Commit Graph

214 Commits

Author SHA1 Message Date
PatR
7ea7058c01 fix github issue #272 - meat rings, +0 protection
Meat rings were causing increased hunger even though they don't do
anything.  Not mentioned in the report, but cheap plastic imitation
amulets increased hunger too and they don't do anything either.
Trickier to fix, +0 rings of protection were excluded from hunger
on the grounds that +0 rings don't do anything, but since 3.6.0
+0 protection provides +1 to magic cancellation if protection isn't
coming from anywhere else.  Two +0 rings of protection are trickier
still since only one of them provides the MC bonus.

Fixes #272
2019-12-24 04:31:41 -08:00
nhmall
5847806104 Merge branch 'NetHack-3.6' 2019-11-27 23:07:29 -05:00
PatR
7ca572eb60 paranoid_confirmation:eating
Add 'eating' (synonym 'continue') to the list of things that can be
set via paranoid_confirmation to require "yes" instead of "y" when
the user is prompted about something, in this case "Continue eating?".

dat/opthelp was missing a few of the paranoid_confirmation choices.
2019-11-27 16:27:13 -08:00
nhmall
641eeeab49 Merge branch 'NetHack-3.6' 2019-11-09 21:50:18 -05:00
PatR
15dbf661d9 more slippery gloves
Move makeplural(body_part(FINGER)) into its own routine, with option
to substitute gloves when wearing such.

Wearing slippery gloves (ie, wearing gloves while having slippery
fingers) wouldn't let you put on a ring because you can't take the
gloves off, but removing a worn ring lacked the same restriction.

After changing that, teach prayer that slippery gloves is another
reason why a ring of levitation can't be removed.
2019-11-09 16:36:41 -08:00
nhmall
75d22a2dbf separate MAIL functionality from MAIL-related structure inclusion
With 3.7+ aspirations of improving savefile interoperability between 32-bit
and 64-bit builds, as well as between platforms, it is better to not have
the underlying struct/array content be conditional.

This splits off some of the MAIL code into MAIL_STRUCTURES code. In theory,
since MAIL_STRUCTURES is unconditionally included, the macro could
just go away and leave that code unconditional, but this commit doesn't
go that far.
2019-11-09 16:19:05 -05:00
nhmall
afec87a766 Merge branch 'NetHack-3.6' 2019-11-09 12:24:10 -05:00
PatR
0615387f95 fix #H9391 - slippery gloves
Slippery fingers would transfer from bare hands to gloved hands if
you put gloves on.  The reverse, transfering from gloves to bare
hands when taking gloves off, was already being prevented for
directly taking them off, but still allowed the slipperiness to
transfer when gloves were lost.  This prevents putting on gloves
when fingers are slippery and attempts to handle cases where gloves
get unworn by ways other than 'T' (or 'R') or 'A'.

There's no slippery attribute for objects (way too much work for too
little value); slippery gloves is just the combination of wearing
gloves and having slippery fingers (which now has to have happened
while already wearing those gloves).  This changes inventory to use
"(being worn; slippery)" when applicable and much of the patch deals
with funnelling Glib changes through new make_glib() to try to make
sure that persistent inventory adds or removes "; slippery" right
away when changes happen.

If gloves are taken off involuntarily (shapechange to a form that
can't wear them, destruction via scroll of destroy armor or monster
spell of same or via overenchantment, theft), slippery fingers ends
right away instead of the usual few turns later.
2019-11-09 01:07:09 -08:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
c9e8ae6323 Merge branch 'NetHack-3.6' 2019-06-22 22:03:07 -04:00
PatR
456996509b fix #H8922 - no "you finish eating" message
after being interrupted and then resuming.  Resuming a multi-turn
food when it only had one bite left was the culprit.
2019-06-22 13:03:50 -07:00
nhmall
bfc4445537 Merge branch 'NetHack-3.6' 2019-06-05 08:08:32 -04:00
PatR
43afa91ff8 fix #H8850 - bless/curse state in perm_invent
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
2019-06-04 10:50:24 -07:00
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
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
90547edb83 moves, monstermoves, wailmsg, migrating_objs and billobjs moved to g. 2018-12-24 20:22:33 -08:00
Bart House
be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -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
e4ab048c90 Even more globals moved to instance_globals.c 2018-12-19 20:01:55 -08:00
Bart House
3645e415e3 Moved more globals to instance_globals. 2018-12-19 20:01:55 -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
a97d0b7270 fix github issue #159 - eating nurse corpses
Fixes #159

