Commit Graph

3387 Commits

Author SHA1 Message Date
PatR
4b69dde2d7 tin opener fix
Applying a non-wielded tin opener and then declining to pick a tin to
open would wield the opener without having any time elapse.

Reformat the new tin opener code.

Remove a no-longer-used label in doapply() in order to avoid a warning
from gcc.
2015-12-19 17:11:33 -08:00
Pasi Kallinen
43bf9c978d Improve the tin opener 2015-12-19 14:44:39 +02:00
nhmall
a5c63af579 objected to 2015-12-18 20:55:24 -05:00
nhmall
5ee09d66d6 blind pronunciation of scroll formula not a literacy violation
bug bz25, no web id, devteam email received on 1/3/2006 6:15 AM:
> Reading a scroll while blind shouldn't violate illiterate conduct
2015-12-18 19:02:19 -05:00
nhmall
97974e9968 make corpse visible if stethoscope told you about it
Bug bz14, no web id.

Steps to reproduce:
- have a stethoscope handy.
- place an amulet in a doorway and move one square outside the room's door.
- create and lead an invisible stalker to be on top of amulet, with you
  just outside the room beside the door square.
- zap the stalker asleep with a wand of sleep.
- put on a blindfold.
- quaff a potion of object detection.
- amulet shows in the doorway.
- save the game and keep the savefile for ease of returning to this point.

Bug 1 observed (remember that you're blind due to blindfold):
- zap a wand of death at the stalker that you know to be on top of
the amulet, but that the game gives no indication of.
- if the stalker left a corpse, and you apply a stethoscope to the
  doorway, the game tells you that "You determine that that unfortunate
  being is dead" yet no being or corpse is displayed, still just the amulet.

Fix that by calling map_object(corpse, TRUE) in its_dead() under these circumstances.

The circumstances in the original report were also reproduced, specifically:
If a stethoscope finds an unseen monster on a square with an
object-detected object while blind, after killing the monster, the
object isn't remembered.

That remains unfixed because the I (invis monster glyph) aleady overwrote the
detected object glyph, so it is a much tougher situation.
2015-12-18 18:24:13 -05:00
nhmall
ec166df636 handle escape from new wizmode menu appropriately 2015-12-18 16:23:05 -05:00
nhmall
2eddec8287 fix typo in last patch to yelp() 2015-12-18 13:00:35 -05:00
nhmall
7019a7da77 fix H4101: can hear pets while deaf
This is a fix for H4101, bz192.

add non-audio (felt) outcome to yelp()

This also add #wizintrinsic command because testing this was a pain
without a simple, straightforward way to go deaf that didn't time-out
before the situation being tested recurred.
2015-12-18 12:50:25 -05:00
PatR
c097814f3c warning bit
Suppress a couple of 'dead increment' diagnostics from the clang static
analyzer.  The assignments are dead, but keeping the variable up to date
is more valuable (in case someone someday changes the code to use the
affected variable somewhere farther along in that function) than changing
the code to avoid the assignments in order to prevent the diagnostic.

This will only work to suppress the analyzer's diagnostic messages if
either FORCE_ARG_USAGE or GCC_WARN is defined when compiling makemon.c.
2015-12-18 07:18:58 -08:00
PatR
fcc30bee88 more while-helpless
Guard xlogfile entries against naming killer monst ", while".
2015-12-18 07:11:41 -08:00
Pasi Kallinen
164b64b263 Allow color name aliases for menucolors 2015-12-18 16:12:53 +02:00
PatR
4604777c16 suppression of while-helpless for tombstone
Avoid the possibility of a user-supplied name interfering with killer
reason truncation.  A monster named ", while" that killed the hero
would result in "killed by <mon-type> called " being displayed on the
tombstone after stripping while-helpless reason to shorten the text.
2015-12-18 01:59:36 -08:00
PatR
20b2120f3f fix bz 103+#H4095 - high scores ", while helpless"
If a character dies with 'multi' at a non-zero value, the reason for
helplessness is appended to the cause of death.  But that was taking
place in writeentry(), which is used for every score entry while
rewriting 'record' when a new high score is added.  So whenever a new
score with helplessness was added, all existing entries got corrupted
by having the newest game's reason for helplessness tacked on.

