Commit Graph
53 Commits
Author SHA1 Message Date
nethack.rankin fafbb60725 touchstone again
Recent patches broke rubbing gold coins on touchstones; for the
!GOLDOBJ configuration, the character's money would be lost and the
program leaked memory.  That problem was already present for rubbing
gold on other gray stones.

     This also gives a gem advantage back to archeologists:  they
can comprehend touchstone results when the stone is uncursed rather
than require it to be blessed.  (I gave gnome characters that benefit
too.  Why gnomes and not dwarves?  I don't have a reasonable answer
for that....)  To go along with that, make A's initial touchstone
start uncursed rather than blessed, so that other characters finding
them in bones won't get an immediate benefit from them for the 20%
of the time that they're not cursed when saving bones.

     Much of this is whitespace cleanup.  I reformatted use_stone()
completely.
2002-03-17 08:19:21 +00:00
nethack.rankin 57d8a85e50 fix wizard mode crash (SPLEVTYPE)
Set SPLEVLTYPE to "soko1-1"; visit soko4-* (or minetown)
on the way there; oops:  access violation from deferencing a
null pointer.
2002-03-13 11:22:03 +00:00
nethack.rankin 9084aebe11 split long line
A source line being 190 characters wide is rather excessive.
2002-03-13 07:40:47 +00:00
nethack.rankin 085498ba28 unleashing untame monsters
Fix several cases that earlier patches didn't address.
If a leashed monster becomes untame, detach the leash.
2002-03-11 08:46:54 +00:00
nethack.rankin 6c91a6bc04 leash groundwork
Add another parameter to m_unleash.  This should not introduce
any change in behavior.
2002-03-11 08:00:21 +00:00
nethack.rankin bc8acf4a29 steed/leash bit
It's possible to leashed a saddled pet and them ride it,
but it wasn't possible to remove the leash while mounted.  This
fixes that; it also lets you put the leash on your steed while
mounted, but there's nothing wrong with that.
2002-03-11 06:41:47 +00:00
nethack.rankin 434754f89d vms update: sync Makefile.src with `make depend' 2002-03-09 04:47:49 +00:00
nethack.rankin 1797be7026 Makefile.src bit
Make it easier to follow the directions about commenting out
extra copies of tile.o when multiple windowing interfaces contain it.
2002-03-03 04:52:06 +00:00
nethack.rankin 6fcd7bfc73 X11 instructions bit 2002-03-03 04:48:16 +00:00
nethack.rankin fa48093e68 fixes34.0 update -- reorganize port- and interface-specific entries 2002-03-03 04:37:13 +00:00
nethack.rankin b1b5e13bfa #turn fix
Don't report that undead monsters are "turning to flee"
when they're about to be made peaceful or killed outright,
and add a missing alignment fixup for the case where they do
get made peaceful.

     Also, a trivial bit that only matters when using wizard
mode to wish for altars.  To #offer the Amulet you need to be
on the Astral level rather than just anywhere in the endgame.
2002-03-03 04:28:08 +00:00
nethack.rankin 359405abd3 fix B9003: prevent multiple touchstones in A's starting inventory 2002-03-03 04:14:54 +00:00
nethack.rankin 442cfb2494 vms update
Update the instructions, add a dat -> util dependency so that
MMK (freeware clone of DEC's MMS make utility) builds the data files
when necessary, and switch the default compiler to DEC C.
2002-03-02 07:50:34 +00:00
nethack.rankin dad14c21a7 build fix
Some old compilers don't like to use the name of a function-like
macro for anything other than invoking that macro.
2002-03-02 06:16:37 +00:00
nethack.rankin e15c0d801f code sync nitpick
The cvs sources had a single space difference from nh-patches sources.
2002-03-02 00:57:52 +00:00
nethack.rankin 6b4429d942 more wizkit: bulletproofing previous change 2002-02-24 06:56:46 +00:00
nethack.rankin 34f682205c wizkit enhancement
Allow a WIZKIT file name to be specified via the environment.
If none is specified there, get it from the run-time config file.
2002-02-24 06:51:36 +00:00
nethack.rankin 163f394fbe monster use of artifacts
From the newsgroup:  some of the fake player monsters on the
astral level were unable to use artifacts that they were created
with due to alignment mismatch.  Rather than try to adjust the
artifact creation of only select matching items, this patch lets
them handle artifacts when alignments differ (more or less like
the player; monsters don't occasionally get blasted though).

