Commit Graph

69 Commits

Author SHA1 Message Date
nethack.allison
98a09101b1 remove pointer to long conversions - part 3 of 3 (trunk only)
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)

This 3rd part deals with region functions switching
some arguments from type genericptr_t to 'anything'.

Like the previous 2 parts, this needs to increment
 EDITLEVEL in patchlevel.h.
2006-07-09 01:23:26 +00:00
nethack.allison
d611cd76c5 remove pointer to long conversions - part 2 of 3 (trunk only)
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)

This 2nd part deals with timeout functions switching
some arguments from type genericptr_t to 'anything'.

Like part 1, this needs to increment EDITLEVEL in patchlevel.h.
2006-07-09 01:02:51 +00:00
nethack.allison
9c79bb2758 remove pointer to long conversions - part 1 of 3 rev 2 (trunk only)
[the problem in the earlier rev was tracked to cleanup_burn(),
where arg was holding a (genericptr_t) timer id, and
passed directly to del_light_source() as is.]

P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.

This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
2006-07-08 23:31:39 +00:00
nethack.allison
c7c6295cbf region ttl field size change (trunk only)
make region ttl field a long instead of short to get rid of lint warnings
about a possible loss of data
2006-06-28 02:34:02 +00:00
nethack.allison
d046be66bc lost ball and chain (trunk only)
Saving the game while punished, not carrying the attached ball,
and while swallowed by a purple worm resulted in losing the
ball and chain.

Since the required information was not being written to the
save file at all, I couldn't come up with a clean way to do this
for the branch, and preserve save file format. I could think
of lots of kludgy ways to do it (insert ball and chain into
the hero's inventory prior to saving, and remove it on restore, etc.)
2006-06-03 17:48:22 +00:00
nethack.rankin
151bff298c add pickup_thrown option (trunk only)
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em.  It is
extremely useful while using ranged weapons.  When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
(Autopickup exceptions weren't around when the patch was first developed
and while those can be used for this purpose if you're willing to name
every object prior to throwing it, pickup_thrown is much more convenient.
Especially when you run out of weapons and resort to throwing pick-axes,
unicorn horns, and spare suits of banded mail at that floating eye who
rudely refuses to die.)  If you drop a previously thrown object (after
getting it back into your inventory again, of course), its was_thrown bit
will be clear and subsequent walking over it behaves in the regular
autopickup manner.  There's no special stacking handling; if a thrown
object lands on a compatable object and they stack, the combined stack is
subject to pickup_thrown handling.

     The original patch updated makedefs to add an entry for pickup_thrown
patch to the options list displayed by #version; I've left that out.  It
also cleared the was_thrown bit in the pickup code, resulting in being
sticky for boomerangs and Mjollnir (where throwing, catching, and then
dropping those would result in behaving as if they had most recently been
thrown rather than dropped).  I've moved that to the add-to-inventory code
instead to fix this.  The original patch also put the pickup_thrown bit
into iflags instead of flags in order to avoid invalidating save files;
I've moved it to flags where it belongs and added a patchlevel.h update.
I've also reworded the Guidebook entries slightly.  [The original patch
can be obtained from <Someone>'s "NetHack Patch Database" at
http://bilious.homelinux.org/ under the "browse" heading.  I didn't hang
on the exact URL; sorry.]

     I think objects stolen from the hero should have their was_thrown bit
set (or else add a new was_stolen bit, which seems like overkill) so that
recovering stolen objects will become simpler after the thief has been
tracked down and dealt with, but I haven't done that here.
2006-05-13 04:56:16 +00:00
nethack.allison
c16a87d367 increment editlevel
That last merge update should have included this.
2006-04-15 13:40:11 +00:00
nethack.allison
f55210be79 code change - oextra
move oattached and oname and other things that vary
the size of the obj structure into a separate
non-adjacent oextra structure, similar to what has
already been done for mextra. The obj structure
itself becomes a fixed size.

