Commit Graph

7690 Commits

Author SHA1 Message Date
Michael Meyer
4e3812b5e4 Fix: mdisplacem stoning and gloves
Apparently this is a bug that's existed since mon-vs-mon displacement
was introduced in 2003 (in 89c785e): if a monster displaced a footrice,
having gloves on would make it vulnerable to being stoned, while having
bare hands would protect it.  Switch it around so wearing gloves blocks
petrification, as it does under other circumstances.

Also add a message explaining why the displacing monster was stoned (if
the displacement attempt is visible to the hero), so the "Foo turns to
stone!" message has some context.
2022-05-27 15:58:12 -04:00
PatR
e7923bafe9 github pull request #772 - displaying new glob
If a monster killed a pudding, the resulting glob was dropped on
the map but might now be shown depending upon interaction--or lack
of such--with nearby globs.

The commit also changed the indentation of a label; I've reversed
that.  Having labels always be indented one space means there's
no need to look into nested blocks to find them.  But having no
indentation at all interferes with GNU diff (which is used for git
diff) showing the function that a band of changes occurs in (done
by augmenting the change bars in front of the band).  That is based
on the most recent preceding line having a letter in the leftmost
column.  Back when we had K&R-style function definitions which
didn't indent their arguments, that diff feature wasn't useful.
But after switching to ANSI-style definitions it is--except when an
unindented label interferes.
2022-05-25 12:38:07 -07:00
Michael Meyer
66c70eb453 Fix: invisible pudding globs
When a pudding was killed by a monster (player-caused deaths were exempt
because of a 'backup' newsym call in xkilled), and the resulting glob
ended up on the pudding's square (whether because there were no adjacent
globs, or because the adjacent glob merged into the new one rather than
vice-versa), the glob wouldn't be drawn onto the map until the squre was
redrawn with ^R or similar.  This was because the early return for globs
in make_corpse skipped the typical newsym call near the end of the
function.

In this commit I just added a newsym call to the glob case in
make_corpse, but adding a newsym call to monkilled as a guard against
similar cases (equivalent to the one in xkilled) seems like a possible
extension.  I wasn't sure if there's a particular reason it's not
included in monkilled, so I didn't mess with it.
2022-05-25 12:34:59 -07:00
PatR
8a092aef0e timer code readability
Something else noticed while looking for something unrelated.  The
original code is correct but I think the revised code is a little
easier to take in when looking at it.
2022-05-25 12:30:48 -07:00
PatR
a021424af8 maybe_finished_meal() comment bit
An end of line comment that spans multiple lines needs to start the
continuation line(s) with '*' or clang-format will convert it into
a block comment that follows the initial line.

  foo(); /* call foo
            but not bar */
would become
  foo();
  /*
   * call foo but not bar
   */
however
  foo(); /* call foo
          * but not bar */
would stay as-is.

All that for a one-line change, and then I've changed this particular
instance to be
  /* call foo but not bar */
  foo();

There are lots of these that should eventually be fixed.  I just
happened to notice this one when looking for something else.
2022-05-25 12:20:48 -07:00
PatR
f592b9dfdb zap_over_floor comment typo 2022-05-23 18:34:09 -07:00
PatR
11de1496b1 more github issue #771 - feedback for oil potion \
explosion that reveals a secret door

Make the fix to feedback when an exploding potion of oil reveals a
door and then destroys it not affect other zap_over_floor feedback.
This incorporates the followup comment from entrez.
2022-05-23 17:49:37 -07:00
PatR
99cacd3105 named fruit vs glob bit
3.7 has a new size prefix for globs that 3.6 didn't.  The code that
decides whether player is naming slime molds after an actual object
needs to know about it.
2022-05-23 11:31:48 -07:00
PatR
4cb397b502 zap.c non-zap buglets
A couple of things I noticed when trying--and failing, so far--to figure
out the revive panic:
1) revive() treated y==0 as out of map bounds (x==0 is out of bounds
   but y==0 isn't);
2) get_mon_location() might yield stale coordinates for steed (but
   moot since that's only used for mobile lights and no light emitting
   monster can wear a saddle; didn't affect light emitting objects
   carried or worn by monsters).
2022-05-23 11:19:38 -07:00
nhmall
9a21e55830 comment update 2022-05-23 13:32:25 -04:00
nhmall
0e9f53a624 oil burning secret door described as spell #771
Closes #771
2022-05-23 13:25:12 -04:00
PatR
a962a4f6ea tweak #wizkill
When using 'm #wizkill' to kill monster(s) off without giving the
hero any credit or blame, temporarily force context.mon_moving On
so that collateral damage (other monsters killed by targetted gas
spore's explosion) also don't give the hero any credit or blame.

