<Someone> wishes to add a couple of new options to the wince port ("run fullscreen" and "do not use CE software keyboard").
The wincap field was full, so this adds a second field for
additional options.
If you dug in a pit next to a sleeping, angry monster, you'd stop every
turn due to a complex check at the end of dochugw. It turned out this
was due to a long-standing bug in the special case vision code that failed
to set the COULD_SEE bit for the locations where it set the IN_SIGHT bit.
It looks like the underwater code had the same problem (it didn't set the
bit, obviously there are no pits underwater). However, the same could
occur if you see the angry, sleeping monster with Xray vision. In this
case, setting COULD_SEE is not appropriate, so added a mcanmove check to
the complex check in dochugw.
Avoid ever putting an "I" on the hero's location by checking it in
map_invisible(). It appeared there were a few other special cases that
could call map_invisible() for actions involving the steed, so checking there
catches them all.
<Someone> wrote:
>This _must_ be a bug: if a character leaves a pet corpse in a
>bonesfile, someone getting those bones will receive
>"So this is how you repay loyalty?" should he sacrifice it, even
>though the loyalty wasn't shown to _him_."
Clear the appropriate fields from the attached monst structure
when loading bones.
Since cansee() is false for all locations while swallowed, need to test if
the monster being hit is the one that swallowed you to ensure that various
artifact hit messages, including the DRLI message, are printed.
Digging a pit while a xorn set the trap time, but falling into a pit did
not. While lookin at this, it occurred to me that the same inconsistency
might occur while polymorhing from/to a xorn, and there was.
Switch the default Linux build behavior to use random instead of lrand48,
since lrand48 exhibits some obviously non-random behavior. random() has
been in glibc for a long time. Even if no other changes are made to
nethack's random number generator, this will improve the Linux behavior.
This is derived from the proposed patch and feedback to it. This applies
the last-position cache behavior without an option, making the behavior
more like it is for interfaces with a mouse, where holding the mouse still
acts the same way as the travel cache. The code is not #ifdef'd either.
This allows the use of the right mouse button to
look at things on the screen when the
'clicklook' option is set.
Concept came from a patch for 3.4.0
that I saw referenced on r.g.r.n
[see http://www.steelskies.com/nethack.php]
but the implementation is different.
I found that the setting of GUIDECMD sys/unix/Makefile.doc didn't cut
it with groff-1.18. Also, the command was duplicated in the rule to
generate Guidebook.txt.
Due to limitations in some interface's display capabilities, don't let
polymorphed players web over stairs or ladders. As a side effect, this
side-steps missing checks for webs when going up or down stairs and ladders.
Because hmon_hitmon caches the monster data type, it needs to update this
whenever the monster might polymorph. It already did this for potions, but
not for jousting. There are other more complex ways this could be addressed.
Unix code does not always go thru hangup() when EOF is encountered.
There is a similar end_of_input() that is sometimes called instead, which
was missing a test of program_state.something_worth_saving.
When dismounting by choice and not impaired, the player could end up in a
known trap even if better positions were available. This change allows
the landing spot to prefer non-traps in these cases.
In May 2002, <Someone> wrote:
>In src/options.c, there are these options with their descriptions:
>
>#####################
>{ "font_size_map", "the size of the map font", 20, DISP_IN_GAME },
> /*WC*/
>{ "font_size_menu", "the size of the map font", 20, DISP_IN_GAME
> }, /*WC*/
>{ "font_size_message", "the size of the map font", 20,
> DISP_IN_GAME }, /*WC*/
>{ "font_size_status", "the size of the map font", 20, DISP_IN_GAME
> }, /*WC*/
>{ "font_size_text", "the size of the map font", 20, DISP_IN_GAME
> }, /*WC*/ #####################
>
>Surely all those descriptions shouldn't be the same?
>nhversion: 3.4.1
>
> nhfrom: 3.4.1 Official binary release for Windows 95/98/NT/2000/Me/XP
> (nh341win.zip)
> comments: Whenever I run NethackW.exe, the nethack window
> appears, and does not run anything. When I close out of the
> program, I get this message:
> Waiting for access to C:\GAMES\NETHACK341\record. (X retries left). > The X seems to always be either 9 or 59. I don't know how to fix this > > problem, any help would be greatly appreciated
<Someone> writes:
>win32 open() returns -1 if failed - same as POSIX open().
> There is no STDIN in GUI applications so 0 is a valid return
> value from open().
> So it should read like that unless that breaks Amiga code:
Since I can't test the Amiga code, I added a macro
OPENFAILURE to keep the Amiga code the same as it
is now. It should probably be reviewed by someone on
the Amiga team to verify if open() on the Amiga returns
0 or -1 on failure. If the latter, the macro could be
removed completely.
The number_pad option can now optionally hold a value
{0,1, 2 } for {off, on, DOS-mode} but plain number_pad and
!number_pad in config files still work as before.
When number_pad:2 is set, iflags.num_pad_mode is set to 1
which triggers the following behaviour:
> '5', M('5') and M('0') are mapped in rhack()
>in cmd.c, only when they are entered as a command. When used as a
>number, like in the 'n' command, no mapping takes place. '0' is
>already mapped to 'i' by the core. The
>only difference [<Someone>] left in (deliberately) is when you press Ctrl-0;
>this used to map to C('i'), which is an invalid command; now
>keep it '0' (which is interpreted as 'i' by the core.)
Fix the reported problem of combat messages referring to Orcus as
"it" when the data.base entry uses "he"; extend use of gender-specific
pronouns to named and other unique monsters as well as to humanoids.
If any of those should stay as "it", they'll need to be M2_NEUTERed....
