Commit Graph

481 Commits

Author SHA1 Message Date
nethack.rankin
254b521add senseself()/canspotself()
Make the names of the macros for handling the hero be similar to those
for monsters (where mis-use of `sensemon()' was the cause of a recently
reported bug).  `senseself()' becomes more restrictive in what it specifies,
and current uses of it are replaced by new `canspotself()'.
2005-06-18 04:38:50 +00:00
nethack.rankin
ff16502d67 floor access
A post-3.4.3 change dealing with reaching into pits resulted in "you
sit on the air" if you used the #sit command after escaping a pit trap.
Change can_reach_floor() so that caller explicitly controls whether being
on the brink of a pit is a condition that prevents reaching the floor.
This also splits a fairly common message about not being able to reach the
floor into a separate routine.

     There is still oddness here:  if you're polymorphed into a flyer,
#sit yields "you sit down" followed by "you fly over a pit" (latter occurs
when escaping trap activation).  A ceiling hider behaves similarly, but
the second message is "you escape a pit" and doesn't sound quite as silly.
Perhaps #sit should pass TOOKPLUNGE to dotrap(), or maybe there's some
better way to handle this?
2005-06-04 05:25:28 +00:00
nethack.rankin
06bb86e63b more ^R
> clear stale prompt
[...]
> Can someone who understands the relevant windowing code fix ^R in getpos()?

     I still don't understand why it wasn't working as expected, but moving
the existing cursor positioning after flush_screen() instead of before now
makes ^R work ok during getpos().  It doesn't restore the top line text so
isn't a transparent redraw but it now displays a prompt string there instead.
Likewise after typing '?' for help so that it should be move evident that
nethack is still waiting for you to move the cursor somewhere.

     Also add support for ^L in numpad mode.  I almost never use that and
didn't think of it the first time around.
2005-05-08 04:22:53 +00:00
nethack.rankin
632afa4979 followup to fix for M63 - magic lamp wishes
This uses Michael's suggestion for keeping the display up to date when
removing a djinni or water demon in advance of granting a wish (so that it
won't be present in a bones file if the wish is fatal--problem with earlier
fix was that player could notice monster was already gone while responding
to the wish prompt).  It's not quite as straightforward as I was hoping for
and would get a lot messier if it needed to cope with Warning & Warn_of_mon.
2005-04-28 04:45:20 +00:00
nethack.rankin
e88f7cce05 exploding wands
Pointed out by <Someone>:  engraving with a cursed wand should pose a
risk of having it explode just like zapping does.  [At the moment when one
explodes, any existing engraving doesn't get changed.]  Suggested by someone
(<Someone>?) some time back:  explosion due to recharging could be consolidated
with explosion due to zapping cursed wands.  And noted by <Someone> in the
newsgroup:  '+' in an engraving--perhaps written by someone trying to leave
bones file notes--should have a chance of being partially rubbed out to '-'.
2005-04-23 05:07:32 +00:00
nethack.rankin
f4a3b20afe Fire/Frost Brand vs rusting
Implement the suggestion that Fire Brand avoids damage from rust traps
by boiling away the water.  Rather than making this be trap-specific, it
applies to all types of erosion which go through erode_obj().  That includes
hitting rust monsters but not dipping into potions or fountains, nor falling
into moats.  And it doesn't provide 100% protection, just a high chance of
avoiding rust damage.  Also, Frost Brand gets similar protection by freezing.

     The message handling needed some rewriting for the branch version.
That compiles ok but hasn't been tested.  It would have been simpler just to
move Yobjnam2() over even if nothing else was changed to use it yet....
2005-04-19 04:15:51 +00:00
nethack.rankin
4e9c26fc28 costly_alteration() tweaking (trunk only)
For cancellation I accidentally used terrain type WATER when I meant
object type POT_WATER, so being charged for cancelling holy or unholy water
wasn't working.  When I first put in COST_UNHOLY the name made some sense
based on its usage, but after later adding COST_UNBLSS it didn't any more;
change it to COST_UNCURS.

     A shopkeeper's complaint that you're uncursing or unblessing his wares
(only applies to water) now sets bknown flag since you know that the object
has become uncursed.  I hadn't realized that confused remove curse only
affects uncursed objects; this greatly simplifies extra code I added there
for costly_alteration().

