nhmall [Thu, 12 Aug 2021 16:54:47 +0000 (12:54 -0400)]
Merge branch 'NetHack-3.7' into compile_test
nhw_cron [Tue, 10 Aug 2021 18:24:07 +0000 (14:24 -0400)]
This is cron-daily v1-Jan-20-2020. files updated: Files
nhmall [Tue, 10 Aug 2021 18:01:29 +0000 (14:01 -0400)]
comment typo
nhmall [Tue, 10 Aug 2021 17:38:35 +0000 (13:38 -0400)]
Merge branch 'defsym' into NetHack-3.7
nhmall [Sun, 8 Aug 2021 16:29:46 +0000 (12:29 -0400)]
header files sym.h and defsym.h
There were multiple symbol-related lists that had to be kept
in sync in various places.
Consolidate some of that into a single new file
defsym.h
with a set of morphing macros that can be custom-called from
the various places that use the sym info without maintaining
multiple occurrences. Most maintenance can be done there.
Rename monsym.h to sym.h since it looks after some
symbols not related to monsters now too.
The defsym.h header file is included in multiple places to
produce different code depending on its use and the controlling
macro definitions in place prior to including it.
Its purpose is to have a definitive source for
pchar, objclass and mon symbol maintenance.
The controlling macros used to morph the resulting code are
used in these places:
- in include/sym.h for enums of some S_ symbol values
(define PCHAR_ENUM, MONSYMS_ENUM prior to #include defsym.h)
- in include/objclass.h for enums of some S_ symbol values
(define OBJCLASS_ENUM prior to #include defsym.h)
- in src/symbols.c for parsing S_ entries in config files
(define PCHAR_PARSE, MONSYMS_PARSE, OBJCLASS_PARSE prior
to #include defsym.h)
- in src/drawing.c for initializing some data structures/arrays
(define PCHAR_DRAWING, MONSYMS_DRAWING, OBJCLASS_DRAWING prior
to #include defsym.h)
- in win/share/tilemap.c for processing a tile file
(define PCHAR_TILES prior to #include defsym.h).
Pasi Kallinen [Mon, 9 Aug 2021 16:16:36 +0000 (19:16 +0300)]
Use mon_visible
Pasi Kallinen [Mon, 9 Aug 2021 13:13:09 +0000 (16:13 +0300)]
Move movement tests
Rushing will go along a snaking corridor.
Pasi Kallinen [Sun, 8 Aug 2021 16:30:56 +0000 (19:30 +0300)]
More movement tests
Rush behaves different in ROOM vs CORR; in corridors, it'll
turn 90 degrees, but will not go in the opposite direction
from when it started.
nhmall [Sat, 7 Aug 2021 15:23:27 +0000 (11:23 -0400)]
Merge branch 'NetHack-3.7' into compile_test
Patric Mueller [Mon, 2 Aug 2021 23:03:30 +0000 (01:03 +0200)]
tty: use bright colors directly on supporting terminals
Terminals supporting more than 8 colors can directly display the bright
colors (upper 8 colors of the 16 color palette).
The tty port now only uses bold for displaying bright colors as a fallback to
previous behavior for terminals with 8 colors.
PatR [Sat, 7 Aug 2021 00:59:53 +0000 (17:59 -0700)]
fix github issue #564 - unicorn vs displaced hero
Unicorns attempted to avoid being in direct line with the hero's
actual location even when displacement causes unicorn to think hero
was at some other spot. Change to avoid lining up with presumed
location even if that leaves the monster lined up with the hero.
While in mon.c, reorder the static function declarations near the
beginning of the file to match their order within it.
Fixes #564
PatR [Fri, 6 Aug 2021 00:44:04 +0000 (17:44 -0700)]
tribute update: The Amazing Maurice
Add four new passages to The Amazing Maurice and His Educated Rodents,
bringing total to 14.
When wishing, accept truncated title "The Amazing Maurice" as well as
the full title.
PatR [Thu, 5 Aug 2021 20:46:20 +0000 (13:46 -0700)]
description of stair destination for level 1 up
Having the opposite side of the stairs up from level 1 be unknown is
weird because the hero conceptually just came down those stairs at
the start of the game. But it's tricky because remote destination
varies depending on whether the Amulet is being carried. This gives
an accurate description of where the stairs lead (if you step on
them with the 'mention_decor' option On, or use the ':' command when
already on them).
|"There is a staircase up out of the dungeon here."
or
|"There is a branch staircase up to the Elemental Planes here."
