When clairvoyance revealed an underwater object and the player wasn't being given a chance to browse for some other reason, the map didn't get refreshed and the object stayed displayed with the water hidden under it. Force a chance to browse when revealing underwater objects despite that being intrusive when clairvoyance kicks in while walking around.
427 lines
26 KiB
Groff
427 lines
26 KiB
Groff
$NHDT-Branch: $:$NHDT-Revision: $ $NHDT-Date: $
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This fixes36.2 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.1 in April 2018. Please note, however,
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that another 3.6.x release is not anticipated after 3.6.2, 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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last line of config file wasn't being heeded if it had no newline
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list MSGTYPE values shows empty strings as reported in H7140
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Killing Vlad while he was in bat/fog cloud/wolf form gave poorly worded
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feedback when he reverted to vampire form
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spaces in hilite_status option title text field not working
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numeric hilite_status values didn't allow negative numbers (needed for AC);
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change them to accept leading '-', also accept unary '+' as a no-op
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permanent inventory window was updated too soon when a scroll of charging
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was used to [re]charge an item, not reflecting the item's change(s)
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for starting inventory, don't give an orc hero lembas wafers or cram rations
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targetting with a polearm could give away location of hidden monster
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static prototype could be left orphaned depending on #defines in rip.c
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config file error handling routines were calling xx_wait_synch early
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even before the window system was initialized; add a default routine
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status_finish() in botl.c would unconditionally invoke the window port's
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win_status_finish() routine which was problematic if the windowport
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wasn't initialized yet
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using 'O' to set up a hilite_status rule for string comparison, the menu for
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color was titled "choose attribute for when <foo> is 'bar'" and the
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one prompting for attribute used the default "pick an attribute"
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when finishing using 'O' to examine or set hilite_status rules, if the
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'statushilites' option is 0 and there is at least one rule, give a
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reminder about setting it to non-zero to activate highlighting
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end of game disclosure was exercising Wisdom when revealing inventory and
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also repeatedly updating persistent inventory window if enabled
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internals for 'sortloot' option have been changed to not reorder the actual
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list of objects, so changing it to 'n'one will get the original order
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back and having a persistent inventory window open when performing
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full-pack identify won't result in possibly skipping some items
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give vault guards a cursed tin whistle since there is a shrill whistling
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sound if hero teleports out of vault while being confronted by guard
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polymorphing worn amulet triggers panic if it turns into amulet of change
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wishing for small mimic corpse or large mimic corpse failed with 'nothing
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matching that exists'; wishing for large {dog,cat,kobold} corpse
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yielded normal size one (size prefix was being stripped off for globs)
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wishing for "glob of grey ooze" failed even though grey ooze is recognized
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as a variant spelling for gray ooze
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spells of healing and extra healing cast at monsters handled monster blindness
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inconsistently compared to other healing
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when using the 'O' command to create a status highlight that specifies
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multiple attributes (blink+inverse, &c), pick all of them in one menu
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selection and create a single hilite_status rule instead of having
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separate rules for each attribute to be merged when highlighting
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highlighting status conditions would fail to use attributes if a rule with
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them was followed by another one without (color only or color&normal)
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when using 'O' to set hilite_status rules, hide the 'score' status field if
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game has been built without SCORE_ON_BOTL; latent rules for 'score'
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can still be set in config file and removed via 'O' but can't be added
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make stone-to-flesh behave the same on statues of petrified monsters as it
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does on random 'dungeon art' ones (revive at a nearby spot instead of
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becoming a corpse when there's already a monster at statue's location)
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special level loader didn't support populating several types of special rooms
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(ant hole, cockatrice nest, leprechaun hall)
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eating rings while polymorphed didn't handle bonus/penalty for increase damage,
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increase accuracy, or protection correctly
