Commit Graph

26 Commits

Author SHA1 Message Date
cohrs
a21ddbb2bf minetown guards outside the town proper
Pat forwarded a message from the newsgroup in March that the town guards
enforce rules even outside the town proper.  Fix: On room-based town levels,
check if the location is in a room containing subrooms (roomno will often
have a subroom id instead).  On the other levels (e.g. minetn-5), there are
no subrooms, so the whole level is fair game.  Currently, this is valid.
If fancier towns are added in the future, more flags or use of regions may
be required to tell where the town border actually is.  These checks are done
in a new in_town function.
2002-07-15 04:17:13 +00:00
nethack.allison
40940991bb change GOLD_CLASS to COIN_CLASS 2002-07-08 23:25:53 +00:00
cohrs
8a44a437e5 R926 - polymorphed player does not explode at thin air
Reported that player polymorphed into an exploding monster does not explode
when attacking thin air.  Also noticed that if player is Unchanging, they
wouldn't die after exploding in the existing code.  Set u.mh = -1 to ensure
they won't still be around after exploding.
2002-07-04 06:36:37 +00:00
cohrs
9f2f6f6177 boulder display bug
If you first pushed an undiscovered boulder while blind with ESP and
there's a monster behind it, you'd get a message referring to the boulder
but the boulder wasn't displayed.  Move the feel_location test.
Also, improved the grammar of the message a bit.
2002-04-27 23:22:35 +00:00
cohrs
9174a9030a remove prescient travel command behavior followup
- applied an intermediate version of the fix which had a bug in choosing
the intermediate location
2002-04-13 16:27:58 +00:00
cohrs
1b321e92bc remove prescient travel command behavior
Addresses reports R718, R772.1, <Someone> P's extra move bug
- when there is a previously seen path or a straight path, always take it
- incorporate fix to ensure no extra "." turn at the end of traveling, but
 still avoid stepping into traps/pools, et al
- include a general "G"-command (and travel) fix to avoid stepping in
 known pools/lava while blind
- when there is no such path, "guess" at a path by finding an intermediate
 location that the hero couldsee that is closest to the actual goal, the
 intermediate goal is re-determined at each step
- when Blind, don't use couldsee for determining straight paths, just direction
- do not consider doors or most boulders obstacles for picking travel
 paths, test_move has a new mode to differentiate this case from the regular
 test case
- don't include known trap locations in the travel path, avoids unnecessary
 stops along the way, and usually doesn't affect the path length
- reformatted the code a bit so I could follow it
2002-04-13 16:00:13 +00:00
nethack.rankin
812b53799d multiple iron bars fixes
Can't push boulders through iron bars; traps can't roll such through either;
	likewise for objects thrown by monsters.
Thrown objects susceptible to breaking might do so when they hit iron bars.
Assorted monsters can pass through iron bars; ditto for polymorphed character.
Attempting to dig iron bars will wake nearby monsters instead of yielding
	"you swing your pick-axe through thin air".
Autodig won't accept iron bars as candidate location.
2002-04-07 10:43:59 +00:00
arromdee
08c463759c iron balls/teleds
Fixing some iron ball/teleds stuff:
-- If the player can pass through walls, ignore all checks for walls, or else
things will behave weirdly.
-- Instead of using the kludge "if the distance is >2 it must be a teleport",
pass a parameter indicating whether they crawled or teleported onto the new
space.  This fixes a special case, where the player moved one space and the
ball didn't move, but the chain moved through solid rock.  This is acceptable
if teleporting and unacceptable if dragging.
This also required some rearrangement of teleds() so that u.ux,u.uy
are set after placing the ball, not before.  I'm still not sure the pit
filling line is in the right place; anyone know?
-- add some comments so I can look at the code in a month and still know what
I did.
Most of this patch is just adding the new parameter.
2002-04-01 05:18:28 +00:00
nethack.rankin
c76061312e impaired movement fix
Fix the reported problem of incorrect conditional logic
making it impossible to bump into closed doors when moving while
impaired for the #if STEED configuration.
2002-03-25 09:01:35 +00:00
nethack.rankin
085498ba28 unleashing untame monsters
Fix several cases that earlier patches didn't address.
If a leashed monster becomes untame, detach the leash.
2002-03-11 08:46:54 +00:00
jwalz
3e6e2ff7c6 Lint part 2, mostly parameters. 2002-03-10 04:05:59 +00:00
jwalz
bab78d03c8 Lint part 1, unused variables, routines, and return codes. 2002-03-10 00:30:53 +00:00
cohrs
ce22d17c01 lava effects while riding
- a case missed by the earlier lava patch, if you enter the lava while
mounted, your steed would be unaffected if you were lifesaved
- fix by making more code shared with the is_pool case
2002-03-09 04:10:24 +00:00
cohrs
91c5521009 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 00:24:49 +00:00
nethack.rankin
41bb37c369 autodig bit 2002-02-06 07:04:34 +00:00
nethack.allison
7d1e6f7d57 from Yitzhak
Add absent prototypes to some core routines.
Also add some port function() to function(void) in some win32 routines.
Also updates the Borland C Makefile for win32.
2002-02-05 13:21:43 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
warwick
c4a0faa9f1 test_move() fixes, for travel.
Turns lots of duplicated "flags.move = 0; nomul(0);" code into
a single instance, fixing the ones that weren't complete.

Doesn't feel_locations when only testing.
2002-02-04 10:41:22 +00:00
cohrs
f73a1879c9 landmines and boulders
Make pushing a boulder onto a landmine share code with the trap case,
resulting in pits, waking sleepers, et al.
Don't leave a boulder suspended over the new pit, fill it.
Make sure any remaining boulder is placed on top of the pile.
If player sets off landmine, monsters killed are credited to/blamed on player.
2002-01-25 06:38:42 +00:00
nethack.allison
6cfec715ac no message 2002-01-24 20:39:16 +00:00
nethack.allison
eed0831f28 Fix a crash-causing null pointer dereference.
(Thanks to Yitzhak)
2002-01-24 18:21:24 +00:00
cohrs
e7bdcb157f lava effects for monsters and objects
This patch, based on code sent to us by <Someone> well over a year ago, addresses
bugs recently resurfaced.  Namely, that lava does not generally do anything
to monsters or objects that land in java.  Newly renamed minliquid() handles
both water and lava, and new fire_damage() is used similar to water_damage().
2002-01-20 07:04:18 +00:00
cohrs
e3ac04eac1 riding a non-swimming steed into water
Patch from <Someone> to the list on 10/01/2001.  The changes cause riding a steed
into water to result in a dismount, and, if the steed can't survive in
water, the death of the steed, with the usual pet-death penalties.
2002-01-16 07:05:43 +00:00
arromdee
4b6b5d7b8c This adds in <Someone>'s autodig patch. 2002-01-15 02:50:36 +00:00
cohrs
c77073be31 sync changes since last snapshot 2002-01-07 02:12:04 +00:00
jwalz
1248c85e1e *** empty log message *** 2002-01-05 21:05:49 +00:00