[No fixes entry needed.]
2005-04-15 02:41:53 +00:00
nethack.rankin
61dda66355 finding traps while blind
<Someone> reported that when levitating and blind, he was getting
"You float over the hole" without it showing up on the map.  Easiest way
to reproduce:  zap a wand of digging downwards while levitating blind,
move off the spot and back over it.

     Make sure that all traps created by the player are mapped.  For other
traps, it was about 50:50 whether the trap triggering message yields enough
information to warrant forcibly mapping the trap when blind.
2005-04-14 03:26:56 +00:00
nethack.rankin
c7099cd772 alteration of shop-owned objects (trunk only)
[This ought to be suitable for the branch version too but I'm not going to
spend the effort to migrate it there.]

     Recently From a bug report, reducing
the value of a shop object via cursed enchantment was ignored by shopkeeper.
This replaces the existing costly_cancel() routine with costly_alteration()
which performs a similar task:  bill for any item whose value has been made
less.  The hero owns the resulting object but must pay for the original one
before being allowed to leave the shop.

     This covers the majority of cases where bill_dummy_object() was already
being used:  cancelling a charged or enchanted item, casting drain life at
same, diluting potions or blanking scrolls or books by dipping them into a
potion of water, dulling a weapon by engraving with it, eating unpaid food
or opening unpaid tins, applying a cream pie to hit yourself with it in the
face, applying a wand to break it, burning something by dipping it into lit
potion of oil, and clearing potions by dipping a unicorn horn into them.
The shop billing behavior for those actions hasn't been changed, just
consolidated into one place which delivers a common message for them.

     This also covers many cases which weren't being handled:  stripping
wand or magic tool charges via cursed scroll of charging, reducing a charged
ring's enchantment via same, reducing weapon or armor enchantment via cursed
scroll of enchant weapon or armor, stripping an item's rustproofing via
confused enchantment, making a crysknife revert to a worm tooth, unblessing
potions of holy water or uncursing potions of unholy water.  (That last one
won't be billed if it's the result of prayer rather scroll, spell, or #dip.)

     And this tries to handle the reverse situation more thoroughly too:
many actions which improve the value of an unpaid item now also cause the
shop bill to be updated to reflect its new higher price.  Aside from the
basic enchanting and charging magic, it covers converting dragon scales into
dragon scale mail and worm tooth into crysknife.  Some things which might be
expected to inflate shop prices, like rustproofing or increasing the number
of charges in a wand, don't actually affect the price.  And there are bound
to be cases where the price is affected but I've overlooked.
2005-04-05 05:24:04 +00:00
cohrs
bf8a5983ec code cleanup
removing the remains of sync_hunger() which has been #ifdef'd out for years.
2005-03-25 20:00:15 +00:00
nethack.rankin
fe10f991a6 shop statues & boulders
Fix a buglist entry:  fracturing a boulder or statue owned by a shop
was ignored by the shopkeeper.  The existing vague fixes entry of "some
shop thefts weren't charged" covers this.
2005-03-19 05:26:02 +00:00
cohrs
7cb4b9d662 dipping in acid
Add checks to allow erosion of objects #dip'd in acid.
From a bug report.
2005-03-18 20:59:29 +00:00
nethack.rankin
4e8880d4fb Mr. Izchak
Suppress "Mr" or "Ms" title for shopkeepers when they're going by a
first name rather than a surname.  The bug report was for Izchak, but it
would have happened with the two last resort names (which I've never seen
in actual use) and for the "hippie names" used in post-3.4.x health food
shops.  I have not attempted to specify gender for those, just flagged
them as first names.  This prepends a prefix character to the name string
(see comment in shknam.c) to specify gender and/or first name vs surname.
2005-03-13 06:48:35 +00:00
nethack.rankin
2ca87d8a5e more health food shops (trunk only)
Allow health food stores to carry eggs and tins of veggy contents in
their stock.  The tins will almost always contain spinach because random
tins containing meat are converted into that.

     Also, allow health food stores to be placed with the level compiler
(not tested) and to be forcibly placed in wizard mode via SHOPTYPE setting
of "V".  Increments EDITLEVEL in patchlevel.h because lighting store in
Minetown got renumbered and the special level for it needs to be rebuilt.
2005-03-13 05:29:01 +00:00
nethack.rankin
e0294035b0 health food tins
Groundwork for having health food shops carry tins as part of their
stock.  (That part isn't finished yet.)  The choice of which types of tin
preparation might be sold as health food is rather arbitrary.  Tweak if
needed--but keep in mind that just because something is marketed as health
food doesn't necessary mean that it's actually healthy; vice versa as well.

