Commit Graph

1575 Commits

Author SHA1 Message Date
nethack.rankin
369b1031fd fix #H2559+2564 - using 'a' command to discover potion of oil (trunk only)
From a bug report, if you used the apply command while
not carrying anything applicable except for unknown potion, you would get
"you don't have anything to apply" if that potion wasn't oil but an
inventory selection prompt (with '*' as the default since you wouldn't
have anything considered to be a likely candidate) if that potion was oil,
giving away information.

     This fix makes carrying any unknown potion yield the inventory
selection result, unless oil is already discovered and hero can see that
the unknown potion isn't oil.
2012-01-10 08:50:19 +00:00
keni
92b15c5f8a another shot at H2344 (large window)
Conditional on H2344_BROKEN which can be disabled at the top of the file if
necessary.  This appears to handle all the cases I was able to reproduce from
Pat's list, with the caveat that msg_window=f fails on very wide windows on
Mac OSX Lion with the default terminal emulation.  When the emulation is set
to ANSI, it works (the failure mode is the output from a simple putchar() loop
across the contents of history called up from ^P wraps at about the middle
of the window).
2012-01-10 02:33:36 +00:00
keni
c119e8c3d9 add param to ini winsys routines
Provide a mechanism for cleanly moving between tentative window system
selections during startup.  Now, before a second (or later) system is selected,
the first will be notified that it is losing control.  See window.doc.
2012-01-10 01:39:31 +00:00
nethack.rankin
1563a3e0ec drain life vs drain resisting objects (trunk only)
From the newsgroup:  casting spell of drain life at Stormbringer
(or Excalibur or Staff of Aesculapius) would reduce its enchantment just
like any other weapon.  Drain resistance should protect against that even
when not actively wielded.
2012-01-08 01:26:35 +00:00
arromdee
4856f00479 remove duplicate entry
Since this should just be in 34.4
2011-12-19 00:27:17 +00:00
arromdee
2cf8261159 Minor cockatrice fix
PS: Why do we have duplicate fixes__._ files in the branches, since by
definition the same file would have to stay the same in any branch?
2011-12-18 05:16:36 +00:00
arromdee
df317ceb43 Put fruit fix in fix list 2011-12-12 02:18:20 +00:00
nethack.rankin
eaf3819bc2 expanded #terrain command (trunk only; 2nd try...)
Change the post-3.4.3 extended command "#terrain" so that it can be
used in normal play rather than just in wizard mode.  It's inspired by
a command in 'crawl' that lets you view the bare map without monsters,
objects, and traps so that you can see the floor at locations which have
been covered up by those things.

normal play
      redraw map to show the known portion of it without displaying
   monsters, objects, or traps; after player responds to --More--, the
   map returns to normal.

explore mode
      put up a menu so player can choose between the known portion of
   the map as above or the full map.  If the level isn't fully explored
   then the latter provides information to the player that he hasn't
   earned yet, but the _hero_ doesn't learn anything and after --More--
   the map reverts to what it showed before.  (In other words, unlike
   with magic mapping, the unknown portion doesn't become known.)

wizard mode
      put up a menu so player can choose among four alternatives:  the
   two above, the text representation of the map's internal levl[][].typ
   codes, or a legend explaining those codes.  (Originally, I wanted to
   be able to toggle back and forth between these last two, but looking
   at one and dismissing it, then reissuing #terrain to look at the
   other is much simpler to implement and is good enough.)
2011-12-05 09:39:19 +00:00
nethack.rankin
7c68beae81 patch cleanup (trunk only)
My #terrain patch had a typo on the command line and was going
to include doc/fixes35.0 as the log text for a half-dozen files.  I
aborted the commit but most of them had already made it into the cvs
repository.  This reverts those changes so that the entire patch can
be re-comitted with the right log text.  Ugh...
2011-12-05 09:36:21 +00:00
nethack.rankin
d11e4daf27 oops [all of fixes35.0 as log text] 2011-12-05 09:16:07 +00:00
nethack.rankin
e072ebd3fa mapping/detection hangup handling (trunk only)
Noticed while looking at the magic mapping code:  u.uinwater is
cleared during mapping and detection so that map updating isn't suppressed
due to underwater vision restrictions, and it was possible for a hangup
save to take place before that state field was reset.  After restore, the
hero would end up standing on water, then fall in on the next turn.  This
saves it in struct `u' rather than in a local variable, so that the stored
value is accessible during restore.

