Add minor detail to recently added map description in doc/window.txt:
origin is in upper left and positive y goes downward, so not typical
Cartesian x,y coordinate plane.
Issue reported by vultur-cadens: one of the checks for whether a
shade would be harmed by an attack was erroneously inside a block
of code that only executed when you could see the attack. Basic
physical damage wasn't affected but some monster (or poly'd hero)
damage types that shouldn't affect shades didn't when seen but did
when unseen.
Could also get "attack passes harmlessly through the shade" when
an unseen attack for physical damage hit and failed to deal damage.
fixes#907
Pull request from entrez: explicitly throwing 1 out of stack of more
than 1 and then having the throw be rejected by tageting yourself did
not recombine the split, resulting in stacks of 1 and N-1 that both
had the same inventory letter. Undo the split if throwing fails.
A similar fix was made for gold a year and a half ago by commit
c3ccd93a88.
fixes#904
Pull request by Theyflower: carrying a loadstone prevents big
monsters from hitting their target for knockback effect, same as
wielding Giantslayer.
The PR code needed fixing (unintended switch from 'otmp' to 'obj')
so I didn't use the commeit. The PR code also required that the
loadstone be blessed which sounds nethackish but would mean that
nobody would ever notice. Allow carrying any loadstone to prevent
being knocked back. It will still be a rare accident or uncommon
tactical decision. (It doesn't happen if the target is flying or
levitating because those checks deliberately come first.)
supersedes #906closes#906
A giant mummy starts out with a mummy wrapping but couldn't wear it.
Allow humanoids who are bigger than human size (including poly'd hero
when applicable) to wear such cloaks. They won't do so if they are
invisible and the cloak would let hero start seeing them.
Something that FIQ once pointed out: the fact that map column 0 is
not shown wasn't explicitly described anywhere. Add a paragraph for
NHW_MAP to doc/window.txt and describe it there.
I hadn't ever used #saveoptions before and when I checked to see
whether the autounlock:none changes were being handled properly, I
discovered that options set via 'm O' weren't being handled at all.
This includes some miscellaneous reformatting of things noticed
while tracking down the problem.
Add a stack of 2 tins of spinach near the leader on the monk quest
start level and another stack of 2 blessed tins of spinach at a
random spot on the monk quest locate level, to compensate for the
inability to gain strength from giant corpses if they adhere to
vegan or vegetarian conduct. paxed supplied the 'tinplace' magic.
4 tins of spinach aren't nearly enough to get to 18/100, but by
uncursing the first pair, if necessary, and waiting until strength
is at least 18, they can be eaten to add 4..40 (average 22) points
of exceptional strength. (Players choosing either of those conducts
for other roles or foodless for any role are on their own as far as
boosting Str goes, same as before.)
The special level loader needed to be modified to handle tins of
spinach. It now accepts "spinach" as a fake monster type for an
object of type "tin". Also added support for empty tins since it
involved the same code, and use of fake monster type "empty" with
object type "egg" to be able to create generic (unhatchable) eggs.
(Wishing for "egg" produces those by default but it also accepts
explicit "empty egg" by coincidence.)
Pull request from entrez: poly'd hero who digests a creature has a
change to gain an intrinsic from it. I put the fixes entry in the
New Features section.
I was a bit concerned that g.afternmv might be cleared during the
turns the hero is busy digesting, leaving a stale value for
g.corpsenm_digested, but I don't think that that can happen.
Fixes#883
Issue reported by eakaye: for a 'hugs' attack to succeed, the
monster must have at least three attacks and the two preceding the
hug attack need to both hit. Guardian nagas had three attacks but
the first was melee 'bite' and the second was ranged 'spit'. Those
are mutually exclusive, so they would never both hit and nagas never
grabbed their prey.
Make the spit attack be first, the bite attack be second, insert a
touch attack for 0 damage third, and make the hug be fourth. Also,
change their hug damage type from 'phys' to 'wrap'. The first and
2nd+3rd+4th are still mutually exclusive.
The resulting message feedback left something to be desired and has
been tweaked.