It gives away a little information when carrying the Amulet, but not
much and anyone who gets that far deserves a break.
PatR [Thu, 5 Aug 2021 19:32:30 +0000 (12:32 -0700)]
fix engraving with miscellaneous items
Reported directly to devteam: when selecting an item to engrave
with, "getobj refactor"'s stylus_ok() classified none-of-the-above
objects as not viable instead of allowing arbitrary things to
engrave in the dust or give specific can't-use-that messages like
for food. Make the suggested fix: change default result when
checking an inventory item for applicability from GETOBJ_EXCLUDE
to GETOBJ_DOWNPLAY.
Engrave feedback rather than getobj selection: splash of venom
isn't necessarily wizard mode-only so don't reject attempting to
engrave with it as using an illegal object. And remove the extra
question mark from its "poison pen" message.
PatR [Wed, 4 Aug 2021 20:26:56 +0000 (13:26 -0700)]
wizard mode light source bug
In wizard mode if you're already polymorphed and you choose your
role's form when polymorphing again, polyself() calls rehumanize()
to restore your original shape. rehumanize() turns off any light
the hero is emitting from polymorph form. After it returned,
polyself() then tried to do the same thing based on a cached value.
If the previous form had been emitting light, that resulted in an
impossible() warning "del_light_source: not found type=1, id=N".
Couldn't happen in normal play because a request to polymorph into
any role monster is usually rejected; it's only honored in wizard
mode for current role. Noticed when testing something while in
gold dragon form but this bug predates addition of that monster.
Clear the cached value when rehumanize() returns to polyself().
nhmall [Wed, 4 Aug 2021 19:48:17 +0000 (15:48 -0400)]
NetHackW before and after tile additions
The NetHackW.res file wasn't being forced to be rebuilt if
the tiles were changed as they were recently.
Fix the Makefile.msc dependency so that it is.
Also have 'nmake clean' clear the generated *.res files.
Pasi Kallinen [Wed, 4 Aug 2021 10:58:49 +0000 (13:58 +0300)]
Slightly better stone tile
Replacing the placeholder stone tile with something that has
similar color scheme to the dungeon walls.
PatR [Tue, 3 Aug 2021 22:00:03 +0000 (15:00 -0700)]
fix github issue #562 - baby gold dragon
wouldn't grow up into gold dragon because the pairing was omitted
from the little-to-big list.
Fixes #562
nhmall [Tue, 3 Aug 2021 12:02:35 +0000 (08:02 -0400)]
Merge branch 'NetHack-3.7' into compile_test
PatR [Tue, 3 Aug 2021 00:44:03 +0000 (17:44 -0700)]
diagonal movement glitch
|..X..
|.X}X.
|..X..
When testing the odd Samuari moats, I discovered that you could
easily walk diagonally between any two of the solid stone pillars
and fall into the water but you would always drown because it's a
no-teleport level and the crawl routine wouldn't let you back out
via that same diagonal.
The crawl routine is also being used by travel for the last step--a
post 3.6 change--so there was an unnecessary restriction on diagonal
movement there too.
PatR [Tue, 3 Aug 2021 00:40:28 +0000 (17:40 -0700)]
Samurai "moat"
Samurai home level has two isolated moat spots, each within a set
of four solid stone pillars (depicted here as 'X' instead of blank).
|..X..
|.X}X.
|..X..
Having them be described as "moat" looked pretty silly. Keep them
moat but special case their description to be "water". It would be
simpler to change them to be pools, but that would make a slight
change in behavior (pools can be boiled away to become pits, moats
can't; probably should have made the simpler change anyway...).
PatR [Sat, 31 Jul 2021 00:28:00 +0000 (17:28 -0700)]
tribute update: The Last Hero
Add six passages, bringing total to 13.
PatR [Fri, 30 Jul 2021 21:11:26 +0000 (14:11 -0700)]
known_branch_stairs
New routine known_branch_stairs() was performing two different things
and was unnecessarly complicated because of that. Split off newer
routine stairs_description() to handle one of those.
