Commit Graph

8631 Commits

Author SHA1 Message Date
Pasi Kallinen
5ca4e166b1 More fuzzer branch teleporting 2023-03-18 10:46:10 +02:00
Pasi Kallinen
9340197c4c Remove extra full stop 2023-03-18 09:11:18 +02:00
Pasi Kallinen
e37428d5cd Fix fuzzer teleporting out of Fort Ludios 2023-03-18 08:51:37 +02:00
Pasi Kallinen
f360dee4dd Engraving sanity checking 2023-03-18 07:30:25 +02:00
PatR
0d9801e17f vampshifting via polymorph
When a vampire that's already in bat or fog form gets polymorphed,
sometimes take on base vampire form instead of always toggling to
fog or bat.
2023-03-17 16:21:43 -07:00
PatR
1c24f208f3 genetic engineer attacks
When a genetic engineer polymorphs someone it normally teleports away.
Also set mspec_used so that it can't polymorph someone [else] on its
next turn, it case of a no-teleport level or it happens to randomly
land adjacent to the target.
2023-03-17 16:00:44 -07:00
Pasi Kallinen
aa83dadc1e Add stormy level flag
Which makes clouds create lightning bolts at random.
This flag is used on the plane of air.

Breaks saves and bones.
2023-03-17 20:13:32 +02:00
Pasi Kallinen
4799fc937a Add level flag for plane of fire fumaroles
Also reduce the size of the gas clouds.

Breaks saves and bones.
2023-03-17 19:36:00 +02:00
Pasi Kallinen
f2b75c3b0e Fuzzer randomly teleports between dungeon branches
Previously the fuzzer usually stayed in the Dungeons of Doom,
only very rarely going to other dungeon branches. Now, it will
randomly choose a dungeon branch and a level in that branch
to level teleport to.
2023-03-17 14:17:23 +02:00
Pasi Kallinen
da0a681688 Make lua map and terrain commands use same routine 2023-03-17 13:25:43 +02:00
Pasi Kallinen
a5934470dd Fix boulder-on-lava sanity error
Special level creation could make levels with boulders on top
of lava or water; this was caused by mazewalk populating the maze
before the rest of the level was created.

Add a post-level-creation map cleanup routine, where boulders
and traps on liquid terrain are removed.
2023-03-17 13:13:24 +02:00
nhmall
da0e2571a0 fix a spelling mistake in the code 2023-03-16 22:44:42 -04:00
nhmall
de79240dea some comment spelling fixes 2023-03-16 22:27:01 -04:00
PatR
3d24607494 fix #K3860 - figurine of an Angel
If asked to create an Angel when MM_EMIN isn't specified, makemon()
will either create an ordinary monster of type Angel without any
emin extension or add emin and create a minion affiliated with the
god for randomly chosen alignment.  Figurines didn't specify emin
so could result in either type, but wishing for them offered no
opportunity to specify alignment for the second type.

Change figurine activation to force the first type:  an ordinary
monster of type Angel, not affiliated with any particular deity.
2023-03-16 02:24:52 -07:00
PatR
3a30e434d8 "<mon> hits [again]"
Add "again" to the hit message when an attack sequence has
consecutive attacks of same type and they hit.  A {bite, claw, claw}
sequence won't give that for first claw attack regardless of whether
the bite hits but will give it for the second claw attack when both
of the claw attacks hit.

The message sequence
|The fire ant bites!  The fire ant bites!  You're on fire!
or |The fire ant bites!  The fire ant bites!  You avoid harm.
when the first bite was for physical damage and the second was
for fire damage seemed a little confusing.