     This also restores chaotic monsters with the ability to use
Stormbringer; I'm not sure how long that has been broken.  It also
gives lawful ones the ability to use Excalibur.
2002-02-24 06:12:57 +00:00
nethack.rankin 753cc7089f fix B3024: remove vs take off
Change the prompts for P and R commands to use "put on" instead
of "wear" and "remove" instead of "take off", respectively; W and T
commands aren't affected.  There is no change in game play.
2002-02-24 05:05:11 +00:00
nethack.rankin 4bc3561a96 from <Someone>: #rub touchstone
<Someone>'s message said this was committed, but the cvs repository
didn't reflect his changes.

> Subject: patch: #rub touchstone
> Date: Wed, 20 Feb 2002 23:33:27 -0800
> <email deleted>
>
> Implement <Someone>'s suggestion.
>
> - allow the #rub command to apply to gray stones
> - update various doc & help files to reflect the change
>
> Committed to CVS.
2002-02-24 03:19:20 +00:00
nethack.rankin 3ae126c83f "fix" B6004
The comment about Book of the Dead's taming effect working
on nearby monsters when read while swallowed was wrong.  It was
only put there in the first place to avoid adding extra code to
suppress taming while swallowed when that was done for the other
methods of taming.  Any need for extra code here turns out to be
unnecessary due to the cansee() check.
2002-02-24 00:51:20 +00:00
nethack.rankin a9b2f4f1ee double undead turning
From the newsgroup:  when an undead monster got killed by a wand
or spell of undead turning, if it left a corpse that corpse would be
hit by the same zap and was immediately revived.  This fix uses the
flag bits that were added to prevent objects that are dropped by a
polymorphed monster from being hit by the same polymorph zap.

     This also fixes a post-3.3.1 bug that produced "the <undead>
turns to flee" even when that monster had been killed by the turning
attack.  3.3.1 had the same bogus fleeing effect but didn't give any
message so it was unnoticeable.
2002-02-23 11:13:41 +00:00
nethack.rankin 6f90e5bc8c Another artifact damage update
Make being hit by an artifact which does fire, cold, or
lightning (or magic missiles, since the code is there) affect
inventory even when the target resists the damage him-/her-/itself.
This removes the need for the redundant fire vs slime handling that
I put in yesterday.  Unfortunately it also means that Valkyries who
throw Mjollnir will inevitably end up destroying all their mettalic
wands and rings, so I reduced the chance of it hitting upon its
return.
2002-02-23 10:55:43 +00:00
nethack.rankin 6cb52557c1 vtense: flyies 2002-02-23 10:37:18 +00:00
nethack.rankin 6ce22770c9 Fire Brand vs sliming
Being hit by Fire Brand now stops the sliming process if you're
being turned into green slime.  And throwing an artifact up will give
artifact hit effects when it falls back down, making it possible to
hit yourself with Fire Brand (among other things).  Hitting yourself
with Vorpal Blade or the Tsurugi of Muramasa will never behead or
bisect you; hitting yourself with Stormbringer will drain levels.
(I hope the latter doesn't make it too easy for players to manipulate
their experience level.)

