guidebook.mn is tested, Guidebook.tex is not.
Make wishing for an artifact and not getting it because it already
exists break never-wished-for-artifact conduct. The wish was made
even if the result wasn't what the player wanted.
The character attributes (^X) description of alignment includes
information about whether the alignment is different from what it
started out as, and is used in a verbose sentence which names the
entire three-deity pantheon. Someone thought
You were chaotic, temporarily on a mission for Foo
who was opposed by Bar (lawful) and Quux (neutral).
was in need to better phrasing. It looks straightforward to me
(the temporary aspect indicates that a helm of opposite alignment
was causing 'chaotic'). I was going to mark it "won't fix" until
I noticed that you could also get
You were lawful, now on a mission for Bar
(when permanent, one-time alignment change was causing 'lawful').
The first one is changed for the present tense:
You are chaotic, currently on a mission for Foo
and stays the same for end-of-game disclosure past tense. I
considered using "formerly"--as best past tense of "currently"--
but it could be confused as a reference to the original alignment
rather than the alignment in place when the game ended.
The second is unchanged for present tense:
You are lawful, now on a mission for Bar
For past tense, it's changed to:
You were lawful, belatedly on a mission for Bar
Past tense of "now" should be "then", but if used it that message
it would sound absurdly stilted. "Belatedly" is meant to suggest
that if you intended to be on a mission for Bar, you should have
started out as lawful. (It's beside the point that some roles or
races couldn't start out at as lawful.)
Both of these changes leave something to be desired, but I'm
going to mark the bz entry closed.
Reported almost exactly one year ago by a beta tester proofreading
the Guidebook, the number_pad setting to support the German keyboard
which swaps the Y and Z keys is for a keyboard that is used in other
places too. The report mentioned France and Belgium; Wikipedia's
"keyboard layout" entry mentions "Germany, Austria, Switzerland and
other parts of Central Europe". This changes references to "German
keyboard" (there were only a couple) into "QWERTZ keyboard".
While looking for things in core which might conceivably trigger the
Windows ctype assertion failure (haven't found any yet), I noticed
that help_dir() was still treating ^O as a wizard mode-only command.
Also, documentation about that command was never brought up to date.
I wish this change to ^O hadn't been done. #overview already has
a meta/alt M-O shortcut and overloading wizard mode commands makes
documentation more complicated since wizard mode stuff traditionally
has been left unmentioned.
Requested during beta-testing however long ago: want a way to
look at specific map locations while #terrain is showing them
without monsters and/or objects and/or traps being displayed in
the way. The post-3.6.0 autodescribe feature for getpos() made
this pretty easy to achieve, although the lookat() aspect felt
more like trail-and-error than careful design.
Instead of putting up a --More-- prompt, ask the player to pick
a location with the cursor. Moving the cursor gives the terse
description for every location traversed. Actually picking a
spot just ends #terrain and goes back to normal play.
Extend #stats beyond just monsters and objects. Have it display
memory usage for traps, engravings, light sources, timers, pending
shop wall/floor repair, regions, bones tracking, named object types,
and dungeon overview.
No doubt there are other memory consumers that I've overlooked.