Commit Graph

722 Commits

Author SHA1 Message Date
dean
84b72da0eb update unused pragmas Update some of the mac pragmas for unused variables for the MPW compilers. 2002-01-23 06:14:21 +00:00
nethack.allison
6f45c9c5ff Fix some Guidebook mistakes (tex dungeoneer table for one)
Also shorten up levcomp.dsp lines
2002-01-23 04:35:39 +00:00
warwick
fe5a464dc3 Always use maximized window in Qt windowport. 2002-01-23 03:03:37 +00:00
warwick
a89b941f5b MacOSX: no lrand48()
No lrand48() on MacOSX, since MacOSX is really BSD.
2002-01-23 02:26:02 +00:00
arromdee
af6a8574e0 minor things
Two unrelated tids.  I wouldn't bother putting them into Beta 1. :-)
2002-01-23 01:41:53 +00:00
nethack.allison
9d0a5acab1 Extraneous file removed as I head out the door of the office. 2002-01-23 01:21:54 +00:00
warwick
93c5ecf3ea Qt GUI cleanup
Use "Alt+X", not "Alt-X".
This is actually *necessary* on MacOSX.
2002-01-23 01:02:37 +00:00
nethack.allison
f48b00f5f5 It was ignoring the command line parameters
because there was an extraneous argv[1] that was
a repeat of the module name, but in quotation
marks.  The processing in pcmain stops on the first
argument that doesn't start with '-' so my other
arguments got ignored.

 argv[0] 0x00b40800 "C:\test\binary\nethackw.exe"
 argv[1] 0x00b40878 ""C:\test\binary\nethackw.exe""
 argv[2] 0x00b408f0 "-uwizard"
 argv[3] 0x00b40938 "-D"
2002-01-23 00:00:02 +00:00
nethack.allison
1b91f47b4c Remove all uses of pushd/popd
in case someone  wants to build on Windows98 where they don't exist.
They are available in NT or Windows 2000 only (and possibly XP).
2002-01-22 22:54:54 +00:00
nethack.allison
b54f1c2089 Update ./Files to match file rename for win32. 2002-01-22 13:10:53 +00:00
nethack.allison
9dd3932af6 rename winhack.dsp to nethackw.dsp
Adjust Install.nt to match.
Modify Makefile.nt to use ../binary directory for output by default,
just like the windows version does.
2002-01-22 13:02:13 +00:00
nethack.allison
6f645f89c0 rename winhack.dsp to nethackw.dsp
Actually removes winhack.dsp and adds nethackw.dsp.
2002-01-22 12:55:49 +00:00
nethack.rankin
daf7cda0ee generated lex output 2002-01-22 09:27:01 +00:00
warwick
3c0c8b0516 Fix some crashes in unused tile editor.
tileedit is the program I use to edit tile files (directly).
2002-01-22 08:44:37 +00:00
warwick
dab3df306f Remove win/Qt/nethack.png
Obsoleted by nhsplash.xpm (a text format). The binary still has more detail,
but until someone has a use for it, I'll keep it aside.
2002-01-22 08:41:57 +00:00
warwick
5861942805 Doc fix for Install.Qt
(USER_SOUNDS now undeffed automaticaaly for old versions)
2002-01-22 08:39:00 +00:00
nethack.rankin
4f032d38ec airplane/taxi transportation
The player can teleport objects and monsters on no-teleport
levels, a strange quirk which I think has become entranched as
a feature.  When swallowed or engulfed, teleporting the monster
from inside ends up teleporting the character along with that
monster.  Some players have been exploting this on Plane of Air
to avoid facing elementals and dragons and whatnot by repeatedly
teleporting any vortex that engulfs them until they land somewhere
in the vicinity of the portal leading to Plane of Fire.

     This patch divides the Plane of Air into three zones that
teleportation can't cross.  You'll arrive in the left-hand 30% of
the level, as before, but no longer at a specific spot.  The exit
portal is in the right-hand 30% as before (although it used to
have more range, perhaps 40%).  Teleporting within the left 30%
always arrives in that same area; within the central 40% always
remains within that same area; and teleporting within the right
30% always sticks in that area.  So it's still possible to get
around quite a bit via multiple teleports, but you'll need to walk
at least across the two unmarked boundaries to actually traverse
the whole level.

