nethack.allison [Tue, 22 Jan 2002 13:02:13 +0000 (13:02 +0000)]
rename winhack.dsp to nethackw.dsp
Adjust Install.nt to match.
Modify Makefile.nt to use ../binary directory for output by default,
just like the windows version does.
warwick [Tue, 22 Jan 2002 08:41:57 +0000 (08:41 +0000)]
Remove win/Qt/nethack.png
Obsoleted by nhsplash.xpm (a text format). The binary still has more detail,
but until someone has a use for it, I'll keep it aside.
nethack.rankin [Tue, 22 Jan 2002 06:59:00 +0000 (06:59 +0000)]
airplane/taxi transportation
The player can teleport objects and monsters on no-teleport
levels, a strange quirk which I think has become entranched as
a feature. When swallowed or engulfed, teleporting the monster
from inside ends up teleporting the character along with that
monster. Some players have been exploting this on Plane of Air
to avoid facing elementals and dragons and whatnot by repeatedly
teleporting any vortex that engulfs them until they land somewhere
in the vicinity of the portal leading to Plane of Fire.
This patch divides the Plane of Air into three zones that
teleportation can't cross. You'll arrive in the left-hand 30% of
the level, as before, but no longer at a specific spot. The exit
portal is in the right-hand 30% as before (although it used to
have more range, perhaps 40%). Teleporting within the left 30%
always arrives in that same area; within the central 40% always
remains within that same area; and teleporting within the right
30% always sticks in that area. So it's still possible to get
around quite a bit via multiple teleports, but you'll need to walk
at least across the two unmarked boundaries to actually traverse
the whole level.
A moderately long description for a very short patch....
nethack.allison [Tue, 22 Jan 2002 00:30:58 +0000 (00:30 +0000)]
From <Someone>,
Fixes:
- menu shortcuts implemented
- most windows close on space (except for menus with
PICK_ANY style)
- "hilite_pet" option is implemented
- map scrolling is improved somewhat (it now scrolls if
the char is within 5 spaces from the edge of the map -
configurable by #define CLIPAROUND_MARGIN)
- added 3 winhack-specific options:
arromdee [Mon, 21 Jan 2002 22:25:04 +0000 (22:25 +0000)]
polymorphed quest leader
Duuuh. Of course adding objects already changed the editlevel.
Anyway, here's the fix I was working on. It only matters in a very obscure
situation. (Also, the quest leader still speaks no matter what he's
polymorphed into.)
arromdee [Mon, 21 Jan 2002 22:15:22 +0000 (22:15 +0000)]
polymorphed quest leader
Duuuh. Of course adding objects already changed the editlevel.
Anyway, here's the fix I was working on. It only matters in a very obscure
situation. (Also, the quest leader still speaks no matter what he's
polymorphed into.)
nethack.allison [Mon, 21 Jan 2002 03:35:04 +0000 (03:35 +0000)]
The word "zorkmid" was hard-coded in format strings all
over the place.
Often they would use
"%ld zorkmid%s", amt, plur(amt)
but not consistently, so some of the hard-coded usage
could result in "1 zorkmids"
This adds the function
currency(long)
to return the name of the currency, either plural
or singular depending on the argument passed to it.
That eliminates the need for the extra %s in the
format string and the use of the plur() macro.
cohrs [Mon, 21 Jan 2002 03:25:50 +0000 (03:25 +0000)]
cost of eating an unpaid tin
The cost of an unpaid tin should be calculated before eating, not after,
so the cost will be based on your pre-eating hunger, not post.
cohrs [Sun, 20 Jan 2002 22:25:16 +0000 (22:25 +0000)]
xprname fix
The GOLDOBJ fix I posted back on 1/3 caused "Ix" to access a null pointer
(obj) while generating the total line. This patch fixes the bug I added to
xprname.
cohrs [Sun, 20 Jan 2002 21:05:29 +0000 (21:05 +0000)]
starting the game without a pet
Incorporate a slightly cleaned up version of <Someone>'s patch to enable a
"pettype:none" startup option that allows one to start the game without a pet.
nethack.rankin [Sun, 20 Jan 2002 09:53:36 +0000 (09:53 +0000)]
stale spellbook pointer
If you get interrupted while reading a spellbook and then
the book gets destroyed or you change levels, the object pointer
remembered for the book will be invalid and could accidentally
match one subsequently allocated to some other book. That would
result in "you continue your efforts to memorize the spell" when
starting to read that other book; it would also end up bypassing
the reading difficulty check and reuse the old book's delay counter.