Pasi Kallinen [Fri, 30 Jul 2021 17:50:45 +0000 (20:50 +0300)]
Implement wishing for walls in wizmode
Pasi Kallinen [Fri, 30 Jul 2021 16:32:26 +0000 (19:32 +0300)]
Reveal branch stairs only after traversing them
Pasi Kallinen [Fri, 30 Jul 2021 15:40:57 +0000 (18:40 +0300)]
More movement tests
Pasi Kallinen [Fri, 30 Jul 2021 15:09:28 +0000 (18:09 +0300)]
More movement tests
Pasi Kallinen [Fri, 30 Jul 2021 13:35:33 +0000 (16:35 +0300)]
Debug flag allowing overwriting stairs
And using it in the movement tests, so running doesn't stop
at stairs.
Pasi Kallinen [Fri, 30 Jul 2021 12:35:00 +0000 (15:35 +0300)]
Remove unused params
nhmall [Thu, 29 Jul 2021 20:01:55 +0000 (16:01 -0400)]
unrevert some unintentionally reverted bands
fixes #560
Pasi Kallinen [Thu, 29 Jul 2021 18:18:20 +0000 (21:18 +0300)]
Try fixing interrupted travel oddities
My earlier commit (
433f0cc) changed traveling, and caused some
strange problems when travel was interrupted. This seems to
fix those problems.
PatR [Thu, 29 Jul 2021 17:25:18 +0000 (10:25 -0700)]
wizard mode ^T
Noticed while testing the stair labeling, knowing the teleport away
spell (and without innate teleport ability--not sure whether that's
a factor), using ^T always attempted to cast the spell, even if you
used m^T to explicitly request wizard mode telport on demand. Since
my samurai had no chance to cast such a high level spell, I couldn't
use ^T any more.
With a different character, I ended up with 15(2) energy after a ^T
attempt failed. I've put in a fix for this but after the other one
I don't think it matters.
Pasi Kallinen [Thu, 29 Jul 2021 11:43:41 +0000 (14:43 +0300)]
Allow meta-keys in getloc
Fix altmeta again, to (re)allow meta-keys in getloc, for example
fast-moving the cursor with altmeta and number_pad.
PatR [Thu, 29 Jul 2021 10:32:58 +0000 (03:32 -0700)]
concealing unknown branch stairs
First cut at displaying branch stairs/ladder up/down as ordinary
stairs/ladder up/down if the destination hasn't been visited yet.
Stepping on stairs with 'mention_decor' enabled, or using ':' when
already on them, will report regular stairs' destination level.
Probably not very useful since it's just N+1 for downstairs or N-1
for upstairs when currently on level N.
It's based on whether the destination level has been visited, not
on whether the stairs have been traversed, so reaching a level via
trap or level teleporation can make the level's stairs known when
their destination really shouldn't be discovered yet.
Pasi Kallinen [Thu, 29 Jul 2021 04:36:08 +0000 (07:36 +0300)]
Lua: Allow setting debug_flags
PatR [Wed, 28 Jul 2021 23:59:45 +0000 (16:59 -0700)]
goto_level parameters
Don't want this comment bit to get mixed up with some other stuff
I'm working on.
PatR [Wed, 28 Jul 2021 20:45:56 +0000 (13:45 -0700)]
fix #K2154 - monster wearing alchemy smock
For the hero, a worn alchemy smock confers both poison resistance
and acid resistance. For monsters, it was only conferring poison
resistance. Change ut to add acid resistance too.
Pasi Kallinen [Wed, 28 Jul 2021 17:47:12 +0000 (20:47 +0300)]
Add more movement tests
nhw_cron [Wed, 28 Jul 2021 16:24:07 +0000 (12:24 -0400)]
This is cron-daily v1-Jan-20-2020. files updated: Files
Pasi Kallinen [Wed, 28 Jul 2021 16:11:30 +0000 (19:11 +0300)]
Start of movement tests
Adds the following lua functions:
- nh.pushkey("x")
Pushes a key into the command queue. Support is spotty,
currently only the keys handled in rhack.
- nh.doturn()
Runs one turn of main loop, or if optional boolean param
is true, until g.multi == 0
- nh.monster_generation(false)
Disable monster generation, and kill off all monsters.
Adds a testmove.lua script to test hero movement. Currently
covers only hjklyubn and HJKLYUBN.
Michael Meyer [Thu, 22 Jul 2021 00:07:28 +0000 (20:07 -0400)]
Fix: crash when appending to long engraving
If an engraving was appended to repeatedly, it could eventually exceed
BUFSZ and cause a crash. Add some checks to prevent this from happening
and inform the player when she runs out of space to engrave on a
particular square.
