Three related bug fixed, two reported in U409.
+ If you zapped a wand of cold downward while hiding underwater, the uundetected
flag was not reset (but the monster case was code correctly), resulting in
an impossible error on the next attack
+ If you finished eating something you were hiding under and were attacked,
another impossible would occur
+ While checking the eating gold case, I noticed that several cases would lose
gold on the floor if the attempt to eat it failed
The first case is fixed by resetting the flag just like the monster case.
The other cases are fixed by adding code to useupf to deal with this.
eatspecial and floorfood were modified to allow useupf to be called, and
fix the 3rd bug in the process.
This patch gives game and savefile compatibility
whether GOLDOBJ is defined or not.
You can build with GOLDOBJ defined or not, and
still load your saved games. Rebuild with the
opposite, and load the same game.
That way GOLDOBJ can be experimented with
more easily.
1. Leave the "you" struct and the "monst"
struct the same under the hood between
GOLDOBJ and !GOLDOBJ.
2. Always write out gold as an
object on the player and monster
inventory chains.
On a restore of the savefile with GOLDOBJ
not defined, take the gold objects out of
the inventory chains and put it into u.ugold
or mtmp->mgold as appropriate.
On a restore of the savefile with GOLDOBJ
defined, nothing special is done.
<Someone> noticed that is_damageable used the address of is_rottable
instead of calling it. Unfortunately, there doesn't seem to be a good
compiler warning to detect uses of function addresses as booleans.
Another fix to address the complaints about two-handed weapons being
rendered useless by 3.4.1's change to require free hands in order to apply
containers. Some players now fear to wield two-handed weapons because a
curse would make accessing their bag impossible, which is doubly nasty if
that's where they have scrolls of remove curse or potions of holy water
intended to deal with cursed items. The same situation applies for cursed
one-handed weapon combined with cursed shield, so some are now claiming
that 3.4.1 has made two-weapon combat be even more attractive than before.
This implements #tip, a new command that causes a container at the
current location or carried in inventory to have its contents emptied
onto the floor. Hero's hands don't need to be free at the time but tipping
a floor container requires limbs; tipping an inventory container doesn't
need hands or even limbs. The contained items don't pass through inventory
during the process, so don't cause objects (loadstones, crysknives, scrolls
of scare monster?) to go through their special handling unless it's part of
normally dropping to the floor. Tipping a bag of tricks behaves the same
as applying it (one monster is released, and it only becomes empty if
that happened to be the last charge) and items tipped out of a cursed bag
of holding have their normal cursed bag chance (1/13) of being destroyed.
Tipping an inventory container while levitating or during unskilled riding
behaves similar to normal drop--from a height, so some fragile items break.
Players have wanted this feature to get gray stones out of chests or
heavy corpses out of ice boxes but I didn't care much about that; losing
access to your bag is more significant. I'm pretty sure that there was a
user patch to do something like this floating around at one time, but I
couldn't find it when I looked, so I implemented #tip totally from scratch.
Bug? Extended commands which lack meta-key shortcuts are not listed
in the help files displayed by the '?' command....
Move a couple of instances of container contents manipulation into
their own routines. Behavior for items disappearing from cursed bags of
holding isn't quite identical but is effectively the same. I think its
use of stolen_value (or simply the behavior of the latter) is buggy, but
I haven't tried to fix that. (Cursed bag of holding destroying a player
owned bag containing shopped owned items definitely doesn't work well.)
Fix the reported bug of artifacts created via wizard mode WIZKIT
being "forgotten" and possibly duplicated during play. Perform artifact
initialization before $WIZKIT processing; role info needed by the former
is already sufficiently set up by that point.
> "The magic-absorbing blade scares the erinys! The erinys resist!
> The erinys are stunned. You kill the erinys!"
vtense() already has code to handle "erinys", but it didn't work as
intended when the caller uses "the erinys" for the subject string.
<Someone> noted that if you dropped a box while levitating, nothing would
break. This is true for sacks too, which shouldn't be immune either.
Throwing didn't break contained objects either, not mentioned in his report.
Refactored out the code in kick_object that handled damage for objects
contained in normal containers and added calls in hitfloor and throwit.
kick_object still only calls it for boxes, but other callers will call it
for any object letting it decide if damage is required. BoH objects aren't
affected, since traditionally the inside of the BoH is "somewhere else".
Added a random factor to arrow, dart and rock traps so they'll eventually
stop producing new objects. Also fixed a bug in mklev that set the trap
"once" flag even for traps where it wasn't currently appropriate.
What's in it:
some MessageBox tidbits:
- Let all MessageBoxes display an icon
- Introduced NHMessageBox to have messageboxes display a consistent title
- Change icon in mswin_display_file from MB_ICONERROR to MB_ICONEXCLAMATION
for non-fatal error
And to solve #U355: NetHackW won't run on Win2K OS:
- Avoid a crash when closing the main window while the splash screen is
displayed.
