442 lines
26 KiB
Plaintext
442 lines
26 KiB
Plaintext
$RCSfile$ $Revision$ $Date$
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General Fixes and Modified Features
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-----------------------------------
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change the dreaded "Stop eating?" to "Continue eating?" with default "no"
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setmangry should not be called when a monster enters a bones region
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bad capitalization of msg when charging for something that catches light
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missing opthelp for use_inverse
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Never say "It moves only reluctantly"
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expert fireball/cone of cold could not target a monster seen only with
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infravision or ESP
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display "lotus juice", not "lotu juice" for the fruit juice name
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only humanoid angelic minions should get/use sword and armor
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paper, straw and wood golems resist cold
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the options lootabc, showrace, travelcmd, and runmode are now saved
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use mons[] array offsets in mnum field in save file rather than storing
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the ptr and calculating the distance from beginning of array
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two-weapon combat makes two attacks instead of having one attack hit with
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each weapon
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apply weapon skill to-hit bonus or penalty to bare-handed attacks
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only give monk's "cumbersome armor" message when the armor penalty causes
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an attack to miss
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dust vortex-induced blindness should kick in immediately when blindfold
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is removed or glop is wiped off
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prayer/unicorn-horn won't fix blindness while still engulfed in a dust
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vortex since it will just return immediately
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being confused and reading cursed scroll of charging drains your energy
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class genocide recognizes species name as an example of the class to
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genocide (Martin Snyder)
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internals: use Is_box rather than explicitly checking what it checks
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fix some unreachable messages (either make then reachable or remove them)
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can quiver coins when GOLDOBJ is defined
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make #loot behave same for GOLDOBJ as for !GOLDOBJ
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for GOLDOBJ, can pick gold up into $ when all 52 letters are in use, and
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can pick non-gold up into unused letter when gold uses one of 52 slots
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grammar, spelling and other typos
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keep various delayed killers separate to avoid mixed up messages
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don't place randomly-placed aquatic monsters in lava on special levels
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hiding monsters don't hide under cockatrice/chickatrice corpses
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"sound" option renamed to "acoustics"
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deafness now a full-fledged attribute
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water should flow into pits from broken wand of digging and drum of earthquake
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objects that fall thru trapdoors, et al, can break on impact
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support engraving in blood in special level files
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many instances of physical damage were not taking Half_physical_damage
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into account when reducing your hitpoints
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make it possible for the code to recognize your starting pet throughout the
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game via is_starting_pet(mon) macro
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healers notice when a wand of undead turning revives a monster so the
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wand is then identified
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update display if bestowed a spellbook while unable to see invisible self
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use small pool of static buffers for mon_nam() and Monnam()
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Acknowledge Schroedinger's cat at end of game
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grammar fixes for applying stethoscope to corpses and statues
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player polymorphed as a ceiling hider cannot reach the floor, but
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automatically unhide on #sit
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trappers do not hide on the ceiling
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non-magical whistles do not work underwater
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try to restrict whistles and musical instruments to monsters that can blow
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thrown potions can sometimes hit a steed's saddle
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sync default documentation of "null" option with the code
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tripping over a cockatrice corpse didn't petrify, even when not wearing boots
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do not call swamps on the Juiblex level "moat" when freezing or drowning;
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likewise for Plane of Water when drowning
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keep score from wrapping around and becoming negative by capping it
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kicked objects do not slide when on the air or water levels
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when a giant carrying a boulder dies in a pit, ensure that the corpse is
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buried under the filled pit
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when blind and levitating > shouldn't say "stairs" if player has not seen them
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a slow-moving monster hidden under a rotting corpse was not immediately
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displayed when the corpse rotted away
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mimic that ends up on the rogue level should not mimic a closed door
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mimic should not mimic a boulder while on a pit or hole location
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reviving invisible troll could appear visible until it moves