This changes that to be
|The fire ant bites!  The fire ant bites again!  You're on fire!
or |The fire ant bites!  The fire ant bites again!  You avoid harm.
It still isn't crystal clear that both bites are from a single
attack and that the second bite is for different type of damage
but I think it's an improvement.
2023-03-16 01:54:29 -07:00
PatR
9d11d6bf13 fix #K3884 - sequencing of "You avoid harm" by MC
Many damage handling routines were calling mhitm_mgc_atk_negated()
in advance so that the result could be used for u-vs-m and m-vs-u,
and m-vs-m variations of an attack.  But the monster versus you case
called hitmsg() to deliver a "<mon> <bites, claws, &c> you" message
after that.  When the negation checking routine recently began
issuing messages for some types of damage, they would be delivered
before that hit message when your armor/jewelry negated its damage.
|You avoid harm.      [when MC is about to block the shock]
|The grid bug bites.  [bite for electric damage]
or
|The fire ant bites.  [for physical damage]
|You avoid harm.      [when MC is about to block the fire]
|The fire ant bites.  [second bite for fire damage]

This fixes the sequencing issue at cost of making the code become
even more complicated.  It will probably require further refinement.
2023-03-15 13:59:06 -07:00
PatR
01af084f43 non-digest engulfing
Be more consistent with the engulf attack feedback by creatures who
fold themselves around the victim (trapper, lurker above) rather than
swallow or directly engulf.

Replace an instance of a non-literal format string and the warnings
manipulation it needed with a literal one.
2023-03-13 12:49:22 -07:00
PatR
d86f966ee6 uhitm.c formatting
Shorten or wrap a bunch of too-wide lines in uhitm.c.
2023-03-11 15:51:08 -08:00
nhmall
ae9b236ee6 a few more coordxy inconsistencies 2023-03-11 15:12:02 -05:00
PatR
74ed2999de knockback feedback
Adjust the message given when an attack knocks its target back.  Say
|<defender> is knocked backward by <attacker>
if target will actually move or
|<defender> is knocked back by <attacker>
if there's something preventing the move.  Most players probably won't
even notice the difference.  (Possibly "rocked back" would be better
when not changing location but this hasn't gone that far.)

Also make the knock back distance be 1 step 2/3 of the time or 2 steps
1/3 instead of 50:50 chance for 1 or 2 steps.
2023-03-11 11:21:09 -08:00
Pasi Kallinen
62476fe101 Stop blinking cursor on hero when farlooking
I happened to notice when looking at a ttyrec that farlooking
with automatic description would blink the cursor on hero for
one frame, and then back on the farlooked map location.
2023-03-10 14:11:56 +02:00
nhmall
ecf74d5308 some pline()-like function usage 2023-03-08 19:12:52 -05:00
nhmall
d9b43ce357 adjust wording preceding "Being confused,..." 2023-03-08 19:09:15 -05:00
PatR
6a13ecaf12 \#retravel feedback
Using #retravel when no destination was set up just silenty finished,
effectively a no-op.  Could happen for the first travel attempt on
the current dungeon level, or after most recent #travel successfully
reached and cleared its destination.

Using #retravel when already at previously set but unreached--via
travel--destination, or explicitly picking your own spot as travel
destination using #travel, actually traveled from your current spot
to the same spot.  Usually nothing interesting occurred and you got
no feedback.  However, if you happened to be stuck in a trap at that
spot you tried to walk out of it and got trap feedback about that.
(Then probably right back into the trap if you succeeded in escaping
it.  I didn't try to test that.)
2023-03-08 14:35:24 -08:00
nhmall
22b3525f0b scroll labeling while blind #986
Adjust the wording a little as discussed in #986.

Close #986.
2023-03-08 13:07:47 -05:00
PatR
4021a63bcf wand/spell/breath killer reason
Extend "killed by the touch of death inflicted by <monster>" to buzz().
"Killed by a bolt of cold" becomes "killed by a bolt of cold zapped by
<monster>" or "killed by a blast of cold" becomes "killed by a blast
of cold exhaled by <monster>" and so forth.

More work than expected; the zap code isn't passed enough context.