     A moderately long description for a very short patch....
2002-01-22 06:59:00 +00:00
nethack.allison
2d5361e389 From <Someone>,
Fixes:
- menu shortcuts implemented
- most windows close on space (except for menus with
  PICK_ANY style)
- "hilite_pet" option is implemented
- map scrolling is improved somewhat (it now scrolls if
  the char is within 5 spaces from the edge of the map -
  configurable by #define CLIPAROUND_MARGIN)
- added 3  winhack-specific options:

 win32_map_mode:[tiles|ascii4x6|ascii6x8|ascii8x8
                 |ascii16x8|ascii7x12|ascii8x12|ascii15x12
                 |ascii12x16|ascii10x18|fit_to_screen]=20
 win32_align_status:[left|top|right|bottom]
 win32_align_message:[left|top|right|bottom]

Note: aligning status window to left or right edge of the screen does
not look good.
2002-01-22 00:30:58 +00:00
nethack.allison
5dd46c18ae Add petmark.uu 2002-01-22 00:29:35 +00:00
arromdee
c8c7c22a92 swallowing zombies/mummies 2002-01-21 22:54:17 +00:00
arromdee
b7b85375c5 polymorphed quest leader
Duuuh.  Of course adding objects already changed the editlevel.

Anyway, here's the fix I was working on.  It only matters in a very obscure
situation.  (Also, the quest leader still speaks no matter what he's
polymorphed into.)
2002-01-21 22:25:04 +00:00
arromdee
166affb0f9 polymorphed quest leader
Duuuh.  Of course adding objects already changed the editlevel.

Anyway, here's the fix I was working on.  It only matters in a very obscure
situation.  (Also, the quest leader still speaks no matter what he's
polymorphed into.)
2002-01-21 22:15:22 +00:00
warwick
751cbf93ae Tile un-placehold 2002-01-21 10:41:42 +00:00
nethack.rankin
3fa0d46f6d fixes fixes 2002-01-21 07:17:25 +00:00
warwick
f4b9ff3f16 Fix "Files" file for files from Qt windowport. 2002-01-21 05:50:23 +00:00
warwick
75305dc3b3 Qt compatibility fixes
Fixes for Qt version 2.0 (old).
2002-01-21 05:17:40 +00:00
warwick
58b5454a35 Player selection fix on Qt windowport.
Prompt for player details even if gender or alignment is unspecified.
2002-01-21 05:15:06 +00:00
cohrs
6a637d21a5 spells doing negative damage
Add a check to zhitm to ensure that spells cast by characters with low XL
and Int will not do negative damage.
2002-01-21 03:41:21 +00:00
nethack.allison
f2fe0a3d5c The word "zorkmid" was hard-coded in format strings all
over the place.

Often they would use
	"%ld zorkmid%s", amt, plur(amt)
but not consistently, so some of the hard-coded usage
could result in "1 zorkmids"

This adds the function
	currency(long)
to return the name of the currency, either plural
or singular depending on the argument passed to it.
That eliminates the need for the extra %s in the
format string and the use of the plur() macro.
2002-01-21 03:35:04 +00:00
arromdee
4f10682592 priest names 2002-01-21 03:30:51 +00:00
cohrs
371bbc2fb8 cost of eating an unpaid tin
The cost of an unpaid tin should be calculated before eating, not after,
so the cost will be based on your pre-eating hunger, not post.
2002-01-21 03:25:50 +00:00
cohrs
bf563bb204 fix a typo 2002-01-21 03:03:15 +00:00
cohrs
202a383444 xprname fix
The GOLDOBJ fix I posted back on 1/3 caused "Ix" to access a null pointer
(obj) while generating the total line.  This patch fixes the bug I added to
xprname.
2002-01-20 22:25:16 +00:00
cohrs
7a634884b4 starting the game without a pet
Incorporate a slightly cleaned up version of <Someone>'s patch to enable a
"pettype:none" startup option that allows one to start the game without a pet.
2002-01-20 21:05:29 +00:00
nethack.allison
ce63457151 Clear a warning
src/mcastu.c(603) : warning C4244: 'initializing' :
conversion from 'long ' to 'char ', possible loss of data

