Commit Graph
100 Commits
Author SHA1 Message Date
nethack.allison f2101638db avoid "It turns into it"
<Someone> drew attention to the silly message in the newsgroup

Since I'm not sure if the act of polymorphing has a sound,
I opted to use a new usmellmon() routine to put out a
message based on the smell of the resulting monster
under those circumstances.

Not every monster has a recognizable smell, so no
message at all is given in that case.

olfactory(youmonst.data) will determine whether
you are capable of detecting smells.

There is lots of room for enhancement, and some of the
existing smell-related messages in the source should perhaps
be checking olfactory(youmonst.data) too, but this patch
doesn't go that far.
2004-01-17 20:42:14 +00:00
nethack.allison 569cb15070 new year 2004-01-11 02:30:07 +00:00
nethack.allison 62e46878b1 pat wrote:
> In the development code, two status types have gotten reversed.
> Hallucinating shows up as "Stun" and being stunned shows up as "Hallu".
2003-12-31 20:11:02 +00:00
nethack.allison 57b1e96238 teetering on edge of pit
- when you're teetering on the edge of a pit you can use '>' to enter the pit
- pull the numerious teetering checks into a new function
2003-12-22 19:09:39 +00:00
nethack.allison 28934bc7b6 Re: #U800: possible bug regarding pits
<email deleted> wrote:
> Not sure what exactly should occur, but this seems funny: If
> you escape a pit and there is an object in the pit, you can
> not reach it to pick it up. Nor can you go down into the pit
> to get it, but sitting gives the message "you sit on the
> (object) it's not very comfortable. How can the character sit
> on it if it's in the bottom of the pit?
2003-12-16 02:58:55 +00:00
nethack.allison 86428dc172 U778 wielded silver arrows 2003-12-11 11:43:18 +00:00
nethack.allison f935974e02 apply Janet's lint catches to trunk 2003-12-10 01:23:14 +00:00
nethack.allison 5a96be12f7 add fixes34.4 2003-12-08 02:28:50 +00:00
nethack.allison 532b7e8be9 no message 2003-12-08 02:27:34 +00:00
nethack.allison e7cb26d898 fix "You hear The food ration tumbles downwards." 2003-12-08 02:25:11 +00:00
nethack.allison e625ee2c3a Files update 2003-12-07 17:41:41 +00:00
nethack.allison 2a91bc6a50 fix message when were_summoning 2003-12-07 09:45:34 +00:00
nethack.allison 19976253a0 wince build fix (from <Someone>)
[this is not meant to trigger re-packaging for 3.4.3]

Windows CE defines leave as part of exception handling (__leave)
It confilicts with existing sources and since we don't use exceptions
it is safe to undefine it
2003-12-07 01:33:25 +00:00
nethack.allison 3b2b16ea9d patchlevel sync 2003-12-06 13:15:55 +00:00
nethack.allison eb65b00eb2 tainted meat did not invoke cannibalism 2003-12-06 05:11:40 +00:00
nethack.allison 40f3251cf4 prevent infinite recursion in impossible 2003-12-05 12:30:18 +00:00
nethack.allison b7a2c26248 bits
- update an existing fixes34.3 to reflect a recent autopickup_exception change.

-  beta tester complaint about the Guidebook.
2003-12-03 02:58:16 +00:00
nethack.allison 319bed6ac8 B02005 and B02006
B02006 autopickup_exception documentation

>Should the documentation say what priority order is used if two conflict?
>(For example, how ">*orcish" and "<*arrow" handle an orcish arrow; from
>experimentation, > always takes precedent over < , but I could be
>missing something.)