Append the helplessness reason while formatting the cause of death
instead of when writing out score and logfile entries.  xlogfile is
handled a little differently in case the cause of death plus reason
for helplessness is too long so truncated for record and logfile.
Full reason is still put into xlogfile.
2015-12-17 19:50:06 -08:00
nhmall
3e597b6882 Fix bug C343-20 wrong level shown at death
Changes to be committed:
	modified:   doc/fixes36.1
	modified:   src/ball.c

I looked up the original bug report that led to bug page C343-20
"When dying immediately on entering a level, the map may show you dying on the previous level."

It was received public report U891:
> When one is being punished and goes down a staircase and dies because the
> ball and chain fell on their head, one gets the message about their death
> while the old level is still being displayed. I wasn't sure whether this
> was a bug or not because on one hand it wouldn't make much sense to
> generate a new level if the character is going to die anyway. However,
> that being said it does make a difference if the character is about to go
> down into a level where one cannot leave bones files, ie medusa or the
> first level of the mines (if i remember correctly). So, if your character
> dies from this does the bones file get left on the level you were on
> (which is still displayed at the time of death) or the level you died as
> soon as you got to (but was never displayed)? Thanks!

Pat had remarked in response: "So this is just a display issue; game play works as intended
(for the program; I imagine you weren't planning to get killed."

A debug trace in wizard mode 3.6.1 beta shows that the relevant code path is this:
NetHack.exe!done(int how) Line 908
NetHack.exe!losehp(int n, const char * knam, char k_format) Line 2678
NetHack.exe!drag_down(...) Line 823
NetHack.exe!goto_level(d_level * newlevel, char at_stairs, char falling, char portal) Line 1316
NetHack.exe!next_level(char at_stairs) Line 1157
NetHack.exe!dodown(...) Line 954
NetHack.exe!rhack(char * cmd) Line 3416
NetHack.exe!moveloop(char resuming) Line 464
NetHack.exe!main(int argc, char * * argv) Line 104

This patch clears the display for the situation in drag_down(),
so the old level is not shown.
2015-12-17 20:27:42 -05:00
PatR
92858c3e3c more menu <space> screwup
Like the just fixed naming for discoveries list, there are several
other add_menu() calls which specify <space> instead of 0 as a useless
selector on separator lines.  These others are all for role selection,
where menus don't get big enough to need next-page.

I don't know what I was thinking at the time, although it must have
seemed like a good idea for some reason....
2015-12-16 18:42:45 -08:00
PatR
d68bb738d2 fix #H4095 - naming discoveries list
The menu for picking an item to name when using the "on discoveries list"
choice for #name or C when that list spanned multiple pages was exiting
for <space> instead of advancing to next page.  Space was being assigned
as the selection letter for class header lines, which made no sense.
2015-12-16 18:16:39 -08:00
nhmall
fa092f5fe9 housekeeping for 3.6.1
Changes to be committed:
	modified:   Files
	modified:   README
	modified:   dat/history
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex
	modified:   include/global.h
	modified:   include/obj.h
	modified:   include/patchlevel.h
	modified:   src/invent.c
	modified:   src/objnam.c
	modified:   src/shknam.c
	modified:   src/sounds.c
	modified:   src/spell.c
	modified:   sys/winnt/Install.nt
	modified:   sys/winnt/nethack.def
	modified:   win/macosx/NetHackGuidebook.applescript
	modified:   win/macosx/NetHackTerm.applescript
	modified:   win/win32/mswproc.c
2015-12-16 17:52:34 -05:00
Pasi Kallinen
929be769ec Add option to have autodescribe on by default 2015-12-16 21:42:43 +02:00
PatR
af6887796f scrolls written while blind; scrolls of mail
Make a fix suggested during beta testing:  you can read scrolls while
blind if you know the label, and you can write a scroll with a magic
marker while blind, but the result was flagged as description unknown
so you couldn't read the newly written scroll until regaining sight
or obtaining object identification.  So change writing a previously
discovered scroll while blind to set dknown since a successful write
always yields the type of scroll requested.  Getting lucky while
attempting to write an undiscovered scroll--which has to be done by
scroll's type name (for instance "food detection") rather than by its
label ("YUM YUM")--still leaves the description flagged as unknown
since hero hasn't seen the what sort of label the new scroll has.

