"The 'm' prefix before a movement command can be used" is awkwardly
worded.
"Various ... variations" is redundant all by itself but doubly so
when "various" is used again two sentences later.
mention_decor is missing a sentence between "Normally only shown
when obscured" and then an exception when it is enabled.
Hero shouldn't be able to zap wands when polymorphed into a form which
lacks hands.
The other tweaks to dozap() shouldn't produce any change in behavior.
Somewhat similar to 'mention_walls', 'mention_decor' is a way to
request additional feedback when moving around the map. It reports
furniture or unusual terrain when you step on that. Normally stepping
on furniture only mentions it when it is covered by object(s). And
moving onto (rather than into) water or lava or ice doesn't bother
saying anything at all. With the new option set there will be a
message. It uses Norep so won't repeat when moving from one water
spot to another or one lava spot to another or one ice spot to another
unless there has been at least one intervening message. There is also
a one-shot message when moving from water or lava or ice onto ordinary
terrain (not Norep, just once since there's no land to land message).
Having the verbose flag Off doesn't inhibit these new messages but it
does shorten them: "A fountain." instead of "There is a fountain here."
The Guidebook gets a new subsection "Movement feedback" of the "Rooms
and corridors" section and it covers more than just 'mention_decor'.
As usual, Guidebook.tex is untested.
'mention_decor' persists across save/restore, so 'struct flags' has
changed and EDITLEVEL is being bumped, hence save files are invalided.
If level teleport took you somewhere special, things like shop entry
or quest summons or valley atmosphere messages were being given first,
then "you materialize on a different level" after. schedule_goto()
takes before-change-message and after-change-message arguments; it
ought to be extended to have a mid-change-message one too but I didn't
think of that until just now.
Like lava when that looks the same as water with color Off, render ice
in inverse video if it looks the same as the floor of a room. (I tried
bold first but the result didn't look very good.)
Done for tty and curses; others may want to follow suit.
There was a complaint that despite charisma of 13 being above average,
the character was described as "ugly". The cut-off was actually >14
for "beautiful" or "handsome" vs <=14 for "ugly". This adds several
more grades of appearance.
Make long worms grow more slowly (although that didn't seem to make
as much a difference as expected) and limit the amount of HP they
acculate if they shrink and then re-expand. Shrinking doesn't take
away max HP but growing used to always add to max. Now it won't add
to max HP unless the number of segments is at that worm's peak, so
shrinking will inhibit the exhorbitant HP expansion that idle worms
have had.
When disclosing conduct at end of game (but not during except in
wizard mode), display achievements too. They're also included in
dumplog if it's enabled. Previously they were only output as an
extra field in xlogfile.
This turned out to be a lot more work than I anticipated, but it is
definitely simpler (other than having #wizmakemap take achievements
away if you replace the level that contains the 'prize', which wasn't
handled before).
I cheated and made Mine's End into a no-bones level because the new
flagging scheme for luckstone, bag, and amulet can't carry over from
one game to another. It probably should have been no-bones all along.
Sokoban didn't have this issue because it's already no-bones.
Existing save files are invalidated.
nhl_error() was clobbering the stack. I assume that the 'source'
field in the Lua debugging structure is normally a file name, but
nethack loads an entire Lua script into one long string because it
usually comes out of the DLB container, and 'source' contained the
full string. That would overflow the local buffer in nhl_error()
if nethack encountered a Lua problem and tried to report it. (In
my case, the problem was in a level description file modification.)
[Not something under user control unless user can modify dat/*.lua
and put the result into $HACKDIR/nhdat.]
Make wearing a wet towel confer new attribute Half_gas_damage in
addition to the usual blindness. It reduces damage from being inside
a gas cloud region and from being hit by poison gas breath attack.
It also fully blocks breathing of potion vapors.
Might make the Plane of Fire easier although overcoming its blindness
with telepathy won't reveal elementals. Definitely has the potential
to make blind-from-birth conduct easier which wasn't the intent and
probably isn't significant.
Noticed while working on something else: hero kept wearing a towel
after polymorphing into a form without any head. And when not already
wearing one, could put on a blindfold/towel/lenses while in a headless
form.
Prevent extremely long command line arguments from overflowing local
buffers in raw_printf or config_error_add. The increased buffer
sizes they recently got to deal with long configuration file values
aren't sufficient to handle command line induced overflows.
choose_windows(core): copy and truncate the window_type argument in
case it gets passed to config_error_add().
process_options(unix): report bad values with "%.60s" so that vsprintf
will implicitly truncate when formatted by raw_printf().
Move 'implicit_uncursed' and 'mention_walls' from iflags to flags to
make their current setting persist across save/restore. Invalidates
existing save files.
Trying to move into a wall or solid rock fails and doesn't do anything
(unless the 'mention_walls' option is On) and doesn't use a turn, and
trying to move off the edge of the map window also doesn't do anything
(except for 'mention_walls') but that did use a turn. Don't.