This is similar to the helm of opposite alignment case fixed some time ago. Deferring the setting of foo->known until an item is fully worn (because it used to get set earlier but gave away information if the wear operation was interrupted) didn't take into account that foo might end up Null in various circumstances. So Boots_on() needs to validate uarmf before setting uarmf->known in case putting on boots of levitation while on a sink caused them to come right back off. I put similar validation into all foo_on() just in case (as far as I'm aware, only Boots_on() and Helmet_on() actually need that).
480 lines
30 KiB
Groff
480 lines
30 KiB
Groff
$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.190 $ $NHDT-Date: 1574638389 2019/11/24 23:33:09 $
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This fixes36.3 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.2 in May 2019. Please note, however,
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that another 3.6.x release is not anticipated, and most developer
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focus will shift to the next major release.
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General Fixes and Modified Features
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-----------------------------------
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when place_object() puts a non-boulder on the map at a spot which contains
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other objects, put it under all boulders in the pile rather than just
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under the top one; previously, map wasn't showing a boulder there if
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the top one got moved by means other than pushing
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when examining the map with '/' or ';', picking a symbol which is used for
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more than 4 things yielded a sentence lacking its terminating period
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billing and payment issue as a result of glob coalescing
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glob pricing did not consider weight properly
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glob shop interaction improved to handle more of the expected scenarios
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non-flying steed on Plane of Water would drown when air bubble moved hero
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xans fly, but could not reach your feet if you flew
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adjust vortex database entry to be consistent with fire and energy vortices
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when co-located with a boulder you could sometimes swap places with pets of
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any size
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on rare occasions, multiple mine's end luckstones were being marked as the
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prize and triggering an impossible() on a public server
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make sure the correct luckstone is the prize in mine's end
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free dungeon overview's bones information at end of game
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free current level's bones information at end of game
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free ball and chain if Punished hero dies while descending stairs or dies or
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quits while swallowed; put ball and chain in bones for the stairs case
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if hero dies while a thrown or kicked object is in transit, put that object
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on the map in case bones data gets saved
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fix a memory leak that occurred if player used wizard mode to leave and return
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to the Plane of Air or Plane of Water (not possible in normal play)
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free sortloot data if object handling is short-circuited by cockatrice corpse
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on the Plane of Water, make water go all the way to the edges of the level
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on the Plane of Air, make clouds disrupt line of sight along the edges
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have '&' (whatdoes) command describe movement keystrokes instead of reporting
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them as unknown or showing their number_pad action when that is Off
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some improvement to the handling of endgame levels filling up with monsters
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if you survive turning into green slime due to life-saving (surviving as a
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green slime) then die again due to green slimes having been genocided,
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the feedback was strange because it assumed that the prior message
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came from answering No to "Really die?" in explore or wizard mode
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various cases where objects had their bless/curse state become known weren't
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updating persistent inventory window, when enabled, to reflect changes
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(cited case was trying to remove cursed armor and being told of the
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curse but there were lots of other situations with the same issue)
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similar perm_invent issue when lock state known and/or contents known become
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set for carried container
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blessed scroll of remove curse read while confused might be shown to operate
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on itself by perm_invent after player is told that it has disappeared
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fix memory leak if corpse auto-revival attempt failed ("you feel less hassled")
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allow a parent function to issue an an unplacebc() call that restricts
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subsequent placebc() calls to that parent only
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flying monsters could enter water on the Plane of Water but then they'd drown
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unless they could also swim or else didn't need to breathe
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when finding a place to put a monster on the Plane of Water, don't pick a
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water location for flyers or floaters (levitate) or clingers (ceiling)
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#turn worked when unable to speak despite "you chant an arcane formula"
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#turn implicitly required sight due to wrong check for avoiding spanning walls
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thrown or kicked light source (lit lamp, candle, oil) should emit light as it
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traverses the map; dungeon features, objects, or monsters seen while
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it's in transit will become part of hero's memory of the level, and
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any messages delivered won't have stale light from it around the hero
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unlike watching a monster trying to swap out a cursed weapon for some other
