The #tip command tries to reduce verbosity by formatting drop messages
with just the object name instead of with full sentences, yielding
Objects spill out: obj1, obj2, obj3, ..., objN.
where the trailing comma or period is included with each successive
object. If an intervening message occurs, such "25 zorkmids are
added to your credit", the rest of the objects will no longer be
extending the original sentence and end up looking silly.
Objects spill out: obj1, obj2,--More--
25 zorkmids are added to your credit. obj3, ..., objN.
This fix causes the post-interruption messages to revert to verbose
format.
Objects spill out: obj1, obj2,--More--
25 zorkmids are added to your credit.--More--
obj3 drops to the floor.--More--
...
objN drops to the floor.
The interrupting message still follows the comma of the partial
sentence, but I don't see any sane way to fix that other than to
abandon the terse format altogether, and doing that makes #tip way
too verbose when the container has a lot of items in it. But #tip
inside shops now does that, since there will always be buy/not-
interested feedback interrupting the terse format in that situation.
For other situations, a full sentence message might end up following
a partial sentence list of dropped items.
There was a more significant bug. Dropping a hero-owned container
with gold in it onto shop floor sold the gold to shk, giving hero
credit. Subsequent #tip gave the hero credit for that same gold
when it spilled out. addtobill(obj) relies on obj->ox,oy to
determine whether events are taking place in a shop, and #tip was
relying on placement onto floor to set those, too late for shop
billing. The fix yields suboptimal results: you're given credit
when you drop the container, then during #tip when you spill the
contents, credit for the gold is removed, then new credit for it
is given. That's down to shop insanity, not tipping behavior.
Change most instances of detection to offer the player a chance to
move the cursor around on the map so that the getpos() autodescribe
feature can explain things that might go away as soon as the
current detection completes. The few instances that don't offer
such a chance are the ones where everything which has been revealed
will still be there once the action finishes (such as regular magic
mapping and blessed/persistent monster detection).
There were quite a lot of inconsistencies in things like handling
for detection while swallowed or underwater. I didn't keep track
of them to distinguish between 3.6.0, current dev code, or my patch
in progess. They should be much more consistent now but without a
comprehensive fixes36.1 entry.
Blessed clairvoyance (divination spells at skilled or expert) now
shows monsters as well as terrain. I first had it like that for
any clairvoyance, but having getpos/autodescribe kick in every 15
or 30 turns once you have the amulet--or pay the appropriate amount
to a temple preist--was nearly unplayable. When it only follows an
explicit spell cast it is not intrusive.
Some groundwork for detection enhancements.
you.h - just formatting
flag.h - add iflags.save_uswallow so that u.uswallow manipulation ...
save.c - ... can be undone if a hangup save occurs
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".
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.
...to make it more interesting. Using #vanquished in wizard mode
or answering 'a' to the "disclose vanquished monsters?" prompt will
put up a menu to choose how the list of vanquished monsters should
be ordered. Right now there are 6 choices:
Traditional: by monster level, by internal index within level;
by monster toughness, by internal index within monstr[] rating;
alphabetically, first unique monsters, then others;
by monster class, low to high level within class;
by count, high to low, by internal index within tied count;
by count, low to high, by internal index within tied count.
Two other orderings are implemented but suppressed from the menu
since they seemed uninteresting (alphabetical with uniques
intermixed with other monsters, and by-class high to low within
class). The first two are very similar to each other and one of
them should probably be discarded too. The by-class order(s) have
class-name separator lines between classes.
Options parsing for end of game disclosure has extended current
+v (always show vanquished monsters)
-v (never show vanquished monsters)
yv (prompt about them, with default response 'y')
nv (prompt about them, with default response 'n')
to include
#v (always show vanquished monsters and choose the ordering)
?v (prompt about them, with default response 'a' to choose ordering)
The 'a' response was picked because it's easy to use ynaq()
instead of ynq(), but it can be considered to mean "ask about sort
order". (Neither of the two new option values could be "av"; 'a'
for disclosing attributes would become ambiguous.)
+v or answering 'y' for any of yv, nv, or ?v uses the most recent
sort ordering (if #vanquished has been used in wizard mode) or the
traditional one (normal mode, or #vanquished not used). Players
will probably want to specify a default order and then use +v
rather than choose the final order from a menu. That hasn't been
implemented here. Count high to low might be a better default than
level high to low.
While looking through Guidebook.tex to try to determine whether
the new text needed special handling, I spotted multiple mistakes
in the existing text. Probably all from earlier updates of mine;
this attempts to fix them. As usual of late, Guidebook.mn has been
tested and Guidebook.tex hasn't.
flags.sortloot was changed from boolean to xchar, but proper type
is plain char. (Presumeably it was originally off or on, then got
changed to 'n' for off, 'l' for on, plus 'f' for super-on.)
Also, make the sortloot menu for 'O' mark the current value as
preselected when interactively setting the value. (I've been
meaning to do this for various other options but haven't gotten
around to it. The need to workaround PICK_ONE+MENU_SELECTED menu
behavior is a nuisance.)
