triggering an impossible warning about "wall_angle: unknown" due to the known conflict between door state and wall info which both overlay the flags field for map locations. Reported and diagnosed by vultur-cadens: if a shop's wall was dug open, followed by use of locking magic to plug the gap with a door, and then unlocking that door, the D_CLOSED door flag was left as invalid wall_info when shop damage was repaired. Map re-display complained. Leaving the door locked or opening it after unlocking did not result in any complaint because the values for those door states do not conflict with wall angle values. The problem was reproducible and is now fixed by adding an extra field to the shop damage structure. A similar change has been made to the vault guard's 'fake corridor' structure but I have no test case for that so don't know whether it makes any difference. At least it doesn't seem to have broken anything. Existing save and bones files are invalidated by the fixes. Fixes #606
1413 lines
87 KiB
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1413 lines
87 KiB
Plaintext
NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.630 $ $NHDT-Date: 1629928191 2021/08/25 21:49:51 $
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General Fixes and Modified Features
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-----------------------------------
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hero polymorphed into a vampire can use #monster to shape-shift rather than
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just do a one-shot polymorph into bat/cloud/wolf and shifted vampire
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hero can use #monster again to take on another form (randomly chosen
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among the shiftable shapes and true vampire form)
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adjust bones filename buffer sizes to accommodate suffix
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fix internal self-recover to work with recent fields added to checkpoint file
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improvements to pronoun usage when hallucinating
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function calls made from map_glyphinfo() based on dungeon level are now called
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once per level
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fast hero could have random clairvoyance happen more than once on same turn
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using 'Q' on wielded weapon would offer to split stack; make using 'w' on a
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quivered stack behave similarly
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weight for giant spider was too low for creature of size 'large';
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weight for giant beetle was much too low for 'large'
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leave some menu items out of "invert all" via '@' when their inclusion would
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degrade the usefulness of that interface feature
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change crysknife from mineral to bone and worm tooth from unspecified to bone
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worn meat ring shouldn't cause increased hunger; neither should fake Amulet
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worn +0 ring of protection should cause increased hunger if it is the only
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source of extrinsic Protection
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monster wielding Stormbringer or healer's Staff against another monster would
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heal the hero instead of the wielding monster when draining life
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change twoweapon feedback from "not a weapon" to "not a suitable weapon"
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don't allow twoweapon combat if either weapon is a bow, crossbow, or sling
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[later: or arrows, bolts, and missiles (darts, shuriken, boomerangs)]
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drum of earthquake feedback reported various things (fountains, thrones, &c)
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falling into a chasm but they remained intact because trap creation
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had been changed to not clobber such things (so couldn't make pits)
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make earthquake which hits a secret door or a secret corridor reveal it
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wizard mode wishing for "Amulet of Yendor" had 50:50 chance for true Amulet
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or a cheap plastic imitation; recognize "real Amulet of Yendor" and
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"fake Amulet of Yendor" to precisely specify either of them but also
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take away the 50% chance of yielding a fake one when neither real nor
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fake is specified
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unpaid globs showed weight info unconditionally outside of wizmode
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walking out of tethered-to-buried-object trap condition was supposed to
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reinstate punishment but wasn't finding the buried iron ball because
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the trap condition was cleared first to indicate escape; result was
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attached chain that got dragged around but had no ball attached
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when poly'd into a giant and moving onto a boulder's spot, message given was
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confused about whether autopickup would occur so could be misleading
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random role selection wasn't honoring unwanted alignment(s) properly
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if at the edge of the map window, trying to move farther fails but used a turn
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hero can no longer wear blindfold/towel/lenses when poly'd into headless form
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revamp achievement tracking for exploring Mine's End and Sokoban (by acquiring
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luckstone and bag of holding or amulet of reflection, respectively)
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throttle long worm growth rate and HP accumulation
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poly'd hero was able to zap wands, apply tools, and #rub objects without
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having any hands
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spellcasting monster got an extra move after casting
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allow defining #wizgenesis quantity in the prompt
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digging through iron bars from an adjacent pit made a pit on top of the bars
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give feedback if controlled level teleport attempt fails because hero is
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already on the bottom level and player tries to go even deeper
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unseen pet that drowned didn't give "you have a sad feeling" message
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prevent ravens from blinding other ravens: /corvus oculum corvi non eruit/
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have ^X provide more information when held or swallowed
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display wasn't updating immediately after toggling hilite_pet option
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randomly choosing role could lead to crash via segfault
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if eel bite attack caused hero to move (killed + rehumanized + crawled out
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of water), its grab attack could succeed even if no longer adjacent
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specifying a count when picking [part of] a stack of scrolls of scare monster
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ignored that count and the whole stack was affected
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wizmakemap didn't account for unique monsters and didn't correct monster
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birth counts
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generate objects (eg. statues) with genocided or extinct monster classes
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in special levels, if requested
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if the orc-town version of mine town has been loaded, creation of orc zombies
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or orc mummies would name them as part of the town raiding orc clan
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when punished, involuntarily teleporting and landing within chain range of
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attached ball while encumbered worse than burdened could trigger
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"remove_object: obj not on floor" panic on hero's next move
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update persistent inventory when 'menu_headings' or 'sortloot' options change
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update persistent inventory when putting on a helmet causes it to auto-curse
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inventory cursing caused by "this water's no good" effect when drinking from
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a fountain didn't update persistent inventory window
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leashing or unleashing pets wasn't updating persistent inventory window
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when the wetness of a towel in inventory changed, persistent inventory wasn't
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updated to show that
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using wizard mode identify to ID 'all' updated perm_invent window but IDing
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specific items--even every one of them--did not
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hold_another_object added item to inventory first, then maybe removed and
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dropped it, resulting in spurious add and remove perm_invent updates
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when hold_another_object fails while hero is swallowed, drop the item into
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swallower's inventory instead of onto the floor
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hold_another_object (for wishing, horn of plenty, theft while poly'd, other
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non-pickup actions giving hero another inventory item) wasn't
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reporting change in encumbrance; that would catch up on next turn but
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could be off during additional move(s) for current turn
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hold_another_object used hardcoded Stressed to limit carrying instead of
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using the 'pickup_burden' option for that
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transforming a potion by dipping a unicorn horn into it could result in the
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potion being dropped due to 'pickup_burden' if encumbrance was already
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over threshold before dipping but within it after removal from invent
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fix priest created inside temple wall
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fix vault guard occasionally encasing monsters in stone
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tone down scare monster by excluding humans and uniques
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lock the castle chest
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revamp amnesia to forget skills instead of objects or maps
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when Punished and carrying the iron ball and levitating, hurtling in the
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opposite direction of a thrown object didn't bring along the chain
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recognize "kirin" as alias for "ki-rin" when asked to create a monster
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make unique swallowing monsters (Juiblex) resist magical digging from inside
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correctly account for fuel remaining when lit candles are attached
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to candelabrum (the previous code would make the game unwinnable if
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there were 15 or fewer turns remaining)
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praying on an unaligned altar outside of Gehennom behaved like an ordinary
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prayer; make that always fail
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tribute (Discworld snippets) typos, in book order rather than fix order:
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Sourcery passage #4 "the moment the words were out of your mouth" ->
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"the moment and the words out of your mouth" where "were" didn't
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belong and awkward phrasing because of it caused "and" to be removed
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(would be much clearer if optional comma after "moment" was included)
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Moving Pictures passage #10 initial single quote should be double,
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#12 "or" -> "of", #14 second instance of "megalomaniac" misspelled
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Lords and Ladies passage #5, near end add missing opening double
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quote, passage #7 last paragraph, "to" -> "be"
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Men at Arms passage #1, italicize /for/, passage #2, insert omitted
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word "had": 'it was /fate/ that _had_ let Edward'
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Interesting Times passage #1, italicize several words
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Feet of Clay passage #1, second "does not need" -> "doesn't even need"
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Hogfather passage #7 missing initial double quote for "Oh, just ...",
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also #7 insert missing "you" into "Why are you feeling [...]"
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Soul Music passage #1, italicize /feel/, #8, "fossile" -> "fossil"
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Jingo passage #2 "Vines" -> "Vimes", "profferred" -> "proffered",
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missing opening single quote on second sentence of Lord Downey's
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line, passage #11 both in footnote: "genious" -> "genius",
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"was, oddly enough, was one [...]" -> "was, oddly enough, one [...]"