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weapon and failing, watching it wield a cursed weapon didn't report
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that weapon becoming welded to the monster's hand/claw/whatever
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accept "hidden" as an attribute for wizard mode ^G monster creation; created
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monsters which can't be seen will have their locations highlighted
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don't give feedback for monster zapping a wand if a monster plays a fire horn
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directed at self to burn away slime
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if hero knows the number of charges in a wand or magical horn and a monster
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acquires it and zaps/plays it when not in view, remove the hero's
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memory of the number of charges
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for wizard mode 'monpolycontrol', allow usually disallowed type 'chameleon',
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'doppelganger', or 'sandestin' as answer to "change <monster> @ <x,y>
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into what?" prompt when <monster> is really that type of creature
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add Space, Return, and Escape to '? k' (help for menu control keys)
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hero can no longer negotiate a bribe with a demon lord when deaf
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wishing for "foo amulet" now yields an "amulet of foo" rather than random one
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code in parse_conf_file() to trim trailing blanks/cr was skipping over them
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partly eaten food with one bite left had message anomalies when eaten; the
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usual "you resume your meal" case lacked the "you're finished" message
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when done; eating something else in between to clobber meal context
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resulted in no messages at all when restarting and finishing last bite
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wizard mode ^I menu could list "Not carrying anything" after inventory items
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if perm_invent option was On (even on tty where that's not supported)
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wizard mode ^I with 'perm_invent' On would unintentionally filter the content
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of the persistent inventory window to unIDed items if any item got
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chosen to be identified (^R would fix it, as would any invent change)
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change #adjust to treat carrying only gold as not having anything to adjust
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saving bones with 'perm_invent' On could result in "Bad fruit #N" warnings
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update persistent inventory window immediately if 'sortpack' option is toggled
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grammar bit for wizard mode final disclosure; attribute section could show
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"You had N experience points, 1 more were needed to attain level X+1."
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if an engulfer has any worn items, hero could pick them up from inside and
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they wouldn't be unworn properly, eventually triggering warnings or
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worse (Juiblex will wear an amulet if created with one; a shapechanger
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might wear one and then turn into an engulfer)
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kicking an altar ignored god's wrath if hero injured himself during the kick
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detect unseen/secret door detection/^E failed to find monsters hiding under
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objects and failed to find monsters hiding at trap locations
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when farlook describes a monster at a visible spot as trapped, reveal the trap
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fix theft when poly'd into nymph form; 3.6.2 change made that anger the victim
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hero poly'd into nymph would steal gold along with other items
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change wizard mode #panic to require "yes" if 'paranoid_confirm:quit' is set
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add some additional validation checks when setting up a new timer (triggered
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by an ancient source comment rather than by any observed problems)
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if a chaotic monk or wizard gets crowned and is given a spellbook rather than
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Stormbringer as the crowning gift, don't describe the hero as having
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been "chosen to steal souls for [Arioch's] glory"
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for multi-shot shooting by monsters, a typo checked hero's weapon for
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compatibility with ammo when monster was wielding an elven bow
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when a boulder was teleported, if it landed in a pit or trap door or hole its
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former location wasn't updated to show that it wasn't there anymore
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(noticed in Sokoban but not limited to there)
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Terry Pratchett tribute, fix typo in passage #4 for Mort ("the" -> "they");
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also passage #7 for Soul Music ("genious" -> "genius");
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and passage #11 for The Light Fantastic ("to" -> "do");
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passage #3 for Eric ("short" -> "sort");
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passage #10 for Witches Abroad ("was" -> "what")
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fix typo in end_of_input() present since 3.6.0 that would prevent compilation
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for NOSAVEONHANGUP+INSURANCE configuration
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when a status condition becomes fatal, keep it listed as an active condition
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during disclosure and/or dumplog rather than having it already reset
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when a shape-shifted sandestin was turned to stone, it died and reverted to
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sandestin form with 0 HP; that confused known_hitum() because
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sandestins are immune to stoning; net result was monster dying twice,
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triggering "dmonsfree: N removed doesn't match N+1 pending" warning;
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instead of dying, make it revert to sandestin form with full health
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toggling perm_invent (where supported) while swallowed or underwater didn't
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necessarily update the persistent inventory window right away
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have 'O' update persistent inventory window if 'implicit_uncursed',
