Commit Graph

50 Commits

Author SHA1 Message Date
nethack.allison
cdbe3b1d39 U719: grayswandir and exploding black lights
<email deleted> wrote:
> When wielding greyswander and a black light explodes, the
> message is still "You are freaked by a blast of kaleidoscopic
> light!" giving no indication that you are immune to
> hallucination. Maybe something like "You see a blast of color,
> but seem unaffected" would be more appropriate?

return the changed status back to the caller from
make_hallucinated().
2003-10-29 13:03:23 +00:00
nethack.allison
5fbce73815 were followup
"Rat's appear" -> "Rats appear"
Use makeplural rather than s_suffix.
2003-10-24 12:06:13 +00:00
nethack.allison
e4495a6389 <Someone>'s were_summon rules
>Hemmed in by one invisible wererat?
><Someone>: Should I feel hemmed in if I can see that a wererat summons
>zero rats? Can the invisible wererat hem me in all by itself? And
>even if it had summoned anything, wouldn't a different message had
>been clearer (for isntance, "Rats appear around you!"); after all,
>I could see *what* was hemming me in.
>I agree that the current messages (and even the ones aspired to by the
>comment) are non-ideal.

<Someone>'s suggested set-up:
Seen summoner, seen help    : "The wererat summons help!"
Seen summoner, unseen help: "The wererat summons help! You feel hemmed in."
Seen summoner, no help: "The wererat summons help! But none comes."
Unseen summoner, seen help: "(A rat appears|Rats appear) from
nowhere!"
Unseen summoner, unseen help: "You feel hemmed in."
Unseen summoner, no help: No message.
2003-10-23 12:13:21 +00:00
nethack.allison
94b6f32b25 Half_physical_damage 08
missed a spot
2003-10-23 04:53:46 +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
nethack.allison
8467ab1515 Half_physical_damage 06
- [fixed in trunk] Alchemical explosion
- [fixed in trunk] Artifacts' blasting
- [fixed in trunk] Boiling/freezing potions
- [fixed in trunk] Chest/door/tin traps
- [fixed in trunk] Falling rocks/boulders (trap, digging, scroll of earth)
- [fixed in trunk] Mixing water and acid
- [fixed in trunk] Thrown potion (acid)

This is my last patch on this today.
2003-10-22 03:02:11 +00:00
cohrs
559be58c21 conflicting delayed killers
Introduce a new set of functions to manage delayed killers in the trunk, used
in addressing the various reports of delayed killer confusion.  Since existing
delayed killers are related to player properties, the delayed killers are
keyed by uprop indexes.  I did this to avoid adding yet another set of
similar identifiers.
- the new delayed_killer() is used for stoning, sliming, sickness, and
delayed self-genocide while polymorphed.  Some other timed events don't
use it (and didn't use the old delayed_killer variable) because they
use a fixed message when the timeout occurs.
- A new data structure, struct kinfo, is used to track both delayed and
immediate killers.  This encapsulates all the info involved with
identifying a killer.  The structure contains a buffer, which subsumes the
old killer_buf and several other buffers that didn't/couldn't use killer_buf.
- the killer list is saved and restored as part of the game state.
- the special case of usick_cause was removed and a delayed killer list
entry is now used in its place
- common code dealing with (un)sliming is moved to a new make_slimed function
- attempted to update all make dependencies for new end.c -> lev.h
dependency, sorry if I messed any up
2003-09-29 19:24:20 +00:00
cohrs
a89fa75f4c U678 - message ordering 2003-09-29 16:22:11 +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
cohrs
c72aafcd40 fog cloud and aquatic monsters
<Someone> pointed out the inappropriate appearance of the 3.4.2 message when
fog clouds have you engulfed if you happen to be polymorphed into an aquatic
creature.  It does seem that a fog cloud should not cause added damage to
amphibious creatures, which includes breathless (but non-flaming) monsters.
I also thought another message was more appropriate for flaming creatures
(see on_fire()), and added a special case for that.
gulpum was missing symmetric code and I added it there too.
2003-09-26 01:03:46 +00:00
cohrs
929f9ce2c7 various tests of flaming monsters
This change adds a new flaming() macro and uses it in several places
where the list of flaming monsters was tested.  on_fire() didn't list
salamanders as already being on fire, but should have.  A couple other
cases were not updated to include flaming sphere.
2003-09-26 00:37:24 +00:00
cohrs
4375fc7846 killer messages
Incorporate various killer message grammar fixes suggested by <Someone>.
Mostly these deal with using the proper killer_format and prefix ("the" or
no "the") for unique and type_is_pname monsters, or death to to eating
their corpses.
One case is handled by a general fix to name_to_mon to allow it to deal
with "Croesus' corpse".
The pre-3.4.1 topten behavior for "starved to death" messages is also restored.
2003-09-25 16:56:56 +00:00
nethack.allison
22ce5ed6f2 trunk only: preserving context (src files)
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.

