Merge branch 'NetHack-3.6.2-beta01' into NetHack-3.6.2
This commit is contained in:
@@ -1,4 +1,4 @@
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.\" $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.271 $ $NHDT-Date: 1535668900 2018/08/30 22:41:40 $
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.\" $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.278 $ $NHDT-Date: 1539507753 2018/10/14 09:02:33 $
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.\"
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.\" This is an excerpt from the 'roff' man page from the 'groff' package.
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.\" NetHack's Guidebook.mn currently does *not* adhere to these guidelines.
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@@ -21,7 +21,7 @@
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.ds vr "NetHack 3.6
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.ds f0 "\*(vr
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.ds f1
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.ds f2 "September 26, 2018
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.ds f2 "October 14, 2018
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.
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.\" labeled paragraph start (should be part of tmac.n, but I don't want to
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.\" make changes to that file)
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@@ -2257,13 +2257,14 @@ you are carrying (shopkeepers aside).
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Persistence of Objects
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.pg
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Normally, if you have seen an object at a particular map location and
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move to another location which can't directly see that object any
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move to another location where you can't directly see that object any
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more, if will continue to be displayed on your map.
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That remains the case even if it is not actually there any more \(em
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perhaps a monster has picked it up or it has rotted away \(em
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until you can see or feel that location again.
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One notable exception is that if the object gets covered by the
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``remembered, unseen monster'' marker and that marker is later removed
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``remembered, unseen monster'' marker.
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When that marker is later removed
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after you've verified that no monster is there, you will forget that
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there was any object there regardless of whether the unseen monster
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actually took the object.
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@@ -2274,7 +2275,7 @@ The situation is the same for a pile of objects, except that only the
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top item of the pile is displayed.
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The
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.op hilite_pile
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option can be enabled in order to show an item differently when is
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option can be enabled in order to show an item differently when it is
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the top one of a pile.
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.
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.hn 1
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@@ -2663,7 +2664,7 @@ new players if it detects some anticipated mistakes (default on).
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Have user confirm attacks on pets, shopkeepers, and other
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peaceable creatures (default on). Persistent.
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.lp dark_room
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Show out-of-sight areas of lit rooms (default off). Persistent.
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Show out-of-sight areas of lit rooms (default on). Persistent.
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.lp disclose
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Controls what information the program reveals when the game ends.
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Value is a space separated list of prompting/category pairs
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@@ -45,7 +45,7 @@
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%.au
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\author{Original version - Eric S. Raymond\\
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(Edited and expanded for 3.6 by Mike Stephenson and others)}
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\date{September 26, 2018}
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\date{October 14, 2018}
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\maketitle
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@@ -2619,13 +2619,14 @@ you are carrying (shopkeepers aside).
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%.pg
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Normally, if you have seen an object at a particular map location and
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move to another location which can't directly see that object any
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move to another location where you can't directly see that object any
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more, if will continue to be displayed on your map.
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That remains the case even if it is not actually there any more--
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perhaps a monster has picked it up or it has rotted away--
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until you can see or feel that location again.
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One notable exception is that if the object gets covered by the
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``remembered, unseen monster'' marker and that marker is later removed
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``remembered, unseen monster'' marker.
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When that marker is later removed
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after you've verified that no monster is there, you will forget that
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there was any object there regardless of whether the unseen monster
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actually took the object.
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@@ -2637,7 +2638,7 @@ The situation is the same for a pile of objects, except that only the
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top item of the pile is displayed.
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The
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{\it hilite\verb+_+pile\/}
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option can be enabled in order to show an item differently when is
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option can be enabled in order to show an item differently when it is
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the top one of a pile.
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%.hn 1
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@@ -3109,7 +3110,7 @@ peaceable creatures (default on). Persistent.
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%.lp
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%.lp
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\item[\ib{dark\verb+_+room}]
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Show out-of-sight areas of lit rooms (default off). Persistent.
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Show out-of-sight areas of lit rooms (default on). Persistent.
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\item[\ib{disclose}]
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Controls what information the program reveals when the game ends.