Along the way I got side-tracked by the possibilty of writing a scroll
of mail.  It's allowed and yielded the same result as finding such a
scroll in bones, or wishing for one:  when read, it was junk mail from
Larn.  Make one written via marker give different feedback since it
comes from creation of a stamped scroll without any stamps available.

Also, suppress an "argument not used" warning for readmail().
2015-12-16 02:23:32 -08:00
PatR
8f96d4b9ef fix bz157, #H4075 - 'realtime' had strange units
A couple of reports asked what weird unit of measure was used for the
'realtime' value in xlogfile.  It was just seconds, but was accumulating
incorrectly whenever game-state got saved for the checkpoint option.
Now it really is seconds, or rather whatever unit you get for the delta
of two time_t values; usually seconds but not guaranteed to be that.
2015-12-15 17:59:42 -08:00
PatR
3ec592e3f1 fix bz60 and bz61 - meta char feedback
60: getpos() doesn't report the offending keystroke accurately when
rejecting M-something as a movement keystroke while moving the cursor;
61: typing M-N as a command keystroke produces
 |Unknown command 'M-
 |                 '.
where the '.' on the second line clobbers the top line of the map.

I can't reproduce the first one without extending the altmeta hack
[a run-time option to treat two char sequence ESC c as M-c] to getpos()
and nh_poskey(), which I've done for testing but am not including here.

I can't reproduce the second as it's described, but M-^J produces
 |Unknown command 'M-
 |'.--More--
and this fixes that, with a general fix that applies to any meta char.

The diffs include some cleanup/groundwork for maybe extending altmeta.
2015-12-15 03:22:39 -08:00
PatR
c843f56897 fix #H4078 - dull spellbook vs sleep resistance
Reading a dull spellbook could make a sleep resistant hero fall asleep.
2015-12-14 13:27:31 -08:00
nhmall
6f6f74e8d2 slightly change quickmimic() sense wording
Changes to be committed:
	modified:   doc/fixes36.1
	modified:   src/dogmove.c

A bug reporter wrote:
> comments:
> "You sense a little dog appear where Poes was!"
>
> seems strange to me, perhaps it should be "appearing", or the hero shouldn't
> notice at all if it's out of sight.
>
> Not sure it was out of sight, anyway, because I saw the d from the shop
> doorway.
>

Change the wording to:
"You sense that a little dog has appeared where Poes was!"
2015-12-13 21:45:08 -05:00
PatR
50065303e1 commit 8a13a4d2044264cf7427ba6a035021949788b5f1
Author: PatR <rankin@nethack.org>
Date:   Sun Dec 13 06:06:58 2015 -0800

    fix #H4066 - bug eating ring of protection

    Intrinsic protection of 0 (usually from having a gremlin steal divine
    protection, but also possible by eating a +0 ring of protection) does
    not contribute to "magic cancellation", the defense attribute that
    makes some special attacks fail.  That's intended.  Negative intrinsic
    protection (not possible from having divine protection, but turns out
    to be possible from eating negatively enchanted/charged rings of
    protection), did contribute.  That wasn't intended, so stop it.
    (Positive intrinsic protection gives a magic cancellation of 1 if worn
    armor doesn't provide any MC.)
2015-12-13 06:15:54 -08:00
PatR
4ad39ba282 fix part of #H4062 - high priest name refusal
High priests used a different message to refuse accepting a user-supplied
    name than regular temple priests because they're flagged as unique.  The
    effect was cosmetic; it didn't reopen the hole that let you recognize
    which high priest was which via the 'C' command on the Astral Plane.