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adjust some of the shop repair messages
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charge for reviving a shop owned corpse or reanimating a shop owned statue
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filled trap doors on castle can be re-dug
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message order when swapping places with a pet (e.g. into a trap), also use
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different term instead of "displace"
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flyers can get out of pits more easily than non-flyers
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allow use of the < command to try to exit a pit
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clean up messages when you stop levitation while riding a flying steed
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account for all attacks when determining max_passive_dmg
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dipping in acid can erode the dipped object
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various actions--such as enchanting--performed on an unpaid shop object
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either force the hero to buy the item (when its value is lowered) or
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increase the current bill (when its value is raised)
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adjust health threshold where wounded hero will be healed by successful prayer
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prevent lose-level+regain-level cycle from arbritrarily boosting HP and Pw
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prevent polymorphing into "new man" at low level from magnifying HP and Pw
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losing a level while polymorphed affects hero's current monster HP as well as
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underlying normal HP
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mind flayer brain eating is subject to certain fatal targets and to cannibalism
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mind flayer can't eat brains of ghost or shade
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corpses of unique monsters in bones behaved incorrectly if revived or eaten
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fix pluralization for "this tin smells like mother-in-laws" when hallucinating
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try harder to keep pluralization straight when user assigns an already plural
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value for named fruit
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avoid false matches when looking up fruit names ("grapefruit" isn't "grape")
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handle pluralization of man-at-arms and singularization of men-at-arms
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assigning an artifact name is rejected on objects with similar description to
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corresponding artifact's type rather than just those of the same type
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adjust feedback for gas spore explosion when hallucinating
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traps detected by scroll or crystal ball overlooked carried or buried chests
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can't wish for a trapped box/chest/tin by specifying "poisoned"
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grammar bit if killed by stealing a cockatrice corpse from a monster
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being petrified by swallowing a cockatrice violates foodless conduct
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devouring Medusa whole is fatal
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eating pet won't continue eating after becoming paralyzed or falling asleep
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randomize shopkeeper names when hallucinating
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fix wording for "leprechaun steals gold from between your feet" when mounted
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fix monsndx panic which happened after currently moving monster expelled
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swallowed hero onto magic trap and was made tame by its effect; taming
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no longer replaces monster
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reduced message verbosity when re-entering a temple
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reduced message verbosity when monster with multiple attacks missed wildly
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putting on a never seen ring while blinded won't make the ring a discovery
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zapping a never seen wand while blinded won't make the wand a discovery
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zapping an unID'd wand of teleportation at self will discover it (usually)
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zapping unlocking magic at self while punished will remove attached chain
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don't see objects or read engraving when hero changes location (random
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teleport) or position (levitation timeout) while asleep or fainted
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polymorphed spellbooks may turn blank or be too faint to read
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avoid inappropriate message when using a cursed lamp while blind
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player polymorphed as a guardian naga spit the wrong kind of venom
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put #define for potion occupant chance and cursed wand zap chance in one place
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candles should not be fireproof
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recognize most instances where hallucinatory monster name should be treated
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as a personal name (to avoid "the Barney") instead of a description
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avoid giving misleading or redundant feedback when reading scrolls
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custom arrival message for special levels could be delivered too soon
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custom arrival message for special levels now supports quest text substitution
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prevent scroll of charging that has already disappeared from showing in the
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picklist of things to charge
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doors break instead of absorbing the blast of a broken wand of striking
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avoid "Something's in the way" message with unidentified wand of locking
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better handling for Fort Ludios and endgame in wizard mode's `^V ?' menu
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no free lunch for gelatinous cubes eating scrolls of mail
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eating gold in front of the vault guard will make the guard angry
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calculate engulf time differently for non-digestion attacks than for digestion
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preform autopickup and/or report on objects at the spot when a failed #untrap