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The Fifth Elephant #1, italicize /always/, #9, "dublet" -> "doublet"
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The Truth #1, italicize several words
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Thief of Time #2, "gold starts" -> "gold stars"
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A Hat Full of Sky passage #9 "though" -> "thought"
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various, including Death quotes: use two spaces to separate sentences
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unicorn corpses and wraith corpses could be sacrificed even if "too old"
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hero polymorphed into a hider and hiding was not unhidden when teleporting
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impose tighter restraints on 'summon nasties', both for spellcasting monsters
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and post-Wizard harassment
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prevent swallowing monster ending up in a solid wall if it killed vault guard
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fix attached ball getting deallocated if swallowed, going down into a pit,
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and saving
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level compiler creates correct novel with supplied name
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for farlook, describe water in the castle moat and in Juiblex's swamp as moat
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and as swamp, respectively, rather than just as "water"
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make hezrous emit poison clouds when they move
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stepping from one type of terrain to another was triggering an unnecessary
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status update
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make shriekers summon baby purple worms if purple worms would be too tough
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make non-tame (baby) purple worms eat corpses off the ground
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make baby purple worms attack shriekers
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make hero polymorphed into baby purple worm warned against shriekers
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confused scroll of light summons tame cancelled lights
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potions of hallucination can give enlightenment
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add a small chance of surviving food poisoning
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deliberate level teleporter activation ignores magic resistance
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auto-id scroll of remove curse when a known buc-state was changed
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demon lords hate Demonbane
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pets avoid eating shapeshifter corpses unless starving or nearly feral
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blessed scroll of teleportation gives a single controlled teleport
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allow opening a tin without interruption if slimed
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tell player when wielding a different weapon toggles off dual-wielding
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object taking erosion damage might give feedback message when out of view
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or not give such when in view, depending on stale value of 'bhitpos'
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[cited case assumed message came from drowned monster's dropped
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inventory when out-of-view ice melted]
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it's possible to wish for tins of the Riders in wizard mode; eating one is
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fatal but if you're life-saved or decline to die, the game crashed
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revival via undead turning of corpse carried by hero said "your <mon> corpse
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comes alive" even when revived monster was undead
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prevent searching or waiting next to a hostile monster if boolean option
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safe_wait is on - override with 'm'
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allow random mimics to show up mimicing more furniture than just stairs
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scatter exploding bag of holding contents instead of outright deleting them
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male hero poly'd into nymph chooses charm vs seduce message based on being
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male rather than on all nymphs being female but charm message was
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using hardcoded pronouns She,her for target monster--wrong for male
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target and noticable if "<mon> finishes taking off his suit" is given
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hostile monsters with a ranged attack try to stay away from melee range
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allow displacing peaceful creatures
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unicorn horns don't restore attribute loss anymore
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when a shop is changed from food to health food, change room type to match
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wish parsing of things containing monster names would accept all supported
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alternate spellings if they occurred at the end ("corpse of mumakil")
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but only some when they occurred elsewhere ("gray-elf corpse" worked,
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"mumakil corpse" yielded "does not exist") depending upon name length
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couldn't wish for werecreature corpse or tin because monster name lookup
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always matched the beast form which is flagged no-corpse; switch to
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human form for "were<creature>"
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wishing for werecreature figurine always made one that created the monster in
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beast form if activated; allow "human were<creature>" to explicitly
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specify werecreature's human form (for corpses and tins as well as
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figurines); override the restriction against human figurines for that
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wishing for "royal jelly" yielded "lump of royal jelly" as a special case, but
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other 'of' items such as "clove of garlic", "sprig of wolfsbane", or
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"piece of cloth" didn't allow using their post-of words as shorthand
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monster or object detection found semi-dead vault guard at <0,0> while
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traversing fmon list; monster detection gave misleading feedback
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(blank map instead of 'strange feeling') if there were no other
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monsters on level; likewise object detection and guard's minvent
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squadprob[] in mkroom.c was defined with 5 elements but initialized only 4
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resulting in giant ants sometimes
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allow nurses heal attack when wielding a non-weapon/weaptool
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if riding or levitating, hero could apply bullwhip downward to pull up things
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from underwater or lava; feedback implied the item was on the surface
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some monster code was checking whether pets or engulfers were eating green
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slime by checking for green slime corpse instead of glob
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change light radius of stack of candles to square root
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could get redundate "mon hits other-mon" messages when mon wields an artifact
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failed untrap while mounted that moved hero onto the trap would leave steed
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with stale coordinates, triggering warnings if 'sanity_check' is On
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when digging a pit results in it being filled by adjacent pool or lava, any
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objects at the spot weren't subjected to water or fire damage;
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also, riding hero's steed wasn't subjected to immersion either
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after "double trouble", cloned Wizard would wait until he had suffered some
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damage or hero moved into direct view; keep STRAT_WAIT for original
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Wizard but avoid that for clones
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beyond turn 100000, prayer timeout is longer (scaling with game length)
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falling while going down stairs and dropping items due to encumbrance or
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punishment wasn't subjecting fragile ones to breakage
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objects scattered by an explosion which land on water or lava weren't affected
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by the water or lava
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change mkclass() to usually honor (always honor for L class) the hell-only and
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never-in-hell monster creation flags; no more achi-lich in the Castle
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(nor master lich there unless demilich gets a potion of gain level)
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thieving monster could be killed while hero was removing armor, triggering
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warning "stealarm(): dead monster stealing" when taking-off finished
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petrifying a long worm and then reanimating it handled tail incorrectly;
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with sanity_check On, X coordinate of head segment was reported as 0
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attempting to read a novel while blind reported "you can't read the mystic
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runes" like for a spellbook; use "you can't read the words" for novel
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don't let life draining reduce a monster's max HP below its level + 1
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report "<Mon> expires" rather than "<Mon> dies" if polymorphed hero kills a
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non-living monster (golem, vortex) with life drain (vampire bite)
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allow hero in silver-hating form to ring the silver bell but only if on/over
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the vibrating square
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reading the Book of the Dead while blind is allowed; doing so gives
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"you turn the pages of the Book of the Dead" and the type of item
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becomes discovered, but the object wasn't being flagged as 'dknown'
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so if not seen yet it remained "a spellbook" in hero's inventory
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reading cursed Book of the Dead while blind gave feedback for sighted hero
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reading non-cursed Book of the Dead after prepping with the other tools gave
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a message referring to those as "artifacts" if either of them were
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cursed; those unique items aren't artifacts so use "relics" instead
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zapping a line of boulders with striking or force bolt was updating 'couldsee'
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but deferring 'cansee', resulting in seeing the first boulder fracture
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and only hearing that happen for the others despite coming into view
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the default engraving, epitaph, and bogus monster inserted by 'makedefs -s'
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(3.6.6 fix for empty source data file) lacked terminating newline, so
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when the corresponding file wasn't actually empty its first line ended
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up concatenated; default portion of the bad combined entry would be
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decrypted properly but the portion from the file's first line wouldn't
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if the Wizard of Yendor fled up the stairs on level 1, the game would behave
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as if he was still in play, but he wouldn't be on migrating monsters
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list so couldn't be brought back and wouldn't appear on Plane of Earth
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(stale non-zero value for context.no_of_wizards)
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if a mind flayer's psychic blast targetted a hidden monster, feedback named
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the monster but it wasn't brought out of hiding
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hero poly'd into a mind flayer who used #monster to emit a psychic blast was
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able to harm mindless monsters with it
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some hero attacks that should have gotten a skill bonus or penalty didn't
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change internal name of "<foo> venom" to "splash of <foo> venom"
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some operations that made sense to handle venom ('D', scroll of identify, no
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doubt others) ignored it because venom is suppressed from packorder;
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matters for wizard mode or for normal play that loads wizard bones
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singularize "splashes" to "splash" instead of "splashe"
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treat slinging gems and tossing or slinging stones at unicorns as attacks
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give rot-away timer instead of revive timer to corpses of cancelled trolls
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switch revive timer to rot-away timer if a troll corpse gets cancelled
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uncancel an ice troll if its corpse is put into an ice box; give corpse a
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revive timer if later taken out
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splitting a stack of candy bars gave new wrapper text depending upon the
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obj->o_id value assigned; keep existing text for both halves of stack
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(side-effect: separate candy bars usually won't merge anymore)
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describing tin variety (deep fried, pureed, &c) relied on the 'contents known'
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flag but object identification wasn't setting obj->cknown for tins
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wizard mode #wizintrinsic: setting Levitation wouldn't block Flying as
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intended because the check for that was being made too soon
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chatting to the quest leader in wizard mode with sufficient experience level
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and insufficient piety, player is asked whether alignment should be
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boosted; answering 'n' resulted in being prompted a second time
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end of game inventory disclosure passed an inappropriate argument to the
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inventory display routine; not noticeable for tty and curses,
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noticeable but not harmful for X11, and slightly harmful for Qt
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turning into slime rendered hero as slime one turn too soon
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avoid potential infinite loop if hangup occurs at ring "right or left?" prompt
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randomize the turns where accessories and extrinsics affect nutrition
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handle being interrupted by approaching monsters more consistently
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if hero attacked a peaceful monster, some other peaceful monsters with humanoid
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shape (minotaur, zruty, perhaps others) that witnessed it but which
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shouldn't be capable of normal speech expressed their surprise audibly
