gauntlets of power removal encumbrance feedback
<Someone> reported that encumbrance feedback when removing GoP
was delayed until the next turn. Several other places call encumber_msg()
to provide immediate feedback. Call it in Gloves_off() too.
B02002 - Monster werechange messages
Change the monster constants to match the current position of the switch
statement. Also test canseemon(), since the message isn't needed if you
see the change. I didn't make any other change to the message frequency.
If it's too frequent, then perhaps the changes themselves are too frequent.
U423 - uninitialized memory access in dolookup
fix a case where "cc", which is only set when looking from_screen,
in a case where from_screen is not set.
U406 - running and mimic mimicking closed doors
If running in a way that stops at closed doors, you should stop when coming
across a mimic mimicking a closed door too.
U409 - hiding and eating bugs
Three related bug fixed, two reported in U409.
+ If you zapped a wand of cold downward while hiding underwater, the uundetected
flag was not reset (but the monster case was code correctly), resulting in
an impossible error on the next attack
+ If you finished eating something you were hiding under and were attacked,
another impossible would occur
+ While checking the eating gold case, I noticed that several cases would lose
gold on the floor if the attempt to eat it failed
The first case is fixed by resetting the flag just like the monster case.
The other cases are fixed by adding code to useupf to deal with this.
eatspecial and floorfood were modified to allow useupf to be called, and
fix the 3rd bug in the process.
This patch gives game and savefile compatibility
whether GOLDOBJ is defined or not.
You can build with GOLDOBJ defined or not, and
still load your saved games. Rebuild with the
opposite, and load the same game.
That way GOLDOBJ can be experimented with
more easily.
1. Leave the "you" struct and the "monst"
struct the same under the hood between
GOLDOBJ and !GOLDOBJ.
2. Always write out gold as an
object on the player and monster
inventory chains.
On a restore of the savefile with GOLDOBJ
not defined, take the gold objects out of
the inventory chains and put it into u.ugold
or mtmp->mgold as appropriate.
On a restore of the savefile with GOLDOBJ
defined, nothing special is done.
is_damageable was always true
<Someone> noticed that is_damageable used the address of is_rottable
instead of calling it. Unfortunately, there doesn't seem to be a good
compiler warning to detect uses of function addresses as booleans.
quaffing documentation
some of the places quaff was documented tried to be general about what it
applied to, but other places, including the Guidebook, were not.
narrative linux install instructions
try to give an example showing actual commands to make it more obvious
exactly how the linux tarball gets installed
Another fix to address the complaints about two-handed weapons being
rendered useless by 3.4.1's change to require free hands in order to apply
containers. Some players now fear to wield two-handed weapons because a
curse would make accessing their bag impossible, which is doubly nasty if
that's where they have scrolls of remove curse or potions of holy water
intended to deal with cursed items. The same situation applies for cursed
one-handed weapon combined with cursed shield, so some are now claiming
that 3.4.1 has made two-weapon combat be even more attractive than before.
This implements #tip, a new command that causes a container at the
current location or carried in inventory to have its contents emptied
onto the floor. Hero's hands don't need to be free at the time but tipping
a floor container requires limbs; tipping an inventory container doesn't
need hands or even limbs. The contained items don't pass through inventory
during the process, so don't cause objects (loadstones, crysknives, scrolls
of scare monster?) to go through their special handling unless it's part of
normally dropping to the floor. Tipping a bag of tricks behaves the same
as applying it (one monster is released, and it only becomes empty if
that happened to be the last charge) and items tipped out of a cursed bag
of holding have their normal cursed bag chance (1/13) of being destroyed.
Tipping an inventory container while levitating or during unskilled riding
behaves similar to normal drop--from a height, so some fragile items break.
Players have wanted this feature to get gray stones out of chests or
heavy corpses out of ice boxes but I didn't care much about that; losing
access to your bag is more significant. I'm pretty sure that there was a
user patch to do something like this floating around at one time, but I
couldn't find it when I looked, so I implemented #tip totally from scratch.
