Commit Graph

19 Commits

Author SHA1 Message Date
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
cohrs
1e2d502ac6 potion-from-sink and the corpsenm field
Change the code involved to use a new #define for the field, like other
overloaded uses of corpsenm.  Also remove one check for this field from
potion.c: there are no blessed potions from sinks.
2003-09-30 18:55:02 +00:00
nethack.allison
724ac2670c more overlay bits
Although the overlay stuff is destined to be
removed someday, this patch just makes the
use of STATIC_DCL, STATIC_OVL consistent
in the trunk.

[As a side pointless experiment, I was able
 to build a working  8086 port of 3.4.2 after
 this change that worked correctly in limited
 testing right up until it came time to enter
 Ft. Ludios., where it couldn't allocated the
required amount of memory.]
2003-09-05 14:59:53 +00:00
nethack.allison
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00
nethack.allison
e2d9e01e84 rndcolor()
> "A cloud of sangria gas billows from the chest.
> You stagger and your vision blurs."
> When I see the gas billowing from the chest, I'm not yet
> hallucinating. Shouldn't the gas have a normal colour, then?
> Only after my vision blurs should the gas assume a fake colour, I
> think.
>
2003-03-12 18:26:17 +00:00
nethack.rankin
9ba2632a29 fix B16003 - Oracle only renamable named unique monster
This makes all unique monsters resist being given a name.  Aside
from the Oracle, the four high priests are the only monsters affected
that weren't already being covered by the old tests.  They might as well
decline to receive names too.

     This also fixes a longstanding quirk that prevented you from
calling a type of object something if the representative sample of it
had been picked up while blind and you hadn't explicitly examined your
inventory since regaining sight.  There's not much point in requiring
an extra 'i' command or use of '?' or '*' at the "what do you want to
call?" prompt, particularly since that makes gameplay be slightly
different depending on whether perm_invent is available and in use.
2003-01-15 08:59:04 +00:00
cohrs
aec4a1aa8e no renaming of unique monsters with proper names
Not all leaders and nemeses have M2_PNAME set, so they require an extra
check to result in the expected behavior.
2002-12-12 02:41:05 +00:00
nethack.rankin
dbaba6bcc2 steed name handling
I was about to add a message referring to your steed and discovered
that the name handling for that is somewhat messy.  Simplify it by using
the pet name handling routine.
2002-09-20 07:01:19 +00:00
nethack.allison
68aca25b70 Remove www link for coyote names
The link is no longer valid. I found another
link, http://tultw.com/bios/latin.htm
but this doesn't seem like something we
want to direct maintenance effort towards.
So this removes the link altogether.
2002-08-20 11:43:16 +00:00
nethack.allison
fc319a4be0 string constants
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
2002-08-20 08:05:20 +00:00
nethack.allison
3c227928f9 function name format
From <Someone>:
[functions that don't start in leftmost column ]

apply.c:int unfixable_trouble_count(is_horn)
artifact.c:void arti_speak(obj)
botl.c:int xlev_to_rank(xlev)
botl.c:int rank_to_xlev(rank)
display.c:void map_location(x,y,show)
hack.c:static void findtravelpath()
hack.c:void unmul(msg_override)
hack.c:long money_cnt(otmp)
mklev.c:CFDECLSPEC do_comp(vx,vy)
pickup.c:long carry_count(obj, container, count, telekinesis, wt_before, wt_after)
pickup.c:boolean mon_beside(x,y)
shk.c:long money2mon(mon, amount)
shk.c:boolean same_price(obj1, obj2)
shk.c:void finish_paybill()
trap.c:boolean delfloortrap(ttmp)
weapon.c:void give_may_advance_msg(skill)
do_name.c:char *coyotename(mtmp, buf)

(This with a pruned 'egrep '^[[:alnum:]]+ .*\(.*\)$' *.c' in src/; I
haven't looked outside that directory, but generally speaking once you
go beyond there you're widening your search anyway.)
2002-08-12 22:24:05 +00:00
nethack.rankin
9524894d3f naming wielded weapons
I'm surprised that no one has noticed this one yet.  When
wielding two weapons, naming either of them caused two-weapon
combat mode to stop (unless the weapon already had another name
which was long enough to be overwritten by the new name without
allocating a replacement object).
2002-06-26 05:54:50 +00:00
nethack.rankin
fbeccb7257 Sting's anti-orc warning
From the newsgroup:  creating Sting via naming didn't produce
intrinsic warning (orc detection) if it was already wielded at the
time.  (Un- and re-wielding it sufficed as a workaround.)
2002-06-25 08:27:31 +00:00
cohrs
4497d8e4e3 pline missing punctuation bits 2002-02-13 06:52:46 +00:00
cohrs
cf37a7bac0 verb agreement
add and use new APIs, Tobjnam, otense and vtense, is_plural
to determine tense/form of verbs and a few pronouns as well
2002-02-09 00:16:35 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
arromdee
4f10682592 priest names 2002-01-21 03:30:51 +00:00
nethack.rankin
43a1eadc9c lookat of high priests
One from <Someone>'s list:  there's no particular reason for
the High Priest of Moloch in the temple on the sanctum level in
Gehennom to have his identity concealed when he's detected from
a distance.  I also changed the concealment of the Astral Plane
to stop when you're adjacent to the priest, since #chat--among
other things, such as simply entering the temple--provides other
means of identifying which temple it is once you're there.

Files patched:
  include/extern.h
  src/do_name.c, pager.c
2002-01-19 06:52:03 +00:00
jwalz
070837864d *** empty log message *** 2002-01-05 21:05:48 +00:00