Commit Graph

3366 Commits

Author SHA1 Message Date
nhmall
a9c946a05f Merge branch 'NetHack-3.6' 2019-12-01 19:30:09 -05:00
nhmall
d2d40289e6 update and/or clarify some version references 2019-12-01 19:07:28 -05:00
nhmall
3a59b7f210 Merge branch 'NetHack-3.6' 2019-11-30 23:48:03 -05:00
PatR
8f06974414 fix #H9479 - worn dented pot can't be taken off
Taking off no-delay helmets, gloves, and boots were unintentionally
taking off suit instead and stayed worn themselves.  As far as I
saw, only helmet types "fedora" and "dented pot" were applicable;
all gloves and boots have a small multi-turn delay.  This was an
unintended side-effect of the first "slippery gloves" commit so
happened about three weeks ago.
2019-11-30 20:19:10 -08:00
nhmall
3a84bff7f3 Merge branch 'NetHack-3.6' 2019-11-30 15:41:52 -05:00
nhmall
0843c5d922 some dead code eliminations and a couple of documentation updates 2019-11-30 13:35:14 -05:00
nhmall
8cd73c8cc9 Merge branch 'NetHack-3.6' 2019-11-29 16:57:23 -05:00
nhmall
97a61e2e95 move fixes entry to correct section 2019-11-29 12:05:21 -05:00
nhmall
fd7d0f5d52 more things considered when you're on the brink 2019-11-29 11:14:55 -05:00
nhmall
654203f0ba Guidebook update from cron 2019-11-28 12:37:54 -05:00
nhmall
56da931493 Merge branch 'NetHack-3.6' 2019-11-28 12:35:37 -05:00
nhw_cron
059e0277ff This is cron-daily v1-Nov-24-2019. guidebook updated: doc/Guidebook.txt 2019-11-28 12:32:10 -05:00
nhmall
5847806104 Merge branch 'NetHack-3.6' 2019-11-27 23:07:29 -05:00
PatR
7ca572eb60 paranoid_confirmation:eating
Add 'eating' (synonym 'continue') to the list of things that can be
set via paranoid_confirmation to require "yes" instead of "y" when
the user is prompted about something, in this case "Continue eating?".

dat/opthelp was missing a few of the paranoid_confirmation choices.
2019-11-27 16:27:13 -08:00
nhmall
a351f90476 number pad changes from pull request #247
Below is the accompanying text from the pull request on
GitHub https://github.com/NetHack/NetHack/pull/247:

> This fixes the issue brought up in https://www.reddit.com/r/nethack/comments/dv3pae/curses_and_the_numberpad/?st=k3hgply6&sh=dbc2bf7d .
>
> I don't know why the "regular" (tty) method doesn't seem to work for him,
> but I'm going to chalk it up to a PDCurses oddity. What I do know, however,
> is that the alternate method I added a year ago or maybe longer, that allows
> numpad usage even with number_pad:0 (to retain the default keybindings in case
> an user is used to them, while keeping number pad behaviour making sense,
> similar to NetHack4+friends) was only partially implemented, for some reason.
> This adds the rest of the keys, meaning that this means of key interpretation
> should be more realible. KEY_A2/B1/B3/C2 are not standard keys in the Curses
> documentation, and is thus behind an ifdef -- but PDCurses, amongst other
> implementations, makes use of them.
>
> As a side effect, Home/End/PgUp/PgDn are now interpreted as diagonal movement,
> since some terminals interpret number_pad keys that way. I do not consider this
> a problem since they went unused in normal gameplay anyway (This does not
> interfere with menus or similar).

Closes #247
2019-11-27 17:19:55 -05:00
PatR
0c98a30b8d fix part of #H9467 - clairvoyance vs sensed mons
When a monster is drawn on the map, remove any "remembered, unseen
monster" glyph being shown at the same spot.  Clairvoyance shows
all monsters in vicinty, then ones which can't be seen are replaced
with the 'I' glyph (which is on the object layer or the display,
not the monster layer show is subject to different update behavior).
But subsequent monster refresh didn't get rid of it when a sensed
monster was displayed over it.  (3.6.1 included a similar fix for
warned-of monsters.)