Bug? Extended commands which lack meta-key shortcuts are not listed
in the help files displayed by the '?' command....
Move a couple of instances of container contents manipulation into
their own routines. Behavior for items disappearing from cursed bags of
holding isn't quite identical but is effectively the same. I think its
use of stolen_value (or simply the behavior of the latter) is buggy, but
I haven't tried to fix that. (Cursed bag of holding destroying a player
owned bag containing shopped owned items definitely doesn't work well.)
Fix the reported bug of artifacts created via wizard mode WIZKIT
being "forgotten" and possibly duplicated during play. Perform artifact
initialization before $WIZKIT processing; role info needed by the former
is already sufficiently set up by that point.
cohrs [Sat, 29 Mar 2003 03:31:51 +0000 (03:31 +0000)]
B01006 - containers hitting the floor
<Someone> noted that if you dropped a box while levitating, nothing would
break. This is true for sacks too, which shouldn't be immune either.
Throwing didn't break contained objects either, not mentioned in his report.
Refactored out the code in kick_object that handled damage for objects
contained in normal containers and added calls in hitfloor and throwit.
kick_object still only calls it for boxes, but other callers will call it
for any object letting it decide if damage is required. BoH objects aren't
affected, since traditionally the inside of the BoH is "somewhere else".
cohrs [Thu, 27 Mar 2003 03:01:38 +0000 (03:01 +0000)]
B01005 - infinite objects from traps
Added a random factor to arrow, dart and rock traps so they'll eventually
stop producing new objects. Also fixed a bug in mklev that set the trap
"once" flag even for traps where it wasn't currently appropriate.
nethack.allison [Thu, 27 Mar 2003 00:23:24 +0000 (00:23 +0000)]
(from <Someone>)
What's in it:
some MessageBox tidbits:
- Let all MessageBoxes display an icon
- Introduced NHMessageBox to have messageboxes display a consistent title
- Change icon in mswin_display_file from MB_ICONERROR to MB_ICONEXCLAMATION
for non-fatal error
And to solve #U355: NetHackW won't run on Win2K OS:
- Avoid a crash when closing the main window while the splash screen is
displayed.
- Make sure NetHack starts normal when closed minimized
- Center the splash screen on the screen, not on the parent window
(which may be off-screen)
What's new in it:
- Show copyright banner in textbox in splash screen instead of over the picture
- Show news in splash screen only if iflags.news (solves W341-6)
- show complete version information in splash screen when it is used as about box)
cohrs [Wed, 26 Mar 2003 05:10:22 +0000 (05:10 +0000)]
B01003 - blindfold vs dust vortex
This started out as a change to address the strange sequence of messages if
you remove a blindfold while engulfed in a dust vortex. That is addressed
by a new function that can be called in such situations. Calls to this
function were added in all the cases where the can_blnd() engulfing
conditions end as a result of player action. There are some other cases
that end ucreamed or usleep, but they happen between turns and shouldn't
need extra handling.
While I was at it, I noticed that a unicorn horn or prayer would cure
blindness even while engulfed in a dust vortex. This is useless, because
you immediately get blind again the next turn. So, I added checks to avoid
doing this. Finally, it didn't make sense for eating a carrot to cure your
blindness in these situations either, only for it to return immediately.
nethack.allison [Wed, 26 Mar 2003 00:02:09 +0000 (00:02 +0000)]
To summarise:
- My "various Windows refinements" patch from yesterday went into 3.4.x correctly
- My "NumberPad" patch went into 3.4.x, but should be backed out
- My "various Windows refinements" patch from last week was for 3.5.0, but is incomplete; you can safely ignore that.
- I'll make a new "various Windows refinements" patch for 3.5.0 tonight.
cohrs [Mon, 24 Mar 2003 21:56:59 +0000 (21:56 +0000)]
jumping over sokoban pits
reported to the list. The code in hurtle_step was returning FALSE one
step too early, resulting in the player not actually ending up in the pit.
nethack.rankin [Mon, 24 Mar 2003 08:58:45 +0000 (08:58 +0000)]
fix U382 - missing map display update
> Receiving Excalibur from a fountain while blind doesn't update the
> display (i.e. the missing fountain) immediately.
