Commit Graph

9476 Commits

Author SHA1 Message Date
PatR
2635c60280 fix #K3529 - perm_invent not IDing blank scroll
Report was for curses but issue is in the core so any interface
that supports persistent inventory is affected.  Reading a not-yet-
discovered scroll of blank paper wasn't always updating perm_invent
to show change in formatted description when it became discovered.

Would only happen on turn #1 (so the scroll needed to be acquired
via autopickup at starting location or via wizard mode wish so that
it could be read before any game time elapsed) when the object
discovery routine deliberately avoided updating perm_invent.  Fix
by using a different way than moves==1 to decide whether an object
is being discovered because it is part of hero's initial inventory.
2022-02-23 09:50:25 -08:00
Pasi Kallinen
645720d1bc Fix the force_mintrap 2022-02-23 19:11:32 +02:00
Pasi Kallinen
9ad1e7e620 Hurtling monster always triggers a trap 2022-02-23 18:59:57 +02:00
Pasi Kallinen
60642a8876 Wall of water stops monster hurtling 2022-02-23 13:54:07 +02:00
Pasi Kallinen
e965f6cf44 Give message trying to hurtle immovable monster
If the monster is too big, stuck to hero, or trapped.
2022-02-23 13:42:08 +02:00
Pasi Kallinen
5786ddadbb Use IS_WATERWALL and is_waterwall 2022-02-23 12:53:09 +02:00
Pasi Kallinen
362cb4a317 Fix comment, mhurtle now handles pools and lava 2022-02-23 11:34:35 +02:00
Pasi Kallinen
4eaa8cd055 Make minliquid handle walls of water 2022-02-23 11:30:51 +02:00
Pasi Kallinen
e0a83630e1 Some spell code reorg
Keep the internal spell array index inside spell.c,
and refer to spells outside of it with the otyp id.
2022-02-23 10:52:10 +02:00
PatR
82accf9169 more sleeping monster
Extend the PR#660 change that shows whether a monster is asleep when
examined by farlook/quicklook/autodescribe to monsters that aren't
moving due to timed sleep as well as those that are asleep for an
unspecified amount of time.  Unfortunately 'mfrozen' isn't specific
about why a monster can't move so the phrasing is less than ideal.
2022-02-22 12:12:13 -08:00
nhmall
407e515d7a whitelist a new warning in cmd.c
src/cmd.c(1253): warning: conditional expression is constant
2022-02-22 15:10:33 -05:00
Kestrel Gregorich-Trevor
355ed43a29 pull request #660 from NullCGT - sleeping monsters
Indicate to players that monsters are sleeping.

Closes #660
2022-02-22 11:36:40 -08:00
Pasi Kallinen
462e13f07b Handle water and lava when hurtling a monster
Also delay the output, showing the hurtle animation.
2022-02-22 16:51:18 +02:00
Pasi Kallinen
268022e5de Add #wiztelekinesis for testing purposes
For testing mhurtle, which is used for jousting or
bare-handed combat.

Improve mhurtle_step to handle bumping into another monster,
and when the monster gets killed or stuck in a trap.
2022-02-22 16:00:05 +02:00
Pasi Kallinen
e5c73d01fe Make wood golem death drops more varied 2022-02-22 14:57:41 +02:00
Pasi Kallinen
cf58d09fa6 Huge monsters easily climb out of pits
Also, give a message when a monster trapped in a pit, a web,
or a bear trap frees itself.
2022-02-22 13:08:03 +02:00
Pasi Kallinen
33556788c3 Start with a level 1 spell and enough power
Ensure the first spell - if any - given to the hero in initial
inventory is level 1 - otherwise you can end up with a situation
where the hero knows level 3 spells, but won't have enough power
to cast them.

If the hero starts out with a spell, ensure enough power (5)
to cast that level 1 spell.
2022-02-22 12:26:06 +02:00
Pasi Kallinen
78f7df9a51 Casting a forgotten spell uses some random amount of power
... in addition to the confusion/stunning it does.
2022-02-22 11:32:08 +02:00
Pasi Kallinen
d1dbed95f3 Elves and rangers get alignment penalty for cutting down trees 2022-02-22 11:13:59 +02:00
Pasi Kallinen
51a5550a51 Hobbits getting a sling also get some ammo 2022-02-22 10:01:55 +02:00
Pasi Kallinen
733fc84934 Flint and hard gems break less often when thrown 2022-02-22 10:01:17 +02:00
Pasi Kallinen
d452242af4 Adjust sleep spell, and monk starting spell
Tone down sleep level to 3 (hitting a monster does tend to wake
it up), and replace the random monk starting sleep spell with
confuse monster, which fits nicely with monk's bare-handed
fighting style.
2022-02-22 09:13:32 +02:00
Pasi Kallinen
ef6a88e1e1 Chargeable rings may get charged when hit with electricity
... instead of being destroyed. Normal charging limits apply.
2022-02-21 21:06:29 +02:00
SHIRAKATA Kentaro
dc7d434f98 add missing initializer of jcp 2022-02-20 14:43:33 -08:00
PatR
7000a3ff51 memory management for 'nomakedefs'
The nomakedefs struct starts out with static values, then if/when
populate_nomakedefs() is called, the fields are given dynamic values.
free_nomakedefs() needs to know what state it's in.

