Commit Graph
100 Commits
Author SHA1 Message Date
nethack.allison dbb1d0f230 saving msg history glitch (trunk only)
<Someone> discovered that it is possible to
have wins[WIN_MESSAGE] be null during
a hangup, not sure why yet.

Put a guard in to prevent de-referencing a null pointer.
2003-10-27 00:23:22 +00:00
nethack.allison 211666434c more win32tty clean-up
This brings things much closer to correct operation (I hope).
- The shift to only moving the cursor on input (<Someone>'s
changes) had a lot of complications, among them was
that sometimes, there is no more input. When the program was
exiting, or bombing the cursor synch never got done, so the
final messages could end up strewn any place the cursor
happened to be dwelling.

- There were two competing output systems in use: the
wintty stuff for the game, and the msmsg and error stuff
used by the sys/share/pcsys, sys/share/pctty, and
sys/share/pcunix routines.  Those were meant to mimic
output to stdout, where stuff just got sent to a sequential
display.  Over time, there were calls mixed in that depended
on the cursor tracked stuff from the core game, so you
really couldn't be sure where things were going to display.
It wasn't as much of an issue before, because the cursor
really did get moved around as expected. Everything
now ends up in the same output system.

- I even found a use of the real putchar() because
sys/share/pcunix didn't #include wintty.h the same
as the other files, and the macro never got defined.
Who knows where that character was being put -
the game certainly couldn't track it.

While everything I knew to be wrong yesterday is
now working, there may be some other glitches
lurking that I haven't discovered yet.

Please: test, test, test.
2003-10-26 15:56:50 +00:00
nethack.allison 043a2944ca class differentiation followup
> Healers pick up on the fact that a wand of undead turning
> revived a creature.
...if a vital piece of code isn't accidentally left out
2003-10-25 22:37:18 +00:00
nethack.allison b4c2f74c22 class differentiation bit (trunk only)
Healers pick up on the fact that a wand of undead turning
revived a creature.
2003-10-25 22:20:24 +00:00
nethack.allison 125d1f1cf1 handheld lockfile left around fix (from <Someone>) 2003-10-25 18:32:30 +00:00
nethack.allison 2a9f2b1f36 patchlevel.h sync between branch and core 2003-10-25 15:20:04 +00:00
nethack.allison fa8956dbb9 win32gui build fix (from <Someone>)
<Someone> wrote:
> Using the MCVS IDE I couldn't compile NetHack any longer, due to a
> misplaced #endif and a library not included in the DSP file.
> Here's a patch for both problems for 3.5.0.
> The 3.4.x verison only suffered from the first problem. Patch also
> attached.
2003-10-25 14:45:51 +00:00
nethack.allison 58f322841d more win32tty fixes
There were still some significant startup message problems
with win32tty.

I've spent a lot of time in the debugger tracing through them all.
I think I've got them all worked out now, certainly the ones that
I was aware of.  There may be some I haven't discovered.
Testing welcomed of course!

