Pasi Kallinen [Fri, 4 Jun 2021 06:13:27 +0000 (09:13 +0300)]
Don't bind quit to any key by default
Quit is not a commmand you usually need very often, and generally
don't want to use by accident.
Apparently, on Spanish keyboard layout, n-with-tilde is interpreted
by the Windows NetHack as M-q, and the key is next to l. Loot also
asks for confirmation, just like quit.
Prevent stuff like this by not binding the quit command to any key.
nhmall [Thu, 3 Jun 2021 16:14:27 +0000 (12:14 -0400)]
change references from winnt to windows
rename sys/winnt to sys/windows
move vs (visual studio) folder out of win/win32 and into sys/windows
rename include/ntconf.h to include/windconf.h
rename winnt.c to windsys.c
place visual studio projects into individual subfolders.
This will hopefully resolve GitHub issue #484 as well.
PatR [Thu, 3 Jun 2021 00:13:56 +0000 (17:13 -0700)]
unix/Makefile.top fetch-Lua bit
% make spotless
% sh sys/unix/setup.sh sys/unix/hints/macOS.2020
% make fetch-Lua
worked, but the last ended with
|rm include/nhlua.h
|rm: include/nhlua.h: No such file or directory
|make: [fetch-Lua] Error 1 (ignored)
which might frighten skittish users (like me). Check whether the
constructed header file exists (so is assumed to be for an earlier
Lua version) and only delete it in that case. No more scary report
of benign failure when it isn't there (after 'make spotless' or for
brand new source setup).
Also, some time ago we came to the conclusion that 'if [ ]' was an
extension for GNU 'bash' and wouldn't work with some older actual
'sh' implementations. This replaces the one post-3.6 instance of
|if [ ! -d foo ] then bar; fi
in Makefile.top with
|if test -d foo; then true; else bar; fi
Testing was successful but done with bash rather than an old sh. :-}
PatR [Wed, 2 Jun 2021 00:14:50 +0000 (17:14 -0700)]
fix pull request #521 - valk+warrior alignment
Valkyrie player monster was set to be chaotic even though valk
hero is lawful by default and can also be neutral but not chaotic.
Change it to be lawful. Warrior quest monsters attending leader
were also chaotic; change to lawful to match revised valk. If
hero is a neutral valk then both the player monster and warriors
get changed to neutral at start of game (and stay that way even
if hero changes alignment). The leader defaults to neutral but
gets changed to lawful for lawful valk hero.
Attentdant quest monsters with the healer leader were lawful but
if they gain enough experience they get promoted to healer, so
make them neutral like the latter.
I've added some miscellaneous comments and done a small amount of
reformatting. Comment about alignment changing in bones applies
to all roles that can be played with different alignments, not
just to valkyries. It isn't new; I just thought that it ought to
be mentioned somewhere.
PatR [Mon, 31 May 2021 22:28:19 +0000 (15:28 -0700)]
append_str(pager.c) again
More for issue #524.
The revised append_str() was still vulnerable to unsigned subtraction
overflowing from small negative value to huge positive one, if caller
ever passed an outbuf buffer which already had more than BUFSZ
characters in it.
Also the semantics were changed. If there wasn't room for the whole
" or "+string to be appended, it used to add as much as would fit.
The revised version changed that to all-or-nothing. This changes it
back, although players will probably never know the difference.
PatR [Mon, 31 May 2021 00:31:47 +0000 (17:31 -0700)]
add ^ and " choices to / command
Like /m for nearby monsters and /O for all objects, implement /^
and /" to view a list of nearby traps or all known traps. Only
lists discovered traps (or mimics immitating traps, or detected
door or chest traps iff still shown as such on map), but lists
map traps even when an object or monster at the same location is
blocking view of them.
For traps on the Water and Air levels that have been mapped, they
will only be listed when within line of sight so that this feature
can't be used to track portal location as it moves around. However,
when within line of sight it does allow the portal to be recognized
if that has become covered.
PatR [Sun, 30 May 2021 08:31:54 +0000 (01:31 -0700)]
whatis / quick-whatis for '^'
When using '//' or ';' to examine the map and player uses '^' to
move the cursor to the next displayed trap, have cursor go to
locations containing webs, the vibrating square, or other non-'^'
trap when such is the next trap symbol up. Otherwise looking at
webs is very tedious because '"' is treated as a look-at command
rather than than a target symbol.
