Commit Graph

78 Commits

Author SHA1 Message Date
Pasi Kallinen
612852f7de Apply paxed's DEBUG patch to remove DEBUG/D_DEBUG.
Move debugging output into couple preprocessor defines, which
    are no-op without DEBUG.  To show debugging output from a
    certain source files, use sysconf:

    DEBUGFILES=dungeon.c questpgr.c

    Also fix couple debug lines which did not compile.

This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
2015-02-27 19:33:45 -05:00
Sean Hunt
ac108cd365 Make GOLDOBJ unconditional. 2015-02-27 19:33:40 -05:00
Sean Hunt
4f59f5c6fd Make WIZARD unconditional. 2015-02-27 19:33:22 -05:00
Sean Hunt
ad82ca80f3 Make DUNGEON_OVERVIEW unconditional. 2015-02-27 19:33:20 -05:00
Sean Hunt
1edadd1d48 Make REINCARNATION unconditional.
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
2015-02-27 19:33:16 -05:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
nethack.rankin
337e158009 #overview enhancements (trunk only)
1) add graves to the dungeon features being tracked;
2) report on known bones (determined by seeing map spot(s) where previous
   hero(es) died since there's no guarantee of graves or ghosts);
3) add automatic annotations for oracle, sokoban, bigroom, rogue level,
   Ft.Ludios, castle, valley, and Moloch's sanctum.  For bigroom and rogue
   level you just need to visit that level, for the others you need to get
   far enough along to learn something specific (oracle: her room, sokoban:
   annotation is either "solved" or "unsolved" depending upon whether all
   the holes and pits have been filled, fort and castle: see the drawbridge,
   valley and sanctum: see inside the tended temple).  Discovering the
   relevant locations via magic mapping counts as "far enough along".

     There should probably also be automatic annotations for Medusa and the
vibrating square but I'm not sure what criteria should be used for the
former or what phrasing to use for the latter.  Demon lord/prince lairs fall
into similar category as Medusa.

     TODO: add final #overview as an end of game disclosure option.  (I was
planning this even before I saw that nitrohack has implemented it....)
2012-02-16 02:40:24 +00:00
nethack.rankin
9721470635 bones tracking (trunk only)
[See cvs log for include/rm.h or doc/window.doc for more complete description.]

Attach hero info, death reason, and date+time to a level that's being saved
as bones.  Read such data back when loading a bones file, then treat it as
part of that level for the rest of the game.  Dying on a loaded bones file
will chain the new hero+death+date to previous one(s) if new bones get saved.

outrip() now takes an extra argument of type time_t, and interface-specific
implementations of this routine need to be updated to handle that.
2012-01-23 10:45:31 +00:00
nethack.rankin
84c9b09440 save and restore lint cleanup (trunk only)
Fix a couple of signed vs unsigned and unused paramater warnings
that pointed to actual bugs.  uid values were being handled as int, even
though "modern" systems use type uid_t which could be bigger and is almost
certainly unsigned.  There haven't been any reports of nethack falsely
claiming that the wrong user is trying to restore, so in practice this
hasn't mattered, but switch from int to unsigned long to make the chance
of problems be even smaller.

     The code to save message history was ignoring the 'mode' argument so
would have attepted to write even when asked to free memory instead.  It
isn't currently called by freedynamicdata() so the problem was theoretical
rather than real.

     The 'UNUSED' macro is inadequate to handle parameters which are used
by some conditional configurations and unused by others, so there are
still several warnings about unused parameters from save.c and restore.c.
2012-01-18 02:36:50 +00:00
keni
f95549512a another pile on the trunk 2012-01-04 18:14:41 +00:00
arromdee
2a2e2b299e I haven't been active in the past decade, but here's a small patch. Main
branch only.  This adds a check when setting a new fruit so that if no fruits
have been created since the last time the option has been set, the current
fruit is overwritten.  Result: the user cannot repeatedly set the fruit
option and overflow the maximum fruit number.
2011-12-11 18:11:29 +00:00
nethack.rankin
e055b2820e hangup vs u.uinwater again (trunk only)
Redo the fix that prevents hangup from putting hero on top of water
if it occurs during magic mapping or object/gold/trap detection.  Instead
of copying u.uinwater into another field in struct u so that it can be
reset during restore, copy it into a new field in struct iflags and reset
it during save so that no fixup upon restore is needed.
2011-11-30 18:52:28 +00:00
nethack.rankin
e072ebd3fa mapping/detection hangup handling (trunk only)
Noticed while looking at the magic mapping code:  u.uinwater is
cleared during mapping and detection so that map updating isn't suppressed
due to underwater vision restrictions, and it was possible for a hangup
save to take place before that state field was reset.  After restore, the
hero would end up standing on water, then fall in on the next turn.  This
saves it in struct `u' rather than in a local variable, so that the stored
value is accessible during restore.

