Commit Graph

1710 Commits

Author SHA1 Message Date
nethack.rankin
cd62daa465 fix U88 - invisible hero didn't sense self via ESP
If the character was invisible without being able to see invisible,
his location on the map showed any object there or underlying topology
instead of the hero even when monsters could be seen with infravision,
ESP, or sustained monster detection.  The ESP case required an amulet
or helm or quest artifact to be noticeable because being blind overrides
being unable to see invisible, so the more common form of telepathy
didn't exhibit this behavior.
2002-10-04 02:46:02 +00:00
nethack.allison
4430f8f652 B13001 mild buzz
feel a mild buzz only if energy or maxenergy increased
2002-10-03 00:44:16 +00:00
nethack.rankin
075425a9ac unicorn horn dipping
Implement <Someone>'s suggestion for addressing <Someone>'s
complaint about the inadequate feedback given when dipping a unicorn
horn into a potion to convert it into water.  (Mainly, if the potion
has already been given a name, you won't be prompted to give it one
when dipping transforms it; if that was the last one you had, getting
"The potion clears." isn't sufficient to let you keep track of what
type of potion was cleared.  You still have to keep track of such
stuff yourself, but now you'll get "The swirly potion clears." so you
at least don't have to start remembering or recording the type prior
to dipping.)

     The hallucination handling isn't very useful; the description is
given will full accuracy by the immediately following inventory update.
2002-10-02 21:33:08 +00:00
nethack.rankin
b541bbef1d sleeping shopkeeper
Fix the reported problem of a sleeping shopkeeper advising you
to be careful about digging.
2002-10-01 08:51:28 +00:00
nethack.rankin
c3a9637ba7 touchstone use
Make touchstones more convenient to use after they're identified
by only listing unknown gems as likely candidates.  This doesn't prevent
other stuff from being rubbed on them, just alters the prompt string and
the subset of inventory shown for '?'.
2002-10-01 07:23:10 +00:00
nethack.rankin
db9f82bed4 removing forgotten rings
Removing a ring of protection/strength/constitution/charisma
which has been made unknown by amnesia might reveal what it is due
to status line changes, so relearn it when that happens.  This also
consolidates the three characteristic enhancing types into one case.
2002-10-01 06:20:36 +00:00
cohrs
3738c42da2 B12008: more stoning quest nemeses 2002-09-30 17:22:10 +00:00
cohrs
eb86874a71 Guidebook.txt sync 2002-09-30 03:42:29 +00:00
nethack.allison
c7dacbe406 Beta 13 2002-09-30 02:17:00 +00:00
nethack.allison
a0e61692ec Allow the 'v' command to identify the beta version
in a way that won't trigger a full rebuild.
2002-09-30 02:15:54 +00:00
nethack.allison
d64759dd6c B12007 yellow light animal parts
Uses "ray" for arm-related parts, "beam" for everything else.
2002-09-29 16:41:16 +00:00
nethack.rankin
737294a517 build fix 2002-09-28 09:35:22 +00:00
nethack.rankin
abf1ee5797 fix B08011 - request for "wield" change
Implement's <Someone>'s suggestion that the currently wielded
weapon be included among the list of inventory candidates for the
wield command.  It affects the list of letters shown in the prompt
and the subset inventory displayed if you respond with '?'; it doesn't
change how wielding works or what item you can pick to wield.

     Do the same thing for quivering:  include any currently quivered
item among the choices.  Also include the secondary weapon as a choice
if you're not actively two-weaponing.
2002-09-28 06:48:25 +00:00
nethack.rankin
889e2164b5 another dungeoneers update
Add <Someone> this time.
2002-09-26 07:37:12 +00:00
nethack.rankin
ef14456b3d eucalyptus leaf whistles
Add <Someone>'s patch that enables using the apply command
on eucalyptus leaves to produce a whistle effect.  Blessed leaves
behave like magic whistles; I added a chance for the blessing to be
used up in the process.