The nurse monster definition is flagged to be able to convery poison
resistance when a corpse or tin is eaten, but the post-corpse code
for nurse healed HP and cured blindness then skipped the intrinsic
handling.
2018-11-13 15:05:54 -08:00
PatR
1295e7ee28 conflicting countdowns again
Use the make_foo() intrinsic set/reset routines instead of trying
to manipulate the intrinsics directly.  Previous patch left Dex
down by 1 if stoning caused wounded legs to be fixed, and left
delayed killer allocated if stoning cured sliming or vice versa.
2018-11-12 11:02:40 -08:00
PatR
53a6ce2c2a conflicting countdowns
I tried 'pick all' in the #wizintrinsics' menu and after 30 turns,
died with "poisoned by a poisoned, while vomiting".  Food poisioning
and/or terminal illness beat the other fatal conditions to the coup
de gras.  However, the final stage of vomiting sets Sick to 0 cure
food poisoning and ends up clobbering the killer reason if Sick is
due to terminal illness.  It's feasible for that to happen without
using #wizintrinsic, so this fixes that, and also a few other
combinations that seemed contradictory:
1) limbs turn to stone during Stoned countdown now cures wounded legs;
2) turn to stone (a couple of turns later) cures vomiting and sliming;
3) turning to slime during Slimed countdown cures stoning.
2018-11-12 02:13:32 -08:00
PatR
3f3bec8687 fix github issue #150 - delayed encumbrance msg
Fixes #150

> A very minor one, but there are some situations where your encumbrance
> level can change, but the message (such as '`Your movements are now
> unencumbered.`') isn't given until your next move or turn, even though
> the status line updates immediately.  For example, praying while weak
> and gaining a point of strength.  Picking up or dropping items or
> interacting with containers does _not_ have this problem.

This is usually fixed on a case by case basis.  Any attempt to add
blanket encumbrance check mid-turn (when updating status, for instance)
is sure to introduce message sequencing problems.  Perhaps such a check
could be added at the end of the hero's move....

This fix handles the cases where prayer causes a change to strength:
major: fix starvation, minor: fix weak from hunger, boon: golden glow
(restore strength and satisfy hunger--probably no-ops in this regard
or would have had trouble fixed rather than receive a boon).  Directly
curing stat loss (minor: poisoned) already dealt with encumbrance.

> Possibly related to the quirk whereby polymorphing into a form with
> different speed gives you one move movement at your old speed?
> (Polymorphing into a sessile monster gives you one last move.)

Not at all related.  That movement bug affected 3.6.0 but was fixed in
3.6.1.
2018-10-26 16:35:21 -07:00
PatR
3e19858edd fix #H6925 - being trapped vs Levitation/Flying
Make being trapped in/on/over floor block Levitation and Flying, the
way that being inside solid rock already does, and the way levitating
blocks flight.

Blocked levitation still provides enhanced carrying capacity since
magic is attempting to make the hero's body be bouyant.  I think that
that is appropriate but am not completely convinced.

One thing that almost certainly needs fixing is digging a hole when
trapped in the floor or tethered to a buried iron ball, where the
first part of digactualhole() releases the hero from being trapped.
If being released re-enables blocked levitation, the further stages
of digging might not make sense in some circumstances.

I recently realized that being held by a grabbing monster is similar
to being trapped so should also interfere with levitation and flying.
Nothing here attempts to address that.

Save files change, but in a compatible fashion unless trapped at the
time of saving.  If someone saves while trapped prior to this patch,
then applies it and restores, the game will behave as if the patch
wasn't in place--until escape from trap is achieved.  (Not verified.)
2018-09-30 01:06:59 -07:00
Pasi Kallinen
d2eba695c8 Use DEADMONSTER instead of checking mhp 2018-08-30 20:05:18 +03:00
PatR
6d3760b923 github pull request #102 - Popeye vs Fixed_abil
Fixes #102

This is a simplified version of the code in pull request #102,
which replaces "You feel like Popeye!" with "You feel like {Olive
Oyl or Bluto}!" if eating spinach fails to provide a strength gain.
I think you should still feel like Popeye if the lack of gain is
due to already being at maximum, so I left out the change to make
gainstr() return a value which indicates whether a change took place.

