Reported by entrez: fake player monsters on the Astral Plane level
were giving "<role> suddenly appears!" feedback if they could be
seen or sensed when the hero arrived on that level.
They're generated separately from the level itself so the message
suppression in place during level creation didn't guard against it.
This is a large iteration on a previous implementation of making
nh.getmap() parse its coordinates as relative to the last defined map or
room rather than absolute to the entire level. Now, everything in the
nh.* and obj.* functions interprets coords as relative rather than
absolute. (By default; if no map or room has been defined, or if the lua
code is executing after level creation is done, they will interpret the
coordinates as absolute).
The general motivation is basically the same - routines that use
absolute coordinates are difficult to use in level creation routines,
because then the designer has to remember to convert the relative
coordinate to an absolute one (and that was impossible before
nh.abscoord was added, particularly in themed rooms). And once
nh.getmap() takes relative coordinates, it would be very strange to have
all the other functions (setting timers, burying objects, etc) remain
with absolute ones.
In a couple places, code is changed to account for coordinates that are
relative to a *room* (which uses g.coder->croom->[lx,ly] as an offset,
instead of relative to a *map*, which uses [xstart,ystart].
Specifically, selection.iterate did not account for this, and without
this the ice themed room timer was not being started in the proper
place.
All tests are updated to respect the new behavior. Most of the modified
functions are not actually used anywhere in level files; the one
exception is starting a timer in a themed room, and that has been
adjusted.
Documentation updated as well to clarify when various things are tossing
around relative and absolute coordinates, both in comments and in
lua.adoc.
initoptions(), including initoptions_finish(), was running to
completion with the default window system before windowtype from the
command was parsed and activated. When the default window system
is tty without MS-DOS the map type gets set to ascii; command line
--windowtype:X11 doesn't switch it back to the X11 default of tiled.
So,
| NETHACKOPTIONS=windowtype:X11 nethack
ran nethack in tiles mode but
| nethack --windowtype:X11
ran it in text mode (assuming .nethackrc left tiles vs text with the
default setting).
I think this fix is quite iffy but it seems to work as intended....
It reclassifies '--windowtype' as an "early option" in unixmain.c,
and the options.c code ultimately processes it twice.
begin_burn() was called before the quantity of wished lit candles was
restricted which meant that the light source radius could depend on a
larger quantity than the final object actually had.
Issue #838 from clausecker, relayed by copperwater: old workarounds
for lack of type 'time_t' from pre-standard days aren't suitable any
more. One of the instances was incorrect (diagnosed by entrez) and
no one had noticed for years (or possibly just ignored a compiler
warning).
Remove most of the old cruft from hacklib.c and some from system.h
but put in commented workarounds in unixconf.h in case someone needs
to resurrect it. It would have been better to do things this way
back in the old days.
Resurrecting some non-Unix port might need to clone the unixconf.h
bits in its own *conf.h, but that probably won't be necessary for a
standard C compliant system.
Closes#838
When moat and lava use the same screen symbol and color is Off, lava
is rendered in inverse video. It used to be similar for floor and
ice, but that got broken last year. Fix inverse ice, and now that
fountain and sink might be same symbol (recent IBMgraphics change),
render sinks in inverse if they match fountains and color is Off.
I started to give sink its own mapglyph flag but then got lazy and
used the same value as ice. That can be amended if some interface
wants to use some more elaborate distinction than inverse video.
Instead of hardcoding mouse button actions, allow the user to
bind mouse buttons to extended commands. For example the new
defaults are:
BIND=mouse1:therecmdmenu
BIND=mouse2:clicklook
Currently a bit rudimentary; the defaults should be OK, but
documentation is bit lacking, and in-game binding and option
saving are missing.
Allowed commands to bind are "nothing", "therecmdmenu", "clicklook",
and "mouseaction". Clicklook replaces the "clicklook" boolean option,
and mouseaction does what mouse 1 button used to do - a context sensitive
action.
dump_create_nhwindow() has been returning a bogus value. In the past
that didn't make any difference but after some recent perm_invent
changes, it started triggering a panic when writing the inventory
portion of DUMPLOG.
The changes to invent.c just avoid attempting to create a window that
won't be used.
If a monster cannot move, for example because it's being
blocked off by boulders or walls, it will try to escape by some
method - such as a wand or scroll of teleportation.
Preceding #options or the key bound to that with m runs 'advanced'
options. Implement the inverse: preceding #optionsfull or the key
bound to that with m now runs 'simple' options.
Update the menu for the help command to change
"i - using the 'O' command to set options"
to
"i - using the '#optionsfull' or 'm O' command to set options"
(examples assume default key bindings but the actual help menu shows
currently bound keys; the "or 'foo'" part is omitted if #optionsfull
is bound to a key).
dat/opthelp should probably be updated to describe how doset_simple
works since that is different from normal menus and explicitly
contradicts the existing description for boolean settings being
deferred until the menu gets dismissed. Any changes need to make
sense if displayed in the context of picking '?' in #optionsfull.
