Commit Graph

480 Commits

Author SHA1 Message Date
Pasi Kallinen
074476758c Change map terrain changing from macro to function
The function handles setting lava lit, and removing ice melt timers.
2022-03-16 20:59:58 +02:00
Pasi Kallinen
d1ca594d1c Remove melting ice timeouts when terrain changes
If special level lua code creates a melting ice timeout, but
later in the code places stairs, or a trap which might change
the ice to room floor, the timer sanity checking doesn't
like that.
2022-03-16 16:51:53 +02:00
Pasi Kallinen
4be6fb0df9 Rolling boulder launch coordinates
Allow defining rolling boulder launching location in special level
lua scripts:

 des.trap({ type="rolling boulder", coord={7, 5}, launchfrom={-2, -2} });

launchfrom is relative to the trap coord.
2022-03-12 18:34:44 +02:00
Pasi Kallinen
625571062e Separate function for finding random launch coordinate 2022-03-12 18:04:29 +02:00
PatR
0fab87500e github PR #694 - redundant null check
Pull request from argrath:  a check for null trap in untrap_prob()
comes after an unconditional use of that trap so doesn't server any
useful purpose.

Redo a couple of comments too.  No fixes entry necessary.

Closes #694
2022-03-11 09:58:40 -08:00
SHIRAKATA Kentaro
b82f5fa28f remove redundant null-check on untrap_prob()
`ttmp` should not be NULL here, otherwise this function will crash at earlier code.
2022-03-11 09:56:35 -08:00
Pasi Kallinen
4c1d1a0666 Fix monster trapped in nonexistent trap
A monster trapped in a bear trap on ice, exploding fiery monster
turned the ice into water turning the trap into object, the trapped
monster claimed to be still trapped in the nonexistent trap.
2022-03-05 11:29:06 +02:00
PatR
5327412566 livelog tweaks, mostly sokoban
Demote "completed sokoban {1,2,3,4}" from major achievement to minor
at the request of hardfought.  OR on the 'dump' flag so that those
entries appear in dumplog.

Change "completed Sokoban" (for the whole branch) to "acquired the
Sokoban <prize object>" since that's what triggers the event and it
is possible to pass through the first level without completing that.
This event is still classified as a major achievement.  It has has
the 'spoiler' flag added to prevent #chronicle from showing that event
which now discloses the type of item the prize is.  (Note: suppression
of spoiler events is ignored in wizard mode.)

The "attained rank N" achievements are classified as minor for ranks
1..3 (gaining levels 3, 6, 10); OR the 'dump' flag for those.  [Rank 0
for levels 1 and 2 isn't an achievement and 4..8 for Xp levels 14, 18,
22, 26, and 30 are classified as 'major' achievements so don't need
that flag to make it into dumplog.]
2022-03-04 13:07:14 -08:00
Pasi Kallinen
7c2ffaa8c5 More trap sanity 2022-03-04 17:18:05 +02:00
Pasi Kallinen
62906e732e Trap sanity checking 2022-03-04 16:54:43 +02:00
Pasi Kallinen
ab8a18d1f0 Unhide monster when boulder rolls away 2022-03-04 10:48:38 +02:00
PatR
f9192623e1 livelog: completing a sokoban level
Log a major event when the last hole or pit is plugged on a sokoban
level.