I don't remember who reported this. It was quite some time
ago and I have an abandoned patch dated last March from when I
first started to fix it.
cohrs [Sun, 20 Jan 2002 07:04:18 +0000 (07:04 +0000)]
lava effects for monsters and objects
This patch, based on code sent to us by <Someone> well over a year ago, addresses
bugs recently resurfaced. Namely, that lava does not generally do anything
to monsters or objects that land in java. Newly renamed minliquid() handles
both water and lava, and new fire_damage() is used similar to water_damage().
arromdee [Sun, 20 Jan 2002 06:17:20 +0000 (06:17 +0000)]
monster spells
This fixes the problem with my monster spell changes which let monsters
summon monsters around you when they don't even know you're around.
The summoned monsters should appear where the monster thinks you are, if
you're invisible or displaced.
I have not prevented them from summoning monsters when you are in a temple,
nor have I prevented them from aggravating monsters several times when you're
out of sight.
Messages should be a little smarter, taking into account number of monsters
and invisibility/displacement.
kmhugo [Sun, 20 Jan 2002 05:44:46 +0000 (05:44 +0000)]
Jousting
Players wielding a lance while riding will "joust" monsters
they attack.
Note that monsters don't get pushed into inaccessable tiles such
as walls, doors, iron bars, water, or lava; they stay at the edge.
Further refinements are possible for these cases.
cohrs [Sat, 19 Jan 2002 19:08:24 +0000 (19:08 +0000)]
map update followup to lev_comp.l change
The change to allow digits in maps causes the comments that were
incorrectly placed inside MAP/ENDMAP blocks to be seen as valid
map lines. They were quietly skipped before by the old scanner.
Move them out.
-dlc
nethack.rankin [Sat, 19 Jan 2002 06:52:03 +0000 (06:52 +0000)]
lookat of high priests
One from <Someone>'s list: there's no particular reason for
the High Priest of Moloch in the temple on the sanctum level in
Gehennom to have his identity concealed when he's detected from
a distance. I also changed the concealment of the Astral Plane
to stop when you're adjacent to the priest, since #chat--among
other things, such as simply entering the temple--provides other
means of identifying which temple it is once you're there.
kmhugo [Sat, 19 Jan 2002 06:06:16 +0000 (06:06 +0000)]
Line numbering in lev_comp files
This patch allows the digits 0-9 to be used to indicate line numbers
in the MAP...ENDMAP arrays of level files. This makes it a wee
bit easier to place features. The digits get stripped out before
the map is interpreted.
kmhugo [Sat, 19 Jan 2002 05:34:34 +0000 (05:34 +0000)]
Autoquiver fix
Implement a patch which <Someone> posted on the newsgroup back in September:
"If I had my druthers, daggers would be chosen over other
weapons if there's no missiles or suitable ammo available, and weapons
not designed for throwing wouldn't be chosen at all."
nethack.rankin [Sat, 19 Jan 2002 04:15:46 +0000 (04:15 +0000)]
wiz_level_change cleanup
The new routine needed to do something with u.ulevelmax
(which controls whether lost levels can be regained via magic).
This sets it to the new level rather than having it go up or
down the same amount as the user specified in the level change,
which yields a plausible reason for using this command to set
experience level explicitly to its current value.
The new code was using a mixture of spaces and tabs for
indentation; I've totally reformatted it.
nethack.allison [Sat, 19 Jan 2002 04:12:57 +0000 (04:12 +0000)]
fix contributor's name
I don't know whether fixes33.2 will ever be made public,
but let's get the names of people whose patches we used
spelled correctly just in case.
nethack.allison [Fri, 18 Jan 2002 20:30:00 +0000 (20:30 +0000)]
data.base updates
Regarding the Shrieker source,
http://www.peldor.com/chapters/story678.html:
" The player characters depicted in these stories are copyright
1991-2000 by Thomas A. Miller. Any resemblance to any persons
or characters either real or fictional is utterly coincidental.
Copying and/or distribution of these stories is permissible under
the sole condition that no money is made in the process. In that
case, I hope you enjoy them!
nethack.allison [Fri, 18 Jan 2002 19:14:13 +0000 (19:14 +0000)]
From <Someone>
This was caused by character set incompatibility between message and map
windows. Apparently, Nethack is using IBM character set (CP 437) but fonts
were create for Windows ANSI codepage. I fixed most of it by changing
character set of the fonts except for the Rogue level. I had to make changes
to src/drawing.c for Rogue level since most of Windows fonts are not capable
of displaying control characters (char. code<0x20)
And of course, disabling IBMGraphics option fixes it all.
nethack.allison [Fri, 18 Jan 2002 19:00:09 +0000 (19:00 +0000)]
Some touchstone tuning...
