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.
This reclassifies dragon scale mail as magic and leaves dragon
scales as non-magic. Changing the latter would make it be easier
to obtain magic armor via polymorph; just kill some dragons and toss
their scales on the pile. Unfortunately the logic used suggests that
unicorn horns ought to be non-magic too, but I left them as magic.
(Making them become non-magic would actually be a good idea as far
as balancing polypiling goes, but it's awfully hard to justify when
they produce should a wide-ranging magical effect when applied.)
Several flags added since 3.4.0 were destined for flags
(to be saved with the game) but were placed in iflags for
savefile compatibility. These include:
boolean lootabc; /* use "a/b/c" rather than "o/i/b" when looting */
boolean showrace; /* show hero glyph by race rather than by role */
boolean travelcmd; /* allow travel command */
int runmode; /* update screen display during run moves */
This patch has no effect unless you define this in your port's
XXconf.h file.
#define SAVEFILE_340_CONVERT /* allow moving of some iflags fields to flags
without destroying savefile compatibility */
Without it, the new flags remain in "iflags." With it, the flags are moved to
"flags" and the structures are converted when the save file is read. There
is no reverse compatibility. If you save the game after conversion, you
can't load the savefile on 3.4.0, only 3.4.1.
Provide user control over screen updating for multi-step movement
(run via shift, control, &c and also travel). [See cvs history for
fixes34.1 for more details.]
"It was hidden under a green mold corpse! It bites!"
Never seen corpse from a never seen monster can be
revealed by the hider.
-problem is that the corpse of the monster is
always created with dknown set to 1 when make_corpse() finishes,
even in the case where you never knew what it was while alive.
can't just blind yourself with a cream pie in your inventory
directly by applying it or by throwing it.
On 27 Jul 2002 14:11:06 GMT, <Someone> wrote:
> <email deleted> wrote:
>> <email deleted> (<Someone>) hypothesised:
>>
>> [cream pie]
>>> So I a)pply the pie. What I want to do is to hit MYSELF in the
>>> face with the pie, thereby blinding me and giving me T-P for
>>> just a few turns.
>>
>> Not a bad TTDTDTO ("Thing The DevTeam Didn't Think Of," which is
>> subtly different to a YANI, and not a bug; sorry, I seem to be
>> on a neologismathon today.)
> I tried throwing a cream pie upwards, hoping it would blind me,
> but no luck:
>
> "A cream pie hits the ceiling. What a mess!"
>
Change the message for paying off consumed items to
"You paid for a xxxx at a cost of nnn gold pieces."
to distinguish it from objects that you still have in your inventory which is
"You bought a xxx for nnn gold pieces."
Kicking a monster as a monk or samurai or while wearing kicking
boots might make it "reel from the blow" and be knocked back a step.
If that knock back put it into a trap which killed it, the kicking
code would kill it an extra time, then the player would get a warning
about dmonsfree finding the wrong number of dead monsters.
[ I didn't keep a copy of the message which reported this
so don't have any reference number for it. ]
If you used '/' to look at multiple items one after another,
then looking at floor or other item represented by the same '.' as
venom could result in subsequent things being falsely categorized as
possibly venom. The subsequent items needed to have less than two
possible descriptions, and the triggering item needed to be a plain
dot rather than the graphic dot used for floor with IBMgraphics and
DECgraphics.
Suggested by <Someone>: when examining an `@' monster, only include
"or you" in the description if you might reasonably expect to be seen
as something else. So if you're playing as a human or an elf, or if
you're polymorphed regardless of race, the ordinary description of
"human or elf" doesn't need to add "or you". And the setting of the
`showrace' option only matters if the `@' comes from prompting the
user instead of picking a symbol from the map.
Paper golems destroyed by fire traps won't leave any scrolls
of blank paper behind. (There's still no handling of other forms
of fire attack against such critters.)
Don't suppress hallucination on/off messages when blind.
