Commit Graph

6130 Commits

Author SHA1 Message Date
PatR
6677003c8f fix issue #333 - obsolete "green slime corpse"
Issue was for dropping glob of green slime while swallowed by a
purple worm but also applied to pet eating habits.  Green slime
corpse doesn't exist any more; check for glob instead.

Fixes #333
2020-04-23 17:31:21 -07:00
PatR
ff483694af fix issue #319 - whip can fetch underwater items
Applying a bullwhip down while levitating or riding gives a chance
to pick up items from the unreachable floor.  Doing so over water
yields "you wrap your bullwhip around <item> on the water" when
that item is actually on the bottom.  Same for lava.  Don't fetch
items from beneath the surface.  Also, for the lava case subject
the whip to fire damage.

This has actually broken the seal on a can of worms.  Every item
at a water location sinks to the bottom even if it should float.
I'm not opening that can....

Fixes #319
2020-04-23 16:54:51 -07:00
PatR
3468129f5a fix issue #337 - crash on start with armhf arch
Fix "objects[0] class #1 not in order!" panic.  The new check to
make sure that the elements of objects[] were in ascending order
by object class uses a plain 'char' index so -1 to indicate 'no
previous value' didn't work on a system using unsigned chars.

Verfied by temporarily adding '-funsigned-char' to CFLAGS before
and after the revision.  Before: panic, after: no panic.

Fixes #337
2020-04-23 11:47:29 -07:00
PatR
33cb2142e6 couple more missing prototypes 2020-04-22 15:32:32 -07:00
PatR
0ae84411a0 option fixes and missing prototypes
I added -Wmissing-prototypes to my CFLAGS and got a bunch of warnings.
This fixes the core ones (there are more for X11 that I haven't looked
at yet).  While fixing these, I discovered a few option processing
issues:  the non-Amiga 'altmeta' should be settable while the game is
in progress (not sure about the Amiga variation so left that as-is),
'altmeta' and 'menucolor' are booleans so shouldn't have had optfn_XXX
functions; 'MACgraphics' and 'subkeyvalue' were conditionally defined
differently in options.c than in optlist.h.
2020-04-22 13:39:38 -07:00
Patric Mueller
f9f423b385 Allow nurses heal attack when wielding a non-weapon/weaptool
This matches the nurses' hitting behavior with their chatting messages.

Chatting to them suggested that the heal attack would happen but the check in
mhitu.c was just for wielding anything.

This opens up the possibility of a YAFM in MS_NURSE when wielding something
that allos the heal attack to proceed.  But I couldn't come up with a good
one.
2020-04-22 12:00:06 +02:00
PatR
f8e1f38cb0 swapping places with peaceful monster
When swapping with a peaceful monster rather than a pet, say so.
2020-04-22 02:51:45 -07:00
PatR
039d26a6e0 crystal ball followup
tile2x11 didn't like the change to drawing.c.  Case-insensitive
string comparison wasn't strictly needed so switch to regular
strcmp().
2020-04-22 01:20:49 -07:00
PatR
28fb6fc67b crystal ball enhancements
Allow crystal ball to search for furniture (stairs and ladders,
altar, throne, sink, fountain) as well as for a class or objects
or of monsters or all traps.  Giving any of '<','>','_','\','#',
or '{' will find all of those rather than just the individual type
specified.  Because of the default character conflict, '_' can no
longer be used to find chains; looking for altars is more useful.

The chance of getting the cursed effect due to failing a saving
throw against intelligence when the ball isn't actually cursed has
been reduced.  If it is the hero's own quest artifact, it will
happen if rnd(8) is greater than Int, so Int of 8 or more will
never yield that effect.  Otherwise if it is blessed, rnd(16) is
used so 16 or better Int means it can't act like it is cursed.
When uncursed and not hero's quest artifact, the old rnd(20) > Int
test is still used.

