Commit Graph

5 Commits

Author SHA1 Message Date
nethack.allison
e1aa6d5148 GOLDOBJ compat (main trunk only)
This patch gives game and savefile compatibility
whether GOLDOBJ is defined or not.

You can build with GOLDOBJ defined or not, and
still load your saved games. Rebuild with the
opposite, and load the same game.

That way GOLDOBJ can be experimented with
more easily.

1. Leave the "you" struct and the "monst"
   struct the same under the hood between
   GOLDOBJ and !GOLDOBJ.

2. Always write out gold as an
   object on the player and monster
   inventory chains.

On a restore of the savefile with GOLDOBJ
not defined,  take the gold objects out of
the inventory chains and put it into u.ugold
or mtmp->mgold as appropriate.

On a restore of the savefile with GOLDOBJ
defined, nothing special is done.
2003-04-11 22:32:08 +00:00
cohrs
2492ed0de1 comment bit
mtrapped comment didn't mention webs
2002-11-28 19:13:01 +00:00
cohrs
b4b5a0fe52 B02001 - trees and monster
<Someone> noticed that the change to require axes for trees (and allow them for
doors) did not extend to monsters.  Now it does.
- added 2 new weapon check flags to handle the new cases
- added some detailed digging flags to mfndpos, based on ALLOW_DIG, and
  moved some common logic regarding that flag into mfndpos
- made the ARMS check consistent for 2-handed weapons
I also noticed that simply carrying a pick was enough to allow a monster to
dig a door; wielding wasn't required.  This is fixed as well.
2002-08-11 17:32:47 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
jwalz
d4e6cd01f9 *** empty log message *** 2002-01-05 21:05:48 +00:00