Commit Graph

112 Commits

Author SHA1 Message Date
nethack.allison
9a3022800b filled trap doors on castle can be re-dug 2005-01-08 14:37:36 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
6596b69111 obj->quan bits 2004-12-21 16:40:14 +00:00
nethack.allison
ec5060dc56 spelling bit
...on the word "grammatical" no less.
2004-12-21 15:57:59 +00:00
nethack.allison
38f9ba9a91 candelabrum wording
On Sat, 18 Dec 2004 14:07:14 +1300, <email deleted> wrote:
> Adding one of several candles to a candelabrum which already has six
> gives an ungrammatical message.
2004-12-20 23:57:02 +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
c8ef9338f0 cham changes (trunk only)
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
  was limited to the 3 bits allocated in the bitfield and invalidated
  save/bones if the field was expanded.
- The current system didn't provide an easy backwards  change
  if multiple monster types wanted to use the bit, there was a one
  to one mapping:  For instance, if you wanted a CHAM_VAMPIRE,
  and you wanted vampires, vampire lords, and Vlad to use it, you
  would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
  and CHAM_VLAD defined to achieve that with the one-to-one backward
  mapping.
- This new way just uses the mon[] index in the mon->cham field and
  eliminates the need for CHAM_XXX  (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
2004-06-15 11:38:32 +00:00
nethack.allison
87507aed42 water flow into pits (trunk only)
water should flow into chasms from Drum of Earthquake.
Exploding wands of digging had been handled in the trunk earlier.
2004-06-08 11:06:44 +00:00
cohrs
6f0fb33e9f general musical instrument use while polymorphed
Extend the previous patch to cover all blown instruments.  Also covers
the case of the player strangling.  The test is moved to a new can_blow
function to keep the test in one place.  It supports any monster, although
all current tests are for the player.
2004-01-27 00:23:31 +00:00
cohrs
661f91009b whistle use while polymorphed
Restrict poly'd whistle use to monsters that can blow a whistle.  The
restriction includes those that make no sound (or just buzz, which is a
wing-thing) and are either breathless, tiny (eg ants), headless or water
natives.  Searching monst.c, this appeared to provide a reasonable set of
restrictions.  There are a couple cases one might quibble about if someone
feels like refining this further.
2004-01-26 23:19:36 +00:00
cohrs
89022d94fd using a whistle underwater
A long time ago, a message to the list suggested that whistles should not
work underwater.  I did some google research and this does appear to be
true for most whistles.  However, magic whistles are magical, so I left
them alone (also, I did find one high-tech whistle in my research that
claimed to work underwater).  Since being underwater affects pitch,
adjusted the magic whistle message slightly for that case.
2004-01-22 23:25:15 +00:00
nethack.allison
d6bf777e63 figurine transform message
The trunk patch differs from branch patch.
Both patches get rid of the "it", but the trunk patch addresses
other concerns brought to light today.
2003-11-30 19:20:01 +00:00
nethack.allison
331ecb8b5c patch reversal - figurines (was egg hatching message bug)
The fix was directed at figurines; report was actually for eggs.
2003-11-30 12:33:53 +00:00
nethack.allison
c1c4ba99d9 egg hatching message bug
>     From the newsgroup:  an egg carried by the hero hatched and the
> resulting monster was placed in hiding underneath an adjacent object.
> The silly hatching message given was "You see it drop from your pack."
> (Player said he was using 3.4.1, but the relevant code hasn't changed
> since then.)
2003-11-29 18:48:13 +00:00
nethack.allison
7982a95161 U751 coordinate typos
apply.c:   if (cansee(rx,ry)) newsym(mtmp->my,mtmp->my);
mon.c:         (distu(mtmp->my, mtmp->my) <= 5) ?
wizard.c:        (distu(mtmp->my, mtmp->my) <= 5) ?
2003-11-23 17:19:33 +00:00
nethack.rankin
29f21b488c stethoscope use on corpses & statues (trunk only)
Prompted by the report that it was possible to check a corpse at an
adjacent spot while levitating:  substantially revamp the handling of
applying a stethoscope to corpses and/or statues.  Aside from the missing
reachability check, the old code suffered from grammar problems when
multiple corpses were present and it didn't try to figure out the gender
of the monster who left the corpse.

