Commit Graph

6453 Commits

Author SHA1 Message Date
PatR
44a7bfbab6 decode_mixed()'s return type
decode_mixed() writes its output into a 'char *' buffer that's passed
in to it and then returns that buffer.  Some excessively paranoid
error checking forced to return 'const char *'.  Relax that and use
'char *' so callers can work with the result without extra casts.
2019-03-18 14:38:30 -07:00
nhmall
d52ab63f33 Merge branch 'NetHack-3.6.2' 2019-03-15 20:57:59 -04:00
PatR
9d67cd1597 status lines' "End Game"
Change the generic status line location "End Game" to relevant element
name "Earth", "Air", &c.  ("Plane of <element>" might be too long if
hungry and encumbered and afflicted by conditions.  "Astral Plane" is
already specific so not affected.)
2019-03-15 17:51:39 -07:00
PatR
ed55fa23f6 hacklib.c tidbit
Describe 'trimspaces()' more accurately.
2019-03-15 01:45:10 -07:00
nhmall
fc9dde7ae1 Merge branch 'NetHack-3.6.2' 2019-03-13 20:21:56 -04:00
nhmall
963cb352bc Merge branch 'NetHack-3.6.2-beta01' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.6.2-beta01 2019-03-13 20:04:50 -04:00
nhmall
13c0428721 even more mingw 2019-03-13 19:59:57 -04:00
PatR
ccd6d1407e curses: hilite_pet, hilite_pile without color
The curses interface was ignoring video attributes (bold, inverse, &c)
when color is toggled off or if built with TEXTCOLOR disabled.  Honor
attributes regardless of whether color is displayed.

Also, toggling 'hilite_pet' On during play wouldn't do anything if the
curses-specific 'petattr' option had been left as None.  (It worked as
intended if set in starting options.)
2019-03-13 16:50:56 -07:00
nhmall
fa186b49a1 Merge branch 'NetHack-3.6.2' 2019-03-12 21:18:46 -04:00
PatR
44639ab1e8 long #version feedback
Hide a bug in the X11 interface by manually wrapping 'short' version
line (the first line of #version output) when runtime ID or git hash
and/or branch is present.  Otherwise the very wide 'short' line causes
a horizontal scrollbar to be present at the bottom of the popup window,
but the window size doesn't take that into account so ends up being
one line too short.  Worse, there's no vertical scrollbar to bring the
last line into view.

Even if somebody figures out how to fix that properly, the really wide
line above a couple of paragraphs which have been carefully wrapped
for a much narrower width looked strange.

Also, move the 'short' version's period to the end of the text.
old: basic version info. (extra info)
new: basic version info (extra info).
2019-03-11 18:11:21 -07:00
nhmall
7e79bb2169 Merge branch 'NetHack-3.6.2' 2019-03-08 10:38:18 -05:00
PatR
8728de2a0a fix #H8330 - kicking obj stack uses wrong weight
Kicking a stack splits off one item (except for gold coins) and
propels it, but the range for how far it would move was calculated
before the split using the entire stack's weight.  So a large stack of
small items might fail with "thump" (which the report suggested hurt
the hero, but it doesn't) and none of the stack would move.  Splitting
sooner looked complicated because of several potential early returns
between the range calculation and the eventual kick, so this hacks the
stack's quantity to get the intended weight instead.
2019-03-06 16:59:39 -08:00
nhmall
d2262ca0ec Merge branch 'NetHack-3.6.2' 2019-03-05 22:02:09 -05:00
PatR
e2b6cf4066 fix #H8319 - hero-owned container used inside shop
showed non-empty containers in inventory (including the one being
applied) with a 'for sale' suffix during put-in operations, as if the
shop was trying to sell it to the hero.  Amount shown was cumulative
value of its contents.  (Using /menustyle:T doesn't show the container
being applied so this wasn't visible with it unless other non-empty
containers were being carried.)

Two or three fix attempts solved one problem but introduced another.
This one seems to finally get things right but considering that there
was trial and error along the way, my confidence isn't great.
2019-03-04 14:40:01 -08:00
PatR
b211c1b832 fix #H8310 - riding a saddled tripe ration
If steed ate a mimic corpse and started mimicking an object or dungeon
furniture, the hero was able to keep riding.  Force a dismount when
that happens, even if steed takes on monster shape rather than object
or furniture.  After that, #ride to remount non-monster will fail
unless using wizard mode's "force mount to succeed" action, in which
case steed's eating finishes immediately and it returns to normal.

This doesn't address the older report that mounted hero can continue
to move around while the steed is eating.
2019-03-01 18:32:41 -08:00
nhmall
eea2800660 merge NetHack-3.6.2 part 2 2019-02-28 19:19:42 -05:00
nhmall
89f1d113da Merge branch 'NetHack-3.6.2' 2019-02-28 19:15:45 -05:00
PatR
7664d604da fix #H8297 - healer vs undead turning
Report forwarded from spam filter so not included in bugzilla list.
Make corpse revival feedback be more consistent.  Some of the healer-
specific flavor is still there.
2019-02-28 15:12:12 -08:00
nhmall
4f679352b7 Merge branch 'NetHack-3.6.2' 2019-02-27 08:20:38 -05:00
nhmall
6a81d78c56 Merge branch 'NetHack-3.6.2-beta01' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.6.2-beta01 2019-02-26 19:53:42 -05:00
nhmall
be3092bed4 some fish should lay their eggs in the water rather than on land
Generally, fish should lay their eggs in the water and
not on land, but the game was only allowing the opposite.