This patch also attempts to diagnose the error where someone tries
to execute NetHack directly out of a zip file, and provide
them with a (hopefully) helpful message similar to what we
might end up telling them if they wrote in.  If you want
to test that part, you can comment out the line in the
Makefile that adds "dungeon" to nhdat, and delete the nhdat
in your binary and src directories, and "make install".
Then add the value of your TEMP environment variable as a
DATADIR statement in defaults.nh (here's mine):
	DATADIR=C:\DOCUME~1\ALLISO~1\LOCALS~1\Temp
The diagnostic code engages if the game fails to open
dungeon. It then checks to see if it the game dir is the
TEMP directory for your system, and if so it prints the
message.
2003-10-25 04:02:24 +00:00
nethack.allison b989a746a0 fixes catchup 2003-10-25 03:59:09 +00:00
nethack.allison 45dd5ffe9f win32tty: startup msg cleanup
the win32 cursor restriction stuff messed up any
messages displayed during abnormal start conditions
where the window system never got initialized properly.
among them:
- messages relating to lock files or games in progress
- dungeon errors
- early panic messages
2003-10-24 15:15:44 +00:00
nethack.allison 4ceb7c3743 starting pet identification
make it possible for the code to recognize your starting pet throughout the
	game via is_starting_pet(mon) macro.
2003-10-24 12:15:46 +00:00
nethack.allison 5fbce73815 were followup
"Rat's appear" -> "Rats appear"
Use makeplural rather than s_suffix.
2003-10-24 12:06:13 +00:00
nethack.allison 04174eda2a starting pet identification
Make it possible to identify your starting pet throughout the game
via is_starting_pet(mon) macro.
2003-10-24 11:52:49 +00:00
nethack.allison da063bdc18 cvsfix
My cvs tree had the correct code. When I did a cvs update
it didn't pull anything down. When I deleted the include/extern.h
file from my cvs tree, and did an update with the "get the clean copy"
switch, it pulled down an extern.h that was indeed missing the
prototype.  In all cases my local cvs reported that it was 1.130.
I applied the prototype change to the cvs copy, did a cvs diff
to ensure nothing else was out of sync and re-committed.
2003-10-24 10:20:00 +00:00
nethack.allison 96b0d848b2 buglist: polymorphed into quantum mechanic
<email deleted> wrote:
- When polymorphed into a quantum mechanic, it is possible to jump in
  the water on a no teleport level and instinctively teleport.
- When an engulfing monster is teleported away on a no teleport level
  when the hero is polymorphed into a quantum mechanic, there is no
  message displayed like "You are no longer engulfed!" because
  u_teleport_mon is passed FALSE for give feedback. But maybe this is
  for a good reason...
2003-10-24 01:54:34 +00:00
nethack.allison e4495a6389 <Someone>'s were_summon rules
>Hemmed in by one invisible wererat?
><Someone>: Should I feel hemmed in if I can see that a wererat summons
>zero rats? Can the invisible wererat hem me in all by itself? And
>even if it had summoned anything, wouldn't a different message had
>been clearer (for isntance, "Rats appear around you!"); after all,
>I could see *what* was hemming me in.
>I agree that the current messages (and even the ones aspired to by the
>comment) are non-ideal.

<Someone>'s suggested set-up:
Seen summoner, seen help    : "The wererat summons help!"
Seen summoner, unseen help: "The wererat summons help! You feel hemmed in."
Seen summoner, no help: "The wererat summons help! But none comes."
Unseen summoner, seen help: "(A rat appears|Rats appear) from
nowhere!"
Unseen summoner, unseen help: "You feel hemmed in."
Unseen summoner, no help: No message.
2003-10-23 12:13:21 +00:00
nethack.allison 94b6f32b25 Half_physical_damage 08
missed a spot
2003-10-23 04:53:46 +00:00
nethack.allison 9b9f13aa13 Half_physical_damage 07
It is not physical damage if:
1. it already qualifies for some other special type of damage
   for which a special resistance already exists in the game
   including: cold, fire, shock, and acid. Note that fire is
   extended to include all forms of burning, even boiling water
   since that is already dealt with by fire resistance, and in
   most or all cases is caused by fire.
2. it doesn't leave a mark. Marks include destruction of, or
   damage to, an internal organ (including the brain),
   lacerations, bruises, crushed body parts, bleeding.

