Commit Graph

6453 Commits

Author SHA1 Message Date
PatR
b98427955c complicate #vanquished monsters processing...
...to make it more interesting.  Using #vanquished in wizard mode
or answering 'a' to the "disclose vanquished monsters?" prompt will
put up a menu to choose how the list of vanquished monsters should
be ordered.  Right now there are 6 choices:

  Traditional: by monster level, by internal index within level;
  by monster toughness, by internal index within monstr[] rating;
  alphabetically, first unique monsters, then others;
  by monster class, low to high level within class;
  by count, high to low, by internal index within tied count;
  by count, low to high, by internal index within tied count.

Two other orderings are implemented but suppressed from the menu
since they seemed uninteresting (alphabetical with uniques
intermixed with other monsters, and by-class high to low within
class).  The first two are very similar to each other and one of
them should probably be discarded too.  The by-class order(s) have
class-name separator lines between classes.

Options parsing for end of game disclosure has extended current
  +v (always show vanquished monsters)
  -v (never show vanquished monsters)
  yv (prompt about them, with default response 'y')
  nv (prompt about them, with default response 'n')
to include
  #v (always show vanquished monsters and choose the ordering)
  ?v (prompt about them, with default response 'a' to choose ordering)

The 'a' response was picked because it's easy to use ynaq()
instead of ynq(), but it can be considered to mean "ask about sort
order".  (Neither of the two new option values could be "av"; 'a'
for disclosing attributes would become ambiguous.)

+v or answering 'y' for any of yv, nv, or ?v uses the most recent
sort ordering (if #vanquished has been used in wizard mode) or the
traditional one (normal mode, or #vanquished not used).  Players
will probably want to specify a default order and then use +v
rather than choose the final order from a menu.  That hasn't been
implemented here.  Count high to low might be a better default than
level high to low.

While looking through Guidebook.tex to try to determine whether
the new text needed special handling, I spotted multiple mistakes
in the existing text.  Probably all from earlier updates of mine;
this attempts to fix them.  As usual of late, Guidebook.mn has been
tested and Guidebook.tex hasn't.
2016-05-03 01:12:32 -07:00
PatR
a952162a7b simplify #vanquished monsters processing...
...prior to making it more complicated.  Most of the diff is just
reducing the block nesting level of the kill-count formatting by
a couple of tab stops.
2016-05-01 13:54:08 -07:00
PatR
759544dd33 long worm #stats
When #stats shows memory use for monsters, include long worm tails.
2016-05-01 00:34:36 -07:00
PatR
16c08f7296 farlook of detected objects
At the end of December, farlook was changed to use doname() instead
of xname() in order to give more information when looking at stuff
the player had already seen.  But it ended up giving away precise
stack size for mergable objects too, even if they hadn't been seen
up close.  Changing doname() to be vague when dknown wasn't set
only worked for items in particular classes; dknown is pre-set for
a lot of things.  So this changes mksobj()'s dknown handling to not
do that for stackable items.

The change to objclass.h is just comment formatting (for the first
part of the file only), provoked by the second line of the one for
oc_pre_discovered.
2016-04-30 18:55:52 -07:00
Pasi Kallinen
89dd37f8c7 Fix wish text matcher not allowing probability 0 objects 2016-04-30 22:41:41 +03:00
PatR
55feae7ad1 unseen-monster vs pool of water
From a bug report sent directly to devteam 16-Jan-2015 (subject:
"NH343 (NAO version) - display bug"), if the hero was blind and
levitating and searched next to 'I' (text) or '?' (tiles) which
was displayed on top of a known pool and the remembered unseen
monster was no longer there, the 'I'/'?' was removed but the spot
was redrawn as floor rather than water.
2016-04-29 18:32:46 -07:00
PatR
2fe9170ee4 implement #H4305 - Quivering wielded weapon
This ended up being more elaborate than I anticipated.  'Q' will
now accept the wielded weapon as a choice of item to quiver.  If
that item is a stack of more than one, it will offer to split N-1
into the quiver and leave 1 wielded.  If the offer is declined, or
if there is already just 1, it will require confirmation to move the
item from the weapon slot to the quiver slot.  The alternate weapon
is handled similarly, with different phrasing when in twoweapon
combat mode.

Just to be crystal clear:  a single object cannot be in more than
one weapon, alt-weapon, or quiver slot at the same time.  'Q's old
behavior of rejecting the wielded weapon was to avoid accidentally
becoming empty-handed, not anything to do with multiple worn/wield
slots.