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'menucolors', or 'guicolors' (curses) is toggled or if menucolors is
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On and any menu color patterns are added or removed
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'O's "set <option> to what?" could be used to force a buffer overflow
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'O's response to bad 'statuslines' value said "must be 2 and 3" (at one point
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it was "must be between 2 and 3", change it to "must be 2 or 3")
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when spellcasting monster aimed at wrong spot due to not being able to see
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invisible hero, feedback could be erroneous if hero could see self
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[messages used 'if (Invisible)' test where 'if (Invis)' was meant]
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prevent impossible when guard tries to relocate a monster on a full level
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hallucination provides partial protection from passive gaze counterattack
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against hero's attack; check for that before checking for free action
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feedback from blessed potion of restore ability never reported "you feel great"
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due to bad logic for not-unihorn case in unfixable_trouble_count()
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when rubbing a ring on a touchstone, all types of rings were treated as if
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they were gems; an iron ring made a cyan streak instead of yielding
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"scritch, scritch" and a gold ring made a yellow streak rather than
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a golden scratch
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zapping self with wand of opening or spell of knock to escape from a trap
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reported "you're released from <trap>" rather than "from the <trap>"
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zapping self with wand of opening or spell of knock to escape from a pit trap
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didn't reset vision limits--only spots adjacent to pit were visible
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wielded aklys that returned to hero when thrown while inside an engulfer left
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a stale 'thrownobj' pointer that triggered "add_to_minv: obj not free"
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panic if same weapon killed any engulfer via melee from inside
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uarmh null pointer dereference if a helm of opposite alignment came off due
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to being polymorphed
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verb tense was inappropriate in some messages when a mon/pet had a name
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ending in 's'
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orctown booty items should have been initialized in mksobj()
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query_category() and whatdoes_help() had early returns which could each leave
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a temporary window around, which in turn might eventually lead to a
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panic due to lack of window slots [probably moot for unmodified 3.6.x;
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the query one couldn't happen unless there is a coding error for
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object classes somewhere and the help one couldn't happen unless the
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installed data files left 'keyhelp' missing]
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ball and chain could end up too far from punished hero (triggering b&c warning
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for wizard mode with sanity checking active) when crawling out of
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water failed because dropping stuff left hero overly encumbered and
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hero was life saved--or player declined to die--if the hero got
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teleported one step further from ball and chain's current location
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avoid 'object lost' panic when polymorph causes loss of levitation boots or
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water walking boots which dumps hero into water where emergency
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disrobing/dropping in order to crawl out chooses to drop those boots
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'sortloot's attempt to group musical instruments separately from other tools
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didn't work as intended due to missing 'break' in sortloot_classify()
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<shift><letter> running told player about engravings as they were being moved
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over but buffered output didn't show it until hero stopped, so it
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wasn't possible to tell where they were, unlike all other forms of
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multiple movement; so stop running if/when an engraving is reached
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fix exploding land mine moving ball or chain and causing a sanity error
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fix firing attached iron ball when swallowed causing a sanity error
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fix vault guard impossible when he could not relocate in certain situation
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fix temple priests or shopkeepers moving over other monsters
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fix hero still hiding under a statue shattered by a land mine
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fix helping a monster out of a pit addressing a deleted trap
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fix launched rolling boulder code accessing deleted trap
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fix monster stepping on a land mine code accessing deleted trap
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revise 'O' to show symbol sets in the same order they appear in the symbols
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file and order the sets in dat/symbols to yield a sensible symset menu
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yellow dragons had green breath
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partly eaten food in a bones level shop would show a non-zero sale price
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while on the floor but not be placed on shop bill if picked up;
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sale price should have been "no charge"
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when non-empty container is dropped in shop and hero is asked whether to sell,
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counting the subset of contents owned by hero vs those owned by shk
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could obtain wrong answer because the container had been placed on
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the floor but the 'unpaid' and 'no_charge' flags of its contents
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hadn't been updated yet, they were still set for when it was carried
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in a shop which doesn't care about tools: You drop a <box> containing 1 item.
