Commit Graph

57 Commits

Author SHA1 Message Date
cohrs
5d492abf6f R1049 - various wand of digging bugs
- Breaking wand of digging dug through rock which should be undiggable.
Checks assumed pits would never show up in solid rock.
- Breaking wand of digging near shop walls wouldn't anger the shopkeeper
Checks assumed pits would never show up in walls, also, added a special
case to pay_for_damage to handle the case where you're falling thru and
can't be asked to pay.
- Shop walls wouldn't be restored if there are pits in the way.
Checks assumed pits would never show up in walls.
- If there was a hole outside the shop, you could kick stuff out of the
door into the hole without shopkeeper noticing.  Added the missing check.
2002-08-21 23:06:58 +00:00
nethack.allison
2697615bd3 win32: hold .0 file open exclusively
-prevents problems with internal recover
if second copy of game is started up with
the same player name.
2002-08-21 15:21:56 +00:00
nethack.allison
3515dcf1f1 SELF_RECOVER for win32
- define SELF_RECOVER for win32
- add code to perform a recover operation from
  within NetHack itself when SELF_RECOVER is defined
2002-08-21 03:30:19 +00:00
nethack.allison
fc319a4be0 string constants
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
2002-08-20 08:05:20 +00:00
nethack.rankin
9a9259cf36 B08017 - piece of cheese juice
Implement <Someone>'s request that fruit name "foo of bar" yield
juice messages referring to "bar juice" instead of "foo of bar juice".
2002-08-19 07:33:13 +00:00
nethack.allison
b4dffbcc48 B07001 healed, undetected mimic
> [Cast a healing spell in a shop where no mimic was visible] So,
> "The small mimic looks better.". However, my picture still looks
> the same. Either the mimic should be shown, *or* I shouldn't get
> any message about the mimic healing. Both solutions seem equally
> valid to me.

If the mimic was mimicing the "strange object", then the healing causes
them to start mimicing something else with no message (the observant
player could notice however).

If the mimic was already mimicing a real object, a message similar
to this one results:
"The crude dagger seems a more vivid black than before."
2002-08-12 01:57:02 +00:00
nethack.allison
8631cba725 newbie in-game assistance with Guidebook notation
Provide some command assistance for newbies, but
suppress it with !cmdassist in the config file.

