Commit Graph

100 Commits

Author SHA1 Message Date
PatR
e647eab6dc fix github issue #410 - mon throwing c'trice egg
If a monster threw a cocktrice egg that hit and petrified another
monster, the hero would credit (experience) and blame (possible
alignment penalty, &c) for it.

Fixes #410
2020-11-13 16:52:45 -08:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
3cc82cbbe7 venom bit
I looked for places where changing "{blinding,acid} venom" into
"splash of {blinding,acid} venom" might make messages become too
verbose.  Turns out to have been unnecessary work because the full
name won't be used unless you get a venom object in inventory and
formally identify it.  Wizard mode, or bones from wizard mode, is
necessary for that to happen so the possibility can be ignored.
[The name change is still useful for wizard mode wishing though.]

Many messages use hard-coded "venom" instead of xname() so won't
be affected even if such identification takes place.  However,
thitmon() was producing
 |The <mon> is hit by the splash of venom.
 |The splash of venom blinds the <mon>.
which seems rather redundant even without the longer full object
name.  So change the second message to be generated as
 |The venom blinds the <mon>.
It also shortens "cream pie" in first line to "pie" in second one.
2020-07-27 09:20:12 -07:00
Pasi Kallinen
bddb80f13c Make hostile monsters with launcher and ammo keep away
If a hostile monster is wielding a ranged weapon, and is carrying
appropriate ammo for it, make the monster try to stay away,
outside the melee range.
2020-04-14 15:19:30 +03:00
PatR
05028b4c3e m_lined_up() type mismatch
m_lined_up() was declared 'boolean' but returned 0, 1, or 2.
The 1 case isn't actually used any more.  I changed it to 'int'
rather than 2 to TRUE; it could just as easily be the other way
'round.
2020-04-10 18:09:58 -07:00
PatR
f3338e6e30 remove unused variable 2020-02-08 09:59:08 -08:00
Pasi Kallinen
7eb20c9e7a Unify multishot class bonus code 2020-02-08 18:04:54 +02:00
Pasi Kallinen
c2e8703fe0 Unify breamm and breamu
Monster vs monster breath attacks were using nearly the same code
as monster vs hero - unify the code
2020-02-08 14:19:17 +02:00
nhmall
6c97b0f9a1 Merge branch 'NetHack-3.6' 2019-11-14 19:48:57 -05:00
PatR
f3a923d647 fix #H1554, #H1736, github issue #240 - silver )
Fixes #240

Monster versus monster (melee and throwing) didn't handle shades
(need silver or blessed weapon to take damage) or silver feedback
(extra info when silver-haters are hit).

I did a lot of test, revise, re-test but didn't always re-test
everything that had previously been tested, so bugs that I thought
were quashed might have crept in.

Now if a missile weapon "passes harmlessly through the shade" it
will continue on and maybe hit something else.  (Regular misses
still stop at the missed target.)

A couple of minor ball&chain changes accidentally got included.
2019-11-13 15:47:46 -08:00
nhmall
dbc2e69110 Merge branch 'NetHack-3.6' 2019-08-02 22:50:13 -04:00
PatR
55e166ba08 fix #H9082 - post-3.6.2 monster throwing crash
Changing
  if (ammo_and_launcher(otmp, uwep) && mwep->otyp == ELVEN_BOW)
(with 'uwep' typo) to
  if (mwep->otyp == ELVEN_BOW && ammo_and_launcher(otmp, mwep))
(with fixed 'mwep') moved ammo_and_launcher()'s hidden non-null
test to after 'mwep->otyp'.  If mwep was Null (so monster must be
throwing non-ammo such as darts or daggers rather than shooting
with a launcher), a crash occurred.  (Throwing such things while
the monster is wielding any weapon doesn't have this problem.)

I don't think 3.6.2 can crash here.  If hero's uwep is a bow, otmp
must be arrows to get past pre-3.6.3's incorrect ammo_and_launcher()
check.  And a monster won't shoot arrows unless wielding a bow, so
monster's mwep would be non-Null regardless of what uwep is.

I tested a kobold with darts and an elven bow.  But I also gave it
one elven arrow to provoke it into wielding the bow and my test
didn't throw darts with nothing wielded....
2019-08-02 10:42:26 -07:00
PatR
31c8038344 bad weapon check for monster multi-shot shooting
A typo caused the bow and arrow check when a monster was wielding an
elven box to test the hero's weapon with monster's ammo.  [I looked
at the old slash'em code where I think this came from and it doesn't
have the typo but does have a different bug.  A monster could get a
multi-shot volley by wielding an elven bow when throwing darts or
spears.  The extra bow and arrow check is intended to prevent that.
The typo was probably by me but I have no memory of that code....]

