Change log

Contents

TAG 1.11.2

Author:Clive Crous <clive@darkarts.co.za>
Date:Fri Jan 6 22:02:47 SAST 2006
Patch:20060106200247-eb905-b7aa8b1bdbed41dbe04a03ed3313a45cadd14bd9.gz

draw the "tame creature" heart at an offset of -10 px

Author:thalerd@in.tum.de
Date:Fri Jan 6 00:45:15 SAST 2006
Patch:20060105224515-a54d2-ef8895a95ab34e22c42b0f823577c363fd6156ce.gz
this prevents it from being drawn on top of small creatures
and makes no differrence for large ones.

Seen by Karl Pietrzak

Modified files:

Added in 30 megs of graphics originals. Compare, for example, the original high priest to how it ended up. Sigh.

Author:meme@daughtersoftiresias.org
Date:Wed Jan 4 23:26:02 SAST 2006
Patch:20060104212602-92ff0-8fd0156f05bdc09e28e449e8de208d6471b9fa15.gz

Added files:

fix display of "<object> embedded in stone" on the map

Author:thalerd@in.tum.de
Date:Tue Jan 3 01:04:52 SAST 2006
Patch:20060102230452-a54d2-fb999314b3eec570c2c1785addff0a4c8bc9840a.gz
we were checking whether levl[j][i].typ != STONE, which
simply doesn't work in this case. Removing the check does
not appear to have adverse effects.

Modified files:

Fix giant ant statue/figurine morphing

Author:thalerd@in.tum.de
Date:Sun Jan 1 16:59:12 SAST 2006
Patch:20060101145912-a54d2-c6e3a7ebf5bcb8a89773192d63c6ede7062ec1ab.gz
ginat ants are monster number 0,
therefore a check (obj->corpsenm != 0) is wrong
because corpsenm == 0 is a giant ant.

Modified files:

vulture's can now run without a sound card, and also runs fine compiled as a 64bit binary on a pure 64bit OS

Author:Clive Crous <clive@darkarts.co.za>
Date:Fri Dec 30 23:06:02 SAST 2005
Patch:20051230210602-eb905-a46376e9c421b6e014ba1a5d33a1d8179fa25685.gz
I was busy installing dual boot 64bit OS on
my amd64 and during that process I tried to
play Vulture's before I had my sound drivers
setup.  To my horror, Vulture's simply aborted
instead of just continuing without any sound.

This patch fixes that.

Vulture's Eye and Vulture's Claw both play fine
compiled as 64bit binaries in a pure 64bit(only)
OS.

NetHack (and Slash'EM) itself suffers from a few
warnings, but I'm loath to 'fix' those unless
they actually cause problems.

compile log attached:

Test building NetHack ...
light.c: In function `del_light_source':
light.c:101: warning: cast to pointer from integer of different size
light.c:103: warning: cast to pointer from integer of different size
light.c: In function `relink_light_sources':
light.c:311: warning: cast from pointer to integer of different size
light.c:314: warning: cast from pointer to integer of different size
light.c: In function `write_ls':
light.c:392: warning: cast to pointer from integer of different size
light.c:399: warning: cast to pointer from integer of different size
region.c: In function `expire_gas_cloud':
region.c:884: warning: cast from pointer to integer of different size
region.c:889: warning: cast to pointer from integer of different size
region.c: In function `inside_gas_cloud':
region.c:906: warning: cast from pointer to integer of different size
region.c: In function `create_gas_cloud':
region.c:978: warning: cast to pointer from integer of different size
timeout.c: In function `write_timer':
timeout.c:1627: warning: cast to pointer from integer of different size
timeout.c:1641: warning: cast to pointer from integer of different size
timeout.c: In function `relink_timers':
timeout.c:1839: warning: cast from pointer to integer of different size
timeout.c:1842: warning: cast from pointer to integer of different size
Test building Slash'EM ...
light.c: In function `del_light_source':
light.c:107: warning: cast to pointer from integer of different size
light.c:109: warning: cast to pointer from integer of different size
light.c: In function `relink_light_sources':
light.c:347: warning: cast from pointer to integer of different size
light.c:350: warning: cast from pointer to integer of different size
light.c: In function `write_ls':
light.c:430: warning: cast to pointer from integer of different size
light.c:437: warning: cast to pointer from integer of different size
region.c: In function `expire_gas_cloud':
region.c:887: warning: cast from pointer to integer of different size
region.c:892: warning: cast to pointer from integer of different size
region.c: In function `inside_gas_cloud':
region.c:941: warning: cast from pointer to integer of different size
region.c: In function `create_gas_cloud':
region.c:1028: warning: cast to pointer from integer of different size
timeout.c: In function `write_timer':
timeout.c:2183: warning: cast to pointer from integer of different size
timeout.c:2197: warning: cast to pointer from integer of different size
timeout.c: In function `relink_timers':
timeout.c:2427: warning: cast from pointer to integer of different size
timeout.c:2430: warning: cast from pointer to integer of different size
timeout.c:2440: warning: cast from pointer to integer of different size
timeout.c:2443: warning: cast from pointer to integer of different size
zap.c: In function `bhit':
zap.c:3254: warning: cast to pointer from integer of different size
zap.c:3349: warning: cast to pointer from integer of different size
zap.c:3400: warning: cast to pointer from integer of different size
zap.c: In function `buzz':
zap.c:3956: warning: cast to pointer from integer of different size
zap.c:3990: warning: cast to pointer from integer of different size
zap.c:4233: warning: cast to pointer from integer of different size
lev_comp.y: In function `yyparse':
lev_comp.y:600: warning: assignment from incompatible pointer type

