Prior to this commit, Archeologists had an incredibly difficult
start, worse than was intended. This is intended to make it a bit
easier (whilst making the role more different from other roles) via
allowing them to identify scroll types earlier in the game than the
other roles are able to (they do it using a knowledge of ancient
languages that lets them read scroll labels that other roles
couldn't).
These are often an important part of a character's build. There's
no purpose in listing them in disclose because the player generally
already knows what spells and skills they had and doesn't need them
identified, but they're useful when looking at someone else's game
or reminiscing over a past game.
The character doesn't know that an unlabeled scroll is blank until
they look at the inside of the scroll, but that could be done
either by reading or by writing.
Issue reported by ashleyharvey in a comment to issue #1463: with the
'lootabc' option set, using the '/' command wouldn't accept a second
slash to look at things on the map (nor a question mark to type in
text to look up).
Not a bug since '//' is not documented as the way to look at the map
and '/a' works for lootabc, but '//' is useful so add support for it.
The '/' menu already uses 'y' and 'n' as unshown synonyms for looking
at the map and for looking up words. Those now only work for the
'!lootabc' setting since lootabc can't assign multiple group
accelerators to the relevant choices. Many of the other !lootabc
choice letters now work as unshown synonyms for lootabc choices, but
not all. Feeding 'i' and 'e' to the menu as group accelerators would
interfere with using them as ordinary abc choices (at least for tty).
The important part of the "don't offer while impaired" change was to
prevent offering while confused. However, it was also extended to
other status conditions: stunning seems fine, but hallucination was
problematic (both because it makes a large number of messages
inaccessible, and because hallucination is more of a long-term status
effect than the other two and players may sometimes choose to play
with it for a large portion of the game). So make the change trigger
only on stunning and confusion, not hallucination.
This also updates the changelog for the change, because while
connected to the erinys changes, it's technically separate and is
relevant even in games where erinyes are never summoned.
This fixes a couple of bugs: a long-standing bug in which writing a
scroll by label could fail even if you've already seen a scroll with
that label (due to the game not tracking whether or not you've seen a
scroll if it doesn't have a name); and a somewhat newer bug in which
spellbooks auto-identified by Wizard knowledge were marked as having
been encountered (rather than as known but not encountered).
Breaks save file compatibility, but not bones files.
This is partially for the pun, and partially because the "wish for
scrolls of charging to identify them" strategy has been nerfed in
previous commits and this offers an opportunity to discover what
scrolls of charging are without randomly encountering one.
Issue reported by chappg: on arboreal levels, when an object was
located at a stone location treated as a tree location, examining
the object would report it as embedded in stone.
The Ranger quest has arboreal levels where STONE becomes TREE, and
items that would become embedded in stone will be in trees instead.
(Sometimes kicking a tree would drop fruit onto an adjacent tree,
effectively embedding it. For testing, it's easier just to poly
into a xorn, walk onto the tree spot, and drop something.) The item
description code for farlook and quicklook wasn't checking for that.
The fix also corrects another bug: an item located at a normal tree
location would just be described as itself with no mention of the
tree at all. Attempting to walk onto it would report the terrain
and not let you move there (assuming not in xorn form), like trying
to walk into a wall.
Fixes#1462
There was only one point in the code at which this caching was
being done, and it was incorrect: it's possible for the result of
near_capacity to change during a monster turn because monster
actions can change either inventory weight or carry capacity.
The bug was particularly relevant in cases where a character
polymorphed into a slow weak monster gets attacked by a monster
that moves at normal speed: due to the polyform being slow, the
normal-speed monster gets in a lot of attacks and causes a
rehumanization, but due to the polyform being weak, it was
burdened at the start of the monster turn, and so when that
penalty is (due to the bug) applied to the next turn it can
mean that the character misses the next turn too, and may end up
dying as a result.
Targeting '~' when vibrating square has been discovered would report
"Can't find dungeon feature '~'" if it was covered by an object or a
monster.
That's normal behavior for a trap but the vibrating square is only
one of those for display purposes.
Issue reported by chappg: succubi could produce "it's on the house"
(quoted verbal message) when hero is deaf. The mail daemon could
produce a variety of verbal message when hero is deaf.
The succubus/incubus one is easy to fix. The mail daemon ones are
untested and a couple haven't been given non-verbal alternatives.
Fixes#1458
If hallucinating hero bribes a demon lord, report its true identity for
livelog/#chronicle. Unlike with the similar change for genocide, this
does give away information if the player checks #chronicle.
Again, the report via the web contact form was misclassified as spam.
This fixes the impossible from yn_function() for ^A after Z. One
call to yn_function stored the spell letter for do-again and then
another call was unintentionally using that when getting a y/n
response for askchain() while using menustyle:Traditional [when
spell was identify and eligible objects needed confirmation about
whether to be ID'd].
Fixing that seemed to break #pray so the paranoid_confirm routine
has been changed to not rely on canned input, even for queries where
the player hasn't specified that confirmation be required.
Behavior of ^A might be different in unexpected ways, but it wasn't
working correctly before.
Uncursed genocide while hallucinating deliberately reports hero's
role to the player as the affected target, but it was also showing
that for livelog and #chronicle.
Making the true target be visible for #chronicle gives away a little
information but that should be inconsequential in this siutation
since the player specifies the target.
Not sure why this report got misclassified as spam.
