Merge remote-tracking branch 'origin/NetHack-3.6.0'

This commit is contained in:
keni
2017-10-08 14:00:50 -04:00
86 changed files with 8633 additions and 272 deletions

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@@ -208,6 +208,9 @@ A("The Palantir of Westernesse", CRYSTAL_BALL,
PHYS(5, 0), NO_DFNS, NO_CARY, CREATE_AMMO, A_CHAOTIC, PM_RANGER, NON_PM,
4000L, NO_COLOR),
/* MKoT has an additional carry property if the Key is not cursed (for
rogues) or blessed (for non-rogues): #untrap of doors and chests
will always find any traps and disarming those will always succeed */
A("The Master Key of Thievery", SKELETON_KEY,
(SPFX_NOGEN | SPFX_RESTR | SPFX_INTEL | SPFX_SPEAK),
(SPFX_WARN | SPFX_TCTRL | SPFX_HPHDAM), 0, NO_ATTK, NO_DFNS, NO_CARY,

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@@ -78,8 +78,8 @@ E int FDECL(spec_dbon, (struct obj *, struct monst *, int));
E void FDECL(discover_artifact, (XCHAR_P));
E boolean FDECL(undiscovered_artifact, (XCHAR_P));
E int FDECL(disp_artifact_discoveries, (winid));
E boolean FDECL(artifact_hit,
(struct monst *, struct monst *, struct obj *, int *, int));
E boolean FDECL(artifact_hit, (struct monst *, struct monst *, struct obj *,
int *, int));
E int NDECL(doinvoke);
E boolean FDECL(finesse_ahriman, (struct obj *));
E void FDECL(arti_speak, (struct obj *));
@@ -92,6 +92,9 @@ E const char *FDECL(glow_color, (int));
E void FDECL(Sting_effects, (int));
E int FDECL(retouch_object, (struct obj **, BOOLEAN_P));
E void FDECL(retouch_equipment, (int));
E void NDECL(mkot_trap_warn);
E boolean FDECL(is_magic_key, (struct monst *, struct obj *));
E struct obj *FDECL(has_magic_key, (struct monst *));
/* ### attrib.c ### */
@@ -167,6 +170,9 @@ E boolean NDECL(status_hilite_menu);
/* ### cmd.c ### */
E int NDECL(doconduct);
E int NDECL(domonability);
E char FDECL(cmd_from_func, (int NDECL((*))));
E boolean FDECL(redraw_cmd, (CHAR_P));
#ifdef USE_TRAMPOLI
E int NDECL(doextcmd);
@@ -320,6 +326,7 @@ E void FDECL(map_background, (XCHAR_P, XCHAR_P, int));
E void FDECL(map_trap, (struct trap *, int));
E void FDECL(map_object, (struct obj *, int));
E void FDECL(map_invisible, (XCHAR_P, XCHAR_P));
E boolean FDECL(unmap_invisible, (int, int));
E void FDECL(unmap_object, (int, int));
E void FDECL(map_location, (int, int, int));
E void FDECL(feel_newsym, (XCHAR_P, XCHAR_P));
@@ -1721,7 +1728,7 @@ E const char *FDECL(clr2colorname, (int));
E int FDECL(match_str2clr, (char *));
E int FDECL(match_str2attr, (const char *, BOOLEAN_P));
E boolean FDECL(add_menu_coloring, (char *));
E boolean FDECL(get_menu_coloring, (char *, int *, int *));
E boolean FDECL(get_menu_coloring, (const char *, int *, int *));
E void NDECL(free_menu_coloring);
E boolean FDECL(msgtype_parse_add, (char *));
E int FDECL(msgtype_type, (const char *, BOOLEAN_P));

