Starting a text line with leading spaces causes a break when filling.
Usually this is not what is intended.
Fixes:
$ nroff -ww -z -rCHECKSTYLE=4 -man doc/*.[67]
an.tmac:doc/makedefs.6:102: style: 1 leading space(s) on input line
Issue reported by copperwater:
| a = selection.match(some_mapfrag);
| b = selection.match(another_mapfrag);
| c = a + b;
Instead of being a union of all the points that match either mapfrag,
the resulting selection c is empty.
[Report included a choice of two possible fixes.]
I put both in, without adequate testing of either one.
I didn't hit any problems with the existing special levels but didn't
try many theme rooms.
Closes#1467
The lua des.reset_level() call did not reset the special level
coder, so some values were kept and couldn't be changed.
Adjust the movement tests for this change.
Add a new debug flag prevent_pline, which prevents all messages
from going out to the UI. This prevents the tests from stopping
for -more-.
Add rudimentary tests for applying whistles, camera, and stethoscope.
A thread on Reddit mentions that successfully casting the cure sickness
spell when not Sick doesn't provide any feedback. Change it to report
|You are not ill.
in that situation. Also, give "you are no longer ill" feedback when
actually curing sickness after status gets updated.
Test generation of every object, both via des.object and obj.new.
Expose FIRST_OBJECT and LAST_OBJECT numbers to lua.
Add lua nh.int_to_objname, a function to convert integer value to
object base name and class.
Allow creating new nethack lua object by specifying id and class.
Expose constants NUMMONS, LOW_PM, and HIGH_PM to lua.
Allow converting an int to monster type name.
Create one of each type of monster in the lua tests.
Reported via contact form but misclassified as spam. Applyin a magic
has a chance to teleport the hero to be adjacent to a pet rather than
vice versa, but it could do so even on no-teleport levels.
Add "objects" subsections for Artifacts and for Relics (invocation
tools). They aren't very detailed but fill a gap.
I did this a while back but couldn't preview the outcome (aside from
the plain text version). I used to be able to execute the command
'open Guidebook.ps' to display it with the Preview program. That
program is still there but Apple has dropped support for Postscript,
presumably to stop paying royalties to Adobe or whoever owns it.
I've used ghostview for this before but encountered unexplained
trouble this time. It eventually worked; I don't know what changed.
I haven't attempted to update the LaTeX version of the Guidebook, in
order to avoid merge issues with the pending Pull Request in case
anyone decides to incorporate that. (I won't; I still don't have
tools to test it.)
Potion of object detection and then looking at a generic object glyph
on the map would try to "discover" the generic object, and the loop
in discover_object would go too far, overwriting the exclusion_zones
pointer.
Take the easy route and just prevent discovery of generic objects;
there are probably other places where the generic objects should
be handled too, but the fuzzer hasn't hit them.
With sys/unix/hints/linux.370, if GDBPATH doesn't exist, comment out
the GDBPATH line in sysconf during 'make install' or 'make update'.
[ macOS apparently uses sys/unix/hints/macosx.sh to do its sysconf manipulation,
so there is no corresponding change for sys/unix/hints/macOS.370 ]
Closes#1477
Based on the principle that there should always be at least two
solutions to any given problem, this allows monster-slowing magic
to be an effective solution to fast low-monMR monsters (in
particular home-plane air elementals, who after recent commits
could reasonably be dealt with using good AC, but I want a second
good option to be available, in addition to the existing mediocre
options). This helps to make playing with bad AC (for whatever
reason) more viable.
This is one of the fairest instadeaths in the game (it gives
multiple warnings and there are reliable ways to escape it), but
is also where most of the threat of purple worms comes from. It
was also pretty much nonfunctional: the previously used formula set
the timer to somewhere around 50 turns (for a typical character in
Gehennom, which is where purple worms are normally encountered).
This new formula (which affects only purple worms, as the only
monster that engulfs and digests) is based on the same inputs, but
produces much smaller numbers, meaning that the instadeath is
relevant sometimes. A typical character at purple worm depth will
be able to kill faster than the timer if they focus on the purple
worm and put some damage on it before they get engulfed, but it is
much closer if the purple worm gets the first hit in (possibly
requiring the use of escape items, but the common wand of digging
works).
Hopefully this brings purple worms closer to their intended threat
level: previously they were somewhat more nonthreatening than they
should have been.
The previous commit caused air elementals to become almost totally
nonthreatening in the endgame (even the buffed ones on the Plane of
Air). This commit fixes that (whilst still leaving them somewhat
weaker than they were before against characters with good AC), by
doubling the damage of home-plane air elementals.
The damage of the other home-plane elementals was doubled too,
because they were mostly nonthreatening previously. On Fire, this
has no real effect as almost any character would be fire-resistant
by this point. On Earth, it makes the elementals more of a threat,
when they previously weren't.
However, it made Water too difficult (albeit more fun, because it
became important to avoid letting water elementals swam you). As
such, water elementals are made slightly slower to compensate.
(My own playtesting indicates that 6 is slightly too fast, but 4 is
too slow, so I'm hoping that 5 is the correct value.)
Players of both 3.4.3 and 3.7 have observed for a long time that
air elementals are disproportionately dangerous compared to other
endgame threats. (In particular, playtester feedback from 3.7 was
that the Plane of Air was much more dangerous than it should be,
with playtesters treating it similarly to Astral with respect to
the use of high-quality escape items.)
It turns out that this was because damage from air elementals while
engulfed was entirely ignoring AC, meaning that regardless of your
stats, you would be taking around 16.5 damage per turn while
engulfed (half physical damage helped, but nothing else did).
This commit purely fixes the bug, but does not balance around it,
which means that it causes the endgame air elementals to become
almost entirely nonthreatening. In a future commit, I plan to
balance around this change.
Pull request from entrez: reading an engraving added a terminal period
after the quoted text even when that text already ended in one.
That should be conditional like it already is (post-3.6) for T-shirts.
Fixes#1476
Skip the terminal period only if there is true punctuation at the end of
the engraving, not degraded text. This feels a bit janky because the
way engravings are malloced and structured uses this manual offset to
access the space allocated for text. I used a macro to unify all those
accesses so that it will be harder to screw it up if something changes
in that respect, since repeating (ep + 1) as a magic number across
engrave.c seems quite brittle.
Change the formatting of reading an engraving to include a terminal
period only if the engraving does not already include punctuation, to
avoid messages like:
| You feel the words: "Please don't feed the animals.".
This brings the formatting of the read_engr_at() message in line with
doread().
One minor concern with this is that degraded engravings can use
punctuation to represent "chicken scratch" degraded text rather than as
actual punctuation, and ideally it might be better to include the final
period if you're reading an engraving like "Hc| ? |?".
This is true of burnt T-shirts already, but it's much more common with
engravings. It should be possible to identify "real punctuation" by
checking whether (ep->engr_txt[pristine_text] == et[elen - 1]) -- but
this doesn't actually work without more tinkering, since trimming
initial whitespace in u_wipe_engr() updates the actual_text pointer so
the indices stop matching.