     Tin handling could be simplified if tin->spe for spinach was changed
from 1 to -1.  Then checks for spinach could compare against SPINACH_TIN
instead of a magic number, and with non-spinach tin->spe would be a direct
index rather than needing negating and offsetting.
2005-03-10 05:06:24 +00:00
nethack.rankin
556b64e797 yet more exploding magic pointers
Revert mostly to <Someone>'s original approach for keeping track of whether
a container being applied or looted had been destroyed by the operation.
askchain() now knows not to attempt to re-merge an item that has been
destroyed (a theorhetical action since no stackable items can trigger a
magic bag explosion) like the earlier change to menu_loot().  Also have
use_container() clean up after itself so that current_container never has
an old pointer value left around.
2005-02-08 04:57:54 +00:00
nethack.rankin
191db348ec stop occupation during problem countdown
A user recently complained that he started an activity such as
searching and specified a repeat count, right after getting--and not
realizing the significance of--the first message in the countdown
sequence for turning into stone.  He suggested that subsequent messages
interrupt multi-turn activity so that the player has a chance to do
something to prevent imminent death.  This implements that, with the
added wrinkle that it won't interrupt if the activity is something that
might save the character's life:  attempting to eat a tin that is either
sure to help (if ID'd as food that cures stoning) or a desparate gamble
(if unID'd).  Some hooks for similar behavior for other conditions like
turning into slime are included, although no tins can help for anything
other than petrification so far.

     Shouldn't fatal illness have an end-is-near countdown too?
2005-02-01 03:46:31 +00:00
nethack.rankin
9b27216b2a minor build fix
same_race() recently added to mondata.c (trunk only) exposed an old
inconsistency in mondata.h (trunk and branch).
2005-02-01 02:35:47 +00:00
nethack.rankin
d1732e1e8c intelligent pets vs cannibalism (trunk only)
Implement a user suggestion that tame humanoids should avoid eating
corpses of their own species.  Prevent them--except for kobolds, orcs, and
ogres--from doing so unless starving.  Arbitrary:  tame elves won't eat
other elves even when starving.  A polymorphed character will incur the
effects of cannibalism when eating either his/her underlying race _or_
the current one (player orcs and cavemen aren't affected though).
2005-01-30 04:19:01 +00:00
nethack.allison
6177f4b871 win32 and wince
Remove the email address which is no longer valid from
several NetHack source files.
2005-01-23 19:39:01 +00:00
nethack.allison
d040170713 djgpp zlib support
Tested the djgpp MSDOS build with zlib support.
2005-01-23 16:29:16 +00:00
nethack.allison
fd205fc1db followup to compression changes 2005-01-23 14:34:29 +00:00
nethack.allison
4bfba9b24f config.h follow-up
I had uncommented ZLIB_COMP for testing in config.h, but it should
have been commented when the diff was cut.
2005-01-22 18:42:16 +00:00
nethack.allison
3322b8cfa6 increment patchlevel 2005-01-22 15:48:42 +00:00
nethack.allison
ab1872b928 zlib support; also internal compression changes
o Add support for zlib compression via ZLIB_COMP in config.h (ZLIB_COMP
  and COMPRESS are mutually exclusive).
o rlecomp and zerocomp are run time options available if RLECOMP and
  ZEROCOMP are defined, but not turned on by default if either COMPRESS
  or ZLIB_COMP are defined.
o Add information to the save file about internal compression options
  used when writing the save file, particularly rlecomp and zerocomp
  support.
o Automatically adjust rlecomp and zerocomp (if support compiled in)
  when reading in an existing savefile that was saved with those options
  turned on.  Still allows writing out of savefile in preferred format.
o In order to support zlib and not conflict with compress and uncompress
  routines there, the NetHack internal functions were changed to
  nh_uncompress and nh_compress as done in the zlib contribution received
  in 1999 from <Someone>.

I tagged the sources NETHACK_3_5_0_PREZLIB prior to applying these
changes.
2005-01-22 15:28:15 +00:00
cohrs
c90746c670 polymorphing into a flyer while in a pit
<Someone> reported that if you polymorph into a flying monster while in a
pit, you must take u.utrap turns to first climb out before you can fly.  Of
course, once you're out, you can swoop down into the pit to pick things up
w/o delay.  Rather that have you automatically fly out (e.g. like quaffing
a potion of levitation), I thought it was better to take a turn to fly out,
so that's what I've implemented.

