This commit is contained in:
nhmall
2015-03-09 21:19:37 -04:00
9 changed files with 98 additions and 42 deletions

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@@ -69,7 +69,7 @@ V Show long version and game history
w Wield (put in use) a weapon
W Wear a piece of armor
x Swap wielded and secondary weapons
X Enter explore (discovery) mode (only if defined)
X Toggle two-weapon combat
y Go northwest 1 space
Y Go northwest until you are on top of something
^Y Go northwest until you are near something

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@@ -147,7 +147,7 @@ Commands:
w Wield weapon. w- means wield nothing, use bare hands.
W Wear armor.
x Swap wielded and secondary weapons.
X Switch the game to explore (discovery) mode.
X Toggle two-weapon combat.
^X Show your attributes.
z Zap a wand. (Use y instead of z if number_pad is -1.)
Z Cast a spell. (Use Y instead of Z if number_pad is -1.)

2
dat/hh
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@@ -32,7 +32,6 @@ O options set options
\ known display list of what's been discovered
v version display version number
V history display game history
X explore switch the game to explore (discovery) mode
^A again redo the previous command (^A denotes the keystroke CTRL-A)
^R redraw redraw the screen
^P prevmsg repeat previous message (subsequent ^P's repeat earlier ones)
@@ -70,6 +69,7 @@ T takeoff take off some armor
w wield wield a weapon (w- wield nothing)
W wear put on some armor
x xchange swap wielded and secondary weapons
X twoweapon toggle two-weapon combat
z zap zap a wand (use y instead of z if number_pad is -1)
Z Zap cast a spell (use Y instead of Z if number_pad is -1)
< up go up the stairs

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@@ -708,7 +708,8 @@ The latter is used as your secondary weapon when engaging in
two-weapon combat. Note that if one of these slots is empty,
the exchange still takes place.
.lp X
Enter explore (discovery) mode, explained in its own section later.
Toggle two-weapon combat, if your character can do it. Also available
via the ``#twoweapon'' extended command
.lp ""
Since using this command by accident would be troublesome, you are asked
to confirm your intent before switching to explore mode. By default
@@ -2980,8 +2981,8 @@ with the
.op -X
command-line switch or with the
.op playmode:explore
option. The other is to issue the `X' command while already
playing the game. Starting a new game in explore mode provides your
option. The other is to issue the ``#exploremode'' extended command while
already playing the game. Starting a new game in explore mode provides your
character with a wand of wishing in initial inventory; switching via `X'
during play does not. The other benefits of explore mode are left for
the trepid reader to discover.

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@@ -316,6 +316,11 @@
#endif /* CHDIR */
/* If GENERIC_USERNAMES is defined, and the user name is found
* in that list, prompt for username instead.
* A public server should probably disable this. */
#define GENERIC_USERNAMES "play player game games nethack nethacker"
/*
* Section 3: Definitions that may vary with system type.

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@@ -2411,7 +2411,7 @@ static const struct func_tab cmdlist[] = {
{'W', FALSE, dowear},
{M('w'), FALSE, dowipe},
{'x', FALSE, doswapweapon},
{'X', TRUE, enter_explore_mode},
{'X', FALSE, dotwoweapon},
/* 'y', 'Y' : go nw */
{'z', FALSE, dozap},
{'Z', TRUE, docast},
@@ -2456,6 +2456,7 @@ struct ext_func_tab extcmdlist[] = {
{"dip", "dip an object into something", dodip, FALSE},
{"enhance", "advance or check weapon and spell skills",
enhance_weapon_skill, TRUE},
{"exploremode", "enter explore mode", enter_explore_mode, TRUE},
{"force", "force a lock", doforce, FALSE},
{"invoke", "invoke an object's powers", doinvoke, TRUE},
{"jump", "jump to a location", dojump, FALSE},

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@@ -456,7 +456,7 @@ register struct obj *obj;
long money = money_cnt(invent);
struct obj *otmp;
if (money > 10) {
/* Amount to loose. Might get rounded up as fountains don't pay change... */
/* Amount to lose. Might get rounded up as fountains don't pay change... */
money = somegold(money) / 10;
for (otmp = invent; otmp && money > 0; otmp = otmp->nobj) if (otmp->oclass == COIN_CLASS) {
int denomination = objects[otmp->otyp].oc_cost;

