Commit Graph

90 Commits

Author SHA1 Message Date
nhmall
02b1ce2d9a no leash-related message is given when leashed pet yellow light explodes
mondead() -> m_detach() -> m_unleash() suppresses
the m_unleash() slack message, so deliver it in
the caller explmm() in those circumstances.

(The issue of whether it should be possible to leash light
is side-stepped.)

bug H7406, 1548
2018-09-23 14:06:18 -04:00
nhmall
2813e42b22 known bear trap forgotton by player polymorphed into a flyer
The original report stated:

     "I located a bear trap as a human and just ignored it
     for the time. I polymporphed into a Vampire Lord, then
     went to #untrap the bear trap.  On the first attempt,
     I stood beside the trap and attempted to #untrap.  I
     received the 'Whoops!' message and automatically moved
     onto the trap square as a result. The bear trap vanished!
     I obviously wasn't trapped since I'm polymorphed into a
     flying monster, but the trap glyph was no longer present.
     The glyph looked like regular floor - as if I had
     untrapped the bear trap and taken the trap with me."

The trap was actually still there but became hidden intentionally
for other valid scenarios, but was an unintended side-effect for
this scenario.

Fix it by failing the #untrap operation for a Flyer earlier on,
and in a more benign manner, since the Flyer ultimately doesn't
end up in the trap anyway.  You'll still get the "Whoops!",
followed by a message, but that's as far as the "failed" #untrap
attempt will go under the circumstances.
2018-09-23 11:16:09 -04:00
nhmall
76bffe5ba4 drum of earthquake causing deafness inappropriately
Address a drum of earthquake inconsistency reported 2017-03-23:
"Drum of earthquake does not make you deaf.  Leather drum or depleted
drum of earthquake does."

bug 1099
2018-09-23 10:11:02 -04:00
PatR
4f61e9697c fix github issue #134 - display of migrated objects
Fixes #134

An invisible hero (who can't see invisible and doesn't have autopickup
enabled) going down stairs to an object which fell down those stairs
will see the stairs instead of the object on them.  Missing newsym()
in obj_delivery() when objects aren't being passed through scatter().
2018-09-22 15:18:38 -07:00
nhmall
bbb81700f5 sunsword vs gremlin
The original report complained that gremlins seemed impervious to
Sunsword's light yet a flash from a camera caused them to cry out in pain
despite "The long sword named Sunsword begins to shine brilliantly!"

This commit does two things:
1. A dmg bonus is applied against gremlins using a lit Sunsword.
2. Gremlins will generally avoid the light emitted by Sunsword.
There's a few minor flavor bits thrown in also.

It is understood that this effectively makes Sunsword provide
"gremlin-proofing", but the gremlin myth and Sunsword's characteristic
feature pretty much demand it.

bug 42
2018-09-22 14:08:28 -04:00
nhmall
6a86cafa90 X11 exposed a genl_status_update negative index issue 2018-09-22 10:20:08 -04:00
Pasi Kallinen
39d10d96df Prevent leash showing unseen monster as "it" 2018-09-22 15:55:26 +03:00
nhmall
8e4ce066c9 fix C343-331 mirrors & sleeping mon
This outstanding bug was complicated slightly because the same
code was used for a sleeping mon as for a paralyzed mon so
message phrasing was called into question.

Just flip the phrasing to be about what you are able to discern
under those circumstances, which is very little, and don't have
the sleeping or paralyzed monster react to the mirror.
2018-09-21 23:34:00 -04:00
nhmall
6c41eb3f91 fixes bit 2018-09-21 11:42:16 -04:00
nhmall
a18ae517f8 some orctown follow-up bits, fix Bad fruit #0 and some minor tuning 2018-09-21 11:31:01 -04:00
nhmall
0a1c908503 fixes36.2 entry for the orctown changes 2018-09-18 20:19:06 -04:00
PatR
4336427745 fix #H7396 - wishing for "orange"
Wishing for "orange" might grant an orange, but it might give an
orange gem, orange potion, or orange spellbook instead (but never
orange dragon scales or orange dragon scale mail).  Force the food
object to be an exact match so wishing always produces an orange.
2018-09-18 16:30:58 -07:00
PatR
b34400094b fix #H7060 - polymorph zap vs long worm
A polymoprh zap which creates a long worm can hit and transform the
same monster again depending upon tail segment placement.  Similar
behavior occurs if monpolycontrol is set in wizard mode and player
chooses 'long worm' for what to transform an existing one into (in
which case polymorph fails and zap might hit that same worm again
in another segment, prompting player to choose its new shape again).

