Change log

Contents

TAG 1.10.1

Author:Clive Crous <clive@darkarts.co.za>
Date:Thu Nov 10 18:34:58 SAST 2005
Patch:20051110163458-eb905-ef267a585177a6e1e6e626cd424d8b3798022fae.gz

Automatically reentering fullscreen mode could leave us without keyboard input, so don't do that

Author:thalerd@in.tum.de
Date:Tue Nov 8 19:31:07 SAST 2005
Patch:20051108173107-a54d2-f016655ce74125a0ec21b8bb04639d12570851e7.gz
Instead we now have a keybinding (ALT+RETURN) that will explicitly toggle between fullscreen and windowed mode.

Modified files:

fix a crash in the logging code if the logfile could not be written

Author:Ville Skytt[_e4_] <ville.skytta@iki.fi>
Date:Tue Nov 8 09:01:11 SAST 2005
Patch:20051108070111-54c6b-93e76ea64fa641461b206f4b6f8f3dc98e7bc526.gz
the game (both Eye and
Claw) crashes if it cannot write to its logfile.  See attached patch; it
avoids the crash and prints log messages to stderr if the log file
cannot be opened, and improves the "cannot open" error message.  I think
I'll set the default log file to /dev/stderr in the Extras package to
avoid multiuser problems and trashing the disk with logs.

Modified files:

fix a crash in the logging code if the logfile could not be written

Author:thalerd@in.tum.de
Date:Tue Nov 8 02:39:26 SAST 2005
Patch:20051108003926-a54d2-58fae8f2aff8a6c3fea5b79f43f03077c5bb9e32.gz
Thanks to Ville Skytt[_\c3_][_\a4_] <ville.skytta@iki.fi> for this fix!

Modified files:

fix a crash in the logging code if the logfile could not be written

Author:thalerd@in.tum.de
Date:Tue Nov 8 02:39:26 SAST 2005
Patch:20051108003926-a54d2-36f3fcb06139fdba1bc3be7c2ac1c0a09a1a2cf3.gz
Thanks to Ville Skytt[_\c3_][_\a4_] <ville.skytta@iki.fi> for this fix!

Modified files:

remove some "#if 0"ed keypress debugging code

Author:thalerd@in.tum.de
Date:Tue Nov 8 02:14:17 SAST 2005
Patch:20051108001417-a54d2-992c90a381c931b77e2192424f3979b835a51358.gz
it was pretty pointless anyway: it's much easier to debug that with gdb

Modified files:

unbreak potion and gem colors

Author:thalerd@in.tum.de
Date:Mon Nov 7 01:35:59 SAST 2005
Patch:20051106233559-a54d2-f036615d5c9ea30f2e4aaae69dcafd8f3402d611.gz
also convert the initialization of gem colors from a string match to a switch on oc_color

Modified files:

Improve dark tiles on the map

Author:thalerd@in.tum.de
Date:Sun Nov 6 18:16:07 SAST 2005
Patch:20051106161607-a54d2-d917241af5b22db9132f11a3e0010c2b896b4d17.gz
Dark tiles no longer get a question mark; only sensed monsters/objects on unseen locations get that now.
Instead the tile is drawn at one third of what is otherwise the minimum light level.

This also includes a correctness fix: wether a til is drawn as dark no longer depends on
level.locations[x][y].lit, which is the actual lit status of the tile,
but on level.locations[x][y].waslit, which is the hero's memory of the litness of the tile.
This means that the lit/unlit status of magically mapped rooms can no longer be determined by
looking at the background tiles of furniture in the room.

Modified files:

ensure that the map has sane data after creation

Author:Clive Crous <clive@darkarts.co.za>
Date:Sat Nov 5 11:41:51 SAST 2005
Patch:20051105094151-eb905-42c475ee547184217cd907c514ff4f238db39861.gz
I'm a little worried this was not picked up earlier.
My machine segfaults on startup without this. Where/
when was this introduced?  Does this require a new
stable release?