Event logging currently reports the got-sokoban-prize achievement as
completion of sokoban.  That's misleading but this doesn't change it.
2022-03-01 15:02:20 -08:00
Pasi Kallinen
1d4d0f4b0e Use more u_locomotion
... and make it autocapitalize the first letter, just like locomotion
2022-02-27 11:07:31 +02:00
PatR
ab2bcf4dac trap followup
Make the flags argument to dotrap() and mintrap() and the constants
passed to them all have consistent type: unsigned int.
2022-02-24 12:17:21 -08:00
Pasi Kallinen
0c20bf116c Moving a monster with telekinesis hurles it through the air
... and at the end of the flight, it can't avoid a trap, if it
lands on one.
2022-02-24 19:27:59 +02:00
Pasi Kallinen
9ae2ec1f98 Most traps now require touching the floor to trigger
It was silly how some clearly mechanical traps didn't consider
flight or levitation when to trigger.  Do those checks in dotrap/mintrap
making hero and monster trap triggering match more closely.
2022-02-24 18:55:14 +02:00
Pasi Kallinen
2777f45bd5 Get rid of force_mintrap, allow passing flags to mintrap
It uses the same flags as dotrap, so simulate force_mintrap
by passing FORCETRAP flag.
2022-02-24 17:13:23 +02:00
Pasi Kallinen
9716f22851 Make trap return values more consistent
Instead of returning monster's mtrapped-state, return specific
trap return values.
Add one extra trap return value, for when a monster was
moved by the trap.
2022-02-24 16:24:02 +02:00
Pasi Kallinen
8e91320d2f Use u_at macro 2022-02-23 20:28:55 +02:00
Pasi Kallinen
5786ddadbb Use IS_WATERWALL and is_waterwall 2022-02-23 12:53:09 +02:00
Pasi Kallinen
268022e5de Add #wiztelekinesis for testing purposes
For testing mhurtle, which is used for jousting or
bare-handed combat.

Improve mhurtle_step to handle bumping into another monster,
and when the monster gets killed or stuck in a trap.
2022-02-22 16:00:05 +02:00
Pasi Kallinen
cf58d09fa6 Huge monsters easily climb out of pits
Also, give a message when a monster trapped in a pit, a web,
or a bear trap frees itself.
2022-02-22 13:08:03 +02:00
Pasi Kallinen
041a07468a Always give a message when monster changes form via polytrap
... if the hero can see it.  This was an accessibility issue.
2022-02-20 19:40:55 +02:00
Pasi Kallinen
e65c921ccb Use grounded macro 2022-02-15 18:44:56 +02:00
Pasi Kallinen
bc456938d7 Should see rusting next to you if underwater
You can see to the adjacent squares, if they're water and you're
underwater - show the item rusting there in that case.
2022-02-12 11:54:50 +02:00
Pasi Kallinen
91e2d3633e Use macro for a location next to hero 2022-02-12 11:05:10 +02:00
PatR
2b4cf04281 fix gamelog 1st kill vs 1st weapon hit sequencing
If the first monster the hero kills is killed by the hero's first hit
with a wielded weapon, report the hit first and kill second instead of
the other way around.  Not as hard to manage as I feared, but bound to
be more fragile than the simpler handling that produced the odd order.

Also while testing it I knocked something into a polymorph trap and it
changed form without any feedback.  Give foo-changes-into-bar message
if the hero is moving and can see it happening.  It isn't needed with
a monster moves deliberately into a polymorph trap but probably would
be useful when that's is unintentional.

The "<hero> enters the dungeon" log message had a trailing period but
other log messages don't have sentence punctuation, so take that off.
2022-02-11 16:17:17 -08:00
Pasi Kallinen
cd797afd0e Don't show rusting of items landing in water
When a thrown item lands in a pool of water, it immediately
rusts - but don't give that message unless the hero is at the same
location and also under the water.  My reasoning: hero can't see items
under water, and by the time the item rusts, it's in the water.
2022-02-11 20:20:24 +02:00
nhmall
2c7fa4a704 trap magic number follow-up 2022-02-08 19:29:27 -05:00
nhmall
947d80ec6f replace some trap function result magic numbers 2022-02-08 19:16:42 -05:00
nhmall
fe03b10208 fix mintrap() return value and resurrect dead code
fixes #672
2022-02-08 17:31:34 -05:00
PatR
f233f1d18c water description
The wall of water goaded me into updating waterbody_name().  It's
mostly the same, aside from being moved from mkmaze.c to pager.c and
adding "{wall of|limitless} water" instead of plain "water" for WATER
terrain.  I'm not very happy with "limitless" for the Plane of Water
because limits imposed by air bubbles are all over the place.  "Wall
of water" might work ok for that level.