B02005 autopickup_exception option menu

> It'd be nice if you were returned to the menu after adding an exception
> via O so that you can set several with one command.
2003-12-02 05:00:02 +00:00
nethack.allison 1a6c4bc82d autopickup_exception doc update 2003-12-02 03:29:38 +00:00
nethack.allison db7d800c98 autopickup_exception
use doname() instead of xname()
2003-12-02 03:14:50 +00:00
nethack.allison 063da8fc3a sync trunk patchlevel.h with branch 2003-12-02 00:42:32 +00:00
nethack.allison 9d458f24ce botl.c followup bits 2003-12-01 03:57:42 +00:00
nethack.allison 7a8fafd150 botl.c followup bits 2003-12-01 03:48:32 +00:00
nethack.allison d6bf777e63 figurine transform message
The trunk patch differs from branch patch.
Both patches get rid of the "it", but the trunk patch addresses
other concerns brought to light today.
2003-11-30 19:20:01 +00:00
nethack.allison 331ecb8b5c patch reversal - figurines (was egg hatching message bug)
The fix was directed at figurines; report was actually for eggs.
2003-11-30 12:33:53 +00:00
nethack.allison 73e2a01501 unintentional change removal
A recursive guard check was accidentally checked in with the
status field stuff. Remove it.
2003-11-30 05:54:02 +00:00
nethack.allison 10480f4397 core support for status field highlighting (trunk only)
This provides the core support needed for status field highlighting.
This patch doesn't actually perform status field highlighting for any port,
but provides the core hooks for doing so.

The syntax is:
OPTIONS=hilite_status:{fieldname}/{threshold}/{below}/{above}
where {fieldname} is the name of a status field.
           {threshold} is the value used as the threshold to trigger a display
                             change.  It can also be set to "updown" to trigger
                             a display change whenever it rises or whenever it falls.
                             If you end the threshold value with %, then it signifies
                             that you want to trigger the display change based on the
                             percentage of maximum.
         {below}, {above}
                        are the color or display attribute that you want to use when
                        the field value is underneath the threshold. Supported display
                        fields are:  normal, inverse, bold, black, red, green,
                                         brown, blue, magenta, cyan, gray, orange,
                                         bright-green, yellow, bright-blue, bright-magenta,
                                         bright-cyan, or white.
Valid field names are:
        alignment, armor-class, carrying-capacity,
        charisma, condition, constitution, dexterity,
        dungeon-level, experience-level, experience,
        gold, HD, hitpoints-max, hitpoints, hunger,
        intelligence, power-max, power, score,
        strength, time, title, wisdom

Refer to window.doc for details. Guidebook updates to come later.
2003-11-30 05:51:53 +00:00
nethack.allison c1c4ba99d9 egg hatching message bug
>     From the newsgroup:  an egg carried by the hero hatched and the
> resulting monster was placed in hiding underneath an adjacent object.
> The silly hatching message given was "You see it drop from your pack."
> (Player said he was using 3.4.1, but the relevant code hasn't changed
> since then.)
2003-11-29 18:48:13 +00:00
nethack.allison 71b947af0e more status_via_windowport (trunk only)
It was possible for status_finish to get called twice, therefore free() could end up called twice.

Add a macro symbol for the argument to status_initialize().

Adjust some field widths so that there is a little bit of breathing space.
2003-11-25 00:31:19 +00:00
nethack.allison ac9b871dc3 status change followup (trunk only)
- Get the HD display working right when Upolyd.
- add a couple of comments.
2003-11-24 03:35:33 +00:00
nethack.allison 7982a95161 U751 coordinate typos
apply.c:   if (cansee(rx,ry)) newsym(mtmp->my,mtmp->my);
mon.c:         (distu(mtmp->my, mtmp->my) <= 5) ?
wizard.c:        (distu(mtmp->my, mtmp->my) <= 5) ?
2003-11-23 17:19:33 +00:00
nethack.allison 21f3e1a3a6 status display - new file (trunk only)
Introduction of a new set of window port status display
routines.  The new routines are conditional on
	STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.
2003-11-23 06:50:48 +00:00
nethack.allison 586a805c8f status display - port modules (trunk only)
Introduction of a new set of window port status display
routines.  The new routines are conditional on
	STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.
2003-11-23 06:47:13 +00:00
nethack.allison 5ed547995d status display - core modules (trunk only)
Introduction of a new set of window port status display
routines.  The new routines are conditional on
	STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.
2003-11-23 06:43:17 +00:00
nethack.allison a2a20c8c47 no rest_on_space in sample config 2003-11-18 12:35:49 +00:00
nethack.allison 42e2f54b22 no rest_on_space in sample config 2003-11-18 12:30:48 +00:00
nethack.allison d265520efd disenchanter database entry 2003-11-18 02:52:32 +00:00
nethack.allison 89c785e366 monsters moving other monsters (trunk only)
For now, the code is conditional on BARGETHROUGH
being defined, while it gets tested further. While behavior is
different with and without BARGETHROUGH defined, savefiles
are the same either way.

