Commit Graph

957 Commits

Author SHA1 Message Date
cohrs
2ec40201f4 U384 - dopay impossible
If you zapped a WoStriking while outside a shop and broke the door and 2
separate objects, the shopkeeper would come out to get paid but if you
tried, it would result in "dopay: not to shopkeeper?" due to stolen_value
not adding the cost of the 2nd object to the right accumulator.
2003-03-24 02:15:49 +00:00
arromdee
b7fea371b6 statue gender
Reported on the newsgroup (a few weeks ago in the middle of a post about
something else): someone turned Perseus to flesh and found out he was female.
2003-03-24 02:02:08 +00:00
cohrs
310d1d53fd B01001 - locking/unlocking a door while in a pit
Since you can't reach a door to open it while in a pit, it makes sense you
can't lock/unlock it either.
2003-03-23 20:22:00 +00:00
cohrs
2ae7f10dd9 carrying capacity
As suggested in the newsgroup, re-factor the calculation of carrcap
so that any change in strength or constitution affects your capacity.
The integer division was rounding off the result.
2003-03-22 17:25:09 +00:00
cohrs
f159dd596c U337 - putting gold in a shop container
When you drop a container in a shop, gold in that container is added to
your credit.  However, if you put gold into a container after it was already
on the shop floor, no credit was given.  Then when you picked up the bag or
tried to take out the gold, you'd be debited for it.  This change causes
in_container to handle gold the same as container dropping does.
2003-03-17 05:38:36 +00:00
nethack.allison
96b149208f B20007 age of potion of oil from bones
First From a bug report.4.1 beta 20.
2003-03-17 01:20:41 +00:00
cohrs
4cf1b2964d gold and touchstones
Implement Pat's suggestion of allowing even identified touchstones
to test gold, removing the getobj hack recently added.  This actually
brings the touchstone a bit more in line with the data.base entry.
2003-03-16 03:07:48 +00:00
cohrs
79735fde8b gold and touchstones
Implement Pat's suggestion of allowing even identified touchstones
to test gold, removing the getobj hack recently added.  This actually
brings the touchstone a bit more in line with the data.base entry.
2003-03-15 21:42:34 +00:00
cohrs
6746cebac9 compilation bit
remove unused variable
2003-03-15 21:34:11 +00:00
nethack.rankin
9fa5cc7630 combat fixes
1) make two-weapon combat perform two attacks instead of always either
   hitting twice or missing twice;
2) address <Someone>'s report of weapon skill to-hit adjustment being ignored
   for bare-handed and martial arts attacks;
3) address newsgroup complaints about the intrusive "your armor is rather
   cumbersome" message given every time a monk wearing a suit attacks;
   this implements the suggestion that it only occur for those times where
   you miss because of the penalty involved, suppressing it when you miss
   due to other reasons and when you successfully hit;
4) bonus fix:  a side-effect of #3 is that the order of the messages "your
   armor is cumbersome" and Stormbringer's "bloodthirsty blade attacks" is
   inverted, making a sensible sequence instead of implying precognition.
2003-03-15 05:38:44 +00:00
nethack.allison
e2d9e01e84 rndcolor()
> "A cloud of sangria gas billows from the chest.
> You stagger and your vision blurs."
> When I see the gas billowing from the chest, I'm not yet
> hallucinating. Shouldn't the gas have a normal colour, then?
> Only after my vision blurs should the gas assume a fake colour, I
> think.
>
2003-03-12 18:26:17 +00:00
cohrs
b27d66c723 blessed genocide bit
A suggestion to the mailing list.  If the response is more than a single
letter and doesn't match any class description, don't say "symbol" in the
followup message.  I left "symbol" in if the response in a single
character, I thought it was more helpful.
2003-03-12 07:26:13 +00:00
cohrs
94ae25c1ef golems and cold
<Someone> wondered post-3.4.1 why paper golems are affected by cold.
Given what I know of paper, straw and wood, and fantasy golems of each
type, all three types of golem seem like they should resist cold.  The
others were less clear to me, someone else can address them if necessary.
2003-03-12 06:05:17 +00:00
nethack.allison
0a71d2c918 missing noun
Below is the result of your feedback form.  It was submitted by
<email deleted> on Tuesday, March 11, 2003 at 07:48:17
---------------------------------------------------------------------------

mailversion: 1.17

nhversion: 3.4.1

nhfrom: Our 3.4.1 source release, unmodified

hardware: i686 arch.

software: Debian woody, gcc 2.95.4


comments: When polymorphing to eg. horned devil, and wearing a helmet,
I get "Your pierce through your elven leather helm.". Likely
there is a broken variable there.
2003-03-11 16:14:06 +00:00
nethack.allison
176d31c980 buried punishment ball
Prevent burying a ball from ending your punishment.