    [I never received the mail for #H4062 but saw it in bugzilla.]
2015-12-12 20:56:46 -08:00
PatR
807afa22b3 fix #H4047 - dipping inconsistency
Dip the scroll labeled LEP GEX VEN ZEA into the fountain?
Your scroll called light fades.

The first prompt deliberately avoided 'called', 'named', and other
attributes to keep it short, but the discrepancy here is blatant, so
increase the verbosity in order to have the reminder that's included
in the prompt be the same as object name in the followup message.

Bonus fix, noticed while testing it:  water_damage() was reporting
the "{blank,unlabeled} scroll fades" even though blank scrolls are
already as faded as they can get.  Likewise for blank spellbook.
2015-12-12 19:41:35 -08:00
PatR
637f4a4bd6 fix bz55 - wrong plural for slice of cake
Entered in bugzilla prior to release:  "slice of birthday cake" became
"slouse of birthday cake" when made plural.  "slice of pizza" used to
work, but adding an entry for "louse" <-> "lice" to one of the special
handling lists for singular/plural broke "slice" since only a trailing
substring match is performed for entries in that particular list.
2015-12-12 18:59:21 -08:00
PatR
ead5b0f210 fix #H4061 - uncursed scroll of enchant armor
In 3.4.3, reading an uncursed scroll of enchant armor while wearing
a piece of cursed armor performed an uncurse as well as raising
enchantment.  A fairly big patch to redo how pending shop bills were
affected by altering the items on the bill accidentally took away
the uncurse part when modifying the scroll code to use the bless()/
uncurse()/curse() functions instead of manipulating the armor's
blessed and cursed flags directly.
2015-12-12 18:08:11 -08:00
PatR
2219a6a667 naming artifacts vs illiteracy
Requested by a beta tester back in June:  naming Sting or Orcrist
violates illiterate conduct.  I left it at that; any object naming
could be construed as being literate, but I don't think breaking
conduct for doing such would be a good idea.
2015-12-12 01:55:44 -08:00
PatR
757e6f9c4d vampire genocide could produce unkillable critter
Vampires who were currently shape-shifted into a fog cloud, bat, or wolf
became an unkillable fog could, bat, or wolf if the player genocided
vampires.  When such a creature was killed, the attempt to transform it
back into a vampire failed, but the monster continued to be resurrected
anyway.
2015-12-12 00:34:16 -08:00
Jean-Christophe Collet
9558f2d9d8 Fix #H4014: still crashing on MacOS 10.11 2015-12-11 17:02:28 +01:00
PatR
3db5f106df fix #H4039 - symset:default
Options parsing didn't support "default" (shown by the 'O' command)
or "Default symbols" (menu entry for choosing a symbol set via the
'O' command.  Symbol handling is somewhat confusing, but this seems to
do the trick.  They can't be truncated, but they're case-insensitive,
and "Default" and "symbols" can be separated by dash or underscore as
well as space, or run-together with no separator.
2015-12-11 02:36:56 -08:00
PatR
ef5b37a03a fix #H4035 - msg when wand zapped by mon explodes
Message given when you see a cursed wand explode while being zapped
by a monster got suppressed if hero was deaf, even though there's no
reference to sound in that message.  Change it to ignore deafness;
also, change the alternate message when not visible (which uses
You_hear so already gets suppressed when deaf without caller worrying
about it) use "nearby" or "in the distance" with same criteria as
hearing a wand being zapped, instead of always "in the distance".

I also changed the near/far criteria:  threshold to be considered
"far" shrinks from 9 steps to 5 when there's no direct line of sight.
2015-12-10 18:11:12 -08:00
PatR
cee9426694 fix #H4038 - distant name vs Eyes of the Overworld
distant_name() temporarily blinded the hero before calling xname() or
doname() in order to prevent the object being formatted from having
its dknown flag set.  The Eyes of the Overworld override blindness, so
that bit got set for heros wearing them regardless of intention.  This
switches to a file-scope global instead of blindness as the way that
distant_name() tells xname() not to set dknown.

