Commit Graph

750 Commits

Author SHA1 Message Date
cohrs
3671f12b0a conflicting delayed killers
fixes entry for the delayed killers change
2003-09-29 21:33:51 +00:00
nethack.allison
b6d32e499d U675 fix
if the monster that a statue represents is not made of flesh then don't
allow stone_to_flesh to animate it, make a meatball instead
2003-09-29 02:20:18 +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
d024c09602 ^X tabbed field support 2003-09-27 22:37:52 +00:00
cohrs
9f0949394f guidebook grammar bit 2003-09-27 15:55:35 +00:00
nethack.allison
64e75e05e4 win32gui (from <Someone>)
trunk and branch:
Do not limit role selection list by race/gender/alignment. The default.nh
selection will still be honored but the list itself will include every
possible role.

Some interface tweaks for main trunk:
- improved calculation of the size of the menu window
- made auto-arrange windows on/off option (it was reset automatically
  which was unintuitive and in some cases annoying, IMO)
2003-09-27 12:30:28 +00:00
nethack.rankin
0288c5321a animation of wielded statue
Fix the reported bug of problems after casting stone-to-flesh spell
on self while wielding a statue.  Pointers for worn items weren't kept in
sync and various potential symptoms could occur (most easily visible one
being that ')' falsely reported the no longer existing statue as still
wielded; report stated that one crash was observed).  This bug predates
3.4.2 and was probably present ever since stone-to-flesh got introduced.
2003-09-26 10:27:36 +00:00
cohrs
c2f12b8d30 dismounting next to a boulder
It makes sense that if you cannot normally move to a location containing a
boulder, dismounting there should be avoided if possible.  It seems
that it should be possible to land there if there's no other choice.
Perhaps doing so should result in damage, but that's not in this patch.
2003-09-26 03:31:09 +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
96b56a7bd7 U673 - hooks and grappling hook working thru walls
While wearing the Eyes of the Overworld, one could use a hook or pole thru
walls.  The bug report thought they should work past a boulder, but I
disagree, given a pole or hook's rigid nature, and did not special case that.
couldsee() is not affected by the Eyes, so use that after checking cansee().
2003-09-25 22:44:27 +00:00
cohrs
db011864c0 U651 - avoid declaring errno unnecessarily
Some changes for standard C platforms, to avoid declaring errno explictly.
Such platforms should declare errno in errno.h, which is already included
in the files in question.
2003-09-24 02:12:22 +00:00
cohrs
afea61ef57 U659 - "destroy" manes
Nethack's manes are based on AD&D manes which are in turn based on the
manes of Roman legend.  They are supposed to be spirits of the dead.
To that end, added them to the nonliving() macro.  The biggest behavioral
change is that death spells no longer effect them, which does technically
make them a bit tougher but also makes sense.  Also, they're so wimpy, it's
hard to believe anyone would use a death/disintegration on them anyway.
2003-09-24 01:29:54 +00:00
cohrs
d706e044b4 U665: gold and unpaid containers
The choice was to avoid one of the two sellobj() calls in in_container.
Since I liked the message ordering "put gold into... credit" better than
"credit... put gold into", the code now avoids the 1st sellobj call for coins.
2003-09-23 22:01:14 +00:00
cohrs
40b5b12673 SAFERHANGUP
This is an initial round of SAFERHANGUP hangup changes.  It introduces
SAFERHANGUP, provides the core framework, and enables it for UNIX.