Various other topology changes had the same problem. The display
was only being updated if the hero was invisible on the assumption that
it wouldn't matter otherwise, but a blind character who moved off the
affected location would still have the old map info (fountain, trap, &c)
shown--until he walked back onto that spot or searched next to it or
regained sight--even though the player is told about the map change as
it happens.
cohrs [Mon, 24 Mar 2003 07:30:49 +0000 (07:30 +0000)]
B01002 - tame dwarf won't eat
<Someone> reported that a tame dwarf wouldn't eat food tossed at it.
He also reported that it wouldn't eat off the ground, which I couldn't
reproduce nor see in a problem in the code. The code in thitmonst didn't
allow for sharing food with non-domestic, already tame monsters.
cohrs [Mon, 24 Mar 2003 05:21:47 +0000 (05:21 +0000)]
healer quest locate level lighting
There were 2 narrow rectangles of darkness on the healer locate level
that weren't consistent with the healer quest.
cohrs [Mon, 24 Mar 2003 02:15:49 +0000 (02:15 +0000)]
U384 - dopay impossible
If you zapped a WoStriking while outside a shop and broke the door and 2
separate objects, the shopkeeper would come out to get paid but if you
tried, it would result in "dopay: not to shopkeeper?" due to stolen_value
not adding the cost of the 2nd object to the right accumulator.
arromdee [Mon, 24 Mar 2003 02:02:08 +0000 (02:02 +0000)]
statue gender
Reported on the newsgroup (a few weeks ago in the middle of a post about
something else): someone turned Perseus to flesh and found out he was female.
arromdee [Mon, 24 Mar 2003 00:47:03 +0000 (00:47 +0000)]
seeing self with infravision
> It appears that if showrace is set, and your race is not human, a
> potion of invisibility (or any other form of invisibility) doesn't cause
> your symbol to disappear on screen, even if you don't have see invisible.
cohrs [Sun, 23 Mar 2003 20:22:00 +0000 (20:22 +0000)]
B01001 - locking/unlocking a door while in a pit
Since you can't reach a door to open it while in a pit, it makes sense you
can't lock/unlock it either.
nethack.allison [Sun, 23 Mar 2003 19:20:22 +0000 (19:20 +0000)]
numkey (from <Someone>)
mapping the 5 and 0 to '5' and '0' respectively
when NumLock is off, to make entering numbers easier. The core will map '5' and
'0' to 'g' and 'i' respectively. This solves W341-5.
Note: I changed nhdefkey.c and mhmain.c, so both the tty and the windows
interface will show new behaviour. I deliberately did not change nh340key.dll.
Note: Maybe the same change should be made to the MSDOS port.
Note: The behaviour of getobj is a little bit strange: It doesn't use
yn_question's facility for returning a number, but handles that itself. The
net effect of this is that if you type d55$ (to drop 55 zorkmids,) only the
first '5' is shown
nethack.allison [Sun, 23 Mar 2003 19:03:08 +0000 (19:03 +0000)]
From Yitzhak
(2 troublesome bands removed
and will follow later)
Here's the new patch with the Windows improvements; this should apply to the
3.4.2 tree. Note the changed filename in the diff lines.
What's in it:
> some MessageBox tidbits:
> - Let all MessageBoxes display an icon
> - Introduced NHMessageBox to have messageboxes display a consistent title
> - Change icon in mswin_display_file from MB_ICONERROR to MB_ICONEXCLAMATION
> for non-fatal error
>
> And to solve #U355: NetHackW won't run on Win2K OS:
> - Avoid a crash when closing the main window while the splash screen is
> displayed.