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shopkeeper's position in front of shop door didn't correctly handle bottom
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edge of irregularly shaped shop due to typo or copy+paste error
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(latent bug; no such shops are present in 3.6.x)
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attempting to update permanent inventory window during restore had problems
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with unpaid items (needed shop bill before shop and its shopkeeper
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were restored) and named fruit
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remembered corpse which isn't there anymore would be described by farlook as
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the corpse of a random monster type
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when eating a tin of spinach, don't "feel like Popeye" is sustain-abilities
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prevents any strength gain
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summary text [for message history] of quest message Pri 00081 (Priest quest
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success message given when bringing quest artifact to leader)
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misspelled "congratulations"
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verbal charm/seduce messages were given even when hero was deaf
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succubus/incubus seduction might result in loss of levitation which in turn
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could drop the hero onto a trap that transports him/her elsewhere;
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seduction was proceeding as if nothing unusual had happened
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#turn command which aggravated monsters did so without using a turn (not a pun)
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fix hole/trapdoor passage inconsistency when polymorphed into a giant
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making a wide-open special level with FLAGS:inaccessibles could trigger a
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"floodfill stack overrun" panic (no 3.6.x levels were affected)
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wallifying a special level might go out of map bounds (not with 3.6.x levels)
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and corrupt other level data
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if a random grave produced during level creation included some gold, that gold
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was left on the ground instead of being buried with other treasure
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multiple instances of shop damage at same spot (before repairs, so a broken
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door or dug wall plus trap creation) only charged hero for first one
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shop door repair which took place when hero was on another level only worked
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correctly if a trap at the same spot was removed
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object scattering during shop wall repair was skipped if a trap at the same
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spot was also being removed
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augmented death reason for "while helpless" was broken for record and logfile
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(but still correct for xlogfile)
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prevent wish prompt input from remembering the previous wish
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parchment and vellum are made from animal skin so change material composition
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and color for spellbooks with those descriptions from paper to leather;
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eating those books now breaks vegetarian conduct
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fix monsters not wielding digging implements
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wizard mode ^I^I didn't make temporary identifications become persistent if
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the build configuration makes plain 'char' unsigned
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wizard mode #wizidentify didn't disclose extra information for unID'd items if
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key bindings took away ^I and didn't bind #wizidentify to another key
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make transformation message of a deliberate apply of a figurine seem a bit
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less definite when blind and place unseen monster marker at the spot
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you think it should be
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add window port status_update() value BL_RESET to use as a flag to
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redraw all status fields, distinguished from BL_FLUSH which now only
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specifies that the bot() call has completed so any buffered changes
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should now be rendered
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for hilite_status of string status fields (title, dungeon-level, alignment),
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the types value-goes-up and -down aren't meaningful; treat them as
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value-changed if from config file and don't offer as choices with 'O'
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jumping into or over a Sokoban pit, or over a fire trap, triggers trap twice
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mimics created by #wizgenesis could block or not block vision incorrectly
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handle monsters inside the invocation area
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give monsters who have had a worn item stolen or who have been life-saved
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(used up amulet) a chance to wear replacement gear on next move
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instead of having to wait until they pick something up
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Unchanging hero in clay golem form will be killed when cancelled
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poly'd shapechanger and hiding mimic will revert to normal when cancelled,
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like werecreature in beast form and non-Unchanging hero
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cancelled shapeshifter is no longer able to change shape
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cancelled shapeshifter hit by polymorph magic will become uncancelled
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polymorph zap which creates a new long worm (or retains an old one via wizard