PatR [Sat, 29 May 2021 20:34:32 +0000 (13:34 -0700)]
special level loading error
For the baalz 'lit=0' fix, I first tried 'lit=false'. That isn't
supported and triggered an error, but the error reporting passed
a null pointer to sprintf() for a %s argument. OSX's stdio shows
"null" instead of crashing in that situation; most implementations
wouldn't be so forgiving.
It intends to complain about "false" but that won't work if the
unexpected value doesn't get put into the lua table. I don't know
how to fix that aspect of this. This fix just avoids passing a
null pointer to sprintf. Plus some miscellaneous reformatting.
PatR [Mon, 24 May 2021 01:14:13 +0000 (18:14 -0700)]
Unix 'make update'
Revise Makefile.top to remove the obsolete commands which change
the last modified date of save and bones files during 'make update'.
Using file dates to validate save files against nethack hasn't been
useful for many years.
Pasi Kallinen [Sun, 23 May 2021 16:02:38 +0000 (19:02 +0300)]
Monsters can gain resistances by eating corpses
This is based on both the EvilHack implementation by
k21971 <keith.simpson1971@gmail.com>, and xNetHack
implementation by copperwater <aosdict@gmail.com>.
Pasi Kallinen [Sun, 23 May 2021 05:55:58 +0000 (08:55 +0300)]
Unlock your quest by killing your quest leader
Allow killing your quest leader, just to make games winnable if you
converted before doing the quest.
Boost the quest leaders and give them some equipment. King Arthur
gets Excalibur. Killing quest leader gives really bad luck and
makes your god angry at you, and killing quest guardians gives
smaller penalties.
This is based on both the EvilHack implementation by
k21971 <keith.simpson1971@gmail.com>, and xNetHack
implementation by copperwater <aosdict@gmail.com>.
copperwater [Wed, 30 Jan 2019 13:17:52 +0000 (08:17 -0500)]
Pets are more careful about attacking monsters at low health
Another SliceHack feature. However, the math implemented by SliceHack
seemed incorrect, so I tweaked it.
Pets previously attacked monsters of up to one level higher than them as
long as they were above 25% health. Now, they will attack monsters as
follows:
100%: up to level + 2 (pets could not attack this high before)
80%+: up to level + 1
60%+: up to same level
40%+: up to level - 1
25%+: up to level - 2
The case that prevents any attacks below 25% health still exists.
Pasi Kallinen [Sat, 22 May 2021 10:27:54 +0000 (13:27 +0300)]
Exploding spheres cause real explosions
Despite active explosion attacks being called explosions in-game,
they only affected a single target, and were handled differently
from actual explosions. Make them do an actual explosion instead.
This should make spheres more interesting and inspire different
tactics handling them.
Because spheres deal more damage on average and can destroy items
in their explosions, their difficulty has been increased slightly.
Polyselfed hero exploding won't cause elemental damage to their
own gear.
Originally from xNetHack by copperwater <aosdict@gmail.com>.
Pasi Kallinen [Fri, 21 May 2021 14:54:53 +0000 (17:54 +0300)]
Lua: nhcore script with function callbacks
Adds possible callbacks for "start_new_game", "restore_old_game",
"moveloop_turn", and "game_exit" which when defined, will be called
from core code at the appropriate time.
Adds lua hooks for dump_fmtstr (only if DUMPLOG), dnum_name, u.moves,
u.uhave_amulet, and u.depth.
PatR [Fri, 21 May 2021 15:40:39 +0000 (08:40 -0700)]
fix github issue #514 - 'O' segfault
The #version command retrieves the lua version number to include
in its output, but it was leaving the 'in_lua' flag set. So if a
later 'O' command tried to complain about a bad option value, the
error reporting routine crashed.
PatR [Fri, 21 May 2021 01:56:03 +0000 (18:56 -0700)]
fix github issue #515 - grappling hook internals
Grappling hook used to have an undiscovered description of "iron hook"
and when that was removed, the oc_name_known flag was left set as if
for something that could become discovered. I'm not sure whether that
made any difference anywhere.
Gold piece was in a similar situation, except that it wasn't because
an alternate description had been present and then removed. That one
definitely didn't make any difference anywhere.
Pasi Kallinen [Thu, 20 May 2021 17:40:56 +0000 (20:40 +0300)]
Make anti-magic fields drain more energy
... and make them actually deal damage based on the energy
it would've drained, if you have Antimagic.
