While looking thru the whole list, I found a few sorting mistakes which
confused my inspection and one misspelling. I didn't inspect the derived
file list.
[this is not meant to trigger re-packaging for 3.4.3]
Windows CE defines leave as part of exception handling (__leave)
It confilicts with existing sources and since we don't use exceptions
it is safe to undefine it
It was possible to get a shopkeeper to carry the Amulet from the
bottom of the dungeon up to the location of his shop, thereby bypassing
the usual labor of lugging it up yourself. [Drop the Amulet somewhere;
rob a shop so that the Kops are summoned and the shk comes after you;
when shk is next you, level teleport to the Amulet (probably two hops,
one to the Valley and another deeper into Gehennom); walk to the vicinity
of the Amulet; shk will eventually pick it up (shopkeepers like to pick
up magic items); now, pay him for the stolen goods--he'll be pacified
and migrate back to his shop, taking his inventory with him; lastly,
return to his shop and relieve him of his burder.] This patch makes
shopkeepers drop the Amulet or invocation tools if/when they set set to
migrate to their normal location.
Also fix another long standing risk that a monster that is sent
away (nurse when healing, Kops when you pacify a shopkeeper) might be
carrying the Amulet or one of the invocation tools and make the game
unwinnable. I doubt that that's ever actually happened but I think it'd
be possible if a monster that likes magic items ever got polymorphed
into a Kop. Such dismissed monsters will now drop the same stuff as
the shk above prior to leaving the game.
There was no feedback when gold was thrown or kicked at monsters
who weren't interested in catching it. Now it'll give the same "<obj>
misses <monster>" message as other thrown or kicked items objects which
don't hit.
Report was for scattering gold during a land mine explosion, but the
message was delivered by the widely used hit(). Bug was caused by a typo
in vtense() when handling a subject containing a space.
Fix the reported problem of bad inventory management if the user
specified a count (with traditional menu style) when attempting to drop
part of a stack of cursed loadstones. After the "you can't drop that"
message, it tried to undo the stack split, but splitobj was changed
sometime back and the undo hack wasn't adjusted to account for the fact
that it needed to merge with the previous object instead of the next one.
The result was that it would incorrectly increment the count of the next
item instead of the original loadstone, or crash in canletgo() if the
split off stone was the last item in the list.
This prevents cursed loadstones from being split (via getobj()'s
count handling) in the first place, so there's nothing to undo later.
It still uses a similar kludge so that the "can't drop that" message can
be adjusted, but it's now a simpler kludge and I hope a more robust one.
B02006 autopickup_exception documentation
>Should the documentation say what priority order is used if two conflict?
>(For example, how ">*orcish" and "<*arrow" handle an orcish arrow; from
>experimentation, > always takes precedent over < , but I could be
>missing something.)
B02005 autopickup_exception option menu
> It'd be nice if you were returned to the menu after adding an exception
> via O so that you can set several with one command.
Try to address the problem From a bug report: turning the Wizard
of Yendor to stone preserves monster information with his statue and
presence of that information overrides the statue animation check
intended to prevent players from creating the Wizard (or other unique
monsters). That's ok for the current game--the monster had to have been
in play in order to be turned to stone--but is a problem if the statue
is found in a bones file. The report was for placing such a statue at
the location of an untriggered statue trap by a player who leaves bones,
but stone-to-flesh by the player who loads bones is a simpler way to
trigger this. (Aside from getting unique monsters earlier than usual
under some degree of player control they won't have their starting
inventory so special items like the Candelabrum might not get created.)
Using undead turning to revive corpses found in bones was another way to
get into the same trouble (I thought corpses of special monsters were
already excluded from bones?).
It looks like it's also possible to get strange quest behavior if
a corpse or statue of the leader or nemesis is brought into the dungeon,
left in bones, then revived by the second player, but I didn't attempt
to reproduce it. More work is probably needed; this tightens up leader
handling a bit but doesn't do anything about the nemesis. This patch
has already been spreading tentacles and I've got to cut it off....
The patch discards saved monster traits for corpses and statues of
unique monsters while saving bones; reviving or reanimating them will
produce doppelgangers instead of the original monsters, same as stone-to-
flesh on wished-for statues behaves. It also discards saved traits for
shopkeepers (also temple priests and vault guards--their traits weren't
saved in 3.4.2 though). That info might be useable when the corpse or
statue is on the same level as the monster started (ie, where its special
room is located), but that's a complication I'm going to bypass. This
patch also adds chameleon handling for statue activation--it wouldn't
have mattered in 3.4.2 since shapechangers didn't get their traits saved;
it does matter now but was omitted when trait-saving was extended to all
statues a while back. (It adds chameleon handling to corpse revival too,
but they still don't get their traits saved with corpses so that's just
protection in case of future modifications.)
Other bits: `cant_create()' is renamed to `cant_revive()' since
the latter is a more signicant use than wizard mode <ctrl/G> handling.