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mode monpolycontrol) can hit that worm multiple times (tail segments)
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wishing for "orange" could yield orange or orange colored gem/potion/spellbook
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a sleeping or paralyzed mon would be frightened by its reflection when
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applying a mirror
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prevent leash showing unseen monster as "attached to it"
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gremlins seemed impervious to Sunsword's light yet a flash from a camera
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caused them to cry out in pain
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when objects migrate (fall down stairs) and invisible hero (w/o see invisible,
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no-autopickup) descends, stairs get shown instead of object(s) on them
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drum of earthquake was causing deafness but oddly enough only when used up
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known bear trap was being forgotten about by a player polymorphed into a
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flying monster if the player unsuccessfully tried to #untrap it and
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moved onto the trap square as a result
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no leash-related message is given when a leashed pet yellow light explodes
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shop messages refer to shk by name even when shk is not visible but some
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used pronoun "it" or "its" in same sentence; ditto for vault guards
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poly'd hero and monsters could eat through iron bars in areas where walls
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were flagged as non-diggable
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Samurai seeing items at a distance could have them be described by their
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ordinary names rather than by their Japanese names
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wizard mode ^T shouldn't have been diminishing player power but it was
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and hilite_status:power settings really drew attention to that
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fix missing space in "would flyif you weren't levitating"
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a wand of polymorph lost its magical ability for the turn just because the
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player using it to engrave happened to be blind, which didn't make
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much sense
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floating eye is classified as a flyer but flying is blocked while levitating,
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so don't set intrinsic flying if hero is polymorphed into one
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being trapped (bear trap, web, molten or solidified lava, chained to buried
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iron ball) blocks both levitation and flight (note: being stuck in a
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pit ends when either of those starts so doesn't apply)
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change default value for the 'autodescribe' option to 'on'
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Elbereth hypocrisy penalty doesn't apply if attacking a monster which isn't
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frightened by Elbereth; normal scuffing of engravings still applies
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Elbereth hypocrisy penalty reduced when alignment is already low
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during character creation, don't unset alternate weapon when a shield gets
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worn (was preventing knight from having lance set up as uswapwep)
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preformatted Guidebook.txt split line in middle of "' '" for #wait command
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prevent simiulated screenshot in Guidebook.txt from spanning page boundary
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overview information for former hero was not being set properly when bones
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file was saved, so current hero coming across a dead hero's grave
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didn't have #overview feedback augmented with "final resting place"
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in Guidebook.mn and Guidebook.txt, the 'I' command mis-described `IX' as
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displaying inventory items whose bless/curse state is "known"
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(Guidebook.tex correctly had "unknown")
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poison gas (stinking cloud) wasn't shown at drawbridge-up spot
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prayer result which enhanced strength (fix weakness from hunger) didn't give
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a message if a change in encumbrance occurred; it came on next move
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add current location within the dungeon to the Background section of ^X and
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final disclosure (it's not background but doesn't fit anywhere else)
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death from something other than loss of hit points could leave hero with
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non-zero HP at end of game (during "really die?" prompt, disclosure)
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added several special cases for genocide and/or wishing prompt: (cookie,
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pie, genie, watchmen)
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lightning strike from Mjollnir did not make any noise
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with menustyle:Full, picking 'A - autoselect all' when putting items into a
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container actually took everything out of that container
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add missing 'A - autoselect all' choice for menustyle:Full when taking items
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out while looting a container
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fix odd wording "The boulder triggers and fills a pit"
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^X status feedback: don't report "not wearing any armor" when wearing a shield
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attempting to #ride a long worm's tail could trigger impossible "worm_cross
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checking for non-adjacent location?"
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avoid "The " in "The <known-artifact-but-not-The-artifact> falls down stairs."