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<Shk> offers you <gold> for your items in your <box>. Sell them?
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[plural 'items' and 'them' were including the box along with the one
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item in it even though shk was only offering to buy its contents]
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grammar correction for "That walking shoes is really a small mimic" when
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applying a stethoscope
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mimic immitating a slime mold would change fruit type when player assigned new
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named fruit
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parsing for the argument to 'scores' option was sloppy; "3a/o" (slash) and
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"3a 1o" (space and digit one, not lowercase L) both worked but "3a o"
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(just space) was supposed to but didn't
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wizmakemap could leave genocided monsters on map
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when entering Astral level, initial rendering of guardian angel didn't show
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it as tame; noticeable if the level was entered with 'hilite_pet' On
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fix a leashed pet polymorphed into a long worm staying leashed
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prevent leashing unsolid monsters and monsters with no extremities
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playing musical instruments gave feedback which ignored deafness
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some other deafness-related message corrections
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when dipping into holy/unholy water while blind (where the glow message is
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suppressed), clear dipped item's bknown flag unless water potion's
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bless/curse state is known
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playing music while hallucinating: message misspelled "butterflies"
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putting on gloves while having slippery fingers transfered slipperiness to
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those gloves; taking off slippery gloves directly was disallowed but
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losing them in other ways transfered slipperiness to bare fingers
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when a monster reads a scroll of fire to cure sliming, don't access that
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scroll's memory after it has been used up (bcsign)
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monster vs monster attacks didn't handle shades or silver weapon feedback
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successful alchemy would show new potion's description (color) even when blind
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dipping some types of objects into oil would yield "<object> gleams with an
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oily sheen" even when blind
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dipping into an undiscovered potion would offer chance to give a name to the
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potion even when its description wasn't known (picked up while blind)
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dipping lichen corpse into acid when not blind and acid was undicovered would
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not offer a chance to give a name to the potion after lichen feedback
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pluralization improvement for words ending in a k-sound like "biotech"
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check for whether a monster was entering a region (gas cloud) erroneously
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depended upon whether or not the hero was inside the same region
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all Is_*_level tests during early startup would test as true until
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dungeon_topology was initialized in a new game or restored from
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a save file
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Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
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------------------------------------------------------------------
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elemental_clog() loop needed to guard against obliteration of the monster
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that was trying to be placed
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using ^G to create "hidden mimic" shouldn't have marked it as undetected since
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mimics 'hide' by appearing to be something else; honor "hidden" for
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'hides_under' creatures if/when created at location with object(s),
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also for eels and other fish if/when created at water location
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for wizard mode 'wizweight' option, glob weight wasn't shown unless glob had
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shop price information attached
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fix for feedback when a monster plays a fire horn at self to cure green slime
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ended up being used for zapping a wand of fire at self too
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wizard mode ^I "not carrying anything" still claimed "not carrying anything"
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if "(all items are already identified)" was given
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monster throwing from stack of missiles (darts, daggers, spears) would cause
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crash if it wasn't wielding a weapon (bug in multi-shot shooting fix)
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surviving death while polymorphed would yield "You are a <foo>" without
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terminating period
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'mksobj failure' commit resulted in wrong corpse types for dying monsters
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a recent intended sanity check fix inadvertently bypassed placing a thrown
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chained ball back onto the floor
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in symset:curses, symbol S_tree was accidentally set to horizontal line where
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plus-or-minus sign was meant; also, change S_bars to not-equals sign
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percentage highlighting for Xp broke up/down/changed highlighting for it;
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it was flagged as having gone up every time the percentage changed
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deaf change to zap_over_floor needed to be restricted to player actions only