Make sure that some message identifying the monster is given when
targetted monster is killed even if hero can't see or sense it.
2022-05-22 00:21:58 -07:00
nhmall
05d628752e warning fix 2022-05-21 21:26:21 -04:00
nhmall
7b506c715c Merge branch 'NetHack-3.7' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.7 2022-05-21 21:22:42 -04:00
nhmall
68d7ef440f follow-up (from entrez) 2022-05-21 21:22:20 -04:00
PatR
af55e3d027 add new #wizkill command
Add a way to get rid of specific monsters in wizard mode without
fighting, zapping, &c.  #wizkill command lets you kill creatures by
picking them with getpos().

You can pick multiple monsters by targetting them one after another.
You don't have to be able to see or sense them but if you target a
spot that has no monster, the command ends.

By default, the hero gets credit or blame as if having killed the
targets but #wizkill can be preceded by 'm' prefix to treat their
deaths as if they had been caused by a monster.
2022-05-21 17:40:52 -07:00
PatR
15882c5bee wizard mode wishing bit
I meant to wish for a "wand of cold" and accidentally typed "wand of
ice".  Instead of being told that there's no such thing or receiving
a random wand, the spot I was standing on was changed to ice.

Only check for a terrain-change wish if an object class hasn't been
stripped from the wish text.
2022-05-21 15:19:48 -07:00
nhmall
f19ccde709 make currently unhandled switch cases apparent 2022-05-21 09:13:02 -04:00
nhmall
441840c737 expand info a wee bit on revive() panic 2022-05-21 09:08:23 -04:00
nhmall
35b56fb94b incorporate the later force push on pr767 2022-05-20 19:45:07 -04:00
nhmall
69a6e1dd01 Merge branch 'makeplural-gateaux' of https://github.com/entrez/NetHack into pr765-767 2022-05-20 17:40:22 -04:00
nhmall
b72b70ea99 Merge branch 'fix-pray-goto' of https://github.com/argrath/NetHack into pr765-767 2022-05-20 17:40:04 -04:00
Michael Meyer
0c0262eab0 Handle -eaux plurals in makeplural/makesingular
I noticed a comment about -eau pluralizing as -eaux, e.g. "gateau" ->
"gateaux", was not consistent with the actual output of makeplural.
Same thing with "VAX" -> "VAXen" in the line below it; they're very old
comments, so maybe they were originally meant to point out some plurals
makeplural got wrong?  Since they predate the addition of "oxen" and
"geese" to one_off[] (and the array itself), it seems like the other
special cases mentioned in the comments would also have been wrong at
the time they were written.

Address this horrifying pastry-related oversight by adding handling for
'-eaux' plurals to makeplural, with an exception for 'bureau' (plural
'bureaus'; according to the dictionary, 'bureaux' is an acceptable
variant but 'bureaus' is more common, at least in American English).
There's also an exception for 'Bordeaux' (as in a bottle of the wine),
since the singular and plural are the same.

A bit surprised this wasn't already in there, since 'gateau' is a real
food item and seems like a much more likely fruit name than some of the
inedible items makeplural has special rules for.

Also add " au " to compounds[] in singplur_compound, so that 'gateau au
chocolat' will pluralize correctly to 'gateaux au chocolat'.  Without
that change, the result is 'gateau au chocolats'.
2022-05-20 17:37:02 -04:00
SHIRAKATA Kentaro
3baa00bb1e adjust the function name in impossible() 2022-05-21 00:33:53 +09:00
nhmall
29236fc22d don't force manual edit of config.h for Lua 5.3.6 and earlier 2022-05-19 19:22:43 -04:00
PatR
46e34b0826 lua 'index'
Having the preprocessor rename a variable called 'index' to one
called 'strchr' is not the source of any bugs (in execution; it can
cause pain when trying to ask a debugger to display the value and
then be told no such thing exists).  Change the name to 'indx' to
avoid any confusion.

