From a reddit thread: after genociding "arch-lich", player's next
target was "master-lich". The character was a monk who immediately
died of genocide.
("Master<almost anything>" other than "master mind[ ]flayer" or
"Master Thief" or "Master Assassin" matches level 30 monk rank "Master".)
Rather than muck about with fairly complicated matching code, just add
"master-lich" and "masterlich" as explicit variations.
Disclosing final inventory while wearing an alchemy smock reported
the apron's slogan accurately but then disclosing attributes gave
different text if it was conferring poison resistance and/or acid
resistance. The extra text was unneeded/unwanted there anyway, so
simply suppress it rather than force it to be accurate.
3.6.x had the same issue but it wasn't detectable there because it
only had extra text for T-shirts and they don't confer attributes.
Reported by NetSysFire: if hero dealt a weapon-shattering melee
blow to an unseen target, the weapon was accurately described in
the accompanying message
|Its <formatted-weapon-description> is shattered from the force...!
If the hero can't see or sense the monster, report
|Its weapon is shattered from the force of your blow!
If the monster isn't seen but is sensed, then
|<Monster>'s weapon is shattered from the force of your blow!
Fixes#1220
Reported directly to devteam: using '#adjust a a' to collect
invent stacks compatible with the one in slot 'a' all into 'a' gave
feedback of "Merging: a - ..." even though "Collecting: a - ..."
was intended. Also, if there weren't any such compatible stacks,
so that the whole operation didn't accomplish anything, it reported
"Collecting a - ..." without the intended colon between the action
and the inventory letter.
Test case was trivial: start with a stack of 2 of something in 'a'
and use '#adjust 1a b' to split into two stacks, then '#adjust a a'
to collect them back again.
While fixing this, I noticed that '#adjust a b' and '#adjust b a'
(from same starting situation) just swapped a and b instead of the
intended behavior of merging them back together.
The construct "\\'#rrggbb'" seemed strange and while fixing that
I made several other changes. There's an escape sequence for
apostrophe but "#rrggbb" doesn't actually need any quoting in the
first place (except for "\#" in the TeX version).
There was unwanted indentation after the OPTIONS=windowcolors line
in the 'roff version. For the TeX version, avoid 'verbatim' since
it contains both literal text and placeholders that are now being
distinguished with italics.
Also, "trueblack" is Windows-specific rather than an ordinary named
color.
The fixes entry about object info carrying over when normal play
was resumed could have been mistrued as stating that the objects
themselves were carrying over.
Reported by AndrioCelos, a handful of objects in the tutorial can
be discovered via use, and such discoveries were carrying over to
normal play when the tutorial ended.
This causes the hero to forget such discoveries. The player will
still be able to remember them. The proper fix would be to discard
the initialized but not-yet-started game when entering the tutorial
and then start a whole new one when exiting so that saving and
restoring game state would become unnecessary. This doesn't do that.
This also causes monster birth and death statistics to be reset when
exiting the tutorial. Affects the #vanquished command and potentially
extinctionist play.
Closes#1134
Reported directly to devteam: if a magic trap gave its uncurse
effect, scroll of remove curse could become discovered.
Turns out that it would happen if hero was wielding a stack of
unholy water potions. It didn't matter whether they were known
as water or known to be cursed or whether hero was carrying any
scrolls of remove curse.
Using
|OPTIONS=windowtype:Foo
|OPTIONS=perm_invent
or
|NETHACKOPTIONS='perm_invent,windowtype:Foo'
would enable perm_invent if interface "Foo" supported it, but using
|OPTIONS=perm_invent
|OPTIONS=windowtype:Foo
or
|NETHACKOPTIONS='windowtype:Foo,perm_invent'
or combined
|OPTIONS=perm_invent
|NETHACKOPTIONS='windowtype:Foo'
would only enable perm_invent if both "Foo" and the default interface
supported it.
Using '--windowtyp:Foo' on the command line didn't have this issue
because command line interface selection replaces the default one
before configuration file and environment options are processed.
