Commit Graph

135 Commits

Author SHA1 Message Date
keni
0f58af6f37 add missing copyright info 2018-04-25 16:54:50 -04:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
cohrs
648b1489a4 X11 install
Build and install the NetHack.ad file, and change the nethack.sh to append
the HACKDIR to the XUSERFILESEARCHPATH.  This means users do not have to
do anything special to use the NetHack X11 resources, nor does it require
teaching nethack where the X11 app-defaults directory is.  The change also
updates the X11 and linux doc files in a corresponding way.
2003-08-26 15:11:58 +00:00
nethack.rankin
acc58a75b2 fix B08001 - stone-to-flesh undoes cancellation
Prevent succubi from being fully restored via cycles of petrifying
and reviving.  It wasn't just a matter of saving traits; cancellation is
one of the monster traits which is explicitly reset when a monster gets
revived.  I think that probably makes sense, but this will override it
for succubi and incubi to prevent abuse; if they were cancelled at time
of petrification they'll remain cancelled when reanimated.  Likewise for
nymphs; even though the abuse facter isn't present, the cancel effect is
pretty similar for them so keep revivals similar too.

     This saves monster traits for every monster that gets turned into a
statue.  Unlike with corpses there's no stacking involved to make players
notice that each has become unique, so all such statues might as well all
reanimate just like they were instead of as new replacment monsters.
2003-08-24 18:32:58 +00:00
nethack.rankin
28e4ed2d25 vms build fix
Noticed when trying out the "heck patch", where the name of the file
for the sanctum level was changed and I neglected to update my Makefile to
reflect that:  nothing was noticed if any files were missing when loading
them into a dlb container.  Populating the playground directory for the
non-dlb configuration suffered a similar problem.  Now the VMS playground
setup will issue a warning message if this happens (but not abort the
installation; perhaps it ought to do that as well...).

     Other ports have the same problem.  For example, Unix Makefile.top
relies on file globbing to build the dlb container; if a wildcard pattern
matches no files, dlb won't notice because the shell will have eaten the
offending pattern.  Likewise for its non-dlb configuration, where cp won't
notice.  However, this isn't a very interesting bug because it won't hit
when the distributed Makefiles correspond with the needed data files.
2003-08-22 09:59:15 +00:00
nethack.rankin
104847363a fix sleeping shopkeeper's gold handling
Make a sleeping or paralyzed shopkeeper wake up if you drop something
he's interested in buying (covers the recently reported case where dropping
gold failed to add credit, but picking it back up increased shop dept) or
if you use the 'p'ay command while owing money.  Sleeping shopkeeper is not
affected if you drop something he doesn't care about, or use 'p'ay when
there is no debt, or pick up shop goods (latter case is handled normally--
you'll owe money for the item even though the shk remains asleep).

     This makes shopping become a little easier--you aren't stuck waiting
for the shopkeeper to wake up if you actually want to pay for something--
in the rare case where the shopkeeper has been put to sleep, but it's an
awful lot simpler than any other reasonable way I could think of to deal
with the [lack of] credit problem.

     This makes the snoring message handling moot--it no longer exists.
(It wasn't very reasonable to begin with, because the program can't tell
whether mon->mfrozen is for timed sleep or timed paralysis so avoided
giving that message for temporary sleep.  There ought to be two separate
counters; probing is another case where vague messages are given because
the program can't tell the reason why a monster can't move.)
2003-08-22 08:39:57 +00:00
nethack.allison
61c3188405 talking to quest guardians from other class
prevent quest guardians from other classes from talking to you as if they
were your quest guardian
2003-08-19 04:56:23 +00:00
nethack.allison
3372f5d694 wishing for quest guardian corpse
wishing for quest guardian corpse now gives
a generic corpse of the species
2003-08-19 04:06:34 +00:00
nethack.allison
d72700c070 animating quest guardian statues
Also a related bug: the guard against animating a unique
monster via tossing a statue onto a statue trap location, was
causing stone to flesh to silently ignore any statue of a unique
monster which seemed very uncharacteristic of the spell.