After this patch is applied, only the riders have the M3_DISPLACES
bit set, but the Wizard and Vlad probably should too. Any others?
2003-11-16 20:10:30 +00:00
nethack.allison 925aac1756 database pyrolisk entry 2003-11-16 16:39:24 +00:00
nethack.allison b77e25e9b5 win32: opthelp unavailable
Address a recent complaint from <Someone>.
2003-11-16 04:54:58 +00:00
nethack.allison 760d976e46 health food store (trunk only) 2003-11-16 04:36:27 +00:00
nethack.allison 025eb3a573 more Guidebook bits 2003-11-16 04:20:29 +00:00
nethack.allison 982356887c no message 2003-11-16 03:59:54 +00:00
nethack.allison 5f4237c46c newsgroup bit 2003-11-16 03:00:21 +00:00
nethack.allison ebf90ab58d Guidebook typo
Oops, I spotted a typo that I made in the new text.
For the branch, there is no need to re-synch, as the
the generated .txt version is also patched with this patch.
2003-11-15 23:26:18 +00:00
nethack.allison 94ff3505b4 more autopickup_exception
An optimization.

Split the patterns into two chains, one for things you want "always picked up", and one for things you want "never picked up".  That way, the
entire exception list isn't being checked twice, once for each type of
check.  The check for things to "always pick up" only checks the
chain at the AP_GRAB index, and the check for things to "never
pick up" only checks the chain at the AP_LEAVE index.

- Also modifies the toggle autopickup '@' message
appropriately for the AUTOPICKUP_EXCEPTIONS build.
(it just tacks on ", with some exceptions" if there are some)
2003-11-15 23:15:01 +00:00
nethack.allison 2e0b3c7436 FREE_ALL_MEMORY build fix 2003-11-15 19:33:36 +00:00
nethack.allison 896b74a400 autopickup_exceptions docs and tweak
- document it
-added a goto (shudder) to return to the menu choices after getting
a list of the autopickup_exceptions
2003-11-15 18:47:32 +00:00
nethack.allison e9afb34423 autopickup_exceptions enhancement
An enhancement to the original to allow
two types of exceptions:
      always pickup
      never pickup

To specify "never pickup", begin the pattern string with '>'
which is NetHack's down direction symbol (for "leave it down")

To specify "always pickup", begin the pattern string with '<'
which is NetHack's up direction symbol.

For example, to pick up all arrows, regardless of the pickup_
types setting:
autopickup_exception = "<*arrows"
2003-11-15 02:49:07 +00:00
nethack.allison a89c7cfa60 autopickup_exceptions build followup
- correct an obsolete, incorrect comment
2003-11-15 01:17:44 +00:00
nethack.allison c0349ec918 autopickup_exceptions build option
Add config.h experimental option AUTOPICKUP_EXCEPTIONS.

It's an interface-only change which allows you to add lines to your
config file to selectively avoid autopickup of items based on their
text description that is displayed when you pick them up. It does
it by matching a pattern against the xname singular return value.

For example:

autopickup_exception = "*corpse" will avoid picking up corpses, even if
food (%) is in your pickup_types.

autopickup_exception = "*brown*"
will avoid picking up any brown items (why, I do not know)

autopickup_exception = "*loadstone"
will NOT avoid picking up loadstones, unless they are already
identified, because the xname string will be "gray stone", so no
match there.