M. Allison
2002-01-20 15:07:56 +00:00
nethack.rankin
e2175c2ce1 stale spellbook pointer
If you get interrupted while reading a spellbook and then
the book gets destroyed or you change levels, the object pointer
remembered for the book will be invalid and could accidentally
match one subsequently allocated to some other book.  That would
result in "you continue your efforts to memorize the spell" when
starting to read that other book; it would also end up bypassing
the reading difficulty check and reuse the old book's delay counter.

     I don't remember who reported this.  It was quite some time
ago and I have an abandoned patch dated last March from when I
first started to fix it.

Files patched:
  include/extern.h
  src/save.c, shk.c, spell.c
2002-01-20 09:53:36 +00:00
nethack.rankin
36511f2280 compile fix 2002-01-20 09:22:16 +00:00
cohrs
e7bdcb157f lava effects for monsters and objects
This patch, based on code sent to us by <Someone> well over a year ago, addresses
bugs recently resurfaced.  Namely, that lava does not generally do anything
to monsters or objects that land in java.  Newly renamed minliquid() handles
both water and lava, and new fire_damage() is used similar to water_damage().
2002-01-20 07:04:18 +00:00
kmhugo
629f0897d6 Jousting follow-up
Fix an oversight.
2002-01-20 06:26:33 +00:00
arromdee
bfbf1d6c30 monster spells
This fixes the problem with my monster spell changes which let monsters
summon monsters around you when they don't even know you're around.

The summoned monsters should appear where the monster thinks you are, if
you're invisible or displaced.

I have not prevented them from summoning monsters when you are in a temple,
nor have I prevented them from aggravating monsters several times when you're
out of sight.

Messages should be a little smarter, taking into account number of monsters
and invisibility/displacement.

--Ken A
2002-01-20 06:17:20 +00:00
kmhugo
bb88bd1a4a Jousting
Players wielding a lance while riding will "joust" monsters
they attack.

Note that monsters don't get pushed into inaccessable tiles such
as walls, doors, iron bars, water, or lava; they stay at the edge.
Further refinements are possible for these cases.
2002-01-20 05:44:46 +00:00
cohrs
8efbbdc0cc map update followup to lev_comp.l change
The change to allow digits in maps causes the comments that were
incorrectly placed inside MAP/ENDMAP blocks to be seen as valid
map lines.  They were quietly skipped before by the old scanner.
Move them out.
-dlc
2002-01-19 19:08:24 +00:00
nethack.allison
b6c1a8006f Remove the obsolete /old files from README. 2002-01-19 14:13:23 +00:00
nethack.allison
1a0f18e738 Put the tmac.n head back to what it was in 3.3.1
so that it will not be included in the diff between
the versions.

Also note that the -ko option in effect for that file
causes it to leave the value at whatever is
checked in from now on.
2002-01-19 13:41:15 +00:00
nethack.allison
329c3057f7 Testing CVS keyword tag.
Michael
2002-01-19 13:17:20 +00:00
nethack.allison
751344643d Testing CVS keyword tag.
Michael
2002-01-19 13:15:51 +00:00
nethack.allison
a47c32442f change revision 2002-01-19 12:59:18 +00:00
nethack.allison
e751436dcf Remove it to put it back in again for head mod test. 2002-01-19 12:53:38 +00:00
nethack.rankin
43a1eadc9c lookat of high priests
One from <Someone>'s list:  there's no particular reason for
the High Priest of Moloch in the temple on the sanctum level in
Gehennom to have his identity concealed when he's detected from
a distance.  I also changed the concealment of the Astral Plane
to stop when you're adjacent to the priest, since #chat--among
other things, such as simply entering the temple--provides other
means of identifying which temple it is once you're there.

Files patched:
  include/extern.h
  src/do_name.c, pager.c
2002-01-19 06:52:03 +00:00
kmhugo
cea4a603b2 fixes33.2 typo 2002-01-19 06:12:37 +00:00