     The u.uburied flag was being ignored, but presumeably it would also
impose severe vision restrictions if it ever gets implemented, so it is
now saved, temporarily cleared, and restored along with u.uinwater during
monster/object/gold/trap detection and magic mapping.
2011-11-29 03:28:07 +00:00
keni
4e5e720334 display version and build info at startup (trunk only)
Tested on the unix port; I've updated as many other ports as I can figure
out but they're not tested.  See window.doc for info on the changed banner
lines.  Also adds the ability to override the generic "Unix" port - used now to get
"MacOSX" into the version line instead of "Unix" (so we don't scare people who don't
know what's going on).
2011-10-11 02:37:31 +00:00
nethack.allison
19c795df8c Remove the old SCCS Id line from the files
... that were updated for dungeon_overview adjustment
2009-10-21 03:16:02 +00:00
nethack.allison
7c05c92eed dungeon_overview adjustment
The dungeon_overview bits in the rm structure were being
clobbered by a run-length encoding save/restore because
they weren't taken into consideration.

This patch pulls that data out of the rm structure completely.

It also adjusts the run-length encoding checks to take the
candig bit into consideration and adds a comment to rm.h
reminding people to make run-length encoding adjustments
in save.c for any new bits that get added.
2009-10-21 03:05:53 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
f468865494 putmsghistory() (trunk only)
[Third of three message history patches.]

     Add another argument to putmsghistory() so that it can tell whether
it's processing multiple messages for restore (which should be treated as
being older than any current messages) or a single message to stuff into
history (which should be treated as the most recent message even though
it hasn't been displayed in the message window).
2009-04-06 01:43:01 +00:00
nethack.rankin
47dad80337 tty messge history restore (trunk only) 2009-04-06 01:06:26 +00:00
nethack.rankin
2904f49767 object save/restore (trunk only)
Make the same simplification to save and restore of obj->oextra as
was done yesterday for monst->mextra:  no need for a set of all 0 sizes
when the whole thing is null.  Bumps EDITLEVEL again.
2009-02-01 02:16:47 +00:00
nethack.rankin
71219bf093 mimic statues & 2009 startup banner (trunk only)
A mimic posing as a statue was displayed as a tengu statue (and
recognizeable as such now that statues are displayed as the corresponding
monster rather than rock-class back tick), but the lookat code described
it as a giant ant statue (since there was no obj->corpsenm available to
indicate the monster type, it defaulted to 0).  This adds monst->mextra
field `mcorpsenm' so that mimics have a place to remember what sort of
statue or corpse they are mimicking.  And it picks a random monster type
when they take such forms so that the old tengu hack becomes irrelevant.

     newmextra() and newoextra() initialized pointers via memset(...,0)
which is not portable; switch to explicit assignments.  The wizard mode
code to display memory used for monsters and objects added in amounts
for the miscellaneous things pointed to by monst->mextra and obj->oextra
structs but didn't include memory for those structs themselves; add it.
Simplify monster save/restore slightly; there's no need for extra zeroes
to represent monst->mextra->X sizes when monst->mextra is null.