     The u.uburied flag was being ignored, but presumeably it would also
impose severe vision restrictions if it ever gets implemented, so it is
now saved, temporarily cleared, and restored along with u.uinwater during
monster/object/gold/trap detection and magic mapping.
2011-11-29 03:28:07 +00:00
nethack.rankin
fdf037a89f autosearch while blind (trunk only)
From a bug report, he was running blind while wielding scissors--
I mean Excalibur--and stopped for no apparent reason.  The autosearch
capability conferred by that artifact (also by ring of searching, or for
some roles or races once they reach a particular level) had found a secret
door and changed it into a normal door, but since he couldn't see at the
time his map display wasn't updated to show that.  This makes the map show
such things even if blind, and also gives a message that the search found
something.
2011-11-24 00:13:24 +00:00
nethack.rankin
3337f05af8 shop feedback ("gold piecess") (trunk only)
From a bug report, dropping and selling a container that had some things owned
by the hero and some already owned by the shop, you could get "You sold
some items inside <a container> for N gold piecess."  Shop handing for
containers has been changed significantly since 3.4.3, but the typo
"pieces" that then optionally gets plural "s" appended was still there.

     While testing the trivial fix, I noticed suboptional feedback in the
prompt about selling.  For a container owned by the shop, it said "items"
even when there was just one hero owned item inside.  Fortunately this
potentinal can of worns only seemed to have one tiny weeny worm in it....

     The revised version of count_buc() that I've had laying around for
a while is also included.

     The fixes entry is for "piecess", not escaped/captured/exterminated
worms, and goes into fixes34.4 despite this patch being labeled "trunk
only".  Separate patch for trunk to follow.
2011-10-27 02:24:54 +00:00
nethack.rankin
897d527837 fix #2495 - light vs gremlins (trunk only)
From a bug report, flashing yourself
with a camera while in gremlin form blinded as with any other form, but
didn't inflict any damage the way that flashing a monster gremlin does.
This fixes that, and also makes light from wand/scroll/spell that hits
you-as-gremlin or monster gremlins do 1d5 damage too.  It happens even
if the target is already in a lit spot, but doesn't continue afterwards:
simply being in a lit spot doesn't cause any damage, nor does lamp light.
2011-10-17 01:32:23 +00:00
nethack.rankin
f48de2f336 fix #2242 and #2292 - levitation exceptions (trunk only)
From a bug report.  The first report complained about levitation
allowing you to move through water on the Plane of Water, something that's
come up in the newsgroup lots of times (mostly about how levitation is
the best way to get around, only occasionally wondering why it works:
water walking doesn't work there because there's no surface, so where are
you levitating such that you're kept dry?)  The second report complained
about being told you were floating up if you put on a ring of levitation
while stuck inside a wall (perhaps after being stranded when polymorph
into xorn form ended).

     This implements intrinsic blocking for levitation and also for
flying.  Being inside solid rock (or closed door) anywhere and being in
water on the Plane of Water are the things that do it for levitation;
those two and levitating are what do it for flying.  Entering such
terrain turns off ability to float/fly, and leaving there turns it back
on; starting levitation blocks flight, ending it unblocks (levitation
has always overridden flying's ability to reach the floor).  Being able
to phase through rock doesn't prevent levitation and flight from being
blocked while in rock; you aren't floating or flying in that situation.
2011-10-15 03:00:45 +00:00
nethack.rankin
30b3e5a2ea more vault guard (trunk only)
Fix several obscure bugs that can happen when a guard leads someone
out of a vault:
1) non-pit traps created in the temporary corridor would persist inside
   solid rock after the corridor was removed (pits dug by the hero were
   explicitly removed but several other trap types are possible);
2) lighting the corridor with scroll/wand/spell left the affected spots
   flagged as lit after they reverted to rock; tunneling through that
   area, either by digging or by teleporting back to the vault and having
   another guard appear, unearthed lit corridor there;
3) if you became encased in solid rock because you were in the temporary
   corridor when it was removed (which will happen if the guard is killed
   while you're in his corridor), you were only told so if you saw part of
   it revert to rock; when blind, you simply found yourself unable to move;
4) dragging an iron ball in the temporary corridor could result in part
   of that corridor becoming permanent if the guard was killed; in 3.4.3,
   it would only occur if the cause of death took away all the guard's
   hit points (which happens for most but not all deaths); in development
   code after my recent patch, that would be every cause of death.
#4 could also yield "dmonsfree: <N+1> removed doesn't match <N> pending"
warning in 3.4.3 when the fmon list was scanned and a guard at <0,0> with
no hit points was found but hadn't passed through to the end of mondead()
and m_detach().  The previous patch fixed that, I think/hope.  Most guard
deaths won't trigger that; grddead() moves the guard to <0,0> but then
removes the temp corridor on its second try, returns true, and mondead()
finishes normally.
2011-10-13 00:31:13 +00:00
keni
4e5e720334 display version and build info at startup (trunk only)
Tested on the unix port; I've updated as many other ports as I can figure
out but they're not tested.  See window.doc for info on the changed banner
lines.  Also adds the ability to override the generic "Unix" port - used now to get
"MacOSX" into the version line instead of "Unix" (so we don't scare people who don't
know what's going on).
2011-10-11 02:37:31 +00:00
nethack.rankin
bd172eb167 vault guard bug: dropping minvent at <0,0> (trunk only)
From the newsgroup:  after killing a vault guard on a level where
every object had been removed or was held by the hero, object detection
gave feedback about finding something but was unable to show anything.
It was finding the dead guard's inventory at <0,0>, a part of the map
which never gets shown.  A dying guard is sent to that location instead
of being killed and deleted, because the data for his temporary corridor
to/from the vault is kept in the egd structure attached to him.  That's
somewhat obscure but works; dying guards just need to drop inventory
before being transfered there rather than after.

