Commit Graph

276 Commits

Author SHA1 Message Date
copperwater
2ee09b9210 Player can now displace peaceful monsters
Changes domove() code to allow displacing peaceful monsters.
Specifically, is_safepet() now returns true if the monster is peaceful.
Peacefuls are slightly pickier than pets about whether they consent to
being displaced: they will not displace if a goodpos() check fails for
the displaced space, or if there is a trap on the displaced space, or if
they are your quest leader. is_safepet should probably be renamed to
something else.

In the process of doing this, some other changes were made: the code now
checks whether the player and monster should be swapping places at all
first (previously it ran some code for displacing pets out of traps
first, which was a little weird if the displacement didn't actually
happen.)

In the original commit for this, I needed to guard the spoteffects()
call made in domove with a clause testing whether the player actually
moved; it was previously possible to fail to displace a monster and then
re-trigger a trap on the space you were still standing on. However, the
devteam has apparently put in an if (u.umoved) clause in the same place
and serving the same purpose.
2020-04-15 08:46:47 +03:00
Pasi Kallinen
e215f09ddb Fix even more warnings 2020-04-06 13:34:07 +03:00
PatR
c8044a202b switch_terrain() logic bug causing status updates
When moving onto a different terrain type, the logic for whether to
block or unblock levitation and flying (for the case of moving in
or out of walls and solid stone with Passes_walls while levitating)
was correct but the XOR logic for whether to do a status update
because of such a change was incorrect.  So stepping from room floor
to furniture or to doorway and vice versa or from corridor to doorway
and vice versa was requesting a status update when there was no need
for one.

Some other code must be requesting a status update when it is needed
for this (or possibly even more often than that?) because the status
line does seem to show the current state of Lev and Fly accurately.
Otherwise this should have been noticed when switch_terrain() was
first implemented.
2020-04-04 02:41:13 -07:00
PatR
d58e449d6c set_uinwater() bit
Assignment target is a one bit wide bitfield; callers only pass 0 or 1
but guarantee that value fits so that no compiler has reason to complain.
2020-04-03 11:39:40 -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
a2338e92aa groundwork: u.uinwater manipulation
Toggle u.uinwater on or off in just one place.
2020-04-03 01:04:27 -07:00
PatR
40d19525c3 updating 'time' status
Handling botl updates for 'time' was inconsistent.  Set the flag to
do that when moves is incremented (where the update is suppressed if
running) or when running stops short.

losehp() would cancel running/traveling if called when in normal form
but not if called when polymorphed, so theoretically you could take
damage and keep on running.  I don't have a test case to verify that.
2020-03-16 17:32:12 -07:00
PatR
be50da07d9 botl update for trapped/untrapped
Make set_utrap() set context.botl when changing between untrapped and
trapped or vice versa.
2020-02-27 02:26:57 -08:00
PatR
3981e3e6e5 controlling u.ustuck
Setting or clearing u.ustuck now requires that context.botl be set,
so make a new routine to take care of both instead of manipulating
that pointer directly.
2020-02-16 13:04:12 -08:00
PatR
2d150d323b new status conditions
Several conditions result in stale data on the status line when
starting or stopping because things which didn't used to affect it
haven't been setting context.botl to force an update.  This wasn't
systematic; there are bound to be lots more.
2020-02-15 15:41:24 -08:00
PatR
804499d9be add some new, easier achievements
Introduce eight achievements that can be attained by more players.
 Entered Gnomish Mines  - self explanatory
 Entered Mine Town      - the town portion, not just the level
 Entered a shop         - any tended shop on any level
 Entered a temple       - likewise for temple
 Consulted the Oracle   - bought at least one major or minor oracle
 Read a Discworld Novel - read at least one passage
 Entered Sokoban        - like mines
 Entered the Big Room   - not always possible since not always present

The novel and bigroom ones aren't always achieveable since novels are
only guaranteed if a book or scroll shop gets created and bigroom is
only guaranteed in wizard mode.  No one ever claimed that every
possible achievement can be attained in a single game.  (If one for
entering the Fort Ludios level--or perhaps entering the Fort itself--
eventually gets add, that won't be possible in every game either.)

The mine town one probably needs some tweaking.  Two of the town's
seven variants have no town boundary (despite a rectangular area of
pre-defined map) and at present simply arriving on either of those
levels is enough to be credited with the entered-town achievement.