The matching has no knowledge of in-game objects, it is just
a text pattern match, thus it is an interface change, not a gameplay
change, and it is meant as a convenience for players.
2003-11-15 01:05:32 +00:00
nethack.allison 507e1293e6 win32tty: Fix an early error message crash 2003-11-15 00:38:59 +00:00
nethack.allison f96fca8005 no message 2003-11-15 00:23:15 +00:00
nethack.allison 52490ee062 B01004 No mimic corpse effect on pet (trunk only)
Make a mimic effect that lasts only as long as the
pet is still consuming the corpse.
2003-11-12 03:28:26 +00:00
nethack.allison b1dd8ac093 silver wands followup
There was code higher up that could destroy the obj,
so this eliminates any risk of trying to dereference a
bad pointer in the deferred silver message by saving
a copy of the name earlier on.
2003-11-10 01:39:38 +00:00
nethack.allison 8212618221 silver wands
From the newsgroup:
> <email deleted> (<Someone>)
> Newsgroups: rec.games.roguelike.nethack
> Subject: Question: Why don't silver wands give silver damage?
> Date: 9 Nov 2003 09:18:50 -0800
> Organization: http://groups.google.com
> Lines: 7
> <email deleted>
>
> I had a character cornered by a werejackal the other day.  I'm not too
> bothered by the death but why didn't the silver wand he desperately
> wielded in his final moments do extra damage?  I mean, silver rings do
> so why not wands?  I realise this is a pretty minor problem since not
> that many people will be going around wielding wands, but still.
>
>  ~<Someone>

There was a code path for objects such as wands that avoided
all the silver checks. Now fixed.
2003-11-09 23:38:33 +00:00
nethack.allison d290e918c6 flag adjustment followup (trunk only) 2003-11-09 16:05:51 +00:00
nethack.allison 7bab241f17 flag adjustments (trunk only)
Move all system or port specific flags to sysflags which is used only if
SYSFLAGS is defined, and leave everything else in flags unconditional.
2003-11-09 11:48:38 +00:00
nethack.allison da80c0572e Acknowledge Schroedinger's cat (trunk only)
Acknowledge Schroedinger's cat at end of game.
- determine cat's status:
      - give points for the animal which accompanied
        you.
     or
     - include dead cat in the box contents.

Schroedinger's cat is the only ordinary creature
that could actually ascend with you.

This patch doesn't deal with any supernatural creatures
including:
 - djinn in bottles
 - ghosts in bottles
2003-11-07 18:42:59 +00:00
nethack.allison 0834d51482 mon name buffers
Follow suit with what <Someone> did for the object name buffers,
so that this sort of statement can work correctly:

	pline("%s hits %s.", Monnam(mtmp), mon_nam(mtmp2));
2003-11-06 02:16:22 +00:00
nethack.allison 1922636393 wiztele follow-up 2003-11-04 11:49:09 +00:00
nethack.allison 886349c1dd wizmode level teleport
<Someone> wrote:
> The new ^V wizmode menu is nice, but it is rather misleading; most of
> the levels it lists are "you can't get there from here". Would it be
> possible either to make it only list levels that can be reached
> directly, or alternatively to allow you to reach the ones you
> ordinarily couldn't (maybe by forcefully changing u.uz.dnum to yoink
> you into the right branch, and even summarily issuing you with an
> Amulet if you ask to teleport to the endgame).[...]; being able to bamf
> quickly to Minetown from DL 1, for example, would be damn useful in > testing stuff.