     Depending upon how they're killed, it's possible that the umpteen
places in the code that loop over fmon might have been processing them
as if still in play.  This sets their mhp to 0 so such loops will ignore
them, and teaches dmonsfree() not to release them.  Once the temporary
corridor has been removed, their isgd flag is cleared and they become
ordinary dead monsters and get deleted from the fmon list the next time
it's purged.

     This also lets you throw gold to/at the guard when he tells you to
drop it.  He already would catch it, but now he won't treat the throw as
an attack.  Any gold he carries will eventually disappear when he does,
so dropping it remains a better option for the player.
2011-10-09 02:13:01 +00:00
nethack.rankin
1e65061989 eating tins while poly'd (trunk only)
While testing something, I noticed that I could eat a tin (off the
floor) while polymorphed into a bat.  The code to check whether the hero
could open a tin was testing for limbs, so winged critters passed.  Now
it requires hands instead of limbs, and also that the current form be big
enough to be capable of wielding something (even though you don't need to
be wielding anything to open a tin).

     This means that a hero poly'd into a dog or cat will no longer be
able to serve him-/herself dinner from a tin....
2011-10-02 01:50:23 +00:00
nethack.rankin
2ba506b385 version feedback (trunk only)
Show the 'v' output (full version number plus build date-time) as
the first line of '#version' output (build time configuration settings).
It isn't simple to do that when generating dat/options (there's some
port-specific tweaking going), so do it at run-time by processing that
file one line at a time instead of passing it through a pager routine.

     This also inserts an "About NetHack" entry as the first choice in
the menu for '?', the way that most Windows programs have interactive
help organized.  Picking that gives the same output as using #version.

'make depend' manually updated for Unix and VMS (add dlb.h to version.*).
2011-09-23 07:33:18 +00:00
nethack.rankin
171721adda fix W343-7 - strange topten output on Windows
Using the two Windows binaries, starting a game with the tty
interface (nethack.exe) and saving, then restoring and finishing with
the win32 interface (nethackW.exe) would display the topten output as a
series of popup windows displaying one line at a time.  The win32 binary
forces the toptenwin option to 1, but when restoring a saved game that
would get overridden by data from the save file and could end up 0.

     This change keeps the toptenwin option out of save files, like color
and other display-oriented features that might not be applicable when
restoring on something with different capabilities.  Separate binaries
for alternate interfaces aren't quite the same situation, but close enough.
The toptenwin option can still be toggled interactively with 'O', but the
new value will disappear if you save rather than finish.  Setting it once
via config file or environment variable is the preferred way to go if you
want to override the default behavior.

