Update the Amiga Intuition window port (AMII/AMIV) for the 3.7
window_procs API. Key changes:
- Update all window function signatures for 3.7
- Add assembly trampolines for AmigaOS register-based callbacks
- Convert all K&R function definitions to C99
- Add cross-compilation build system (cross-pre1/pre2/post.370)
using bebbo's m68k-amigaos-gcc with -noixemul -std=gnu17 -m68000
- Clipping fixes: viewport centering, simplified ScrollRaster,
duplicate Ctrl-R suppression, glyph buffer invalidation
- Add menucolor support in menu rendering
- Move native txt2iff.c and xpm2iff.c to outdated/
- Add nethack.cnf and README.amiga
cliparound() was called before rhack(), triggering a map redraw with
stale vision data followed by a second correct redraw. Move it after
vision_recalc() so the map is redrawn once with correct data.
Instead of outright destroying the armor, the spell will instead
first erode the armor. The spell hits 2-4 times, so if it hits
the same armor 4 times, it will get destroyed. This does not
hit erodeproof armor.
Also change the scroll of destroy armor, so that blessed one will
destroy a cursed armor, if hero is only wearing that.
Give experience to the hero if opening Shroedinger's Box reveals a cat
corpse rather than releasing a live cat.
It feels a bit odd to assess a bonus rather than a penalty.
Reported via email direct to devteam.
If a monster killed by a drawbridge survives via life-saving and a
second monster also survives (in the reported case, it was a xorn
who will always survive bridge destruction), the second monster will
be placed at the same spot. That triggers an impossible
"placing <2nd mon> over <1st mon>, at <x,y>, mstates 0 0 at Dlvl N?".
If the first monster survives due to pass_walls rather than due to
life-saving and a second survives too, one of them should end up being
moved to a different spot and not trigger the impossible (not verified
via testing).
When a monster survives via life-saving, kill it again even if there
is no second monster involved.
Update vision affected by invisible mimics if polymorphing hero gains
or loses See_invisibls. Avoids triggering a sanity_check impossisble
if an invisible mimic is mimicking a boulder.
Bug report was that engulfer killed hero who was life-saved and expelled
onto a rolling boulder trap which resulted in the death of a bystanding
monster. That triggered an impossible about placing the engulfer onto
the map at an already occupied spot (containing the engulfer itself)
while dealing with the dead bystander.
This removes the code in mon_leaving_level() that was putting the
engulfer on the map. I'm no longer able to reproduce the problem it
was intended to solve, and if that problem (message delivery about the
swallow attack delivered with the engulfer missing from the map) exists,
it would be less severe than the impossible feedback. I didn't attempt
to reproduce the actual reported problem since the code removal should
make it moot.
Once again, the bug report via the web contact form got misclassified
as spam.
Give feedback if a visible monster drinks a potion of invisibility
that happens to be cursed so monster fails to become invisible, or if
hero hits a visible monster with a cursed potion of invisibility and
it fails to become invisible.
Show the invocation items in the unique items section of the
discoveries list even when they're only flagged as encountered rather
than fully discovered. The Amulet of Yendor is excluded; it has to
be fully discovered to be shown in that section.
The ` command already supports selecting 'u' for unique items as a
pseudo-class. Add support for 'r' as synonym to match the recent
addition of 'relics' to the Guidebook.
The unique item category includes the Amulet of Yendor in addition
to the three invocation items. 'r' shows it too, once it has been
fully IDed. I'm ambivalent as to whether the Guidebook's Relics
section should mention it.
In wizard mode, I used ^W to wish for the Amulet of Yendor and was
immediately prompted for another wish. It was baffling and took a
while to figure out. Give a message before initiating the wish.
This has been laying around for a few weeks. I meant to do more but
have forgotten what the rest would have been.
Don't mark generic objects as dknown.
Extend the recently changed behavior for cursed potion of invisibility.
Monsters won't drink potions of invisibility if already invisible so
can't accidentally or voluntarily make themselves visible again, but
let player make them become visible by hitting them with thrown or
wielded cursed potion of invisibility.
They don't have any concept of temporary invisibility that might let
them remain invisible while losing permanent invisibility, so they
just lose the latter and immediately become visible.
Return a couple of variables that actually held a direction back
to int from coordxy.
bhit() takes int params instead of coordxy.
boomhit() takes int params instead of coordxy.
xytod() renamed to xytodir(), and takes int params (promotion will handle
coordxy params).
dtoxy(coord *, int) renamed to dirtocoord(coord *, int).
dmgval is also used for monster attacks; move the healer knife
bonus to actual hero-specific code, and make sure it only
applies to hand-to-hand combat.
Styled as anatomy knowledge, a healer attacking a monster in melee
with a knife gets +1 damage per 6 dead monsters of that type,
capped at +3 damage.
Handwaving away the fact we're not keeping track who actually
killed the monsters...
Idea from aosdict.
Issue reported by copperwater:
| a = selection.match(some_mapfrag);
| b = selection.match(another_mapfrag);
| c = a + b;
Instead of being a union of all the points that match either mapfrag,
the resulting selection c is empty.
[Report included a choice of two possible fixes.]
I put both in, without adequate testing of either one.
I didn't hit any problems with the existing special levels but didn't
try many theme rooms.
Closes#1467
The lua des.reset_level() call did not reset the special level
coder, so some values were kept and couldn't be changed.
Adjust the movement tests for this change.
Add a new debug flag prevent_pline, which prevents all messages
from going out to the UI. This prevents the tests from stopping
for -more-.
Add rudimentary tests for applying whistles, camera, and stethoscope.
A thread on Reddit mentions that successfully casting the cure sickness
spell when not Sick doesn't provide any feedback. Change it to report
|You are not ill.
in that situation. Also, give "you are no longer ill" feedback when
actually curing sickness after status gets updated.
Test generation of every object, both via des.object and obj.new.
Expose FIRST_OBJECT and LAST_OBJECT numbers to lua.
Add lua nh.int_to_objname, a function to convert integer value to
object base name and class.
Allow creating new nethack lua object by specifying id and class.
Expose constants NUMMONS, LOW_PM, and HIGH_PM to lua.
Allow converting an int to monster type name.
Create one of each type of monster in the lua tests.
Reported via contact form but misclassified as spam. Applyin a magic
has a chance to teleport the hero to be adjacent to a pet rather than
vice versa, but it could do so even on no-teleport levels.
Potion of object detection and then looking at a generic object glyph
on the map would try to "discover" the generic object, and the loop
in discover_object would go too far, overwriting the exclusion_zones
pointer.
Take the easy route and just prevent discovery of generic objects;
there are probably other places where the generic objects should
be handled too, but the fuzzer hasn't hit them.