Unfortunately, if you're both already at maximum and have attribute
changes suppressed by Fixed_abil, the latter overrides and you'll
feel like Olive Oyl or Bluto.  I think that situation is too obscure
to bother with the complexity of figuring out if you're at maximum
for the purpose of a silly message.
2018-07-10 17:14:36 -07:00
PatR
faa85e23b4 fix #H7256 - bug WRT eating rings
Wearing a negatively enchanted ring of increase <foo> would enhance
the bonus gained from eating another ring of the same type when you
got "the magic spreads through your body" effect so could be eploited.
Conversely, wearing a positively enchanted one would make you lose
that worn amount when gaining any bonus from eating one.
2018-07-03 16:39:34 -07:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
Pasi Kallinen
2548d68dd3 Fix some warnings
Remove an unused variable, add missing FALLTHRUs, and use the same
FALLTHRU wording where it wasn't recognized by gcc
2018-03-30 19:42:50 +03:00
PatR
761180ce36 vomiting while fainting
From a beta-tester running 3.6.0:
|You faint from lack of food.
|You suddenly vomit!

The latter has already been changed to "You vomit" (it's given at the
end of a multiple-message vomiting countdown so wasn't "sudden") but is
still odd if your stomach is so empty that you're subject to fainting.
Give an alternate message in that case:
|Your stomach heaves convulsively!

Vomiting while unconscious (when that's due to something other than
fainting from hunger) should pose a risk of choking to death, but I'm
going to pretend that this hasn't occurred to me....
2017-11-14 15:31:26 -08:00
Alex Smith
5a31603680 Intentionally spoil foodpois mechanics when it happens
One of the huge strengths of NetHack is that there's a lot of
mechanical content in it; you can continue learning about the game
more or less continuously, and when you die, it's usually possible
to figure out what you did wrong and avoid that for future games.
There are two parts to this: a) a death should only happen if the
player didn't play perfectly, b) the nature of the problem should
be clear.

FoodPois status meets a) just fine, but not b); food poisoning
mechanics tend (based on my research) to actively give the wrong
impression to new players. (Normally, something along the lines of
"corpses are sometimes randomly dangerous", which is insidious in
the sense that it'll cause players to leave them as a last resort
and thus never discover what they're doing wrong.) The easiest way
to fix this is to explain what the rule is explicitly.
Additionally, this should hopefully go some way towards changing
the incorrect perception many people who haven't played (any/much)
NetHack have that the game is arbitrarily cruel... It's important
to get the "everything happens for a reason" attitude across from
an early stage, by tying it to an event like this that's commonly
seen by new plyers.

Experienced players should not be affected much if at all by this
change, because they hardly ever get food poisoning anyway.

(Note: there are actually two main mechanics related to food
poisoning, one widely applicable, one much more subtle. The message
here is focused mainly on the common case, but doesn't actually
contradict the rare case, and attentive players may be able to
deduce both mechanics from the one message. Most likely, players
will hit the common case, see the message, learn the common case,
and some time later hit the rare case, get the message again, and
read it more carefully this time.)
2017-11-06 01:28:48 +00:00
PatR
1e3c00d760 fix #6187 - attempting to eat inedible artifact
Rearrange the tests for edibility of non-food so that touching an
artifact won't happen unless the object could be eaten.

Add a bit of bulletproofing for rust monsters trying to eat a
rustproofed item and spitting it out.  Wishing for rustproof iron
ring, cursing it, wearing it, and attempting to eat it as a rust
monster would remove the rustproofing and spit it onto the floor,
ignoring the cursed state as far as taking it off goes.  That was
an issue in 3.4.3 and probably in 3.6.0, but in current code the
'rustproof' part of the wish would be ignored for an item which
isn't subject to erosion damage, so hero-as-rust monster will
successfully eat the ring instead of spitting it out.
2017-10-14 02:09:43 -07:00
PatR
024e9e1225 fix #6144 - strength loss from severe hunger
It was possible to arbitrarily boost strength (up to its race-specific
limit) by wearing a ring of sustain ability, becoming weak from hunger
(but not actually losing strength due to Fixed_abil), removing the ring,
eating enough to stop being Weak, then repeat as desired.  I think you
could substitute polymorph for wearing ring, and rehumanize for removing
ring and get similar results, although that would be more tedious.