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make gasp/exclamation message from peaceful monsters be more verbose to
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indicate which monster is doing the gasping or exclaiming
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when make was invoked with -j makedefs instances could end up running in
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parallel and could trample on each other's temp files; default to
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using mkstemp(); allow a port runtime library implementation that lacks
|
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mkstemp() to define HAS_NO_MKSTEMP to revert to the old behaviour;
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provide a work-alike mkstemp() implementation for windows visual studio
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in mdlib.c so there is no requirement to define HAS_NO_MKSTEMP there
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make piranhas faster and give them extra bite attack
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|
fire sources can ignite candles, lamps, and potions of oil
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for multiple drop ('D') with menustyle traditional or combination, if the only
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object class player picked was '$' then it operated on all classes
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small monsters could seep through their shirt
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don't snuff brass lantern when it's hit by water unless it is submerged
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when reporting that hero can't repair a chest's broken lock with key/pick/card
|
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just describe the base item without BUC, user assigned name, &c since
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"You can't repair a chest's lock with an uncursed key." implicitly
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suggests that you might be able to do so with a blessed or cursed one
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pre-populate teleport destination prompt with travel destination
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ghosts cannot be renamed
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|
tossed upwards objects got two times half physical damage reduction
|
|
monster xorns could pass through iron bars but not eat them; monster rock
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moles could no neither; now they can eat bars when adjacent and will
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do so if the bars are blocking their path
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hero poly'd into rust monster could implicitly eat bars when adjacent by
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trying to move there, now when in rock mole form too; in xorn form
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can explicitly eat them via 'e' after moving onto their spot
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monster hiding under an egg that hatched was kept hidden
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restful sleep regenerates hit points
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attacking non-adjacent concealed mimic by applying a polearm would make the
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hero be stuck to that mimic
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hero could break a wand ("raising the wand high over your head, you break it
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|
in two") even if hands were welded to a two-handed weapon or to a
|
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one-handed weapon and also to a shield
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if a monster threw a cocktrice egg at the hero but hit and petrified another
|
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monster, the hero would get credit/blame for killing it
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since ki-rin look quite a bit like unicorns, make them be more like one:
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|
allow them to use their own horn to cure themselves; remove M1_ANIMAL,
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change MS_NEIGH to MS_SPELL, add MR_POISON, use horse body parts;
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|
they're still 'A' rather than 'u' and don't care about gems
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|
wand/scroll of create monster or bag of tricks that makes a new monster which
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|
can be seen or sensed becomes discovered, but was doing so even for a
|
|
concealed mimic seen as furniture or an object
|
|
'showscore' could be used to determine how much gold was inside a container
|
|
whose contents were unknown
|
|
wizard mode (only way to get timed flying): if levitation and flying time out
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|
on same turn, player was told "You have stopped levitating and are
|
|
now flying."; status line wasn't updated to remove stale Fly condition
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|
throwing or kicking a shop container (that's light enough to move) made the
|
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hero pay for any gold inside, then didn't refund that amount if the
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container landed inside the shop
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try to fix message sequencing for tame golems that "roast/rot/rust in peace"
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|
autodescribe when moving the cursor was erroneously honoring MSGTYPE=stop
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and potentially delivering sounds
|
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reduce the number of "seeXYZ" commands by renaming some: #seenv -> #wizseenv,
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#seegold -> #showgold, #seespells -> #showspells, #seetrap -> #showtrap
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when saving while punished or game ends while punished, handling for ball and
|
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chain might access freed memory with unpredictable consequences
|
|
brown pudding monster hitting another monster with decay attack corroded armor
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instead of rotting it
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|
<?> -> <full key bindings> omitted 'n' prefix and M-digit for number_pad mode,
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and ^A/re-do was suppressed due lack of obsolete '#define REDO'
|
|
add missing key binding support for rush.numpad; default is M-5 for numpad==1
|
|
or plain 5 for numpad==2 where behavior of 5 and M-5 are swapped
|
|
allow monsters to use wand of undead turning to revive corpses on floor
|
|
in some situations
|
|
selling a container to a shop for gold leaves any contents that the shop
|
|
doesn't ordinarily buy and sell owned by the hero, but selling the
|
|
container for credit resulted in the shop taking poesession of such
|
|
contents without giving any additional credit; mark out of place
|
|
contents 'no_charge' so that hero can reclaim them without buying
|
|
add some new demonic and angelic maledictions
|
|
when fire damage dried a wet towel, it would never reduce the wetness to 0
|
|
when water damage wet a towel, the new wetness might randomly become less
|
|
make Death revive earlier, and all the Riders after 67 turns at latest
|
|
when protection from shape changers begins, force mimic out of concealment
|
|
even if hero can't see its location; for locations that can be seen,
|
|
don't make double-trouble Wizard concealed as another monster--or pet
|
|
temporarily mimicking something while eating mimic corpse--fall asleep
|
|
best possible armor class reduced from -127 to -99; worst from +127 to +99;
|
|
charged or enchanted individual items also capped at +/- 99 (affects
|
|
wizard mode wishing, negligible effect on normal play)
|
|
fix several inconsistencies for objects at hole locations
|
|
make repeat (^A) work when bound to some other keystroke
|
|
if a prefix key was bound to some character which ordinarily ran a regular
|
|
command and that command wasn't bound to another key, typing the
|
|
prefix followed by a non-movement key behaved strangely: instead
|
|
of reporting "invalid direction" it would run the other command
|
|
(actually depended upon relative order of prefix's new and old key)
|
|
reqmenu (the request-a-menu prefix supported by a handful of non-movement
|
|
commands) could be bound to some key other than 'm' but it only
|
|
worked if the new key was also a movement prefix
|
|
when telepathically sensed pet ate a mimic corpse and temporarily took on
|
|
a different shape, you were told that you sensed it changing into
|
|
something but the map continued to show its true shape (telepathy
|
|
overrides mimic hiding); give a different message in that case
|
|
when a pet ate a mimic corpse and tried to temporarily look like a sink it
|
|
ended up looking like a throne (terrain type SINK == symbol S_throne)
|
|
have dowhatdoes ('&') catch up with '?i' to describe ^A, ESC, and movement
|
|
prefix keystrokes correctly instead of reporting "no such command"
|
|
give barrow wights a cold touch
|
|
for configuration using external compression on save files that applied a name
|
|
suffix, 'selectsaved' (restore via menu) couldn't handle any which had
|
|
been manually uncompressed, mangling file name trying to remove suffix
|
|
an empty lamp hit by fire reported "the oil lamp catches fire" (but at least
|
|
didn't light)
|
|
spells that require a target spot rather than a direction (like skilled
|
|
fireball) would not let a blinded hero target his/her own spot, with
|
|
feedback stating hero failed to hold location sufficiently in mind;
|
|
when not blind, such spells left autodescribe feedback for target spot
|
|
in the message window while the spell was being performed
|
|
prevent wish request "death wand" from matching Death monster and producing a
|
|
random wand instead of a wand of death
|
|
grammar bit: "you hear a [AEF] note squeak in the distance" (should be "an")
|
|
curses interface failed to honor menu_xxx option settings for menu interaction
|
|
during engraving, spaces were counted instead of non-spaces [later: affected
|
|
code is gone, removed when engraving was converted into an occupation]
|
|
when an explosion scatters objects, make any that fly over sinks stop there
|
|
output message when changing fastmove mode while cursor targetting
|
|
messages when Minetown watchmen become angry could report "you see an angry
|
|
guard approaching" even if he was invisible and hero can't see invis
|
|
when autopickup is on but disabled due to being inside a shop, have ^X say so
|
|
don't force fake player monks to always be male
|
|
it was theoretically possible to overflow an internal buffer containing
|
|
inventory letters by carrying more than 52 separate lit candles and
|
|
using the '(' or '*' commands
|
|
hero would be blinded and stunned by an Archon's radiance (gaze attack) even
|
|
if the Archon was blind, but monsters would not
|
|
applying a polearm to attempt to attack a hidden monster would report "wait!
|
|
there's a monster hidden there" and display the "remembered, unseen
|
|
monster" glyph but only use a turn if polearm wasn't already wielded
|
|
key parsing during options processing was inconsistent between OPTIONS=foo:k
|
|
BINDINGS=k:foo where k represents a key designation; the OPTIONS form
|
|
recognized backslash escape sequences but not M-x meta characters,
|
|
vice versa for BINDINGS (most noticeable for menu interaction keys
|
|
such as menu_next_page because those can be set via either directive)
|
|
when creating a rolling boulder trap, don't place boulder on a path that
|
|
starts on or passes over a pit/spiked pit, hole/trap door,
|
|
teleport trap/level teleporter/magic portal
|
|
remove superfluous "All" from "All foos are already nonexistent." when blessed
|
|
genocide tries to remove something which has already been genocided
|
|
"#dip <item> into -" produced a scrambled message:
|
|
You mime dip <item> intoing something.
|
|
similarly, "#rub the royal jelly on -" produced
|
|
You mime rub the royal jellying on something.
|
|
mounted hero falling out of saddle shouldn't hit ground and take damage when
|
|
levitating or flying (if done without steed's help)
|
|
avoid "obj not free" panic if monster kills itself by reading scroll of earth
|
|
attempting to throw a partial stack of gold at self was prevented but left
|
|
the partial stack in an extra $ inventory slot
|
|
quivering a partial stack of gold succeeded and put the partial stack in an
|
|
extra $ inventory slot
|
|
if player managed to get multiple $ items, all but the last could be moved to
|
|
normal letter slots via #adjust and then subsequent #adjust with a
|
|
count could split them into even more slots
|
|
when a monster on the far side of a closed door opens it, sometimes the hero
|
|
was told about the monster without it being displayed on the map
|
|
also show extended command name when showing what a key does in help
|
|
poly'd hero who exploded when attacking a monster didn't wake up other
|
|
monsters in the vicinity; when attacking thin air, hero's explosion
|
|
woke other monsters within different radius than same monster's would
|
|
troll corpse revival was inhibited by hero wielding Trollsbane; change that
|
|
to being killed by Trollsbane instead (wielded by hero or by monster)
|
|
statues representing petrified creatures on Medusa's level might be from
|
|
monsters who change form (golems) when hit with stoning damage
|
|
attempt to make corpse or statue of a named player character would yield that
|
|
of a random monster instead when 'record' was empty; could result in
|
|
statues of non-stonable creatures in cockatrice nests
|
|
homemade tin of very low nutrition corpse gave more nutrition than the corpse
|
|
magic mapping performed while engulfed or underwater would display whole map
|
|
but then not switch back to the engulfed or underwater restricted view
|
|
#overview used hardcoded bold and inverse for highlighting; switch to the
|
|
'menu_headings' option value so player has some control
|
|
for menustyle:full, the 'A' menu choice to auto-select everything now only
|
|
does so if no other choices have been picked; when any have (object
|
|
class or BUCX state or both), it auto-selects every item that matches
|
|
those choices (so still skips the second menu) rather than every item
|
|
using travel to move one step diagonally where that step was blocked by being
|
|
too narrow to squeeze through stopped travel instead of considering
|
|
alternate routes to the destination
|
|
turn off input autocompletion for '#twoweapon' since simple 'X' invokes it;
|
|
likewise for #wizdetect (^E), #wizgenesis (^G), #wizidentify (^I),
|
|
#wizlevelport (^V), #wizmap (^F), and #wizwish (^W); probably ought
|
|
to do so for #overview (^O) too but that one still autocompletes
|
|
if a branch has only one level (Fort Ludios), prevent creation of any level
|
|
teleporters there (level definition doesn't have any but wizard mode
|
|
wishing could attempt to place one)
|
|
opening/unlocking magic zapped at monster holding the hero will release hold
|
|
(zap at engulfer already expels hero); zapping at self has same effect
|
|
when riding, allow scroll of remove curse read by hero to affect steed's saddle
|
|
the 'scores' option for final top ten display left default values in place if
|
|
only some of the three settings were set; 'scores:own' should have
|
|
produced '0 top/0 around/own' but ended up as '3 top/2 around/own'
|
|
allow 'scores:none' as shorthand for 'scores:0 t/0 a/!o' (player will be told
|
|
whether new score made the list but no scores will be shown)
|
|
contents of chests, large boxes, and ice boxes are now immune to water damage
|
|
unless the container is cursed, same as for oilskin sacks (previously,
|
|
chests+large boxes were always immune and ice boxes always vulnerable)
|
|
applying an empty brass lantern in an attempt to light it reported "your lamp
|
|
has run out of power"; change to "your lantern is out of power"
|
|
when swallowed or underwater, player could be told about events (such as a
|
|
shapechanger taking on a new form) that the hero sensed but which
|
|
were not shown on the screen; treat being swallowed or underwater as
|
|
situations which block telepathy, extended monster detection, warning
|
|
some rolling boulder trap feedback was inconsistent
|
|
change "killed by <a foo>, while {paralyzed|frozen} by <a foo>" into
|
|
"killed by <a foo>, while {paralyzed|frozen}" if the killer caused
|
|
hero's helplessness
|
|
"It looks very angry" would be given if a hero wielding Excalibur or Demonbane
|
|
offended an unseen demon lord
|
|
Entering a special room, only wake up the monsters in that room instead of
|
|
doing a level-wide wake-up
|
|
any blessed key was behaving as if was the rogue's Master Key when unlocking
|
|
a trapped chest or box
|
|
when an unseen non-pet picks up or uses an item, hero loses known/dknown/
|
|
bknown/cknown/lknown memory of that item (so becomes unidentified; in
|
|
particular, player won't be asked what to call unseen thrown potion)
|
|
wishing for a partly eaten wraith corpse yielded "partly eaten food (1) more
|
|
nutritious than untouched food (0)"
|
|
if PREFIXES_IN_USE was defined (and VAR_PLAYGROUND forces it to be) when
|
|
COMPRESS was also defined (external save and bones file compression
|
|
via fork()+exec()), the file name buffer in docompress_file() wasn't
|
|
big enough so could overflow and trigger a crash
|
|
suppress "This <foo> corpse takes {delicious|okay|terrible}" if preceded by
|
|
"You have a bad case of stomach acid" or "Ecch - that must have been
|
|
poisonous"
|
|
innocuous items like scrolls or eucalyptus leaves did harm when falling on
|
|
hero's head after being thrown upward
|
|
fighter types who start out knowing all non-magic armor should not know
|
|
cornuthaum and dunce cap
|
|
prediscovered weapons adjustmens: only knights and samurai know polearms;
|
|
rangers know launchers (bows), ammo (arrows), and spears regardless
|
|
of their race/species; likewise, rogues know all daggers
|
|
if the move counter ever reaches 1000000000, end the game
|
|
knights get no metal armor penalty for clerical spells
|
|
change touch of death from instadeath to maxhp reduction and damage
|
|
dying from being level-drained below level 1 killed hero without saying so
|
|
and jumped straight to "do you want your possessions identified?"