Pasi Kallinen [Wed, 28 Jul 2021 04:57:16 +0000 (07:57 +0300)]
Add branch stairs to symbols
Pasi Kallinen [Wed, 28 Jul 2021 04:45:21 +0000 (07:45 +0300)]
Explicitly set the altlabels array size
This will allow the compiler to complain after you add new glyphs.
nhmall [Tue, 27 Jul 2021 19:56:47 +0000 (15:56 -0400)]
typo
nhmall [Tue, 27 Jul 2021 19:55:04 +0000 (15:55 -0400)]
be explicit on the array name in tiletext.c
nhmall [Tue, 27 Jul 2021 19:40:16 +0000 (15:40 -0400)]
cron daily Guidebook.txt update
nhmall [Tue, 27 Jul 2021 19:37:18 +0000 (15:37 -0400)]
Merge branch 'NetHack-3.7' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.7
nhmall [Tue, 27 Jul 2021 19:36:04 +0000 (15:36 -0400)]
tile-build follow-up for new CMAP entries
PatR [Tue, 27 Jul 2021 19:31:32 +0000 (12:31 -0700)]
unfixed bug #H2668 - hitting disenchanter w/ rings
From 8 or so years ago, hitting a disenchanter without wielding a
weapon and without wearing gloves while wearing a possitively
'charged' ring should reduce the ring's enchantment. This doesn't
fix that, it just adds a brief comment about it.
PatR [Tue, 27 Jul 2021 19:29:46 +0000 (12:29 -0700)]
fix #H2797 - avoid "vision clears" if hero can't see
From 8 years ago, sitting on a throne and getting the confers-see-
invisible result gave "your vision becomes clear" message even when
hero was blind (who stays blind at the time). Give an alternate
message if hero is blind, with another alternate when the blindless
is due to being poly'd into something without eyes.
PatR [Tue, 27 Jul 2021 19:18:55 +0000 (12:18 -0700)]
drowning monster's [lack of] corpse
From the newsgroup 6.5 years ago,
| Subject: Re: Reviving drowned pets impossible
if you displaced your pet into water and it drowned, it would never
leave a corpse. That seems to be moot these days because a pet or
peaceful monster which would drown will refuse to swap places, but
change corpse handling anyway.
PatR [Tue, 27 Jul 2021 18:58:44 +0000 (11:58 -0700)]
gaze vs hider
From a 7 or 8 year old bug report from a beta tester. A pyrolisk's
gaze against a mimic didn't unhide that mimic. Somewhere along the
line that has been fixed, but some apparently redundant code inside
'if (visible)' should be done even when not visible.
nhmall [Tue, 27 Jul 2021 18:47:46 +0000 (14:47 -0400)]
date bump to match 267ac5 update to Guidebook source
PatR [Tue, 27 Jul 2021 18:03:20 +0000 (11:03 -0700)]
altmeta revisited
Put the flag that parse() uses to tell readchar() that the next
keystroke is a command into the program_state structure instead of
having it be a static variable in cmd.c. Conceivably an interface
could make use of it, and even if none do, it is program state....
More #558
Pasi Kallinen [Tue, 27 Jul 2021 15:56:46 +0000 (18:56 +0300)]
Increment editlevel
Added the new branch stairs glyphs, forgot to increment editlevel.
Pasi Kallinen [Tue, 27 Jul 2021 14:11:02 +0000 (17:11 +0300)]
Add colored branch stairs
Different color for stairs that go to another dungeon branch.
Adds four new glyphs, S_br{up,dn}{stair,ladder}, which use the
same character as normal stairs/ladders, but yellow color.
In tiles, the up/down arrow is yellow-green instead of while-blue.
This feature has been around a lot and is in several different
variants, but this is implemented from scratch so tiles work too.
Pasi Kallinen [Mon, 26 Jul 2021 18:40:19 +0000 (21:40 +0300)]
Bugle playing should not scare some monsters
Make awaken_soldiers match awaken_monsters in what monsters
it can scare.