Bump EDITLEVEL because u.uachieved[] has increased in size.  This
time it has been expanded to the maximum that xlogfile's bitmask of
achievements can handle, enough for up to 9 more achievements without
another EDITLEVEL increment.
2020-02-12 14:35:37 -08:00
PatR
d19cab4d98 implicit_uncursed, mention_walls
Move 'implicit_uncursed' and 'mention_walls' from iflags to flags to
make their current setting persist across save/restore.  Invalidates
existing save files.
2020-01-17 04:03:14 -08:00
PatR
1a89e44e19 fix #K188 - trying to move past edge of level
Trying to move into a wall or solid rock fails and doesn't do anything
(unless the 'mention_walls' option is On) and doesn't use a turn, and
trying to move off the edge of the map window also doesn't do anything
(except for 'mention_walls') but that did use a turn.  Don't.
2020-01-17 02:43:32 -08:00
PatR
c2060f9e8c more giant walking onto boulder feedback
autopick_testobj() needs to bypassed during move-without-pickup as
well as when autopicked is disabled.  I hope this is finally right.
2020-01-13 03:46:51 -08:00
PatR
92970bfffc spell maneuver correctly 2020-01-12 09:19:17 -08:00
PatR
07a2c1c813 fix github issue #279 - boulder feedback
Polymophed into a giant and moving onto a boulder's location could
yield "you easily pick it up" (without actually doing so) followed
by "you see a boulder here".  It would happen if autopickup was Off,
or if the 'm' move-without-autopickup prefix was used, while either
boulder was included in pickup_types (including when that is set
for 'all') or hero had thrown that particular boulder and
pickup_thrown was On.  The check for whether auto-pick should try
on an object relied on its caller verifying that autopickup was On.
pickup() does that for
 pickup() -> autopick() -> autopick_testobj()
but moverock() wasn't doing that for
 moverock() -> autopick_testobj()
so the logic controlling moverock's message was subverted.

I first thought that logic itself was incorrect and changed the
message.  This keeps the new message even though it turned out not
to be cause of the problem.

Fixes #279
2020-01-12 05:05:24 -08:00
PatR
e27b6af856 fix github issue #277 - repeat door open failure
The change to make "ouch! you bump into a door" use up a turn didn't
end running, so when it happened while running useless turns took
place and that message was delivered repeatedly until some other
action interrupted the hero.  It didn't matter whether autoopen is
enabled.

Fixes #277
2020-01-10 13:13:36 -08:00
PatR
df50d4cf17 fix #K112 - fumbling vs autoopen
Report complained that having autoopen not work when fumbling was
inconvenient and mentioned that the "ouch! you bump into a door"
result didn't take any time.  This updates the documentation to
state that autoopen won't work while fumbling (so the inconvenient
behavior persists) but changes movement so that bumping into a door
now takes time.  (Despite "ouch!", it doesn't inflict any damage.)

Also, document the recently added autounlock option.
2020-01-07 17:57:38 -08:00
Patric Mueller
2ae7cf02ea Replace "money" in in-game texts with "gold"
When GOLDOBJ was activated unconditionally, several texts started referencing
"money" instead of "gold".

As we don't have the intention to introduce a complex coin system with
different denominations, change it back and also some other places that
reference "money".
2020-01-01 10:59:24 +01:00
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
98976b3141 Merge branch 'NetHack-3.6' 2019-12-18 07:38:59 -05:00
PatR
8349d95992 ceiling hiders vs '>'
Poly'd hero hiding on the ceiling was told "you can't go down here"
if using '>' at a spot that didn't have down stairs, trap door, hole,
or pit.  Let '>' bring a ceiling hider out of hiding; lurker above
resumes flying, piercer falls to floor or whatever is underneath it.
2019-12-17 19:08:26 -08:00
nhmall
f48ac58561 Merge branch 'NetHack-3.6' 2019-12-13 17:37:46 -05:00
PatR
8a57029503 spelling and typo fixes
Submitted for 3.7.0; all but one also apply to 3.6.3.