The difficulty-level formula used by deprecated 'makedefs -m' now
generates 17 rather than 16 for guardian naga so I changed revised
monster to match. They are definitely more difficult now that their
constriction attack has a chance to hit.
Fixes#894
Reported directly to devteam, mounted hero whose steed got hit
for knockback effect triggered impossible "no monster to remove".
In addition to fixing that, this makes a knockback attempt at a
hero who is stuck to a cursed saddle knock the hero and steed back
instead of knocking the hero out of the saddle.
mhurtle_step() should be able to use u.ux0,u.uy0 to update the
hero's old location after moving the hero in order to move the
steed, but the value was different from what was expected and the
map showed stale steed symbol when I used that. I'm not sure what
is going on there; saving u.ux,u.uy before moving the hero worked
as intended so I didn't pursue it.
Pass the wait-for-response arg when displaying the wishing help text
window. tty, curses, and Qt waited regardless, but X11 honors the
no-wait request. It was showing the text window then letting the
core immediately resume, resulting in reissuing the wish prompt on
top of the help window. Entering a successful wish then dismissed
the prompt but left the help on the screen, possibly obscuring the
map depending on placement.
Reported by eakaye: orcish hero has maximum strength of 18/50 but
hero poly'd into an orc was given 18/100 strength. Also, a comment
from vultur-cadens pointed out that orcish heroes start with poison
resistance while monster orcs lack it.
Even though the boost to 18/100 is only temporary until the poly
times out, make orcs a special case where strongmonst from poly'ing
into them only gives 18/50 strength instead of 18/100. Adopt the
suggestion that Uruk-hai be an exception and continue to give hero
poly'd into them 18/100.
If any gnome becomes strongmonst (currently none are), treat them
as 18/50 too. Elvenking and elf-lord are strongmonst; treat their
forms as plain 18 though, matching the limit of elf heroes. Lesser
monster elves aren't strongmost.
While in there, add another special case so that hero poly'd into a
giant gets 19 strength. Monster giants are still plain strongmonst
so might warrant some sort of adjustment.
Give orcs poison resistance, but eating their corpses doesn't provide
an opportunity to confer it. Note goblins and hobgoblins still don't
have the resistance (to distinguish them from orcs a bit).
Take away strongmonst from orc shamans and give it to orc mummies.
Human mummies should have it too (at least according to movies) but
I didn't alter them becuase they're already pretty dangerous at the
point they start occurring. Take away strongmonst from plain 'elf'
placeholder.
New: when hero polymorphs into a form that lacks the strongmonst
attribute, take away any exceptional strength (drop 18/01 through
18/100 down to 18; as mentioned above, the drop is only temporary).
There's no attempt to set the maximum even lower for wimpy forms.
Fixes#679
[sic] should be "engraving in frost mentions dust"
Writing on ice with fingers is described as writing in frost, but if
you overwrite an existing engraving rather than add to it the game
said you wiped out the engraving in the dust (immediately followed
by writing in the frost).
Not mentioned in the report: finishing a multi-turn engraving on
ice had the same problem.
Pull request from entrez: X11's get-extended-command widget
allocated 1 extra byte for a couple of end-or-array terminators
and then wrote more than 1 byte to them when initializing its list
of extended commands.
Fixes#884
Pull request from chasonr: if the curses interface did a full screen
update while the game was ending, it could attempt to refresh windows
that had already been removed.
For #if PDCURSES, raw_print() could attempt to write to the message
window after it had been removed.
[Why is raw_print() using the message window at all? Isn't the main
point of it to bypass that?]
Fixes#881
Reported by paxed 8 years ago: if a bones file contains a
doppelganger imitating a unique monster, when it gets loaded
that monster ends up being marked as having been created. The
doppelganger itself will shapechange to other forms, but the
unique monster won't be created when it should be because it has
become extinct.
Report involved creating a statue of a unique monster which
yields a doppelganger in that monster's shape, then using stone
to flesh to animate the statue, dying before it changes to some
other shape, and having bones be saved.
Year old issue from copperwater: 'open' directed at a non-door told
player that there isn't a door and took no time unless character was
blind and learned what type of terrain it is, applying a key gave
the same message but used a turn and didn't update map to reflect any
terrain discovery.