Crystal balls now start with 3..7 charges rather than 1..5, and
blessed charging sets the amount to 7 charges rather than 6 and
also blesses the ball.  Recharing with uncursed scroll of charging
is slightly better (adds 1..2 charges instead of always just 1,
caps the amount at 7 rather than 5) and uncurses the ball.  Cursed
scroll strips off all charges even if the ball is blessed and also
curses the ball so is harsher than before.

Crystal balls now cancel to -1 instead of 0, like wands, and using
one effect will destroy it, like zapping cancelled wands.

Also a minor tweak to the initial charges for can of grease (5..25
instead of 1..25) and horn of plenty and bag of tricks (both now
3..20 instead of 1..20).
2020-04-22 01:14:09 -07:00
PatR
486752b003 obsolete monst.c comment
Remove an obsolete comment about soldiers since they haven't been
contiguous for over 15 years as the 'ants in barracks' bug report
revealed.

Do some reformatting, mostly for attacks among the '@' class.

Only one actual change:  reduce the level for 'elf' (placeholder
for zombie and mummy corpses) from 10 to 0 (and corresponding
difficulty from 12 to 2).  I don't think that level is ever used
anywhere and the one for humans is already zero.  Having it be
higher than Elvenking's level was absurd.

'@' section should either be completely reordered to obey 'rule #2'
or nurse should be moved back to where it once was (in front of
shopkeeper).  I haven't done either but only because I couldn't
which of the two should be done.
2020-04-21 13:50:28 -07:00
nhmall
23428d0fcc squadprob array had 5 elements but only 4 initialized
fixes #335
2020-04-21 14:32:14 -04:00
Pasi Kallinen
54aa84eeea Prevent branch stairs generating in unjoined room 2020-04-21 18:41:08 +03:00
PatR
ca4e729216 detection bugs when vault guard is at <0,0>
Monster detection skipped dead monsters during fmon traversal but
found semi-dead guard parked at <0,0> waiting to remove temporary
vault corridor.  If that happened to be the only monster found then
the feedback was incorrect (a blank map showing no found monsters
instead of a strange feeling).  Object detection found semi-dead
guard's inventory and might report incorrectly too although the
chance of that being the only objects found on the level is a lot
less than it being the only monster.
2020-04-20 16:11:47 -07:00
PatR
5ec96751ba fix issue #325 - wishing for "garlic" doesn't work
Wishing allowed "royal jelly" to match "lump of royal jelly" as a
special case, but not "wolfsbane" to match "sprig of wolfsbane" or
"tricks" to match "bag of tricks".  Handle that sort of match in a
more general way.

While in there, add a minor glob bit:  instead of giving a random
corpse (because monster is flagged as no-corpse) if someone wishes
for "gray ooze corpse" give "glob of gray ooze".

Fixes #325
2020-04-20 14:57:17 -07:00
PatR
63b1bf54e8 fix wishing crash
After 05403182eb (I think, possibly the
change to objnam.c which followed that one) from a couple of days ago,
wishing for a monster name dereferenced a Null pointer and crashed.
2020-04-20 13:28:43 -07:00
Pasi Kallinen
2d67aaebb8 Clear saved lua_State from dungeons
These will be recreated if necessary in makerooms
2020-04-20 16:48:56 +03:00
Pasi Kallinen
776ebd809e No trying themed rooms if lua init failed 2020-04-20 16:34:22 +03:00
PatR
5fa12f4bc4 yet more S_unexplored
Revert part of one of the earlier S_unexplored changes (erasing
the map window on tty) and deal with the issue differently.
2020-04-19 16:15:16 -07:00
PatR
579939010d lua.adoc typo
"not-cursed" was misspelled.
2020-04-19 15:42:32 -07:00
nhmall
d8a409c34f windows build fix
src\cmd.c(505) : error C4703: potentially uninitialized local pointer variable 'efp' used
NMAKE : fatal error U1077
2020-04-19 13:40:20 -04:00
PatR
2337252acf fix issue #326 - can't wish for were-foo corpse
"were{rat,jackal,wolf}" each occur twice in mons[], once for the
beast form and second time among '@' for the human form.  Wishing
for werecreature corpse or tin always matches the first entry so
yields the beast form, but all their beast forms are flagged as
no-corpse so the wish would fallback to a corpse with random monster
type.  Wishing for werecreature figurine worked but always produced
one that created its beast form if/when activated.