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monster vs shade attack inflicted damage despite "passes harmlessly through"
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fix for feedback from musical instruments played while deaf ignored whistles
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special map display symbol S_player_override renamed to S_hero_override
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curses: sometimes the message window would show a blank line after a prompt
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curses: the change to show map in columns 1..79 instead of 2..80 made the
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highlight for '@' show up in the wrong place if clipped map had been
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panned horizontally
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curses+'perm_invent': menu coloring patterns which match ordinary inventory
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menu might fail to match persistent inventory window because leading
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article and space ("a ", "an ", "the ") is stripped off for brevity;
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perform the pattern matching tests before stripping doname() prefix
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tty: revert the attempt to fix "message line anomaly: if autodecribe feedback
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wrapped to second line, the wrapped portion wasn't erased when a
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shorter line was shown or getpos was dismissed" because it disrupted
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prompts that spanned more than one line, a more significant issue
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Fixes post-beta1
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------------------------------------------------------------------
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fix several tribute typos
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pluralization correction for unlikely epoch and loch
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ensure that --showpaths displays the personal configuration file last
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don't strip leading slash from hallucinatory monster name "/b/tard"
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quaffing unknown potion of see invisible resulted in asking what to call the
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potion while updated monster display was buffered so not yet shown,
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hence potentially noticeable effect was concealed from player
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when Riders use their bargethrough capability, don't let them swap places with
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something located at a spot where corpses can't be created (their
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door opening ability was letting them exchange places with something
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co-located with a closed door without opening it; if killed there,
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there'd be no corpse so no auto-revive)
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putting on levitation boots while on sink would crash when attempting to set
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the enchantment known flag on Null 'uarmf' pointer
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unix: Fix double DLB definition in linux hints file
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windows: fix --showpaths output for the data file which relies on being
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constructed programmatically to incorporate the version suffix
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Platform- and/or Interface-Specific Fixes or Features
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-----------------------------------------------------
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EDIT_GETLIN: wizard mode 'monpolycontrol' was using the getlin() answer buffer
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to format the coordinate portion of the "change <monster> @ <x,y> into
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what kind of monster?" prompt, resulting in "<x,y>" as default answer
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EDIT_GETLIN: when naming an object or a monster use the existing name, if
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there is one, as the default answer
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EDIT_GETLIN: using 'O' to set message types or menu colors was overloading the
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answer buffer with other stuff, resulting in bogus default response
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during repeat prompting
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EDIT_GETLIN: for paranoid confirmation, if answer was neither "yes" nor "no",
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don't supply the rejected answer as the default when retrying
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USE_FCNTL: nethack wasn't closing lock file 'perm'
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curses: very tall menus tried to use selector characters a-z, A-Z, and 0-9,
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but 0-9 should be reserved for counts and if the display was tall
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enough for more than 62 entries, arbitrary ASCII punctuation got used
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curses: when all available lines in the message window are in use,
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autodescribe feedback for 'pick a position with cursor' overwrote
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the last line (usually the 'pick a position' prompt/hint), sometimes
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leaving part of longer underlying line's text visible
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curses: if message window is only one line, cancelling some prompts with ESC
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left the prompts visible on the message line instead of erasing them
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curses: support EDIT_GETLIN (but like with tty, it's disabled by default) to
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pre-load an earlier response as the default answer for some prompts
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(however, it's skipped if the 'popup_dialog' option is On)
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curses: when display windows get reconfigured (after setting align_status,
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align_message, statuslines, windowborders or due to external resize),
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the message window was being refreshed with most recent message and
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the oldest available N-1 messages rather than next to most recent N-1.
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[Still room for improvement when short lines are combined or long
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ones are wrapped, where it still shows a subset of N original lines.]
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curses: plug memory leak when getting a line of input is cancelled by ESC
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curses: after requesting a line of input from player, next line of message
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window could end up being skipped
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curses: don't convert ^M (or <return> or <enter> key) into ^J; both ^J and ^M
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indicate end of input when typing a line of text but as nethack
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commands, ^J means run toward bottom of screen (when number_pad is
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off) and ^M is not bound to any command, so accidental <return> won't
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cause the hero to try to move
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curses: draw map in screen columns 1..79 like tty, rather than in 2..80
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curses: make text windows wider so that help feedback is more readable
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curses: using ':' for toggling menu items which match a search string, in a
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multi-page menu it would highlight arbitrary items on the currently
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visible page in sync with lines that matched items have on other pages
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curses: when map window was clipped, position bars shown to indicate which
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part of the map was in view didn't work as intended, always drawing
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"*--------------" for horizontal (and comparable '*' with multiple '|'
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underneath for vertical) when it meant to show "---******------" if
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the 2nd and 3rd fifths (for example) were currently within view
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curses: support users's setting for erase char and kill char when getting a
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line of input with 'popup_dialog' Off (already supported for popup On)
|
|
curses: support erase char and kill char when choosing an extended command
|
|
curses: attempting to use ^H to rush left actually executed ^G (#wizgenesis)
|
|
curses: disable the attempt to support Ctrl+Left_click as an alternate way
|
|
to generate Right_click for systems with one-button mouse or trackpad;
|
|
the mouse data passed to nethack didn't match the curses (ncurses on
|
|
OSX 10.11) documentation and things didn't work as intended
|
|
curses: menu coloring required that both 'menucolors' and 'guicolor' be On;
|
|
for menus, ignore 'guicolor' and honor more-specific 'menucolors'
|
|
curses: support symset:curses and symset:DECgraphics for map display
|
|
curses: enable the 'use_inverse' boolean option (via wincap WC_INVERSE flag)
|
|
for extended monster detection and black&white lava; forced to True
|
|
to override default of False (for tty's benefit)
|
|
curses: force 'O' command's menus for 'symset' and 'roguesymset' options to
|
|
be wider so that fewer entries with set descriptions will wrap
|
|
curses: stop restricting menu width to half the display width
|
|
curses+'perm_invent': entries were wrapping without any control; usually not
|
|
noticeable because next entry overwrote, but visible for final entry
|
|
when whole inventory fit within the available height; looked ok with
|
|
borders Off but clearly wrong for borders On
|
|
curses+'perm_invent': if too many entries for window height, last one which
|
|
fit had the next one appended (including hightlighted selector letter)
|
|
when window borders were Off
|
|
curses+'perm_invent': top line was wasted (left blank) when borders Off
|
|
curses+'perm_invent': don't highlight inventory letters since nothing is
|
|
selectable from the menu comprising the persistent inventory window
|
|
curses+'perm_invent': could crash during restore if game was saved while
|
|
hero was swallowed (invalid u.ustuck pointer; suppressing attempts to
|
|
update persistent inventory window during restore hides the problem)
|
|
curses+'popup_dialog': show the text cursor at the end of prompts for single
|
|
character input
|
|
curses+DUMPLOG: pass along old messages from save file and quest message
|
|
summaries to dumplog message history
|
|
curses+EDIT_GETLIN: when a prompt's answer was preloaded, using ESC to discard
|
|
it deleted it from the answer buffer but didn't erase it from screen
|
|
curses+EDIT_GETLIN: the preceding fix handled an answer which spanned more
|
|
than one line but didn't remove the answer properly if the prompt
|
|
portion of prompt+answer spanned more than one line
|
|
msdos: code fixes to allow a build with curses and PDCurses
|
|
msdos: added Makefile1.cross (host portion) and Makefile2.cross (target
|
|
platform portion) to assist in moving this port toward a cross-compiled
|
|
build hosted on linux/OSX/Windows with recent C dialect support; that
|
|
will also pave the way for CI automation and testing of the msdos port
|
|
build in future should the port remain on the radar; currently only
|
|
useful for testing the msdos port compile as it cannot yet build a
|
|
complete game
|
|
tty: re-do one optimization used when status conditions have all been removed
|
|
and remove another that tried to check whether condition text to be
|
|
displayed next was the same as the existing value; sometimes new
|
|
status condition wouldn't be shown unless a screen redraw was forced
|
|
tty: take two, if/when autodecribe feedback wraps past top line, clear
|
|
continuation lines and redraw map if needed when top line is cleared
|
|
['exposed by git' section has an entry for reversal of 'take one']
|
|
tty: video attributes (bold, inverse, &c) for status highlighting sometimes
|
|
were scrambled
|
|
unix: sysconf CHECK_PLNAME=1 wouldn't work if attempt to obtain unix username
|
|
failed even though it didn't need that to check player character name
|
|
unix+curses: startup error only reset terminal for tty; one noticeable
|
|
example was answering 'n' to "Destroy old game?"
