Add /tune/ to the achievement section of the Guidebook.
The 'note' part is a bit of a spoiler and risks making the prayer
boon of "Hark! To enter the castle you must play the right tune."
redundant for players who actually read the Guidebook (so hardly
anybody). Since that's the first stage of a two-stage reward I've
left it alone.
Rewrite choose_stairs(). Use of '&& !builds_up()' was a no-op in
normal branches and forced picking the down stairs/ladder in Vlad's
Tower (or Sokoban) rather than reversing the usual up/down choice.
Also, the logic used was backwards: Kops always surrounded the up
stairs instead of the down stairs as intended. Non-Kops picked the
opposite direction of what the arguments asked for but since they based
their choice of up versus down on hidden mon->m_id, the reversal wasn't
noticeable.
Extend the choosing so that if nothing in the requested direction can
be found, it tries the opposite direction. Otherwise when Vlad's m_id
happens to force the direction to be 'up', he has nowhere to teleport
to now that being in his Tower doesn't force 'down' anymore. He goes
to down ladder when on the top level but if you level teleport to the
next level down and he accompanies you, he might go to either the down
ladder or the up ladder when he tries to get away from you to heal.
Reported by entrez: if a monster or explosion kills the hero with an
object that has timers or is a light source, it could trigger a panic
when end of game cleanup can't find it because it has been removed
from the map or monster's inventory and not placed back on the map
yet. This isn't much different from something thrown by hero which
had a similar situation dealt with a long time ago. Fix by setting
'thrownobj' for monster-launched and explosion-launched missiles.
That way done_object_cleanup() called from really_done() will place the
missile on the map where saving bones or general cleanup can find it.
It doesn't bother dealing with exploding a lit potion of oil that
kills the hero by missile damage before the potion explodes. If that
ends up in bones, it should still be lit and might blow up before the
new character reaches it. (Not verified.)
The code for a hero polymorphed into a unicorn and catching a thrown
gem has been moved into its own routine. No change in behavior, just
less clutter in the thrown-object-hits-hero section of the monster
throwing routine.
It was silly how some clearly mechanical traps didn't consider
flight or levitation when to trigger. Do those checks in dotrap/mintrap
making hero and monster trap triggering match more closely.
Report was for curses but issue is in the core so any interface
that supports persistent inventory is affected. Reading a not-yet-
discovered scroll of blank paper wasn't always updating perm_invent
to show change in formatted description when it became discovered.
Would only happen on turn #1 (so the scroll needed to be acquired
via autopickup at starting location or via wizard mode wish so that
it could be read before any game time elapsed) when the object
discovery routine deliberately avoided updating perm_invent. Fix
by using a different way than moves==1 to decide whether an object
is being discovered because it is part of hero's initial inventory.
Extend the PR#660 change that shows whether a monster is asleep when
examined by farlook/quicklook/autodescribe to monsters that aren't
moving due to timed sleep as well as those that are asleep for an
unspecified amount of time. Unfortunately 'mfrozen' isn't specific
about why a monster can't move so the phrasing is less than ideal.
The default sink glyph is already used for many other things:
iron bars, trees, corridors, drawbridges, and clouds.
Change the glyph to {, and change the color to white.
The glyph is only used for fountains, so it makes "safe"
water-related glyphs match.
Ensure the first spell - if any - given to the hero in initial
inventory is level 1 - otherwise you can end up with a situation
where the hero knows level 3 spells, but won't have enough power
to cast them.
If the hero starts out with a spell, ensure enough power (5)
to cast that level 1 spell.
Tone down sleep level to 3 (hitting a monster does tend to wake
it up), and replace the random monk starting sleep spell with
confuse monster, which fits nicely with monk's bare-handed
fighting style.
The enchantment spells were skewed towards lower spell levels,
and didn't seem to correspond with the spell effectiveness or
power. Adjust the spell levels:
- Confuse monster is probably the least powerful enchantment, and
also requires touch to work, so make it the new level 1 spell.
- Sleep is quite powerful, and ray, bump it to level 4.
- Charm monster is even more powerful so make it level 5.
(Considering that create familiar is level 6)
old new
sleep 1 4
confuse monster 2 1
slow monster 2 2
cause fear 3 3
charm monster 3 5
Also swap sleep and confuse monster generation probability.
Pull request from argrath: the code that decides whether to add 'B'
for blessed items, 'X' for unknown bless/curse state and so forth
when setting up prompting for the 'I' command was counting up the
recently introduced "just picked up" category using an uninitialized
variable. So it might erroneously include 'P' as a choice when no
such items were present.
Closes#683
I've seen complaints how looting containers is tedious, and
since multiple containers in the same location are now (and have
been for a while) handled with a menu, the yes-no-quit prompt
for a single container doesn't really mean anything.