New macros:

#define ONAME(o)	((o)->oextra->oname)
#define OMID(o)		((o)->oextra->omid)
#define OMONST(o)	((o)->oextra->omonst)
#define OLONG(o)	((o)->oextra->olong)
#define OMAILCMD(o)	((o)->oextra->omailcmd)

#define has_oname(o)	((o)->oextra && ONAME(o))
#define has_omid(o)	((o)->oextra && OMID(o))
#define has_omonst(o)	((o)->oextra && OMONST(o))
#define has_olong(o)	((o)->oextra && OLONG(o))
#define has_omailcmd(o)	((o)->oextra && OMAILCMD(o))

changed macros:
has_name(mon) becomes has_mname(mon)  to correspond.

The CVS repository was tagged with
	NETHACK_PRE_OEXTRA
before commiting these, and
tagged with
	NETHACK_POST_OEXTRA
immediately after. The diff
between those two tags is this oextra patch.

The associated mail daemon changes to use an oextra
structure instead of a hidden command located in the
name after the terminating NUL, have not been tried
or tested.
2006-04-14 16:23:56 +00:00
nethack.allison
e063031f00 digging conjoined pits follow-up (trunk only)
Pat Rankin wrote:
>      Isn't an array of booleans overkill?  A single byte bitmap
> could achieve the same result.
2006-03-25 18:59:53 +00:00
nethack.allison
6ef8efcefb digging conjoined pits (trunk only)
This one turned out to be more effort than I had
originally anticipated.

We had a bug report requesting that zapping a wand of digging
laterally while in a pit should dig beside you. That seemed
like a reasonable enough request, but this ended up with
the following results:
- needed to check where this should not be permitted, or at
  least where there should be special-case code because there is
  something such as furniture on the surface above the dig
  point.
- now tracks conjoined pits through new fields in the trap
  structure, hence the pathlevel increment. The array of
  8 boolean values represents each of the 8 directions
  around a pit.
- Previously, pits could be adjacent to each other as two
  individual pits, in which case moving between them
  results in a fall as you went into the next pit. That
  behavior is preserved.
- Pits created either by zapping a wand of digging
  laterally while in a pit, or by "clearing debris"
  between two adjacent pits via a pick-axe, sets the
  conjoined fields for those two pits. You cannot
  create a brand new adjacent pit via pick-axe, only
  with the wand.
- The hero can pass between conjoined pits without
  falling.
- dighole() was hijacked for adjacent pit digging,
  so the ability to pass coordinates to it and
  its downstream functions was added (dig_up_grave()
  for example). dighole() does pretty much everything
  appropriately for this adjacent digging, more so
  than calling digactualhole() directly.
- moving into a conjoined pit that has spikes still
  does damage, but less so that "falling" into the
  spiked pit, and you "step on" the spikes rather
  than falling into them.
- Not done: should pits with the conjoined fields
  set be referred to as 'trenches' rather than pits
  in messages and identifications?
2006-03-19 23:59:03 +00:00
nethack.rankin
0a52d1879f reduce temple verbosity (trunk only)
Cut down on the excessive verbosity generated when entering a temple.
The first time you enter a particular temple (or more accurately, the
temple attended by a particular priest), you still get the three message
sequence
  The <priest of foo> intones:
  Pilgrim, you enter a sacred place!
  You have a strange forbidding feeling...
or
  You experience a strange sense of peace.
except that the last one doesn't say "strange" any more.  On subsequent
visits to the same temple, you usually won't get the first introductory
message any more, often won't get the second entry one, and sometimes
won't even get the final one, depending upon how much time has elapsed
since the previous entry.  The old verbosity could really be infuriating
when attempting to lug corpses to the altar before they spoil.  Even
though the messages don't affect the passage of time, it always felt as
if they were slowing you down.  And even when you weren't in any hurry,
it required at least one and often 2 or even 3 responses to --More--
depending upon the length of the deity's name and whether some other
message was also delivered on the same turn (fairly common in minetown).