If someone misinterprets the Guidebook ^D, ^T
type command notation, this will pop up some
further information to possibly assist them and
explain the notation.
2002-08-04 16:48:15 +00:00
warwick
16b7d4a099 Store plname in save files (and restore it).
Move get_saved_games() functionality to files.c
Use moved get_saved_games() functionality in Qt windowport.
[also some non-enabled perminv code in Qt windowport]
2002-07-22 06:25:52 +00:00
nethack.rankin
4c4c99b889 build fix 2002-07-21 10:11:32 +00:00
nethack.allison
03cc2afa2e WIN32: file naming
Allow single character variations in player names
to remain unique in file names by encoding rather
than substituting.
"plnam one", "plnam_one", and "plnam~one" at the
"Who are you?" prompt get unique filenames after this patch.
2002-07-21 04:07:32 +00:00
cohrs
a21ddbb2bf minetown guards outside the town proper
Pat forwarded a message from the newsgroup in March that the town guards
enforce rules even outside the town proper.  Fix: On room-based town levels,
check if the location is in a room containing subrooms (roomno will often
have a subroom id instead).  On the other levels (e.g. minetn-5), there are
no subrooms, so the whole level is fair game.  Currently, this is valid.
If fancier towns are added in the future, more flags or use of regions may
be required to tell where the town border actually is.  These checks are done
in a new in_town function.
2002-07-15 04:17:13 +00:00
nethack.rankin
30f6fbb5fe B04002 - blessed gain level vs XL 30
Fix the problem [reported in the newsgroup and forwarded by <Someone>]
of blessed potions of gain level having the possibility of reducing
your experience points if you were already level 30.  The random XP
value that averages "half way to next level" could be less than your
current experience if you had gotten to level 30 via such a blessed
potion or had drunk at least one of same since reaching that level.
This didn't really make any difference to game play since you weren't
losing any levels, HP, mana, or score, but it was visible to users who
enable the `showexp' option.
2002-07-13 12:19:09 +00:00
cohrs
35914ed186 R919 - applying lances
Fixes 2 bugs:
1) an impossible() could occur if you applied a lance against a long worm
because the code uses thitmonst to do the hitting, but didn't set bhitpos,
which is required before calling thitmonst.
Add the missing assignment.
2) applying a lance would never mark a knight as a caitiff.  Added a new
check_caitiff function and called it from the 2 existing checks and in
the lance code.
2002-07-11 05:16:27 +00:00
nethack.allison
ea268b5b6f early directory validation
Allow early prefix directory validation to help prevent
failed games and lost save files due to incorrect config
file settings.
2002-07-01 22:42:57 +00:00
nethack.allison
6b47ae351d more NOCWD_ASSUMPTIONS
The NOCWD_ASSUMPTIONS conditional code allows readonly
parts of NetHack to be separated from areas that require write-access.
This allows the recent panic log needed a prefix.
2002-06-29 12:44:54 +00:00
cohrs
2e2ce4effa the panic log
Add an optional paniclog file, controlled by a new PANICLOG macro that can
be used to log all panic and impossible messages.  Helpful when people
forget to send, or didn't see, the message.
2002-06-02 18:49:18 +00:00
cohrs
2c26ea1dd5 R809 - newcham message reorganization
Add a param to newcham() to let it print "The oldmon turns into a newmon!"
rather than always printing this externally.  Should ensure a good ordering
of the messages.  Also put some special name handling in one place and
catch a couple cases where "saddled" was printed, resulting in funny messages.
2002-04-23 06:15:52 +00:00
cohrs
86f961ba3f crash fix: shopkeeper re-entering shop
- when a shopkeeper leaves the shop to chase the player, and the player
enters the shop, bill_p is set to an unusual value.  bill_p needs to be set
back to a valid value if the shopkeeper re-enters the shop.
- Also, the u.ushops state needs to be updated when a shop becomes tended
again if the player is in the shop.
- introduce a new after_shk_move function to handle this
2002-04-15 06:43:55 +00:00
cohrs
1b321e92bc remove prescient travel command behavior
Addresses reports R718, R772.1, <Someone> P's extra move bug
- when there is a previously seen path or a straight path, always take it
- incorporate fix to ensure no extra "." turn at the end of traveling, but
 still avoid stepping into traps/pools, et al
- include a general "G"-command (and travel) fix to avoid stepping in
 known pools/lava while blind
- when there is no such path, "guess" at a path by finding an intermediate
 location that the hero couldsee that is closest to the actual goal, the
 intermediate goal is re-determined at each step
- when Blind, don't use couldsee for determining straight paths, just direction
- do not consider doors or most boulders obstacles for picking travel
 paths, test_move has a new mode to differentiate this case from the regular
 test case
- don't include known trap locations in the travel path, avoids unnecessary
 stops along the way, and usually doesn't affect the path length
- reformatted the code a bit so I could follow it
2002-04-13 16:00:13 +00:00
nethack.rankin
812b53799d multiple iron bars fixes
Can't push boulders through iron bars; traps can't roll such through either;
	likewise for objects thrown by monsters.
Thrown objects susceptible to breaking might do so when they hit iron bars.
Assorted monsters can pass through iron bars; ditto for polymorphed character.
Attempting to dig iron bars will wake nearby monsters instead of yielding
	"you swing your pick-axe through thin air".
Autodig won't accept iron bars as candidate location.
2002-04-07 10:43:59 +00:00
arromdee
08c463759c iron balls/teleds
Fixing some iron ball/teleds stuff:
-- If the player can pass through walls, ignore all checks for walls, or else
things will behave weirdly.
-- Instead of using the kludge "if the distance is >2 it must be a teleport",
pass a parameter indicating whether they crawled or teleported onto the new
space.  This fixes a special case, where the player moved one space and the
ball didn't move, but the chain moved through solid rock.  This is acceptable
if teleporting and unacceptable if dragging.
This also required some rearrangement of teleds() so that u.ux,u.uy
are set after placing the ball, not before.  I'm still not sure the pit
filling line is in the right place; anyone know?
-- add some comments so I can look at the code in a month and still know what
I did.
Most of this patch is just adding the new parameter.
2002-04-01 05:18:28 +00:00
kmhugo
9e60327b01 lootabc and showrace options
Replace "feature_toggle" implementation with an easier-to-understand
boolean option called "lootabc".

