Commit Graph

59 Commits

Author SHA1 Message Date
PatR
deed117e7f fix #H6422 - hmonas against shades
I did much of this quite some time ago, as prequisite for a different
bug report about monsters vs shades, then set it aside.  It ended up
being more complicated than I anticipated.

When deciding whether various non-weapon attacks might hit a shade,
hmonas() was not checking for blessed or silver armor that should have
been applicable.  It did check boots when kicking, but not gloves or
rings (when no gloves) when touching, or outermost of cloak/suit/shirt
when hugging, or helmet when head-butting.  (The last one is actually
moot because nothing with a head-butt attack is able to wear a helm.)

The problem was more general than just whether attacks might hit and
hurt shades.  Various undead and/or demons are also affected by blessed
and/or silver attack but weren't for non-weapon attacks by poly'd hero.

At least two unrelated bugs are fixed:  a rope golem's AT_HUGS attack
gives feedback about choking but was fully effective against monsters
which fail the can_be_strangled() test.  And it was possible to hug a
long worm's tail, rendering the entire worm immobile.

The report also suggested that all artifacts be able to hit shades for
full effect, but by the time shades are encountered everyone has an
artifact so that would nullify a shade's most interesting ability.

TODO:  monster against hero and monster against other monster need to
have similar changes.
2019-01-22 18:15:49 -08:00
PatR
dd13b10cf2 make zeroany, zeromonst, zeroobj 'const'
They're never modified.  Minor complication:  &zeroobj is used as
a special not-Null-but-not-an-object value in multiple places and
needs to have 'const' removed with a cast in that situation.
2019-01-09 01:13:01 -08:00
PatR
c056ca1b35 fix github issue #170 - stacks of non-missiles
Fixes #170

Monsters never throw athames or scalpels but some fake player monsters
on the Astral Plane are given those.  Since they're stackable the
quantity usually gets boosted but there's no point in having more than
one if they won't be thrown.

This could have been fixed by letting monsters throw those two items,
but I prevented the quantity from being boosted instead.
2018-12-27 18:36:26 -08:00
PatR
89a3f4a3fd ^X again
Add a new line for one last missing status field:  gold.
Also add one for proficiency with current weapon.

Move a few lines from 'characteristics' to 'background' and a few
more from 'characteristics' to new 'basics', leaving characteristics
with the six original characteristics:  Str, Con, Dec, &c.
2018-11-02 00:59:01 -07:00
nhmall
bbb81700f5 sunsword vs gremlin
The original report complained that gremlins seemed impervious to
Sunsword's light yet a flash from a camera caused them to cry out in pain
despite "The long sword named Sunsword begins to shine brilliantly!"

This commit does two things:
1. A dmg bonus is applied against gremlins using a lit Sunsword.
2. Gremlins will generally avoid the light emitted by Sunsword.
There's a few minor flavor bits thrown in also.

It is understood that this effectively makes Sunsword provide
"gremlin-proofing", but the gremlin myth and Sunsword's characteristic
feature pretty much demand it.

bug 42
2018-09-22 14:08:28 -04:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
PatR
3c4152f52a spell skils for role-specific special spell
Every role has a specific spell that they having an easier time
casting.  Samurai's special spell is clairvoyance but samurai is
restricted in divination spells.  Requested about 4.5 years ago:
allow samurai to achieve basic skill in divination.

Similar for barbarian, special spell is haste self but escape spells
are restricted.  All the other roles can already get at least basic
in their special spell's category.

There were several choices:
1) leave things as they are;
2) give those two roles different special spells;
3) allow them to reach basic in the spell category of the existing
   special spell;
4) #2 for one of those roles, #3 for the other.

I went with #3.  To compensate, reduce attack spell skill limit from
skilled to basic for both.  (#4 might be better, since the reason to
want divination enhanced is most likely identify and magic mapping,
not interest in clairvoyance.)
2016-02-05 00:25:39 -08:00
Pasi Kallinen
c740425a90 Use define for iron ball weight increment 2016-01-06 16:23:48 +02:00
PatR
a447534b2f formatting: src/t*.c - z*.c continuation lines
End of first pass, but '[&|?:][ \t]*$' doesn't catch trailing operater
followed by end-of-line comment so more needs to be done.  As with the
past couple of batches, I've removed redundant parentheses from 'return'
statements but only for files that had continuation fix-ups.