If we switch to strchr() we should still avoid using 'index' as a
variable name.
2022-05-19 14:40:27 -07:00
nhkeni
8a6c3d8de5 5.3.5 is not currently compatible with NHL_SANDBOX, but make it compile
with 5.3.5 and !NHL_SANDBOX
2022-05-18 14:11:00 -04:00
SHIRAKATA Kentaro
0315cd876a split fixing curse trouble into separate function 2022-05-19 02:42:31 +09:00
nhkeni
c81dcf6713 Don't sanity check LUA_VERSION for sandbox if no sandbox. 2022-05-18 13:24:13 -04:00
Pasi Kallinen
8532b8d990 Add missing void 2022-05-18 18:59:01 +03:00
PatR
2ef0291d15 context-sensitive inventory item-action split
When picking an item from inventory and then picking 'I - adjust
inventory by splitting this stack' in the item-action menu,
yn_function("Split off how many?") is used to start getting the
count without needing to wait for <return>.  It includes the response
in message history (so review of history will see that first digit).
The code then uses get_count() to obtain any additional digits.  Tell
the latter to store "Count: N" in message history if N is different
from the first digit.

That's not as good as updating message history to replace the entry
showing the prompt with the first digit with one that shows the full
count but at least it's accurate when the count is 10 or more.
2022-05-18 01:17:14 -07:00
PatR
cab613a3a9 restoring in Gehennom
When a game is restored while hero is Gehennom, give the "It is hot
here.  You smell smoke..." message after the welcome back message.

For both entering Gehennom and restoring there, switch from "smell" to
"sense" in the second part of that message if poly'd into a form that
doesn't have sense of smell.

Some unrelated stuff that got caught up in this diff:
1) move welcome()'s call to l_nhcore_call() to the start of the routine
   instead of placing that after a potential early return;
2) remove a redundant glyphmap flags reset line; the routine being
   called starts by setting its flags field to 0 for level change so
   caller doesn't need to do that;
3) look_here() is just a formatting bit.
2022-05-17 16:52:06 -07:00
PatR
03c264f93c some quest message delivery cleanup
Construct a synoposis line if a message flagged for delivery by pline
gets changed to delivery by window and doesn't already have one.

deliver_by_pline(), deliver_by_window(), and deliver_splev_message()
were doing more work than necessary.
2022-05-17 15:52:50 -07:00
PatR
b562c8ac89 fix segfault with #therecmdmenu
The change to add a menu choice for naming an adjacent monster via
\#therecmdmenu was unintentionally requiring that the monster have
monst->mextra.  So it worked on pets (regardless of whether they
were already named) because they have mextra for 'edog' extension,
but not on the majority of monsters.  And when it failed the program
would crash with a 'segmentation fault' error.

Fix the check for whether a target monster already had a name when
deciding to use "name <mon>" or "rename <mon>" in the menu entry.
2022-05-16 09:41:21 -07:00
PatR
6af5555215 fix github issue #764 - misplaced corpses
Reported by jeremyhetzler and confirmed by k2:  dead monsters weren't
leaving corpses at the spot they died.

Don't set a monster's mx,my coordinates to 0,0 when taking it off the
map (unless it is migrating to another level; mx==0 is the bit of data
used to indicate that).  Corpse drop happens after that and expects
the dead monster's former map coordinates to be intact.

Fixes #764
2022-05-16 01:30:00 -07:00
vultur-cadens
a18b7ebad9 Make some quest nemeses leave poison clouds when they die.
The Archeologist, Caveman, and Priest quest texts describe the
nemesis's body producing a cloud of noxious fumes/gas when killed.
2022-05-15 12:19:46 -07:00
PatR
4d9c568a8e \#therecmdmenu #name monster
Implement naming an adjacent monster with #therecmdmenu.

Also plug a memory leak using item-action name or call on objects.
2022-05-15 11:01:44 -07:00
PatR
3a0a92764a more wormgone
When wormgone() takes a long worm off the map, clear its stale mx,my
coordinates.  None of its callers need those anymore.

Also a bit of potential long worm clean up that occurred to me when
I looked at object bypass handling.  Expected to be a no-op here.
2022-05-14 18:10:42 -07:00
PatR
ef08773f2b migrating monster fix
The change to zero out a monster's map coordinates when it is taken
off the map yesterday messed up migration between levels inside the
Wizard's tower.  (Didn't apply when accompanying the hero between
levels, so probably unlikely to be noticed.)