Modified files:

prevent theoretical NULL dereference when swallowed by an unknown monster

Author:thalerd@in.tum.de
Date:Sat Nov 5 12:44:13 SAST 2005
Patch:20051105104413-a54d2-35c20320ce242b87fcc32dacc037e20d3dfc2378.gz
Not likely in nethack, I believe we have tiles for all of those, but I'm not so sure about slashem.

Modified files:

redraw screen after tabbing out and back in instead of leaving a broken display

Author:thalerd@in.tum.de
Date:Sat Nov 5 02:07:32 SAST 2005
Patch:20051105000732-a54d2-435e86f3f9f04a070e38244fa714dea37e82f2a0.gz
to do this we simply needed to react to SDL_VIDEOEXPOSE and SDL_ACTIVEEVENT by
redrawing the screen. Very trivial. I wonder why we weren't doing so already?

Modified files:

fix monster detection and similar cases

Author:thalerd@in.tum.de
Date:Fri Nov 4 10:51:04 SAST 2005
Patch:20051104085104-a54d2-b51346bd6653b121c27daa6fb8a8b5e590960458.gz
we need to respect the blocking flag in jtp_display_nhwindow and wait for key or mouse if it is set.

Modified files:

Customize the default config file slightly

Author:thalerd@in.tum.de
Date:Thu Nov 3 00:38:26 SAST 2005
Patch:20051102223826-a54d2-11f2996c2745f1f6e179b7f2e4a33e05b273a6eb.gz
- removed a number of options related to text-based display
- added OPTION=runmode:walk, which will result in slow enough movement to be actually visible
- added commented options nocmdassist and noautopickup because I think they're good options to use :)

Modified files:

implement delay_output

Author:thalerd@in.tum.de
Date:Wed Nov 2 19:31:30 SAST 2005
Patch:20051102173130-a54d2-5e6538e5a4a47cb4584e8fde4d3beef62cadb2ef.gz
the nethack window system porting document requires the delay_output cause avisible 50ms delay.
Vultures implementation (jtp_delay_output) had an empty function body!

The fix is an obvious one-liner call to jtp_usleep, but the effects are rather more visible:
Zap beams and kicked and thrown objects now visibly move from one place to the other, rather
than seemingly teleporting.

Modified files:

rename jtp_draw_map to jtp_draw_level

Author:thalerd@in.tum.de
Date:Wed Nov 2 18:28:28 SAST 2005
Patch:20051102162828-a54d2-a6b6ad0163fc8274786e69d5317bc1d91e5b132c.gz
until now both the "main" window, in which one plays and the parchment were called the "map".
one was drawn by jtp_draw_map, the other by jtp_view_map.

This patch renames jtp_draw_map to jtp_draw_level so that the two can have distinct names.

Modified files:

fix a minor bug where object detection caused the room styles to change

Author:thalerd@in.tum.de
Date:Wed Nov 2 17:16:55 SAST 2005
Patch:20051102151655-a54d2-aafae757850a9a6ef4132b0cc275629ad2991587.gz
object detection ccauses jtp_clear_nhwindow to be called,
which reset the room index and decor arrays, causeing all room decor to change until
the level was re-entered

Instead reset these arrays at the beginning of init floor decors.

Modified files:

automated rename of some finnish variable names

Author:thalerd@in.tum.de
Date:Wed Nov 2 05:09:52 SAST 2005
Patch:20051102030952-a54d2-09b49234b82c30cdc6134406e9c0b401174e0163.gz
alku is start and loppu is end in finnish.
So I did:
'sed -i -e "s/alku/start/g" *'
'sed -i -e "s/loppu/end/g" *'

Modified files:

Split jtp_win.c

Author:thalerd@in.tum.de
Date:Wed Nov 2 04:36:57 SAST 2005
Patch:20051102023657-a54d2-095cd35b66d5cf083e1355c65babd61e2fedb6d1.gz
jtp_win.c est omnis divisa in partes tres,
of which the first is still called jtp_win.c and deals only with windowing;
the second part, jtp_init.c contains initialization functions and
the third, jtp_map.c, contains map drawing functions.

