Commit Graph

125 Commits

Author SHA1 Message Date
nethack.rankin
702060c4de monsters with multiple attacks missing wildly (trunk only)
Reduce verbosity for monsters with multiple attacks who "swing wildly
at you and miss" or "miss your displaced image" due to their confusion or
your invisibility or displacement.  It's aggravating to sit through that
three times for claw/claw/bite or swing/swing/kick when those longer
descriptions of why such missing happened guarantee multiple --More--
prompts.  (Can't simply use Norep() to deal with this because wildmiss()
varies its messages.)

     This makes monsters marginally smarter--independent of their defined
intelligence levels--by skipping their remaining attacks when the first
turns out to be targetted at nothing.  The exception is for monsters with
both melee and spell attacks; they'll keep going in case they end up
choosing a spell which doesn't need a target location.  (It's rather ironic
that the most intelligent monsters are the ones who'll foolishly continue
swinging at thin air.  This could be improved by forcing then to skip ahead
to their spell attack.)  Exploding monsters aren't affected because they
don't have multiple attacks.  Offhand I can't think of any other situation
where a wild miss on the first of N attacks could still yield a successful
result on any of the other N-1 actions.

     Monsters attempting ranged attacks who get multiple shots (due to
multiple weapon attacks per turn rather than to multi-shot volley during
a single attack) will end up conserving ammo when they stop after seeing
that the first shot didn't find a target.  Note that trying to attack you
but accidentally attacking some other target isn't affected since that
doesn't yield the wild miss outcome.  Intelligent monsters probably ought
to recognize that their attack against you ended up hitting someone else
and refrain from repeating that mistake N-1 more times.  Whether feedback
from that ought to carry over to their next turn is not so clear cut.
2006-02-02 07:20:08 +00:00
nethack.allison
0dc071bee8 mextra changes
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.

Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
   mname, egd, epri, eshk, emin, edog

Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.

Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file

The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.

Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h

Adds a macro for checking for whether a monster has
a name:
	has_name(monst)

This fixes the magic trap panic
   expels() -> spoteffects() -> dotrap() ->
	domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
2006-01-06 05:46:03 +00:00
nethack.rankin
6a40b203ed terminate eating if pet falls asleep or becomes paralyzed (trunk only)
From a bug report:  sleeping pet could
be shown as "eating" by stethoscope.  Fixing that is a one-liner since all
(or should be all; sleeping gas trap wasn't utilizing it) cases of monster
being forced into sleep go through one routine.  That wasn't the situation
for paralysis, but now it is.  Paralyzed pets won't continue eating either.
2005-12-06 04:48:27 +00:00
nethack.rankin
f1fe8c1600 mind flayer brain attacks (trunk only)
Fix a couple of problems From a bug report.  Eating a Rider corpse is fatal, but eating a live Rider's
brain was not--now it will be, both for monster mind flayers and for player
poly'd into one.  Also, there was no check for cannibalism when poly'd hero
eats brains--now there is.  Not mentioned in the report:  eating Medusa's
brains will now be fatal just like eating her corpse.  And pet mind flayers
who eat the hero's brains will gain some nutrition like they do when eating
monster brains.

     Creating a common eat_brains() routine turned out to be something of
a mistake; there is only a tiny amount of overlap among the u-vs-m, m-vs-u,
and m-vs-m cases.

     Makefiles need a dependency update to add edog.h for eat.c.
2005-10-01 05:14:19 +00:00
nethack.rankin
d7a0044056 farmed pudding (trunk only)
I've gotten tired of seeing newsgroup claims along the lines of
"since devteam is aware of this and has chosen not to eliminate it, they
must endorse it", so weaken the tactic of "pudding farming".  It is still
possible to gain unlimited experience (past level 15 or so there's not
much point), but will be less effective for gaining items and for providing
sacrifice fodder.  Keep track of which monsters have been created via
cloning (mostly puddings; gremlins and blue jellies are affected too but
nobody's likely to care much about them) so that they can receive special
handling.  Make cloned monsters progressively less likely to leave corpses
as the number killed for a particular type goes up, and also much less
likely to drop random items at death.  This is sure to need some tuning
once hard core farmers point out how they can still abuse it.  For the
absurdly extreme case, see

http://scavenger.homeip.net/farmbot/HomePage

FYI, farmbot/PuddingFarmingHOWTO includes an impressive screen shot of a
dungeon level where rampant farming is taking place.
2005-07-17 05:00:25 +00:00
nethack.rankin
bd1af39997 Stoning management (trunk only)
Make petrification initiation or termination go through a new routine,
make_stoned(), instead of manipulating its countdown timer and delayed
killer directly.  No change in behavior.