> - Make sure NetHack starts normal when closed minimized
> - Center the splash screen on the screen, not on the parent window (which may
> be off-screen)
What's new in it:
- Show copyright banner in textbox in splash screen instead of over the picture
- Show news in splash screen only if iflags.news (solves W341-6)
- show complete version information in splash screen when it is used as about
box
cohrs [Sat, 22 Mar 2003 17:25:09 +0000 (17:25 +0000)]
carrying capacity
As suggested in the newsgroup, re-factor the calculation of carrcap
so that any change in strength or constitution affects your capacity.
The integer division was rounding off the result.
cohrs [Mon, 17 Mar 2003 05:38:36 +0000 (05:38 +0000)]
U337 - putting gold in a shop container
When you drop a container in a shop, gold in that container is added to
your credit. However, if you put gold into a container after it was already
on the shop floor, no credit was given. Then when you picked up the bag or
tried to take out the gold, you'd be debited for it. This change causes
in_container to handle gold the same as container dropping does.
cohrs [Sun, 16 Mar 2003 03:07:48 +0000 (03:07 +0000)]
gold and touchstones
Implement Pat's suggestion of allowing even identified touchstones
to test gold, removing the getobj hack recently added. This actually
brings the touchstone a bit more in line with the data.base entry.
cohrs [Sat, 15 Mar 2003 21:42:34 +0000 (21:42 +0000)]
gold and touchstones
Implement Pat's suggestion of allowing even identified touchstones
to test gold, removing the getobj hack recently added. This actually
brings the touchstone a bit more in line with the data.base entry.
nethack.rankin [Sat, 15 Mar 2003 05:38:44 +0000 (05:38 +0000)]
combat fixes
1) make two-weapon combat perform two attacks instead of always either
hitting twice or missing twice;
2) address <Someone>'s report of weapon skill to-hit adjustment being ignored
for bare-handed and martial arts attacks;
3) address newsgroup complaints about the intrusive "your armor is rather
cumbersome" message given every time a monk wearing a suit attacks;
this implements the suggestion that it only occur for those times where
you miss because of the penalty involved, suppressing it when you miss
due to other reasons and when you successfully hit;
4) bonus fix: a side-effect of #3 is that the order of the messages "your
armor is cumbersome" and Stormbringer's "bloodthirsty blade attacks" is
inverted, making a sensible sequence instead of implying precognition.
nethack.allison [Thu, 13 Mar 2003 17:05:13 +0000 (17:05 +0000)]
MinGW (from <Someone>)
This patch fixes the MinGW Makefile:
- Adds support for the keystroke DLL.
DLLs are interchangeable between gcc and msc builds.
- Gets the Makefile to work for Win95 and friends
- Adds the -mms-bitfields flag to ensure savefile compatibility between
MinGW and MSC files
- Fixes various minor issues: layout, make spotless, and some duplicate
commands that are now governed by a new tag ($(O)gamedir.tag).
nethack.allison [Wed, 12 Mar 2003 18:38:56 +0000 (18:38 +0000)]
rndcolor()
> "A cloud of sangria gas billows from the chest.
> You stagger and your vision blurs."
> When I see the gas billowing from the chest, I'm not yet
> hallucinating. Shouldn't the gas have a normal colour, then?
> Only after my vision blurs should the gas assume a fake colour, I
> think.
>
nethack.allison [Wed, 12 Mar 2003 18:26:17 +0000 (18:26 +0000)]
rndcolor()
> "A cloud of sangria gas billows from the chest.
> You stagger and your vision blurs."
> When I see the gas billowing from the chest, I'm not yet
> hallucinating. Shouldn't the gas have a normal colour, then?
> Only after my vision blurs should the gas assume a fake colour, I
> think.
>
cohrs [Wed, 12 Mar 2003 07:26:13 +0000 (07:26 +0000)]
blessed genocide bit
A suggestion to the mailing list. If the response is more than a single
letter and doesn't match any class description, don't say "symbol" in the
followup message. I left "symbol" in if the response in a single
character, I thought it was more helpful.
cohrs [Wed, 12 Mar 2003 06:05:17 +0000 (06:05 +0000)]
golems and cold
<Someone> wondered post-3.4.1 why paper golems are affected by cold.