This patch:
- collects all context/tracking related fields from flags
  into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
2003-09-21 11:52:54 +00:00
cohrs
5e443536d8 "your" artifacts
This patch introduces a change to yname() and Yname2() that avoids the
possessive "your" for the hero's normal, fully identified artifacts.
Quest artifacts still get the possessive, as do all other objects and all
objects not in the hero's possession.  shk_your()/Shk_Your() are used in
many places with a specific, generalized name for the object, so I didn't
introduce the artifact behavior there, although I did change them to append
a space, which simplified some other code.  Through added use of yname(),
there may be some places that used to just say "corpse" that will now be more
descriptive via yname()'s use of cxname().  I'm sure <Someone> will point
out any such places that are too onerous, although nothing obviously is.

I took the opportunity to inspect many uses of "your" and even Your().  Two
new functions are also introduced, yobjnam() and Yobjnam2(), which work
like aobjnam() and yname() combined, because I found that many uses of
aobjnam() were preceeded by "your" and I couldn't generally provide the
desired behavior for artifacts (or future artifacts) without a combined
function.  In some cases, this change allowed better sharing of code.

rust_dmg() still takes a string as input which is sometimes initialized
from xname() and often prepends "your" to it.  Currently, this isn't a
problem since there currently are no normal, armor artifacts.  If/when any
are introduced, rust_dmg() will need to be addressed.

The patch is for the trunk only.  A lot of research was required and I
didn't feel the upside was there for repeating it in the 3.4.3 branch.
2003-09-18 02:52:40 +00:00
nethack.allison
cc830fb311 buglist - full level triggers impossible() from migrating mons
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
>  "Program in disorder - perhaps you'd better #quit.
>  rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.

[confirmed: moveloop -> deferred_goto -> goto_level ->
 losedogs -> mon_arrive -> rloc -> impossible]

This patch:
- causes rloc() to return TRUE if successful,
  or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
  the failed rloc()
- allows the x,y parameters to mkcorpstat() to
  be 0,0 in order to trigger random placement of the
  corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
  then you'll have a debug-mode command #migratemons to
  store the number of random monsters that you specify
  on the migrating monsters chain.
2003-09-13 05:30:43 +00:00
nethack.rankin
951ca18e61 fix U640 - Medusa bug
Described in the newsgroup a while back and recently reported:  if
you had reflection and were invisible and had esp and were blind, Medusa
would turn herself to stone by looking at you.  When you're invisible,
she shouldn't be able to see your source of reflection so shouldn't be
affected by the gaze; that's how things work when you aren't blind but
the relevant code was being skipped when you are.