'Q' will also accept a count when picking an inventory item, then
put 'count'-many into the quiver, leaving N-count in original stack.
Except when the chosen item is already in the quiver; it that case,
it undoes the stack split and leaves things as they were.  (That
restriction may not have been necessary but I'm not planning to
revisit it....)
2016-04-29 15:10:56 -07:00
PatR
ff6e62b361 cleanup up #vanquished output
Tidy the output from disclosure of vanquished monsters at end of game
or from #vanquished wizard-mode command.  Instead of

Juiblex
The Wizard of Yendor (twice)
a mastodon
3 purple worms
an erinys
120 gnomes
42 grid bugs

it will line up the monster type names, yielding

    Juiblex
the Wizard of Yendor (twice)
  a mastodon
  3 purple worms
 an erinys
120 gnomes
 42 grid bugs

For short lists, the original looked ok (maybe even better...), but
for long lists at the end of a long game, aligning the names looks
better and is easier to read than left justifying everything.
2016-04-29 01:48:52 -07:00
PatR
8bea47e8b2 container simplification bit
Make use of the unsplitobj routine added last Fall,
2016-04-29 01:43:03 -07:00
PatR
b9e92fc179 glob tweak
Sometime back I oversimplified this bit of code to the point where
the impossible(), if ever triggered, would have been followed by a
crash.
2016-04-29 01:39:03 -07:00
PatR
1e0ab8f92f another sortloot tweak - diluted potions
Change sort ordering of
  diluted potion of bar
  diluted potion of foo
  potion of bar
  potion of foo
  potion of fruit juice
to
  potion of bar
  diluted potion of bar
  potion of foo
  diluted potion of foo
  potion of fruit juice
so that potions of the same type are grouped together.  Bless/curse
state (when known) takes precedence over dilution, so "blessed
diluted potion of foo" will come out before "uncursed potion foo".
2016-04-25 17:07:07 -07:00
PatR
4c6c2b02ed baalz hack fixup fix...
I saw a lich in solid wall at one of the spots which gehennom.des
marks with a pool (so that baalz_fixup() can find the two spots that
need post-wallification fixup).  I could understand the special level
loader placing a swimming or flying monster there, but don't know
whether it might do that for a lich (which doesn't need to breathe)
so am not sure whether this actually fixes what I observed.

The lich was there for far too long to have been a shapechanger, but
when I went back to the save file it was no longer there, producing
another puzzle.
2016-04-25 00:58:44 -07:00
PatR
6a3d82ced6 fix #H4317 - grave diggin'
Digging a grave witha a pick-axe converted the grave to floor but
did not dig a pit and unearth the grave's contents.  [Caused by a
change to maketrap() intended to prevent wizard-mode wishing for
traps on top of furniture.]  Digging a second time succeeded in
creating a pit since the location was no longer furniture.
2016-04-25 00:14:48 -07:00
PatR
4750c0a303 sortloot ordering for holy/unholy water
When items were sorted alphabetically, holy water ended up in the H's
and unholy water in the U's.  Force them to get placed with water in
the W's, as would happen if water wasn't given an alternate name when
blessed or cursed.
2016-04-23 15:44:26 -07:00
Pasi Kallinen
0956054b30 Better wishing text match
Try harder to find a matching object, and if multiple objects would
match, pick one from all the matches at random.
2016-04-23 22:38:25 +03:00
PatR
ebe21e72b2 wizard-mode enlightenment
Add another 'from_what' reason for intrinsic/extrinsic attributes:
You are <whatever> intrinsically.
2016-04-23 11:58:20 -07:00
PatR
713d8cc492 piousness lint 2016-04-23 11:57:14 -07:00
Pasi Kallinen
638aa6969c Unify piousness strings 2016-04-23 12:00:02 +03:00
Pasi Kallinen
c5aa0ff368 Simplify the web destruction func 2016-04-22 22:47:43 +03:00
PatR
117334b20e Ft.Ludios entrance (fort's entry, not level entry)
The code to apply an automatic annotation to the knox level was looking
for a drawbridge like on the castle level, but knox doesn't have any
drawbridge.  Look for its door instead.  (It's initially a secret door,
so won't be revealed via magic mapping.  It needs to be found or
destroyed to get mapped as a door or empty doorway in order to trigger
the annotation.)

