- Breaking wand of digging dug through rock which should be undiggable.
Checks assumed pits would never show up in solid rock.
- Breaking wand of digging near shop walls wouldn't anger the shopkeeper
Checks assumed pits would never show up in walls, also, added a special
case to pay_for_damage to handle the case where you're falling thru and
can't be asked to pay.
- Shop walls wouldn't be restored if there are pits in the way.
Checks assumed pits would never show up in walls.
- If there was a hole outside the shop, you could kick stuff out of the
door into the hole without shopkeeper noticing. Added the missing check.
Reported to the newsgroup, the code in study_book for the effect of
confusion on studying a book was never reached. The study_book code
didn't completely handle continuing to read a book when you got confused
after getting interrupted.
Reported to the newsgroup, the code in study_book for the effect of
confusion on studying a book was never reached. Removed the deprecated
check from read.c
Do vision_recalc immediately when blasting a door so that all the
subsequent messages for the same blast hitting other things are all
evaluated with the same vision in effect.
The link is no longer valid. I found another
link, http://tultw.com/bios/latin.htm
but this doesn't seem like something we
want to direct maintenance effort towards.
So this removes the link altogether.
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
- when testing travel locations, don't treat diagonal moves thru closed
doors as possible, unless player can go/dig thru door
- treat closed doors and boulders as expensive for travel, preferring open paths
<email deleted> on Sunday, August 18, 2002 at 15:28:18
> comments: player is blind, and not hallucinating (initially). On #loot:
>
> You trigger a trap!
> A cloud of ultraviolet gas billows from the large box.
> You stagger and get dizzy...
# ifdef WIN32
#define SAVESIZE (PL_NSIZ + 40) /* username-player.NetHack-saved-game */
files.c had:
# if defined(WIN32)
#define SAVESIZE (PL_NSIZ + 60) /* username-player.NetHack-saved-game */
It has to be 40 for savefile compatibility with 3.4.0.
From a bug report, a rolling boulder
trap could report that the boulder had fallen into the pit with you
and then let it keep rolling. flooreffects() only returns true
when it uses up the object being manipulated but it doesn't use up
boulders that hit pits which hold monsters or the hero. Its caller
needs to handle the cases where the boulder ends up sharing the pit
with a monster.
makedefs has been listing TIMED_DELAY as one of the options which
affects save file contents even though that hasn't been the case for
a long time. Unfortunately, simply fixing that by itself would break
save file compatibility for anyone who has been building with it set.
This workaround prevents the fix from doing that. And now folks can
rebuild after toggling TIMED_DELAY without unnecessarily invalidating
save and bones files.
From a bug report,
August 12, 2002 at 11:37:10
When I am polymorphed into a purple worm (didn't check other forms)
and bite a green slime I turn to stone (not slime).
Clear the uundetected status during level changes in case
the character was hiding under something immediately prior to the
change. Don't set hidden status at the destination even when
there's something to hide under--it'll take a turn to hide again.
Fix the case <Someone> saw, where forcefighting an undetected monster
would still leave it undetected, resulting in an odd message sequence unless
you kept forcefighting on the next turns. This also left the monster at a
disadvantage, since it wouldn't fight back. Added a check to wakeup() for this
case, cutting off the possibilities and allowing the monster to fight back.
> [Cast a healing spell in a shop where no mimic was visible] So,
> "The small mimic looks better.". However, my picture still looks
> the same. Either the mimic should be shown, *or* I shouldn't get
> any message about the mimic healing. Both solutions seem equally
> valid to me.
If the mimic was mimicing the "strange object", then the healing causes
them to start mimicing something else with no message (the observant
player could notice however).
If the mimic was already mimicing a real object, a message similar
to this one results:
"The crude dagger seems a more vivid black than before."
- Changed a cancelled chat direction to abort the chat -- it seemed odd
that the old behavior would sometimes take time, sometimes not, depending
on the previous direction.
- Documented the current spelleffects behavior of re-using the last
direction after a cancelled getdir() & added a message.
- In various places, cutting down a tree would result in a corridor symbol
showing up, although trees are generally found in room-like areas. Added
the missing checks.
- Trees were diggable except on mazelike levels. Added the missing check.
- In a cavernous town like minetn-6, digging a wall would result in a
corridor symbol being displayed instead of a doorway. This looked strange,
especially in the town. Added a check for this, making use of the new
meaning of in_town(); non-town parts of this level still do CORR
replacement as expected.