     There's no reason in terms of bug risk or game play or saved data why
this shouldn't be done in the branch too, but so much of the surrounding
context has already diverged between trunk and branch that it's trunk only.
2005-06-19 04:38:30 +00:00
nethack.rankin
f4a3b20afe Fire/Frost Brand vs rusting
Implement the suggestion that Fire Brand avoids damage from rust traps
by boiling away the water.  Rather than making this be trap-specific, it
applies to all types of erosion which go through erode_obj().  That includes
hitting rust monsters but not dipping into potions or fountains, nor falling
into moats.  And it doesn't provide 100% protection, just a high chance of
avoiding rust damage.  Also, Frost Brand gets similar protection by freezing.

     The message handling needed some rewriting for the branch version.
That compiles ok but hasn't been tested.  It would have been simpler just to
move Yobjnam2() over even if nothing else was changed to use it yet....
2005-04-19 04:15:51 +00:00
cohrs
2f497c620e M29 - unconscious effects when not unconscious
While auditing nomul() I noticed unconscious() treats (multi < 0 && !nomovemsg)
as unconscious.  This explains the behavior in M29 (unconscious message
while performing #turn).  I checked all the places with this combination,
and found a few that did not appear to fall under the "unconscious" category.
Most I changed to use You_can_move_again to ensure the same display w/o the
unconscious behavior. Also:
- found another string that unconscious() should have considered
- vomit() now sets nomovemsg, one caller was also doing this redundantly
- vomiting_dialogue() was calling stop_occupation() after vomit(), which can
  reset multi.  I reversed the order and removed a doubly-redundant nomul call.

tele() still has a problem: some cases where multi < 0 should probably take
a branch like the unconscious() branch but with a different message.
doturn()'s behavior - turn then wait - is also less than perfect, but I
think this is a known problem.
2005-03-25 20:30:24 +00:00
cohrs
7cb4b9d662 dipping in acid
Add checks to allow erosion of objects #dip'd in acid.
From a bug report.
2005-03-18 20:59:29 +00:00
cohrs
59cc0d221b sliming ghosts
From a bug report.  Green slime would slime noncorporeals.
Added missing checks.
2005-03-14 16:27:35 +00:00
nethack.rankin
4a4fc8f4fa more ring theft
Neither nymphs nor monkeys can steal a ring worn underneath gloves
since they can't see them.  If such rings are randomly targetted, try to
take gloves instead.

     Succubi trying to take worn ring of adornment will attempt to take
off worn gloves first.  (Presumeably they can sense magic rings hidden
beneath gloves better than nymphs can; they're about to try to take all
worn armor off anyway....)  If the glove removal fails, ring theft will
too.  Likewise for incubi, remove gloves before trying to force the hero
to put on ring of adornment.

     At the moment succubi and incubi can't remove gloves which are
blocked by a welded weapon, but they can manipulate rings then if there
aren't any gloves involved.  I don't think that's right.  The latter is
nymph-like and could be attributed to magic, but if that's the case why
aren't they able to remove gloves from under cursed weapons too?
2005-02-10 05:54:34 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
6596b69111 obj->quan bits 2004-12-21 16:40:14 +00:00
cohrs
2a2323bab4 replacement meaningless_code patch
I moved the "else" into the comment rather than the suggested removal of
the comment.
2004-12-21 06:27:24 +00:00
nethack.rankin
3f2aa875bb fix monster summoning message
From a bug report:
> If the Summon Nasties monster spell gates in two minions instead of one,
> the message still says "A monster appears from nowhere!"