Water on Medusa's level is now described as "shallow sea" rather than
lame "water".  The two unusual pools on the Samurai home level are
described as "pond" rather than previous "water" which replaced 3.6's
ridiculous "moat".  When lava is hallucinated, it is described as
"molten <substance>" (yielding silly things like "molten yoghurt"),
rather than just "<substance>" to distinguish it from hallucinated
water.  'autodescribe' doesn't use waterbody_name() though.
2022-02-06 13:20:15 -08:00
Pasi Kallinen
4ee1c66f8f Make solid water behave more consistently
The "water" terrain (as used on the Plane of Water) behaved
strangely outside the plane. Make it behave a bit more consistently,
although it's still not really usable elsewhere.

The rationale here being it's a solid wall of water.

Firstly, disable levitation and flying (which was already done
when moving into the water on the Plane of Water), and moving into
it refers to it as a "wall of water" to make it clear it's a solid
block of water.
2022-02-06 20:38:22 +02:00
Pasi Kallinen
2bd4386956 Magic traps can toggle intrinsic invisibility
Originally from Sporkhack by Derek Ray
2022-02-06 17:54:09 +02:00
PatR
9aea7b587c fix #K3455 - rocks vs xorns
Implement the suggestion that falling rock traps and rolling boulder
traps be harmless to xorns.  I've extended that to all missiles made
of stone (rocks, gems, boulders, a handful of other things that will
only matter if poly'd hero throws in '<' direction or is hit by stuff
scattered by an explosion).

I excluded ghosts because they would become even harder to kill and
the missile handling would need extra checks to test for blessed objs.
2022-02-02 05:26:03 -08:00
SHIRAKATA Kentaro
cf810630de add missing const
If you want to declare a pointer which the address pointed to is constant,
you should declare it as like `static const char *const var = "...";`.

This commit supplies missing `const` and prevents some programming
error in the future.
2022-01-29 11:13:01 -08:00
Pasi Kallinen
c722962713 Cancellation explodes magical traps 2022-01-28 08:30:08 +02:00
Pasi Kallinen
0652f7f774 Mindless monsters shouldn't cringe stepping on squeaky boards 2022-01-24 23:13:36 +02:00
Michael Meyer
7efba965d9 Don't 'fall' and self-stone when flying down
When a flying hero deliberately "swoops" through a trap door or hole,
consider the movement down to the next level to be controlled flight
rather than falling, preventing the sort of inadvertent touching of a
carried cockatrice corpse that happens when falling between levels.
2022-01-14 11:53:37 -05:00
Pasi Kallinen
48bca11d67 Accessibility: give message for created monsters
Always give a message when creating a detected monster
during gameplay (as opposed to during level creation).
To prevent the message, use the MM_NOMSG flag for makemon.

Most places already handled their own messaging, but there
were some, such as bag of tricks, create monster magic
and random monsters created during gameplay that didn't.
2022-01-06 14:06:49 +02:00
HMM
0aafe11515 Don't erase Elbereth when monster steps into a pit or hole dug by you
Elbereth was fading when offscreen monsters stepped into
pits or holes dug elsewhere on the level. This was happening
because monsters falling into traps set by you were calling
setmangry() as if you had just attacked them. The behavior
made it unsafe to use Elbereth if you've dug down anywhere
else on the level, making it a bit harder to get archeologists
off the ground.
2021-12-30 20:46:06 +02:00
Pasi Kallinen
d53cd28d46 Make extended commands return defined flags
Instead of returning 0 or 1, we'll now use ECMD_OK or ECMD_TURN.
These have the same meaning as the hardcoded numbers; ECMD_TURN
means the command uses a turn.

In future, could add eg. a flag denoting "user cancelled command"
or "command failed", and should clear eg. the cmdq.

Mostly this was simply replacing return values with the defines
in the extended commands, so hopefully I didn't break anything.
2021-12-30 19:16:33 +02:00
PatR
75fe21d00f more urgent_pline()'s
countdown messages for turning to stone or slime or being strangled
drowning
burning in lava
feeling feverish
changing form
2021-12-22 18:29:01 -08:00
PatR
495cda17b7 some reformatting
Replace some
  (foo &&
   bar)
that had crept back into the code with
  (foo
   && bar)
to match the reformatting which took place before 3.6.0.  There are a
couple of lines ending in '||' still present but they look intentional.
isaac64.c has some trailing '|' bit operators that could/should be
moved to the start of the next line but I didn't touch that file.