Remove that prompt, and remove the "open carefully" message too,
so when you're looting a location with a single container, the
command will drop straight into the loot-in-out -menu. Also
adjust one looting message to explicitly mention the container
if there are other objects on top of it.
Removing the prompt means you can't loot a saddle from a tame
monster with plain loot when standing on a container - you need
to prefix the loot command with 'm' prefix in that case.
Reordering "killed for the first time" and "hit with a wielded weapon
for the first time" was done by moving the latter to hmon(). Hitting
with an applied polearm also gave the first-hit message since it
bypassed the routine that had been doing so. But the throwing code
that handles applied polearms calls hmon() for damage, so after that
reordering, the first-hit log message became duplicated if triggered
by polearm usage.
Also, fix a quibble with the wizard mode conduct message given after
never-hit-with-wielded-weapon conduct has been broken. The message
said "used a wielded weapon N times" when it meant "hit with a wielded
weapon N times". "Used" is misleading if that wielded weapon happens
to be a pick-axe, so change the message to say "hit with".
Move a bunch of stuff out of main() into new early_options(): '-dpath'
playground directory handling, '-s ...' show scores instead of playing,
and the 'argcheck()' options: --version, --showpaths, --dumpenums,
and --debug (not to be confused with -D). Also introduce
| --nethackrc=filename
| --no-nethackrc
to control RC file without using NETHACKOPTIONS so that that is still
available for setting other options. They can start with either one
or two dashes. --no-nethackrc is just --nethackrc=/dev/null under the
hood. '-dpath' can now be '--directory=path' or '--directory path'
but the old syntax should still work. '-s ...' can be '--scores ...'.
Basic call sequence in unixmain relating to options is now
|main() {
| early_options(argc, argv[]);
| initoptions(); /* process sysconf, .nethackrc, NETHACKOPTIONS */
| process_options(possibly_modified_argc, possibly_modified_argv[]);
|}
Options processed by early_options() that don't terminate the program
are moved to the end of argv[], with argc reduced accordingly. Then
process_options() only sees the ones that early_options() declines to
handle.
Most early options were using plain exit() instead of nh_terminate()
so not performing any nethack-specific cleanup. However, since they
run before the game starts, there wasn't much cleanup being overlooked.
chdirx() takes a boolean as second argument but all its callers were
passing int (with value of 1 or 0, so it still worked after being
implicitly fixed by prototype). Change them to pass TRUE or FALSE.
argcheck() was refusing (argc,argv[]) with count of 1 but then it was
checking 0..N-1 rather than 1..N-1, so it tested whether argv[0] was
an argument instead of skipping that as the program name. Change to
allow count of 1 with modified argv that has an option name in argv[0].
That happens to fit well with how early_options() wanted to use it.
From EvilHack, under the basis that anyone trained in martial arts (or
is in a powerful kicking polyform or wearing kicking boots) should be
immune from landing such a poor kick. This bypass used to happen only
50% of the time; now it happens all the time.
Note that this only averts the "Your clumsy kick does no damage" case:
it remains possible for a powerfully kicking player to kick clumsily and
have the monster evade or block, for example if they are fumbling or
wearing bulky armor.
Also, documentation: I added a comment explaining what the incredibly
dense and confusing logic is with i and j happening here, for the next
poor soul that has to read that code.
When hallucinating, use nonsensical names for the rays
(wands, spells, and breath weapons), and random ray glyphs.
Original code from xNetHack by copperwater <aosdict@gmail.com>,
inspired by a YANI by Kahran042.
For nethack.6, include the recently added 'optmenu' help file among
the list of files.
I didn't do anything about '-windowtype=xyzzy' though; there are some
other command line changes in the pipeline. The existing '-w' that
the new longer form enhances isn't in there either.
I took my name out for the claim of copyright. I've barely ever
touched this file. We see if that breaks the automated processing.
From argrath, have com_pager_core() check for null return from
nhl_init() to pacify some code checker. If nhl_init() ever fails,
the program will never get far enough to try to use com_pager().
Closes#677
In the name of accessibility: Prevent moving into dangerous liquids.
Now with themed rooms, water and lava are more common, and it's
unreasonable to expect blind players to check every step for those.
With paranoid:swim, just prevent normal walking into those liquids,
unless you prefix the movement with 'm', or if the liquid would not
harm you.
Doesn't completely prevent an accidental dunking - for example
if the hero is impaired or couldn't see the liquid.
This comes from xNetHack by copperwater <aosdict@gmail.com>
with some changes to the code.
When testing the menu/incomplete map situation I noticed that <return>
didn't work to dismiss the "list autopickup exceptions" menu. <space>
or <escape> was required. That was clearly intentional but doesn't
seem reasonable. Make <return> behave the same for PICK_NONE as it
does for other menu modes in tty and as it does for other interfaces.