Also prevent them appearing too early in the dungeon.
Allow drain energy attacks (and anti-magic traps) drain more
than your level of energy.
Make eating magical monsters such as wizards and shamans give
the same tiny buzz bonus as eating a newt.
PatR [Thu, 20 May 2021 10:04:31 +0000 (03:04 -0700)]
tribute: Interesting Times
Add missing italics to several words in passage 1.
Add three new passages, bringing the total to 13.
The third one ended up being fairly long. I made note of it
intending just the bacon joke but when transcribing I backed up
quite a ways. The context is fairly unusual for a Discworld story.
PatR [Wed, 19 May 2021 01:31:04 +0000 (18:31 -0700)]
fix pull request #513 - applying books
Applying a novel to flip through its pages described them as having
"ink" rather than "magical ink" but that wasn't a very suitable way
to distinguish them from spellbooks since their ink never fades.
The Book of the Dead's pages "glowed faintly red" even when the
hero couldn't see them.
PatR [Tue, 18 May 2021 23:26:38 +0000 (16:26 -0700)]
fix github issue #511 - no death message when
level-drained below level 1. No "you die" or equivalent, just
straight to being life-saved or to "do you want your possessions
identifed?". Change it to issue "Goodbye level 1." The fact
that it is has been fatal will become obvious. An issue comment
on github pointed out where the fix was needed.
PatR [Tue, 18 May 2021 22:41:51 +0000 (15:41 -0700)]
fix github issue #512 - fuzzer vs #exploremode
When the fuzzer is running, don't allow a randomly generated M-X
keystroke to switch from debug mode to explore mode.
[Unintended side-effect of the combination of two earlier changes:
assigning M-X as default key for #exploremode and allowing someone
in debug mode to voluntarily downgrade to explore mode (which should
never impact normal play and makes some types of testing simpler).]
Pasi Kallinen [Tue, 18 May 2021 15:58:30 +0000 (18:58 +0300)]
Change touch of death from instadeath to maxhp reduction and damage
Touch of death will now do 50 + 8d6 damage, and drain max HP for half
of that. If the drain is equal or greater than your max HP, then it
will kill you instantly.
Pasi Kallinen [Mon, 17 May 2021 16:01:09 +0000 (19:01 +0300)]
Monsters can see player resistances
If monsters see you resist something, generally elemental or magical
attack, or if they see you reflect an attack, they learn that and
will adjust their attack accordingly.
Originally from SporkHack, but this version comes via EvilHack with
some minor changes.
PatR [Sun, 16 May 2021 02:13:29 +0000 (19:13 -0700)]
tweaks to role-specific prediscovered objects
Characters who start out knowing non-magic armor should not know
cornuthaum and dunce cap. (Which suggests that those probably
ought to be classified as magic.)
Take away knowledge of polearms from barbarians and valkyries.
Add knowledge of all bows/crossbows, arrows/bolts, and spears to
rangers.
Add knowledge of all daggers to rogues. (Very minor; non-elves
recognize elven daggers and non-orcs recognize orcish daggers.)
PatR [Thu, 13 May 2021 16:38:53 +0000 (09:38 -0700)]
more object->dknown handling
Fix a couple of places that set obj->dknown to 0 to deal with some
special cases where it should be left at 1. (Other places do that
but deal with potions where hardcoded 0 remains appropriate.)
PatR [Wed, 12 May 2021 23:13:40 +0000 (16:13 -0700)]
fix issue #509 - shop 'glob' pricing segfault
A recent change made it possible for a glob to have its dknown flag
cleared and that exposed globby_bill_fixup() passing Null shopkeeper
to get_cost(), triggering a crash.
Make the routine that clears dknown/known/bknown/&c also be the
routine used to initialize those flags for a new object so that it
is the place that handles various special cases. That hides the
shop bug again.
But also fix the shop bug even though it won't be triggered.
PatR [Tue, 11 May 2021 22:59:19 +0000 (15:59 -0700)]
fix saddle sanity check code
Fix some bad code for "no saddle" caused by careless editing that
changed (uncomitted)
char *ns = 0;
if (foo)
ns = "foo";
else if (bar)
ns = "bar";
by splicing lines together and accidentally ended up with
char *ns;
ns = foo ? ns = "foo" : bar ? ns = "bar" : 0;
when
char *ns;
ns = foo ? "foo" : bar ? "bar" : 0;
was intended.