This bug has been present ever since the Eyes were added (3.3.0?).
2015-12-10 01:34:09 -08:00
PatR
c14336fee2 fruit enlightenment
Move the 'if (wizard) { /* give feedback for named fruit */ }' code
in ^X/enlightenment into an #if DEBUG block, and expand the if (wizard)
predicate with '&& explicitdebug("fruit")' to require that 'fruit' be in
DEBUGFILES.  So, build with DEBUG enabled and run via
 |% DEBUGFILES='fruit' nethack
to get it back....

This isn't actually a bug fix and it isn't necessary for 3.6.1, but I
got tired of seeing ^X and end-of-game disclosure of attributes end with
three lines about fruit when I'm not doing anything with named fruit.
2015-12-10 00:36:01 -08:00
Pasi Kallinen
43550bee53 Allow unlimited number of players
This is important for public servers.  Setting the MAXPLAYERS
sysconf value to 0 (or commenting it out) constructs the lock
files with the player UID and player name, so each player may
have one game at a time.
2015-12-09 22:27:26 +02:00
PatR
3ce4fe4180 fix #H4026 - silly plural bug
When a stack of corpses gets zapped by undead turning, the message was
"The <foo> corpses glows iridescently."  Change it to "One of the <foo>
corpses glows iridescently." since only one of the stack gets revived.
2015-12-09 05:56:40 -08:00
PatR
a35c3e184c fix #H3994 - cursed genocide is inconsistent
After reading a cursed scroll of genocide, explicitly choosing "none"
when asked to pick what type of monster to wipe out, you get "sent in
some <rndmonst>".  But picking nothing (or something invalid) 5 times
gave "that's enough tries" without sending in random monsters.  Make
the time-to-give-up behavior be the same as the don't-want-to behavior.

Also, treat picking ESC the same as "none", like blessed genocide does.
2015-12-08 23:12:28 -08:00
PatR
d984cf456e doclassdisco() - missing start_menu() call
Apparently tty doesn't mind if you use add_menu() without preceding
it with start_menu(), because doclassdisco() (the new with 3.6.0 '`'
command) works for me with all four settings of menustyle.
2015-12-08 07:21:48 -08:00
nhmall
c1a5895f3a Release prep step - set BETA_INFO to empty string
Changes to be committed:
	modified:   src/version.c
2015-12-05 10:09:28 -05:00
PatR
9f6f3f5180 PANICTRACE option parsing
Fix the situation where disabling PANICTRACE, which happened implicitly
when BETA  got disabled, caused SYSCF option processing to complain and
quit if the 'sysconf' file contained any PANICTRACE settings.

Now accept all the PANICTRACE options (assuming SYSCF is defined) even
if PANICTRACE is not defined.  Their values are recorded in the 'sysopt'
struct, but only validated when the appropriate macros (PANICTRACE,
PANICTRACE_LIB) are defined.
2015-12-04 22:18:17 -08:00
PatR
841662ff32 "Bad option line" formatting
Change
  |Bad option line:  "foo
  |"
to
  |Bad option line: "foo"
by stripping away the input line's newline before processing it.

(This doesn't address the PANICTRACE options processing issue.)
2015-12-04 18:52:51 -08:00
PatR
171fb90746 !DEBUG warnings
With DEBUG suppressed, I started getting
16      warning: empty body in an if-statement
and 2   warning: empty body in an else-statement
from gcc.