- Make sure NetHack starts normal when closed minimized
- Center the splash screen on the screen, not on the parent window
(which may be off-screen)
What's new in it:
- Show copyright banner in textbox in splash screen instead of over the picture
- Show news in splash screen only if iflags.news (solves W341-6)
- show complete version information in splash screen when it is used as about box)
[Also reverse the numkey patch in main trunk]
This started out as a change to address the strange sequence of messages if
you remove a blindfold while engulfed in a dust vortex. That is addressed
by a new function that can be called in such situations. Calls to this
function were added in all the cases where the can_blnd() engulfing
conditions end as a result of player action. There are some other cases
that end ucreamed or usleep, but they happen between turns and shouldn't
need extra handling.
While I was at it, I noticed that a unicorn horn or prayer would cure
blindness even while engulfed in a dust vortex. This is useless, because
you immediately get blind again the next turn. So, I added checks to avoid
doing this. Finally, it didn't make sense for eating a carrot to cure your
blindness in these situations either, only for it to return immediately.
- My "various Windows refinements" patch from yesterday went into 3.4.x correctly
- My "NumberPad" patch went into 3.4.x, but should be backed out
- My "various Windows refinements" patch from last week was for 3.5.0, but is incomplete; you can safely ignore that.
- I'll make a new "various Windows refinements" patch for 3.5.0 tonight.
> Receiving Excalibur from a fountain while blind doesn't update the
> display (i.e. the missing fountain) immediately.
Various other topology changes had the same problem. The display
was only being updated if the hero was invisible on the assumption that
it wouldn't matter otherwise, but a blind character who moved off the
affected location would still have the old map info (fountain, trap, &c)
shown--until he walked back onto that spot or searched next to it or
regained sight--even though the player is told about the map change as
it happens.
<Someone> reported that a tame dwarf wouldn't eat food tossed at it.
He also reported that it wouldn't eat off the ground, which I couldn't
reproduce nor see in a problem in the code. The code in thitmonst didn't
allow for sharing food with non-domestic, already tame monsters.
If you zapped a WoStriking while outside a shop and broke the door and 2
separate objects, the shopkeeper would come out to get paid but if you
tried, it would result in "dopay: not to shopkeeper?" due to stolen_value
not adding the cost of the 2nd object to the right accumulator.
> It appears that if showrace is set, and your race is not human, a
> potion of invisibility (or any other form of invisibility) doesn't cause
> your symbol to disappear on screen, even if you don't have see invisible.
mapping the 5 and 0 to '5' and '0' respectively
when NumLock is off, to make entering numbers easier. The core will map '5' and
'0' to 'g' and 'i' respectively. This solves W341-5.
Note: I changed nhdefkey.c and mhmain.c, so both the tty and the windows
interface will show new behaviour. I deliberately did not change nh340key.dll.
Note: Maybe the same change should be made to the MSDOS port.
Note: The behaviour of getobj is a little bit strange: It doesn't use
yn_question's facility for returning a number, but handles that itself. The
net effect of this is that if you type d55$ (to drop 55 zorkmids,) only the
first '5' is shown
(2 troublesome bands removed
and will follow later)
Here's the new patch with the Windows improvements; this should apply to the
3.4.2 tree. Note the changed filename in the diff lines.
What's in it:
> some MessageBox tidbits:
> - Let all MessageBoxes display an icon
> - Introduced NHMessageBox to have messageboxes display a consistent title
> - Change icon in mswin_display_file from MB_ICONERROR to MB_ICONEXCLAMATION
> for non-fatal error
>
> And to solve #U355: NetHackW won't run on Win2K OS:
> - Avoid a crash when closing the main window while the splash screen is
> displayed.
> - Make sure NetHack starts normal when closed minimized
> - Center the splash screen on the screen, not on the parent window (which may
> be off-screen)
What's new in it:
- Show copyright banner in textbox in splash screen instead of over the picture
- Show news in splash screen only if iflags.news (solves W341-6)
- show complete version information in splash screen when it is used as about
box
As suggested in the newsgroup, re-factor the calculation of carrcap
so that any change in strength or constitution affects your capacity.
The integer division was rounding off the result.
When you drop a container in a shop, gold in that container is added to
your credit. However, if you put gold into a container after it was already
on the shop floor, no credit was given. Then when you picked up the bag or
tried to take out the gold, you'd be debited for it. This change causes
in_container to handle gold the same as container dropping does.
Implement Pat's suggestion of allowing even identified touchstones
to test gold, removing the getobj hack recently added. This actually
brings the touchstone a bit more in line with the data.base entry.
Implement Pat's suggestion of allowing even identified touchstones
to test gold, removing the getobj hack recently added. This actually
brings the touchstone a bit more in line with the data.base entry.
1) make two-weapon combat perform two attacks instead of always either
hitting twice or missing twice;
2) address <Someone>'s report of weapon skill to-hit adjustment being ignored
for bare-handed and martial arts attacks;
3) address newsgroup complaints about the intrusive "your armor is rather
cumbersome" message given every time a monk wearing a suit attacks;
this implements the suggestion that it only occur for those times where
you miss because of the penalty involved, suppressing it when you miss
due to other reasons and when you successfully hit;
4) bonus fix: a side-effect of #3 is that the order of the messages "your
armor is cumbersome" and Stormbringer's "bloodthirsty blade attacks" is
inverted, making a sensible sequence instead of implying precognition.