Commit Graph

3725 Commits

Author SHA1 Message Date
nhmall
23428d0fcc squadprob array had 5 elements but only 4 initialized
fixes #335
2020-04-21 14:32:14 -04:00
PatR
ca4e729216 detection bugs when vault guard is at <0,0>
Monster detection skipped dead monsters during fmon traversal but
found semi-dead guard parked at <0,0> waiting to remove temporary
vault corridor.  If that happened to be the only monster found then
the feedback was incorrect (a blank map showing no found monsters
instead of a strange feeling).  Object detection found semi-dead
guard's inventory and might report incorrectly too although the
chance of that being the only objects found on the level is a lot
less than it being the only monster.
2020-04-20 16:11:47 -07:00
PatR
5ec96751ba fix issue #325 - wishing for "garlic" doesn't work
Wishing allowed "royal jelly" to match "lump of royal jelly" as a
special case, but not "wolfsbane" to match "sprig of wolfsbane" or
"tricks" to match "bag of tricks".  Handle that sort of match in a
more general way.

While in there, add a minor glob bit:  instead of giving a random
corpse (because monster is flagged as no-corpse) if someone wishes
for "gray ooze corpse" give "glob of gray ooze".

Fixes #325
2020-04-20 14:57:17 -07:00
PatR
63b1bf54e8 fix wishing crash
After 05403182eb (I think, possibly the
change to objnam.c which followed that one) from a couple of days ago,
wishing for a monster name dereferenced a Null pointer and crashed.
2020-04-20 13:28:43 -07:00
PatR
579939010d lua.adoc typo
"not-cursed" was misspelled.
2020-04-19 15:42:32 -07:00
Pasi Kallinen
807638833b lua doc for des.object 2020-04-19 20:23:22 +03:00
PatR
2337252acf fix issue #326 - can't wish for were-foo corpse
"were{rat,jackal,wolf}" each occur twice in mons[], once for the
beast form and second time among '@' for the human form.  Wishing
for werecreature corpse or tin always matches the first entry so
yields the beast form, but all their beast forms are flagged as
no-corpse so the wish would fallback to a corpse with random monster
type.  Wishing for werecreature figurine worked but always produced
one that created its beast form if/when activated.

This fix allows specifying "human werecreature" to match the second
entry.  It's optional for corpse and tin; the wish code will now
switch to that implicitly if it gets a no-corpse were-form for
those.  It has to be specified explicitly to get a figurine that
will activate as the human form.  It works for ^G too.

Fixes #326
2020-04-19 05:28:18 -07:00
PatR
05403182eb wishing fix
name_to_mon() has a bunch of alternate monster names, such as
"gray-elf" to match "grey-elf" and "ki rin" to match "ki-rin".  Those
worked as intended when they occurred at the end of a wish, but only
worked in the middle if their length was the same or one character
less than the canonical name in mons[].mname.

djinni figurine     -> h - a figurine of a djinni
genie figurine      -> i - a figurine of a djinni
figurine of mumak   -> j - a figurine of a mumak
mumak figurine      -> k - a figurine of a mumak
figurine of mumakil -> l - a figurine of a mumak
mumakil figurine    -> nothing fitting that description exists

(The one-less case worked because its following space ended up being
implicitly removed when skipping ahead by the length of mons[].mname;
subsequent explicit removal didn't find a space so was a no-op.)
2020-04-19 04:58:18 -07:00
PatR
51180274df fix issue #331 - steam clouds vs moats
Water locations on Medusa's level didn't show steam clouds.  It
wasn't because the location was a moat rather than a pool, it was
because the moat location was unlit (and in line of sight) and
tested pool locations were lit.  Poison gas clouds explicitly
override the lit/unlit issue but other region types weren't.

Fixes #331
2020-04-18 15:28:53 -07:00
Pasi Kallinen
9b74ea0b22 Shaped and themed rooms
Allows creating shaped or themed rooms for the Dungeons of Doom
via lua script.

Invalidates bones and saves.

