makedefs has been listing TIMED_DELAY as one of the options which
affects save file contents even though that hasn't been the case for
a long time. Unfortunately, simply fixing that by itself would break
save file compatibility for anyone who has been building with it set.
This workaround prevents the fix from doing that. And now folks can
rebuild after toggling TIMED_DELAY without unnecessarily invalidating
save and bones files.
<Someone> of the PC window group noticed that lootabc & showrace were documented
twice and travel was documented in the wrong section. Also, a couple
default syntax bits.
From a bug report,
August 12, 2002 at 11:37:10
When I am polymorphed into a purple worm (didn't check other forms)
and bite a green slime I turn to stone (not slime).
three new features for the message window we discussed:
- Graying out lines that are old -- slightly cleaner than <Someone>'s version.
- Message concatenation.
- --More-- prompt if there are more messages this turn than fit in the
window.
As a by-product of these changes, some other things have changed, too:
- The message lines array is now used in a round-robin way, i.e. the
messages are no longer copied one line up when adding a new message.
- clear_nhwindow no longer redraws the window, which significantly
reduces screen flicker.
- A caret bug was fixed.
- The last line is no longer highlighted, as this seems unnecessary
since the most recent messages are in a different colour
- A bug was fixed that caused two lines too many to be drawn on each
paint.
Clear the uundetected status during level changes in case
the character was hiding under something immediately prior to the
change. Don't set hidden status at the destination even when
there's something to hide under--it'll take a turn to hide again.
Fix the case <Someone> saw, where forcefighting an undetected monster
would still leave it undetected, resulting in an odd message sequence unless
you kept forcefighting on the next turns. This also left the monster at a
disadvantage, since it wouldn't fight back. Added a check to wakeup() for this
case, cutting off the possibilities and allowing the monster to fight back.
> [Cast a healing spell in a shop where no mimic was visible] So,
> "The small mimic looks better.". However, my picture still looks
> the same. Either the mimic should be shown, *or* I shouldn't get
> any message about the mimic healing. Both solutions seem equally
> valid to me.
If the mimic was mimicing the "strange object", then the healing causes
them to start mimicing something else with no message (the observant
player could notice however).
If the mimic was already mimicing a real object, a message similar
to this one results:
"The crude dagger seems a more vivid black than before."
- Changed a cancelled chat direction to abort the chat -- it seemed odd
that the old behavior would sometimes take time, sometimes not, depending
on the previous direction.
- Documented the current spelleffects behavior of re-using the last
direction after a cancelled getdir() & added a message.
- In various places, cutting down a tree would result in a corridor symbol
showing up, although trees are generally found in room-like areas. Added
the missing checks.
- Trees were diggable except on mazelike levels. Added the missing check.
- In a cavernous town like minetn-6, digging a wall would result in a
corridor symbol being displayed instead of a doorway. This looked strange,
especially in the town. Added a check for this, making use of the new
meaning of in_town(); non-town parts of this level still do CORR
replacement as expected.
<Someone> noticed that the change to require axes for trees (and allow them for
doors) did not extend to monsters. Now it does.
- added 2 new weapon check flags to handle the new cases
- added some detailed digging flags to mfndpos, based on ALLOW_DIG, and
moved some common logic regarding that flag into mfndpos
- made the ARMS check consistent for 2-handed weapons
I also noticed that simply carrying a pick was enough to allow a monster to
dig a door; wielding wasn't required. This is fixed as well.
Add syntax that <Someone> introduced for the Mingw Makefile.gcc
to make it easy to use unix-style path separation throughout
the Makefile.
Put all the .exe files into ../util
Put all the .obj files into o/
I saw no secret doors in any of the towns, but in 340 (fixed in 341),
guards would patrol the entire level, so they might complain about secret
doors elsewhere. Fix the check for future use. Also, I noticed trees, eg
on minetn-6, weren't checked at all. Now they are.
I implemented this before seeing <Someone>'s forwarded report.
It makes guards come to vaults when you can't see them, but does
have one odd side-effect: if the vault has boulders in the way
then you might not be able to follow the guard out. (Usually you
can alternately search and step in order to successfully follow
him out when unable to see.)
The wishing code intended to make a wish for "blue glass" yield
a "worthless piece of blue glass" (and similarly for other specific
colors) but it didn't work right. Also, wishing for "looking glass"
tripped up on that same code and didn't work either. (Several other
permutations for worthless gems such as "worthless blue glass" and
"piece of glass" already do work.)
Found on the newsgroup: someone pointed out that you don't get a message
when you eat a ring of increase damage. They thought it was intentional--
it's not.
Problem was due to the use of obj
in the caller (bhito), after delete of
the obj within animate_statue().
map_object(obj * 0x0000ff00, int 1) line 254 + 3 bytes
newsym(int -18, int -2) line 702 + 102 bytes
bhito(obj * 0x002f6c00, obj * 0x002f7398) line 1665 + 21 bytes
bhitpile(obj * 0x002f7398, int (obj *, obj *)* 0x0055220b bhito(obj *, obj *), int 37, int 11) line 1701 + 11 bytes
bhit(int 0, int 1, int 10, int 0, int (monst *, obj *)* 0x0054e0e0 bhitm(monst *, obj *), int (obj *, obj *)* 0x0055220b bhito(obj *, obj *), obj * 0x002f7398) line 2707 + 29 bytes
weffects(obj * 0x002f7398) line 2434 + 51 bytes
spelleffects(int 3, char 0) line 824 + 11 bytes
docast() line 552 + 11 bytes
rhack(char * 0x005b6034 in_line) line 1813 + 3 bytes
moveloop() line 405 + 7 bytes
main(int 3, char * * 0x002f2b10) line 93
Fix some inconsistencies in armor handling. The 'T' command
wouldn't let you take off a suit or shirt if you were wielding a
cursed two-handed weapon, which makes sense; however, the 'A'
command neglected to impose the same restriction. Also, the 'W'
command had some code intended to prevent you from donning a suit
or shirt while wielding such a cursed weapon, but it didn't work.
This patch fixes the 'A' command's checks for whether an
item can be removed and it makes the 'T' and 'R' commands use the
same code as 'A' instead of maintaining multiple sets of checks.
It also fixes the trivial 'W' problem and attempts to prevent the
sequence of 1) get interrupted while removing a set of equipment
including suit and/or shirt; 2) wield a cursed two-handed weapon
or have already wielded one become cursed; 3) resume removing
armor via 'A' but I haven't tried to trigger that situation to
confirm the bug or this fix.
From a bug report. Removing levitation boots while hovering over
a magic portal causes the portal to be delayed since it takes time to
remove the boots. This causes the portal to be taken via unmul in allmain.
At that point, the will activation message display but you won't teleport
until you type something. Handle the delayed goto after unmul completes.