Commit Graph

23 Commits

Author SHA1 Message Date
PatR
9b3d358989 fix #H6203 - jumping over water doesn't
Accidentally caused by my grappling hook fix 2 months ago, attempting
to jump over water made hero enter that water and drown (or crawl out).
hurtle_step() was originally intended to be used for recoil while
levitating, but it is used in other situations where not levitating
and behavior for the two circumstances should be different.

This doesn't fix things properly, just gets jumping working again.
2017-10-09 15:27:24 -07:00
Pasi Kallinen
af1c77808b Comment typofixes, pt 4 2015-10-17 18:47:31 +03:00
PatR
a1aebc336c blind-from-birth fix
The Blindfolded_only macro didn't track u.uroleplay.blind so would
give a false positive if wearing a blindfold, not able to see due to
the blind option, and not afflicted with any other blindness factors.
Dipping a worn blindfold into holy or unholy water is supposed to
reveal a glow if that blindfold is the only reason for blindness but
the glow was described even when blind-from-birth.

There's no feedback at all when the glow isn't seen.  I'm punting on
that one.  (This change didn't introduce that, just added one extra
situation where it happens.)
2015-06-02 17:30:16 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
8b57d96fd2 Reformat .h files.
I did my best to exempt some of the bigger aligned blocks from the reformatting
using the /* clang-format off */ and /* clang-format on */ tags. Probably some
that shouldn't have been formatted were anyway; if you encounter them, please
fix.

The clang-format tags were left in on the basis that it's much easier to prune
those out later than to put them back in, and it means that, modulo my custom
version of clang-format, I should be able to run clang-format on the source tree
again without changing anything, now that Pat has fixed the VA_DECL issues.
2015-05-25 09:21:15 +09:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
Pasi Kallinen
84a067a016 Options to create the character blind or nudist
For those pro players who really want to try their hand
at that zen samurai, without needing to reroll thousands
of times to start with blindfold.  Nudist starts without
any armor, and keeps tabs whether you wore any during
the game, for even more bragging rights.

Also makes the Book of the Dead readable even while
blind, for obvious reasons.
2015-03-30 22:12:54 +03:00
nhmall
6e0a3dda2e catch up on half-physical damage docs
This is catching up on some things that were changed
in development years ago that Dave C. suggested be
documented.

For the record:
-The things that were evaluated and ruled out
are now documented in include/youprop.h so they don't
come up again.

- The things that were evaluated and deemed to be susceptible
to the intrinsic and thus led to a modification in the code
are listed below in this commit message.

Modifications:
- A crystal ball exploding on being applied
- Artifacts' blasting
- Being a fish out of water
- Being hit by Mjollnir on the return
- Being thwacked by an iron ball chained to you
- Boiling/freezing potions
- Broken wands
- Bumping head on ceiling by cursed levitation
- Burning (un)holy water
- Chest/door/tin traps
- Dipping a lit lamp into a potion of oil
- Exploding rings and wands (under all circumstances)
- Exploding spellbooks
- Falling downstairs
- Falling into a (spiked) pit
- Falling off or failing to mount a steed
- Falling on a sink while levitating
- Getting squished in a pit under a boulder
- Hitting your foot with a bullwhip
- Hitting yourself with your pick-axe
- Hooking yourself with a grappling hook
- iron-ball-pulling yourself out of a bear trap
- Jumping/Newton's-Thirding into something solid
- Kicking something that makes you go "Ouch!"
- Land mine explosion
- Sitting in a spiked pit
- Stinking cloud damage
- Thrown potion (bottle)
- Zapping yourself with a wand, horn or spell
- Jumping yourself out of a bear trap
2015-03-15 12:36:45 -04:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
nethack.rankin
f48de2f336 fix #2242 and #2292 - levitation exceptions (trunk only)
From a bug report.  The first report complained about levitation
allowing you to move through water on the Plane of Water, something that's
come up in the newsgroup lots of times (mostly about how levitation is
the best way to get around, only occasionally wondering why it works:
water walking doesn't work there because there's no surface, so where are
you levitating such that you're kept dry?)  The second report complained
about being told you were floating up if you put on a ring of levitation
while stuck inside a wall (perhaps after being stranded when polymorph
into xorn form ended).

     This implements intrinsic blocking for levitation and also for
flying.  Being inside solid rock (or closed door) anywhere and being in
water on the Plane of Water are the things that do it for levitation;
those two and levitating are what do it for flying.  Entering such
terrain turns off ability to float/fly, and leaving there turns it back
on; starting levitation blocks flight, ending it unblocks (levitation
has always overridden flying's ability to reach the floor).  Being able
to phase through rock doesn't prevent levitation and flight from being
blocked while in rock; you aren't floating or flying in that situation.
2011-10-15 03:00:45 +00:00
nethack.rankin
84f02bd336 intrinsics revamp (trunk only)
Simplify many of the intrinsics macros from
  #define xxx_resistance (Hxxx || Exxx || resists_xxx(&youmonst))
down to
  #define xxx_resistance (Hxxx || Exxx)
by setting or clearing an extra bit in Hxxx during polymorph so that the
resists_xxx() check becomes implicit.

