Commit Graph

9476 Commits

Author SHA1 Message Date
PatR
a985fa1167 comment fixup for saving cond_xyz
This started as a typo/thinko fix but ended up rewording the comment.
2023-11-01 22:07:43 -07:00
PatR
986596b26d tweak to #K4026 fix 2023-11-01 02:08:39 -07:00
PatR
fa0f3751a3 fix #K4026 - "object lost" panic during theft
"object lost" panic occurred when hero's worn amulet of magical
breathing was stolen.  This prevents drown() -> emergency_disrobe()
from dropping an item while in the midst of it being stolen, avoiding
the possibility of it no longer being in inventory when the theft
completes.  There may be variations other than drowning that lead to
unwear -> drop-or-destroy that are still vulnerable, and this fix can
potentially cause items to vanish from hangup save files.

It also has a side-effect of not being able to drop levitation boots
to lighten encumbrance enough to crawl out of water if the drowning
occurs while they are being taken off, not just when being stolen,
even though they should be easily droppable in such circumstance.  The
hero will just need to drop other things instead.
2023-11-01 01:54:32 -07:00
PatR
c8a84acfa5 handle C++ vs enum arithmatic differently
The cast to (int) was much simpler but this seems better overall.
2023-10-31 15:04:14 -07:00
PatR
c13b0953c2 still more #saveoptions and cond_ options
If any cond_xyz options came from the old RC file or were changed with
'm O' but they were all back to their default values when #saveoptions
was executed, the new RC file would end up with 'OPTIONS=\n' at the
end.  Then if that RC file gets loaded in a subsequent game, there
will be a warning about "Empty statement".
2023-10-31 11:21:04 -07:00
Pasi Kallinen
4b70213677 #saveoptions fixme comment 2023-10-31 18:16:56 +02:00
Pasi Kallinen
1d9726f821 More #saveoptions and cond_ options
Only save the cond_ options that are different from the default.
2023-10-31 14:57:36 +02:00
PatR
6303141f1d fix #K4025 - #saveoptions vs cond_ options
Confusion between 'o_status_cond' and 'pfx_cond_'.  Still confusing
but I think now working as intended and expected.

If any cond_xyz option has been loaded from the RC file or changed via
'm O', #saveoptions still saves the full set rather than just the ones
that are different from their default value.
2023-10-31 01:19:20 -07:00
nhmall
a3f452bbe0 Verbose reversion follow-up 2023-10-29 21:02:47 -04:00
nhmall
6cbefc7c2d Revert "granular verbose message suppression mechanics"
This reverts commit be76727265.
2023-10-29 20:39:07 -04:00
nhmall
67a695ac56 Revert "more Verbose"
This reverts commit 377be376fe.
2023-10-29 20:28:19 -04:00
Pasi Kallinen
03ee609ca0 Saving grace stops multi-turn actions, sleeping, and fainting 2023-10-29 18:01:28 +02:00
Pasi Kallinen
16ed7e49c3 Separate level flags for premapped and sokoban 2023-10-29 12:35:32 +02:00
Pasi Kallinen
638c487c59 Split deadbook undead pacify effect into separate function
Also make the monster chain iterator functions more robust,
in case the called function changes the next monster pointer.
2023-10-28 19:01:46 +03:00
Michael Meyer
4876b70b9b Slightly refactor level_tele level selection
This reorganization of the if/else chain for level selection is somewhat
cleaner and doesn't involve repeating the code for a Confusion "oops"
result.
2023-10-27 17:26:15 -04:00
PatR
204cf6bf10 comment typos 2023-10-26 03:39:18 -07:00
PatR
4dc8429d9e thawing ice followup
Modifying an() [actually just_an()] to treat "<thickness> ice" and
"frozen <hallucinatory liquid>" as special cases which shouldn't be
prefixed with "a" or "an" affected using something like "shaved ice"
or "frozen yogurt" as named fruit.
 |a) shaved ice
 |b) frozen yogurt (weapon in hand)
now have article "a" preceding them:
 |a) a shaved ice
 |b) a frozen yogurt (weapon in hand)
However, the existing cases
 |c) iron bars
 |d) an iron bars (weapon in hand)
still get item 'c' wrong.  'd' is slightly odd but that's because the
fruit name is ambiguous as to whether it's singular or plural.
2023-10-26 01:28:56 -07:00
PatR
04d6789c98 report ice's thaw state
Classify nearby ice as "solid" (no melt timer), "sturdy" (more than
1000 turns left), "steady" (101 to 1000 turns left), "unsteady" (51
to 100 turns left), "thin" (15 to 50 turns left), or "slushy" (1 to
14 turns left, matching walking on ice with the Warning attribute).
[I'm not thrilled with "steady" and particularly "unsteady".]