While in the affected files, I tried to shorten most overly wide lines
(the right margin is supposed to at column 78 and there are quite a
few lines which are 79 characters long, but I left most of those
rather than introduce new line splits).  Also replace a handful of
tabs with spaces.  I was a little surprised not find any trailing
spaces (in the dozen or so files being updated).  I didn't look for
trailing arithmetic or '?'/':' operators which aught to be moved to
the start of the next line.
2021-12-14 07:43:40 -08:00
PatR
936be565d9 tracking peak maximum HP and energy
Keep track of the highest value that u.uhpmax and u.uenmax have
attained, in new u.uhppeak and u.uenpeak.  They aren't used for
anything yet.  u.mhmax (max HP while polymorphed) isn't interesting
enough to track.

Not save and bones compatible so increments EDITLEVEL.
2021-12-04 05:19:45 -08:00
PatR
d26537c4c9 fix github issue #608 - #untrap vs web
Reported by Vivit-R, the chance of freeing a monster from being
trapped in a web was very small and failure resulted in creation of
a new web at the hero's spot, eventually making it impossible to
attempt to #untrap the monster (if hero escaped the new web and moved
to another spot adjacent to trapped monster, eventually surrounding
it with webs).  [That's actually misleading.  Escaping the new web
but staying at the same spot lets the player try again; repeat as
needed....  But chance of failure still seemed way too high.]

This reduces the chance of failure from 29/30 to 6/7 and makes the
chance of spreading the web after failure be 1/3 instead of 100%.  It
also supplies missing feedback about the monster still being trapped
if the attempt to make a new web fails.

Closes #608
2021-11-18 18:30:19 -08:00
PatR
b4908f6928 fix pull request #621 - potential divide by 0
The pull request by argrath changes weight_cap() to never return a
value less than 1 because try_lift() divides by that return value
and a 0 would trigger a crash.  The code involved is used when
attempting to pull a monster out of a pit via #untrap.

I'm fairly sure that weight_cap() can never produce a value that's
less than 1 already, but have put in a variation of the PR's fix.
I've also implemented a different fix that removes the division
from try_lift().  The original code seems to have gone out of its
way to avoid calculating inv_weight() twice, but doing the latter
(for the once in a hundred games where it might happen) greatly
simplifies things by removing details of carrying capacity.

Fixes #621
2021-10-25 14:51:26 -07:00
nhmall
17165e3b92 melting ice timeout issues
Reported directly to devteam by entrez via email:
>
> I noticed some potential issues with (melting) ice:
>
>   * Digging down into ice, or setting a land mine on the ice and
>   triggering it, doesn't remove the melt_ice timeout, so it can result
>   in a sequence like dig down -> pit fills with water -> freeze water
>   -> freezing water tries to set melt_ice timeout -> duplicate timeout
>   impossible.  Or if you don't freeze the water again, melt_ice will
>   run on a non-ice surface, which might at least produce strange
>   messages.
>
>   * Setting a land mine on ice: melting ice doesn't do anything with
>   the trap, so there is still a land mine which you can trigger by
>   flying over the water (the land mine's trigger is also still
>   described as being 'in a pile of soil', despite being underwater at
>   this point).  Similar thing happens with bear traps.
>
>   * Not really related to _melting_ ice, but an exploding land mine
>   doesn't reset the typ from ICE to FLOOR (like normal digging does),
>   so it will result in a square with a pit that is also an ice square,
>   where the ice can melt under the pit and produce a combination
>   pit/moat.  If you then freeze the moat, the pit reappears on top of
>   the ice.
2021-10-16 22:22:33 -04:00
nhmall
39713783d1 some trailing whitespace in src, include 2021-10-16 12:12:21 -04:00
Pasi Kallinen
9942b65df7 Resistances gained from worn or wielded items also protect inventory 2021-09-06 20:24:44 +03:00