Commit Graph

706 Commits

Author SHA1 Message Date
nethack.rankin
4f032d38ec airplane/taxi transportation
The player can teleport objects and monsters on no-teleport
levels, a strange quirk which I think has become entranched as
a feature.  When swallowed or engulfed, teleporting the monster
from inside ends up teleporting the character along with that
monster.  Some players have been exploting this on Plane of Air
to avoid facing elementals and dragons and whatnot by repeatedly
teleporting any vortex that engulfs them until they land somewhere
in the vicinity of the portal leading to Plane of Fire.

     This patch divides the Plane of Air into three zones that
teleportation can't cross.  You'll arrive in the left-hand 30% of
the level, as before, but no longer at a specific spot.  The exit
portal is in the right-hand 30% as before (although it used to
have more range, perhaps 40%).  Teleporting within the left 30%
always arrives in that same area; within the central 40% always
remains within that same area; and teleporting within the right
30% always sticks in that area.  So it's still possible to get
around quite a bit via multiple teleports, but you'll need to walk
at least across the two unmarked boundaries to actually traverse
the whole level.

     A moderately long description for a very short patch....
2002-01-22 06:59:00 +00:00
nethack.allison
2d5361e389 From <Someone>,
Fixes:
- menu shortcuts implemented
- most windows close on space (except for menus with
  PICK_ANY style)
- "hilite_pet" option is implemented
- map scrolling is improved somewhat (it now scrolls if
  the char is within 5 spaces from the edge of the map -
  configurable by #define CLIPAROUND_MARGIN)
- added 3  winhack-specific options:

 win32_map_mode:[tiles|ascii4x6|ascii6x8|ascii8x8
                 |ascii16x8|ascii7x12|ascii8x12|ascii15x12
                 |ascii12x16|ascii10x18|fit_to_screen]=20
 win32_align_status:[left|top|right|bottom]
 win32_align_message:[left|top|right|bottom]

Note: aligning status window to left or right edge of the screen does
not look good.
2002-01-22 00:30:58 +00:00
nethack.allison
5dd46c18ae Add petmark.uu 2002-01-22 00:29:35 +00:00
arromdee
c8c7c22a92 swallowing zombies/mummies 2002-01-21 22:54:17 +00:00
arromdee
b7b85375c5 polymorphed quest leader
Duuuh.  Of course adding objects already changed the editlevel.

Anyway, here's the fix I was working on.  It only matters in a very obscure
situation.  (Also, the quest leader still speaks no matter what he's
polymorphed into.)
2002-01-21 22:25:04 +00:00
arromdee
166affb0f9 polymorphed quest leader
Duuuh.  Of course adding objects already changed the editlevel.

Anyway, here's the fix I was working on.  It only matters in a very obscure
situation.  (Also, the quest leader still speaks no matter what he's
polymorphed into.)
2002-01-21 22:15:22 +00:00
warwick
751cbf93ae Tile un-placehold 2002-01-21 10:41:42 +00:00
nethack.rankin
3fa0d46f6d fixes fixes 2002-01-21 07:17:25 +00:00
warwick
f4b9ff3f16 Fix "Files" file for files from Qt windowport. 2002-01-21 05:50:23 +00:00
warwick
75305dc3b3 Qt compatibility fixes
Fixes for Qt version 2.0 (old).
2002-01-21 05:17:40 +00:00
warwick
58b5454a35 Player selection fix on Qt windowport.
Prompt for player details even if gender or alignment is unspecified.
2002-01-21 05:15:06 +00:00
cohrs
6a637d21a5 spells doing negative damage
Add a check to zhitm to ensure that spells cast by characters with low XL
and Int will not do negative damage.
2002-01-21 03:41:21 +00:00
nethack.allison
f2fe0a3d5c The word "zorkmid" was hard-coded in format strings all
over the place.

