Several people have asked if 3.6.0 supports playing with tiles on
a public server. Because there's no way for the user's end to know
what that white @ is, this adds special console escape codes for
tile hinting.
The idea was originally a patch called TelnetTiles by Justin Hiltscher,
but this expanded version comes via NAO, where it's been in use for years.
This is basically an interim hack, which should go away when/if
we support actual client-server model.
I think there was also a report about this during beta testing.
Killing an ooze, slime, or pudding left a glob of same which had its
bknown flag pre-set so was immediately shown as "uncursed" even to
non-priests. Use another way to maximize glob mergability: allow
globs to merge even when one has bknown set and the other doesn't.
... never transform and can leave Rider corpses
Riders can't be polymorphed, and the code to prevent that was also
preventing doppelgangers in Rider form from changing shape.
Using ring of protection from shape changers effectively turned such
doppelgangers into actual Riders which would leave self-reviving
corpses. That didn't prevent Riders from appearing on the Astral
Plane though.
I've seen some complaints about not being able to kick with ^d
so add kick as an extended command.
Also add the missing #exploremode command to the Guidebook.
This was a request from a blind player. It's hard to find
the left edge of the menu when it's drawn on the map, so
clear the screen and align menus to the left edge of the screen
when this option is turned off.
Originally this was called the window edge patch.
Allow 'msgtype=show' for messages that nethack uses Norep() for.
I don't know whether anyone will ever want to do that, but if felt
strange to have two different message suppression mechanisms that
were completely disconnected from each other.
For a user with no msgtype filter, there'll be no difference in
behavior.
"Petrified by <foo>, while getting stoned." -- multi_reason "while
getting stoned" explains why no last-second recovery could be made,
but doesn't explain how the petrification happened, so suppress it.
"Died of starvation, while fainted from lack of food." -- nethack
does not display this; presumeably the IRC death notices for NAO are
generated from xlogfile entries. Change 'while fainted from lack of
food' to 'while fainted' at time of death if reason for death is
starvation. The longer version is accurate but sounds fairly silly.
When starvation is set in motion, set it up before checking whether
the initial faint triggers falling on a wielded cockatrice corpse, so
that fainting isn't applied after recovery in case of life-saving.
Freezing a moat--unlike other types of water--substitutes the type
of water (because that isn't "moat" for Medusa's level) in the freeze
message but was doing so after changing the affected terrain to ICE,
yielding "The ice is bridged with ice."
Extend the 'm' and 'M' functionality (move cursor to nearest monster
or farthest monster, respectively, then to next nearest/next farthest
when used successively) to 'o' and 'O' for objects.
'M' was picking the wrong monster (nearest) on first use; now fixed.
Hero is now included in the monster list, and will be the last one
reached if you cycle all the way through in either direction. (Makes
it easier to tell that you have actually been all the way through.
Unfortunately, objects don't have any seen-'em-all indicator. Perhaps
the hero's coordinates should go on that list too?)
Fix several warnings. Accept ASCII RUBOUT (aka DELETE) in addition
to backspace. [Should use erase_char (and add support for kill_char)
but that means pushing get_count() into the interface code.] Guard
against user causing the count to wrap if someone ever adds a call to
get_count() which doesn't specifying a maximum value.
The number of passages felt a little light, so split one of the
long-ish ones into two. The punchline that now ends the first one was
being watered down by continuing the text, and an interesting bit that
was left out can be added to finish the second part. They both lose
some context but I think they work ok separately.
'... inconsistency in character creation menus'.
During role selection, the final 'is this ok?' menu has 'yes'
preselected so accepted <return> or <enter> to answer yes. The
pick-role, pick-race, &c menus prior to getting to that stage didn't
have a default, so using <enter> meant nothing was chosen, and choosing
nothing was treated as a request to quit. This changes that so it's a
request for 'random' instead.
'Provisional fix' because it ought to do this by making 'random' be a
pre-selected menu entry so that the default choice is visible. But
that takes more effort than I'm inclined to expend on this.
Fixing a couple of warnings led to discovery of a couple of real bugs.
Warnings:
1) -Wshadow warning for 'dist2' variable blocking access to dist2()
function.
2) Declaration not at top of block not allowed for C89/C90 (let alone
for pre-ANSI).
Bugs:
3) there might be 0 visible monsters, in which case the code prior to
qsort will call alloc(0). I think ANSI requires malloc(0) to return
a unique pointer which can be freed, but pre-ANSI malloc might
return Null to satisfy it, leading to panic from nethack's alloc().
4) visible monsters in direct line with hero horizontally or vertically
were unintentionally skipped when collecting monster locations.
I think looking at monsters is the wrong way to implement this. It
should be scanning the map for monster glyphs instead. (Coin toss as
to whether it should also treat statues-shown-as-monsters as if they
were monsters while doing this. I'm leaning towards yes. And what
about warning glyphs and instances of the remembered-invisible monster
glyph? They aren't interesting to look at but they might provide a
shortcut to positioning the cursor near something else.)
Using '^' to move to next trap moves from hero's position to end of
hero's line, then columns 1 to N of next line, and so on to bottom
right, then top left columns 1 to N, second line 1 to N, on down to
hero's line. Having 'm' traverse monsters from nearest to farthest
feels like a noticeable inconsistency between the two. Especially if
you move the cursor with direction or topology keystrokes prior to 'm'.
This happens when levelporting to the first Sokoban level in wizard mode
before visiting the level, causing the branch stairs to not appear until
the space it is in comes in sight of the player.
The issue was that levels flagged premapped would cause the special
level coder to call sokoban_detect() before fixup_special() had a chance
to place the branch stairs properly.
Fix from Dynahack by Tung Nguyen.
'Poisoned by a rotted gray ooze corpse' should have been
'Poisoned by a rotted glob of gray ooze'.
eatcorpse() is called for non-corpse globs and then corpse_xname()
is called for them too to set up death reason for make_sick(), but
it didn't know anything about globs. Now it does. Blob size is
ignored since it's not relevant for cause of death.
Stepping onto lava destroyed water walking boots if they weren't
fireproof but didn't do that for other types of boots unless hero
was not fire resistant and got killed by the lava. Burn up all
non-fireproof leather boots when stepping onto lava.