Also during clairvoyance, don't draw an 'I' at a spot that will
immediately be refreshed with a monster because 'I' clobbers any
remembered object at the same location.
2019-11-27 11:24:23 -08:00
nhmall
5d5d8069d4 Merge branch 'NetHack-3.6' 2019-11-27 01:27:11 -05:00
PatR
3130676077 alignment of mimicked or polymorphed altars
A reddit thread about an unaligned altar in an aligned temple was
a tipoff that mimics posing as altars didn't have any particular
alignment.  The look-at code was misusing an operloaded field of the
underlying terrain.  Pick an alignment at random when taking on the
appearance of an altar, store it in the mimic's mon->mextra->mcorpsenm
field, and have look-at use that.

Also, dropping a ring of polymorph into a sink can transform it, and
one possible outcome is an altar.  In this case, the alignment is
part of the location's topology, but code setting that up was using
Align2amask(rn2(foo)).  That's a macro which evaluates its argument
more than once.  The first evaluation was effectively a no-op.  If
the second evaluation picked lawful then the result was lawful as
intended.  But if the second picked non-lawful and the third picked
lawful, the result would end up as none-of-the-above (a value of 3
when it needs to be a single-bit mask of 1, 2, or 4).
2019-11-25 15:01:40 -08:00
nhmall
94f251cf2a fixes catch-up bit 2019-11-25 11:30:21 -05:00
nhmall
cab3eabfc4 lua quest texts 2019-11-25 00:50:16 -05:00
nhmall
b070cb10ca Merge branch 'NetHack-3.6' 2019-11-24 18:51:59 -05:00
PatR
2288b94ae4 fix #H9462 - segfault with levitation boots
This is similar to the helm of opposite alignment case fixed some
time ago.  Deferring the setting of foo->known until an item is fully
worn (because it used to get set earlier but gave away information if
the wear operation was interrupted) didn't take into account that foo
might end up Null in various circumstances.  So Boots_on() needs to
validate uarmf before setting uarmf->known in case putting on boots
of levitation while on a sink caused them to come right back off.

I put similar validation into all foo_on() just in case (as far as
I'm aware, only Boots_on() and Helmet_on() actually need that).
2019-11-24 15:33:16 -08:00
nhw_cron
c2f6c587d1 Files and doc/Guidebook.txt from cron-daily v1-Nov-21-2019 2019-11-23 17:42:24 -05:00
nhmall
7de2a0d515 Merge branch 'NetHack-3.7' part 2 2019-11-22 23:41:21 -05:00
nhmall
0024ea5ce4 Merge branch 'NetHack-3.6' 2019-11-22 23:37:48 -05:00
PatR
ce46c97e6e fix #H9375 - unintended Rider corpse suppression
Don't let Riders swap places with something (fog or ooze, perhaps)
located at a closed door spot because if it gets killed there, there
won't be any corpse and it will stop auto-reviving.

Just avoid moving to spots where mondied() won't place a corpse
instead of worrying about whether a bargethrough creature (if there
ever are any besides the Riders) might be able to survive at the
destination (so ignore pass-walls, door-opening, swimming, &c).
2019-11-22 18:16:59 -08:00
nhmall
fa4552e09e Merge branch 'NetHack-3.6' 2019-11-22 07:41:53 -05:00
PatR
d4df876a6f docall fix
Noticed while testing something:  hero drank a potion of see invisible
and nearby invisible monster could now be seen--in theory--but I was
asked what to call the potion while the updated map was buffered.  So
I didn't see the invisible monster until after naming the potion.

pline() flushes buffered map updates, but getlin() doesn't.  I didn't
change that, but I've made docall() do so since the updated map may
make a difference in what the player can tell about whatever is being
'called'.
2019-11-22 02:46:28 -08:00
nhmall
39bc7e9bb9 Merge branch 'NetHack-3.6' 2019-11-21 23:50:01 -05:00
nhmall
3545374e9c internal self-recover fix and bones name buffers 2019-11-21 23:41:11 -05:00
PatR
a62d6145bd fix part of #H9397 - hallucinatory mon names
Fix the issue where a hallucinatory monster name which begins with
a slash is having that stripped off as if it was a gendor and/or
personal-name flag.

The main issue was pronouns ignoring hallucination and this doesn't
attempt to address that.