BZ_M_WAND() was producing the wrong value for wands zapped by monsters.
2023-03-07 02:47:42 -08:00
Pasi Kallinen
8e6cf385b1 Fix subroom doors
Doors weren't getting added to the correct subrooms in certain cases.

Also fix one of the themerooms, because doors have to be added
after subrooms; there was a possibility of no door to the subroom(s)
in that themeroom, because the subrooms overwrote the doors in
the parent room.

Test case for the subroom doors:

Large room, with a medium subroom, with a tiny subroom inside that.
The doors go from outermost room <-> tiny innermost room <-> middle room.

des.room({ type = "ordinary", x = 1, y = 1, w = 10, h = 10,
   contents = function()
      des.room({ type = "ordinary", w = 6, h = 6, x = 2, y = 2,
         contents = function()
            des.room({ type = "ordinary", w = 2, h = 2, x = 0, y = 0,
               contents = function()
                  des.door({ state="random", wall="south", pos = 1 });
               end
            });
            des.door({ state="random", wall="north", pos = 1 });
         end
      });
   end
});

Before this fix:

ROOM: ndoors:1, subrooms:1
  SUBROOM: ndoors:1, subrooms:1
    SUBROOM: ndoors:1, subrooms:0

after this fix:

ROOM: ndoors:1, subrooms:1
  SUBROOM: ndoors:1, subrooms:1
    SUBROOM: ndoors:2, subrooms:0
2023-03-07 09:43:44 +02:00
nhmall
f0e88bbc68 one more follow-up for #954 2023-03-06 16:06:43 -05:00
nhmall
a58a2df119 follow-up for #954 2023-03-06 15:49:28 -05:00
nhmall
57fceb0112 replace a couple of tabs 2023-03-06 15:42:53 -05:00
nhmall
436e2617c7 replace tab 2023-03-06 15:39:43 -05:00
nhmall
a66954a2f5 Use suggestion from issue #954
As suggested by lynn.

Closes #954
2023-03-06 15:11:11 -05:00
PatR
3ab5e7b380 eliminate static analysis complaints about eat.c
This is fairly ridiculous but it prevents the bogus complaints
when compiling eat.c with 'gcc -fanalyzer' about some fields in
gc.context.victual being used without having been initialized.

There's bound to be a better way to handle this and I'm curious
whether it will work with the 'onefile' testing.
2023-03-05 16:19:32 -08:00
PatR
b3d5158e64 git issue #994 - killed by a touch of death
Issue reported by vultur-cadens:  cause of death reason for touch
of death and death due to loss of strength only showed the cause,
not the monster spellcaster who was responsible.

This changes
|Killed by a touch of death.
to
|Killed by the touch of death inflicted by the Wizard of Yendor.
and
|Killed by terminal fraility.
to
|Killed by strength loss inflicted by a chameleon imitating an arch-lich.
(The 'imitating' part doesn't fit on the tombstone but will be present
in logfile/xlogfile.)

Noticed while implemented this:  touch of death was modifying u.uhpmax
and basing death vs damage on that even when hero was polymorphed.
It now rehumanizes the hero in that situation.

Closes #994
2023-03-05 15:11:25 -08:00
PatR
f0e7f4d273 egraving fix
Fix a "format is not literal" warning.
2023-03-05 14:49:45 -08:00
nhmall
32ca917d2c sym-changes - add engravings to the map
1. Add "engraved room floor" pchar sym (S_engroom). The symbol that
displays at the engraved part of a room (not a corridor though).
The default symbol is '`' which is currently never shown if people
have defined the boulder symbol to '0' and statues are displayed as
monster symbols. It is bright blue.

Add some stylized variations of the S_engroom symset to some of
the symsets.

2. Add "engraved corridor" pchar sym (S_engrcorr). The symbol that
displays at the engraved part of a corridor. The default symbol is
'#', and it matches the symbol for corridor from for whatever the
current symset uses. It is bright blue to match the color of the
S_engroom symbol. Using the normal corridor symbol for display
preserves the lines of the corridor so is not as visually-disruptive
as a smaller symbol would be. Explicit entries that match the S_corr
symbol have been added to the symset file.