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@@ -9,8 +9,9 @@
* in a separate file so it can be included in objects.c.
*/
/* Code to denote that no skill is applicable */
#define P_NONE 0
enum p_skills {
/* Code to denote that no skill is applicable */
P_NONE = 0,
/* Weapon Skills -- Stephen White
* Order matters and are used in macros.
@@ -19,58 +20,63 @@
* Update weapon.c if you amend any skills.
* Also used for oc_subtyp.
*/
#define P_DAGGER 1
#define P_KNIFE 2
#define P_AXE 3
#define P_PICK_AXE 4
#define P_SHORT_SWORD 5
#define P_BROAD_SWORD 6
#define P_LONG_SWORD 7
#define P_TWO_HANDED_SWORD 8
#define P_SCIMITAR 9
#define P_SABER 10
#define P_CLUB 11 /* Heavy-shafted bludgeon */
#define P_MACE 12
#define P_MORNING_STAR 13 /* Spiked bludgeon */
#define P_FLAIL 14 /* Two pieces hinged or chained together */
#define P_HAMMER 15 /* Heavy head on the end */
#define P_QUARTERSTAFF 16 /* Long-shafted bludgeon */
#define P_POLEARMS 17
#define P_SPEAR 18 /* includes javelin */
#define P_TRIDENT 19
#define P_LANCE 20
#define P_BOW 21
#define P_SLING 22
#define P_CROSSBOW 23
#define P_DART 24
#define P_SHURIKEN 25
#define P_BOOMERANG 26
#define P_WHIP 27
#define P_UNICORN_HORN 28 /* last weapon */
P_DAGGER,
P_KNIFE,
P_AXE,
P_PICK_AXE,
P_SHORT_SWORD,
P_BROAD_SWORD,
P_LONG_SWORD,
P_TWO_HANDED_SWORD,
P_SCIMITAR,
P_SABER,
P_CLUB, /* Heavy-shafted bludgeon */
P_MACE,
P_MORNING_STAR, /* Spiked bludgeon */
P_FLAIL, /* Two pieces hinged or chained together */
P_HAMMER, /* Heavy head on the end */
P_QUARTERSTAFF, /* Long-shafted bludgeon */
P_POLEARMS,
P_SPEAR, /* includes javelin */
P_TRIDENT,
P_LANCE,
P_BOW,
P_SLING,
P_CROSSBOW,
P_DART,
P_SHURIKEN,
P_BOOMERANG,
P_WHIP,
P_UNICORN_HORN, /* last weapon */
/* Spell Skills added by Larry Stewart-Zerba */
P_ATTACK_SPELL,
P_HEALING_SPELL,
P_DIVINATION_SPELL,
P_ENCHANTMENT_SPELL,
P_CLERIC_SPELL,
P_ESCAPE_SPELL,
P_MATTER_SPELL,
/* Other types of combat */
P_BARE_HANDED_COMBAT, /* actually weaponless; gloves are ok */
P_TWO_WEAPON_COMBAT,
P_RIDING, /* How well you control your steed */
P_NUM_SKILLS
};
#define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
#define P_FIRST_WEAPON P_DAGGER
#define P_LAST_WEAPON P_UNICORN_HORN
/* Spell Skills added by Larry Stewart-Zerba */
#define P_ATTACK_SPELL 29
#define P_HEALING_SPELL 30
#define P_DIVINATION_SPELL 31
#define P_ENCHANTMENT_SPELL 32
#define P_CLERIC_SPELL 33
#define P_ESCAPE_SPELL 34
#define P_MATTER_SPELL 35
#define P_FIRST_SPELL P_ATTACK_SPELL
#define P_LAST_SPELL P_MATTER_SPELL
/* Other types of combat */
#define P_BARE_HANDED_COMBAT 36 /* actually weaponless; gloves are ok */
#define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
#define P_TWO_WEAPON_COMBAT 37 /* Finally implemented */
#define P_RIDING 38 /* How well you control your steed */
#define P_LAST_H_TO_H P_RIDING
#define P_FIRST_H_TO_H P_BARE_HANDED_COMBAT
#define P_NUM_SKILLS (P_LAST_H_TO_H + 1)
/* These roles qualify for a martial arts bonus */
#define martial_bonus() (Role_if(PM_SAMURAI) || Role_if(PM_MONK))
@@ -81,13 +87,15 @@
* with the current skill-1. To work out for the UNSKILLED case,
* a value of 0 needed.
*/
#define P_ISRESTRICTED 0
#define P_UNSKILLED 1
#define P_BASIC 2
#define P_SKILLED 3
#define P_EXPERT 4
#define P_MASTER 5 /* Unarmed combat/martial arts only */
#define P_GRAND_MASTER 6 /* Unarmed combat/martial arts only */
enum skill_levels {
P_ISRESTRICTED = 0,
P_UNSKILLED,
P_BASIC,
P_SKILLED,
P_EXPERT,
P_MASTER, /* Unarmed combat/martial arts only */
P_GRAND_MASTER /* Unarmed combat/martial arts only */
};
#define practice_needed_to_advance(level) ((level) * (level) *20)

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@@ -36,7 +36,9 @@
#define NETWORK /* if running on a networked system */
/* e.g. Suns sharing a playground through NFS */
/* #define SUNOS4 */ /* SunOS 4.x */
/* #define LINUX */ /* Another Unix clone */
#ifdef __linux__
#define LINUX /* Another Unix clone */
#endif
/* #define CYGWIN32 */ /* Unix on Win32 -- use with case sensitive defines */
/* #define GENIX */ /* Yet Another Unix Clone */
/* #define HISX */ /* Bull Unix for XPS Machines */