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.
cohrs
2002-07-04 06:36:37 +00:00
7dd72e4ac2
Turn "_" into " ", since "Brave_Sir_Robin" looks yucky. Proper fix is to store name in file.
warwick
2002-07-04 06:26:15 +00:00
da2423c528
Linux and SVR4 don'thave 14-character filename limits. Re-factor the #defines while I'm at it.
warwick
2002-07-04 06:23:42 +00:00
9d51c1853a
cursed daggers thrown by monsters can go thru closed doors based on a bugfix forwarded by <Someone>, check for closed doors and drop the missle before it. I re-arranged the pre checks a bit so m_throw no longer needs to trust the caller to ensure everything is OK beforehand.
cohrs
2002-07-03 06:35:35 +00:00
186a2ccbcf
B01001 <Someone> reported this bug (B01001): "Tower of flame" as cause of death _still_ lacks "killed by" prefix.
nethack.allison
2002-07-03 00:11:22 +00:00
c6ec3e35a7
dropping gold on an altar <Someone> reported that dropping gold on an altar prints no message. As a side effect, gnostic conduct was never affected, which seemed odd; dropping other known objects would still affect your gnostic conduct. While fixing this, I noticed a GOLDOBJ-related bug when dropping gold while levitating.
cohrs
2002-07-02 05:55:23 +00:00
2c277e15d1
R975 - message for charging for items lost in a cursed magic bag The loss message was not always printed due to testing the wrong variable before printing the message.
cohrs
2002-07-02 04:14:59 +00:00
eac7db7278
early directory validation follow-up Don't test file creation on the read-only areas: dataprefix, configprefix
nethack.allison
2002-07-01 22:53:30 +00:00
ea268b5b6f
early directory validation Allow early prefix directory validation to help prevent failed games and lost save files due to incorrect config file settings.
nethack.allison
2002-07-01 22:42:57 +00:00
8d0b3091cb
Clean up win32 emergency exit handling a little
nethack.allison
2002-07-01 12:32:57 +00:00
47d32c6e45
It was possible to terminate the win32 ports late in the user save process, after the save file had already been written by forcing execution of an interrupt handler at one of the termination prompts. This resulted in "You were not healthy enough to survive restoration" and worse.
nethack.allison
2002-07-01 12:28:14 +00:00
a8b7d559cb
axing boulder/statue follow-up <email deleted> Sent: Sunday, June 30, 2002 6:30 PM Subject: Sparks from statue-axing > First, the message given when your axe-handle vibrates is a little > ambiguous; I'd be explicit and include the name of obj. > > More seriously, potions of oil catching light from the sparks are a) a > great idea, but b) slightly broken. They catch light fine, but > snuffing them produces a "del_light_source: not found" > impossible(). (This probably means the same applies to being lit by > fire_damage(), but that's rare enough this hasn't been caught before.) > > (Also, a)pplying a potion of oil to light one identifies its object > type, so lighting one by this means probably ought to as well. And > oughtn't it to be charged for if you don't own it, as light_cocktail() > does?)
nethack.allison
2002-07-01 06:41:08 +00:00
3c043bc008
Make problem of zero-sized .moc file less likely. (<Someone> reported problem that was obscured by an empty .moc file being created in a failed build)
warwick
2002-07-01 05:35:02 +00:00
f3b5cb519f
How to make nhtiles.bmp (and also my little tileedit utility)
warwick
2002-07-01 05:26:57 +00:00
82668439f7
nhtiles.bmp may be needed (eg. Qt windowport)
warwick
2002-07-01 05:23:47 +00:00
a495cf38ad
Fix focus order for playerselection.
warwick
2002-07-01 05:06:56 +00:00
6fc29fb400
Avoid some key handling problems on Mac. (will also be fixed another way in Qt/Mac, but I like to be thorough :-)
warwick
2002-07-01 05:05:04 +00:00
0ad86ebfd9
yet another missing FOUNTAIN spec <Someone> just reported this.
cohrs
2002-07-01 04:21:45 +00:00
fbdc238f33
grateful frozen monsters a frozen (possibly sleeping) monster cannot be grateful unless it wakes up. From a bug report. The pit case can only happen if mfrozen is non-zero, but other traps may leave msleeping set as well.
cohrs
2002-07-01 02:44:26 +00:00
032f701e9d
fix a typo, then -> than
cohrs
2002-07-01 02:27:19 +00:00
a868473df6
feeling monsters while blind and levitating <Someone> reported this during 3.4.0 beta. If you are blind and levitating, unseen monsters are shown as "I", just like when not levitating, but they are never erased after they move, unlike not levitating. Display this case correctly as well.
