Commit Graph

81 Commits

Author SHA1 Message Date
Pasi Kallinen
411ee58593 Add more explicit helpless reasons
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless.  For example:
"while frozen by a monster's gaze"
2015-03-29 22:12:19 +03:00
Sean Hunt
260f7ea860 Make TOURIST unconditional. 2015-02-27 19:33:12 -05:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
nethack.rankin
5cc7f32044 retouch_equipment() bypass handling
Simplify retouch_equipment (post-3.4.3.code, called when hero
changes alignment or turns into a silver-hating critter; inventory
traversal must cope with the possibility of losing object->nobj when
processing object) by switching to recently added object->bypass code.
2013-11-07 01:03:16 +00:00
nethack.rankin
c9fc8fcc09 Magicbane grammar
After newsgroup discussion of C343-162, I noticed that it had fixed
the verb usage in the message for confused and/or stunned, but not in the
one for resisting.  (If a monster name ends in 's', or it has been named
"you", 3.4.3 used the wrong verb because vtense() was fooled about plural
or second person.)  No new fixes entry needed....
2013-03-17 00:17:18 +00:00
nethack.rankin
ac1707b5e6 lint bit: protects(artifact.c) (trunk only)
Rename 'is_worn' argument; that's also the name of a function.
2012-01-12 09:51:05 +00:00
keni
03b4813be3 can we do two files? artifact.c cmd.c 2011-12-29 22:46:25 +00:00
nethack.rankin
84f02bd336 intrinsics revamp (trunk only)
Simplify many of the intrinsics macros from
  #define xxx_resistance (Hxxx || Exxx || resists_xxx(&youmonst))
down to
  #define xxx_resistance (Hxxx || Exxx)
by setting or clearing an extra bit in Hxxx during polymorph so that the
resists_xxx() check becomes implicit.

     Unfornately there were lots of places in the code that treat Hxxx
as a timeout number--primarily for Stunned, Confused, and Hallucination;
Stunned happens to be one of the revised macros--rather than as a bit
mask, so this patch needed a lot more changes than originally antipated.
2011-10-01 00:25:57 +00:00
nethack.rankin
16e81690e3 new command '`' to show discoveries for one class (trunk only)
Use the grave accent (back tick) character as the keystroke for a
new command which prompts for an object class and then shows a subset of
the discovered objects list covering just the selected class.  Similar
to the 'I' variant of 'i' for viewing inventory, and mainly useful once
the '\' discoveries list has grown long.
2011-09-15 04:16:29 +00:00
nethack.rankin
aa382329dd typo/thinko fix (trunk only) 2011-04-08 02:20:56 +00:00
nethack.rankin
33d9b71311 Protection groundwork/artifact tweaks (trunk only)
This is mostly groundwork prior to making the Protection intrinsic
become more meaningful.  The Mitre of Holiness (priest quest artifact)
and the Tsurugi of Muramasa (samurai quest artifact) will now confer
Protection when worn/wielded (though at present that effectively does
nothing).  While in there, this also changes the Eye of the Aethiopica
(wizard quest artifact), the Eyes of the Overworld (monk quest artifact),
and the Sceptre of Might (caveman quest artifact) so that they need to
be worn/wielded rather than just carried in order for them to confer
magic resistance.  That way they're a little less attractive for wishing
by other roles and a little more likely to be actively used by their own
roles (not an issues for the Eyes, I'm sure).  This change actually works
to the player's advantage, since it means that monsters who successfully
steal those items won't instantly obtain magic resistance in the process.

     This adds protects() as a predicate routine to check an item for
conferring Protection.  In order to do that, it renames the existing
protects() routine to defends_when_carried(), because that predicate is
actually a variant of defends() for items which aren't worn or wielded.
2011-04-07 18:10:47 +00:00
keni
9ae93d8b71 new and fixed messages
2 fixed messages and 2 new silly messages
2010-01-07 17:51:35 +00:00
keni
df20791e59 Add RCS version lines 2009-05-06 10:45:32 +00:00
nethack.rankin
e053cb3447 first divine gift artifact (trunk only)
From the newsgroup:  if no co-aligned artifacts are available when
attempting to give the first divine gift for an offered corpse, nothing
would be given.  Since the gift counter stayed at 0, subsequent attempts
to select one would still treat it as first gift and always fail again.