Often they would use
	"%ld zorkmid%s", amt, plur(amt)
but not consistently, so some of the hard-coded usage
could result in "1 zorkmids"

This adds the function
	currency(long)
to return the name of the currency, either plural
or singular depending on the argument passed to it.
That eliminates the need for the extra %s in the
format string and the use of the plur() macro.
2002-01-21 03:35:04 +00:00
arromdee
4f10682592 priest names 2002-01-21 03:30:51 +00:00
cohrs
371bbc2fb8 cost of eating an unpaid tin
The cost of an unpaid tin should be calculated before eating, not after,
so the cost will be based on your pre-eating hunger, not post.
2002-01-21 03:25:50 +00:00
cohrs
bf563bb204 fix a typo 2002-01-21 03:03:15 +00:00
cohrs
202a383444 xprname fix
The GOLDOBJ fix I posted back on 1/3 caused "Ix" to access a null pointer
(obj) while generating the total line.  This patch fixes the bug I added to
xprname.
2002-01-20 22:25:16 +00:00
cohrs
7a634884b4 starting the game without a pet
Incorporate a slightly cleaned up version of <Someone>'s patch to enable a
"pettype:none" startup option that allows one to start the game without a pet.
2002-01-20 21:05:29 +00:00
nethack.allison
ce63457151 Clear a warning
src/mcastu.c(603) : warning C4244: 'initializing' :
conversion from 'long ' to 'char ', possible loss of data

M. Allison
2002-01-20 15:07:56 +00:00
nethack.rankin
e2175c2ce1 stale spellbook pointer
If you get interrupted while reading a spellbook and then
the book gets destroyed or you change levels, the object pointer
remembered for the book will be invalid and could accidentally
match one subsequently allocated to some other book.  That would
result in "you continue your efforts to memorize the spell" when
starting to read that other book; it would also end up bypassing
the reading difficulty check and reuse the old book's delay counter.

     I don't remember who reported this.  It was quite some time
ago and I have an abandoned patch dated last March from when I
first started to fix it.

Files patched:
  include/extern.h
  src/save.c, shk.c, spell.c
2002-01-20 09:53:36 +00:00
nethack.rankin
36511f2280 compile fix 2002-01-20 09:22:16 +00:00
cohrs
e7bdcb157f lava effects for monsters and objects
This patch, based on code sent to us by <Someone> well over a year ago, addresses
bugs recently resurfaced.  Namely, that lava does not generally do anything
to monsters or objects that land in java.  Newly renamed minliquid() handles
both water and lava, and new fire_damage() is used similar to water_damage().
2002-01-20 07:04:18 +00:00
kmhugo
629f0897d6 Jousting follow-up
Fix an oversight.
2002-01-20 06:26:33 +00:00
arromdee
bfbf1d6c30 monster spells
This fixes the problem with my monster spell changes which let monsters
summon monsters around you when they don't even know you're around.

The summoned monsters should appear where the monster thinks you are, if
you're invisible or displaced.

I have not prevented them from summoning monsters when you are in a temple,
nor have I prevented them from aggravating monsters several times when you're
out of sight.

Messages should be a little smarter, taking into account number of monsters
and invisibility/displacement.

--Ken A
2002-01-20 06:17:20 +00:00
kmhugo
bb88bd1a4a Jousting
Players wielding a lance while riding will "joust" monsters
they attack.

Note that monsters don't get pushed into inaccessable tiles such
as walls, doors, iron bars, water, or lava; they stay at the edge.
Further refinements are possible for these cases.
2002-01-20 05:44:46 +00:00
cohrs
8efbbdc0cc map update followup to lev_comp.l change
The change to allow digits in maps causes the comments that were
incorrectly placed inside MAP/ENDMAP blocks to be seen as valid
map lines.  They were quietly skipped before by the old scanner.
Move them out.
-dlc
2002-01-19 19:08:24 +00:00
nethack.allison
b6c1a8006f Remove the obsolete /old files from README. 2002-01-19 14:13:23 +00:00
nethack.allison
1a0f18e738 Put the tmac.n head back to what it was in 3.3.1
so that it will not be included in the diff between
the versions.

Also note that the -ko option in effect for that file
causes it to leave the value at whatever is
checked in from now on.
2002-01-19 13:41:15 +00:00
nethack.allison
329c3057f7 Testing CVS keyword tag.
Michael
2002-01-19 13:17:20 +00:00
nethack.allison
751344643d Testing CVS keyword tag.
Michael
2002-01-19 13:15:51 +00:00
nethack.allison
a47c32442f change revision 2002-01-19 12:59:18 +00:00
nethack.allison
e751436dcf Remove it to put it back in again for head mod test. 2002-01-19 12:53:38 +00:00
nethack.rankin
43a1eadc9c lookat of high priests
One from <Someone>'s list:  there's no particular reason for
the High Priest of Moloch in the temple on the sanctum level in
Gehennom to have his identity concealed when he's detected from
a distance.  I also changed the concealment of the Astral Plane
to stop when you're adjacent to the priest, since #chat--among
other things, such as simply entering the temple--provides other
means of identifying which temple it is once you're there.