This fixes the case where you might be observing hallucinatory
monsters via telepathy yet not be told that perception was back
to normal when hallucination timed out. It does not fix the
case where temporary hallucination times out while the effect is
being blocked (in which case successful application of a unicorn
horn yields no feedback), nor the hypothetical cases where timed
hallucination starts or ends while also hallucinating for some
other reason (which could happen via polymorph someday if a
monster which is always hallucinating--the way that bats are
always stunned--ever gets introduced).
Make throwing things through iron bars by the player and
by monsters behave consistently with each other. Also prevent
stone-to-flesh'd boulders and wands from passing through.
Warwick's plname files.c addition broke the
build on both win32 and CE because NAMES_MAX
wasn't defined.
In win32 it was defined in limits.h, but only
when _POSIX_ was defined.
In CE it just didn't exist in any of the
header files. Since it was also complaining
about strdup(), I #ifdef'd Warwick's code out
under CE.
Move get_saved_games() functionality to files.c
Use moved get_saved_games() functionality in Qt windowport.
[also some non-enabled perminv code in Qt windowport]
Allow single character variations in player names
to remain unique in file names by encoding rather
than substituting.
"plnam one", "plnam_one", and "plnam~one" at the
"Who are you?" prompt get unique filenames after this patch.
Implement a suggestion by <Someone> that turns spent in
"hungry" state exercise wisdom for monk characters; also make
turns spent in "satiated" state abuse it instead.
for now at least, until there is more time to look into it.
<email deleted>
> Yet more nitpicking about potions of oil being lit by sparks from axed
> statues, I'm afraid.
>
> Konosja's potions of oil catch light!
> "That will cost you 66 zorkmids (Yendorian Fuel Tax)."
> "That's in addition to the cost of Konosja's potions of oil themselves, of
> course."
> You snuff the lit potion.
>
> a) why is the Fuel Tax on (in this case) six potions the same as on one?
>
> b) if you a)pply-light a potion, it's just "in addition to the cost of
> the potion". Is Yname2() the right name-function for catch_lit() to
> be using? It's odd for Konosja to be talking about herself in the
> third person.
>
> c) Grammar on the snuffing message is wrong for multiple potions.
Pat forwarded a message from the newsgroup in March that the town guards
enforce rules even outside the town proper. Fix: On room-based town levels,
check if the location is in a room containing subrooms (roomno will often
have a subroom id instead). On the other levels (e.g. minetn-5), there are
no subrooms, so the whole level is fair game. Currently, this is valid.
If fancier towns are added in the future, more flags or use of regions may
be required to tell where the town border actually is. These checks are done
in a new in_town function.
Paper golems take 100% damage in a fire trap. Straw is very flammable
unless tightly packed, but straw golems have a lot of surface area, so give
them 50% damage.
On mazelike levels, containers had to be listed before their objects. But,
for roomfilled levels, containers had to be listed _after_ the objects. All
our current levels that use containers with objects are mazelike, so I
changed the room behavior, updating the comment in lev_comp.y to match.
Other items/monsters are still processed in reverse on roomfilled special
levels, but I think this is OK.
<Someone> writes:
Why do you "feel transparent" when you gain see invisible from a
fountain when blind and _not_ invisible? Transparency usually refers
to _being_ invisible.
Another try.
<Someone> writes:
Why do you "feel transparent" when you gain see invisible from a
fountain when blind and _not_ invisible? Transparency usually refers
to _being_ invisible.
Good point. I think this may have been what was intended, but it's
been like this for quite a while.
<Someone> writes:
I can accept that losing gold into a fountain recharges it to make it
possible to find a gem in it in future (however weird that is). What
_does_ seem wrong is that receiving a warning about a Minetown
fountain prevents finding gems and gold there.
This does not fix a reported bug where you
can't attack a hidden creature that is
co-located with a boulder, but it might
assist the player in understanding what is
going on.