The link is no longer valid. I found another
link, http://tultw.com/bios/latin.htm
but this doesn't seem like something we
want to direct maintenance effort towards.
So this removes the link altogether.
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
- when testing travel locations, don't treat diagonal moves thru closed
doors as possible, unless player can go/dig thru door
- treat closed doors and boulders as expensive for travel, preferring open paths
It turns out that the processentry32 structure contents
are slightly different on 2000/XP than they are on
95/98/Me according to the docs.
szExeFile
Pointer to a null-terminated string that specifies the name
of the executable file for the process.
Windows 2000/XP: The file name does not include the path.
Windows 95/98/Me: The file name includes the path.
Ensure that we check for the target values at the end of
the string.
<email deleted> on Sunday, August 18, 2002 at 15:28:18
> comments: player is blind, and not hallucinating (initially). On #loot:
>
> You trigger a trap!
> A cloud of ultraviolet gas billows from the large box.
> You stagger and get dizzy...
# ifdef WIN32
#define SAVESIZE (PL_NSIZ + 40) /* username-player.NetHack-saved-game */
files.c had:
# if defined(WIN32)
#define SAVESIZE (PL_NSIZ + 60) /* username-player.NetHack-saved-game */
It has to be 40 for savefile compatibility with 3.4.0.
From a bug report, a rolling boulder
trap could report that the boulder had fallen into the pit with you
and then let it keep rolling. flooreffects() only returns true
when it uses up the object being manipulated but it doesn't use up
boulders that hit pits which hold monsters or the hero. Its caller
needs to handle the cases where the boulder ends up sharing the pit
with a monster.
makedefs has been listing TIMED_DELAY as one of the options which
affects save file contents even though that hasn't been the case for
a long time. Unfortunately, simply fixing that by itself would break
save file compatibility for anyone who has been building with it set.
This workaround prevents the fix from doing that. And now folks can
rebuild after toggling TIMED_DELAY without unnecessarily invalidating
save and bones files.
<Someone> of the PC window group noticed that lootabc & showrace were documented
twice and travel was documented in the wrong section. Also, a couple
default syntax bits.
From a bug report,
August 12, 2002 at 11:37:10
When I am polymorphed into a purple worm (didn't check other forms)
and bite a green slime I turn to stone (not slime).
three new features for the message window we discussed:
- Graying out lines that are old -- slightly cleaner than <Someone>'s version.
- Message concatenation.
- --More-- prompt if there are more messages this turn than fit in the
window.
As a by-product of these changes, some other things have changed, too:
- The message lines array is now used in a round-robin way, i.e. the
messages are no longer copied one line up when adding a new message.
- clear_nhwindow no longer redraws the window, which significantly
reduces screen flicker.
- A caret bug was fixed.
- The last line is no longer highlighted, as this seems unnecessary
since the most recent messages are in a different colour
- A bug was fixed that caused two lines too many to be drawn on each
paint.
Clear the uundetected status during level changes in case
the character was hiding under something immediately prior to the
change. Don't set hidden status at the destination even when
there's something to hide under--it'll take a turn to hide again.
Fix the case <Someone> saw, where forcefighting an undetected monster
would still leave it undetected, resulting in an odd message sequence unless
you kept forcefighting on the next turns. This also left the monster at a
disadvantage, since it wouldn't fight back. Added a check to wakeup() for this
case, cutting off the possibilities and allowing the monster to fight back.
> [Cast a healing spell in a shop where no mimic was visible] So,
> "The small mimic looks better.". However, my picture still looks
> the same. Either the mimic should be shown, *or* I shouldn't get
> any message about the mimic healing. Both solutions seem equally
> valid to me.
If the mimic was mimicing the "strange object", then the healing causes
them to start mimicing something else with no message (the observant
player could notice however).
If the mimic was already mimicing a real object, a message similar
to this one results:
"The crude dagger seems a more vivid black than before."
- Changed a cancelled chat direction to abort the chat -- it seemed odd
that the old behavior would sometimes take time, sometimes not, depending
on the previous direction.
- Documented the current spelleffects behavior of re-using the last
direction after a cancelled getdir() & added a message.
- In various places, cutting down a tree would result in a corridor symbol
showing up, although trees are generally found in room-like areas. Added
the missing checks.
- Trees were diggable except on mazelike levels. Added the missing check.
- In a cavernous town like minetn-6, digging a wall would result in a
corridor symbol being displayed instead of a doorway. This looked strange,
especially in the town. Added a check for this, making use of the new
meaning of in_town(); non-town parts of this level still do CORR
replacement as expected.
<Someone> noticed that the change to require axes for trees (and allow them for
doors) did not extend to monsters. Now it does.
- added 2 new weapon check flags to handle the new cases
- added some detailed digging flags to mfndpos, based on ALLOW_DIG, and
moved some common logic regarding that flag into mfndpos
- made the ARMS check consistent for 2-handed weapons
I also noticed that simply carrying a pick was enough to allow a monster to
dig a door; wielding wasn't required. This is fixed as well.
Add syntax that <Someone> introduced for the Mingw Makefile.gcc
to make it easy to use unix-style path separation throughout
the Makefile.
Put all the .exe files into ../util
Put all the .obj files into o/