     Unfornately there were lots of places in the code that treat Hxxx
as a timeout number--primarily for Stunned, Confused, and Hallucination;
Stunned happens to be one of the revised macros--rather than as a bit
mask, so this patch needed a lot more changes than originally antipated.
2011-10-01 00:25:57 +00:00
nethack.rankin
28ab93325e Sleeping vs Sleepy (trunk only)
While looking at fixing the mfrozen issue for monsters (there's no
way to tell whether it's been caused by sleep or paralysis, necessitating
that some messages be vague or suppressed when actions impact monsters
who can't move), I noticed a drawbridge bug for the hero.  It was using
the misleadingly named Sleeping intrinsic incorrectly.  When that is
nonzero, the hero is prone to falling asleep at random intervals, not
necessarily asleep right now.  I've always intended to rename it to
something that's not misleading, but hadn't ever gotten around to doing
so, until now:  change the SLEEPING property to SLEEPY and the Sleeping
intrinsic/attribute to Sleepy.

     This may be moot for the drawbridge.  I can't remember any hero ever
jumping to safety instead of being crushed by either the bridge or its
portcullis, and I'm sure sleepiness hasn't been a factor.  So I haven't
included any fixes entry about misusing Sleeping when it meant u.usleep
(or better yet, unconscious(); or even better, Unaware [a post-3.4.3
pseudo-property that tests both unconscious() and fainted() when checking
whether hero is incapacitated]).
2011-07-28 04:00:21 +00:00
keni
df20791e59 Add RCS version lines 2009-05-06 10:45:32 +00:00
nethack.rankin
25527a6315 silver vs lycanthropy (trunk only)
Monster werecritters are vulnerable to silver when in human form as
well as when in beast form, but hero inflicted with lycanthropy was only
vulnerable while in beast form.  Add pseudo-property Hate_silver to handle
that correctly.  Also, add silver vulnerability to enlightenment feedback.
Lastly, hero vulnerable to silver had Con abused if hit by silver missile
but not when hit hand-to-hand; add an exercise() call to the latter.
2007-03-18 03:26:43 +00:00
nethack.rankin
06e9fa91de Unaware; fix #H202 and extend the fix for #H179 (trunk only)
Turn being unconscious (via several reasons, including fainted from
hunger) into a pseudo-property named `Unaware' and use it in several
places where only being asleep was checked.  #H202 was about a stunned
character who got the recovery message when it timed out while fainted.
This suppresses messages for several difficulties when they begin or end
while hero is Unaware.  Messages about fatal illness, sliming, or
petrification aren't suppressed; they're too important to hide from the
player.  "You feel ..." messages come out as "You dream that you feel ..."
when Unaware; fairly lame but hopefully adequate.
2006-09-02 03:32:18 +00:00
nethack.allison
c146fe012d housekeeping: mark trunk sources 3.5 (include) 2005-01-02 16:50:12 +00:00
arromdee
74b4ffe486 blindfold (from r.g.r.n)
Someone suggested that if your vision is only blocked by a blindfold and it's
the blindfold that glows, you should be able to see it.
2004-03-12 03:57:20 +00:00
nethack.allison
9b9f13aa13 Half_physical_damage 07
It is not physical damage if:
1. it already qualifies for some other special type of damage
   for which a special resistance already exists in the game
   including: cold, fire, shock, and acid. Note that fire is
   extended to include all forms of burning, even boiling water
   since that is already dealt with by fire resistance, and in
   most or all cases is caused by fire.
2. it doesn't leave a mark. Marks include destruction of, or
   damage to, an internal organ (including the brain),
   lacerations, bruises, crushed body parts, bleeding.

Current exceptions to the rule (already existing):
- holy water burning chaotic ("it burns like acid") is physical damage.
- unholy water burning lawful is physical damage.
2003-10-22 23:05:24 +00:00
kmhugo
dc5a2cf1d4 Deafness tidbit
Fix a typo
2003-10-12 02:39:31 +00:00
kmhugo
e1f5ddd820 sound cleanup
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
  because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
  same order as youprop.h and enlightenment.

There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.

Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code.  Portions of this patch
were written by Michael Allison.
2003-09-28 03:42:50 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
jwalz
5fe6c29f07 *** empty log message *** 2002-01-05 21:05:48 +00:00