Add pickup_stolen option to autopick items stolen from you by a nymph or
monkey, even if they don't match your normal autopickup settings.
Replace was_dropped, was_thrown with a 2-bit bitfield that can contain
values LOST_DROPPED, LOST_THROWN, and LOST_STOLEN (or 0), since they
should all be mutually exclusive anyway as they track the most recent
way the item left the hero's inventory.
[Rebase/merge conflict fixed up. PR]
This is based on a feature in UnNetHack (and I think some other variants
as well). If the hero intentionally drops an item with 'pickup_dropped'
disabled, don't autopick it back up when walking over that square again.
Typically when the player drops an item, it's because she doesn't want
it in her inventory any more, and this option stops autopickup from
defeating that goal (especially useful for tasks like stash management
without a container). Players have come up with workarounds to this
problem like toggling autopickup when approaching their stash pile or
adding name-based autopickup exceptions to allow them to exclude
individual items from autopickup, but this behavior should reduce the
need for those things.
I think 'pickup_dropped' is a little unfortunate because it suggests
equivalence to 'pickup_thrown' (i.e. any dropped items will be
automatically picked up regardless of autopickup exceptions). Calling
it something like 'nopick_dropped' might be better, but as far as I can
tell options cannot start with the word 'no' because it's interpreted as
a negation of the rest of the option name.
The previous commit makes things somewhat harder for vegetarian
characters. Normally, making a conduct harder isn't a huge issue,
but vegetarian Monk is an intended/encouraged combination. As such,
compensate by adding some additional food rations to Monk games
specifically; the Quest home level is early enough to provide the
extra food, and as the level is Monk-specific, it will provide the
food only to Monks specifically. (Although the Quest generally
requires level 14 to enter, the Quest home level specifically
doesn't.)
The other three elemental planes go all the way to the map edges.
Fire was 76x20 rather than full 79x21. This adds new two columns on
the left (necessitating some coordinate adjustments) and one on the
right plus one new row on the bottom. Not particularly interesting,
just padding.
Add a new option 'perminv_mode' to augment perm_invent. It handles
the same choices as the temporary TTYINV method: show all items other
than gold, show full inventory including gold, or only show in-use
items (similar to the '*' command).
For tty, both the all-except-gold and full-inventory modes can add
the poorly named 'sparse' variation which populates unused slots in
its fixed grid with the inventory letter that would go in each.
For others, the default has been changed from full-inventory to
all-except-gold. Note that gold is treated as part of 'all' or of
'in-use' if it is quivered because having the amount be shown on the
status line doesn't make that redundant.
Changing the default may mess up WinGUI if it assumes that perm_invent
is full inventory with gold.
Initially I was going to change perm_invent into a compound but this
leaves it as an on/off toggle and adds perminv_mode as a separate
option for how to show the inventory when the toggle is on. It may
make sense to combine them since dual controls is a little confusing,
but right now setting perm_invent On when perminv_mode is 'none'
changes that to 'all' and changing perminv_mode away from 'none' when
perm_invent is Off toggles it to On.
Guidebook.mn has been updated but as usual Guidebook.tex is lagging.
Part of the pull request by entrez, changing a few data.base entries
recently introduced by PR #1108.
Changes ice box to a different quote, but I've re-applied the prior
quote to ice terrain rather than delete it. Also replace a UTF
apropostophe in the ice quote which escaped the previous purge of
such things.
Replaces the C.S.Lewis quote for Demonbane with a one-liner from the
Bible. I realized a bit late that Demonbane is no longer a sword and
never given to lawful Angels as starting gear anymore, consequently
the new quote doesn't fit very well.
The PR changed the helm of brilliance entry to be for all helms and
this rejects that. Instead, it adds a few generic helmet descriptions
and changes the helm of brilliance quote--now misquote--to be useful
to players, describing it as crystal rather than steel.
Pull request 1109 is still open--there's a second commit in it dealing
with fruit name handling that this commit doesn't touch.
Change the stalker entry attribution of "H. G. Wells" to "H.G. Wells"
to match the other attributions. There was once a mixture of both
styles but at some point all the ones with the expected--and possibly
stylistically preferred--extra space got changed to the condensed form.
