Change how menu choice 'A' (auto-select everything) works. It will
now auto-select all things that match any other choices (object
class(es) or BUCX state(s) or possibly unpaid status). So it still
skips the second menu of specific objects. And it still picks all
objects when it is the only choice or if player uses '.' to select
it along with all the rest of the first menu's possibilities.
This change won't help anyone who picks 'A' without really meaning
to. (Maybe add a paranoid_confirm setting to for full-menu-A?)
Affects container apply/#loot and Drop-multiple. The invent.c part
is just formatting.
Change Trollsbane versus troll corpse revival: instead of revival
failing if Trollsbane is wielded at time of revival attempt, mark
the corpse no-revive if killed by Trollsbane (whether by the hero
or a monster).
If a no-revive corpse is within view when time to revive occurs,
give "the troll corpse twitches feebly" even when the hero isn't
responsible. That used to only apply if the hero zapped the
corpse with undead turning, which would have become inoperative
because now being zapped by undead turning clears the no-revive
flag and revives as normal. In other words, undead turning magic
overrides killed-by-Trollsbane or non-ice troll having been in an
ice box.
Report states that the dungeon overview menu doesn't honor the
'menu_headings' option. However, dungeon overview is not a menu.
Despite that, switch its hardcoded use of bold and inverse to use
the option value instead. It doesn't really need two different
highlights and this allows user to control which video attribute
gets used. If someone wants different highlighting for overview
than for menus, they're out of luck.
Fixes#481
Report raises two issues:
1) if you perform magic mapping while engulfed (or underwater) the
map got updated and player could view it with cursor+autodescribe,
but when done viewing it did not switch back to the limited engulfed
(or underwater) display.
2) when picking a teleport destination while engulfed/underwater you
have to pick the spot while seeing only the limited view of the map
that is shown while engulfed/underwater.
This fixes#1. I'm inclined to classify #2 as traditional behavior
and am not going to try to figure out a fix for it.
Fixes#483
Homemade tin would yield a flat 50 points of nutrition even when
made from a corpse that provides less than 50 points. Take the
minimum of the two amounts instead of always 50.
Fixes#478
Statues on Medusa's level are supposed to be from petrified creatures
rather than somebody's artwork, so creatures that can't be turned to
stone aren't eligible. However, creatures who change form when hit
with stoning damage (foo golems to stone golem) were being allowed.
Also, statues in cockatrice nest rooms are supposed to be from former
characters and take their names from the high scores file. But when
'record' is empty, the statue would be of a random creature instead
of being changed into a player character, so both not the latter and
possibly something that can't be petrified.
I've taken the Medusa part as-is but did the cockatrice nest part
differently. It rejected statues of non-stonable creatures in case
the named character attempt failed. I've changed things so that when
a named player character can't be created, it will use an unnamed one
instead of random creature. The issue of maybe ending up with a non-
stonable form goes away because all player characters are vulnerable.
Fixes#479
Player's pet killed a troll with Trollsbane and the corpse later
revived. He assumed that killing a troll with Trollsbane is what
prevents troll corpse revival but that is inhibited by the hero
be wielding Trollsbane at the time revival is attempted.
Having killed-by-Trollsbane be the reason for blocking revival
would be much better but looks like a lot of work for something
which was supposed to be a one-line enhancement to an under-used
artifact. This extends revival inhibition to having anyone on
the level be wielding Trollsbane rather than just the hero.
Not a proper fix but I think it's better than nothing.
Closes#475
when wearing an amulet. Wearing any amulet while having the
Protected attribute was conferring an amulet of guarding's +2 MC
bonus. Mattered when Protected via worn ring(s) of protection or
wearing Mitre of Holiness or wielding Tsurugi of Muramasa for
hero, or the latter two or being a high priest[ess] for monsters.
(Being Proteced via cloak of protection already yields maximum MC,
or via amulet of guarding yields intended result.)
The fixes37.0 entry oversimplifies.
Fixes#477
A polymorphed hero who exploded when attacking thin air would use a
radius based on experience level rather than the fixed radius that
the monster form itself used. When exploding at a monster it didn't
wake other monsters at all.