I've also removed tabs from comments in some of the files, but didn't
start until part way through this subset of the sources.
2015-10-28 17:33:38 -07:00
PatR
4b8db661dd wet towel enhancements
Flesh out wet towels a bit:
1) wielding a wet towel--or a dry one which becomes wet--won't give a
   "you begin bashing with your wet towel" message when attacking;
2) if a formerly wet towel dries out completely while wielded, *do* give
   "you begin bashing with your towel" on the next attack;
3) successfully hitting with a wet towel no longer always loses wetness;
4) water damage to dry towel always confers at least 1 point of wetness;
5) taking fire damage (via burnarmor() which is used for most types of
   fire damage) has a chance to partially or fully dry a wet towel
   (regardless of whether it's wielded at the time; applies to monsters
   as well as hero; each towel being carried is checked until one is
   affected, then any others escape drying.

Not done:
-) attacking with a wielded wet towel perhaps ought to be treated as a
   weapon attack using whip skill rather than an augmented arbitrary-
   junk-by-weight attack;
-) throwing a wet towel should probably ignore wetness--it's just a wet
   piece of cloth when not finishing with a whip snap; right now, it
   loses a point of wetness when thrown and usually--#3 above--another
   point if it hits...;
-) hitting burning creatures is no different than hitting anything else;
-) likewise for hitting wet creatures.
2015-10-17 17:00:53 -07:00
Pasi Kallinen
f056bdb429 Comment typofixes, pt 2 2015-10-17 13:15:46 +03:00
Pasi Kallinen
8212ddd69e setmnotwielded should always MON_NOWEP
Instead of making the caller remember to use MON_NOWEP, make
setmnotwielded handle that automatically.  This fixes the
"bad monster weapon restore" errors I've been seeing.

Also adds sanity checks for this.
2015-10-06 18:47:55 +03:00
PatR
2b2ee0fbab formatting fixup (1 of 2)
Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them.  It's uglier but it won't break compile for pre-ANSI compilers.

This covers many files in src/ that only have one or two such split
strings.  There are several more files which have three or more.  Those
will eventually be '(2 of 2)'.

Noticed along the way:  the fake mail message/subject
  Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address.  Doesn't anybody enable fake mail anymore?

I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.
2015-07-12 19:35:06 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
Derek S. Ray
4dddb97301 remove and transfer INVISIBLE_OBJECTS to branch 2015-02-27 19:34:32 -05:00
Sean Hunt
4f59f5c6fd Make WIZARD unconditional. 2015-02-27 19:33:22 -05:00
Sean Hunt
b066b7c170 Make KOPS unconditional. 2015-02-27 19:33:04 -05:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
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
nethack.rankin
38cea51d15 enlightenment/status feedback about wielded weapons (trunk only)
I noticed "you were wielding two weapons at once" in end of game
disclosure from a newsgroup ascension post for the Spork variant and
thought we ought to show that too.  Well we already do.  This moves it
from an attribute entry for magical enlightenment to a status entry for
^X display since it's something the hero and the player should already
always know.  In the process I added feedback for being weaponless and
then went further and added some feedback about what weapon is wielded.
This is stuff that could/would be shown on the status line if there were
room, and fits with the post-3.4.3 ^X expansion of cryptic status stuff.

     The "new ^X output" entry in the new features section of fixes35.0
covers this too.
2011-02-11 02:25:59 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
b12d8522c5 Sunsword redux (trunk only)
This started out as a one line change.  After I saw someone in the
newsgroup mention that Sunsword's light was inferior to that of a lamp,
I decided to make it work better (than in 3.4.3, that is, becoming the
same brightness as a lamp) when blessed and worse when cursed (useless to
hero but still visible if wielded by a monster).  But then it needed to
change light radius when its curse/bless state changed, and it needed
message feedback when doing so, and that got kind of complicated.  I
wouldn't have bothered if I'd known what I was getting into, but I don't
want to throw it away now that I've done all this work....

     Sunsword now gives a light radius of 3 when blessed (same as a lit
lamp), radius of 2 when uncursed (same as a lit candle and as it has been
providing since added in 3.4.0), and a radius of 1 when cursed (nearly
but not completely useless, as mentioned above).  Also, it now "shines"
rather than "glows" since we usually use the latter for temporary effects.
2009-01-24 01:44:29 +00:00
nethack.rankin
d5ca34a45b initial sling skill
From a bug report, archeologists were
inadvertently starting out at basic skill level in sling because of their
carried touchstone, which is flagged as being sling ammo.
2008-05-08 03:50:44 +00:00
nethack.rankin
8dbbd1d2d0 monster polearm usage (trunk only)
From newsgroup discussion, reproduced with current dev code (the
missing capitalization is a post-3.4.3 buglet):

  The orc tries to wield a halberd.
  the orc's bow is welded to her hand!
  The orc thrusts a halberd.  You are almost hit by a halberd.

