From the newsgroup: hangup save while picking up gold from the
floor in a shop would duplicate that gold in the save file. First the
gold amount was being added to hero's gold, then two messages were given
[pline() or prinv() about pickup followed by one from costly_gold() about
shop credit], and lastly the floor gold would be removed. The second
message could trigger --More-- and provide a controllable interruption
point between giving the gold to the hero and removing it from the floor.
Change this to do the removal step before feedback.
For GOLDOBJ configuration, relax the 52 object limit for inventory
when gold uses the special $ slot instead of a letter. Takes care of an
old buglist entry from the beta testers. [It will need to be revisited
if we ever implement multiple coin types that can't all fit in one slot.]
Also for GOLDOBJ, prevents nymphs and monkeys from stealing coins,
since allowing that made their steal-item attack be a complete superset
of leprechaun's steal-gold attack.
Adjust some post-3.4.3 code. Give feedback if you try to use #tip
on a statue--since it's a form of container, simple "nothing happens"
seems inappropriate. (Unfortunately, the alternative used here isn't
much better.) Also, you can use #tip to empty an inventory container
while swallowed; it was giving inappropriate levitation and drop-on-altar
behavior in that situation.
Someone in the newsgroup complained about zapping probing at a large
box dropped by a quantum mechanic and being told that it was empty rather
than that it held a corpse or live cat. This sidesteps the issue by
reporting "the box seems empty" instead of "the box is empty", and not
setting its contents-known flag. (That message is the main difference
between probing and the assorted other methods of observation [telepathy
and monster detection and possibly Warning for live cat, object detection
and food detection for dead cat's corpse] which might be expected to
trigger the cat's fate but don't.) This also makes probing of self and
of monsters set the contents-known and locking-known flags for containers
in inventory, same as is done for probing which hits objects. (Display of
container contents still only occurs for loose objects, not in inventory.)
Attempting to loot while suffering from confusion and not on top
of a container will drop gold if hero is carrying some, but it behaved
differently for GOLDOBJ config (gold dropped over a hole or down stairs
always stayed on current level) than for !GOLDOBJ (gold had a chance to
fall to lower level) when done at some location other than a throne.
This makes GOLDOBJ use dropx() instead of dropy(), same as !GOLDOBJ.
And with access to a throne it can be used to repeatedly summon
monsters until they're extinct. This makes it check for confusion before
finding containers, but the chest/exchequer code doesn't always kick in
so can't be attempted as many times before confusion expires, throttling
summoning a little. Also, when placing hero's gold into a chest, it now
clears the contents-known flag and relocks the chest.
Simplify the insertion into and removal from of gold in inventory for
the !GOLDOBJ configuration. If GOLDOBJ ever becomes unconditional this
will be superfluous, but in the mean time it unclutters the container and
drop code. Also, tweak a recent getobj() hack so that its purpose might
be a bit clearer.
"You carefully open the <container>..." is rather tedious after
you've opened that container multiple times, so omit "carefully" once the
contents and lock-status are both known. (I don't think it's possible
for a container to still be trapped in such circumstances, but even if it
is, you'll now stop being careful....)
"<The container> is empty." becomes "<The container> is now empty."
if it just released Schroedinger's Cat. Do the same if a cursed bag of
holding just destroyed the last of its contents. Also, there's no need
to count the number of items inside a container; that dates to before the
container-and-contents overhaul done for 3.1.0.
And for the loot menu, change "q - do nothing" to "q - done" if some
prior action (prodding the Cat into life or death, loss of any cursed bag
contents, or using ':' to look inside when contents aren't yet known) has
been enough to cause this container access to use up a turn. I haven't
bothered to do the same in the help text for non-menu looting, which seems
like more trouble than it'd be worth.
Reduce the number of questions issued when applying or looting a
container, and offer the opportunity to put things inside before taking
things out. Instead of "Do you want to take something out? [:ynq]",
followed by "Do you want to put something in? [ynq]", this gives just one
prompt; the result is similar to menustyle:full where you start out by
choosing between out, in, and both. There are now two additional choices:
reversed, for both in the opposite order, and stash, to put a single item
inside. Prompt phrasing is rather clumsy; I wanted to keep it short:
"Do what with <the container>? [:oibrsq or ?]", where picking '?' pops
up a brief help window. Inappropriate choices (like 'o'and 'b' when
container is empty) are suppressed from the prompt but still acceptable as
input; " or ?" is suppressed if the cmdassist option has been toggled off,
but entering '?' still works to get help.
