Commit Graph

264 Commits

Author SHA1 Message Date
PatR
e9f53ab7f6 fix #K1139 - corpse removed from ice box by monst
Rot and revive timers are turned off when a corpse gets put inside
an ice box.  They get turned back on when taken out of the ice box
by the hero but were being left off if taken out by a monster.
That resulted in corpses of arbitrary type behaving like lizard
corpses and never rotting away.

This fixes that.  It also changes troll corpse behavior.  Once put
in an ice box, a troll corpse will not get a new revive timer when
taken out, just an ordinary rot timer.
2020-05-30 13:33:16 -07:00
PatR
09f9b3598f fix issue #339 - duplicate feature messages
while 'mention_decor' is enabled.  When stepping onto different
terrain and one or more objects remained on the new spot after
autopickup, describe_decor() was issuing its new-terrain message
right before look_here()'s similar under-the-objects message.  If
autopickup grabbed everything or there weren't any objects to begin
with, look_here() doesn't issue any dfeature (terrain) message.
describe_decor() isn't smart enought to know whether that is going
to happen.  Give look_here() a new flag argument so that its caller
can ask for the dfeature message to be skipped for the case where a
similar message has already been given.
2020-04-27 04:25:26 -07:00
Pasi Kallinen
9cdcf7b219 Also explode the other bag of holding 2020-04-18 11:31:16 +03:00
Pasi Kallinen
71754910db Scatter bag of holding contents instead of deleting them
Losing all of your items in one go is really frustrating.
If you blow up your bag of holding, make the contents scatter around
instead of outright deleting them. This will destroy fragile objects.
2020-04-13 21:49:29 +03:00
PatR
2e177a7fc4 fix gibhub issue #320 and more - 'mention_decor'
Fixes #320

Avoid giving "you are back on the bottom" nearly every step when
moving around underwater.

Avoid "you are back on floor" followed by "you trip over <object>"
when fumbling in case that fumbling was due to being on ice when
taking the step to floor.  Done for all fumbling rather than just
one-turn fumbling instigated by ice.

When moving from ice or water to ground, show "you are back on floor"
before listing objects at that spot instead of after.

I think there was at least one more thing but have lost track.  At
any rate, 'mention_rate' potentially has a new set of bugs.
2020-04-08 18:33:55 -07:00
PatR
b37b9f25ce mention_decor vs Underwater or drowning escape
Avoid redundant
|You are on solid land again.
|You are back on floor.
when walking or teleporting out of water with the mention_decor option on.
2020-04-03 10:41:30 -07:00
PatR
3f377b9405 fix #H4545 - stack of scrolls of scare monster
Reported 3.5 years ago.  Specifying a count for pickup to pick up a
subset of a stack was processed after scrolls of scare monster were
handled, so a whole stack of those got picked up or crumbled to dust
whether you gave a count or not.  Also, if you were too encumbered to
pick up the full stack, they still all crumbled or all changed state
to crumble next time, then for the latter case you picked up as big a
subset as you could handle.
2020-03-06 09:24:33 -08:00
nhmall
d81c096ce6 window port interface change - add mbehavior flags to start_menu()
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.

This is foundation work for changes to follow at a future date.
2020-02-20 20:12:51 -05:00
PatR
814adb41b8 fix #K376 - tipping cap
Allow #tip to do something if you pick your worn helmet instead of
a container.  It's mostly just a variation of #chat but probably adds
several new bugs....
2020-02-18 03:14:22 -08:00
Pasi Kallinen
6fd51c29ef Unify Bag of Holding item loss chance 2020-02-09 18:39:46 +02:00
PatR
ea8248e3c6 new 'mention_decor' option
Somewhat similar to 'mention_walls', 'mention_decor' is a way to
request additional feedback when moving around the map.  It reports
furniture or unusual terrain when you step on that.  Normally stepping
on furniture only mentions it when it is covered by object(s).  And
moving onto (rather than into) water or lava or ice doesn't bother
saying anything at all.  With the new option set there will be a
message.  It uses Norep so won't repeat when moving from one water
spot to another or one lava spot to another or one ice spot to another
unless there has been at least one intervening message.  There is also
a one-shot message when moving from water or lava or ice onto ordinary
terrain (not Norep, just once since there's no land to land message).