Added files:

Modified files:

TAG 1.10.0

Author:Clive Crous <clive@darkarts.co.za>
Date:Tue Nov 1 09:48:39 SAST 2005
Patch:20051101074839-eb905-8e53d90c1eb6505ca3edfd4653f41043f0a8b24b.gz

mostly rewrite map drawing

Author:thalerd@in.tum.de
Date:Tue Nov 1 02:56:32 SAST 2005
Patch:20051101005632-a54d2-7c4e441941c1ddd3d4c663dc9f4dc8c92893a63b.gz
This is a rewrite of a lot of the map drawing code.

Highlevel description of what the patch does:

1)
Previously: a map square contained either background OR a trap OR an object.
Now a map square may contain all of:
 - a possibly decorated background tile
 - furniture (ie altars, stairs, fountains, ...)
 - a trap
 - an object
 - a spell effect
at the same time.

This will allow traps, spell effects and furniture without their own background,
so that they blend in with the level's tiles better.

2)
A huge amount of #ifdef VULTURES_GRAPHICS code in nethack's display.c was removed.

Slashem code remains unchanged, because it is noticeably different from nethack's
at this point. However, since Vultures now expects glyphs to be drawn in a far more
standard way than before, slashem might Just Work.
If not, patches will follow.

3)
Large monsters (titanotheres in particular) got truncated at the bottom, because the
east and south floor tiles were drawn after the monster, covering it's lower parts.
Now titanotheres are displayed correctly.

4)
Floor decorations were only positioned along the north edge of the map.
Now they are distributed evenly across the rooms on the map.

5)
Previously the edge between water and ice was the same as the edge between land and water.
Lacking a proper graphic for that case it seemed better to simply draw no edge between
water and ice

6)
Explosions work now. We need more graohics here too, though: Our single explosion is fiery
which looks VERY silly on cone of cold :P


How the patch does it:

The array jtp_map{tile,glyph}_cmap has been split into jtp_map_back, jtp_map_back,
jtp_map_furniture, jtp_map_trap and jtp_map_specialeff. This alone necessitated a HUGE
number of changes all over the place

jtp_draw_map now draws in two passes. In the first pass it draws floors, as they are
always under everything else; in the second pass it draws North & west walls, furniture,
traps, objects, monsters, effects, south & east walls in that order.

This prevents titanotheres from being partially covered. However, monsters should still
not extend very far down, as they may still be covered by objects. A pancake one square
south has some humouros potential here... :D

Modified files:

add back one small ifdef to nethack in display.c

Author:thalerd@in.tum.de
Date:Tue Nov 1 02:42:17 SAST 2005
Patch:20051101004217-a54d2-0d5a356f2a8ded9a1267584c18419b15cfed07aa.gz
For vultures we must add any glyph that is passed to show_glyph to the glyph buffer
otherwise jtp_print_glyph does not "see" that location.

For example when a monster picks up an item the topmost glyph will be the monster,
which does not change. However we need to see that the item is no longer there.*/

Therefore we must not check wether the topmost glyphs match.

Modified files:

remove "#ifdev VULTURES_GRAPHICS" mutilations from display.c

Author:thalerd@in.tum.de
Date:Mon Oct 24 15:06:35 SAST 2005
Patch:20051024130635-a54d2-26967274aa1f986470bf5981082586d42c032f07.gz
This is preparatory work for the rewrite of map drawing in vultures

Modified files:

clean up function declarations

Author:thalerd@in.tum.de
Date:Thu Oct 20 00:21:43 SAST 2005
Patch:20051019222143-a54d2-dcbd21be4e1ba3a1d57ff84fce4a7a36e3ba9e68.gz
I suppose it is a matter of taste, but I find the code more readable when the function declaration is all on one line

Modified files:

split up jtp_query

Author:thalerd@in.tum.de
Date:Sun Oct 23 14:54:54 SAST 2005
Patch:20051023125454-a54d2-dd74da35309c17a8ba13ccbe35425be278e9ab81.gz
jtp_query was called to display all dialog boxes to the user.
There are three types of dialog boxes:
 - direction queries: "In what direction" (zap, dig, throw, ...)
 - choice queries, where the user is given a limited number of choices (such as yes/no/quit)
 - anykey queries, where any key is a vlid respons ("what do you want to drop/eat/...")

