Commit Graph

1772 Commits

Author SHA1 Message Date
Pasi Kallinen
807f994d9b Update Guidebook.txt 2015-11-16 10:24:16 +02:00
Pasi Kallinen
e37e89edcd Fix one version number in the Guidebooks 2015-11-06 15:56:47 +02:00
Pasi Kallinen
2104bc63d6 Clean fixes file and lev_comp docs tiny bit 2015-11-06 15:42:36 +02:00
PatR
c48e1732d8 spellcasting bug fix: confusion duration
Fix the reported bug that attempting to cast an expired spell, which
causes confusion and/or stun, was replacing the duration of any existing
confusion or stun with the new amount rather than increasing it by that
amount.

Attempting to cast any spell while stunned will now fail immediately,
and casting an expired spell while confused will increase confusion
duration (and/or set stun duration) rather than override it.
2015-11-04 02:27:59 -08:00
PatR
37771f779e potions of gain energy
When doing some more reformatting I came across something I've been
meaning to tweak for a long time, and since the change is only a couple
of lines I'm putting it in now instead of waiting.  Make potions of
gain energy more useful for actually regaining energy so they might not
be relegated to alchemy all the time.  The adjustment is probably too
low to really achieve that, but I didn't want to risk going too high.

Increase to max energy is only a little higher (average 10.5 vs 9 for
blessed, 7 vs 4 for uncursed) but to current energy is noticeably higher
(31.5 vs 9 for blessed, 21 vs 4 for uncursed; capped by max energy so
bigger increase only matters if current is below max when quaffing).
2015-11-03 18:13:00 -08:00
PatR
7b82fed49d '#turn' for non-priests/non-knights
Another code change while reformatting:  '#turn' by non-priest/non-knight
casts the "turn undead" spell if the hero has learned it, but it was
forcing the spell code to aim at self rather than ask for a direction.
Evidently nobody has ever used that while knowing the spell and able to
cast it....
2015-10-30 00:44:58 -07:00
PatR
41a40d41a0 monsters moving after player leaves level
Fix the problem reported by ais where it was possible for one monster
to knock the hero onto a level teleporter (or trapdoor or hole),
destination was selected and allowed-to-level-teleport checks were made,
then for another monster to knock or teleport the not-yet-relocated-hero
onto the Amulet and have auto-pickup move it into inventory.  At the end
of that turn's monster movement, hero would level teleport successfully
despite carrying the Amulet.

This short-circuits monster movement if the hero is scheduled to be
moved to a different level.  The monsters who haven't moved yet don't
lose their pending movement points; they'll catch up if/when the hero
returns to the level.
2015-10-29 18:18:12 -07:00
Pasi Kallinen
f8b48490aa Comment typofixes 2015-10-17 12:28:52 +03:00
Pasi Kallinen
1703818a11 Wet towels deal more damage
Dipping a towel into a potion, fountain, or some other water source
makes the towel wet.  Hitting with a wet towel deals up to 6 points
of damage, but every hit reduces wetness, as does throwing or applying
the towel.  You can also wish for a moist or wet towel.
2015-10-13 16:28:01 +03:00
PatR
bd3244835e spell of protection
Another item from the "A few bugs" mail.  Casting spell of protection
when previous casting(s) hadn't timed out yet miscalculated the new AC
boost.  At low levels--when this spell probably gets its most use--the
bug wasn't noticeable.  (At high levels when someone might cast it a
whole bunch of times in succession, the effect could be noticed but
was probably just assumed to be working as intended.  Its behavior is
somewhat convoluted.)
2015-10-08 02:19:58 -07:00
PatR
b2dd4bb410 MUSE for branch stairs
Fix another item in the "A few bugs" mail.  Monsters who wanted to flee
weren't able to use 'sstairs' (extra stairway leading to different branch
of dungeon) due to a logic error in the find_defensive() choices.
  if (terrain==STAIR) {
  } else if (terrain==LADDER) {
  } else if (x==sstairs.sx && y==sstairs.sy) {
  } else { /* check traps */
  }
wouldn't find 'sstairs' because they have terrain type STAIRS.  (Also,
the sstairs check wasn't screening out immobile monsters, but that bug
didn't have a chance to manifest.)

