Vultures Change log

For load and size reasons this changelog only reflects the most recent 100 (one hundred) changes made. For the full history, please check the changelog.txt file, or you can also view the repository changes live in more detail.

Contents

TAG 2.0.0

Author:Clive Crous <clive@darkarts.co.za>
Date:Thu Apr 6 09:58:12 SAST 2006
Patch:20060406075812-eb905-5d1e34b14e38d4b5bb30254b794ffe5f2d391838.gz

cleanup meta-makefile a bit

Author:Clive Crous <clive@darkarts.co.za>
Date:Sun Apr 2 21:22:49 SAST 2006
Patch:20060402192249-eb905-da54749311eb4dc94b520438fefcff4b658a1ba2.gz
ok, I admit it, my primary motive for this cleanup was
to make it easier to re-use this makefile for some of
my other interfaces :P

Modified files:

Renamed/moved files:

fix 64-bit problem in the menu handling code

Author:thalerd@in.tum.de
Date:Sun Apr 2 01:02:52 SAST 2006
Patch:20060401230252-a54d2-f96ab376f753a26273526f3011edefdd12520ba5.gz
on 64-bit sizeof(int) != sizeof(void*) ...

In add menu we are given an "identifier" parameter which has the type "union any".
Generally we only need the "int" part of the union; however for menus triggered by
'A' (ie "remove" on the context menu) the identifier is actually a pointer to an object.
We were storing only the int portion of the identifier. This works nicely on 32-bit,
but truncates the pointer on 64-bit machines and leads to crashes when nethack tries
to dereference the identifier we return in the menu selection.

Modified files:

Katana object tile

Author:thalerd@in.tum.de
Date:Fri Mar 31 04:00:54 SAST 2006
Patch:20060331020054-a54d2-2e727c7dfe92b50dd58c082b09e4bcb89e402c37.gz
try 3: finally! a katana that doesn't look like a noodle...

Modified files:

move the travel hack from display_nhwindow into get_nh_event

Author:thalerd@in.tum.de
Date:Wed Mar 29 19:56:56 SAST 2006
Patch:20060329175656-a54d2-c35277c8c5ad83fb3a354c69700b5d22cbd7c707.gz
get_nh_event is a better place for it, because it gets called every turn unconditionally
whereas display_nhwindow only gets called every turn if you have runmode=walk set.

Modified files:

add a comment to the top of the nonGNU meta makefile

Author:Clive Crous <clive@darkarts.co.za>
Date:Wed Mar 29 13:10:59 SAST 2006
Patch:20060329111059-eb905-bd7fcdc92e6b4112f00652e080b159c87f903672.gz
I got really tired of explaining this

Modified files:

mark the travel hack as such

Author:Clive Crous <clive@darkarts.co.za>
Date:Wed Mar 29 09:33:56 SAST 2006
Patch:20060329073356-eb905-45ac2a991be5ecb5ca2811ff026184233b4da173.gz
This is not a real fix. The variant itself should fix this, so I am marking it
as such so that it can be removed if (when?) the variant itself fixes this.

Modified files:

catch and break out of infinite travel loops

Author:thalerd@in.tum.de
Date:Wed Mar 29 01:16:29 SAST 2006
Patch:20060328231629-a54d2-c5eb594a656022e3b14fbe67a1bdcffd8cd6f268.gz
rather than cause headaches by checking for user input in the "wrong" place
we try to break out of infinite travel loops automatically by checking whether
the newly-entered mapsquare as the on we were on 2 turn back.

This possibly isn't completely watertight: if a loop were to involve 3 or more squares
it wouln't be detected. However I've never seen anything like that, so I think the
possibility of that happening is almost nonexistent

Modified files:

add a missing "break" to eliminate the duplicate "kick" context-menu entry on altars

Author:thalerd@in.tum.de
Date:Tue Mar 28 22:10:50 SAST 2006
Patch:20060328201050-a54d2-1eee225fb6b2868eef9b375bffab22aedcaba6f5.gz

Modified files:

squash the "Bad fruit #0" bug

Author:thalerd@in.tum.de
Date:Mon Mar 27 02:23:38 SAST 2006
Patch:20060327002338-a54d2-169552bdaa7bf13836a94bcefe5defcb85c46270.gz
This one was particularly insiduous: vultures_askname was letting vultures_get_input
write the typed playername directly into the plname buffer.
vultures_get_inpuit assumes that the buffer is BUFSZ (=256) bytes long; the plname buffer is 32
bytes long...
And the reason I never saw this bug is that I set my playernam in .nethackrc, so askname never gets
called on my system.

