Allow migrated objects to break on arrival. Added code to obj_delivery to
cause this, along with a flag to keep breakage from occurring. The new
flag isn't used yet, because all the current object migration involve
objects that were moving/dropping. To help make this change, rloco now
returns whether the object was placed or not, so caller can know if an obj
pointer is still valid or not.
Making the breakage messages for MIGR_NEAR_PLAYER objects show up after the
new level is displayed required some effort (rather than while the old level
was still displayed, which was confusing), due to the needs of goto_level.
- obj_delivery now has 2 passes, one for before player arrives, another after,
allowing the two cases to be treated differently
- goto_level calls obj_delivery twice (run_timers is not called twice,
since the run required before the level is displayed will have already run
any timers on migrating object)
- kill_genocided_monsters now kills eggs on the migrating_objs list too
> over the water, then polymorphed into a non-flying creature
> leaves you standing on the water (you can kill the creature
> too and you're still on the water when you shouldn't be).
> - When floating from levitation over water and being held and
> removing levitation, you will fall into the water and drown or
> crawl back onto land. If you crawl back onto land you're no
> longer being held.
> The first situation seems to be a bug, the second a possible
> exploit. Both situations don't seem very correct, if you're
> being held it seems you should not fall into the water/lava
> until you are no longer being held. [patch contributed] It
> will keep the hero held up on over the water until released if
> his size is smaller than or equal to the size of the monster
> holding him. [<email deleted>, patch
> supplied]
>
A recent patch ensured that you ended up in the water when
polymorphed.
This patch is less ambitious than <Someone>'s
contribution, where he actually had the monster hold you up.
Perhaps that can be tackled for the trunk later.
Use fqname buffer 1 for restoring the save file (just like save does when
creating it) so the value won't change out from under the code in unixmain.
- Also moved a tty-specific hack in docompress_file that was causing
the 'y' response to the "keep the save file" prompt to be echoed twice.
20000922 Water should flow into pits from broken WoD, or DoE.
This addresses the Wand of Digging part, but does not
do anything about Drum of Earthquake.
<email deleted> wrote:
> Non-weapon iron items don't appear to rust if #dipped in a fountain.
Fixed. If something does get rusted, its a 50/50 chance whether other
fountain effects take place on the item afterwards.
fix by <Someone>, updated by <Someone> on r.g.r.n.
changes the colours of the windows tty port so that blue and
bright blue, and cyan and bright cyan are distinguishable. The chief
benefit of this is that floating eyes no longer look like shocking
spheres.
Not all of the extended commands worked in the gnome interface because
'#' just caused the next character to be treated as a meta character (this
was a hack I added a while back when none of the extended commands worked).
Resolved by finally adding an extended command menu to the gnome interface.
- updated some formatting so I could read the code
- fixed startup player selection menus so accelerators work
- added necessary calls to make sure selected menu item is visible
- also removed some dead code
The tty menu code wasn't totally reentrant, causing it to free memory
that wasn't on the heap if you had your inventory displayed, ^C then
ask to see the inventory again. Solved this by converting the buffer used
by process_menu_window to be heap-allocated. If the Quit code could return at
this point, this would still be very bad, but since it doesn't, this is OK.
Internals of gnome_yn_function should treat key inputs as 'int' until
returning them, to avoid truncating and not sign extending as needed on
platforms where char is unsigned.
Add a menu item for Quiver. While testing this, found the Quit menu
item still said that you quit using shift-q, so I updated that too.
Trunk change includes some other exit related fixes that don't apply to
the 3.4.3 branch.
cosmetic changes to allow qt_win.cpp to compile cleanly using gcc -Wall.
This corresponds to a debian report that doesn't mention a debian bug ID.
The changes are not identical to the suggested debian patch.
Too much code was being shared between the extended command window
and the popup dialogs for player selection, causing an uninitialized
variable to be referenced, often resulting in a core dump.
Opinions expressed:
> I actually like having "yes" consistently mean take a
> dangerous action, and "no" mean the safe route.
Also:
> I would classify the current behavior--where the "safe" answer
> is the opposite of the one for other prompts--as simply a bug.
