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.
Pull request from vultur-cadens: make thrown potion of sickness more
consistently effective but less powerful. It is no longer blocked
by a target monster's innate magic resistance but it now only halves
current HP without also halving maximum HP, and the message about the
target "looking rather ill" is skipped if it only has 1HP so doesn't
take any damage.
Closes#1103
Pull request from bernhardreiter: NetHack.ad has a comment about
needing to use an external tool such as XV or PBMplus rather than
the NetHack.double_tile_size resource if nethack is built with the
USE_XPM configuration. Add some more detail since using 'hints' when
setting up the Makefiles can define that behind the builder's back.
The extra detail won't be useful to players who obtain prebuilt
binaries that incorporate the X11 interface. The comment in config.h
(see preceding pull request) won't be either, and maybe should be
moved to NetHack.ad where such users will be able to see it.
Fixes#1114.
Stop trying to deduce whether the document is being formatted for a
typesetter (a device that can use proportional fonts) or a terminal (a
device that generally can't) by asking the formatter to measure
formatted texts. Instead, use the built-in `n` and `t` conditions that
nroff and troff have supported for this purpose since 1976 at the
latest. All known troff implementations support these.
https://www.gnu.org/software/groff/manual/groff.html.node/Operators-in-Conditionals.html
These *roff control lines were ill-formed. `.fi` is a request to turn
on filling, not a closing bracket for an `if` request (*roff is not a
Bourne shell).
https://www.gnu.org/software/groff/manual/groff.html.node/Conditional-Blocks.html
Further, *roff generally does not accept more than one request per
input line. Exceptions to this rule are the control structuring
requests (`if`, `ie`, `el`, and in GNU troff, `while`, `do` and `nop`).
But here, only one (`do`-nested) request is governed by the `if` anyway.
I did this several months ago to avoid a sanity check warning (and
consequent fuzzer panic) when an engulfer expels the hero on a full
level. I was hoping to refine it but never went back; install it
now before forgetting about it entirely.
If a chameleon changes from wall-phazer to engulfer while in a spot
the hero can't move onto and engulfs him/her, expelling the hero
after the engulfer has taken the hero's spot might be forced to put
the hero on top of the engulfer or another monster when unable to
use the engulfer's former spot. Rather than try to figure out all
the possible ways this might happen and attempt to deal with each
of them, just prevent an engulf attack from succeeding if the hero
wouldn't be able to move to the engulfer's spot. (Does not prevent
an air elemental over water from engulfing the hero.)
Don't attempt to switch to CR font (used to get fixed-width characters
when generating output that uses proportional width ones) when output
is already fixed-width (plain text).
The most recent release of groff (version 1.23) complains when a font
can't be found, then keeps going. Earlier versions just silently kept
going. Failing to load the CR font when already producing fixed-width
chars makes 'keep going' acceptable but the font-load-failure warnings
are a nuisance.
"object lost" panic occurred when hero's worn amulet of magical
breathing was stolen. This prevents drown() -> emergency_disrobe()
from dropping an item while in the midst of it being stolen, avoiding
the possibility of it no longer being in inventory when the theft
completes. There may be variations other than drowning that lead to
unwear -> drop-or-destroy that are still vulnerable, and this fix can
potentially cause items to vanish from hangup save files.
It also has a side-effect of not being able to drop levitation boots
to lighten encumbrance enough to crawl out of water if the drowning
occurs while they are being taken off, not just when being stolen,
even though they should be easily droppable in such circumstance. The
hero will just need to drop other things instead.
Confusion between 'o_status_cond' and 'pfx_cond_'. Still confusing
but I think now working as intended and expected.
If any cond_xyz option has been loaded from the RC file or changed via
'm O', #saveoptions still saves the full set rather than just the ones
that are different from their default value.
Classify nearby ice as "solid" (no melt timer), "sturdy" (more than
1000 turns left), "steady" (101 to 1000 turns left), "unsteady" (51
to 100 turns left), "thin" (15 to 50 turns left), or "slushy" (1 to
14 turns left, matching walking on ice with the Warning attribute).
[I'm not thrilled with "steady" and particularly "unsteady".]
I was originally going to do this just for probing downward, but ended
up also doing it for look-here and getpos's autodescribe. It nearly
got out of hand and touched more files than anticipated.
'mention_decor' ought to treat moving from ice firmer than thin to
thin or slushy, from thin to slushy, from slushy to any other, and
from thin to firmer as if moving onto different terrain but I haven't
attempted to tackle that.
The melt timer could work more like a candle's burn timer, triggering
at intermediate stages and resetting itself, so that ice which changes
to a weaker state under the hero could be reported to the player. But
this doesn't implement that.
When probing is zapped downward while hero is at a water or lava spot
and hero isn't beneath the surface, show any objects 'hidden' by the
water or lava at that spot.
While testing something else, I noticed rolling boulders
just ignored walls and trees; in normal play this isn't
a problem - but should probably make boulders handle other
terrain too. Lava and water is already handled correctly.
Report suggested that "can not" should be "cannot". Both forms are
acceptable. This switches them to use contractions for various "You
<verb> not subject" phrases: "You can't subject", "hadn't", and so
forth. Not exhaustively tested; there may be some sentences where the
informal contraction makes things worse rather than better.
The goal here was compactness rather than efficiency since the code
involved doesn't execute very often.