Allow fairly free roaming of the dungeon via the wizard mode teleport menu.
2003-11-02 18:47:50 +00:00
nethack.allison e3462e093e <Someone> wrote:
> The new ^V wizmode menu is nice, but it is rather misleading; most of
> the levels it lists are "you can't get there from here". Would it be
> possible either to make it only list levels that can be reached
> directly, or alternatively to allow you to reach the ones you
> ordinarily couldn't (maybe by forcefully changing u.uz.dnum to yoink
> you into the right branch, and even summarily issuing you with an
> Amulet if you ask to teleport to the endgame).[...]; being able to bamf
> quickly to Minetown from DL 1, for example, would be damn useful in > testing stuff.

Allow fairly free roaming of the dungeon via the wizard mode teleport menu.
2003-11-02 17:59:22 +00:00
nethack.allison 5c9c0732cb win32tty hung NetHack fix
If a Key-down event didn't meet the expected criteria,
the event was ignored in the "peek" loop, but it was
never removed from the input queue either, so it
remained at the top of the queue.

It isn't clear if this fixes the dedicated arrow keys
hanging, but if those were resulting in strange
event values too, it just might.
2003-11-01 23:56:24 +00:00
nethack.allison 67dea0ebe1 B01001 fix: corpse grammar
<Someone> wrote:
> You start bashing monsters with your 2 cockatrice corpses.
> You hit the foo with the cockatrice corpse (note singular).
> The foo is slowing down. The foo turns to stone.
> Also: Your cockatrice corpses rots away.

It appears that vtense() has a problem recognizing "corpses"
as plural.  This doesn't fix that, it just switches to using
otense() in this particular case.
2003-11-01 22:05:44 +00:00
nethack.allison 863de70092 debug mode monster creation [trunk only]
Allow '*' with control-g to create a random monster species,
or several different monster species if a multi count was specified
on the control-g command.
2003-10-30 02:52:29 +00:00
nethack.allison cdbe3b1d39 U719: grayswandir and exploding black lights
<email deleted> wrote:
> When wielding greyswander and a black light explodes, the
> message is still "You are freaked by a blast of kaleidoscopic
> light!" giving no indication that you are immune to
> hallucination. Maybe something like "You see a blast of color,
> but seem unaffected" would be more appropriate?

return the changed status back to the caller from
make_hallucinated().
2003-10-29 13:03:23 +00:00
nethack.allison fec5392055 healer follow-up bit (trunk only)
There is a new Deaf attrib to consider in the trunk.
2003-10-28 12:49:11 +00:00
nethack.allison 6c4e1227a4 ce fix (from <Someone>)
set interject() and interject_assistance() to NOP for Windows CE port.
2003-10-28 12:19:26 +00:00
nethack.allison 39564c274c tin variety followup 2 (trunk only) 2003-10-28 04:36:24 +00:00
nethack.allison 4c0d380e68 tin variety followup (trunk only) 2003-10-28 04:14:01 +00:00
nethack.allison d08dcbc3fb tin variety (trunk only)
- store the variety of tin at tin creation time
  rather than at tin-opening time (as a negative
  value in spe just as homemade was; spinach
   is still spe 1)

Allow wishing for a particular variety of tin
from the tin variety list:
	"deep fried", "boiled","broiled","candied"
	"dried", "french fried", "homemade"
	"pickled", "pureed", "rotten", "sauteed"
	"smoked", "soup made from", "stir fried",
	"szechuan"
Example: "tin of soup made from orc"

non-debug player could randomly fail on the
variety specification 1 in 4 times
2003-10-28 03:45:49 +00:00
nethack.allison f66a750562 win32tty: fix extended commands
The autocompletion was working, but you couldn't tell
because the text was overwritten with blanks.  This was
a recent glitch created during fix for other cursor problems.
2003-10-27 01:14:02 +00:00
nethack.allison dbb1d0f230 saving msg history glitch (trunk only)
<Someone> discovered that it is possible to
have wins[WIN_MESSAGE] be null during
a hangup, not sure why yet.

Put a guard in to prevent de-referencing a null pointer.
2003-10-27 00:23:22 +00:00
nethack.allison 211666434c more win32tty clean-up
This brings things much closer to correct operation (I hope).
- The shift to only moving the cursor on input (<Someone>'s
changes) had a lot of complications, among them was
that sometimes, there is no more input. When the program was
exiting, or bombing the cursor synch never got done, so the
final messages could end up strewn any place the cursor
happened to be dwelling.