Also, add new hallucinatory name "leathery-winged avian" which has
been lurking for a while.
2019-11-21 17:43:55 -08:00
nhmall
f7cb969e2d Merge branch 'NetHack-3.6' 2019-11-18 19:19:12 -05:00
nhmall
22180fc523 typo in fixes36.3 2019-11-18 16:58:43 -05:00
nhmall
a763b99afd catch up on some post-beta1 corrections 2019-11-18 16:56:52 -05:00
nhmall
d132093595 Merge branch 'NetHack-3.6' 2019-11-18 15:15:37 -05:00
PatR
040c13f6aa more tribute: Eric #3, Witches Abroad #10 2019-11-18 11:56:45 -08:00
PatR
516761b9bb another tribute typo: The Light Fantastic #11
Another transciption mistake ("to"; the book has "do").
2019-11-18 11:01:26 -08:00
nhmall
732680dede Merge branch 'NetHack-3.6' 2019-11-17 21:40:34 -05:00
nhw_cron
32e61f7dd2 This is cron-daily v1-Oct-31-2019. guidebook updated: doc/Guidebook.txt 2019-11-17 20:48:40 -05:00
nhmall
bb2185203f Merge branch 'NetHack-3.6' 2019-11-17 20:31:56 -05:00
nhmall
a045763f56 date bump 2019-11-17 20:19:41 -05:00
nhmall
57584a22d7 add some guard code to the Is_*_level macros in dungeon.h
All Is_*_level tests during early startup would test as true until
dungeon_topology was initialized in a new game or restored from
a save file. That could result in some unexpected code paths being
taken.
2019-11-17 19:13:23 -05:00
nhmall
5f3398347c Merge branch 'NetHack-3.6' 2019-11-16 23:14:34 -05:00
nhmall
a364348098 add an mgflags parameter to mapglyph() to alter how it behaves internally
avoid a recent save-value,call,restore-value kludge by adding
an mgflags parameter to mapglyph() to control its behavior

 Changes to be committed:
	modified:   doc/window.doc
	modified:   include/extern.h
	modified:   include/hack.h
	modified:   src/detect.c
	modified:   src/mapglyph.c
	modified:   src/pager.c
	modified:   sys/amiga/winfuncs.c
	modified:   sys/wince/mhmap.c
	modified:   win/Qt/qt_win.cpp
	modified:   win/Qt4/qt4map.cpp
	modified:   win/X11/winmap.c
	modified:   win/curses/cursdial.c
	modified:   win/curses/cursinvt.c
	modified:   win/curses/cursmain.c
	modified:   win/gem/wingem.c
	modified:   win/tty/wintty.c
	modified:   win/win32/mhmap.c
	modified:   win/win32/mswproc.c
2019-11-16 22:49:36 -05:00
nhmall
18f6af1466 Merge branch 'NetHack-3.6' 2019-11-16 18:27:50 -05:00
PatR
2a07924063 rename S_player_override to S_hero_override 2019-11-16 14:31:57 -08:00
nhmall
db52f15101 Merge branch 'NetHack-3.6' 2019-11-16 17:01:49 -05:00
PatR
020825bc73 monsters entering regions
Region processing does a lot of looping--when there are actually
regions present--and calls functions in those loops which do more
looping of their own.  This moves some of the simpler tests so that
they get done sooner and can avoid some of those function calls.
I was hoping that it would speed up the turn cycle on the Plane of
Fire where the spontaneous irregularly shaped fumaroles are composed
of a lot of small regions but I don't think there's any noticeable
difference.

In process of doing that, I discovered a bug (no doubt copy+paste
which escaped an intended update) with monster handling.  The check
for whether a monster is entering a region depends upon whether the
hero is in that same region rather than whether the monster is
already inside.  So a monster can enter a region--or have a moving
one enclose it--with impunity if the hero is already in that region.
Once the hero moves out of it, the monster will finally enter it.
2019-11-16 11:46:50 -08:00
nhmall
5b7940ecb5 Merge branch 'NetHack-3.6' 2019-11-16 10:22:52 -05:00
nhmall
8b1c6148f6 improve pluralization on some words ending with a k-sound
fixes #245
2019-11-16 08:27:07 -05:00