Using braces for an empty block instead of just ';' avoids the warning:
    if (foo)
        debugpline("foo");
is bad,
    if (bar) {
        debugpline("bar");
    }
is good.  ;-)

The changes to lint.h are just precautionary.

modified:
    include/lint.h
    src/attrib.c, bones.c, dbridge.c, dig.c, eat.c,
        makemon.c, mkmaze.c, mon.c, sp_lev.c
2015-12-04 14:58:49 -08:00
PatR
e78e393a81 lint cleanup
A couple of things 'gcc -g' didn't care about 'gcc -O2' mistakenly
thinks 'may be used uninitialized'.
2015-12-02 02:36:29 -08:00
PatR
df415b4c35 sp_lev.c update
Shorten a function name in sp_lev.c that exceeded 31 characters.
That's a limit imposed by the VMS linker and the compiler complains
that it will be truncated.

Make all sp_lev.c functions which aren't listed in extern.h be static
and give all of them a declaration at the top of the file.  I reordered
the ones already declared there in the same order as they occur in the
source, so the diff is quite a bit bigger than the actual changes.
(Once the one with the long name became static, the length of its name
no longer mattered, but I've shortened it anyway.)

Indent a couple of #pragma directives.  Some pre-ANSI compiler didn't
like '#' in column 1 followed by something it didn't understand, even
when that occurred in a conditional block which was in the midst of
being excluded.  (util/*_comp.y recently reminded me of that.  files.c
should get a fix like this too.)
2015-12-02 02:18:24 -08:00
PatR
3903381a2d dungeon overview bug fixes
Reported by a beta tester months ago:  it was possible to recognize
your god's temple on the Astral Plane by stepping into its doorway,
since #overview would show "temple of <your god>" (only if just one
temple had been entered and the altar in it was the only one you'd
seen and it was for your own god; #overview doesn't show "temple of
<other god>", just "a temple").  After this fix it will just show
"a temple" even when you can see the temple's altar, so #overview
can't be used as a shortcut to finding the right temple.

While testing the fix I discovered that amnesia wasn't handled when
forgetting the current level's map, only when other levels got
flagged as forgotten.  The number of altars, fountains, and so on
are recalculated when #overview is executed, so current-level amnesia
worked for those.  But data about known rooms is not recalculated,
so the number of temples and shops you'd visited on the level stayed
instead of being forgotten.  The fix is a bit iffy for the case where
you only forget random spots scattered across the level's map rather
than the whole thing; this just wipes #overview memory of every room
even if parts of rooms are still remembered.
2015-11-29 21:46:24 -08:00
PatR
3ad3b82aef quest message summary debugging code
How that there's nothing left to trigger it, put in some extra quest
messge debugging code.  Could be useful if new roles are added or if
any deliver-by-pline messages get changed to be deliver-by-window.
2015-11-26 04:30:55 -08:00
PatR
dd82c0db89 dog/cat/rat/ape body parts
Another bit prompted by vibrating square testing:
 |You see a strange vibration beneath the little dog's rear claws.

Fix up some body parts:  dog, cat, and yeti-class (includes sasquatch,
monkey and ape, owlbear) already have "paws" instead of "fore claws".
Take away all 'Y' except owlbear from that list and add rodents to it.
Give them "rear paws" instead of "rear claws" for their feet; for legs,
use "foreleg" instead of "forelimb" and "read leg" instead of "rear limb".

For yeti/sasquatch/monkey/ape/carnivorous-ape, switch from paws to hands
since they have opposable thumbs, and switch to arm, leg, foot instead
of forelimb, rear limb, and rear claw.  I've left "fore claw" for finger.
2015-11-25 16:09:33 -08:00
PatR
a7f64606d7 trap creation sanity check
Noticed while testing the look-at vs vibrating square patch:  I was
able to cover stairs with a trap via wizard mode wish.  That wish can
achieve a lot of irregular things, but prevent this particular one.
2015-11-25 14:56:58 -08:00
PatR
6f8ab3d9b2 look_at tweak
When examining a trap with '/' or ';', show
 |a trap (arrow trap)
instead of
 |a trap or a vibrating square (arrow trap)
outside of Gehennom (unless the trap actually is a vibrating square,
which could happen via wizard mode wish).  The extra verbosity is
distracting, and limiting mention of the vibrating square to the region
where it's relevant may give a hint to players getting that far for the
first time.
2015-11-25 12:16:00 -08:00