When you bury the ball, internally NetHack Punishment
ceases, but a new trap type of TT_BURIEDBALL  immediately
kicks in (acting similar to TT_INFLOOR in some ways).
You can eventually work the ball free (or teleport, etc.),
but that will just return you back to normal Punishment.
2003-03-11 03:40:17 +00:00
nethack.rankin
6b1811007c new prayer trouble
3.4.1 included a change which requires you to be able to use hands
in order to manipulate containers; that makes sense but has introduced
an unintended side-effect.  It has become much harder to uncurse a
two-handed weapon or combination of a one-handed weapon and a shield
because you can't get scrolls or potions out of your bag.  This adds a
new major trouble for prayer to address that, escalating it above the
normal minor cursed item trouble.  It also removes a nonsensical check
for combination of two-handed weapon and shield that I added long ago.

     Not related, but same file:  add the missing artifact touch checks
for putting on accessories (quest amulets and lenses).  I can't remember
if this was From a bug report.
2003-03-10 23:49:04 +00:00
nethack.rankin
9327d35592 gameover
The recent bones panic included "program initialization failed"
during final rundown.  The cause of the panic has already been fixed;
this fixes the silly message that was delivered with it.

     Also, disclose the contents of carried statues along with normal
containers when the game ends.
2003-03-10 23:43:28 +00:00
nethack.rankin
7350d4fc98 tune notes hint
Add <Someone>'s suggestion for the expected input value to the prompt for
playing a tune, and implement handling for alternate note "H" which seems
to be used as a variation of "B" by some Europeans.  The Amiga part is
untested but "can't be wrong"(tm).
2003-03-10 23:36:01 +00:00
cohrs
1a428307f3 non-humanoid lawful minions wearing armor
<Someone> reported that couatl and ki-rin could wear boots and gloves.
Two problems: 1. all minions were created with a sword and armor, even those
that couldn't use them.  2. couatl and ki-rin were missing some important
bits in their M1 flags.
Now neither couatl or ki-rin are created with armor, and they won't try
to wear any armor they cross in the dungeon.
2003-03-10 20:57:49 +00:00
arromdee
6cbff0150f invisible pets
Invisible pet fix for the recently reported bug, as well as another one found
in the process.
2003-03-10 04:13:05 +00:00
nethack.allison
956c9727b0 more golem stone-to-flesh
Since all golem statues are stone, make them all become flesh.
2003-03-09 22:24:19 +00:00
nethack.allison
30d81e9097 statue of stone golem animates as flesh golem 2003-03-09 18:39:26 +00:00
cohrs
8de1ed25c0 yet another grammar bit
<Someone> mentioned a bad grammar bit in the newsgroup.  Backported
to 3.4.2 as well to save us from many repeat bug reports.
2003-03-09 17:47:05 +00:00
nethack.allison
5425e818a3 win32tty prototype followup 2003-03-09 15:58:47 +00:00
nethack.allison
78ce3749dc win32tty keystroke handling
- Move the code for keystroke handling into its own source file.
- Compile and link it as a dynamic link library.
- Dynamically load the keystroke handler at runtime
- Add support for specifying a different handler in defaults.nh
  so that internationalization issues can be dealt with without
  rebuilding nethack, just supply alternative handlers in HACKDIR.

The following exported functions need to be present in
the keystroke handler .dll:
ProcessKeystroke - returns an ascii value to NetHack
NHkbhit  - allows peeking to see if a key/mouse press is waiting
SourceWhere - returns location for souce code for a keystroke handler
SourceAuthor  - returns author information for a keystroke handler
KeyHandlerName  - returns the full or short name of the keystroke handling dll.
2003-03-09 15:44:50 +00:00
cohrs
d4c5f883d4 post-3.4.1 betabug: mimick
mimicking is correct, mimick is not.
2003-03-05 06:04:08 +00:00
cohrs
baa912fa61 U319 - lotu juice
Valid fruit names like lotus would result in funny fruit juice names, eg
"lotu juice".  Looking at a long list of words ending in "us", the ones one
might reasonbly use for a fruit name were all singular, as were almost all
of the unreasonable words.  Changed the logic to prefer to leave "us" words
alone, except for 2 monster types that might be entered with "s" at the end.
Tengus is not correct, according to makeplural, but I put that in to be nice.
2003-03-05 05:45:45 +00:00
nethack.allison
5122409416 Several things that break savefile compatibility
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
  the ptr and calculating the distance from beginning of array
2003-03-05 04:39:47 +00:00
cohrs
4d6cfb01a7 U313 - crash applying figurine, cursed bell or candles
Reported for applying a figurine that was used up, but I found the same
problem could affect cursed bells and candles.  Modified all three helper
functions to indicate when the object is gone, and modified doapply to
deal with this before doing the artifact check.
2003-03-04 06:53:25 +00:00
cohrs
b83d8d3b5d U58 - Targetting problem with infravision/ESP
A skilled/expert caster of fireball/cone of cold was not able to target
a location with a monster seen only by infravision/ESP.  Since you can
focus on the monster there, targetting shouldn't fail in this case.
Attempting to lock onto a monster inside stone still won't work.
2003-03-03 05:56:58 +00:00
cohrs
77c538e164 B20008 - seeing pet move
The cansee() checks are not really correct for seeing your pet move.
Changed them to a pair of canseemon() checks, one before the move, one after.
I can see an argument for canspotmon(), but decided to keep it based on sight.
If your pet is unseen in both locations, you won't get any messages, which
I think is more correct.  If you do get the message, use noit_Monnam to
ensure no more "it" message.
2003-03-02 21:54:37 +00:00
nethack.allison
eab7064510 W341-2 Finnish and international keyboard arrangements 2003-03-02 12:58:29 +00:00
cohrs
bfd5856d4f Yname2 vs yname
<Someone> noticed a capitalization mistake in a new message.
2003-03-02 07:02:00 +00:00
cohrs
a9a7ffe18f U295 - bones file creation cursing secondary weapon caused panic
As reported, if you're twoweaponing and die, your secondary weapon may
become cursed and drop.  But, the bones file code is dropping everything
and tries to drop it again, causing a panic.  drop_upon_death just clears
things out, so follow suit for uswapwep.
2003-03-02 05:41:00 +00:00
cohrs
0e3d283508 C341-1 - don't make monsters angry if they enter non-hero regions
this currently affects only regions created created by deads heros
found in bones files
2003-03-02 05:33:45 +00:00
nethack.allison
e60b33d9fd get ready for tarball 2003-02-20 00:36:14 +00:00
nethack.rankin
7aeaeac8e3 fix B20003 - hallucination and warning
> Why does warning work normally while hallucinating?  I'd like to see
> random numbers.