Reported almost 9 years ago: if an adjacent statue was in a pit,
you could use a pick-axe to break it even though if you managed to
move to the pit location without falling in, you wouldn't be able
to reach objects there including the statue.
Allow a pick to reach if hero is in a conjoined pit, or if it is a
mattock rather than an ordinary pick-axe. Otherwise you'll get the
"you swing at thin air" result. Similarly when hero is in a pit and
and adjacent statue or boulder is on the floor: mattock will work
but pick-axe now yields "you can't reach".
This fixes a lot of problems where a menu or a text window was up
and the main window accepted input - for example you could move around,
making another window of the same type pop up ...
Noticed when testing the OPTIONS=symset:blank fix, map spots holding
engravings weren't blank.
Are there any other relatively recently added symbols that need to be
added to the blank set?
Any plain text symbol set specified in .nethackrc or NETHACKOPTIONS
didn't get loaded but did set the symset name.
Faulty 'if' logic excluded loading of symbol sets that used the
default handling type of H_UNK.
Add options 'showvers' (boolean) and 'versinfo' (numeric mask) to
show nethack's version on the status lines during play. It won't be
particularly interesting to ordinary players but should be useful
when making screenshots or video to be streamed, or for someone who
switches between git branches or between nethack and variants.
I worked on this several months back but it was combined with
unfinished changes to 'hitpointbar'. I've separated it out so that
it can be put into use. When enabled, one or more components of
"<name> <branch> <version>" will be shown right justified after
status conditions. At present the default is "<branch>" if that is
available and overall status isn't 'released', or "<version>" if
'released' or if branch isn't available. That might need some
refinement.
It works as intended for tty and curses, although some abbreviation
mechanism would be useful if/when the program resorts to abbreviating
status conditions to make things narrow enough to fit.
For X11, it works ok for fancy_status:True (the default, controlled
via NetHack.ad settings) but is messed up for tty-style status. The
text is positioned correctly but there are gaps in it, making it
appear garbled, similar to what I saw when I tried and failed to
implement statuslines:3 for X11. [It might be due to having empty
condition widgets be 1 pixel wide instead of being totally removed
but I don't think the situation is that simple.]
For Qt, if the text needs to be truncated in order to fit, the center
portion of the string will be shown, discarding parts from the left
and right. That ought to discard from left and retain rightmost
portion instead.
For win32|mswin|Win GUI, no attempt to support it has been included.
Things should be ok when 'showvers' is left as False (the default)
but I don't know what will happen if that gets toggled to True. At a
minimum, the version info won't be right justified. The information,
or at least some of it, is displayed in the game window's title bar
so there isn't any pressing need to add it to status, but toggling
the option will need to behave sensibly if it doesn't already.
Adds a new extended command #lookaround, which will describe
the map around the hero they can see or remember.
Adds a new boolean option mention_map, which will give a message
when an interesting map location in sight changes.
When makemon was called with all-zero arguments (e.g. for random
monster generation over time), ptr==NULL means "a random monster".
This was being forwarded to mon==NULL in makemon_rnd_goodpos, and
then mtmp==NULL in goodpos, which means "an object, not a monster".
Because objects can be generated under monsters, this meant that an
attempt to create a random monster could end up choosing a location
that already had a monster, which would then cause the monster
generation to fail.
This mostly wasn't noticeable in normal play: it effectively
reduced the monster generation rate depending on how many locations
outside LOS happened to contain a monster. Normally that's a very
small proportion, so the bug had no obvious effects: but when there
are very few locations outside LOS (i.e. the player can see almost
every location on the level), the bug effectively caused monster
generation to stop once those locations became occupied by
non-moving (e.g. hiding) monsters, something that became observable
in games where the player decided to dig out and light almost an
entire level.
This commit fixes the problem by adding a new flag to goodpos that
requests that it not choose a position that already has a monster.
This bug was diagnosed, and this fix committed, by ais523; but
nhmall wrote almost all of the code implementing the fix.