|
|
conflict will now consider your charisma and requires line of sight
|
|
boost hit points of some golems
|
|
make anti-magic fields drain more energy and prevent them from showing up
|
|
too early in the dungeon
|
|
eating magical monsters such as wizards or shamans may give a mild buzz
|
|
make exploding spheres create an actual explosion
|
|
pets are more careful about attacking monsters at low health
|
|
allow killing your quest leader to open the quest
|
|
give King Arthur Excalibur
|
|
when moving the cursor to examine the map, have '^' move to next trap even if
|
|
that trap is displayed with some other symbol (web, vibrating square)
|
|
change valkyrie and warrior (valk quest) monsters from chaotic to lawful
|
|
change attendant (healer quest) monster from lawful to neutral
|
|
quit is not longer bound to M-q
|
|
change default value of autopickup to off and color to on
|
|
resurrected corpse of mon could end up with different gender from original mon
|
|
using a bullwhip to snatch a wielded cockatrice corpse from a monster when not
|
|
wearing gloves and without life-saving could trigger "obj_is_local"
|
|
panic during final cleanup
|
|
make fire-command autowield an appropriate launcher and add fireassist boolean
|
|
option to toggle the assistance off
|
|
Angels and priests were always described as "the {Angel,priest,high priest} of
|
|
<deity>" when first two should have been "{an Angel,a priest}..."
|
|
shopkeepers can remove pits and webs
|
|
perm_invent: when buying shop goods using itemized purchasing while persistent
|
|
inventory window was enabled, the prices of unpaid items went away as
|
|
soon as any item was bought (actual item-by-item purchase worked ok)
|
|
change getloc fastmove keys in number_pad mode from hardcoded HJKL to the
|
|
run/rush movement keys (meta+number)
|
|
allow using rush/run prefix key in getloc to fastmove the cursor
|
|
avoid "it" in messages "Wait! There's an it hiding under <an object>!" (hero
|
|
moving) and "It was hidden under <an object>!" (unseen monster moving)
|
|
don't extinguish burning objects when engulfed by a fire vortex
|
|
allow wishing for a novel via description "paperback book" (previously only
|
|
worked when specifying "paperback spellbook")
|
|
deal with gold leaving a shop via scatter()
|
|
defer encumbrance check during polymorph to new man; newman() -> redist_attr()
|
|
-> encumber_msg() could report change in encumbrance that immediately
|
|
became obsolete if polyman() subsequently restored old attributes
|
|
fix heap-use-after-free when attacking monster with potion
|
|
for "a" vs "an", add ukulele and uke as exceptions for "an u<anything>"
|
|
add new extended command #retravel
|
|
remove special doinv key, functionality was equal to BIND=0:inventory
|
|
some monsters should not have been scared of bugle playing
|
|
monsters that drowned would never leave a corpse (holdover from decades ago
|
|
when it wasn't possible to recover anything from a water location)
|
|
give alternate message if hero is blind when throne gives "your vision clears"
|
|
monster wearing an alchemy smock was only getting poison resistance from it,
|
|
not acid resistance; give both properties, just like for hero
|
|
in wizard mode, knowing teleport away spell resulted in ^T always attempting
|
|
the spell instead of teleporting on demand
|
|
describe a couple of isolated moat spots on Samurai quest home level as water
|
|
rather than as moat
|
|
crawling out of water to avoid drowning didn't work as intended when trying
|
|
to move diagonally through a tight squeeze
|
|
in wizard mode, polymorphing into hero's role monster in order to revert to
|
|
normal form would complain about missing light source if hero was
|
|
changing back from the form of a light-emitting monster [didn't affect
|
|
normal play because role monsters are invalid polymorph targets there]
|
|
revise a 3.6.1 fix: if a spellbook which is being read becomes cursed, always
|
|
stop reading: "The <book> slams shut!" and set book->bknown
|
|
concealed mimic could trigger sanity check warning "mimic concealed as an
|
|
object despite Prot-from-shape-changers" if hidden as "strange object"
|
|
cancelled shape changer would become uncancelled if saved and restored (even
|
|
just leaving its level and then returning)
|
|
don't include time spent suspended in background (^Z) or in shell escape (!)
|
|
in the total elapsed time recorded to xlogfile
|
|
if a monster is starting to turn into green slime, eat the corpse, tin, or
|
|
egg of any creature that might polymorph into a fiery monster to cure
|
|
the slime, not just of one of a chameleon
|
|
yet another fix for display problems during restore: if game is saved while
|
|
hero is hallucinating but that's suppressed because of wielding
|
|
Grayswandir, hero is riding, and the steed is on or over an object,
|
|
restore will try to update hero's spot when making sure objects aren't
|
|
being obfuscated by hallucination, but when displaying the hero there
|
|
instead it would access steed pointer before that has been set up
|
|
resistances gained from worn or wielded items also protect hero's inventory
|
|
non-metallic gloves protect worn rings from shock
|
|
message "Oops! food rations out of your grasp!" occurred due to perm_invent
|
|
in mid-operation overwriting all of xname's/doname's obufs; fixed by
|
|
having hold_another_object() defer perm_invent update til done with
|
|
all its args (so fixed as a side-effect of "spurious add and remove
|
|
perm_invent updates" above, prior to being reported as #K3401)
|
|
similar "The ogre lord yanks Cleaver from your corpses!" due to caching the
|
|
result from makeplural(body_part(HAND)) then having a perm_invent
|
|
update clobber that; fixed by having inventory display release the
|
|
obuf used for each item so that the same one will be reused for the
|
|
next item, to avoid churning through the whole pool of obufs
|
|
gas clouds are a little random in how they spread out from a point
|
|
Izchak occasionally stocks wands/scrolls/spellbooks of light
|
|
data tracking for #overview was mis-using u.urooms[] and after being in a
|
|
situation where hero was in multiple rooms at once, visiting other
|
|
levels might flag unvisisted rooms as having been visited
|
|
special damage attacks by the Riders and by fatal-illness inflictors such as
|
|
Demogorgon did no damage against other monsters, only against the hero
|
|
using obj->o_id to control 'random' behavior of a helm of opposite alignment
|
|
could potentially be controlled by player when wishing for such
|
|
obj->o_id might be set to invalid value 0 when a partly used up stack had a
|
|
dummy copy added to a shop's bill or when a bones file was loaded
|
|
(in theory that could happen on any system but in practice it could
|
|
only happen on a configuration that uses 16-bit ints)
|
|
if a Rider or displacer beast swapped places with a single-segment long worm
|
|
the segment co-located with the head wasn't moved with that head;
|
|
if sanity_checking was enabled a warning could be triggered:
|
|
mon (000000) at seg location is not worm (123abc)
|
|
blessed scroll of remove curse read while confused blesses or curses any
|
|
uncursed items in inventory, but if hero was dual-wielding and the
|
|
scroll cursed the secondary weapon, that would be dropped and further
|
|
object traversal would process items on the floor at hero's spot
|
|
instead of the rest of inventory
|
|
can now use m<dir> to try to move to an adjacent boulder's spot without
|
|
pushing it; hero poly'd into a giant or a tiny creature or carrying so
|
|
little as to be able to squeeze there will succeed, others will fail
|
|
breaching a shop wall, using locking magic to put a door there, then unlocking
|
|
that door yielded a situation where subsequent shop damage repair
|
|
produced invalid map data which resulted in an impossible() warning
|
|
about "wall_angle: unknown" during map display
|
|
|
|
|
|
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
|
|
------------------------------------------------------------------
|
|
fix compile when DLB isn't defined
|
|
urealtime.realtime was being incorrectly calculated
|
|
revised "mysterious force" when climbing out of gehennom could generate
|
|
warnings about "rn2(0) attempted" or "rn2(-n) attempted"
|
|
after 'w' on split stack patch, wielding '-' would cause an object_lost panic
|
|
same patch allowed partial stack from getobj to replace cursed wielded weapon
|
|
autounlock of door or chest took no time; chest case depended on whether
|
|
anything got looted along with the unlocking
|
|
autounlock with artifact unlocking tool didn't do touch check on that tool
|
|
autounlock picked Rogue's artifact key over lock-pick or credit card (or
|
|
ordinary key depending upon invent order) even for non-rogues who
|
|
would be blasted when touching it
|
|
wielded aklys had its "(tethered weapon...)" description scrambled
|
|
randomized trap name could pick trap #0 which isn't a trap and yielded "water"
|
|
if running and Blind or Stunned or Fumbling or Dex < 10, encountering a closed
|
|
door orthogonally would keep reporting "ouch! you bump into a door"
|
|
repeatedly until eventually interrupted by approaching monster or
|
|
hunger or ^C
|
|
data.base lookup of an entry with any blank lines would falsely claim that
|
|
"'data' file in wrong fromat or corrupted" after some extra checks
|
|
were added while investigating tab handling anomalies
|
|
using nhl_error() to report a Lua processing problem would clobber the stack
|
|
level teleporation's "You materialize on a different level!" could be given
|
|
out of sequence with other arrival messages
|
|
more sequencing: if wielding Sting or similar and level teleporting to a
|
|
level with different warning effect, the start-glowing or stop-glowing
|
|
message came before the materialize message on the destination level
|
|
prevent "you materialize on a different level" after "a mysterious force
|
|
prevents you from descending" if you try to level teleport past the
|
|
stairs down from the quest home level before being granted access
|
|
creating Mine Town variant 1 (Orcish Town) sometimes complained about being
|
|
unable to place lregion type 1 and failed to have any staircase up
|
|
set g.context.botl for glove and wielding actions that could start or end
|
|
bare-handedness in support of condtests[bl_bareh]
|
|
reinstate ranked ordering of the status condition fields
|
|
grammar for messages about a monster removing items from a container was bad
|
|
some new status conditions didn't always update when they should
|
|
fix flipping non-existent stairs and ladders (github #311)
|
|
fix door created into random wall or position opening into solid wall
|
|
handle gone portal when going back in quest
|
|
'use_inverse' option was accidentally made Windows-only; change it back to
|
|
being more general; change its default to True
|
|
change inconsistent achievement spelling of "Mine Town" to "Minetown"
|
|
fix crash in water_damage_chain
|
|
teleport feedback "you materialize at another location" was given too soon
|
|
'mention_decore' was repeatedly reporting "you are back on bottom" when
|
|
moving around underwater
|
|
revised 'mention_decor' was describing furniture or ice right before look-here
|
|
described the same thing when stepping onto object(s)
|
|
poison gas clouds located over known but unlit pools were visible as known
|
|
clouds but steam clouds in that situation were not
|
|
after the wish parsing change, wishing for "<something of monster>" or for
|
|
"<monster something>" worked as intended but wishing for "<monster>"
|
|
(where <monster> used the canonical spelling) triggered a crash
|
|
fix new "objects[0] class #1 not in order!" panic if plain 'char' is unsigned
|
|
only generate shop items on solid floor squares
|
|
avoid gcc 10 warning by removing duplicate definition of 'head_engr'
|
|
if a monster removed a corpse from an ice box, the corpse would never rot away
|
|
monster creation on quest levels could make genocided creatures
|
|
enabling wizard mode 'sanity_check' option would complain about invalid mhpmax
|
|
value for level N monsters created with a d8 value of 1 for all N d8's
|
|
disable that extra check because gremlim HP split after cloning triggers it
|
|
some versions of tiles processing (not X11's) complained about the rename of
|
|
"{acid,blinding} venom" to "splash of {acid,blinding} venom"
|
|
wizard mode #timeout changed to show timed Displacement in 'can be timed in
|
|
normal play' section instead of 'timed via #wizintrinsic only' section
|
|
the fix to make worm visibility checks work as intended forced the coordinates
|
|
of the extra tail segment co-located with the worm monster to match
|
|
the worm instead of leaving it off the map; place_worm_tail_randomly()
|
|
reverses the segments and can throw some away if there isn't room,
|
|
but throwing away the extra segment removed the worm from the map
|
|
using 'O' to try to change 'symset' was a no-op; 'roguesymset' worked
|
|
change default for lit attribute in special level des.terrain directives to
|
|
'unchanged' instead of 'unlit'
|
|
replace worm tail placement code that reportedly led to a sanity_check warning
|
|
[no actual code problem found; might be compiler bug for 'xchar']
|
|
learn scroll of teleportation after reading even when random destination is
|
|
right by starting spot
|
|
fix off-by-one bug in dimensions of theme rooms
|
|
fire/frost horn feedback when zapped by monster was inaccurate (falsely
|
|
claimed that it was "directed at self" when attacking hero)
|
|
tins of spinach and 'dead' eggs could cause out of array bounds access
|
|
attempting to index into mons[] by polyfodder() macro
|
|
options help ('? g') listed all boolean options, then repeated them among
|
|
the compound options; on OSX they showed a description of "(null)"
|
|
but for other sprintf implementations they might cause a crash
|
|
change name of #wizlevelflip to #wizfliplevel
|
|
dwarves could sometimes pass through walls without digging their way
|
|
fix genetic engineers dropping Schroedinger's cat box
|
|
the checks and handling for fountains, sinks, and drawbridges were being
|
|
missed during liquid_flow
|
|
monster movement flags unification allowed displacer beasts to displace Riders
|
|
a long worm with no visible segments (but one internal segment) might trigger
|
|
warning: tail 'segement' at <0,some_y>, worm at <mx,my> if teleported
|
|
adding displacer beast inadvertently introduced a regression in swapping with
|
|
pets, allowing them to be pulled into water by hero on/over water
|
|
splitting #if MAIL into #if MAIL_STRUCTURES and #if MAIL made it possible to
|
|
wish for and write scrolls of mail with MAIL disabled, but attempting
|
|
to read such a scroll issued impossible "What weird effect is this?"