     This now lets non-healers check corpses and statues at any time
(previously that only worked for them while hallucinating).  For healers
it gives some new feedback:  when listening to a corpse, they'll be given
a hint if it (actually any corpse in the pile at that location) is going
to revive, and when listening to a statue they'll be given a hint if it
contains any items.  The existing hint when a statue is actually a trap
is still only given to healers.
2003-11-20 04:54:39 +00:00
nethack.allison
cdbe3b1d39 U719: grayswandir and exploding black lights
<email deleted> wrote:
> When wielding greyswander and a black light explodes, the
> message is still "You are freaked by a blast of kaleidoscopic
> light!" giving no indication that you are immune to
> hallucination. Maybe something like "You see a blast of color,
> but seem unaffected" would be more appropriate?

return the changed status back to the caller from
make_hallucinated().
2003-10-29 13:03:23 +00:00
nethack.allison
39564c274c tin variety followup 2 (trunk only) 2003-10-28 04:36:24 +00:00
cohrs
cc5bea4fbf gcc warning bit 2003-10-23 01:24:20 +00:00
nethack.allison
cdf982e478 Half_physical_damage 05
- [fixed in trunk] Jumping/Newton's-Thirding into something solid
- [fixed in trunk] Being hit by Mjollnir on the return
- [fixed in trunk] Contaminated or boiling water from a sink
- [fixed in trunk] Falling on a sink while levitating
- [fixed in trunk, fire only] Any passive attack
- [fixed in trunk] Zapping yourself with a wand, horn or spell
- [fixed in trunk] Burning (un)holy water
- [fixed in trunk] Thrown potion (bottle)
- [fixed in trunk] Bumping head on ceiling by cursed levitation
- [fixed in trunk] Exploding rings and wands (under all circumstances)
- [fixed in trunk] Stinking cloud damage
- [fixed in trunk] Sitting in a spiked pit, in lava
- [fixed in trunk] Exploding spellbooks
- [fixed in trunk] Falling off or failing to mount a steed
- [fixed in trunk] Falling into a (spiked) pit
- [fixed in trunk] Land mine explosion
- [fixed in trunk] Fire traps
2003-10-21 23:45:11 +00:00
nethack.allison
d3316e0436 Half_physical_damage 04
- [fixed in trunk] iron-ball-pulling yourself out of a bear trap
- [fixed in trunk] Hitting your foot with a bullwhip
- [fixed in trunk] Hooking yourself with a grappling hook
- [fixed in trunk] Being thwacked by an iron ball chained to you
- [fixed in trunk] A crystal ball exploding on being applied
- [fixed in trunk] Hitting yourself with your pick-axe
- [fixed in trunk] Molten lava (entering or being splashed)
- [fixed in trunk] Getting squished in a pit under a boulder
- [fixed in trunk] Kicking something that makes you go "Ouch!"
2003-10-21 18:49:57 +00:00
nethack.allison
47e1a6873a Half_physical_damage 2
Another batch of missing Half_physical_damage checks
from the list provided by <Someone>:
- Scrolls of fire (!confused)
- Broken wands
- Splattered burning oil from thrown potion
- Dipping a lit lamp into a potion of oil
- Scrolls of fire (confused, didn't bother with non-confused)
- Being caught in a fireball

Adds a macro Maybe_Half_Phys to assist.
2003-10-21 16:47:59 +00:00
nethack.allison
716b2e81f4 from <Someone>'s list: destroy wand of digging
20000922    Water should flow into pits from broken WoD, or DoE.

This addresses the Wand of Digging part, but does not
do anything about Drum of Earthquake.
2003-10-16 02:36:26 +00:00
kmhugo
e1f5ddd820 sound cleanup
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
  because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
  same order as youprop.h and enlightenment.

There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.

Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code.  Portions of this patch
were written by Michael Allison.
2003-09-28 03:42:50 +00:00
cohrs
96b56a7bd7 U673 - hooks and grappling hook working thru walls
While wearing the Eyes of the Overworld, one could use a hook or pole thru
walls.  The bug report thought they should work past a boulder, but I
disagree, given a pole or hook's rigid nature, and did not special case that.
couldsee() is not affected by the Eyes, so use that after checking cansee().
2003-09-25 22:44:27 +00:00
nethack.allison
22ce5ed6f2 trunk only: preserving context (src files)
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.

