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).
warwick [Sun, 13 Jan 2002 00:33:02 +0000 (00:33 +0000)]
Fix YN function in Qt windowport compact mode (wasn't parsing properly).
Often, the yn_function "choices" parameter is not set, so for a non-keyboard
GUI (compact mode is for handheld computers with a stylus), the windowport
has to parse the prompt to find out the posible input choices. I got the
parsing wrong.
cohrs [Sat, 12 Jan 2002 07:56:49 +0000 (07:56 +0000)]
Qt 2.1 support again
Fix the Qt code so it compiles wth Qt 2.1 again (Install.Qt still claims
the code works on Qt 2.0 and above). One or more of the changes made this
week broke compilation on my RedHat Linux 6.2 system. Qt 2.1 is still the
most recent Qt shipped by RedHat for this version.
arromdee [Sat, 12 Jan 2002 05:45:26 +0000 (05:45 +0000)]
I haven't seen anyone get confused by a data.base description in a long long
time. I think it's because the modern data.base contains so many quotes that
have nothing to do with Nethack that nobody tries to use data.base to figure
out how to handle monsters any more.
warwick [Fri, 11 Jan 2002 07:03:12 +0000 (07:03 +0000)]
Adds to Qt windowport:
- "Saved game" dialog (could be useful in other ports - plain C code used)
- "splash screen"
- compact mode cleanup for 240x320 displays
- messages-on-map overlay display
- allows online reading of Guidebook in HTML format (coming soon)
arromdee [Fri, 11 Jan 2002 01:09:07 +0000 (01:09 +0000)]
Finally overhauled some spell stuff. --Ken A.
Summary of spell changes:
-- wimpiness of 'default' spell fixed by doing half damage for magic resistance
instead of 1 damage, and using half monster level instead of 1/3. It may
still need tweaking, but is much better than before.
-- 'default' spell for cleric monsters is now the wounds spell, by analogy with
wizard monsters.
-- added clerical lightning strike, flame strike, gush of water
-- all spells should now say the monster is casting a spell, and all spells
should have messages. (Side effect: monsters speeding up by other means
also give a message saying so).
-- casting undirected spells is not affected by whether the monster knows
where you are. Monsters that are attacking your displaced image, that are
several squares away, or that are peaceful can use undirected spells.
-- messages should correctly say whether the spell is undirected (a monster
was always casting at thin air or pointing at you and cursing, without checking
to see if the spell wouldn't require pointing)
-- Monsters which are attacking your displaced image, etc. use up mspec_used.
If they are casting an undirected spell, the spell still works.
-- Monsters which are not attacking can cast spells that don't attack.
-- If a monster didn't have ranged spellcasting ability (which most don't),
it would print a curse message from buzzmu() every round it was at range,
creating a useless stream of constant curse messages
I still haven't made spellcasters "smarter" in the sense of noticing whether
you have reflection, fire resistance, etc. That opens a big can of worms
because it would mean giving monsters a memory.
Known bug: the higher level a monster is, the more spells it has; since it
chooses a noncombat spell by randomly picking a spell and casting if it
happens to be noncombat, the higher level the monster is the greater the
chance of getting nothing.
kmhugo [Thu, 10 Jan 2002 06:53:52 +0000 (06:53 +0000)]
Macintosh port update
Several long-awaited updates for the Macintosh port, by Dean
Luick and myself. This set affects Mac-only files.
* Update the support for MPW compilers.
* Use new system call names provided for in the latest Apple
Universal Headers.
* Tune up some of the includes for CodeWarrior.
* Define YY_NEVER_INTERACTIVE for the dungeon and level compilers.
* Remove pointless debugging code.
* Clean up some unterminated comments.
kmhugo [Thu, 10 Jan 2002 06:48:27 +0000 (06:48 +0000)]
Macintosh updates
* Updated preprocessor conditionals for the MPW compilers.
* Use new system call names provided for in the latest Apple
Universal Headers.
* Tune up some of the includes for CodeWarrior.
* Define YY_NEVER_INTERACTIVE for the dungeon and level compilers.
* Remove pointless debugging code.
nethack.allison [Wed, 9 Jan 2002 13:10:13 +0000 (13:10 +0000)]
From a bug report: monsters hit by polymorph
magic while wearing dragon scales/scale mail were being turned
into random monsters instead of into dragons.
nethack.allison [Tue, 8 Jan 2002 04:44:07 +0000 (04:44 +0000)]
compression fix fix
Ken:
Fix an error in my fix for compression error messages.
No Makefile.src change should be necessary because files.c depends on hack.h,
which "depends" on wintty.h (actually ifdef USE_TRAMPOLI, but the Makefile
doesn't know that).
nethack.allison [Mon, 7 Jan 2002 12:35:06 +0000 (12:35 +0000)]
This adds Wingnut's auto-credit patch (except it doesn't use a separate
auto_credit flag; that's what sell_response is for).
follow-up comment from Pat:
This introduces behavior that I consider to be buggy.
You need something separate from sell_response, otherwise if
you answer (a)ll when the shopkeeper still has money you end
up selling everything for credit without being asked when he
runs out of cash in the middle of the transation. Avoiding
that is the reason for the old behavior in the first place.