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.
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().
> There has been some feedback from others on the development team
> around the tiles:
> "The Rogue Level should ideally be text-mode. It freaks out the
> tiled-version-only players when they first get there, but that
> makes it a good reminder of NetHack's roots."
>
> The other supported tiled ports work this way too. They display
> regular ASCII characters on the Rogue level, just like Rogue did.
-Adds Rogue-level ascii support.
-Also removes unicode support.
Some other build script tweaks as well.
M. Allison
Several long-awaited updates for the Macintosh port, by Dean
Luick and myself. This set affects Mac-only files.
* Update the support for MPW compilers.
* Use new system call names provided for in the latest Apple
Universal Headers.
* Tune up some of the includes for CodeWarrior.
* Define YY_NEVER_INTERACTIVE for the dungeon and level compilers.
* Remove pointless debugging code.
* Clean up some unterminated comments.