- There were two competing output systems in use: the
wintty stuff for the game, and the msmsg and error stuff
used by the sys/share/pcsys, sys/share/pctty, and
sys/share/pcunix routines.  Those were meant to mimic
output to stdout, where stuff just got sent to a sequential
display.  Over time, there were calls mixed in that depended
on the cursor tracked stuff from the core game, so you
really couldn't be sure where things were going to display.
It wasn't as much of an issue before, because the cursor
really did get moved around as expected. Everything
now ends up in the same output system.

- I even found a use of the real putchar() because
sys/share/pcunix didn't #include wintty.h the same
as the other files, and the macro never got defined.
Who knows where that character was being put -
the game certainly couldn't track it.

While everything I knew to be wrong yesterday is
now working, there may be some other glitches
lurking that I haven't discovered yet.

Please: test, test, test.
2003-10-26 15:56:50 +00:00
nethack.allison 043a2944ca class differentiation followup
> Healers pick up on the fact that a wand of undead turning
> revived a creature.
...if a vital piece of code isn't accidentally left out
2003-10-25 22:37:18 +00:00
nethack.allison b4c2f74c22 class differentiation bit (trunk only)
Healers pick up on the fact that a wand of undead turning
revived a creature.
2003-10-25 22:20:24 +00:00
nethack.allison 125d1f1cf1 handheld lockfile left around fix (from <Someone>) 2003-10-25 18:32:30 +00:00
nethack.allison 2a9f2b1f36 patchlevel.h sync between branch and core 2003-10-25 15:20:04 +00:00
nethack.allison fa8956dbb9 win32gui build fix (from <Someone>)
<Someone> wrote:
> Using the MCVS IDE I couldn't compile NetHack any longer, due to a
> misplaced #endif and a library not included in the DSP file.
> Here's a patch for both problems for 3.5.0.
> The 3.4.x verison only suffered from the first problem. Patch also
> attached.
2003-10-25 14:45:51 +00:00
nethack.allison 58f322841d more win32tty fixes
There were still some significant startup message problems
with win32tty.

I've spent a lot of time in the debugger tracing through them all.
I think I've got them all worked out now, certainly the ones that
I was aware of.  There may be some I haven't discovered.
Testing welcomed of course!