This patch:
- collects all context/tracking related fields from flags
  into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
2003-09-21 11:52:54 +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
cc830fb311 buglist - full level triggers impossible() from migrating mons
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
>  "Program in disorder - perhaps you'd better #quit.
>  rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.

[confirmed: moveloop -> deferred_goto -> goto_level ->
 losedogs -> mon_arrive -> rloc -> impossible]

This patch:
- causes rloc() to return TRUE if successful,
  or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
  the failed rloc()
- allows the x,y parameters to mkcorpstat() to
  be 0,0 in order to trigger random placement of the
  corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
  then you'll have a debug-mode command #migratemons to
  store the number of random monsters that you specify
  on the migrating monsters chain.
2003-09-13 05:30:43 +00:00
nethack.allison
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00
jwalz
2ea07652d8 lint removal -- nothing of import 2003-08-29 17:23:19 +00:00
nethack.allison
2213732f1c steed, stethoscope, and a vortex
<email deleted> wrote in rgrn:
> Using a stethoscope while inside a monster (air elemental, vortex)
> and while riding a steed will not let you use the stethoscope
> on your steed. You'll only get the engulfer-monster's stats
> instead of your steeds.

Fix the reported but that prevented stethoscope application to your
steed while engulfed. While the inability to apply your stethoscope
to your steed while engulfed was a code oversight, I think it's a
feature that your ability to use the stethoscope is impacted in the
midst of a swirling, noisy vortex. Make it deliberate with a
two-in-3 chance of avoiding the interference (nine-in-10 chance if
you're a healer who is much more skilled at using a stethoscope).
2003-07-19 16:39:46 +00:00
nethack.allison
b88e0a13ab fix B04005 and B04006
[B04003 and B04004 are still marked "Reported"]

<Someone>:
> You aren't very skilled at reaching from the saddled blue dragon.
> Continue your attempt to set the land mine? [yn] (n)
> You begin setting your land mine.
> There is the trigger of your mine in a pile of soil below you.
> KAABLAMM!!!  The air currents set your land mine off!
> I somehow suspect that it'd be more than the air currents, if I were
> trying to arm a land mine from dragonback while not very good at
> controlling it.

<Someone>:
> What do you want to use or apply? [cmu or ?*]
> You aren't very skilled at reaching from the saddled warhorse.
> Continue your attempt to set the land mine? [yn] (n)
> You begin setting your land mine.  You escape your land mine.
> Is "escape" really the right word here?
2003-07-12 14:55:44 +00:00
cohrs
00addd7eea SF patch 414711: stethoscope fix
Incorporate the submitted stethoscope fix.
2003-06-30 01:54:23 +00:00
nethack.rankin
678e05096d some lint cleanup
Mostly `gcc -Wwrite-strings' complaining about passing string
literals to safe_qbuf().  `gcc -Wformat' didn't catch the type mismatch
of formatting the return value of strlen() with %d, presumeably because
size_t is defined as unsigned int on this system and it treats int and
unsigned int as interchangeable as far as printf/scanf checking goes.

     I'm not sure whether the sizeof() values being passed to safe_qbuf()
ought to have casts.  Any system where size_t isn't the same width as
unsigned int is bound to support prototypes, but might possibly warn about
the implicit conversion of unsigned long (or even unsigned long long these
days) to unsigned int.
2003-05-31 07:14:21 +00:00
nethack.allison
01120453f2 Fix B03001
"You can't loot or pick up containers on the floor if you're not
skilled enough to reach them from your saddle, but you can check
for and disarm traps on them; this seems a little odd. (Likewise,
being able to set land mines and beartraps while riding.)"
2003-05-25 22:47:12 +00:00
nethack.rankin
9a39064b8f more perm_invent handling
Keep permanent inventory window up to date when using charged items.
Also a status line bit for the #tip command.
2003-05-24 04:07:14 +00:00
cohrs
669c48dd04 polearms and infravision
Allow hero to apply a polearm against a monster seen only by infravision.
Reported to the mailing list.
2003-05-11 05:08:58 +00:00
nethack.allison
f32ad24709 ensure safe_qbuf gets initialized buffer as 1st arg 2003-05-10 15:25:33 +00:00
nethack.allison
5353192bda next qbuf overflow
By naming the candelabrum as long a name as the game will allow, and by naming a candle the longest name also, a qbuf overflow and crash is
triggered when you attach the candle to the candelabrum.
2003-05-09 03:55:33 +00:00
cohrs
86253d5602 unpaid tinning kit usage
<Someone> reported that shopkeepers don't charge for using tinning kits.
2003-04-13 04:18:36 +00:00
nethack.rankin
9ee9c9f8b3 container groundwork
Move a couple of instances of container contents manipulation into
their own routines.  Behavior for items disappearing from cursed bags of
holding isn't quite identical but is effectively the same.  I think its
use of stolen_value (or simply the behavior of the latter) is buggy, but
I haven't tried to fix that.  (Cursed bag of holding destroying a player
owned bag containing shopped owned items definitely doesn't work well.)
2003-04-03 09:28:28 +00:00
cohrs
345ffcfaec B01003 - blindfold vs dust vortex
This started out as a change to address the strange sequence of messages if
you remove a blindfold while engulfed in a dust vortex.  That is addressed
by a new function that can be called in such situations.  Calls to this
function were added in all the cases where the can_blnd() engulfing
conditions end as a result of player action.  There are some other cases
that end ucreamed or usleep, but they happen between turns and shouldn't
need extra handling.