[...]
change the dreaded "Stop eating?" prompt to "Continue eating?" with default "no"
<email deleted> wrote:
> [...] Vlad happened to be generated with a /WoDig and tried to
> make an escape hole during his last few moves. Shouldn't he
> know, that the floor in his own tower is undigable? So he lost
> valuable time with a pretty senseless action...
Zapping existing ice with cold wand/spell guaranties safe ice for
a minimum of MIN_ICE_TIME time.
Note that it could actually cause the ice to melt sooner than
it previously would have due to the randomization, but that's
an internal that the non-wizard-mode player would never
know anyway. The important thing from the hero's perspective
is that the ice should be safe for a while at least.
Also noticed and corrected a bug where the ice object effects
seem to have been getting initiated when solidifying lava in
zap.c
add a new melt_ice_away timer for ice created via zapping
a wand/spell of cold.
Some follow-up adjustments to the length of time before
the ice melts may be necessary. Ideally, I'd like to
have it so that the shorter the length of time since
the ice was created, the lesser the chance that it will
melt out from under you. Likewise, the longer it has
been, the more risky it will be to venture onto it.
At the moment, however, each spot of ice is just
getting a somewhat random time always greater
than 50, which is less than ideal.
Add support for hilite_pet to X11 text map mode (hilite_pet was already
supported when tiles were enabled). While testing this, I found a missing
newsym() in the code implementing the creation of a "tame" monster.
<Someone> suggested that a dragon, lacking hands, shouldn't be able to
throw things. Dragons can pick things up, and it seems they can throw
things the same way. However, it does seem that a notake() monster, which
cannot pick things up, shouldn't be able to throw things either.
Reported a while back, a (stonable) hiding monster will hide at a location
containing only a cockatrice corpse. While it would be interesting to
allow monsters to try, and stone themselves as a result, I chose the
simpler fix which is to not have monsters hide in such situations. I found
the hiding code was duplicated in several places, so I moved it into a new
hideunder() function that works for both the hero and monsters.
When moving the code to bill for tins before eating them (to charge for
them at the pre-eating hunger status), several cases were able to bypass
billing. Moved the bill checking code to a new costly_tin() subroutine so
it could be called in all the necessary places.
> Not all objects say "Splash!" when they fall in the
> water. When levitating/flying and dropping things they
> don't, but when polymorphing and forced to drop items
> they do. [<email deleted>]
when floating over the water, things dropped always
make some sort of sound. Also fix up some messages
when Underwater that previously said things like
"feel what is lying on the water" by adjusting
surface() in that situation to return "bottom."
While looking into this, I noticed that if you
are polymorphed into a Flyer and you then polymorph
back into your normal form, you don't end up in
the water until you move, so this attempts to
correct that too.
> You cannot stop eating, transcribing, or removing armor, save
> the game, restore it, then expect to continue. These use
> static data structures which aren't saved.
1. Switch to low-level console routines for performance improvements.
2. Instead of moving the cursor around like a real tty, just track the
destination coordinates of where the cursor should be, and
defer the movement until user input is expected.
Credit to <Someone> for #2.
There was a great deal of inconsistency in
different menus on how headings were displayed.
This allows the user to select what they like best.
I was motivated to do this, because I wasn't satisfied
with the appearance of ATR_INVERSE in the menus
on win32tty, and several of them specified it.
On September 11, 2003 "<Someone>" wrote:
> When we're going to have a different save file format, could
> the last messages in the message history be saved as well, so
> ^P would work the same before and after saving (possibly
> including a few less messages to make room for the startup
> messages?).
This seemed like a reasonable request. This patch:
- adds the core support required.
- adds the tty supporting routines.
Prompted by a question from Pat a long time back, this change finally allows
tiles or text map mode to be chosen dynamically at runtime (using the
"tiled_map" option) rather than having to pick it via an X resource and
keep your selection until you exit. This brings map mode selection up to a
level similar to most other graphical window ports.
In addition, the map mode automatically switches to text on the Rogue
level, also like other graphical window ports.
The default mode for the X11 binary is now tiles, once again, like most (all?)
other graphical window ports.
The patch also removes some dead X11 code that is unlikely to be useful again.