|
|
remove M2_MALE flag that was unintentionally left on dwarf lord/lady/leader
|
|
entry and was preventing female incarnations
|
|
tilemap.c wasn't building if STATUES_LOOK_LIKE_MONSTERS wasn't defined; also,
|
|
to match the code that should be defined so change the preprocessor
|
|
test to 'ifndef STATUES_DONT_LOOK_LIKE_MONSTERS'
|
|
ensure that monster female name variation ends up as a female during ^G
|
|
arbitrate when there is a conflict between gender term (male or female) and
|
|
a gender-tied monster name (cavewoman) during ^G; gender term wins
|
|
wizard mode sanity check complained about Wizard's clone mimicking a monster
|
|
new ^G gender-naming handling code required a guard against null permonst
|
|
pointer which could occur under some circumstances
|
|
replace "aligned priest" entries in Pri-loca.lua, astral.lua, minetn-1.lua,
|
|
and sanctum.lua, with "aligned cleric"
|
|
attempting to swap places with a peaceful monster might cause it to flee
|
|
gender-specific monster names can be used in .lua files with the gender upheld
|
|
remove unused vision tables
|
|
changes accompanying sorting of discoveries resulted in omitting very last
|
|
item for '`'/#knownclass on a class where every item was discoverable
|
|
and had no extra labels (so potions and rings, possibly others, but
|
|
not scrolls or wands) and every item was actually discovered
|
|
change to can_reach_floor() resulted in hero being unable to reach the floor
|
|
when held by a lichen
|
|
panic if lua init fails
|
|
change wizard mode command #wizmgender to wizard mode option 'wizmgender'
|
|
engraving with non-blade dulled the weapon anyway (pr #464)
|
|
'sortdiscoveries:s' had a spurious generic header shown at the start of the
|
|
last class if there were any artifacts or unique items discovered
|
|
loss of saddle by opening magic left hero mounted on unsaddled steed
|
|
avoid segfault during error reporting for bad 'O' value(s) after theme rooms
|
|
have been initialized, leaving iflags.in_lua set
|
|
avoid complaints of "nothing to foo" for 'force_invmenu' if there are no
|
|
likely candidates to foo with but there are hidden acceptable choices
|
|
avoid "Not carrying anything. Never mind." for 'force_invmenu'
|
|
'altmeta' option could be toggled On but once On could not be toggled back Off
|
|
wearing a ring of protection and any amulet behaved as if wearing an amulet of
|
|
guarding when determining MC value
|
|
messaging for genetic engineer attacks had several problems
|
|
give genetic engineers teleport capability (as they had in slash'em); 'port
|
|
away after polymorphing someone so that they don't just repeat that
|
|
if an invisible hero managed to convert an unaligned altar to an aligned one
|
|
with color enabled, altar wasn't immediately redrawn with new color
|
|
repair some regressions to (a)pply introduced by "getobj refactor" patch
|
|
getobj too: allow attempting to (E)ngrave with any item in inventory
|
|
fix ^X feedback when held typo: "unseen createure" -> "unseen creature"
|
|
if a <foo> corpse was set to revive as a <foo> zombie and corpse was partly
|
|
eaten at revival time and monster <foo> is defined as providing more
|
|
nutrition that <foo> zombie, oeaten_stat() could give the warning
|
|
"partly eaten food more nutritious than untouched food" when used to
|
|
calculate zombie's hit points (depended upon how much had been eaten)
|
|
undead turning magic revived corpses flagged as no-revive if they were being
|
|
carried but not if they were zapped while on the floor
|
|
forgetting an item's known/dknown/bknown/&c settings when picked up by unseen
|
|
monster made it possible to trigger a latent shop bug with globs;
|
|
avoid clearing dknown flag for globs
|
|
fix globby_bill_fixup to use shopkeeper instead of Null for glob pricing
|
|
applying a book to check readability treated novels as if they were spellbooks
|
|
#version was leaving the 'in_lua' flag set and if subsequent 'O' issued an
|
|
error (example was an attempt to interactively set bouldersym to an
|
|
invalid value), the error reporting routine crashed via segfault
|
|
lighting for baalz level defaulted to random and could end up being lit
|
|
when using 'O' to set menu color patterns, the reminder message that the
|
|
boolean menucolors option needs to be set to True for them to work
|
|
was sometimes given even when already True
|
|
stair revamp unintentionally resulted in cursed potion of levitation no longer
|
|
causing hero to hit head on ceiling
|
|
enlightenment/disclosure when wielding two weapons with two-weap skill higher
|
|
than secondary weapon's skill had "with" duplicated in the feedback
|
|
corpse of monster with gender specific names (king vs queen and so forth)
|
|
was always described by the neutral name (ruler and such)
|
|
prevent obj_pmname() from calling mon_pmname(monst) when monst->data is null
|
|
to prevent a null pointer dereference
|
|
correct the pluralization of monarch to monarchs, rather than monarches
|
|
don't allow web spun by spider to interfere with solving Soloban
|
|
fix parsing of wish adjectives (return value broken by changes accompanying
|
|
figurine gender patch)
|
|
when picking up a thrown weapon while quiver is empty, don't put it into the
|
|
quiver slot if it needs to be wielded for throw-and-return action
|
|
using bhitpos in flooreffects to handle erosion damage broke its original use
|
|
of tracking wand zaps if a teleportation zap hit an object; subsequent
|
|
zap traversal was done from object's landing spot rather than from its
|
|
zap hit spot, resulting in scrambled wand targetting
|
|
restore previous behavior of the 'altmeta' option (only wait for a second
|
|
character when getting a command keystroke, not other key input)
|
|
baby gold dragons weren't able to grow into adult gold dragons
|
|
when hero is displaced, make monsters who try to stay out of direct line do so
|
|
with spot where they think the hero is rather than where he really is
|
|
if hero died while wearing gold dragon scales/mail and left bones, they would
|
|
still be emitting light without being worn when bones got loaded
|
|
if an invisible monster put on or took off armor while out of hero's sight
|
|
spurious message "Suddenly you cannot see it" would be given
|
|
an item thrown or dropped while swallowed was treated as being picked up by an
|
|
unseen monster so object fields {known, dknown, bknown} got cleared
|
|
segfault if gremlin fled weaponless hero wearing gold dragon scales/mail
|
|
'disambiguate WHACK' patch affected field layout of objects[] but EDITLEVEL
|
|
wasn't incremented, allowing incompatable save files to be restored
|
|
restore the boulder exception for piletops that had been unintentionally
|
|
removed during the expanded-glyphs changes
|
|
misaligned potion colors due to lack of reset_glyphmap() following obj shuffle;
|
|
this issue only impacted a new game
|
|
|
|
curses: 'msg_window' option wasn't functional for curses unless the binary
|
|
also included tty support
|
|
curses: line input that doesn't take place on the bottom line of the message
|
|
window uses a canned curses routine and doesn't support ESC to kill
|
|
partial input or to cancel; "Who are you?" prompt was willing to name
|
|
a character "^["; have the popup version of getlin() fake the usual
|
|
ESC handling, but player has to type <escape><return> for that to work
|
|
curses: menu headings didn't use default text color
|
|
curses: #perminv changes disabled menu_headings attribute for persistent
|
|
inventory window headings; reinstate that
|
|
Qt: at Xp levels above 20 with 'showexp' On, the combined status field
|
|
"Level:NN/nnnnnnnn" was too big and truncated by a char at each end
|
|
Qt: searching a text window for something that wasn't found and then searching
|
|
for some other target could crash
|
|
tty: redraw unexplored locations as S_unexplored rather than <space> after
|
|
map has been partially overwritten by popup menu or text display
|
|
tty: previous change resulted in remnants of previous level being shown on
|
|
new level after level change when S_unexplored is <space>
|
|
Unix: after lua changes to Makefiles, 'make spotless' for dat subdirectory
|
|
left some generated data files which should have been deleted
|
|
Windows: new tile additions in win/share did not trigger the creation of a new
|
|
NetHackW.res file
|
|
Windows: nhl_loadlua() was missing the RDBMODE argument on the [dlb_]fopen(),
|
|
which is required on Windows to set binary mode; binary mode is
|
|
required in order to be able to reliably navigate through a file using
|
|
fseek(), ftell() and fread()
|
|
Windows: when VIRTUAL_TERMINAL_SEQUENCES was not defined, the preprocessing
|
|
would fail on consoletty.c
|
|
X11: was still initializing map to 'stone' instead of 'unexplored' after they
|
|
became separate glyphs
|
|
X11: for text map without color, add support for black&white ice; draw it in
|
|
inverse video to distinguish from ordinary floor
|
|
X11: if perm_invent is set in NETHACKOPTIONS or config file, start with the
|
|
persistent inventory window displayed
|
|
X11: use visctrl(response) when X11_yn_function() echoes prompt+response in
|
|
message window
|
|
X11: when trying to lookup scrollbars in order to handle scrolling via keys,
|
|
menu handling always ended up finding the top window
|
|
X11: enable horizontal scrollbar for persistent inventory window
|
|
X11+OSX: after the "bad Atom" fix (below), the persistent inventory window
|
|
crept downward every time it got updated
|
|
|
|
|
|
Platform- and/or Interface-Specific Fixes
|
|
-----------------------------------------
|
|
SYSCF: treat most sysconf directives that have invalid values as warnings
|
|
rather than errors; use a conservative default value and continue
|
|
curses: for vertical status, line up conditions in columns; usually two but
|
|
condense to three per line if the status window isn't tall enough
|
|
[at present, highlighting with inverse video includes trailing spaces
|
|
used to align entries in their columns--that's a feature...]