     Now esp is irrelevant for this and she'll see her reflected gaze
only when she can see you, regardless of whether you see it happen.
2003-09-11 02:45:55 +00:00
nethack.allison
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00
cohrs
729e9cc03b blinded/unblinded message every turn while engulfed wearing the Eyes
I think this was From a bug report, but I cannot find the report
anymore.  Perhaps I noticed it while doing something else.  In any case,
every turn you're engulfed in, say, a dust vortex wearing the Eyes of the
Overworld, you get the "can't see"/"vision clears" message pair.  This
patch modifies the behavior to only display this the first turn.  Other code,
partially related to B01003, already deals with the puton-remove cases.
Since B01003 is only in the trunk, this fix is also only in the trunk.
2003-08-21 19:10:06 +00:00
cohrs
eddeb5a727 some "it" avoidance in killer names
<Someone> reported a couple cases where "it" could show up in killer names.
Chose his suggested fixes which result in short killer names.
2003-08-06 04:59:51 +00:00
nethack.allison
5f9ff08c83 fog cloud shouldn't pummel you with debris 2003-08-03 19:59:34 +00:00
cohrs
71fbc01113 U510: yet another update_inventory call
When armor becomes ungreased, update_inventory to reflect the change.
2003-06-19 02:26:49 +00:00
nethack.allison
6f56da5261 final qbuf patch
This is my final src mod to ensure that a qbuf does not overflow due to
a lengthy named object.  These recent patches, coupled with the core yn_function() patch earlier, should make it much rarer for a QBUFSZ
buffer overflow to occur in a window port routine (unless the window
port routine has its own bugs, but that isn't the core's fault).
2003-05-10 21:11:16 +00:00
cohrs
345ffcfaec B01003 - blindfold vs dust vortex
This started out as a change to address the strange sequence of messages if
you remove a blindfold while engulfed in a dust vortex.  That is addressed
by a new function that can be called in such situations.  Calls to this
function were added in all the cases where the can_blnd() engulfing
conditions end as a result of player action.  There are some other cases
that end ucreamed or usleep, but they happen between turns and shouldn't
need extra handling.

While I was at it, I noticed that a unicorn horn or prayer would cure
blindness even while engulfed in a dust vortex.  This is useless, because
you immediately get blind again the next turn.  So, I added checks to avoid
doing this.  Finally, it didn't make sense for eating a carrot to cure your
blindness in these situations either, only for it to return immediately.
2003-03-26 05:10:22 +00:00
jwalz
6689de0e04 Lint cleanup, nothing significant.
There is one more new complaint that might cause problems:
explode.c(545): warning: conversion from long may lose accuracy
2003-02-19 03:18:49 +00:00
nethack.rankin
ea400a778d some lint cleanup
Building with an old version of gcc with various warnings enabled
generated a lot of noise.  Most of it was due to not guarding string
literals with `const', but there were a couple of actual problems too.
2003-01-09 09:18:14 +00:00
nethack.allison
5336419465 more mimic follow-up bits
Address some complaints about an earlier patch.
2003-01-09 02:37:03 +00:00
nethack.allison
886749e21b mimic orange follow-up 2003-01-04 16:28:21 +00:00
nethack.rankin
4fb26adf87 fix B16006 - cancelled monster-monster attacks
Various damage types which wouldn't work when a cancelled monster
attacks the player were working when it attacked other monsters instead.
Besides attempting to fix that, this also makes cloaks and other magic
blocking armor ("magic cancellation factor") work for monsters similar
to the way it works for the player.

     Most types of damage appear to revert to physical damage when the
attacker is cancelled; I'm not sure that's appropriate in many of the
instances.  The leg-pricking case was clearly wrong, since it gives
messages about the attack failing yet still hurt the character.

     This really needs a lot more testing than I have energy for.  I've
tried to clean up various inconsistencies and may have made some typos
in the process.
2003-01-04 02:29:35 +00:00
cohrs
a8c7164162 B15004 - Master Assassin's attack
hitmu was trying, and failing, to re-implement parts of x_monnam().  Changed
it to use Monnam(), which produces more detailed messages than before in
some cases, but seems better since its messages are now more consistent
with hitmsg() and prints "The" in this specific case.
2002-12-19 02:09:35 +00:00
nethack.rankin
b90f50075d fire attack messages
Make sure the three instances of special fire effects stay
synchronized in the future by moving the relevant code into its own
routine.