Modified files:

update the windows building instructions

Author:thalerd@in.tum.de
Date:Mon Mar 27 01:30:42 SAST 2006
Patch:20060326233042-a54d2-cb5e284758b68b7c798e819cde09d82a59fc3293.gz
- go back to using mingwPORT scripts for zlib and libpng. If we don't, they get built as static
  libraries; the mingwPORTs generate dlls, which is a lot better
- document that the mingwPORT scripts need wget and where to get wget binaries for windows.
- document that we use pre-built dlls by default
- make use of literal blocks for the commands so that they get special markup in the html output
  rather than just becoming part of the previous paragraph.

Modified files:

shorten the paths used for installations into the homedir

Author:thalerd@in.tum.de
Date:Sun Mar 26 22:21:51 SAST 2006
Patch:20060326202151-a54d2-7c36a23e1cb8bbc6c6c3ff7e02538050b15bfd4d.gz
both vultureseye and vulturesclaw now put their shellscript directly
into ~/vultures/ and have their gamedata in ~/vultures/vultures{eye,claw}dir/

Modified files:

implement vultures_curs as it is meant to be

Author:Clive Crous <clive@darkarts.co.za>
Date:Sun Mar 26 14:29:47 SAST 2006
Patch:20060326122947-eb905-b1c93c2aa354f3c8ee37facfc5bf4a65aed92b48.gz
Finally I am able to start playing using this interface.
I have been avoiding using Vulture's for my actual games
because of it's heave reliance on the mouse. This fix
allows me to move the 'whatis' and other cursors using
the keyboard.

Gotchas:
- crashes when cursor moves offscreen.
- moves cursor ahead of character when the character is
  walking. (This may be fixed when I add support for
  'clipping' which is also not used yet *tsk*)

Modified files:

save screenshots as png rather than bmp

Author:thalerd@in.tum.de
Date:Sun Mar 26 02:16:14 SAST 2006
Patch:20060326001614-a54d2-a5314763a355b0edee746af25bd29f62dd2ed110.gz
writin a png file is pretty easy, so why use bmp :)

Modified files:

fix vultures on windows

Author:thalerd@in.tum.de
Date:Sat Mar 25 21:42:04 SAST 2006
Patch:20060325194204-a54d2-8e1a8965dbfbcf31b76c354af70ca0007335ecd9.gz
updated the makefiles to build and link vultures_opt.c
updated vultures_opt.c to make sure windows can save user settings correctly
updated the makefiles to copy all of the manual

Modified files:

abort the game if a mismatched gametiles.bin is found instead of crashing

Author:thalerd@in.tum.de
Date:Sat Mar 25 15:23:36 SAST 2006
Patch:20060325132336-a54d2-13d1ebd8a50e8c52fb94f8af83bb4e20a6ab9828.gz
I frequently forget to copy gametiles.bin into the game directory after modifiying graphics,
making the game crash because vultures fails to load it's tiles.

Modified files:

re-add vultures specific code to nethack's end.c

Author:thalerd@in.tum.de
Date:Sat Mar 25 05:06:51 SAST 2006
Patch:20060325030651-a54d2-f5614db8e60f32339563f5d43814fd986f6a9f99.gz
Without that call to outrip we have no way to distinguish between ASCENDED and QUIT
Since being unable to display the ascension graphic is a serious bug IMO the code
goes back in. We do check for flags.tombstone now though, so people can disable
all ending screens that way if they want to.

Modified files:

skip the intro if flags.legacy is set

Author:thalerd@in.tum.de
Date:Sat Mar 25 04:18:16 SAST 2006
Patch:20060325021816-a54d2-a7a8f6a54c19bc912ebac444448900e2432514d0.gz
since it causes the introductory messagebox to be skipped, it should skip the intro, too.
After all, the intro does not get any more interesting over time...

Modified files:

add a jellyfish monster tile

Author:thalerd@in.tum.de
Date:Sat Mar 25 03:50:34 SAST 2006
Patch:20060325015034-a54d2-f4f341b2ede114d3c46a2b1806b1320eea27498d.gz
(This means we have no more water-walking knights around medusa's island :-)

Modified files:

add macosx dmg-building scripts and extra files by Dirk Sch[_c3_][_b6_]nberger

Author:thalerd@in.tum.de
Date:Sat Mar 25 01:49:48 SAST 2006
Patch:20060324234948-a54d2-260eca588bd46c665ea4496dcac147bf6c82aeab.gz
I made some slight modifications to use a temporary installation in ./testdir rather than 
a permanent one in /usr as the source for the dmg. I hope I didn't break anything, as I am
unable to actually test these changes...