|
|
vms: update install.com to include overlooked file bigrm-10.lev in nh-data.dlb
|
|
Windows: some startup error messages were not being delivered successfully
|
|
WindowsGUI: player selection dialog box layout was not being adjusted for DPI
|
|
Windows: significant changes to default directory choices; see documentation
|
|
for details
|
|
|
|
|
|
General New Features
|
|
--------------------
|
|
classify sources as released, beta, or work-in-progress via NH_DEVEL_STATUS
|
|
rather than just released vs beta via BETA
|
|
if you reach the edge of a level (relatively uncommon) and try to move off,
|
|
report that you can't go farther if the 'mention_walls' option is set
|
|
'attributes' disclosure at end of game includes number of experience points
|
|
that were needed to reach the next experience level (new for normal
|
|
play and explore mode; previously only shown for wizard mode)
|
|
report Friday-13th/phase-of-moon/time-of-day for ^X and final disclosure when
|
|
their values matter to game play (date and moon are from the start of
|
|
current session and are not dynamically updated as real time elapses;
|
|
night is a fixed range of hours using the computer's conception of
|
|
local time which could differ from player's if there are time zone or
|
|
system clock issues or simply seasonal variation based on latitude;
|
|
not new but needs to be documented somewhere other than spoilers...)
|
|
status highlighting using percentage rules now supported for experience level
|
|
and experience points; for both, percent is based on Exp progress from
|
|
the start of the current Xp level to the start of the next Xp level;
|
|
100% isn't possible so used as special case for next_Xp_lvl - 1 Exp_pt
|
|
wizard-mode: display effect to show where an unseen wished-for monster landed
|
|
for 'O's symset and roguesymset menus, mark current symbol set as preselected
|
|
curses: enable latent mouse support
|
|
curses: give menus and text windows a minimum size of 5x25 since tiny ones can
|
|
sometimes be overlooked when shown over old messages rather than map
|
|
curses+'perm_invent': since persistent inventory is narrow, strip off "a",
|
|
"an", or "the" prefix on inventory entries shown there so that a tiny
|
|
bit more of the interesting portion is visible
|
|
curses+'curses': change the curses map display to use new symbol set 'curses'
|
|
instead of hard-coded values; it attempts to show IBMgraphics-style
|
|
map using DECgraphics characters; DECgraphics can also be used as-is
|
|
fulfill a request from a blind player to have a unique overriding SYMBOL for
|
|
pets and for the player
|
|
ROGUESYMBOLS can be overridden in config files like SYMBOLS can
|
|
in symset:DECgraphics, set S_altar to 'pi' (was default '_'), S_bars to
|
|
not-equals sign (was 'pi')
|
|
|
|
|
|
NetHack Community Patches (or Variation) Included
|
|
-------------------------------------------------
|
|
add a couple of engraving suggestions in pull request #79
|
|
chasonr's faster method to write characters to msdos VGA in pull request #220
|
|
chasonr's msdos Makefile.gcc pdcurses build changes in pull request #243
|
|
autopickup exception priority change in pull request #226
|
|
|
|
|
|
Code Cleanup and Reorganization
|
|
-------------------------------
|
|
began to add some function caller BREADCRUMBS to aid debugging
|
|
flag existing occurrences of "You hear" as "Deaf-aware" to aid in
|
|
future maintenance
|
|
|
|
|
|
|