Fixes#465
I accidentally toggled the 'altmeta' option On and got this
non sequitur result when trying to toggle it back Off:
|The altmeta option may not both have a value and be negated.
When wights were given a cold attack back in January, their
difficulty rating wasn't re-evaluated. The dummy monstr.c
produced by 'makedefs -m' puts it at 8 rather than previous 7.
I tried to follow the directions for the cron generated update
but the first step yielded
fatal: Not possible to fast-forward, aborting.
so I just diff'd the cron-NetHack-3.7 branch's Guidebook.txt
and the NetHack-3.7 one, applied that diff as a patch to my
copy of NetHack-3.7, and am committing it as an ordinary change.
Passage 10: single quote at start of paragraph should be a double.
Passage 14: second instance of "megalomaniac" was misspelled.
Add a couple of comments about some deliberately misspelled words.
Adopt a feature mentioned in the xNetHack release announcement.
If you use the fire ('f') command when wielding a throw-and-return
weapon while your quiver is empty and the 'autoquiver' option is
Off, throw the wielded weapon instead of prompting to fill the
quiver. It will usually return and be re-wielded, so be ready to
fire again.
Implemented from scratch.
Guidebook.tex already uses mixed case for "Special Thanks"
but it put Dungeoneers into a new section--one on par with
Credits--rather than have that be a continuation of the
Special Thanks subsection. Split the difference: make
Dungeoneers be a second subsection of Credits in both.
Apply visibility fixups for monsters triggering door trap
explosions or digging through doors similar to the monster-opens-
door-handling from a couple of days. Again, the issue is that
hero/player can see a closed door in situations where they can't
see an open one, and messages about the door being opened or
destroyed need to take that into account when seeing a closed
door go away.
Not as thoroughly tested as monster just opening closed door.
It was possible to wish for a secret door, if done at a wall or
door location, but not for a regular door. Add that. (Dig
followed by locking magic possibly followed by open or by kick
could cover most of the details without wish support, but there
wasn't any way to force a closed or locked door to be trapped.)
The wish request can include "trapped" (or "untrapped", the
default) and/or one of the 5 door states: "locked", "closed",
"open", "broken", or "doorless" (default is "closed"). If more
than one state is specified, the last one in the wish text
overrides others. If trapped is specified with open or broken or
doorless, it will be ignored.
Allow "looted" when wishing for a fountain, sink, throne, or tree.
For the ones with multiple loot tracking bits, it sets them all.
Explicitly reject a wish for a wall rather than claiming nothing
of that description exists.
Formatting: wrap various wide lines.
Report from roughly two and half years ago was about "<monster>
opens the door" without displaying <monster>.
Monster movement first decides whether a monster can pass closed
door. If so, the monster is placed at the door spot, a message
is given about that movement (unlock, open, smash down, &c), and
finally the map is updated.
Changing the sequence to update the map before issuing the door
message was not sufficient to fix this. In the corridor plus
closed door plus lit room map fragment shown here, when 'O' moved
to '+', you would see it there if the hero is at '1' or '2', but
not if at '3', '4', or '5'; open door was shown instead. But the
message described 'O' accurately rather than as "it" for all those
hero locations.
: -----
: #O+1...
: |2...
: |3...
: |4...
: |5...
: -----
For 3,4,5 the #vision command shows the closed door as 3 before
the O move, but blank (0) after. In other words, the closed door
is within line of sight but once opened, the doorway spot isn't.
It makes sense that the closed door behaves like a wall but I'm
not sure whether the behavior for an open door's breach does too.
I had an awful workaround that successfully displayed the monster,
but it wouldn't show the same thing if the door was already open,
so I've changed the situation to yield "You see a door open."
For !force_invmenu when attempting a command that needs an object,
if inventory is completely empty
What do you want to <foo>? [*]
will report "Never mind" and stop asking if player presses return
or report "Not carrying anything" and reprompt if player types '*'.