Given what I know of paper, straw and wood, and fantasy golems of each
type, all three types of golem seem like they should resist cold. The
others were less clear to me, someone else can address them if necessary.
nethack.allison [Tue, 11 Mar 2003 16:14:06 +0000 (16:14 +0000)]
missing noun
Below is the result of your feedback form. It was submitted by
<email deleted> on Tuesday, March 11, 2003 at 07:48:17
---------------------------------------------------------------------------
mailversion: 1.17
nhversion: 3.4.1
nhfrom: Our 3.4.1 source release, unmodified
hardware: i686 arch.
software: Debian woody, gcc 2.95.4
comments: When polymorphing to eg. horned devil, and wearing a helmet,
I get "Your pierce through your elven leather helm.". Likely
there is a broken variable there.
nethack.allison [Tue, 11 Mar 2003 03:40:17 +0000 (03:40 +0000)]
buried punishment ball
Prevent burying a ball from ending your punishment.
When you bury the ball, internally NetHack Punishment
ceases, but a new trap type of TT_BURIEDBALL immediately
kicks in (acting similar to TT_INFLOOR in some ways).
You can eventually work the ball free (or teleport, etc.),
but that will just return you back to normal Punishment.
nethack.allison [Tue, 11 Mar 2003 03:38:59 +0000 (03:38 +0000)]
class genocide by species name
Incorporate a mod submitted by <Someone> to implement the TODO in the
class genocide code by walking thru the species to find a class to genocide
if the user input does not match the class description.
nethack.rankin [Mon, 10 Mar 2003 23:49:04 +0000 (23:49 +0000)]
new prayer trouble
3.4.1 included a change which requires you to be able to use hands
in order to manipulate containers; that makes sense but has introduced
an unintended side-effect. It has become much harder to uncurse a
two-handed weapon or combination of a one-handed weapon and a shield
because you can't get scrolls or potions out of your bag. This adds a
new major trouble for prayer to address that, escalating it above the
normal minor cursed item trouble. It also removes a nonsensical check
for combination of two-handed weapon and shield that I added long ago.
Not related, but same file: add the missing artifact touch checks
for putting on accessories (quest amulets and lenses). I can't remember
if this was From a bug report.
nethack.rankin [Mon, 10 Mar 2003 23:43:28 +0000 (23:43 +0000)]
gameover
The recent bones panic included "program initialization failed"
during final rundown. The cause of the panic has already been fixed;
this fixes the silly message that was delivered with it.
Also, disclose the contents of carried statues along with normal
containers when the game ends.
nethack.rankin [Mon, 10 Mar 2003 23:36:01 +0000 (23:36 +0000)]
tune notes hint
Add <Someone>'s suggestion for the expected input value to the prompt for
playing a tune, and implement handling for alternate note "H" which seems
to be used as a variation of "B" by some Europeans. The Amiga part is
untested but "can't be wrong"(tm).
cohrs [Mon, 10 Mar 2003 20:57:49 +0000 (20:57 +0000)]
non-humanoid lawful minions wearing armor
<Someone> reported that couatl and ki-rin could wear boots and gloves.
Two problems: 1. all minions were created with a sword and armor, even those
that couldn't use them. 2. couatl and ki-rin were missing some important
bits in their M1 flags.
Now neither couatl or ki-rin are created with armor, and they won't try
to wear any armor they cross in the dungeon.
nethack.allison [Sun, 9 Mar 2003 15:44:50 +0000 (15:44 +0000)]
win32tty keystroke handling
- Move the code for keystroke handling into its own source file.
- Compile and link it as a dynamic link library.
- Dynamically load the keystroke handler at runtime
- Add support for specifying a different handler in defaults.nh
so that internationalization issues can be dealt with without
rebuilding nethack, just supply alternative handlers in HACKDIR.