Also, give a tiny bit of variation to the knox level layout.  It used
to have both the throne and the secret door on the lower of two similar
rows and the door into the treasure vault on the upper one.  Now each
of the three can be on either of those two rows (independently of each
other), making eight possibilities.  This doesn't accomplish much,
other than to make the secret door locations not always be at the same
fixed spot.
2016-04-22 02:12:10 -07:00
PatR
23b3d5a126 newcham() feedback: "A <mon> turns into it!"
Silly shapechange message if <mon> is sensed via telepathy and takes
on a mindless form.  In the case I noticed, it was a doppelganger on
the far side of a maze wall who changed from something ordinary into
a mummy while the hero was wearing an amulet of esp.

3.6.0 could deliver this message, but I think changes since then have
increased the chance for newcham() to give shapechange feedback.
2016-04-21 16:45:19 -07:00
PatR
573fff466e formatting fixups
Presence of trailing whitespace pointed out so post-reformatting
non-conformant formatting.
2016-04-20 16:43:33 -07:00
PatR
1cad2bd783 more sortloot revamp fallout
getobj() was caching 'invent' in 'firstobj', dating from the days
of the !GOLDOBJ configuration, and sortloot() could change the value
of invent, making firstobj end up pointing somewhere into the midst
of the inventory list.  So collecting letters of applicable items
could miss things (typically right after restoring a saved game).
Repeating the command would operate on already sorted invent, making
firstobj remain valid and things mysteriously reappear after having
been missed before.

Just get rid of 'firstobj' since it's no longer useful.
2016-04-19 17:01:01 -07:00
PatR
a0a4408957 flags.sortloot tweaks
flags.sortloot was changed from boolean to xchar, but proper type
is plain char.  (Presumeably it was originally off or on, then got
changed to 'n' for off, 'l' for on, plus 'f' for super-on.)

Also, make the sortloot menu for 'O' mark the current value as
preselected when interactively setting the value.  (I've been
meaning to do this for various other options but haven't gotten
around to it.  The need to workaround PICK_ONE+MENU_SELECTED menu
behavior is a nuisance.)
2016-04-19 14:40:59 -07:00
PatR
daee9f3e7c fix deleting worn obj (uchain) impossibility
... when exploding chest trap destroys uchain without using
unpunish() to un-wear it first.  The '!carried(uball)' clause
should be applied to the uball->ox,oy test only, not to both
uchain->ox,oy and uball->ox,oy.
2016-04-19 11:30:11 -07:00
PatR
f9a47bb63d menu handling for ':' when hero is swallowed
Force the menu for the look-here command when 'here' is the inside
of an engulfer to be PICK_NONE.  That way '>' won't exit the menu
by choosing the extra inventory item "> - hero".
2016-04-18 18:15:58 -07:00
Pasi Kallinen
a181c2f93b Fix dead mon and guard sanity checking 2016-04-18 19:52:54 +03:00
PatR
d02ba84684 invent menu fixes (mostly menustyle:Traditional)
For menustyle:Traditional, the object class prompt for 'D' includes
an entry choice of 'm' to request a menu.  Supplying real classes
and 'm' resulted in a menu limited to those classes, as intended,
but any of BUCX for curse/bless state and 'm' without any actual
classes resulted in a menu of entire invent.  A one-line fix once
the proper place for that fix was located.

For menustyle:Traditional or menustyle:Combination, 'A' includes an
extra choice of 'i' to examine relevant inventory prior to choosing
object classes (and object identification also offers that), but
the inventory display showed everything rather than just the items
applicable to 'A' (or to object ID).  Figuring out where to apply
the fix was trivial, but the fix itself was a bit more involved and
it exposed a latent bug in display_pickinv(): "" was supposed to be
the same as NULL when passed in as list of target inventory letters,
but it wasn't being handled correctly.
2016-04-17 16:50:25 -07:00
Pasi Kallinen
8132cb5a42 Unify web burning or dissolving
Also make any flaming monster burn webs.

This also fixes a bug, where a gelatinous cube monster did not
dissolve the web.
2016-04-17 17:02:47 +03:00
PatR
828c244ff3 'R' fix
A patch in late January to suppress suits as likely candidates for
the 'R' command when wearing a cloak also unintentionally suppressed
rings when wearing non-cursed (or not yet known to be cursed) gloves.
Cloak always blocks suit removal; gloves only block ring removal if
cursed.
2016-04-16 17:25:33 -07:00
PatR
953ee96f7e extend wizard-mode '#stats' command
Extend #stats beyond just monsters and objects.  Have it display
memory usage for traps, engravings, light sources, timers, pending
shop wall/floor repair, regions, bones tracking, named object types,
and dungeon overview.