My first attempt to fix this was a lot more complicated.  This one puts
the temporary strength loss in ATEMP(A_STR) where it carries over from
normal form to polymophed form and back.  Fixed_abil doesn't prevent the
loss any more, nor its recovery.

One side-effect of the change is that the possibility of dying when
becoming weak from hunger (if Str gets down to 3, further attempts to
lower it take away HP instead of Str) no longer exists.  Using ATEMP()
instead of directly manipulating ABASE() means that current strength is
less but underlying base strength does not actually drop any more.
2017-10-08 18:12:08 -07:00
PatR
83056d45d7 fix #H4919 - vomit message sequencing
The countdown for delayed vomiting gave message "you suddenly vomit!"
at T-2, allowing you to move some more, then vomit at T-0 with no
message, finally at T+2 get "you can move again", making it seem as
if the program was letting you move during a time it thought that you
couldn't move.  Also, there was nothing "sudden" about it since it was
near the end of a 15 or so turn sequence where a few other messages
are given leading up to that.

Change it to
T-2: You are about to vomit.  // different wording
T-0: You vomit!               // new message
so that "you can move again" more clearly refers to the actual event.
2017-09-21 16:35:56 -07:00
PatR
056ac5fe64 debug tweak
Theoretically we still support implementations which don't have %p.
Even if we didn't, it requires a 'void *' argument rather than an
arbitrary pointer, so casts would have been needed.
2017-09-04 15:19:37 -07:00
Bart House
ee61f1b730 Use %p for formatted output of pointers (needed to support x86 and x64 cleanly). 2017-09-04 12:41:53 +03:00
PatR
0840974b42 nurse corpse vs blindness
The carrot patch made monsters (carnivorous pets, g.cubes) who eat
nurse corpses have temporary blindness be cured.  Do the same for the
hero.
2017-08-14 16:42:44 -07:00
PatR
f9af42a2b7 eating 1 of N floor tins in shop
Reported directly to devteam, eating 1 of 2 tins of spinach from a
shop's floor forced the hero to buy both.  (1 was gone, the other was
intact and now owned by the hero rather than the shop.  Tins of other
contents behaved similarly.)  The bug is easy to fix but not so easy
to explain:  eating split one from the stack but passed the remaining
stack to useupf(obj,1) which also split one off and treated that as
used up.  The second one was billed as used up and the first one was
added to the bill--as being subjected to a costly modification made by
the hero--and kept intact, now marked no-charge with hero obligated to
pay for it.

Eating 1 of N tins, for N greater than 2, billed for two, one gone and
the other now in a separate stack and marked no-charge.  The remaining
N-2 stayed as normal shop goods in their original stack.

The fix is communicate the splitobj() for costly modification up-call
so that the use_up_tin code operates on the one which was split off
the stack rather than on the remainder of the original stack.
2017-06-29 16:14:27 -07:00
Pasi Kallinen
f4acfd7995 Make older corpses not taste okay
Post-3.6.0 change made practically all corpses taste okay.
Change it so there's always a 10% chance for the corpse
to taste terrible, and increase the chance if the corpse
is slightly old.
2016-10-27 21:44:44 +03:00
Pasi Kallinen
8d3cc7bc34 Typofix 2016-10-08 14:11:20 +03:00
Pasi Kallinen
5772af5bea Hero polyed into ghoul can eat only non-veggy corpses or eggs
Change via dNetHack.  Restrict heroes polymorphed into ghouls
so they can only eat non-vegan corpses and eggs.  This matches
more closely what pet ghouls prefer.
2016-10-08 13:57:43 +03:00
Pasi Kallinen
b5a027c3fe Show mon vs mon attack messages only when target is visible
The visibility check in mattackm doesn't guarantee both the
attacker and defender can be seen by hero. Before giving
messages, check more strictly whether we could see the
message happening - either really seeing the monster or
sensing the monster by some other means, depending on
the message.  This should remove most of the "It" messages.

Also unhide mimics who get gazed by umber hulks.  We could
keep the mimic hidden and make the messages reflect the
hulk gazing at the thing the mimic is mimicing, but this
is much easier.  This fixes bz631 / H4500
2016-09-16 21:28:23 +03:00
PatR
4ef3fe22d9 corpse eating feedback
Eating a corpse and being told that it "tastes okay" (relatively
recent change so that omnivores don't find the taste of everything
to be "terrible") doesn't warrant an exclamation point.
2016-09-01 18:26:09 -07:00