Current exceptions to the rule (already existing):
- holy water burning chaotic ("it burns like acid") is physical damage.
- unholy water burning lawful is physical damage.
2003-10-22 23:05:24 +00:00
nethack.allison 8467ab1515 Half_physical_damage 06
- [fixed in trunk] Alchemical explosion
- [fixed in trunk] Artifacts' blasting
- [fixed in trunk] Boiling/freezing potions
- [fixed in trunk] Chest/door/tin traps
- [fixed in trunk] Falling rocks/boulders (trap, digging, scroll of earth)
- [fixed in trunk] Mixing water and acid
- [fixed in trunk] Thrown potion (acid)

This is my last patch on this today.
2003-10-22 03:02:11 +00:00
nethack.allison cdf982e478 Half_physical_damage 05
- [fixed in trunk] Jumping/Newton's-Thirding into something solid
- [fixed in trunk] Being hit by Mjollnir on the return
- [fixed in trunk] Contaminated or boiling water from a sink
- [fixed in trunk] Falling on a sink while levitating
- [fixed in trunk, fire only] Any passive attack
- [fixed in trunk] Zapping yourself with a wand, horn or spell
- [fixed in trunk] Burning (un)holy water
- [fixed in trunk] Thrown potion (bottle)
- [fixed in trunk] Bumping head on ceiling by cursed levitation
- [fixed in trunk] Exploding rings and wands (under all circumstances)
- [fixed in trunk] Stinking cloud damage
- [fixed in trunk] Sitting in a spiked pit, in lava
- [fixed in trunk] Exploding spellbooks
- [fixed in trunk] Falling off or failing to mount a steed
- [fixed in trunk] Falling into a (spiked) pit
- [fixed in trunk] Land mine explosion
- [fixed in trunk] Fire traps
2003-10-21 23:45:11 +00:00
nethack.allison d3316e0436 Half_physical_damage 04
- [fixed in trunk] iron-ball-pulling yourself out of a bear trap
- [fixed in trunk] Hitting your foot with a bullwhip
- [fixed in trunk] Hooking yourself with a grappling hook
- [fixed in trunk] Being thwacked by an iron ball chained to you
- [fixed in trunk] A crystal ball exploding on being applied
- [fixed in trunk] Hitting yourself with your pick-axe
- [fixed in trunk] Molten lava (entering or being splashed)
- [fixed in trunk] Getting squished in a pit under a boulder
- [fixed in trunk] Kicking something that makes you go "Ouch!"
2003-10-21 18:49:57 +00:00
nethack.allison 1369d5831a Half_physical_damage 03
- fish out of water
2003-10-21 17:54:32 +00:00
nethack.allison 47e1a6873a Half_physical_damage 2
Another batch of missing Half_physical_damage checks
from the list provided by <Someone>:
- Scrolls of fire (!confused)
- Broken wands
- Splattered burning oil from thrown potion
- Dipping a lit lamp into a potion of oil
- Scrolls of fire (confused, didn't bother with non-confused)
- Being caught in a fireball