     It's just a one-liner, although it has pointed out problems in the
symbol lookup code.  "0" won't work at present, so this doesn't use it,
but warning symbols "1" through "5" also have trouble--regardless of
hallucination--if someone overloads them to represent any feature aside
from warning.
2003-02-20 00:19:49 +00:00
nethack.rankin
4107ce55af confuse monster bit
'+' is not a valid argument to resist(), although it still works
since the default case catches it.  Make the spell class explicit,
although I don't think having the effectiveness of scrolls of confuse
monster depend on the character's level makes much sense.
2003-02-19 12:26:03 +00:00
nethack.allison
0c4bd66545 runtime port identification
The CE ports use makedefs hosted on another platform,
so the version string generated at build time isn't really
appropriate.

Add a way to add information to the version string
at runtime for such ports.
2003-02-19 11:44:14 +00:00
nethack.allison
3d9d7f24b3 ensure that shade_aware is only set for shades. 2003-02-19 11:19:30 +00:00
nethack.rankin
8d6d715f8d teleporting monster strategy
Reported last spring and again last week:  monsters who teleport to
your location (named demons, master liches, and so forth) continue to do
that even if they've just used a scroll or wand of teleportation to get
away from you.  This doesn't prevent that situation but does make it be
much less likely to occur.
2003-02-19 09:55:17 +00:00
nethack.rankin
7a1fcd008a wizkit revisited
The previous changed ended up discarding the begining portion of
excessively long lines and keeping the end.  It's unlikely that either
part is going to be valid, but reporting the ending portion as a failed
wish would make tracking down and fixing the situation trickier.
2003-02-19 08:35:51 +00:00
nethack.allison
0e2630f817 wizkit fgets() buffer size
also ignore lines where we didn't read a newline within BUFSZ characters
2003-02-19 06:14:47 +00:00
nethack.allison
1284e86476 lint follow up
Janet wrote:
>There is one more new complaint that might cause problems:
>explode.c(545): warning: conversion from long may lose accuracy
2003-02-19 05:12:31 +00:00
nethack.allison
0f51c0174f undead turning of ghost on bones level
<email deleted>
Newsgroups: rec.games.roguelike.nethack
Subject: Re: Other ways to destroy the Amulet

<Someone> wrote:
>>> Zapped undead turning at his _corpse_, which brought the corpse
>>> back to life and also destroyed the ghost. The revived
>>> character was not carrying anything.
>>
>> Hmm, didn't the Amulet fall to the floor like when you genocide
>> something that's carrying something?
>
> Nope.
>
> That's because undead turning does mongone(ghost). The mongone
> function destroys the inventory of the monster:
> discard_minvent(mdef); /* release monster's inventory */
>
> Whereas genocided monsters are removed with mondead, which calls
> m_detach, which calls relobj, which drops the monster's inventory
> on the floor.
2003-02-19 04:31:46 +00:00
jwalz
6689de0e04 Lint cleanup, nothing significant.
There is one more new complaint that might cause problems:
explode.c(545): warning: conversion from long may lose accuracy
2003-02-19 03:18:49 +00:00
jwalz
1d488f4762 Allow use of old compiler. 2003-02-18 22:31:12 +00:00
cohrs
7c937d2186 B20001 - shopkeeper angry at unnamed customer
The "following" flag could get set in several places where it was not
obvious that the customer name would be remembered.  Since the shopkeeper
should always get angry at the current player, set the name at the same
place that the flag is set.
2003-02-18 17:08:04 +00:00
nethack.allison
86dd975ec6 fix warning without STEED defined 2003-02-18 12:28:35 +00:00
nethack.allison
58c504954d beta 20 2003-02-15 02:45:37 +00:00