The code to deal with exiting a pit is moved to a new climb_pit function
and the "up" command now lets you climb from a pit too (something I've
found non-intuitive in the past).

Finally, I noticed that non-moving monsters could still go up/down even
though they couldn't move around.  Added non-moving checks in doup/dodown.
2005-01-18 16:17:27 +00:00
nethack.allison
7b83a76bff win32tty: prevent early messages from flashing by unseen 2005-01-15 14:04:03 +00:00
nethack.allison
b064510a9b customize role, race, gender, align choices (trunk only)
Support negation syntax to restrict unwanted race, role, gender, align
options:
        OPTIONS=role:!knight, role:!tourist, race:!orc
prevents them from being picked randomly or
appearing in the pick lists at the start of the game.
2005-01-15 14:01:47 +00:00
nethack.allison
15ae774a78 selectsaved option (trunk only)
- always write plname into save file, no longer conditional
- add 'selectsaved' wincap option to control the display of
  a menu of save files for ports/platforms that support it.
- add support for win32 tty using normal nethack menus.
- the win/tty/wintty code is generalized enough that any
  tty port could support the option if the appropriate port-specific
  code hooks for wildcard file lookups are added to src/file.c
  specifically in the get_saved_games() routine. There is posix
  code in there from Warwick already, and there is findfirst/findnext
  code in there from win32. Warwick has the posix code only
  enabled for Qt at present, but with wintty support, that could be expanded
  to other Unix environments quite easily I would think.

Here is what the tty support looks like:

    NetHack, Copyright 1985-2005
         By Stichting Mathematisch Centrum and M. Stephenson.
         See license for details.

    Select one of your saved games
    a - Bob
    b - Fred
    c - June
    d - mine3
    e - Sirius
    f - Start a new character
    (end)

The following files existed in the NetHack SAVEDIR directory
at the time:
    ALLISONMI-Bob.NetHack-saved-game
    ALLISONMI-Fred.NetHack-saved-game
    ALLISONMI-June.NetHack-saved-game
    ALLISONMI-mine3.NetHack-saved-game
    ALLISONMI-Sirius.NetHack-saved-game
Note that despite the file names, the actual character name
is drawn from the savefile.

The WIN32CON support passes
    USER-*.NetHack-saved-game
to findfirst/findnext where USER is your login name of course.
2005-01-09 21:40:24 +00:00
nethack.allison
9a3022800b filled trap doors on castle can be re-dug 2005-01-08 14:37:36 +00:00
nethack.allison
f8ea481ea1 extern.h bit 2005-01-06 04:36:30 +00:00
nethack.allison
e7b25a1900 more trunk 3.5 2005-01-02 20:55:41 +00:00
nethack.allison
c146fe012d housekeeping: mark trunk sources 3.5 (include) 2005-01-02 16:50:12 +00:00
nethack.allison
1ea5274c10 new year 2005-01-02 13:13:17 +00:00
nethack.allison
10e8c11c0a region player_flags follow-up correction [trunk only] 2005-01-02 13:04:56 +00:00
nethack.allison
a5e12a3519 region boolean field [trunk only]
Since the trunk breaks savefile compatibility anyway,
remove some code that was inappropriately loading a boolean
with multiple values in order to preserve savefile compatibility in 3.4.x

[Note: this patch increments EDITLEVEL rendering existing bones
and save files obsolete]
2004-12-30 15:54:42 +00:00
nethack.rankin
3f2aa875bb fix monster summoning message
From a bug report:
> If the Summon Nasties monster spell gates in two minions instead of one,
> the message still says "A monster appears from nowhere!"