I'm a bit surprised that the intermediate form without any
parentheses around 'ns = "bar"' compiles at all. C99? I don't
think that it would have if it had been processed as C90 or pre-ANSI.
nhmall [Tue, 11 May 2021 13:24:21 +0000 (09:24 -0400)]
three warnings building with gcc 10
---
insight.c: In function ‘status_enlightenment’:
insight.c:937:28: warning: ‘ (’ directive writing 2 bytes into a region of size between 0 and 255 [-Wformat-overflow=]
937 | Sprintf(buf, "%s %s (%s)", ustick ? "holding" : "held by",
| ^~
In file included from ../include/config.h:631,
from ../include/hack.h:10,
from insight.c:15:
../include/global.h:274:24: note: ‘sprintf’ output 5 or more bytes (assuming 260) into a destination of size 256
274 | #define Sprintf (void) sprintf
insight.c:937:9: note: in expansion of macro ‘Sprintf’
937 | Sprintf(buf, "%s %s (%s)", ustick ? "holding" : "held by",
| ^~~~~~~
insight.c:918:29: warning: ‘%s’ directive writing up to 255 bytes into a region of size 252 [-Wformat-overflow=]
918 | Sprintf(buf, "%s by %s",
| ^~
919 | is_animal(u.ustuck->data) ? "swallowed" : "engulfed",
920 | heldmon);
| ~~~~~~~
In file included from ../include/config.h:631,
from ../include/hack.h:10,
from insight.c:15:
../include/global.h:274:24: note: ‘sprintf’ output 5 or more bytes (assuming 260) into a destination of size 256
274 | #define Sprintf (void) sprintf
insight.c:918:9: note: in expansion of macro ‘Sprintf’
918 | Sprintf(buf, "%s by %s",
| ^~~~~~~
PatR [Sun, 9 May 2021 19:54:45 +0000 (12:54 -0700)]
suppress monster health
For the time being at least, take out "uninjured/barely wounded/
slightly wounded/wounded/heavily wounded/nearly dead" description
on monsters examined with ';' or '//' or '/m' and on final tombstone
and logfile entry if hero gets directly killed by a monster.
Pasi Kallinen [Sun, 9 May 2021 09:15:48 +0000 (12:15 +0300)]
Accept "waiting" on special level des.monster() specifications
Allow specifying "waiting" for monsters created via lua level scripts.
This sets the monster strategy to make it wait for the hero
to be in visual range before allowing the monster to move.
Also makes the monster inside the Mausoleum themed room use this feature,
to prevent out of depth liches bothering the player unprovoked.
PatR [Sun, 9 May 2021 01:02:00 +0000 (18:02 -0700)]
fix github issue #507 - filename buffer overflow
when compressing or uncompressing a save file. Defining
VAR_PLAYGROUND forces PREFIXES_IN_USE to be defined, and the latter
causes docompress_file() to be called with save file name containing
a full path instead of just save/xyzzy.Z relative to the playground.
Depending on the value of VAR_PLAYGROUND, that could be too long for
the buffer used to make a copy of the name with ".Z"/".gz"/".bz2"
appended.
Probably only applies to Unix/linux/OSX configurations.
PatR [Fri, 7 May 2021 18:58:58 +0000 (11:58 -0700)]
fix pull request #505 - undead turning
zapped at corpse flagged as "no revive". A fairly recent change
made undead turning override no-revive if it hit someone carrying
a corpse flagged that way (corpse of a troll killed by Trollsbane
or stuffed in an ice box or explicitly cancelled) but neglected to
do so for corpses zapped while on the floor. This fixes that, for
undead turning zapped by monsters as well as by the hero.
PatR [Fri, 7 May 2021 00:52:30 +0000 (17:52 -0700)]
fix pull request #504 - partly eaten food
that has no nutritional value. Prevent applying the partly eaten
attribute to wished for food if the full nutrition isn't at least 2.
The problem case was 0 nutrition wraith corpse, yielding "partly
eaten food (1) more nutritious than untouched food (0)" when setting
the corpse's weight. That one was possible in 3.6.x, unlike corpse
that was actually partly eaten and then revived as a zombie (which
was just fixed for triggering the same warning).
Wishing really ought to ignore "partly eaten" for anything that is
normally eaten in one bite but I'm not sure how to handle that.