     This doesn't add artifact_hit() handling to mthrowu.  If monsters
ever start throwing artifacts that will need to be added.
2002-02-22 03:51:14 +00:00
nethack.rankin 0eda61a24c fixes update 2002-02-19 03:45:51 +00:00
nethack.rankin 81684b1672 high-end monster tuning
Strengthen Death by making his "drains your life force"
result take away some max HPs to augment the ordinary damage
it does.  The chance for that effect is reduced from 80% to
75% though.  Weaken Famine, Pestilence, and Demogorgon by
preventing them from hitting with both of their disease or
hunger attacks on the same turn.  When their first attack
hits, the second now gets treated as a stun attack, but if
the first one misses then the second is unchanged and yields
another chance to deliver the disease or hunger effect.
2002-02-19 03:38:31 +00:00
nethack.rankin 2ed510a1b9 fix B7005: rogue quest map 2002-02-16 02:33:45 +00:00
nethack.rankin b956517a31 X11 icon bit 2002-02-13 22:25:32 +00:00
nethack.rankin 5798dcc3e7 #enhance feedback
In the skills list shown by #enhance, add an annotation
for skills that have had enough practive to be advanced but
can't be because there aren't enough slots available or the
role-specific limit has been reached.
2002-02-13 06:36:31 +00:00
nethack.rankin 54d0b2edfd code synch 2002-02-12 02:33:14 +00:00
nethack.rankin f750e2df4e fix B3032 -- wand of speed monster id
Make wands of speed or slow monster known if their effect
on monsters is observed; likewise for speed boots.  Also, avoid
giving odd "the bat is moving faster" when seeing a bat created
in gehennom and inaccurate "the monster is moving slower" when
a monster puts on speed boots.
2002-02-08 04:14:03 +00:00
nethack.rankin b7f7985821 fix B1022 -- bare handed to-hit bonus
Make the code match the comments.  I'm sure I checked that
forwards and backwards when I put it in; I don't know how it ended
up mismatched.
2002-02-08 00:15:32 +00:00
nethack.rankin 7d64f80033 Files update
Remove entries for the dropped sys/*/old/* files.
2002-02-07 23:02:50 +00:00
nethack.rankin 41bb37c369 autodig bit 2002-02-06 07:04:34 +00:00
nethack.rankin fec866a08c options fixes
Several boolean options were mis-categorized and became
unsettable during play.  Also, the eight_bit_tty option got
dropped into limbo.  Fixing that revealed a typo which would
have broken compilation for MSDOS.

     `eight_bit_tty' has been renamed `wc_eight_bit_input',
but its only use anywhere in the code is for output.
2002-02-06 01:36:31 +00:00
nethack.rankin 1f6484473f resync generated files 2002-02-05 22:12:41 +00:00
nethack.rankin 8f1ad60a0e samurai quest bit
From one of <Someone>'s ascension posts:  the introductory message
when you enter the Samurai's quest is slightly odd if you can't see at
the time.  This rewording acknowledges the difference between being
blind or sighted, but it is still a bit odd to able to know which flag
is flying when unable to actually see it.
2002-02-02 10:25:54 +00:00
nethack.rankin e1427a07ab code sync 2002-01-25 00:06:00 +00:00
nethack.rankin ef8f180fbc more GOLDOBJ
The earlier patch made sure that bribe() didn't pass an
invalid value to money2mon().  This one changes money2mon() so
that if some other code else does so, reporting the impossible
situation won't be followed by a splitobj panic.  Most of this
patch is reformatting though.
2002-01-24 02:54:06 +00:00
nethack.rankin 6876df1b2d bribe fix for GOLDOBJ 2002-01-24 00:39:56 +00:00
nethack.rankin bbf7ada0dd micro fopenp() fix
From a bug report.  I can't test this fix, but
inspection of the code shows that his suggested fix is clearly
necessary.  Once `bp' gets incremented, storing via `bp[BUFSZ-1]'
writes beyond the bounds of `buf' and clobbers something.
2002-01-23 07:12:58 +00:00
nethack.rankin daf7cda0ee generated lex output 2002-01-22 09:27:01 +00:00
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.rankin 3fa0d46f6d fixes fixes 2002-01-21 07:17:25 +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
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
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.rankin f7c01ecc71 [Checked into cvs.]
When potions of full healing got added, they included the
ability to restore lost experience levels when blessed ones are
quaffed.  This patch throttles them so that when multiple levels
have been lost, drinking multiple potions can only restore half
of those levels.  Also, it prevents them from fixing any level
loss which occurs if you polymorph into a "new man" (or woman
or dwarf, &c, where you can gain or lose up to 2 levels).

     This also makes the "golden glow" prayer result be at least
as good as blessed full healing by restoring a lost level instead
of giving 5 extra hit points when you have any recoverable lost
levels pending.

     And tangentially related:  gaining a level while polymorphed
now gives your current monster form an extra hit die in addition
to the latent boost your normal human/whatever form gets.

Files patched:
  src/exper.c, polyself.c, potion.c, pray.c
2002-01-18 02:48:30 +00:00
nethack.rankin 9d5c7cd7d8 mcastu reorganization 2002-01-13 09:17:13 +00:00
nethack.rankin fbcf710621 update lex output 2002-01-13 04:16:04 +00:00
nethack.rankin 318308396b minor reformatting 2002-01-11 04:03:06 +00:00