Merge branch 'master' of https://rodney.nethack.org:20040/git/NHsource
This commit is contained in:
@@ -69,7 +69,7 @@ V Show long version and game history
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w Wield (put in use) a weapon
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W Wear a piece of armor
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x Swap wielded and secondary weapons
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X Enter explore (discovery) mode (only if defined)
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X Toggle two-weapon combat
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y Go northwest 1 space
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Y Go northwest until you are on top of something
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^Y Go northwest until you are near something
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2
dat/help
2
dat/help
@@ -147,7 +147,7 @@ Commands:
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w Wield weapon. w- means wield nothing, use bare hands.
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W Wear armor.
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x Swap wielded and secondary weapons.
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X Switch the game to explore (discovery) mode.
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X Toggle two-weapon combat.
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^X Show your attributes.
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z Zap a wand. (Use y instead of z if number_pad is -1.)
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Z Cast a spell. (Use Y instead of Z if number_pad is -1.)
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2
dat/hh
2
dat/hh
@@ -32,7 +32,6 @@ O options set options
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\ known display list of what's been discovered
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v version display version number
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V history display game history
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X explore switch the game to explore (discovery) mode
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^A again redo the previous command (^A denotes the keystroke CTRL-A)
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^R redraw redraw the screen
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^P prevmsg repeat previous message (subsequent ^P's repeat earlier ones)
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@@ -70,6 +69,7 @@ T takeoff take off some armor
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w wield wield a weapon (w- wield nothing)
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W wear put on some armor
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x xchange swap wielded and secondary weapons
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X twoweapon toggle two-weapon combat
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z zap zap a wand (use y instead of z if number_pad is -1)
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Z Zap cast a spell (use Y instead of Z if number_pad is -1)
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< up go up the stairs
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@@ -708,7 +708,8 @@ The latter is used as your secondary weapon when engaging in
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two-weapon combat. Note that if one of these slots is empty,
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the exchange still takes place.
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.lp X
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Enter explore (discovery) mode, explained in its own section later.
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Toggle two-weapon combat, if your character can do it. Also available
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via the ``#twoweapon'' extended command
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.lp ""
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Since using this command by accident would be troublesome, you are asked
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to confirm your intent before switching to explore mode. By default
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@@ -2980,8 +2981,8 @@ with the
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.op -X
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command-line switch or with the
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.op playmode:explore
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option. The other is to issue the `X' command while already
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playing the game. Starting a new game in explore mode provides your
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option. The other is to issue the ``#exploremode'' extended command while
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already playing the game. Starting a new game in explore mode provides your
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character with a wand of wishing in initial inventory; switching via `X'
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during play does not. The other benefits of explore mode are left for
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the trepid reader to discover.
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@@ -316,6 +316,11 @@
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#endif /* CHDIR */
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/* If GENERIC_USERNAMES is defined, and the user name is found
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* in that list, prompt for username instead.
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* A public server should probably disable this. */
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#define GENERIC_USERNAMES "play player game games nethack nethacker"
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/*
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* Section 3: Definitions that may vary with system type.
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@@ -2411,7 +2411,7 @@ static const struct func_tab cmdlist[] = {
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{'W', FALSE, dowear},
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{M('w'), FALSE, dowipe},
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{'x', FALSE, doswapweapon},
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{'X', TRUE, enter_explore_mode},
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{'X', FALSE, dotwoweapon},
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/* 'y', 'Y' : go nw */
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{'z', FALSE, dozap},
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{'Z', TRUE, docast},
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@@ -2456,6 +2456,7 @@ struct ext_func_tab extcmdlist[] = {
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{"dip", "dip an object into something", dodip, FALSE},
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{"enhance", "advance or check weapon and spell skills",
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enhance_weapon_skill, TRUE},
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{"exploremode", "enter explore mode", enter_explore_mode, TRUE},
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{"force", "force a lock", doforce, FALSE},
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{"invoke", "invoke an object's powers", doinvoke, TRUE},
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{"jump", "jump to a location", dojump, FALSE},
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@@ -456,7 +456,7 @@ register struct obj *obj;
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long money = money_cnt(invent);
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struct obj *otmp;
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if (money > 10) {
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/* Amount to loose. Might get rounded up as fountains don't pay change... */
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/* Amount to lose. Might get rounded up as fountains don't pay change... */
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money = somegold(money) / 10;
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for (otmp = invent; otmp && money > 0; otmp = otmp->nobj) if (otmp->oclass == COIN_CLASS) {
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int denomination = objects[otmp->otyp].oc_cost;
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108
src/pickup.c
108
src/pickup.c
@@ -1451,6 +1451,36 @@ int x, y;
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return FALSE;
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}
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int
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do_loot_cont(cobjp)
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struct obj **cobjp;
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{
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struct obj *cobj = *cobjp;
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if (!cobj) return 0;
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if (cobj->olocked) {
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pline("%s locked.", cobj->lknown ? "It is" :
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"Hmmm, it turns out to be");
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cobj->lknown = 1;
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return 0;
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}
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cobj->lknown = 1;