Pasi Kallinen [Sun, 25 Jul 2021 19:52:42 +0000 (22:52 +0300)]
Add more shop tests
PatR [Sun, 25 Jul 2021 17:52:11 +0000 (10:52 -0700)]
fix github issue #558 - 'altmeta' input
Setting the 'altmeta' option affects how ESC is handled. Normally it
is for terminals/emulators which transmit two character sequence ESC c
when the user types Meta+c, but it can also be used to construct meta
characters 'manually' by typing ESC c. Unfortunately setting this
option has a side-effect of requiring a second character after ESC
before our readchar() will return, so it is only honored when parse()
wants the next command, not for general input.
When readchar() was recently split into two parts, the use of static
variable 'alt_esc' by parse() and readchar() was removed. That
resulted in requiring the user to type a second character whenever
ESC was typed, instead of just when it was transmitted or typed as
the prefix of a command that uses a meta-character keystroke.
Instead of just putting 'alt_esc' back, do things differently by
adding static 'getting_cmd' flag instead.
Fixes #558
Pasi Kallinen [Sun, 25 Jul 2021 08:57:09 +0000 (11:57 +0300)]
Hide internal commands from key list
nhmall [Sat, 24 Jul 2021 21:52:47 +0000 (17:52 -0400)]
change NetHack's MACOSX references to MACOS
nhw_cron [Sat, 24 Jul 2021 21:24:08 +0000 (17:24 -0400)]
This is cron-daily v1-Jan-20-2020. files updated: Files
nhmall [Sat, 24 Jul 2021 20:27:39 +0000 (16:27 -0400)]
add .gitattributes to test
nhw_cron [Sat, 24 Jul 2021 18:24:08 +0000 (14:24 -0400)]
This is cron-daily v1-Jan-20-2020. files updated: Files
PatR [Sat, 24 Jul 2021 18:30:52 +0000 (11:30 -0700)]
wizard mode enlightenment tweaks + Glow status fix
For extended monster detection, show the number of turns remaining
during enlightenment (wizard mode only). The value is also
available via #timeout but various enlightenment entries already do
something like this.
For confuse monster, show the number of hits left for glowing hands
(again, wizard mode only).
And for the latter, the 3.7 conditional status condition set up was
storing u.umconf, an unsigned int, into contests[bl_glowhands].test,
a boolean, so would yield the wrong value if glowing hands managed
to become high enough to be a multiple of 256 (assumes 8-bit char
for boolean).
Pasi Kallinen [Sat, 24 Jul 2021 17:29:15 +0000 (20:29 +0300)]
Add shop creation test script
Pasi Kallinen [Sat, 24 Jul 2021 17:18:40 +0000 (20:18 +0300)]
Fix missing Izchak shop
My recent commit broke Izchak's shop in minetn-6.
Fix it as per the suggestion from entrez.
Fixes #555
Pasi Kallinen [Sat, 24 Jul 2021 07:28:35 +0000 (10:28 +0300)]
Lua: improve level testing
Add des.finalize_level() used for testing in conjunction with
des.reset_level().
Add nhc.DLB to return 0 or 1 if DLB was defined at compile-time.
Change the test_lev.lua to give more informative messages instead of
just lua error when required file doesn't exist.
Add bigrm-11 to the level tests.
Pasi Kallinen [Fri, 23 Jul 2021 18:09:35 +0000 (21:09 +0300)]
Prevent segfault on nonexistent mapseen
Cannot happen on normal play, but with some lua trickery ...
Pasi Kallinen [Fri, 23 Jul 2021 17:52:38 +0000 (20:52 +0300)]
Prevent impossible with secret doors in sokoban
Doesn't currently happen as no Soko levels use secret doors,
but handle them anyway gracefully.
Secret doors have their doormask set, but it's overloaded wall_info.
The display routines aren't happy with D_CLOSED in wall_info.
PatR [Fri, 23 Jul 2021 17:41:57 +0000 (10:41 -0700)]
gold dragon and scales
Add two new monsters and two new objects:
gold dragon
baby gold dragon
gold dragon scale mail
set of gold dragon scales
A couple of variants seem to have added these already, but this came
off my ancient list of monsters to add and was done from scratch.
It's a clone of silver dragon, but instead of having reflection and
breathing cold, a gold dragon emits light and breathes fire; because
of the latter it can be seen with infravision like a red dragon.
Adult gold dragons are lawful as in the AD&D Monster Manual rather
than chaotic as the wiki pages show for the variant versions.