Added files:

Modified files:

All new and shiny manual

Author:thalerd@in.tum.de
Date:Fri Mar 24 05:00:39 SAST 2006
Patch:20060324030039-a54d2-270b285b55ec6c827c947847e0873c5f26b228e2.gz
Icreated this manual based on the current NetHack Guidebook, but I certainly wasn't above cut'n'pasting
from the old manual. Unfortunately that wasn't possible very often, so mostly what remains of the old manual
in this new edition is the images.

Added files:

Modified files:

disable the ESC Menu in NetHack

Author:thalerd@in.tum.de
Date:Tue Mar 21 13:52:02 SAST 2006
Patch:20060321115202-a54d2-4f02da436c3c2cc50842d6c4fdeea3175fbfe22e.gz
Maybe we can reenable it someday when we've found a sane way to only grab the
ESC-keypress when it isn't needed to stop a count or similar

Modified files:

add some more options handling to vultures_init_nhwindows

Author:thalerd@in.tum.de
Date:Tue Mar 21 01:40:37 SAST 2006
Patch:20060320234037-a54d2-1464cc70c277c4cca37e3847a60df92149dcd831.gz
There is no way to set an option from within vultures in such a way that it can be
overridden by a config file :(
Therefore I was conservative in setting options in vultures_init_nhwindows

Currently we set these:
iflags.menu_tab_sep: needs to be enabled for menu formatting to work
iflags.num_pad: *critical*; without it mouse movement and attacking are crippled
iflags.wc_hilite_pet: no point in ever turning it off

Things like runmode which used to be set in options.c will simply have to be set
by users in their config files if they have a preference

Modified files:

display grave screen for the same reason(s) other interfaces do

Author:Clive Crous <clive@darkarts.co.za>
Date:Mon Mar 20 22:39:35 SAST 2006
Patch:20060320203935-eb905-24d7b63d40f5c92a907115381f6860da53099b9c.gz
I cannot think of any reason at all why vulture's should be
different.  Fair enough the quit screen is now missing, but
surely we could display the quit screen upon program closure if
the tombstone was not displayed already?  This would be a better
solution (in my mind) than an unneccerary nethack source code change.
The quit screen should also at the very least take flags.tomestone into
consideration

Modified files:

place comment note where escapism aught to be fixed

Author:Clive Crous <clive@darkarts.co.za>
Date:Mon Mar 20 22:36:26 SAST 2006
Patch:20060320203626-eb905-1a6a619f1d51effa28f563b051c3fbd404248c24.gz
The first, most obvious, one that comes to mind is "n".
When prefixing a count command. In it's current state
this code prevents (or at least makes it behave abnormally)
when you press 'n' then Escape to cancel if you change your
mind.

Modified files:

TAG post vultures-2 merge

Author:Clive Crous <clive@darkarts.co.za>
Date:Mon Mar 20 13:43:35 SAST 2006
Patch:20060320114335-eb905-0f70bbaf96fce77f229ee48206a38d6c94bbdb2b.gz

TAG pre vultures-2 merge

Author:Clive Crous <clive@darkarts.co.za>
Date:Mon Mar 20 13:42:12 SAST 2006
Patch:20060320114212-eb905-5eaf59ced9730287c9925bd0a8e53e904e970642.gz

make doc/context generation a phony

Author:Clive Crous <clive@darkarts.co.za>
Date:Mon Mar 20 09:43:45 SAST 2006
Patch:20060320074345-eb905-120865946270733e54e934585776100bb64c8c88.gz
Silly me, context was only ever generated the very first time.  How useless!
Any context's prior to this patch are useless *sigh*

Modified files:

improve the appearance of the potion of water

Author:thalerd@in.tum.de
Date:Fri Mar 17 14:32:41 SAST 2006
Patch:20060317123241-a54d2-a2d18d961326d372b053749e7cd28d469c2d8df3.gz
also remove the images for holy/unholy water; we weren't using them anyway

Modified files:

automatic conversion of all shadows from checkerboard patterns to real alpha

Author:thalerd@in.tum.de
Date:Fri Mar 17 02:50:01 SAST 2006
Patch:20060317005001-a54d2-4de1e1ed81f1114a3243fc252b11011581258c04.gz
The conversion tool did nothing in all cases that were not 100% clear to avoid damaging any tiles.
This means the easy 80% (large contiguous shadow areas) are done, the complicated cases (slim shadows
along the edge of a tile) remain.

Modified files:

make it possible to bind tiles to unnamed objects

Author:thalerd@in.tum.de
Date:Wed Mar 15 20:06:31 SAST 2006
Patch:20060315180631-a54d2-c2632d703dc3d93ed8a9a0d27858fed1c769b010.gz
There are a few unnamed scroll and wand object entries. These entries do have a description
and can become "real" objects after the names and descriptions have been shuffled, so we need
to be able to assign tiles to them.

Modified files: