Commit Graph

3208 Commits

Author SHA1 Message Date
nhmall
3ccc6e5308 Merge branch 'NetHack-3.6' 2019-10-17 20:52:10 -04:00
PatR
389c496055 zap colors
One of the comments for pull request #234 mentions that the colors
for sleep and poison are backwards.  Yellow dragons had green breath.
Green dragons would have had yellow breath if they used the normal
zap symbols, but they use the poison cloud one which is green so
they had green breath.  I rarely have color enabled and had never
noticed.  (At the moment I can't find where the switch from zap to
cloud is being done.)

Pull request #234 is based on #231, about control of the shield
effect animation when resisting.  But it changes struct flags so
would break 3.6.x save file compatibility.
2019-10-17 15:50:33 -07:00
PatR
3e368b9a51 symbol set reorganization
Change the way symbol sets are loaded to make them have the same order
as they appear in the symbols file rather than being reversed.

Revise dat/symbols so that the new ordering yields a result similar
to the old ordering, more or less.  I've added a few set descriptions.
The only substantive change is marking DECgraphics as primary-only
(not available on rogue level) and adding new set DECgraphics_2 which
is commented out near the end.

Define symbol handling H_MAC since one of the sets specifies
'handling: MAC'.  All H_MAC is used for now is to avoid showing
MACgraphics as a symset when compiled without MAC_GRAPHICS_ENV (which
was used for pre-OSX Mac by the old code in sys/mac/), so it will be
hidden for everyone.

I left handling H_CURS even though curses doesn't implement anything
for it.  It could do something when rendering the map or assign a
function to 'cursesgraphics_mode_callback' for special init or both
but hasn't needed to.  Since curses is now supporting DECgraphics,
define 'decgraphics_mode_callback' for it.  No value is being
assigned so that doesn't do anything; curses seems to be setting up
the primary character set as text and secondary one as line-drawing
without the need for that hook.

With the added set descriptions, 'O's symset menu looked horrible for
curses due to the way curses decides to set the width of menus and
the resulting line wrapping which took place because of a too-narrow
menu.  I've added a chunk of code to the options handling code which
shouldn't really be there but makes the menu much easier to read.

Lastly, do some formatting cleanup in files.c.
2019-10-17 05:00:58 -07:00
PatR
33d33fcf19 fix curses build warning and update fixes36.3
Move a declaration that became mid-block when a preceding 'if () {'
got removed to top of block suppress warning about C99 feature.

Add new entry for the curses symset change to fixes36.3.
2019-10-16 16:19:51 -07:00
PatR
32e2d7cfc5 fix use_inverse (aka wc_inverse) for curses
Highlighting for monsters shown due to extended monster detection and
for lava shown in black and white didn't work because that keys off
of 'iflags.use_inverse' (actually a macro for 'iflags.wc_inverse') and
curses wasn't enabling that window-capability option.  To be fair, it
was probably unconditional at the time the curses interface was first
developed.  It checked for whether a monster was supposed to be drawn
with inverse highlighting but wouldn't draw it that way because the
flag was always false.  Inverse b&w lava is relatively new and curses
hadn't been taught about it.

Various other things such as pets (if hilite_pet is on) and object
piles (if hilite_pile is on) get highlighted with inverse video when
use_color is off, regardless of whether use_inverse is on or off.
That's probably a bug.
2019-10-14 02:28:27 -07:00
Pasi Kallinen
f200397689 Fix monster triggering land mine accessing deleted trap
mintrap -> thitm -> mondied -> relobj -> mdrop_obj ->
flooreffects -> deltrap