This fix allows specifying "human werecreature" to match the second
entry.  It's optional for corpse and tin; the wish code will now
switch to that implicitly if it gets a no-corpse were-form for
those.  It has to be specified explicitly to get a figurine that
will activate as the human form.  It works for ^G too.

Fixes #326
2020-04-19 05:28:18 -07:00
PatR
05403182eb wishing fix
name_to_mon() has a bunch of alternate monster names, such as
"gray-elf" to match "grey-elf" and "ki rin" to match "ki-rin".  Those
worked as intended when they occurred at the end of a wish, but only
worked in the middle if their length was the same or one character
less than the canonical name in mons[].mname.

djinni figurine     -> h - a figurine of a djinni
genie figurine      -> i - a figurine of a djinni
figurine of mumak   -> j - a figurine of a mumak
mumak figurine      -> k - a figurine of a mumak
figurine of mumakil -> l - a figurine of a mumak
mumakil figurine    -> nothing fitting that description exists

(The one-less case worked because its following space ended up being
implicitly removed when skipping ahead by the length of mons[].mname;
subsequent explicit removal didn't find a space so was a no-op.)
2020-04-19 04:58:18 -07:00
PatR
37ef5a2561 objects[] infrastructure
The bases[] array allows finding the index of the first object in
a particular class.  Extend it so that bases[class + 1] - 1 is a
reliable way to find the last object in any class.  The array had
to be extended by one so that the last class has a [class+1] entry
available, and object initialization now makes sure that classes
within objects[] are in ascending order so that [class+1] always
holds a higher index than [class].
2020-04-19 04:18:22 -07:00
PatR
8c744de8cd || vs &&
Add some parentheses.
2020-04-19 03:20:01 -07:00
PatR
51180274df fix issue #331 - steam clouds vs moats
Water locations on Medusa's level didn't show steam clouds.  It
wasn't because the location was a moat rather than a pool, it was
because the moat location was unlit (and in line of sight) and
tested pool locations were lit.  Poison gas clouds explicitly
override the lit/unlit issue but other region types weren't.

Fixes #331
2020-04-18 15:28:53 -07:00
Pasi Kallinen
9784b5adef Fix heap use after free
In a lua script, if object was created inside a container, it
might've merged with another object.

Also prevent stacking, lighting, and burying contained objects.
2020-04-18 22:13:52 +03:00
Pasi Kallinen
9b74ea0b22 Shaped and themed rooms
Allows creating shaped or themed rooms for the Dungeons of Doom
via lua script.

Invalidates bones and saves.

Makefiles updated for unix/linux by adding themerms.lua, but other
OSes need to have that added.
2020-04-18 19:55:09 +03:00
Pasi Kallinen
2d43c6d62a Fix segfault on teleport while punished due to flooreffects
... deleting the ball & chain, but keeping a boulder in the pit.

Noticed a segfault when fuzzing, teleport while punished caused
a segfault via fill_pit -> flooreffects -> bury_objs -> unpunish,
and then the next line in teleds tried to look up uchain.

Guard against that particular case.

Fix the case of boulder being in a pit, triggered by you being in
a pit and a giant throwing a boulder on top of you.
2020-04-18 18:58:39 +03:00
Pasi Kallinen
9cdcf7b219 Also explode the other bag of holding 2020-04-18 11:31:16 +03:00
PatR
cf9e0d9434 map updating change to fix tty 2020-04-17 16:45:41 -07:00
PatR
274321d4ec adopt pull request #328 - steam clouds
This adds a superset of the code from github pull request #328
to create a short-lived cloud of steam when fire hits a pool or
fountain.  The original code required C99; this doesn't.  It also
allowed vapor clouds on the Plane of Water where they don't work
sanely becaure regions don't understand air bubble movement and/or
vice versa.  This inhibits the clouds there [the same ought to be
done for scrolls of stinking cloud].  It also left as-is the code
that reported when fountains got used up even though conceptually
the steam should interfere with being able to see that.  This adds
a glyph-check hack to augment cansee() so that fountains that boil
away entirely are hidden at the time.