     Both trunk and branch get iflags.toptenwin added.  For the trunk,
flags.toptenwin is simply deleted and patchlevel.h's EDITLEVEL is bumped.
For the branch, flags.toptenwin is renamed and becomes unused, while
EDITLEVEL is left alone.  Leaving a dummy field in the old toptenwin slot
of struct flags preserves save file compatability with 3.4.3.
2011-09-19 03:08:39 +00:00
nethack.rankin
16e81690e3 new command '`' to show discoveries for one class (trunk only)
Use the grave accent (back tick) character as the keystroke for a
new command which prompts for an object class and then shows a subset of
the discovered objects list covering just the selected class.  Similar
to the 'I' variant of 'i' for viewing inventory, and mainly useful once
the '\' discoveries list has grown long.
2011-09-15 04:16:29 +00:00
nethack.rankin
8dfb62a9d6 jabberwock hands
Revert a change from five weeks ago which added M1_NOHANDS to the
jabberwock definition.  The jabberwock illustration from Lewis Carroll's
_Through_the_Looking_Glass_ depicts one with its forelegs held like arms
and the forefeet look like clutching hands.  Enormous hands, but
nethack's one-size-fits-all object model means they can manipulate things
just like anybody else's hands.
2011-09-02 21:44:09 +00:00
nethack.rankin
d592b9c4ae sokoban completion (trunk only)
Something I've had in mind for a long time and finally gotten around
to implementing:  when you fill in the last pit or hole of a sokoban level,
it's considered to be completed so luck penalties for unsokobanish things
(breaking a boulder, dropping everything and squeezing onto a boulder's
spot, reading a scroll of earth) stop being assessed and most Sokoban-
specific movement restrictions (against pushing boulders diagonally,
squeezing diagonally between boulders, floating over a pit or hole without
falling in, digging of new holes by monsters) are lifted.  Teleporting,
level teleporting, and phasing through walls are still prohibited when in
the sokoban branch of the dungeon.  (Keeping the non-phasing one in place
prevents taking a shortcut to the final prize in order to bypass the
treasure zoo monsters.)

     This adds level.flags.sokoban_rules, defines Sokoban macro to access
it, and replaces most In_sokoban(&u.uz) tests to check it instead.  It
gets set when a sokoban level is pre-mapped at the end of level creation,
and if it is set then whenever a trap is deleted, the flag gets cleared
if there are no more pits or holes present on the level.
2011-08-30 22:13:27 +00:00
nethack.rankin
c7a867ec78 probably fix teleport display bug (trunk only)
This might fix the following buglist entry
|Teleporting while using tiles may place you one tile beyond the edge of
|the display screen, and place the crosshair on empty space.

     Various bits of code, including teleport, are assigning directly to
u.ux,u.uy instead of calling u_on_newpos().  It wouldn't be an issue for
small tiles where the whole map fits on the screen, but it probably is for
bigger ones where clipping is in operation.  Using u_on_newpos() adjusts
the clipped map right away but changing u.ux,u.uy directly won't do so
until control returns to moveloop() and it eventually calls cliparound().
Usually the hero's position only changes by one column and/or row, hence
stays within the clipping margin, but that's not the case for teleport
nor for hurtling (throwing recoil while levitating, &c).

     Perhaps all the places that assign u.ux,uy should call u_on_newpos()
instead?  Most--all?--of them aren't updating u.usteed->mx,my, but I
guess that monster's coordinates don't matter since it isn't placed on
the map.
2011-08-29 01:36:48 +00:00
nethack.rankin
0acaa9bc1b wishing tweak: detect X vs X detection (trunk only)
Allow wishing for a "potion of detect objects" to generate a
"potion of object detection", or for a "spellbook of monster detection"
to generate a "spellbook of detect monsters".

     To get a spellbook you'll need to explicitly specify "spellbook"
even when using a name that's unique to books:  asking for "detect food"
will yield a "scroll of food detection" rather than "spellbook of detect
food" because it finds potions and scrolls first.  [That's nothing new
for the case where a spellbook and potion or scroll have the same name,
only new behavior for "detect X" vs "X detection" matches.]

     Wishing for "detect food" used to yield a random food item rather
than a "spellbook of detect food".  That's fixed now, although as
mentioned above it will actually produce a "scroll of food detection".
2011-08-28 20:47:56 +00:00
nethack.rankin
67f3a26e52 shopkeeper inheriting hero's possessions (trunk only)
Fix one of the issues noticed while investigating the report of a
shopkeeper sighing when a hero died without owing anything.  If the death
takes place outside of any shop on a level with multiple shopkeepers, the
first one in the fmon list would be the one who had access to the dying
hero's inventory, even if nothing was owed to that one and something was
owed to another shopkeeper.  Now the one who is owed gets first chance to
take the hero's possessions.