Elves with bows (or other monsters who manage to pick up and wield an
elven bow) will shoot bigger volleys after this fix.  That will make
them more dangerous but also cause them to run out of arrows more
quickly.
2019-07-31 14:22:09 -07:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
d15496ba31 Merge branch 'NetHack-3.6.2' 2019-04-22 14:36:58 -04:00
nhmall
dcf4da2150 preserve dknown field between fakeobj instances
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.

This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.

98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
2019-04-22 14:17:18 -04:00
nhmall
fd410148c5 Merge branch 'NetHack-3.6.2' 2019-01-29 07:27:56 -05:00
Alex Smith
ce5184c3da Don't advance the main RNG during hallucination
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
2019-01-28 04:45:26 +00:00
Bart House
769ad91cc3 mthrowu, nhlan, options, regions, rip and role globals moved to g. 2018-12-25 16:26:27 -08:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House
74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
Bart House
576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House
912886a73f First set of changes to move globals to instance_globals. 2018-12-19 20:00:35 -08:00
PatR
50cb52ab31 sentence spacing
Use two spaces between sentences.  This only fixes the instances of
one-space that were fairly easy to find.
2018-11-20 17:56:16 -08:00
PatR
27fe555bc1 src/ formatting
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).

I think the only code change was in the function for the help command.
2018-11-17 16:40:53 -08:00
Pasi Kallinen
adf070eb04 Use is_pit macro to check for (spiked) pit 2018-09-15 17:19:26 +03:00
Pasi Kallinen
d2eba695c8 Use DEADMONSTER instead of checking mhp 2018-08-30 20:05:18 +03:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
PatR
6857372f45 fix #H6624 - missile miss message redundancy
Excess verbosity for multi-shot throwing/shooting by monsters.
 The Green-elf shoots 2 elven arrows.
 You are almost hit by the 1st elven arrow.  The 1st elven arrow misses.
 You are almost hit by the 2nd elven arrow.  The 2nd elven arrow misses.
Just give one or the other of the miss messages.  If it reaches the
hero's location, give the first.  If it lands somewhere else, give the
second.  (It might be possible to get both if hero is displaced and
the monster thinks he/she is behind his/her actual location.  I'm not
sure.)

Also, only say "you are almost hit" if it is true:  the dieroll nearly
got past your armor.  Otherwise, say "The Nth arrow misses you."
2017-12-24 14:00:49 -08:00
PatR
719af503e7 fix #H6104 - no potion handling in thitu()
thitu() is mostly used for arrows and darts "thrown" by traps, but
scatter() uses it on items launched by a land mine explosion.  Traps
had no need for potion handling, but scattering does.  Changing thitu()
to call potionhit() required that more information be passed to the
latter in case killer reason was needed, and thitu()'s callers needed
to be updated since it now might use up its missile (only when that's
a potion, so scatter() is only caller which actually needed to care).

Quite a bit of work--especially the testing--for something which will
never be noticed in actual play.  In hindsight, it would have been
much simpler just to make scatter destroy all potions rather than
allow the 1% chance of remaining intact (via obj_resists()), or else
leave any intact ones at the explosion spot instead of launching them.
2017-09-25 10:42:43 -07:00
PatR
47572a7946 fix #H4428 - mon vs mon thrown cockatrice egg
There was no code in ohitmon() (for object thrown or launched at a
monster by someone or something other than the hero) to handle an egg
hitting a monster.  Cockatrice egg is monsters' preferred missile,
but if one hit a monster instead of hero it just did minimal damage
without any chance of the side-effect that makes it be preferred.
2016-07-09 16:15:37 -07:00
Pasi Kallinen
f32a9778b2 Unify mon throwing missile collision check 2016-06-22 21:59:29 +03:00
Pasi Kallinen
3502cfcc5a Hallucinatory liquids for water, lava, and acid 2016-06-07 20:57:50 +03:00
PatR
a846f811af more multishot
An attempt to simplify handling of missiles which stop at hero's
location (either hit or reached end of range) would have resulted
in missiles that hit the hero not being put on the map.  I had
realized this earlier but for some reason didn't get around to
dealing with it before the previous commit.
2016-06-06 18:13:04 -07:00
PatR
8c0810f687 multishot by monsters, plus reformatting
Some reformatting of the recently added pet ranged attack code.

