2abfb12144
U1182 - Can drink from sink while engulfed The same occurred for fountains and drinking surrounding water while underwater. I also added a !Levitation check for sinks, like already exists for fountains. I cannot believe sinks are taller than an altar, and if you can't pick up stuff from an alter while levitation, it stands to reason you cannot drink from a sink then either.
cohrs
2004-11-29 19:01:31 +00:00
eaae10c837
fix #U782 - undead turning in a shop [trunk only]
nethack.rankin
2004-10-22 01:04:34 +00:00
467d35d9e4
two grammar bits
nethack.rankin
2004-10-16 01:07:46 +00:00
e51713bccf
prevent a panic splitbill: no resident shopkeeper Patch was sent in by <Someone> on Sep 8: This bug causes a number of impossible messages (starting with splitbill: no resident shopkeeper??)
cohrs
2004-10-03 22:14:36 +00:00
a6bff50803
X11 map scrolling behavior [from Steve VanDevender] This isn't really a bug, but I find it does make the map scrolling in the generic X11 version a lot less distracting. The original behavior produces certain boundaries where, when the cursor moves back and forth across that boundary, the map scrolls with each crossing. This is particularly annoying in places like Sokoban where the player makes that kind of movement frequently causing large jumps of the map each time. Changing the border and delta constants in winmap.c as below eliminates that behavior, as well as making the cursor easier to track by tending to recenter it whenever the map shifts.
cohrs
2004-10-03 22:04:20 +00:00
4c9d161953
missing scrollbar in X11_display_file [from Steve VanDevender] It appears that the Athena text widget in recent XFree86 distributions does not properly honor the XawtextScrollWhenNeeded flag, so the text widget created by X11_display_file() does not have a vertical scroll bar when the text does not entirely fit in the window. I have seen this bug in XFree86 versions from 4.0.2 through 4.3.0. Using XawtextScrollAlways for the vertical scrollbar ensures it will always appear.
cohrs
2004-10-03 21:59:18 +00:00
e0c659435f
Mac Carbon addition
kmhugo
2004-08-10 05:54:25 +00:00
f4322a56fb
Mac Carbon updates
kmhugo
2004-08-10 05:37:41 +00:00
3b2efac99c
Mac Carbon addition
kmhugo
2004-08-10 05:20:33 +00:00
7b42eff8d1
C340-18 redux Fix the test of otrapped in ohitmon pointed out by <Someone> that was causing my previous fix to do the exact opposite of the intended behavior.
cohrs
2004-08-07 16:06:58 +00:00
2ad0b6ea0c
fractured rock descriptions
nethack.rankin
2004-08-03 03:40:08 +00:00
fa345979d4
fix "dropping Medusa's corpse down the stairs"
nethack.rankin
2004-08-03 02:37:44 +00:00
5d72e0be52
Make "black" characters visible. Stop RIP window maximizing (C syntax!). Make Cancel button more sensible.
warwick
2004-07-01 18:21:51 +00:00
c91ac3274c
fix U1079 - loss of water walking over lava
nethack.rankin
2004-07-01 01:28:18 +00:00
74c5d3f004
hostile djinni from potion
nethack.rankin
2004-06-29 02:06:36 +00:00
87507aed42
water flow into pits (trunk only)
nethack.allison
2004-06-08 11:06:44 +00:00
baf8d3f416
invisible troll revives and can appear visible Play a character without see invisible. Wear speed boots. Generate a troll. Zap it with a wand of make invisible. Kill it. Stand on the same square and wait for it to rise from the dead. It will appear as a 'T'. Hitting it then produces the normal "Wait, there's something here you can't see!" [ incorporate slashem-Bugs-951439 fix ]
cohrs
2004-06-07 19:07:55 +00:00
733b936f38
name followup (trunk only)
nethack.allison
2004-06-07 00:16:32 +00:00
13e9e30acc
#U986: <email deleted> wrote on Sunday, April 4, 2004 at 20:27:06: > On occassion when restoring a game where the > character is wielding Sting, floor glyphs > will show up before the --more-- prompt. > These floor glyphs usually correspond to the > location of monsters (sometimes they are just > cavern features such as walls). Some of these > floor glyphs are not in the character's line > of sight upon restoring.