     Shouldn't fire vortices and fire elementals also yield "already
on fire"?  How about ice vortices "melting"?
2002-12-10 10:21:28 +00:00
cohrs
68cfa968dd B14019 - pyrolisk vs flaming sphere
A 3.4.0 report, currently only the mdamagem gaze case caused the strange
"on fire" message for flaming spheres, but other attacks seemed like they
might result in a similar message, so I updated the damageum and hitmu
cases as well.
2002-12-10 05:07:09 +00:00
cohrs
d3e2f53910 B14014: soft hats and piercers
Soft "helmets" don't protect against falling rocks, but did protect against
piercers.  Update the checks so only hard (metallic) helmets provide this
protection.  The same report quibbled about using the word "helmet" for
soft head coverings.  This patch does not address that quibble.
2002-11-21 18:05:48 +00:00
cohrs
ff8512b36b is_lminion should only match lawful minions
When Angels were introduced, they were always lawful.  Somewhere along the
line, non-lawful angels were added, but is_lminion and uses of it was never
updated to address this change.  Among other things, this resulted in
non-lawful angels delivering messages via #chat that are only appropriate
for lawful angels.  That is addressed simply by changing the definition of
is_lminion, which must take a struct monst, not a permonst, to return valid
results.  Also, non-lawful angels should summon appropriate monsters, not
lawful minions.
2002-10-24 04:13:56 +00:00
nethack.rankin
7411e1daf5 fix U100 - vampire stoning buf
Fix the reported bug of a vampire that is wearing gloves being
able to bite a cockatrice without becoming petrified.
2002-10-18 06:49:34 +00:00
nethack.allison
7c386ab823 allow vengeance against nymphs except for specific case
From: "Ken Arromdee" :
> My point is that you should be allowed to take vengeance on thieving
> nymphs too.  The reasoning "a real knight wouldn't kill a nymph for stealing"
> doesn't make sense because the things a real knight would do instead (like
> arresting) aren't part of the game.

This is a compromise.  This doesn't allow vengeance when you were
told "you gladly hand over ...", but does for most other cases, and for
leprechauns.
2002-04-07 13:42:18 +00:00
cohrs
31c4ccd43b R363 - can't drown breathless monsters
- if you're polymorphed into an eel, you were able to drown things like xorns
- also, fix the tombstone message when an eel drowns you, it was basing the
message on your location, not the eel's location
2002-04-01 05:33:32 +00:00
arromdee
08c463759c iron balls/teleds
Fixing some iron ball/teleds stuff:
-- If the player can pass through walls, ignore all checks for walls, or else
things will behave weirdly.
-- Instead of using the kludge "if the distance is >2 it must be a teleport",
pass a parameter indicating whether they crawled or teleported onto the new
space.  This fixes a special case, where the player moved one space and the
ball didn't move, but the chain moved through solid rock.  This is acceptable
if teleporting and unacceptable if dragging.
This also required some rearrangement of teleds() so that u.ux,u.uy
are set after placing the ball, not before.  I'm still not sure the pit
filling line is in the right place; anyone know?
-- add some comments so I can look at the code in a month and still know what
I did.
Most of this patch is just adding the new parameter.
2002-04-01 05:18:28 +00:00
nethack.rankin
11b1874090 more wielded/quivered iron ball
There was at least one more special case aside from throwing
(jetisoning items to reduce weight after falling in water) which
have needed the same extra code.  This is a more general fix.
2002-03-30 09:50:59 +00:00
cohrs
8fb7664869 fix more your corpse cases
- new cxname() to simplify doing the right thing in increasingly common cases
- use for bullwhip snagging
- in shopkeeper offer code
- in a couple other existing places rather than duplicating CORPSE checks
- use singular(...) in "swings" cases, since only one can hit.  Singular uses
  corpse_xname automatically when appropriate
2002-02-27 05:15:48 +00:00
arromdee
c9f7360301 stopping occupation when missed
This fixes beta bug 3020.  It was hard to notice because the presence of a
monster in the room stops your occupation anyway, so it wasn't triggered unless
you were blind.
2002-02-27 02:29:33 +00:00
arromdee
6033bee646 pudding cloning (from beta-test) 2002-02-23 06:12:55 +00:00
nethack.rankin
81684b1672 high-end monster tuning
Strengthen Death by making his "drains your life force"
result take away some max HPs to augment the ordinary damage
it does.  The chance for that effect is reduced from 80% to
75% though.  Weaken Famine, Pestilence, and Demogorgon by
preventing them from hitting with both of their disease or
hunger attacks on the same turn.  When their first attack
hits, the second now gets treated as a stun attack, but if
the first one misses then the second is unchanged and yields
another chance to deliver the disease or hunger effect.
2002-02-19 03:38:31 +00:00
cohrs
e541a42e0d seduction and "it"
use noit_* functions for monster names after the deed is done, to make
code consistent with the "you have discovered mon's identity" comment
2002-02-12 04:29:17 +00:00
cohrs
91c5521009 verb agreement
add and use new APIs, Tobjnam, otense and vtense, is_plural
to determine tense/form of verbs and a few pronouns as well
2002-02-09 00:24:49 +00:00
arromdee
9aa253c8ab salamanders
If salamanders are made immune to slime, then all the other places in the
code which check for fire creatures should be modified too.
2002-02-06 05:11:25 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
nethack.allison
f2fe0a3d5c The word "zorkmid" was hard-coded in format strings all
over the place.