This patch also attempts to diagnose the error where someone tries
to execute NetHack directly out of a zip file, and provide
them with a (hopefully) helpful message similar to what we
might end up telling them if they wrote in.  If you want
to test that part, you can comment out the line in the
Makefile that adds "dungeon" to nhdat, and delete the nhdat
in your binary and src directories, and "make install".
Then add the value of your TEMP environment variable as a
DATADIR statement in defaults.nh (here's mine):
	DATADIR=C:\DOCUME~1\ALLISO~1\LOCALS~1\Temp
The diagnostic code engages if the game fails to open
dungeon. It then checks to see if it the game dir is the
TEMP directory for your system, and if so it prints the
message.
2003-10-25 04:02:24 +00:00
nethack.allison b989a746a0 fixes catchup 2003-10-25 03:59:09 +00:00
nethack.allison 45dd5ffe9f win32tty: startup msg cleanup
the win32 cursor restriction stuff messed up any
messages displayed during abnormal start conditions
where the window system never got initialized properly.
among them:
- messages relating to lock files or games in progress
- dungeon errors
- early panic messages
2003-10-24 15:15:44 +00:00
nethack.allison 4ceb7c3743 starting pet identification
make it possible for the code to recognize your starting pet throughout the
	game via is_starting_pet(mon) macro.
2003-10-24 12:15:46 +00:00
nethack.allison 5fbce73815 were followup
"Rat's appear" -> "Rats appear"
Use makeplural rather than s_suffix.
2003-10-24 12:06:13 +00:00
nethack.allison 04174eda2a starting pet identification
Make it possible to identify your starting pet throughout the game
via is_starting_pet(mon) macro.
2003-10-24 11:52:49 +00:00
nethack.allison da063bdc18 cvsfix
My cvs tree had the correct code. When I did a cvs update
it didn't pull anything down. When I deleted the include/extern.h
file from my cvs tree, and did an update with the "get the clean copy"
switch, it pulled down an extern.h that was indeed missing the
prototype.  In all cases my local cvs reported that it was 1.130.
I applied the prototype change to the cvs copy, did a cvs diff
to ensure nothing else was out of sync and re-committed.
2003-10-24 10:20:00 +00:00
nethack.allison 96b0d848b2 buglist: polymorphed into quantum mechanic
<email deleted> wrote:
- When polymorphed into a quantum mechanic, it is possible to jump in
  the water on a no teleport level and instinctively teleport.
- When an engulfing monster is teleported away on a no teleport level
  when the hero is polymorphed into a quantum mechanic, there is no
  message displayed like "You are no longer engulfed!" because
  u_teleport_mon is passed FALSE for give feedback. But maybe this is
  for a good reason...
2003-10-24 01:54:34 +00:00
nethack.allison e4495a6389 <Someone>'s were_summon rules
>Hemmed in by one invisible wererat?
><Someone>: Should I feel hemmed in if I can see that a wererat summons
>zero rats? Can the invisible wererat hem me in all by itself? And
>even if it had summoned anything, wouldn't a different message had
>been clearer (for isntance, "Rats appear around you!"); after all,
>I could see *what* was hemming me in.
>I agree that the current messages (and even the ones aspired to by the
>comment) are non-ideal.

<Someone>'s suggested set-up:
Seen summoner, seen help    : "The wererat summons help!"
Seen summoner, unseen help: "The wererat summons help! You feel hemmed in."
Seen summoner, no help: "The wererat summons help! But none comes."
Unseen summoner, seen help: "(A rat appears|Rats appear) from
nowhere!"
Unseen summoner, unseen help: "You feel hemmed in."
Unseen summoner, no help: No message.
2003-10-23 12:13:21 +00:00
nethack.allison 94b6f32b25 Half_physical_damage 08
missed a spot
2003-10-23 04:53:46 +00:00
nethack.allison 9b9f13aa13 Half_physical_damage 07
It is not physical damage if:
1. it already qualifies for some other special type of damage
   for which a special resistance already exists in the game
   including: cold, fire, shock, and acid. Note that fire is
   extended to include all forms of burning, even boiling water
   since that is already dealt with by fire resistance, and in
   most or all cases is caused by fire.
2. it doesn't leave a mark. Marks include destruction of, or
   damage to, an internal organ (including the brain),
   lacerations, bruises, crushed body parts, bleeding.

Current exceptions to the rule (already existing):
- holy water burning chaotic ("it burns like acid") is physical damage.
- unholy water burning lawful is physical damage.
2003-10-22 23:05:24 +00:00
nethack.allison 8467ab1515 Half_physical_damage 06
- [fixed in trunk] Alchemical explosion
- [fixed in trunk] Artifacts' blasting
- [fixed in trunk] Boiling/freezing potions
- [fixed in trunk] Chest/door/tin traps
- [fixed in trunk] Falling rocks/boulders (trap, digging, scroll of earth)
- [fixed in trunk] Mixing water and acid
- [fixed in trunk] Thrown potion (acid)

