Invoking the archeologist's Orb of Detection gave "you feel a surge
of power, but nothing seems to happen" if you were able to see invisible,
but various other ways of toggling invisibility give fade/unfade messages
in that situation. Also, you would get false reports of invisibility
changes if you invoked the artifact while temporarily invisible due to
potion or spell or while wearing a mummy wrapping.
hitmu was trying, and failing, to re-implement parts of x_monnam(). Changed
it to use Monnam(), which produces more detailed messages than before in
some cases, but seems better since its messages are now more consistent
with hitmsg() and prints "The" in this specific case.
- The code in xkilled failed to call spoteffects after killing the monster
that was engulfing you. Being expelled already worked correctly.
- While testing this, I discovered that removing a ring of levitation or
similar while engulfed would call spoteffects when it shouldn't. Fixed
that too.
Add the wizard entry submitted by <Someone>. It doesn't fit
perfectly but seems better than getting the generic human (or other
race) entry. It pointed out that "gnomish wizard" is ambiguous between
a type of monster and a player character race/role combination. I had
to add a special case to the code to make that work out right.
This also makes all the roles that have the their entry match any
race; conversely, match the race's monster for roles that don't have an
entry (caveman, healer, monk, priest, and samurai; we really should get
them their own). Previously many of the non-human ones yielded "I don't
have any information on such things" and at least one (elven priest)
yielded the generic human entry.
Prevent a demon who is carrying the Amulet of Yendor from being
removed from the game when player meets his demand for a bribe since
that was effectively destroying the Amulet. There are various ways
to accomplish this; I chose to make the bribe demand be for an amount
that the player cannot possibly satisfy in that case.
Make timeout of temporary invisibility consistent with other
forms of toggling that state: you notice it even when you are able
to see invisible. (Invoking the archeologist's quest artifact is
still inconsistent in this regard.)
> Zapping a wand of digging at trees in ranger's quest gives a message
> "rock glows then fades".
There was code to handle this, but it didn't work due to the
definition of IS_TREE making checks for STONE be sensitive to code
ordering (STONE was checked first in this case).
#define IS_TREE(typ) ((typ) == TREE || \
(level.flags.arboreal && (typ) == STONE))
Why is it defined this way? Shouldn't STONE simply be converted
into TREE when arboreal levels get created?
Added support for
Palm-size PC (Windows CE 2.11) and Smartphone 2002.
It works fine under emulation, but it still needs to be tested
on real device. There are also some minor tweaks here and there.
Removed files:
sys/wince/recover.vcp
sys/wince/wince.vcp
New files:
sys/wince/winhcksp.rc
sys/wince/defaults.nh
sys/wince/hpc.vcp
sys/wince/palmpc.vcp
sys/wince/pocketpc.vcp
sys/wince/smartphn.vcp
<Someone>
Most callers of dropx did not check for altars, but should have. Rather
than add such checks, I moved the check from drop to dropx. I also found
several callers of dropx that could generate out-of-order messages for some
cases (not new) and fixed them. FYI - callers of dropy don't seem to want
altar checks or already do them.
Menu styles `partial' and `full' will let you remove any type of
item from the three weapon slots via the 'A' command, but `traditional'
and `combination' would only do that for the primary weapon slot. For
the alternate weapon and quiver slots, the item in question had to be
one which can normally be wielded or worn, otherwise when choosing the
object class letter you'd be told that it was "Not applicable." And
for wearable items, you needed to be really wearing one of that class
(besides the quivered one) or else you'd get "not wearing any amulet"
or similar.
Ahe 'A' command would not let you remove a cursed item from the
quiver or alternate weapon slot. But other commands such as drop or
quiver would let you get rid of such things since they aren't considered
to be welded in place the way a wielded weapon is.
This seemingly minor bug is more significant than first appears
because it opens a loophole to allow you determine whether any held item
is cursed: quiver it, try to remove it with 'A' and possibly be told
that it's cursed, really remove it with 'Q' if so.
Change tty extended command autocomplete, based loosely on <Someone>'s
patch, to allow you to type autocompleted characters. That is, you can type
characters the autocompleter inserted without invalidating the command.
I haven't looked closely, but at least some other windowport extended
command readers seem to already behave similarly.
- water elementals now get a special message when they land in lava
- rather than track down all places where non-moving monsters can end up in
lava (or water, not that it currently matters), add a check to mcalcdistress
to catch all such cases, once per turn.
As From a bug report.
- tengu is plural, some true rumors spelled it "tengus"
- Caveman quest messages shouldn't contain the word "human" since not all
cavemen are human, changed such messages in various ways
- fix a typo in a Wizard quest message
A recent change described as:
"changed the IDE files to build NetHackW.exe instead of
nethackw.exe. This is only cosmetic, but consistent with the
other executable."
was not just cosmetic. The changes prevented the
executable from being copied to the target binary
directory at all, due to the removal of the necessary
trailing tab.
Make sure the three instances of special fire effects stay
synchronized in the future by moving the relevant code into its own
routine.
Shouldn't fire vortices and fire elementals also yield "already
on fire"? How about ice vortices "melting"?