     The first divine gift from offering corpses must match the hero's
alignment; after that, nonaligned artifacts (Frost Brand, Giant Slayer, &c)
are added to the pool of choices for further divine gifts.  It's pretty
easy for a chaotic character to use up the co-aligned artifacts before
getting any divine gift.  There aren't many chaotic ones and some are
inelgible due to being race-specific items.  Wishing for Stormbringer--or
loading a bones file which contains it--and creating Sting and Orcrist
via naming will do the trick for an elven hero.

     This patch expands the pool of candidates to include nonaligned
artifacts during first gift selection if no co-aligned ones are available.
2008-07-07 03:01:30 +00:00
nethack.rankin
ac63f2bb6f more lint (trunk only)
The one `anything any' that was triggering a warning was shadowing
another `anything any' in the same function; no need to rename it, just
remove the unnecessary declaration.  Also, mark the couple of arrays with
initializers that I'd noticed as static instead of letting them default
to auto.  The abil_to_spfx()::abil2spfx[] one might need to be redone in
code as a switch if some compilers/linkers have trouble initializing it.
2008-02-20 01:26:13 +00:00
nethack.rankin
33c14ba523 enlightenment revamp, part I (trunk only)
Groundwork for re-doing ^X so that it'll be more integrated with
enlightenment and display bottom line information without abbreviations
or long-line truncation.  `mode' doesn't do anything yet so may provoke
lint complaints.
2008-01-21 16:40:56 +00:00
nethack.rankin
66f95ef37c Heart of Ahriman hack (trunk only)
From a four year old news posting:  hero was levitating via #invoke
on the Heart of Ahriman, then dropping that artifact yielded:
  You drop a gray stone named The Heart of Ahriman.
  You float gently to the floor.
  A gray stone named The Heart of Ahriman hits the floor.
That might be strictly correct, assuming that both hero and stone fall at
the same speed; if the stone was dropped from perhaps waist height then
the hero's feet would touch first.  But it looks strange, like a cartoon
where something hangs in midair until someone notices that it should fall.

     Removing the artifact from inventory causes the #invoke property to
toggle off.  Unfortunately it has to be done here before the object can
be placed at its destination.  Modifying message order seemed unviable;
this fix fiddles with the Levitation property in order to defer hero's
descent until after object handling is finished.  Now same setup gives:
  You drop a gray stone named The Heart of Ahriman.
  A gray stone named The Heart of Ahriman hits the floor.
  You float gently to the floor.
  You see here a gray stone named The Heart of Ahriman.
2007-06-03 01:05:43 +00:00
nethack.rankin
174182f0e4 Sunsword vs shades, take II (trunk only)
From the newsgroup:  Sunsword is ineffective against shades.  It
gets a special bonus of double damage vs undead, but since it's not made
of silver it was only doing 1 point of damage against shades.  Make the
bonus-vs-undead attribute override the silver-required criterion.  (No
comparable handling for flimsy weapons against thick-skinned critters
this time.)
2007-05-10 03:03:46 +00:00
cohrs
338e8b0a19 gcc compilation bit, missing type 2007-03-20 19:21:38 +00:00
nethack.rankin
2bd1f86cff worn gear after polymorph alignment change [2 of 2] (trunk only)
Extend rotouch_equipment() to cover all items in use, worn/carried/
invoked in addition to wielded.  Done when you change alignment, change
shape, or catch lycanthropy.  No-longer-touchable items inflict modest
damage; worn/wielded ones will be unworn/unwielded.  For the shape change
and lycanthropy cases, unwieled weapons are also dropped.  Other unworn
stuff stays in inventory, as do weapons for the alignment change case.