But for force_invmenu, it would report
Not carrying anything. Never mind.
without any reprompting in between the two messages. Just skip
the second message in that situation.
Perhaps the first case should avoid reprompting too but I haven't
gone that far.
Incorporate the changes from pull request #467, which itself
incorporates a fix for issue #441. Allows hands/self to be an
acceptable but hidden choice (don't think any command actually
needs this). When 'force_invent' option is on, show all the
acceptable but usually hidden choices if no ordinary candidates
are available instead of having an empty menu. Also, omit
force_invent's "* - (list everything)" extra menu entry if the
menu already contains everything.
Cleans up a couple of whitespace issues too. I changed at least
one more and added a couple of comments. I'm not sure about the
comment change that I made in hack.h; the original said "foo is
identical to foo" but the revision might not be accurate.
Fixes#467Fixes#441
Previous update added one change to Guidebook.tex which was omitted
from Guidebook.mn, so catch up.
Don't try to list the interfaces or ports which support each menu
command key. Just have a generic "not every command is implemented
by every interface" instead.
Flesh out the one sentence menu_search description.
Update an example which shows changing menu_first_page to '{' now
that '{' has a default use for something else (menu_shift_left).
Since 'menu_first_page:^' is the opposite of 'menu_last_page:|' and
'\' shares the same key as '|' with opposite shift state, switch
the example to 'menu_first_page:\'.
Interaction with persistent inventory window was documented for
the '|' key a week ago but nothing was specified for '#perminv'.
menu_shift_left and menu_shift_right for X11 are now explicitly
for the perm_invent menu only.
The pull request that fixed a couple of instances where it was
possible to have multiple entries for gold in inventory indirectly
pointed out that the error checking was clumsy. If you executed
the #adjust command while having two '$' items in inventory, you
were told twice that you had multiple stacks of gold in inventory.
Change how that's handled so that the warning appears at most once
for any given #adjust command. Also avoids having #adjust's use
of getobj() re-scan entire invent for every item in invent.
Also, if player did manage to get two or more '$' entries, #adjust
would allow moving any but the last to a letter entry. Once in a
letter, further #adjust with count specified could split the letter
gold entries into even more gold entries. Now, if the player picks
gold as the #adjust 'from' item (which is only possible when there
are wrong letter gold entries or multiple ones or both) then #adjust
will now force 'to' slot to be '$' (without asking player to pick).
Lastly, the inventory check for multiple and/or wrong slot gold is
now performed by wizard mode sanity_check() in addition to #adjust.
Add some missing monster types for the recent male/female/neuter
name split. "vampire lady" was missing but getting false hit on
"*lady, offler" entry for Discworld's Lady Luck, aka The Lady,
goddess, god. "{dwarf,gnome,kobold} lady" got the corresponding
"{dwarf,gnome,kobold}" entry but "ogre lady" got "Lady Luck"; all
wildcard matches that are affected by their ordering in the file.
The pull request adopted yesterday added "battle axe" but it was
missing a hyphen so didn't match. I've fixed that and moved it
from the generic "weapon" entry to the more specific "axe" one.
I accidentally omitted the addition of "luckstone" but since the
luck quote is about bad luck, having it match that would be too
misleading for novice players so am now intentionally omitting it.
Improves the consistency of quote citations. Mostly by adding
missing commas but there are a handful or more substantial
corrections.
Pull request changed one "G.K. Chesterton" to "G. K. Chesterton"
but I went the other way. There are roughly 60 citations with
two or three initials, and about 50 omit the space, only 10-ish
included it. I changed those to match the rest. It's slightly
less visual clutter when reading an entry.
Also adds some new keys that previously had no entry to now match
some existing entries.
I added various comments and also inserted a few blank lines to
separate paragraphs but made no attempt to be thorough about that.
Fixes#472
for invalid 'O' values when option error messages are issued after
theme rooms have left iflags.in_lua set. The pull request just
turned the flag off but lua code turns back on and off after that
for other dungeon levels. nhlua probably shouldn't be sharing the
same error routine as options processing, or at least it should
toggle the flag on and off at need instead of pretending that it
can be global.