No doubt there are other memory consumers that I've overlooked.
2016-04-16 15:37:35 -07:00
Sean Hunt
bca851d711 Merge remote-tracking branch 'github/tung/shop-floor-nested-loot' into NetHack-3.6.0 2016-04-12 21:32:10 -04:00
Sean Hunt
f5019b231e Merge remote-tracking branch 'github/tung/shkp-anger-bill-fix' into NetHack-3.6.0 2016-04-12 21:16:38 -04:00
Sean Hunt
ef621d2e6c Merge remote-tracking branch 'github/tung/randline-rng-fix' into NetHack-3.6.0 2016-04-12 21:08:31 -04:00
Sean Hunt
36c3a1c665 Merge remote-tracking branch 'github/UniQP/trap' into NetHack-3.6.0
Also update fixes file
2016-04-12 20:58:25 -04:00
Sean Hunt
1e47807302 Merge remote-tracking branch 'github/UniQP/break' into NetHack-3.6.0 2016-04-12 20:52:13 -04:00
PatR
221a73fe2b getobj() ? fix
The "sortloot revamp" patch six or seven weeks ago broke filtering
for '?' menu in display_pickinv() called by getobj().  The old code
handled 'lets' when building an array of object pointers to be
sorted.  The revamp code did away with that to sort the linked list
instead, but neglected to put 'lets' handling into the subsequent
menu creation loop which is now operating on full invent rather
than the filtered subset.
2016-04-10 16:16:07 -07:00
PatR
65b9429b60 fix #H4296 - grease no checked for passive damage
Hitting a rust monster with a greased weapon would rust the weapon
instead of removing the grease.  Likewise for monsters with passive
acid or corrosion damage.  passive_obj() was ignoring grease.
2016-04-09 18:51:28 -07:00
PatR
43c7a4b312 wizard mode enlightenment for "very fast"
Fast and Very_fast share the same property index, but from_what()
didn't handle that.  Enlightenment for a Very_fast hero--which
can only happen via worn equipment (speed boots) or timed effect
(potion of speed or spell of haste self)--would be erroneously
described as "very fast innately" for roles who get intrinsic
speed at level 1, or "very fast because of experience" when high
enough level for roles who get intrinsic speed later.
2016-04-09 15:48:41 -07:00
PatR
f150d8ddfe 'fix' #H4295 - weapon shattering
When hero with two-handed weapon, or samurai with katana and without
shield, hits a monster which is wielding a weapon, there is a chance
for defender's weapon to be destroyed via shattering.  The chance is
reduced--by increasing the chance to resist--if the hero's weapon is
rusty or otherwise eroded.  That works as intended.  This changes
things to make the chance be increased--by reducing the chance to
resist--if defender's weapon is rusty or otherwise eroded.
2016-04-08 01:12:53 -07:00
PatR
3381aa4122 symset parsing
Add support for character enclosed within single quotes.  Single
character without quotes would work for most characters, but not
'#' and possibly not '^' or '\\'.  All the values in dat/symbols
are specified via backslash+digits so it isn't obvious that some
other form of value is allowed.

I think this parsing accepts all valid values.  It doesn't reject
all invalid ones:  opening quote followed by valid escape sequence
followed by junk followed by closing quote will ignore the junk.
I don't think there's any pressing need to worry about that.
2016-04-06 17:06:33 -07:00
PatR
3d50dbcbde symset S_darkroom, S_vibrating_sqaure
Symbol set parsing rejected S_darkroom and S_vibrating_square.
Now it will accept them.

The fact that this bug wasn't noticed indicates that none of the
3.6.0 symbol sets (other than "Default symbols") is specifying a
value for either of these symbols.

This also changes the default vibrating square value from yellow
'^' (caret) to purple '~' (tilde).  I don't think there's any risk
of mistaking it for a long worm tail (brown '~') and it emphasizes
that it isn't really a trap.
2016-04-06 16:52:06 -07:00
PatR
cb66774430 couple of formatting tweaks 2016-04-04 14:05:31 -07:00
PatR
bde9fdd48b revamp baalz level
Quite a bit of special case code for something so inconsequential.
Tweak the baalz level layout a little to make it be a bit more
interesting, and perform custom wallification on it so that the
beetle layout becomes clearly visible.  It looks great with
DECgraphics (and presumably IBMgraphics).  It's recognizeable but
not as interesting with ordinary ascii because corner walls use
'-' or '|' so don't join up nicely.  It looks a little weird
with tiles; the square aspect ratio of individual tiles makes it
end up being very elongated compared to character cell map it was
designed for.