After this patch, statues of quest guardians and statues of
unique monsters will animate as shape-shifters posing as those
monsters, not the monsters themselves.
2003-08-19 02:52:03 +00:00
cohrs
f97f7a0618 U592 - stuck in the floor
Digging a pit in the location where you're stuck should always free you.
This would not occur if you used a wand of digging to do the digging,
especially if you did so while levitating.
2003-08-18 20:14:18 +00:00
nethack.allison
82e8dd3247 wizmode level teleport via menu
If you answer '?' to the level teleport prompt
in debug mode, you get a menu to choose
from, similar to the control-O print_dungeon
display.
2003-08-17 19:10:52 +00:00
nethack.allison
95e4443c11 message fix for sewer rat from sink
> Getting a sewer rat from a sink when not blind, but can't see it
> (because of boulders, etc.) gives "Eek! There's it in the sink!"
> [<email deleted>]
2003-08-17 14:35:04 +00:00
nethack.allison
c654b2fc02 kicking empty space not bars
> When you kick iron bars, it says "you kick empty space". Maybe
> this should be something more like "you hurt your foot on the
> iron bars" or "the bars resonate with your hit". Something other
> than "empty space". [<email deleted>]
2003-08-16 21:18:30 +00:00
nethack.rankin
8b5d31eb01 fix "singular of null?" warning for info lookup
Guard against the pathological cases of ", <anything>" and
" called <anything>" strings that a user could type in to indirectly
trigger impossible().  Now they'll yield "no info about such things".
2003-08-14 02:40:24 +00:00
nethack.rankin
fad1cd4b88 monster level teleporting fix
From newsgroup discussion:  prevent monsters from level teleporting
to Moloch's Sanctum level unless the invocation ritual has already made it
accessible (same restriction player's character already has).  Otherwise a
monster could pick up one of the invocation items and effectively take it
into limbo, making it become impossible for the player to reach that level.
2003-08-12 06:54:39 +00:00
cohrs
eddeb5a727 some "it" avoidance in killer names
<Someone> reported a couple cases where "it" could show up in killer names.
Chose his suggested fixes which result in short killer names.
2003-08-06 04:59:51 +00:00
cohrs
7dd569f3f1 delayed mimicing appearance change
Back in April, <Someone> reported to the list that when you are
polymorphed into a mimic and #monster, and return to human form while still
mimicing, your appearance does not change.  This was due to a change
between 3.4.0 and 3.4.1 that caused all mimicing to go thru one case and
the code to change appearance was actually never executed.
2003-08-05 17:28:59 +00:00
cohrs
001c2ae58a U234, buglist, and related iron ball bugs
Several bug reports have been filed regarding the use of attached iron balls to
move in ways that are otherwise disallowed: moving diagonally from a
doorway, moving through boulders, squeezing through small openings, passing
over traps and diagonally between boulders on sokoban levels.  Modified
bhit to deal with this.  All these cases now cause the iron ball to stop if
appropriate for your form, level of burden, and so on.  Since both boulders
and iron balls are big, boulders now always stop thrown iron balls,
even if not attached.  Since iron balls don't cause any damage as they pull
you along, I didn't add any damage for the new "jerks to a halt" cases.
2003-08-04 21:37:19 +00:00
nethack.allison
5f9ff08c83 fog cloud shouldn't pummel you with debris 2003-08-03 19:59:34 +00:00
nethack.allison
cedc57b67f another buglist entry
> fog cloud hit uses "it". I was exploring the insides of a fog
> cloud with my fifth level wizard, and cast force bolt at its
> insides. I got the message "The spell hits it. You destroy the
> fog cloud!". Shouldn't "it" be "the fog cloud"? If so, it is
> debatable whether or not the then second "fog cloud" should
> perhaps be "it"... [<Someone>]
2003-08-03 19:58:49 +00:00
cohrs
ad5e58e0de cmdassist for grid bugs
the cmdassist message shows all the valid directions even if you are
polymorphed into a grid bug.  I noticed this when I typed a diagonal
direction as a grid bug and got the dialog, telling me the key I just typed
was valid, but it wasn't.  Limit the keys to those valid for grid bugs.
2003-08-02 22:42:49 +00:00
cohrs
423ad806a3 U571 - access denied message
Since only developers know that "13" is EACCES, try to include the text
message.  I'm not 100% sure the ifdefs are complete, but it can be tweaked
as needed.  This was the only common message in files.c that included errno
so it's the only one I changed.  Of course, "13" is only one of several
possible errno values that might reasonably show up here.
2003-08-02 21:39:57 +00:00
cohrs
c954ee8a10 U555 - solaris compilation bits
- If you have Gnome installed on solaris, the GETRES support wouldn't build.
I don't have access to a solaris system with Gnome installed, but hacked
unixconf.h to force the GETRES code itself to be compiled.  So, I believe the
unixres.c change will work for folks really using Gnome on Solaris.
Whether the rest of the gnome code will build there is beyond me.
- I accidentally left TIMED_DELAY defined and the Solaris build failed.
While solaris has usleep(), this is not part of SVR4 as far as I can tell.
But, SysV does have poll, so I implemented msleep() for SysV systems in
terms of poll.  So, you can now define TIMED_DELAY on any SYSV build.
2003-07-30 23:19:56 +00:00
cohrs
4566de6ac0 U550 - grid bug travel
when travelling and polymorphed into a grid bug, don't move diagonally.
2003-07-30 06:02:13 +00:00
nethack.allison
ee430c5b3e win32gui: # to specifiy numeric count during loot
<email deleted> wrote:
> Windows NetHack graphical Version 3.4.1
> comments: I have been unable to remove or put in partial groups
> of items into a bag of holding or scak. With hethack 3.3.X I
> could put 2 of 3 potions or 3000 of 8000 pieces of gold into the
> bag. The menu persents you with the following options (yn#aq)(n).
> Using # exits the menu and typing in the number you wish to use
> does nothing. The work around is to drop the number you wish to
> not store and put all the remaining into the bag then pick up the
> remaining.
2003-07-30 01:17:12 +00:00
nethack.allison
9804e1a591 clarify a fixes34.2 entry 2003-07-29 12:21:51 +00:00
nethack.rankin
79a3c6d5a4 Schroedinger's cat
Releasing Schroedinger's Cat from a box which is being carried would
place the monster at the coordinates of wherever the box was last on the
floor instead of adjacent to the current location.