Provide "showrace", an option to display the hero by race glyph rather
than by role glyph.

Document the above.

Remove some obsolete Mac options.
2002-03-31 06:27:27 +00:00
nethack.allison
51f9892b3b Allow MICRO and WIN32 code paths to diverge
There's still a lot of overlap for 3.4.1, but not
100% any longer and it facilitates some improvements
- Allow error save files on WIN32
2002-03-30 19:09:56 +00:00
nethack.rankin
11b1874090 more wielded/quivered iron ball
There was at least one more special case aside from throwing
(jetisoning items to reduce weight after falling in water) which
have needed the same extra code.  This is a more general fix.
2002-03-30 09:50:59 +00:00
nethack.allison
224eddc1d3 generic feature_toggle
This adds a generic feature_toggle mechanism to
the game.  Code that wants to offer two different
ways of doing something can add an entry to
feature_toggles[] (in decl.c), and create a
preprocessor macro for its array index in decl.h.

Then the code can test it using
if (feature_toggle(FEATURE_NAME))
	..do_this..
else
	..do_that..

The player can toggle the alternate code path
on using OPTIONS=feature_toggle:feature_name_1 feature_name_2 ...

This seems better than creating brand new options
for controlling features (ala prayconfirm, which
could switch to this single option feature_toggle
mechanism as well)

My first use of it is to allow toggling of the selectors
on the loot menu, which I'm hesitant to just change back
because now people are actively using the new selectors and
the complaints would be really loud if the interface were
to just switch back after they adjusted.

The default behaviour is the new behaviour "iob", but with an
OPTIONS=feature_toggle:loot_menu_selectors
in your config file, it will revert to using "abc" as it did
in 3.3.1. I'll add a Guidebook page of "features/behaviour
that can be toggled" later.

The toggles can only be done in defaults.nh, and are
not saved with the game.
2002-03-26 05:33:04 +00:00
nethack.rankin
6c91a6bc04 leash groundwork
Add another parameter to m_unleash.  This should not introduce
any change in behavior.
2002-03-11 08:00:21 +00:00
jwalz
3e6e2ff7c6 Lint part 2, mostly parameters. 2002-03-10 04:05:59 +00:00
jwalz
bab78d03c8 Lint part 1, unused variables, routines, and return codes. 2002-03-10 00:30:53 +00:00
arromdee
a5b8144dd1 wizkit messages for gold
This prevents wizkit items that aren't objects from having their names
printed on the screen if they are gold pieces, traps, or similar.

(Note that the only one of those that actually works is gold.  For some reason
if you put "a hole" (for instance) in the wizkit, the hole will not get
created, even though it will, even on the stairs, if the wizard wishes for it
in-game.)
2002-03-03 05:01:09 +00:00
cohrs
8fb7664869 fix more your corpse cases
- new cxname() to simplify doing the right thing in increasingly common cases
- use for bullwhip snagging
- in shopkeeper offer code
- in a couple other existing places rather than duplicating CORPSE checks
- use singular(...) in "swings" cases, since only one can hit.  Singular uses
  corpse_xname automatically when appropriate
2002-02-27 05:15:48 +00:00
nethack.allison
24956e3b53 The unpaid cost displayed in your inventory now
includes container contents, not just the cost of the
container itself (a prices in inventory phenomenon).

Along the way I discovered a peculiarity -
contained_cost() was adding up the cost of everything in
a container, even if you had stashed items in it that were your
own and not marked unpaid it seems.