     When dying inside a shop, the keeper of that shop takes control of
the possessions regardless of whether he or anyone else is owed anything.
That hasn't changed, except that if the hero is simutaneoulsy inside
multiple shops (within a wall spot shared by two or more shops) and owes
money to one of them, the one who is owed will take his inventory even if
the other shk is found first.

     This doesn't include any changes to feedback given when the hero dies
in the presence of shopkeepers.
2011-08-28 02:11:12 +00:00
nethack.rankin
4aaf41de10 fix #H2428 - cockatrice nests filled with giant ant statues (trunk only)
From a bug report, if the high scores file
is brand new (empty), statues placed in a cockatrice nest (special room)
end up all being giant ant statues.  Statue creation for that room
suppresses object initialization (to prevent the statues from containing
spellbooks), so statue type is left as 0 by mkobj(), then when 'record'
is empty it never gets overridden with a role value as intended.

     This forces obj->corpsenm to be initialized as NON_PM instead of 0
by default, then overrides that for corpses, statues, and figurines even
when mkobj()'s caller requests that initialization be suppressed.  So if
'record' is empty, there will be a sensible fallback statue type.

     obj->corpsenm is overloaded for leashes ('leashmon', mon->m_id),
potions ('fromsink', fountain quaff hack), spellbooks ('spestudied', the
number of times the book has been read), and loadstones (corpsenm hack to
handle singular vs plural for "you can't let go of that/those" message).
If there are any other hidden corpsenm overloads, they may behave
strangely now that corpsenm is defaulting to -1 instead of 0....
2011-08-24 08:17:33 +00:00
nethack.rankin
8f07e5ee39 fix #H2397 - "<Mon> turns to flee" when paralyzed (trunk only)
From a bug report, a
monster incapable of moving could yield the message "<Mon> turns to flee!"
when hit by an attack which scared it.  I thought that something to fix
this had already been done, but that wasn't the case.  Now it will give
"The immobile <mon> seems to flinch" instead.  I'd rather use
  mon->data->mmove == 0 ? "immobile <mon>" :
    mon->paralyzed ? "paralyzed <mon>" : "sleeping <mon>"
but it presently isn't possible to distinguish between sleep, paralysis,
and being busy doning armor because mon->mfrozen is used for all three.
(I'm not going to worry about the busy case, even though "immobile" sounds
inaccurate for it.)

     Also, stethoscope and probing were suppressing "scared" after giving
"can't move", in order to reduce the chance of wrapping the top line.
This changes it to display both status conditions so that scared state
isn't hidden when the target is paralyzed or asleep (or busy).
2011-08-20 00:22:20 +00:00
nethack.rankin
50e12a87aa fix exploitable security bug in options processing
From a bug report, the function escapes(),
which is used during options parsing for various options that accept
string values, is given user-controlled input that could end with a
backslash or caret (or two character "\M").  Such a malformed escape
sequence would make it consume the input's end-of-string character and
then keep processing whatever followed.  That meant that it could
generate more data than its output buffer was prepared to hold, making
nethack be vulnerable to stack overflow issues.

     His example that was supposed to clobber the stack didn't trigger
any trouble for me, and I didn't bother trying the second one that can
allegedly cause the Win32 binary to run another program.  But the bug
itself is clearly real.
2011-08-03 12:42:12 +00:00
nethack.rankin
28ab93325e Sleeping vs Sleepy (trunk only)
While looking at fixing the mfrozen issue for monsters (there's no
way to tell whether it's been caused by sleep or paralysis, necessitating
that some messages be vague or suppressed when actions impact monsters
who can't move), I noticed a drawbridge bug for the hero.  It was using
the misleadingly named Sleeping intrinsic incorrectly.  When that is
nonzero, the hero is prone to falling asleep at random intervals, not
necessarily asleep right now.  I've always intended to rename it to
something that's not misleading, but hadn't ever gotten around to doing
so, until now:  change the SLEEPING property to SLEEPY and the Sleeping
intrinsic/attribute to Sleepy.