I was originally going to do this just for probing downward, but ended
up also doing it for look-here and getpos's autodescribe.  It nearly
got out of hand and touched more files than anticipated.

'mention_decor' ought to treat moving from ice firmer than thin to
thin or slushy, from thin to slushy, from slushy to any other, and
from thin to firmer as if moving onto different terrain but I haven't
attempted to tackle that.

The melt timer could work more like a candle's burn timer, triggering
at intermediate stages and resetting itself, so that ice which changes
to a weaker state under the hero could be reported to the player.  But
this doesn't implement that.
2023-10-25 13:26:03 -07:00
Pasi Kallinen
7bf3888118 Shopkeepers consider monster type for some items
Tins, eggs, and corpses will now cost different amounts
based on what intrinsics the monster type could give
2023-10-25 18:45:16 +03:00
PatR
1a5eaf78e6 probing vs underwater items
When probing is zapped downward while hero is at a water or lava spot
and hero isn't beneath the surface, show any objects 'hidden' by the
water or lava at that spot.
2023-10-23 13:07:15 -07:00
PatR
814a69f061 update a couple of tty perm_invent comments
Gold can be quivered but not wielded, so remove the reference to the
latter.  Inuse-only mode gets passed lamps and leashes when they're
actively used, so remove the reference to that being different from
Qt's paperdoll.  (It is actually different, but not because they
won't be shown as in-use.  The paperdoll only shows one of each but
inventory of in-use items might have more than one of either or both.)
Add a what-if comment to tools_in_use().
2023-10-22 16:44:49 -07:00
PatR
85a5c3125e TTY_PERM_INVENT fix header for empty perm_invent
and reimplement 'sparse' mode (TTYINV=2 or TTYINV=3).

When hero had no inventory except for gold and perminv display mode is
ignoring gold, the header said "empty" when "only gold" was intended.

Sparse mode populates perminv with inventory letters in the unused
slots instead of leaving them blank.  (The core doesn't need to be
aware of that since it doesn't affect what display_inventory() sends
to the inventory menu.)
2023-10-22 08:54:41 -07:00
PatR
77ae10f566 more TTY_PERM_INVENT, part 3 of 2
Some changes I made while chasing the slots 'A' and 'B' bug.  These
weren't necessary to fix that and I don't think they produce any
change in behavior, aside from making the "Bad window id N" panic
be more specific if it occurs.
2023-10-22 01:38:13 -07:00
Pasi Kallinen
79496b079a Fix splitting monster being killed twice
Fuzzer encountered "m_detach: monster already detached?"

A monster hit a black pudding that split. The clone was
created on top of a rolling boulder trap, which triggered,
the boulder hit the original black pudding, and killed it.
The dead pudding then retaliated (as the code didn't check
if it was dead) and a passive attack of the other monster
tried to kill the already dead pudding.

I think one of these checks would be enough, but adding the
DEADMONSTER check just in case.
2023-10-21 19:49:49 +03:00
Pasi Kallinen
ff4f81af1b Make rolling boulders hit walls and trees
While testing something else, I noticed rolling boulders
just ignored walls and trees; in normal play this isn't
a problem - but should probably make boulders handle other
terrain too.  Lava and water is already handled correctly.
2023-10-21 18:42:43 +03:00
Pasi Kallinen
9ea4a3a329 Don't set getdir_click unless we've requested it
This allowed eg. throwing the iron ball anywhere on the map,
by first throwing something else, using the "simulated mouse click"
to select any map location, and then throwing the iron ball and
also using the mouse click feature to select any location.

Currently the only function that actually uses the simulated
mouse click feature is #therecmdmenu
2023-10-21 16:13:22 +03:00
Pasi Kallinen
69a4853851 Fix "no monster to remove" when tame nymph attacked
A tame nymph attacked another monster, stole an item and teleported
away, but dog_move() wasn't passed the information that the nymph
was done, and tried to move the nymph from the old location.

Same with a tame leprechaun.
2023-10-21 16:05:15 +03:00
PatR
f7e5437746 fix #K4019 - "can not"
Report suggested that "can not" should be "cannot".  Both forms are
acceptable.  This switches them to use contractions for various "You
<verb> not subject" phrases:  "You can't subject", "hadn't", and so
forth.  Not exhaustively tested; there may be some sentences where the
informal contraction makes things worse rather than better.

The goal here was compactness rather than efficiency since the code
involved doesn't execute very often.
2023-10-21 03:40:56 -07:00
PatR
d96bd6e728 TTY_PERM_INVENT fix
This fixes one of the two problems I encountered while testing tty
resize changes:  'perm_inv' wouldn't work in a new game, whether set
via config file or via 'm O', but would work if enabled (via either
method) during a restored game.