A big chunk of this if just formatting for indentation.
2022-02-20 13:47:31 -08:00
Pasi Kallinen
4a61602436 Illiterate hero will learn spells directly from deity
... instead of receiving a spellbook.
2022-02-20 22:05:33 +02:00
Pasi Kallinen
fcdae54173 Fix old-style function def 2022-02-20 21:18:03 +02:00
Pasi Kallinen
038ae7f984 Clean up some spell-related code
Add two helper functions and use those outside of spell.c,
instead of iterating through all the spells.
2022-02-20 21:12:26 +02:00
Pasi Kallinen
041a07468a Always give a message when monster changes form via polytrap
... if the hero can see it.  This was an accessibility issue.
2022-02-20 19:40:55 +02:00
Pasi Kallinen
fc19d1b453 Make looting less tedious
I've seen complaints how looting containers is tedious, and
since multiple containers in the same location are now (and have
been for a while) handled with a menu, the yes-no-quit prompt
for a single container doesn't really mean anything.

Remove that prompt, and remove the "open carefully" message too,
so when you're looting a location with a single container, the
command will drop straight into the loot-in-out -menu.  Also
adjust one looting message to explicitly mention the container
if there are other objects on top of it.

Removing the prompt means you can't loot a saddle from a tame
monster with plain loot when standing on a container - you need
to prefix the loot command with 'm' prefix in that case.
2022-02-20 18:39:52 +02:00
Pasi Kallinen
74296c3213 Split sitting code into smaller parts
Split sitting on a throne and laying an egg into their
own functions.  No changes to behaviour.
2022-02-20 17:29:37 +02:00
Pasi Kallinen
928677c810 Engraving with Fire Brand burns the text on the floor 2022-02-20 15:59:33 +02:00
Pasi Kallinen
a78419c52a Thrown items can get stuck in webs 2022-02-20 12:23:00 +02:00
PatR
661947ebaf some formatting bits in dogmove.c 2022-02-19 14:55:01 -08:00
PatR
e972d0b965 gamelog: hit with wielded weapon for first time
Reordering "killed for the first time" and "hit with a wielded weapon
for the first time" was done by moving the latter to hmon().  Hitting
with an applied polearm also gave the first-hit message since it
bypassed the routine that had been doing so.  But the throwing code
that handles applied polearms calls hmon() for damage, so after that
reordering, the first-hit log message became duplicated if triggered
by polearm usage.

Also, fix a quibble with the wizard mode conduct message given after
never-hit-with-wielded-weapon conduct has been broken.  The message
said "used a wielded weapon N times" when it meant "hit with a wielded
weapon N times".  "Used" is misleading if that wielded weapon happens
to be a pick-axe, so change the message to say "hit with".
2022-02-19 11:24:28 -08:00
Pasi Kallinen
70dafd658d Imps and others cussing the hero wake up nearby monsters 2022-02-19 17:18:07 +02:00
Pasi Kallinen
5e26589fa7 Make killer bee - queen bee transformation apply to hero
if they've polyformed to a killer bee and eat royal jelly.
2022-02-19 17:06:36 +02:00
Pasi Kallinen
26ea5824c1 Reading a magic marker shows the specific red ink color 2022-02-19 13:11:24 +02:00
Pasi Kallinen
c434236f1e Allow creating unhidden traps in special levels
des.trap({ type = "rust", seen = true });
2022-02-19 12:38:28 +02:00
Pasi Kallinen
a1d5464fa7 Knight quest home level has some saddled warhorses
Also, when creating a saddle in a monster inventory in special
level lua code, automatically saddle the monster, if possible.
2022-02-19 11:51:10 +02:00
PatR
45bc2dafa9 Unix command line parsing
Move a bunch of stuff out of main() into new early_options(): '-dpath'
playground directory handling, '-s ...' show scores instead of playing,
and the 'argcheck()' options:  --version, --showpaths, --dumpenums,
and --debug (not to be confused with -D).  Also introduce
| --nethackrc=filename
| --no-nethackrc
to control RC file without using NETHACKOPTIONS so that that is still
available for setting other options.  They can start with either one
or two dashes.  --no-nethackrc is just --nethackrc=/dev/null under the
hood.  '-dpath' can now be '--directory=path' or '--directory path'
but the old syntax should still work.  '-s ...' can be '--scores ...'.