Attempting to open an adjacent door or applying a key to one while in
a pit had a similar issue: they produced the same "you can't reach
it from here" but had different time vs no-time outcome.
There may be other actions in the same situation.
Closes#581
Pull request from copperwater: the random traps specified by the
special level definitions of the tourist locate and goal levels could
be placed inside the shops present on those levels.
Fixes#848
Pull requet from entrez: give better feedback than "it" when hero
observes a corpse reviving into a monster that can't be seen.
Tweak reviving from a container which was coded as if the container
was optional. That can lead to confusion when someone reads the
code so make the situation more explicit.
Fixes#871
when splitting a stack of named, shop-owned objects
Pull request from entrez: when perm_invent is on, splitting an unpaid
stack would issue impossible "unpaid_cost: object wasn't on any bill"
while cloning the new stack's name from the old stack.
Fixes#876
Add two new themeroom functions that are called when generating
the level: pre_themerooms_generate and post_themerooms_generate,
calles before and after themerooms_generate.
Allow the buried treasure -themeroom to put down an engraving
anywhere on the level, hinting at the location of the treasure.
des.object contents function now gets the generated object passed
to it as a parameter.
Reported by Umbire:
|You kill SpaceMannSpiff! SpaceMannSpiff puts on a dwarvish cloak.
|SpaceMannSpiff puts on a dwarvish iron helm.
|The seemingly dead SpaceMannSpiff suddenly transforms and rises as
| a Vampire.
This was tough to reproduce but I finally managed it. The issue
text mentions that it was fixed by copperwater in xNetHack with
commit 8c4af50f0aa3e72522f3eb98df039ff25c2a1ea0 to the repository
for that variant. My attempt to cherry-pick that failed--I'm not
even sure whether it should have been expected to work--and some of
the code has been impinged upon by changes, so I ended up applying
the contents of that commit manually.
The commit changes how/when monsters put on new armor rather than
anything directly related to vampires. Circumstances similar to
the example above now yield:
|You kill SpaceMannSpiff!
|The seemingly dead SpaceMannSpiff suddenly transforms and rises as
| a Vampire.
on one turn, then on the next turn the revived vampire produces:
|SpaceMannSpiff puts on a dwarvish cloak.
My test case only had one item of interest; I assume that the second
item of armor gets worn on a subsequent turn rather than at the same
time as the first one.
Fixes#843
Previously, the tetris-shaped rooms were always either
normal rooms, or turned into shops or other special rooms
in NetHack core. Now, the themed room lua code first picks
the themed room (which can be a themed or shaped), and some
of those will then pick a random filling (eg. ice floor,
traps, corpses, 3 altars).
Adds a new lua binding to create a selection picking locations
in current room.
The content-function in special level regions now get passed
the room data as a parameter.
Reported by k2: tipping one container's contents directly into
another container allowed transferring a wand of cancellation (not
mentioned: or a bag of holding or a bag of tricks) into a bag of
holding without blowing it up.
That's now fixed. There are other issues that this doesn't touch:
I think it's odd that you can transfer stuff from one carried
container to another but not from a carried container to a floor
container nor from one floor container to another one at same spot.
I didn't test shop billing so an not sure what happens when #tip
blows up a bag of holding and there are some unpaid items involved.
Using #tip on horn of plenty treats it like a container, but doing
that when it's carried doesn't offer the chance to tip its contents
directly into a carried container.
Tipping a carried container does not require free hands or even
limbs (for playability) but tipping such into another container
should require at least one free hand.
Fixes#872
The pull request included some changes that were neither accidental nor
unintentional, so only a subset of the changes from pull request #869
submitted by klorpa were manually applied.
behaviour -> behavior
speach -> speech
knowlege -> knowledge
incrments -> increments
stethscope -> stethoscope
staiway -> stairway
arifact -> artifact
extracing -> extracting
The uses of "iff" were left alone.
Close#869
Wizard-mode command to cast any spell without checks that would
prevent casting, and with no energy use.
Mainly to allow the fuzzer to exercise the spell code paths.