Magic mapping and clairvoyance impacts yet to be determined.

The Guidebook updates will come later.
2023-03-05 17:35:49 -05:00
Pasi Kallinen
0b5956ba34 Tutorial: reset inventory letters 2023-03-05 17:54:14 +02:00
Pasi Kallinen
db0441bf02 Split level temperature message into function 2023-03-05 12:34:33 +02:00
Pasi Kallinen
3cd6b00ab7 Split stuck-cannot-go-up/down into separate function 2023-03-05 11:58:23 +02:00
Pasi Kallinen
ce0d25129e Spell of knock can knock back small monsters
Differentiates the spell from the wand of opening,
and the spell name sounds like it should do that ...
2023-03-04 19:07:34 +02:00
Pasi Kallinen
c6a2803f49 Better algo for picking a room to put stairs in 2023-03-04 18:04:38 +02:00
Pasi Kallinen
10df388245 Untrap tip 2023-03-04 11:02:06 +02:00
Pasi Kallinen
08a2a2a1a4 Saving grace
Once per game, if receiving a killing blow from above 90% HP,
allow the hero to survive with 1 HP.
2023-03-03 17:38:48 +02:00
Pasi Kallinen
075c2832a1 Adjust archeologist and valkyrie intrinsics
I felt it was strange that archeologist started out both
fast and stealthy, but didn't gain searching until level 10.
So, archeologists now start with searching, gain stealth at 5,
and fast at 10.

Similarly valkyries starting out stealthy felt odd, so now they'll
get it at level 3.

This leaves only the rogue starting out innately stealthy, which
feels appropriate.
2023-03-03 11:50:44 +02:00
nhmall
b55d11b4f2 Revert "up/down level feedback"
This reverts commit 9ce98594a4.
2023-03-02 20:14:04 -05:00
PatR
f35abea80b change 'm #tip' behavior
Using the 'm' prefix with #tip was putting up a menu to pick between
one or more floor containers and 'choose from invent', but that
interfered with choosing Tip as a context-sensitive item-action for
carried container.  Change 'm' to behave like it does with #eat and
\#quaff and several other commands:  skip possible candidates on the
floor and go directly to picking something from inventory.

That prevents using 'm' to force a menu of
|a - <floor container>
|i - pick a container being carried
for any menustyle when there is one floor container.  For menustyles
other than traditional, I think that's inconsequential; player needs
to answer 'n' for floor container and then get the choose-from-invent
prompt instead of 'i' and then choose.  When there are two or more
containers on hero's spot, 'm' prefix isn't needed to get that menu.

Unfortuately using 'm' to override menustyle:Traditional is still a
thing players might want to do.  Keep the prior behavior for that
style when multiple containers are present (dotip() already skipped
that menu despite 'm' when there was just one container).  Use the
new behavior (skip floor containers) when one (or none) is present.
That's inconsistent but seems more useful than alternatives.  It is
relatively unlikely that anyone who uses traditional non-menu item
selection will also use newfangled inventory item-actions so the menu
isn't likely to interfere with the latter.  Update the Guidebook to
describe how Traditional differs just in case.
2023-03-02 05:33:16 -08:00
nhmall
d801736d09 opt out of bgcolor highlighting via bgcolors 2023-03-01 19:17:47 -05:00
nhmall
76e82d1312 fix remaining contrived issues re HANGUPHANDLING 2023-03-01 12:01:43 -05:00
Pasi Kallinen
77f241581c Split dungeon.lua level reading to separate function 2023-03-01 18:33:24 +02:00
nhmall
fd3057483f fix an issue when HANGUPHANDLING isn't defined
This is a contrived issue since HANGUPHANDLING is probably
defined for UNIX
2023-03-01 10:54:04 -05:00