Menu mode wouldn't allow 'b' when inventory was empty, despite the
fact that first taking things out might change that. Now 'b' is a viable
choice if the container isn't empty, and the new 'r' is a vialble choice
when inventory isn't empty even if the container is.
Some miscellaneous changes preparatory to enhancing the container
interface. This also fixes a minor inconsistency in object manipulation:
askchain() wouldn't let you split a stack of welded weapons but getobj()
would, so you couldn't get rid of part of the stack using 'D' or #loot,
but you could with 'd' (and post-3.4.3, with #adjust). Now getobj() will
behave like askchain(); if you have 3 cursed daggers welded to your hand,
you won't be able to drop 1 or 2 of them anymore.
Don't use the phrase "seems to be locked" when you discover that a
container is indeed locked. Also, using an alternate naming routine is
a simpler way to avoid redundant "the empty <container> is empty" than
suppressing the contents-known handling for xname.
Using #tip (post-3.4.3 code) on a container that's on a shop floor
didn't handle ownership correctly. Bag of tricks could be emptied for
free, and contents of other containers were being sold to the shop even
when the shop already owned them. This fixes bag of tricks and makes a
first cut at doing so for regular containers.
Message handling when #tipping any bag of tricks was also suboptimal
since the decision about message delivery was made again as each charge
released something instead of waiting until the whole bag was emptied.
So you could get inappropriate "nothing seems to happen" before or after
a monster visibily popped up if something unseen was also produced.
Use verbalize instead of pline for shop "thank you, scum" message
(From a bug report. Suppress shop "you sneaky cad" message
when removing a hero-owned pick-axe from a container inside a shop if the
shk is unable to speak; also give it at most one time per move (taking
multiple pick-axes out of a bag at once was way too verbose). Honor
addtobill's silent flag for the bill overflow message when/if that occurs.
Also adds a safe_qbuf usage for the #tip command that I had pending
for pickup.c.
Prevent heroes in giant form from picking up boulders once they run
out of available inventory slots to avoid an uncontrolled number of '#'
entries. There is an exception: if not already carrying any boulders,
they can put one into the '#' slot. Loadstones are treated the same way,
although since they stack and are rare to begin with, someone would have
to have gone far out of their way to have gotten many # entries with them.
Assuming that you can get something other than a boulder or loadstone
into the # slot (which is definitely possible, I just can't remember how),
you could relatively easily get three total # entries by picking up a
loadstone and polying into a giant and picking up a boulder. But I don't
think there's anything wrong with that.
Eliminate a couple of minor redundancies; no change in game play.
dropy() - only check about selling object if there is a shop on the level.
pick_obj() - leave it to addinv() clear object's no_charge bit.
Change safe_qbuf() so that instead of picking one of three strings
for sprintf() to plug into a prompt string, it actually constructs the
full prompt string itself. Also pass in the unformatted object and a pair
of formatting functions instead of performing dual formatting in advance.
The actual formatting is done via new routine short_oname() which also
takes an object and a pair of formatting routines plus a target length.
It uses the first routine, typically xname() or doname(), and formats the
object, then if the result is too long it makes some transformations, and
tries again. If truncating "called foo" and "named bar" down to 12 chars
and omitting "uncursed, rustproof, thoroughly corroded" attributes still
result in a string that's too long, it uses the other formatting routine.
The latter calls one of several jacket routines around simple_typename()
to produce a short result.
This has been through about four incarnations now and has gotten a
bit less testing each time, but I need to get it in place before I end up
running out of gas and abandoning it. I've got some changes to shk.c
(where safe_qbuf is needed but not currently used) that now need to be
redone and will come eventually.
This is an overhaul to the NetHack drawing mechanism.
- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.
- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects
- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.
- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.
- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.
- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c
- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.
- 'symset' config file option loads a desired symbol set for
everything but the rogue level.
- 'roguesymset' config file option loads a desired symbol set
for the rogue level.
- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
S_fountain:\xf4 \
S_boulder:0
- 'symbols' file has the following structure:
start: DECgraphics
Handling: DEC
S_vwall: \xf8 # meta-x, vertical rule
S_hwall: \xf1 # meta-q, horizontal rule
finish
start: IBMgraphics
Handling: IBM
S_vwall: \xb3 # meta-3, vertical rule
S_hwall: \xc4 # meta-D, horizontal rule
finish
- 'symbols' file added to the source tree in the dat directory
- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)
This 2nd part deals with timeout functions switching
some arguments from type genericptr_t to 'anything'.
Like part 1, this needs to increment EDITLEVEL in patchlevel.h.