Worn gold dragon scales operate similar to wielded Sunsword: when
blessed, radius is 3 (same as a lamp), if uncursed, radius is 2, and
if cursed, radius is 1 (but functions as 2 when worn by the hero,
otherwise there would be no tangible effect). Gold dragon scale mail
gets an extra +1, making blessed gold DSM have a bigger radius than
lamps. Embedded scales have radius 1 regardless of BUC state; light
for that case comes from the gold dragon monster form the hero is in.
When not worn, gold scales and scale-mail don't emit any light.
The tiles use a mix of yellow (for gold) and red. The two object
tiles seem reasonable variations of the corresponding silver dragon
ones. The two monster tiles definitely need work since the silver
ones were mostly cyan and changing that to red did not produce very
good result; subsequent attempt at a mixture was haphazard at best.
PatR [Fri, 23 Jul 2021 00:02:06 +0000 (17:02 -0700)]
tribute update: Thief of Time
Add a page citation to passage #1; add six new passages (bringing
total to 14).
Pasi Kallinen [Thu, 22 Jul 2021 16:38:01 +0000 (19:38 +0300)]
Lua: lit="random" is not allowed anymore
Random is the default lit state, so leave it out.
PatR [Thu, 22 Jul 2021 15:32:25 +0000 (08:32 -0700)]
Unix 'make clean' bit
When deleting obsolete generated files (monstr.c, vis_tab.[ch])
for src 'make clean' or clean called from src 'make spotless' or
from top Makefile, don't complain if they aren't present.
Deletion failure wasn't stopping 'make' but did result in looking
like something might be wrong.
Before:
rm monstr.c vis_tab.c ../include/vis_tab.h #obsolete generated files
rm: monstr.c: No such file or directory
rm: vis_tab.c: No such file or directory
rm: ../include/vis_tab.h: No such file or directory
make[1]: [clean] Error 1 (ignored)
After:
rm -f monstr.c vis_tab.c ../include/vis_tab.h #obsolete generated files
(no extra feedback from rm or make).
Pasi Kallinen [Thu, 22 Jul 2021 15:02:58 +0000 (18:02 +0300)]
Lua: Allow boolean params in level_init
Pasi Kallinen [Thu, 22 Jul 2021 09:28:15 +0000 (12:28 +0300)]
Split calculating your movement speed out of moveloop
Pasi Kallinen [Thu, 22 Jul 2021 09:01:26 +0000 (12:01 +0300)]
Split moveloop into preamble and core
Heinrich Kuttler [Thu, 22 Jul 2021 07:42:34 +0000 (09:42 +0200)]
termcap.c: Don't use hilites[CLR_BLACK] = NULL for ANSI_DEFAULT
This didn't crash since xputs is defensive and checks if it got a NULL
string, but it also didn't display black entries (dragons, unicorns,
orcish arrows, ...) as black or otherwise different from gray entries.
Pasi Kallinen [Thu, 22 Jul 2021 08:05:40 +0000 (11:05 +0300)]
Lua: Make des.monster use boolean params
Michael Meyer [Wed, 21 Jul 2021 20:19:58 +0000 (16:19 -0400)]
Fix: engraving with dry magic marker
Engraving with a marker can use up remaining charges to write
semi-permanently in ink, or--if the marker has no remaining charges--can
draw in the dust as with a normal blunt item. Handling in engrave after
a recent refactor (
9c6a5fc423) didn't fully cover this second case, and
as a result using an empty marker to engrave would deduct a charge per
attempt and cause an impossible. This could be exploited by repeatedly
engraving with the same empty marker to underflow the marker charges.
Michael Meyer [Wed, 21 Jul 2021 16:18:40 +0000 (12:18 -0400)]
Fix: off-by-one error in movecmd
The for loop which iterates through the list of movement keys in
movecmd(cmd.c) was updated in
5abf948116 to count down to 0 instead of
up to the end of the list. This commit inadvertently introduced an
off-by-one error which started the loop one past the actual end of the
array. On my system this made 'H' stop working as the 'run West' key.