     Also, the message sequence

  The housecat inside the box is still alive!
  The large box is empty.

seemed a little strange.  This makes it say "is now empty" when a cat has
just been released.
2003-07-28 09:53:11 +00:00
nethack.allison
0c84601be4 B05002 can open bag then cannot loot it
> Trying to loot a bag on the floor while wielding a cursed
> quarterstaff: "You carefully open the bag... You have no free hand."
> Shouldn't I notice that I have no free hand before even trying?

add freehand() check to able_to_loot()
2003-07-28 03:08:46 +00:00
nethack.allison
ee0d9752f5 move earlier typo fix
move an earlier data.base typo fix from 3.5.0 to 3.4.2. (might as well)
2003-07-25 02:01:59 +00:00
nethack.allison
2213732f1c steed, stethoscope, and a vortex
<email deleted> wrote in rgrn:
> Using a stethoscope while inside a monster (air elemental, vortex)
> and while riding a steed will not let you use the stethoscope
> on your steed. You'll only get the engulfer-monster's stats
> instead of your steeds.

Fix the reported but that prevented stethoscope application to your
steed while engulfed. While the inability to apply your stethoscope
to your steed while engulfed was a code oversight, I think it's a
feature that your ability to use the stethoscope is impacted in the
midst of a swirling, noisy vortex. Make it deliberate with a
two-in-3 chance of avoiding the interference (nine-in-10 chance if
you're a healer who is much more skilled at using a stethoscope).
2003-07-19 16:39:46 +00:00
nethack.allison
43d7d6f27d multiple statues and stone-to-flesh
stone-to-flesh of spot with multiple statues can animate more than one
by using adjacent locations
2003-07-19 12:39:55 +00:00
nethack.allison
9608015ac8 new makemon() flag
add a flag to makemon() to allow monster to be created adjacent to the supplied  coordinates if there is already a monster at the target location
2003-07-19 12:24:32 +00:00
cohrs
39a0544360 B05001 - eating a tin in a stack on the floor
Make sure to splitobj tin.tin before calling bill_dummy_object.
Avoids charging to all the stacked tins when you eat the 1st one.
2003-07-19 03:29:21 +00:00
nethack.allison
11ecff5540 ensure mksobj() always attaches timer
Previously, if mksobj() was called with the 1st argument
having a value of CORPSE, and a second argument (init)
set to FALSE, the corpse would never get a timer attached.
2003-07-18 12:06:08 +00:00
cohrs
17b7bc1bd6 B03008 - stop_occupation while digging in a pit
If you dug in a pit next to a sleeping, angry monster, you'd stop every
turn due to a complex check at the end of dochugw.  It turned out this
was due to a long-standing bug in the special case vision code that failed
to set the COULD_SEE bit for the locations where it set the IN_SIGHT bit.
It looks like the underwater code had the same problem (it didn't set the
bit, obviously there are no pits underwater).  However, the same could
occur if you see the angry, sleeping monster with Xray vision.  In this
case, setting COULD_SEE is not appropriate, so added a mcanmove check to
the complex check in dochugw.
2003-07-14 05:57:11 +00:00
cohrs
3ef8dfe4aa B04007 - invisible steed glyph while chatting and blind
Avoid ever putting an "I" on the hero's location by checking it in
map_invisible().  It appeared there were a few other special cases that
could call map_invisible() for actions involving the steed, so checking there
catches them all.
