Commit Graph

26 Commits

Author SHA1 Message Date
Pasi Kallinen
612852f7de Apply paxed's DEBUG patch to remove DEBUG/D_DEBUG.
Move debugging output into couple preprocessor defines, which
    are no-op without DEBUG.  To show debugging output from a
    certain source files, use sysconf:

    DEBUGFILES=dungeon.c questpgr.c

    Also fix couple debug lines which did not compile.

This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
2015-02-27 19:33:45 -05:00
Sean Hunt
4f59f5c6fd Make WIZARD unconditional. 2015-02-27 19:33:22 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
nethack.rankin
3b6c59c7fc more mimic-as-boulder (trunk only)
I started to add handling for doorways containing mimic-as-boulder
to doopen() and doclose() as was done for pick_lock(), but decided that
it was better just to prevent mimics from appearing as boulders at closed
door locations in the first place.  So the most recent pick_lock() change
and its fixes entry go away.

     This also fixes a post-3.4.3 bug.  On the top level of Sokoban I
discovered a boulder over a hole; probing reported it as a mimic with
0 hp.  The special level loading code moves mimic-as-boulder away from
trap spots by using place_monster() to put it on another spot, but it
was missing the corresponding remove_monster() to take it away from the
original location so left a stale pointer on the map.
2011-01-05 01:28:36 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
4c83db0294 fix #H1232 - hole in ice is described as moat [1 of 2] (trunk only)
From a bug report, when ice on the Valkyrie
quest home level was melted and a boulder filled the resulting pool, that
pool was described as a moat.  This was actually a terrain issue rather
than a formatting glitch, so instead of tweaking waterbody_name() with an
extra special case, extend the level compiler to allow specifying ice as
frozen pool instead of always being frozen moat.  There's no provision
for having both types of ice on the same level, just a level-wide flag to
control which of the two applies for ice on that level.

     This change has a side-effect for the V quest levels:  once ice has
been melted, a second blast of fire will now boil away the pool and leave
a pit.  The unfrozen water locations on the home level already behaved
that way (ie, they are pools rather than moats) so this should be ok.  I
also added <Someone>'s suggestion to make one of the two drawbridges
on the goal level start in random state instead of always being open.
2007-08-03 01:05:50 +00:00
nethack.rankin
9e7d032c79 random initial drawbridge state (trunk only)
Suggested by <Someone>:  in the special level compiler, support
"random" in addition to "open" and "closed" for a drawbridge's inital
state.  Drawbridge shares code with door, so the necessary parsing was
already present.  This just treats random as valid for drawbridge instead
of explicitly rejecting it, and makes the special level loader process it.

     He also suggested that the two drawbridges on the bottom level of
the Valk's quest be changed from open to random, but this patch doesn't
go that far.  I think it's a good idea, but since the player can't use a
musicial instrument on those bridges, this has more impact on game play
than it might at first seem.  I don't really want to see Valkyries be
required to use magic for occasions where both bridges start out closed.
2007-04-21 01:54:56 +00:00
nethack.allison
7f826cd288 more set_corpsenm (trunk only)
Use set_corpsenm() in a few more places.
2006-07-30 20:08:57 +00:00
nethack.allison
52586db3ae set_corpsenm()
Provide a common routine that always does the right
thing with respect to timers and weight when altering
obj->corpsenm, and use it throughout the code.
2006-05-09 23:10:22 +00:00
nethack.allison
c0731a8809 #H85: create_object() bugs
From a bug report.c was first creating  a corpse
complete with revive timer if it was a troll, or without
a timer if it was a lizard or lichen corpse. Then it might
change the corpse type, leaving strange corpse
types that revived, or that lasted forever.
2006-05-09 01:31:55 +00:00
cohrs
57c3fa60b7 C343-3 creation of the Ranger quest start level
Normal maze levels are initialized from x == 3 thru COLNO-1.  However,
levels that use the INIT_MAP spec go thru mkmap, which initializes the level
starting at x == 1.  This usually makes no difference, but does in the case
of levels that also use GEOMETRY:left.  This was the case with the Ranger
start level and caused the leftmost 2 locations to be room locations but
unreachable.  The Juiblex level actually had the same behavior, but this
was harmless because the MAP in that case was smaller.

Fix is to set the xstart=1 for levels with INIT_MAP and GEOMETRY:left.
The rest of sp_lev works just with this (when INIT_MAP was used, that is).
2006-02-12 01:45:54 +00:00
cohrs
a1b0e08421 Xorns in stone outside Sokobon and other special levels
First reported 12/13/2003, I think, but my archives contain more recent reports
too.  Special level specs like NON_PASSWALL and NON_DIGGABLE only apply
to the map sections for which they are specified.  So, on special levels of
Sokobon, the large surrounding area is stone, but have no special flags set.
So, it was possible to teleport a Xorn and have it appear in this outer area.

Addressed this by checking the perimeter of the map(s) and if all are
nondiggable and nonpassable, propagate this to the surrounding stone.
This appears to be the intent on such levels, so there is no need to
force the affected special levels to explicitly specify this.
2006-02-04 23:51:26 +00:00
nethack.rankin
e2dd0a12ae fix #H30 - rn2(0) from off by 1 bug in special level door creation
From a bug report, the placement
of random doors by the code that loads special levels would attempt to
evaluate rn2(0) and either get a divide by zero crash (normal build) or an
impossible warning (DEBUG enabled when compiing rnd.c, done automatically
when BETA is defined).  The problem was only noticable for random door in
a 1x1 room; none of our distributed levels specify such a thing so regular
users won't have encountered this bug.  It's a one line fix.

     Altar placement in temples also had a quirk of a similar nature.  It
wouldn't trigger rn2(0) problems but would always place the altar to left
of mid-point in rooms with even width and above the center point in ones
with even height.  Now the placement is randomized so that sometimes it'll
be to the right and/or below mid-point in such cases.

     This also simplifies a couple other instances of similar expressions
that I spotted.
2006-01-29 04:32:04 +00:00
nethack.allison
aa77c621d6 Only count successful statue creations against the monster limit. 2006-01-03 13:20:13 +00:00
nethack.rankin
cc06912040 redundant includes
Remove several duplicate includes I discovered while reconciling the
vms Makefile.  All of these are already being brought in via hack.h so don't
need to be explicitly included after it.
2005-12-15 03:48:09 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
cohrs
1616f26ce8 U979 followup - mimic mimicking a boulder on Sokobon hole
The previous change only affected mimics that started mimicing after the
level was created.  This change tries to perform a similar behavior for
randomly placed mimics that are forced to mimic a boulder on special levels.
In this case, since the symbol is fixed and the location is "random", try
several times to find a non-trap location for such a mimic.
2004-05-25 18:20:35 +00:00
cohrs
1715ce50b9 Wrong weight of corpses on special levels
Incorporate a fix from <Someone> related to slashem-Bugs-916544.  The
weight was not recalcuated after changing the corpsenm.
2004-05-22 18:23:59 +00:00
cohrs
ed8ce13d8f eels in lava
<Someone> reported that randomly placed aquatic monsters can end up in
lava.  The placement code allowed lava whenever the WET flag was passed to
it.  This was so passing (WET|DRY) would match all locations, but it's not
appropriate for when only the flag WET is used.  Since we have no levels
currently affected by this bug, I fixed it only in the trunk.
2003-10-02 04:23:59 +00:00
cohrs
14c12765a0 U433 - infinite loop with place_branch
This solution is mostly a band-aid.  Make sure information set by join_map
that is overlaid by the MAP is cleared out.  This ensures that place_branch
will never consider invalid data.  A new function, remove_rooms(), with a
helper, remove_room(), takes care of this, but only for rooms created by
join_map, which addresses the only known case that causes this problem.
There's a possibility that some other strange behavior, especially in
minetn-6, will be fixed by this as well.  The problem of disconnected caves
on minetn-6 is not yet addressed.

Also, add a check to lev_comp.y to make sure the required fg semantics of
joined levels (fg must be ROOM or CORR) are actually met.  Doesn't affect
any levels currently included in the distro, but might address levels
others are trying to make.
2003-05-20 02:05:45 +00:00
cohrs
5d530348d4 containers and objects in special level descriptions
On mazelike levels, containers had to be listed before their objects.  But,
for roomfilled levels, containers had to be listed _after_ the objects.  All
our current levels that use containers with objects are mazelike, so I
changed the room behavior, updating the comment in lev_comp.y to match.
Other items/monsters are still processed in reverse on roomfilled special
levels, but I think this is OK.
2002-07-14 20:17:45 +00:00
nethack.allison
40940991bb change GOLD_CLASS to COIN_CLASS 2002-07-08 23:25:53 +00:00
cohrs
cae2ef47c3 random shrines on special levels
- "random" shrines generate the value -1, not -11
- rn2(1) always == 0, should be rn2(2), sanctums aren't random
2002-02-24 05:38:57 +00:00
nethack.allison
742e1e8c90 3.3.2 to 3.4.0 2002-02-04 16:11:00 +00:00
cohrs
c77073be31 sync changes since last snapshot 2002-01-07 02:12:04 +00:00
jwalz
130f7c5738 *** empty log message *** 2002-01-05 21:05:53 +00:00