<Someone> reported that he applied an unID'd bag and it became
discovered as a bag of tricks even though a spellbook appeared on the floor
next to him rather than having a monster show up (the monster was a mimic).
Suppress the bag discovery unless you can see or sense a monster appear.
(This doesn't really achieve much for most players, who'll recognize the
bag because they know that only one type of container doesn't prompt to
take things out and/or put things in, but I think it does make sense.)
While mucking with bag of tricks I decided that to be consistent with
the behavior of other containers, the #tip command should release all the
monsters in the bag instead of just one.
And after doing that, I realized that horn of plenty ought to behave
much the same, so #tip will operate on it now. However, it won't be listed
as a likely candidate in the "which item?" prompt unless/until it has been
discovered. (Attempting to empty any other type of horn yields "nothing
happens", same as for a horn of plenty with no charges left.) Emptying a
horn of plenty in a shop can be extremely verbose, but I don't think that
qualifies as a bug and don't currently have any plans to alter it.
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em. It is
extremely useful while using ranged weapons. When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
[See cvs log for patchlevel.h for longer description.]
From a bug report, floating down onto an engraving
due to levitation timeout would yield "You read: <engraving text>" even if
you were asleep at the time. Random teleport while asleep could produce a
similar result. The problem was actually a little bigger: you'd also get
"You see <object> here" if there was an object instead of or in addition to
an engraving.
Extend the capabilities of corpse_xname() so that various callers can
be simplified. It can how handle an article prefix, effectively turning it
into corpse_doname() (not quite; still need doname() to see a count when
quantity is more than one, or to see bless/curse state). It can also handle
inclusion of adjectives like "partly eaten" or "bite-covered". For unique
monsters those come out in the form
the Chromatic Dragon's partly eaten corpse
instead of the old
partly eaten Chromatic Dragon corpse
[so wishing probably needs to be taught about potentially finding a monster
name before assorted adjectives such as blessed; also, name_to_mon() needs
to learn how to cope with the possessive suffix].
A sizeable chunk of this patch deals with consolidating some of the
redundant "petrified by a cockatrice corpse" handling. It may be possible
to consolidate all remaining instances together since they're quite similar,
but I didn't think about that until just now and I want to get this patch
over with.
Couple of post-3.4.3 things: using ':' to view the contents when
looting or applying a container wasn't setting its cknown flag (contents
known); probing a container wasn't setting lknown flag (lock state known).
A post-3.4.3 change dealing with reaching into pits resulted in "you
sit on the air" if you used the #sit command after escaping a pit trap.
Change can_reach_floor() so that caller explicitly controls whether being
on the brink of a pit is a condition that prevents reaching the floor.
This also splits a fairly common message about not being able to reach the
floor into a separate routine.
There is still oddness here: if you're polymorphed into a flyer,
#sit yields "you sit down" followed by "you fly over a pit" (latter occurs
when escaping trap activation). A ceiling hider behaves similarly, but
the second message is "you escape a pit" and doesn't sound quite as silly.
Perhaps #sit should pass TOOKPLUNGE to dotrap(), or maybe there's some
better way to handle this?
Looting or applying an empty container whose [lack of] contents is
known yields "Your empty <container> is empty." Suppress the first "empty".
No fixes entry needed; this is post-3.4.3 code.
Revert mostly to <Someone>'s original approach for keeping track of whether
a container being applied or looted had been destroyed by the operation.
askchain() now knows not to attempt to re-merge an item that has been
destroyed (a theorhetical action since no stackable items can trigger a
magic bag explosion) like the earlier change to menu_loot(). Also have
use_container() clean up after itself so that current_container never has
an old pointer value left around.
My simpler fix for dealing with stale pointers caused by magic bag
explosion didn't handle menu_loot() checking whether to merge a destroyed
object with a stack it had been split from (the case <Someone> didn't attempt to
address either). That only needs a one-line change, but this also removes
the illusiion of generality that menu_loot() tried to maintain. It always
operates on current_container and relies on calling in_container() and
out_container() which do the same, so passing a container argument to it
was not useful. If that had been taken out first, <Someone>'s method of fixing
the original problem would have been simpler than mine but I'm not planning
to back out the earlier change.
Also fix a minor post-3.4.3 bug with a container-contents-known flag
being set incorrectly.
Fix the two problems that <Someone> reported about stale pointer use
after a bag of holding has exploded. use_container() passed the wrong
variable for quantity when calling useupf(), and doapply() had no way to
tell if the object being used had been destroyed so could use an invalid
pointer when checking for speaking artifact. The fix for the latter is
much simpler than what <Someone> suggested.