Simplest fix would be to make tail segments be immune to polymorph,
but that would prevent players from deliberately attacking the tail
(for polymorph attacks only).  Next simplest would be to make long
worms M2_NOPOLY so that polymorph can't create them, then just live
with multiple promptings when monpolycontrol is set.  This fix
tracks whether a long worm has just been created via polymorph (or
explicitly retained its shape via monpolycontrol) and makes further
hits on same creature on same zap have no effect.  It does so by
setting mon->mextra->mcorpsenm to PM_LONG_WORM when a long worm is
result of polymorph, and setting context.bypasses to get end-of-zap
cleanup.  (It doesn't bother discarding mon->mextra if reset of
mcorpsenm leaves mextra empty.)
2018-09-17 18:28:49 -07:00
PatR
89237fc96d fix #H7157 - cancel self as clay golem
The report was "doesn't kill even if unchanging", but it does cause
rehumanize() when not Unchanging, the same thing that happens when
you die due to loss of hit points.  But losing the activating word(s)
and then having Unchanging retain the clay golem shape does seem
wrong, so make losing the word(s) while being unable to revert to
normal form be fatal.

Poly'd hero (without Unchanging) reverts to normal when cancelled,
so make monsters behave that way.  Previously, only werecritters in
beast form were forced to human form.  This changes cancellation to
make shapechangers and hiding mimics take on normal form too.

Cancelled shapechangers now behave as if the hero has the
Protection_from_shape_changes attribute and will be unable to change
their shape (after having been forced into normal form).  Getting
polymorphed in any fashion uncancels them prior to giving new shape.
[There may be some newcham() situations that should be disallowed
when cancelled rather proceeding and consequently uncancelling.]
2018-09-15 19:23:29 -07:00
PatR
3eded06669 fix #H7156 - perm_invent
Bug report #H7156 listed three items, all relating to perm_invent:
1) it shouldn't persist across save/restore since restore might be
   on a system which doesn't have enough room to display it (report
   actually complained that config file setting was ignored when
   restoring old games, which is an expected side-effect for options
   that persist across save/restore);
2) permanent inventory wasn't updated when using scroll of charging;
3) attempts to update permanent inventory during restore could lead
   to crash if it tries to access shop cost for unpaid items.
Items (2) and (3) have already been fixed.  This fixes (1).

Replace 'flags.perm_invent' with a dummy flag, preserving save files
while removing it from flags.  Add 'iflags.perm_invent' to hold the
value of the perm_invent option.

The win32 files that are updated here haven't been tested.  Whichever
branch contains the curses interface needs to be updated; ditto for
any other pending/potential interfaces which support perm_invent.
2018-09-14 17:34:33 -07:00
PatR
2c231f57bd git pull request #133 - reassess worn equipment
Fixes #133

Monsters who lost an amulet of life saving while having their life
saved wouldn't attempt to put on another amulet unless/until they
picked up some object.  Likewise if they had a worn item stolen.
(There are probably other events which should re-check worn gear.)

The suggested commit had a life-saved monster re-check equipment
during life-saving which might have led to reports about them
effectively getting extra moves, especially if two-weapon fighting
or zap rebound with sequence of kill/life-save/kill-again allowed
the target to put on a replacement amulet of life-saving prior to
the second kill.  It also wasn't amenable to dealing with stolen
equipment.  This alternate fix sets a flag to have monster check
its equipment on its next move.
2018-09-14 15:08:22 -07:00
Pasi Kallinen
e37087e999 Handle monsters inside the invocation area 2018-09-14 21:49:02 +03:00
Pasi Kallinen
97b2ba2e54 Mimics created by #wizgenesis blocked vision incorrectly 2018-09-14 21:07:08 +03:00
PatR
37f8d0edb3 fix #H7385 - double trap activation when jumping
Jumping performs the placement of the last step after using hurtle()
to move to the destination, so if hurtle() triggered a trap then it
would happen twice.  Report was for a Sokoban pit but it would happen
for fire traps too.  Other traps would yield "you pass over <trap>"
while hurtling and then trigger the trap when landing.  Have
hurtle_step() ignore a trap for the last step of a jump, leaving it
to the jump's landing to handle.