nhmall [Wed, 21 Jul 2021 18:58:06 +0000 (14:58 -0400)]
Guidebook.txt to July 21, 2021 current (retry)
nhmall [Wed, 21 Jul 2021 18:33:44 +0000 (14:33 -0400)]
Guidebook.txt update to July 21, 2021 current
nhmall [Wed, 21 Jul 2021 15:29:35 +0000 (11:29 -0400)]
Guidebook date bump to reflect most recent update
nhmall [Wed, 21 Jul 2021 15:23:10 +0000 (11:23 -0400)]
recognize vs2019 16.10.4 in sys/windows/Makefile.msc
Pasi Kallinen [Wed, 21 Jul 2021 13:26:00 +0000 (16:26 +0300)]
Remove special doinv key
The same thing can be done in config file with BIND=0:inventory
Pasi Kallinen [Wed, 21 Jul 2021 09:23:21 +0000 (12:23 +0300)]
Make mouselook use internal extended command
... instead of faking a key press
Pasi Kallinen [Wed, 21 Jul 2021 08:03:36 +0000 (11:03 +0300)]
Add retravel to Guidebook.tex
Pasi Kallinen [Wed, 21 Jul 2021 07:55:14 +0000 (10:55 +0300)]
Add new command: #retravel
Retravel travels to the previously selected destination.
Also changes the travel-via-mouse to execute the extended command
instead of faking a special key.
Pasi Kallinen [Sat, 17 Jul 2021 20:29:30 +0000 (23:29 +0300)]
Add some plural/an tests
PatR [Sat, 17 Jul 2021 19:16:03 +0000 (12:16 -0700)]
a uke
Fix a copy+paste blunder.
Pasi Kallinen [Sat, 17 Jul 2021 17:59:40 +0000 (20:59 +0300)]
Use define for wand wresting chance
PatR [Sat, 17 Jul 2021 15:32:07 +0000 (08:32 -0700)]
fix github issue #552 - "an ukulele"
Add "ukulele" to the exceptions that yield "a u<something>" in case
someone names their fruit that. Add the shortened form "uke" too.
While in there, generalize "one" handling to accept "one", "one<space>
<anything>" and "one<underscore><anything>" as exceptions in addition
to existing "one<dash><anything>", and "eu<anything>" to replace
existing "eucalyptus".
Fixes #552
Patric Mueller [Sat, 17 Jul 2021 10:44:50 +0000 (12:44 +0200)]
Fix heap-use-after-free when attacking monster with potion
Attacking a monster which has a passive attack (e.g. a red mold) with a
wielded potion that breaks during the attack, the variable weapon would
not be correctly reset and passive() would be called with the pointer to the
freed object.
PatR [Sat, 17 Jul 2021 02:08:53 +0000 (19:08 -0700)]
tribute update: The Truth
Add page citations to passages 1 and 2 and missing italics to #1.
Add five new pssages, bringing total to 13.
Patric Mueller [Fri, 16 Jul 2021 16:07:19 +0000 (18:07 +0200)]
Merge branch 'hoa-aloha' into NetHack-3.7
Patric Mueller [Fri, 16 Jul 2021 16:05:48 +0000 (18:05 +0200)]
Document "readable" Hawaiian shirt designs in fixes37.0
Closes #407
Michael Meyer [Thu, 29 Oct 2020 21:19:31 +0000 (17:19 -0400)]
Add 'readable' Hawaiian shirt designs
Functionally similar to reading a T-shirt or apron, but rather than
actual text printed on the shirt being displayed, the design of the
Hawaiian shirt is described: for example, "hula dancers on an orange
background" or "tropical fish on an abstract background". Much like
T-shirts have their text included in the game-end inventory list ('a
blessed +2 T-shirt with text "foo"'), Hawaiian shirts now have a brief
description of their design appended to their item name under the same
circumstances.
Because 'reading' a Hawaiian shirt doesn't actually involve reading
text, using the 'r' command in this way doesn't break illiterate
conduct.
Patric Mueller [Fri, 16 Jul 2021 16:01:17 +0000 (18:01 +0200)]
Fix format-overflow warnings in botl.c
PatR [Thu, 15 Jul 2021 23:10:34 +0000 (16:10 -0700)]
fix issue #510, pull request #519 - vomit effects
Add some vomiting effects:
Trigger divine wrath if hero vomits at an altar's location. (What
about adding throne and maybe sink special effects too?)
If poly'd into a yellow dragon, breathe (acid) on self. (I'm not
sure why.)
If on ice and poly'd into an acidic form, melt the ice. Also,
change melt_ice() to give its message when melting happens at the
hero's location even if hero can't see.
Fixes #519
Fixes #510