Often they would use
	"%ld zorkmid%s", amt, plur(amt)
but not consistently, so some of the hard-coded usage
could result in "1 zorkmids"

This adds the function
	currency(long)
to return the name of the currency, either plural
or singular depending on the argument passed to it.
That eliminates the need for the extra %s in the
format string and the use of the plur() macro.
2002-01-21 03:35:04 +00:00
cohrs
7cb3f8d2f6 gaze attacks while on a scroll of scare monster
Reported to the list 1/5/2001 by <Someone>.
I put stop_occupation calls in all the gaze cases where they were needed.
You might still die, but you'll only get attacked once before you stop waiting.
2002-01-16 07:56:46 +00:00
arromdee
157840766d Finally overhauled some spell stuff. --Ken A.
Summary of spell changes:
-- wimpiness of 'default' spell fixed by doing half damage for magic resistance
instead of 1 damage, and using half monster level instead of 1/3.  It may
still need tweaking, but is much better than before.
-- 'default' spell for cleric monsters is now the wounds spell, by analogy with
wizard monsters.
-- added clerical lightning strike, flame strike, gush of water
-- all spells should now say the monster is casting a spell, and all spells
should have messages.  (Side effect: monsters speeding up by other means
also give a message saying so).
-- casting undirected spells is not affected by whether the monster knows
where you are.  Monsters that are attacking your displaced image, that are
several squares away, or that are peaceful can use undirected spells.
-- messages should correctly say whether the spell is undirected (a monster
was always casting at thin air or pointing at you and cursing, without checking
to see if the spell wouldn't require pointing)
-- Monsters which are attacking your displaced image, etc. use up mspec_used.
If they are casting an undirected spell, the spell still works.
-- Monsters which are not attacking can cast spells that don't attack.
-- If a monster didn't have ranged spellcasting ability (which most don't),
it would print a curse message from buzzmu() every round it was at range,
creating a useless stream of constant curse messages

I still haven't made spellcasters "smarter" in the sense of noticing whether
you have reflection, fire resistance, etc.  That opens a big can of worms
because it would mean giving monsters a memory.

Known bug: the higher level a monster is, the more spells it has; since it
chooses a noncombat spell by randomly picking a spell and casting if it
happens to be noncombat, the higher level the monster is the greater the
chance of getting nothing.
2002-01-11 01:09:07 +00:00
jwalz
205289d18b *** empty log message *** 2002-01-05 21:05:49 +00:00