Now save traits with nymph corses so that cancellation can be propagated
if they're revived; that doesn't matter much but matches statue handling
(where it was more important since it dealt with succubi as well as with
nymphs). Explicitly initialize the shape-changer field of all monsters
instead of relying on implicit initialization to 0 (CHAM_ORDINARY).
There'll be a *much* shorter patch for 3.4.3 which will have to get
by with most of these obscure problems--fortunately they're unlikely to
impact many (any?) players.
Declare structure before using it in prototypes, and declare atol()
for configurations which don't have or don't use <stdlib.h>. (Some
#ifdef MICRO code for atoi at the end of system.h might need to be done
for atol too.)
This provides the core support needed for status field highlighting.
This patch doesn't actually perform status field highlighting for any port,
but provides the core hooks for doing so.
The syntax is:
OPTIONS=hilite_status:{fieldname}/{threshold}/{below}/{above}
where {fieldname} is the name of a status field.
{threshold} is the value used as the threshold to trigger a display
change. It can also be set to "updown" to trigger
a display change whenever it rises or whenever it falls.
If you end the threshold value with %, then it signifies
that you want to trigger the display change based on the
percentage of maximum.
{below}, {above}
are the color or display attribute that you want to use when
the field value is underneath the threshold. Supported display
fields are: normal, inverse, bold, black, red, green,
brown, blue, magenta, cyan, gray, orange,
bright-green, yellow, bright-blue, bright-magenta,
bright-cyan, or white.
Valid field names are:
alignment, armor-class, carrying-capacity,
charisma, condition, constitution, dexterity,
dungeon-level, experience-level, experience,
gold, HD, hitpoints-max, hitpoints, hunger,
intelligence, power-max, power, score,
strength, time, title, wisdom
Refer to window.doc for details. Guidebook updates to come later.
> From the newsgroup: an egg carried by the hero hatched and the
> resulting monster was placed in hiding underneath an adjacent object.
> The silly hatching message given was "You see it drop from your pack."
> (Player said he was using 3.4.1, but the relevant code hasn't changed
> since then.)
If a long worm's head is on the drawbridge and a tail segment is at the
portcullis and you raise the drawbridge, bad monster handling occurs
because of some recursion that occurs before set_entity is called again.
Not sure when this last worked; it's broken in 3.4.2 as well. Modified
e_died to ensure both entity objects for the same monster get cleaned up
so subsequent e_at calls behave as expected.
While looking at the behavior of sitting hiders, I noticed other related
odd behavior.
- player hiding while poly'd as a hider that hangs on the ceiling now drops to
the floor before sitting (similar to the behavior of movement commands).
- trappers, as per data.base, don't hang on the ceiling. Changed the
mattacku case dealing with hiders to not treat trappers as ceiling hiders.
- updated can_reach_floor to also exclude ceiling hiders. This covers a
bunch of cases, such as pickup, look-here-while-blind, and so on. Another
alternative would have been to automatically unhide for all such cases.
trunk only, it's a minor bug IMO and we appear to be close to a release.
<Someone> reported something along the lines of
"You are hit by a little dart."
[ "The dart was poisoned." -- this expected message was missing ]
"The poison doesn't seem to affect you."
Remove the overloading of ``chance for fatal poison'' and ``thrown weapon''
(which reduces that chance, among other things) for the arguments passed to
poisoned() and change how it decides whether feedback about being poisoned
is needed. Also, move poisoned() and poisontell() from mon.c to attrib.c.
- gcc warned that the "anything" initializer needed more braces
- gcc also warned of a couple unused variables
- WIN_STATUS, when STATUS_VIA_WINDOWPORT is not defined, had no type
It was possible for status_finish to get called twice, therefore free() could end up called twice.
Add a macro symbol for the argument to status_initialize().
Adjust some field widths so that there is a little bit of breathing space.
Add the ability to select the windowtype on the command line on Unix using
a new -wwindowtype option. I had thought the proposed patch could core
dump, but the default windowtype selection occurs earlier and ensures
that raw_print will always work. So, the only problem with the proposed
patch was it didn't move the linux and sco special-case code until after
the selection was made. That special-case code really should be moved to
to wintty.c, IMO since it doesn't affect other windowtypes.
The default symbol for lit and unlit corridors are the same. This makes
the lit_corridor option a no-op where the defaults are used and also means
that using a light scroll/spell a corridor has no obvious effect. To
address that, I special-cased the lit corridor symbol and change its color
to bright white when its the same symbol as the unlit corridor symbol (I
didn't change the default color since I thought that made the lit corridor
look strange using the windows console interface).
DEC C warned about a problem and that caused make to quit.
| idx = (++idx % 2);
|........^
|%CC-W-UNDEFVARMOD, In this statement, the expression "idx=(++idx%2)"
|modifies the variable "idx" more than once without an intervening
|sequence point. This behavior is undefined.
Introduction of a new set of window port status display
routines. The new routines are conditional on
STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.
Introduction of a new set of window port status display
routines. The new routines are conditional on
STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.
Introduction of a new set of window port status display
routines. The new routines are conditional on
STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.