Makefiles updated for unix/linux by adding themerms.lua, but other
OSes need to have that added.
2020-04-18 19:55:09 +03:00
PatR
cf9e0d9434 map updating change to fix tty 2020-04-17 16:45:41 -07:00
PatR
274321d4ec adopt pull request #328 - steam clouds
This adds a superset of the code from github pull request #328
to create a short-lived cloud of steam when fire hits a pool or
fountain.  The original code required C99; this doesn't.  It also
allowed vapor clouds on the Plane of Water where they don't work
sanely becaure regions don't understand air bubble movement and/or
vice versa.  This inhibits the clouds there [the same ought to be
done for scrolls of stinking cloud].  It also left as-is the code
that reported when fountains got used up even though conceptually
the steam should interfere with being able to see that.  This adds
a glyph-check hack to augment cansee() so that fountains that boil
away entirely are hidden at the time.

Regions that block line of slight should be calling block_point()
when created and unblock_point() when removed but a naive attempt
to introduce that didn't work as expected so I'm giving up on.

Fixes #328
2020-04-17 14:56:47 -07:00
PatR
263ee3015f tty: S_unexplored
Screen erasure leaves the map set to spaces.  If S_unexplored is
something other than <space>, tty wasn't drawing with S_unexplored
after a menu or long message line got erased following temporary
overwrite of part of the map.

This seems to work but is not the correct way to do things.
clear_screen(), cl_eos(), and cl_end() should all be taught to
flag the map as needing to be refreshed after they erase part of it.
tty_clear_nhwindow(WIN_BASE) is also lacking since it erases the
message line, full map, and status lines but leaves their internal
windows with stale data about what is shown instead of marking them
blank.
2020-04-17 01:06:37 -07:00
PatR
c09733f2e4 health food store
When a food shop gets converted into a health food shop (minetown
when playing as a monk), the shop type and underlying room type
weren't changed to match.
2020-04-16 01:00:31 -07:00
Pasi Kallinen
43d331c4eb Nerf unicorn horn
Unicorn horns are just too good. Nerf it in similar way several
other variants have done: don't let it restore attribute loss.

This makes potion of restore ability more valuable, and the
int loss from the (nerfed) mind flayers matter more.
2020-04-15 22:45:47 +03:00
Pasi Kallinen
ab4e82d1cf Fixes bit 2020-04-15 08:49:43 +03:00
Pasi Kallinen
bddb80f13c Make hostile monsters with launcher and ammo keep away
If a hostile monster is wielding a ranged weapon, and is carrying
appropriate ammo for it, make the monster try to stay away,
outside the melee range.
2020-04-14 15:19:30 +03:00
Pasi Kallinen
ffb9540295 Document the map characters used in lua 2020-04-14 11:46:57 +03:00
PatR
124d39f4c5 fix #K797 - wrong message when stealing as nymph
When polymorphed into a nymph and melee hit steals items from the
target, the same-gender charm message vs opposite-gender seduce
message is being chosen by hero's base gender rather than nymphs
always being female.  The seduce message used dynamic pronouns for
the target monster but the charm message used hardcoded She and her
for female nymph attacking female target.  I'm not sure why hero's
base gender is used so left that alone; this changes charm message
to use dynamic pronouns that correctly match the target monster.
2020-04-13 12:58:54 -07:00
Pasi Kallinen
71754910db Scatter bag of holding contents instead of deleting them
Losing all of your items in one go is really frustrating.
If you blow up your bag of holding, make the contents scatter around
instead of outright deleting them. This will destroy fragile objects.
2020-04-13 21:49:29 +03:00
Pasi Kallinen
ecc1ceb581 Allow random mimics to mimic more furniture
In addition to stairs, allow altar, grave, throne, and sink.
2020-04-12 22:08:06 +03:00
nhw_cron
37c17ab1f4 This is cron-daily v1-Jan-20-2020. guidebook updated: doc/Guidebook.txt 2020-04-12 13:26:18 -04:00
Pasi Kallinen
ac94c44b0b Prevent searching or waiting next to a hostile
Generally speaking there's no reason to wait or search next to
a hostile monster, so let's just prevent those actions. You can
still do those commands by prefixing them with the 'm' prefix.
2020-04-12 17:32:29 +03:00
PatR
1f9e4d2468 corpse revival nitpicks
Testing a forthcoming extension of monsters using wands of undead
turning revealed a couple of pre-existing bugs.  Previously only
noticeable if hero zaps self or breaks a wand of undead turning so
unlikely to have happened much.