The redundant--but different--multishot volley code has been replaced
so that there are only two versions (hero and monster) instead of
three (hero and monster vs hero and pet vs other monster).  The monst
version was out of date relative to post-3.4.3 changes to the hero one.
The pet version was way out of date and had some bugs:  wielding an
elven bow gave a +1 multishot increment to volley count for fast weapon
even when throwing something rather than shooting arrows, wielding any
weapon which had at least +2 enchantment gave 1/3 enchantment bonus to
volley count when throwing instead of shooting shoot ammo, and a pet
which got killed in the midst of a multishot volley--perhaps by a gas
spore explosion or some other passive counterattack--would keep on
shooting/throwing until the volley count was exhausted.

Pet use of ranged weapons is not ready for prime-time.  Pets don't
hang on to missiles or launchers+ammo, they just drop them if there is
no target immediately available.
2016-06-06 17:42:58 -07:00
Pasi Kallinen
5009a67264 Allow pets to use ranged attacks
This is the Pet ranged attack -patch by Darshan Shaligram,
with the spellcaster parts removed to keep it simpler.

Pets will now throw, spit and breathe at other monsters.
2016-06-04 01:06:07 +03:00
PatR
74ee31e504 more angry god vs pacifist conduct
Do it properly, using the arguments to xkilled() instead of reversing
the conduct counter after the fact.

The xkilled() flag value of '1' has been reversed.  It used to mean
'display message' but now means 'suppress message' since both of the
other flag bits are for suppression.  All callers have been updated
to specify either XKILL_GIVEMSG or XKILL_NOMSG so the underlying
number remains transparent.
2016-05-10 15:59:22 -07:00
Pasi Kallinen
237c4a2787 Allow dissolving iron bars with potion of acid
Force-fight iron bars with wielded potion of acid to dissolve them

This change comes via UnNetHack by Patric Mueller.
2016-01-06 15:49:06 +02:00
PatR
e5ff572891 formatting: casts involving typedefs
The automated reformatting put a space in casts of the form
'(type)(expression)', yielding '(type) (expression)', but it didn't
do that for '(typedef)(expression)'.  There are lots of instances of
'(boolean)(expression)'; (uchar) and (xchar) also occur.  I haven't
noticed other types, but I haven't looked in very many files yet.
2015-11-07 01:12:30 -08:00
PatR
915dd89270 more src reformatting
Fixing up mis-indented block comments, but hit some files that hadn't
had the earlier mixture of tab replacement, etc, so it's bigger than I
expected.  If I get to it, they'll be another round of this tomorrow.
2015-11-06 03:14:50 -08:00
PatR
2ddc361adf another batch of formatting
Same sort of stuff as before:  some continuation lines with operator
followed by end of line comment (only a few files with those still to
go...), plus tab replaced by spaces in comments, excess parenthesis
removal for return statements, and force function name to be in column
one in function definitions:
  type name(args) /* comment */
  argtype args;
  {
to
  /* comment */
  type
  name(args)
  argtype args;
  {
I've been spotting those by eye rather than rexexp, so probably missed
some.
2015-11-03 18:28:53 -08:00
Pasi Kallinen
c6832a4d57 Free the venom object, even if it is not thrown 2015-11-01 01:36:18 +02:00
PatR
ea8a1beb0a formatting: src/m*.c - p*.c continuation lines
Somewhere along the line I started removing redundant parentheses from
return statements, but only in files that needed continuation fixups
so it's not comprehensive.
2015-10-22 16:35:01 -07:00
PatR
ea0729c5ca some mthrowu.c formatting cleanup 2015-10-07 15:49:59 -07:00
Pasi Kallinen
8212ddd69e setmnotwielded should always MON_NOWEP
Instead of making the caller remember to use MON_NOWEP, make
setmnotwielded handle that automatically.  This fixes the
"bad monster weapon restore" errors I've been seeing.

Also adds sanity checks for this.
2015-10-06 18:47:55 +03:00
PatR
2b2ee0fbab formatting fixup (1 of 2)
Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them.  It's uglier but it won't break compile for pre-ANSI compilers.

This covers many files in src/ that only have one or two such split
strings.  There are several more files which have three or more.  Those
will eventually be '(2 of 2)'.

Noticed along the way:  the fake mail message/subject
  Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address.  Doesn't anybody enable fake mail anymore?

I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.
2015-07-12 19:35:06 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00