Eels are catadromous and lay their eggs in the Sargasso Sea,
not in the dungeon.
2019-02-26 19:49:24 -05:00
PatR
1a028d1197 curses run-time options
This started out as an attempt to document the curses options in the
Guidebook, but I didn't actually get that far.  Instead, integrate
the curses options better via more consistent WC/WC2 usage.  This
prevents 'guicolor' from showing up as a boolean option for non-curses
interface in curses+other binary.

For curses itself, let 'petattr' be set/reset via 'O'.  Also, accept
'Dim' as a possible pet highlight attribute since it already handles
all the other ordinary attributes.  I'm not sure what leftline and
rightline highlighting are supposed to do.  They were missing for
ncurses (or maybe they're misspelled for PDcurses?) but adding them
didn't produce any visible effect (using TERM=xterm-256color on OSX
with default font/character set).

Not addressed:
1) general confusion about compile-time vs run-time option filtering;
2) curses pet highlighting only works if 'color' option is enabled.
2019-02-26 15:16:42 -08:00
PatR
5a432d0c97 toggling persistent inventory window
Something else noticed while testing #H8271:  toggling perm_invent on
with 'O' didn't show anything (at least with curses) until some later
action caused it to be updated.  Make updating persistent inventory be
included with full redraw and set the need_redraw flag when toggling
perm_invent.
2019-02-25 15:48:29 -08:00
PatR
4df491e47d more wearing armor vs perm_invent window
Realized while fixing #H8271:  if persistent inventory got an update
while wearing or taking off was in progress (not within user's control
since hero is busy) the item in question was flagged as "(being worn)"
even though it wouldn't be worn if putting on got interrupted.  Update
doname() to show "(being donned)" or "(being doffed)" instead of
"(being worn)" when corresponding operation is in progress. (During
testing, I was able to observe "being doffed" but never managed to see
"being donned".)
2019-02-25 15:44:21 -08:00
PatR
2b2106743e fix #H8271 - wearing armor vs perm_invent window
A relatively recent change moved 'obj->known = 1' when wearing armor
from before setworn(), which issues an update_inventory() call, to
afterwards.  There wasn't any particular update then, so observing
the enchantment of armor by wearing it wasn't being reflected in the
persistent inventory window if that was enabled.
2019-02-25 15:33:43 -08:00
nhmall
587a51bee7 include isaac64 in xcode build 2019-02-24 14:35:49 -05:00
nhmall
42e7f6fcba Merge branch 'NetHack-3.6.2' 2019-02-23 12:16:13 -05:00
PatR
e0db41572a more bz 1604 - re-do vs autoquiver
Take another crack at describing yesterday's do-again fix.  Having
'autoquiver' enabled wasn't necessary to encounter the problem.
Also, 'in_doagain' is an int rather than a boolean.
2019-02-22 12:54:39 -08:00
nhmall
fb14c283c3 fix typo in comment 2019-02-22 09:00:53 -05:00
nhmall
453a2a041d merge NetHack-3.6.2 part 2 2019-02-22 08:53:18 -05:00
nhmall
b92df3f2cb Merge branch 'NetHack-3.6.2' 2019-02-22 08:47:37 -05:00
PatR
2579a3dcbb fix #H8237 - corpse on an invalid trap
It's possible to get a rolling boulder trap which doesn't have any
boulder.  That isn't invalid, but if/when it happens on a shallow
level it shouldn't be covered by the corpse of a fake adventurer
since such a trap won't kill anyone.
2019-02-21 17:53:19 -08:00
PatR
9c4a6afe46 fix bz 1604 - re-do vs autoquiver
One-line fix is much shorter than attempting to describe the problem.
^A could misuse previous input if 'f'<direction> needed to fill the
quiver and there was nothing suitable, so that the sequence became
'f'<what to throw>.  If previous <direction> was an inventory letter
that was occupied, and the item it that slot wasn't already worn in
some other slot, it would be put in quiver slot.  Then player would
be asked for direction rather than immediately throwing it since the
what-to-throw prompt had just used up the last of the ^A queue.