Caused by overloading polearm attacks with throwing.  The monster throwing
code didn't enforce that a polearm must be successfully wielded.
2007-06-09 02:18:44 +00:00
nethack.rankin
174182f0e4 Sunsword vs shades, take II (trunk only)
From the newsgroup:  Sunsword is ineffective against shades.  It
gets a special bonus of double damage vs undead, but since it's not made
of silver it was only doing 1 point of damage against shades.  Make the
bonus-vs-undead attribute override the silver-required criterion.  (No
comparable handling for flimsy weapons against thick-skinned critters
this time.)
2007-05-10 03:03:46 +00:00
nethack.rankin
14b0060e42 Sunsword vs shades _reversal_
Reverse the previous patch.  It made other artifacts like Fire Brand
also do full damage against shades, which wasn't inteded.  Back to the
drawing board....
2007-05-10 02:20:22 +00:00
nethack.rankin
237615f9d9 Sunsword vs shades
From the newsgroup:  Sunsword is ineffective against shades.  It
gets a special bonus of double damage vs undead, but since it's not made
of silver it was only doing 1 point of damage against shades.  Make the
bonus-vs-undead attribute override the silver-required criterion.  (If
there's ever a whip or other flimsy weapon which gets a bonus against
some type(s) of thick-skinned monster, its attack will override the skin
thickness in similar fashion.)
2007-05-10 02:14:10 +00:00
nethack.rankin
1e7ace58f7 polyself weapon drop feedback
Don't say "you must drop your weapon" when it doesn't actually get
dropped.  And make "weapon" be more specific, comparable to the handing
for slippery fingers.
2007-02-18 03:33:43 +00:00
nethack.rankin
7c64dbaf83 fix #Q404 - monster wielding cursed corpse
From a bug report, applying a bullwhip
towards a monster to try to steal its weapon would report that a cursed
cockatrice corpse was welded to the monster's hands even though corpses
wielded by the player never become welded.  Code for monsters deciding
what to wield knew that corpses don't weld; everywhere else seems to
assume that they only wield weldable weapons.  Add a routine to check
whether a wielded item is welded, similar to what's done for the hero.  I
fixed a couple of other spots besides use_whip() but didn't hunt all over.
2007-02-10 05:14:22 +00:00
nethack.rankin
54bbb38ee0 merge javelin and spear skills (trunk only)
Part of "multi-shot throwing proposal" last January.  Unfortunately
some of the bits that I had implemented back then have vanished, so I'm
doing it over from scratch.  There were three main parts:
1) allow multi-shot volley throwing for all stackable weapons (affects
   knives, javelins, spears, and boomerangs; other weapons either don't
   stack or are already multi-shot);
2) make worm teeth and crysknives be stackable like ordinary knives;
3) merge spear and javelin skills, so that allocating skill points to
   their use becomes more attractive and they might get used more.
This patch only does #3.

     Since the monk skill set shrinks by more than any of the other roles,
I bumped max skill for escape spells (haste self, invisibility, jumping,
levitation, and teleport away) from basic to skilled; that's the only
skill adjustment included here.  For the couple of roles had different
max values for spear and javelin skill; this keeps the higher of the two.
2006-12-15 04:54:22 +00:00
nethack.rankin
624a1b31d9 surviving petrification (trunk only)
From the newsgroup:  if you were wielding a cockatrice corpse without
gloves while polymorphed into something capable of doing that, then were
turned to stone when rehumanizing, you'd be left wielding the untouchable
corpse if life-saving kept the game going.  This causes it to stop being
wielded if you get that far.  Likewise for monsters.
2006-10-13 05:39:16 +00:00
nethack.allison
253bf359af drawing overhaul (trunk only)
This is an overhaul to the NetHack drawing mechanism.

- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.

- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects

- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.

- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.

- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.

- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c

- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.

- 'symset' config file option loads a desired symbol set for
everything but the rogue level.

- 'roguesymset' config file option loads a desired symbol set
for the rogue level.

- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
	  S_fountain:\xf4 \
	  S_boulder:0

- 'symbols' file has the following structure:
start: DECgraphics
	Handling: DEC
	S_vwall: \xf8			# meta-x, vertical rule
	S_hwall: \xf1			# meta-q, horizontal rule
finish
start: IBMgraphics
	Handling: IBM
	S_vwall: \xb3			# meta-3, vertical rule
	S_hwall: \xc4			# meta-D, horizontal rule
finish

- 'symbols' file added to the source tree in the dat directory

- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
2006-09-21 01:46:15 +00:00
nethack.allison
999424aecc more zeroany (trunk only) 2006-07-09 17:39:43 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
9bc23ab484 static placement warning
<Someone> complained that his compiler was giving these
two warnings:

weapon.c:835: warning: `static' is not at beginning of declaration
version.c:132: warning: `static' is not at beginning of declaration
2004-12-16 00:08:41 +00:00
nethack.rankin
aa58ee1ab7 Glib messages when dropping weapons
<Someone> reported that she got "your weapon slips from your hands" when
inflicted with slippery fingers while wielding multiple daggers.  That
should be "weapons" plural and they're only being dropped from one "hand"
singular.  Fix that and also give more specific feedback than "weapon"
for non-swords based on their weapon skill category names.  This works
pretty well for most common weapons but might need some more tweaking for
ones where different types have gotten lumped together in the skills.