Add a new boolean option showdamage, if on, outputs a message
like "[HP -2, 14 left]" - several variants have something similar,
but I chose the message based on how eSpeak said it, while keeping
it short.
The menus in nethackw.exe were being spaced according to the vertical
tile size of custom tiles, but the tiles were being rendered in menus
at the default size anyway, resulting in unnecessary gaps between menu
rows.
Use the default size of 16 for the vertical spacing calculation.
Note: Original change is from xNetHack by copperwater <aosdict@gmail.com>,
but this commit comes from HACKEM-MUCHE by Erik Lunna, with
some minor code formatting.
From xNetHack commit a0a6103bea:
'The original goal: nerf item destruction using a method I initially
proposed for SpliceHack, in which the number of items subject to
damage from any single source is limited by the amount of damage the
effect caused. The intent was to be more fair all around and prevent
aggravating situations where, for instance, a chest shock trap zaps
you for 4 damage and immediately ten of your rings and wands blow up.
Problem 1: no easy way to limit the items destroyed without biasing
heavily towards the start of the invent chain. The old code was able
to get away without bias by just indiscriminately destroying
everything eligible with a 1/3 chance. Here, I had to introduce
reservoir sampling in a somewhat more complex form than I've applied
it elsewhere, since there are a pool of potential items.
Problem 2: destroy_item no longer worked remotely like destroy_mitem,
which still destroyed 1/3 of items indiscriminately. Commence the
process of squishing them into one function that handles both the
player and monsters. (Which required making a lot of adjustments to
destroy_one_item, now named maybe_destroy_item, on nits such as
messaging and when to negate damage. An annoying consequence of the
merge is that in the player case, their HP is deducted and they can
be killed directly, but for monsters they need to add up the
destruction damage and return it.)
Unifying destroy_item and destroy_mitem has some advantages: in
addition to the obvious code duplication removal, it ensures monsters
now take the same damage as players for destruction (previously they
took a piddly 1 damage per destroyed item). Now when you hit
something with Mjollnir and their coveted wand of death breaks apart
and explodes, you at least get the satisfaction of knowing they took
the standard amount of damage from it. Monsters also now get
symmetry with players in having extrinsic elemental resistance
protect them from item destruction, and damage negation from item
destruction if they were appropriately resistant.
Problem 3: a lot of callers didn't preserve the "amount of incoming
damage" that this refactor relies on. E.g. if the defender resisted
that element, the local dmg variable would be set to 0. So I had to
do some wrangling with callers to save that original damage
value. The rule of thumb is: all *incoming* damage counts. So that
includes the player's spellcasting bonus if applicable, but not
things like half damage, negation due to resistance, or extra damage
due to being vulnerable to cold/fire.
Then I figured, while I'm here let's get rid of all those silly cases
where destroy_items is called multiple times for various different
object classes, and cut the object class parameter out of it. This
has a few minor effects:
- Places where different object classes previously rolled
independently for destruction to happen at all now roll
once. (Which, by my calculation, generally means less incidences of
destruction - a fire attack now won't have three separate chances
to hit your scrolls, potions, and spellbooks. On the flip side, a
lucky roll will no longer save an entire object class in your
inventory.)
- Callers can no longer specify different probabilities for
destroying different object classes. The only place this was really
used was to call destroy_item with a slightly lower probability on
SPBOOK_CLASS. With the nerf in this commit, less of them ought to
be destroyed anyway.
- A very edge case of where explosion-vs-monster damage was totted up
differently for golems, which could result in differences of a hit
point here or there.
- All object classes being processed in one go means that less items
are destroyed than would be if they were still processed
independently. This is not really visible compared to the old
baseline of just destroying 33% of everything, but would be a
marked difference versus a copy of the game that still called
destroy_items separately for different object classes. To
compensate, I adjusted my planned damage-to-destruction-limit
scaling factor down from 8 to 5.
Not done: merging in ignite_items(), though that would probably be
really easy now.'