As far as the level layout goes, the pair of secret doors into
Baalzebub's chamber have been give a random alternative.  The two
right-most accessible columns were diggable--I don't know whether
that was intentional; it's been reduced to one right-most column.
The middle pair of legs were asymmetrical; this fixes that.  The
beetle also now has eyes and an entry door in its mouth.
2016-04-04 13:59:23 -07:00
Tung Nguyen
24bd638356 Use rn2() instead of Rand() for selection_do_randline()
That is, use NetHack's RNG instead of the direct system RNG.  This fixes
maps generated with randlines to interact correctly with potential
future RNG system changes e.g. switching PRNG algorithms, supporting
NAO343's RNG reseeding, and even supporting replays like NetHack 4.

Based on DynaHack commit e464f63 (lev_comp: Fix system RNG use in
randline) by me.
2016-04-02 12:41:35 +11:00
PatR
c3ef98c4d1 REPRODUCIBLE_BUILD
Take the 4-5 line Debian patch and turn it into six dozen lines of
new code.  The submitted patch introduces use of several C library
routines that aren't presently in use, so would need testing by all
functional or nearly-functional ports to verify that it wouldn't
break anything.  It also switched the formatted build date+time
from localtime to UTC.  This makes the code conditional so it can
be ignored by anybody and avoid the risk of breakage.  And a lot of
the increase in size is comments attempting to explain what the new
conditional is for:  when REPRODUCIBLE_BUILD is defined, makedefs
will use getenv("SOURCE_DATE_EPOCH") (whose value is an integer
representing seconds since 1-Jan-1970) instead of current date+time
when generating date.h.  The purpose is to be able to rebuild at a
later date and produce an identical program, which doesn't happen
when compile time gets incorporated into the binary.

I've added some sanity checking to try to make sure the getenv()
value obtained isn't bogus.  And the version string put into date.h
will be slightly different, allowing someone who sees date.h or 'v'
output to tell whether SOURCE_DATE_EPOCH was involved:  showing
"<port> NetHack <version> last revision <date>" instead of the
usual "... last build <date>".

To test, checkout a new branch for building, make any local edits
to unixconf.h and config.h, including enabling REPRODUCIBLE_BUILD,
git add+commit them, then use
  SOURCE_DATE_EPOCH=`git log -1 --pretty=%ct` make install
Other ports will need a bit more work to set up the environment,
but can still use git to track file dates and supply the latest.
Building with alternate configurations could be accomplished by
using tags instead of 'log -1' or by using distinct build branches
where nothing is commited/merged/rebased after completed build.

Unresolved issue:  BUILD_DATE, VERSION_ID, and COPYRIGHT_BANNER_C
contain formatted date+time but omit timezone.  SOURCE_DATE_EPOCH
is assumed to be UTC but the formatted values don't say so, so it
might appear to be incorrect when compared with local time.  We
definitely don't want to start mucking about with timezones within
nethack, so I think we just live with this.  It's not an issue for
default configruation where REPRODUCIBLE_BUILD is left disabled.
2016-03-31 17:56:11 -07:00
PatR
d6fa06f8e8 zeromonst
Make 'zeromonst' global instead of local to makemon.c.  Its address
isn't used as a special value like &zeroobj, but it is useful to
have available for initializing various pseudo-monsters.

modified:
  include/decl.h
  src/decl.c, makemon.c, mkobj.c, mplayer.c, teleport.c
2016-03-26 16:42:24 -07:00
PatR
862d37c77a more recovered bits
Some worthwhile stuff from abandoned 'git stash':
 is_plural() macro wasn't comprehensive;
 a couple of return values where writing with a magic marker was
   causing time to elapse even though nothing happened;
 comment formatting for saddle being left in shop by dying steed.
2016-03-25 17:26:37 -07:00
PatR
41b8f38272 shapechanger polymorph bit
Rescuing an old revision from bit rot:  If one of fog clouds or
vampire bats has been genocided and you try to polymorph a vampire
disguised as the other, it won't change form because the shape it's
currently in is the only candidate shape left for vampshifting.
This makes shapechangers who fail to take on a new shape when
polymorphed try again, specifying original form on the second try.
It's unlikely to affect chameleons, but disguised vampires will
sometimes become undisguised instead of seeming to be immune from
polymorph.
2016-03-25 16:49:01 -07:00
PatR
36464df379 mplayer.c formatting
Some formatting cleanup for file that escaped the umpteen earlier
rounds of such.
2016-03-25 16:45:26 -07:00