cohrs
2002-06-30 22:29:58 +00:00
c20cc0eb77
Include reference to new paniclog in README
nethack.allison
2002-06-30 13:37:25 +00:00
fbd986d031
final attributes say riding when you die while dismounting Reported to the mailing list on 5/23. To fix this, u.usteed cannot simply be unset earlier, so I put a check for this special case into enlightenment().
cohrs
2002-06-30 07:11:26 +00:00
532cd83d1f
Guidebook synch with monexplain[]
nethack.allison
2002-06-30 01:10:54 +00:00
d845ae45d8
typos from <Someone>
nethack.allison
2002-06-30 00:59:41 +00:00
2fc940d51e
headstone engraving with wand of digging
nethack.allison
2002-06-30 00:40:30 +00:00
d307fb9de6
axes and boulders
nethack.allison
2002-06-30 00:22:04 +00:00
60f057ff8e
GOLDOBJ zero payment in money2mon backport of fix to slashem-Bugs-566538 from <Someone>. money2mon only makes sense if called with a non-zero amount.
cohrs
2002-06-29 18:04:30 +00:00
d70a3772f3
WIN32: File Save still enabled during #quit disclosure processing > Below is the result of your feedback form. It was submitted by > <email deleted> on Tuesday, June 4, 2002 at 21:04:54 > After alt-Q or F)ile, Q)uitting, it is still possible to F)ile, S)ave your > game. By doing this after you are shown your inventory [fully identified] and > attributes (It must be done before the last "Do you want to view your %1" > dialog is answered--usually conduct), which means you can know what you are > holding-- although it won't be officially identified. But you can use it to > avoid putting on, say, an amulet of strangulation by mistake.
nethack.allison
2002-06-29 17:43:01 +00:00
cbc70f562a
spellcasting level 0 monsters Based on a report from <Someone>, avoid calling rn2(ml) when ml == 0. Since level 0 monster always fail in their spells, just skip the whole loop looking for a good spell.
cohrs
2002-06-29 17:05:18 +00:00
6b47ae351d
more NOCWD_ASSUMPTIONS The NOCWD_ASSUMPTIONS conditional code allows readonly parts of NetHack to be separated from areas that require write-access. This allows the recent panic log needed a prefix.
nethack.allison
2002-06-29 12:44:54 +00:00
c0f63425df
R920: Weird message when stoning quest nemesis Make all the quest nemesis monsters resist stoning so their death messages make sense. Some already did resist. Stoning seems like such a trivial way to overcome a quest nemesis anyway. If it were to be allowed, multiple death messages would be needed in the quests.
cohrs
2002-06-26 15:19:05 +00:00
3db1e7858f
fix crash when using ';' to look at I monsters Reported to the mailing list. If you set your monster symbol options, and use ';' and select a known invisible monster by screen, a crash would occur accessing a null pointer.
cohrs
2002-06-24 05:10:44 +00:00
2daae573a3
<Someone> passed on some OS/2 changes: > <Someone> made several recommendations and has greatly improved the > OS/2 makefile.
jwalz
2002-06-07 22:10:21 +00:00
f5b4406f8d
entering discover mode while restoring a game Reported directly to the list. If you are not the wizard and start nethack on the command line with the -D flag (or -X), the game reports that you're entering discover mode but does not actually do it. The flags.explore in the save file overwrote the new value. Save the flag while reading flags if discover mode was requested.
cohrs
2002-06-07 21:24:52 +00:00
2e2ce4effa
the panic log Add an optional paniclog file, controlled by a new PANICLOG macro that can be used to log all panic and impossible messages. Helpful when people forget to send, or didn't see, the message.
cohrs
2002-06-02 18:49:18 +00:00
ba734ebfa1
fixes catch up
nethack.allison
2002-06-02 14:36:26 +00:00
e996f36748
from <Someone>
nethack.allison
2002-06-01 23:55:07 +00:00
ded027e246
platform-specific options moved in Guidebook
nethack.allison
2002-06-01 23:53:14 +00:00
ac5975ea9d
Fix the "remove_object: obj not on floor" panic I encountered when investigating the report of death due to falling off steed leaving "you were riding" in the final attributes. (This doesn't fix that bug.) Dismounting calls teleds() to put the character on the map and teleds() does various iron ball manipulations, but during level change the ball is removed from the map and those manipulations won't work as intended.