     Saving and restoring, or leaving the level and returning, resets
the priest's memory of when the messages were last given, so the next
entry after that behaves similar to the very first.  This was initially
intended for cleanup prior to saving bones data, but it seemed reasonable
to have it apply to the current game too.  Unattended temples now also
have a 25% chance of not giving any message when entering.  That one is
random rather than based on the passage of time since last entry; there's
no priest available to track the latter data.
2006-01-28 06:46:19 +00:00
nethack.allison
5548bd6c5a new year 2006-01-07 13:47:41 +00:00
nethack.allison
0dc071bee8 mextra changes
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.

Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
   mname, egd, epri, eshk, emin, edog

Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.

Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file

The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.

Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h

Adds a macro for checking for whether a monster has
a name:
	has_name(monst)

This fixes the magic trap panic
   expels() -> spoteffects() -> dotrap() ->
	domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
2006-01-06 05:46:03 +00:00
nethack.rankin
7921c6ea3e minions/Angels (trunk only)
Angels used the epri extension even though they're never priests,
presumeably because they're sometimes flagged as "renegade".  Since the
only priests ever flagged as renegade are roaming minions rather than
temple priests, move the renegade flag to the emin extension and switch
Angels over to that.  Summoned Angels will now always have the isminion
flag set.

     Makefiles need updating:  monst.{c,o} now depends upon emin.h.
2005-11-03 04:54:55 +00:00
nethack.rankin
25a9c0ca4b "vampdance" patch for avoiding unlimited HP and Pw gain (trunk only)
<email deleted> sent a report with
subject "Vampire-dancing can give you unlimited maxhp/maxmp" about how you
can manipulate your hit points and spell energy by using equipment to
lower Con and Wis prior to deliberately losing a level, then switching to
alternate gear to raise them prior to gaining the trivial 1 XP needed to
regain the lost level.  With Stormbringer (to toss up so that it falls on
your head) or spell of drain level (to cast at yourself), you can do this
level toggling as much as you like since it doesn't consume any resources
in the process.  All you is a supply of non-threatening monsters to kill
for the regaining half.

     In March he sent "vampire-dancing (patch)" which didn't include a
patch but did give a URL ( http://nethack.angband.pl/vampdance.patch )
for one.  That contained his suggested fix:  recording the hit points and
energy points given each time you gain a level and then using those exact
amounts when you lose the corresponding level.  It's still possible to
manipulate HP and Pw by losing multiple levels after you've boosted Con
and Wis to ascension ready status (you'll lose the original values but can
expect to get better ones when gaining levels back), but can only gain a
modest improvement and repeating it doesn't augment the effectiveness.
Plus it's much harder to regain multiple levels than it is to get just one.

     His patch had a couple of bugs which I've fixed.  I suppose that there
could be additional potential problems but the idea and its implementation
are both pretty straightforward.  (This doesn't address the other recently
reported situation of using polymorph into "new man" while at level one to
multiply HP and Pw.)
2005-09-13 05:09:17 +00:00
nethack.rankin
d7a0044056 farmed pudding (trunk only)
I've gotten tired of seeing newsgroup claims along the lines of
"since devteam is aware of this and has chosen not to eliminate it, they
must endorse it", so weaken the tactic of "pudding farming".  It is still
possible to gain unlimited experience (past level 15 or so there's not
much point), but will be less effective for gaining items and for providing
sacrifice fodder.  Keep track of which monsters have been created via
cloning (mostly puddings; gremlins and blue jellies are affected too but
nobody's likely to care much about them) so that they can receive special
handling.  Make cloned monsters progressively less likely to leave corpses
as the number killed for a particular type goes up, and also much less
likely to drop random items at death.  This is sure to need some tuning
once hard core farmers point out how they can still abuse it.  For the
absurdly extreme case, see

http://scavenger.homeip.net/farmbot/HomePage

FYI, farmbot/PuddingFarmingHOWTO includes an impressive screen shot of a
dungeon level where rampant farming is taking place.
2005-07-17 05:00:25 +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.allison
3322b8cfa6 increment patchlevel 2005-01-22 15:48:42 +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
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.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.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
6644c4086f polywarn (trunk only)
This patch increments editlevel making existing save and bones files useless.