|
|
curses: indent items in perm_invent window by one space
|
|
curses: don't change the terminal's default colors
|
|
curses: remove unnecessary special handling for dark gray
|
|
curses: sometimes entering a count during menu selection caused the menu to
|
|
disappear (example was apply/loot in-out container menu with two or
|
|
more digits typed followed by non-digit); in-out menu was still active
|
|
but no longer displayed
|
|
curses: support backspace/delete when entering a count during menu selection
|
|
macOS: Xcode project was failing to build if the path to the NetHack source
|
|
tree contained a space; the issue was within some shell script code
|
|
contained within the project
|
|
msdos: add -DSTATUES_LOOK_LIKE_MONSTERS to Makefile1.cross so the VESA mode
|
|
can display statue glyphs
|
|
Qt: quit if can't load tiles file instead of continuing and then segfaulting
|
|
Qt: [later] tiles load failure at startup now continues using an ascii map
|
|
Qt: use more columns for extended command selection dialog so that the number
|
|
of rows needed doesn't result in some commands being unaccessible
|
|
Qt: suppress wizard mode commands from '#' handling when not in wizard mode
|
|
Qt: organize extended command selection grid by columns instead of by rows
|
|
(first N entries down left column, next N entries down 2nd column, &c)
|
|
Qt: when selecting an extended command by typing its name, support <delete>
|
|
(aka <rubout>) in addition to <backspace> to go back a character
|
|
Qt: switch to fixed-width font for menus
|
|
Qt: don't disable [cancel] button when viewing inventory or other pick-none
|
|
menus; ESC works to dismiss those and [cancel] should be the same
|
|
Qt: clicking on the window's Close button brought up a dialog offering
|
|
choices of "Save" and "Cancel"; picking Cancel sent nethack into an
|
|
infinite loop with complaints about Qt's event loop already being
|
|
active; change dialog: offer "Save and exit" or "Quit without saving"
|
|
with no opportunity to try to back out of the Close operation
|
|
Qt: add 3.6 status fields Stone, Slime, Strngl, Deaf, Lev, Fly, Ride
|
|
Qt: add Attributes, Overview, and Annotate to the "Info" pull down menu
|
|
Qt: rename menu entries game->Save to game->Save-and-exit and game->Quit
|
|
to game->Quit-without-saving
|
|
Qt: menu commands are now working; commands invoked via M-c were having that
|
|
keystroke changed to '?', bringing up nethack's help menu; now those
|
|
send #abc with just enough letters to disambiguate from other commands
|
|
("Compilation" is one remaining problem; it yields "#version" which
|
|
brings up '#' menu subset with choices of "version" and "versionshort")
|
|
Qt: "paper doll" subset of persistent inventory has undergone several changes:
|
|
show previously missing quiver below weapon instead of duplicating
|
|
gloves there; show secondary weapon in shield slot and blank out
|
|
alternate weapon slot when two-weapon combat is active; show wielded
|
|
two-handed weapon in both the shield and primary weapon slots; show
|
|
first active light source in a previously unused slot on lower right;
|
|
show first leash-in-use in a previously unused slot on lower left
|
|
Qt: paper doll inventory view was inconsistently updated during Hallucination
|
|
Qt: when hero died, gold on tombstone only included gold in inventory, not
|
|
any additional gold inside carried containers; also, inventory gold
|
|
will be zero if bones get created for all 3.6.x and for 3.4.x+GOLDOBJ
|
|
Qt: tombstone showed newly constructed date instead of the value set up at
|
|
time of death; it only shows year but that could be wrong if player
|
|
stared at or ignored prior --More-- for long enough on 31 December
|
|
Qt: menu choices All, None, Invert were setting, unsetting, or toggling menu
|
|
entry checkboxes internally but didn't redraw the menu to show that
|
|
Qt: fix the F1/F2/Tab macro keys to not require that number_pad be On
|
|
Qt: unhighlight highlighted message (last one issued) after player has seen it
|
|
Qt: update message window's last message with player's response if it's a
|
|
prompt string for a single-character of input (ynaq or invent letter)
|
|
Qt: for line input, display the prompt+response in the message window
|
|
Qt: enable the popup_dialog WC option (result is a bit flakey but usable)
|
|
Qt: 3.6 catchup - show unexplored locations as unexplored rather than as stone
|
|
Qt: tried to honor 'showexp' but the value was unintentionally suppressed by
|
|
[lack of definition for] obsolete conditional EXP_ON_BOTL
|
|
Qt: implement --More-- prompt to support MSGTYPE=stop
|
|
Qt: for menu search, don't require clicking on the search target popup before
|
|
typing target string (was using typed letters to make menu selections
|
|
if player didn't click on the popup first)
|
|
Qt: rest ("Zz") button on the toolbar only worked when 'rest_on_space' was On
|
|
(core issue, not Qt's fault)
|
|
Qt: rename toolbar button "Get" and action menu choice "Get" to "Pick up"
|
|
Qt: status icons for alignment|hunger|encumbrance which started out centered
|
|
relative to the label text below them would shift to being left
|
|
justified when status got updated
|
|
Qt: handle '&' properly if it occurs as part of yn_function popup dialog
|
|
Qt: fix the display side of saved game selection; character names for
|
|
available save files are shown in a column of push buttons instead
|
|
of each button overwriting all the ones before it
|
|
Qt: don't clobber an existing save file after choosing "new game" in the
|
|
saved game selection widget
|
|
Qt: don't get stuck in a loop after choosing "play" while the character name
|
|
field is empty in the character selection widget
|
|
Qt: when a new message is issued, pan the message window to its left edge if
|
|
player panned it horizontally then didn't manually scroll it back
|
|
Qt: there was no way to enter extended command "#version" by typing; command
|
|
name matching was waiting to disambiguate it from "#versionshort"
|
|
and the only way to that was to type #version<return> but <return>
|
|
explicitly triggered rejection, cancelling '#' processing; #drop vs
|
|
"droptype, "known vs "knownclass, and #takeoff vs #takeoffall are in
|
|
similar ambiguous situation but usually invoked via keystroke
|
|
Qt: render all text windows in fixed-width font instead of just ones which
|
|
have one or more lines with four consecutive spaces; some data.base
|
|
entries do have those (usually final attribution) and some don't,
|
|
so display from one entry to another was inconsistent if default
|
|
proportional font was ever used
|
|
Qt: while a text window was shown (such as the "things that are here" popup
|
|
when stepping on items), typing commands had the input passed on to
|
|
the map and then executed; sometimes that caused the not-yet-dismissed
|
|
text window to hang
|
|
Qt: {maybe just Qt+OSX:} when viewing a text window ('V' to look at 'history'
|
|
for instance), clicking on [Search], entering a search target in the
|
|
resulting popup and clicking on [Okay] or typing <return>, the text
|
|
window got pushed underneath the main window so seemed to go away
|
|
Qt+OSX: fix control key (fixed all except for ^V); handle ^V as a shortcut key
|
|
Qt+OSX: rename menu entry "nethack->Preferences..." for invoking nethack's
|
|
'O' command to "Game->Run-time options" and entry "Game->Qt settings"
|
|
for making persistent Qt customizations to "nethack->Preferences..."