The problem with nothing appearing in the invent window's 'A' and 'B'
slots (top of right-hand panel) is still present.  Earlier I had
assumed that 'A'..'Z' were all nonfunctional but slot 'C' works (and
is shown in the expected place).  That's slightly more mysterious....

Testing is difficult because I have to switch to a teeny tiny font in
order to give the terminal window enough lines for TTY_PERM_INVENT to
allow 'perm_inv'.
2023-10-19 22:39:18 -07:00
PatR
a31be02350 more wand of probing enhancements
Recent changes to wand of probing cause it to map unseen terrain when
zapped into the dark (or while blind) and also to reveal tin contents
if the beam hits such.  Extend that to discover secret doors, secret
corridors, and traps whether the spot can be seen or not, and also to
reveal egg contents.  Previously, secret corridors were converted into
regular corridors when they couldn't be seen but left as is if their
spot could be seen; now they're found and converted either way.

Issue the kaboom sound effect if zapping a magical trap with wand or
spell of cancellation causes it to go "Kaboom!"

A couple of chunks of code has been moved out of zap_updown() and
bhit() into new routine zap_map().
2023-10-19 00:28:19 -07:00
nhmall
42348ac299 recent sound addition bit 2023-10-16 09:11:05 -04:00
Pasi Kallinen
72016b1f17 Don't iterate over off-map monsters 2023-10-16 11:28:01 +03:00
PatR
00f45d62ae data.base lookup for inventory item actions
Simplify the code that checks whether '/' should be included in an
inventory item action menu.  Initially it was overloading the
'supplemental_name' argument to provide an alternate return value and
when that was discarded, some of the convolutions it needed stuck
around.  Since there was no primary return value, just switch to that.
2023-10-15 15:04:07 -07:00
Kestrel Gregorich-Trevor
47a25c8abc Looking up custom fruitnames in the encyclopedia.
Looking up a custom fruitname in the encyclopedia will now yield
the encyclopedia entry for "fruit" if another matching database
entry is not found. This preserves the fun associated with naming
fruits after existing objects, while also preventing a failure to
find.
2023-10-15 00:07:42 -07:00
PatR
ef22d87e26 github pull request #1107 - flipping coins
Pull request from NullCGT:  applying gold from inventory will flip
one coin and report "heads" or "tails".  If impaired, that coin will
be dropped, otherwise it will remain part of the stack in inventory.
Can be done via 'a $' or with context-senstive item action via 'i $ a'.

I've used 'git merge --squash' and 'git commit -C <commit#>' to
flatten four commits into one and it seems to have accomplished what
I wanted, including retaining the log message from <commit#>.

I also changed
|You flip a gold piece.  The gold pieces slips between your fingers.
to
|You flip a gold piece.  It slips between your fingers.
when impaired and applying one from a stack.

Closes #1107
2023-10-14 01:13:24 -07:00
Kestrel Gregorich-Trevor
358e17b323 Flipping coins.
Applying one or more gold pieces now flips one of them, which will
cause it to come up heads or tails. This is NetHack, so there are
special cases for flipping a coin underwater or while fumbling or
greasy.

I've tried to future-proof this commit so that the code will not
need to be modified if other items are eventually added to the
coin class.

If memory serves, there was a patch for this on the bilious patch
database, but I was unable to locate it or who the original author
was. In any case, the code is entirely original.
2023-10-14 00:41:13 -07:00
PatR
55650666ed \#overview vs temples and altars
Reported by entrez:  it was possible for #overview to show a line of
just "." if a temple was known and its altar was unknown and no other
features such as thrones or fountains were known on the level.

It now lists "M temples and N altars" when both are present and the
case that yielded "." becomes "a temple".  That's an improvement but
there might be edge cases it gets wrong.  A listing of "a temple and
an altar" is ambiguous because there isn't any way to tell whether the
altar it mentions is inside the temple.  That seems acceptable to me.

I think it should include more alignment information about temples and
altars, instead of just adding "to <your god>" when all known altars
are of hero's alignment, but this doesn't attempt to address that.
2023-10-14 00:01:33 -07:00
PatR
9e65cd7d80 more not PR #1102 - reveal_terrain() args
From a comment w/ diff in the pull request by entrez, combine the
show-full-map flag (available in wizard mode and explore mode) with
the bitmask for map-only, map-and-traps, map-and-traps-and-objects
flags for #terrain mode (and getpos() help) instead of passing that
as a separate argument.  No change in behavior unless I messed up.
2023-10-13 18:17:08 -07:00
PatR
80b153638b refine #1106 - invent action: item lookup
Only show the '/' menu choice for context-sensitive inventory item
action if data.base look up for the item will find something.  Lack
of '/' is as informative as "you don't know anything about that".