The code wasn't counting any summoned monsters who had an opposite alignment
to the summoner.  It also assumed that the 10% chance for demon summoning
in Gehennom always yielded exactly one monster even though that can produce
zero or more than one.
2004-12-21 04:27:34 +00:00
nethack.allison
1c326a95e1 monster order rules
<Someone> wrote:
> From the mkclass() comments:
>
> /*      Assumption #2:  monsters of a given class are presented in ascending
> *                      order of strength.
> */
>
> And monst.c:
>
>  *      Rule #2:        monsters of a given class are presented in ascending
>  *                      order of strength.
>
>  *      Rule #4:        monster subclasses (e.g. giants) should be kept
>  *                      together, unless it violates Rule 2.  NOGEN monsters
>  *                      won't violate Rule 2.
>
> Inspecting my monster-difficulty spoiler, I see the following places
> that these precepts are violated: do they cause potential problems?
> (Insofar as occasionally incorrectly miscalculating the probabilities
> for monster generation is a "problem", that is...)
>
> SPECIES                DIF
> ~~~~~~~~~~~~~~~~~~~~~~ ~~~
> d                  dog   5
> d            large dog   7
> d                dingo   5
>
> d                 warg   8
> d      winter wolf cub   7
> d          winter wolf   9
>
> u        white unicorn   6
> u         gray unicorn   6
> u        black unicorn   6
> u                 pony   4
>
> H          frost giant  13
> H          storm giant  19
> H                ettin  13
>
> P        black pudding  12
> P          green slime   8
>
> S            pit viper   9
> S               python   8
> S                cobra  10
>
> Z         giant zombie   9
> Z                ghoul   5
>
> @                nurse  13
> @              soldier   8
> @             sergeant  10
>
> &         horned devil   9
> &             succubus   8
>
> &               balrog  20
> &            sandestin  15
>
> (I've just realised that these may have already been fixed, and
> waiting on a file-compatibility-breaking release; if so, ignore me :-)
2004-12-17 01:32:59 +00:00
nethack.allison
5a433fe0e0 new container flags
[Attention: This patch increments EDITLEVEL in patchlevel.h, rendering all
 previous save and bones files obsolete.]

Here's the first cut at the two recommended flags lknown and cknown.
I've attempted to stay close to Pat's recommendations:
   "Containers ought to have two new flags:  lknown for lock status known,
    and cknown for contents known (ie, `secret').  Formatted box and chest
    descriptions should include locked/unlocked/broken when that is known
    and empty/nonempty (or something like "holds N items") when contents
    are known. The contents indicator would also apply to nonlockable
    containers."

I probably overlooked a place where a flag should be adjusted, but this
should give us a good starting point.

I wasn't sure what to do with the case of the auditory feedback for
magical locking "Click" and "Clunk". The question that came to my mind
was: Should those reveal the locked or unlocked status of a box?
I suppose if you knew the type of wand you were zapping or the spell
you were casting, you could argue that they should.

In the end, I opted for setting lknown right off the zap/cast effect
for anyone playing a Wizard role, and not setting it for anyone else,
thus advancing class differentiation a little bit too.

I haven't checked the cknown results under all flags.menu_style options
at this point, only MENU_FULL.
2004-12-15 23:50:18 +00:00
nethack.rankin
00dcc2ae4c fix #U1206 - Quest artifact in WIZKIT file aborts program
Fix the wizard mode crash From a bug report.  Move the WIZKIT
message suppression to a lower level instead of trying to guard against
present and future pline() calls in the wishing code.  The way that was
being handling wasn't suitable for dealing with quest feedback.

     This also includes a couple of additional wishing synonyms.
2004-11-24 02:50:32 +00:00
nethack.rankin
7672a2c60b hats vs helms
Something from <Someone>'s list:  some messages have hardcoded references
to "helmet" which sound strange when the character is wearing a hat or cap.
helm_simple_name() is comparable to the existing cloak_simple_name().  It
returns "helm" or "hat" depending upon whether the helmet provides the
same protection that yields the assorted repetitions of "fortunately,
you are wearing a hard helmet".  This choice ends up categorizing elven
leather helm as a hat (which I think is ok given that its undiscovered
description is "leather hat"), contrary to <Someone>'s suggestion that the
distinction be made based on whether the helmet was made of cloth.

     I started on this a year and a half ago but didn't commit it.
Unfortunately I don't remember why and haven't done any significant
additional work now--just recovered from some intervening bit rot and
confirmed that the patch as is seems to be working ok (in the trunk; the
branch side has not been tested).  I suspect that I meant to look for
additional helmet messages which could benefit from conditional headgear
description.  (Those "hard helmet" ones don't need it, although they
should perhaps be moved into a common routine instead of being replicated.)
2004-11-13 04:00:52 +00:00
nethack.rankin
aa58ee1ab7 Glib messages when dropping weapons
<Someone> reported that she got "your weapon slips from your hands" when
inflicted with slippery fingers while wielding multiple daggers.  That
should be "weapons" plural and they're only being dropped from one "hand"
singular.  Fix that and also give more specific feedback than "weapon"
for non-swords based on their weapon skill category names.  This works
pretty well for most common weapons but might need some more tweaking for
ones where different types have gotten lumped together in the skills.