Having the verbose flag Off doesn't inhibit these new messages but it
does shorten them: "A fountain." instead of "There is a fountain here."

The Guidebook gets a new subsection "Movement feedback" of the "Rooms
and corridors" section and it covers more than just 'mention_decor'.
As usual, Guidebook.tex is untested.

'mention_decor' persists across save/restore, so 'struct flags' has
changed and EDITLEVEL is being bumped, hence save files are invalided.
2020-01-29 09:47:36 -08:00
PatR
bfa0f072f7 fix #K125 - autounlock vs touching artifacts
Apply makes a touch_artifact check on the tool being applied, but
autounlock would pick an unlocking tool to use without doing that.
Noticed while fixing that:  autounlock took no time.

Since picking an artifact unlocking tool might now blast the hero,
change the tool selection.  First choice: any key except another
role's quest artifact; second: any lock-pick except another role's
quest artifact; third: any credit card except another role's quest
artifact; fourth, fifth, sixth: other roles' quest artifact key,
lock-pick, or credit card.  The fifth category (artifact lock-picks)
is empty.  Rogues will pick non-cursed Master Key over any other
key (special case for first choice).  Tourists will pick a key or
a lock-pick over their PYEC (first and second choices over third).
2020-01-05 23:54:11 -08:00
PatR
6e90c4deed miscellaneous reformatting
Some new code was using 3.4.3 era formatting (operators at end of
first half of a continued line rather than at start of second half).
Also a few cases of 'g.' prefix making lines be too wide.  I imagine
there will be a lot more of these over time.
2019-12-30 18:37:42 -08:00
nhmall
b241945672 Merge branch 'NetHack-3.7' 2019-12-27 08:52:42 -05:00
nhmall
f3987d6d70 add a use of MENU_ITEMFLAGS_SKIPINVERT to pickup.c 2019-12-23 09:26:08 -05:00
nhmall
308943aea4 groundwork for window port interface change to add_menu
groundwork only - window port interface change

This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.

There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.
2019-12-22 18:28:24 -05:00
copperwater
277dcc05b5 Port the autounlock feature, hallucinatory trap names from UnNetHack
This adds a boolean option, autounlock, defaulting to true. When this is
set to TRUE, messages stating that some door or container is locked are
automatically followed by a prompt asking if you would like to unlock
it, if you are carrying an unlocking tool (key, lock pick, or credit
card).

Architecturally, this extends the pick_lock function to take three
additional arguments (door coordinates or a box on the ground you are
autounlocking).

The code that selects an unlocking tool will always look first for a
skeleton key, then a lock pick, then a credit card. Since curses, rust,
and other attributes don't really have an effect on the viability of the
unlocking device, it didn't seem to warrant making a more complex
function for that.

Add hallucinatory trap names

This adds many funny, realistic, and nonsensical traps to the game, to
be shown when the player is hallucinating.

Architecturally, the biggest change is merging the what_trap macro and
the "defsyms[trap_to_defsym(ttyp)].explanation" pattern into a single
function "trapname", which returns the name of the trap, handling the
hallucination case. There is also a second parameter used for overriding
hallucination in the occasional cases where the actual trap name should
always be returned.

In addition, the what_trap and random_trap macros are now obsolete and
not used anywhere, so they are removed.

reinstate anti-rng abuse bit on hallucination

updates to hallucinatory trap names and fixes37.0 entry
2019-12-19 18:52:23 -05:00
nhmall
057fff6b7c Merge branch 'NetHack-3.6' 2019-12-13 20:03:47 -05:00
PatR
84bdff6976 kinda/sorta fix github issue #246
Cherry-pick 3.7.0's 565e020573.  Again,
conflict because the fixes entry goes into a different file.

When picking up from floor or removing from container fails because
there aren't any inventory slots available, pickup/take-out stops.
But the message
|Your knapsack can't accomodate any more items.
is inaccurate if there is gold beyond the stopping point.  Actually
continuing in order to pickup/take-out gold would require substantial
changes, but varying the message to be
|Your knapsack can't accomodate any more items (except gold).
when stopping is a one line fix.  The parenthesized remark is only
added if there is actually some gold after the current object and is
given regardless of whether autopickup happens to be targetting it.