after calling thitm, the mintrap code was trying to access the trap.
2019-10-13 20:52:38 +03:00
Pasi Kallinen
346ebbce10 Fix launched object accessing a deleted trap
In launch_obj, the code first got the trap, then called ohitmon
(which can delete the trap by doing mondied -> fill_pit ->
flooreffects -> deltrap), then after that used the trap variable.
2019-10-13 20:40:58 +03:00
Pasi Kallinen
1f7095e226 Fix addressing deleted trap when helping monster out of a pit
Move reward_untrap before fill_pit, as the trap may get deleted.
2019-10-13 19:58:27 +03:00
Pasi Kallinen
9e9ee59ca7 Fix hero hiding under a statue shattered by land mine
Trigger a land mine while being polymorphed into a monster that
automatically hides (eg. scorpion). Have the statue on the land mine
shatter and all items on that square scatter away. Avoid falling
into the pit left by the land mine.
2019-10-13 19:30:32 +03:00
PatR
1fc8d7528c fix #H9298 - corpse mismatch
Corpses for dying monsters were being created with the wrong type,
caused by incorrect block nesting for 'if (ptr)' from commit
ad302fb8a9 (Oct 10).
2019-10-12 02:31:47 -07:00
Pasi Kallinen
46adb312e7 Fix priests and shopkeepers moving on other monsters 2019-10-11 20:24:17 +03:00
Pasi Kallinen
ab30c3d79d Fix vault guard impossible
... when the guard is angry, and he's in the vault or in his corridor,
you're not in the vault nor in his corridor, and the level is full
so the guard cannot relocate.
2019-10-11 20:11:28 +03:00
Pasi Kallinen
02b9368dba Fix fired iron ball sanity error
When hero was punished and swallowed, and fired the attached
iron ball from a quiver, thrownobj was not cleared.
2019-10-11 20:02:06 +03:00
PatR
e4f3559acc curses on unix - terminal reset needed after abort
Noticed while investigating the message loop.  If I had level files
from an interrupted game and was asked "Destroy old game?" when
starting a new one, answering 'n' left the terminal in an unusable
state.  Executing 'stty sane' (invisibly since input echo was off)
repaired things but the user shouldn't have to do that.

Change unixtty.c's error() to shut down windowing if that has been
initialized.  This might need some tweaking for tty, which will now
clear the screen before showing the startup error message.  Other
systems besides unix use unixtty.c so are affected, but I think the
change doesn't introduce anything that should cause trouble (aside
from the potential screen erasure).
2019-10-09 13:18:34 -07:00
nhmall
72fcfadf23 Merge branch 'NetHack-3.6' 2019-10-08 20:27:39 -04:00
Pasi Kallinen
e92445810f Fix ball and chain sanity
Scatter did not consider the ball or chain, and moved them around, causing
ball and chain sanity error.

One way to trigger was being punished, with chain on a land mine and having
a monster trigger the mine. Now the chain will shatter, unpunishing the hero.
2019-10-08 19:47:51 +03:00
nhmall
f32ff16ecc Merge branch 'NetHack-3.6' 2019-10-07 22:05:40 -04:00
PatR
80d3abcf00 fix github pull request #26 - validating #explore
Fixes #26

Report stated that the attempt to look up the player's username
(on Unix) failed (reason unknown) and nethack refused to allow the
player to execute the #explore command even though sysconf was set
to use character names (CHECK_PLNAME=1) instead of user names.
Setting EXPLORERS to "*" overcomes this glitch, but the fix moves
a bit of code around to honor CHECK_PLNAME before fetching username
so that that isn't necessary.

I ended up doing some formattng clean up (replace tabs with spaces,
whitespace cleanup in 'port_insert_pastebuf()').  The actual change
to fix #26 is only a few lines.
2019-10-06 17:30:18 -07:00
nhmall
fe1b2d6e82 Merge branch 'NetHack-3.6' 2019-10-06 09:16:23 -04:00
PatR
f7bf56555e fix pull request #227 - running over engravings
Fixes #227

Travel, <ctrl><direction>, <g|G><direction> all stop on engravings,
but <shift><direction> told the player what the engraving said and
kept going.  The message output is buffered until map update or
another message, so player couldn't tell where hero was at the time
the engraving got shown.  Make <shift> running stop on engravings.
2019-10-05 16:42:13 -07:00
nhmall
2f49d34019 Merge branch 'NetHack-3.6' 2019-10-04 22:31:35 -04:00
PatR
f11f4de057 sortloot of tools
Fix the first part of github issue 229.  sortloot_classify() tries to
group musical instruments separately from other tools, but missing
'break' in a 'switch' prevented that from happening--they were mixed
together.