     It ought to force off gloves if worn silver--or hypothetical
artifact--ring has become untouchable and gets unworn.  Instead it just
curses the gloves, if necessary, so that there's some plausibility to
having the ring come off.
2007-03-20 04:38:29 +00:00
nethack.rankin
c86f9ff008 worn gear after polymorph alignment change [1 of 2] (trunk only)
Make polymorphing or changing alignment perform a touch check (as is
done when catching lycanthropy) on wielded weapon(s) to see whether the
hero can still use them in his new form.  Part [2 of 2] will update
retouch_equipment() to check all items in use rather than just weapon(s).
(A comment or two in part 1 already refers to expected behavior of part 2.)
2007-03-20 03:58:27 +00:00
nethack.rankin
98b7550059 still more silver - untouchable objects (trunk only)
When retouch_object() prevents hero to wielding or wearing a silver
object, dish out some damage.  Do the same for <foo>bane if hero is a <foo>.
2007-03-18 04:23:42 +00:00
nethack.rankin
25527a6315 silver vs lycanthropy (trunk only)
Monster werecritters are vulnerable to silver when in human form as
well as when in beast form, but hero inflicted with lycanthropy was only
vulnerable while in beast form.  Add pseudo-property Hate_silver to handle
that correctly.  Also, add silver vulnerability to enlightenment feedback.
Lastly, hero vulnerable to silver had Con abused if hit by silver missile
but not when hit hand-to-hand; add an exercise() call to the latter.
2007-03-18 03:26:43 +00:00
nethack.rankin
f67a4547ac held artifacts evading your grasp (trunk only)
From a bug report, trying
to invoke a wielded artifact after changing alignment resulted in "the
<artifact> evades your grasp" but it remained wielded, contradicting the
message.  This adjusts the message in touch_artifact() if the object is
already in inventory, and adds retouch_object() to handle cases where
failing to be able to touch ought to force unwearing/unwielding.
2007-03-10 05:54:17 +00:00
nethack.allison
96c6163019 cast int64 to smaller types (trunk only)
The devteam feedback was to place casts in the code
in question.

This puts explicit casts on some code that was being
compiled into 'int64' then stuffed into smaller types with
VC2005.
2006-07-11 12:38:16 +00:00
nethack.allison
999424aecc more zeroany (trunk only) 2006-07-09 17:39:43 +00:00
nethack.rankin
d25ede0819 golem life
When testing the spoteffects/drown hack I noticed that draining myself
with Stormbringer (toss up, get hit on head) while in iron golem form gave
messages about it drawing or draining life.  (I'm sure that this has come
up before....)  I've altered the artifact hit message rather than making
golems become resistant, although the opposite approach seems at least as
valid.  The drain life spell uses different wording and isn't affected.
2006-06-01 04:27:35 +00:00
nethack.allison
1fcbfd85c9 additonal oextra care
Be deliberately careful with copies taken of
oextra pointers and clear the pointer if it
truly is a redundant copy that will become
invalid if/when the original holder is deallocated.
2006-05-13 20:19:06 +00:00
nethack.allison
f55210be79 code change - oextra
move oattached and oname and other things that vary
the size of the obj structure into a separate
non-adjacent oextra structure, similar to what has
already been done for mextra. The obj structure
itself becomes a fixed size.

New macros:

#define ONAME(o)	((o)->oextra->oname)
#define OMID(o)		((o)->oextra->omid)
#define OMONST(o)	((o)->oextra->omonst)
#define OLONG(o)	((o)->oextra->olong)
#define OMAILCMD(o)	((o)->oextra->omailcmd)

#define has_oname(o)	((o)->oextra && ONAME(o))
#define has_omid(o)	((o)->oextra && OMID(o))
#define has_omonst(o)	((o)->oextra && OMONST(o))
#define has_olong(o)	((o)->oextra && OLONG(o))
#define has_omailcmd(o)	((o)->oextra && OMAILCMD(o))

changed macros:
has_name(mon) becomes has_mname(mon)  to correspond.

The CVS repository was tagged with
	NETHACK_PRE_OEXTRA
before commiting these, and
tagged with
	NETHACK_POST_OEXTRA
immediately after. The diff
between those two tags is this oextra patch.