The direction queries had *no* code in common with the other two, which in turn only shared the
window drawing code. That resulted in a huge *mess* of if/else if/else blocks.

This patch splits jtp_query into 4 functions:
 - jtp_query_direction for direction queries
 - jtp_draw_query_window for shared window drawing code
 - jtp_query_choices
 - jtp_query_anykey

The patch also modifies all callers of jtp_query to call one of the new funtions.

Modified files:

use JTP_ACTION_ATTACK as default action for adjacent squares

Author:thalerd@in.tum.de
Date:Sat Oct 22 17:27:54 SAST 2005
Patch:20051022152754-a54d2-0d364f1adb45e3f5e278efb9161787bb71854023.gz
having JTP_ACTION_MOVE_HERE as the default action caused travle to be used even for single-square movement.
That in turn broke using the "fight" movement prefix with mouse movement (you had to use the keyboard)

Modified files:

clean up status printing

Author:thalerd@in.tum.de
Date:Sat Oct 22 04:53:38 SAST 2005
Patch:20051022025338-a54d2-ac24e354e4f5ce656bedb8739b4a1cd88c0ae70b.gz
Until now  jtp_putstr copied the statuslines into an integer array
and jtp_draw_status packed the separate characters back into a string.

By working only with string we can throw out quite a bit of code.

Modified files:

convert jtp_sdl_key_buffer to a ring buffer and create 2 helper functions

Author:thalerd@in.tum.de
Date:Fri Oct 21 00:46:17 SAST 2005
Patch:20051020224617-a54d2-38c434ab539c4411dd2b28509b43c22ae5a53e4c.gz
having jtp_sdl_key_buffer as a ring buffer lets us avoid copying the buffer array
down by one everytime we remove a key from it.

The helper function jtp_sdl_keybuf_reset() will replace silly constructs like
while (jtp_kbhit()) jtp_getch();

The second helper function jtp_sdl_keybuf_add() exists so that noone else needs to
know about ringbuffer voodoo :)

Modified files:

clean up function declarations

Author:thalerd@in.tum.de
Date:Thu Oct 20 00:21:43 SAST 2005
Patch:20051019222143-a54d2-336a59a7f5f2faf883c2838f5140ee52e6877258.gz
I suppose it is a matter of taste, but I find the code more readable when the function declaration is all on one line

Modified files:

grand enumification patch

Author:thalerd@in.tum.de
Date:Wed Oct 19 14:33:12 SAST 2005
Patch:20051019123312-a54d2-a7c474751cf1edf7e13c1a2e01ce65aaa1a6291d.gz
defines with similar names and sequential numbers whose actual value we don't
care about are prime candidates to become enums.
enums have a number of benefits: type checking by the compiler, FOO_MAX doesn't
need to be adjusted by hand and the numbers don't get out of order when you
insert something in the middle...

Modified files:

add urls to readme

Author:Clive Crous <clive@darkarts.co.za>
Date:Wed Oct 12 10:25:03 SAST 2005
Patch:20051012082503-eb905-76612023d0e2df6d1e6195b5da5b5116503628da.gz

Modified files:

Began creating new sounds; plus, created some sound-manipulating scripts

Author:meme@daughtersoftiresias.org
Date:Sun Sep 18 04:08:26 SAST 2005
Patch:20050918020826-92ff0-455549dfeec32ca590980d242d5e25213fd79bdf.gz

Added files:

tiny readme addition

Author:Clive Crous <clive@darkarts.co.za>
Date:Mon Sep 19 18:07:29 SAST 2005
Patch:20050919160729-eb905-22d89d2ca197a77c18d4857ff5a310f8e11a836d.gz
This commit was strictly speaking not really neccessary, I just needed an excuse to test the migration to the new server.