Adds a macro Maybe_Half_Phys to assist.
2003-10-21 16:47:59 +00:00
nethack.allison a6ed42dc07 win32tty hangs if you ^C at "Who are you?"
From Newsgroups: rec.games.roguelike.nethack :
> <email deleted>
> Subject: question for windows tty users
>
> I am trying to hunt down a bug, and want to know if I have
> encountered another one of those bizarre "features" that only
> occur on my computer (I seem to get a lot of them).
>
> I can reproduce this bug, or whatever it is, in the official
> Windows binary like this: Start the tty version of NetHack by
> double clicking on the program. You won't see the bug if you
> start it from the command line. When the game asks, "Who are
> you?" press ^C. NetHack will respond with "^C abort. Hit
> <Enter> to end," and then it hangs. Pressing Enter does
> nothing, and the program does not end.
>
> Can anybody else reproduce this behaviour? Thanks in advance.
>
> -- <Someone>
2003-10-21 15:19:08 +00:00
nethack.allison d07568164d win32tty hangs if you ^C at "Who are you?"
From Newsgroups: rec.games.roguelike.nethack :
> <email deleted>
> Subject: question for windows tty users
>
> I am trying to hunt down a bug, and want to know if I have
> encountered another one of those bizarre "features" that only
> occur on my computer (I seem to get a lot of them).
>
> I can reproduce this bug, or whatever it is, in the official
> Windows binary like this: Start the tty version of NetHack by
> double clicking on the program. You won't see the bug if you
> start it from the command line. When the game asks, "Who are
> you?" press ^C. NetHack will respond with "^C abort. Hit
> <Enter> to end," and then it hangs. Pressing Enter does
> nothing, and the program does not end.
>
> Can anybody else reproduce this behaviour? Thanks in advance.
>
> -- <Someone>
2003-10-21 14:17:04 +00:00
nethack.allison 2d55849bb1 win32 acknowledgement bit 2003-10-21 12:14:12 +00:00
nethack.allison 31c7b0a2ab win32 dep 2003-10-21 11:06:20 +00:00
nethack.allison 50f7d77325 another bit
follow-up to previous bit
2003-10-20 18:13:42 +00:00
nethack.allison 98678f6037 more buglist crystal ball detection
<Someone> wrote:
- If I set the 'boulder' option, shouldn't I be able to give the
  symbol I define for them at the crystal ball "object or
  monster symbol" prompt and have it work?
- Could ']' be added as a synonym for 'm', as with genocide?
- set boulder symbol to '3'; use '/' or ';' to examine a
  boulder. Result is "unknown creature causing you disquiet
  co-located with a boulder" even though there's no warning
  glyph '3' there.
2003-10-20 03:46:43 +00:00
nethack.allison 4c696884f2 bit
triggered from newsgroup post:
> ""For you , esteemed lady; only 10 for this large shield." k - a
> large shield (unpaid, 10 zorkmids).
> To what level do you want to teleport? 0
> Go to Nowhere. Are you sure? [ynq] (q) y
> You scream in agony as your body begins to warp... You cease to
> exist.
> Die? [yn] (n) y
> Bayburt comes and takes all your possessions."
> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> How? He teleported to Nowhere?

Leave no doubt that your possessions did not go with you...
2003-10-19 21:26:07 +00:00
nethack.allison 2b1313a93c crystal balls and space key
Another buglist entry.

<Someone> wrote:
- There appears to be no way to detect ghosts-and-shades; the
  space key just "Never mind"s. (Not that they'd be particularly
  visible on the resulting screen under ASCII, unless you've
  changed the 'monsters' option.)

Allow space; display results in inverse using detected_mon_to_glyph()
2003-10-19 19:49:43 +00:00
nethack.allison db2620d481 crystal balls and '~'
<Someone> wrote:
- You currently appear to be able to specify '~' and have it try
  to detect monsters (though it won't detect any long worms)

Show the entire worm when specifying either '~' or 'w' now.
2003-10-19 19:07:33 +00:00
nethack.allison 4cbdae2d3b > - When polymorphed into a flying creature and being grabbed
> 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.
2003-10-18 14:59:29 +00:00
nethack.allison 6820b0520b buglist: Vlad can turn to flee and be paralyzed at the same time
This is a cop-out in that it just suppresses the message.
2003-10-18 14:02:25 +00:00
nethack.allison 716b2e81f4 from <Someone>'s list: destroy wand of digging
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.
2003-10-16 02:36:26 +00:00
nethack.allison 913207b30c more patch cleanup 2003-10-15 12:42:07 +00:00
nethack.allison 427ec9f626 dipping non-weapon iron in fountain follow-up patch correction 2003-10-15 12:37:39 +00:00
nethack.allison 46296dfb5c dipping non-weapon iron in fountain
<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.
2003-10-15 12:32:35 +00:00
nethack.allison 9f6e99c9c1 win32tty color fix
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.
2003-10-15 11:37:16 +00:00
nethack.allison dbc6ff00df ice followup
Ensure that we don't start a timer on ice that
the player or a monster didn't create when
zapping existing ice.
2003-10-14 11:06:58 +00:00
nethack.allison d7ae45997c newline 2003-10-14 10:31:11 +00:00
nethack.allison 84f667c5a4 ice Warning (trunk only) 2003-10-13 23:54:41 +00:00
nethack.allison 10160cc4d9 win32 synch 2003-10-13 15:40:16 +00:00
nethack.allison 99c8d27a70 win32 synch 2003-10-13 15:35:55 +00:00
nethack.allison 711e3ccc32 win32gui message history; also clipboard support (from <Someone>)
main trunk only