"Your <mon> corpse comes alive" was given even if it was revived
as an undead.  Also, it was "your <mon> corpse" instead of "one of
your <mon> corpses" even when one from a stack was involved.  If
done by hero to self that message follows "one of your <mon>
corpses glows iridescently" so the comes alive message was ok but
verbose.  Change that to "it comes alive" or "it reanimates" when
following the glow message.
2020-04-11 12:24:02 -07:00
PatR
dc6b2f5de1 let monsters use wand of undead turning
when hero is wielding a cockatrice corpse.  Wands of undead turning
aren't generated as starting equipment but they will now be picked
up if come across while the hero is carrying any corpse, and used
in preference to any other item when carried and non-empty and hero
is wielding a petrifier's corpse.
2020-04-10 18:39:46 -07:00
PatR
2e177a7fc4 fix gibhub issue #320 and more - 'mention_decor'
Fixes #320

Avoid giving "you are back on the bottom" nearly every step when
moving around underwater.

Avoid "you are back on floor" followed by "you trip over <object>"
when fumbling in case that fumbling was due to being on ice when
taking the step to floor.  Done for all fumbling rather than just
one-turn fumbling instigated by ice.

When moving from ice or water to ground, show "you are back on floor"
before listing objects at that spot instead of after.

I think there was at least one more thing but have lost track.  At
any rate, 'mention_rate' potentially has a new set of bugs.
2020-04-08 18:33:55 -07:00
PatR
27b1a153d3 teleport message sequencing
"You materialize at another location," was delivered while the
previous location still controlled line of sight.  Very noticeable
if you started from underwater and landed on the surface in an area
which hadn't been mapped yet.
2020-04-08 15:17:02 -07:00
PatR
69b4f0afc0 null pointer crash fix
The fix to try to avoid messages about out-of-view objects taking
erosion damage made water_damage_chain() vulnerable to dereferencing
a null pointer, leading to a crash if you create a pool via wizard
mode wishing.
2020-04-08 14:53:06 -07:00
PatR
6582b90008 fix github issue #321 - 'Mine Town' vs 'Minetown'
Change achievement spelling to match T-shirt spelling:  Minetown.

Fixes #321
2020-04-08 12:52:20 -07:00
PatR
93e0c0c3e6 fix #K763 - segfault eating tin of Rider meat
Eating a tin of one of the Riders and being life-saved or declining
to die would crash when trying to revive a non-existent corpse.  An
old comment stated that since such tins were impossible it could
assume that it was dealing with a corpse, but wishing for tins of
the Riders is possible in wizard mode.

They can't be passed along to normal mode via bones because they're
changed to empty tins as bones are saved.  So there doesn't seem to
be much point in allowing wizard mode wishing to create them, but
I've left that as is.
2020-04-07 16:55:07 -07:00
PatR
c6b82c0e4f water_damage() band-aid
I got "The chain mail rusts." seemingly out of the blue, then when
moving around the corner of the building on Valk home level I saw a
spot of remembered ice be redrawn as water.  Before that I checked
for any mapped objects (via ';' 'o' 'o' ... so I didn't overlook
anything; there were only a couple of objects shown on the map and
none of them were piles) and didn't see any remembered chail mail or
anything at all on that ice spot, so I'm assuming that it was carried
by a monster.  I may be leaving out some steps in the call chain here:

melt_ice -> minliquid -> mondead -> m_detach -> relobj -> mdrop_obj
  -> flooreffects -> water_damage -> erode_obj

erode_obj() uses bhitpos for visibility check of eroding objects not
carried by the hero or by a monster, with a comment expressing doubt
about doing that.  It wouldn't have yielded the right answer for the
possible call chain here unless it got set by some monster activity.
I had been zapping a wand just before and bhitpos would have been set
to a coordinate I could see at the time, fooling erode_obj()'s check
if the value was stale.