Files patched:
  include/extern.h
  src/do_name.c, pager.c
2002-01-19 06:52:03 +00:00
kmhugo
cea4a603b2 fixes33.2 typo 2002-01-19 06:12:37 +00:00
kmhugo
263b6c06b1 Line numbering in lev_comp files
This patch allows the digits 0-9 to be used to indicate line numbers
in the MAP...ENDMAP arrays of level files.  This makes it a wee
bit easier to place features.  The digits get stripped out before
the map is interpreted.
2002-01-19 06:06:16 +00:00
kmhugo
0c7bcb6706 Remove e-mail address in sources
We shouldn't include third-party e-mail addresses in sources that
will become public.
2002-01-19 05:43:49 +00:00
kmhugo
bd49d4a6df Remove files duplicated in devteam module 2002-01-19 05:39:57 +00:00
kmhugo
d25f67cd0d Autoquiver fix
Implement a patch which <Someone> posted on the newsgroup back in September:
"If I had my druthers, daggers would be chosen over other
weapons if there's no missiles or suitable ammo available, and weapons
not designed for throwing wouldn't be chosen at all."
2002-01-19 05:34:34 +00:00
nethack.allison
5e9505078f Add # commands to wizhelp. 2002-01-19 04:38:29 +00:00
nethack.rankin
6d28ddf14b wiz_level_change cleanup
The new routine needed to do something with u.ulevelmax
(which controls whether lost levels can be regained via magic).
This sets it to the new level rather than having it go up or
down the same amount as the user specified in the level change,
which yields a plausible reason for using this command to set
experience level explicitly to its current value.

     The new code was using a mixture of spaces and tabs for
indentation; I've totally reformatted it.
2002-01-19 04:15:46 +00:00
nethack.allison
0c45142d02 fix contributor's name
I don't know whether fixes33.2 will ever be made public,
but let's get the names of people whose patches we used
spelled correctly just in case.
2002-01-19 04:12:57 +00:00
nethack.allison
7ee6f5470c Update README to reflect recent changes. 2002-01-19 03:57:08 +00:00
nethack.allison
9cbaac00c8 Update <Someone>'s address. 2002-01-19 03:53:22 +00:00
arromdee
9211e211b0 wizard # list
The monpoly_control command on the wizard # command list was formatted badly.
2002-01-19 03:17:31 +00:00
arromdee
d7b0fe17b1 I already redrew this... 2002-01-19 01:57:21 +00:00
arromdee
89d9f36f06 fix typo (change experience change)
--Ken A
2002-01-19 01:30:26 +00:00
nethack.allison
066afeff5f Correct Nick Number's address in lists. 2002-01-19 01:25:52 +00:00
nethack.allison
885eef0dbb Add Warwick's name to mplayer.c 2002-01-18 20:58:11 +00:00
nethack.allison
13757b9f4c data.base updates
Regarding the Shrieker source,
http://www.peldor.com/chapters/story678.html:
  "   The player characters depicted in these stories are copyright
   1991-2000 by Thomas A. Miller.  Any resemblance to any persons
   or characters either real or fictional is utterly coincidental.
   Copying and/or distribution of these stories is permissible under
   the sole condition that no money is made in the process.  In that
   case, I hope you enjoy them!

   Thomas A. Miller"
2002-01-18 20:30:00 +00:00
nethack.allison
fb2f6753d6 From <Someone>
This was caused by  character set incompatibility between message and map
windows. Apparently, Nethack is using  IBM character set (CP 437) but fonts
were create for Windows ANSI codepage. I fixed most of it by changing
character set of the fonts except for the Rogue level. I had to make changes
to src/drawing.c for Rogue level since most of Windows fonts are not capable
of displaying control characters (char. code<0x20)
And of course, disabling IBMGraphics option fixes it all.
2002-01-18 19:14:13 +00:00