The code wasn't counting any summoned monsters who had an opposite alignment
to the summoner.  It also assumed that the 10% chance for demon summoning
in Gehennom always yielded exactly one monster even though that can produce
zero or more than one.
2004-12-21 04:27:34 +00:00
nethack.rankin
b4be660c0a avoid hallucinatory effect on black light as it explodes
From a bug report:  when a black light explodes and triggers
hallucination, its own monster symbol--or warning marker for same--could
be seen changing.  Since nothing is left after it explodes, you shouldn't
hallucinate anything at its location.  Fix by killing it off (so removing
it from the map) before initiating Hallucination.
2004-11-30 04:32:01 +00:00
nethack.rankin
7672a2c60b hats vs helms
Something from <Someone>'s list:  some messages have hardcoded references
to "helmet" which sound strange when the character is wearing a hat or cap.
helm_simple_name() is comparable to the existing cloak_simple_name().  It
returns "helm" or "hat" depending upon whether the helmet provides the
same protection that yields the assorted repetitions of "fortunately,
you are wearing a hard helmet".  This choice ends up categorizing elven
leather helm as a hat (which I think is ok given that its undiscovered
description is "leather hat"), contrary to <Someone>'s suggestion that the
distinction be made based on whether the helmet was made of cloth.

     I started on this a year and a half ago but didn't commit it.
Unfortunately I don't remember why and haven't done any significant
additional work now--just recovered from some intervening bit rot and
confirmed that the patch as is seems to be working ok (in the trunk; the
branch side has not been tested).  I suspect that I meant to look for
additional helmet messages which could benefit from conditional headgear
description.  (Those "hard helmet" ones don't need it, although they
should perhaps be moved into a common routine instead of being replicated.)
2004-11-13 04:00:52 +00:00
nethack.rankin
e723710c82 petrified engulfer (display glitch & potential panic)
From the newsgroup:  if you were polymorped into a cockatrice and
a trapper attempted to swallow you, the 't' displayed at its location
would be left behind after it turned to stoned.  This fixes that and a
much more serious issue as well:  if you were punished at the time, the
game would panic on your next attempt to move because the ball&chain were
left in limbo.  There would also have been strangeness (monster sharing
your location, stale u.ustuck setting) if the swallower was life-saved,
but I didn't try to make that happen so am not sure how bad things would
have been.
2004-10-28 03:16:24 +00:00
nethack.allison
9b3521e503 vampires now shapeshift [trunk only]
- can shift into fog clouds, vampire bats, and vampire lords into wolves
- after being "killed" in shifted form, they transform back rather than get
  destroyed, and you must take them on in vampire form to defeat them
- can deliberately shift into fog clouds to pass under closed doors
2004-06-15 11:52:04 +00:00
nethack.allison
c8ef9338f0 cham changes (trunk only)
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
  was limited to the 3 bits allocated in the bitfield and invalidated
  save/bones if the field was expanded.
- The current system didn't provide an easy backwards  change
  if multiple monster types wanted to use the bit, there was a one
  to one mapping:  For instance, if you wanted a CHAM_VAMPIRE,
  and you wanted vampires, vampire lords, and Vlad to use it, you
  would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
  and CHAM_VLAD defined to achieve that with the one-to-one backward
  mapping.
- This new way just uses the mon[] index in the mon->cham field and
  eliminates the need for CHAM_XXX  (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
2004-06-15 11:38:32 +00:00
nethack.allison
39d3249ed8 marilith thrusts
<Someone> reported:
>> The marilith wields 5 daggers!
>> The marilith thrusts her dagger.  The marilith misses.
> Shouldn't she thrust her daggerS?