old feedback:
  Your weapon slips from your hands.
  Your tool slips from your hands.
  Your food slips from your hands.
twoweapon:
  Your sword slips from your hands.
  Your other sword also slips from your hands.

new feedback:
  Your daggers slip from your hand.
  Your <one-hander> slips from your hand.
  Your <two-hander> slips from your hands.
  Your pick-axe slips from your hand.
  The corpse slips from your hand.
twoweapon:
  Your sword slips from your left hand.
  Your other sword also slips from your right hand.
2004-11-02 05:15:33 +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
4775dd3cbf headings in option menus
There was a great deal of inconsistency in
different menus on how headings were displayed.
This allows the user to select what they like best.
I was motivated to do this, because I wasn't satisfied
with the appearance of ATR_INVERSE in the menus
on win32tty, and several of them specified it.
2003-10-05 19:56:22 +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
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00
nethack.rankin
b57bc61a80 jousting
Part I:  it's possible to use two-weapon combat while wielding a
lance (which seems odd to me); the second weapon would hit even if the
the first delivered a lance jousting blow that knocked the target away.

     Part II:  always getting the joust knockback effect when hitting
with a lance while mounted was too powerful; implement a suggestion
from the newsgroup that it be a random chance based on skill level.

     Related:  it's now possible to break your lance when hitting; when
adding that, I noticed that it was theoretically possible (didn't try
to reproduce) for a shattered boomerang or mirror to yield the stagger
bonus sometimes given for unarmed attacks.
2002-12-05 02:07:20 +00:00
nethack.rankin
e639c09f58 fix B14012 - polymorph of monster possessions
Forwarded from the newsgroup:  when a monster gets hit by wand or
spell of polymorph, any armor that fell off was protected from being
hit by that same zap, but a dropped weapon wasn't.  Nor was the whole
dropped inventory in the case where the monster is killed by system
shock rather than transformed.  Protect its entire inventory.
2002-11-08 12:45:58 +00:00
nethack.allison
fc319a4be0 string constants
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
2002-08-20 08:05:20 +00:00
nethack.allison
3c227928f9 function name format
From <Someone>:
[functions that don't start in leftmost column ]

apply.c:int unfixable_trouble_count(is_horn)
artifact.c:void arti_speak(obj)
botl.c:int xlev_to_rank(xlev)
botl.c:int rank_to_xlev(rank)
display.c:void map_location(x,y,show)
hack.c:static void findtravelpath()
hack.c:void unmul(msg_override)
hack.c:long money_cnt(otmp)
mklev.c:CFDECLSPEC do_comp(vx,vy)
pickup.c:long carry_count(obj, container, count, telekinesis, wt_before, wt_after)
pickup.c:boolean mon_beside(x,y)
shk.c:long money2mon(mon, amount)
shk.c:boolean same_price(obj1, obj2)
shk.c:void finish_paybill()
trap.c:boolean delfloortrap(ttmp)
weapon.c:void give_may_advance_msg(skill)
do_name.c:char *coyotename(mtmp, buf)

(This with a pruned 'egrep '^[[:alnum:]]+ .*\(.*\)$' *.c' in src/; I
haven't looked outside that directory, but generally speaking once you
go beyond there you're widening your search anyway.)
2002-08-12 22:24:05 +00:00
cohrs
b4b5a0fe52 B02001 - trees and monster
<Someone> noticed that the change to require axes for trees (and allow them for
doors) did not extend to monsters.  Now it does.
- added 2 new weapon check flags to handle the new cases
- added some detailed digging flags to mfndpos, based on ALLOW_DIG, and
  moved some common logic regarding that flag into mfndpos
- made the ARMS check consistent for 2-handed weapons
I also noticed that simply carrying a pick was enough to allow a monster to
dig a door; wielding wasn't required.  This is fixed as well.
2002-08-11 17:32:47 +00:00
nethack.allison
fba4cbd6af #R650: Game crash (Panic - obj not free)
> <email deleted>
> Oops! [...]
> Suddenly, the dungeon collapses.
> place_object: obj not free
>
> The crash is reproducible in wizmode by wishing for a landmine, arming it and
> pushing a wished-for boulder onto it.
2002-03-23 01:35:59 +00:00
nethack.allison
982fc9354b As Kevin pointed out. 2002-03-07 23:36:53 +00:00