Commit Graph

2362 Commits

Author SHA1 Message Date
cohrs
ad41e2dc32 U614 - Master Kaen death message
rewrote the message so it doesn't talk about his body dissolving into gas,
since there's a possibility that he'll leave a corpse.  It now doesn't
mention a body at all, so it's not so bad when he doesn't leave a corpse
either.  The contents are completely changed, and I think it's more in line
with the sort of thing you'd expect from Master Kaen.
2003-09-12 16:20:50 +00:00
warwick
9d83d474f4 Solve a number of MacOSX problems. 2003-09-11 04:25:52 +00:00
warwick
0460cc9824 MacOSX can handle >14 character names.
I think the #if is inverted really - what DOES have that limit?
2003-09-11 04:23:52 +00:00
warwick
a80481a5e7 Avoid unixisms. On MacOSX, we cannot assume that the user will use
a command-line option to set their name. Normally they will type
a name if asked - but they won't be asked if we pull their username
as a name.
2003-09-11 04:22:55 +00:00
warwick
656fe3689d Rule for tile2cmp.o needed. 2003-09-11 04:21:12 +00:00
warwick
fcc6b44ab8 *** empty log message *** 2003-09-11 04:19:43 +00:00
warwick
1fc1945222 A .txt file is easier for the end user. 2003-09-11 04:19:02 +00:00
warwick
4c2486026e Work on BigEndian systems too. Only __ppc__ detected for now (Mac OS X). 2003-09-11 04:00:21 +00:00
nethack.rankin
b7529324a7 fixes typo
Plus a correction for an earlier entry.
2003-09-11 03:02:54 +00:00
nethack.rankin
951ca18e61 fix U640 - Medusa bug
Described in the newsgroup a while back and recently reported:  if
you had reflection and were invisible and had esp and were blind, Medusa
would turn herself to stone by looking at you.  When you're invisible,
she shouldn't be able to see your source of reflection so shouldn't be
affected by the gaze; that's how things work when you aren't blind but
the relevant code was being skipped when you are.

     Now esp is irrelevant for this and she'll see her reflected gaze
only when she can see you, regardless of whether you see it happen.
2003-09-11 02:45:55 +00:00
cohrs
3415b354ab shopkeeper messages outside the shop
remove_rooms() was trying to be clever and truncate the maximum room bounds
in partially overlapping rooms.  In the process, it would truncate the
bounds of L shaped rooms incorrectly, leaving some locations outside the
bounds with the roomno field set.  Since the maximum bounds really do not
have to actually match the largest extent of the room in the case of
irregular rooms, it was easiest to just remove the code that was performing
the incorrect truncation.  Due to the way remove_room() is coded, this
could result in shopkeeper messages (or, less likely, priest messages,
although that has not been reported yet) occuring for locations to the
right (or the upper/lower right corner) of the MAP on the Bustling Town level.
2003-09-10 21:11:21 +00:00
nethack.allison
b7a64afdd7 U638 Juiblex's "moat"
> NetHack feedback form submitted by
> <email deleted>
> on Tuesday, September 9, 2003 at 06:41:34
> Hi, Just thought I'd point out a sort of inappropriate word
> choice or typo that I came across in Juiblex's Swamp. I got this
> message, after pushing a boulder into the swamp: There is a large
> splash as the boulder falls into the moat. Obviously it's a swamp
> and not a moat so that sounds a bit wrong. It says the same sort
> of thing when I #dip a scroll in the swamp as well.
2003-09-10 01:16:23 +00:00
jwalz
0b284f75a0 compilation bit 2003-09-08 00:48:37 +00:00
nethack.allison
eb398e0b2a save/bones compatibility info followup 2003-09-07 18:19:24 +00:00
nethack.allison
89ec7dad49 save/bones compatibility info followup 2003-09-07 18:17:05 +00:00
nethack.allison
dae1b81029 #U632: Objects in Pits (game behavior)
<Someone> submitted the following bug report:
> An object and a pit are occupying the same square. I try to kick
> the object out of the square, but "You can't kick something
> that's in a pit!"
>
> I step into the square and escape the pit, but I can pick up the
> object, so maybe it's not in the pit after all.
>

This patch does *not* address this part of the bug report:
> If it's in the pit and it's a cockatrice corpse, should I die
> from landing on it when I fall into the pit?
2003-09-07 17:25:50 +00:00
nethack.allison
c3bfccdaf6 runtime bones compatibility info
Put the accepted bones file range on the options menu display.
Also adds a missing "if (wizard)" in bones.c
2003-09-07 11:48:43 +00:00
nethack.allison
89551f2157 missing band
<Someone> pointed out that I didn't check in the
updated include/extern.h
2003-09-06 21:33:31 +00:00
nethack.allison
9091855c66 monster birth limits followup 2003-09-06 11:01:05 +00:00
nethack.allison
237a8fbce7 monster birth limits exceeded by bones load
Bones loading was only checking to see if a
monster was marked extinct, it wasn't adding
up the born count of a species in the current
game with the number of that species on the
bones level being loaded. That made it possible
to exceed the correct number of nazgul and
erinys via bones.