- added 2 menu options: Copy ASCII Screenshot To Clipboard, Save
  ASCII Screenshot To File
- implemented saving message history
2003-10-13 14:52:15 +00:00
nethack.allison 21eaf22be4 win32gui message history; also clipboard support (from <Someone>)
- added 2 menu options: Copy ASCII Screenshot To Clipboard, Save
  ASCII Screenshot To File
- implemented saving message history
2003-10-13 14:48:13 +00:00
nethack.allison 2d99bb91be change the "Stop eating?" question (trunk only)
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"
2003-10-13 02:48:46 +00:00
nethack.allison 8bb51a2d62 typo 2003-10-12 22:57:51 +00:00
nethack.allison bcdb8cf7f9 Vlad won't use digging in his tower
<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...
2003-10-12 22:56:36 +00:00
nethack.allison 23c884cbff another melting ice follow up (trunk only)
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
2003-10-12 15:45:20 +00:00
nethack.allison afd8d17d43 melting ice follow up (trunk only)
(now + 50) < (melting time) < (now + 50 + 2000)
with the chance approaching 100% the longer the time passed
2003-10-12 14:49:42 +00:00
nethack.allison 6712fc1b04 melting ice (trunk only)
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.
2003-10-12 04:21:27 +00:00
nethack.allison d590efacad buglist: splashing
> 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.
2003-10-10 15:53:27 +00:00
nethack.allison 5cf49afd75 #U578: Various bug reports
> <email deleted>
> on Tuesday, August 5, 2003:
> Warriors on the Valkyrie quest may be male.
[...]
2003-10-10 13:36:53 +00:00
nethack.allison acadeb1c32 win32tty bit 2003-10-10 04:53:17 +00:00
nethack.allison 9726ece28c Remove very old buglist entry
> 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.
2003-10-08 03:48:59 +00:00
nethack.allison 27749e572e more context (trunk only)
- reading spellbooks
- taking off
2003-10-08 03:31:06 +00:00
nethack.allison bc70857749 win32tty changes
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.
2003-10-05 23:00:05 +00:00
nethack.allison 4775dd3cbf headings in option menus
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.
2003-10-05 19:56:22 +00:00
nethack.allison f6f6c1f0d5 saving message history (trunk only)
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.
2003-10-05 13:43:16 +00:00
nethack.allison 0594b9b621 win32gui: missing but for UI tweaks (from <Someone>)
"Count: XXXX" was getting cut-off in the menu
2003-09-30 03:44:34 +00:00
nethack.allison 1bdf37ec00 SAFERHANGUP win32gui (from <Someone>) 2003-09-30 03:42:01 +00:00
nethack.allison 4349f52899 SAFERHANGUP win ce (from <Someone>) 2003-09-30 03:41:02 +00:00
nethack.allison b6d32e499d U675 fix
if the monster that a statue represents is not made of flesh then don't
allow stone_to_flesh to animate it, make a meatball instead
2003-09-29 02:20:18 +00:00
nethack.allison d024c09602 ^X tabbed field support 2003-09-27 22:37:52 +00:00
nethack.allison 64e75e05e4 win32gui (from <Someone>)
trunk and branch:
Do not limit role selection list by race/gender/alignment. The default.nh
selection will still be honored but the list itself will include every
possible role.