The associated mail daemon changes to use an oextra
structure instead of a hidden command located in the
name after the terminating NUL, have not been tried
or tested.
2006-04-14 16:23:56 +00:00
nethack.allison
3e8725ed95 magicbane grammar
I don't know for sure what all the possible values of hittee passed to
Mb_hit() are, but this checks to see if it matches the name of the
mdef monster and forces the word "is" if it does.
2006-03-06 04:11:36 +00:00
nethack.rankin
bcb9d35fe3 yet more artifact name handling (trunk only)
The fix to prevent naming an unknown gray stone "the Heart of Ahriman"
from revealing whether the object was a luckstone was inadequate to prevent
using the same trick with "the Mitre of Holiness" to determine if an unknown
helmet was a helm of brilliance.  (I don't know whether whoever figured out
the first one has realized the second yet; no one had mentioned it in the
newsgroup the last time I looked.)  To get this right we need to check for
objects sharing the same set of shuffled descriptions in addition to testing
whether they have identical descriptions.  Doing that meant reorganizing how
object shuffling is done, but it produces the same behavior as before.
2005-11-15 04:50:06 +00:00
nethack.rankin
c2e8fb61b8 more luck stone ID (trunk only)
Refine yesterday's change in how attempting to assign an artifact's
name to some object works:  only check object descriptions for undiscovered
object types.  Once you know that a particular gray stone is a flint stone,
you could name it "the Heart of Ahriman" as before the previous change.
Conversely, once you learn luck stones, you could give that name to any
other unknown gray stone.  This restores the ability of a player to name
his elven broadsword such that some unsuspecting other player might find
"a runed broadsword named Stormbringer" in a bones file.
2005-11-13 04:43:50 +00:00
nethack.rankin
d5be1ff3f1 plug luckstone identification hole (trunk only)
From the newsgroup:  when you pick up a gray stone, you can determine
whether it is a luckstone by attempting to name it "the Heart of Ahriman".
Your "fingers slip" if it is, they don't if it isn't.  That's way too
cheesy for my tastes.  This patch will make the finger slipping occur for
any item that has the same description rather than just for the exact type.
Now you won't be able to name any type of gray stone "the Heart of Ahriman"
(nor an elven broadsword "Stormbringer"; however, assuming that you manage
to acquire a non-artifact runesword, you can still uselessly name it
"Orcrist" if you want).
2005-11-12 05:30:11 +00:00
nethack.rankin
5ffa09c388 alignment of Angels followup
No need to retain sgn() here; mon_aligntyp() takes care of that now.
2005-10-06 03:12:55 +00:00
nethack.rankin
7b1b472c33 alignment of Angels
From a bug report, the probing/stethoscope code assumed that all Angels
(the specific monster type, not the whole 'A' class) used the epri extension
to hold alignment, but that's not true for randomly generated ones.  So
monster status feedback gave erroneous results, and it would vary based on
pet behavior if the random Angel had been tamed.  Also, touch_artifact()
didn't know about special alignment handling for Angels and aligned priests
so always used their default alignment.

     There are other problems with Angels--such as whether they should even
be allowed to be generated randomly in the first place--that this doesn't
attempt to address.  The patch for that was starting to sprawl all over the
place so I pulled this simpler bit out for a first cut.  Probing now shows
the Wizard of Yendor as unaligned instead of lumping him in with chaotics.

     Another Makefile update needed:  pline.[c,o] no longer needs epri.h.
2005-10-05 05:15:46 +00:00
nethack.rankin
7828cb3687 level drain while polymorphed (trunk only)
Noticed when incorporating the "vampire dancing" patch:  losing a level
while polymorphed would subtract from your normal hit points but didn't
affect your monster hit points.  Now they'll lose d8 from max and current,
similar to the amount they increase when gaining a level.

     This also addresses an issue from the newsgroup a few weeks back:
someone mentioned an assumption that Stormbringer drained an amount other
than d8 for monsters who use some other formula for their hit points.  It
wasn't true, but now it will be (approximately).  Most monsters with unusual
hit points aren't subject to level drain, so it shouldn't have much impact.
2005-09-22 06:02:08 +00:00
nethack.rankin
f4a3b20afe Fire/Frost Brand vs rusting
Implement the suggestion that Fire Brand avoids damage from rust traps
by boiling away the water.  Rather than making this be trap-specific, it
applies to all types of erosion which go through erode_obj().  That includes
hitting rust monsters but not dipping into potions or fountains, nor falling
into moats.  And it doesn't provide 100% protection, just a high chance of
avoiding rust damage.  Also, Frost Brand gets similar protection by freezing.