Fixes #246
2019-12-13 16:15:37 -08:00
PatR
565e020573 kinda/sorta fix github issue #246
When picking up from floor or removing from container fails because
there aren't any inventory slots available, pickup/take-out stops.
But the message
|Your knapsack can't accomodate any more items.
is inaccurate if there is gold beyond the stopping point.  Actually
continuing in order to pickup/take-out gold would require substantial
changes, but varying the message to be
|Your knapsack can't accomodate any more items (except gold).
when stopping is a one line fix.  The parenthesized remark is only
added if there is actually some gold after the current object and is
given regardless of whether autopickup happens to be targetting it.

Fixes #246
2019-12-05 02:33:47 -08:00
nhmall
8cd73c8cc9 Merge branch 'NetHack-3.6' 2019-11-29 16:57:23 -05:00
nhmall
fd7d0f5d52 more things considered when you're on the brink 2019-11-29 11:14:55 -05:00
PatR
adc455129d 3.7: goldX and other stuff
Move option variable goldX (True: treat gold as BUC unknown, False:
treat gold as uncursed during BUCX filtering) from iflags to flags
so that it persists across save/restore.

Get rid of a few obsolete things from struct flags.

Try to make the 'cursesgraphics' option work although I don't think
that it was ever functional enough for anybody to use so probably
could have been removed instead.

Bump EDITLEVEL; any current save files are invalid.

Demote status from Beta to Work-in-Progress.

I modified src/sfdata.c manually (not included here) to get a full
build.  The Unix Makefile.src needs to be taught when and how to
regenerate it.
2019-11-28 15:00:54 -08:00
nhmall
72fcfadf23 Merge branch 'NetHack-3.6' 2019-10-08 20:27:39 -04:00
PatR
ba3004d6e2 W_WEAPON -> W_WEAPONS
Report #H9243 misinterpreted W_WEAPON as W_WEP and attributed a
hypothetical ball and chain sanity checking problem to that.
Rename the former to W_WEAPONS to emphasize that it includes
alternate/secondary weapon and quivered stack as well as wielded
weapon.
2019-10-08 13:26:39 -07:00
nhmall
c6a4e8ce50 Merge branch 'NetHack-3.6' 2019-10-04 09:11:29 -04:00
PatR
d9a1bbb203 fix #H9269 - potential panic due to window slots
A couple of early returns could result in temporary windows getting
left around instead of being released for re-use, which in turn might
lead to a panic due to lack of available window slots.  The first
one is accompanied by an 'impossible' warning which no one has ever
reported and the second one could only happen if data file 'keyhelp'
was missing, so panic due to either of these is hypothetical as far
as released versions go.  Somebody making modifications could run
afoul of either of them though.

query_category() - switch from early return to 'goto' so that the
  temporary window used for a menu will always be destroyed;
whatdoes_help() - defer creating the display window until after the
  data file has been successfully opened so that early return won't
  need any window cleanup.
2019-10-03 15:45:43 -07:00
nhmall
642f698a7a Merge branch 'NetHack-3.6' 2019-10-01 20:44:57 -04:00
nhmall
29946b551b autopickup exception priority in pull request 226
The pull request #226 commentary follows:

One major limitation of the autopickup exception system is that you can't
define an exception from an exception, despite both menucolors and msgtypes
prioritizing rules based on the order they are defined in .nethackrc. This
is because the "always pickup" and "never pickup" exceptions are tracked in
different lists, and at runtime, when the player steps over an object, the
game checks these lists seperately, with "never pickup" taking precedence.
This means that if you want to pick up some but not all items matching a
given expression, you may need to write a long and kludgy list of regexes
to get the behavior you want.

I've edited the autopickup exception code to remove this necessity: now
the exceptions are stored in one list, and conflicts between them are
resolved based on their relative position in that list. Whether an
exception was inclusive or exclusive was already tracked individually;
I don't know why they were stored separately in the first place. This
edit makes the system both more convenient and more consistent with the
semantics of menucolors and msgtypes.