Some interface tweaks for main trunk:
- improved calculation of the size of the menu window
- made auto-arrange windows on/off option (it was reset automatically
  which was unintuitive and in some cases annoying, IMO)
2003-09-27 12:30:28 +00:00
nethack.allison 92d59e2fe6 fix cvs macro 2003-09-21 13:34:52 +00:00
nethack.allison dc9dee3e0d commit new file context.h 2003-09-21 13:32:36 +00:00
nethack.allison 22ad303fee victual follow-up
Since context is saved prior to inventory
ensure that the o_id is valid immediately.
2003-09-21 13:25:56 +00:00
nethack.allison c12d797531 trunk only: preserving context (remaining files)
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.

This patch:
- collects all context/tracking related fields from flags
  into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
2003-09-21 11:57:26 +00:00
nethack.allison 18e971e442 trunk only: preserving context (sys files)
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.

This patch:
- collects all context/tracking related fields from flags
  into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
2003-09-21 11:56:11 +00:00
nethack.allison 22ce5ed6f2 trunk only: preserving context (src files)
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.

This patch:
- collects all context/tracking related fields from flags
  into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
2003-09-21 11:52:54 +00:00
nethack.allison 74b834c774 trunk only: preserving context (include files)
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.

This patch:
- collects all context/tracking related fields from flags
  into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
2003-09-21 11:46:53 +00:00
nethack.allison 018123c007 SAFERHANGUP support for win32tty
win32gui support still needs to be developed.
2003-09-19 11:22:00 +00:00
nethack.allison e62bd5eb14 wish bit
<Someone> wrote:
>> You're equally unlikely to be wishing for spellbooks by colour,
>> but I note that 'grey' for 'gray' only works for dragonscale and
>> stones, not the spellbook description.
>>
> I've just noticed that the fix for this only works for 'grey
> spellbook', not 'grey spell book'; 'spell book' works for wishing
> in other contexts, so it probably ought to here :-)
2003-09-15 10:47:30 +00:00
nethack.allison b4b37dde28 buglist: autodig
> Would it be possible to make autodig also dig downward
> when I press '>' while wielding an pick-axe? When digging for gold,
> after casting detect objects, this would be convenient for getting
> to buried gold and gems.
> [<Someone>]
2003-09-15 03:49:28 +00:00
nethack.allison e919b2e01c buglist: desacrated temples and blindness.
> When I enter a desacrated temple, sometimes an enormous ghost
> appears next to me:
> You have an eerie feeling... An enormous ghost appears next to
>     you!
> You are frightened to death, and unable to move.
> You regain your composure. When I don't have telepathy, and don a
>     blindfold first, I get the same messages:
> You are now wearing a blindfold. You can't see any more.
> You have an eerie feeling... An enormous ghost appears next to
>     you!
> You are frightened to death, and unable to move.
> You regain your composure. Why does the ghost scare me if I
>     cannot even see it? How do I notice it appear?
>  [<Someone>]
2003-09-15 03:08:56 +00:00
nethack.allison 5eff6601e9 avoid the_your[] duplication
get rid of a duplication of the_your[] strings (do.c, trap.c) by
moving it to c_common_strings.
2003-09-15 02:04:00 +00:00
nethack.allison bd170f5869 show errno not result
open_levelfile_exclusively() was showing the return value -1 in a panic message, even though that was the only possible value; show errno instead
2003-09-13 17:11:20 +00:00
nethack.allison cc830fb311 buglist - full level triggers impossible() from migrating mons
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
>  "Program in disorder - perhaps you'd better #quit.
>  rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.

[confirmed: moveloop -> deferred_goto -> goto_level ->
 losedogs -> mon_arrive -> rloc -> impossible]

This patch:
- causes rloc() to return TRUE if successful,
  or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
  the failed rloc()
- allows the x,y parameters to mkcorpstat() to
  be 0,0 in order to trigger random placement of the
  corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
  then you'll have a debug-mode command #migratemons to
  store the number of random monsters that you specify
  on the migrating monsters chain.
2003-09-13 05:30:43 +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
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
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
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
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
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