When typedefed to C99's bool type, Clang complains in container_contents about "comparison of constant 108 with expression of type 'boolean' (aka 'bool') is always false".
This is more robust than the previous hack. The issue of whether to
use it in other places is still unexplored. Ultimately it's the user's
fault if overzealous message suppression hides something important.
[For an eerie game, try 'MSGTYPE=hide .'.]
User had
MSGTTYPE=norep "You see here"
and complained that once the message had been given while walking
over an object, using ':' to intentionally look at something would
end up doing nothing if its feedback was a repeat of "You see here".
Trying to classify which actions should deliberately override
no-repeat (or no-show) will be an ordeal. This fixes the case for
the ':' command where the user obviously expects feedback. I think
it could be done better but am settling for something quick and easy.
Rename the option for adding coordinates to autodescribe feedback for
the '/' and ';' commands from 'getpos_coord' to 'whatis_coord', after
the '/' command that uses it instead of after the internal routine
that implements it. The 'whatis' name was only in dat/hh as far as I
could find, so this changes it to 'what-is' and also updates dat/help
and the Guidebook to mention the name too.
Add a 'screen' choice to the option to show coordinates as row,column
rather than x,y or compass direction(s). Revise the /m, /M, /o, /O
operations of 'what-is' to honor the whatis_coord option (mostly; a
value of 'none' gets overridden by 'map' to force coordinates).
Also, update the description of the functionality of the '/' command
in the Guidebook. The .mn version is tested, the .tex one isn't.
Several people have asked if 3.6.0 supports playing with tiles on
a public server. Because there's no way for the user's end to know
what that white @ is, this adds special console escape codes for
tile hinting.
The idea was originally a patch called TelnetTiles by Justin Hiltscher,
but this expanded version comes via NAO, where it's been in use for years.
This is basically an interim hack, which should go away when/if
we support actual client-server model.
This was a request from a blind player. It's hard to find
the left edge of the menu when it's drawn on the map, so
clear the screen and align menus to the left edge of the screen
when this option is turned off.
Originally this was called the window edge patch.
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.
I did my best to exempt some of the bigger aligned blocks from the reformatting
using the /* clang-format off */ and /* clang-format on */ tags. Probably some
that shouldn't have been formatted were anyway; if you encounter them, please
fix.
The clang-format tags were left in on the basis that it's much easier to prune
those out later than to put them back in, and it means that, modulo my custom
version of clang-format, I should be able to run clang-format on the source tree
again without changing anything, now that Pat has fixed the VA_DECL issues.
Changes to be committed:
modified: include/config.h
modified: include/extern.h
modified: include/flag.h
modified: include/global.h
modified: include/ntconf.h
modified: include/wintty.h
modified: src/cmd.c
modified: src/files.c
modified: src/options.c
modified: sys/share/pcmain.c
modified: sys/share/pcsys.c
modified: sys/share/pcunix.c
modified: sys/winnt/Makefile.gcc
modified: sys/winnt/Makefile.msc
modified: sys/winnt/nttty.c
new file: sys/winnt/stubs.c
modified: sys/winnt/winnt.c
modified: util/makedefs.c
modified: win/tty/wintty.c
Adjust the code and the command line Makefile so that
you no longer have to choose whether to build the tty
version NetHack.exe, or the gui version NetHackW.exe.
Both will now be built in a single 'nmake install' pass.
Adds the "sortloot" compound option, with possible values
of "none", "loot", or "full". It controls the sorting of
item pickup lists for inventory and looting.
-Add a boolean option menucolors to toggle menu color
-Add MENUCOLOR -config file option
TODO:
-Better support for win32
-Support more windowports
-Update Guidebook
-Allow changing menucolor lines in-game
This is Michael Deutschmann's use_darkgray -patch.
Adds a boolean option use_darkgray, settable in config file.
This patch has been in use on NAO for years, and I have heard
once someone say their terminal didn't support the dark gray
color.
This reverts commit 7f0f43e6f9 and some related
subsequent commits.
This compiles, but I have not done extensive testing.
Conflicts:
include/config.h
include/decl.h
include/extern.h
include/global.h
include/tradstdc.h
include/wintty.h
src/drawing.c
src/files.c
src/hacklib.c
src/mapglyph.c
src/options.c
sys/winnt/nttty.c
win/tty/getline.c
win/tty/topl.c
win/tty/wintty.c
Add 'o' to "i a v g c" disclosure set, to display final dungeon
overview at end of game. It lists all levels visited rather than just
those that #overview considers to be interesting, but it doesn't reveal
any undiscovered aspects of those levels except for the presence of bones.
(I think revealing shops and altars and such would be worthwhile, but the
data for that isn't handy at the time.) If the game ends due to death,
the bones section of the current level will have "you, <reason you died>"
(before any real bones entries for that level). That occurs before bones
file creation so it doesn't give away whether bones are being saved.
end.c includes some unrelated lint cleanup.
Guidebook.{mn,tex} updates the section for autopickup_exceptions as
well as for disclose. It had some odd looking indentation due to various
explicit paragraph breaks. I took "experimental" out of its description
since it was moved out of the experimental section of config.h long ago.
The revised Guidebook.tex is untested.