Change to:
"The marilith thrusts one of her daggers." in that case.
2004-06-05 13:38:15 +00:00
nethack.allison
2a91bc6a50 fix message when were_summoning 2003-12-07 09:45:34 +00:00
nethack.rankin
f761b02c8d lint bits
and some reformatting.
2003-12-01 14:42:37 +00:00
cohrs
70e25fa154 U761 - Sitting as a hider and other related is_hider behavior
While looking at the behavior of sitting hiders, I noticed other related
odd behavior.
- player hiding while poly'd as a hider that hangs on the ceiling now drops to
  the floor before sitting (similar to the behavior of movement commands).
- trappers, as per data.base, don't hang on the ceiling.  Changed the
  mattacku case dealing with hiders to not treat trappers as ceiling hiders.
- updated can_reach_floor to also exclude ceiling hiders.  This covers a
  bunch of cases, such as pickup, look-here-while-blind, and so on.  Another
  alternative would have been to automatically unhide for all such cases.
trunk only, it's a minor bug IMO and we appear to be close to a release.
2003-11-27 07:03:56 +00:00
nethack.rankin
3c29cbfeab poison messages (trunk only)
<Someone> reported something along the lines of

  "You are hit by a little dart."
[ "The dart was poisoned." -- this expected message was missing ]
  "The poison doesn't seem to affect you."

Remove the overloading of ``chance for fatal poison'' and ``thrown weapon''
(which reduces that chance, among other things) for the arguments passed to
poisoned() and change how it decides whether feedback about being poisoned
is needed.  Also, move poisoned() and poisontell() from mon.c to attrib.c.
2003-11-27 05:00:29 +00:00
nethack.allison
cdbe3b1d39 U719: grayswandir and exploding black lights
<email deleted> wrote:
> When wielding greyswander and a black light explodes, the
> message is still "You are freaked by a blast of kaleidoscopic
> light!" giving no indication that you are immune to
> hallucination. Maybe something like "You see a blast of color,
> but seem unaffected" would be more appropriate?

return the changed status back to the caller from
make_hallucinated().
2003-10-29 13:03:23 +00:00
nethack.allison
5fbce73815 were followup
"Rat's appear" -> "Rats appear"
Use makeplural rather than s_suffix.
2003-10-24 12:06:13 +00:00
nethack.allison
e4495a6389 <Someone>'s were_summon rules
>Hemmed in by one invisible wererat?
><Someone>: Should I feel hemmed in if I can see that a wererat summons
>zero rats? Can the invisible wererat hem me in all by itself? And
>even if it had summoned anything, wouldn't a different message had
>been clearer (for isntance, "Rats appear around you!"); after all,
>I could see *what* was hemming me in.
>I agree that the current messages (and even the ones aspired to by the
>comment) are non-ideal.

<Someone>'s suggested set-up:
Seen summoner, seen help    : "The wererat summons help!"
Seen summoner, unseen help: "The wererat summons help! You feel hemmed in."
Seen summoner, no help: "The wererat summons help! But none comes."
Unseen summoner, seen help: "(A rat appears|Rats appear) from
nowhere!"
Unseen summoner, unseen help: "You feel hemmed in."
Unseen summoner, no help: No message.
2003-10-23 12:13:21 +00:00
nethack.allison
94b6f32b25 Half_physical_damage 08
missed a spot
2003-10-23 04:53:46 +00:00
nethack.allison
9b9f13aa13 Half_physical_damage 07
It is not physical damage if:
1. it already qualifies for some other special type of damage
   for which a special resistance already exists in the game
   including: cold, fire, shock, and acid. Note that fire is
   extended to include all forms of burning, even boiling water
   since that is already dealt with by fire resistance, and in
   most or all cases is caused by fire.
2. it doesn't leave a mark. Marks include destruction of, or
   damage to, an internal organ (including the brain),
   lacerations, bruises, crushed body parts, bleeding.

Current exceptions to the rule (already existing):
- holy water burning chaotic ("it burns like acid") is physical damage.
- unholy water burning lawful is physical damage.
2003-10-22 23:05:24 +00:00
nethack.allison
8467ab1515 Half_physical_damage 06
- [fixed in trunk] Alchemical explosion
- [fixed in trunk] Artifacts' blasting
- [fixed in trunk] Boiling/freezing potions
- [fixed in trunk] Chest/door/tin traps
- [fixed in trunk] Falling rocks/boulders (trap, digging, scroll of earth)
- [fixed in trunk] Mixing water and acid
- [fixed in trunk] Thrown potion (acid)