I added a flag to force the code to only add objects
that were marked "unpaid" so I could use it in this new
instance, but I didn't change any of
the existing usages (I left the flag at FALSE which leaves
the consideration of the unpaid status alone just as
before).

Some of this is correction of some messages that were
wrong prior to this when dealing with selling of objects
inside a container when only part of the contents was unpaid.
2002-02-25 19:14:42 +00:00
cohrs
ae9f38222e add_sound_mapping cleanup
- avoid several buffer overflows
- move use of access() to files.c in new can_read_file() function
- remove extra newlines in raw_print() calls
- get ready for lint, eg sprintf -> Sprintf
- generally make the code look like core code, not Qt code
2002-02-21 03:33:42 +00:00
nethack.rankin
81684b1672 high-end monster tuning
Strengthen Death by making his "drains your life force"
result take away some max HPs to augment the ordinary damage
it does.  The chance for that effect is reduced from 80% to
75% though.  Weaken Famine, Pestilence, and Demogorgon by
preventing them from hitting with both of their disease or
hunger attacks on the same turn.  When their first attack
hits, the second now gets treated as a stun attack, but if
the first one misses then the second is unchanged and yields
another chance to deliver the disease or hunger effect.
2002-02-19 03:38:31 +00:00
cohrs
cad85663de purple worm digestion
Generally modify the AD_DGST damage type so that:
- players and pets get no AD_DGST nutrition from G_NOCORPSE monsters
- undead no longer convey any nutrition, to either monsters or you-as-monster
  I decided on this based on the age typically assigned to undead corpses.
- digestion conveys 50% or normal nutrition, and takes 25% the time to eat.
- all AD_DGST attacks are now subject to gas spore explosions, including player
2002-02-18 23:36:46 +00:00
cohrs
c1a3682952 "The" Invocation items in farewell message followup
use and export the_unique_obj() for the test, to ensure consistency
2002-02-12 05:42:08 +00:00
cohrs
cf37a7bac0 verb agreement
add and use new APIs, Tobjnam, otense and vtense, is_plural
to determine tense/form of verbs and a few pronouns as well
2002-02-09 00:16:35 +00:00
nethack.rankin
f750e2df4e fix B3032 -- wand of speed monster id
Make wands of speed or slow monster known if their effect
on monsters is observed; likewise for speed boots.  Also, avoid
giving odd "the bat is moving faster" when seeing a bat created
in gehennom and inaccurate "the monster is moving slower" when
a monster puts on speed boots.
2002-02-08 04:14:03 +00:00
nethack.allison
4b364d6927 modifying 'O' command behavour
I was asked how a window-port controls which options are
set to SET_IN_FILE, DISP_IN_GAME, or SET_IN_GAME.

This provides a run-time way to change an option's SET_IN_FILE,
DISP_IN_GAME, or SET_IN_GAME status through code, rather
than clog up options.c with a lot of compile-time #ifdefs
for different ports to offer different default option settings.
Update the documentation to reflect this.
2002-02-07 03:23:55 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
nethack.allison
cb6a93641b Adjust window-port related option processing
to allow common parsing in the core, and direct access to the
results by the window port.

Notes:

o Adds a new field, wincap, to the window_procs
structure for setting bits related to the preference
features that the window port supports.  This allows
run-time determination of whether a particular option
setting is applicable to the running window port.  A
window-port is free to support as many, or as few,
of the available options as it wants.  Ensure that
only the ones supported have their corresponding bit
set in window_proc.wincap. [see chart in
doc/window.doc for help with that.]

o The settings I stuck into wincap for each window
port are almost certainly not accurate, so each port
team should review them.  You should only include
the ones that you will actually react to and make
adjustments for if the user changes that option.
Without the setting in wincap, the option won't even
show up in the 'O'ptions menu.

o preference_update() added to the window-port
interface, so that the window-port can be notified
if an option of interest (an option with its
corresponding bit set in wincap field) is
changed.

o provided a genl_preference_update() routine in
windows.c and used it for all the existing
window ports since they don't have a functional
one of their own yet.