Maybe a separate help file and separate entry for it in '?' menu?
Pull request from entrez: when the hero breaks a non-empty wand of
sleep and gets hit by the resulting explosion, don't describe it as
"the sleep /ray/ hits you."
Closes#856
Apply the patch from entrez that makes pet gelatinous cubes who eat
containers engulf rather than digest the contents, like non-tame
g.cubes. Unlike the latter, tame ones will immediately drop the
stuff they just engulfed and might subsequently eat it all anyway.
Inspired by the diff from entrez. I didn't care for 'time'. I don't
like 'novelty' much either, but it is a little more accurate since
there is no time factor involved with just-picked-up.
Fix the reported problem of a crash when using the curses interface
when examining inventory while carrying only gold, and a blank menu
for tty in the same circumstance. Triggered by changes made for
TTY_PERM_INVENT but doesn't require that to be enabled.
Not fixed: with curses, starting with perm_invent Off and toggling it
On (with sufficient screen real estate to show it) doesn't display it.
Doing something to update it like pickup or drop causes it to appear.
(^R isn't enough.)
Change trappers and lurkers above to remove digestion damage. They
fold themselves around rather than swallow the victim. There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim. In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.
This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).
There are several minor fixes mixed in with this. I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
'>' commands refursed to work; release the held creature first
and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
"the <item> vanishes into the ochre jelly's /currents/".
This needs a lot more testing. I found and fixed multiple minor
details before my own testing burned out.
Issue reported by GorillaSapiens: you get notified if a lamp burns
out even if you're blind at the time.
That is intended behavior; you can feel the heat or lack of heat
from a lamp or candle. But the comment from copperwater pointed out
that you shouldn't be able to feel that for a brass lantern.
This suppresses the "power has run out" feedback if blind at the
time. However, applying a lantern to turn it on or off still gives
the on/off feedback on the assumption that there's a switch and you
can feel its position. When hero is blind and lantern is out of
power, trying to turn it on yields "nothing seems to happen". It's
not completely consistent since you would feel the switch in its On
position but claiming that the lantern is on would be a lie.
The basic on and off messages referred to "lamp" even when using a
brass lantern. I thought that that had been fixed a long time ago.
Fixes#842
Using #loot while in a pit allows looting containers in that pit.
Using open and specifying the hero's spot when not in a pit allows
looting containers at hero's spot. But using open while in a pit
complained about not being able to reach out of the pit before player
had a chance to give hero's spot at the place of interest, so did not
allow looting any container there.
Get a target spot before rejecting use of 'open' while in a pit.
The alternate prompt might be tty-centric.
Hitting a monster with a wielded potion of paralysis or sleep
was practically useless, because it almost always also hit you.
Negate the chance and make it depend on your dex.
Add a #saveoptions extended command, to allow saving configuration
settings from within the game. This is still highly experimental,
and gives plenty of warnings before asking to overwrite the file.
Lack of option saving is one of the biggest complaints new players
have, so this should help with it. More experienced players with
highly customized config file should not use this feature, as it
completely rewrites the file, removing all comments and non-config
lines.
Make the default options menu only show the most important
options, split into categories. The full, traditional menu
can be accessed by using the m-prefix.
Issue reported by schauveau: when the command line specifies the
'--nethackrc=file' option (Unix, including linux and OSX, only) the
value of 'file' was set in pointer g.cmdline_rcfile and the options
parsing made a copy of that pointer rather than of what it pointed
to, then freed g.cmdline_rcfile before using the copy. So it ended
up using a pointer to freed memory.
Stick with copying the pointer but defer freeing the original until
after its copy is no longer needed.
Fixes#832
Make potions of healing and extra healing more useful in the early
game, by upping the average amount of health restored.
Make amulet of life saving restore between 60 and 170 health,
depending on constitution. Previously life saving was the best way
to heal back up to full, even if you had thousands of hp.
The only effect of a new moon was to make hearing a cockatrice's
hissing (whichs happens with 1 in 3 chance) always start the turn to
stone sequence instead just having a 1 in 10 chance to do so, but
that was negated by carrying a lizard corpse.
Keep the hiss-always-starts-petficiation part and remove the
carrying-a-lizard-corpse-negates-that part. So the effect of a new
moon no longer gets controlled by the contents of hero's inventory.
Pull request from entrez: nothing happened--except spending a wand
charge--if a monster zapped a wand of digging down at a spot where
holes can't be dug. If a pit can be dug there, dig one and then trap
the monster in it. No-op if a pit or other trap is already present.
Closes#796
hero is invisible without being able to see invisible
Issue reported by EndHack: you could see your hands glow red when
reading a scroll of confuse monster or casting the spell of confuse
monster even if you were unable to see yourself.
Switch to the blind feedback (tingling instead of glowing red) if
invisible without see invisible.
Also, have uncursed scroll or low skilled spell confer 1..2 turns
of glowing hands instead of always just 1. (Blessed/highly skilled
stays at 2..9 turns.)
Fixes#828