nethack.allison
2004-06-04 03:56:27 +00:00
71ffb22812
monsters using teleport traps While trying in vain to find code that would cause the reported priest-on-players-location behavior, I did find that the code to find a usable teleport or similar trap was disallowing lots of locations due to an && that should have been an ||.
cohrs
2004-05-26 15:49:49 +00:00
1616f26ce8
U979 followup - mimic mimicking a boulder on Sokobon hole The previous change only affected mimics that started mimicing after the level was created. This change tries to perform a similar behavior for randomly placed mimics that are forced to mimic a boulder on special levels. In this case, since the symbol is fixed and the location is "random", try several times to find a non-trap location for such a mimic.
cohrs
2004-05-25 18:20:35 +00:00
13abd42d6a
U979 - mimic mimicking a boulder on Sokobon hole On mazelike levels, mimics will mimic either boulders or statues (of giant ants, as it turns out). However, it does not make sense to mimic a boulder on a hole or even a pit, since boulders would typically fall in. Also, statues are not typical objects in Sokoban. So, skip statue special case in Sokoban and always avoid the forced emulation of a boulder when on a trap location outside a room. This is a bit drastic, but I couldn't think of an argument for adding the code to do this only for pits, holes, et al, which are the most likely traps outside rooms anyway.
cohrs
2004-05-24 22:07:18 +00:00
f92ac0c25c
CE patch (from <Someone>)
nethack.allison
2004-05-24 14:21:15 +00:00
1715ce50b9
Wrong weight of corpses on special levels Incorporate a fix from <Someone> related to slashem-Bugs-916544. The weight was not recalcuated after changing the corpsenm.
cohrs
2004-05-22 18:23:59 +00:00
9620eefd50
shapechanger hit points (trunk only)
nethack.rankin
2004-05-22 03:24:23 +00:00
1fbd886068
U1047 - mimics mimicking closed doors on the rogue level Since the rogue level does not have closed doors, mimicking one there makes no sense. Similar to what wand of locking does there, make mimics that end up there mimic a wall instead of a door.
cohrs
2004-05-22 01:10:01 +00:00
c6d488fb8d
U1041 - monster hidden under a corpse not displayed immediately when it rots There was already code to ensure that if a hidden monster moved, it would no longer be hidden. However, if the monster is asleep or whatever under a rotting corpse, when the corpse rotted away, the monster would not immediately become detected. Add a check to the rot code before the newsym.
cohrs
2004-05-21 21:33:19 +00:00
0414c09c7a
U917 - floating above unknown stairs Attempting to go > while blind and floating over unknown stairs/ladder would refer to the stairs in the "high above" message (however, the stairs/ladder remained unidentified on the map). Change this case so it only refers to stairs/ladder if that's what the hero remembers on the map.
cohrs
2004-05-21 21:20:16 +00:00
6dc1bbd544
giant carrying boulder dies while trapped in a pit (trunk only)
nethack.allison
2004-04-11 18:39:14 +00:00
1194454b2f
lifting vs removing
nethack.allison
2004-04-11 15:34:04 +00:00
0e6afc5f34
nethack man page followup fix a spelling mistake the spell checker didn't catch
cohrs
2004-03-27 05:07:17 +00:00
b5faab3a4a
typo in U897 change in the process of merging my change into the source, the "=" got lost
cohrs
2004-03-27 05:03:07 +00:00
019837d03f
U897: kicking while in the air If you kick something while in the air (i.e. on the Air level or while in a bubble on the water level), 1) greased objects were treated specially and 2) messages were given about the object sliding. - add checks for kicking in the air, and always increased distance a bit (I didn't add any checks to deal with the transition from air to water or visa versa) - don't set the flag that causes the "slides" message in these cases either
cohrs
2004-03-26 19:26:37 +00:00
607f63e5fd
score wrapping band-aid This patch simply keeps the score from wrapping by capping it at LONG_MAX. If someone wants to change the score to be unsigned, some changes will need to be made to tweak this code (and use ULONG_MAX instead). I'm assuming that our platforms all have limits.h.
cohrs
2004-03-26 18:28:28 +00:00