on Sunday, April 4, 2004 at 20:27:06:
> On occassion when restoring a game where the
> character is wielding Sting, floor glyphs
> will show up before the --more-- prompt.
> These floor glyphs usually correspond to the
> location of monsters (sometimes they are just
> cavern features such as walls). Some of these
> floor glyphs are not in the character's line
> of sight upon restoring.
Also in this patch is a restore of Sting's ability
to glow blue.
This patch increments editlevel making existing save and bones files useless.
Add polywarn() code to grant the ability to detect certain monster
types while polymorphed into other specific monster types.
If you polymorph into a vampire or vampire lord, you are able to
sense humans.
And just for fun, if you polymorph into a purple worm, you are able to
sense shriekers :-)
Give more information about your attributes in debug mode
via Control-X.
I'd like to see some way of getting bits of this info to the
player during the game (from the Oracle or something),
but this patch keeps it limited to debug mode.
On mazelike levels, mimics will mimic either boulders or statues (of giant
ants, as it turns out). However, it does not make sense to mimic a boulder
on a hole or even a pit, since boulders would typically fall in. Also,
statues are not typical objects in Sokoban. So, skip statue special case
in Sokoban and always avoid the forced emulation of a boulder when on a
trap location outside a room. This is a bit drastic, but I couldn't think of
an argument for adding the code to do this only for pits, holes, et al,
which are the most likely traps outside rooms anyway.
Try to fix the report of a doppelganger (created from using stone-
to-flesh on a fake statue of Demogorgon) having 1700 hit points after
reverting to its native form. The problem was due to the special monster
level of Demogorgon rather than anything to do with shape changers; the
actual bug was use of `mdat->mlevel' where it should have been using
`mtmp->data->mlevel'. But the whole section of code was rather suspect
since it didn't attempt to handle other types of monsters (dragons, golems,
elementals) which have non-standard hit points, so I knocked some out.
Monsters who have gained or lost levels prior to changing form will no
longer carry that adjustment along; the new form will always be a brand
new one of its type. However, if the old form is injured at the time of
change, the new form will be too (same as before).
Since the rogue level does not have closed doors, mimicking one there makes
no sense. Similar to what wand of locking does there, make mimics that end
up there mimic a wall instead of a door.
There was already code to ensure that if a hidden monster moved, it would
no longer be hidden. However, if the monster is asleep or whatever under
a rotting corpse, when the corpse rotted away, the monster would not
immediately become detected. Add a check to the rot code before the newsym.
Attempting to go > while blind and floating over unknown stairs/ladder
would refer to the stairs in the "high above" message (however, the
stairs/ladder remained unidentified on the map). Change this case so
it only refers to stairs/ladder if that's what the hero remembers on the map.
<Someone> wrote:
> "You kill the invisible storm giant. The boulder fills a pit."
> [...] why did I find the corpse *lying on* and not *buried in* the
> former pit?
Ensure that the corpse ends up buried in that case.
If you kick something while in the air (i.e. on the Air level or while
in a bubble on the water level), 1) greased objects were treated specially
and 2) messages were given about the object sliding.
- add checks for kicking in the air, and always increased distance a bit
(I didn't add any checks to deal with the transition from air to water or
visa versa)
- don't set the flag that causes the "slides" message in these cases either
This patch simply keeps the score from wrapping by capping it at LONG_MAX.
If someone wants to change the score to be unsigned, some changes will
need to be made to tweak this code (and use ULONG_MAX instead).
I'm assuming that our platforms all have limits.h.
<Someone> reported that freezing the swamp on Juiblex' level would result
in message about a frozen moat. Avoid this by using waterbody_name
to to determine if it's a moat or not.
Extend the previous patch to cover all blown instruments. Also covers
the case of the player strangling. The test is moved to a new can_blow
function to keep the test in one place. It supports any monster, although
all current tests are for the player.