I rewrote the curses terminal-too-small message instead of just
fixing the spelling of "minumum".
2019-12-11 12:35:45 -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
nhmall
a7e3129919 Merge branch 'NetHack-3.6' 2019-11-05 11:02:24 -05:00
nhmall
26121fca9a deafness left "Perhaps that why you cannot move it" message orphaned 2019-11-04 23:08:15 -05:00
nhmall
e5fc5efd21 Merge branch 'NetHack-3.6' 2019-09-17 08:25:45 -04:00
PatR
5589a16d74 github pull request - "You are <a foo>[.]"
Fixes #215

A post-3.6.2 change added a message for life-saving which lack its end
of sentence punctuation.
2019-09-14 18:00:39 -07:00
nhmall
c425c37097 Merge branch 'NetHack-3.6' 2019-08-13 16:32:53 -04:00
PatR
a2a257a512 fix github issue #211 - wrong parentheses
Fixes #211

dopickup() was getting the wrong value from pickup_checks() due
to misplaced closing parenthesis.  But it didn't actually impact
play; picking things up from engulfer's minvent while swallowed
worked even though the special check for that was failing.  The
code which was accidentally being skipped can probably go away but
I haven't gone that far.
2019-08-08 11:25:36 -07:00
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
bfc4445537 Merge branch 'NetHack-3.6' 2019-06-05 08:08:32 -04:00
PatR
ac79fedf60 fix github issue #196 - green slime feedback
Fixes #196

If you didn't die from turning into green slime but then died because
green slimes had been genocided, the message given assumed that you
had just seen "OK, you don't die" from answering No to "Really die?".
Its wording didn't make sense if the reason you didn't die was an
amulet of life-saving.  Give a different message for that case.

Also, if you survive turning into slime (via either method) and either
green slimes are still around or you answer No to "Really die?" when
they've been genocided, give a message after "You survived that attempt
on your life" pointing out that you have done so in green slime form.
Useful since prior to 3.6.2 you would have reverted to original form--
despite the Slimed countdown saying you had turned into green slime.
2019-06-04 09:16:00 -07:00
nhmall
e786098572 Merge branch 'NetHack-3.6' 2019-05-31 17:59:11 -04:00
PatR
a09973851e edge of map feedback
When testing Planes of Air and Water, I found it odd that trying to
move off the edge of a level uses a turn but provides no feedback.
If 'mention_walls' is On, report that you can't go any farther in
whichever direction you're trying to move.  Moving diagonally is
only blocked in one of the two combined directions unless you're in
the very corner, so if you try to move southwest while in the middle
of the bottom row, for instance, it says you can't go farther south
rather than southwest.
2019-05-31 07:35:37 -07:00
nhmall
3fae8c7ce6 Merge branch 'NetHack-3.6' 2019-05-26 08:18:03 -04:00
nhmall
c5d6ac5561 whitespace bit 2019-05-25 00:42:29 -04:00
nhmall
ea7574ced9 Merge branch 'NetHack-3.6' 2019-05-25 00:35:48 -04:00
nhmall
9361a9153b swap places with pet onto boulder location
when co-located with a boulder you could sometimes swap places
with pets of any size

bg72
2019-05-25 00:33:47 -04:00
nhmall
d15496ba31 Merge branch 'NetHack-3.6.2' 2019-04-22 14:36:58 -04:00
nhmall
dcf4da2150 preserve dknown field between fakeobj instances
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.

This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.

98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
2019-04-22 14:17:18 -04:00
nhmall
4f679352b7 Merge branch 'NetHack-3.6.2' 2019-02-27 08:20:38 -05:00
PatR
2b2106743e fix #H8271 - wearing armor vs perm_invent window
A relatively recent change moved 'obj->known = 1' when wearing armor
from before setworn(), which issues an update_inventory() call, to
afterwards.  There wasn't any particular update then, so observing
the enchantment of armor by wearing it wasn't being reflected in the
persistent inventory window if that was enabled.
2019-02-25 15:33:43 -08:00
nhmall
420629ac3d Merge branch 'NetHack-3.6.2' 2019-02-03 17:38:19 -05:00
PatR
cb7f873733 goodtype() reversal
Reverse an erroneous part of the vault guard commit.
2019-02-03 14:08:29 -08:00
nhmall
c32ed0689c Merge branch 'NetHack-3.6.2' 2019-02-02 21:15:37 -05:00