Expose object timers to lua scripts. For example:
local o = obj.new("cockatrice egg");
o:placeobj(5, 5);
o:start_timer("hatch-egg", 3);
Available methods are:
- obj.has_timer("rot-corpse")
returns true if object has attached timer, false otherwise.
- obj.peek_timer("hatch-egg")
returns an integer value, which is the turn when the timer
attached to the object would trigger. returns 0 if no such timer.
- obj.stop_timer("shrink-glob")
stops attached timer, or if no timer type is given, stops all
timers attached to the object.
- obj.start_timer("zombify-mon", 15)
starts a timer with a trigger time in that many turns in the future.
replaces any previous timer of the same type.
Valid timers are "rot-organic", "rot-corpse", "revive-mon",
"zombify-mon", "burn-obj", "hatch-egg", "fig-transform",
and "shrink-glob". Also "melt-ice" is recognized, but does nothing
to objects.
Redo the recent artifact creation stuff by replacing several nearly
identical routines with one more general one. Also adds a tracking
bit for one or two more creation methods. That changed artiexist[]
from an array of structs holding 8 or less bits to one holding 9, so
bump EDITLEVEL in case the total size changed.
This should have been broken up into multiple pieces but they're
all lumped together. I did ultimately throw away a fourth change.
Implement artiexist[].bones and artiexist[].rndm artifact creation
tracking bits that were added recently. Doesn't need to increment
EDITLEVEL this time.
Add a new wizard mode feature: if you use `a to show discovered
artifacts, it will prompt about whether to show the tracking bits
for all artifacts instead. If not using menustyle traditional,
you need at least one artifact to have been discovered in order to
have 'a' choice available when selecting what class of discovered
objects to show for the '`' command.
artifact_gift(), aritfact_wish(), and so forth return a value that
none of the existing callers use, so cast their calls to (void).
Since the struct used for elements of artiexist[] has a lot of unused
bits, add some new ones to extend it to indicate how artifacts have
been created. It had
| .exists (has been created) and
| .found (hero is aware that it has been created)
introduce
| .gift (divine gift),
| .wish (player wish),
| .named (naming elven weapon Sting or Orcrist)
| .viadip (made Excalibur by dipping long sword into fountain)
| .rndm (randomly created), and
| .bones (from bones file--how it got created in earlier game isn't
tracked). The first four are implemented, fifth and sixth aren't.
Some of the feedback when receiving an artifact or spellbook has been
revised.
When artiexist[] was changed from an array of booleans to an array of
structs a couple of days ago, EDITLEVEL should have been incremented
but I overlooked that at the time. This commit does so now.
Remove the conduct-specific aspect of receiving spells as prayer boon.
Anyone now has a 25% chance of having the spell directly implanted
into their head, not just characters who have maintained illiterate
conduct. It can now also restore a forgotten spell or refresh one
that is nearly forgotten. It still tries to choose a spell which
isn't already known (new: or was known but has been forgotten) but if
it picks one that is known and doesn't need refreshing, a redundant
book will be given, same as the behavior in earlier versions.
The chance for receiving a blank spellbook is higher when that item
is undiscovered. When given as a prayer reward, make it become
discovered even if hero doesn't read it so that it will be less likely
to be given again. There's a 1% chance for that auto-discovery to
happen with other bestowed books. Unlike blank boots, having the book
be discovered doesn't lessen their chance of being repeat gifts.
Minor bug fix: for a spell implanted from scratch, the book remains
unknown. That's ok; it's actually more interesting than discovering
a book you haven't seen yet. But after acquiring and reading the book
you could get "you know <spell> quite well already" and the book would
stay undiscovered even though you were just told what spell it's for.
Lay groundwork for generating a log event when finding an artifact
on the floor or carried by a monster. This part should not produce
any change in behavior.
Move g.artidisco[] and g.artiexist[] out of the instance_globals
struct back to local within artifact.c. They are both initialized
at the start of a game (and only used in that file) so don't need
to be part of any bulk reinitialization if restart-instead-of-exit
ever gets implemented.
Convert artiexist[] from an array of booleans to an array of structs
containing a pair of bitfields. artiexist[].exists is a direct
replacement for the boolean; artiexist[].found is new but not put to
any significant use yet. If will be used to suppress the future
found-an-artifact event for cases where a more specific event (like
crowning or divine gift as #offer reward) is already produced.
Remove g.via_naming altogether and add an extra argument to oname()
calls to replace it.
Add an extra argument to artifact_exists() calls.
There is an event for being crowned "Hand of Elebereth" and so forth
and an event for being given an artifact (any, not just the first) as
reward for #offer, but there wasn't one for the item usually given
along with being crowned.