     Update the startup banner for 2009.  I should have done this with a
separate patch but I'm taking a shortcut.  :-]
2009-01-31 08:03:41 +00:00
nethack.rankin
35493a3545 current_fruit (trunk only)
I almost abandoned this when Michael beat me to it, but besides
handling the fruit rename bug it also moves `current_fruit' into the
context structure to eliminate separate save/restore for that.
2008-07-21 00:03:41 +00:00
nethack.allison
67d5fb1481 remove time_t from struct you - follow up bit 2007-12-19 03:30:57 +00:00
nethack.allison
d430db0718 remove time_t from struct you (trunk only)
There was an issue reported where save files between different
versions of a manufacturer's compiler were incompatible because the time_t
ubirthday field was changed from 32 bits to 64 bits.

32 bit time_t implementations will break at 19:14:07 on  January 18, 2038.
64 bit time_t implementations will break at 23:59:59 on December 31, 3000.

This removes the dependency on the size of time_t from the save file.
The ubirthday field is no longer embedded in struct you.
This also adds two general purpose routines to hacklib.c, one to convert a time
value to a 14 character char representation and the other to convert that
back to time_t. Those are used by the save/restore routines.

This is a savefile breaking change, so editlevel in patchlevel.h was
incremented.
2007-12-19 03:19:25 +00:00
nethack.rankin
62a33d981a fix #H285 - hiders not hiding while hero is on another level (trunk only)
From a bug report, mimics
which were exposed at the time the hero leaves a level remain unhidden
upon return no matter how long the hero is away.  It was actually expected
behavior since the old level is stuck in stasis and hiders only hide when
it's their turn to move, but it was noticeably odd.  This makes unhidden
hiders attempt to hide when hero returns to a previous level or enters a
bones level.  I reorganized the monster handling in getlev() because the
relevant part was taking place before floor objects got restored, so
hidesunder() monsters had nothing to hide under at the time.
2007-04-22 01:01:22 +00:00
nethack.rankin
0ceebfc4b5 nethack -X vs normal game (trunk only)
Reported to the beta-testers list by <Someone> last April:
restoring a normal game save file in explore mode let you keep the file,
then after exploring and quitting without saving, you could restore it
again in normal mode and take advantage of whatever information you'd
gained.  This makes nethack -X (or playmode:explore) defer the switch to
explore mode when used while restoring a normal mode save file.  It now
performs a normal restore (with save file deletion) and then acts as if
the user had given the 'X' command interactively, requiring confirmation
to actually switch into explore mode.
2007-02-17 05:43:18 +00:00
nethack.rankin
43f72cc357 yet more wizard mode handling (trunk only)
Reorganize the recent wizard mode control:  move set_playmode() from
xxxmain.c to the core, and have it call new authorize_wizard_mode() to do
the port-specific part.  If the set_playmode() call during startup doesn't
result in running in wizard mode (either because not allowed or user
didn't request it), it will be called again during restore if the save
file is from a wizard mode game.

     For ports which check character name for authorization, players will
have to use `nethack -u whatever -D' (or options for name and playmode) to
restore a wizard mode save file if WIZARD has been changed from "wizard".
plname[] from a wizard mode saved game will always have that value, so if
it's not the right one players will need to get authorized by the startup
code before loading the save file.
2007-02-17 05:25:36 +00:00
nethack.rankin
1659dd5634 more wizard/explore mode control (trunk only)
Wizard mode or explore mode can be forced on (via -D or -X on the
command line, or now via OPTIONS=playmode:debug|explore) when restoring
a saved game; explore mode handling was confined to restgamestate(), but
wizard mode handling was replicated in every main().  Treat `wizard' the
same as `discover'.  Also, prevent a new game started when restore fails
from using the old game's option settings if partial restore attempt got
far enough to load the flags struct.  And update bemain.c and macmain.c
to catch up with the others modified by the playmode patch.
2007-02-16 02:35:30 +00:00
nethack.rankin
aa97ea65b1 umpteenth hangup bit
From a bug report:  hangup during
screen updating at tail end of successful restore didn't create a new
save file when disconnecting.  Use his suggestion for moving the setting
of program_state.something_worth_saving sooner, before the save file is
deleted.  To do that, restlevelstate() needs to come sooner too.  I think
this is safe enough to include in the branch code.