There's a bunch of reformatting, and some code re-organization to improve
other formatting, and some additional logic fixes.
2015-10-07 16:32:10 -07:00
Pasi Kallinen
1fe0f03f8c Document persistent options
Some options are applied from config file only to new games,
so document those.
2015-10-01 13:33:19 +03:00
Pasi Kallinen
59af4e9a49 Refer to relevant config options in the Guidebook
Give the reader a hint what to look for if they want to configure
the message line.
2015-09-30 12:41:03 +03:00
Pasi Kallinen
d9bc2fb621 Add paranoid option for breaking a wand
Add OPTION=paranoid_confirm:wand to prevent accidental
wand breaking - suggested by scorchgeek
2015-09-27 19:13:20 +03:00
Pasi Kallinen
c48b3c4556 Jump-and-bump should wake up monsters
It was possible to wake up single monsters by jumping at the monster.
Make such bumping somewhat noisy.
2015-09-15 16:17:16 +03:00
PatR
b3db52abc2 fix up Guidebook.mn's preface
Make the preface have an unnumbered header and force a new paragraph
  for its text;
remove the unterminated switch to bold font;
change "Terry Pratchett" from bold to italics to match Guidebook.tex's
  setting.
2015-08-04 17:41:54 -07:00
PatR
35cabe53bf wear/remove commands, P & R vs W & T
Allow 'P' and 'R' commands to accept armor and wear/take-off the chosen
item, and 'W' and 'T' commands to accept accessories and put-on/remove
the item.  The which-object prompt only lists the type(s) of items that
traditionally go with each command, as does an inventory menu if the
user picks '?', but items of the alternate type(s) can be chosen, by
unshown letter or by the inventory menu given for '*'.

There shouldn't be much difference if you continue picking items that
go with the original commands, although you will somestimes get
"which object? [*]" when the only choices are for alternate command.
And you won't see the all-four-accessories-are-already-worn message
for 'P' unless you also have something worn in all seven armor slots.

The Guidebook.mn changes have been tested (that's how/why I noticed
the preface glitch) but the corresponding Guidebook.tex ones haven't.
2015-08-03 18:38:38 -07:00
nhmall
c2de8d3f6b relocate a couple of options in the Guidebook 2015-06-22 16:02:58 -04:00
nhmall
5df350d548 separate option to toggle hilite_pile
Beta tester report.

The use of use_inverse meant that you couldn't selectively
choose to hilite pets but not piles. Add its own option.
2015-06-22 15:51:43 -04:00
nhmall
a7076bc165 guidebook 2015-06-22 12:56:03 -04:00
nhmall
dc04bae08f we left one beta tester off the list somehow
Changes to be committed:
	modified:   dat/history
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex
2015-06-21 22:40:45 -04:00
nhmall
429ac2d52e fix creeping indent in table in Guidebook.tex
Changes to be committed:
	modified:   doc/Guidebook.tex
2015-06-21 09:59:34 -04:00
nhmall
7e389a5d24 update Guidebook date 2015-06-21 09:37:21 -04:00
nhmall
86ab646af9 change method of including underscores in Guidebook.tex
Changes to be committed:
	modified:   doc/Guidebook.tex
2015-06-21 09:31:52 -04:00
Pasi Kallinen
6439e46413 Copypaste mistake: Message types, not menu colors. 2015-06-12 20:32:35 +03:00
nhmall
f93059bcb6 beta complaint 2 (again) 2015-06-12 13:11:10 -04:00
nhmall
37643001b6 beta complaint 2 2015-06-12 13:08:51 -04:00
nhmall
bfb4ce4dd6 beta complaints 1 2015-06-12 12:59:30 -04:00
PatR
9bf715c815 menustyle documentation
Reorder the description of the values for the menustyle option, swapping
'full' and 'partial' since 'full' is closer in operation to 'combination'.
2015-06-11 13:35:41 -07:00
nhmall
b9ab9aae2a use NO_GLYPH as an indicator to ignore background glyph
Changes to be committed:
	modified:   doc/window.doc
	modified:   src/display.c
2015-06-09 21:56:28 -04:00
Pasi Kallinen
b4cc349a46 X11: Hilight piles of objects 2015-06-09 19:59:38 +03:00
Pasi Kallinen
e15f7be909 Add the mapglyph special flags to window doc 2015-06-09 17:46:30 +03:00
nhmall
580d98b473 many contributors to this please
Changes to be committed:
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex
2015-06-09 05:29:25 -04:00
nhmall
c3a77914a9 Modify the window interface for print_glyph
Changes to be committed:
	modified:   doc/window.doc
	modified:   include/qt_win.h
	modified:   include/trampoli.h
	modified:   include/winX.h
	modified:   include/wingem.h
	modified:   include/winprocs.h
	modified:   include/wintty.h
	modified:   src/display.c
	modified:   src/windows.c
	modified:   sys/amiga/winami.p
	modified:   sys/amiga/winfuncs.c
	modified:   sys/amiga/winproto.h
	modified:   sys/wince/mswproc.c
	modified:   sys/wince/winMS.h
	modified:   win/Qt/qt_win.cpp
	modified:   win/X11/winmap.c
	modified:   win/chain/wc_chainin.c
	modified:   win/chain/wc_chainout.c
	modified:   win/chain/wc_trace.c
	modified:   win/gem/wingem.c
	modified:   win/gem/wingem1.c
	modified:   win/gnome/gnbind.c
	modified:   win/tty/wintty.c
	modified:   win/win32/mswproc.c
	modified:   win/win32/winMS.h