Window-port changes are provided for win/tty, win/X11 and win/gnome.  Qt
changes should be forthcoming after having Warwick look at them.
window.doc is updated so windowport maintainers have an clue what needs to
be done to support SAFERHANGUP.
2003-09-19 03:15:49 +00:00
cohrs
1382c6c028 oracles/rumors for offerings
As suggested in a message from <Someone>, add a rumor and an oracle
regarding priestly donations.  Keni's suggested wording was incorporated.
A spelling error in another oracle is also fixed.
2003-09-18 03:03:12 +00:00
nethack.allison
e62bd5eb14 wish bit
<Someone> wrote:
>> You're equally unlikely to be wishing for spellbooks by colour,
>> but I note that 'grey' for 'gray' only works for dragonscale and
>> stones, not the spellbook description.
>>
> I've just noticed that the fix for this only works for 'grey
> spellbook', not 'grey spell book'; 'spell book' works for wishing
> in other contexts, so it probably ought to here :-)
2003-09-15 10:47:30 +00:00
nethack.allison
b4b37dde28 buglist: autodig
> Would it be possible to make autodig also dig downward
> when I press '>' while wielding an pick-axe? When digging for gold,
> after casting detect objects, this would be convenient for getting
> to buried gold and gems.
> [<Someone>]
2003-09-15 03:49:28 +00:00
nethack.allison
e919b2e01c buglist: desacrated temples and blindness.
> When I enter a desacrated temple, sometimes an enormous ghost
> appears next to me:
> You have an eerie feeling... An enormous ghost appears next to
>     you!
> You are frightened to death, and unable to move.
> You regain your composure. When I don't have telepathy, and don a
>     blindfold first, I get the same messages:
> You are now wearing a blindfold. You can't see any more.
> You have an eerie feeling... An enormous ghost appears next to
>     you!
> You are frightened to death, and unable to move.
> You regain your composure. Why does the ghost scare me if I
>     cannot even see it? How do I notice it appear?
>  [<Someone>]
2003-09-15 03:08:56 +00:00
cohrs
e2d75840b0 quivering coins
A while back, I delayed applying this patch after a discussion about
quivering coins, because I didn't want to change the behavior of GOLDOBJ
vs non-GOLDOBJ games.  I'm tired of seeing this diff in my tree, and I
recall there was some sentiment that I should have checked it in, so I'm
adding the feature in the trunk.
2003-09-14 00:01:35 +00:00
nethack.allison
bd170f5869 show errno not result
open_levelfile_exclusively() was showing the return value -1 in a panic message, even though that was the only possible value; show errno instead
2003-09-13 17:11:20 +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
cohrs
8396866296 inappropriate pacification of shopkeepers
A recent report noted that if you are invisible, teleport into a shop,
steal something, teleport out, and then return, the shopkeeper will become
pacified.  This is because the pacification code occurred even if the
shopkeeper already knew your name, as long as the "Welcome" message had not
yet occurred.  Implement <Someone>'s proposed fix: Before pacifying, either
the visitct must be zero (as per old code) or the customer name must
already be known.  And, of course, the customer name must differ from the
current setting.  This skips the pacification code in those situations
where the shopkeeper learned your name but was not happy about it (which is
what visitct > 0 implies, at least initially).

This also deals with an older bug report where you attack a shopkeeper
while outside the shop and then later enter the shop while the shopkeeper
is in it.  hot_pursuit() sets the customer name, and the new check avoids
pacifying the shopkeeper for the same reason as noted above.
2003-09-12 17:23:04 +00:00
cohrs
57a21dafde Missing FOUNTAIN in minend-3
<Someone> reported a missing FOUNTAIN tag the minend-3 to correspond to one
of the fountains in the map.
2003-09-12 16:50:09 +00:00
cohrs
ad41e2dc32 U614 - Master Kaen death message
rewrote the message so it doesn't talk about his body dissolving into gas,
since there's a possibility that he'll leave a corpse.  It now doesn't
mention a body at all, so it's not so bad when he doesn't leave a corpse
either.  The contents are completely changed, and I think it's more in line
with the sort of thing you'd expect from Master Kaen.
2003-09-12 16:20:50 +00:00
nethack.rankin
b7529324a7 fixes typo
Plus a correction for an earlier entry.
2003-09-11 03:02:54 +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
cohrs
3415b354ab shopkeeper messages outside the shop
remove_rooms() was trying to be clever and truncate the maximum room bounds
in partially overlapping rooms.  In the process, it would truncate the
bounds of L shaped rooms incorrectly, leaving some locations outside the
bounds with the roomno field set.  Since the maximum bounds really do not
have to actually match the largest extent of the room in the case of
irregular rooms, it was easiest to just remove the code that was performing
the incorrect truncation.  Due to the way remove_room() is coded, this
could result in shopkeeper messages (or, less likely, priest messages,
although that has not been reported yet) occuring for locations to the
right (or the upper/lower right corner) of the MAP on the Bustling Town level.
2003-09-10 21:11:21 +00:00
nethack.allison
eb398e0b2a save/bones compatibility info followup 2003-09-07 18:19:24 +00:00
nethack.allison
dae1b81029 #U632: Objects in Pits (game behavior)
<Someone> submitted the following bug report:
> An object and a pit are occupying the same square. I try to kick
> the object out of the square, but "You can't kick something
> that's in a pit!"
>
> I step into the square and escape the pit, but I can pick up the
> object, so maybe it's not in the pit after all.
>