     For the trunk, I'm not sure whether the SAFERHANGUP config will work
well here.  It has to survive long enough under autopilot to enter moveloop
before the chance to save kicks in.
2007-02-11 03:36:15 +00:00
nethack.rankin
dc6a38fe32 fix #Q94 - quest portal bug
From a bug report.  (Michael forwarded a newsgroup posting about it back
then, but I had trouble reproducing it and didn't figure it out until
trying again now.)  If hangup occurred while entering the quest, the magic
portal could be rendered inactive for the hero but still work for monsters.
That's because the hangup save stored the old value of u.uz0 before
goto_level set it to the new u.uz, and a magic portal won't operate when
u.uz0 differs from u.uz (to prevent a pair of portals from getting stuck
sending the hero back and forth).  The problem could also occur going from
the quest back to the dungeon, or either direction for Ft.Ludios, but the
--More-- prompt when the quest entry text is being displayed makes hangup
during level change most likely to occur during initial quest entry.

     This is just a bandaid, and the SAFERHANGUP config wouldn't be hit
by this situation.
2007-02-04 04:26:35 +00:00
nethack.rankin
b6778e36cf !GOLDOBJ gold in inventory during save/restore (trunk only)
Simplify the save/restore handling the !GOLDOBJ config does for gold
to maintain save/bones file compatibility with the GOLDOBJ config.
2007-01-12 04:18:40 +00:00
nethack.rankin
c5d80edf8a restore_menu for >52 saved games (trunk only)
There's no need to restrict the menu of restoreable games to 52 in
order to stay within a-zA-Z for entries; just let add_menu() do its own
selector assignments (reusing letters on each page).
2006-12-14 03:30:59 +00:00
nethack.rankin
0db19f1c96 restore_menu (trunk only)
Move the code to use a nethack menu for restoring a saved game.  It
was inline in tty_askname() but is now a separate routine, restore_menu()
in restore.c.  There was no port-specific code and only a small amount of
tty-specific code; it should be useable by anyone (but Qt doesn't have to
switch over if it doesn't want to).

     The original behaved strangely if there were exactly 26 saved chars;
the "start new game" menu entry ended up using "{" as selection character.
There wasn't any comparable problem at 52; it was limiting the menu to 51
games.  Now it will allow 52 (with "start a new game" bumped into "#" if
there are that many), and adds an explicit quit entry (unless there are
52 or more games so that # is already used by new-game, then quit remains
implicit rather than resort to some other none-of-the-above character).
2006-12-12 04:52:39 +00:00
nethack.allison
a0986b1e30 statue patch (trunk only)
Pat wrote:
> <Someone> has a patch (we've added a couple of
> his earlier ones) which changes the statue display from a single
> one size fits all "`" to a gray monster symbol instead.
> But I think the idea is a good one, and along with the
> bouldersym option could make the fairly hard to
> distinguish back-tick character go away.

Sources tagged before applying NETHACK_PRE_STATUE,
and afterwards with NETHACK_POST_STATUE for easy
rollback.
2006-10-01 21:17:38 +00:00
nethack.allison
719721e017 more symbol set stuff (trunk only)
- Instead of checking for the Rogue level, check which
  graphics are engaged (PRIMARY or ROGUESET) in the
  SYMHANDLING() macro.

- track which graphics are active through 'currentgraphics'.

- Instead of symset and roguesymset and symhandling and roguehandling
  variables, have symset and symhandling be arrays of two, with the
  following indexes:
	PRIMARY
	ROGUESET
  That reduced the amount of repeated code.
  (Not to be confused with the 'symset' and 'roguesymset' config file options
   both of which still exist)

- the symbol routines were adjusted to pass
the index , rather than 'rogueflag' and coding to roguesymset etc.

Other than fixing bugs that are encountered, this is probably
the last of the symbol stuff, with the exception of
making the symset and roguesymset config file options
accept the keyword value "default".
2006-09-22 02:00:30 +00:00
nethack.allison
d046be66bc lost ball and chain (trunk only)
Saving the game while punished, not carrying the attached ball,
and while swallowed by a purple worm resulted in losing the
ball and chain.