PatR [Thu, 6 May 2021 19:36:32 +0000 (12:36 -0700)]
fix github issue #493 - hero item knowledge
Issue was about being asked what to call a previously seen potion
which has been picked up and thrown by an unseen monster. Hero
shouldn't remember what the item description was. This is a much
more general change than just fixing that. Any item picked up by
an unseen non-tame monster will have all its *known flags cleared
since the hero can't see what that monster does to it. Same if an
item is picked up while seen but then used when unseen.
Unseen pets are excluded from the pick up case--but not the use
case--because they pick up and drop stuff continually and players
would just slaughter them if they caused item information to be
forgotten.
PatR [Thu, 6 May 2021 18:42:14 +0000 (11:42 -0700)]
fix github issue #503 - bad Magic Key logic
When unlocking a trapped container, any blessed key was behaving
as if it was the rogue's Master Key of Thievery: detecting the
trap, asking whether to untrap, and always succeeding if player
responds with yes. The intended behavior is that the Master Key
will behave that way for a rogue if not cursed and for non-rogue
if blessed; it wasn't supposed to affect ordinary keys at all.
Michael Meyer [Wed, 5 May 2021 21:57:53 +0000 (17:57 -0400)]
Fix: uninitialized buffer in mhitm theft feedback
If a monster with a theft attack (nymph or leprechaun) stole something
from an invisible monster (e.g. while under the influence of conflict),
and the attacking monster was not itself invisible, the monster name
buffer used when printing the "<foo> suddenly disappears!" message would
be used while still uninitialized. The attacking monster's name was
only copied into the buffer if the defending monster was visible, but
would be used regardless to print the pline if the attacking monster was
visible and teleported away successfully after the attack.
Michael Meyer [Wed, 5 May 2021 22:51:26 +0000 (18:51 -0400)]
Fix: nymph theft vs monster
Nymphs' item theft attack against other monsters was broken in 1696019,
when a break used to select a particular item in the target monster's
inventory was changed to an early return.
When a potentially bribable demon lord becomes angry because the
hero is wielding Excalibur or Demonbane, avoid "It looks angry"
if the demon can't be seen. The pull request just suppressed the
message in that situation; I've added an alternate one.
PatR [Mon, 3 May 2021 20:50:48 +0000 (13:50 -0700)]
fix github issue #499 - perm_invent menu_headings
Implementation of '|'/#perminv command for scrolling perm_invent
deliberately disabled menu_headings (video attribute for object
class separator lines) on the persistent inventory window under
curses. I don't recall why (possibly because it isn't actually
a menu) but there's no compelling need to do that, so reinstate
heading attributes.
PatR [Sun, 2 May 2021 01:36:46 +0000 (18:36 -0700)]
fix #K3317 - warning when eating corpse
The report was misleading because the warning about partly eaten
food being more nutritious than untouched food was actually given
when the partly eaten corpse was used to calculate hit points of
the new monster as the corpse was reviving as a zombie, rather
than when a bite was taken from it. Pull request #497 had correct
analysis and a fix, although I've put the fix in a different place.
Issue #495 and pull request #496 are both about a typo in recently
modified ^X feedback displayed when held by a monster: "createure"
should be "creature".
If the killer and the paralyzer are the same monster, truncate
that to "Killed by a foo, while paralyzed". When not the same,
spell out the paralyzer's monster type instead of using generic
"monster". "Killed by a fox, while paralyzed by a ghoul", or
"Killed by a ghoul, while paralyzed by a ghoul" *if* they were
two different ghouls.
Add page number citations for the first two passages and add three
new passages. That brings the total for Small Gods up to 15 which
is a bit on the high side, but they all seemed worthy.
While in there, fix a transcription mistake in Lords and Ladies #7:
"to" should be "be".
And two fixes for Jingo #11's footnote, change "genious" to "genius",
remove second "was" from "was, oddly enough, was one [...]".
Also, add a comment about the Amazing Maurice.
I've tried to bring the fixes37.0 entries about tribute fixes up to
date. They're mostly minor and mostly neglected to include updates
for that.
another scrambled message when given '-' as object
This is similar to commit 98d381de46c47325abbdafda7894238c59f18cb8
(which mis-classified the bug as post-3.6), using #rub on a lump
of royal jelly and supplying '-' rather than an egg as the target
yielded "You mime rub the royal jellying on something." Change
it to be "You mime rubbing the royal jelly on something."
Restore some old behavior for the apply command that was changed
by the "getobj refactor" patch. You couldn't attempt to apply
potions to determine whether they were oil, couldn't apply gray
stones once touchstone was discovered, and attempting to apply
arbitrary items gave "that is a silly thing to apply" rather
than "sorry, I don't know how to use that."