Modified files:

Add a few object mappings for slashem

Author:thalerd@in.tum.de
Date:Fri Dec 30 16:38:24 SAST 2005
Patch:20051230143824-a54d2-7f46dcb775b52786d320f1f26c50dc0d79309dc3.gz
This fixes the symptom seen by drfishopoulis on the forums, where in
slashem the monk robe could get a helmet tile.

The problem was that the robe got shuffled with other robes to prevent
identification via tile or description, but some of those others had no
mapping or tile and defaulted to the helmet which is the fallback tile
for all armor.

Modified files:

replace SDL_RWFromConstMem with SDL_RWFromMem

Author:thalerd@in.tum.de
Date:Fri Dec 30 03:53:58 SAST 2005
Patch:20051230015358-a54d2-d7b184e5816b2b2518bf203aa5cfcfbe2de45aa9.gz
As we don't try to write to the RWOp they behave the same for us, but
SDL_RWFromConstMem was "only" introduced in SDL-1.2.7 (2 years ago :-)
while SDL_RWFromMem has been around much longer.

With this patch vultures !_should_ compile on RH9, which is >3 years old.

Basically I feel we should only increase our minimum version requrements intentionally
and ideally we'd also document them somewhere...

Modified files:

enforce default priest tile in cases where m_at fails

Author:Clive Crous <clive@darkarts.co.za>
Date:Sat Dec 24 00:47:14 SAST 2005
Patch:20051223224714-eb905-314a09da8ef0bcec22b00fa5bcf9f93634ddd195.gz
I'm a bit concerned that this is possible.  If a monster
glyph is sent to the interface at this possition, and the
interface then requests "which monster" and gets back a
NULL ... This smells like a possible Slash'EM bug (?)

bug report by:
  Magnus Lundin
reference:
  http://lists.darkarts.co.za/pipermail/vultures/2005-December/000782.html

Modified files:

(slashem) move the call to print_glyph after the update of gbuf

Author:Magnus Lundin <lundin@mlu.mine.nu>
Date:Wed Dec 28 22:04:49 SAST 2005
Patch:20051228200449-4dd23-2d9f42d3971924f6f292953815fcea4778f52ad9.gz
committed by Clive Crous on behalf of Magnus Lundin.
see: http://lists.darkarts.co.za/pipermail/vultures/2005-December/000794.html

Modified files:

enforce default priest tile in cases where m_at fails

Author:Clive Crous <clive@darkarts.co.za>
Date:Sat Dec 24 00:47:14 SAST 2005
Patch:20051223224714-eb905-6b780a99d35e50358e2c648f08e0cf7f06d42736.gz
I'm a bit concerned that this is possible.  If a monster
glyph is sent to the interface at this possition, and the
interface then requests "which monster" and gets back a
NULL ... This smells like a possible Slash'EM bug (?)