     The invent.c diff is almost all reformatting.
2002-09-26 07:26:03 +00:00
nethack.rankin
bd6f5b87bf "eye of newt"
Add <Someone>'s "eye of newt" patch, which confers energy
when eating a newt corpse.  Consumed energy is restored by up to 3
points, and if that takes the character past max energy there's a
chance to boost the latter by 1 point.  I introduced randomization
so that level 1 characters can't just kill and eat all the newts on
the first couple of levels to unconditionally boost their initial
mana (22% chance per newt to increase max energy now instead of his
original 100% chance).
2002-09-26 07:13:10 +00:00
nethack.rankin
846de96a4a two figurine tweaks
Fix the reported problem of applying a figurine while swallowed
and getting a message about setting the figuring on the ground.  Rather
than coming with special messages, just prevent it would activating if
you're swallowed at the time.

     Also prevent figurines from creating the 4th erinys or 10th Nazgul.
I'm not sure whether to bother doing similar handling for stone-to-flesh
cast on statues.
2002-09-26 04:05:54 +00:00
nethack.rankin
c9799a4231 update dungeoneers list 2002-09-24 09:42:53 +00:00
nethack.rankin
4d251c6688 fix B10003 - GOLDOBJ: BUC gold; identification
Curse and bless status has no meaning for gold.  Likewise
for erosion and other object flags controlling whether an item is
considered to be fully identified.
2002-09-24 03:20:22 +00:00
nethack.rankin
b0f2478b51 check_leash's handling of 2nd leash
Noticed by code inspection:  the inventory scan to find leashes
in use didn't reset the monster traversal loop for each leash, so
with more than one active it wouldn't necessarily find and check the
monster attached to the second one.
2002-09-24 02:11:10 +00:00
nethack.allison
183e450b1b B12004 polymorphing into minotaur
Polymorphing into creature with horns such as a minotaur,
will cause your helmet to fall off if it is made of a hard material.

Only minotaurs pass the has_horns() test in include/mondata.h
because the complaint specifically referred to them, but that
should perhaps be reviewed at some point by someone who is
certain which creatures have horns growing from their
head (some demons?)
2002-09-22 15:59:46 +00:00
nethack.rankin
ce4bfb6a1a fix B12005 - polyself and gender
The ^X attributes were always showing "neuter" when polymorphed
into a non-humanoid creature.  This fix also suppresses the extra
"gender (base)" entry when that has the same value as the preceding
"gender" entry, it eliminates the redundant label "deity" from the
three entries in the deities section, and it capitalizes the alignment
names that nethack uses as proper nouns.

     This patch also introduces the capability of skipping the second
screen of enlightenment attributes (given for explore and wizard modes)
by terminating the first screen with ESC (or however else menus can be
explicitly cancelled for any given interface).  That has no noticeable
effect during normal play.
2002-09-21 07:17:14 +00:00
nethack.rankin
c42c14e5a6 running across vibrating square
Some newsgroup discussion has reminded me something I've meant
to do for a long time.  Stop running when you get the special message
about the floor vibrating under your feet.  Also vary it when you're
not actually stepping on the ground.
2002-09-20 07:26:12 +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.rankin
bebec915d8 README bit
The current version of VMS is V7.3-1, but V7.1 is the most
recent that I presently have access to (and that's only for Alpha
but I'm bumping the number for VAX anyway).  The "DEC" part has
been obsolete for a while but I'm not sure what to do about that.
2002-09-20 05:14:42 +00:00
nethack.rankin
709748234d fix B12003 - kicking a box embedded in a wall
Move a block of kicking code so that freeing items stuck inside
solid work takes precedence over breaking open containers.  Now the
box has a chance to fall out like other types of objects (and if it
fails that chance, there's just the normal message about not coming
loose--no attempt to actually kick open the box will occur).
2002-09-20 05:05:46 +00:00
nethack.allison
b9a3376fc5 stray files (from <Someone>)
winhack.h is not being used anywhere now and can safely be deleted.
There 2 instances of this file:

sys\wince\winhack.h
win\win32\winhack.h

The patch is also attached that adjusts for this.
2002-09-19 00:16:10 +00:00
nethack.rankin
651e886d66 fix B12001 - ?--More--single line menu
From a bug report:
3.4.0 broke the ability to pick the only listed inventory letter when
user typed '?' during object selection and one candidate was listed on
the top line followed by --More--.