|
|
Qt+OSX: prevent game->Quit-without-saving from being hijacked for the nethack
|
|
menu by renaming it game->_Quit-without-saving (OSX only)
|
|
Qt+OSX: add a separate nethack->Quit menu entry with different functionality;
|
|
Command+Q invokes it
|
|
Qt+OSX: since menu entry help->"About Qt NetHack" gets hijacked and becomes
|
|
"nethack->About nethack", add a separate help->_About_Qt_NetHack_
|
|
which stays where intended and brings up the same information
|
|
Qt+OSX: suppress unwanted "Search [______]" action from being inserted as the
|
|
first entry in the menubar's "Help" dropdown menu
|
|
tiles: add indicator of thonged portion to aklys tile
|
|
tty: role and race selection menus weren't filtering out potential choices
|
|
which got excluded by OPTIONS=align:!lawful or !neutral or !chaotic
|
|
tty: '$' can now select gold in a menu even when it isn't on current page
|
|
Unix: when user name is used as default character name, keep hyphenated value
|
|
intact instead stripping off dash and whatever follows as if that
|
|
specified role/race/&c (worked once upon a time; broken since 3.3.0)
|
|
Unix: add "ec2-user" to the list of user names 'sysconf' classifies as generic
|
|
user_sounds: move the message hook from inside individual window display ports
|
|
to the core where it allows MSGTYP_NOSHOW msgtyp's to still trigger
|
|
sounds to correct a reported github issue; also fixes a past reported
|
|
issue that the curses port on Windows not working with user_sounds
|
|
Windows: update for new status condition fields
|
|
Windows: include commented-out 'PORTABLE_DEVICE_PATHS' in sysconf.template
|
|
X11: substantial overhaul of status display, both 'fancy' and 'tty-style'
|
|
X11: extend fancy status one-turn inverse video status-change highlighting to
|
|
hunger, encumbrance, and conditions
|
|
X11: stop including unused column 0 in the map
|
|
X11: avoid 'bad Atom X Error' when perm_invent is enabled (seemingly window
|
|
manager dependent)
|
|
X11: toggling 'perm_invent' off via 'O' didn't dismiss persistent inventory
|
|
window
|
|
X11: with 'slow' resource set to False, the pop up yn_function didn't always
|
|
resize properly when re-used
|
|
X11: (possibly X11+OSX): if persistent inventory was displayed at time of
|
|
end-of-game prompting, prompting would stall until that window was
|
|
manually dismissed
|
|
|
|
|
|
General New Features
|
|
--------------------
|
|
if a killer bee encounters a lump of royal jelly and there is no queen bee on
|
|
the level, the bee will eat the jelly and become a new queen
|
|
automatic annotation "gateway to Moloch's Sanctum" for vibrating square level
|
|
once that square's location becomes known (found or magic mapped);
|
|
goes away once sanctum temple is found (entered or high altar mapped)
|
|
savefile: add support to deconstruct internal data structures down into their
|
|
individual fields and save those fields instead of the entire struct
|
|
savefile: use little-endian format for fields where that makes a difference
|
|
replace build-time level compiler and dungeon compiler with run-time loading of
|
|
the dungeon and level descriptions and interpreting them via Lua
|
|
split off some of the functionality that was in makedefs (compiled-in options
|
|
build date/time, etc) so that it can be built by a cross-compiler
|
|
and accessed on the target platform
|
|
replace quest.txt and associated conversion to quest.dat via makedefs with
|
|
Lua quest texts loaded at runtime
|
|
callback lua functions from core at certain game actions
|
|
some altars are displayed in different colors (for tty and curses at least)
|
|
add 'quick_farsight' option to provide some control over random clairvoyance
|
|
where pausing to be able to browse temporarily visible aspects of the
|
|
revealed map can seem intrusive; doesn't affect clairvoyance spell
|
|
replace "money" in in-game texts with "gold"
|
|
when hallucinating, see hallucinated currencies instead of bits for an ale
|
|
when hallucinating, see hallucinated liquids when looking at water or lava
|
|
on the map
|
|
applying a spellbook hints about read charges left
|
|
wizard mode wishing for level topology can now create hidden doors (ask for
|
|
"secret door" when at a door or wall location), hidden corridor
|
|
spots ("secret corridor" at a corridor location), clouds and walls
|
|
tiny chance for randomly created spellbooks to be Discworld novels instead
|
|
of having only one in the first book or scroll shop created (won't
|
|
occur in hero's initial inventory or NPC priest inventory or be
|
|
bestowed as a prayer boon or be found in statues)
|
|
'goldX', 'implicit_uncursed', and 'mention_walls' options changed to be
|
|
persistent across save/restore
|
|
wearing a wet towel confers "half damage from poison gas" attribute
|
|
for end of game disclosure and dumplog, show 'achievements' (previously only
|
|
available as an encoded value in xlogfile) along with 'conduct'
|
|
more grades of self-appearance than beautiful or handsome vs ugly
|
|
when 'color' if Off and 'use_inverse' is On, draw ice on the map in inverse
|
|
video if it uses the same character as room floor or as dark floor
|
|
new 'mention_decor' option; when On, describe dungeon features being stepped
|
|
on or floated/flown over even when they're not covered by objects
|
|
applying royal jelly on an egg kills, revives, or changes the egg
|
|
intelligent monsters pick up and rummage through containers
|
|
toggling 'travel' option Off now only inhibits travel by mouse click, not by
|
|
'_' command where choosing the destination provides a chance to cancel
|
|
different glyphs and symbols for stone and unexplored areas
|
|
new glyph GLYPH_NOTHING was added so !dark_room has something to be set to
|
|
now that stone could be mapped to an entirely different symbol
|
|
added several new status conditions all of which are opt-in except
|
|
the new cond_grab and cond_lava which are opt-out
|
|
tipping your cap might get a response
|
|
special levels can be flipped horizontally and/or vertically
|
|
new special level initialization routine, "swamp"
|
|
demon lords and princes suppress teleporting in Gehennom
|
|
for !fixinv option where inventory letters normally don't stick, try to put
|
|
a throw-and-return weapon back into the same inventory slot it gets
|
|
thrown from; only works if it does return and is successfully caught
|
|
wizard mode #wizborn command
|
|
include more skill information in ^X output when dual-wielding
|
|
include monk's to-hit penalty for worn suit in the status section of ^X output
|
|
item-using monsters will zap wand of undead turning at corpse-wielding hero
|
|
when the corpse is harmful
|
|
boiling a pool or fountain now creates a temporary cloud of steam
|
|
random themed rooms in the dungeons of doom
|
|
extended achievement and conduct fields for xlogfile
|
|
record amount of gold in hero's possession in xlogfile
|
|
new objects: amulets of flying and guarding, gold dragon scale mail and
|
|
set of gold dragon scales
|
|
new monsters: displacer beast ('f') and genetic engineer ('Q'), gold dragon
|
|
and baby gold dragon (both 'D')
|
|
make camera flash which reveals previously unseen map features or objects or
|
|
monsters record those on the hero's map; monsters revert to 'unseen'
|
|
boolean options can optionally have the form "name:value" with value taken
|
|
from among "true", "yes", "on", or 1 and "false", "no", "off", or 0
|
|
record number of wishes and artifact wishes in xlogfile
|
|
give feedback for '#chat' directed at walls
|
|
add 'Sokoban' conduct, tracking the number of times the special Sokoban rules
|
|
which incur luck penalties have been violated; don't report it
|
|
unless/until Sokoban branch has been entered
|
|
reduce verbosity when a mind flayer attacks a headless monster; when a
|
|
tentacle-to-head attack hits but fails to accomplish anything skip
|
|
remaining attacks (mind flayer has 3, master mind flayer has 5)
|
|
add section marker [] support to run-time config file; CHOOSE section1,section2
|
|
followed by [section1] ... [section2] ... forced all the rest of the
|
|
file to be part of the last section; that still works the same, but []
|
|
can be used to terminate the last section and revert to common options
|
|
for the remainder of the file
|
|
render the color names in the corresponding color when using the pick-a-color
|
|
menu for adding status highlights or menu colors via 'O'
|
|
reading blessed scroll of teleportation confers one-shot teleport control
|
|
mild zombie apocalypse
|
|
list lamps and lanterns in charging prompt
|
|
let tourists read conical hats
|
|
when "?i" (show key bindings) displays commands and their keys, also show
|
|
commands without any key (so ones useable via '#', or possibly menu,
|
|
only; the majority are debugging commands)
|
|
assign default key binding for <del> or <delete> to execute #terrain
|
|
assign M-X to #exploremode
|
|
make #herecmdmenu and #therecmdmenu autocomplete
|
|
add 'sortdiscoveries' option to control output of '\' and '`' commands
|
|
include an indication of monsters' health during farlook feedback (including
|
|
/M and autodescribe); also include it in death reason when killed by
|
|
a monster: "killed by {an uninjured newt,a heavily injured mumak}"
|
|
[later: suppress the indication of monsters' health]
|
|
make DOAGAIN (^A) become unconditional; commenting it out in config.h makes
|
|
it be bound to NUL, a no-op, but allows BIND=k:repeat to set it to k
|
|
add support for a single monster species to have distinct male, female,
|
|
and gender-neutral naming terms
|
|
add support for a single monster species to have distinct male and female
|
|
tiles
|
|
consolidate several monsters that differed only by their gender into their
|
|
single species
|
|
added wizmgender debugging command to display female monsters in red inverse;
|
|
helpful for debugging gender-related matters on tty; currently ignored
|
|
on other window ports [later: changed from command to boolean option]
|
|
record number of encountered bones levels in xlogfile
|
|
add bonesless to extended conducts field in xlogfile
|
|
show bones levels information in enlightenment at end of game or in explore
|
|
and wizmode
|
|
for #wizintrinsic, use any counts entered during menu selection
|
|
give feedback when boolean options are toggled interactively ('O' command)
|
|
'|' command (#perminv) for interacting with persistent inventory display
|
|
(curses and X11 only)
|
|
menu_shift_left, menu_shift_right menu command keys; default '{' and '}'
|
|
(curses for perm_invent only; implemented for X11 too but menus for
|
|
it lack horizontal scroll bars so the shifts don't work there)
|
|
using 'f' while quiver is empty and 'autoquiver' is Off when wielding a
|
|
thrown-and-return weapon will throw that weapon instead of filling
|
|
the quiver (inspired by xNetHack)
|
|
3.6's tribute: add one new passage to Sourcery, three to Small Gods, one to
|
|
Lords and Ladies, two to Soul Music, three to Interesting Times, four
|
|
to Maskerade, three to Hogfather, two to Jingo, four to The Last
|
|
Continent, four to Carpe Jugulum, three to The Fifth Elephant, five
|
|
to The Truth, six to Thief of Time, six to The Last Hero, four to
|
|
The Amazing Maurice
|
|
monsters can see and remember hero resistances
|
|
monsters can gain resistances by eating corpses
|
|
menu for what-is command supports /^ and /" to view a list of nearby or whole
|
|
level visible and remembered traps
|
|
spiders will occasionally spin webs when moving around
|
|
drinking a burning potion of oil will cure being turned into slime
|
|
new bigroom variant, a boulder maze
|
|
vomiting on an altar provokes the deities wrath
|
|
branch stairs have a different glyph, show up in yellow color in tty
|
|
duration of confusion when drinking booze depends upon hunger state
|
|
using 'D' allows dropping items picked up previously
|
|
bones piles can be ransacked by adjacent monsters
|
|
|
|
|
|
Platform- and/or Interface-Specific New Features
|
|
------------------------------------------------
|
|
user_sounds: provide an experimental mechanism for terminal-side sounds similar
|
|
to the method used for vt_tiledata; new option vt_sounddata that also
|
|
requires compile-time definition of TTY_SOUND_ESCCODES (also requires
|
|
terminal-side code external to NetHack to recognize the sequence and
|
|
act on it)
|
|
curses: implement 'selectsaved', restore via menu of saved games
|
|
curses: implement selecting menu items via mouse
|
|
curses: 'windowborders' can be set to 3 or 4 to suppress perm_invent borders