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attempt causes the hero to move onto a trap's location
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thrown silver weapon hitting silver-hating poly'd hero got double silver damage
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wielded silver weapon hitting silver-hating poly'd hero lacked silver message
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don't welcome the hero to Delphi if the Oracle was angered before first entry
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shopkeeper polymorphed into animal form can no longer speak
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don't give attribute adjustment messages ("you feel wise") unless the current
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value actually changes
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meditating monsters stop meditating when affected by something which wakes
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sleeping mosnters
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monsters capable of hiding can't do so when trapped or while holding you
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limit recursive calls to spoteffects (poly'd hero fell into water, reverted
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to human because of it, fell into same water, then crawled out twice)
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ensure that the punishment ball and chain make it into the save file after being
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temporarily orphaned from the normal chains in the swallowing code
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charge for thrown wand that shatters into a thousand pieces in a shop
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wielded light source susceptible to water gets extinguished when weapon rusts
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don't discover unknown bag of tricks when monster it releases is undetected
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make region ttl field a long instead of short to get rid of lint warnings
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about a possible loss of data
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pushing a boulder onto a level teleporter trap could issue repeat messages
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if shopkeeper or priest gets teleported while inside his shop or temple,
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give locations inside that room preference when choosing destination
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tame/peaceful grabber/engulfer will release hero after conflict ends
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make changes in hallucination be reflected by changes in mimickery feedback
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add Unaware pseudo-property to suppress various messages while unconscious
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missile which kills engulfer will now be placed prior to hero's return to map
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bugles affect all monsters to some extent
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nurses are affected if player is polymorphed as a cockatrice
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getting a particular rotten food result can't make attempting to eat a
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corpse of one of the Riders be survivable
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pad shortest rumors to improve distribution of delivered rumors
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wake up sleeping steed when putting on saddle or mounting
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stop wielding cockatrice corpse which triggered own death followed by life-save
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format various prompts to avoid "Query truncated" entries in paniclog
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for inventory display, include cost info on hero-owned containers holding
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shop goods
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shops now claim ownership of items created by using an unpaid horn of plenty
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shopkeepers shouldn't refer to non-male character as "cad"
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tweak levitation timeout if trap is being triggered on same turn it is to end
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if Rider corpse revival fails, usually try again later instead of rotting away
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worn item transformed by polymorph remains worn if feasible
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can't dip or apply grease to a worn item that's covered by another worn item
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hero poly'd into stone golem and wielding cockatrice corpse casts stone-to-
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flesh at self to become flesh golem will revert to stone if no gloves
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demon lords/princes can't be summoned to the elemental or Astral planes
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same-race sacrifice can't damage high altars
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allow corpses on floor to be offered at high altars
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allow hero to attempt to offer the Amulet at ordinary altars
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shooting range for crossbow isn't affected by strength; multi-shot volley is
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right-handed boomerang throw travels counterclockwise
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monsters can use ranged attacks over/around boulders, same as hero
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can't drop part of a stack of N weapons welded to hero's hand
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pickup still accepts m as command prefix, but now rejects F,g,G,M,numpad 5
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scatter piles of kicked gold rather than move the entire pile at once
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#jump attempt fails if mounted on sleeping steed; jumping spell still works
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if normal game save file is restored via `nethack -X', restore in normal
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mode--with save file deletion--and require confirmation ala 'X'
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command to make deferred switch into explore mode
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stethoscope applied to hiding mimic will bring it out of hiding
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rephrase "<artifact> evades your grasp" message if artifact is already held
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artifacts which subsequently evade your grasp/control after already being
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worn or wielded become unworn/unwielded
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hero with lycanthropy is vulnerable to silver in human form as well as beast
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changing alignment or shape triggers a check for equipment evading hero's grasp
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passive fire effects can damage attackers weapons
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wielded bow shouldn't affect outcome of kicked arrows
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ranged polearm hit can divide puddings and can use confuse monster effect