Also, give feedback when hurtling over water or lava, similar to what
happens when passing over a previously seen trap which doesn't
activate.
2018-09-13 17:10:25 -07:00
nhmall
7d4a7a1f42 tty column placement of BL_HUNGER and BL_CAP could collide
Change the placement of the code that makes a replica of the
current status fields for later comparison.

A loop shortcut was causing it to be skipped under some
circumstances and that was negatively impacting the placement
of status field values that were further to the right.
2018-09-12 19:42:45 -04:00
Pasi Kallinen
b33b66aa29 Qt: Remember the tile and font size
The QT_TILEWIDTH and QT_TILEHEIGHT read from NetHack config file
override the remembered settings.
Also set the smallest tile size to 6x6
2018-09-12 18:43:10 +03:00
nhmall
59019910b5 heed OPTIONS=symset:default in config file in windows and msdos 2018-09-10 15:27:05 -04:00
Pasi Kallinen
8210f81618 fixes update 2018-09-10 21:33:41 +03:00
nhmall
4be2467cc9 win32 gui bits
fix an index out-of-bounds
status hitpoint bar behavior at zero hp to match tty
2018-09-08 08:54:35 -04:00
Pasi Kallinen
2122506ebe Spiders will occasionally spin webs
Idea and code inspired by aosdict
2018-09-07 20:26:18 +03:00
PatR
4ce6d81d60 hilite_status type 'up' or 'down' vs strings
The temporary highlight types 'goes-up' and 'goes-down' aren't useful
for the three string status fields (title, dungeon-level, alignment)
since the string values might go up when the underlying value goes up
or might go down instead (and similarly for down, down, up).  The code
involved can compare strings but the values are effectively arbitrary
so the comparison is only really useful for same vs changed.  This
treats types 'up' and 'down' for strings as 'changed' when coming from
config file and no longer offers them as choices when using 'O'.

Config file parsing perhaps ought to treat them as errors instead.
2018-09-06 05:26:21 -07:00
nhmall
ec43a80e9e stop tty hitpointbar from jumping to 100% health at zero hit points 2018-09-05 20:21:59 -04:00
nhmall
a417d67572 status_update distinguish new BL_RESET from BL_FLUSH
This adds BL_RESET to status_update to send a flag to a window
port that every field should be updated because something has
happened in the core to make current values shown to be
untrustworthy or potentially obliterated.

That is now distinguished from BL_FLUSH, which now has no
bearing on whether every field needs to be redone, and instead
can be used by a window port indicator that it is time to render
any buffered status field changes to the display.

tty port now sets WC2_FLUSH_STATUS indicator for BL_FLUSH support
and now does one rendering per bot() call, instead of up to 22.

Side note: The tty hitpoint bar code was relying on the old
behavior of redrawing everything upon BL_FLUSH apparently, so it
initially had some color change lag issues, corrected by marking
BL_STATUS as dirty (in need of updating) in tty_status_update()
whenever BL_HP was marked as dirty.
2018-09-03 08:18:18 -04:00
nhmall
0b32735ff8 ensure BL_FLUSH always sent when context.botlx is set
ensure BL_FLUSH always gets sent down to the window port whenever bot() is
called with context.botlx set so that status updates work as
expected after full screen clear after a level change

Fixes #107
2018-09-02 18:26:42 -04:00
nhmall
6594805811 transformation message when you apply a figurine
make the transformation message of a deliberate apply of a figurine seem
a bit less definite when blind. Put 'I' unseen monster marker at the spot
you expect it to be.
2018-09-02 18:20:40 -04:00
nhmall
7bc0ce66e6 Revert "transformation message when you apply a figurine"
This reverts commit e2b187f2f1.
2018-09-02 18:11:03 -04:00
nhmall
9323f074f7 Revert "ensure BL_FLUSH always gets sent down to the window port whenever bot() is"
This reverts commit ee4c12b238.
2018-09-02 18:10:40 -04:00
nhmall
ee4c12b238 ensure BL_FLUSH always gets sent down to the window port whenever bot() is
called with context.botlx set so that status updates work as
expected after full screen clear after a level change