     This may be moot for the drawbridge.  I can't remember any hero ever
jumping to safety instead of being crushed by either the bridge or its
portcullis, and I'm sure sleepiness hasn't been a factor.  So I haven't
included any fixes entry about misusing Sleeping when it meant u.usleep
(or better yet, unconscious(); or even better, Unaware [a post-3.4.3
pseudo-property that tests both unconscious() and fainted() when checking
whether hero is incapacitated]).
2011-07-28 04:00:21 +00:00
nethack.rankin
164f498a41 mark jabberwocks as M1_NOHANDS
Jabberwocks are flagged as animals hence won't use items, or else
this would have been obvious long ago.  They weren't flagged as no-hands,
so a hero in their form could wear gloves and/or wield a weapon (or a
cockatrice corpse, whose ineffectiveness when used with a claw attack
which followed a bite attack led to the discovery of this oversight).
I'm not sure what a jabberwock ultimately looks like, but am pretty sure
that it shouldn't have usable hands, particularly ones which are only
usable by a poly'd hero and not by jabberwock monsters.
2011-07-26 01:37:53 +00:00
nethack.rankin
5f5721094b polyself weapon attack (trunk only)
From the newsgroup:  hero poly'd into various monster forms would be
incapable of turning a target to stone when wielding a cockatrice corpse.
Monster forms with a claw attack as their very first attack (second for
incubus and sucubus, handled as a special case) would have that be
converted into a weapon attack.  But some monster forms start with bite
attacks and have their claw attacks later; a hero poly'd into such form
wouldn't use his/her wielded weapon.

     This fixes that, but it's actually academic (or about to become so).
The only monster capable of wielding a weapon which would then be ignored
was jabberwock, and I think leaving NOHANDS off the jabberwock definition
is a bug in itself (next patch...).
2011-07-26 01:26:29 +00:00
nethack.rankin
c98133ac80 calculating shop price adjustments (trunk only)
Fix the second of a couple of minor things I noticed when viewing
that guy's ttyrec about a hidden inventory item which turned out to be
scrolls of scare monster on the used-up items section of his shop bill.

     He had a lot of scroll prices which started as $X00 and were changed
to $Y99 due to integer division roundoff when being hit with a 1/3 price
increase for unID'd items followed by 1/2 price increase for low charisma:
  100  ->  133  ->  199
  200  ->  266  ->  399
Forcing things to round up instead of truncate would help in some cases
but yield $Z01 in others.  Rather than doing that, this accumulates the
adjustment factors and then uses them to make one calculation which gives
a better result:
  100  ->  200
  200  ->  400
Other values and/or other adjustments might not work out so well, but I
don't think they'll ever become prices which look worse than before.
For a single increase of 1/3, 100 still yields 133 but 200 now gives 267
(so ends up differing from the combined price for two 100->133 items).
2011-07-23 03:57:09 +00:00
nethack.rankin
8d5a04a1c0 fix #H2384 - ceiling hiding by poly'd hero (trunk only)
From a bug report, a hero hiding on the
ceiling while poly'd into a piercer or lurker-above could be moved long
distances when a monster attacked his location, because when the attacker
moves into hero's spot, hero's new location is chosen before the attacker
had released its own spot.  If things are crowded, the nearest open space
can be quite far away, including beyond nonpassable walls.  Fix by taking
attacker off the map before choosing hero's destination, so in crowded
conditions they will likely end up trading places.

     This also prevents eels and sharks from moving onto land when the
hero has hidden on the ceiling next to their pool.  They'll miss without
moving into hero's spot, but the hero will become unhidden so they'll be
able to make ordinary water-to-shore attack on their next turn.

     Lastly, when the attacker is a long worm, the spot chosen for hero
might be filled by its tail by the time hero actually moves.  So double
check and possibly re-select target spot after moving a worm's tail.
2011-07-17 09:19:17 +00:00
nethack.rankin
edaa9440b7 fix #2382 - temp Dex loss becomes permanent when dismounting
From a bug report, if you dismount
from a steed whose legs are wounded, you won't recover the point of
dexterity which was removed when they becme injured.  He noticed the
case where the steed had just died, but it happens for voluntary
dismount too (actually any dismount except one which wounds the hero's
legs in the process:  DISMOUNT_THROWN or DISMOUNT_FELL).

     It seems rather odd that the hero temporarily loses Dex when the
steed becomes injured, but I haven't changed that.
2011-07-16 03:41:46 +00:00
nethack.rankin
6a53009069 fix shop ownership of saddle dropped by dead pet (trunk only)
From a bug report, you could obtain
a saddle for free if it was dropped (while worn) by a dying pet inside a
shop.  That's intentional, but it was happening even when the hero was
not in the shop, which doesn't seem right.  Change things to only set it
no_charge if hero is within the same shop (including standing in the
doorway or a temporary wall breach, not just when all the way inside) at
the time of the drop.
2011-07-09 02:56:38 +00:00
cohrs
ae1d8af5f3 fix #H2326: support window resize on linux
From a bug report.  Applied the suggested change to enable window resize
support by default on linux.
2011-06-16 15:10:14 +00:00
keni
5544dac753 Guidebook formatting
Get this in before it gets any staler.
2011-05-12 13:06:13 +00:00
nethack.rankin
b16fa5084e fix #2276 - unlightable candelabrum
From a bug report, applying unlit Candelabrum
of Invocation when its candles had 1 turn's worth of burning left would
give a message that the candles were burning but not actually light them
if done anywhere other than the invocation location.  Their burn time is
cut it half when not at that spot, and dividing an age of 1 yielded 0,
confusing begin_burn().  They wouldn't light and they couldn't be replaced
since they'd never get used up.