Add polywarn() code to grant the ability to detect certain monster
types while polymorphed into other specific monster types.

If you polymorph into a vampire or vampire lord, you are able to
sense humans.

And just for fun, if you polymorph into a purple worm, you are able to
sense shriekers :-)
2004-06-03 04:20:13 +00:00
nethack.allison
e54760e29d attribute check timer (trunk only)
Move the counter for the next attribute check to the context
structure.

This increments patchlevel so previous save and bones
files are unuseable after applying.
2004-05-25 02:16:22 +00:00
nethack.allison
42f202f4c0 new context_info struct in compat checks (trunk only)
Add the context_info struct to the version compatibility checks.
This increments EDITLEVEL rendering prior save/bones files useless.
2004-02-02 01:30:31 +00:00
nethack.allison
569cb15070 new year 2004-01-11 02:30:07 +00:00
nethack.allison
3b2b16ea9d patchlevel sync 2003-12-06 13:15:55 +00:00
nethack.allison
db7d800c98 autopickup_exception
use doname() instead of xname()
2003-12-02 03:14:50 +00:00
nethack.allison
063da8fc3a sync trunk patchlevel.h with branch 2003-12-02 00:42:32 +00:00
nethack.allison
89c785e366 monsters moving other monsters (trunk only)
For now, the code is conditional on BARGETHROUGH
being defined, while it gets tested further. While behavior is
different with and without BARGETHROUGH defined, savefiles
are the same either way.

After this patch is applied, only the riders have the M3_DISPLACES
bit set, but the Wizard and Vlad probably should too. Any others?
2003-11-16 20:10:30 +00:00
nethack.allison
7bab241f17 flag adjustments (trunk only)
Move all system or port specific flags to sysflags which is used only if
SYSFLAGS is defined, and leave everything else in flags unconditional.
2003-11-09 11:48:38 +00:00
nethack.rankin
ca476c0eb2 patchevel.h comment 2003-10-26 06:04:04 +00:00
nethack.allison
2a9f2b1f36 patchlevel.h sync between branch and core 2003-10-25 15:20:04 +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
27749e572e more context (trunk only)
- reading spellbooks
- taking off
2003-10-08 03:31:06 +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
kmhugo
e1f5ddd820 sound cleanup
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
  because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
  same order as youprop.h and enlightenment.

There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.

Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code.  Portions of this patch
were written by Michael Allison.
2003-09-28 03:42:50 +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
e1aa6d5148 GOLDOBJ compat (main trunk only)
This patch gives game and savefile compatibility
whether GOLDOBJ is defined or not.

You can build with GOLDOBJ defined or not, and
still load your saved games. Rebuild with the
opposite, and load the same game.

That way GOLDOBJ can be experimented with
more easily.

1. Leave the "you" struct and the "monst"
   struct the same under the hood between
   GOLDOBJ and !GOLDOBJ.

2. Always write out gold as an
   object on the player and monster
   inventory chains.

On a restore of the savefile with GOLDOBJ
not defined,  take the gold objects out of
the inventory chains and put it into u.ugold
or mtmp->mgold as appropriate.

On a restore of the savefile with GOLDOBJ
defined, nothing special is done.
2003-04-11 22:32:08 +00:00
nethack.allison
1a3fc6e6af patchlevel 3.4.2 update 2003-03-31 13:19:35 +00:00
nethack.allison
e0b59d47a2 some release prep 2003-03-15 12:20:34 +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
nethack.allison
e60b33d9fd get ready for tarball 2003-02-20 00:36:14 +00:00
nethack.allison
58c504954d beta 20 2003-02-15 02:45:37 +00:00
nethack.allison
042a993fca new year 2002-12-30 02:08:34 +00:00