Recent changes to wand of probing cause it to map unseen terrain when
zapped into the dark (or while blind) and also to reveal tin contents
if the beam hits such. Extend that to discover secret doors, secret
corridors, and traps whether the spot can be seen or not, and also to
reveal egg contents. Previously, secret corridors were converted into
regular corridors when they couldn't be seen but left as is if their
spot could be seen; now they're found and converted either way.
Issue the kaboom sound effect if zapping a magical trap with wand or
spell of cancellation causes it to go "Kaboom!"
A couple of chunks of code has been moved out of zap_updown() and
bhit() into new routine zap_map().
It turned out that using '^' as a group accelerator (new behavior for
the 'whatis' command to view traps) already worked for curses and Qt.
Fix that for tty and X11. I don't know the situation for WinGUI.
Offering any of the menu paging keystrokes as group accelerators
should be avoided if there's any chance that the menu will need more
that one page. The menu for '/' is short though so losing "^ to go
back to first page" for it isn't an issue.
Pull request from NullCGT: applying gold from inventory will flip
one coin and report "heads" or "tails". If impaired, that coin will
be dropped, otherwise it will remain part of the stack in inventory.
Can be done via 'a $' or with context-senstive item action via 'i $ a'.
I've used 'git merge --squash' and 'git commit -C <commit#>' to
flatten four commits into one and it seems to have accomplished what
I wanted, including retaining the log message from <commit#>.
I also changed
|You flip a gold piece. The gold pieces slips between your fingers.
to
|You flip a gold piece. It slips between your fingers.
when impaired and applying one from a stack.
Closes#1107
Reported by entrez: it was possible for #overview to show a line of
just "." if a temple was known and its altar was unknown and no other
features such as thrones or fountains were known on the level.
It now lists "M temples and N altars" when both are present and the
case that yielded "." becomes "a temple". That's an improvement but
there might be edge cases it gets wrong. A listing of "a temple and
an altar" is ambiguous because there isn't any way to tell whether the
altar it mentions is inside the temple. That seems acceptable to me.
I think it should include more alignment information about temples and
altars, instead of just adding "to <your god>" when all known altars
are of hero's alignment, but this doesn't attempt to address that.
Wand of make invisible doesn't make you permanently invisible,
just for a short duration. Potion of invisibility makes you
invisible for much longer period, or if blessed, has a small
chance of giving permanent invisibility.
This makes the wand actually useful, and improves the spell
too.
Skeletons are extremely rare, and not generated at random,
and bone devils are basically just a speed bump when they appear.
Make both more interesting.
Idea by copperwater <aosdict@gmail.com>
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.)
Reported by a hardfought user, a ceiling_hider monster hid on the
Astral level, triggering a sanity check warning that gets repeated
each move until the hider comes out of hiding. Normally sanity_check
can only be set in wizard mode, but hardfought must force it on for
to-be-3.7.
I was able to reproduce it before this fix and unable to do so
afterward, but there is a random factor involved hence no guarantees.
I think that lack of ceiling for Astral is recent, but this could
have happened on other levels which lack a ceiling. I didn't try to
figure out whether it might happen with 3.6.x, just put the fixes
entry in the "exposed by git" (found in code not yet released, that
is) section.
Pull request from entrez: if hero throws (or kicks) an invocation
item or the Amulet at the quest leader, identify it and give it back
instead of treating the throw (or kicked item) as an attack.
In addition to the fixes entry I've made several tweaks to related
code, mostly to refer to the leader as "Someone" rather than "It" if
unseen.
Closes#1093
Wielding one or more rocks while other rocks were quivered and casting
stone-to-flesh at self wasn't subject to the "null obj after quiver
merge" panic but it did result in a combined stack of meatballs that
was neither wielded nor quivered. Keep inventory items that turn into
meat and are wielded/alt-wep/quivered separate and still wielded/&c.
Using apply to unlight a lit potion of oil makes it unlit, removes
it from inventory, and then re-adds it to try to force it to merge
with other potions of oil. If it was wielded and the other potions
were quivered, the game would panic. When merging, they get forced
into the weapon slot in preference to the quiver slot.
Unwearing it before freeinv+addinv would solve this but also leave
the hero with nothing wielded, even if it didn't merge with another
stack. Instead, don't try to merge if the potion being unlit happens
to be worn.
3.6.x was subject to this too and the fix is small+isolated but the
situation is so uncommon that I haven't bothered backporting it.
Applying a lump of royal jelly and then not picking anything to rub
it on had a similar problem. It also panicked if the applied lump
was wielded and other lumps were quivered. The fix is different
because the stack it gets split from during apply is known. This one
doesn't impact 3.6.x; applying jelly to eggs wasn't implemented yet.
When paranoid confirmation for menustyle:full's "Autoselect all" is
enabled, it is handling yes vs no backwards.
The initial implementation had it right, then a negation got dropped
when it was expanded to support yes|no via paranoid_confirm:Confirm.
ESC is being treated as 'n' rather than as cancel. Fixing that will
take some more work. This just adds the missing negation to make 'y'
and 'n' behave properly.
At either of the genocide prompts,
|What type of monster do you want to genocide?
or
|What class of monsters do you want to genocide?
answering "?<return>" will show the list of monster types that have
already been genocided, then re-prompt.
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