Anyway, this only addresses objects eroded from flooreffects(),
water_damage_chain(), and fire_damage_chain().  There are lots of
other indirect calls to erode_obj().
2020-04-07 11:54:52 -07:00
Pasi Kallinen
665eacf40c Expose scaled mazes to special level lua
Adds a new level init type which directly creates a maze,
optionally setting corridor width and wall thickness,
and removing dead ends.

des.level_init({ style = "maze", corrwid = 3, wallthick = 1, deadends = false });
2020-04-07 19:20:39 +03:00
PatR
f694f3b644 add missing two-weapon feedback
When dual-wielding and you wield a different weapon, two weapon combat
was silently toggled off even when the new weapon was eligible to be
dual-wielded.  If the verbose flag is On, explicitly tell the player
when wielding something toggles off two-weapon mode.  Wielding '-' is
an exception because you already get told that you're empty handed.
2020-04-07 07:40:33 -07:00
PatR
d984b0b87c X11 - ice on black&white text map
Add support for black&white ice (3.7.0 feature) similar to already
supported black&white lava:  show in inverse video if it uses the
same character as floor (in the ice case; as water in the lava case).

Inverse for monster detection, black&white lava, and now black&white
ice was being done unconditionally but has been changed so that the
user can disable it by toggling the 'use_inverse' run-time option.

[Bug noticed in the process:  if you move an inverse video cursor
onto inverse video detected monster/lava/ice (when doing farlook, for
instance), the cursor disappears.  I'm not sure how to address that.]
2020-04-06 14:15:36 -07:00
PatR
4d8d88063b X11 map - no more column 0
The extra column that the core sometimes uses for bookkeeping and
that was drawn as stone until recently when changed to blank space
(an unintentional left margin) is now gone for both the tiles map
and the text map.  It's still part of the internal data but the map
window width and the map rendering exclude it.

This was too easy.  There are bound to be bugs lurking....
2020-04-06 13:55:48 -07:00
Pasi Kallinen
fd89663a0f Add selection gradient doc placeholder 2020-04-06 19:03:28 +03:00
PatR
dc9de59f63 ^X weapon feedback
Report weapon skill in the ^X status section when dual-wielding,
The effective skill level is the lower of the weapon's skill and
two-weapon skill, separately for primary and secondary.  It's a
much bigger chunk of code than most enlightenment/^X features so
I put it in its own routine.
2020-04-06 06:25:17 -07:00
PatR
d07595db2c dual-wielding tweaks
Reject arrows and darts as candidates for wielding two weapons at
once.

Make the check for being able to two-weapon when polymorphed be more
robust.  Instead of just testing whether the monster form's second
atttack is a weapon attack and then assuming that the first one is
too, test the first three to validate that at least two of those are
AT_WEAP.  The existing code works but seemed fragile.
2020-04-06 06:12:25 -07:00
PatR
a21b6534db X11 vs S_unexplored
X11 was still initializing a blank map to 'stone' instead of to
'unexplored'.  When the core started forcing 'unexplored' as part
of cls(), you could see the S_stone background show up and then be
overwritten with S_unexplored.

Also, X11 is [still] drawing unused column 0.  That was also 'stone'
but has been changed to 'nothing' so is now blank for both tiles map
and text map (regardless of S_unexplored value).  The extra useless
column doesn't look too bad normally but does if a vertical scroll
bar is added to support a clipped map.
2020-04-05 13:37:06 -07:00
copperwater
a9dd7a5a46 Don't interrupt tin opening if being slimed and tin is chameleon
Another SliceHack feature. It's possible for you to eat the chameleon
tin and turn into a fiery monster that burns off the slime in its
natural form, either extremely luckily at random or if you have
polymorph control.
2020-04-05 16:10:33 +03:00
copperwater
1b945bf60a Blessed teleport scrolls now give a single controlled teleport
This buffs the blessed effect of the teleport scroll by providing the
reader control over their destination even if they lack teleport
control. This seems like it makes the blessed/uncursed distinction
actually meaningful, rather than mostly pointless.
2020-04-05 16:08:22 +03:00
copperwater
f54485b913 Pets will not eat shapeshifter corpses except in extreme circumstances
Ported from SpliceHack, and generalized to all shapeshifters (Splice
only implemented it for chameleons). It's very aggravating when your
powerful but hungry pet chows down on a shapeshifter before you can stop
them and then turns into something much more useless, so this aims to
prevent that.