And prevent level followers from chasing you across levels if they
are fleeing at the time. It's an old change I've been sitting on which
is not related but happens to be right next to the pronoun code.
I encountered a look vs pickup cockatrice corpse
bug today.
If you looked at a location with ':', you
would instantly get
"Touching the cockatrice corpse is a fatal mistake..."
but if you used "m," you got the full list of
things at the location to choose from.
This patch makes the behaviour consistent
and more informative to the player.
You now get the partial list of things felt
up until the cockatrice corpse is encountered,
and then you get the
"Touching the cockatrice corpse is a fatal mistake..."
Before, the code was never displaying the partially
built list because the feel_cockatrice() call was
happening before the window display call.
From the newsgroup: prevent monsters from level teleporting out of
the quest into the main dungeon. The player can't do that and monsters
weren't supposed to be able to, but from time to time the quest nemesis
has seemingly vanished after reading a cursed scroll of teleportation.
His disappearance was due to ending up on a random level between the
quest entrance and the top of the dungeon.
This also fixes an obscure bug that I noticed while trying to
reproduce that problem: uncontrolled level teleports by the player in
the quest had 80% or thereabouts chance of ending up on the quest home
level. All 12-15 main dungeon levels above quest entrance were included
in the random range of 1 thru current+3, then any choice which tried to
pick one of those was converted to quest level 1. (Monster destination
wasn't getting that adjustment.)
Since traps can no longer provide an infinite supply, and people were
complaining that they always ran out of ammo before, make it less likely
to break enchanted and blessed ammo, and more likely to break eroded
ones.
If the player gives the 'T' command while not wearing any armor,
don't suggest "use 'R' to remove accessories" unless the character is
actually wearing accessories. Likewise for 'R' while not wearing any
accessories, don't suggest "use 'T' to take off armor" unless wearing
some.
Add missing amulet case to the silly_thing() handling for 'W' and
'T'. Also handle boots, gloves, and lenses as plural in the message
there. silly_thing() has been simplified a little bit in the process.
>Steps to reproduce problem:
>1) make sure you don't have race, role, gender specified in your
> defaults.h, then add
> OPTIONS=role:Valkyrie,race:Human,gender:male,align:lawful
>2) start a new nethackw.exe game
>3) Uncheck "Random" from gender box, now you can select from male
> or female, not only female.
>4) Select male and click OK.
>5) When game begins press shift+O (Options) and look to gender.
> Your valkyrie is male.
defaults.nh values were not used the dialog initialization. That's
why both male/female options were available for Valkyries. This is
now fixed.
Also added: checking for consistency of the initial settings and
resetting all incompatible values to ROLE_NONE.
"You can't loot or pick up containers on the floor if you're not
skilled enough to reach them from your saddle, but you can check
for and disarm traps on them; this seems a little odd. (Likewise,
being able to set land mines and beartraps while riding.)"
A core fixup if the the port startup code sets an invalid flags.female when
starting a new game. The old comment regarding being unable to change
flags.female was not completely correct. The flags.pantheon can be used to
differenciate new games from a restored game.
this particular fix has been sitting around my inbox for a while although
we've had reports of FreeBSD build problems for a long time. While it's
untested, it certainly looks like the unfixed system.h had a case that
could not be reached. bsdi seems like it needs to be handled the same way.
When attempting to disarm a trapped chest, wisdom should only be exercised
when not confused. It stands to reason that even if you manage to find a
trap in a confused/hallucinating state, wisdom shouldn't be exercised.
Since monster cancellation sticks, it doesn't makes sense for Magicbane to
cancel a monster more than once. Tweaked the messages to deal with this fact.
I decided to not make Magicbane's random effect "intelligent", which is what
changing it to use some other attack against a canceled monster would be.
Several cases in the trap block of code in dosit() were caused by utraptype
being set to values not corresponding to an actual trap. <Someone>
reported back in 12/02 that the "sitting in lava" killer message could not
occur, but the special-case sit messages for TT_INFLOOR and TT_BURIEDBALL
couldn't occur either.
Several cases in the trap block of code in dosit() were caused by utraptype
being set to values not corresponding to an actual trap. <Someone>
reported back in 12/02 that the "sitting in lava" killer message could not
occur, but the special-case sit messages for TT_INFLOOR and TT_BURIEDBALL
couldn't occur either.
<Someone> pointed out a disagreement between the comment and code in
throwing_weapon(): comment says daggers & knife can be thrown, but
code also allowed short swords. Assuming the comment was correct, changed
the code to match.
<Someone> (also later forwarded by <Someone>) reported that choking
while eating non-food always resulted in calling it a "quick snack".
lesshungry() depends on an occupation to tell if you are actually eatig or
not, but since non-food is eaten in one turn, no occupation was set. Took
his suggestion of setting the occupation temporarily to cause lesshungry()
call choke() appropriately in this case.
The bug report referred to greased hands, but that doesn't affect the
behavior. If you drop an object while swallowed or engulfed in a shop, and
that object had previously been picked up from the shop floor, the object
was treated as costly. In some cases, this could result in impossible
errors later on. Perhaps object ox & oy should be modified when in
player/monster inventory, but this fix addresses the specific problem by
not doing the costly check while swallowed.
Even though the in game help now lists the actual disclosure values
instead of "all" as the default value, implement support for "all" (also
for "none") since doing so is trivial.
Create an empty paniclog file during playground creation, so that it
starts with the same permissions as other writeable files. Without this,
it's liable to end up being owned by the first random user who triggers
a panic or impossibility rather than by the playground owner and probably
wouldn't be writable by any other user.
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.
add another bit to the flags passed to launch_obj so it can print
the initial "rumbling" message at the appropriate time rather than
having the caller print the message, possibly out of order.