The sasquatch quote still contains "J. W. Burns", in the text rather
than in an attribution. I wasn't sure whether it should be changed
so left it alone. Presumably the source of the quote had that space.
Separate the old generic text for athame from the new quote with an
empty attribution line. Reformat both the old and new portions so
that they won't their widths won't be so different from each other.
The new entry for 'shade' had "acrossthe" run together on the first
line. While fixing that, I changed that entry to use two-space
separation between sentences and did the same for 'shield'.
I also made indentation for various attribution lines (new necessarily
new ones) be more consistent (two tabs, for for the data file format
and one for indentation, unless the line is wide-enough to warrant
shrinking the second tab) but burned out before getting very far with
that. Also removed line split between "Dante" and "Alighieri" in a
couple of places. Shouldn't split a name unless other alternatives
are worse...
Pull request from NullCGT: a lot of new data.base entries. Over 20
separate commits; this time I didn't squash them together because I
didn't want to mess with their log messages.
Three had non-ascii characters where apostrophe or single-quote or
long dash are intended. _The_Invisible_Man_ for stalker was the worst
offender. While fixing those, I changed period followed by single
space when separating sentences to period followed by two spaces but
didn't do that for the other new entires. A few had trailing spaces and
one existing entry had trailing tabs. I've fixed up those situations.
The ice box quote is out of whack with everything else due to wider
lines but the capitalization indicates that it's from a poem that was
formatted that way. I left it as is instead of splitting several of
the lines.
The conical hat entry is iffy since nethack's conical hat is not a
wide-brimmed witch's hat, but I've left it in. Likewise helm of
brilliance says that it's made of steel but nethack's is now crystal.
Closes#1108
Sourced from xnethack. Seems like an excellent candidate for
replacement, since the quote gets across what shades are and also
hints at their weakness.
This commit adds entries for the following items:
- Credit card
- Silver bell
- Bell
- Walking shoes
- Iron shoes
- Hard shoes
- Dragonbane
- Gauntlets of Power
- Gauntlets of Fumbling
- Gauntlets of Dexterity
- Potion of Sickness
- Splashes of Venom (Various)
- Shields (Various)
The following monsters also now have associated entries:
- Stalker
Reported 11 years ago, the level definition for the Samurai quest
home level specifies a throne room and entering it gives the "opulent
throne room" message, but there isn't any throne.
Initially I was going to add a throne but decided that its lack is
probably intentional. The throne room designation is used to give
periodic atomspheric messages. That's my guess anyway.
Alter the room entry message there to omit "throne" from "you enter
an opulent throne room". Add a no-throne comment to Sam-strt level
definition.
While in there, make Lord Sato's katana and splint mail explicitly
rustproof and either blessed or uncursed. (The mail was already
implicitly rustproof because splint mail created on the Sam quest
home level always is, like for a Samurai's initial inventory.)
Fairly old pull request from copperwater: add new paranoid_confirm
setting 'trap'.
The old commit suffered from bit rot and merging needed too much
fixing up despite there not being many bands of change in the commit's
diffs. I ultimately redid it from scratch, although the two biggest
chunks of code started with copy+paste of the pull request's commit.
It operates like paranoid:pray. Setting paranoid:trap adds a new
"Really step into <trap>?" y/n prompt when attempting to move
into/onto a known trap, even if an object covers it on the map.
Setting both 'paranoid:Confirm trap' turns that into a yes/no prompt.
(Adding 'Confirm' affects other paranoid confirmations; in addition
to requiring yes<return> rather than just y to accept, it also forces
no<return> to reject.)
However, moving into a known trap that is considered to be harmless
behaves as if no trap was present. Some of the trap classification
might be out of date; several types of traps have undergone changes
since implementation of the original pull request, notably anti-magic
field. When the hero is hallucinating, all known traps are considered
harmful since the map no longer reliably describes them.
Preceding a movement command with the 'm' prefix also behaves as if
no trap was present, bypassing confirmation for that move, similar to
how paranoid:swim currently behaves. Being stunned or confused also
behaves as if no trap was present, taking priority over hallucination.