Noticed while moving some replicated code into its own routine.
2022-05-14 03:30:45 -07:00
PatR
87749392b0 more writing novels
Instead of always retaining a blank spellbook when failing to write a
novel, make 2/3 chance to retain and 1/3 chance to destroy.  Same odds
(but separate chance) to attempt to write the Great Yendorian Novel
versus awful fan fiction.
2022-05-13 16:47:00 -07:00
Michael Meyer
92999914c8 Prevent hero from writing Pratchett books
The hero's ability to channel Pratchett and write his books with a magic
marker once she had read or IDed at least one of them seemed strange,
especially cases like an illiterate hero doing it as her first
introduction to the written word.  Block the hero from writing random
novels with a marker.

The image of the hero sitting down in the dungeon to write a novel is
funny, so it feels like a good spot for a funny message.  I'm not
sure if what I have there is perfect, but it can always be changed.
2022-05-13 16:01:04 -07:00
SHIRAKATA Kentaro
0b00f97766 kickobjnam on dokick() is assigned only kicking object 2022-05-13 15:51:08 -07:00
PatR
1ce457f801 display former possessions of dead monster
Reported directly to devteam by a hardfought player and also by
entrez.  The recent mon_leaving_level() change resulted in objects
dropped by a dying monster not being displayed immediately.

It justed needed the relobj(mon, 0, FALSE) to relobj(mon, 1, FALSE)
change in m_detach() but this does some related cleanup in
mon_leaving_level()'s callers.  wormgone() takes a long worm off the
map but leaves its stale coordinates set because some code relied on
that.  This takes away the need for that but still doesn't actually
clear them.

This adds redundant 'return' statements at the end of a few void
functions that are longer than fits within a typical screen display.
They make searching for the end of the current routine in an editor
or pager easier without resorting to regular expressions and can
also be used to search for the beginning if/when preceding routine
ends in 'return' too.
2022-05-13 14:46:02 -07:00
nhmall
f8b8495144 more version buf 2022-05-12 19:56:16 -04:00
nhmall
fe5cb1011f buf sizes in version.c
there were some 'sizeof buf' on a passed pointer variable buf.
pass the actual buffer size in a second argument.
2022-05-12 19:38:50 -04:00
PatR
0e83e15d6b un-macro some of display.h
I recently captured preprocessor output for a file and the amount of
code being expanded--and subsequently compiled--for canspotmon() was
quite an eye opener.  This converts most of the macros it uses into
function calls.  The resulting executable generated for OSX (built
for x86_64 and containing four interfaces) is about 5.5% smaller! and
there wasn't any difference in speed that I could notice.

The knowninvisible() macro has been in error for as far back as the
git logs go (which include those for the second cvs repository, so
over 20 years now).
2022-05-12 14:42:20 -07:00
PatR
9f1b738d1d recharging
Make "recharging" and "scroll of recharging" be aliases for "scroll
of charging" when wishing.

I thought this had been put in place years ago.
2022-05-11 22:11:42 -07:00
PatR
ebf8396444 redundant "shopkeeper disappears" message
Reported directly to devteam by entrez, the rloc() monst vanishes/
appears nearby/&c message was being given before "satisified, <shk>
suddenly disappears" making the latter redundant.  As discussed, the
fix isn't as simple as suppressing one message or the other because
both are given conditionally.

This seems to solve it but has only been lightly tested.
2022-05-11 13:12:25 -07:00
nhmall
d486270ec9 warning fix 2022-05-10 21:10:02 -04:00
PatR
97d884585c redo magic whistle feedback
Give more information when magic whistle is already discovered and
applying it affects multiple pets, without much increase in verbosity.
For each of the three categories
 1) was already in view and moves to another spot still in view,
 2) was out of view and arrives at a spot within view,
 3) was in view but gets sent to a spot out of view,
show the pet by name (which might be "your <monst>" if it hasn't been
named) when there is just one, or "two creatures", "three...", "four...",
"several...", or "many..." when there are more than one.  The first
category with more than 1 says "creatures".  When there are additional
categories with more than 1, their part of the message says "others" if
prior part(s) already mention "creatures", or it says "other creatures"
if the prior part(s) only list pets by name.

For example
|Three creatures appear.
|Fido shifts location and Fang appears.
|Your pony shifts location and two other creatures appear.
|Many creatures shift locations, several others appear, and two others
disappear.
|Two creatures appear and two others disappear.
2022-05-10 15:53:24 -07:00