<Someone> complained that his compiler was giving these
warnings:
cmd.c:2119: warning: declaration of `expl' shadows a global declaration
dungeon.c:292: warning: declaration of `rand' shadows a global declaration
exper.c💯 warning: declaration of `exp' shadows a global declaration
files.c:278: warning: declaration of `basename' shadows a global declaration
hack.c:1102: warning: declaration of `expl' shadows a global declaration
pickup.c:2081: warning: declaration of `select' shadows a global declaration
role.c:1060: warning: declaration of `conj' shadows a global declaration
[Attention: This patch increments EDITLEVEL in patchlevel.h, rendering all
previous save and bones files obsolete.]
Here's the first cut at the two recommended flags lknown and cknown.
I've attempted to stay close to Pat's recommendations:
"Containers ought to have two new flags: lknown for lock status known,
and cknown for contents known (ie, `secret'). Formatted box and chest
descriptions should include locked/unlocked/broken when that is known
and empty/nonempty (or something like "holds N items") when contents
are known. The contents indicator would also apply to nonlockable
containers."
I probably overlooked a place where a flag should be adjusted, but this
should give us a good starting point.
I wasn't sure what to do with the case of the auditory feedback for
magical locking "Click" and "Clunk". The question that came to my mind
was: Should those reveal the locked or unlocked status of a box?
I suppose if you knew the type of wand you were zapping or the spell
you were casting, you could argue that they should.
In the end, I opted for setting lknown right off the zap/cast effect
for anyone playing a Wizard role, and not setting it for anyone else,
thus advancing class differentiation a little bit too.
I haven't checked the cknown results under all flags.menu_style options
at this point, only MENU_FULL.
<Someone> wrote:
> You have much trouble removing u - a helmet.
> You have much trouble lifting a plate mail. Continue? [ynq] (q)
> You have much trouble removing R - a plate mail.
> You have much trouble removing N - a leather cloak.
> Why am I told that I have trouble "lifting" a plate mail?
1. Add strsubst() routine to hacklib to replace a word or phrase in a string in place.
2. Correct the inconsistency reported.
Fix the recently reported problem:
" If there is a corpse in a pit, you have to enter the pit in order to pick
" it up, however you are can eat it without being in the pit.
If pit bottoms aren't reachable, then can_reach_floor() needs to know
about it. I suspect that this change is likely to create some other
bugs though.
An optimization.
Split the patterns into two chains, one for things you want "always picked up", and one for things you want "never picked up". That way, the
entire exception list isn't being checked twice, once for each type of
check. The check for things to "always pick up" only checks the
chain at the AP_GRAB index, and the check for things to "never
pick up" only checks the chain at the AP_LEAVE index.
- Also modifies the toggle autopickup '@' message
appropriately for the AUTOPICKUP_EXCEPTIONS build.
(it just tacks on ", with some exceptions" if there are some)
An enhancement to the original to allow
two types of exceptions:
always pickup
never pickup
To specify "never pickup", begin the pattern string with '>'
which is NetHack's down direction symbol (for "leave it down")
To specify "always pickup", begin the pattern string with '<'
which is NetHack's up direction symbol.
For example, to pick up all arrows, regardless of the pickup_
types setting:
autopickup_exception = "<*arrows"
Add config.h experimental option AUTOPICKUP_EXCEPTIONS.
It's an interface-only change which allows you to add lines to your
config file to selectively avoid autopickup of items based on their
text description that is displayed when you pick them up. It does
it by matching a pattern against the xname singular return value.
For example:
autopickup_exception = "*corpse" will avoid picking up corpses, even if
food (%) is in your pickup_types.
autopickup_exception = "*brown*"
will avoid picking up any brown items (why, I do not know)
autopickup_exception = "*loadstone"
will NOT avoid picking up loadstones, unless they are already
identified, because the xname string will be "gray stone", so no
match there.
The matching has no knowledge of in-game objects, it is just
a text pattern match, thus it is an interface change, not a gameplay
change, and it is meant as a convenience for players.
- [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.
Reported a while back, a (stonable) hiding monster will hide at a location
containing only a cockatrice corpse. While it would be interesting to
allow monsters to try, and stone themselves as a result, I chose the
simpler fix which is to not have monsters hide in such situations. I found
the hiding code was duplicated in several places, so I moved it into a new
hideunder() function that works for both the hero and monsters.
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.
The choice was to avoid one of the two sellobj() calls in in_container.
Since I liked the message ordering "put gold into... credit" better than
"credit... put gold into", the code now avoids the 1st sellobj call for coins.
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