<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.
I saw no secret doors in any of the towns, but in 340 (fixed in 341),
guards would patrol the entire level, so they might complain about secret
doors elsewhere. Fix the check for future use. Also, I noticed trees, eg
on minetn-6, weren't checked at all. Now they are.
I implemented this before seeing <Someone>'s forwarded report.
It makes guards come to vaults when you can't see them, but does
have one odd side-effect: if the vault has boulders in the way
then you might not be able to follow the guard out. (Usually you
can alternately search and step in order to successfully follow
him out when unable to see.)
The wishing code intended to make a wish for "blue glass" yield
a "worthless piece of blue glass" (and similarly for other specific
colors) but it didn't work right. Also, wishing for "looking glass"
tripped up on that same code and didn't work either. (Several other
permutations for worthless gems such as "worthless blue glass" and
"piece of glass" already do work.)
Found on the newsgroup: someone pointed out that you don't get a message
when you eat a ring of increase damage. They thought it was intentional--
it's not.
Problem was due to the use of obj
in the caller (bhito), after delete of
the obj within animate_statue().
map_object(obj * 0x0000ff00, int 1) line 254 + 3 bytes
newsym(int -18, int -2) line 702 + 102 bytes
bhito(obj * 0x002f6c00, obj * 0x002f7398) line 1665 + 21 bytes
bhitpile(obj * 0x002f7398, int (obj *, obj *)* 0x0055220b bhito(obj *, obj *), int 37, int 11) line 1701 + 11 bytes
bhit(int 0, int 1, int 10, int 0, int (monst *, obj *)* 0x0054e0e0 bhitm(monst *, obj *), int (obj *, obj *)* 0x0055220b bhito(obj *, obj *), obj * 0x002f7398) line 2707 + 29 bytes
weffects(obj * 0x002f7398) line 2434 + 51 bytes
spelleffects(int 3, char 0) line 824 + 11 bytes
docast() line 552 + 11 bytes
rhack(char * 0x005b6034 in_line) line 1813 + 3 bytes
moveloop() line 405 + 7 bytes
main(int 3, char * * 0x002f2b10) line 93
Fix some inconsistencies in armor handling. The 'T' command
wouldn't let you take off a suit or shirt if you were wielding a
cursed two-handed weapon, which makes sense; however, the 'A'
command neglected to impose the same restriction. Also, the 'W'
command had some code intended to prevent you from donning a suit
or shirt while wielding such a cursed weapon, but it didn't work.
This patch fixes the 'A' command's checks for whether an
item can be removed and it makes the 'T' and 'R' commands use the
same code as 'A' instead of maintaining multiple sets of checks.
It also fixes the trivial 'W' problem and attempts to prevent the
sequence of 1) get interrupted while removing a set of equipment
including suit and/or shirt; 2) wield a cursed two-handed weapon
or have already wielded one become cursed; 3) resume removing
armor via 'A' but I haven't tried to trigger that situation to
confirm the bug or this fix.
From a bug report. Removing levitation boots while hovering over
a magic portal causes the portal to be delayed since it takes time to
remove the boots. This causes the portal to be taken via unmul in allmain.
At that point, the will activation message display but you won't teleport
until you type something. Handle the delayed goto after unmul completes.
<Someone> reported that the Ludios level is shown on death. It's not
shown on the tombstone, but it was displayed in the topten list.
Now it's not shown in the topten list either.
The problem was caused by a test that was added to test_move() to test the
move as a regular move if it was the next step. This case affected
boulders and closed doors, both of which are handled in later in do_move().
Remove the check. I think this was something I thought was needed for an
intermediary version of the travel command fix, but turned out to be
detrimental in the current version.
to work with any call to getdir().
When cmdassist is set, instead of the
message:
"What a strange direction!"
you get a screen of help showing the valid direction keys.
!cmdassist will suppress the extra help information.
Provide some command assistance for newbies, but
suppress it with !cmdassist in the config file.
If someone misinterprets the Guidebook ^D, ^T
type command notation, this will pop up some
further information to possibly assist them and
explain the notation.
Fix an item from <Someone>'s list: invoking or applying an
artifact might blast you; if it evades your grasp, the intended
action won't take place but will still use up a turn.