Since the required information was not being written to the
save file at all, I couldn't come up with a clean way to do this
for the branch, and preserve save file format. I could think
of lots of kludgy ways to do it (insert ball and chain into
the hero's inventory prior to saving, and remove it on restore, etc.)
2006-06-03 17:48:22 +00:00
nethack.allison
f55210be79 code change - oextra
move oattached and oname and other things that vary
the size of the obj structure into a separate
non-adjacent oextra structure, similar to what has
already been done for mextra. The obj structure
itself becomes a fixed size.

New macros:

#define ONAME(o)	((o)->oextra->oname)
#define OMID(o)		((o)->oextra->omid)
#define OMONST(o)	((o)->oextra->omonst)
#define OLONG(o)	((o)->oextra->olong)
#define OMAILCMD(o)	((o)->oextra->omailcmd)

#define has_oname(o)	((o)->oextra && ONAME(o))
#define has_omid(o)	((o)->oextra && OMID(o))
#define has_omonst(o)	((o)->oextra && OMONST(o))
#define has_olong(o)	((o)->oextra && OLONG(o))
#define has_omailcmd(o)	((o)->oextra && OMAILCMD(o))

changed macros:
has_name(mon) becomes has_mname(mon)  to correspond.

The CVS repository was tagged with
	NETHACK_PRE_OEXTRA
before commiting these, and
tagged with
	NETHACK_POST_OEXTRA
immediately after. The diff
between those two tags is this oextra patch.

The associated mail daemon changes to use an oextra
structure instead of a hidden command located in the
name after the terminating NUL, have not been tried
or tested.
2006-04-14 16:23:56 +00:00
nethack.rankin
2c0a072ef1 main() reorganization (trunk only)
Move some internals-related code out of port-specific main so that
it isn't duplicated a bunch of times.  One minor side-effect of this
change is that if you auto-pickup something at the very start of a game,
it will happen after any full moon/new moon/Friday 13th message rather
than before.  There's a second change for some:  the shared main() used
by several of the micro ports had a small difference in game play--if you
saved a game while on an engraving, it would automatically be read when
you resume--that will now occur for everybody [Elbereth weenies rejoice!].
pcmain() was also calling update_inventory() at start of play.  That's
unnecessary for new games, where inventory initialization triggers a call
to it for each item added to your pack; but I wasn't sure about restored
games, so everybody gets it there now.

     The Mac and BeOS ports evidently haven't been touched it some time;
they still referenced flags.move which got replaced by context.move quite
a while back.  The Windows GUI code has a declaration for mswin_moveloop()
which appears to be non-existant, but I left it alone.  I assume that the
Qt interface uses the existing main() routines; at least I couldn't find
any start of game code specific to it.  vmsmain's revised main() is the
only one which has been tested.
2006-04-02 07:35:30 +00:00
nethack.rankin
039e051323 mextra tweaks (trunk only)
Add new_mname/free_mname functions to make monster name handling be
more like the other extended data and to hide mextra details a bit more.
Add some casts where int and unsigned are being intermixed.  Simplify
christen_monst(); it ought to be changed to have type `void' but I wanted
to avoid modifying another ten or so files.
2006-01-08 06:19:42 +00:00
nethack.allison
0dc071bee8 mextra changes
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.

Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
   mname, egd, epri, eshk, emin, edog

Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.

Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file

The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.

Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h

Adds a macro for checking for whether a monster has
a name:
	has_name(monst)

This fixes the magic trap panic
   expels() -> spoteffects() -> dotrap() ->
	domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
2006-01-06 05:46:03 +00:00
nethack.rankin
cc06912040 redundant includes
Remove several duplicate includes I discovered while reconciling the
vms Makefile.  All of these are already being brought in via hack.h so don't
need to be explicitly included after it.
2005-12-15 03:48:09 +00:00
nethack.allison
ab1872b928 zlib support; also internal compression changes
o Add support for zlib compression via ZLIB_COMP in config.h (ZLIB_COMP
  and COMPRESS are mutually exclusive).
o rlecomp and zerocomp are run time options available if RLECOMP and
  ZEROCOMP are defined, but not turned on by default if either COMPRESS
  or ZLIB_COMP are defined.
o Add information to the save file about internal compression options
  used when writing the save file, particularly rlecomp and zerocomp
  support.
o Automatically adjust rlecomp and zerocomp (if support compiled in)
  when reading in an existing savefile that was saved with those options
  turned on.  Still allows writing out of savefile in preferred format.
o In order to support zlib and not conflict with compress and uncompress
  routines there, the NetHack internal functions were changed to
  nh_uncompress and nh_compress as done in the zlib contribution received
  in 1999 from <Someone>.