bug report by:
  Magnus Lundin
reference:
  http://lists.darkarts.co.za/pipermail/vultures/2005-December/000782.html

Modified files:

TAG 1.11.1

Author:Clive Crous <clive@darkarts.co.za>
Date:Tue Dec 20 14:12:07 SAST 2005
Patch:20051220121207-eb905-76490d4954cd2698f877e3f3e14bfc1000fdfc30.gz

TAG 1.11.0

Author:Clive Crous <clive@darkarts.co.za>
Date:Wed Dec 14 22:51:51 SAST 2005
Patch:20051214205151-eb905-c6abada60948f68709241d411175d3200f02c3be.gz

fix memory leak in jtp_load_gametiles

Author:Clive Crous <clive@darkarts.co.za>
Date:Fri Dec 23 19:04:15 SAST 2005
Patch:20051223170415-eb905-cb000af2f7803aeee9bb973a1b21a2f85d8f30ae.gz
This bug was reported by Magnus Lundin, see:
http://lists.darkarts.co.za/pipermail/vultures/2005-December/000782.html
for details.

Modified files:

(win32)(slashem) ensure that tiletrans build has SDL clags for building (it needs SDL_endian now)

Author:Clive Crous <clive@darkarts.co.za>
Date:Wed Dec 21 09:39:51 SAST 2005
Patch:20051221073951-eb905-8576681996a8ace6eafa07275f02a78efcc1a08e.gz
vultures-1.11.1 for win32 needs this in order to build!
I had already released 1.11.1 by the time I created this patch
which was only found once I started creating the win32 installers.

If any windows users complain about not being able to compile
Vulture's Claw 1.11.1 then direct them to this patch!

Modified files:

add a combined "full" installer creator for win32

Author:Clive Crous <clive@darkarts.co.za>
Date:Tue Dec 20 02:41:35 SAST 2005
Patch:20051220004135-eb905-977c8cf9de472c45bce31edb78706073add9f272.gz
When I have the time, or if one day i feel inspired
to care, I really aught to use include files for these
three win32 installer creators.  There's far too much
repitition happening here for my taste.

Added files:

fix kicked statues, too

Author:thalerd@in.tum.de
Date:Sat Dec 17 13:26:00 SAST 2005
Patch:20051217112600-a54d2-e88979b67b66b0efa85844b5783b5d840bc13b6b.gz
and clean up the entire block of code, which was getting messy from repeated patches

Modified files:

put vultures_gametiles.h in the builddir too

Author:thalerd@in.tum.de
Date:Fri Dec 16 12:30:34 SAST 2005
Patch:20051216103034-a54d2-a6f2b220f5dea4c1a257024d6e37a9358c31139b.gz
this fixes an obscure problem where you get an unusable binary if you compile
vultureseye -> vulturesclaw -> vultureseye
in that order.
The final build of vultureseye would still be using tileoffsets from vultresclaw
which crashes it on startup.

Modified files:

add -lm -lz to TTLIBS in the Makefile

Author:thalerd@in.tum.de
Date:Fri Dec 16 12:22:42 SAST 2005
Patch:20051216102242-a54d2-a2ee234e89ae55e6c6fff3cf1ab531249e5f01b8.gz
on my system they get pulled in automatically, but apparently this isn't always the case.
Reported by: J[_\c3_][_\b6_]rg Schulte

Modified files:

cache last seen figurine to hack around the kicked figurine problem

Author:thalerd@in.tum.de
Date:Wed Dec 14 16:13:53 SAST 2005
Patch:20051214141353-a54d2-3f58eb9b88bf6442918b318494c165be6f72eea6.gz
OK, so I was wrong when I said it wasn't possible. Of course we won't
always be right this way, but it should work most of the time.