     The message handling needed some rewriting for the branch version.
That compiles ok but hasn't been tested.  It would have been simpler just to
move Yobjnam2() over even if nothing else was changed to use it yet....
2005-04-19 04:15:51 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
cohrs
98103b2c05 remove unused variables 2004-06-05 01:57:18 +00:00
nethack.allison
13e9e30acc #U986: <email deleted> wrote
on Sunday, April 4, 2004 at 20:27:06:
> On occassion when restoring a game where the
> character is wielding Sting, floor glyphs
> will show up before the --more-- prompt.
> These floor glyphs usually correspond to the
> location of monsters (sometimes they are just
> cavern features such as walls).  Some of these
> floor glyphs are not in the character's line
> of sight upon restoring.

Also in this patch is a restore of Sting's ability
to glow blue.
2004-06-04 03:56:27 +00:00
nethack.allison
d9e2105d22 polywarn followup (trunk only) 2004-06-04 01:10:44 +00:00
nethack.allison
6644c4086f polywarn (trunk only)
This patch increments editlevel making existing save and bones files useless.

Add polywarn() code to grant the ability to detect certain monster
types while polymorphed into other specific monster types.

If you polymorph into a vampire or vampire lord, you are able to
sense humans.

And just for fun, if you polymorph into a purple worm, you are able to
sense shriekers :-)
2004-06-03 04:20:13 +00:00
nethack.allison
50e157d1db debug enlightenment follow up 2004-06-01 11:25:29 +00:00
nethack.allison
e523b6accc enlightenment
Give more information about your attributes in debug mode
via Control-X.

I'd like to see some way of getting bits of this info to the
player during the game (from the Oracle or something),
but this patch keeps it limited to debug mode.
2004-06-01 05:22:28 +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
8467ab1515 Half_physical_damage 06
- [fixed in trunk] Alchemical explosion
- [fixed in trunk] Artifacts' blasting
- [fixed in trunk] Boiling/freezing potions
- [fixed in trunk] Chest/door/tin traps
- [fixed in trunk] Falling rocks/boulders (trap, digging, scroll of earth)
- [fixed in trunk] Mixing water and acid
- [fixed in trunk] Thrown potion (acid)

This is my last patch on this today.
2003-10-22 03:02:11 +00:00
nethack.allison
4775dd3cbf headings in option menus
There was a great deal of inconsistency in
different menus on how headings were displayed.
This allows the user to select what they like best.
I was motivated to do this, because I wasn't satisfied
with the appearance of ATR_INVERSE in the menus
on win32tty, and several of them specified it.
2003-10-05 19:56:22 +00:00
cohrs
559be58c21 conflicting delayed killers
Introduce a new set of functions to manage delayed killers in the trunk, used
in addressing the various reports of delayed killer confusion.  Since existing
delayed killers are related to player properties, the delayed killers are
keyed by uprop indexes.  I did this to avoid adding yet another set of
similar identifiers.
- the new delayed_killer() is used for stoning, sliming, sickness, and
delayed self-genocide while polymorphed.  Some other timed events don't
use it (and didn't use the old delayed_killer variable) because they
use a fixed message when the timeout occurs.
- A new data structure, struct kinfo, is used to track both delayed and
immediate killers.  This encapsulates all the info involved with
identifying a killer.  The structure contains a buffer, which subsumes the
old killer_buf and several other buffers that didn't/couldn't use killer_buf.
- the killer list is saved and restored as part of the game state.
- the special case of usick_cause was removed and a delayed killer list
entry is now used in its place
- common code dealing with (un)sliming is moved to a new make_slimed function
- attempted to update all make dependencies for new end.c -> lev.h
dependency, sorry if I messed any up
2003-09-29 19:24:20 +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