A 3.4.0 report, currently only the mdamagem gaze case caused the strange
"on fire" message for flaming spheres, but other attacks seemed like they
might result in a similar message, so I updated the damageum and hitmu
cases as well.
- restructured Install.nt quite a bit. It now contains instructions
to build a graphical nethack using NMAKE, too. I merged
the instructions for command line builds, and separated the IDE
build; that made more sense to me. It is shorter, too.
- added some lines to all Makefiles so they now build
NetHackW.exe when GRAPHICAL is "Y", and NetHack.exe
otherwise. I espacially did not test this on Borland.
Previously, the makefiles would always build NetHack.exe.
- changed the IDE files to build NetHackW.exe instead of
nethackw.exe. This is only cosmetic, but consistent with the
other executable.
- made a small change to pcmain.c, as the MinGW linker
cannot decide between main() and WinMain() when both are
present, as explained in <Someone>'s original
message. (I used a #ifndef instead of comments ;-)
The MinGW graphical build indeed seems to work.
Part I: it's possible to use two-weapon combat while wielding a
lance (which seems odd to me); the second weapon would hit even if the
the first delivered a lance jousting blow that knocked the target away.
Part II: always getting the joust knockback effect when hitting
with a lance while mounted was too powerful; implement a suggestion
from the newsgroup that it be a random chance based on skill level.
Related: it's now possible to break your lance when hitting; when
adding that, I noticed that it was theoretically possible (didn't try
to reproduce) for a shattered boomerang or mirror to yield the stagger
bonus sometimes given for unarmed attacks.
<Someone> reported several incorrect death messages
1) "petrified by deliberately gazing at Medusa's hideous countenance" is
too long and won't fit on the tombstone. I reworded it, which also better
reflects that Medusa's gaze is really an active attack.
2) "killed by war hammer named Mjollnir" for partly identified Mjollnir now
says "killed by a war hammer named Mjollnir".
3) "using a magical horn on himself" was missing the "killed by" prefix
4) there were supposedly cases the the a/an article was missing after being
killed by a monster. I didn't see where this was occuring (eg AoLS resets
killer_format before it returns), but now done_in_by always resets
killer_format, which should address any such cases.
If race is set to random and role is set to something
specific, the Qt interface sometimes hangs trying to
determine an appropriate race/role.
This patch that fixes the problem, and makes 'random'
work more appropriately.
Prompted by a message to the list from <Someone> which noted that your
strength controls the traps effect, not the steed's strength, although the
messages say otherwise. Changed this case to use mintrap to determine what
happens.
teleds now needs to handle the case where an uncarried ball starts out
inactive, but becomes active as a result of teleporting out of a monster
while engulfed.
Soft "helmets" don't protect against falling rocks, but did protect against
piercers. Update the checks so only hard (metallic) helmets provide this
protection. The same report quibbled about using the word "helmet" for
soft head coverings. This patch does not address that quibble.
Fix the reported problem of getting impossible warnings for unpaid
inventory items during final disclosure if you level teleport out of
the dungeon while holding shop goods. The fix makes you trigger a shop
robbery first; that required a minor end of game change to prevent the
shopkeeper from seeming to tag along (shk would take your possessions
as if you'd died on the shop level).
Put in the missing parentheses that <Someone> reported; I don't know
how much that's going to impact experience calculations. Also, update
some related code that didn't reflect the increase in default speed
from 10 to 12 back in 3.3.0.
use get_adjacent_loc() rather than getdir() directly for some things where
you want to ensure valid adjacent coordinates are returned
<email deleted> wrote:
>>> [...]
>>> I've noticed that the loot adjacent spot code doesn't have any
>>> isok(x,y) test, so will risk crashing if used at the edge of
>>> the screen (whether deliberately, or accidentally due to being
>>> confused or stunned when picking the direction).
>> Would this not be a problem elsewhere, such as use_leash() too?
> Yes, that looks like the same risk. getdir() doesn't validate
> that the <u.ux+u.dx, u.uy,u.dy> is safe and neither does m_at(),
> so their callers need to.
>
> I did manage to provoke a crash with #loot on the plane of earth,
> although an accidental case would be a lot less likely to happen.
From a bug report. I haven't looked closely, but I think this bug is just
in the development code. If you dig in a shop with a wand while carrying
unpaid stuff, the shopkeeper would grab your pack, including the wand but
w/o clearing current_wand. It seems the right thing is to just not grab
the current_wand, since it's not in your pack while you're zapping it.
In 3.4.0, you lost the wand too.
Reported to the list. Player breaks a wand of digging causing the
shopkeeper to fall. This didn't clear unpaid items. For now, this can
only occur due to player action, so added a call to make_angry_shk to
handle this situation.
If you level teleported while on a sleeping steed, a panic and possibly a
crash would occur. I believe the same would occur by digging a hole. This
was due to keepdogs avoiding keeping sleeping pets. In these cases, it
seems there's no reason for the sleeping steed to _not_ accompany you.
Since other ways of changing level (eg stairs) don't allow this, just added
a check to keepdogs to allow the steed to go with you.
From the newsgroup: explosions handle their own shield effect
display for resisting monsters and it was ignoring user's negation
of the sparkle option to suppress shield effect.