I tagged the sources NETHACK_3_5_0_PREZLIB prior to applying these
changes.
2005-01-22 15:28:15 +00:00
nethack.allison
15ae774a78 selectsaved option (trunk only)
- always write plname into save file, no longer conditional
- add 'selectsaved' wincap option to control the display of
  a menu of save files for ports/platforms that support it.
- add support for win32 tty using normal nethack menus.
- the win/tty/wintty code is generalized enough that any
  tty port could support the option if the appropriate port-specific
  code hooks for wildcard file lookups are added to src/file.c
  specifically in the get_saved_games() routine. There is posix
  code in there from Warwick already, and there is findfirst/findnext
  code in there from win32. Warwick has the posix code only
  enabled for Qt at present, but with wintty support, that could be expanded
  to other Unix environments quite easily I would think.

Here is what the tty support looks like:

    NetHack, Copyright 1985-2005
         By Stichting Mathematisch Centrum and M. Stephenson.
         See license for details.

    Select one of your saved games
    a - Bob
    b - Fred
    c - June
    d - mine3
    e - Sirius
    f - Start a new character
    (end)

The following files existed in the NetHack SAVEDIR directory
at the time:
    ALLISONMI-Bob.NetHack-saved-game
    ALLISONMI-Fred.NetHack-saved-game
    ALLISONMI-June.NetHack-saved-game
    ALLISONMI-mine3.NetHack-saved-game
    ALLISONMI-Sirius.NetHack-saved-game
Note that despite the file names, the actual character name
is drawn from the savefile.

The WIN32CON support passes
    USER-*.NetHack-saved-game
to findfirst/findnext where USER is your login name of course.
2005-01-09 21:40:24 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
0843550e37 coaligned unicorn in bones
<Someone> wrote:
>> If the previous character was non-neutral, the unicorn would have
>> started off as hostile.  When a bones file is loaded, I don't think
>> hostiles are made non-hostile, although the reverse is certainly true
>> (pets of the deceased are usually hostile).
>
>  In the general case, they are, or rather their hostility is
>  re-evaluated with respect to the new character; see the peace_minded()
>  call in getlev(). However, co-aligned unicorns always being created
>  peaceful is a special case in makemon(), _not_ part of peace_minded(),
>  so they'd just have the usual chance of being made peaceful or not
>  depending on alignment strength, as for any other co-aligned monster
>  not explicitly declared always peaceful or always hostile.
2004-12-17 00:56:35 +00:00
nethack.allison
13e9e30acc #U986: <email deleted> wrote
on Sunday, April 4, 2004 at 20:27:06:
> On occassion when restoring a game where the
> character is wielding Sting, floor glyphs
> will show up before the --more-- prompt.
> These floor glyphs usually correspond to the
> location of monsters (sometimes they are just
> cavern features such as walls).  Some of these
> floor glyphs are not in the character's line
> of sight upon restoring.

Also in this patch is a restore of Sting's ability
to glow blue.
2004-06-04 03:56:27 +00:00
nethack.allison
6644c4086f polywarn (trunk only)
This patch increments editlevel making existing save and bones files useless.

Add polywarn() code to grant the ability to detect certain monster
types while polymorphed into other specific monster types.

If you polymorph into a vampire or vampire lord, you are able to
sense humans.

And just for fun, if you polymorph into a purple worm, you are able to
sense shriekers :-)
2004-06-03 04:20:13 +00:00
nethack.allison
e54760e29d attribute check timer (trunk only)
Move the counter for the next attribute check to the context
structure.

This increments patchlevel so previous save and bones
files are unuseable after applying.
2004-05-25 02:16:22 +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