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@@ -1451,6 +1451,36 @@ int x, y;
return FALSE;
}
int
do_loot_cont(cobjp)
struct obj **cobjp;
{
struct obj *cobj = *cobjp;
if (!cobj) return 0;
if (cobj->olocked) {
pline("%s locked.", cobj->lknown ? "It is" :
"Hmmm, it turns out to be");
cobj->lknown = 1;
return 0;
}
cobj->lknown = 1;
if (cobj->otyp == BAG_OF_TRICKS) {
int tmp;
You("carefully open the bag...");
pline("It develops a huge set of teeth and bites you!");
tmp = rnd(10);
losehp(Maybe_Half_Phys(tmp), "carnivorous bag", KILLED_BY_AN);
makeknown(BAG_OF_TRICKS);
return 1;
}
You("%sopen %s...",
(!cobj->cknown || !cobj->lknown) ? "carefully " : "",
the(xname(cobj)));
return use_container(cobjp, 0);
}
int
doloot() /* loot a container on the floor or loot saddle from mon. */
{
@@ -1486,46 +1516,62 @@ lootcont:
if (container_at(cc.x, cc.y, FALSE)) {
boolean any = FALSE;
int num_conts = 0;
if (!able_to_loot(cc.x, cc.y, TRUE)) return 0;
for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = nobj) {
nobj = cobj->nexthere;
if (Is_container(cobj)) {
c = ynq(safe_qbuf(qbuf, "There is ", " here, loot it?",
cobj, doname, ansimpleoname, "a container"));
if (c == 'q') return (timepassed);
if (c == 'n') continue;
any = TRUE;
for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = cobj->nexthere)
if (Is_container(cobj)) num_conts++;
if (cobj->olocked) {
pline("%s locked.", cobj->lknown ? "It is" :
"Hmmm, it turns out to be");
cobj->lknown = 1;
continue;
if (num_conts > 1) {
/* use a menu to loot many containers */
int n, i;
winid win;
anything any;
menu_item *pick_list = NULL;
any.a_void = 0;
win = create_nhwindow(NHW_MENU);
start_menu(win);
for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = cobj->nexthere)
if (Is_container(cobj)) {
any.a_obj = cobj;
add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, doname(cobj), MENU_UNSELECTED);
}
cobj->lknown = 1;
end_menu(win, "Loot which containers?");
n = select_menu(win, PICK_ANY, &pick_list);
destroy_nhwindow(win);
if (cobj->otyp == BAG_OF_TRICKS) {
int tmp;
You("carefully open the bag...");
pline("It develops a huge set of teeth and bites you!");
tmp = rnd(10);
losehp(Maybe_Half_Phys(tmp), "carnivorous bag", KILLED_BY_AN);
makeknown(BAG_OF_TRICKS);
timepassed = 1;
continue;
if (n > 0) {
for (i = 0; i < n; i++) {
timepassed |= do_loot_cont(&pick_list[i].item.a_obj);
if (multi < 0 || !pick_list[i].item.a_obj) {
free((genericptr_t) pick_list);
return 1;
}
}
You("%sopen %s...",
(!cobj->cknown || !cobj->lknown) ? "carefully " : "",
the(xname(cobj)));
timepassed |= use_container(&cobj, 0);
/* might have triggered chest trap or magic bag explosion */
if (multi < 0 || !cobj) return 1;
}
if (pick_list) free((genericptr_t) pick_list);
if (n != 0) c = 'y';
} else {
for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = nobj) {
nobj = cobj->nexthere;
if (Is_container(cobj)) {
c = ynq(safe_qbuf(qbuf, "There is ", " here, loot it?",
cobj, doname, ansimpleoname, "a container"));
if (c == 'q') return (timepassed);
if (c == 'n') continue;
any = TRUE;
timepassed |= do_loot_cont(&cobj);
/* might have triggered chest trap or magic bag explosion */
if (multi < 0 || !cobj) return 1;
}
}
if (any) c = 'y';
}
if (any) c = 'y';
} else if (IS_GRAVE(levl[cc.x][cc.y].typ)) {
You("need to dig up the grave to effectively loot it...");
}

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@@ -1332,12 +1332,15 @@ plnamesuffix()
char *sptr, *eptr;
int i;
#ifdef GENERIC_USERNAMES
/* some generic user names will be ignored in favor of prompting */
i = (int)strlen(plname);
if ((i >= 4 && !strncmpi(plname, "player", i)) || /* play[er] */
(i >= 4 && !strncmpi(plname, "games", i)) || /* game[s] */
(i >= 7 && !strncmpi(plname, "nethacker", i))) /* nethack[er] */
eptr = GENERIC_USERNAMES;
sptr = strstri(eptr, plname);
if (sptr && ((sptr == eptr && (sptr[i] == ' ' || sptr[i] == '\0'))
|| sptr[i] == ' ' || sptr[i] == '\0'))
*plname = '\0'; /* call askname() */
#endif
do {
if (!*plname) askname(); /* fill plname[] if necessary */