This adds a common routine called propagate()
that makemon() and restmonchn(ghostly) share,
for incrementing the born count and checking for
extinction, etc.

When a bones level is loaded, restmonchn()
will flag an illegal monster (duplicated unique,
or too many of a species) by setting the
individual monster's mhpmax to the cookie
value DEFUNCT_MONSTER. Before getbones() finishes
loading the bones level, it will purge those
monsters from the chain.
2003-09-05 20:39:35 +00:00
nethack.allison
724ac2670c more overlay bits
Although the overlay stuff is destined to be
removed someday, this patch just makes the
use of STATIC_DCL, STATIC_OVL consistent
in the trunk.

[As a side pointless experiment, I was able
 to build a working  8086 port of 3.4.2 after
 this change that worked correctly in limited
 testing right up until it came time to enter
 Ft. Ludios., where it couldn't allocated the
required amount of memory.]
2003-09-05 14:59:53 +00:00
nethack.allison
1fed7915fb Remove vestiges of old overlay source split
[trunk only]
2003-09-05 13:55:24 +00:00
nethack.allison
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00
cohrs
1a94dcfca3 U631 - bustling town down stairs
correct the region where the down stairs can be placed so they don't show up
in a cut off cave.  If/when the level generator is improved to avoid generating
such caves, the down stairs region could potentially be changed back.
2003-09-04 15:24:15 +00:00
nethack.allison
74d4f057d5 U614 student statues were converted to valkyries 2003-09-04 10:26:19 +00:00
nethack.allison
e382e3b055 U613 specifying alignment in win32 and CE (from Yitzhak)
> The bug involved using the initalign (and related) indexes into
> the array of alignments as indexes into the respective combo box,
> and these are (apparently) not equivalent. To fix, the combo box
> is queried one by one for the item with the index that produces
> that proper alignment value, and then uses that index found. I
> did not find an API that does this in one step, but this only
> happens once, at dialog initialization.
2003-09-03 03:57:32 +00:00
cohrs
efb8739977 U624 (also in U614) - monk quest grammar
The first reported 3.4.2 grammar bug.  This one has been there a while.
2003-09-03 01:29:13 +00:00
cohrs
0d2ff02af3 README.linux sync
update the README.linux to correspond to the version that was included
in the 3.4.2 binary distro.
2003-09-03 01:22:09 +00:00
kmhugo
1c17e4087a Qt/MacOS X tidbit
The Info.plist file contains vital information about a given
application package.  Rename the file from .pli to .plist (note
that other files in this directory use long extensions).
Also correct and add to some of the information in this file.
2003-09-03 00:16:51 +00:00
kmhugo
48d826b907 Mac Terminal port tuneup
Submit the last of the changes that were needed to compile the
MacOS X Terminal port.
2003-09-02 16:06:53 +00:00
cohrs
5ba58b7229 flaming sphere and sliming
Reported to rgrn vs 3.4.1, polymorphing into other flaming monsters cures
sliming, but polymorphing to a flaming sphere did not.
2003-09-02 03:58:33 +00:00
cohrs
3444083f28 monster hp loss with Stormbringer
<Someone> forwarded from rgrn that a monster using Stormbringer would
lose hp when hitting the player.  The sign of the "gain" was reversed due
to subtracting the difference in the wrong order.
2003-09-02 03:48:34 +00:00
kmhugo
96c3043690 Unix on MacOSX tidbit
This old conditional was targeted for Apple compilers in a Unix
environment (probably A/UX, which hasn't been sold in over 10
years).  It now interferes with installations under MacOS X.
2003-09-01 02:23:50 +00:00
nethack.allison
d3901acac3 win32tty: fix lockfile error message 2003-09-01 02:03:11 +00:00
nethack.allison
db8f58422a Add fixes34.3 2003-09-01 01:21:26 +00:00
kmhugo
1282e5c623 Synch recent 3.4.2 changes to main trunk
This is merely a synchronization of recent changes for the
Macintosh Carbon port, which were committed to the 3.4.2
branch, to the main trunk.
2003-08-30 00:45:58 +00:00
jwalz
2ea07652d8 lint removal -- nothing of import 2003-08-29 17:23:19 +00:00
jwalz
2d294c47f8 strerror() is ANSI
(and not found by default on e.g. SUNOS4 and SVR2)
2003-08-29 16:09:13 +00:00
nethack.allison
6f1e7c828e bits (from <Someone>)
- Guidebook typo
- wizard mode prompt