While I was at it, I noticed that a unicorn horn or prayer would cure
blindness even while engulfed in a dust vortex.  This is useless, because
you immediately get blind again the next turn.  So, I added checks to avoid
doing this.  Finally, it didn't make sense for eating a carrot to cure your
blindness in these situations either, only for it to return immediately.
2003-03-26 05:10:22 +00:00
nethack.allison
96b149208f B20007 age of potion of oil from bones
First From a bug report.4.1 beta 20.
2003-03-17 01:20:41 +00:00
cohrs
4cf1b2964d gold and touchstones
Implement Pat's suggestion of allowing even identified touchstones
to test gold, removing the getobj hack recently added.  This actually
brings the touchstone a bit more in line with the data.base entry.
2003-03-16 03:07:48 +00:00
nethack.allison
176d31c980 buried punishment ball
Prevent burying a ball from ending your punishment.

When you bury the ball, internally NetHack Punishment
ceases, but a new trap type of TT_BURIEDBALL  immediately
kicks in (acting similar to TT_INFLOOR in some ways).
You can eventually work the ball free (or teleport, etc.),
but that will just return you back to normal Punishment.
2003-03-11 03:40:17 +00:00
cohrs
4d6cfb01a7 U313 - crash applying figurine, cursed bell or candles
Reported for applying a figurine that was used up, but I found the same
problem could affect cursed bells and candles.  Modified all three helper
functions to indicate when the object is gone, and modified doapply to
deal with this before doing the artifact check.
2003-03-04 06:53:25 +00:00
cohrs
bfd5856d4f Yname2 vs yname
<Someone> noticed a capitalization mistake in a new message.
2003-03-02 07:02:00 +00:00
nethack.rankin
a20dc69dee fix U206 - cursed leash/pacifist conduct
Treat strangling a pet with a cursed leash like a regular monster
kill; you'll get experience, lose pacifism conduct, and suffer various
pet-killer effects.  Also do some minor damage and reduce tameness for
the case where the pet is described as being choked but isn't killed.
2003-02-13 23:32:48 +00:00
nethack.allison
c2c72d11e7 B18009 animate figurine over water
>More worrying is the fact that applying a figurine over water lets
>the monster wait until its next move before it drowns (giving
>you time to teleport it to safety, or whatever) [...]
>Should there be a minliquid() check as part of make_familiar()?

Applying at the water location next to you was easy. But
applying it at your own location (triggering BY_YOU)  could
end up placing the figurine at the far side of the level if
there was lots of water.

Correcting that required the ability to pass a flag from
make_familiar to makemon() telling it to not rule out
water locations as good positions.  The flag had to
be passed on down to goodpos() and enexto().

The bulk of this patch is just adding an additional
argument to goodpos() in all of the callers.
2003-02-09 05:39:32 +00:00
nethack.rankin
1114722335 fix B18002 and B18003 - #rub worn blindfold and wield_tool() feedback
Prevent #rub from wielding an item that is already being worn
(which should narrow things down to the various types of eyewear;
other tools and weapons that go through wield_tool() can't be worn).
Fix up the wield_tool message spacing in the process.

     This moves wield_tool() from apply.c to wield.c.  Some plural
handling for messages is included; it is feasible to try to #rub a
"pair of lenses" or a stack of N candles.
2003-01-30 11:31:12 +00:00