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avoid potential buffer overflow if object with very long name knocks other
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objects down stairs when dropped, thrown, or kicked there
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#wizintrinsic for 'flying' didn't update status line when flying ended
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#wizintrinsic for 'warn_of_mon' didn't set any type of monster (now grid bugs)
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clairvoyance would show trap instead of a monster on/in that trap, which was
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intentional, but when clairvoyance finished the monster wasn't shown
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nurse corpse/tin chance to convey poison resistance when eaten was not honored
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make tame vampires be more aggressive when shifted to bat/fog/wolf form
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a stale gold symbol could be displayed on the status line following a switch
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to a new symset, as observed and reported for Windows RogueEpyx symset
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successfully paying for shop damage with shop credit would be followed by
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impossible "zero payment in money2mon"
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if a migrating monster was killed off because there was no room on the
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destination level, it would leave a corpse even if it was a type
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which should never leave one (demon, golem, blob, &c)
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monsters accompanying hero during level change (usually pets) who failed to
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arrive and tried to re-migrate were being removed from the map after
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already having been removed [impossible "no monster to remove" if
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compiled with EXTRA_SANITY_CHECKS enabled] during migration handling
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monsters accompanying hero during level change (usually pets) who failed to
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arrive and tried to re-migrate (for hero's next visit to the level)
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ended up being killed because the migration attempt happened right
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away (same visit by hero, so level still full) and they weren't
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accompanying hero on the second attempt
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fix for above (all failed arrivals will re-migrate) makes the earlier fix (for
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invalid corpse being left by monst killed upon migration failure) moot
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end of game while carrying Schroedinger's Box would reveal cat-or-corpse
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for inventory disclosure or put that info into dumplog, but not both
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attempting to untrap an adjacent trap while on the edge of--not in--a pit
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failed due to not being able to reach the floor
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magic trap's deafening roar effect wasn't waking nearby monsters
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scattering of objects might leave source location with wrong thing displayed
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for configurations with 'long int' larger than 'int', lev_comp wrote some
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garbage into the *.lev files, but nethack seemed unaffected by that
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(at least on little-endian hardare) and loaded the levels successfully
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stinking cloud placed near water could kill underwater creatures
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applying--rather than wielding--a cursed polearm or weapon-tool didn't report
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that it had become welded to hero's hand(s)
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the message when riding a steed into a pit was composed but not shown
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dismount that kills steed because there is no room to put it on map blamed the
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hero; change that to only blame hero if dismount was voluntary
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to emphasize that it's not a light source, change description of wielded Sting
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from "(glowing light blue)" to "(light blue aura)" when sighted and
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from "(glowing)" to nothing (not warm enough to feel) when blind
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glowing Sting quivers if hero becomes blind and quivering Sting glows if
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blindness ends; it worked for timed blindness but not for blindfold
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weapon (wielded pie, egg, potion, boomerang) might be destroyed when hitting a
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long worm, then freed memory was accessed to decide whether to cut it
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level change after being interruped locking or unlocking a container might
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access freed memory
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if a restore attempt failed and a new game was started instead, it would use
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stale context from old game if restoration got far enough to load that
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if hero survives turning into slime (life-saving), survive as a green slime
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hero hit by something that causes inventory items to be destroyed with loss of
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any of those causing other inventory items to be dropped or destroyed,
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inventory traversal became unreliable (known sequence: potions hit by
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fire then breahing vapor from boiled unholy water triggering were
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transformation to beast form; possible sequence: ring of levitation
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blasted by lightning and dropping hero onto fire trap); [3.6.1 fixed a
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similar problem with more obvious symptom, an "object lost" panic when
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the unholy water was wielded; the fix for that wasn't general enough]
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add MM_ASLEEP makemon() flag and honor it when creating group for fill_zoo
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add MM_NOGRP makemon() flag as a means of suppressing groups of monsters in
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a couple places that warrant it when a specific monster type isn't
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specified on the call to makemon()
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at start of session (new game or restore), HILITE_STATUS for gold was ignored
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if player creates any menu colors via 'O' while menucolors is off, issue a
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reminder that it needs to be on in order for those to become effective
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setting second or later named fruit to value beginning with two or more spaces
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followed by non-space gave "singular of null?" warning
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when blocking/unblocking of levitation or flying was updated due to walking