This is my last patch on this today.
2003-10-22 03:02:11 +00:00
nethack.allison cdf982e478 Half_physical_damage 05
- [fixed in trunk] Jumping/Newton's-Thirding into something solid
- [fixed in trunk] Being hit by Mjollnir on the return
- [fixed in trunk] Contaminated or boiling water from a sink
- [fixed in trunk] Falling on a sink while levitating
- [fixed in trunk, fire only] Any passive attack
- [fixed in trunk] Zapping yourself with a wand, horn or spell
- [fixed in trunk] Burning (un)holy water
- [fixed in trunk] Thrown potion (bottle)
- [fixed in trunk] Bumping head on ceiling by cursed levitation
- [fixed in trunk] Exploding rings and wands (under all circumstances)
- [fixed in trunk] Stinking cloud damage
- [fixed in trunk] Sitting in a spiked pit, in lava
- [fixed in trunk] Exploding spellbooks
- [fixed in trunk] Falling off or failing to mount a steed
- [fixed in trunk] Falling into a (spiked) pit
- [fixed in trunk] Land mine explosion
- [fixed in trunk] Fire traps
2003-10-21 23:45:11 +00:00
nethack.allison d3316e0436 Half_physical_damage 04
- [fixed in trunk] iron-ball-pulling yourself out of a bear trap
- [fixed in trunk] Hitting your foot with a bullwhip
- [fixed in trunk] Hooking yourself with a grappling hook
- [fixed in trunk] Being thwacked by an iron ball chained to you
- [fixed in trunk] A crystal ball exploding on being applied
- [fixed in trunk] Hitting yourself with your pick-axe
- [fixed in trunk] Molten lava (entering or being splashed)
- [fixed in trunk] Getting squished in a pit under a boulder
- [fixed in trunk] Kicking something that makes you go "Ouch!"
2003-10-21 18:49:57 +00:00
nethack.allison 1369d5831a Half_physical_damage 03
- fish out of water
2003-10-21 17:54:32 +00:00
nethack.allison 47e1a6873a Half_physical_damage 2
Another batch of missing Half_physical_damage checks
from the list provided by <Someone>:
- Scrolls of fire (!confused)
- Broken wands
- Splattered burning oil from thrown potion
- Dipping a lit lamp into a potion of oil
- Scrolls of fire (confused, didn't bother with non-confused)
- Being caught in a fireball

Adds a macro Maybe_Half_Phys to assist.
2003-10-21 16:47:59 +00:00
nethack.allison a6ed42dc07 win32tty hangs if you ^C at "Who are you?"
From Newsgroups: rec.games.roguelike.nethack :
> <email deleted>
> Subject: question for windows tty users
>
> I am trying to hunt down a bug, and want to know if I have
> encountered another one of those bizarre "features" that only
> occur on my computer (I seem to get a lot of them).
>
> I can reproduce this bug, or whatever it is, in the official
> Windows binary like this: Start the tty version of NetHack by
> double clicking on the program. You won't see the bug if you
> start it from the command line. When the game asks, "Who are
> you?" press ^C. NetHack will respond with "^C abort. Hit
> <Enter> to end," and then it hangs. Pressing Enter does
> nothing, and the program does not end.
>
> Can anybody else reproduce this behaviour? Thanks in advance.
>
> -- <Someone>
2003-10-21 15:19:08 +00:00
nethack.allison d07568164d win32tty hangs if you ^C at "Who are you?"
From Newsgroups: rec.games.roguelike.nethack :
> <email deleted>
> Subject: question for windows tty users
>
> I am trying to hunt down a bug, and want to know if I have
> encountered another one of those bizarre "features" that only
> occur on my computer (I seem to get a lot of them).
>
> I can reproduce this bug, or whatever it is, in the official
> Windows binary like this: Start the tty version of NetHack by
> double clicking on the program. You won't see the bug if you
> start it from the command line. When the game asks, "Who are
> you?" press ^C. NetHack will respond with "^C abort. Hit
> <Enter> to end," and then it hangs. Pressing Enter does
> nothing, and the program does not end.
>
> Can anybody else reproduce this behaviour? Thanks in advance.
>
> -- <Someone>
2003-10-21 14:17:04 +00:00
nethack.allison 2d55849bb1 win32 acknowledgement bit 2003-10-21 12:14:12 +00:00
nethack.allison 31c7b0a2ab win32 dep 2003-10-21 11:06:20 +00:00