Modified files:

changelog building

Author:Clive Crous <clive@darkarts.co.za>
Date:Sun Sep 18 23:41:31 SAST 2005
Patch:20050918214131-eb905-afdb570aa415d3f6bb2c792745db9c5b3fc1c7e0.gz

Added files:

Modified files:

replace JTP_GRAPHICS with VULTURES_GRAPHICS

Author:Clive Crous <clive@darkarts.co.za>
Date:Sat Sep 10 11:47:45 SAST 2005
Patch:20050910094745-eb905-6562c76c695f2fe0cb4289eceb46a4f0fc91aedd.gz

Modified files:

Add sound support for playing instruments

Author:halgara <halgara@yahoo.de>
Date:Tue Aug 30 21:57:06 SAST 2005
Patch:20050830195706-572e6-1237969cc3731af68e5980dac5abb3d57bff772d.gz
To activate this, PCMUSIC must be defined
(in *conf.h or in Makefile)

Modified files:

test more platforms

Author:Clive Crous <clive@darkarts.co.za>
Date:Sat Aug 20 23:42:19 SAST 2005
Patch:20050820214219-eb905-4510094780c3b446795b30dc21838a01869e8344.gz

Modified files:

compilation tests

Author:Clive Crous <clive@darkarts.co.za>
Date:Sat Aug 13 12:00:11 SAST 2005
Patch:20050813100011-eb905-09ce5e74c63513fe3662d252210e81bc92b66e8f.gz

Modified files:

cleanup makefile intro text

Author:Clive Crous <clive@darkarts.co.za>
Date:Sat Aug 13 11:49:17 SAST 2005
Patch:20050813094917-eb905-3fa1cce90fc6858c25e015c523d29646f6f26ea6.gz

Modified files:

update generated plan.html

Author:Clive Crous <clive@darkarts.co.za>
Date:Mon Aug 8 16:29:39 SAST 2005
Patch:20050808142939-eb905-e4f5d52ee1790917bca84f60dbdda7537aad7963.gz

Modified files:

TAG 1.9.4

Author:Clive Crous <clive@darkarts.co.za>
Date:Fri Jul 29 09:21:55 SAST 2005
Patch:20050729072155-eb905-c45fd6ec195205d270a9c27542812ce957105013.gz

supporting code for new graphics

Author:Karen Pease <meme@DaughtersOfTiresias.org>
Date:Thu Jul 21 17:28:19 SAST 2005
Patch:20050721152819-06b98-d36fa2b910a8b32b92d430586166b6c5e2088bfa.gz
This patch doesn't have too many new graphics (compared to the last), but it has a number of bugfixes as well.

New Graphics:
- Orc
- Hill Orc
- Mordor Orc
- Uruk Hai
- Hobgoblin
- Bugbear

Fixes:
- Small cat and housecat were reversed; your cat got *smaller* when it advanced. Wink
- So giant and soldier ants were reversed; soldier is stronger, but giant appeared bigger.
- Box and ice box perspectives were wrong with respect to the floor (they're at least closer now)
- The bags' graphics weren't being used, and are now. ***
- The default quadraped graphic was changed to Rothe from Centaur
- The default snake graphic was changed to Water Moccasin from Lizard
- Gnome Lord's weapon looked more dangerous than Gnome King; swapped
- Revised Gnome Lord's hat slightly, and enlarged Gnome King's crown
- Made Fire Elemental larger and more imposing (it was human-sized before)
- Did a little work on Dwarf Lord's face.
- Softened the curves of the regular goblin; it's not a very good graphic, and I may end up having to replace it outright. Later, though.