nethack.rankin
2002-06-01 10:32:55 +00:00
761164a30f
Staff of Aesculapius didn't always cure sliming - incorporated <Someone>'s 1-line fix to the precheck
cohrs
2002-05-21 16:14:36 +00:00
7e6f7a40b8
no unfinished stone in minetn-5 - based on a "bug" report, change an unfinished stone to a regular wall
cohrs
2002-05-21 16:02:03 +00:00
94837b78d4
hangups with temp gold in inventory - Implement Michael's suggestion of marking temp gold put in inventory so it can be cleaned up during restore.
cohrs
2002-05-21 05:04:09 +00:00
b0cef1a0e2
R883 - disappearing thrown money this is a !GOLDOBJ bug, the money was not put back into ugold in this case when it was not thrown
cohrs
2002-05-20 05:03:13 +00:00
d62c6eac08
change appearance if polymorphing while mimicing As per <Someone>: > I had a game today where I was polymorphed (by a sink) into a mimic, and > #monster-ed (hid). The symbol on the map for me was ]. Then, I polymorphed > again, this time into a kobold lord -- but the symbol remained ]. This > seems wrong. Handle this similar to the polyman code.
cohrs
2002-05-16 04:02:52 +00:00
25e5208deb
R868 - don't kill paper/straw golems twice longtime bug in damageum, if hero is poly'd to something with fire damage, and hits a paper or straw golem, mondead will get called twice for the monster. Fix this, by working like AD_CURS does no clay golem. Also, make sure no scrolls, et al, get dropped by disallowing a corpse.
cohrs
2002-05-16 03:13:34 +00:00
4c07c88dac
#loot in shop
nethack.rankin
2002-05-15 23:15:39 +00:00
b5276ed2a0
looting containers and monsters There's a check in doloot that's supposed to disallow looting nearby monsters if you loot a container at the current location. But, it only worked if you looted the last container. Make the behavior consistent.
cohrs
2002-05-15 05:10:06 +00:00
b131f0fee6
R870 - shopkeeper grabbing backpack panic fix The worn bits, et al, were not all cleared when the shopkeeper grabbed your pack. This currently affects only alternate (non-twoweap) and quivered objects. This could lead to a panic or a crash.
cohrs
2002-05-14 07:02:50 +00:00
55f3390e5b
special level fountain fix
nethack.rankin
2002-05-03 08:05:56 +00:00
407696c305
worm display bug This fixes a long worm display bug. The bug wasn't really in the worm code, it was in goodpos(). goodpos() could place worm segments on top of one another. If you split a worm when the tail was located on top of the head, the tail would be removed from the screen, making the head seem to vanish.
arromdee
2002-05-03 03:47:39 +00:00
050bc318ba
statue traps From the newsgroup (a little while back): if a statue comes to life and the monster is invisible, you can't see it.
arromdee
2002-05-03 01:59:39 +00:00
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.
cohrs
2002-04-27 23:22:35 +00:00
93c2b69769
R788 - bones corpses shouldn't all be human u.umonnum was used to create the corpse in a bones file. However, unless you're polymorphed and manage to actually die in that form, u.umonnum refers to a role monster, which all have M2_HUMAN set, so they're all human. Even if the role monsters were mutated dynamically when the game starts, the problem would still exist, just in a different form. Use urace to determine the corpse type instead.
cohrs
2002-04-24 05:21:20 +00:00
b1fe51e80b
R765 - minetn-6 could have cut-off downstairs minetn-6 includes a MAP along with the flags that cause it to be cavernous. However, the caverns get generated before the MAP is adde the level. Other similar MAPs have open space on their edges, but there were walls on the lower right edge of minetn-6. Added another column of mostly open space. This level can still get cut-off areas, but the stairs won't be located there.
cohrs
2002-04-24 03:53:10 +00:00
2c26ea1dd5
R809 - newcham message reorganization Add a param to newcham() to let it print "The oldmon turns into a newmon!" rather than always printing this externally. Should ensure a good ordering of the messages. Also put some special name handling in one place and catch a couple cases where "saddled" was printed, resulting in funny messages.
cohrs
2002-04-23 06:15:52 +00:00
7c0e55e6aa
fix diggable luckstone location in minend-3 <Someone> reported that one of the 3 random luckstone rooms in minend-3 was diggable, while the other 2 were non-diggable. Fixed bounds.