Fixes #107
2018-09-02 18:05:16 -04:00
nhmall
e2b187f2f1 transformation message when you apply a figurine
make transformation message of a deliberate apply of a figurine seem a bit
less definite when blind. Put 'I' unseen monster marker at the spot you
expect it to be.
2018-09-02 17:54:00 -04:00
nhmall
1462f69f54 reports on windows of partial status lines after level change
tty: turn off an optimization that is the suspected cause of Windows reported
	partial status lines following level changes. It was turned on for
        non-unix platforms only
2018-09-01 14:52:47 -04:00
nhmall
5a44a34420 wizidentify suppress unnecessary prompt; allow individual items for perm ID
Don't display the selection to identify all items if there are none.

Complete an item marked ToDo in cmd.c: allow selection of one or more
particular items to permanently identify rather than just all or nothing.
2018-09-01 10:43:26 -04:00
PatR
f1d0636ba0 fix wiz identify bugs
Fixes #124

Fix github pull request #124 which was also reported directly (but not
through the contact form so #Hxxx number).  Using ^I or #wizidentify
displays inventory with everything ID'd for that command only and adds
a menu entry "_ - use '^I' to identify" that can be chosen to make
those ID's persistent.  Picking underscore would work but picking the
alternate '^I' wouldn't work if the platform had unsigned characters
for plain 'char'.  Switch the return value from magic number -1 to
magic number ^I which isn't a valid inventory letter and isn't subject
to sign conversion.  Casting -1 to '(char) -1' would have worked too
despite some confusion expressed in discussion of the pull request.

If ^I has been bound to some other command and #wizidentify hasn't
been bound to any keystroke, temporary ID didn't disclose any extra
information (ie, acted like ordinary inventory display) and the extra
menu entry to make temporary ID become persistent wasn't available.
This fixes that too.
2018-08-29 19:19:49 -07:00
Pasi Kallinen
599edde94d Fix monsters not wielding digging implements
My change to unify the pet and monster digging weapon choosing
made monsters not actually wield the chosen weapon, even though
they could still dig as if they did. Pets behaved properly.

Also add an explicit check for IS_STWALL so they won't keep
switching away from their current weapon until needed.
2018-08-28 18:15:46 +03:00
PatR
95b9205168 fix #H7354 - incorrect material
for parchment and vellum spellbooks.  Parchment and vellum are made
from animal skin rather than from plants, so classifying spellbooks
with those descriptions as paper is inaccurate.  Changing them to be
made out of leather has a couple of side-effects:  eating them while
polymorphed will break vegetarian conduct and polymorphing them might
result in a leather golem rather than a paper one.

I left "leathery spell book" as paper since that directly refers to
the cover.  The composition shouldn't be changed--the pages of such
a book are still made out of paper--but the effect of eating one
possibly should.  (That description originally was "leather" and got
changed.  I don't remember the details and assumed it was due to odd
wishing behavior, but there's a commented-out routine in eat.c which
suggests it was related to eating instead.  Anyway, "leathery" is
still non-leather.)
2018-08-27 19:13:54 -07:00
Pasi Kallinen
bf10a70de0 Make it clear when a leprechaun dodges your attack
It was not obvious what was happening when a leprechaun dodged
your attack. Add a message to explicitly spell it out.
Code by aosdict.
2018-08-26 18:43:25 +03:00
Pasi Kallinen
43dc3bdf5f Hallu YAFM for stumbling onto an undetected monster
Pokemon reference. Based on an idea by aosdict.
2018-08-26 17:55:16 +03:00
Pasi Kallinen
6b79355494 Make wish prompts not remember the input
With EDIT_GETLIN, the wish prompt remembered the previous input,
but this isn't actually useful.
2018-08-26 12:18:16 +03:00
PatR
083e0904db another fix fox "killed, while helpless"
Augmented death reason with appended "while <helpless-reason>" was
broken in 3.6.0 and got fixed shortly after release (too late to
prevent high-score files from being corrupted).  Then within a
couple of weeks it got broken again, and doesn't work in 3.6.1
either (but in this case, it is omitted instead of being cloned
to all following score entries).  The problem is in both record
and logfile, but not xlogfile, so we could create a fix up routine
that would use the last to repair record (and perhaps logfile).
But having two fixup routines would probably lead to confusion.