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Value is a space separated list of prompting/category pairs
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@@ -158,6 +158,11 @@ being trapped (bear trap, web, molten or solidified lava, chained to buried
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iron ball) blocks both levitation and flight (note: being stuck in a
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pit ends when either of those starts so doesn't apply)
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change default value for the 'autodescribe' option to 'on'
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Elbereth hypocrisy penalty doesn't apply if attacking a monster which isn't
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frightened by Elbereth; normal scuffing of engravings still applies
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Elbereth hypocrisy penalty reduced when alignment is already low
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during character creation, don't unset alternate weapon when a shield gets
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worn (was preventing knight from having lance set up as uswapwep)
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Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
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@@ -225,6 +230,7 @@ X11: make key translations work with menus on Linux
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X11: allow mouse wheel scrolling to work in menus by default
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X11: handle paged menu control keys
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X11: remember perm_invent window geometry
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X11: handle X errors via panic
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General New Features
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10
src/mon.c
10
src/mon.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 mon.c $NHDT-Date: 1526132509 2018/05/12 13:41:49 $ $NHDT-Branch: master $:$NHDT-Revision: 1.252 $ */
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/* NetHack 3.6 mon.c $NHDT-Date: 1539479657 2018/10/14 01:14:17 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.260 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Derek S. Ray, 2015. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -2659,7 +2659,10 @@ setmangry(mtmp, via_attack)
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struct monst *mtmp;
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boolean via_attack;
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{
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if (via_attack && sengr_at("Elbereth", u.ux, u.uy, TRUE)) {
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if (via_attack && sengr_at("Elbereth", u.ux, u.uy, TRUE)
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/* only hypocritical if monster is vulnerable to Elbereth (or
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peaceful--not vulnerable but attacking it is hypocritical) */
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&& (onscary(u.ux, u.uy, mtmp) || mtmp->mpeaceful)) {
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You_feel("like a hypocrite.");
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/* AIS: Yes, I know alignment penalties and bonuses aren't balanced
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at the moment. This is about correct relative to other "small"
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@@ -2668,7 +2671,8 @@ boolean via_attack;
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violating your own request. I know 5 isn't actually large, but
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it's intentionally larger than the 1s and 2s that are normally
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given for this sort of thing. */
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adjalign(-5);
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/* reduce to 3 (average) when alignment is already very low */
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adjalign((u.ualign.record > 5) ? -5 : -rnd(5));
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if (!Blind)
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pline("The engraving beneath you fades.");
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16
src/u_init.c
16
src/u_init.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 u_init.c $NHDT-Date: 1526755625 2018/05/19 18:47:05 $ $NHDT-Branch: NetHack-3.6.2 $:$NHDT-Revision: 1.42 $ */
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/* NetHack 3.6 u_init.c $NHDT-Date: 1539510426 2018/10/14 09:47:06 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.43 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2017. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1112,10 +1112,13 @@ register struct trobj *trop;
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discover_object(POT_OIL, TRUE, FALSE);
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if (obj->oclass == ARMOR_CLASS) {
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if (is_shield(obj) && !uarms) {
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if (is_shield(obj) && !uarms && !(uwep && bimanual(uwep))) {
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setworn(obj, W_ARMS);
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if (uswapwep)
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setuswapwep((struct obj *) 0);
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/* 3.6.2: this used to unset uswapwep if it was set, but
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wearing a shield doesn't prevent having an alternate
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weapon ready to swap with the primary; just make sure we
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aren't two-weaponing (academic; no one starts that way) */
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u.twoweap = FALSE;
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} else if (is_helmet(obj) && !uarmh)
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setworn(obj, W_ARMH);
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else if (is_gloves(obj) && !uarmg)
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@@ -1135,10 +1138,11 @@ register struct trobj *trop;
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if (is_ammo(obj) || is_missile(obj)) {
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if (!uquiver)
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setuqwep(obj);
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} else if (!uwep)
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} else if (!uwep && (!uarms || !bimanual(obj))) {
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setuwep(obj);
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else if (!uswapwep)
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} else if (!uswapwep) {
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setuswapwep(obj);
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}
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}
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if (obj->oclass == SPBOOK_CLASS && obj->otyp != SPE_BLANK_PAPER)
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initialspell(obj);
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 winX.c $NHDT-Date: 1526429314 2018/05/16 00:08:34 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.50 $ */
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/* NetHack 3.6 winX.c $NHDT-Date: 1539392992 2018/10/13 01:09:52 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.57 $ */
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/* Copyright (c) Dean Luick, 1992 */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -85,6 +85,8 @@ int click_x, click_y, click_button; /* Click position on a map window */
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/* (filled by set_button_values()). */
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int updated_inventory;
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static int (*old_error_handler) (Display *, XErrorEvent *);
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#if !defined(NO_SIGNAL) && defined(SAFERHANGUP)
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#if XtSpecificationRelease >= 6
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#define X11_HANGUP_SIGNAL
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@@ -148,6 +150,7 @@ static void FDECL(nhFreePixel, (XtAppContext, XrmValuePtr, XtPointer,
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static boolean FDECL(new_resource_macro, (String, unsigned));
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static void NDECL(load_default_resources);
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static void NDECL(release_default_resources);
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static int FDECL(panic_on_error, (Display *, XErrorEvent *));
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#ifdef X11_HANGUP_SIGNAL
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static void FDECL(X11_sig, (int));
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static void FDECL(X11_sig_cb, (XtPointer, XtSignalId *));
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@@ -1273,6 +1276,21 @@ static XtResource resources[] = {
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#endif
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};
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static int
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panic_on_error(display, error)
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Display *display;
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XErrorEvent *error;
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{
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char buf[BUFSZ];
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XGetErrorText(display, error->error_code, buf, BUFSZ);
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fprintf(stderr, "X Error: code %i (%s), request %i, minor %i, serial %lu\n",
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error->error_code, buf,
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error->request_code, error->minor_code,
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error->serial);
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panic("X Error");
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return 0;
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}
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void
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X11_init_nhwindows(argcp, argv)
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int *argcp;
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@@ -1318,6 +1336,8 @@ char **argv;
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/* We don't need to realize the top level widget. */
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old_error_handler = XSetErrorHandler(panic_on_error);
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#ifdef TEXTCOLOR
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/* add new color converter to deal with overused colormaps */
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XtSetTypeConverter(XtRString, XtRPixel, nhCvtStringToPixel,
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@@ -2539,7 +2559,7 @@ String *params;
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Cardinal *num_params;
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{
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Arg arg[2];
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Widget horiz_sb, vert_sb;
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Widget horiz_sb, vert_sb, scrollw;
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float top, shown;
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Boolean do_call;
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int direction;
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@@ -2552,7 +2572,7 @@ Cardinal *num_params;
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direction = atoi(params[0]);
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Widget scrollw = viewport;
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scrollw = viewport;
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do {
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horiz_sb = XtNameToWidget(scrollw, "*horizontal");
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vert_sb = XtNameToWidget(scrollw, "*vertical");
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