Files
nethack/doc/fixes35.0
nethack.rankin 8ed2748d52 #terrain (trunk only)
I've been using this for a while; it is occasionally handy.  #terrain
is a new wizard mode command which brings up a text display where the map
topology is revealed, similar to the obscure #wmode command but showing
different information.  Also, #wmode has been tweaked a little so as to
actually overlay the tty-mode map exactly, rather than being off by one
line and one column.  (That shouldn't really matter for other windowing
schemes where the map and a text rendition of it aren't very likely to
have a given location be displayed at the exact same screen position.)

     The line of formatted flags info below the terrain display probably
belongs in a separate debugging command altogether where it wouldn't have
to be displayed in such a terse fashion.
2006-04-01 05:48:55 +00:00

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$RCSfile$ $Revision$ $Date$
General Fixes and Modified Features
-----------------------------------
change the dreaded "Stop eating?" to "Continue eating?" with default "no"
setmangry should not be called when a monster enters a bones region
bad capitalization of msg when charging for something that catches light
missing opthelp for use_inverse
Never say "It moves only reluctantly"
expert fireball/cone of cold could not target a monster seen only with
infravision or ESP
display "lotus juice", not "lotu juice" for the fruit juice name
only humanoid angelic minions should get/use sword and armor
paper, straw and wood golems resist cold
the options lootabc, showrace, travelcmd, and runmode are now saved
use mons[] array offsets in mnum field in save file rather than storing
the ptr and calculating the distance from beginning of array
two-weapon combat makes two attacks instead of having one attack hit with
each weapon
apply weapon skill to-hit bonus or penalty to bare-handed attacks
only give monk's "cumbersome armor" message when the armor penalty causes
an attack to miss
dust vortex-induced blindness should kick in immediately when blindfold
is removed or glop is wiped off
prayer/unicorn-horn won't fix blindness while still engulfed in a dust
vortex since it will just return immediately
being confused and reading cursed scroll of charging drains your energy
class genocide recognizes species name as an example of the class to
genocide (Martin Snyder)
internals: use Is_box rather than explicitly checking what it checks
fix some unreachable messages (either make then reachable or remove them)
can quiver coins when GOLDOBJ is defined
grammar, spelling and other typos
oracle and rumor regarding priestly donations
keep various delayed killers separate to avoid mixed up messages
don't place randomly-placed aquatic monsters in lava on special levels
hiding monsters don't hide under cockatrice/chickatrice corpses
"sound" option renamed to "acoustics"
deafness now a full-fledged attribute
water should flow into pits from broken wand of digging and drum of earthquake
objects that fall thru trapdoors, et al, can break on impact
support engraving in blood in special level files
many instances of physical damage were not taking Half_physical_damage
into account when reducing your hitpoints
make it possible for the code to recognize your starting pet throughout the
game via is_starting_pet(mon) macro
healers notice when a wand of undead turning revives a monster so the
wand is then identified
update display if bestowed a spellbook while unable to see invisible self
use small pool of static buffers for mon_nam() and Monnam()
Acknowledge Schroedinger's cat at end of game
grammar fixes for applying stethoscope to corpses and statues
player polymorphed as a ceiling hider cannot reach the floor, but
automatically unhide on #sit
trappers do not hide on the ceiling
non-magical whistles do not work underwater
try to restrict whistles and musical instruments to monsters that can blow
thrown potions can sometimes hit a steed's saddle
sync default documentation of "null" option with the code
tripping over a cockatrice corpse didn't petrify, even when not wearing boots
do not call swamps on the Juiblex level "moat" when freezing
keep score from wrapping around and becoming negative by capping it
kicked objects do not slide when on the air or water levels
when a giant carrying a boulder dies in a pit, ensure that the corpse is
buried under the filled pit
when blind and levitating > shouldn't say "stairs" if player has not seen them
a slow-moving monster hidden under a rotting corpse was not immediately
displayed when the corpse rotted away
mimic that ends up on the rogue level should not mimic a closed door
mimic should not mimic a boulder while on a pit or hole location
reviving invisible troll could appear visible until it moves
adjust some of the shop repair messages
charge for reviving a shop owned corpse or reanimating a shop owned statue
filled trap doors on castle can be re-dug
message order when swapping places with a pet (e.g. into a trap), also use
different term instead of "displace"
flyers can get out of pits more easily than non-flyers
allow use of the < command to try to exit a pit
clean up messages when you stop levitation while riding a flying steed
account for all attacks when determining max_passive_dmg
dipping in acid can erode the dipped object
various actions--such as enchanting--performed on an unpaid shop object
either force the hero to buy the item (when its value is lowered) or
increase the current bill (when its value is raised)
adjust health threshold where wounded hero will be healed by successful prayer
prevent lose-level+regain-level cycle from arbritrarily boosting HP and Pw
prevent polymorphing into "new man" at low level from magnifying HP and Pw
losing a level while polymorphed affects hero's current monster HP as well as
underlying normal HP
mind flayer brain eating is subject to certain fatal targets and to cannibalism
corpses of unique monsters in bones behaved incorrectly if revived or eaten
fix pluralization for "this tin smells like mother-in-laws" when hallucinating
try harder to keep pluralization straight when user assigns an already plural
value for named fruit
avoid false matches when looking up fruit names ("grapefruit" isn't "grape")
handle pluralization of man-at-arms and singularization of men-at-arms
assigning an artifact name is rejected on objects with similar description to
corresponding artifact's type rather than just those of the same type
adjust feedback for gas spore explosion when hallucinating
traps detected by scroll or crystal ball overlooked carried or buried chests
can't wish for a trapped box/chest/tin by specifying "poisoned"
grammar bit if killed by stealing a cockatrice corpse from a monster