|
|
to provide slightly more room for actual inventory info
|
|
curses: if panictrace is triggered, reset the terminal before giving backtrace
|
|
Qt: the "paper doll" inventory subset can be controlled via the "Qt Settings"
|
|
dialog box ("Preferences..." on OSX)
|
|
Qt: draw a border around each tile in the paper doll inventory; when BUC is
|
|
known for a doll item, change the border's color and thicken it
|
|
Qt: letting the mouse hover over the paper doll shows a tool tip describing
|
|
the object--or lack of same--in the slot under the pointer
|
|
Qt: clicking on the paper doll runs the #seeall command (inventory of wielded
|
|
and worn items plus tools [lamps, leashes] actively in use; in other
|
|
words, same set of things whose tiles are used to populate the doll)
|
|
Qt: clicking on the status window runs the #attributes command (^X)
|
|
Qt: add a Search button to the toolbar
|
|
Qt: support the 'hitpointbar' option
|
|
Qt: add Filter, Layout, and Reset buttons to the extended command selector;
|
|
Filter is only useful in wizard mode, allowing changing the set of
|
|
extended commands between "all", "normal mode only", "extra wizard
|
|
mode only"; Layout redisplays the grid of command buttons, toggling
|
|
from down columns to across rows or vice versa; Reset puts both back
|
|
to their default settings and clears any pending typed input
|
|
Qt: [later] augment extended command selection dialog's Filter to add a
|
|
fourth subset, those commands which autocomplete when typed for tty,
|
|
typically commands with no keystroke or only meta character keystroke;
|
|
that makes Filter useful in normal mode (much shorter list of choices)
|
|
tiles: male and female variations in monsters.txt; tested only with tile2bmp
|
|
conversion utility so far; also supported by tilemap utility to
|
|
generate tile.c
|
|
tty: use bright colors directly on supporting terminals
|
|
Unix: can define NOSUSPEND in config.h or src/Makefile's CFLAGS to prevent
|
|
unixconf.h from enabling SUSPEND without need to modify unixconf.h
|
|
X11: implement 'selectsaved', restore via menu of saved games
|
|
X11: echo getline prompt and response (wishes, applying names) to message
|
|
window and dumplog message history
|
|
|
|
|
|
NetHack Community Patches (or Variation) Included
|
|
-------------------------------------------------
|
|
hallucinatory trap names (pr #174 by copperwater)
|
|
autounlock feature originally from unnethack (pr #228 by copperwater)
|
|
replace "You feel cold" message for freezing unseen door (pr #265 by
|
|
copperwater)
|
|
applying a candelabrum with no candles gives a tip (pr #265 by copperwater)
|
|
candelabrum now reads "(n of 7 candles attached)" (pr #265 by copperwater)
|
|
show appropriate message on throne when crowned (pr #265 by copperwater)
|
|
choir chanting, bathing in darkness for death by Moloch (pr #265 by
|
|
copperwater)
|
|
remove "iron hook" unidentified description (pr #265 by copperwater)
|
|
suppress "Unknown command" messages in the dumplog. (pr #265 by copperwater)
|
|
give player message informing them they can use #enhance (pr #265 by
|
|
copperwater)
|
|
neutral sacrifices disappear in a cloud of smoke (pr #265 by copperwater)
|
|
call potion bottles by nonsensical names if hallucinating (pr #265 by
|
|
copperwater)
|
|
add a default message for chatting to gnomes (pr #265 by copperwater)
|
|
better reporting directions for impossible() (pr #265 by copperwater)
|
|
underwater fire scroll causes vaporization (pr #265 by copperwater)
|
|
default shk sell prompt to N (pr #265 by copperwater)
|
|
teach non-mindless monsters about the Castle trapdoors (pr #265 by copperwater)
|
|
always print a message when the hero teleports (pr #265 by copperwater)
|
|
always print a message when the hero level teleports (pr #265 by copperwater)
|
|
remove Sokoban luck penalties for actions you can't cheat with (pr #260 by
|
|
copperwater)
|
|
sounds for minotaurs (pr #298 by NullCGT)
|
|
correct the Guidebook descriptions for msdos video_width and video_height to
|
|
state that they work with video:vesa; the video:vga setting that was
|
|
described there forces the 640x480x16 mode where video_width and
|
|
video_height don't operate (pr #294 by chasonr)
|
|
redo rndmonst() to operate in a single pass (pr #286 by copperwater )
|
|
fix the "stuck pets" issue (issue #329)
|
|
allow themed room subrooms to be filled (pr #347 by copperwater)
|
|
allow rereading spellbooks to refresh memory at any time (pr #261 by
|
|
copperwater)
|
|
allow themed rooms constrained by level difficulty (pr #344 by copperwater)
|
|
add a varied form of LIBNH nethack library contribution (pr #385, #403
|
|
by apowers313)
|
|
add cross-compile to WASM (pr #385, #403, #412 by apowers313)
|
|
differentiating gendered monster tiles (pr #430 by NullCGT)
|
|
check bones data directly for deja vu messages (pr #374 by entrez)
|
|
unify code for extracting an object from a monster's inventory (pr #455 by
|
|
copperwater)
|
|
make engraving an occupation (pr #460 by copperwater)
|
|
fpostfx index out of bounds when eating standard eggs (pr#547 by janne-hmp)
|
|
"readable" Hawaiian shirt designs (pr#407 by entrez)
|
|
permit blind feeling for objects on trap door and fix up msgs when dropping
|
|
on trapdoor (pr#574 by entrez)
|
|
travel from 'interesting position' (pr #575 by entrez)
|
|
running on ice sent hero in weird directions (pr #588 by copperwater)
|
|
delete extra lines in Guidebook.mn (pr #590 by argrath)
|
|
Supply missing changes on Guidebook.tex (pr #591 by argrath)
|
|
|
|
|
|
|
|
Code Cleanup and Reorganization
|
|
-------------------------------
|
|
new core file insight.c - move enlightenment and conduct from cmd.c to it,
|
|
also move vanquished, genocided, and extinct monsters from end.c,
|
|
and move one-line stethoscope/probing feedback from priest.c
|
|
move majority of global variables into instance_globals struct g
|
|
move zeroobj, zeromonst, zeroany into const_globals struct cg
|
|
remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR
|
|
old Qt moved from win/Qt to win/Qt3 and files renamed to use qt3_ prefix
|
|
more current Qt for Qt version 4 and 5 moved from win/Qt4 to win/Qt; qt4
|
|
moniker changed to qt_
|
|
window-port-interface: add_menu() modified to take a more general itemflags
|
|
parameter to support uses beyond just 'preselected'
|
|
window-port-interface: start_menu() modified to take a new mbehavior parameter
|
|
add some bounds checking to tabexpand (doesn't prevent the apparent compiler
|
|
optimization bug that put homebrew OSX executable into endless loop)
|
|
unified breamm and breamu
|
|
added some stair helper functions
|
|
unified the code for finding a queen bee
|
|
unified the code for multishot class bonus code
|
|
unified the code for obtaining the inventory letter value for sortloot
|
|
unified the code for (un)locking boxes in inventory
|
|
unified the code for finding room pos for some features
|
|
unified the code for revealing hiding monsters for mvm attacks
|
|
options overhaul: moved the option definitions into include/optlist.h;
|
|
combined the boolean and compound options into one allopt[] array;
|
|
each option has its own individual function for setting the option,
|
|
for retrieving the option value, and for processing the option
|
|
following its selection in the 'O' menu, added doc/options.doc file.
|
|
function reglyph_darkroom() relocated from options.c to display.c
|
|
resurrect 'makedefs -m' to be able to derive default mons[].diffculty values
|
|
suitable for assigning to new or changed monsters
|
|
convert obj->oextra->omid from pointer to scalar
|
|
get rid of unused obj->oextra->olong
|
|
relocated unmaintained code to outdated folder, specifically sys/amiga,
|
|
sys/atari, sys/be, sys/mac, sys/os2, sys/wince, win/Qt3, win/gem,
|
|
win/gnome, include/amiconf.h, include/beconf.h, include/def_os2.h,
|
|
include/os2conf.h, include/macconf.h, include/tosconf.h,
|
|
include/wceconf.h
|
|
removed SYSFLAGS conditional code
|
|
removed MFLOPPY conditional code
|
|
get rid of 3.6.1 workaround needed to retain compatibility with 3.6.0 bones
|
|
files after fix for 3.3.0 through 3.6.0 bug for invalid 'bonesid'
|
|
designation in bones of quest levels
|
|
add an additional note to mextra.h and obj.h comments that reminds people to
|
|
appropriately init new fields if they need to initialize to something
|
|
other than zero
|
|
rework stairs structure into a linked list
|
|
move 'restoring' to the program_state struct; add corresponding 'saving';
|
|
both used to enforce no updating of status lines or of persistent
|
|
inventory when the relevant activity is in progress
|
|
unify special attack damages from separate you-hit-monster, monster-hits-you,
|
|
and monster-hits-monster into functions by damage type
|
|
unify trap effects for hero and monster stepping on the trap by trap type
|
|
replace the single permonst mname field with male, female, and gender-neutral
|
|
names pmnames[NUM_MGENDERS] fields
|
|
adjust window port interface to pass a pointer to a glyph_info struct which
|
|
contains the glyph itself, the ttychar, the color, the glyphflags,
|
|
and the symset index; this affects two window port calls that get
|
|
passed glyphs: print_glyph() and add_menu().
|
|
switch from k&r C to C99
|
|
remove the game-compile dependencies on any pre-generated header files
|
|
date.h dependency and inclusion is removed and comparable functionality is
|
|
produced at runtime; REPRODUCIBLE_BUILD capability will need to be
|
|
reviewed and adjusted
|
|
pm.h dependency and inclusion is removed and comparable functionality is
|
|
produced by moving the monster definitions from monst.c into new header
|
|
file called monsters.h, then taking advantage of the C preprocessor to
|
|
generate appropriate enum values during compile
|
|
onames.h dependency and inclusion is removed and comparable functionality is
|
|
produced by moving the object definitions from objects.c into new header
|
|
file called objects.h, then taking advantage of the C preprocessor to
|
|
generate appropriate enum values during compile
|
|
artilist.h is used to generate appropriate artifact enum values by the C
|
|
preprocessor during compile
|
|
remove requirement of object probabilities adding to 1000
|
|
delete obsolete variable 'g.monstermoves' (copperwater pull request #579)
|
|
expand glyphs to map wall styles that can vary between main, mines, gehennom,
|
|
knox and sokoban; tile interfaces were already doing that on the fly
|
|
by swapping several tiles in and out on those levels
|
|
expand glyphs to map altars that can vary between unaligned, chaotic,
|
|
neutral, lawful and other; tty was already doing that on the fly
|
|
per map cell via display code
|
|
explosion types are mapped and can vary between dark, noxious, muddy, wet,
|
|
magical, fiery and frosty; tile interfaces already had unique tiles
|
|
for each and tty was altering the color on the fly via per map cell
|
|
via display code
|
|
expand glyphs to uniquely represent things that are at the top of a pile of
|
|
objects (piletops); some window ports were already doing that on the
|
|
fly via a glyphmap flag, but NetHack itself had no awareness beyond
|
|
setting the glyphmap flag within the display code
|
|
expand glyphs to uniquely represent male and female variations of monsters,
|
|
pets, ridden monsters, detected monsters and the statues of monsters;
|
|
tile interfaces were already mapping them uniquely via a glyphmap flag
|
|
and mapping to separate tiles within the window port code, but NetHack
|
|
itself had very little awareness beyond setting the glyphmap flag
|
|
within the display code
|
|
added glyph_to_body_corpsenm(glyph) and glyph_to_statue_corpsenm(glyph)
|
|
macros to display.h for use by pager.c; the game core code is better
|
|
off using such display macros/functions for all glyph_to_* mappings
|
|
that are needed, rather than resorting to direct references of glyph
|
|
offsets that could change as the set of glyphs expands or gets adjusted
|
|
map_glyphinfo() now simply references an internal array that maps each unique
|
|
glyph to a color, a ttychar, or a tile, also to a set of glyphflags
|
|
that confirm some unique characteristics of that glyph; the glyph
|
|
mappings are set at game init/restore after config file processing, and
|
|
are reset upon level change, or when some game options are adjusted
|
|
in-game that could have an impact on the mappings, but they remain
|
|
stable between those events
|
|
added MG_MALE glyphflag to complement the MG_FEMALE glyphflag that was there
|
|
|