Modified files:

add 3 more objects

Author:thalerd@in.tum.de
Date:Sun Dec 11 06:22:21 SAST 2005
Patch:20051211042221-a54d2-40fcbf0ca5ff066c0b1487f40409606ca97c3193.gz
- iron chain
 - heavy iron ball
 - drum
also correct position of harp and candelabrum slightly

Modified files:

'make test' for everyone

Author:Clive Crous <clive@darkarts.co.za>
Date:Sun Dec 11 13:21:26 SAST 2005
Patch:20051211112126-eb905-a00fa036fb7fbdfb18020f87a80e199102705cf9.gz

Added files:

11 new objects

Author:thalerd@in.tum.de
Date:Sun Dec 11 03:46:01 SAST 2005
Patch:20051211014601-a54d2-67a6f7db2a5b13e14ce9ad2f032245e5d4e19eca.gz
- leash
 - lenses
 - blindfold
 - towel
 - stethoscope
 - magic whistle
 - tin whistle
 - saddle
 - wooden flute
 - wooden harp
 - candelabrum of invocation

Added files:

Modified files:

reorder the WARNLEV entries

Author:thalerd@in.tum.de
Date:Fri Dec 9 00:48:06 SAST 2005
Patch:20051208224806-a54d2-24e014690b857034125180b368a3212311d43470.gz
they must be sorted from 1 to 6 to work correctly

Modified files:

notify the mailing list first, then rebuild online documentation

Author:Clive Crous <clive@darkarts.co.za>
Date:Wed Dec 7 21:11:40 SAST 2005
Patch:20051207191140-eb905-afd8c7e08bf8742fa83715babba7148b58e297cb.gz
This modifies the postcommit hook on the server.  The notification
was taking too long for my tastes.  Also, should the doc building
fail, the list will now still be notified of the patch first.

Modified files:

add an index to the docs directory

Author:Clive Crous <clive@darkarts.co.za>
Date:Wed Dec 7 12:21:09 SAST 2005
Patch:20051207102109-eb905-13e854e116f12ca8883918e84cc48474ba7f05c0.gz

Added files:

Modified files:

A vampire graphic

Author:thalerd@in.tum.de
Date:Wed Dec 7 02:03:34 SAST 2005
Patch:20051207000334-a54d2-7c1c9b38b60340615de9c5d865436b93b5e0a788.gz
(yep, I gave making monster graphics a try)
The vampire looks a bit ... tame, but half a vampire is still better than no vampire :P

Modified files:

upgrade slashem to latest stable release: Slash'EM 0.0.7E7F2

Author:Clive Crous <clive@darkarts.co.za>
Date:Tue Dec 6 13:28:25 SAST 2005
Patch:20051206112825-eb905-74ae588967d8a3379133215e00b69e128ca63020.gz
ver 0.0.7E7F2 [December 4/2005] [Released by Ali]
-fixed bug 1232707: engraving with lightsabers
-fixed bug 1237780: gtk window port fails to build with gcc-4.0
-fixed bug 1239041: engrave dialog doesn't show lightsabers
-fixed bug 1231766: Food shown in Medical Kits
-fixed bug 1238060: grammatical error when burning through a door
            (Benjamin Schieder)
-fixed bug 1104713: Pet and Frozen food stores can charge
-fixed bug 988827: Monster wearing CoI left invisible corpse
-fixed bug 934078: Mold "wiggle" out of bag
-fixed bug 933587: One-Eyed Sam referred to as "it"
-fixed bug 1240794: Pets don't grow up properly
-fixed bug 1240799: Steed ridden onto poly trap polymorphs permanently
-fixed bug 1243904: chameleon as statue trap
-fixed bug 1223226: Some creatures are missing horns
-fixed bug 1223222: Female Bulls??
-fixed bug 1244470: shopkeeper don't have shotgun
-fixed bug 215062: no black color
           Extends videocolors option, see Guidebook for details.
-fixed bug 1244468: different spitting venom when polymorph
-fixed bug 1179557: Found egg marked (laid by you)
-fixed bug 1206099: Torches are not extinguished with rust traps
-fixed bug 1294907: 'Raise Zombies' technique cannot raise dwarf zombies! (Xeno)
-fixed bug 1355972: Monsters Don't gain Drain resistance due to worn items!
            (Xeno)

Modified files:

give vultures its own Makefile

Author:thalerd@in.tum.de
Date:Mon Dec 5 18:59:03 SAST 2005
Patch:20051205165903-a54d2-4ceb64e0ff35ba3855469834d2c69b5ae339d301.gz
so that the commands to build vultures need not be duplicated for nethack and slashem (and theoretically for each arch)