[...]
> 2/3) In Guidebook* the lines subkeyval (Win32 tty NetHackonly).
> May be used to alter the value of should read subkeyval (Win32
> tty NetHack only). May be used to alter the value of
>
> 3/3) I miss a hint for the new wizmode feature levelteleport by
> menu. Neither wizhelp nor the dialog tell you about it. Maybe if
> (++trycnt == 2) Strcat(qbuf, " [type a number or ?]"); in
> teleport.c:589 could provide a hint.
>
> <Someone>
2003-08-28 11:19:08 +00:00
nethack.allison
cea7c0399d (from <Someone>) 2003-08-28 05:52:02 +00:00
nethack.allison
ee8ae0ed8b version info (from Yitzhak)
Changes are: Complete copyright notice, Versions using dot format instead of comma format, and nulls at the end of strings (required, at least for Windows 2000).
2003-08-28 05:46:50 +00:00
cohrs
648b1489a4 X11 install
Build and install the NetHack.ad file, and change the nethack.sh to append
the HACKDIR to the XUSERFILESEARCHPATH.  This means users do not have to
do anything special to use the NetHack X11 resources, nor does it require
teaching nethack where the X11 app-defaults directory is.  The change also
updates the X11 and linux doc files in a corresponding way.
2003-08-26 15:11:58 +00:00
kmhugo
6c70ec2799 Mac port prefix files
Support compilation of multiple flavors for the Macintosh:
1.  A Carbon port, text only and backwards-compatible with
    older versions of the MacOS.
2.  A termcap/Unix port for MacOS X only.
3.  A Qt port, tiled and MacOS X only.

The flavor can be selected at compile-time by specifying the
appropriate prefix file for the compiler.
2003-08-26 00:19:58 +00:00
nethack.rankin
acc58a75b2 fix B08001 - stone-to-flesh undoes cancellation
Prevent succubi from being fully restored via cycles of petrifying
and reviving.  It wasn't just a matter of saving traits; cancellation is
one of the monster traits which is explicitly reset when a monster gets
revived.  I think that probably makes sense, but this will override it
for succubi and incubi to prevent abuse; if they were cancelled at time
of petrification they'll remain cancelled when reanimated.  Likewise for
nymphs; even though the abuse facter isn't present, the cancel effect is
pretty similar for them so keep revivals similar too.

     This saves monster traits for every monster that gets turned into a
statue.  Unlike with corpses there's no stacking involved to make players
notice that each has become unique, so all such statues might as well all
reanimate just like they were instead of as new replacment monsters.
2003-08-24 18:32:58 +00:00
nethack.allison
bc4a07d9b3 Borland build fixes (from Yitzhak)
> This patch fixes warnings relating to pointers (using int *
> instead of unsigned int * ), provides prototypes for some
> functions, and adds a missing argument to one of the functions
>
> It also changes a bit in the way flex/bison are used in the
> Borland makefile to allow me to test compilation with those
> utilities using a batch file.
2003-08-24 15:37:50 +00:00
nethack.allison
b210dc8965 nttty
A recent output mode change was causing the
\n and \r characters to be visible on the display.
2003-08-23 14:49:12 +00:00
nethack.allison
ad32b89874 wince patch (from <Someone>)
This patch is both for 3.5.0 and 3.4.2
cesetup.bat did not copy keypad.uu to the build folder. Fixed.
2003-08-22 13:21:18 +00:00
nethack.rankin
d6db9e0d53 vms version update 2003-08-22 10:04:12 +00:00
nethack.rankin
28e4ed2d25 vms build fix
Noticed when trying out the "heck patch", where the name of the file
for the sanctum level was changed and I neglected to update my Makefile to
reflect that:  nothing was noticed if any files were missing when loading
them into a dlb container.  Populating the playground directory for the
non-dlb configuration suffered a similar problem.  Now the VMS playground
setup will issue a warning message if this happens (but not abort the
installation; perhaps it ought to do that as well...).

     Other ports have the same problem.  For example, Unix Makefile.top
relies on file globbing to build the dlb container; if a wildcard pattern
matches no files, dlb won't notice because the shell will have eaten the
offending pattern.  Likewise for its non-dlb configuration, where cp won't
notice.  However, this isn't a very interesting bug because it won't hit
when the distributed Makefiles correspond with the needed data files.
2003-08-22 09:59:15 +00:00
nethack.rankin
104847363a fix sleeping shopkeeper's gold handling
Make a sleeping or paralyzed shopkeeper wake up if you drop something
he's interested in buying (covers the recently reported case where dropping
gold failed to add credit, but picking it back up increased shop dept) or
if you use the 'p'ay command while owing money.  Sleeping shopkeeper is not
affected if you drop something he doesn't care about, or use 'p'ay when
there is no debt, or pick up shop goods (latter case is handled normally--
you'll owe money for the item even though the shk remains asleep).

     This makes shopping become a little easier--you aren't stuck waiting
for the shopkeeper to wake up if you actually want to pay for something--
in the rare case where the shopkeeper has been put to sleep, but it's an
awful lot simpler than any other reasonable way I could think of to deal
with the [lack of] credit problem.

     This makes the snoring message handling moot--it no longer exists.
(It wasn't very reasonable to begin with, because the program can't tell
whether mon->mfrozen is for timed sleep or timed paralysis so avoided
giving that message for temporary sleep.  There ought to be two separate
counters; probing is another case where vague messages are given because
the program can't tell the reason why a monster can't move.)
2003-08-22 08:39:57 +00:00