Commit Graph

61 Commits

Author SHA1 Message Date
nethack.rankin
e1ef0f1042 filling antholes
From a bug report:  when creating a
level, anthole rooms can be generated even when no ants are left, unlike
beehives which get suppressed once killer bees are gone.  Also, if some
ants are available but the type chosen for the current level isn't (in his
case, soldier ants had been genocided), the anthole was filled will random
monsters instead of picking another type of ant.  This fixes both issues.
Random monsters will only occur if the last type of ant gets used up while
filling an anthole that was started when some ants were available, same as
how monster generation for beehives and barracks works.
2006-03-09 05:39:38 +00:00
nethack.rankin
e2dd0a12ae fix #H30 - rn2(0) from off by 1 bug in special level door creation
From a bug report, the placement
of random doors by the code that loads special levels would attempt to
evaluate rn2(0) and either get a divide by zero crash (normal build) or an
impossible warning (DEBUG enabled when compiing rnd.c, done automatically
when BETA is defined).  The problem was only noticable for random door in
a 1x1 room; none of our distributed levels specify such a thing so regular
users won't have encountered this bug.  It's a one line fix.

     Altar placement in temples also had a quirk of a similar nature.  It
wouldn't trigger rn2(0) problems but would always place the altar to left
of mid-point in rooms with even width and above the center point in ones
with even height.  Now the placement is randomized so that sometimes it'll
be to the right and/or below mid-point in such cases.

     This also simplifies a couple other instances of similar expressions
that I spotted.
2006-01-29 04:32:04 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
6dc1bbd544 giant carrying boulder dies while trapped in a pit (trunk only)
<Someone> wrote:
> "You kill the invisible storm giant.  The boulder fills a pit."
> [...] why did I find the corpse *lying on* and not *buried in* the
> former pit?

Ensure that the corpse ends up buried in that case.
2004-04-11 18:39:14 +00:00
cohrs
18f39cfcdd B01005 - infinite objects from traps
Added a random factor to arrow, dart and rock traps so they'll eventually
stop producing new objects.  Also fixed a bug in mklev that set the trap
"once" flag even for traps where it wasn't currently appropriate.
2003-03-27 03:01:38 +00:00
nethack.allison
3c227928f9 function name format
From <Someone>:
[functions that don't start in leftmost column ]

apply.c:int unfixable_trouble_count(is_horn)
artifact.c:void arti_speak(obj)
botl.c:int xlev_to_rank(xlev)
botl.c:int rank_to_xlev(rank)
display.c:void map_location(x,y,show)
hack.c:static void findtravelpath()
hack.c:void unmul(msg_override)
hack.c:long money_cnt(otmp)
mklev.c:CFDECLSPEC do_comp(vx,vy)
pickup.c:long carry_count(obj, container, count, telekinesis, wt_before, wt_after)
pickup.c:boolean mon_beside(x,y)
shk.c:long money2mon(mon, amount)
shk.c:boolean same_price(obj1, obj2)
shk.c:void finish_paybill()
trap.c:boolean delfloortrap(ttmp)
weapon.c:void give_may_advance_msg(skill)
do_name.c:char *coyotename(mtmp, buf)

(This with a pruned 'egrep '^[[:alnum:]]+ .*\(.*\)$' *.c' in src/; I
haven't looked outside that directory, but generally speaking once you
go beyond there you're widening your search anyway.)
2002-08-12 22:24:05 +00:00
nethack.allison
c6c17bc00f more Windows CE 2002-07-23 04:52:48 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
nethack.allison
2c26f0ceea Removed some unneeded preprocessor conditional code.
It was Windows CE stuff that hasn't been integrated into the sources tree yet.
2002-01-17 02:17:17 +00:00
nethack.allison
e02ab47597 Changes to existing files by the win32 port additions. 2002-01-13 05:53:39 +00:00
jwalz
c9de3aadb7 *** empty log message *** 2002-01-05 21:05:49 +00:00