Commit Graph

2362 Commits

Author SHA1 Message Date
nethack.rankin
b5405940a2 R1007 - Monk kicking bug
Kicking a monster as a monk or samurai or while wearing kicking
boots might make it "reel from the blow" and be knocked back a step.
If that knock back put it into a trap which killed it, the kicking
code would kill it an extra time, then the player would get a warning
about dmonsfree finding the wrong number of dead monsters.
2002-07-26 00:33:14 +00:00
nethack.rankin
c740d732cc phantom venom
[ I didn't keep a copy of the message which reported this
  so don't have any reference number for it. ]

     If you used '/' to look at multiple items one after another,
then looking at floor or other item represented by the same '.' as
venom could result in subsequent things being falsely categorized as
possibly venom.  The subsequent items needed to have less than two
possible descriptions, and the triggering item needed to be a plain
dot rather than the graphic dot used for floor with IBMgraphics and
DECgraphics.
2002-07-25 23:55:06 +00:00
nethack.rankin
72dbd302c0 do_look at self
Suggested by <Someone>:  when examining an `@' monster, only include
"or you" in the description if you might reasonably expect to be seen
as something else.  So if you're playing as a human or an elf, or if
you're polymorphed regardless of race, the ordinary description of
"human or elf" doesn't need to add "or you".  And the setting of the
`showrace' option only matters if the `@' comes from prompting the
user instead of picking a symbol from the map.
2002-07-25 23:34:47 +00:00
nethack.rankin
afa939f4f9 traps burning paper golems
Paper golems destroyed by fire traps won't leave any scrolls
of blank paper behind.  (There's still no handling of other forms
of fire attack against such critters.)
2002-07-25 01:04:08 +00:00
nethack.allison
46d1595c67 sys/winnt more macro mods
(Sorry, but checking these in is the only way to see the results)
2002-07-24 08:25:21 +00:00
warwick
036d873dbb Just a comment. 2002-07-24 08:10:36 +00:00
nethack.allison
05c0d2cb9a sys/winnt change SCCS to Id macro 2002-07-24 07:34:02 +00:00
nethack.allison
1af06f69cd add date macro to Install.dos 2002-07-24 06:30:21 +00:00
nethack.allison
1e52445608 add date macro to Install.nt 2002-07-24 06:28:50 +00:00
warwick
b5847aea11 Honour wc_tile_width, wc_tile_height, and wc_tile_file. 2002-07-24 06:28:18 +00:00
nethack.allison
9596b68dff wince date macro fix in Install.ce 2002-07-24 06:26:28 +00:00
nethack.allison
93efef792d wince date macro fix in Install.ce 2002-07-24 06:24:02 +00:00
nethack.allison
931f5a4521 minor typo in Install.ce 2002-07-24 06:21:35 +00:00
nethack.rankin
cdc0677383 ending hallucination while blind
Don't suppress hallucination on/off messages when blind.
This fixes the case where you might be observing hallucinatory
monsters via telepathy yet not be told that perception was back
to normal when hallucination timed out.  It does not fix the
case where temporary hallucination times out while the effect is
being blocked (in which case successful application of a unicorn
horn yields no feedback), nor the hypothetical cases where timed
hallucination starts or ends while also hallucinating for some
other reason (which could happen via polymorph someday if a
monster which is always hallucinating--the way that bats are
always stunned--ever gets introduced).
2002-07-24 06:13:29 +00:00
nethack.rankin
5773c461ef throwing through iron bars
Make throwing things through iron bars by the player and
by monsters behave consistently with each other.  Also prevent
stone-to-flesh'd boulders and wands from passing through.
2002-07-24 05:42:49 +00:00
cohrs
59c34c852b sync Guidebook 2002-07-24 04:20:07 +00:00
nethack.allison
822a633563 (from <Someone>)
- added menu option to show/hide keypad window
2002-07-24 00:21:52 +00:00
warwick
bdc6c965af Rollback NAME_MAX workarounds as suggested. 2002-07-23 06:07:21 +00:00
nethack.allison
4da155e376 djgpp build was also broken 2002-07-23 05:33:00 +00:00
nethack.allison
c6f7560bdd credit updates 2002-07-23 05:10:37 +00:00
nethack.allison
c6c17bc00f more Windows CE 2002-07-23 04:52:48 +00:00
nethack.allison
d9dad62838 build fix for files.c
Warwick's plname files.c addition broke the
build on both win32 and CE because NAMES_MAX
wasn't defined.

In win32 it was defined in limits.h, but only
when _POSIX_ was defined.