With these changes, the 33 autopickup exception rules in the wiki article
linked above may be replaced with the following 7 much simpler rules for
the exact same effect:

AUTOPICKUP_EXCEPTION=">.* corpse.*"
AUTOPICKUP_EXCEPTION="<.* newt corpse.*"
AUTOPICKUP_EXCEPTION="<.* lichen corpse.*"
AUTOPICKUP_EXCEPTION="<.* lizard corpse.*"
AUTOPICKUP_EXCEPTION="<.* floating eye corpse.*"
AUTOPICKUP_EXCEPTION="<.* wraith corpse.*
AUTOPICKUP_EXCEPTION=">.*\>.*"

closes #226
2019-09-30 10:54:03 -04:00
HMM
f68561fbe1 Fix check_autopickup_exceptions to return null pointer if no exception is found 2019-09-27 15:17:53 -04:00
HMM
2fb9cf7a1c Rework autopickup exceptions to override one another like menucolors 2019-09-24 18:20:49 -04:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
77fd719e05 Merge branch 'NetHack-3.6' 2019-07-13 00:38:10 -04:00
nhmall
638d9f9363 if prototype is declared static make function static to match
Today, a compiler was encountered that considered it an error
to have the prototype declared static and the function body
not
2019-07-13 00:17:23 -04:00
nhmall
2748cef8bb Merge branch 'NetHack-3.6' 2019-07-03 22:38:00 -04:00
PatR
79ff4cd9c3 fix github issue #202 - worn items inside engulfer
Fixes #202

When swallowed, you can take things from the engulfer's inventory, if
there are any, via pickup.  Items might be worn by the engulfer and
when "picked up" those weren't being unworn before being added to
hero's inventory.  Then they would be formatted as "(being worn)" and
could trigger warnings or worse.

Conceptually they should be worn on the outside and not be accessible
from the inside, so I've made attempts to pick up worn items fail
rather than fix up the unwearing.

Using ':' when swallowed to look at the engulfer's inventory describes
that inventory as "contents of <mon>'s stomach".  That's weird for any
worn items, but the situation is so rare I haven't made any attempt to
deal with it.
2019-07-03 18:30:55 -07:00
nhmall
bfc4445537 Merge branch 'NetHack-3.6' 2019-06-05 08:08:32 -04:00
PatR
093e7c31e4 container->{cknown,lknown) vs perm_invent
Carried containers could have their contents-known state and/or
lock-known state changed without persistent inventory window being
updated to show the new information.

This also changes the behavior when player has hero zap self with
wand of locking or wizard lock spell.  If it doesn't trigger a
holding trap then the effect will hit inventory, similar to how
opening/knock operates (releasing hero from holding trap or hiting
inventory when that doesn't happen).
2019-06-04 12:13:46 -07:00
PatR
43afa91ff8 fix #H8850 - bless/curse state in perm_invent
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
2019-06-04 10:50:24 -07:00
nhmall
7437b0b6e6 Merge branch 'NetHack-3.6' 2019-05-30 18:10:41 -04:00
PatR
1a35c15588 sortloot memory leak
Unfreed memory noticed after interrupting the fuzzer and quitting.
query_objlist() has an early return--for touching a cockatrice
corpse--that was skipping release of sortloot info (an array with
one element per object from whichever object list was being used).

Some formatting that's been sitting around for a while got mixed in
and I decided not to take that back out.
2019-05-29 04:40:54 -07:00
nhmall
fd410148c5 Merge branch 'NetHack-3.6.2' 2019-01-29 07:27:56 -05:00
Alex Smith
ce5184c3da Don't advance the main RNG during hallucination
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
2019-01-28 04:45:26 +00:00
nhmall
58f2218c4e Merge branch 'NetHack-3.6.2' 2019-01-09 07:24:18 -05:00
nhmall
b616800c54 merge follow 2018-12-25 22:13:02 -05:00
nhmall
656e18786e Merge branch 'NetHack-3.6.2' 2018-12-25 22:12:44 -05:00
PatR
96eebc1955 bill hero for magic bag explosion
Exploding a bag of holding on a shop floor didn't bill for shop-owned
contents which got destroyed.  This puts them on the 'Ix' used up list.
2018-12-25 16:52:33 -08:00
Bart House
0763046c38 zeroX, tc_gbl_data and fqn_prefix moved to instance globals. 2018-12-25 08:09:37 -08:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00