Don't include "Click!" in the feedback when a rolling boulder
trap is triggered if the hero is deaf. Some feedback based on
being able to see a monster be hit by a rolling boulder should
also be reported if the location can be seen and an invisible
monster can be sensed there. Change "you hear rumbling in the
distance" to "you hear rumbling nearby" when unseen activity is
close. If the boulder itself is visible when it starts to roll,
report seeing that instead of hearing rumbling.
Issue is about monster shape changes being sensed via telepathy
while hero is swallowed, so player gets told about things that
aren't being shown on the map. Similar situation while underwater;
only monsters in adjacent water spots are shown on the screen, but
messages about sensed monsters will continue to be given. It isn't
limited to shape changing; lots of places include telepathy,
extended monster detection, and warning against specific types of
creatures as criteria to decide whether the hero 'sees' something
that isn't directly visible happen.
Change sensemon() to behave as if being swallowed or underwater
blocks telepathy, extended monster detection, and warning. I
consider this to be experimental, but it needs much wider testing
than would take place if put into its own test branch. It can be
tweaked or reversed if that turns out to be necessary.
There should be no change in behavior when not swallowed and not
underwater. But for either of those two situations, some messages
that have been getting delivered may be different (such as using
"it" instead of sensed monster's name) or suppressed.
The message given when attempting to light a lantern with no power
left described it as a lamp. Change that to lantern. Also, "has
run out of power" duplicates the message given when it burns out;
change that part to "is out of power".
Your lamp has run out of power. -> Your lantern is out of power.
A display optimization assumed that the color of a glyph wouldn't
change unless the glyph itself changed, but there is a single glyph
for all altars and unaligned is shown with a different color than
the three aligned ones. If there was an unaligned altar outside
of Gehennom (orcish mine town, some quests) and an invisible hero
(without see invisible) converted it, it stayed the old color until
there was some other reason to update that screen location.
We used to have the contents of chests and large boxes be immune to
water damage, oilskin sacks immune unless the sack was cursed, other
containers be vulnerable. Some reddit discussion about ice boxes in
unnethack indicates that they are treated like oilskin sacks, which
makes sense. This adds that to nethack and also makes chests and
large boxes behave similarly. So it's now: nothing is immune even
when cursed (except statues); oilskin sacks, ice boxes, and other
boxes are immune to water damage unless cursed; all other containers
vulnerable even when not cursed.
|
| Old New
|immune all statues, statues
| the time chests, large boxes
|
|immune when BU, oilskin sacks oilskin sacks,
| vulnerable if C ice boxes,
| chests, large boxes
|
|vulnerable ordinary sacks, ordinary sacks,
| all the time bags of holding, bags of holding
| ice boxes
|
I suspect that the old ice box classification might have been an
accident caused by the Is_box() predicate yielding False for it.
The changes won't make much difference to actual play. Chests and
large boxes are rarely carried and never start out cursed, ice boxes
even more so, and sacks/bags haven't been changed. However, players
might intentionally curse a container to keep strong pets from
picking it up, or be carrying a box because they haven't found a bag
yet and then muck about with fountains or thrones and get it cursed.
'final_fpos' shouldn't have been moved to the 'g' struct. Even if
a game went all the way through topten and was restarted as a new
game that also went all the way through topten, 'final_fpos' would
get a new value rather than being messed up by a stale old one.
From a beta tester six years ago: specifying 'scores:own' resulted
in an option setting of 'scores:3 top/2 around/own' when player
wanted 'scores:0 top/0 around/own'. Change it so that when fewer
than all three fields are given new values, the others are reset
rather than having their old values merge with new settings.
Also, 'scores:none' can be used to get 'scores:0 top/0 around/!own'
to skip the scores at the end without skipping notification of
whether the ending game's score made it into the top N list.
Options parsing accepts '!scores' and then ignores the negation.
Changing the optlist flags for 'scores' to allow negation resulted
in a complaint about missing value; I gave up instead of pursuing
that. 'scores:none' should suffice.
Setting 'scores:!top/own' or 'scores:!around/own' would behave as
'scores:1 top/!own' or 'scores:1 around/!own', respectively.
'scores:!top/!around/own' behaved as 'scores:1 top/1 around/own'
(note affect of two prior negations on final field compared to
single negation in the earlier two variations). This fixes those.