Regions that block line of slight should be calling block_point()
when created and unblock_point() when removed but a naive attempt
to introduce that didn't work as expected so I'm giving up on.

Fixes #328
2020-04-17 14:56:47 -07:00
PatR
263ee3015f tty: S_unexplored
Screen erasure leaves the map set to spaces.  If S_unexplored is
something other than <space>, tty wasn't drawing with S_unexplored
after a menu or long message line got erased following temporary
overwrite of part of the map.

This seems to work but is not the correct way to do things.
clear_screen(), cl_eos(), and cl_end() should all be taught to
flag the map as needing to be refreshed after they erase part of it.
tty_clear_nhwindow(WIN_BASE) is also lacking since it erases the
message line, full map, and status lines but leaves their internal
windows with stale data about what is shown instead of marking them
blank.
2020-04-17 01:06:37 -07:00
Pasi Kallinen
7c44e06ab1 Dehardcode the monk minetown food shop conversion
Instead of trying to figure out in core whether to change a minetown
food shop to health food shop for monks, just figure it out in the
minetown level creation script.
2020-04-16 21:01:37 +03:00
PatR
10a89a529c mimic in health food store
Make a mimic that picks special VEGETARIAN_CLASS look like food
instead of a random object.  Also, at least a couple of Minetown
variants are classified as mazes so  had a 50% chance of not even
making that choice and look like a statue instead.  Override maze
when 'in_town()' yields True.
2020-04-16 01:09:01 -07:00
PatR
c09733f2e4 health food store
When a food shop gets converted into a health food shop (minetown
when playing as a monk), the shop type and underlying room type
weren't changed to match.
2020-04-16 01:00:31 -07:00
Pasi Kallinen
43d331c4eb Nerf unicorn horn
Unicorn horns are just too good. Nerf it in similar way several
other variants have done: don't let it restore attribute loss.

This makes potion of restore ability more valuable, and the
int loss from the (nerfed) mind flayers matter more.
2020-04-15 22:45:47 +03:00
PatR
a768507ebd getpos help
This started with fixing a warning suggesting parentheses when
mixing || and &&, then started sprawling.  The getpos help for x/X
was misleading.  It said that using x or X would move cursor to the
next unexplored location but it actually moves the cursor to next
explored location that's adjacent to an unexplored one.
2020-04-15 01:43:47 -07:00
Pasi Kallinen
fe8f18c5d7 Mimic in a health food store could cause a panic
Health food stores use a special "vegetarian class" of items,
which mkobj doesn't understand. Just make the mimic use a random
item class in that case.
2020-04-15 11:10:26 +03:00
Pasi Kallinen
02f222bc0c Add vault guards to undisplaceable monsters 2020-04-15 08:59:35 +03:00
copperwater
a9eb81e0c7 Change logic for immobilized displacement, fixing a bug
The bug was that you could easily displace peaceful sleeping monsters.
The source of this was that there was no check for sleeping in the
attack() function that checks for immobilization.

As well as adding the sleeping check, this logic is modified so that it
makes more sense: if a monster is immobilized at all (sleeping, frozen,
or mcanmove = 0) it always "doesn't seem to move!" You can't randomly
displace it anyway 1/6 of the time.

Sessile monsters who are otherwise not immobilized don't move 5/6 of the
time, but can be displaced with the other 1/6.
2020-04-15 08:46:47 +03:00
copperwater
6134c6f165 Pet displacement improvements
Pets can no longer be displaced out of a trap, because that was
inconsistent with peaceful monsters refusing to be displaced out of a
trap. The untaming-via-displacement-out-of-trap code is removed.