     The problem is real, but the chance of it actually happening in
normal play is just about zero.  This applies his suggested fix of
rounding the halved burn time up instead of down so that it can't yield 0.
It also applies his suggestion that the Candelabrum treat the invocation
spot like any other location once invocation has produced stairs there,
just as the Bell and the Book do.
2011-05-10 02:32:37 +00:00
nethack.rankin
a0f098af4d Guidbook.mn typo (trunk only)
nroff didn't care, but groff gives "warning: can't find font i".
2011-04-29 01:33:07 +00:00
nethack.rankin
8a66aa38df additional paranoia (trunk only)
A couple of extensions to the paranoid_confirmation option:

1) add paranoid_confirmation:Confirm -- setting this means that any
prompt where the other paranoid_confirm flags have been set to require
a yes response instead of y to confirm also require explicit no rather
than arbitrary non-yes to reject.  It will reprompt if you don't answer
"yes" or "no" (unless you use ESC, which is treated the same as "no").

2) add paranoid_confirmation:bones -- control whether the "save bones?"
prompt in wizard mode requires yes instead of just y.  The original user-
developed paranoid_confirm patch required yes unconditionally here, and
I left that out thinking it was undesireable.  But after testing the
"your body rises from the dead as <undead>..." fix a couple of days ago,
where you now get an extra message and consequent --More-- prompt just
before "save bones?", I've changed my mind about its usefulness, provided
that it's settable rather than unconditional.

     Handling paranoid_confirmation:bones outside of wizard mode is a
bit tricky.  Right now, it can still be seen via 'O' if it has been set
in NETHACKOPTIONS, but it won't show up in the menu if you use 'O' to
interactively change the value of paranoid_confirmation.  I'm not sure
whether that's the right way to go; it might be better to let non-wizard
users uselessly toggle it on and off rather than only partially hide it.
Or maybe it should be hidden from the current value even when it's set.
Or decline to set it in first place, despite external option settings.
2011-04-25 03:29:49 +00:00
keni
cb43f6fce5 paranoid_confirmation indentation cleanup
Pat confirms this is the intended behavior.
2011-04-24 21:12:06 +00:00
nethack.rankin
4151ab500f fix #H2259 - rising from dead message gives away info (trunk only)
From a bug report, receiving the
message "Your body rises from the dead as an <undead>..." gives away
the fact that bones are being created (and its absence when applicable
undead kills the hero gives away the fact that bones aren't being
created).  Not very interesting for single player installations where
5-10 seconds later the player is going to check the playground for new
files, but matters on multi-user installations where players don't have
access to the directory and sometimes race each other to juicy bones,
such as nethack.alt.org.

     At the end of disclosure, give the message whether bones are being
saved or not (for cases where it would have happened when bones are
created).  Player won't know whether new bones are becoming available.
Also, prevent risen undead-from-hero from being given random monster
inventory, but explicitly give mummy-from-hero a mummy wrapping if the
hero isn't already carrying one.  It will end up being worn; that's
the only armor mummies are allowed to put on.
2011-04-24 02:53:52 +00:00
keni
72b40100ee number_pad formatting fix for Guidebook.tex
Fix the alignment issue Pat noted (this is different than the suggestion I
mailed out - installing latex so I could test it proved it was wrong).
2011-04-23 20:27:05 +00:00
nethack.rankin
9cad308536 fix #H2247 - lava inconsistencies (trunk only)
From a bug report, if you move into lava, die,
and are life-saved or leave bones, your potions will remain intact,
whereas if you have fire resistance and survive, they'll be subjected to
destroy_item() and usually be destroyed (not always, because stacks of
more than 1 don't always destroy the whole stack).  Also, wooden ring
will be destroyed even if it happens to be ring of fire resistance.
This addresses both of those bugs.