The extreme circumstances under which a pet will eat a shapeshifter are:
  1. The pet is starving, and prefers polymorph to starvation
  2. The pet's tameness is 1

The reasoning behind the second condition is that if you mistreat your
pet almost to the point of untaming it, it might want to take a chance
on turning into something that might get some more respect from you.
Practically, whenever this happens, this will result in the player now
owning a newly polymorphed and *still* nearly feral pet.
2020-04-05 16:01:39 +03:00
copperwater
30ad8eed84 Make demon lords hostile if wielding Demonbane as well as Excalibur
This makes a lot of sense. Why would they hate one artifact sword so
much and not really care about the one that is especially designed to
kill their type personally?
2020-04-05 15:42:38 +03:00
copperwater
e13b1833cc Scroll of remove curse becomes learned when items' curses are removed
The scroll of remove curse is trivially identified by checking inventory
after reading it to see whether anything became uncursed. This leads to
annoying tactics like remembering which scroll you just read so you can
go call it "remove curse" on the discoveries list.

This simply autoidentifies it when an item that was known to be cursed
has its curse removed.
2020-04-05 15:40:21 +03:00
copperwater
da3afd39d2 Deliberate level teleporter activation ignores magic resistance
This is aimed at providing a little quality of life in the form of not
having to divest yourself of your sources of magic resistance before
using a level teleporter. The player is already able to use regular
teleport traps while Antimagic; there's no reason why it should be
different for level teleporters.

This ultimately comes from "Stevie-O's level teleporter jump patch", by
way of SliceHack. I simplified it a bit: deliberately jumping onto the
trap always takes time even if it fails to levelport you (which would
only happen with level teleporters in the End Game, which don't exist).
2020-04-05 15:34:20 +03:00
copperwater
63d3d7b688 You may survive food poisoning with a Con/100 chance
Another feature from SliceHack. Randomly averting an instadeath might
seem a little too generous, but the only time you get food poisoning is
if you're a new player who hasn't learned about tainted corpses yet or
if you just did something stupid. So, be a little nicer in those
scenarios.

If you survive, your Con silently decreases by 1. Hey, it's better than
dying.
2020-04-05 15:15:30 +03:00
copperwater
4129706a4c Potions of hallucination can give enlightenment
This is also from SliceHack, but with the odds of enlightenment toned
down a bit, to 4/9 for a blessed potion and 1/6 for an uncursed potion
(SliceHack had it at 50% blessed, 20% cursed, and strangely, 0%
uncursed). It gives a much-needed use to one of the potions that's
commonly blanked or discarded.
2020-04-05 15:06:43 +03:00
Pasi Kallinen
1ba1422eba Confused scroll of light conjures tame cancelled lights
Tame cancelled lights are actually quite interesting and useful: they
are a mobile light source that will follow you around, and because they
are cancelled they won't explode at hostile monsters.

This replaces the existing confused scroll effect of creating an area of
darkness (the cursed scroll of light still produces this effect). If you
are confused *and* the scroll is cursed, it summons black lights instead
of yellow ones.

Original change by copperwater <aosdict@gmail.com>, added with
formatting and some functional changes.
2020-04-05 13:21:54 +03:00
Pasi Kallinen
cf1c725148 Purple worm changes
Shriekers only spawn purple worms when they're appropriate difficulty.
Non-tame Purple worms eat corpses off the ground.
Baby purple worms attack shriekers.
Hero polyed into baby purple worm is warned against shriekers.

Original changes by copperwater <aosdict@gmail.com>, added with some
formatting adjustments and consolidation.
2020-04-05 12:44:25 +03:00
PatR
c8044a202b switch_terrain() logic bug causing status updates
When moving onto a different terrain type, the logic for whether to
block or unblock levitation and flying (for the case of moving in
or out of walls and solid stone with Passes_walls while levitating)
was correct but the XOR logic for whether to do a status update
because of such a change was incorrect.  So stepping from room floor
to furniture or to doorway and vice versa or from corridor to doorway
and vice versa was requesting a status update when there was no need
for one.

Some other code must be requesting a status update when it is needed
for this (or possibly even more often than that?) because the status
line does seem to show the current state of Lev and Fly accurately.
Otherwise this should have been noticed when switch_terrain() was
first implemented.
2020-04-04 02:41:13 -07:00