Pets also now have a better survival instinct: they follow the code for
peaceful displacement into a bad position, and refuse to swap places.
This means it's no longer possible to accidentally kill a pet by
levitating/walking over water and displacing it.
2020-04-15 08:46:47 +03:00
copperwater
92b9db7630 Shopkeepers are immune to peaceful displacement as well 2020-04-15 08:46:47 +03:00
copperwater
5a1bbb4d16 Fix: rn2(0) when trying to displace peaceful out of trap
A side effect of making is_safepet() count peacefuls. Now checks
directly for a trapped, peaceful monster and says "they can't move out
of the trap"; this is inconsistent with pet behavior, and pet behavior
should probably be changed to be in line with it (ie they can't be
displaced out of a trap at all.)

Also refactor the code here a bit: a bunch of different if statements
have the exact same resetting code and steed resetting code in them.
Change this to a boolean flag and put the resetting code in one place
checked by that flag.
2020-04-15 08:46:47 +03:00
copperwater
21351fc13c More peaceful monsters that can't be displaced: priests, Oracle
Shouldn't be able to displace priests since that could theoretically
eventually force them out of their temple, which would probably cause
problems. The Oracle doesn't usually move anyway, but seems like she
should "not want to swap places" in any circumstance.
2020-04-15 08:46:47 +03:00
copperwater
2ee09b9210 Player can now displace peaceful monsters
Changes domove() code to allow displacing peaceful monsters.
Specifically, is_safepet() now returns true if the monster is peaceful.
Peacefuls are slightly pickier than pets about whether they consent to
being displaced: they will not displace if a goodpos() check fails for
the displaced space, or if there is a trap on the displaced space, or if
they are your quest leader. is_safepet should probably be renamed to
something else.

In the process of doing this, some other changes were made: the code now
checks whether the player and monster should be swapping places at all
first (previously it ran some code for displacing pets out of traps
first, which was a little weird if the displacement didn't actually
happen.)

In the original commit for this, I needed to guard the spoteffects()
call made in domove with a clause testing whether the player actually
moved; it was previously possible to fail to displace a monster and then
re-trigger a trap on the space you were still standing on. However, the
devteam has apparently put in an if (u.umoved) clause in the same place
and serving the same purpose.
2020-04-15 08:46:47 +03:00
Pasi Kallinen
7efe7b05df Fix "x" and "a" when choosing map location
Recent(ish) change to split unexplored glyphs from solid wall glyphs
resulted in getloc commands to choose unexplored and interesting
locations not work correctly.

Fixes #323
2020-04-15 07:15:41 +03:00
copperwater
18d19c902b Allow specifying a montype on figurines in lua files
This was already allowed for the other montype-compatible objects like
statues, corpses, eggs and tins. I don't see a reason why figurines
shouldn't be part of this group; perhaps it was an oversight.
2020-04-15 06:47:58 +03:00
PatR
2fbf9573d5 unclutter mattacku a bit
Move demon summoning and were creature summoning out of mattacku()
to a separate routine.  Should be no change in behavior.

Also, redo several comments that came after what they applied to
rather than before, and reorder the file-scope prototypes to be in
the same order as the corresponding functions.
2020-04-14 18:13:32 -07:00
Pasi Kallinen
bddb80f13c Make hostile monsters with launcher and ammo keep away
If a hostile monster is wielding a ranged weapon, and is carrying
appropriate ammo for it, make the monster try to stay away,
outside the melee range.
2020-04-14 15:19:30 +03:00
PatR
caac70c5ec rest/search refinement
When rest and search refuse to operate because a hostile monster is
adjacent, include a reminder of how to force them to operate.  Every
time if 'cmdassist' is On, or just once until after some subsequent
try actually does something.

This new rest and search behavior probably needs to be optional and
default to the old behavior.  It isn't uncommon to deliberately rest
while adjacent to a hostile monster if also adjacent to a peaceful
one and trying to wait for Stun or Confusion to time out, or maybe
search while next to such a monster hoping to find a secret door to
run away through.  A count prefix won't work and needing an extra
keystroke each time is going to be an annoyance.
2020-04-13 14:58:12 -07:00