The problem this time was bad logic in the fix for
|alter name of monster causing hero's death if name contains
|    characters that could cause confusion when using record,
|    logfile, or xlogfile later
killerformat() was going out of bounds of the input string and
using up all of 'siz' so that there was never room to append the
", while helpless" suffix.
2018-08-23 18:01:00 -07:00
PatR
78c5173cd1 shop damage repair
Fixes #121

Fix githib issue #121 - shopkeepers don't charge for consecutive
acts of vandalism on the same square.  pay_for_damage() keys its
action on the 'when' field of the damage structure, and when a
second type of damage gets added to existing damage, that wasn't
being updated.  Both bits of damage (broken door or dug wall plus
trap created at same spot) get repaired together but shopkeeper
wasn't challanging hero to pay for the second one (trap).

The repair process had issues too.  If you broke a shop door, paid
off the shopkeeper, then left the level before the repair took
place and came back after (or rather, catching up for lost time
repaired it when you returned to the level), it didn't actually
get fixed and remained a doorless doorway that was considered to
have been successfully repaired (record of damage discarded).
Unless there was also a trap there; then the door did get properly
fixed when the trap was removed.

Object scattering during wall repair was bypassed if trap removal
took place.

Also, trap removal while off level still gave messages when it took
place after you returned.  I didn't try to verify that; it's possible
that vision is in a state where you can't see the repair even if you
return to a spot where it would be visible.  But the return value
from the repair routine was one which wanted a message instead of
the one to suppress messages.

Not addressed:  digging a pit inside a shop (aside from in doorway
or breached wall) is not treated as damage which should be repaired.
This includes the case of digging up a grave which converts the spot
into ordinary floor (plus pit trap).
2018-08-22 17:41:54 -07:00
PatR
320d592dfd fix github issue #125 - grave gold not buried
Fixes #125

When a random grave included some gold among whatever treasure was
generated, that gold was left on top of the grave instead of being
buried inside it like other treasure.

I'm sure this was intentional but only because mkgold() puts the
gold on the ground and merges it with other gold if there is already
some present.  Keeping an existing stack of gold distinct from the
new one in order to bury the latter is feasible but clumsy.  Just
make a new gold object directly, bypassing mkgold(), and bury that.
2018-08-15 18:33:37 -07:00
PatR
854155dfa9 git pull request #123 - wallification vs map edge
Fixes #123

Make sure wallification doesn't go out of bounds when operating
near the map edge.  The top and left edges were ok (although the
left edge could uselessly try to wallify unused column 0) but the
right and bottom ones weren't validating the map boundary.  None
of the 3.6.x levels were affected.

I've done this a little differently from the suggested commit in
the pull request.
2018-08-14 18:06:59 -07:00
PatR
34c1d30370 fix #H7352 - panic when floodfilling large areas
Special levels with FLAGS:inaccessibles could trigger a panic if
a large enough area was subjected to floodfill handling.  The buffer
intended to be enough to hold an entire level wasn't big enough when
individual coordinates were being added multiple times.  I don't
really understand what this code is doing but the recommended fix
does work to prevent the panic.

None of the levels included with 3.6.x were affected.
2018-08-13 18:33:15 -07:00
nhmall
a105df7320 inconsistency going down a hole/trapdoor accidentally vs deliberately
Noted on rgrn, after being told that you don't fit upon discovery
of a hole or trap door you could then immediately use '>' to
proceed down.

The deliberate situation remains possible and has some
inherent risk.
2018-08-12 08:40:55 -04:00
PatR
baf9c706b4 fix github issue #122 - #turn takes 0 time
Fixes #122

When #turn won't work due to angry god or being in Gehennom, it
aggravates monsters instead.  But that was taking no time.
2018-08-11 16:07:43 -07:00
PatR
007aa040b0 fix #H7342 - seduction sequencing
Interrupt seduction if the hero gets moved away from the seducer, or
if both of them move to another level.  Loss of levitation can drop
the hero onto a trap which sends him/her somewhere else, but seduction
was continuing as if nothing had happened.  In theory it could continue
despite level change because succubus and incubus are level followers,
but there's no way of knowing whether seducer and victim will arrive
next to each other until they get delivered and that doesn't happen
until long after the attack needs to finish.

I don't think theft has the same problem because it is a multi-turn
activity operating on one item at a time, but I didn't check it out.
2018-08-03 20:18:21 -07:00