In CE it just didn't exist in any of the
header files.  Since it was also complaining
about strdup(), I #ifdef'd Warwick's code out
under CE.
2002-07-23 04:51:28 +00:00
warwick
7b5618e03c Enclose savefile format change by STORE_PLNAME_IN_FILE macro. 2002-07-22 09:13:04 +00:00
warwick
7174e31024 Some non-enabled perminv code in Qt windowport. (missed in previous patch) 2002-07-22 09:10:13 +00:00
warwick
16b7d4a099 Store plname in save files (and restore it).
Move get_saved_games() functionality to files.c
Use moved get_saved_games() functionality in Qt windowport.
[also some non-enabled perminv code in Qt windowport]
2002-07-22 06:25:52 +00:00
nethack.allison
6bc604ecf3 Windows CE port addition 2002-07-22 03:27:01 +00:00
nethack.allison
0cc5b698d5 Windows CE port addition 2002-07-22 03:20:52 +00:00
nethack.allison
4957a7f5be another follow-up to fname_decode() routine 2002-07-21 16:58:12 +00:00
nethack.allison
2161fbe18c remove unnecessary variable
follow-up to fname_decode() routine
2002-07-21 16:49:19 +00:00
nethack.rankin
4c4c99b889 build fix 2002-07-21 10:11:32 +00:00
nethack.allison
03cc2afa2e WIN32: file naming
Allow single character variations in player names
to remain unique in file names by encoding rather
than substituting.
"plnam one", "plnam_one", and "plnam~one" at the
"Who are you?" prompt get unique filenames after this patch.
2002-07-21 04:07:32 +00:00
nethack.allison
5d040e4da5 prevent strange crash with some player names 2002-07-21 03:53:13 +00:00
arromdee
74c5eae064 bear trap wizard wishing 2002-07-20 06:45:48 +00:00
nethack.allison
cdec686d09 More untrap message clean-up 2002-07-20 02:07:09 +00:00
nethack.allison
8a9c09a8b1 (From <Someone>)
> It's probably best to empty
> mswin_update_inventory() in win\win32\. If I
> remember correctly there is some code in there now
> which probably behaves badly if perm_invent is
> switched on
2002-07-19 13:42:24 +00:00
nethack.rankin
34bcb2bb2b polyself typo 2002-07-19 01:45:26 +00:00
nethack.rankin
09cb5be946 B01005 - fasting by monks
Implement a suggestion by <Someone> that turns spent in
"hungry" state exercise wisdom for monk characters; also make
turns spent in "satiated" state abuse it instead.
2002-07-17 23:31:12 +00:00
nethack.allison
c286e48570 remove sparks lighting oil
for now at least, until there is more time to look into it.

<email deleted>
> Yet more nitpicking about potions of oil being lit by sparks from axed
> statues, I'm afraid.
>
> Konosja's potions of oil catch light!
> "That will cost you 66 zorkmids (Yendorian Fuel Tax)."
> "That's in addition to the cost of Konosja's potions of oil themselves, of
> course."
> You snuff the lit potion.
>
> a) why is the Fuel Tax on (in this case) six potions the same as on one?
>
> b) if you a)pply-light a potion, it's just "in addition to the cost of
>    the potion". Is Yname2() the right name-function for catch_lit() to
>    be using? It's odd for Konosja to be talking about herself in the
>    third person.
>
> c) Grammar on the snuffing message is wrong for multiple potions.
2002-07-17 23:26:48 +00:00
nethack.rankin
8aa428058c B01003 - showrace display
Enabling the showrace option displays a nonhuman hero in
white rather than in corresponding monster type's usual color.
2002-07-17 23:26:36 +00:00
nethack.rankin
a2bc6f5a71 more fire trap vs golem 2002-07-15 13:59:42 +00:00
nethack.rankin
927d041da7 lev_comp yacc output 2002-07-15 07:31:14 +00:00
cohrs
a21ddbb2bf minetown guards outside the town proper
Pat forwarded a message from the newsgroup in March that the town guards
enforce rules even outside the town proper.  Fix: On room-based town levels,
check if the location is in a room containing subrooms (roomno will often
have a subroom id instead).  On the other levels (e.g. minetn-5), there are
no subrooms, so the whole level is fair game.  Currently, this is valid.
If fancier towns are added in the future, more flags or use of regions may
be required to tell where the town border actually is.  These checks are done
in a new in_town function.
2002-07-15 04:17:13 +00:00
cohrs
b440613866 B04010 - paper golems and fire traps
Paper golems take 100% damage in a fire trap.  Straw is very flammable
unless tightly packed, but straw golems have a lot of surface area, so give
them 50% damage.
2002-07-14 22:10:33 +00:00
cohrs
5d530348d4 containers and objects in special level descriptions
On mazelike levels, containers had to be listed before their objects.  But,
for roomfilled levels, containers had to be listed _after_ the objects.  All
our current levels that use containers with objects are mazelike, so I
changed the room behavior, updating the comment in lev_comp.y to match.
Other items/monsters are still processed in reverse on roomfilled special
levels, but I think this is OK.
2002-07-14 20:17:45 +00:00
nethack.allison
8768a69e49 win32gui: follow-up 2002-07-14 19:56:49 +00:00
nethack.allison
2440a26e9c win32gui: -s and -? on the command line
Since -s doesn't function properly under the WIN32
graphical interface as yet, disable it altogether.

Also clean up nhusage() so that it does work with
the WIN32 graphical interface.
2002-07-14 19:50:25 +00:00
nethack.allison
e0db090d3d B04009 ftn msg when blind/!invis and gain see invis.
<Someone> writes:
Why do you "feel transparent" when you gain see invisible from a
fountain when blind and _not_ invisible? Transparency usually refers
to _being_ invisible.

Another try.
2002-07-14 18:29:34 +00:00
nethack.allison
56634c4850 B04009 ftn msg when blind/!invis and gain see invis.
<Someone> writes:
Why do you "feel transparent" when you gain see invisible from a
fountain when blind and _not_ invisible? Transparency usually refers
to _being_ invisible.

Good point. I think this may have been what was intended, but it's
been like this for quite a while.
2002-07-14 18:04:59 +00:00
nethack.allison
19225335bf B04008 Minetown fountain warnings prevent fountain gem/gold discovery
<Someone> writes:
I can accept that losing gold into a fountain recharges it to make it
possible to find a gem in it in future (however weird that is). What
_does_ seem wrong is that receiving a warning about a Minetown
fountain prevents finding gems and gold there.
2002-07-14 17:19:40 +00:00
nethack.allison
24cb5a7e3e do_look at warning co-located with boulder
This does not fix a reported bug where you
can't attack a hidden creature that is
co-located with a boulder, but it might
assist the player in understanding what is
going on.
2002-07-14 15:59:04 +00:00