o this messes around heavily with iflags and the options
arrays in options.c

o I hope I didn't break any port's existing code. I
tried not to.  The Mac however, in particular, should
be looked at because it suffered a namespace collision
with what I was working on around fontname.  It had
Mac specific font stuff in options.c. Please test
the Mac.
2002-02-03 05:31:47 +00:00
kmhugo
532242f07f Artifact prices
Each artifact has its own individual price, rather than being solely
based on the cost of its base item.
2002-02-02 19:21:33 +00:00
cohrs
f73a1879c9 landmines and boulders
Make pushing a boulder onto a landmine share code with the trap case,
resulting in pits, waking sleepers, et al.
Don't leave a boulder suspended over the new pit, fill it.
Make sure any remaining boulder is placed on top of the pile.
If player sets off landmine, monsters killed are credited to/blamed on player.
2002-01-25 06:38:42 +00:00
arromdee
166affb0f9 polymorphed quest leader
Duuuh.  Of course adding objects already changed the editlevel.

Anyway, here's the fix I was working on.  It only matters in a very obscure
situation.  (Also, the quest leader still speaks no matter what he's
polymorphed into.)
2002-01-21 22:15:22 +00:00
nethack.allison
f2fe0a3d5c The word "zorkmid" was hard-coded in format strings all
over the place.

Often they would use
	"%ld zorkmid%s", amt, plur(amt)
but not consistently, so some of the hard-coded usage
could result in "1 zorkmids"

This adds the function
	currency(long)
to return the name of the currency, either plural
or singular depending on the argument passed to it.
That eliminates the need for the extra %s in the
format string and the use of the plur() macro.
2002-01-21 03:35:04 +00:00
nethack.rankin
e2175c2ce1 stale spellbook pointer
If you get interrupted while reading a spellbook and then
the book gets destroyed or you change levels, the object pointer
remembered for the book will be invalid and could accidentally
match one subsequently allocated to some other book.  That would
result in "you continue your efforts to memorize the spell" when
starting to read that other book; it would also end up bypassing
the reading difficulty check and reuse the old book's delay counter.

     I don't remember who reported this.  It was quite some time
ago and I have an abandoned patch dated last March from when I
first started to fix it.

Files patched:
  include/extern.h
  src/save.c, shk.c, spell.c
2002-01-20 09:53:36 +00:00
nethack.rankin
36511f2280 compile fix 2002-01-20 09:22:16 +00:00
cohrs
e7bdcb157f lava effects for monsters and objects
This patch, based on code sent to us by <Someone> well over a year ago, addresses
bugs recently resurfaced.  Namely, that lava does not generally do anything
to monsters or objects that land in java.  Newly renamed minliquid() handles
both water and lava, and new fire_damage() is used similar to water_damage().
2002-01-20 07:04:18 +00:00
arromdee
bfbf1d6c30 monster spells
This fixes the problem with my monster spell changes which let monsters
summon monsters around you when they don't even know you're around.

The summoned monsters should appear where the monster thinks you are, if
you're invisible or displaced.

I have not prevented them from summoning monsters when you are in a temple,
nor have I prevented them from aggravating monsters several times when you're
out of sight.

Messages should be a little smarter, taking into account number of monsters
and invisibility/displacement.

--Ken A
2002-01-20 06:17:20 +00:00
kmhugo
bb88bd1a4a Jousting
Players wielding a lance while riding will "joust" monsters
they attack.

Note that monsters don't get pushed into inaccessable tiles such
as walls, doors, iron bars, water, or lava; they stay at the edge.
Further refinements are possible for these cases.
2002-01-20 05:44:46 +00:00
nethack.rankin
43a1eadc9c lookat of high priests
One from <Someone>'s list:  there's no particular reason for
the High Priest of Moloch in the temple on the sanctum level in
Gehennom to have his identity concealed when he's detected from
a distance.  I also changed the concealment of the Astral Plane
to stop when you're adjacent to the priest, since #chat--among
other things, such as simply entering the temple--provides other
means of identifying which temple it is once you're there.

Files patched:
  include/extern.h
  src/do_name.c, pager.c
2002-01-19 06:52:03 +00:00