Since that grouping isn't documented anywhere, only source divers
would ever notice that it wasn't working as intended.
2019-10-04 16:37:14 -07:00
PatR
f3bc5e5c78 fix #H9272 - "object lost" panic
when polymorph causes loss of levitation boots or water walking boots
while over water.  If discarding stuff while trying to crawl out got
rid of the taken-off boots, they wouldn't be in inventory any more
when break_armor() tried to drop them after taking them off.
2019-10-04 16:12:08 -07:00
PatR
8fa38ec8fb fix 'b&c distance' sanity check warning
when attempting to crawl out of water fails and hero is life-saved
or wizard-/explore-mode player declines to die.  If the hero is saved
by positioning him/her one step further away from ball and chain,
teleds() tries to drag them, but if 'emergency disrobe' left the hero
stressed or worse, dragging fails.  Ball and chain were being left
where they were, with chain no longer being adjacent to hero.

If drag_ball() fails, have teleds() teleport ball and chain to hero's
new spot, same as when that isn't within range of a one step drag.
2019-10-04 15:16:51 -07:00
nhmall
c6a4e8ce50 Merge branch 'NetHack-3.6' 2019-10-04 09:11:29 -04:00
PatR
d9a1bbb203 fix #H9269 - potential panic due to window slots
A couple of early returns could result in temporary windows getting
left around instead of being released for re-use, which in turn might
lead to a panic due to lack of available window slots.  The first
one is accompanied by an 'impossible' warning which no one has ever
reported and the second one could only happen if data file 'keyhelp'
was missing, so panic due to either of these is hypothetical as far
as released versions go.  Somebody making modifications could run
afoul of either of them though.

query_category() - switch from early return to 'goto' so that the
  temporary window used for a menu will always be destroyed;
whatdoes_help() - defer creating the display window until after the
  data file has been successfully opened so that early return won't
  need any window cleanup.
2019-10-03 15:45:43 -07:00
nhmall
acf45be503 Guidebook.txt update 2019-10-02 10:56:39 -04:00
nhmall
59effabd73 Revert "Guidebook.txt update"
This reverts commit df7e6a0f2a.

stamped with incorrect version
2019-10-02 10:50:04 -04:00
nhmall
df7e6a0f2a Guidebook.txt update 2019-10-02 10:47:47 -04:00
nhmall
38b529c3e7 fix a Guidebook.tex bit just noticed 2019-10-02 09:46:30 -04:00
nhmall
b139d4f869 Merge branch 'NetHack-3.6' 2019-10-02 09:36:36 -04:00
nhmall
1df652683e allow orctown booty items to be initialized in mksobj 2019-10-01 21:06:07 -04:00
nhmall
642f698a7a Merge branch 'NetHack-3.6' 2019-10-01 20:44:57 -04:00
nhmall
e520071f52 update guidebook 2019-10-01 19:57:04 -04:00
nhmall
29946b551b autopickup exception priority in pull request 226
The pull request #226 commentary follows:

One major limitation of the autopickup exception system is that you can't
define an exception from an exception, despite both menucolors and msgtypes
prioritizing rules based on the order they are defined in .nethackrc. This
is because the "always pickup" and "never pickup" exceptions are tracked in
different lists, and at runtime, when the player steps over an object, the
game checks these lists seperately, with "never pickup" taking precedence.
This means that if you want to pick up some but not all items matching a
given expression, you may need to write a long and kludgy list of regexes
to get the behavior you want.

I've edited the autopickup exception code to remove this necessity: now
the exceptions are stored in one list, and conflicts between them are
resolved based on their relative position in that list. Whether an
exception was inclusive or exclusive was already tracked individually;
I don't know why they were stored separately in the first place. This
edit makes the system both more convenient and more consistent with the
semantics of menucolors and msgtypes.

With these changes, the 33 autopickup exception rules in the wiki article
linked above may be replaced with the following 7 much simpler rules for
the exact same effect:

AUTOPICKUP_EXCEPTION=">.* corpse.*"
AUTOPICKUP_EXCEPTION="<.* newt corpse.*"
AUTOPICKUP_EXCEPTION="<.* lichen corpse.*"
AUTOPICKUP_EXCEPTION="<.* lizard corpse.*"
AUTOPICKUP_EXCEPTION="<.* floating eye corpse.*"
AUTOPICKUP_EXCEPTION="<.* wraith corpse.*
AUTOPICKUP_EXCEPTION=">.*\>.*"

closes #226
2019-09-30 10:54:03 -04:00
nhmall
c26914bb55 Merge branch 'NetHack-3.6' 2019-09-28 20:23:05 -04:00
nhmall
da6c393e43 fix errant verb tense in some messages if pet or mon name ends in 's'
Report stated:
"Poes deliberately slither onto a polymorph trap!" ... it's only one cat, er,
black naga. Why does the parser treat the name as plural? There are lots of
singular words and names that end in -s or -es!