print_glyph now takes a second parameter.

Tiles on tiled ports always looked odd on places like the plane of air
where the background color of the tile didn't match the general background
of the surrounding area.

3.6 made that even worse and more glaringly noticeable with the introduction
of darkened room tiles.

The code to actually send something useful through the new parameter
for window ports to take advantage if they want will follow.
2015-06-08 19:37:26 -04:00
Pasi Kallinen
61447ef8c8 Minor Guidebook fixage 2015-06-03 18:13:00 +03:00
nhmall
83e3d2e853 guidebook status_hilite adjustment 2015-06-01 22:43:34 -04:00
nhmall
66ae23a77e option name change to statushilites
Changes to be committed:
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex
	modified:   include/flag.h
	modified:   src/options.c
	modified:   win/tty/wintty.c

example:
OPTIONS=statushilites
OPTIONS=hilite_status:hitpoints/30%/bright-magenta/normal
2015-06-01 22:30:04 -04:00
nhmall
c7c5895ad3 ready for testing
Changes to be committed:
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex
	modified:   include/config.h
	modified:   win/tty/wintty.c
2015-06-01 21:41:00 -04:00
karnov
be4c2b2fd6 Guidebook updates (misc). 2015-05-31 22:29:08 -04:00
nhmall
e27f127a7b some documentation updates
Changes to be committed:
	modified:   dat/history
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex

- include new 3.6.0 beta testers in dungeoneers list
2015-05-30 22:06:02 -04:00
Pasi Kallinen
b8c752f269 Add vibrasquare symbol to Guidebooks 2015-05-29 22:47:39 +03:00
nhmall
43c9ae30ba a note about the reformatting
Changes to be committed:
	modified:   doc/fixes36.0
2015-05-28 22:09:40 -04:00
nhmall
b46e61d486 don't see Sting glowing light blue if you're blind
Changes to be committed:
	modified:   doc/fixes35.0
	renamed:    doc/fixes35.0 -> doc/fixes36.0
	modified:   src/artifact.c
2015-05-28 21:49:13 -04:00
Pasi Kallinen
2944dc6935 Show cost of merchandise when walking over it
This is another feature the betatesters seemed to miss a lot.
2015-05-27 21:45:00 +03:00
Pasi Kallinen
773eecc472 Rename omit_buc option to implicit_uncursed
... so the name is less cryptic.
2015-05-27 20:43:22 +03:00
Pasi Kallinen
f0eca282a8 Add MSGTYPE config option
MSGTYPE allows the user to define how messages in the message
area behave. For example:

  MSGTYPE=stop "You swap places with "

would always make that message prompt for -more-.  Allowed types
are "show" (normal message), "hide" (do not show), "stop" (wait
for user), and "norep" (do not repeat message).

Adding this, because it's relatively simple, proven to work, and
it seemed to be the major thing betatesters felt was lacking when
compared to NAO.
2015-05-27 20:21:57 +03:00
Pasi Kallinen
5fabcdf692 Add omit_buc -option
The option defaults to on, which is the old-style behaviour.
Turning the option off will never omit the "uncursed" -status
from inventory lines. This is pretty much required if users
want to use menucolors based on the BUC state.
2015-05-27 12:46:35 +03:00
PatR
5f02b15a75 mimics mimicking strange objects
The code that intended to have mimics occasionally take on the form
of "strange object" always produced downstairs instead because
S_MIMIC_DEF is greater than MAXOCLASSES.

This problem was present in 3.4.3.  I didn't try to go back to see
how long it's been there, but strange objects used to occur once
upon a time.  Either nobody noticed that they'd gone away or there's
an alternate way to produce them.
2015-05-26 17:16:30 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
26ee7dc370 Convert the vibrating square to a trap
Patch due to ais523 in NetHack 4.

This is not ready to be merged yet; the vibrating square needs a tile
image for tiles builds.
2015-05-25 09:19:20 +09:00