This patch does *not* address this part of the bug report:
> If it's in the pit and it's a cockatrice corpse, should I die
> from landing on it when I fall into the pit?
2003-09-07 17:25:50 +00:00
nethack.allison
c3bfccdaf6 runtime bones compatibility info
Put the accepted bones file range on the options menu display.
Also adds a missing "if (wizard)" in bones.c
2003-09-07 11:48:43 +00:00
nethack.allison
237a8fbce7 monster birth limits exceeded by bones load
Bones loading was only checking to see if a
monster was marked extinct, it wasn't adding
up the born count of a species in the current
game with the number of that species on the
bones level being loaded. That made it possible
to exceed the correct number of nazgul and
erinys via bones.

This adds a common routine called propagate()
that makemon() and restmonchn(ghostly) share,
for incrementing the born count and checking for
extinction, etc.

When a bones level is loaded, restmonchn()
will flag an illegal monster (duplicated unique,
or too many of a species) by setting the
individual monster's mhpmax to the cookie
value DEFUNCT_MONSTER. Before getbones() finishes
loading the bones level, it will purge those
monsters from the chain.
2003-09-05 20:39:35 +00:00
nethack.allison
1fed7915fb Remove vestiges of old overlay source split
[trunk only]
2003-09-05 13:55:24 +00:00
cohrs
1a94dcfca3 U631 - bustling town down stairs
correct the region where the down stairs can be placed so they don't show up
in a cut off cave.  If/when the level generator is improved to avoid generating
such caves, the down stairs region could potentially be changed back.
2003-09-04 15:24:15 +00:00
nethack.allison
74d4f057d5 U614 student statues were converted to valkyries 2003-09-04 10:26:19 +00:00
nethack.allison
e382e3b055 U613 specifying alignment in win32 and CE (from Yitzhak)
> The bug involved using the initalign (and related) indexes into
> the array of alignments as indexes into the respective combo box,
> and these are (apparently) not equivalent. To fix, the combo box
> is queried one by one for the item with the index that produces
> that proper alignment value, and then uses that index found. I
> did not find an API that does this in one step, but this only
> happens once, at dialog initialization.
2003-09-03 03:57:32 +00:00
cohrs
efb8739977 U624 (also in U614) - monk quest grammar
The first reported 3.4.2 grammar bug.  This one has been there a while.
2003-09-03 01:29:13 +00:00
cohrs
5ba58b7229 flaming sphere and sliming
Reported to rgrn vs 3.4.1, polymorphing into other flaming monsters cures
sliming, but polymorphing to a flaming sphere did not.
2003-09-02 03:58:33 +00:00
cohrs
3444083f28 monster hp loss with Stormbringer
<Someone> forwarded from rgrn that a monster using Stormbringer would
lose hp when hitting the player.  The sign of the "gain" was reversed due
to subtracting the difference in the wrong order.
2003-09-02 03:48:34 +00:00
nethack.allison
d3901acac3 win32tty: fix lockfile error message 2003-09-01 02:03:11 +00:00
nethack.allison
db8f58422a Add fixes34.3 2003-09-01 01:21:26 +00:00
nethack.allison
6f1e7c828e bits (from <Someone>)
- Guidebook typo
- wizard mode prompt

[...]
> 2/3) In Guidebook* the lines subkeyval (Win32 tty NetHackonly).
> May be used to alter the value of should read subkeyval (Win32
> tty NetHack only). May be used to alter the value of
>
> 3/3) I miss a hint for the new wizmode feature levelteleport by
> menu. Neither wizhelp nor the dialog tell you about it. Maybe if
> (++trycnt == 2) Strcat(qbuf, " [type a number or ?]"); in
> teleport.c:589 could provide a hint.
>
> <Someone>
2003-08-28 11:19:08 +00:00
cohrs
648b1489a4 X11 install
Build and install the NetHack.ad file, and change the nethack.sh to append
the HACKDIR to the XUSERFILESEARCHPATH.  This means users do not have to
do anything special to use the NetHack X11 resources, nor does it require
teaching nethack where the X11 app-defaults directory is.  The change also
updates the X11 and linux doc files in a corresponding way.
2003-08-26 15:11:58 +00:00
nethack.rankin
acc58a75b2 fix B08001 - stone-to-flesh undoes cancellation
Prevent succubi from being fully restored via cycles of petrifying
and reviving.  It wasn't just a matter of saving traits; cancellation is
one of the monster traits which is explicitly reset when a monster gets
revived.  I think that probably makes sense, but this will override it
for succubi and incubi to prevent abuse; if they were cancelled at time
of petrification they'll remain cancelled when reanimated.  Likewise for
nymphs; even though the abuse facter isn't present, the cancel effect is
pretty similar for them so keep revivals similar too.