cohrs
2002-04-22 04:39:18 +00:00
5b13f62fa3
R792 - crocodile kicking Based on the limited research I've done, it does not appear that crocodiles of any size have legs that can effectively kick doors, chests, et al. They could kick objects, but kicking a monster would be more of a claw attack. It's simpler to just print a message in all cases.
cohrs
2002-04-22 03:58:41 +00:00
310e466162
more portable Gnome uid workaround - incorporate a more portable way of calling the real getres*id() functions on Linux platforms that uses the glibc interface rather than calling the system call directly. The previous version didn't work on ia64 linux.
cohrs
2002-04-21 23:59:52 +00:00
8260da268e
R806 - monsters using teleportation on noteleport levels Bug reported was that Vlad the Impaler never figured out that a wand of teleportation was useless. 1) Rather than change the monst struct, overload the use of the mtrapseen TELEP_TRAP bit to be set when a monster uses teleportation on a noteleport level. This has the side effect of causing the monster to know about teleport traps if they manage to leave the level. 2) reduce chance for monsters to get teleport wands on noteleport levels, since they will otherwise simply be left mostly charged for the player.
cohrs
2002-04-21 23:25:21 +00:00
2089f618d1
Keep README and patchlevel updated with new info
nethack.allison
2002-04-21 21:24:43 +00:00
d79e5a8917
R812 - tty color/inverse video interaction With some TERMs, disabling inverse video also disables color. Work around: explicitly turn off color when turning off inverse video.
cohrs
2002-04-21 19:01:57 +00:00
5bc5910ed8
compilation bits - remove an unused variable in use_pick_axe2 - wiz_debug_cmd needs to return an int like other extended commands
cohrs
2002-04-21 17:43:17 +00:00
b1055ae7c1
Gnome updates (from <Someone> <Someone> Simon) - fix destruction of primary game windows - One, it makes the color of the cursor box dynamic (these are the gnmap.c changes), based on hp/hpmax (continuous colors white -> yellow -> red -> magenta rather than discrete like in Qt). - Two, it adds a new window, NHW_WORN (all the other changes and new files gnworn.[ch]), placed at the end of the first row, to the right of the status, with tiles of all the items currently equiped. I had to change the spacing of the first row (no longer homogeneous) to accomodate this, but I think it still looks okay. It's mostly like the Qt version but the equiped items are in slightly different places, and a bit more compactly (added quiver, ball/chain, monster skin armor; see the definition in gnworn.c for the layout).
cohrs
2002-04-21 17:09:34 +00:00
b1c191cf85
prevmsg followup The patch by <Someone> assumed TTY_GRAPHICS was defined. That broke environments where it wasn't, such as win32 graphics.
nethack.allison
2002-04-21 13:36:38 +00:00
31e40def94
(from <Someone>) Allow someone to resume their game by clicking on a saved game, if they have an association set up.
nethack.allison
2002-04-21 13:22:57 +00:00
20694eb254
patchlevel follow-up bit
nethack.allison
2002-04-20 14:28:24 +00:00
91b2bab5d5
R804 - fix crash caused by looking at a unique boulder symbol The code only handled the case where the boulder symbol was non-unique. Add code to handle the case where the boulder sym is the first match.
cohrs
2002-04-19 02:28:20 +00:00
d493eb8d90
(from <Someone>) The pet image was garbled because it was reduced to the size of the pet mark bitmap in the function that draws pet mark transparently over the pet tile (32x32 image was reduced to 16x16 and then stretched again)
nethack.allison
2002-04-18 22:11:34 +00:00
f0aabe8460
discovery of enchant weapon scrolls
nethack.rankin
2002-04-18 02:26:09 +00:00
97e393aa05
naga hatchlings growing up This was reported on the newsgroup.
arromdee
2002-04-17 00:12:02 +00:00
841db8164d
Get rid of some win32 warnings from recent patches mhmenu.c(798) : warning C4101: 'dtp' : unreferenced local variable mhmenu.c(1273) : warning C4101: 'wbuf' : unreferenced local variable mhmenu.c(1290) : warning C4101: 'drawRect' : unreferenced local variable mhmenu.c(1289) : warning C4101: 'dtp' : unreferenced local variable
nethack.allison
2002-04-16 21:40:55 +00:00
2490b10b65
pre-known Fake Amulet of Yendor the change to xname to lazily reset known on objects after DRIN attacks, need not change the FAoY. the_unique_obj already handles this
cohrs
2002-04-16 04:57:51 +00:00