Fixes#471
Assigning a partial stack of gold to quiver (Qnn$) resulted in
an extra '$' slot in inventory, one for the unquivered part and
another for the quivered part.
Throwing a non-quivered partial stack of gold at self (tnn$.)
also resulted in an extra '$' slot after throwing at self was
rejected.
For the first case, reject the quiver-subset-of-gold attempt.
For both cases, recombine the two stacks back to original amount.
Fixes#469
If a monster read a scroll of earth and got killed in the process,
there would be an "dealloc_obj: obj not free" panic when trying to
use up the scroll. It was dropped to the ground with any other
possessions and no longer in the monster's inventory at the time
m_useup() was called. Use up the scroll before performing its
effects.
The patch does something similar for potion of polymorph, but if
newcham() can kill the monster then there are other problems
besides trying to use up the potion. I kept that in anyway.
Fixes#468
Post-3.6 change to monster inventory handling could result in hero
remaining mounted on an unsaddled steed (if saddle was removed via
opening magic).
Hero falling out of saddle would fall to the ground and take damage
even if levitating or flying without steed's help after dismount.
Fixes#470
Change the '|'/#perminv final positioning for X11 to be the same
as for curses: finishing with <escape> leaves the current view,
with <return> resets to unscrolled.
Actually getting ESC and RET to the right place wasn't trivial;
down the rabbit hole and out the other side. Using yn_function()
to get the #perminv keystrokes is less than ideal. (curses also
started that way but switched to raw character input for this.)
Reported directly to devteam: constructing a verb by applying
"ing" to "dip <item> into" (when attempting to dip into '-')
didn't work too well. It yielded
|You mime dip <item> intoing something.
instead of
|You mime dipping <item> into something.
Stripping article ("a ", "an ", "the ") off inventory items to
squeeze a little more info into truncated persistent inventory
was initially case insensitve. That was removed because it isn't
needed but the comment still reflected it.
Reported seven years ago: when class genoicde (blessed scroll)
attempts to genocide something that has already been wiped out
|All foos are already nonexistent.
should be simplified to
|Foos are already nonexistent.
I think the redundant "All" was just there to avoid capitalization
handling for the monster species but that's trivial to deal with.
Add new '|' command, aka #perminv, which allows the player to
send menu scrolling keystrokes to the persistent inventory window.
Implemented for X11, where its usefulness is limited, and for
curses, where it is more needed and also more fully functional.
The interface can either prompt for one keystroke, act upon it,
and return to normal play, or it can loop for multiple keystrokes
until player types <return> or <escape>. X11 does the former if
the 'slow' application resource is False so that prompting uses
popups, and the latter when 'slow' is True where prompting is in
a fixed spot and doesn't end up causing the persistent inventory
window to be stacked behind the map window. curses always does
the loop-until-done approach. It also accepts up and down arrow
keys to scroll one line at a time.
Also adds two new menu scrolling commands, menu_shift_right (key
'}' by default) and menu_shift_left ('{') if wincap2 flags contain
WC2_MENU_SHIFT. Shifting allows different substrings of too-long
lines to be seen.
For X11, neither works because their handling requires a horizontal
scrollbar and for some reason that escapes me our menus don't have
one of those. If they did, shifts could work for all menus but a
shifted window would hide the selection letters. So shifting would
be most usefully done as: pan right, read more of any long lines,
immediately pan back to the left.
For curses, they only apply to the persistent inventory window.
Shift right redraws it with class headers and inventory letters
shown normally but the item descriptions omit their leftmost
portion, showing more text towards the end. Shift left reverses
that and does nothing if the beginning is already in view. Forward
and backward scrolling while shifted leave the shift in place.
Give the window-port side of *_update_inventory() an argument.
Calls in the core still omit that; invent.c's update_inventory()
is the only place that cares.
Looking up scrollbars did not work as intended. The code wanted an
ancestor widget that had both horizontal and vertical scrollbars,
but menus either have none or just vertical. The lookup code found
some top level widget and returned bad data.