old feedback:
  Your weapon slips from your hands.
  Your tool slips from your hands.
  Your food slips from your hands.
twoweapon:
  Your sword slips from your hands.
  Your other sword also slips from your hands.

new feedback:
  Your daggers slip from your hand.
  Your <one-hander> slips from your hand.
  Your <two-hander> slips from your hands.
  Your pick-axe slips from your hand.
  The corpse slips from your hand.
twoweapon:
  Your sword slips from your left hand.
  Your other sword also slips from your right hand.
2004-11-02 05:15:33 +00:00
nethack.rankin
98ab86c9ec gas spores attempting to attack
From a bug report, but pulls back" while successfully
praying.  Gas spores' only "attack" is to explode when dying, so the code
that checks whether the monster has any attack needs to handle AT_BOOM as
a special case.  Unfortunately this change means that you won't interrupt
an occupation when a gas spore approaches, and a subsequent kill by your
pet might end up causing you harm while still occupied.  The callers of
`noattacks()' are messy enough that I didn't want to try to address that.

     This also moves noattacks() from mhitm.c to somewhere more sensible.
2004-10-22 02:15:33 +00:00
nethack.rankin
eaae10c837 fix #U782 - undead turning in a shop [trunk only]
Reported last December by <email deleted>.  Using
a wand or spell of undead turning inside a shop used up corpses without
checking whether they were owned by the shop.  Although the report didn't
mention it, using stone-to-flesh on statues had the same problem.

     I'm not completely satisfied by some aspects of this code, but if I
don't commit what I've got now I probably never would.  My original notes
are lost; I thought that there were some additional fixes present, but
looking at these diffs I don't see anything else significant enough to
warrant mention in the fixes file.
2004-10-22 01:04:34 +00:00
nethack.allison
d84ad3ec3c rolling boulder not in bones files
<Someone> Cced from rgrn:
  <email deleted> (<Someone>) writes:
  [killed by a boulder trap, left bones]

  > Then I realized... there's no boulder.  Did the boulder disappear
  > because I died from the attack, thus bypassing the code that moves the
  > boulder to its intended destination?  Did the creation of the bones
  > file destroy the boulder?  Do boulder traps sometimes get
  > "deactivated" when bones files are loaded?

  The first of these. If you look at launch_obj(), there's an
  obj_extract_self() early on, then all the tracking its trajectory,
  then a place_object() when it comes to rest; since the thitu() call
  kills you during the trajectory part, the boulder never gets re-placed
  onto the map. This is, I think, a bug (and one that will apply to any
  monster-thrown object that kills you, as well); reported to the
  DevTeam.
2004-08-23 16:57:59 +00:00
kmhugo
f4322a56fb Mac Carbon updates 2004-08-10 05:37:41 +00:00
nethack.allison
9b3521e503 vampires now shapeshift [trunk only]
- can shift into fog clouds, vampire bats, and vampire lords into wolves
- after being "killed" in shifted form, they transform back rather than get
  destroyed, and you must take them on in vampire form to defeat them
- can deliberately shift into fog clouds to pass under closed doors
2004-06-15 11:52:04 +00:00
nethack.allison
c8ef9338f0 cham changes (trunk only)
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
  was limited to the 3 bits allocated in the bitfield and invalidated
  save/bones if the field was expanded.
- The current system didn't provide an easy backwards  change
  if multiple monster types wanted to use the bit, there was a one
  to one mapping:  For instance, if you wanted a CHAM_VAMPIRE,
  and you wanted vampires, vampire lords, and Vlad to use it, you
  would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
  and CHAM_VLAD defined to achieve that with the one-to-one backward
  mapping.
- This new way just uses the mon[] index in the mon->cham field and
  eliminates the need for CHAM_XXX  (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
2004-06-15 11:38:32 +00:00
nethack.allison
9840d7611b djinn/ghosts from potions
<Someone> wrote:
>It seems silly to have two flags being used for counting djinn and
>ghosts, now that there's mvitals.born...

This does not break save and bones compatibility in the 3.4.x branch,
it changes the code, but leaves the obsolete fields in flags.
2004-06-05 18:10:04 +00:00
nethack.allison
7de00a45be C342-46: cleric cast lightning
Get rid of an old known buglist entry C342-46
> Cleric cast lightning doesn't blind as other lightning does
2004-06-05 05:22:40 +00:00