Now there is. It's not something that an observer (of the events
being logged) can deduce since sometimes an alternative is given
(wizard and monk) and other times nothing is given (artifact already
exists or lawful character isn't wielding non-artifact long sword).
I flagged the spellbook given to a wizard or a monk as
'divinegift | artifact | spoiler'. 'artifact' since even though it
isn't actually an artifact, it is standing in the place for one. And
'spoiler', to hide from #chronicle, in case the hero doesn't know the
spellbook yet.
The change to report which item was acquired in the logged event for
Sokoban completion changed the context struct so changed the contents
of save files but neglected to update EDITLEVEL to reject old save
files. Do so now.
Demote "completed sokoban {1,2,3,4}" from major achievement to minor
at the request of hardfought. OR on the 'dump' flag so that those
entries appear in dumplog.
Change "completed Sokoban" (for the whole branch) to "acquired the
Sokoban <prize object>" since that's what triggers the event and it
is possible to pass through the first level without completing that.
This event is still classified as a major achievement. It has has
the 'spoiler' flag added to prevent #chronicle from showing that event
which now discloses the type of item the prize is. (Note: suppression
of spoiler events is ignored in wizard mode.)
The "attained rank N" achievements are classified as minor for ranks
1..3 (gaining levels 3, 6, 10); OR the 'dump' flag for those. [Rank 0
for levels 1 and 2 isn't an achievement and 4..8 for Xp levels 14, 18,
22, 26, and 30 are classified as 'major' achievements so don't need
that flag to make it into dumplog.]
Requested by k21971 (hardfought admin): classify the gameover event
as something other than achievement so that live-logging can exclude
it in order to use the xlogfile end-of-game entry instead.
It had been classified as an achievement because that was the only
category being treated as 'major' so written to final dumplog. Give
is a new classification 'dump' which is distinct from achievement
and intended to explicitly request that an event go into dumplog.
The gameover event is the only one in that category, at least for now.
Add a bunch of other classifications besides achievement and dump to
be treated as 'major' for dumplog. The new list is
wish, achieve, umonst (death of unique monster), divinegift,
lifesave (via amulet, not explore-/wizard-mode decline to die),
artifact, genocide, dump
and may still need further tuning. Currently excluded are
conduct (first violation of any conduct), killedpet, alignment
(changed, either via helmet or conversion), minorac (minor
achievement such as level gain or entering the mines), and spoiler
(currently only applies to finding Mines' End luckstone which is
also 'achieve' so will be in dumplog).
This doesn't remove the reference to unimplemented LLC_TURNS that is
mentioned in the template sysconf.
Closes#688
The gamelog structure's type/flags field is 'long' but the
corresponding livelog event type field and the argument passed to
gamelog's logging were 'unsigned'. They take the same values and
those values mean the same things so change them all to long.
The actual livelog logging assumed that time_t is a long number of
seconds, and was also using a boolean as an array index. Perform
proper type conversions.
sysconf parsing used 'int' to hold strtol() value; change to long.
Also it was using raw_printf() instead of config_error_add() to
complain about any problems. Clearly the livelog patch was not
updated to the current code base before being incorporated.
Fix up the level descriptions used when logging an "entered new level"
event. Most of the change is for adding an extra argument to calls
to describe_level(). The curses portion is in a big chunk of old code
suppressed by #if 0.
I didn't notice that the level entry events are classified as LL_DEBUG
until all the work was done. This promotes the entry events for the
four Plane of <Element> levels from debug events to major ones instead.
It doesn't do that for the Astral Plane because the entered-the-Astral-
Plane achievement already produces a major event for that. Most other
key level entry events are in a similar situation--or will become that
way once another set of achievements eventually gets added--so there
aren't any other event classification promotions.
Reported by k21971, the dumplog section labeled "major events" showed
all logged events rather than just the ones classified as major.
Filter out the non-major ones when writing dumplog.
At the moment only a couple of ones other than achievements are major.
Probably various other types should be too.
The #chronicle command still lists all logged events unless they're
flagged as 'spoiler'. So far the mines' end luckstone is the only
one flagged that way. Unfortunately a player with access to live
logging could still learn whether or not the gray stone that has just
been picked up on the last mines level is the target luckstone by
viewing the log from outside of the game.
The #chronicle command would be more useful if it gathered all the
categories of events present and put up a menu allowing the player to
choose which ones to view. I haven't attempted to implement that.
Closes#687
Add a type to force g.{command_count,last_command_count,multi} to have the
same type (because cmd.c: g.multi = g.command_count;) and some resulting
cleanup.
Use up the last available bit for achievements:
"You learned the tune to open and close the castle's drawbridge."
