- if a mimic mimics a boulder (top sokoban) or a door atop
a closed door the closed door didn't block your vision after
the mimic is sensed.
- also, make mondied consistent with xkilled WRT corpses on inaccessible
locations: no corpse
- report: twoweapon mode, eat fried food, get messages like:
Your sword slips from your hands.
Your sword also slips from your hands.
- the fix tracks the kind of the 1st weapon, and adds "other" to the 2nd
message if necessary
- change the way the tile sizes are calculated, based on the image size,
so non-square tiles can once again be supported.
- fix Gnome port so it can actually display non-square tiles, several
height/width uses were backwards
- update Install.X11 to note the number of tiles per row in the XPM image
- this was a betabug I think, but not recorded as such
- if you kicked a throne, any GEM_CLASS item could be generated, including rocks
- changes behavior to be consistent with gems from fountains
- forgot to apply this change before making the 3.4.0 binary (it was
actually built using these settings). It's safer for the game itself to be
non-group writable so that someone on a public server can't exploit a
bounds checking or similar error to infect the executable itself with
a trojan horse.
- let the "#" key work as per Guidebook
- role selection didn't work if you had gender specified in your .nethackrc
similar problems would occur for other .nethackrc selections
- fix an obvious memory leak
- fix one crash bug from accessing a freed pointer (M-? dismiss M-?)
- note some invalid behavior in comments for a real Gnome developer to fix
- reformatted some code so I could follow it
- support X11 tile files (with or without XPM) that are 40 tiles wide
- rearrange some X11 code to share more code between XPM & non-XPM options
- clean out some deprecated X11/winmap.c #ifdefs
- update Qt code minimally to handle such an XPM file
- remove a strange \! in the section for Blind users
- update the wording in the subsequent paragraph to be consistent with
the wording in the preceeding IBMgraphics paragraph
- various commands were missing from various help files
- fix a few inconsistencies between similar help files
- M-2 doesn't do #twoweapon when number_pad is enabled
- M-? usually displays #? help info
- weasel-word the reason the screen shown in the Guidebook looks little like
several windowports
- document the playersuffix syntax in the nethack.6 man page
- candles, et al, light via catch_lit
- non-weapons can be damaged
- only flammable items can be damaged, previously SILVER objects, for example,
would get a message, but add_erosion_words wouldn't display a damage word
- can't track burnt food, put this in the "seems" case too
- PLASTIC items are is_flammable, which is appropriate for all current uses
- paper gets destroyed (special artifacts excepted by earlier check)
- a cursed potion now spills even if not dipping weapons
- charge for damaging unpaid objects this way
- still very hard to destroy PYEC this way
- Pat noticed that makedefs -z makes both vis_tab.[ch], but they could be
built by two makes via make -j, causing corruption
- make -j at top level failed for similar reasons, added several
dependencies to ensure a valid ordering
- these changes will cause extra things to be built if you "make"
individual targets at the top level, but have little effect it you're a
real power user and "make" the actual target in the right directory
- a case missed by the earlier lava patch, if you enter the lava while
mounted, your steed would be unaffected if you were lifesaved
- fix by making more code shared with the is_pool case
- switch aobjnam() to use cxname, not xname
- update Tobjnam() comment, since it can still use xname w/o confusion
A specific case that's fixed: You begin bashing monsters with your corpse.
- use uwep's oc_wldam value, not chest's oc_wldam value, for computing chance.
oc_wldam has always been 0 for all containers
- the code was broken for a long time, but was masked by the off-by-1 error
in checking the chance, allowing a 1% chance of forcing
- the result is that forcing locks is a lot easier
Note: actual option setting code in parseoptions already does this correctly
- avoid testing the same options values vs multiple boolopts entries
- apply similar change for complex option testing
- remove some dead code
- if !GOLDOBJ, putting gold in the WIZKIT would add zerobj to the inventory.
This shows up when you "Da" and get a message like "you drop 0 glorkum 0 0 0"
- new cxname() to simplify doing the right thing in increasingly common cases
- use for bullwhip snagging
- in shopkeeper offer code
- in a couple other existing places rather than duplicating CORPSE checks
- use singular(...) in "swings" cases, since only one can hit. Singular uses
corpse_xname automatically when appropriate
- remove special case code from getobj for touchstone
- remove other hacks from getobj that resulted from earlier hack, solves
the "rub on the gold stone" problem completely
- pass correct letter list to getobj from use_stone, like other callers
- new splitobj() behavior requires special casing when !GOLDOBJ and
dropping some of your gold, to ensure that the remainder remains the first
item in the inventory
- new iflags.vision_inited to determine if vision is ready to go.
- the flag is set the first time vision_reset() completes, actually every time
- vision_recalc() checks the flag before doing anything.
- menu-window code could access a null pointer when there was no data
- menu-window code can't handle empty contents, because there's no place
to position the cursor, so force text mode
- still looked ugly, so added a check to avoid displaying anything if
the file was empty
- avoid several buffer overflows
- move use of access() to files.c in new can_read_file() function
- remove extra newlines in raw_print() calls
- get ready for lint, eg sprintf -> Sprintf
- generally make the code look like core code, not Qt code
Addresses the follwing missing updates:
- Quest Artifact identification by Quest Leader.
- Rust damage from a rust trap.
- Remove curse as a result of prayer (both fixing TROUBLE_CURSED_* and
the blessed-remove-curse boon.)
- Charging via PYEC
Generally modify the AD_DGST damage type so that:
- players and pets get no AD_DGST nutrition from G_NOCORPSE monsters
- undead no longer convey any nutrition, to either monsters or you-as-monster
I decided on this based on the age typically assigned to undead corpses.
- digestion conveys 50% or normal nutrition, and takes 25% the time to eat.
- all AD_DGST attacks are now subject to gas spore explosions, including player