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charge for kicked shop-owned food if it gets used up taming a monster
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give better feedback when thrown shop-owned food gets used up taming a monster
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effect of negative AC on damage received was calculated differently than
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normal when deciding whether hero poly'd into pudding would split
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unicorn horn produced by revived monster will polymorph as if non-magic
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stone-to-flesh on any golem statue or golem figurine creates flesh golem
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stone-to-flesh which activates shop-owned figurine entails shop charges
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make giants be less likely to be randomly generated in Sokoban
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bear traps dish out some damage on initial entrapment
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bear traps and webs are harmless to water elementals
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hero with polymorph control and inflicted with lycanthropy can specify own
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werecritter or human werecritter monster types as polymorph target
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hero undergoing semi-controlled polymorph won't also undergo sex change
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when doppelgangers taking on new shape don't specifically pick nasty monster
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or role monster, bias the random form towards humanoid
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salamanders can use green slime corpses to cure themselves of petrification
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feedback about summoned monsters may use singular when it should use plural
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rogue's backstab bonus doesn't apply for throwing attacks
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hiding monsters who are unhidden when hero leaves a level can hide upon return
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touching a pile of objects while blind affects hero even when the pile is
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big enough to give "there are many objects here" and not list them
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explosion while engulfed only affects engulfer and hero, not adjacent monsters
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eliminate case-sensitivity when converting words from singular to plural and
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vice versa, so some failing wishes like "Gauntlets of Power" now work
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breath attack directed at self by poly'd hero always hits
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override non-silver vs shades for artifacts which deal extra damage to undead
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assorted mirror fixes--mainly visibility issues
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some monsters can't be strangled; self-polymorph can stop/restart strangulation
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re-adjust gem generation probabilities when revisiting existing dungeon levels
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kick evasion shouldn't move monsters through walls
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kick evasion and jousting/staggering blows shouldn't move grid bugs diagonally
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#untrap didn't check whether hero could reach the ground
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digging/chopping a closed drawbridge message mentioned digging a "wall"
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attacking via applied polearm now honors the "confirm" option
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engulfer under influence of conflict or confusion could swallow monster at
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water/lava/trap spot and not be affected by destination til next move
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unicorn horn restoration no longer overrides sustain ability characteristic
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hider monster revived from corpse would start out hidden (even if own corpse
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was only object around to hide under)
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fix sequencing issues with dropping #invoked Heart of Ahriman
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applying an unpaid stack of potions of oil forced hero to buy all of them
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instead of just the one which got split off and lit
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sometimes when hero is forced to buy an unpaid shop item its price changed
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monster could attack with a polearm even after attempt to wield that failed
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sometimes got "you trip over it" after intervening messages following the
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one which described "it"
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wizard mode: WIZKIT wishes could overflow inventory's 52 slots
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when loading bones files, censor suspect characters from player-supplied
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strings such as pet and fruit names
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can't swap places with tame grid bug when moving diagonally
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can't move diagonally through a long worm's body (can still fight that way)
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require confirmation to read a scroll of mail if doing so will be the first
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violation of illiteracy conduct
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using F to force an attack towards a boulder gave "you attack thin air"
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random "treasure drop" upon monster's death bypassed dropping side-effects
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melted ice on Valkyrie quest should be pool, not moat
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some variations of attempting to use open or close commands on a drawbridge
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didn't give drawbridge-specific feedback
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tin contents can now sometimes be accessed on the same turn that the tin
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starts being opened; when not, the opening feedback is more accurate
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Nth adjustment of feedback when observing a pet eating
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monsters who want the Amulet won't attack temple priests to try to get it
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it was possible to generate an object of 0 gold pieces by dropping 2**32 gold
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wizard mode's sanity_check option missed nested containers and migrating mons
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always update map display and use up turn if open or close command attempted
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while blind reveals change in door state or discloses non-door spot