Added files:

Modified files:

make tiletrans feature-complete

Author:thalerd@in.tum.de
Date:Fri Dec 2 03:19:21 SAST 2005
Patch:20051202011921-a54d2-1117bde0a062dc9faa57efb954520d19e761b314.gz
tiletrans now handles all tiles used to draw the level
(monsters, objects, walls, floors, etc)

Modified files:

move tile source images to graphics/tilesrc/

Author:thalerd@in.tum.de
Date:Mon Nov 28 02:07:37 SAST 2005
Patch:20051128000737-a54d2-ba84ce9719a2dc86d0490cd97696f6c10d60b295.gz

Renamed/moved files:

shorten path from vultures/win/vultures/ to vultures/

Author:thalerd@in.tum.de
Date:Sun Nov 27 22:39:54 SAST 2005
Patch:20051127203954-a54d2-fa50dea3ef4141672d0f4531f3da94a862650681.gz

Modified files:

Renamed/moved files:

massive file renaming: jtp -> vultures

Author:Clive Crous <clive@darkarts.co.za>
Date:Wed Nov 23 18:47:44 SAST 2005
Patch:20051123164744-eb905-f4196313472a2ba20432f4cffbe7c190f5d41457.gz

Modified files:

Renamed/moved files:

remove some figurines

Author:thalerd@in.tum.de
Date:Sat Nov 19 03:56:11 SAST 2005
Patch:20051119015611-a54d2-63a472564afbd6a54cd17a1b529c1bb826ecadf9.gz
gone: shopkeeper figurine
reason: there is NO WAY nethack will ever allow us to create a shopkeeper without a shop. It would probably crash the game.

gone: lawful/neutral/chaotic/unaligned priest
reason: no way to differentiate between priest types for figurines/statues.

Modified files:

Implement figurines, fix statues and figurines in the inventory

Author:thalerd@in.tum.de
Date:Fri Nov 18 01:38:56 SAST 2005
Patch:20051117233856-a54d2-a1c4ad6caf01eaeae541c8a814a0fd0439225a14.gz
Large figurines look pretty much like small statues; could figurines maybe
be made of wood (and therefore be brown) or something?
Figurines should probably have a base too: A figurine of a newt is rather small...

Modified files:

fix windows build

Author:thalerd@in.tum.de
Date:Thu Nov 17 20:18:05 SAST 2005
Patch:20051117181805-a54d2-582208c353f26136698cf731606b17889232ed11.gz
Add in SDL_image.dll, libpng12.dll, zlib1.dll
Strip SDL.dll and SDL_mixer.dll (we can safely assume that the work and it saves >3MB)
modify mingw-make-*.bat to use win/vultures rather than win/jtp
modify */sys/winnt/makefile.gcc to use win/vultures rather than win/jtp

Added files:

Modified files:

Complete the new set of maptiles for vulturesclaw

Author:thalerd@in.tum.de
Date:Wed Nov 16 23:59:59 SAST 2005
Patch:20051116215959-a54d2-47778adabd1aad83be81b65d508d32951a670f2c.gz
I sat on this for quite a while, because I could never quite shake the feeling that
the automatic conversion of the nethack maptiles was somehow fishy...
So if you see a monster that has a wrong map symbol, speak up!

Modified files:

Add the necessary code for statues

Author:thalerd@in.tum.de
Date:Wed Nov 16 21:28:36 SAST 2005
Patch:20051116192836-a54d2-e53c5421ed424bad2a688838f09b11943a0b5cc9.gz
Note that ordering in the tile array now matters: statues must be in the same order as monsters.
This seems to be the case already.
It is somewhat inelegant though; a better solution would have been to have an array
similar to jtp_montiles for the statues, but I don't feel like doing that right now...

Modified files:

Replaced all pcx with png. Noticed that if images were missing, the typical behavior was to crash without a warning. Also noticed that it crashes when you go up the stairs right off the bat, but don't quit past the post-game dialogs.

Author:meme@daughtersoftiresias.org
Date:Tue Nov 15 00:00:18 SAST 2005
Patch:20051114220018-92ff0-1182d47f400f646999a30e4e1dc0b9dc6bd54f51.gz

Added files:

Modified files:

unbreak counts for dropping and n...