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if (cobj->otyp == BAG_OF_TRICKS) {
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int tmp;
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You("carefully open the bag...");
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pline("It develops a huge set of teeth and bites you!");
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tmp = rnd(10);
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losehp(Maybe_Half_Phys(tmp), "carnivorous bag", KILLED_BY_AN);
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makeknown(BAG_OF_TRICKS);
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return 1;
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}
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You("%sopen %s...",
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(!cobj->cknown || !cobj->lknown) ? "carefully " : "",
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the(xname(cobj)));
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return use_container(cobjp, 0);
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}
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int
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doloot() /* loot a container on the floor or loot saddle from mon. */
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{
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@@ -1486,46 +1516,62 @@ lootcont:
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if (container_at(cc.x, cc.y, FALSE)) {
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boolean any = FALSE;
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int num_conts = 0;
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if (!able_to_loot(cc.x, cc.y, TRUE)) return 0;
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for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = nobj) {
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nobj = cobj->nexthere;
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if (Is_container(cobj)) {
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c = ynq(safe_qbuf(qbuf, "There is ", " here, loot it?",
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cobj, doname, ansimpleoname, "a container"));
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if (c == 'q') return (timepassed);
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if (c == 'n') continue;
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any = TRUE;
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for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = cobj->nexthere)
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if (Is_container(cobj)) num_conts++;
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if (cobj->olocked) {
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pline("%s locked.", cobj->lknown ? "It is" :
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"Hmmm, it turns out to be");
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cobj->lknown = 1;
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continue;
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if (num_conts > 1) {
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/* use a menu to loot many containers */
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int n, i;
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winid win;
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anything any;
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menu_item *pick_list = NULL;
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any.a_void = 0;
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win = create_nhwindow(NHW_MENU);
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start_menu(win);
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for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = cobj->nexthere)
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if (Is_container(cobj)) {
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any.a_obj = cobj;
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add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, doname(cobj), MENU_UNSELECTED);
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}
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cobj->lknown = 1;
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end_menu(win, "Loot which containers?");
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n = select_menu(win, PICK_ANY, &pick_list);
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destroy_nhwindow(win);
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if (cobj->otyp == BAG_OF_TRICKS) {
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int tmp;
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You("carefully open the bag...");
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pline("It develops a huge set of teeth and bites you!");
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tmp = rnd(10);
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losehp(Maybe_Half_Phys(tmp), "carnivorous bag", KILLED_BY_AN);
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makeknown(BAG_OF_TRICKS);
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timepassed = 1;
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continue;
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if (n > 0) {
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for (i = 0; i < n; i++) {
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timepassed |= do_loot_cont(&pick_list[i].item.a_obj);
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if (multi < 0 || !pick_list[i].item.a_obj) {
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free((genericptr_t) pick_list);
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return 1;
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}
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}
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You("%sopen %s...",
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(!cobj->cknown || !cobj->lknown) ? "carefully " : "",
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the(xname(cobj)));
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timepassed |= use_container(&cobj, 0);
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/* might have triggered chest trap or magic bag explosion */
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if (multi < 0 || !cobj) return 1;
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}
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if (pick_list) free((genericptr_t) pick_list);
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if (n != 0) c = 'y';
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} else {
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for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = nobj) {
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nobj = cobj->nexthere;
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if (Is_container(cobj)) {
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c = ynq(safe_qbuf(qbuf, "There is ", " here, loot it?",
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cobj, doname, ansimpleoname, "a container"));
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if (c == 'q') return (timepassed);
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if (c == 'n') continue;
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any = TRUE;
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timepassed |= do_loot_cont(&cobj);
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/* might have triggered chest trap or magic bag explosion */
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if (multi < 0 || !cobj) return 1;
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}
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}
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if (any) c = 'y';
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}
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if (any) c = 'y';
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} else if (IS_GRAVE(levl[cc.x][cc.y].typ)) {
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You("need to dig up the grave to effectively loot it...");
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}
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@@ -1332,12 +1332,15 @@ plnamesuffix()
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char *sptr, *eptr;
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int i;
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#ifdef GENERIC_USERNAMES
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/* some generic user names will be ignored in favor of prompting */
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i = (int)strlen(plname);
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if ((i >= 4 && !strncmpi(plname, "player", i)) || /* play[er] */
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(i >= 4 && !strncmpi(plname, "games", i)) || /* game[s] */
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(i >= 7 && !strncmpi(plname, "nethacker", i))) /* nethack[er] */
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eptr = GENERIC_USERNAMES;
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sptr = strstri(eptr, plname);
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if (sptr && ((sptr == eptr && (sptr[i] == ' ' || sptr[i] == '\0'))
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|| sptr[i] == ' ' || sptr[i] == '\0'))
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*plname = '\0'; /* call askname() */
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#endif
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do {
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if (!*plname) askname(); /* fill plname[] if necessary */
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