Restrict poly'd whistle use to monsters that can blow a whistle. The
restriction includes those that make no sound (or just buzz, which is a
wing-thing) and are either breathless, tiny (eg ants), headless or water
natives. Searching monst.c, this appeared to provide a reasonable set of
restrictions. There are a couple cases one might quibble about if someone
feels like refining this further.
A long time ago, a message to the list suggested that whistles should not
work underwater. I did some google research and this does appear to be
true for most whistles. However, magic whistles are magical, so I left
them alone (also, I did find one high-tech whistle in my research that
claimed to work underwater). Since being underwater affects pitch,
adjusted the magic whistle message slightly for that case.
While looking at the behavior of sitting hiders, I noticed other related
odd behavior.
- player hiding while poly'd as a hider that hangs on the ceiling now drops to
the floor before sitting (similar to the behavior of movement commands).
- trappers, as per data.base, don't hang on the ceiling. Changed the
mattacku case dealing with hiders to not treat trappers as ceiling hiders.
- updated can_reach_floor to also exclude ceiling hiders. This covers a
bunch of cases, such as pickup, look-here-while-blind, and so on. Another
alternative would have been to automatically unhide for all such cases.
trunk only, it's a minor bug IMO and we appear to be close to a release.
Add the ability to select the windowtype on the command line on Unix using
a new -wwindowtype option. I had thought the proposed patch could core
dump, but the default windowtype selection occurs earlier and ensures
that raw_print will always work. So, the only problem with the proposed
patch was it didn't move the linux and sco special-case code until after
the selection was made. That special-case code really should be moved to
to wintty.c, IMO since it doesn't affect other windowtypes.
Prompted by the report that it was possible to check a corpse at an
adjacent spot while levitating: substantially revamp the handling of
applying a stethoscope to corpses and/or statues. Aside from the missing
reachability check, the old code suffered from grammar problems when
multiple corpses were present and it didn't try to figure out the gender
of the monster who left the corpse.
This now lets non-healers check corpses and statues at any time
(previously that only worked for them while hallucinating). For healers
it gives some new feedback: when listening to a corpse, they'll be given
a hint if it (actually any corpse in the pile at that location) is going
to revive, and when listening to a statue they'll be given a hint if it
contains any items. The existing hint when a statue is actually a trap
is still only given to healers.
Acknowledge Schroedinger's cat at end of game.
- determine cat's status:
- give points for the animal which accompanied
you.
or
- include dead cat in the box contents.
Schroedinger's cat is the only ordinary creature
that could actually ascend with you.
This patch doesn't deal with any supernatural creatures
including:
- djinn in bottles
- ghosts in bottles
Follow suit with what <Someone> did for the object name buffers,
so that this sort of statement can work correctly:
pline("%s hits %s.", Monnam(mtmp), mon_nam(mtmp2));
Allow '*' with control-g to create a random monster species,
or several different monster species if a multi count was specified
on the control-g command.
From the newsgroup: when invisible and unable to see invisible,
if successful prayer results in being given a spellbook you'll get the
message "an object appears at your feet" but the spellbook won't show on
the map. Add a newsym() to force its location to be updated. (I didn't
try to figure out why spellbooks use place_object() when all other divine
gifts use dropy() but that's why only this case has the display glitch.)
This also fixes up the message vs map update sequencing for a couple
of other "at your feet" cases so that all of them use the same ordering:
first the message is given, then the object drops.
[Timing is the only reason not to put this simple change into 3.4.3.]
- store the variety of tin at tin creation time
rather than at tin-opening time (as a negative
value in spe just as homemade was; spinach
is still spe 1)
Allow wishing for a particular variety of tin
from the tin variety list:
"deep fried", "boiled","broiled","candied"
"dried", "french fried", "homemade"
"pickled", "pureed", "rotten", "sauteed"
"smoked", "soup made from", "stir fried",
"szechuan"
Example: "tin of soup made from orc"
non-debug player could randomly fail on the
variety specification 1 in 4 times
Allow migrated objects to break on arrival. Added code to obj_delivery to
cause this, along with a flag to keep breakage from occurring. The new
flag isn't used yet, because all the current object migration involve
objects that were moving/dropping. To help make this change, rloco now
returns whether the object was placed or not, so caller can know if an obj
pointer is still valid or not.
Making the breakage messages for MIGR_NEAR_PLAYER objects show up after the
new level is displayed required some effort (rather than while the old level
was still displayed, which was confusing), due to the needs of goto_level.
- obj_delivery now has 2 passes, one for before player arrives, another after,
allowing the two cases to be treated differently
- goto_level calls obj_delivery twice (run_timers is not called twice,
since the run required before the level is displayed will have already run
any timers on migrating object)
- kill_genocided_monsters now kills eggs on the migrating_objs list too
20000922 Water should flow into pits from broken WoD, or DoE.
This addresses the Wand of Digging part, but does not
do anything about Drum of Earthquake.
Opinions expressed:
> I actually like having "yes" consistently mean take a
> dangerous action, and "no" mean the safe route.
Also:
> I would classify the current behavior--where the "safe" answer
> is the opposite of the one for other prompts--as simply a bug.
[...]
change the dreaded "Stop eating?" prompt to "Continue eating?" with default "no"
add a new melt_ice_away timer for ice created via zapping
a wand/spell of cold.
Some follow-up adjustments to the length of time before
the ice melts may be necessary. Ideally, I'd like to
have it so that the shorter the length of time since
the ice was created, the lesser the chance that it will
melt out from under you. Likewise, the longer it has
been, the more risky it will be to venture onto it.
At the moment, however, each spot of ice is just
getting a somewhat random time always greater
than 50, which is less than ideal.
Add support for hilite_pet to X11 text map mode (hilite_pet was already
supported when tiles were enabled). While testing this, I found a missing
newsym() in the code implementing the creation of a "tame" monster.
Reported a while back, a (stonable) hiding monster will hide at a location
containing only a cockatrice corpse. While it would be interesting to
allow monsters to try, and stone themselves as a result, I chose the
simpler fix which is to not have monsters hide in such situations. I found
the hiding code was duplicated in several places, so I moved it into a new
hideunder() function that works for both the hero and monsters.
> You cannot stop eating, transcribing, or removing armor, save
> the game, restore it, then expect to continue. These use
> static data structures which aren't saved.
On September 11, 2003 "<Someone>" wrote:
> When we're going to have a different save file format, could
> the last messages in the message history be saved as well, so
> ^P would work the same before and after saving (possibly
> including a few less messages to make room for the startup
> messages?).
This seemed like a reasonable request. This patch:
- adds the core support required.
- adds the tty supporting routines.
Prompted by a question from Pat a long time back, this change finally allows
tiles or text map mode to be chosen dynamically at runtime (using the
"tiled_map" option) rather than having to pick it via an X resource and
keep your selection until you exit. This brings map mode selection up to a
level similar to most other graphical window ports.
In addition, the map mode automatically switches to text on the Rogue
level, also like other graphical window ports.
The default mode for the X11 binary is now tiles, once again, like most (all?)
other graphical window ports.
The patch also removes some dead X11 code that is unlikely to be useful again.
<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.
trunk and branch:
Do not limit role selection list by race/gender/alignment. The default.nh
selection will still be honored but the list itself will include every
possible role.
Some interface tweaks for main trunk:
- improved calculation of the size of the menu window
- made auto-arrange windows on/off option (it was reset automatically
which was unintuitive and in some cases annoying, IMO)
This is an initial round of SAFERHANGUP hangup changes. It introduces
SAFERHANGUP, provides the core framework, and enables it for UNIX.
Window-port changes are provided for win/tty, win/X11 and win/gnome. Qt
changes should be forthcoming after having Warwick look at them.
window.doc is updated so windowport maintainers have an clue what needs to
be done to support SAFERHANGUP.
As suggested in a message from <Someone>, add a rumor and an oracle
regarding priestly donations. Keni's suggested wording was incorporated.
A spelling error in another oracle is also fixed.