being petrified by swallowing a cockatrice violates foodless conduct
devouring Medusa whole is fatal
eating pet won't continue eating after becoming paralyzed or falling asleep
randomize shopkeeper names when hallucinating
fix wording for "leprechaun steals gold from between your feet" when mounted
fix monsndx panic which happened after currently moving monster expelled
swallowed hero onto magic trap and was made tame by its effect; taming
no longer replaces monster
reduced message verbosity when re-entering a temple
reduced message verbosity when monster with multiple attacks missed wildly
zapping a never seen wand while blinded won't make the wand a discovery
zapping an unID'd wand of teleportation at self will discover it (usually)
zapping unlocking magic at self while punished will remove attached chain
don't see objects or read engraving when hero changes location (random
teleport) or position (levitation timeout) while asleep or fainted
polymorphed spellbooks may turn blank or be too faint to read
avoid inappropriate message when using a cursed lamp while blind
player polymorphed as a guardian naga spit the wrong kind of venom
put #define for potion occupant chance and cursed wand zap chance in one place
candles should not be fireproof
recognize most instances where hallucinatory monster name should be treated
as a personal name (to avoid "the Barney") instead of a description
avoid giving misleading or redundant feedback when reading scrolls
custom arrival message for special levels could be delivered too soon
prevent scroll of charging that has already disappeared from showing in the
picklist of things to charge
doors break instead of absorbing the blast of a broken wand of striking
avoid "Something's in the way" message with unidentified wand of locking
better handling for Fort Ludios and endgame in wizard mode's `^V ?' menu
no free lunch for gelatinous cubes eating scrolls of mail
eating gold in front of the vault guard will make the guard angry
calculate engulf time differently for non-digestion attacks than for digestion
Platform- and/or Interface-Specific Fixes
-----------------------------------------
unix: new -wwindowtype option
win32gui: better handling of "more" prompt for messages that would have scrolled
off the window
win32gui: set correct checkmark on "Lock Windows" menu item on startup
win32gui: redraw message window on resizing (it does not update properly otherwise)
win32gui: fixed copy/paste error in read registry settings function
win32gui: improved calculation of the size of the menu window
win32gui: made auto-arrange windows on/off option (it was reset automatically
which was unintuitive and in some cases annoying
win32gui: fix a possible crash with AltGr-4 WM_KEYDOWN handling
win32gui: use whatever alternate tile set is loaded in the menus
win32tty: prevent early error messages from flashing by too fast and not seen
platforms that support hangup: SAFERHANGUP to avoid losing objects in transit
between lists when hangup occurs, and also avoid cheats due to
well-timed hangups to stop a long melee
X11: support dynamic switching of map mode via tiled_map option
X11: added support for hilite_pet to text map mode
General New Features
--------------------
burying a punishment ball no longer ends your punishment
#tip command--pay a modest gratuity
add clicklook option to allow looking at things on the display by clicking
right mouse button when floating mouse pointer over them
Izchak's lighting store is now able to stock oil for your lamp
provide core support for saving of messsage history in save file
the following actions can now be continued after save/restore: digging,
eating, studying, removing armor
hero-created and monster-created ice will eventually melt away
extend Warning to include ice danger
wishing for particular variety of tin contents (deep fried, broiled, etc.)
debug-mode wishing for random monster(s) via '*'
debug-mode viewing of fully identified object descriptions without
actually identifying the objects
health-food store that stocks monk-appropriate foods in mine town when monk
give more information about your attributes in debug mode
polywarn to give intrinsic monster detection of limited species while polymorphed
rocks can skip on the water sometimes allowing them to pass over water creatures
vampires can now shapeshift into bats and fog clouds; the latter can be done at
will to slip through locked doors
shapeshifted vampire will transform back to vampire form after you defeat it and
continue to fight in its native form
container lknown flag for locked/unlocked/broken awareness
container cknown flag for container content awareness
plname is stored in the save file on all platforms now
introduce support for negation of role, race, align, gender values to eliminate
them from random selection and the pick list of startup choices
some intelligent pets will avoid cannibalism
keep track of which monsters were cloned from other monsters
number_pad:3 run-time option to use inverted phone keypad layout for movement
number_pad:-1 to swap function of y and z keys; z to move NW, y to zap wands
display spell retention information in the spell menu
tame ghouls can eat old eggs
new effect for reading a scroll of light while confused
allow digging an adjacent pit with wand of digging while trapped in a pit
#terrain command for debug mode
Platform- and/or Interface-Specific New Features
------------------------------------------------
win32gui: support perm_invent
win32gui: menu option to add/remove windows captions
win32gui: support for saving/restoring message history
win32gui: added menu options "Copy ASCII Screenshot To Clipboard" and "Save
ASCII Screenshot To File"
win32tty: support for 'selectsaved' option for menu of existing save files
to choose from at game startup
tty: add window port routines for saving/restoring message history
smartphone: added "Type Cmd" command that allows to type arbitrary commands
using phone keypad
smartphone: added Q(quiver) command to "Attack" layout
smartphone: fixed F command to prompt for direction
Code Cleanup and Reorganization
-------------------------------
removed OVLx section dividers previously used for TRAMPOLINE overlay system
move all flags that are system or port specific from flag struct to sysflags
struct which is used only if SYSFLAGS is defined
all fields in flags struct are unconditionally present
monst cham field now a short and uses mons[] index
rearrange some monster ordering to follow rule #2 listed at top of monst.c
change region player_flags to more appropriate unsigned int instead of boolean
remove remains of sync_hunger, which has been ifdef'd out for years
new mextra structure housing pointers to mname, egd, epri, eshk, emin, edog
consolidate vault.h, epri.h, eshk.h, emin.h and edog.h into new mextra.h