*** - They're still subject to the "Identify by looking at the graphic" bug, which still needs to be fixed.

move music data

Author:Clive Crous <clive@darkarts.co.za>
Date:Tue Jun 14 20:34:47 SAST 2005
Patch:20050614183447-eb905-0fe27d91d0ff0ecbf73bf9bc931fa66060f27b47.gz

fix the DISPLAY_LAYERS issue, but not perfectly, see full note

Author:Clive Crous <clive@darkarts.co.za>
Date:Tue Jun 14 19:41:35 SAST 2005
Patch:20050614174135-eb905-16ac16b911e3af1f0d5dded6be71646faa4d6de2.gz
Although this fixes the issue as described, it introduces another problem.
The 'new' issue is more of a vulture feature removal, when your character picks up an item, that position is no longer instantly redrawn, (not)showing the picked up item.
To be fixed in a patch post application of this one.

removal of version number mentioning in all docs

Author:Clive Crous <clive@darkarts.co.za>
Date:Fri Jun 10 01:08:58 SAST 2005
Patch:20050609230858-eb905-8a56f01583f24abc686a0585d9847792589a0dc1.gz
I truly couldn't care to have to edit each and every document file
at each and every release
quite honestly ... fuck that :P

TAG 1.9.3_4

Author:Clive Crous <clive@darkarts.co.za>
Date:Fri Jun 10 16:57:16 SAST 2005
Patch:20050610145716-eb905-9b3ed5b51c7f9c0010ffff2220983779a4c29f90.gz

new icons

Author:Frank Rademakers <frank.rademakers@home.nl>
Date:Thu Jun 9 01:01:37 SAST 2005
Patch:20050608230137-0d30a-7c8a4d9bc5eda15b96987d63a10a8998bde1f094.gz

TAG filenames now win32 friendly

Author:Clive Crous <clive@darkarts.co.za>
Date:Sun Jun 5 12:45:47 SAST 2005
Patch:20050605104547-eb905-2c2e6e2362b2b6b018547bf6193fad1b3b79ce60.gz

another nethack graphics patch

Author:meme@daughtersoftiresias.org
Date:Mon May 23 10:04:12 SAST 2005
Patch:20050523080412-92ff0-27e34dff47f8199b9e0a4c6e1cd25b29167de89a.gz
Time for patch v0.2   :)   

1) Unidentified stones show up as IDed.  You were right, there was a bug.  I 
think I got this one fixed, but you'll want to verify.

2) Same, for gems.  I've verified that this is fixed.

3) Foxes and coyotes were reversed.  Fixed.

4) Off-center graphics: I dealt with this before, but apparently I missed a 
couple.  Basically, when you're working with the jtp_*.pcx files, the 
guidelines on the sides of the graphic have to be in precise positions.  On 
two of the three monster pages, the top border was overwritten, and so the 
top line of critters ended up offcenter.  Fixed.

5) Coyote "too big".  Actually, it wasn't too big, it was just so far 
offcenter that it got cutoff.  Fixing the centering bug fixed it.

6) Magic traps, in the old Falcon's Eye, didn't show up once found.  I found 
the bug in the code and fixed it.   :)   They accidentally assigned the magic 
trap graphic to a null tile, and nulled the assignment for the magic trap 
graphic, due to an off-by-one error.
 
7) There were two "teleporter" traps, one of which was somewhat funky looking 
and would have made a great polymorph trap.  At the same time, the teleport 
trap was being assigned to *both* of them (only the latter assignment 
counted).  I fixed the double assignment, made a new polymorph trap type, and 
assigned it to the funky teleporter graphic.   :) 

8) I added a touch more translucency to the fountain's water spray - it seemed 
to cut off too sharply before.

9) Rock piercers weren't showing up due to an oversight on my part.  Fixed.

10) Same for tinning kits.  Fixed.

TAG Vulture's Eye - 1.9.3 release

Author:clive@darkarts.co.za
Date:Fri Apr 15 12:48:29 SAST 2005
Patch:20050415104829-e60a9-8c12dcbfa07564afdf07c3afca318dbdde3c2c05.gz