This is my last patch on this today.
2003-10-22 03:02:11 +00:00
cohrs
559be58c21 conflicting delayed killers
Introduce a new set of functions to manage delayed killers in the trunk, used
in addressing the various reports of delayed killer confusion.  Since existing
delayed killers are related to player properties, the delayed killers are
keyed by uprop indexes.  I did this to avoid adding yet another set of
similar identifiers.
- the new delayed_killer() is used for stoning, sliming, sickness, and
delayed self-genocide while polymorphed.  Some other timed events don't
use it (and didn't use the old delayed_killer variable) because they
use a fixed message when the timeout occurs.
- A new data structure, struct kinfo, is used to track both delayed and
immediate killers.  This encapsulates all the info involved with
identifying a killer.  The structure contains a buffer, which subsumes the
old killer_buf and several other buffers that didn't/couldn't use killer_buf.
- the killer list is saved and restored as part of the game state.
- the special case of usick_cause was removed and a delayed killer list
entry is now used in its place
- common code dealing with (un)sliming is moved to a new make_slimed function
- attempted to update all make dependencies for new end.c -> lev.h
dependency, sorry if I messed any up
2003-09-29 19:24:20 +00:00
cohrs
a89fa75f4c U678 - message ordering 2003-09-29 16:22:11 +00:00
kmhugo
e1f5ddd820 sound cleanup
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
  because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
  same order as youprop.h and enlightenment.

There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.

Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code.  Portions of this patch
were written by Michael Allison.
2003-09-28 03:42:50 +00:00
cohrs
c72aafcd40 fog cloud and aquatic monsters
<Someone> pointed out the inappropriate appearance of the 3.4.2 message when
fog clouds have you engulfed if you happen to be polymorphed into an aquatic
creature.  It does seem that a fog cloud should not cause added damage to
amphibious creatures, which includes breathless (but non-flaming) monsters.
I also thought another message was more appropriate for flaming creatures
(see on_fire()), and added a special case for that.
gulpum was missing symmetric code and I added it there too.
2003-09-26 01:03:46 +00:00
cohrs
929f9ce2c7 various tests of flaming monsters
This change adds a new flaming() macro and uses it in several places
where the list of flaming monsters was tested.  on_fire() didn't list
salamanders as already being on fire, but should have.  A couple other
cases were not updated to include flaming sphere.
2003-09-26 00:37:24 +00:00
cohrs
4375fc7846 killer messages
Incorporate various killer message grammar fixes suggested by <Someone>.
Mostly these deal with using the proper killer_format and prefix ("the" or
no "the") for unique and type_is_pname monsters, or death to to eating
their corpses.
One case is handled by a general fix to name_to_mon to allow it to deal
with "Croesus' corpse".
The pre-3.4.1 topten behavior for "starved to death" messages is also restored.
2003-09-25 16:56:56 +00:00
nethack.allison
22ce5ed6f2 trunk only: preserving context (src files)
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.

This patch:
- collects all context/tracking related fields from flags
  into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
2003-09-21 11:52:54 +00:00
cohrs
5e443536d8 "your" artifacts
This patch introduces a change to yname() and Yname2() that avoids the
possessive "your" for the hero's normal, fully identified artifacts.
Quest artifacts still get the possessive, as do all other objects and all
objects not in the hero's possession.  shk_your()/Shk_Your() are used in
many places with a specific, generalized name for the object, so I didn't
introduce the artifact behavior there, although I did change them to append
a space, which simplified some other code.  Through added use of yname(),
there may be some places that used to just say "corpse" that will now be more
descriptive via yname()'s use of cxname().  I'm sure <Someone> will point
out any such places that are too onerous, although nothing obviously is.

I took the opportunity to inspect many uses of "your" and even Your().  Two
new functions are also introduced, yobjnam() and Yobjnam2(), which work
like aobjnam() and yname() combined, because I found that many uses of
aobjnam() were preceeded by "your" and I couldn't generally provide the
desired behavior for artifacts (or future artifacts) without a combined
function.  In some cases, this change allowed better sharing of code.

rust_dmg() still takes a string as input which is sometimes initialized
from xname() and often prepends "your" to it.  Currently, this isn't a
problem since there currently are no normal, armor artifacts.  If/when any
are introduced, rust_dmg() will need to be addressed.