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secret door detection's trap finding is no longer blocked by water or clouds
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on the Planes of Water and Air
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potion thrown by monster which hit a long worm's tail gave feedback about
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hitting its head
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implement energy vortex's previously unused energy drain attack
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changing alignment type resets alignment record to 0 (nomimally aligned)
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while polymorphed, suppress attribute gain/lose earned by pre-poly exercise
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wizard mode #monpolycontrol prompting asked about "it" when monster was unseen
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reprompt if player fails to make a menu choice during inventory identification
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seen eels who were stuck in isolated pools would never re-hide
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can no longer get both strength and resistance from eating one giant corpse
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aborting key/lock pick usage via ESC at direction prompt no longer use a move
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when probing from inside an engulfer, "not carrying anything" overlooked hero
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wearing or removing an amulet of restful sleep clobbered permanent sleepiness
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Platform- and/or Interface-Specific Fixes
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-----------------------------------------
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unix: new -wwindowtype option
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unix: don't clobber old level files if 2nd hangup/disconnect occurs while
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reconnected user is responding to the "destroy old game?" prompt
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win32gui: better handling of "more" prompt for messages that would have scrolled
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off the window
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win32gui: set correct checkmark on "Lock Windows" menu item on startup
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win32gui: redraw message window on resizing (it does not update properly otherwise)
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win32gui: fixed copy/paste error in read registry settings function
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win32gui: improved calculation of the size of the menu window
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win32gui: made auto-arrange windows on/off option (it was reset automatically
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which was unintuitive and in some cases annoying
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win32gui: fix a possible crash with AltGr-4 WM_KEYDOWN handling
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win32gui: use whatever alternate tile set is loaded in the menus
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win32tty: prevent early error messages from flashing by too fast and not seen
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win32tty: work around problem where display symbols were wrong or unrecognizable
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on systems where the default language for non-Unicode programs was not
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set to "US English" - courtesy Ray Chason
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win32tty: work around problem where some characters did not show up if the
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console code page was other than 437
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platforms that support hangup: SAFERHANGUP to avoid losing objects in transit
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between lists when hangup occurs, and also avoid cheats due to
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well-timed hangups to stop a long melee
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X11: support dynamic switching of map mode via tiled_map option
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X11: added support for hilite_pet to text map mode
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General New Features
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--------------------
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burying a punishment ball no longer ends your punishment
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#tip command--pay a modest gratuity
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add clicklook option to allow looking at things on the display by clicking
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right mouse button when floating mouse pointer over them
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Izchak's lighting store is now able to stock oil for your lamp
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provide core support for saving of messsage history in save file
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the following actions can now be continued after save/restore: digging,
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eating, studying, removing armor
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hero-created and monster-created ice will eventually melt away
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extend Warning to include ice danger
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wishing for particular variety of tin contents (deep fried, broiled, etc.)
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debug-mode wishing for random monster(s) via '*'
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debug-mode viewing of fully identified object descriptions without
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actually identifying the objects
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health-food store that stocks monk-appropriate foods in mine town when monk
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give more information about your attributes in debug mode
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polywarn to give intrinsic monster detection of limited species while polymorphed
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rocks can skip on the water sometimes allowing them to pass over water creatures
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vampires can now shapeshift into bats and fog clouds; the latter can be done at
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will to slip through locked doors
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shapeshifted vampire will transform back to vampire form after you defeat it and
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continue to fight in its native form
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container lknown flag for locked/unlocked/broken awareness
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container cknown flag for container content awareness
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plname is stored in the save file on all platforms now
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introduce support for negation of role, race, align, gender values to eliminate
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them from random selection and the pick list of startup choices
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some intelligent pets will avoid cannibalism