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onto different terrain, the relevant status condition wasn't updated
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on the screen until some other status update happened
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if levitating hero poly'd into pass-wall creature jumped or teleported from
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terrain that allowed levitation to terrain that didn't or vice versa,
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blocking of levitation wasn't updated properly
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clairvoyance revealing underwater or under-lava objects left object displayed
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instead of restoring the water or lava
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Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
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------------------------------------------------------------------
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fix access violation when --debug:xxxx has no other args after it
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setting the inverse attribute for gold had the space before "$:"
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getting highlighted along with the gold field
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sortloot segfaulted when filtering a subset of items (seen with 'A' command)
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orctown: prevent Bad fruit #0 and some minor tuning
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orctown: orcs beyond the mines were being given any left-over booty and named
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as part of the same marauding gang operating within the mines
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make long extended commands list be more navigable
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simplify #wizidentify; don't rely on having bold menu entries
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ensure tmp_at() structures are initialized for all code paths when swallowed
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trapped-vs-levitation/flying change broke Sting releasing hero from web
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life-saving while poly'd and Unchanging wasn't restoring u.mh (HP as monster)
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change in searching stopped finding unseen monsters except hiders and eels
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buliding with EXTRA_SANITY_CHECKS enabled would issue "no monster to remove"
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warning if steed was killed out from under the hero
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changing Sting's description to be "(weapon in hand) (light blue aura)" was
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too close to feedback when objects become blessed; change it again,
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to "(weapon in hand, flickering/glimmering/gleaming light blue)"
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fix bit-use collision between WC2_TERM_SIZE and WC2_RESET_STATUS in
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include/winprocs.h following a recent merge
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fix foxen pluralization again after underflow remedy reintroduced the problem
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tty: turn off an optimization that is the suspected cause of Windows reported
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partial status lines following level changes
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tty: ensure that current status fields are always copied to prior status
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values so that comparisons are correct
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tty: fix an out of bounds error in tty_status_update() for BL_HUNGER case
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tty: fix leftover display artifact when the last field on the row got placed
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to the left of where it was previously due to it, or one of the fields
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to its left, getting shorter
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X11: its use of genl_status_update exposed a negative index use that could
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lead to a segfault
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X11: rollback disabling of keystroke input for PICK_NONE menus (for scrolling)
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Platform- and/or Interface-Specific Fixes or Features
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-----------------------------------------------------
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move 'perm_invent' value from flags to iflags to keep it out of save files;
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affects X11, win32, and curses
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always define shell and suspend commands so that key bindings copied from one
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platform to another work even if second one disables those commands
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windows-gui: In nethackw, there could be conflicts between menu accelerators
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and an extra choice accelerator to fix H7132.
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windows-gui: recognize new BL_RESET in status_update; no change in behavior yet
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windows-gui: align hpbar behavior at zero hit points with tty behavior
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windows-gui: add support for status_hilites for the player condition field
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such as stone, slime, strngl, blind, deaf, stun, conf, etc.
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windows-tty: Specify both width and height when creating font for width testing
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windows-tty: To counter lag problems that were occuring with the Win32 console
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port, implement a console back buffer to reduce the number of calls
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made to WriteConsoleOutputXXX
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windows-tty: Additional changes to xputc_core() and early_raw_print() to
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manage the cursor position correctly as that is needed to handle
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raw printing correctly
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windows-tty: Added check for when we might be running off the bottom of the
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screen when handling msmsg()
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windows-tty: Added runtime checks to keep cursor always within bounds
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windows-tty: Fix memory leaks as reported in H5779
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windows-tty: Use nhraykey by default if the players keyboard layout is
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non-english as reported in H4216
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windows-tty: We now support changing altkeyhandler in game
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windows-tty: augment codepage850-to-Unicode mappings that are not displayable
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with codepage437-to-Unicode mappings that are, to help ensure
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that rogue-level characters in the status line match their appearance
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on the map
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windows-tty: add support for mouse_support:0 (disabled), mouse_support:1
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(fully-functional including disabling QuickEdit on Windows console
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because QuickEdit intercepts the mouse clicks so NetHack never sees