Prayer reward can already uncurse a cursed saddle because hero is
stuck on it. Allow scroll/spell of remove curse to do so too.
The original riding implementation in slash'em operated with the
saddle in hero's inventory rather than in the steed's, so it would
have handled this without any extra effort. Presumeably that was
overlooked when incorporating riding into nethack changed it to
have saddle be part of the steed's inventory instead of hero's.
When swallowed and blind, the swallowing monster is described
accurately, but being held rather than swallowed describes the
monster as "it". That's normal, but the status feedback section
of ^X output lists
|You are held by it.
which looks pretty weird. Change that to be
|You are held by an unseen creature.
Zapping wand of opening or spell of knock at engulfer while swallowed
would make the engulfer expel the hero; this change makes zapping
other holders release their hold. Zapping self now achieves the same
effect, as does breaking a non-empty wand of opening. When poly'd
hero is holding a monster rather than being held, that monster will
be released.
Engulfers can't re-engulf for 1 or 2 turns after releasing the hero
in order to prevent hero from being immediately re-engulfed. Impose
the same limitation on other holders.
From newsgroup discussion where slash'em changes have revealed a
latent nethack bug: prevent placing level teleporters in single-
level branches. The Knox level doesn't have any level teleporters
(or random traps) but wizard mode wishing could create them there.
They wouldn't do anything because the only possible destination
would be the same level. Pushing a boulder onto one used to trigger
an infinite loop (and still does in slash'em, which has other
single-level branches besides Ft.Ludios) trying to relocate it.
Boulder pushing was changed 15 years ago to prevent the infinite
loop and to avoid giving "the boulder disappears" message when a
level teleporter failed, but rolling boulder traversal lacked that
same change--it wasn't vulnerable to looping but could give an
inaccurate message claiming that the boulder disappeared when it
actually didn't. Fixing this is a bit late; rolling boulder trap
creation was recently changed to not choose a path that rolls over
teleportation or level tele traps any more.
When Qt's extended command selection dialog is set for all commands
or all normal mode commands, it displays the "#wait" command as
"wait (rest)". Picking by mouse is straightforward; the extra text
on the button has no effect. Picking by typing "#wa" will choose it;
there aren't any other choices matching that so the player never gets
as far as typing 'i'. This change allows the player to type "#rest"
as an alternate way to choose it. "#re" matches some other stuff
and the choice is left pending, adding 's' makes it unique but not
explicitly chosen (so still possible to back up), then adding 't'
chooses it. The core never knows the difference.
Simplify extended command selection under Qt by allowing the
autocomplete subset be one of the choices for its [filter]. That's
the same subset as X11 uses, where #q is unambiguous for #quit
instead of competing with #quaff and #quiver.
Unlike under X11, the player can use [filter] to switch to the full
command set and get access to a few commands which have no useable
key and aren't flagged to autocomplete. (Mostly obscure wizard mode
commands but #exploremode is in that situation.)
In normal and explore modes, the [filter] button just toggles between
two sets of commands (all normal mode commands vs autocomplete normal
mode commands). In wizard mode there are four choices and you might
need to click on [filter] up to three times to step through to the
target one among four sets (all commands, all normal mode commands,
autocomplete commands for both normal and wizard, full subset of just
the wizard mode commands).
The #twoweapon command was flagged as autocomplete back when using
an extended command was the only way to execute it. Take that off
since simple 'X' suffices. Do the same for wizard mode commands
that can be invoked with control characters. Probably ought to do
the same for #overview too but this change doesn't.
I started to add the autocomplete flag for #exploremode but that
would require an extra letter for #enhance so I decided not to.
There are some wizard mode commands that can't be executed under
X11 because they aren't flagged to autocomplete and its extended
command selection widget only offers autocomplete commands as
choices. I haven't attempted to change that.
Always require paranoid confirmation for #panic rather than just
when it has been enabled for #quit.
For Qt, always render text windows with fixed width font instead
of switching from proportional to fixed when the text contains
any line(s) with four consecutive spaces. That was really meant
for menu lines without selector letters which want to be lined
up under or over ones with such, and wasn't a very good heuristic
for text windows.
Most of the text files for the '?' command happen to have such
lines so are already being shown with fixed-width font. data.base
entries were hit or miss; most have attribution lines indented by
four or more spaces but some don't, so display was inconsistent:
some were shown with fixed-width font and some with proportional.