(More can still be added but xlogfile will need another field to
track a second set of 31 in order to keep its achievement bitmask(s)
within portable size.)
As achievements go, it's not very exciting, but players who normally
destroy the drawbridge have to choose whether to earn an achievement
first since once it's gone, there's no way to find out the tune
(either via prayer reward or successful Mastermind). I'm guessing
that most will probably decide to ignore this achievement since it
has no effect on the outcome of the game. However, that might not
be true for future tournament play.
There's no need to bump EDITLEVEL for this; room for recording one
additional achievement is already allocated.
Handle thrown or kicked object that's in transit for hangup save and
panic save in addition to normal end of game. Affects ball and chain
placement too, if they've been temporarily taken off the map.
Instead of returning monster's mtrapped-state, return specific
trap return values.
Add one extra trap return value, for when a monster was
moved by the trap.
A monster hurtling over liquid would drown immediately the instant it
touched the first square of water, even if normally it would have kept
moving (e.g. hurtling over a short moat). Additionally, its placement
on liquid would not take into consideration other monsters, so it could
overwrite an existing monster on that spot and lead to an impossible,
and/or two monsters occupying a single position.
Fix these issues, so that liquid effects like drowning only happen if
the monster ends up in liquid at the end of the hurtle, and so that
other monsters in the way will stop it early even if they're floating
over or swimming on a pool/water/lava square.
Also use canspotmon instead of canseemon for the wiztelekinesis debug
command.
For testing mhurtle, which is used for jousting or
bare-handed combat.
Improve mhurtle_step to handle bumping into another monster,
and when the monster gets killed or stuck in a trap.
The default sink glyph is already used for many other things:
iron bars, trees, corridors, drawbridges, and clouds.
Change the glyph to {, and change the color to white.
The glyph is only used for fountains, so it makes "safe"
water-related glyphs match.
Ensure the first spell - if any - given to the hero in initial
inventory is level 1 - otherwise you can end up with a situation
where the hero knows level 3 spells, but won't have enough power
to cast them.
If the hero starts out with a spell, ensure enough power (5)
to cast that level 1 spell.
Tone down sleep level to 3 (hitting a monster does tend to wake
it up), and replace the random monk starting sleep spell with
confuse monster, which fits nicely with monk's bare-handed
fighting style.
The enchantment spells were skewed towards lower spell levels,
and didn't seem to correspond with the spell effectiveness or
power. Adjust the spell levels:
- Confuse monster is probably the least powerful enchantment, and
also requires touch to work, so make it the new level 1 spell.
- Sleep is quite powerful, and ray, bump it to level 4.
- Charm monster is even more powerful so make it level 5.
(Considering that create familiar is level 6)
old new
sleep 1 4
confuse monster 2 1
slow monster 2 2
cause fear 3 3
charm monster 3 5
Also swap sleep and confuse monster generation probability.
When you have a polearm as secondary weapon, have a fireassist on,
and press 'f' to fire, the code tries to swapweapon to the polearm.
This failed badly and got stuck in a loop if you were also wearing
a shield - as polearms are two-handed and shield prevents wielding
those.
Add a new "command failed" result, and clear the command queue
in that case. Also make swapweapon and wield actually return
the ECMD flags back to the rhack loop.
When hallucinating, use nonsensical names for the rays
(wands, spells, and breath weapons), and random ray glyphs.
Original code from xNetHack by copperwater <aosdict@gmail.com>,
inspired by a YANI by Kahran042.
I've implemented 'nethack -nethackrc=filename' as an alternative to
'NETHACKOPTIONS='@filename' nethack' but at the moment it doesn't
work because the command line parsing comes after the run-time config
file has already been processed. But this part should work, or maybe
have problems spotted and fixed if it doesn't. The RC file part of
initoptions_finish() has been rewritten so that it won't need extra
replication of
| set_error_handling()
| process_file()
| reset_error_handling()
| if (NETHACKOPTIONS) {
| set_error_handling()
| process_options()
| reset_error_handling()
| }
I've tried to test all the combinations mentioned in the comment but
am not sure that I covered everything, particulary for repeating
earlier tests after making incremental changes.
In the name of accessibility: Prevent moving into dangerous liquids.
Now with themed rooms, water and lava are more common, and it's
unreasonable to expect blind players to check every step for those.
With paranoid:swim, just prevent normal walking into those liquids,
unless you prefix the movement with 'm', or if the liquid would not
harm you.
Doesn't completely prevent an accidental dunking - for example
if the hero is impaired or couldn't see the liquid.
This comes from xNetHack by copperwater <aosdict@gmail.com>
with some changes to the code.