The patch is for the trunk only.  A lot of research was required and I
didn't feel the upside was there for repeating it in the 3.4.3 branch.
2003-09-18 02:52:40 +00:00
nethack.allison
cc830fb311 buglist - full level triggers impossible() from migrating mons
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
>  "Program in disorder - perhaps you'd better #quit.
>  rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.

[confirmed: moveloop -> deferred_goto -> goto_level ->
 losedogs -> mon_arrive -> rloc -> impossible]

This patch:
- causes rloc() to return TRUE if successful,
  or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
  the failed rloc()
- allows the x,y parameters to mkcorpstat() to
  be 0,0 in order to trigger random placement of the
  corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
  then you'll have a debug-mode command #migratemons to
  store the number of random monsters that you specify
  on the migrating monsters chain.
2003-09-13 05:30:43 +00:00
nethack.rankin
951ca18e61 fix U640 - Medusa bug
Described in the newsgroup a while back and recently reported:  if
you had reflection and were invisible and had esp and were blind, Medusa
would turn herself to stone by looking at you.  When you're invisible,
she shouldn't be able to see your source of reflection so shouldn't be
affected by the gaze; that's how things work when you aren't blind but
the relevant code was being skipped when you are.

     Now esp is irrelevant for this and she'll see her reflected gaze
only when she can see you, regardless of whether you see it happen.
2003-09-11 02:45:55 +00:00
nethack.allison
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00
cohrs
729e9cc03b blinded/unblinded message every turn while engulfed wearing the Eyes
I think this was From a bug report, but I cannot find the report
anymore.  Perhaps I noticed it while doing something else.  In any case,
every turn you're engulfed in, say, a dust vortex wearing the Eyes of the
Overworld, you get the "can't see"/"vision clears" message pair.  This
patch modifies the behavior to only display this the first turn.  Other code,
partially related to B01003, already deals with the puton-remove cases.
Since B01003 is only in the trunk, this fix is also only in the trunk.
2003-08-21 19:10:06 +00:00
cohrs
eddeb5a727 some "it" avoidance in killer names
<Someone> reported a couple cases where "it" could show up in killer names.
Chose his suggested fixes which result in short killer names.
2003-08-06 04:59:51 +00:00
nethack.allison
5f9ff08c83 fog cloud shouldn't pummel you with debris 2003-08-03 19:59:34 +00:00
cohrs
71fbc01113 U510: yet another update_inventory call
When armor becomes ungreased, update_inventory to reflect the change.
2003-06-19 02:26:49 +00:00
nethack.allison
6f56da5261 final qbuf patch
This is my final src mod to ensure that a qbuf does not overflow due to
a lengthy named object.  These recent patches, coupled with the core yn_function() patch earlier, should make it much rarer for a QBUFSZ
buffer overflow to occur in a window port routine (unless the window
port routine has its own bugs, but that isn't the core's fault).
2003-05-10 21:11:16 +00:00
cohrs
345ffcfaec B01003 - blindfold vs dust vortex
This started out as a change to address the strange sequence of messages if
you remove a blindfold while engulfed in a dust vortex.  That is addressed
by a new function that can be called in such situations.  Calls to this
function were added in all the cases where the can_blnd() engulfing
conditions end as a result of player action.  There are some other cases
that end ucreamed or usleep, but they happen between turns and shouldn't
need extra handling.

While I was at it, I noticed that a unicorn horn or prayer would cure
blindness even while engulfed in a dust vortex.  This is useless, because
you immediately get blind again the next turn.  So, I added checks to avoid
doing this.  Finally, it didn't make sense for eating a carrot to cure your
blindness in these situations either, only for it to return immediately.
2003-03-26 05:10:22 +00:00
jwalz
6689de0e04 Lint cleanup, nothing significant.
There is one more new complaint that might cause problems:
explode.c(545): warning: conversion from long may lose accuracy
2003-02-19 03:18:49 +00:00
nethack.rankin
ea400a778d some lint cleanup
Building with an old version of gcc with various warnings enabled
generated a lot of noise.  Most of it was due to not guarding string
literals with `const', but there were a couple of actual problems too.
2003-01-09 09:18:14 +00:00