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them), or mouse_support:2 (NetHack support on but QuickEdit left as is)
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windows: Added ntassert() mechanism for Windows based port use
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windows: heed OPTIONS=symset:default in config file if it is present
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windows: add curses window port which can co-exist with tty in exe and be
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selectable in user config file via OPTIONS=windowtype:curses
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tty: significant optimizations for performance and per field rendering
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tty: use WC2_FLUSH_STATUS to buffer changes until BL_FLUSH is received
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tty: support BL_RESET in status_update to force an update to all status fields
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tty: stop hitpointbar from jumping to 100% health at zero hit points
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MacOSX: add curses window port
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MacOSX: add Xcode project to sys/unixNetHack.xcodeproj
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MacOSX: add Xcode supporting files README.xcode and XCode.xcconfig
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containing important build info
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unix: Makefile.src and Makefile.utl inadvertently relied on a 'gnu make'
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extension when using $(VERBOSEMAKE) to reduce build-time feedback;
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replace with $(QUIETCC) which operates the same but defaults to
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verbose so doesn't use '$<' for multi-prerequisite targets unless
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specifically requested; use 'make QUIETCC=1 <target>' to get the
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3.6.1 behavior back
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unix: add curses window port
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vms: data file processing and playground setup were missing post-3.4.3 files
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engrave, epitaph, and bogusmon made from corresponding *.txt
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Qt: add Qt5 specific hints file for linux and Mac OS X (Ray Chason)
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Qt: enable compiling Qt5 on Windows (Ray Chason)
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Qt: entering extended commands, hide non-matching ones
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Qt: remember tile and font size
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X11: implement menucolors and allow menus to obey some attributes
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X11: make key translations work with menus on Linux
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X11: allow mouse wheel scrolling to work in menus by default
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X11: handle paged menu control keys
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X11: remember perm_invent window geometry
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X11: handle X errors via panic
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X11: don't reuse perm_invent window for picking an object
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X11: obey mouse_support and allow toggling it in game
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X11: obey menu movement keys
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X11: enable menu [cancel] button for PICK_NONE menus
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X11: text popups on OSX wouldn't accept keyboard input unless the 'autofocus'
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resource was enabled; most noticeable when trying to dismiss 'things
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that are here' while walking over object piles
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General New Features
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--------------------
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integrate aklys feature introduced in 3.6.1 into display
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status_hilite options which use comparisons may now use <= and >= in
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addition to previous < and >; in 3.6.1 the latter operated as if
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they were <= and >= but now behave as conventional less than and
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greater than; old highlight rules using them should be updated
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sortloot option has been enhanced to improve object ordering; primarily,
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items of undiscovered type come out before items of discovered type
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within each class or sub-class of objects
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YAFM when stumbling on an undetected monster while hallucinating
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make it clear when a leprechaun dodges your attack
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wizard mode #wizidentify can now select individual items for permanent
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identification and don't display the selection to permanently
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identify everything if everything is already fully identified
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make mine town "orctown" variation a multiple level feature of the mines
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replace #monpolycontrol command with monpolycontrol boolean option
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replace #wizdebug_traveldisplay command with travel_debug boolean option
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rename #wizdebug_bury command to #wizbury
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life-saving now makes swallower or grabber release hero
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for ^X and enlightenment, display the information in a menu rather than a
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plain text popup, so that player can go back within the text via
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'<' (menu_previous_page) and '^' (menu_first_page) menu keys;
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needed for interfaces (tty) without text popup scrollbar support;
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end of game disclosure of attributes remains single-forward-pass
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NetHack Community Patches (or Variation) Included
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-------------------------------------------------
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curses: the community patch for an optional curses window-port was
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incorporated into the NetHack source code tree. The curses
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window-port evolved from work originally done by Karl Garrison,
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and has been in use in several NetHack variants and on
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nethack.alt.org and on www.hardfought.org/nethack/ for a while.
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It is available and tested for 3.6.2 for Windows with PDCurses
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layered underneath, and for Mac OSX and Unix (using ncurses as
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the layer underneath). It may also work for DOS with PDCurses
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layered underneath, but that has not been tested.
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Code Cleanup and Reorganization
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-------------------------------
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generated source file monstr.c is no longer used
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