Notes from porting from xNetHack:
- It might be necessary to reexamine at all the conditional checks for
calling destroy_items. Because item destruction is much more
restrained and uses the actual damage from an effect, we might now
need to check 'if (!rn2(3))' and similar in all the places item
destruction occurs.
If a termcap entry for ending attributes and color also contains
the code to switch from secondary font back to primary (HE_resets_AS
hack), maybe strip the AS code out of HE (and clear the HE_resets_AS
flag) when setting up DECgraphics. Affects whether nethack sends
extra AS sequences while rendering a run of VT line-drawing chars.
My HE doesn't reset AS so that aspect hasn't been exercized.
When switching back and forth between normal and line-drawing,
defer the switch away from line-drawing if the character will be
rendered the same in both character sets (uppercase letter, digit,
most punctuation). That might just defer the AE, but could skip it
and next AS depending on what characters are written. The cycle
might repeat an arbitrary number of times, avoiding sending many
AS+AE combinations rather than just one.
Both of these optimizations are pretty small but reducing the number
of characters sent from a server to a remote user is worthwhile.
If a punished hero's inventory is empty, have a nymph usually take
off the attached chain and indirectly fix punishment. If hero is
trapped by being chained to a buried iron ball, sometimes take off
the implicit chain and indirectly release hero from the trap.
Monkeys won't do this and nymphs will only do so if there is no
inventory (aside from gold and/or embedded dragon scales which they
aren't allowed to target).
It's a lot simpler than I was expecting when I wrote the TODO about
it recently.
Add the 'dump' argument to the existing '--version' command-line
option to display the magic numbers used when validating save and
bones files for compatibility.
Nothing exciting, just a line of 5 hex values. I was going to also
list the values for however many save and bones files are specified
on the command line but it seems to need more effort than I care to
expend. And I hadn't made up my mind whether that should be done by
nethack, recover, or some new standalone program. [Single line of
relatively raw output is so that they could be compared more easily.]
nethack --version:bad-argument was writing a message to stdout and
then starting play--which immediately overwrites stdout. Have it
quit instead. Player wasn't trying to start a game and quitting is
what it does with --version:good-argument.
Noticed while testing confused #loot: when using 'Q' to populate
quiver, or 'f' when quiver is empty, don't bother asking what to
ready/fire if inventory is empty.
And when inventory isn't empty, don't list '-' as a likely candidate
if quiver is already empty.
'w' behaves differently. '-' is treated as a likely candidate when
already not wielding anything, and even when inventory is completely
empty.
If gold is moved into throne's coffer chest (or added to exchequer
monster's minvent) while quivered by the hero, it wasn't being unworn
to remove it from quiver slot. That could lead to a crash. Example
was segfault during 'f' command.
freeinv() expects caller to unwear item being removed from inventory;
reverse_loot() wasn't doing so.
Reported yesterday as issue #1207 by elunna and over four years ago
in #H9430: monsters in gas clouds that should be shown by Warning
aren't. And in some discussion of #H9430 back then: monsters
adjacent to the hero while in gas clouds aren't shown on the map,
but combat and other interaction describes them as if they were.
There have been changes since then--to prevent seeing things on the
far side of gas clouds as if there were no clouds in the way--but
the basic problems with warning and adjacency weren't addressed.
This is a band-aid (tm) that probably makes things livable. Don't
allow gas region display to override monsters that are sensed via
warning or when the hero is next to them. That part doesn't work
correctly if the hero isn't blind and is inside the cloud while the
monster is adjacent but outside. I think it will take more than a
band-aid to deal with that sensibly.
Closes#1207
Compile-time option SELF_RECOVER was implemented for Windows;
add it to unix systems too, with it being on by default when
compiling with the linux hints file.
Reported by elunna: a poison gas breath attack that was reflected
by the target still left that target enveloped in a poison gas cloud.
This makes the gas trail not extend to the target if the attack hits
and is reflected. But if the attack misses then the cloud does reach
the target, which seems weird to me. However, being in the cloud is
a separate event that isn't deterred by reflection.
Closes#1204