This updates the documentation.
Supersedes #259Closes#259
Update the 'optmenu' data file to describe the simple options menu
(new paragraph containing just a one sentence) as well as the full
options menu (still several paragraphs). Visible by choosing '?' in
the full options menu or the 'how to set options' choice in the main
help menu.
Add a line to the simple options menu about how to get the full
options menu. Only shown if you type '?' to toggle on "show help";
taken away again if you use '?' to toggle back to "hide help".
Adds a new lua command
des.exclusion({ type = "teleport", region = { x1,y1, x2,y2 } });
which allows defining "exclusion zones" in the level, areas where
random teleports (or falling into the level) will never place the hero.
Does not prevent targeted teleportation into the area.
Breaks saves and bones.
I was going to add a joke entry for "microscope" to data.base and
disocovered that stethoscope was missing. (There is a rumor about
cursed ones.) Add a lame entry for it so that the joke has something
to relate to.
Searching for "stethoscope" led to the "cope" comment, which is near
the "cornuthaum" entry. Add a comment giving Janet credit for coining
the term.
I realized that the previous attempt was misusing the item's locked
state when attempting to create the chest that the item would go into,
which was absurd. I hadn't realized that I was also misspelling
"olocked" as "locked".
This fix was already in progress before the mail about the previous
commit. I did try switching to 'lckd = nil' for the attempt to retain
the chest's random locked/unlocked state but that resulted in all the
chests being created locked. Using separate box=... expressions does
work as intended. Doing something with totable() doesn't seem to be
necessary.
The indentation seems to be messed up compared to the rest of the
file (initial indent of 5 with increments of 4 rather than 3 and 3);
I have't done anything to try to fix it.
When generating an "escape item" inside one of the chests in the
"water-surrounded vault" theme room, make sure that the chest is not
locked if the item is made of glass or crystal. Otherwise kicking the
chest to get access to its contents might destroy the item.
I imagine that this could be done more cleanly, but after quite a bit
of thrashing about I have something which seems to work. To test, I
temporarily modified object shuffling to force wand of digging to be
made out of crystal and gave the water-vault a very high generation
frequency.
Water vaults are one of the few places that can/will generate completely
sealed off in a normal level. Other such spots are designed to provide
a guaranteed means of escape (vault guard, scrolls of teleportation in
niches, etc) -- water vaults were an exception that didn't do this, so a
hero who fell into one from above could have ended up in a position
where she had no choice but to wait to starve to death or #quit. Provide
an escape item in one of the vault's chests to give a hero more options
in that position.
Also fix a minor mistake (I'm pretty sure, though I'm not a Lua expert
enough to be certain) in an nhlib.c comment describing how to use
obj.addcontent() -- when called as box.addcontent(contents) as the
comment suggested it produces an error, but works OK when called as
box:addcontent(contents) or obj.addcontent(box, contents).
An issue from nearly three years ago, reported by Anerag: asking
player whether to really pray isn't paranoid enough because it
accepts 'y' rather than requring "yes".
This changes it to require "yes" followed by <return> or <enter> if
paranoid_confirm:Confirm is also set. (A side-effect of that is
explicit "no<return|enter>" is required instead of just 'n' to
decline--for all the paranoid confirmations, not just for prayer.)
This extension of paranoid:Confirm applies to paranoid:AutoAll too.
A comment asks why paranoid_confirm:pray is different from the other
paranoid questions in the first place. The answer is that when it
isn't set, no confirmation prompt is issued at all. The others all
have y/n confirmation prompts when the corresponding paranoid option
isn't set.
Once upon a time there was a boolean option called 'prayconfirm' that
issued "really pray?" prompt when True. It was added after players
whinged about typing Alt+p when they meant to type Alt+o. When the
more advanced 'paranoid_confirmation' was introduced, paranoid:pray
superseded prayconfirm, but it still only issues a confirmation
prompt where there normally wouldn't be one rather than change an
existing one to require "yes<return|enter>" instead of 'y'.
Closes#303