Files
nethack/doc/fixes34.2
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

132 lines
7.2 KiB
Groff

$RCSfile$ $Revision$ $Date$
General Fixes and Modified Features
-----------------------------------
avoid panic when secondary weapon is cursed while generating bones level
don't crash when applying a figurine, candle, or bell that gets used up
grammar bits
two invisible monsters hitting one another should not be visible
if only one monster in a monster-vs-monster fight is visible, show an I symbol
for the other one whether it is an attacker or defender
display "It" and not "The invisible <pet>" when an invisible pet eats food.
include a hint about expected input when prompting for musical notes
don't report "program initialization failed" if a panic occurs after the
game is over
include statue contents in end of game inventory disclosure
treat handlessness as a major problem when deciding prayer outcome
perform artifact touch checks when putting on accessories
missing noun in message when horns pierce through your helmet
don't use hcolor() for trapped chest gases when you aren't hallucinating
the age of a potion of oil from a bones file wasn't being handled correctly
putting gold in a container on the shop floor wasn't credited the way
gold already in the container when dropped was credited
avoid integer division rounding error when calculating carrying capacity
don't lock/unlock a door while in a pit, to be consistent with door opening
infravision should not make invisible player "visible" (it doesn't for monsters)
Perseus statue should always be male
charge correctly when breaking multiple objects with the same zap, avoids
a dopay: not to shopkeeper impossible
clean up funny lighting on the healer locate level
allow all tame monsters that eat to consider food thrown to them
the screen display wasn't always up to date after map topology changes
jumping over a sokobon pit would result in the player next to, not in, the pit
don't let arrow, rock or dart traps provide an infinite number of objects
make enhanced ammo harder to break to make lesser number last longer
dropping from height or throwing a normal container may damage contents
some Magicbane messages treated "erinys" as plural
initialize artifacts before processing $WIZKIT
clean up inconsistency between various places quaff is documented
is_damageable was using is_rottable incorrectly
charge for use of an unpaid tinning kit
avoid impossible when water freezes while hero is hiding under water
avoid impossible after eating the object the hero is hiding under
failed attempt to eat floor gold while polymorphed would lose the gold
running that stops for closed doors should stop at mimics mimicking closed doors
allow wishing for magenta potions (ignoring the rank name 'mage')
fix an uninitialized memory access in non-quick dolookup
fix were changing message that wasn't being displayed
immediate encumbrance feedback when removing gauntlets of power
make deliberately flying down the Castle's trap doors consistent with falling
give more explicit feedback for exploding bag of holding
help display for "list of game options" misformats runmode and scroll_amount
pit created by land mine explosion doesn't start out concealed
update map display sooner when pushed boulder triggers land mine explosion
prevent several QBUFSZ sized buffers from overflowing and triggering fatal
errors inside window port prompt routines
make sure that leashed monsters are released prior to shopkeeper inheriting
dead character's inventory
attaching long named candle to long named candelabrum caused buffer overflow
when polymorhed, only hand/weapon attack on disenchanter should result in
damage to weapon, gloves, etc.
killer should say "the" when choking on unique monster's corpse
allow applying polearm on monster you can see via infravision
killer reason shouldn't use "a" or "an" prefix for multiple projectiles
scattered by land mine explosion
killer reason for named missile could end up with garbage instead of the name
make killer reason for various poisioning deaths be more consistent
poison missiles were unintentionally more likely to inflict "deadly poison"
than in pre-3.4.1 releases
provide feedback when going invisible after eating a stalker
killer on tombstone had no prefix for starvation/exhaustion case
ensure proper message ordering for boulder trap messages
clean up data set by join_map that is overlaid by MAPs on special levels
clarify disclose option default in opthelp, and support "all" as old help said
add more calls to update_inventory as the inventory changes
don't charge for items picked up from monster's interior while swallowed
choking while eating non-food always called the food "quick snack"
short swords are not throwing weapons
several sit-in-trap cases were unreachable
curse candelabrum in bones, like other similar artifacts
detecting a trap in a chest while confused should not exercise wisdom
any golem statue hit with stone-to-flesh spell animates as flesh golem
correct invalid startup gender selection
can no longer untrap floor containers during unskilled riding
can no longer easily set land mines and bear traps during unskilled riding
refine cmdassist handling for armor vs accessories
prevent monsters from level teleporting out of the quest into the main dungeon
"m," command sequence would let you see all objects at a location even when
they included a cockatrice corpse which hero was unequipped to handle
use correct pronoun for unique monsters
hostile monsters who follow you between levels won't do so if they're fleeing
options for font_size for map, menu, message, status, and text all had the
same description of "the size of the map font" in options.c
when dismounting by choice and unimpaired, try not to land in a known trap
when jousting a pudding into a polymorh trap, it was possible to end up
with two of the new type of monster
don't allow polymorphed player to web over the stairs
geographical shopkeeper updates
stethoscope use should be free the first time it's use per player move
travel command caches last position to make non-mouse less painful
Platform- and/or Interface-Specific Fixes
-----------------------------------------
Gnome: compilation problems on Redhat 7.2 and 8.0
unix: Makefile.utl would put OBJDIR objects in the wrong directory
vms: create an empty paniclog file during playground installation
win32tty: add subkeyvalue option to alter key values; Finnish keyboard fix
win32tty: distinguish between black/gray/white (by Quietust)
win32gui: prevent male Valkyrie and other incorrect startup settings
win32: some code in files.c was incorrectly assuming that a file
descriptor return value of 0 from open() was invalid but it
could be valid on win32gui where stdin, stdout, stderr aren't open;
now it correctly checks for return value < 0 from open()
tiles: high priest tile had a couple bad pixels
tiles: bad pixels in Croesus and Yeenoghu tiles
FreeBSD: incorrect srandom declaration
unix: don't autosave if hangup occurs after game is over
linux: add example use of nroff on recent Linux distros
linux: use random() by default instead of lrand48()
General New Features
--------------------
Platform- and/or Interface-Specific New Features
------------------------------------------------
win32tty: keystroke handlers can be dynamically loaded to assist in resolving
internationalization issues
win32tty: add Ray Chason's code for international keyboard handling