Commit Graph
1195 Commits
Author SHA1 Message Date
nethack.allison f64c0ac241 Since the touchstone uses objclass oc_color we need
to make that field unconditional, otherwise
NetHack won't compile without TEXTCOLOR defined.

Also provides at least an interim solution for the has_color()
problem that Warwick pointed out.

Lastly, Archeologists know touchstones.
2002-01-12 02:16:09 +00:00
warwick df13e93d67 Adds to Qt windowport:
- "Saved game" dialog (could be useful in other ports - plain C code used)
   - "splash screen"
   - compact mode cleanup for 240x320 displays
   - messages-on-map overlay display
   - allows online reading of Guidebook in HTML format (coming soon)
2002-01-11 07:03:12 +00:00
arromdee 157840766d Finally overhauled some spell stuff. --Ken A.
Summary of spell changes:
-- wimpiness of 'default' spell fixed by doing half damage for magic resistance
instead of 1 damage, and using half monster level instead of 1/3.  It may
still need tweaking, but is much better than before.
-- 'default' spell for cleric monsters is now the wounds spell, by analogy with
wizard monsters.
-- added clerical lightning strike, flame strike, gush of water
-- all spells should now say the monster is casting a spell, and all spells
should have messages.  (Side effect: monsters speeding up by other means
also give a message saying so).
-- casting undirected spells is not affected by whether the monster knows
where you are.  Monsters that are attacking your displaced image, that are
several squares away, or that are peaceful can use undirected spells.
-- messages should correctly say whether the spell is undirected (a monster
was always casting at thin air or pointing at you and cursing, without checking
to see if the spell wouldn't require pointing)
-- Monsters which are attacking your displaced image, etc. use up mspec_used.
If they are casting an undirected spell, the spell still works.
-- Monsters which are not attacking can cast spells that don't attack.
-- If a monster didn't have ranged spellcasting ability (which most don't),
it would print a curse message from buzzmu() every round it was at range,
creating a useless stream of constant curse messages

I still haven't made spellcasters "smarter" in the sense of noticing whether
you have reflection, fire resistance, etc.  That opens a big can of worms
because it would mean giving monsters a memory.

Known bug: the higher level a monster is, the more spells it has; since it
chooses a noncombat spell by randomly picking a spell and casting if it
happens to be noncombat, the higher level the monster is the greater the
chance of getting nothing.
2002-01-11 01:09:07 +00:00
kmhugo 478555f1ee Macintosh updates
* Updated preprocessor conditionals for the MPW compilers.
* Use new system call names provided for in the latest Apple
  Universal Headers.
* Tune up some of the includes for CodeWarrior.
* Define YY_NEVER_INTERACTIVE for the dungeon and level compilers.
* Remove pointless debugging code.
2002-01-10 06:48:27 +00:00
nethack.allison 9b7d9f29b5 From a bug report: monsters hit by polymorph
magic while wearing dragon scales/scale mail were being turned
into random monsters instead of into dragons.

Also

Two items from <Someone>'s list.

Files patched:
  include/obj.h
  src/mon.c, muse.c, worn.c, zap.c
2002-01-09 13:10:13 +00:00
nethack.allison 767335698b <Someone>'s touchstone code and a bee swarm bit. 2002-01-09 03:31:30 +00:00
cohrs c77073be31 sync changes since last snapshot 2002-01-07 02:12:04 +00:00
jwalz d16f448bf4 *** empty log message *** 2002-01-05 21:05:48 +00:00
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jwalz 2adb82f67d *** empty log message *** 2002-01-05 21:05:48 +00:00