Commit Graph

20 Commits

Author SHA1 Message Date
cohrs
f6bb38f22b compilation bit
quiet a new gcc warning
2003-04-13 04:09:32 +00:00
nethack.allison
e1aa6d5148 GOLDOBJ compat (main trunk only)
This patch gives game and savefile compatibility
whether GOLDOBJ is defined or not.

You can build with GOLDOBJ defined or not, and
still load your saved games. Rebuild with the
opposite, and load the same game.

That way GOLDOBJ can be experimented with
more easily.

1. Leave the "you" struct and the "monst"
   struct the same under the hood between
   GOLDOBJ and !GOLDOBJ.

2. Always write out gold as an
   object on the player and monster
   inventory chains.

On a restore of the savefile with GOLDOBJ
not defined,  take the gold objects out of
the inventory chains and put it into u.ugold
or mtmp->mgold as appropriate.

On a restore of the savefile with GOLDOBJ
defined, nothing special is done.
2003-04-11 22:32:08 +00:00
nethack.allison
96b149208f B20007 age of potion of oil from bones
First From a bug report.4.1 beta 20.
2003-03-17 01:20:41 +00:00
nethack.allison
5122409416 Several things that break savefile compatibility
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
  the ptr and calculating the distance from beginning of array
2003-03-05 04:39:47 +00:00
cohrs
cb38d0882d B14001 - Stinking clouds in bonesfiles
Incorporate a fix from <Someone> that resets the timestamp on
stinking clouds left in bones files.  This does allow the cloud's ttl to
restart.  Extended it to reset the player_inside flag.

Then noticed that the only placed that called in_out_region was domove().
Added calls when changing levels (which causes player_inside to be set
correctly if the cloud covers the location where the player starts on the
bones level), teleporting, and inside hurtle_step.  There are still other
places that fail to call in_out_region, which others may choose to tackle.

I split out the remaining stinking cloud bug reported in the same e-mail
into a separate betabug.  That one probably cannot be addressed without
changing the level file format to track the creator.
2002-10-16 06:30:36 +00:00
nethack.rankin
b00a9dcd4a level file handling and trickery feedback
1) consolidate all core usage of `errno' in files.c;
2) give more feedback for any failure by create_levelfile or open_levelfile,
   similar to what was being done for problems during level change;
3) include trickery info in paniclog (many instances of "trickery" seem to
   be due to disk or quota problems rather than user misbehavior...).

The create_levelfile call in pcmain probably ought to be changed to use
error feedback, but in the meantime this should continue working.

Perhaps error() should be modified to update paniclog too, but I didn't
want to go through all its port-specific incarnations making changes.
2002-08-23 14:52:25 +00:00
nethack.rankin
b840adcb62 trickery bulletproofing
Prevent the pardoning of trickery in wizard mode from attempting
to continue when there's no longer any current level.  Also prevent
the ZEROCOMP configuration from trying to read from file descriptor -1
in case there're any other places which still let that slip through.
And fix an oddity in the VMS port's error() routine which has gone
unnoticed for years.
2002-08-22 03:05:18 +00:00
nethack.allison
a849315988 no message 2002-07-29 17:57:57 +00:00
nethack.allison
46721b5a91 flag changes
Several flags added since 3.4.0 were destined for flags
(to be saved with the game) but were placed in iflags for
savefile compatibility.  These include:
 boolean  lootabc;	/* use "a/b/c" rather than "o/i/b" when looting */
 boolean  showrace;	/* show hero glyph by race rather than by role */
 boolean  travelcmd;	/* allow travel command */
 int	 runmode;	/* update screen display during run moves */

This patch has no effect unless you define this in your port's
XXconf.h file.
#define SAVEFILE_340_CONVERT	/* allow moving of some iflags fields to flags
					without destroying savefile compatibility */
Without it, the new flags remain in "iflags."  With it, the flags are moved to
"flags" and the structures are converted when the save file is read. There
is no reverse compatibility.  If you save the game after conversion, you
can't load the savefile on 3.4.0, only 3.4.1.
2002-07-28 16:03:00 +00:00
warwick
7b5618e03c Enclose savefile format change by STORE_PLNAME_IN_FILE macro. 2002-07-22 09:13:04 +00:00
warwick
16b7d4a099 Store plname in save files (and restore it).
Move get_saved_games() functionality to files.c
Use moved get_saved_games() functionality in Qt windowport.
[also some non-enabled perminv code in Qt windowport]
2002-07-22 06:25:52 +00:00
nethack.allison
40940991bb change GOLD_CLASS to COIN_CLASS 2002-07-08 23:25:53 +00:00
cohrs
f5b4406f8d entering discover mode while restoring a game
Reported directly to the list.  If you are not the wizard and start nethack
on the command line with the -D flag (or -X), the game reports that you're
entering discover mode but does not actually do it.  The flags.explore in
the save file overwrote the new value.  Save the flag while reading flags
if discover mode was requested.
2002-06-07 21:24:52 +00:00
cohrs
94837b78d4 hangups with temp gold in inventory
- Implement Michael's suggestion of marking temp gold put in inventory
so it can be cleaned up during restore.
2002-05-21 05:04:09 +00:00
nethack.allison
51f9892b3b Allow MICRO and WIN32 code paths to diverge
There's still a lot of overlap for 3.4.1, but not
100% any longer and it facilitates some improvements
- Allow error save files on WIN32
2002-03-30 19:09:56 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
kmhugo
b22af87dea Mac pragma tuneup
The Macintosh CodeWarrior port does not need nor support
the undefined pragmas.
2002-02-02 05:40:40 +00:00
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
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
jwalz
61a28eb13b *** empty log message *** 2002-01-05 21:05:52 +00:00