When picking up from floor or removing from container fails because there aren't any inventory slots available, pickup/take-out stops. But the message |Your knapsack can't accomodate any more items. is inaccurate if there is gold beyond the stopping point. Actually continuing in order to pickup/take-out gold would require substantial changes, but varying the message to be |Your knapsack can't accomodate any more items (except gold). when stopping is a one line fix. The parenthesized remark is only added if there is actually some gold after the current object and is given regardless of whether autopickup happens to be targetting it. Fixes #246
59 lines
2.5 KiB
Plaintext
59 lines
2.5 KiB
Plaintext
$NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.17 $ $NHDT-Date: 1575542023 2019/12/05 10:33:43 $
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General Fixes and Modified Features
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-----------------------------------
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fix compile when DLB isn't defined
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hero polymorphed into a vampire can use #monster to shape-shift rather than
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just do a one-shot polymorph into bat/cloud/wolf and shifted vampire
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hero can use #monster again to take on another form (randomly chosen
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among the shiftable shapes and true vampire form)
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adjust bones filename buffer sizes to accommodate suffix
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fix internal self-recover to work with recent fields added to checkpoint file
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improvements to pronoun usage when hallucinating
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message "your knapsack can't accomodate any more items" when picking stuff up
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or removing such from container was inaccurate if there was some gold
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pending; vary the message rather than add more convoluted pickup code
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Fixes to Pre-3.7.0 Problems that Were Exposed Via git Repository
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------------------------------------------------------------------
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Platform- and/or Interface-Specific Fixes
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-----------------------------------------
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General New Features
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--------------------
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if a killer bee encounters a lump of royal jelly and there is no queen bee on
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the level, the bee will eat the jelly and become a new queen
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automatic annotation "gateway to Moloch's Sanctum" for vibrating square level
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once that square's location becomes known (found or magic mapped);
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goes away once sanctum temple is found (entered or high altar mapped)
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savefile: add support to deconstruct internal data structures down into their
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individual fields and save those fields instead of the entire struct
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savefile: use little-endian format for fields where that makes a difference
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replace build-time level compiler and dungeon compiler with run-time loading of
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the dungeon and level descriptions and interpreting them via LUA
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split off some of the functionality that was in makedefs (compiled-in options
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build date/time, etc) so that it can be built by a cross-compiler
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and accessed on the target platform
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replace quest.txt and associated conversion to quest.dat via makedefs with
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lua quest texts loaded at runtime
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Platform- and/or Interface-Specific New Features
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------------------------------------------------
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NetHack Community Patches (or Variation) Included
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-------------------------------------------------
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Code Cleanup and Reorganization
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-------------------------------
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move majority of global variables into instance_globals struct g
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move zeroobj, zeromonst, zeroany into const_globals struct cg
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remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR
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