What do you want to throw? [b or ?*] ?
b - 7 +0 daggers (alternate weapon; not wielded).--More--b
<behaved as if user hit ESC instead of 'b' but didn't say "Never mind.">

(Dismissing --More-- the normal way and getting a new selection prompt
worked as usual.)  The problem was caused by changes in getobj's count
handling; the message_menu() routine isn't able to handle counts but
display_pickinv left the count as 0 while caller expects -1 for "count
not specified".

     This was a core bug but I put the fixes entry under "tty" since
no other interfaces are affected.
2002-09-17 06:35:49 +00:00
nethack.allison
ffb22245a9 (from <Someone>) 2002-09-17 03:32:07 +00:00
nethack.rankin
b789a08f94 disclosure after sink fall
From the newsgroup:  if you die from the fall when losing
levitation while moving over a sink, the final attributes still
said you were levitating.
2002-09-14 13:24:22 +00:00
nethack.rankin
ba8d740500 treasure detection
Expert and skilled detect treasure was changed to behave like
blessed object detection in 3.3.1, but it didn't work as intended.

> Subject: [patch] skilled detect treasure doesn't detect object types
> <email deleted>
> Date: 13 Sep 2002 09:58:41 -0400
> <email deleted>
>
> It looks like the detect treasure spell when cast with skilled or expert
> ability in divination is supposed to detect the type of an object ("a
> scroll of identify" rather than "a scroll"), but this doesn't actually
> work in 3.4.0.  Here is a fix.
2002-09-14 13:00:20 +00:00
nethack.rankin
6772c3973c more starving pets
The fact that a pet was starving to death got recorded with its
corpse; if that corpse was revived via undead turning, the resulting
monster would immediately starve again if it stayed tame.  Similarly,
if one got petrified while nearly starved, reanimating the statue would
produce a starving pet.  Make revival and reanimation use the same code
as life-saving, where hunger status gets reset.
2002-09-14 05:48:40 +00:00
nethack.rankin
6f63f81b86 pet fodder
Allow starving pets to consume items they wouldn't ordinarily
eat.  Carnivores will eat fruits and vegetables--such as they are--
and herbivores will eat assorted rations.  Even though eating such
rations doesn't violate vegetarian conduct for the character, horses
would never eat them.

     This change should allow players to keep mundane steeds alive
much longer.  The new behavior doesn't kick in until the pet has
been classified as starving though; it doesn't affect ones who are
merely hungry.

     This also gives the reason why a starving pet has died instead
of just saying "<pet> dies" whenever it starved with hit points left.
2002-09-13 05:31:54 +00:00
nethack.allison
d916769a77 DOS 16 bit Microsoft Makefile
<Someone> reports that someone on the
newsgroup tried to use the MSVC 1.52c (16 bit compiler) Makefile
with MSVC 6 (32 bit compiler). Try to make it more obvious
that the Makefile isn't for that.
2002-09-10 22:53:18 +00:00
nethack.rankin
a6e3791170 fix B11001 - fruit name quibbling
> OK, it's "grape juice" now, but it's still "bunch of grapes farm".
2002-09-10 09:10:23 +00:00
nethack.rankin
ce71bfb593 cursed levitation prayers
Noticed while testing something recently:  if you're wearing
a non-cursed ring of levitation but can't remove it because of
some other cursed item, you'll never get the high priority result
of TROUBLE_LEVITATION when praying.  This remedies that.
2002-09-10 08:01:18 +00:00
nethack.allison
cbb5c9309d mingw (from <Someone>) 2002-09-09 12:22:00 +00:00
nethack.allison
55b5e00daa no message 2002-09-09 12:17:13 +00:00
nethack.rankin
0ef3240077 more monster intrinsics
Provide more control over message handling for monsters' use
of equipment.  This fixes the statue revival problem (inappropriate
feedback when monster puts on speed boots) mentioned in the earlier
"intrinsics of dead monsters" patch.
2002-09-09 09:24:38 +00:00
nethack.rankin
786ed93751 intrinsics of dead monsters
Monster traits that are used to revive some corpses or statues
with their old attributes were retaining intrinsics conferred by worn
items.  To prevent that, strip such attributes at time of a monster's
death before the traits are recorded.  Statue handling needs to some
more work; now that extra speed is lost, there's an out of place
message if/when a revived statue gets to put on its old speed boots.
2002-09-09 09:02:21 +00:00
nethack.rankin
b8f368ced4 bandaid for #U49
Partially deal with the reported silly message combination