If you have an unidentified gray stone in your pack,
you just had to use the 'a'pply command. If it was
a touchstone, it would be included in the list,
otherwise it wouldn't.
This allows any stone to be included in the 'a'pply
command.
Also, adds missing punctuation to the use_stone()
messages.
kmhugo [Fri, 18 Jan 2002 17:17:05 +0000 (17:17 +0000)]
Monsters shouldn't use wands of digging in Sokoban
A number of players have complained that Sokoban can be rendered
unsolvable without "creative nethacking" when monsters zap wands of
digging. This patch prevents monsters from selecting wands of
digging in Sokoban.
Note that we can't simply make Sokoban HARDFLOOR, as that causes
problems with the hole generation code.
nethack.rankin [Fri, 18 Jan 2002 02:48:30 +0000 (02:48 +0000)]
[Checked into cvs.]
When potions of full healing got added, they included the
ability to restore lost experience levels when blessed ones are
quaffed. This patch throttles them so that when multiple levels
have been lost, drinking multiple potions can only restore half
of those levels. Also, it prevents them from fixing any level
loss which occurs if you polymorph into a "new man" (or woman
or dwarf, &c, where you can gain or lose up to 2 levels).
This also makes the "golden glow" prayer result be at least
as good as blessed full healing by restoring a lost level instead
of giving 5 extra hit points when you have any recoverable lost
levels pending.
And tangentially related: gaining a level while polymorphed
now gives your current monster form an extra hit die in addition
to the latent boost your normal human/whatever form gets.
nethack.allison [Fri, 18 Jan 2002 00:42:04 +0000 (00:42 +0000)]
From <Someone>: a couple of improvements to the user interface:
- fixed charset value for fonts
- wrap long lines in the message window (there is a #define to switch it on and off)
- multiple display modes for map
arromdee [Thu, 17 Jan 2002 03:14:12 +0000 (03:14 +0000)]
reduce insect summoning
Testing the Astral Plane showed that the summon insects spell was a little
ridiculous with the new monster spellcasting routines. You can easily
have enough priests within range of you that insects are summoned almost every
round. I've made this saner by halving the frequency of the spell. The player
will still probably encounter summoned insects a lot more than before.
cohrs [Wed, 16 Jan 2002 07:56:46 +0000 (07:56 +0000)]
gaze attacks while on a scroll of scare monster
Reported to the list 1/5/2001 by <Someone>.
I put stop_occupation calls in all the gaze cases where they were needed.
You might still die, but you'll only get attacked once before you stop waiting.
cohrs [Wed, 16 Jan 2002 07:05:43 +0000 (07:05 +0000)]
riding a non-swimming steed into water
Patch from <Someone> to the list on 10/01/2001. The changes cause riding a steed
into water to result in a dismount, and, if the steed can't survive in
water, the death of the steed, with the usual pet-death penalties.
arromdee [Wed, 16 Jan 2002 03:19:45 +0000 (03:19 +0000)]
BUC patch
This adds the BUC-patch, except that it includes four separate choices for
blessed/cursed/uncursed/unknown. The patch only applies to full menu styles.
--Ken A
(Incidentally, I have a suggestion: when deciding what's the first line for
purposes of mailing out messages, use the first nonblank line...)
arromdee [Tue, 15 Jan 2002 03:26:09 +0000 (03:26 +0000)]
This adds <Someone> patch for enlightenment to show increase damage and
accuracy (only on death). It's one of the 'insufficient discussion' patches,
but I doubt anyone will object to it.
nethack.allison [Mon, 14 Jan 2002 12:36:09 +0000 (12:36 +0000)]
Michael Allison wrote:
> There has been some feedback from others on the development team
> around the tiles:
> "The Rogue Level should ideally be text-mode. It freaks out the
> tiled-version-only players when they first get there, but that
> makes it a good reminder of NetHack's roots."
>
> The other supported tiled ports work this way too. They display
> regular ASCII characters on the Rogue level, just like Rogue did.
nethack.allison [Mon, 14 Jan 2002 11:43:13 +0000 (11:43 +0000)]
> There is a tile in monster.txt that is still
> marked as "placeholder." It is the tile for Neferet the Green,
> a green-colored wizard for the updated Wizard's quest.
It's not great, but the best I can do without her looking like some
sort of Zombie (most of the tiles try to follow rules - dark-green=zombie,
green=gnome, blue=dwarf, etc. in order that the player can recognize the
patterns, rather than concentrating too much on the details).
arromdee [Sun, 13 Jan 2002 20:37:18 +0000 (20:37 +0000)]
Fixing a buglist bug. Also changing an unrelated buglist item a bit (it was
mine to begin with, I thought I had a way to fix it but it turns out I didn't,
so I was researching it again).