2003-07-14 00:52:26 +00:00
nethack.allison
f8abb8c8cc B04003 - keep saddle with steed corpse if possible 2003-07-13 13:22:19 +00:00
cohrs
567a501bdd U537 - autosearching while digging a trapped statue
Noticing a statue trap animate should stop your occupation.
That avoids the reported "You hit the  with all your might." message.
2003-07-13 05:17:49 +00:00
cohrs
5314fbe5b6 catchup patch
Looks like I forgot to commit a change to the dev version of fixes34.2.
2003-07-13 01:12:44 +00:00
nethack.allison
3f7873514e B04002 fix for misplaced pet loyalty
<Someone> wrote:
>This _must_ be a bug: if a character leaves a pet corpse in a
>bonesfile, someone getting those bones will receive
>"So this is how you repay loyalty?"  should he sacrifice it, even
>though the loyalty wasn't shown to _him_."

Clear the appropriate fields from the attached monst structure
when loading bones.
2003-07-06 14:13:06 +00:00
cohrs
00c666a80f B04001 - Staff of Aesclepius message while swallowed
Since cansee() is false for all locations while swallowed, need to test if
the monster being hit is the one that swallowed you to ensure that various
artifact hit messages, including the DRLI message, are printed.
2003-07-01 01:33:42 +00:00
cohrs
669633eb21 U491: xorns, digging and pits
Digging a pit while a xorn set the trap time, but falling into a pit did
not.  While lookin at this, it occurred to me that the same inconsistency
might occur while polymorhing from/to a xorn, and there was.
2003-06-30 06:08:06 +00:00
cohrs
fc40ccd7d2 random numbers on linux
Switch the default Linux build behavior to use random instead of lrand48,
since lrand48 exhibits some obviously non-random behavior.  random() has
been in glibc for a long time.  Even if no other changes are made to
nethack's random number generator, this will improve the Linux behavior.
2003-06-30 04:18:29 +00:00
cohrs
b633b91875 SF patch 536615: travel cache
This is derived from the proposed patch and feedback to it.  This applies
the last-position cache behavior without an option, making the behavior
more like it is for interfaces with a mouse, where holding the mouse still
acts the same way as the travel cache.  The code is not #ifdef'd either.
2003-06-30 04:00:14 +00:00
cohrs
00addd7eea SF patch 414711: stethoscope fix
Incorporate the submitted stethoscope fix.
2003-06-30 01:54:23 +00:00
cohrs
21b26e867d shopkeeper geography
From: <Someone>
I dunno if this is relevant  but "Gomel" is actually not in Ukraine but in
Belarus. I am pretty sure because I have been there.
2003-06-26 00:53:10 +00:00
cohrs
a686589b1f guidebook building command
I found that the setting of GUIDECMD sys/unix/Makefile.doc didn't cut
it with groff-1.18.  Also, the command was duplicated in the rule to
generate Guidebook.txt.
2003-06-12 05:16:20 +00:00
cohrs
2a3e8c9fc4 webbing over stairs
Due to limitations in some interface's display capabilities, don't let
polymorphed players web over stairs or ladders.  As a side effect, this
side-steps missing checks for webs when going up or down stairs and ladders.
2003-06-12 03:32:58 +00:00
cohrs
42d336aa94 U393 - jousting puddings into a polymorph trap caused 2 identical new monsters
Because hmon_hitmon caches the monster data type, it needs to update this
whenever the monster might polymorph.  It already did this for potions, but
not for jousting.  There are other more complex ways this could be addressed.
2003-06-08 19:36:45 +00:00