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keep track of which monsters were cloned from other monsters
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cloned and revived monsters become worth fewer points than ordinary ones
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number_pad:3 run-time option to use inverted phone keypad layout for movement
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number_pad:-1 to swap function of y and z keys; z to move NW, y to zap wands
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display spell retention information in the spell menu
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tame ghouls can eat old eggs
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new effect for reading a scroll of light while confused
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allow digging an adjacent pit with wand of digging while trapped in a pit
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#terrain command for debug mode
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digging can activate or disarm some types of traps
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some monsters can eat tins in addition to corpses to cure some ailments
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add Roderick Schertler's pickup_thrown patch
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add ability to sort the list when viewing known spells with '+' command
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describe magic cancellation from worn armor in enlightment/end-of-game feedback
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disclose half physical and/or spell damage in enlightment/end-of-game feedback
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rephrase see invisibility enlightenment feedback when unable to see at all
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add atmospheric sound messages for temples
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sometimes give announcement message when monsters teleport to hero's vicinity
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obsolete config file keywords: GRAPHICS, OBJECTS, TRAPS, EFFECTS
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deprecated options: IBMGraphics, DECGraphics, boulder
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new options: symset, roguesymset for choosing a symbol set from the symbols file
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new config file keyword: SYMBOLS for overriding character symbol values by name
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opening magic frees from bear traps and webs, activates trap doors
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closing magic activates bear traps and webs
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locking converts a hole into a trap door; striking does the opposite
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add Malcolm Ryan's Statue Glyphs patch
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lembas and cram never rot unless cursed
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multiple squeaks for squeaky boards
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include time, user ID, and play mode in paniclog entries
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add oracle and rumor regarding priestly donations
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anti-magic traps have alternate effect on targets who have magic resistance
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the Amulet can be offered to Moloch
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javelins and spears now share the same weapon skill
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all stackable weapons are capable of being thrown/shot for multi-shot volleys
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worm teeth and crysknives have become stackable
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improved container interface
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acid can destroy iron bars
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OPTIONS=playmode:normal|explore|debug to choose mode without command-line
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score bonus for ascending is reduced or denied for changing alignment
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player can give a monster class when asked for type of monster to poly into
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likewise when asked about type for #monpolycontrol
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scroll of taming/spell of charm monster now gives some feedback
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doppelgangers can take on the shape of alternate roles' quest guardians
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pile_limit option to control when to switch to "there are objects here"
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vs listing objects on floor when hero goes over objects while moving
|
|
some monsters will use fire to prevent selves being turned into green slime
|
|
add `#vanquished' debug mode command
|
|
C and #name commands are now same and use menu to choose monster vs object
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|
hallucination provides partial protection against gaze attacks
|
|
attempting to read "dull" spellbook might cause hero to fall asleep
|
|
dipping prompt is more precise
|
|
using F to attack wall/boulder/statue while wielding pick digs/breaks target
|
|
shapechangers shouldn't receive starting inventory of their initial shape
|
|
streamline old ^X output and integrate it with enlightenment feedback;
|
|
new ^X output includes expanded form of abbreviated bottom line info
|
|
"killed by X" becomes "killed by a chameleon imitating X" when appropriate
|
|
eating disenchanter corpses is now considered risky
|
|
|
|
|
|
Platform- and/or Interface-Specific New Features
|
|
------------------------------------------------
|
|
pcmain: check for dlb_init failure rather than relying on dungeon open failure
|
|
win32gui: support perm_invent
|
|
win32gui: menu option to add/remove windows captions
|
|
win32gui: support for saving/restoring message history
|
|
win32gui: added menu options "Copy ASCII Screenshot To Clipboard" and "Save
|
|
ASCII Screenshot To File"
|
|
win32tty: support for 'selectsaved' option for menu of existing save files
|
|
to choose from at game startup
|
|
tty: add window port routines for saving/restoring message history
|
|
smartphone: added "Type Cmd" command that allows to type arbitrary commands
|
|
using phone keypad
|
|
smartphone: added Q(quiver) command to "Attack" layout
|
|
smartphone: fixed F command to prompt for direction
|
|
|
|
|
|
Code Cleanup and Reorganization
|
|
-------------------------------
|
|
removed OVLx section dividers previously used for TRAMPOLINE overlay system
|
|
move all flags that are system or port specific from flag struct to sysflags
|
|
struct which is used only if SYSFLAGS is defined
|
|
all fields in flags struct are unconditionally present
|
|
monst cham field now a short and uses mons[] index
|
|
rearrange some monster ordering to follow rule #2 listed at top of monst.c
|
|
change region player_flags to more appropriate unsigned int instead of boolean
|
|
remove remains of sync_hunger, which has been ifdef'd out for years
|
|
new mextra structure housing pointers to mname, egd, epri, eshk, emin, edog
|
|
consolidate vault.h, epri.h, eshk.h, emin.h and edog.h into new mextra.h
|
|
new oextra structure housing pointers to oname, omonst, omid, olong, and omailcmd
|
|
drawing symbols for DECGraphics, IBMGraphics, MACgraphics are now stored in an
|
|
external symbol file that can be changed without rebuilding
|
|
new hints-based configuration system
|
|
allow documentation to be specialized to the options in the game binary
|