Miscellaneous formatting included....
2019-02-21 13:28:18 -08:00
nhmall
896f5f9774 Merge branch 'NetHack-3.6.2' 2019-02-19 07:48:19 -05:00
PatR
48ea357266 poly'd hero movement
Noticed while fixing the 'monster intrinsics from worn gear' bug(s):
set_uasmon() calls set_mon_data(&youmonst,...) which updates movement
when the monster polymorphs into something slower, then it did the
same thing to youmonst.movement itself, hitting the hero with a double
dose of reduction for any movement points not yet spent on current
turn.  Remove the set_uasmon() side of that, and change set_mon_data()
side to add a redundant non-zero test to prevent static analysis from
warning that it might be dividing by 0.
2019-02-18 13:24:58 -08:00
PatR
a6ff7210be fix #H8215 - monster intrinsics from worn gear
Fixes #177

The monst struct has 'mintrinsics' field which attempts to handle
both mon->data->mresists and extrinsics supplied by worn armor, but
polymorph/shape-change was clobbering the extrinsics side of things.
Potentially fixing that by changing newcham() to use set_mon_data(...,1)
instead of (...,0) solved that but exposed two other bugs.  Intrinsics
from the old form carried over to the new form along with extrinsics
from worn armor, and update_mon_intrinsics() for armor being destroyed
or dropped only worked as intended if the armor->owornmask was cleared
beforehand--some places were clearing it after, so extrinsics from worn
gear could persist even after that gear was gone.

So, fixing the set_mon_data() call in newcham() was a no go.  This
fixes update_mon_intrinsics() and adopts the suggested code from
github pull request #177 to have mon->mintrinsics only handle worn
gear instead of trying to overload innate intrinsics with that.  This
is a superset of that; the flag argument to set_mon_data() is gone
and mon->mintrinsics has been renamed mon->mextrinsics.  (The routine
update_mon_intrinsics() ought to be renamed too, but I didn't do that.)
2019-02-18 13:17:14 -08:00
nhmall
73f186f5cc Merge branch 'NetHack-3.6.2' 2019-02-15 15:25:07 -05:00
PatR
109a9707ae array lint
Suppress a diagnostic from the VMS compiler that the '&' in '&array'
has no effect.
2019-02-13 16:11:23 -08:00
nhmall
9bb43c39fb Merge branch 'NetHack-3.6.2' 2019-02-13 15:09:02 -05:00
PatR
a41d63d146 fix #H8183 - leather jacket doesn't show AC
Leather jacket doesn't take multiple turns to wear, so wearing it
wasn't calling Armor_on() and recently moved 'uarm->known = 1' didn't
get executed.  Not reported yet but had the same issue:  fedora and
dented pot wouldn't call Helmet_on().
2019-02-12 15:40:05 -08:00
PatR
4bb5560961 more #H8167 - late messages
Do late message suppression in a different fashion.  Also, there are
more messages than shk taking hero's possessions and guard taking
hero's gold that need to be suppressed if regular message delivery
is no longer possible:  "do not pass Go", "you arise from the grave
as a foo", "the corridor disappears", "you are encased in the rock".
Those last two are from vault handling but take place in a convoluted
manner:  paygd -> mongone -> grddead -> clear_fcorr.
2019-02-11 13:39:34 -08:00
nhmall
f5231ece89 Merge branch 'NetHack-3.6.2' 2019-02-11 12:06:46 -05:00
PatR
f3e7f49714 fix #H8167 - shopkeeper message after ending game
Closing nethack's window sets 'program_state.stopprint' to inhibit
disclosure interaction, but shopkeeper claiming hero's stuff or vault
guard claiming hero's gold didn't honor that and just issued normal
pline messages.  For win32, they got delivered in a popup even though
nethack's window had gone away.

Make those two end-of-game situations honor 'program_state.stopprint'.
[Fix not tested on win32...]
2019-02-10 17:45:26 -08:00
nhmall
a72635005d Merge branch 'NetHack-3.6.2' 2019-02-10 18:22:02 -05:00
PatR
f067a3e9ff compiling isaac64.c
Revise isaac64.c so that it can be compiled unconditionally and
yield nothing if USE_ISAAC64 isn't defined.  Necessary for building
via vmsbuild.com.
2019-02-10 13:41:45 -08:00
nhmall
7d703fa978 Merge branch 'NetHack-3.6.2' 2019-02-10 00:08:07 -05:00
PatR
16dc5870cb comment typo 2019-02-09 16:27:51 -08:00
PatR
128d1628a9 fix #H8124 - interrupted donning gives player info
about the armor.  Wearing armor sets obj->known, making its enchantment
be shown when it gets formatted, because the AC value on the status line
lets the player deduce what that is.  It was being set at the beginning
of the wear operation.  If the armor got stolen before it became fully
worn, the enchantment was still shown.  Defer that until the end of the
operation.  An attentive player can still deduce the enchantment if the
item is stolen (because its protection starts immediately) but the hero
won't learn that enchantment unless the donning completes.

This might be suboptimal but it isn't qualitatively different from
watching a pet walk/not-walk over items whose bless/curse state isn't
known or dropping unidentified items in a shop to check their price.
The player can deduce something that the hero doesn't know yet.
2019-02-09 16:07:18 -08:00
PatR
2d62513b1b minor nitpicks
A couple of trivial things I noticed while looking at status cleanup.
2019-02-09 15:33:16 -08:00
nhmall
6cf233f6b5 Merge branch 'NetHack-3.6.2' 2019-02-05 21:53:43 -05:00