     This saves monster traits for every monster that gets turned into a
statue.  Unlike with corpses there's no stacking involved to make players
notice that each has become unique, so all such statues might as well all
reanimate just like they were instead of as new replacment monsters.
2003-08-24 18:32:58 +00:00
nethack.rankin
28e4ed2d25 vms build fix
Noticed when trying out the "heck patch", where the name of the file
for the sanctum level was changed and I neglected to update my Makefile to
reflect that:  nothing was noticed if any files were missing when loading
them into a dlb container.  Populating the playground directory for the
non-dlb configuration suffered a similar problem.  Now the VMS playground
setup will issue a warning message if this happens (but not abort the
installation; perhaps it ought to do that as well...).

     Other ports have the same problem.  For example, Unix Makefile.top
relies on file globbing to build the dlb container; if a wildcard pattern
matches no files, dlb won't notice because the shell will have eaten the
offending pattern.  Likewise for its non-dlb configuration, where cp won't
notice.  However, this isn't a very interesting bug because it won't hit
when the distributed Makefiles correspond with the needed data files.
2003-08-22 09:59:15 +00:00
nethack.rankin
104847363a fix sleeping shopkeeper's gold handling
Make a sleeping or paralyzed shopkeeper wake up if you drop something
he's interested in buying (covers the recently reported case where dropping
gold failed to add credit, but picking it back up increased shop dept) or
if you use the 'p'ay command while owing money.  Sleeping shopkeeper is not
affected if you drop something he doesn't care about, or use 'p'ay when
there is no debt, or pick up shop goods (latter case is handled normally--
you'll owe money for the item even though the shk remains asleep).

     This makes shopping become a little easier--you aren't stuck waiting
for the shopkeeper to wake up if you actually want to pay for something--
in the rare case where the shopkeeper has been put to sleep, but it's an
awful lot simpler than any other reasonable way I could think of to deal
with the [lack of] credit problem.

     This makes the snoring message handling moot--it no longer exists.
(It wasn't very reasonable to begin with, because the program can't tell
whether mon->mfrozen is for timed sleep or timed paralysis so avoided
giving that message for temporary sleep.  There ought to be two separate
counters; probing is another case where vague messages are given because
the program can't tell the reason why a monster can't move.)
2003-08-22 08:39:57 +00:00
cohrs
6c254ee539 another unreachable message
Correct the unreachable "snores" message From a bug report.
Applied to trunk only in hopes that beta8 might be the last for 3.4.2.
The fixes entry is generic since I'm sure other similar messages will be fixed.
2003-08-20 17:51:49 +00:00
nethack.allison
1fd577124b win32 bits for main trunk (from <Someone>)
- set correct checkmark on "Lock Windows" menu item on startup
- redraw message window on resizing (it does not update properly otherwise)
- fixed copy/paste error in read registry settings function
2003-08-20 11:39:57 +00:00
nethack.allison
61c3188405 talking to quest guardians from other class
prevent quest guardians from other classes from talking to you as if they
were your quest guardian
2003-08-19 04:56:23 +00:00
nethack.allison
3372f5d694 wishing for quest guardian corpse
wishing for quest guardian corpse now gives
a generic corpse of the species
2003-08-19 04:06:34 +00:00
nethack.allison
d72700c070 animating quest guardian statues
Also a related bug: the guard against animating a unique
monster via tossing a statue onto a statue trap location, was
causing stone to flesh to silently ignore any statue of a unique
monster which seemed very uncharacteristic of the spell.

After this patch, statues of quest guardians and statues of
unique monsters will animate as shape-shifters posing as those
monsters, not the monsters themselves.
2003-08-19 02:52:03 +00:00