Author:thalerd@in.tum.de
Date:Tue Nov 15 03:15:42 SAST 2005
Patch:20051115011542-a54d2-d7d0d0d13cbcac03892278dd7411467dd232775c.gz
they've been broken forever. There actually was code in place to fix it for the n prefix, but that was buggy
((cmd > '0') && (cmd < '9') doesn't catch 0 and 9 themselves...)

All other number keys got "translated": they were treated as direction keys and adjusted for the isometric view.

Modified files:

new and improved nethack maptiles

Author:thalerd@in.tum.de
Date:Sat Nov 12 03:29:56 SAST 2005
Patch:20051112012956-a54d2-adc6ed90a792ab4ad5dba97b23cf51699fc2e0d8.gz
Well, here's my new mapglyph graphic. It's sort of in between what we had before
and a real tileset. In particular there are the old colored dots, overlayed with
the monster or object's tty letter.

The symbols for traps, altars, sinks, etc were completely designed by me :)

In theory it should be possible to glance at the map and see oh, there's a "D" that
way, better not go there now...

This does nothing for slashem though, it needs the same treatment...

Modified files:

mapping should ignore stone tiles

Author:Clive Crous <clive@darkarts.co.za>
Date:Fri Nov 11 11:54:38 SAST 2005
Patch:20051111095438-eb905-dd6681cf2bb5d90556fe049dfd78c3bd1912b284.gz
This does look better, but it should ideally *show* darkroom tiles.
run out of time now though, will look into it later.
perhaps consider applying my nethack/slashem visual enhancement patches?
then vultures would not have to do so much of this work that really should
be done by the variant.

Modified files:

a much better map all round

Author:Clive Crous <clive@darkarts.co.za>
Date:Thu Nov 10 21:18:34 SAST 2005
Patch:20051110191834-eb905-c6973171ed96263f89f5229d62594fecd77c4667.gz
Perhaps Karen can be convinced to touch-up/make better images,
I am, quite obviously, no graphician, but those 'will do' for
now.
nh_tiles.pcx and se_tiles.pcx can be any tileset at all, as long
as they use 40*tiles for each row and the individual tiles are of
size 7x14 (as per the symbols).

I've extracted the 7 and 14 into constants so the map size should be
simple to increase should we feel the need, but that would require a
new 'framing' graphic.

Added files:

Modified files:

don't clear the keybuffer before getting map input

Author:thalerd@in.tum.de
Date:Thu Nov 10 19:51:28 SAST 2005
Patch:20051110175128-a54d2-c8006357c733e302c98a897dc632e635e71a27fe.gz
This will allow us to fix the drop n items problem.
Since jtp_get_map_input now only consisted of a single line unwrap it and call jtp_get_mouse_input directly.

Modified files:

Attempting a new record of the sound patch. Will it work? Find out at 6.

Author:meme@daughtersoftiresias.org
Date:Wed Oct 26 02:55:42 SAST 2005
Patch:20051026005542-92ff0-685e59810ce504925caac945d5b006562eaff2d4.gz

Added files:

Modified files:

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.

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.

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!

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!

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

Implement warning; use 6 of karens pretty new questionmarks for it

Author:thalerd@in.tum.de
Date:Mon Nov 7 03:50:46 SAST 2005
Patch:20051107015046-a54d2-3f4922ad3d7def6a68f21cbb49d548a45c917f85.gz
Would you believe that, until now, rings of warning were useless in vultures?

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

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.

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?

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.

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?

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.

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 :)

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.

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.

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.

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" *'

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.

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

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.

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

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

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

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.

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)

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.

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 :)

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

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...

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.

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)

Fix keyboard handling for SDL

Author:halgara <halgara@yahoo.de>
Date:Wed Aug 24 21:05:05 SAST 2005
Patch:20050824190505-572e6-349c3d09300d397d1d182a616cb0d8c2b35e3f9d.gz
Also added some missing entries to keyboard mapping table.
Should fix Mantis bugs #0000024 and #0000030.

Removed some extra CRs

Author:halgara
Date:Sun Aug 21 17:03:56 SAST 2005
Patch:20050821150356-e91bb-ba2b47537b7623ced77fed51ce6f6f41136befeb.gz

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