H9249 1780
2019-09-26 11:49:15 -04:00
nhmall
5a6d70a952 Merge branch 'NetHack-3.6' 2019-09-24 21:03:52 -04:00
nhmall
9361e872b2 fix uarmh null pointer dereference
uarmh null pointer dereference if a helm of opposite alignment came off due
to being polymorphed

fixes #225
2019-09-24 12:32:58 -04:00
nhmall
7ab824eb40 Merge branch 'NetHack-3.6' 2019-09-23 20:46:38 -04:00
PatR
348f968132 fix add_to_minv panic when aklys kills enfulger
Reported directly to devteam rather than via the web contact form:
throwing wielded aklys while swallowed would hit the engulfer and
return to the hero's hand but leave a stale 'thrownobj' pointer if
the monster survived.  Under usual circumstances, throwing anything
else or throwing the aklys again when not engulfed would clear that
pointer, putting things back to normal.  However, killing any engulfer
with the same weapon would try to add it to engulfer's inventory to
be dropped as it died.  If the killing blow was via melee rather than
another throw, the object in question would still be in hero's
inventory instead of free, hence panic.

The initial returning-aklys implementation shared Mjollnir's code
which doesn't have this issue.  This reverts from having attached
aklys always returning successfully when thrown while swallowed to
Mjollnir's 99% chance of return and 99% to be caught when it does
come back.  (That was already the case if the engulfer was killed by
the throw, where hero wasn't swallowed anymore after the damage was
inflicted.)
2019-09-23 15:16:39 -07:00
nhmall
04526c8e20 Merge branch 'NetHack-3.6' 2019-09-23 01:01:34 -04:00
PatR
0434437e99 fix #H9232 - message phrasing for openholdingtrap
Zapping wand of opening or spell of knock at self while trapped:
"You are released from pit."
ought to be
"You are released from the pit."
Likewise for most of the other held-in-place situations.

Also, when released like that vision wasn't being recalculated right
away to update line of sight to reach beyond the edge of the pit.
2019-09-22 15:03:52 -07:00
nhmall
89feb0cad0 Merge branch 'NetHack-3.6' 2019-09-21 10:52:13 -04:00
PatR
b1154399f1 fix github issue 223 - rubbing ring on touchstone
Fixes #223

The touchstone code treated all rings as if they had gemstones, but
quite a few don't and feedback could be unexpected.  Cited case was
an iron ring yielding a cyan (hi_metal) streak instead of the normal
iron result ("scritch, scritch").  A gold ring yielded a yellow
streak rather than a golden scratch.  I didn't test silver ring but
suspect it yielded a silver streak rather than a silvery scratch.

This changes touchstones to treat non-gemstone rings like other
classes of objects instead of like gems.  I made mineral rings keep
acting like gemstone rings--I'm not sure whether that's right.
2019-09-19 12:48:41 -07:00
PatR
6569631180 fix github issue 221 - unfixable troubles
Fixes #221

Routine unfixeable_trouble_count() is used for both applying a unicorn
horn (possibly internally via #monster if poly'd into a unicorn) and
drinking a blessed potion of restore ability.  For the latter case, it
always gave the wrong answer (unless the hero happened to be all of
Sick and Stunned and Confused and Hallucinating and Vomiting and Deaf).
Since the actual count wasn't used to decide whether hero felt "great"
or just "good", having any of those conditions would hide the problem.
2019-09-18 11:37:11 -07:00
nhmall
e5fc5efd21 Merge branch 'NetHack-3.6' 2019-09-17 08:25:45 -04:00
PatR
fd03a1b310 github pull request - man page typo
Fixes #205

"at last" should be "at least".  doc/nethack.txt is now out of date.
2019-09-14 18:04:33 -07:00
PatR
5589a16d74 github pull request - "You are <a foo>[.]"
Fixes #215

A post-3.6.2 change added a message for life-saving which lack its end
of sentence punctuation.
2019-09-14 18:00:39 -07:00
nhmall
2f882c0320 Merge branch 'NetHack-3.6' 2019-09-13 00:58:05 -04:00