Reported by entrez: fake player monsters on the Astral Plane level
were giving "<role> suddenly appears!" feedback if they could be
seen or sensed when the hero arrived on that level.
They're generated separately from the level itself so the message
suppression in place during level creation didn't guard against it.
This is a large iteration on a previous implementation of making
nh.getmap() parse its coordinates as relative to the last defined map or
room rather than absolute to the entire level. Now, everything in the
nh.* and obj.* functions interprets coords as relative rather than
absolute. (By default; if no map or room has been defined, or if the lua
code is executing after level creation is done, they will interpret the
coordinates as absolute).
The general motivation is basically the same - routines that use
absolute coordinates are difficult to use in level creation routines,
because then the designer has to remember to convert the relative
coordinate to an absolute one (and that was impossible before
nh.abscoord was added, particularly in themed rooms). And once
nh.getmap() takes relative coordinates, it would be very strange to have
all the other functions (setting timers, burying objects, etc) remain
with absolute ones.
In a couple places, code is changed to account for coordinates that are
relative to a *room* (which uses g.coder->croom->[lx,ly] as an offset,
instead of relative to a *map*, which uses [xstart,ystart].
Specifically, selection.iterate did not account for this, and without
this the ice themed room timer was not being started in the proper
place.
All tests are updated to respect the new behavior. Most of the modified
functions are not actually used anywhere in level files; the one
exception is starting a timer in a themed room, and that has been
adjusted.
Documentation updated as well to clarify when various things are tossing
around relative and absolute coordinates, both in comments and in
lua.adoc.
initoptions(), including initoptions_finish(), was running to
completion with the default window system before windowtype from the
command was parsed and activated. When the default window system
is tty without MS-DOS the map type gets set to ascii; command line
--windowtype:X11 doesn't switch it back to the X11 default of tiled.
So,
| NETHACKOPTIONS=windowtype:X11 nethack
ran nethack in tiles mode but
| nethack --windowtype:X11
ran it in text mode (assuming .nethackrc left tiles vs text with the
default setting).
I think this fix is quite iffy but it seems to work as intended....
It reclassifies '--windowtype' as an "early option" in unixmain.c,
and the options.c code ultimately processes it twice.
begin_burn() was called before the quantity of wished lit candles was
restricted which meant that the light source radius could depend on a
larger quantity than the final object actually had.
Issue #838 from clausecker, relayed by copperwater: old workarounds
for lack of type 'time_t' from pre-standard days aren't suitable any
more. One of the instances was incorrect (diagnosed by entrez) and
no one had noticed for years (or possibly just ignored a compiler
warning).
Remove most of the old cruft from hacklib.c and some from system.h
but put in commented workarounds in unixconf.h in case someone needs
to resurrect it. It would have been better to do things this way
back in the old days.
Resurrecting some non-Unix port might need to clone the unixconf.h
bits in its own *conf.h, but that probably won't be necessary for a
standard C compliant system.
Closes#838
When moat and lava use the same screen symbol and color is Off, lava
is rendered in inverse video. It used to be similar for floor and
ice, but that got broken last year. Fix inverse ice, and now that
fountain and sink might be same symbol (recent IBMgraphics change),
render sinks in inverse if they match fountains and color is Off.
I started to give sink its own mapglyph flag but then got lazy and
used the same value as ice. That can be amended if some interface
wants to use some more elaborate distinction than inverse video.
Instead of hardcoding mouse button actions, allow the user to
bind mouse buttons to extended commands. For example the new
defaults are:
BIND=mouse1:therecmdmenu
BIND=mouse2:clicklook
Currently a bit rudimentary; the defaults should be OK, but
documentation is bit lacking, and in-game binding and option
saving are missing.
Allowed commands to bind are "nothing", "therecmdmenu", "clicklook",
and "mouseaction". Clicklook replaces the "clicklook" boolean option,
and mouseaction does what mouse 1 button used to do - a context sensitive
action.
dump_create_nhwindow() has been returning a bogus value. In the past
that didn't make any difference but after some recent perm_invent
changes, it started triggering a panic when writing the inventory
portion of DUMPLOG.
The changes to invent.c just avoid attempting to create a window that
won't be used.