> Also, when unwielding a weapon using 'A', you get the messages
> "You are empty handed.  You finish disrobing."

by saying "disarming" rather than "disrobing" when manipulating
just the three weapon slots.  Handling weapons in combination
with armor or accessories or both still says "disrobing" though.
The case when dealing with just accessories should pick something
else, but the closest I've thought up so far is "divesting" and
I don't think that works very well.  Is there a better term for
taking off jewelry?  If so, would it end up being out of place
when applied to nethack's selection of eyewear?
2002-09-09 07:36:13 +00:00
warwick
727bf172ad Spellcheck from <Someone>, with support from Google.com. 2002-09-09 05:58:05 +00:00
warwick
804844b37f The low probabilities look unintentional (multiple rn2 checks). This
changes the ouch:fruit:bees probabilities from 93:7:0.4 to 75:23.5:1.5.
The 75% "ouch" case sometimes also gives you a buzz.

Explain why sometime fruit that "fell from the tree" end up stuck back
in the tree, requiring more kicking (even though this is less likely
now that scatter() is improved).
2002-09-09 05:47:20 +00:00
warwick
00671608d6 Fix scattering - the splitting code doesn't look right - it will
leave avg 1/2 the object's quantity on the scatter point.
Return count of how many objects actually left the scatter point.
2002-09-09 05:44:32 +00:00
nethack.rankin
53f40d2a20 avoid buffer overruns
Noticed with recent looting patch:  QBUFSZ is not big enough
to reliably hold formatted object names.  (I haven't looked through
any other source files for similar problems.)
2002-09-07 02:38:50 +00:00
nethack.rankin
069703f6c3 enlightenment refinement for increased damage
The recent change to include increased damage and increased
chance to hit in all enlightenment feedback instead of just at end
of game feels too specific compared to most of the other feedback.
Instead of giving exact plus/minus values, give a generalized
categorization of the amount.  The exact value is given at game end
as in existing 3.4.0 behavior, and also given when in wizard mode.
2002-09-07 02:36:02 +00:00
nethack.allison
9ac2c2c576 <email deleted>
> I'm working on a Nethack port, and one of the header files a
> library uses has a structure with a member named "red". Since
> includes/decl.h #defines red to something, this totally loses.
>
> Attached is a patch which fixes the color defines.
2002-09-06 00:12:44 +00:00
nethack.allison
3bacf79700 menu loot follow-up bit 2002-09-04 01:44:25 +00:00
nethack.allison
5797f8110b menu loot suggestion from newsgroup
Newsgroups: rec.games.roguelike.nethack
Subject: Re: YANI - empty containers interface
<email deleted>
On Mon, 2 Sep 2002 12:13:49 +0300, <email deleted> wrote:
> I find the behaviour when trying to put something in an empty container
> quite irritating. Let's remind it:
> #loot
> "The <container> is empty. Do you want to put something in it? (y/n)"
> This means I have to read the message and to press 'y' or to cancel via
> Esc.
> For comparison, non-empty containers behave like this - please forgive
> me that I've forgotten the exact words:
> #loot
> "Do what?
> 	o - take out
> 	i - put in
> 	b - both of the above"
> So my suggestion is to change the behaviour of empty containers to be
> the same as non-empty ones. That is:
> #loot
> "Do what?
> 	i - put in"
> This way, I don't have to look at the container. If I want to put
> something in, pressing 'i' will lead to the same results in both cases.

This part of the suggestion was not implemented, however:

> If I want to take something out, then pressing 'o' or 'b' - although
> they are not in the list of choices - will display a message "This
><container> is empty" and end the #loot-ing session.
2002-09-04 01:31:20 +00:00
nethack.allison
3c9a181629 extern.h bit 2002-09-04 01:28:12 +00:00