The existing messages made sense for brief dips into water, but
didn't make sense when using an oilskin sack for an extended
period underwater (and also assumed that the player was able to
see the sack). This commit changes the message to make sense
(and to be less spamy) if the hero enters water and remains there,
and prevents oilskin sacks self-IDing if the hero is blind and
thus can't see the water.
Issue reported by NullCGT: throwing a crackable item against the
ceiling would cause it to vanish if it became [more] cracked but not
yet fully shattered.
Fixes#1453
Isssue reported by Tomsod: hero-as-target section of mhitm_ad_phys()
was not handling hero's Half_physical_damage attribute.
The issue was about cloning a pet from hero who is poly'd into a
pudding but it was more general than that. Half_physical_damage was
ignored for any hit by a monster-wielded weapon against poly'd hero.
It took a while to convince myself that Half_physical_damage wasn't
aleady being applied elsewhere but it doesn't seem to be.
Fixes#1447
Substitute $HOME/File if command line specifies --nethackrc=~/File
to avoid "Access to ~/File denied (2)".
Only implemented for opening run-time config file on Unix. Works for
NETHACKOPTIONS=@~/File too; the normally optional at-sign is required
since the tilde won't match a slash to distinguish file versus options.
Only supports "~/" file path prefix, not "~user/".
Issue reported by janne-hmp: examining an object on the map while
halluicinating might operate on an object whose name is Null since the
random object could be one that holds an extra description for item
shuffling at game start. Attempting to format the object led to a
crash.
I wasn't able to reproduce the crash, possibly because MacOS produces
the string "(null)" for sprintf("%s",NULL) instead of dereferencing
the Null pointer.
Perhaps random object selection for display should reject the extra
description objects in some classes. This susbstitutes a different
object if examining the map encounters one of those.
Fixes#1436
Issue reported by Umbire: a gas spore that got swallowed and killed
didn't die but exploded anyway, with the explosion affecting the map
instead of being contained in the swallower.
There was code to handle that but it wasn't being executed. This fix
feels unclean but seems to work.
I couldn't reproduce the survival of the gas spore but since that
isn't wanted I won't worry about it.
Fixes#1434
Issue reported by by vultur-cadens: a vampire lord or lady might change
to wolf form while flying over water or lava, ending flight and dropping
into that water or lava. It would then drown or burn up, revert to
vampire leader form and resume flying, then be teleported since it was
past the check for being in flight.
The fix is pretty staightforward. It is still possible to force wolf
form with the monpolycontrol option, leaving the wolf standing on water
(didn't test for lava) and then drowning on its next move, where it will
revert to vampire form but no longer teleport away. There's no need for
a wizard mode hack to behave more stringently.
Fixes#1435
Issue reported by ars3niy: if a mimic was given the shape of a
gold piece it gets reported as 2 gold pieces but the message was
|A gold pieces appears next to you.
Avoid article "A" prefix, and use plural verb "appear" instead of
singular "appears", yielding
|Gold pieces appear next to you.
Fixes#1413
It seems surpristing that no one has noticed this since the code that
is responsible has been present for six months. Inventory list at
end of game included bogus "? - (list likely candidates)".
Grimtooth is now permanently poisoned, protects the wielder from
poison, and can be invoked to throw poison.
Permapoison code comes from xNetHack by copperwater <aosdict@gmail.com>.
Pull request from copperwater: reorganize the theme rooms data so
that a room or a fill can be chosen by name, and when in wizard mode,
consult environment variables THEMERM and THEMERMFILL during level
creation to provide control over which theme rooms/room fills to
generate.
I reverted a commit that did a bunch of reformatting to themerms.lua
because to caused substantial merge conflicts. I will redo at least
part of it.
Closes#1384
If user has changed the stone glyph to something other than a space
(or uses a tileset), Sokoban levels showed the unreachable stone outside
the map area. Prevent marking those areas as seen, so the stone
glyphs aren't shown.
Disarming a chest trap was setting obj->tknown = 0 even though the
hero just discovered that it isn't trapped.
Triggering a chest trap behaved similarly. Since there are no
repeating chest traps, hero should know that the chest whose trap
just went off is no longer trapped.
chest_trap() didn't document its return value but was clearly meant
to return True if the chest was destroyed. It didn't handle that
correctly when the chest was being carried. However, none of the
callers actually use the return value. [This fix tracks whether the
chest gets deleted; a better fix would be to destroy an exploding
chest even when it is being carried.]
We've had reports of a couple of issues building against musl libc.
Issues reported:
- build procedures utilize col for Guidebook-creation, and col
is deprecated in distros that use musl libc
- some of the CRASHREPORT code is using library functions that
are not available in the musl libc environment. The reported
functions were backtrace() and backtrace_symbols(), which use
header file /usr/include/execinfo.h.
So we'll try to accommodate this. Since we don't have a means of
autodetecting the musl libc situation during the build (as of yet), the
builder will have to specify 'make musl=1' on the make command line.
Specifying 'musl=1' on the make command line will:
1. ensure that NOCRASHREPORT gets defined in the C preprocessor.
2. set COLCMD to be '../util/stripbs' instead of 'col -bx'.
Related to GitHub #1393
Issue reported by elunna: Using the 'F' prefix against a displacer
beast prevented swapping places.
This doesn't use the suggested fix. It is quite short but there is
a large diff due to change in indentation and reformatting several
comments because of that.
Attacking a displacer beast either with or without 'F' might miss,
hit, or swap places. It won't "harmlessly attack thin air."
Fixes#1377