Basic call sequence in unixmain relating to options is now
|main() {
|  early_options(argc, argv[]);
|  initoptions(); /* process sysconf, .nethackrc, NETHACKOPTIONS */
|  process_options(possibly_modified_argc, possibly_modified_argv[]);
|}
Options processed by early_options() that don't terminate the program
are moved to the end of argv[], with argc reduced accordingly.  Then
process_options() only sees the ones that early_options() declines to
handle.

Most early options were using plain exit() instead of nh_terminate()
so not performing any nethack-specific cleanup.  However, since they
run before the game starts, there wasn't much cleanup being overlooked.

chdirx() takes a boolean as second argument but all its callers were
passing int (with value of 1 or 0, so it still worked after being
implicitly fixed by prototype).  Change them to pass TRUE or FALSE.

argcheck() was refusing (argc,argv[]) with count of 1 but then it was
checking 0..N-1 rather than 1..N-1, so it tested whether argv[0] was
an argument instead of skipping that as the program name.  Change to
allow count of 1 with modified argv that has an option name in argv[0].
That happens to fit well with how early_options() wanted to use it.
2022-02-18 14:38:24 -08:00
Pasi Kallinen
cd14456b02 Knights get no caitiff penalty against undead 2022-02-18 21:29:31 +02:00
copperwater
d1b5b39e6d Martial arts users never deal no damage with a clumsy kick
From EvilHack, under the basis that anyone trained in martial arts (or
is in a powerful kicking polyform or wearing kicking boots) should be
immune from landing such a poor kick. This bypass used to happen only
50% of the time; now it happens all the time.

Note that this only averts the "Your clumsy kick does no damage" case:
it remains possible for a powerfully kicking player to kick clumsily and
have the monster evade or block, for example if they are fumbling or
wearing bulky armor.

Also, documentation: I added a comment explaining what the incredibly
dense and confusing logic is with i and j happening here, for the next
poor soul that has to read that code.
2022-02-18 08:12:31 +02:00
Pasi Kallinen
a9712442dd Use defines for pet hunger limits 2022-02-17 20:03:39 +02:00
Pasi Kallinen
390429545e Wield and swapweapon ext cmd fail return values 2022-02-17 11:06:35 +02:00
Pasi Kallinen
953a534cc5 Fix fire auto-swapweaponing to polearm
When you have a polearm as secondary weapon, have a fireassist on,
and press 'f' to fire, the code tries to swapweapon to the polearm.
This failed badly and got stuck in a loop if you were also wearing
a shield - as polearms are two-handed and shield prevents wielding
those.

Add a new "command failed" result, and clear the command queue
in that case. Also make swapweapon and wield actually return
the ECMD flags back to the rhack loop.
2022-02-17 09:12:07 +02:00
Pasi Kallinen
b25138e6d9 Zombies groan 2022-02-16 23:04:02 +02:00
Pasi Kallinen
122634ec9e Hallucinatory rays
When hallucinating, use nonsensical names for the rays
(wands, spells, and breath weapons), and random ray glyphs.

Original code from xNetHack by copperwater <aosdict@gmail.com>,
inspired by a YANI by Kahran042.
2022-02-16 21:09:23 +02:00
PatR
f588a707bb groundwork for nethackrc name on command line
I've implemented 'nethack -nethackrc=filename' as an alternative to
'NETHACKOPTIONS='@filename' nethack' but at the moment it doesn't
work because the command line parsing comes after the run-time config
file has already been processed.  But this part should work, or maybe
have problems spotted and fixed if it doesn't.  The RC file part of
initoptions_finish() has been rewritten so that it won't need extra
replication of
|  set_error_handling()
|  process_file()
|  reset_error_handling()
|  if (NETHACKOPTIONS) {
|    set_error_handling()
|    process_options()
|    reset_error_handling()
|  }
I've tried to test all the combinations mentioned in the comment but
am not sure that I covered everything, particulary for repeating
earlier tests after making incremental changes.
2022-02-16 00:36:26 -08:00
Pasi Kallinen
d958d032a0 Looting will fall through to force
If you have autounlock on, and don't have unlocking tool, but
are wielding a weapon usable for forcing the lock.
2022-02-16 08:49:16 +02:00