     He also thought that all vulnerable armor should be destroyed rather
than just boots in the case where you have fire resistance and survive,
but I didn't change that.  It is a little odd, but presumeably only your
feet are in lava at first (although later sinking further into lava
doesn't actually burn up any other stuff).
2011-04-21 22:06:06 +00:00
nethack.rankin
cc03c15978 fix #2142 - skipping levels when climbing with Amulet
From a bug report,
when climbing out of Gehennom while carrying the Amulet, you could skip
a handful of levels by taking the magic portal into the Wizard's Tower,
dropping the Amulet, zapping it with a wand of teleportation--possibly
more than once--until it lands outside the tower.  Then take the portal
back out of the tower and level teleport--feasible now that you're not
carrying the Amulet any more--back to the tower level and retrieve the
Amulet.  Overall probably not much of a savings unless you're having
really bad luck with the mysterious force sending you back whenever you
try to go up.  The hero and monsters can't teleport from inside the tower
to the outside or vice versa; this gives the same limitation to objects.
2011-04-20 23:46:33 +00:00
nethack.rankin
2f1813cdd8 altmeta Alt key hack, mainly for unix (trunk only)
Some time ago we received a patch submission which attempted to
handle the Alt key for terminals or emulators which transmit two char
sequence "ESC c" when Alt+c is pressed, but I can't find it.  I don't
remember the details but recall that it had at least once significant
problem (perhaps just that it was unconditional, although it may have
been implemented in a way which interferred with using ESC to cancel).

     This patch reimplements the desired fix, making the new behavior be
conditional on a boolean option:  altmeta.  That option already exists
for the Amiga port, where it deals with low-level keyboard handling but
essentially affects the same thing:  whether Alt+key can be used as a
shortcut for various extended commands.  This one affects how the core
processes commands, and is only available if ALTMETA is defined at
compile time.  I've defined that for Unix and VMS; other ports don't
seem to need it.  (I'm not sure whether "options" created by makedefs
ought to mention it.  So far, it doesn't since this isn't something
users are expected to tweak.  The setting of the non-Amiga altmeta
option doesn't get saved and restored, so won't affect saved data if
someone does toggle ALTMETA and then rebuild.)

     When [non-Amiga] altmeta is set, nethack's core will give special
handling to ESC, but only during top level command processing.  If ESC
is seen while reading a command, it will be consumed and then the next
character seen will have its meta bit set.  This introduces a potential
problem:  typing ESC as a command will result in waiting for another
character instead of reporting that that isn't a valid command.  Since it
isn't a valid command, this shouldn't be a big deal, but starting a count
intended to prefix your next command and then typing ESC after deciding
to abort that count runs into the same situation:  nethack will wait for
another character to complete the two character sequence expected for
"ESC c".  There's not much that can be done with this, other than have
the Guidebook mention that an extra ESC is needed to cancel the pending
count, because digits followed by ESC could actually be a numeric prefix
for Alt+something rather than an attempt to abort the count.
2011-04-19 02:02:11 +00:00
nethack.rankin
8df1e4d6cb fix #2253 - shk dismissing kops from other level (trunk only)
From a bug report, if you rob a shop, let the
angry shopkeeper catch up with you outside his shop, escape to another
level with adjacent shk tagging along, then pacify the shk by paying him
off, he will dismiss kops on the present level and return to his shop
but when you return to his shop level there'll still be kops chasing you
there.  This fix adds an extra flag to the eshk structure so that kops
can be dismissed a second time when the shk migrates back to shop level.
The first dismisal (on the "wrong" level) still takes place in case any
kops are around.  Neither dismissal actually occurs if there happens to
be another angry shk present on the level where dismissal is being done.
2011-04-15 01:55:42 +00:00
nethack.rankin
3148c15ee5 fix #2251 - M-5 operation with number_pad:2
From a bug report, using Alt+5 when number_pad mode
is set to MSDOS compatibility (where Alt+5 is supposed to function as the
'G' movement prefix) didn't work correctly.  The code that did M-5 to G
conversion was being executed after the code which should have gotten G's
direction, resulting in strange behavior, probably using stale values for
u.dx and u.dy.  (With current dev code, I evidently had u.dx==0 && u.dy==0
so was getting "You can't get there from here..." which is actually pretty
amusing in the current context.  3.4.3 didn't have that feedback so I'm
not sure what happened in it; possibly just silent refusal to move.)
2011-04-13 01:36:40 +00:00