The following exported functions need to be present in
the keystroke handler .dll:
ProcessKeystroke - returns an ascii value to NetHack
NHkbhit - allows peeking to see if a key/mouse press is waiting
SourceWhere - returns location for souce code for a keystroke handler
SourceAuthor - returns author information for a keystroke handler
KeyHandlerName - returns the full or short name of the keystroke handling dll.
cohrs [Wed, 5 Mar 2003 05:45:45 +0000 (05:45 +0000)]
U319 - lotu juice
Valid fruit names like lotus would result in funny fruit juice names, eg
"lotu juice". Looking at a long list of words ending in "us", the ones one
might reasonbly use for a fruit name were all singular, as were almost all
of the unreasonable words. Changed the logic to prefer to leave "us" words
alone, except for 2 monster types that might be entered with "s" at the end.
Tengus is not correct, according to makeplural, but I put that in to be nice.
nethack.allison [Wed, 5 Mar 2003 04:39:47 +0000 (04:39 +0000)]
Several things that break savefile compatibility
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
the ptr and calculating the distance from beginning of array
cohrs [Tue, 4 Mar 2003 06:53:25 +0000 (06:53 +0000)]
U313 - crash applying figurine, cursed bell or candles
Reported for applying a figurine that was used up, but I found the same
problem could affect cursed bells and candles. Modified all three helper
functions to indicate when the object is gone, and modified doapply to
deal with this before doing the artifact check.
nethack.allison [Mon, 3 Mar 2003 23:31:36 +0000 (23:31 +0000)]
win32 stuff held until after bugfix release (from <Someone>)
-better handling of "more" prompt for messages that would have scrolled off the window
-support perm_invent
-menu option to add/remove windows captions
cohrs [Mon, 3 Mar 2003 05:56:58 +0000 (05:56 +0000)]
U58 - Targetting problem with infravision/ESP
A skilled/expert caster of fireball/cone of cold was not able to target
a location with a monster seen only by infravision/ESP. Since you can
focus on the monster there, targetting shouldn't fail in this case.
Attempting to lock onto a monster inside stone still won't work.
cohrs [Sun, 2 Mar 2003 21:54:37 +0000 (21:54 +0000)]
B20008 - seeing pet move
The cansee() checks are not really correct for seeing your pet move.
Changed them to a pair of canseemon() checks, one before the move, one after.
I can see an argument for canspotmon(), but decided to keep it based on sight.
If your pet is unseen in both locations, you won't get any messages, which
I think is more correct. If you do get the message, use noit_Monnam to
ensure no more "it" message.
cohrs [Sun, 2 Mar 2003 15:46:20 +0000 (15:46 +0000)]
remove duplicated fixes
Un-list fixes also listed in fixes34.2. This causes the fixes files to
still reflect all the changes since the last one, from the point of view of
someone seeing a release tarball.
cohrs [Sun, 2 Mar 2003 06:36:24 +0000 (06:36 +0000)]
U287 - how old is nethack
Every release, we get at least one message asking when the first version
of nethack was released. Add the year of 1.4 to the history file.
cohrs [Sun, 2 Mar 2003 06:21:29 +0000 (06:21 +0000)]
Building src objects via Makefile.utl
<Someone> noticed that if one builds something in util and the required .o
files aren't already built in src, the .o gets placed in the wrong place.
Added the missing '-o $@' to the compilation command.
cohrs [Sun, 2 Mar 2003 06:07:19 +0000 (06:07 +0000)]
U277 - Gnome compilation on Redhat 7.2 & 8.0
Reported on RH 7.2 and 8.0. Compilation failed because system headers that
needed _GNU_SOURCE on these Redhat versions got included before it was
defined. To ensure _GNU_SOURCE is defined, added an autodetect for it to
config1.h and removed the need to set it in unixres.c. __linux__ is also
checked elsewhere.
cohrs [Sun, 2 Mar 2003 05:41:00 +0000 (05:41 +0000)]
U295 - bones file creation cursing secondary weapon caused panic
As reported, if you're twoweaponing and die, your secondary weapon may
become cursed and drop. But, the bones file code is dropping everything
and tries to drop it again, causing a panic. drop_upon_death just clears
things out, so follow suit for uswapwep.