Harder to implement than expected but seems to be working ok.

This also changes the menu for the '/' command, replacing cryptic /^
and /" with /t and /T so that listing near traps or all traps is more
like listing near|all objects|monsters.  I put caret and double-quote
in as group accelerators; double-quote works on tty, caret gets
intercepted as "menu first page" so doesn't.  I didn't check other
interfaces since supporting that doesn't seem to be worth the bother.

Also a little bit of reformatting.
2023-10-13 01:08:21 -07:00
Kestrel Gregorich-Trevor
880b7e3eef Object lookup via inventory menu.
Adds an option to the inventory item menu which allows a user to
look up an item in the database. This uses the existing whatis
command.

A minor secondary change is switching the failed database lookup
message to second person. The use of a first person pronoun here
has always been very strange, and switching to second person centers
the player in the action.
2023-10-12 23:11:35 -07:00
PatR
284452796c redo tty resizing
Rest of 'not PR #1102'.  Resizing the terminal while getpos was in
operation recalculated the map from scratch instead of redrawing what
the core considers to already be shown.  And it was always operating
while an asynchronous signal was excuting which could potentially
clobber whatever was running at the time the signal arrived.

This uses same redrawing as the prior '^R during getpos()' fix.  It
also only performs the resize while tty_nhgetch() is waiting for
input.  If that is the situation at the time that the signal arrives
then it will resize immediately (while in the asynchronous signal
handler); if not, it will set a flag and tty_nhgetch() will do the
resize the next time it gets called.

This builds with TTY_PERM_INVENT enabled and doesn't seem to be any
worse than before, but there are bugs with that.  The only way I could
get perminv to appear was to save and restore, then perm_invent was
honored for both RC file and mO command.  And once I managed to get it
to display, moving an item from a lower case slot to slot 'A', made
that item vanish; nothing appeared in the invent's right hand panel.

Both of those misbehaviors already happen prior to this commit.  I
also saw an abort+panictrace if I resized while at the "Dump core?"
prompt when running the pre-commit code and didn't see that with the
post-commit code (although the prompt wasn't shown so I couldn't tell
that it was waiting for an answer).  The abort probably sounds scarier
than it warrants; I suspect that the pre-commit code just treated the
resize as answering 'y' for some reason, possibly a stale value in the
variable it uses.
2023-10-12 18:45:14 -07:00
PatR
f70f84aee7 not PR #1102 - map refresh during #terrain
This fixes the part of pull request #1102 by entrez dealing with the
map refresh side of things.  It was pulled out of a much larger patch
that also deals with terminal window resize for tty.

Using ^R when getpos() is in operation, whether actually picking a
position for something or browsing the map during #terrain or post
detection magic, it was reconstructing the known map and positioning
the cursor on the hero instead redrawing the selected terrain subset
or detected objects/monsters/whatever.  There's already a routine to
redraw the current view of the map without recalculating it, but it
wasn't being used for ^R during getpos operation.
2023-10-12 01:18:55 -07:00
Pasi Kallinen
13ad9561f3 Buff scroll of confuse monster 2023-10-11 20:22:56 +03:00
Pasi Kallinen
dfac5fbf67 Buff blessed potion of monster detection 2023-10-11 19:52:31 +03:00
Pasi Kallinen
93b9467c08 Balrogs prefer bullwhip is hero is wielding something 2023-10-04 19:48:21 +03:00
Pasi Kallinen
3946c5a01d Give barbed devils a sticking attack 2023-10-04 11:09:25 +03:00
Pasi Kallinen
f83a57c5bf Tweak wand of make invisible and potion of invisibility
Wand of make invisible doesn't make you permanently invisible,
just for a short duration.  Potion of invisibility makes you
invisible for much longer period, or if blessed, has a small
chance of giving permanent invisibility.

This makes the wand actually useful, and improves the spell
too.
2023-10-03 21:04:15 +03:00
Pasi Kallinen
2402e6ad4d Decommission Juiblex Express 2023-10-03 10:57:29 +03:00
Pasi Kallinen
f0698e1dca Bone devils summon skeletons
Skeletons are extremely rare, and not generated at random,
and bone devils are basically just a speed bump when they appear.
Make both more interesting.

Idea by copperwater <aosdict@gmail.com>
2023-10-02 20:25:58 +03:00
Pasi Kallinen
9b4eaafe8c Fog clouds maintain any gas clouds 2023-10-02 13:05:15 +03:00